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https://github.com/RYDE-WORK/ballistica.git
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Merge pull request #302 from Dliwk/coop-headless
Co-op in headless builds
This commit is contained in:
commit
7e07169fad
1
.idea/dictionaries/roman.xml
generated
1
.idea/dictionaries/roman.xml
generated
@ -1,6 +1,7 @@
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<component name="ProjectDictionaryState">
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<dictionary name="roman">
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<words>
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<w>gamename</w>
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<w>maxlen</w>
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<w>pagename</w>
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</words>
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@ -112,6 +112,10 @@ class Activity(DependencyComponent, Generic[PlayerType, TeamType]):
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# transitions).
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inherits_tint = False
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# Whether players should be allowed to join in the middle of
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# activity.
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allow_mid_activity_joins: bool = True
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# If the activity fades or transitions in, it should set the length of
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# time here so that previous activities will be kept alive for that
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# long (avoiding 'holes' in the screen)
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@ -90,6 +90,16 @@ class CoopSession(Session):
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"""Get the game instance currently being played."""
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return self._current_game_instance
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def should_allow_mid_activity_joins(self, activity: ba.Activity) -> bool:
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# pylint: disable=cyclic-import
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from ba._gameactivity import GameActivity
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# Disallow any joins in the middle of the game.
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if isinstance(activity, GameActivity):
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return False
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return True
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def _update_on_deck_game_instances(self) -> None:
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# pylint: disable=cyclic-import
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from ba._gameactivity import GameActivity
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@ -156,8 +166,24 @@ class CoopSession(Session):
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from ba._general import WeakCall
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super().on_player_leave(sessionplayer)
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# If all our players leave we wanna quit out of the session.
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_ba.timer(2.0, WeakCall(self._end_session_if_empty))
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_ba.timer(2.0, WeakCall(self._check_end_game))
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def _check_end_game(self) -> None:
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if not _ba.app.server:
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self._end_session_if_empty()
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activity = self.getactivity()
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if activity is None:
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return # Probably everything is already broken, why do something?
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if [player for player in activity.players if player.is_alive()]:
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return
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with _ba.Context(activity):
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from ba._gameactivity import GameActivity
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if isinstance(activity, GameActivity):
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activity.end_game()
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def _end_session_if_empty(self) -> None:
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activity = self.getactivity()
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@ -250,10 +276,11 @@ class CoopSession(Session):
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# If at any point we have no in-game players, quit out of the session
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# (this can happen if someone leaves in the tutorial for instance).
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active_players = [p for p in self.sessionplayers if p.in_game]
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if not active_players:
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self.end()
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return
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if isinstance(activity, TutorialActivity):
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active_players = [p for p in self.sessionplayers if p.in_game]
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if not active_players:
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self.end()
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return
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# If we're in a between-round activity or a restart-activity,
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# hop into a round.
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@ -16,6 +16,7 @@ import _ba
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from ba._generated.enums import TimeType
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from ba._freeforallsession import FreeForAllSession
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from ba._dualteamsession import DualTeamSession
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from ba._coopsession import CoopSession
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if TYPE_CHECKING:
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from typing import Optional, Dict, Any, Type
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@ -97,6 +98,8 @@ class ServerController:
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self._playlist_fetch_got_response = False
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self._playlist_fetch_code = -1
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self._coop_game_name = self._config.coop_game_name
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# Now sit around doing any pre-launch prep such as waiting for
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# account sign-in or fetching playlists; this will kick off the
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# session once done.
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@ -289,11 +292,14 @@ class ServerController:
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return FreeForAllSession
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if self._config.session_type == 'teams':
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return DualTeamSession
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if self._config.session_type == 'coop':
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return CoopSession
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raise RuntimeError(
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f'Invalid session_type: "{self._config.session_type}"')
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def _launch_server_session(self) -> None:
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"""Kick off a host-session based on the current server config."""
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# pylint: disable=too-many-branches
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app = _ba.app
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appcfg = app.config
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sessiontype = self._get_session_type()
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@ -311,6 +317,8 @@ class ServerController:
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ptypename = 'Free-for-All'
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elif sessiontype is DualTeamSession:
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ptypename = 'Team Tournament'
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elif sessiontype is CoopSession:
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ptypename = 'Coop'
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else:
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raise RuntimeError(f'Unknown session type {sessiontype}')
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@ -340,6 +348,13 @@ class ServerController:
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appcfg['Team Tournament Playlist Selection'] = self._playlist_name
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appcfg['Team Tournament Playlist Randomize'] = (
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self._config.playlist_shuffle)
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elif sessiontype is CoopSession:
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gamename = self._coop_game_name or 'Default:Onslaught Training'
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campaignname, levelname = gamename.split(':')
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app.coop_session_args = {
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'campaign': campaignname,
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'level': levelname,
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}
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else:
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raise RuntimeError(f'Unknown session type {sessiontype}')
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@ -63,10 +63,6 @@ class Session:
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team instead of their own profile colors. This only applies if
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use_teams is enabled.
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allow_mid_activity_joins
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Whether players should be allowed to join in the middle of
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activities.
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customdata
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A shared dictionary for objects to use as storage on this session.
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Ensure that keys here are unique to avoid collisions.
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@ -74,7 +70,6 @@ class Session:
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"""
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use_teams: bool = False
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use_team_colors: bool = True
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allow_mid_activity_joins: bool = True
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# Note: even though these are instance vars, we annotate them at the
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# class level so that docs generation can access their types.
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@ -210,6 +205,15 @@ class Session:
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raise NodeNotFoundError()
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return node
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def should_allow_mid_activity_joins(self, activity: ba.Activity) -> bool:
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"""Returned value is used by the Session to determine
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whether to allow players to join in the middle of activity.
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Activity.allow_mid_activity_joins is also required to allow these
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joins."""
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del activity # Unused.
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return True
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def on_player_request(self, player: ba.SessionPlayer) -> bool:
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"""Called when a new ba.Player wants to join the Session.
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@ -220,7 +224,6 @@ class Session:
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if _ba.app.stress_test_reset_timer is None:
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if len(self.sessionplayers) >= self.max_players:
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# Print a rejection message *only* to the client trying to
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# join (prevents spamming everyone else in the game).
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_ba.playsound(_ba.getsound('error'))
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@ -657,7 +660,8 @@ class Session:
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# However, if we're not allowing mid-game joins, don't actually pass;
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# just announce the arrival and say they'll partake next round.
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if pass_to_activity:
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if not self.allow_mid_activity_joins:
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if not (activity.allow_mid_activity_joins
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and self.should_allow_mid_activity_joins(activity)):
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pass_to_activity = False
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with _ba.Context(self):
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_ba.screenmessage(
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@ -118,6 +118,12 @@ class CoopScoreScreen(ba.Activity[ba.Player, ba.Team]):
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self._tournament_time_remaining_text: Optional[Text] = None
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self._tournament_time_remaining_text_timer: Optional[ba.Timer] = None
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# Stuff for activity skip by pressing button
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self._birth_time = ba.time()
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self._min_view_time = 5.0
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self._allow_server_transition = False
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self._server_transitioning: Optional[bool] = None
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self._playerinfos: List[ba.PlayerInfo] = settings['playerinfos']
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assert isinstance(self._playerinfos, list)
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assert (isinstance(i, ba.PlayerInfo) for i in self._playerinfos)
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@ -485,6 +491,46 @@ class CoopScoreScreen(ba.Activity[ba.Player, ba.Team]):
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if self._store_button_instance is not None:
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self._store_button_instance.set_position((pos_x + 100, pos_y))
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def _player_press(self) -> None:
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# (Only for headless builds).
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# If this activity is a good 'end point', ask server-mode just once if
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# it wants to do anything special like switch sessions or kill the app.
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if (self._allow_server_transition and _ba.app.server is not None
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and self._server_transitioning is None):
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self._server_transitioning = _ba.app.server.handle_transition()
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assert isinstance(self._server_transitioning, bool)
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# If server-mode is handling this, don't do anything ourself.
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if self._server_transitioning is True:
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return
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# Otherwise restart current level.
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self._campaign.set_selected_level(self._level_name)
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with ba.Context(self):
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self.end({'outcome': 'restart'})
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def _safe_assign(self, player: ba.Player) -> None:
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# (Only for headless builds).
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# Just to be extra careful, don't assign if we're transitioning out.
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# (though theoretically that should be ok).
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if not self.is_transitioning_out() and player:
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player.assigninput(
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(ba.InputType.JUMP_PRESS, ba.InputType.PUNCH_PRESS,
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ba.InputType.BOMB_PRESS, ba.InputType.PICK_UP_PRESS),
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self._player_press)
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def on_player_join(self, player: ba.Player) -> None:
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super().on_player_join(player)
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if ba.app.server is not None:
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# Host can't press retry button, so anyone can do it instead.
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time_till_assign = max(
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0, self._birth_time + self._min_view_time - _ba.time())
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ba.timer(time_till_assign, ba.WeakCall(self._safe_assign, player))
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def on_begin(self) -> None:
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# FIXME: Clean this up.
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# pylint: disable=too-many-statements
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@ -582,19 +628,35 @@ class CoopScoreScreen(ba.Activity[ba.Player, ba.Team]):
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color=(0.5, 0.7, 0.5, 1),
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position=(0, 230)).autoretain()
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adisp = _ba.get_account_display_string()
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txt = Text(ba.Lstr(resource='waitingForHostText',
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subs=[('${HOST}', adisp)]),
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maxwidth=300,
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transition=Text.Transition.FADE_IN,
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transition_delay=8.0,
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scale=0.85,
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h_align=Text.HAlign.CENTER,
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v_align=Text.VAlign.CENTER,
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color=(1, 1, 0, 1),
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position=(0, -230)).autoretain()
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assert txt.node
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txt.node.client_only = True
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if ba.app.server is None:
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# If we're running in normal non-headless build, show this text
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# because only host can continue the game.
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adisp = _ba.get_account_display_string()
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txt = Text(ba.Lstr(resource='waitingForHostText',
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subs=[('${HOST}', adisp)]),
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maxwidth=300,
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transition=Text.Transition.FADE_IN,
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transition_delay=8.0,
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scale=0.85,
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h_align=Text.HAlign.CENTER,
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v_align=Text.VAlign.CENTER,
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color=(1, 1, 0, 1),
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position=(0, -230)).autoretain()
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assert txt.node
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txt.node.client_only = True
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else:
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# In headless build, anyone can continue the game.
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sval = ba.Lstr(resource='pressAnyButtonPlayAgainText')
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Text(sval,
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v_attach=Text.VAttach.BOTTOM,
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h_align=Text.HAlign.CENTER,
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flash=True,
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vr_depth=50,
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position=(0, 60),
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scale=0.8,
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color=(0.5, 0.7, 0.5, 0.5),
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transition=Text.Transition.IN_BOTTOM_SLOW,
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transition_delay=self._min_view_time).autoretain()
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if self._score is not None:
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ba.timer(0.35,
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@ -179,6 +179,8 @@ class EliminationGame(ba.TeamGameActivity[Player, Team]):
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# Show messages when players die since it's meaningful here.
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announce_player_deaths = True
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allow_mid_activity_joins = False
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@classmethod
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def get_available_settings(
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cls, sessiontype: Type[ba.Session]) -> List[ba.Setting]:
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@ -257,23 +259,6 @@ class EliminationGame(ba.TeamGameActivity[Player, Team]):
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self.session, ba.DualTeamSession) else 'last one standing wins'
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def on_player_join(self, player: Player) -> None:
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# No longer allowing mid-game joiners here; too easy to exploit.
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if self.has_begun():
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# Make sure their team has survival seconds set if they're all dead
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# (otherwise blocked new ffa players are considered 'still alive'
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# in score tallying).
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if (self._get_total_team_lives(player.team) == 0
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and player.team.survival_seconds is None):
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player.team.survival_seconds = 0
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ba.screenmessage(
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ba.Lstr(resource='playerDelayedJoinText',
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subs=[('${PLAYER}', player.getname(full=True))]),
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color=(0, 1, 0),
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)
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return
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player.lives = self._lives_per_player
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if self._solo_mode:
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@ -44,7 +44,11 @@ class MeteorShowerGame(ba.TeamGameActivity[Player, Team]):
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# Print messages when players die (since its meaningful in this game).
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announce_player_deaths = True
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# we're currently hard-coded for one map..
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# Don't allow joining after we start
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# (would enable leave/rejoin tomfoolery).
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allow_mid_activity_joins = False
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# We're currently hard-coded for one map.
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@classmethod
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def get_supported_maps(cls, sessiontype: Type[ba.Session]) -> List[str]:
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return ['Rampage']
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@ -93,22 +97,6 @@ class MeteorShowerGame(ba.TeamGameActivity[Player, Team]):
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# Check for immediate end (if we've only got 1 player, etc).
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ba.timer(5.0, self._check_end_game)
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def on_player_join(self, player: Player) -> None:
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# Don't allow joining after we start
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# (would enable leave/rejoin tomfoolery).
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if self.has_begun():
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ba.screenmessage(
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ba.Lstr(resource='playerDelayedJoinText',
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subs=[('${PLAYER}', player.getname(full=True))]),
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color=(0, 1, 0),
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)
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# For score purposes, mark them as having died right as the
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# game started.
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assert self._timer is not None
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player.death_time = self._timer.getstarttime()
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return
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self.spawn_player(player)
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def on_player_leave(self, player: Player) -> None:
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# Augment default behavior.
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super().on_player_leave(player)
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@ -51,10 +51,14 @@ class ServerConfig:
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# exposed but I'll try to add that soon.
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max_party_size: int = 6
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# Options here are 'ffa' (free-for-all) and 'teams'
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# Options here are 'ffa' (free-for-all), 'teams' and 'coop' (cooperative)
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# This value is ignored if you supply a playlist_code (see below).
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session_type: str = 'ffa'
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# There are unavailable co-op playlists now, so if you want to host a co-op
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# game, pass level name here.
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coop_game_name: Optional[str] = None
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# To host your own custom playlists, use the 'share' functionality in the
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# playlist editor in the regular version of the game.
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# This will give you a numeric code you can enter here to host that
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