# Released under the MIT License. See LICENSE for details. # BY Stary_Agent """Hockey game and support classes.""" # ba_meta require api 8 # (see https://ballistica.net/wiki/meta-tag-system) from __future__ import annotations from typing import TYPE_CHECKING import babase import bauiv1 as bui import bascenev1 as bs from bascenev1lib.actor.playerspaz import PlayerSpaz from bascenev1lib.actor.scoreboard import Scoreboard from bascenev1lib.actor.powerupbox import PowerupBoxFactory from bascenev1lib.gameutils import SharedObjects if TYPE_CHECKING: from typing import Any, Sequence, Dict, Type, List, Optional, Union class PuckDiedMessage: """Inform something that a puck has died.""" def __init__(self, puck: Puck): self.puck = puck class Puck(bs.Actor): """A lovely giant hockey puck.""" def __init__(self, position: Sequence[float] = (0.0, 1.0, 0.0)): super().__init__() shared = SharedObjects.get() activity = self.getactivity() # Spawn just above the provided point. self._spawn_pos = (position[0], position[1] + 1.0, position[2]) self.last_players_to_touch: Dict[int, Player] = {} self.scored = False assert activity is not None assert isinstance(activity, HockeyGame) pmats = [shared.object_material, activity.puck_material] self.node = bs.newnode('prop', delegate=self, attrs={ 'mesh': activity.puck_model, 'color_texture': activity.puck_tex, 'body': 'sphere', 'reflection': 'soft', 'reflection_scale': [0.2], 'shadow_size': 0.5, 'is_area_of_interest': True, 'position': self._spawn_pos, 'materials': pmats }) bs.animate(self.node, 'mesh_scale', {0: 0, 0.2: 1.3, 0.26: 1}) def handlemessage(self, msg: Any) -> Any: if isinstance(msg, bs.DieMessage): assert self.node self.node.delete() activity = self._activity() if activity and not msg.immediate: activity.handlemessage(PuckDiedMessage(self)) # If we go out of bounds, move back to where we started. elif isinstance(msg, bs.OutOfBoundsMessage): assert self.node self.node.position = self._spawn_pos elif isinstance(msg, bs.HitMessage): assert self.node assert msg.force_direction is not None self.node.handlemessage( 'impulse', msg.pos[0], msg.pos[1], msg.pos[2], msg.velocity[0], msg.velocity[1], msg.velocity[2], 1.0 * msg.magnitude, 1.0 * msg.velocity_magnitude, msg.radius, 0, msg.force_direction[0], msg.force_direction[1], msg.force_direction[2]) # If this hit came from a player, log them as the last to touch us. s_player = msg.get_source_player(Player) if s_player is not None: activity = self._activity() if activity: if s_player in activity.players: self.last_players_to_touch[s_player.team.id] = s_player else: super().handlemessage(msg) class Player(bs.Player['Team']): """Our player type for this game.""" class Team(bs.Team[Player]): """Our team type for this game.""" def __init__(self) -> None: self.score = 0 # ba_meta export bascenev1.GameActivity class HockeyGame(bs.TeamGameActivity[Player, Team]): """Ice hockey game.""" name = 'Epic Soccer' description = 'Score some goals.' available_settings = [ bs.IntSetting( 'Score to Win', min_value=1, default=1, increment=1, ), bs.IntChoiceSetting( 'Time Limit', choices=[ ('None', 0), ('1 Minute', 60), ('2 Minutes', 120), ('5 Minutes', 300), ('10 Minutes', 600), ('20 Minutes', 1200), ], default=0, ), bs.FloatChoiceSetting( 'Respawn Times', choices=[ ('Shorter', 0.1), ('Short', 0.5), ('Normal', 1.0), ('Long', 2.0), ('Longer', 4.0), ], default=1.0, ), ] default_music = bs.MusicType.HOCKEY @classmethod def supports_session_type(cls, sessiontype: Type[bs.Session]) -> bool: return issubclass(sessiontype, bs.DualTeamSession) @classmethod def get_supported_maps(cls, sessiontype: Type[bs.Session]) -> List[str]: assert babase.app.classic is not None return babase.app.classic.getmaps('football') def __init__(self, settings: dict): super().__init__(settings) shared = SharedObjects.get() self.slow_motion = True self._scoreboard = Scoreboard() self._cheer_sound = bui.getsound('cheer') self._chant_sound = bui.getsound('crowdChant') self._foghorn_sound = bui.getsound('foghorn') self._swipsound = bui.getsound('swip') self._whistle_sound = bui.getsound('refWhistle') self.puck_model = bs.getmesh('bomb') self.puck_tex = bs.gettexture('landMine') self.puck_scored_tex = bs.gettexture('landMineLit') self._puck_sound = bs.getsound('metalHit') self.puck_material = bs.Material() self.puck_material.add_actions(actions=(('modify_part_collision', 'friction', 0.5))) self.puck_material.add_actions(conditions=('they_have_material', shared.pickup_material), actions=('modify_part_collision', 'collide', True)) self.puck_material.add_actions( conditions=( ('we_are_younger_than', 100), 'and', ('they_have_material', shared.object_material), ), actions=('modify_node_collision', 'collide', False), ) self.puck_material.add_actions(conditions=('they_have_material', shared.footing_material), actions=('impact_sound', self._puck_sound, 0.2, 5)) # Keep track of which player last touched the puck self.puck_material.add_actions( conditions=('they_have_material', shared.player_material), actions=(('call', 'at_connect', self._handle_puck_player_collide), )) # We want the puck to kill powerups; not get stopped by them self.puck_material.add_actions( conditions=('they_have_material', PowerupBoxFactory.get().powerup_material), actions=(('modify_part_collision', 'physical', False), ('message', 'their_node', 'at_connect', bs.DieMessage()))) self._score_region_material = bs.Material() self._score_region_material.add_actions( conditions=('they_have_material', self.puck_material), actions=(('modify_part_collision', 'collide', True), ('modify_part_collision', 'physical', False), ('call', 'at_connect', self._handle_score))) self._puck_spawn_pos: Optional[Sequence[float]] = None self._score_regions: Optional[List[bs.NodeActor]] = None self._puck: Optional[Puck] = None self._score_to_win = int(settings['Score to Win']) self._time_limit = float(settings['Time Limit']) def get_instance_description(self) -> Union[str, Sequence]: if self._score_to_win == 1: return 'Score a goal.' return 'Score ${ARG1} goals.', self._score_to_win def get_instance_description_short(self) -> Union[str, Sequence]: if self._score_to_win == 1: return 'score a goal' return 'score ${ARG1} goals', self._score_to_win def on_begin(self) -> None: super().on_begin() self.setup_standard_time_limit(self._time_limit) self.setup_standard_powerup_drops() self._puck_spawn_pos = self.map.get_flag_position(None) self._spawn_puck() # Set up the two score regions. defs = self.map.defs self._score_regions = [] self._score_regions.append( bs.NodeActor( bs.newnode('region', attrs={ 'position': defs.boxes['goal1'][0:3], 'scale': defs.boxes['goal1'][6:9], 'type': 'box', 'materials': [self._score_region_material] }))) self._score_regions.append( bs.NodeActor( bs.newnode('region', attrs={ 'position': defs.boxes['goal2'][0:3], 'scale': defs.boxes['goal2'][6:9], 'type': 'box', 'materials': [self._score_region_material] }))) self._update_scoreboard() self._chant_sound.play() def on_team_join(self, team: Team) -> None: self._update_scoreboard() def _handle_puck_player_collide(self) -> None: collision = bs.getcollision() try: puck = collision.sourcenode.getdelegate(Puck, True) player = collision.opposingnode.getdelegate(PlayerSpaz, True).getplayer( Player, True) except bs.NotFoundError: return puck.last_players_to_touch[player.team.id] = player def _kill_puck(self) -> None: self._puck = None def _handle_score(self) -> None: """A point has been scored.""" assert self._puck is not None assert self._score_regions is not None # Our puck might stick around for a second or two # we don't want it to be able to score again. if self._puck.scored: return region = bs.getcollision().sourcenode index = 0 for index in range(len(self._score_regions)): if region == self._score_regions[index].node: break for team in self.teams: if team.id == index: scoring_team = team team.score += 1 # Tell all players to celebrate. for player in team.players: if player.actor: player.actor.handlemessage(bs.CelebrateMessage(2.0)) # If we've got the player from the scoring team that last # touched us, give them points. if (scoring_team.id in self._puck.last_players_to_touch and self._puck.last_players_to_touch[scoring_team.id]): self.stats.player_scored( self._puck.last_players_to_touch[scoring_team.id], 20, big_message=True) # End game if we won. if team.score >= self._score_to_win: self.end_game() self._foghorn_sound.play() self._cheer_sound.play() self._puck.scored = True # Change puck texture to something cool self._puck.node.color_texture = self.puck_scored_tex # Kill the puck (it'll respawn itself shortly). bs.timer(1.0, self._kill_puck) light = bs.newnode('light', attrs={ 'position': bs.getcollision().position, 'height_attenuated': False, 'color': (1, 0, 0) }) bs.animate(light, 'intensity', {0: 0, 0.5: 1, 1.0: 0}, loop=True) bs.timer(1.0, light.delete) bs.cameraflash(duration=10.0) self._update_scoreboard() def end_game(self) -> None: results = bs.GameResults() for team in self.teams: results.set_team_score(team, team.score) self.end(results=results) def _update_scoreboard(self) -> None: winscore = self._score_to_win for team in self.teams: self._scoreboard.set_team_value(team, team.score, winscore) def handlemessage(self, msg: Any) -> Any: # Respawn dead players if they're still in the game. if isinstance(msg, bs.PlayerDiedMessage): # Augment standard behavior... super().handlemessage(msg) self.respawn_player(msg.getplayer(Player)) # Respawn dead pucks. elif isinstance(msg, PuckDiedMessage): if not self.has_ended(): bs.timer(3.0, self._spawn_puck) else: super().handlemessage(msg) def _flash_puck_spawn(self) -> None: light = bs.newnode('light', attrs={ 'position': self._puck_spawn_pos, 'height_attenuated': False, 'color': (1, 0, 0) }) bs.animate(light, 'intensity', {0.0: 0, 0.25: 1, 0.5: 0}, loop=True) bs.timer(1.0, light.delete) def _spawn_puck(self) -> None: self._swipsound.play() self._whistle_sound.play() self._flash_puck_spawn() assert self._puck_spawn_pos is not None self._puck = Puck(position=self._puck_spawn_pos)