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

237 lines
8.4 KiB
Python

#Made by Froshlee14
#Ported by: Freaku / @[Just] Freak#4999
# ba_meta require api 6
from __future__ import annotations
from typing import TYPE_CHECKING
import ba,random
from bastd.actor.playerspaz import PlayerSpaz
from bastd.actor.scoreboard import Scoreboard
from bastd.actor.bomb import Bomb
from bastd.gameutils import SharedObjects
if TYPE_CHECKING:
from typing import Any, Type, List, Dict, Tuple, Union, Sequence, Optional
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 DFGame(ba.TeamGameActivity[Player, Team]):
"""A game type based on acquiring kills."""
name = 'Dark Fields'
description = 'Get to the other side.'
# Print messages when players die since it matters here.
announce_player_deaths = True
@classmethod
def get_available_settings(
cls, sessiontype: Type[ba.Session]) -> List[ba.Setting]:
settings = [
ba.IntSetting(
'Score to Win',
min_value=1,
default=3,
increment=1,
),
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)
]
return settings
@classmethod
def supports_session_type(cls, sessiontype: Type[ba.Session]) -> bool:
return (issubclass(sessiontype, ba.DualTeamSession)
or issubclass(sessiontype, ba.FreeForAllSession))
@classmethod
def get_supported_maps(cls, sessiontype: Type[ba.Session]) -> List[str]:
return ['Football Stadium']
def __init__(self, settings: dict):
super().__init__(settings)
shared = SharedObjects.get()
self._scoreboard = Scoreboard()
self._dingsound = ba.getsound('dingSmall')
self._epic_mode = bool(settings['Epic Mode'])
self._score_to_win = int(
settings['Score to Win'])
self._time_limit = float(settings['Time Limit'])
# Base class overrides.
self.slow_motion = self._epic_mode
self.default_music = (ba.MusicType.EPIC if self._epic_mode else ba.MusicType.TO_THE_DEATH)
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.first_time = True
def get_instance_description(self) -> Union[str, Sequence]:
return 'Get to the other side ${ARG1} times', self._score_to_win
def get_instance_description_short(self) -> Union[str, Sequence]:
return 'Get to the other side ${ARG1} times', self._score_to_win
def on_team_join(self, team: Team) -> None:
if self.has_begun():
self._update_scoreboard()
def on_begin(self) -> None:
super().on_begin()
ba.getactivity().globalsnode.tint = (0.5, 0.5, 0.5)
a = ba.newnode('locator',attrs={'shape':'box','position':(12,0,.1087926362),'color':(5,5,5),'opacity':1,'draw_beauty':True,'additive':False,'size':[2.0,0.1,11.8]})
b = ba.newnode('locator',attrs={'shape':'box','position':(-12,0,.1087926362),'color':(5,5,5),'opacity':1,'draw_beauty':True,'additive':False,'size':[2.0,0.1,11.8]})
self.isUpdatingMines = False
self._scoreSound = ba.getsound('dingSmall')
self.setup_standard_time_limit(self._time_limit)
self._update_scoreboard()
for p in self.players:
if p.actor is not None:
try:p.actor.disconnect_controls_from_player()
except Exception as e: print ('Can\'t connect to player',e)
self._scoreRegions = []
defs = self.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(2.5,self.start)
def start(self):
ba.timer(random.randrange(3,7),self.doRandomLighting)
ba.animate_array(ba.getactivity().globalsnode,'tint',3,{0:(0.5,0.5,0.5),2:(0.2,0.2,0.2)})
def doRandomLighting(self):
ba.timer(random.randrange(3,7),self.doRandomLighting)
if self.isUpdatingMines: return
ba.animate_array(ba.getactivity().globalsnode,'tint',3,{0:(0.5,0.5,0.5),0.8:(0.2,0.2,0.2)})
def spawnMines(self):
delay = 0
xs = [10,8,6,4,2,0,-2,-4,-6,-8,-10]
for x in xs:
for i in range(3):
pos = (x,1,random.randrange(-5,6))
ba.timer(delay,ba.Call(self.doMine,pos))
delay += 0.075
ba.timer(2.48,self.stopUpdateMines)
def stopUpdateMines(self):
self.isUpdatingMines = False
self.first_time = 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(position=pos,bomb_type='land_mine').autoretain()
b.arm()
self.mines.append(b)
# overriding the default character spawning..
def spawn_player(self, player: Player):
if self.first_time: ba.timer(2.5, ba.Call(self.spawn_with_delay, player))
else: self.spawn_with_delay(player)
def spawn_with_delay(self, player: Player):
spaz = self.spawn_player_spaz(player)
position = (-12.4,1,random.randrange(-5,5))
spaz.connect_controls_to_player(enable_punch=False,enable_bomb=False)
spaz.handlemessage(ba.StandMessage(position, random.uniform(0,360)))
return spaz
def _onPlayerScores(self):
try: player = ba.getcollision().opposingnode.getdelegate(PlayerSpaz, True).getplayer(Player, True)
except Exception: player = None
if player.exists() and player.is_alive():
for team in self.teams:
if team is player.team:
team.score += 1
ba.playsound(self._scoreSound)
ba.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()
player.actor.handlemessage(ba.DieMessage())
self.updateMines()
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)
self._update_scoreboard()
# If someone has won, set a timer to end shortly.
# (allows the dust to clear and draws to occur if deaths are
# close enough)
assert self._score_to_win is not None
if any(team.score >= self._score_to_win for team in self.teams):
ba.timer(0.5, self.end_game)
else:
return super().handlemessage(msg)
return None
def _update_scoreboard(self) -> None:
for team in self.teams:
self._scoreboard.set_team_value(team, team.score,
self._score_to_win)
def end_game(self) -> None:
results = ba.GameResults()
for team in self.teams:
results.set_team_score(team, team.score)
self.end(results=results)