[ci] auto-format

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SenjuZoro 2023-08-22 18:02:36 +00:00 committed by github-actions[bot]
parent 73ca16f189
commit c39664c24c

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