vh-bombsquad-modded-server-.../dist/ba_data/python/ba/_level.py

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2024-06-06 19:50:58 +05:30
# Released under the MIT License. See LICENSE for details.
#
"""Functionality related to individual levels in a campaign."""
from __future__ import annotations
import copy
import weakref
from typing import TYPE_CHECKING
import _ba
if TYPE_CHECKING:
from typing import Any
import ba
class Level:
"""An entry in a ba.Campaign consisting of a name, game type, and settings.
Category: **Gameplay Classes**
"""
def __init__(
self,
name: str,
gametype: type[ba.GameActivity],
settings: dict,
preview_texture_name: str,
displayname: str | None = None,
):
self._name = name
self._gametype = gametype
self._settings = settings
self._preview_texture_name = preview_texture_name
self._displayname = displayname
self._campaign: weakref.ref[ba.Campaign] | None = None
self._index: int | None = None
self._score_version_string: str | None = None
def __repr__(self) -> str:
cls = type(self)
return f"<{cls.__module__}.{cls.__name__} '{self._name}'>"
@property
def name(self) -> str:
"""The unique name for this Level."""
return self._name
def get_settings(self) -> dict[str, Any]:
"""Returns the settings for this Level."""
settings = copy.deepcopy(self._settings)
# So the game knows what the level is called.
# Hmm; seems hacky; I think we should take this out.
settings['name'] = self._name
return settings
@property
def preview_texture_name(self) -> str:
"""The preview texture name for this Level."""
return self._preview_texture_name
def get_preview_texture(self) -> ba.Texture:
"""Load/return the preview Texture for this Level."""
return _ba.gettexture(self._preview_texture_name)
@property
def displayname(self) -> ba.Lstr:
"""The localized name for this Level."""
from ba import _language
return _language.Lstr(
translate=(
'coopLevelNames',
self._displayname
if self._displayname is not None
else self._name,
),
subs=[
('${GAME}', self._gametype.get_display_string(self._settings))
],
)
@property
def gametype(self) -> type[ba.GameActivity]:
"""The type of game used for this Level."""
return self._gametype
@property
def campaign(self) -> ba.Campaign | None:
"""The ba.Campaign this Level is associated with, or None."""
return None if self._campaign is None else self._campaign()
@property
def index(self) -> int:
"""The zero-based index of this Level in its ba.Campaign.
Access results in a RuntimeError if the Level is not assigned to a
Campaign.
"""
if self._index is None:
raise RuntimeError('Level is not part of a Campaign')
return self._index
@property
def complete(self) -> bool:
"""Whether this Level has been completed."""
config = self._get_config_dict()
return config.get('Complete', False)
def set_complete(self, val: bool) -> None:
"""Set whether or not this level is complete."""
old_val = self.complete
assert isinstance(old_val, bool)
assert isinstance(val, bool)
if val != old_val:
config = self._get_config_dict()
config['Complete'] = val
def get_high_scores(self) -> dict:
"""Return the current high scores for this Level."""
config = self._get_config_dict()
high_scores_key = 'High Scores' + self.get_score_version_string()
if high_scores_key not in config:
return {}
return copy.deepcopy(config[high_scores_key])
def set_high_scores(self, high_scores: dict) -> None:
"""Set high scores for this level."""
config = self._get_config_dict()
high_scores_key = 'High Scores' + self.get_score_version_string()
config[high_scores_key] = high_scores
def get_score_version_string(self) -> str:
"""Return the score version string for this Level.
If a Level's gameplay changes significantly, its version string
can be changed to separate its new high score lists/etc. from the old.
"""
if self._score_version_string is None:
scorever = self._gametype.getscoreconfig().version
if scorever != '':
scorever = ' ' + scorever
self._score_version_string = scorever
assert self._score_version_string is not None
return self._score_version_string
@property
def rating(self) -> float:
"""The current rating for this Level."""
return self._get_config_dict().get('Rating', 0.0)
def set_rating(self, rating: float) -> None:
"""Set a rating for this Level, replacing the old ONLY IF higher."""
old_rating = self.rating
config = self._get_config_dict()
config['Rating'] = max(old_rating, rating)
def _get_config_dict(self) -> dict[str, Any]:
"""Return/create the persistent state dict for this level.
The referenced dict exists under the game's config dict and
can be modified in place."""
campaign = self.campaign
if campaign is None:
raise RuntimeError('Level is not in a campaign.')
configdict = campaign.configdict
val: dict[str, Any] = configdict.setdefault(
self._name, {'Rating': 0.0, 'Complete': False}
)
assert isinstance(val, dict)
return val
def set_campaign(self, campaign: ba.Campaign, index: int) -> None:
"""For use by ba.Campaign when adding levels to itself.
(internal)"""
self._campaign = weakref.ref(campaign)
self._index = index