2019-10-11 09:10:25 -07:00

491 lines
18 KiB
Python

# 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