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adding block dash, canon fight mini games
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479
dist/ba_root/mods/games/block_dash.py
vendored
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479
dist/ba_root/mods/games/block_dash.py
vendored
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@ -0,0 +1,479 @@
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# Porting to api 8 made easier by baport.(https://github.com/bombsquad-community/baport)
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# Released under the MIT License. See LICENSE for details.
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#
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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 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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from bascenev1lib.gameutils import SharedObjects
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if TYPE_CHECKING:
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from typing import Any, Sequence, Optional, Union
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import random
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from bascenev1lib.game.elimination import EliminationGame,Player,Team
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# ba_meta export bascenev1.GameActivity
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class BlockDashGame(EliminationGame):
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"""Game type where last player(s) left alive win."""
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name = 'Block Dash'
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description = 'Last 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_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]:
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return ["Wooden Floor"]
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def __init__(self, settings: dict):
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super().__init__(settings)
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shared=SharedObjects.get()
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self._scoreboard = Scoreboard()
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self._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 =1
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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._solo_mode = bool(settings.get('Solo Mode', False))
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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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self.laser_material=bs.Material()
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self.laser_material.add_actions(
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conditions=('they_have_material',
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shared.player_material),
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actions=(('modify_part_collision', 'collide',True),
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('message','their_node','at_connect',bs.DieMessage()))
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)
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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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player.lives = self._lives_per_player
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if self._solo_mode:
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player.team.spawn_order.append(player)
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self._update_solo_mode()
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else:
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# Create our icon and spawn.
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# player.icons = [Icon(player, position=(0, 50), scale=0.8)]
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if player.lives > 0:
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self.spawn_player(player)
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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.add_wall()
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if self._solo_mode:
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self._vs_text = bs.NodeActor(
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bs.newnode('text',
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attrs={
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'position': (0, 105),
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'h_attach': 'center',
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'h_align': 'center',
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'maxwidth': 200,
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'shadow': 0.5,
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'vr_depth': 390,
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'scale': 0.6,
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'v_attach': 'bottom',
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'color': (0.8, 0.8, 0.3, 1.0),
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'text': babase.Lstr(resource='vsText')
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}))
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# 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_solo_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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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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break
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def _update_icons(self) -> None:
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return
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# lets do nothing ;Eat 5 Star
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def _get_spawn_point(self, player: Player) -> Optional[babase.Vec3]:
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del player # Unused.
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# In solo-mode, if there's an existing live player on the map, spawn at
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# whichever spot is farthest from them (keeps the action spread out).
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if self._solo_mode:
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living_player = None
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living_player_pos = None
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for team in self.teams:
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for tplayer in team.players:
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if tplayer.is_alive():
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assert tplayer.node
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ppos = tplayer.node.position
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living_player = tplayer
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living_player_pos = ppos
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break
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if living_player:
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assert living_player_pos is not None
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player_pos = babase.Vec3(living_player_pos)
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points: list[tuple[float, babase.Vec3]] = []
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for team in self.teams:
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start_pos = babase.Vec3(self.map.get_start_position(team.id))
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points.append(
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((start_pos - player_pos).length(), start_pos))
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# Hmm.. we need to sorting vectors too?
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points.sort(key=lambda x: x[0])
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return points[-1][1]
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return None
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def spawn_player(self, player: Player) -> bs.Actor:
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p=[-6,-4.3,-2.6,-0.9,0.8,2.5,4.2,5.9]
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q=[-4,-2.3,-0.6,1.1,2.8,4.5]
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x=random.randrange(0,len(p))
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y=random.randrange(0,len(q))
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actor = self.spawn_player_spaz(player, position=(0,1.8,0))
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actor.connect_controls_to_player(enable_punch=False,
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enable_bomb=False,
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enable_pickup=False)
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if not self._solo_mode:
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bs.timer(0.3, babase.Call(self._print_lives, 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 self._solo_mode:
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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.
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if self._get_total_team_lives(player.team) == 0:
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assert self._start_time is not None
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player.team.survival_seconds = int(bs.time() - self._start_time)
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def _get_total_team_lives(self, team: Team) -> int:
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return sum(player.lives for player in team.players)
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def handlemessage(self, msg: Any) -> Any:
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if isinstance(msg, bs.PlayerDiedMessage):
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# Augment standard behavior.
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super().handlemessage(msg)
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player: Player = msg.getplayer(Player)
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player.lives -= 1
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if player.lives < 0:
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babase.print_error(
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"Got lives < 0 in Elim; this shouldn't happen. solo:" +
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str(self._solo_mode))
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player.lives = 0
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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_died()
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# Play big death sound on our last death
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# or for every one in solo mode.
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if self._solo_mode or player.lives == 0:
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SpazFactory.get().single_player_death_sound.play()
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# If we hit zero lives, we're dead (and our team might be too).
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if player.lives == 0:
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# If the whole team is now dead, mark their survival time.
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if self._get_total_team_lives(player.team) == 0:
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assert self._start_time is not None
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player.team.survival_seconds = int(bs.time() -
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self._start_time)
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else:
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# Otherwise, in regular mode, respawn.
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if not self._solo_mode:
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self.respawn_player(player)
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# In solo, put ourself at the back of the spawn order.
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if self._solo_mode:
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player.team.spawn_order.remove(player)
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player.team.spawn_order.append(player)
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def _update(self) -> None:
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if self._solo_mode:
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# For both teams, find the first player on the spawn order
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# list with 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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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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break
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# If we're down to 1 or fewer living teams, start a timer to end
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# the game (allows the dust to settle and draws to occur if deaths
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# are close enough).
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if len(self._get_living_teams()) < 2:
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self._round_end_timer = bs.Timer(0.5, self.end_game)
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def _get_living_teams(self) -> list[Team]:
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return [
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team for team in self.teams
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if len(team.players) > 0 and any(player.lives > 0
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for player in team.players)
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]
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def end_game(self) -> None:
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if self.has_ended():
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return
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results = bs.GameResults()
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self._vs_text = None # Kill our 'vs' if its there.
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for team in self.teams:
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results.set_team_score(team, team.survival_seconds)
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self.end(results=results)
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def add_wall(self):
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# FIXME: Chop this into vr and non-vr chunks.
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shared = SharedObjects.get()
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pwm=bs.Material()
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cwwm=bs.Material()
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# pwm.add_actions(
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# actions=('modify_part_collision', 'friction', 0.0))
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# anything that needs to hit the wall should apply this.
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pwm.add_actions(
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actions=(
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('modify_part_collision', 'collide', True),
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('modify_part_collision', 'physical', True)
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))
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self.mat = bs.Material()
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self.mat.add_actions(
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actions=( ('modify_part_collision','physical',False),
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('modify_part_collision','collide',False))
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)
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ud_1_r=bs.newnode('region',attrs={'position': (-2,0,-4),'scale': (14.5,1,14.5),'type': 'box','materials': [shared.footing_material,pwm ]})
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node = bs.newnode('prop',
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owner=ud_1_r,
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attrs={
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'mesh':bs.getmesh('image1x1'),
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'light_mesh':bs.getmesh('powerupSimple'),
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'position':(2,7,2),
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'body':'puck',
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'shadow_size':0.0,
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'velocity':(0,0,0),
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'color_texture':bs.gettexture('flagColor'),
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'mesh_scale':14.5,
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'reflection_scale':[1.5],
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'materials':[self.mat, shared.object_material,shared.footing_material],
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})
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mnode = bs.newnode('math',
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owner=ud_1_r,
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attrs={
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'input1': (0, 0.7, 0),
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'operation': 'add'
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})
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node.changerotation(1,0,0)
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ud_1_r.connectattr('position', mnode, 'input2')
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mnode.connectattr('output', node, 'position')
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bs.timer(8,babase.Call(self.create_block_wall_easy))
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self.gate_count=4
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self.wall_count=0
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def create_wall(self):
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x=-9
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for i in range(0,17):
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self.create_block(x,0.5)
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self.create_block(x,1.2)
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x=x+0.85
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def create_block_wall_hardest(self):
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x=-3
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for i in range(0,7):
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self.create_block(x,0.4)
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x=x+0.85
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bs.timer(1.5,babase.Call(self.create_wall))
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bs.timer(15,babase.Call(self.create_block_wall_hardest))
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def create_block_wall_hard(self):
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x=-9
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self.wall_count+=1
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for i in range(0,17):
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self.create_block(x,0.4)
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x=x+0.85
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if self.wall_count <4:
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bs.timer(12,babase.Call(self.create_block_wall_hard))
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else:
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bs.timer(7,babase.Call(self.create_block_wall_hard)) #hardest too heavy to play
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def create_block_wall_easy(self):
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x=-9
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c=0
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for i in range(0,17):
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if random.randrange(0,2) and c<self.gate_count:
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pass
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else:
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self.create_block(x,0.5)
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c+=1
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x=x+0.85
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self.wall_count+=1
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if self.wall_count < 5:
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bs.timer(11,babase.Call(self.create_block_wall_easy))
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else:
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self.wall_count=0
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bs.timer(15,babase.Call(self.create_block_wall_hard))
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def create_block(self,x,y):
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shared = SharedObjects.get()
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pwm=bs.Material()
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cwwm=bs.Material()
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# pwm.add_actions(
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# actions=('modify_part_collision', 'friction', 0.0))
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# anything that needs to hit the wall should apply this.
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pwm.add_actions(
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actions=(
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('modify_part_collision', 'collide', True),
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('modify_part_collision', 'physical', True)
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))
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self.mat = bs.Material()
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self.mat.add_actions(
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actions=( ('modify_part_collision','physical',False),
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('modify_part_collision','collide',False))
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)
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cmesh = bs.getcollisionmesh('courtyardPlayerWall')
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ud_1_r=bs.newnode('region',attrs={'position': (x,y,-13),'scale': (1,1.5,1),'type': 'box','materials': [shared.footing_material,pwm ]})
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node = bs.newnode('prop',
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owner=ud_1_r,
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attrs={
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'mesh':bs.getmesh('tnt'),
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'light_mesh':bs.getmesh('powerupSimple'),
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'position':(2,7,2),
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'body':'puck',
|
||||
'shadow_size':0.0,
|
||||
'velocity':(0,0,0),
|
||||
'color_texture':bs.gettexture('tnt'),
|
||||
'mesh_scale':1.2,
|
||||
'reflection_scale':[1.5],
|
||||
'materials':[self.mat, shared.object_material,shared.footing_material],
|
||||
|
||||
'density':9000000000
|
||||
})
|
||||
mnode = bs.newnode('math',
|
||||
owner=ud_1_r,
|
||||
attrs={
|
||||
'input1': (0, 0.5, 0),
|
||||
'operation': 'add'
|
||||
})
|
||||
|
||||
node.changerotation(1,0,0)
|
||||
|
||||
ud_1_r.connectattr('position', mnode, 'input2')
|
||||
mnode.connectattr('output', node, 'position')
|
||||
_rcombine=bs.newnode('combine',
|
||||
owner=ud_1_r,
|
||||
attrs={
|
||||
'input0':x,
|
||||
'input1':y,
|
||||
'size':3
|
||||
})
|
||||
bs.animate(_rcombine,'input2',{
|
||||
0:-12,
|
||||
11:4
|
||||
})
|
||||
_rcombine.connectattr('output',ud_1_r,'position')
|
||||
|
||||
bs.timer(11,babase.Call(ud_1_r.delete))
|
||||
432
dist/ba_root/mods/games/canon_fight.py
vendored
Normal file
432
dist/ba_root/mods/games/canon_fight.py
vendored
Normal file
|
|
@ -0,0 +1,432 @@
|
|||
# Porting to api 8 made easier by baport.(https://github.com/bombsquad-community/baport)
|
||||
# Released under the MIT License. See LICENSE for details.
|
||||
#
|
||||
"""DeathMatch game and support classes."""
|
||||
|
||||
# ba_meta require api 8
|
||||
# (see https://ballistica.net/wiki/meta-tag-system)
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
import babase
|
||||
import bascenev1 as bs
|
||||
import random
|
||||
from bascenev1lib.actor.playerspaz import PlayerSpaz
|
||||
from bascenev1lib.actor.scoreboard import Scoreboard
|
||||
from bascenev1lib.gameutils import SharedObjects
|
||||
from bascenev1lib.actor.bomb import BombFactory
|
||||
from bascenev1lib.actor.bomb import Bomb
|
||||
|
||||
from bascenev1lib.game.deathmatch import DeathMatchGame,Player,Team
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from typing import Any, Union, Sequence, Optional
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
# ba_meta export bascenev1.GameActivity
|
||||
class CanonFightGame(DeathMatchGame):
|
||||
"""A game type based on acquiring kills."""
|
||||
|
||||
name = 'Canon Fight'
|
||||
description = 'Kill a set number of enemies to win.'
|
||||
|
||||
# Print messages when players die since it matters here.
|
||||
announce_player_deaths = True
|
||||
|
||||
@classmethod
|
||||
def get_available_settings(
|
||||
cls, sessiontype: type[bs.Session]) -> list[babase.Setting]:
|
||||
settings = [
|
||||
bs.IntSetting(
|
||||
'Kills to Win Per Player',
|
||||
min_value=1,
|
||||
default=5,
|
||||
increment=1,
|
||||
),
|
||||
bs.IntChoiceSetting(
|
||||
'Time Limit',
|
||||
choices=[
|
||||
('None', 0),
|
||||
('1 Minute', 60),
|
||||
('2 Minutes', 120),
|
||||
('5 Minutes', 300),
|
||||
('10 Minutes', 600),
|
||||
('20 Minutes', 1200),
|
||||
],
|
||||
default=0,
|
||||
),
|
||||
bs.FloatChoiceSetting(
|
||||
'Respawn Times',
|
||||
choices=[
|
||||
('Shorter', 0.25),
|
||||
('Short', 0.5),
|
||||
('Normal', 1.0),
|
||||
('Long', 2.0),
|
||||
('Longer', 4.0),
|
||||
],
|
||||
default=1.0,
|
||||
),
|
||||
bs.BoolSetting('Epic Mode', default=False),
|
||||
]
|
||||
|
||||
# In teams mode, a suicide gives a point to the other team, but in
|
||||
# free-for-all it subtracts from your own score. By default we clamp
|
||||
# this at zero to benefit new players, but pro players might like to
|
||||
# be able to go negative. (to avoid a strategy of just
|
||||
# suiciding until you get a good drop)
|
||||
if issubclass(sessiontype, bs.FreeForAllSession):
|
||||
settings.append(
|
||||
bs.BoolSetting('Allow Negative Scores', default=False))
|
||||
|
||||
return settings
|
||||
|
||||
@classmethod
|
||||
def supports_session_type(cls, sessiontype: type[bs.Session]) -> bool:
|
||||
return (issubclass(sessiontype, bs.DualTeamSession)
|
||||
or issubclass(sessiontype, bs.FreeForAllSession))
|
||||
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]:
|
||||
return ["Step Right Up"]
|
||||
|
||||
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._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.wtindex=0
|
||||
self.wttimer = bs.timer(5, babase.Call(self.wt_), repeat=True)
|
||||
self.wthighlights=["Created by Mr.Smoothy","hey smoothy youtube","smoothy#multiverse"]
|
||||
|
||||
def wt_(self):
|
||||
node = bs.newnode('text',
|
||||
attrs={
|
||||
'text': self.wthighlights[self.wtindex],
|
||||
'flatness': 1.0,
|
||||
'h_align': 'center',
|
||||
'v_attach':'bottom',
|
||||
'scale':0.7,
|
||||
'position':(0,20),
|
||||
'color':(0.5,0.5,0.5)
|
||||
})
|
||||
|
||||
self.delt = bs.timer(4,node.delete)
|
||||
self.wtindex = int((self.wtindex+1)%len(self.wthighlights))
|
||||
|
||||
def get_instance_description(self) -> Union[str, Sequence]:
|
||||
return 'Crush ${ARG1} of your enemies.', self._score_to_win
|
||||
|
||||
def get_instance_description_short(self) -> Union[str, Sequence]:
|
||||
return 'kill ${ARG1} enemies', self._score_to_win
|
||||
|
||||
def on_team_join(self, team: Team) -> None:
|
||||
if self.has_begun():
|
||||
self._update_scoreboard()
|
||||
|
||||
def on_begin(self) -> None:
|
||||
super().on_begin()
|
||||
self.setup_standard_time_limit(self._time_limit)
|
||||
self.setup_standard_powerup_drops()
|
||||
|
||||
# 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()
|
||||
self.create_canon_A()
|
||||
self.create_canon_B()
|
||||
self.create_wall()
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
|
||||
if isinstance(msg, bs.PlayerDiedMessage):
|
||||
|
||||
# Augment standard behavior.
|
||||
super().handlemessage(msg)
|
||||
|
||||
player = msg.getplayer(Player)
|
||||
self.respawn_player(player)
|
||||
|
||||
killer = msg.getkillerplayer(Player)
|
||||
if killer is None:
|
||||
return None
|
||||
|
||||
# Handle team-kills.
|
||||
if killer.team is player.team:
|
||||
|
||||
# In free-for-all, killing yourself loses you a point.
|
||||
if isinstance(self.session, bs.FreeForAllSession):
|
||||
new_score = player.team.score - 1
|
||||
if not self._allow_negative_scores:
|
||||
new_score = max(0, new_score)
|
||||
player.team.score = new_score
|
||||
|
||||
# In teams-mode it gives a point to the other team.
|
||||
else:
|
||||
self._dingsound.play()
|
||||
for team in self.teams:
|
||||
if team is not killer.team:
|
||||
team.score += 1
|
||||
|
||||
# Killing someone on another team nets a kill.
|
||||
else:
|
||||
killer.team.score += 1
|
||||
self._dingsound.play()
|
||||
|
||||
# In FFA show scores since its hard to find on the scoreboard.
|
||||
if isinstance(killer.actor, PlayerSpaz) and killer.actor:
|
||||
killer.actor.set_score_text(str(killer.team.score) + '/' +
|
||||
str(self._score_to_win),
|
||||
color=killer.team.color,
|
||||
flash=True)
|
||||
|
||||
self._update_scoreboard()
|
||||
|
||||
# If someone has won, set a timer to end shortly.
|
||||
# (allows the dust to clear and draws to occur if deaths are
|
||||
# close enough)
|
||||
assert self._score_to_win is not None
|
||||
if any(team.score >= self._score_to_win for team in self.teams):
|
||||
bs.timer(0.5, self.end_game)
|
||||
|
||||
else:
|
||||
return super().handlemessage(msg)
|
||||
return None
|
||||
|
||||
def _update_scoreboard(self) -> None:
|
||||
for team in self.teams:
|
||||
self._scoreboard.set_team_value(team, team.score,
|
||||
self._score_to_win)
|
||||
|
||||
def end_game(self) -> None:
|
||||
results = bs.GameResults()
|
||||
self.delete_text_nodes()
|
||||
for team in self.teams:
|
||||
results.set_team_score(team, team.score)
|
||||
self.end(results=results)
|
||||
def delete_text_nodes(self):
|
||||
self.canon.delete()
|
||||
self.canon_.delete()
|
||||
self.canon2.delete()
|
||||
self.canon_2.delete()
|
||||
self.curve.delete()
|
||||
self.curve2.delete()
|
||||
|
||||
def _handle_canon_load_A(self):
|
||||
try:
|
||||
bomb = bs.getcollision().opposingnode.getdelegate(Bomb,True)
|
||||
# pos=bomb.position
|
||||
owner=bomb.owner
|
||||
type=bomb.bomb_type
|
||||
source_player=bomb.get_source_player(bs.Player)
|
||||
bs.getcollision().opposingnode.delete()
|
||||
|
||||
# bomb.delete()
|
||||
self.launch_bomb_byA(owner,type,source_player,2)
|
||||
except bs.NotFoundError:
|
||||
# This can happen if the flag stops touching us due to being
|
||||
# deleted; that's ok.
|
||||
return
|
||||
def _handle_canon_load_B(self):
|
||||
try:
|
||||
bomb = bs.getcollision().opposingnode.getdelegate(Bomb,True)
|
||||
# pos=bomb.position
|
||||
owner=bomb.owner
|
||||
type=bomb.bomb_type
|
||||
source_player=bomb.get_source_player(bs.Player)
|
||||
bs.getcollision().opposingnode.delete()
|
||||
|
||||
# bomb.delete()
|
||||
self.launch_bomb_byB(owner,type,source_player,2)
|
||||
except bs.NotFoundError:
|
||||
# This can happen if the flag stops touching us due to being
|
||||
# deleted; that's ok.
|
||||
return
|
||||
def launch_bomb_byA(self,owner,type,source_player,count):
|
||||
if count>0:
|
||||
y=random.randrange(2,9,2)
|
||||
z=random.randrange(-4,6)
|
||||
self.fake_explosion( (-5.708631629943848, 7.437141418457031, -4.525400638580322))
|
||||
|
||||
Bomb(position=(-6,7.5,-4),bomb_type=type,owner=owner,source_player=source_player,velocity=(19,y,z)).autoretain()
|
||||
bs.timer(0.6,babase.Call(self.launch_bomb_byA,owner,type,source_player,count-1))
|
||||
else:
|
||||
return
|
||||
def launch_bomb_byB(self,owner,type,source_player,count):
|
||||
if count>0:
|
||||
y=random.randrange(2,9,2)
|
||||
z=random.randrange(-4,6)
|
||||
self.fake_explosion( (5.708631629943848, 7.437141418457031, -4.525400638580322))
|
||||
|
||||
Bomb(position=(6,7.5,-4),bomb_type=type,owner=owner,source_player=source_player,velocity=(-19,y,z)).autoretain()
|
||||
bs.timer(0.6,babase.Call(self.launch_bomb_byB,owner,type,source_player,count-1))
|
||||
else:
|
||||
return
|
||||
|
||||
def fake_explosion(self, position: Sequence[float]):
|
||||
explosion = bs.newnode('explosion',
|
||||
attrs={'position': position,
|
||||
'radius': 1, 'big': False})
|
||||
bs.timer(0.4, explosion.delete)
|
||||
sounds = ['explosion0'+str(n) for n in range(1,6)]
|
||||
sound = random.choice(sounds)
|
||||
bs.getsound(sound).play()
|
||||
|
||||
|
||||
|
||||
def create_canon_A(self):
|
||||
shared = SharedObjects.get()
|
||||
canon_load_mat=bs.Material()
|
||||
factory = BombFactory.get()
|
||||
|
||||
canon_load_mat.add_actions(
|
||||
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', False),
|
||||
('modify_part_collision', 'physical', False)
|
||||
|
||||
))
|
||||
canon_load_mat.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._handle_canon_load_A))
|
||||
),
|
||||
)
|
||||
self.ud_1_r=bs.newnode('region',attrs={'position': (-8.908631629943848, 7.337141418457031, -4.525400638580322),'scale': (2,1,1),'type': 'box','materials': [canon_load_mat ]})
|
||||
|
||||
self.node = bs.newnode('shield',
|
||||
delegate=self,
|
||||
attrs={
|
||||
'position':(-8.308631629943848, 7.337141418457031, -4.525400638580322),
|
||||
'color': (0.3, 0.2, 2.8),
|
||||
'radius': 1.3
|
||||
})
|
||||
self.canon=bs.newnode('text',
|
||||
attrs={
|
||||
'text': '___________',
|
||||
'in_world': True,
|
||||
'shadow': 1.0,
|
||||
'flatness': 1.0,
|
||||
'color':(0.3,0.3,0.8),
|
||||
'scale':0.019,
|
||||
'h_align': 'left',
|
||||
'position':(-8.388631629943848, 7.837141418457031, -4.525400638580322)
|
||||
})
|
||||
self.canon_=bs.newnode('text',
|
||||
attrs={
|
||||
'text': '_________',
|
||||
'in_world': True,
|
||||
'shadow': 1.0,
|
||||
'flatness': 1.0,
|
||||
'color':(0.3,0.3,0.8),
|
||||
'scale':0.019,
|
||||
'h_align': 'left',
|
||||
'position':(-7.888631629943848, 7.237141418457031, -4.525400638580322)
|
||||
})
|
||||
self.curve=bs.newnode('text',
|
||||
attrs={
|
||||
'text': '/\n',
|
||||
'in_world': True,
|
||||
'shadow': 1.0,
|
||||
'flatness': 1.0,
|
||||
'color':(0.3,0.3,0.8),
|
||||
'scale':0.019,
|
||||
'h_align': 'left',
|
||||
'position':(-8.788631629943848, 7.237141418457031, -4.525400638580322)
|
||||
})
|
||||
def create_canon_B(self):
|
||||
shared = SharedObjects.get()
|
||||
canon_load_mat=bs.Material()
|
||||
factory = BombFactory.get()
|
||||
|
||||
canon_load_mat.add_actions(
|
||||
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', False),
|
||||
('modify_part_collision', 'physical', False)
|
||||
|
||||
))
|
||||
canon_load_mat.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._handle_canon_load_B))
|
||||
),
|
||||
)
|
||||
self.ud_1_r2=bs.newnode('region',attrs={'position': (8.908631629943848+0.81, 7.327141418457031, -4.525400638580322),'scale': (2,1,1),'type': 'box','materials': [canon_load_mat ]})
|
||||
|
||||
self.node2 = bs.newnode('shield',
|
||||
delegate=self,
|
||||
attrs={
|
||||
'position':(8.308631629943848+0.81, 7.327141418457031, -4.525400638580322),
|
||||
'color': (2.3, 0.2, 0.3),
|
||||
'radius': 1.3
|
||||
})
|
||||
self.canon2=bs.newnode('text',
|
||||
attrs={
|
||||
'text': '___________',
|
||||
'in_world': True,
|
||||
'shadow': 1.0,
|
||||
'flatness': 1.0,
|
||||
'color':(0.8,0.3,0.3),
|
||||
'scale':0.019,
|
||||
'h_align': 'right',
|
||||
'position':(8.388631629943848+0.81, 7.837141418457031, -4.525400638580322)
|
||||
})
|
||||
self.canon_2=bs.newnode('text',
|
||||
attrs={
|
||||
'text': '_________',
|
||||
'in_world': True,
|
||||
'shadow': 1.0,
|
||||
'flatness': 1.0,
|
||||
'color':(0.8,0.3,0.3),
|
||||
'scale':0.019,
|
||||
'h_align': 'right',
|
||||
'position':(7.888631629943848+0.81, 7.237141418457031, -4.525400638580322)
|
||||
})
|
||||
self.curve2=bs.newnode('text',
|
||||
attrs={
|
||||
'text': '\\',
|
||||
'in_world': True,
|
||||
'shadow': 1.0,
|
||||
'flatness': 1.0,
|
||||
'color':(0.8,0.3,0.3),
|
||||
'scale':0.019,
|
||||
'h_align': 'right',
|
||||
'position':(8.788631629943848+0.81, 7.237141418457031, -4.525400638580322)
|
||||
})
|
||||
def create_wall(self):
|
||||
shared = SharedObjects.get()
|
||||
factory = BombFactory.get()
|
||||
mat=bs.Material()
|
||||
mat.add_actions(
|
||||
conditions=('they_have_material',shared.player_material),
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', True),
|
||||
('modify_part_collision','physical',True)
|
||||
))
|
||||
mat.add_actions(
|
||||
conditions=(
|
||||
('they_have_material',factory.bomb_material)),
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', False)
|
||||
))
|
||||
self.wall=bs.newnode('region',attrs={'position': (0.61877517104148865, 4.312626838684082, -8.68477725982666),'scale': (3,7,27),'type': 'box','materials': [mat ]})
|
||||
0
dist/ba_root/mods/maps/__init__.py
vendored
Normal file
0
dist/ba_root/mods/maps/__init__.py
vendored
Normal file
214
dist/ba_root/mods/maps/wooden_floor.py
vendored
Normal file
214
dist/ba_root/mods/maps/wooden_floor.py
vendored
Normal file
|
|
@ -0,0 +1,214 @@
|
|||
# Porting to api 8 made easier by baport.(https://github.com/bombsquad-community/baport)
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
import babase
|
||||
import bascenev1 as bs
|
||||
from bascenev1lib.gameutils import SharedObjects
|
||||
from bascenev1lib.actor.playerspaz import PlayerSpaz
|
||||
import copy
|
||||
if TYPE_CHECKING:
|
||||
from typing import Any, List, Dict
|
||||
|
||||
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):
|
||||
"""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'),
|
||||
'collision_mesh': bs.getcollisionmesh('bridgitLevelCollide'),
|
||||
'tex': bs.gettexture('bridgitLevelColor'),
|
||||
'mesh_bg_tex': bs.gettexture('doomShroomBGColor'),
|
||||
'collide_bg': bs.getcollisionmesh('natureBackgroundCollide'),
|
||||
'railing_collision_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']
|
||||
})
|
||||
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
|
||||
# self.map_extend()
|
||||
|
||||
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 map_extend(self):
|
||||
pass
|
||||
|
||||
|
||||
def ground(self):
|
||||
shared = SharedObjects.get()
|
||||
self._real_wall_material=bs.Material()
|
||||
|
||||
self._real_wall_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))
|
||||
)
|
||||
spaz_collide_mat=bs.Material()
|
||||
spaz_collide_mat.add_actions(
|
||||
conditions=('they_have_material',shared.player_material),
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', True),
|
||||
( 'call','at_connect',babase.Call(self._handle_player_collide )),
|
||||
),
|
||||
)
|
||||
pos=(0,0.1,-5)
|
||||
self.main_region=bs.newnode('region',attrs={'position': pos,'scale': (21,0.001,20),'type': 'box','materials': [shared.footing_material,self._real_wall_material,spaz_collide_mat]})
|
||||
|
||||
|
||||
def create_ramp_111(self,x,z):
|
||||
|
||||
shared = SharedObjects.get()
|
||||
self._real_wall_material=bs.Material()
|
||||
|
||||
self._real_wall_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))
|
||||
)
|
||||
spaz_collide_mat=bs.Material()
|
||||
|
||||
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_wall_material ]})
|
||||
|
||||
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
|
||||
})
|
||||
mnode = bs.newnode('math',
|
||||
owner=ud_1_r,
|
||||
attrs={
|
||||
'input1': (0, 0.6, 0),
|
||||
'operation': 'add'
|
||||
})
|
||||
|
||||
|
||||
node.changerotation(1,0,0)
|
||||
ud_1_r.connectattr('position', mnode, 'input2')
|
||||
mnode.connectattr('output', node, 'position')
|
||||
|
||||
|
||||
|
||||
|
||||
def _handle_player_collide(self):
|
||||
try:
|
||||
player = bs.getcollision().opposingnode.getdelegate(
|
||||
PlayerSpaz, True)
|
||||
except bs.NotFoundError:
|
||||
return
|
||||
|
||||
|
||||
if player.is_alive():
|
||||
player.shatter(True)
|
||||
|
||||
|
||||
|
||||
|
||||
bs._map.register_map(WoodenFloor)
|
||||
Loading…
Add table
Add a link
Reference in a new issue