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https://github.com/bombsquad-community/plugin-manager.git
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Needs some testing
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parent
1bce1d7d76
commit
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23 changed files with 2124 additions and 1626 deletions
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@ -1,4 +1,5 @@
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# ba_meta require api 7
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# Porting to api 8 made easier by baport.(https://github.com/bombsquad-community/baport)
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# ba_meta require api 8
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# (see https://ballistica.net/wiki/meta-tag-system)
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from __future__ import annotations
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@ -6,15 +7,17 @@ from __future__ import annotations
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import random
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from typing import TYPE_CHECKING
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import ba
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from bastd.actor.bomb import Bomb
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from bastd.actor.onscreentimer import OnScreenTimer
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import babase
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import bauiv1 as bui
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import bascenev1 as bs
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from bascenev1lib.actor.bomb import Bomb
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from bascenev1lib.actor.onscreentimer import OnScreenTimer
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if TYPE_CHECKING:
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from typing import Any, Sequence
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lang = ba.app.lang.language
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lang = bs.app.lang.language
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if lang == 'Spanish':
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name = 'Lluvia de Meteoritos v2'
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@ -48,7 +51,7 @@ else:
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random_rain = 'Random Rain'
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class Player(ba.Player['Team']):
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class Player(bs.Player['Team']):
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"""Our player type for this game."""
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def __init__(self) -> None:
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@ -56,18 +59,18 @@ class Player(ba.Player['Team']):
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self.death_time: float | None = None
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class Team(ba.Team[Player]):
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class Team(bs.Team[Player]):
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"""Our team type for this game."""
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# ba_meta export game
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class MeteorShowerv2Game(ba.TeamGameActivity[Player, Team]):
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# ba_meta export bascenev1.GameActivity
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class MeteorShowerv2Game(bs.TeamGameActivity[Player, Team]):
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"""Minigame involving dodging falling bombs."""
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name = name
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description = 'Dodge the falling bombs.'
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scoreconfig = ba.ScoreConfig(
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label='Survived', scoretype=ba.ScoreType.MILLISECONDS, version='B'
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scoreconfig = bs.ScoreConfig(
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label='Survived', scoretype=bs.ScoreType.MILLISECONDS, version='B'
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)
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# Print messages when players die (since its meaningful in this game).
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@ -79,10 +82,10 @@ class MeteorShowerv2Game(ba.TeamGameActivity[Player, Team]):
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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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cls, sessiontype: type[bs.Session]
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) -> list[babase.Setting]:
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settings = [
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ba.IntChoiceSetting(
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bs.IntChoiceSetting(
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bomb_type,
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choices=[
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('normal', 0),
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@ -95,22 +98,22 @@ class MeteorShowerv2Game(ba.TeamGameActivity[Player, Team]):
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],
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default=0,
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),
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ba.BoolSetting('Epic Mode', default=False),
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bs.BoolSetting('Epic Mode', default=False),
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]
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return settings
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# We're currently hard-coded for one map.
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@classmethod
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def get_supported_maps(cls, sessiontype: type[ba.Session]) -> list[str]:
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def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]:
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return ['Rampage']
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# We support teams, free-for-all, and co-op sessions.
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@classmethod
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def supports_session_type(cls, sessiontype: type[ba.Session]) -> bool:
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def supports_session_type(cls, sessiontype: type[bs.Session]) -> bool:
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return (
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issubclass(sessiontype, ba.DualTeamSession)
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or issubclass(sessiontype, ba.FreeForAllSession)
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or issubclass(sessiontype, ba.CoopSession)
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issubclass(sessiontype, bs.DualTeamSession)
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or issubclass(sessiontype, bs.FreeForAllSession)
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or issubclass(sessiontype, bs.CoopSession)
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)
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def __init__(self, settings: dict):
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@ -138,7 +141,7 @@ class MeteorShowerv2Game(ba.TeamGameActivity[Player, Team]):
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# Some base class overrides:
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self.default_music = (
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ba.MusicType.EPIC if self._epic_mode else ba.MusicType.SURVIVAL
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bs.MusicType.EPIC if self._epic_mode else bs.MusicType.SURVIVAL
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)
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if self._epic_mode:
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self.slow_motion = True
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@ -152,19 +155,19 @@ class MeteorShowerv2Game(ba.TeamGameActivity[Player, Team]):
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delay = 5.0 if len(self.players) > 2 else 2.5
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if self._epic_mode:
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delay *= 0.25
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ba.timer(delay, self._decrement_meteor_time, repeat=True)
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bs.timer(delay, self._decrement_meteor_time, repeat=True)
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# Kick off the first wave in a few seconds.
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delay = 3.0
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if self._epic_mode:
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delay *= 0.25
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ba.timer(delay, self._set_meteor_timer)
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bs.timer(delay, self._set_meteor_timer)
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self._timer = OnScreenTimer()
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self._timer.start()
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# Check for immediate end (if we've only got 1 player, etc).
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ba.timer(5.0, self._check_end_game)
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bs.timer(5.0, self._check_end_game)
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def on_player_leave(self, player: Player) -> None:
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# Augment default behavior.
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@ -174,7 +177,7 @@ class MeteorShowerv2Game(ba.TeamGameActivity[Player, Team]):
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self._check_end_game()
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# overriding the default character spawning..
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def spawn_player(self, player: Player) -> ba.Actor:
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def spawn_player(self, player: Player) -> bs.Actor:
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spaz = self.spawn_player_spaz(player)
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# Let's reconnect this player's controls to this
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@ -189,12 +192,12 @@ class MeteorShowerv2Game(ba.TeamGameActivity[Player, Team]):
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# Various high-level game events come through this method.
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def handlemessage(self, msg: Any) -> Any:
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if isinstance(msg, ba.PlayerDiedMessage):
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if isinstance(msg, bs.PlayerDiedMessage):
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# Augment standard behavior.
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super().handlemessage(msg)
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curtime = ba.time()
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curtime = bs.time()
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# Record the player's moment of death.
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# assert isinstance(msg.spaz.player
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@ -204,15 +207,15 @@ class MeteorShowerv2Game(ba.TeamGameActivity[Player, Team]):
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# (more accurate looking).
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# In teams/ffa, allow a one-second fudge-factor so we can
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# get more draws if players die basically at the same time.
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if isinstance(self.session, ba.CoopSession):
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if isinstance(self.session, bs.CoopSession):
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# Teams will still show up if we check now.. check in
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# the next cycle.
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ba.pushcall(self._check_end_game)
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babase.pushcall(self._check_end_game)
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# Also record this for a final setting of the clock.
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self._last_player_death_time = curtime
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else:
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ba.timer(1.0, self._check_end_game)
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bs.timer(1.0, self._check_end_game)
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else:
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# Default handler:
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@ -229,7 +232,7 @@ class MeteorShowerv2Game(ba.TeamGameActivity[Player, Team]):
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# In co-op, we go till everyone is dead.. otherwise we go
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# until one team remains.
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if isinstance(self.session, ba.CoopSession):
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if isinstance(self.session, bs.CoopSession):
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if living_team_count <= 0:
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self.end_game()
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else:
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@ -237,7 +240,7 @@ class MeteorShowerv2Game(ba.TeamGameActivity[Player, Team]):
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self.end_game()
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def _set_meteor_timer(self) -> None:
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ba.timer(
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bs.timer(
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(1.0 + 0.2 * random.random()) * self._meteor_time,
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self._drop_bomb_cluster,
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)
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@ -248,10 +251,10 @@ class MeteorShowerv2Game(ba.TeamGameActivity[Player, Team]):
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# and debug things.
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loc_test = False
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if loc_test:
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ba.newnode('locator', attrs={'position': (8, 6, -5.5)})
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ba.newnode('locator', attrs={'position': (8, 6, -2.3)})
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ba.newnode('locator', attrs={'position': (-7.3, 6, -5.5)})
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ba.newnode('locator', attrs={'position': (-7.3, 6, -2.3)})
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bs.newnode('locator', attrs={'position': (8, 6, -5.5)})
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bs.newnode('locator', attrs={'position': (8, 6, -2.3)})
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bs.newnode('locator', attrs={'position': (-7.3, 6, -5.5)})
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bs.newnode('locator', attrs={'position': (-7.3, 6, -2.3)})
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# Drop several bombs in series.
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delay = 0.0
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@ -269,7 +272,7 @@ class MeteorShowerv2Game(ba.TeamGameActivity[Player, Team]):
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random.uniform(-3.066, -4.12),
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0,
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)
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ba.timer(delay, ba.Call(self._drop_bomb, pos, vel))
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bs.timer(delay, babase.Call(self._drop_bomb, pos, vel))
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delay += 0.1
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self._set_meteor_timer()
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@ -294,7 +297,7 @@ class MeteorShowerv2Game(ba.TeamGameActivity[Player, Team]):
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self._meteor_time = max(0.01, self._meteor_time * 0.9)
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def end_game(self) -> None:
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cur_time = ba.time()
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cur_time = bs.time()
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assert self._timer is not None
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start_time = self._timer.getstarttime()
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@ -325,7 +328,7 @@ class MeteorShowerv2Game(ba.TeamGameActivity[Player, Team]):
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# Ok now calc game results: set a score for each team and then tell
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# the game to end.
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results = ba.GameResults()
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results = bs.GameResults()
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# Remember that 'free-for-all' mode is simply a special form
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# of 'teams' mode where each player gets their own team, so we can
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@ -346,58 +349,58 @@ class MeteorShowerv2Game(ba.TeamGameActivity[Player, Team]):
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# ba_meta export plugin
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class MeteorShowerv2Coop(ba.Plugin):
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class MeteorShowerv2Coop(babase.Plugin):
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def on_app_running(self) -> None:
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ba.app.add_coop_practice_level(
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ba.Level(
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babase.app.classic.add_coop_practice_level(
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bs._level.Level(
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normal_rain,
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gametype=MeteorShowerv2Game,
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settings={bomb_type: 0},
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preview_texture_name='rampagePreview',
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)
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)
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ba.app.add_coop_practice_level(
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ba.Level(
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babase.app.classic.add_coop_practice_level(
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bs._level.Level(
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frozen_rain,
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gametype=MeteorShowerv2Game,
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settings={bomb_type: 1},
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preview_texture_name='rampagePreview',
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)
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)
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ba.app.add_coop_practice_level(
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ba.Level(
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babase.app.classic.add_coop_practice_level(
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bs._level.Level(
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sticky_rain,
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gametype=MeteorShowerv2Game,
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settings={bomb_type: 2},
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preview_texture_name='rampagePreview',
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)
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)
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ba.app.add_coop_practice_level(
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ba.Level(
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babase.app.classic.add_coop_practice_level(
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bs._level.Level(
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impact_rain,
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gametype=MeteorShowerv2Game,
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settings={bomb_type: 3},
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preview_texture_name='rampagePreview',
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)
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)
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ba.app.add_coop_practice_level(
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ba.Level(
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babase.app.classic.add_coop_practice_level(
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bs._level.Level(
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mine_rain,
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gametype=MeteorShowerv2Game,
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settings={bomb_type: 4},
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preview_texture_name='rampagePreview',
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)
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)
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ba.app.add_coop_practice_level(
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ba.Level(
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babase.app.classic.add_coop_practice_level(
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bs._level.Level(
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tnt_rain,
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gametype=MeteorShowerv2Game,
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settings={bomb_type: 5},
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preview_texture_name='rampagePreview',
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)
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)
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ba.app.add_coop_practice_level(
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ba.Level(
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babase.app.classic.add_coop_practice_level(
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bs._level.Level(
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random_rain,
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gametype=MeteorShowerv2Game,
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settings={bomb_type: 6},
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