vh-bombsquad-modded-server-.../dist/ba_root/mods/games/BlockDash.py
2024-06-06 19:50:58 +05:30

482 lines
18 KiB
Python

# Released under the MIT License. See LICENSE for details.
#
"""Elimination mini-game."""
# ba_meta require api 7
# (see https://ballistica.net/wiki/meta-tag-system)
from __future__ import annotations
from typing import TYPE_CHECKING
import ba,_ba
from bastd.actor.spazfactory import SpazFactory
from bastd.actor.scoreboard import Scoreboard
from bastd.gameutils import SharedObjects
if TYPE_CHECKING:
from typing import Any, Sequence, Optional, Union
import random
from games.lib import Player,Team,Icon,eli
from bastd.game.elimination import EliminationGame
# ba_meta export game
class BlockDashGame(EliminationGame):
"""Game type where last player(s) left alive win."""
name = 'Block Dash'
description = 'Last remaining alive wins.'
scoreconfig = ba.ScoreConfig(label='Survived',
scoretype=ba.ScoreType.SECONDS,
none_is_winner=True)
# Show messages when players die since it's meaningful here.
announce_player_deaths = True
allow_mid_activity_joins = False
@classmethod
def get_supported_maps(cls, sessiontype: type[ba.Session]) -> list[str]:
return ["Wooden Floor"]
def __init__(self, settings: dict):
super().__init__(settings)
shared=SharedObjects.get()
self._scoreboard = Scoreboard()
self._start_time: Optional[float] = None
self._vs_text: Optional[ba.Actor] = None
self._round_end_timer: Optional[ba.Timer] = None
self._epic_mode = bool(settings['Epic Mode'])
self._lives_per_player =1
self._time_limit = float(settings['Time Limit'])
self._balance_total_lives = bool(
settings.get('Balance Total Lives', False))
self._solo_mode = bool(settings.get('Solo Mode', False))
# Base class overrides:
self.slow_motion = self._epic_mode
self.default_music = (ba.MusicType.EPIC
if self._epic_mode else ba.MusicType.SURVIVAL)
self.laser_material=ba.Material()
self.laser_material.add_actions(
conditions=('they_have_material',
shared.player_material),
actions=(('modify_part_collision', 'collide',True),
('message','their_node','at_connect',ba.DieMessage()))
)
def get_instance_description(self) -> Union[str, Sequence]:
return 'Last team standing wins.' if isinstance(
self.session, ba.DualTeamSession) else 'Last one standing wins.'
def get_instance_description_short(self) -> Union[str, Sequence]:
return 'last team standing wins' if isinstance(
self.session, ba.DualTeamSession) else 'last one standing wins'
def on_player_join(self, player: Player) -> None:
player.lives = self._lives_per_player
if self._solo_mode:
player.team.spawn_order.append(player)
self._update_solo_mode()
else:
# Create our icon and spawn.
# player.icons = [Icon(player, position=(0, 50), scale=0.8)]
if player.lives > 0:
self.spawn_player(player)
# Don't waste time doing this until begin.
if self.has_begun():
self._update_icons()
def on_begin(self) -> None:
super().on_begin()
self._start_time = ba.time()
self.setup_standard_time_limit(self._time_limit)
# self.setup_standard_powerup_drops()
self.add_wall()
if self._solo_mode:
self._vs_text = ba.NodeActor(
ba.newnode('text',
attrs={
'position': (0, 105),
'h_attach': 'center',
'h_align': 'center',
'maxwidth': 200,
'shadow': 0.5,
'vr_depth': 390,
'scale': 0.6,
'v_attach': 'bottom',
'color': (0.8, 0.8, 0.3, 1.0),
'text': ba.Lstr(resource='vsText')
}))
# If balance-team-lives is on, add lives to the smaller team until
# total lives match.
if (isinstance(self.session, ba.DualTeamSession)
and self._balance_total_lives and self.teams[0].players
and self.teams[1].players):
if self._get_total_team_lives(
self.teams[0]) < self._get_total_team_lives(self.teams[1]):
lesser_team = self.teams[0]
greater_team = self.teams[1]
else:
lesser_team = self.teams[1]
greater_team = self.teams[0]
add_index = 0
while (self._get_total_team_lives(lesser_team) <
self._get_total_team_lives(greater_team)):
lesser_team.players[add_index].lives += 1
add_index = (add_index + 1) % len(lesser_team.players)
self._update_icons()
# We could check game-over conditions at explicit trigger points,
# but lets just do the simple thing and poll it.
ba.timer(1.0, self._update, repeat=True)
def _update_solo_mode(self) -> None:
# For both teams, find the first player on the spawn order list with
# lives remaining and spawn them if they're not alive.
for team in self.teams:
# Prune dead players from the spawn order.
team.spawn_order = [p for p in team.spawn_order if p]
for player in team.spawn_order:
assert isinstance(player, Player)
if player.lives > 0:
if not player.is_alive():
self.spawn_player(player)
break
def _update_icons(self) -> None:
return
# lets do nothing ;Eat 5 Star
def _get_spawn_point(self, player: Player) -> Optional[ba.Vec3]:
del player # Unused.
# In solo-mode, if there's an existing live player on the map, spawn at
# whichever spot is farthest from them (keeps the action spread out).
if self._solo_mode:
living_player = None
living_player_pos = None
for team in self.teams:
for tplayer in team.players:
if tplayer.is_alive():
assert tplayer.node
ppos = tplayer.node.position
living_player = tplayer
living_player_pos = ppos
break
if living_player:
assert living_player_pos is not None
player_pos = ba.Vec3(living_player_pos)
points: list[tuple[float, ba.Vec3]] = []
for team in self.teams:
start_pos = ba.Vec3(self.map.get_start_position(team.id))
points.append(
((start_pos - player_pos).length(), start_pos))
# Hmm.. we need to sorting vectors too?
points.sort(key=lambda x: x[0])
return points[-1][1]
return None
def spawn_player(self, player: Player) -> ba.Actor:
p=[-6,-4.3,-2.6,-0.9,0.8,2.5,4.2,5.9]
q=[-4,-2.3,-0.6,1.1,2.8,4.5]
x=random.randrange(0,len(p))
y=random.randrange(0,len(q))
actor = self.spawn_player_spaz(player, position=(0,1.8,0))
actor.connect_controls_to_player(enable_punch=False,
enable_bomb=False,
enable_pickup=False)
if not self._solo_mode:
ba.timer(0.3, ba.Call(self._print_lives, player))
# If we have any icons, update their state.
for icon in player.icons:
icon.handle_player_spawned()
return actor
def _print_lives(self, player: Player) -> None:
from bastd.actor import popuptext
# We get called in a timer so it's possible our player has left/etc.
if not player or not player.is_alive() or not player.node:
return
popuptext.PopupText('x' + str(player.lives - 1),
color=(1, 1, 0, 1),
offset=(0, -0.8, 0),
random_offset=0.0,
scale=1.8,
position=player.node.position).autoretain()
def on_player_leave(self, player: Player) -> None:
super().on_player_leave(player)
player.icons = []
# Remove us from spawn-order.
if self._solo_mode:
if player in player.team.spawn_order:
player.team.spawn_order.remove(player)
# Update icons in a moment since our team will be gone from the
# list then.
ba.timer(0, self._update_icons)
# If the player to leave was the last in spawn order and had
# their final turn currently in-progress, mark the survival time
# for their team.
if self._get_total_team_lives(player.team) == 0:
assert self._start_time is not None
player.team.survival_seconds = int(ba.time() - self._start_time)
def _get_total_team_lives(self, team: Team) -> int:
return sum(player.lives for player in team.players)
def handlemessage(self, msg: Any) -> Any:
if isinstance(msg, ba.PlayerDiedMessage):
# Augment standard behavior.
super().handlemessage(msg)
player: Player = msg.getplayer(Player)
player.lives -= 1
if player.lives < 0:
ba.print_error(
"Got lives < 0 in Elim; this shouldn't happen. solo:" +
str(self._solo_mode))
player.lives = 0
# If we have any icons, update their state.
for icon in player.icons:
icon.handle_player_died()
# Play big death sound on our last death
# or for every one in solo mode.
if self._solo_mode or player.lives == 0:
ba.playsound(SpazFactory.get().single_player_death_sound)
# If we hit zero lives, we're dead (and our team might be too).
if player.lives == 0:
# If the whole team is now dead, mark their survival time.
if self._get_total_team_lives(player.team) == 0:
assert self._start_time is not None
player.team.survival_seconds = int(ba.time() -
self._start_time)
else:
# Otherwise, in regular mode, respawn.
if not self._solo_mode:
self.respawn_player(player)
# In solo, put ourself at the back of the spawn order.
if self._solo_mode:
player.team.spawn_order.remove(player)
player.team.spawn_order.append(player)
def _update(self) -> None:
if self._solo_mode:
# For both teams, find the first player on the spawn order
# list with lives remaining and spawn them if they're not alive.
for team in self.teams:
# Prune dead players from the spawn order.
team.spawn_order = [p for p in team.spawn_order if p]
for player in team.spawn_order:
assert isinstance(player, Player)
if player.lives > 0:
if not player.is_alive():
self.spawn_player(player)
self._update_icons()
break
# If we're down to 1 or fewer living teams, start a timer to end
# the game (allows the dust to settle and draws to occur if deaths
# are close enough).
if len(self._get_living_teams()) < 2:
self._round_end_timer = ba.Timer(0.5, self.end_game)
def _get_living_teams(self) -> list[Team]:
return [
team for team in self.teams
if len(team.players) > 0 and any(player.lives > 0
for player in team.players)
]
def end_game(self) -> None:
if self.has_ended():
return
results = ba.GameResults()
self._vs_text = None # Kill our 'vs' if its there.
for team in self.teams:
results.set_team_score(team, team.survival_seconds)
self.end(results=results)
def add_wall(self):
# FIXME: Chop this into vr and non-vr chunks.
shared = SharedObjects.get()
pwm=ba.Material()
cwwm=ba.Material()
# pwm.add_actions(
# actions=('modify_part_collision', 'friction', 0.0))
# anything that needs to hit the wall should apply this.
pwm.add_actions(
actions=(
('modify_part_collision', 'collide', True),
('modify_part_collision', 'physical', True)
))
self.mat = ba.Material()
self.mat.add_actions(
actions=( ('modify_part_collision','physical',False),
('modify_part_collision','collide',False))
)
ud_1_r=ba.newnode('region',attrs={'position': (-2,0,-4),'scale': (14.5,1,14.5),'type': 'box','materials': [shared.footing_material,pwm ]})
node = ba.newnode('prop',
owner=ud_1_r,
attrs={
'model':ba.getmodel('image1x1'),
'light_model':ba.getmodel('powerupSimple'),
'position':(2,7,2),
'body':'puck',
'shadow_size':0.0,
'velocity':(0,0,0),
'color_texture':ba.gettexture('flagColor'),
'model_scale':14.5,
'reflection_scale':[1.5],
'materials':[self.mat, shared.object_material,shared.footing_material],
})
mnode = ba.newnode('math',
owner=ud_1_r,
attrs={
'input1': (0, 0.7, 0),
'operation': 'add'
})
node.changerotation(1,0,0)
ud_1_r.connectattr('position', mnode, 'input2')
mnode.connectattr('output', node, 'position')
ba.timer(8,ba.Call(self.create_block_wall_easy))
self.gate_count=4
self.wall_count=0
def create_wall(self):
x=-9
for i in range(0,17):
self.create_block(x,0.5)
self.create_block(x,1.2)
x=x+0.85
def create_block_wall_hardest(self):
x=-3
for i in range(0,7):
self.create_block(x,0.4)
x=x+0.85
ba.timer(1.5,ba.Call(self.create_wall))
ba.timer(15,ba.Call(self.create_block_wall_hardest))
def create_block_wall_hard(self):
x=-9
self.wall_count+=1
for i in range(0,17):
self.create_block(x,0.4)
x=x+0.85
if self.wall_count <4:
ba.timer(12,ba.Call(self.create_block_wall_hard))
else:
ba.timer(7,ba.Call(self.create_block_wall_hard)) #hardest too heavy to play
def create_block_wall_easy(self):
x=-9
c=0
for i in range(0,17):
if random.randrange(0,2) and c<self.gate_count:
pass
else:
self.create_block(x,0.5)
c+=1
x=x+0.85
self.wall_count+=1
if self.wall_count < 5:
ba.timer(11,ba.Call(self.create_block_wall_easy))
else:
self.wall_count=0
ba.timer(15,ba.Call(self.create_block_wall_hard))
def create_block(self,x,y):
shared = SharedObjects.get()
pwm=ba.Material()
cwwm=ba.Material()
# pwm.add_actions(
# actions=('modify_part_collision', 'friction', 0.0))
# anything that needs to hit the wall should apply this.
pwm.add_actions(
actions=(
('modify_part_collision', 'collide', True),
('modify_part_collision', 'physical', True)
))
self.mat = ba.Material()
self.mat.add_actions(
actions=( ('modify_part_collision','physical',False),
('modify_part_collision','collide',False))
)
cmodel = ba.getcollidemodel('courtyardPlayerWall')
ud_1_r=ba.newnode('region',attrs={'position': (x,y,-13),'scale': (1,1.5,1),'type': 'box','materials': [shared.footing_material,pwm ]})
node = ba.newnode('prop',
owner=ud_1_r,
attrs={
'model':ba.getmodel('tnt'),
'light_model':ba.getmodel('powerupSimple'),
'position':(2,7,2),
'body':'puck',
'shadow_size':0.0,
'velocity':(0,0,0),
'color_texture':ba.gettexture('tnt'),
'model_scale':1.2,
'reflection_scale':[1.5],
'materials':[self.mat, shared.object_material,shared.footing_material],
'density':9000000000
})
mnode = ba.newnode('math',
owner=ud_1_r,
attrs={
'input1': (0, 0.5, 0),
'operation': 'add'
})
node.changerotation(1,0,0)
ud_1_r.connectattr('position', mnode, 'input2')
mnode.connectattr('output', node, 'position')
_rcombine=ba.newnode('combine',
owner=ud_1_r,
attrs={
'input0':x,
'input1':y,
'size':3
})
ba.animate(_rcombine,'input2',{
0:-12,
11:4
})
_rcombine.connectattr('output',ud_1_r,'position')
ba.timer(11,ba.Call(ud_1_r.delete))