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340
plugins/minigames/fat_pigs.py
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340
plugins/minigames/fat_pigs.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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# - - - - - - - - - - - - - - - - - - - - -
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# - Fat-Pigs! by Zacker Tz || Zacker#5505 -
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# - Version 0.01 :v -
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# - - - - - - - - - - - - - - - - - - - - -
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from __future__ import annotations
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from typing import TYPE_CHECKING
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import random
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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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from bascenev1lib.actor.bomb import Bomb
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from bascenev1lib.actor.onscreentimer import OnScreenTimer
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from bascenev1lib.actor.playerspaz import PlayerSpaz
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from bascenev1lib.actor.scoreboard import Scoreboard
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if TYPE_CHECKING:
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from typing import Any, Union, Sequence, Optional
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# - - - - - - - Mini - Settings - - - - - - - - - - - - - - - - #
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zkBombs_limit = 3 # Number of bombs you can use | Default = 3
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zkPunch = False # Enable/Disable punchs | Default = False
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zkPickup = False # Enable/Disable pickup | Default = False
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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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class Team(bs.Team[Player]):
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"""Our team type for this game."""
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def __init__(self) -> None:
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self.score = 0
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# ba_meta export bascenev1.GameActivity
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class FatPigs(bs.TeamGameActivity[Player, Team]):
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"""A game type based on acquiring kills."""
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name = 'Fat-Pigs!'
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description = 'Survive...'
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# Print messages when players die since it matters here.
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announce_player_deaths = True
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@classmethod
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def get_available_settings(
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cls, sessiontype: type[bs.Session]) -> list[babase.Setting]:
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settings = [
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bs.IntSetting(
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'Kills to Win Per Player',
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min_value=1,
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default=5,
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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),
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('Short', 0.5),
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('Normal', 1.0),
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('Long', 2.0),
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('Longer', 4.0),
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],
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default=0.25,
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),
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bs.BoolSetting('Epic Mode', default=False),
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]
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# In teams mode, a suicide gives a point to the other team, but in
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# free-for-all it subtracts from your own score. By default we clamp
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# this at zero to benefit new players, but pro players might like to
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# be able to go negative. (to avoid a strategy of just
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# suiciding until you get a good drop)
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if issubclass(sessiontype, bs.FreeForAllSession):
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settings.append(
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bs.BoolSetting('Allow Negative Scores', default=False))
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return settings
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@classmethod
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def supports_session_type(cls, sessiontype: type[bs.Session]) -> bool:
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return (issubclass(sessiontype, bs.DualTeamSession)
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or issubclass(sessiontype, bs.FreeForAllSession))
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@classmethod
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def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]:
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return ['Courtyard', 'Rampage', 'Monkey Face', 'Lake Frigid', 'Step Right Up']
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def __init__(self, settings: dict):
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super().__init__(settings)
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self._scoreboard = Scoreboard()
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self._meteor_time = 2.0
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self._score_to_win: Optional[int] = None
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self._dingsound = bs.getsound('dingSmall')
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self._epic_mode = bool(settings['Epic Mode'])
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# self._text_credit = bool(settings['Credits'])
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self._kills_to_win_per_player = int(
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settings['Kills to Win Per Player'])
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self._time_limit = float(settings['Time Limit'])
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self._allow_negative_scores = bool(
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settings.get('Allow Negative Scores', False))
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# Base class overrides.
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self.slow_motion = self._epic_mode
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self.default_music = (bs.MusicType.EPIC if self._epic_mode else
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bs.MusicType.TO_THE_DEATH)
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def get_instance_description(self) -> Union[str, Sequence]:
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return 'Crush ${ARG1} of your enemies.', self._score_to_win
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def get_instance_description_short(self) -> Union[str, Sequence]:
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return 'kill ${ARG1} enemies', self._score_to_win
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def on_team_join(self, team: Team) -> None:
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if self.has_begun():
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self._update_scoreboard()
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def on_begin(self) -> None:
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super().on_begin()
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self.setup_standard_time_limit(self._time_limit)
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# self.setup_standard_powerup_drops()
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#Ambiente
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gnode = bs.getactivity().globalsnode
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gnode.tint = (0.8, 1.2, 0.8)
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gnode.ambient_color = (0.7, 1.0, 0.6)
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gnode.vignette_outer = (0.4, 0.6, 0.4) #C
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# gnode.vignette_inner = (0.9, 0.9, 0.9)
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# Base kills needed to win on the size of the largest team.
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self._score_to_win = (self._kills_to_win_per_player *
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max(1, max(len(t.players) for t in self.teams)))
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self._update_scoreboard()
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delay = 5.0 if len(self.players) > 2 else 2.5
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if self._epic_mode:
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delay *= 0.25
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bs.timer(delay, self._decrement_meteor_time, repeat=False)
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# Kick off the first wave in a few seconds.
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delay = 3.0
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if self._epic_mode:
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delay *= 0.25
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bs.timer(delay, self._set_meteor_timer)
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# self._timer = OnScreenTimer()
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# self._timer.start()
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# Check for immediate end (if we've only got 1 player, etc).
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bs.timer(5.0, self._check_end_game)
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t = bs.newnode('text',
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attrs={ 'text':"Minigame by Zacker Tz",
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'scale':0.7,
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'position':(0.001,625),
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'shadow':0.5,
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'opacity':0.7,
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'flatness':1.2,
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'color':(0.6, 1, 0.6),
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'h_align':'center',
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'v_attach':'bottom'})
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def spawn_player(self, player: Player) -> bs.Actor:
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spaz = self.spawn_player_spaz(player)
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# Let's reconnect this player's controls to this
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# spaz but *without* the ability to attack or pick stuff up.
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spaz.connect_controls_to_player(enable_punch=zkPunch,
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enable_bomb=True,
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enable_pickup=zkPickup)
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spaz.bomb_count = zkBombs_limit
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spaz._max_bomb_count = zkBombs_limit
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spaz.bomb_type_default = 'sticky'
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spaz.bomb_type = 'sticky'
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#cerdo gordo
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spaz.node.color_mask_texture = bs.gettexture('melColorMask')
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spaz.node.color_texture = bs.gettexture('melColor')
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spaz.node.head_mesh = bs.getmesh('melHead')
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spaz.node.hand_mesh = bs.getmesh('melHand')
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spaz.node.torso_mesh = bs.getmesh('melTorso')
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spaz.node.pelvis_mesh = bs.getmesh('kronkPelvis')
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spaz.node.upper_arm_mesh = bs.getmesh('melUpperArm')
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spaz.node.forearm_mesh = bs.getmesh('melForeArm')
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spaz.node.upper_leg_mesh = bs.getmesh('melUpperLeg')
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spaz.node.lower_leg_mesh = bs.getmesh('melLowerLeg')
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spaz.node.toes_mesh = bs.getmesh('melToes')
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spaz.node.style = 'mel'
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# Sounds cerdo gordo
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mel_sounds = [bs.getsound('mel01'), bs.getsound('mel02'),bs.getsound('mel03'),bs.getsound('mel04'),bs.getsound('mel05'),
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bs.getsound('mel06'),bs.getsound('mel07'),bs.getsound('mel08'),bs.getsound('mel09'),bs.getsound('mel10')]
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spaz.node.jump_sounds = mel_sounds
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spaz.node.attack_sounds = mel_sounds
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spaz.node.impact_sounds = mel_sounds
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spaz.node.pickup_sounds = mel_sounds
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spaz.node.death_sounds = [bs.getsound('melDeath01')]
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spaz.node.fall_sounds = [bs.getsound('melFall01')]
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def _set_meteor_timer(self) -> None:
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bs.timer((1.0 + 0.2 * random.random()) * self._meteor_time,
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self._drop_bomb_cluster)
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def _drop_bomb_cluster(self) -> None:
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# Random note: code like this is a handy way to plot out extents
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# and debug things.
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loc_test = False
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if loc_test:
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bs.newnode('locator', attrs={'position': (8, 6, -5.5)})
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bs.newnode('locator', attrs={'position': (8, 6, -2.3)})
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bs.newnode('locator', attrs={'position': (-7.3, 6, -5.5)})
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bs.newnode('locator', attrs={'position': (-7.3, 6, -2.3)})
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# Drop several bombs in series.
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delay = 0.0
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for _i in range(random.randrange(1, 3)):
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# Drop them somewhere within our bounds with velocity pointing
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# toward the opposite side.
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pos = (-7.3 + 15.3 * random.random(), 11,
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-5.5 + 2.1 * random.random())
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dropdir = (-1.0 if pos[0] > 0 else 1.0)
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vel = ((-5.0 + random.random() * 30.0) * dropdir, -4.0, 0)
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bs.timer(delay, babase.Call(self._drop_bomb, pos, vel))
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delay += 0.1
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self._set_meteor_timer()
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def _drop_bomb(self, position: Sequence[float],
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velocity: Sequence[float]) -> None:
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Bomb(position=position, velocity=velocity,bomb_type='sticky').autoretain()
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def _decrement_meteor_time(self) -> None:
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self._meteor_time = max(0.01, self._meteor_time * 0.9)
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def handlemessage(self, msg: Any) -> Any:
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if isinstance(msg, bs.PlayerDiedMessage):
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# Augment standard behavior.
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super().handlemessage(msg)
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player = msg.getplayer(Player)
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self.respawn_player(player)
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killer = msg.getkillerplayer(Player)
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if killer is None:
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return None
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# Handle team-kills.
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if killer.team is player.team:
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# In free-for-all, killing yourself loses you a point.
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if isinstance(self.session, bs.FreeForAllSession):
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new_score = player.team.score - 1
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if not self._allow_negative_scores:
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new_score = max(0, new_score)
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player.team.score = new_score
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# In teams-mode it gives a point to the other team.
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else:
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self._dingsound.play()
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for team in self.teams:
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if team is not killer.team:
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team.score += 1
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# Killing someone on another team nets a kill.
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else:
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killer.team.score += 1
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self._dingsound.play()
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# In FFA show scores since its hard to find on the scoreboard.
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if isinstance(killer.actor, PlayerSpaz) and killer.actor:
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killer.actor.set_score_text(str(killer.team.score) + '/' +
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str(self._score_to_win),
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color=killer.team.color,
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flash=True)
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self._update_scoreboard()
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# If someone has won, set a timer to end shortly.
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# (allows the dust to clear and draws to occur if deaths are
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# close enough)
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assert self._score_to_win is not None
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if any(team.score >= self._score_to_win for team in self.teams):
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bs.timer(0.5, self.end_game)
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else:
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return super().handlemessage(msg)
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return None
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def _check_end_game(self) -> None:
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living_team_count = 0
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for team in self.teams:
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for player in team.players:
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if player.is_alive():
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living_team_count += 1
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break
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# In co-op, we go till everyone is dead.. otherwise we go
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# until one team remains.
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if isinstance(self.session, bs.CoopSession):
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if living_team_count <= 0:
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self.end_game()
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else:
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if living_team_count <= 1:
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self.end_game()
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def _update_scoreboard(self) -> None:
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for team in self.teams:
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self._scoreboard.set_team_value(team, team.score,
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self._score_to_win)
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def end_game(self) -> None:
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results = bs.GameResults()
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for team in self.teams:
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results.set_team_score(team, team.score)
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self.end(results=results)
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