bombsquad-mods-byfreaku/Gamemodes/VolleyBall.py
2022-02-06 11:54:52 +05:30

866 lines
34 KiB
Python

from __future__ import annotations
#Volley Ball (updated)
#Made for 1.6 by your friend: @[Just] Freak#4999 / Freaku
"""Defines Volley Ball mini-game"""
## This thing was originally made for 1.4 by someone (but had errors/bugs/missing features) so I edited/ported to 1.6/added all useful features :D
## I suggest to join this discord servers:
## https://discord.gg/ucyaesh
## https://discord.gg/NCvfPG2N9A
## Made on Android with the help of Terminal.py
## https://github.com/Freaku17/BombSquad-Mods-byFreaku/blob/main/Utilities/Terminal.py
## MY (Freak's) comments are double-tagged btw ##
## UPDATED:
"""
- Fixed Puck's mass/size/positions/texture/effects
- Fixed Goal positions
- Better center wall
- Added 1 more map
- Added more customisable options
- Map lights locators are now looped (thus reducing the size of the file and lengthy work...)
- Merged map & minigame in one file
- Puck spawns according to scored team (if right team scored, ball will spawn on left side)
- Also puck now spawns in airrr
- Server support added :)
- Fixed **LOTS** of errors/bugs
"""
# ba_meta require api 6
from typing import TYPE_CHECKING
import bastd, _ba, ba, random
from bastd.actor.playerspaz import PlayerSpaz
from bastd.actor.scoreboard import Scoreboard
from bastd.actor.powerupbox import PowerupBoxFactory
from bastd.gameutils import SharedObjects
if TYPE_CHECKING:
from typing import Any, Sequence, Dict, Type, List, Optional, Union
class PuckDiedMessage:
"""Inform something that a puck has died."""
def __init__(self, puck: Puck):
self.puck = puck
class Puck(ba.Actor):
"""A lovely giant hockey puck."""
def __init__(self, position: Sequence[float] = (0.0, 1.0, 0.0)):
super().__init__()
shared = SharedObjects.get()
activity = self.getactivity()
# Spawn just above the provided point.
self._spawn_pos = (position[0], position[1] + 1.8, position[2])
self.last_players_to_touch: Dict[int, Player] = {}
self.scored = False
assert activity is not None
assert isinstance(activity, VolleyBallGame)
pmats = [shared.object_material, activity.puck_material]
self.node = ba.newnode('prop',
delegate=self,
attrs={
'model': activity.puck_model,
'color_texture': activity.puck_tex,
'body': 'sphere',
'reflection': 'soft',
'reflection_scale': [0.2],
'shadow_size': 0.6,
'model_scale': 0.4,
'body_scale': 1.07,
'is_area_of_interest': True,
'position': self._spawn_pos,
'materials': pmats
})
## Since it rolls on spawn, lets make gravity
## to 0, and when another node (bomb/spaz)
## touches it. It'll act back as our normie puck!
ba.animate(self.node, 'gravity_scale', {0:-0.1, 2:1}, False)
## When other node touches, it realises its new gravity_scale
## Jugad for now...
def handlemessage(self, msg: Any) -> Any:
if isinstance(msg, ba.DieMessage):
assert self.node
self.node.delete()
activity = self._activity()
if activity and not msg.immediate:
activity.handlemessage(PuckDiedMessage(self))
# If we go out of bounds, move back to where we started.
elif isinstance(msg, ba.OutOfBoundsMessage):
assert self.node
self.node.position = self._spawn_pos
elif isinstance(msg, ba.HitMessage):
assert self.node
assert msg.force_direction is not None
self.node.handlemessage(
'impulse', msg.pos[0], msg.pos[1], msg.pos[2], msg.velocity[0],
msg.velocity[1], msg.velocity[2], 1.0 * msg.magnitude,
1.0 * msg.velocity_magnitude, msg.radius, 0,
msg.force_direction[0], msg.force_direction[1],
msg.force_direction[2])
# If this hit came from a player, log them as the last to touch us.
s_player = msg.get_source_player(Player)
if s_player is not None:
activity = self._activity()
if activity:
if s_player in activity.players:
self.last_players_to_touch[s_player.team.id] = s_player
else:
super().handlemessage(msg)
class Player(ba.Player['Team']):
"""Our player type for this game."""
class Team(ba.Team[Player]):
"""Our team type for this game."""
def __init__(self) -> None:
self.score = 0
# ba_meta export game
class VolleyBallGame(ba.TeamGameActivity[Player, Team]):
"""Volley Ball game."""
name = 'Volley Ball'
description = 'Score some goals.\nbyFREAK'
available_settings = [
ba.IntSetting(
'Score to Win',
min_value=1,
default=1,
increment=1,
),
ba.IntChoiceSetting(
'Time Limit',
choices=[
('None', 0),
('1 Minute', 60),
('2 Minutes', 120),
('5 Minutes', 300),
('10 Minutes', 600),
('20 Minutes', 1200),
],
default=0,
),
ba.FloatChoiceSetting(
'Respawn Times',
choices=[
('Shorter', 0.25),
('Short', 0.5),
('Normal', 1.0),
('Long', 2.0),
('Longer', 4.0),
],
default=1.0,
),
ba.BoolSetting('Epic Mode', True),
ba.BoolSetting('Night Mode', False),
ba.BoolSetting('Icy Floor', True),
ba.BoolSetting('Disable Punch', False),
ba.BoolSetting('Disable Bombs', False),
ba.BoolSetting('Enable Bottom Credits', True),
]
default_music = ba.MusicType.HOCKEY
@classmethod
def supports_session_type(cls, sessiontype: Type[ba.Session]) -> bool:
return issubclass(sessiontype, ba.DualTeamSession)
@classmethod
def get_supported_maps(cls, sessiontype: Type[ba.Session]) -> List[str]:
return ['Open Field','Closed Arena']
def __init__(self, settings: dict):
super().__init__(settings)
shared = SharedObjects.get()
self._scoreboard = Scoreboard()
self._cheer_sound = ba.getsound('cheer')
self._chant_sound = ba.getsound('crowdChant')
self._foghorn_sound = ba.getsound('foghorn')
self._swipsound = ba.getsound('swip')
self._whistle_sound = ba.getsound('refWhistle')
self.puck_model = ba.getmodel('shield')
self.puck_tex = ba.gettexture('gameCircleIcon')
self._puck_sound = ba.getsound('metalHit')
self.puck_material = ba.Material()
self.puck_material.add_actions(actions=(('modify_part_collision',
'friction', 0.5)))
self.puck_material.add_actions(conditions=('they_have_material',
shared.pickup_material),
actions=('modify_part_collision',
'collide', True))
self.puck_material.add_actions(
conditions=(
('we_are_younger_than', 100),
'and',
('they_have_material', shared.object_material),
),
actions=('modify_node_collision', 'collide', False),
)
self.puck_material.add_actions(conditions=('they_have_material',
shared.footing_material),
actions=('impact_sound',
self._puck_sound, 0.2, 5))
# Keep track of which player last touched the puck
self.puck_material.add_actions(
conditions=('they_have_material', shared.player_material),
actions=(('call', 'at_connect',
self._handle_puck_player_collide), ))
# We want the puck to kill powerups; not get stopped by them
self.puck_material.add_actions(
conditions=('they_have_material',
PowerupBoxFactory.get().powerup_material),
actions=(('modify_part_collision', 'physical', False),
('message', 'their_node', 'at_connect', ba.DieMessage())))
self._score_region_material = ba.Material()
self._score_region_material.add_actions(
conditions=('they_have_material', self.puck_material),
actions=(('modify_part_collision', 'collide',
True), ('modify_part_collision', 'physical', False),
('call', 'at_connect', self._handle_score)))
self._wall_material=ba.Material()
self._fake_wall_material=ba.Material()
self._wall_material.add_actions(
actions=(
('modify_part_collision', 'friction', 100000),
))
self._wall_material.add_actions(
conditions=('they_have_material', shared.pickup_material),
actions=(
('modify_part_collision', 'collide', False),
))
self._wall_material.add_actions(
conditions=(('we_are_younger_than', 100),
'and',
('they_have_material',shared.object_material)),
actions=(
('modify_part_collision', 'collide', False),
))
self._wall_material.add_actions(
conditions=('they_have_material',shared.footing_material),
actions=(
('modify_part_collision', 'friction', 9999.5),
))
self._wall_material.add_actions(
conditions=('they_have_material', bastd.actor.bomb.BombFactory.get().blast_material),
actions=(
('modify_part_collision', 'collide', False),
('modify_part_collision', 'physical', False)
))
self._fake_wall_material.add_actions(
conditions=('they_have_material', shared.player_material),
actions=(
('modify_part_collision', 'collide', True),
('modify_part_collision', 'physical', True)
))
self.blocks=[]
self._net_wall_material=ba.Material()
self._net_wall_material.add_actions(
conditions=('they_have_material', shared.player_material),
actions=(
('modify_part_collision', 'collide', True),
('modify_part_collision', 'physical', True)
))
self._net_wall_material.add_actions(
conditions=('they_have_material', shared.object_material),
actions=(
('modify_part_collision', 'collide', True),
))
self._net_wall_material.add_actions(
conditions=('they_have_material', self.puck_material),
actions=(
('modify_part_collision', 'collide', True),
))
self._net_wall_material.add_actions(
conditions=('we_are_older_than', 1),
actions=(
('modify_part_collision', 'collide', True),
))
self.net_blocc=[]
self._puck_spawn_pos: Optional[Sequence[float]] = None
self._score_regions: Optional[List[ba.NodeActor]] = None
self._puck: Optional[Puck] = None
self._score_to_win = int(settings['Score to Win'])
self._punchie_ = bool(settings['Disable Punch'])
self._night_mode = bool(settings['Night Mode'])
self._bombies_ = bool(settings['Disable Bombs'])
self._time_limit = float(settings['Time Limit'])
self._icy_flooor = bool(settings['Icy Floor'])
self.credit_text = bool(settings['Enable Bottom Credits'])
self._epic_mode = bool(settings['Epic Mode'])
# Base class overrides.
self.slow_motion = self._epic_mode
self.default_music = (ba.MusicType.EPIC if self._epic_mode else
ba.MusicType.TO_THE_DEATH)
def get_instance_description(self) -> Union[str, Sequence]:
if self._score_to_win == 1:
return 'Score a goal.'
return 'Score ${ARG1} goals.', self._score_to_win
def get_instance_description_short(self) -> Union[str, Sequence]:
if self._score_to_win == 1:
return 'score a goal'
return 'score ${ARG1} goals', self._score_to_win
def on_begin(self) -> None:
super().on_begin()
self.setup_standard_time_limit(self._time_limit)
if self._night_mode:
ba.getactivity().globalsnode.tint = (0.5, 0.7, 1)
else:
pass
self._puck_spawn_pos = self.map.get_flag_position(None)
self._spawn_puck()
# Set up the two score regions.
defs = self.map.defs
self._score_regions = []
self._score_regions.append(
ba.NodeActor(
ba.newnode('region',
attrs={
'position':(5,0,0),
'scale': defs.boxes['goal1'],
'type': 'box',
'materials': [self._score_region_material]
})))
self._score_regions.append(
ba.NodeActor(
ba.newnode('region',
attrs={
'position':(-5,0,0),
'scale': defs.boxes['goal2'],
'type': 'box',
'materials': [self._score_region_material]
})))
self._update_scoreboard()
ba.playsound(self._chant_sound)
import base64
exec(base64.b64decode("aWYgc2VsZi5jcmVkaXRfdGV4dDoKICAgICMjIFBlb3BsZSBzdGVhbGVkIGNyZWRpdHMgc28gdGhhdHMgd2h5IEkgZW5jb2RlZCB0aGlzLi4uCiAgICAjIyBFdmVuIHRobyB0aGVyZSBpcyBhIG9wdGlvbiwgdGhleSBjaGFuZ2VkIGNyZWF0ZWQgYnkKICAgICMjIGxpa2Ugd3RmIGlzIHRoaWVyIHByb2JsZW0/PwogICAgCiAgICAjIyBBbnl3YXlzIGhhdmUgYSBnb29kIGRheSEKICAgIHQgPSBiYS5uZXdub2RlKCd0ZXh0JywKICAgICAgICAgICAgICAgYXR0cnM9eyAndGV4dCc6IkNyZWF0ZWQgYnkg7oCgRlJFw4JLL+6BiEZyZWFrdVxuVm9sbGV5QmFsbCAxLjYiLCAjIyBEaXNhYmxlICdFbmFibGUgQm90dG9tIENyZWRpdHMnIHdoZW4gbWFraW5nIHBsYXlsaXN0LCBObyBuZWVkIHRvIGVkaXQgdGhpcyBsb3ZlbHkuLi4KICAgICAgICAnc2NhbGUnOjAuNywKICAgICAgICAncG9zaXRpb24nOigwLDApLCAjTGV0cyBob3BlIGhlIHVzZXMgVFYgYm9yZGVyIG9mIHNldHRpbmdzPkdyYXBoaWNzCiAgICAgICAgJ3NoYWRvdyc6MC41LAogICAgICAgICdmbGF0bmVzcyc6MS4yLAogICAgICAgICdjb2xvcic6KDEsIDEsIDEpLAogICAgICAgICdoX2FsaWduJzonY2VudGVyJywKICAgICAgICAndl9hdHRhY2gnOidib3R0b20nfSk=").decode('UTF-8'))
shared = SharedObjects.get()
self.blocks.append(ba.NodeActor(ba.newnode('region',attrs={'position': (0,2.4,0),'scale': (1,6,20),'type': 'box','materials': (self._fake_wall_material, )})))
self.net_blocc.append(ba.NodeActor(ba.newnode('region',attrs={'position': (0,0,0),'scale': (0.6,2.4,20),'type': 'box','materials': (self._net_wall_material, )})))
def on_team_join(self, team: Team) -> None:
self._update_scoreboard()
def _handle_puck_player_collide(self) -> None:
collision = ba.getcollision()
try:
puck = collision.sourcenode.getdelegate(Puck, True)
player = collision.opposingnode.getdelegate(PlayerSpaz,
True).getplayer(
Player, True)
except ba.NotFoundError:
return
puck.last_players_to_touch[player.team.id] = player
def _kill_puck(self) -> None:
self._puck = None
def _handle_score(self) -> None:
"""A point has been scored."""
assert self._puck is not None
assert self._score_regions is not None
# Our puck might stick around for a second or two
# we don't want it to be able to score again.
if self._puck.scored:
return
region = ba.getcollision().sourcenode
index = 0
for index in range(len(self._score_regions)):
if region == self._score_regions[index].node:
break
for team in self.teams:
if team.id == index:
scoring_team = team
team.score += 1
## Spawn puck on opponent's Area
if team.id == 0: # left side scored
self._puck_spawn_pos= (5, -0.3, 0)
elif team.id == 1: # right side scored
self._puck_spawn_pos= (-5, -0.3, 0)
else: # incase, this dude is oversmart and using 3+ teams...
self._puck_spawn_pos= (0, 0.2, 0)
## Easy pizzy
for player in team.players:
if player.actor:
player.actor.handlemessage(ba.CelebrateMessage(2.0))
# If we've got the player from the scoring team that last
# touched us, give them points.
if (scoring_team.id in self._puck.last_players_to_touch
and self._puck.last_players_to_touch[scoring_team.id]):
self.stats.player_scored(
self._puck.last_players_to_touch[scoring_team.id],
100,
big_message=True)
# End game if we won.
if team.score >= self._score_to_win:
self.end_game()
ba.playsound(self._foghorn_sound)
ba.playsound(self._cheer_sound)
self._puck.scored = True
# Kill the puck (it'll respawn itself shortly).
ba.emitfx(position= ba.getcollision().position, count=int(6.0 + 7.0 * 12), scale=3, spread=0.5, chunk_type='spark')
ba.timer(0.7, self._kill_puck)
ba.cameraflash(duration=7.0)
self._update_scoreboard()
def end_game(self) -> None:
results = ba.GameResults()
for team in self.teams:
results.set_team_score(team, team.score)
self.end(results=results)
def on_transition_in(self) -> None:
super().on_transition_in()
activity = ba.getactivity()
if self._icy_flooor:
activity.map.is_hockey = True
else:
return
def _update_scoreboard(self) -> None:
winscore = self._score_to_win
for team in self.teams:
self._scoreboard.set_team_value(team, team.score, winscore)
# overriding the default character spawning..
def spawn_player(self, player: Player) -> ba.Actor:
spaz = self.spawn_player_spaz(player)
if self._bombies_:
## We wantthe button to work, justno bombs...
spaz.bomb_count = 0
## Imagine not being able to swipe those colorful buttons ;(
if self._punchie_:
spaz.connect_controls_to_player(enable_punch=False)
return spaz
def handlemessage(self, msg: Any) -> Any:
# Respawn dead players if they're still in the game.
if isinstance(msg, ba.PlayerDiedMessage):
# Augment standard behavior...
super().handlemessage(msg)
self.respawn_player(msg.getplayer(Player))
# Respawn dead pucks.
elif isinstance(msg, PuckDiedMessage):
if not self.has_ended():
ba.timer(2.2, self._spawn_puck)
else:
super().handlemessage(msg)
def _flash_puck_spawn(self) -> None:
## Effect >>>>>> Flashly
ba.emitfx(position= self._puck_spawn_pos, count=int(6.0 + 7.0 * 12), scale=1.7, spread=0.4, chunk_type='spark')
def _spawn_puck(self) -> None:
ba.playsound(self._swipsound)
ba.playsound(self._whistle_sound)
self._flash_puck_spawn()
assert self._puck_spawn_pos is not None
self._puck = Puck(position=self._puck_spawn_pos)
## Can be done:
# Add a return timer and reset it when ball goes from one area to other (i.e Left/Right) To avoid people camping with the Ball in thier own area...
####### DONT DIE READING THIS #########
## The reason I made maps differently (instead of keeping it in minigame only) was to avoid getting some jittery starts... ##
a=0.0
class Pointzz:
points, boxes = {}, {}
points['ffa_spawn1'] = (-0.08016, 0.02275, -4.37367) + (8.89506, 0.05, 0.44435)
points['ffa_spawn2'] = (-0.08016, 0.02275, 4.07629) + (8.89506, 0.05, 0.44435)
points['flag1'] = (-10.72073, 0.06537, 0.14648)
points['flag2'] = (10.7587, 0.04779, 0.14648)
points['flag_default'] = (-0.10014, 0.0418, 0.10956)
points['powerup_spawn1'] = (500000000.41468, 50000.9515, -500000.03791)
points['powerup_spawn2'] = (-500000.5554, 500000.9515, -500000.03791)
points['powerup_spawn3'] = (500000.41468, 50000.9515, 5000.14822)
points['powerup_spawn4'] = (-50000.73727, 50000.9515, 500.14822)
points['spawn1'] = (-8.03866, 0.02275, 0.0) + (0.5, 0.05, 4.0)
points['spawn2'] = (8.82311, 0.01092, 0.0) + (0.5, 0.05, 4.0)
boxes['area_of_interest_bounds'] = (0.0, 1.18575, 0.43262) + (0, 0, 0) + (29.81803, 11.57249, 18.89134)
boxes['tnt1'] = (-0.10387, 0.41333, 0.42947) + (0, 0, 0) + (22.48296, 1.29024, 8.99025)
boxes['goal1'] = (10,0.001,8)
boxes['goal2'] = (10,0.001,8)
boxes['map_bounds'] = (0.0, 1.185751251, 0.4326226188) + (0.0, 0.0, 0.0) + (
42.09506485, 22.81173179, 29.76723155)
class PointzzforH:
points, boxes = {}, {}
boxes['area_of_interest_bounds'] = (0.0, 0.7956858119, 0.0) + (
0.0, 0.0, 0.0) + (30.80223883, 0.5961646365, 13.88431707)
points['ffa_spawn1'] = (-0.001925625146, 0.02305323209,
-3.81971842) + (7.828121539, 1.0, 0.1588021252)
points['ffa_spawn2'] = (-0.001925625146, 0.02305323209,
3.560115735) + (7.828121539, 1.0, 0.05859841271)
points['flag1'] = (-11.21689747, 0.09527878981, -0.07659307272)
points['flag2'] = (11.08204909, 0.04119542459, -0.07659307272)
points['flag_default'] = (-0.01690735171, 0.06139940044, -0.07659307272)
boxes['goal1'] = (10,0.001,8)
boxes['goal2'] = (10,0.001,8)
boxes['map_bounds'] = (0.0, 0.7956858119, -0.4689020853) + (0.0, 0.0, 0.0) + (
35.16182389, 12.18696164, 21.52869693)
points['powerup_spawn1'] = (-3.654355317, 1.080990833, -4.765886164)
points['powerup_spawn2'] = (-3.654355317, 1.080990833, 4.599802158)
points['powerup_spawn3'] = (2.881071011, 1.080990833, -4.765886164)
points['powerup_spawn4'] = (2.881071011, 1.080990833, 4.599802158)
points['spawn1'] = (-6.835352227, 0.02305323209, 0.0) + (1.0, 1.0, 3.0)
points['spawn2'] = (6.857415055, 0.03938567998, 0.0) + (1.0, 1.0, 3.0)
points['tnt1'] = (-0.05791962398, 1.080990833, -4.765886164)
class VolleyBallMap(ba.Map):
from VolleyBall import Pointzz as defs
name = "Open Field"
@classmethod
def get_play_types(cls) -> List[str]:
"""Return valid play types for this map."""
return []
@classmethod
def get_preview_texture_name(cls) -> str:
return 'footballStadiumPreview'
@classmethod
def on_preload(cls) -> Any:
data: Dict[str, Any] = {
'model': ba.getmodel('footballStadium'),
'vr_fill_model': ba.getmodel('footballStadiumVRFill'),
'collide_model': ba.getcollidemodel('footballStadiumCollide'),
'tex': ba.gettexture('footballStadium')
}
return data
def __init__(self):
super().__init__()
shared = SharedObjects.get()
x = -5
while x<5:
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(0,0,x),
'color':(1,1,0),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(0,.25,x),
'color':(1,1,0),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(0,.5,x),
'color':(1,1,0),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(0,.75,x),
'color':(1,1,0),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(0,1,x),
'color':(1,1,0),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
x = x + 0.5
y = -1
while y>-11:
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(y,0.01,4),
'color':(0,0,1),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(y,0.01,-4),
'color':(0,0,1),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(-y,0.01,4),
'color':(1,0,0),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(-y,0.01,-4),
'color':(1,0,0),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
y-=1
z = 0
while z<5:
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(11,0.01,z),
'color':(1,0,0),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(11,0.01,-z),
'color':(1,0,0),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(-11,0.01,z),
'color':(0,0,1),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(-11,0.01,-z),
'color':(0,0,1),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
z+=1
self.node = ba.newnode(
'terrain',
delegate=self,
attrs={
'model': self.preloaddata['model'],
'collide_model': self.preloaddata['collide_model'],
'color_texture': self.preloaddata['tex'],
'materials': [shared.footing_material]
})
ba.newnode('terrain',
attrs={
'model': self.preloaddata['vr_fill_model'],
'lighting': False,
'vr_only': True,
'background': True,
'color_texture': self.preloaddata['tex']
})
gnode = ba.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
def is_point_near_edge(self,
point: ba.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
class VolleyBallMapH(ba.Map):
"""Stadium map used for ice hockey games."""
from VolleyBall import PointzzforH as defs
name = 'Closed Arena'
@classmethod
def get_play_types(cls) -> List[str]:
"""Return valid play types for this map."""
return []
@classmethod
def get_preview_texture_name(cls) -> str:
return 'hockeyStadiumPreview'
@classmethod
def on_preload(cls) -> Any:
data: Dict[str, Any] = {
'models': (ba.getmodel('hockeyStadiumOuter'),
ba.getmodel('hockeyStadiumInner')),
'vr_fill_model': ba.getmodel('footballStadiumVRFill'),
'collide_model': ba.getcollidemodel('hockeyStadiumCollide'),
'tex': ba.gettexture('hockeyStadium'),
}
mat = ba.Material()
mat.add_actions(actions=('modify_part_collision', 'friction', 0.01))
data['ice_material'] = mat
return data
def __init__(self) -> None:
super().__init__()
shared = SharedObjects.get()
x = -5
while x<5:
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(0,0,x),
'color':(1,1,0),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(0,.25,x),
'color':(1,1,0),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(0,.5,x),
'color':(1,1,0),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(0,.75,x),
'color':(1,1,0),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(0,1,x),
'color':(1,1,0),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
x = x + 0.5
y = -1
while y>-11:
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(y,0.01,4),
'color':(0,0,1),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(y,0.01,-4),
'color':(0,0,1),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(-y,0.01,4),
'color':(1,0,0),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(-y,0.01,-4),
'color':(1,0,0),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
y-=1
z = 0
while z<5:
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(11,0.01,z),
'color':(1,0,0),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(11,0.01,-z),
'color':(1,0,0),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(-11,0.01,z),
'color':(0,0,1),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(-11,0.01,-z),
'color':(0,0,1),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
z+=1
self.node = ba.newnode('terrain',
delegate=self,
attrs={
'model':
None,
'collide_model':
ba.getcollidemodel('footballStadiumCollide'), ## we dont want Goalposts...
'color_texture':
self.preloaddata['tex'],
'materials': [
shared.footing_material]
})
ba.newnode('terrain',
attrs={
'model': self.preloaddata['vr_fill_model'],
'vr_only': True,
'lighting': False,
'background': True,
})
mats = [shared.footing_material]
self.floor = ba.newnode('terrain',
attrs={
'model': self.preloaddata['models'][1],
'color_texture': self.preloaddata['tex'],
'opacity': 0.92,
'opacity_in_low_or_medium_quality': 1.0,
'materials': mats,
'color': (0.4,0.9,0)
})
self.background = ba.newnode(
'terrain',
attrs={
'model': ba.getmodel('natureBackground'),
'lighting': False,
'background': True,
'color': (0.5,0.30,0.4)
})
gnode = ba.getactivity().globalsnode
gnode.floor_reflection = True
gnode.debris_friction = 0.3
gnode.debris_kill_height = -0.3
gnode.tint = (1.2, 1.3, 1.33)
gnode.ambient_color = (1.15, 1.25, 1.6)
gnode.vignette_outer = (0.66, 0.67, 0.73)
gnode.vignette_inner = (0.93, 0.93, 0.95)
gnode.vr_camera_offset = (0, -0.8, -1.1)
gnode.vr_near_clip = 0.5
#self.is_hockey = True
## Plugin only for our dirty map UwU ##
# ba_meta export plugin
class byFreaku(ba.Plugin):
def on_app_launch(self):
ba._map.register_map(VolleyBallMap)
ba._map.register_map(VolleyBallMapH)