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642 lines
18 KiB
Python
642 lines
18 KiB
Python
# ba_meta require api 7
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# (see https://ballistica.net/wiki/meta-tag-system)
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'''
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Gamemode: Collector
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Creator: TheMikirog
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Website: https://bombsquadjoyride.blogspot.com/
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This is a gamemode purely made by me just to spite unchallenged modders
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out there that put out crap to the market.
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We don't want gamemodes that are just the existing ones
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with some novelties! Gamers deserve more!
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In this gamemode you have to kill others in order to get their Capsules.
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Capsules can be collected and staked in your inventory,
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how many as you please.
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After you kill an enemy that carries some of them,
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they drop a respective amount of Capsules they carried + two more.
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Your task is to collect these Capsules,
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get to the flag and score them KOTH style.
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You can't score if you don't have any Capsules with you.
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The first player or team to get to the required ammount wins.
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This is a gamemode all about trying to stay alive
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and picking your battles in order to win.
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A rare skill in BombSquad, where everyone is overly aggressive.
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'''
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from __future__ import annotations
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import weakref
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from enum import Enum
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from typing import TYPE_CHECKING
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import ba
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import random
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from bastd.actor.flag import Flag
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from bastd.actor.popuptext import PopupText
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from bastd.actor.playerspaz import PlayerSpaz
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from bastd.actor.scoreboard import Scoreboard
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from bastd.gameutils import SharedObjects
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if TYPE_CHECKING:
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from typing import Any, Sequence
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lang = ba.app.lang.language
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if lang == 'Spanish':
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name = 'Coleccionista'
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description = ('Elimina a tus oponentes para robar sus cápsulas.\n'
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'¡Recolecta y anota en el punto de depósito!')
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description_ingame = 'Obtén ${ARG1} cápsulas de tus enemigos.'
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description_short = 'colecciona ${ARG1} cápsulas'
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tips = [(
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'¡Si tu oponente cae fuera del mapa, sus cápsulas desapareceran!\n'
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'No intestes matar a tus enemigos arrojándolos al vacio.'),
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'No te apresures. ¡Puedes perder tus cápsulas rápidamente!',
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('¡No dejes que el jugador con más cápsulas anote!\n'
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'¡Intenta atraparlo si puedes!'),
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('¡Las Capsulas de la Suerte te dan 4 cápsulas en lugar de 2'
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'y tienen un 8% de probabilidad de aparecer después de matar'),
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('¡No te quedes en un solo lugar! Muevete más rapido que tu enemigo, '
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'¡con suerte conseguirás algunas cápsulas!'),
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]
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capsules_to_win = 'Cápsulas para Ganar'
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capsules_death = 'Cápsulas al Morir'
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lucky_capsules = 'Cápsulas de la Suerte'
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bonus = '¡BONUS!'
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full_capacity = '¡Capacidad Completa!'
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else:
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name = 'Collector'
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description = ('Kill your opponents to steal their Capsules.\n'
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'Collect them and score at the Deposit point!')
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description_ingame = 'Score ${ARG1} capsules from your enemies.'
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description_short = 'collect ${ARG1} capsules'
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tips = [(
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'Making you opponent fall down the pit makes his Capsules wasted!\n'
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'Try not to kill enemies by throwing them off the cliff.'),
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'Don\'t be too reckless. You can lose your loot quite quickly!',
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('Don\'t let the leading player score his Capsules '
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'at the Deposit Point!\nTry to catch him if you can!'),
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('Lucky Capsules give 4 to your inventory and they have 8% chance '
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'of spawning after kill!'),
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('Don\'t camp in one place! Make your move first, '
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'so hopefully you get some dough!'),
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]
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capsules_to_win = 'Capsules to Win'
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capsules_death = 'Capsules on Death'
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lucky_capsules = 'Allow Lucky Capsules'
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bonus = 'BONUS!'
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full_capacity = 'Full Capacity!'
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class FlagState(Enum):
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"""States our single flag can be in."""
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NEW = 0
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UNCONTESTED = 1
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CONTESTED = 2
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HELD = 3
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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.time_at_flag = 0
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self.capsules = 0
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self.light = None
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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.score = 0
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# ba_meta export game
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class CollectorGame(ba.TeamGameActivity[Player, Team]):
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name = name
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description = description
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tips = tips
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# Print messages when players die since it matters here.
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announce_player_deaths = True
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@classmethod
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def get_available_settings(
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cls, sessiontype: type[ba.Session]
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) -> list[ba.Setting]:
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settings = [
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ba.IntSetting(
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capsules_to_win,
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min_value=1,
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default=10,
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increment=1,
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),
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ba.IntSetting(
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capsules_death,
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min_value=1,
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max_value=10,
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default=2,
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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(lucky_capsules, default=True),
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ba.BoolSetting('Epic Mode', default=False),
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]
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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) or issubclass(
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sessiontype, ba.FreeForAllSession
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)
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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('keep_away')
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def __init__(self, settings: dict):
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super().__init__(settings)
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shared = SharedObjects.get()
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self._scoreboard = Scoreboard()
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self._score_to_win: int | None = None
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self._swipsound = ba.getsound('swip')
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self._lucky_sound = ba.getsound('ding')
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self._flag_pos: Sequence[float] | None = None
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self._flag_state: FlagState | None = None
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self._flag: Flag | None = None
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self._flag_light: ba.Node | None = None
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self._scoring_team: weakref.ref[Team] | None = None
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self._time_limit = float(settings['Time Limit'])
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self._epic_mode = bool(settings['Epic Mode'])
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self._capsules_to_win = int(settings[capsules_to_win])
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self._capsules_death = int(settings[capsules_death])
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self._lucky_capsules = bool(settings[lucky_capsules])
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self._capsules: list[Any] = []
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self._capsule_model = ba.getmodel('bomb')
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self._capsule_tex = ba.gettexture('bombColor')
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self._capsule_lucky_tex = ba.gettexture('bombStickyColor')
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self._collect_sound = ba.getsound('powerup01')
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self._lucky_collect_sound = ba.getsound('cashRegister2')
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self._capsule_material = ba.Material()
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self._capsule_material.add_actions(
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conditions=('they_have_material', shared.player_material),
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actions=('call', 'at_connect', self._on_capsule_player_collide),
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)
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self._flag_region_material = ba.Material()
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self._flag_region_material.add_actions(
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conditions=('they_have_material', shared.player_material),
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actions=(
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('modify_part_collision', 'collide', True),
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('modify_part_collision', 'physical', False),
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(
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'call',
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'at_connect',
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ba.Call(self._handle_player_flag_region_collide, True),
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),
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(
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'call',
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'at_disconnect',
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ba.Call(self._handle_player_flag_region_collide, False),
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),
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),
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)
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# Base class overrides.
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self.slow_motion = self._epic_mode
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self.default_music = (
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ba.MusicType.EPIC if self._epic_mode else ba.MusicType.SCARY
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)
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def get_instance_description(self) -> str | Sequence:
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return description_ingame, self._score_to_win
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def get_instance_description_short(self) -> str | Sequence:
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return description_short, self._score_to_win
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def create_team(self, sessionteam: ba.SessionTeam) -> Team:
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return Team()
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def on_team_join(self, team: Team) -> None:
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self._update_scoreboard()
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def on_begin(self) -> None:
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super().on_begin()
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shared = SharedObjects.get()
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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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# Base kills needed to win on the size of the largest team.
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self._score_to_win = self._capsules_to_win * max(
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1, max(len(t.players) for t in self.teams)
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)
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self._update_scoreboard()
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if isinstance(self.session, ba.FreeForAllSession):
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self._flag_pos = self.map.get_flag_position(random.randint(0, 1))
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else:
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self._flag_pos = self.map.get_flag_position(None)
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ba.timer(1.0, self._tick, repeat=True)
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self._flag_state = FlagState.NEW
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Flag.project_stand(self._flag_pos)
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self._flag = Flag(
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position=self._flag_pos, touchable=False, color=(1, 1, 1)
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)
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self._flag_light = ba.newnode(
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'light',
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attrs={
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'position': self._flag_pos,
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'intensity': 0.2,
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'height_attenuated': False,
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'radius': 0.4,
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'color': (0.2, 0.2, 0.2),
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},
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)
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# Flag region.
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flagmats = [self._flag_region_material, shared.region_material]
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ba.newnode(
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'region',
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attrs={
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'position': self._flag_pos,
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'scale': (1.8, 1.8, 1.8),
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'type': 'sphere',
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'materials': flagmats,
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},
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)
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self._update_flag_state()
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def _tick(self) -> None:
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self._update_flag_state()
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if self._scoring_team is None:
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scoring_team = None
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else:
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scoring_team = self._scoring_team()
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if not scoring_team:
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return
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if isinstance(self.session, ba.FreeForAllSession):
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players = self.players
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else:
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players = scoring_team.players
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for player in players:
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if player.time_at_flag > 0:
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self.stats.player_scored(
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player, 3, screenmessage=False, display=False
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)
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if player.capsules > 0:
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if self._flag_state != FlagState.HELD:
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return
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if scoring_team.score >= self._score_to_win:
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return
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player.capsules -= 1
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scoring_team.score += 1
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self._handle_capsule_storage((
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self._flag_pos[0],
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self._flag_pos[1]+1,
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self._flag_pos[2]
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), player)
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ba.playsound(
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self._collect_sound,
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0.8,
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position=self._flag_pos)
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self._update_scoreboard()
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if player.capsules > 0:
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assert self._flag is not None
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self._flag.set_score_text(
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str(self._score_to_win - scoring_team.score))
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# winner
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if scoring_team.score >= self._score_to_win:
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self.end_game()
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def end_game(self) -> None:
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results = ba.GameResults()
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for team in self.teams:
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results.set_team_score(team, team.score)
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self.end(results=results, announce_delay=0)
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def _update_flag_state(self) -> None:
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holding_teams = set(
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player.team for player in self.players if player.time_at_flag
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)
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prev_state = self._flag_state
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assert self._flag_light
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assert self._flag is not None
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assert self._flag.node
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if len(holding_teams) > 1:
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self._flag_state = FlagState.CONTESTED
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self._scoring_team = None
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self._flag_light.color = (0.6, 0.6, 0.1)
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self._flag.node.color = (1.0, 1.0, 0.4)
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elif len(holding_teams) == 1:
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holding_team = list(holding_teams)[0]
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self._flag_state = FlagState.HELD
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self._scoring_team = weakref.ref(holding_team)
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self._flag_light.color = ba.normalized_color(holding_team.color)
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self._flag.node.color = holding_team.color
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else:
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self._flag_state = FlagState.UNCONTESTED
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self._scoring_team = None
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self._flag_light.color = (0.2, 0.2, 0.2)
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self._flag.node.color = (1, 1, 1)
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if self._flag_state != prev_state:
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ba.playsound(self._swipsound)
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def _handle_player_flag_region_collide(self, colliding: bool) -> None:
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try:
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spaz = ba.getcollision().opposingnode.getdelegate(PlayerSpaz, True)
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except ba.NotFoundError:
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return
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if not spaz.is_alive():
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return
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player = spaz.getplayer(Player, True)
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# Different parts of us can collide so a single value isn't enough
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# also don't count it if we're dead (flying heads shouldn't be able to
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# win the game :-)
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if colliding and player.is_alive():
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player.time_at_flag += 1
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else:
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player.time_at_flag = max(0, player.time_at_flag - 1)
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self._update_flag_state()
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def _update_scoreboard(self) -> None:
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for team in self.teams:
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self._scoreboard.set_team_value(
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team, team.score, self._score_to_win
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)
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def _drop_capsule(self, player: Player) -> None:
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pt = player.node.position
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# Throw out capsules that the victim has + 2 more to keep the game running
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for i in range(player.capsules + self._capsules_death):
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# How far from each other these capsules should spawn
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w = 0.6
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# How much these capsules should fly after spawning
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s = 0.005 - (player.capsules * 0.01)
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self._capsules.append(
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Capsule(
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position=(pt[0] + random.uniform(-w, w),
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pt[1] + 0.75 + random.uniform(-w, w),
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pt[2]),
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velocity=(random.uniform(-s, s),
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random.uniform(-s, s),
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random.uniform(-s, s)),
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lucky=False))
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if random.randint(1, 12) == 1 and self._lucky_capsules:
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# How far from each other these capsules should spawn
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w = 0.6
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# How much these capsules should fly after spawning
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s = 0.005
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self._capsules.append(
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Capsule(
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position=(pt[0] + random.uniform(-w, w),
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pt[1] + 0.75 + random.uniform(-w, w),
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pt[2]),
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velocity=(random.uniform(-s, s),
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random.uniform(-s, s),
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random.uniform(-s, s)),
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lucky=True))
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def _on_capsule_player_collide(self) -> None:
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if self.has_ended():
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return
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collision = ba.getcollision()
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# Be defensive here; we could be hitting the corpse of a player
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# who just left/etc.
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try:
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capsule = collision.sourcenode.getdelegate(Capsule, True)
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player = collision.opposingnode.getdelegate(
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PlayerSpaz, True
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).getplayer(Player, True)
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except ba.NotFoundError:
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return
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if not player.is_alive():
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return
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if capsule.node.color_texture == self._capsule_lucky_tex:
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player.capsules += 4
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PopupText(
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bonus,
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color=(1, 1, 0),
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scale=1.5,
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position=capsule.node.position
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).autoretain()
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ba.playsound(
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self._lucky_collect_sound,
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1.0,
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position=capsule.node.position)
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ba.emitfx(
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position=capsule.node.position,
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velocity=(0, 0, 0),
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count=int(6.4+random.random()*24),
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scale=1.2,
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spread=2.0,
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chunk_type='spark');
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ba.emitfx(
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position=capsule.node.position,
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velocity=(0, 0, 0),
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count=int(4.0+random.random()*6),
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emit_type='tendrils');
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else:
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player.capsules += 1
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ba.playsound(
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self._collect_sound,
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0.6,
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position=capsule.node.position)
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# create a flash
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light = ba.newnode(
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'light',
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attrs={
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'position': capsule.node.position,
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'height_attenuated': False,
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'radius': 0.1,
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'color': (1, 1, 0)})
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# Create a short text informing about your inventory
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self._handle_capsule_storage(player.position, player)
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ba.animate(light, 'intensity', {
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0: 0,
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0.1: 0.5,
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0.2: 0
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}, loop=False)
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ba.timer(0.2, light.delete)
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capsule.handlemessage(ba.DieMessage())
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def _update_player_light(self, player: Player, capsules: int) -> None:
|
|
if player.light:
|
|
intensity = 0.04 * capsules
|
|
ba.animate(player.light, 'intensity', {
|
|
0.0: player.light.intensity,
|
|
0.1: intensity
|
|
})
|
|
def newintensity():
|
|
player.light.intensity = intensity
|
|
ba.timer(0.1, newintensity)
|
|
else:
|
|
player.light = ba.newnode(
|
|
'light',
|
|
attrs={
|
|
'height_attenuated': False,
|
|
'radius': 0.2,
|
|
'intensity': 0.0,
|
|
'color': (0.2, 1, 0.2)
|
|
})
|
|
player.node.connectattr('position', player.light, 'position')
|
|
|
|
def _handle_capsule_storage(self, pos: float, player: Player) -> None:
|
|
capsules = player.capsules
|
|
text = str(capsules)
|
|
scale = 1.75 + (0.02 * capsules)
|
|
if capsules > 10:
|
|
player.capsules = 10
|
|
text = full_capacity
|
|
color = (1, 0.85, 0)
|
|
elif capsules > 7:
|
|
color = (1, 0, 0)
|
|
scale = 2.4
|
|
elif capsules > 5:
|
|
color = (1, 0.4, 0.4)
|
|
scale = 2.1
|
|
elif capsules > 3:
|
|
color = (1, 1, 0.4)
|
|
scale = 2.0
|
|
else:
|
|
color = (1, 1, 1)
|
|
scale = 1.9
|
|
PopupText(
|
|
text,
|
|
color=color,
|
|
scale=scale,
|
|
position=(pos[0], pos[1]-1, pos[2])
|
|
).autoretain()
|
|
self._update_player_light(player, capsules)
|
|
|
|
def handlemessage(self, msg: Any) -> Any:
|
|
if isinstance(msg, ba.PlayerDiedMessage):
|
|
super().handlemessage(msg) # Augment default.
|
|
# No longer can count as time_at_flag once dead.
|
|
player = msg.getplayer(Player)
|
|
player.time_at_flag = 0
|
|
self._update_flag_state()
|
|
self._drop_capsule(player)
|
|
player.capsules = 0
|
|
self._update_player_light(player, 0)
|
|
self.respawn_player(player)
|
|
else:
|
|
return super().handlemessage(msg)
|
|
|
|
|
|
class Capsule(ba.Actor):
|
|
|
|
def __init__(self,
|
|
position: Sequence[float] = (0.0, 1.0, 0.0),
|
|
velocity: Sequence[float] = (0.0, 0.5, 0.0),
|
|
lucky: bool = False):
|
|
super().__init__()
|
|
shared = SharedObjects.get()
|
|
activity = self.getactivity()
|
|
|
|
# spawn just above the provided point
|
|
self._spawn_pos = (position[0], position[1], position[2])
|
|
|
|
if lucky:
|
|
ba.playsound(activity._lucky_sound, 1.0, self._spawn_pos)
|
|
|
|
self.node = ba.newnode(
|
|
'prop',
|
|
attrs={
|
|
'model': activity._capsule_model,
|
|
'color_texture': activity._capsule_lucky_tex if lucky else (
|
|
activity._capsule_tex),
|
|
'body': 'crate' if lucky else 'capsule',
|
|
'reflection': 'powerup' if lucky else 'soft',
|
|
'body_scale': 0.65 if lucky else 0.3,
|
|
'density':6.0 if lucky else 4.0,
|
|
'reflection_scale': [0.15],
|
|
'shadow_size': 0.65 if lucky else 0.6,
|
|
'position': self._spawn_pos,
|
|
'velocity': velocity,
|
|
'materials': [
|
|
shared.object_material, activity._capsule_material]
|
|
},
|
|
delegate=self)
|
|
ba.animate(self.node, 'model_scale', {
|
|
0.0: 0.0,
|
|
0.1: 0.9 if lucky else 0.6,
|
|
0.16: 0.8 if lucky else 0.5
|
|
})
|
|
self._light_capsule = ba.newnode(
|
|
'light',
|
|
attrs={
|
|
'position': self._spawn_pos,
|
|
'height_attenuated': False,
|
|
'radius': 0.5 if lucky else 0.1,
|
|
'color': (0.2, 0.2, 0) if lucky else (0.2, 1, 0.2)
|
|
})
|
|
self.node.connectattr('position', self._light_capsule, 'position')
|
|
|
|
def handlemessage(self, msg: Any):
|
|
if isinstance(msg, ba.DieMessage):
|
|
self.node.delete()
|
|
ba.animate(self._light_capsule, 'intensity', {
|
|
0: 1.0,
|
|
0.05: 0.0
|
|
}, loop=False)
|
|
ba.timer(0.05, self._light_capsule.delete)
|
|
elif isinstance(msg, ba.OutOfBoundsMessage):
|
|
self.handlemessage(ba.DieMessage())
|
|
elif isinstance(msg, ba.HitMessage):
|
|
self.node.handlemessage(
|
|
'impulse',
|
|
msg.pos[0], msg.pos[1], msg.pos[2],
|
|
msg.velocity[0]/8, msg.velocity[1]/8, msg.velocity[2]/8,
|
|
1.0*msg.magnitude, 1.0*msg.velocity_magnitude, msg.radius, 0,
|
|
msg.force_direction[0], msg.force_direction[1],
|
|
msg.force_direction[2])
|
|
else:
|
|
return super().handlemessage(msg)
|