bombsquad-plugin-manager/plugins/minigames/big_ball.py
SenjuZoro 651fc66aff
New game mode Big Ball
Works with latest api 8
2023-07-27 12:46:41 +02:00

517 lines
21 KiB
Python

#Made by MythB
#Ported by: MysteriousBoi
# ba_meta require api 8
from __future__ import annotations
from typing import TYPE_CHECKING
import babase
import bauiv1 as bui
import bascenev1 as bs,random
from bascenev1lib.actor.playerspaz import PlayerSpaz
from bascenev1lib.actor.scoreboard import Scoreboard
from bascenev1lib.actor.powerupbox import PowerupBoxFactory
from bascenev1lib.gameutils import SharedObjects
from bascenev1lib.actor.flag import Flag
if TYPE_CHECKING:
from typing import Any, Sequence, Dict, Type, List, Optional, Union
class PuckDiedMessage:
"""Inform something that a puck has died."""
def __init__(self, puck: Puck):
self.puck = puck
#goalpost
class FlagKale(bs.Actor):
def __init__(self,position=(0,2.5,0),color=(1,1,1)):
super().__init__()
activity = self.getactivity()
shared = SharedObjects.get()
self.node = bs.newnode('flag',
attrs={'position':(position[0],position[1]+0.75,position[2]),
'color_texture':activity._flagKaleTex,
'color':color,
'materials':[shared.object_material,activity._kaleMaterial],
},
delegate=self)
def handleMessage(self,m):
if isinstance(m,bs.DieMessage):
if self.node.exists():
self.node.delete()
elif isinstance(m,bs.OutOfBoundsMessage):
self.handlemessage(bs.DieMessage())
else:
super().handlemessage(msg)
class Puck(bs.Actor):
def __init__(self, position: Sequence[float] = (0.0, 1.0, 0.0)):
super().__init__()
shared = SharedObjects.get()
activity = self.getactivity()
# Spawn just above the provided point.
self._spawn_pos = (position[0], position[1] + 1.0, position[2])
self.last_players_to_touch: Dict[int, Player] = {}
self.scored = False
assert activity is not None
assert isinstance(activity, BBGame)
pmats = [shared.object_material, activity.puck_material]
self.node = bs.newnode('prop',
delegate=self,
attrs={
'mesh': activity._ballModel,
'color_texture': activity._ballTex,
'body': 'sphere',
'reflection': 'soft',
'reflection_scale': [0.2],
'shadow_size': 0.8,
'is_area_of_interest': True,
'position': self._spawn_pos,
'materials': pmats,
'body_scale': 4,
'mesh_scale': 1,
'density': 0.02})
bs.animate(self.node, 'mesh_scale', {0: 0, 0.2: 1.3, 0.26: 1})
def handlemessage(self, msg: Any) -> Any:
if isinstance(msg, bs.DieMessage):
assert self.node
self.node.delete()
activity = self._activity()
if activity and not msg.immediate:
activity.handlemessage(PuckDiedMessage(self))
# If we go out of bounds, move back to where we started.
elif isinstance(msg, bs.OutOfBoundsMessage):
assert self.node
self.node.position = self._spawn_pos
elif isinstance(msg, bs.HitMessage):
assert self.node
assert msg.force_direction is not None
self.node.handlemessage(
'impulse', msg.pos[0], msg.pos[1], msg.pos[2], msg.velocity[0],
msg.velocity[1], msg.velocity[2], 1.0 * msg.magnitude,
1.0 * msg.velocity_magnitude, msg.radius, 0,
msg.force_direction[0], msg.force_direction[1],
msg.force_direction[2])
# If this hit came from a player, log them as the last to touch us.
s_player = msg.get_source_player(Player)
if s_player is not None:
activity = self._activity()
if activity:
if s_player in activity.players:
self.last_players_to_touch[s_player.team.id] = s_player
else:
super().handlemessage(msg)
#for night mode: using a actor with large shadow and little mesh scale. Better then tint i think, players and objects more visible
class NightMod(bs.Actor):
def __init__(self,position=(0,0,0)):
super().__init__()
shared = SharedObjects.get()
activity = self.getactivity()
# spawn just above the provided point
self._spawnPos = (position[0],position[1],position[2])
self.node = bs.newnode("prop",
attrs={'mesh': activity._nightModel,
'color_texture': activity._nightTex,
'body':'sphere',
'reflection':'soft',
'body_scale': 0.1,
'mesh_scale':0.001,
'density':0.010,
'reflection_scale':[0.23],
'shadow_size': 999999.0,
'is_area_of_interest':True,
'position':self._spawnPos,
'materials': [activity._nightMaterial]
},
delegate=self)
def handlemssage(self,m):
super().handlemessage(m)
class Player(bs.Player['Team']):
"""Our player type for this game."""
class Team(bs.Team[Player]):
"""Our team type for this game."""
def __init__(self) -> None:
self.score = 0
# ba_meta export bascenev1.GameActivity
class BBGame(bs.TeamGameActivity[Player, Team]):
name = 'Big Ball'
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!'
available_settings = [
bs.IntSetting(
'Score to Win',
min_value=1,
default=1,
increment=1,
),
bs.IntChoiceSetting(
'Time Limit',
choices=[
('None', 0),
('1 Minute', 60),
('2 Minutes', 120),
('5 Minutes', 300),
('10 Minutes', 600),
('20 Minutes', 1200),
],
default=0,
),
bs.FloatChoiceSetting(
'Respawn Times',
choices=[
('Shorter', 0.25),
('Short', 0.5),
('Normal', 1.0),
('Long', 2.0),
('Longer', 4.0),
],
default=1.0,
),
bs.BoolSetting('Epic Mode', True),
bs.BoolSetting('Night Mode', False),
bs.BoolSetting('Grant Powers on Score', False)
]
default_music = bs.MusicType.HOCKEY
@classmethod
def supports_session_type(cls, sessiontype: Type[bs.Session]) -> bool:
return issubclass(sessiontype, bs.DualTeamSession)
@classmethod
def get_supported_maps(cls, sessiontype: Type[bs.Session]) -> List[str]:
return ['Football Stadium']
def __init__(self, settings: dict):
super().__init__(settings)
shared = SharedObjects.get()
self._scoreboard = Scoreboard()
self._cheer_sound = bs.getsound('cheer')
self._chant_sound = bs.getsound('crowdChant')
self._foghorn_sound = bs.getsound('foghorn')
self._swipsound = bs.getsound('swip')
self._whistle_sound = bs.getsound('refWhistle')
self._ballModel = bs.getmesh("shield")
self._ballTex = bs.gettexture("eggTex1")
self._ballSound = bs.getsound("impactMedium2")
self._flagKaleTex = bs.gettexture("star")
self._kaleSound = bs.getsound("metalHit")
self._nightModel = bs.getmesh("shield")
self._nightTex = bs.gettexture("black")
self._kaleMaterial = bs.Material()
#add friction to flags for standing our position (as far as)
self._kaleMaterial.add_actions(conditions=("they_have_material",shared.footing_material),
actions=( ("modify_part_collision","friction",9999.5)))
self._kaleMaterial.add_actions(conditions=( ("we_are_younger_than",1),'and',
("they_have_material",shared.object_material)),
actions=( ("modify_part_collision","collide",False)))
self._kaleMaterial.add_actions(conditions=("they_have_material",shared.pickup_material),
actions=( ("modify_part_collision","collide",False)))
self._kaleMaterial.add_actions(
conditions=('they_have_material',shared.object_material),
actions=(('impact_sound',self._kaleSound,2,5)))
#we dont wanna hit the night so
self._nightMaterial = bs.Material()
self._nightMaterial.add_actions(conditions=(('they_have_material',shared.pickup_material),'or',
('they_have_material',shared.attack_material)),
actions=(('modify_part_collision','collide',False)))
# we also dont want anything moving it
self._nightMaterial.add_actions(
conditions=(('they_have_material',shared.object_material),'or',
('they_dont_have_material',shared.footing_material)),
actions=(('modify_part_collision','collide',False),
('modify_part_collision','physical',False)))
self.puck_material = bs.Material()
self.puck_material.add_actions(actions=(('modify_part_collision',
'friction', 0.5)))
self.puck_material.add_actions(conditions=('they_have_material',
shared.pickup_material),
actions=('modify_part_collision',
'collide', False))
self.puck_material.add_actions(
conditions=(
('we_are_younger_than', 100),
'and',
('they_have_material', shared.object_material),
),
actions=('modify_node_collision', 'collide', False),
)
self.puck_material.add_actions(conditions=('they_have_material',
shared.footing_material),
actions=('impact_sound',
self._ballSound, 0.2, 5))
# Keep track of which player last touched the puck
self.puck_material.add_actions(
conditions=('they_have_material', shared.player_material),
actions=(('call', 'at_connect',
self._handle_puck_player_collide), ))
# We want the puck to kill powerups; not get stopped by them
self.puck_material.add_actions(
conditions=('they_have_material',
PowerupBoxFactory.get().powerup_material),
actions=(('modify_part_collision', 'physical', False),
('message', 'their_node', 'at_connect', bs.DieMessage())))
self._score_region_material = bs.Material()
self._score_region_material.add_actions(
conditions=('they_have_material', self.puck_material),
actions=(('modify_part_collision', 'collide',
True), ('modify_part_collision', 'physical', False),
('call', 'at_connect', self._handle_score)))
self._puck_spawn_pos: Optional[Sequence[float]] = None
self._score_regions: Optional[List[bs.NodeActor]] = None
self._puck: Optional[Puck] = None
self._score_to_win = int(settings['Score to Win'])
self._time_limit = float(settings['Time Limit'])
self._nm = bool(settings['Night Mode'])
self._grant_power = bool(settings['Grant Powers on Score'])
self._epic_mode = bool(settings['Epic Mode'])
# Base class overrides.
self.slow_motion = self._epic_mode
def get_instance_description(self) -> Union[str, Sequence]:
if self._score_to_win == 1:
return 'Score a goal.'
return 'Score ${ARG1} goals.', self._score_to_win
def get_instance_description_short(self) -> Union[str, Sequence]:
if self._score_to_win == 1:
return 'score a goal'
return 'score ${ARG1} goals', self._score_to_win
def on_begin(self) -> None:
super().on_begin()
self.setup_standard_time_limit(self._time_limit)
self.setup_standard_powerup_drops()
self._puck_spawn_pos = self.map.get_flag_position(None)
self._spawn_puck()
#for night mode we need night actor. And same goodies for nigh mode
if self._nm: self._nightSpawny(),self._flagKaleFlash()
# Set up the two score regions.
defs = self.map.defs
self._score_regions = []
self._score_regions.append(
bs.NodeActor(
bs.newnode('region',
attrs={
'position': (13.75, 0.85744967453, 0.1095578275),
'scale': (1.05,1.1,3.8),
'type': 'box',
'materials': [self._score_region_material]
})))
self._score_regions.append(
bs.NodeActor(
bs.newnode('region',
attrs={
'position': (-13.55, 0.85744967453, 0.1095578275),
'scale': (1.05,1.1,3.8),
'type': 'box',
'materials': [self._score_region_material]
})))
self._update_scoreboard()
self._chant_sound.play()
def _nightSpawny(self):
self.MythBrk = NightMod(position=(0, 0.05744967453, 0))
#spawn some goodies on nightmode for pretty visuals
def _flagKaleFlash(self):
#flags positions
kale1 = (-12.45, 0.05744967453, -2.075)
kale2 = (-12.45, 0.05744967453, 2.075)
kale3 = (12.66, 0.03986567039, 2.075)
kale4 = (12.66, 0.03986567039, -2.075)
flash = bs.newnode("light",
attrs={'position':kale1,
'radius':0.15,
'color':(1.0,1.0,0.7)})
flash = bs.newnode("light",
attrs={'position':kale2,
'radius':0.15,
'color':(1.0,1.0,0.7)})
flash = bs.newnode("light",
attrs={'position':kale3,
'radius':0.15,
'color':(0.7,1.0,1.0)})
flash = bs.newnode("light",
attrs={'position':kale4,
'radius':0.15,
'color':(0.7,1.0,1.0)})
#flags positions
def _flagKalesSpawn(self):
for team in self.teams:
if team.id == 0:
_colorTeam0 = team.color
if team.id == 1:
_colorTeam1 = team.color
self._MythB = FlagKale(position=(-12.45, 0.05744967453, -2.075),color=_colorTeam0)
self._MythB2 =FlagKale(position=(-12.45, 0.05744967453, 2.075),color=_colorTeam0)
self._MythB3 =FlagKale(position=(12.66, 0.03986567039, 2.075),color=_colorTeam1)
self._MythB4 =FlagKale(position=(12.66, 0.03986567039, -2.075),color=_colorTeam1)
def on_team_join(self, team: Team) -> None:
self._update_scoreboard()
def _handle_puck_player_collide(self) -> None:
collision = bs.getcollision()
try:
puck = collision.sourcenode.getdelegate(Puck, True)
player = collision.opposingnode.getdelegate(PlayerSpaz,
True).getplayer(
Player, True)
except bs.NotFoundError:
return
puck.last_players_to_touch[player.team.id] = player
def _kill_puck(self) -> None:
self._puck = None
def _handle_score(self) -> None:
"""A point has been scored."""
assert self._puck is not None
assert self._score_regions is not None
# Our puck might stick around for a second or two
# we don't want it to be able to score again.
if self._puck.scored:
return
region = bs.getcollision().sourcenode
index = 0
for index in range(len(self._score_regions)):
if region == self._score_regions[index].node:
break
for team in self.teams:
if team.id == index:
scoring_team = team
team.score += 1
# tell scored team players to celebrate and give them to boxing gloves
if self._grant_power:
for player in team.players:
try: player.actor.node.handlemessage(bs.PowerupMessage('punch'))
except: pass
# Tell all players to celebrate.
for player in team.players:
if player.actor:
player.actor.handlemessage(bs.CelebrateMessage(2.0))
# If we've got the player from the scoring team that last
# touched us, give them points.
if (scoring_team.id in self._puck.last_players_to_touch
and self._puck.last_players_to_touch[scoring_team.id]):
self.stats.player_scored(
self._puck.last_players_to_touch[scoring_team.id],
100,
big_message=True)
# End game if we won.
if team.score >= self._score_to_win:
self.end_game()
else:
if self._grant_power:
for player in team.players:
try: player.actor.node.handlemessage(bs.PowerupMessage('shield'))
except: pass
self._foghorn_sound.play()
self._cheer_sound.play()
self._puck.scored = True
# Kill the puck (it'll respawn itself shortly).
bs.timer(1.0, self._kill_puck)
light = bs.newnode('light',
attrs={
'position': bs.getcollision().position,
'height_attenuated': False,
'color': (1, 0, 0)
})
bs.animate(light, 'intensity', {0: 0, 0.5: 1, 1.0: 0}, loop=True)
bs.timer(1.0, light.delete)
bs.cameraflash(duration=10.0)
self._update_scoreboard()
def end_game(self) -> None:
results = bs.GameResults()
for team in self.teams:
results.set_team_score(team, team.score)
self.end(results=results)
def _update_scoreboard(self) -> None:
winscore = self._score_to_win
for team in self.teams:
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')