diff --git a/plugins/minigames/demolition_war.py b/plugins/minigames/demolition_war.py index 1c26433..87ffc11 100644 --- a/plugins/minigames/demolition_war.py +++ b/plugins/minigames/demolition_war.py @@ -1,5 +1,5 @@ -# ba_meta require api 7 +# ba_meta require api 8 """ DemolitionWar - BombFight on wooden floor flying in air. Author: Mr.Smoothy @@ -12,23 +12,26 @@ from __future__ import annotations from typing import TYPE_CHECKING -import ba -from bastd.game.elimination import EliminationGame, Player -from bastd.gameutils import SharedObjects -from bastd.actor.bomb import BombFactory +import babase +import bauiv1 as bui +import bascenev1 as bs +from bascenev1 import _map +from bascenev1lib.game.elimination import EliminationGame, Player +from bascenev1lib.gameutils import SharedObjects +from bascenev1lib.actor.bomb import BombFactory import random -from bastd.actor.playerspaz import PlayerSpaz +from bascenev1lib.actor.playerspaz import PlayerSpaz if TYPE_CHECKING: from typing import Any, Sequence -# ba_meta export game +# ba_meta export bascenev1.GameActivity class DemolitionWar(EliminationGame): name = 'DemolitionWar' description = 'Last remaining alive wins.' - scoreconfig = ba.ScoreConfig( - label='Survived', scoretype=ba.ScoreType.SECONDS, none_is_winner=True + scoreconfig = bs.ScoreConfig( + label='Survived', scoretype=bs.ScoreType.SECONDS, none_is_winner=True ) # Show messages when players die since it's meaningful here. announce_player_deaths = True @@ -37,17 +40,17 @@ class DemolitionWar(EliminationGame): @classmethod def get_available_settings( - cls, sessiontype: type[ba.Session] - ) -> list[ba.Setting]: + cls, sessiontype: type[bs.Session] + ) -> list[babase.Setting]: settings = [ - ba.IntSetting( + bs.IntSetting( 'Lives Per Player', default=1, min_value=1, max_value=10, increment=1, ), - ba.IntChoiceSetting( + bs.IntChoiceSetting( 'Time Limit', choices=[ ('None', 0), @@ -59,7 +62,7 @@ class DemolitionWar(EliminationGame): ], default=0, ), - ba.FloatChoiceSetting( + bs.FloatChoiceSetting( 'Respawn Times', choices=[ ('Shorter', 0.25), @@ -70,23 +73,23 @@ class DemolitionWar(EliminationGame): ], default=1.0, ), - ba.BoolSetting('Epic Mode', default=False), + bs.BoolSetting('Epic Mode', default=False), ] - if issubclass(sessiontype, ba.DualTeamSession): - settings.append(ba.BoolSetting('Solo Mode', default=False)) + if issubclass(sessiontype, bs.DualTeamSession): + settings.append(bs.BoolSetting('Solo Mode', default=False)) settings.append( - ba.BoolSetting('Balance Total Lives', default=False) + bs.BoolSetting('Balance Total Lives', default=False) ) return settings @classmethod - def supports_session_type(cls, sessiontype: type[ba.Session]) -> bool: - return issubclass(sessiontype, ba.DualTeamSession) or issubclass( - sessiontype, ba.FreeForAllSession + def supports_session_type(cls, sessiontype: type[bs.Session]) -> bool: + return issubclass(sessiontype, bs.DualTeamSession) or issubclass( + sessiontype, bs.FreeForAllSession ) @classmethod - def get_supported_maps(cls, sessiontype: type[ba.Session]) -> list[str]: + def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]: return ['Wooden Floor'] def __init__(self, settings: dict): @@ -95,7 +98,7 @@ class DemolitionWar(EliminationGame): self._solo_mode = False self._balance_total_lives = False - def spawn_player(self, player: Player) -> ba.Actor: + def spawn_player(self, player: Player) -> bs.Actor: p = [-6, -4.3, -2.6, -0.9, 0.8, 2.5, 4.2, 5.9] q = [-4, -2.3, -0.6, 1.1, 2.8, 4.5] @@ -118,23 +121,23 @@ class DemolitionWar(EliminationGame): self.map_extend() def on_blast(self): - node = ba.getcollision().sourcenode - ba.emitfx((node.position[0], 0.9, node.position[2]), + node = bs.getcollision().sourcenode + bs.emitfx((node.position[0], 0.9, node.position[2]), (0, 2, 0), 30, 1, spread=1, chunk_type='splinter') - ba.timer(0.1, ba.Call(node.delete)) + bs.timer(0.1, babase.Call(node.delete)) def map_extend(self): # TODO need to improve here , so we can increase size of map easily with settings p = [-6, -4.3, -2.6, -0.9, 0.8, 2.5, 4.2, 5.9] q = [-4, -2.3, -0.6, 1.1, 2.8, 4.5] factory = BombFactory.get() - self.ramp_bomb = ba.Material() + self.ramp_bomb = bs.Material() self.ramp_bomb.add_actions( conditions=('they_have_material', factory.bomb_material), actions=( ('modify_part_collision', 'collide', True), ('modify_part_collision', 'physical', True), - ('call', 'at_connect', ba.Call(self.on_blast)) + ('call', 'at_connect', babase.Call(self.on_blast)) )) self.ramps = [] for i in p: @@ -144,7 +147,7 @@ class DemolitionWar(EliminationGame): def create_ramp(self, x, z): shared = SharedObjects.get() - self._real_collied_material = ba.Material() + self._real_collied_material = bs.Material() self._real_collied_material.add_actions( actions=( @@ -152,32 +155,32 @@ class DemolitionWar(EliminationGame): ('modify_part_collision', 'physical', True) )) - self.mat = ba.Material() + self.mat = bs.Material() self.mat.add_actions( actions=(('modify_part_collision', 'physical', False), ('modify_part_collision', 'collide', False)) ) pos = (x, 0, z) - ud_1_r = ba.newnode('region', attrs={'position': pos, 'scale': (1.5, 1, 1.5), 'type': 'box', 'materials': [ + ud_1_r = bs.newnode('region', attrs={'position': pos, 'scale': (1.5, 1, 1.5), 'type': 'box', 'materials': [ shared.footing_material, self._real_collied_material, self.ramp_bomb]}) - node = ba.newnode('prop', + node = bs.newnode('prop', owner=ud_1_r, attrs={ - 'model': ba.getmodel('image1x1'), - 'light_model': ba.getmodel('powerupSimple'), + 'mesh': bs.getmesh('image1x1'), + 'light_mesh': bs.getmesh('powerupSimple'), 'position': (2, 7, 2), 'body': 'puck', 'shadow_size': 0.0, 'velocity': (0, 0, 0), - 'color_texture': ba.gettexture('tnt'), - 'model_scale': 1.5, + 'color_texture': bs.gettexture('tnt'), + 'mesh_scale': 1.5, 'reflection_scale': [1.5], 'materials': [self.mat, shared.object_material, shared.footing_material], 'density': 9000000000 }) - node.changerotation(1, 0, 0) - mnode = ba.newnode('math', + # node.changerotation(1, 0, 0) + mnode = bs.newnode('math', owner=ud_1_r, attrs={ 'input1': (0, 0.6, 0), @@ -218,7 +221,7 @@ class mapdefs: points['tnt1'] = (-0.08421587483, 0.9515026107, -0.7762602271) -class WoodenFloor(ba.Map): +class WoodenFloor(bs._map.Map): #ahdunno if this is correct way, change if u find better way """Stadium map for football games.""" defs = mapdefs defs.points['spawn1'] = (-12.03866341, 0.02275111462, 0.0) + (0.5, 1.0, 4.0) @@ -238,15 +241,15 @@ class WoodenFloor(ba.Map): def on_preload(cls) -> Any: data: dict[str, Any] = { - 'model_bg': ba.getmodel('doomShroomBG'), - 'bg_vr_fill_model': ba.getmodel('natureBackgroundVRFill'), - 'collide_model': ba.getcollidemodel('bridgitLevelCollide'), - 'tex': ba.gettexture('bridgitLevelColor'), - 'model_bg_tex': ba.gettexture('doomShroomBGColor'), - 'collide_bg': ba.getcollidemodel('natureBackgroundCollide'), - 'railing_collide_model': - (ba.getcollidemodel('bridgitLevelRailingCollide')), - 'bg_material': ba.Material() + 'mesh_bg': bs.getmesh('doomShroomBG'), + 'bg_vr_fill_mesh': bs.getmesh('natureBackgroundVRFill'), + 'collide_mesh': bs.getcollisionmesh('bridgitLevelCollide'), + 'tex': bs.gettexture('bridgitLevelColor'), + 'mesh_bg_tex': bs.gettexture('doomShroomBGColor'), + 'collide_bg': bs.getcollisionmesh('natureBackgroundCollide'), + 'railing_collide_mesh': + (bs.getcollisionmesh('bridgitLevelRailingCollide')), + 'bg_material': bs.Material() } data['bg_material'].add_actions(actions=('modify_part_collision', 'friction', 10.0)) @@ -255,23 +258,23 @@ class WoodenFloor(ba.Map): def __init__(self) -> None: super().__init__() shared = SharedObjects.get() - self.background = ba.newnode( + self.background = bs.newnode( 'terrain', attrs={ - 'model': self.preloaddata['model_bg'], + 'mesh': self.preloaddata['mesh_bg'], 'lighting': False, 'background': True, - 'color_texture': self.preloaddata['model_bg_tex'] + 'color_texture': self.preloaddata['mesh_bg_tex'] }) - self.vr = ba.newnode('terrain', + self.vr = bs.newnode('terrain', attrs={ - 'model': self.preloaddata['bg_vr_fill_model'], + 'mesh': self.preloaddata['bg_vr_fill_mesh'], 'lighting': False, 'vr_only': True, 'background': True, - 'color_texture': self.preloaddata['model_bg_tex'] + 'color_texture': self.preloaddata['mesh_bg_tex'] }) - gnode = ba.getactivity().globalsnode + gnode = bs.getactivity().globalsnode gnode.tint = (1.3, 1.2, 1.0) gnode.ambient_color = (1.3, 1.2, 1.0) gnode.vignette_outer = (0.57, 0.57, 0.57) @@ -280,7 +283,7 @@ class WoodenFloor(ba.Map): gnode.vr_near_clip = 0.5 def is_point_near_edge(self, - point: ba.Vec3, + point: babase.Vec3, running: bool = False) -> bool: box_position = self.defs.boxes['edge_box'][0:3] box_scale = self.defs.boxes['edge_box'][6:9] @@ -290,15 +293,15 @@ class WoodenFloor(ba.Map): def _handle_player_collide(self): try: - player = ba.getcollision().opposingnode.getdelegate( + player = bs.getcollision().opposingnode.getdelegate( PlayerSpaz, True) - except ba.NotFoundError: + except bs.NotFoundError: return if player.is_alive(): player.shatter(True) try: - ba._map.register_map(WoodenFloor) + bs._map.register_map(WoodenFloor) except: pass