# Released under the MIT License. See LICENSE for details.
#
"""Elimination mini-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.spazfactory import SpazFactory
from bascenev1lib.actor.scoreboard import Scoreboard
if TYPE_CHECKING:
from typing import Any, Sequence
[docs]
class Icon(bs.Actor):
"""Creates in in-game icon on screen."""
def __init__(
self,
player: Player,
position: tuple[float, float],
scale: float,
*,
show_lives: bool = True,
show_death: bool = True,
name_scale: float = 1.0,
name_maxwidth: float = 115.0,
flatness: float = 1.0,
shadow: float = 1.0,
):
super().__init__()
self._player = player
self._show_lives = show_lives
self._show_death = show_death
self._name_scale = name_scale
self._outline_tex = bs.gettexture('characterIconMask')
icon = player.get_icon()
self.node = bs.newnode(
'image',
delegate=self,
attrs={
'texture': icon['texture'],
'tint_texture': icon['tint_texture'],
'tint_color': icon['tint_color'],
'vr_depth': 400,
'tint2_color': icon['tint2_color'],
'mask_texture': self._outline_tex,
'opacity': 1.0,
'absolute_scale': True,
'attach': 'bottomCenter',
},
)
self._name_text = bs.newnode(
'text',
owner=self.node,
attrs={
'text': bs.Lstr(value=player.getname()),
'color': bs.safecolor(player.team.color),
'h_align': 'center',
'v_align': 'center',
'vr_depth': 410,
'maxwidth': name_maxwidth,
'shadow': shadow,
'flatness': flatness,
'h_attach': 'center',
'v_attach': 'bottom',
},
)
if self._show_lives:
self._lives_text = bs.newnode(
'text',
owner=self.node,
attrs={
'text': 'x0',
'color': (1, 1, 0.5),
'h_align': 'left',
'vr_depth': 430,
'shadow': 1.0,
'flatness': 1.0,
'h_attach': 'center',
'v_attach': 'bottom',
},
)
self.set_position_and_scale(position, scale)
[docs]
def set_position_and_scale(
self, position: tuple[float, float], scale: float
) -> None:
"""(Re)position the icon."""
assert self.node
self.node.position = position
self.node.scale = [70.0 * scale]
self._name_text.position = (position[0], position[1] + scale * 52.0)
self._name_text.scale = 1.0 * scale * self._name_scale
if self._show_lives:
self._lives_text.position = (
position[0] + scale * 10.0,
position[1] - scale * 43.0,
)
self._lives_text.scale = 1.0 * scale
[docs]
def update_for_lives(self) -> None:
"""Update for the target player's current lives."""
if self._player:
lives = self._player.lives
else:
lives = 0
if self._show_lives:
if lives > 0:
self._lives_text.text = 'x' + str(lives - 1)
else:
self._lives_text.text = ''
if lives == 0:
self._name_text.opacity = 0.2
assert self.node
self.node.color = (0.7, 0.3, 0.3)
self.node.opacity = 0.2
[docs]
def handle_player_spawned(self) -> None:
"""Our player spawned; hooray!"""
if not self.node:
return
self.node.opacity = 1.0
self.update_for_lives()
[docs]
def handle_player_died(self) -> None:
"""Well poo; our player died."""
if not self.node:
return
if self._show_death:
bs.animate(
self.node,
'opacity',
{
0.00: 1.0,
0.05: 0.0,
0.10: 1.0,
0.15: 0.0,
0.20: 1.0,
0.25: 0.0,
0.30: 1.0,
0.35: 0.0,
0.40: 1.0,
0.45: 0.0,
0.50: 1.0,
0.55: 0.2,
},
)
lives = self._player.lives
if lives == 0:
bs.timer(0.6, self.update_for_lives)
[docs]
@override
def handlemessage(self, msg: Any) -> Any:
if isinstance(msg, bs.DieMessage):
self.node.delete()
return None
return super().handlemessage(msg)
[docs]
class Player(bs.Player['Team']):
"""Our player type for this game."""
def __init__(self) -> None:
self.lives = 0
self.icons: list[Icon] = []
[docs]
class Team(bs.Team[Player]):
"""Our team type for this game."""
def __init__(self) -> None:
self.survival_seconds: int | None = None
self.spawn_order: list[Player] = []
# ba_meta export bascenev1.GameActivity
[docs]
class EliminationGame(bs.TeamGameActivity[Player, Team]):
"""Game type where last player(s) left alive win."""
name = 'Elimination'
description = 'Last remaining alive wins.'
scoreconfig = bs.ScoreConfig(
label='Survived', scoretype=bs.ScoreType.SECONDS, none_is_winner=True
)
# Show messages when players die since it's meaningful here.
announce_player_deaths = True
allow_mid_activity_joins = False
[docs]
@override
@classmethod
def get_available_settings(
cls, sessiontype: type[bs.Session]
) -> list[bs.Setting]:
settings = [
bs.IntSetting(
'Lives Per Player',
default=1,
min_value=1,
max_value=10,
increment=1,
),
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),
]
if issubclass(sessiontype, bs.DualTeamSession):
settings.append(bs.BoolSetting('Solo Mode', default=False))
settings.append(
bs.BoolSetting('Balance Total Lives', default=False)
)
return settings
[docs]
@override
@classmethod
def supports_session_type(cls, sessiontype: type[bs.Session]) -> bool:
return issubclass(sessiontype, bs.DualTeamSession) or issubclass(
sessiontype, bs.FreeForAllSession
)
[docs]
@override
@classmethod
def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]:
assert bs.app.classic is not None
return bs.app.classic.getmaps('melee')
def __init__(self, settings: dict):
super().__init__(settings)
self._scoreboard = Scoreboard()
self._start_time: float | None = None
self._vs_text: bs.Actor | None = None
self._round_end_timer: bs.Timer | None = None
self._epic_mode = bool(settings['Epic Mode'])
self._lives_per_player = int(settings['Lives Per Player'])
self._time_limit = float(settings['Time Limit'])
self._balance_total_lives = bool(
settings.get('Balance Total Lives', False)
)
self._solo_mode = bool(settings.get('Solo Mode', False))
# Base class overrides:
self.slow_motion = self._epic_mode
self.default_music = (
bs.MusicType.EPIC if self._epic_mode else bs.MusicType.SURVIVAL
)
[docs]
@override
def get_instance_description(self) -> str | Sequence:
return (
'Last team standing wins.'
if isinstance(self.session, bs.DualTeamSession)
else 'Last one standing wins.'
)
[docs]
@override
def get_instance_description_short(self) -> str | Sequence:
return (
'last team standing wins'
if isinstance(self.session, bs.DualTeamSession)
else 'last one standing wins'
)
[docs]
@override
def on_player_join(self, player: Player) -> None:
player.lives = self._lives_per_player
if self._solo_mode:
player.team.spawn_order.append(player)
self._update_solo_mode()
else:
# Create our icon and spawn.
player.icons = [Icon(player, position=(0, 50), scale=0.8)]
if player.lives > 0:
self.spawn_player(player)
# Don't waste time doing this until begin.
if self.has_begun():
self._update_icons()
[docs]
@override
def on_begin(self) -> None:
super().on_begin()
self._start_time = bs.time()
self.setup_standard_time_limit(self._time_limit)
self.setup_standard_powerup_drops()
if self._solo_mode:
self._vs_text = bs.NodeActor(
bs.newnode(
'text',
attrs={
'position': (0, 105),
'h_attach': 'center',
'h_align': 'center',
'maxwidth': 200,
'shadow': 0.5,
'vr_depth': 390,
'scale': 0.6,
'v_attach': 'bottom',
'color': (0.8, 0.8, 0.3, 1.0),
'text': bs.Lstr(resource='vsText'),
},
)
)
# If balance-team-lives is on, add lives to the smaller team until
# total lives match.
if (
isinstance(self.session, bs.DualTeamSession)
and self._balance_total_lives
and self.teams[0].players
and self.teams[1].players
):
if self._get_total_team_lives(
self.teams[0]
) < self._get_total_team_lives(self.teams[1]):
lesser_team = self.teams[0]
greater_team = self.teams[1]
else:
lesser_team = self.teams[1]
greater_team = self.teams[0]
add_index = 0
while self._get_total_team_lives(
lesser_team
) < self._get_total_team_lives(greater_team):
lesser_team.players[add_index].lives += 1
add_index = (add_index + 1) % len(lesser_team.players)
self._update_icons()
# We could check game-over conditions at explicit trigger points,
# but lets just do the simple thing and poll it.
bs.timer(1.0, self._update, repeat=True)
def _update_solo_mode(self) -> None:
# For both teams, find the first player on the spawn order list with
# lives remaining and spawn them if they're not alive.
for team in self.teams:
# Prune dead players from the spawn order.
team.spawn_order = [p for p in team.spawn_order if p]
for player in team.spawn_order:
assert isinstance(player, Player)
if player.lives > 0:
if not player.is_alive():
self.spawn_player(player)
break
def _update_icons(self) -> None:
# pylint: disable=too-many-branches
# In free-for-all mode, everyone is just lined up along the bottom.
if isinstance(self.session, bs.FreeForAllSession):
count = len(self.teams)
x_offs = 85
xval = x_offs * (count - 1) * -0.5
for team in self.teams:
if len(team.players) == 1:
player = team.players[0]
for icon in player.icons:
icon.set_position_and_scale((xval, 30), 0.7)
icon.update_for_lives()
xval += x_offs
# In teams mode we split up teams.
else:
if self._solo_mode:
# First off, clear out all icons.
for player in self.players:
player.icons = []
# Now for each team, cycle through our available players
# adding icons.
for team in self.teams:
if team.id == 0:
xval = -60
x_offs = -78
else:
xval = 60
x_offs = 78
is_first = True
test_lives = 1
while True:
players_with_lives = [
p
for p in team.spawn_order
if p and p.lives >= test_lives
]
if not players_with_lives:
break
for player in players_with_lives:
player.icons.append(
Icon(
player,
position=(xval, (40 if is_first else 25)),
scale=1.0 if is_first else 0.5,
name_maxwidth=130 if is_first else 75,
name_scale=0.8 if is_first else 1.0,
flatness=0.0 if is_first else 1.0,
shadow=0.5 if is_first else 1.0,
show_death=is_first,
show_lives=False,
)
)
xval += x_offs * (0.8 if is_first else 0.56)
is_first = False
test_lives += 1
# Non-solo mode.
else:
for team in self.teams:
if team.id == 0:
xval = -50
x_offs = -85
else:
xval = 50
x_offs = 85
for player in team.players:
for icon in player.icons:
icon.set_position_and_scale((xval, 30), 0.7)
icon.update_for_lives()
xval += x_offs
def _get_spawn_point(self, player: Player) -> bs.Vec3 | None:
del player # Unused.
# In solo-mode, if there's an existing live player on the map, spawn at
# whichever spot is farthest from them (keeps the action spread out).
if self._solo_mode:
living_player = None
living_player_pos = None
for team in self.teams:
for tplayer in team.players:
if tplayer.is_alive():
assert tplayer.node
ppos = tplayer.node.position
living_player = tplayer
living_player_pos = ppos
break
if living_player:
assert living_player_pos is not None
player_pos = bs.Vec3(living_player_pos)
points: list[tuple[float, bs.Vec3]] = []
for team in self.teams:
start_pos = bs.Vec3(self.map.get_start_position(team.id))
points.append(
((start_pos - player_pos).length(), start_pos)
)
# Hmm.. we need to sort vectors too?
points.sort(key=lambda x: x[0])
return points[-1][1]
return None
[docs]
@override
def spawn_player(self, player: Player) -> bs.Actor:
actor = self.spawn_player_spaz(player, self._get_spawn_point(player))
if not self._solo_mode:
bs.timer(0.3, bs.Call(self._print_lives, player))
# If we have any icons, update their state.
for icon in player.icons:
icon.handle_player_spawned()
return actor
def _print_lives(self, player: Player) -> None:
from bascenev1lib.actor import popuptext
# We get called in a timer so it's possible our player has left/etc.
if not player or not player.is_alive() or not player.node:
return
popuptext.PopupText(
'x' + str(player.lives - 1),
color=(1, 1, 0, 1),
offset=(0, -0.8, 0),
random_offset=0.0,
scale=1.8,
position=player.node.position,
).autoretain()
[docs]
@override
def on_player_leave(self, player: Player) -> None:
super().on_player_leave(player)
player.icons = []
# Remove us from spawn-order.
if self._solo_mode:
if player in player.team.spawn_order:
player.team.spawn_order.remove(player)
# Update icons in a moment since our team will be gone from the
# list then.
bs.timer(0, self._update_icons)
# If the player to leave was the last in spawn order and had
# their final turn currently in-progress, mark the survival time
# for their team.
if self._get_total_team_lives(player.team) == 0:
assert self._start_time is not None
player.team.survival_seconds = int(bs.time() - self._start_time)
def _get_total_team_lives(self, team: Team) -> int:
return sum(player.lives for player in team.players)
[docs]
@override
def handlemessage(self, msg: Any) -> Any:
if isinstance(msg, bs.PlayerDiedMessage):
# Augment standard behavior.
super().handlemessage(msg)
player: Player = msg.getplayer(Player)
player.lives -= 1
if player.lives < 0:
logging.exception(
"Got lives < 0 in Elim; this shouldn't happen. solo: %s",
self._solo_mode,
)
player.lives = 0
# If we have any icons, update their state.
for icon in player.icons:
icon.handle_player_died()
# Play big death sound on our last death
# or for every one in solo mode.
if self._solo_mode or player.lives == 0:
SpazFactory.get().single_player_death_sound.play()
# If we hit zero lives, we're dead (and our team might be too).
if player.lives == 0:
# If the whole team is now dead, mark their survival time.
if self._get_total_team_lives(player.team) == 0:
assert self._start_time is not None
player.team.survival_seconds = int(
bs.time() - self._start_time
)
else:
# Otherwise, in regular mode, respawn.
if not self._solo_mode:
self.respawn_player(player)
# In solo, put ourself at the back of the spawn order.
if self._solo_mode:
player.team.spawn_order.remove(player)
player.team.spawn_order.append(player)
def _update(self) -> None:
if self._solo_mode:
# For both teams, find the first player on the spawn order
# list with lives remaining and spawn them if they're not alive.
for team in self.teams:
# Prune dead players from the spawn order.
team.spawn_order = [p for p in team.spawn_order if p]
for player in team.spawn_order:
assert isinstance(player, Player)
if player.lives > 0:
if not player.is_alive():
self.spawn_player(player)
self._update_icons()
break
# If we're down to 1 or fewer living teams, start a timer to end
# the game (allows the dust to settle and draws to occur if deaths
# are close enough).
if len(self._get_living_teams()) < 2:
self._round_end_timer = bs.Timer(0.5, self.end_game)
def _get_living_teams(self) -> list[Team]:
return [
team
for team in self.teams
if len(team.players) > 0
and any(player.lives > 0 for player in team.players)
]
[docs]
@override
def end_game(self) -> None:
if self.has_ended():
return
results = bs.GameResults()
self._vs_text = None # Kill our 'vs' if its there.
for team in self.teams:
results.set_team_score(team, team.survival_seconds)
self.end(results=results)