mirror of
https://github.com/RYDE-WORK/ballistica.git
synced 2026-01-26 08:53:32 +08:00
Cleaning up ba.Stats class
This commit is contained in:
parent
039b6df851
commit
0de2335fcf
@ -172,16 +172,16 @@ class CoopGameActivity(GameActivity):
|
||||
shadow=1.0 if vrmode else 0.5,
|
||||
transition_delay=0.0,
|
||||
transition_out_delay=1.3
|
||||
if self.slow_motion else 4000).autoretain()
|
||||
if self.slow_motion else 4.0).autoretain()
|
||||
hval = 70
|
||||
vval = -50
|
||||
tdelay = 0
|
||||
tdelay = 0.0
|
||||
for ach in achievements:
|
||||
tdelay += 50
|
||||
tdelay += 0.05
|
||||
ach.create_display(hval + 40,
|
||||
vval + v_offs,
|
||||
0 + tdelay,
|
||||
outdelay=1300 if self.slow_motion else 4000,
|
||||
outdelay=1.3 if self.slow_motion else 4.0,
|
||||
style='in_game')
|
||||
vval -= 55
|
||||
|
||||
|
||||
@ -680,9 +680,9 @@ class GameActivity(Activity):
|
||||
killer = msg.killerplayer
|
||||
|
||||
# Inform our score-set of the demise.
|
||||
self.stats.player_lost_spaz(player,
|
||||
killed=msg.killed,
|
||||
killer=killer)
|
||||
self.stats.player_was_killed(player,
|
||||
killed=msg.killed,
|
||||
killer=killer)
|
||||
|
||||
# Award the killer points if he's on a different team.
|
||||
if killer and killer.team is not player.team:
|
||||
@ -1071,7 +1071,6 @@ class GameActivity(Activity):
|
||||
spaz.node.name = name
|
||||
spaz.node.name_color = display_color
|
||||
spaz.connect_controls_to_player()
|
||||
self.stats.player_got_new_spaz(player, spaz)
|
||||
|
||||
# Move to the stand position and add a flash of light.
|
||||
spaz.handlemessage(
|
||||
|
||||
@ -72,12 +72,11 @@ class PlayerRecord:
|
||||
self.killed_count = 0
|
||||
self.accum_killed_count = 0
|
||||
self._multi_kill_timer: Optional[ba.Timer] = None
|
||||
self._multikillcount = 0
|
||||
self._multi_kill_count = 0
|
||||
self._stats = weakref.ref(stats)
|
||||
self._last_player: Optional[ba.Player] = None
|
||||
self._player: Optional[ba.Player] = None
|
||||
self.associate_with_player(player)
|
||||
self._spaz: Optional[ReferenceType[ba.Actor]] = None
|
||||
self._team: Optional[ReferenceType[ba.Team]] = None
|
||||
self.streak = 0
|
||||
|
||||
@ -115,16 +114,6 @@ class PlayerRecord:
|
||||
assert player is not None
|
||||
return player.get_icon()
|
||||
|
||||
def get_spaz(self) -> Optional[ba.Actor]:
|
||||
"""Return the player entry's spaz."""
|
||||
if self._spaz is None:
|
||||
return None
|
||||
return self._spaz()
|
||||
|
||||
def set_spaz(self, spaz: Optional[ba.Actor]) -> None:
|
||||
"""(internal)"""
|
||||
self._spaz = weakref.ref(spaz) if spaz is not None else None
|
||||
|
||||
def cancel_multi_kill_timer(self) -> None:
|
||||
"""Cancel any multi-kill timer for this player entry."""
|
||||
self._multi_kill_timer = None
|
||||
@ -144,12 +133,11 @@ class PlayerRecord:
|
||||
self.character = player.character
|
||||
self._last_player = player
|
||||
self._player = player
|
||||
self._spaz = None
|
||||
self.streak = 0
|
||||
|
||||
def _end_multi_kill(self) -> None:
|
||||
self._multi_kill_timer = None
|
||||
self._multikillcount = 0
|
||||
self._multi_kill_count = 0
|
||||
|
||||
def get_last_player(self) -> ba.Player:
|
||||
"""Return the last ba.Player we were associated with."""
|
||||
@ -162,52 +150,51 @@ class PlayerRecord:
|
||||
# pylint: disable=too-many-statements
|
||||
from ba._lang import Lstr
|
||||
from ba._general import Call
|
||||
from ba._enums import TimeFormat
|
||||
self._multikillcount += 1
|
||||
self._multi_kill_count += 1
|
||||
stats = self._stats()
|
||||
assert stats
|
||||
if self._multikillcount == 1:
|
||||
if self._multi_kill_count == 1:
|
||||
score = 0
|
||||
name = None
|
||||
delay = 0
|
||||
delay = 0.0
|
||||
color = (0.0, 0.0, 0.0, 1.0)
|
||||
scale = 1.0
|
||||
sound = None
|
||||
elif self._multikillcount == 2:
|
||||
elif self._multi_kill_count == 2:
|
||||
score = 20
|
||||
name = Lstr(resource='twoKillText')
|
||||
color = (0.1, 1.0, 0.0, 1)
|
||||
scale = 1.0
|
||||
delay = 0
|
||||
delay = 0.0
|
||||
sound = stats.orchestrahitsound1
|
||||
elif self._multikillcount == 3:
|
||||
elif self._multi_kill_count == 3:
|
||||
score = 40
|
||||
name = Lstr(resource='threeKillText')
|
||||
color = (1.0, 0.7, 0.0, 1)
|
||||
scale = 1.1
|
||||
delay = 300
|
||||
delay = 0.3
|
||||
sound = stats.orchestrahitsound2
|
||||
elif self._multikillcount == 4:
|
||||
elif self._multi_kill_count == 4:
|
||||
score = 60
|
||||
name = Lstr(resource='fourKillText')
|
||||
color = (1.0, 1.0, 0.0, 1)
|
||||
scale = 1.2
|
||||
delay = 600
|
||||
delay = 0.6
|
||||
sound = stats.orchestrahitsound3
|
||||
elif self._multikillcount == 5:
|
||||
elif self._multi_kill_count == 5:
|
||||
score = 80
|
||||
name = Lstr(resource='fiveKillText')
|
||||
color = (1.0, 0.5, 0.0, 1)
|
||||
scale = 1.3
|
||||
delay = 900
|
||||
delay = 0.9
|
||||
sound = stats.orchestrahitsound4
|
||||
else:
|
||||
score = 100
|
||||
name = Lstr(resource='multiKillText',
|
||||
subs=[('${COUNT}', str(self._multikillcount))])
|
||||
subs=[('${COUNT}', str(self._multi_kill_count))])
|
||||
color = (1.0, 0.5, 0.0, 1)
|
||||
scale = 1.3
|
||||
delay = 1000
|
||||
delay = 1.0
|
||||
sound = stats.orchestrahitsound4
|
||||
|
||||
def _apply(name2: Lstr, score2: int, showpoints2: bool,
|
||||
@ -217,12 +204,9 @@ class PlayerRecord:
|
||||
|
||||
# Only award this if they're still alive and we can get
|
||||
# their pos.
|
||||
try:
|
||||
actor = self.get_spaz()
|
||||
assert actor is not None
|
||||
assert actor.node
|
||||
our_pos = actor.node.position
|
||||
except Exception:
|
||||
if self._player is not None and self._player.node:
|
||||
our_pos = self._player.node.position
|
||||
else:
|
||||
return
|
||||
|
||||
# Jitter position a bit since these often come in clusters.
|
||||
@ -249,10 +233,9 @@ class PlayerRecord:
|
||||
activity.handlemessage(PlayerScoredMessage(score=score2))
|
||||
|
||||
if name is not None:
|
||||
_ba.timer(300 + delay,
|
||||
Call(_apply, name, score, showpoints, color, scale,
|
||||
sound),
|
||||
timeformat=TimeFormat.MILLISECONDS)
|
||||
_ba.timer(
|
||||
0.3 + delay,
|
||||
Call(_apply, name, score, showpoints, color, scale, sound))
|
||||
|
||||
# Keep the tally rollin'...
|
||||
# set a timer for a bit in the future.
|
||||
@ -304,6 +287,7 @@ class Stats:
|
||||
|
||||
def reset(self) -> None:
|
||||
"""Reset the stats instance completely."""
|
||||
|
||||
# Just to be safe, lets make sure no multi-kill timers are gonna go off
|
||||
# for no-longer-on-the-list players.
|
||||
for p_entry in list(self._player_records.values()):
|
||||
@ -345,17 +329,6 @@ class Stats:
|
||||
records[record_id] = record
|
||||
return records
|
||||
|
||||
def _get_spaz(self, player: ba.Player) -> Optional[ba.Actor]:
|
||||
return self._player_records[player.get_name()].get_spaz()
|
||||
|
||||
def player_got_new_spaz(self, player: ba.Player, spaz: ba.Actor) -> None:
|
||||
"""Call this when a player gets a new Spaz."""
|
||||
record = self._player_records[player.get_name()]
|
||||
if record.get_spaz() is not None:
|
||||
raise Exception("got 2 player_got_new_spaz() messages in a row"
|
||||
" without a lost-spaz message")
|
||||
record.set_spaz(spaz)
|
||||
|
||||
def player_got_hit(self, player: ba.Player) -> None:
|
||||
"""Call this when a player got hit."""
|
||||
s_player = self._player_records[player.get_name()]
|
||||
@ -388,7 +361,7 @@ class Stats:
|
||||
from ba import _math
|
||||
from ba._gameactivity import GameActivity
|
||||
from ba._lang import Lstr
|
||||
del victim_player # currently unused
|
||||
del victim_player # Currently unused.
|
||||
name = player.get_name()
|
||||
s_player = self._player_records[name]
|
||||
|
||||
@ -418,16 +391,9 @@ class Stats:
|
||||
from ba import _error
|
||||
_error.print_exception('error showing big_message')
|
||||
|
||||
# If we currently have a spaz, pop up a score over it.
|
||||
# If we currently have a actor, pop up a score over it.
|
||||
if display and showpoints:
|
||||
our_pos: Optional[Sequence[float]]
|
||||
try:
|
||||
spaz = s_player.get_spaz()
|
||||
assert spaz is not None
|
||||
assert spaz.node
|
||||
our_pos = spaz.node.position
|
||||
except Exception:
|
||||
our_pos = None
|
||||
our_pos = player.node.position if player.node else None
|
||||
if our_pos is not None:
|
||||
if target is None:
|
||||
target = our_pos
|
||||
@ -478,15 +444,14 @@ class Stats:
|
||||
|
||||
return points
|
||||
|
||||
def player_lost_spaz(self,
|
||||
player: ba.Player,
|
||||
killed: bool = False,
|
||||
killer: ba.Player = None) -> None:
|
||||
"""Should be called when a player loses a spaz."""
|
||||
def player_was_killed(self,
|
||||
player: ba.Player,
|
||||
killed: bool = False,
|
||||
killer: ba.Player = None) -> None:
|
||||
"""Should be called when a player is killed."""
|
||||
from ba._lang import Lstr
|
||||
name = player.get_name()
|
||||
prec = self._player_records[name]
|
||||
prec.set_spaz(None)
|
||||
prec.streak = 0
|
||||
if killed:
|
||||
prec.accum_killed_count += 1
|
||||
|
||||
@ -776,8 +776,8 @@ class Bomb(ba.Actor):
|
||||
self.arm_timer = ba.Timer(
|
||||
0.2, ba.WeakCall(self.handlemessage, ArmMessage()))
|
||||
self.warn_timer = ba.Timer(
|
||||
0.001 * (fuse_time - 1700),
|
||||
ba.WeakCall(self.handlemessage, WarnMessage()))
|
||||
fuse_time - 1.7, ba.WeakCall(self.handlemessage,
|
||||
WarnMessage()))
|
||||
|
||||
else:
|
||||
fuse_time = 3.0
|
||||
|
||||
@ -111,9 +111,9 @@ class SpazBot(basespaz.Spaz):
|
||||
static = False
|
||||
bouncy = False
|
||||
run = False
|
||||
charge_dist_min = 0.0 # when we can start a new charge
|
||||
charge_dist_max = 2.0 # when we can start a new charge
|
||||
run_dist_min = 0.0 # how close we can be to continue running
|
||||
charge_dist_min = 0.0 # When we can start a new charge.
|
||||
charge_dist_max = 2.0 # When we can start a new charge.
|
||||
run_dist_min = 0.0 # How close we can be to continue running.
|
||||
charge_speed_min = 0.4
|
||||
charge_speed_max = 1.0
|
||||
throw_dist_min = 5.0
|
||||
@ -193,6 +193,7 @@ class SpazBot(basespaz.Spaz):
|
||||
assert self._player_pts
|
||||
for plpt, plvel in self._player_pts:
|
||||
dist = (plpt - botpt).length()
|
||||
|
||||
# Ignore player-points that are significantly below the bot
|
||||
# (keeps bots from following players off cliffs).
|
||||
if (closest_dist is None
|
||||
@ -218,9 +219,12 @@ class SpazBot(basespaz.Spaz):
|
||||
# pylint: disable=too-many-locals
|
||||
if self.update_callback is not None:
|
||||
if self.update_callback(self):
|
||||
return # true means bot has been handled
|
||||
# Bot has been handled.
|
||||
return
|
||||
|
||||
if not self.node:
|
||||
return
|
||||
|
||||
assert self.node
|
||||
pos = self.node.position
|
||||
our_pos = ba.Vec3(pos[0], 0, pos[2])
|
||||
can_attack = True
|
||||
@ -239,11 +243,13 @@ class SpazBot(basespaz.Spaz):
|
||||
holding_flag = False
|
||||
else:
|
||||
holding_flag = False
|
||||
|
||||
# If we're holding the flag, just walk left.
|
||||
if holding_flag:
|
||||
# just walk left
|
||||
# Just walk left.
|
||||
self.node.move_left_right = -1.0
|
||||
self.node.move_up_down = 0.0
|
||||
|
||||
# Otherwise try to go pick it up.
|
||||
else:
|
||||
assert self.target_flag.node
|
||||
@ -273,6 +279,7 @@ class SpazBot(basespaz.Spaz):
|
||||
self.node.pickup_pressed = True
|
||||
self.node.pickup_pressed = False
|
||||
return
|
||||
|
||||
# Not a flag-bearer. If we're holding anything but a bomb, drop it.
|
||||
if self.node.hold_node:
|
||||
try:
|
||||
@ -289,12 +296,13 @@ class SpazBot(basespaz.Spaz):
|
||||
target_pt_raw, target_vel = self._get_target_player_pt()
|
||||
|
||||
if target_pt_raw is None:
|
||||
# use default target if we've got one
|
||||
# Use default target if we've got one.
|
||||
if self.target_point_default is not None:
|
||||
target_pt_raw = self.target_point_default
|
||||
target_vel = ba.Vec3(0, 0, 0)
|
||||
can_attack = False
|
||||
# with no target, we stop moving and drop whatever we're holding
|
||||
|
||||
# With no target, we stop moving and drop whatever we're holding.
|
||||
else:
|
||||
self.node.move_left_right = 0
|
||||
self.node.move_up_down = 0
|
||||
@ -303,13 +311,14 @@ class SpazBot(basespaz.Spaz):
|
||||
self.node.pickup_pressed = False
|
||||
return
|
||||
|
||||
# we don't want height to come into play
|
||||
# We don't want height to come into play.
|
||||
target_pt_raw[1] = 0.0
|
||||
assert target_vel is not None
|
||||
target_vel[1] = 0.0
|
||||
|
||||
dist_raw = (target_pt_raw - our_pos).length()
|
||||
# use a point out in front of them as real target
|
||||
|
||||
# Use a point out in front of them as real target.
|
||||
# (more out in front the farther from us they are)
|
||||
target_pt = (target_pt_raw +
|
||||
target_vel * dist_raw * 0.3 * self._lead_amount)
|
||||
@ -319,25 +328,26 @@ class SpazBot(basespaz.Spaz):
|
||||
to_target = diff.normalized()
|
||||
|
||||
if self._mode == 'throw':
|
||||
# we can only throw if alive and well..
|
||||
# We can only throw if alive and well.
|
||||
if not self._dead and not self.node.knockout:
|
||||
|
||||
assert self._throw_release_time is not None
|
||||
time_till_throw = self._throw_release_time - ba.time()
|
||||
|
||||
if not self.node.hold_node:
|
||||
# if we haven't thrown yet, whip out the bomb
|
||||
# If we haven't thrown yet, whip out the bomb.
|
||||
if not self._have_dropped_throw_bomb:
|
||||
self.drop_bomb()
|
||||
self._have_dropped_throw_bomb = True
|
||||
# otherwise our lack of held node means we successfully
|
||||
# released our bomb.. lets retreat now
|
||||
|
||||
# Otherwise our lack of held node means we successfully
|
||||
# released our bomb; lets retreat now.
|
||||
else:
|
||||
self._mode = 'flee'
|
||||
|
||||
# oh crap we're holding a bomb.. better throw it.
|
||||
# Oh crap, we're holding a bomb; better throw it.
|
||||
elif time_till_throw <= 0.0:
|
||||
# jump and throw..
|
||||
# Jump and throw.
|
||||
def _safe_pickup(node: ba.Node) -> None:
|
||||
if node and self.node:
|
||||
self.node.pickup_pressed = True
|
||||
@ -346,25 +356,26 @@ class SpazBot(basespaz.Spaz):
|
||||
if dist > 5.0:
|
||||
self.node.jump_pressed = True
|
||||
self.node.jump_pressed = False
|
||||
# throws:
|
||||
|
||||
# Throws:
|
||||
ba.timer(0.1, ba.Call(_safe_pickup, self.node))
|
||||
else:
|
||||
# throws:
|
||||
# Throws:
|
||||
ba.timer(0.1, ba.Call(_safe_pickup, self.node))
|
||||
|
||||
if self.static:
|
||||
if time_till_throw < 0.3:
|
||||
speed = 1.0
|
||||
elif time_till_throw < 0.7 and dist > 3.0:
|
||||
speed = -1.0 # whiplash for long throws
|
||||
speed = -1.0 # Whiplash for long throws.
|
||||
else:
|
||||
speed = 0.02
|
||||
else:
|
||||
if time_till_throw < 0.7:
|
||||
# right before throw charge full speed towards target
|
||||
# Right before throw charge full speed towards target.
|
||||
speed = 1.0
|
||||
else:
|
||||
# earlier we can hold or move backward for a whiplash
|
||||
# Earlier we can hold or move backward for a whiplash.
|
||||
speed = 0.0125
|
||||
self.node.move_left_right = to_target.x * speed
|
||||
self.node.move_up_down = to_target.z * -1.0 * speed
|
||||
@ -373,8 +384,9 @@ class SpazBot(basespaz.Spaz):
|
||||
if random.random() < 0.3:
|
||||
self._charge_speed = random.uniform(self.charge_speed_min,
|
||||
self.charge_speed_max)
|
||||
# if we're a runner we run during charges *except when near
|
||||
# an edge (otherwise we tend to fly off easily)
|
||||
|
||||
# If we're a runner we run during charges *except when near
|
||||
# an edge (otherwise we tend to fly off easily).
|
||||
if self.run and dist_raw > self.run_dist_min:
|
||||
self._lead_amount = 0.3
|
||||
self._running = True
|
||||
@ -388,8 +400,8 @@ class SpazBot(basespaz.Spaz):
|
||||
self.node.move_up_down = to_target.z * -1.0 * self._charge_speed
|
||||
|
||||
elif self._mode == 'wait':
|
||||
# every now and then, aim towards our target..
|
||||
# other than that, just stand there
|
||||
# Every now and then, aim towards our target.
|
||||
# Other than that, just stand there.
|
||||
if ba.time(timeformat=ba.TimeFormat.MILLISECONDS) % 1234 < 100:
|
||||
self.node.move_left_right = to_target.x * (400.0 / 33000)
|
||||
self.node.move_up_down = to_target.z * (-400.0 / 33000)
|
||||
@ -398,8 +410,8 @@ class SpazBot(basespaz.Spaz):
|
||||
self.node.move_up_down = 0
|
||||
|
||||
elif self._mode == 'flee':
|
||||
# even if we're a runner, only run till we get away from our
|
||||
# target (if we keep running we tend to run off edges)
|
||||
# Even if we're a runner, only run till we get away from our
|
||||
# target (if we keep running we tend to run off edges).
|
||||
if self.run and dist < 3.0:
|
||||
self._running = True
|
||||
self.node.run = 1.0
|
||||
@ -409,20 +421,20 @@ class SpazBot(basespaz.Spaz):
|
||||
self.node.move_left_right = to_target.x * -1.0
|
||||
self.node.move_up_down = to_target.z
|
||||
|
||||
# we might wanna switch states unless we're doing a throw
|
||||
# (in which case that's our sole concern)
|
||||
# We might wanna switch states unless we're doing a throw
|
||||
# (in which case that's our sole concern).
|
||||
if self._mode != 'throw':
|
||||
|
||||
# if we're currently charging, keep track of how far we are
|
||||
# from our target.. when this value increases it means our charge
|
||||
# is over (ran by them or something)
|
||||
# If we're currently charging, keep track of how far we are
|
||||
# from our target. When this value increases it means our charge
|
||||
# is over (ran by them or something).
|
||||
if self._mode == 'charge':
|
||||
if (self._charge_closing_in
|
||||
and self._last_charge_dist < dist < 3.0):
|
||||
self._charge_closing_in = False
|
||||
self._last_charge_dist = dist
|
||||
|
||||
# if we have a clean shot, throw!
|
||||
# If we have a clean shot, throw!
|
||||
if (self.throw_dist_min <= dist < self.throw_dist_max
|
||||
and random.random() < self.throwiness and can_attack):
|
||||
self._mode = 'throw'
|
||||
@ -434,15 +446,15 @@ class SpazBot(basespaz.Spaz):
|
||||
(1.0 / self.throw_rate) *
|
||||
(0.8 + 1.3 * random.random()))
|
||||
|
||||
# if we're static, always charge (which for us means barely move)
|
||||
# If we're static, always charge (which for us means barely move).
|
||||
elif self.static:
|
||||
self._mode = 'wait'
|
||||
|
||||
# if we're too close to charge (and aren't in the middle of an
|
||||
# existing charge) run away
|
||||
# If we're too close to charge (and aren't in the middle of an
|
||||
# existing charge) run away.
|
||||
elif dist < self.charge_dist_min and not self._charge_closing_in:
|
||||
# ..unless we're near an edge, in which case we got no choice
|
||||
# but to charge..
|
||||
# ..unless we're near an edge, in which case we've got no
|
||||
# choice but to charge.
|
||||
if self.map.is_point_near_edge(our_pos, self._running):
|
||||
if self._mode != 'charge':
|
||||
self._mode = 'charge'
|
||||
@ -452,7 +464,7 @@ class SpazBot(basespaz.Spaz):
|
||||
else:
|
||||
self._mode = 'flee'
|
||||
|
||||
# we're within charging distance, backed against an edge,
|
||||
# We're within charging distance, backed against an edge,
|
||||
# or farther than our max throw distance.. chaaarge!
|
||||
elif (dist < self.charge_dist_max or dist > self.throw_dist_max
|
||||
or self.map.is_point_near_edge(our_pos, self._running)):
|
||||
@ -462,11 +474,11 @@ class SpazBot(basespaz.Spaz):
|
||||
self._charge_closing_in = True
|
||||
self._last_charge_dist = dist
|
||||
|
||||
# we're too close to throw but too far to charge - either run
|
||||
# away or just chill if we're near an edge
|
||||
# We're too close to throw but too far to charge - either run
|
||||
# away or just chill if we're near an edge.
|
||||
elif dist < self.throw_dist_min:
|
||||
# charge if either we're within charge range or
|
||||
# cant retreat to throw
|
||||
# Charge if either we're within charge range or
|
||||
# cant retreat to throw.
|
||||
self._mode = 'flee'
|
||||
|
||||
# Do some awesome jumps if we're running.
|
||||
@ -494,29 +506,30 @@ class SpazBot(basespaz.Spaz):
|
||||
|
||||
def on_expire(self) -> None:
|
||||
basespaz.Spaz.on_expire(self)
|
||||
# we're being torn down; release
|
||||
# our callback(s) so there's no chance of them
|
||||
# keeping activities or other things alive..
|
||||
|
||||
# We're being torn down; release our callback(s) so there's
|
||||
# no chance of them keeping activities or other things alive.
|
||||
self.update_callback = None
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
# pylint: disable=too-many-branches
|
||||
self._handlemessage_sanity_check()
|
||||
|
||||
# keep track of if we're being held and by who most recently
|
||||
# Keep track of if we're being held and by who most recently.
|
||||
if isinstance(msg, ba.PickedUpMessage):
|
||||
super().handlemessage(msg) # augment standard behavior
|
||||
super().handlemessage(msg) # Augment standard behavior.
|
||||
self.held_count += 1
|
||||
picked_up_by = msg.node.source_player
|
||||
if picked_up_by:
|
||||
self.last_player_held_by = picked_up_by
|
||||
|
||||
elif isinstance(msg, ba.DroppedMessage):
|
||||
super().handlemessage(msg) # augment standard behavior
|
||||
super().handlemessage(msg) # Augment standard behavior.
|
||||
self.held_count -= 1
|
||||
if self.held_count < 0:
|
||||
print("ERROR: spaz held_count < 0")
|
||||
# let's count someone dropping us as an attack..
|
||||
|
||||
# Let's count someone dropping us as an attack.
|
||||
try:
|
||||
if msg.node:
|
||||
picked_up_by = msg.node.source_player
|
||||
@ -533,18 +546,19 @@ class SpazBot(basespaz.Spaz):
|
||||
|
||||
elif isinstance(msg, ba.DieMessage):
|
||||
|
||||
# report normal deaths for scoring purposes
|
||||
# Report normal deaths for scoring purposes.
|
||||
if not self._dead and not msg.immediate:
|
||||
|
||||
killerplayer: Optional[ba.Player]
|
||||
# if this guy was being held at the time of death, the
|
||||
# holder is the killer
|
||||
|
||||
# If this guy was being held at the time of death, the
|
||||
# holder is the killer.
|
||||
if self.held_count > 0 and self.last_player_held_by:
|
||||
killerplayer = self.last_player_held_by
|
||||
else:
|
||||
# otherwise if they were attacked by someone in the
|
||||
# last few seconds that person's the killer..
|
||||
# otherwise it was a suicide
|
||||
# If they were attacked by someone in the last few
|
||||
# seconds that person's the killer.
|
||||
# Otherwise it was a suicide.
|
||||
if (self.last_player_attacked_by
|
||||
and ba.time() - self.last_attacked_time < 4.0):
|
||||
killerplayer = self.last_player_attacked_by
|
||||
@ -552,15 +566,15 @@ class SpazBot(basespaz.Spaz):
|
||||
killerplayer = None
|
||||
activity = self._activity()
|
||||
|
||||
# (convert dead refs to None)
|
||||
# (convert dead player refs to None)
|
||||
if not killerplayer:
|
||||
killerplayer = None
|
||||
if activity is not None:
|
||||
activity.handlemessage(
|
||||
SpazBotDeathMessage(self, killerplayer, msg.how))
|
||||
super().handlemessage(msg) # augment standard behavior
|
||||
super().handlemessage(msg) # Augment standard behavior.
|
||||
|
||||
# keep track of the player who last hit us for point rewarding
|
||||
# Keep track of the player who last hit us for point rewarding.
|
||||
elif isinstance(msg, ba.HitMessage):
|
||||
if msg.source_player:
|
||||
self.last_player_attacked_by = msg.source_player
|
||||
@ -889,8 +903,9 @@ class BotSet:
|
||||
|
||||
def __init__(self) -> None:
|
||||
"""Create a bot-set."""
|
||||
# we spread our bots out over a few lists so we can update
|
||||
# them in a staggered fashion
|
||||
|
||||
# We spread our bots out over a few lists so we can update
|
||||
# them in a staggered fashion.
|
||||
self._bot_list_count = 5
|
||||
self._bot_add_list = 0
|
||||
self._bot_update_list = 0
|
||||
@ -963,7 +978,7 @@ class BotSet:
|
||||
self._bot_update_list = (self._bot_update_list +
|
||||
1) % self._bot_list_count
|
||||
|
||||
# update our list of player points for the bots to use
|
||||
# Update our list of player points for the bots to use.
|
||||
player_pts = []
|
||||
for player in ba.getactivity().players:
|
||||
try:
|
||||
@ -980,7 +995,8 @@ class BotSet:
|
||||
|
||||
def clear(self) -> None:
|
||||
"""Immediately clear out any bots in the set."""
|
||||
# don't do this if the activity is shutting down or dead
|
||||
|
||||
# Don't do this if the activity is shutting down or dead.
|
||||
activity = ba.getactivity(doraise=False)
|
||||
if activity is None or activity.is_expired():
|
||||
return
|
||||
@ -1025,7 +1041,8 @@ class BotSet:
|
||||
Use this when the bots have won a game.
|
||||
"""
|
||||
self._bot_update_timer = None
|
||||
# at this point stop doing anything but jumping and celebrating
|
||||
|
||||
# At this point stop doing anything but jumping and celebrating.
|
||||
for botlist in self._bot_lists:
|
||||
for bot in botlist:
|
||||
if bot.node:
|
||||
|
||||
@ -213,7 +213,7 @@ class EasterEggHuntGame(ba.TeamGameActivity):
|
||||
player = msg.spaz.getplayer()
|
||||
if not player:
|
||||
return
|
||||
self.stats.player_lost_spaz(player)
|
||||
self.stats.player_was_killed(player)
|
||||
|
||||
# Respawn them shortly.
|
||||
assert self.initial_player_info is not None
|
||||
|
||||
@ -814,7 +814,7 @@ class FootballCoopGame(ba.CoopGameActivity):
|
||||
|
||||
# Respawn dead players.
|
||||
player = msg.spaz.player
|
||||
self.stats.player_lost_spaz(player)
|
||||
self.stats.player_was_killed(player)
|
||||
assert self.initial_player_info is not None
|
||||
respawn_time = 2.0 + len(self.initial_player_info) * 1.0
|
||||
|
||||
|
||||
@ -1131,7 +1131,7 @@ class RunaroundGame(ba.CoopGameActivity):
|
||||
return
|
||||
if not player:
|
||||
return
|
||||
self.stats.player_lost_spaz(player)
|
||||
self.stats.player_was_killed(player)
|
||||
|
||||
# Respawn them shortly.
|
||||
assert self.initial_player_info is not None
|
||||
|
||||
@ -263,7 +263,7 @@ class TheLastStandGame(ba.CoopGameActivity):
|
||||
return
|
||||
if not player:
|
||||
return
|
||||
self.stats.player_lost_spaz(player)
|
||||
self.stats.player_was_killed(player)
|
||||
ba.timer(0.1, self._checkroundover)
|
||||
|
||||
elif isinstance(msg, ba.PlayerScoredMessage):
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user