bombsquad-plugin-manager/plugins/minigames/super_duel.py
SenjuZoro 7501794910
Super duel updated
New game mode --> super duel
2023-07-27 18:31:52 +02:00

598 lines
No EOL
23 KiB
Python

"""New Duel / Created by: byANG3L"""
# ba_meta require api 8
# (see https://ballistica.net/wiki/meta-tag-system)
from __future__ import annotations
from typing import TYPE_CHECKING
import babase
import bauiv1 as bui
import bascenev1 as bs
import random
from bascenev1lib.actor.playerspaz import PlayerSpaz
from bascenev1lib.actor.scoreboard import Scoreboard
from bascenev1lib.game.elimination import Icon
if TYPE_CHECKING:
from typing import Any, Type, List, Dict, Tuple, Union, Sequence, Optional
class SuperSpaz(PlayerSpaz):
def __init__(self,
player: bs.Player,
color: Sequence[float] = (1.0, 1.0, 1.0),
highlight: Sequence[float] = (0.5, 0.5, 0.5),
character: str = 'Spaz',
super_punch: bool = False,
powerups_expire: bool = True):
super().__init__(player=player,
color=color,
highlight=highlight,
character=character,
powerups_expire=powerups_expire)
self._super_punch = super_punch
def handlemessage(self, msg: Any) -> Any:
from bascenev1lib.actor.spaz import PunchHitMessage
from bascenev1lib.actor.bomb import Blast
if isinstance(msg, PunchHitMessage):
super().handlemessage(msg)
node = bs.getcollision().opposingnode
if self._super_punch:
if node.getnodetype() == 'spaz':
if not node.frozen:
node.frozen = True
node.handlemessage(babase.FreezeMessage())
bs.getsound('freeze').play()
bs.getsound('superPunch').play()
bs.getsound('punchStrong02').play()
Blast(position=node.position,
velocity=node.velocity,
blast_radius=0.0,
blast_type='normal').autoretain()
else:
return super().handlemessage(msg)
return None
class Player(bs.Player['Team']):
"""Our player type for this game."""
def __init__(self) -> None:
self.icons: List[Icon] = []
self.in_game: bool = False
self.playervs1: bool = False
self.playervs2: bool = False
self.light: bool = False
class Team(bs.Team[Player]):
"""Our team type for this game."""
def __init__(self) -> None:
self.score = 0
lang = bs.app.lang.language
if lang == 'Spanish':
enable_powerups = 'Habilitar Potenciadores'
night_mode = 'Modo Noche'
fight_delay = 'Tiempo entre Pelea'
very_fast = 'Muy Rápido'
fast = 'Rápido'
normal = 'Normal'
slow = 'Lento'
very_slow = 'Muy Lento'
none = 'Ninguno'
super_punch = 'Super Golpe'
box_mode = 'Modo Caja'
boxing_gloves = 'Guantes de Boxeo'
else:
enable_powerups = 'Enable Powerups'
night_mode = 'Night Mode'
fight_delay = 'Fight Delay'
very_fast = 'Very Fast'
fast = 'Fast'
normal = 'Normal'
slow = 'Slow'
very_slow = 'Very Slow'
super_punch = 'Super Punch'
box_mode = 'Box Mode'
boxing_gloves = 'Boxing Gloves'
# ba_meta export bascenev1.GameActivity
class NewDuelGame(bs.TeamGameActivity[Player, Team]):
"""A game type based on acquiring kills."""
name = 'Duel'
description = 'Kill a set number of enemies to win.'
# Print messages when players die since it matters here.
announce_player_deaths = True
@classmethod
def get_available_settings(
cls, sessiontype: Type[bs.Session]) -> List[babase.Setting]:
settings = [
bs.IntSetting(
'Kills to Win Per Player',
min_value=1,
default=5,
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.BoolSetting(enable_powerups, default=False),
bs.BoolSetting(boxing_gloves, default=False),
bs.BoolSetting(night_mode, default=False),
bs.BoolSetting(super_punch, default=False),
bs.BoolSetting(box_mode, default=False),
bs.BoolSetting('Epic Mode', default=False),
bs.BoolSetting('Allow Negative Scores', default=False),
]
return settings
@classmethod
def supports_session_type(cls, sessiontype: Type[bs.Session]) -> bool:
return (issubclass(sessiontype, bs.FreeForAllSession))
@classmethod
def get_supported_maps(cls, sessiontype: Type[bs.Session]) -> List[str]:
return bs.app.classic.getmaps('melee')
def __init__(self, settings: dict):
super().__init__(settings)
self._scoreboard = Scoreboard()
self._score_to_win: Optional[int] = None
self._dingsound = bs.getsound('dingSmall')
self._epic_mode = bool(settings['Epic Mode'])
self._kills_to_win_per_player = int(
settings['Kills to Win Per Player'])
self._enable_powerups = bool(settings[enable_powerups])
self._night_mode = bool(settings[night_mode])
self._fight_delay: float = 0
self._time_limit = float(settings['Time Limit'])
self._allow_negative_scores = bool(
settings.get('Allow Negative Scores', False))
self._super_punch = bool(settings[super_punch])
self._box_mode = bool(settings[box_mode])
self._boxing_gloves = bool(settings[boxing_gloves])
self._vs_text: Optional[bs.Actor] = None
self.spawn_order: List[Player] = []
self._players_vs_1: bool = False
self._players_vs_2: bool = False
self._first_countdown: bool = True
self._count_1 = bs.getsound('announceOne')
self._count_2 = bs.getsound('announceTwo')
self._count_3 = bs.getsound('announceThree')
self._boxing_bell = bs.getsound('boxingBell')
# Base class overrides.
self.slow_motion = self._epic_mode
self.default_music = (bs.MusicType.EPIC if self._epic_mode else
bs.MusicType.TO_THE_DEATH)
def get_instance_description(self) -> Union[str, Sequence]:
return 'Crush ${ARG1} of your enemies.', self._score_to_win
def get_instance_description_short(self) -> Union[str, Sequence]:
return 'kill ${ARG1} enemies', self._score_to_win
def on_player_join(self, player: Player) -> None:
self.spawn_order.append(player)
self._update_order()
def on_player_leave(self, player: Player) -> None:
super().on_player_leave(player)
player.icons = []
if player.playervs1:
player.playervs1 = False
self._players_vs_1 = False
player.in_game = False
elif player.playervs2:
player.playervs2 = False
self._players_vs_2 = False
player.in_game = False
if player in self.spawn_order:
self.spawn_order.remove(player)
bs.timer(0.2, self._update_order)
def on_transition_in(self) -> None:
super().on_transition_in()
if self._night_mode:
gnode = bs.getactivity().globalsnode
gnode.tint = (0.3, 0.3, 0.3)
def on_team_join(self, team: Team) -> None:
if self.has_begun():
self._update_scoreboard()
def on_begin(self) -> None:
super().on_begin()
self.setup_standard_time_limit(self._time_limit)
if self._enable_powerups:
self.setup_standard_powerup_drops()
self._vs_text = bs.NodeActor(
bs.newnode('text',
attrs={
'position': (0, 105),
'h_attach': 'center',
'h_align': 'center',
'maxwidth': 200,
'shadow': 0.5,
'vr_depth': 390,
'scale': 0.6,
'v_attach': 'bottom',
'color': (0.8, 0.8, 0.3, 1.0),
'text': babase.Lstr(resource='vsText')
}))
# Base kills needed to win on the size of the largest team.
self._score_to_win = (self._kills_to_win_per_player *
max(1, max(len(t.players) for t in self.teams)))
self._update_scoreboard()
bs.timer(1.0, self._update, repeat=True)
def _update(self) -> None:
if len(self.players) == 1:
'self.end_game()'
def spawn_player(self, player: PlayerType) -> bs.Actor:
# pylint: disable=too-many-locals
# pylint: disable=cyclic-import
from babase import _math
from bascenev1._coopsession import CoopSession
from bascenev1lib.actor.spazfactory import SpazFactory
factory = SpazFactory.get()
name = player.getname()
color = player.color
highlight = player.highlight
light_color = _math.normalized_color(color)
display_color = babase.safecolor(color, target_intensity=0.75)
spaz = SuperSpaz(color=color,
highlight=highlight,
character=player.character,
player=player,
super_punch=True if self._super_punch else False)
player.actor = spaz
assert spaz.node
# If this is co-op and we're on Courtyard or Runaround, add the
# material that allows us to collide with the player-walls.
# FIXME: Need to generalize this.
if isinstance(self.session, CoopSession) and self.map.getname() in [
'Courtyard', 'Tower D'
]:
mat = self.map.preloaddata['collide_with_wall_material']
assert isinstance(spaz.node.materials, tuple)
assert isinstance(spaz.node.roller_materials, tuple)
spaz.node.materials += (mat, )
spaz.node.roller_materials += (mat, )
spaz.node.name = name
spaz.node.name_color = display_color
spaz.connect_controls_to_player()
self._spawn_sound.play(1, position=spaz.node.position)
light = bs.newnode('light', attrs={'color': light_color})
spaz.node.connectattr('position', light, 'position')
bs.animate(light, 'intensity', {0: 0, 0.25: 1, 0.5: 0})
bs.timer(0.5, light.delete)
pos1 = [self.map.get_start_position(0), 90]
pos2 = [self.map.get_start_position(1), 270]
pos3 = []
for x in self.players:
if x.is_alive():
if x is player: continue
p = x.actor.node.position
if 0.0 not in (p[0], p[2]):
if p[0] <= 0:
pos3.append(pos2[0])
else: pos3.append(pos1[0])
spaz.handlemessage(bs.StandMessage(pos1[0] if player.playervs1 else pos2[0],
pos1[1] if player.playervs1 else pos2[1]))
if any(pos3):
spaz.handlemessage(bs.StandMessage(pos3[0]))
if self._super_punch:
spaz._punch_power_scale = factory.punch_power_scale_gloves = 10
spaz.equip_boxing_gloves()
lfx = bs.newnode(
'light',
attrs={
'color': color,
'radius': 0.3,
'intensity': 0.3})
def sp_fx():
if not spaz.node:
lfx.delete()
return
bs.emitfx(position=spaz.node.position,
velocity=spaz.node.velocity,
count=5,
scale=0.5,
spread=0.5,
chunk_type='spark')
bs.emitfx(position=spaz.node.position,
velocity=spaz.node.velocity,
count=2,
scale=0.8,
spread=0.3,
chunk_type='spark')
if lfx:
spaz.node.connectattr('position', lfx, 'position')
bs.timer(0.1, sp_fx, repeat=True)
if self._box_mode:
spaz.node.color_texture = bs.gettexture('tnt')
spaz.node.color_mask_texture = bs.gettexture('tnt')
spaz.node.color = (1, 1, 1)
spaz.node.highlight = (1, 1, 1)
spaz.node.head_mesh = None
spaz.node.torso_mesh = bs.getmesh('tnt')
spaz.node.style = 'cyborg'
if self._boxing_gloves:
spaz.equip_boxing_gloves()
return spaz
def _update_spawn(self) -> None:
if self._players_vs_1 or self._players_vs_2:
for player in self.players:
if player.playervs1 or player.playervs2:
if not player.is_alive():
self.spawn_player(player)
# player.actor.disconnect_controls_from_player()
if self._night_mode:
if not player.light:
player.light = True
light = bs.newnode(
'light',
owner=player.node,
attrs={
'radius': 0.3,
'intensity': 0.6,
'height_attenuated': False,
'color': player.color
})
player.node.connectattr(
'position', light, 'position')
else:
player.actor.disconnect_controls_from_player()
bs.timer(0.0, self._countdown)
# bs.timer(0.1, self._clear_all_objects)
def _countdown(self) -> None:
self._first_countdown = False
if self._fight_delay == 0:
for player in self.players:
if player.playervs1 or player.playervs2:
if not player.is_alive():
return
else:
player.actor.connect_controls_to_player()
else:
bs.timer(self._fight_delay, self.count3)
def start(self) -> None:
self._count_text('FIGHT')
self._boxing_bell.play()
for player in self.players:
if player.playervs1 or player.playervs2:
if not player.is_alive():
return
else:
player.actor.connect_controls_to_player()
def count(self) -> None:
self._count_text('1')
self._count_1.play()
bs.timer(self._fight_delay, self.start)
def count2(self) -> None:
self._count_text('2')
self._count_2.play()
bs.timer(self._fight_delay, self.count)
def count3(self) -> None:
self._count_text('3')
self._count_3.play()
bs.timer(self._fight_delay, self.count2)
def _count_text(self, num: str) -> None:
self.node = bs.newnode('text',
attrs={
'v_attach': 'center',
'h_attach': 'center',
'h_align': 'center',
'color': (1, 1, 0.5, 1),
'flatness': 0.5,
'shadow': 0.5,
'position': (0, 18),
'text': num
})
if self._fight_delay == 0.7:
bs.animate(self.node, 'scale',
{0: 0, 0.1: 3.9, 0.64: 4.3, 0.68: 0})
elif self._fight_delay == 0.4:
bs.animate(self.node, 'scale',
{0: 0, 0.1: 3.9, 0.34: 4.3, 0.38: 0})
else:
bs.animate(self.node, 'scale',
{0: 0, 0.1: 3.9, 0.92: 4.3, 0.96: 0})
cmb = bs.newnode('combine', owner=self.node, attrs={'size': 4})
cmb.connectattr('output', self.node, 'color')
bs.animate(cmb, 'input0', {0: 1.0, 0.15: 1.0}, loop=True)
bs.animate(cmb, 'input1', {0: 1.0, 0.15: 0.5}, loop=True)
bs.animate(cmb, 'input2', {0: 0.1, 0.15: 0.0}, loop=True)
cmb.input3 = 1.0
bs.timer(self._fight_delay, self.node.delete)
def _update_order(self) -> None:
for player in self.spawn_order:
assert isinstance(player, Player)
if not player.is_alive():
if not self._players_vs_1:
self._players_vs_1 = True
player.playervs1 = True
player.in_game = True
self.spawn_order.remove(player)
self._update_spawn()
elif not self._players_vs_2:
self._players_vs_2 = True
player.playervs2 = True
player.in_game = True
self.spawn_order.remove(player)
self._update_spawn()
self._update_icons()
def _update_icons(self) -> None:
# pylint: disable=too-many-branches
for player in self.players:
player.icons = []
if player.in_game:
if player.playervs1:
xval = -60
x_offs = -78
elif player.playervs2:
xval = 60
x_offs = 78
player.icons.append(
Icon(player,
position=(xval, 40),
scale=1.0,
name_maxwidth=130,
name_scale=0.8,
flatness=0.0,
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)