Source code for bascenev1lib.game.capturetheflag

# Released under the MIT License. See LICENSE for details.
#
"""Defines a capture-the-flag game."""

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

from __future__ import annotations

import logging
from typing import TYPE_CHECKING, override

import bascenev1 as bs

from bascenev1lib.actor.playerspaz import PlayerSpaz
from bascenev1lib.actor.scoreboard import Scoreboard
from bascenev1lib.actor.flag import (
    FlagFactory,
    Flag,
    FlagPickedUpMessage,
    FlagDroppedMessage,
    FlagDiedMessage,
)

if TYPE_CHECKING:
    from typing import Any, Sequence


[docs] class CTFFlag(Flag): """Special flag type for CTF games.""" activity: CaptureTheFlagGame def __init__(self, team: Team): assert team.flagmaterial is not None super().__init__( materials=[team.flagmaterial], position=team.base_pos, color=team.color, ) self._team = team self.held_count = 0 self.counter = bs.newnode( 'text', owner=self.node, attrs={'in_world': True, 'scale': 0.02, 'h_align': 'center'}, ) self.reset_return_times() self.last_player_to_hold: Player | None = None self.time_out_respawn_time: int | None = None self.touch_return_time: float | None = None
[docs] def reset_return_times(self) -> None: """Clear flag related times in the activity.""" self.time_out_respawn_time = int(self.activity.flag_idle_return_time) self.touch_return_time = float(self.activity.flag_touch_return_time)
@property def team(self) -> Team: """The flag's team.""" return self._team
[docs] class Player(bs.Player['Team']): """Our player type for this game.""" def __init__(self) -> None: self.touching_own_flag = 0
[docs] class Team(bs.Team[Player]): """Our team type for this game.""" def __init__( self, *, base_pos: Sequence[float], base_region_material: bs.Material, base_region: bs.Node, spaz_material_no_flag_physical: bs.Material, spaz_material_no_flag_collide: bs.Material, flagmaterial: bs.Material, ): self.base_pos = base_pos self.base_region_material = base_region_material self.base_region = base_region self.spaz_material_no_flag_physical = spaz_material_no_flag_physical self.spaz_material_no_flag_collide = spaz_material_no_flag_collide self.flagmaterial = flagmaterial self.score = 0 self.flag_return_touches = 0 self.home_flag_at_base = True self.touch_return_timer: bs.Timer | None = None self.enemy_flag_at_base = False self.flag: CTFFlag | None = None self.last_flag_leave_time: float | None = None self.touch_return_timer_ticking: bs.NodeActor | None = None
# ba_meta export bascenev1.GameActivity
[docs] class CaptureTheFlagGame(bs.TeamGameActivity[Player, Team]): """Game of stealing other team's flag and returning it to your base.""" name = 'Capture the Flag' description = 'Return the enemy flag to score.' available_settings = [ bs.IntSetting('Score to Win', min_value=1, default=3), bs.IntSetting( 'Flag Touch Return Time', min_value=0, default=0, increment=1, ), bs.IntSetting( 'Flag Idle Return Time', min_value=5, default=30, increment=5, ), 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._alarmsound = bs.getsound('alarm') self._ticking_sound = bs.getsound('ticking') self._score_sound = bs.getsound('score') self._swipsound = bs.getsound('swip') self._last_score_time = 0 self._all_bases_material = bs.Material() self._last_home_flag_notice_print_time = 0.0 self._score_to_win = int(settings['Score to Win']) self._epic_mode = bool(settings['Epic Mode']) self._time_limit = float(settings['Time Limit']) self.flag_touch_return_time = float(settings['Flag Touch Return Time']) self.flag_idle_return_time = float(settings['Flag Idle Return Time']) # Base class overrides. self.slow_motion = self._epic_mode self.default_music = ( bs.MusicType.EPIC if self._epic_mode else bs.MusicType.FLAG_CATCHER )
[docs] @override def get_instance_description(self) -> str | Sequence: # (Pylint Bug?) pylint: disable=missing-function-docstring if self._score_to_win == 1: return 'Steal the enemy flag.' return 'Steal 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 'return 1 flag' return 'return ${ARG1} flags', self._score_to_win
[docs] @override def create_team(self, sessionteam: bs.SessionTeam) -> Team: # (Pylint Bug?) pylint: disable=missing-function-docstring # Create our team instance and its initial values. base_pos = self.map.get_flag_position(sessionteam.id) Flag.project_stand(base_pos) bs.newnode( 'light', attrs={ 'position': base_pos, 'intensity': 0.6, 'height_attenuated': False, 'volume_intensity_scale': 0.1, 'radius': 0.1, 'color': sessionteam.color, }, ) base_region_mat = bs.Material() pos = base_pos base_region = bs.newnode( 'region', attrs={ 'position': (pos[0], pos[1] + 0.75, pos[2]), 'scale': (0.5, 0.5, 0.5), 'type': 'sphere', 'materials': [base_region_mat, self._all_bases_material], }, ) spaz_mat_no_flag_physical = bs.Material() spaz_mat_no_flag_collide = bs.Material() flagmat = bs.Material() team = Team( base_pos=base_pos, base_region_material=base_region_mat, base_region=base_region, spaz_material_no_flag_physical=spaz_mat_no_flag_physical, spaz_material_no_flag_collide=spaz_mat_no_flag_collide, flagmaterial=flagmat, ) # Some parts of our spazzes don't collide physically with our # flags but generate callbacks. spaz_mat_no_flag_physical.add_actions( conditions=('they_have_material', flagmat), actions=( ('modify_part_collision', 'physical', False), ( 'call', 'at_connect', lambda: self._handle_touching_own_flag(team, True), ), ( 'call', 'at_disconnect', lambda: self._handle_touching_own_flag(team, False), ), ), ) # Other parts of our spazzes don't collide with our flags at all. spaz_mat_no_flag_collide.add_actions( conditions=('they_have_material', flagmat), actions=('modify_part_collision', 'collide', False), ) # We wanna know when *any* flag enters/leaves our base. base_region_mat.add_actions( conditions=('they_have_material', FlagFactory.get().flagmaterial), actions=( ('modify_part_collision', 'collide', True), ('modify_part_collision', 'physical', False), ( 'call', 'at_connect', lambda: self._handle_flag_entered_base(team), ), ( 'call', 'at_disconnect', lambda: self._handle_flag_left_base(team), ), ), ) 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._spawn_flag_for_team(team) 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() bs.timer(1.0, call=self._tick, repeat=True)
def _spawn_flag_for_team(self, team: Team) -> None: team.flag = CTFFlag(team) team.flag_return_touches = 0 self._flash_base(team, length=1.0) assert team.flag.node self._swipsound.play(position=team.flag.node.position) def _handle_flag_entered_base(self, team: Team) -> None: try: flag = bs.getcollision().opposingnode.getdelegate(CTFFlag, True) except bs.NotFoundError: # Don't think this should logically ever happen. print('Error getting CTFFlag in entering-base callback.') return if flag.team is team: team.home_flag_at_base = True # If the enemy flag is already here, score! if team.enemy_flag_at_base: # And show team name which scored (but actually we could # show here player who returned enemy flag). self.show_zoom_message( bs.Lstr( resource='nameScoresText', subs=[('${NAME}', team.name)] ), color=team.color, ) self._score(team) else: team.enemy_flag_at_base = True if team.home_flag_at_base: # Award points to whoever was carrying the enemy flag. player = flag.last_player_to_hold if player and player.team is team: self.stats.player_scored(player, 50, big_message=True) # Update score and reset flags. self._score(team) # If the home-team flag isn't here, print a message to that effect. else: # Don't want slo-mo affecting this curtime = bs.basetime() if curtime - self._last_home_flag_notice_print_time > 5.0: self._last_home_flag_notice_print_time = curtime bpos = team.base_pos tval = bs.Lstr(resource='ownFlagAtYourBaseWarning') tnode = bs.newnode( 'text', attrs={ 'text': tval, 'in_world': True, 'scale': 0.013, 'color': (1, 1, 0, 1), 'h_align': 'center', 'position': (bpos[0], bpos[1] + 3.2, bpos[2]), }, ) bs.timer(5.1, tnode.delete) bs.animate( tnode, 'scale', {0.0: 0, 0.2: 0.013, 4.8: 0.013, 5.0: 0} ) def _tick(self) -> None: # If either flag is away from base and not being held, tick down its # respawn timer. for team in self.teams: flag = team.flag assert flag is not None if not team.home_flag_at_base and flag.held_count == 0: time_out_counting_down = True if flag.time_out_respawn_time is None: flag.reset_return_times() assert flag.time_out_respawn_time is not None flag.time_out_respawn_time -= 1 if flag.time_out_respawn_time <= 0: flag.handlemessage(bs.DieMessage()) else: time_out_counting_down = False if flag.node and flag.counter: pos = flag.node.position flag.counter.position = (pos[0], pos[1] + 1.3, pos[2]) # If there's no self-touches on this flag, set its text # to show its auto-return counter. (if there's self-touches # its showing that time). if team.flag_return_touches == 0: flag.counter.text = ( str(flag.time_out_respawn_time) if ( time_out_counting_down and flag.time_out_respawn_time is not None and flag.time_out_respawn_time <= 10 ) else '' ) flag.counter.color = (1, 1, 1, 0.5) flag.counter.scale = 0.014 def _score(self, team: Team) -> None: team.score += 1 self._score_sound.play() self._flash_base(team) self._update_scoreboard() # Have teammates celebrate. for player in team.players: if player.actor: player.actor.handlemessage(bs.CelebrateMessage(2.0)) # Reset all flags/state. for reset_team in self.teams: if not reset_team.home_flag_at_base: assert reset_team.flag is not None reset_team.flag.handlemessage(bs.DieMessage()) reset_team.enemy_flag_at_base = False if team.score >= self._score_to_win: self.end_game()
[docs] @override def end_game(self) -> None: # (Pylint Bug?) pylint: disable=missing-function-docstring results = bs.GameResults() for team in self.teams: results.set_team_score(team, team.score) self.end(results=results, announce_delay=0.8)
def _handle_flag_left_base(self, team: Team) -> None: cur_time = bs.time() try: flag = bs.getcollision().opposingnode.getdelegate(CTFFlag, True) except bs.NotFoundError: # This can happen if the flag stops touching us due to being # deleted; that's ok. return if flag.team is team: # Check times here to prevent too much flashing. if ( team.last_flag_leave_time is None or cur_time - team.last_flag_leave_time > 3.0 ): self._alarmsound.play(position=team.base_pos) self._flash_base(team) team.last_flag_leave_time = cur_time team.home_flag_at_base = False else: team.enemy_flag_at_base = False def _touch_return_update(self, team: Team) -> None: # Count down only while its away from base and not being held. assert team.flag is not None if team.home_flag_at_base or team.flag.held_count > 0: team.touch_return_timer_ticking = None return # No need to return when its at home. if team.touch_return_timer_ticking is None: team.touch_return_timer_ticking = bs.NodeActor( bs.newnode( 'sound', attrs={ 'sound': self._ticking_sound, 'positional': False, 'loop': True, }, ) ) flag = team.flag if flag.touch_return_time is not None: flag.touch_return_time -= 0.1 if flag.counter: flag.counter.text = f'{flag.touch_return_time:.1f}' flag.counter.color = (1, 1, 0, 1) flag.counter.scale = 0.02 if flag.touch_return_time <= 0.0: self._award_players_touching_own_flag(team) flag.handlemessage(bs.DieMessage()) def _award_players_touching_own_flag(self, team: Team) -> None: for player in team.players: if player.touching_own_flag > 0: return_score = 10 + 5 * int(self.flag_touch_return_time) self.stats.player_scored( player, return_score, screenmessage=False ) def _handle_touching_own_flag(self, team: Team, connecting: bool) -> None: """Called when a player touches or stops touching their own team flag. We keep track of when each player is touching their own flag so we can award points when returned. """ player: Player | None try: spaz = bs.getcollision().sourcenode.getdelegate(PlayerSpaz, True) except bs.NotFoundError: return player = spaz.getplayer(Player, True) if player: player.touching_own_flag += 1 if connecting else -1 # If return-time is zero, just kill it immediately.. otherwise keep # track of touches and count down. if float(self.flag_touch_return_time) <= 0.0: assert team.flag is not None if ( connecting and not team.home_flag_at_base and team.flag.held_count == 0 ): self._award_players_touching_own_flag(team) bs.getcollision().opposingnode.handlemessage(bs.DieMessage()) # Takes a non-zero amount of time to return. else: if connecting: team.flag_return_touches += 1 if team.flag_return_touches == 1: team.touch_return_timer = bs.Timer( 0.1, call=bs.Call(self._touch_return_update, team), repeat=True, ) team.touch_return_timer_ticking = None else: team.flag_return_touches -= 1 if team.flag_return_touches == 0: team.touch_return_timer = None team.touch_return_timer_ticking = None if team.flag_return_touches < 0: logging.error('CTF flag_return_touches < 0', stack_info=True) def _handle_death_flag_capture(self, player: Player) -> None: """Handles flag values when a player dies or leaves the game.""" # Don't do anything if the player hasn't touched the flag at all. if not player.touching_own_flag: return team = player.team # For each "point" our player has touched theflag (Could be # multiple), deduct one from both our player and the flag's # return touches variable. for _ in range(player.touching_own_flag): # Deduct player.touching_own_flag -= 1 # (This was only incremented if we have non-zero # return-times). if float(self.flag_touch_return_time) > 0.0: team.flag_return_touches -= 1 # Update our flag's timer accordingly # (Prevents immediate resets in case # there might be more people touching it). if team.flag_return_touches == 0: team.touch_return_timer = None team.touch_return_timer_ticking = None # Safety check, just to be sure! if team.flag_return_touches < 0: logging.error( 'CTF flag_return_touches < 0', stack_info=True ) 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, 0.25: 2.0, 0.5: 0}, loop=True) bs.timer(length, light.delete)
[docs] @override def spawn_player_spaz( self, player: Player, position: Sequence[float] | None = None, angle: float | None = None, ) -> PlayerSpaz: """Intercept new spazzes and add our team material for them.""" spaz = super().spawn_player_spaz(player, position, angle) player = spaz.getplayer(Player, True) team: Team = player.team player.touching_own_flag = 0 no_physical_mats: list[bs.Material] = [ team.spaz_material_no_flag_physical ] no_collide_mats: list[bs.Material] = [ team.spaz_material_no_flag_collide ] # Our normal parts should still collide; just not physically # (so we can calc restores). assert spaz.node spaz.node.materials = list(spaz.node.materials) + no_physical_mats spaz.node.roller_materials = ( list(spaz.node.roller_materials) + no_physical_mats ) # Pickups and punches shouldn't hit at all though. spaz.node.punch_materials = ( list(spaz.node.punch_materials) + no_collide_mats ) spaz.node.pickup_materials = ( list(spaz.node.pickup_materials) + no_collide_mats ) spaz.node.extras_material = ( list(spaz.node.extras_material) + no_collide_mats ) return spaz
def _update_scoreboard(self) -> None: for team in self.teams: self._scoreboard.set_team_value( team, team.score, self._score_to_win )
[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 behavior. self._handle_death_flag_capture(msg.getplayer(Player)) self.respawn_player(msg.getplayer(Player)) elif isinstance(msg, FlagDiedMessage): assert isinstance(msg.flag, CTFFlag) bs.timer(0.1, bs.Call(self._spawn_flag_for_team, msg.flag.team)) elif isinstance(msg, FlagPickedUpMessage): # Store the last player to hold the flag for scoring purposes. assert isinstance(msg.flag, CTFFlag) try: msg.flag.last_player_to_hold = msg.node.getdelegate( PlayerSpaz, True ).getplayer(Player, True) except bs.NotFoundError: pass msg.flag.held_count += 1 msg.flag.reset_return_times() elif isinstance(msg, FlagDroppedMessage): # Store the last player to hold the flag for scoring purposes. assert isinstance(msg.flag, CTFFlag) msg.flag.held_count -= 1 else: super().handlemessage(msg)
[docs] @override def on_player_leave(self, player: Player) -> None: """Prevents leaving players from capturing their flag.""" self._handle_death_flag_capture(player)
# 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