2024-02-01 08:58:54 +00:00
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# BetterDeathMatch
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# Made by your friend: @[Just] Freak#4999
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2024-02-01 11:57:50 +03:00
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"""Defines a very-customisable DeathMatch mini-game"""
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2025-01-26 16:18:19 +05:30
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# ba_meta require api 9
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2024-02-01 11:57:50 +03:00
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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 bauiv1 as bui
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import bascenev1 as bs
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from bascenev1lib.actor.playerspaz import PlayerSpaz
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from bascenev1lib.actor.scoreboard import Scoreboard
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if TYPE_CHECKING:
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2025-01-26 16:18:19 +05:30
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from typing import Any, Type, List, Union, Sequence, Optional
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2024-02-01 11:57:50 +03:00
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class Player(bs.Player['Team']):
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"""Our player type for this game."""
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class Team(bs.Team[Player]):
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"""Our team type for this game."""
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def __init__(self) -> None:
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self.score = 0
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# ba_meta export bascenev1.GameActivity
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class BetterDeathMatchGame(bs.TeamGameActivity[Player, Team]):
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"""A game type based on acquiring kills."""
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name = 'Btrr Death Match'
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description = 'Kill a set number of enemies to win.\nbyFREAK'
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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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2024-02-01 08:58:54 +00:00
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## Add settings ##
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bs.BoolSetting('Enable Gloves', False),
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bs.BoolSetting('Enable Powerups', True),
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bs.BoolSetting('Night Mode', False),
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bs.BoolSetting('Icy Floor', False),
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bs.BoolSetting('One Punch Kill', False),
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bs.BoolSetting('Spawn with Shield', False),
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bs.BoolSetting('Punching Only', False),
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2024-02-01 08:58:54 +00:00
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## Add settings ##
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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 bs.app.classic.getmaps('melee')
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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 = bui.getsound('dingSmall')
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## Take applied settings ##
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self._boxing_gloves = bool(settings['Enable Gloves'])
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self._enable_powerups = bool(settings['Enable Powerups'])
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self._night_mode = bool(settings['Night Mode'])
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self._icy_floor = bool(settings['Icy Floor'])
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self._one_punch_kill = bool(settings['One Punch Kill'])
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self._shield_ = bool(settings['Spawn with Shield'])
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self._only_punch = bool(settings['Punching Only'])
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## Take applied settings ##
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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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def get_instance_description(self) -> Union[str, Sequence]:
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return 'Crush ${ARG1} of your enemies. byFREAK', 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. byFREAK', 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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## Run settings related: IcyFloor ##
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2024-02-01 11:57:50 +03:00
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def on_transition_in(self) -> None:
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super().on_transition_in()
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activity = bs.getactivity()
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if self._icy_floor:
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activity.map.is_hockey = True
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else:
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return
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## Run settings related: IcyFloor ##
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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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## Run settings related: NightMode,Powerups ##
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if self._night_mode:
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bs.getactivity().globalsnode.tint = (0.5, 0.7, 1)
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else:
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pass
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2024-02-01 08:58:54 +00:00
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# -# Tried return here, pfft. Took me 30mins to figure out why pwps spawning only on NightMode
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# -# Now its fixed :)
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if self._enable_powerups:
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self.setup_standard_powerup_drops()
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else:
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pass
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## Run settings related: NightMode,Powerups ##
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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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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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## Run settings related: Spaz ##
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def spawn_player(self, player: Player) -> bs.Actor:
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spaz = self.spawn_player_spaz(player)
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if self._boxing_gloves:
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spaz.equip_boxing_gloves()
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if self._one_punch_kill:
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spaz._punch_power_scale = 15
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if self._shield_:
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spaz.equip_shields()
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if self._only_punch:
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spaz.connect_controls_to_player(enable_bomb=False, enable_pickup=False)
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return spaz
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## Run settings related: Spaz ##
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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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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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