Beispiel #1
0
class RunaroundGame(ba.CoopGameActivity[Player, Team]):
    """Game involving trying to bomb bots as they walk through the map."""

    name = 'Runaround'
    description = 'Prevent enemies from reaching the exit.'
    tips = [
        'Jump just as you\'re throwing to get bombs up to the highest levels.',
        'No, you can\'t get up on the ledge. You have to throw bombs.',
        'Whip back and forth to get more distance on your throws..'
    ]
    default_music = ba.MusicType.MARCHING

    # How fast our various bot types walk.
    _bot_speed_map: Dict[Type[SpazBot], float] = {
        BomberBot: 0.48,
        BomberBotPro: 0.48,
        BomberBotProShielded: 0.48,
        BrawlerBot: 0.57,
        BrawlerBotPro: 0.57,
        BrawlerBotProShielded: 0.57,
        TriggerBot: 0.73,
        TriggerBotPro: 0.78,
        TriggerBotProShielded: 0.78,
        ChargerBot: 1.0,
        ChargerBotProShielded: 1.0,
        ExplodeyBot: 1.0,
        StickyBot: 0.5
    }

    def __init__(self, settings: dict):
        settings['map'] = 'Tower D'
        super().__init__(settings)
        shared = SharedObjects.get()
        self._preset = Preset(settings.get('preset', 'pro'))

        self._player_death_sound = ba.getsound('playerDeath')
        self._new_wave_sound = ba.getsound('scoreHit01')
        self._winsound = ba.getsound('score')
        self._cashregistersound = ba.getsound('cashRegister')
        self._bad_guy_score_sound = ba.getsound('shieldDown')
        self._heart_tex = ba.gettexture('heart')
        self._heart_model_opaque = ba.getmodel('heartOpaque')
        self._heart_model_transparent = ba.getmodel('heartTransparent')

        self._a_player_has_been_killed = False
        self._spawn_center = self._map_type.defs.points['spawn1'][0:3]
        self._tntspawnpos = self._map_type.defs.points['tnt_loc'][0:3]
        self._powerup_center = self._map_type.defs.boxes['powerup_region'][0:3]
        self._powerup_spread = (
            self._map_type.defs.boxes['powerup_region'][6] * 0.5,
            self._map_type.defs.boxes['powerup_region'][8] * 0.5)

        self._score_region_material = ba.Material()
        self._score_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', self._handle_reached_end),
            ))

        self._last_wave_end_time = ba.time()
        self._player_has_picked_up_powerup = False
        self._scoreboard: Optional[Scoreboard] = None
        self._game_over = False
        self._wavenum = 0
        self._can_end_wave = True
        self._score = 0
        self._time_bonus = 0
        self._score_region: Optional[ba.Actor] = None
        self._dingsound = ba.getsound('dingSmall')
        self._dingsoundhigh = ba.getsound('dingSmallHigh')
        self._exclude_powerups: Optional[List[str]] = None
        self._have_tnt: Optional[bool] = None
        self._waves: Optional[List[Wave]] = None
        self._bots = SpazBotSet()
        self._tntspawner: Optional[TNTSpawner] = None
        self._lives_bg: Optional[ba.NodeActor] = None
        self._start_lives = 10
        self._lives = self._start_lives
        self._lives_text: Optional[ba.NodeActor] = None
        self._flawless = True
        self._time_bonus_timer: Optional[ba.Timer] = None
        self._time_bonus_text: Optional[ba.NodeActor] = None
        self._time_bonus_mult: Optional[float] = None
        self._wave_text: Optional[ba.NodeActor] = None
        self._flawless_bonus: Optional[int] = None
        self._wave_update_timer: Optional[ba.Timer] = None

    def on_transition_in(self) -> None:
        super().on_transition_in()
        self._scoreboard = Scoreboard(label=ba.Lstr(resource='scoreText'),
                                      score_split=0.5)
        self._score_region = ba.NodeActor(
            ba.newnode('region',
                       attrs={
                           'position':
                           self.map.defs.boxes['score_region'][0:3],
                           'scale': self.map.defs.boxes['score_region'][6:9],
                           'type': 'box',
                           'materials': [self._score_region_material]
                       }))

    def on_begin(self) -> None:
        super().on_begin()
        player_count = len(self.players)
        hard = self._preset not in {Preset.PRO_EASY, Preset.UBER_EASY}

        if self._preset in {Preset.PRO, Preset.PRO_EASY, Preset.TOURNAMENT}:
            self._exclude_powerups = ['curse']
            self._have_tnt = True
            self._waves = [
                Wave(entries=[
                    Spawn(BomberBot, path=3 if hard else 2),
                    Spawn(BomberBot, path=2),
                    Spawn(BomberBot, path=2) if hard else None,
                    Spawn(BomberBot, path=2) if player_count > 1 else None,
                    Spawn(BomberBot, path=1) if hard else None,
                    Spawn(BomberBot, path=1) if player_count > 2 else None,
                    Spawn(BomberBot, path=1) if player_count > 3 else None,
                ]),
                Wave(entries=[
                    Spawn(BomberBot, path=1) if hard else None,
                    Spawn(BomberBot, path=2) if hard else None,
                    Spawn(BomberBot, path=2),
                    Spawn(BomberBot, path=2),
                    Spawn(BomberBot, path=2) if player_count > 3 else None,
                    Spawn(BrawlerBot, path=3),
                    Spawn(BrawlerBot, path=3),
                    Spawn(BrawlerBot, path=3) if hard else None,
                    Spawn(BrawlerBot, path=3) if player_count > 1 else None,
                    Spawn(BrawlerBot, path=3) if player_count > 2 else None,
                ]),
                Wave(entries=[
                    Spawn(ChargerBot, path=2) if hard else None,
                    Spawn(ChargerBot, path=2) if player_count > 2 else None,
                    Spawn(TriggerBot, path=2),
                    Spawn(TriggerBot, path=2) if player_count > 1 else None,
                    Spacing(duration=3.0),
                    Spawn(BomberBot, path=2) if hard else None,
                    Spawn(BomberBot, path=2) if hard else None,
                    Spawn(BomberBot, path=2),
                    Spawn(BomberBot, path=3) if hard else None,
                    Spawn(BomberBot, path=3),
                    Spawn(BomberBot, path=3),
                    Spawn(BomberBot, path=3) if player_count > 3 else None,
                ]),
                Wave(entries=[
                    Spawn(TriggerBot, path=1) if hard else None,
                    Spacing(duration=1.0) if hard else None,
                    Spawn(TriggerBot, path=2),
                    Spacing(duration=1.0),
                    Spawn(TriggerBot, path=3),
                    Spacing(duration=1.0),
                    Spawn(TriggerBot, path=1) if hard else None,
                    Spacing(duration=1.0) if hard else None,
                    Spawn(TriggerBot, path=2),
                    Spacing(duration=1.0),
                    Spawn(TriggerBot, path=3),
                    Spacing(duration=1.0),
                    Spawn(TriggerBot, path=1) if (
                        player_count > 1 and hard) else None,
                    Spacing(duration=1.0),
                    Spawn(TriggerBot, path=2) if player_count > 2 else None,
                    Spacing(duration=1.0),
                    Spawn(TriggerBot, path=3) if player_count > 3 else None,
                    Spacing(duration=1.0),
                ]),
                Wave(entries=[
                    Spawn(ChargerBotProShielded if hard else ChargerBot,
                          path=1),
                    Spawn(BrawlerBot, path=2) if hard else None,
                    Spawn(BrawlerBot, path=2),
                    Spawn(BrawlerBot, path=2),
                    Spawn(BrawlerBot, path=3) if hard else None,
                    Spawn(BrawlerBot, path=3),
                    Spawn(BrawlerBot, path=3),
                    Spawn(BrawlerBot, path=3) if player_count > 1 else None,
                    Spawn(BrawlerBot, path=3) if player_count > 2 else None,
                    Spawn(BrawlerBot, path=3) if player_count > 3 else None,
                ]),
                Wave(entries=[
                    Spawn(BomberBotProShielded, path=3),
                    Spacing(duration=1.5),
                    Spawn(BomberBotProShielded, path=2),
                    Spacing(duration=1.5),
                    Spawn(BomberBotProShielded, path=1) if hard else None,
                    Spacing(duration=1.0) if hard else None,
                    Spawn(BomberBotProShielded, path=3),
                    Spacing(duration=1.5),
                    Spawn(BomberBotProShielded, path=2),
                    Spacing(duration=1.5),
                    Spawn(BomberBotProShielded, path=1) if hard else None,
                    Spacing(duration=1.5) if hard else None,
                    Spawn(BomberBotProShielded, path=3
                          ) if player_count > 1 else None,
                    Spacing(duration=1.5),
                    Spawn(BomberBotProShielded, path=2
                          ) if player_count > 2 else None,
                    Spacing(duration=1.5),
                    Spawn(BomberBotProShielded, path=1
                          ) if player_count > 3 else None,
                ]),
            ]
        elif self._preset in {
                Preset.UBER_EASY, Preset.UBER, Preset.TOURNAMENT_UBER
        }:
            self._exclude_powerups = []
            self._have_tnt = True
            self._waves = [
                Wave(entries=[
                    Spawn(TriggerBot, path=1) if hard else None,
                    Spawn(TriggerBot, path=2),
                    Spawn(TriggerBot, path=2),
                    Spawn(TriggerBot, path=3),
                    Spawn(BrawlerBotPro if hard else BrawlerBot,
                          point=Point.BOTTOM_LEFT),
                    Spawn(BrawlerBotPro, point=Point.BOTTOM_RIGHT
                          ) if player_count > 2 else None,
                ]),
                Wave(entries=[
                    Spawn(ChargerBot, path=2),
                    Spawn(ChargerBot, path=3),
                    Spawn(ChargerBot, path=1) if hard else None,
                    Spawn(ChargerBot, path=2),
                    Spawn(ChargerBot, path=3),
                    Spawn(ChargerBot, path=1) if player_count > 2 else None,
                ]),
                Wave(entries=[
                    Spawn(BomberBotProShielded, path=1) if hard else None,
                    Spawn(BomberBotProShielded, path=2),
                    Spawn(BomberBotProShielded, path=2),
                    Spawn(BomberBotProShielded, path=3),
                    Spawn(BomberBotProShielded, path=3),
                    Spawn(ChargerBot, point=Point.BOTTOM_RIGHT),
                    Spawn(ChargerBot, point=Point.BOTTOM_LEFT
                          ) if player_count > 2 else None,
                ]),
                Wave(entries=[
                    Spawn(TriggerBotPro, path=1) if hard else None,
                    Spawn(TriggerBotPro, path=1 if hard else 2),
                    Spawn(TriggerBotPro, path=1 if hard else 2),
                    Spawn(TriggerBotPro, path=1 if hard else 2),
                    Spawn(TriggerBotPro, path=1 if hard else 2),
                    Spawn(TriggerBotPro, path=1 if hard else 2),
                    Spawn(TriggerBotPro, path=1 if hard else 2
                          ) if player_count > 1 else None,
                    Spawn(TriggerBotPro, path=1 if hard else 2
                          ) if player_count > 3 else None,
                ]),
                Wave(entries=[
                    Spawn(TriggerBotProShielded if hard else TriggerBotPro,
                          point=Point.BOTTOM_LEFT),
                    Spawn(TriggerBotProShielded, point=Point.BOTTOM_RIGHT
                          ) if hard else None,
                    Spawn(TriggerBotProShielded, point=Point.BOTTOM_RIGHT
                          ) if player_count > 2 else None,
                    Spawn(BomberBot, path=3),
                    Spawn(BomberBot, path=3),
                    Spacing(duration=5.0),
                    Spawn(BrawlerBot, path=2),
                    Spawn(BrawlerBot, path=2),
                    Spacing(duration=5.0),
                    Spawn(TriggerBot, path=1) if hard else None,
                    Spawn(TriggerBot, path=1) if hard else None,
                ]),
                Wave(entries=[
                    Spawn(BomberBotProShielded, path=2),
                    Spawn(BomberBotProShielded, path=2) if hard else None,
                    Spawn(StickyBot, point=Point.BOTTOM_RIGHT),
                    Spawn(BomberBotProShielded, path=2),
                    Spawn(BomberBotProShielded, path=2),
                    Spawn(StickyBot, point=Point.BOTTOM_RIGHT
                          ) if player_count > 2 else None,
                    Spawn(BomberBotProShielded, path=2),
                    Spawn(ExplodeyBot, point=Point.BOTTOM_LEFT),
                    Spawn(BomberBotProShielded, path=2),
                    Spawn(BomberBotProShielded, path=2
                          ) if player_count > 1 else None,
                    Spacing(duration=5.0),
                    Spawn(StickyBot, point=Point.BOTTOM_LEFT),
                    Spacing(duration=2.0),
                    Spawn(ExplodeyBot, point=Point.BOTTOM_RIGHT),
                ]),
            ]
        elif self._preset in {Preset.ENDLESS, Preset.ENDLESS_TOURNAMENT}:
            self._exclude_powerups = []
            self._have_tnt = True

        # Spit out a few powerups and start dropping more shortly.
        self._drop_powerups(standard_points=True)
        ba.timer(4.0, self._start_powerup_drops)
        self.setup_low_life_warning_sound()
        self._update_scores()

        # Our TNT spawner (if applicable).
        if self._have_tnt:
            self._tntspawner = TNTSpawner(position=self._tntspawnpos)

        # Make sure to stay out of the way of menu/party buttons in the corner.
        interface_type = ba.app.interface_type
        l_offs = (-80 if interface_type == 'small' else
                  -40 if interface_type == 'medium' else 0)

        self._lives_bg = ba.NodeActor(
            ba.newnode('image',
                       attrs={
                           'texture': self._heart_tex,
                           'model_opaque': self._heart_model_opaque,
                           'model_transparent': self._heart_model_transparent,
                           'attach': 'topRight',
                           'scale': (90, 90),
                           'position': (-110 + l_offs, -50),
                           'color': (1, 0.2, 0.2)
                       }))
        # FIXME; should not set things based on vr mode.
        #  (won't look right to non-vr connected clients, etc)
        vrmode = ba.app.vr_mode
        self._lives_text = ba.NodeActor(
            ba.newnode('text',
                       attrs={
                           'v_attach':
                           'top',
                           'h_attach':
                           'right',
                           'h_align':
                           'center',
                           'color': (1, 1, 1, 1) if vrmode else
                           (0.8, 0.8, 0.8, 1.0),
                           'flatness':
                           1.0 if vrmode else 0.5,
                           'shadow':
                           1.0 if vrmode else 0.5,
                           'vr_depth':
                           10,
                           'position': (-113 + l_offs, -69),
                           'scale':
                           1.3,
                           'text':
                           str(self._lives)
                       }))

        ba.timer(2.0, self._start_updating_waves)

    def _handle_reached_end(self) -> None:
        spaz = ba.getcollision().opposingnode.getdelegate(SpazBot, True)
        if not spaz.is_alive():
            return  # Ignore bodies flying in.

        self._flawless = False
        pos = spaz.node.position
        ba.playsound(self._bad_guy_score_sound, position=pos)
        light = ba.newnode('light',
                           attrs={
                               'position': pos,
                               'radius': 0.5,
                               'color': (1, 0, 0)
                           })
        ba.animate(light, 'intensity', {0.0: 0, 0.1: 1, 0.5: 0}, loop=False)
        ba.timer(1.0, light.delete)
        spaz.handlemessage(
            ba.DieMessage(immediate=True, how=ba.DeathType.REACHED_GOAL))

        if self._lives > 0:
            self._lives -= 1
            if self._lives == 0:
                self._bots.stop_moving()
                self.continue_or_end_game()
            assert self._lives_text is not None
            assert self._lives_text.node
            self._lives_text.node.text = str(self._lives)
            delay = 0.0

            def _safesetattr(node: ba.Node, attr: str, value: Any) -> None:
                if node:
                    setattr(node, attr, value)

            for _i in range(4):
                ba.timer(
                    delay,
                    ba.Call(_safesetattr, self._lives_text.node, 'color',
                            (1, 0, 0, 1.0)))
                assert self._lives_bg is not None
                assert self._lives_bg.node
                ba.timer(
                    delay,
                    ba.Call(_safesetattr, self._lives_bg.node, 'opacity', 0.5))
                delay += 0.125
                ba.timer(
                    delay,
                    ba.Call(_safesetattr, self._lives_text.node, 'color',
                            (1.0, 1.0, 0.0, 1.0)))
                ba.timer(
                    delay,
                    ba.Call(_safesetattr, self._lives_bg.node, 'opacity', 1.0))
                delay += 0.125
            ba.timer(
                delay,
                ba.Call(_safesetattr, self._lives_text.node, 'color',
                        (0.8, 0.8, 0.8, 1.0)))

    def on_continue(self) -> None:
        self._lives = 3
        assert self._lives_text is not None
        assert self._lives_text.node
        self._lives_text.node.text = str(self._lives)
        self._bots.start_moving()

    def spawn_player(self, player: Player) -> ba.Actor:
        pos = (self._spawn_center[0] + random.uniform(-1.5, 1.5),
               self._spawn_center[1],
               self._spawn_center[2] + random.uniform(-1.5, 1.5))
        spaz = self.spawn_player_spaz(player, position=pos)
        if self._preset in {Preset.PRO_EASY, Preset.UBER_EASY}:
            spaz.impact_scale = 0.25

        # Add the material that causes us to hit the player-wall.
        spaz.pick_up_powerup_callback = self._on_player_picked_up_powerup
        return spaz

    def _on_player_picked_up_powerup(self, player: ba.Actor) -> None:
        del player  # Unused.
        self._player_has_picked_up_powerup = True

    def _drop_powerup(self, index: int, poweruptype: str = 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:
        ba.timer(3.0, self._drop_powerups, repeat=True)

    def _drop_powerups(self,
                       standard_points: bool = False,
                       force_first: str = None) -> None:
        """Generic powerup drop."""

        # If its been a minute since our last wave finished emerging, stop
        # giving out land-mine powerups. (prevents players from waiting
        # around for them on purpose and filling the map up)
        if ba.time() - self._last_wave_end_time > 60.0:
            extra_excludes = ['land_mines']
        else:
            extra_excludes = []

        if standard_points:
            points = self.map.powerup_spawn_points
            for i in range(len(points)):
                ba.timer(
                    1.0 + i * 0.5,
                    ba.Call(self._drop_powerup, i,
                            force_first if i == 0 else None))
        else:
            pos = (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..
            assert self._exclude_powerups is not None
            PowerupBox(
                position=pos,
                poweruptype=PowerupBoxFactory.get().get_random_powerup_type(
                    excludetypes=self._exclude_powerups +
                    extra_excludes)).autoretain()

    def end_game(self) -> None:
        ba.pushcall(ba.Call(self.do_end, 'defeat'))
        ba.setmusic(None)
        ba.playsound(self._player_death_sound)

    def do_end(self, outcome: str) -> None:
        """End the game now with the provided outcome."""

        if outcome == 'defeat':
            delay = 2.0
            self.fade_to_red()
        else:
            delay = 0

        score: Optional[int]
        if self._wavenum >= 2:
            score = self._score
            fail_message = None
        else:
            score = None
            fail_message = 'Reach wave 2 to rank.'

        self.end(delay=delay,
                 results={
                     'outcome': outcome,
                     'score': score,
                     'fail_message': fail_message,
                     'playerinfos': self.initialplayerinfos
                 })

    def _on_got_scores_to_beat(self, scores: List[Dict[str, Any]]) -> None:
        self._show_standard_scores_to_beat_ui(scores)

    def _update_waves(self) -> None:
        # pylint: disable=too-many-branches

        # If we have no living bots, go to the next wave.
        if (self._can_end_wave and not self._bots.have_living_bots()
                and not self._game_over and self._lives > 0):

            self._can_end_wave = False
            self._time_bonus_timer = None
            self._time_bonus_text = None

            if self._preset in {Preset.ENDLESS, Preset.ENDLESS_TOURNAMENT}:
                won = False
            else:
                assert self._waves is not None
                won = (self._wavenum == len(self._waves))

            # Reward time bonus.
            base_delay = 4.0 if won else 0
            if self._time_bonus > 0:
                ba.timer(0, ba.Call(ba.playsound, self._cashregistersound))
                ba.timer(base_delay,
                         ba.Call(self._award_time_bonus, self._time_bonus))
                base_delay += 1.0

            # Reward flawless bonus.
            if self._wavenum > 0 and self._flawless:
                ba.timer(base_delay, self._award_flawless_bonus)
                base_delay += 1.0

            self._flawless = True  # reset

            if won:

                # Completion achievements:
                if self._preset in {Preset.PRO, Preset.PRO_EASY}:
                    self._award_achievement('Pro Runaround Victory',
                                            sound=False)
                    if self._lives == self._start_lives:
                        self._award_achievement('The Wall', sound=False)
                    if not self._player_has_picked_up_powerup:
                        self._award_achievement('Precision Bombing',
                                                sound=False)
                elif self._preset in {Preset.UBER, Preset.UBER_EASY}:
                    self._award_achievement('Uber Runaround Victory',
                                            sound=False)
                    if self._lives == self._start_lives:
                        self._award_achievement('The Great Wall', sound=False)
                    if not self._a_player_has_been_killed:
                        self._award_achievement('Stayin\' Alive', sound=False)

                # Give remaining players some points and have them celebrate.
                self.show_zoom_message(ba.Lstr(resource='victoryText'),
                                       scale=1.0,
                                       duration=4.0)

                self.celebrate(10.0)
                ba.timer(base_delay, self._award_lives_bonus)
                base_delay += 1.0
                ba.timer(base_delay, self._award_completion_bonus)
                base_delay += 0.85
                ba.playsound(self._winsound)
                ba.cameraflash()
                ba.setmusic(ba.MusicType.VICTORY)
                self._game_over = True
                ba.timer(base_delay, ba.Call(self.do_end, 'victory'))
                return

            self._wavenum += 1

            # Short celebration after waves.
            if self._wavenum > 1:
                self.celebrate(0.5)

            ba.timer(base_delay, self._start_next_wave)

    def _award_completion_bonus(self) -> None:
        bonus = 200
        ba.playsound(self._cashregistersound)
        PopupText(ba.Lstr(value='+${A} ${B}',
                          subs=[('${A}', str(bonus)),
                                ('${B}',
                                 ba.Lstr(resource='completionBonusText'))]),
                  color=(0.7, 0.7, 1.0, 1),
                  scale=1.6,
                  position=(0, 1.5, -1)).autoretain()
        self._score += bonus
        self._update_scores()

    def _award_lives_bonus(self) -> None:
        bonus = self._lives * 30
        ba.playsound(self._cashregistersound)
        PopupText(ba.Lstr(value='+${A} ${B}',
                          subs=[('${A}', str(bonus)),
                                ('${B}', ba.Lstr(resource='livesBonusText'))]),
                  color=(0.7, 1.0, 0.3, 1),
                  scale=1.3,
                  position=(0, 1, -1)).autoretain()
        self._score += bonus
        self._update_scores()

    def _award_time_bonus(self, bonus: int) -> None:
        ba.playsound(self._cashregistersound)
        PopupText(ba.Lstr(value='+${A} ${B}',
                          subs=[('${A}', str(bonus)),
                                ('${B}', ba.Lstr(resource='timeBonusText'))]),
                  color=(1, 1, 0.5, 1),
                  scale=1.0,
                  position=(0, 3, -1)).autoretain()

        self._score += self._time_bonus
        self._update_scores()

    def _award_flawless_bonus(self) -> None:
        ba.playsound(self._cashregistersound)
        PopupText(ba.Lstr(value='+${A} ${B}',
                          subs=[('${A}', str(self._flawless_bonus)),
                                ('${B}', ba.Lstr(resource='perfectWaveText'))
                                ]),
                  color=(1, 1, 0.2, 1),
                  scale=1.2,
                  position=(0, 2, -1)).autoretain()

        assert self._flawless_bonus is not None
        self._score += self._flawless_bonus
        self._update_scores()

    def _start_time_bonus_timer(self) -> None:
        self._time_bonus_timer = ba.Timer(1.0,
                                          self._update_time_bonus,
                                          repeat=True)

    def _start_next_wave(self) -> None:
        # FIXME: Need to split this up.
        # pylint: disable=too-many-locals
        # pylint: disable=too-many-branches
        # pylint: disable=too-many-statements
        self.show_zoom_message(ba.Lstr(value='${A} ${B}',
                                       subs=[('${A}',
                                              ba.Lstr(resource='waveText')),
                                             ('${B}', str(self._wavenum))]),
                               scale=1.0,
                               duration=1.0,
                               trail=True)
        ba.timer(0.4, ba.Call(ba.playsound, self._new_wave_sound))
        t_sec = 0.0
        base_delay = 0.5
        delay = 0.0
        bot_types: List[Union[Spawn, Spacing, None]] = []

        if self._preset in {Preset.ENDLESS, Preset.ENDLESS_TOURNAMENT}:
            level = self._wavenum
            target_points = (level + 1) * 8.0
            group_count = random.randint(1, 3)
            entries: List[Union[Spawn, Spacing, None]] = []
            spaz_types: List[Tuple[Type[SpazBot], float]] = []
            if level < 6:
                spaz_types += [(BomberBot, 5.0)]
            if level < 10:
                spaz_types += [(BrawlerBot, 5.0)]
            if level < 15:
                spaz_types += [(TriggerBot, 6.0)]
            if level > 5:
                spaz_types += [(TriggerBotPro, 7.5)] * (1 + (level - 5) // 7)
            if level > 2:
                spaz_types += [(BomberBotProShielded, 8.0)
                               ] * (1 + (level - 2) // 6)
            if level > 6:
                spaz_types += [(TriggerBotProShielded, 12.0)
                               ] * (1 + (level - 6) // 5)
            if level > 1:
                spaz_types += ([(ChargerBot, 10.0)] * (1 + (level - 1) // 4))
            if level > 7:
                spaz_types += [(ChargerBotProShielded, 15.0)
                               ] * (1 + (level - 7) // 3)

            # Bot type, their effect on target points.
            defender_types: List[Tuple[Type[SpazBot], float]] = [
                (BomberBot, 0.9),
                (BrawlerBot, 0.9),
                (TriggerBot, 0.85),
            ]
            if level > 2:
                defender_types += [(ChargerBot, 0.75)]
            if level > 4:
                defender_types += ([(StickyBot, 0.7)] * (1 + (level - 5) // 6))
            if level > 6:
                defender_types += ([(ExplodeyBot, 0.7)] * (1 +
                                                           (level - 5) // 5))
            if level > 8:
                defender_types += ([(BrawlerBotProShielded, 0.65)] *
                                   (1 + (level - 5) // 4))
            if level > 10:
                defender_types += ([(TriggerBotProShielded, 0.6)] *
                                   (1 + (level - 6) // 3))

            for group in range(group_count):
                this_target_point_s = target_points / group_count

                # Adding spacing makes things slightly harder.
                rval = random.random()
                if rval < 0.07:
                    spacing = 1.5
                    this_target_point_s *= 0.85
                elif rval < 0.15:
                    spacing = 1.0
                    this_target_point_s *= 0.9
                else:
                    spacing = 0.0

                path = random.randint(1, 3)

                # Don't allow hard paths on early levels.
                if level < 3:
                    if path == 1:
                        path = 3

                # Easy path.
                if path == 3:
                    pass

                # Harder path.
                elif path == 2:
                    this_target_point_s *= 0.8

                # Even harder path.
                elif path == 1:
                    this_target_point_s *= 0.7

                # Looping forward.
                elif path == 4:
                    this_target_point_s *= 0.7

                # Looping backward.
                elif path == 5:
                    this_target_point_s *= 0.7

                # Random.
                elif path == 6:
                    this_target_point_s *= 0.7

                def _add_defender(defender_type: Tuple[Type[SpazBot], float],
                                  pnt: Point) -> Tuple[float, Spawn]:
                    # This is ok because we call it immediately.
                    # pylint: disable=cell-var-from-loop
                    return this_target_point_s * defender_type[1], Spawn(
                        defender_type[0], point=pnt)

                # Add defenders.
                defender_type1 = defender_types[random.randrange(
                    len(defender_types))]
                defender_type2 = defender_types[random.randrange(
                    len(defender_types))]
                defender1 = defender2 = None
                if ((group == 0) or (group == 1 and level > 3)
                        or (group == 2 and level > 5)):
                    if random.random() < min(0.75, (level - 1) * 0.11):
                        this_target_point_s, defender1 = _add_defender(
                            defender_type1, Point.BOTTOM_LEFT)
                    if random.random() < min(0.75, (level - 1) * 0.04):
                        this_target_point_s, defender2 = _add_defender(
                            defender_type2, Point.BOTTOM_RIGHT)

                spaz_type = spaz_types[random.randrange(len(spaz_types))]
                member_count = max(
                    1, int(round(this_target_point_s / spaz_type[1])))
                for i, _member in enumerate(range(member_count)):
                    if path == 4:
                        this_path = i % 3  # Looping forward.
                    elif path == 5:
                        this_path = 3 - (i % 3)  # Looping backward.
                    elif path == 6:
                        this_path = random.randint(1, 3)  # Random.
                    else:
                        this_path = path
                    entries.append(Spawn(spaz_type[0], path=this_path))
                    if spacing != 0.0:
                        entries.append(Spacing(duration=spacing))

                if defender1 is not None:
                    entries.append(defender1)
                if defender2 is not None:
                    entries.append(defender2)

                # Some spacing between groups.
                rval = random.random()
                if rval < 0.1:
                    spacing = 5.0
                elif rval < 0.5:
                    spacing = 1.0
                else:
                    spacing = 1.0
                entries.append(Spacing(duration=spacing))

            wave = Wave(entries=entries)

        else:
            assert self._waves is not None
            wave = self._waves[self._wavenum - 1]

        bot_types += wave.entries
        self._time_bonus_mult = 1.0
        this_flawless_bonus = 0
        non_runner_spawn_time = 1.0

        for info in bot_types:
            if info is None:
                continue
            if isinstance(info, Spacing):
                t_sec += info.duration
                continue
            bot_type = info.type
            path = info.path
            self._time_bonus_mult += bot_type.points_mult * 0.02
            this_flawless_bonus += bot_type.points_mult * 5

            # If its got a position, use that.
            if info.point is not None:
                point = info.point
            else:
                point = Point.START

            # Space our our slower bots.
            delay = base_delay
            delay /= self._get_bot_speed(bot_type)
            t_sec += delay * 0.5
            tcall = ba.Call(
                self.add_bot_at_point, point, bot_type, path,
                0.1 if point is Point.START else non_runner_spawn_time)
            ba.timer(t_sec, tcall)
            t_sec += delay * 0.5

        # We can end the wave after all the spawning happens.
        ba.timer(t_sec - delay * 0.5 + non_runner_spawn_time + 0.01,
                 self._set_can_end_wave)

        # Reset our time bonus.
        # In this game we use a constant time bonus so it erodes away in
        # roughly the same time (since the time limit a wave can take is
        # relatively constant) ..we then post-multiply a modifier to adjust
        # points.
        self._time_bonus = 150
        self._flawless_bonus = this_flawless_bonus
        assert self._time_bonus_mult is not None
        txtval = ba.Lstr(
            value='${A}: ${B}',
            subs=[('${A}', ba.Lstr(resource='timeBonusText')),
                  ('${B}', str(int(self._time_bonus * self._time_bonus_mult)))
                  ])
        self._time_bonus_text = ba.NodeActor(
            ba.newnode('text',
                       attrs={
                           'v_attach': 'top',
                           'h_attach': 'center',
                           'h_align': 'center',
                           'color': (1, 1, 0.0, 1),
                           'shadow': 1.0,
                           'vr_depth': -30,
                           'flatness': 1.0,
                           'position': (0, -60),
                           'scale': 0.8,
                           'text': txtval
                       }))

        ba.timer(t_sec, self._start_time_bonus_timer)

        # Keep track of when this wave finishes emerging. We wanna stop
        # dropping land-mines powerups at some point (otherwise a crafty
        # player could fill the whole map with them)
        self._last_wave_end_time = ba.time() + t_sec
        totalwaves = str(len(self._waves)) if self._waves is not None else '??'
        txtval = ba.Lstr(value='${A} ${B}',
                         subs=[('${A}', ba.Lstr(resource='waveText')),
                               ('${B}',
                                str(self._wavenum) + ('' if self._preset in {
                                    Preset.ENDLESS, Preset.ENDLESS_TOURNAMENT
                                } else f'/{totalwaves}'))])
        self._wave_text = ba.NodeActor(
            ba.newnode('text',
                       attrs={
                           'v_attach': 'top',
                           'h_attach': 'center',
                           'h_align': 'center',
                           'vr_depth': -10,
                           'color': (1, 1, 1, 1),
                           'shadow': 1.0,
                           'flatness': 1.0,
                           'position': (0, -40),
                           'scale': 1.3,
                           'text': txtval
                       }))

    def _on_bot_spawn(self, path: int, spaz: SpazBot) -> None:

        # Add our custom update callback and set some info for this bot.
        spaz_type = type(spaz)
        assert spaz is not None
        spaz.update_callback = self._update_bot

        # Tack some custom attrs onto the spaz.
        setattr(spaz, 'r_walk_row', path)
        setattr(spaz, 'r_walk_speed', self._get_bot_speed(spaz_type))

    def add_bot_at_point(self,
                         point: Point,
                         spaztype: Type[SpazBot],
                         path: int,
                         spawn_time: float = 0.1) -> None:
        """Add the given type bot with the given delay (in seconds)."""

        # Don't add if the game has ended.
        if self._game_over:
            return
        pos = self.map.defs.points[point.value][:3]
        self._bots.spawn_bot(spaztype,
                             pos=pos,
                             spawn_time=spawn_time,
                             on_spawn_call=ba.Call(self._on_bot_spawn, path))

    def _update_time_bonus(self) -> None:
        self._time_bonus = int(self._time_bonus * 0.91)
        if self._time_bonus > 0 and self._time_bonus_text is not None:
            assert self._time_bonus_text.node
            assert self._time_bonus_mult
            self._time_bonus_text.node.text = ba.Lstr(
                value='${A}: ${B}',
                subs=[('${A}', ba.Lstr(resource='timeBonusText')),
                      ('${B}',
                       str(int(self._time_bonus * self._time_bonus_mult)))])
        else:
            self._time_bonus_text = None

    def _start_updating_waves(self) -> None:
        self._wave_update_timer = ba.Timer(2.0,
                                           self._update_waves,
                                           repeat=True)

    def _update_scores(self) -> None:
        score = self._score
        if self._preset is Preset.ENDLESS:
            if score >= 500:
                self._award_achievement('Runaround Master')
            if score >= 1000:
                self._award_achievement('Runaround Wizard')
            if score >= 2000:
                self._award_achievement('Runaround God')

        assert self._scoreboard is not None
        self._scoreboard.set_team_value(self.teams[0], score, max_score=None)

    def _update_bot(self, bot: SpazBot) -> bool:
        # Yup; that's a lot of return statements right there.
        # pylint: disable=too-many-return-statements

        if not bool(bot):
            return True

        assert bot.node

        # FIXME: Do this in a type safe way.
        r_walk_speed: float = getattr(bot, 'r_walk_speed')
        r_walk_row: int = getattr(bot, 'r_walk_row')

        speed = r_walk_speed
        pos = bot.node.position
        boxes = self.map.defs.boxes

        # Bots in row 1 attempt the high road..
        if r_walk_row == 1:
            if ba.is_point_in_box(pos, boxes['b4']):
                bot.node.move_up_down = speed
                bot.node.move_left_right = 0
                bot.node.run = 0.0
                return True

        # Row 1 and 2 bots attempt the middle road..
        if r_walk_row in [1, 2]:
            if ba.is_point_in_box(pos, boxes['b1']):
                bot.node.move_up_down = speed
                bot.node.move_left_right = 0
                bot.node.run = 0.0
                return True

        # All bots settle for the third row.
        if ba.is_point_in_box(pos, boxes['b7']):
            bot.node.move_up_down = speed
            bot.node.move_left_right = 0
            bot.node.run = 0.0
            return True
        if ba.is_point_in_box(pos, boxes['b2']):
            bot.node.move_up_down = -speed
            bot.node.move_left_right = 0
            bot.node.run = 0.0
            return True
        if ba.is_point_in_box(pos, boxes['b3']):
            bot.node.move_up_down = -speed
            bot.node.move_left_right = 0
            bot.node.run = 0.0
            return True
        if ba.is_point_in_box(pos, boxes['b5']):
            bot.node.move_up_down = -speed
            bot.node.move_left_right = 0
            bot.node.run = 0.0
            return True
        if ba.is_point_in_box(pos, boxes['b6']):
            bot.node.move_up_down = speed
            bot.node.move_left_right = 0
            bot.node.run = 0.0
            return True
        if ((ba.is_point_in_box(pos, boxes['b8'])
             and not ba.is_point_in_box(pos, boxes['b9']))
                or pos == (0.0, 0.0, 0.0)):

            # Default to walking right if we're still in the walking area.
            bot.node.move_left_right = speed
            bot.node.move_up_down = 0
            bot.node.run = 0.0
            return True

        # Revert to normal bot behavior otherwise..
        return False

    def handlemessage(self, msg: Any) -> Any:
        if isinstance(msg, ba.PlayerScoredMessage):
            self._score += msg.score
            self._update_scores()

        elif isinstance(msg, ba.PlayerDiedMessage):
            # Augment standard behavior.
            super().handlemessage(msg)

            self._a_player_has_been_killed = True

            # 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 = ba.Timer(
                respawn_time, ba.Call(self.spawn_player_if_exists, player))
            player.respawn_icon = RespawnIcon(player, respawn_time)

        elif isinstance(msg, SpazBotDiedMessage):
            if msg.how is ba.DeathType.REACHED_GOAL:
                return None
            pts, importance = msg.spazbot.get_death_points(msg.how)
            if msg.killerplayer is not None:
                target: Optional[Sequence[float]]
                try:
                    assert msg.spazbot is not None
                    assert msg.spazbot.node
                    target = msg.spazbot.node.position
                except Exception:
                    ba.print_exception()
                    target = None
                try:
                    if msg.killerplayer:
                        self.stats.player_scored(msg.killerplayer,
                                                 pts,
                                                 target=target,
                                                 kill=True,
                                                 screenmessage=False,
                                                 importance=importance)
                        ba.playsound(self._dingsound if importance == 1 else
                                     self._dingsoundhigh,
                                     volume=0.6)
                except Exception:
                    ba.print_exception('Error on SpazBotDiedMessage')

            # Normally we pull scores from the score-set, but if there's no
            # player lets be explicit.
            else:
                self._score += pts
            self._update_scores()

        else:
            return super().handlemessage(msg)
        return None

    def _get_bot_speed(self, bot_type: Type[SpazBot]) -> float:
        speed = self._bot_speed_map.get(bot_type)
        if speed is None:
            raise TypeError('Invalid bot type to _get_bot_speed(): ' +
                            str(bot_type))
        return speed

    def _set_can_end_wave(self) -> None:
        self._can_end_wave = True
Beispiel #2
0
class FootballCoopGame(ba.CoopGameActivity[Player, Team]):
    """Co-op variant of football."""

    name = 'Football'
    tips = ['Use the pick-up button to grab the flag < ${PICKUP} >']
    scoreconfig = ba.ScoreConfig(scoretype=ba.ScoreType.MILLISECONDS,
                                 version='B')
    default_music = ba.MusicType.FOOTBALL

    # FIXME: Need to update co-op games to use getscoreconfig.
    def get_score_type(self) -> str:
        return 'time'

    def get_instance_description(self) -> Union[str, Sequence]:
        touchdowns = self._score_to_win / 7
        touchdowns = math.ceil(touchdowns)
        if touchdowns > 1:
            return 'Score ${ARG1} touchdowns.', touchdowns
        return 'Score a touchdown.'

    def get_instance_description_short(self) -> Union[str, Sequence]:
        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 = ba.getsound('cheer')
        self._boo_sound = ba.getsound('boo')
        self._chant_sound = ba.getsound('crowdChant')
        self._score_sound = ba.getsound('score')
        self._swipsound = ba.getsound('swip')
        self._whistle_sound = ba.getsound('refWhistle')
        self._score_to_win = 21
        self._score_region_material = ba.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: Optional[Scoreboard] = None
        self._flag_spawn_pos: Optional[Sequence[float]] = None
        self._score_regions: List[ba.NodeActor] = []
        self._exclude_powerups: List[str] = []
        self._have_tnt = False
        self._bot_types_initial: Optional[List[Type[SpazBot]]] = None
        self._bot_types_7: Optional[List[Type[SpazBot]]] = None
        self._bot_types_14: Optional[List[Type[SpazBot]]] = None
        self._bot_team: Optional[Team] = None
        self._starttime_ms: Optional[int] = None
        self._time_text: Optional[ba.NodeActor] = None
        self._time_text_input: Optional[ba.NodeActor] = None
        self._tntspawner: Optional[TNTSpawner] = None
        self._bots = SpazBotSet()
        self._bot_spawn_timer: Optional[ba.Timer] = None
        self._powerup_drop_timer: Optional[ba.Timer] = None
        self._scoring_team: Optional[Team] = None
        self._final_time_ms: Optional[int] = None
        self._time_text_timer: Optional[ba.Timer] = None
        self._flag_respawn_light: Optional[ba.Actor] = None
        self._flag: Optional[FootballFlag] = None

    def on_transition_in(self) -> None:
        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(
            ba.NodeActor(
                ba.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(
            ba.NodeActor(
                ba.newnode('region',
                           attrs={
                               'position': defs.boxes['goal2'][0:3],
                               'scale': defs.boxes['goal2'][6:9],
                               'type': 'box',
                               'materials': [self._score_region_material]
                           })))
        ba.playsound(self._chant_sound)

    def on_begin(self) -> None:
        # FIXME: Split this up a bit.
        # pylint: disable=too-many-statements
        from bastd.actor import controlsguide
        super().on_begin()

        # Show controls help in kiosk mode.
        if ba.app.demo_mode or ba.app.arcade_mode:
            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 Exception()

        self.setup_low_life_warning_sound()

        self._drop_powerups(standard_points=True)
        ba.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 = ba.time(timeformat=ba.TimeFormat.MILLISECONDS)
        assert isinstance(starttime_ms, int)
        self._starttime_ms = starttime_ms
        self._time_text = ba.NodeActor(
            ba.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 = ba.NodeActor(
            ba.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 = ba.Timer(1.0, self._update_bots, repeat=True)

        for bottype in self._bot_types_initial:
            self._spawn_bot(bottype)

    def _on_got_scores_to_beat(self, scores: List[Dict[str, Any]]) -> None:
        self._show_standard_scores_to_beat_ui(scores)

    def _on_bot_spawn(self, spaz: SpazBot) -> None:
        # We want to move to the left by default.
        spaz.target_point_default = ba.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're waiting on a continue, stop here so they don't keep scoring.
        if self.is_waiting_for_continue():
            self._bots.stop_moving()
            return

        # 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 = ba.Vec3(self._flag.node.position)
            closest_bot: Optional[SpazBot] = 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 = ba.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:
        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 = ba.Timer(3.0,
                                            self._drop_powerups,
                                            repeat=True)

    def _drop_powerups(self,
                       standard_points: bool = False,
                       poweruptype: str = None) -> None:
        """Generic powerup drop."""
        if standard_points:
            spawnpoints = self.map.powerup_spawn_points
            for i, _point in enumerate(spawnpoints):
                ba.timer(1.0 + i * 0.5,
                         ba.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(ba.DieMessage())
        except Exception:
            ba.print_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 = ba.getcollision().sourcenode
        i = None
        for i in range(len(self._score_regions)):
            if region == self._score_regions[i].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(
                                ba.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)

        ba.playsound(self._score_sound)
        if i == 0:
            ba.playsound(self._cheer_sound)
        else:
            ba.playsound(self._boo_sound)

        # Kill the flag (it'll respawn shortly).
        self._flag.scored = True

        ba.timer(0.2, self._kill_flag)

        self.update_scores()
        light = ba.newnode('light',
                           attrs={
                               'position': ba.getcollision().position,
                               'height_attenuated': False,
                               'color': (1, 0, 0)
                           })
        ba.animate(light, 'intensity', {0: 0, 0.5: 1, 1.0: 0}, loop=True)
        ba.timer(1.0, light.delete)
        if i == 0:
            ba.cameraflash(duration=10.0)

    def end_game(self) -> None:
        ba.setmusic(None)
        self._bots.final_celebrate()
        ba.timer(0.001, ba.Call(self.do_end, 'defeat'))

    def on_continue(self) -> None:
        # Subtract one touchdown from the bots and get them moving again.
        assert self._bot_team is not None
        self._bot_team.score -= 7
        self._bots.start_moving()
        self.update_scores()

    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.continue_or_end_game()
                    else:
                        ba.setmusic(ba.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(ba.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(
                            ba.time(timeformat=ba.TimeFormat.MILLISECONDS) -
                            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)

                        # FIXME: Does this still need to be deferred?
                        ba.pushcall(ba.Call(self.do_end, 'victory'))

    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
                 })

    def handlemessage(self, msg: Any) -> Any:
        """ handle high-level game messages """
        if isinstance(msg, ba.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 = ba.Timer(
                respawn_time, ba.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.
            ba.timer(3.0, ba.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)
            msg.flag.respawn_timer = ba.Timer(3.0, self._spawn_flag)
            self._flag_respawn_light = ba.NodeActor(
                ba.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
            ba.animate(self._flag_respawn_light.node,
                       'intensity', {
                           0: 0,
                           0.25: 0.15,
                           0.5: 0
                       },
                       loop=True)
            ba.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: ba.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

    def spawn_player(self, player: Player) -> ba.Actor:
        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 = ba.newnode('light',
                           attrs={
                               'position': self._flag_spawn_pos,
                               'height_attenuated': False,
                               'color': (1, 1, 0)
                           })
        ba.animate(light, 'intensity', {0: 0, 0.25: 0.25, 0.5: 0}, loop=True)
        ba.timer(1.0, light.delete)

    def _spawn_flag(self) -> None:
        ba.playsound(self._swipsound)
        ba.playsound(self._whistle_sound)
        self._flash_flag_spawn()
        assert self._flag_spawn_pos is not None
        self._flag = FootballFlag(position=self._flag_spawn_pos)