ballistica/assets/src/data/scripts/ba/_teambasesession.py
2019-10-05 05:01:46 -07:00

309 lines
12 KiB
Python

"""Functionality related to teams sessions."""
from __future__ import annotations
import copy
import random
from typing import TYPE_CHECKING
import _ba
from ba._session import Session
if TYPE_CHECKING:
from typing import Optional, Any, Dict, List, Type, Sequence
import ba
DEFAULT_TEAM_COLORS = ((0.1, 0.25, 1.0), (1.0, 0.25, 0.2))
DEFAULT_TEAM_NAMES = ("Blue", "Red")
class TeamBaseSession(Session):
"""Common base class for ba.TeamsSession and ba.FreeForAllSession.
Category: Gameplay Classes
Free-for-all-mode is essentially just teams-mode with each ba.Player having
their own ba.Team, so there is much overlap in functionality.
"""
# These should be overridden.
_playlist_selection_var = 'UNSET Playlist Selection'
_playlist_randomize_var = 'UNSET Playlist Randomize'
_playlists_var = 'UNSET Playlists'
def __init__(self) -> None:
"""Set up playlists and launches a ba.Activity to accept joiners."""
# pylint: disable=cyclic-import
from ba import _playlist as bsplaylist
from bastd.activity import multiteamjoinscreen
app = _ba.app
cfg = app.config
if self._use_teams:
team_names = cfg.get('Custom Team Names', DEFAULT_TEAM_NAMES)
team_colors = cfg.get('Custom Team Colors', DEFAULT_TEAM_COLORS)
else:
team_names = None
team_colors = None
print('FIXME: TEAM BASE SESSION WOULD CALC DEPS.')
depsets: Sequence[ba.DepSet] = []
super().__init__(depsets,
team_names=team_names,
team_colors=team_colors,
use_team_colors=self._use_teams,
min_players=1,
max_players=self.get_max_players())
self._series_length = app.teams_series_length
self._ffa_series_length = app.ffa_series_length
show_tutorial = cfg.get('Show Tutorial', True)
self._tutorial_activity_instance: Optional[ba.Activity]
if show_tutorial:
from bastd.tutorial import TutorialActivity
# Get this loading.
self._tutorial_activity_instance = _ba.new_activity(
TutorialActivity)
else:
self._tutorial_activity_instance = None
self._playlist_name = cfg.get(self._playlist_selection_var,
'__default__')
self._playlist_randomize = cfg.get(self._playlist_randomize_var, False)
# Which game activity we're on.
self._game_number = 0
playlists = cfg.get(self._playlists_var, {})
if (self._playlist_name != '__default__'
and self._playlist_name in playlists):
# Make sure to copy this, as we muck with it in place once we've
# got it and we don't want that to affect our config.
playlist = copy.deepcopy(playlists[self._playlist_name])
else:
if self._use_teams:
playlist = bsplaylist.get_default_teams_playlist()
else:
playlist = bsplaylist.get_default_free_for_all_playlist()
# Resolve types and whatnot to get our final playlist.
playlist_resolved = bsplaylist.filter_playlist(playlist,
sessiontype=type(self),
add_resolved_type=True)
if not playlist_resolved:
raise Exception("playlist contains no valid games")
self._playlist = ShuffleList(playlist_resolved,
shuffle=self._playlist_randomize)
# Get a game on deck ready to go.
self._current_game_spec: Optional[Dict[str, Any]] = None
self._next_game_spec: Dict[str, Any] = self._playlist.pull_next()
self._next_game: Type[ba.GameActivity] = (
self._next_game_spec['resolved_type'])
# Go ahead and instantiate the next game we'll
# use so it has lots of time to load.
self._instantiate_next_game()
# Start in our custom join screen.
self.set_activity(
_ba.new_activity(multiteamjoinscreen.TeamJoiningActivity))
def get_ffa_series_length(self) -> int:
"""Return free-for-all series length."""
return self._ffa_series_length
def get_series_length(self) -> int:
"""Return teams series length."""
return self._series_length
def get_next_game_description(self) -> ba.Lstr:
"""Returns a description of the next game on deck."""
# pylint: disable=cyclic-import
from ba._gameactivity import GameActivity
gametype: Type[GameActivity] = self._next_game_spec['resolved_type']
assert issubclass(gametype, GameActivity)
return gametype.get_config_display_string(self._next_game_spec)
def get_game_number(self) -> int:
"""Returns which game in the series is currently being played."""
return self._game_number
def on_team_join(self, team: ba.Team) -> None:
team.sessiondata['previous_score'] = team.sessiondata['score'] = 0
def get_max_players(self) -> int:
"""Return max number of ba.Players allowed to join the game at once."""
if self._use_teams:
return _ba.app.config.get('Team Game Max Players', 8)
return _ba.app.config.get('Free-for-All Max Players', 8)
def _instantiate_next_game(self) -> None:
self._next_game_instance = _ba.new_activity(
self._next_game_spec['resolved_type'],
self._next_game_spec['settings'])
def on_activity_end(self, activity: ba.Activity, results: Any) -> None:
# pylint: disable=cyclic-import
from ba import _error
from bastd.tutorial import TutorialActivity
from bastd.activity.multiteamendscreen import (
TeamSeriesVictoryScoreScreenActivity)
from ba import _activitytypes
# If we have a tutorial to show,
# that's the first thing we do no matter what.
if self._tutorial_activity_instance is not None:
self.set_activity(self._tutorial_activity_instance)
self._tutorial_activity_instance = None
# If we're leaving the tutorial activity,
# pop a transition activity to transition
# us into a round gracefully (otherwise we'd
# snap from one terrain to another instantly).
elif isinstance(activity, TutorialActivity):
self.set_activity(
_ba.new_activity(_activitytypes.TransitionActivity))
# If we're in a between-round activity or a restart-activity,
# hop into a round.
elif isinstance(
activity,
(_activitytypes.JoiningActivity, _activitytypes.TransitionActivity,
_activitytypes.ScoreScreenActivity)):
# If we're coming from a series-end activity, reset scores.
if isinstance(activity, TeamSeriesVictoryScoreScreenActivity):
self.stats.reset()
self._game_number = 0
for team in self.teams:
team.sessiondata['score'] = 0
# Otherwise just set accum (per-game) scores.
else:
self.stats.reset_accum()
next_game = self._next_game_instance
self._current_game_spec = self._next_game_spec
self._next_game_spec = self._playlist.pull_next()
self._game_number += 1
# Instantiate the next now so they have plenty of time to load.
self._instantiate_next_game()
# (re)register all players and wire stats to our next activity
for player in self.players:
# ..but only ones who have been placed on a team
# (ie: no longer sitting in the lobby).
try:
has_team = (player.team is not None)
except _error.TeamNotFoundError:
has_team = False
if has_team:
self.stats.register_player(player)
self.stats.set_activity(next_game)
# Now flip the current activity.
self.set_activity(next_game)
# If we're leaving a round, go to the score screen.
else:
self._switch_to_score_screen(results)
def _switch_to_score_screen(self, results: Any) -> None:
"""Switch to a score screen after leaving a round."""
from ba import _error
del results # Unused arg.
_error.print_error('this should be overridden')
def announce_game_results(self,
activity: ba.GameActivity,
results: ba.TeamGameResults,
delay: float,
announce_winning_team: bool = True) -> None:
"""Show basic game result at the end of a game.
(before transitioning to a score screen).
This will include a zoom-text of 'BLUE WINS'
or whatnot, along with a possible audio
announcement of the same.
"""
# pylint: disable=cyclic-import
from ba import _math
from ba import _general
from ba._gameutils import cameraflash
from ba import _lang
from ba._freeforallsession import FreeForAllSession
_ba.timer(delay,
_general.Call(_ba.playsound, _ba.getsound("boxingBell")))
if announce_winning_team:
winning_team = results.get_winning_team()
if winning_team is not None:
# Have all players celebrate.
for player in winning_team.players:
if player.actor is not None and player.actor.node:
# Note: celebrate message takes milliseconds
# for historical reasons.
player.actor.node.handlemessage('celebrate', 10000)
cameraflash()
# Some languages say "FOO WINS" different for teams vs players.
if isinstance(self, FreeForAllSession):
wins_resource = 'winsPlayerText'
else:
wins_resource = 'winsTeamText'
wins_text = _lang.Lstr(resource=wins_resource,
subs=[('${NAME}', winning_team.name)])
activity.show_zoom_message(wins_text,
scale=0.85,
color=_math.normalized_color(
winning_team.color))
class ShuffleList:
"""Smart shuffler for game playlists.
(avoids repeats in maps or game types)
"""
def __init__(self, items: List[Dict[str, Any]], shuffle: bool = True):
self.source_list = items
self.shuffle = shuffle
self.shuffle_list: List[Dict[str, Any]] = []
self.last_gotten: Optional[Dict[str, Any]] = None
def pull_next(self) -> Dict[str, Any]:
"""Pull and return the next item on the shuffle-list."""
# Refill our list if its empty.
if not self.shuffle_list:
self.shuffle_list = list(self.source_list)
# Ok now find an index we should pull.
index = 0
if self.shuffle:
for _i in range(4):
index = random.randrange(0, len(self.shuffle_list))
test_obj = self.shuffle_list[index]
# If the new one is the same map or game-type as the previous,
# lets try to keep looking.
if len(self.shuffle_list) > 1 and self.last_gotten is not None:
if (test_obj['settings']['map'] ==
self.last_gotten['settings']['map']):
continue
if test_obj['type'] == self.last_gotten['type']:
continue
# Sufficiently different; lets go with it.
break
obj = self.shuffle_list.pop(index)
self.last_gotten = obj
return obj