arms race updated

arms race updated to api 8
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SenjuZoro 2023-07-26 20:52:27 +02:00 committed by GitHub
parent c9305bd3e7
commit e5efd30159
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@ -1,22 +1,26 @@
# Ported by: Freaku / @[Just] Freak#4999
#Ported by: Freaku / @[Just] Freak#4999
# Join BCS:
#Join BCS:
# https://discord.gg/ucyaesh
# ba_meta require api 7
# ba_meta require api 8
from __future__ import annotations
from typing import TYPE_CHECKING
import ba
from bastd.actor.playerspaz import PlayerSpaz
import babase
import bauiv1 as bui
import bascenev1 as bs
from bascenev1lib.actor.playerspaz import PlayerSpaz
if TYPE_CHECKING:
from typing import Any, Type, List, Dict, Tuple, Union, Sequence, Optional
class State:
def __init__(self, bomb=None, grab=False, punch=False, curse=False, required=False, final=False, name=''):
self.bomb = bomb
@ -30,12 +34,11 @@ class State:
self.next = None
self.index = None
def apply(self, player, spaz):
def apply(self, spaz):
spaz.disconnect_controls_from_player()
spaz.connect_controls_to_player(enable_punch=self.punch,
enable_bomb=self.bomb,
enable_pickup=self.grab)
enable_bomb=self.bomb,
enable_pickup=self.grab)
if self.curse:
spaz.curse_time = -1
spaz.curse()
@ -43,47 +46,33 @@ class State:
spaz.bomb_type = self.bomb
spaz.set_score_text(self.name)
def set_controls():
player.actor.node.bomb_pressed = True
player.actor.on_bomb_release()
release_input = (ba.InputType.PUNCH_RELEASE, ba.InputType.PICK_UP_RELEASE)
if not self.bomb is None:
for release in release_input:
player.assigninput(
release,
set_controls
)
def get_setting(self):
return (self.name)
states = [State(bomb='normal', name='Basic Bombs'),
State(bomb='ice', name='Frozen Bombs'),
State(bomb='sticky', name='Sticky Bombs'),
State(bomb='impact', name='Impact Bombs'),
State(grab=True, name='Grabbing only'),
State(punch=True, name='Punching only'),
State(curse=True, name='Cursed', final=True)]
states = [ State(bomb='normal', name='Basic Bombs'),
State(bomb='ice', name='Frozen Bombs'),
State(bomb='sticky', name='Sticky Bombs'),
State(bomb='impact', name='Impact Bombs'),
State(grab=True, name='Grabbing only'),
State(punch=True, name='Punching only'),
State(curse=True, name='Cursed', final=True) ]
class Player(ba.Player['Team']):
class Player(bs.Player['Team']):
"""Our player type for this game."""
def __init__(self):
self.state = None
class Team(ba.Team[Player]):
class Team(bs.Team[Player]):
"""Our team type for this game."""
def __init__(self) -> None:
self.score = 0
# ba_meta export game
class ArmsRaceGame(ba.TeamGameActivity[Player, Team]):
# ba_meta export bascenev1.GameActivity
class ArmsRaceGame(bs.TeamGameActivity[Player, Team]):
"""A game type based on acquiring kills."""
name = 'Arms Race'
@ -94,9 +83,9 @@ class ArmsRaceGame(ba.TeamGameActivity[Player, Team]):
@classmethod
def get_available_settings(
cls, sessiontype: Type[ba.Session]) -> List[ba.Setting]:
cls, sessiontype: Type[bs.Session]) -> List[babase.Setting]:
settings = [
ba.IntChoiceSetting(
bs.IntChoiceSetting(
'Time Limit',
choices=[
('None', 0),
@ -108,7 +97,7 @@ class ArmsRaceGame(ba.TeamGameActivity[Player, Team]):
],
default=0,
),
ba.FloatChoiceSetting(
bs.FloatChoiceSetting(
'Respawn Times',
choices=[
('Shorter', 0.25),
@ -119,21 +108,21 @@ class ArmsRaceGame(ba.TeamGameActivity[Player, Team]):
],
default=1.0,
),
ba.BoolSetting('Epic Mode', default=False)]
bs.BoolSetting('Epic Mode', default=False)]
for state in states:
if not state.required:
settings.append(ba.BoolSetting(state.get_setting(), default=True))
settings.append(bs.BoolSetting(state.get_setting(), default=True))
return settings
@classmethod
def supports_session_type(cls, sessiontype: Type[ba.Session]) -> bool:
return (issubclass(sessiontype, ba.DualTeamSession)
or issubclass(sessiontype, ba.FreeForAllSession))
def supports_session_type(cls, sessiontype: Type[bs.Session]) -> bool:
return (issubclass(sessiontype, bs.DualTeamSession)
or issubclass(sessiontype, bs.FreeForAllSession))
@classmethod
def get_supported_maps(cls, sessiontype: Type[ba.Session]) -> List[str]:
return ba.getmaps('melee')
def get_supported_maps(cls, sessiontype: Type[bs.Session]) -> List[str]:
return bs.app.classic.getmaps('melee')
def __init__(self, settings: dict):
super().__init__(settings)
@ -142,14 +131,14 @@ class ArmsRaceGame(ba.TeamGameActivity[Player, Team]):
if i < len(self.states) and not state.final:
state.next = self.states[i + 1]
state.index = i
self._dingsound = ba.getsound('dingSmall')
self._dingsound = bs.getsound('dingSmall')
self._epic_mode = bool(settings['Epic Mode'])
self._time_limit = float(settings['Time Limit'])
# Base class overrides.
self.slow_motion = self._epic_mode
self.default_music = (ba.MusicType.EPIC if self._epic_mode else
ba.MusicType.TO_THE_DEATH)
self.default_music = (bs.MusicType.EPIC if self._epic_mode else
bs.MusicType.TO_THE_DEATH)
def get_instance_description(self) -> Union[str, Sequence]:
return 'Upgrade your weapon by eliminating enemies.'
@ -168,12 +157,11 @@ class ArmsRaceGame(ba.TeamGameActivity[Player, Team]):
self.spawn_player(player)
# overriding the default character spawning..
def spawn_player(self, player):
if player.state is None:
player.state = self.states[0]
super().spawn_player(player)
player.state.apply(player, player.actor)
player.state.apply(player.actor)
def isValidKill(self, m):
if m.getkillerplayer(Player) is None:
@ -186,13 +174,12 @@ class ArmsRaceGame(ba.TeamGameActivity[Player, Team]):
def handlemessage(self, msg: Any) -> Any:
if isinstance(msg, ba.PlayerDiedMessage):
if isinstance(msg, bs.PlayerDiedMessage):
if self.isValidKill(msg):
self.stats.player_scored(msg.getkillerplayer(Player), 10, kill=True)
if not msg.getkillerplayer(Player).state.final:
msg.getkillerplayer(Player).state = msg.getkillerplayer(Player).state.next
msg.getkillerplayer(Player).state.apply(
msg.getkillerplayer(Player), msg.getkillerplayer(Player).actor)
msg.getkillerplayer(Player).state.apply(msg.getkillerplayer(Player).actor)
else:
msg.getkillerplayer(Player).team.score += 1
self.end_game()
@ -203,7 +190,7 @@ class ArmsRaceGame(ba.TeamGameActivity[Player, Team]):
return None
def end_game(self) -> None:
results = ba.GameResults()
results = bs.GameResults()
for team in self.teams:
results.set_team_score(team, team.score)
self.end(results=results)