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1 changed files with 255 additions and 256 deletions
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@ -15,326 +15,325 @@ from bascenev1lib.actor.playerspaz import PlayerSpaz
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from bascenev1lib.actor import bomb as stdbomb
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if TYPE_CHECKING:
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from typing import Any, Sequence
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from typing import Any, Sequence
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lang = bs.app.lang.language
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if lang == 'Spanish':
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name = 'Bomba en mi Cabeza'
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description = ('Siempre tendrás una bomba en la cabeza.\n'
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'¡Sobrevive tanto como puedas!')
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description_ingame = '¡Sobrevive tanto como puedas!'
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# description_short = 'Elimina {} Jugadores para ganar'
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maxbomblimit = 'Límite Máximo de Bombas'
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mbltwo = 'Dos'
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mblthree = 'Tres'
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mblfour = 'Cuatro'
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name = 'Bomba en mi Cabeza'
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description = ('Siempre tendrás una bomba en la cabeza.\n'
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'¡Sobrevive tanto como puedas!')
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description_ingame = '¡Sobrevive tanto como puedas!'
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# description_short = 'Elimina {} Jugadores para ganar'
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maxbomblimit = 'Límite Máximo de Bombas'
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mbltwo = 'Dos'
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mblthree = 'Tres'
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mblfour = 'Cuatro'
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else:
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name = 'Bomb on my Head'
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description = ('You\'ll always have a bomb on your head.\n'
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'Survive as long as you can!')
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description_ingame = 'Survive as long as you can!'
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# description_short = 'Kill {} Players to win'
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maxbomblimit = 'Max Bomb Limit'
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mbltwo = 'Two'
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mblthree = 'Three'
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mblfour = 'Four'
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name = 'Bomb on my Head'
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description = ('You\'ll always have a bomb on your head.\n'
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'Survive as long as you can!')
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description_ingame = 'Survive as long as you can!'
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# description_short = 'Kill {} Players to win'
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maxbomblimit = 'Max Bomb Limit'
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mbltwo = 'Two'
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mblthree = 'Three'
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mblfour = 'Four'
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class NewPlayerSpaz(PlayerSpaz):
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def handlemessage(self, msg: Any) -> Any:
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if isinstance(msg, BombDiedMessage):
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self.bomb_count += 1
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self.check_avalible_bombs()
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else:
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return super().handlemessage(msg)
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def handlemessage(self, msg: Any) -> Any:
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if isinstance(msg, BombDiedMessage):
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self.bomb_count += 1
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self.check_avalible_bombs()
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else:
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return super().handlemessage(msg)
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def check_avalible_bombs(self) -> None:
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if not self.node:
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return
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if self.bomb_count <= 0:
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return
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if not self.node.hold_node:
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self.on_bomb_press()
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self.on_bomb_release()
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def check_avalible_bombs(self) -> None:
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if not self.node:
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return
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if self.bomb_count <= 0:
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return
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if not self.node.hold_node:
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self.on_bomb_press()
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self.on_bomb_release()
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def start_bomb_checking(self) -> None:
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self.check_avalible_bombs()
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self._bomb_check_timer = bs.timer(
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0.5,
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bs.WeakCall(self.check_avalible_bombs),
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repeat=True)
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def start_bomb_checking(self) -> None:
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self.check_avalible_bombs()
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self._bomb_check_timer = bs.timer(
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0.5,
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bs.WeakCall(self.check_avalible_bombs),
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repeat=True)
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def drop_bomb(self) -> stdbomb.Bomb | None:
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lifespan = 3.0
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def drop_bomb(self) -> stdbomb.Bomb | None:
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lifespan = 3.0
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if self.bomb_count <= 0 or self.frozen:
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return None
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assert self.node
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pos = self.node.position_forward
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vel = self.node.velocity
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if self.bomb_count <= 0 or self.frozen:
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return None
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assert self.node
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pos = self.node.position_forward
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vel = self.node.velocity
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bomb_type = 'normal'
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bomb_type = 'normal'
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bomb = stdbomb.Bomb(
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position=(pos[0], pos[1] - 0.0, pos[2]),
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velocity=(vel[0], vel[1], vel[2]),
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bomb_type=bomb_type,
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blast_radius=self.blast_radius,
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source_player=self.source_player,
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owner=self.node,
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).autoretain()
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bomb = stdbomb.Bomb(
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position=(pos[0], pos[1] - 0.0, pos[2]),
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velocity=(vel[0], vel[1], vel[2]),
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bomb_type=bomb_type,
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blast_radius=self.blast_radius,
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source_player=self.source_player,
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owner=self.node,
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).autoretain()
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bs.animate(bomb.node, 'mesh_scale', {
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0.0: 0.0,
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lifespan*0.1: 1.5,
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lifespan*0.5: 1.0
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})
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bs.animate(bomb.node, 'mesh_scale', {
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0.0: 0.0,
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lifespan*0.1: 1.5,
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lifespan*0.5: 1.0
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})
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self.bomb_count -= 1
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bomb.node.add_death_action(
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bs.WeakCall(self.handlemessage, BombDiedMessage())
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)
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self._pick_up(bomb.node)
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self.bomb_count -= 1
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bomb.node.add_death_action(
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bs.WeakCall(self.handlemessage, BombDiedMessage())
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)
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self._pick_up(bomb.node)
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for clb in self._dropped_bomb_callbacks:
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clb(self, bomb)
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for clb in self._dropped_bomb_callbacks:
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clb(self, bomb)
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return bomb
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return bomb
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class Player(bs.Player['Team']):
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"""Our player type for this game."""
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"""Our player type for this game."""
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def __init__(self) -> None:
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super().__init__()
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self.death_time: float | None = None
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def __init__(self) -> None:
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super().__init__()
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self.death_time: float | None = None
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class Team(bs.Team[Player]):
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"""Our team type for this game."""
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"""Our team type for this game."""
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# ba_meta export bascenev1.GameActivity
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class BombOnMyHeadGame(bs.TeamGameActivity[Player, Team]):
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name = name
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description = description
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scoreconfig = bs.ScoreConfig(
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label='Survived', scoretype=bs.ScoreType.MILLISECONDS, version='B'
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)
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# Show messages when players die since it's meaningful here.
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announce_player_deaths = True
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name = name
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description = description
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scoreconfig = bs.ScoreConfig(
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label='Survived', scoretype=bs.ScoreType.MILLISECONDS, version='B'
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)
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# Show messages when players die since it's meaningful here.
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announce_player_deaths = True
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allow_mid_activity_joins = False
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allow_mid_activity_joins = False
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@classmethod
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def get_available_settings(
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cls, sessiontype: type[bs.Session]
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) -> list[babase.Setting]:
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settings = [
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bs.IntChoiceSetting(
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maxbomblimit,
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choices=[
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('Normal', 1),
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(mbltwo, 2),
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(mblthree, 3),
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(mblfour, 4),
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],
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default=1,
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),
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bs.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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bs.BoolSetting('Epic Mode', default=False),
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]
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return settings
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@classmethod
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def get_available_settings(
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cls, sessiontype: type[bs.Session]
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) -> list[babase.Setting]:
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settings = [
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bs.IntChoiceSetting(
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maxbomblimit,
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choices=[
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('Normal', 1),
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(mbltwo, 2),
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(mblthree, 3),
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(mblfour, 4),
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],
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default=1,
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),
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bs.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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bs.BoolSetting('Epic Mode', default=False),
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]
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return settings
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@classmethod
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def supports_session_type(cls, sessiontype: type[bs.Session]) -> bool:
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return issubclass(sessiontype, bs.DualTeamSession) or issubclass(
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sessiontype, bs.FreeForAllSession
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)
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@classmethod
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def supports_session_type(cls, sessiontype: type[bs.Session]) -> bool:
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return issubclass(sessiontype, bs.DualTeamSession) or issubclass(
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sessiontype, bs.FreeForAllSession
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)
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@classmethod
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def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]:
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return bs.app.classic.getmaps('melee')
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@classmethod
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def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]:
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return bs.app.classic.getmaps('melee')
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def __init__(self, settings: dict):
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super().__init__(settings)
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self._max_bomb_limit = int(settings[maxbomblimit])
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self._epic_mode = bool(settings['Epic Mode'])
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self._time_limit = float(settings['Time Limit'])
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self._last_player_death_time: float | None = None
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self._timer: OnScreenTimer | None = None
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def __init__(self, settings: dict):
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super().__init__(settings)
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self._max_bomb_limit = int(settings[maxbomblimit])
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self._epic_mode = bool(settings['Epic Mode'])
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self._time_limit = float(settings['Time Limit'])
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self._last_player_death_time: float | None = None
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self._timer: OnScreenTimer | None = None
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# Some base class overrides:
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self.default_music = (
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bs.MusicType.EPIC if self._epic_mode else bs.MusicType.SURVIVAL
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)
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if self._epic_mode:
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self.slow_motion = True
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# Some base class overrides:
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self.default_music = (
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bs.MusicType.EPIC if self._epic_mode else bs.MusicType.SURVIVAL
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)
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if self._epic_mode:
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self.slow_motion = True
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def get_instance_description(self) -> str | Sequence:
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return description_ingame
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def get_instance_description(self) -> str | Sequence:
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return description_ingame
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def on_begin(self) -> None:
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super().on_begin()
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self.setup_standard_time_limit(self._time_limit)
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self._timer = OnScreenTimer()
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self._timer.start()
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def on_begin(self) -> None:
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super().on_begin()
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self.setup_standard_time_limit(self._time_limit)
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self._timer = OnScreenTimer()
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self._timer.start()
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def spawn_player(self, player: Player) -> bs.Actor:
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from babase import _math
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from bascenev1._gameutils import animate
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from bascenev1._coopsession import CoopSession
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def spawn_player(self, player: Player) -> bs.Actor:
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from babase import _math
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from bascenev1._gameutils import animate
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from bascenev1._coopsession import CoopSession
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if isinstance(self.session, bs.DualTeamSession):
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position = self.map.get_start_position(player.team.id)
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else:
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# otherwise do free-for-all spawn locations
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position = self.map.get_ffa_start_position(self.players)
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angle = None
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name = player.getname()
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color = player.color
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highlight = player.highlight
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if isinstance(self.session, bs.DualTeamSession):
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position = self.map.get_start_position(player.team.id)
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else:
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# otherwise do free-for-all spawn locations
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position = self.map.get_ffa_start_position(self.players)
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angle = None
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name = player.getname()
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color = player.color
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highlight = player.highlight
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light_color = _math.normalized_color(color)
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display_color = babase.safecolor(color, target_intensity=0.75)
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light_color = _math.normalized_color(color)
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display_color = babase.safecolor(color, target_intensity=0.75)
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spaz = NewPlayerSpaz(color=color,
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highlight=highlight,
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character=player.character,
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player=player)
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spaz = NewPlayerSpaz(color=color,
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highlight=highlight,
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character=player.character,
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player=player)
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player.actor = spaz
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assert spaz.node
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player.actor = spaz
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assert spaz.node
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spaz.node.name = name
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spaz.node.name_color = display_color
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spaz.connect_controls_to_player()
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spaz.node.name = name
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spaz.node.name_color = display_color
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spaz.connect_controls_to_player()
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# Move to the stand position and add a flash of light.
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spaz.handlemessage(
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bs.StandMessage(
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position,
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angle if angle is not None else random.uniform(0, 360)))
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self._spawn_sound.play(1, position=spaz.node.position)
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light = bs.newnode('light', attrs={'color': light_color})
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spaz.node.connectattr('position', light, 'position')
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animate(light, 'intensity', {0: 0, 0.25: 1, 0.5: 0})
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bs.timer(0.5, light.delete)
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# Move to the stand position and add a flash of light.
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spaz.handlemessage(
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bs.StandMessage(
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position,
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angle if angle is not None else random.uniform(0, 360)))
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self._spawn_sound.play(1, position=spaz.node.position)
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light = bs.newnode('light', attrs={'color': light_color})
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spaz.node.connectattr('position', light, 'position')
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animate(light, 'intensity', {0: 0, 0.25: 1, 0.5: 0})
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bs.timer(0.5, light.delete)
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bs.timer(1.0, bs.WeakCall(spaz.start_bomb_checking))
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spaz.set_bomb_count(self._max_bomb_limit)
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bs.timer(1.0, bs.WeakCall(spaz.start_bomb_checking))
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spaz.set_bomb_count(self._max_bomb_limit)
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def handlemessage(self, msg: Any) -> Any:
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if isinstance(msg, bs.PlayerDiedMessage):
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def handlemessage(self, msg: Any) -> Any:
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if isinstance(msg, bs.PlayerDiedMessage):
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# Augment standard behavior.
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super().handlemessage(msg)
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# Augment standard behavior.
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super().handlemessage(msg)
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curtime = bs.time()
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curtime = bs.time()
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# Record the player's moment of death.
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# assert isinstance(msg.spaz.player
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msg.getplayer(Player).death_time = curtime
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# Record the player's moment of death.
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# assert isinstance(msg.spaz.player
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msg.getplayer(Player).death_time = curtime
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# In co-op mode, end the game the instant everyone dies
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# (more accurate looking).
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# In teams/ffa, allow a one-second fudge-factor so we can
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# get more draws if players die basically at the same time.
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if isinstance(self.session, bs.CoopSession):
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# Teams will still show up if we check now.. check in
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# the next cycle.
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babase.pushcall(self._check_end_game)
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# In co-op mode, end the game the instant everyone dies
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# (more accurate looking).
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# In teams/ffa, allow a one-second fudge-factor so we can
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# get more draws if players die basically at the same time.
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if isinstance(self.session, bs.CoopSession):
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# Teams will still show up if we check now.. check in
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# the next cycle.
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babase.pushcall(self._check_end_game)
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# Also record this for a final setting of the clock.
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self._last_player_death_time = curtime
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else:
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bs.timer(1.0, self._check_end_game)
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# Also record this for a final setting of the clock.
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self._last_player_death_time = curtime
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else:
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bs.timer(1.0, self._check_end_game)
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else:
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# Default handler:
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return super().handlemessage(msg)
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return None
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else:
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# Default handler:
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return super().handlemessage(msg)
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return None
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def _check_end_game(self) -> None:
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living_team_count = 0
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for team in self.teams:
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for player in team.players:
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if player.is_alive():
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living_team_count += 1
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break
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def _check_end_game(self) -> None:
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living_team_count = 0
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for team in self.teams:
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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, bs.CoopSession):
|
||||
if living_team_count <= 0:
|
||||
self.end_game()
|
||||
else:
|
||||
if living_team_count <= 1:
|
||||
self.end_game()
|
||||
# In co-op, we go till everyone is dead.. otherwise we go
|
||||
# until one team remains.
|
||||
if isinstance(self.session, bs.CoopSession):
|
||||
if living_team_count <= 0:
|
||||
self.end_game()
|
||||
else:
|
||||
if living_team_count <= 1:
|
||||
self.end_game()
|
||||
|
||||
def end_game(self) -> None:
|
||||
cur_time = bs.time()
|
||||
assert self._timer is not None
|
||||
start_time = self._timer.getstarttime()
|
||||
|
||||
def end_game(self) -> None:
|
||||
cur_time = bs.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
|
||||
|
||||
# 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
|
||||
|
||||
# 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)
|
||||
|
||||
# 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)
|
||||
|
||||
# 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 = bs.GameResults()
|
||||
|
||||
# Ok now calc game results: set a score for each team and then tell
|
||||
# the game to end.
|
||||
results = bs.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:
|
||||
|
||||
# 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)
|
||||
|
||||
# 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))
|
||||
|
||||
# Submit the score value in milliseconds.
|
||||
results.set_team_score(team, int(1000.0 * longest_life))
|
||||
|
||||
self.end(results=results)
|
||||
self.end(results=results)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue