mirror of
https://github.com/bombsquad-community/plugin-manager.git
synced 2025-10-08 14:54:36 +00:00
Add files via upload
This commit is contained in:
parent
2d29459177
commit
d513809ad3
6 changed files with 3560 additions and 0 deletions
754
plugins/minigames/BasketBomb.py
Normal file
754
plugins/minigames/BasketBomb.py
Normal file
|
|
@ -0,0 +1,754 @@
|
|||
# Released under the MIT License. See LICENSE for details.
|
||||
# ba_meta require api 7
|
||||
# (see https://ballistica.net/wiki/meta-tag-system)
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
import ba, _ba
|
||||
from bastd.actor.playerspaz import PlayerSpaz
|
||||
from bastd.actor.scoreboard import Scoreboard
|
||||
from bastd.actor.powerupbox import PowerupBoxFactory
|
||||
from bastd.gameutils import SharedObjects
|
||||
from bastd.actor import playerspaz as ps
|
||||
from bastd import maps
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from typing import Any, Sequence, Dict, Type, List, Optional, Union
|
||||
|
||||
bsuSpaz = None
|
||||
|
||||
def getlanguage(text, sub: str = ''):
|
||||
lang = _ba.app.lang.language
|
||||
translate = {
|
||||
"Name":
|
||||
{"Spanish": "Baloncesto",
|
||||
"English": "Basketbomb",
|
||||
"Portuguese": "Basketbomb"},
|
||||
"Info":
|
||||
{"Spanish": "Anota todas las canastas y sé el MVP.",
|
||||
"English": "Score all the baskets and be the MVP.",
|
||||
"Portuguese": "Marque cada cesta e seja o MVP."},
|
||||
"Info-Short":
|
||||
{"Spanish": f"Anota {sub} canasta(s) para ganar",
|
||||
"English": f"Score {sub} baskets to win",
|
||||
"Portuguese": f"Cestas de {sub} pontos para ganhar"},
|
||||
"S: Powerups":
|
||||
{"Spanish": "Aparecer Potenciadores",
|
||||
"English": "Powerups Spawn",
|
||||
"Portuguese": "Habilitar Potenciadores"},
|
||||
"S: Velocity":
|
||||
{"Spanish": "Activar velocidad",
|
||||
"English": "Enable speed",
|
||||
"Portuguese": "Ativar velocidade"},
|
||||
}
|
||||
|
||||
languages = ['Spanish','Portuguese','English']
|
||||
if lang not in languages: lang = 'English'
|
||||
|
||||
if text not in translate:
|
||||
return text
|
||||
return translate[text][lang]
|
||||
|
||||
class BallDiedMessage:
|
||||
def __init__(self, ball: Ball):
|
||||
self.ball = ball
|
||||
|
||||
class Ball(ba.Actor):
|
||||
def __init__(self, position: Sequence[float] = (0.0, 1.0, 0.0)):
|
||||
super().__init__()
|
||||
shared = SharedObjects.get()
|
||||
activity = self.getactivity()
|
||||
velocty = (0.0, 8.0, 0.0)
|
||||
_scale = 1.2
|
||||
|
||||
self._spawn_pos = (position[0], position[1] + 0.5, position[2])
|
||||
self.last_players_to_touch: Dict[int, Player] = {}
|
||||
self.scored = False
|
||||
|
||||
assert activity is not None
|
||||
assert isinstance(activity, BasketGame)
|
||||
|
||||
pmats = [shared.object_material, activity.ball_material]
|
||||
self.node = ba.newnode('prop',
|
||||
delegate=self,
|
||||
attrs={
|
||||
'model': activity.ball_model,
|
||||
'color_texture': activity.ball_tex,
|
||||
'body': 'sphere',
|
||||
'reflection': 'soft',
|
||||
'body_scale': 1.0 * _scale,
|
||||
'reflection_scale': [1.3],
|
||||
'shadow_size': 1.0,
|
||||
'gravity_scale': 0.92,
|
||||
'density': max(0.4 * _scale, 0.3),
|
||||
'position': self._spawn_pos,
|
||||
'velocity': velocty,
|
||||
'materials': pmats})
|
||||
self.scale = scale = 0.25 * _scale
|
||||
ba.animate(self.node, 'model_scale', {0: 0, 0.2: scale*1.3, 0.26: scale})
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, ba.DieMessage):
|
||||
assert self.node
|
||||
self.node.delete()
|
||||
activity = self._activity()
|
||||
if activity and not msg.immediate:
|
||||
activity.handlemessage(BallDiedMessage(self))
|
||||
|
||||
elif isinstance(msg, ba.OutOfBoundsMessage):
|
||||
assert self.node
|
||||
self.node.position = self._spawn_pos
|
||||
self.node.velocity = (0.0, 0.0, 0.0)
|
||||
|
||||
elif isinstance(msg, ba.HitMessage):
|
||||
assert self.node
|
||||
assert msg.force_direction is not None
|
||||
self.node.handlemessage(
|
||||
'impulse', msg.pos[0], msg.pos[1], msg.pos[2], msg.velocity[0],
|
||||
msg.velocity[1], msg.velocity[2], 1.0 * msg.magnitude,
|
||||
1.0 * msg.velocity_magnitude, msg.radius, 0,
|
||||
msg.force_direction[0], msg.force_direction[1],
|
||||
msg.force_direction[2])
|
||||
|
||||
s_player = msg.get_source_player(Player)
|
||||
if s_player is not None:
|
||||
activity = self._activity()
|
||||
if activity:
|
||||
if s_player in activity.players:
|
||||
self.last_players_to_touch[s_player.team.id] = s_player
|
||||
else:
|
||||
super().handlemessage(msg)
|
||||
|
||||
|
||||
class Player(ba.Player['Team']):
|
||||
"""Our player type for this game."""
|
||||
|
||||
|
||||
class Team(ba.Team[Player]):
|
||||
"""Our team type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.score = 0
|
||||
|
||||
class Points:
|
||||
postes = dict()
|
||||
postes['pal_0'] = (10.64702320098877, 0.0000000000000000, 0.0000000000000000) #10.736066818237305, 0.3002409040927887, 0.5281256437301636
|
||||
postes['pal_1'] = (-10.64702320098877, 0.0000000000000000, 0.0000000000000000)
|
||||
|
||||
# ba_meta export game
|
||||
class BasketGame(ba.TeamGameActivity[Player, Team]):
|
||||
|
||||
name = getlanguage('Name')
|
||||
description = getlanguage('Info')
|
||||
available_settings = [
|
||||
ba.IntSetting(
|
||||
'Score to Win',
|
||||
min_value=1,
|
||||
default=1,
|
||||
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(getlanguage('S: Powerups'), default=True),
|
||||
ba.BoolSetting(getlanguage('S: Velocity'), default=False),
|
||||
ba.BoolSetting('Epic Mode', default=False),
|
||||
]
|
||||
default_music = ba.MusicType.HOCKEY
|
||||
|
||||
@classmethod
|
||||
def supports_session_type(cls, sessiontype: Type[ba.Session]) -> bool:
|
||||
return issubclass(sessiontype, ba.DualTeamSession)
|
||||
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype: Type[ba.Session]) -> List[str]:
|
||||
return ['BasketBall Stadium', 'BasketBall Stadium V2']
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
super().__init__(settings)
|
||||
shared = SharedObjects.get()
|
||||
self._scoreboard = Scoreboard()
|
||||
self._cheer_sound = ba.getsound('cheer')
|
||||
self._chant_sound = ba.getsound('crowdChant')
|
||||
self._foghorn_sound = ba.getsound('foghorn')
|
||||
self._swipsound = ba.getsound('swip')
|
||||
self._whistle_sound = ba.getsound('refWhistle')
|
||||
self.ball_model = ba.getmodel('shield')
|
||||
self.ball_tex = ba.gettexture('fontExtras3')
|
||||
self._ball_sound = ba.getsound('bunnyJump')
|
||||
self._powerups = bool(settings[getlanguage('S: Powerups')])
|
||||
self._speed = bool(settings[getlanguage('S: Velocity')])
|
||||
self._epic_mode = bool(settings['Epic Mode'])
|
||||
self.slow_motion = self._epic_mode
|
||||
|
||||
self.ball_material = ba.Material()
|
||||
self.ball_material.add_actions(actions=(('modify_part_collision',
|
||||
'friction', 0.5)))
|
||||
self.ball_material.add_actions(conditions=('they_have_material',
|
||||
shared.pickup_material),
|
||||
actions=('modify_part_collision',
|
||||
'collide', True))
|
||||
self.ball_material.add_actions(
|
||||
conditions=(
|
||||
('we_are_younger_than', 100),
|
||||
'and',
|
||||
('they_have_material', shared.object_material),
|
||||
),
|
||||
actions=('modify_node_collision', 'collide', False),
|
||||
)
|
||||
self.ball_material.add_actions(conditions=('they_have_material',
|
||||
shared.footing_material),
|
||||
actions=('impact_sound',
|
||||
self._ball_sound, 0.2, 5))
|
||||
|
||||
# Keep track of which player last touched the ball
|
||||
self.ball_material.add_actions(
|
||||
conditions=('they_have_material', shared.player_material),
|
||||
actions=(('call', 'at_connect',
|
||||
self._handle_ball_player_collide), ))
|
||||
|
||||
self._score_region_material = ba.Material()
|
||||
self._score_region_material.add_actions(
|
||||
conditions=('they_have_material', self.ball_material),
|
||||
actions=(('modify_part_collision', 'collide',
|
||||
True), ('modify_part_collision', 'physical', False),
|
||||
('call', 'at_connect', self._handle_score)))
|
||||
self._ball_spawn_pos: Optional[Sequence[float]] = None
|
||||
self._score_regions: Optional[List[ba.NodeActor]] = None
|
||||
self._ball: Optional[Ball] = None
|
||||
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/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',
|
||||
)
|
||||
)
|
||||
333
plugins/minigames/SimonSays.py
Normal file
333
plugins/minigames/SimonSays.py
Normal file
|
|
@ -0,0 +1,333 @@
|
|||
#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())
|
||||
949
plugins/minigames/SquidRace.py
Normal file
949
plugins/minigames/SquidRace.py
Normal file
|
|
@ -0,0 +1,949 @@
|
|||
# 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)
|
||||
878
plugins/minigames/ZombieHorde.py
Normal file
878
plugins/minigames/ZombieHorde.py
Normal file
|
|
@ -0,0 +1,878 @@
|
|||
# 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)
|
||||
super().handlemessage(msg)#bs.PopupText("died",position=self._position,color=popupColor,scale=popupScale).autoRetain()
|
||||
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',
|
||||
)
|
||||
)
|
||||
Loading…
Add table
Add a link
Reference in a new issue