Source code for bascenev1lib.game.football

# Released under the MIT License. See LICENSE for details.
#
"""Implements football games (both co-op and teams varieties)."""

# pylint: disable=too-many-lines

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

from __future__ import annotations

import math
import random
import logging
from typing import TYPE_CHECKING, override

import bascenev1 as bs

from bascenev1lib.actor.bomb import TNTSpawner
from bascenev1lib.actor.playerspaz import PlayerSpaz
from bascenev1lib.actor.scoreboard import Scoreboard
from bascenev1lib.actor.respawnicon import RespawnIcon
from bascenev1lib.actor.powerupbox import PowerupBoxFactory, PowerupBox
from bascenev1lib.actor.flag import (
    FlagFactory,
    Flag,
    FlagPickedUpMessage,
    FlagDroppedMessage,
    FlagDiedMessage,
)
from bascenev1lib.actor.spazbot import (
    SpazBotDiedMessage,
    SpazBotPunchedMessage,
    SpazBotSet,
    BrawlerBotLite,
    BrawlerBot,
    BomberBotLite,
    BomberBot,
    TriggerBot,
    ChargerBot,
    TriggerBotPro,
    BrawlerBotPro,
    StickyBot,
    ExplodeyBot,
)

if TYPE_CHECKING:
    from typing import Any, Sequence

    from bascenev1lib.actor.spaz import Spaz
    from bascenev1lib.actor.spazbot import SpazBot


[docs] class FootballFlag(Flag): """Custom flag class for football games.""" def __init__(self, position: Sequence[float]): super().__init__( position=position, dropped_timeout=20, color=(1.0, 1.0, 0.3) ) assert self.node self.last_holding_player: bs.Player | None = None self.node.is_area_of_interest = True self.respawn_timer: bs.Timer | None = None self.scored = False self.held_count = 0 self.light = bs.newnode( 'light', owner=self.node, attrs={ 'intensity': 0.25, 'height_attenuated': False, 'radius': 0.2, 'color': (0.9, 0.7, 0.0), }, ) self.node.connectattr('position', self.light, 'position')
[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 FootballTeamGame(bs.TeamGameActivity[Player, Team]): """Football game for teams mode.""" name = 'Football' description = 'Get the flag to the enemy end zone.' available_settings = [ bs.IntSetting( 'Score to Win', min_value=7, default=21, increment=7, ), 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: # We only support two-team play. 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('football')
def __init__(self, settings: dict): super().__init__(settings) self._scoreboard: Scoreboard | None = Scoreboard() # Load some media we need. self._cheer_sound = bs.getsound('cheer') self._chant_sound = bs.getsound('crowdChant') self._score_sound = bs.getsound('score') self._swipsound = bs.getsound('swip') self._whistle_sound = bs.getsound('refWhistle') self._score_region_material = bs.Material() self._score_region_material.add_actions( conditions=('they_have_material', FlagFactory.get().flagmaterial), actions=( ('modify_part_collision', 'collide', True), ('modify_part_collision', 'physical', False), ('call', 'at_connect', self._handle_score), ), ) self._flag_spawn_pos: Sequence[float] | None = None self._score_regions: list[bs.NodeActor] = [] self._flag: FootballFlag | None = None self._flag_respawn_timer: bs.Timer | None = None self._flag_respawn_light: bs.NodeActor | None = None self._score_to_win = int(settings['Score to Win']) self._time_limit = float(settings['Time Limit']) self._epic_mode = bool(settings['Epic Mode']) self.slow_motion = self._epic_mode self.default_music = ( bs.MusicType.EPIC if self._epic_mode else bs.MusicType.FOOTBALL )
[docs] @override def get_instance_description(self) -> str | Sequence: # (Pylint Bug?) pylint: disable=missing-function-docstring touchdowns = self._score_to_win / 7 # NOTE: if use just touchdowns = self._score_to_win // 7 # and we will need to score, for example, 27 points, # we will be required to score 3 (not 4) goals .. touchdowns = math.ceil(touchdowns) if touchdowns > 1: return 'Score ${ARG1} touchdowns.', touchdowns return 'Score a touchdown.'
[docs] @override def get_instance_description_short(self) -> str | Sequence: # (Pylint Bug?) pylint: disable=missing-function-docstring touchdowns = self._score_to_win / 7 touchdowns = math.ceil(touchdowns) if touchdowns > 1: return 'score ${ARG1} touchdowns', touchdowns return 'score a touchdown'
[docs] @override def on_begin(self) -> None: super().on_begin() self.setup_standard_time_limit(self._time_limit) self.setup_standard_powerup_drops() self._flag_spawn_pos = self.map.get_flag_position(None) self._spawn_flag() defs = self.map.defs self._score_regions.append( bs.NodeActor( bs.newnode( 'region', attrs={ 'position': defs.boxes['goal1'][0:3], 'scale': defs.boxes['goal1'][6:9], 'type': 'box', 'materials': (self._score_region_material,), }, ) ) ) self._score_regions.append( bs.NodeActor( bs.newnode( 'region', attrs={ 'position': defs.boxes['goal2'][0:3], 'scale': defs.boxes['goal2'][6:9], 'type': 'box', 'materials': (self._score_region_material,), }, ) ) ) self._update_scoreboard() self._chant_sound.play()
[docs] @override def on_team_join(self, team: Team) -> None: # (Pylint Bug?) pylint: disable=missing-function-docstring self._update_scoreboard()
def _kill_flag(self) -> None: self._flag = None def _handle_score(self) -> None: """A point has been scored.""" # Our flag might stick around for a second or two # make sure it doesn't score again. assert self._flag is not None if self._flag.scored: return region = bs.getcollision().sourcenode i = None for i, score_region in enumerate(self._score_regions): if region == score_region.node: break for team in self.teams: if team.id == i: team.score += 7 # Tell all players to celebrate. for player in team.players: if player.actor: player.actor.handlemessage(bs.CelebrateMessage(2.0)) # If someone on this team was last to touch it, # give them points. assert self._flag is not None if ( self._flag.last_holding_player and team == self._flag.last_holding_player.team ): self.stats.player_scored( self._flag.last_holding_player, 50, big_message=True ) # End the game if we won. if team.score >= self._score_to_win: self.end_game() self._score_sound.play() self._cheer_sound.play() assert self._flag self._flag.scored = True # Kill the flag (it'll respawn shortly). bs.timer(1.0, self._kill_flag) light = bs.newnode( 'light', attrs={ 'position': bs.getcollision().position, 'height_attenuated': False, 'color': (1, 0, 0), }, ) bs.animate(light, 'intensity', {0.0: 0, 0.5: 1, 1.0: 0}, loop=True) bs.timer(1.0, light.delete) bs.cameraflash(duration=10.0) self._update_scoreboard()
[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 _update_scoreboard(self) -> None: assert self._scoreboard is not 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, FlagPickedUpMessage): assert isinstance(msg.flag, FootballFlag) try: msg.flag.last_holding_player = msg.node.getdelegate( PlayerSpaz, True ).getplayer(Player, True) except bs.NotFoundError: pass msg.flag.held_count += 1 elif isinstance(msg, FlagDroppedMessage): assert isinstance(msg.flag, FootballFlag) msg.flag.held_count -= 1 # Respawn dead players if they're still in the game. elif isinstance(msg, bs.PlayerDiedMessage): # Augment standard behavior. super().handlemessage(msg) self.respawn_player(msg.getplayer(Player)) # Respawn dead flags. elif isinstance(msg, FlagDiedMessage): if not self.has_ended(): if msg.self_kill: self._spawn_flag() else: self._flag_respawn_timer = bs.Timer(3.0, self._spawn_flag) self._flag_respawn_light = bs.NodeActor( bs.newnode( 'light', attrs={ 'position': self._flag_spawn_pos, 'height_attenuated': False, 'radius': 0.15, 'color': (1.0, 1.0, 0.3), }, ) ) assert self._flag_respawn_light.node bs.animate( self._flag_respawn_light.node, 'intensity', {0.0: 0, 0.25: 0.15, 0.5: 0}, loop=True, ) bs.timer(3.0, self._flag_respawn_light.node.delete) else: # Augment standard behavior. super().handlemessage(msg)
def _flash_flag_spawn(self) -> None: light = bs.newnode( 'light', attrs={ 'position': self._flag_spawn_pos, 'height_attenuated': False, 'color': (1, 1, 0), }, ) bs.animate(light, 'intensity', {0: 0, 0.25: 0.25, 0.5: 0}, loop=True) bs.timer(1.0, light.delete) def _spawn_flag(self) -> None: self._swipsound.play() self._whistle_sound.play() self._flash_flag_spawn() assert self._flag_spawn_pos is not None self._flag = FootballFlag(position=self._flag_spawn_pos)
[docs] class FootballCoopGame(bs.CoopGameActivity[Player, Team]): """Co-op variant of football.""" name = 'Football' tips = ['Use the pick-up button to grab the flag < ${PICKUP} >'] scoreconfig = bs.ScoreConfig( scoretype=bs.ScoreType.MILLISECONDS, version='B' ) default_music = bs.MusicType.FOOTBALL # FIXME: Need to update co-op games to use getscoreconfig.
[docs] @override def get_score_type(self) -> str: return 'time'
[docs] @override def get_instance_description(self) -> str | Sequence: # (Pylint Bug?) pylint: disable=missing-function-docstring touchdowns = self._score_to_win / 7 touchdowns = math.ceil(touchdowns) if touchdowns > 1: return 'Score ${ARG1} touchdowns.', touchdowns return 'Score a touchdown.'
[docs] @override def get_instance_description_short(self) -> str | Sequence: # (Pylint Bug?) pylint: disable=missing-function-docstring touchdowns = self._score_to_win / 7 touchdowns = math.ceil(touchdowns) if touchdowns > 1: return 'score ${ARG1} touchdowns', touchdowns return 'score a touchdown'
def __init__(self, settings: dict): settings['map'] = 'Football Stadium' super().__init__(settings) self._preset = settings.get('preset', 'rookie') # Load some media we need. self._cheer_sound = bs.getsound('cheer') self._boo_sound = bs.getsound('boo') self._chant_sound = bs.getsound('crowdChant') self._score_sound = bs.getsound('score') self._swipsound = bs.getsound('swip') self._whistle_sound = bs.getsound('refWhistle') self._score_to_win = 21 self._score_region_material = bs.Material() self._score_region_material.add_actions( conditions=('they_have_material', FlagFactory.get().flagmaterial), actions=( ('modify_part_collision', 'collide', True), ('modify_part_collision', 'physical', False), ('call', 'at_connect', self._handle_score), ), ) self._powerup_center = (0, 2, 0) self._powerup_spread = (10, 5.5) self._player_has_dropped_bomb = False self._player_has_punched = False self._scoreboard: Scoreboard | None = None self._flag_spawn_pos: Sequence[float] | None = None self._score_regions: list[bs.NodeActor] = [] self._exclude_powerups: list[str] = [] self._have_tnt = False self._bot_types_initial: list[type[SpazBot]] | None = None self._bot_types_7: list[type[SpazBot]] | None = None self._bot_types_14: list[type[SpazBot]] | None = None self._bot_team: Team | None = None self._starttime_ms: int | None = None self._time_text: bs.NodeActor | None = None self._time_text_input: bs.NodeActor | None = None self._tntspawner: TNTSpawner | None = None self._bots = SpazBotSet() self._bot_spawn_timer: bs.Timer | None = None self._powerup_drop_timer: bs.Timer | None = None self._scoring_team: Team | None = None self._final_time_ms: int | None = None self._time_text_timer: bs.Timer | None = None self._flag_respawn_light: bs.Actor | None = None self._flag: FootballFlag | None = None
[docs] @override def on_transition_in(self) -> None: # (Pylint Bug?) pylint: disable=missing-function-docstring super().on_transition_in() self._scoreboard = Scoreboard() self._flag_spawn_pos = self.map.get_flag_position(None) self._spawn_flag() # Set up the two score regions. defs = self.map.defs self._score_regions.append( bs.NodeActor( bs.newnode( 'region', attrs={ 'position': defs.boxes['goal1'][0:3], 'scale': defs.boxes['goal1'][6:9], 'type': 'box', 'materials': [self._score_region_material], }, ) ) ) self._score_regions.append( bs.NodeActor( bs.newnode( 'region', attrs={ 'position': defs.boxes['goal2'][0:3], 'scale': defs.boxes['goal2'][6:9], 'type': 'box', 'materials': [self._score_region_material], }, ) ) ) self._chant_sound.play()
[docs] @override def on_begin(self) -> None: # FIXME: Split this up a bit. # pylint: disable=too-many-statements from bascenev1lib.actor import controlsguide super().on_begin() # Show controls help in demo or arcade mode. if bs.app.env.demo or bs.app.env.arcade: controlsguide.ControlsGuide( delay=3.0, lifespan=10.0, bright=True ).autoretain() assert self.initialplayerinfos is not None abot: type[SpazBot] bbot: type[SpazBot] cbot: type[SpazBot] if self._preset in ['rookie', 'rookie_easy']: self._exclude_powerups = ['curse'] self._have_tnt = False abot = ( BrawlerBotLite if self._preset == 'rookie_easy' else BrawlerBot ) self._bot_types_initial = [abot] * len(self.initialplayerinfos) bbot = BomberBotLite if self._preset == 'rookie_easy' else BomberBot self._bot_types_7 = [bbot] * ( 1 if len(self.initialplayerinfos) < 3 else 2 ) cbot = BomberBot if self._preset == 'rookie_easy' else TriggerBot self._bot_types_14 = [cbot] * ( 1 if len(self.initialplayerinfos) < 3 else 2 ) elif self._preset == 'tournament': self._exclude_powerups = [] self._have_tnt = True self._bot_types_initial = [BrawlerBot] * ( 1 if len(self.initialplayerinfos) < 2 else 2 ) self._bot_types_7 = [TriggerBot] * ( 1 if len(self.initialplayerinfos) < 3 else 2 ) self._bot_types_14 = [ChargerBot] * ( 1 if len(self.initialplayerinfos) < 4 else 2 ) elif self._preset in ['pro', 'pro_easy', 'tournament_pro']: self._exclude_powerups = ['curse'] self._have_tnt = True self._bot_types_initial = [ChargerBot] * len( self.initialplayerinfos ) abot = BrawlerBot if self._preset == 'pro' else BrawlerBotLite typed_bot_list: list[type[SpazBot]] = [] self._bot_types_7 = ( typed_bot_list + [abot] + [BomberBot] * (1 if len(self.initialplayerinfos) < 3 else 2) ) bbot = TriggerBotPro if self._preset == 'pro' else TriggerBot self._bot_types_14 = [bbot] * ( 1 if len(self.initialplayerinfos) < 3 else 2 ) elif self._preset in ['uber', 'uber_easy']: self._exclude_powerups = [] self._have_tnt = True abot = BrawlerBotPro if self._preset == 'uber' else BrawlerBot bbot = TriggerBotPro if self._preset == 'uber' else TriggerBot typed_bot_list_2: list[type[SpazBot]] = [] self._bot_types_initial = ( typed_bot_list_2 + [StickyBot] + [abot] * len(self.initialplayerinfos) ) self._bot_types_7 = [bbot] * ( 1 if len(self.initialplayerinfos) < 3 else 2 ) self._bot_types_14 = [ExplodeyBot] * ( 1 if len(self.initialplayerinfos) < 3 else 2 ) else: raise RuntimeError() self.setup_low_life_warning_sound() self._drop_powerups(standard_points=True) bs.timer(4.0, self._start_powerup_drops) # Make a bogus team for our bots. bad_team_name = self.get_team_display_string('Bad Guys') self._bot_team = Team() self._bot_team.manual_init( team_id=1, name=bad_team_name, color=(0.5, 0.4, 0.4) ) for team in [self.teams[0], self._bot_team]: team.score = 0 self.update_scores() # Time display. starttime_ms = int(bs.time() * 1000.0) assert isinstance(starttime_ms, int) self._starttime_ms = starttime_ms self._time_text = bs.NodeActor( bs.newnode( 'text', attrs={ 'v_attach': 'top', 'h_attach': 'center', 'h_align': 'center', 'color': (1, 1, 0.5, 1), 'flatness': 0.5, 'shadow': 0.5, 'position': (0, -50), 'scale': 1.3, 'text': '', }, ) ) self._time_text_input = bs.NodeActor( bs.newnode('timedisplay', attrs={'showsubseconds': True}) ) self.globalsnode.connectattr( 'time', self._time_text_input.node, 'time2' ) assert self._time_text_input.node assert self._time_text.node self._time_text_input.node.connectattr( 'output', self._time_text.node, 'text' ) # Our TNT spawner (if applicable). if self._have_tnt: self._tntspawner = TNTSpawner(position=(0, 1, -1)) self._bots = SpazBotSet() self._bot_spawn_timer = bs.Timer(1.0, self._update_bots, repeat=True) for bottype in self._bot_types_initial: self._spawn_bot(bottype)
def _on_bot_spawn(self, spaz: SpazBot) -> None: # We want to move to the left by default. spaz.target_point_default = bs.Vec3(0, 0, 0) def _spawn_bot( self, spaz_type: type[SpazBot], immediate: bool = False ) -> None: assert self._bot_team is not None pos = self.map.get_start_position(self._bot_team.id) self._bots.spawn_bot( spaz_type, pos=pos, spawn_time=0.001 if immediate else 3.0, on_spawn_call=self._on_bot_spawn, ) def _update_bots(self) -> None: bots = self._bots.get_living_bots() for bot in bots: bot.target_flag = None # If we've got a flag and no player are holding it, find the closest # bot to it, and make them the designated flag-bearer. assert self._flag is not None if self._flag.node: for player in self.players: if player.actor: assert isinstance(player.actor, PlayerSpaz) if ( player.actor.is_alive() and player.actor.node.hold_node == self._flag.node ): return flagpos = bs.Vec3(self._flag.node.position) closest_bot: SpazBot | None = None closest_dist = 0.0 # Always gets assigned first time through. for bot in bots: # If a bot is picked up, he should forget about the flag. if bot.held_count > 0: continue assert bot.node botpos = bs.Vec3(bot.node.position) botdist = (botpos - flagpos).length() if closest_bot is None or botdist < closest_dist: closest_bot = bot closest_dist = botdist if closest_bot is not None: closest_bot.target_flag = self._flag def _drop_powerup(self, index: int, poweruptype: str | None = None) -> None: if poweruptype is None: poweruptype = PowerupBoxFactory.get().get_random_powerup_type( excludetypes=self._exclude_powerups ) PowerupBox( position=self.map.powerup_spawn_points[index], poweruptype=poweruptype, ).autoretain() def _start_powerup_drops(self) -> None: self._powerup_drop_timer = bs.Timer( 3.0, self._drop_powerups, repeat=True ) def _drop_powerups( self, standard_points: bool = False, poweruptype: str | None = None ) -> None: """Generic powerup drop.""" if standard_points: spawnpoints = self.map.powerup_spawn_points for i, _point in enumerate(spawnpoints): bs.timer( 1.0 + i * 0.5, bs.Call(self._drop_powerup, i, poweruptype) ) else: point = ( self._powerup_center[0] + random.uniform( -1.0 * self._powerup_spread[0], 1.0 * self._powerup_spread[0], ), self._powerup_center[1], self._powerup_center[2] + random.uniform( -self._powerup_spread[1], self._powerup_spread[1] ), ) # Drop one random one somewhere. PowerupBox( position=point, poweruptype=PowerupBoxFactory.get().get_random_powerup_type( excludetypes=self._exclude_powerups ), ).autoretain() def _kill_flag(self) -> None: try: assert self._flag is not None self._flag.handlemessage(bs.DieMessage()) except Exception: logging.exception('Error in _kill_flag.') def _handle_score(self) -> None: """a point has been scored""" # FIXME tidy this up # pylint: disable=too-many-branches # Our flag might stick around for a second or two; # we don't want it to be able to score again. assert self._flag is not None if self._flag.scored: return # See which score region it was. region = bs.getcollision().sourcenode i = None for i, score_region in enumerate(self._score_regions): if region == score_region.node: break for team in [self.teams[0], self._bot_team]: assert team is not None if team.id == i: team.score += 7 # Tell all players (or bots) to celebrate. if i == 0: for player in team.players: if player.actor: player.actor.handlemessage(bs.CelebrateMessage(2.0)) else: self._bots.celebrate(2.0) # If the good guys scored, add more enemies. if i == 0: if self.teams[0].score == 7: assert self._bot_types_7 is not None for bottype in self._bot_types_7: self._spawn_bot(bottype) elif self.teams[0].score == 14: assert self._bot_types_14 is not None for bottype in self._bot_types_14: self._spawn_bot(bottype) self._score_sound.play() if i == 0: self._cheer_sound.play() else: self._boo_sound.play() # Kill the flag (it'll respawn shortly). self._flag.scored = True bs.timer(0.2, self._kill_flag) self.update_scores() light = bs.newnode( 'light', attrs={ 'position': bs.getcollision().position, 'height_attenuated': False, 'color': (1, 0, 0), }, ) bs.animate(light, 'intensity', {0: 0, 0.5: 1, 1.0: 0}, loop=True) bs.timer(1.0, light.delete) if i == 0: bs.cameraflash(duration=10.0)
[docs] @override def end_game(self) -> None: # (Pylint Bug?) pylint: disable=missing-function-docstring bs.setmusic(None) self._bots.final_celebrate() bs.timer(0.001, bs.Call(self.do_end, 'defeat'))
[docs] def update_scores(self) -> None: """update scoreboard and check for winners""" # FIXME: tidy this up # pylint: disable=too-many-nested-blocks have_scoring_team = False win_score = self._score_to_win for team in [self.teams[0], self._bot_team]: assert team is not None assert self._scoreboard is not None self._scoreboard.set_team_value(team, team.score, win_score) if team.score >= win_score: if not have_scoring_team: self._scoring_team = team if team is self._bot_team: self.end_game() else: bs.setmusic(bs.MusicType.VICTORY) # Completion achievements. assert self._bot_team is not None if self._preset in ['rookie', 'rookie_easy']: self._award_achievement( 'Rookie Football Victory', sound=False ) if self._bot_team.score == 0: self._award_achievement( 'Rookie Football Shutout', sound=False ) elif self._preset in ['pro', 'pro_easy']: self._award_achievement( 'Pro Football Victory', sound=False ) if self._bot_team.score == 0: self._award_achievement( 'Pro Football Shutout', sound=False ) elif self._preset in ['uber', 'uber_easy']: self._award_achievement( 'Uber Football Victory', sound=False ) if self._bot_team.score == 0: self._award_achievement( 'Uber Football Shutout', sound=False ) if ( not self._player_has_dropped_bomb and not self._player_has_punched ): self._award_achievement( 'Got the Moves', sound=False ) self._bots.stop_moving() self.show_zoom_message( bs.Lstr(resource='victoryText'), scale=1.0, duration=4.0, ) self.celebrate(10.0) assert self._starttime_ms is not None self._final_time_ms = int( int(bs.time() * 1000.0) - self._starttime_ms ) self._time_text_timer = None assert ( self._time_text_input is not None and self._time_text_input.node ) self._time_text_input.node.timemax = self._final_time_ms self.do_end('victory')
[docs] def do_end(self, outcome: str) -> None: """End the game with the specified outcome.""" if outcome == 'defeat': self.fade_to_red() assert self._final_time_ms is not None scoreval = ( None if outcome == 'defeat' else int(self._final_time_ms // 10) ) self.end( delay=3.0, results={ 'outcome': outcome, 'score': scoreval, 'score_order': 'decreasing', 'playerinfos': self.initialplayerinfos, }, )
[docs] @override def handlemessage(self, msg: Any) -> Any: """handle high-level game messages""" 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) elif isinstance(msg, SpazBotDiedMessage): # Every time a bad guy dies, spawn a new one. bs.timer(3.0, bs.Call(self._spawn_bot, (type(msg.spazbot)))) elif isinstance(msg, SpazBotPunchedMessage): if self._preset in ['rookie', 'rookie_easy']: if msg.damage >= 500: self._award_achievement('Super Punch') elif self._preset in ['pro', 'pro_easy']: if msg.damage >= 1000: self._award_achievement('Super Mega Punch') # Respawn dead flags. elif isinstance(msg, FlagDiedMessage): assert isinstance(msg.flag, FootballFlag) if msg.self_kill: self._spawn_flag() else: msg.flag.respawn_timer = bs.Timer(3.0, self._spawn_flag) self._flag_respawn_light = bs.NodeActor( bs.newnode( 'light', attrs={ 'position': self._flag_spawn_pos, 'height_attenuated': False, 'radius': 0.15, 'color': (1.0, 1.0, 0.3), }, ) ) assert self._flag_respawn_light.node bs.animate( self._flag_respawn_light.node, 'intensity', {0: 0, 0.25: 0.15, 0.5: 0}, loop=(not msg.self_kill), ) bs.timer(3.0, self._flag_respawn_light.node.delete) else: return super().handlemessage(msg) return None
def _handle_player_dropped_bomb(self, player: Spaz, bomb: bs.Actor) -> None: del player, bomb # Unused. self._player_has_dropped_bomb = True def _handle_player_punched(self, player: Spaz) -> None: del player # Unused. self._player_has_punched = True
[docs] @override def spawn_player(self, player: Player) -> bs.Actor: # (Pylint Bug?) pylint: disable=missing-function-docstring spaz = self.spawn_player_spaz( player, position=self.map.get_start_position(player.team.id) ) if self._preset in ['rookie_easy', 'pro_easy', 'uber_easy']: spaz.impact_scale = 0.25 spaz.add_dropped_bomb_callback(self._handle_player_dropped_bomb) spaz.punch_callback = self._handle_player_punched return spaz
def _flash_flag_spawn(self) -> None: light = bs.newnode( 'light', attrs={ 'position': self._flag_spawn_pos, 'height_attenuated': False, 'color': (1, 1, 0), }, ) bs.animate(light, 'intensity', {0: 0, 0.25: 0.25, 0.5: 0}, loop=True) bs.timer(1.0, light.delete) def _spawn_flag(self) -> None: self._swipsound.play() self._whistle_sound.play() self._flash_flag_spawn() assert self._flag_spawn_pos is not None self._flag = FootballFlag(position=self._flag_spawn_pos)
# 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