bombsquad-plugin-manager/plugins/minigames/quake.py
2025-09-23 01:14:07 +05:30

649 lines
23 KiB
Python

# Porting made easier by baport.(https://github.com/bombsquad-community/baport)
# Porting to api 8 made easier by baport.(https://github.com/bombsquad-community/baport)
"""Quake Game Activity"""
# ba_meta require api 9
from __future__ import annotations
from typing import TYPE_CHECKING
import random
import enum
import babase
import bauiv1 as bui
import bascenev1 as bs
import _babase
from bascenev1lib.actor.scoreboard import Scoreboard
from bascenev1lib.actor.powerupbox import PowerupBox
from bascenev1lib.gameutils import SharedObjects
# from rocket
from bascenev1lib.actor.bomb import Blast
# from railgun
from bascenev1lib.actor.playerspaz import PlayerSpaz
from bascenev1lib.actor.spaz import Spaz
if TYPE_CHECKING:
from typing import Optional, List, Any, Type, Union, Sequence
STORAGE_ATTR_NAME = f'_shared_{__name__}_factory'
# +++++++++++++++++++Rocket++++++++++++++++++++++++
class RocketFactory:
"""Quake Rocket factory"""
def __init__(self) -> None:
self.ball_material = bs.Material()
self.ball_material.add_actions(
conditions=((('we_are_younger_than', 5), 'or',
('they_are_younger_than', 5)), 'and',
('they_have_material',
SharedObjects.get().object_material)),
actions=('modify_node_collision', 'collide', False))
self.ball_material.add_actions(
conditions=('they_have_material',
SharedObjects.get().pickup_material),
actions=('modify_part_collision', 'use_node_collide', False))
self.ball_material.add_actions(actions=('modify_part_collision',
'friction', 0))
self.ball_material.add_actions(
conditions=(('they_have_material',
SharedObjects.get().footing_material), 'or',
('they_have_material',
SharedObjects.get().object_material)),
actions=('message', 'our_node', 'at_connect', ImpactMessage()))
@classmethod
def get(cls):
"""Get factory if exists else create new"""
activity = bs.getactivity()
if hasattr(activity, STORAGE_ATTR_NAME):
return getattr(activity, STORAGE_ATTR_NAME)
factory = cls()
setattr(activity, STORAGE_ATTR_NAME, factory)
return factory
class RocketLauncher:
"""Very dangerous weapon"""
def __init__(self):
self.last_shot: Optional[int, float] = 0
def give(self, spaz: Spaz) -> None:
"""Give spaz a rocket launcher"""
spaz.punch_callback = self.shot
self.last_shot = bs.time()
# FIXME
# noinspection PyUnresolvedReferences
def shot(self, spaz: Spaz) -> None:
"""Release a rocket"""
time = bs.time()
if time - self.last_shot > 0.6:
self.last_shot = time
center = spaz.node.position_center
forward = spaz.node.position_forward
direction = [center[0] - forward[0], forward[1] - center[1],
center[2] - forward[2]]
direction[1] = 0.0
mag = 10.0 / babase.Vec3(*direction).length()
vel = [v * mag for v in direction]
Rocket(position=spaz.node.position,
velocity=vel,
owner=spaz.getplayer(bs.Player),
source_player=spaz.getplayer(bs.Player),
color=spaz.node.color).autoretain()
class ImpactMessage:
"""Rocket touched something"""
class Rocket(bs.Actor):
"""Epic rocket from rocket launcher"""
def __init__(self,
position=(0, 5, 0),
velocity=(1, 0, 0),
source_player=None,
owner=None,
color=(1.0, 0.2, 0.2)) -> None:
super().__init__()
self.source_player = source_player
self.owner = owner
self._color = color
factory = RocketFactory.get()
self.node = bs.newnode('prop',
delegate=self,
attrs={
'position': position,
'velocity': velocity,
'mesh': bs.getmesh('impactBomb'),
'body': 'sphere',
'color_texture': bs.gettexture(
'bunnyColor'),
'mesh_scale': 0.2,
'is_area_of_interest': True,
'body_scale': 0.8,
'materials': [
SharedObjects.get().object_material,
factory.ball_material]
}) # yapf: disable
self.node.extra_acceleration = (self.node.velocity[0] * 200, 0,
self.node.velocity[2] * 200)
self._life_timer = bs.Timer(
5, bs.WeakCall(self.handlemessage, bs.DieMessage()))
self._emit_timer = bs.Timer(0.001, bs.WeakCall(self.emit), repeat=True)
self.base_pos_y = self.node.position[1]
bs.camerashake(5.0)
def emit(self) -> None:
"""Emit a trace after rocket"""
bs.emitfx(position=self.node.position,
scale=0.4,
spread=0.01,
chunk_type='spark')
if not self.node:
return
self.node.position = (self.node.position[0], self.base_pos_y,
self.node.position[2]) # ignore y
bs.newnode('explosion',
owner=self.node,
attrs={
'position': self.node.position,
'radius': 0.2,
'color': self._color
})
def handlemessage(self, msg: Any) -> Any:
"""Message handling for rocket"""
super().handlemessage(msg)
if isinstance(msg, ImpactMessage):
self.node.handlemessage(bs.DieMessage())
elif isinstance(msg, bs.DieMessage):
if self.node:
Blast(position=self.node.position,
blast_radius=2,
source_player=self.source_player)
self.node.delete()
self._emit_timer = None
elif isinstance(msg, bs.OutOfBoundsMessage):
self.handlemessage(bs.DieMessage())
# -------------------Rocket--------------------------
# ++++++++++++++++++Railgun++++++++++++++++++++++++++
class Railgun:
"""Very dangerous weapon"""
def __init__(self) -> None:
self.last_shot: Optional[int, float] = 0
def give(self, spaz: Spaz) -> None:
"""Give spaz a railgun"""
spaz.punch_callback = self.shot
self.last_shot = bs.time()
# FIXME
# noinspection PyUnresolvedReferences
def shot(self, spaz: Spaz) -> None:
"""Release a rocket"""
time = bs.time()
if time - self.last_shot > 0.6:
self.last_shot = time
center = spaz.node.position_center
forward = spaz.node.position_forward
direction = [
center[0] - forward[0], forward[1] - center[1],
center[2] - forward[2]
]
direction[1] = 0.0
RailBullet(position=spaz.node.position,
direction=direction,
owner=spaz.getplayer(bs.Player),
source_player=spaz.getplayer(bs.Player),
color=spaz.node.color).autoretain()
class TouchedToSpazMessage:
"""I hit!"""
def __init__(self, spaz) -> None:
self.spaz = spaz
class RailBullet(bs.Actor):
"""Railgun bullet"""
def __init__(self,
position=(0, 5, 0),
direction=(0, 2, 0),
source_player=None,
owner=None,
color=(1, 1, 1)) -> None:
super().__init__()
self._color = color
self.node = bs.newnode('light',
delegate=self,
attrs={
'position': position,
'color': self._color
})
bs.animate(self.node, 'radius', {0: 0, 0.1: 0.5, 0.5: 0})
self.source_player = source_player
self.owner = owner
self._life_timer = bs.Timer(
0.5, bs.WeakCall(self.handlemessage, bs.DieMessage()))
pos = position
vel = tuple(i / 5 for i in babase.Vec3(direction).normalized())
for _ in range(500): # Optimization :(
bs.newnode('explosion',
owner=self.node,
attrs={
'position': pos,
'radius': 0.2,
'color': self._color
})
pos = (pos[0] + vel[0], pos[1] + vel[1], pos[2] + vel[2])
for node in bs.getnodes():
if node and node.getnodetype() == 'spaz':
# pylint: disable=invalid-name
m3 = babase.Vec3(position)
a = babase.Vec3(direction[2], direction[1], direction[0])
m1 = babase.Vec3(node.position)
# pylint: enable=invalid-name
# distance between node and line
dist = (a * (m1 - m3)).length() / a.length()
if dist < 0.3:
if node and node != self.owner and node.getdelegate(
PlayerSpaz, True).getplayer(
bs.Player, True).team != self.owner.team:
node.handlemessage(bs.FreezeMessage())
pos = self.node.position
hit_dir = (0, 10, 0)
node.handlemessage(
bs.HitMessage(pos=pos,
magnitude=50,
velocity_magnitude=50,
radius=0,
srcnode=self.node,
source_player=self.source_player,
force_direction=hit_dir))
def handlemessage(self, msg: Any) -> Any:
super().handlemessage(msg)
if isinstance(msg, bs.DieMessage):
if self.node:
self.node.delete()
elif isinstance(msg, bs.OutOfBoundsMessage):
self.handlemessage(bs.DieMessage())
# ------------------Railgun-------------------------
class Player(bs.Player['Team']):
"""Our player"""
class Team(bs.Team[Player]):
"""Our team"""
def __init__(self) -> None:
self.score = 0
class WeaponType(enum.Enum):
"""Type of weapon"""
ROCKET = 0
RAILGUN = 1
class ObstaclesForm(enum.Enum):
"""Obstacle form"""
CUBE = 0
SPHERE = 1
RANDOM = 2
# ba_meta export bascenev1.GameActivity
class QuakeGame(bs.TeamGameActivity[Player, Team]):
"""Quake Team Game Activity"""
name = 'Quake'
description = 'Kill a set number of enemies to win.'
available_settings = [
bs.IntSetting(
'Kills to Win Per Player',
default=15,
min_value=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=[('At once', 0.0), ('Shorter', 0.25), ('Short', 0.5),
('Normal', 1.0), ('Long', 2.0), ('Longer', 4.0)],
default=1.0,
),
bs.BoolSetting(
'Speed',
default=True,
),
bs.BoolSetting(
'Enable Jump',
default=True,
),
bs.BoolSetting(
'Enable Pickup',
default=True,
),
bs.BoolSetting(
'Enable Bomb',
default=False,
),
bs.BoolSetting(
'Obstacles',
default=True,
),
bs.IntChoiceSetting(
'Obstacles Form',
choices=[('Cube', ObstaclesForm.CUBE.value),
('Sphere', ObstaclesForm.SPHERE.value),
('Random', ObstaclesForm.RANDOM.value)],
default=0,
),
bs.IntChoiceSetting(
'Weapon Type',
choices=[('Rocket', WeaponType.ROCKET.value),
('Railgun', WeaponType.RAILGUN.value)],
default=WeaponType.ROCKET.value,
),
bs.BoolSetting(
'Obstacles Mirror Shots',
default=False,
),
bs.IntSetting(
'Obstacles Count',
default=16,
min_value=0,
increment=2,
),
bs.BoolSetting(
'Random Obstacles Color',
default=True,
),
bs.BoolSetting(
'Epic Mode',
default=False,
),
]
@classmethod
def supports_session_type(cls, sessiontype: Type[bs.Session]) -> bool:
return issubclass(sessiontype, bs.MultiTeamSession) or issubclass(
sessiontype, bs.FreeForAllSession)
@classmethod
def get_supported_maps(cls, sessiontype: Type[bs.Session]) -> List[str]:
# TODO add more maps
return ['Football Stadium', 'Monkey Face', 'Doom Shroom']
def __init__(self, settings) -> None:
super().__init__(settings)
self._epic_mode = self.settings_raw['Epic Mode']
self._score_to_win = self.settings_raw['Kills to Win Per Player']
self._time_limit = self.settings_raw['Time Limit']
self._obstacles_enabled = self.settings_raw['Obstacles']
self._obstacles_count = self.settings_raw['Obstacles Count']
self._speed_enabled = self.settings_raw['Speed']
self._bomb_enabled = self.settings_raw['Enable Bomb']
self._pickup_enabled = self.settings_raw['Enable Pickup']
self._jump_enabled = self.settings_raw['Enable Jump']
self._weapon_type = WeaponType(self.settings_raw['Weapon Type'])
self.default_music = (bs.MusicType.EPIC
if self._epic_mode else bs.MusicType.GRAND_ROMP)
self.slow_motion = self._epic_mode
self.announce_player_deaths = True
self._scoreboard = Scoreboard()
self._ding_sound = bs.getsound('dingSmall')
self._shield_dropper: Optional[bs.Timer] = None
def get_instance_description(self) -> Union[str, Sequence]:
return 'Kill ${ARG1} enemies.', self._score_to_win
def on_team_join(self, team: Team) -> None:
team.score = 0
if self.has_begun():
self._update_scoreboard()
def on_begin(self) -> None:
bs.TeamGameActivity.on_begin(self)
bs.getactivity().globalsnode.tint = (0.5, 0.7, 1)
self.drop_shield()
self._shield_dropper = bs.Timer(8,
bs.WeakCall(self.drop_shield),
repeat=True)
self.setup_standard_time_limit(self._time_limit)
if self._obstacles_enabled:
count = self._obstacles_count
gamemap = self.map.getname()
for i in range(count): # TODO: tidy up around here
if gamemap == 'Football Stadium':
radius = (random.uniform(-10, 1),
6,
random.uniform(-4.5, 4.5)) \
if i > count / 2 else (
random.uniform(10, 1), 6, random.uniform(-4.5, 4.5))
else:
radius = (random.uniform(-10, 1),
6,
random.uniform(-8, 8)) \
if i > count / 2 else (
random.uniform(10, 1), 6, random.uniform(-8, 8))
Obstacle(
position=radius,
mirror=self.settings_raw['Obstacles Mirror Shots'],
form=self.settings_raw['Obstacles Form']).autoretain()
self._update_scoreboard()
def drop_shield(self) -> None:
"""Drop a shield powerup in random place"""
# FIXME: should use map defs
shield = PowerupBox(poweruptype='shield',
position=(random.uniform(-10, 10), 6,
random.uniform(-5, 5))).autoretain()
self._ding_sound.play()
p_light = bs.newnode('light',
owner=shield.node,
attrs={
'position': (0, 0, 0),
'color': (0.3, 0.0, 0.4),
'radius': 0.3,
'intensity': 2,
'volume_intensity_scale': 10.0
})
shield.node.connectattr('position', p_light, 'position')
bs.animate(p_light, 'intensity', {0: 2, 8: 0})
def spawn_player(self, player: Player) -> None:
spaz = self.spawn_player_spaz(player)
if self._weapon_type == WeaponType.ROCKET:
RocketLauncher().give(spaz)
elif self._weapon_type == WeaponType.RAILGUN:
Railgun().give(spaz)
spaz.connect_controls_to_player(enable_jump=self._jump_enabled,
enable_pickup=self._pickup_enabled,
enable_bomb=self._bomb_enabled,
enable_fly=False)
spaz.node.hockey = self._speed_enabled
spaz.spaz_light = bs.newnode('light',
owner=spaz.node,
attrs={
'position': (0, 0, 0),
'color': spaz.node.color,
'radius': 0.12,
'intensity': 1,
'volume_intensity_scale': 10.0
})
spaz.node.connectattr('position', spaz.spaz_light, 'position')
def handlemessage(self, msg: Any) -> Any:
if isinstance(msg, bs.PlayerDiedMessage):
bs.TeamGameActivity.handlemessage(self, msg)
player = msg.getplayer(Player)
self.respawn_player(player)
killer = msg.getkillerplayer(Player)
if killer is None:
return
# 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
new_score = max(0, new_score)
player.team.score = new_score
# in teams-mode it gives a point to the other team
else:
self._ding_sound.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._ding_sound.play()
# in FFA show our score since its hard to find on
# the scoreboard
assert killer.actor is not None
# noinspection PyUnresolvedReferences
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)
if any(team.score >= self._score_to_win for team in self.teams):
bs.timer(0.5, self.end_game)
else:
bs.TeamGameActivity.handlemessage(self, msg)
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()
for team in self.teams:
results.set_team_score(team, team.score)
self.end(results=results)
class Obstacle(bs.Actor):
"""Scene object"""
def __init__(self,
position,
form=ObstaclesForm.CUBE,
mirror=False) -> None:
bs.Actor.__init__(self)
if form == ObstaclesForm.CUBE:
mesh = 'tnt'
body = 'crate'
elif form == ObstaclesForm.SPHERE:
mesh = 'bomb'
body = 'sphere'
else: # ObstaclesForm.RANDOM:
mesh = random.choice(['tnt', 'bomb'])
body = 'sphere' if mesh == 'bomb' else 'crate'
self.node = bs.newnode(
'prop',
delegate=self,
attrs={
'position':
position,
'mesh':
bs.getmesh(mesh),
'body':
body,
'body_scale':
1.3,
'mesh_scale':
1.3,
'reflection':
'powerup',
'reflection_scale': [0.7],
'color_texture':
bs.gettexture('bunnyColor'),
'materials': [SharedObjects.get().footing_material]
if mirror else [
SharedObjects.get().object_material,
SharedObjects.get().footing_material
]
})
def handlemessage(self, msg: Any) -> Any:
if isinstance(msg, bs.DieMessage):
if self.node:
self.node.delete()
elif isinstance(msg, bs.OutOfBoundsMessage):
if self.node:
self.handlemessage(bs.DieMessage())
elif isinstance(msg, bs.HitMessage):
self.node.handlemessage('impulse', msg.pos[0], msg.pos[1],
msg.pos[2], msg.velocity[0],
msg.velocity[1], msg.velocity[2],
msg.magnitude, msg.velocity_magnitude,
msg.radius, 0, msg.velocity[0],
msg.velocity[1], msg.velocity[2])