some cleanups; fixed trouble from PR message

This commit is contained in:
Roman Trapeznikov 2021-09-21 17:12:48 +03:00
parent 5c3b707710
commit 2d39ad7121
5 changed files with 13 additions and 29 deletions

View File

@ -112,6 +112,10 @@ class Activity(DependencyComponent, Generic[PlayerType, TeamType]):
# transitions).
inherits_tint = False
# Whether players should be allowed to join in the middle of
# activities.
allow_mid_activity_joins: bool = True
# If the activity fades or transitions in, it should set the length of
# time here so that previous activities will be kept alive for that
# long (avoiding 'holes' in the screen)

View File

@ -27,6 +27,8 @@ class CoopGameActivity(GameActivity[PlayerType, TeamType]):
# We can assume our session is a CoopSession.
session: ba.CoopSession
allow_mid_activity_joins = False
@classmethod
def supports_session_type(cls, sessiontype: Type[ba.Session]) -> bool:
from ba._coopsession import CoopSession

View File

@ -158,13 +158,13 @@ class CoopSession(Session):
if _ba.app.server is not None:
# If we're in server mode, end game and show results.
_ba.timer(2.0, WeakCall(self._end_activity_if_empty))
_ba.timer(2.0, WeakCall(self._end_game_if_empty))
else:
# Otherwise, if all our players leave
# we wanna quit out of the session.
_ba.timer(2.0, WeakCall(self._end_session_if_empty))
def _end_activity_if_empty(self) -> None:
def _end_game_if_empty(self) -> None:
activity = self.getactivity()
if activity is None:
return # Probably everything is already broken, why do something?
@ -175,9 +175,8 @@ class CoopSession(Session):
with _ba.Context(activity):
from ba._gameactivity import GameActivity
# FIXME: rewrite this, doesn't cover all cases
assert isinstance(activity, GameActivity)
activity.end_game()
if isinstance(activity, GameActivity):
activity.end_game()
def _end_session_if_empty(self) -> None:
activity = self.getactivity()

View File

@ -63,10 +63,6 @@ class Session:
team instead of their own profile colors. This only applies if
use_teams is enabled.
allow_mid_activity_joins
Whether players should be allowed to join in the middle of
activities.
customdata
A shared dictionary for objects to use as storage on this session.
Ensure that keys here are unique to avoid collisions.
@ -74,7 +70,6 @@ class Session:
"""
use_teams: bool = False
use_team_colors: bool = True
allow_mid_activity_joins: bool = True
# Note: even though these are instance vars, we annotate them at the
# class level so that docs generation can access their types.
@ -220,7 +215,6 @@ class Session:
if _ba.app.stress_test_reset_timer is None:
if len(self.sessionplayers) >= self.max_players:
# Print a rejection message *only* to the client trying to
# join (prevents spamming everyone else in the game).
_ba.playsound(_ba.getsound('error'))
@ -657,7 +651,7 @@ class Session:
# However, if we're not allowing mid-game joins, don't actually pass;
# just announce the arrival and say they'll partake next round.
if pass_to_activity:
if not self.allow_mid_activity_joins:
if not activity.allow_mid_activity_joins:
pass_to_activity = False
with _ba.Context(self):
_ba.screenmessage(

View File

@ -179,6 +179,8 @@ class EliminationGame(ba.TeamGameActivity[Player, Team]):
# Show messages when players die since it's meaningful here.
announce_player_deaths = True
allow_mid_activity_joins = False
@classmethod
def get_available_settings(
cls, sessiontype: Type[ba.Session]) -> List[ba.Setting]:
@ -257,23 +259,6 @@ class EliminationGame(ba.TeamGameActivity[Player, Team]):
self.session, ba.DualTeamSession) else 'last one standing wins'
def on_player_join(self, player: Player) -> None:
# No longer allowing mid-game joiners here; too easy to exploit.
if self.has_begun():
# Make sure their team has survival seconds set if they're all dead
# (otherwise blocked new ffa players are considered 'still alive'
# in score tallying).
if (self._get_total_team_lives(player.team) == 0
and player.team.survival_seconds is None):
player.team.survival_seconds = 0
ba.screenmessage(
ba.Lstr(resource='playerDelayedJoinText',
subs=[('${PLAYER}', player.getname(full=True))]),
color=(0, 1, 0),
)
return
player.lives = self._lives_per_player
if self._solo_mode: