bombsquad-plugin-manager/plugins/minigames/basket_bomb.py
2024-01-17 23:09:18 +03:00

774 lines
28 KiB
Python

# Porting to api 8 made easier by baport.(https://github.com/bombsquad-community/baport)
# Released under the MIT License. See LICENSE for details.
# 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 bauiv1 as bui
import bascenev1 as bs
import _babase
from bascenev1lib.actor.playerspaz import PlayerSpaz
from bascenev1lib.actor.scoreboard import Scoreboard
from bascenev1lib.actor.powerupbox import PowerupBoxFactory
from bascenev1lib.gameutils import SharedObjects
from bascenev1lib.actor import playerspaz as ps
from bascenev1lib import maps
if TYPE_CHECKING:
from typing import Any, Sequence, Dict, Type, List, Optional, Union
bsuSpaz = None
def getlanguage(text, sub: str = ''):
lang = bs.app.lang.language
translate = {
"Name":
{"Spanish": "Baloncesto",
"English": "Basketbomb",
"Portuguese": "Basketbomb"},
"Info":
{"Spanish": "Anota todas las canastas y sé el MVP.",
"English": "Score all the baskets and be the MVP.",
"Portuguese": "Marque cada cesta e seja o MVP."},
"Info-Short":
{"Spanish": f"Anota {sub} canasta(s) para ganar",
"English": f"Score {sub} baskets to win",
"Portuguese": f"Cestas de {sub} pontos para ganhar"},
"S: Powerups":
{"Spanish": "Aparecer Potenciadores",
"English": "Powerups Spawn",
"Portuguese": "Habilitar Potenciadores"},
"S: Velocity":
{"Spanish": "Activar velocidad",
"English": "Enable speed",
"Portuguese": "Ativar velocidade"},
}
languages = ['Spanish', 'Portuguese', 'English']
if lang not in languages:
lang = 'English'
if text not in translate:
return text
return translate[text][lang]
class BallDiedMessage:
def __init__(self, ball: Ball):
self.ball = ball
class Ball(bs.Actor):
def __init__(self, position: Sequence[float] = (0.0, 1.0, 0.0)):
super().__init__()
shared = SharedObjects.get()
activity = self.getactivity()
velocty = (0.0, 8.0, 0.0)
_scale = 1.2
self._spawn_pos = (position[0], position[1] + 0.5, position[2])
self.last_players_to_touch: Dict[int, Player] = {}
self.scored = False
assert activity is not None
assert isinstance(activity, BasketGame)
pmats = [shared.object_material, activity.ball_material]
self.node = bs.newnode('prop',
delegate=self,
attrs={
'mesh': activity.ball_mesh,
'color_texture': activity.ball_tex,
'body': 'sphere',
'reflection': 'soft',
'body_scale': 1.0 * _scale,
'reflection_scale': [1.3],
'shadow_size': 1.0,
'gravity_scale': 0.92,
'density': max(0.4 * _scale, 0.3),
'position': self._spawn_pos,
'velocity': velocty,
'materials': pmats})
self.scale = scale = 0.25 * _scale
bs.animate(self.node, 'mesh_scale', {0: 0, 0.2: scale*1.3, 0.26: scale})
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(BallDiedMessage(self))
elif isinstance(msg, bs.OutOfBoundsMessage):
assert self.node
self.node.position = self._spawn_pos
self.node.velocity = (0.0, 0.0, 0.0)
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])
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
class Points:
postes = dict()
# 10.736066818237305, 0.3002409040927887, 0.5281256437301636
postes['pal_0'] = (10.64702320098877, 0.0000000000000000, 0.0000000000000000)
postes['pal_1'] = (-10.64702320098877, 0.0000000000000000, 0.0000000000000000)
# ba_meta export bascenev1.GameActivity
class BasketGame(bs.TeamGameActivity[Player, Team]):
name = getlanguage('Name')
description = getlanguage('Info')
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', 0.25),
('Short', 0.5),
('Normal', 1.0),
('Long', 2.0),
('Longer', 4.0),
],
default=1.0,
),
bs.BoolSetting(getlanguage('S: Powerups'), default=True),
bs.BoolSetting(getlanguage('S: Velocity'), default=False),
bs.BoolSetting('Epic Mode', default=False),
]
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 ['BasketBall Stadium', 'BasketBall Stadium V2']
def __init__(self, settings: dict):
super().__init__(settings)
shared = SharedObjects.get()
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.ball_mesh = bs.getmesh('shield')
self.ball_tex = bs.gettexture('fontExtras3')
self._ball_sound = bs.getsound('bunnyJump')
self._powerups = bool(settings[getlanguage('S: Powerups')])
self._speed = bool(settings[getlanguage('S: Velocity')])
self._epic_mode = bool(settings['Epic Mode'])
self.slow_motion = self._epic_mode
self.ball_material = bs.Material()
self.ball_material.add_actions(actions=(('modify_part_collision',
'friction', 0.5)))
self.ball_material.add_actions(conditions=('they_have_material',
shared.pickup_material),
actions=('modify_part_collision',
'collide', True))
self.ball_material.add_actions(
conditions=(
('we_are_younger_than', 100),
'and',
('they_have_material', shared.object_material),
),
actions=('modify_node_collision', 'collide', False),
)
self.ball_material.add_actions(conditions=('they_have_material',
shared.footing_material),
actions=('impact_sound',
self._ball_sound, 0.2, 5))
# Keep track of which player last touched the ball
self.ball_material.add_actions(
conditions=('they_have_material', shared.player_material),
actions=(('call', 'at_connect',
self._handle_ball_player_collide), ))
self._score_region_material = bs.Material()
self._score_region_material.add_actions(
conditions=('they_have_material', self.ball_material),
actions=(('modify_part_collision', 'collide',
True), ('modify_part_collision', 'physical', False),
('call', 'at_connect', self._handle_score)))
self._ball_spawn_pos: Optional[Sequence[float]] = None
self._score_regions: Optional[List[bs.NodeActor]] = None
self._ball: Optional[Ball] = 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]:
return getlanguage('Info-Short', sub=self._score_to_win)
def get_instance_description_short(self) -> Union[str, Sequence]:
return getlanguage('Info-Short', sub=self._score_to_win)
def on_begin(self) -> None:
super().on_begin()
self.setup_standard_time_limit(self._time_limit)
if self._powerups:
self.setup_standard_powerup_drops()
self._ball_spawn_pos = self.map.get_flag_position(None)
self._spawn_ball()
defs = self.map.defs
self._score_regions = []
self._score_regions.append(
bs.NodeActor(
bs.newnode('region',
attrs={
'position': defs.boxes['goal1'][0:3],
'scale': defs.boxes['goal1'][6:9],
'type': 'box',
'materials': []
})))
self._score_regions.append(
bs.NodeActor(
bs.newnode('region',
attrs={
'position': defs.boxes['goal2'][0:3],
'scale': defs.boxes['goal2'][6:9],
'type': 'box',
'materials': []
})))
self._update_scoreboard()
self._chant_sound.play()
for id, team in enumerate(self.teams):
self.postes(id)
def on_team_join(self, team: Team) -> None:
self._update_scoreboard()
def _handle_ball_player_collide(self) -> None:
collision = bs.getcollision()
try:
ball = collision.sourcenode.getdelegate(Ball, True)
player = collision.opposingnode.getdelegate(PlayerSpaz,
True).getplayer(
Player, True)
except bs.NotFoundError:
return
ball.last_players_to_touch[player.team.id] = player
def _kill_ball(self) -> None:
self._ball = None
def _handle_score(self, team_index: int = None) -> None:
assert self._ball is not None
assert self._score_regions is not None
if self._ball.scored:
return
region = bs.getcollision().sourcenode
index = 0
for index in range(len(self._score_regions)):
if region == self._score_regions[index].node:
break
if team_index is not None:
index = team_index
for team in self.teams:
if team.id == index:
scoring_team = team
team.score += 1
for player in team.players:
if player.actor:
player.actor.handlemessage(bs.CelebrateMessage(2.0))
if (scoring_team.id in self._ball.last_players_to_touch
and self._ball.last_players_to_touch[scoring_team.id]):
self.stats.player_scored(
self._ball.last_players_to_touch[scoring_team.id],
100, big_message=True)
if team.score >= self._score_to_win:
self.end_game()
# self._foghorn_sound.play()
self._cheer_sound.play()
self._ball.scored = True
# Kill the ball (it'll respawn itself shortly).
bs.timer(1.0, self._kill_ball)
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 id, team in enumerate(self.teams):
self._scoreboard.set_team_value(team, team.score, winscore)
# self.postes(id)
def spawn_player(self, player: Player) -> bs.Actor:
if bsuSpaz is None:
spaz = self.spawn_player_spaz(player)
else:
ps.PlayerSpaz = bsuSpaz.BskSpaz
spaz = self.spawn_player_spaz(player)
ps.PlayerSpaz = bsuSpaz.OldPlayerSpaz
if self._speed:
spaz.node.hockey = True
return spaz
def handlemessage(self, msg: Any) -> Any:
if isinstance(msg, bs.PlayerDiedMessage):
super().handlemessage(msg)
self.respawn_player(msg.getplayer(Player))
elif isinstance(msg, BallDiedMessage):
if not self.has_ended():
bs.timer(3.0, self._spawn_ball)
else:
super().handlemessage(msg)
def postes(self, team_id: int):
if not hasattr(self._map, 'poste_'+str(team_id)):
setattr(self._map, 'poste_'+str(team_id),
Palos(team=team_id,
position=Points.postes['pal_' +
str(team_id)]).autoretain())
def _flash_ball_spawn(self) -> None:
light = bs.newnode('light',
attrs={
'position': self._ball_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_ball(self) -> None:
self._swipsound.play()
self._whistle_sound.play()
self._flash_ball_spawn()
assert self._ball_spawn_pos is not None
self._ball = Ball(position=self._ball_spawn_pos)
class Aro(bs.Actor):
def __init__(self, team: int = 0,
position: Sequence[float] = (0.0, 1.0, 0.0)):
super().__init__()
act = self.getactivity()
shared = SharedObjects.get()
setattr(self, 'team', team)
setattr(self, 'locs', [])
# Material Para; Traspasar Objetos
self.no_collision = bs.Material()
self.no_collision.add_actions(
actions=(('modify_part_collision', 'collide', False)))
self.collision = bs.Material()
self.collision.add_actions(
actions=(('modify_part_collision', 'collide', True)))
# Score
self._score_region_material = bs.Material()
self._score_region_material.add_actions(
conditions=('they_have_material', act.ball_material),
actions=(('modify_part_collision', 'collide',
True), ('modify_part_collision', 'physical', False),
('call', 'at_connect', self._annotation)))
self._spawn_pos = (position[0], position[1], position[2])
self._materials_region0 = [self.collision,
shared.footing_material]
mesh = None
tex = bs.gettexture('null')
pmats = [self.no_collision]
self.node = bs.newnode('prop',
delegate=self,
attrs={
'mesh': mesh,
'color_texture': tex,
'body': 'box',
'reflection': 'soft',
'reflection_scale': [1.5],
'shadow_size': 0.1,
'position': self._spawn_pos,
'materials': pmats})
self.scale = scale = 1.4
bs.animate(self.node, 'mesh_scale', {0: 0})
pos = (position[0], position[1]+0.6, position[2])
self.regions: List[bs.Node] = [
bs.newnode('region',
attrs={'position': position,
'scale': (0.6, 0.05, 0.6),
'type': 'box',
'materials': self._materials_region0}),
bs.newnode('region',
attrs={'position': pos,
'scale': (0.5, 0.3, 0.9),
'type': 'box',
'materials': [self._score_region_material]})
]
self.regions[0].connectattr('position', self.node, 'position')
# self.regions[0].connectattr('position', self.regions[1], 'position')
locs_count = 9
pos = list(position)
try:
id = 0 if team == 1 else 1
color = act.teams[id].color
except:
color = (1, 1, 1)
while locs_count > 1:
scale = (1.5 * 0.1 * locs_count) + 0.8
self.locs.append(bs.newnode('locator',
owner=self.node,
attrs={'shape': 'circleOutline',
'position': pos,
'color': color,
'opacity': 1.0,
'size': [scale],
'draw_beauty': True,
'additive': False}))
pos[1] -= 0.1
locs_count -= 1
def _annotation(self):
assert len(self.regions) >= 2
ball = self.getactivity()._ball
if ball:
p = self.regions[0].position
ball.node.position = p
ball.node.velocity = (0.0, 0.0, 0.0)
act = self.getactivity()
act._handle_score(self.team)
def handlemessage(self, msg: Any) -> Any:
if isinstance(msg, bs.DieMessage):
if self.node.exists():
self.node.delete()
else:
super().handlemessage(msg)
class Cuadro(bs.Actor):
def __init__(self, team: int = 0,
position: Sequence[float] = (0.0, 1.0, 0.0)):
super().__init__()
act = self.getactivity()
shared = SharedObjects.get()
setattr(self, 'locs', [])
self.collision = bs.Material()
self.collision.add_actions(
actions=(('modify_part_collision', 'collide', True)))
pos = (position[0], position[1]+0.9, position[2]+1.5)
self.region: bs.Node = bs.newnode('region',
attrs={'position': pos,
'scale': (0.5, 2.7, 2.5),
'type': 'box',
'materials': [self.collision,
shared.footing_material]})
# self.shield = bs.newnode('shield', attrs={'radius': 1.0, 'color': (0,10,0)})
# self.region.connectattr('position', self.shield, 'position')
position = (position[0], position[1], position[2]+0.09)
pos = list(position)
oldpos = list(position)
old_count = 14
count = old_count
count_y = 9
try:
id = 0 if team == 1 else 1
color = act.teams[id].color
except:
color = (1, 1, 1)
while (count_y != 1):
while (count != 1):
pos[2] += 0.19
self.locs.append(
bs.newnode('locator',
owner=self.region,
attrs={'shape': 'circle',
'position': pos,
'size': [0.5],
'color': color,
'opacity': 1.0,
'draw_beauty': True,
'additive': False}))
count -= 1
count = old_count
pos[1] += 0.2
pos[2] = oldpos[2]
count_y -= 1
def handlemessage(self, msg: Any) -> Any:
if isinstance(msg, bs.DieMessage):
if self.node.exists():
self.node.delete()
else:
super().handlemessage(msg)
class Palos(bs.Actor):
def __init__(self, team: int = 0,
position: Sequence[float] = (0.0, 1.0, 0.0)):
super().__init__()
shared = SharedObjects.get()
activity = self.getactivity()
self._pos = position
self.aro = None
self.cua = None
# Material Para; Traspasar Objetos
self.no_collision = bs.Material()
self.no_collision.add_actions(
actions=(('modify_part_collision', 'collide', False)))
#
self.collision = bs.Material()
self.collision.add_actions(
actions=(('modify_part_collision', 'collide', True)))
# Spawn just above the provided point.
self._spawn_pos = (position[0], position[2]+2.5, position[2])
mesh = bs.getmesh('flagPole')
tex = bs.gettexture('flagPoleColor')
pmats = [self.no_collision]
self.node = bs.newnode('prop',
delegate=self,
attrs={
'mesh': mesh,
'color_texture': tex,
'body': 'puck',
'reflection': 'soft',
'reflection_scale': [2.6],
'shadow_size': 0,
'is_area_of_interest': True,
'position': self._spawn_pos,
'materials': pmats
})
self.scale = scale = 4.0
bs.animate(self.node, 'mesh_scale', {0: scale})
self.loc = bs.newnode('locator',
owner=self.node,
attrs={'shape': 'circle',
'position': position,
'color': (1, 1, 0),
'opacity': 1.0,
'draw_beauty': False,
'additive': True})
self._y = _y = 0.30
_x = -0.25 if team == 1 else 0.25
_pos = (position[0]+_x, position[1]-1.5 + _y, position[2])
self.region = bs.newnode('region',
attrs={
'position': _pos,
'scale': (0.4, 8, 0.4),
'type': 'box',
'materials': [self.collision]})
self.region.connectattr('position', self.node, 'position')
_y = self._y
position = self._pos
if team == 0:
pos = (position[0]-0.8, position[1] + 2.0 + _y, position[2])
else:
pos = (position[0]+0.8, position[1] + 2.0 + _y, position[2])
if self.aro is None:
self.aro = Aro(team, pos).autoretain()
if self.cua is None:
pos = (position[0], position[1] + 1.8 + _y, position[2]-1.4)
self.cua = Cuadro(team, pos).autoretain()
def handlemessage(self, msg: Any) -> Any:
if isinstance(msg, bs.DieMessage):
if self.node.exists():
self.node.delete()
else:
super().handlemessage(msg)
class BasketMap(maps.FootballStadium):
name = 'BasketBall Stadium'
@classmethod
def get_play_types(cls) -> List[str]:
"""Return valid play types for this map."""
return []
def __init__(self) -> None:
super().__init__()
gnode = bs.getactivity().globalsnode
gnode.tint = [(0.806, 0.8, 1.0476), (1.3, 1.2, 1.0)][0]
gnode.ambient_color = (1.3, 1.2, 1.0)
gnode.vignette_outer = (0.57, 0.57, 0.57)
gnode.vignette_inner = (0.9, 0.9, 0.9)
gnode.vr_camera_offset = (0, -0.8, -1.1)
gnode.vr_near_clip = 0.5
class BasketMapV2(maps.HockeyStadium):
name = 'BasketBall Stadium V2'
def __init__(self) -> None:
super().__init__()
shared = SharedObjects.get()
self.node.materials = [shared.footing_material]
self.node.collision_mesh = bs.getcollisionmesh('footballStadiumCollide')
self.node.mesh = None
self.stands.mesh = None
self.floor.reflection = 'soft'
self.floor.reflection_scale = [1.6]
self.floor.color = (1.1, 0.05, 0.8)
self.background = bs.newnode('terrain',
attrs={'mesh': bs.getmesh('thePadBG'),
'lighting': False,
'background': True,
'color': (1.0, 0.2, 1.0),
'color_texture': bs.gettexture('menuBG')})
gnode = bs.getactivity().globalsnode
gnode.floor_reflection = True
gnode.debris_friction = 0.3
gnode.debris_kill_height = -0.3
gnode.tint = [(1.2, 1.3, 1.33), (0.7, 0.9, 1.0)][1]
gnode.ambient_color = (1.15, 1.25, 1.6)
gnode.vignette_outer = (0.66, 0.67, 0.73)
gnode.vignette_inner = (0.93, 0.93, 0.95)
gnode.vr_camera_offset = (0, -0.8, -1.1)
gnode.vr_near_clip = 0.5
self.is_hockey = False
##################
self.collision = bs.Material()
self.collision.add_actions(
actions=(('modify_part_collision', 'collide', True)))
self.regions: List[bs.Node] = [
bs.newnode('region',
attrs={'position': (12.676897048950195, 0.2997918128967285, 5.583303928375244),
'scale': (1.01, 12, 28),
'type': 'box',
'materials': [self.collision]}),
bs.newnode('region',
attrs={'position': (11.871315956115723, 0.29975247383117676, 5.711406707763672),
'scale': (50, 12, 0.9),
'type': 'box',
'materials': [self.collision]}),
bs.newnode('region',
attrs={'position': (-12.776557922363281, 0.30036890506744385, 4.96237850189209),
'scale': (1.01, 12, 28),
'type': 'box',
'materials': [self.collision]}),
]
bs._map.register_map(BasketMap)
bs._map.register_map(BasketMapV2)