mirror of
https://github.com/bombsquad-community/plugin-manager.git
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492 lines
19 KiB
Python
492 lines
19 KiB
Python
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# Ported by brostos to api 8
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# Tool used to make porting easier.(https://github.com/bombsquad-community/baport)
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# Released under the MIT License. See LICENSE for details.
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"""Egg game and support classes."""
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# The Egg Game - throw egg as far as you can
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# created in BCS (Bombsquad Consultancy Service) - opensource bombsquad mods for all
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# discord.gg/ucyaesh join now and give your contribution
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# The Egg game by mr.smoothy
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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 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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from bascenev1lib.actor.powerupbox import PowerupBoxFactory
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from bascenev1lib.gameutils import SharedObjects
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from bascenev1lib.actor.flag import Flag
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import math
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import random
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if TYPE_CHECKING:
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from typing import Any, Sequence, Dict, Type, List, Optional, Union
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class PuckDiedMessage:
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"""Inform something that a puck has died."""
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def __init__(self, puck: Puck):
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self.puck = puck
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class Puck(bs.Actor):
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"""A lovely giant hockey puck."""
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def __init__(self, position: Sequence[float] = (0.0, 1.0, 0.0)):
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super().__init__()
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shared = SharedObjects.get()
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activity = self.getactivity()
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# Spawn just above the provided point.
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self._spawn_pos = (position[0], position[1] + 1.0, position[2])
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self.last_players_to_touch =None
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self.scored = False
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self.egg_mesh = bs.getmesh('egg')
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self.egg_tex_1 = bs.gettexture('eggTex1')
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self.egg_tex_2 = bs.gettexture('eggTex2')
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self.egg_tex_3 = bs.gettexture('eggTex3')
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self.eggtx=[self.egg_tex_1,self.egg_tex_2,self.egg_tex_3]
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regg=random.randrange(0,3)
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assert activity is not None
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assert isinstance(activity, EggGame)
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pmats = [shared.object_material, activity.puck_material]
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self.node = bs.newnode('prop',
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delegate=self,
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attrs={
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'mesh': self.egg_mesh,
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'color_texture': self.eggtx[regg],
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'body': 'capsule',
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'reflection': 'soft',
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'reflection_scale': [0.2],
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'shadow_size': 0.5,
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'body_scale':0.7,
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'is_area_of_interest': True,
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'position': self._spawn_pos,
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'materials': pmats
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})
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bs.animate(self.node, 'mesh_scale', {0: 0, 0.2: 0.7, 0.26: 0.6})
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def handlemessage(self, msg: Any) -> Any:
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if isinstance(msg, bs.DieMessage):
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assert self.node
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self.node.delete()
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activity = self._activity()
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if activity and not msg.immediate:
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activity.handlemessage(PuckDiedMessage(self))
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# If we go out of bounds, move back to where we started.
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elif isinstance(msg, bs.OutOfBoundsMessage):
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assert self.node
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self.node.position = self._spawn_pos
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elif isinstance(msg, bs.HitMessage):
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assert self.node
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assert msg.force_direction is not None
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self.node.handlemessage(
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'impulse', msg.pos[0], msg.pos[1], msg.pos[2], msg.velocity[0],
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msg.velocity[1], msg.velocity[2], 1.0 * msg.magnitude,
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1.0 * msg.velocity_magnitude, msg.radius, 0,
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msg.force_direction[0], msg.force_direction[1],
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msg.force_direction[2])
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# If this hit came from a player, log them as the last to touch us.
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s_player = msg.get_source_player(Player)
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if s_player is not None:
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activity = self._activity()
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if activity:
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if s_player in activity.players:
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self.last_players_to_touch = s_player
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else:
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super().handlemessage(msg)
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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 on_app_running(self) -> None:
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self.score = 0
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# ba_meta export bascenev1.GameActivity
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class EggGame(bs.TeamGameActivity[Player, Team]):
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"""Egg game."""
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name = 'Epic Egg Game'
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description = 'Score some goals.'
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available_settings = [
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bs.IntSetting(
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'Score to Win',
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min_value=1,
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default=1,
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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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('40 Seconds', 40),
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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', 0.1),
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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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]
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default_music = bs.MusicType.HOCKEY
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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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@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('football')
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def __init__(self, settings: dict):
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super().__init__(settings)
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shared = SharedObjects.get()
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self.slow_motion = True
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self._scoreboard = Scoreboard()
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self._cheer_sound = bui.getsound('cheer')
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self._chant_sound = bui.getsound('crowdChant')
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self._foghorn_sound = bui.getsound('foghorn')
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self._swipsound = bui.getsound('swip')
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self._whistle_sound = bui.getsound('refWhistle')
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self.puck_mesh = bs.getmesh('bomb')
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self.puck_tex = bs.gettexture('landMine')
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self.puck_scored_tex = bs.gettexture('landMineLit')
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self._puck_sound = bui.getsound('metalHit')
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self.puck_material = bs.Material()
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self._fake_wall_material=bs.Material()
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self.HIGHEST=0
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self._fake_wall_material.add_actions(
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conditions=('they_have_material', shared.player_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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))
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self.puck_material.add_actions(actions=(('modify_part_collision',
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'friction', 0.5)))
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self.puck_material.add_actions(conditions=('they_have_material',
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shared.pickup_material),
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actions=('modify_part_collision',
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'collide', True))
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self.puck_material.add_actions(
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conditions=(
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('we_are_younger_than', 100),
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'and',
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('they_have_material', shared.object_material),
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),
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actions=('modify_node_collision', 'collide', False),
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)
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# self.puck_material.add_actions(conditions=('they_have_material',
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# shared.footing_material),
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# actions=('impact_sound',
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# self._puck_sound, 0.2, 5))
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# Keep track of which player last touched the puck
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self.puck_material.add_actions(
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conditions=('they_have_material', shared.player_material),
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actions=(('call', 'at_connect',
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self._handle_puck_player_collide), ))
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# We want the puck to kill powerups; not get stopped by them
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self.puck_material.add_actions(
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conditions=('they_have_material',
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PowerupBoxFactory.get().powerup_material),
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actions=(('modify_part_collision', 'physical', False),
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('message', 'their_node', 'at_connect', bs.DieMessage())))
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# self.puck_material.add_actions(
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# conditions=('they_have_material',shared.footing_material)
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# actions=(('modify_part_collision', 'collide',
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# True), ('modify_part_collision', 'physical', True),
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# ('call', 'at_connect', self._handle_egg_collision))
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# )
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self._score_region_material = bs.Material()
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self._score_region_material.add_actions(
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conditions=('they_have_material', self.puck_material),
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actions=(('modify_part_collision', 'collide',
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True), ('modify_part_collision', 'physical', False),
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('call', 'at_connect', self._handle_score)))
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self.main_ground_material= bs.Material()
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self.main_ground_material.add_actions(
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conditions=('they_have_material', self.puck_material),
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actions=(('modify_part_collision', 'collide',
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True), ('modify_part_collision', 'physical', False),
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('call', 'at_connect', self._handle_egg_collision)))
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self._puck_spawn_pos: Optional[Sequence[float]] = None
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self._score_regions: Optional[List[bs.NodeActor]] = None
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self._puck: Optional[Puck] = None
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self._pucks=[]
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self._score_to_win = int(settings['Score to Win'])
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self._time_limit = float(settings['Time Limit'])
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def get_instance_description(self) -> Union[str, Sequence]:
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return "Throw Egg as far u can"
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def get_instance_description_short(self) -> Union[str, Sequence]:
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return "Throw Egg as far u can"
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def on_begin(self) -> None:
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super().on_begin()
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if self._time_limit==0.0:
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self._time_limit=60
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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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self._puck_spawn_pos = self.map.get_flag_position(None)
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self._spawn_puck()
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self._spawn_puck()
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self._spawn_puck()
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self._spawn_puck()
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self._spawn_puck()
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# Set up the two score regions.
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defs = self.map.defs
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self._score_regions = []
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pos=(11.88630542755127, 0.3009839951992035, 1.33331298828125)
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# mat=bs.Material()
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# mat.add_actions(
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# actions=( ('modify_part_collision','physical',True),
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# ('modify_part_collision','collide',True))
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# )
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# self._score_regions.append(
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# bs.NodeActor(
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# bs.newnode('region',
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# attrs={
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# 'position': pos,
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# 'scale': (2,3,5),
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# 'type': 'box',
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# 'materials': [self._score_region_material]
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# })))
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# pos=(-11.88630542755127, 0.3009839951992035, 1.33331298828125)
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# self._score_regions.append(
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# bs.NodeActor(
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# bs.newnode('region',
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# attrs={
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# 'position': pos,
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# 'scale': (2,3,5),
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# 'type': 'box',
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# 'materials': [self._score_region_material]
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# })))
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self._score_regions.append(
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bs.NodeActor(
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bs.newnode('region',
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attrs={
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'position': (-9.21,defs.boxes['goal2'][0:3][1],defs.boxes['goal2'][0:3][2]),
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'scale': defs.boxes['goal2'][6:9],
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'type': 'box',
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'materials': (self._fake_wall_material, )
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})))
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pos=(0,0.1,-5)
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self.main_ground=bs.newnode('region',attrs={'position': pos,'scale': (25,0.001,22),'type': 'box','materials': [self.main_ground_material]})
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self._update_scoreboard()
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self._chant_sound.play()
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def on_team_join(self, team: Team) -> None:
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self._update_scoreboard()
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def _handle_puck_player_collide(self) -> None:
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collision = bs.getcollision()
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try:
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puck = collision.sourcenode.getdelegate(Puck, True)
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player = collision.opposingnode.getdelegate(PlayerSpaz,
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True).getplayer(
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Player, True)
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except bs.NotFoundError:
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return
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puck.last_players_to_touch = player
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def _kill_puck(self) -> None:
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self._puck = None
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def _handle_egg_collision(self) -> None:
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no=bs.getcollision().opposingnode
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pos=no.position
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egg=no.getdelegate(Puck)
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source_player=egg.last_players_to_touch
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if source_player==None or pos[0]< -8 or not source_player.node.exists() :
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return
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try:
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col=source_player.team.color
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self.flagg=Flag(pos,touchable=False,color=col).autoretain()
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self.flagg.is_area_of_interest=True
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player_pos=source_player.node.position
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distance = math.sqrt( pow(player_pos[0]-pos[0],2) + pow(player_pos[2]-pos[2],2))
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dis_mark=bs.newnode('text',
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attrs={
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'text':str(round(distance,2))+"m",
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'in_world':True,
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'scale':0.02,
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'h_align':'center',
|
||
|
|
'position':(pos[0],1.6,pos[2]),
|
||
|
|
'color':col
|
||
|
|
})
|
||
|
|
bs.animate(dis_mark,'scale',{
|
||
|
|
0.0:0, 0.5:0.01
|
||
|
|
})
|
||
|
|
if distance > self.HIGHEST:
|
||
|
|
self.HIGHEST=distance
|
||
|
|
self.stats.player_scored(
|
||
|
|
source_player,
|
||
|
|
10,
|
||
|
|
big_message=False)
|
||
|
|
|
||
|
|
no.delete()
|
||
|
|
bs.timer(2,self._spawn_puck)
|
||
|
|
source_player.team.score=int(distance)
|
||
|
|
|
||
|
|
except():
|
||
|
|
pass
|
||
|
|
def spawn_player(self, player: Player) -> bs.Actor:
|
||
|
|
|
||
|
|
|
||
|
|
zoo=random.randrange(-4,5)
|
||
|
|
pos=(-11.204887390136719, 0.2998693287372589, zoo)
|
||
|
|
spaz = self.spawn_player_spaz(
|
||
|
|
player, position=pos, angle=90 )
|
||
|
|
assert spaz.node
|
||
|
|
|
||
|
|
# Prevent controlling of characters before the start of the race.
|
||
|
|
|
||
|
|
return spaz
|
||
|
|
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 = bs.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
|
||
|
|
|
||
|
|
# Tell all players to celebrate.
|
||
|
|
for player in team.players:
|
||
|
|
if player.actor:
|
||
|
|
player.actor.handlemessage(bs.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],
|
||
|
|
20,
|
||
|
|
big_message=True)
|
||
|
|
|
||
|
|
# End game if we won.
|
||
|
|
if team.score >= self._score_to_win:
|
||
|
|
self.end_game()
|
||
|
|
|
||
|
|
self._foghorn_sound.play()
|
||
|
|
self._cheer_sound.play()
|
||
|
|
|
||
|
|
# self._puck.scored = True
|
||
|
|
|
||
|
|
# Change puck texture to something cool
|
||
|
|
# self._puck.node.color_texture = self.puck_scored_tex
|
||
|
|
# Kill the puck (it'll respawn itself shortly).
|
||
|
|
bs.timer(1.0, self._kill_puck)
|
||
|
|
|
||
|
|
# light = bs.newnode('light',
|
||
|
|
# attrs={
|
||
|
|
# 'position': bs.getcollision().position,
|
||
|
|
# 'height_attenuated': False,
|
||
|
|
# 'color': (1, 0, 0)
|
||
|
|
# })
|
||
|
|
# bs.animate(light, 'intensity', {0: 0, 0.5: 1, 1.0: 0}, loop=True)
|
||
|
|
# bs.timer(1.0, light.delete)
|
||
|
|
|
||
|
|
bs.cameraflash(duration=10.0)
|
||
|
|
self._update_scoreboard()
|
||
|
|
|
||
|
|
def end_game(self) -> None:
|
||
|
|
results = bs.GameResults()
|
||
|
|
for team in self.teams:
|
||
|
|
results.set_team_score(team, team.score)
|
||
|
|
self.end(results=results)
|
||
|
|
|
||
|
|
def _update_scoreboard(self) -> None:
|
||
|
|
winscore = self._score_to_win
|
||
|
|
# for team in self.teams:
|
||
|
|
# self._scoreboard.set_team_value(team, team.score, winscore)
|
||
|
|
|
||
|
|
def handlemessage(self, msg: Any) -> Any:
|
||
|
|
|
||
|
|
# Respawn dead players if they're still in the game.
|
||
|
|
if isinstance(msg, bs.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():
|
||
|
|
bs.timer(3.0, self._spawn_puck)
|
||
|
|
else:
|
||
|
|
super().handlemessage(msg)
|
||
|
|
|
||
|
|
def _flash_puck_spawn(self) -> None:
|
||
|
|
# light = bs.newnode('light',
|
||
|
|
# attrs={
|
||
|
|
# 'position': self._puck_spawn_pos,
|
||
|
|
# 'height_attenuated': False,
|
||
|
|
# 'color': (1, 0, 0)
|
||
|
|
# })
|
||
|
|
# bs.animate(light, 'intensity', {0.0: 0, 0.25: 1, 0.5: 0}, loop=True)
|
||
|
|
# bs.timer(1.0, light.delete)
|
||
|
|
pass
|
||
|
|
def _spawn_puck(self) -> None:
|
||
|
|
# self._swipsound.play()
|
||
|
|
# self._whistle_sound.play()
|
||
|
|
self._flash_puck_spawn()
|
||
|
|
assert self._puck_spawn_pos is not None
|
||
|
|
zoo=random.randrange(-5,6)
|
||
|
|
pos=(-11.204887390136719, 0.2998693287372589, zoo)
|
||
|
|
self._pucks.append (Puck(position=pos))
|