bombsquad-plugin-manager/plugins/minigames/better_deathmatch.py
2024-02-01 08:58:54 +00:00

269 lines
9 KiB
Python

# Ported to api 8 by brostos using baport.(https://github.com/bombsquad-community/baport)
# BetterDeathMatch
# Made by your friend: @[Just] Freak#4999
"""Defines a very-customisable DeathMatch mini-game"""
# ba_meta require api 8
from __future__ import annotations
from typing import TYPE_CHECKING
import babase
import bauiv1 as bui
import bascenev1 as bs
from bascenev1lib.actor.playerspaz import PlayerSpaz
from bascenev1lib.actor.scoreboard import Scoreboard
if TYPE_CHECKING:
from typing import Any, Type, List, Dict, Tuple, Union, Sequence, Optional
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 BetterDeathMatchGame(bs.TeamGameActivity[Player, Team]):
"""A game type based on acquiring kills."""
name = 'Btrr Death Match'
description = 'Kill a set number of enemies to win.\nbyFREAK'
# 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.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', default=False),
## Add settings ##
bs.BoolSetting('Enable Gloves', False),
bs.BoolSetting('Enable Powerups', True),
bs.BoolSetting('Night Mode', False),
bs.BoolSetting('Icy Floor', False),
bs.BoolSetting('One Punch Kill', False),
bs.BoolSetting('Spawn with Shield', False),
bs.BoolSetting('Punching Only', False),
## Add settings ##
]
# In teams mode, a suicide gives a point to the other team, but in
# free-for-all it subtracts from your own score. By default we clamp
# this at zero to benefit new players, but pro players might like to
# be able to go negative. (to avoid a strategy of just
# suiciding until you get a good drop)
if issubclass(sessiontype, bs.FreeForAllSession):
settings.append(
bs.BoolSetting('Allow Negative Scores', default=False))
return settings
@classmethod
def supports_session_type(cls, sessiontype: Type[bs.Session]) -> bool:
return (issubclass(sessiontype, bs.DualTeamSession)
or 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 = bui.getsound('dingSmall')
## Take applied settings ##
self._boxing_gloves = bool(settings['Enable Gloves'])
self._enable_powerups = bool(settings['Enable Powerups'])
self._night_mode = bool(settings['Night Mode'])
self._icy_floor = bool(settings['Icy Floor'])
self._one_punch_kill = bool(settings['One Punch Kill'])
self._shield_ = bool(settings['Spawn with Shield'])
self._only_punch = bool(settings['Punching Only'])
## Take applied settings ##
self._epic_mode = bool(settings['Epic Mode'])
self._kills_to_win_per_player = int(
settings['Kills to Win Per Player'])
self._time_limit = float(settings['Time Limit'])
self._allow_negative_scores = bool(
settings.get('Allow Negative Scores', False))
# 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. byFREAK', self._score_to_win
def get_instance_description_short(self) -> Union[str, Sequence]:
return 'kill ${ARG1} enemies. byFREAK', self._score_to_win
def on_team_join(self, team: Team) -> None:
if self.has_begun():
self._update_scoreboard()
## Run settings related: IcyFloor ##
def on_transition_in(self) -> None:
super().on_transition_in()
activity = bs.getactivity()
if self._icy_floor:
activity.map.is_hockey = True
else:
return
## Run settings related: IcyFloor ##
def on_begin(self) -> None:
super().on_begin()
self.setup_standard_time_limit(self._time_limit)
## Run settings related: NightMode,Powerups ##
if self._night_mode:
bs.getactivity().globalsnode.tint = (0.5, 0.7, 1)
else:
pass
# -# Tried return here, pfft. Took me 30mins to figure out why pwps spawning only on NightMode
# -# Now its fixed :)
if self._enable_powerups:
self.setup_standard_powerup_drops()
else:
pass
## Run settings related: NightMode,Powerups ##
# 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()
def handlemessage(self, msg: Any) -> Any:
if isinstance(msg, bs.PlayerDiedMessage):
# Augment standard behavior.
super().handlemessage(msg)
player = msg.getplayer(Player)
self.respawn_player(player)
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
## Run settings related: Spaz ##
def spawn_player(self, player: Player) -> bs.Actor:
spaz = self.spawn_player_spaz(player)
if self._boxing_gloves:
spaz.equip_boxing_gloves()
if self._one_punch_kill:
spaz._punch_power_scale = 15
if self._shield_:
spaz.equip_shields()
if self._only_punch:
spaz.connect_controls_to_player(enable_bomb=False, enable_pickup=False)
return spaz
## Run settings related: Spaz ##
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)