mirror of
https://github.com/bombsquad-community/plugin-manager.git
synced 2025-10-08 14:54:36 +00:00
517 lines
21 KiB
Python
517 lines
21 KiB
Python
#Made by MythB
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#Ported by: MysteriousBoi
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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,random
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from bascenev1lib.actor.playerspaz import PlayerSpaz
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from bascenev1lib.actor.scoreboard import Scoreboard
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from bascenev1lib.actor.powerupbox import PowerupBoxFactory
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from bascenev1lib.gameutils import SharedObjects
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from bascenev1lib.actor.flag import Flag
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if TYPE_CHECKING:
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from typing import Any, Sequence, Dict, Type, List, Optional, Union
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class PuckDiedMessage:
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"""Inform something that a puck has died."""
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def __init__(self, puck: Puck):
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self.puck = puck
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#goalpost
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class FlagKale(bs.Actor):
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def __init__(self,position=(0,2.5,0),color=(1,1,1)):
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super().__init__()
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activity = self.getactivity()
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shared = SharedObjects.get()
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self.node = bs.newnode('flag',
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attrs={'position':(position[0],position[1]+0.75,position[2]),
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'color_texture':activity._flagKaleTex,
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'color':color,
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'materials':[shared.object_material,activity._kaleMaterial],
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},
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delegate=self)
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def handleMessage(self,m):
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if isinstance(m,bs.DieMessage):
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if self.node.exists():
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self.node.delete()
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elif isinstance(m,bs.OutOfBoundsMessage):
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self.handlemessage(bs.DieMessage())
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else:
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super().handlemessage(msg)
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class Puck(bs.Actor):
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def __init__(self, position: Sequence[float] = (0.0, 1.0, 0.0)):
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super().__init__()
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shared = SharedObjects.get()
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activity = self.getactivity()
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# Spawn just above the provided point.
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self._spawn_pos = (position[0], position[1] + 1.0, position[2])
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self.last_players_to_touch: Dict[int, Player] = {}
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self.scored = False
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assert activity is not None
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assert isinstance(activity, BBGame)
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pmats = [shared.object_material, activity.puck_material]
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self.node = bs.newnode('prop',
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delegate=self,
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attrs={
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'mesh': activity._ballModel,
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'color_texture': activity._ballTex,
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'body': 'sphere',
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'reflection': 'soft',
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'reflection_scale': [0.2],
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'shadow_size': 0.8,
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'is_area_of_interest': True,
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'position': self._spawn_pos,
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'materials': pmats,
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'body_scale': 4,
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'mesh_scale': 1,
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'density': 0.02})
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bs.animate(self.node, 'mesh_scale', {0: 0, 0.2: 1.3, 0.26: 1})
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def handlemessage(self, msg: Any) -> Any:
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if isinstance(msg, bs.DieMessage):
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assert self.node
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self.node.delete()
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activity = self._activity()
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if activity and not msg.immediate:
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activity.handlemessage(PuckDiedMessage(self))
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# If we go out of bounds, move back to where we started.
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elif isinstance(msg, bs.OutOfBoundsMessage):
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assert self.node
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self.node.position = self._spawn_pos
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elif isinstance(msg, bs.HitMessage):
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assert self.node
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assert msg.force_direction is not None
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self.node.handlemessage(
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'impulse', msg.pos[0], msg.pos[1], msg.pos[2], msg.velocity[0],
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msg.velocity[1], msg.velocity[2], 1.0 * msg.magnitude,
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1.0 * msg.velocity_magnitude, msg.radius, 0,
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msg.force_direction[0], msg.force_direction[1],
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msg.force_direction[2])
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# If this hit came from a player, log them as the last to touch us.
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s_player = msg.get_source_player(Player)
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if s_player is not None:
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activity = self._activity()
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if activity:
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if s_player in activity.players:
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self.last_players_to_touch[s_player.team.id] = s_player
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else:
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super().handlemessage(msg)
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#for night mode: using a actor with large shadow and little mesh scale. Better then tint i think, players and objects more visible
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class NightMod(bs.Actor):
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def __init__(self,position=(0,0,0)):
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super().__init__()
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shared = SharedObjects.get()
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activity = self.getactivity()
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# spawn just above the provided point
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self._spawnPos = (position[0],position[1],position[2])
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self.node = bs.newnode("prop",
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attrs={'mesh': activity._nightModel,
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'color_texture': activity._nightTex,
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'body':'sphere',
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'reflection':'soft',
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'body_scale': 0.1,
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'mesh_scale':0.001,
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'density':0.010,
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'reflection_scale':[0.23],
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'shadow_size': 999999.0,
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'is_area_of_interest':True,
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'position':self._spawnPos,
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'materials': [activity._nightMaterial]
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},
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delegate=self)
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def handlemssage(self,m):
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super().handlemessage(m)
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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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def __init__(self) -> None:
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self.score = 0
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# ba_meta export bascenev1.GameActivity
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class BBGame(bs.TeamGameActivity[Player, Team]):
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name = 'Big Ball'
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description = 'Score some goals.\nFlags are goalposts.\nScored team players get boxing gloves,\nNon-scored team players getting shield (if Grant Powers on Score).\nYou can also set Night Mode!'
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available_settings = [
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bs.IntSetting(
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'Score to Win',
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min_value=1,
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default=1,
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increment=1,
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),
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bs.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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bs.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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bs.BoolSetting('Epic Mode', True),
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bs.BoolSetting('Night Mode', False),
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bs.BoolSetting('Grant Powers on Score', False)
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]
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default_music = bs.MusicType.HOCKEY
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@classmethod
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def supports_session_type(cls, sessiontype: Type[bs.Session]) -> bool:
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return issubclass(sessiontype, bs.DualTeamSession)
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@classmethod
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def get_supported_maps(cls, sessiontype: Type[bs.Session]) -> List[str]:
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return ['Football Stadium']
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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._cheer_sound = bs.getsound('cheer')
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self._chant_sound = bs.getsound('crowdChant')
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self._foghorn_sound = bs.getsound('foghorn')
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self._swipsound = bs.getsound('swip')
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self._whistle_sound = bs.getsound('refWhistle')
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self._ballModel = bs.getmesh("shield")
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self._ballTex = bs.gettexture("eggTex1")
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self._ballSound = bs.getsound("impactMedium2")
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self._flagKaleTex = bs.gettexture("star")
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self._kaleSound = bs.getsound("metalHit")
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self._nightModel = bs.getmesh("shield")
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self._nightTex = bs.gettexture("black")
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self._kaleMaterial = bs.Material()
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#add friction to flags for standing our position (as far as)
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self._kaleMaterial.add_actions(conditions=("they_have_material",shared.footing_material),
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actions=( ("modify_part_collision","friction",9999.5)))
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self._kaleMaterial.add_actions(conditions=( ("we_are_younger_than",1),'and',
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("they_have_material",shared.object_material)),
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actions=( ("modify_part_collision","collide",False)))
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self._kaleMaterial.add_actions(conditions=("they_have_material",shared.pickup_material),
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actions=( ("modify_part_collision","collide",False)))
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self._kaleMaterial.add_actions(
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conditions=('they_have_material',shared.object_material),
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actions=(('impact_sound',self._kaleSound,2,5)))
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#we dont wanna hit the night so
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self._nightMaterial = bs.Material()
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self._nightMaterial.add_actions(conditions=(('they_have_material',shared.pickup_material),'or',
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('they_have_material',shared.attack_material)),
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actions=(('modify_part_collision','collide',False)))
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# we also dont want anything moving it
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self._nightMaterial.add_actions(
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conditions=(('they_have_material',shared.object_material),'or',
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('they_dont_have_material',shared.footing_material)),
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actions=(('modify_part_collision','collide',False),
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('modify_part_collision','physical',False)))
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self.puck_material = bs.Material()
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self.puck_material.add_actions(actions=(('modify_part_collision',
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'friction', 0.5)))
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self.puck_material.add_actions(conditions=('they_have_material',
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shared.pickup_material),
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actions=('modify_part_collision',
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'collide', False))
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self.puck_material.add_actions(
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conditions=(
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('we_are_younger_than', 100),
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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.puck_material.add_actions(conditions=('they_have_material',
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shared.footing_material),
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actions=('impact_sound',
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self._ballSound, 0.2, 5))
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# Keep track of which player last touched the puck
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self.puck_material.add_actions(
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conditions=('they_have_material', shared.player_material),
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actions=(('call', 'at_connect',
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self._handle_puck_player_collide), ))
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# We want the puck to kill powerups; not get stopped by them
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self.puck_material.add_actions(
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conditions=('they_have_material',
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PowerupBoxFactory.get().powerup_material),
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actions=(('modify_part_collision', 'physical', False),
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('message', 'their_node', 'at_connect', bs.DieMessage())))
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self._score_region_material = bs.Material()
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self._score_region_material.add_actions(
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conditions=('they_have_material', self.puck_material),
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actions=(('modify_part_collision', 'collide',
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True), ('modify_part_collision', 'physical', False),
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('call', 'at_connect', self._handle_score)))
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self._puck_spawn_pos: Optional[Sequence[float]] = None
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self._score_regions: Optional[List[bs.NodeActor]] = None
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self._puck: Optional[Puck] = None
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self._score_to_win = int(settings['Score to Win'])
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self._time_limit = float(settings['Time Limit'])
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self._nm = bool(settings['Night Mode'])
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self._grant_power = bool(settings['Grant Powers on Score'])
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self._epic_mode = bool(settings['Epic Mode'])
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# Base class overrides.
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self.slow_motion = self._epic_mode
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def get_instance_description(self) -> Union[str, Sequence]:
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if self._score_to_win == 1:
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return 'Score a goal.'
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return 'Score ${ARG1} goals.', self._score_to_win
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def get_instance_description_short(self) -> Union[str, Sequence]:
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if self._score_to_win == 1:
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return 'score a goal'
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return 'score ${ARG1} goals', self._score_to_win
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def on_begin(self) -> None:
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super().on_begin()
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self.setup_standard_time_limit(self._time_limit)
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self.setup_standard_powerup_drops()
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self._puck_spawn_pos = self.map.get_flag_position(None)
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self._spawn_puck()
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#for night mode we need night actor. And same goodies for nigh mode
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if self._nm: self._nightSpawny(),self._flagKaleFlash()
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# Set up the two score regions.
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defs = self.map.defs
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self._score_regions = []
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self._score_regions.append(
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bs.NodeActor(
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bs.newnode('region',
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attrs={
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'position': (13.75, 0.85744967453, 0.1095578275),
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'scale': (1.05,1.1,3.8),
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'type': 'box',
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'materials': [self._score_region_material]
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})))
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self._score_regions.append(
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bs.NodeActor(
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bs.newnode('region',
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attrs={
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'position': (-13.55, 0.85744967453, 0.1095578275),
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'scale': (1.05,1.1,3.8),
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'type': 'box',
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'materials': [self._score_region_material]
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})))
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self._update_scoreboard()
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self._chant_sound.play()
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def _nightSpawny(self):
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self.MythBrk = NightMod(position=(0, 0.05744967453, 0))
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#spawn some goodies on nightmode for pretty visuals
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def _flagKaleFlash(self):
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#flags positions
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kale1 = (-12.45, 0.05744967453, -2.075)
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kale2 = (-12.45, 0.05744967453, 2.075)
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kale3 = (12.66, 0.03986567039, 2.075)
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kale4 = (12.66, 0.03986567039, -2.075)
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flash = bs.newnode("light",
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attrs={'position':kale1,
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'radius':0.15,
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'color':(1.0,1.0,0.7)})
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flash = bs.newnode("light",
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attrs={'position':kale2,
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'radius':0.15,
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'color':(1.0,1.0,0.7)})
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flash = bs.newnode("light",
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attrs={'position':kale3,
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'radius':0.15,
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'color':(0.7,1.0,1.0)})
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flash = bs.newnode("light",
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attrs={'position':kale4,
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'radius':0.15,
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'color':(0.7,1.0,1.0)})
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#flags positions
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def _flagKalesSpawn(self):
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for team in self.teams:
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if team.id == 0:
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_colorTeam0 = team.color
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if team.id == 1:
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_colorTeam1 = team.color
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self._MythB = FlagKale(position=(-12.45, 0.05744967453, -2.075),color=_colorTeam0)
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self._MythB2 =FlagKale(position=(-12.45, 0.05744967453, 2.075),color=_colorTeam0)
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self._MythB3 =FlagKale(position=(12.66, 0.03986567039, 2.075),color=_colorTeam1)
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self._MythB4 =FlagKale(position=(12.66, 0.03986567039, -2.075),color=_colorTeam1)
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def on_team_join(self, team: Team) -> None:
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self._update_scoreboard()
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def _handle_puck_player_collide(self) -> None:
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collision = bs.getcollision()
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try:
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puck = collision.sourcenode.getdelegate(Puck, True)
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player = collision.opposingnode.getdelegate(PlayerSpaz,
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True).getplayer(
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Player, True)
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except bs.NotFoundError:
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return
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puck.last_players_to_touch[player.team.id] = player
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def _kill_puck(self) -> None:
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self._puck = None
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def _handle_score(self) -> None:
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"""A point has been scored."""
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assert self._puck is not None
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assert self._score_regions is not None
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# Our puck might stick around for a second or two
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# we don't want it to be able to score again.
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if self._puck.scored:
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return
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region = bs.getcollision().sourcenode
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index = 0
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for index in range(len(self._score_regions)):
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if region == self._score_regions[index].node:
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break
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for team in self.teams:
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if team.id == index:
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scoring_team = team
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team.score += 1
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# tell scored team players to celebrate and give them to boxing gloves
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if self._grant_power:
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for player in team.players:
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try: player.actor.node.handlemessage(bs.PowerupMessage('punch'))
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except: pass
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# Tell all players to celebrate.
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for player in team.players:
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if player.actor:
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player.actor.handlemessage(bs.CelebrateMessage(2.0))
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# If we've got the player from the scoring team that last
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# touched us, give them points.
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if (scoring_team.id in self._puck.last_players_to_touch
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and self._puck.last_players_to_touch[scoring_team.id]):
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self.stats.player_scored(
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self._puck.last_players_to_touch[scoring_team.id],
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100,
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big_message=True)
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# End game if we won.
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if team.score >= self._score_to_win:
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self.end_game()
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else:
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if self._grant_power:
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for player in team.players:
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try: player.actor.node.handlemessage(bs.PowerupMessage('shield'))
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except: pass
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self._foghorn_sound.play()
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self._cheer_sound.play()
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self._puck.scored = True
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# Kill the puck (it'll respawn itself shortly).
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bs.timer(1.0, self._kill_puck)
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light = bs.newnode('light',
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attrs={
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'position': bs.getcollision().position,
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'height_attenuated': False,
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'color': (1, 0, 0)
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})
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bs.animate(light, 'intensity', {0: 0, 0.5: 1, 1.0: 0}, loop=True)
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bs.timer(1.0, light.delete)
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bs.cameraflash(duration=10.0)
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self._update_scoreboard()
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def end_game(self) -> None:
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results = bs.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)
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def _update_scoreboard(self) -> None:
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winscore = self._score_to_win
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for team in self.teams:
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self._scoreboard.set_team_value(team, team.score, winscore)
|
|
|
|
def handlemessage(self, msg: Any) -> Any:
|
|
|
|
# Respawn dead players if they're still in the game.
|
|
if isinstance(msg, bs.PlayerDiedMessage):
|
|
# Augment standard behavior...
|
|
super().handlemessage(msg)
|
|
self.respawn_player(msg.getplayer(Player))
|
|
|
|
# Respawn dead pucks.
|
|
elif isinstance(msg, PuckDiedMessage):
|
|
if not self.has_ended():
|
|
bs.timer(3.0, self._spawn_puck)
|
|
else:
|
|
super().handlemessage(msg)
|
|
|
|
def _flash_puck_spawn(self) -> None:
|
|
light = bs.newnode('light',
|
|
attrs={
|
|
'position': self._puck_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_puck(self) -> None:
|
|
self._swipsound.play()
|
|
self._whistle_sound.play()
|
|
self._flagKalesSpawn()
|
|
self._flash_puck_spawn()
|
|
assert self._puck_spawn_pos is not None
|
|
self._puck = Puck(position=self._puck_spawn_pos)
|
|
self._puck.light = bs.newnode('light',
|
|
owner=self._puck.node,
|
|
attrs={'intensity':0.3,
|
|
'height_attenuated':False,
|
|
'radius':0.2,
|
|
'color': (0.9,0.2,0.9)})
|
|
self._puck.node.connectattr('position',self._puck.light,'position')
|