diff --git a/.idea/dictionaries/roman.xml b/.idea/dictionaries/roman.xml index 240cd39e..d594223f 100644 --- a/.idea/dictionaries/roman.xml +++ b/.idea/dictionaries/roman.xml @@ -1,6 +1,7 @@ + gamename maxlen pagename diff --git a/assets/src/ba_data/python/ba/_activity.py b/assets/src/ba_data/python/ba/_activity.py index 0060ab64..b19a2e40 100644 --- a/assets/src/ba_data/python/ba/_activity.py +++ b/assets/src/ba_data/python/ba/_activity.py @@ -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 + # activity. + 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) diff --git a/assets/src/ba_data/python/ba/_coopsession.py b/assets/src/ba_data/python/ba/_coopsession.py index 6273f867..bb85a4b0 100644 --- a/assets/src/ba_data/python/ba/_coopsession.py +++ b/assets/src/ba_data/python/ba/_coopsession.py @@ -90,6 +90,16 @@ class CoopSession(Session): """Get the game instance currently being played.""" return self._current_game_instance + def should_allow_mid_activity_joins(self, activity: ba.Activity) -> bool: + # pylint: disable=cyclic-import + from ba._gameactivity import GameActivity + + # Disallow any joins in the middle of the game. + if isinstance(activity, GameActivity): + return False + + return True + def _update_on_deck_game_instances(self) -> None: # pylint: disable=cyclic-import from ba._gameactivity import GameActivity @@ -156,8 +166,24 @@ class CoopSession(Session): from ba._general import WeakCall super().on_player_leave(sessionplayer) - # If all our players leave we wanna quit out of the session. - _ba.timer(2.0, WeakCall(self._end_session_if_empty)) + _ba.timer(2.0, WeakCall(self._check_end_game)) + + def _check_end_game(self) -> None: + if not _ba.app.server: + self._end_session_if_empty() + + activity = self.getactivity() + if activity is None: + return # Probably everything is already broken, why do something? + + if [player for player in activity.players if player.is_alive()]: + return + + with _ba.Context(activity): + from ba._gameactivity import GameActivity + + if isinstance(activity, GameActivity): + activity.end_game() def _end_session_if_empty(self) -> None: activity = self.getactivity() @@ -250,10 +276,11 @@ class CoopSession(Session): # If at any point we have no in-game players, quit out of the session # (this can happen if someone leaves in the tutorial for instance). - active_players = [p for p in self.sessionplayers if p.in_game] - if not active_players: - self.end() - return + if isinstance(activity, TutorialActivity): + active_players = [p for p in self.sessionplayers if p.in_game] + if not active_players: + self.end() + return # If we're in a between-round activity or a restart-activity, # hop into a round. diff --git a/assets/src/ba_data/python/ba/_servermode.py b/assets/src/ba_data/python/ba/_servermode.py index ac3bab8d..0f03d4c5 100644 --- a/assets/src/ba_data/python/ba/_servermode.py +++ b/assets/src/ba_data/python/ba/_servermode.py @@ -16,6 +16,7 @@ import _ba from ba._generated.enums import TimeType from ba._freeforallsession import FreeForAllSession from ba._dualteamsession import DualTeamSession +from ba._coopsession import CoopSession if TYPE_CHECKING: from typing import Optional, Dict, Any, Type @@ -97,6 +98,8 @@ class ServerController: self._playlist_fetch_got_response = False self._playlist_fetch_code = -1 + self._coop_game_name = self._config.coop_game_name + # Now sit around doing any pre-launch prep such as waiting for # account sign-in or fetching playlists; this will kick off the # session once done. @@ -289,11 +292,14 @@ class ServerController: return FreeForAllSession if self._config.session_type == 'teams': return DualTeamSession + if self._config.session_type == 'coop': + return CoopSession raise RuntimeError( f'Invalid session_type: "{self._config.session_type}"') def _launch_server_session(self) -> None: """Kick off a host-session based on the current server config.""" + # pylint: disable=too-many-branches app = _ba.app appcfg = app.config sessiontype = self._get_session_type() @@ -311,6 +317,8 @@ class ServerController: ptypename = 'Free-for-All' elif sessiontype is DualTeamSession: ptypename = 'Team Tournament' + elif sessiontype is CoopSession: + ptypename = 'Coop' else: raise RuntimeError(f'Unknown session type {sessiontype}') @@ -340,6 +348,13 @@ class ServerController: appcfg['Team Tournament Playlist Selection'] = self._playlist_name appcfg['Team Tournament Playlist Randomize'] = ( self._config.playlist_shuffle) + elif sessiontype is CoopSession: + gamename = self._coop_game_name or 'Default:Onslaught Training' + campaignname, levelname = gamename.split(':') + app.coop_session_args = { + 'campaign': campaignname, + 'level': levelname, + } else: raise RuntimeError(f'Unknown session type {sessiontype}') diff --git a/assets/src/ba_data/python/ba/_session.py b/assets/src/ba_data/python/ba/_session.py index 7bb94288..618e9d00 100644 --- a/assets/src/ba_data/python/ba/_session.py +++ b/assets/src/ba_data/python/ba/_session.py @@ -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. @@ -210,6 +205,15 @@ class Session: raise NodeNotFoundError() return node + def should_allow_mid_activity_joins(self, activity: ba.Activity) -> bool: + """Returned value is used by the Session to determine + whether to allow players to join in the middle of activity. + + Activity.allow_mid_activity_joins is also required to allow these + joins.""" + del activity # Unused. + return True + def on_player_request(self, player: ba.SessionPlayer) -> bool: """Called when a new ba.Player wants to join the Session. @@ -220,7 +224,6 @@ 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 +660,8 @@ 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 + and self.should_allow_mid_activity_joins(activity)): pass_to_activity = False with _ba.Context(self): _ba.screenmessage( diff --git a/assets/src/ba_data/python/bastd/activity/coopscore.py b/assets/src/ba_data/python/bastd/activity/coopscore.py index b8678cd0..dc201f55 100644 --- a/assets/src/ba_data/python/bastd/activity/coopscore.py +++ b/assets/src/ba_data/python/bastd/activity/coopscore.py @@ -118,6 +118,12 @@ class CoopScoreScreen(ba.Activity[ba.Player, ba.Team]): self._tournament_time_remaining_text: Optional[Text] = None self._tournament_time_remaining_text_timer: Optional[ba.Timer] = None + # Stuff for activity skip by pressing button + self._birth_time = ba.time() + self._min_view_time = 5.0 + self._allow_server_transition = False + self._server_transitioning: Optional[bool] = None + self._playerinfos: List[ba.PlayerInfo] = settings['playerinfos'] assert isinstance(self._playerinfos, list) assert (isinstance(i, ba.PlayerInfo) for i in self._playerinfos) @@ -485,6 +491,46 @@ class CoopScoreScreen(ba.Activity[ba.Player, ba.Team]): if self._store_button_instance is not None: self._store_button_instance.set_position((pos_x + 100, pos_y)) + def _player_press(self) -> None: + # (Only for headless builds). + + # If this activity is a good 'end point', ask server-mode just once if + # it wants to do anything special like switch sessions or kill the app. + if (self._allow_server_transition and _ba.app.server is not None + and self._server_transitioning is None): + self._server_transitioning = _ba.app.server.handle_transition() + assert isinstance(self._server_transitioning, bool) + + # If server-mode is handling this, don't do anything ourself. + if self._server_transitioning is True: + return + + # Otherwise restart current level. + self._campaign.set_selected_level(self._level_name) + with ba.Context(self): + self.end({'outcome': 'restart'}) + + def _safe_assign(self, player: ba.Player) -> None: + # (Only for headless builds). + + # Just to be extra careful, don't assign if we're transitioning out. + # (though theoretically that should be ok). + if not self.is_transitioning_out() and player: + player.assigninput( + (ba.InputType.JUMP_PRESS, ba.InputType.PUNCH_PRESS, + ba.InputType.BOMB_PRESS, ba.InputType.PICK_UP_PRESS), + self._player_press) + + def on_player_join(self, player: ba.Player) -> None: + super().on_player_join(player) + + if ba.app.server is not None: + # Host can't press retry button, so anyone can do it instead. + time_till_assign = max( + 0, self._birth_time + self._min_view_time - _ba.time()) + + ba.timer(time_till_assign, ba.WeakCall(self._safe_assign, player)) + def on_begin(self) -> None: # FIXME: Clean this up. # pylint: disable=too-many-statements @@ -582,19 +628,35 @@ class CoopScoreScreen(ba.Activity[ba.Player, ba.Team]): color=(0.5, 0.7, 0.5, 1), position=(0, 230)).autoretain() - adisp = _ba.get_account_display_string() - txt = Text(ba.Lstr(resource='waitingForHostText', - subs=[('${HOST}', adisp)]), - maxwidth=300, - transition=Text.Transition.FADE_IN, - transition_delay=8.0, - scale=0.85, - h_align=Text.HAlign.CENTER, - v_align=Text.VAlign.CENTER, - color=(1, 1, 0, 1), - position=(0, -230)).autoretain() - assert txt.node - txt.node.client_only = True + if ba.app.server is None: + # If we're running in normal non-headless build, show this text + # because only host can continue the game. + adisp = _ba.get_account_display_string() + txt = Text(ba.Lstr(resource='waitingForHostText', + subs=[('${HOST}', adisp)]), + maxwidth=300, + transition=Text.Transition.FADE_IN, + transition_delay=8.0, + scale=0.85, + h_align=Text.HAlign.CENTER, + v_align=Text.VAlign.CENTER, + color=(1, 1, 0, 1), + position=(0, -230)).autoretain() + assert txt.node + txt.node.client_only = True + else: + # In headless build, anyone can continue the game. + sval = ba.Lstr(resource='pressAnyButtonPlayAgainText') + Text(sval, + v_attach=Text.VAttach.BOTTOM, + h_align=Text.HAlign.CENTER, + flash=True, + vr_depth=50, + position=(0, 60), + scale=0.8, + color=(0.5, 0.7, 0.5, 0.5), + transition=Text.Transition.IN_BOTTOM_SLOW, + transition_delay=self._min_view_time).autoretain() if self._score is not None: ba.timer(0.35, diff --git a/assets/src/ba_data/python/bastd/game/elimination.py b/assets/src/ba_data/python/bastd/game/elimination.py index aac7d823..dd95a469 100644 --- a/assets/src/ba_data/python/bastd/game/elimination.py +++ b/assets/src/ba_data/python/bastd/game/elimination.py @@ -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=[('${PLAYER}', player.getname(full=True))]), - color=(0, 1, 0), - ) - return - player.lives = self._lives_per_player if self._solo_mode: diff --git a/assets/src/ba_data/python/bastd/game/meteorshower.py b/assets/src/ba_data/python/bastd/game/meteorshower.py index 9be79902..32c62c0d 100644 --- a/assets/src/ba_data/python/bastd/game/meteorshower.py +++ b/assets/src/ba_data/python/bastd/game/meteorshower.py @@ -44,7 +44,11 @@ class MeteorShowerGame(ba.TeamGameActivity[Player, Team]): # Print messages when players die (since its meaningful in this game). announce_player_deaths = True - # we're currently hard-coded for one map.. + # Don't allow joining after we start + # (would enable leave/rejoin tomfoolery). + allow_mid_activity_joins = False + + # We're currently hard-coded for one map. @classmethod def get_supported_maps(cls, sessiontype: Type[ba.Session]) -> List[str]: return ['Rampage'] @@ -93,22 +97,6 @@ class MeteorShowerGame(ba.TeamGameActivity[Player, Team]): # Check for immediate end (if we've only got 1 player, etc). ba.timer(5.0, self._check_end_game) - def on_player_join(self, player: Player) -> None: - # Don't allow joining after we start - # (would enable leave/rejoin tomfoolery). - if self.has_begun(): - ba.screenmessage( - ba.Lstr(resource='playerDelayedJoinText', - subs=[('${PLAYER}', player.getname(full=True))]), - color=(0, 1, 0), - ) - # For score purposes, mark them as having died right as the - # game started. - assert self._timer is not None - player.death_time = self._timer.getstarttime() - return - self.spawn_player(player) - def on_player_leave(self, player: Player) -> None: # Augment default behavior. super().on_player_leave(player) diff --git a/tools/bacommon/servermanager.py b/tools/bacommon/servermanager.py index c4a22464..128d5090 100644 --- a/tools/bacommon/servermanager.py +++ b/tools/bacommon/servermanager.py @@ -51,10 +51,14 @@ class ServerConfig: # exposed but I'll try to add that soon. max_party_size: int = 6 - # Options here are 'ffa' (free-for-all) and 'teams' + # Options here are 'ffa' (free-for-all), 'teams' and 'coop' (cooperative) # This value is ignored if you supply a playlist_code (see below). session_type: str = 'ffa' + # There are unavailable co-op playlists now, so if you want to host a co-op + # game, pass level name here. + coop_game_name: Optional[str] = None + # To host your own custom playlists, use the 'share' functionality in the # playlist editor in the regular version of the game. # This will give you a numeric code you can enter here to host that