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Update gamemode for API 8
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1 changed files with 14 additions and 205 deletions
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# Made by your friend: @[Just] Freak#4999
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# Made by your friend: Freaku
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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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from bastd.actor.scoreboard import Scoreboard
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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 Player(ba.Player['Team']):
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import babase
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"""Our player type for this game."""
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import bascenev1 as bs
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from bascenev1lib.game.deathmatch import Player, DeathMatchGame
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class Team(ba.Team[Player]):
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# ba_meta require api 8
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"""Our team type for this game."""
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# ba_meta export bascenev1.GameActivity
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class YeetingGame(DeathMatchGame):
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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 BoxingGame(ba.TeamGameActivity[Player, Team]):
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"""A game of yeeting people out of map"""
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"""A game of yeeting people out of map"""
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name = 'Yeeting Party!'
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name = 'Yeeting Party!'
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description = 'Yeet your enemies out of the map'
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description = 'Yeet your enemies out of the map'
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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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@classmethod
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def get_available_settings(
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def get_supported_maps(cls, sessiontype):
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cls, sessiontype: Type[ba.Session]) -> List[ba.Setting]:
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settings = [
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ba.IntSetting(
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'Kills to Win Per Player',
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min_value=1,
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default=5,
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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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# In teams mode, a suicide gives a point to the other team, but in
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# free-for-all it subtracts from your own score. By default we clamp
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# this at zero to benefit new players, but pro players might like to
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# be able to go negative. (to avoid a strategy of just
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# suiciding until you get a good drop)
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if issubclass(sessiontype, ba.FreeForAllSession):
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settings.append(
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ba.BoolSetting('Allow Negative Scores', default=False))
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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 ['Bridgit', 'Rampage', 'Monkey Face']
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return ['Bridgit', 'Rampage', 'Monkey Face']
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def __init__(self, settings: dict):
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def get_instance_description(self):
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super().__init__(settings)
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self._scoreboard = Scoreboard()
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self._score_to_win: Optional[int] = None
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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._kills_to_win_per_player = int(
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settings['Kills to Win Per Player'])
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self._time_limit = float(settings['Time Limit'])
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self._allow_negative_scores = bool(
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settings.get('Allow Negative Scores', False))
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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 'Yeet ${ARG1} enemies out of the map!', self._score_to_win
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return 'Yeet ${ARG1} enemies out of the map!', self._score_to_win
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def get_instance_description_short(self) -> Union[str, Sequence]:
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def get_instance_description_short(self):
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return 'yeet ${ARG1} enemies', self._score_to_win
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return 'yeet ${ARG1} enemies', self._score_to_win
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def on_team_join(self, team: Team) -> None:
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def setup_standard_powerup_drops(self, enable_tnt: bool = True) -> None:
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if self.has_begun():
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pass
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self._update_scoreboard()
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def getRandomPowerupPoint(self) -> None:
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myMap = self.map.getname()
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if myMap == 'Doom Shroom':
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while True:
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x = random.uniform(-1.0, 1.0)
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y = random.uniform(-1.0, 1.0)
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if x*x+y*y < 1.0:
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break
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return ((8.0*x, 2.5, -3.5+5.0*y))
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elif myMap == 'Rampage':
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x = random.uniform(-6.0, 7.0)
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y = random.uniform(-6.0, -2.5)
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return ((x, 5.2, y))
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else:
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x = random.uniform(-5.0, 5.0)
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y = random.uniform(-6.0, 0.0)
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return ((x, 8.0, y))
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def on_begin(self) -> None:
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super().on_begin()
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ba.screenmessage("start Yeeting", color=(0.2, 1, 1))
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self.setup_standard_time_limit(self._time_limit)
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# Base kills needed to win on the size of the largest team.
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self._score_to_win = (self._kills_to_win_per_player *
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max(1, max(len(t.players) for t in self.teams)))
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self._update_scoreboard()
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def spawn_player(self, player: Player) -> ba.Actor:
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def spawn_player(self, player: Player):
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spaz = self.spawn_player_spaz(player)
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spaz = self.spawn_player_spaz(player)
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spaz.connect_controls_to_player(enable_punch=False, enable_bomb=False)
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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_jump=True,
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enable_bomb=False,
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enable_pickup=True)
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return spaz
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return spaz
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def handlemessage(self, msg: Any) -> Any:
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if isinstance(msg, ba.PlayerDiedMessage):
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# Augment standard behavior.
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super().handlemessage(msg)
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player = msg.getplayer(Player)
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self.respawn_player(player)
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killer = msg.getkillerplayer(Player)
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if killer is None:
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return None
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# Handle team-kills.
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if killer.team is player.team:
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# In free-for-all, killing yourself loses you a point.
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if isinstance(self.session, ba.FreeForAllSession):
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new_score = player.team.score - 1
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if not self._allow_negative_scores:
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new_score = max(0, new_score)
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player.team.score = new_score
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# In teams-mode it gives a point to the other team.
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else:
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ba.playsound(self._dingsound)
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for team in self.teams:
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if team is not killer.team:
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team.score += 1
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# Killing someone on another team nets a kill.
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else:
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killer.team.score += 1
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ba.playsound(self._dingsound)
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# In FFA show scores since its hard to find on the scoreboard.
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if isinstance(killer.actor, PlayerSpaz) and killer.actor:
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killer.actor.set_score_text(str(killer.team.score) + '/' +
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str(self._score_to_win),
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color=killer.team.color,
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flash=True)
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self._update_scoreboard()
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# If someone has won, set a timer to end shortly.
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# (allows the dust to clear and draws to occur if deaths are
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# close enough)
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assert self._score_to_win is not None
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if any(team.score >= self._score_to_win for team in self.teams):
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ba.timer(0.5, self.end_game)
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else:
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return super().handlemessage(msg)
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return None
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def _update_scoreboard(self) -> None:
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for team in self.teams:
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self._scoreboard.set_team_value(team, team.score,
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self._score_to_win)
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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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