vh-bombsquad-modded-server-.../dist/ba_data/python/ba/_gameutils.py
2024-06-06 19:50:58 +05:30

476 lines
14 KiB
Python

# Released under the MIT License. See LICENSE for details.
#
"""Utility functionality pertaining to gameplay."""
from __future__ import annotations
from dataclasses import dataclass
from typing import TYPE_CHECKING
import _ba
from ba._generated.enums import TimeType, TimeFormat, SpecialChar, UIScale
from ba._error import ActivityNotFoundError
if TYPE_CHECKING:
from typing import Sequence
import ba
TROPHY_CHARS = {
'1': SpecialChar.TROPHY1,
'2': SpecialChar.TROPHY2,
'3': SpecialChar.TROPHY3,
'0a': SpecialChar.TROPHY0A,
'0b': SpecialChar.TROPHY0B,
'4': SpecialChar.TROPHY4,
}
@dataclass
class GameTip:
"""Defines a tip presentable to the user at the start of a game.
Category: **Gameplay Classes**
"""
text: str
icon: ba.Texture | None = None
sound: ba.Sound | None = None
def get_trophy_string(trophy_id: str) -> str:
"""Given a trophy id, returns a string to visualize it."""
if trophy_id in TROPHY_CHARS:
return _ba.charstr(TROPHY_CHARS[trophy_id])
return '?'
def animate(
node: ba.Node,
attr: str,
keys: dict[float, float],
loop: bool = False,
offset: float = 0,
timetype: ba.TimeType = TimeType.SIM,
timeformat: ba.TimeFormat = TimeFormat.SECONDS,
suppress_format_warning: bool = False,
) -> ba.Node:
"""Animate values on a target ba.Node.
Category: **Gameplay Functions**
Creates an 'animcurve' node with the provided values and time as an input,
connect it to the provided attribute, and set it to die with the target.
Key values are provided as time:value dictionary pairs. Time values are
relative to the current time. By default, times are specified in seconds,
but timeformat can also be set to MILLISECONDS to recreate the old behavior
(prior to ba 1.5) of taking milliseconds. Returns the animcurve node.
"""
if timetype is TimeType.SIM:
driver = 'time'
else:
raise Exception('FIXME; only SIM timetype is supported currently.')
items = list(keys.items())
items.sort()
# Temp sanity check while we transition from milliseconds to seconds
# based time values.
if __debug__:
if not suppress_format_warning:
for item in items:
_ba.time_format_check(timeformat, item[0])
curve = _ba.newnode(
'animcurve',
owner=node,
name='Driving ' + str(node) + ' \'' + attr + '\'',
)
if timeformat is TimeFormat.SECONDS:
mult = 1000
elif timeformat is TimeFormat.MILLISECONDS:
mult = 1
else:
raise ValueError(f'invalid timeformat value: {timeformat}')
curve.times = [int(mult * time) for time, val in items]
curve.offset = _ba.time(timeformat=TimeFormat.MILLISECONDS) + int(
mult * offset
)
curve.values = [val for time, val in items]
curve.loop = loop
# If we're not looping, set a timer to kill this curve
# after its done its job.
# FIXME: Even if we are looping we should have a way to die once we
# get disconnected.
if not loop:
# noinspection PyUnresolvedReferences
_ba.timer(
int(mult * items[-1][0]) + 1000,
curve.delete,
timeformat=TimeFormat.MILLISECONDS,
)
# Do the connects last so all our attrs are in place when we push initial
# values through.
# We operate in either activities or sessions..
try:
globalsnode = _ba.getactivity().globalsnode
except ActivityNotFoundError:
globalsnode = _ba.getsession().sessionglobalsnode
globalsnode.connectattr(driver, curve, 'in')
curve.connectattr('out', node, attr)
return curve
def animate_array(
node: ba.Node,
attr: str,
size: int,
keys: dict[float, Sequence[float]],
loop: bool = False,
offset: float = 0,
timetype: ba.TimeType = TimeType.SIM,
timeformat: ba.TimeFormat = TimeFormat.SECONDS,
suppress_format_warning: bool = False,
) -> None:
"""Animate an array of values on a target ba.Node.
Category: **Gameplay Functions**
Like ba.animate, but operates on array attributes.
"""
# pylint: disable=too-many-locals
combine = _ba.newnode('combine', owner=node, attrs={'size': size})
if timetype is TimeType.SIM:
driver = 'time'
else:
raise Exception('FIXME: Only SIM timetype is supported currently.')
items = list(keys.items())
items.sort()
# Temp sanity check while we transition from milliseconds to seconds
# based time values.
if __debug__:
if not suppress_format_warning:
for item in items:
# (PyCharm seems to think item is a float, not a tuple)
_ba.time_format_check(timeformat, item[0])
if timeformat is TimeFormat.SECONDS:
mult = 1000
elif timeformat is TimeFormat.MILLISECONDS:
mult = 1
else:
raise ValueError('invalid timeformat value: "' + str(timeformat) + '"')
# We operate in either activities or sessions..
try:
globalsnode = _ba.getactivity().globalsnode
except ActivityNotFoundError:
globalsnode = _ba.getsession().sessionglobalsnode
for i in range(size):
curve = _ba.newnode(
'animcurve',
owner=node,
name=(
'Driving ' + str(node) + ' \'' + attr + '\' member ' + str(i)
),
)
globalsnode.connectattr(driver, curve, 'in')
curve.times = [int(mult * time) for time, val in items]
curve.values = [val[i] for time, val in items]
curve.offset = _ba.time(timeformat=TimeFormat.MILLISECONDS) + int(
mult * offset
)
curve.loop = loop
curve.connectattr('out', combine, 'input' + str(i))
# If we're not looping, set a timer to kill this
# curve after its done its job.
if not loop:
# (PyCharm seems to think item is a float, not a tuple)
# noinspection PyUnresolvedReferences
_ba.timer(
int(mult * items[-1][0]) + 1000,
curve.delete,
timeformat=TimeFormat.MILLISECONDS,
)
combine.connectattr('output', node, attr)
# If we're not looping, set a timer to kill the combine once
# the job is done.
# FIXME: Even if we are looping we should have a way to die
# once we get disconnected.
if not loop:
# (PyCharm seems to think item is a float, not a tuple)
# noinspection PyUnresolvedReferences
_ba.timer(
int(mult * items[-1][0]) + 1000,
combine.delete,
timeformat=TimeFormat.MILLISECONDS,
)
def show_damage_count(
damage: str, position: Sequence[float], direction: Sequence[float]
) -> None:
"""Pop up a damage count at a position in space.
Category: **Gameplay Functions**
"""
lifespan = 1.0
app = _ba.app
# FIXME: Should never vary game elements based on local config.
# (connected clients may have differing configs so they won't
# get the intended results).
do_big = app.ui.uiscale is UIScale.SMALL or app.vr_mode
txtnode = _ba.newnode(
'text',
attrs={
'text': damage,
'in_world': True,
'h_align': 'center',
'flatness': 1.0,
'shadow': 1.0 if do_big else 0.7,
'color': (1, 0.25, 0.25, 1),
'scale': 0.015 if do_big else 0.01,
},
)
# Translate upward.
tcombine = _ba.newnode('combine', owner=txtnode, attrs={'size': 3})
tcombine.connectattr('output', txtnode, 'position')
v_vals = []
pval = 0.0
vval = 0.07
count = 6
for i in range(count):
v_vals.append((float(i) / count, pval))
pval += vval
vval *= 0.5
p_start = position[0]
p_dir = direction[0]
animate(
tcombine,
'input0',
{i[0] * lifespan: p_start + p_dir * i[1] for i in v_vals},
)
p_start = position[1]
p_dir = direction[1]
animate(
tcombine,
'input1',
{i[0] * lifespan: p_start + p_dir * i[1] for i in v_vals},
)
p_start = position[2]
p_dir = direction[2]
animate(
tcombine,
'input2',
{i[0] * lifespan: p_start + p_dir * i[1] for i in v_vals},
)
animate(txtnode, 'opacity', {0.7 * lifespan: 1.0, lifespan: 0.0})
_ba.timer(lifespan, txtnode.delete)
def timestring(
timeval: float | int,
centi: bool = True,
timeformat: ba.TimeFormat = TimeFormat.SECONDS,
suppress_format_warning: bool = False,
) -> ba.Lstr:
"""Generate a ba.Lstr for displaying a time value.
Category: **General Utility Functions**
Given a time value, returns a ba.Lstr with:
(hours if > 0 ) : minutes : seconds : (centiseconds if centi=True).
Time 'timeval' is specified in seconds by default, or 'timeformat' can
be set to ba.TimeFormat.MILLISECONDS to accept milliseconds instead.
WARNING: the underlying Lstr value is somewhat large so don't use this
to rapidly update Node text values for an onscreen timer or you may
consume significant network bandwidth. For that purpose you should
use a 'timedisplay' Node and attribute connections.
"""
from ba._language import Lstr
# Temp sanity check while we transition from milliseconds to seconds
# based time values.
if __debug__:
if not suppress_format_warning:
_ba.time_format_check(timeformat, timeval)
# We operate on milliseconds internally.
if timeformat is TimeFormat.SECONDS:
timeval = int(1000 * timeval)
elif timeformat is TimeFormat.MILLISECONDS:
pass
else:
raise ValueError(f'invalid timeformat: {timeformat}')
if not isinstance(timeval, int):
timeval = int(timeval)
bits = []
subs = []
hval = (timeval // 1000) // (60 * 60)
if hval != 0:
bits.append('${H}')
subs.append(
(
'${H}',
Lstr(
resource='timeSuffixHoursText',
subs=[('${COUNT}', str(hval))],
),
)
)
mval = ((timeval // 1000) // 60) % 60
if mval != 0:
bits.append('${M}')
subs.append(
(
'${M}',
Lstr(
resource='timeSuffixMinutesText',
subs=[('${COUNT}', str(mval))],
),
)
)
# We add seconds if its non-zero *or* we haven't added anything else.
if centi:
# pylint: disable=consider-using-f-string
sval = timeval / 1000.0 % 60.0
if sval >= 0.005 or not bits:
bits.append('${S}')
subs.append(
(
'${S}',
Lstr(
resource='timeSuffixSecondsText',
subs=[('${COUNT}', ('%.2f' % sval))],
),
)
)
else:
sval = timeval // 1000 % 60
if sval != 0 or not bits:
bits.append('${S}')
subs.append(
(
'${S}',
Lstr(
resource='timeSuffixSecondsText',
subs=[('${COUNT}', str(sval))],
),
)
)
return Lstr(value=' '.join(bits), subs=subs)
def cameraflash(duration: float = 999.0) -> None:
"""Create a strobing camera flash effect.
Category: **Gameplay Functions**
(as seen when a team wins a game)
Duration is in seconds.
"""
# pylint: disable=too-many-locals
import random
from ba._nodeactor import NodeActor
x_spread = 10
y_spread = 5
positions = [
[-x_spread, -y_spread],
[0, -y_spread],
[0, y_spread],
[x_spread, -y_spread],
[x_spread, y_spread],
[-x_spread, y_spread],
]
times = [0, 2700, 1000, 1800, 500, 1400]
# Store this on the current activity so we only have one at a time.
# FIXME: Need a type safe way to do this.
activity = _ba.getactivity()
activity.camera_flash_data = [] # type: ignore
for i in range(6):
light = NodeActor(
_ba.newnode(
'light',
attrs={
'position': (positions[i][0], 0, positions[i][1]),
'radius': 1.0,
'lights_volumes': False,
'height_attenuated': False,
'color': (0.2, 0.2, 0.8),
},
)
)
sval = 1.87
iscale = 1.3
tcombine = _ba.newnode(
'combine',
owner=light.node,
attrs={
'size': 3,
'input0': positions[i][0],
'input1': 0,
'input2': positions[i][1],
},
)
assert light.node
tcombine.connectattr('output', light.node, 'position')
xval = positions[i][0]
yval = positions[i][1]
spd = 0.5 + random.random()
spd2 = 0.5 + random.random()
animate(
tcombine,
'input0',
{
0.0: xval + 0,
0.069 * spd: xval + 10.0,
0.143 * spd: xval - 10.0,
0.201 * spd: xval + 0,
},
loop=True,
)
animate(
tcombine,
'input2',
{
0.0: yval + 0,
0.15 * spd2: yval + 10.0,
0.287 * spd2: yval - 10.0,
0.398 * spd2: yval + 0,
},
loop=True,
)
animate(
light.node,
'intensity',
{
0.0: 0,
0.02 * sval: 0,
0.05 * sval: 0.8 * iscale,
0.08 * sval: 0,
0.1 * sval: 0,
},
loop=True,
offset=times[i],
)
_ba.timer(
(times[i] + random.randint(1, int(duration)) * 40 * sval),
light.node.delete,
timeformat=TimeFormat.MILLISECONDS,
)
activity.camera_flash_data.append(light) # type: ignore