mirror of
https://github.com/bombsquad-community/plugin-manager.git
synced 2025-11-07 17:36:00 +00:00
Collector updated
Collector minigame updated to api 8 Author: Mikirog
This commit is contained in:
parent
713f81df68
commit
e8bbb6189b
1 changed files with 78 additions and 85 deletions
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@ -1,4 +1,4 @@
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# ba_meta require api 7
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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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'''
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@ -31,19 +31,21 @@ import weakref
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from enum import Enum
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from typing import TYPE_CHECKING
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import ba
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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 random
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from bastd.actor.flag import Flag
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from bastd.actor.popuptext import PopupText
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from bastd.actor.playerspaz import PlayerSpaz
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from bastd.actor.scoreboard import Scoreboard
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from bastd.gameutils import SharedObjects
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from bascenev1lib.actor.flag import Flag
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from bascenev1lib.actor.popuptext import PopupText
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from bascenev1lib.actor.playerspaz import PlayerSpaz
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from bascenev1lib.actor.scoreboard import Scoreboard
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from bascenev1lib.gameutils import SharedObjects
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if TYPE_CHECKING:
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from typing import Any, Sequence
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lang = ba.app.lang.language
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lang = bs.app.lang.language
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if lang == 'Spanish':
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name = 'Coleccionista'
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description = ('Elimina a tus oponentes para robar sus cápsulas.\n'
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@ -99,7 +101,7 @@ class FlagState(Enum):
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HELD = 3
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class Player(ba.Player['Team']):
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class Player(bs.Player['Team']):
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"""Our player type for this game."""
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def __init__(self) -> None:
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@ -108,15 +110,15 @@ class Player(ba.Player['Team']):
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self.light = None
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class Team(ba.Team[Player]):
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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 game
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class CollectorGame(ba.TeamGameActivity[Player, Team]):
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# ba_meta export bascenev1.GameActivity
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class CollectorGame(bs.TeamGameActivity[Player, Team]):
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name = name
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description = description
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@ -127,23 +129,23 @@ class CollectorGame(ba.TeamGameActivity[Player, Team]):
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@classmethod
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def get_available_settings(
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cls, sessiontype: type[ba.Session]
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) -> list[ba.Setting]:
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cls, sessiontype: type[bs.Session]
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) -> list[babase.Setting]:
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settings = [
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ba.IntSetting(
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bs.IntSetting(
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capsules_to_win,
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min_value=1,
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default=10,
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increment=1,
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),
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ba.IntSetting(
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bs.IntSetting(
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capsules_death,
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min_value=1,
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max_value=10,
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default=2,
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increment=1,
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),
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ba.IntChoiceSetting(
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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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@ -155,7 +157,7 @@ class CollectorGame(ba.TeamGameActivity[Player, Team]):
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],
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default=0,
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),
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ba.FloatChoiceSetting(
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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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@ -166,33 +168,33 @@ class CollectorGame(ba.TeamGameActivity[Player, Team]):
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],
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default=1.0,
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),
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ba.BoolSetting(lucky_capsules, default=True),
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ba.BoolSetting('Epic Mode', default=False),
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bs.BoolSetting(lucky_capsules, default=True),
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bs.BoolSetting('Epic Mode', default=False),
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]
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return settings
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@classmethod
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def supports_session_type(cls, sessiontype: type[ba.Session]) -> bool:
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return issubclass(sessiontype, ba.DualTeamSession) or issubclass(
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sessiontype, ba.FreeForAllSession
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def supports_session_type(cls, sessiontype: type[bs.Session]) -> bool:
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return issubclass(sessiontype, bs.DualTeamSession) or issubclass(
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sessiontype, bs.FreeForAllSession
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)
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@classmethod
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def get_supported_maps(cls, sessiontype: type[ba.Session]) -> list[str]:
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return ba.getmaps('keep_away')
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def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]:
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return bs.app.classic.getmaps('keep_away')
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def __init__(self, settings: dict):
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super().__init__(settings)
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shared = SharedObjects.get()
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self._scoreboard = Scoreboard()
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self._score_to_win: int | None = None
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self._swipsound = ba.getsound('swip')
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self._lucky_sound = ba.getsound('ding')
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self._swipsound = bs.getsound('swip')
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self._lucky_sound = bs.getsound('ding')
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self._flag_pos: Sequence[float] | None = None
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self._flag_state: FlagState | None = None
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self._flag: Flag | None = None
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self._flag_light: ba.Node | None = None
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self._flag_light: bs.Node | None = None
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self._scoring_team: weakref.ref[Team] | None = None
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self._time_limit = float(settings['Time Limit'])
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self._epic_mode = bool(settings['Epic Mode'])
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@ -202,19 +204,19 @@ class CollectorGame(ba.TeamGameActivity[Player, Team]):
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self._lucky_capsules = bool(settings[lucky_capsules])
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self._capsules: list[Any] = []
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self._capsule_model = ba.getmodel('bomb')
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self._capsule_tex = ba.gettexture('bombColor')
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self._capsule_lucky_tex = ba.gettexture('bombStickyColor')
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self._collect_sound = ba.getsound('powerup01')
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self._lucky_collect_sound = ba.getsound('cashRegister2')
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self._capsule_mesh = bs.getmesh('bomb')
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self._capsule_tex = bs.gettexture('bombColor')
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self._capsule_lucky_tex = bs.gettexture('bombStickyColor')
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self._collect_sound = bs.getsound('powerup01')
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self._lucky_collect_sound = bs.getsound('cashRegister2')
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self._capsule_material = ba.Material()
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self._capsule_material = bs.Material()
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self._capsule_material.add_actions(
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conditions=('they_have_material', shared.player_material),
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actions=('call', 'at_connect', self._on_capsule_player_collide),
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)
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self._flag_region_material = ba.Material()
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self._flag_region_material = bs.Material()
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self._flag_region_material.add_actions(
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conditions=('they_have_material', shared.player_material),
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actions=(
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@ -223,12 +225,12 @@ class CollectorGame(ba.TeamGameActivity[Player, Team]):
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(
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'call',
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'at_connect',
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ba.Call(self._handle_player_flag_region_collide, True),
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babase.Call(self._handle_player_flag_region_collide, True),
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),
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(
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'call',
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'at_disconnect',
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ba.Call(self._handle_player_flag_region_collide, False),
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babase.Call(self._handle_player_flag_region_collide, False),
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),
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),
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)
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@ -236,7 +238,7 @@ class CollectorGame(ba.TeamGameActivity[Player, Team]):
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# Base class overrides.
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self.slow_motion = self._epic_mode
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self.default_music = (
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ba.MusicType.EPIC if self._epic_mode else ba.MusicType.SCARY
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bs.MusicType.EPIC if self._epic_mode else bs.MusicType.SCARY
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)
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def get_instance_description(self) -> str | Sequence:
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@ -245,7 +247,7 @@ class CollectorGame(ba.TeamGameActivity[Player, Team]):
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def get_instance_description_short(self) -> str | Sequence:
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return description_short, self._score_to_win
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def create_team(self, sessionteam: ba.SessionTeam) -> Team:
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def create_team(self, sessionteam: bs.SessionTeam) -> Team:
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return Team()
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def on_team_join(self, team: Team) -> None:
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@ -263,18 +265,18 @@ class CollectorGame(ba.TeamGameActivity[Player, Team]):
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)
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self._update_scoreboard()
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if isinstance(self.session, ba.FreeForAllSession):
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if isinstance(self.session, bs.FreeForAllSession):
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self._flag_pos = self.map.get_flag_position(random.randint(0, 1))
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else:
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self._flag_pos = self.map.get_flag_position(None)
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ba.timer(1.0, self._tick, repeat=True)
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bs.timer(1.0, self._tick, repeat=True)
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self._flag_state = FlagState.NEW
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Flag.project_stand(self._flag_pos)
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self._flag = Flag(
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position=self._flag_pos, touchable=False, color=(1, 1, 1)
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)
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self._flag_light = ba.newnode(
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self._flag_light = bs.newnode(
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'light',
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attrs={
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'position': self._flag_pos,
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@ -286,7 +288,7 @@ class CollectorGame(ba.TeamGameActivity[Player, Team]):
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)
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# Flag region.
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flagmats = [self._flag_region_material, shared.region_material]
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ba.newnode(
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bs.newnode(
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'region',
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attrs={
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'position': self._flag_pos,
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@ -308,7 +310,7 @@ class CollectorGame(ba.TeamGameActivity[Player, Team]):
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if not scoring_team:
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return
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if isinstance(self.session, ba.FreeForAllSession):
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if isinstance(self.session, bs.FreeForAllSession):
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players = self.players
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else:
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players = scoring_team.players
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@ -331,10 +333,7 @@ class CollectorGame(ba.TeamGameActivity[Player, Team]):
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self._flag_pos[1]+1,
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self._flag_pos[2]
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), player)
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ba.playsound(
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self._collect_sound,
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0.8,
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position=self._flag_pos)
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self._collect_sound.play(0.8, position=self._flag_pos)
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self._update_scoreboard()
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if player.capsules > 0:
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@ -347,7 +346,7 @@ class CollectorGame(ba.TeamGameActivity[Player, Team]):
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self.end_game()
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def end_game(self) -> None:
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results = ba.GameResults()
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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, announce_delay=0)
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@ -369,7 +368,7 @@ class CollectorGame(ba.TeamGameActivity[Player, Team]):
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holding_team = list(holding_teams)[0]
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self._flag_state = FlagState.HELD
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self._scoring_team = weakref.ref(holding_team)
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self._flag_light.color = ba.normalized_color(holding_team.color)
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self._flag_light.color = babase.normalized_color(holding_team.color)
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self._flag.node.color = holding_team.color
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else:
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self._flag_state = FlagState.UNCONTESTED
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@ -377,12 +376,12 @@ class CollectorGame(ba.TeamGameActivity[Player, Team]):
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self._flag_light.color = (0.2, 0.2, 0.2)
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self._flag.node.color = (1, 1, 1)
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if self._flag_state != prev_state:
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ba.playsound(self._swipsound)
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self._swipsound.play()
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def _handle_player_flag_region_collide(self, colliding: bool) -> None:
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try:
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spaz = ba.getcollision().opposingnode.getdelegate(PlayerSpaz, True)
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except ba.NotFoundError:
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spaz = bs.getcollision().opposingnode.getdelegate(PlayerSpaz, True)
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except bs.NotFoundError:
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return
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if not spaz.is_alive():
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@ -442,7 +441,7 @@ class CollectorGame(ba.TeamGameActivity[Player, Team]):
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def _on_capsule_player_collide(self) -> None:
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if self.has_ended():
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return
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collision = ba.getcollision()
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collision = bs.getcollision()
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# Be defensive here; we could be hitting the corpse of a player
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# who just left/etc.
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@ -451,7 +450,7 @@ class CollectorGame(ba.TeamGameActivity[Player, Team]):
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player = collision.opposingnode.getdelegate(
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PlayerSpaz, True
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).getplayer(Player, True)
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except ba.NotFoundError:
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except bs.NotFoundError:
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return
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if not player.is_alive():
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@ -465,30 +464,24 @@ class CollectorGame(ba.TeamGameActivity[Player, Team]):
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scale=1.5,
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position=capsule.node.position
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).autoretain()
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ba.playsound(
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self._lucky_collect_sound,
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1.0,
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position=capsule.node.position)
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ba.emitfx(
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self._lucky_collect_sound.play(1.0, position=capsule.node.position)
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bs.emitfx(
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position=capsule.node.position,
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velocity=(0, 0, 0),
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count=int(6.4+random.random()*24),
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scale=1.2,
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spread=2.0,
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chunk_type='spark')
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ba.emitfx(
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bs.emitfx(
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position=capsule.node.position,
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velocity=(0, 0, 0),
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count=int(4.0+random.random()*6),
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emit_type='tendrils')
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else:
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player.capsules += 1
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ba.playsound(
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self._collect_sound,
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0.6,
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position=capsule.node.position)
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self._collect_sound.play(0.6, position=capsule.node.position)
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# create a flash
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light = ba.newnode(
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light = bs.newnode(
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'light',
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attrs={
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'position': capsule.node.position,
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@ -499,27 +492,27 @@ class CollectorGame(ba.TeamGameActivity[Player, Team]):
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# Create a short text informing about your inventory
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self._handle_capsule_storage(player.position, player)
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ba.animate(light, 'intensity', {
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bs.animate(light, 'intensity', {
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0: 0,
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0.1: 0.5,
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0.2: 0
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}, loop=False)
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ba.timer(0.2, light.delete)
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capsule.handlemessage(ba.DieMessage())
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bs.timer(0.2, light.delete)
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capsule.handlemessage(bs.DieMessage())
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def _update_player_light(self, player: Player, capsules: int) -> None:
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if player.light:
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intensity = 0.04 * capsules
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ba.animate(player.light, 'intensity', {
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bs.animate(player.light, 'intensity', {
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0.0: player.light.intensity,
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0.1: intensity
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})
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def newintensity():
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player.light.intensity = intensity
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ba.timer(0.1, newintensity)
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bs.timer(0.1, newintensity)
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else:
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player.light = ba.newnode(
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player.light = bs.newnode(
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'light',
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attrs={
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'height_attenuated': False,
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@ -558,7 +551,7 @@ class CollectorGame(ba.TeamGameActivity[Player, Team]):
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self._update_player_light(player, capsules)
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def handlemessage(self, msg: Any) -> Any:
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if isinstance(msg, ba.PlayerDiedMessage):
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if isinstance(msg, bs.PlayerDiedMessage):
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super().handlemessage(msg) # Augment default.
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# No longer can count as time_at_flag once dead.
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player = msg.getplayer(Player)
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@ -572,7 +565,7 @@ class CollectorGame(ba.TeamGameActivity[Player, Team]):
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return super().handlemessage(msg)
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class Capsule(ba.Actor):
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class Capsule(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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@ -586,12 +579,12 @@ class Capsule(ba.Actor):
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self._spawn_pos = (position[0], position[1], position[2])
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if lucky:
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ba.playsound(activity._lucky_sound, 1.0, self._spawn_pos)
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activity._lucky_sound.play(1.0, self._spawn_pos)
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self.node = ba.newnode(
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self.node = bs.newnode(
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'prop',
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attrs={
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'model': activity._capsule_model,
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'mesh': activity._capsule_mesh,
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'color_texture': activity._capsule_lucky_tex if lucky else (
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activity._capsule_tex),
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'body': 'crate' if lucky else 'capsule',
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@ -606,12 +599,12 @@ class Capsule(ba.Actor):
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shared.object_material, activity._capsule_material]
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},
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delegate=self)
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ba.animate(self.node, 'model_scale', {
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bs.animate(self.node, 'mesh_scale', {
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0.0: 0.0,
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0.1: 0.9 if lucky else 0.6,
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0.16: 0.8 if lucky else 0.5
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})
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self._light_capsule = ba.newnode(
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self._light_capsule = bs.newnode(
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'light',
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attrs={
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'position': self._spawn_pos,
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@ -622,16 +615,16 @@ class Capsule(ba.Actor):
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self.node.connectattr('position', self._light_capsule, 'position')
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def handlemessage(self, msg: Any):
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if isinstance(msg, ba.DieMessage):
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if isinstance(msg, bs.DieMessage):
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self.node.delete()
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ba.animate(self._light_capsule, 'intensity', {
|
||||
bs.animate(self._light_capsule, 'intensity', {
|
||||
0: 1.0,
|
||||
0.05: 0.0
|
||||
}, loop=False)
|
||||
ba.timer(0.05, self._light_capsule.delete)
|
||||
elif isinstance(msg, ba.OutOfBoundsMessage):
|
||||
self.handlemessage(ba.DieMessage())
|
||||
elif isinstance(msg, ba.HitMessage):
|
||||
bs.timer(0.05, self._light_capsule.delete)
|
||||
elif isinstance(msg, bs.OutOfBoundsMessage):
|
||||
self.handlemessage(bs.DieMessage())
|
||||
elif isinstance(msg, bs.HitMessage):
|
||||
self.node.handlemessage(
|
||||
'impulse',
|
||||
msg.pos[0], msg.pos[1], msg.pos[2],
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue