# Porting to api 8 made easier by baport.(https://github.com/bombsquad-community/baport) # 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 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 def create_slope(self): shared = SharedObjects.get() x = 5 y = 12 for i in range(0, 10): bs.newnode('region', attrs={'position': (x, y, -5.52), 'scale': (0.2, 0.1, 6), 'type': 'box', 'materials': [shared.footing_material, self._real_wall_material]}) x = x+0.3 y = y+0.1 class Puck(bs.Actor): """A lovely giant hockey puck.""" def __init__(self, position: Sequence[float] = (0.0, 13.0, 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_mesh, 'color_texture': activity.puck_tex, 'body': 'sphere', 'reflection': 'soft', 'reflection_scale': [0.2], 'gravity_scale': 0.3, '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 AirSoccerGame(bs.TeamGameActivity[Player, Team]): """Ice hockey game.""" name = 'Epic Air 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]: return ['Creative Thoughts'] def __init__(self, settings: dict): super().__init__(settings) shared = SharedObjects.get() self.slow_motion = True self._scoreboard = Scoreboard() self._cheer_sound = bs.getsound('cheer') self._chant_sound = bs.getsound('crowdChant') self._foghorn_sound = bs.getsound('foghorn') self._swipsound = bs.getsound('swip') self._whistle_sound = bs.getsound('refWhistle') self.puck_mesh = 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)) self._real_wall_material = bs.Material() self._real_wall_material.add_actions( actions=( ('modify_part_collision', 'collide', True), ('modify_part_collision', 'physical', True) )) self._real_wall_material.add_actions( conditions=('they_have_material', shared.player_material), actions=( ('modify_part_collision', 'collide', True), ('modify_part_collision', 'physical', True) )) self._goal_post_material = bs.Material() self._goal_post_material.add_actions( actions=( ('modify_part_collision', 'collide', True), ('modify_part_collision', 'physical', True) )) self._goal_post_material.add_actions( conditions=('they_have_material', shared.player_material), actions=( ('modify_part_collision', 'collide', False), ('modify_part_collision', 'physical', False) )) # 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 = (0, 16.9, -5.5) self._spawn_puck() self.make_map() # Set up the two score regions. defs = self.map.defs self._score_regions = [] self._score_regions.append( bs.NodeActor( bs.newnode('region', attrs={ 'position': (17, 14.5, -5.52), 'scale': (1, 3, 1), 'type': 'box', 'materials': [self._score_region_material] }))) self._score_regions.append( bs.NodeActor( bs.newnode('region', attrs={ 'position': (-17, 14.5, -5.52), 'scale': (1, 3, 1), '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 make_map(self): shared = SharedObjects.get() bs.get_foreground_host_activity()._map.leftwall.materials = [ shared.footing_material, self._real_wall_material] bs.get_foreground_host_activity()._map.rightwall.materials = [ shared.footing_material, self._real_wall_material] bs.get_foreground_host_activity()._map.topwall.materials = [ shared.footing_material, self._real_wall_material] self.floorwall = bs.newnode('region', attrs={'position': (0, 5, -5.52), 'scale': ( 35.4, 0.2, 2), 'type': 'box', 'materials': [shared.footing_material, self._real_wall_material]}) bs.newnode('locator', attrs={'shape': 'box', 'position': ( 0, 5, -5.52), 'color': (0, 0, 0), 'opacity': 1, 'draw_beauty': True, 'additive': False, 'size': (35.4, 0.2, 2)}) self.create_goal_post(-16.65, 12.69) self.create_goal_post(-16.65, 16.69) self.create_goal_post(16.65, 12.69) self.create_goal_post(16.65, 16.69) self.create_static_step(0, 16.29) self.create_static_step(4.35, 11.1) self.create_static_step(-4.35, 11.1) self.create_vertical(10, 15.6) self.create_vertical(-10, 15.6) def create_static_step(self, x, y): floor = "" for i in range(0, 7): floor += "_ " shared = SharedObjects.get() step = {} step["r"] = bs.newnode('region', attrs={'position': (x, y, -5.52), 'scale': ( 3, 0.1, 6), 'type': 'box', 'materials': [shared.footing_material, self._real_wall_material]}) bs.newnode('locator', attrs={'shape': 'box', 'position': ( x, y, -5.52), 'color': (1, 1, 0), 'opacity': 1, 'draw_beauty': True, 'additive': False, 'size': (3, 0.1, 2)}) return step def create_goal_post(self, x, y): shared = SharedObjects.get() if x > 0: color = (1, 0, 0) # change to team specific color else: color = (0, 0, 1) floor = "" for i in range(0, 4): floor += "_ " bs.newnode('region', attrs={'position': (x-0.2, y, -5.52), 'scale': (1.8, 0.1, 6), 'type': 'box', 'materials': [shared.footing_material, self._goal_post_material]}) bs.newnode('locator', attrs={'shape': 'box', 'position': ( x-0.2, y, -5.52), 'color': color, 'opacity': 1, 'draw_beauty': True, 'additive': False, 'size': (1.8, 0.1, 2)}) def create_vertical(self, x, y): shared = SharedObjects.get() floor = "" for i in range(0, 4): floor += "|\n" bs.newnode('region', attrs={'position': (x, y, -5.52), 'scale': (0.1, 2.8, 1), 'type': 'box', 'materials': [shared.footing_material, self._real_wall_material]}) bs.newnode('locator', attrs={'shape': 'box', 'position': ( x, y, -5.52), 'color': (1, 1, 0), 'opacity': 1, 'draw_beauty': True, 'additive': False, 'size': (0.1, 2.8, 2)}) def spawn_player_spaz(self, player: Player, position: Sequence[float] = None, angle: float = None) -> PlayerSpaz: """Intercept new spazzes and add our team material for them.""" if player.team.id == 0: position = (-10.75152479, 5.057427485, -5.52) elif player.team.id == 1: position = (8.75152479, 5.057427485, -5.52) spaz = super().spawn_player_spaz(player, position, angle) return spaz 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) class mapdefs: points = {} # noinspection PyDictCreation boxes = {} boxes['area_of_interest_bounds'] = (-1.045859963, 12.67722855, -5.401537075) + (0.0, 0.0, 0.0) + ( 42.46156851, 20.94044653, 0.6931564611) points['ffa_spawn1'] = (-9.295167711, 8.010664315, -5.44451005) + (1.555840357, 1.453808816, 0.1165648888) points['ffa_spawn2'] = (7.484707127, 8.172681752, -5.614479365) + ( 1.553861796, 1.453808816, 0.04419853907) points['ffa_spawn3'] = (9.55724115, 11.30789446, -5.614479365) + ( 1.337925849, 1.453808816, 0.04419853907) points['ffa_spawn4'] = (-11.55747023, 10.99170684, -5.614479365) + ( 1.337925849, 1.453808816, 0.04419853907) points['ffa_spawn5'] = (-1.878892369, 9.46490571, -5.614479365) + ( 1.337925849, 1.453808816, 0.04419853907) points['ffa_spawn6'] = (-0.4912812943, 5.077006397, -5.521672101) + ( 1.878332089, 1.453808816, 0.007578097856) points['flag1'] = (-11.75152479, 8.057427485, -5.52) points['flag2'] = (9.840909039, 8.188634282, -5.52) points['flag3'] = (-0.2195258696, 5.010273907, -5.52) points['flag4'] = (-0.04605809154, 12.73369108, -5.52) points['flag_default'] = (-0.04201942896, 12.72374492, -5.52) boxes['map_bounds'] = (-0.8748348681, 9.212941713, -5.729538885) + ( 0.0, 0.0, 0.0) + (42.09666006, 26.19950145, 7.89541168) points['powerup_spawn1'] = (1.160232442, 6.745963662, -5.469115985) points['powerup_spawn2'] = (-1.899700206, 10.56447241, -5.505721177) points['powerup_spawn3'] = (10.56098871, 12.25165669, -5.576232453) points['powerup_spawn4'] = (-12.33530337, 12.25165669, -5.576232453) points['spawn1'] = (-9.295167711, 8.010664315, -5.44451005) + (1.555840357, 1.453808816, 0.1165648888) points['spawn2'] = (7.484707127, 8.172681752, -5.614479365) + (1.553861796, 1.453808816, 0.04419853907) points['spawn_by_flag1'] = (-9.295167711, 8.010664315, -5.44451005) + ( 1.555840357, 1.453808816, 0.1165648888) points['spawn_by_flag2'] = (7.484707127, 8.172681752, -5.614479365) + ( 1.553861796, 1.453808816, 0.04419853907) points['spawn_by_flag3'] = (-1.45994593, 5.038762459, -5.535288724) + ( 0.9516389866, 0.6666414677, 0.08607244075) points['spawn_by_flag4'] = (0.4932087091, 12.74493212, -5.598987003) + ( 0.5245740665, 0.5245740665, 0.01941146064) class CreativeThoughts(bs.Map): """Freaking map by smoothy.""" defs = mapdefs name = 'Creative Thoughts' @classmethod def get_play_types(cls) -> List[str]: """Return valid play types for this map.""" return [ 'melee', 'keep_away', 'team_flag' ] @classmethod def get_preview_texture_name(cls) -> str: return 'alwaysLandPreview' @classmethod def on_preload(cls) -> Any: data: Dict[str, Any] = { 'mesh': bs.getmesh('alwaysLandLevel'), 'bottom_mesh': bs.getmesh('alwaysLandLevelBottom'), 'bgmesh': bs.getmesh('alwaysLandBG'), 'collision_mesh': bs.getcollisionmesh('alwaysLandLevelCollide'), 'tex': bs.gettexture('alwaysLandLevelColor'), 'bgtex': bs.gettexture('alwaysLandBGColor'), 'vr_fill_mound_mesh': bs.getmesh('alwaysLandVRFillMound'), 'vr_fill_mound_tex': bs.gettexture('vrFillMound') } return data @classmethod def get_music_type(cls) -> bs.MusicType: return bs.MusicType.FLYING def __init__(self) -> None: super().__init__(vr_overlay_offset=(0, -3.7, 2.5)) shared = SharedObjects.get() self._fake_wall_material = bs.Material() self._real_wall_material = bs.Material() self._fake_wall_material.add_actions( conditions=(('they_are_younger_than', 9000), 'and', ('they_have_material', shared.player_material)), actions=( ('modify_part_collision', 'collide', True), ('modify_part_collision', 'physical', True) )) self._real_wall_material.add_actions( conditions=('they_have_material', shared.player_material), actions=( ('modify_part_collision', 'collide', True), ('modify_part_collision', 'physical', True) )) self.background = bs.newnode( 'terrain', attrs={ 'mesh': self.preloaddata['bgmesh'], 'lighting': False, 'background': True, 'color_texture': bs.gettexture("rampageBGColor") }) self.leftwall = bs.newnode('region', attrs={'position': (-17.75152479, 13, -5.52), 'scale': ( 0.1, 15.5, 2), 'type': 'box', 'materials': [shared.footing_material, self._real_wall_material]}) self.rightwall = bs.newnode('region', attrs={'position': (17.75, 13, -5.52), 'scale': ( 0.1, 15.5, 2), 'type': 'box', 'materials': [shared.footing_material, self._real_wall_material]}) self.topwall = bs.newnode('region', attrs={'position': (0, 21.0, -5.52), 'scale': ( 35.4, 0.2, 2), 'type': 'box', 'materials': [shared.footing_material, self._real_wall_material]}) bs.newnode('locator', attrs={'shape': 'box', 'position': (-17.75152479, 13, -5.52), 'color': ( 0, 0, 0), 'opacity': 1, 'draw_beauty': True, 'additive': False, 'size': (0.1, 15.5, 2)}) bs.newnode('locator', attrs={'shape': 'box', 'position': (17.75, 13, -5.52), 'color': ( 0, 0, 0), 'opacity': 1, 'draw_beauty': True, 'additive': False, 'size': (0.1, 15.5, 2)}) bs.newnode('locator', attrs={'shape': 'box', 'position': (0, 21.0, -5.52), 'color': ( 0, 0, 0), 'opacity': 1, 'draw_beauty': True, 'additive': False, 'size': (35.4, 0.2, 2)}) gnode = bs.getactivity().globalsnode gnode.happy_thoughts_mode = True gnode.shadow_offset = (0.0, 8.0, 5.0) gnode.tint = (1.3, 1.23, 1.0) gnode.ambient_color = (1.3, 1.23, 1.0) gnode.vignette_outer = (0.64, 0.59, 0.69) gnode.vignette_inner = (0.95, 0.95, 0.93) gnode.vr_near_clip = 1.0 self.is_flying = True # throw out some tips on flying txt = bs.newnode('text', attrs={ 'text': babase.Lstr(resource='pressJumpToFlyText'), 'scale': 1.2, 'maxwidth': 800, 'position': (0, 200), 'shadow': 0.5, 'flatness': 0.5, 'h_align': 'center', 'v_attach': 'bottom' }) cmb = bs.newnode('combine', owner=txt, attrs={ 'size': 4, 'input0': 0.3, 'input1': 0.9, 'input2': 0.0 }) bs.animate(cmb, 'input3', {3.0: 0, 4.0: 1, 9.0: 1, 10.0: 0}) cmb.connectattr('output', txt, 'color') bs.timer(10.0, txt.delete) try: bs._map.register_map(CreativeThoughts) except: pass