# Released under the MIT License. See LICENSE for details. # Created by Mr.Smoothy - # https://discord.gg/ucyaesh # https://bombsquad-community.web.app/home for more mods. # """DeathMatch game and support classes.""" # ba_meta require api 9 from __future__ import annotations from typing import TYPE_CHECKING import babase import bascenev1 as bs import random from bascenev1lib.actor.playerspaz import PlayerSpaz from bascenev1lib.actor.scoreboard import Scoreboard from bascenev1lib.gameutils import SharedObjects from bascenev1lib.actor.bomb import BombFactory from bascenev1lib.actor.bomb import Bomb from bascenev1lib.game.deathmatch import DeathMatchGame, Player, Team if TYPE_CHECKING: from typing import Any, Union, Sequence, Optional # ba_meta export bascenev1.GameActivity class CanonFightGame(DeathMatchGame): """A game type based on acquiring kills.""" name = 'Canon Fight' description = 'Kill a set number of enemies to win.' # Print messages when players die since it matters here. announce_player_deaths = True @classmethod def get_available_settings( cls, sessiontype: type[bs.Session]) -> list[babase.Setting]: settings = [ bs.IntSetting( 'Kills to Win Per Player', min_value=1, default=5, 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', 0.25), ('Short', 0.5), ('Normal', 1.0), ('Long', 2.0), ('Longer', 4.0), ], default=1.0, ), bs.BoolSetting('Epic Mode', default=False), ] # In teams mode, a suicide gives a point to the other team, but in # free-for-all it subtracts from your own score. By default we clamp # this at zero to benefit new players, but pro players might like to # be able to go negative. (to avoid a strategy of just # suiciding until you get a good drop) if issubclass(sessiontype, bs.FreeForAllSession): settings.append( bs.BoolSetting('Allow Negative Scores', default=False)) return settings @classmethod def supports_session_type(cls, sessiontype: type[bs.Session]) -> bool: return (issubclass(sessiontype, bs.DualTeamSession) or issubclass(sessiontype, bs.FreeForAllSession)) @classmethod def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]: return ["Step Right Up"] def __init__(self, settings: dict): super().__init__(settings) self._scoreboard = Scoreboard() self._score_to_win: Optional[int] = None self._dingsound = bs.getsound('dingSmall') self._epic_mode = bool(settings['Epic Mode']) self._kills_to_win_per_player = int( settings['Kills to Win Per Player']) self._time_limit = float(settings['Time Limit']) self._allow_negative_scores = bool( settings.get('Allow Negative Scores', False)) # Base class overrides. self.slow_motion = self._epic_mode self.default_music = (bs.MusicType.EPIC if self._epic_mode else bs.MusicType.TO_THE_DEATH) self.wtindex = 0 self.wttimer = bs.timer(5, babase.Call(self.wt_), repeat=True) self.wthighlights = ["Created by Mr.Smoothy", "hey smoothy youtube", "smoothy#multiverse"] def wt_(self): node = bs.newnode('text', attrs={ 'text': self.wthighlights[self.wtindex], 'flatness': 1.0, 'h_align': 'center', 'v_attach': 'bottom', 'scale': 0.7, 'position': (0, 20), 'color': (0.5, 0.5, 0.5) }) self.delt = bs.timer(4, node.delete) self.wtindex = int((self.wtindex+1) % len(self.wthighlights)) def get_instance_description(self) -> Union[str, Sequence]: return 'Crush ${ARG1} of your enemies.', self._score_to_win def get_instance_description_short(self) -> Union[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_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() self.create_canon_A() self.create_canon_B() self.create_wall() 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() self.delete_text_nodes() for team in self.teams: results.set_team_score(team, team.score) self.end(results=results) def delete_text_nodes(self): self.canon.delete() self.canon_.delete() self.canon2.delete() self.canon_2.delete() self.curve.delete() self.curve2.delete() def _handle_canon_load_A(self): try: bomb = bs.getcollision().opposingnode.getdelegate(Bomb, True) # pos=bomb.position owner = bomb.owner type = bomb.bomb_type source_player = bomb.get_source_player(bs.Player) bs.getcollision().opposingnode.delete() # bomb.delete() self.launch_bomb_byA(owner, type, source_player, 2) except bs.NotFoundError: # This can happen if the flag stops touching us due to being # deleted; that's ok. return def _handle_canon_load_B(self): try: bomb = bs.getcollision().opposingnode.getdelegate(Bomb, True) # pos=bomb.position owner = bomb.owner type = bomb.bomb_type source_player = bomb.get_source_player(bs.Player) bs.getcollision().opposingnode.delete() # bomb.delete() self.launch_bomb_byB(owner, type, source_player, 2) except bs.NotFoundError: # This can happen if the flag stops touching us due to being # deleted; that's ok. return def launch_bomb_byA(self, owner, type, source_player, count): if count > 0: y = random.randrange(2, 9, 2) z = random.randrange(-4, 6) self.fake_explosion( (-5.708631629943848, 7.437141418457031, -4.525400638580322)) Bomb(position=(-6, 7.5, -4), bomb_type=type, owner=owner, source_player=source_player, velocity=(19, y, z)).autoretain() bs.timer(0.6, babase.Call(self.launch_bomb_byA, owner, type, source_player, count-1)) else: return def launch_bomb_byB(self, owner, type, source_player, count): if count > 0: y = random.randrange(2, 9, 2) z = random.randrange(-4, 6) self.fake_explosion( (5.708631629943848, 7.437141418457031, -4.525400638580322)) Bomb(position=(6, 7.5, -4), bomb_type=type, owner=owner, source_player=source_player, velocity=(-19, y, z)).autoretain() bs.timer(0.6, babase.Call(self.launch_bomb_byB, owner, type, source_player, count-1)) else: return def fake_explosion(self, position: Sequence[float]): explosion = bs.newnode('explosion', attrs={'position': position, 'radius': 1, 'big': False}) bs.timer(0.4, explosion.delete) sounds = ['explosion0'+str(n) for n in range(1, 6)] sound = random.choice(sounds) bs.getsound(sound).play() def create_canon_A(self): shared = SharedObjects.get() canon_load_mat = bs.Material() factory = BombFactory.get() canon_load_mat.add_actions( actions=( ('modify_part_collision', 'collide', False), ('modify_part_collision', 'physical', False) )) canon_load_mat.add_actions( conditions=('they_have_material', factory.bomb_material), actions=( ('modify_part_collision', 'collide', True), ('modify_part_collision', 'physical', True), ('call', 'at_connect', babase.Call(self._handle_canon_load_A)) ), ) self.ud_1_r = bs.newnode('region', attrs={'position': (-8.908631629943848, 7.337141418457031, - 4.525400638580322), 'scale': (2, 1, 1), 'type': 'box', 'materials': [canon_load_mat]}) self.node = bs.newnode('shield', delegate=self, attrs={ 'position': (-8.308631629943848, 7.337141418457031, -4.525400638580322), 'color': (0.3, 0.2, 2.8), 'radius': 1.3 }) self.canon = bs.newnode('text', attrs={ 'text': '___________', 'in_world': True, 'shadow': 1.0, 'flatness': 1.0, 'color': (0.3, 0.3, 0.8), 'scale': 0.019, 'h_align': 'left', 'position': (-8.388631629943848, 7.837141418457031, -4.525400638580322) }) self.canon_ = bs.newnode('text', attrs={ 'text': '_________', 'in_world': True, 'shadow': 1.0, 'flatness': 1.0, 'color': (0.3, 0.3, 0.8), 'scale': 0.019, 'h_align': 'left', 'position': (-7.888631629943848, 7.237141418457031, -4.525400638580322) }) self.curve = bs.newnode('text', attrs={ 'text': '/\n', 'in_world': True, 'shadow': 1.0, 'flatness': 1.0, 'color': (0.3, 0.3, 0.8), 'scale': 0.019, 'h_align': 'left', 'position': (-8.788631629943848, 7.237141418457031, -4.525400638580322) }) def create_canon_B(self): shared = SharedObjects.get() canon_load_mat = bs.Material() factory = BombFactory.get() canon_load_mat.add_actions( actions=( ('modify_part_collision', 'collide', False), ('modify_part_collision', 'physical', False) )) canon_load_mat.add_actions( conditions=('they_have_material', factory.bomb_material), actions=( ('modify_part_collision', 'collide', True), ('modify_part_collision', 'physical', True), ('call', 'at_connect', babase.Call(self._handle_canon_load_B)) ), ) self.ud_1_r2 = bs.newnode('region', attrs={'position': ( 8.908631629943848+0.81, 7.327141418457031, -4.525400638580322), 'scale': (2, 1, 1), 'type': 'box', 'materials': [canon_load_mat]}) self.node2 = bs.newnode('shield', delegate=self, attrs={ 'position': (8.308631629943848+0.81, 7.327141418457031, -4.525400638580322), 'color': (2.3, 0.2, 0.3), 'radius': 1.3 }) self.canon2 = bs.newnode('text', attrs={ 'text': '___________', 'in_world': True, 'shadow': 1.0, 'flatness': 1.0, 'color': (0.8, 0.3, 0.3), 'scale': 0.019, 'h_align': 'right', 'position': (8.388631629943848+0.81, 7.837141418457031, -4.525400638580322) }) self.canon_2 = bs.newnode('text', attrs={ 'text': '_________', 'in_world': True, 'shadow': 1.0, 'flatness': 1.0, 'color': (0.8, 0.3, 0.3), 'scale': 0.019, 'h_align': 'right', 'position': (7.888631629943848+0.81, 7.237141418457031, -4.525400638580322) }) self.curve2 = bs.newnode('text', attrs={ 'text': '\\', 'in_world': True, 'shadow': 1.0, 'flatness': 1.0, 'color': (0.8, 0.3, 0.3), 'scale': 0.019, 'h_align': 'right', 'position': (8.788631629943848+0.81, 7.237141418457031, -4.525400638580322) }) def create_wall(self): shared = SharedObjects.get() factory = BombFactory.get() mat = bs.Material() mat.add_actions( conditions=('they_have_material', shared.player_material), actions=( ('modify_part_collision', 'collide', True), ('modify_part_collision', 'physical', True) )) mat.add_actions( conditions=( ('they_have_material', factory.bomb_material)), actions=( ('modify_part_collision', 'collide', False) )) self.wall = bs.newnode('region', attrs={'position': ( 0.36877517104148865, 4.312626838684082, -8.68477725982666), 'scale': (3, 7, 27), 'type': 'box', 'materials': [mat]})