mirror of
https://github.com/bombsquad-community/plugin-manager.git
synced 2026-08-27 01:12:38 +00:00
commit
606c04df3a
15 changed files with 5470 additions and 26 deletions
|
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@ -3,6 +3,139 @@
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"description": "Minigames",
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"plugins_base_url": "http://github.com/bombsquad-community/plugin-manager/{content_type}/{tag}/plugins/minigames",
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"plugins": {
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"soccer": {
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"description": "Shoot the ball in left or right edge of the map to score",
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"external_url": "",
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"authors": [
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{
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"name": "Stary_Agent",
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"email": "",
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"discord": ""
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}
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],
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"versions": {
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"1.0.0": {
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"api_version": 7,
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"commit_sha": "e59073b",
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"released_on": "02-11-2022",
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"md5sum": "ceb7ac417c85396722fa9f7fee3cfc01"
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}
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}
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},
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"simon_says": {
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"description": "You better do what Simon says",
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"external_url": "",
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"authors": [
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{
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"name": "Unknown",
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"email": "",
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"discord": ""
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}
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],
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"versions": {
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"1.0.0": {
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"api_version": 7,
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"commit_sha": "2fda676",
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"released_on": "07-11-2022",
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"md5sum": "def39482b339095a7affb574af829ea0"
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}
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}
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},
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"squid_race": {
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"description": "Race inspired by the squid games",
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"external_url": "https://youtube.com/c/JoseANG3LYT",
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"authors": [
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{
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"name": "JoseAng3l",
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"email": "",
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"discord": "! JoseANG3L#0268"
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}
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],
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"versions": {
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"1.0.0": {
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"api_version": 7,
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"commit_sha": "2fda676",
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"released_on": "07-11-2022",
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"md5sum": "7ec43481e6b35b4da4f6425977ee0004"
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}
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}
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},
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"zombie_horde": {
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"description": "Fight or defend against horde of zombies",
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"external_url": "https://youtube.com/c/JoseANG3LYT",
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"authors": [
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{
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"name": "JoseAng3l",
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"email": "",
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"discord": "! JoseANG3L#0268"
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}
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],
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"versions": {
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"1.0.0": {
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"api_version": 7,
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"commit_sha": "2fda676",
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"released_on": "07-11-2022",
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"md5sum": "671e7b98a9d3eb0aeb7e47448db25af9"
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}
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}
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},
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"meteor_shower": {
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"description": "MeteorShower with many different bombs",
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"external_url": "https://youtube.com/c/JoseANG3LYT",
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"authors": [
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{
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"name": "JoseAng3l",
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"email": "",
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"discord": "! JoseANG3L#0268"
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}
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],
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"versions": {
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"1.0.0": {
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"api_version": 7,
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"commit_sha": "2fda676",
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"released_on": "07-11-2022",
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"md5sum": "1ce8c1a3f3ec240af39b7a73375e7891"
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}
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}
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},
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"boxing": {
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"description": "Simple boxing minigame",
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"external_url": "https://youtube.com/c/JoseANG3LYT",
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"authors": [
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{
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"name": "JoseAng3l",
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"email": "",
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"discord": "! JoseANG3L#0268"
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}
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],
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"versions": {
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"1.0.0": {
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"api_version": 7,
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"commit_sha": "2fda676",
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"released_on": "07-11-2022",
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"md5sum": "c1b615df09886ba05622c4e8b4f6be40"
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}
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}
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},
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"basket_bomb": {
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"description": "Score all the baskets and be the MVP.",
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"external_url": "",
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"authors": [
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{
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"name": "Unknown",
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"email": "",
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"discord": ""
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}
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],
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"versions": {
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"1.0.0": {
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"api_version": 7,
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"commit_sha": "2fda676",
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"released_on": "07-11-2022",
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"md5sum": "7ec87edbdd5183ec4b2daffad0019820"
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}
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}
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},
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"ultimate_last_stand": {
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"description": "Bring Last Stand minigame into team fight and FFA.",
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"external_url": "",
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@ -97,25 +230,6 @@
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"md5sum": "c84b7f415de5d3e9189ee73fc0e3ce93"
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}
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}
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},
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"soccer": {
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"description": "Shoot the ball in left or right edge of the map to score",
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"external_url": "",
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"authors": [
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{
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"name": "Stary_Agent",
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"email": "",
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"discord": ""
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}
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],
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"versions": {
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"1.0.0": {
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"api_version": 7,
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"commit_sha": "e59073b",
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"released_on": "02-11-2022",
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"md5sum": "ceb7ac417c85396722fa9f7fee3cfc01"
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}
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}
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}
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}
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}
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771
plugins/minigames/basket_bomb.py
Normal file
771
plugins/minigames/basket_bomb.py
Normal file
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@ -0,0 +1,771 @@
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# Released under the MIT License. See LICENSE for details.
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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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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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from bastd.actor.powerupbox import PowerupBoxFactory
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from bastd.gameutils import SharedObjects
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from bastd.actor import playerspaz as ps
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from bastd import maps
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if TYPE_CHECKING:
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from typing import Any, Sequence, Dict, Type, List, Optional, Union
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bsuSpaz = None
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def getlanguage(text, sub: str = ''):
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lang = _ba.app.lang.language
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translate = {
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"Name":
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{"Spanish": "Baloncesto",
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"English": "Basketbomb",
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"Portuguese": "Basketbomb"},
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"Info":
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{"Spanish": "Anota todas las canastas y sé el MVP.",
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"English": "Score all the baskets and be the MVP.",
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"Portuguese": "Marque cada cesta e seja o MVP."},
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"Info-Short":
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{"Spanish": f"Anota {sub} canasta(s) para ganar",
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"English": f"Score {sub} baskets to win",
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"Portuguese": f"Cestas de {sub} pontos para ganhar"},
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"S: Powerups":
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{"Spanish": "Aparecer Potenciadores",
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"English": "Powerups Spawn",
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"Portuguese": "Habilitar Potenciadores"},
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"S: Velocity":
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{"Spanish": "Activar velocidad",
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"English": "Enable speed",
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"Portuguese": "Ativar velocidade"},
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}
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languages = ['Spanish', 'Portuguese', 'English']
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if lang not in languages:
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lang = 'English'
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if text not in translate:
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return text
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return translate[text][lang]
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class BallDiedMessage:
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def __init__(self, ball: Ball):
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self.ball = ball
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class Ball(ba.Actor):
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def __init__(self, position: Sequence[float] = (0.0, 1.0, 0.0)):
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super().__init__()
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shared = SharedObjects.get()
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activity = self.getactivity()
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velocty = (0.0, 8.0, 0.0)
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_scale = 1.2
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self._spawn_pos = (position[0], position[1] + 0.5, position[2])
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self.last_players_to_touch: Dict[int, Player] = {}
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self.scored = False
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assert activity is not None
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assert isinstance(activity, BasketGame)
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pmats = [shared.object_material, activity.ball_material]
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self.node = ba.newnode('prop',
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delegate=self,
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attrs={
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'model': activity.ball_model,
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'color_texture': activity.ball_tex,
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'body': 'sphere',
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'reflection': 'soft',
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'body_scale': 1.0 * _scale,
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'reflection_scale': [1.3],
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'shadow_size': 1.0,
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'gravity_scale': 0.92,
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'density': max(0.4 * _scale, 0.3),
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'position': self._spawn_pos,
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'velocity': velocty,
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'materials': pmats})
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self.scale = scale = 0.25 * _scale
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ba.animate(self.node, 'model_scale', {0: 0, 0.2: scale*1.3, 0.26: scale})
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def handlemessage(self, msg: Any) -> Any:
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if isinstance(msg, ba.DieMessage):
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assert self.node
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self.node.delete()
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activity = self._activity()
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if activity and not msg.immediate:
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activity.handlemessage(BallDiedMessage(self))
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elif isinstance(msg, ba.OutOfBoundsMessage):
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assert self.node
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self.node.position = self._spawn_pos
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self.node.velocity = (0.0, 0.0, 0.0)
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elif isinstance(msg, ba.HitMessage):
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assert self.node
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assert msg.force_direction is not None
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self.node.handlemessage(
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'impulse', msg.pos[0], msg.pos[1], msg.pos[2], msg.velocity[0],
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msg.velocity[1], msg.velocity[2], 1.0 * msg.magnitude,
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1.0 * msg.velocity_magnitude, msg.radius, 0,
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msg.force_direction[0], msg.force_direction[1],
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msg.force_direction[2])
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s_player = msg.get_source_player(Player)
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if s_player is not None:
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activity = self._activity()
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if activity:
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if s_player in activity.players:
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self.last_players_to_touch[s_player.team.id] = s_player
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else:
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super().handlemessage(msg)
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class Player(ba.Player['Team']):
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"""Our player type for this game."""
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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) -> None:
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self.score = 0
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class Points:
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postes = dict()
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# 10.736066818237305, 0.3002409040927887, 0.5281256437301636
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postes['pal_0'] = (10.64702320098877, 0.0000000000000000, 0.0000000000000000)
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postes['pal_1'] = (-10.64702320098877, 0.0000000000000000, 0.0000000000000000)
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# ba_meta export game
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class BasketGame(ba.TeamGameActivity[Player, Team]):
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name = getlanguage('Name')
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description = getlanguage('Info')
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available_settings = [
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ba.IntSetting(
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'Score to Win',
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min_value=1,
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default=1,
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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(getlanguage('S: Powerups'), default=True),
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ba.BoolSetting(getlanguage('S: Velocity'), default=False),
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ba.BoolSetting('Epic Mode', default=False),
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]
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default_music = ba.MusicType.HOCKEY
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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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@classmethod
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def get_supported_maps(cls, sessiontype: Type[ba.Session]) -> List[str]:
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return ['BasketBall Stadium', 'BasketBall Stadium V2']
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def __init__(self, settings: dict):
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super().__init__(settings)
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shared = SharedObjects.get()
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self._scoreboard = Scoreboard()
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self._cheer_sound = ba.getsound('cheer')
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self._chant_sound = ba.getsound('crowdChant')
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self._foghorn_sound = ba.getsound('foghorn')
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self._swipsound = ba.getsound('swip')
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self._whistle_sound = ba.getsound('refWhistle')
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self.ball_model = ba.getmodel('shield')
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self.ball_tex = ba.gettexture('fontExtras3')
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self._ball_sound = ba.getsound('bunnyJump')
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self._powerups = bool(settings[getlanguage('S: Powerups')])
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self._speed = bool(settings[getlanguage('S: Velocity')])
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self._epic_mode = bool(settings['Epic Mode'])
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self.slow_motion = self._epic_mode
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self.ball_material = ba.Material()
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self.ball_material.add_actions(actions=(('modify_part_collision',
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'friction', 0.5)))
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self.ball_material.add_actions(conditions=('they_have_material',
|
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shared.pickup_material),
|
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actions=('modify_part_collision',
|
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'collide', True))
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self.ball_material.add_actions(
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conditions=(
|
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('we_are_younger_than', 100),
|
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'and',
|
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('they_have_material', shared.object_material),
|
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),
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actions=('modify_node_collision', 'collide', False),
|
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)
|
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self.ball_material.add_actions(conditions=('they_have_material',
|
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shared.footing_material),
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actions=('impact_sound',
|
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self._ball_sound, 0.2, 5))
|
||||
|
||||
# Keep track of which player last touched the ball
|
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self.ball_material.add_actions(
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conditions=('they_have_material', shared.player_material),
|
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actions=(('call', 'at_connect',
|
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self._handle_ball_player_collide), ))
|
||||
|
||||
self._score_region_material = ba.Material()
|
||||
self._score_region_material.add_actions(
|
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conditions=('they_have_material', self.ball_material),
|
||||
actions=(('modify_part_collision', 'collide',
|
||||
True), ('modify_part_collision', 'physical', False),
|
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('call', 'at_connect', self._handle_score)))
|
||||
self._ball_spawn_pos: Optional[Sequence[float]] = None
|
||||
self._score_regions: Optional[List[ba.NodeActor]] = None
|
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self._ball: Optional[Ball] = None
|
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self._score_to_win = int(settings['Score to Win'])
|
||||
self._time_limit = float(settings['Time Limit'])
|
||||
|
||||
def get_instance_description(self) -> Union[str, Sequence]:
|
||||
return getlanguage('Info-Short', sub=self._score_to_win)
|
||||
|
||||
def get_instance_description_short(self) -> Union[str, Sequence]:
|
||||
return getlanguage('Info-Short', sub=self._score_to_win)
|
||||
|
||||
def on_begin(self) -> None:
|
||||
super().on_begin()
|
||||
|
||||
self.setup_standard_time_limit(self._time_limit)
|
||||
|
||||
if self._powerups:
|
||||
self.setup_standard_powerup_drops()
|
||||
|
||||
self._ball_spawn_pos = self.map.get_flag_position(None)
|
||||
self._spawn_ball()
|
||||
|
||||
defs = self.map.defs
|
||||
self._score_regions = []
|
||||
self._score_regions.append(
|
||||
ba.NodeActor(
|
||||
ba.newnode('region',
|
||||
attrs={
|
||||
'position': defs.boxes['goal1'][0:3],
|
||||
'scale': defs.boxes['goal1'][6:9],
|
||||
'type': 'box',
|
||||
'materials': []
|
||||
})))
|
||||
self._score_regions.append(
|
||||
ba.NodeActor(
|
||||
ba.newnode('region',
|
||||
attrs={
|
||||
'position': defs.boxes['goal2'][0:3],
|
||||
'scale': defs.boxes['goal2'][6:9],
|
||||
'type': 'box',
|
||||
'materials': []
|
||||
})))
|
||||
self._update_scoreboard()
|
||||
ba.playsound(self._chant_sound)
|
||||
|
||||
for id, team in enumerate(self.teams):
|
||||
self.postes(id)
|
||||
|
||||
def on_team_join(self, team: Team) -> None:
|
||||
self._update_scoreboard()
|
||||
|
||||
def _handle_ball_player_collide(self) -> None:
|
||||
collision = ba.getcollision()
|
||||
try:
|
||||
ball = collision.sourcenode.getdelegate(Ball, True)
|
||||
player = collision.opposingnode.getdelegate(PlayerSpaz,
|
||||
True).getplayer(
|
||||
Player, True)
|
||||
except ba.NotFoundError:
|
||||
return
|
||||
|
||||
ball.last_players_to_touch[player.team.id] = player
|
||||
|
||||
def _kill_ball(self) -> None:
|
||||
self._ball = None
|
||||
|
||||
def _handle_score(self, team_index: int = None) -> None:
|
||||
assert self._ball is not None
|
||||
assert self._score_regions is not None
|
||||
|
||||
if self._ball.scored:
|
||||
return
|
||||
|
||||
region = ba.getcollision().sourcenode
|
||||
index = 0
|
||||
for index in range(len(self._score_regions)):
|
||||
if region == self._score_regions[index].node:
|
||||
break
|
||||
|
||||
if team_index is not None:
|
||||
index = team_index
|
||||
|
||||
for team in self.teams:
|
||||
if team.id == index:
|
||||
scoring_team = team
|
||||
team.score += 1
|
||||
|
||||
for player in team.players:
|
||||
if player.actor:
|
||||
player.actor.handlemessage(ba.CelebrateMessage(2.0))
|
||||
|
||||
if (scoring_team.id in self._ball.last_players_to_touch
|
||||
and self._ball.last_players_to_touch[scoring_team.id]):
|
||||
self.stats.player_scored(
|
||||
self._ball.last_players_to_touch[scoring_team.id],
|
||||
100, big_message=True)
|
||||
|
||||
if team.score >= self._score_to_win:
|
||||
self.end_game()
|
||||
|
||||
# ba.playsound(self._foghorn_sound)
|
||||
ba.playsound(self._cheer_sound)
|
||||
|
||||
self._ball.scored = True
|
||||
|
||||
# Kill the ball (it'll respawn itself shortly).
|
||||
ba.timer(1.0, self._kill_ball)
|
||||
|
||||
light = ba.newnode('light',
|
||||
attrs={
|
||||
'position': ba.getcollision().position,
|
||||
'height_attenuated': False,
|
||||
'color': (1, 0, 0)
|
||||
})
|
||||
ba.animate(light, 'intensity', {0: 0, 0.5: 1, 1.0: 0}, loop=True)
|
||||
ba.timer(1.0, light.delete)
|
||||
|
||||
ba.cameraflash(duration=10.0)
|
||||
self._update_scoreboard()
|
||||
|
||||
def end_game(self) -> None:
|
||||
results = ba.GameResults()
|
||||
for team in self.teams:
|
||||
results.set_team_score(team, team.score)
|
||||
self.end(results=results)
|
||||
|
||||
def _update_scoreboard(self) -> None:
|
||||
winscore = self._score_to_win
|
||||
for id, team in enumerate(self.teams):
|
||||
self._scoreboard.set_team_value(team, team.score, winscore)
|
||||
# self.postes(id)
|
||||
|
||||
def spawn_player(self, player: Player) -> ba.Actor:
|
||||
if bsuSpaz is None:
|
||||
spaz = self.spawn_player_spaz(player)
|
||||
else:
|
||||
ps.PlayerSpaz = bsuSpaz.BskSpaz
|
||||
spaz = self.spawn_player_spaz(player)
|
||||
ps.PlayerSpaz = bsuSpaz.OldPlayerSpaz
|
||||
|
||||
if self._speed:
|
||||
spaz.node.hockey = True
|
||||
return spaz
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, ba.PlayerDiedMessage):
|
||||
super().handlemessage(msg)
|
||||
self.respawn_player(msg.getplayer(Player))
|
||||
elif isinstance(msg, BallDiedMessage):
|
||||
if not self.has_ended():
|
||||
ba.timer(3.0, self._spawn_ball)
|
||||
else:
|
||||
super().handlemessage(msg)
|
||||
|
||||
def postes(self, team_id: int):
|
||||
if not hasattr(self._map, 'poste_'+str(team_id)):
|
||||
setattr(self._map, 'poste_'+str(team_id),
|
||||
Palos(team=team_id,
|
||||
position=Points.postes['pal_' +
|
||||
str(team_id)]).autoretain())
|
||||
|
||||
def _flash_ball_spawn(self) -> None:
|
||||
light = ba.newnode('light',
|
||||
attrs={
|
||||
'position': self._ball_spawn_pos,
|
||||
'height_attenuated': False,
|
||||
'color': (1, 0, 0)
|
||||
})
|
||||
ba.animate(light, 'intensity', {0.0: 0, 0.25: 1, 0.5: 0}, loop=True)
|
||||
ba.timer(1.0, light.delete)
|
||||
|
||||
def _spawn_ball(self) -> None:
|
||||
ba.playsound(self._swipsound)
|
||||
ba.playsound(self._whistle_sound)
|
||||
self._flash_ball_spawn()
|
||||
assert self._ball_spawn_pos is not None
|
||||
self._ball = Ball(position=self._ball_spawn_pos)
|
||||
|
||||
|
||||
class Aro(ba.Actor):
|
||||
def __init__(self, team: int = 0,
|
||||
position: Sequence[float] = (0.0, 1.0, 0.0)):
|
||||
super().__init__()
|
||||
act = self.getactivity()
|
||||
shared = SharedObjects.get()
|
||||
setattr(self, 'team', team)
|
||||
setattr(self, 'locs', [])
|
||||
|
||||
# Material Para; Traspasar Objetos
|
||||
self.no_collision = ba.Material()
|
||||
self.no_collision.add_actions(
|
||||
actions=(('modify_part_collision', 'collide', False)))
|
||||
|
||||
self.collision = ba.Material()
|
||||
self.collision.add_actions(
|
||||
actions=(('modify_part_collision', 'collide', True)))
|
||||
|
||||
# Score
|
||||
self._score_region_material = ba.Material()
|
||||
self._score_region_material.add_actions(
|
||||
conditions=('they_have_material', act.ball_material),
|
||||
actions=(('modify_part_collision', 'collide',
|
||||
True), ('modify_part_collision', 'physical', False),
|
||||
('call', 'at_connect', self._annotation)))
|
||||
|
||||
self._spawn_pos = (position[0], position[1], position[2])
|
||||
self._materials_region0 = [self.collision,
|
||||
shared.footing_material]
|
||||
|
||||
model = None
|
||||
tex = ba.gettexture('null')
|
||||
|
||||
pmats = [self.no_collision]
|
||||
self.node = ba.newnode('prop',
|
||||
delegate=self,
|
||||
attrs={
|
||||
'model': model,
|
||||
'color_texture': tex,
|
||||
'body': 'box',
|
||||
'reflection': 'soft',
|
||||
'reflection_scale': [1.5],
|
||||
'shadow_size': 0.1,
|
||||
'position': self._spawn_pos,
|
||||
'materials': pmats})
|
||||
|
||||
self.scale = scale = 1.4
|
||||
ba.animate(self.node, 'model_scale', {0: 0})
|
||||
|
||||
pos = (position[0], position[1]+0.6, position[2])
|
||||
self.regions: List[ba.Node] = [
|
||||
ba.newnode('region',
|
||||
attrs={'position': position,
|
||||
'scale': (0.6, 0.05, 0.6),
|
||||
'type': 'box',
|
||||
'materials': self._materials_region0}),
|
||||
|
||||
ba.newnode('region',
|
||||
attrs={'position': pos,
|
||||
'scale': (0.5, 0.3, 0.9),
|
||||
'type': 'box',
|
||||
'materials': [self._score_region_material]})
|
||||
]
|
||||
self.regions[0].connectattr('position', self.node, 'position')
|
||||
#self.regions[0].connectattr('position', self.regions[1], 'position')
|
||||
|
||||
locs_count = 9
|
||||
pos = list(position)
|
||||
|
||||
try:
|
||||
id = 0 if team == 1 else 1
|
||||
color = act.teams[id].color
|
||||
except:
|
||||
color = (1, 1, 1)
|
||||
|
||||
while locs_count > 1:
|
||||
scale = (1.5 * 0.1 * locs_count) + 0.8
|
||||
|
||||
self.locs.append(ba.newnode('locator',
|
||||
owner=self.node,
|
||||
attrs={'shape': 'circleOutline',
|
||||
'position': pos,
|
||||
'color': color,
|
||||
'opacity': 1.0,
|
||||
'size': [scale],
|
||||
'draw_beauty': True,
|
||||
'additive': False}))
|
||||
|
||||
pos[1] -= 0.1
|
||||
locs_count -= 1
|
||||
|
||||
def _annotation(self):
|
||||
assert len(self.regions) >= 2
|
||||
ball = self.getactivity()._ball
|
||||
|
||||
if ball:
|
||||
p = self.regions[0].position
|
||||
ball.node.position = p
|
||||
ball.node.velocity = (0.0, 0.0, 0.0)
|
||||
|
||||
act = self.getactivity()
|
||||
act._handle_score(self.team)
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, ba.DieMessage):
|
||||
if self.node.exists():
|
||||
self.node.delete()
|
||||
else:
|
||||
super().handlemessage(msg)
|
||||
|
||||
|
||||
class Cuadro(ba.Actor):
|
||||
def __init__(self, team: int = 0,
|
||||
position: Sequence[float] = (0.0, 1.0, 0.0)):
|
||||
super().__init__()
|
||||
act = self.getactivity()
|
||||
shared = SharedObjects.get()
|
||||
setattr(self, 'locs', [])
|
||||
|
||||
self.collision = ba.Material()
|
||||
self.collision.add_actions(
|
||||
actions=(('modify_part_collision', 'collide', True)))
|
||||
|
||||
pos = (position[0], position[1]+0.9, position[2]+1.5)
|
||||
self.region: ba.Node = ba.newnode('region',
|
||||
attrs={'position': pos,
|
||||
'scale': (0.5, 2.7, 2.5),
|
||||
'type': 'box',
|
||||
'materials': [self.collision,
|
||||
shared.footing_material]})
|
||||
|
||||
#self.shield = ba.newnode('shield', attrs={'radius': 1.0, 'color': (0,10,0)})
|
||||
#self.region.connectattr('position', self.shield, 'position')
|
||||
|
||||
position = (position[0], position[1], position[2]+0.09)
|
||||
pos = list(position)
|
||||
oldpos = list(position)
|
||||
old_count = 14
|
||||
|
||||
count = old_count
|
||||
count_y = 9
|
||||
|
||||
try:
|
||||
id = 0 if team == 1 else 1
|
||||
color = act.teams[id].color
|
||||
except:
|
||||
color = (1, 1, 1)
|
||||
|
||||
while (count_y != 1):
|
||||
|
||||
while (count != 1):
|
||||
pos[2] += 0.19
|
||||
|
||||
self.locs.append(
|
||||
ba.newnode('locator',
|
||||
owner=self.region,
|
||||
attrs={'shape': 'circle',
|
||||
'position': pos,
|
||||
'size': [0.5],
|
||||
'color': color,
|
||||
'opacity': 1.0,
|
||||
'draw_beauty': True,
|
||||
'additive': False}))
|
||||
count -= 1
|
||||
|
||||
count = old_count
|
||||
pos[1] += 0.2
|
||||
pos[2] = oldpos[2]
|
||||
count_y -= 1
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, ba.DieMessage):
|
||||
if self.node.exists():
|
||||
self.node.delete()
|
||||
else:
|
||||
super().handlemessage(msg)
|
||||
|
||||
|
||||
class Palos(ba.Actor):
|
||||
def __init__(self, team: int = 0,
|
||||
position: Sequence[float] = (0.0, 1.0, 0.0)):
|
||||
super().__init__()
|
||||
shared = SharedObjects.get()
|
||||
activity = self.getactivity()
|
||||
self._pos = position
|
||||
self.aro = None
|
||||
self.cua = None
|
||||
|
||||
# Material Para; Traspasar Objetos
|
||||
self.no_collision = ba.Material()
|
||||
self.no_collision.add_actions(
|
||||
actions=(('modify_part_collision', 'collide', False)))
|
||||
|
||||
#
|
||||
self.collision = ba.Material()
|
||||
self.collision.add_actions(
|
||||
actions=(('modify_part_collision', 'collide', True)))
|
||||
|
||||
# Spawn just above the provided point.
|
||||
self._spawn_pos = (position[0], position[2]+2.5, position[2])
|
||||
|
||||
model = ba.getmodel('flagPole')
|
||||
tex = ba.gettexture('flagPoleColor')
|
||||
|
||||
pmats = [self.no_collision]
|
||||
self.node = ba.newnode('prop',
|
||||
delegate=self,
|
||||
attrs={
|
||||
'model': model,
|
||||
'color_texture': tex,
|
||||
'body': 'puck',
|
||||
'reflection': 'soft',
|
||||
'reflection_scale': [2.6],
|
||||
'shadow_size': 0,
|
||||
'is_area_of_interest': True,
|
||||
'position': self._spawn_pos,
|
||||
'materials': pmats
|
||||
})
|
||||
self.scale = scale = 4.0
|
||||
ba.animate(self.node, 'model_scale', {0: scale})
|
||||
|
||||
self.loc = ba.newnode('locator',
|
||||
owner=self.node,
|
||||
attrs={'shape': 'circle',
|
||||
'position': position,
|
||||
'color': (1, 1, 0),
|
||||
'opacity': 1.0,
|
||||
'draw_beauty': False,
|
||||
'additive': True})
|
||||
|
||||
self._y = _y = 0.30
|
||||
_x = -0.25 if team == 1 else 0.25
|
||||
_pos = (position[0]+_x, position[1]-1.5 + _y, position[2])
|
||||
self.region = ba.newnode('region',
|
||||
attrs={
|
||||
'position': _pos,
|
||||
'scale': (0.4, 8, 0.4),
|
||||
'type': 'box',
|
||||
'materials': [self.collision]})
|
||||
self.region.connectattr('position', self.node, 'position')
|
||||
|
||||
_y = self._y
|
||||
position = self._pos
|
||||
if team == 0:
|
||||
pos = (position[0]-0.8, position[1] + 2.0 + _y, position[2])
|
||||
else:
|
||||
pos = (position[0]+0.8, position[1] + 2.0 + _y, position[2])
|
||||
|
||||
if self.aro is None:
|
||||
self.aro = Aro(team, pos).autoretain()
|
||||
|
||||
if self.cua is None:
|
||||
pos = (position[0], position[1] + 1.8 + _y, position[2]-1.4)
|
||||
self.cua = Cuadro(team, pos).autoretain()
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, ba.DieMessage):
|
||||
if self.node.exists():
|
||||
self.node.delete()
|
||||
else:
|
||||
super().handlemessage(msg)
|
||||
|
||||
|
||||
class BasketMap(maps.FootballStadium):
|
||||
name = 'BasketBall Stadium'
|
||||
|
||||
@classmethod
|
||||
def get_play_types(cls) -> List[str]:
|
||||
"""Return valid play types for this map."""
|
||||
return []
|
||||
|
||||
def __init__(self) -> None:
|
||||
super().__init__()
|
||||
|
||||
gnode = ba.getactivity().globalsnode
|
||||
gnode.tint = [(0.806, 0.8, 1.0476), (1.3, 1.2, 1.0)][0]
|
||||
gnode.ambient_color = (1.3, 1.2, 1.0)
|
||||
gnode.vignette_outer = (0.57, 0.57, 0.57)
|
||||
gnode.vignette_inner = (0.9, 0.9, 0.9)
|
||||
gnode.vr_camera_offset = (0, -0.8, -1.1)
|
||||
gnode.vr_near_clip = 0.5
|
||||
|
||||
|
||||
class BasketMapV2(maps.HockeyStadium):
|
||||
name = 'BasketBall Stadium V2'
|
||||
|
||||
def __init__(self) -> None:
|
||||
super().__init__()
|
||||
|
||||
shared = SharedObjects.get()
|
||||
self.node.materials = [shared.footing_material]
|
||||
self.node.collide_model = ba.getcollidemodel('footballStadiumCollide')
|
||||
self.node.model = None
|
||||
self.stands.model = None
|
||||
self.floor.reflection = 'soft'
|
||||
self.floor.reflection_scale = [1.6]
|
||||
self.floor.color = (1.1, 0.05, 0.8)
|
||||
|
||||
self.background = ba.newnode('terrain',
|
||||
attrs={'model': ba.getmodel('thePadBG'),
|
||||
'lighting': False,
|
||||
'background': True,
|
||||
'color': (1.0, 0.2, 1.0),
|
||||
'color_texture': ba.gettexture('menuBG')})
|
||||
|
||||
gnode = ba.getactivity().globalsnode
|
||||
gnode.floor_reflection = True
|
||||
gnode.debris_friction = 0.3
|
||||
gnode.debris_kill_height = -0.3
|
||||
gnode.tint = [(1.2, 1.3, 1.33), (0.7, 0.9, 1.0)][1]
|
||||
gnode.ambient_color = (1.15, 1.25, 1.6)
|
||||
gnode.vignette_outer = (0.66, 0.67, 0.73)
|
||||
gnode.vignette_inner = (0.93, 0.93, 0.95)
|
||||
gnode.vr_camera_offset = (0, -0.8, -1.1)
|
||||
gnode.vr_near_clip = 0.5
|
||||
self.is_hockey = False
|
||||
|
||||
##################
|
||||
self.collision = ba.Material()
|
||||
self.collision.add_actions(
|
||||
actions=(('modify_part_collision', 'collide', True)))
|
||||
|
||||
self.regions: List[ba.Node] = [
|
||||
ba.newnode('region',
|
||||
attrs={'position': (12.676897048950195, 0.2997918128967285, 5.583303928375244),
|
||||
'scale': (1.01, 12, 28),
|
||||
'type': 'box',
|
||||
'materials': [self.collision]}),
|
||||
|
||||
ba.newnode('region',
|
||||
attrs={'position': (11.871315956115723, 0.29975247383117676, 5.711406707763672),
|
||||
'scale': (50, 12, 0.9),
|
||||
'type': 'box',
|
||||
'materials': [self.collision]}),
|
||||
|
||||
ba.newnode('region',
|
||||
attrs={'position': (-12.776557922363281, 0.30036890506744385, 4.96237850189209),
|
||||
'scale': (1.01, 12, 28),
|
||||
'type': 'box',
|
||||
'materials': [self.collision]}),
|
||||
]
|
||||
|
||||
|
||||
ba._map.register_map(BasketMap)
|
||||
ba._map.register_map(BasketMapV2)
|
||||
240
plugins/minigames/boxing.py
Normal file
240
plugins/minigames/boxing.py
Normal file
|
|
@ -0,0 +1,240 @@
|
|||
# ba_meta require api 7
|
||||
# (see https://ballistica.net/wiki/meta-tag-system)
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
import ba
|
||||
from bastd.actor.playerspaz import PlayerSpaz
|
||||
from bastd.actor.scoreboard import Scoreboard
|
||||
from bastd.game.deathmatch import DeathMatchGame
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from typing import Any, Sequence
|
||||
|
||||
|
||||
lang = ba.app.lang.language
|
||||
|
||||
if lang == 'Spanish':
|
||||
name = 'Super Boxeo'
|
||||
description = ('¡Sin bombas!\n'
|
||||
'¡Noquea a los enemigos con tus propias manos!\n')
|
||||
super_jump_text = 'Super Salto'
|
||||
enable_powerups = 'Habilitar Potenciadores'
|
||||
else:
|
||||
name = 'Super Boxing'
|
||||
description = ('No bombs!\n'
|
||||
'Knock out your enemies using your bare hands!\n')
|
||||
super_jump_text = 'Super Jump'
|
||||
enable_powerups = 'Enable Powerups'
|
||||
|
||||
|
||||
class NewPlayerSpaz(PlayerSpaz):
|
||||
|
||||
def __init__(self,
|
||||
player: ba.Player,
|
||||
color: Sequence[float] = (1.0, 1.0, 1.0),
|
||||
highlight: Sequence[float] = (0.5, 0.5, 0.5),
|
||||
character: str = 'Spaz',
|
||||
powerups_expire: bool = True,
|
||||
super_jump: bool = False):
|
||||
super().__init__(player=player,
|
||||
color=color,
|
||||
highlight=highlight,
|
||||
character=character,
|
||||
powerups_expire=powerups_expire)
|
||||
from bastd.gameutils import SharedObjects
|
||||
shared = SharedObjects.get()
|
||||
self._super_jump = super_jump
|
||||
self.jump_mode = False
|
||||
self.super_jump_material = ba.Material()
|
||||
self.super_jump_material.add_actions(
|
||||
conditions=('they_have_material', shared.footing_material),
|
||||
actions=(
|
||||
('call', 'at_connect', ba.Call(self.jump_state, True)),
|
||||
('call', 'at_disconnect', ba.Call(self.jump_state, False))
|
||||
),
|
||||
)
|
||||
self.node.roller_materials += (self.super_jump_material, )
|
||||
|
||||
def jump_state(self, mode: bool) -> None:
|
||||
self.jump_mode = mode
|
||||
|
||||
def on_jump_press(self) -> None:
|
||||
"""
|
||||
Called to 'press jump' on this spaz;
|
||||
used by player or AI connections.
|
||||
"""
|
||||
if not self.node:
|
||||
return
|
||||
t_ms = ba.time(timeformat=ba.TimeFormat.MILLISECONDS)
|
||||
assert isinstance(t_ms, int)
|
||||
if t_ms - self.last_jump_time_ms >= self._jump_cooldown:
|
||||
self.node.jump_pressed = True
|
||||
self.last_jump_time_ms = t_ms
|
||||
if self._player.is_alive() and self.jump_mode and (
|
||||
self._super_jump):
|
||||
def do_jump():
|
||||
self.node.handlemessage(
|
||||
'impulse',
|
||||
self.node.position[0],
|
||||
self.node.position[1],
|
||||
self.node.position[2],
|
||||
0, 0, 0, 150, 150, 0, 0, 0, 1, 0
|
||||
)
|
||||
ba.timer(0.0, do_jump)
|
||||
ba.timer(0.1, do_jump)
|
||||
ba.timer(0.2, do_jump)
|
||||
self._turbo_filter_add_press('jump')
|
||||
|
||||
|
||||
# ba_meta export game
|
||||
class BoxingGame(DeathMatchGame):
|
||||
|
||||
name = name
|
||||
description = description
|
||||
|
||||
@classmethod
|
||||
def get_available_settings(
|
||||
cls, sessiontype: type[ba.Session]
|
||||
) -> list[ba.Setting]:
|
||||
settings = [
|
||||
ba.IntSetting(
|
||||
'Kills to Win Per Player',
|
||||
min_value=1,
|
||||
default=5,
|
||||
increment=1,
|
||||
),
|
||||
ba.IntChoiceSetting(
|
||||
'Time Limit',
|
||||
choices=[
|
||||
('None', 0),
|
||||
('1 Minute', 60),
|
||||
('2 Minutes', 120),
|
||||
('5 Minutes', 300),
|
||||
('10 Minutes', 600),
|
||||
('20 Minutes', 1200),
|
||||
],
|
||||
default=0,
|
||||
),
|
||||
ba.FloatChoiceSetting(
|
||||
'Respawn Times',
|
||||
choices=[
|
||||
('Shorter', 0.25),
|
||||
('Short', 0.5),
|
||||
('Normal', 1.0),
|
||||
('Long', 2.0),
|
||||
('Longer', 4.0),
|
||||
],
|
||||
default=1.0,
|
||||
),
|
||||
ba.BoolSetting(super_jump_text, default=False),
|
||||
ba.BoolSetting(enable_powerups, default=False),
|
||||
ba.BoolSetting('Epic Mode', default=False),
|
||||
]
|
||||
|
||||
# In teams mode, a suicide gives a point to the other team, but in
|
||||
# free-for-all it subtracts from your own score. By default we clamp
|
||||
# this at zero to benefit new players, but pro players might like to
|
||||
# be able to go negative. (to avoid a strategy of just
|
||||
# suiciding until you get a good drop)
|
||||
if issubclass(sessiontype, ba.FreeForAllSession):
|
||||
settings.append(
|
||||
ba.BoolSetting('Allow Negative Scores', default=False)
|
||||
)
|
||||
|
||||
return settings
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
super().__init__(settings)
|
||||
self._scoreboard = Scoreboard()
|
||||
self._score_to_win: int | None = None
|
||||
self._dingsound = ba.getsound('dingSmall')
|
||||
self._epic_mode = bool(settings['Epic Mode'])
|
||||
self._kills_to_win_per_player = int(settings['Kills to Win Per Player'])
|
||||
self._time_limit = float(settings['Time Limit'])
|
||||
self._allow_negative_scores = bool(
|
||||
settings.get('Allow Negative Scores', False)
|
||||
)
|
||||
self._super_jump = bool(settings[super_jump_text])
|
||||
self._enable_powerups = bool(settings[enable_powerups])
|
||||
|
||||
# Base class overrides.
|
||||
self.slow_motion = self._epic_mode
|
||||
self.default_music = (
|
||||
ba.MusicType.EPIC if self._epic_mode else ba.MusicType.TO_THE_DEATH
|
||||
)
|
||||
|
||||
def on_begin(self) -> None:
|
||||
ba.TeamGameActivity.on_begin(self)
|
||||
self.setup_standard_time_limit(self._time_limit)
|
||||
if self._enable_powerups:
|
||||
self.setup_standard_powerup_drops()
|
||||
|
||||
# Base kills needed to win on the size of the largest team.
|
||||
self._score_to_win = self._kills_to_win_per_player * max(
|
||||
1, max(len(t.players) for t in self.teams)
|
||||
)
|
||||
self._update_scoreboard()
|
||||
|
||||
def _standard_drop_powerup(self, index: int, expire: bool = True) -> None:
|
||||
# pylint: disable=cyclic-import
|
||||
from bastd.actor.powerupbox import PowerupBox, PowerupBoxFactory
|
||||
|
||||
PowerupBox(
|
||||
position=self.map.powerup_spawn_points[index],
|
||||
poweruptype=PowerupBoxFactory.get().get_random_powerup_type(
|
||||
excludetypes=['triple_bombs', 'ice_bombs', 'impact_bombs',
|
||||
'land_mines', 'sticky_bombs', 'punch']
|
||||
),
|
||||
expire=expire,
|
||||
).autoretain()
|
||||
|
||||
def spawn_player(self, player: Player) -> ba.Actor:
|
||||
import random
|
||||
from ba import _math
|
||||
from ba._gameutils import animate
|
||||
from ba._coopsession import CoopSession
|
||||
|
||||
if isinstance(self.session, ba.DualTeamSession):
|
||||
position = self.map.get_start_position(player.team.id)
|
||||
else:
|
||||
# otherwise do free-for-all spawn locations
|
||||
position = self.map.get_ffa_start_position(self.players)
|
||||
angle = None
|
||||
name = player.getname()
|
||||
color = player.color
|
||||
highlight = player.highlight
|
||||
|
||||
light_color = _math.normalized_color(color)
|
||||
display_color = ba.safecolor(color, target_intensity=0.75)
|
||||
|
||||
spaz = NewPlayerSpaz(color=color,
|
||||
highlight=highlight,
|
||||
character=player.character,
|
||||
player=player,
|
||||
super_jump=self._super_jump)
|
||||
|
||||
player.actor = spaz
|
||||
assert spaz.node
|
||||
|
||||
spaz.node.name = name
|
||||
spaz.node.name_color = display_color
|
||||
|
||||
# Move to the stand position and add a flash of light.
|
||||
spaz.handlemessage(
|
||||
ba.StandMessage(
|
||||
position,
|
||||
angle if angle is not None else random.uniform(0, 360)))
|
||||
ba.playsound(self._spawn_sound, 1, position=spaz.node.position)
|
||||
light = ba.newnode('light', attrs={'color': light_color})
|
||||
spaz.node.connectattr('position', light, 'position')
|
||||
animate(light, 'intensity', {0: 0, 0.25: 1, 0.5: 0})
|
||||
ba.timer(0.5, light.delete)
|
||||
|
||||
# custom
|
||||
spaz.connect_controls_to_player(enable_bomb=False)
|
||||
spaz.equip_boxing_gloves()
|
||||
|
||||
return spaz
|
||||
406
plugins/minigames/meteor_shower.py
Normal file
406
plugins/minigames/meteor_shower.py
Normal file
|
|
@ -0,0 +1,406 @@
|
|||
# ba_meta require api 7
|
||||
# (see https://ballistica.net/wiki/meta-tag-system)
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
import random
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
import ba
|
||||
from bastd.actor.bomb import Bomb
|
||||
from bastd.actor.onscreentimer import OnScreenTimer
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from typing import Any, Sequence
|
||||
|
||||
|
||||
lang = ba.app.lang.language
|
||||
|
||||
if lang == 'Spanish':
|
||||
name = 'Lluvia de Meteoritos v2'
|
||||
bomb_type = 'Tipo de Bomba'
|
||||
ice = 'hielo'
|
||||
sticky = 'pegajosa'
|
||||
impact = 'insta-bomba'
|
||||
land_mine = 'mina terrestre'
|
||||
random_bomb = 'aleatoria'
|
||||
normal_rain = 'Lluvia Normal'
|
||||
frozen_rain = 'Lluvia Congelada'
|
||||
sticky_rain = 'Lluvia Pegajosa'
|
||||
impact_rain = 'Lluvia de Impacto'
|
||||
mine_rain = 'Lluvia de Minas'
|
||||
tnt_rain = 'Lluvia de TNT'
|
||||
random_rain = 'Lluvia Aleatoria'
|
||||
else:
|
||||
name = 'Meteor Shower v2'
|
||||
bomb_type = 'Bomb Type'
|
||||
ice = 'ice'
|
||||
sticky = 'sticky'
|
||||
impact = 'impact'
|
||||
land_mine = 'land mine'
|
||||
random_bomb = 'random'
|
||||
normal_rain = 'Normal Rain'
|
||||
frozen_rain = 'Frozen Rain'
|
||||
sticky_rain = 'Sticky Rain'
|
||||
impact_rain = 'Impact Rain'
|
||||
mine_rain = 'Mine Rain'
|
||||
tnt_rain = 'TNT Rain'
|
||||
random_rain = 'Random Rain'
|
||||
|
||||
|
||||
class Player(ba.Player['Team']):
|
||||
"""Our player type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
super().__init__()
|
||||
self.death_time: float | None = None
|
||||
|
||||
|
||||
class Team(ba.Team[Player]):
|
||||
"""Our team type for this game."""
|
||||
|
||||
|
||||
# ba_meta export game
|
||||
class MeteorShowerv2Game(ba.TeamGameActivity[Player, Team]):
|
||||
"""Minigame involving dodging falling bombs."""
|
||||
|
||||
name = name
|
||||
description = 'Dodge the falling bombs.'
|
||||
scoreconfig = ba.ScoreConfig(
|
||||
label='Survived', scoretype=ba.ScoreType.MILLISECONDS, version='B'
|
||||
)
|
||||
|
||||
# Print messages when players die (since its meaningful in this game).
|
||||
announce_player_deaths = True
|
||||
|
||||
# Don't allow joining after we start
|
||||
# (would enable leave/rejoin tomfoolery).
|
||||
allow_mid_activity_joins = False
|
||||
|
||||
@classmethod
|
||||
def get_available_settings(
|
||||
cls, sessiontype: type[ba.Session]
|
||||
) -> list[ba.Setting]:
|
||||
settings = [
|
||||
ba.IntChoiceSetting(
|
||||
bomb_type,
|
||||
choices=[
|
||||
('normal', 0),
|
||||
(ice, 1),
|
||||
(sticky, 2),
|
||||
(impact, 3),
|
||||
(land_mine, 4),
|
||||
('tnt', 5),
|
||||
(random_bomb, 6)
|
||||
],
|
||||
default=0,
|
||||
),
|
||||
ba.BoolSetting('Epic Mode', default=False),
|
||||
]
|
||||
return settings
|
||||
|
||||
# We're currently hard-coded for one map.
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype: type[ba.Session]) -> list[str]:
|
||||
return ['Rampage']
|
||||
|
||||
# We support teams, free-for-all, and co-op sessions.
|
||||
@classmethod
|
||||
def supports_session_type(cls, sessiontype: type[ba.Session]) -> bool:
|
||||
return (
|
||||
issubclass(sessiontype, ba.DualTeamSession)
|
||||
or issubclass(sessiontype, ba.FreeForAllSession)
|
||||
or issubclass(sessiontype, ba.CoopSession)
|
||||
)
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
super().__init__(settings)
|
||||
btype = int(settings[bomb_type])
|
||||
if btype == 0:
|
||||
newbtype = 'normal'
|
||||
elif btype == 1:
|
||||
newbtype = 'ice'
|
||||
elif btype == 2:
|
||||
newbtype = 'sticky'
|
||||
elif btype == 3:
|
||||
newbtype = 'impact'
|
||||
elif btype == 4:
|
||||
newbtype = 'land_mine'
|
||||
elif btype == 5:
|
||||
newbtype = 'tnt'
|
||||
else:
|
||||
newbtype = 'random'
|
||||
self._bomb_type = newbtype
|
||||
self._epic_mode = settings.get('Epic Mode', False)
|
||||
self._last_player_death_time: float | None = None
|
||||
self._meteor_time = 2.0
|
||||
self._timer: OnScreenTimer | None = None
|
||||
|
||||
# Some base class overrides:
|
||||
self.default_music = (
|
||||
ba.MusicType.EPIC if self._epic_mode else ba.MusicType.SURVIVAL
|
||||
)
|
||||
if self._epic_mode:
|
||||
self.slow_motion = True
|
||||
|
||||
def on_begin(self) -> None:
|
||||
super().on_begin()
|
||||
|
||||
# Drop a wave every few seconds.. and every so often drop the time
|
||||
# between waves ..lets have things increase faster if we have fewer
|
||||
# players.
|
||||
delay = 5.0 if len(self.players) > 2 else 2.5
|
||||
if self._epic_mode:
|
||||
delay *= 0.25
|
||||
ba.timer(delay, self._decrement_meteor_time, repeat=True)
|
||||
|
||||
# Kick off the first wave in a few seconds.
|
||||
delay = 3.0
|
||||
if self._epic_mode:
|
||||
delay *= 0.25
|
||||
ba.timer(delay, self._set_meteor_timer)
|
||||
|
||||
self._timer = OnScreenTimer()
|
||||
self._timer.start()
|
||||
|
||||
# Check for immediate end (if we've only got 1 player, etc).
|
||||
ba.timer(5.0, self._check_end_game)
|
||||
|
||||
def on_player_leave(self, player: Player) -> None:
|
||||
# Augment default behavior.
|
||||
super().on_player_leave(player)
|
||||
|
||||
# A departing player may trigger game-over.
|
||||
self._check_end_game()
|
||||
|
||||
# overriding the default character spawning..
|
||||
def spawn_player(self, player: Player) -> ba.Actor:
|
||||
spaz = self.spawn_player_spaz(player)
|
||||
|
||||
# Let's reconnect this player's controls to this
|
||||
# spaz but *without* the ability to attack or pick stuff up.
|
||||
spaz.connect_controls_to_player(
|
||||
enable_punch=False, enable_bomb=False, enable_pickup=False
|
||||
)
|
||||
|
||||
# Also lets have them make some noise when they die.
|
||||
spaz.play_big_death_sound = True
|
||||
return spaz
|
||||
|
||||
# Various high-level game events come through this method.
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, ba.PlayerDiedMessage):
|
||||
|
||||
# Augment standard behavior.
|
||||
super().handlemessage(msg)
|
||||
|
||||
curtime = ba.time()
|
||||
|
||||
# Record the player's moment of death.
|
||||
# assert isinstance(msg.spaz.player
|
||||
msg.getplayer(Player).death_time = curtime
|
||||
|
||||
# In co-op mode, end the game the instant everyone dies
|
||||
# (more accurate looking).
|
||||
# In teams/ffa, allow a one-second fudge-factor so we can
|
||||
# get more draws if players die basically at the same time.
|
||||
if isinstance(self.session, ba.CoopSession):
|
||||
# Teams will still show up if we check now.. check in
|
||||
# the next cycle.
|
||||
ba.pushcall(self._check_end_game)
|
||||
|
||||
# Also record this for a final setting of the clock.
|
||||
self._last_player_death_time = curtime
|
||||
else:
|
||||
ba.timer(1.0, self._check_end_game)
|
||||
|
||||
else:
|
||||
# Default handler:
|
||||
return super().handlemessage(msg)
|
||||
return None
|
||||
|
||||
def _check_end_game(self) -> None:
|
||||
living_team_count = 0
|
||||
for team in self.teams:
|
||||
for player in team.players:
|
||||
if player.is_alive():
|
||||
living_team_count += 1
|
||||
break
|
||||
|
||||
# In co-op, we go till everyone is dead.. otherwise we go
|
||||
# until one team remains.
|
||||
if isinstance(self.session, ba.CoopSession):
|
||||
if living_team_count <= 0:
|
||||
self.end_game()
|
||||
else:
|
||||
if living_team_count <= 1:
|
||||
self.end_game()
|
||||
|
||||
def _set_meteor_timer(self) -> None:
|
||||
ba.timer(
|
||||
(1.0 + 0.2 * random.random()) * self._meteor_time,
|
||||
self._drop_bomb_cluster,
|
||||
)
|
||||
|
||||
def _drop_bomb_cluster(self) -> None:
|
||||
|
||||
# Random note: code like this is a handy way to plot out extents
|
||||
# and debug things.
|
||||
loc_test = False
|
||||
if loc_test:
|
||||
ba.newnode('locator', attrs={'position': (8, 6, -5.5)})
|
||||
ba.newnode('locator', attrs={'position': (8, 6, -2.3)})
|
||||
ba.newnode('locator', attrs={'position': (-7.3, 6, -5.5)})
|
||||
ba.newnode('locator', attrs={'position': (-7.3, 6, -2.3)})
|
||||
|
||||
# Drop several bombs in series.
|
||||
delay = 0.0
|
||||
for _i in range(random.randrange(1, 3)):
|
||||
# Drop them somewhere within our bounds with velocity pointing
|
||||
# toward the opposite side.
|
||||
pos = (
|
||||
-7.3 + 15.3 * random.random(),
|
||||
11,
|
||||
-5.57 + 2.1 * random.random(),
|
||||
)
|
||||
dropdir = -1.0 if pos[0] > 0 else 1.0
|
||||
vel = (
|
||||
(-5.0 + random.random() * 30.0) * dropdir,
|
||||
random.uniform(-3.066, -4.12),
|
||||
0,
|
||||
)
|
||||
ba.timer(delay, ba.Call(self._drop_bomb, pos, vel))
|
||||
delay += 0.1
|
||||
self._set_meteor_timer()
|
||||
|
||||
def _drop_bomb(
|
||||
self, position: Sequence[float], velocity: Sequence[float]
|
||||
) -> None:
|
||||
if self._bomb_type == 'tnt':
|
||||
bomb_type = random.choice(['tnt', 'tnt', 'tnt', 'tnt', 'impact'])
|
||||
elif self._bomb_type == 'land_mine':
|
||||
bomb_type = random.choice([
|
||||
'land_mine', 'land_mine', 'land_mine', 'land_mine', 'impact'])
|
||||
elif self._bomb_type == 'random':
|
||||
bomb_type = random.choice([
|
||||
'normal', 'ice', 'sticky', 'impact', 'land_mine', 'tnt'])
|
||||
else:
|
||||
bomb_type = self._bomb_type
|
||||
Bomb(position=position,
|
||||
velocity=velocity,
|
||||
bomb_type=bomb_type).autoretain()
|
||||
|
||||
def _decrement_meteor_time(self) -> None:
|
||||
self._meteor_time = max(0.01, self._meteor_time * 0.9)
|
||||
|
||||
def end_game(self) -> None:
|
||||
cur_time = ba.time()
|
||||
assert self._timer is not None
|
||||
start_time = self._timer.getstarttime()
|
||||
|
||||
# Mark death-time as now for any still-living players
|
||||
# and award players points for how long they lasted.
|
||||
# (these per-player scores are only meaningful in team-games)
|
||||
for team in self.teams:
|
||||
for player in team.players:
|
||||
survived = False
|
||||
|
||||
# Throw an extra fudge factor in so teams that
|
||||
# didn't die come out ahead of teams that did.
|
||||
if player.death_time is None:
|
||||
survived = True
|
||||
player.death_time = cur_time + 1
|
||||
|
||||
# Award a per-player score depending on how many seconds
|
||||
# they lasted (per-player scores only affect teams mode;
|
||||
# everywhere else just looks at the per-team score).
|
||||
score = int(player.death_time - self._timer.getstarttime())
|
||||
if survived:
|
||||
score += 50 # A bit extra for survivors.
|
||||
self.stats.player_scored(player, score, screenmessage=False)
|
||||
|
||||
# Stop updating our time text, and set the final time to match
|
||||
# exactly when our last guy died.
|
||||
self._timer.stop(endtime=self._last_player_death_time)
|
||||
|
||||
# Ok now calc game results: set a score for each team and then tell
|
||||
# the game to end.
|
||||
results = ba.GameResults()
|
||||
|
||||
# Remember that 'free-for-all' mode is simply a special form
|
||||
# of 'teams' mode where each player gets their own team, so we can
|
||||
# just always deal in teams and have all cases covered.
|
||||
for team in self.teams:
|
||||
|
||||
# Set the team score to the max time survived by any player on
|
||||
# that team.
|
||||
longest_life = 0.0
|
||||
for player in team.players:
|
||||
assert player.death_time is not None
|
||||
longest_life = max(longest_life, player.death_time - start_time)
|
||||
|
||||
# Submit the score value in milliseconds.
|
||||
results.set_team_score(team, int(1000.0 * longest_life))
|
||||
|
||||
self.end(results=results)
|
||||
|
||||
|
||||
# ba_meta export plugin
|
||||
class MeteorShowerv2Coop(ba.Plugin):
|
||||
def on_app_running(self) -> None:
|
||||
ba.app.add_coop_practice_level(
|
||||
ba.Level(
|
||||
normal_rain,
|
||||
gametype=MeteorShowerv2Game,
|
||||
settings={bomb_type: 0},
|
||||
preview_texture_name='rampagePreview',
|
||||
)
|
||||
)
|
||||
ba.app.add_coop_practice_level(
|
||||
ba.Level(
|
||||
frozen_rain,
|
||||
gametype=MeteorShowerv2Game,
|
||||
settings={bomb_type: 1},
|
||||
preview_texture_name='rampagePreview',
|
||||
)
|
||||
)
|
||||
ba.app.add_coop_practice_level(
|
||||
ba.Level(
|
||||
sticky_rain,
|
||||
gametype=MeteorShowerv2Game,
|
||||
settings={bomb_type: 2},
|
||||
preview_texture_name='rampagePreview',
|
||||
)
|
||||
)
|
||||
ba.app.add_coop_practice_level(
|
||||
ba.Level(
|
||||
impact_rain,
|
||||
gametype=MeteorShowerv2Game,
|
||||
settings={bomb_type: 3},
|
||||
preview_texture_name='rampagePreview',
|
||||
)
|
||||
)
|
||||
ba.app.add_coop_practice_level(
|
||||
ba.Level(
|
||||
mine_rain,
|
||||
gametype=MeteorShowerv2Game,
|
||||
settings={bomb_type: 4},
|
||||
preview_texture_name='rampagePreview',
|
||||
)
|
||||
)
|
||||
ba.app.add_coop_practice_level(
|
||||
ba.Level(
|
||||
tnt_rain,
|
||||
gametype=MeteorShowerv2Game,
|
||||
settings={bomb_type: 5},
|
||||
preview_texture_name='rampagePreview',
|
||||
)
|
||||
)
|
||||
ba.app.add_coop_practice_level(
|
||||
ba.Level(
|
||||
random_rain,
|
||||
gametype=MeteorShowerv2Game,
|
||||
settings={bomb_type: 6},
|
||||
preview_texture_name='rampagePreview',
|
||||
)
|
||||
)
|
||||
370
plugins/minigames/simon_says.py
Normal file
370
plugins/minigames/simon_says.py
Normal file
|
|
@ -0,0 +1,370 @@
|
|||
# SimonSays
|
||||
# you had really better do what Simon says...
|
||||
# ba_meta require api 7
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from typing import Any, Union, Sequence
|
||||
|
||||
from ba import _gameutils
|
||||
import ba
|
||||
import random
|
||||
|
||||
|
||||
class CustomText(ba.Actor):
|
||||
"""Text that pops up above a position to denote something special.
|
||||
|
||||
category: Gameplay Classes
|
||||
"""
|
||||
|
||||
def __init__(self,
|
||||
text: Union[str, ba.Lstr],
|
||||
position: Sequence[float] = (0.0, 0.0, 0.0),
|
||||
color: Sequence[float] = (1.0, 1.0, 1.0, 1.0),
|
||||
random_offset: float = 0.5,
|
||||
duration: float = 1.5,
|
||||
offset: Sequence[float] = (0.0, 0.0, 0.0),
|
||||
scale: float = 1.0):
|
||||
super().__init__()
|
||||
if len(color) == 3:
|
||||
color = (color[0], color[1], color[2], 1.0)
|
||||
pos = (position[0] + offset[0] + random_offset *
|
||||
(0.5 - random.random()), position[1] + offset[0] +
|
||||
random_offset * (0.5 - random.random()), position[2] +
|
||||
offset[0] + random_offset * (0.5 - random.random()))
|
||||
self.node = ba.newnode('text',
|
||||
attrs={
|
||||
'text': text,
|
||||
'in_world': True,
|
||||
'shadow': 1.0,
|
||||
'flatness': 1.0,
|
||||
'h_align': 'center'}, delegate=self)
|
||||
lifespan = duration
|
||||
ba.animate(
|
||||
self.node, 'scale', {
|
||||
0: 0.0,
|
||||
lifespan * 0.11: 0.020 * 0.7 * scale,
|
||||
lifespan * 0.16: 0.013 * 0.7 * scale,
|
||||
lifespan * 0.25: 0.014 * 0.7 * scale
|
||||
})
|
||||
self._tcombine = ba.newnode('combine',
|
||||
owner=self.node,
|
||||
attrs={
|
||||
'input0': pos[0],
|
||||
'input2': pos[2],
|
||||
'size': 3
|
||||
})
|
||||
ba.animate(self._tcombine, 'input1', {
|
||||
0: pos[1] + 1.5,
|
||||
lifespan: pos[1] + 2.0
|
||||
})
|
||||
self._tcombine.connectattr('output', self.node, 'position')
|
||||
# fade our opacity in/out
|
||||
self._combine = ba.newnode('combine',
|
||||
owner=self.node,
|
||||
attrs={
|
||||
'input0': color[0],
|
||||
'input1': color[1],
|
||||
'input2': color[2],
|
||||
'size': 4
|
||||
})
|
||||
for i in range(4):
|
||||
ba.animate(
|
||||
self._combine, 'input' + str(i), {
|
||||
0.13 * lifespan: color[i],
|
||||
0.18 * lifespan: 4.0 * color[i],
|
||||
0.22 * lifespan: color[i]})
|
||||
ba.animate(self._combine, 'input3', {
|
||||
0: 0,
|
||||
0.1 * lifespan: color[3],
|
||||
0.7 * lifespan: color[3],
|
||||
lifespan: 0})
|
||||
self._combine.connectattr('output', self.node, 'color')
|
||||
self._die_timer = ba.Timer(
|
||||
lifespan, ba.WeakCall(self.handlemessage, ba.DieMessage()))
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
assert not self.expired
|
||||
if isinstance(msg, ba.DieMessage):
|
||||
if self.node:
|
||||
self.node.delete()
|
||||
else:
|
||||
super().handlemessage(msg)
|
||||
|
||||
|
||||
class Player(ba.Player['Team']):
|
||||
"""Our player type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.score = 0
|
||||
|
||||
|
||||
class Team(ba.Team[Player]):
|
||||
"""Our team type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.score = 0
|
||||
|
||||
# ba_meta export game
|
||||
|
||||
|
||||
class SimonSays(ba.TeamGameActivity[Player, Team]):
|
||||
name = "Simon Says"
|
||||
description = "You have to better do what Simon says!"
|
||||
|
||||
@classmethod
|
||||
def get_available_settings(cls, sessiontype: Type[ba.Session]) -> List[ba.Setting]:
|
||||
settings = [
|
||||
ba.BoolSetting("Epic Mode", default=False),
|
||||
ba.BoolSetting("Enable Jumping", default=False),
|
||||
ba.BoolSetting("Enable Punching", default=False),
|
||||
ba.BoolSetting("Enable Picking Up", default=False),
|
||||
ba.IntChoiceSetting("Timer Speed",
|
||||
choices=[("Snaily", 1200),
|
||||
("Slow", 900),
|
||||
("Normal", 655),
|
||||
("Fast", 544),
|
||||
("Turbo", 460)], default=655),
|
||||
|
||||
ba.FloatChoiceSetting("Text Duration",
|
||||
choices=[("Slow", 2.5),
|
||||
("Normal", 1.5),
|
||||
("Mediocre", 1.0),
|
||||
("Quick", 0.75)], default=1.5)]
|
||||
return settings
|
||||
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype: Type[ba.Session]) -> List[str]:
|
||||
return ["Courtyard"]
|
||||
|
||||
@classmethod
|
||||
def supports_session_type(cls, sessiontype: Type[ba.Session]) -> bool:
|
||||
return issubclass(sessiontype, ba.FreeForAllSession)
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
super().__init__(settings)
|
||||
self.settings = settings
|
||||
self._is_slow_motion = bool(settings['Epic Mode'])
|
||||
self.speed = float(settings['Timer Speed'])
|
||||
self.lifespan = float(settings['Text Duration'])
|
||||
self.round_num = 0
|
||||
self.string = ""
|
||||
self.now = 0
|
||||
self.simon = False
|
||||
self.ended = False
|
||||
self.counter_loop = None
|
||||
self.time = 5000
|
||||
self._r1 = 2
|
||||
self.ct_text = ba.newnode('text', attrs={
|
||||
'in_world': True,
|
||||
'text': '......',
|
||||
'shadow': 1.0,
|
||||
'color': (1.0, 1.0, 1.0),
|
||||
'flatness': 0.5,
|
||||
'position': (-5.627144702, 3.3275475, -9.572879116),
|
||||
'scale': 0.05})
|
||||
self.n1 = ba.newnode('locator', attrs={'shape': 'circle', 'position': (-4, 0, -6),
|
||||
'color': (1, 0, 0), 'opacity': 0.5,
|
||||
'draw_beauty': True, 'additive': True})
|
||||
self.n2 = ba.newnode('locator', attrs={'shape': 'circle', 'position': (0, 0, -6),
|
||||
'color': (0, 1, 0), 'opacity': 0.5,
|
||||
'draw_beauty': True, 'additive': True})
|
||||
self.n3 = ba.newnode('locator', attrs={'shape': 'circle', 'position': (4, 0, -6),
|
||||
'color': (0, 0, 1), 'opacity': 0.5,
|
||||
'draw_beauty': True, 'additive': True})
|
||||
self.n4 = ba.newnode('locator', attrs={'shape': 'circle', 'position': (-4, 0, -2),
|
||||
'color': (1, 1, 0), 'opacity': 0.5,
|
||||
'draw_beauty': True, 'additive': True})
|
||||
self.n5 = ba.newnode('locator', attrs={'shape': 'circle', 'position': (0, 0, -2),
|
||||
'color': (0, 1, 1), 'opacity': 0.5,
|
||||
'draw_beauty': True, 'additive': True})
|
||||
self.n6 = ba.newnode('locator', attrs={'shape': 'circle', 'position': (4, 0, -2),
|
||||
'color': (1, 0, 1), 'opacity': 0.5,
|
||||
'draw_beauty': True, 'additive': True})
|
||||
self.n7 = ba.newnode('locator', attrs={'shape': 'circle', 'position': (-4, 0, 2),
|
||||
'color': (.5, .5, .5), 'opacity': 0.5,
|
||||
'draw_beauty': True, 'additive': True})
|
||||
self.n8 = ba.newnode('locator', attrs={'shape': 'circle', 'position': (0, 0, 2),
|
||||
'color': (.5, .325, 0), 'opacity': 0.5,
|
||||
'draw_beauty': True, 'additive': True})
|
||||
self.n9 = ba.newnode('locator', attrs={'shape': 'circle', 'position': (4, 0, 2),
|
||||
'color': (1, 1, 1), 'opacity': 0.5,
|
||||
'draw_beauty': True, 'additive': True})
|
||||
self.options = ["red", "green", "blue", "yellow", "teal", "purple", "gray", "orange",
|
||||
"white", "top", "bottom", "middle row", "left", "right", "center column", "outside"]
|
||||
self.default_music = ba.MusicType.FLAG_CATCHER
|
||||
|
||||
def get_instance_description(self) -> str:
|
||||
return 'Follow the commands... but only when \"Simon says!"'
|
||||
|
||||
def on_player_join(self, player: Player) -> None:
|
||||
if self.has_begun():
|
||||
ba.screenmessage(
|
||||
ba.Lstr(resource='playerDelayedJoinText',
|
||||
subs=[('${PLAYER}', player.getname(full=True))]),
|
||||
color=(0, 1, 0),)
|
||||
return
|
||||
else:
|
||||
self.spawn_player(player)
|
||||
|
||||
def on_begin(self) -> None:
|
||||
super().on_begin()
|
||||
s = self.settings
|
||||
_gameutils.animate_array(self.n1, 'size', 1, {0: [0.0], 0.2: [self._r1*2.0]})
|
||||
_gameutils.animate_array(self.n2, 'size', 1, {0: [0.0], 0.2: [self._r1*2.0]})
|
||||
_gameutils.animate_array(self.n3, 'size', 1, {0: [0.0], 0.2: [self._r1*2.0]})
|
||||
_gameutils.animate_array(self.n4, 'size', 1, {0: [0.0], 0.2: [self._r1*2.0]})
|
||||
_gameutils.animate_array(self.n5, 'size', 1, {0: [0.0], 0.2: [self._r1*2.0]})
|
||||
_gameutils.animate_array(self.n6, 'size', 1, {0: [0.0], 0.2: [self._r1*2.0]})
|
||||
_gameutils.animate_array(self.n7, 'size', 1, {0: [0.0], 0.2: [self._r1*2.0]})
|
||||
_gameutils.animate_array(self.n8, 'size', 1, {0: [0.0], 0.2: [self._r1*2.0]})
|
||||
_gameutils.animate_array(self.n9, 'size', 1, {0: [0.0], 0.2: [self._r1*2.0]})
|
||||
for team in self.teams:
|
||||
team.score = 0
|
||||
for player in self.players:
|
||||
player.score = 0
|
||||
# check for immediate end if theres only 1 player
|
||||
if len(self.players) == 1:
|
||||
ba.timer(4000, lambda: self.check_end(), timeformat=ba.TimeFormat.MILLISECONDS)
|
||||
else:
|
||||
ba.timer(6000, self.call_round, timeformat=ba.TimeFormat.MILLISECONDS)
|
||||
|
||||
def spawn_player(self, player: PlayerType) -> ba.Actor:
|
||||
assert player
|
||||
spaz = self.spawn_player_spaz(player, position=(
|
||||
0 + random.uniform(-3.6, 3.6), 2.9, -2 + random.uniform(-3.6, 3.6)))
|
||||
assert spaz.node
|
||||
spaz.connect_controls_to_player(
|
||||
enable_bomb=False,
|
||||
enable_run=True,
|
||||
enable_punch=self.settings["Enable Punching"],
|
||||
enable_pickup=self.settings["Enable Picking Up"],
|
||||
enable_jump=self.settings["Enable Jumping"])
|
||||
|
||||
def call_round(self) -> None:
|
||||
if self.ended:
|
||||
return
|
||||
self.round_num += 1
|
||||
self.num = random.randint(0, 15)
|
||||
self.numa = self.num
|
||||
self.simon = random.choice([True, False])
|
||||
false_prefix = random.choices(['Simon say r', 'Simon said r', 'Simon r',
|
||||
'Simons says r', 'Simons r', 'R'], weights=[35, 45, 45, 39, 49, 100])[0]
|
||||
if self.numa < 9:
|
||||
if not self.simon:
|
||||
line = false_prefix + "un to the " + self.options[self.numa] + " circle!"
|
||||
else:
|
||||
line = "Run to the " + self.options[self.numa] + " circle!"
|
||||
|
||||
elif self.numa < 15:
|
||||
if not self.simon:
|
||||
line = false_prefix + "un to the " + self.options[self.numa] + "!"
|
||||
else:
|
||||
line = "Run to the " + self.options[self.numa] + "!"
|
||||
|
||||
else:
|
||||
if not self.simon:
|
||||
line = false_prefix + "un outside of the circles!"
|
||||
else:
|
||||
line = "Run outside of the circles!"
|
||||
|
||||
if self.simon:
|
||||
line = "Simon says " + line[0].lower() + line[1:]
|
||||
self.text = CustomText(line,
|
||||
position=(0, 5, -4),
|
||||
color=(0.68, 0.95, 1.12),
|
||||
random_offset=0.5,
|
||||
offset=(0, 0, 0),
|
||||
duration=self.lifespan,
|
||||
scale=2.0).autoretain()
|
||||
self.now = 6
|
||||
|
||||
def dummy_check():
|
||||
self.string = "...."
|
||||
self.check_round()
|
||||
|
||||
def set_counter():
|
||||
self.now = self.now - 1
|
||||
if self.now == 0:
|
||||
self.string = "0"
|
||||
self.ct_text.text = self.string
|
||||
self.counter_loop = None
|
||||
ba.timer(1, dummy_check, timeformat=ba.TimeFormat.MILLISECONDS)
|
||||
else:
|
||||
self.ct_text.text = str(self.now)
|
||||
ba.playsound(ba.getsound('tick'))
|
||||
self.counter_loop = ba.Timer(self.speed, set_counter,
|
||||
timeformat=ba.TimeFormat.MILLISECONDS, repeat=True)
|
||||
|
||||
def check_round(self) -> None:
|
||||
if self.ended:
|
||||
return
|
||||
for player in self.players:
|
||||
if player.is_alive():
|
||||
safe = True if self.options[self.numa] in self.in_circle(
|
||||
player.actor.node.position_center) else False
|
||||
if ((self.simon and safe == False) or ((not self.simon) and safe == True)):
|
||||
player.team.score = self.round_num
|
||||
player.actor.handlemessage(ba.DieMessage())
|
||||
ba.timer(1633, self.call_round, timeformat=ba.TimeFormat.MILLISECONDS)
|
||||
|
||||
def in_circle(self, pos) -> None:
|
||||
circles = []
|
||||
x = pos[0]
|
||||
z = pos[2]
|
||||
if (x + 4) ** 2 + (z + 6) ** 2 < 4:
|
||||
circles.append("red")
|
||||
elif (x) ** 2 + (z + 6) ** 2 < 4:
|
||||
circles.append("green")
|
||||
elif (x - 4) ** 2 + (z + 6) ** 2 < 4:
|
||||
circles.append("blue")
|
||||
elif (x + 4) ** 2 + (z + 2) ** 2 < 4:
|
||||
circles.append("yellow")
|
||||
elif (x) ** 2 + (z + 2) ** 2 < 4:
|
||||
circles.append("teal")
|
||||
elif (x - 4) ** 2 + (z + 2) ** 2 < 4:
|
||||
circles.append("purple")
|
||||
elif (x + 4) ** 2 + (z - 2) ** 2 < 4:
|
||||
circles.append("gray")
|
||||
elif (x) ** 2 + (z - 2) ** 2 < 4:
|
||||
circles.append("orange")
|
||||
elif (x - 4) ** 2 + (z - 2) ** 2 < 4:
|
||||
circles.append("white")
|
||||
else:
|
||||
circles.append("outside")
|
||||
if x < -2:
|
||||
circles.append("left")
|
||||
if x > 2:
|
||||
circles.append("right")
|
||||
if x > -2 and x < 2:
|
||||
circles.append("center column")
|
||||
if z > 0:
|
||||
circles.append("bottom")
|
||||
if z < -4:
|
||||
circles.append("top")
|
||||
if z < 0 and z > -4:
|
||||
circles.append("middle row")
|
||||
return circles
|
||||
|
||||
def handlemessage(self, msg) -> None:
|
||||
if isinstance(msg, ba.PlayerDiedMessage):
|
||||
self.check_end()
|
||||
else:
|
||||
super().handlemessage(msg)
|
||||
|
||||
def end_game(self) -> None:
|
||||
self.ended = True
|
||||
results = ba.GameResults()
|
||||
for team in self.teams:
|
||||
results.set_team_score(team, team.score)
|
||||
self.end(results=results)
|
||||
|
||||
def check_end(self) -> None:
|
||||
i = 0
|
||||
for player in self.players:
|
||||
if player.is_alive():
|
||||
i += 1
|
||||
if i <= 2:
|
||||
ba.timer(0.6, lambda: self.end_game())
|
||||
950
plugins/minigames/squid_race.py
Normal file
950
plugins/minigames/squid_race.py
Normal file
|
|
@ -0,0 +1,950 @@
|
|||
# Released under the MIT License. See LICENSE for details.
|
||||
#
|
||||
"""Defines Race mini-game."""
|
||||
|
||||
# ba_meta require api 7
|
||||
# (see https://ballistica.net/wiki/meta-tag-system)
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
import random
|
||||
from typing import TYPE_CHECKING
|
||||
from dataclasses import dataclass
|
||||
|
||||
import ba
|
||||
from bastd.actor.bomb import Bomb, Blast, ExplodeHitMessage
|
||||
from bastd.actor.playerspaz import PlayerSpaz
|
||||
from bastd.actor.scoreboard import Scoreboard
|
||||
from bastd.gameutils import SharedObjects
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from typing import (Any, Type, Tuple, List, Sequence, Optional, Dict,
|
||||
Union)
|
||||
from bastd.actor.onscreentimer import OnScreenTimer
|
||||
|
||||
|
||||
class NewBlast(Blast):
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, ExplodeHitMessage):
|
||||
pass
|
||||
else:
|
||||
return super().handlemessage(msg)
|
||||
|
||||
|
||||
@dataclass
|
||||
class RaceMine:
|
||||
"""Holds info about a mine on the track."""
|
||||
point: Sequence[float]
|
||||
mine: Optional[Bomb]
|
||||
|
||||
|
||||
class RaceRegion(ba.Actor):
|
||||
"""Region used to track progress during a race."""
|
||||
|
||||
def __init__(self, pt: Sequence[float], index: int):
|
||||
super().__init__()
|
||||
activity = self.activity
|
||||
assert isinstance(activity, RaceGame)
|
||||
self.pos = pt
|
||||
self.index = index
|
||||
self.node = ba.newnode(
|
||||
'region',
|
||||
delegate=self,
|
||||
attrs={
|
||||
'position': pt[:3],
|
||||
'scale': (pt[3] * 2.0, pt[4] * 2.0, pt[5] * 2.0),
|
||||
'type': 'box',
|
||||
'materials': [activity.race_region_material]
|
||||
})
|
||||
|
||||
|
||||
class Player(ba.Player['Team']):
|
||||
"""Our player type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.distance_txt: Optional[ba.Node] = None
|
||||
self.last_region = 0
|
||||
self.lap = 0
|
||||
self.distance = 0.0
|
||||
self.finished = False
|
||||
self.rank: Optional[int] = None
|
||||
|
||||
|
||||
class Team(ba.Team[Player]):
|
||||
"""Our team type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.time: Optional[float] = None
|
||||
self.lap = 0
|
||||
self.finished = False
|
||||
|
||||
|
||||
# ba_meta export game
|
||||
class SquidRaceGame(ba.TeamGameActivity[Player, Team]):
|
||||
"""Game of racing around a track."""
|
||||
|
||||
name = 'Squid Race'
|
||||
description = 'Run real fast!'
|
||||
scoreconfig = ba.ScoreConfig(label='Time',
|
||||
lower_is_better=True,
|
||||
scoretype=ba.ScoreType.MILLISECONDS)
|
||||
|
||||
@classmethod
|
||||
def get_available_settings(
|
||||
cls, sessiontype: Type[ba.Session]) -> List[ba.Setting]:
|
||||
settings = [
|
||||
ba.IntSetting('Laps', min_value=1, default=3, increment=1),
|
||||
ba.IntChoiceSetting(
|
||||
'Time Limit',
|
||||
default=0,
|
||||
choices=[
|
||||
('None', 0),
|
||||
('1 Minute', 60),
|
||||
('2 Minutes', 120),
|
||||
('5 Minutes', 300),
|
||||
('10 Minutes', 600),
|
||||
('20 Minutes', 1200),
|
||||
],
|
||||
),
|
||||
ba.IntChoiceSetting(
|
||||
'Mine Spawning',
|
||||
default=4000,
|
||||
choices=[
|
||||
('No Mines', 0),
|
||||
('8 Seconds', 8000),
|
||||
('4 Seconds', 4000),
|
||||
('2 Seconds', 2000),
|
||||
],
|
||||
),
|
||||
ba.IntChoiceSetting(
|
||||
'Bomb Spawning',
|
||||
choices=[
|
||||
('None', 0),
|
||||
('8 Seconds', 8000),
|
||||
('4 Seconds', 4000),
|
||||
('2 Seconds', 2000),
|
||||
('1 Second', 1000),
|
||||
],
|
||||
default=2000,
|
||||
),
|
||||
ba.BoolSetting('Epic Mode', default=False),
|
||||
]
|
||||
|
||||
# We have some specific settings in teams mode.
|
||||
if issubclass(sessiontype, ba.DualTeamSession):
|
||||
settings.append(
|
||||
ba.BoolSetting('Entire Team Must Finish', default=False))
|
||||
return settings
|
||||
|
||||
@classmethod
|
||||
def supports_session_type(cls, sessiontype: Type[ba.Session]) -> bool:
|
||||
return issubclass(sessiontype, ba.MultiTeamSession)
|
||||
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype: Type[ba.Session]) -> List[str]:
|
||||
return ba.getmaps('race')
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
self._race_started = False
|
||||
super().__init__(settings)
|
||||
self._scoreboard = Scoreboard()
|
||||
self._score_sound = ba.getsound('score')
|
||||
self._swipsound = ba.getsound('swip')
|
||||
self._last_team_time: Optional[float] = None
|
||||
self._front_race_region: Optional[int] = None
|
||||
self._nub_tex = ba.gettexture('nub')
|
||||
self._beep_1_sound = ba.getsound('raceBeep1')
|
||||
self._beep_2_sound = ba.getsound('raceBeep2')
|
||||
self.race_region_material: Optional[ba.Material] = None
|
||||
self._regions: List[RaceRegion] = []
|
||||
self._team_finish_pts: Optional[int] = None
|
||||
self._time_text: Optional[ba.Actor] = None
|
||||
self._timer: Optional[OnScreenTimer] = None
|
||||
self._race_mines: Optional[List[RaceMine]] = None
|
||||
self._race_mine_timer: Optional[ba.Timer] = None
|
||||
self._scoreboard_timer: Optional[ba.Timer] = None
|
||||
self._player_order_update_timer: Optional[ba.Timer] = None
|
||||
self._start_lights: Optional[List[ba.Node]] = None
|
||||
self._squid_lights: Optional[List[ba.Node]] = None
|
||||
self._countdown_timer: int = 0
|
||||
self._sq_mode: str = 'Easy'
|
||||
self._tick_timer: Optional[ba.Timer] = None
|
||||
self._bomb_spawn_timer: Optional[ba.Timer] = None
|
||||
self._laps = int(settings['Laps'])
|
||||
self._entire_team_must_finish = bool(
|
||||
settings.get('Entire Team Must Finish', False))
|
||||
self._time_limit = float(settings['Time Limit'])
|
||||
self._mine_spawning = int(settings['Mine Spawning'])
|
||||
self._bomb_spawning = int(settings['Bomb Spawning'])
|
||||
self._epic_mode = bool(settings['Epic Mode'])
|
||||
|
||||
self._countdownsounds = {
|
||||
10: ba.getsound('announceTen'),
|
||||
9: ba.getsound('announceNine'),
|
||||
8: ba.getsound('announceEight'),
|
||||
7: ba.getsound('announceSeven'),
|
||||
6: ba.getsound('announceSix'),
|
||||
5: ba.getsound('announceFive'),
|
||||
4: ba.getsound('announceFour'),
|
||||
3: ba.getsound('announceThree'),
|
||||
2: ba.getsound('announceTwo'),
|
||||
1: ba.getsound('announceOne')
|
||||
}
|
||||
|
||||
# Base class overrides.
|
||||
self.slow_motion = self._epic_mode
|
||||
self.default_music = (ba.MusicType.EPIC_RACE
|
||||
if self._epic_mode else ba.MusicType.RACE)
|
||||
|
||||
def get_instance_description(self) -> Union[str, Sequence]:
|
||||
if (isinstance(self.session, ba.DualTeamSession)
|
||||
and self._entire_team_must_finish):
|
||||
t_str = ' Your entire team has to finish.'
|
||||
else:
|
||||
t_str = ''
|
||||
|
||||
if self._laps > 1:
|
||||
return 'Run ${ARG1} laps.' + t_str, self._laps
|
||||
return 'Run 1 lap.' + t_str
|
||||
|
||||
def get_instance_description_short(self) -> Union[str, Sequence]:
|
||||
if self._laps > 1:
|
||||
return 'run ${ARG1} laps', self._laps
|
||||
return 'run 1 lap'
|
||||
|
||||
def on_transition_in(self) -> None:
|
||||
super().on_transition_in()
|
||||
shared = SharedObjects.get()
|
||||
pts = self.map.get_def_points('race_point')
|
||||
mat = self.race_region_material = ba.Material()
|
||||
mat.add_actions(conditions=('they_have_material',
|
||||
shared.player_material),
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', True),
|
||||
('modify_part_collision', 'physical', False),
|
||||
('call', 'at_connect',
|
||||
self._handle_race_point_collide),
|
||||
))
|
||||
for rpt in pts:
|
||||
self._regions.append(RaceRegion(rpt, len(self._regions)))
|
||||
|
||||
def _flash_player(self, player: Player, scale: float) -> None:
|
||||
assert isinstance(player.actor, PlayerSpaz)
|
||||
assert player.actor.node
|
||||
pos = player.actor.node.position
|
||||
light = ba.newnode('light',
|
||||
attrs={
|
||||
'position': pos,
|
||||
'color': (1, 1, 0),
|
||||
'height_attenuated': False,
|
||||
'radius': 0.4
|
||||
})
|
||||
ba.timer(0.5, light.delete)
|
||||
ba.animate(light, 'intensity', {0: 0, 0.1: 1.0 * scale, 0.5: 0})
|
||||
|
||||
def _handle_race_point_collide(self) -> None:
|
||||
# FIXME: Tidy this up.
|
||||
# pylint: disable=too-many-statements
|
||||
# pylint: disable=too-many-branches
|
||||
# pylint: disable=too-many-nested-blocks
|
||||
collision = ba.getcollision()
|
||||
try:
|
||||
region = collision.sourcenode.getdelegate(RaceRegion, True)
|
||||
player = collision.opposingnode.getdelegate(PlayerSpaz,
|
||||
True).getplayer(
|
||||
Player, True)
|
||||
except ba.NotFoundError:
|
||||
return
|
||||
|
||||
last_region = player.last_region
|
||||
this_region = region.index
|
||||
|
||||
if last_region != this_region:
|
||||
|
||||
# If a player tries to skip regions, smite them.
|
||||
# Allow a one region leeway though (its plausible players can get
|
||||
# blown over a region, etc).
|
||||
if this_region > last_region + 2:
|
||||
if player.is_alive():
|
||||
assert player.actor
|
||||
player.actor.handlemessage(ba.DieMessage())
|
||||
ba.screenmessage(ba.Lstr(
|
||||
translate=('statements', 'Killing ${NAME} for'
|
||||
' skipping part of the track!'),
|
||||
subs=[('${NAME}', player.getname(full=True))]),
|
||||
color=(1, 0, 0))
|
||||
else:
|
||||
# If this player is in first, note that this is the
|
||||
# front-most race-point.
|
||||
if player.rank == 0:
|
||||
self._front_race_region = this_region
|
||||
|
||||
player.last_region = this_region
|
||||
if last_region >= len(self._regions) - 2 and this_region == 0:
|
||||
team = player.team
|
||||
player.lap = min(self._laps, player.lap + 1)
|
||||
|
||||
# In teams mode with all-must-finish on, the team lap
|
||||
# value is the min of all team players.
|
||||
# Otherwise its the max.
|
||||
if isinstance(self.session, ba.DualTeamSession
|
||||
) and self._entire_team_must_finish:
|
||||
team.lap = min([p.lap for p in team.players])
|
||||
else:
|
||||
team.lap = max([p.lap for p in team.players])
|
||||
|
||||
# A player is finishing.
|
||||
if player.lap == self._laps:
|
||||
|
||||
# In teams mode, hand out points based on the order
|
||||
# players come in.
|
||||
if isinstance(self.session, ba.DualTeamSession):
|
||||
assert self._team_finish_pts is not None
|
||||
if self._team_finish_pts > 0:
|
||||
self.stats.player_scored(player,
|
||||
self._team_finish_pts,
|
||||
screenmessage=False)
|
||||
self._team_finish_pts -= 25
|
||||
|
||||
# Flash where the player is.
|
||||
self._flash_player(player, 1.0)
|
||||
player.finished = True
|
||||
assert player.actor
|
||||
player.actor.handlemessage(
|
||||
ba.DieMessage(immediate=True))
|
||||
|
||||
# Makes sure noone behind them passes them in rank
|
||||
# while finishing.
|
||||
player.distance = 9999.0
|
||||
|
||||
# If the whole team has finished the race.
|
||||
if team.lap == self._laps:
|
||||
ba.playsound(self._score_sound)
|
||||
player.team.finished = True
|
||||
assert self._timer is not None
|
||||
elapsed = ba.time() - self._timer.getstarttime()
|
||||
self._last_team_time = player.team.time = elapsed
|
||||
|
||||
# Team has yet to finish.
|
||||
else:
|
||||
ba.playsound(self._swipsound)
|
||||
|
||||
# They've just finished a lap but not the race.
|
||||
else:
|
||||
ba.playsound(self._swipsound)
|
||||
self._flash_player(player, 0.3)
|
||||
|
||||
# Print their lap number over their head.
|
||||
try:
|
||||
assert isinstance(player.actor, PlayerSpaz)
|
||||
mathnode = ba.newnode('math',
|
||||
owner=player.actor.node,
|
||||
attrs={
|
||||
'input1': (0, 1.9, 0),
|
||||
'operation': 'add'
|
||||
})
|
||||
player.actor.node.connectattr(
|
||||
'torso_position', mathnode, 'input2')
|
||||
tstr = ba.Lstr(resource='lapNumberText',
|
||||
subs=[('${CURRENT}',
|
||||
str(player.lap + 1)),
|
||||
('${TOTAL}', str(self._laps))
|
||||
])
|
||||
txtnode = ba.newnode('text',
|
||||
owner=mathnode,
|
||||
attrs={
|
||||
'text': tstr,
|
||||
'in_world': True,
|
||||
'color': (1, 1, 0, 1),
|
||||
'scale': 0.015,
|
||||
'h_align': 'center'
|
||||
})
|
||||
mathnode.connectattr('output', txtnode, 'position')
|
||||
ba.animate(txtnode, 'scale', {
|
||||
0.0: 0,
|
||||
0.2: 0.019,
|
||||
2.0: 0.019,
|
||||
2.2: 0
|
||||
})
|
||||
ba.timer(2.3, mathnode.delete)
|
||||
except Exception:
|
||||
ba.print_exception('Error printing lap.')
|
||||
|
||||
def on_team_join(self, team: Team) -> None:
|
||||
self._update_scoreboard()
|
||||
|
||||
def on_player_join(self, player: Player) -> None:
|
||||
# Don't allow joining after we start
|
||||
# (would enable leave/rejoin tomfoolery).
|
||||
if self.has_begun():
|
||||
ba.screenmessage(
|
||||
ba.Lstr(resource='playerDelayedJoinText',
|
||||
subs=[('${PLAYER}', player.getname(full=True))]),
|
||||
color=(0, 1, 0),
|
||||
)
|
||||
return
|
||||
self.spawn_player(player)
|
||||
|
||||
def on_player_leave(self, player: Player) -> None:
|
||||
super().on_player_leave(player)
|
||||
|
||||
# A player leaving disqualifies the team if 'Entire Team Must Finish'
|
||||
# is on (otherwise in teams mode everyone could just leave except the
|
||||
# leading player to win).
|
||||
if (isinstance(self.session, ba.DualTeamSession)
|
||||
and self._entire_team_must_finish):
|
||||
ba.screenmessage(ba.Lstr(
|
||||
translate=('statements',
|
||||
'${TEAM} is disqualified because ${PLAYER} left'),
|
||||
subs=[('${TEAM}', player.team.name),
|
||||
('${PLAYER}', player.getname(full=True))]),
|
||||
color=(1, 1, 0))
|
||||
player.team.finished = True
|
||||
player.team.time = None
|
||||
player.team.lap = 0
|
||||
ba.playsound(ba.getsound('boo'))
|
||||
for otherplayer in player.team.players:
|
||||
otherplayer.lap = 0
|
||||
otherplayer.finished = True
|
||||
try:
|
||||
if otherplayer.actor is not None:
|
||||
otherplayer.actor.handlemessage(ba.DieMessage())
|
||||
except Exception:
|
||||
ba.print_exception('Error sending DieMessage.')
|
||||
|
||||
# Defer so team/player lists will be updated.
|
||||
ba.pushcall(self._check_end_game)
|
||||
|
||||
def _update_scoreboard(self) -> None:
|
||||
for team in self.teams:
|
||||
distances = [player.distance for player in team.players]
|
||||
if not distances:
|
||||
teams_dist = 0.0
|
||||
else:
|
||||
if (isinstance(self.session, ba.DualTeamSession)
|
||||
and self._entire_team_must_finish):
|
||||
teams_dist = min(distances)
|
||||
else:
|
||||
teams_dist = max(distances)
|
||||
self._scoreboard.set_team_value(
|
||||
team,
|
||||
teams_dist,
|
||||
self._laps,
|
||||
flash=(teams_dist >= float(self._laps)),
|
||||
show_value=False)
|
||||
|
||||
def on_begin(self) -> None:
|
||||
from bastd.actor.onscreentimer import OnScreenTimer
|
||||
super().on_begin()
|
||||
self.setup_standard_time_limit(self._time_limit)
|
||||
self.setup_standard_powerup_drops()
|
||||
self._team_finish_pts = 100
|
||||
|
||||
# Throw a timer up on-screen.
|
||||
self._time_text = ba.NodeActor(
|
||||
ba.newnode('text',
|
||||
attrs={
|
||||
'v_attach': 'top',
|
||||
'h_attach': 'center',
|
||||
'h_align': 'center',
|
||||
'color': (1, 1, 0.5, 1),
|
||||
'flatness': 0.5,
|
||||
'shadow': 0.5,
|
||||
'position': (0, -50),
|
||||
'scale': 1.4,
|
||||
'text': ''
|
||||
}))
|
||||
self._timer = OnScreenTimer()
|
||||
|
||||
if self._mine_spawning != 0:
|
||||
self._race_mines = [
|
||||
RaceMine(point=p, mine=None)
|
||||
for p in self.map.get_def_points('race_mine')
|
||||
]
|
||||
if self._race_mines:
|
||||
self._race_mine_timer = ba.Timer(0.001 * self._mine_spawning,
|
||||
self._update_race_mine,
|
||||
repeat=True)
|
||||
|
||||
self._scoreboard_timer = ba.Timer(0.25,
|
||||
self._update_scoreboard,
|
||||
repeat=True)
|
||||
self._player_order_update_timer = ba.Timer(0.25,
|
||||
self._update_player_order,
|
||||
repeat=True)
|
||||
|
||||
if self.slow_motion:
|
||||
t_scale = 0.4
|
||||
light_y = 50
|
||||
else:
|
||||
t_scale = 1.0
|
||||
light_y = 150
|
||||
lstart = 7.1 * t_scale
|
||||
inc = 1.25 * t_scale
|
||||
|
||||
ba.timer(lstart, self._do_light_1)
|
||||
ba.timer(lstart + inc, self._do_light_2)
|
||||
ba.timer(lstart + 2 * inc, self._do_light_3)
|
||||
ba.timer(lstart + 3 * inc, self._start_race)
|
||||
|
||||
self._start_lights = []
|
||||
for i in range(4):
|
||||
lnub = ba.newnode('image',
|
||||
attrs={
|
||||
'texture': ba.gettexture('nub'),
|
||||
'opacity': 1.0,
|
||||
'absolute_scale': True,
|
||||
'position': (-75 + i * 50, light_y),
|
||||
'scale': (50, 50),
|
||||
'attach': 'center'
|
||||
})
|
||||
ba.animate(
|
||||
lnub, 'opacity', {
|
||||
4.0 * t_scale: 0,
|
||||
5.0 * t_scale: 1.0,
|
||||
12.0 * t_scale: 1.0,
|
||||
12.5 * t_scale: 0.0
|
||||
})
|
||||
ba.timer(13.0 * t_scale, lnub.delete)
|
||||
self._start_lights.append(lnub)
|
||||
|
||||
self._start_lights[0].color = (0.2, 0, 0)
|
||||
self._start_lights[1].color = (0.2, 0, 0)
|
||||
self._start_lights[2].color = (0.2, 0.05, 0)
|
||||
self._start_lights[3].color = (0.0, 0.3, 0)
|
||||
|
||||
self._squid_lights = []
|
||||
for i in range(2):
|
||||
lnub = ba.newnode('image',
|
||||
attrs={
|
||||
'texture': ba.gettexture('nub'),
|
||||
'opacity': 1.0,
|
||||
'absolute_scale': True,
|
||||
'position': (-33 + i * 65, 220),
|
||||
'scale': (60, 60),
|
||||
'attach': 'center'
|
||||
})
|
||||
ba.animate(
|
||||
lnub, 'opacity', {
|
||||
4.0 * t_scale: 0,
|
||||
5.0 * t_scale: 1.0})
|
||||
self._squid_lights.append(lnub)
|
||||
self._squid_lights[0].color = (0.2, 0, 0)
|
||||
self._squid_lights[1].color = (0.0, 0.3, 0)
|
||||
|
||||
ba.timer(1.0, self._check_squid_end, repeat=True)
|
||||
self._squidgame_countdown()
|
||||
|
||||
def _squidgame_countdown(self) -> None:
|
||||
self._countdown_timer = 80 * self._laps # 80
|
||||
ba.newnode(
|
||||
'image',
|
||||
attrs={
|
||||
'opacity': 0.7,
|
||||
'color': (0.2, 0.2, 0.2),
|
||||
'attach': 'topCenter',
|
||||
'position': (-220, -40),
|
||||
'scale': (135, 45),
|
||||
'texture': ba.gettexture('bar')})
|
||||
ba.newnode(
|
||||
'image',
|
||||
attrs={
|
||||
'opacity': 1.0,
|
||||
'color': (1.0, 0.0, 0.0),
|
||||
'attach': 'topCenter',
|
||||
'position': (-220, -38),
|
||||
'scale': (155, 65),
|
||||
'texture': ba.gettexture('uiAtlas'),
|
||||
'model_transparent': ba.getmodel('meterTransparent')})
|
||||
self._sgcountdown_text = ba.newnode(
|
||||
'text',
|
||||
attrs={
|
||||
'v_attach': 'top',
|
||||
'h_attach': 'center',
|
||||
'h_align': 'center',
|
||||
'position': (-220, -57),
|
||||
'shadow': 0.5,
|
||||
'flatness': 0.5,
|
||||
'scale': 1.1,
|
||||
'text': str(self._countdown_timer)+"s"})
|
||||
|
||||
def _update_sgcountdown(self) -> None:
|
||||
self._countdown_timer -= 1
|
||||
self._countdown_timer
|
||||
if self._countdown_timer <= 0:
|
||||
self._countdown_timer = 0
|
||||
self._squid_game_all_die()
|
||||
if self._countdown_timer == 20:
|
||||
self._sq_mode = 'Hard'
|
||||
ba.playsound(ba.getsound('alarm'))
|
||||
if self._countdown_timer == 40:
|
||||
self._sq_mode = 'Normal'
|
||||
if self._countdown_timer <= 20:
|
||||
self._sgcountdown_text.color = (1.2, 0.0, 0.0)
|
||||
self._sgcountdown_text.scale = 1.2
|
||||
if self._countdown_timer in self._countdownsounds:
|
||||
ba.playsound(self._countdownsounds[self._countdown_timer])
|
||||
else:
|
||||
self._sgcountdown_text.color = (1.0, 1.0, 1.0)
|
||||
self._sgcountdown_text.text = str(self._countdown_timer)+"s"
|
||||
|
||||
def _squid_game_all_die(self) -> None:
|
||||
for player in self.players:
|
||||
if player.is_alive():
|
||||
player.actor._cursed = True
|
||||
player.actor.handlemessage(ba.DieMessage())
|
||||
NewBlast(
|
||||
position=player.actor.node.position,
|
||||
velocity=player.actor.node.velocity,
|
||||
blast_radius=3.0,
|
||||
blast_type='normal').autoretain()
|
||||
player.actor.handlemessage(
|
||||
ba.HitMessage(
|
||||
pos=player.actor.node.position,
|
||||
velocity=player.actor.node.velocity,
|
||||
magnitude=2000,
|
||||
hit_type='explosion',
|
||||
hit_subtype='normal',
|
||||
radius=2.0,
|
||||
source_player=None))
|
||||
player.actor._cursed = False
|
||||
|
||||
def _do_ticks(self) -> None:
|
||||
def do_ticks():
|
||||
if self._ticks:
|
||||
ba.playsound(ba.getsound('tick'))
|
||||
self._tick_timer = ba.timer(1.0, do_ticks, repeat=True)
|
||||
|
||||
def _start_squid_game(self) -> None:
|
||||
easy = [4.5, 5, 5.5, 6]
|
||||
normal = [4, 4.5, 5]
|
||||
hard = [3, 3.5, 4]
|
||||
random_number = random.choice(
|
||||
hard if self._sq_mode == 'Hard' else
|
||||
normal if self._sq_mode == 'Normal' else easy)
|
||||
# if random_number == 6:
|
||||
# ba.playsound(ba.getsound('lrlg_06s'))
|
||||
# elif random_number == 5.5:
|
||||
# ba.playsound(ba.getsound('lrlg_055s'))
|
||||
# elif random_number == 5:
|
||||
# ba.playsound(ba.getsound('lrlg_05s'))
|
||||
# elif random_number == 4.5:
|
||||
# ba.playsound(ba.getsound('lrlg_045s'))
|
||||
# elif random_number == 4:
|
||||
# ba.playsound(ba.getsound('lrlg_04s'))
|
||||
# elif random_number == 3.5:
|
||||
# ba.playsound(ba.getsound('lrlg_035s'))
|
||||
# elif random_number == 3:
|
||||
# ba.playsound(ba.getsound('lrlg_03s'))
|
||||
self._squid_lights[0].color = (0.2, 0, 0)
|
||||
self._squid_lights[1].color = (0.0, 1.0, 0)
|
||||
self._do_delete = False
|
||||
self._ticks = True
|
||||
ba.timer(random_number, self._stop_squid_game)
|
||||
|
||||
def _stop_squid_game(self) -> None:
|
||||
self._ticks = False
|
||||
self._squid_lights[0].color = (1.0, 0, 0)
|
||||
self._squid_lights[1].color = (0.0, 0.3, 0)
|
||||
ba.timer(0.2, self._check_delete)
|
||||
|
||||
def _check_delete(self) -> None:
|
||||
for player in self.players:
|
||||
if player.is_alive():
|
||||
player.customdata['position'] = None
|
||||
player.customdata['position'] = player.actor.node.position
|
||||
self._do_delete = True
|
||||
ba.timer(3.0 if self._sq_mode == 'Hard' else 4.0,
|
||||
self._start_squid_game)
|
||||
|
||||
def _start_delete(self) -> None:
|
||||
for player in self.players:
|
||||
if player.is_alive() and self._do_delete:
|
||||
|
||||
posx = float("%.1f" % player.customdata['position'][0])
|
||||
posz = float("%.1f" % player.customdata['position'][1])
|
||||
posy = float("%.1f" % player.customdata['position'][2])
|
||||
|
||||
posx_list = [
|
||||
round(posx, 1), round(posx+0.1, 1), round(posx+0.2, 1),
|
||||
round(posx-0.1, 1), round(posx-0.2, 1)]
|
||||
current_posx = float("%.1f" % player.actor.node.position[0])
|
||||
|
||||
posz_list = [
|
||||
round(posz, 1), round(posz+0.1, 1), round(posz+0.2, 1),
|
||||
round(posz-0.1, 1), round(posz-0.2, 1)]
|
||||
current_posz = float("%.1f" % player.actor.node.position[1])
|
||||
|
||||
posy_list = [
|
||||
round(posy, 1), round(posy+0.1, 1), round(posy+0.2, 1),
|
||||
round(posy-0.1, 1), round(posy-0.2, 1)]
|
||||
current_posy = float("%.1f" % player.actor.node.position[2])
|
||||
|
||||
if not (current_posx in posx_list) or not (
|
||||
current_posz in posz_list) or not (
|
||||
current_posy in posy_list):
|
||||
player.actor._cursed = True
|
||||
player.actor.handlemessage(ba.DieMessage())
|
||||
NewBlast(
|
||||
position=player.actor.node.position,
|
||||
velocity=player.actor.node.velocity,
|
||||
blast_radius=3.0,
|
||||
blast_type='normal').autoretain()
|
||||
player.actor.handlemessage(
|
||||
ba.HitMessage(
|
||||
pos=player.actor.node.position,
|
||||
velocity=player.actor.node.velocity,
|
||||
magnitude=2000,
|
||||
hit_type='explosion',
|
||||
hit_subtype='normal',
|
||||
radius=2.0,
|
||||
source_player=None))
|
||||
player.actor._cursed = False
|
||||
|
||||
def _check_squid_end(self) -> None:
|
||||
squid_player_alive = 0
|
||||
for player in self.players:
|
||||
if player.is_alive():
|
||||
squid_player_alive += 1
|
||||
break
|
||||
if squid_player_alive < 1:
|
||||
self.end_game()
|
||||
|
||||
def _do_light_1(self) -> None:
|
||||
assert self._start_lights is not None
|
||||
self._start_lights[0].color = (1.0, 0, 0)
|
||||
ba.playsound(self._beep_1_sound)
|
||||
|
||||
def _do_light_2(self) -> None:
|
||||
assert self._start_lights is not None
|
||||
self._start_lights[1].color = (1.0, 0, 0)
|
||||
ba.playsound(self._beep_1_sound)
|
||||
|
||||
def _do_light_3(self) -> None:
|
||||
assert self._start_lights is not None
|
||||
self._start_lights[2].color = (1.0, 0.3, 0)
|
||||
ba.playsound(self._beep_1_sound)
|
||||
|
||||
def _start_race(self) -> None:
|
||||
assert self._start_lights is not None
|
||||
self._start_lights[3].color = (0.0, 1.0, 0)
|
||||
ba.playsound(self._beep_2_sound)
|
||||
for player in self.players:
|
||||
if player.actor is not None:
|
||||
try:
|
||||
assert isinstance(player.actor, PlayerSpaz)
|
||||
player.actor.connect_controls_to_player()
|
||||
except Exception:
|
||||
ba.print_exception('Error in race player connects.')
|
||||
assert self._timer is not None
|
||||
self._timer.start()
|
||||
|
||||
if self._bomb_spawning != 0:
|
||||
self._bomb_spawn_timer = ba.Timer(0.001 * self._bomb_spawning,
|
||||
self._spawn_bomb,
|
||||
repeat=True)
|
||||
|
||||
self._race_started = True
|
||||
self._squid_lights[1].color = (0.0, 1.0, 0)
|
||||
self._start_squid_game()
|
||||
self._do_ticks()
|
||||
ba.timer(0.2, self._start_delete, repeat=True)
|
||||
ba.timer(1.0, self._update_sgcountdown, repeat=True)
|
||||
|
||||
def _update_player_order(self) -> None:
|
||||
|
||||
# Calc all player distances.
|
||||
for player in self.players:
|
||||
pos: Optional[ba.Vec3]
|
||||
try:
|
||||
pos = player.position
|
||||
except ba.NotFoundError:
|
||||
pos = None
|
||||
if pos is not None:
|
||||
r_index = player.last_region
|
||||
rg1 = self._regions[r_index]
|
||||
r1pt = ba.Vec3(rg1.pos[:3])
|
||||
rg2 = self._regions[0] if r_index == len(
|
||||
self._regions) - 1 else self._regions[r_index + 1]
|
||||
r2pt = ba.Vec3(rg2.pos[:3])
|
||||
r2dist = (pos - r2pt).length()
|
||||
amt = 1.0 - (r2dist / (r2pt - r1pt).length())
|
||||
amt = player.lap + (r_index + amt) * (1.0 / len(self._regions))
|
||||
player.distance = amt
|
||||
|
||||
# Sort players by distance and update their ranks.
|
||||
p_list = [(player.distance, player) for player in self.players]
|
||||
|
||||
p_list.sort(reverse=True, key=lambda x: x[0])
|
||||
for i, plr in enumerate(p_list):
|
||||
plr[1].rank = i
|
||||
if plr[1].actor:
|
||||
node = plr[1].distance_txt
|
||||
if node:
|
||||
node.text = str(i + 1) if plr[1].is_alive() else ''
|
||||
|
||||
def _spawn_bomb(self) -> None:
|
||||
if self._front_race_region is None:
|
||||
return
|
||||
region = (self._front_race_region + 3) % len(self._regions)
|
||||
pos = self._regions[region].pos
|
||||
|
||||
# Don't use the full region so we're less likely to spawn off a cliff.
|
||||
region_scale = 0.8
|
||||
x_range = ((-0.5, 0.5) if pos[3] == 0 else
|
||||
(-region_scale * pos[3], region_scale * pos[3]))
|
||||
z_range = ((-0.5, 0.5) if pos[5] == 0 else
|
||||
(-region_scale * pos[5], region_scale * pos[5]))
|
||||
pos = (pos[0] + random.uniform(*x_range), pos[1] + 1.0,
|
||||
pos[2] + random.uniform(*z_range))
|
||||
ba.timer(random.uniform(0.0, 2.0),
|
||||
ba.WeakCall(self._spawn_bomb_at_pos, pos))
|
||||
|
||||
def _spawn_bomb_at_pos(self, pos: Sequence[float]) -> None:
|
||||
if self.has_ended():
|
||||
return
|
||||
Bomb(position=pos, bomb_type='normal').autoretain()
|
||||
|
||||
def _make_mine(self, i: int) -> None:
|
||||
assert self._race_mines is not None
|
||||
rmine = self._race_mines[i]
|
||||
rmine.mine = Bomb(position=rmine.point[:3], bomb_type='land_mine')
|
||||
rmine.mine.arm()
|
||||
|
||||
def _flash_mine(self, i: int) -> None:
|
||||
assert self._race_mines is not None
|
||||
rmine = self._race_mines[i]
|
||||
light = ba.newnode('light',
|
||||
attrs={
|
||||
'position': rmine.point[:3],
|
||||
'color': (1, 0.2, 0.2),
|
||||
'radius': 0.1,
|
||||
'height_attenuated': False
|
||||
})
|
||||
ba.animate(light, 'intensity', {0.0: 0, 0.1: 1.0, 0.2: 0}, loop=True)
|
||||
ba.timer(1.0, light.delete)
|
||||
|
||||
def _update_race_mine(self) -> None:
|
||||
assert self._race_mines is not None
|
||||
m_index = -1
|
||||
rmine = None
|
||||
for _i in range(3):
|
||||
m_index = random.randrange(len(self._race_mines))
|
||||
rmine = self._race_mines[m_index]
|
||||
if not rmine.mine:
|
||||
break
|
||||
assert rmine is not None
|
||||
if not rmine.mine:
|
||||
self._flash_mine(m_index)
|
||||
ba.timer(0.95, ba.Call(self._make_mine, m_index))
|
||||
|
||||
def spawn_player(self, player: Player) -> ba.Actor:
|
||||
if player.team.finished:
|
||||
# FIXME: This is not type-safe!
|
||||
# This call is expected to always return an Actor!
|
||||
# Perhaps we need something like can_spawn_player()...
|
||||
# noinspection PyTypeChecker
|
||||
return None # type: ignore
|
||||
pos = self._regions[player.last_region].pos
|
||||
|
||||
# Don't use the full region so we're less likely to spawn off a cliff.
|
||||
region_scale = 0.8
|
||||
x_range = ((-0.5, 0.5) if pos[3] == 0 else
|
||||
(-region_scale * pos[3], region_scale * pos[3]))
|
||||
z_range = ((-0.5, 0.5) if pos[5] == 0 else
|
||||
(-region_scale * pos[5], region_scale * pos[5]))
|
||||
pos = (pos[0] + random.uniform(*x_range), pos[1],
|
||||
pos[2] + random.uniform(*z_range))
|
||||
spaz = self.spawn_player_spaz(
|
||||
player, position=pos, angle=90 if not self._race_started else None)
|
||||
assert spaz.node
|
||||
|
||||
# Prevent controlling of characters before the start of the race.
|
||||
if not self._race_started:
|
||||
spaz.disconnect_controls_from_player()
|
||||
|
||||
mathnode = ba.newnode('math',
|
||||
owner=spaz.node,
|
||||
attrs={
|
||||
'input1': (0, 1.4, 0),
|
||||
'operation': 'add'
|
||||
})
|
||||
spaz.node.connectattr('torso_position', mathnode, 'input2')
|
||||
|
||||
distance_txt = ba.newnode('text',
|
||||
owner=spaz.node,
|
||||
attrs={
|
||||
'text': '',
|
||||
'in_world': True,
|
||||
'color': (1, 1, 0.4),
|
||||
'scale': 0.02,
|
||||
'h_align': 'center'
|
||||
})
|
||||
player.distance_txt = distance_txt
|
||||
mathnode.connectattr('output', distance_txt, 'position')
|
||||
return spaz
|
||||
|
||||
def _check_end_game(self) -> None:
|
||||
|
||||
# If there's no teams left racing, finish.
|
||||
teams_still_in = len([t for t in self.teams if not t.finished])
|
||||
if teams_still_in == 0:
|
||||
self.end_game()
|
||||
return
|
||||
|
||||
# Count the number of teams that have completed the race.
|
||||
teams_completed = len(
|
||||
[t for t in self.teams if t.finished and t.time is not None])
|
||||
|
||||
if teams_completed > 0:
|
||||
session = self.session
|
||||
|
||||
# In teams mode its over as soon as any team finishes the race
|
||||
|
||||
# FIXME: The get_ffa_point_awards code looks dangerous.
|
||||
if isinstance(session, ba.DualTeamSession):
|
||||
self.end_game()
|
||||
else:
|
||||
# In ffa we keep the race going while there's still any points
|
||||
# to be handed out. Find out how many points we have to award
|
||||
# and how many teams have finished, and once that matches
|
||||
# we're done.
|
||||
assert isinstance(session, ba.FreeForAllSession)
|
||||
points_to_award = len(session.get_ffa_point_awards())
|
||||
if teams_completed >= points_to_award - teams_completed:
|
||||
self.end_game()
|
||||
return
|
||||
|
||||
def end_game(self) -> None:
|
||||
|
||||
# Stop updating our time text, and set it to show the exact last
|
||||
# finish time if we have one. (so users don't get upset if their
|
||||
# final time differs from what they see onscreen by a tiny amount)
|
||||
assert self._timer is not None
|
||||
if self._timer.has_started():
|
||||
self._timer.stop(
|
||||
endtime=None if self._last_team_time is None else (
|
||||
self._timer.getstarttime() + self._last_team_time))
|
||||
|
||||
results = ba.GameResults()
|
||||
|
||||
for team in self.teams:
|
||||
if team.time is not None:
|
||||
# We store time in seconds, but pass a score in milliseconds.
|
||||
results.set_team_score(team, int(team.time * 1000.0))
|
||||
else:
|
||||
results.set_team_score(team, None)
|
||||
|
||||
# We don't announce a winner in ffa mode since its probably been a
|
||||
# while since the first place guy crossed the finish line so it seems
|
||||
# odd to be announcing that now.
|
||||
self.end(results=results,
|
||||
announce_winning_team=isinstance(self.session,
|
||||
ba.DualTeamSession))
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, ba.PlayerDiedMessage):
|
||||
# Augment default behavior.
|
||||
super().handlemessage(msg)
|
||||
else:
|
||||
super().handlemessage(msg)
|
||||
882
plugins/minigames/zombie_horde.py
Normal file
882
plugins/minigames/zombie_horde.py
Normal file
|
|
@ -0,0 +1,882 @@
|
|||
# ba_meta require api 7
|
||||
# (see https://ballistica.net/wiki/meta-tag-system)
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
import ba
|
||||
import _ba
|
||||
import copy
|
||||
import random
|
||||
from ba import _math
|
||||
from ba._coopsession import CoopSession
|
||||
from ba._messages import PlayerDiedMessage, StandMessage
|
||||
from bastd.actor.playerspaz import PlayerSpaz
|
||||
from bastd.actor.scoreboard import Scoreboard
|
||||
from bastd.game.elimination import Icon, Player
|
||||
from bastd.actor.spaz import PickupMessage
|
||||
from bastd.actor.spazbot import SpazBotSet, BrawlerBot, SpazBotDiedMessage
|
||||
from bastd.actor.spazfactory import SpazFactory
|
||||
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from typing import Any, Sequence
|
||||
|
||||
|
||||
class PlayerSpaz_Zom(PlayerSpaz):
|
||||
def handlemessage(self, m: Any) -> Any:
|
||||
if isinstance(m, ba.HitMessage):
|
||||
if not self.node:
|
||||
return
|
||||
if not m._source_player is None:
|
||||
try:
|
||||
playa = m._source_player.getname(True, False)
|
||||
if not playa is None:
|
||||
if m._source_player.lives < 1:
|
||||
super().handlemessage(m)
|
||||
except:
|
||||
super().handlemessage(m)
|
||||
else:
|
||||
super().handlemessage(m)
|
||||
|
||||
elif isinstance(m, ba.FreezeMessage):
|
||||
pass
|
||||
|
||||
elif isinstance(m, PickupMessage):
|
||||
if not self.node:
|
||||
return None
|
||||
|
||||
try:
|
||||
collision = ba.getcollision()
|
||||
opposingnode = collision.opposingnode
|
||||
opposingbody = collision.opposingbody
|
||||
except ba.NotFoundError:
|
||||
return True
|
||||
|
||||
try:
|
||||
if opposingnode.invincible:
|
||||
return True
|
||||
except Exception:
|
||||
pass
|
||||
|
||||
try:
|
||||
playa = opposingnode._source_player.getname(True, False)
|
||||
if not playa is None:
|
||||
if opposingnode._source_player.lives > 0:
|
||||
return True
|
||||
except Exception:
|
||||
pass
|
||||
|
||||
if (opposingnode.getnodetype() == 'spaz'
|
||||
and not opposingnode.shattered and opposingbody == 4):
|
||||
opposingbody = 1
|
||||
|
||||
held = self.node.hold_node
|
||||
if held and held.getnodetype() == 'flag':
|
||||
return True
|
||||
|
||||
self.node.hold_body = opposingbody
|
||||
self.node.hold_node = opposingnode
|
||||
else:
|
||||
return super().handlemessage(m)
|
||||
return None
|
||||
|
||||
|
||||
class PlayerZombie(PlayerSpaz):
|
||||
def handlemessage(self, m: Any) -> Any:
|
||||
if isinstance(m, ba.HitMessage):
|
||||
if not self.node:
|
||||
return None
|
||||
if not m._source_player is None:
|
||||
try:
|
||||
playa = m._source_player.getname(True, False)
|
||||
if playa is None:
|
||||
pass
|
||||
else:
|
||||
super().handlemessage(m)
|
||||
except:
|
||||
super().handlemessage(m)
|
||||
else:
|
||||
super().handlemessage(m)
|
||||
else:
|
||||
super().handlemessage(m)
|
||||
|
||||
|
||||
class zBotSet(SpazBotSet):
|
||||
def start_moving(self) -> None:
|
||||
"""Start processing bot AI updates so they start doing their thing."""
|
||||
self._bot_update_timer = ba.Timer(0.05,
|
||||
ba.WeakCall(self.zUpdate),
|
||||
repeat=True)
|
||||
|
||||
def zUpdate(self) -> None:
|
||||
|
||||
try:
|
||||
bot_list = self._bot_lists[self._bot_update_list] = ([
|
||||
b for b in self._bot_lists[self._bot_update_list] if b
|
||||
])
|
||||
except Exception:
|
||||
bot_list = []
|
||||
ba.print_exception('Error updating bot list: ' +
|
||||
str(self._bot_lists[self._bot_update_list]))
|
||||
self._bot_update_list = (self._bot_update_list +
|
||||
1) % self._bot_list_count
|
||||
|
||||
player_pts = []
|
||||
for player in ba.getactivity().players:
|
||||
assert isinstance(player, ba.Player)
|
||||
try:
|
||||
if player.is_alive():
|
||||
assert isinstance(player.actor, Spaz)
|
||||
assert player.actor.node
|
||||
if player.lives > 0:
|
||||
player_pts.append(
|
||||
(ba.Vec3(player.actor.node.position),
|
||||
ba.Vec3(player.actor.node.velocity)))
|
||||
except Exception:
|
||||
ba.print_exception('Error on bot-set _update.')
|
||||
|
||||
for bot in bot_list:
|
||||
bot.set_player_points(player_pts)
|
||||
bot.update_ai()
|
||||
|
||||
|
||||
class Team(ba.Team[Player]):
|
||||
"""Our team type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.score = 0
|
||||
self.spawn_order: list[Player] = []
|
||||
|
||||
|
||||
# ba_meta export game
|
||||
class ZombieHorde(ba.TeamGameActivity[Player, Team]):
|
||||
|
||||
name = 'Zombie Horde'
|
||||
description = 'Kill walkers for points!'
|
||||
scoreconfig = ba.ScoreConfig(label='Score',
|
||||
scoretype=ba.ScoreType.POINTS,
|
||||
none_is_winner=False,
|
||||
lower_is_better=False)
|
||||
# Show messages when players die since it's meaningful here.
|
||||
announce_player_deaths = True
|
||||
|
||||
@classmethod
|
||||
def get_available_settings(
|
||||
cls, sessiontype: type[ba.Session]) -> list[ba.Setting]:
|
||||
settings = [
|
||||
ba.IntSetting(
|
||||
'Lives Per Player',
|
||||
default=1,
|
||||
min_value=1,
|
||||
max_value=10,
|
||||
increment=1,
|
||||
),
|
||||
ba.IntSetting(
|
||||
'Max Zombies',
|
||||
default=10,
|
||||
min_value=5,
|
||||
max_value=50,
|
||||
increment=5,
|
||||
),
|
||||
ba.IntChoiceSetting(
|
||||
'Time Limit',
|
||||
choices=[
|
||||
('None', 0),
|
||||
('1 Minute', 60),
|
||||
('2 Minutes', 120),
|
||||
('5 Minutes', 300),
|
||||
('10 Minutes', 600),
|
||||
('20 Minutes', 1200),
|
||||
],
|
||||
default=0,
|
||||
),
|
||||
ba.FloatChoiceSetting(
|
||||
'Respawn Times',
|
||||
choices=[
|
||||
('Shorter', 0.25),
|
||||
('Short', 0.5),
|
||||
('Normal', 1.0),
|
||||
('Long', 2.0),
|
||||
('Longer', 4.0),
|
||||
],
|
||||
default=1.0,
|
||||
),
|
||||
ba.BoolSetting('Epic Mode', default=False),
|
||||
]
|
||||
if issubclass(sessiontype, ba.DualTeamSession):
|
||||
settings.append(ba.BoolSetting('Solo Mode', default=False))
|
||||
settings.append(
|
||||
ba.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))
|
||||
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype: type[ba.Session]) -> list[str]:
|
||||
return ba.getmaps('melee')
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
super().__init__(settings)
|
||||
self._scoreboard = Scoreboard()
|
||||
self._start_time: float | None = None
|
||||
self._vs_text: ba.Actor | None = None
|
||||
self._round_end_timer: ba.Timer | None = None
|
||||
self._epic_mode = bool(settings['Epic Mode'])
|
||||
self._lives_per_player = int(settings['Lives Per Player'])
|
||||
self._max_zombies = int(settings['Max Zombies'])
|
||||
self._time_limit = float(settings['Time Limit'])
|
||||
self._balance_total_lives = bool(
|
||||
settings.get('Balance Total Lives', False))
|
||||
self._solo_mode = bool(settings.get('Solo Mode', False))
|
||||
|
||||
# Base class overrides:
|
||||
self.slow_motion = self._epic_mode
|
||||
self.default_music = (ba.MusicType.EPIC
|
||||
if self._epic_mode else ba.MusicType.SURVIVAL)
|
||||
|
||||
self.spazList = []
|
||||
self.zombieQ = 0
|
||||
|
||||
activity = ba.getactivity()
|
||||
my_factory = SpazFactory.get()
|
||||
|
||||
appears = ['Kronk', 'Zoe', 'Pixel', 'Agent Johnson',
|
||||
'Bones', 'Frosty', 'Kronk2']
|
||||
myAppear = copy.copy(ba.app.spaz_appearances['Kronk'])
|
||||
myAppear.name = 'Kronk2'
|
||||
ba.app.spaz_appearances['Kronk2'] = myAppear
|
||||
for appear in appears:
|
||||
my_factory.get_media(appear)
|
||||
med = my_factory.spaz_media
|
||||
med['Kronk2']['head_model'] = med['Zoe']['head_model']
|
||||
med['Kronk2']['color_texture'] = med['Agent Johnson']['color_texture']
|
||||
med['Kronk2']['color_mask_texture'] = med['Pixel']['color_mask_texture']
|
||||
med['Kronk2']['torso_model'] = med['Bones']['torso_model']
|
||||
med['Kronk2']['pelvis_model'] = med['Pixel']['pelvis_model']
|
||||
med['Kronk2']['upper_arm_model'] = med['Frosty']['upper_arm_model']
|
||||
med['Kronk2']['forearm_model'] = med['Frosty']['forearm_model']
|
||||
med['Kronk2']['hand_model'] = med['Bones']['hand_model']
|
||||
med['Kronk2']['upper_leg_model'] = med['Bones']['upper_leg_model']
|
||||
med['Kronk2']['lower_leg_model'] = med['Pixel']['lower_leg_model']
|
||||
med['Kronk2']['toes_model'] = med['Bones']['toes_model']
|
||||
|
||||
def get_instance_description(self) -> str | Sequence:
|
||||
return ('Kill walkers for points! ',
|
||||
'Dead player walker: 2 points!') if isinstance(
|
||||
self.session, ba.DualTeamSession) else (
|
||||
'Kill walkers for points! Dead player walker: 2 points!')
|
||||
|
||||
def get_instance_description_short(self) -> str | Sequence:
|
||||
return ('Kill walkers for points! ',
|
||||
'Dead player walker: 2 points!') if isinstance(
|
||||
self.session, ba.DualTeamSession) else (
|
||||
'Kill walkers for points! Dead player walker: 2 points!')
|
||||
|
||||
def on_player_join(self, player: Player) -> None:
|
||||
if self.has_begun():
|
||||
player.lives = 0
|
||||
player.icons = []
|
||||
ba.screenmessage(
|
||||
ba.Lstr(resource='playerDelayedJoinText',
|
||||
subs=[('${PLAYER}', player.getname(full=True))]),
|
||||
color=(0, 1, 0),
|
||||
)
|
||||
return
|
||||
|
||||
player.lives = self._lives_per_player
|
||||
|
||||
if self._solo_mode:
|
||||
player.icons = []
|
||||
player.team.spawn_order.append(player)
|
||||
self._update_solo_mode()
|
||||
else:
|
||||
player.icons = [Icon(player, position=(0, 50), scale=0.8)]
|
||||
if player.lives > 0:
|
||||
self.spawn_player(player)
|
||||
|
||||
if self.has_begun():
|
||||
self._update_icons()
|
||||
|
||||
def _update_solo_mode(self) -> None:
|
||||
for team in self.teams:
|
||||
team.spawn_order = [p for p in team.spawn_order if p]
|
||||
for player in team.spawn_order:
|
||||
assert isinstance(player, Player)
|
||||
if player.lives > 0:
|
||||
if not player.is_alive():
|
||||
self.spawn_player(player)
|
||||
break
|
||||
|
||||
def on_begin(self) -> None:
|
||||
super().on_begin()
|
||||
self._start_time = ba.time()
|
||||
self.setup_standard_time_limit(self._time_limit)
|
||||
self.setup_standard_powerup_drops()
|
||||
self.zombieQ = 1
|
||||
if self._solo_mode:
|
||||
self._vs_text = ba.NodeActor(
|
||||
ba.newnode('text',
|
||||
attrs={
|
||||
'position': (0, 105),
|
||||
'h_attach': 'center',
|
||||
'h_align': 'center',
|
||||
'maxwidth': 200,
|
||||
'shadow': 0.5,
|
||||
'vr_depth': 390,
|
||||
'scale': 0.6,
|
||||
'v_attach': 'bottom',
|
||||
'color': (0.8, 0.8, 0.3, 1.0),
|
||||
'text': ba.Lstr(resource='vsText')
|
||||
}))
|
||||
|
||||
# If balance-team-lives is on, add lives to the smaller team until
|
||||
# total lives match.
|
||||
if (isinstance(self.session, ba.DualTeamSession)
|
||||
and self._balance_total_lives and self.teams[0].players
|
||||
and self.teams[1].players):
|
||||
if self._get_total_team_lives(
|
||||
self.teams[0]) < self._get_total_team_lives(self.teams[1]):
|
||||
lesser_team = self.teams[0]
|
||||
greater_team = self.teams[1]
|
||||
else:
|
||||
lesser_team = self.teams[1]
|
||||
greater_team = self.teams[0]
|
||||
add_index = 0
|
||||
while (self._get_total_team_lives(lesser_team) <
|
||||
self._get_total_team_lives(greater_team)):
|
||||
lesser_team.players[add_index].lives += 1
|
||||
add_index = (add_index + 1) % len(lesser_team.players)
|
||||
|
||||
self._bots = zBotSet()
|
||||
|
||||
# Set colors and character for ToughGuyBot to be zombie
|
||||
setattr(BrawlerBot, 'color', (0.4, 0.1, 0.05))
|
||||
setattr(BrawlerBot, 'highlight', (0.2, 0.4, 0.3))
|
||||
setattr(BrawlerBot, 'character', 'Kronk2')
|
||||
# start some timers to spawn bots
|
||||
thePt = self.map.get_ffa_start_position(self.players)
|
||||
|
||||
self._update_icons()
|
||||
|
||||
# We could check game-over conditions at explicit trigger points,
|
||||
# but lets just do the simple thing and poll it.
|
||||
ba.timer(1.0, self._update, repeat=True)
|
||||
|
||||
def _update_icons(self) -> None:
|
||||
# pylint: disable=too-many-branches
|
||||
|
||||
# In free-for-all mode, everyone is just lined up along the bottom.
|
||||
if isinstance(self.session, ba.FreeForAllSession):
|
||||
count = len(self.teams)
|
||||
x_offs = 85
|
||||
xval = x_offs * (count - 1) * -0.5
|
||||
for team in self.teams:
|
||||
if len(team.players) == 1:
|
||||
player = team.players[0]
|
||||
for icon in player.icons:
|
||||
icon.set_position_and_scale((xval, 30), 0.7)
|
||||
icon.update_for_lives()
|
||||
xval += x_offs
|
||||
|
||||
# In teams mode we split up teams.
|
||||
else:
|
||||
if self._solo_mode:
|
||||
# First off, clear out all icons.
|
||||
for player in self.players:
|
||||
player.icons = []
|
||||
|
||||
# Now for each team, cycle through our available players
|
||||
# adding icons.
|
||||
for team in self.teams:
|
||||
if team.id == 0:
|
||||
xval = -60
|
||||
x_offs = -78
|
||||
else:
|
||||
xval = 60
|
||||
x_offs = 78
|
||||
is_first = True
|
||||
test_lives = 1
|
||||
while True:
|
||||
players_with_lives = [
|
||||
p for p in team.spawn_order
|
||||
if p and p.lives >= test_lives
|
||||
]
|
||||
if not players_with_lives:
|
||||
break
|
||||
for player in players_with_lives:
|
||||
player.icons.append(
|
||||
Icon(player,
|
||||
position=(xval, (40 if is_first else 25)),
|
||||
scale=1.0 if is_first else 0.5,
|
||||
name_maxwidth=130 if is_first else 75,
|
||||
name_scale=0.8 if is_first else 1.0,
|
||||
flatness=0.0 if is_first else 1.0,
|
||||
shadow=0.5 if is_first else 1.0,
|
||||
show_death=is_first,
|
||||
show_lives=False))
|
||||
xval += x_offs * (0.8 if is_first else 0.56)
|
||||
is_first = False
|
||||
test_lives += 1
|
||||
# Non-solo mode.
|
||||
else:
|
||||
for team in self.teams:
|
||||
if team.id == 0:
|
||||
xval = -50
|
||||
x_offs = -85
|
||||
else:
|
||||
xval = 50
|
||||
x_offs = 85
|
||||
for player in team.players:
|
||||
for icon in player.icons:
|
||||
icon.set_position_and_scale((xval, 30), 0.7)
|
||||
icon.update_for_lives()
|
||||
xval += x_offs
|
||||
|
||||
def _get_spawn_point(self, player: Player) -> ba.Vec3 | None:
|
||||
del player # Unused.
|
||||
|
||||
# In solo-mode, if there's an existing live player on the map, spawn at
|
||||
# whichever spot is farthest from them (keeps the action spread out).
|
||||
if self._solo_mode:
|
||||
living_player = None
|
||||
living_player_pos = None
|
||||
for team in self.teams:
|
||||
for tplayer in team.players:
|
||||
if tplayer.is_alive():
|
||||
assert tplayer.node
|
||||
ppos = tplayer.node.position
|
||||
living_player = tplayer
|
||||
living_player_pos = ppos
|
||||
break
|
||||
if living_player:
|
||||
assert living_player_pos is not None
|
||||
player_pos = ba.Vec3(living_player_pos)
|
||||
points: list[tuple[float, ba.Vec3]] = []
|
||||
for team in self.teams:
|
||||
start_pos = ba.Vec3(self.map.get_start_position(team.id))
|
||||
points.append(
|
||||
((start_pos - player_pos).length(), start_pos))
|
||||
# Hmm.. we need to sorting vectors too?
|
||||
points.sort(key=lambda x: x[0])
|
||||
return points[-1][1]
|
||||
return None
|
||||
|
||||
def spawn_player(self, player: Player) -> ba.Actor:
|
||||
position = self.map.get_ffa_start_position(self.players)
|
||||
angle = 20
|
||||
name = player.getname()
|
||||
|
||||
light_color = _math.normalized_color(player.color)
|
||||
display_color = _ba.safecolor(player.color, target_intensity=0.75)
|
||||
spaz = PlayerSpaz_Zom(color=player.color,
|
||||
highlight=player.highlight,
|
||||
character=player.character,
|
||||
player=player)
|
||||
player.actor = spaz
|
||||
assert spaz.node
|
||||
self.spazList.append(spaz)
|
||||
|
||||
if isinstance(self.session, CoopSession) and self.map.getname() in [
|
||||
'Courtyard', 'Tower D'
|
||||
]:
|
||||
mat = self.map.preloaddata['collide_with_wall_material']
|
||||
assert isinstance(spaz.node.materials, tuple)
|
||||
assert isinstance(spaz.node.roller_materials, tuple)
|
||||
spaz.node.materials += (mat, )
|
||||
spaz.node.roller_materials += (mat, )
|
||||
|
||||
spaz.node.name = name
|
||||
spaz.node.name_color = display_color
|
||||
spaz.connect_controls_to_player()
|
||||
factory = SpazFactory()
|
||||
|
||||
# Move to the stand position and add a flash of light.
|
||||
spaz.handlemessage(
|
||||
StandMessage(
|
||||
position,
|
||||
angle if angle is not None else random.uniform(0, 360)))
|
||||
_ba.playsound(self._spawn_sound, 1, position=spaz.node.position)
|
||||
light = _ba.newnode('light', attrs={'color': light_color})
|
||||
spaz.node.connectattr('position', light, 'position')
|
||||
ba.animate(light, 'intensity', {0: 0, 0.25: 1, 0.5: 0})
|
||||
_ba.timer(0.5, light.delete)
|
||||
|
||||
if not self._solo_mode:
|
||||
ba.timer(0.3, ba.Call(self._print_lives, player))
|
||||
|
||||
for icon in player.icons:
|
||||
icon.handle_player_spawned()
|
||||
return spaz
|
||||
|
||||
def respawn_player_zombie(self,
|
||||
player: Player,
|
||||
respawn_time: float | None = None) -> None:
|
||||
# pylint: disable=cyclic-import
|
||||
|
||||
assert player
|
||||
if respawn_time is None:
|
||||
teamsize = len(player.team.players)
|
||||
if teamsize == 1:
|
||||
respawn_time = 3.0
|
||||
elif teamsize == 2:
|
||||
respawn_time = 5.0
|
||||
elif teamsize == 3:
|
||||
respawn_time = 6.0
|
||||
else:
|
||||
respawn_time = 7.0
|
||||
|
||||
# If this standard setting is present, factor it in.
|
||||
if 'Respawn Times' in self.settings_raw:
|
||||
respawn_time *= self.settings_raw['Respawn Times']
|
||||
|
||||
# We want whole seconds.
|
||||
assert respawn_time is not None
|
||||
respawn_time = round(max(1.0, respawn_time), 0)
|
||||
|
||||
if player.actor and not self.has_ended():
|
||||
from bastd.actor.respawnicon import RespawnIcon
|
||||
player.customdata['respawn_timer'] = _ba.Timer(
|
||||
respawn_time, ba.WeakCall(
|
||||
self.spawn_player_if_exists_as_zombie, player))
|
||||
player.customdata['respawn_icon'] = RespawnIcon(
|
||||
player, respawn_time)
|
||||
|
||||
def spawn_player_if_exists_as_zombie(self, player: PlayerType) -> None:
|
||||
"""
|
||||
A utility method which calls self.spawn_player() *only* if the
|
||||
ba.Player provided still exists; handy for use in timers and whatnot.
|
||||
|
||||
There is no need to override this; just override spawn_player().
|
||||
"""
|
||||
if player:
|
||||
self.spawn_player_zombie(player)
|
||||
|
||||
def spawn_player_zombie(self, player: PlayerType) -> ba.Actor:
|
||||
position = self.map.get_ffa_start_position(self.players)
|
||||
angle = 20
|
||||
name = player.getname()
|
||||
|
||||
light_color = _math.normalized_color(player.color)
|
||||
display_color = _ba.safecolor(player.color, target_intensity=0.75)
|
||||
spaz = PlayerSpaz_Zom(color=player.color,
|
||||
highlight=player.highlight,
|
||||
character='Kronk2',
|
||||
player=player)
|
||||
player.actor = spaz
|
||||
assert spaz.node
|
||||
self.spazList.append(spaz)
|
||||
|
||||
if isinstance(self.session, CoopSession) and self.map.getname() in [
|
||||
'Courtyard', 'Tower D'
|
||||
]:
|
||||
mat = self.map.preloaddata['collide_with_wall_material']
|
||||
assert isinstance(spaz.node.materials, tuple)
|
||||
assert isinstance(spaz.node.roller_materials, tuple)
|
||||
spaz.node.materials += (mat, )
|
||||
spaz.node.roller_materials += (mat, )
|
||||
|
||||
spaz.node.name = name
|
||||
spaz.node.name_color = display_color
|
||||
spaz.connect_controls_to_player(enable_punch=True,
|
||||
enable_bomb=False,
|
||||
enable_pickup=False)
|
||||
|
||||
# Move to the stand position and add a flash of light.
|
||||
spaz.handlemessage(
|
||||
StandMessage(
|
||||
position,
|
||||
angle if angle is not None else random.uniform(0, 360)))
|
||||
_ba.playsound(self._spawn_sound, 1, position=spaz.node.position)
|
||||
light = _ba.newnode('light', attrs={'color': light_color})
|
||||
spaz.node.connectattr('position', light, 'position')
|
||||
ba.animate(light, 'intensity', {0: 0, 0.25: 1, 0.5: 0})
|
||||
_ba.timer(0.5, light.delete)
|
||||
|
||||
if not self._solo_mode:
|
||||
ba.timer(0.3, ba.Call(self._print_lives, player))
|
||||
|
||||
for icon in player.icons:
|
||||
icon.handle_player_spawned()
|
||||
return spaz
|
||||
|
||||
def _print_lives(self, player: Player) -> None:
|
||||
from bastd.actor import popuptext
|
||||
|
||||
# We get called in a timer so it's possible our player has left/etc.
|
||||
if not player or not player.is_alive() or not player.node:
|
||||
return
|
||||
|
||||
try:
|
||||
pos = player.actor.node.position
|
||||
except Exception as e:
|
||||
print('EXC getting player pos in bsElim', e)
|
||||
return
|
||||
if player.lives > 0:
|
||||
popuptext.PopupText('x' + str(player.lives - 1),
|
||||
color=(1, 1, 0, 1),
|
||||
offset=(0, -0.8, 0),
|
||||
random_offset=0.0,
|
||||
scale=1.8,
|
||||
position=pos).autoretain()
|
||||
else:
|
||||
popuptext.PopupText('Dead!',
|
||||
color=(1, 1, 0, 1),
|
||||
offset=(0, -0.8, 0),
|
||||
random_offset=0.0,
|
||||
scale=1.8,
|
||||
position=pos).autoretain()
|
||||
|
||||
def on_player_leave(self, player: Player) -> None:
|
||||
super().on_player_leave(player)
|
||||
player.icons = []
|
||||
|
||||
# Remove us from spawn-order.
|
||||
if self._solo_mode:
|
||||
if player in player.team.spawn_order:
|
||||
player.team.spawn_order.remove(player)
|
||||
|
||||
# Update icons in a moment since our team will be gone from the
|
||||
# list then.
|
||||
ba.timer(0, self._update_icons)
|
||||
|
||||
def _get_total_team_lives(self, team: Team) -> int:
|
||||
return sum(player.lives for player in team.players)
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, ba.PlayerDiedMessage):
|
||||
|
||||
# Augment standard behavior.
|
||||
super().handlemessage(msg)
|
||||
player: Player = msg.getplayer(Player)
|
||||
|
||||
if player.lives > 0:
|
||||
player.lives -= 1
|
||||
else:
|
||||
if msg._killerplayer:
|
||||
if msg._killerplayer.lives > 0:
|
||||
msg._killerplayer.team.score += 2
|
||||
self._update_scoreboard()
|
||||
|
||||
if msg._player in self.spazList:
|
||||
self.spazList.remove(msg._player)
|
||||
if player.lives < 0:
|
||||
ba.print_error(
|
||||
"Got lives < 0 in Elim; this shouldn't happen. solo:" +
|
||||
str(self._solo_mode))
|
||||
player.lives = 0
|
||||
|
||||
# If we have any icons, update their state.
|
||||
for icon in player.icons:
|
||||
icon.handle_player_died()
|
||||
|
||||
# Play big death sound on our last death
|
||||
# or for every one in solo mode.
|
||||
if self._solo_mode or player.lives == 0:
|
||||
ba.playsound(SpazFactory.get().single_player_death_sound)
|
||||
|
||||
# If we hit zero lives, we're dead (and our team might be too).
|
||||
if player.lives == 0:
|
||||
self.respawn_player_zombie(player)
|
||||
else:
|
||||
# Otherwise, in regular mode, respawn.
|
||||
if not self._solo_mode:
|
||||
self.respawn_player(player)
|
||||
|
||||
# In solo, put ourself at the back of the spawn order.
|
||||
if self._solo_mode:
|
||||
player.team.spawn_order.remove(player)
|
||||
player.team.spawn_order.append(player)
|
||||
|
||||
elif isinstance(msg, SpazBotDiedMessage):
|
||||
self._onSpazBotDied(msg)
|
||||
# bs.PopupText("died",position=self._position,color=popupColor,scale=popupScale).autoRetain()
|
||||
super().handlemessage(msg)
|
||||
else:
|
||||
super().handlemessage(msg)
|
||||
|
||||
def _update(self) -> None:
|
||||
if self.zombieQ > 0:
|
||||
self.zombieQ -= 1
|
||||
self.spawn_zombie()
|
||||
if self._solo_mode:
|
||||
# For both teams, find the first player on the spawn order
|
||||
# list with lives remaining and spawn them if they're not alive.
|
||||
for team in self.teams:
|
||||
# Prune dead players from the spawn order.
|
||||
team.spawn_order = [p for p in team.spawn_order if p]
|
||||
for player in team.spawn_order:
|
||||
assert isinstance(player, Player)
|
||||
if player.lives > 0:
|
||||
if not player.is_alive():
|
||||
self.spawn_player(player)
|
||||
self._update_icons()
|
||||
break
|
||||
|
||||
# If we're down to 1 or fewer living teams, start a timer to end
|
||||
# the game (allows the dust to settle and draws to occur if deaths
|
||||
# are close enough).
|
||||
teamsRemain = self._get_living_teams()
|
||||
if len(teamsRemain) < 2:
|
||||
if len(teamsRemain) == 1:
|
||||
theScores = []
|
||||
for team in self.teams:
|
||||
theScores.append(team.score)
|
||||
if teamsRemain[0].score < max(theScores):
|
||||
pass
|
||||
elif teamsRemain[0].score == max(
|
||||
theScores) and theScores.count(max(theScores)) > 1:
|
||||
pass
|
||||
else:
|
||||
self._round_end_timer = ba.Timer(0.5, self.end_game)
|
||||
else:
|
||||
self._round_end_timer = ba.Timer(0.5, self.end_game)
|
||||
|
||||
def spawn_zombie(self) -> None:
|
||||
# We need a Z height...
|
||||
thePt = list(self.get_random_point_in_play())
|
||||
thePt2 = self.map.get_ffa_start_position(self.players)
|
||||
thePt[1] = thePt2[1]
|
||||
ba.timer(0.1, ba.Call(
|
||||
self._bots.spawn_bot, BrawlerBot, pos=thePt, spawn_time=1.0))
|
||||
|
||||
def _onSpazBotDied(self, DeathMsg) -> None:
|
||||
# Just in case we are over max...
|
||||
if len(self._bots.get_living_bots()) < self._max_zombies:
|
||||
self.zombieQ += 1
|
||||
|
||||
if DeathMsg.killerplayer is None:
|
||||
pass
|
||||
else:
|
||||
player = DeathMsg.killerplayer
|
||||
if not player:
|
||||
return
|
||||
if player.lives < 1:
|
||||
return
|
||||
player.team.score += 1
|
||||
self.zombieQ += 1
|
||||
self._update_scoreboard()
|
||||
|
||||
def get_random_point_in_play(self) -> None:
|
||||
myMap = self.map.getname()
|
||||
if myMap == 'Doom Shroom':
|
||||
while True:
|
||||
x = random.uniform(-1.0, 1.0)
|
||||
y = random.uniform(-1.0, 1.0)
|
||||
if x*x+y*y < 1.0:
|
||||
break
|
||||
return ((8.0*x, 8.0, -3.5+5.0*y))
|
||||
elif myMap == 'Rampage':
|
||||
x = random.uniform(-6.0, 7.0)
|
||||
y = random.uniform(-6.0, -2.5)
|
||||
return ((x, 8.0, y))
|
||||
elif myMap == 'Hockey Stadium':
|
||||
x = random.uniform(-11.5, 11.5)
|
||||
y = random.uniform(-4.5, 4.5)
|
||||
return ((x, 5.0, y))
|
||||
elif myMap == 'Courtyard':
|
||||
x = random.uniform(-4.3, 4.3)
|
||||
y = random.uniform(-4.4, 0.3)
|
||||
return ((x, 8.0, y))
|
||||
elif myMap == 'Crag Castle':
|
||||
x = random.uniform(-6.7, 8.0)
|
||||
y = random.uniform(-6.0, 0.0)
|
||||
return ((x, 12.0, y))
|
||||
elif myMap == 'Big G':
|
||||
x = random.uniform(-8.7, 8.0)
|
||||
y = random.uniform(-7.5, 6.5)
|
||||
return ((x, 8.0, y))
|
||||
elif myMap == 'Football Stadium':
|
||||
x = random.uniform(-12.5, 12.5)
|
||||
y = random.uniform(-5.0, 5.5)
|
||||
return ((x, 8.0, y))
|
||||
else:
|
||||
x = random.uniform(-5.0, 5.0)
|
||||
y = random.uniform(-6.0, 0.0)
|
||||
return ((x, 8.0, y))
|
||||
|
||||
def _update_scoreboard(self) -> None:
|
||||
for team in self.teams:
|
||||
self._scoreboard.set_team_value(team, team.score)
|
||||
|
||||
def _get_living_teams(self) -> list[Team]:
|
||||
return [
|
||||
team for team in self.teams
|
||||
if len(team.players) > 0 and any(player.lives > 0
|
||||
for player in team.players)
|
||||
]
|
||||
|
||||
def end_game(self) -> None:
|
||||
if self.has_ended():
|
||||
return
|
||||
setattr(BrawlerBot, 'color', (0.6, 0.6, 0.6))
|
||||
setattr(BrawlerBot, 'highlight', (0.6, 0.6, 0.6))
|
||||
setattr(BrawlerBot, 'character', 'Kronk')
|
||||
results = ba.GameResults()
|
||||
self._vs_text = None # Kill our 'vs' if its there.
|
||||
for team in self.teams:
|
||||
results.set_team_score(team, team.score)
|
||||
self.end(results=results)
|
||||
|
||||
|
||||
# ba_meta export game
|
||||
class ZombieHordeCoop(ZombieHorde):
|
||||
|
||||
name = 'Zombie Horde'
|
||||
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype: type[ba.Session]) -> list[str]:
|
||||
return ['Football Stadium']
|
||||
|
||||
@classmethod
|
||||
def supports_session_type(cls, sessiontype: type[ba.Session]) -> bool:
|
||||
return (issubclass(sessiontype, ba.CoopSession))
|
||||
|
||||
def _update(self) -> None:
|
||||
if self.zombieQ > 0:
|
||||
self.zombieQ -= 1
|
||||
self.spawn_zombie()
|
||||
if self._solo_mode:
|
||||
# For both teams, find the first player on the spawn order
|
||||
# list with lives remaining and spawn them if they're not alive.
|
||||
for team in self.teams:
|
||||
# Prune dead players from the spawn order.
|
||||
team.spawn_order = [p for p in team.spawn_order if p]
|
||||
for player in team.spawn_order:
|
||||
assert isinstance(player, Player)
|
||||
if player.lives > 0:
|
||||
if not player.is_alive():
|
||||
self.spawn_player(player)
|
||||
self._update_icons()
|
||||
break
|
||||
|
||||
if not any(player.is_alive() for player in self.teams[0].players):
|
||||
self._round_end_timer = ba.Timer(0.5, self.end_game)
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, ba.PlayerDiedMessage):
|
||||
# Augment standard behavior.
|
||||
ba.TeamGameActivity.handlemessage(self, msg)
|
||||
player: Player = msg.getplayer(Player)
|
||||
# If we have any icons, update their state.
|
||||
for icon in player.icons:
|
||||
icon.handle_player_died()
|
||||
else:
|
||||
super().handlemessage(msg)
|
||||
|
||||
|
||||
# ba_meta export plugin
|
||||
class ZombieHordeLevel(ba.Plugin):
|
||||
def on_app_running(self) -> None:
|
||||
ba.app.add_coop_practice_level(
|
||||
ba.Level(
|
||||
'Zombie Horde',
|
||||
gametype=ZombieHordeCoop,
|
||||
settings={},
|
||||
preview_texture_name='footballStadiumPreview',
|
||||
)
|
||||
)
|
||||
|
|
@ -3,6 +3,125 @@
|
|||
"description": "Utilities",
|
||||
"plugins_base_url": "http://github.com/bombsquad-community/plugin-manager/{content_type}/{tag}/plugins/utilities",
|
||||
"plugins": {
|
||||
"share_replay": {
|
||||
"description": "Export replays to mods folder and share them with friends or have a backup",
|
||||
"external_url": "",
|
||||
"authors": [
|
||||
{
|
||||
"name": "LoupGarou",
|
||||
"email": "LoupGarou5418@outlook.com",
|
||||
"discord": "ʟօʊքɢǟʀօʊ#3063"
|
||||
}
|
||||
],
|
||||
"versions": {
|
||||
"1.0.0": {
|
||||
"api_version": 7,
|
||||
"commit_sha": "2fda676",
|
||||
"released_on": "07-11-2022",
|
||||
"md5sum": "d475487c221d78c7f1278410d5ce229e"
|
||||
}
|
||||
}
|
||||
},
|
||||
"custom_death": {
|
||||
"description": "Characters turn to Bones after death",
|
||||
"external_url": "https://youtube.com/c/JoseANG3LYT",
|
||||
"authors": [
|
||||
{
|
||||
"name": "JoseAng3l",
|
||||
"email": "",
|
||||
"discord": "! JoseANG3L#0268"
|
||||
}
|
||||
],
|
||||
"versions": {
|
||||
"1.0.0": {
|
||||
"api_version": 7,
|
||||
"commit_sha": "2fda676",
|
||||
"released_on": "07-11-2022",
|
||||
"md5sum": "7b1941512532321eec18140087569215"
|
||||
}
|
||||
}
|
||||
},
|
||||
"max_players": {
|
||||
"description": "Increase the max player limit of 8 players",
|
||||
"external_url": "https://youtube.com/c/JoseANG3LYT",
|
||||
"authors": [
|
||||
{
|
||||
"name": "JoseAng3l",
|
||||
"email": "",
|
||||
"discord": "! JoseANG3L#0268"
|
||||
}
|
||||
],
|
||||
"versions": {
|
||||
"1.0.0": {
|
||||
"api_version": 7,
|
||||
"commit_sha": "2fda676",
|
||||
"released_on": "07-11-2022",
|
||||
"md5sum": "f5e129f009e9732b3179c7edaf75478e"
|
||||
}
|
||||
}
|
||||
},
|
||||
"quick_custom_game": {
|
||||
"description": "Quckly create a custom game with any gamemode",
|
||||
"external_url": "https://youtube.com/c/JoseANG3LYT",
|
||||
"authors": [
|
||||
{
|
||||
"name": "JoseAng3l",
|
||||
"email": "",
|
||||
"discord": "! JoseANG3L#0268"
|
||||
}
|
||||
],
|
||||
"versions": {
|
||||
"1.0.0": {
|
||||
"api_version": 7,
|
||||
"commit_sha": "2fda676",
|
||||
"released_on": "07-11-2022",
|
||||
"md5sum": "b691e35afb17cd3b5f6fe21c0194567d"
|
||||
}
|
||||
}
|
||||
},
|
||||
"random_colors": {
|
||||
"description": "Creates patches of random color after bomb explosions",
|
||||
"external_url": "https://youtube.com/c/JoseANG3LYT",
|
||||
"authors": [
|
||||
{
|
||||
"name": "JoseAng3l",
|
||||
"email": "",
|
||||
"discord": "! JoseANG3L#0268"
|
||||
}
|
||||
],
|
||||
"versions": {
|
||||
"1.0.0": {
|
||||
"api_version": 7,
|
||||
"commit_sha": "2fda676",
|
||||
"released_on": "07-11-2022",
|
||||
"md5sum": "0c351a0aebed77c3771053cde0c18d7b"
|
||||
}
|
||||
}
|
||||
},
|
||||
"chat_cmd": {
|
||||
"description": "chatcmd for a beutiful game - BombSquad OwO,type /help in chat for more info",
|
||||
"external_url": "",
|
||||
"authors": [
|
||||
{
|
||||
"name": "IM_NOT_PRANAV#7874",
|
||||
"email": "",
|
||||
"discord": "IM_NOT_PRANAV#7874"
|
||||
},
|
||||
{
|
||||
"name": "FireFighter1037 ",
|
||||
"email": "",
|
||||
"discord": ""
|
||||
}
|
||||
],
|
||||
"versions": {
|
||||
"1.0.0": {
|
||||
"api_version": 7,
|
||||
"commit_sha": "2fda676",
|
||||
"released_on": "07-11-2022",
|
||||
"md5sum": "c84d9a1c9e63e77949134020e1f11834"
|
||||
}
|
||||
}
|
||||
},
|
||||
"mood_light": {
|
||||
"description": "Dynamic lighting in co-op games (adjustable using \"ml\" chat command)",
|
||||
"external_url": "",
|
||||
|
|
@ -14,6 +133,12 @@
|
|||
}
|
||||
],
|
||||
"versions": {
|
||||
"1.2.1": {
|
||||
"api_version": 7,
|
||||
"commit_sha": "2fda676",
|
||||
"released_on": "07-11-2022",
|
||||
"md5sum": "ee8eede4a6c47535ab831abd0111aab0"
|
||||
},
|
||||
"1.2.0": {
|
||||
"api_version": 7,
|
||||
"commit_sha": "d838115",
|
||||
|
|
|
|||
543
plugins/utilities/chat_cmd.py
Normal file
543
plugins/utilities/chat_cmd.py
Normal file
|
|
@ -0,0 +1,543 @@
|
|||
"""python 3.9 | chatcmd for a beutiful game - BombSquad OwO"""
|
||||
# modded by IM_NOT_PRANAV#7874
|
||||
|
||||
# biggggggg thankssssssssssssss to FireFighter1037 for helping everything
|
||||
|
||||
# -*- coding: utf-8 -*-
|
||||
# ba_meta require api 7
|
||||
from _ba import env, get_foreground_host_activity, get_foreground_host_session, get_game_roster, get_chat_messages, set_party_icon_always_visible, chatmessage as cmsg, screenmessage as smsg
|
||||
import ba
|
||||
|
||||
# our prefix that what we starts cmds with
|
||||
px = '/'
|
||||
|
||||
# main class
|
||||
|
||||
|
||||
class _cmds:
|
||||
|
||||
def _process_cmd():
|
||||
set_party_icon_always_visible(True)
|
||||
messages = get_chat_messages()
|
||||
if len(messages) > 1:
|
||||
lastmsg = messages[len(messages)-1]
|
||||
|
||||
m = lastmsg.split(' ')[1]
|
||||
if m.startswith(px):
|
||||
return _cmds._handle()
|
||||
else:
|
||||
pass
|
||||
|
||||
def _handle():
|
||||
messages = get_chat_messages()
|
||||
if len(messages) > 1:
|
||||
lastmsg = messages[len(messages)-1]
|
||||
|
||||
m = lastmsg.split(' ')[1] # cmd
|
||||
n = lastmsg.split(' ')[2:] # aguments
|
||||
|
||||
roster = get_game_roster()
|
||||
session = get_foreground_host_session()
|
||||
session_players = session.sessionplayers
|
||||
|
||||
activity = get_foreground_host_activity()
|
||||
activity_players = activity.players
|
||||
|
||||
if m == px:
|
||||
cmsg(px+'help for help')
|
||||
|
||||
elif m == px+'help':
|
||||
if n == []:
|
||||
cmsg('===========================================')
|
||||
cmsg(f' {px}help 1 - for page 1 | simple commands')
|
||||
cmsg(f' {px}help 2 - for page 2 | all or number of list cmds')
|
||||
cmsg(f' {px}help 3 - for page 3 | Other useful cmds')
|
||||
cmsg('===========================================')
|
||||
elif n[0] == '1':
|
||||
cmsg('============================')
|
||||
cmsg(f' {px}help 1 page 1 |')
|
||||
cmsg(f' {px}help 1 page 2 |')
|
||||
cmsg('============================')
|
||||
if n[1] in ['page', 'Page', ]:
|
||||
if n[2] == '1':
|
||||
cmsg('============== Help 1, Page 1 ==============')
|
||||
cmsg(f' your command prefix is or all commands starts with - {px}')
|
||||
cmsg(f' {px}list or {px}l -- to see ids of players and execute commands')
|
||||
cmsg(f' {px}uniqeid or {px}id -- to see accountid/uniqeid of player')
|
||||
cmsg(f' {px}quit or {px}restart -- to restart the game')
|
||||
cmsg(f' {px}mute/unmute -- to mute chat for everyone in your game')
|
||||
elif n[2] == '2':
|
||||
cmsg('============== Help 1, Page 2 ==============')
|
||||
cmsg(f' {px}pause -- to pause everyone in your game')
|
||||
cmsg(f' {px}nv or {px}night -- to make night in your game')
|
||||
cmsg(f' {px}dv or {px}day -- to make night in your game')
|
||||
cmsg(f' {px}camera_mode -- to rotate camera ,repat to off')
|
||||
cmsg('===========================================')
|
||||
elif n[0] == '2':
|
||||
cmsg('============================')
|
||||
cmsg(f' {px}help 2 page 1 |')
|
||||
cmsg(f' {px}help 2 page 2 |')
|
||||
cmsg(f' {px}help 2 page 3 |')
|
||||
cmsg('============================')
|
||||
if n[1] in ['page', 'Page']:
|
||||
if n[2] == '1':
|
||||
cmsg('============== Help 2 Page 1 ==============')
|
||||
cmsg(f' {px}kill all or {px}kill number of list | kills the player')
|
||||
cmsg(f' {px}heal all or {px}heal number of list | heals the players')
|
||||
cmsg(f' {px}freeze all or {px}freeze number of list | freeze the player')
|
||||
cmsg(
|
||||
f' {px}unfreeze/thaw all or {px}unfreeze/thaw number of list | unfreeze the player')
|
||||
cmsg(f' {px}gloves all or {px}gloves number of list | give gloves to player')
|
||||
cmsg('============================')
|
||||
elif n[2] == '2':
|
||||
cmsg('============== Help 2 Page 2 ==============')
|
||||
cmsg(f' {px}shield all or {px}shield number of list | give shield the player')
|
||||
cmsg(
|
||||
f' {px}fall all or {px}fall number of list | teleport in down and fall up the player')
|
||||
cmsg(f' {px}curse all or {px}curse number of list | curse the player')
|
||||
cmsg(
|
||||
f' {px}creepy all or {px}creepy number of list | make creepy actor of player')
|
||||
cmsg(f' {px}inv all or {px}inv number of list | makes invisible player')
|
||||
cmsg(
|
||||
f' {px}celebrate all or {px}celebrate number of list | celebrate action to the player')
|
||||
cmsg('============================')
|
||||
elif n[2] == '3':
|
||||
cmsg('============== Help 2 Page 3 ==============')
|
||||
cmsg(f' {px}gm all or {px}gm number of list | give bs gods like powers to player')
|
||||
cmsg(
|
||||
f' {px}sp all or {px}sp number of list | give superrrrrrr damages when punch to player')
|
||||
cmsg(f' {px}sleep all or {px}sleep number of list | sleep up the player')
|
||||
cmsg(f' {px}fly all or {px}fly number of list | fly up the player ')
|
||||
cmsg(f' {px}hug number of list | hugup the player')
|
||||
cmsg('============================')
|
||||
|
||||
elif n[0] == '3':
|
||||
cmsg('============================')
|
||||
cmsg(f" {px}d_bomb bombType | changes default bomb | do {px}d_bomb help for bomb names ")
|
||||
cmsg(f' {px}dbc (number of bombs) | changes default count of player')
|
||||
cmsg('============================')
|
||||
|
||||
elif m in [px+'list', px+'l', px+'clientids', px+'ids', px+'playerids']:
|
||||
cmsg('======= Indexs ======')
|
||||
for i in session_players:
|
||||
cmsg(i.getname()+' --> '+str(session_players.index(i))+'\n')
|
||||
if not roster == []:
|
||||
for i in roster:
|
||||
cmsg(f'======For {px}kick only======')
|
||||
cmsg(str(i['players'][0]['nam_full'])+' - '+str(i['client_id']))
|
||||
|
||||
elif m in [px+'uniqeid', px+'id', px+'pb-id', px+'pb', px+'accountid']:
|
||||
if n == []:
|
||||
cmsg(f'use : {px}uniqeid number of list')
|
||||
else:
|
||||
try:
|
||||
id = session_players[int(n[0])]
|
||||
cmsg(id.getname()+"'s accountid is "+id.get_v1_account_id())
|
||||
except:
|
||||
cmsg('could not found player')
|
||||
|
||||
elif m in [px+'quit', px+'restart']:
|
||||
ba.quit()
|
||||
|
||||
elif m in [px+'mute', px+'mutechat']:
|
||||
cfg = ba.app.config
|
||||
cfg['Chat Muted'] = True
|
||||
cfg.apply_and_commit()
|
||||
cmsg('muted')
|
||||
smsg(f'chat muted use {px}unmute and click on send to unmute')
|
||||
|
||||
elif m in [px+'unmute', px+'unmutechat']:
|
||||
cfg = ba.app.config
|
||||
cfg['Chat Muted'] = False
|
||||
cfg.apply_and_commit()
|
||||
cmsg('un_muted')
|
||||
smsg('chat un_muted')
|
||||
|
||||
elif m in [px+'end', px+'next']:
|
||||
if n == []:
|
||||
try:
|
||||
activity.end_game()
|
||||
cmsg('Game ended Hope you scored great')
|
||||
except:
|
||||
cmsg('Game already ended')
|
||||
|
||||
elif m in [px+'dv', px+'day']:
|
||||
if activity.globalsnode.tint == (1.0, 1.0, 1.0):
|
||||
cmsg(f'alwardy {px}dv is on ,do {px}nv for night')
|
||||
else:
|
||||
activity.globalsnode.tint = (1.0, 1.0, 1.0)
|
||||
cmsg('day mode on!')
|
||||
|
||||
elif m in [px+'nv', px+'night']:
|
||||
if activity.globalsnode.tint == (0.5, 0.7, 1.0):
|
||||
cmsg(f'alwardy {px}nv is on ,do {px}dv for day')
|
||||
else:
|
||||
activity.globalsnode.tint = (0.5, 0.7, 1.0)
|
||||
cmsg('night mode on!')
|
||||
|
||||
elif m in [px+'sm', px+'slow', px+'slowmo']:
|
||||
if n == []:
|
||||
if not activity.globalsnode.slow_motion:
|
||||
activity.globalsnode.slow_motion = True
|
||||
cmsg('Game in Epic Mode Now')
|
||||
else:
|
||||
activity.globalsnode.slow_motion = False
|
||||
cmsg('Game in normal mode now ')
|
||||
|
||||
elif m in [px+'pause', px+'pausegame']:
|
||||
if n == []:
|
||||
if not activity.globalsnode.paused:
|
||||
activity.globalsnode.paused = True
|
||||
cmsg('Game Paused')
|
||||
else:
|
||||
activity.globalsnode.paused = False
|
||||
cmsg('Game un paused')
|
||||
|
||||
elif m in [px+'cameraMode', px+'camera_mode', px+'rotate_camera']:
|
||||
if n == []:
|
||||
if not activity.globalsnode.camera_mode == 'rotate':
|
||||
activity.globalsnode.camera_mode = 'rotate'
|
||||
cmsg('camera mode is rotate now')
|
||||
else:
|
||||
activity.globalsnode.camera_mode = 'follow'
|
||||
cmsg('camera mode is normal now')
|
||||
|
||||
elif m in [px+'remove', px+'rm']:
|
||||
if n == []:
|
||||
cmsg(f'{px}remove all or {px}remove number in list')
|
||||
elif n[0] == 'all':
|
||||
for i in session_players:
|
||||
i.remove_from_game()
|
||||
cmsg('Removed All')
|
||||
else:
|
||||
try:
|
||||
r = session_players[int(n[0])]
|
||||
r.remove_from_game()
|
||||
cmsg('Removed') # cant use getname() activity alwrady finish
|
||||
except:
|
||||
cmsg('could not found player')
|
||||
elif m in [px+'inv', px+'invisible']:
|
||||
if n == []:
|
||||
cmsg(f'help : {px}inv all or {px}inv number of list')
|
||||
elif n[0] == 'all':
|
||||
for i in activity_players:
|
||||
body = i.actor.node
|
||||
if not body.torso_model == None:
|
||||
body.head_model = None
|
||||
body.torso_model = None
|
||||
body.upper_arm_model = None
|
||||
body.forearm_model = None
|
||||
body.pelvis_model = None
|
||||
body.hand_model = None
|
||||
body.toes_model = None
|
||||
body.upper_leg_model = None
|
||||
body.lower_leg_model = None
|
||||
body.style = 'cyborg'
|
||||
cmsg('All invisible now Dont get cought')
|
||||
else:
|
||||
cmsg('alwardy invisible')
|
||||
else:
|
||||
body = activity_players[int(n[0])].actor.node
|
||||
is_name = session_players[int(n[0])].getname()
|
||||
if not body.torso_model == None:
|
||||
body.head_model = None
|
||||
body.torso_model = None
|
||||
body.upper_arm_model = None
|
||||
body.forearm_model = None
|
||||
body.pelvis_model = None
|
||||
body.hand_model = None
|
||||
body.toes_model = None
|
||||
body.upper_leg_model = None
|
||||
body.lower_leg_model = None
|
||||
body.style = 'cyborg'
|
||||
cmsg(is_name+' using invisiblelity ')
|
||||
else:
|
||||
cmsg('alwardy invisible')
|
||||
|
||||
elif m in [px+'hl', px+'headless']:
|
||||
if n == []:
|
||||
cmsg(f'help : {px}spaz all or {px}spaz number of list')
|
||||
elif n[0] == 'all':
|
||||
for i in activity_players:
|
||||
body = i.actor.node
|
||||
if not body.head_model == None:
|
||||
body.head_model = None
|
||||
body.style = 'cyborg'
|
||||
cmsg('headless ? xD')
|
||||
else:
|
||||
cmsg('alwardy headless are you really headless?')
|
||||
else:
|
||||
body = activity_players[int(n[0])].actor.node
|
||||
is_name = session_players[int(n[0])].getname()
|
||||
if not body.head_model == None:
|
||||
body.head_model = None
|
||||
body.style = 'cyborg'
|
||||
cmsg(is_name+'is headless now xD')
|
||||
else:
|
||||
cmsg('alwardy headless are you really headless?')
|
||||
|
||||
elif m in [px+'creepy', px+'creep']:
|
||||
if n == []:
|
||||
cmsg(f'use: {px}creepy all or {px}creepy number of list')
|
||||
elif n[0] == 'all':
|
||||
for i in activity_players:
|
||||
body = i.actor.node
|
||||
body.head_model = None
|
||||
body.handlemessage(ba.PowerupMessage(poweruptype='punch'))
|
||||
body.handlemessage(ba.PowerupMessage(poweruptype='shield'))
|
||||
cmsg('dont creep out childs all will be scared')
|
||||
else:
|
||||
try:
|
||||
body = activity_players[int(n[0])].actor.node
|
||||
body.head_model = None
|
||||
body.handlemessage(ba.PowerupMessage(poweruptype='punch'))
|
||||
body.handlemessage(ba.PowerupMessage(poweruptype='shield'))
|
||||
cmsg('dont creep out childs all will be scared')
|
||||
except:
|
||||
cmsg('could not found player to make')
|
||||
|
||||
elif m in [px+'kill', px+'die']:
|
||||
if n == []:
|
||||
cmsg(f'Use : {px}kill all or {px}kill number of list')
|
||||
elif n[0] == 'all':
|
||||
for i in activity_players:
|
||||
i.actor.node.handlemessage(ba.DieMessage())
|
||||
cmsg('Killed all')
|
||||
else:
|
||||
is_name = session_players[int(n[0])].getname()
|
||||
activity_players[int(n[0])].actor.node.handlemessage(ba.DieMessage())
|
||||
cmsg('Killed '+is_name)
|
||||
|
||||
elif m in [px+'heal', px+'heath']:
|
||||
if n == []:
|
||||
cmsg(f'Use: {px}heal all or {px}heal number of list')
|
||||
elif n[0] == 'all':
|
||||
for i in activity_players:
|
||||
i.actor.node.handlemessage(ba.PowerupMessage(poweruptype='health'))
|
||||
cmsg('Heald all')
|
||||
else:
|
||||
is_name = session_players[int(n[0])].getname()
|
||||
activity_players[int(n[0])].actor.node.handlemessage(
|
||||
ba.PowerupMessage(poweruptype='health'))
|
||||
cmsg('Heald '+is_name)
|
||||
|
||||
elif m in [px+'curse', px+'cur']:
|
||||
if n == []:
|
||||
cmsg(f'Use: {px}curse all or {px}curse number of list')
|
||||
elif n[0] == 'all':
|
||||
for i in activity_players:
|
||||
i.actor.node.handlemessage(ba.PowerupMessage(poweruptype='curse'))
|
||||
cmsg('Cursed all')
|
||||
else:
|
||||
is_name = session_players[int(n[0])].getname()
|
||||
activity_players[int(n[0])].actor.node.handlemessage(
|
||||
ba.PowerupMessage(poweruptype='curse'))
|
||||
cmsg('Cursed '+is_name)
|
||||
|
||||
elif m in [px+'sleep']:
|
||||
if n == []:
|
||||
cmsg(f'Use: {px}sleep all or {px}sleep number of list')
|
||||
elif n[0] == 'all':
|
||||
for i in activity_players:
|
||||
i.actor.node.handlemessage('knockout', 8000)
|
||||
cmsg('Sleep all its Night :)')
|
||||
else:
|
||||
is_name = session_players[int(n[0])].getname()
|
||||
activity_players[int(n[0])].actor.node.handlemessage('knockout', 8000)
|
||||
cmsg(is_name+' sleeped now')
|
||||
|
||||
elif m in [px+'sp', px+'superpunch']:
|
||||
if n == []:
|
||||
cmsg(f'Use : {px}sp/superpunch all or {px}sp/superpunch number of list')
|
||||
elif n[0] == 'all':
|
||||
for i in activity_players:
|
||||
if not i.actor._punch_power_scale == 15:
|
||||
i.actor._punch_power_scale = 15
|
||||
i.actor._punch_cooldown = 0
|
||||
cmsg('Everyone enjoy your Super punches')
|
||||
else:
|
||||
i.actor._punch_power_scale = 1.2
|
||||
i.actor._punch_cooldown = 400
|
||||
cmsg('Super punches off now')
|
||||
else:
|
||||
try:
|
||||
if not activity_players[int(n[0])].actor._punch_power_scale == 15:
|
||||
is_name = session_players[int(n[0])].getname()
|
||||
activity_players[int(n[0])].actor._punch_power_scale = 15
|
||||
activity_players[int(n[0])].actor._punch_cooldown = 0
|
||||
cmsg(is_name+' using super punches get away from him')
|
||||
else:
|
||||
activity_players[int(n[0])].actor._punch_power_scale = 1.2
|
||||
activity_players[int(n[0])].actor._punch_cooldown = 400
|
||||
cmsg(':( ')
|
||||
except:
|
||||
pass
|
||||
|
||||
elif m in [px+'gloves', px+'punch']:
|
||||
if n == []:
|
||||
cmsg(f'Use: {px}gloves all or {px}gloves number of list')
|
||||
elif n[0] == 'all':
|
||||
for i in activity_players:
|
||||
i.actor.node.handlemessage(ba.PowerupMessage(poweruptype='punch'))
|
||||
cmsg('Free Gloves enjoy all')
|
||||
else:
|
||||
is_name = session_players[int(n[0])].getname()
|
||||
activity_players[int(n[0])].actor.node.handlemessage(
|
||||
ba.PowerupMessage(poweruptype='punch'))
|
||||
cmsg(is_name+' using gloves')
|
||||
|
||||
elif m in [px+'shield', px+'protect']:
|
||||
if n == []:
|
||||
cmsg(f'Use: {px}shield all or {px}shield number of list')
|
||||
elif n[0] == 'all':
|
||||
for i in activity_players:
|
||||
i.actor.node.handlemessage(ba.PowerupMessage(poweruptype='shield'))
|
||||
cmsg('Everyone enjoy free shield :)')
|
||||
else:
|
||||
is_name = session_players[int(n[0])].getname()
|
||||
activity_players[int(n[0])].actor.node.handlemessage(
|
||||
ba.PowerupMessage(poweruptype='shield'))
|
||||
cmsg(is_name+' using shield')
|
||||
|
||||
elif m in [px+'freeze', px+'ice']:
|
||||
if n == []:
|
||||
cmsg(f'Use: {px}freeze all or {px}freeze number of list')
|
||||
elif n[0] == 'all':
|
||||
for i in activity_players:
|
||||
i.actor.node.handlemessage(ba.FreezeMessage())
|
||||
cmsg('Freezed all')
|
||||
else:
|
||||
is_name = session_players[int(n[0])].getname()
|
||||
activity_players[int(n[0])].actor.node.handlemessage(ba.FreezeMessage())
|
||||
cmsg('Un freezed '+is_name)
|
||||
|
||||
elif m in [px+'unfreeze', px+'thaw']:
|
||||
if n == []:
|
||||
cmsg(f'Use: {px}unfreeze/thaw all or {px}unfreeze/thaw number of list')
|
||||
elif n[0] == 'all':
|
||||
for i in activity_players:
|
||||
i.actor.node.handlemessage(ba.ThawMessage())
|
||||
cmsg('Un freezed all ')
|
||||
else:
|
||||
is_name = session_players[int(n[0])].getname()
|
||||
activity_players[int(n[0])].actor.node.handlemessage(ba.ThawMessage())
|
||||
cmsg('Un freezed '+is_name)
|
||||
|
||||
elif m in [px+'fall']:
|
||||
if n == []:
|
||||
cmsg(f'Use: {px}fall all or {px}fall number of list')
|
||||
elif n[0] == 'all':
|
||||
for i in activity_players:
|
||||
i.actor.node.handlemessage(ba.StandMessage())
|
||||
cmsg('Felt everyone')
|
||||
else:
|
||||
is_name = session_players[int(n[0])].getname()
|
||||
activity_players[int(n[0])].actor.node.handlemessage(ba.StandMessage())
|
||||
cmsg(is_name+' got felt')
|
||||
|
||||
elif m in [px+'celebrate', px+'celeb']:
|
||||
if n == []:
|
||||
cmsg(f'Use: {px}celebrate all or {px}celebrate number of list')
|
||||
elif n[0] == 'all':
|
||||
for i in activity_players:
|
||||
i.actor.node.handlemessage(ba.CelebrateMessage())
|
||||
cmsg('Celebrate all :)')
|
||||
else:
|
||||
is_name = session_players[int(n[0])].getname()
|
||||
activity_players[int(n[0])].actor.node.handlemessage(ba.CelebrateMessage())
|
||||
cmsg(is_name+' is celebrating bt why?')
|
||||
|
||||
elif m in [px+'fly']:
|
||||
if n == []:
|
||||
cmsg(f'Use: {px}fly all or {px}fly number of list')
|
||||
elif n[0] == 'all':
|
||||
for i in activity_players:
|
||||
if not i.actor.node.fly == True:
|
||||
i.actor.node.fly = True
|
||||
cmsg('fly all dont go out ok')
|
||||
else:
|
||||
i.actor.node.fly = False
|
||||
cmsg('flying mode off')
|
||||
else:
|
||||
try:
|
||||
is_name = session_players[int(n[0])].getname()
|
||||
if not activity_players[int(n[0])].actor.node.fly == True:
|
||||
activity_players[int(n[0])].actor.node.fly = True
|
||||
cmsg(is_name+' is flying')
|
||||
else:
|
||||
activity_players[int(n[0])].actor.node.fly = False
|
||||
cmsg('fly off :(')
|
||||
except:
|
||||
cmsg('player not found')
|
||||
pass
|
||||
|
||||
elif m in [px+'gm', px+'godmode']:
|
||||
if n == []:
|
||||
cmsg(f'Use: {px}gm all or {px}gm number of list')
|
||||
elif n[0] == 'all':
|
||||
for i in activity_players:
|
||||
if not i.actor.node.hockey == True:
|
||||
i.actor.node.hockey = True
|
||||
i.actor.node.invincible = True
|
||||
i.actor._punch_power_scale = 7
|
||||
cmsg('Gmed all ')
|
||||
else:
|
||||
i.actor.node.hockey = False
|
||||
i.actor.node.invincible = False
|
||||
i.actor._punch_power_scale = 1.2
|
||||
cmsg('Un gmed all')
|
||||
else:
|
||||
try:
|
||||
is_name = session_players[int(n[0])].getname()
|
||||
if not activity_players[int(n[0])].actor.node.hockey == True:
|
||||
activity_players[int(n[0])].actor.node.hockey = True
|
||||
activity_players[int(n[0])].actor.node.invincible = True
|
||||
activity_players[int(n[0])].actor._punch_power_scale = 7
|
||||
cmsg('Gmed '+is_name)
|
||||
else:
|
||||
activity_players[int(n[0])].actor.node.hockey = False
|
||||
activity_players[int(n[0])].actor.node.invincible = False
|
||||
activity_players[int(n[0])].actor._punch_power_scale = 1.2
|
||||
cmsg('un gmed '+is_name)
|
||||
except:
|
||||
cmsg('could not found player')
|
||||
elif m in [px+'d_bomb', px+'default_bomb']:
|
||||
if n == []:
|
||||
cmsg(
|
||||
f'Use: {px}d_bomb/default_bomb all or {px}d_bomb number of list ,type {px}d_bomb help for help')
|
||||
elif n[0] == 'help':
|
||||
cmsg("bombtypes - ['ice', 'impact', 'land_mine', 'normal', 'sticky','tnt']")
|
||||
elif n[0] in ['ice', 'impact', 'land_mine', 'normal', 'sticky', 'tnt']:
|
||||
for i in activity_players:
|
||||
i.actor.bomb_type = n[0]
|
||||
cmsg('default bomb type - '+str(n[0])+' now')
|
||||
else:
|
||||
cmsg('unkwon bombtype , type {px}d_bomb help for help')
|
||||
|
||||
elif m in [px+'d_bomb_count', px+'default_bomb_count', px+'dbc']:
|
||||
if n == []:
|
||||
cmsg(
|
||||
f'Use: {px}d_bomb_count/default_bomb/dbc all or {px}d_bomb_count/default_bomb_count/dbc number of list')
|
||||
else:
|
||||
try:
|
||||
for i in activity_players:
|
||||
i.actor.set_bomb_count(int(n[0]))
|
||||
cmsg('default bomb count is '+(str(n[0]))+' now')
|
||||
except:
|
||||
cmsg('Must use number to use')
|
||||
elif m in [px+'credits']:
|
||||
if n == []:
|
||||
cmsg(u'\U0001F95A created by Nazz \U0001F95A')
|
||||
cmsg(u'\U0001F95A Nazz are past/present/future \U0001F95A')
|
||||
cmsg(u'\U0001F95A everything is Nazz \U0001F95A')
|
||||
|
||||
|
||||
# ba.timer(0.05, _update, repeat=True)
|
||||
def same():
|
||||
ba.timer(0.5, _cmds._process_cmd, True)
|
||||
|
||||
# ba_meta export plugin
|
||||
|
||||
|
||||
class _enableee(ba.Plugin):
|
||||
same()
|
||||
40
plugins/utilities/custom_death.py
Normal file
40
plugins/utilities/custom_death.py
Normal file
|
|
@ -0,0 +1,40 @@
|
|||
# ba_meta require api 7
|
||||
# (see https://ballistica.net/wiki/meta-tag-system)
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
import ba
|
||||
from bastd.actor.spaz import Spaz
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from typing import Any
|
||||
|
||||
|
||||
Spaz.oldhandlemessage = Spaz.handlemessage
|
||||
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, ba.DieMessage):
|
||||
if self.node:
|
||||
self.node.color_texture = ba.gettexture('bonesColor')
|
||||
self.node.color_mask_texture = ba.gettexture('bonesColorMask')
|
||||
self.node.head_model = ba.getmodel('bonesHead')
|
||||
self.node.torso_model = ba.getmodel('bonesTorso')
|
||||
self.node.pelvis_model = ba.getmodel('bonesPelvis')
|
||||
self.node.upper_arm_model = ba.getmodel('bonesUpperArm')
|
||||
self.node.forearm_model = ba.getmodel('bonesForeArm')
|
||||
self.node.hand_model = ba.getmodel('bonesHand')
|
||||
self.node.upper_leg_model = ba.getmodel('bonesUpperLeg')
|
||||
self.node.lower_leg_model = ba.getmodel('bonesLowerLeg')
|
||||
self.node.toes_model = ba.getmodel('bonesToes')
|
||||
self.node.style = 'bones'
|
||||
self.oldhandlemessage(msg)
|
||||
else:
|
||||
return self.oldhandlemessage(msg)
|
||||
|
||||
|
||||
# ba_meta export plugin
|
||||
class CustomDeath(ba.Plugin):
|
||||
Spaz.handlemessage = handlemessage
|
||||
368
plugins/utilities/max_players.py
Normal file
368
plugins/utilities/max_players.py
Normal file
|
|
@ -0,0 +1,368 @@
|
|||
"""===========MAX_PLAYERS==========="""
|
||||
|
||||
# ba_meta require api 7
|
||||
# (see https://ballistica.net/wiki/meta-tag-system)
|
||||
|
||||
from __future__ import annotations
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
import ba
|
||||
import _ba
|
||||
from ba._session import Session
|
||||
from ba._coopsession import CoopSession, TEAM_COLORS, TEAM_NAMES
|
||||
from ba._multiteamsession import MultiTeamSession
|
||||
from bastd.ui.gather import GatherWindow
|
||||
from bastd.ui.popup import PopupWindow
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from typing import List, Any, Optional, Sequence
|
||||
|
||||
|
||||
cfg = ba.app.config
|
||||
cmp = {'coop_max_players': 4,
|
||||
'teams_max_players': 8,
|
||||
'ffa_max_players': 8}
|
||||
|
||||
lang = ba.app.lang.language
|
||||
if lang == 'Spanish':
|
||||
title_text = 'Máximo de Jugadores'
|
||||
title_short_text = 'Jugadores'
|
||||
coop_text = 'Cooperativo'
|
||||
teams_text = 'Equipos'
|
||||
ffa_text = 'Todos Contra Todos'
|
||||
else:
|
||||
title_text = 'Max Players'
|
||||
title_short_text = 'Players'
|
||||
coop_text = 'Co-op'
|
||||
teams_text = 'Teams'
|
||||
ffa_text = 'FFA'
|
||||
|
||||
|
||||
class ConfigNumberEdit:
|
||||
|
||||
def __init__(self,
|
||||
parent: ba.Widget,
|
||||
position: Tuple[float, float],
|
||||
value: int,
|
||||
config: str,
|
||||
text: str):
|
||||
self._increment = 1
|
||||
self._minval = 1
|
||||
self._maxval = 100
|
||||
self._value = value
|
||||
self._config = config
|
||||
|
||||
textscale = 1.0
|
||||
self.nametext = ba.textwidget(
|
||||
parent=parent,
|
||||
position=(position[0], position[1]),
|
||||
size=(100, 30),
|
||||
text=text,
|
||||
maxwidth=150,
|
||||
color=(0.8, 0.8, 0.8, 1.0),
|
||||
h_align='left',
|
||||
v_align='center',
|
||||
scale=textscale)
|
||||
self.valuetext = ba.textwidget(
|
||||
parent=parent,
|
||||
position=(position[0]+150, position[1]),
|
||||
size=(60, 28),
|
||||
editable=False,
|
||||
color=(0.3, 1.0, 0.3, 1.0),
|
||||
h_align='right',
|
||||
v_align='center',
|
||||
text=str(value),
|
||||
padding=2)
|
||||
self.minusbutton = ba.buttonwidget(
|
||||
parent=parent,
|
||||
position=(position[0]+240, position[1]),
|
||||
size=(28, 28),
|
||||
label='-',
|
||||
autoselect=True,
|
||||
on_activate_call=ba.Call(self._down),
|
||||
repeat=True)
|
||||
self.plusbutton = ba.buttonwidget(
|
||||
parent=parent,
|
||||
position=(position[0]+290, position[1]),
|
||||
size=(28, 28),
|
||||
label='+',
|
||||
autoselect=True,
|
||||
on_activate_call=ba.Call(self._up),
|
||||
repeat=True)
|
||||
|
||||
def _up(self) -> None:
|
||||
self._value = min(self._maxval, self._value + self._increment)
|
||||
self._update_display()
|
||||
|
||||
def _down(self) -> None:
|
||||
self._value = max(self._minval, self._value - self._increment)
|
||||
self._update_display()
|
||||
|
||||
def _update_display(self) -> None:
|
||||
ba.textwidget(edit=self.valuetext, text=str(self._value))
|
||||
cfg['Config Max Players'][self._config] = self._value
|
||||
cfg.apply_and_commit()
|
||||
|
||||
|
||||
class SettingsMaxPlayers(PopupWindow):
|
||||
|
||||
def __init__(self):
|
||||
# pylint: disable=too-many-locals
|
||||
uiscale = ba.app.ui.uiscale
|
||||
self._transitioning_out = False
|
||||
self._width = 400
|
||||
self._height = 220
|
||||
bg_color = (0.5, 0.4, 0.6)
|
||||
|
||||
# creates our _root_widget
|
||||
PopupWindow.__init__(self,
|
||||
position=(0.0, 0.0),
|
||||
size=(self._width, self._height),
|
||||
scale=1.2,
|
||||
bg_color=bg_color)
|
||||
|
||||
self._cancel_button = ba.buttonwidget(
|
||||
parent=self.root_widget,
|
||||
position=(25, self._height - 40),
|
||||
size=(50, 50),
|
||||
scale=0.58,
|
||||
label='',
|
||||
color=bg_color,
|
||||
on_activate_call=self._on_cancel_press,
|
||||
autoselect=True,
|
||||
icon=ba.gettexture('crossOut'),
|
||||
iconscale=1.2)
|
||||
ba.containerwidget(edit=self.root_widget,
|
||||
cancel_button=self._cancel_button)
|
||||
|
||||
ba.textwidget(
|
||||
parent=self.root_widget,
|
||||
position=(self._width * 0.5, self._height - 30),
|
||||
size=(0, 0),
|
||||
h_align='center',
|
||||
v_align='center',
|
||||
scale=0.8,
|
||||
text=title_text,
|
||||
maxwidth=200,
|
||||
color=ba.app.ui.title_color)
|
||||
|
||||
posx = 33
|
||||
posy = self._height
|
||||
|
||||
# co-op
|
||||
ConfigNumberEdit(parent=self.root_widget,
|
||||
position=(posx, posy*0.6),
|
||||
value=cfg['Config Max Players']['coop_max_players'],
|
||||
config='coop_max_players',
|
||||
text=coop_text)
|
||||
|
||||
# teams
|
||||
ConfigNumberEdit(parent=self.root_widget,
|
||||
position=(posx, posy*0.38),
|
||||
value=cfg['Config Max Players']['teams_max_players'],
|
||||
config='teams_max_players',
|
||||
text=teams_text)
|
||||
|
||||
# ffa
|
||||
ConfigNumberEdit(parent=self.root_widget,
|
||||
position=(posx, posy*0.16),
|
||||
value=cfg['Config Max Players']['ffa_max_players'],
|
||||
config='ffa_max_players',
|
||||
text=ffa_text)
|
||||
|
||||
def _on_cancel_press(self) -> None:
|
||||
self._transition_out()
|
||||
|
||||
def _transition_out(self) -> None:
|
||||
if not self._transitioning_out:
|
||||
self._transitioning_out = True
|
||||
ba.containerwidget(edit=self.root_widget, transition='out_scale')
|
||||
|
||||
def on_popup_cancel(self) -> None:
|
||||
ba.playsound(ba.getsound('swish'))
|
||||
self._transition_out()
|
||||
|
||||
|
||||
def __init__(self) -> None:
|
||||
"""Instantiate a co-op mode session."""
|
||||
# pylint: disable=cyclic-import
|
||||
from ba._campaign import getcampaign
|
||||
from bastd.activity.coopjoin import CoopJoinActivity
|
||||
|
||||
_ba.increment_analytics_count('Co-op session start')
|
||||
app = _ba.app
|
||||
|
||||
# If they passed in explicit min/max, honor that.
|
||||
# Otherwise defer to user overrides or defaults.
|
||||
if 'min_players' in app.coop_session_args:
|
||||
min_players = app.coop_session_args['min_players']
|
||||
else:
|
||||
min_players = 1
|
||||
if 'max_players' in app.coop_session_args:
|
||||
max_players = app.coop_session_args['max_players']
|
||||
else:
|
||||
max_players = app.config.get(
|
||||
'Coop Game Max Players',
|
||||
cfg['Config Max Players']['coop_max_players'])
|
||||
|
||||
# print('FIXME: COOP SESSION WOULD CALC DEPS.')
|
||||
depsets: Sequence[ba.DependencySet] = []
|
||||
|
||||
Session.__init__(self,
|
||||
depsets,
|
||||
team_names=TEAM_NAMES,
|
||||
team_colors=TEAM_COLORS,
|
||||
min_players=min_players,
|
||||
max_players=max_players)
|
||||
|
||||
# Tournament-ID if we correspond to a co-op tournament (otherwise None)
|
||||
self.tournament_id: Optional[str] = (
|
||||
app.coop_session_args.get('tournament_id'))
|
||||
|
||||
self.campaign = getcampaign(app.coop_session_args['campaign'])
|
||||
self.campaign_level_name: str = app.coop_session_args['level']
|
||||
|
||||
self._ran_tutorial_activity = False
|
||||
self._tutorial_activity: Optional[ba.Activity] = None
|
||||
self._custom_menu_ui: List[Dict[str, Any]] = []
|
||||
|
||||
# Start our joining screen.
|
||||
self.setactivity(_ba.newactivity(CoopJoinActivity))
|
||||
|
||||
self._next_game_instance: Optional[ba.GameActivity] = None
|
||||
self._next_game_level_name: Optional[str] = None
|
||||
self._update_on_deck_game_instances()
|
||||
|
||||
|
||||
def get_max_players(self) -> int:
|
||||
"""Return max number of ba.Players allowed to join the game at once."""
|
||||
if self.use_teams:
|
||||
return _ba.app.config.get(
|
||||
'Team Game Max Players',
|
||||
cfg['Config Max Players']['teams_max_players'])
|
||||
return _ba.app.config.get(
|
||||
'Free-for-All Max Players',
|
||||
cfg['Config Max Players']['ffa_max_players'])
|
||||
|
||||
|
||||
GatherWindow.__old_init__ = GatherWindow.__init__
|
||||
|
||||
|
||||
def __gather_init__(self,
|
||||
transition: Optional[str] = 'in_right',
|
||||
origin_widget: ba.Widget = None):
|
||||
self.__old_init__(transition, origin_widget)
|
||||
|
||||
def _do_max_players():
|
||||
SettingsMaxPlayers()
|
||||
self._max_players_button = ba.buttonwidget(
|
||||
parent=self._root_widget,
|
||||
position=(self._width*0.72, self._height*0.91),
|
||||
size=(220, 60),
|
||||
scale=1.0,
|
||||
color=(0.6, 0.0, 0.9),
|
||||
icon=ba.gettexture('usersButton'),
|
||||
iconscale=1.5,
|
||||
autoselect=True,
|
||||
label=title_short_text,
|
||||
button_type='regular',
|
||||
on_activate_call=_do_max_players)
|
||||
|
||||
|
||||
def _save_state(self) -> None:
|
||||
try:
|
||||
for tab in self._tabs.values():
|
||||
tab.save_state()
|
||||
|
||||
sel = self._root_widget.get_selected_child()
|
||||
selected_tab_ids = [
|
||||
tab_id for tab_id, tab in self._tab_row.tabs.items()
|
||||
if sel == tab.button
|
||||
]
|
||||
if sel == self._back_button:
|
||||
sel_name = 'Back'
|
||||
elif sel == self._max_players_button:
|
||||
sel_name = 'Max Players'
|
||||
elif selected_tab_ids:
|
||||
assert len(selected_tab_ids) == 1
|
||||
sel_name = f'Tab:{selected_tab_ids[0].value}'
|
||||
elif sel == self._tab_container:
|
||||
sel_name = 'TabContainer'
|
||||
else:
|
||||
raise ValueError(f'unrecognized selection: \'{sel}\'')
|
||||
ba.app.ui.window_states[type(self)] = {
|
||||
'sel_name': sel_name,
|
||||
}
|
||||
except Exception:
|
||||
ba.print_exception(f'Error saving state for {self}.')
|
||||
|
||||
|
||||
def _restore_state(self) -> None:
|
||||
from efro.util import enum_by_value
|
||||
try:
|
||||
for tab in self._tabs.values():
|
||||
tab.restore_state()
|
||||
|
||||
sel: Optional[ba.Widget]
|
||||
winstate = ba.app.ui.window_states.get(type(self), {})
|
||||
sel_name = winstate.get('sel_name', None)
|
||||
assert isinstance(sel_name, (str, type(None)))
|
||||
current_tab = self.TabID.ABOUT
|
||||
gather_tab_val = ba.app.config.get('Gather Tab')
|
||||
try:
|
||||
stored_tab = enum_by_value(self.TabID, gather_tab_val)
|
||||
if stored_tab in self._tab_row.tabs:
|
||||
current_tab = stored_tab
|
||||
except ValueError:
|
||||
pass
|
||||
self._set_tab(current_tab)
|
||||
if sel_name == 'Back':
|
||||
sel = self._back_button
|
||||
elif sel_name == 'Max Players':
|
||||
sel = self._back_button
|
||||
elif sel_name == 'TabContainer':
|
||||
sel = self._tab_container
|
||||
elif isinstance(sel_name, str) and sel_name.startswith('Tab:'):
|
||||
try:
|
||||
sel_tab_id = enum_by_value(self.TabID,
|
||||
sel_name.split(':')[-1])
|
||||
except ValueError:
|
||||
sel_tab_id = self.TabID.ABOUT
|
||||
sel = self._tab_row.tabs[sel_tab_id].button
|
||||
else:
|
||||
sel = self._tab_row.tabs[current_tab].button
|
||||
ba.containerwidget(edit=self._root_widget, selected_child=sel)
|
||||
except Exception:
|
||||
ba.print_exception('Error restoring gather-win state.')
|
||||
|
||||
# ba_meta export plugin
|
||||
|
||||
|
||||
class MaxPlayersPlugin(ba.Plugin):
|
||||
|
||||
def has_settings_ui(self) -> bool:
|
||||
return True
|
||||
|
||||
def show_settings_ui(self, source_widget: ba.Widget | None) -> None:
|
||||
SettingsMaxPlayers()
|
||||
|
||||
if 'Config Max Players' in ba.app.config:
|
||||
old_config = ba.app.config['Config Max Players']
|
||||
for setting in cmp:
|
||||
if setting not in old_config:
|
||||
ba.app.config['Config Max Players'].update({setting: cmp[setting]})
|
||||
remove_list = []
|
||||
for setting in old_config:
|
||||
if setting not in cmp:
|
||||
remove_list.append(setting)
|
||||
for element in remove_list:
|
||||
ba.app.config['Config Max Players'].pop(element)
|
||||
else:
|
||||
ba.app.config['Config Max Players'] = cmp
|
||||
ba.app.config.apply_and_commit()
|
||||
|
||||
CoopSession.__init__ = __init__
|
||||
MultiTeamSession.get_max_players = get_max_players
|
||||
GatherWindow.__init__ = __gather_init__
|
||||
GatherWindow._save_state = _save_state
|
||||
GatherWindow._restore_state = _restore_state
|
||||
|
|
@ -4,26 +4,31 @@ from typing import TYPE_CHECKING, cast
|
|||
if TYPE_CHECKING:
|
||||
from typing import Any, Sequence, Callable, List, Dict, Tuple, Optional, Union
|
||||
|
||||
import random
|
||||
import ba
|
||||
import _ba
|
||||
import random
|
||||
from ba._map import Map
|
||||
from bastd import mainmenu
|
||||
from bastd.ui.party import PartyWindow
|
||||
from bastd.gameutils import SharedObjects
|
||||
from time import sleep
|
||||
|
||||
"""mood light plugin by ʟօʊքɢǟʀօʊ
|
||||
type ml in chat or use plugin manager to open settings"""
|
||||
|
||||
|
||||
def Print(*args):
|
||||
out = " ".join(args)
|
||||
out = ""
|
||||
for arg in args:
|
||||
a = str(arg)
|
||||
out += a
|
||||
ba.screenmessage(out)
|
||||
|
||||
|
||||
def cprint(*args):
|
||||
out = "\n".join(args)
|
||||
out = ""
|
||||
for arg in args:
|
||||
a = str(arg)
|
||||
out += a
|
||||
_ba.chatmessage(out)
|
||||
|
||||
|
||||
|
|
@ -238,7 +243,9 @@ class SettingWindow(ba.Window):
|
|||
loop = True
|
||||
label = "DISABLE"
|
||||
color = (1, 0, 0)
|
||||
Print("Restart level to enable")
|
||||
in_game = not isinstance(_ba.get_foreground_host_session(), mainmenu.MainMenuSession)
|
||||
if in_game:
|
||||
Print("Restart level to apply")
|
||||
ba.app.config["moodlightEnabled"] = loop
|
||||
ba.app.config.commit()
|
||||
ba.buttonwidget(edit=self.enable_button, label=label, color=color)
|
||||
|
|
@ -257,11 +264,12 @@ def new_chat_message(msg: Union[str, ba.Lstr], clients: Sequence[int] = None, se
|
|||
old_fcm(msg, clients, sender_override)
|
||||
if msg == 'ml':
|
||||
try:
|
||||
global Ldefault, Udefault
|
||||
Ldefault, Udefault = ba.app.config.get("moodlightingSettings")
|
||||
SettingWindow()
|
||||
cprint("Mood light settings opened")
|
||||
except Exception as err:
|
||||
Print(err)
|
||||
Print(err, "-from new_chat_message")
|
||||
|
||||
|
||||
old_fcm = _ba.chatmessage
|
||||
|
|
@ -279,7 +287,13 @@ class moodlight(ba.Plugin):
|
|||
def on_app_running(self):
|
||||
_ba.show_progress_bar()
|
||||
|
||||
def on_plugin_manager_prompt(self): # called by plugin manager
|
||||
def on_plugin_manager_prompt(self):
|
||||
SettingWindow()
|
||||
|
||||
def has_settings_ui(self):
|
||||
return True
|
||||
|
||||
def show_settings_ui(self, button):
|
||||
SettingWindow()
|
||||
|
||||
def _new_init(self, vr_overlay_offset: Optional[Sequence[float]] = None) -> None:
|
||||
|
|
|
|||
381
plugins/utilities/quick_custom_game.py
Normal file
381
plugins/utilities/quick_custom_game.py
Normal file
|
|
@ -0,0 +1,381 @@
|
|||
# ba_meta require api 7
|
||||
# (see https://ballistica.net/wiki/meta-tag-system)
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
import ba
|
||||
import _ba
|
||||
from bastd.ui.play import PlayWindow
|
||||
from bastd.ui.playlist.addgame import PlaylistAddGameWindow
|
||||
from ba._freeforallsession import FreeForAllSession
|
||||
from bastd.activity.multiteamjoin import MultiTeamJoinActivity
|
||||
|
||||
if TYPE_CHECKING:
|
||||
pass
|
||||
|
||||
|
||||
lang = ba.app.lang.language
|
||||
|
||||
if lang == 'Spanish':
|
||||
custom_txt = 'personalizar...'
|
||||
else:
|
||||
custom_txt = 'custom...'
|
||||
|
||||
|
||||
if 'quick_game_button' in ba.app.config:
|
||||
config = ba.app.config['quick_game_button']
|
||||
else:
|
||||
config = {'selected': None, 'config': None}
|
||||
ba.app.config['quick_game_button'] = config
|
||||
ba.app.config.commit()
|
||||
|
||||
|
||||
def start_game(session: ba.Session, fadeout: bool = True):
|
||||
def callback():
|
||||
if fadeout:
|
||||
_ba.unlock_all_input()
|
||||
try:
|
||||
_ba.new_host_session(session)
|
||||
except Exception:
|
||||
from bastd import mainmenu
|
||||
ba.print_exception('exception running session', session)
|
||||
|
||||
# Drop back into a main menu session.
|
||||
_ba.new_host_session(mainmenu.MainMenuSession)
|
||||
|
||||
if fadeout:
|
||||
_ba.fade_screen(False, time=0.25, endcall=callback)
|
||||
_ba.lock_all_input()
|
||||
else:
|
||||
callback()
|
||||
|
||||
|
||||
class SimplePlaylist:
|
||||
|
||||
def __init__(self,
|
||||
settings: dict,
|
||||
gametype: type[ba.GameActivity]):
|
||||
self.settings = settings
|
||||
self.gametype = gametype
|
||||
|
||||
def pull_next(self) -> None:
|
||||
if 'map' not in self.settings['settings']:
|
||||
settings = dict(
|
||||
map=self.settings['map'], **self.settings['settings'])
|
||||
else:
|
||||
settings = self.settings['settings']
|
||||
return dict(resolved_type=self.gametype, settings=settings)
|
||||
|
||||
|
||||
class CustomSession(FreeForAllSession):
|
||||
|
||||
def __init__(self, *args, **kwargs):
|
||||
# pylint: disable=cyclic-import
|
||||
self.use_teams = False
|
||||
self._tutorial_activity_instance = None
|
||||
ba.Session.__init__(self, depsets=[],
|
||||
team_names=None,
|
||||
team_colors=None,
|
||||
min_players=1,
|
||||
max_players=self.get_max_players())
|
||||
|
||||
self._series_length = 1
|
||||
self._ffa_series_length = 1
|
||||
|
||||
# Which game activity we're on.
|
||||
self._game_number = 0
|
||||
self._playlist = SimplePlaylist(self._config, self._gametype)
|
||||
config['selected'] = self._gametype.__name__
|
||||
config['config'] = self._config
|
||||
ba.app.config.commit()
|
||||
|
||||
# Get a game on deck ready to go.
|
||||
self._current_game_spec: Optional[Dict[str, Any]] = None
|
||||
self._next_game_spec: Dict[str, Any] = self._playlist.pull_next()
|
||||
self._next_game: Type[ba.GameActivity] = (
|
||||
self._next_game_spec['resolved_type'])
|
||||
|
||||
# Go ahead and instantiate the next game we'll
|
||||
# use so it has lots of time to load.
|
||||
self._instantiate_next_game()
|
||||
|
||||
# Start in our custom join screen.
|
||||
self.setactivity(_ba.newactivity(MultiTeamJoinActivity))
|
||||
|
||||
|
||||
class SelectGameWindow(PlaylistAddGameWindow):
|
||||
|
||||
def __init__(self, transition: str = 'in_right'):
|
||||
class EditController:
|
||||
_sessiontype = ba.FreeForAllSession
|
||||
|
||||
def get_session_type(self) -> Type[ba.Session]:
|
||||
return self._sessiontype
|
||||
|
||||
self._editcontroller = EditController()
|
||||
self._r = 'addGameWindow'
|
||||
uiscale = ba.app.ui.uiscale
|
||||
self._width = 750 if uiscale is ba.UIScale.SMALL else 650
|
||||
x_inset = 50 if uiscale is ba.UIScale.SMALL else 0
|
||||
self._height = (346 if uiscale is ba.UIScale.SMALL else
|
||||
380 if uiscale is ba.UIScale.MEDIUM else 440)
|
||||
top_extra = 30 if uiscale is ba.UIScale.SMALL else 20
|
||||
self._scroll_width = 210
|
||||
|
||||
self._root_widget = ba.containerwidget(
|
||||
size=(self._width, self._height + top_extra),
|
||||
transition=transition,
|
||||
scale=(2.17 if uiscale is ba.UIScale.SMALL else
|
||||
1.5 if uiscale is ba.UIScale.MEDIUM else 1.0),
|
||||
stack_offset=(0, 1) if uiscale is ba.UIScale.SMALL else (0, 0))
|
||||
|
||||
self._back_button = ba.buttonwidget(parent=self._root_widget,
|
||||
position=(58 + x_inset,
|
||||
self._height - 53),
|
||||
size=(165, 70),
|
||||
scale=0.75,
|
||||
text_scale=1.2,
|
||||
label=ba.Lstr(resource='backText'),
|
||||
autoselect=True,
|
||||
button_type='back',
|
||||
on_activate_call=self._back)
|
||||
self._select_button = select_button = ba.buttonwidget(
|
||||
parent=self._root_widget,
|
||||
position=(self._width - (172 + x_inset), self._height - 50),
|
||||
autoselect=True,
|
||||
size=(160, 60),
|
||||
scale=0.75,
|
||||
text_scale=1.2,
|
||||
label=ba.Lstr(resource='selectText'),
|
||||
on_activate_call=self._add)
|
||||
|
||||
if ba.app.ui.use_toolbars:
|
||||
ba.widget(edit=select_button,
|
||||
right_widget=_ba.get_special_widget('party_button'))
|
||||
|
||||
ba.textwidget(parent=self._root_widget,
|
||||
position=(self._width * 0.5, self._height - 28),
|
||||
size=(0, 0),
|
||||
scale=1.0,
|
||||
text=ba.Lstr(resource=self._r + '.titleText'),
|
||||
h_align='center',
|
||||
color=ba.app.ui.title_color,
|
||||
maxwidth=250,
|
||||
v_align='center')
|
||||
v = self._height - 64
|
||||
|
||||
self._selected_title_text = ba.textwidget(
|
||||
parent=self._root_widget,
|
||||
position=(x_inset + self._scroll_width + 50 + 30, v - 15),
|
||||
size=(0, 0),
|
||||
scale=1.0,
|
||||
color=(0.7, 1.0, 0.7, 1.0),
|
||||
maxwidth=self._width - self._scroll_width - 150 - x_inset * 2,
|
||||
h_align='left',
|
||||
v_align='center')
|
||||
v -= 30
|
||||
|
||||
self._selected_description_text = ba.textwidget(
|
||||
parent=self._root_widget,
|
||||
position=(x_inset + self._scroll_width + 50 + 30, v),
|
||||
size=(0, 0),
|
||||
scale=0.7,
|
||||
color=(0.5, 0.8, 0.5, 1.0),
|
||||
maxwidth=self._width - self._scroll_width - 150 - x_inset * 2,
|
||||
h_align='left')
|
||||
|
||||
scroll_height = self._height - 100
|
||||
|
||||
v = self._height - 60
|
||||
|
||||
self._scrollwidget = ba.scrollwidget(parent=self._root_widget,
|
||||
position=(x_inset + 61,
|
||||
v - scroll_height),
|
||||
size=(self._scroll_width,
|
||||
scroll_height),
|
||||
highlight=False)
|
||||
ba.widget(edit=self._scrollwidget,
|
||||
up_widget=self._back_button,
|
||||
left_widget=self._back_button,
|
||||
right_widget=select_button)
|
||||
self._column: Optional[ba.Widget] = None
|
||||
|
||||
v -= 35
|
||||
ba.containerwidget(edit=self._root_widget,
|
||||
cancel_button=self._back_button,
|
||||
start_button=select_button)
|
||||
self._selected_game_type: Optional[Type[ba.GameActivity]] = None
|
||||
|
||||
ba.containerwidget(edit=self._root_widget,
|
||||
selected_child=self._scrollwidget)
|
||||
|
||||
self._game_types: list[type[ba.GameActivity]] = []
|
||||
|
||||
# Get actual games loading in the bg.
|
||||
ba.app.meta.load_exported_classes(ba.GameActivity,
|
||||
self._on_game_types_loaded,
|
||||
completion_cb_in_bg_thread=True)
|
||||
|
||||
# Refresh with our initial empty list. We'll refresh again once
|
||||
# game loading is complete.
|
||||
self._refresh()
|
||||
|
||||
if config['selected']:
|
||||
for gt in self._game_types:
|
||||
if gt.__name__ == config['selected']:
|
||||
self._refresh(selected=gt)
|
||||
self._set_selected_game_type(gt)
|
||||
|
||||
def _refresh(self,
|
||||
select_get_more_games_button: bool = False,
|
||||
selected: bool = None) -> None:
|
||||
# from ba.internal import get_game_types
|
||||
|
||||
if self._column is not None:
|
||||
self._column.delete()
|
||||
|
||||
self._column = ba.columnwidget(parent=self._scrollwidget,
|
||||
border=2,
|
||||
margin=0)
|
||||
|
||||
for i, gametype in enumerate(self._game_types):
|
||||
|
||||
def _doit() -> None:
|
||||
if self._select_button:
|
||||
ba.timer(0.1,
|
||||
self._select_button.activate,
|
||||
timetype=ba.TimeType.REAL)
|
||||
|
||||
txt = ba.textwidget(parent=self._column,
|
||||
position=(0, 0),
|
||||
size=(self._width - 88, 24),
|
||||
text=gametype.get_display_string(),
|
||||
h_align='left',
|
||||
v_align='center',
|
||||
color=(0.8, 0.8, 0.8, 1.0),
|
||||
maxwidth=self._scroll_width * 0.8,
|
||||
on_select_call=ba.Call(
|
||||
self._set_selected_game_type, gametype),
|
||||
always_highlight=True,
|
||||
selectable=True,
|
||||
on_activate_call=_doit)
|
||||
if i == 0:
|
||||
ba.widget(edit=txt, up_widget=self._back_button)
|
||||
|
||||
self._get_more_games_button = ba.buttonwidget(
|
||||
parent=self._column,
|
||||
autoselect=True,
|
||||
label=ba.Lstr(resource=self._r + '.getMoreGamesText'),
|
||||
color=(0.54, 0.52, 0.67),
|
||||
textcolor=(0.7, 0.65, 0.7),
|
||||
on_activate_call=self._on_get_more_games_press,
|
||||
size=(178, 50))
|
||||
if select_get_more_games_button:
|
||||
ba.containerwidget(edit=self._column,
|
||||
selected_child=self._get_more_games_button,
|
||||
visible_child=self._get_more_games_button)
|
||||
|
||||
def _add(self) -> None:
|
||||
_ba.lock_all_input() # Make sure no more commands happen.
|
||||
ba.timer(0.1, _ba.unlock_all_input, timetype=ba.TimeType.REAL)
|
||||
gameconfig = {}
|
||||
if config['selected'] == self._selected_game_type.__name__:
|
||||
if config['config']:
|
||||
gameconfig = config['config']
|
||||
if 'map' in gameconfig:
|
||||
gameconfig['settings']['map'] = gameconfig.pop('map')
|
||||
self._selected_game_type.create_settings_ui(
|
||||
self._editcontroller.get_session_type(),
|
||||
gameconfig,
|
||||
self._edit_game_done)
|
||||
|
||||
def _edit_game_done(self, config: Optional[Dict[str, Any]]) -> None:
|
||||
if config:
|
||||
CustomSession._config = config
|
||||
CustomSession._gametype = self._selected_game_type
|
||||
start_game(CustomSession)
|
||||
else:
|
||||
ba.app.ui.clear_main_menu_window(transition='out_right')
|
||||
ba.app.ui.set_main_menu_window(
|
||||
SelectGameWindow(transition='in_left').get_root_widget())
|
||||
|
||||
def _back(self) -> None:
|
||||
ba.containerwidget(edit=self._root_widget, transition='out_right')
|
||||
ba.app.ui.set_main_menu_window(
|
||||
PlayWindow(transition='in_left').get_root_widget())
|
||||
|
||||
|
||||
PlayWindow._old_init = PlayWindow.__init__
|
||||
|
||||
|
||||
def __init__(self, *args, **kwargs):
|
||||
self._old_init()
|
||||
|
||||
width = 800
|
||||
height = 550
|
||||
|
||||
def do_quick_game() -> None:
|
||||
self._save_state()
|
||||
ba.containerwidget(edit=self._root_widget, transition='out_left')
|
||||
ba.app.ui.set_main_menu_window(
|
||||
SelectGameWindow().get_root_widget())
|
||||
|
||||
self._quick_game_button = ba.buttonwidget(
|
||||
parent=self._root_widget,
|
||||
position=(width - 55 - 120, height - 132),
|
||||
autoselect=True,
|
||||
size=(120, 60),
|
||||
scale=1.1,
|
||||
text_scale=1.2,
|
||||
label=custom_txt,
|
||||
on_activate_call=do_quick_game,
|
||||
color=(0.54, 0.52, 0.67),
|
||||
textcolor=(0.7, 0.65, 0.7))
|
||||
|
||||
self._restore_state()
|
||||
|
||||
|
||||
def states(self) -> None:
|
||||
return {
|
||||
'Team Games': self._teams_button,
|
||||
'Co-op Games': self._coop_button,
|
||||
'Free-for-All Games': self._free_for_all_button,
|
||||
'Back': self._back_button,
|
||||
'Quick Game': self._quick_game_button
|
||||
}
|
||||
|
||||
|
||||
def _save_state(self) -> None:
|
||||
swapped = {v: k for k, v in states(self).items()}
|
||||
if self._root_widget.get_selected_child() in swapped:
|
||||
ba.app.ui.window_states[
|
||||
self.__class__.__name__] = swapped[
|
||||
self._root_widget.get_selected_child()]
|
||||
else:
|
||||
ba.print_exception(f'Error saving state for {self}.')
|
||||
|
||||
|
||||
def _restore_state(self) -> None:
|
||||
if not hasattr(self, '_quick_game_button'):
|
||||
return # ensure that our monkey patched init ran
|
||||
if self.__class__.__name__ not in ba.app.ui.window_states:
|
||||
ba.containerwidget(edit=self._root_widget,
|
||||
selected_child=self._coop_button)
|
||||
return
|
||||
sel = states(self).get(
|
||||
ba.app.ui.window_states[self.__class__.__name__], None)
|
||||
if sel:
|
||||
ba.containerwidget(edit=self._root_widget, selected_child=sel)
|
||||
else:
|
||||
ba.containerwidget(edit=self._root_widget,
|
||||
selected_child=self._coop_button)
|
||||
ba.print_exception(f'Error restoring state for {self}.')
|
||||
|
||||
|
||||
# ba_meta export plugin
|
||||
class QuickGamePlugin(ba.Plugin):
|
||||
PlayWindow.__init__ = __init__
|
||||
PlayWindow._save_state = _save_state
|
||||
PlayWindow._restore_state = _restore_state
|
||||
48
plugins/utilities/random_colors.py
Normal file
48
plugins/utilities/random_colors.py
Normal file
|
|
@ -0,0 +1,48 @@
|
|||
# ba_meta require api 7
|
||||
# (see https://ballistica.net/wiki/meta-tag-system)
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
import ba
|
||||
import random
|
||||
from bastd.actor import bomb
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from typing import Sequence
|
||||
|
||||
|
||||
class NewBlast(bomb.Blast):
|
||||
def __init__(
|
||||
self,
|
||||
position: Sequence[float] = (0.0, 1.0, 0.0),
|
||||
velocity: Sequence[float] = (0.0, 0.0, 0.0),
|
||||
blast_radius: float = 2.0,
|
||||
blast_type: str = 'normal',
|
||||
source_player: ba.Player | None = None,
|
||||
hit_type: str = 'explosion',
|
||||
hit_subtype: str = 'normal',
|
||||
):
|
||||
super().__init__(position, velocity, blast_radius, blast_type,
|
||||
source_player, hit_type, hit_subtype)
|
||||
scorch_radius = light_radius = self.radius
|
||||
if self.blast_type == 'tnt':
|
||||
scorch_radius *= 1.15
|
||||
scorch = ba.newnode(
|
||||
'scorch',
|
||||
attrs={
|
||||
'position': position,
|
||||
'size': scorch_radius * 0.5,
|
||||
'big': (self.blast_type == 'tnt'),
|
||||
},
|
||||
)
|
||||
random_color = (random.random(), random.random(), random.random())
|
||||
scorch.color = ba.safecolor(random_color)
|
||||
ba.animate(scorch, 'presence', {3.000: 1, 13.000: 0})
|
||||
ba.timer(13.0, scorch.delete)
|
||||
|
||||
|
||||
# ba_meta export plugin
|
||||
class RandomColorsPlugin(ba.Plugin):
|
||||
bomb.Blast = NewBlast
|
||||
192
plugins/utilities/share_replay.py
Normal file
192
plugins/utilities/share_replay.py
Normal file
|
|
@ -0,0 +1,192 @@
|
|||
# ba_meta require api 7
|
||||
from __future__ import annotations
|
||||
from typing import TYPE_CHECKING, cast
|
||||
if TYPE_CHECKING:
|
||||
from typing import Any, Sequence, Callable, List, Dict, Tuple, Optional, Union
|
||||
|
||||
from os import listdir, mkdir, path, sep
|
||||
from shutil import copy, copytree
|
||||
|
||||
import ba
|
||||
import _ba
|
||||
from bastd.ui.watch import WatchWindow as ww
|
||||
from bastd.ui.popup import PopupWindow
|
||||
|
||||
# mod by ʟօʊքɢǟʀօʊ
|
||||
# export replays to mods folder and share with your friends or have a backup
|
||||
|
||||
|
||||
def Print(*args, color=None, top=None):
|
||||
out = ""
|
||||
for arg in args:
|
||||
a = str(arg)
|
||||
out += a
|
||||
ba.screenmessage(out, color=color, top=top)
|
||||
|
||||
|
||||
def cprint(*args):
|
||||
out = ""
|
||||
for arg in args:
|
||||
a = str(arg)
|
||||
out += a
|
||||
_ba.chatmessage(out)
|
||||
|
||||
|
||||
internal_dir = path.join("ba_data", "..", "..", "..", "files", "bombsquad_config", "replays" + sep)
|
||||
external_dir = path.join(_ba.env()["python_directory_user"], "replays"+sep)
|
||||
|
||||
# colors
|
||||
pink = (1, 0.2, 0.8)
|
||||
green = (0.4, 1, 0.4)
|
||||
red = (1, 0, 0)
|
||||
|
||||
if not path.exists(external_dir):
|
||||
mkdir(external_dir)
|
||||
Print("You are ready to share replays", color=pink)
|
||||
|
||||
|
||||
class Help(PopupWindow):
|
||||
def __init__(self):
|
||||
uiscale = ba.app.ui.uiscale
|
||||
self.width = 800
|
||||
self.height = 300
|
||||
|
||||
PopupWindow.__init__(self,
|
||||
position=(0.0, 0.0),
|
||||
size=(self.width, self.height),
|
||||
scale=1.2,)
|
||||
|
||||
ba.containerwidget(edit=self.root_widget, on_outside_click_call=self.close)
|
||||
ba.textwidget(parent=self.root_widget, position=(0, self.height * 0.6),
|
||||
text=f"•Replays are exported to\n {external_dir}\n•Importing replay and other features comming in v1.2")
|
||||
|
||||
def close(self):
|
||||
ba.playsound(ba.getsound('swish'))
|
||||
ba.containerwidget(edit=self.root_widget, transition="out_right",)
|
||||
|
||||
|
||||
class SettingWindow():
|
||||
def __init__(self):
|
||||
self.draw_ui()
|
||||
self.selected_widget = None
|
||||
self.selected_name = None
|
||||
|
||||
def on_select_text(self, widget, name):
|
||||
if self.selected_widget is not None:
|
||||
ba.textwidget(edit=self.selected_widget, color=(1, 1, 1))
|
||||
ba.textwidget(edit=widget, color=(1, 1, 0))
|
||||
self.selected_name = name
|
||||
self.selected_widget = widget
|
||||
|
||||
def draw_ui(self):
|
||||
self.uiscale = ba.app.ui.uiscale
|
||||
self.root = ba.Window(ba.containerwidget(
|
||||
size=(900, 670), on_outside_click_call=self.close, transition="in_right")).get_root_widget()
|
||||
|
||||
ba.textwidget(
|
||||
parent=self.root,
|
||||
size=(200, 100),
|
||||
position=(150, 550),
|
||||
scale=2,
|
||||
selectable=False,
|
||||
h_align="center",
|
||||
v_align="center",
|
||||
text="ShareReplay",
|
||||
color=green)
|
||||
|
||||
ba.buttonwidget(
|
||||
parent=self.root,
|
||||
position=(400, 580),
|
||||
size=(35, 35),
|
||||
texture=ba.gettexture("achievementEmpty"),
|
||||
label="",
|
||||
on_activate_call=Help)
|
||||
|
||||
ba.buttonwidget(
|
||||
parent=self.root,
|
||||
position=(770, 460),
|
||||
size=(90, 70),
|
||||
scale=1.5,
|
||||
label="EXPORT",
|
||||
on_activate_call=self.export)
|
||||
|
||||
self.close_button = ba.buttonwidget(
|
||||
parent=self.root,
|
||||
position=(820, 590),
|
||||
size=(35, 35),
|
||||
texture=ba.gettexture("crossOut"),
|
||||
label="",
|
||||
scale=2,
|
||||
color=(1, 0.2, 0.2),
|
||||
extra_touch_border_scale=3,
|
||||
on_activate_call=self.close)
|
||||
|
||||
scroll = ba.scrollwidget(
|
||||
parent=self.root,
|
||||
size=(500, 400),
|
||||
position=(200, 150))
|
||||
self.scroll = ba.columnwidget(parent=scroll, size=(
|
||||
500, 900), selection_loops_to_parent=True, single_depth=True)
|
||||
|
||||
height = 900
|
||||
for i in listdir(internal_dir):
|
||||
height -= 40
|
||||
a = i
|
||||
i = ba.textwidget(
|
||||
parent=self.scroll,
|
||||
size=(500, 50),
|
||||
text=i.split(".")[0],
|
||||
position=(10, height),
|
||||
selectable=True,
|
||||
max_chars=40,
|
||||
click_activate=True,)
|
||||
|
||||
ba.textwidget(edit=i, on_activate_call=ba.Call(self.on_select_text, i, a))
|
||||
|
||||
def export(self):
|
||||
if self.selected_name is None:
|
||||
Print("Select a replay", color=red)
|
||||
return
|
||||
copy(internal_dir+"/"+self.selected_name, external_dir+"/"+self.selected_name)
|
||||
# image={"texture":ba.gettexture("bombColor"),"tint_texture":None,"tint_color":None,"tint2_color":None})
|
||||
Print(self.selected_name[0:-4]+" exported", top=True, color=pink)
|
||||
|
||||
def close(self):
|
||||
ba.playsound(ba.getsound('swish'))
|
||||
ba.containerwidget(edit=self.root, transition="out_right",)
|
||||
|
||||
|
||||
# ++++++++++++++++for keyboard navigation++++++++++++++++
|
||||
|
||||
#ba.widget(edit=self.enable_button, up_widget=decrease_button, down_widget=self.lower_text,left_widget=save_button, right_widget=save_button)
|
||||
|
||||
# --------------------------------------------------------------------------------------------------
|
||||
|
||||
ww.__old_init__ = ww.__init__
|
||||
|
||||
|
||||
def new_init(self, transition="in_right", origin_widget=None):
|
||||
self.__old_init__(transition, origin_widget)
|
||||
self._share_button = ba.buttonwidget(
|
||||
parent=self._root_widget,
|
||||
position=(self._width*0.70, self._height*0.80),
|
||||
size=(220, 60),
|
||||
scale=1.0,
|
||||
color=green,
|
||||
icon=ba.gettexture('usersButton'),
|
||||
iconscale=1.5,
|
||||
label="SHARE REPLAY",
|
||||
on_activate_call=SettingWindow)
|
||||
|
||||
|
||||
# ba_meta export plugin
|
||||
|
||||
class Loup(ba.Plugin):
|
||||
def on_app_running(self):
|
||||
ww.__init__ = new_init
|
||||
|
||||
def has_settings_ui(self):
|
||||
return True
|
||||
|
||||
def show_settings_ui(self, button):
|
||||
SettingWindow()
|
||||
Loading…
Add table
Add a link
Reference in a new issue