# Ported by: Freaku / @[Just] Freak#4999 # Join BCS: # https://discord.gg/ucyaesh # ba_meta require api 7 from __future__ import annotations from typing import TYPE_CHECKING import ba from bastd.actor.playerspaz import PlayerSpaz if TYPE_CHECKING: from typing import Any, Type, List, Dict, Tuple, Union, Sequence, Optional class State: def __init__(self, bomb=None, grab=False, punch=False, curse=False, required=False, final=False, name=''): self.bomb = bomb self.grab = grab self.punch = punch self.pickup = False self.curse = curse self.required = required or final self.final = final self.name = name self.next = None self.index = None def apply(self, player, spaz): spaz.disconnect_controls_from_player() spaz.connect_controls_to_player(enable_punch=self.punch, enable_bomb=self.bomb, enable_pickup=self.grab) if self.curse: spaz.curse_time = -1 spaz.curse() if self.bomb: spaz.bomb_type = self.bomb spaz.set_score_text(self.name) def set_controls(): player.actor.node.bomb_pressed = True player.actor.on_bomb_release() release_input = (ba.InputType.PUNCH_RELEASE, ba.InputType.PICK_UP_RELEASE) if not self.bomb is None: for release in release_input: player.assigninput( release, set_controls ) def get_setting(self): return (self.name) states = [State(bomb='normal', name='Basic Bombs'), State(bomb='ice', name='Frozen Bombs'), State(bomb='sticky', name='Sticky Bombs'), State(bomb='impact', name='Impact Bombs'), State(grab=True, name='Grabbing only'), State(punch=True, name='Punching only'), State(curse=True, name='Cursed', final=True)] class Player(ba.Player['Team']): """Our player type for this game.""" def __init__(self): self.state = None class Team(ba.Team[Player]): """Our team type for this game.""" def __init__(self) -> None: self.score = 0 # ba_meta export game class ArmsRaceGame(ba.TeamGameActivity[Player, Team]): """A game type based on acquiring kills.""" name = 'Arms Race' description = 'Upgrade your weapon by eliminating enemies.\nWin the match by being the first player\nto get a kill while cursed.' # Print messages when players die since it matters here. announce_player_deaths = True @classmethod def get_available_settings( cls, sessiontype: Type[ba.Session]) -> List[ba.Setting]: settings = [ ba.IntChoiceSetting( 'Time Limit', choices=[ ('None', 0), ('1 Minute', 60), ('2 Minutes', 120), ('5 Minutes', 300), ('10 Minutes', 600), ('20 Minutes', 1200), ], default=0, ), ba.FloatChoiceSetting( 'Respawn Times', choices=[ ('Shorter', 0.25), ('Short', 0.5), ('Normal', 1.0), ('Long', 2.0), ('Longer', 4.0), ], default=1.0, ), ba.BoolSetting('Epic Mode', default=False)] for state in states: if not state.required: settings.append(ba.BoolSetting(state.get_setting(), default=True)) return settings @classmethod def supports_session_type(cls, sessiontype: Type[ba.Session]) -> bool: return (issubclass(sessiontype, ba.DualTeamSession) or issubclass(sessiontype, ba.FreeForAllSession)) @classmethod def get_supported_maps(cls, sessiontype: Type[ba.Session]) -> List[str]: return ba.getmaps('melee') def __init__(self, settings: dict): super().__init__(settings) self.states = [s for s in states if settings.get(s.name, True)] for i, state in enumerate(self.states): if i < len(self.states) and not state.final: state.next = self.states[i + 1] state.index = i self._dingsound = ba.getsound('dingSmall') self._epic_mode = bool(settings['Epic Mode']) self._time_limit = float(settings['Time Limit']) # Base class overrides. self.slow_motion = self._epic_mode self.default_music = (ba.MusicType.EPIC if self._epic_mode else ba.MusicType.TO_THE_DEATH) def get_instance_description(self) -> Union[str, Sequence]: return 'Upgrade your weapon by eliminating enemies.' def get_instance_description_short(self) -> Union[str, Sequence]: return 'kill ${ARG1} enemies', len(self.states) def on_begin(self) -> None: super().on_begin() self.setup_standard_time_limit(self._time_limit) # self.setup_standard_powerup_drops() def on_player_join(self, player): if player.state is None: player.state = self.states[0] self.spawn_player(player) # overriding the default character spawning.. def spawn_player(self, player): if player.state is None: player.state = self.states[0] super().spawn_player(player) player.state.apply(player, player.actor) def isValidKill(self, m): if m.getkillerplayer(Player) is None: return False if m.getkillerplayer(Player).team is m.getplayer(Player).team: return False return True def handlemessage(self, msg: Any) -> Any: if isinstance(msg, ba.PlayerDiedMessage): if self.isValidKill(msg): self.stats.player_scored(msg.getkillerplayer(Player), 10, kill=True) if not msg.getkillerplayer(Player).state.final: msg.getkillerplayer(Player).state = msg.getkillerplayer(Player).state.next msg.getkillerplayer(Player).state.apply( msg.getkillerplayer(Player), msg.getkillerplayer(Player).actor) else: msg.getkillerplayer(Player).team.score += 1 self.end_game() self.respawn_player(msg.getplayer(Player)) else: return super().handlemessage(msg) return None def end_game(self) -> None: results = ba.GameResults() for team in self.teams: results.set_team_score(team, team.score) self.end(results=results)