bombsquad-mods-byfreaku/Gamemodes/MusicalFlags.py
! Freaku a8c848a34e
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)
2023-07-28 16:17:13 +05:30

267 lines
No EOL
11 KiB
Python

## Made by MattZ45986 on GitHub
## Ported by your friend: Freaku
#Bug Fixes & Improvements as well...
#Join BCS:
# https://discord.gg/ucyaesh
from __future__ import annotations
from typing import TYPE_CHECKING
import _babase, random, math
import bascenev1 as bs
from bascenev1lib.actor.flag import Flag,FlagPickedUpMessage
from bascenev1lib.actor.playerspaz import PlayerSpaz
if TYPE_CHECKING:
from typing import Any, Type, List, Dict, Tuple, Union, Sequence, Optional
class Player(bs.Player['Team']):
def __init__(self) -> None:
self.done: bool = False
self.survived: bool = True
class Team(bs.Team[Player]):
def __init__(self) -> None:
self.score = 0
# ba_meta require api 8
# ba_meta export bascenev1.GameActivity
class MFGame(bs.TeamGameActivity[Player, Team]):
name = 'Musical Flags'
description = "Don't be the one stuck without a flag!"
@classmethod
def get_available_settings(
cls, sessiontype: Type[bs.Session]) -> List[babase.Setting]:
settings = [
bs.IntSetting(
'Max Round Time',
min_value=15,
default=25,
increment=5,
),
bs.BoolSetting('Epic Mode', default=False),
bs.BoolSetting('Enable Running', default=True),
bs.BoolSetting('Enable Punching', default=False),
bs.BoolSetting('Enable Bottom Credit', True)
]
return settings
@classmethod
def supports_session_type(cls, sessiontype: Type[bs.Session]) -> bool:
return (issubclass(sessiontype, bs.DualTeamSession)
or issubclass(sessiontype, bs.FreeForAllSession))
@classmethod
def get_supported_maps(cls, sessiontype: Type[bs.Session]) -> List[str]:
return ['Doom Shroom']
def __init__(self, settings: dict):
super().__init__(settings)
self.nodes = []
self._dingsound = bs.getsound('dingSmall')
self._epic_mode = bool(settings['Epic Mode'])
self.credit_text = bool(settings['Enable Bottom Credit'])
self.is_punch = bool(settings['Enable Punching'])
self.is_run = bool(settings['Enable Running'])
self._textRound = bs.newnode('text',
attrs={'text': '',
'position': (0, -38),
'scale': 1,
'shadow': 1.0,
'flatness': 1.0,
'color': (1.0, 0.0, 1.0),
'opacity': 1,
'v_attach': 'top',
'h_attach': 'center',
'h_align': 'center',
'v_align': 'center'})
self.round_time = int(settings['Max Round Time'])
self.reset_round_time = int(settings['Max Round Time'])
self.should_die_occur = True
self.round_time_textnode = bs.newnode('text',
attrs={
'text': "",'flatness':1.0,'h_align':'center','h_attach':'center','v_attach':'top','v_align':'center','position':(0,-15),'scale':0.9,'color':(1,0.7,0.9)})
self.slow_motion = self._epic_mode
# A cool music, matching our gamemode theme
self.default_music = bs.MusicType.FLAG_CATCHER
def get_instance_description(self) -> Union[str, Sequence]:
return 'Catch Flag for yourself'
def get_instance_description_short(self) -> Union[str, Sequence]:
return 'Catch Flag for yourself'
def on_player_join(self, player: Player) -> None:
if self.has_begun():
bs.broadcastmessage(
bs.Lstr(resource='playerDelayedJoinText',
subs=[('${PLAYER}', player.getname(full=True))]),
color=(0, 1, 0),transient=True)
player.survived = False
return
self.spawn_player(player)
def on_player_leave(self, player: Player) -> None:
super().on_player_leave(player)
# A departing player may trigger game-over.
bs.timer(0, self.checkEnd)
def on_begin(self) -> None:
super().on_begin()
self.roundNum = 0
self.numPickedUp = 0
self.nodes = []
self.flags = []
self.spawned = []
import base64
exec(base64.b64decode("aWYgc2VsZi5jcmVkaXRfdGV4dDoKICAgICMjIFBlb3BsZSBzdGVhbGVkIGNyZWRpdHMgc28gdGhhdHMgd2h5IEkgZW5jb2RlZCB0aGlzLi4uCiAgICAjIyBFdmVuIHRobyB0aGVyZSBpcyBhIG9wdGlvbiwgdGhleSBjaGFuZ2VkIGNyZWF0ZWQgYnkKICAgICMjIGxpa2Ugd3RmIGlzIHRoaWVyIHByb2JsZW0/PwoKICAgICMjIEFueXdheXMgaGF2ZSBhIGdvb2QgZGF5IQogICAgdCA9IGJzLm5ld25vZGUoJ3RleHQnLAogICAgICAgICAgICAgICBhdHRycz17ICd0ZXh0JzoiUG9ydGVkIGJ5IO6BiEZyZWFrdVxuTWFkZSBieSBNYXR0WjQ1OTg2IiwgIyMgRGlzYWJsZSAnRW5hYmxlIEJvdHRvbSBDcmVkaXRzJyB3aGVuIG1ha2luZyBwbGF5bGlzdCwgTm8gbmVlZCB0byBlZGl0IHRoaXMgbG92ZWx5Li4uCiAgICAgICAgJ3NjYWxlJzowLjcsCiAgICAgICAgJ3Bvc2l0aW9uJzooMCwwKSwKICAgICAgICAnc2hhZG93JzowLjUsCiAgICAgICAgJ2ZsYXRuZXNzJzoxLjIsCiAgICAgICAgJ2NvbG9yJzooMSwgMSwgMSksCiAgICAgICAgJ2hfYWxpZ24nOidjZW50ZXInLAogICAgICAgICd2X2F0dGFjaCc6J2JvdHRvbSd9KQ==").decode('UTF-8'))
self.makeRound()
self._textRound.text = 'Round ' + str(self.roundNum)
bs.timer(3, self.checkEnd)
self.keepcalling = bs.timer(1, self._timeround, True)
def _timeround(self):
if self.round_time == 0 and self.should_die_occur:
self.should_die_occur = False
self.round_time_textnode.opacity = 0
bs.broadcastmessage('Proceeding Round...')
for player in self.spawned:
if not player.done:
try:
player.survived = False
player.actor.handlemessage(bs.StandMessage((0,3,-2)))
bs.timer(0.5,bs.Call(player.actor.handlemessage, bs.FreezeMessage()))
bs.timer(1.5,bs.Call(player.actor.handlemessage, bs.FreezeMessage()))
bs.timer(2.5,bs.Call(player.actor.handlemessage, bs.FreezeMessage()))
bs.timer(3,bs.Call(player.actor.handlemessage, bs.ShouldShatterMessage()))
except: pass
bs.timer(3.5,self.killRound)
bs.timer(3.55,self.makeRound)
self.round_time_textnode.opacity = 0
self.round_time = self.reset_round_time
else:
self.round_time_textnode.text = "Time: " + str(self.round_time)
self.round_time -= 1
def makeRound(self):
for player in self.players:
if player.survived: player.team.score += 1
self.roundNum += 1
self._textRound.text = 'Round ' + str(self.roundNum)
self.flags = []
self.spawned = []
self.should_die_occur = True
self.round_time = self.reset_round_time
self.round_time_textnode.opacity = 1
angle = random.randint(0,359)
c=0
for player in self.players:
if player.survived: c+=1
spacing = 10
for player in self.players:
player.done = False
if player.survived:
if not player.is_alive():
self.spawn_player(player,(.5,5,-4))
self.spawned.append(player)
try: spacing = 360 // (c)
except: self.checkEnd()
colors = [(1,0,0),(0,1,0),(0,0,1),(1,1,0),(1,0,1),(0,1,1),(0,0,0),(0.5,0.8,0),(0,0.8,0.5),(0.8,0.25,0.7),(0,0.27,0.55),(2,2,0.6),(0.4,3,0.85)]
# Add support for more than 13 players
if c > 12:
for i in range(c-12):
colors.append((random.uniform(0.1, 1), random.uniform(0.1, 1), random.uniform(0.1, 1)))
# Smart Mathematics:
# All Flags spawn same distance from the players
for i in range(c-1):
angle += spacing
angle %= 360
x=6 * math.sin(math.degrees(angle))
z=6 * math.cos(math.degrees(angle))
flag = Flag(position=(x+.5,5,z-4), color=colors[i]).autoretain()
self.flags.append(flag)
def killRound(self):
self.numPickedUp = 0
for player in self.players:
if player.is_alive(): player.actor.handlemessage(bs.DieMessage())
for flag in self.flags: flag.node.delete()
for light in self.nodes: light.delete()
def spawn_player(self, player: Player, pos: tuple = (0,0,0)) -> bs.Actor:
spaz = self.spawn_player_spaz(player)
if pos == (0,0,0):
pos = (-.5+random.random()*2,3+random.random()*2,-5+random.random()*2)
spaz.connect_controls_to_player(enable_punch=self.is_punch, enable_bomb=False, enable_run=self.is_run)
spaz.handlemessage(bs.StandMessage(pos))
return spaz
def check_respawn(self, player):
if not player.done and player.survived:
self.respawn_player(player, 2.5)
def handlemessage(self, msg: Any) -> Any:
if isinstance(msg, bs.PlayerDiedMessage):
super().handlemessage(msg)
player = msg.getplayer(Player)
bs.timer(0.1, bs.Call(self.check_respawn, player))
bs.timer(0.5, self.checkEnd)
elif isinstance(msg, FlagPickedUpMessage):
self.numPickedUp += 1
msg.node.getdelegate(PlayerSpaz, True).getplayer(Player, True).done = True
l = bs.newnode('light',
owner=None,
attrs={'color':msg.node.color,
'position':(msg.node.position_center),
'intensity':1})
self.nodes.append(l)
msg.flag.handlemessage(bs.DieMessage())
msg.node.handlemessage(bs.DieMessage())
msg.node.delete()
if self.numPickedUp == len(self.flags):
self.round_time_textnode.opacity = 0
self.round_time = self.reset_round_time
for player in self.spawned:
if not player.done:
try:
player.survived = False
bs.broadcastmessage("No Flag? "+player.getname())
player.actor.handlemessage(bs.StandMessage((0,3,-2)))
bs.timer(0.5,bs.Call(player.actor.handlemessage, bs.FreezeMessage()))
bs.timer(3,bs.Call(player.actor.handlemessage, bs.ShouldShatterMessage()))
except: pass
bs.timer(3.5,self.killRound)
bs.timer(3.55,self.makeRound)
else:
return super().handlemessage(msg)
return None
def checkEnd(self):
i = 0
for player in self.players:
if player.survived:
i+=1
if i <= 1:
for player in self.players:
if player.survived:
player.team.score += 10
bs.timer(2.5, self.end_game)
def end_game(self) -> None:
results = bs.GameResults()
for team in self.teams:
results.set_team_score(team, team.score)
self.end(results=results)