mirror of
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407 lines
11 KiB
Python
407 lines
11 KiB
Python
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# ba_meta require api 7
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# (see https://ballistica.net/wiki/meta-tag-system)
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from __future__ import annotations
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import random
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from typing import TYPE_CHECKING
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import ba
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from bastd.actor.bomb import Bomb
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from bastd.actor.onscreentimer import OnScreenTimer
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if TYPE_CHECKING:
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from typing import Any, Sequence
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lang = ba.app.lang.language
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if lang == 'Spanish':
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name = 'Lluvia de Meteoritos v2'
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bomb_type = 'Tipo de Bomba'
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ice = 'hielo'
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sticky = 'pegajosa'
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impact = 'insta-bomba'
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land_mine = 'mina terrestre'
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random_bomb = 'aleatoria'
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normal_rain = 'Lluvia Normal'
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frozen_rain = 'Lluvia Congelada'
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sticky_rain = 'Lluvia Pegajosa'
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impact_rain = 'Lluvia de Impacto'
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mine_rain = 'Lluvia de Minas'
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tnt_rain = 'Lluvia de TNT'
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random_rain = 'Lluvia Aleatoria'
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else:
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name = 'Meteor Shower v2'
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bomb_type = 'Bomb Type'
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ice = 'ice'
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sticky = 'sticky'
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impact = 'impact'
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land_mine = 'land mine'
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random_bomb = 'random'
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normal_rain = 'Normal Rain'
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frozen_rain = 'Frozen Rain'
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sticky_rain = 'Sticky Rain'
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impact_rain = 'Impact Rain'
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mine_rain = 'Mine Rain'
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tnt_rain = 'TNT Rain'
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random_rain = 'Random Rain'
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class Player(ba.Player['Team']):
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"""Our player type for this game."""
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def __init__(self) -> None:
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super().__init__()
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self.death_time: float | None = None
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class Team(ba.Team[Player]):
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"""Our team type for this game."""
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# ba_meta export game
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class MeteorShowerv2Game(ba.TeamGameActivity[Player, Team]):
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"""Minigame involving dodging falling bombs."""
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name = name
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description = 'Dodge the falling bombs.'
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scoreconfig = ba.ScoreConfig(
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label='Survived', scoretype=ba.ScoreType.MILLISECONDS, version='B'
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)
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# Print messages when players die (since its meaningful in this game).
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announce_player_deaths = True
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# Don't allow joining after we start
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# (would enable leave/rejoin tomfoolery).
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allow_mid_activity_joins = False
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@classmethod
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def get_available_settings(
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cls, sessiontype: type[ba.Session]
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) -> list[ba.Setting]:
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settings = [
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ba.IntChoiceSetting(
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bomb_type,
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choices=[
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('normal', 0),
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(ice, 1),
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(sticky, 2),
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(impact, 3),
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(land_mine, 4),
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('tnt', 5),
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(random_bomb, 6)
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],
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default=0,
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),
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ba.BoolSetting('Epic Mode', default=False),
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]
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return settings
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# We're currently hard-coded for one map.
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@classmethod
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def get_supported_maps(cls, sessiontype: type[ba.Session]) -> list[str]:
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return ['Rampage']
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# We support teams, free-for-all, and co-op sessions.
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@classmethod
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def supports_session_type(cls, sessiontype: type[ba.Session]) -> bool:
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return (
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issubclass(sessiontype, ba.DualTeamSession)
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or issubclass(sessiontype, ba.FreeForAllSession)
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or issubclass(sessiontype, ba.CoopSession)
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)
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def __init__(self, settings: dict):
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super().__init__(settings)
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btype = int(settings[bomb_type])
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if btype == 0:
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newbtype = 'normal'
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elif btype == 1:
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newbtype = 'ice'
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elif btype == 2:
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newbtype = 'sticky'
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elif btype == 3:
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newbtype = 'impact'
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elif btype == 4:
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newbtype = 'land_mine'
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elif btype == 5:
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newbtype = 'tnt'
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else:
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newbtype = 'random'
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self._bomb_type = newbtype
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self._epic_mode = settings.get('Epic Mode', False)
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self._last_player_death_time: float | None = None
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self._meteor_time = 2.0
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self._timer: OnScreenTimer | None = None
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# Some base class overrides:
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self.default_music = (
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ba.MusicType.EPIC if self._epic_mode else ba.MusicType.SURVIVAL
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)
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if self._epic_mode:
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self.slow_motion = True
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def on_begin(self) -> None:
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super().on_begin()
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# Drop a wave every few seconds.. and every so often drop the time
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# between waves ..lets have things increase faster if we have fewer
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# players.
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delay = 5.0 if len(self.players) > 2 else 2.5
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if self._epic_mode:
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delay *= 0.25
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ba.timer(delay, self._decrement_meteor_time, repeat=True)
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# Kick off the first wave in a few seconds.
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delay = 3.0
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if self._epic_mode:
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delay *= 0.25
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ba.timer(delay, self._set_meteor_timer)
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self._timer = OnScreenTimer()
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self._timer.start()
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# Check for immediate end (if we've only got 1 player, etc).
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ba.timer(5.0, self._check_end_game)
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def on_player_leave(self, player: Player) -> None:
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# Augment default behavior.
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super().on_player_leave(player)
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# A departing player may trigger game-over.
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self._check_end_game()
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# overriding the default character spawning..
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def spawn_player(self, player: Player) -> ba.Actor:
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spaz = self.spawn_player_spaz(player)
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# Let's reconnect this player's controls to this
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# spaz but *without* the ability to attack or pick stuff up.
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spaz.connect_controls_to_player(
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enable_punch=False, enable_bomb=False, enable_pickup=False
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)
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# Also lets have them make some noise when they die.
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spaz.play_big_death_sound = True
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return spaz
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# Various high-level game events come through this method.
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def handlemessage(self, msg: Any) -> Any:
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if isinstance(msg, ba.PlayerDiedMessage):
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# Augment standard behavior.
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super().handlemessage(msg)
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curtime = ba.time()
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# Record the player's moment of death.
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# assert isinstance(msg.spaz.player
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msg.getplayer(Player).death_time = curtime
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# In co-op mode, end the game the instant everyone dies
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# (more accurate looking).
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# In teams/ffa, allow a one-second fudge-factor so we can
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# get more draws if players die basically at the same time.
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if isinstance(self.session, ba.CoopSession):
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# Teams will still show up if we check now.. check in
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# the next cycle.
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ba.pushcall(self._check_end_game)
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# Also record this for a final setting of the clock.
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self._last_player_death_time = curtime
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else:
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ba.timer(1.0, self._check_end_game)
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else:
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# Default handler:
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return super().handlemessage(msg)
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return None
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def _check_end_game(self) -> None:
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living_team_count = 0
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for team in self.teams:
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for player in team.players:
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if player.is_alive():
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living_team_count += 1
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break
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# In co-op, we go till everyone is dead.. otherwise we go
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# until one team remains.
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if isinstance(self.session, ba.CoopSession):
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if living_team_count <= 0:
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self.end_game()
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else:
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if living_team_count <= 1:
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self.end_game()
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def _set_meteor_timer(self) -> None:
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ba.timer(
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(1.0 + 0.2 * random.random()) * self._meteor_time,
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self._drop_bomb_cluster,
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)
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def _drop_bomb_cluster(self) -> None:
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# Random note: code like this is a handy way to plot out extents
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# and debug things.
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loc_test = False
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if loc_test:
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ba.newnode('locator', attrs={'position': (8, 6, -5.5)})
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ba.newnode('locator', attrs={'position': (8, 6, -2.3)})
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ba.newnode('locator', attrs={'position': (-7.3, 6, -5.5)})
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ba.newnode('locator', attrs={'position': (-7.3, 6, -2.3)})
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# Drop several bombs in series.
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delay = 0.0
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for _i in range(random.randrange(1, 3)):
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# Drop them somewhere within our bounds with velocity pointing
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# toward the opposite side.
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pos = (
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-7.3 + 15.3 * random.random(),
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11,
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-5.57 + 2.1 * random.random(),
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)
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dropdir = -1.0 if pos[0] > 0 else 1.0
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vel = (
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(-5.0 + random.random() * 30.0) * dropdir,
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random.uniform(-3.066, -4.12),
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0,
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)
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ba.timer(delay, ba.Call(self._drop_bomb, pos, vel))
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delay += 0.1
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self._set_meteor_timer()
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def _drop_bomb(
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self, position: Sequence[float], velocity: Sequence[float]
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) -> None:
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if self._bomb_type == 'tnt':
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bomb_type = random.choice(['tnt','tnt','tnt','tnt','impact'])
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elif self._bomb_type == 'land_mine':
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bomb_type = random.choice([
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'land_mine','land_mine','land_mine','land_mine','impact'])
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elif self._bomb_type == 'random':
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bomb_type = random.choice([
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'normal','ice','sticky','impact','land_mine','tnt'])
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else:
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bomb_type = self._bomb_type
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Bomb(position=position,
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velocity=velocity,
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bomb_type=bomb_type).autoretain()
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def _decrement_meteor_time(self) -> None:
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self._meteor_time = max(0.01, self._meteor_time * 0.9)
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def end_game(self) -> None:
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cur_time = ba.time()
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assert self._timer is not None
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start_time = self._timer.getstarttime()
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# Mark death-time as now for any still-living players
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# and award players points for how long they lasted.
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# (these per-player scores are only meaningful in team-games)
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for team in self.teams:
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for player in team.players:
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survived = False
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# Throw an extra fudge factor in so teams that
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# didn't die come out ahead of teams that did.
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if player.death_time is None:
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survived = True
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player.death_time = cur_time + 1
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# Award a per-player score depending on how many seconds
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# they lasted (per-player scores only affect teams mode;
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# everywhere else just looks at the per-team score).
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score = int(player.death_time - self._timer.getstarttime())
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if survived:
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score += 50 # A bit extra for survivors.
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self.stats.player_scored(player, score, screenmessage=False)
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# Stop updating our time text, and set the final time to match
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# exactly when our last guy died.
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self._timer.stop(endtime=self._last_player_death_time)
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# Ok now calc game results: set a score for each team and then tell
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# the game to end.
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results = ba.GameResults()
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# Remember that 'free-for-all' mode is simply a special form
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# of 'teams' mode where each player gets their own team, so we can
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# just always deal in teams and have all cases covered.
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for team in self.teams:
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# Set the team score to the max time survived by any player on
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# that team.
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longest_life = 0.0
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for player in team.players:
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assert player.death_time is not None
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longest_life = max(longest_life, player.death_time - start_time)
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# Submit the score value in milliseconds.
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results.set_team_score(team, int(1000.0 * longest_life))
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self.end(results=results)
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# ba_meta export plugin
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class MeteorShowerv2Coop(ba.Plugin):
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def on_app_running(self) -> None:
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ba.app.add_coop_practice_level(
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ba.Level(
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normal_rain,
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gametype=MeteorShowerv2Game,
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settings={bomb_type: 0},
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preview_texture_name='rampagePreview',
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)
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)
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ba.app.add_coop_practice_level(
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ba.Level(
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frozen_rain,
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gametype=MeteorShowerv2Game,
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settings={bomb_type: 1},
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preview_texture_name='rampagePreview',
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)
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)
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ba.app.add_coop_practice_level(
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ba.Level(
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sticky_rain,
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gametype=MeteorShowerv2Game,
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settings={bomb_type: 2},
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preview_texture_name='rampagePreview',
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)
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)
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|
ba.app.add_coop_practice_level(
|
||
|
|
ba.Level(
|
||
|
|
impact_rain,
|
||
|
|
gametype=MeteorShowerv2Game,
|
||
|
|
settings={bomb_type: 3},
|
||
|
|
preview_texture_name='rampagePreview',
|
||
|
|
)
|
||
|
|
)
|
||
|
|
ba.app.add_coop_practice_level(
|
||
|
|
ba.Level(
|
||
|
|
mine_rain,
|
||
|
|
gametype=MeteorShowerv2Game,
|
||
|
|
settings={bomb_type: 4},
|
||
|
|
preview_texture_name='rampagePreview',
|
||
|
|
)
|
||
|
|
)
|
||
|
|
ba.app.add_coop_practice_level(
|
||
|
|
ba.Level(
|
||
|
|
tnt_rain,
|
||
|
|
gametype=MeteorShowerv2Game,
|
||
|
|
settings={bomb_type: 5},
|
||
|
|
preview_texture_name='rampagePreview',
|
||
|
|
)
|
||
|
|
)
|
||
|
|
ba.app.add_coop_practice_level(
|
||
|
|
ba.Level(
|
||
|
|
random_rain,
|
||
|
|
gametype=MeteorShowerv2Game,
|
||
|
|
settings={bomb_type: 6},
|
||
|
|
preview_texture_name='rampagePreview',
|
||
|
|
)
|
||
|
|
)
|