mirror of
https://github.com/bombsquad-community/plugin-manager.git
synced 2025-11-07 17:36:00 +00:00
Add files via upload
This commit is contained in:
parent
2d29459177
commit
d513809ad3
6 changed files with 3560 additions and 0 deletions
406
plugins/minigames/MeteorShower.py
Normal file
406
plugins/minigames/MeteorShower.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',
|
||||
)
|
||||
)
|
||||
Loading…
Add table
Add a link
Reference in a new issue