Source code for bascenev1lib.game.easteregghunt

# Released under the MIT License. See LICENSE for details.
#
"""Provides an easter egg hunt game."""

# 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.bomb import Bomb
from bascenev1lib.actor.playerspaz import PlayerSpaz
from bascenev1lib.actor.spazbot import SpazBotSet, BouncyBot, SpazBotDiedMessage
from bascenev1lib.actor.onscreencountdown import OnScreenCountdown
from bascenev1lib.actor.scoreboard import Scoreboard
from bascenev1lib.actor.respawnicon import RespawnIcon
from bascenev1lib.gameutils import SharedObjects

if TYPE_CHECKING:
    from typing import Any


[docs] class Player(bs.Player['Team']): """Our player type for this game.""" def __init__(self) -> None: self.respawn_timer: bs.Timer | None = None self.respawn_icon: RespawnIcon | None = None
[docs] class Team(bs.Team[Player]): """Our team type for this game.""" def __init__(self) -> None: self.score = 0
# ba_meta export bascenev1.GameActivity
[docs] class EasterEggHuntGame(bs.TeamGameActivity[Player, Team]): """A game where score is based on collecting eggs.""" name = 'Easter Egg Hunt' description = 'Gather eggs!' available_settings = [ bs.BoolSetting('Pro Mode', default=False), bs.BoolSetting('Epic Mode', default=False), ] scoreconfig = bs.ScoreConfig(label='Score', scoretype=bs.ScoreType.POINTS) # We're currently hard-coded for one map.
[docs] @override @classmethod def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]: return ['Tower D']
# We support teams, free-for-all, and co-op sessions.
[docs] @override @classmethod def supports_session_type(cls, sessiontype: type[bs.Session]) -> bool: return ( issubclass(sessiontype, bs.CoopSession) or issubclass(sessiontype, bs.DualTeamSession) or issubclass(sessiontype, bs.FreeForAllSession) )
def __init__(self, settings: dict): super().__init__(settings) shared = SharedObjects.get() self._last_player_death_time = None self._scoreboard = Scoreboard() self.egg_mesh = bs.getmesh('egg') self.egg_tex_1 = bs.gettexture('eggTex1') self.egg_tex_2 = bs.gettexture('eggTex2') self.egg_tex_3 = bs.gettexture('eggTex3') self._collect_sound = bs.getsound('powerup01') self._pro_mode = settings.get('Pro Mode', False) self._epic_mode = settings.get('Epic Mode', False) self._max_eggs = 1.0 self.egg_material = bs.Material() self.egg_material.add_actions( conditions=('they_have_material', shared.player_material), actions=(('call', 'at_connect', self._on_egg_player_collide),), ) self._eggs: list[Egg] = [] self._update_timer: bs.Timer | None = None self._countdown: OnScreenCountdown | None = None self._bots: SpazBotSet | None = None # 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 on_team_join(self, team: Team) -> None: if self.has_begun(): self._update_scoreboard()
# Called when our game actually starts.
[docs] @override def on_begin(self) -> None: from bascenev1lib.maps import TowerD # There's a player-wall on the tower-d level to prevent # players from getting up on the stairs.. we wanna kill that. gamemap = self.map assert isinstance(gamemap, TowerD) gamemap.player_wall.delete() super().on_begin() self._update_scoreboard() self._update_timer = bs.Timer(0.25, self._update, repeat=True) self._countdown = OnScreenCountdown(60, endcall=self.end_game) bs.timer(4.0, self._countdown.start) self._bots = SpazBotSet() # Spawn evil bunny in co-op only. if isinstance(self.session, bs.CoopSession) and self._pro_mode: self._spawn_evil_bunny()
# Overriding the default character spawning.
[docs] @override def spawn_player(self, player: Player) -> bs.Actor: spaz = self.spawn_player_spaz(player) spaz.connect_controls_to_player() return spaz
def _spawn_evil_bunny(self) -> None: assert self._bots is not None self._bots.spawn_bot(BouncyBot, pos=(6, 4, -7.8), spawn_time=10.0) def _on_egg_player_collide(self) -> None: if self.has_ended(): return collision = bs.getcollision() # Be defensive here; we could be hitting the corpse of a player # who just left/etc. try: egg = collision.sourcenode.getdelegate(Egg, True) player = collision.opposingnode.getdelegate( PlayerSpaz, True ).getplayer(Player, True) except bs.NotFoundError: return player.team.score += 1 # Displays a +1 (and adds to individual player score in # teams mode). self.stats.player_scored(player, 1, screenmessage=False) if self._max_eggs < 5: self._max_eggs += 1.0 elif self._max_eggs < 10: self._max_eggs += 0.5 elif self._max_eggs < 30: self._max_eggs += 0.3 self._update_scoreboard() self._collect_sound.play(0.5, position=egg.node.position) # Create a flash. light = bs.newnode( 'light', attrs={ 'position': egg.node.position, 'height_attenuated': False, 'radius': 0.1, 'color': (1, 1, 0), }, ) bs.animate(light, 'intensity', {0: 0, 0.1: 1.0, 0.2: 0}, loop=False) bs.timer(0.200, light.delete) egg.handlemessage(bs.DieMessage()) def _update(self) -> None: # Misc. periodic updating. xpos = random.uniform(-7.1, 6.0) ypos = random.uniform(3.5, 3.5) zpos = random.uniform(-8.2, 3.7) # Prune dead eggs from our list. self._eggs = [e for e in self._eggs if e] # Spawn more eggs if we've got space. if len(self._eggs) < int(self._max_eggs): # Occasionally spawn a land-mine in addition. if self._pro_mode and random.random() < 0.25: mine = Bomb( position=(xpos, ypos, zpos), bomb_type='land_mine' ).autoretain() mine.arm() else: self._eggs.append(Egg(position=(xpos, ypos, zpos))) # Various high-level game events come through this method.
[docs] @override def handlemessage(self, msg: Any) -> Any: # Respawn dead players. if isinstance(msg, bs.PlayerDiedMessage): # Augment standard behavior. super().handlemessage(msg) # Respawn them shortly. player = msg.getplayer(Player) assert self.initialplayerinfos is not None respawn_time = 2.0 + len(self.initialplayerinfos) * 1.0 player.respawn_timer = bs.Timer( respawn_time, bs.Call(self.spawn_player_if_exists, player) ) player.respawn_icon = RespawnIcon(player, respawn_time) # Whenever our evil bunny dies, respawn him and spew some eggs. elif isinstance(msg, SpazBotDiedMessage): self._spawn_evil_bunny() assert msg.spazbot.node pos = msg.spazbot.node.position for _i in range(6): spread = 0.4 self._eggs.append( Egg( position=( pos[0] + random.uniform(-spread, spread), pos[1] + random.uniform(-spread, spread), pos[2] + random.uniform(-spread, spread), ) ) ) else: # Default handler. return super().handlemessage(msg) return None
def _update_scoreboard(self) -> None: for team in self.teams: self._scoreboard.set_team_value(team, team.score)
[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)
[docs] class Egg(bs.Actor): """A lovely egg that can be picked up for points.""" def __init__(self, position: tuple[float, float, float] = (0.0, 1.0, 0.0)): super().__init__() activity = self.activity assert isinstance(activity, EasterEggHuntGame) shared = SharedObjects.get() # Spawn just above the provided point. self._spawn_pos = (position[0], position[1] + 1.0, position[2]) ctex = (activity.egg_tex_1, activity.egg_tex_2, activity.egg_tex_3)[ random.randrange(3) ] mats = [shared.object_material, activity.egg_material] self.node = bs.newnode( 'prop', delegate=self, attrs={ 'mesh': activity.egg_mesh, 'color_texture': ctex, 'body': 'capsule', 'reflection': 'soft', 'mesh_scale': 0.5, 'body_scale': 0.6, 'density': 4.0, 'reflection_scale': [0.15], 'shadow_size': 0.6, 'position': self._spawn_pos, 'materials': mats, }, )
[docs] @override def exists(self) -> bool: return bool(self.node)
[docs] @override def handlemessage(self, msg: Any) -> Any: if isinstance(msg, bs.DieMessage): if self.node: self.node.delete() elif isinstance(msg, bs.HitMessage): if self.node: assert msg.force_direction is not None self.node.handlemessage( 'impulse', msg.pos[0], msg.pos[1], msg.pos[2], msg.velocity[0], msg.velocity[1], msg.velocity[2], 1.0 * msg.magnitude, 1.0 * msg.velocity_magnitude, msg.radius, 0, msg.force_direction[0], msg.force_direction[1], msg.force_direction[2], ) else: super().handlemessage(msg)