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598 lines
No EOL
23 KiB
Python
598 lines
No EOL
23 KiB
Python
"""New Duel / Created by: byANG3L"""
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# ba_meta require api 8
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# (see https://ballistica.net/wiki/meta-tag-system)
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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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import 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.game.elimination import Icon
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if TYPE_CHECKING:
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from typing import Any, Type, List, Dict, Tuple, Union, Sequence, Optional
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class SuperSpaz(PlayerSpaz):
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def __init__(self,
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player: bs.Player,
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color: Sequence[float] = (1.0, 1.0, 1.0),
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highlight: Sequence[float] = (0.5, 0.5, 0.5),
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character: str = 'Spaz',
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super_punch: bool = False,
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powerups_expire: bool = True):
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super().__init__(player=player,
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color=color,
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highlight=highlight,
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character=character,
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powerups_expire=powerups_expire)
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self._super_punch = super_punch
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def handlemessage(self, msg: Any) -> Any:
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from bascenev1lib.actor.spaz import PunchHitMessage
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from bascenev1lib.actor.bomb import Blast
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if isinstance(msg, PunchHitMessage):
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super().handlemessage(msg)
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node = bs.getcollision().opposingnode
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if self._super_punch:
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if node.getnodetype() == 'spaz':
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if not node.frozen:
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node.frozen = True
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node.handlemessage(babase.FreezeMessage())
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bs.getsound('freeze').play()
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bs.getsound('superPunch').play()
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bs.getsound('punchStrong02').play()
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Blast(position=node.position,
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velocity=node.velocity,
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blast_radius=0.0,
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blast_type='normal').autoretain()
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else:
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return super().handlemessage(msg)
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return None
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class Player(bs.Player['Team']):
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"""Our player type for this game."""
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def __init__(self) -> None:
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self.icons: List[Icon] = []
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self.in_game: bool = False
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self.playervs1: bool = False
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self.playervs2: bool = False
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self.light: bool = False
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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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lang = bs.app.lang.language
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if lang == 'Spanish':
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enable_powerups = 'Habilitar Potenciadores'
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night_mode = 'Modo Noche'
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fight_delay = 'Tiempo entre Pelea'
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very_fast = 'Muy Rápido'
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fast = 'Rápido'
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normal = 'Normal'
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slow = 'Lento'
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very_slow = 'Muy Lento'
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none = 'Ninguno'
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super_punch = 'Super Golpe'
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box_mode = 'Modo Caja'
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boxing_gloves = 'Guantes de Boxeo'
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else:
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enable_powerups = 'Enable Powerups'
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night_mode = 'Night Mode'
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fight_delay = 'Fight Delay'
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very_fast = 'Very Fast'
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fast = 'Fast'
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normal = 'Normal'
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slow = 'Slow'
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very_slow = 'Very Slow'
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super_punch = 'Super Punch'
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box_mode = 'Box Mode'
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boxing_gloves = 'Boxing Gloves'
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# ba_meta export bascenev1.GameActivity
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class NewDuelGame(bs.TeamGameActivity[Player, Team]):
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"""A game type based on acquiring kills."""
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name = 'Duel'
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description = 'Kill a set number of enemies to win.'
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# Print messages when players die since it matters here.
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announce_player_deaths = True
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@classmethod
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def get_available_settings(
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cls, sessiontype: Type[bs.Session]) -> List[babase.Setting]:
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settings = [
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bs.IntSetting(
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'Kills to Win Per Player',
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min_value=1,
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default=5,
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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.BoolSetting(enable_powerups, default=False),
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bs.BoolSetting(boxing_gloves, default=False),
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bs.BoolSetting(night_mode, default=False),
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bs.BoolSetting(super_punch, default=False),
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bs.BoolSetting(box_mode, default=False),
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bs.BoolSetting('Epic Mode', default=False),
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bs.BoolSetting('Allow Negative Scores', default=False),
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]
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return settings
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@classmethod
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def supports_session_type(cls, sessiontype: Type[bs.Session]) -> bool:
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return (issubclass(sessiontype, bs.FreeForAllSession))
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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 bs.app.classic.getmaps('melee')
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def __init__(self, settings: dict):
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super().__init__(settings)
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self._scoreboard = Scoreboard()
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self._score_to_win: Optional[int] = None
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self._dingsound = bs.getsound('dingSmall')
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self._epic_mode = bool(settings['Epic Mode'])
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self._kills_to_win_per_player = int(
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settings['Kills to Win Per Player'])
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self._enable_powerups = bool(settings[enable_powerups])
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self._night_mode = bool(settings[night_mode])
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self._fight_delay: float = 0
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self._time_limit = float(settings['Time Limit'])
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self._allow_negative_scores = bool(
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settings.get('Allow Negative Scores', False))
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self._super_punch = bool(settings[super_punch])
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self._box_mode = bool(settings[box_mode])
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self._boxing_gloves = bool(settings[boxing_gloves])
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self._vs_text: Optional[bs.Actor] = None
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self.spawn_order: List[Player] = []
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self._players_vs_1: bool = False
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self._players_vs_2: bool = False
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self._first_countdown: bool = True
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self._count_1 = bs.getsound('announceOne')
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self._count_2 = bs.getsound('announceTwo')
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self._count_3 = bs.getsound('announceThree')
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self._boxing_bell = bs.getsound('boxingBell')
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# Base class overrides.
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self.slow_motion = self._epic_mode
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self.default_music = (bs.MusicType.EPIC if self._epic_mode else
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bs.MusicType.TO_THE_DEATH)
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def get_instance_description(self) -> Union[str, Sequence]:
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return 'Crush ${ARG1} of your enemies.', self._score_to_win
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def get_instance_description_short(self) -> Union[str, Sequence]:
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return 'kill ${ARG1} enemies', self._score_to_win
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def on_player_join(self, player: Player) -> None:
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self.spawn_order.append(player)
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self._update_order()
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def on_player_leave(self, player: Player) -> None:
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super().on_player_leave(player)
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player.icons = []
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if player.playervs1:
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player.playervs1 = False
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self._players_vs_1 = False
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player.in_game = False
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elif player.playervs2:
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player.playervs2 = False
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self._players_vs_2 = False
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player.in_game = False
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if player in self.spawn_order:
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self.spawn_order.remove(player)
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bs.timer(0.2, self._update_order)
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def on_transition_in(self) -> None:
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super().on_transition_in()
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if self._night_mode:
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gnode = bs.getactivity().globalsnode
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gnode.tint = (0.3, 0.3, 0.3)
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def on_team_join(self, team: Team) -> None:
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if self.has_begun():
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self._update_scoreboard()
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def on_begin(self) -> None:
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super().on_begin()
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self.setup_standard_time_limit(self._time_limit)
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if self._enable_powerups:
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self.setup_standard_powerup_drops()
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self._vs_text = bs.NodeActor(
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bs.newnode('text',
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attrs={
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'position': (0, 105),
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'h_attach': 'center',
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'h_align': 'center',
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'maxwidth': 200,
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'shadow': 0.5,
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'vr_depth': 390,
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'scale': 0.6,
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'v_attach': 'bottom',
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'color': (0.8, 0.8, 0.3, 1.0),
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'text': babase.Lstr(resource='vsText')
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}))
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# Base kills needed to win on the size of the largest team.
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self._score_to_win = (self._kills_to_win_per_player *
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max(1, max(len(t.players) for t in self.teams)))
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self._update_scoreboard()
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bs.timer(1.0, self._update, repeat=True)
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def _update(self) -> None:
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if len(self.players) == 1:
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'self.end_game()'
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def spawn_player(self, player: PlayerType) -> bs.Actor:
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# pylint: disable=too-many-locals
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# pylint: disable=cyclic-import
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from babase import _math
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from bascenev1._coopsession import CoopSession
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from bascenev1lib.actor.spazfactory import SpazFactory
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factory = SpazFactory.get()
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name = player.getname()
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color = player.color
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highlight = player.highlight
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light_color = _math.normalized_color(color)
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display_color = babase.safecolor(color, target_intensity=0.75)
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spaz = SuperSpaz(color=color,
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highlight=highlight,
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character=player.character,
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player=player,
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super_punch=True if self._super_punch else False)
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player.actor = spaz
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assert spaz.node
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# If this is co-op and we're on Courtyard or Runaround, add the
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# material that allows us to collide with the player-walls.
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# FIXME: Need to generalize this.
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if isinstance(self.session, CoopSession) and self.map.getname() in [
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'Courtyard', 'Tower D'
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]:
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mat = self.map.preloaddata['collide_with_wall_material']
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assert isinstance(spaz.node.materials, tuple)
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assert isinstance(spaz.node.roller_materials, tuple)
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spaz.node.materials += (mat, )
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spaz.node.roller_materials += (mat, )
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spaz.node.name = name
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spaz.node.name_color = display_color
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spaz.connect_controls_to_player()
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self._spawn_sound.play(1, position=spaz.node.position)
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light = bs.newnode('light', attrs={'color': light_color})
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spaz.node.connectattr('position', light, 'position')
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bs.animate(light, 'intensity', {0: 0, 0.25: 1, 0.5: 0})
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bs.timer(0.5, light.delete)
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pos1 = [self.map.get_start_position(0), 90]
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pos2 = [self.map.get_start_position(1), 270]
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pos3 = []
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for x in self.players:
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if x.is_alive():
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if x is player: continue
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p = x.actor.node.position
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if 0.0 not in (p[0], p[2]):
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if p[0] <= 0:
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pos3.append(pos2[0])
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else: pos3.append(pos1[0])
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spaz.handlemessage(bs.StandMessage(pos1[0] if player.playervs1 else pos2[0],
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pos1[1] if player.playervs1 else pos2[1]))
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if any(pos3):
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spaz.handlemessage(bs.StandMessage(pos3[0]))
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if self._super_punch:
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spaz._punch_power_scale = factory.punch_power_scale_gloves = 10
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spaz.equip_boxing_gloves()
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lfx = bs.newnode(
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'light',
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attrs={
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'color': color,
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'radius': 0.3,
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'intensity': 0.3})
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def sp_fx():
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if not spaz.node:
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lfx.delete()
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return
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bs.emitfx(position=spaz.node.position,
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velocity=spaz.node.velocity,
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count=5,
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scale=0.5,
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spread=0.5,
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chunk_type='spark')
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bs.emitfx(position=spaz.node.position,
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velocity=spaz.node.velocity,
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count=2,
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scale=0.8,
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spread=0.3,
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chunk_type='spark')
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if lfx:
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spaz.node.connectattr('position', lfx, 'position')
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bs.timer(0.1, sp_fx, repeat=True)
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if self._box_mode:
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spaz.node.color_texture = bs.gettexture('tnt')
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spaz.node.color_mask_texture = bs.gettexture('tnt')
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spaz.node.color = (1, 1, 1)
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spaz.node.highlight = (1, 1, 1)
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spaz.node.head_mesh = None
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spaz.node.torso_mesh = bs.getmesh('tnt')
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spaz.node.style = 'cyborg'
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if self._boxing_gloves:
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spaz.equip_boxing_gloves()
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return spaz
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def _update_spawn(self) -> None:
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if self._players_vs_1 or self._players_vs_2:
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for player in self.players:
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if player.playervs1 or player.playervs2:
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if not player.is_alive():
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self.spawn_player(player)
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# player.actor.disconnect_controls_from_player()
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if self._night_mode:
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if not player.light:
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player.light = True
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light = bs.newnode(
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'light',
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owner=player.node,
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attrs={
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'radius': 0.3,
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'intensity': 0.6,
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'height_attenuated': False,
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'color': player.color
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})
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player.node.connectattr(
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'position', light, 'position')
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else:
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player.actor.disconnect_controls_from_player()
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bs.timer(0.0, self._countdown)
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# bs.timer(0.1, self._clear_all_objects)
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def _countdown(self) -> None:
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self._first_countdown = False
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if self._fight_delay == 0:
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for player in self.players:
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if player.playervs1 or player.playervs2:
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if not player.is_alive():
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return
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else:
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player.actor.connect_controls_to_player()
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else:
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bs.timer(self._fight_delay, self.count3)
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def start(self) -> None:
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self._count_text('FIGHT')
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self._boxing_bell.play()
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for player in self.players:
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if player.playervs1 or player.playervs2:
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if not player.is_alive():
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return
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else:
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player.actor.connect_controls_to_player()
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def count(self) -> None:
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self._count_text('1')
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self._count_1.play()
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bs.timer(self._fight_delay, self.start)
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def count2(self) -> None:
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self._count_text('2')
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self._count_2.play()
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bs.timer(self._fight_delay, self.count)
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def count3(self) -> None:
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self._count_text('3')
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self._count_3.play()
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bs.timer(self._fight_delay, self.count2)
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def _count_text(self, num: str) -> None:
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self.node = bs.newnode('text',
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attrs={
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'v_attach': 'center',
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'h_attach': 'center',
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'h_align': 'center',
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'color': (1, 1, 0.5, 1),
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'flatness': 0.5,
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'shadow': 0.5,
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'position': (0, 18),
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'text': num
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})
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if self._fight_delay == 0.7:
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bs.animate(self.node, 'scale',
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{0: 0, 0.1: 3.9, 0.64: 4.3, 0.68: 0})
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elif self._fight_delay == 0.4:
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bs.animate(self.node, 'scale',
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{0: 0, 0.1: 3.9, 0.34: 4.3, 0.38: 0})
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else:
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bs.animate(self.node, 'scale',
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{0: 0, 0.1: 3.9, 0.92: 4.3, 0.96: 0})
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cmb = bs.newnode('combine', owner=self.node, attrs={'size': 4})
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cmb.connectattr('output', self.node, 'color')
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bs.animate(cmb, 'input0', {0: 1.0, 0.15: 1.0}, loop=True)
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bs.animate(cmb, 'input1', {0: 1.0, 0.15: 0.5}, loop=True)
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bs.animate(cmb, 'input2', {0: 0.1, 0.15: 0.0}, loop=True)
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cmb.input3 = 1.0
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bs.timer(self._fight_delay, self.node.delete)
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def _update_order(self) -> None:
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for player in self.spawn_order:
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assert isinstance(player, Player)
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if not player.is_alive():
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if not self._players_vs_1:
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self._players_vs_1 = True
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player.playervs1 = True
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player.in_game = True
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self.spawn_order.remove(player)
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self._update_spawn()
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elif not self._players_vs_2:
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self._players_vs_2 = True
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player.playervs2 = True
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player.in_game = True
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self.spawn_order.remove(player)
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self._update_spawn()
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self._update_icons()
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def _update_icons(self) -> None:
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# pylint: disable=too-many-branches
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for player in self.players:
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player.icons = []
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if player.in_game:
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if player.playervs1:
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xval = -60
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x_offs = -78
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elif player.playervs2:
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xval = 60
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x_offs = 78
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player.icons.append(
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Icon(player,
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position=(xval, 40),
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scale=1.0,
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name_maxwidth=130,
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name_scale=0.8,
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flatness=0.0,
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|
shadow=0.5,
|
|
show_death=True,
|
|
show_lives=False))
|
|
else:
|
|
xval = 125
|
|
xval2 = -125
|
|
x_offs = 78
|
|
for player in self.spawn_order:
|
|
player.icons.append(
|
|
Icon(player,
|
|
position=(xval, 25),
|
|
scale=0.5,
|
|
name_maxwidth=75,
|
|
name_scale=1.0,
|
|
flatness=1.0,
|
|
shadow=1.0,
|
|
show_death=False,
|
|
show_lives=False))
|
|
xval += x_offs * 0.56
|
|
player.icons.append(
|
|
Icon(player,
|
|
position=(xval2, 25),
|
|
scale=0.5,
|
|
name_maxwidth=75,
|
|
name_scale=1.0,
|
|
flatness=1.0,
|
|
shadow=1.0,
|
|
show_death=False,
|
|
show_lives=False))
|
|
xval2 -= x_offs * 0.56
|
|
|
|
def handlemessage(self, msg: Any) -> Any:
|
|
|
|
if isinstance(msg, bs.PlayerDiedMessage):
|
|
|
|
# Augment standard behavior.
|
|
super().handlemessage(msg)
|
|
|
|
player = msg.getplayer(Player)
|
|
|
|
if player.playervs1:
|
|
player.playervs1 = False
|
|
self._players_vs_1 = False
|
|
player.in_game = False
|
|
self.spawn_order.append(player)
|
|
elif player.playervs2:
|
|
player.playervs2 = False
|
|
self._players_vs_2 = False
|
|
player.in_game = False
|
|
self.spawn_order.append(player)
|
|
bs.timer(0.2, self._update_order)
|
|
|
|
killer = msg.getkillerplayer(Player)
|
|
if killer is None:
|
|
return None
|
|
|
|
# Handle team-kills.
|
|
if killer.team is player.team:
|
|
|
|
# In free-for-all, killing yourself loses you a point.
|
|
if isinstance(self.session, bs.FreeForAllSession):
|
|
new_score = player.team.score - 1
|
|
if not self._allow_negative_scores:
|
|
new_score = max(0, new_score)
|
|
player.team.score = new_score
|
|
|
|
# In teams-mode it gives a point to the other team.
|
|
else:
|
|
self._dingsound.play()
|
|
for team in self.teams:
|
|
if team is not killer.team:
|
|
team.score += 1
|
|
|
|
# Killing someone on another team nets a kill.
|
|
else:
|
|
killer.team.score += 1
|
|
self._dingsound.play()
|
|
|
|
# In FFA show scores since its hard to find on the scoreboard.
|
|
if isinstance(killer.actor, PlayerSpaz) and killer.actor:
|
|
killer.actor.set_score_text(str(killer.team.score) + '/' +
|
|
str(self._score_to_win),
|
|
color=killer.team.color,
|
|
flash=True)
|
|
|
|
self._update_scoreboard()
|
|
|
|
# If someone has won, set a timer to end shortly.
|
|
# (allows the dust to clear and draws to occur if deaths are
|
|
# close enough)
|
|
assert self._score_to_win is not None
|
|
if any(team.score >= self._score_to_win for team in self.teams):
|
|
bs.timer(0.5, self.end_game)
|
|
else:
|
|
return super().handlemessage(msg)
|
|
return None
|
|
|
|
def _update_scoreboard(self) -> None:
|
|
for team in self.teams:
|
|
self._scoreboard.set_team_value(team, team.score,
|
|
self._score_to_win)
|
|
|
|
def end_game(self) -> None:
|
|
results = bs.GameResults()
|
|
for team in self.teams:
|
|
results.set_team_score(team, team.score)
|
|
self.end(results=results) |