mirror of
https://github.com/bombsquad-community/plugin-manager.git
synced 2025-10-08 14:54:36 +00:00
768 lines
27 KiB
Python
768 lines
27 KiB
Python
"""
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DondgeTheBall minigame by EmperoR#4098
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"""
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# Feel free to edit.
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# ba_meta require api 8
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from __future__ import annotations
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from typing import TYPE_CHECKING
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import babase
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import bauiv1 as bui
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import bascenev1 as bs
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from random import choice
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from enum import Enum
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from bascenev1lib.actor.bomb import Blast
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from bascenev1lib.actor.popuptext import PopupText
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from bascenev1lib.actor.powerupbox import PowerupBox
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from bascenev1lib.actor.onscreencountdown import OnScreenCountdown
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from bascenev1lib.gameutils import SharedObjects
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if TYPE_CHECKING:
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from typing import NoReturn, Sequence, Any
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# Type of ball in this game
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class BallType(Enum):
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""" Types of ball """
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EASY = 0
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# Decrease the next ball shooting speed(not ball speed).
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# Ball color is yellow.
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MEDIUM = 1
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# increase the next ball shooting speed(not ball speed).
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# target the head of player.
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# Ball color is purple.
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HARD = 2
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# Target player according to player movement (not very accurate).
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# Taget: player head.
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# increase the next ball speed but less than MEDIUM.
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# Ball color is crimson(purple+red = pinky color type).
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# this dict decide the ball_type spawning rate like powerup box
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ball_type_dict: dict[BallType, int] = {
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BallType.EASY: 3,
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BallType.MEDIUM: 2,
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BallType.HARD: 1,
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}
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class Ball(bs.Actor):
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""" Shooting Ball """
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def __init__(self,
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position: Sequence[float],
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velocity: Sequence[float],
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texture: babase.Texture,
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body_scale: float = 1.0,
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gravity_scale: float = 1.0,
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) -> NoReturn:
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super().__init__()
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shared = SharedObjects.get()
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ball_material = bs.Material()
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ball_material.add_actions(
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conditions=(
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(
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('we_are_younger_than', 100),
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'or',
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('they_are_younger_than', 100),
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),
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'and',
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('they_have_material', shared.object_material),
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),
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actions=('modify_node_collision', 'collide', False),
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)
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self.node = bs.newnode(
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'prop',
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delegate=self,
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attrs={
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'body': 'sphere',
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'position': position,
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'velocity': velocity,
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'body_scale': body_scale,
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'mesh': bs.getmesh('frostyPelvis'),
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'mesh_scale': body_scale,
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'color_texture': texture,
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'gravity_scale': gravity_scale,
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'density': 4.0, # increase density of ball so ball collide with player with heavy force. # ammm very bad grammer
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'materials': (ball_material,),
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},
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)
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# die the ball manually incase the ball doesn't fall the outside of the map
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bs.timer(2.5, bs.WeakCall(self.handlemessage, bs.DieMessage()))
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# i am not handling anything in this ball Class(except for diemessage).
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# all game things and logics going to be in the box class
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def handlemessage(self, msg: Any) -> Any:
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if isinstance(msg, bs.DieMessage):
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self.node.delete()
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else:
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super().handlemessage(msg)
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class Box(bs.Actor):
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""" A box that spawn midle of map as a decoration perpose """
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def __init__(self,
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position: Sequence[float],
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velocity: Sequence[float],
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) -> NoReturn:
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super().__init__()
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shared = SharedObjects.get()
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# self.ball_jump = 0.0;
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no_hit_material = bs.Material()
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# we don't need that the box was move and collide with objects.
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no_hit_material.add_actions(
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conditions=(
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('they_have_material', shared.pickup_material),
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'or',
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('they_have_material', shared.attack_material),
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),
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actions=('modify_part_collision', 'collide', False),
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)
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no_hit_material.add_actions(
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conditions=(
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('they_have_material', shared.object_material),
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'or',
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('they_dont_have_material', shared.footing_material),
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),
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actions=(
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('modify_part_collision', 'collide', False),
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('modify_part_collision', 'physical', False),
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),
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)
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self.node = bs.newnode(
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'prop',
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delegate=self,
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attrs={
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'body': 'box',
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'position': position,
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'mesh': bs.getmesh('powerup'),
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'light_mesh': bs.getmesh('powerupSimple'),
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'shadow_size': 0.5,
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'body_scale': 1.4,
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'mesh_scale': 1.4,
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'color_texture': bs.gettexture('landMineLit'),
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'reflection': 'powerup',
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'reflection_scale': [1.0],
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'materials': (no_hit_material,),
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},
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)
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# light
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self.light = bs.newnode(
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"light",
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owner=self.node,
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attrs={
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'radius': 0.2,
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'intensity': 0.8,
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'color': (0.0, 1.0, 0.0),
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}
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)
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self.node.connectattr("position", self.light, "position")
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# Drawing circle and circleOutline in radius of 3,
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# so player can see that how close he is to the box.
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# If player is inside this circle the ball speed will increase.
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circle = bs.newnode(
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"locator",
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owner=self.node,
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attrs={
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'shape': 'circle',
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'color': (1.0, 0.0, 0.0),
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'opacity': 0.1,
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'size': (6.0, 0.0, 6.0),
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'draw_beauty': False,
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'additive': True,
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},
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)
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self.node.connectattr("position", circle, "position")
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# also adding a outline cause its look nice.
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circle_outline = bs.newnode(
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"locator",
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owner=self.node,
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attrs={
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'shape': 'circleOutline',
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'color': (1.0, 1.0, 0.0),
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'opacity': 0.1,
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'size': (6.0, 0.0, 6.0),
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'draw_beauty': False,
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'additive': True,
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},
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)
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self.node.connectattr("position", circle_outline, "position")
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# all ball attribute that we need.
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self.ball_type: BallType = BallType.EASY
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self.shoot_timer: bs.Timer | None = None
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self.shoot_speed: float = 0.0
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# this force the shoot if player is inside the red circle.
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self.force_shoot_speed: float = 0.0
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self.ball_mag = 3000
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self.ball_gravity: float = 1.0
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self.ball_tex: babase.Texture | None = None
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# only for Hard ball_type
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self.player_facing_direction: list[float, float] = [0.0, 0.0]
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# ball shoot soound.
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self.shoot_sound = bs.getsound('laserReverse')
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# same as "powerupdist"
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self.ball_type_dist: list[BallType] = []
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for ball in ball_type_dict:
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for _ in range(ball_type_dict[ball]):
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self.ball_type_dist.append(ball)
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# Here main logic of game goes here.
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# like shoot balls, shoot speed, anything we want goes here(except for some thing).
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def start_shoot(self) -> NoReturn:
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# getting all allive players in a list.
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alive_players_list = self.activity.get_alive_players()
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# make sure that list is not Empty.
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if len(alive_players_list) > 0:
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# choosing a random player from list.
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target_player = choice(alive_players_list)
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# highlight the target player
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self.highlight_target_player(target_player)
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# to finding difference between player and box.
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# we just need to subtract player pos and ball pos.
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# Same logic as eric applied in Target Practice Gamemode.
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difference = babase.Vec3(target_player.position) - babase.Vec3(self.node.position)
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# discard Y position so ball shoot more straight.
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difference[1] = 0.0
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# and now, this length method returns distance in float.
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# we're gonna use this value for calculating player analog stick
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distance = difference.length()
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# shoot a random BallType
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self.upgrade_ball_type(choice(self.ball_type_dist))
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# and check the ball_type and upgrade it gravity_scale, texture, next ball speed.
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self.check_ball_type(self.ball_type)
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# For HARD ball i am just focusing on player analog stick facing direction.
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# Not very accurate and that's we need.
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if self.ball_type == BallType.HARD:
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self.calculate_player_analog_stick(target_player, distance)
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else:
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self.player_facing_direction = [0.0, 0.0]
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pos = self.node.position
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if self.ball_type == BallType.MEDIUM or self.ball_type == BallType.HARD:
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# Target head by increasing Y pos.
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# How this work? cause ball gravity_scale is ......
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pos = (pos[0], pos[1]+.25, pos[2])
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# ball is generating..
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ball = Ball(
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position=pos,
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velocity=(0.0, 0.0, 0.0),
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texture=self.ball_tex,
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gravity_scale=self.ball_gravity,
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body_scale=1.0,
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).autoretain()
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# shoot Animation and sound.
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self.shoot_animation()
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# force the shoot speed if player try to go inside the red circle.
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if self.force_shoot_speed != 0.0:
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self.shoot_speed = self.force_shoot_speed
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# push the ball to the player
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ball.node.handlemessage(
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'impulse',
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self.node.position[0], # ball spawn position X
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self.node.position[1], # Y
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self.node.position[2], # Z
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0, 0, 0, # velocity x,y,z
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self.ball_mag, # magnetude
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0.000, # magnetude velocity
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0.000, # radius
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0.000, # idk
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difference[0] + self.player_facing_direction[0], # force direction X
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difference[1], # force direction Y
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difference[2] + self.player_facing_direction[1], # force direction Z
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)
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# creating our timer and shoot the ball again.(and we create a loop)
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self.shoot_timer = bs.Timer(self.shoot_speed, self.start_shoot)
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def upgrade_ball_type(self, ball_type: BallType) -> NoReturn:
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self.ball_type = ball_type
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def check_ball_type(self, ball_type: BallType) -> NoReturn:
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if ball_type == BallType.EASY:
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self.shoot_speed = 0.8
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self.ball_gravity = 1.0
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# next ball shoot speed
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self.ball_mag = 3000
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# box light color and ball tex
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self.light.color = (1.0, 1.0, 0.0)
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self.ball_tex = bs.gettexture('egg4')
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elif ball_type == BallType.MEDIUM:
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self.ball_mag = 3000
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# decrease the gravity scale so, ball shoot without falling and straight.
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self.ball_gravity = 0.0
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# next ball shoot speed.
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self.shoot_speed = 0.4
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# box light color and ball tex.
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self.light.color = (1.0, 0.0, 1.0)
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self.ball_tex = bs.gettexture('egg3')
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elif ball_type == BallType.HARD:
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self.ball_mag = 2500
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self.ball_gravity = 0.0
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# next ball shoot speed.
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self.shoot_speed = 0.6
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# box light color and ball tex.
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self.light.color = (1.0, 0.2, 1.0)
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self.ball_tex = bs.gettexture('egg1')
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def shoot_animation(self) -> NoReturn:
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bs.animate(
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self.node,
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"mesh_scale", {
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0.00: 1.4,
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0.05: 1.7,
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0.10: 1.4,
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}
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)
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# playing shoot sound.
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# self.shoot_sound, position = self.node.position.play();
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self.shoot_sound.play()
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def highlight_target_player(self, player: bs.Player) -> NoReturn:
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# adding light
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light = bs.newnode(
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"light",
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owner=self.node,
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attrs={
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'radius': 0.0,
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'intensity': 1.0,
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'color': (1.0, 0.0, 0.0),
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}
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)
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bs.animate(
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light,
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"radius", {
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0.05: 0.02,
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0.10: 0.07,
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0.15: 0.15,
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0.20: 0.13,
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0.25: 0.10,
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0.30: 0.05,
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0.35: 0.02,
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0.40: 0.00,
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}
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)
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# And a circle outline with ugly animation.
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circle_outline = bs.newnode(
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"locator",
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owner=player.actor.node,
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attrs={
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'shape': 'circleOutline',
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'color': (1.0, 0.0, 0.0),
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'opacity': 1.0,
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'draw_beauty': False,
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'additive': True,
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},
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)
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bs.animate_array(
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circle_outline,
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'size',
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1, {
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0.05: [0.5],
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0.10: [0.8],
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0.15: [1.5],
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0.20: [2.0],
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0.25: [1.8],
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0.30: [1.3],
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0.35: [0.6],
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0.40: [0.0],
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}
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)
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# coonect it and...
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player.actor.node.connectattr("position", light, "position")
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player.actor.node.connectattr("position", circle_outline, "position")
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# immediately delete the node after another player has been targeted.
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self.shoot_speed = 0.5 if self.shoot_speed == 0.0 else self.shoot_speed
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bs.timer(self.shoot_speed, light.delete)
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bs.timer(self.shoot_speed, circle_outline.delete)
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def calculate_player_analog_stick(self, player: bs.Player, distance: float) -> NoReturn:
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# at first i was very confused how i can read the player analog stick \
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# then i saw TheMikirog#1984 autorun plugin code.
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# and i got it how analog stick values are works.
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# just need to store analog stick facing direction and need some calculation according how far player pushed analog stick.
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# Notice that how vertical direction is inverted, so we need to put a minus infront of veriable.(so ball isn't shoot at wrong direction).
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self.player_facing_direction[0] = player.actor.node.move_left_right
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self.player_facing_direction[1] = -player.actor.node.move_up_down
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# if player is too close and the player pushing his analog stick fully the ball shoot's too far away to player.
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# so, we need to reduce the value of "self.player_facing_direction" to fix this problem.
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if distance <= 3:
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self.player_facing_direction[0] = 0.4 if self.player_facing_direction[0] > 0 else -0.4
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self.player_facing_direction[1] = 0.4 if self.player_facing_direction[0] > 0 else -0.4
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# same problem to long distance but in reverse, the ball can't reach to the player,
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# its because player analog stick value is between 1 and -1,
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# and this value is low to shoot ball forward to Player if player is too far from the box.
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# so. let's increase to 1.5 if player pushed analog stick fully.
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elif distance > 6.5:
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# So many calculation according to how analog stick pushed by player.
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# Horizontal(left-right) calculation
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if self.player_facing_direction[0] > 0.4:
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self.player_facing_direction[0] = 1.5
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elif self.player_facing_direction[0] < -0.4:
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self.player_facing_direction[0] = -1.5
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else:
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if self.player_facing_direction[0] > 0.0:
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self.player_facing_direction[0] = 0.2
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elif self.player_facing_direction[0] < 0.0:
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self.player_facing_direction[0] = -0.2
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else:
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self.player_facing_direction[0] = 0.0
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# Vertical(up-down) calculation.
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if self.player_facing_direction[1] > 0.4:
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self.player_facing_direction[1] = 1.5
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elif self.player_facing_direction[1] < -0.4:
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self.player_facing_direction[1] = -1.5
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else:
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if self.player_facing_direction[1] > 0.0:
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self.player_facing_direction[1] = 0.2
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elif self.player_facing_direction[1] < 0.0:
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self.player_facing_direction[1] = -0.2
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else:
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self.player_facing_direction[1] = -0.0
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# if we want stop the ball shootes
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def stop_shoot(self) -> NoReturn:
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# Kill the timer.
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self.shoot_timer = None
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class Player(bs.Player['Team']):
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"""Our player type for this game."""
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class Team(bs.Team[Player]):
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"""Our team type for this game."""
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# almost 80 % for game we done in box class.
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# now remain things, like name, seetings, scoring, cooldonw,
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# and main thing don't allow player to camp inside of box are going in this class.
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# ba_meta export bascenev1.GameActivity
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class DodgeTheBall(bs.TeamGameActivity[Player, Team]):
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# defining name, description and settings..
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name = 'Dodge the ball'
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description = 'Survive from shooting balls'
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available_settings = [
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bs.IntSetting(
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'Cooldown',
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min_value=20,
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default=45,
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increment=5,
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),
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bs.BoolSetting('Epic Mode', default=False)
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]
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# Don't allow joining after we start.
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allow_mid_activity_joins = False
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@classmethod
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def supports_session_type(cls, sessiontype: type[bs.Session]) -> bool:
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# We support team and ffa sessions.
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return issubclass(sessiontype, bs.FreeForAllSession) or issubclass(
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sessiontype, bs.DualTeamSession,
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)
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@classmethod
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def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]:
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# This Game mode need a flat and perfect shape map where can player fall outside map.
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# bombsquad have "Doom Shroom" map.
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# Not perfect map for this game mode but its fine for this gamemode.
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# the problem is that Doom Shroom is not a perfect circle and not flat also.
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return ['Doom Shroom']
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def __init__(self, settings: dict):
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super().__init__(settings)
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self._epic_mode = bool(settings['Epic Mode'])
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self.countdown_time = int(settings['Cooldown'])
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self.check_player_pos_timer: bs.Timer | None = None
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self.shield_drop_timer: bs.Timer | None = None
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# cooldown and Box
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self._countdown: OnScreenCountdown | None = None
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self.box: Box | None = None
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# this lists for scoring.
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self.joined_player_list: list[bs.Player] = []
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self.dead_player_list: list[bs.Player] = []
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# normally play RUN AWAY music cause is match with our gamemode at.. my point,
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# but in epic switch to EPIC.
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self.slow_motion = self._epic_mode
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self.default_music = (
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bs.MusicType.EPIC if self._epic_mode else bs.MusicType.RUN_AWAY
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)
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def get_instance_description(self) -> str | Sequence:
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return 'Keep away as possible as you can'
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# add a tiny text under our game name.
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def get_instance_description_short(self) -> str | Sequence:
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return 'Dodge the shooting balls'
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def on_begin(self) -> NoReturn:
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super().on_begin()
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# spawn our box at middle of the map
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self.box = Box(
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position=(0.5, 2.7, -3.9),
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velocity=(0.0, 0.0, 0.0),
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).autoretain()
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# create our cooldown
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self._countdown = OnScreenCountdown(
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duration=self.countdown_time,
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endcall=self.play_victory_sound_and_end,
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)
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# and starts the cooldown and shootes.
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bs.timer(5.0, self._countdown.start)
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bs.timer(5.0, self.box.start_shoot)
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# start checking all player pos.
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bs.timer(5.0, self.check_player_pos)
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# drop shield every ten Seconds
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# need five seconds delay Because shootes start after 5 seconds.
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bs.timer(15.0, self.drop_shield)
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# This function returns all alive players in game.
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# i thinck you see this function in Box class.
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def get_alive_players(self) -> Sequence[bs.Player]:
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alive_players = []
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for team in self.teams:
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for player in team.players:
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if player.is_alive():
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alive_players.append(player)
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return alive_players
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# let's disallowed camping inside of box by doing a blast and increasing ball shoot speed.
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def check_player_pos(self):
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|
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for player in self.get_alive_players():
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# same logic as applied for the ball
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difference = babase.Vec3(player.position) - babase.Vec3(self.box.node.position)
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distance = difference.length()
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if distance < 3:
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self.box.force_shoot_speed = 0.2
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else:
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self.box.force_shoot_speed = 0.0
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if distance < 0.5:
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Blast(
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position=self.box.node.position,
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velocity=self.box.node.velocity,
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blast_type='normal',
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blast_radius=1.0,
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).autoretain()
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|
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|
PopupText(
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position=self.box.node.position,
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text='Keep away from me',
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random_offset=0.0,
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|
scale=2.0,
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|
color=self.box.light.color,
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|
).autoretain()
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|
|
|
# create our timer and start looping it
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|
self.check_player_pos_timer = bs.Timer(0.1, self.check_player_pos)
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|
|
|
# drop useless shield's too give player temptation.
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|
def drop_shield(self) -> NoReturn:
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|
|
|
pos = self.box.node.position
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|
|
|
PowerupBox(
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|
position=(pos[0] + 4.0, pos[1] + 3.0, pos[2]),
|
|
poweruptype='shield',
|
|
).autoretain()
|
|
|
|
PowerupBox(
|
|
position=(pos[0] - 4.0, pos[1] + 3.0, pos[2]),
|
|
poweruptype='shield',
|
|
).autoretain()
|
|
|
|
self.shield_drop_timer = bs.Timer(10.0, self.drop_shield)
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|
|
|
# when cooldown time up i don't want that the game end immediately.
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|
def play_victory_sound_and_end(self) -> NoReturn:
|
|
|
|
# kill timers
|
|
self.box.stop_shoot()
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|
self.check_player_pos_timer = None
|
|
self.shield_drop_timer = None
|
|
|
|
bs.timer(2.0, self.end_game)
|
|
|
|
# this function runs when A player spawn in map
|
|
def spawn_player(self, player: Player) -> NoReturn:
|
|
spaz = self.spawn_player_spaz(player)
|
|
|
|
# reconnect this player's controls.
|
|
# without bomb, punch and pickup.
|
|
spaz.connect_controls_to_player(
|
|
enable_punch=False, enable_bomb=False, enable_pickup=False,
|
|
)
|
|
|
|
# storing all players for ScorinG.
|
|
self.joined_player_list.append(player)
|
|
|
|
# Also lets have them make some noise when they die.
|
|
spaz.play_big_death_sound = True
|
|
|
|
# very helpful function to check end game when player dead or leav.
|
|
def _check_end_game(self) -> bool:
|
|
|
|
living_team_count = 0
|
|
for team in self.teams:
|
|
for player in team.players:
|
|
if player.is_alive():
|
|
living_team_count += 1
|
|
break
|
|
|
|
if living_team_count <= 0:
|
|
# kill the coutdown timer incase the all players dead before game is about to going to be end.
|
|
# so, countdown won't call the function.
|
|
# FIXE ME: it's that ok to kill this timer?
|
|
# self._countdown._timer = None;
|
|
self.end_game()
|
|
|
|
# this function called when player leave.
|
|
def on_player_leave(self, player: Player) -> NoReturn:
|
|
# Augment default behavior.
|
|
super().on_player_leave(player)
|
|
|
|
# checking end game.
|
|
self._check_end_game()
|
|
|
|
# this gamemode needs to handle only one msg "PlayerDiedMessage".
|
|
def handlemessage(self, msg: Any) -> Any:
|
|
|
|
if isinstance(msg, bs.PlayerDiedMessage):
|
|
|
|
# Augment standard behavior.
|
|
super().handlemessage(msg)
|
|
|
|
# and storing the dead player records in our dead_player_list.
|
|
self.dead_player_list.append(msg.getplayer(Player))
|
|
|
|
# check the end game.
|
|
bs.timer(1.0, self._check_end_game)
|
|
|
|
def end_game(self):
|
|
# kill timers
|
|
self.box.stop_shoot()
|
|
self.check_player_pos_timer = None
|
|
self.shield_drop_timer = None
|
|
|
|
# here the player_dead_list and joined_player_list gonna be very helpful.
|
|
for team in self.teams:
|
|
for player in team.players:
|
|
|
|
# for scoring i am just following the index of the player_dead_list.
|
|
# for dead list...
|
|
# 0th index player dead first.
|
|
# 1st index player dead second.
|
|
# and so on...
|
|
# i think you got it... maybe
|
|
# sometime we also got a empty list
|
|
# if we got a empty list that means all players are survived or maybe only one player playing and he/she survived.
|
|
if len(self.dead_player_list) > 0:
|
|
|
|
for index, dead_player in enumerate(self.dead_player_list):
|
|
# if this condition is true we find the dead player \
|
|
# and his index with enumerate function.
|
|
if player == dead_player:
|
|
# updating with one, because i don't want to give 0 score to first dead player.
|
|
index += 1
|
|
break
|
|
# and if this statement is true we just find a survived player.
|
|
# for survived player i am giving the highest score according to how many players are joined.
|
|
elif index == len(self.dead_player_list) - 1:
|
|
index = len(self.joined_player_list)
|
|
# for survived player i am giving the highest score according to how many players are joined.
|
|
else:
|
|
index = len(self.joined_player_list)
|
|
|
|
# and here i am following Table of 10 for scoring.
|
|
# very lazY.
|
|
score = int(10 * index)
|
|
|
|
self.stats.player_scored(player, score, screenmessage=False)
|
|
|
|
# Ok now calc game results: set a score for each team and then tell \
|
|
# the game to end.
|
|
results = bs.GameResults()
|
|
|
|
# Remember that 'free-for-all' mode is simply a special form \
|
|
# of 'teams' mode where each player gets their own team, so we can \
|
|
# just always deal in teams and have all cases covered.
|
|
# hmmm... some eric comments might be helpful to you.
|
|
for team in self.teams:
|
|
|
|
max_index = 0
|
|
for player in team.players:
|
|
# for the team, we choose only one player who survived longest.
|
|
# same logic..
|
|
if len(self.dead_player_list) > 0:
|
|
for index, dead_player in enumerate(self.dead_player_list):
|
|
if player == dead_player:
|
|
index += 1
|
|
break
|
|
elif index == len(self.dead_player_list) - 1:
|
|
index = len(self.joined_player_list)
|
|
else:
|
|
index = len(self.joined_player_list)
|
|
|
|
max_index = max(max_index, index)
|
|
# set the team score
|
|
results.set_team_score(team, int(10 * max_index))
|
|
# and end the game
|
|
self.end(results=results)
|