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

342 lines
12 KiB
Python

# Released under the MIT License. See LICENSE for details.
#
"""Functionality related to teams sessions."""
from __future__ import annotations
import copy
import random
from typing import TYPE_CHECKING
import _ba
from ba._session import Session
from ba._error import NotFoundError, print_error
if TYPE_CHECKING:
from typing import Any, Sequence
import ba
DEFAULT_TEAM_COLORS = ((0.1, 0.25, 1.0), (1.0, 0.25, 0.2))
DEFAULT_TEAM_NAMES = ('Blue', 'Red')
class MultiTeamSession(Session):
"""Common base class for ba.DualTeamSession and ba.FreeForAllSession.
Category: **Gameplay Classes**
Free-for-all-mode is essentially just teams-mode with each ba.Player having
their own ba.Team, so there is much overlap in functionality.
"""
# These should be overridden.
_playlist_selection_var = 'UNSET Playlist Selection'
_playlist_randomize_var = 'UNSET Playlist Randomize'
_playlists_var = 'UNSET Playlists'
def __init__(self) -> None:
"""Set up playlists and launches a ba.Activity to accept joiners."""
# pylint: disable=cyclic-import
from ba import _playlist
from bastd.activity.multiteamjoin import MultiTeamJoinActivity
app = _ba.app
cfg = app.config
if self.use_teams:
team_names = cfg.get('Custom Team Names', DEFAULT_TEAM_NAMES)
team_colors = cfg.get('Custom Team Colors', DEFAULT_TEAM_COLORS)
else:
team_names = None
team_colors = None
# print('FIXME: TEAM BASE SESSION WOULD CALC DEPS.')
depsets: Sequence[ba.DependencySet] = []
super().__init__(
depsets,
team_names=team_names,
team_colors=team_colors,
min_players=1,
max_players=self.get_max_players(),
)
self._series_length = app.teams_series_length
self._ffa_series_length = app.ffa_series_length
show_tutorial = cfg.get('Show Tutorial', True)
self._tutorial_activity_instance: ba.Activity | None
if show_tutorial:
from bastd.tutorial import TutorialActivity
# Get this loading.
self._tutorial_activity_instance = _ba.newactivity(TutorialActivity)
else:
self._tutorial_activity_instance = None
self._playlist_name = cfg.get(
self._playlist_selection_var, '__default__'
)
self._playlist_randomize = cfg.get(self._playlist_randomize_var, False)
# Which game activity we're on.
self._game_number = 0
playlists = cfg.get(self._playlists_var, {})
if (
self._playlist_name != '__default__'
and self._playlist_name in playlists
):
# Make sure to copy this, as we muck with it in place once we've
# got it and we don't want that to affect our config.
playlist = copy.deepcopy(playlists[self._playlist_name])
else:
if self.use_teams:
playlist = _playlist.get_default_teams_playlist()
else:
playlist = _playlist.get_default_free_for_all_playlist()
# Resolve types and whatnot to get our final playlist.
playlist_resolved = _playlist.filter_playlist(
playlist,
sessiontype=type(self),
add_resolved_type=True,
name='default teams' if self.use_teams else 'default ffa',
)
default_playlist_resolved = _playlist.filter_playlist(
_playlist.get_default_teams_playlist(),
sessiontype=type(self),
add_resolved_type=True,
name='default teams' if self.use_teams else 'default ffa',
)
if not playlist_resolved:
print("PLAYLIST CONTAINS NO VALID GAMES , FALLING BACK TO DEFAULT TEAM PLAYLIST")
playlist_resolved = default_playlist_resolved
# raise RuntimeError('Playlist contains no valid games.')
self._playlist = ShuffleList(
playlist_resolved, shuffle=self._playlist_randomize
)
# Get a game on deck ready to go.
self._current_game_spec: dict[str, Any] | None = None
self._next_game_spec: dict[str, Any] = self._playlist.pull_next()
self._next_game: type[ba.GameActivity] = self._next_game_spec[
'resolved_type'
]
# Go ahead and instantiate the next game we'll
# use so it has lots of time to load.
self._instantiate_next_game()
# Start in our custom join screen.
self.setactivity(_ba.newactivity(MultiTeamJoinActivity))
def get_ffa_series_length(self) -> int:
"""Return free-for-all series length."""
return self._ffa_series_length
def get_series_length(self) -> int:
"""Return teams series length."""
return self._series_length
def get_next_game_description(self) -> ba.Lstr:
"""Returns a description of the next game on deck."""
# pylint: disable=cyclic-import
from ba._gameactivity import GameActivity
gametype: type[GameActivity] = self._next_game_spec['resolved_type']
assert issubclass(gametype, GameActivity)
return gametype.get_settings_display_string(self._next_game_spec)
def get_game_number(self) -> int:
"""Returns which game in the series is currently being played."""
return self._game_number
def on_team_join(self, team: ba.SessionTeam) -> None:
team.customdata['previous_score'] = team.customdata['score'] = 0
def get_max_players(self) -> int:
"""Return max number of ba.Player-s allowed to join the game at once"""
if self.use_teams:
return _ba.app.config.get('Team Game Max Players', 8)
return _ba.app.config.get('Free-for-All Max Players', 8)
def _instantiate_next_game(self) -> None:
self._next_game_instance = _ba.newactivity(
self._next_game_spec['resolved_type'],
self._next_game_spec['settings'],
)
def on_activity_end(self, activity: ba.Activity, results: Any) -> None:
# pylint: disable=cyclic-import
from bastd.tutorial import TutorialActivity
from bastd.activity.multiteamvictory import (
TeamSeriesVictoryScoreScreenActivity,
)
from ba._activitytypes import (
TransitionActivity,
JoinActivity,
ScoreScreenActivity,
)
# If we have a tutorial to show, that's the first thing we do no
# matter what.
if self._tutorial_activity_instance is not None:
self.setactivity(self._tutorial_activity_instance)
self._tutorial_activity_instance = None
# If we're leaving the tutorial activity, pop a transition activity
# to transition us into a round gracefully (otherwise we'd snap from
# one terrain to another instantly).
elif isinstance(activity, TutorialActivity):
self.setactivity(_ba.newactivity(TransitionActivity))
# If we're in a between-round activity or a restart-activity, hop
# into a round.
elif isinstance(
activity, (JoinActivity, TransitionActivity, ScoreScreenActivity)
):
# If we're coming from a series-end activity, reset scores.
if isinstance(activity, TeamSeriesVictoryScoreScreenActivity):
self.stats.reset()
self._game_number = 0
for team in self.sessionteams:
team.customdata['score'] = 0
# Otherwise just set accum (per-game) scores.
else:
self.stats.reset_accum()
next_game = self._next_game_instance
self._current_game_spec = self._next_game_spec
self._next_game_spec = self._playlist.pull_next()
self._game_number += 1
# Instantiate the next now so they have plenty of time to load.
self._instantiate_next_game()
# (Re)register all players and wire stats to our next activity.
for player in self.sessionplayers:
# ..but only ones who have been placed on a team
# (ie: no longer sitting in the lobby).
try:
has_team = player.sessionteam is not None
except NotFoundError:
has_team = False
if has_team:
self.stats.register_sessionplayer(player)
self.stats.setactivity(next_game)
# Now flip the current activity.
self.setactivity(next_game)
# If we're leaving a round, go to the score screen.
else:
self._switch_to_score_screen(results)
def _switch_to_score_screen(self, results: Any) -> None:
"""Switch to a score screen after leaving a round."""
del results # Unused arg.
print_error('this should be overridden')
def announce_game_results(
self,
activity: ba.GameActivity,
results: ba.GameResults,
delay: float,
announce_winning_team: bool = True,
) -> None:
"""Show basic game result at the end of a game.
(before transitioning to a score screen).
This will include a zoom-text of 'BLUE WINS'
or whatnot, along with a possible audio
announcement of the same.
"""
# pylint: disable=cyclic-import
# pylint: disable=too-many-locals
from ba._math import normalized_color
from ba._general import Call
from ba._gameutils import cameraflash
from ba._language import Lstr
from ba._freeforallsession import FreeForAllSession
from ba._messages import CelebrateMessage
_ba.timer(delay, Call(_ba.playsound, _ba.getsound('boxingBell')))
if announce_winning_team:
winning_sessionteam = results.winning_sessionteam
if winning_sessionteam is not None:
# Have all players celebrate.
celebrate_msg = CelebrateMessage(duration=10.0)
assert winning_sessionteam.activityteam is not None
for player in winning_sessionteam.activityteam.players:
if player.actor:
player.actor.handlemessage(celebrate_msg)
cameraflash()
# Some languages say "FOO WINS" different for teams vs players.
if isinstance(self, FreeForAllSession):
wins_resource = 'winsPlayerText'
else:
wins_resource = 'winsTeamText'
wins_text = Lstr(
resource=wins_resource,
subs=[('${NAME}', winning_sessionteam.name)],
)
activity.show_zoom_message(
wins_text,
scale=0.85,
color=normalized_color(winning_sessionteam.color),
)
class ShuffleList:
"""Smart shuffler for game playlists.
(avoids repeats in maps or game types)
"""
def __init__(self, items: list[dict[str, Any]], shuffle: bool = True):
self.source_list = items
self.shuffle = shuffle
self.shuffle_list: list[dict[str, Any]] = []
self.last_gotten: dict[str, Any] | None = None
def pull_next(self) -> dict[str, Any]:
"""Pull and return the next item on the shuffle-list."""
# Refill our list if its empty.
if not self.shuffle_list:
self.shuffle_list = list(self.source_list)
# Ok now find an index we should pull.
index = 0
if self.shuffle:
for _i in range(4):
index = random.randrange(0, len(self.shuffle_list))
test_obj = self.shuffle_list[index]
# If the new one is the same map or game-type as the previous,
# lets try to keep looking.
if len(self.shuffle_list) > 1 and self.last_gotten is not None:
if (
test_obj['settings']['map']
== self.last_gotten['settings']['map']
):
continue
if test_obj['type'] == self.last_gotten['type']:
continue
# Sufficiently different; lets go with it.
break
obj = self.shuffle_list.pop(index)
self.last_gotten = obj
return obj