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https://github.com/hypervortex/VH-Bombsquad-Modded-Server-Files
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281 lines
9.3 KiB
Python
281 lines
9.3 KiB
Python
# Released under the MIT License. See LICENSE for details.
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#
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"""Defines a keep-away game type."""
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# ba_meta require api 7
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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 enum import Enum
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from typing import TYPE_CHECKING
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import ba
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from bastd.actor.playerspaz import PlayerSpaz
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from bastd.actor.scoreboard import Scoreboard
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from bastd.actor.flag import (
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Flag,
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FlagDroppedMessage,
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FlagDiedMessage,
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FlagPickedUpMessage,
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)
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if TYPE_CHECKING:
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from typing import Any, Sequence
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class FlagState(Enum):
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"""States our single flag can be in."""
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NEW = 0
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UNCONTESTED = 1
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CONTESTED = 2
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HELD = 3
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class Player(ba.Player['Team']):
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"""Our player type for this game."""
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class Team(ba.Team[Player]):
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"""Our team type for this game."""
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def __init__(self, timeremaining: int) -> None:
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self.timeremaining = timeremaining
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self.holdingflag = False
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# ba_meta export game
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class KeepAwayGame(ba.TeamGameActivity[Player, Team]):
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"""Game where you try to keep the flag away from your enemies."""
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name = 'Keep Away'
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description = 'Carry the flag for a set length of time.'
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available_settings = [
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ba.IntSetting(
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'Hold Time',
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min_value=10,
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default=30,
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increment=10,
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),
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ba.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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ba.FloatChoiceSetting(
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'Respawn Times',
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choices=[
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('Shorter', 0.25),
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('Short', 0.5),
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('Normal', 1.0),
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('Long', 2.0),
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('Longer', 4.0),
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],
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default=1.0,
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),
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ba.BoolSetting('Epic Mode', default=True),
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]
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scoreconfig = ba.ScoreConfig(label='Time Held')
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@classmethod
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def supports_session_type(cls, sessiontype: type[ba.Session]) -> bool:
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return issubclass(sessiontype, ba.DualTeamSession) or issubclass(
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sessiontype, ba.FreeForAllSession
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)
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@classmethod
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def get_supported_maps(cls, sessiontype: type[ba.Session]) -> list[str]:
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return ba.getmaps('keep_away')
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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._swipsound = ba.getsound('swip')
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self._tick_sound = ba.getsound('tick')
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self._countdownsounds = {
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10: ba.getsound('announceTen'),
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9: ba.getsound('announceNine'),
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8: ba.getsound('announceEight'),
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7: ba.getsound('announceSeven'),
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6: ba.getsound('announceSix'),
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5: ba.getsound('announceFive'),
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4: ba.getsound('announceFour'),
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3: ba.getsound('announceThree'),
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2: ba.getsound('announceTwo'),
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1: ba.getsound('announceOne'),
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}
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self._flag_spawn_pos: Sequence[float] | None = None
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self._update_timer: ba.Timer | None = None
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self._holding_players: list[Player] = []
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self._flag_state: FlagState | None = None
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self._flag_light: ba.Node | None = None
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self._scoring_team: Team | None = None
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self._flag: Flag | None = None
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self._hold_time = int(settings['Hold Time'])
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self._time_limit = float(settings['Time Limit'])
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self._epic_mode = bool(settings['Epic Mode'])
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self.slow_motion = self._epic_mode
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self.default_music = (
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ba.MusicType.EPIC if self._epic_mode else ba.MusicType.KEEP_AWAY
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)
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def get_instance_description(self) -> str | Sequence:
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return 'Carry the flag for ${ARG1} seconds.', self._hold_time
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def get_instance_description_short(self) -> str | Sequence:
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return 'carry the flag for ${ARG1} seconds', self._hold_time
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def create_team(self, sessionteam: ba.SessionTeam) -> Team:
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return Team(timeremaining=self._hold_time)
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def on_team_join(self, team: Team) -> None:
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self._update_scoreboard()
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def on_begin(self) -> None:
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super().on_begin()
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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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self._flag_spawn_pos = self.map.get_flag_position(None)
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self._spawn_flag()
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self._update_timer = ba.Timer(1.0, call=self._tick, repeat=True)
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self._update_flag_state()
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Flag.project_stand(self._flag_spawn_pos)
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def _tick(self) -> None:
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self._update_flag_state()
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# Award points to all living players holding the flag.
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for player in self._holding_players:
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if player:
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assert self.stats
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self.stats.player_scored(
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player, 3, screenmessage=False, display=False
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)
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scoreteam = self._scoring_team
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if scoreteam is not None:
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if scoreteam.timeremaining > 0:
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ba.playsound(self._tick_sound)
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scoreteam.timeremaining = max(0, scoreteam.timeremaining - 1)
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self._update_scoreboard()
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if scoreteam.timeremaining > 0:
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assert self._flag is not None
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self._flag.set_score_text(str(scoreteam.timeremaining))
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# Announce numbers we have sounds for.
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if scoreteam.timeremaining in self._countdownsounds:
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ba.playsound(self._countdownsounds[scoreteam.timeremaining])
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# Winner.
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if scoreteam.timeremaining <= 0:
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self.end_game()
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def end_game(self) -> None:
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results = ba.GameResults()
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for team in self.teams:
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results.set_team_score(team, self._hold_time - team.timeremaining)
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self.end(results=results, announce_delay=0)
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def _update_flag_state(self) -> None:
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for team in self.teams:
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team.holdingflag = False
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self._holding_players = []
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for player in self.players:
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holdingflag = False
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try:
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assert isinstance(player.actor, (PlayerSpaz, type(None)))
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if (
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player.actor
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and player.actor.node
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and player.actor.node.hold_node
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):
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holdingflag = (
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player.actor.node.hold_node.getnodetype() == 'flag'
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)
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except Exception:
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ba.print_exception('Error checking hold flag.')
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if holdingflag:
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self._holding_players.append(player)
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player.team.holdingflag = True
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holdingteams = set(t for t in self.teams if t.holdingflag)
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prevstate = self._flag_state
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assert self._flag is not None
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assert self._flag_light
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assert self._flag.node
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if len(holdingteams) > 1:
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self._flag_state = FlagState.CONTESTED
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self._scoring_team = None
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self._flag_light.color = (0.6, 0.6, 0.1)
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self._flag.node.color = (1.0, 1.0, 0.4)
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elif len(holdingteams) == 1:
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holdingteam = list(holdingteams)[0]
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self._flag_state = FlagState.HELD
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self._scoring_team = holdingteam
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self._flag_light.color = ba.normalized_color(holdingteam.color)
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self._flag.node.color = holdingteam.color
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else:
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self._flag_state = FlagState.UNCONTESTED
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self._scoring_team = None
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self._flag_light.color = (0.2, 0.2, 0.2)
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self._flag.node.color = (1, 1, 1)
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if self._flag_state != prevstate:
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ba.playsound(self._swipsound)
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def _spawn_flag(self) -> None:
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ba.playsound(self._swipsound)
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self._flash_flag_spawn()
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assert self._flag_spawn_pos is not None
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self._flag = Flag(dropped_timeout=20, position=self._flag_spawn_pos)
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self._flag_state = FlagState.NEW
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self._flag_light = ba.newnode(
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'light',
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owner=self._flag.node,
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attrs={'intensity': 0.2, 'radius': 0.3, 'color': (0.2, 0.2, 0.2)},
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)
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assert self._flag.node
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self._flag.node.connectattr('position', self._flag_light, 'position')
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self._update_flag_state()
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def _flash_flag_spawn(self) -> None:
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light = ba.newnode(
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'light',
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attrs={
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'position': self._flag_spawn_pos,
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'color': (1, 1, 1),
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'radius': 0.3,
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'height_attenuated': False,
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},
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)
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ba.animate(light, 'intensity', {0.0: 0, 0.25: 0.5, 0.5: 0}, loop=True)
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ba.timer(1.0, light.delete)
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def _update_scoreboard(self) -> None:
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for team in self.teams:
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self._scoreboard.set_team_value(
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team, team.timeremaining, self._hold_time, countdown=True
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)
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def handlemessage(self, msg: Any) -> Any:
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if isinstance(msg, ba.PlayerDiedMessage):
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# Augment standard behavior.
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super().handlemessage(msg)
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self.respawn_player(msg.getplayer(Player))
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elif isinstance(msg, FlagDiedMessage):
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self._spawn_flag()
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elif isinstance(msg, (FlagDroppedMessage, FlagPickedUpMessage)):
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self._update_flag_state()
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else:
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super().handlemessage(msg)
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