mirror of
https://github.com/bombsquad-community/plugin-manager.git
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720 lines
28 KiB
Python
720 lines
28 KiB
Python
# Porting to api 8 made easier by baport.(https://github.com/bombsquad-community/baport)
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# Released under the MIT License. See LICENSE for details.
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#
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"""Elimination mini-game."""
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# Maded by Froshlee14
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# Update by SEBASTIAN2059
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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 _babase
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import random
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from bascenev1lib.actor.spazfactory import SpazFactory
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from bascenev1lib.actor.scoreboard import Scoreboard
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from bascenev1lib.actor import spazbot as stdbot
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from bascenev1lib.gameutils import SharedObjects as so
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if TYPE_CHECKING:
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from typing import (Any, Tuple, Dict, Type, List, Sequence, Optional,
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Union)
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class Icon(bs.Actor):
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"""Creates in in-game icon on screen."""
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def __init__(self,
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player: Player,
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position: Tuple[float, float],
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scale: float,
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show_lives: bool = True,
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show_death: bool = True,
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name_scale: float = 1.0,
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name_maxwidth: float = 115.0,
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flatness: float = 1.0,
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shadow: float = 1.0):
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super().__init__()
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self._player = player
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self._show_lives = show_lives
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self._show_death = show_death
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self._name_scale = name_scale
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self._outline_tex = bs.gettexture('characterIconMask')
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icon = player.get_icon()
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self.node = bs.newnode('image',
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delegate=self,
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attrs={
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'texture': icon['texture'],
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'tint_texture': icon['tint_texture'],
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'tint_color': icon['tint_color'],
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'vr_depth': 400,
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'tint2_color': icon['tint2_color'],
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'mask_texture': self._outline_tex,
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'opacity': 1.0,
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'absolute_scale': True,
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'attach': 'bottomCenter'
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})
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self._name_text = bs.newnode(
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'text',
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owner=self.node,
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attrs={
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'text': babase.Lstr(value=player.getname()),
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'color': babase.safecolor(player.team.color),
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'h_align': 'center',
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'v_align': 'center',
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'vr_depth': 410,
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'maxwidth': name_maxwidth,
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'shadow': shadow,
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'flatness': flatness,
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'h_attach': 'center',
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'v_attach': 'bottom'
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})
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if self._show_lives:
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self._lives_text = bs.newnode('text',
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owner=self.node,
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attrs={
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'text': 'x0',
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'color': (1, 1, 0.5),
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'h_align': 'left',
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'vr_depth': 430,
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'shadow': 1.0,
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'flatness': 1.0,
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'h_attach': 'center',
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'v_attach': 'bottom'
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})
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self.set_position_and_scale(position, scale)
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def set_position_and_scale(self, position: Tuple[float, float],
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scale: float) -> None:
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"""(Re)position the icon."""
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assert self.node
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self.node.position = position
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self.node.scale = [70.0 * scale]
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self._name_text.position = (position[0], position[1] + scale * 52.0)
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self._name_text.scale = 1.0 * scale * self._name_scale
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if self._show_lives:
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self._lives_text.position = (position[0] + scale * 10.0,
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position[1] - scale * 43.0)
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self._lives_text.scale = 1.0 * scale
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def update_for_lives(self) -> None:
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"""Update for the target player's current lives."""
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if self._player:
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lives = self._player.lives
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else:
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lives = 0
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if self._show_lives:
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if lives > 0:
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self._lives_text.text = 'x' + str(lives - 1)
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else:
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self._lives_text.text = ''
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if lives == 0:
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self._name_text.opacity = 0.2
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assert self.node
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self.node.color = (0.7, 0.3, 0.3)
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self.node.opacity = 0.2
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def handle_player_spawned(self) -> None:
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"""Our player spawned; hooray!"""
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if not self.node:
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return
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self.node.opacity = 1.0
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self.update_for_lives()
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def handle_player_died(self) -> None:
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"""Well poo; our player died."""
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if not self.node:
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return
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if self._show_death:
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bs.animate(
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self.node, 'opacity', {
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0.00: 1.0,
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0.05: 0.0,
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0.10: 1.0,
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0.15: 0.0,
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0.20: 1.0,
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0.25: 0.0,
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0.30: 1.0,
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0.35: 0.0,
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0.40: 1.0,
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0.45: 0.0,
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0.50: 1.0,
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0.55: 0.2
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})
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lives = self._player.lives
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if lives == 0:
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bs.timer(0.6, self.update_for_lives)
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def handlemessage(self, msg: Any) -> Any:
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if isinstance(msg, bs.DieMessage):
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self.node.delete()
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return None
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return super().handlemessage(msg)
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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.lives = 0
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self.icons: List[Icon] = []
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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.survival_seconds: Optional[int] = None
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self.spawn_order: List[Player] = []
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lang = bs.app.lang.language
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if lang == 'Spanish':
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description = 'Mantente en la zona segura.'
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join_description = 'Corre hacia la zona segura.'
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kill_timer = 'Kill timer: '
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else:
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description = 'Stay in the safe zone.'
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join_description = 'Run into the safe zone'
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kill_timer = 'Kill timer: '
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# ba_meta export bascenev1.GameActivity
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class SafeZoneGame(bs.TeamGameActivity[Player, Team]):
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"""Game type where last player(s) left alive win."""
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name = 'Safe Zone'
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description = description
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scoreconfig = bs.ScoreConfig(label='Survived',
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scoretype=bs.ScoreType.SECONDS,
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none_is_winner=True)
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# Show messages when players die since it's meaningful 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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'Lives Per Player',
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default=2,
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min_value=1,
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max_value=10,
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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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('Short', 0.25),
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('Normal', 0.5),
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],
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default=0.5,
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),
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bs.BoolSetting('Epic Mode', default=False),
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]
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if issubclass(sessiontype, bs.DualTeamSession):
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settings.append(bs.BoolSetting('Solo Mode', default=False))
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settings.append(
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bs.BoolSetting('Balance Total Lives', default=False))
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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.DualTeamSession)
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or 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 ['Football Stadium','Hockey Stadium']
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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._start_time: Optional[float] = None
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self._vs_text: Optional[bs.Actor] = None
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self._round_end_timer: Optional[bs.Timer] = None
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self._epic_mode = bool(settings['Epic Mode'])
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self._lives_per_player = int(settings['Lives Per Player'])
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self._time_limit = float(settings['Time Limit'])
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self._balance_total_lives = bool(
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settings.get('Balance Total Lives', False))
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self._solo_mode = bool(settings.get('Solo Mode', False))
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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
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if self._epic_mode else bs.MusicType.SURVIVAL)
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self._tick_sound = bs.getsound('tick')
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def get_instance_description(self) -> Union[str, Sequence]:
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return join_description
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def get_instance_description_short(self) -> Union[str, Sequence]:
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return 'last team standing wins' if isinstance(
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self.session, bs.DualTeamSession) else 'last one standing wins'
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def on_player_join(self, player: Player) -> None:
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# No longer allowing mid-game joiners here; too easy to exploit.
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if self.has_begun():
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# Make sure their team has survival seconds set if they're all dead
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# (otherwise blocked new ffa players are considered 'still alive'
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# in score tallying).
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if (self._get_total_team_lives(player.team) == 0
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and player.team.survival_seconds is None):
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player.team.survival_seconds = 0
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bs.broadcastmessage(
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babase.Lstr(resource='playerDelayedJoinText',
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subs=[('${PLAYER}', player.getname(full=True))]),
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color=(0, 1, 0),
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)
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return
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player.lives = self._lives_per_player
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if self._solo_mode:
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player.team.spawn_order.append(player)
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self._update_solo_mode()
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else:
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# Create our icon and spawn.
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player.icons = [Icon(player, position=(0, 50), scale=0.8)]
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if player.lives > 0:
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self.spawn_player(player)
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# Don't waste time doing this until begin.
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if self.has_begun():
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self._update_icons()
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def on_begin(self) -> None:
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super().on_begin()
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self._start_time = bs.time()
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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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bs.timer(5,self.spawn_zone)
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self._bots = stdbot.SpazBotSet()
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bs.timer(3,babase.Call(self.add_bot,'left'))
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bs.timer(3,babase.Call(self.add_bot,'right'))
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if len(self.initialplayerinfos) > 4:
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bs.timer(5,babase.Call(self.add_bot,'right'))
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bs.timer(5,babase.Call(self.add_bot,'left'))
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if self._solo_mode:
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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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# If balance-team-lives is on, add lives to the smaller team until
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# total lives match.
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if (isinstance(self.session, bs.DualTeamSession)
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and self._balance_total_lives and self.teams[0].players
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and self.teams[1].players):
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if self._get_total_team_lives(
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self.teams[0]) < self._get_total_team_lives(self.teams[1]):
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lesser_team = self.teams[0]
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greater_team = self.teams[1]
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else:
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lesser_team = self.teams[1]
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greater_team = self.teams[0]
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add_index = 0
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while (self._get_total_team_lives(lesser_team) <
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self._get_total_team_lives(greater_team)):
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lesser_team.players[add_index].lives += 1
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add_index = (add_index + 1) % len(lesser_team.players)
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self._update_icons()
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# We could check game-over conditions at explicit trigger points,
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# but lets just do the simple thing and poll it.
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bs.timer(1.0, self._update, repeat=True)
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def spawn_zone(self):
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self.zone_pos = (random.randrange(-10,10),0.05,random.randrange(-5,5))
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self.zone = bs.newnode('locator',attrs={'shape':'circle','position':self.zone_pos,'color':(1, 1, 0),'opacity':0.8,'draw_beauty':True,'additive':False,'drawShadow':False})
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self.zone_limit = bs.newnode('locator',attrs={'shape':'circleOutline','position':self.zone_pos,'color':(1, 0.2, 0.2),'opacity':0.8,'draw_beauty':True,'additive':False,'drawShadow':False})
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bs.animate_array(self.zone, 'size', 1,{0:[0], 0.3:[self.get_players_count()*0.85], 0.35:[self.get_players_count()*0.8]})
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bs.animate_array(self.zone_limit, 'size', 1,{0:[0], 0.3:[self.get_players_count()*1.2], 0.35:[self.get_players_count()*0.95]})
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self.last_players_count = self.get_players_count()
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bs.getsound('laserReverse').play()
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self.start_timer()
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self.move_zone()
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def delete_zone(self):
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self.zone.delete()
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self.zone = None
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self.zone_limit.delete()
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self.zone_limit = None
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bs.getsound('shieldDown').play()
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bs.timer(1,self.spawn_zone)
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def move_zone(self):
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if self.zone_pos[0] > 0: x = random.randrange(0,10)
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else: x = random.randrange(-10,0)
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if self.zone_pos[2] > 0: y = random.randrange(0,5)
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else: y = random.randrange(-5,0)
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new_pos = (x,0.05,y)
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bs.animate_array(self.zone, 'position', 3,{0:self.zone.position, 8:new_pos})
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bs.animate_array(self.zone_limit, 'position', 3,{0:self.zone_limit.position,8:new_pos})
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def start_timer(self):
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count = self.get_players_count()
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self._time_remaining = 10 if count > 9 else count-1 if count > 6 else count if count > 2 else count*2
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self._timer_x = bs.Timer(1.0,bs.WeakCall(self.tick),repeat=True)
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# gnode = bs.getactivity().globalsnode
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# tint = gnode.tint
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# bs.animate_array(gnode,'tint',3,{0:tint,self._time_remaining*1.5:(1.0,0.5,0.5),self._time_remaining*1.55:tint})
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def stop_timer(self):
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self._time = None
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self._timer_x = None
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def tick(self):
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self.check_players()
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self._time = bs.NodeActor(bs.newnode('text',
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attrs={'v_attach':'top','h_attach':'center',
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'text':kill_timer+str(self._time_remaining)+'s',
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'opacity':0.8,'maxwidth':100,'h_align':'center',
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'v_align':'center','shadow':1.0,'flatness':1.0,
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'color':(1,1,1),'scale':1.5,'position':(0,-50)}
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)
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)
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self._time_remaining -= 1
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self._tick_sound.play()
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def check_players(self):
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if self._time_remaining <= 0:
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self.stop_timer()
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bs.animate_array(self.zone, 'size', 1,{0:[self.last_players_count*0.8], 1.4:[self.last_players_count*0.8],1.5:[0]})
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bs.animate_array(self.zone_limit, 'size', 1,{0:[self.last_players_count*0.95], 1.45:[self.last_players_count*0.95],1.5:[0]})
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bs.timer(1.5,self.delete_zone)
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for player in self.players:
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if not player.actor is None:
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if player.actor.is_alive():
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p1 = player.actor.node.position
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p2 = self.zone.position
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diff = (babase.Vec3(p1[0]-p2[0],0.0,p1[2]-p2[2]))
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dist = (diff.length())
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if dist > (self.get_players_count()*0.7):
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player.actor.handlemessage(bs.DieMessage())
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def get_players_count(self):
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count = 0
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for player in self.players:
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if not player.actor is None:
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if player.actor.is_alive():
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count += 1
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return count
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def _update_solo_mode(self) -> None:
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# For both teams, find the first player on the spawn order list with
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# lives remaining and spawn them if they're not alive.
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for team in self.teams:
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# Prune dead players from the spawn order.
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team.spawn_order = [p for p in team.spawn_order if p]
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for player in team.spawn_order:
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assert isinstance(player, Player)
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if player.lives > 0:
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if not player.is_alive():
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self.spawn_player(player)
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break
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def _update_icons(self) -> None:
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# pylint: disable=too-many-branches
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# In free-for-all mode, everyone is just lined up along the bottom.
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if isinstance(self.session, bs.FreeForAllSession):
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count = len(self.teams)
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x_offs = 85
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xval = x_offs * (count - 1) * -0.5
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for team in self.teams:
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if len(team.players) == 1:
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player = team.players[0]
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for icon in player.icons:
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icon.set_position_and_scale((xval, 30), 0.7)
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icon.update_for_lives()
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xval += x_offs
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# In teams mode we split up teams.
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else:
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if self._solo_mode:
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# First off, clear out all icons.
|
|
for player in self.players:
|
|
player.icons = []
|
|
|
|
# Now for each team, cycle through our available players
|
|
# adding icons.
|
|
for team in self.teams:
|
|
if team.id == 0:
|
|
xval = -60
|
|
x_offs = -78
|
|
else:
|
|
xval = 60
|
|
x_offs = 78
|
|
is_first = True
|
|
test_lives = 1
|
|
while True:
|
|
players_with_lives = [
|
|
p for p in team.spawn_order
|
|
if p and p.lives >= test_lives
|
|
]
|
|
if not players_with_lives:
|
|
break
|
|
for player in players_with_lives:
|
|
player.icons.append(
|
|
Icon(player,
|
|
position=(xval, (40 if is_first else 25)),
|
|
scale=1.0 if is_first else 0.5,
|
|
name_maxwidth=130 if is_first else 75,
|
|
name_scale=0.8 if is_first else 1.0,
|
|
flatness=0.0 if is_first else 1.0,
|
|
shadow=0.5 if is_first else 1.0,
|
|
show_death=is_first,
|
|
show_lives=False))
|
|
xval += x_offs * (0.8 if is_first else 0.56)
|
|
is_first = False
|
|
test_lives += 1
|
|
# Non-solo mode.
|
|
else:
|
|
for team in self.teams:
|
|
if team.id == 0:
|
|
xval = -50
|
|
x_offs = -85
|
|
else:
|
|
xval = 50
|
|
x_offs = 85
|
|
for player in team.players:
|
|
for icon in player.icons:
|
|
icon.set_position_and_scale((xval, 30), 0.7)
|
|
icon.update_for_lives()
|
|
xval += x_offs
|
|
|
|
def _get_spawn_point(self, player: Player) -> Optional[babase.Vec3]:
|
|
del player # Unused.
|
|
|
|
# In solo-mode, if there's an existing live player on the map, spawn at
|
|
# whichever spot is farthest from them (keeps the action spread out).
|
|
if self._solo_mode:
|
|
living_player = None
|
|
living_player_pos = None
|
|
for team in self.teams:
|
|
for tplayer in team.players:
|
|
if tplayer.is_alive():
|
|
assert tplayer.node
|
|
ppos = tplayer.node.position
|
|
living_player = tplayer
|
|
living_player_pos = ppos
|
|
break
|
|
if living_player:
|
|
assert living_player_pos is not None
|
|
player_pos = babase.Vec3(living_player_pos)
|
|
points: List[Tuple[float, babase.Vec3]] = []
|
|
for team in self.teams:
|
|
start_pos = babase.Vec3(self.map.get_start_position(team.id))
|
|
points.append(
|
|
((start_pos - player_pos).length(), start_pos))
|
|
# Hmm.. we need to sorting vectors too?
|
|
points.sort(key=lambda x: x[0])
|
|
return points[-1][1]
|
|
return None
|
|
|
|
def spawn_player(self, player: Player) -> bs.Actor:
|
|
actor = self.spawn_player_spaz(player, self._get_spawn_point(player))
|
|
if not self._solo_mode:
|
|
bs.timer(0.3, babase.Call(self._print_lives, player))
|
|
|
|
# spaz but *without* the ability to attack or pick stuff up.
|
|
actor.connect_controls_to_player(enable_punch=False,
|
|
enable_bomb=False,
|
|
enable_pickup=False)
|
|
|
|
# If we have any icons, update their state.
|
|
for icon in player.icons:
|
|
icon.handle_player_spawned()
|
|
return actor
|
|
|
|
def _print_lives(self, player: Player) -> None:
|
|
from bascenev1lib.actor import popuptext
|
|
|
|
# We get called in a timer so it's possible our player has left/etc.
|
|
if not player or not player.is_alive() or not player.node:
|
|
return
|
|
|
|
popuptext.PopupText('x' + str(player.lives - 1),
|
|
color=(1, 1, 0, 1),
|
|
offset=(0, -0.8, 0),
|
|
random_offset=0.0,
|
|
scale=1.8,
|
|
position=player.node.position).autoretain()
|
|
|
|
def on_player_leave(self, player: Player) -> None:
|
|
super().on_player_leave(player)
|
|
player.icons = []
|
|
|
|
# Remove us from spawn-order.
|
|
if self._solo_mode:
|
|
if player in player.team.spawn_order:
|
|
player.team.spawn_order.remove(player)
|
|
|
|
# Update icons in a moment since our team will be gone from the
|
|
# list then.
|
|
bs.timer(0, self._update_icons)
|
|
|
|
# If the player to leave was the last in spawn order and had
|
|
# their final turn currently in-progress, mark the survival time
|
|
# for their team.
|
|
if self._get_total_team_lives(player.team) == 0:
|
|
assert self._start_time is not None
|
|
player.team.survival_seconds = int(bs.time() - self._start_time)
|
|
|
|
def _get_total_team_lives(self, team: Team) -> int:
|
|
return sum(player.lives for player in team.players)
|
|
|
|
def handlemessage(self, msg: Any) -> Any:
|
|
if isinstance(msg, bs.PlayerDiedMessage):
|
|
|
|
# Augment standard behavior.
|
|
super().handlemessage(msg)
|
|
player: Player = msg.getplayer(Player)
|
|
|
|
player.lives -= 1
|
|
if player.lives < 0:
|
|
babase.print_error(
|
|
"Got lives < 0 in Elim; this shouldn't happen. solo:" +
|
|
str(self._solo_mode))
|
|
player.lives = 0
|
|
|
|
# If we have any icons, update their state.
|
|
for icon in player.icons:
|
|
icon.handle_player_died()
|
|
|
|
# Play big death sound on our last death
|
|
# or for every one in solo mode.
|
|
if self._solo_mode or player.lives == 0:
|
|
SpazFactory.get().single_player_death_sound.play()
|
|
|
|
# If we hit zero lives, we're dead (and our team might be too).
|
|
if player.lives == 0:
|
|
# If the whole team is now dead, mark their survival time.
|
|
if self._get_total_team_lives(player.team) == 0:
|
|
assert self._start_time is not None
|
|
player.team.survival_seconds = int(bs.time() -
|
|
self._start_time)
|
|
else:
|
|
# Otherwise, in regular mode, respawn.
|
|
if not self._solo_mode:
|
|
self.respawn_player(player)
|
|
|
|
# In solo, put ourself at the back of the spawn order.
|
|
if self._solo_mode:
|
|
player.team.spawn_order.remove(player)
|
|
player.team.spawn_order.append(player)
|
|
elif isinstance(msg,stdbot.SpazBotDiedMessage):
|
|
self._on_spaz_bot_died(msg)
|
|
|
|
def _on_spaz_bot_died(self,die_msg):
|
|
bs.timer(1,babase.Call(self.add_bot,die_msg.spazbot.node.position))
|
|
|
|
def _on_bot_spawn(self,spaz):
|
|
spaz.update_callback = self.move_bot
|
|
spaz_type = type(spaz)
|
|
spaz._charge_speed = self._get_bot_speed(spaz_type)
|
|
|
|
def add_bot(self,pos=None):
|
|
if pos == 'left': position = (-11,0,random.randrange(-5,5))
|
|
elif pos == 'right': position = (11,0,random.randrange(-5,5))
|
|
else: position = pos
|
|
self._bots.spawn_bot(self.get_random_bot(),pos=position,spawn_time=1,on_spawn_call=babase.Call(self._on_bot_spawn))
|
|
|
|
def move_bot(self,bot):
|
|
p = bot.node.position
|
|
speed = -bot._charge_speed if(p[0]>=-11 and p[0]<0) else bot._charge_speed
|
|
|
|
if (p[0]>=-11) and (p[0]<=11):
|
|
bot.node.move_left_right = speed
|
|
bot.node.move_up_down = 0.0
|
|
bot.node.run = 0.0
|
|
return True
|
|
return False
|
|
|
|
def get_random_bot(self):
|
|
bots = [stdbot.BomberBotStatic, stdbot.TriggerBotStatic]
|
|
return (random.choice(bots))
|
|
|
|
def _get_bot_speed(self, bot_type):
|
|
if bot_type == stdbot.BomberBotStatic:
|
|
return 0.48
|
|
elif bot_type == stdbot.TriggerBotStatic:
|
|
return 0.73
|
|
else:
|
|
raise Exception('Invalid bot type to _getBotSpeed(): '+str(bot_type))
|
|
|
|
def _update(self) -> None:
|
|
if self._solo_mode:
|
|
# For both teams, find the first player on the spawn order
|
|
# list with lives remaining and spawn them if they're not alive.
|
|
for team in self.teams:
|
|
# Prune dead players from the spawn order.
|
|
team.spawn_order = [p for p in team.spawn_order if p]
|
|
for player in team.spawn_order:
|
|
assert isinstance(player, Player)
|
|
if player.lives > 0:
|
|
if not player.is_alive():
|
|
self.spawn_player(player)
|
|
self._update_icons()
|
|
break
|
|
|
|
# If we're down to 1 or fewer living teams, start a timer to end
|
|
# the game (allows the dust to settle and draws to occur if deaths
|
|
# are close enough).
|
|
if len(self._get_living_teams()) < 2:
|
|
self._round_end_timer = bs.Timer(0.5, self.end_game)
|
|
|
|
def _get_living_teams(self) -> List[Team]:
|
|
return [
|
|
team for team in self.teams
|
|
if len(team.players) > 0 and any(player.lives > 0
|
|
for player in team.players)
|
|
]
|
|
|
|
def end_game(self) -> None:
|
|
if self.has_ended():
|
|
return
|
|
results = bs.GameResults()
|
|
self._vs_text = None # Kill our 'vs' if its there.
|
|
for team in self.teams:
|
|
results.set_team_score(team, team.survival_seconds)
|
|
self.end(results=results)
|