bombsquad-mods-byfreaku/Gamemodes/arms_race.py
2025-02-08 10:41:44 +05:30

198 lines
6.2 KiB
Python

# Ported by your friend: Freaku
#Join BCS:
# https://discord.gg/ucyaesh
# ba_meta require api 9
from __future__ import annotations
from typing import TYPE_CHECKING
import babase
import bascenev1 as bs
if TYPE_CHECKING:
from typing import Any, Type, List, Union, Sequence
class State:
def __init__(self, bomb=None, grab=False, punch=False, curse=False, required=False, final=False, name=''):
self.bomb = bomb
self.grab = grab
self.punch = punch
self.pickup = False
self.curse = curse
self.required = required or final
self.final = final
self.name = name
self.next = None
self.index = None
def apply(self, spaz):
spaz.disconnect_controls_from_player()
spaz.connect_controls_to_player(enable_punch=self.punch,
enable_bomb=self.bomb,
enable_pickup=self.grab)
if self.curse:
try:
spaz.curse_time = -1
spaz.curse()
except:
pass
if self.bomb:
spaz.bomb_type = self.bomb
spaz.set_score_text(self.name)
def get_setting(self):
return (self.name)
states = [State(bomb='normal', name='Basic Bombs'),
State(bomb='ice', name='Frozen Bombs'),
State(bomb='sticky', name='Sticky Bombs'),
State(bomb='impact', name='Impact Bombs'),
State(grab=True, name='Grabbing only'),
State(punch=True, name='Punching only'),
State(curse=True, name='Cursed', final=True)]
class Player(bs.Player['Team']):
"""Our player type for this game."""
def __init__(self):
self.state = None
class Team(bs.Team[Player]):
"""Our team type for this game."""
def __init__(self) -> None:
self.score = 0
# ba_meta export bascenev1.GameActivity
class ArmsRaceGame(bs.TeamGameActivity[Player, Team]):
"""A game type based on acquiring kills."""
name = 'Arms Race'
description = 'Upgrade your weapon by eliminating enemies.\nWin the match by being the first player\nto get a kill while cursed.'
# Print messages when players die since it matters here.
announce_player_deaths = True
@classmethod
def get_available_settings(
cls, sessiontype: Type[bs.Session]) -> List[babase.Setting]:
settings = [
bs.IntChoiceSetting(
'Time Limit',
choices=[
('None', 0),
('1 Minute', 60),
('2 Minutes', 120),
('5 Minutes', 300),
('10 Minutes', 600),
('20 Minutes', 1200),
],
default=0,
),
bs.FloatChoiceSetting(
'Respawn Times',
choices=[
('Shorter', 0.25),
('Short', 0.5),
('Normal', 1.0),
('Long', 2.0),
('Longer', 4.0),
],
default=1.0,
),
bs.BoolSetting('Epic Mode', default=False)]
for state in states:
if not state.required:
settings.append(bs.BoolSetting(state.get_setting(), default=True))
return settings
@classmethod
def supports_session_type(cls, sessiontype: Type[bs.Session]) -> bool:
return (issubclass(sessiontype, bs.DualTeamSession)
or issubclass(sessiontype, bs.FreeForAllSession))
@classmethod
def get_supported_maps(cls, sessiontype: Type[bs.Session]) -> List[str]:
return bs.app.classic.getmaps('melee')
def __init__(self, settings: dict):
super().__init__(settings)
self.states = [s for s in states if settings.get(s.name, True)]
for i, state in enumerate(self.states):
if i < len(self.states) and not state.final:
state.next = self.states[i + 1]
state.index = i
self._dingsound = bs.getsound('dingSmall')
self._epic_mode = bool(settings['Epic Mode'])
self._time_limit = float(settings['Time Limit'])
# Base class overrides.
self.slow_motion = self._epic_mode
self.default_music = (bs.MusicType.EPIC if self._epic_mode else
bs.MusicType.TO_THE_DEATH)
def get_instance_description(self) -> Union[str, Sequence]:
return 'Upgrade your weapon by eliminating enemies.'
def get_instance_description_short(self) -> Union[str, Sequence]:
return 'kill ${ARG1} enemies', len(self.states)
def on_begin(self) -> None:
super().on_begin()
self.setup_standard_time_limit(self._time_limit)
# self.setup_standard_powerup_drops()
def on_player_join(self, player):
if player.state is None:
player.state = self.states[0]
self.spawn_player(player)
# overriding the default character spawning..
def spawn_player(self, player):
if player.state is None:
player.state = self.states[0]
super().spawn_player(player)
player.state.apply(player.actor)
def isValidKill(self, m):
if m.getkillerplayer(Player) is None:
return False
if m.getkillerplayer(Player).team is m.getplayer(Player).team:
return False
return True
def handlemessage(self, msg: Any) -> Any:
if isinstance(msg, bs.PlayerDiedMessage):
if self.isValidKill(msg):
self.stats.player_scored(msg.getkillerplayer(Player), 10, kill=True)
if not msg.getkillerplayer(Player).state.final:
msg.getkillerplayer(Player).state = msg.getkillerplayer(Player).state.next
msg.getkillerplayer(Player).state.apply(msg.getkillerplayer(Player).actor)
else:
msg.getkillerplayer(Player).team.score += 1
self.end_game()
self.respawn_player(msg.getplayer(Player))
else:
return super().handlemessage(msg)
return None
def end_game(self) -> None:
results = bs.GameResults()
for team in self.teams:
results.set_team_score(team, team.score)
self.end(results=results)