[ci] auto-format

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TheMikirog 2022-11-13 20:06:02 +00:00 committed by github-actions[bot]
parent 02cb7871ee
commit 05d2f1a4f7
4 changed files with 340 additions and 304 deletions

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@ -32,24 +32,24 @@ import random
if TYPE_CHECKING:
pass
# Let's define stun times for falling.
# First element is stun for the first fall, second element is stun for the second fall and so on.
# If we fall more than the amount of elements on this list, we'll use the last entry.
FALL_PENALTIES = [1.5,
FALL_PENALTIES = [1.5,
2.5,
3.5,
5.0,
6.0,
7.0,
8.0,
5.0,
6.0,
7.0,
8.0,
9.0,
10.0]
RED_COLOR = (1.0, 0.2, 0.2)
YELLOW_COLOR = (1.0, 1.0, 0.2)
# The player in Hot Potato can be in one of these states:
class PlayerState(Enum):
# REGULAR - the state all players start in.
@ -70,6 +70,8 @@ class PlayerState(Enum):
# To make the game easier to parse, I added Elimination style icons to the bottom of the screen.
# Here's the behavior of each icon.
class Icon(ba.Actor):
"""Creates in in-game icon on screen."""
@ -85,7 +87,7 @@ class Icon(ba.Actor):
# Define the player this icon belongs to
self._player = player
self._name_scale = name_scale
self._outline_tex = ba.gettexture('characterIconMask')
# Character portrait
@ -153,7 +155,7 @@ class Icon(ba.Actor):
})
self.set_marked_icon(player.state)
self.set_position_and_scale(position, scale)
# Change our icon's appearance depending on the player state.
def set_marked_icon(self, type: PlayerState) -> None:
pos = self.node.position
@ -191,16 +193,16 @@ class Icon(ba.Actor):
self._marked_icon.position = (pos[0] - 2, pos[1] - 12)
self._marked_text.text = 'You\'re Out!'
self._marked_text.color = (0.5, 0.5, 0.5)
# Animate text and icon
animation_end_time = 1.5 if bool(self.activity.settings['Epic Mode']) else 3.0
ba.animate(self._marked_icon,'opacity', {
ba.animate(self._marked_icon, 'opacity', {
0: 1.0,
animation_end_time: 0.0})
ba.animate(self._marked_text,'opacity', {
ba.animate(self._marked_text, 'opacity', {
0: 1.0,
animation_end_time: 0.0})
self._name_text.opacity = 0.2
assert self.node
self.node.color = (0.7, 0.3, 0.3)
@ -223,50 +225,52 @@ class Icon(ba.Actor):
# This gamemode heavily relies on edited player behavior.
# We need that amount of control, so we're gonna create our own class and use the original PlayerSpaz as our blueprint.
class PotatoPlayerSpaz(PlayerSpaz):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs) # unchanged Spaz __init__ code goes here
self.dropped_bombs = [] # we use this to track bombs thrown by the player
super().__init__(*args, **kwargs) # unchanged Spaz __init__ code goes here
self.dropped_bombs = [] # we use this to track bombs thrown by the player
# Define a marked light
self.marked_light = ba.newnode('light',
owner=self.node,
attrs={'position':self.node.position,
'radius':0.15,
'intensity':0.0,
'height_attenuated':False,
'color': (1.0, 0.0, 0.0)})
owner=self.node,
attrs={'position': self.node.position,
'radius': 0.15,
'intensity': 0.0,
'height_attenuated': False,
'color': (1.0, 0.0, 0.0)})
# Pulsing red light when the player is Marked
ba.animate(self.marked_light,'radius',{
ba.animate(self.marked_light, 'radius', {
0: 0.1,
0.3: 0.15,
0.6: 0.1},
loop = True)
self.node.connectattr('position_center',self.marked_light,'position')
loop=True)
self.node.connectattr('position_center', self.marked_light, 'position')
# Marked timer. It should be above our head, so we attach the text to the offset that's attached to the player.
self.marked_timer_offset = ba.newnode('math', owner = self.node, attrs = {
self.marked_timer_offset = ba.newnode('math', owner=self.node, attrs={
'input1': (0, 1.2, 0),
'operation': 'add'})
self.node.connectattr('torso_position', self.marked_timer_offset, 'input2')
self.marked_timer_text = ba.newnode('text', owner = self.node, attrs = {
'text': '',
'in_world': True,
'shadow': 0.4,
'color': (RED_COLOR[0], RED_COLOR[1], RED_COLOR[2], 0.0),
'flatness': 0,
'scale': 0.02,
'h_align': 'center'})
self.marked_timer_text = ba.newnode('text', owner=self.node, attrs={
'text': '',
'in_world': True,
'shadow': 0.4,
'color': (RED_COLOR[0], RED_COLOR[1], RED_COLOR[2], 0.0),
'flatness': 0,
'scale': 0.02,
'h_align': 'center'})
self.marked_timer_offset.connectattr('output', self.marked_timer_text, 'position')
# Modified behavior when dropping bombs
def drop_bomb(self) -> stdbomb.Bomb | None:
# The original function returns the Bomb the player created.
# This is super helpful for us, since all we need is to mark the bombs red
# This is super helpful for us, since all we need is to mark the bombs red
# if they belong to the Marked player and nothing else.
bomb = super().drop_bomb()
# Let's make sure the player actually created a new bomb
@ -275,33 +279,33 @@ class PotatoPlayerSpaz(PlayerSpaz):
self.dropped_bombs.append(bomb)
# Bring a light
bomb.bomb_marked_light = ba.newnode('light',
owner=bomb.node,
attrs={'position':bomb.node.position,
'radius':0.04,
'intensity':0.0,
'height_attenuated':False,
'color': (1.0, 0.0, 0.0)})
owner=bomb.node,
attrs={'position': bomb.node.position,
'radius': 0.04,
'intensity': 0.0,
'height_attenuated': False,
'color': (1.0, 0.0, 0.0)})
# Attach the light to the bomb
bomb.node.connectattr('position',bomb.bomb_marked_light,'position')
bomb.node.connectattr('position', bomb.bomb_marked_light, 'position')
# Let's adjust all lights for all bombs that we own.
self.set_bombs_marked()
# When the bomb physics node dies, call a function.
bomb.node.add_death_action(
ba.WeakCall(self.bomb_died, bomb))
# Here's the function that gets called when one of the player's bombs dies.
# We reference the player's dropped_bombs list and remove the bomb that died.
def bomb_died(self, bomb):
self.dropped_bombs.remove(bomb)
# Go through all the bombs this player has in the world.
# Paint them red if the owner is marked, turn off the light otherwise.
# We need this light to inform the player about bombs YOU DON'T want to get hit by.
def set_bombs_marked(self):
for bomb in self.dropped_bombs:
bomb.bomb_marked_light.intensity = 20.0 if self._player.state == PlayerState.MARKED else 0.0
# Since our gamemode relies heavily on players passing the mark to other players
# we need to have access to this message. This gets called when the player takes damage for any reason.
def handlemessage(self, msg):
@ -312,12 +316,13 @@ class PotatoPlayerSpaz(PlayerSpaz):
# I'm still gonna comment all of it since we're here.
if not self.node:
return None
# If the attacker is marked, pass that mark to us.
self.activity.pass_mark(msg._source_player, self._player)
# When stun timer runs out, we explode. Let's make sure our own explosion does throw us around.
if msg.hit_type == 'stun_blast' and msg._source_player == self.source_player: return True
if msg.hit_type == 'stun_blast' and msg._source_player == self.source_player:
return True
# If the attacker is healthy and we're stunned, do a flash and play a sound, then ignore the rest of the code.
if self.source_player.state == PlayerState.STUNNED and msg._source_player != PlayerState.MARKED:
self.node.handlemessage('flash')
@ -325,7 +330,7 @@ class PotatoPlayerSpaz(PlayerSpaz):
1.0,
position=self.node.position)
return True
# Here's all the damage and force calculations unchanged from the source.
mag = msg.magnitude * self.impact_scale
velocity_mag = msg.velocity_magnitude * self.impact_scale
@ -341,8 +346,8 @@ class PotatoPlayerSpaz(PlayerSpaz):
velocity_mag, msg.radius, 0, msg.force_direction[0],
msg.force_direction[1], msg.force_direction[2])
damage = int(damage_scale * self.node.damage)
self.node.handlemessage('hurt_sound') # That's how we play spaz node's hurt sound
self.node.handlemessage('hurt_sound') # That's how we play spaz node's hurt sound
# Play punch impact sounds based on damage if it was a punch.
# We don't show damage percentages, because it's irrelevant.
if msg.hit_type == 'punch':
@ -411,7 +416,7 @@ class PotatoPlayerSpaz(PlayerSpaz):
count=min(10, 1 + int(damage * 0.01)),
scale=0.4,
spread=0.1)
# Briefly flash when hit.
# We shouldn't do this if we're dead.
if self.hitpoints > 0:
@ -427,14 +432,14 @@ class PotatoPlayerSpaz(PlayerSpaz):
# Make sure our body exists.
if not self.node:
return None
# Let's get all collision data if we can. Otherwise cancel.
try:
collision = ba.getcollision()
opposingnode = collision.opposingnode
except ba.NotFoundError:
return True
# Our grabber needs to be a Spaz
if opposingnode.getnodetype() == 'spaz':
# Disallow grabbing if a healthy player tries to grab us and we're stunned.
@ -449,32 +454,35 @@ class PotatoPlayerSpaz(PlayerSpaz):
# If they're marked and we're healthy or stunned, pass that mark along to us.
elif opposingnode.source_player.state in [PlayerState.REGULAR, PlayerState.STUNNED] and self.source_player.state == PlayerState.MARKED:
self.activity.pass_mark(self.source_player, opposingnode.source_player)
# Our work is done. Continue with the rest of the grabbing behavior as usual.
super().handlemessage(msg)
# Dying is important in this gamemode and as such we need to address this behavior.
elif isinstance(msg, ba.DieMessage):
# If a player left the game, inform our gamemode logic.
if msg.how == ba.DeathType.LEFT_GAME:
self.activity.player_left(self.source_player)
# If a MARKED or STUNNED player dies, hide the text from the previous spaz.
if self.source_player.state in [PlayerState.MARKED, PlayerState.STUNNED]:
self.marked_timer_text.color = (self.marked_timer_text.color[0],
self.marked_timer_text.color[1],
self.marked_timer_text.color[2],
0.0)
ba.animate(self.marked_light,'intensity',{
0: self.marked_light.intensity,
0.5: 0.0})
ba.animate(self.marked_light, 'intensity', {
0: self.marked_light.intensity,
0.5: 0.0})
# Continue with the rest of the behavior.
super().handlemessage(msg)
# If a message is something we haven't modified yet, let's pass it along to the original.
else: super().handlemessage(msg)
else:
super().handlemessage(msg)
# A concept of a player is very useful to reference if we don't have a player character present (maybe they died).
class Player(ba.Player['Team']):
"""Our player type for this game."""
@ -487,61 +495,66 @@ class Player(ba.Player['Team']):
# These are references to timers responsible for handling stunned behavior.
self.stunned_timer = None
self.stunned_update_timer = None
# If we're stunned, a timer calls this every 0.1 seconds.
def stunned_timer_tick(self) -> None:
# Decrease our time remaining then change the text displayed above the Spaz's head
# Decrease our time remaining then change the text displayed above the Spaz's head
self.stunned_time_remaining -= 0.1
self.stunned_time_remaining = max(0.0, self.stunned_time_remaining)
self.actor.marked_timer_text.text = str(round(self.stunned_time_remaining, 2))
# When stun time is up, call this function.
def stun_remove(self) -> None:
# Let's proceed only if we're stunned
if self.state != PlayerState.STUNNED: return
# Do an explosion where we're standing. Normally it would throw us around, but we dealt
if self.state != PlayerState.STUNNED:
return
# Do an explosion where we're standing. Normally it would throw us around, but we dealt
# with this issue in PlayerSpaz's edited HitMessage in line 312.
Blast(position=self.actor.node.position,
velocity=self.actor.node.velocity,
blast_radius=2.5,
hit_type='stun_blast', # This hit type allows us to ignore our own stun blast explosions.
# This hit type allows us to ignore our own stun blast explosions.
hit_type='stun_blast',
source_player=self).autoretain()
# Let's switch our state back to healthy.
self.set_state(PlayerState.REGULAR)
# States are a key part of this gamemode and a lot of logic has to be done to acknowledge these state changes.
def set_state(self, state: PlayerState) -> None:
# Let's remember our old state before we change it.
old_state = self.state
# If we just became stunned, do all of this:
if old_state != PlayerState.STUNNED and state == PlayerState.STUNNED:
self.actor.disconnect_controls_from_player() # Disallow all movement and actions
self.actor.disconnect_controls_from_player() # Disallow all movement and actions
# Let's set our stun time based on the amount of times we fell out of the map.
if self.fall_times < len(FALL_PENALTIES):
stun_time = FALL_PENALTIES[self.fall_times]
else:
stun_time = FALL_PENALTIES[len(FALL_PENALTIES) - 1]
self.stunned_time_remaining = stun_time # Set our stun time remaining
self.stunned_timer = ba.Timer(stun_time + 0.1, ba.Call(self.stun_remove)) # Remove our stun once the time is up
self.stunned_update_timer = ba.Timer(0.1, ba.Call(self.stunned_timer_tick), repeat = True) # Call a function every 0.1 seconds
self.fall_times += 1 # Increase the amount of times we fell by one
self.actor.marked_timer_text.text = str(stun_time) # Change the text above the Spaz's head to total stun time
self.stunned_time_remaining = stun_time # Set our stun time remaining
# Remove our stun once the time is up
self.stunned_timer = ba.Timer(stun_time + 0.1, ba.Call(self.stun_remove))
self.stunned_update_timer = ba.Timer(0.1, ba.Call(
self.stunned_timer_tick), repeat=True) # Call a function every 0.1 seconds
self.fall_times += 1 # Increase the amount of times we fell by one
# Change the text above the Spaz's head to total stun time
self.actor.marked_timer_text.text = str(stun_time)
# If we were stunned, but now we're not, let's reconnect our controls.
# CODING CHALLENGE: to punch or bomb immediately after the stun ends, you need to
# CODING CHALLENGE: to punch or bomb immediately after the stun ends, you need to
# time the button press frame-perfectly in order for it to work.
# What if we could press the button shortly before stun ends to do the action as soon as possible?
# If you're feeling up to the challenge, feel free to implement that!
if old_state == PlayerState.STUNNED and state != PlayerState.STUNNED:
self.actor.connect_controls_to_player()
# When setting a state that is not STUNNED, clear all timers.
if state != PlayerState.STUNNED:
self.stunned_timer = None
self.stunned_update_timer = None
# Here's all the light and text colors that we set depending on the state.
if state == PlayerState.MARKED:
self.actor.marked_light.intensity = 1.5
@ -560,11 +573,11 @@ class Player(ba.Player['Team']):
else:
self.actor.marked_light.intensity = 0.0
self.actor.marked_timer_text.text = ''
self.state = state
self.actor.set_bombs_marked() # Light our bombs red if we're Marked, removes the light otherwise
self.icon.set_marked_icon(state) # Update our icon
self.actor.set_bombs_marked() # Light our bombs red if we're Marked, removes the light otherwise
self.icon.set_marked_icon(state) # Update our icon
# ba_meta export game
class HotPotato(ba.TeamGameActivity[Player, ba.Team]):
@ -588,28 +601,28 @@ class HotPotato(ba.TeamGameActivity[Player, ba.Team]):
'Red bombs belong to the Marked player!\nWatch out for those!',
'Stunned players explode when their stun timer runs out.\nIf that time is close to zero, keep your distance!'
]
# We're gonna distribute end of match session scores based on who dies first and who survives.
# First place gets most points, then second, then third.
scoreconfig = ba.ScoreConfig(label='Place',
scoretype=ba.ScoreType.POINTS,
lower_is_better=True)
# These variables are self explanatory too.
show_kill_points = False
allow_mid_activity_joins = False
# Let's define some settings the user can mess around with to fit their needs.
available_settings = [
ba.IntSetting('Elimination Timer',
min_value=5,
default=15,
increment=1,
),
min_value=5,
default=15,
increment=1,
),
ba.BoolSetting('Marked Players use Impact Bombs', default=False),
ba.BoolSetting('Epic Mode', default=False),
]
# Hot Potato is strictly a Free-For-All gamemode, so only picking the gamemode in FFA playlists.
@classmethod
def supports_session_type(cls, sessiontype: type[ba.Session]) -> bool:
@ -620,12 +633,12 @@ class HotPotato(ba.TeamGameActivity[Player, ba.Team]):
@classmethod
def get_supported_maps(cls, sessiontype: type[ba.Session]) -> list[str]:
return ba.getmaps('melee')
# Here we define everything the gamemode needs, like sounds and settings.
def __init__(self, settings: dict):
super().__init__(settings)
self.settings = settings
# Let's define all of the sounds we need.
self._tick_sound = ba.getsound('tick')
self._player_eliminated_sound = ba.getsound('playerDeath')
@ -637,13 +650,13 @@ class HotPotato(ba.TeamGameActivity[Player, ba.Team]):
self._marked_sounds = [ba.getsound('powerdown01'),
ba.getsound('activateBeep'),
ba.getsound('hiss')]
# Normally play KOTH music, but switch to Epic music if we're in slow motion.
self._epic_mode = bool(settings['Epic Mode'])
self.slow_motion = self._epic_mode
self.default_music = (ba.MusicType.EPIC if self._epic_mode else
ba.MusicType.SCARY)
# This description appears below the title card after it comes crashing when the game begins.
def get_instance_description(self) -> str | Sequence:
return 'Pass the mark to someone else before you explode!'
@ -651,11 +664,11 @@ class HotPotato(ba.TeamGameActivity[Player, ba.Team]):
# This is the tiny text that is displayed in the corner during the game as a quick reminder of the objective.
def get_instance_description_short(self) -> str | Sequence:
return 'pass the mark'
# Set up our player every time they join.
# Because you can't join mid-match, this will always be called at the beginning of the game.
def on_player_join(self, player: Player) -> None:
player.state = PlayerState.REGULAR
player.fall_times = 0
@ -663,7 +676,7 @@ class HotPotato(ba.TeamGameActivity[Player, ba.Team]):
if not self.has_begun():
player.icon = Icon(player, position=(0, 50), scale=0.8)
self.spawn_player(player)
# Returns every single marked player.
# This piece of info is used excensively in this gamemode, so it's advantageous to have a function to cut on
# work and make the gamemode easier to maintain
@ -673,76 +686,77 @@ class HotPotato(ba.TeamGameActivity[Player, ba.Team]):
if p.state == PlayerState.MARKED:
marked_players.append(p)
return marked_players
# Marks a player. This sets their state, spawns some particles and sets the timer text above their heads.
def mark(self, target: Player) -> None:
target.set_state(PlayerState.MARKED)
ba.emitfx(position=target.actor.node.position,
velocity=target.actor.node.velocity,
chunk_type='spark',
count=int(20.0+random.random()*20),
scale=1.0,
spread=1.0);
spread=1.0)
if bool(self.settings['Marked Players use Impact Bombs']):
target.actor.bomb_type = 'impact'
target.actor.marked_timer_text.text = str(self.elimination_timer_display)
# Removes the mark from the player. This restores the player to its initial state.
def remove_mark(self, target: Player) -> None:
if target.state != PlayerState.MARKED:
if target.state != PlayerState.MARKED:
return
target.actor.bomb_type = 'normal'
target.set_state(PlayerState.REGULAR)
target.actor.marked_timer_text.text = ''
# Pass the mark from one player to another.
# This is more desirable than calling mark and remove_mark functions constantly and gives us
# more control over the mark spreading mechanic.
def pass_mark(self, marked_player: Player, hit_player: Player) -> None:
# Make sure both players meet the requirements
if not marked_player or not hit_player: return
if not marked_player or not hit_player:
return
if marked_player.state == PlayerState.MARKED and hit_player.state != PlayerState.MARKED:
self.mark(hit_player)
self.remove_mark(marked_player)
# This function is called every second a marked player exists.
def _eliminate_tick(self) -> None:
marked_players = self.get_marked_players()
marked_player_amount = len(marked_players)
# If there is no marked players, raise an exception.
# This is used for debugging purposes, which lets us know we messed up somewhere else in the code.
if len(self.get_marked_players()) == 0:
raise Exception("no marked players!")
self.elimination_timer_display -= 1 # Decrease our timer by one second.
self.elimination_timer_display -= 1 # Decrease our timer by one second.
if self.elimination_timer_display > 1:
sound_volume = 1.0 / marked_player_amount
for target in marked_players:
ba.playsound(self._tick_sound, sound_volume, target.actor.node.position)
target.actor.marked_timer_text.text = str(self.elimination_timer_display)
# When counting down 3, 2, 1 play some dramatic sounds
if self.elimination_timer_display <= 3:
# We store our dramatic sounds in an array, so we target a specific element on the array
# depending on time remaining. Arrays start at index 0, so we need to decrease
# depending on time remaining. Arrays start at index 0, so we need to decrease
# our variable by 1 to get the element index.
ba.playsound(self._danger_tick_sounds[self.elimination_timer_display - 1], 1.5)
else:
# Elimination timer is up! Let's eliminate all marked players.
self._eliminate_marked_players()
# This function explodes all marked players
def _eliminate_marked_players(self) -> None:
self.marked_tick_timer = None
for target in self.get_marked_players():
target.set_state(PlayerState.ELIMINATED)
target.actor.marked_timer_text.text = ''
Blast(position=target.actor.node.position,
velocity=target.actor.node.velocity,
blast_radius=3.0,
@ -755,48 +769,50 @@ class HotPotato(ba.TeamGameActivity[Player, ba.Team]):
chunk_type='spark')
target.actor.handlemessage(ba.DieMessage(how='marked_elimination'))
target.actor.shatter(extreme=True)
self.match_placement.append(target.team)
ba.playsound(self._player_eliminated_sound, 1.0)
# Let the gamemode know a Marked
# Let the gamemode know a Marked
self.marked_players_died()
# This function should be called when a Marked player dies, like when timer runs out or they leave the game.
def marked_players_died(self) -> bool:
alive_players = self.get_alive_players()
# Is there only one player remaining? Or none at all? Let's end the gamemode
if len(alive_players) < 2:
if len(alive_players) == 1:
self.match_placement.append(alive_players[0].team) # Let's add our lone survivor to the match placement list.
# Let's add our lone survivor to the match placement list.
self.match_placement.append(alive_players[0].team)
# Wait a while to let this sink in before we announce our victor.
self._end_game_timer = ba.Timer(1.25, ba.Call(self.end_game))
else:
# There's still players remaining, so let's wait a while before marking a new player.
self.new_mark_timer = ba.Timer(2.0 if self.slow_motion else 4.0, ba.Call(self.new_mark))
# Another extensively used function that returns all alive players.
def get_alive_players(self) -> Sequence[ba.Player]:
alive_players = []
for player in self.players:
if player.state == PlayerState.ELIMINATED: continue # Ignore players who have been eliminated
if player.state == PlayerState.ELIMINATED:
continue # Ignore players who have been eliminated
if player.is_alive():
alive_players.append(player)
return alive_players
# This function is called every time we want to start a new "round" by marking a random player.
def new_mark(self) -> None:
# Don't mark a new player if we've already announced a victor.
if self.has_ended():
return
possible_targets = self.get_alive_players()
all_victims = []
# Let's mark TWO players at once if there's 6 or more players. Helps with the pacing.
multi_choice = len(possible_targets) > 5
if multi_choice:
# Pick our first victim at random.
first_victim = random.choice(possible_targets)
@ -807,9 +823,11 @@ class HotPotato(ba.TeamGameActivity[Player, ba.Team]):
else:
# Pick one victim at random.
all_victims = [random.choice(possible_targets)]
self.elimination_timer_display = self.settings['Elimination Timer'] # Set time until marked players explode
self.marked_tick_timer = ba.Timer(1.0, ba.Call(self._eliminate_tick), repeat=True) # Set a timer that calls _eliminate_tick every second
# Set time until marked players explode
self.elimination_timer_display = self.settings['Elimination Timer']
# Set a timer that calls _eliminate_tick every second
self.marked_tick_timer = ba.Timer(1.0, ba.Call(self._eliminate_tick), repeat=True)
# Mark all chosen victims and play a sound
for new_victim in all_victims:
# _marked_sounds is an array.
@ -818,14 +836,14 @@ class HotPotato(ba.TeamGameActivity[Player, ba.Team]):
for sound in self._marked_sounds:
ba.playsound(sound, 1.0, new_victim.actor.node.position)
self.mark(new_victim)
# This function is called when the gamemode first loads.
def on_begin(self) -> None:
super().on_begin() # Do standard gamemode on_begin behavior
super().on_begin() # Do standard gamemode on_begin behavior
self.elimination_timer_display = 0
self.match_placement = []
# End the game if there's only one player
if len(self.players) < 2:
self.match_placement.append(self.players[0].team)
@ -833,9 +851,9 @@ class HotPotato(ba.TeamGameActivity[Player, ba.Team]):
else:
# Pick random player(s) to get marked
self.new_mark_timer = ba.Timer(2.0 if self.slow_motion else 5.2, ba.Call(self.new_mark))
self._update_icons() # Create player state icons
self._update_icons() # Create player state icons
# This function creates and positions player state icons
def _update_icons(self):
count = len(self.teams)
@ -847,12 +865,12 @@ class HotPotato(ba.TeamGameActivity[Player, ba.Team]):
player = team.players[0]
player.icon.set_position_and_scale((xval, 50), 0.8)
xval += x_offs
# Hot Potato can be a bit much, so I opted to show gameplay tips at the start of the match.
# However because I put player state icons, the tips overlay the icons.
# I'm gonna modify this function to move the tip text above the icons.
def _show_tip(self) -> None:
from ba._gameutils import animate, GameTip
from ba._generated.enums import SpecialChar
from ba._language import Lstr
@ -882,61 +900,61 @@ class HotPotato(ba.TeamGameActivity[Player, ba.Team]):
t_offs = -350.0
height_offs = 100.0
tnode = ba.newnode('text',
attrs={
'text': tip_lstr,
'scale': tip_scale,
'maxwidth': 900,
'position': (base_position[0] + t_offs,
base_position[1] + height_offs),
'h_align': 'left',
'vr_depth': 300,
'shadow': 1.0 if vrmode else 0.5,
'flatness': 1.0 if vrmode else 0.5,
'v_align': 'center',
'v_attach': 'bottom'
})
attrs={
'text': tip_lstr,
'scale': tip_scale,
'maxwidth': 900,
'position': (base_position[0] + t_offs,
base_position[1] + height_offs),
'h_align': 'left',
'vr_depth': 300,
'shadow': 1.0 if vrmode else 0.5,
'flatness': 1.0 if vrmode else 0.5,
'v_align': 'center',
'v_attach': 'bottom'
})
t2pos = (base_position[0] + t_offs - (20 if icon is None else 82),
base_position[1] + 2 + height_offs)
t2node = ba.newnode('text',
owner=tnode,
attrs={
'text': tip_title,
'scale': tip_title_scale,
'position': t2pos,
'h_align': 'right',
'vr_depth': 300,
'shadow': 1.0 if vrmode else 0.5,
'flatness': 1.0 if vrmode else 0.5,
'maxwidth': 140,
'v_align': 'center',
'v_attach': 'bottom'
})
owner=tnode,
attrs={
'text': tip_title,
'scale': tip_title_scale,
'position': t2pos,
'h_align': 'right',
'vr_depth': 300,
'shadow': 1.0 if vrmode else 0.5,
'flatness': 1.0 if vrmode else 0.5,
'maxwidth': 140,
'v_align': 'center',
'v_attach': 'bottom'
})
if icon is not None:
ipos = (base_position[0] + t_offs - 40, base_position[1] + 1 + height_offs)
img = ba.newnode('image',
attrs={
'texture': icon,
'position': ipos,
'scale': (50, 50),
'opacity': 1.0,
'vr_depth': 315,
'color': (1, 1, 1),
'absolute_scale': True,
'attach': 'bottomCenter'
})
attrs={
'texture': icon,
'position': ipos,
'scale': (50, 50),
'opacity': 1.0,
'vr_depth': 315,
'color': (1, 1, 1),
'absolute_scale': True,
'attach': 'bottomCenter'
})
animate(img, 'opacity', {0: 0, 1.0: 1, 4.0: 1, 5.0: 0})
ba.timer(5.0, img.delete)
if sound is not None:
ba.playsound(sound)
combine = ba.newnode('combine',
owner=tnode,
attrs={
'input0': 1.0,
'input1': 0.8,
'input2': 1.0,
'size': 4
})
owner=tnode,
attrs={
'input0': 1.0,
'input1': 0.8,
'input2': 1.0,
'size': 4
})
combine.connectattr('output', tnode, 'color')
combine.connectattr('output', t2node, 'color')
animate(combine, 'input3', {0: 0, 1.0: 1, 4.0: 1, 5.0: 0})
@ -948,78 +966,79 @@ class HotPotato(ba.TeamGameActivity[Player, ba.Team]):
# If the leaving player is marked, remove the mark
if player.state == PlayerState.MARKED:
self.remove_mark(player)
# If the leaving player is stunned, remove all stun timers
elif player.state == PlayerState.STUNNED:
player.stunned_timer = None
player.stunned_update_timer = None
if len(self.get_marked_players()) == len(self.get_alive_players()):
for i in self.get_marked_players():
self.remove_mark(i)
if len(self.get_marked_players()) == 0:
self.marked_tick_timer = None
self.marked_players_died()
player.set_state(PlayerState.ELIMINATED)
# This function is called every time a player spawns
def spawn_player(self, player: Player) -> ba.Actor:
position = self.map.get_ffa_start_position(self.players)
position = (position[0],
position[1] - 0.3, # Move the spawn a bit lower
position[1] - 0.3, # Move the spawn a bit lower
position[2])
name = player.getname()
light_color = ba.normalized_color(player.color)
display_color = ba.safecolor(player.color, target_intensity=0.75)
# Here we actually crate the player character
spaz = PotatoPlayerSpaz(color=player.color,
highlight=player.highlight,
character=player.character,
player=player)
spaz.node.invincible = False # Immediately turn off invincibility
player.actor = spaz # Assign player character to the owner
spaz.node.invincible = False # Immediately turn off invincibility
player.actor = spaz # Assign player character to the owner
spaz.node.name = name
spaz.node.name_color = display_color
spaz.connect_controls_to_player()
# Move to the stand position and add a flash of light
spaz.handlemessage(ba.StandMessage(position, random.uniform(0, 360)))
t = ba.time(ba.TimeType.BASE)
ba.playsound(self._spawn_sound, 1.0, position=spaz.node.position)
light = ba.newnode('light', attrs={'color': light_color})
spaz.node.connectattr('position', light, 'position')
ba.animate(light, 'intensity', {0: 0,
0.25: 1,
ba.animate(light, 'intensity', {0: 0,
0.25: 1,
0.5: 0})
ba.timer(0.5, light.delete)
# Game reacts to various events
def handlemessage(self, msg: Any) -> Any:
# This is called if the player dies.
if isinstance(msg, ba.PlayerDiedMessage):
super().handlemessage(msg) #
super().handlemessage(msg)
player = msg.getplayer(Player)
# If a player gets eliminated, don't respawn
if msg.how == 'marked_elimination': return
self.spawn_player(player) # Spawn a new player character
if msg.how == 'marked_elimination':
return
self.spawn_player(player) # Spawn a new player character
# If a REGULAR player dies, they respawn STUNNED.
# If a STUNNED player dies, reapply all visual effects.
if player.state in [PlayerState.REGULAR, PlayerState.STUNNED]:
player.set_state(PlayerState.STUNNED)
# If a MARKED player falls off the map, apply the MARKED effects on the new spaz that respawns.
if player.state == PlayerState.MARKED:
self.mark(player)
# This is called when we want to end the game and announce a victor
def end_game(self) -> None:
# Proceed only if the game hasn't ended yet.
@ -1035,4 +1054,4 @@ class HotPotato(ba.TeamGameActivity[Player, ba.Team]):
# Use each player's index in the array for our scoring
# 0 is the first index, so we add 1 to the score.
results.set_team_score(team, self.match_placement.index(team) + 1)
self.end(results=results) # Standard game ending behavior
self.end(results=results) # Standard game ending behavior