"""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)