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https://github.com/RYDE-WORK/ballistica.git
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170 lines
6.9 KiB
Python
170 lines
6.9 KiB
Python
# Copyright (c) 2011-2019 Eric Froemling
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in
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# all copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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# -----------------------------------------------------------------------------
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"""Functionality related to team games."""
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from __future__ import annotations
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from typing import TYPE_CHECKING
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import _ba
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from ba._freeforallsession import FreeForAllSession
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from ba._gameactivity import GameActivity
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from ba._gameresults import TeamGameResults
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from ba._teamssession import TeamsSession
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if TYPE_CHECKING:
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from typing import Any, Dict, Type, Sequence
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from bastd.actor.playerspaz import PlayerSpaz
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import ba
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class TeamGameActivity(GameActivity):
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"""Base class for teams and free-for-all mode games.
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Category: Gameplay Classes
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(Free-for-all is essentially just a special case where every
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ba.Player has their own ba.Team)
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"""
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@classmethod
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def supports_session_type(cls, sessiontype: Type[ba.Session]) -> bool:
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"""
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Class method override;
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returns True for ba.TeamsSessions and ba.FreeForAllSessions;
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False otherwise.
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"""
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return (issubclass(sessiontype, TeamsSession)
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or issubclass(sessiontype, FreeForAllSession))
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def __init__(self, settings: Dict[str, Any]):
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super().__init__(settings)
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# By default we don't show kill-points in free-for-all.
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# (there's usually some activity-specific score and we don't
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# wanna confuse things)
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if isinstance(_ba.getsession(), FreeForAllSession):
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self._show_kill_points = False
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def on_transition_in(self, music: str = None) -> None:
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# pylint: disable=cyclic-import
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from ba._coopsession import CoopSession
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from bastd.actor.controlsguide import ControlsGuide
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super().on_transition_in(music)
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# On the first game, show the controls UI momentarily.
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# (unless we're being run in co-op mode, in which case we leave
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# it up to them)
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if not isinstance(self.session, CoopSession):
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# FIXME: Need an elegant way to store on session.
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if not self.session.have_shown_controls_help_overlay:
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delay = 4.0
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lifespan = 10.0
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if self.slow_motion:
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lifespan *= 0.3
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ControlsGuide(delay=delay,
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lifespan=lifespan,
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scale=0.8,
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position=(380, 200),
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bright=True).autoretain()
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self.session.have_shown_controls_help_overlay = True
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def on_begin(self) -> None:
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super().on_begin()
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try:
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# Award a few achievements.
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if isinstance(self.session, FreeForAllSession):
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if len(self.players) >= 2:
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from ba import _achievement
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_achievement.award_local_achievement('Free Loader')
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elif isinstance(self.session, TeamsSession):
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if len(self.players) >= 4:
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from ba import _achievement
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_achievement.award_local_achievement('Team Player')
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except Exception:
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from ba import _error
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_error.print_exception()
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def spawn_player_spaz(self,
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player: ba.Player,
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position: Sequence[float] = None,
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angle: float = None) -> PlayerSpaz:
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"""
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Method override; spawns and wires up a standard ba.PlayerSpaz for
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a ba.Player.
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If position or angle is not supplied, a default will be chosen based
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on the ba.Player and their ba.Team.
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"""
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if position is None:
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# In teams-mode get our team-start-location.
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if isinstance(self.session, TeamsSession):
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position = (self.map.get_start_position(player.team.get_id()))
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else:
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# Otherwise do free-for-all spawn locations.
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position = self.map.get_ffa_start_position(self.players)
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return super().spawn_player_spaz(player, position, angle)
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def end( # type: ignore
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self,
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results: Any = None,
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announce_winning_team: bool = True,
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announce_delay: float = 0.1,
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force: bool = False) -> None:
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"""
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End the game and announce the single winning team
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unless 'announce_winning_team' is False.
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(for results without a single most-important winner).
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"""
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# pylint: disable=arguments-differ
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from ba._coopsession import CoopSession
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from ba._teambasesession import TeamBaseSession
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from ba._general import Call
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# Announce win (but only for the first finish() call)
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# (also don't announce in co-op sessions; we leave that up to them).
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session = self.session
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if not isinstance(session, CoopSession):
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do_announce = not self.has_ended()
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super().end(results, delay=2.0 + announce_delay, force=force)
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# Need to do this *after* end end call so that results is valid.
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assert isinstance(results, TeamGameResults)
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if do_announce and isinstance(session, TeamBaseSession):
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session.announce_game_results(
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self,
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results,
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delay=announce_delay,
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announce_winning_team=announce_winning_team)
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# For co-op we just pass this up the chain with a delay added
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# (in most cases). Team games expect a delay for the announce
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# portion in teams/ffa mode so this keeps it consistent.
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else:
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# don't want delay on restarts..
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if (isinstance(results, dict) and 'outcome' in results
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and results['outcome'] == 'restart'):
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delay = 0.0
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else:
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delay = 2.0
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_ba.timer(0.1, Call(_ba.playsound, _ba.getsound("boxingBell")))
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super().end(results, delay=delay, force=force)
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