[ci] auto-format

This commit is contained in:
SenjuZoro 2023-07-23 12:05:54 +00:00 committed by github-actions[bot]
parent dd28dc6467
commit 4fb675cff6

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@ -41,15 +41,18 @@ class BallType(Enum):
# increase the next ball speed but less than MEDIUM.
# Ball color is crimson(purple+red = pinky color type).
# this dict decide the ball_type spawning rate like powerup box
ball_type_dict: dict[BallType, int] = {
BallType.EASY: 3,
BallType.MEDIUM: 2,
BallType.HARD: 1,
};
}
class Ball(bs.Actor):
""" Shooting Ball """
def __init__(self,
position: Sequence[float],
velocity: Sequence[float],
@ -58,11 +61,11 @@ class Ball(bs.Actor):
gravity_scale: float = 1.0,
) -> NoReturn:
super().__init__();
super().__init__()
shared = SharedObjects.get();
shared = SharedObjects.get()
ball_material = bs.Material();
ball_material = bs.Material()
ball_material.add_actions(
conditions=(
(
@ -74,7 +77,7 @@ class Ball(bs.Actor):
('they_have_material', shared.object_material),
),
actions=('modify_node_collision', 'collide', False),
);
)
self.node = bs.newnode(
'prop',
@ -91,19 +94,19 @@ class Ball(bs.Actor):
'density': 4.0, # increase density of ball so ball collide with player with heavy force. # ammm very bad grammer
'materials': (ball_material,),
},
);
)
# die the ball manually incase the ball doesn't fall the outside of the map
bs.timer(2.5, bs.WeakCall(self.handlemessage, bs.DieMessage()));
bs.timer(2.5, bs.WeakCall(self.handlemessage, bs.DieMessage()))
# i am not handling anything in this ball Class(except for diemessage).
# all game things and logics going to be in the box class
def handlemessage(self, msg: Any) -> Any:
if isinstance(msg, bs.DieMessage):
self.node.delete();
self.node.delete()
else:
super().handlemessage(msg);
super().handlemessage(msg)
class Box(bs.Actor):
@ -114,11 +117,11 @@ class Box(bs.Actor):
velocity: Sequence[float],
) -> NoReturn:
super().__init__();
super().__init__()
shared = SharedObjects.get();
shared = SharedObjects.get()
# self.ball_jump = 0.0;
no_hit_material = bs.Material();
no_hit_material = bs.Material()
# we don't need that the box was move and collide with objects.
no_hit_material.add_actions(
conditions=(
@ -127,7 +130,7 @@ class Box(bs.Actor):
('they_have_material', shared.attack_material),
),
actions=('modify_part_collision', 'collide', False),
);
)
no_hit_material.add_actions(
conditions=(
@ -139,7 +142,7 @@ class Box(bs.Actor):
('modify_part_collision', 'collide', False),
('modify_part_collision', 'physical', False),
),
);
)
self.node = bs.newnode(
'prop',
@ -157,25 +160,25 @@ class Box(bs.Actor):
'reflection_scale': [1.0],
'materials': (no_hit_material,),
},
);
)
# light
self.light = bs.newnode(
"light",
owner = self.node,
owner=self.node,
attrs={
'radius' : 0.2,
'intensity' : 0.8,
'radius': 0.2,
'intensity': 0.8,
'color': (0.0, 1.0, 0.0),
}
);
self.node.connectattr("position", self.light, "position");
)
self.node.connectattr("position", self.light, "position")
# Drawing circle and circleOutline in radius of 3,
# so player can see that how close he is to the box.
# If player is inside this circle the ball speed will increase.
circle = bs.newnode(
"locator",
owner = self.node,
attrs = {
owner=self.node,
attrs={
'shape': 'circle',
'color': (1.0, 0.0, 0.0),
'opacity': 0.1,
@ -184,12 +187,12 @@ class Box(bs.Actor):
'additive': True,
},
)
self.node.connectattr("position", circle, "position");
self.node.connectattr("position", circle, "position")
# also adding a outline cause its look nice.
circle_outline = bs.newnode(
"locator",
owner = self.node,
attrs = {
owner=self.node,
attrs={
'shape': 'circleOutline',
'color': (1.0, 1.0, 0.0),
'opacity': 0.1,
@ -197,92 +200,92 @@ class Box(bs.Actor):
'draw_beauty': False,
'additive': True,
},
);
self.node.connectattr("position", circle_outline, "position");
)
self.node.connectattr("position", circle_outline, "position")
# all ball attribute that we need.
self.ball_type: BallType = BallType.EASY;
self.shoot_timer: bs.Timer | None = None;
self.shoot_speed: float = 0.0;
self.ball_type: BallType = BallType.EASY
self.shoot_timer: bs.Timer | None = None
self.shoot_speed: float = 0.0
# this force the shoot if player is inside the red circle.
self.force_shoot_speed: float = 0.0;
self.ball_mag = 3000;
self.ball_gravity: float = 1.0;
self.ball_tex: babase.Texture | None = None;
self.force_shoot_speed: float = 0.0
self.ball_mag = 3000
self.ball_gravity: float = 1.0
self.ball_tex: babase.Texture | None = None
# only for Hard ball_type
self.player_facing_direction: list[float, float] = [0.0, 0.0];
self.player_facing_direction: list[float, float] = [0.0, 0.0]
# ball shoot soound.
self.shoot_sound = bs.getsound('laserReverse');
self.shoot_sound = bs.getsound('laserReverse')
# same as "powerupdist"
self.ball_type_dist: list[BallType] = [];
self.ball_type_dist: list[BallType] = []
for ball in ball_type_dict:
for _ in range(ball_type_dict[ball]):
self.ball_type_dist.append(ball);
self.ball_type_dist.append(ball)
# Here main logic of game goes here.
# like shoot balls, shoot speed, anything we want goes here(except for some thing).
def start_shoot(self) -> NoReturn:
# getting all allive players in a list.
alive_players_list = self.activity.get_alive_players();
alive_players_list = self.activity.get_alive_players()
# make sure that list is not Empty.
if len(alive_players_list) > 0:
# choosing a random player from list.
target_player = choice(alive_players_list);
target_player = choice(alive_players_list)
# highlight the target player
self.highlight_target_player(target_player);
self.highlight_target_player(target_player)
# to finding difference between player and box.
# we just need to subtract player pos and ball pos.
# Same logic as eric applied in Target Practice Gamemode.
difference = babase.Vec3(target_player.position) - babase.Vec3(self.node.position);
difference = babase.Vec3(target_player.position) - babase.Vec3(self.node.position)
# discard Y position so ball shoot more straight.
difference[1] = 0.0
# and now, this length method returns distance in float.
# we're gonna use this value for calculating player analog stick
distance = difference.length();
distance = difference.length()
# shoot a random BallType
self.upgrade_ball_type(choice(self.ball_type_dist));
self.upgrade_ball_type(choice(self.ball_type_dist))
# and check the ball_type and upgrade it gravity_scale, texture, next ball speed.
self.check_ball_type(self.ball_type);
self.check_ball_type(self.ball_type)
# For HARD ball i am just focusing on player analog stick facing direction.
# Not very accurate and that's we need.
if self.ball_type == BallType.HARD:
self.calculate_player_analog_stick(target_player, distance);
self.calculate_player_analog_stick(target_player, distance)
else:
self.player_facing_direction = [0.0, 0.0];
self.player_facing_direction = [0.0, 0.0]
pos = self.node.position;
pos = self.node.position
if self.ball_type == BallType.MEDIUM or self.ball_type == BallType.HARD:
# Target head by increasing Y pos.
# How this work? cause ball gravity_scale is ......
pos = (pos[0], pos[1]+.25, pos[2]);
pos = (pos[0], pos[1]+.25, pos[2])
# ball is generating..
ball = Ball(
position = pos,
velocity = (0.0, 0.0, 0.0),
texture = self.ball_tex,
gravity_scale = self.ball_gravity,
body_scale = 1.0,
).autoretain();
position=pos,
velocity=(0.0, 0.0, 0.0),
texture=self.ball_tex,
gravity_scale=self.ball_gravity,
body_scale=1.0,
).autoretain()
# shoot Animation and sound.
self.shoot_animation();
self.shoot_animation()
# force the shoot speed if player try to go inside the red circle.
if self.force_shoot_speed != 0.0:
self.shoot_speed = self.force_shoot_speed;
self.shoot_speed = self.force_shoot_speed
# push the ball to the player
ball.node.handlemessage(
@ -296,74 +299,73 @@ class Box(bs.Actor):
0.000, # radius
0.000, # idk
difference[0] + self.player_facing_direction[0], # force direction X
difference[1] , # force direction Y
difference[1], # force direction Y
difference[2] + self.player_facing_direction[1], # force direction Z
);
)
# creating our timer and shoot the ball again.(and we create a loop)
self.shoot_timer = bs.Timer(self.shoot_speed, self.start_shoot);
self.shoot_timer = bs.Timer(self.shoot_speed, self.start_shoot)
def upgrade_ball_type(self, ball_type: BallType) -> NoReturn:
self.ball_type = ball_type;
self.ball_type = ball_type
def check_ball_type(self, ball_type: BallType) -> NoReturn:
if ball_type == BallType.EASY:
self.shoot_speed = 0.8;
self.ball_gravity = 1.0;
self.shoot_speed = 0.8
self.ball_gravity = 1.0
# next ball shoot speed
self.ball_mag = 3000;
self.ball_mag = 3000
# box light color and ball tex
self.light.color = (1.0, 1.0, 0.0);
self.ball_tex = bs.gettexture('egg4');
self.light.color = (1.0, 1.0, 0.0)
self.ball_tex = bs.gettexture('egg4')
elif ball_type == BallType.MEDIUM:
self.ball_mag = 3000;
self.ball_mag = 3000
# decrease the gravity scale so, ball shoot without falling and straight.
self.ball_gravity = 0.0;
self.ball_gravity = 0.0
# next ball shoot speed.
self.shoot_speed = 0.4;
self.shoot_speed = 0.4
# box light color and ball tex.
self.light.color = (1.0, 0.0, 1.0);
self.ball_tex = bs.gettexture('egg3');
self.light.color = (1.0, 0.0, 1.0)
self.ball_tex = bs.gettexture('egg3')
elif ball_type == BallType.HARD:
self.ball_mag = 2500;
self.ball_gravity = 0.0;
self.ball_mag = 2500
self.ball_gravity = 0.0
# next ball shoot speed.
self.shoot_speed = 0.6;
self.shoot_speed = 0.6
# box light color and ball tex.
self.light.color = (1.0, 0.2, 1.0);
self.ball_tex = bs.gettexture('egg1');
self.light.color = (1.0, 0.2, 1.0)
self.ball_tex = bs.gettexture('egg1')
def shoot_animation(self) -> NoReturn:
bs.animate(
self.node,
"mesh_scale",{
"mesh_scale", {
0.00: 1.4,
0.05: 1.7,
0.10: 1.4,
}
);
)
# playing shoot sound.
# self.shoot_sound, position = self.node.position.play();
self.shoot_sound.play()
def highlight_target_player(self, player: bs.Player) -> NoReturn:
# adding light
light = bs.newnode(
"light",
owner = self.node,
owner=self.node,
attrs={
'radius':0.0,
'intensity':1.0,
'radius': 0.0,
'intensity': 1.0,
'color': (1.0, 0.0, 0.0),
}
);
)
bs.animate(
light,
"radius",{
"radius", {
0.05: 0.02,
0.10: 0.07,
0.15: 0.15,
@ -373,11 +375,11 @@ class Box(bs.Actor):
0.35: 0.02,
0.40: 0.00,
}
);
)
# And a circle outline with ugly animation.
circle_outline = bs.newnode(
"locator",
owner = player.actor.node,
owner=player.actor.node,
attrs={
'shape': 'circleOutline',
'color': (1.0, 0.0, 0.0),
@ -385,7 +387,7 @@ class Box(bs.Actor):
'draw_beauty': False,
'additive': True,
},
);
)
bs.animate_array(
circle_outline,
'size',
@ -399,31 +401,31 @@ class Box(bs.Actor):
0.35: [0.6],
0.40: [0.0],
}
);
)
# coonect it and...
player.actor.node.connectattr("position", light, "position");
player.actor.node.connectattr("position", circle_outline, "position");
player.actor.node.connectattr("position", light, "position")
player.actor.node.connectattr("position", circle_outline, "position")
# immediately delete the node after another player has been targeted.
self.shoot_speed = 0.5 if self.shoot_speed == 0.0 else self.shoot_speed;
bs.timer(self.shoot_speed, light.delete);
bs.timer(self.shoot_speed, circle_outline.delete);
self.shoot_speed = 0.5 if self.shoot_speed == 0.0 else self.shoot_speed
bs.timer(self.shoot_speed, light.delete)
bs.timer(self.shoot_speed, circle_outline.delete)
def calculate_player_analog_stick(self, player:bs.Player, distance: float) -> NoReturn:
def calculate_player_analog_stick(self, player: bs.Player, distance: float) -> NoReturn:
# at first i was very confused how i can read the player analog stick \
# then i saw TheMikirog#1984 autorun plugin code.
# and i got it how analog stick values are works.
# just need to store analog stick facing direction and need some calculation according how far player pushed analog stick.
# Notice that how vertical direction is inverted, so we need to put a minus infront of veriable.(so ball isn't shoot at wrong direction).
self.player_facing_direction[0] = player.actor.node.move_left_right;
self.player_facing_direction[1] = -player.actor.node.move_up_down;
self.player_facing_direction[0] = player.actor.node.move_left_right
self.player_facing_direction[1] = -player.actor.node.move_up_down
# if player is too close and the player pushing his analog stick fully the ball shoot's too far away to player.
# so, we need to reduce the value of "self.player_facing_direction" to fix this problem.
if distance <= 3:
self.player_facing_direction[0] = 0.4 if self.player_facing_direction[0] > 0 else -0.4;
self.player_facing_direction[1] = 0.4 if self.player_facing_direction[0] > 0 else -0.4;
self.player_facing_direction[0] = 0.4 if self.player_facing_direction[0] > 0 else -0.4
self.player_facing_direction[1] = 0.4 if self.player_facing_direction[0] > 0 else -0.4
# same problem to long distance but in reverse, the ball can't reach to the player,
# its because player analog stick value is between 1 and -1,
# and this value is low to shoot ball forward to Player if player is too far from the box.
@ -432,34 +434,34 @@ class Box(bs.Actor):
# So many calculation according to how analog stick pushed by player.
# Horizontal(left-right) calculation
if self.player_facing_direction[0] > 0.4:
self.player_facing_direction[0] = 1.5;
self.player_facing_direction[0] = 1.5
elif self.player_facing_direction[0] < -0.4:
self.player_facing_direction[0] = -1.5;
self.player_facing_direction[0] = -1.5
else:
if self.player_facing_direction[0] > 0.0:
self.player_facing_direction[0] = 0.2;
self.player_facing_direction[0] = 0.2
elif self.player_facing_direction[0] < 0.0:
self.player_facing_direction[0] = -0.2;
self.player_facing_direction[0] = -0.2
else:
self.player_facing_direction[0] = 0.0;
self.player_facing_direction[0] = 0.0
# Vertical(up-down) calculation.
if self.player_facing_direction[1] > 0.4:
self.player_facing_direction[1] = 1.5;
self.player_facing_direction[1] = 1.5
elif self.player_facing_direction[1] < -0.4:
self.player_facing_direction[1] = -1.5;
self.player_facing_direction[1] = -1.5
else:
if self.player_facing_direction[1] > 0.0:
self.player_facing_direction[1] = 0.2;
self.player_facing_direction[1] = 0.2
elif self.player_facing_direction[1] < 0.0:
self.player_facing_direction[1] = -0.2;
self.player_facing_direction[1] = -0.2
else:
self.player_facing_direction[1] = -0.0;
self.player_facing_direction[1] = -0.0
# if we want stop the ball shootes
def stop_shoot(self) -> NoReturn:
# Kill the timer.
self.shoot_timer = None;
self.shoot_timer = None
class Player(bs.Player['Team']):
@ -474,31 +476,33 @@ class Team(bs.Team[Player]):
# and main thing don't allow player to camp inside of box are going in this class.
# ba_meta export bascenev1.GameActivity
class DodgeTheBall(bs.TeamGameActivity[Player, Team]):
# defining name, description and settings..
name = 'Dodge the ball';
description = 'Survive from shooting balls';
name = 'Dodge the ball'
description = 'Survive from shooting balls'
available_settings = [
bs.IntSetting(
'Cooldown',
min_value = 20,
default = 45,
increment = 5,
min_value=20,
default=45,
increment=5,
),
bs.BoolSetting('Epic Mode', default=False)
]
# Don't allow joining after we start.
allow_mid_activity_joins = False;
allow_mid_activity_joins = False
@classmethod
def supports_session_type(cls, sessiontype: type[bs.Session]) -> bool:
# We support team and ffa sessions.
return issubclass(sessiontype, bs.FreeForAllSession) or issubclass(
sessiontype, bs.DualTeamSession,
);
)
@classmethod
def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]:
@ -506,75 +510,75 @@ class DodgeTheBall(bs.TeamGameActivity[Player, Team]):
# bombsquad have "Doom Shroom" map.
# Not perfect map for this game mode but its fine for this gamemode.
# the problem is that Doom Shroom is not a perfect circle and not flat also.
return ['Doom Shroom'];
return ['Doom Shroom']
def __init__(self, settings: dict):
super().__init__(settings);
self._epic_mode = bool(settings['Epic Mode']);
self.countdown_time = int(settings['Cooldown']);
super().__init__(settings)
self._epic_mode = bool(settings['Epic Mode'])
self.countdown_time = int(settings['Cooldown'])
self.check_player_pos_timer: bs.Timer | None = None;
self.shield_drop_timer: bs.Timer | None = None;
self.check_player_pos_timer: bs.Timer | None = None
self.shield_drop_timer: bs.Timer | None = None
# cooldown and Box
self._countdown: OnScreenCountdown | None = None;
self.box: Box | None = None;
self._countdown: OnScreenCountdown | None = None
self.box: Box | None = None
# this lists for scoring.
self.joined_player_list: list[bs.Player] = [];
self.dead_player_list: list[bs.Player] = [];
self.joined_player_list: list[bs.Player] = []
self.dead_player_list: list[bs.Player] = []
# normally play RUN AWAY music cause is match with our gamemode at.. my point,
# but in epic switch to EPIC.
self.slow_motion = self._epic_mode;
self.slow_motion = self._epic_mode
self.default_music = (
bs.MusicType.EPIC if self._epic_mode else bs.MusicType.RUN_AWAY
);
)
def get_instance_description(self) -> str | Sequence:
return 'Keep away as possible as you can';
return 'Keep away as possible as you can'
# add a tiny text under our game name.
def get_instance_description_short(self) -> str | Sequence:
return 'Dodge the shooting balls';
return 'Dodge the shooting balls'
def on_begin(self) -> NoReturn:
super().on_begin();
super().on_begin()
# spawn our box at middle of the map
self.box = Box(
position=(0.5, 2.7, -3.9),
velocity=(0.0, 0.0, 0.0),
).autoretain();
).autoretain()
# create our cooldown
self._countdown = OnScreenCountdown(
duration = self.countdown_time,
endcall = self.play_victory_sound_and_end,
);
duration=self.countdown_time,
endcall=self.play_victory_sound_and_end,
)
# and starts the cooldown and shootes.
bs.timer(5.0, self._countdown.start);
bs.timer(5.0, self.box.start_shoot);
bs.timer(5.0, self._countdown.start)
bs.timer(5.0, self.box.start_shoot)
# start checking all player pos.
bs.timer(5.0, self.check_player_pos);
bs.timer(5.0, self.check_player_pos)
# drop shield every ten Seconds
# need five seconds delay Because shootes start after 5 seconds.
bs.timer(15.0, self.drop_shield);
bs.timer(15.0, self.drop_shield)
# This function returns all alive players in game.
# i thinck you see this function in Box class.
def get_alive_players(self) -> Sequence[bs.Player]:
alive_players = [];
alive_players = []
for team in self.teams:
for player in team.players:
if player.is_alive():
alive_players.append(player);
alive_players.append(player)
return alive_players;
return alive_players
# let's disallowed camping inside of box by doing a blast and increasing ball shoot speed.
def check_player_pos(self):
@ -582,76 +586,76 @@ class DodgeTheBall(bs.TeamGameActivity[Player, Team]):
for player in self.get_alive_players():
# same logic as applied for the ball
difference = babase.Vec3(player.position) - babase.Vec3(self.box.node.position);
difference = babase.Vec3(player.position) - babase.Vec3(self.box.node.position)
distance = difference.length();
distance = difference.length()
if distance < 3:
self.box.force_shoot_speed = 0.2;
self.box.force_shoot_speed = 0.2
else:
self.box.force_shoot_speed = 0.0;
self.box.force_shoot_speed = 0.0
if distance < 0.5:
Blast(
position = self.box.node.position,
velocity = self.box.node.velocity,
blast_type = 'normal',
blast_radius = 1.0,
).autoretain();
position=self.box.node.position,
velocity=self.box.node.velocity,
blast_type='normal',
blast_radius=1.0,
).autoretain()
PopupText(
position = self.box.node.position,
text = 'Keep away from me',
random_offset = 0.0,
scale = 2.0,
color = self.box.light.color,
).autoretain();
position=self.box.node.position,
text='Keep away from me',
random_offset=0.0,
scale=2.0,
color=self.box.light.color,
).autoretain()
# create our timer and start looping it
self.check_player_pos_timer = bs.Timer(0.1, self.check_player_pos);
self.check_player_pos_timer = bs.Timer(0.1, self.check_player_pos)
# drop useless shield's too give player temptation.
def drop_shield(self) -> NoReturn:
pos = self.box.node.position;
pos = self.box.node.position
PowerupBox(
position = (pos[0] + 4.0, pos[1] + 3.0, pos[2]),
poweruptype = 'shield',
).autoretain();
position=(pos[0] + 4.0, pos[1] + 3.0, pos[2]),
poweruptype='shield',
).autoretain()
PowerupBox(
position = (pos[0] - 4.0, pos[1] + 3.0, pos[2]),
poweruptype = 'shield',
).autoretain();
position=(pos[0] - 4.0, pos[1] + 3.0, pos[2]),
poweruptype='shield',
).autoretain()
self.shield_drop_timer = bs.Timer(10.0, self.drop_shield);
self.shield_drop_timer = bs.Timer(10.0, self.drop_shield)
# when cooldown time up i don't want that the game end immediately.
def play_victory_sound_and_end(self) -> NoReturn:
# kill timers
self.box.stop_shoot();
self.box.stop_shoot()
self.check_player_pos_timer = None
self.shield_drop_timer = None
bs.timer(2.0, self.end_game);
bs.timer(2.0, self.end_game)
# this function runs when A player spawn in map
def spawn_player(self, player: Player) -> NoReturn:
spaz = self.spawn_player_spaz(player);
spaz = self.spawn_player_spaz(player)
# reconnect this player's controls.
# without bomb, punch and pickup.
spaz.connect_controls_to_player(
enable_punch=False, enable_bomb=False, enable_pickup=False,
);
)
# storing all players for ScorinG.
self.joined_player_list.append(player);
self.joined_player_list.append(player)
# Also lets have them make some noise when they die.
spaz.play_big_death_sound = True;
spaz.play_big_death_sound = True
# very helpful function to check end game when player dead or leav.
def _check_end_game(self) -> bool:
@ -673,10 +677,10 @@ class DodgeTheBall(bs.TeamGameActivity[Player, Team]):
# this function called when player leave.
def on_player_leave(self, player: Player) -> NoReturn:
# Augment default behavior.
super().on_player_leave(player);
super().on_player_leave(player)
# checking end game.
self._check_end_game();
self._check_end_game()
# this gamemode needs to handle only one msg "PlayerDiedMessage".
def handlemessage(self, msg: Any) -> Any:
@ -684,13 +688,13 @@ class DodgeTheBall(bs.TeamGameActivity[Player, Team]):
if isinstance(msg, bs.PlayerDiedMessage):
# Augment standard behavior.
super().handlemessage(msg);
super().handlemessage(msg)
# and storing the dead player records in our dead_player_list.
self.dead_player_list.append(msg.getplayer(Player));
self.dead_player_list.append(msg.getplayer(Player))
# check the end game.
bs.timer(1.0, self._check_end_game);
bs.timer(1.0, self._check_end_game)
def end_game(self):
# kill timers
@ -762,5 +766,3 @@ class DodgeTheBall(bs.TeamGameActivity[Player, Team]):
results.set_team_score(team, int(10 * max_index))
# and end the game
self.end(results=results)