vh-bombsquad-modded-server-.../dist/ba_data/python/ba/_map.py
2024-03-31 13:34:28 +05:30

554 lines
20 KiB
Python

# Released under the MIT License. See LICENSE for details.
#
"""Map related functionality."""
from __future__ import annotations
import random
from typing import TYPE_CHECKING
import _ba, ba
from ba import _math
from ba._actor import Actor
import random
from datetime import date, datetime
import pytz
import setting
settings = setting.get_settings_data()
if TYPE_CHECKING:
from typing import Set, List, Type, Optional, Sequence, Any, Tuple
import ba
def preload_map_preview_media() -> None:
"""Preload media needed for map preview UIs.
Category: Asset Functions
"""
_ba.getmodel('level_select_button_opaque')
_ba.getmodel('level_select_button_transparent')
for maptype in list(_ba.app.maps.values()):
map_tex_name = maptype.get_preview_texture_name()
if map_tex_name is not None:
_ba.gettexture(map_tex_name)
def get_filtered_map_name(name: str) -> str:
"""Filter a map name to account for name changes, etc.
Category: Asset Functions
This can be used to support old playlists, etc.
"""
# Some legacy name fallbacks... can remove these eventually.
if name in ('AlwaysLand', 'Happy Land'):
name = 'Happy Thoughts'
if name == 'Hockey Arena':
name = 'Hockey Stadium'
return name
def get_map_display_string(name: str) -> ba.Lstr:
"""Return a ba.Lstr for displaying a given map\'s name.
Category: Asset Functions
"""
from ba import _language
return _language.Lstr(translate=('mapsNames', name))
def getmaps(playtype: str) -> List[str]:
"""Return a list of ba.Map types supporting a playtype str.
Category: Asset Functions
Maps supporting a given playtype must provide a particular set of
features and lend themselves to a certain style of play.
Play Types:
'melee'
General fighting map.
Has one or more 'spawn' locations.
'team_flag'
For games such as Capture The Flag where each team spawns by a flag.
Has two or more 'spawn' locations, each with a corresponding 'flag'
location (based on index).
'single_flag'
For games such as King of the Hill or Keep Away where multiple teams
are fighting over a single flag.
Has two or more 'spawn' locations and 1 'flag_default' location.
'conquest'
For games such as Conquest where flags are spread throughout the map
- has 2+ 'flag' locations, 2+ 'spawn_by_flag' locations.
'king_of_the_hill' - has 2+ 'spawn' locations, 1+ 'flag_default' locations,
and 1+ 'powerup_spawn' locations
'hockey'
For hockey games.
Has two 'goal' locations, corresponding 'spawn' locations, and one
'flag_default' location (for where puck spawns)
'football'
For football games.
Has two 'goal' locations, corresponding 'spawn' locations, and one
'flag_default' location (for where flag/ball/etc. spawns)
'race'
For racing games where players much touch each region in order.
Has two or more 'race_point' locations.
"""
return sorted(key for key, val in _ba.app.maps.items()
if playtype in val.get_play_types())
def get_unowned_maps() -> List[str]:
"""Return the list of local maps not owned by the current account.
Category: Asset Functions
"""
from ba import _store
unowned_maps: Set[str] = set()
if not _ba.app.headless_mode:
for map_section in _store.get_store_layout()['maps']:
for mapitem in map_section['items']:
if not _ba.get_purchased(mapitem):
m_info = _store.get_store_item(mapitem)
unowned_maps.add(m_info['map_type'].name)
return sorted(unowned_maps)
def get_map_class(name: str) -> Type[ba.Map]:
"""Return a map type given a name.
Category: Asset Functions
"""
name = get_filtered_map_name(name)
try:
return _ba.app.maps[name]
except KeyError:
from ba import _error
raise _error.NotFoundError(f"Map not found: '{name}'") from None
class Map(Actor):
"""A game map.
Category: Gameplay Classes
Consists of a collection of terrain nodes, metadata, and other
functionality comprising a game map.
"""
defs: Any = None
name = 'Map'
_playtypes: List[str] = []
@classmethod
def preload(cls) -> None:
"""Preload map media.
This runs the class's on_preload() method as needed to prep it to run.
Preloading should generally be done in a ba.Activity's __init__ method.
Note that this is a classmethod since it is not operate on map
instances but rather on the class itself before instances are made
"""
activity = _ba.getactivity()
if cls not in activity.preloads:
activity.preloads[cls] = cls.on_preload()
@classmethod
def get_play_types(cls) -> List[str]:
"""Return valid play types for this map."""
return []
@classmethod
def get_preview_texture_name(cls) -> Optional[str]:
"""Return the name of the preview texture for this map."""
return None
@classmethod
def on_preload(cls) -> Any:
"""Called when the map is being preloaded.
It should return any media/data it requires to operate
"""
return None
@classmethod
def getname(cls) -> str:
"""Return the unique name of this map, in English."""
return cls.name
@classmethod
def get_music_type(cls) -> Optional[ba.MusicType]:
"""Return a music-type string that should be played on this map.
If None is returned, default music will be used.
"""
return None
def show_text(self):
texts = settings["TopMapText"]["msg"]
t = _ba.newnode('text',
attrs={
'text': random.choice(texts),
'flatness': 3.0,
'h_align': 'center',
'v_attach':'top',
'scale':2.0,
'position':(0,-67),
'color':(1,1,1)})
ba.animate_array(
t,
"color",
3,
{
0: (1,0,0),
1.2: (0,1,0),
2: (0,0,1),
3.1: (1,0,0),
},
loop=True,
)
ba.animate(t,'opacity', {0.0: 0, 1.0: 2, 4.0: 2, 5.0: 0})
ba.timer(5.0, t.delete)
def show_date_time(self):
enabled = settings["timetext"]["enable"]
if enabled:
time = settings["timetext"]["timezone"]
t = _ba.newnode('text',
attrs={
'text': u"" + "Date : " + str(datetime.now(pytz.timezone(time)).strftime("%A, %B %d, %Y")) + "\nTime : " + str(datetime.now(pytz.timezone(time)).strftime("%I:%M:%S %p")),
'scale': 0.85,
'flatness': 1,
'maxwidth': 0,
'h_attach': 'center',
'h_align': 'center',
'v_attach':'top',
'position':(400,-60),
'color':(1,1,1)})
ba.timer(0.1, t.delete)
def __init__(self,
vr_overlay_offset: Optional[Sequence[float]] = None) -> None:
"""Instantiate a map."""
from ba import _gameutils
super().__init__()
self.aid = None
# This is expected to always be a ba.Node object (whether valid or not)
# should be set to something meaningful by child classes.
self.node: Optional[_ba.Node] = None
# Make our class' preload-data available to us
# (and instruct the user if we weren't preloaded properly).
try:
self.preloaddata = _ba.getactivity().preloads[type(self)]
except Exception as exc:
from ba import _error
raise _error.NotFoundError(
'Preload data not found for ' + str(type(self)) +
'; make sure to call the type\'s preload()'
' staticmethod in the activity constructor') from exc
# Set various globals.
gnode = _ba.getactivity().globalsnode
import ba
import custom_hooks
custom_hooks.on_map_init()
self.credits = ba.NodeActor(
_ba.newnode('text',
attrs={
'text': " ",
'flatness': 1.0,
'h_align': 'center',
'v_attach':'bottom',
'h_attach':'right',
'scale':0.7,
'position':(-50,23),
'color':(0.8,0.8,0.8)
}))
import members.members as mid
list = mid.members
size = len(list)
count = ("\n\n\ue043| MEMBERS COUNT: "+str(size)+" |\ue043")
a = _ba.newnode('text',
attrs={
'text': count,
'scale': 0.75,
'flatness': 1,
'maxwidth': 0,
'h_attach': 'center',
'h_align': 'center',
'v_attach':'top',
'position':(400,-62),
'color':(1,1,1)})
ba.animate_array(
a,
"color",
3,
{
0: (1, 0, 0),
0.2: (1, 0.5, 0),
0.6: (1,1,0),
0.8: (0,1,0),
1.0: (0,1,1),
1.4: (1,0,1),
1.8: (1,0,0),
},
loop=True,
)
if settings["TopMapText"]["enable"]
ba.timer(0.1, ba.Call(self.show_date_time), repeat = True)
self.show_game=ba.NodeActor(
_ba.newnode('text',
attrs={
'text': " ",
'scale': 0.6,
'flatness': 1,
'maxwidth': 0,
'h_attach': 'left',
'h_align': 'left',
'v_attach':'bottom',
'position':(30,5),
'color':(1.5,1.5,1.5)
}))
self.top_text=ba.NodeActor(
_ba.newnode('text',
attrs={
'text': " ",
'flatness': 1,
'h_align': 'center',
'v_attach':'top',
'h_attach':'right',
'scale':0.9,
'position':(-115,-100),
'color':(1,1,0)
}))
self.Ranks=ba.NodeActor(
_ba.newnode('text',
attrs={
'text': "",
'flatness': 1,
'h_align': 'center',
'v_attach':'top',
'h_attach':'center',
'scale':0.8,
'position':(400,-50),
'color':(1,1,1)
}))
ba.timer(5.0, ba.Call(self.show_text), repeat = True)
# Set area-of-interest bounds.
aoi_bounds = self.get_def_bound_box('area_of_interest_bounds')
if aoi_bounds is None:
print('WARNING: no "aoi_bounds" found for map:', self.getname())
aoi_bounds = (-1, -1, -1, 1, 1, 1)
gnode.area_of_interest_bounds = aoi_bounds
# Set map bounds.
map_bounds = self.get_def_bound_box('map_bounds')
if map_bounds is None:
print('WARNING: no "map_bounds" found for map:', self.getname())
map_bounds = (-30, -10, -30, 30, 100, 30)
_ba.set_map_bounds(map_bounds)
# Set shadow ranges.
try:
gnode.shadow_range = [
self.defs.points[v][1] for v in [
'shadow_lower_bottom', 'shadow_lower_top',
'shadow_upper_bottom', 'shadow_upper_top'
]
]
except Exception:
pass
# In vr, set a fixed point in space for the overlay to show up at.
# By default we use the bounds center but allow the map to override it.
center = ((aoi_bounds[0] + aoi_bounds[3]) * 0.5,
(aoi_bounds[1] + aoi_bounds[4]) * 0.5,
(aoi_bounds[2] + aoi_bounds[5]) * 0.5)
if vr_overlay_offset is not None:
center = (center[0] + vr_overlay_offset[0],
center[1] + vr_overlay_offset[1],
center[2] + vr_overlay_offset[2])
gnode.vr_overlay_center = center
gnode.vr_overlay_center_enabled = True
self.spawn_points = (self.get_def_points('spawn')
or [(0, 0, 0, 0, 0, 0)])
self.ffa_spawn_points = (self.get_def_points('ffa_spawn')
or [(0, 0, 0, 0, 0, 0)])
self.spawn_by_flag_points = (self.get_def_points('spawn_by_flag')
or [(0, 0, 0, 0, 0, 0)])
self.flag_points = self.get_def_points('flag') or [(0, 0, 0)]
# We just want points.
self.flag_points = [p[:3] for p in self.flag_points]
self.flag_points_default = (self.get_def_point('flag_default')
or (0, 1, 0))
self.powerup_spawn_points = self.get_def_points('powerup_spawn') or [
(0, 0, 0)
]
# We just want points.
self.powerup_spawn_points = ([
p[:3] for p in self.powerup_spawn_points
])
self.tnt_points = self.get_def_points('tnt') or []
# We just want points.
self.tnt_points = [p[:3] for p in self.tnt_points]
self.is_hockey = False
self.is_flying = False
# FIXME: this should be part of game; not map.
self._next_ffa_start_index = 0
def is_point_near_edge(self,
point: ba.Vec3,
running: bool = False) -> bool:
"""Return whether the provided point is near an edge of the map.
Simple bot logic uses this call to determine if they
are approaching a cliff or wall. If this returns True they will
generally not walk/run any farther away from the origin.
If 'running' is True, the buffer should be a bit larger.
"""
del point, running # Unused.
return False
def get_def_bound_box(
self, name: str
) -> Optional[Tuple[float, float, float, float, float, float]]:
"""Return a 6 member bounds tuple or None if it is not defined."""
try:
box = self.defs.boxes[name]
return (box[0] - box[6] / 2.0, box[1] - box[7] / 2.0,
box[2] - box[8] / 2.0, box[0] + box[6] / 2.0,
box[1] + box[7] / 2.0, box[2] + box[8] / 2.0)
except Exception:
return None
def get_def_point(self, name: str) -> Optional[Sequence[float]]:
"""Return a single defined point or a default value in its absence."""
val = self.defs.points.get(name)
return (None if val is None else
_math.vec3validate(val) if __debug__ else val)
def get_def_points(self, name: str) -> List[Sequence[float]]:
"""Return a list of named points.
Return as many sequential ones are defined (flag1, flag2, flag3), etc.
If none are defined, returns an empty list.
"""
point_list = []
if self.defs and name + '1' in self.defs.points:
i = 1
while name + str(i) in self.defs.points:
pts = self.defs.points[name + str(i)]
if len(pts) == 6:
point_list.append(pts)
else:
if len(pts) != 3:
raise ValueError('invalid point')
point_list.append(pts + (0, 0, 0))
i += 1
return point_list
def get_start_position(self, team_index: int) -> Sequence[float]:
"""Return a random starting position for the given team index."""
pnt = self.spawn_points[team_index % len(self.spawn_points)]
x_range = (-0.5, 0.5) if pnt[3] == 0.0 else (-pnt[3], pnt[3])
z_range = (-0.5, 0.5) if pnt[5] == 0.0 else (-pnt[5], pnt[5])
pnt = (pnt[0] + random.uniform(*x_range), pnt[1],
pnt[2] + random.uniform(*z_range))
return pnt
def get_ffa_start_position(
self, players: Sequence[ba.Player]) -> Sequence[float]:
"""Return a random starting position in one of the FFA spawn areas.
If a list of ba.Players is provided; the returned points will be
as far from these players as possible.
"""
# Get positions for existing players.
player_pts = []
for player in players:
if player.is_alive():
player_pts.append(player.position)
def _getpt() -> Sequence[float]:
point = self.ffa_spawn_points[self._next_ffa_start_index]
self._next_ffa_start_index = ((self._next_ffa_start_index + 1) %
len(self.ffa_spawn_points))
x_range = (-0.5, 0.5) if point[3] == 0.0 else (-point[3], point[3])
z_range = (-0.5, 0.5) if point[5] == 0.0 else (-point[5], point[5])
point = (point[0] + random.uniform(*x_range), point[1],
point[2] + random.uniform(*z_range))
return point
if not player_pts:
return _getpt()
# Let's calc several start points and then pick whichever is
# farthest from all existing players.
farthestpt_dist = -1.0
farthestpt = None
for _i in range(10):
testpt = _ba.Vec3(_getpt())
closest_player_dist = 9999.0
for ppt in player_pts:
dist = (ppt - testpt).length()
if dist < closest_player_dist:
closest_player_dist = dist
if closest_player_dist > farthestpt_dist:
farthestpt_dist = closest_player_dist
farthestpt = testpt
assert farthestpt is not None
return tuple(farthestpt)
def get_flag_position(self, team_index: int = None) -> Sequence[float]:
"""Return a flag position on the map for the given team index.
Pass None to get the default flag point.
(used for things such as king-of-the-hill)
"""
if team_index is None:
return self.flag_points_default[:3]
return self.flag_points[team_index % len(self.flag_points)][:3]
def exists(self) -> bool:
return bool(self.node)
def handlemessage(self, msg: Any) -> Any:
from ba import _messages
if isinstance(msg, _messages.DieMessage):
if self.node:
self.node.delete()
else:
return super().handlemessage(msg)
return None
def register_map(maptype: Type[Map]) -> None:
"""Register a map class with the game."""
if maptype.name in _ba.app.maps:
raise RuntimeError('map "' + maptype.name + '" already registered')
_ba.app.maps[maptype.name] = maptype