# -*- coding: utf-8 -*- # Released under the MIT License. See LICENSE for details. # """Functionality related to player-controlled Spazzes.""" from __future__ import annotations from typing import TYPE_CHECKING, TypeVar, overload from bastd.actor.spaz import * from bastd.gameutils import SharedObjects from typing import Any, Sequence, Optional, Dict, List, Union, Callable, Tuple, Set, Type, Literal from bastd.actor import playerspaz from bastd.actor.playerspaz import * from bastd.actor.spazfactory import SpazFactory from bastd.actor.popuptext import PopupText from bastd.actor import spaz,spazappearance from bastd.actor import bomb as stdbomb from bastd.actor.powerupbox import PowerupBoxFactory import ba,_ba,bastd,weakref,random,math,time,base64,os,json,setting from playersData import pdata from stats import mystats from tools import globalvars as gvar PlayerType = TypeVar('PlayerType', bound=ba.Player) TeamType = TypeVar('TeamType', bound=ba.Team) from ba._generated.enums import TimeType tt = ba.TimeType.SIM tf = ba.TimeFormat.MILLISECONDS class SurroundBallFactory(object): def __init__(self): self.bonesTex = ba.gettexture("powerupCurse") self.bonesModel = ba.getmodel("bonesHead") self.bearTex = ba.gettexture("bearColor") self.bearModel = ba.getmodel("bearHead") self.aliTex = ba.gettexture("aliColor") self.aliModel = ba.getmodel("aliHead") self.b9000Tex = ba.gettexture("cyborgColor") self.b9000Model = ba.getmodel("cyborgHead") self.frostyTex = ba.gettexture("frostyColor") self.frostyModel = ba.getmodel("frostyHead") self.cubeTex = ba.gettexture("crossOutMask") self.cubeModel = ba.getmodel("powerup") try: self.mikuModel = ba.getmodel("operaSingerHead") self.mikuTex = ba.gettexture("operaSingerColor") except:ba.print_exception() self.ballMaterial = ba.Material() self.impactSound = ba.getsound("impactMedium") self.ballMaterial.add_actions(actions=("modify_node_collision", "collide", False)) class SurroundBall(ba.Actor): def __init__(self, spaz, shape="bones"): ba.Actor.__init__(self) self.spazRef = weakref.ref(spaz) factory = self.getFactory() s_model, s_texture = { "bones": (factory.bonesModel, factory.bonesTex), "bear": (factory.bearModel, factory.bearTex), "ali": (factory.aliModel, factory.aliTex), "b9000": (factory.b9000Model, factory.b9000Tex), "miku": (factory.mikuModel, factory.mikuTex), "frosty": (factory.frostyModel, factory.frostyTex), "RedCube": (factory.cubeModel, factory.cubeTex) }.get(shape, (factory.bonesModel, factory.bonesTex)) self.node = ba.newnode("prop", attrs={"model": s_model, "body": "sphere", "color_texture": s_texture, "reflection": "soft", "model_scale": 0.5, "body_scale": 0.1, "density": 0.1, "reflection_scale": [0.15], "shadow_size": 0.6, "position": spaz.node.position, "velocity": (0, 0, 0), "materials": [SharedObjects.get().object_material, factory.ballMaterial] }, delegate=self) self.surroundTimer = None self.surroundRadius = 1.0 self.angleDelta = math.pi / 12.0 self.curAngle = random.random() * math.pi * 2.0 self.curHeight = 0.0 self.curHeightDir = 1 self.heightDelta = 0.2 self.heightMax = 1.0 self.heightMin = 0.1 self.initTimer(spaz.node.position) def getTargetPosition(self, spazPos): p = spazPos pt = (p[0] + self.surroundRadius * math.cos(self.curAngle), p[1] + self.curHeight, p[2] + self.surroundRadius * math.sin(self.curAngle)) self.curAngle += self.angleDelta self.curHeight += self.heightDelta * self.curHeightDir if (self.curHeight > self.heightMax) or (self.curHeight < self.heightMin): self.curHeightDir = -self.curHeightDir return pt def initTimer(self, p): self.node.position = self.getTargetPosition(p) self.surroundTimer = ba.Timer(30, self.circleMove, repeat=True, timetype=tt, timeformat=tf) def circleMove(self): spaz = self.spazRef() if spaz is None or not spaz.is_alive() or not spaz.node.exists(): self.handlemessage(ba.DieMessage()) return p = spaz.node.position pt = self.getTargetPosition(p) pn = self.node.position d = [pt[0] - pn[0], pt[1] - pn[1], pt[2] - pn[2]] speed = self.getMaxSpeedByDir(d) self.node.velocity = speed @staticmethod def getMaxSpeedByDir(direction): k = 7.0 / max((abs(x) for x in direction)) return tuple(x * k for x in direction) def handlemessage(self, m): ba.Actor.handlemessage(self, m) if isinstance(m, ba.DieMessage): if self.surroundTimer is not None: self.surroundTimer = None self.node.delete() elif isinstance(m, ba.OutOfBoundsMessage): self.handlemessage(ba.DieMessage()) def getFactory(cls): activity = ba.getactivity() if activity is None: raise Exception("no current activity") try: return activity._sharedSurroundBallFactory except Exception: f = activity._sharedSurroundBallFactory = SurroundBallFactory() return f class Effect(ba.Actor): def __init__(self, spaz, player): ba.Actor.__init__(self) _settings = setting.get_settings_data() custom_tag = pdata.get_custom()['customtag'] custom_effects = pdata.get_custom()['customeffects'] self.source_player = player self.spazRef = weakref.ref(spaz) self.spazNormalColor = spaz.node.color self.Decorations = [] self.Enhancements = [] self._powerScale = 1.0 self._armorScale = 1.0 self._lifeDrainScale = None self._damageBounceScale = None self._remoteMagicDamge = False self._MulitPunch = None self._AntiFreeze = 1.0 self.fallWings = 0 self.checkDeadTimer = None self._hasDead = False self.light = None node_id = self.source_player.node.playerID cl_str = None clID = None for c in _ba.get_foreground_host_session().sessionplayers: if (c.activityplayer) and (c.activityplayer.node.playerID == node_id): profiles = c.inputdevice.get_player_profiles() clID = c.inputdevice.client_id cl_str = c.get_account_id() try: if cl_str in custom_effects: effect = custom_effects[cl_str] if effect == 'ice': self.emitIce() self.snowTimer = ba.Timer(0.5, self.emitIce, repeat=True, timetype=TimeType.SIM) return elif effect == 'sweat': self.smokeTimer = ba.Timer(0.6, self.emitSmoke, repeat=True, timetype=TimeType.SIM) return elif effect == 'scorch': self.scorchTimer = ba.Timer(500, self.update_Scorch, repeat=True, timetype=tt, timeformat=tf) return elif effect == 'glow': self.addLightColor((1, 0.6, 0.4)) self.checkDeadTimer = ba.Timer(150, self.checkPlayerifDead, repeat=True, timetype=tt, timeformat=tf) return elif effect == 'distortion': self.DistortionTimer = ba.Timer(1000, self.emitDistortion, repeat=True, timetype=tt, timeformat=tf) return elif effect == 'slime': self.slimeTimer = ba.Timer(250, self.emitSlime, repeat=True, timetype=tt, timeformat=tf) return elif effect == 'metal': self.metalTimer = ba.Timer(500, self.emitMetal, repeat=True, timetype=tt, timeformat=tf) return elif effect == 'surrounder': self.surround = SurroundBall(spaz, shape="bones") return elif effect == 'spark': self.sparkTimer = ba.Timer(100, self.emitSpark, repeat=True, timetype=tt, timeformat=tf) return except: pass if _settings['enablestats']: pats = mystats.get_all_stats() if cl_str in pats and _settings['enableTop5effects']: rank = pats[cl_str]["rank"] if rank < 6: if rank == 1: self.surround = SurroundBall(spaz, shape="bones") #self.neroLightTimer = ba.Timer(500, ba.WeakCall(self.neonLightSwitch,("shine" in self.Decorations),("extra_Highlight" in self.Decorations),("extra_NameColor" in self.Decorations)),repeat = True, timetype=tt, timeformat=tf) elif rank == 2: self.smokeTimer = ba.Timer(40, self.emitSmoke, repeat=True, timetype=tt, timeformat=tf) elif rank == 3: self.addLightColor((1, 0.6, 0.4));self.scorchTimer = ba.Timer(500, self.update_Scorch, repeat=True, timetype=tt, timeformat=tf) elif rank == 4: self.metalTimer = ba.Timer(500, self.emitMetal, repeat=True, timetype=tt, timeformat=tf) else: self.addLightColor((1, 0.6, 0.4));self.checkDeadTimer = ba.Timer(150, self.checkPlayerifDead, repeat=True, timetype=tt, timeformat=tf) if "smoke" and "spark" and "snowDrops" and "slimeDrops" and "metalDrops" and "Distortion" and "neroLight" and "scorch" and "HealTimer" and "KamikazeCheck" not in self.Decorations: #self.checkDeadTimer = ba.Timer(150, ba.WeakCall(self.checkPlayerifDead), repeat=True, timetype=tt, timeformat=tf) if self.source_player.is_alive() and self.source_player.actor.node.exists(): #print("OK") self.source_player.actor.node.addDeathAction(ba.Call(self.handlemessage,ba.DieMessage())) def add_multicolor_effect(self): if spaz.node: ba.animate_array(spaz.node, 'color', 3, gvar.multicolor, True, timetype=tt, timeformat=tf) def checkPlayerifDead(self): spaz = self.spazRef() if spaz is None or not spaz.is_alive() or not spaz.node.exists(): self.checkDeadTimer = None self.handlemessage(ba.DieMessage()) return def update_Scorch(self): spaz = self.spazRef() if spaz is not None and spaz.is_alive() and spaz.node.exists(): color = (random.random(),random.random(),random.random()) if not hasattr(self,"scorchNode") or self.scorchNode == None: self.scorchNode = None self.scorchNode = ba.newnode("scorch",attrs={"position":(spaz.node.position),"size":1.17,"big":True}) spaz.node.connectattr("position",self.scorchNode,"position") ba.animate_array(self.scorchNode,"color",3,{0:self.scorchNode.color,500:color}, timetype=tt, timeformat=tf) else: self.scorchTimer = None self.scorchNode.delete() self.handlemessage(ba.DieMessage()) def neonLightSwitch(self,shine,Highlight,NameColor): spaz = self.spazRef() if spaz is not None and spaz.is_alive() and spaz.node.exists(): color = (random.random(),random.random(),random.random()) if NameColor: ba.animate_array(spaz.node,"nameColor",3,{0:spaz.node.nameColor,500:ba.safecolor(color)}, timetype=tt, timeformat=tf) if shine:color = tuple([min(10., 10 * x) for x in color]) ba.animate_array(spaz.node,"color",3,{0:spaz.node.color,500:color}, timetype=tt, timeformat=tf) if Highlight: #print spaz.node.highlight color = (random.random(),random.random(),random.random()) if shine:color = tuple([min(10., 10 * x) for x in color]) ba.animate_array(spaz.node,"highlight",3,{0:spaz.node.highlight,500:color}, timetype=tt, timeformat=tf) else: self.neroLightTimer = None self.handlemessage(ba.DieMessage()) def addLightColor(self, color): self.light = ba.newnode("light", attrs={"color": color, "height_attenuated": False, "radius": 0.4}) self.spazRef().node.connectattr("position", self.light, "position") ba.animate(self.light, "intensity", {0: 0.1, 250: 0.3, 500: 0.1}, loop=True, timetype=tt, timeformat=tf) def emitDistortion(self): spaz = self.spazRef() if spaz is None or not spaz.is_alive() or not spaz.node.exists(): self.handlemessage(ba.DieMessage()) return ba.emitfx(position=spaz.node.position,emit_type="distortion",spread=1.0) ba.emitfx(position=spaz.node.position, velocity=spaz.node.velocity,count=random.randint(1,5),emit_type="tendrils",tendril_type="smoke") def emitSpark(self): spaz = self.spazRef() if spaz is None or not spaz.is_alive() or not spaz.node.exists(): self.handlemessage(ba.DieMessage()) return ba.emitfx(position=spaz.node.position, velocity=spaz.node.velocity, count=random.randint(1,10), scale=2, spread=0.2, chunk_type="spark") def emitIce(self): spaz = self.spazRef() if spaz is None or not spaz.is_alive() or not spaz.node.exists(): self.handlemessage(ba.DieMessage()) return ba.emitfx(position=spaz.node.position , velocity=spaz.node.velocity, count=random.randint(2,8), scale=0.4, spread=0.2, chunk_type="ice") def emitSmoke(self): spaz = self.spazRef() if spaz is None or not spaz.is_alive() or not spaz.node.exists(): self.handlemessage(ba.DieMessage()) return ba.emitfx(position=spaz.node.position, velocity=spaz.node.velocity, count=random.randint(1,10), scale=2, spread=0.2, chunk_type="sweat") def emitSlime(self): spaz = self.spazRef() if spaz is None or not spaz.is_alive() or not spaz.node.exists(): self.handlemessage(ba.DieMessage()) return ba.emitfx(position=spaz.node.position , velocity=spaz.node.velocity, count=random.randint(1,10), scale=0.4, spread=0.2, chunk_type="slime") def emitMetal(self): spaz = self.spazRef() if spaz is None or not spaz.is_alive() or not spaz.node.exists(): self.handlemessage(ba.DieMessage()) return ba.emitfx(position=spaz.node.position, velocity=spaz.node.velocity, count=random.randint(2,8), scale=0.4, spread=0.2, chunk_type="metal") def handlemessage(self, m): #self._handlemessageSanityCheck() if isinstance(m, ba.OutOfBoundsMessage): self.handlemessage(ba.DieMessage()) elif isinstance(m, ba.DieMessage): if hasattr(self,"light") and self.light is not None:self.light.delete() if hasattr(self,"smokeTimer"):self.smokeTimer = None if hasattr(self,"surround"):self.surround = None if hasattr(self,"sparkTimer"):self.sparkTimer = None if hasattr(self,"snowTimer"):self.snowTimer = None if hasattr(self,"metalTimer"):self.metalTimer = None if hasattr(self,"DistortionTimer"):self.DistortionTimer = None if hasattr(self,"slimeTimer"):self.slimeTimer = None if hasattr(self,"KamikazeCheck"):self.KamikazeCheck = None if hasattr(self,"neroLightTimer"):self.neroLightTimer = None if hasattr(self,"checkDeadTimer"):self.checkDeadTimer = None if hasattr(self,"HealTimer"):self.HealTimer = None if hasattr(self,"scorchTimer"):self.scorchTimer = None if hasattr(self,"scorchNode"):self.scorchNode = None if not self._hasDead: spaz = self.spazRef() #print str(spaz) + "Spaz" if spaz is not None and spaz.is_alive() and spaz.node.exists(): spaz.node.color = self.spazNormalColor killer = spaz.last_player_attacked_by if spaz is not None else None try: if killer in (None,ba.Player(None)) or killer.actor is None or not killer.actor.exists() or killer.actor.hitPoints <= 0:killer = None except: killer = None #if hasattr(self,"hasDead") and not self.hasDead: self._hasDead = True ba.Actor.handlemessage(self, m)