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789
plugins/minigames/down_into_the_abyss.py
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789
plugins/minigames/down_into_the_abyss.py
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# Ported to api 8 by brostos using baport.(https://github.com/bombsquad-community/baport)
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# ba_meta require api 8
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# (see https://ballistica.net/wiki/meta-tag-system)
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from __future__ import annotations
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from typing import TYPE_CHECKING
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import babase
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import bauiv1 as bui
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import bascenev1 as bs
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import _babase
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import random
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from bascenev1._map import register_map
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from bascenev1lib.actor.spaz import PickupMessage
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from bascenev1lib.actor.playerspaz import PlayerSpaz
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from bascenev1lib.actor.spazfactory import SpazFactory
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from bascenev1lib.gameutils import SharedObjects
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from bascenev1lib.actor.spazbot import SpazBotSet, ChargerBotPro, TriggerBotPro
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from bascenev1lib.actor.bomb import Blast
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from bascenev1lib.actor.powerupbox import PowerupBoxFactory
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from bascenev1lib.actor.onscreentimer import OnScreenTimer
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if TYPE_CHECKING:
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from typing import Any, Sequence
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lang = bs.app.lang.language
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if lang == 'Spanish':
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name = 'Abajo en el Abismo'
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description = 'Sobrevive tanto como puedas'
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help = 'El mapa es 3D, ¡ten cuidado!'
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author = 'Autor: Deva'
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github = 'GitHub: spdv123'
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blog = 'Blog: superdeva.info'
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peaceTime = 'Tiempo de Paz'
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npcDensity = 'Densidad de Enemigos'
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hint_use_punch = '¡Ahora puedes golpear a los enemigos!'
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elif lang == 'Chinese':
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name = '无尽深渊'
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description = '在无穷尽的坠落中存活更长时间'
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help = ''
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author = '作者: Deva'
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github = 'GitHub: spdv123'
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blog = '博客: superdeva.info'
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peaceTime = '和平时间'
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npcDensity = 'NPC密度'
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hint_use_punch = u'现在可以使用拳头痛扁你的敌人了'
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else:
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name = 'Down Into The Abyss'
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description = 'Survive as long as you can'
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help = 'The map is 3D, be careful!'
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author = 'Author: Deva'
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github = 'GitHub: spdv123'
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blog = 'Blog: superdeva.info'
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peaceTime = 'Peace Time'
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npcDensity = 'NPC Density'
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hint_use_punch = 'You can punch your enemies now!'
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class AbyssMap(bs.Map):
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from bascenev1lib.mapdata import happy_thoughts as defs
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# Add the y-dimension space for players
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defs.boxes['map_bounds'] = (-0.8748348681, 9.212941713, -9.729538885) \
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+ (0.0, 0.0, 0.0) \
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+ (36.09666006, 26.19950145, 20.89541168)
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name = 'Abyss Unhappy'
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@classmethod
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def get_play_types(cls) -> list[str]:
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"""Return valid play types for this map."""
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return ['abyss']
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@classmethod
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def get_preview_texture_name(cls) -> str:
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return 'alwaysLandPreview'
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@classmethod
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def on_preload(cls) -> Any:
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data: dict[str, Any] = {
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'mesh': bs.getmesh('alwaysLandLevel'),
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'bottom_mesh': bs.getmesh('alwaysLandLevelBottom'),
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'bgmesh': bs.getmesh('alwaysLandBG'),
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'collision_mesh': bs.getcollisionmesh('alwaysLandLevelCollide'),
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'tex': bs.gettexture('alwaysLandLevelColor'),
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'bgtex': bs.gettexture('alwaysLandBGColor'),
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'vr_fill_mound_mesh': bs.getmesh('alwaysLandVRFillMound'),
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'vr_fill_mound_tex': bs.gettexture('vrFillMound')
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}
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return data
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@classmethod
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def get_music_type(cls) -> bs.MusicType:
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return bs.MusicType.FLYING
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def __init__(self) -> None:
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super().__init__(vr_overlay_offset=(0, -3.7, 2.5))
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self.background = bs.newnode(
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'terrain',
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attrs={
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'mesh': self.preloaddata['bgmesh'],
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'lighting': False,
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'background': True,
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'color_texture': self.preloaddata['bgtex']
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})
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bs.newnode('terrain',
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attrs={
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'mesh': self.preloaddata['vr_fill_mound_mesh'],
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'lighting': False,
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'vr_only': True,
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'color': (0.2, 0.25, 0.2),
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'background': True,
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'color_texture': self.preloaddata['vr_fill_mound_tex']
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})
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gnode = bs.getactivity().globalsnode
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gnode.happy_thoughts_mode = True
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gnode.shadow_offset = (0.0, 8.0, 5.0)
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gnode.tint = (1.3, 1.23, 1.0)
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gnode.ambient_color = (1.3, 1.23, 1.0)
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gnode.vignette_outer = (0.64, 0.59, 0.69)
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gnode.vignette_inner = (0.95, 0.95, 0.93)
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gnode.vr_near_clip = 1.0
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self.is_flying = True
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register_map(AbyssMap)
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class SpazTouchFoothold:
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pass
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class BombToDieMessage:
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pass
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class Foothold(bs.Actor):
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def __init__(self,
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position: Sequence[float] = (0.0, 1.0, 0.0),
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power: str = 'random',
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size: float = 6.0,
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breakable: bool = True,
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moving: bool = False):
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super().__init__()
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shared = SharedObjects.get()
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powerup = PowerupBoxFactory.get()
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fmesh = bs.getmesh('landMine')
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fmeshs = bs.getmesh('powerupSimple')
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self.died = False
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self.breakable = breakable
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self.moving = moving # move right and left
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self.lrSig = 1 # left or right signal
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self.lrSpeedPlus = random.uniform(1 / 2.0, 1 / 0.7)
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self._npcBots = SpazBotSet()
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self.foothold_material = bs.Material()
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self.impact_sound = bui.getsound('impactMedium')
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self.foothold_material.add_actions(
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conditions=(('they_dont_have_material', shared.player_material),
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'and',
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('they_have_material', shared.object_material),
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'or',
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('they_have_material', shared.footing_material)),
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actions=(('modify_node_collision', 'collide', True),
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))
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self.foothold_material.add_actions(
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conditions=('they_have_material', shared.player_material),
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actions=(('modify_part_collision', 'physical', True),
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('modify_part_collision', 'stiffness', 0.05),
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('message', 'our_node', 'at_connect', SpazTouchFoothold()),
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))
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self.foothold_material.add_actions(
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conditions=('they_have_material', self.foothold_material),
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actions=('modify_node_collision', 'collide', False),
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)
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tex = {
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'punch': powerup.tex_punch,
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'sticky_bombs': powerup.tex_sticky_bombs,
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'ice_bombs': powerup.tex_ice_bombs,
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'impact_bombs': powerup.tex_impact_bombs,
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'health': powerup.tex_health,
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'curse': powerup.tex_curse,
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'shield': powerup.tex_shield,
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'land_mines': powerup.tex_land_mines,
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'tnt': bs.gettexture('tnt'),
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}.get(power, bs.gettexture('tnt'))
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powerupdist = {
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powerup.tex_bomb: 3,
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powerup.tex_ice_bombs: 2,
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powerup.tex_punch: 3,
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powerup.tex_impact_bombs: 3,
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powerup.tex_land_mines: 3,
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powerup.tex_sticky_bombs: 4,
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powerup.tex_shield: 4,
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powerup.tex_health: 3,
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powerup.tex_curse: 1,
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bs.gettexture('tnt'): 2
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}
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self.randtex = []
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for keyTex in powerupdist:
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for i in range(powerupdist[keyTex]):
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self.randtex.append(keyTex)
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if power == 'random':
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random.seed()
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tex = random.choice(self.randtex)
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self.tex = tex
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self.powerup_type = {
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powerup.tex_punch: 'punch',
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powerup.tex_bomb: 'triple_bombs',
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powerup.tex_ice_bombs: 'ice_bombs',
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powerup.tex_impact_bombs: 'impact_bombs',
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powerup.tex_land_mines: 'land_mines',
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powerup.tex_sticky_bombs: 'sticky_bombs',
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powerup.tex_shield: 'shield',
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powerup.tex_health: 'health',
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powerup.tex_curse: 'curse',
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bs.gettexture('tnt'): 'tnt'
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}.get(self.tex, '')
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self._spawn_pos = (position[0], position[1], position[2])
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self.node = bs.newnode(
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'prop',
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delegate=self,
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attrs={
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'body': 'landMine',
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'position': self._spawn_pos,
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'mesh': fmesh,
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'light_mesh': fmeshs,
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'shadow_size': 0.5,
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'velocity': (0, 0, 0),
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'density': 90000000000,
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'sticky': False,
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'body_scale': size,
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'mesh_scale': size,
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'color_texture': tex,
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'reflection': 'powerup',
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'is_area_of_interest': True,
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'gravity_scale': 0.0,
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'reflection_scale': [0],
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'materials': [self.foothold_material,
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shared.object_material,
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shared.footing_material]
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})
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self.touchedSpazs = set()
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self.keep_vel()
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def keep_vel(self) -> None:
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if self.node and not self.died:
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speed = bs.getactivity().cur_speed
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if self.moving:
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if abs(self.node.position[0]) > 10:
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self.lrSig *= -1
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self.node.velocity = (
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self.lrSig * speed * self.lrSpeedPlus,speed, 0)
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bs.timer(0.1, bs.WeakCall(self.keep_vel))
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else:
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self.node.velocity = (0, speed, 0)
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# self.node.extraacceleration = (0, self.speed, 0)
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bs.timer(0.1, bs.WeakCall(self.keep_vel))
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def tnt_explode(self) -> None:
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pos = self.node.position
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Blast(position=pos,
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blast_radius=6.0,
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blast_type='tnt',
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source_player=None).autoretain()
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def spawn_npc(self) -> None:
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if not self.breakable:
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return
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if self._npcBots.have_living_bots():
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return
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if random.randint(0, 3) >= bs.getactivity().npc_density:
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return
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pos = self.node.position
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pos = (pos[0], pos[1] + 1, pos[2])
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self._npcBots.spawn_bot(
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bot_type=random.choice([ChargerBotPro, TriggerBotPro]),
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pos=pos,
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spawn_time=10)
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def handlemessage(self, msg: Any) -> Any:
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if isinstance(msg, bs.DieMessage):
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if self.node:
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self.node.delete()
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self.died = True
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elif isinstance(msg, bs.OutOfBoundsMessage):
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self.handlemessage(bs.DieMessage())
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elif isinstance(msg, BombToDieMessage):
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if self.powerup_type == 'tnt':
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self.tnt_explode()
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self.handlemessage(bs.DieMessage())
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elif isinstance(msg, bs.HitMessage):
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ispunched = (msg.srcnode and msg.srcnode.getnodetype() == 'spaz')
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if not ispunched:
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if self.breakable:
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self.handlemessage(BombToDieMessage())
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elif isinstance(msg, SpazTouchFoothold):
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node = bs.getcollision().opposingnode
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if node is not None and node:
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try:
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spaz = node.getdelegate(object)
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if not isinstance(spaz, AbyssPlayerSpaz):
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return
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if spaz in self.touchedSpazs:
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return
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self.touchedSpazs.add(spaz)
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self.spawn_npc()
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spaz.fix_2D_position()
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if self.powerup_type not in ['', 'tnt']:
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node.handlemessage(
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bs.PowerupMessage(self.powerup_type))
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except Exception as e:
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print(e)
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pass
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class AbyssPlayerSpaz(PlayerSpaz):
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def __init__(self,
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player: bs.Player,
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color: Sequence[float] = (1.0, 1.0, 1.0),
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highlight: Sequence[float] = (0.5, 0.5, 0.5),
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character: str = 'Spaz',
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powerups_expire: bool = True):
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super().__init__(player=player,
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color=color,
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highlight=highlight,
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character=character,
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powerups_expire=powerups_expire)
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self.node.fly = False
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self.node.hockey = True
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self.hitpoints_max = self.hitpoints = 1500 # more HP to handle drop
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bs.timer(bs.getactivity().peace_time,
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bs.WeakCall(self.safe_connect_controls_to_player))
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def safe_connect_controls_to_player(self) -> None:
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try:
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self.connect_controls_to_player()
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except:
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pass
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|
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def on_move_up_down(self, value: float) -> None:
|
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"""
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Called to set the up/down joystick amount on this spaz;
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used for player or AI connections.
|
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value will be between -32768 to 32767
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WARNING: deprecated; use on_move instead.
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"""
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if not self.node:
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return
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if self.node.run > 0.1:
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self.node.move_up_down = value
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else:
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self.node.move_up_down = value / 3.
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def on_move_left_right(self, value: float) -> None:
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"""
|
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Called to set the left/right joystick amount on this spaz;
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used for player or AI connections.
|
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value will be between -32768 to 32767
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WARNING: deprecated; use on_move instead.
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"""
|
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if not self.node:
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return
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if self.node.run > 0.1:
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self.node.move_left_right = value
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else:
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self.node.move_left_right = value / 1.5
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def fix_2D_position(self) -> None:
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self.node.fly = True
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bs.timer(0.02, bs.WeakCall(self.disable_fly))
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def disable_fly(self) -> None:
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if self.node:
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self.node.fly = False
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def curse(self) -> None:
|
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"""
|
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Give this poor spaz a curse;
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he will explode in 5 seconds.
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"""
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if not self._cursed:
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factory = SpazFactory.get()
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self._cursed = True
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|
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# Add the curse material.
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for attr in ['materials', 'roller_materials']:
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materials = getattr(self.node, attr)
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if factory.curse_material not in materials:
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setattr(self.node, attr,
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materials + (factory.curse_material, ))
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|
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# None specifies no time limit
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assert self.node
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if self.curse_time == -1:
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self.node.curse_death_time = -1
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else:
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# Note: curse-death-time takes milliseconds.
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tval = bs.time()
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assert isinstance(tval, (float, int))
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self.node.curse_death_time = bs.time() + 15
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bs.timer(15, bs.WeakCall(self.curse_explode))
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def handlemessage(self, msg: Any) -> Any:
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dontUp = False
|
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|
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if isinstance(msg, PickupMessage):
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dontUp = True
|
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collision = bs.getcollision()
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opposingnode = collision.opposingnode
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opposingbody = collision.opposingbody
|
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|
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if opposingnode is None or not opposingnode:
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return True
|
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opposingdelegate = opposingnode.getdelegate(object)
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||||
# Don't pick up the foothold
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if isinstance(opposingdelegate, Foothold):
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return True
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||||
|
||||
# dont allow picking up of invincible dudes
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try:
|
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if opposingnode.invincible:
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return True
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except Exception:
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pass
|
||||
|
||||
# if we're grabbing the pelvis of a non-shattered spaz,
|
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# we wanna grab the torso instead
|
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if (opposingnode.getnodetype() == 'spaz'
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and not opposingnode.shattered and opposingbody == 4):
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opposingbody = 1
|
||||
|
||||
|
||||
# Special case - if we're holding a flag, don't replace it
|
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# (hmm - should make this customizable or more low level).
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held = self.node.hold_node
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if held and held.getnodetype() == 'flag':
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return True
|
||||
|
||||
# Note: hold_body needs to be set before hold_node.
|
||||
self.node.hold_body = opposingbody
|
||||
self.node.hold_node = opposingnode
|
||||
|
||||
if not dontUp:
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PlayerSpaz.handlemessage(self, msg)
|
||||
|
||||
|
||||
class Player(bs.Player['Team']):
|
||||
"""Our player type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
super().__init__()
|
||||
self.death_time: float | None = None
|
||||
self.notIn: bool = None
|
||||
|
||||
|
||||
class Team(bs.Team[Player]):
|
||||
"""Our team type for this game."""
|
||||
|
||||
|
||||
# ba_meta export bascenev1.GameActivity
|
||||
class AbyssGame(bs.TeamGameActivity[Player, Team]):
|
||||
|
||||
name = name
|
||||
description = description
|
||||
scoreconfig = bs.ScoreConfig(label='Survived',
|
||||
scoretype=bs.ScoreType.MILLISECONDS,
|
||||
version='B')
|
||||
|
||||
# Print messages when players die (since its meaningful in this game).
|
||||
announce_player_deaths = True
|
||||
|
||||
# We're currently hard-coded for one map.
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]:
|
||||
return ['Abyss Unhappy']
|
||||
|
||||
@classmethod
|
||||
def get_available_settings(
|
||||
cls, sessiontype: type[bs.Session]) -> list[babase.Setting]:
|
||||
settings = [
|
||||
bs.FloatChoiceSetting(
|
||||
peaceTime,
|
||||
choices=[
|
||||
('None', 0.0),
|
||||
('Shorter', 2.5),
|
||||
('Short', 5.0),
|
||||
('Normal', 10.0),
|
||||
('Long', 15.0),
|
||||
('Longer', 20.0),
|
||||
],
|
||||
default=10.0,
|
||||
),
|
||||
bs.FloatChoiceSetting(
|
||||
npcDensity,
|
||||
choices=[
|
||||
('0%', 0),
|
||||
('25%', 1),
|
||||
('50%', 2),
|
||||
('75%', 3),
|
||||
('100%', 4),
|
||||
],
|
||||
default=2,
|
||||
),
|
||||
bs.BoolSetting('Epic Mode', default=False),
|
||||
]
|
||||
return settings
|
||||
|
||||
# We support teams, free-for-all, and co-op sessions.
|
||||
@classmethod
|
||||
def supports_session_type(cls, sessiontype: type[bs.Session]) -> bool:
|
||||
return (issubclass(sessiontype, bs.DualTeamSession)
|
||||
or issubclass(sessiontype, bs.FreeForAllSession)
|
||||
or issubclass(sessiontype, bs.CoopSession))
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
super().__init__(settings)
|
||||
self._epic_mode = settings.get('Epic Mode', False)
|
||||
self._last_player_death_time: float | None = None
|
||||
self._timer: OnScreenTimer | None = None
|
||||
self.fix_y = -5.614479365
|
||||
self.start_z = 0
|
||||
self.init_position = (0, self.start_z, self.fix_y)
|
||||
self.team_init_positions = [(-5, self.start_z, self.fix_y),
|
||||
(5, self.start_z, self.fix_y)]
|
||||
self.cur_speed = 2.5
|
||||
# TODO: The variable below should be set in settings
|
||||
self.peace_time = float(settings[peaceTime])
|
||||
self.npc_density = float(settings[npcDensity])
|
||||
|
||||
# Some base class overrides:
|
||||
self.default_music = (bs.MusicType.EPIC
|
||||
if self._epic_mode else bs.MusicType.SURVIVAL)
|
||||
if self._epic_mode:
|
||||
self.slow_motion = True
|
||||
|
||||
self._game_credit = bs.NodeActor(
|
||||
bs.newnode(
|
||||
'text',
|
||||
attrs={
|
||||
'v_attach': 'bottom',
|
||||
'h_align': 'center',
|
||||
'vr_depth': 0,
|
||||
'color': (0.0, 0.7, 1.0),
|
||||
'shadow': 1.0 if True else 0.5,
|
||||
'flatness': 1.0 if True else 0.5,
|
||||
'position': (0, 0),
|
||||
'scale': 0.8,
|
||||
'text': ' | '.join([author, github, blog])
|
||||
}))
|
||||
|
||||
def get_instance_description(self) -> str | Sequence:
|
||||
return description
|
||||
|
||||
def get_instance_description_short(self) -> str | Sequence:
|
||||
return self.get_instance_description() + '\n' + help
|
||||
|
||||
def on_player_join(self, player: Player) -> None:
|
||||
if self.has_begun():
|
||||
player.notIn = True
|
||||
bs.broadcastmessage(babase.Lstr(
|
||||
resource='playerDelayedJoinText',
|
||||
subs=[('${PLAYER}', player.getname(full=True))]),
|
||||
color=(0, 1, 0))
|
||||
self.spawn_player(player)
|
||||
|
||||
def on_begin(self) -> None:
|
||||
super().on_begin()
|
||||
self._timer = OnScreenTimer()
|
||||
self._timer.start()
|
||||
|
||||
self.level_cnt = 1
|
||||
|
||||
if self.teams_or_ffa() == 'teams':
|
||||
ip0 = self.team_init_positions[0]
|
||||
ip1 = self.team_init_positions[1]
|
||||
Foothold(
|
||||
(ip0[0], ip0[1] - 2, ip0[2]),
|
||||
power='shield', breakable=False).autoretain()
|
||||
Foothold(
|
||||
(ip1[0], ip1[1] - 2, ip1[2]),
|
||||
power='shield', breakable=False).autoretain()
|
||||
else:
|
||||
ip = self.init_position
|
||||
Foothold(
|
||||
(ip[0], ip[1] - 2, ip[2]),
|
||||
power='shield', breakable=False).autoretain()
|
||||
|
||||
bs.timer(int(5.0 / self.cur_speed),
|
||||
bs.WeakCall(self.add_foothold), repeat=True)
|
||||
|
||||
# Repeat check game end
|
||||
bs.timer(1.0, self._check_end_game, repeat=True)
|
||||
bs.timer(self.peace_time + 0.1,
|
||||
bs.WeakCall(self.tip_hint, hint_use_punch))
|
||||
bs.timer(6.0, bs.WeakCall(self.faster_speed), repeat=True)
|
||||
|
||||
def tip_hint(self, text: str) -> None:
|
||||
bs.broadcastmessage(text, color=(0.2, 0.2, 1))
|
||||
|
||||
def faster_speed(self) -> None:
|
||||
self.cur_speed *= 1.15
|
||||
|
||||
def add_foothold(self) -> None:
|
||||
ip = self.init_position
|
||||
ip_1 = (ip[0] - 7, ip[1], ip[2])
|
||||
ip_2 = (ip[0] + 7, ip[1], ip[2])
|
||||
ru = random.uniform
|
||||
self.level_cnt += 1
|
||||
if self.level_cnt % 3:
|
||||
Foothold((
|
||||
ip_1[0] + ru(-5, 5),
|
||||
ip[1] - 2,
|
||||
ip[2] + ru(-0.0, 0.0))).autoretain()
|
||||
Foothold((
|
||||
ip_2[0] + ru(-5, 5),
|
||||
ip[1] - 2,
|
||||
ip[2] + ru(-0.0, 0.0))).autoretain()
|
||||
else:
|
||||
Foothold((
|
||||
ip[0] + ru(-8, 8),
|
||||
ip[1] - 2,
|
||||
ip[2]), moving=True).autoretain()
|
||||
|
||||
def teams_or_ffa(self) -> None:
|
||||
if isinstance(self.session, bs.DualTeamSession):
|
||||
return 'teams'
|
||||
return 'ffa'
|
||||
|
||||
def spawn_player_spaz(self,
|
||||
player: Player,
|
||||
position: Sequence[float] = (0, 0, 0),
|
||||
angle: float | None = None) -> PlayerSpaz:
|
||||
# pylint: disable=too-many-locals
|
||||
# pylint: disable=cyclic-import
|
||||
from babase import _math
|
||||
from bascenev1._gameutils import animate
|
||||
|
||||
position = self.init_position
|
||||
if self.teams_or_ffa() == 'teams':
|
||||
position = self.team_init_positions[player.team.id % 2]
|
||||
angle = None
|
||||
|
||||
name = player.getname()
|
||||
color = player.color
|
||||
highlight = player.highlight
|
||||
|
||||
light_color = _math.normalized_color(color)
|
||||
display_color = _babase.safecolor(color, target_intensity=0.75)
|
||||
spaz = AbyssPlayerSpaz(color=color,
|
||||
highlight=highlight,
|
||||
character=player.character,
|
||||
player=player)
|
||||
|
||||
player.actor = spaz
|
||||
assert spaz.node
|
||||
|
||||
spaz.node.name = name
|
||||
spaz.node.name_color = display_color
|
||||
spaz.connect_controls_to_player(enable_punch=False,
|
||||
enable_bomb=True,
|
||||
enable_pickup=False)
|
||||
|
||||
# Move to the stand position and add a flash of light.
|
||||
spaz.handlemessage(
|
||||
bs.StandMessage(
|
||||
position,
|
||||
angle if angle is not None else random.uniform(0, 360)))
|
||||
self._spawn_sound.play(1, position=spaz.node.position)
|
||||
light = bs.newnode('light', attrs={'color': light_color})
|
||||
spaz.node.connectattr('position', light, 'position')
|
||||
animate(light, 'intensity', {0: 0, 0.25: 1, 0.5: 0})
|
||||
bs.timer(0.5, light.delete)
|
||||
return spaz
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, bs.PlayerDiedMessage):
|
||||
|
||||
# Augment standard behavior.
|
||||
super().handlemessage(msg)
|
||||
|
||||
curtime = bs.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, bs.CoopSession):
|
||||
# Teams will still show up if we check now.. check in
|
||||
# the next cycle.
|
||||
babase.pushcall(self._check_end_game)
|
||||
|
||||
# Also record this for a final setting of the clock.
|
||||
self._last_player_death_time = curtime
|
||||
else:
|
||||
bs.timer(1.0, self._check_end_game)
|
||||
|
||||
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, bs.CoopSession):
|
||||
if living_team_count <= 0:
|
||||
self.end_game()
|
||||
else:
|
||||
if living_team_count <= 0:
|
||||
self.end_game()
|
||||
|
||||
def end_game(self) -> None:
|
||||
cur_time = bs.time()
|
||||
assert self._timer is not None
|
||||
start_time = self._timer.getstarttime()
|
||||
|
||||
# Mark death-time as now for any still-living players
|
||||
# and award players points for how long they lasted.
|
||||
# (these per-player scores are only meaningful in team-games)
|
||||
for team in self.teams:
|
||||
for player in team.players:
|
||||
survived = False
|
||||
if player.notIn:
|
||||
player.death_time = 0
|
||||
|
||||
# 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 = bs.GameResults()
|
||||
|
||||
# Remember that 'free-for-all' mode is simply a special form
|
||||
# of 'teams' mode where each player gets their own team, so we can
|
||||
# just always deal in teams and have all cases covered.
|
||||
for team in self.teams:
|
||||
|
||||
# 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)
|
||||
Loading…
Add table
Add a link
Reference in a new issue