mirror of
https://github.com/bombsquad-community/plugin-manager.git
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448 lines
18 KiB
Python
448 lines
18 KiB
Python
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# Porting to api 8 made easier by baport.(https://github.com/bombsquad-community/baport)
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# Released under the MIT License. See LICENSE for details.
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# Created by Mr.Smoothy -
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# https://discord.gg/ucyaesh
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# https://bombsquad-community.web.app/home for more mods.
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#
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"""DeathMatch game and support classes."""
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# ba_meta require api 8
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# (see https://ballistica.net/wiki/meta-tag-system)
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from __future__ import annotations
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from typing import TYPE_CHECKING
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import babase
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import bascenev1 as bs
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import random
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from bascenev1lib.actor.playerspaz import PlayerSpaz
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from bascenev1lib.actor.scoreboard import Scoreboard
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from bascenev1lib.gameutils import SharedObjects
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from bascenev1lib.actor.bomb import BombFactory
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from bascenev1lib.actor.bomb import Bomb
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from bascenev1lib.game.deathmatch import DeathMatchGame, Player, Team
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if TYPE_CHECKING:
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from typing import Any, Union, Sequence, Optional
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# ba_meta export bascenev1.GameActivity
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class CanonFightGame(DeathMatchGame):
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"""A game type based on acquiring kills."""
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name = 'Canon Fight'
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description = 'Kill a set number of enemies to win.'
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# Print messages when players die since it matters here.
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announce_player_deaths = True
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@classmethod
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def get_available_settings(
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cls, sessiontype: type[bs.Session]) -> list[babase.Setting]:
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settings = [
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bs.IntSetting(
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'Kills to Win Per Player',
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min_value=1,
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default=5,
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increment=1,
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),
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bs.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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),
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bs.FloatChoiceSetting(
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'Respawn Times',
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choices=[
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('Shorter', 0.25),
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('Short', 0.5),
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('Normal', 1.0),
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('Long', 2.0),
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('Longer', 4.0),
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],
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default=1.0,
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),
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bs.BoolSetting('Epic Mode', default=False),
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]
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# In teams mode, a suicide gives a point to the other team, but in
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# free-for-all it subtracts from your own score. By default we clamp
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# this at zero to benefit new players, but pro players might like to
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# be able to go negative. (to avoid a strategy of just
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# suiciding until you get a good drop)
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if issubclass(sessiontype, bs.FreeForAllSession):
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settings.append(
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bs.BoolSetting('Allow Negative Scores', default=False))
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return settings
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@classmethod
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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[bs.Session]) -> list[str]:
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return ["Step Right Up"]
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def __init__(self, settings: dict):
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super().__init__(settings)
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self._scoreboard = Scoreboard()
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self._score_to_win: Optional[int] = None
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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._kills_to_win_per_player = int(
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settings['Kills to Win Per Player'])
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self._time_limit = float(settings['Time Limit'])
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self._allow_negative_scores = bool(
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settings.get('Allow Negative Scores', False))
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# Base class overrides.
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self.slow_motion = self._epic_mode
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self.default_music = (bs.MusicType.EPIC if self._epic_mode else
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bs.MusicType.TO_THE_DEATH)
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self.wtindex = 0
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self.wttimer = bs.timer(5, babase.Call(self.wt_), repeat=True)
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self.wthighlights = ["Created by Mr.Smoothy",
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"hey smoothy youtube", "smoothy#multiverse"]
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def wt_(self):
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node = bs.newnode('text',
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attrs={
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'text': self.wthighlights[self.wtindex],
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'flatness': 1.0,
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'h_align': 'center',
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'v_attach': 'bottom',
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'scale': 0.7,
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'position': (0, 20),
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'color': (0.5, 0.5, 0.5)
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})
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self.delt = bs.timer(4, node.delete)
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self.wtindex = int((self.wtindex+1) % len(self.wthighlights))
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def get_instance_description(self) -> Union[str, Sequence]:
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return 'Crush ${ARG1} of your enemies.', self._score_to_win
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def get_instance_description_short(self) -> Union[str, Sequence]:
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return 'kill ${ARG1} enemies', self._score_to_win
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def on_team_join(self, team: Team) -> None:
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if self.has_begun():
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self._update_scoreboard()
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def on_begin(self) -> None:
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super().on_begin()
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self.setup_standard_time_limit(self._time_limit)
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self.setup_standard_powerup_drops()
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# Base kills needed to win on the size of the largest team.
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self._score_to_win = (self._kills_to_win_per_player *
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max(1, max(len(t.players) for t in self.teams)))
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self._update_scoreboard()
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self.create_canon_A()
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self.create_canon_B()
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self.create_wall()
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def handlemessage(self, msg: Any) -> Any:
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if isinstance(msg, bs.PlayerDiedMessage):
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# Augment standard behavior.
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super().handlemessage(msg)
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player = msg.getplayer(Player)
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self.respawn_player(player)
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killer = msg.getkillerplayer(Player)
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if killer is None:
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return None
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# Handle team-kills.
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if killer.team is player.team:
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# In free-for-all, killing yourself loses you a point.
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if isinstance(self.session, bs.FreeForAllSession):
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new_score = player.team.score - 1
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if not self._allow_negative_scores:
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new_score = max(0, new_score)
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player.team.score = new_score
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# In teams-mode it gives a point to the other team.
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else:
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self._dingsound.play()
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for team in self.teams:
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if team is not killer.team:
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team.score += 1
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# Killing someone on another team nets a kill.
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else:
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killer.team.score += 1
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self._dingsound.play()
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# In FFA show scores since its hard to find on the scoreboard.
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if isinstance(killer.actor, PlayerSpaz) and killer.actor:
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killer.actor.set_score_text(str(killer.team.score) + '/' +
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str(self._score_to_win),
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color=killer.team.color,
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flash=True)
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self._update_scoreboard()
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# If someone has won, set a timer to end shortly.
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# (allows the dust to clear and draws to occur if deaths are
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# close enough)
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assert self._score_to_win is not None
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if any(team.score >= self._score_to_win for team in self.teams):
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bs.timer(0.5, self.end_game)
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else:
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return super().handlemessage(msg)
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return None
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def _update_scoreboard(self) -> None:
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for team in self.teams:
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self._scoreboard.set_team_value(team, team.score,
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self._score_to_win)
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def end_game(self) -> None:
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results = bs.GameResults()
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self.delete_text_nodes()
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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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def delete_text_nodes(self):
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self.canon.delete()
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self.canon_.delete()
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self.canon2.delete()
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self.canon_2.delete()
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self.curve.delete()
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self.curve2.delete()
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def _handle_canon_load_A(self):
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try:
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bomb = bs.getcollision().opposingnode.getdelegate(Bomb, True)
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# pos=bomb.position
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owner = bomb.owner
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type = bomb.bomb_type
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source_player = bomb.get_source_player(bs.Player)
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bs.getcollision().opposingnode.delete()
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# bomb.delete()
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self.launch_bomb_byA(owner, type, source_player, 2)
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except bs.NotFoundError:
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# This can happen if the flag stops touching us due to being
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# deleted; that's ok.
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return
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def _handle_canon_load_B(self):
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try:
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bomb = bs.getcollision().opposingnode.getdelegate(Bomb, True)
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# pos=bomb.position
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owner = bomb.owner
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type = bomb.bomb_type
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source_player = bomb.get_source_player(bs.Player)
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bs.getcollision().opposingnode.delete()
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# bomb.delete()
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self.launch_bomb_byB(owner, type, source_player, 2)
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except bs.NotFoundError:
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# This can happen if the flag stops touching us due to being
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# deleted; that's ok.
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return
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def launch_bomb_byA(self, owner, type, source_player, count):
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if count > 0:
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y = random.randrange(2, 9, 2)
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z = random.randrange(-4, 6)
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self.fake_explosion(
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(-5.708631629943848, 7.437141418457031, -4.525400638580322))
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Bomb(position=(-6, 7.5, -4), bomb_type=type, owner=owner,
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source_player=source_player, velocity=(19, y, z)).autoretain()
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bs.timer(0.6, babase.Call(self.launch_bomb_byA,
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owner, type, source_player, count-1))
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else:
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return
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def launch_bomb_byB(self, owner, type, source_player, count):
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if count > 0:
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y = random.randrange(2, 9, 2)
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z = random.randrange(-4, 6)
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self.fake_explosion(
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(5.708631629943848, 7.437141418457031, -4.525400638580322))
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Bomb(position=(6, 7.5, -4), bomb_type=type, owner=owner,
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source_player=source_player, velocity=(-19, y, z)).autoretain()
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bs.timer(0.6, babase.Call(self.launch_bomb_byB,
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owner, type, source_player, count-1))
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else:
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return
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def fake_explosion(self, position: Sequence[float]):
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explosion = bs.newnode('explosion',
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attrs={'position': position,
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'radius': 1, 'big': False})
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bs.timer(0.4, explosion.delete)
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sounds = ['explosion0'+str(n) for n in range(1, 6)]
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sound = random.choice(sounds)
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bs.getsound(sound).play()
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def create_canon_A(self):
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shared = SharedObjects.get()
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canon_load_mat = bs.Material()
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factory = BombFactory.get()
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canon_load_mat.add_actions(
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actions=(
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('modify_part_collision', 'collide', False),
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('modify_part_collision', 'physical', False)
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))
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canon_load_mat.add_actions(
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conditions=('they_have_material', factory.bomb_material),
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actions=(
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('modify_part_collision', 'collide', True),
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('modify_part_collision', 'physical', True),
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('call', 'at_connect', babase.Call(self._handle_canon_load_A))
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),
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)
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self.ud_1_r = bs.newnode('region', attrs={'position': (-8.908631629943848, 7.337141418457031, -
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4.525400638580322), 'scale': (2, 1, 1), 'type': 'box', 'materials': [canon_load_mat]})
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self.node = bs.newnode('shield',
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delegate=self,
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attrs={
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'position': (-8.308631629943848, 7.337141418457031, -4.525400638580322),
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'color': (0.3, 0.2, 2.8),
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'radius': 1.3
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})
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self.canon = bs.newnode('text',
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attrs={
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'text': '___________',
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'in_world': True,
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'shadow': 1.0,
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'flatness': 1.0,
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'color': (0.3, 0.3, 0.8),
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'scale': 0.019,
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'h_align': 'left',
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'position': (-8.388631629943848, 7.837141418457031, -4.525400638580322)
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})
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self.canon_ = bs.newnode('text',
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attrs={
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'text': '_________',
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'in_world': True,
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'shadow': 1.0,
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'flatness': 1.0,
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'color': (0.3, 0.3, 0.8),
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'scale': 0.019,
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'h_align': 'left',
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'position': (-7.888631629943848, 7.237141418457031, -4.525400638580322)
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})
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self.curve = bs.newnode('text',
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attrs={
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'text': '/\n',
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'in_world': True,
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'shadow': 1.0,
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'flatness': 1.0,
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'color': (0.3, 0.3, 0.8),
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'scale': 0.019,
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||
|
|
'h_align': 'left',
|
||
|
|
'position': (-8.788631629943848, 7.237141418457031, -4.525400638580322)
|
||
|
|
})
|
||
|
|
|
||
|
|
def create_canon_B(self):
|
||
|
|
shared = SharedObjects.get()
|
||
|
|
canon_load_mat = bs.Material()
|
||
|
|
factory = BombFactory.get()
|
||
|
|
|
||
|
|
canon_load_mat.add_actions(
|
||
|
|
|
||
|
|
actions=(
|
||
|
|
('modify_part_collision', 'collide', False),
|
||
|
|
('modify_part_collision', 'physical', False)
|
||
|
|
|
||
|
|
))
|
||
|
|
canon_load_mat.add_actions(
|
||
|
|
conditions=('they_have_material', factory.bomb_material),
|
||
|
|
actions=(
|
||
|
|
('modify_part_collision', 'collide', True),
|
||
|
|
('modify_part_collision', 'physical', True),
|
||
|
|
('call', 'at_connect', babase.Call(self._handle_canon_load_B))
|
||
|
|
),
|
||
|
|
)
|
||
|
|
self.ud_1_r2 = bs.newnode('region', attrs={'position': (
|
||
|
|
8.908631629943848+0.81, 7.327141418457031, -4.525400638580322), 'scale': (2, 1, 1), 'type': 'box', 'materials': [canon_load_mat]})
|
||
|
|
|
||
|
|
self.node2 = bs.newnode('shield',
|
||
|
|
delegate=self,
|
||
|
|
attrs={
|
||
|
|
'position': (8.308631629943848+0.81, 7.327141418457031, -4.525400638580322),
|
||
|
|
'color': (2.3, 0.2, 0.3),
|
||
|
|
'radius': 1.3
|
||
|
|
})
|
||
|
|
self.canon2 = bs.newnode('text',
|
||
|
|
attrs={
|
||
|
|
'text': '___________',
|
||
|
|
'in_world': True,
|
||
|
|
'shadow': 1.0,
|
||
|
|
'flatness': 1.0,
|
||
|
|
'color': (0.8, 0.3, 0.3),
|
||
|
|
'scale': 0.019,
|
||
|
|
'h_align': 'right',
|
||
|
|
'position': (8.388631629943848+0.81, 7.837141418457031, -4.525400638580322)
|
||
|
|
})
|
||
|
|
self.canon_2 = bs.newnode('text',
|
||
|
|
attrs={
|
||
|
|
'text': '_________',
|
||
|
|
'in_world': True,
|
||
|
|
'shadow': 1.0,
|
||
|
|
'flatness': 1.0,
|
||
|
|
'color': (0.8, 0.3, 0.3),
|
||
|
|
'scale': 0.019,
|
||
|
|
'h_align': 'right',
|
||
|
|
'position': (7.888631629943848+0.81, 7.237141418457031, -4.525400638580322)
|
||
|
|
})
|
||
|
|
self.curve2 = bs.newnode('text',
|
||
|
|
attrs={
|
||
|
|
'text': '\\',
|
||
|
|
'in_world': True,
|
||
|
|
'shadow': 1.0,
|
||
|
|
'flatness': 1.0,
|
||
|
|
'color': (0.8, 0.3, 0.3),
|
||
|
|
'scale': 0.019,
|
||
|
|
'h_align': 'right',
|
||
|
|
'position': (8.788631629943848+0.81, 7.237141418457031, -4.525400638580322)
|
||
|
|
})
|
||
|
|
|
||
|
|
def create_wall(self):
|
||
|
|
shared = SharedObjects.get()
|
||
|
|
factory = BombFactory.get()
|
||
|
|
mat = bs.Material()
|
||
|
|
mat.add_actions(
|
||
|
|
conditions=('they_have_material', shared.player_material),
|
||
|
|
actions=(
|
||
|
|
('modify_part_collision', 'collide', True),
|
||
|
|
('modify_part_collision', 'physical', True)
|
||
|
|
))
|
||
|
|
mat.add_actions(
|
||
|
|
conditions=(
|
||
|
|
('they_have_material', factory.bomb_material)),
|
||
|
|
actions=(
|
||
|
|
('modify_part_collision', 'collide', False)
|
||
|
|
))
|
||
|
|
self.wall = bs.newnode('region', attrs={'position': (
|
||
|
|
0.61877517104148865, 4.312626838684082, -8.68477725982666), 'scale': (3, 7, 27), 'type': 'box', 'materials': [mat]})
|