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Added many minigames
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11 changed files with 5296 additions and 2 deletions
333
plugins/minigames/invisible_one.py
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333
plugins/minigames/invisible_one.py
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# Released under the MIT License. See LICENSE for details.
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#
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# By itsre3
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# =>3<=
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# Don't mind my spelling. i realized that they were not correct after making last change and saving
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# Besides that, enjoy.......!!
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"""Provides the chosen-one mini-game."""
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# ba_meta require api 7
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# (see https://ballistica.net/wiki/meta-tag-system)
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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.flag import Flag
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from bastd.actor.playerspaz import PlayerSpaz
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from bastd.actor.scoreboard import Scoreboard
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from bastd.gameutils import SharedObjects
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if TYPE_CHECKING:
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from typing import Any, Type, List, Dict, Optional, Sequence, Union
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class Player(ba.Player['Team']):
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"""Our player type for this game."""
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def __init__(self) -> None:
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self.chosen_light: Optional[ba.NodeActor] = None
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class Team(ba.Team[Player]):
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"""Our team type for this game."""
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def __init__(self, time_remaining: int) -> None:
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self.time_remaining = time_remaining
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# ba_meta export game
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class InvicibleOneGame(ba.TeamGameActivity[Player, Team]):
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"""
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Game involving trying to remain the one 'invisible one'
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for a set length of time while everyone else tries to
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kill you and become the invisible one themselves.
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"""
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name = 'Invisible One'
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description = ('Be the invisible one for a length of time to win.\n'
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'Kill the invisible one to become it.')
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available_settings = [
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ba.IntSetting(
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'Invicible One Time',
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min_value=10,
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default=30,
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increment=10,
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),
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ba.BoolSetting('Invicible one is lazy', default=True),
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ba.BoolSetting('Night mode', default=False),
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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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scoreconfig = ba.ScoreConfig(label='Time Held')
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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 ba.getmaps('keep_away')
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def __init__(self, settings: dict):
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super().__init__(settings)
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self._scoreboard = Scoreboard()
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self._invicible_one_player: Optional[Player] = None
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self._swipsound = ba.getsound('swip')
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self._countdownsounds: Dict[int, ba.Sound] = {
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10: ba.getsound('announceTen'),
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9: ba.getsound('announceNine'),
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8: ba.getsound('announceEight'),
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7: ba.getsound('announceSeven'),
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6: ba.getsound('announceSix'),
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5: ba.getsound('announceFive'),
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4: ba.getsound('announceFour'),
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3: ba.getsound('announceThree'),
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2: ba.getsound('announceTwo'),
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1: ba.getsound('announceOne')
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}
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self._flag_spawn_pos: Optional[Sequence[float]] = None
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self._reset_region_material: Optional[ba.Material] = None
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self._flag: Optional[Flag] = None
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self._reset_region: Optional[ba.Node] = None
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self._epic_mode = bool(settings['Epic Mode'])
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self._invicible_one_time = int(settings['Invicible One Time'])
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self._time_limit = float(settings['Time Limit'])
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self._invicible_one_is_lazy = bool(settings['Invicible one is lazy'])
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self._night_mode = bool(settings['Night mode'])
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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
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if self._epic_mode else ba.MusicType.CHOSEN_ONE)
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def get_instance_description(self) -> Union[str, Sequence]:
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return 'Show your invisibility powers.'
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def create_team(self, sessionteam: ba.SessionTeam) -> Team:
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return Team(time_remaining=self._invicible_one_time)
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def on_team_join(self, team: Team) -> None:
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self._update_scoreboard()
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def on_player_leave(self, player: Player) -> None:
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super().on_player_leave(player)
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if self._get_invicible_one_player() is player:
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self._set_invicible_one_player(None)
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def on_begin(self) -> None:
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super().on_begin()
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shared = SharedObjects.get()
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self.setup_standard_time_limit(self._time_limit)
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self.setup_standard_powerup_drops()
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self._flag_spawn_pos = self.map.get_flag_position(None)
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Flag.project_stand(self._flag_spawn_pos)
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self._set_invicible_one_player(None)
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if self._night_mode:
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gnode = ba.getactivity().globalsnode
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gnode.tint = (0.4, 0.4, 0.4)
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pos = self._flag_spawn_pos
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ba.timer(1.0, call=self._tick, repeat=True)
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mat = self._reset_region_material = ba.Material()
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mat.add_actions(
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conditions=(
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'they_have_material',
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shared.player_material,
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),
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actions=(
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('modify_part_collision', 'collide', True),
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('modify_part_collision', 'physical', False),
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('call', 'at_connect',
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ba.WeakCall(self._handle_reset_collide)),
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),
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)
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self._reset_region = ba.newnode('region',
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attrs={
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'position': (pos[0], pos[1] + 0.75,
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pos[2]),
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'scale': (0.5, 0.5, 0.5),
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'type': 'sphere',
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'materials': [mat]
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})
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def _get_invicible_one_player(self) -> Optional[Player]:
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# Should never return invalid references; return None in that case.
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if self._invicible_one_player:
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return self._invicible_one_player
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return None
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def _handle_reset_collide(self) -> None:
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# If we have a chosen one, ignore these.
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if self._get_invicible_one_player() is not None:
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return
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# Attempt to get a Player controlling a Spaz that we hit.
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try:
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player = ba.getcollision().opposingnode.getdelegate(
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PlayerSpaz, True).getplayer(Player, 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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self._set_invicible_one_player(player)
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def _flash_flag_spawn(self) -> None:
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light = ba.newnode('light',
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attrs={
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'position': self._flag_spawn_pos,
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'color': (1, 1, 1),
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'radius': 0.3,
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'height_attenuated': False
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})
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ba.animate(light, 'intensity', {0: 0, 0.25: 0.5, 0.5: 0}, loop=True)
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ba.timer(1.0, light.delete)
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def _tick(self) -> None:
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# Give the chosen one points.
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player = self._get_invicible_one_player()
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if player is not None:
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# This shouldn't happen, but just in case.
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if not player.is_alive():
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ba.print_error('got dead player as chosen one in _tick')
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self._set_invicible_one_player(None)
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else:
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scoring_team = player.team
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assert self.stats
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self.stats.player_scored(player,
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3,
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screenmessage=False,
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display=False)
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scoring_team.time_remaining = max(
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0, scoring_team.time_remaining - 1)
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self._update_scoreboard()
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# announce numbers we have sounds for
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if scoring_team.time_remaining in self._countdownsounds:
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ba.playsound(
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self._countdownsounds[scoring_team.time_remaining])
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# Winner!
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if scoring_team.time_remaining <= 0:
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self.end_game()
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else:
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# (player is None)
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# This shouldn't happen, but just in case.
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# (Chosen-one player ceasing to exist should
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# trigger on_player_leave which resets chosen-one)
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if self._invicible_one_player is not None:
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ba.print_error('got nonexistent player as chosen one in _tick')
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self._set_invicible_one_player(None)
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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,
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self._invicible_one_time - team.time_remaining)
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self.end(results=results, announce_delay=0)
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def _set_invicible_one_player(self, player: Optional[Player]) -> None:
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existing = self._get_invicible_one_player()
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if existing:
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existing.chosen_light = None
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ba.playsound(self._swipsound)
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if not player:
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assert self._flag_spawn_pos is not None
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self._flag = Flag(color=(1, 0.9, 0.2),
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position=self._flag_spawn_pos,
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touchable=False)
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self._invicible_one_player = None
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# Create a light to highlight the flag;
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# this will go away when the flag dies.
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ba.newnode('light',
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owner=self._flag.node,
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attrs={
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'position': self._flag_spawn_pos,
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'intensity': 0.6,
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'height_attenuated': False,
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'volume_intensity_scale': 0.1,
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'radius': 0.1,
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'color': (1.2, 1.2, 0.4)
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})
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# Also an extra momentary flash.
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self._flash_flag_spawn()
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else:
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if player.actor:
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self._flag = None
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self._invicible_one_player = player
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if self._invicible_one_is_lazy:
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player.actor.connect_controls_to_player(enable_punch = False, enable_pickup = False, enable_bomb = False)
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if player.actor.node.torso_model != None:
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player.actor.node.color_mask_texture = None
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player.actor.node.color_texture = None
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player.actor.node.head_model = None
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player.actor.node.torso_model = None
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player.actor.node.upper_arm_model = None
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player.actor.node.forearm_model = None
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player.actor.node.pelvis_model = None
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player.actor.node.toes_model = None
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player.actor.node.upper_leg_model = None
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player.actor.node.lower_leg_model = None
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player.actor.node.hand_model = None
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player.actor.node.style = 'cyborg'
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invi_sound = []
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player.actor.node.jump_sounds = invi_sound
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player.actor.attack_sounds = invi_sound
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player.actor.impact_sounds = invi_sound
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player.actor.pickup_sounds = invi_sound
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player.actor.death_sounds = invi_sound
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player.actor.fall_sounds = invi_sound
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player.actor.node.name = ''
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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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if player is self._get_invicible_one_player():
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killerplayer = msg.getkillerplayer(Player)
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self._set_invicible_one_player(None if (
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killerplayer is None or killerplayer is player
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or not killerplayer.is_alive()) else killerplayer)
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self.respawn_player(player)
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else:
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super().handlemessage(msg)
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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,
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team.time_remaining,
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self._invicible_one_time,
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countdown=True)
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