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https://github.com/hypervortex/VH-Bombsquad-Modded-Server-Files
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170 lines
6 KiB
Python
170 lines
6 KiB
Python
# Released under the MIT License. See LICENSE for details.
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#
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"""Functionality related to team games."""
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from __future__ import annotations
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from typing import TYPE_CHECKING, TypeVar
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import _ba
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from ba._freeforallsession import FreeForAllSession
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from ba._gameactivity import GameActivity
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from ba._gameresults import GameResults
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from ba._dualteamsession import DualTeamSession
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if TYPE_CHECKING:
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from typing import Any, Sequence
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from bastd.actor.playerspaz import PlayerSpaz
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import ba
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# pylint: disable=invalid-name
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PlayerType = TypeVar('PlayerType', bound='ba.Player')
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TeamType = TypeVar('TeamType', bound='ba.Team')
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# pylint: enable=invalid-name
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class TeamGameActivity(GameActivity[PlayerType, TeamType]):
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"""Base class for teams and free-for-all mode games.
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Category: **Gameplay Classes**
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(Free-for-all is essentially just a special case where every
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ba.Player has their own ba.Team)
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"""
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@classmethod
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def supports_session_type(cls, sessiontype: type[ba.Session]) -> bool:
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"""
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Class method override;
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returns True for ba.DualTeamSessions and ba.FreeForAllSessions;
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False otherwise.
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"""
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return issubclass(sessiontype, DualTeamSession) or issubclass(
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sessiontype, FreeForAllSession
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)
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def __init__(self, settings: dict):
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super().__init__(settings)
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# By default we don't show kill-points in free-for-all sessions.
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# (there's usually some activity-specific score and we don't
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# wanna confuse things)
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if isinstance(self.session, FreeForAllSession):
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self.show_kill_points = False
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def on_transition_in(self) -> None:
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# pylint: disable=cyclic-import
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from ba._coopsession import CoopSession
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from bastd.actor.controlsguide import ControlsGuide
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super().on_transition_in()
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# On the first game, show the controls UI momentarily.
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# (unless we're being run in co-op mode, in which case we leave
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# it up to them)
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if not isinstance(self.session, CoopSession):
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attrname = '_have_shown_ctrl_help_overlay'
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if not getattr(self.session, attrname, False):
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delay = 4.0
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lifespan = 10.0
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if self.slow_motion:
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lifespan *= 0.3
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ControlsGuide(
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delay=delay,
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lifespan=lifespan,
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scale=0.8,
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position=(380, 200),
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bright=True,
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).autoretain()
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setattr(self.session, attrname, True)
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def on_begin(self) -> None:
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super().on_begin()
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try:
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# Award a few achievements.
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if isinstance(self.session, FreeForAllSession):
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if len(self.players) >= 2:
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_ba.app.ach.award_local_achievement('Free Loader')
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elif isinstance(self.session, DualTeamSession):
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if len(self.players) >= 4:
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from ba import _achievement
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_ba.app.ach.award_local_achievement('Team Player')
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except Exception:
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from ba import _error
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_error.print_exception()
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def spawn_player_spaz(
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self,
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player: PlayerType,
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position: Sequence[float] | None = None,
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angle: float | None = None,
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) -> PlayerSpaz:
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"""
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Method override; spawns and wires up a standard ba.PlayerSpaz for
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a ba.Player.
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If position or angle is not supplied, a default will be chosen based
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on the ba.Player and their ba.Team.
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"""
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if position is None:
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# In teams-mode get our team-start-location.
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if isinstance(self.session, DualTeamSession):
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position = self.map.get_start_position(player.team.id)
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else:
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# Otherwise do free-for-all spawn locations.
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position = self.map.get_ffa_start_position(self.players)
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return super().spawn_player_spaz(player, position, angle)
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# FIXME: need to unify these arguments with GameActivity.end()
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def end( # type: ignore
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self,
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results: Any = None,
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announce_winning_team: bool = True,
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announce_delay: float = 0.1,
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force: bool = False,
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) -> None:
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"""
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End the game and announce the single winning team
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unless 'announce_winning_team' is False.
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(for results without a single most-important winner).
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"""
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# pylint: disable=arguments-renamed
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from ba._coopsession import CoopSession
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from ba._multiteamsession import MultiTeamSession
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from ba._general import Call
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# Announce win (but only for the first finish() call)
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# (also don't announce in co-op sessions; we leave that up to them).
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session = self.session
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if not isinstance(session, CoopSession):
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do_announce = not self.has_ended()
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super().end(results, delay=2.0 + announce_delay, force=force)
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# Need to do this *after* end end call so that results is valid.
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assert isinstance(results, GameResults)
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if do_announce and isinstance(session, MultiTeamSession):
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session.announce_game_results(
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self,
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results,
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delay=announce_delay,
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announce_winning_team=announce_winning_team,
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)
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# For co-op we just pass this up the chain with a delay added
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# (in most cases). Team games expect a delay for the announce
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# portion in teams/ffa mode so this keeps it consistent.
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else:
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# don't want delay on restarts..
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if (
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isinstance(results, dict)
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and 'outcome' in results
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and results['outcome'] == 'restart'
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):
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delay = 0.0
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else:
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delay = 2.0
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_ba.timer(0.1, Call(_ba.playsound, _ba.getsound('boxingBell')))
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super().end(results, delay=delay, force=force)
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