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new mini games
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303
plugins/minigames/demolition_war.py
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303
plugins/minigames/demolition_war.py
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# ba_meta require api 7
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"""
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DemolitionWar - BombFight on wooden floor flying in air.
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Author: Mr.Smoothy
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Discord: https://discord.gg/ucyaesh
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Youtube: https://www.youtube.com/c/HeySmoothy
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Website: https://bombsquad-community.web.app
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Github: https://github.com/bombsquad-community
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"""
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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.game.elimination import EliminationGame, Player
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from bastd.gameutils import SharedObjects
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from bastd.actor.bomb import BombFactory
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import random
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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, Sequence
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# ba_meta export game
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class DemolitionWar(EliminationGame):
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name = 'DemolitionWar'
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description = 'Last remaining alive wins.'
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scoreconfig = ba.ScoreConfig(
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label='Survived', scoretype=ba.ScoreType.SECONDS, none_is_winner=True
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)
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# Show messages when players die since it's meaningful here.
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announce_player_deaths = True
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allow_mid_activity_joins = False
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@classmethod
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def get_available_settings(
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cls, sessiontype: type[ba.Session]
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) -> list[ba.Setting]:
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settings = [
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ba.IntSetting(
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'Lives Per Player',
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default=1,
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min_value=1,
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max_value=10,
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increment=1,
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),
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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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]
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if issubclass(sessiontype, ba.DualTeamSession):
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settings.append(ba.BoolSetting('Solo Mode', default=False))
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settings.append(
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ba.BoolSetting('Balance Total Lives', default=False)
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)
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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) or issubclass(
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sessiontype, ba.FreeForAllSession
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)
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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 ['Wooden Floor']
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def __init__(self, settings: dict):
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super().__init__(settings)
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self._lives_per_player = 1
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self._solo_mode = False
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self._balance_total_lives = False
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def spawn_player(self, player: Player) -> ba.Actor:
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p = [-6, -4.3, -2.6, -0.9, 0.8, 2.5, 4.2, 5.9]
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q = [-4, -2.3, -0.6, 1.1, 2.8, 4.5]
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x = random.randrange(0, len(p))
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y = random.randrange(0, len(q))
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spaz = self.spawn_player_spaz(player, position=(p[x], 1.8, q[y]))
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spaz.bomb_type = 'impact'
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# Let's reconnect this player's controls to this
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# spaz but *without* the ability to attack or pick stuff up.
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spaz.connect_controls_to_player(enable_punch=False,
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enable_bomb=True,
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enable_pickup=True)
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# Also lets have them make some noise when they die.
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spaz.play_big_death_sound = True
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return spaz
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def on_begin(self) -> None:
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super().on_begin()
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self.map_extend()
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def on_blast(self):
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node = ba.getcollision().sourcenode
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ba.emitfx((node.position[0], 0.9, node.position[2]),
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(0, 2, 0), 30, 1, spread=1, chunk_type='splinter')
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ba.timer(0.1, ba.Call(node.delete))
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def map_extend(self):
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# TODO need to improve here , so we can increase size of map easily with settings
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p = [-6, -4.3, -2.6, -0.9, 0.8, 2.5, 4.2, 5.9]
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q = [-4, -2.3, -0.6, 1.1, 2.8, 4.5]
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factory = BombFactory.get()
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self.ramp_bomb = ba.Material()
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self.ramp_bomb.add_actions(
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conditions=('they_have_material', factory.bomb_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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('call', 'at_connect', ba.Call(self.on_blast))
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))
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self.ramps = []
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for i in p:
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for j in q:
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self.ramps.append(self.create_ramp(i, j))
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def create_ramp(self, x, z):
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shared = SharedObjects.get()
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self._real_collied_material = ba.Material()
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self._real_collied_material.add_actions(
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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.mat = ba.Material()
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self.mat.add_actions(
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actions=(('modify_part_collision', 'physical', False),
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('modify_part_collision', 'collide', False))
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)
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pos = (x, 0, z)
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ud_1_r = ba.newnode('region', attrs={'position': pos, 'scale': (1.5, 1, 1.5), 'type': 'box', 'materials': [
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shared.footing_material, self._real_collied_material, self.ramp_bomb]})
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node = ba.newnode('prop',
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owner=ud_1_r,
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attrs={
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'model': ba.getmodel('image1x1'),
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'light_model': ba.getmodel('powerupSimple'),
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'position': (2, 7, 2),
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'body': 'puck',
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'shadow_size': 0.0,
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'velocity': (0, 0, 0),
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'color_texture': ba.gettexture('tnt'),
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'model_scale': 1.5,
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'reflection_scale': [1.5],
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'materials': [self.mat, shared.object_material, shared.footing_material],
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'density': 9000000000
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})
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node.changerotation(1, 0, 0)
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mnode = ba.newnode('math',
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owner=ud_1_r,
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attrs={
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'input1': (0, 0.6, 0),
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'operation': 'add'
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})
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ud_1_r.connectattr('position', mnode, 'input2')
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mnode.connectattr('output', node, 'position')
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return ud_1_r
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class mapdefs:
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points = {}
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# noinspection PyDictCreation
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boxes = {}
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boxes['area_of_interest_bounds'] = (0.0, 1.185751251, 0.4326226188) + (
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0.0, 0.0, 0.0) + (29.8180273, 11.57249038, 18.89134176)
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boxes['edge_box'] = (-0.103873591, 0.4133341891, 0.4294651013) + (
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0.0, 0.0, 0.0) + (22.48295719, 1.290242794, 8.990252454)
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points['ffa_spawn1'] = (-0.08015551329, 0.02275111462,
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-4.373674593) + (8.895057015, 1.0, 0.444350722)
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points['ffa_spawn2'] = (-0.08015551329, 0.02275111462,
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4.076288941) + (8.895057015, 1.0, 0.444350722)
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points['flag1'] = (-10.99027878, 0.05744967453, 0.1095578275)
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points['flag2'] = (11.01486398, 0.03986567039, 0.1095578275)
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points['flag_default'] = (-0.1001374046, 0.04180340146, 0.1095578275)
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boxes['goal1'] = (12.22454533, 1.0,
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0.1087926362) + (0.0, 0.0, 0.0) + (2.0, 2.0, 12.97466313)
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boxes['goal2'] = (-12.15961605, 1.0,
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0.1097860203) + (0.0, 0.0, 0.0) + (2.0, 2.0, 13.11856424)
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boxes['map_bounds'] = (0.0, 1.185751251, 0.4326226188) + (0.0, 0.0, 0.0) + (
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42.09506485, 22.81173179, 29.76723155)
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points['powerup_spawn1'] = (5.414681236, 0.9515026107, -5.037912441)
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points['powerup_spawn2'] = (-5.555402285, 0.9515026107, -5.037912441)
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points['powerup_spawn3'] = (5.414681236, 0.9515026107, 5.148223181)
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points['powerup_spawn4'] = (-5.737266365, 0.9515026107, 5.148223181)
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points['spawn1'] = (-10.03866341, 0.02275111462, 0.0) + (0.5, 1.0, 4.0)
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points['spawn2'] = (9.823107149, 0.01092306765, 0.0) + (0.5, 1.0, 4.0)
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points['tnt1'] = (-0.08421587483, 0.9515026107, -0.7762602271)
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class WoodenFloor(ba.Map):
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"""Stadium map for football games."""
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defs = mapdefs
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defs.points['spawn1'] = (-12.03866341, 0.02275111462, 0.0) + (0.5, 1.0, 4.0)
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defs.points['spawn2'] = (12.823107149, 0.01092306765, 0.0) + (0.5, 1.0, 4.0)
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name = 'Wooden Floor'
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@classmethod
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def get_play_types(cls) -> list[str]:
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"""Return valid play types for this map."""
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return ['melee', 'football', 'team_flag', 'keep_away']
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@classmethod
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def get_preview_texture_name(cls) -> str:
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return 'footballStadiumPreview'
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@classmethod
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def on_preload(cls) -> Any:
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data: dict[str, Any] = {
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'model_bg': ba.getmodel('doomShroomBG'),
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'bg_vr_fill_model': ba.getmodel('natureBackgroundVRFill'),
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'collide_model': ba.getcollidemodel('bridgitLevelCollide'),
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'tex': ba.gettexture('bridgitLevelColor'),
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'model_bg_tex': ba.gettexture('doomShroomBGColor'),
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'collide_bg': ba.getcollidemodel('natureBackgroundCollide'),
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'railing_collide_model':
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(ba.getcollidemodel('bridgitLevelRailingCollide')),
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'bg_material': ba.Material()
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}
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data['bg_material'].add_actions(actions=('modify_part_collision',
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'friction', 10.0))
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return data
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def __init__(self) -> None:
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super().__init__()
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shared = SharedObjects.get()
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self.background = ba.newnode(
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'terrain',
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attrs={
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'model': self.preloaddata['model_bg'],
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'lighting': False,
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'background': True,
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'color_texture': self.preloaddata['model_bg_tex']
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})
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self.vr = ba.newnode('terrain',
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attrs={
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'model': self.preloaddata['bg_vr_fill_model'],
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'lighting': False,
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'vr_only': True,
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'background': True,
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'color_texture': self.preloaddata['model_bg_tex']
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})
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gnode = ba.getactivity().globalsnode
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gnode.tint = (1.3, 1.2, 1.0)
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gnode.ambient_color = (1.3, 1.2, 1.0)
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gnode.vignette_outer = (0.57, 0.57, 0.57)
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gnode.vignette_inner = (0.9, 0.9, 0.9)
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gnode.vr_camera_offset = (0, -0.8, -1.1)
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gnode.vr_near_clip = 0.5
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def is_point_near_edge(self,
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point: ba.Vec3,
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running: bool = False) -> bool:
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box_position = self.defs.boxes['edge_box'][0:3]
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box_scale = self.defs.boxes['edge_box'][6:9]
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xpos = (point.x - box_position[0]) / box_scale[0]
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zpos = (point.z - box_position[2]) / box_scale[2]
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return xpos < -0.5 or xpos > 0.5 or zpos < -0.5 or zpos > 0.5
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def _handle_player_collide(self):
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try:
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player = ba.getcollision().opposingnode.getdelegate(
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PlayerSpaz, True)
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except ba.NotFoundError:
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return
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if player.is_alive():
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player.shatter(True)
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try:
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ba._map.register_map(WoodenFloor)
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except:
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pass
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