Source code for bascenev1lib.game.kingofthehill

# Released under the MIT License. See LICENSE for details.
#
"""Defines the King of the Hill game."""

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

from __future__ import annotations

import weakref
from enum import Enum
from typing import TYPE_CHECKING, override

import bascenev1 as bs

from bascenev1lib.actor.flag import Flag
from bascenev1lib.actor.playerspaz import PlayerSpaz
from bascenev1lib.actor.scoreboard import Scoreboard
from bascenev1lib.gameutils import SharedObjects

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.""" def __init__(self) -> None: self.time_at_flag = 0
[docs] class Team(bs.Team[Player]): """Our team type for this game.""" def __init__(self, time_remaining: int) -> None: self.time_remaining = time_remaining
# ba_meta export bascenev1.GameActivity
[docs] class KingOfTheHillGame(bs.TeamGameActivity[Player, Team]): """Game where a team wins by holding a 'hill' for a set amount of time.""" name = 'King of the Hill' description = 'Secure 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.MultiTeamSession)
[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('king_of_the_hill')
def __init__(self, settings: dict): super().__init__(settings) shared = SharedObjects.get() 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_pos: Sequence[float] | None = None self._flag_state: FlagState | None = None self._flag: Flag | None = None self._flag_light: bs.Node | None = None self._scoring_team: weakref.ref[Team] | None = None self._hold_time = int(settings['Hold Time']) self._time_limit = float(settings['Time Limit']) self._epic_mode = bool(settings['Epic Mode']) self._flag_region_material = bs.Material() self._flag_region_material.add_actions( conditions=('they_have_material', shared.player_material), actions=( ('modify_part_collision', 'collide', True), ('modify_part_collision', 'physical', False), ( 'call', 'at_connect', bs.Call(self._handle_player_flag_region_collide, True), ), ( 'call', 'at_disconnect', bs.Call(self._handle_player_flag_region_collide, False), ), ), ) # Base class overrides. self.slow_motion = self._epic_mode self.default_music = ( bs.MusicType.EPIC if self._epic_mode else bs.MusicType.SCARY )
[docs] @override def get_instance_description(self) -> str | Sequence: # (Pylint Bug?) pylint: disable=missing-function-docstring return 'Secure the flag for ${ARG1} seconds.', self._hold_time
[docs] @override def get_instance_description_short(self) -> str | Sequence: # (Pylint Bug?) pylint: disable=missing-function-docstring return 'secure the flag for ${ARG1} seconds', self._hold_time
[docs] @override def create_team(self, sessionteam: bs.SessionTeam) -> Team: # (Pylint Bug?) pylint: disable=missing-function-docstring return Team(time_remaining=self._hold_time)
[docs] @override def on_begin(self) -> None: super().on_begin() shared = SharedObjects.get() self.setup_standard_time_limit(self._time_limit) self.setup_standard_powerup_drops() self._flag_pos = self.map.get_flag_position(None) bs.timer(1.0, self._tick, repeat=True) self._flag_state = FlagState.NEW Flag.project_stand(self._flag_pos) self._flag = Flag( position=self._flag_pos, touchable=False, color=(1, 1, 1) ) self._flag_light = bs.newnode( 'light', attrs={ 'position': self._flag_pos, 'intensity': 0.2, 'height_attenuated': False, 'radius': 0.4, 'color': (0.2, 0.2, 0.2), }, ) # Flag region. flagmats = [self._flag_region_material, shared.region_material] bs.newnode( 'region', attrs={ 'position': self._flag_pos, 'scale': (1.8, 1.8, 1.8), 'type': 'sphere', 'materials': flagmats, }, ) self._update_scoreboard() self._update_flag_state()
def _tick(self) -> None: self._update_flag_state() # Give holding players points. for player in self.players: if player.time_at_flag > 0: self.stats.player_scored( player, 3, screenmessage=False, display=False ) if self._scoring_team is None: scoring_team = None else: scoring_team = self._scoring_team() if scoring_team: if scoring_team.time_remaining > 0: self._tick_sound.play() scoring_team.time_remaining = max( 0, scoring_team.time_remaining - 1 ) self._update_scoreboard() if scoring_team.time_remaining > 0: assert self._flag is not None self._flag.set_score_text(str(scoring_team.time_remaining)) # Announce numbers we have sounds for. numsound = self._countdownsounds.get(scoring_team.time_remaining) if numsound is not None: numsound.play() # winner if scoring_team.time_remaining <= 0: 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, self._hold_time - team.time_remaining) self.end(results=results, announce_delay=0)
def _update_flag_state(self) -> None: holding_teams = set( player.team for player in self.players if player.time_at_flag ) prev_state = self._flag_state assert self._flag_light assert self._flag is not None assert self._flag.node if len(holding_teams) > 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(holding_teams) == 1: holding_team = list(holding_teams)[0] self._flag_state = FlagState.HELD self._scoring_team = weakref.ref(holding_team) self._flag_light.color = bs.normalized_color(holding_team.color) self._flag.node.color = holding_team.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 != prev_state: self._swipsound.play() def _handle_player_flag_region_collide(self, colliding: bool) -> None: try: spaz = bs.getcollision().opposingnode.getdelegate(PlayerSpaz, True) except bs.NotFoundError: return if not spaz.is_alive(): return player = spaz.getplayer(Player, True) # Different parts of us can collide so a single value isn't enough # also don't count it if we're dead (flying heads shouldn't be able to # win the game :-) if colliding and player.is_alive(): player.time_at_flag += 1 else: player.time_at_flag = max(0, player.time_at_flag - 1) self._update_flag_state() def _update_scoreboard(self) -> None: for team in self.teams: self._scoreboard.set_team_value( team, team.time_remaining, self._hold_time, countdown=True )
[docs] @override def handlemessage(self, msg: Any) -> Any: # (Pylint Bug?) pylint: disable=missing-function-docstring if isinstance(msg, bs.PlayerDiedMessage): super().handlemessage(msg) # Augment default. # No longer can count as time_at_flag once dead. player = msg.getplayer(Player) player.time_at_flag = 0 self._update_flag_state() self.respawn_player(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