arms race updated

arms race updated to api 8
This commit is contained in:
SenjuZoro 2023-07-26 20:52:27 +02:00 committed by GitHub
parent c9305bd3e7
commit e5efd30159
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23

View file

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