# Porting to api 8 made easier by baport.(https://github.com/bombsquad-community/baport) # 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 import _babase from bauiv1lib.play import PlayWindow from bauiv1lib.playlist.addgame import PlaylistAddGameWindow from bascenev1._freeforallsession import FreeForAllSession from bascenev1lib.activity.multiteamjoin import MultiTeamJoinActivity if TYPE_CHECKING: pass lang = bs.app.lang.language if lang == 'Spanish': custom_txt = 'personalizar...' else: custom_txt = 'custom...' if 'quick_game_button' in babase.app.config: config = babase.app.config['quick_game_button'] else: config = {'selected': None, 'config': None} babase.app.config['quick_game_button'] = config babase.app.config.commit() def start_game(session: bs.Session, fadeout: bool = True): def callback(): if fadeout: _babase.unlock_all_input() try: bs.new_host_session(session) except Exception: from bascenev1lib import mainmenu babase.print_exception('exception running session', session) # Drop back into a main menu session. bs.new_host_session(mainmenu.MainMenuSession) if fadeout: _babase.fade_screen(False, time=0.25, endcall=callback) _babase.lock_all_input() else: callback() class SimplePlaylist: def __init__(self, settings: dict, gametype: type[bs.GameActivity]): self.settings = settings self.gametype = gametype def pull_next(self) -> None: if 'map' not in self.settings['settings']: settings = dict( map=self.settings['map'], **self.settings['settings']) else: settings = self.settings['settings'] return dict(resolved_type=self.gametype, settings=settings) class CustomSession(FreeForAllSession): def __init__(self, *args, **kwargs): # pylint: disable=cyclic-import self.use_teams = False self._tutorial_activity_instance = None bs.Session.__init__(self, depsets=[], team_names=None, team_colors=None, min_players=1, max_players=self.get_max_players()) self._series_length = 1 self._ffa_series_length = 1 # Which game activity we're on. self._game_number = 0 self._playlist = SimplePlaylist(self._config, self._gametype) config['selected'] = self._gametype.__name__ config['config'] = self._config babase.app.config.commit() # Get a game on deck ready to go. self._current_game_spec: Optional[Dict[str, Any]] = None self._next_game_spec: Dict[str, Any] = self._playlist.pull_next() self._next_game: Type[bs.GameActivity] = ( self._next_game_spec['resolved_type']) # Go ahead and instantiate the next game we'll # use so it has lots of time to load. self._instantiate_next_game() # Start in our custom join screen. self.setactivity(bs.newactivity(MultiTeamJoinActivity)) class SelectGameWindow(PlaylistAddGameWindow): def __init__(self, transition: str = 'in_right'): class EditController: _sessiontype = bs.FreeForAllSession def get_session_type(self) -> Type[bs.Session]: return self._sessiontype self._editcontroller = EditController() self._r = 'addGameWindow' uiscale = bui.app.ui_v1.uiscale self._width = 750 if uiscale is babase.UIScale.SMALL else 650 x_inset = 50 if uiscale is babase.UIScale.SMALL else 0 self._height = (346 if uiscale is babase.UIScale.SMALL else 380 if uiscale is babase.UIScale.MEDIUM else 440) top_extra = 30 if uiscale is babase.UIScale.SMALL else 20 self._scroll_width = 210 self._root_widget = bui.containerwidget( size=(self._width, self._height + top_extra), transition=transition, scale=(2.17 if uiscale is babase.UIScale.SMALL else 1.5 if uiscale is babase.UIScale.MEDIUM else 1.0), stack_offset=(0, 1) if uiscale is babase.UIScale.SMALL else (0, 0)) self._back_button = bui.buttonwidget(parent=self._root_widget, position=(58 + x_inset, self._height - 53), size=(165, 70), scale=0.75, text_scale=1.2, label=babase.Lstr(resource='backText'), autoselect=True, button_type='back', on_activate_call=self._back) self._select_button = select_button = bui.buttonwidget( parent=self._root_widget, position=(self._width - (172 + x_inset), self._height - 50), autoselect=True, size=(160, 60), scale=0.75, text_scale=1.2, label=babase.Lstr(resource='selectText'), on_activate_call=self._add) if bui.app.ui_v1.use_toolbars: bui.widget(edit=select_button, right_widget=bui.get_special_widget('party_button')) bui.textwidget(parent=self._root_widget, position=(self._width * 0.5, self._height - 28), size=(0, 0), scale=1.0, text=babase.Lstr(resource=self._r + '.titleText'), h_align='center', color=bui.app.ui_v1.title_color, maxwidth=250, v_align='center') v = self._height - 64 self._selected_title_text = bui.textwidget( parent=self._root_widget, position=(x_inset + self._scroll_width + 50 + 30, v - 15), size=(0, 0), scale=1.0, color=(0.7, 1.0, 0.7, 1.0), maxwidth=self._width - self._scroll_width - 150 - x_inset * 2, h_align='left', v_align='center') v -= 30 self._selected_description_text = bui.textwidget( parent=self._root_widget, position=(x_inset + self._scroll_width + 50 + 30, v), size=(0, 0), scale=0.7, color=(0.5, 0.8, 0.5, 1.0), maxwidth=self._width - self._scroll_width - 150 - x_inset * 2, h_align='left') scroll_height = self._height - 100 v = self._height - 60 self._scrollwidget = bui.scrollwidget(parent=self._root_widget, position=(x_inset + 61, v - scroll_height), size=(self._scroll_width, scroll_height), highlight=False) bui.widget(edit=self._scrollwidget, up_widget=self._back_button, left_widget=self._back_button, right_widget=select_button) self._column: Optional[bui.Widget] = None v -= 35 bui.containerwidget(edit=self._root_widget, cancel_button=self._back_button, start_button=select_button) self._selected_game_type: Optional[Type[bs.GameActivity]] = None bui.containerwidget(edit=self._root_widget, selected_child=self._scrollwidget) self._game_types: list[type[bs.GameActivity]] = [] # Get actual games loading in the bg. babase.app.meta.load_exported_classes(bs.GameActivity, self._on_game_types_loaded, completion_cb_in_bg_thread=True) # Refresh with our initial empty list. We'll refresh again once # game loading is complete. self._refresh() if config['selected']: for gt in self._game_types: if gt.__name__ == config['selected']: self._refresh(selected=gt) self._set_selected_game_type(gt) def _refresh(self, select_get_more_games_button: bool = False, selected: bool = None) -> None: # from babase.internal import get_game_types if self._column is not None: self._column.delete() self._column = bui.columnwidget(parent=self._scrollwidget, border=2, margin=0) for i, gametype in enumerate(self._game_types): def _doit() -> None: if self._select_button: bs.apptimer(0.1, self._select_button.activate) txt = bui.textwidget(parent=self._column, position=(0, 0), size=(self._width - 88, 24), text=gametype.get_display_string(), h_align='left', v_align='center', color=(0.8, 0.8, 0.8, 1.0), maxwidth=self._scroll_width * 0.8, on_select_call=babase.Call( self._set_selected_game_type, gametype), always_highlight=True, selectable=True, on_activate_call=_doit) if i == 0: bui.widget(edit=txt, up_widget=self._back_button) self._get_more_games_button = bui.buttonwidget( parent=self._column, autoselect=True, label=babase.Lstr(resource=self._r + '.getMoreGamesText'), color=(0.54, 0.52, 0.67), textcolor=(0.7, 0.65, 0.7), on_activate_call=self._on_get_more_games_press, size=(178, 50)) if select_get_more_games_button: bui.containerwidget(edit=self._column, selected_child=self._get_more_games_button, visible_child=self._get_more_games_button) def _add(self) -> None: _babase.lock_all_input() # Make sure no more commands happen. bs.apptimer(0.1, _babase.unlock_all_input) gameconfig = {} if config['selected'] == self._selected_game_type.__name__: if config['config']: gameconfig = config['config'] if 'map' in gameconfig: gameconfig['settings']['map'] = gameconfig.pop('map') self._selected_game_type.create_settings_ui( self._editcontroller.get_session_type(), gameconfig, self._edit_game_done) def _edit_game_done(self, config: Optional[Dict[str, Any]]) -> None: if config: CustomSession._config = config CustomSession._gametype = self._selected_game_type start_game(CustomSession) else: bui.app.ui_v1.clear_main_menu_window(transition='out_right') bui.app.ui_v1.set_main_menu_window( SelectGameWindow(transition='in_left').get_root_widget()) def _back(self) -> None: bui.containerwidget(edit=self._root_widget, transition='out_right') bui.app.ui_v1.set_main_menu_window( PlayWindow(transition='in_left').get_root_widget()) PlayWindow._old_init = PlayWindow.__init__ def __init__(self, *args, **kwargs): self._old_init() width = 800 height = 550 def do_quick_game() -> None: self._save_state() bui.containerwidget(edit=self._root_widget, transition='out_left') bui.app.ui_v1.set_main_menu_window( SelectGameWindow().get_root_widget()) self._quick_game_button = bui.buttonwidget( parent=self._root_widget, position=(width - 55 - 120, height - 132), autoselect=True, size=(120, 60), scale=1.1, text_scale=1.2, label=custom_txt, on_activate_call=do_quick_game, color=(0.54, 0.52, 0.67), textcolor=(0.7, 0.65, 0.7)) self._restore_state() def states(self) -> None: return { 'Team Games': self._teams_button, 'Co-op Games': self._coop_button, 'Free-for-All Games': self._free_for_all_button, 'Back': self._back_button, 'Quick Game': self._quick_game_button } def _save_state(self) -> None: swapped = {v: k for k, v in states(self).items()} if self._root_widget.get_selected_child() in swapped: bui.app.ui_v1.window_states[ self.__class__.__name__] = swapped[ self._root_widget.get_selected_child()] else: babase.print_exception(f'Error saving state for {self}.') def _restore_state(self) -> None: if not hasattr(self, '_quick_game_button'): return # ensure that our monkey patched init ran if self.__class__.__name__ not in bui.app.ui_v1.window_states: bui.containerwidget(edit=self._root_widget, selected_child=self._coop_button) return sel = states(self).get( bui.app.ui_v1.window_states[self.__class__.__name__], None) if sel: bui.containerwidget(edit=self._root_widget, selected_child=sel) else: bui.containerwidget(edit=self._root_widget, selected_child=self._coop_button) babase.print_exception(f'Error restoring state for {self}.') # ba_meta export plugin class QuickGamePlugin(babase.Plugin): PlayWindow.__init__ = __init__ PlayWindow._save_state = _save_state PlayWindow._restore_state = _restore_state