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9 changed files with 518 additions and 68 deletions
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@ -1,643 +0,0 @@
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# Porting to api 8 made easier by 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 random
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from bascenev1lib.actor.bomb import Blast
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from bascenev1lib.gameutils import SharedObjects
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from bascenev1lib.actor.spaz import PunchHitMessage
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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.actor.spazfactory import SpazFactory
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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 = 'Guerra de Nieve'
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snowball_rate = 'Intervalo de Ataque'
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snowball_slowest = 'Más Lento'
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snowball_slow = 'Lento'
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snowball_fast = 'Rápido'
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snowball_lagcity = 'Más Rápido'
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snowball_scale = 'Tamaño de Bola de Nieve'
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snowball_smallest = 'Más Pequeño'
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snowball_small = 'Pequeño'
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snowball_big = 'Grande'
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snowball_biggest = 'Más Grande'
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snowball_insane = 'Insano'
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snowball_melt = 'Derretir Bola de Nieve'
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snowball_bust = 'Rebotar Bola de Nieve'
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snowball_explode = 'Explotar al Impactar'
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snowball_snow = 'Modo Nieve'
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else:
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name = 'Snowball Fight'
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snowball_rate = 'Snowball Rate'
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snowball_slowest = 'Slowest'
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snowball_slow = 'Slow'
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snowball_fast = 'Fast'
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snowball_lagcity = 'Lag City'
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snowball_scale = 'Snowball Scale'
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snowball_smallest = 'Smallest'
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snowball_small = 'Small'
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snowball_big = 'Big'
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snowball_biggest = 'Biggest'
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snowball_insane = 'Insane'
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snowball_melt = 'Snowballs Melt'
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snowball_bust = 'Snowballs Bust'
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snowball_explode = 'Snowballs Explode'
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snowball_snow = 'Snow Mode'
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class Snowball(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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velocity: Sequence[float] = (0.0, 0.0, 0.0),
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blast_radius: float = 0.7,
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bomb_scale: float = 0.8,
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source_player: bs.Player | None = None,
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owner: bs.Node | None = None,
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melt: bool = True,
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bounce: bool = True,
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explode: bool = False):
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super().__init__()
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shared = SharedObjects.get()
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self._exploded = False
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self.scale = bomb_scale
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self.blast_radius = blast_radius
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self._source_player = source_player
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self.owner = owner
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self._hit_nodes = set()
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self.snowball_melt = melt
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self.snowball_bounce = bounce
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self.snowball_explode = explode
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self.radius = bomb_scale * 0.1
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if bomb_scale <= 1.0:
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shadow_size = 0.6
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elif bomb_scale <= 2.0:
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shadow_size = 0.4
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elif bomb_scale <= 3.0:
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shadow_size = 0.2
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else:
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shadow_size = 0.1
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self.snowball_material = bs.Material()
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self.snowball_material.add_actions(
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conditions=(
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(
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('we_are_younger_than', 5),
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'or',
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('they_are_younger_than', 100),
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),
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'and',
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('they_have_material', shared.object_material),
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),
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actions=('modify_node_collision', 'collide', False),
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)
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self.snowball_material.add_actions(
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conditions=('they_have_material', shared.pickup_material),
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actions=('modify_part_collision', 'use_node_collide', False),
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)
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self.snowball_material.add_actions(actions=('modify_part_collision',
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'friction', 0.3))
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self.snowball_material.add_actions(
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conditions=('they_have_material', shared.player_material),
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actions=(('modify_part_collision', 'physical', False),
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('call', 'at_connect', self.hit)))
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self.snowball_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=('call', 'at_connect', self.bounce))
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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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'position': position,
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'velocity': velocity,
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'body': 'sphere',
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'body_scale': self.scale,
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'mesh': bs.getmesh('frostyPelvis'),
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'shadow_size': shadow_size,
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'color_texture': bs.gettexture('bunnyColor'),
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'reflection': 'soft',
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'reflection_scale': [0.15],
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'density': 1.0,
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'materials': [self.snowball_material]
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})
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self.light = bs.newnode(
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'light',
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owner=self.node,
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attrs={
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'color': (0.6, 0.6, 1.0),
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'intensity': 0.8,
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'radius': self.radius
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})
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self.node.connectattr('position', self.light, 'position')
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bs.animate(self.node, 'mesh_scale', {
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0: 0,
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0.2: 1.3 * self.scale,
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0.26: self.scale
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})
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bs.animate(self.light, 'radius', {
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0: 0,
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0.2: 1.3 * self.radius,
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0.26: self.radius
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})
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if self.snowball_melt:
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bs.timer(1.5, bs.WeakCall(self._disappear))
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def hit(self) -> None:
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if not self.node:
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return
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if self._exploded:
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return
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if self.snowball_explode:
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self._exploded = True
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self.do_explode()
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bs.timer(0.001, bs.WeakCall(self.handlemessage, bs.DieMessage()))
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else:
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self.do_hit()
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def do_hit(self) -> None:
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v = self.node.velocity
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if babase.Vec3(*v).length() > 5.0:
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node = bs.getcollision().opposingnode
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if node is not None and node and not (
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node in self._hit_nodes):
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t = self.node.position
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hitdir = self.node.velocity
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self._hit_nodes.add(node)
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node.handlemessage(
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bs.HitMessage(
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pos=t,
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velocity=v,
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magnitude=babase.Vec3(*v).length()*0.5,
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velocity_magnitude=babase.Vec3(*v).length()*0.5,
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radius=0,
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srcnode=self.node,
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source_player=self._source_player,
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force_direction=hitdir,
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hit_type='snoBall',
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hit_subtype='default'))
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if not self.snowball_bounce:
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bs.timer(0.05, bs.WeakCall(self.do_bounce))
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def do_explode(self) -> None:
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Blast(position=self.node.position,
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velocity=self.node.velocity,
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blast_radius=self.blast_radius,
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source_player=babase.existing(self._source_player),
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blast_type='impact',
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hit_subtype='explode').autoretain()
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def bounce(self) -> None:
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if not self.node:
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return
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if self._exploded:
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return
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if not self.snowball_bounce:
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vel = self.node.velocity
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bs.timer(0.01, bs.WeakCall(self.calc_bounce, vel))
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else:
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return
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def calc_bounce(self, vel) -> None:
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if not self.node:
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return
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ospd = babase.Vec3(*vel).length()
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dot = sum(x*y for x, y in zip(vel, self.node.velocity))
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if ospd*ospd - dot > 50.0:
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bs.timer(0.05, bs.WeakCall(self.do_bounce))
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def do_bounce(self) -> None:
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if not self.node:
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return
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if not self._exploded:
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self.do_effect()
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def do_effect(self) -> None:
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self._exploded = True
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bs.emitfx(position=self.node.position,
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velocity=[v*0.1 for v in self.node.velocity],
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count=10,
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spread=0.1,
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scale=0.4,
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chunk_type='ice')
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sound = bs.getsound('impactMedium')
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sound.play(1.0, position=self.node.position)
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scl = self.node.mesh_scale
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bs.animate(self.node, 'mesh_scale', {
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0.0: scl*1.0,
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0.02: scl*0.5,
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0.05: 0.0
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})
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lr = self.light.radius
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bs.animate(self.light, 'radius', {
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0.0: lr*1.0,
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0.02: lr*0.5,
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0.05: 0.0
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})
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bs.timer(0.08,
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bs.WeakCall(self.handlemessage, bs.DieMessage()))
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def _disappear(self) -> None:
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self._exploded = True
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if self.node:
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scl = self.node.mesh_scale
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bs.animate(self.node, 'mesh_scale', {
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0.0: scl*1.0,
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0.3: scl*0.5,
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0.5: 0.0
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})
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lr = self.light.radius
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bs.animate(self.light, 'radius', {
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0.0: lr*1.0,
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0.3: lr*0.5,
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0.5: 0.0
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})
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bs.timer(0.55,
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bs.WeakCall(self.handlemessage, bs.DieMessage()))
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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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elif isinstance(msg, bs.OutOfBoundsMessage):
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self.handlemessage(bs.DieMessage())
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else:
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super().handlemessage(msg)
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class NewPlayerSpaz(PlayerSpaz):
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def __init__(self, *args: Any, **kwds: Any):
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super().__init__(*args, **kwds)
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self.snowball_scale = 1.0
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self.snowball_melt = True
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self.snowball_bounce = True
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self.snowball_explode = False
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def on_punch_press(self) -> None:
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if not self.node or self.frozen or self.node.knockout > 0.0:
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return
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t_ms = bs.time() * 1000
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assert isinstance(t_ms, int)
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if t_ms - self.last_punch_time_ms >= self._punch_cooldown:
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if self.punch_callback is not None:
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self.punch_callback(self)
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# snowball
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pos = self.node.position
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p1 = self.node.position_center
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p2 = self.node.position_forward
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direction = [p1[0]-p2[0], p2[1]-p1[1], p1[2]-p2[2]]
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direction[1] = 0.03
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mag = 20.0/babase.Vec3(*direction).length()
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vel = [v * mag for v in direction]
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Snowball(position=(pos[0], pos[1] + 0.1, pos[2]),
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velocity=vel,
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blast_radius=self.blast_radius,
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bomb_scale=self.snowball_scale,
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source_player=self.source_player,
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owner=self.node,
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melt=self.snowball_melt,
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bounce=self.snowball_bounce,
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explode=self.snowball_explode).autoretain()
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self._punched_nodes = set() # Reset this.
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self.last_punch_time_ms = t_ms
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self.node.punch_pressed = True
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if not self.node.hold_node:
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bs.timer(
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0.1,
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bs.WeakCall(self._safe_play_sound,
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SpazFactory.get().swish_sound, 0.8))
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self._turbo_filter_add_press('punch')
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def handlemessage(self, msg: Any) -> Any:
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if isinstance(msg, PunchHitMessage):
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pass
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else:
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return super().handlemessage(msg)
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return None
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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 SnowballFightGame(bs.TeamGameActivity[Player, Team]):
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"""A game type based on acquiring kills."""
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name = name
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description = 'Kill a set number of enemies to win.'
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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=1.0,
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),
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bs.IntChoiceSetting(
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snowball_rate,
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choices=[
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(snowball_slowest, 500),
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(snowball_slow, 400),
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('Normal', 300),
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(snowball_fast, 200),
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(snowball_lagcity, 100),
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],
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default=300,
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),
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bs.FloatChoiceSetting(
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snowball_scale,
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choices=[
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(snowball_smallest, 0.4),
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(snowball_small, 0.6),
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('Normal', 0.8),
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(snowball_big, 1.4),
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(snowball_biggest, 3.0),
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(snowball_insane, 6.0),
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],
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default=0.8,
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),
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bs.BoolSetting(snowball_melt, default=True),
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bs.BoolSetting(snowball_bust, default=True),
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bs.BoolSetting(snowball_explode, default=False),
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bs.BoolSetting(snowball_snow, default=True),
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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 bs.app.classic.getmaps('melee')
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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._score_to_win: int | None = 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._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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self._snowball_rate = int(settings[snowball_rate])
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self._snowball_scale = float(settings[snowball_scale])
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self._snowball_melt = bool(settings[snowball_melt])
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self._snowball_bounce = bool(settings[snowball_bust])
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self._snowball_explode = bool(settings[snowball_explode])
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self._snow_mode = bool(settings[snowball_snow])
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# Base class overrides.
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self.slow_motion = self._epic_mode
|
||||
self.default_music = (bs.MusicType.EPIC if self._epic_mode else
|
||||
bs.MusicType.TO_THE_DEATH)
|
||||
|
||||
def get_instance_description(self) -> str | Sequence:
|
||||
return 'Crush ${ARG1} of your enemies.', self._score_to_win
|
||||
|
||||
def get_instance_description_short(self) -> str | Sequence:
|
||||
return 'kill ${ARG1} enemies', self._score_to_win
|
||||
|
||||
def on_team_join(self, team: Team) -> None:
|
||||
if self.has_begun():
|
||||
self._update_scoreboard()
|
||||
|
||||
def on_transition_in(self) -> None:
|
||||
super().on_transition_in()
|
||||
if self._snow_mode:
|
||||
gnode = bs.getactivity().globalsnode
|
||||
gnode.tint = (0.8, 0.8, 1.3)
|
||||
bs.timer(0.02, self.emit_snowball, repeat=True)
|
||||
|
||||
def on_begin(self) -> None:
|
||||
super().on_begin()
|
||||
self.setup_standard_time_limit(self._time_limit)
|
||||
# self.setup_standard_powerup_drops()
|
||||
|
||||
# Base kills needed to win on the size of the largest team.
|
||||
self._score_to_win = (self._kills_to_win_per_player *
|
||||
max(1, max(len(t.players) for t in self.teams)))
|
||||
self._update_scoreboard()
|
||||
|
||||
def emit_snowball(self) -> None:
|
||||
pos = (-10 + (random.random() * 30), 15,
|
||||
-10 + (random.random() * 30))
|
||||
vel = ((-5.0 + random.random() * 30.0) * (-1.0 if pos[0] > 0 else 1.0),
|
||||
-50.0, (-5.0 + random.random() * 30.0) * (
|
||||
-1.0 if pos[0] > 0 else 1.0))
|
||||
bs.emitfx(position=pos,
|
||||
velocity=vel,
|
||||
count=10,
|
||||
scale=1.0 + random.random(),
|
||||
spread=0.0,
|
||||
chunk_type='spark')
|
||||
|
||||
def spawn_player_spaz(self,
|
||||
player: Player,
|
||||
position: Sequence[float] = (0, 0, 0),
|
||||
angle: float | None = None) -> PlayerSpaz:
|
||||
from babase import _math
|
||||
from bascenev1._gameutils import animate
|
||||
from bascenev1._coopsession import CoopSession
|
||||
|
||||
if isinstance(self.session, bs.DualTeamSession):
|
||||
position = self.map.get_start_position(player.team.id)
|
||||
else:
|
||||
# otherwise do free-for-all spawn locations
|
||||
position = self.map.get_ffa_start_position(self.players)
|
||||
|
||||
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 = NewPlayerSpaz(color=color,
|
||||
highlight=highlight,
|
||||
character=player.character,
|
||||
player=player)
|
||||
|
||||
player.actor = spaz
|
||||
assert spaz.node
|
||||
|
||||
# If this is co-op and we're on Courtyard or Runaround, add the
|
||||
# material that allows us to collide with the player-walls.
|
||||
# FIXME: Need to generalize this.
|
||||
if isinstance(self.session, CoopSession) and self.map.getname() in [
|
||||
'Courtyard', 'Tower D'
|
||||
]:
|
||||
mat = self.map.preloaddata['collide_with_wall_material']
|
||||
assert isinstance(spaz.node.materials, tuple)
|
||||
assert isinstance(spaz.node.roller_materials, tuple)
|
||||
spaz.node.materials += (mat, )
|
||||
spaz.node.roller_materials += (mat, )
|
||||
|
||||
spaz.node.name = name
|
||||
spaz.node.name_color = display_color
|
||||
spaz.connect_controls_to_player(
|
||||
enable_pickup=False, enable_bomb=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)
|
||||
|
||||
# custom
|
||||
spaz._punch_cooldown = self._snowball_rate
|
||||
spaz.snowball_scale = self._snowball_scale
|
||||
spaz.snowball_melt = self._snowball_melt
|
||||
spaz.snowball_bounce = self._snowball_bounce
|
||||
spaz.snowball_explode = self._snowball_explode
|
||||
|
||||
return spaz
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
|
||||
if isinstance(msg, bs.PlayerDiedMessage):
|
||||
|
||||
# Augment standard behavior.
|
||||
super().handlemessage(msg)
|
||||
|
||||
player = msg.getplayer(Player)
|
||||
self.respawn_player(player)
|
||||
|
||||
killer = msg.getkillerplayer(Player)
|
||||
if killer is None:
|
||||
return None
|
||||
|
||||
# Handle team-kills.
|
||||
if killer.team is player.team:
|
||||
|
||||
# In free-for-all, killing yourself loses you a point.
|
||||
if isinstance(self.session, bs.FreeForAllSession):
|
||||
new_score = player.team.score - 1
|
||||
if not self._allow_negative_scores:
|
||||
new_score = max(0, new_score)
|
||||
player.team.score = new_score
|
||||
|
||||
# In teams-mode it gives a point to the other team.
|
||||
else:
|
||||
self._dingsound.play()
|
||||
for team in self.teams:
|
||||
if team is not killer.team:
|
||||
team.score += 1
|
||||
|
||||
# Killing someone on another team nets a kill.
|
||||
else:
|
||||
killer.team.score += 1
|
||||
self._dingsound.play()
|
||||
|
||||
# In FFA show scores since its hard to find on the scoreboard.
|
||||
if isinstance(killer.actor, PlayerSpaz) and killer.actor:
|
||||
killer.actor.set_score_text(str(killer.team.score) + '/' +
|
||||
str(self._score_to_win),
|
||||
color=killer.team.color,
|
||||
flash=True)
|
||||
|
||||
self._update_scoreboard()
|
||||
|
||||
# If someone has won, set a timer to end shortly.
|
||||
# (allows the dust to clear and draws to occur if deaths are
|
||||
# close enough)
|
||||
assert self._score_to_win is not None
|
||||
if any(team.score >= self._score_to_win for team in self.teams):
|
||||
bs.timer(0.5, self.end_game)
|
||||
|
||||
else:
|
||||
return super().handlemessage(msg)
|
||||
return None
|
||||
|
||||
def _update_scoreboard(self) -> None:
|
||||
for team in self.teams:
|
||||
self._scoreboard.set_team_value(team, team.score,
|
||||
self._score_to_win)
|
||||
|
||||
def end_game(self) -> None:
|
||||
results = bs.GameResults()
|
||||
for team in self.teams:
|
||||
results.set_team_score(team, team.score)
|
||||
self.end(results=results)
|
||||
Loading…
Add table
Add a link
Reference in a new issue