Beispiel #1
0
 def start_round_delayed(self):
     self.announcer = Announcer()
     self.announcer.server = self.server
     self.announcer.irc_announcement = False
     self.announcer.action = 'Round starting'
     self.announcer.abort_message = 'round aborted.'
     self.announcer.message = "{time}"
     self.announcer.message_long = "Round starting in {time} seconds."
     self.announcer.time_left = self.round_delay
     self.announcer.reason = '1'
     self.announcer.action_func = self.start_round
     self.announcer.action_func_args = []
     self.announcer.announce()
Beispiel #2
0
 def start_round_delayed(self):
     self.announcer = Announcer()
     self.announcer.server = self.server
     self.announcer.irc_announcement = False
     self.announcer.action = 'Round starting'
     self.announcer.abort_message = 'round aborted.'
     self.announcer.message = "{time}"
     self.announcer.message_long = "Round starting in {time} seconds."
     self.announcer.time_left = self.round_delay
     self.announcer.reason = '1'
     self.announcer.action_func = self.start_round
     self.announcer.action_func_args = []
     self.announcer.announce()
Beispiel #3
0
class TDMServer(TeamServer):
    team_class = TDMTeam
    connection_class = TDMConnection
    allow_join_when_locked = True
    destroy_empty_teams = False
    locked_teams = True
    auto_balance = True

    round_delay = 20

    round_active = False
    suppress_damage = True

    max_score = 25
    announcer = None

    def get_mode(self, event):
        return 'Team Deathmatch'

    def on_load(self):
        super(TDMServer, self).on_load()

        self.create_team('Red')
        self.create_team('Blue')

        self.loop.call_later(5.0, self.start_round_delayed)

    def give_reward(self, team):
        for m in team.members:
            self.silent_give_item(m.connection,
                                  generate_item(0, m.connection.entity))

    # give items silently to players without broadcasting it to everyone
    def silent_give_item(self, connection, item):
        packet = ServerUpdate()
        packet.reset()
        action = PickupAction()
        action.entity_id = connection.entity_id
        action.item_data = item
        packet.pickups.append(action)
        connection.send_packet(packet)

    def declare_winner(self, team):
        if self.round_active:
            self.round_active = False
            self.suppress_damage = True
            message = 'Team "%s" has reached %s kills and won the round!'
            message = message % (team.name, self.max_score)
            print(message)
            self.server.send_chat(message)
            self.give_reward(team)

            self.loop.call_later(5.0, self.start_round_delayed)

    def set_max_score(self, score):
        self.max_score = score
        message = 'Team Deathmatch score max set to %s' % score
        self.server.send_chat(message)
        return message

    def get_scores(self):
        scores = []
        for name, t in self.teams.items():
            scores.append('%s %sK %sD' % (t.name, t.kills, t.deaths))

        return 'Score: ' + ' - '.join(scores)

    def start_round(self):
        for name, t in self.teams.items():
            t.reset_stats()

        self.auto_rebalance_teams()
        self.round_active = True
        self.suppress_damage = False
        message = 'Team Deathmatch! first team to %s kills wins.' % \
                  self.max_score
        print(message)
        self.server.send_chat(message)

    def start_round_delayed(self):
        self.announcer = Announcer()
        self.announcer.server = self.server
        self.announcer.irc_announcement = False
        self.announcer.action = 'Round starting'
        self.announcer.abort_message = 'round aborted.'
        self.announcer.message = "{time}"
        self.announcer.message_long = "Round starting in {time} seconds."
        self.announcer.time_left = self.round_delay
        self.announcer.reason = '1'
        self.announcer.action_func = self.start_round
        self.announcer.action_func_args = []
        self.announcer.announce()
Beispiel #4
0
class TDMServer(TeamServer):
    team_class = TDMTeam
    connection_class = TDMConnection
    allow_join_when_locked = True
    destroy_empty_teams = False
    locked_teams = True
    auto_balance = True

    round_delay = 20

    round_active = False
    suppress_damage = True

    max_score = 25
    announcer = None

    def get_mode(self, event):
        return 'Team Deathmatch'

    def on_load(self):
        super(TDMServer, self).on_load()

        self.create_team('Red')
        self.create_team('Blue')

        self.loop.call_later(5.0, self.start_round_delayed)

    def give_reward(self, team):
        for m in team.members:
            self.silent_give_item(m.connection,
                                  generate_item(0, m.connection.entity))

    # give items silently to players without broadcasting it to everyone
    def silent_give_item(self, connection, item):
        packet = ServerUpdate()
        packet.reset()
        action = PickupAction()
        action.entity_id = connection.entity_id
        action.item_data = item
        packet.pickups.append(action)
        connection.send_packet(packet)

    def declare_winner(self, team):
        if self.round_active:
            self.round_active = False
            self.suppress_damage = True
            message = 'Team "%s" has reached %s kills and won the round!'
            message = message % (team.name, self.max_score)
            print(message)
            self.server.send_chat(message)
            self.give_reward(team)

            self.loop.call_later(5.0, self.start_round_delayed)

    def set_max_score(self, score):
        self.max_score = score
        message = 'Team Deathmatch score max set to %s' % score
        self.server.send_chat(message)
        return message

    def get_scores(self):
        scores = []
        for name, t in self.teams.items():
            scores.append('%s %sK %sD' % (t.name, t.kills, t.deaths))

        return 'Score: ' + ' - '.join(scores)

    def start_round(self):
        for name, t in self.teams.items():
            t.reset_stats()

        self.auto_rebalance_teams()
        self.round_active = True
        self.suppress_damage = False
        message = 'Team Deathmatch! first team to %s kills wins.' % \
                  self.max_score
        print(message)
        self.server.send_chat(message)

    def start_round_delayed(self):
        self.announcer = Announcer()
        self.announcer.server = self.server
        self.announcer.irc_announcement = False
        self.announcer.action = 'Round starting'
        self.announcer.abort_message = 'round aborted.'
        self.announcer.message = "{time}"
        self.announcer.message_long = "Round starting in {time} seconds."
        self.announcer.time_left = self.round_delay
        self.announcer.reason = '1'
        self.announcer.action_func = self.start_round
        self.announcer.action_func_args = []
        self.announcer.announce()