diff --git a/plugins/minigames/super_duel.py b/plugins/minigames/super_duel.py new file mode 100644 index 0000000..1610959 --- /dev/null +++ b/plugins/minigames/super_duel.py @@ -0,0 +1,598 @@ +"""New Duel / Created by: byANG3L""" + +# ba_meta require api 8 +# (see https://ballistica.net/wiki/meta-tag-system) + +from __future__ import annotations + +from typing import TYPE_CHECKING + +import babase +import bauiv1 as bui +import bascenev1 as bs +import random +from bascenev1lib.actor.playerspaz import PlayerSpaz +from bascenev1lib.actor.scoreboard import Scoreboard +from bascenev1lib.game.elimination import Icon + +if TYPE_CHECKING: + from typing import Any, Type, List, Dict, Tuple, Union, Sequence, Optional + + +class SuperSpaz(PlayerSpaz): + + def __init__(self, + player: bs.Player, + color: Sequence[float] = (1.0, 1.0, 1.0), + highlight: Sequence[float] = (0.5, 0.5, 0.5), + character: str = 'Spaz', + super_punch: bool = False, + powerups_expire: bool = True): + super().__init__(player=player, + color=color, + highlight=highlight, + character=character, + powerups_expire=powerups_expire) + self._super_punch = super_punch + + def handlemessage(self, msg: Any) -> Any: + from bascenev1lib.actor.spaz import PunchHitMessage + from bascenev1lib.actor.bomb import Blast + if isinstance(msg, PunchHitMessage): + super().handlemessage(msg) + node = bs.getcollision().opposingnode + if self._super_punch: + if node.getnodetype() == 'spaz': + if not node.frozen: + node.frozen = True + node.handlemessage(babase.FreezeMessage()) + bs.getsound('freeze').play() + bs.getsound('superPunch').play() + bs.getsound('punchStrong02').play() + Blast(position=node.position, + velocity=node.velocity, + blast_radius=0.0, + blast_type='normal').autoretain() + else: + return super().handlemessage(msg) + return None + + +class Player(bs.Player['Team']): + """Our player type for this game.""" + def __init__(self) -> None: + self.icons: List[Icon] = [] + self.in_game: bool = False + self.playervs1: bool = False + self.playervs2: bool = False + self.light: bool = False + + +class Team(bs.Team[Player]): + """Our team type for this game.""" + + def __init__(self) -> None: + self.score = 0 + + +lang = bs.app.lang.language +if lang == 'Spanish': + enable_powerups = 'Habilitar Potenciadores' + night_mode = 'Modo Noche' + fight_delay = 'Tiempo entre Pelea' + very_fast = 'Muy Rápido' + fast = 'Rápido' + normal = 'Normal' + slow = 'Lento' + very_slow = 'Muy Lento' + none = 'Ninguno' + super_punch = 'Super Golpe' + box_mode = 'Modo Caja' + boxing_gloves = 'Guantes de Boxeo' +else: + enable_powerups = 'Enable Powerups' + night_mode = 'Night Mode' + fight_delay = 'Fight Delay' + very_fast = 'Very Fast' + fast = 'Fast' + normal = 'Normal' + slow = 'Slow' + very_slow = 'Very Slow' + super_punch = 'Super Punch' + box_mode = 'Box Mode' + boxing_gloves = 'Boxing Gloves' + +# ba_meta export bascenev1.GameActivity +class NewDuelGame(bs.TeamGameActivity[Player, Team]): + """A game type based on acquiring kills.""" + + name = 'Duel' + description = 'Kill a set number of enemies to win.' + + # Print messages when players die since it matters here. + announce_player_deaths = True + + @classmethod + def get_available_settings( + cls, sessiontype: Type[bs.Session]) -> List[babase.Setting]: + settings = [ + bs.IntSetting( + 'Kills to Win Per Player', + min_value=1, + default=5, + increment=1, + ), + bs.IntChoiceSetting( + 'Time Limit', + choices=[ + ('None', 0), + ('1 Minute', 60), + ('2 Minutes', 120), + ('5 Minutes', 300), + ('10 Minutes', 600), + ('20 Minutes', 1200), + ], + default=0, + ), + bs.BoolSetting(enable_powerups, default=False), + bs.BoolSetting(boxing_gloves, default=False), + bs.BoolSetting(night_mode, default=False), + bs.BoolSetting(super_punch, default=False), + bs.BoolSetting(box_mode, default=False), + bs.BoolSetting('Epic Mode', default=False), + bs.BoolSetting('Allow Negative Scores', default=False), + ] + return settings + + @classmethod + def supports_session_type(cls, sessiontype: Type[bs.Session]) -> bool: + return (issubclass(sessiontype, bs.FreeForAllSession)) + + @classmethod + def get_supported_maps(cls, sessiontype: Type[bs.Session]) -> List[str]: + return bs.app.classic.getmaps('melee') + + def __init__(self, settings: dict): + super().__init__(settings) + self._scoreboard = Scoreboard() + self._score_to_win: Optional[int] = None + self._dingsound = bs.getsound('dingSmall') + self._epic_mode = bool(settings['Epic Mode']) + self._kills_to_win_per_player = int( + settings['Kills to Win Per Player']) + self._enable_powerups = bool(settings[enable_powerups]) + self._night_mode = bool(settings[night_mode]) + self._fight_delay: float = 0 + self._time_limit = float(settings['Time Limit']) + self._allow_negative_scores = bool( + settings.get('Allow Negative Scores', False)) + self._super_punch = bool(settings[super_punch]) + self._box_mode = bool(settings[box_mode]) + self._boxing_gloves = bool(settings[boxing_gloves]) + self._vs_text: Optional[bs.Actor] = None + self.spawn_order: List[Player] = [] + self._players_vs_1: bool = False + self._players_vs_2: bool = False + self._first_countdown: bool = True + self._count_1 = bs.getsound('announceOne') + self._count_2 = bs.getsound('announceTwo') + self._count_3 = bs.getsound('announceThree') + self._boxing_bell = bs.getsound('boxingBell') + + # Base class overrides. + self.slow_motion = self._epic_mode + self.default_music = (bs.MusicType.EPIC if self._epic_mode else + bs.MusicType.TO_THE_DEATH) + + def get_instance_description(self) -> Union[str, Sequence]: + return 'Crush ${ARG1} of your enemies.', self._score_to_win + + def get_instance_description_short(self) -> Union[str, Sequence]: + return 'kill ${ARG1} enemies', self._score_to_win + + def on_player_join(self, player: Player) -> None: + self.spawn_order.append(player) + self._update_order() + + def on_player_leave(self, player: Player) -> None: + super().on_player_leave(player) + player.icons = [] + if player.playervs1: + player.playervs1 = False + self._players_vs_1 = False + player.in_game = False + elif player.playervs2: + player.playervs2 = False + self._players_vs_2 = False + player.in_game = False + if player in self.spawn_order: + self.spawn_order.remove(player) + bs.timer(0.2, self._update_order) + + def on_transition_in(self) -> None: + super().on_transition_in() + if self._night_mode: + gnode = bs.getactivity().globalsnode + gnode.tint = (0.3, 0.3, 0.3) + + def on_team_join(self, team: Team) -> None: + if self.has_begun(): + self._update_scoreboard() + + def on_begin(self) -> None: + super().on_begin() + self.setup_standard_time_limit(self._time_limit) + if self._enable_powerups: + self.setup_standard_powerup_drops() + self._vs_text = bs.NodeActor( + bs.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': babase.Lstr(resource='vsText') + })) + + # 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() + bs.timer(1.0, self._update, repeat=True) + + def _update(self) -> None: + if len(self.players) == 1: + 'self.end_game()' + + + + def spawn_player(self, player: PlayerType) -> bs.Actor: + # pylint: disable=too-many-locals + # pylint: disable=cyclic-import + from babase import _math + from bascenev1._coopsession import CoopSession + from bascenev1lib.actor.spazfactory import SpazFactory + factory = SpazFactory.get() + name = player.getname() + color = player.color + highlight = player.highlight + + light_color = _math.normalized_color(color) + display_color = babase.safecolor(color, target_intensity=0.75) + spaz = SuperSpaz(color=color, + highlight=highlight, + character=player.character, + player=player, + super_punch=True if self._super_punch else False) + + player.actor = spaz + assert spaz.node + + # If this is co-op and we're on Courtyard or Runaround, add the + # material that allows us to collide with the player-walls. + # FIXME: Need to generalize this. + 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() + + self._spawn_sound.play(1, position=spaz.node.position) + light = bs.newnode('light', attrs={'color': light_color}) + spaz.node.connectattr('position', light, 'position') + bs.animate(light, 'intensity', {0: 0, 0.25: 1, 0.5: 0}) + bs.timer(0.5, light.delete) + + pos1 = [self.map.get_start_position(0), 90] + pos2 = [self.map.get_start_position(1), 270] + pos3 = [] + + for x in self.players: + if x.is_alive(): + if x is player: continue + p = x.actor.node.position + if 0.0 not in (p[0], p[2]): + if p[0] <= 0: + pos3.append(pos2[0]) + else: pos3.append(pos1[0]) + + spaz.handlemessage(bs.StandMessage(pos1[0] if player.playervs1 else pos2[0], + pos1[1] if player.playervs1 else pos2[1])) + + if any(pos3): + spaz.handlemessage(bs.StandMessage(pos3[0])) + + if self._super_punch: + spaz._punch_power_scale = factory.punch_power_scale_gloves = 10 + spaz.equip_boxing_gloves() + lfx = bs.newnode( + 'light', + attrs={ + 'color': color, + 'radius': 0.3, + 'intensity': 0.3}) + def sp_fx(): + if not spaz.node: + lfx.delete() + return + bs.emitfx(position=spaz.node.position, + velocity=spaz.node.velocity, + count=5, + scale=0.5, + spread=0.5, + chunk_type='spark') + bs.emitfx(position=spaz.node.position, + velocity=spaz.node.velocity, + count=2, + scale=0.8, + spread=0.3, + chunk_type='spark') + if lfx: + spaz.node.connectattr('position', lfx, 'position') + bs.timer(0.1, sp_fx, repeat=True) + + if self._box_mode: + spaz.node.color_texture = bs.gettexture('tnt') + spaz.node.color_mask_texture = bs.gettexture('tnt') + spaz.node.color = (1, 1, 1) + spaz.node.highlight = (1, 1, 1) + spaz.node.head_mesh = None + spaz.node.torso_mesh = bs.getmesh('tnt') + spaz.node.style = 'cyborg' + + if self._boxing_gloves: + spaz.equip_boxing_gloves() + + return spaz + + def _update_spawn(self) -> None: + if self._players_vs_1 or self._players_vs_2: + for player in self.players: + if player.playervs1 or player.playervs2: + if not player.is_alive(): + self.spawn_player(player) + # player.actor.disconnect_controls_from_player() + + if self._night_mode: + if not player.light: + player.light = True + light = bs.newnode( + 'light', + owner=player.node, + attrs={ + 'radius': 0.3, + 'intensity': 0.6, + 'height_attenuated': False, + 'color': player.color + }) + player.node.connectattr( + 'position', light, 'position') + else: + player.actor.disconnect_controls_from_player() + + bs.timer(0.0, self._countdown) + # bs.timer(0.1, self._clear_all_objects) + + def _countdown(self) -> None: + self._first_countdown = False + if self._fight_delay == 0: + for player in self.players: + if player.playervs1 or player.playervs2: + if not player.is_alive(): + return + else: + player.actor.connect_controls_to_player() + else: + bs.timer(self._fight_delay, self.count3) + + def start(self) -> None: + self._count_text('FIGHT') + self._boxing_bell.play() + for player in self.players: + if player.playervs1 or player.playervs2: + if not player.is_alive(): + return + else: + player.actor.connect_controls_to_player() + + def count(self) -> None: + self._count_text('1') + self._count_1.play() + bs.timer(self._fight_delay, self.start) + + def count2(self) -> None: + self._count_text('2') + self._count_2.play() + bs.timer(self._fight_delay, self.count) + + def count3(self) -> None: + self._count_text('3') + self._count_3.play() + bs.timer(self._fight_delay, self.count2) + + def _count_text(self, num: str) -> None: + self.node = bs.newnode('text', + attrs={ + 'v_attach': 'center', + 'h_attach': 'center', + 'h_align': 'center', + 'color': (1, 1, 0.5, 1), + 'flatness': 0.5, + 'shadow': 0.5, + 'position': (0, 18), + 'text': num + }) + if self._fight_delay == 0.7: + bs.animate(self.node, 'scale', + {0: 0, 0.1: 3.9, 0.64: 4.3, 0.68: 0}) + elif self._fight_delay == 0.4: + bs.animate(self.node, 'scale', + {0: 0, 0.1: 3.9, 0.34: 4.3, 0.38: 0}) + else: + bs.animate(self.node, 'scale', + {0: 0, 0.1: 3.9, 0.92: 4.3, 0.96: 0}) + cmb = bs.newnode('combine', owner=self.node, attrs={'size': 4}) + cmb.connectattr('output', self.node, 'color') + bs.animate(cmb, 'input0', {0: 1.0, 0.15: 1.0}, loop=True) + bs.animate(cmb, 'input1', {0: 1.0, 0.15: 0.5}, loop=True) + bs.animate(cmb, 'input2', {0: 0.1, 0.15: 0.0}, loop=True) + cmb.input3 = 1.0 + bs.timer(self._fight_delay, self.node.delete) + + def _update_order(self) -> None: + for player in self.spawn_order: + assert isinstance(player, Player) + if not player.is_alive(): + if not self._players_vs_1: + self._players_vs_1 = True + player.playervs1 = True + player.in_game = True + self.spawn_order.remove(player) + self._update_spawn() + elif not self._players_vs_2: + self._players_vs_2 = True + player.playervs2 = True + player.in_game = True + self.spawn_order.remove(player) + self._update_spawn() + self._update_icons() + + def _update_icons(self) -> None: + # pylint: disable=too-many-branches + + for player in self.players: + player.icons = [] + + if player.in_game: + if player.playervs1: + xval = -60 + x_offs = -78 + elif player.playervs2: + xval = 60 + x_offs = 78 + player.icons.append( + Icon(player, + position=(xval, 40), + scale=1.0, + name_maxwidth=130, + name_scale=0.8, + flatness=0.0, + shadow=0.5, + show_death=True, + show_lives=False)) + else: + xval = 125 + xval2 = -125 + x_offs = 78 + for player in self.spawn_order: + player.icons.append( + Icon(player, + position=(xval, 25), + scale=0.5, + name_maxwidth=75, + name_scale=1.0, + flatness=1.0, + shadow=1.0, + show_death=False, + show_lives=False)) + xval += x_offs * 0.56 + player.icons.append( + Icon(player, + position=(xval2, 25), + scale=0.5, + name_maxwidth=75, + name_scale=1.0, + flatness=1.0, + shadow=1.0, + show_death=False, + show_lives=False)) + xval2 -= x_offs * 0.56 + + def handlemessage(self, msg: Any) -> Any: + + if isinstance(msg, bs.PlayerDiedMessage): + + # Augment standard behavior. + super().handlemessage(msg) + + player = msg.getplayer(Player) + + if player.playervs1: + player.playervs1 = False + self._players_vs_1 = False + player.in_game = False + self.spawn_order.append(player) + elif player.playervs2: + player.playervs2 = False + self._players_vs_2 = False + player.in_game = False + self.spawn_order.append(player) + bs.timer(0.2, self._update_order) + + killer = msg.getkillerplayer(Player) + if killer is None: + return None + + # Handle team-kills. + if killer.team is player.team: + + # In free-for-all, killing yourself loses you a point. + if isinstance(self.session, bs.FreeForAllSession): + new_score = player.team.score - 1 + if not self._allow_negative_scores: + new_score = max(0, new_score) + player.team.score = new_score + + # In teams-mode it gives a point to the other team. + else: + self._dingsound.play() + for team in self.teams: + if team is not killer.team: + team.score += 1 + + # Killing someone on another team nets a kill. + else: + killer.team.score += 1 + self._dingsound.play() + + # In FFA show scores since its hard to find on the scoreboard. + if isinstance(killer.actor, PlayerSpaz) and killer.actor: + killer.actor.set_score_text(str(killer.team.score) + '/' + + str(self._score_to_win), + color=killer.team.color, + flash=True) + + self._update_scoreboard() + + # If someone has won, set a timer to end shortly. + # (allows the dust to clear and draws to occur if deaths are + # close enough) + assert self._score_to_win is not None + if any(team.score >= self._score_to_win for team in self.teams): + bs.timer(0.5, self.end_game) + else: + return super().handlemessage(msg) + return None + + def _update_scoreboard(self) -> None: + for team in self.teams: + self._scoreboard.set_team_value(team, team.score, + self._score_to_win) + + def end_game(self) -> None: + results = bs.GameResults() + for team in self.teams: + results.set_team_score(team, team.score) + self.end(results=results) \ No newline at end of file