mirror of
https://github.com/RYDE-WORK/ballistica.git
synced 2026-01-30 19:23:20 +08:00
993 lines
39 KiB
Python
993 lines
39 KiB
Python
"""Implements lobby system for gathering before games, char select, etc."""
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from __future__ import annotations
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import random
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import weakref
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from typing import TYPE_CHECKING
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import _ba
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if TYPE_CHECKING:
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from typing import Optional, List, Dict, Any, Sequence, Union
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import ba
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# Hmm should we move this to actors?..
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class JoinInfo:
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"""Display useful info for joiners."""
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def __init__(self, lobby: ba.Lobby):
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# pylint: disable=too-many-locals
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from ba import _input
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from ba._lang import Lstr
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from ba import _actor
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from ba import _general
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from ba._enums import SpecialChar
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can_switch_teams = (len(lobby.teams) > 1)
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self._state = 0
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press_to_punch: Union[str, ba.Lstr] = _ba.charstr(
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SpecialChar.LEFT_BUTTON)
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press_to_bomb: Union[str, ba.Lstr] = _ba.charstr(
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SpecialChar.RIGHT_BUTTON)
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# If we have a keyboard, grab keys for punch and pickup.
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# FIXME: This of course is only correct on the local device;
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# Should change this for net games.
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keyboard = _ba.get_input_device('Keyboard', '#1', doraise=False)
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if keyboard is not None:
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punch_key = keyboard.get_button_name(
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_input.get_device_value(keyboard, 'buttonPunch'))
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press_to_punch = Lstr(resource='orText',
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subs=[('${A}',
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Lstr(value='\'${K}\'',
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subs=[('${K}', punch_key)])),
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('${B}', press_to_punch)])
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bomb_key = keyboard.get_button_name(
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_input.get_device_value(keyboard, 'buttonBomb'))
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press_to_bomb = Lstr(resource='orText',
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subs=[('${A}',
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Lstr(value='\'${K}\'',
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subs=[('${K}', bomb_key)])),
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('${B}', press_to_bomb)])
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join_str = Lstr(value='${A} < ${B} >',
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subs=[('${A}',
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Lstr(resource='pressPunchToJoinText')),
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('${B}', press_to_punch)])
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else:
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join_str = Lstr(resource='pressAnyButtonToJoinText')
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flatness = 1.0 if _ba.app.vr_mode else 0.0
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self._text = _actor.Actor(
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_ba.newnode('text',
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attrs={
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'position': (0, -40),
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'h_attach': 'center',
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'v_attach': 'top',
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'h_align': 'center',
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'color': (0.7, 0.7, 0.95, 1.0),
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'flatness': flatness,
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'text': join_str
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}))
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if _ba.app.kiosk_mode:
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self._messages = [join_str]
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else:
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msg1 = Lstr(resource='pressToSelectProfileText',
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subs=[
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('${BUTTONS}', _ba.charstr(SpecialChar.UP_ARROW) +
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' ' + _ba.charstr(SpecialChar.DOWN_ARROW))
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])
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msg2 = Lstr(resource='pressToOverrideCharacterText',
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subs=[('${BUTTONS}', Lstr(resource='bombBoldText'))])
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msg3 = Lstr(value='${A} < ${B} >',
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subs=[('${A}', msg2), ('${B}', press_to_bomb)])
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self._messages = (([
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Lstr(resource='pressToSelectTeamText',
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subs=[('${BUTTONS}', _ba.charstr(SpecialChar.LEFT_ARROW) +
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' ' + _ba.charstr(SpecialChar.RIGHT_ARROW))])
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] if can_switch_teams else []) + [msg1] + [msg3] + [join_str])
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self._timer = _ba.Timer(4.0,
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_general.WeakCall(self._update),
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repeat=True)
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def _update(self) -> None:
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assert self._text.node
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self._text.node.text = self._messages[self._state]
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self._state = (self._state + 1) % len(self._messages)
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class PlayerReadyMessage:
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"""Tells an object a player has been selected from the given chooser."""
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def __init__(self, chooser: ba.Chooser):
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self.chooser = chooser
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class ChangeMessage:
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"""Tells an object a selection is being changed."""
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def __init__(self, what: str, value: int):
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self.what = what
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self.value = value
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class Chooser:
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"""A character/team selector for a single player."""
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def __del__(self) -> None:
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# Just kill off our base node; the rest should go down with it.
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if self._text_node:
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self._text_node.delete()
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def __init__(self, vpos: float, player: _ba.Player,
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lobby: 'Lobby') -> None:
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# FIXME: Tidy up around here.
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# pylint: disable=too-many-branches
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# pylint: disable=too-many-statements
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from ba import _gameutils
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from ba import _profile
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from ba import _lang
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app = _ba.app
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self._deek_sound = _ba.getsound('deek')
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self._click_sound = _ba.getsound('click01')
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self._punchsound = _ba.getsound('punch01')
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self._swish_sound = _ba.getsound('punchSwish')
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self._errorsound = _ba.getsound('error')
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self._mask_texture = _ba.gettexture('characterIconMask')
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self._vpos = vpos
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self._lobby = weakref.ref(lobby)
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self._player = player
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self._inited = False
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self._dead = False
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self._text_node: Optional[ba.Node] = None
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self._profilename = ''
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self._profilenames: List[str] = []
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self._ready: bool = False
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self.character_names: List[str] = []
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# Hmm does this need to be public?
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self.profiles: Dict[str, Dict[str, Any]] = {}
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# Load available profiles either from the local config or from the
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# remote device.
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self.reload_profiles()
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# Note: this is just our local index out of available teams; *not*
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# the team-id!
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self._selected_team_index: int = self.lobby.next_add_team
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# Store a persistent random character index; we'll use this for the
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# '_random' profile. Let's use their input_device id to seed it. This
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# will give a persistent character for them between games and will
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# distribute characters nicely if everyone is random.
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try:
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input_device_id = self._player.get_input_device().id
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except Exception:
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from ba import _error
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_error.print_exception('Error getting device-id on chooser create')
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input_device_id = 0
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if app.lobby_random_char_index_offset is None:
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# We want the first device that asks for a chooser to always get
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# spaz as a random character..
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# scratch that.. we now kinda accomplish the same thing with
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# account profiles so lets just be fully random here.
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app.lobby_random_char_index_offset = (random.randrange(1000))
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# To calc our random index we pick a random character out of our
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# unlocked list and then locate that character's index in the full
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# list.
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char_index_offset = app.lobby_random_char_index_offset
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assert char_index_offset is not None
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self._random_character_index = ((input_device_id + char_index_offset) %
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len(self.character_names))
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self._random_color, self._random_highlight = (
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_profile.get_player_profile_colors(None))
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# Attempt to pick an initial profile based on what's been stored
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# for this input device.
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input_device = self._player.get_input_device()
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try:
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name = input_device.name
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unique_id = input_device.unique_identifier
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self._profilename = (
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app.config['Default Player Profiles'][name + ' ' + unique_id])
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self._profileindex = self._profilenames.index(self._profilename)
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# If this one is __account__ and is local and we haven't marked
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# anyone as the account-profile device yet, mark this guy as it.
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# (prevents the next joiner from getting the account profile too).
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if (self._profilename == '__account__'
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and not input_device.is_remote_client
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and app.lobby_account_profile_device_id is None):
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app.lobby_account_profile_device_id = input_device_id
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# Well hmm that didn't work.. pick __account__, _random, or some
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# other random profile.
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except Exception:
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profilenames = self._profilenames
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# We want the first local input-device in the game to latch on to
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# the account profile.
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if (not input_device.is_remote_client
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and not input_device.is_controller_app):
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if (app.lobby_account_profile_device_id is None
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and '__account__' in profilenames):
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app.lobby_account_profile_device_id = input_device_id
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# If this is the designated account-profile-device, try to default
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# to the account profile.
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if (input_device_id == app.lobby_account_profile_device_id
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and '__account__' in profilenames):
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self._profileindex = profilenames.index('__account__')
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else:
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# If this is the controller app, it defaults to using a random
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# profile (since we can pull the random name from the app).
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if input_device.is_controller_app:
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self._profileindex = profilenames.index('_random')
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else:
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# If its a client connection, for now just force
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# the account profile if possible.. (need to provide a
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# way for clients to specify/remember their default
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# profile on remote servers that do not already know them).
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if (input_device.is_remote_client
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and '__account__' in profilenames):
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self._profileindex = profilenames.index('__account__')
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else:
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# Cycle through our non-random profiles once; after
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# that, everyone gets random.
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while (app.lobby_random_profile_index <
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len(profilenames) and
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profilenames[app.lobby_random_profile_index] in
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('_random', '__account__', '_edit')):
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app.lobby_random_profile_index += 1
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if (app.lobby_random_profile_index <
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len(profilenames)):
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self._profileindex = (
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app.lobby_random_profile_index)
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app.lobby_random_profile_index += 1
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else:
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self._profileindex = profilenames.index('_random')
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self._profilename = profilenames[self._profileindex]
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self.character_index = self._random_character_index
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self._color = self._random_color
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self._highlight = self._random_highlight
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self._text_node = _ba.newnode('text',
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delegate=self,
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attrs={
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'position': (-100, self._vpos),
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'maxwidth': 160,
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'shadow': 0.5,
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'vr_depth': -20,
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'h_align': 'left',
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'v_align': 'center',
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'v_attach': 'top'
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})
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_gameutils.animate(self._text_node, 'scale', {0: 0, 0.1: 1.0})
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self.icon = _ba.newnode('image',
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owner=self._text_node,
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attrs={
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'position': (-130, self._vpos + 20),
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'mask_texture': self._mask_texture,
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'vr_depth': -10,
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'attach': 'topCenter'
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})
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_gameutils.animate_array(self.icon, 'scale', 2, {
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0: (0, 0),
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0.1: (45, 45)
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})
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self._set_ready(False)
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# Set our initial name to '<choosing player>' in case anyone asks.
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self._player.set_name(
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_lang.Lstr(resource='choosingPlayerText').evaluate(), real=False)
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self.update_from_player_profiles()
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self.update_position()
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self._inited = True
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@property
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def player(self) -> ba.Player:
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"""The ba.Player associated with this chooser."""
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return self._player
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@property
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def ready(self) -> bool:
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"""Whether this chooser is checked in as ready."""
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return self._ready
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def set_vpos(self, vpos: float) -> None:
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"""(internal)"""
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self._vpos = vpos
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def set_dead(self, val: bool) -> None:
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"""(internal)"""
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self._dead = val
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def get_team(self) -> ba.Team:
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"""Return this chooser's selected ba.Team."""
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return self.lobby.teams[self._selected_team_index]
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@property
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def lobby(self) -> ba.Lobby:
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"""The chooser's ba.Lobby."""
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lobby = self._lobby()
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if lobby is None:
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raise Exception('Lobby does not exist.')
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return lobby
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def get_lobby(self) -> Optional[ba.Lobby]:
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"""Return this chooser's lobby if it still exists; otherwise None."""
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return self._lobby()
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def update_from_player_profiles(self) -> None:
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"""Set character based on profile; otherwise use pre-picked random."""
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try:
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from ba import _profile
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# Store the name even though we usually use index (in case
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# the profile list changes)
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self._profilename = self._profilenames[self._profileindex]
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character = self.profiles[self._profilename]['character']
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# Hmmm; at the moment we're not properly pulling the list
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# of available characters from clients, so profiles might use a
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# character not in their list. for now, just go ahead and add
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# the character name to their list as long as we're aware of it
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# UPDATE: actually we now should be getting their character list,
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# so this should no longer be happening; adding warning print
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# for now and can delete later.
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if (character not in self.character_names
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and character in _ba.app.spaz_appearances):
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print('got remote character not in their character list:',
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character, self.character_names)
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self.character_names.append(character)
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self.character_index = self.character_names.index(character)
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self._color, self._highlight = (_profile.get_player_profile_colors(
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self._profilename, profiles=self.profiles))
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except Exception:
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# FIXME: Should never use top level Exception for logic; only
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# error catching (and they should always be logged).
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self.character_index = self._random_character_index
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self._color = self._random_color
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self._highlight = self._random_highlight
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self._update_icon()
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self._update_text()
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def reload_profiles(self) -> None:
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"""Reload all player profiles."""
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from ba import _general
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app = _ba.app
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# Re-construct our profile index and other stuff since the profile
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# list might have changed.
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input_device = self._player.get_input_device()
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is_remote = input_device.is_remote_client
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is_test_input = (input_device is not None
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and input_device.name.startswith('TestInput'))
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# Pull this player's list of unlocked characters.
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if is_remote:
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# FIXME: Pull this from remote player (but make sure to
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# filter it to ones we've got).
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self.character_names = ['Spaz']
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else:
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self.character_names = self.lobby.character_names_local_unlocked
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# If we're a local player, pull our local profiles from the config.
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# Otherwise ask the remote-input-device for its profile list.
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if is_remote:
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self.profiles = input_device.get_player_profiles()
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else:
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self.profiles = app.config.get('Player Profiles', {})
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# These may have come over the wire from an older
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# (non-unicode/non-json) version.
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# Make sure they conform to our standards
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# (unicode strings, no tuples, etc)
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self.profiles = _general.json_prep(self.profiles)
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# Filter out any characters we're unaware of.
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for profile in list(self.profiles.items()):
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if profile[1].get('character', '') not in app.spaz_appearances:
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profile[1]['character'] = 'Spaz'
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# Add in a random one so we're ok even if there's no
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# user-created profiles.
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self.profiles['_random'] = {}
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# In kiosk mode we disable account profiles to force random.
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if app.kiosk_mode:
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if '__account__' in self.profiles:
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del self.profiles['__account__']
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# For local devices, add it an 'edit' option which will pop up
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# the profile window.
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if not is_remote and not is_test_input and not app.kiosk_mode:
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self.profiles['_edit'] = {}
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# Build a sorted name list we can iterate through.
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self._profilenames = list(self.profiles.keys())
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self._profilenames.sort(key=lambda x: x.lower())
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if self._profilename in self._profilenames:
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self._profileindex = self._profilenames.index(self._profilename)
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else:
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self._profileindex = 0
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self._profilename = self._profilenames[self._profileindex]
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def update_position(self) -> None:
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"""Update this chooser's position."""
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from ba import _gameutils
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# Hmmm this shouldn't be happening.
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if not self._text_node:
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print('Error: chooser text nonexistent..')
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import traceback
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traceback.print_stack()
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return
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spacing = 350
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teams = self.lobby.teams
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offs = (spacing * -0.5 * len(teams) +
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spacing * self._selected_team_index + 250)
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if len(teams) > 1:
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offs -= 35
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_gameutils.animate_array(self._text_node, 'position', 2, {
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0: self._text_node.position,
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0.1: (-100 + offs, self._vpos + 23)
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})
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_gameutils.animate_array(self.icon, 'position', 2, {
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0: self.icon.position,
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0.1: (-130 + offs, self._vpos + 22)
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})
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def get_character_name(self) -> str:
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"""Return the selected character name."""
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return self.character_names[self.character_index]
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def _do_nothing(self) -> None:
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"""Does nothing! (hacky way to disable callbacks)"""
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def _get_name(self, full: bool = False) -> str:
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# FIXME: Needs cleanup.
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# pylint: disable=too-many-branches
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from ba._lang import Lstr
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from ba._enums import SpecialChar
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name_raw = name = self._profilenames[self._profileindex]
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clamp = False
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if name == '_random':
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input_device: Optional[ba.InputDevice]
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try:
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input_device = self._player.get_input_device()
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except Exception:
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input_device = None
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if input_device is not None:
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name = input_device.get_default_player_name()
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else:
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name = 'Invalid'
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if not full:
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clamp = True
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elif name == '__account__':
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try:
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input_device = self._player.get_input_device()
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except Exception:
|
|
input_device = None
|
|
if input_device is not None:
|
|
name = input_device.get_account_name(full)
|
|
else:
|
|
name = 'Invalid'
|
|
if not full:
|
|
clamp = True
|
|
elif name == '_edit':
|
|
# FIXME: This causes problems as an Lstr, but its ok to
|
|
# explicitly translate for now since this is only shown on the
|
|
# host. (also should elaborate; don't remember what problems this
|
|
# caused)
|
|
name = (Lstr(
|
|
resource='createEditPlayerText',
|
|
fallback_resource='editProfileWindow.titleNewText').evaluate())
|
|
else:
|
|
|
|
# If we have a regular profile marked as global with an icon,
|
|
# use it (for full only).
|
|
if full:
|
|
try:
|
|
if self.profiles[name_raw].get('global', False):
|
|
icon = (self.profiles[name_raw]['icon']
|
|
if 'icon' in self.profiles[name_raw] else
|
|
_ba.charstr(SpecialChar.LOGO))
|
|
name = icon + name
|
|
except Exception:
|
|
from ba import _error
|
|
_error.print_exception('Error applying global icon')
|
|
else:
|
|
|
|
# We now clamp non-full versions of names so there's at
|
|
# least some hope of reading them in-game.
|
|
clamp = True
|
|
|
|
if clamp:
|
|
if len(name) > 10:
|
|
name = name[:10] + '...'
|
|
return name
|
|
|
|
def _set_ready(self, ready: bool) -> None:
|
|
# pylint: disable=cyclic-import
|
|
from bastd.ui.profile import browser as pbrowser
|
|
from ba import _general
|
|
profilename = self._profilenames[self._profileindex]
|
|
|
|
# Handle '_edit' as a special case.
|
|
if profilename == '_edit' and ready:
|
|
with _ba.Context('ui'):
|
|
pbrowser.ProfileBrowserWindow(in_main_menu=False)
|
|
|
|
# give their input-device UI ownership too
|
|
# (prevent someone else from snatching it in crowded games)
|
|
_ba.set_ui_input_device(self._player.get_input_device())
|
|
return
|
|
|
|
if not ready:
|
|
self._player.assign_input_call(
|
|
'leftPress',
|
|
_general.Call(self.handlemessage, ChangeMessage('team', -1)))
|
|
self._player.assign_input_call(
|
|
'rightPress',
|
|
_general.Call(self.handlemessage, ChangeMessage('team', 1)))
|
|
self._player.assign_input_call(
|
|
'bombPress',
|
|
_general.Call(self.handlemessage,
|
|
ChangeMessage('character', 1)))
|
|
self._player.assign_input_call(
|
|
'upPress',
|
|
_general.Call(self.handlemessage,
|
|
ChangeMessage('profileindex', -1)))
|
|
self._player.assign_input_call(
|
|
'downPress',
|
|
_general.Call(self.handlemessage,
|
|
ChangeMessage('profileindex', 1)))
|
|
self._player.assign_input_call(
|
|
('jumpPress', 'pickUpPress', 'punchPress'),
|
|
_general.Call(self.handlemessage, ChangeMessage('ready', 1)))
|
|
self._ready = False
|
|
self._update_text()
|
|
self._player.set_name('untitled', real=False)
|
|
else:
|
|
self._player.assign_input_call(
|
|
('leftPress', 'rightPress', 'upPress', 'downPress',
|
|
'jumpPress', 'bombPress', 'pickUpPress'), self._do_nothing)
|
|
self._player.assign_input_call(
|
|
('jumpPress', 'bombPress', 'pickUpPress', 'punchPress'),
|
|
_general.Call(self.handlemessage, ChangeMessage('ready', 0)))
|
|
|
|
# Store the last profile picked by this input for reuse.
|
|
input_device = self._player.get_input_device()
|
|
name = input_device.name
|
|
unique_id = input_device.unique_identifier
|
|
device_profiles = _ba.app.config.setdefault(
|
|
'Default Player Profiles', {})
|
|
|
|
# Make an exception if we have no custom profiles and are set
|
|
# to random; in that case we'll want to start picking up custom
|
|
# profiles if/when one is made so keep our setting cleared.
|
|
special = ('_random', '_edit', '__account__')
|
|
have_custom_profiles = any(p not in special for p in self.profiles)
|
|
|
|
profilekey = name + ' ' + unique_id
|
|
if profilename == '_random' and not have_custom_profiles:
|
|
if profilekey in device_profiles:
|
|
del device_profiles[profilekey]
|
|
else:
|
|
device_profiles[profilekey] = profilename
|
|
_ba.app.config.commit()
|
|
|
|
# Set this player's short and full name.
|
|
self._player.set_name(self._get_name(),
|
|
self._get_name(full=True),
|
|
real=True)
|
|
self._ready = True
|
|
self._update_text()
|
|
|
|
# Inform the session that this player is ready.
|
|
_ba.getsession().handlemessage(PlayerReadyMessage(self))
|
|
|
|
def _handle_ready_msg(self, ready: bool) -> None:
|
|
force_team_switch = False
|
|
|
|
# Team auto-balance kicks us to another team if we try to
|
|
# join the team with the most players.
|
|
if not self._ready:
|
|
if _ba.app.config.get('Auto Balance Teams', False):
|
|
lobby = self.lobby
|
|
teams = lobby.teams
|
|
if len(teams) > 1:
|
|
|
|
# First, calc how many players are on each team
|
|
# ..we need to count both active players and
|
|
# choosers that have been marked as ready.
|
|
team_player_counts = {}
|
|
for team in teams:
|
|
team_player_counts[team.get_id()] = (len(team.players))
|
|
for chooser in lobby.choosers:
|
|
if chooser.ready:
|
|
team_player_counts[
|
|
chooser.get_team().get_id()] += 1
|
|
largest_team_size = max(team_player_counts.values())
|
|
smallest_team_size = (min(team_player_counts.values()))
|
|
|
|
# Force switch if we're on the biggest team
|
|
# and there's a smaller one available.
|
|
if (largest_team_size != smallest_team_size
|
|
and team_player_counts[self.get_team().get_id()] >=
|
|
largest_team_size):
|
|
force_team_switch = True
|
|
|
|
# Either force switch teams, or actually for realsies do the set-ready.
|
|
if force_team_switch:
|
|
_ba.playsound(self._errorsound)
|
|
self.handlemessage(ChangeMessage('team', 1))
|
|
else:
|
|
_ba.playsound(self._punchsound)
|
|
self._set_ready(ready)
|
|
|
|
def handlemessage(self, msg: Any) -> Any:
|
|
"""Standard generic message handler."""
|
|
if isinstance(msg, ChangeMessage):
|
|
|
|
# If we've been removed from the lobby, ignore this stuff.
|
|
if self._dead:
|
|
from ba import _error
|
|
_error.print_error("chooser got ChangeMessage after dying")
|
|
return
|
|
|
|
if not self._text_node:
|
|
from ba import _error
|
|
_error.print_error('got ChangeMessage after nodes died')
|
|
return
|
|
|
|
if msg.what == 'team':
|
|
teams = self.lobby.teams
|
|
if len(teams) > 1:
|
|
_ba.playsound(self._swish_sound)
|
|
self._selected_team_index = (
|
|
(self._selected_team_index + msg.value) % len(teams))
|
|
self._update_text()
|
|
self.update_position()
|
|
self._update_icon()
|
|
|
|
elif msg.what == 'profileindex':
|
|
if len(self._profilenames) == 1:
|
|
|
|
# This should be pretty hard to hit now with
|
|
# automatic local accounts.
|
|
_ba.playsound(_ba.getsound('error'))
|
|
else:
|
|
|
|
# Pick the next player profile and assign our name
|
|
# and character based on that.
|
|
_ba.playsound(self._deek_sound)
|
|
self._profileindex = ((self._profileindex + msg.value) %
|
|
len(self._profilenames))
|
|
self.update_from_player_profiles()
|
|
|
|
elif msg.what == 'character':
|
|
_ba.playsound(self._click_sound)
|
|
# update our index in our local list of characters
|
|
self.character_index = ((self.character_index + msg.value) %
|
|
len(self.character_names))
|
|
self._update_text()
|
|
self._update_icon()
|
|
|
|
elif msg.what == 'ready':
|
|
self._handle_ready_msg(bool(msg.value))
|
|
|
|
def _update_text(self) -> None:
|
|
from ba import _gameutils
|
|
from ba._lang import Lstr
|
|
assert self._text_node is not None
|
|
if self._ready:
|
|
|
|
# Once we're ready, we've saved the name, so lets ask the system
|
|
# for it so we get appended numbers and stuff.
|
|
text = Lstr(value=self._player.get_name(full=True))
|
|
text = Lstr(value='${A} (${B})',
|
|
subs=[('${A}', text),
|
|
('${B}', Lstr(resource='readyText'))])
|
|
else:
|
|
text = Lstr(value=self._get_name(full=True))
|
|
|
|
can_switch_teams = len(self.lobby.teams) > 1
|
|
|
|
# Flash as we're coming in.
|
|
fin_color = _ba.safecolor(self.get_color()) + (1, )
|
|
if not self._inited:
|
|
_gameutils.animate_array(self._text_node, 'color', 4, {
|
|
0.15: fin_color,
|
|
0.25: (2, 2, 2, 1),
|
|
0.35: fin_color
|
|
})
|
|
else:
|
|
|
|
# Blend if we're in teams mode; switch instantly otherwise.
|
|
if can_switch_teams:
|
|
_gameutils.animate_array(self._text_node, 'color', 4, {
|
|
0: self._text_node.color,
|
|
0.1: fin_color
|
|
})
|
|
else:
|
|
self._text_node.color = fin_color
|
|
|
|
self._text_node.text = text
|
|
|
|
def get_color(self) -> Sequence[float]:
|
|
"""Return the currently selected color."""
|
|
val: Sequence[float]
|
|
# if self._profilenames[self._profileindex] == '_edit':
|
|
# val = (0, 1, 0)
|
|
if self.lobby.use_team_colors:
|
|
val = self.lobby.teams[self._selected_team_index].color
|
|
else:
|
|
val = self._color
|
|
if len(val) != 3:
|
|
print('get_color: ignoring invalid color of len', len(val))
|
|
val = (0, 1, 0)
|
|
return val
|
|
|
|
def get_highlight(self) -> Sequence[float]:
|
|
"""Return the currently selected highlight."""
|
|
if self._profilenames[self._profileindex] == '_edit':
|
|
return 0, 1, 0
|
|
|
|
# If we're using team colors we wanna make sure our highlight color
|
|
# isn't too close to any other team's color.
|
|
highlight = list(self._highlight)
|
|
if self.lobby.use_team_colors:
|
|
for i, team in enumerate(self.lobby.teams):
|
|
if i != self._selected_team_index:
|
|
|
|
# Find the dominant component of this team's color
|
|
# and adjust ours so that the component is
|
|
# not super-dominant.
|
|
max_val = 0.0
|
|
max_index = 0
|
|
for j in range(3):
|
|
if team.color[j] > max_val:
|
|
max_val = team.color[j]
|
|
max_index = j
|
|
that_color_for_us = highlight[max_index]
|
|
our_second_biggest = max(highlight[(max_index + 1) % 3],
|
|
highlight[(max_index + 2) % 3])
|
|
diff = (that_color_for_us - our_second_biggest)
|
|
if diff > 0:
|
|
highlight[max_index] -= diff * 0.6
|
|
highlight[(max_index + 1) % 3] += diff * 0.3
|
|
highlight[(max_index + 2) % 3] += diff * 0.2
|
|
return highlight
|
|
|
|
def getplayer(self) -> ba.Player:
|
|
"""Return the player associated with this chooser."""
|
|
return self._player
|
|
|
|
def _update_icon(self) -> None:
|
|
from ba import _gameutils
|
|
if self._profilenames[self._profileindex] == '_edit':
|
|
tex = _ba.gettexture('black')
|
|
tint_tex = _ba.gettexture('black')
|
|
self.icon.color = (1, 1, 1)
|
|
self.icon.texture = tex
|
|
self.icon.tint_texture = tint_tex
|
|
self.icon.tint_color = (0, 1, 0)
|
|
return
|
|
|
|
try:
|
|
tex_name = (_ba.app.spaz_appearances[self.character_names[
|
|
self.character_index]].icon_texture)
|
|
tint_tex_name = (_ba.app.spaz_appearances[self.character_names[
|
|
self.character_index]].icon_mask_texture)
|
|
except Exception:
|
|
from ba import _error
|
|
_error.print_exception('Error updating char icon list')
|
|
tex_name = 'neoSpazIcon'
|
|
tint_tex_name = 'neoSpazIconColorMask'
|
|
|
|
tex = _ba.gettexture(tex_name)
|
|
tint_tex = _ba.gettexture(tint_tex_name)
|
|
|
|
self.icon.color = (1, 1, 1)
|
|
self.icon.texture = tex
|
|
self.icon.tint_texture = tint_tex
|
|
clr = self.get_color()
|
|
clr2 = self.get_highlight()
|
|
|
|
can_switch_teams = len(self.lobby.teams) > 1
|
|
|
|
# If we're initing, flash.
|
|
if not self._inited:
|
|
_gameutils.animate_array(self.icon, 'color', 3, {
|
|
0.15: (1, 1, 1),
|
|
0.25: (2, 2, 2),
|
|
0.35: (1, 1, 1)
|
|
})
|
|
|
|
# Blend in teams mode; switch instantly in ffa-mode.
|
|
if can_switch_teams:
|
|
_gameutils.animate_array(self.icon, 'tint_color', 3, {
|
|
0: self.icon.tint_color,
|
|
0.1: clr
|
|
})
|
|
else:
|
|
self.icon.tint_color = clr
|
|
self.icon.tint2_color = clr2
|
|
|
|
# Store the icon info the the player.
|
|
self._player.set_icon_info(tex_name, tint_tex_name, clr, clr2)
|
|
|
|
|
|
class Lobby:
|
|
"""Container for choosers."""
|
|
|
|
def __del__(self) -> None:
|
|
|
|
# Reset any players that still have a chooser in us
|
|
# (should allow the choosers to die).
|
|
players = [
|
|
chooser.player for chooser in self.choosers if chooser.player
|
|
]
|
|
for player in players:
|
|
player.reset()
|
|
|
|
def __init__(self) -> None:
|
|
from ba import _team as bs_team
|
|
from ba import _coopsession
|
|
session = _ba.getsession()
|
|
teams = session.teams if session.use_teams else None
|
|
self._use_team_colors = session.use_team_colors
|
|
if teams is not None:
|
|
self._teams = [weakref.ref(team) for team in teams]
|
|
else:
|
|
self._dummy_teams = bs_team.Team()
|
|
self._teams = [weakref.ref(self._dummy_teams)]
|
|
v_offset = (-150
|
|
if isinstance(session, _coopsession.CoopSession) else -50)
|
|
self.choosers: List[Chooser] = []
|
|
self.base_v_offset = v_offset
|
|
self.update_positions()
|
|
self._next_add_team = 0
|
|
self.character_names_local_unlocked: List[str] = []
|
|
self._vpos = 0
|
|
|
|
# Grab available profiles.
|
|
self.reload_profiles()
|
|
|
|
self._join_info_text = None
|
|
|
|
@property
|
|
def next_add_team(self) -> int:
|
|
"""(internal)"""
|
|
return self._next_add_team
|
|
|
|
@property
|
|
def use_team_colors(self) -> bool:
|
|
"""A bool for whether this lobby is using team colors.
|
|
|
|
If False, inidividual player colors are used instead.
|
|
"""
|
|
return self._use_team_colors
|
|
|
|
@property
|
|
def teams(self) -> List[ba.Team]:
|
|
"""Teams available in this lobby."""
|
|
allteams = []
|
|
for tref in self._teams:
|
|
team = tref()
|
|
assert team is not None
|
|
allteams.append(team)
|
|
return allteams
|
|
|
|
def get_choosers(self) -> List[Chooser]:
|
|
"""Return the lobby's current choosers."""
|
|
return self.choosers
|
|
|
|
def create_join_info(self) -> JoinInfo:
|
|
"""Create a display of on-screen information for joiners.
|
|
|
|
(how to switch teams, players, etc.)
|
|
Intended for use in initial joining-screens.
|
|
"""
|
|
return JoinInfo(self)
|
|
|
|
def reload_profiles(self) -> None:
|
|
"""Reload available player profiles."""
|
|
# pylint: disable=cyclic-import
|
|
from ba._account import ensure_have_account_player_profile
|
|
from bastd.actor.spazappearance import get_appearances
|
|
|
|
# We may have gained or lost character names if the user
|
|
# bought something; reload these too.
|
|
self.character_names_local_unlocked = get_appearances()
|
|
self.character_names_local_unlocked.sort(key=lambda x: x.lower())
|
|
|
|
# Do any overall prep we need to such as creating account profile.
|
|
ensure_have_account_player_profile()
|
|
for chooser in self.choosers:
|
|
try:
|
|
chooser.reload_profiles()
|
|
chooser.update_from_player_profiles()
|
|
except Exception:
|
|
from ba import _error
|
|
_error.print_exception('error reloading profiles')
|
|
|
|
def update_positions(self) -> None:
|
|
"""Update positions for all choosers."""
|
|
self._vpos = -100 + self.base_v_offset
|
|
for chooser in self.choosers:
|
|
chooser.set_vpos(self._vpos)
|
|
chooser.update_position()
|
|
self._vpos -= 48
|
|
|
|
def check_all_ready(self) -> bool:
|
|
"""Return whether all choosers are marked ready."""
|
|
return all(chooser.ready for chooser in self.choosers)
|
|
|
|
def add_chooser(self, player: ba.Player) -> None:
|
|
"""Add a chooser to the lobby for the provided player."""
|
|
self.choosers.append(
|
|
Chooser(vpos=self._vpos, player=player, lobby=self))
|
|
self._next_add_team = (self._next_add_team + 1) % len(self._teams)
|
|
self._vpos -= 48
|
|
|
|
def remove_chooser(self, player: ba.Player) -> None:
|
|
"""Remove a single player's chooser; does not kick him.
|
|
|
|
This is used when a player enters the game and no longer
|
|
needs a chooser."""
|
|
found = False
|
|
chooser = None
|
|
for chooser in self.choosers:
|
|
if chooser.getplayer() is player:
|
|
found = True
|
|
|
|
# Mark it as dead since there could be more
|
|
# change-commands/etc coming in still for it;
|
|
# want to avoid duplicate player-adds/etc.
|
|
chooser.set_dead(True)
|
|
self.choosers.remove(chooser)
|
|
break
|
|
if not found:
|
|
from ba import _error
|
|
_error.print_error(f'remove_chooser did not find player {player}')
|
|
elif chooser in self.choosers:
|
|
from ba import _error
|
|
_error.print_error(f'chooser remains after removal for {player}')
|
|
self.update_positions()
|
|
|
|
def remove_all_choosers(self) -> None:
|
|
"""Remove all choosers without kicking players.
|
|
|
|
This is called after all players check in and enter a game.
|
|
"""
|
|
self.choosers = []
|
|
self.update_positions()
|
|
|
|
def remove_all_choosers_and_kick_players(self) -> None:
|
|
"""Remove all player choosers and kick attached players."""
|
|
|
|
# Copy the list; it can change under us otherwise.
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|
for chooser in list(self.choosers):
|
|
if chooser.player:
|
|
chooser.player.remove_from_game()
|
|
self.remove_all_choosers()
|