# Copyright (c) 2011-2019 Eric Froemling """Utility functionality pertaining to gameplay.""" from __future__ import annotations from typing import TYPE_CHECKING import _ba from ba._enums import TimeType, TimeFormat, SpecialChar if TYPE_CHECKING: from typing import Any, Dict, Sequence import ba TROPHY_CHARS = { '1': SpecialChar.TROPHY1, '2': SpecialChar.TROPHY2, '3': SpecialChar.TROPHY3, '0a': SpecialChar.TROPHY0A, '0b': SpecialChar.TROPHY0B, '4': SpecialChar.TROPHY4 } def get_trophy_string(trophy_id: str) -> str: """Given a trophy id, returns a string to visualize it.""" if trophy_id in TROPHY_CHARS: return _ba.charstr(TROPHY_CHARS[trophy_id]) return '?' def sharedobj(name: str) -> Any: """Return a predefined object for the current Activity, creating if needed. Category: Gameplay Functions Available values for 'name': 'globals': returns the 'globals' ba.Node, containing various global controls & values. 'object_material': a ba.Material that should be applied to any small, normal, physical objects such as bombs, boxes, players, etc. Other materials often check for the presence of this material as a prerequisite for performing certain actions (such as disabling collisions between initially-overlapping objects) 'player_material': a ba.Material to be applied to player parts. Generally, materials related to the process of scoring when reaching a goal, etc will look for the presence of this material on things that hit them. 'pickup_material': a ba.Material; collision shapes used for picking things up will have this material applied. To prevent an object from being picked up, you can add a material that disables collisions against things containing this material. 'footing_material': anything that can be 'walked on' should have this ba.Material applied; generally just terrain and whatnot. A character will snap upright whenever touching something with this material so it should not be applied to props, etc. 'attack_material': a ba.Material applied to explosion shapes, punch shapes, etc. An object not wanting to receive impulse/etc messages can disable collisions against this material. 'death_material': a ba.Material that sends a ba.DieMessage() to anything that touches it; handy for terrain below a cliff, etc. 'region_material': a ba.Material used for non-physical collision shapes (regions); collisions can generally be allowed with this material even when initially overlapping since it is not physical. 'railing_material': a ba.Material with a very low friction/stiffness/etc that can be applied to invisible 'railings' useful for gently keeping characters from falling off of cliffs. """ # pylint: disable=too-many-branches from ba._messages import DieMessage # We store these on the current context; whether its an activity or # session. activity = _ba.getactivity(doraise=False) if activity is not None: # Grab shared-objs dict. sharedobjs = getattr(activity, 'sharedobjs', None) # Grab item out of it. try: return sharedobjs[name] except Exception: pass obj: Any # Hmm looks like it doesn't yet exist; create it if its a valid value. if name == 'globals': node_obj = _ba.newnode('globals') obj = node_obj elif name in [ 'object_material', 'player_material', 'pickup_material', 'footing_material', 'attack_material' ]: obj = _ba.Material() elif name == 'death_material': mat = obj = _ba.Material() mat.add_actions( ('message', 'their_node', 'at_connect', DieMessage())) elif name == 'region_material': obj = _ba.Material() elif name == 'railing_material': mat = obj = _ba.Material() mat.add_actions(('modify_part_collision', 'collide', False)) mat.add_actions(('modify_part_collision', 'stiffness', 0.003)) mat.add_actions(('modify_part_collision', 'damping', 0.00001)) mat.add_actions(conditions=('they_have_material', sharedobj('player_material')), actions=(('modify_part_collision', 'collide', True), ('modify_part_collision', 'friction', 0.0))) else: raise Exception( "unrecognized shared object (activity context): '" + name + "'") else: session = _ba.getsession(doraise=False) if session is not None: # Grab shared-objs dict (creating if necessary). sharedobjs = session.sharedobjs # Grab item out of it. obj = sharedobjs.get(name) if obj is not None: return obj # Hmm looks like it doesn't yet exist; create if its a valid value. if name == 'globals': obj = _ba.newnode('sessionglobals') else: raise Exception("unrecognized shared object " "(session context): '" + name + "'") else: raise Exception("no current activity or session context") # Ok, got a shiny new shared obj; store it for quick access next time. sharedobjs[name] = obj return obj def animate(node: ba.Node, attr: str, keys: Dict[float, float], loop: bool = False, offset: float = 0, timetype: ba.TimeType = TimeType.SIM, timeformat: ba.TimeFormat = TimeFormat.SECONDS, suppress_format_warning: bool = False) -> ba.Node: """Animate values on a target ba.Node. Category: Gameplay Functions Creates an 'animcurve' node with the provided values and time as an input, connect it to the provided attribute, and set it to die with the target. Key values are provided as time:value dictionary pairs. Time values are relative to the current time. By default, times are specified in seconds, but timeformat can also be set to MILLISECONDS to recreate the old behavior (prior to ba 1.5) of taking milliseconds. Returns the animcurve node. """ if timetype is TimeType.SIM: driver = 'time' else: raise Exception("FIXME; only SIM timetype is supported currently.") items = list(keys.items()) items.sort() # Temp sanity check while we transition from milliseconds to seconds # based time values. if _ba.app.test_build and not suppress_format_warning: for item in items: # (PyCharm seems to think item is a float, not a tuple) # noinspection PyUnresolvedReferences _ba.time_format_check(timeformat, item[0]) curve = _ba.newnode("animcurve", owner=node, name='Driving ' + str(node) + ' \'' + attr + '\'') if timeformat is TimeFormat.SECONDS: mult = 1000 elif timeformat is TimeFormat.MILLISECONDS: mult = 1 else: raise Exception(f'invalid timeformat value: {timeformat}') curve.times = [int(mult * time) for time, val in items] curve.offset = _ba.time(timeformat=TimeFormat.MILLISECONDS) + int( mult * offset) curve.values = [val for time, val in items] curve.loop = loop # If we're not looping, set a timer to kill this curve # after its done its job. # FIXME: Even if we are looping we should have a way to die once we # get disconnected. if not loop: # (PyCharm seems to think item is a float, not a tuple) # noinspection PyUnresolvedReferences _ba.timer(int(mult * items[-1][0]) + 1000, curve.delete, timeformat=TimeFormat.MILLISECONDS) # Do the connects last so all our attrs are in place when we push initial # values through. sharedobj('globals').connectattr(driver, curve, "in") curve.connectattr("out", node, attr) return curve def animate_array(node: ba.Node, attr: str, size: int, keys: Dict[float, Sequence[float]], loop: bool = False, offset: float = 0, timetype: ba.TimeType = TimeType.SIM, timeformat: ba.TimeFormat = TimeFormat.SECONDS, suppress_format_warning: bool = False) -> None: """Animate an array of values on a target ba.Node. Category: Gameplay Functions Like ba.animate(), but operates on array attributes. """ # pylint: disable=too-many-locals combine = _ba.newnode('combine', owner=node, attrs={'size': size}) if timetype is TimeType.SIM: driver = 'time' else: raise Exception("FIXME: Only SIM timetype is supported currently.") items = list(keys.items()) items.sort() # Temp sanity check while we transition from milliseconds to seconds # based time values. if _ba.app.test_build and not suppress_format_warning: for item in items: # (PyCharm seems to think item is a float, not a tuple) # noinspection PyUnresolvedReferences _ba.time_format_check(timeformat, item[0]) if timeformat is TimeFormat.SECONDS: mult = 1000 elif timeformat is TimeFormat.MILLISECONDS: mult = 1 else: raise Exception('invalid timeformat value: "' + str(timeformat) + '"') for i in range(size): curve = _ba.newnode("animcurve", owner=node, name=('Driving ' + str(node) + ' \'' + attr + '\' member ' + str(i))) sharedobj('globals').connectattr(driver, curve, "in") curve.times = [int(mult * time) for time, val in items] curve.values = [val[i] for time, val in items] curve.offset = _ba.time(timeformat=TimeFormat.MILLISECONDS) + int( mult * offset) curve.loop = loop curve.connectattr("out", combine, 'input' + str(i)) # If we're not looping, set a timer to kill this # curve after its done its job. if not loop: # (PyCharm seems to think item is a float, not a tuple) # noinspection PyUnresolvedReferences _ba.timer(int(mult * items[-1][0]) + 1000, curve.delete, timeformat=TimeFormat.MILLISECONDS) combine.connectattr('output', node, attr) # If we're not looping, set a timer to kill the combine once # the job is done. # FIXME: Even if we are looping we should have a way to die # once we get disconnected. if not loop: # (PyCharm seems to think item is a float, not a tuple) # noinspection PyUnresolvedReferences _ba.timer(int(mult * items[-1][0]) + 1000, combine.delete, timeformat=TimeFormat.MILLISECONDS) def show_damage_count(damage: str, position: Sequence[float], direction: Sequence[float]) -> None: """Pop up a damage count at a position in space.""" lifespan = 1.0 app = _ba.app # FIXME: Should never vary game elements based on local config. # (connected clients may have differing configs so they won't # get the intended results). do_big = app.interface_type == 'small' or app.vr_mode txtnode = _ba.newnode('text', attrs={ 'text': damage, 'in_world': True, 'h_align': 'center', 'flatness': 1.0, 'shadow': 1.0 if do_big else 0.7, 'color': (1, 0.25, 0.25, 1), 'scale': 0.015 if do_big else 0.01 }) # Translate upward. tcombine = _ba.newnode("combine", owner=txtnode, attrs={'size': 3}) tcombine.connectattr('output', txtnode, 'position') v_vals = [] pval = 0.0 vval = 0.07 count = 6 for i in range(count): v_vals.append((float(i) / count, pval)) pval += vval vval *= 0.5 p_start = position[0] p_dir = direction[0] animate(tcombine, "input0", {i[0] * lifespan: p_start + p_dir * i[1] for i in v_vals}) p_start = position[1] p_dir = direction[1] animate(tcombine, "input1", {i[0] * lifespan: p_start + p_dir * i[1] for i in v_vals}) p_start = position[2] p_dir = direction[2] animate(tcombine, "input2", {i[0] * lifespan: p_start + p_dir * i[1] for i in v_vals}) animate(txtnode, 'opacity', {0.7 * lifespan: 1.0, lifespan: 0.0}) _ba.timer(lifespan, txtnode.delete) def timestring(timeval: float, centi: bool = True, timeformat: ba.TimeFormat = TimeFormat.SECONDS, suppress_format_warning: bool = False) -> ba.Lstr: """Generate a ba.Lstr for displaying a time value. Category: General Utility Functions Given a time value, returns a ba.Lstr with: (hours if > 0 ) : minutes : seconds : (centiseconds if centi=True). Time 'timeval' is specified in seconds by default, or 'timeformat' can be set to ba.TimeFormat.MILLISECONDS to accept milliseconds instead. WARNING: the underlying Lstr value is somewhat large so don't use this to rapidly update Node text values for an onscreen timer or you may consume significant network bandwidth. For that purpose you should use a 'timedisplay' Node and attribute connections. """ from ba._lang import Lstr # Temp sanity check while we transition from milliseconds to seconds # based time values. if _ba.app.test_build and not suppress_format_warning: _ba.time_format_check(timeformat, timeval) # We operate on milliseconds internally. if timeformat is TimeFormat.SECONDS: timeval = int(1000 * timeval) elif timeformat is TimeFormat.MILLISECONDS: pass else: raise Exception(f'invalid timeformat: {timeformat}') if not isinstance(timeval, int): timeval = int(timeval) bits = [] subs = [] hval = (timeval // 1000) // (60 * 60) if hval != 0: bits.append('${H}') subs.append(('${H}', Lstr(resource='timeSuffixHoursText', subs=[('${COUNT}', str(hval))]))) mval = ((timeval // 1000) // 60) % 60 if mval != 0: bits.append('${M}') subs.append(('${M}', Lstr(resource='timeSuffixMinutesText', subs=[('${COUNT}', str(mval))]))) # We add seconds if its non-zero *or* we haven't added anything else. if centi: sval = (timeval / 1000.0 % 60.0) if sval >= 0.005 or not bits: bits.append('${S}') subs.append(('${S}', Lstr(resource='timeSuffixSecondsText', subs=[('${COUNT}', ('%.2f' % sval))]))) else: sval = (timeval // 1000 % 60) if sval != 0 or not bits: bits.append('${S}') subs.append(('${S}', Lstr(resource='timeSuffixSecondsText', subs=[('${COUNT}', str(sval))]))) return Lstr(value=' '.join(bits), subs=subs) def cameraflash(duration: float = 999.0) -> None: """Create a strobing camera flash effect. Category: Gameplay Functions (as seen when a team wins a game) Duration is in seconds. """ # pylint: disable=too-many-locals import random from ba._actor import Actor x_spread = 10 y_spread = 5 positions = [[-x_spread, -y_spread], [0, -y_spread], [0, y_spread], [x_spread, -y_spread], [x_spread, y_spread], [-x_spread, y_spread]] times = [0, 2700, 1000, 1800, 500, 1400] # Store this on the current activity so we only have one at a time. # FIXME: Need a type safe way to do this. activity = _ba.getactivity() # noinspection PyTypeHints activity.camera_flash_data = [] # type: ignore for i in range(6): light = Actor( _ba.newnode("light", attrs={ 'position': (positions[i][0], 0, positions[i][1]), 'radius': 1.0, 'lights_volumes': False, 'height_attenuated': False, 'color': (0.2, 0.2, 0.8) })) sval = 1.87 iscale = 1.3 tcombine = _ba.newnode("combine", owner=light.node, attrs={ 'size': 3, 'input0': positions[i][0], 'input1': 0, 'input2': positions[i][1] }) assert light.node tcombine.connectattr('output', light.node, 'position') xval = positions[i][0] yval = positions[i][1] spd = 0.5 + random.random() spd2 = 0.5 + random.random() animate(tcombine, 'input0', { 0.0: xval + 0, 0.069 * spd: xval + 10.0, 0.143 * spd: xval - 10.0, 0.201 * spd: xval + 0 }, loop=True) animate(tcombine, 'input2', { 0.0: yval + 0, 0.15 * spd2: yval + 10.0, 0.287 * spd2: yval - 10.0, 0.398 * spd2: yval + 0 }, loop=True) animate(light.node, "intensity", { 0.0: 0, 0.02 * sval: 0, 0.05 * sval: 0.8 * iscale, 0.08 * sval: 0, 0.1 * sval: 0 }, loop=True, offset=times[i]) _ba.timer((times[i] + random.randint(1, int(duration)) * 40 * sval), light.node.delete, timeformat=TimeFormat.MILLISECONDS) activity.camera_flash_data.append(light) # type: ignore