2023-05-15 10:58:00 +00:00
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# Ported by: Freaku / @[Just] Freak#4999
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2023-05-15 15:56:45 +05:30
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2023-05-15 10:58:00 +00:00
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# Join BCS:
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2023-05-15 15:56:45 +05:30
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# https://discord.gg/ucyaesh
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# ba_meta require api 7
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from __future__ import annotations
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from typing import TYPE_CHECKING
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import ba
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from bastd.actor.playerspaz import PlayerSpaz
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if TYPE_CHECKING:
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from typing import Any, Type, List, Dict, Tuple, Union, Sequence, Optional
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class State:
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def __init__(self, bomb=None, grab=False, punch=False, curse=False, required=False, final=False, name=''):
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self.bomb = bomb
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self.grab = grab
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self.punch = punch
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self.pickup = False
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self.curse = curse
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self.required = required or final
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self.final = final
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self.name = name
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self.next = None
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self.index = None
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def apply(self, spaz):
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spaz.disconnect_controls_from_player()
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spaz.connect_controls_to_player(enable_punch=self.punch,
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2023-05-15 10:58:00 +00:00
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enable_bomb=self.bomb,
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enable_pickup=self.grab)
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2023-05-15 15:56:45 +05:30
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if self.curse:
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spaz.curse_time = -1
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spaz.curse()
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if self.bomb:
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spaz.bomb_type = self.bomb
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spaz.set_score_text(self.name)
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def get_setting(self):
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return (self.name)
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2023-05-15 10:58:00 +00:00
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states = [State(bomb='normal', name='Basic Bombs'),
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State(bomb='ice', name='Frozen Bombs'),
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State(bomb='sticky', name='Sticky Bombs'),
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State(bomb='impact', name='Impact Bombs'),
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State(grab=True, name='Grabbing only'),
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State(punch=True, name='Punching only'),
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State(curse=True, name='Cursed', final=True)]
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2023-05-15 15:56:45 +05:30
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class Player(ba.Player['Team']):
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"""Our player type for this game."""
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2023-05-15 10:58:00 +00:00
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2023-05-15 15:56:45 +05:30
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def __init__(self):
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self.state = None
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class Team(ba.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 game
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class ArmsRaceGame(ba.TeamGameActivity[Player, Team]):
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"""A game type based on acquiring kills."""
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name = 'Arms Race'
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description = 'Upgrade your weapon by eliminating enemies.\nWin the match by being the first player\nto get a kill while cursed.'
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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[ba.Session]) -> List[ba.Setting]:
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settings = [
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ba.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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ba.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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ba.BoolSetting('Epic Mode', default=False)]
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for state in states:
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if not state.required:
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settings.append(ba.BoolSetting(state.get_setting(), default=True))
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return settings
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@classmethod
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def supports_session_type(cls, sessiontype: Type[ba.Session]) -> bool:
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return (issubclass(sessiontype, ba.DualTeamSession)
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or issubclass(sessiontype, ba.FreeForAllSession))
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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 ba.getmaps('melee')
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def __init__(self, settings: dict):
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super().__init__(settings)
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self.states = [s for s in states if settings.get(s.name, True)]
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for i, state in enumerate(self.states):
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if i < len(self.states) and not state.final:
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state.next = self.states[i + 1]
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state.index = i
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self._dingsound = ba.getsound('dingSmall')
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self._epic_mode = bool(settings['Epic Mode'])
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self._time_limit = float(settings['Time Limit'])
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# Base class overrides.
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self.slow_motion = self._epic_mode
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self.default_music = (ba.MusicType.EPIC if self._epic_mode else
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ba.MusicType.TO_THE_DEATH)
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def get_instance_description(self) -> Union[str, Sequence]:
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return 'Upgrade your weapon by eliminating enemies.'
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def get_instance_description_short(self) -> Union[str, Sequence]:
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return 'kill ${ARG1} enemies', len(self.states)
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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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def on_player_join(self, player):
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if player.state is None:
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player.state = self.states[0]
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self.spawn_player(player)
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# overriding the default character spawning..
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def spawn_player(self, player):
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if player.state is None:
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player.state = self.states[0]
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super().spawn_player(player)
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player.state.apply(player.actor)
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def isValidKill(self, m):
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if m.getkillerplayer(Player) is None:
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return False
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if m.getkillerplayer(Player).team is m.getplayer(Player).team:
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return False
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return True
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def handlemessage(self, msg: Any) -> Any:
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if isinstance(msg, ba.PlayerDiedMessage):
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if self.isValidKill(msg):
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self.stats.player_scored(msg.getkillerplayer(Player), 10, kill=True)
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if not msg.getkillerplayer(Player).state.final:
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msg.getkillerplayer(Player).state = msg.getkillerplayer(Player).state.next
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msg.getkillerplayer(Player).state.apply(msg.getkillerplayer(Player).actor)
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else:
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msg.getkillerplayer(Player).team.score += 1
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self.end_game()
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self.respawn_player(msg.getplayer(Player))
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else:
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return super().handlemessage(msg)
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return None
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def end_game(self) -> None:
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results = ba.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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