2019-12-04 08:43:23 -08:00

341 lines
14 KiB
Python

# Copyright (c) 2011-2019 Eric Froemling
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in
# all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
# SOFTWARE.
# -----------------------------------------------------------------------------
"""Provides the chosen-one mini-game."""
# bs_meta require api 6
# (see bombsquadgame.com/apichanges)
from __future__ import annotations
from typing import TYPE_CHECKING
import ba
from bastd.actor import flag
from bastd.actor import playerspaz
from bastd.actor import spaz
if TYPE_CHECKING:
from typing import (Any, Type, List, Dict, Tuple, Optional, Sequence,
Union)
# bs_meta export game
class ChosenOneGame(ba.TeamGameActivity):
"""
Game involving trying to remain the one 'chosen one'
for a set length of time while everyone else tries to
kill you and become the chosen one themselves.
"""
@classmethod
def get_name(cls) -> str:
return 'Chosen One'
@classmethod
def get_score_info(cls) -> Dict[str, Any]:
return {'score_name': 'Time Held'}
@classmethod
def get_description(cls, sessiontype: Type[ba.Session]) -> str:
return ('Be the chosen one for a length of time to win.\n'
'Kill the chosen one to become it.')
@classmethod
def get_supported_maps(cls, sessiontype: Type[ba.Session]) -> List[str]:
return ba.getmaps('keep_away')
@classmethod
def get_settings(
cls,
sessiontype: Type[ba.Session]) -> List[Tuple[str, Dict[str, Any]]]:
return [("Chosen One Time", {
'min_value': 10,
'default': 30,
'increment': 10
}), ("Chosen One Gets Gloves", {
'default': True
}), ("Chosen One Gets Shield", {
'default': False
}),
("Time Limit", {
'choices': [('None', 0), ('1 Minute', 60),
('2 Minutes', 120), ('5 Minutes', 300),
('10 Minutes', 600), ('20 Minutes', 1200)],
'default': 0
}),
("Respawn Times", {
'choices': [('Shorter', 0.25), ('Short', 0.5),
('Normal', 1.0), ('Long', 2.0),
('Longer', 4.0)],
'default': 1.0
}), ("Epic Mode", {
'default': False
})]
def __init__(self, settings: Dict[str, Any]):
from bastd.actor.scoreboard import Scoreboard
super().__init__(settings)
if self.settings['Epic Mode']:
self.slow_motion = True
self._scoreboard = Scoreboard()
self._chosen_one_player: Optional[ba.Player] = None
self._swipsound = ba.getsound("swip")
self._countdownsounds: Dict[int, ba.Sound] = {
10: ba.getsound('announceTen'),
9: ba.getsound('announceNine'),
8: ba.getsound('announceEight'),
7: ba.getsound('announceSeven'),
6: ba.getsound('announceSix'),
5: ba.getsound('announceFive'),
4: ba.getsound('announceFour'),
3: ba.getsound('announceThree'),
2: ba.getsound('announceTwo'),
1: ba.getsound('announceOne')
}
self._flag_spawn_pos: Optional[Sequence[float]] = None
self._reset_region_material: Optional[ba.Material] = None
self._flag: Optional[flag.Flag] = None
self._reset_region: Optional[ba.Node] = None
def get_instance_description(self) -> Union[str, Sequence]:
return 'There can be only one.'
# noinspection PyMethodOverriding
def on_transition_in(self) -> None: # type: ignore
# FIXME: unify these args.
# pylint: disable=arguments-differ
ba.TeamGameActivity.on_transition_in(
self, music='Epic' if self.settings['Epic Mode'] else 'Chosen One')
def on_team_join(self, team: ba.Team) -> None:
team.gamedata['time_remaining'] = self.settings["Chosen One Time"]
self._update_scoreboard()
def on_player_leave(self, player: ba.Player) -> None:
ba.TeamGameActivity.on_player_leave(self, player)
if self._get_chosen_one_player() is player:
self._set_chosen_one_player(None)
def on_begin(self) -> None:
ba.TeamGameActivity.on_begin(self)
self.setup_standard_time_limit(self.settings['Time Limit'])
self.setup_standard_powerup_drops()
self._flag_spawn_pos = self.map.get_flag_position(None)
self.project_flag_stand(self._flag_spawn_pos)
self._set_chosen_one_player(None)
pos = self._flag_spawn_pos
ba.timer(1.0, call=self._tick, repeat=True)
mat = self._reset_region_material = ba.Material()
mat.add_actions(conditions=('they_have_material',
ba.sharedobj('player_material')),
actions=(('modify_part_collision', 'collide', True),
('modify_part_collision', 'physical', False),
('call', 'at_connect',
ba.WeakCall(self._handle_reset_collide))))
self._reset_region = ba.newnode('region',
attrs={
'position': (pos[0], pos[1] + 0.75,
pos[2]),
'scale': (0.5, 0.5, 0.5),
'type': 'sphere',
'materials': [mat]
})
def _get_chosen_one_player(self) -> Optional[ba.Player]:
if self._chosen_one_player:
return self._chosen_one_player
return None
def _handle_reset_collide(self) -> None:
# If we have a chosen one, ignore these.
if self._get_chosen_one_player() is not None:
return
try:
player = (ba.get_collision_info(
"opposing_node").getdelegate().getplayer())
except Exception:
return
if player is not None and player.is_alive():
self._set_chosen_one_player(player)
def _flash_flag_spawn(self) -> None:
light = ba.newnode('light',
attrs={
'position': self._flag_spawn_pos,
'color': (1, 1, 1),
'radius': 0.3,
'height_attenuated': False
})
ba.animate(light, "intensity", {0: 0, 0.25: 0.5, 0.5: 0}, loop=True)
ba.timer(1.0, light.delete)
def _tick(self) -> None:
# Give the chosen one points.
player = self._get_chosen_one_player()
if player is not None:
# This shouldn't happen, but just in case.
if not player.is_alive():
ba.print_error('got dead player as chosen one in _tick')
self._set_chosen_one_player(None)
else:
scoring_team = player.team
assert self.stats
self.stats.player_scored(player,
3,
screenmessage=False,
display=False)
scoring_team.gamedata['time_remaining'] = max(
0, scoring_team.gamedata['time_remaining'] - 1)
# show the count over their head
try:
if scoring_team.gamedata['time_remaining'] > 0:
if isinstance(player.actor, spaz.Spaz):
player.actor.set_score_text(
str(scoring_team.gamedata['time_remaining']))
except Exception:
pass
self._update_scoreboard()
# announce numbers we have sounds for
try:
ba.playsound(self._countdownsounds[
scoring_team.gamedata['time_remaining']])
except Exception:
pass
# Winner!
if scoring_team.gamedata['time_remaining'] <= 0:
self.end_game()
else:
# (player is None)
# This shouldn't happen, but just in case.
# (Chosen-one player ceasing to exist should
# trigger on_player_leave which resets chosen-one)
if self._chosen_one_player is not None:
ba.print_error('got nonexistent player as chosen one in _tick')
self._set_chosen_one_player(None)
def end_game(self) -> None:
results = ba.TeamGameResults()
for team in self.teams:
results.set_team_score(
team, self.settings['Chosen One Time'] -
team.gamedata['time_remaining'])
self.end(results=results, announce_delay=0)
def _set_chosen_one_player(self, player: Optional[ba.Player]) -> None:
try:
for p_other in self.players:
p_other.gamedata['chosen_light'] = None
ba.playsound(self._swipsound)
if not player:
assert self._flag_spawn_pos is not None
self._flag = flag.Flag(color=(1, 0.9, 0.2),
position=self._flag_spawn_pos,
touchable=False)
self._chosen_one_player = None
# Create a light to highlight the flag;
# this will go away when the flag dies.
ba.newnode('light',
owner=self._flag.node,
attrs={
'position': self._flag_spawn_pos,
'intensity': 0.6,
'height_attenuated': False,
'volume_intensity_scale': 0.1,
'radius': 0.1,
'color': (1.2, 1.2, 0.4)
})
# Also an extra momentary flash.
self._flash_flag_spawn()
else:
if player.actor is not None:
self._flag = None
self._chosen_one_player = player
if player.actor.node:
if self.settings['Chosen One Gets Shield']:
player.actor.handlemessage(
ba.PowerupMessage('shield'))
if self.settings['Chosen One Gets Gloves']:
player.actor.handlemessage(
ba.PowerupMessage('punch'))
# Use a color that's partway between their team color
# and white.
color = [
0.3 + c * 0.7
for c in ba.normalized_color(player.team.color)
]
light = player.gamedata['chosen_light'] = ba.Actor(
ba.newnode('light',
attrs={
"intensity": 0.6,
"height_attenuated": False,
"volume_intensity_scale": 0.1,
"radius": 0.13,
"color": color
}))
assert light.node
ba.animate(light.node,
'intensity', {
0: 1.0,
0.2: 0.4,
0.4: 1.0
},
loop=True)
player.actor.node.connectattr('position', light.node,
'position')
except Exception:
ba.print_exception('EXC in _set_chosen_one_player')
def handlemessage(self, msg: Any) -> Any:
if isinstance(msg, playerspaz.PlayerSpazDeathMessage):
# Augment standard behavior.
super().handlemessage(msg)
player = msg.spaz.player
if player is self._get_chosen_one_player():
killerplayer = msg.killerplayer
self._set_chosen_one_player(None if (
killerplayer is None or killerplayer is player
or not killerplayer.is_alive()) else killerplayer)
self.respawn_player(player)
else:
super().handlemessage(msg)
def _update_scoreboard(self) -> None:
for team in self.teams:
self._scoreboard.set_team_value(team,
team.gamedata['time_remaining'],
self.settings['Chosen One Time'],
countdown=True)