[ci] auto-format

This commit is contained in:
SEBASTIAN2059 2023-06-08 03:40:59 +00:00 committed by Rikko
parent 4763710035
commit 0069f15d85

View file

@ -28,15 +28,18 @@ import _babase
if TYPE_CHECKING: if TYPE_CHECKING:
from typing import Any, Sequence, Dict, Type, List, Optional, Union from typing import Any, Sequence, Dict, Type, List, Optional, Union
class BallDiedMessage: class BallDiedMessage:
"""Inform something that a ball has died.""" """Inform something that a ball has died."""
def __init__(self, ball: Ball): def __init__(self, ball: Ball):
self.ball = ball self.ball = ball
class ExplodeHitMessage: class ExplodeHitMessage:
"""Tell an object it was hit by an explosion.""" """Tell an object it was hit by an explosion."""
class Ball(bs.Actor): class Ball(bs.Actor):
"""A lovely bomb mortal""" """A lovely bomb mortal"""
@ -111,7 +114,8 @@ class Ball(bs.Actor):
self._tick_timer = bs.Timer(1.0, self._tick_timer = bs.Timer(1.0,
call=bs.WeakCall(self._tick), call=bs.WeakCall(self._tick),
repeat=True) repeat=True)
m = bs.newnode('math', owner=self.node, attrs={'input1': (0, 0.6, 0), 'operation': 'add'}) m = bs.newnode('math', owner=self.node, attrs={
'input1': (0, 0.6, 0), 'operation': 'add'})
self.node.connectattr('position', m, 'input2') self.node.connectattr('position', m, 'input2')
self._counter = bs.newnode( self._counter = bs.newnode(
'text', 'text',
@ -145,9 +149,9 @@ class Ball(bs.Actor):
if self.node: if self.node:
bs.getsound('scamper01').play(volume=0.4) bs.getsound('scamper01').play(volume=0.4)
def explode(self, color=(3, 1, 0)) -> None: def explode(self, color=(3, 1, 0)) -> None:
sound = random.choice(['explosion01','explosion02','explosion03','explosion04','explosion05']) sound = random.choice(['explosion01', 'explosion02',
'explosion03', 'explosion04', 'explosion05'])
bs.getsound(sound).play(volume=1) bs.getsound(sound).play(volume=1)
bs.emitfx(position=self.node.position, bs.emitfx(position=self.node.position,
velocity=(0, 10, 0), velocity=(0, 10, 0),
@ -262,7 +266,8 @@ class Ball(bs.Actor):
def handlemessage(self, msg: Any) -> Any: def handlemessage(self, msg: Any) -> Any:
if isinstance(msg, bs.DieMessage): if isinstance(msg, bs.DieMessage):
if not self.node: return if not self.node:
return
self.node.delete() self.node.delete()
activity = self._activity() activity = self._activity()
if activity and not msg.immediate: if activity and not msg.immediate:
@ -275,11 +280,13 @@ class Ball(bs.Actor):
elif isinstance(msg, bs.PickedUpMessage): elif isinstance(msg, bs.PickedUpMessage):
d = self.d_time d = self.d_time
def damage(): def damage():
if (msg is not None and msg.node.exists() if (msg is not None and msg.node.exists()
and msg.node.getdelegate(PlayerSpaz).hitpoints > 0): and msg.node.getdelegate(PlayerSpaz).hitpoints > 0):
spaz = msg.node.getdelegate(PlayerSpaz) spaz = msg.node.getdelegate(PlayerSpaz)
spaz.node.color = (spaz.node.color[0]-0.1,spaz.node.color[1]-0.1,spaz.node.color[2]-0.1) spaz.node.color = (spaz.node.color[0]-0.1,
spaz.node.color[1]-0.1, spaz.node.color[2]-0.1)
if spaz.node.hold_node != self.node: if spaz.node.hold_node != self.node:
self.handlemessage(bs.DroppedMessage(spaz.node)) self.handlemessage(bs.DroppedMessage(spaz.node))
if spaz.hitpoints > 10000: if spaz.hitpoints > 10000:
@ -326,7 +333,8 @@ class Ball(bs.Actor):
elif isinstance(msg, ExplodeHitMessage): elif isinstance(msg, ExplodeHitMessage):
node = bs.getcollision().opposingnode node = bs.getcollision().opposingnode
if not self.node: return if not self.node:
return
nodepos = self.region.position nodepos = self.region.position
mag = 2000.0 mag = 2000.0
@ -345,12 +353,14 @@ class Ball(bs.Actor):
super().handlemessage(msg) super().handlemessage(msg)
### HUMAN### ### HUMAN###
class NewPlayerSpaz(PlayerSpaz): class NewPlayerSpaz(PlayerSpaz):
move_mult = 1.0 move_mult = 1.0
reload = True reload = True
extra_jump = True extra_jump = True
###calls # calls
def impulse(self): def impulse(self):
self.reload = False self.reload = False
@ -398,7 +408,6 @@ class NewPlayerSpaz(PlayerSpaz):
source_player=self.source_player, source_player=self.source_player,
owner=self.node).autoretain() owner=self.node).autoretain()
assert bomb.node assert bomb.node
if dropping_bomb: if dropping_bomb:
self.bomb_count -= 1 self.bomb_count -= 1
@ -1016,8 +1025,10 @@ class HotBombGame(bs.TeamGameActivity[Player, Team]):
self._ball.light.color = (0, 0, 3) self._ball.light.color = (0, 0, 3)
def update_ball(self): def update_ball(self):
if not self._ball: return if not self._ball:
if not self._ball.node: return return
if not self._ball.node:
return
gnode = bs.getactivity().globalsnode gnode = bs.getactivity().globalsnode
if self._ball.node.position[0] > 0: if self._ball.node.position[0] > 0:
@ -1196,7 +1207,6 @@ class HotBombGame(bs.TeamGameActivity[Player, Team]):
if player: if player:
self.spawn_player(player) self.spawn_player(player)
def spawn_player_spaz(self, player: PlayerType) -> None: def spawn_player_spaz(self, player: PlayerType) -> None:
position = (0, 1, 0) position = (0, 1, 0)
angle = None angle = None
@ -1211,12 +1221,16 @@ class HotBombGame(bs.TeamGameActivity[Player, Team]):
return super().spawn_player_spaz(player, position, angle) return super().spawn_player_spaz(player, position, angle)
##### New-Bomb##### ##### New-Bomb#####
class ExplodeMessage: class ExplodeMessage:
"""Tells an object to explode.""" """Tells an object to explode."""
class ImpactMessage: class ImpactMessage:
"""Tell an object it touched something.""" """Tell an object it touched something."""
class NewBomb(bs.Actor): class NewBomb(bs.Actor):
def __init__(self, position: Sequence[float] = (0, 1, 0), def __init__(self, position: Sequence[float] = (0, 1, 0),
@ -1298,7 +1312,6 @@ class NewBomb(bs.Actor):
return return
self.handlemessage(ExplodeMessage()) self.handlemessage(ExplodeMessage())
def _explode(self): def _explode(self):
if self.node: if self.node:
# Set our position a bit lower so we throw more things upward. # Set our position a bit lower so we throw more things upward.
@ -1334,7 +1347,6 @@ class NewBomb(bs.Actor):
bs.animate(scorch, 'size', {0: 1.0, 5: 0}) bs.animate(scorch, 'size', {0: 1.0, 5: 0})
bs.timer(5, scorch.delete) bs.timer(5, scorch.delete)
bs.timer(0.05, self.explode_region.delete) bs.timer(0.05, self.explode_region.delete)
bs.timer(0.001, bs.WeakCall(self.handlemessage, bs.DieMessage())) bs.timer(0.001, bs.WeakCall(self.handlemessage, bs.DieMessage()))
@ -1356,7 +1368,8 @@ class NewBomb(bs.Actor):
if player.team == owner_team: if player.team == owner_team:
return return
player.actor.node.handlemessage('knockout', 500.0) player.actor.node.handlemessage('knockout', 500.0)
bs.animate_array(player.actor.node,'color',3,{0:color,0.1:(1.5,1,0),0.5:(1.5,1,0),0.6:color}) bs.animate_array(player.actor.node, 'color', 3, {
0: color, 0.1: (1.5, 1, 0), 0.5: (1.5, 1, 0), 0.6: color})
def _check(self) -> None: def _check(self) -> None:
"""Prevent the cube from annihilating.""" """Prevent the cube from annihilating."""
@ -1374,6 +1387,8 @@ class NewBomb(bs.Actor):
self.node.delete() self.node.delete()
###### Object##### ###### Object#####
class HealthFactory: class HealthFactory:
"""Wraps up media and other resources used by bs.Bombs. """Wraps up media and other resources used by bs.Bombs.
@ -1410,8 +1425,6 @@ class HealthFactory:
assert isinstance(factory, HealthFactory) assert isinstance(factory, HealthFactory)
return factory return factory
def __init__(self) -> None: def __init__(self) -> None:
"""Instantiate a BombFactory. """Instantiate a BombFactory.
@ -1453,6 +1466,7 @@ class HealthFactory:
self.health_material.add_actions(actions=('modify_part_collision', self.health_material.add_actions(actions=('modify_part_collision',
'friction', 0.3)) 'friction', 0.3))
class HealthBox(bs.Actor): class HealthBox(bs.Actor):
def __init__(self, position: Sequence[float] = (0, 1, 0), def __init__(self, position: Sequence[float] = (0, 1, 0),
@ -1524,6 +1538,7 @@ class HealthBox(bs.Actor):
spaz = msg.node.getdelegate(PlayerSpaz) spaz = msg.node.getdelegate(PlayerSpaz)
self.regen_timer = None self.regen_timer = None
class Torso(bs.Actor): class Torso(bs.Actor):
def __init__(self, position: Sequence[float] = (0, 1, 0), def __init__(self, position: Sequence[float] = (0, 1, 0),
@ -1564,6 +1579,7 @@ class Torso(bs.Actor):
if self.node: if self.node:
self.node.delete() self.node.delete()
class Bone(bs.Actor): class Bone(bs.Actor):
def __init__(self, position: Sequence[float] = (0, 1, 0), def __init__(self, position: Sequence[float] = (0, 1, 0),
@ -1573,7 +1589,8 @@ class Bone(bs.Actor):
super().__init__() super().__init__()
shared = SharedObjects.get() shared = SharedObjects.get()
meshs = ['bonesUpperArm','bonesUpperLeg','bonesForeArm','bonesPelvis','bonesToes','bonesHand'] meshs = ['bonesUpperArm', 'bonesUpperLeg', 'bonesForeArm',
'bonesPelvis', 'bonesToes', 'bonesHand']
bone = None bone = None
mesh = 0 mesh = 0
for i in meshs: for i in meshs:
@ -1613,6 +1630,8 @@ class Bone(bs.Actor):
self.node.delete() self.node.delete()
###### Object##### ###### Object#####
class Box(bs.Actor): class Box(bs.Actor):
def __init__(self, position: Sequence[float] = (0, 1, 0), def __init__(self, position: Sequence[float] = (0, 1, 0),