vh-bombsquad-modded-server-.../dist/ba_root/mods/games/baDarkFields.py

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2024-06-06 19:50:58 +05:30
"""Dark fields mini-game."""
# Minigame by Froshlee14
# ba_meta require api 6
# (see https://ballistica.net/wiki/meta-tag-system)
from __future__ import annotations
import random
from typing import TYPE_CHECKING
import _ba, ba
from bastd.actor import bomb
from ba._music import setmusic
from bastd.actor.scoreboard import Scoreboard
from ba._gameutils import animate_array
from bastd.gameutils import SharedObjects
from bastd.actor.playerspaz import PlayerSpaz
if TYPE_CHECKING:
from typing import Any, Sequence, Optional, List, Dict, Type, Type
class Player(ba.Player['Team']):
"""Our player type for this game."""
class Team(ba.Team[Player]):
"""Our team type for this game."""
def __init__(self) -> None:
self.score = 0
# ba_meta export game
class DarkFieldsGame(ba.TeamGameActivity[Player, Team]):
name = 'Dark Fields'
description = 'Get to the other side.'
available_settings = [
ba.IntSetting('Score to Win',
min_value=1,
default=3,
),
ba.IntChoiceSetting('Time Limit',
choices=[
('None', 0),
('1 Minute', 60),
('2 Minutes', 120),
('5 Minutes', 300),
('10 Minutes', 600),
('20 Minutes', 1200),
],
default=0,
),
ba.FloatChoiceSetting('Respawn Times',
choices=[
('Shorter', 0.25),
('Short', 0.5),
('Normal', 1.0),
('Long', 2.0),
('Longer', 4.0),
],
default=1.0,
),
ba.BoolSetting('Epic Mode', default=False),
ba.BoolSetting('Players as center of interest', default=True),
]
@classmethod
def get_supported_maps(cls, sessiontype: Type[ba.Session]) -> List[str]:
return ba.getmaps('football')
@classmethod
def supports_session_type(cls, sessiontype: Type[ba.Session]) -> bool:
return (issubclass(sessiontype, ba.DualTeamSession)
or issubclass(sessiontype, ba.FreeForAllSession))
def __init__(self, settings: dict):
super().__init__(settings)
self._epic_mode = bool(settings['Epic Mode'])
self._center_of_interest = bool(settings['Players as center of interest'])
self._score_to_win_per_player = int(settings['Score to Win'])
self._time_limit = float(settings['Time Limit'])
self._scoreboard = Scoreboard()
shared = SharedObjects.get()
self._scoreRegionMaterial = ba.Material()
self._scoreRegionMaterial.add_actions(
conditions=("they_have_material",shared.player_material),
actions=(("modify_part_collision","collide",True),
("modify_part_collision","physical",False),
("call","at_connect", self._onPlayerScores)))
self.slow_motion = self._epic_mode
self.default_music = (ba.MusicType.EPIC if self._epic_mode else None)
def on_transition_in(self) -> None:
super().on_transition_in()
gnode = ba.getactivity().globalsnode
gnode.tint = (0.5,0.5,0.5)
a = ba.newnode('locator',attrs={'shape':'box','position':(12.2,0,.1087926362),
'color':(5,0,0),'opacity':1,'draw_beauty':True,'additive':False,'size':[2.5,0.1,12.8]})
b = ba.newnode('locator',attrs={'shape':'box','position':(-12.1,0,.1087926362),
'color':(0,0,5),'opacity':1,'draw_beauty':True,'additive':False,'size':[2.5,0.1,12.8]})
def on_begin(self) -> None:
self._has_begun = False
super().on_begin()
self.setup_standard_time_limit(self._time_limit)
self._score_to_win = (self._score_to_win_per_player *
max(1, max(len(t.players) for t in self.teams)))
self._update_scoreboard()
self.isUpdatingMines = False
self._scoreSound = ba.getsound('dingSmall')
for p in self.players:
if p.actor is not None:
try:
p.actor.disconnect_controls_from_player()
except Exception:
print('Can\'t connect to player')
self._scoreRegions = []
defs = ba.getactivity().map.defs
self._scoreRegions.append(ba.NodeActor(ba.newnode('region',
attrs={'position':defs.boxes['goal1'][0:3],
'scale':defs.boxes['goal1'][6:9],
'type': 'box',
'materials':(self._scoreRegionMaterial,)})))
self.mines = []
self.spawnMines()
ba.timer(0.8 if self.slow_motion else 1.7,self.start)
def start(self):
self._has_begun = True
self._show_info()
ba.timer(random.randrange(3,7),self.doRandomLighting)
if not self._epic_mode:
setmusic(ba.MusicType.SCARY)
animate_array(ba.getactivity().globalsnode,'tint',3,{0:(0.5,0.5,0.5),2:(0.2,0.2,0.2)})
for p in self.players:
self.doPlayer(p)
def spawn_player(self, player):
if not self._has_begun:
return
else:
self.doPlayer(player)
def doPlayer(self,player):
pos = (-12.4,1,random.randrange(-5,5))
player = self.spawn_player_spaz(player,pos)
player.connect_controls_to_player(enable_punch=False,enable_bomb=False)
player.node.is_area_of_interest = self._center_of_interest
def _show_info(self) -> None:
if self._has_begun:
super()._show_info()
def on_team_join(self, team: Team) -> None:
if self.has_begun():
self._update_scoreboard()
def _update_scoreboard(self) -> None:
for team in self.teams:
self._scoreboard.set_team_value(team, team.score, self._score_to_win)
def doRandomLighting(self):
ba.timer(random.randrange(3,7),self.doRandomLighting)
if self.isUpdatingMines: return
delay = 0
for mine in self.mines:
if mine.node.exists():
pos = mine.node.position
ba.timer(delay,ba.Call(self.do_light,pos))
delay += 0.005 if self._epic_mode else 0.01
def do_light(self,pos):
light = ba.newnode('light',attrs={
'position': pos,
'volume_intensity_scale': 1.0,
'radius':0.1,
'color': (1,0,0)
})
ba.animate(light, 'intensity', { 0: 2.0, 3.0: 0.0})
ba.timer(3.0, light.delete)
def spawnMines(self):
delay = 0
h_range = [10,8,6,4,2,0,-2,-4,-6,-8,-10]
for h in h_range:
for i in range(random.randint(3,4)):
x = h+random.random()
y = random.randrange(-5,6)+(random.random())
pos = (x,1,y)
ba.timer(delay,ba.Call(self.doMine,pos))
delay += 0.015 if self._epic_mode else 0.04
ba.timer(5.0,self.stopUpdateMines)
def stopUpdateMines(self):
self.isUpdatingMines = False
def updateMines(self):
if self.isUpdatingMines: return
self.isUpdatingMines = True
for m in self.mines:
m.node.delete()
self.mines = []
self.spawnMines()
def doMine(self,pos):
b = bomb.Bomb(position=pos,bomb_type='land_mine').autoretain()
b.add_explode_callback(self._on_bomb_exploded)
b.arm()
self.mines.append(b)
def _on_bomb_exploded(self, bomb: Bomb, blast: Blast) -> None:
assert blast.node
p = blast.node.position
pos = (p[0],p[1]+1,p[2])
ba.timer(0.5,ba.Call(self.doMine,pos))
def _onPlayerScores(self):
player: Optional[Player]
try:
player = ba.getcollision().opposingnode.getdelegate(PlayerSpaz, True).getplayer(Player, True)
except ba.NotFoundError:
player = None
if player.exists() and player.is_alive():
player.team.score += 1
ba.playsound(self._scoreSound)
pos = player.actor.node.position
animate_array(ba.getactivity().globalsnode,'tint',3,{0:(0.5,0.5,0.5),2.8:(0.2,0.2,0.2)})
self._update_scoreboard()
light = ba.newnode('light',
attrs={
'position': pos,
'radius': 0.5,
'color': (1, 0, 0)
})
ba.animate(light, 'intensity', {0.0: 0, 0.1: 1, 0.5: 0}, loop=False)
ba.timer(1.0, light.delete)
player.actor.handlemessage(ba.DieMessage( how=ba.DeathType.REACHED_GOAL))
self.updateMines()
if any(team.score >= self._score_to_win for team in self.teams):
ba.timer(0.5, self.end_game)
def handlemessage(self, msg: Any) -> Any:
if isinstance(msg, ba.PlayerDiedMessage):
# Augment standard behavior.
super().handlemessage(msg)
player = msg.getplayer(Player)
self.respawn_player(player)
else:
return super().handlemessage(msg)
return None
def end_game(self) -> None:
results = ba.GameResults()
for team in self.teams:
results.set_team_score(team, team.score)
self.end(results=results)