Merge pull request #11 from Dmitry450/master

Bots AI fixes, and some game modes editings
This commit is contained in:
Eric Froemling 2020-04-08 18:34:49 -07:00 committed by GitHub
commit 327880d1e7
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12 changed files with 46 additions and 25 deletions

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@ -69,7 +69,7 @@ from ba._appdelegate import AppDelegate
from ba._apputils import is_browser_likely_available
from ba._campaign import Campaign
from ba._gameutils import (animate, animate_array, show_damage_count,
sharedobj, timestring, cameraflash)
sharedobj, timestring, cameraflash, distance)
from ba._general import WeakCall, Call
from ba._level import Level
from ba._lobby import Lobby, Chooser

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@ -22,12 +22,13 @@
from __future__ import annotations
from typing import TYPE_CHECKING
import math
import _ba
from ba._enums import TimeType, TimeFormat, SpecialChar
if TYPE_CHECKING:
from typing import Any, Dict, Sequence
from typing import Any, Dict, Sequence, Tuple
import ba
TROPHY_CHARS = {
@ -46,6 +47,14 @@ def get_trophy_string(trophy_id: str) -> str:
return _ba.charstr(TROPHY_CHARS[trophy_id])
return '?'
def distance(vec1: Tuple[float, float, float],
vec2: Tuple[float, float, float]) -> float:
"""Find distance between two positions"""
xlen = vec1[0] - vec2[0]
ylen = vec1[1] - vec2[1]
zlen = vec1[2] - vec2[2]
xylen = math.sqrt(xlen**2 + ylen**2)
return math.sqrt(xylen**2 + zlen**2)
def sharedobj(name: str) -> Any:
"""Return a predefined object for the current Activity, creating if needed.

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@ -594,7 +594,8 @@ class Blast(ba.Actor):
ba.timer(0.4, _extra_debris_sound)
def handlemessage(self, msg: Any) -> Any:
self._handlemessage_sanity_check()
if __debug__:
self._handlemessage_sanity_check()
if isinstance(msg, ba.DieMessage):
if self.node:

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@ -333,7 +333,9 @@ class Flag(ba.Actor):
1.0, ba.WeakCall(self._hide_score_text))
def handlemessage(self, msg: Any) -> Any:
self._handlemessage_sanity_check()
# pylint: disable=too-many-branches
if __debug__:
self._handlemessage_sanity_check()
if isinstance(msg, ba.DieMessage):
if self.node:
self.node.delete()

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@ -221,7 +221,8 @@ class PlayerSpaz(Spaz):
# pylint: disable=too-many-branches
# pylint: disable=too-many-statements
# pylint: disable=too-many-nested-blocks
self._handlemessage_sanity_check()
if __debug__:
self._handlemessage_sanity_check()
# Keep track of if we're being held and by who most recently.
if isinstance(msg, ba.PickedUpMessage):

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@ -289,7 +289,8 @@ class PowerupBox(ba.Actor):
def handlemessage(self, msg: Any) -> Any:
# pylint: disable=too-many-branches
self._handlemessage_sanity_check()
if __debug__:
self._handlemessage_sanity_check()
if isinstance(msg, ba.PowerupAcceptMessage):
factory = get_factory()

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@ -28,6 +28,7 @@ import weakref
from typing import TYPE_CHECKING
import ba
from ba import distance
from bastd.actor import spaz as basespaz
if TYPE_CHECKING:
@ -41,7 +42,6 @@ DEFAULT_BOT_HIGHLIGHT = (0.1, 0.3, 0.1)
PRO_BOT_COLOR = (1.0, 0.2, 0.1)
PRO_BOT_HIGHLIGHT = (0.6, 0.1, 0.05)
class SpazBotPunchedMessage:
"""A message saying a ba.SpazBot got punched.
@ -192,8 +192,9 @@ class SpazBot(basespaz.Spaz):
closest = None
assert self._player_pts is not None
for plpt, plvel in self._player_pts:
dist = (plpt - botpt).length()
dist = distance(
(plpt.x, plpt.y, plpt.z),
(botpt.x, botpt.y, botpt.z))
# Ignore player-points that are significantly below the bot
# (keeps bots from following players off cliffs).
if (closest_dist is None
@ -256,7 +257,9 @@ class SpazBot(basespaz.Spaz):
target_pt_raw = ba.Vec3(*self.target_flag.node.position)
diff = (target_pt_raw - our_pos)
diff = ba.Vec3(diff[0], 0, diff[2]) # don't care about y
dist = diff.length()
dist = distance(
(target_pt_raw.x, 0, target_pt_raw.z),
(our_pos.x, 0, our_pos.z))
to_target = diff.normalized()
# If we're holding some non-flag item, drop it.
@ -324,7 +327,9 @@ class SpazBot(basespaz.Spaz):
target_vel * dist_raw * 0.3 * self._lead_amount)
diff = (target_pt - our_pos)
dist = diff.length()
dist = distance(
(target_pt.x, target_pt.y, target_pt.z),
(our_pos.x, our_pos.y, our_pos.z))
to_target = diff.normalized()
if self._mode == 'throw':
@ -513,7 +518,8 @@ class SpazBot(basespaz.Spaz):
def handlemessage(self, msg: Any) -> Any:
# pylint: disable=too-many-branches
self._handlemessage_sanity_check()
if __debug__:
self._handlemessage_sanity_check()
# Keep track of if we're being held and by who most recently.
if isinstance(msg, ba.PickedUpMessage):

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@ -176,7 +176,7 @@ class AssaultGame(ba.TeamGameActivity):
return
# If its another team's player, they scored.
player_team = player.get_team()
player_team = player.team
if player_team is not team:
# Prevent multiple simultaneous scores.

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@ -63,7 +63,8 @@ class CTFFlag(stdflag.Flag):
self.touch_return_time = float(
self.activity.settings['Flag Touch Return Time'])
def get_team(self) -> ba.Team:
@property
def team(self) -> ba.Team:
"""return the flag's team."""
return self._team
@ -224,7 +225,7 @@ class CaptureTheFlagGame(ba.TeamGameActivity):
flag = ba.get_collision_info("opposing_node").getdelegate()
assert isinstance(flag, CTFFlag)
if flag.get_team() is team:
if flag.team is team:
team.gamedata['home_flag_at_base'] = True
# If the enemy flag is already here, score!
@ -331,7 +332,7 @@ class CaptureTheFlagGame(ba.TeamGameActivity):
except Exception:
return # Can happen when we kill a flag.
if flag.get_team() is team:
if flag.team is team:
# Check times here to prevent too much flashing.
if ('last_flag_leave_time' not in team.gamedata
@ -487,7 +488,7 @@ class CaptureTheFlagGame(ba.TeamGameActivity):
elif isinstance(msg, stdflag.FlagDeathMessage):
assert isinstance(msg.flag, CTFFlag)
ba.timer(0.1,
ba.Call(self._spawn_flag_for_team, msg.flag.get_team()))
ba.Call(self._spawn_flag_for_team, msg.flag.team))
elif isinstance(msg, stdflag.FlagPickedUpMessage):
# Store the last player to hold the flag for scoring purposes.
assert isinstance(msg.flag, CTFFlag)

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@ -228,10 +228,10 @@ class ConquestGame(ba.TeamGameActivity):
except Exception:
return # Player may have left and his body hit the flag.
if flag.get_team() is not player.get_team():
flag.set_team(player.get_team())
flag.light.color = player.get_team().color
flag.node.color = player.get_team().color
if flag.team is not player.team:
flag.set_team(player.team)
flag.light.color = player.team.color
flag.node.color = player.team.color
self.stats.player_scored(player, 10, screenmessage=False)
ba.playsound(self._swipsound)
self._flash_flag(flag)

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@ -255,7 +255,7 @@ class HockeyGame(ba.TeamGameActivity):
except Exception:
player = puck = None
if player and puck:
puck.last_players_to_touch[player.get_team().get_id()] = player
puck.last_players_to_touch[player.team.get_id()] = player
def _kill_puck(self) -> None:
self._puck = None

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@ -241,7 +241,7 @@ class RaceGame(ba.TeamGameActivity):
player.gamedata['last_region'] = this_region
if last_region >= len(self._regions) - 2 and this_region == 0:
team = player.get_team()
team = player.team
player.gamedata['lap'] = min(self.settings['Laps'],
player.gamedata['lap'] + 1)
@ -283,10 +283,10 @@ class RaceGame(ba.TeamGameActivity):
# If the whole team has finished the race.
if team.gamedata['lap'] == self.settings['Laps']:
ba.playsound(self._score_sound)
player.get_team().gamedata['finished'] = True
player.team.gamedata['finished'] = True
assert self._timer is not None
self._last_team_time = (
player.get_team().gamedata['time']) = (
player.team.gamedata['time']) = (
ba.time() - self._timer.getstarttime())
self._check_end_game()