Source code for bascenev1lib.game.assault

# Released under the MIT License. See LICENSE for details.
#
"""Defines assault minigame."""

# ba_meta require api 9
# (see https://ballistica.net/wiki/meta-tag-system)

from __future__ import annotations

import random
from typing import TYPE_CHECKING, override

import bascenev1 as bs

from bascenev1lib.actor.playerspaz import PlayerSpaz
from bascenev1lib.actor.flag import Flag
from bascenev1lib.actor.scoreboard import Scoreboard
from bascenev1lib.gameutils import SharedObjects

if TYPE_CHECKING:
    from typing import Any, Sequence


[docs] class Player(bs.Player['Team']): """Our player type for this game."""
[docs] class Team(bs.Team[Player]): """Our team type for this game.""" def __init__(self, base_pos: Sequence[float], flag: Flag) -> None: #: Where our base is. self.base_pos = base_pos #: Flag for this team. self.flag = flag #: Current score. self.score = 0
# ba_meta export bascenev1.GameActivity
[docs] class AssaultGame(bs.TeamGameActivity[Player, Team]): """Game where you score by touching the other team's flag.""" name = 'Assault' description = 'Reach the enemy flag to score.' available_settings = [ bs.IntSetting( 'Score to Win', min_value=1, default=3, ), bs.IntChoiceSetting( 'Time Limit', choices=[ ('None', 0), ('1 Minute', 60), ('2 Minutes', 120), ('5 Minutes', 300), ('10 Minutes', 600), ('20 Minutes', 1200), ], default=0, ), bs.FloatChoiceSetting( 'Respawn Times', choices=[ ('Shorter', 0.25), ('Short', 0.5), ('Normal', 1.0), ('Long', 2.0), ('Longer', 4.0), ], default=1.0, ), bs.BoolSetting('Epic Mode', default=False), ]
[docs] @override @classmethod def supports_session_type(cls, sessiontype: type[bs.Session]) -> bool: return issubclass(sessiontype, bs.DualTeamSession)
[docs] @override @classmethod def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]: # (Pylint Bug?) pylint: disable=missing-function-docstring assert bs.app.classic is not None return bs.app.classic.getmaps('team_flag')
def __init__(self, settings: dict): super().__init__(settings) self._scoreboard = Scoreboard() self._last_score_time = 0.0 self._score_sound = bs.getsound('score') self._base_region_materials: dict[int, bs.Material] = {} self._epic_mode = bool(settings['Epic Mode']) self._score_to_win = int(settings['Score to Win']) self._time_limit = float(settings['Time Limit']) # Base class overrides self.slow_motion = self._epic_mode self.default_music = ( bs.MusicType.EPIC if self._epic_mode else bs.MusicType.FORWARD_MARCH )
[docs] @override def get_instance_description(self) -> str | Sequence: # (Pylint Bug?) pylint: disable=missing-function-docstring if self._score_to_win == 1: return 'Touch the enemy flag.' return 'Touch the enemy flag ${ARG1} times.', self._score_to_win
[docs] @override def get_instance_description_short(self) -> str | Sequence: # (Pylint Bug?) pylint: disable=missing-function-docstring if self._score_to_win == 1: return 'touch 1 flag' return 'touch ${ARG1} flags', self._score_to_win
[docs] @override def create_team(self, sessionteam: bs.SessionTeam) -> Team: # (Pylint Bug?) pylint: disable=missing-function-docstring shared = SharedObjects.get() base_pos = self.map.get_flag_position(sessionteam.id) bs.newnode( 'light', attrs={ 'position': base_pos, 'intensity': 0.6, 'height_attenuated': False, 'volume_intensity_scale': 0.1, 'radius': 0.1, 'color': sessionteam.color, }, ) Flag.project_stand(base_pos) flag = Flag(touchable=False, position=base_pos, color=sessionteam.color) team = Team(base_pos=base_pos, flag=flag) mat = self._base_region_materials[sessionteam.id] = bs.Material() mat.add_actions( conditions=('they_have_material', shared.player_material), actions=( ('modify_part_collision', 'collide', True), ('modify_part_collision', 'physical', False), ( 'call', 'at_connect', bs.Call(self._handle_base_collide, team), ), ), ) bs.newnode( 'region', owner=flag.node, attrs={ 'position': (base_pos[0], base_pos[1] + 0.75, base_pos[2]), 'scale': (0.5, 0.5, 0.5), 'type': 'sphere', 'materials': [self._base_region_materials[sessionteam.id]], }, ) return team
[docs] @override def on_team_join(self, team: Team) -> None: # (Pylint Bug?) pylint: disable=missing-function-docstring # Can't do this in create_team because the team's color/etc. have # not been wired up yet at that point. self._update_scoreboard()
[docs] @override def on_begin(self) -> None: super().on_begin() self.setup_standard_time_limit(self._time_limit) self.setup_standard_powerup_drops()
[docs] @override def handlemessage(self, msg: Any) -> Any: # (Pylint Bug?) pylint: disable=missing-function-docstring if isinstance(msg, bs.PlayerDiedMessage): super().handlemessage(msg) # Augment standard. self.respawn_player(msg.getplayer(Player)) else: super().handlemessage(msg)
def _flash_base(self, team: Team, length: float = 2.0) -> None: light = bs.newnode( 'light', attrs={ 'position': team.base_pos, 'height_attenuated': False, 'radius': 0.3, 'color': team.color, }, ) bs.animate(light, 'intensity', {0: 0, 0.25: 2.0, 0.5: 0}, loop=True) bs.timer(length, light.delete) def _handle_base_collide(self, team: Team) -> None: try: spaz = bs.getcollision().opposingnode.getdelegate(PlayerSpaz, True) except bs.NotFoundError: return if not spaz.is_alive(): return try: player = spaz.getplayer(Player, True) except bs.NotFoundError: return # If its another team's player, they scored. player_team = player.team if player_team is not team: # Prevent multiple simultaneous scores. if bs.time() != self._last_score_time: self._last_score_time = bs.time() self.stats.player_scored(player, 50, big_message=True) self._score_sound.play() self._flash_base(team) # Move all players on the scoring team back to their start # and add flashes of light so its noticeable. for player in player_team.players: if player.is_alive(): pos = player.node.position light = bs.newnode( 'light', attrs={ 'position': pos, 'color': player_team.color, 'height_attenuated': False, 'radius': 0.4, }, ) bs.timer(0.5, light.delete) bs.animate(light, 'intensity', {0: 0, 0.1: 1.0, 0.5: 0}) new_pos = self.map.get_start_position(player_team.id) light = bs.newnode( 'light', attrs={ 'position': new_pos, 'color': player_team.color, 'radius': 0.4, 'height_attenuated': False, }, ) bs.timer(0.5, light.delete) bs.animate(light, 'intensity', {0: 0, 0.1: 1.0, 0.5: 0}) if player.actor: random_num = random.uniform(0, 360) # Slightly hacky workaround: normally, # teleporting back to base with a sticky # bomb stuck to you gives a crazy whiplash # rubber-band effect. Running the teleport # twice in a row seems to suppress that # though. Would be better to fix this at a # lower level, but this works for now. self._teleport(player, new_pos, random_num) bs.timer( 0.01, bs.Call( self._teleport, player, new_pos, random_num ), ) # Have teammates celebrate. for player in player_team.players: if player.actor: player.actor.handlemessage(bs.CelebrateMessage(2.0)) player_team.score += 1 self._update_scoreboard() if player_team.score >= self._score_to_win: self.end_game() def _teleport( self, client: Player, pos: Sequence[float], num: float ) -> None: if client.actor: client.actor.handlemessage(bs.StandMessage(pos, num))
[docs] @override def end_game(self) -> None: results = bs.GameResults() for team in self.teams: results.set_team_score(team, team.score) self.end(results=results)
def _update_scoreboard(self) -> None: for team in self.teams: self._scoreboard.set_team_value( team, team.score, self._score_to_win )
# Docs-generation hack; import some stuff that we likely only forward-declared # in our actual source code so that docs tools can find it. from typing import (Coroutine, Any, Literal, Callable, Generator, Awaitable, Sequence, Self) import asyncio from concurrent.futures import Future from pathlib import Path from enum import Enum