mirror of
https://github.com/bombsquad-community/plugin-manager.git
synced 2026-08-15 13:03:08 +00:00
Merge pull request #402 from gobloggerid/main
game: gosquad elimination.
This commit is contained in:
commit
d9604cc5a9
2 changed files with 864 additions and 0 deletions
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@ -1626,6 +1626,25 @@
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"md5sum": "e11fbf742e6556939ac8d986e2dd430b"
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"md5sum": "e11fbf742e6556939ac8d986e2dd430b"
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}
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}
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}
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}
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},
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"gosquad_elimination": {
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"description": "Elimination game with big bombs meteor shower (optional), as seen in the GoSquad server.",
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"external_url": "https://discord.gg/QmzTtvyUvd",
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"authors": [
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{
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"name": "goblogger",
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"email": "",
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"discord": "goblogger"
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}
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],
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"versions": {
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"1.0.0": {
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"api_version": 9,
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"commit_sha": "a0e13b5",
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"released_on": "26-11-2025",
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"md5sum": "33e6b93420cf6115e992aca534d76bfd"
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}
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}
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}
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}
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}
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}
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}
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}
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845
plugins/minigames/gosquad_elimination.py
Normal file
845
plugins/minigames/gosquad_elimination.py
Normal file
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@ -0,0 +1,845 @@
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# Released under the MIT License. See LICENSE for details.
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# initially made for gosquad server.
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#
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"""Elimination mini-game."""
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# ba_meta require api 9
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# (see https://ballistica.net/wiki/meta-tag-system)
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from __future__ import annotations
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import weakref
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import logging
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import random
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import enum
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from typing import TYPE_CHECKING, override
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import bascenev1 as bs
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from bascenev1lib.actor.spazfactory import SpazFactory
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from bascenev1lib.actor.scoreboard import Scoreboard
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from bascenev1lib.actor.bomb import Bomb
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if TYPE_CHECKING:
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from typing import Any, Sequence
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class Icon(bs.Actor):
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"""Creates in in-game icon on screen."""
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def __init__(
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self,
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player: Player,
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position: tuple[float, float],
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scale: float,
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|
*,
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show_lives: bool = True,
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show_death: bool = True,
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name_scale: float = 1.0,
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name_maxwidth: float = 115.0,
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flatness: float = 1.0,
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shadow: float = 1.0,
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|
):
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super().__init__()
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|
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self._player = weakref.ref(player) # Avoid ref loops.
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self._show_lives = show_lives
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self._show_death = show_death
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self._name_scale = name_scale
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self._outline_tex = bs.gettexture('characterIconMask')
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icon = player.get_icon()
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self.node = bs.newnode(
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'image',
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delegate=self,
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attrs={
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'texture': icon['texture'],
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'tint_texture': icon['tint_texture'],
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'tint_color': icon['tint_color'],
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'vr_depth': 400,
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'tint2_color': icon['tint2_color'],
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'mask_texture': self._outline_tex,
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'opacity': 1.0,
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'absolute_scale': True,
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'attach': 'bottomCenter',
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},
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)
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self._name_text = bs.newnode(
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'text',
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owner=self.node,
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attrs={
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'text': bs.Lstr(value=player.getname()),
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'color': bs.safecolor(player.team.color),
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'h_align': 'center',
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'v_align': 'center',
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'vr_depth': 410,
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'maxwidth': name_maxwidth,
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'shadow': shadow,
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'flatness': flatness,
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'h_attach': 'center',
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'v_attach': 'bottom',
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},
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)
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if self._show_lives:
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self._lives_text = bs.newnode(
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'text',
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owner=self.node,
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attrs={
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'text': 'x0',
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'color': (1, 1, 0.5),
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'h_align': 'left',
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'vr_depth': 430,
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'shadow': 1.0,
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'flatness': 1.0,
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'h_attach': 'center',
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'v_attach': 'bottom',
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},
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)
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self.set_position_and_scale(position, scale)
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def set_position_and_scale(
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self, position: tuple[float, float], scale: float
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) -> None:
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"""(Re)position the icon."""
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assert self.node
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self.node.position = position
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self.node.scale = [70.0 * scale]
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self._name_text.position = (position[0], position[1] + scale * 52.0)
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self._name_text.scale = 1.0 * scale * self._name_scale
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if self._show_lives:
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self._lives_text.position = (
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position[0] + scale * 10.0,
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position[1] - scale * 43.0,
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)
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self._lives_text.scale = 1.0 * scale
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def update_for_lives(self) -> None:
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"""Update for the target player's current lives."""
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player = self._player()
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if player:
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lives = player.lives
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|
else:
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lives = 0
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if self._show_lives:
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|
if lives > 0:
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self._lives_text.text = 'x' + str(lives - 1)
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|
else:
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self._lives_text.text = ''
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if lives == 0:
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self._name_text.opacity = 0.2
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assert self.node
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self.node.color = (0.7, 0.3, 0.3)
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self.node.opacity = 0.2
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def handle_player_spawned(self) -> None:
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"""Our player spawned; hooray!"""
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|
if not self.node:
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return
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self.node.opacity = 1.0
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self.update_for_lives()
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def handle_player_died(self) -> None:
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"""Well poo; our player died."""
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|
if not self.node:
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return
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if self._show_death:
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bs.animate(
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self.node,
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'opacity',
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{
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0.00: 1.0,
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|
0.05: 0.0,
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0.10: 1.0,
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0.15: 0.0,
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0.20: 1.0,
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0.25: 0.0,
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0.30: 1.0,
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0.35: 0.0,
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0.40: 1.0,
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0.45: 0.0,
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0.50: 1.0,
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0.55: 0.2,
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},
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)
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player = self._player()
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lives = player.lives if player else 0
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|
if lives == 0:
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bs.timer(0.6, self.update_for_lives)
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|
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|
@override
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|
def handlemessage(self, msg: Any) -> Any:
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|
if isinstance(msg, bs.DieMessage):
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|
self.node.delete()
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|
return None
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|
return super().handlemessage(msg)
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|
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||||||
|
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|
class BombType(enum.Enum):
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DEFAULT = 0
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NORMAL = 1
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STICKY = 2
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TRIGGER = 3
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ICE = 4
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|
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|
@property
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def as_str(self) -> str:
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|
return {
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BombType.DEFAULT: "default",
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|
BombType.NORMAL: "normal",
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|
BombType.STICKY: "sticky",
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|
BombType.TRIGGER: "impact",
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BombType.ICE: "ice",
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|
}[self]
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|
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@staticmethod
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|
def from_int(value: int) -> "BombType":
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|
return BombType(value)
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|
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|
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|
class Player(bs.Player['Team']):
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"""Our player type for this game."""
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|
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def __init__(self) -> None:
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|
self.lives = 0
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self.icons: list[Icon] = []
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|
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|
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|
class Team(bs.Team[Player]):
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|
"""Our team type for this game."""
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|
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|
def __init__(self) -> None:
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|
self.survival_seconds: int | None = None
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||||||
|
self.spawn_order: list[Player] = []
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|
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# ba_meta export bascenev1.GameActivity
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class EliminationGame(bs.TeamGameActivity[Player, Team]):
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"""Game type where last player(s) left alive win."""
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name = 'Gosquad Elimination'
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description = 'Elimination game big bombs meteor shower.'
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scoreconfig = bs.ScoreConfig(
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label='Survived', scoretype=bs.ScoreType.SECONDS, none_is_winner=True
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|
)
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# Show messages when players die since it's meaningful here.
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announce_player_deaths = True
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|
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allow_mid_activity_joins = False
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|
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|
@override
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|
@classmethod
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|
def get_available_settings(
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|
cls, sessiontype: type[bs.Session]
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|
) -> list[bs.Setting]:
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|
settings = [
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bs.IntSetting(
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'Lives Per Player',
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|
default=3,
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min_value=1,
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|
max_value=10,
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increment=1,
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),
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|
bs.IntChoiceSetting(
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|
'Time Limit',
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|
choices=[
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|
('None', 0),
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|
('1 Minute', 60),
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|
('2 Minutes', 120),
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|
('5 Minutes', 300),
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|
('10 Minutes', 600),
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||||||
|
('20 Minutes', 1200),
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||||||
|
],
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|
default=0,
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||||||
|
),
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|
bs.FloatChoiceSetting(
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|
'Respawn Times',
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|
choices=[
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|
('Shorter', 0.25),
|
||||||
|
('Short', 0.5),
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||||||
|
('Normal', 1.0),
|
||||||
|
('Long', 2.0),
|
||||||
|
('Longer', 4.0),
|
||||||
|
],
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||||||
|
default=1.0,
|
||||||
|
),
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|
bs.BoolSetting('Epic Mode', default=True),
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|
bs.BoolSetting('Enable Speed', default=False),
|
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|
bs.BoolSetting('Boxing Gloves', default=True),
|
||||||
|
bs.BoolSetting('Equip Shield', default=False),
|
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|
bs.BoolSetting('Meteor Shower', default=True),
|
||||||
|
bs.IntChoiceSetting(
|
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|
'Meteor Delay',
|
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|
choices=[
|
||||||
|
('None', 0),
|
||||||
|
('15 Seconds', 15),
|
||||||
|
('30 Seconds', 30),
|
||||||
|
('45 Seconds', 45),
|
||||||
|
('1 Minutes', 60),
|
||||||
|
('1.5 Minutes', 90),
|
||||||
|
('2 Minutes', 120),
|
||||||
|
|
||||||
|
],
|
||||||
|
default=0,
|
||||||
|
),
|
||||||
|
bs.IntChoiceSetting(
|
||||||
|
'Bomb Count',
|
||||||
|
choices=[
|
||||||
|
('Default', 0),
|
||||||
|
('1', 1),
|
||||||
|
('2', 2),
|
||||||
|
('3', 3),
|
||||||
|
('4', 4),
|
||||||
|
('5', 5),
|
||||||
|
('6', 6),
|
||||||
|
],
|
||||||
|
default=0,
|
||||||
|
),
|
||||||
|
bs.IntChoiceSetting(
|
||||||
|
'Bomb Type',
|
||||||
|
choices=[
|
||||||
|
('Default', 0),
|
||||||
|
('Normal', 1),
|
||||||
|
('Sticky', 2),
|
||||||
|
('Trigger', 3),
|
||||||
|
('Ice', 4),
|
||||||
|
],
|
||||||
|
default=0,
|
||||||
|
),
|
||||||
|
bs.BoolSetting('Revive Eliminated Players', default=True),
|
||||||
|
]
|
||||||
|
if issubclass(sessiontype, bs.DualTeamSession):
|
||||||
|
settings.append(bs.BoolSetting('Solo Mode', default=False))
|
||||||
|
settings.append(
|
||||||
|
bs.BoolSetting('Balance Total Lives', default=False)
|
||||||
|
)
|
||||||
|
return settings
|
||||||
|
|
||||||
|
@override
|
||||||
|
@classmethod
|
||||||
|
def supports_session_type(cls, sessiontype: type[bs.Session]) -> bool:
|
||||||
|
return issubclass(sessiontype, bs.DualTeamSession) or issubclass(
|
||||||
|
sessiontype, bs.FreeForAllSession
|
||||||
|
)
|
||||||
|
|
||||||
|
@override
|
||||||
|
@classmethod
|
||||||
|
def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]:
|
||||||
|
# (Pylint Bug?) pylint: disable=missing-function-docstring
|
||||||
|
assert bs.app.classic is not None
|
||||||
|
return bs.app.classic.getmaps('melee')
|
||||||
|
|
||||||
|
def __init__(self, settings: dict):
|
||||||
|
super().__init__(settings)
|
||||||
|
self._scoreboard = Scoreboard()
|
||||||
|
self._start_time: float | None = None
|
||||||
|
self._vs_text: bs.Actor | None = None
|
||||||
|
self._round_end_timer: bs.Timer | None = None
|
||||||
|
self._epic_mode = bool(settings['Epic Mode'])
|
||||||
|
self._lives_per_player = int(settings['Lives Per Player'])
|
||||||
|
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))
|
||||||
|
self._enable_speed = bool(settings.get('Enable Speed', False))
|
||||||
|
self._boxing_gloves = bool(settings.get('Boxing Gloves', False))
|
||||||
|
self._equip_shield = bool(settings.get('Equip Shield', False))
|
||||||
|
self._meteor_shower = bool(settings.get('Meteor Shower', False))
|
||||||
|
self._meteor_start_time = float(settings['Meteor Delay'])
|
||||||
|
self._bomb_count = int(settings['Bomb Count'])
|
||||||
|
bomb_type_raw = BombType.from_int(settings.get('Bomb Type', 0))
|
||||||
|
self._bomb_type = str(bomb_type_raw.as_str)
|
||||||
|
self._revive_eliminated = bool(settings.get('Revive Eliminated Players', True))
|
||||||
|
|
||||||
|
self._bomb_time = 3.0
|
||||||
|
self._bomb_scale = 0.1
|
||||||
|
self._add_player_timer: bs.Timer | None = None
|
||||||
|
# add-player phase flag should be false to activate revival later
|
||||||
|
self._add_player_phase = not self._revive_eliminated
|
||||||
|
|
||||||
|
# Base class overrides:
|
||||||
|
self.slow_motion = self._epic_mode
|
||||||
|
self.default_music = (
|
||||||
|
bs.MusicType.EPIC if self._epic_mode else bs.MusicType.SURVIVAL
|
||||||
|
)
|
||||||
|
|
||||||
|
@override
|
||||||
|
def get_instance_description(self) -> str | Sequence:
|
||||||
|
# (Pylint Bug?) pylint: disable=missing-function-docstring
|
||||||
|
return (
|
||||||
|
'Last team standing wins.'
|
||||||
|
if isinstance(self.session, bs.DualTeamSession)
|
||||||
|
else 'Last one standing wins.'
|
||||||
|
)
|
||||||
|
|
||||||
|
@override
|
||||||
|
def get_instance_description_short(self) -> str | Sequence:
|
||||||
|
# (Pylint Bug?) pylint: disable=missing-function-docstring
|
||||||
|
return (
|
||||||
|
'last team standing wins'
|
||||||
|
if isinstance(self.session, bs.DualTeamSession)
|
||||||
|
else 'last one standing wins'
|
||||||
|
)
|
||||||
|
|
||||||
|
@override
|
||||||
|
def on_player_join(self, player: Player) -> None:
|
||||||
|
# (Pylint Bug?) pylint: disable=missing-function-docstring
|
||||||
|
player.lives = self._lives_per_player
|
||||||
|
|
||||||
|
if self._solo_mode:
|
||||||
|
player.team.spawn_order.append(player)
|
||||||
|
self._update_solo_mode()
|
||||||
|
else:
|
||||||
|
# Create our icon and spawn.
|
||||||
|
player.icons = [Icon(player, position=(0, 50), scale=0.8)]
|
||||||
|
if player.lives > 0:
|
||||||
|
self.spawn_player(player)
|
||||||
|
|
||||||
|
# Don't waste time doing this until begin.
|
||||||
|
if self.has_begun():
|
||||||
|
self._update_icons()
|
||||||
|
|
||||||
|
@override
|
||||||
|
def on_begin(self) -> None:
|
||||||
|
super().on_begin()
|
||||||
|
self._start_time = bs.time()
|
||||||
|
self.setup_standard_time_limit(self._time_limit)
|
||||||
|
self.setup_standard_powerup_drops()
|
||||||
|
if self._solo_mode:
|
||||||
|
self._vs_text = bs.NodeActor(
|
||||||
|
bs.newnode(
|
||||||
|
'text',
|
||||||
|
attrs={
|
||||||
|
'position': (0, 105),
|
||||||
|
'h_attach': 'center',
|
||||||
|
'h_align': 'center',
|
||||||
|
'maxwidth': 200,
|
||||||
|
'shadow': 0.5,
|
||||||
|
'vr_depth': 390,
|
||||||
|
'scale': 0.6,
|
||||||
|
'v_attach': 'bottom',
|
||||||
|
'color': (0.8, 0.8, 0.3, 1.0),
|
||||||
|
'text': bs.Lstr(resource='vsText'),
|
||||||
|
},
|
||||||
|
)
|
||||||
|
)
|
||||||
|
|
||||||
|
# If balance-team-lives is on, add lives to the smaller team until
|
||||||
|
# total lives match.
|
||||||
|
if (
|
||||||
|
isinstance(self.session, bs.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._update_icons()
|
||||||
|
if self._meteor_shower:
|
||||||
|
bs.timer(self._meteor_start_time, self._initiate_bomb)
|
||||||
|
|
||||||
|
# We could check game-over conditions at explicit trigger points,
|
||||||
|
# but lets just do the simple thing and poll it.
|
||||||
|
bs.timer(1.0, self._update, repeat=True)
|
||||||
|
|
||||||
|
def _update_solo_mode(self) -> None:
|
||||||
|
# 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)
|
||||||
|
break
|
||||||
|
|
||||||
|
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, bs.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) -> bs.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 = bs.Vec3(living_player_pos)
|
||||||
|
points: list[tuple[float, bs.Vec3]] = []
|
||||||
|
for team in self.teams:
|
||||||
|
start_pos = bs.Vec3(self.map.get_start_position(team.id))
|
||||||
|
points.append(
|
||||||
|
((start_pos - player_pos).length(), start_pos)
|
||||||
|
)
|
||||||
|
# Hmm.. we need to sort vectors too?
|
||||||
|
points.sort(key=lambda x: x[0])
|
||||||
|
return points[-1][1]
|
||||||
|
return None
|
||||||
|
|
||||||
|
def _initiate_bomb(self) -> None:
|
||||||
|
delay = 1.0
|
||||||
|
bs.timer(delay, self._decrement_bomb_time, repeat=True)
|
||||||
|
bs.timer(delay, self._increment_bomb_scale, repeat=True)
|
||||||
|
|
||||||
|
# Kick off the first wave in a few seconds.
|
||||||
|
self._set_bomb_timer()
|
||||||
|
|
||||||
|
def _set_bomb_timer(self) -> None:
|
||||||
|
bs.timer(self._bomb_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:
|
||||||
|
bs.newnode('locator', attrs={'position': (0.0, 20.0, -20.0)})
|
||||||
|
|
||||||
|
# Drop a single bomb.
|
||||||
|
# Drop them somewhere within our bounds with velocity pointing
|
||||||
|
# toward the opposite side.
|
||||||
|
# I took this specific calculation from a work of byAngel.
|
||||||
|
# Credit goes to him.
|
||||||
|
if self.map.getname() == 'Hockey Stadium':
|
||||||
|
pos = (random.randrange(-11, 12), 6, random.randrange(-4, 5))
|
||||||
|
elif self.map.getname() == 'Football Stadium':
|
||||||
|
pos = (random.randrange(-10, 11), 6, random.randrange(-5, 6))
|
||||||
|
elif self.map.getname() == 'The Pad':
|
||||||
|
pos = (random.randrange(-3, 4), 10, random.randrange(-8, 4))
|
||||||
|
elif self.map.getname() == 'Doom Shroom':
|
||||||
|
pos = (random.randrange(-7, 8), 8, random.randrange(-7, 1))
|
||||||
|
elif self.map.getname() == 'Lake Frigid':
|
||||||
|
pos = (random.randrange(-7, 8), 8, random.randrange(-7, 3))
|
||||||
|
elif self.map.getname() == 'Tower D':
|
||||||
|
pos = (random.randrange(-7, 8), 8, random.randrange(-5, 5))
|
||||||
|
elif self.map.getname() == 'Step Right Up':
|
||||||
|
pos = (random.randrange(-7, 8), 10, random.randrange(-8, 3))
|
||||||
|
elif self.map.getname() == 'Courtyard':
|
||||||
|
pos = (random.randrange(-7, 8), 10, random.randrange(-6, 4))
|
||||||
|
elif self.map.getname() == 'Rampage':
|
||||||
|
pos = (random.randrange(-7, 8), 11, random.randrange(-5, -2))
|
||||||
|
else:
|
||||||
|
pos = (random.randrange(-7, 8), 6, random.randrange(-5, 6))
|
||||||
|
|
||||||
|
dropdir = (-1.0 if pos[0] > 0 else 1.0)
|
||||||
|
vel = ((-5.0 + random.random() * 30.0) * dropdir, -4.0, 0)
|
||||||
|
|
||||||
|
self._drop_bomb(pos, vel)
|
||||||
|
self._set_bomb_timer()
|
||||||
|
|
||||||
|
def _drop_bomb(
|
||||||
|
self, position: Sequence[float], velocity: Sequence[float]
|
||||||
|
) -> None:
|
||||||
|
bomb_type = random.choice([
|
||||||
|
'land_mine', 'land_mine', 'tnt', 'tnt',
|
||||||
|
'impact', 'sticky', 'normal',
|
||||||
|
])
|
||||||
|
bomb = Bomb(
|
||||||
|
position=position,
|
||||||
|
velocity=velocity,
|
||||||
|
bomb_type=bomb_type,
|
||||||
|
blast_radius=3.0 if bomb_type == 'impact' else self._bomb_scale,
|
||||||
|
).autoretain()
|
||||||
|
|
||||||
|
if bomb_type != 'impact':
|
||||||
|
bs.animate(bomb.node, 'mesh_scale', {
|
||||||
|
0.0: 0.2,
|
||||||
|
0.7: 0.2,
|
||||||
|
1.0: self._bomb_scale}
|
||||||
|
)
|
||||||
|
|
||||||
|
if bomb_type == 'land_mine':
|
||||||
|
bs.timer(1.2, bomb.arm)
|
||||||
|
|
||||||
|
def _decrement_bomb_time(self) -> None:
|
||||||
|
self._bomb_time = max(2.0, self._bomb_time * 0.8)
|
||||||
|
|
||||||
|
def _increment_bomb_scale(self) -> None:
|
||||||
|
self._bomb_scale = min(8.0, self._bomb_scale * 1.2)
|
||||||
|
|
||||||
|
@override
|
||||||
|
def spawn_player(self, player: Player) -> bs.Actor:
|
||||||
|
"""Spawn a player (override)."""
|
||||||
|
actor = self.spawn_player_spaz(player, self._get_spawn_point(player))
|
||||||
|
if not self._solo_mode:
|
||||||
|
bs.timer(0.3, bs.CallStrict(self._print_lives, player))
|
||||||
|
|
||||||
|
if self._boxing_gloves:
|
||||||
|
actor.equip_boxing_gloves()
|
||||||
|
if self._equip_shield:
|
||||||
|
actor.equip_shields()
|
||||||
|
|
||||||
|
actor.node.hockey = self._enable_speed
|
||||||
|
actor.bomb_count = actor.bomb_count if self._bomb_count == 0 else self._bomb_count
|
||||||
|
bomb_type = actor.bomb_type if self._bomb_type == 'default' else self._bomb_type
|
||||||
|
actor.bomb_type = bomb_type
|
||||||
|
actor.bomb_type_default = bomb_type
|
||||||
|
|
||||||
|
# If we have any icons, update their state.
|
||||||
|
for icon in player.icons:
|
||||||
|
icon.handle_player_spawned()
|
||||||
|
return actor
|
||||||
|
|
||||||
|
def _print_lives(self, player: Player) -> None:
|
||||||
|
from bascenev1lib.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
|
||||||
|
|
||||||
|
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=player.node.position,
|
||||||
|
).autoretain()
|
||||||
|
|
||||||
|
@override
|
||||||
|
def on_player_leave(self, player: Player) -> None:
|
||||||
|
# (Pylint Bug?) pylint: disable=missing-function-docstring
|
||||||
|
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.
|
||||||
|
bs.timer(0, self._update_icons)
|
||||||
|
|
||||||
|
# If the player to leave was the last in spawn order and had
|
||||||
|
# their final turn currently in-progress, mark the survival time
|
||||||
|
# for their team.
|
||||||
|
if self._get_total_team_lives(player.team) == 0:
|
||||||
|
assert self._start_time is not None
|
||||||
|
player.team.survival_seconds = int(bs.time() - self._start_time)
|
||||||
|
|
||||||
|
def _get_total_team_lives(self, team: Team) -> int:
|
||||||
|
return sum(player.lives for player in team.players)
|
||||||
|
|
||||||
|
@override
|
||||||
|
def handlemessage(self, msg: Any) -> Any:
|
||||||
|
if isinstance(msg, bs.PlayerDiedMessage):
|
||||||
|
# Augment standard behavior.
|
||||||
|
super().handlemessage(msg)
|
||||||
|
player: Player = msg.getplayer(Player)
|
||||||
|
|
||||||
|
player.lives -= 1
|
||||||
|
if player.lives < 0:
|
||||||
|
logging.exception(
|
||||||
|
"Got lives < 0 in Elim; this shouldn't happen. solo: %s",
|
||||||
|
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:
|
||||||
|
SpazFactory.get().single_player_death_sound.play()
|
||||||
|
|
||||||
|
# If we hit zero lives, we're dead (and our team might be too).
|
||||||
|
if player.lives == 0:
|
||||||
|
# If the whole team is now dead, mark their survival time.
|
||||||
|
if self._get_total_team_lives(player.team) == 0:
|
||||||
|
assert self._start_time is not None
|
||||||
|
player.team.survival_seconds = int(
|
||||||
|
bs.time() - self._start_time
|
||||||
|
)
|
||||||
|
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:
|
||||||
|
try:
|
||||||
|
player.team.spawn_order.remove(player)
|
||||||
|
player.team.spawn_order.append(player)
|
||||||
|
except:
|
||||||
|
pass
|
||||||
|
|
||||||
|
def _update(self) -> None:
|
||||||
|
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).
|
||||||
|
if len(self._get_living_teams()) < 2:
|
||||||
|
self._round_end_timer = bs.Timer(0.5, self.end_game)
|
||||||
|
|
||||||
|
# Start the 120s timer when only 2 players remain.
|
||||||
|
# Do this only with minimum 5 players.
|
||||||
|
if len(self._get_living_players()) == 2:
|
||||||
|
if len(self.players) >= 5 and not self._add_player_phase:
|
||||||
|
self._add_player_phase = True
|
||||||
|
bs.broadcastmessage(
|
||||||
|
"Be ready! ⚔️ 2 random eliminated players may rejoin the game in 2 minutes.",
|
||||||
|
color=(1, 0.7, 0.1)
|
||||||
|
)
|
||||||
|
self._add_player_timer = bs.BaseTimer(
|
||||||
|
120, bs.WeakCallStrict(self._revive_random_players))
|
||||||
|
|
||||||
|
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 _get_living_players(self) -> list[Player]:
|
||||||
|
return [
|
||||||
|
player for player in self.players if player.lives > 0
|
||||||
|
]
|
||||||
|
|
||||||
|
def _revive_random_players(self) -> None:
|
||||||
|
# Cancel if game already ended
|
||||||
|
if self.has_ended():
|
||||||
|
return
|
||||||
|
|
||||||
|
eliminated_players = [p for p in self.players if p.exists() and p.lives <= 0]
|
||||||
|
if not eliminated_players:
|
||||||
|
bs.broadcastmessage("No eliminated players available.", color=(0.7, 0.7, 0.7))
|
||||||
|
return
|
||||||
|
|
||||||
|
# Pick up to 2 random eliminated players
|
||||||
|
revived = random.sample(eliminated_players, min(2, len(eliminated_players)))
|
||||||
|
for player in revived:
|
||||||
|
player.lives = 1
|
||||||
|
self.spawn_player(player)
|
||||||
|
for icon in player.icons:
|
||||||
|
icon.update_for_lives()
|
||||||
|
assert icon.node, icon._name_text
|
||||||
|
icon._name_text.opacity = 1.0
|
||||||
|
icon.node.color = (1, 1, 1)
|
||||||
|
icon.node.opacity = 1.0
|
||||||
|
bs.broadcastmessage(f"{player.getname(full=True)} rejoined the game!", color=(0, 1, 0))
|
||||||
|
|
||||||
|
self._update_icons()
|
||||||
|
self._add_player_phase = False # Allow the event to trigger again later if desired
|
||||||
|
|
||||||
|
@override
|
||||||
|
def end_game(self) -> None:
|
||||||
|
"""End the game."""
|
||||||
|
if self.has_ended():
|
||||||
|
return
|
||||||
|
results = bs.GameResults()
|
||||||
|
self._vs_text = None # Kill our 'vs' if its there.
|
||||||
|
for team in self.teams:
|
||||||
|
results.set_team_score(team, team.survival_seconds)
|
||||||
|
self.end(results=results)
|
||||||
Loading…
Add table
Add a link
Reference in a new issue