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512 lines
19 KiB
Python
512 lines
19 KiB
Python
# Released under the MIT License. See LICENSE for details.
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#
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"""Elimination mini-game."""
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# ba_meta require api 7
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# (see https://ballistica.net/wiki/meta-tag-system)
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from __future__ import annotations
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from typing import TYPE_CHECKING
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import ba
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from bastd.actor.spazfactory import SpazFactory
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from bastd.actor.scoreboard import Scoreboard
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if TYPE_CHECKING:
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from typing import (Any, Tuple, Type, List, Sequence, Optional,
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Union)
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class Icon(ba.Actor):
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"""Creates in in-game icon on screen."""
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def __init__(self,
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player: Player,
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position: Tuple[float, float],
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scale: float,
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show_lives: bool = True,
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show_death: bool = True,
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name_scale: float = 1.0,
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name_maxwidth: float = 115.0,
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flatness: float = 1.0,
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shadow: float = 1.0):
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super().__init__()
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self._player = player
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self._show_lives = show_lives
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self._show_death = show_death
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self._name_scale = name_scale
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self._outline_tex = ba.gettexture('characterIconMask')
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icon = player.get_icon()
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self.node = ba.newnode('image',
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delegate=self,
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attrs={
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'texture': icon['texture'],
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'tint_texture': icon['tint_texture'],
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'tint_color': icon['tint_color'],
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'vr_depth': 400,
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'tint2_color': icon['tint2_color'],
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'mask_texture': self._outline_tex,
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'opacity': 1.0,
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'absolute_scale': True,
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'attach': 'bottomCenter'
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})
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self._name_text = ba.newnode(
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'text',
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owner=self.node,
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attrs={
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'text': ba.Lstr(value=player.getname()),
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'color': ba.safecolor(player.team.color),
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'h_align': 'center',
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'v_align': 'center',
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'vr_depth': 410,
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'maxwidth': name_maxwidth,
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'shadow': shadow,
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'flatness': flatness,
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'h_attach': 'center',
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'v_attach': 'bottom'
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})
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if self._show_lives:
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self._lives_text = ba.newnode('text',
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owner=self.node,
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attrs={
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'text': 'x0',
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'color': (1, 1, 0.5),
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'h_align': 'left',
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'vr_depth': 430,
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'shadow': 1.0,
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'flatness': 1.0,
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'h_attach': 'center',
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'v_attach': 'bottom'
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})
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self.set_position_and_scale(position, scale)
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def set_position_and_scale(self, position: Tuple[float, float],
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scale: float) -> None:
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"""(Re)position the icon."""
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assert self.node
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self.node.position = position
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self.node.scale = [70.0 * scale]
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self._name_text.position = (position[0], position[1] + scale * 52.0)
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self._name_text.scale = 1.0 * scale * self._name_scale
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if self._show_lives:
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self._lives_text.position = (position[0] + scale * 10.0,
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position[1] - scale * 43.0)
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self._lives_text.scale = 1.0 * scale
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def update_for_lives(self) -> None:
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"""Update for the target player's current lives."""
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if self._player:
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lives = self._player.lives
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else:
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lives = 0
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if self._show_lives:
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if lives > 0:
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self._lives_text.text = 'x' + str(lives - 1)
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else:
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self._lives_text.text = ''
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if lives == 0:
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self._name_text.opacity = 0.2
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assert self.node
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self.node.color = (0.7, 0.3, 0.3)
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self.node.opacity = 0.2
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def handle_player_spawned(self) -> None:
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"""Our player spawned; hooray!"""
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if not self.node:
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return
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self.node.opacity = 1.0
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self.update_for_lives()
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def handle_player_died(self) -> None:
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"""Well poo; our player died."""
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if not self.node:
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return
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if self._show_death:
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ba.animate(
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self.node, 'opacity', {
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0.00: 1.0,
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0.05: 0.0,
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0.10: 1.0,
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0.15: 0.0,
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0.20: 1.0,
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0.25: 0.0,
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0.30: 1.0,
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0.35: 0.0,
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0.40: 1.0,
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0.45: 0.0,
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0.50: 1.0,
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0.55: 0.2
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})
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lives = self._player.lives
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if lives == 0:
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ba.timer(0.6, self.update_for_lives)
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def handlemessage(self, msg: Any) -> Any:
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if isinstance(msg, ba.DieMessage):
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self.node.delete()
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return None
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return super().handlemessage(msg)
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class Player(ba.Player['Team']):
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"""Our player type for this game."""
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def __init__(self) -> None:
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self.lives = 0
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self.icons: List[Icon] = []
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class Team(ba.Team[Player]):
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"""Our team type for this game."""
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def __init__(self) -> None:
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self.survival_seconds: Optional[int] = None
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self.spawn_order: List[Player] = []
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# ba_meta export game
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class AllianceEliminationGame(ba.TeamGameActivity[Player, Team]):
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"""Game type where last player(s) left alive win."""
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name = 'Alliance Elimination'
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description = 'Fight in groups of duo, trio, or more.\nLast remaining alive wins.'
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scoreconfig = ba.ScoreConfig(label='Survived',
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scoretype=ba.ScoreType.SECONDS,
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none_is_winner=True)
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# Show messages when players die since it's meaningful here.
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announce_player_deaths = True
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allow_mid_activity_joins = False
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@classmethod
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def get_available_settings(
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cls, sessiontype: Type[ba.Session]) -> List[ba.Setting]:
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settings = [
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ba.IntSetting(
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'Lives Per Player',
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default=1,
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min_value=1,
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max_value=10,
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increment=1,
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),
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ba.IntSetting(
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'Players Per Team In Arena',
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default=2,
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min_value=2,
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max_value=10,
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increment=1,
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),
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ba.IntChoiceSetting(
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'Time Limit',
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choices=[
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('None', 0),
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('1 Minute', 60),
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('2 Minutes', 120),
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('5 Minutes', 300),
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('10 Minutes', 600),
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('20 Minutes', 1200),
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],
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default=0,
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),
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ba.FloatChoiceSetting(
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'Respawn Times',
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choices=[
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('Shorter', 0.25),
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('Short', 0.5),
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('Normal', 1.0),
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('Long', 2.0),
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('Longer', 4.0),
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],
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default=1.0,
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),
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ba.BoolSetting('Epic Mode', default=False),
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]
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if issubclass(sessiontype, ba.DualTeamSession):
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settings.append(
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ba.BoolSetting('Balance Total Lives', default=False))
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return settings
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@classmethod
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def supports_session_type(cls, sessiontype: Type[ba.Session]) -> bool:
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return issubclass(sessiontype, ba.DualTeamSession)
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@classmethod
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def get_supported_maps(cls, sessiontype: Type[ba.Session]) -> List[str]:
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return ba.getmaps('melee')
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def __init__(self, settings: dict):
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super().__init__(settings)
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self._scoreboard = Scoreboard()
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self._start_time: Optional[float] = None
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self._vs_text: Optional[ba.Actor] = None
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self._round_end_timer: Optional[ba.Timer] = None
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self._epic_mode = bool(settings['Epic Mode'])
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self._lives_per_player = int(settings['Lives Per Player'])
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self._time_limit = float(settings['Time Limit'])
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self._balance_total_lives = bool(
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settings.get('Balance Total Lives', False))
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self._players_per_team_in_arena = int(
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settings['Players Per Team In Arena'])
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# Base class overrides:
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self.slow_motion = self._epic_mode
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self.default_music = (ba.MusicType.EPIC
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if self._epic_mode else ba.MusicType.SURVIVAL)
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def get_instance_description(self) -> Union[str, Sequence]:
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return 'Last team standing wins.' if isinstance(
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self.session, ba.DualTeamSession) else 'Last one standing wins.'
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def get_instance_description_short(self) -> Union[str, Sequence]:
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return 'last team standing wins' if isinstance(
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self.session, ba.DualTeamSession) else 'last one standing wins'
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def on_player_join(self, player: Player) -> None:
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# No longer allowing mid-game joiners here; too easy to exploit.
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if self.has_begun():
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# Make sure their team has survival seconds set if they're all dead
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# (otherwise blocked new ffa players are considered 'still alive'
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# in score tallying).
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if (self._get_total_team_lives(player.team) == 0
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and player.team.survival_seconds is None):
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player.team.survival_seconds = 0
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ba.screenmessage(
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ba.Lstr(resource='playerDelayedJoinText',
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subs=[('${PLAYER}', player.getname(full=True))]),
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color=(0, 1, 0),
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)
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return
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player.lives = self._lives_per_player
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player.team.spawn_order.append(player)
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self._update_alliance_mode()
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# Don't waste time doing this until begin.
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if self.has_begun():
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self._update_icons()
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def on_begin(self) -> None:
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super().on_begin()
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self._start_time = ba.time()
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self.setup_standard_time_limit(self._time_limit)
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self.setup_standard_powerup_drops()
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self._vs_text = ba.NodeActor(
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ba.newnode('text',
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attrs={
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'position': (0, 92),
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'h_attach': 'center',
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'h_align': 'center',
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'maxwidth': 200,
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'shadow': 0.5,
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'vr_depth': 390,
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'scale': 0.6,
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'v_attach': 'bottom',
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'color': (0.8, 0.8, 0.3, 1.0),
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'text': ba.Lstr(resource='vsText')
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}))
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# If balance-team-lives is on, add lives to the smaller team until
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# total lives match.
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if (isinstance(self.session, ba.DualTeamSession)
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and self._balance_total_lives and self.teams[0].players
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and self.teams[1].players):
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if self._get_total_team_lives(
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self.teams[0]) < self._get_total_team_lives(self.teams[1]):
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lesser_team = self.teams[0]
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greater_team = self.teams[1]
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else:
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lesser_team = self.teams[1]
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greater_team = self.teams[0]
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add_index = 0
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while (self._get_total_team_lives(lesser_team) <
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self._get_total_team_lives(greater_team)):
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lesser_team.players[add_index].lives += 1
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add_index = (add_index + 1) % len(lesser_team.players)
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self._update_icons()
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# We could check game-over conditions at explicit trigger points,
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# but lets just do the simple thing and poll it.
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ba.timer(1.0, self._update, repeat=True)
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def _update_alliance_mode(self) -> None:
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# For both teams, find the first player on the spawn order list with
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# lives remaining and spawn them if they're not alive.
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for team in self.teams:
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# Prune dead players from the spawn order.
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players_spawned = 0
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team.spawn_order = [p for p in team.spawn_order if p]
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for player in team.spawn_order:
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assert isinstance(player, Player)
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if player.lives > 0:
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if not player.is_alive():
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self.spawn_player(player)
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self._update_icons()
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players_spawned += 1
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if players_spawned >= self._players_per_team_in_arena:
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break
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def _update_icons(self) -> None:
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# pylint: disable=too-many-branches
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# First off, clear out all icons.
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for player in self.players:
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player.icons = []
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# Now for each team, cycle through our available players
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# adding icons.
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for team in self.teams:
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if team.id == 0:
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xval = -60
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x_offs = -78
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else:
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xval = 60
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x_offs = 78
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nplayers = self._players_per_team_in_arena
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test_lives = 1
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while True:
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players_with_lives = [
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p for p in team.spawn_order
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if p and p.lives >= test_lives
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]
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if not players_with_lives:
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break
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for player in players_with_lives:
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player.icons.append(
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Icon(player,
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position=(xval, (36 if nplayers > 0 else 25)),
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scale=0.9 if nplayers > 0 else 0.5,
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name_maxwidth=85 if nplayers > 0 else 75,
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name_scale=0.8 if nplayers > 0 else 1.0,
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flatness=0.0 if nplayers > 0 else 1.0,
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shadow=0.5 if nplayers > 0 else 1.0,
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show_death=True if nplayers > 0 else False,
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show_lives=False))
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xval += x_offs * (0.85 if nplayers > 0 else 0.56)
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nplayers -= 1
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test_lives += 1
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def _get_spawn_point(self, player: Player) -> Optional[ba.Vec3]:
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return None
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def spawn_player(self, player: Player) -> ba.Actor:
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actor = self.spawn_player_spaz(player, self._get_spawn_point(player))
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# If we have any icons, update their state.
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for icon in player.icons:
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icon.handle_player_spawned()
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return actor
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def _print_lives(self, player: Player) -> None:
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from bastd.actor import popuptext
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# We get called in a timer so it's possible our player has left/etc.
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if not player or not player.is_alive() or not player.node:
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return
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popuptext.PopupText('x' + str(player.lives - 1),
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color=(1, 1, 0, 1),
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offset=(0, -0.8, 0),
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random_offset=0.0,
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scale=1.8,
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position=player.node.position).autoretain()
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def on_player_leave(self, player: Player) -> None:
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super().on_player_leave(player)
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player.icons = []
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# Remove us from spawn-order.
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if player in player.team.spawn_order:
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player.team.spawn_order.remove(player)
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# Update icons in a moment since our team will be gone from the
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# list then.
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ba.timer(0, self._update_icons)
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# If the player to leave was the last in spawn order and had
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# their final turn currently in-progress, mark the survival time
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# for their team.
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if self._get_total_team_lives(player.team) == 0:
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assert self._start_time is not None
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player.team.survival_seconds = int(ba.time() - self._start_time)
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def _get_total_team_lives(self, team: Team) -> int:
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return sum(player.lives for player in team.players)
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def handlemessage(self, msg: Any) -> Any:
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if isinstance(msg, ba.PlayerDiedMessage):
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# Augment standard behavior.
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super().handlemessage(msg)
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player: Player = msg.getplayer(Player)
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player.lives -= 1
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if player.lives < 0:
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ba.print_error(
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"Got lives < 0 in Alliance Elimination; this shouldn't happen.")
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player.lives = 0
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# If we have any icons, update their state.
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for icon in player.icons:
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icon.handle_player_died()
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# Play big death sound on our last death
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# or for every one.
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if player.lives == 0:
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ba.playsound(SpazFactory.get().single_player_death_sound)
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# If we hit zero lives, we're dead (and our team might be too).
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if player.lives == 0:
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# If the whole team is now dead, mark their survival time.
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if self._get_total_team_lives(player.team) == 0:
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assert self._start_time is not None
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player.team.survival_seconds = int(ba.time() -
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self._start_time)
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# Put ourself at the back of the spawn order.
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player.team.spawn_order.remove(player)
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player.team.spawn_order.append(player)
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def _update(self) -> None:
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# For both teams, find the first player on the spawn order
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# list with lives remaining and spawn them if they're not alive.
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for team in self.teams:
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# Prune dead players from the spawn order.
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team.spawn_order = [p for p in team.spawn_order if p]
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players_spawned = 0
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for player in team.spawn_order:
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assert isinstance(player, Player)
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if player.lives > 0:
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if not player.is_alive():
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self.spawn_player(player)
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self._update_icons()
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players_spawned += 1
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if players_spawned >= self._players_per_team_in_arena:
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break
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# If we're down to 1 or fewer living teams, start a timer to end
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# the game (allows the dust to settle and draws to occur if deaths
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# are close enough).
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if len(self._get_living_teams()) < 2:
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self._round_end_timer = ba.Timer(0.5, self.end_game)
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def _get_living_teams(self) -> List[Team]:
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return [
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team for team in self.teams
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if len(team.players) > 0 and any(player.lives > 0
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for player in team.players)
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]
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def end_game(self) -> None:
|
|
if self.has_ended():
|
|
return
|
|
results = ba.GameResults()
|
|
self._vs_text = None # Kill our 'vs' if its there.
|
|
for team in self.teams:
|
|
results.set_team_score(team, team.survival_seconds)
|
|
self.end(results=results)
|