bombsquad-plugin-manager/plugins/minigames/ofuuuAttack.py

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2024-01-24 14:17:05 +03:00
# Porting to api 8 made easier by baport.(https://github.com/bombsquad-community/baport)
# ba_meta require api 8
# (see https://ballistica.net/wiki/meta-tag-system)
from __future__ import annotations
from typing import TYPE_CHECKING
import babase
import bauiv1 as bui
import bascenev1 as bs
import random
from bascenev1lib.actor.bomb import BombFactory, Bomb
from bascenev1lib.gameutils import SharedObjects
from bascenev1lib.actor.onscreentimer import OnScreenTimer
if TYPE_CHECKING:
from typing import Any, Sequence, Optional, List, Dict, Type, Type
class _GotTouched():
pass
class UFO(bs.Actor):
def __init__(self, pos: float = (0,0,0)):
super().__init__()
shared = SharedObjects.get()
self.r: Optional[int] = 0
self.dis: Optional[List] = []
self.target: float = (0.0, 0.0, 0.0)
self.regs: List[bs.NodeActor] = []
self.node = bs.newnode('prop',
delegate=self,
attrs={'body':'landMine',
'position': pos,
'mesh':bs.getmesh('landMine'),
'mesh_scale': 1.5,
'body_scale': 0.01,
'shadow_size': 0.000001,
'gravity_scale': 0.0,
'color_texture': bs.gettexture("achievementCrossHair"),
'materials': [shared.object_material]})
self.ufo_collide = None
def create_target(self):
if not self.node.exists(): return
self.dis = []
shared = SharedObjects.get()
try:
def pass_():
self.regs.clear()
bs.timer(3875*0.001, self.move)
try: bs.timer(3277*0.001, lambda: Bomb(velocity=(0,0,0), position=(self.target[0], self.node.position[1]-0.43999, self.target[2]), bomb_type='impact').autoretain().arm())
except: pass
key = bs.Material()
key.add_actions(
conditions=('they_have_material', shared.object_material),
actions=(
('modify_part_collision', 'collide', True),
('modify_part_collision', 'physical', False),
('call', 'at_connect', pass_()),
))
except: pass
self.regs.append(bs.NodeActor(bs.newnode('region',
attrs={
'position': self.target,
'scale': (0.04, 22, 0.04),
'type': 'sphere',
'materials':[key]})))
def move(self):
if not self.node.exists(): return
try:
self.create_target()
for j in bs.getnodes():
n = j.getdelegate(object)
if j.getnodetype() == 'prop' and isinstance(n, TileFloor):
if n.node.exists(): self.dis.append(n.node)
self.r = random.randint(0,len(self.dis)-1)
self.target = (self.dis[self.r].position[0], self.node.position[1], self.dis[self.r].position[2])
bs.animate_array(self.node, 'position', 3, {
0:self.node.position,
3.0:self.target})
except: pass
def handlemessage(self, msg):
if isinstance(msg, bs.DieMessage):
self.node.delete()
elif isinstance(msg ,bs.OutOfBoundsMessage): self.handlemessage(bs.DieMessage())
else: super().handlemessage(msg)
class TileFloor(bs.Actor):
def __init__(self,
pos: float = (0, 0, 0)):
super().__init__()
get_mat = SharedObjects.get()
self.pos = pos
self.scale = 1.5
self.mat, self.mat2, self.test = bs.Material(), bs.Material(), bs.Material()
self.mat.add_actions(conditions=('we_are_older_than', 1), actions=(('modify_part_collision', 'collide', False)))
self.mat2.add_actions(conditions=('we_are_older_than', 1), actions=(('modify_part_collision', 'collide', True)))
self.test.add_actions(
conditions=('they_have_material', BombFactory.get().bomb_material),
actions=(
('modify_part_collision', 'collide', True),
('modify_part_collision', 'physical', False),
('message', 'our_node', 'at_connect', _GotTouched())))
self.node = bs.newnode('prop',
delegate=self,
attrs={'body':'puck',
'position': self.pos,
'mesh':bs.getmesh('buttonSquareOpaque'),
'mesh_scale': self.scale*1.16,
'body_scale': self.scale,
'shadow_size': 0.0002,
'gravity_scale': 0.0,
'color_texture': bs.gettexture("tnt"),
'is_area_of_interest': True,
'materials': [self.mat, self.test]})
self.node_support = bs.newnode('region',
attrs={
'position': self.pos,
'scale': (self.scale*0.8918, 0.1, self.scale*0.8918),
'type': 'box',
'materials':[get_mat.footing_material, self.mat2]
})
def handlemessage(self, msg):
if isinstance(msg, bs.DieMessage):
self.node.delete()
self.node_support.delete()
elif isinstance(msg, _GotTouched):
def do(): self.handlemessage(bs.DieMessage())
bs.timer(0.1, do)
else: super().handlemessage(msg)
class defs():
points = boxes = {}
boxes['area_of_interest_bounds'] = (-1.3440, 1.185751251, 3.7326226188) + (
0.0, 0.0, 0.0) + (29.8180273, 15.57249038, 22.93859993)
boxes['map_bounds'] = (0.0, 2.585751251, 0.4326226188) + (0.0, 0.0, 0.0) + (29.09506485, 15.81173179, 33.76723155)
class DummyMapForGame(bs.Map):
defs, name = defs(), 'Tile Lands'
@classmethod
def get_play_types(cls) -> List[str]:
return []
@classmethod
def get_preview_texture_name(cls) -> str:
return 'achievementCrossHair'
@classmethod
def on_preload(cls) -> Any:
data: Dict[str, Any] = {'bg_1': bs.gettexture('rampageBGColor'),'bg_2': bs.gettexture('rampageBGColor2'),'bg_mesh_1': bs.getmesh('rampageBG'),'bg_mesh_2': bs.getmesh('rampageBG2'),}
return data
def __init__(self) -> None:
super().__init__()
self.bg1 = bs.newnode('terrain',attrs={'mesh': self.preloaddata['bg_mesh_1'],'lighting': False,'background': True,'color_texture': self.preloaddata['bg_2']})
self.bg2 = bs.newnode('terrain',attrs={ 'mesh': self.preloaddata['bg_mesh_2'], 'lighting': False,'background': True, 'color_texture': self.preloaddata['bg_2']})
a = bs.getactivity().globalsnode
a.tint, a.ambient_color, a.vignette_outer, a.vignette_inner = (1.2, 1.1, 0.97), (1.3, 1.2, 1.03), (0.62, 0.64, 0.69), (0.97, 0.95, 0.93)
class DummyMapForGame2(bs.Map):
defs, name = defs(), 'Tile Lands Night'
@classmethod
def get_play_types(cls) -> List[str]:
return []
@classmethod
def get_preview_texture_name(cls) -> str:
return 'achievementCrossHair'
@classmethod
def on_preload(cls) -> Any:
data: Dict[str, Any] = {'bg_1': bs.gettexture('menuBG'),'bg_2': bs.gettexture('menuBG'),'bg_mesh_1': bs.getmesh('thePadBG'),'bg_mesh_2': bs.getmesh('thePadBG'),}
return data
def __init__(self) -> None:
super().__init__()
self.bg1 = bs.newnode('terrain',attrs={'mesh': self.preloaddata['bg_mesh_1'],'lighting': False,'background': True,'color_texture': self.preloaddata['bg_2']})
self.bg2 = bs.newnode('terrain',attrs={ 'mesh': self.preloaddata['bg_mesh_2'], 'lighting': False,'background': True, 'color_texture': self.preloaddata['bg_2']})
a = bs.getactivity().globalsnode
a.tint, a.ambient_color, a.vignette_outer, a.vignette_inner = (0.5, 0.7, 1.27), (2.5, 2.5, 2.5), (0.62, 0.64, 0.69), (0.97, 0.95, 0.93)
bs._map.register_map(DummyMapForGame)
bs._map.register_map(DummyMapForGame2)
class Player(bs.Player['Team']):
"""Our player type for this game."""
def __init__(self) -> None:
super().__init__()
self.death_time: Optional[float] = None
class Team(bs.Team[Player]):
"""Our team type for this game."""
# ba_meta export bascenev1.GameActivity
class UFOAttackGame(bs.TeamGameActivity[Player, Team]):
name = 'UFO Attack'
description = 'Dodge the falling bombs.'
available_settings = [
bs.BoolSetting('Epic Mode', default=False),
bs.BoolSetting('Enable Run', default=True),
bs.BoolSetting('Enable Jump', default=True),
bs.BoolSetting('Display Map Area Dimension', default=False),
bs.IntSetting('No. of Rows' + u'',max_value=13, min_value=1, default=8, increment=1),
bs.IntSetting('No. of Columns' + u'', max_value=12, min_value=1, default=6, increment=1)
]
scoreconfig = bs.ScoreConfig(label='Survived',
scoretype=bs.ScoreType.SECONDS,
version='B')
# Print messages when players die (since its meaningful in this game).
announce_player_deaths = True
@classmethod
def get_supported_maps(cls, sessiontype: Type[bs.Session]) -> List[str]:
return ['Tile Lands', 'Tile Lands Night']
@classmethod
def supports_session_type(cls, sessiontype: Type[bs.Session]) -> bool:
return (issubclass(sessiontype, bs.DualTeamSession)
or issubclass(sessiontype, bs.FreeForAllSession))
def __init__(self, settings: dict):
super().__init__(settings)
self.col = int(settings['No. of Columns' + u''])
self.row = int(settings['No. of Rows' + u''])
self.bool1 = bool(settings['Enable Run'])
self.bool2 = bool(settings['Enable Jump'])
self._epic_mode = settings.get('Epic Mode', False)
self._last_player_death_time: Optional[float] = None
self._timer: Optional[OnScreenTimer] = None
self.default_music = (bs.MusicType.EPIC
if self._epic_mode else bs.MusicType.SURVIVAL)
if bool(settings["Display Map Area Dimension"]):
self.game_name = "UFO Attack " + "(" + str(self.col) + "x" + str(self.row) + ")"
else: self.game_name = "UFO Attack"
if self._epic_mode:
self.slow_motion = True
def get_instance_display_string(self) -> babase.Lstr:
return self.game_name
def on_begin(self) -> None:
super().on_begin()
self._timer = OnScreenTimer()
self._timer.start()
#bs.timer(5.0, self._check_end_game)
for r in range(self.col):
for j in range(self.row):
tile = TileFloor(pos=(-6.204283+(j*1.399), 3.425666,
-1.3538+(r*1.399))).autoretain()
self.ufo = UFO(pos=(-5.00410667, 6.616383286, -2.503472)).autoretain()
bs.timer(7000*0.001, lambda: self.ufo.move())
for t in self.players:
self.spawn_player(t)
def on_player_join(self, player: Player) -> None:
if self.has_begun():
bs.broadcastmessage(
babase.Lstr(resource='playerDelayedJoinText',
subs=[('${PLAYER}', player.getname(full=True))]),
color=(0, 1, 0),
)
assert self._timer is not None
player.death_time = self._timer.getstarttime()
return
def on_player_leave(self, player: Player) -> None:
super().on_player_leave(player)
self._check_end_game()
def spawn_player(self, player: Player) -> bs.Actor:
dis = []
for a in bs.getnodes():
g = a.getdelegate(object)
if a.getnodetype() == 'prop' and isinstance(g, TileFloor):
dis.append(g.node)
r = random.randint(0, len(dis)-1)
spaz = self.spawn_player_spaz(player, position=(dis[r].position[0], dis[r].position[1]+1.005958, dis[r].position[2]))
spaz.connect_controls_to_player(enable_punch=False,
enable_bomb=False,
enable_run=self.bool1,
enable_jump=self.bool2,
enable_pickup=False)
spaz.play_big_death_sound = True
return spaz
def handlemessage(self, msg: Any) -> Any:
if isinstance(msg, bs.PlayerDiedMessage):
super().handlemessage(msg)
curtime = bs.time()
msg.getplayer(Player).death_time = curtime
bs.timer(1.0, self._check_end_game)
else:
return super().handlemessage(msg)
return None
def _check_end_game(self) -> None:
living_team_count = 0
for team in self.teams:
for player in team.players:
if player.is_alive():
living_team_count += 1
break
if living_team_count <= 1:
self.end_game()
def end_game(self) -> None:
self.ufo.handlemessage(bs.DieMessage())
cur_time = bs.time()
assert self._timer is not None
start_time = self._timer.getstarttime()
for team in self.teams:
for player in team.players:
survived = False
if player.death_time is None:
survived = True
player.death_time = cur_time + 1
score = int(player.death_time - self._timer.getstarttime())
if survived:
score += 2
self.stats.player_scored(player, score, screenmessage=False)
self._timer.stop(endtime=self._last_player_death_time)
results = bs.GameResults()
for team in self.teams:
longest_life = 0.0
for player in team.players:
assert player.death_time is not None
longest_life = max(longest_life,
player.death_time - start_time)
# Submit the score value in milliseconds.
results.set_team_score(team, int(longest_life))
self.end(results=results)