# Released under the MIT License. See LICENSE for details.
#
"""Defines a keep-away game type."""
# ba_meta require api 9
# (see https://ballistica.net/wiki/meta-tag-system)
from __future__ import annotations
import logging
from enum import Enum
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 (
Flag,
FlagDroppedMessage,
FlagDiedMessage,
FlagPickedUpMessage,
)
if TYPE_CHECKING:
from typing import Any, Sequence
[docs]
class FlagState(Enum):
"""States our single flag can be in."""
NEW = 0
UNCONTESTED = 1
CONTESTED = 2
HELD = 3
[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, timeremaining: int) -> None:
self.timeremaining = timeremaining
self.holdingflag = False
# ba_meta export bascenev1.GameActivity
[docs]
class KeepAwayGame(bs.TeamGameActivity[Player, Team]):
"""Game where you try to keep the flag away from your enemies."""
name = 'Keep Away'
description = 'Carry the flag for a set length of time.'
available_settings = [
bs.IntSetting(
'Hold Time',
min_value=10,
default=30,
increment=10,
),
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),
]
scoreconfig = bs.ScoreConfig(label='Time Held')
[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('keep_away')
def __init__(self, settings: dict):
super().__init__(settings)
self._scoreboard = Scoreboard()
self._swipsound = bs.getsound('swip')
self._tick_sound = bs.getsound('tick')
self._countdownsounds = {
10: bs.getsound('announceTen'),
9: bs.getsound('announceNine'),
8: bs.getsound('announceEight'),
7: bs.getsound('announceSeven'),
6: bs.getsound('announceSix'),
5: bs.getsound('announceFive'),
4: bs.getsound('announceFour'),
3: bs.getsound('announceThree'),
2: bs.getsound('announceTwo'),
1: bs.getsound('announceOne'),
}
self._flag_spawn_pos: Sequence[float] | None = None
self._update_timer: bs.Timer | None = None
self._holding_players: list[Player] = []
self._flag_state: FlagState | None = None
self._flag_light: bs.Node | None = None
self._scoring_team: Team | None = None
self._flag: Flag | None = None
self._hold_time = int(settings['Hold Time'])
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.KEEP_AWAY
)
[docs]
@override
def get_instance_description(self) -> str | Sequence:
return 'Carry the flag for ${ARG1} seconds.', self._hold_time
[docs]
@override
def get_instance_description_short(self) -> str | Sequence:
return 'carry the flag for ${ARG1} seconds', self._hold_time
[docs]
@override
def create_team(self, sessionteam: bs.SessionTeam) -> Team:
return Team(timeremaining=self._hold_time)
[docs]
@override
def on_team_join(self, team: Team) -> None:
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()
self._flag_spawn_pos = self.map.get_flag_position(None)
self._spawn_flag()
self._update_timer = bs.Timer(1.0, call=self._tick, repeat=True)
self._update_flag_state()
Flag.project_stand(self._flag_spawn_pos)
def _tick(self) -> None:
self._update_flag_state()
# Award points to all living players holding the flag.
for player in self._holding_players:
if player:
self.stats.player_scored(
player, 3, screenmessage=False, display=False
)
scoreteam = self._scoring_team
if scoreteam is not None:
if scoreteam.timeremaining > 0:
self._tick_sound.play()
scoreteam.timeremaining = max(0, scoreteam.timeremaining - 1)
self._update_scoreboard()
if scoreteam.timeremaining > 0:
assert self._flag is not None
self._flag.set_score_text(str(scoreteam.timeremaining))
# Announce numbers we have sounds for.
if scoreteam.timeremaining in self._countdownsounds:
self._countdownsounds[scoreteam.timeremaining].play()
# Winner.
if scoreteam.timeremaining <= 0:
self.end_game()
[docs]
@override
def end_game(self) -> None:
results = bs.GameResults()
for team in self.teams:
results.set_team_score(team, self._hold_time - team.timeremaining)
self.end(results=results, announce_delay=0)
def _update_flag_state(self) -> None:
for team in self.teams:
team.holdingflag = False
self._holding_players = []
for player in self.players:
holdingflag = False
try:
assert isinstance(player.actor, (PlayerSpaz, type(None)))
if (
player.actor
and player.actor.node
and player.actor.node.hold_node
):
holdingflag = (
player.actor.node.hold_node.getnodetype() == 'flag'
)
except Exception:
logging.exception('Error checking hold flag.')
if holdingflag:
self._holding_players.append(player)
player.team.holdingflag = True
holdingteams = set(t for t in self.teams if t.holdingflag)
prevstate = self._flag_state
assert self._flag is not None
assert self._flag_light
assert self._flag.node
if len(holdingteams) > 1:
self._flag_state = FlagState.CONTESTED
self._scoring_team = None
self._flag_light.color = (0.6, 0.6, 0.1)
self._flag.node.color = (1.0, 1.0, 0.4)
elif len(holdingteams) == 1:
holdingteam = list(holdingteams)[0]
self._flag_state = FlagState.HELD
self._scoring_team = holdingteam
self._flag_light.color = bs.normalized_color(holdingteam.color)
self._flag.node.color = holdingteam.color
else:
self._flag_state = FlagState.UNCONTESTED
self._scoring_team = None
self._flag_light.color = (0.2, 0.2, 0.2)
self._flag.node.color = (1, 1, 1)
if self._flag_state != prevstate:
self._swipsound.play()
def _spawn_flag(self) -> None:
self._swipsound.play()
self._flash_flag_spawn()
assert self._flag_spawn_pos is not None
self._flag = Flag(dropped_timeout=20, position=self._flag_spawn_pos)
self._flag_state = FlagState.NEW
self._flag_light = bs.newnode(
'light',
owner=self._flag.node,
attrs={'intensity': 0.2, 'radius': 0.3, 'color': (0.2, 0.2, 0.2)},
)
assert self._flag.node
self._flag.node.connectattr('position', self._flag_light, 'position')
self._update_flag_state()
def _flash_flag_spawn(self) -> None:
light = bs.newnode(
'light',
attrs={
'position': self._flag_spawn_pos,
'color': (1, 1, 1),
'radius': 0.3,
'height_attenuated': False,
},
)
bs.animate(light, 'intensity', {0.0: 0, 0.25: 0.5, 0.5: 0}, loop=True)
bs.timer(1.0, light.delete)
def _update_scoreboard(self) -> None:
for team in self.teams:
self._scoreboard.set_team_value(
team, team.timeremaining, self._hold_time, countdown=True
)
[docs]
@override
def handlemessage(self, msg: Any) -> Any:
if isinstance(msg, bs.PlayerDiedMessage):
# Augment standard behavior.
super().handlemessage(msg)
self.respawn_player(msg.getplayer(Player))
elif isinstance(msg, FlagDiedMessage):
self._spawn_flag()
elif isinstance(msg, (FlagDroppedMessage, FlagPickedUpMessage)):
self._update_flag_state()
else:
super().handlemessage(msg)