ballistica/assets/src/data/scripts/ba/_achievement.py
2019-10-11 09:10:25 -07:00

1194 lines
44 KiB
Python

# Copyright (c) 2011-2019 Eric Froemling
"""Various functionality related to achievements."""
from __future__ import annotations
from typing import TYPE_CHECKING
import _ba
if TYPE_CHECKING:
from typing import Any, Sequence, List, Dict, Union, Optional
import ba
# This could use some cleanup.
# We wear the cone of shame.
# pylint: disable=too-many-lines
# pylint: disable=too-many-statements
# pylint: disable=too-many-locals
# pylint: disable=too-many-branches
# FIXME: We should probably point achievements
# at coop levels instead of hard-coding names.
# (so level name substitution works right and whatnot).
ACH_LEVEL_NAMES = {
'Boom Goes the Dynamite': 'Pro Onslaught',
'Boxer': 'Onslaught Training',
'Flawless Victory': 'Rookie Onslaught',
'Gold Miner': 'Uber Onslaught',
'Got the Moves': 'Uber Football',
'Last Stand God': 'The Last Stand',
'Last Stand Master': 'The Last Stand',
'Last Stand Wizard': 'The Last Stand',
'Mine Games': 'Rookie Onslaught',
'Off You Go Then': 'Onslaught Training',
'Onslaught God': 'Infinite Onslaught',
'Onslaught Master': 'Infinite Onslaught',
'Onslaught Training Victory': 'Onslaught Training',
'Onslaught Wizard': 'Infinite Onslaught',
'Precision Bombing': 'Pro Runaround',
'Pro Boxer': 'Pro Onslaught',
'Pro Football Shutout': 'Pro Football',
'Pro Football Victory': 'Pro Football',
'Pro Onslaught Victory': 'Pro Onslaught',
'Pro Runaround Victory': 'Pro Runaround',
'Rookie Football Shutout': 'Rookie Football',
'Rookie Football Victory': 'Rookie Football',
'Rookie Onslaught Victory': 'Rookie Onslaught',
'Runaround God': 'Infinite Runaround',
'Runaround Master': 'Infinite Runaround',
'Runaround Wizard': 'Infinite Runaround',
'Stayin\' Alive': 'Uber Runaround',
'Super Mega Punch': 'Pro Football',
'Super Punch': 'Rookie Football',
'TNT Terror': 'Uber Onslaught',
'The Great Wall': 'Uber Runaround',
'The Wall': 'Pro Runaround',
'Uber Football Shutout': 'Uber Football',
'Uber Football Victory': 'Uber Football',
'Uber Onslaught Victory': 'Uber Onslaught',
'Uber Runaround Victory': 'Uber Runaround'
}
def award_local_achievement(achname: str) -> None:
"""For non-game-based achievements such as controller-connection ones."""
try:
ach = get_achievement(achname)
if ach is not None and not ach.complete:
# Report new achievements to the game-service.
_ba.report_achievement(achname)
# And to our account.
_ba.add_transaction({'type': 'ACHIEVEMENT', 'name': achname})
# Now attempt to show a banner.
display_achievement_banner(achname)
except Exception:
from ba import _error
_error.print_exception()
def display_achievement_banner(achname: str) -> None:
"""Display a completion banner for an achievement.
Used for server-driven achievements.
"""
try:
# FIXME: Need to get these using the UI context or some other
# purely local context somehow instead of trying to inject these
# into whatever activity happens to be active
# (since that won't work while in client mode).
activity = _ba.get_foreground_host_activity()
if activity is not None:
with _ba.Context(activity):
get_achievement(achname).announce_completion()
except Exception:
from ba import _error
_error.print_exception('error showing server ach')
# This gets called whenever game-center/game-circle/etc tells us which
# achievements we currently have. We always defer to them, even if that
# means we have to un-set an achievement we think we have
def set_completed_achievements(achs: Sequence[str]) -> None:
"""Set the current state of completed achievements.
All achievements not included here will be set incomplete.
"""
cfg = _ba.app.config
cfg['Achievements'] = {}
for a_name in achs:
get_achievement(a_name).set_complete(True)
cfg.commit()
def get_achievement(name: str) -> Achievement:
"""Return an Achievement by name."""
achs = [a for a in _ba.app.achievements if a.name == name]
assert len(achs) < 2
if not achs:
raise Exception("Invalid achievement name: '" + name + "'")
return achs[0]
def _get_ach_mult(include_pro_bonus: bool = False) -> int:
"""Return the multiplier for achievement pts.
(just for display; changing this here won't affect actual rewards)
"""
from ba import _account
val: int = _ba.get_account_misc_read_val('achAwardMult', 5)
assert isinstance(val, int)
if include_pro_bonus and _account.have_pro():
val *= 2
return val
def get_achievements_for_coop_level(level_name: str) -> List[Achievement]:
"""Given a level name, return achievements available for it."""
# For the Easy campaign we return achievements for the Default
# campaign too. (want the user to see what achievements are part of the
# level even if they can't unlock them all on easy mode).
return [
a for a in _ba.app.achievements
if a.level_name in (level_name, level_name.replace('Easy', 'Default'))
]
def _display_next_achievement() -> None:
# Pull the first achievement off the list and display it, or kill the
# display-timer if the list is empty.
app = _ba.app
if app.achievements_to_display:
try:
ach, sound = app.achievements_to_display.pop(0)
ach.show_completion_banner(sound)
except Exception:
from ba import _error
_error.print_exception("error showing next achievement")
app.achievements_to_display = []
app.achievement_display_timer = None
else:
app.achievement_display_timer = None
class Achievement:
"""Represents attributes and state for an individual achievement."""
def __init__(self,
name: str,
icon_name: str,
icon_color: Sequence[float],
level_name: str,
award: int,
hard_mode_only: bool = False):
self._name = name
self._icon_name = icon_name
self._icon_color: Sequence[float] = list(icon_color) + [1]
self._level_name = level_name
self._completion_banner_slot: Optional[int] = None
self._award = award
self._hard_mode_only = hard_mode_only
@property
def name(self) -> str:
"""The name of this achievement."""
return self._name
@property
def level_name(self) -> str:
"""The name of the level this achievement applies to."""
return self._level_name
def get_icon_texture(self, complete: bool) -> ba.Texture:
"""Return the icon texture to display for this achievement"""
return _ba.gettexture(
self._icon_name if complete else 'achievementEmpty')
def get_icon_color(self, complete: bool) -> Sequence[float]:
"""Return the color tint for this Achievement's icon."""
if complete:
return self._icon_color
return 1.0, 1.0, 1.0, 0.6
@property
def hard_mode_only(self) -> bool:
"""Whether this Achievement is only unlockable in hard-mode."""
return self._hard_mode_only
@property
def complete(self) -> bool:
"""Whether this Achievement is currently complete."""
val: bool = self._getconfig()['Complete']
assert isinstance(val, bool)
return val
def announce_completion(self, sound: bool = True) -> None:
"""Kick off an announcement for this achievement's completion."""
from ba._enums import TimeType
app = _ba.app
# Even though there are technically achievements when we're not
# signed in, lets not show them (otherwise we tend to get
# confusing 'controller connected' achievements popping up while
# waiting to log in which can be confusing).
if _ba.get_account_state() != 'signed_in':
return
# If we're being freshly complete, display/report it and whatnot.
if (self, sound) not in app.achievements_to_display:
app.achievements_to_display.append((self, sound))
# If there's no achievement display timer going, kick one off
# (if one's already running it will pick this up before it dies).
# Need to check last time too; its possible our timer wasn't able to
# clear itself if an activity died and took it down with it.
if ((app.achievement_display_timer is None or
_ba.time(TimeType.REAL) - app.last_achievement_display_time > 2.0)
and _ba.getactivity(doraise=False) is not None):
app.achievement_display_timer = _ba.Timer(
1.0,
_display_next_achievement,
repeat=True,
timetype=TimeType.BASE)
# Show the first immediately.
_display_next_achievement()
def set_complete(self, complete: bool = True) -> None:
"""Set an achievement's completed state.
note this only sets local state; use a transaction to
actually award achievements.
"""
config = self._getconfig()
if complete != config['Complete']:
config['Complete'] = complete
@property
def display_name(self) -> ba.Lstr:
"""Return a ba.Lstr for this Achievement's name."""
from ba._lang import Lstr
name: Union[ba.Lstr, str]
try:
if self._level_name != '':
from ba._campaign import get_campaign
campaignname, campaign_level = self._level_name.split(':')
name = get_campaign(campaignname).get_level(
campaign_level).displayname
else:
name = ''
except Exception:
from ba import _error
name = ''
_error.print_exception()
return Lstr(resource='achievements.' + self._name + '.name',
subs=[('${LEVEL}', name)])
@property
def description(self) -> ba.Lstr:
"""Get a ba.Lstr for the Achievement's brief description."""
from ba._lang import Lstr, get_resource
if 'description' in get_resource('achievements')[self._name]:
return Lstr(resource='achievements.' + self._name + '.description')
return Lstr(resource='achievements.' + self._name + '.descriptionFull')
@property
def description_complete(self) -> ba.Lstr:
"""Get a ba.Lstr for the Achievement's description when completed."""
from ba._lang import Lstr, get_resource
if 'descriptionComplete' in get_resource('achievements')[self._name]:
return Lstr(resource='achievements.' + self._name +
'.descriptionComplete')
return Lstr(resource='achievements.' + self._name +
'.descriptionFullComplete')
@property
def description_full(self) -> ba.Lstr:
"""Get a ba.Lstr for the Achievement's full description."""
from ba._lang import Lstr
return Lstr(resource='achievements.' + self._name + '.descriptionFull',
subs=[('${LEVEL}',
Lstr(translate=[
'coopLevelNames',
ACH_LEVEL_NAMES.get(self._name, '?')
]))])
@property
def description_full_complete(self) -> ba.Lstr:
"""Get a ba.Lstr for the Achievement's full desc. when completed."""
from ba._lang import Lstr
return Lstr(resource='achievements.' + self._name +
'.descriptionFullComplete',
subs=[('${LEVEL}',
Lstr(translate=[
'coopLevelNames',
ACH_LEVEL_NAMES.get(self._name, '?')
]))])
def get_award_ticket_value(self, include_pro_bonus: bool = False) -> int:
"""Get the ticket award value for this achievement."""
val: int = (_ba.get_account_misc_read_val('achAward.' + self._name,
self._award) *
_get_ach_mult(include_pro_bonus))
assert isinstance(val, int)
return val
@property
def power_ranking_value(self) -> int:
"""Get the power-ranking award value for this achievement."""
val: int = _ba.get_account_misc_read_val(
'achLeaguePoints.' + self._name, self._award)
assert isinstance(val, int)
return val
def create_display(self,
x: float,
y: float,
delay: float,
outdelay: float = None,
color: Sequence[float] = None,
style: str = 'post_game') -> List[ba.Actor]:
"""Create a display for the Achievement.
Shows the Achievement icon, name, and description.
"""
# pylint: disable=cyclic-import
from ba._lang import Lstr
from ba._enums import SpecialChar
from bastd.actor.image import Image
from bastd.actor.text import Text
# Yeah this needs cleaning up.
if style == 'post_game':
in_game_colors = False
in_main_menu = False
h_attach = v_attach = attach = 'center'
elif style == 'in_game':
in_game_colors = True
in_main_menu = False
h_attach = 'left'
v_attach = 'top'
attach = 'topLeft'
elif style == 'news':
in_game_colors = True
in_main_menu = True
h_attach = 'center'
v_attach = 'top'
attach = 'topCenter'
else:
raise Exception('invalid style "' + style + '"')
# Attempt to determine what campaign we're in
# (so we know whether to show "hard mode only").
if in_main_menu:
hmo = False
else:
try:
campaign = _ba.getsession().campaign
assert campaign is not None
hmo = (self._hard_mode_only and campaign.name == 'Easy')
except Exception:
from ba import _error
_error.print_exception("unable to determine campaign")
hmo = False
objs: List[ba.Actor]
if in_game_colors:
objs = []
out_delay_fin = (delay +
outdelay) if outdelay is not None else None
if color is not None:
cl1 = (2.0 * color[0], 2.0 * color[1], 2.0 * color[2],
color[3])
cl2 = color
else:
cl1 = (1.5, 1.5, 2, 1.0)
cl2 = (0.8, 0.8, 1.0, 1.0)
if hmo:
cl1 = (cl1[0], cl1[1], cl1[2], cl1[3] * 0.6)
cl2 = (cl2[0], cl2[1], cl2[2], cl2[3] * 0.2)
objs.append(
Image(self.get_icon_texture(False),
host_only=True,
color=cl1,
position=(x - 25, y + 5),
attach=attach,
transition='fade_in',
transition_delay=delay,
vr_depth=4,
transition_out_delay=out_delay_fin,
scale=(40, 40)).autoretain())
txt = self.display_name
txt_s = 0.85
txt_max_w = 300
objs.append(
Text(txt,
host_only=True,
maxwidth=txt_max_w,
position=(x, y + 2),
transition='fade_in',
scale=txt_s,
flatness=0.6,
shadow=0.5,
h_attach=h_attach,
v_attach=v_attach,
color=cl2,
transition_delay=delay + 0.05,
transition_out_delay=out_delay_fin).autoretain())
txt2_s = 0.62
txt2_max_w = 400
objs.append(
Text(self.description_full
if in_main_menu else self.description,
host_only=True,
maxwidth=txt2_max_w,
position=(x, y - 14),
transition='fade_in',
vr_depth=-5,
h_attach=h_attach,
v_attach=v_attach,
scale=txt2_s,
flatness=1.0,
shadow=0.5,
color=cl2,
transition_delay=delay + 0.1,
transition_out_delay=out_delay_fin).autoretain())
if hmo:
txtactor = Text(
Lstr(resource='difficultyHardOnlyText'),
host_only=True,
maxwidth=txt2_max_w * 0.7,
position=(x + 60, y + 5),
transition='fade_in',
vr_depth=-5,
h_attach=h_attach,
v_attach=v_attach,
h_align='center',
v_align='center',
scale=txt_s * 0.8,
flatness=1.0,
shadow=0.5,
color=(1, 1, 0.6, 1),
transition_delay=delay + 0.1,
transition_out_delay=out_delay_fin).autoretain()
assert txtactor.node
txtactor.node.rotate = 10
objs.append(txtactor)
# Ticket-award.
award_x = -100
objs.append(
Text(_ba.charstr(SpecialChar.TICKET),
host_only=True,
position=(x + award_x + 33, y + 7),
transition='fade_in',
scale=1.5,
h_attach=h_attach,
v_attach=v_attach,
h_align='center',
v_align='center',
color=(1, 1, 1, 0.2 if hmo else 0.4),
transition_delay=delay + 0.05,
transition_out_delay=out_delay_fin).autoretain())
objs.append(
Text('+' + str(self.get_award_ticket_value()),
host_only=True,
position=(x + award_x + 28, y + 16),
transition='fade_in',
scale=0.7,
flatness=1,
h_attach=h_attach,
v_attach=v_attach,
h_align='center',
v_align='center',
color=cl2,
transition_delay=delay + 0.05,
transition_out_delay=out_delay_fin).autoretain())
else:
complete = self.complete
objs = []
c_icon = self.get_icon_color(complete)
if hmo and not complete:
c_icon = (c_icon[0], c_icon[1], c_icon[2], c_icon[3] * 0.3)
objs.append(
Image(self.get_icon_texture(complete),
host_only=True,
color=c_icon,
position=(x - 25, y + 5),
attach=attach,
vr_depth=4,
transition='in_right',
transition_delay=delay,
transition_out_delay=None,
scale=(40, 40)).autoretain())
if complete:
objs.append(
Image(_ba.gettexture('achievementOutline'),
host_only=True,
model_transparent=_ba.getmodel('achievementOutline'),
color=(2, 1.4, 0.4, 1),
vr_depth=8,
position=(x - 25, y + 5),
attach=attach,
transition='in_right',
transition_delay=delay,
transition_out_delay=None,
scale=(40, 40)).autoretain())
else:
if not complete:
award_x = -100
objs.append(
Text(_ba.charstr(SpecialChar.TICKET),
host_only=True,
position=(x + award_x + 33, y + 7),
transition='in_right',
scale=1.5,
h_attach=h_attach,
v_attach=v_attach,
h_align='center',
v_align='center',
color=(1, 1, 1, 0.4) if complete else
(1, 1, 1, (0.1 if hmo else 0.2)),
transition_delay=delay + 0.05,
transition_out_delay=None).autoretain())
objs.append(
Text('+' + str(self.get_award_ticket_value()),
host_only=True,
position=(x + award_x + 28, y + 16),
transition='in_right',
scale=0.7,
flatness=1,
h_attach=h_attach,
v_attach=v_attach,
h_align='center',
v_align='center',
color=((0.8, 0.93, 0.8, 1.0) if complete else
(0.6, 0.6, 0.6, (0.2 if hmo else 0.4))),
transition_delay=delay + 0.05,
transition_out_delay=None).autoretain())
# Show 'hard-mode-only' only over incomplete achievements
# when that's the case.
if hmo:
txtactor = Text(
Lstr(resource='difficultyHardOnlyText'),
host_only=True,
maxwidth=300 * 0.7,
position=(x + 60, y + 5),
transition='fade_in',
vr_depth=-5,
h_attach=h_attach,
v_attach=v_attach,
h_align='center',
v_align='center',
scale=0.85 * 0.8,
flatness=1.0,
shadow=0.5,
color=(1, 1, 0.6, 1),
transition_delay=delay + 0.05,
transition_out_delay=None).autoretain()
assert txtactor.node
txtactor.node.rotate = 10
objs.append(txtactor)
objs.append(
Text(self.display_name,
host_only=True,
maxwidth=300,
position=(x, y + 2),
transition='in_right',
scale=0.85,
flatness=0.6,
h_attach=h_attach,
v_attach=v_attach,
color=((0.8, 0.93, 0.8, 1.0) if complete else
(0.6, 0.6, 0.6, (0.2 if hmo else 0.4))),
transition_delay=delay + 0.05,
transition_out_delay=None).autoretain())
objs.append(
Text(self.description_complete
if complete else self.description,
host_only=True,
maxwidth=400,
position=(x, y - 14),
transition='in_right',
vr_depth=-5,
h_attach=h_attach,
v_attach=v_attach,
scale=0.62,
flatness=1.0,
color=((0.6, 0.6, 0.6, 1.0) if complete else
(0.6, 0.6, 0.6, (0.2 if hmo else 0.4))),
transition_delay=delay + 0.1,
transition_out_delay=None).autoretain())
return objs
def _getconfig(self) -> Dict[str, Any]:
"""
Return the sub-dict in settings where this achievement's
state is stored, creating it if need be.
"""
val: Dict[str, Any] = (_ba.app.config.setdefault(
'Achievements', {}).setdefault(self._name, {'Complete': False}))
assert isinstance(val, dict)
return val
def _remove_banner_slot(self) -> None:
assert self._completion_banner_slot is not None
_ba.app.achievement_completion_banner_slots.remove(
self._completion_banner_slot)
self._completion_banner_slot = None
def show_completion_banner(self, sound: bool = True) -> None:
"""Create the banner/sound for an acquired achievement announcement."""
from ba import _account
from ba import _gameutils
from bastd.actor.text import Text
from bastd.actor.image import Image
from ba._general import Call, WeakCall
from ba._lang import Lstr
from ba._messages import DieMessage
from ba._enums import TimeType, SpecialChar
app = _ba.app
app.last_achievement_display_time = _ba.time(TimeType.REAL)
# Just piggy-back onto any current activity
# (should we use the session instead?..)
activity = _ba.getactivity(doraise=False)
# If this gets called while this achievement is occupying a slot
# already, ignore it. (probably should never happen in real
# life but whatevs).
if self._completion_banner_slot is not None:
return
if activity is None:
print('show_completion_banner() called with no current activity!')
return
if sound:
_ba.playsound(_ba.getsound('achievement'), host_only=True)
else:
_ba.timer(
0.5, Call(_ba.playsound, _ba.getsound('ding'), host_only=True))
in_time = 0.300
out_time = 3.5
base_vr_depth = 200
# Find the first free slot.
i = 0
while True:
if i not in app.achievement_completion_banner_slots:
app.achievement_completion_banner_slots.add(i)
self._completion_banner_slot = i
# Remove us from that slot when we close.
# Use a real-timer in the UI context so the removal runs even
# if our activity/session dies.
with _ba.Context('ui'):
_ba.timer(in_time + out_time,
self._remove_banner_slot,
timetype=TimeType.REAL)
break
i += 1
assert self._completion_banner_slot is not None
y_offs = 110 * self._completion_banner_slot
objs: List[ba.Actor] = []
obj = Image(_ba.gettexture('shadow'),
position=(-30, 30 + y_offs),
front=True,
attach='bottomCenter',
transition='in_bottom',
vr_depth=base_vr_depth - 100,
transition_delay=in_time,
transition_out_delay=out_time,
color=(0.0, 0.1, 0, 1),
scale=(1000, 300)).autoretain()
objs.append(obj)
assert obj.node
obj.node.host_only = True
obj = Image(_ba.gettexture('light'),
position=(-180, 60 + y_offs),
front=True,
attach='bottomCenter',
vr_depth=base_vr_depth,
transition='in_bottom',
transition_delay=in_time,
transition_out_delay=out_time,
color=(1.8, 1.8, 1.0, 0.0),
scale=(40, 300)).autoretain()
objs.append(obj)
assert obj.node
obj.node.host_only = True
obj.node.premultiplied = True
combine = _ba.newnode('combine', owner=obj.node, attrs={'size': 2})
_gameutils.animate(
combine, 'input0', {
in_time: 0,
in_time + 0.4: 30,
in_time + 0.5: 40,
in_time + 0.6: 30,
in_time + 2.0: 0
})
_gameutils.animate(
combine, 'input1', {
in_time: 0,
in_time + 0.4: 200,
in_time + 0.5: 500,
in_time + 0.6: 200,
in_time + 2.0: 0
})
combine.connectattr('output', obj.node, 'scale')
_gameutils.animate(obj.node,
'rotate', {
0: 0.0,
0.35: 360.0
},
loop=True)
obj = Image(self.get_icon_texture(True),
position=(-180, 60 + y_offs),
attach='bottomCenter',
front=True,
vr_depth=base_vr_depth - 10,
transition='in_bottom',
transition_delay=in_time,
transition_out_delay=out_time,
scale=(100, 100)).autoretain()
objs.append(obj)
assert obj.node
obj.node.host_only = True
# Flash.
color = self.get_icon_color(True)
combine = _ba.newnode('combine', owner=obj.node, attrs={'size': 3})
keys = {
in_time: 1.0 * color[0],
in_time + 0.4: 1.5 * color[0],
in_time + 0.5: 6.0 * color[0],
in_time + 0.6: 1.5 * color[0],
in_time + 2.0: 1.0 * color[0]
}
_gameutils.animate(combine, 'input0', keys)
keys = {
in_time: 1.0 * color[1],
in_time + 0.4: 1.5 * color[1],
in_time + 0.5: 6.0 * color[1],
in_time + 0.6: 1.5 * color[1],
in_time + 2.0: 1.0 * color[1]
}
_gameutils.animate(combine, 'input1', keys)
keys = {
in_time: 1.0 * color[2],
in_time + 0.4: 1.5 * color[2],
in_time + 0.5: 6.0 * color[2],
in_time + 0.6: 1.5 * color[2],
in_time + 2.0: 1.0 * color[2]
}
_gameutils.animate(combine, 'input2', keys)
combine.connectattr('output', obj.node, 'color')
obj = Image(_ba.gettexture('achievementOutline'),
model_transparent=_ba.getmodel('achievementOutline'),
position=(-180, 60 + y_offs),
front=True,
attach='bottomCenter',
vr_depth=base_vr_depth,
transition='in_bottom',
transition_delay=in_time,
transition_out_delay=out_time,
scale=(100, 100)).autoretain()
assert obj.node
obj.node.host_only = True
# Flash.
color = (2, 1.4, 0.4, 1)
combine = _ba.newnode('combine', owner=obj.node, attrs={'size': 3})
keys = {
in_time: 1.0 * color[0],
in_time + 0.4: 1.5 * color[0],
in_time + 0.5: 6.0 * color[0],
in_time + 0.6: 1.5 * color[0],
in_time + 2.0: 1.0 * color[0]
}
_gameutils.animate(combine, 'input0', keys)
keys = {
in_time: 1.0 * color[1],
in_time + 0.4: 1.5 * color[1],
in_time + 0.5: 6.0 * color[1],
in_time + 0.6: 1.5 * color[1],
in_time + 2.0: 1.0 * color[1]
}
_gameutils.animate(combine, 'input1', keys)
keys = {
in_time: 1.0 * color[2],
in_time + 0.4: 1.5 * color[2],
in_time + 0.5: 6.0 * color[2],
in_time + 0.6: 1.5 * color[2],
in_time + 2.0: 1.0 * color[2]
}
_gameutils.animate(combine, 'input2', keys)
combine.connectattr('output', obj.node, 'color')
objs.append(obj)
objt = Text(Lstr(value='${A}:',
subs=[('${A}', Lstr(resource='achievementText'))]),
position=(-120, 91 + y_offs),
front=True,
v_attach='bottom',
vr_depth=base_vr_depth - 10,
transition='in_bottom',
flatness=0.5,
transition_delay=in_time,
transition_out_delay=out_time,
color=(1, 1, 1, 0.8),
scale=0.65).autoretain()
objs.append(objt)
assert objt.node
objt.node.host_only = True
objt = Text(self.display_name,
position=(-120, 50 + y_offs),
front=True,
v_attach='bottom',
transition='in_bottom',
vr_depth=base_vr_depth,
flatness=0.5,
transition_delay=in_time,
transition_out_delay=out_time,
flash=True,
color=(1, 0.8, 0, 1.0),
scale=1.5).autoretain()
objs.append(objt)
assert objt.node
objt.node.host_only = True
objt = Text(_ba.charstr(SpecialChar.TICKET),
position=(-120 - 170 + 5, 75 + y_offs - 20),
front=True,
v_attach='bottom',
h_align='center',
v_align='center',
transition='in_bottom',
vr_depth=base_vr_depth,
transition_delay=in_time,
transition_out_delay=out_time,
flash=True,
color=(0.5, 0.5, 0.5, 1),
scale=3.0).autoretain()
objs.append(objt)
assert objt.node
objt.node.host_only = True
objt = Text('+' + str(self.get_award_ticket_value()),
position=(-120 - 180 + 5, 80 + y_offs - 20),
v_attach='bottom',
front=True,
h_align='center',
v_align='center',
transition='in_bottom',
vr_depth=base_vr_depth,
flatness=0.5,
shadow=1.0,
transition_delay=in_time,
transition_out_delay=out_time,
flash=True,
color=(0, 1, 0, 1),
scale=1.5).autoretain()
objs.append(objt)
assert objt.node
objt.node.host_only = True
# Add the 'x 2' if we've got pro.
if _account.have_pro():
objt = Text('x 2',
position=(-120 - 180 + 45, 80 + y_offs - 50),
v_attach='bottom',
front=True,
h_align='center',
v_align='center',
transition='in_bottom',
vr_depth=base_vr_depth,
flatness=0.5,
shadow=1.0,
transition_delay=in_time,
transition_out_delay=out_time,
flash=True,
color=(0.4, 0, 1, 1),
scale=0.9).autoretain()
objs.append(objt)
assert objt.node
objt.node.host_only = True
objt = Text(self.description_complete,
position=(-120, 30 + y_offs),
front=True,
v_attach='bottom',
transition='in_bottom',
vr_depth=base_vr_depth - 10,
flatness=0.5,
transition_delay=in_time,
transition_out_delay=out_time,
color=(1.0, 0.7, 0.5, 1.0),
scale=0.8).autoretain()
objs.append(objt)
assert objt.node
objt.node.host_only = True
for actor in objs:
_ba.timer(out_time + 1.000,
WeakCall(actor.handlemessage, DieMessage()))
def init_achievements() -> None:
"""Fill in available achievements."""
achs = _ba.app.achievements
# 5
achs.append(
Achievement('In Control', 'achievementInControl', (1, 1, 1), '', 5))
# 15
achs.append(
Achievement('Sharing is Caring', 'achievementSharingIsCaring',
(1, 1, 1), '', 15))
# 10
achs.append(
Achievement('Dual Wielding', 'achievementDualWielding', (1, 1, 1), '',
10))
# 10
achs.append(
Achievement('Free Loader', 'achievementFreeLoader', (1, 1, 1), '', 10))
# 20
achs.append(
Achievement('Team Player', 'achievementTeamPlayer', (1, 1, 1), '', 20))
# 5
achs.append(
Achievement('Onslaught Training Victory', 'achievementOnslaught',
(1, 1, 1), 'Default:Onslaught Training', 5))
# 5
achs.append(
Achievement('Off You Go Then', 'achievementOffYouGo', (1, 1.1, 1.3),
'Default:Onslaught Training', 5))
# 10
achs.append(
Achievement('Boxer',
'achievementBoxer', (1, 0.6, 0.6),
'Default:Onslaught Training',
10,
hard_mode_only=True))
# 10
achs.append(
Achievement('Rookie Onslaught Victory', 'achievementOnslaught',
(0.5, 1.4, 0.6), 'Default:Rookie Onslaught', 10))
# 10
achs.append(
Achievement('Mine Games', 'achievementMine', (1, 1, 1.4),
'Default:Rookie Onslaught', 10))
# 15
achs.append(
Achievement('Flawless Victory',
'achievementFlawlessVictory', (1, 1, 1),
'Default:Rookie Onslaught',
15,
hard_mode_only=True))
# 10
achs.append(
Achievement('Rookie Football Victory', 'achievementFootballVictory',
(1.0, 1, 0.6), 'Default:Rookie Football', 10))
# 10
achs.append(
Achievement('Super Punch', 'achievementSuperPunch', (1, 1, 1.8),
'Default:Rookie Football', 10))
# 15
achs.append(
Achievement('Rookie Football Shutout',
'achievementFootballShutout', (1, 1, 1),
'Default:Rookie Football',
15,
hard_mode_only=True))
# 15
achs.append(
Achievement('Pro Onslaught Victory', 'achievementOnslaught',
(0.3, 1, 2.0), 'Default:Pro Onslaught', 15))
# 15
achs.append(
Achievement('Boom Goes the Dynamite', 'achievementTNT',
(1.4, 1.2, 0.8), 'Default:Pro Onslaught', 15))
# 20
achs.append(
Achievement('Pro Boxer',
'achievementBoxer', (2, 2, 0),
'Default:Pro Onslaught',
20,
hard_mode_only=True))
# 15
achs.append(
Achievement('Pro Football Victory', 'achievementFootballVictory',
(1.3, 1.3, 2.0), 'Default:Pro Football', 15))
# 15
achs.append(
Achievement('Super Mega Punch', 'achievementSuperPunch', (2, 1, 0.6),
'Default:Pro Football', 15))
# 20
achs.append(
Achievement('Pro Football Shutout',
'achievementFootballShutout', (0.7, 0.7, 2.0),
'Default:Pro Football',
20,
hard_mode_only=True))
# 15
achs.append(
Achievement('Pro Runaround Victory', 'achievementRunaround', (1, 1, 1),
'Default:Pro Runaround', 15))
# 20
achs.append(
Achievement('Precision Bombing',
'achievementCrossHair', (1, 1, 1.3),
'Default:Pro Runaround',
20,
hard_mode_only=True))
# 25
achs.append(
Achievement('The Wall',
'achievementWall', (1, 0.7, 0.7),
'Default:Pro Runaround',
25,
hard_mode_only=True))
# 30
achs.append(
Achievement('Uber Onslaught Victory', 'achievementOnslaught',
(2, 2, 1), 'Default:Uber Onslaught', 30))
# 30
achs.append(
Achievement('Gold Miner',
'achievementMine', (2, 1.6, 0.2),
'Default:Uber Onslaught',
30,
hard_mode_only=True))
# 30
achs.append(
Achievement('TNT Terror',
'achievementTNT', (2, 1.8, 0.3),
'Default:Uber Onslaught',
30,
hard_mode_only=True))
# 30
achs.append(
Achievement('Uber Football Victory', 'achievementFootballVictory',
(1.8, 1.4, 0.3), 'Default:Uber Football', 30))
# 30
achs.append(
Achievement('Got the Moves',
'achievementGotTheMoves', (2, 1, 0),
'Default:Uber Football',
30,
hard_mode_only=True))
# 40
achs.append(
Achievement('Uber Football Shutout',
'achievementFootballShutout', (2, 2, 0),
'Default:Uber Football',
40,
hard_mode_only=True))
# 30
achs.append(
Achievement('Uber Runaround Victory', 'achievementRunaround',
(1.5, 1.2, 0.2), 'Default:Uber Runaround', 30))
# 40
achs.append(
Achievement('The Great Wall',
'achievementWall', (2, 1.7, 0.4),
'Default:Uber Runaround',
40,
hard_mode_only=True))
# 40
achs.append(
Achievement('Stayin\' Alive',
'achievementStayinAlive', (2, 2, 1),
'Default:Uber Runaround',
40,
hard_mode_only=True))
# 20
achs.append(
Achievement('Last Stand Master',
'achievementMedalSmall', (2, 1.5, 0.3),
'Default:The Last Stand',
20,
hard_mode_only=True))
# 40
achs.append(
Achievement('Last Stand Wizard',
'achievementMedalMedium', (2, 1.5, 0.3),
'Default:The Last Stand',
40,
hard_mode_only=True))
# 60
achs.append(
Achievement('Last Stand God',
'achievementMedalLarge', (2, 1.5, 0.3),
'Default:The Last Stand',
60,
hard_mode_only=True))
# 5
achs.append(
Achievement('Onslaught Master', 'achievementMedalSmall', (0.7, 1, 0.7),
'Challenges:Infinite Onslaught', 5))
# 15
achs.append(
Achievement('Onslaught Wizard', 'achievementMedalMedium',
(0.7, 1.0, 0.7), 'Challenges:Infinite Onslaught', 15))
# 30
achs.append(
Achievement('Onslaught God', 'achievementMedalLarge', (0.7, 1.0, 0.7),
'Challenges:Infinite Onslaught', 30))
# 5
achs.append(
Achievement('Runaround Master', 'achievementMedalSmall',
(1.0, 1.0, 1.2), 'Challenges:Infinite Runaround', 5))
# 15
achs.append(
Achievement('Runaround Wizard', 'achievementMedalMedium',
(1.0, 1.0, 1.2), 'Challenges:Infinite Runaround', 15))
# 30
achs.append(
Achievement('Runaround God', 'achievementMedalLarge', (1.0, 1.0, 1.2),
'Challenges:Infinite Runaround', 30))
def _test() -> None:
"""For testing achievement animations."""
from ba._enums import TimeType
def testcall1() -> None:
app = _ba.app
app.achievements[0].announce_completion()
app.achievements[1].announce_completion()
app.achievements[2].announce_completion()
def testcall2() -> None:
app = _ba.app
app.achievements[3].announce_completion()
app.achievements[4].announce_completion()
app.achievements[5].announce_completion()
_ba.timer(3.0, testcall1, timetype=TimeType.BASE)
_ba.timer(7.0, testcall2, timetype=TimeType.BASE)