fix spurious CTF flag_return_touches log errors

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Eric 2024-03-15 13:49:00 -07:00
parent d9a20f6161
commit f6f95263a1
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5 changed files with 45 additions and 38 deletions

42
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@ -421,7 +421,7 @@
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@ -4065,26 +4065,26 @@
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@ -1,4 +1,4 @@
### 1.7.33 (build 21793, api 8, 2024-03-15) ### 1.7.33 (build 21794, api 8, 2024-03-15)
- Stress test input-devices are now a bit smarter; they won't press any buttons - Stress test input-devices are now a bit smarter; they won't press any buttons
while UIs are up (this could cause lots of chaos if it happened). while UIs are up (this could cause lots of chaos if it happened).
- Added a 'Show Demos When Idle' option in advanced settings. If enabled, the - Added a 'Show Demos When Idle' option in advanced settings. If enabled, the

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@ -52,7 +52,7 @@ if TYPE_CHECKING:
# Build number and version of the ballistica binary we expect to be # Build number and version of the ballistica binary we expect to be
# using. # using.
TARGET_BALLISTICA_BUILD = 21793 TARGET_BALLISTICA_BUILD = 21794
TARGET_BALLISTICA_VERSION = '1.7.33' TARGET_BALLISTICA_VERSION = '1.7.33'

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@ -527,7 +527,7 @@ class CaptureTheFlagGame(bs.TeamGameActivity[Player, Team]):
team.touch_return_timer = None team.touch_return_timer = None
team.touch_return_timer_ticking = None team.touch_return_timer_ticking = None
if team.flag_return_touches < 0: if team.flag_return_touches < 0:
logging.exception('CTF flag_return_touches < 0') logging.error('CTF flag_return_touches < 0', stack_info=True)
def _handle_death_flag_capture(self, player: Player) -> None: def _handle_death_flag_capture(self, player: Player) -> None:
"""Handles flag values when a player dies or leaves the game.""" """Handles flag values when a player dies or leaves the game."""
@ -536,22 +536,29 @@ class CaptureTheFlagGame(bs.TeamGameActivity[Player, Team]):
return return
team = player.team team = player.team
# For each "point" our player has touched theflag (Could be multiple),
# deduct one from both our player and # For each "point" our player has touched theflag (Could be
# the flag's return touches variable. # multiple), deduct one from both our player and the flag's
# return touches variable.
for _ in range(player.touching_own_flag): for _ in range(player.touching_own_flag):
# Deduct # Deduct
player.touching_own_flag -= 1 player.touching_own_flag -= 1
team.flag_return_touches -= 1
# Update our flag's timer accordingly # (This was only incremented if we have non-zero
# (Prevents immediate resets in case # return-times).
# there might be more people touching it). if float(self.flag_touch_return_time) > 0.0:
if team.flag_return_touches == 0: team.flag_return_touches -= 1
team.touch_return_timer = None # Update our flag's timer accordingly
team.touch_return_timer_ticking = None # (Prevents immediate resets in case
# Safety check, just to be sure! # there might be more people touching it).
if team.flag_return_touches < 0: if team.flag_return_touches == 0:
logging.exception('CTF flag_return_touches < 0') team.touch_return_timer = None
team.touch_return_timer_ticking = None
# Safety check, just to be sure!
if team.flag_return_touches < 0:
logging.error(
'CTF flag_return_touches < 0', stack_info=True
)
def _flash_base(self, team: Team, length: float = 2.0) -> None: def _flash_base(self, team: Team, length: float = 2.0) -> None:
light = bs.newnode( light = bs.newnode(

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@ -39,7 +39,7 @@ auto main(int argc, char** argv) -> int {
namespace ballistica { namespace ballistica {
// These are set automatically via script; don't modify them here. // These are set automatically via script; don't modify them here.
const int kEngineBuildNumber = 21793; const int kEngineBuildNumber = 21794;
const char* kEngineVersion = "1.7.33"; const char* kEngineVersion = "1.7.33";
const int kEngineApiVersion = 8; const int kEngineApiVersion = 8;