mirror of
https://github.com/Freaku17/BombSquad-Mods-byFreaku
synced 2025-10-19 20:20:40 +00:00
Update MusicalFlags.py for 1.7.20+
• Added Round Timer for each round Fixes 3 major issues: • If "friends" are doing timepass instead of grabbing flags • If player leaves match when others have got flags • Adds support for infinite players (earlier supported only 13 players due to limited flag colors list)
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1 changed files with 91 additions and 57 deletions
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@ -1,5 +1,5 @@
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## Made by MattZ45986 on GitHub
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## Ported by: Freaku / @[Just] Freak#4999
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## Ported by your friend: Freaku
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#Bug Fixes & Improvements as well...
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@ -12,73 +12,67 @@
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from __future__ import annotations
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from typing import TYPE_CHECKING
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import _ba,ba,random,math
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from bastd.actor.flag import Flag,FlagPickedUpMessage
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from bastd.actor.playerspaz import PlayerSpaz
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import _babase, random, math
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import bascenev1 as bs
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from bascenev1lib.actor.flag import Flag,FlagPickedUpMessage
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from bascenev1lib.actor.playerspaz import PlayerSpaz
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if TYPE_CHECKING:
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from typing import Any, Type, List, Dict, Tuple, Union, Sequence, Optional
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class Player(ba.Player['Team']):
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class Player(bs.Player['Team']):
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def __init__(self) -> None:
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self.done: bool = False
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self.survived: bool = True
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class Team(ba.Team[Player]):
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class Team(bs.Team[Player]):
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def __init__(self) -> None:
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self.score = 0
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# ba_meta require api 7
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# ba_meta export game
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class MFGame(ba.TeamGameActivity[Player, Team]):
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# ba_meta require api 8
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# ba_meta export bascenev1.GameActivity
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class MFGame(bs.TeamGameActivity[Player, Team]):
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name = 'Musical Flags'
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description = "Don't be the one stuck without a flag!"
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@classmethod
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def get_available_settings(
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cls, sessiontype: Type[ba.Session]) -> List[ba.Setting]:
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cls, sessiontype: Type[bs.Session]) -> List[babase.Setting]:
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settings = [
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ba.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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bs.IntSetting(
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'Max Round Time',
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min_value=15,
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default=25,
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increment=5,
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),
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ba.BoolSetting('Epic Mode', default=False),
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ba.BoolSetting('Enable Running', default=True),
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ba.BoolSetting('Enable Punching', default=False),
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ba.BoolSetting('Enable Bottom Credit', True)
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bs.BoolSetting('Epic Mode', default=False),
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bs.BoolSetting('Enable Running', default=True),
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bs.BoolSetting('Enable Punching', default=False),
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bs.BoolSetting('Enable Bottom Credit', True)
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]
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return settings
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@classmethod
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def supports_session_type(cls, sessiontype: Type[ba.Session]) -> bool:
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return (issubclass(sessiontype, ba.DualTeamSession)
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or issubclass(sessiontype, ba.FreeForAllSession))
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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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or issubclass(sessiontype, bs.FreeForAllSession))
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@classmethod
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def get_supported_maps(cls, sessiontype: Type[ba.Session]) -> List[str]:
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def get_supported_maps(cls, sessiontype: Type[bs.Session]) -> List[str]:
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return ['Doom Shroom']
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def __init__(self, settings: dict):
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super().__init__(settings)
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self.nodes = []
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self._dingsound = ba.getsound('dingSmall')
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self._dingsound = bs.getsound('dingSmall')
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self._epic_mode = bool(settings['Epic Mode'])
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self.credit_text = bool(settings['Enable Bottom Credit'])
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self._time_limit = float(settings['Time Limit'])
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self.is_punch = bool(settings['Enable Punching'])
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self.is_run = bool(settings['Enable Running'])
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self._textRound = ba.newnode('text',
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self._textRound = bs.newnode('text',
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attrs={'text': '',
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'position': (0, -38),
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'scale': 1,
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@ -90,10 +84,16 @@ class MFGame(ba.TeamGameActivity[Player, Team]):
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'h_attach': 'center',
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'h_align': 'center',
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'v_align': 'center'})
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self.round_time = int(settings['Max Round Time'])
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self.reset_round_time = int(settings['Max Round Time'])
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self.should_die_occur = True
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self.round_time_textnode = bs.newnode('text',
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attrs={
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'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)})
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self.slow_motion = self._epic_mode
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# A cool music, matching our gamemode theme
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self.default_music = ba.MusicType.FLAG_CATCHER
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self.default_music = bs.MusicType.FLAG_CATCHER
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def get_instance_description(self) -> Union[str, Sequence]:
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return 'Catch Flag for yourself'
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@ -103,8 +103,8 @@ class MFGame(ba.TeamGameActivity[Player, Team]):
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def on_player_join(self, player: Player) -> None:
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if self.has_begun():
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ba.screenmessage(
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ba.Lstr(resource='playerDelayedJoinText',
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bs.broadcastmessage(
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bs.Lstr(resource='playerDelayedJoinText',
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subs=[('${PLAYER}', player.getname(full=True))]),
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color=(0, 1, 0),transient=True)
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player.survived = False
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@ -114,7 +114,7 @@ class MFGame(ba.TeamGameActivity[Player, Team]):
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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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# A departing player may trigger game-over.
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self.checkEnd()
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bs.timer(0, self.checkEnd)
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def on_begin(self) -> None:
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super().on_begin()
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@ -123,12 +123,35 @@ class MFGame(ba.TeamGameActivity[Player, Team]):
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self.nodes = []
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self.flags = []
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self.spawned = []
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self.setup_standard_time_limit(self._time_limit)
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import base64
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exec(base64.b64decode("aWYgc2VsZi5jcmVkaXRfdGV4dDoKICAgICMjIFBlb3BsZSBzdGVhbGVkIGNyZWRpdHMgc28gdGhhdHMgd2h5IEkgZW5jb2RlZCB0aGlzLi4uCiAgICAjIyBFdmVuIHRobyB0aGVyZSBpcyBhIG9wdGlvbiwgdGhleSBjaGFuZ2VkIGNyZWF0ZWQgYnkKICAgICMjIGxpa2Ugd3RmIGlzIHRoaWVyIHByb2JsZW0/PwoKICAgICMjIEFueXdheXMgaGF2ZSBhIGdvb2QgZGF5IQogICAgdCA9IGJhLm5ld25vZGUoJ3RleHQnLAogICAgICAgICAgICAgICBhdHRycz17ICd0ZXh0JzoiUG9ydGVkIGJ5IO6BiEZyZWFrdVxuTWFkZSBieSBNYXR0WjQ1OTg2IiwgIyMgRGlzYWJsZSAnRW5hYmxlIEJvdHRvbSBDcmVkaXRzJyB3aGVuIG1ha2luZyBwbGF5bGlzdCwgTm8gbmVlZCB0byBlZGl0IHRoaXMgbG92ZWx5Li4uCiAgICAgICAgJ3NjYWxlJzowLjcsCiAgICAgICAgJ3Bvc2l0aW9uJzooMCwwKSwKICAgICAgICAnc2hhZG93JzowLjUsCiAgICAgICAgJ2ZsYXRuZXNzJzoxLjIsCiAgICAgICAgJ2NvbG9yJzooMSwgMSwgMSksCiAgICAgICAgJ2hfYWxpZ24nOidjZW50ZXInLAogICAgICAgICd2X2F0dGFjaCc6J2JvdHRvbSd9KQ==").decode('UTF-8'))
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exec(base64.b64decode("aWYgc2VsZi5jcmVkaXRfdGV4dDoKICAgICMjIFBlb3BsZSBzdGVhbGVkIGNyZWRpdHMgc28gdGhhdHMgd2h5IEkgZW5jb2RlZCB0aGlzLi4uCiAgICAjIyBFdmVuIHRobyB0aGVyZSBpcyBhIG9wdGlvbiwgdGhleSBjaGFuZ2VkIGNyZWF0ZWQgYnkKICAgICMjIGxpa2Ugd3RmIGlzIHRoaWVyIHByb2JsZW0/PwoKICAgICMjIEFueXdheXMgaGF2ZSBhIGdvb2QgZGF5IQogICAgdCA9IGJzLm5ld25vZGUoJ3RleHQnLAogICAgICAgICAgICAgICBhdHRycz17ICd0ZXh0JzoiUG9ydGVkIGJ5IO6BiEZyZWFrdVxuTWFkZSBieSBNYXR0WjQ1OTg2IiwgIyMgRGlzYWJsZSAnRW5hYmxlIEJvdHRvbSBDcmVkaXRzJyB3aGVuIG1ha2luZyBwbGF5bGlzdCwgTm8gbmVlZCB0byBlZGl0IHRoaXMgbG92ZWx5Li4uCiAgICAgICAgJ3NjYWxlJzowLjcsCiAgICAgICAgJ3Bvc2l0aW9uJzooMCwwKSwKICAgICAgICAnc2hhZG93JzowLjUsCiAgICAgICAgJ2ZsYXRuZXNzJzoxLjIsCiAgICAgICAgJ2NvbG9yJzooMSwgMSwgMSksCiAgICAgICAgJ2hfYWxpZ24nOidjZW50ZXInLAogICAgICAgICd2X2F0dGFjaCc6J2JvdHRvbSd9KQ==").decode('UTF-8'))
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self.makeRound()
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self._textRound.text = 'Round ' + str(self.roundNum)
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ba.timer(5, self.checkEnd)
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bs.timer(3, self.checkEnd)
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self.keepcalling = bs.timer(1, self._timeround, True)
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def _timeround(self):
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if self.round_time == 0 and self.should_die_occur:
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self.should_die_occur = False
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self.round_time_textnode.opacity = 0
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bs.broadcastmessage('Proceeding Round...')
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for player in self.spawned:
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if not player.done:
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try:
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player.survived = False
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player.actor.handlemessage(bs.StandMessage((0,3,-2)))
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bs.timer(0.5,bs.Call(player.actor.handlemessage, bs.FreezeMessage()))
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bs.timer(1.5,bs.Call(player.actor.handlemessage, bs.FreezeMessage()))
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bs.timer(2.5,bs.Call(player.actor.handlemessage, bs.FreezeMessage()))
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bs.timer(3,bs.Call(player.actor.handlemessage, bs.ShouldShatterMessage()))
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except: pass
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bs.timer(3.5,self.killRound)
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bs.timer(3.55,self.makeRound)
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self.round_time_textnode.opacity = 0
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self.round_time = self.reset_round_time
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else:
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self.round_time_textnode.text = "Time: " + str(self.round_time)
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self.round_time -= 1
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def makeRound(self):
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for player in self.players:
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@ -137,6 +160,9 @@ class MFGame(ba.TeamGameActivity[Player, Team]):
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self._textRound.text = 'Round ' + str(self.roundNum)
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self.flags = []
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self.spawned = []
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self.should_die_occur = True
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self.round_time = self.reset_round_time
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self.round_time_textnode.opacity = 1
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angle = random.randint(0,359)
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c=0
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for player in self.players:
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@ -151,6 +177,12 @@ class MFGame(ba.TeamGameActivity[Player, Team]):
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try: spacing = 360 // (c)
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except: self.checkEnd()
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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)]
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# Add support for more than 13 players
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if c > 12:
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for i in range(c-12):
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colors.append((random.uniform(0.1, 1), random.uniform(0.1, 1), random.uniform(0.1, 1)))
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# Smart Mathematics:
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# All Flags spawn same distance from the players
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for i in range(c-1):
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@ -164,16 +196,16 @@ class MFGame(ba.TeamGameActivity[Player, Team]):
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def killRound(self):
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self.numPickedUp = 0
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for player in self.players:
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if player.is_alive(): player.actor.handlemessage(ba.DieMessage())
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if player.is_alive(): player.actor.handlemessage(bs.DieMessage())
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for flag in self.flags: flag.node.delete()
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for light in self.nodes: light.delete()
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def spawn_player(self, player: Player, pos: tuple = (0,0,0)) -> ba.Actor:
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def spawn_player(self, player: Player, pos: tuple = (0,0,0)) -> bs.Actor:
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spaz = self.spawn_player_spaz(player)
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if pos == (0,0,0):
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pos = (-.5+random.random()*2,3+random.random()*2,-5+random.random()*2)
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spaz.connect_controls_to_player(enable_punch=self.is_punch, enable_bomb=False, enable_run=self.is_run)
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spaz.handlemessage(ba.StandMessage(pos))
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spaz.handlemessage(bs.StandMessage(pos))
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return spaz
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def check_respawn(self, player):
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@ -182,35 +214,37 @@ class MFGame(ba.TeamGameActivity[Player, Team]):
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def handlemessage(self, msg: Any) -> Any:
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if isinstance(msg, ba.PlayerDiedMessage):
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if isinstance(msg, bs.PlayerDiedMessage):
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super().handlemessage(msg)
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player = msg.getplayer(Player)
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ba.timer(0.1, ba.Call(self.check_respawn, player))
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ba.timer(0.5, self.checkEnd)
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bs.timer(0.1, bs.Call(self.check_respawn, player))
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bs.timer(0.5, self.checkEnd)
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elif isinstance(msg, FlagPickedUpMessage):
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self.numPickedUp += 1
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msg.node.getdelegate(PlayerSpaz, True).getplayer(Player, True).done = True
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l = ba.newnode('light',
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l = bs.newnode('light',
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owner=None,
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attrs={'color':msg.node.color,
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'position':(msg.node.position_center),
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'intensity':1})
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self.nodes.append(l)
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msg.flag.handlemessage(ba.DieMessage())
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msg.node.handlemessage(ba.DieMessage())
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msg.flag.handlemessage(bs.DieMessage())
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msg.node.handlemessage(bs.DieMessage())
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msg.node.delete()
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if self.numPickedUp == len(self.flags):
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self.round_time_textnode.opacity = 0
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self.round_time = self.reset_round_time
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for player in self.spawned:
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if not player.done:
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try:
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player.survived = False
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ba.screenmessage("No Flag? "+player.getname())
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player.actor.handlemessage(ba.StandMessage((0,3,-2)))
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ba.timer(0.5,ba.Call(player.actor.handlemessage, ba.FreezeMessage()))
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ba.timer(3,ba.Call(player.actor.handlemessage, ba.ShouldShatterMessage()))
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bs.broadcastmessage("No Flag? "+player.getname())
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player.actor.handlemessage(bs.StandMessage((0,3,-2)))
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bs.timer(0.5,bs.Call(player.actor.handlemessage, bs.FreezeMessage()))
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bs.timer(3,bs.Call(player.actor.handlemessage, bs.ShouldShatterMessage()))
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except: pass
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ba.timer(3.5,self.killRound)
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ba.timer(3.55,self.makeRound)
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bs.timer(3.5,self.killRound)
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bs.timer(3.55,self.makeRound)
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else:
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return super().handlemessage(msg)
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return None
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@ -224,10 +258,10 @@ class MFGame(ba.TeamGameActivity[Player, Team]):
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for player in self.players:
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if player.survived:
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player.team.score += 10
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ba.timer(2.5, self.end_game)
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bs.timer(2.5, self.end_game)
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def end_game(self) -> None:
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results = ba.GameResults()
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results = bs.GameResults()
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for team in self.teams:
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results.set_team_score(team, team.score)
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self.end(results=results)
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self.end(results=results)
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