Example #1
0
    def _dropBombCluster(self):

        if False:
            bs.newNode('locator', attrs={'position': (8, 6, -5.5)})
            bs.newNode('locator', attrs={'position': (8, 6, -2.3)})
            bs.newNode('locator', attrs={'position': (-7.3, 6, -5.5)})
            bs.newNode('locator', attrs={'position': (-7.3, 6, -2.3)})

        delay = 0
        for i in range(random.randrange(1, 3)):
            types = ["normal", "ice", "sticky", "impact"]
            magic = random.choice(types)
            bt = magic
            pos = (-7.3 + 15.3 * random.random(), 11,
                   -5.5 + 2.1 * random.random())
            vel = ((-5.0 + random.random() * 30.0) *
                   (-1.0 if pos[0] > 0 else 1.0), -4.0, 0)
            bs.gameTimer(delay, bs.Call(self._dropBomb, pos, vel, bt))
            delay += 100
        self._setMeteorTimer()
Example #2
0
    def _dropPowerups(self, standardPoints=False, powerupType=None):
        """ Generic powerup drop """

        if standardPoints:
            pts = self.getMap().powerupSpawnPoints
            for i, pt in enumerate(pts):
                bs.gameTimer(1000 + i * 500,
                             bs.Call(self._dropPowerup, i, powerupType))
        else:
            pt = (self._powerupCenter[0] + random.uniform(
                -1.0 * self._powerupSpread[0], 1.0 * self._powerupSpread[0]),
                  self._powerupCenter[1],
                  self._powerupCenter[2] + random.uniform(
                      -self._powerupSpread[1], self._powerupSpread[1]))

            # drop one random one somewhere..
            bs.Powerup(
                position=pt,
                powerupType=bs.Powerup.getFactory().getRandomPowerupType(
                    excludeTypes=self._excludePowerups)).autoRetain()
Example #3
0
    def spawnPlayerSpaz(self, player, position=(0, 0, 0), angle=None):
        posList = ((0, 5, 0), (9, 11, 0), (0, 12, 0), (-11, 11, 0))
        try:
            pos = posList[player.gameData['lastPoint']]
        except:
            pos = (0, 5, 0)
        position = (pos[0] + random.random() * 2 - 1, pos[1], pos[2])
        name = player.getName()
        color = player.color
        highlight = player.highlight

        lightColor = bsUtils.getNormalizedColor(color)
        displayColor = bs.getSafeColor(color, targetIntensity=0.75)
        spaz = bs.PlayerSpaz(color=color,
                             highlight=highlight,
                             character=player.character,
                             player=player)
        player.setActor(spaz)
        if isinstance(self.getSession(),
                      bs.CoopSession) and self.getMap().getName() in [
                          'Courtyard', 'Tower D'
                      ]:
            mat = self.getMap().preloadData['collideWithWallMaterial']
            spaz.node.materials += (mat, )
            spaz.node.rollerMaterials += (mat, )
        spaz.node.name = name
        spaz.node.nameColor = displayColor
        if self._raceStarted: spaz.connectControlsToPlayer()
        spaz.handleMessage(
            bs.StandMessage(
                position,
                angle if angle is not None else random.uniform(0, 360)))
        t = bs.getGameTime()
        bs.playSound(self._spawnSound, 1, position=spaz.node.position)
        light = bs.newNode('light', attrs={'color': lightColor})
        spaz.node.connectAttr('position', light, 'position')
        bsUtils.animate(light, 'intensity', {0: 0, 250: 1, 500: 0})
        bs.gameTimer(500, light.delete)
        if not self._raceStarted: player.gameData['lastPoint'] = 0
        bs.gameTimer(250, bs.Call(self.checkPt, player))
        return spaz
Example #4
0
def newInit(self, color=(1, 1, 1), highlight=(0.5, 0.5, 0.5),  character="Spaz", player=None, powerupsExpire=True):
    oldInit(self, color=color, highlight=highlight, character=character, player=player, powerupsExpire=powerupsExpire)

    eff = bs.getConfig()["effectsMod"]["effect"]

    self.lastPos = self.node.position
    def doCirle():
        if self.isAlive():
            p = self.node.position
            p2 = self.lastPos
            diff = (bs.Vector(p[0]-p2[0],0.0,p[2]-p2[2]))
            dist = (diff.length())
            if dist > 0.2:
                c = bs.getConfig()["effectsMod"]["color"]
                r = bs.newNode('locator',attrs={'shape':'circle','position':p,'color':self.node.color if c else (5,5,5),'opacity':1,'drawBeauty':False,'additive':False,'size':[0.2]})
                bsUtils.animateArray(r,'size',1,{0:[0.2],2500:[0.2],3000:[0]})
                bs.gameTimer(3000,r.delete)
                self.lastPos = self.node.position

    def doFire():
        if self.isAlive():
            bs.emitBGDynamics(position=self.node.position,velocity=(0,10,0),count=100,spread=0.3,scale=3,chunkType='sweat');

    def getPos():
        return self.node.position

    def doEffects():
        if eff == 'path': bs.gameTimer(200,bs.Call(doCirle),repeat=True)	
        elif eff == 'fire': self._color = bs.Timer(100,bs.WeakCall(doFire),repeat=True)

    bs.gameTimer(200,doEffects)

    seff = bs.getConfig()["effectsMod"]["spawnEffect"]
    if seff == "none": pass
    elif seff == 'show':doRing(self,seff)
    elif seff == 'xplode':doRing(self,seff)
    else:
        delay = 0
        for i in range(5):
            bs.gameTimer(delay,bs.Call(doRing,self,seff))
            delay += 300
Example #5
0
    def _dropBombCluster(self):

        # random note: code like this is a handy way to plot out extents and debug things
        if False:
            bs.newNode('locator', attrs={'position': (8, 6, -5.5)})
            bs.newNode('locator', attrs={'position': (8, 6, -2.3)})
            bs.newNode('locator', attrs={'position': (-7.3, 6, -5.5)})
            bs.newNode('locator', attrs={'position': (-7.3, 6, -2.3)})

        # drop several bombs in series..

        delay = 0
        for i in range(random.randrange(1, 3)):
            # drop them somewhere within our bounds with velocity pointing toward the opposite side
            pos = (-7.3 + 15.3 * random.random(), 11,
                   -5.5 + 2.1 * random.random())
            vel = ((-5.0 + random.random() * 30.0) *
                   (-1.0 if pos[0] > 0 else 1.0), -4.0, 0)
            bs.gameTimer(delay, bs.Call(self._dropBomb, pos, vel))
            delay += 100
        self._setMeteorTimer()
    def _handleHitOwnFlag(self, team, val):

        # keep track of when each player is touching their own flag so we can award points when returned
        srcNode = bs.getCollisionInfo('sourceNode')
        try:
            player = srcNode.getDelegate().getPlayer()
        except Exception:
            player = None
        if player is not None and player.exists():
            if val: player.gameData['touchingOwnFlag'] += 1
            else: player.gameData['touchingOwnFlag'] -= 1

        # if return-time is zero, just kill it immediately.. otherwise keep track of touches and count down
        if float(self.settings['Flag Touch Return Time']) <= 0.0:
            if not team.gameData['homeFlagAtBase'] and team.gameData[
                    'flag']._heldCount == 0:
                # use a node message to kill the flag instead of just killing our team's.
                # (avoids redundantly killing new flags if multiple body parts generate callbacks in one step)
                node = bs.getCollisionInfo("opposingNode")
                if node is not None and node.exists():
                    self._awardPlayersTouchingOwnFlag(team)
                    node.handleMessage(bs.DieMessage())
        # takes a non-zero amount of time to return
        else:
            if val:
                team.gameData['flagReturnTouches'] += 1
                if team.gameData['flagReturnTouches'] == 1:
                    team.gameData['touchReturnTimer'] = bs.Timer(
                        100,
                        call=bs.Call(self._touchReturnUpdate, team),
                        repeat=True)
                    team.gameData['touchReturnTimerTicking'] = None
            else:
                team.gameData['flagReturnTouches'] -= 1
                if team.gameData['flagReturnTouches'] == 0:
                    team.gameData['touchReturnTimer'] = None
                    team.gameData['touchReturnTimerTicking'] = None
            if team.gameData['flagReturnTouches'] < 0:
                bs.printError(
                    'CTF: flagReturnTouches < 0; this shouldn\'t happen.')
Example #7
0
    def __init__(self,position = (0,2,0),owner = None,prank=0,prefix = 'smoothy',prefixColor = (1,1,1),prefixAnim = {0:(1,1,1),500:(0.5,0.5,0.5)},prefixAnimate = False,particles = False):
        self.position = position
        self.owner = owner
        
       

        
       
            
        #particles    
        if particles:
            self.timer = bs.Timer(10,bs.Call(a),repeat = True)
            
        #prefix
        n = bs.newNode('math', owner=self.owner, attrs={'input1': (0, 1.5, 0), 'operation': 'add'})
        self.owner.connectAttr('position', n, 'input2')
        

       
        
        self._Text = bs.newNode('text',
                                      owner=self.owner,
                                      attrs={'text':" #"+str(prank), #prefix text
                                             'inWorld':True,
                                             'shadow':1.2,
                                             'flatness':1.0,
                                             'color':prefixColor,
                                             'scale':0.0,
                                             'hAlign':'center'})
        
                                             
        n.connectAttr('output', self._Text, 'position')
        
        
        bs.animate(self._Text, 'scale', {0: 0.0, 1000: 0.01}) #smooth prefix spawn
        
        #animate prefix
        if prefixAnimate:
            bsUtils.animateArray(self._Text, 'color',3, prefixAnim,True) #animate prefix color
Example #8
0
    def onBegin(self):
        bs.TeamGameActivity.onBegin(self)

        self._excludePowerups = ['speed']
        self.setupStandardTimeLimit(self.settings['Time Limit'])
        self.setupStandardPowerupDrops()

        self._baseRegionMaterials = {}
        for team in self.teams:
            m = self._baseRegionMaterials[team.getID()] = bs.Material()
            m.addActions(conditions=('theyHaveMaterial',bs.getSharedObject('playerMaterial')),
                         actions=(('modifyPartCollision','collide',True),
                                  ('modifyPartCollision','physical',False),
                                  ('call','atConnect',bs.Call(self._handleBaseCollide,team))))

        # create a score region and flag for each team
        for team in self.teams:
            team.gameData['basePos'] = self.getMap().getFlagPosition(team.getID())

            bs.newNode('light',
                       attrs={'position': team.gameData['basePos'],
                              'intensity':0.6,
                              'heightAttenuated':False,
                              'volumeIntensityScale':0.1,
                              'radius':0.1,
                              'color': team.color})

            self.projectFlagStand(team.gameData['basePos'])

            team.gameData['flag'] = bs.Flag(touchable=False,
                                            position=team.gameData['basePos'],
                                            color=team.color)
            p = team.gameData['basePos']
            region = bs.newNode('region',
                                owner=team.gameData['flag'].node,
                                attrs={'position':(p[0],p[1]+0.75,p[2]),
                                       'scale': (0.5,0.5,0.5),
                                       'type': 'sphere',
                                       'materials':[self._baseRegionMaterials[team.getID()]]})
Example #9
0
 def spawnDummy(self, player, myClone):
     #playerNode = bs.getActivity()._getPlayerNode(player)
     spz = self.scoreSet._players[player.getName()].getSpaz()
     t = bs.getGameTime()
     if t - player.gameData[
             'cloneSpawnTime'] > self.minLife or player.gameData[
                 'cloneSpawnTime'] == 0:
         if not spz is None:
             pos = spz.node.position
             player.gameData['lastSpawn'] = pos
         else:
             pos = player.gameData['lastSpawn']
     else:
         player.gameData['lastSpawn'] = player.gameData['safeSpawn']
         pos = player.gameData['safeSpawn']
     bs.gameTimer(
         1000,
         bs.Call(self._bots.spawnCBot,
                 player,
                 myClone,
                 pos=pos,
                 spawnTime=1000,
                 onSpawnCall=self.setSpawnTime))
Example #10
0
    def onBegin(self):

        bs.TeamGameActivity.onBegin(self)

        # bs.gameTimer(t,self._decrementMeteorTime,repeat=True)

        # kick off the first wave in a few seconds
        t = self.settings[JungleHunterLanguage.spawnDelay] * 1000
        if self.settings['Epic Mode']: t /= 4
        # bs.gameTimer(t,self._setMeteorTimer)

        self._timer = bs.OnScreenTimer()
        self._timer.start()
        self._updateScoreBoard()

        bs.gameTimer(4000, self._checkEndGame)  # 4秒之后检测一波

        self._bots = bs.BotSet()
        bs.gameTimer(1000,
                     bs.Call(self._bots.spawnBot, NinjaPrey, pos=self.getMap().getFFAStartPosition(self.players),
                             spawnTime=100), repeat=False)

        bs.gameTimer(t, bs.WeakCall(self.botsGener), repeat=True)
Example #11
0
 def checkStar(val):
     self._powersGiven = True
     if spaz.isAlive():
         setattr(spaz.node, 'invincible', val)
     if val and spaz.isAlive():
         if spaz.node.frozen:
             spaz.node.handleMessage(bs.ThawMessage())
         bs.playSound(
             bs.Powerup.getFactory().superStarSound,
             position=spaz.node.position)
         spaz.colorSet = bs.Timer(100,
                                  bs.Call(colorChanger),
                                  repeat=True)
         if spaz._cursed:
             spaz._cursed = False
             # remove cursed material
             factory = spaz.getFactory()
             for attr in [
                     'materials', 'rollerMaterials'
             ]:
                 materials = getattr(spaz.node, attr)
                 if factory.curseMaterial in materials:
                     setattr(
                         spaz.node, attr,
                         tuple(m for m in materials
                               if m !=
                               factory.curseMaterial))
             spaz.node.curseDeathTime = 0
     if not val and spaz.isAlive():
         spaz.node.color = spaz.getPlayer().color
         spaz.node.highlight = spaz.getPlayer(
         ).highlight
         spaz.colorSet = None
         bs.playSound(
             bs.Powerup.getFactory().powerdownSound,
             position=spaz.node.position)
         spaz.node.billboardOpacity = 0.0
    def __init__(self, pos=(0, 4, 0), vel=(0, 0, 0)):
        bs.Actor.__init__(self)

        self.speedMul = 1.0
        self.hp = 100
        self.x, self.y, self.z = pos
        # Our 'base'
        self.touchedSound = bs.getSound('error')
        # DON'T TOUCH THE CHILD!!!!!1!!!1!!11!!
        self.tex1 = bs.getTexture('landMine')
        self.tex2 = bs.getTexture('landMineLit')

        self.node = bs.newNode('prop',
                               delegate=self,
                               attrs={
                                   'position':
                                   pos,
                                   'velocity':
                                   vel,
                                   'body':
                                   'sphere',
                                   'model':
                                   bs.getModel('bomb'),
                                   'shadowSize':
                                   0.3,
                                   'colorTexture':
                                   self.tex1,
                                   'materials':
                                   [bs.getSharedObject('objectMaterial')],
                                   'extraAcceleration': (0, 20, 0)
                               })

        bs.gameTimer(1000, bs.Call(self._update), True)
        self.textureSequence = \
                bs.newNode('textureSequence', owner=self.node, attrs={
                    'rate':100,
                    'inputTextures':(self.tex1, self.tex2)})
Example #13
0
 def doRaceTimer(self):
     self.raceTimer = RaceTimer()
     self.raceTimer.onFinish = bs.WeakCall(self.timerCallback)
     bs.gameTimer(1000, bs.Call(self.raceTimer.start))
Example #14
0
def atomicBlast(pos = (0,0,0)):
    x, y, z = pos
    _blast((x,y,z), 1.5)
    bs.gameTimer(50, call = bs.Call(_blast, (x,y+1,z), 1))
    bs.gameTimer(200, call = bs.Call(_blast, (x,y+2,z), 4))
Example #15
0
    def onTransitionIn(self):
        bs.Activity.onTransitionIn(self)
        global gDidInitialTransition
        random.seed(123)
        try:
            import install
        except ImportError:
            pass
        else:
            # check needed methods
            if hasattr(bs, "get_setting") and hasattr(install,
                                                      "update_modpack"):
                if bs.get_setting("auto-update", False):
                    install.update_modpack(True)
        self._logoNode = None
        self._customLogoTexName = None
        self._wordActors = []
        env = bs.getEnvironment()
        vrMode = bs.getEnvironment()['vrMode']
        if not bs.getEnvironment().get('toolbarTest', True):
            self.myName = bs.NodeActor(
                bs.newNode(
                    'text',
                    attrs={
                        'vAttach':
                        'bottom',
                        'hAlign':
                        'center',
                        'color': (1, 1, 1, 1) if vrMode else (1, 1, 1, 1),
                        'flatness':
                        1.0,
                        'shadow':
                        1.0 if vrMode else 0.5,
                        'scale':
                        (0.65 if (env['interfaceType'] == 'small' or vrMode)
                         else 0.7),  # FIXME need a node attr for this
                        'position': (0, 25),
                        'vrDepth':
                        -10,
                        'text':
                        u'\xa9 2019 Eric Froemling'
                    }))
            fullScreen = bsInternal._getSetting("TV Border")
            if env['interfaceType'] != 'small' or env['vrMode']:
                if fullScreen: position = (0, -10)
                else: position = (-425, 10)
            else:
                if fullScreen: position = (0, -10)
                else: position = (-425, 35)
            self.moderName = bs.NodeActor(
                bs.newNode(
                    'text',
                    attrs={
                        'vAttach':
                        'bottom',
                        'hAlign':
                        'center',
                        'color': (0.8, 0.8, 0.8, 0.8) if vrMode else
                        (0.8, 0.8, 0.8, 0.8),
                        'flatness':
                        1.0,
                        'shadow':
                        1.0 if vrMode else 0.5,
                        'scale': (0.55 if
                                  (env['interfaceType'] == 'small' or vrMode)
                                  else 0.7),  # FIXME need a node attr for this
                        'position':
                        position,
                        'vrDepth':
                        -10,
                        'text':
                        u'\xa9 ModPack is created by Daniil Rakhov'
                    }))

        self._hostIsNavigatingText = bs.NodeActor(
            bs.newNode('text',
                       attrs={
                           'text':
                           bs.Lstr(resource='hostIsNavigatingMenusText',
                                   subs=[
                                       ('${HOST}',
                                        bsInternal._getAccountDisplayString())
                                   ]),
                           'clientOnly':
                           True,
                           'position': (0, -200),
                           'flatness':
                           1.0,
                           'hAlign':
                           'center'
                       }))
        if not gDidInitialTransition:
            if hasattr(self, 'myName'):
                bs.animate(self.myName.node, 'opacity', {2300: 0, 3000: 1.0})
            if hasattr(self, 'moderName'):
                bs.animate(self.moderName.node, 'opacity', {
                    2300: 0,
                    3300: 1.0
                })

        # FIXME - shouldn't be doing things conditionally based on whether
        # the host is vr mode or not (clients may not be or vice versa)
        # - any differences need to happen at the engine level
        # so everyone sees things in their own optimal way
        vrMode = env['vrMode']
        interfaceType = env['interfaceType']

        # in cases where we're doing lots of dev work lets
        # always show the build number
        forceShowBuildNumber = True

        if not bs.getEnvironment().get('toolbarTest', True):
            text = "BROODYs WORLD"
            try:
                from multiversion import get_version
            except ImportError:
                path = os.path.join(env["userScriptsDirectory"],
                                    "about_modpack.json")
                if os.path.exists(path):
                    try:
                        data = json.load(open(path))
                    except Exception:
                        pass
                    else:
                        text += " v." + str(
                            data.get("version", {
                                "v": "???"
                            }).get("v"))
            else:
                text += " v." + str(get_version())
            if env['debugBuild'] or env['testBuild']:
                if env['debugBuild']: text += " [debug]"
                else: text += " [test]"
            if forceShowBuildNumber:
                text = "based on " + str(env['version']) + "\n" + text
            self.version = bs.NodeActor(
                bs.newNode('text',
                           attrs={
                               'vAttach':
                               'bottom',
                               'hAttach':
                               'right',
                               'hAlign':
                               'right',
                               'flatness':
                               1.0,
                               'vrDepth':
                               -10,
                               'shadow':
                               0.5,
                               'color': (0.5, 0.6, 0.5, 0.7),
                               'scale':
                               0.7 if
                               (interfaceType == 'small' or vrMode) else 0.85,
                               'position': (-260, 10) if vrMode else (-10, 30),
                               'text':
                               text
                           }))
            if not gDidInitialTransition:
                bs.animate(self.version.node, 'opacity', {
                    0: 0,
                    3000: 0,
                    4000: 1.0
                })

        # throw in beta info..
        self.betaInfo = self.betaInfo2 = None
        if env['testBuild'] and not env['kioskMode']:
            self.betaInfo = bs.NodeActor(
                bs.newNode('text',
                           attrs={
                               'vAttach':
                               'center',
                               'hAlign':
                               'center',
                               'color': (1, 1, 1, 1),
                               'shadow':
                               0.5,
                               'flatness':
                               0.5,
                               'scale':
                               1,
                               'vrDepth':
                               -60,
                               'position': (230, 125) if env['kioskMode'] else
                               (230, 35),
                               'text':
                               bs.Lstr(resource="testBuildText")
                           }))
            if not gDidInitialTransition:
                bs.animate(self.betaInfo.node, 'opacity', {1300: 0, 1800: 1.0})
        model = bs.getModel('thePadLevel')
        treesModel = bs.getModel('trees')
        bottomModel = bs.getModel('thePadLevelBottom')
        borModel = bs.getCollideModel('thePadLevelCollide')
        testColorTexture = bs.getTexture('thePadLevelColor')
        treesTexture = bs.getTexture('treesColor')
        bgTex = bs.getTexture('alwaysLandBGColor')
        bgModel = bs.getModel('alwaysLandBG')
        vrBottomFillModel = bs.getModel('thePadVRFillBottom')
        vrTopFillModel = bs.getModel('thePadVRFillTop')
        bsGlobals = bs.getSharedObject('globals')
        bsGlobals.cameraMode = 'rotate'
        bsGlobals.tint = (1.1, 1.1, 1.0)
        self.bottom = bs.NodeActor(
            bs.newNode('terrain',
                       attrs={
                           'model': bottomModel,
                           'lighting': False,
                           'reflection': 'soft',
                           'reflectionScale': [0.45],
                           'colorTexture': testColorTexture
                       }))
        self.node = bs.newNode('terrain',
                               delegate=self,
                               attrs={
                                   'collideModel':
                                   borModel,
                                   'model':
                                   model,
                                   'colorTexture':
                                   testColorTexture,
                                   'materials':
                                   [bs.getSharedObject('footingMaterial')]
                               })
        self.vrBottomFill = bs.NodeActor(
            bs.newNode('terrain',
                       attrs={
                           'model': vrBottomFillModel,
                           'lighting': False,
                           'vrOnly': True,
                           'colorTexture': testColorTexture
                       }))
        self.vrTopFill = bs.NodeActor(
            bs.newNode('terrain',
                       attrs={
                           'model': vrTopFillModel,
                           'vrOnly': True,
                           'lighting': False,
                           'colorTexture': bgTex
                       }))
        self.terrain = bs.NodeActor(
            bs.newNode('terrain',
                       attrs={
                           'model': model,
                           'colorTexture': testColorTexture,
                           'reflection': 'soft',
                           'reflectionScale': [0.3]
                       }))
        self.trees = bs.NodeActor(
            bs.newNode('terrain',
                       attrs={
                           'model': treesModel,
                           'lighting': False,
                           'reflection': 'char',
                           'reflectionScale': [0.1],
                           'colorTexture': treesTexture
                       }))
        self.bg = bs.NodeActor(
            bs.newNode('terrain',
                       attrs={
                           'model': bgModel,
                           'color': (0.92, 0.91, 0.9),
                           'lighting': False,
                           'background': True,
                           'colorTexture': bgTex
                       }))
        textOffsetV = 0
        self._ts = 0.86
        self._language = None
        self._updateTimer = bs.Timer(2000,
                                     bs.Call(self._update, False),
                                     repeat=True)
        self._update(True)
        bs.gameTimer(55000, bs.Call(self.fireworks))
        bsUtils.animateArray(bs.getSharedObject("globals"), "tint", 3, {0:(1.1,1.1,1.0), 7500:(1.25, 1.21, 1.075), 30000:(1.25, 1.21, 1.075), \
            57500:(1.1, 0.86, 0.74), 67500:(1.1, 0.86, 0.74), \
            90000:(0, 0.27, 0.51), 120000:(0, 0.27, 0.51), 142500:(1.3, 1.06, 1.02), \
            157500:(1.3, 1.06, 1.02), 180000:(1.3, 1.25, 1.2), 195500:(1.3, 1.25, 1.2), \
            220000:(1.1,1.1,1.0)})
        bsInternal._addCleanFrameCallback(bs.WeakCall(self._startPreloads))
        random.seed()

        class News(object):
            def __init__(self, activity):
                self._valid = True
                self._messageDuration = 10000
                self._messageSpacing = 2000
                self._text = None
                self._activity = weakref.ref(activity)
                self._fetchTimer = bs.Timer(1000,
                                            bs.WeakCall(self._tryFetchingNews),
                                            repeat=True)
                self._tryFetchingNews()

            def _tryFetchingNews(self):
                if bsInternal._getAccountState() == 'SIGNED_IN':
                    self._fetchNews()
                    self._fetchTimer = None

            def _fetchNews(self):
                try:
                    launchCount = bs.getConfig()['launchCount']
                except Exception:
                    launchCount = None
                global gLastNewsFetchTime
                gLastNewsFetchTime = time.time()

                # UPDATE - we now just pull news from MRVs
                news = bsInternal._getAccountMiscReadVal('n', None)
                if news is not None:
                    self._gotNews(news)

            def _changePhrase(self):

                global gLastNewsFetchTime

                if time.time() - gLastNewsFetchTime > 100.0:
                    self._fetchNews()
                    self._text = None
                else:
                    if self._text is not None:
                        if len(self._phrases) == 0:
                            for p in self._usedPhrases:
                                self._phrases.insert(0, p)
                        val = self._phrases.pop()
                        if val == '__ACH__':
                            vr = bs.getEnvironment()['vrMode']
                            bsUtils.Text(
                                bs.Lstr(resource='nextAchievementsText'),
                                color=(1,1,1,1) if vr else (0.95,0.9,1,0.4),
                                hostOnly=True,
                                maxWidth=200,
                                position=(-300, -35),
                                hAlign='right',
                                transition='fadeIn',
                                scale=0.9 if vr else 0.7,
                                flatness=1.0 if vr else 0.6,
                                shadow=1.0 if vr else 0.5,
                                hAttach="center",
                                vAttach="top",
                                transitionDelay=1000,
                                transitionOutDelay=self._messageDuration)\
                                   .autoRetain()
                            import bsAchievement
                            achs = [
                                a for a in bsAchievement.gAchievements
                                if not a.isComplete()
                            ]
                            if len(achs) > 0:
                                a = achs.pop(
                                    random.randrange(min(4, len(achs))))
                                a.createDisplay(-180,
                                                -35,
                                                1000,
                                                outDelay=self._messageDuration,
                                                style='news')
                            if len(achs) > 0:
                                a = achs.pop(
                                    random.randrange(min(8, len(achs))))
                                a.createDisplay(180,
                                                -35,
                                                1250,
                                                outDelay=self._messageDuration,
                                                style='news')
                        else:
                            s = self._messageSpacing
                            keys = {
                                s: 0,
                                s + 1000: 1.0,
                                s + self._messageDuration - 1000: 1.0,
                                s + self._messageDuration: 0.0
                            }
                            bs.animate(self._text.node, "opacity",
                                       dict([[k, v] for k, v in keys.items()]))
                            self._text.node.text = val

            def _gotNews(self, news):

                # run this stuff in the context of our activity since we need
                # to make nodes and stuff.. should fix the serverGet call so it
                activity = self._activity()
                if activity is None or activity.isFinalized(): return
                with bs.Context(activity):

                    self._phrases = []
                    # show upcoming achievements in non-vr versions
                    # (currently too hard to read in vr)
                    self._usedPhrases = (
                        ['__ACH__'] if not bs.getEnvironment()['vrMode'] else
                        []) + [s for s in news.split('<br>\n') if s != '']
                    self._phraseChangeTimer = bs.Timer(
                        self._messageDuration + self._messageSpacing,
                        bs.WeakCall(self._changePhrase),
                        repeat=True)

                    sc = 1.2 if (
                        bs.getEnvironment()['interfaceType'] == 'small'
                        or bs.getEnvironment()['vrMode']) else 0.8

                    self._text = bs.NodeActor(
                        bs.newNode(
                            'text',
                            attrs={
                                'vAttach':
                                'top',
                                'hAttach':
                                'center',
                                'hAlign':
                                'center',
                                'vrDepth':
                                -20,
                                'shadow':
                                1.0 if bs.getEnvironment()['vrMode'] else 0.4,
                                'flatness':
                                0.8,
                                'vAlign':
                                'top',
                                'color':
                                ((1, 1, 1,
                                  1) if bs.getEnvironment()['vrMode'] else
                                 (0.7, 0.65, 0.75, 1.0)),
                                'scale':
                                sc,
                                'maxWidth':
                                900.0 / sc,
                                'position': (0, -10)
                            }))
                    self._changePhrase()

        if not env['kioskMode'] and not env.get('toolbarTest', True):
            self._news = News(self)

        # bring up the last place we were, or start at the main menu otherwise
        with bs.Context('UI'):
            try:
                mainWindow = bsUI.gMainWindow
            except Exception:
                mainWindow = None

            # when coming back from a kiosk-mode game, jump to
            # the kiosk start screen.. if bsUtils.gRunningKioskModeGame:
            if bs.getEnvironment()['kioskMode']:
                bsUI.uiGlobals['mainMenuWindow'] = \
                     bsUI.KioskWindow().getRootWidget()
            # ..or in normal cases go back to the main menu
            else:
                if mainWindow == 'Gather':
                    bsUI.uiGlobals['mainMenuWindow'] = \
                        bsUI.GatherWindow(transition=None).getRootWidget()
                elif mainWindow == 'Watch':
                    bsUI.uiGlobals['mainMenuWindow'] = \
                        bsUI.WatchWindow(transition=None).getRootWidget()
                elif mainWindow == 'Team Game Select':
                    bsUI.uiGlobals['mainMenuWindow'] = \
                        bsUI.TeamsWindow(sessionType=bs.TeamsSession,
                                         transition=None).getRootWidget()
                elif mainWindow == 'Free-for-All Game Select':
                    bsUI.uiGlobals['mainMenuWindow'] = \
                        bsUI.TeamsWindow(sessionType=bs.FreeForAllSession,
                                         transition=None).getRootWidget()
                elif mainWindow == 'Coop Select':
                    bsUI.uiGlobals['mainMenuWindow'] = \
                        bsUI.CoopWindow(transition=None).getRootWidget()
                else:                    bsUI.uiGlobals['mainMenuWindow'] = \
                  bsUI.MainMenuWindow(transition=None).getRootWidget()

                # attempt to show any pending offers immediately.
                # If that doesn't work, try again in a few seconds
                # (we may not have heard back from the server)
                # ..if that doesn't work they'll just have to wait
                # until the next opportunity.
                if not bsUI._showOffer():

                    def tryAgain():
                        if not bsUI._showOffer():
                            # try one last time..
                            bs.realTimer(2000, bsUI._showOffer)

                    bs.realTimer(2000, tryAgain)

        gDidInitialTransition = True
Example #16
0
 def _update(self, forceUpdate=False):
     if hasattr(self, 'moderName') and not forceUpdate:
         if not bs.get_setting("in_menu_author_name", True):
             bs.animate(self.moderName.node, 'opacity', {
                 0: self.moderName.node.opacity,
                 500: 0.0
             })
         else:
             if self.moderName.node.opacity < 1.0:
                 bs.animate(self.moderName.node, 'opacity', {
                     0: self.moderName.node.opacity,
                     500: 1.0
                 })
                 bs.gameTimer(500, bs.Call(self.change_text_position))
             else:
                 self.change_text_position()
     l = bs.getLanguage()
     if l != self._language:
         self._language = l
         env = bs.getEnvironment()
         y = 20
         gScale = 1.1
         self._wordActors = []
         baseDelay = 1000
         delay = baseDelay
         delayInc = 20
         baseX = -170
         x = baseX - 20
         spacing = 55 * gScale
         yExtra = 0 if env['kioskMode'] else 0
         x1 = x
         delay1 = delay
         for shadow in (True, False):
             x = x1
             delay = delay1
             self._makeWord('H',
                            x - 15,
                            y - 23,
                            scale=1.3 * gScale,
                            delay=delay - 500,
                            vrDepthOffset=3,
                            shadow=True)
             self._makeWord('a',
                            x + 38,
                            y - 23,
                            scale=1.3 * gScale,
                            delay=delay - 400,
                            vrDepthOffset=3,
                            shadow=True)
             self._makeWord('r',
                            x + 88,
                            y - 23,
                            scale=1.3 * gScale,
                            delay=delay - 300,
                            vrDepthOffset=3,
                            shadow=True)
             self._makeWord('d',
                            x + 138,
                            y - 23,
                            scale=1.3 * gScale,
                            delay=delay - 200,
                            vrDepthOffset=3,
                            shadow=True)
             self._makeWord('C',
                            x + 188,
                            y - 23,
                            scale=1.3 * gScale,
                            delay=delay - 100,
                            vrDepthOffset=3,
                            shadow=True)
             self._makeWord('o',
                            x + 238,
                            y - 23,
                            scale=1.3 * gScale,
                            delay=delay,
                            vrDepthOffset=3,
                            shadow=True)
             self._makeWord('r',
                            x + 288,
                            y - 23,
                            scale=1.3 * gScale,
                            delay=delay + 100,
                            vrDepthOffset=3,
                            shadow=True)
             self._makeWord('e',
                            x + 338,
                            y - 23,
                            scale=1.3 * gScale,
                            delay=delay + 200,
                            vrDepthOffset=3,
                            shadow=True)
             self._makeWord('◉',
                            x + 162,
                            y - 98,
                            scale=3 * gScale,
                            delay=delay + 600,
                            vrDepthOffset=3,
                            shadow=True)
Example #17
0
    def _setReady(self, ready):

        import bsInternal

        profileName = self.profileNames[self.profileIndex]

        # handle '_edit' as a special case
        if profileName == '_edit' and ready:
            import bsUI
            with bs.Context('UI'):
                bsUI.PlayerProfilesWindow(inMainMenu=False)
                # give their input-device UI ownership too
                # (prevent someone else from snatching it in crowded games)
                bsInternal._setUIInputDevice(self._player.getInputDevice())
            return

        if not ready:
            self._player.assignInputCall(
                'leftPress',
                bs.Call(self.handleMessage, ChangeMessage('team', -1)))
            self._player.assignInputCall(
                'rightPress',
                bs.Call(self.handleMessage, ChangeMessage('team', 1)))
            self._player.assignInputCall(
                'bombPress',
                bs.Call(self.handleMessage, ChangeMessage('character', 1)))
            self._player.assignInputCall(
                'upPress',
                bs.Call(self.handleMessage, ChangeMessage('profileIndex', -1)))
            self._player.assignInputCall(
                'downPress',
                bs.Call(self.handleMessage, ChangeMessage('profileIndex', 1)))
            self._player.assignInputCall(
                ('jumpPress', 'pickUpPress', 'punchPress'),
                bs.Call(self.handleMessage, ChangeMessage('ready', 1)))
            self.ready = False
            self._updateText()
            self._player.setName('untitled', real=False)
        else:
            self._player.assignInputCall(
                ('leftPress', 'rightPress', 'upPress', 'downPress',
                 'jumpPress', 'bombPress', 'pickUpPress'), self._doNothing)
            self._player.assignInputCall(
                ('jumpPress', 'bombPress', 'pickUpPress', 'punchPress'),
                bs.Call(self.handleMessage, ChangeMessage('ready', 0)))
            # store the last profile picked by this input for reuse
            inputDevice = self._player.getInputDevice()
            name = inputDevice.getName()
            uniqueID = inputDevice.getUniqueIdentifier()
            try:
                deviceProfiles = bs.getConfig()['Default Player Profiles']
            except Exception:
                deviceProfiles = bs.getConfig()['Default Player Profiles'] = {}

            # make an exception if we have no custom profiles and are set
            # to random; in that case we'll want to start picking up custom
            # profiles if/when one is made so keep our setting cleared
            haveCustomProfiles = (True if [
                p for p in self.profiles
                if p not in ('_random', '_edit', '__account__')
            ] else False)
            if profileName == '_random' and not haveCustomProfiles:
                try:
                    del (deviceProfiles[name + ' ' + uniqueID])
                except Exception:
                    pass
            else:
                deviceProfiles[name + ' ' + uniqueID] = profileName
            bs.writeConfig()

            # set this player's short and full name
            self._player.setName(self._getName(),
                                 self._getName(full=True),
                                 real=True)
            self.ready = True
            self._updateText()

            # inform the session that this player is ready
            bs.getSession().handleMessage(PlayerReadyMessage(self))
Example #18
0
def restart():
    bsInternal._chatMessage('Rebooting Server... Thanks For Playing!')
    bsInternal._chatMessage('You Can Also Join Again Using IP & Port')
    text = 'IP: %s  Port: %s' % (ip, port)
    bsInternal._chatMessage(text)
    bs.realTimer(3000, bs.Call(bs.quit))
Example #19
0
def __init__(self, vrOverlayCenterOffset=None):
    """
        Instantiate a map.
        """
    import bsInternal
    bs.Actor.__init__(self)
    self.preloadData = self.preload(onDemand=True)

    def text():
        #bySoby
        t = bs.newNode('text',
                       attrs={
                           'text':
                           u'Message 1',
                           'scale':
                           1,
                           'maxWidth':
                           0,
                           'position': (35, 615),
                           'shadow':
                           0.5,
                           'flatness':
                           1.2,
                           'color': ((0 + random.random() * 1.0),
                                     (0 + random.random() * 1.0),
                                     (0 + random.random() * 1.0)),
                           'hAlign':
                           'right',
                           'vAttach':
                           'bottom'
                       })
        bs.animate(t, 'opacity', {0: 0.0, 500: 1.0, 6500: 1.0, 7000: 0.0})
        bs.gameTimer(7000, t.delete)
        ##
        t = bs.newNode('text',
                       attrs={
                           'text':
                           u'Message 2',
                           'scale':
                           1.3,
                           'maxWidth':
                           0,
                           'position': (0, 138),
                           'shadow':
                           0.5,
                           'flatness':
                           0.0,
                           'color': ((0 + random.random() * 1.0),
                                     (0 + random.random() * 1.0),
                                     (0 + random.random() * 1.0)),
                           'hAlign':
                           'center',
                           'vAttach':
                           'bottom'
                       })
        bs.animate(t, 'opacity', {
            8500: 0.0,
            9000: 1.0,
            14500: 1.0,
            15000: 0.0
        })
        bs.gameTimer(15000, t.delete)
        #bySoby
        t = bs.newNode('text',
                       attrs={
                           'text':
                           u'Message 3',
                           'scale':
                           1,
                           'maxWidth':
                           0,
                           'position': (0, 138),
                           'color': ((0 + random.random() * 1.0),
                                     (0 + random.random() * 1.0),
                                     (0 + random.random() * 1.0)),
                           'shadow':
                           0.5,
                           'flatness':
                           1.0,
                           'hAlign':
                           'center',
                           'vAttach':
                           'bottom'
                       })
        bs.animate(t, 'opacity', {
            17500: 0.0,
            18500: 1.0,
            24500: 1.0,
            25000: 0.0
        })
        bs.gameTimer(25000, t.delete)
        #bySoby..............................Dont Edit This
        t = bs.newNode(
            'text',
            attrs={
                'text':
                u'\ue04c/em To Use Emotes , /perk To Get Special Abilities\ue04c',
                'scale':
                1.2,
                'maxWidth':
                0,
                'position': (0, 139),
                'shadow':
                0.5,
                'color':
                ((0 + random.random() * 1.0), (0 + random.random() * 1.0),
                 (0 + random.random() * 1.0)),
                'flatness':
                0.0,
                'hAlign':
                'center',
                'vAttach':
                'bottom'
            })
        bs.animate(t, 'opacity', {
            27000: 0.0,
            27500: 1.0,
            33500: 1.0,
            34000: 0.0
        })
        bs.gameTimer(34000, t.delete)
        t = bs.newNode('text',
                       attrs={
                           'text':
                           u'Message 4',
                           'scale':
                           0.8,
                           'maxWidth':
                           0,
                           'position': (0, 138),
                           'shadow':
                           0.5,
                           'flatness':
                           1.0,
                           'color': ((0 + random.random() * 1.0),
                                     (0 + random.random() * 1.0),
                                     (0 + random.random() * 1.0)),
                           'hAlign':
                           'center',
                           'vAttach':
                           'bottom'
                       })
        bs.animate(t, 'opacity', {
            36000: 0.0,
            36500: 1.0,
            42500: 1.0,
            43000: 0.0
        })
        bs.gameTimer(43000, t.delete)
        ##
        t = bs.newNode('text',
                       attrs={
                           'text':
                           u'\ue047| Happy Bombsquading|\ue047',
                           'scale':
                           1,
                           'maxWidth':
                           0,
                           'position': (0, 138),
                           'shadow':
                           0.5,
                           'flatness':
                           1.0,
                           'color': ((0 + random.random() * 1.0),
                                     (0 + random.random() * 1.0),
                                     (0 + random.random() * 1.0)),
                           'hAlign':
                           'center',
                           'vAttach':
                           'bottom'
                       })
        bs.animate(t, 'opacity', {
            45000: 0.0,
            45500: 1.0,
            50500: 1.0,
            51000: 0.0
        })
        bs.gameTimer(51000, t.delete)

    bs.gameTimer(3500, bs.Call(text))
    bs.gameTimer(56000, bs.Call(text), repeat=True)

    def stats_shower():
        global num
        global scr
        p_list = []
        n_list = []
        s_list = []
        s_itr = iter(s_list)
        for i in bsInternal._getForegroundHostSession().players:
            Name = i.getName()
            n_list.append(Name)
            pb_id = i.get_account_id()
            p_list.append(pb_id)
        f = open(
            bs.getEnvironment()['systemScriptsDirectory'] + "/pStats.json",
            "r")
        stats = json.loads(f.read())
        for p in range(int(len(p_list))):
            if p_list[p] in stats:
                player_stat = stats[str(p_list[p])]
                s_msg = str(n_list[p].encode(
                    "utf-8")) + "'s Stats This Season:\n" + "Rank " + str(
                        player_stat["rank"]) + ", " + str(
                            player_stat["scores"]) + " scores, " + str(
                                player_stat["kills"]) + " kills, " + str(
                                    player_stat["deaths"]) + " deaths."
                s_list.append(s_msg)
            else:
                s_msg = str((n_list[p].encode("utf-8"))) + "Is not Registered"
                s_list.append(s_msg)
        t = bs.newNode('text',
                       attrs={
                           'text':
                           s_list[num],
                           'scale':
                           1.0,
                           'maxWidth':
                           0,
                           'position': (250, 650),
                           'shadow':
                           0.5,
                           'flatness':
                           1.0,
                           'color': ((0 + random.random() * 1.0),
                                     (0 + random.random() * 1.0),
                                     (0 + random.random() * 1.0)),
                           'hAlign':
                           'center',
                           'vAttach':
                           'bottom'
                       })
        bs.animate(t, 'opacity', {0: 0.0, 500: 1.0, 6500: 1.0, 7000: 0.0})
        bs.gameTimer(7000, t.delete)
        p = bs.newNode('text',
                       attrs={
                           'text':
                           cmdsetg.credit,
                           'scale':
                           1.0,
                           'maxWidth':
                           0,
                           'position': (-100, 50),
                           'shadow':
                           0.5,
                           'flatness':
                           1.0,
                           'color': ((0 + random.random() * 1.0),
                                     (0 + random.random() * 1.0),
                                     (0 + random.random() * 1.0)),
                           'hAlign':
                           'center',
                           'vAttach':
                           'bottom'
                       })
        bs.animate(p, 'opacity', {0: 0.0, 500: 1.0, 6500: 1.0, 7000: 0.0})
        bs.gameTimer(7000, p.delete)
        if num < len(s_list):
            num += 1
        if num == len(s_list):
            num *= 0
        if num > len(s_list):
            num *= 0

    bs.gameTimer(3000, bs.Call(stats_shower))
    bs.gameTimer(10000, bs.Call(stats_shower), repeat=True)
    # set some defaults
    bsGlobals = bs.getSharedObject('globals')
    # area-of-interest bounds
    aoiBounds = self.getDefBoundBox("areaOfInterestBounds")
    if aoiBounds is None:
        print 'WARNING: no "aoiBounds" found for map:', self.getName()
        aoiBounds = (-1, -1, -1, 1, 1, 1)
    bsGlobals.areaOfInterestBounds = aoiBounds
    # map bounds
    mapBounds = self.getDefBoundBox("levelBounds")
    if mapBounds is None:
        print 'WARNING: no "levelBounds" found for map:', self.getName()
        mapBounds = (-30, -10, -30, 30, 100, 30)
    bsInternal._setMapBounds(mapBounds)
    # shadow ranges
    try:
        bsGlobals.shadowRange = [
            self.defs.points[v][1] for v in [
                'shadowLowerBottom', 'shadowLowerTop', 'shadowUpperBottom',
                'shadowUpperTop'
            ]
        ]
    except Exception:
        pass
    # in vr, set a fixed point in space for the overlay to show up at..
    # by default we use the bounds center but allow the map to override it
    center = ((aoiBounds[0] + aoiBounds[3]) * 0.5,
              (aoiBounds[1] + aoiBounds[4]) * 0.5,
              (aoiBounds[2] + aoiBounds[5]) * 0.5)
    if vrOverlayCenterOffset is not None:
        center = (center[0] + vrOverlayCenterOffset[0],
                  center[1] + vrOverlayCenterOffset[1],
                  center[2] + vrOverlayCenterOffset[2])
    bsGlobals.vrOverlayCenter = center
    bsGlobals.vrOverlayCenterEnabled = True
    self.spawnPoints = self.getDefPoints("spawn") or [(0, 0, 0, 0, 0, 0)]
    self.ffaSpawnPoints = self.getDefPoints("ffaSpawn") or [(0, 0, 0, 0, 0, 0)]
    self.spawnByFlagPoints = (self.getDefPoints("spawnByFlag")
                              or [(0, 0, 0, 0, 0, 0)])
    self.flagPoints = self.getDefPoints("flag") or [(0, 0, 0)]
    self.flagPoints = [p[:3] for p in self.flagPoints]  # just want points
    self.flagPointDefault = self.getDefPoint("flagDefault") or (0, 1, 0)
    self.powerupSpawnPoints = self.getDefPoints("powerupSpawn") or [(0, 0, 0)]
    self.powerupSpawnPoints = \
        [p[:3] for p in self.powerupSpawnPoints] # just want points
    self.tntPoints = self.getDefPoints("tnt") or []
    self.tntPoints = [p[:3] for p in self.tntPoints]  # just want points
    self.isHockey = False
    self.isFlying = False
    self._nextFFAStartIndex = 0
Example #20
0
def __init__(self,
             color=(1, 1, 1),
             highlight=(0.5, 0.5, 0.5),
             character="Spaz",
             player=None,
             powerupsExpire=True):
    """
        Create a spaz for the provided bs.Player.
        Note: this does not wire up any controls;
        you must call connectControlsToPlayer() to do so.
        """
    # convert None to an empty player-ref
    if player is None: player = bs.Player(None)

    Spaz.__init__(self,
                  color=color,
                  highlight=highlight,
                  character=character,
                  sourcePlayer=player,
                  startInvincible=True,
                  powerupsExpire=powerupsExpire)
    self.lastPlayerAttackedBy = None  # FIXME - should use empty player ref
    self.lastAttackedTime = 0
    self.lastAttackedType = None
    self.heldCount = 0
    self.lastPlayerHeldBy = None  # FIXME - should use empty player ref here
    self._player = player

    profile = self._player.get_account_id()
    ###

    if profile in mbal.AdminList:  ##u'\u2B50' # ADMIN
        PermissionEffect(owner=self.node,
                         prefix=bs.getSpecialChar('crown'),
                         posPrefix=(0, 2.2, 0),
                         particles=True,
                         isAdmin=True,
                         prefixAnimate=True)
    if profile in mbal.Fighter1stList:  #1st fighter
        PermissionEffect(owner=self.node,
                         prefix=bs.getSpecialChar('trophy4'),
                         posPrefix=(-0.3, 1.8, 0),
                         particles=True)
    if profile in mbal.Fighter2nd3rd:  #2. 3. fighter
        PermissionEffect(owner=self.node,
                         prefix=bs.getSpecialChar('trophy3'),
                         posPrefix=(-0.3, 1.8, 0))
    if profile in mbal.FighterTop15List:  #top15 fighter
        PermissionEffect(owner=self.node,
                         prefix=bs.getSpecialChar('trophy2'),
                         posPrefix=(-0.3, 1.8, 0))
    if profile in mbal.Scorer1stList:  #1st scorer
        PermissionEffect(owner=self.node,
                         prefix=bs.getSpecialChar('trophy4'),
                         posPrefix=(0.3, 1.8, 0),
                         particles=True)
    if profile in mbal.Scorer2nd3rdList:  #2. 3. scorer
        PermissionEffect(owner=self.node,
                         prefix=bs.getSpecialChar('trophy3'),
                         posPrefix=(0.3, 1.8, 0))
    if profile in mbal.ScorerTop15List:  #top15 scorer
        PermissionEffect(owner=self.node,
                         prefix=bs.getSpecialChar('trophy2'),
                         posPrefix=(0.3, 1.8, 0))
    if profile in mbal.autoKickList:  #kick him every time
        clID = self._player.getInputDevice().getClientID()
        kickName = self._player.getName()
        bs.screenMessage(kickName + ' in blacklist' +
                         ' auto kicking in 3 seconds',
                         color=(0, 0.9, 0))

        def kickIt():
            bsInternal._disconnectClient(clID)

        bs.gameTimer(4000, bs.Call(kickIt))

    # grab the node for this player and wire it to follow our spaz (so players' controllers know where to draw their guides, etc)
    if player.exists():
        playerNode = bs.getActivity()._getPlayerNode(player)
        self.node.connectAttr('torsoPosition', playerNode, 'position')
Example #21
0
    def __init__(self,
                 position=(0, 1, 0),
                 owner=None,
                 prefix='MythB',
                 posPrefix=(0, 1.8, 0),
                 isAdmin=False,
                 prefixColor=(1, 1, 1),
                 prefixAnimate=False,
                 particles=False):
        self.position = position
        self.owner = owner

        def a():
            self.emit()

        if particles:
            self.timer = bs.Timer(10, bs.Call(a), repeat=True)

        m = bs.newNode('math',
                       owner=self.owner,
                       attrs={
                           'input1': posPrefix,
                           'operation': 'add'
                       })
        self.owner.connectAttr('position', m, 'input2')

        self._Text = bs.newNode('text',
                                owner=self.owner,
                                attrs={
                                    'text': prefix,
                                    'inWorld': True,
                                    'shadow': 1.2,
                                    'flatness': 1.0,
                                    'color': prefixColor,
                                    'scale': 0.0,
                                    'vAlign': 'center',
                                    'hAlign': 'center'
                                })

        m.connectAttr('output', self._Text, 'position')

        if not isAdmin:
            bs.animate(self._Text, 'scale', {
                0: 0.0,
                1000: 0.01
            })  #smooth spawn

        #animate
        if prefixAnimate:
            bs.animate(self._Text,
                       'opacity', {
                           0: 0.0,
                           500: 1.0,
                           1000: 1.0,
                           1500: 0
                       },
                       loop=True)
        if isAdmin:
            self._AdminHereText = bs.newNode('text',
                                             owner=self.owner,
                                             attrs={
                                                 'text':
                                                 u'\ue043 Admin Is Playing !',
                                                 'shadow': 1.2,
                                                 'flatness': 1.0,
                                                 'position': (0, 10),
                                                 'color': (0.5, 0.5, 0.5),
                                                 'scale': 0.8,
                                                 'vAttach': 'bottom',
                                                 'hAlign': 'center'
                                             })
            #FIXME we dont wanna two "admin here text" if two admins are playing same time
            bs.animate(self._Text, 'scale', {0: 0.0, 1000: 0.0165})

            self._Adminlight = bs.newNode(
                'light',
                owner=self.owner,
                attrs={
                    'intensity': 0.5,  #'volumeIntensityScale':0.1,
                    'heightAttenuated': False,
                    'radius': 0.1,
                    'color': self.owner.color
                })
            self.owner.connectAttr('position', self._Adminlight, 'position')
    def doHitAtPosition(self, pos, player):
        activity = self.getActivity()

        # ignore hits if the game is over or if we've already been hit
        if activity.hasEnded() or self._hit or not self._nodes: return 0

        diff = (bs.Vector(*pos) - self._position)
        diff[
            1] = 0.0  # disregard y difference (our target point probably isnt exactly on the ground anyway)
        dist = diff.length()

        bullsEye = False
        points = 0
        if dist <= self._r3 + self._rFudge:
            # inform our activity that we were hit
            self._hit = True
            self.getActivity().handleMessage(self.TargetHitMessage())
            keys = {0: (1, 0, 0), 49: (1, 0, 0), 50: (1, 1, 1), 100: (0, 1, 0)}
            cDull = (0.3, 0.3, 0.3)
            if dist <= self._r1 + self._rFudge:
                bullsEye = True
                self._nodes[1].color = cDull
                self._nodes[2].color = cDull
                bs.animateArray(self._nodes[0], 'color', 3, keys, loop=True)
                popupScale = 1.8
                popupColor = (1, 1, 0, 1)
                streak = player.gameData['streak']
                points = 10 + min(20, streak * 2)
                bs.playSound(bs.getSound('bellHigh'))
                if streak > 0:
                    bs.playSound(
                        bs.getSound(
                            'orchestraHit4' if streak > 3 else
                            'orchestraHit3' if streak > 2 else
                            'orchestraHit2' if streak > 1 else 'orchestraHit'))
            elif dist <= self._r2 + self._rFudge:
                self._nodes[0].color = cDull
                self._nodes[2].color = cDull
                bs.animateArray(self._nodes[1], 'color', 3, keys, loop=True)
                popupScale = 1.25
                popupColor = (1, 0.5, 0.2, 1)
                points = 4
                bs.playSound(bs.getSound('bellMed'))
            else:
                self._nodes[0].color = cDull
                self._nodes[1].color = cDull
                bs.animateArray(self._nodes[2], 'color', 3, keys, loop=True)
                popupScale = 1.0
                popupColor = (0.8, 0.3, 0.3, 1)
                points = 2
                bs.playSound(bs.getSound('bellLow'))

            # award points/etc.. (technically should probably leave this up to the activity)
            popupStr = "+" + str(points)

            # if there's more than 1 player in the game, include their names and colors
            # so they know who got the hit
            if len(activity.players) > 1:
                popupColor = bs.getSafeColor(player.color,
                                             targetIntensity=0.75)
                popupStr += ' ' + player.getName()
            bs.PopupText(popupStr,
                         position=self._position,
                         color=popupColor,
                         scale=popupScale).autoRetain()

            # give this player's team points and update the score-board
            player.getTeam().gameData['score'].add(points)
            activity._updateScoreBoard()

            # also give this individual player points (only applies in teams mode)
            activity.scoreSet.playerScored(player,
                                           points,
                                           showPoints=False,
                                           screenMessage=False)

            bs.animateArray(self._nodes[0], 'size', 1, {
                800: self._nodes[0].size,
                1000: [0.0]
            })
            bs.animateArray(self._nodes[1], 'size', 1, {
                850: self._nodes[1].size,
                1050: [0.0]
            })
            bs.animateArray(self._nodes[2], 'size', 1, {
                900: self._nodes[2].size,
                1100: [0.0]
            })
            bs.gameTimer(1100, bs.Call(self.handleMessage, bs.DieMessage()))

        return bullsEye
Example #23
0
        def submitKill(self, showPoints=True):
            self._multiKillCount += 1

            if self._multiKillCount == 1:
                score = 0
                name = None
            elif self._multiKillCount == 2:
                score = 20
                name = bs.Lstr(resource='twoKillText')
                color = (0.1, 1.0, 0.0, 1)
                scale = 1.0
                delay = 0
                sound = self._scoreSet()._orchestraHitSound
            elif self._multiKillCount == 3:
                score = 40
                name = bs.Lstr(resource='threeKillText')
                color = (1.0, 0.7, 0.0, 1)
                scale = 1.1
                delay = 300
                sound = self._scoreSet()._orchestraHitSound2
            elif self._multiKillCount == 4:
                score = 60
                name = bs.Lstr(resource='fourKillText')
                color = (1.0, 1.0, 0.0, 1)
                scale = 1.2
                delay = 600
                sound = self._scoreSet()._orchestraHitSound3
            elif self._multiKillCount == 5:
                score = 80
                name = bs.Lstr(resource='fiveKillText')
                color = (1.0, 0.5, 0.0, 1)
                scale = 1.3
                delay = 900
                sound = self._scoreSet()._orchestraHitSound4
            else:
                score = 100
                name = bs.Lstr(resource='multiKillText',
                               subs=[('${COUNT}', str(self._multiKillCount))])
                color = (1.0, 0.5, 0.0, 1)
                scale = 1.3
                delay = 1000
                sound = self._scoreSet()._orchestraHitSound4

            def _apply(name, score, showPoints, color, scale, sound):

                # only award this if they're still alive and we can get their pos
                try:
                    ourPos = self.getSpaz().node.position
                except Exception:
                    return

                # jitter position a bit since these often come in clusters
                ourPos = (ourPos[0] + (random.random() - 0.5) * 2.0,
                          ourPos[1] + (random.random() - 0.5) * 2.0,
                          ourPos[2] + (random.random() - 0.5) * 2.0)
                activity = self.getActivity()
                if activity is not None:
                    bsUtils.PopupText(
                        # (('+'+str(score)+' ') if showPoints else '')+name,
                        bs.Lstr(value=(
                            ('+' + str(score) + ' ') if showPoints else '') +
                                '${N}',
                                subs=[('${N}', name)]),
                        color=color,
                        scale=scale,
                        position=ourPos).autoRetain()
                bs.playSound(sound)

                self.score += score
                self.accumScore += score

                # inform a running game of the score
                if score != 0 and activity is not None:
                    activity.handleMessage(PlayerScoredMessage(score=score))

            if name is not None:
                bs.gameTimer(
                    300 + delay,
                    bs.Call(_apply, name, score, showPoints, color, scale,
                            sound))

            # keep the tally rollin'...
            # set a timer for a bit in the future
            self._multiKillTimer = bs.Timer(1000, self._endMultiKill)
    def __init__(self,
                 position=(0, 1, 0),
                 powerupType='tripleBombs',
                 expire=True):

        bs.Actor.__init__(self)
        factory = self.getFactory()

        if gSettingsEnabled: settings = bs.get_settings()
        else: settings = {}

        self.powerupType = powerupType
        self._powersGiven = False
        if powerupType == 'tripleBombs':
            tex = factory.texBomb
            name = 'TripleBombs'
        elif powerupType == 'multiBombs':
            tex = factory.texMultiBombs
            name = 'MultiBombs'
        elif powerupType == 'punch':
            tex = factory.texPunch
            name = 'Gloves'
        elif powerupType == 'speedPunch':
            tex = factory.texSpeedPunch
            name = 'Gloves 2.0'
        elif powerupType == 'fireworkBombs':
            tex = factory.texFireworkBomb
            name = 'FireWorks'
        elif powerupType == 'killLaKillBombs':
            tex = factory.texKillLaKillBomb
            name = 'KillAll'
        elif powerupType == 'poisonBombs':
            tex = factory.texPoisonBomb
            name = 'PoisonBomb'
        elif powerupType == 'pandoraBox':
            tex = factory.texPandoraBox
            name = 'PandoraBox'
        elif powerupType == 'yellowShield':
            tex = factory.texYellowShield
            name = 'YellowShield'
        elif powerupType == 'jumpingBombs':
            tex = factory.texJumpingBomb
            name = 'JumpingBomb'
        elif powerupType == 'tpBombs':
            tex = factory.texTpBombs
            name = 'TPBomb'
        elif powerupType == 'iceBombs':
            tex = factory.texIceBombs
            name = 'IcyBombs'
        elif powerupType == 'impactBombs':
            tex = factory.texImpactBombs
            name = 'ImpactBombs'
        elif powerupType == 'landMines':
            tex = factory.texLandMines
            name = 'LandMines'
        elif powerupType == 'stickyBombs':
            tex = factory.texStickyBombs
            name = 'StickyBombs'
        elif powerupType == 'shield':
            tex = factory.texShield
            name = 'Bubble'
        elif powerupType == 'health':
            tex = factory.texHealth
            name = 'Health'
        elif powerupType == 'curse':
            tex = factory.texCurse
            name = 'Pls Touch Me'
        elif powerupType == 'unbreakable':
            tex = factory.texUnb
            name = 'Unbreakable'
        elif powerupType == 'dirtBombs':
            tex = factory.texDirt
            name = 'DirtBomb'
        elif powerupType == 'speed':
            tex = factory.texSpeed  # new powerups begin
        elif powerupType == 'alan':
            tex = factory.texAlan
            name = 'Boss'
        elif powerupType == 'rdm':
            tex = factory.texRDM
            name = 'RandomBomb'
        elif powerupType == 'randomCharacter':
            tex = factory.RandomCharacter
            name = 'Random Char'
        elif powerupType == 'troll':
            tex = factory.Troll
            name = 'FunPack'
        elif powerupType == 'mj':
            tex = factory.texmj
            name = 'MJ'
        elif powerupType == 'impactMess':
            tex = factory.teximpactMess
            name = 'ImpactMess'
        elif powerupType == 'Motion':
            tex = factory.texMotion
            name = 'Motion'
        elif powerupType == 'invisibility':
            tex = factory.texInvisibility
            name = 'Invisibile'
        elif powerupType == 'hijump':
            tex = factory.texHiJump
            name = 'Hi-Jump'
        elif powerupType == 'ballon':
            tex = factory.texBallon
            name = 'Ballon'
        elif powerupType == 'BlockPowerup':
            tex = factory.texBlock
            name = 'Block'
        elif powerupType == 'iceImpact':
            tex = factory.texiceImpact
            name = 'IceImpact'
        elif powerupType == 'goldenBomb':
            tex = factory.texGoldenBomb
            name = 'BlastyBomb'
        elif powerupType == 'tbomb':
            tex = factory.textbomb
            name = 'TBomb'
        elif powerupType == 'gluebomb':
            tex = factory.texgluebomb
            name = 'Broken Glue'
        elif powerupType == 'weedbomb':
            tex = factory.texweedbomb
            name = 'WeedBomb'
        elif powerupType == 'bot':
            tex = factory.texBot
            name = 'Buddy Bot'
        elif powerupType == 'celebrate':
            tex = factory.texcelebrate
            name = 'Celebrate'
        elif powerupType == 'FloatingMine':
            tex = factory.texFloatingMine
            name = 'LandMines'
        elif powerupType == 'TouchMe':
            tex = factory.texTouchMe
            name = 'TouchMe'
        elif powerupType == 'radius':
            tex = factory.texRadius
            name = 'Radius'
        elif powerupType == 'sleep':
            tex = factory.texSleep
            name = 'Sleepy'
        elif powerupType == 'night':
            tex = factory.texNight
            name = 'NiteNite'
        elif powerupType == 'spazBomb':
            tex = factory.texSpazBomb
            name = 'SpazBomb'
        elif powerupType == 'curseBomb':
            tex = factory.texcurseBomb
            name = 'CurseBomb'
        elif powerupType == 'characterBomb':
            tex = factory.texcharacterBomb
            name = 'CharBomb'
        elif powerupType == 'mjBomb':
            tex = factory.texmjBomb
            name = 'MJBomb'
        elif powerupType == 'trioBomb':
            tex = factory.textrioBomb
            name = 'ImpactTrio'
        elif powerupType == 'speedBomb':
            tex = factory.texspeedBomb
            name = 'ShockWave'
        elif powerupType == 'healBomb':
            tex = factory.texhealBomb
            name = 'HealthBomb'
        elif powerupType == 'nightBomb':
            tex = factory.texNightBomb
            name = 'AtomBomb'
        elif powerupType == 'revengeBomb':
            tex = factory.texrevengeBomb
            name = 'RevengeBomb'
        elif powerupType == 'blastBomb':
            tex = factory.texblastBomb
            name = 'blastBomb'
        elif powerupType == 'knockBomb':
            tex = factory.texknockBomb
            name = 'KnockBomb'
        elif powerupType == 'stickyIce':
            tex = factory.texstickyIce
            name = 'StickyIce'
        elif powerupType == 'stickyIceTrio':
            tex = factory.texstickyIceTrio
            name = 'StickyIceTrio'
        elif powerupType == 'stickyIceMess':
            tex = factory.texstickyIceMess
            name = 'StickyIceMess'
        elif powerupType == 'stickyMess':
            tex = factory.texStickyMess
            name = 'StickyMess'
        elif powerupType == 'icyMess':
            tex = factory.texIcyMess
            name = 'IcyMess'
        elif powerupType == 'icyTrio':
            tex = factory.texicyTrio
            name = 'IcyTrio'
        elif powerupType == 'weee':
            tex = factory.texWeee
            name = 'Health'
        elif powerupType == 'tnt':
            tex = factory.texTnt
            name = 'TNT'
        elif powerupType == 'boomBomb':
            tex = factory.texboomBomb
            name = 'KaboomBomb'
        elif powerupType == 'name':
            tex = factory.texName
            name = 'NewName'
        elif powerupType == 'highlight':
            tex = factory.texHighlight
            name = 'HighLight'
        elif powerupType == 'spotlight':
            tex = factory.texSpotlight
            name = 'Spotlight'
        elif powerupType == 'jumpFly':
            tex = factory.texjumpFly
            name = 'FlyJump'
        elif powerupType == 'use':
            tex = factory.texuse
            name = 'FlyBomb'
        elif powerupType == "antiGrav":
            tex = factory.texAntiGrav
            name = 'AntiGrav'
        elif powerupType == "BlackHole":
            tex = factory.texBlackHole
            name = 'BlackHole'
        elif powerupType == "Slippery":
            tex = factory.texSlippery
            name = 'LuckyBlock'
        elif powerupType == "Box":
            tex = factory.texBox
            name = 'Box'
        elif powerupType == 'snoball':
            tex = factory.texSno
            mod = factory.snoModel
            name = "shieldBall"
        elif powerupType == 'pass':
            return
        else:
            raise Exception("invalid powerupType: " + str(powerupType))

        if len(position) != 3:
            raise Exception("expected 3 floats for position")

        if powerupType == 'poisonBombs':
            refScale = (0, 3, 0)
            ref = 'soft'
        elif powerupType == 'pandoraBox':
            ref = 'soft'
            refScale = (1, 1, 1)
        elif powerupType == 'dirtBombs':
            ref = 'soft'
            refScale = (1, 0.4, 0.16)
        else:
            refScale = [0.95]
            ref = 'powerup'
        self.node = bs.newNode('prop',
                               delegate=self,
                               attrs={
                                   'body':
                                   'box',
                                   'position':
                                   position,
                                   'model':
                                   factory.model,
                                   'lightModel':
                                   factory.modelSimple,
                                   'shadowSize':
                                   0.48,
                                   'colorTexture':
                                   tex,
                                   'reflection':
                                   ref,
                                   'reflectionScale':
                                   refScale,
                                   'materials':
                                   (factory.powerupMaterial,
                                    bs.getSharedObject('objectMaterial'))
                               })
        prefixAnim = {
            0: (1, 0, 0),
            250: (1, 1, 0),
            250 * 2: (0, 1, 0),
            250 * 3: (0, 1, 1),
            250 * 4: (1, 0, 1),
            250 * 5: (0, 0, 1),
            250 * 6: (1, 0, 0)
        }
        color = (0, 0, 1)

        if don.powerupName:
            m = bs.newNode('math',
                           owner=self.node,
                           attrs={
                               'input1': (0, 0.7, 0),
                               'operation': 'add'
                           })
            self.node.connectAttr('position', m, 'input2')
            self.nodeText = bs.newNode('text',
                                       owner=self.node,
                                       attrs={
                                           'text': str(name),
                                           'inWorld': True,
                                           'shadow': 1.0,
                                           'flatness': 1.0,
                                           'color': color,
                                           'scale': 0.0,
                                           'hAlign': 'center'
                                       })
            m.connectAttr('output', self.nodeText, 'position')
            bs.animate(self.nodeText, 'scale', {0: 0, 140: 0.016, 200: 0.01})
            bs.animateArray(
                self.nodeText, 'color', 3, {
                    0: (0, 0, 2),
                    500: (0, 2, 0),
                    1000: (2, 0, 0),
                    1500: (2, 2, 0),
                    2000: (2, 0, 2),
                    2500: (0, 1, 6),
                    3000: (1, 2, 0)
                }, True)
            bs.emitBGDynamics(position=self.nodeText.position,
                              velocity=self.node.position,
                              count=200,
                              scale=1.4,
                              spread=2.01,
                              chunkType='sweat')

        if don.shieldOnPowerUps:
            self.nodeShield = bs.newNode('shield',
                                         owner=self.node,
                                         attrs={
                                             'color':
                                             color,
                                             'position':
                                             (self.node.position[0],
                                              self.node.position[1],
                                              self.node.position[2] + 0.5),
                                             'radius':
                                             1.2
                                         })
            self.node.connectAttr('position', self.nodeShield, 'position')
            bsUtils.animateArray(self.nodeShield, 'color', 3, prefixAnim, True)

        if don.discoLights:
            self.nodeLight = bs.newNode('light',
                                        attrs={
                                            'position': self.node.position,
                                            'color': color,
                                            'radius': 0.2,
                                            'volumeIntensityScale': 0.5
                                        })
            self.node.connectAttr('position', self.nodeLight, 'position')
            bsUtils.animateArray(self.nodeLight, 'color', 3, prefixAnim, True)
            bs.animate(self.nodeLight,
                       "intensity", {
                           0: 1.0,
                           1000: 1.8,
                           2000: 1.0
                       },
                       loop=True)
            bs.gameTimer(8000, self.nodeLight.delete)

        if don.powerupTimer:
            self.powerupHurt = bs.newNode('shield',
                                          owner=self.node,
                                          attrs={
                                              'color': (1, 1, 1),
                                              'radius': 0.1,
                                              'hurt': 1,
                                              'alwaysShowHealthBar': True
                                          })
            self.node.connectAttr('position', self.powerupHurt, 'position')
            bs.animate(self.powerupHurt, 'hurt', {
                0: 0,
                defaultPowerupInterval - 1000: 1
            })
        bs.gameTimer(defaultPowerupInterval - 1000, bs.Call(self.do_delete))

        curve = bs.animate(self.node, "modelScale", {0: 0, 140: 1.6, 200: 1})
        bs.gameTimer(200, curve.delete)

        if expire:
            bs.gameTimer(defaultPowerupInterval - 2500,
                         bs.WeakCall(self._startFlashing))
            bs.gameTimer(defaultPowerupInterval - 1000,
                         bs.WeakCall(self.handleMessage, bs.DieMessage()))
Example #25
0
 def checkExistsSpaz():
     if spaz.node.exists():
         bs.gameTimer(10, bs.Call(checkExistsSpaz))
     else:
         spaz.spazLight.delete()
         print '[QUAKE DEBUG] spazLight deleted'
Example #26
0
 def raisePlayer(self, player):
     player.actor.handleMessage(FlyMessage())
     if player.isAlive():
         bs.gameTimer(50,bs.Call(self.raisePlayer,player))
     """spaz.node.handleMessage("impulse",spaz.node.position[0],spaz.node.position[1],spaz.node.position[2],
Example #27
0
 def _organizer(self):
     self.blablabla = bs.Timer(random.randrange(1000, 15000),
                               bs.Call(self._doNight))  #do night
Example #28
0
    def showCompletionBanner(self, sound=True):

        global gLastAchievementDisplayTime
        gLastAchievementDisplayTime = bs.getRealTime()

        # just piggy-back onto any current activity...
        # (should we use the session instead?..)
        activity = bs.getActivity(exceptionOnNone=False)

        # if this gets called while this achievement is occupying a slot already, ignore it..
        # (probably should never happen in real life but whatevs..)
        if self._completionBannerSlot is not None:
            return

        if activity is None:
            print 'showCompletionBanner() called with no current activity!'
            return

        if sound: bs.playSound(bs.getSound('achievement'), hostOnly=True)
        else:
            bs.gameTimer(
                500, bs.Call(bs.playSound, bs.getSound('ding'), hostOnly=True))

        yOffs = 0
        inTime = 300
        outTime = 3500

        baseVRDepth = 200

        # find the first free slot
        i = 0
        while True:
            if not i in gCompletionBannerSlots:
                #print 'ADDING SLOT',i,'FOR',self
                gCompletionBannerSlots.add(i)
                self._completionBannerSlot = i
                # remove us from that slot when we close..
                # use a real-timer in the UI context so the removal runs even if our activity/session dies
                with bs.Context('UI'):
                    bs.realTimer(inTime + outTime, self._removeBannerSlot)
                break
            i += 1

        yOffs = 110 * self._completionBannerSlot

        objs = []
        obj = bsUtils.Image(bs.getTexture('shadow'),
                            position=(-30, 30 + yOffs),
                            front=True,
                            attach='bottomCenter',
                            transition='inBottom',
                            vrDepth=baseVRDepth - 100,
                            transitionDelay=inTime,
                            transitionOutDelay=outTime,
                            color=(0.0, 0.1, 0, 1),
                            scale=(1000, 300)).autoRetain()
        objs.append(obj)
        obj.node.hostOnly = True
        obj = bsUtils.Image(bs.getTexture('light'),
                            position=(-180, 60 + yOffs),
                            front=True,
                            attach='bottomCenter',
                            vrDepth=baseVRDepth,
                            transition='inBottom',
                            transitionDelay=inTime,
                            transitionOutDelay=outTime,
                            color=(1.8, 1.8, 1.0, 0.0),
                            scale=(40, 300)).autoRetain()
        objs.append(obj)

        obj.node.hostOnly = True
        obj.node.premultiplied = True
        c = bs.newNode('combine', owner=obj.node, attrs={'size': 2})
        bsUtils.animate(
            c, 'input0', {
                inTime: 0,
                inTime + 400: 30,
                inTime + 500: 40,
                inTime + 600: 30,
                inTime + 2000: 0
            })
        bsUtils.animate(
            c, 'input1', {
                inTime: 0,
                inTime + 400: 200,
                inTime + 500: 500,
                inTime + 600: 200,
                inTime + 2000: 0
            })
        c.connectAttr('output', obj.node, 'scale')
        bsUtils.animate(obj.node, 'rotate', {0: 0.0, 350: 360.0}, loop=True)
        obj = bsUtils.Image(self.getIconTexture(True),
                            position=(-180, 60 + yOffs),
                            attach='bottomCenter',
                            front=True,
                            vrDepth=baseVRDepth - 10,
                            transition='inBottom',
                            transitionDelay=inTime,
                            transitionOutDelay=outTime,
                            scale=(100, 100)).autoRetain()
        objs.append(obj)
        obj.node.hostOnly = True

        # flash
        color = self.getIconColor(True)
        c = bs.newNode('combine', owner=obj.node, attrs={'size': 3})
        keys = {
            inTime: 1.0 * color[0],
            inTime + 400: 1.5 * color[0],
            inTime + 500: 6.0 * color[0],
            inTime + 600: 1.5 * color[0],
            inTime + 2000: 1.0 * color[0]
        }
        bsUtils.animate(c, 'input0', keys)
        keys = {
            inTime: 1.0 * color[1],
            inTime + 400: 1.5 * color[1],
            inTime + 500: 6.0 * color[1],
            inTime + 600: 1.5 * color[1],
            inTime + 2000: 1.0 * color[1]
        }
        bsUtils.animate(c, 'input1', keys)
        keys = {
            inTime: 1.0 * color[2],
            inTime + 400: 1.5 * color[2],
            inTime + 500: 6.0 * color[2],
            inTime + 600: 1.5 * color[2],
            inTime + 2000: 1.0 * color[2]
        }
        bsUtils.animate(c, 'input2', keys)
        c.connectAttr('output', obj.node, 'color')

        obj = bsUtils.Image(bs.getTexture('achievementOutline'),
                            modelTransparent=bs.getModel('achievementOutline'),
                            position=(-180, 60 + yOffs),
                            front=True,
                            attach='bottomCenter',
                            vrDepth=baseVRDepth,
                            transition='inBottom',
                            transitionDelay=inTime,
                            transitionOutDelay=outTime,
                            scale=(100, 100)).autoRetain()
        obj.node.hostOnly = True

        # flash
        color = (2, 1.4, 0.4, 1)
        c = bs.newNode('combine', owner=obj.node, attrs={'size': 3})
        keys = {
            inTime: 1.0 * color[0],
            inTime + 400: 1.5 * color[0],
            inTime + 500: 6.0 * color[0],
            inTime + 600: 1.5 * color[0],
            inTime + 2000: 1.0 * color[0]
        }
        bsUtils.animate(c, 'input0', keys)
        keys = {
            inTime: 1.0 * color[1],
            inTime + 400: 1.5 * color[1],
            inTime + 500: 6.0 * color[1],
            inTime + 600: 1.5 * color[1],
            inTime + 2000: 1.0 * color[1]
        }
        bsUtils.animate(c, 'input1', keys)
        keys = {
            inTime: 1.0 * color[2],
            inTime + 400: 1.5 * color[2],
            inTime + 500: 6.0 * color[2],
            inTime + 600: 1.5 * color[2],
            inTime + 2000: 1.0 * color[2]
        }
        bsUtils.animate(c, 'input2', keys)
        c.connectAttr('output', obj.node, 'color')
        objs.append(obj)

        obj = bsUtils.Text(bs.Lstr(value='${A}:',
                                   subs=[('${A}',
                                          bs.Lstr(resource='achievementText'))
                                         ]),
                           position=(-120, 91 + yOffs),
                           front=True,
                           vAttach='bottom',
                           vrDepth=baseVRDepth - 10,
                           transition='inBottom',
                           flatness=0.5,
                           transitionDelay=inTime,
                           transitionOutDelay=outTime,
                           color=(1, 1, 1, 0.8),
                           scale=0.65).autoRetain()
        objs.append(obj)
        obj.node.hostOnly = True

        obj = bsUtils.Text(self.getDisplayString(),
                           position=(-120, 50 + yOffs),
                           front=True,
                           vAttach='bottom',
                           transition='inBottom',
                           vrDepth=baseVRDepth,
                           flatness=0.5,
                           transitionDelay=inTime,
                           transitionOutDelay=outTime,
                           flash=True,
                           color=(1, 0.8, 0, 1.0),
                           scale=1.5).autoRetain()
        objs.append(obj)
        obj.node.hostOnly = True

        obj = bsUtils.Text(bs.getSpecialChar('ticket'),
                           position=(-120 - 170 + 5, 75 + yOffs - 20),
                           front=True,
                           vAttach='bottom',
                           hAlign='center',
                           vAlign='center',
                           transition='inBottom',
                           vrDepth=baseVRDepth,
                           transitionDelay=inTime,
                           transitionOutDelay=outTime,
                           flash=True,
                           color=(0.5, 0.5, 0.5, 1),
                           scale=3.0).autoRetain()
        objs.append(obj)
        obj.node.hostOnly = True

        obj = bsUtils.Text('+' + str(self.getAwardTicketValue()),
                           position=(-120 - 180 + 5, 80 + yOffs - 20),
                           vAttach='bottom',
                           front=True,
                           hAlign='center',
                           vAlign='center',
                           transition='inBottom',
                           vrDepth=baseVRDepth,
                           flatness=0.5,
                           shadow=1.0,
                           transitionDelay=inTime,
                           transitionOutDelay=outTime,
                           flash=True,
                           color=(0, 1, 0, 1),
                           scale=1.5).autoRetain()
        objs.append(obj)
        obj.node.hostOnly = True

        # add the 'x 2' if we've got pro
        if bsUtils._havePro():
            obj = bsUtils.Text('x 2',
                               position=(-120 - 180 + 45, 80 + yOffs - 50),
                               vAttach='bottom',
                               front=True,
                               hAlign='center',
                               vAlign='center',
                               transition='inBottom',
                               vrDepth=baseVRDepth,
                               flatness=0.5,
                               shadow=1.0,
                               transitionDelay=inTime,
                               transitionOutDelay=outTime,
                               flash=True,
                               color=(0.4, 0, 1, 1),
                               scale=0.9).autoRetain()
            objs.append(obj)
            obj.node.hostOnly = True

        obj = bsUtils.Text(
            self.getDescriptionComplete(),
            # self.getDescriptionCompleteLocalized(),
            position=(-120, 30 + yOffs),
            front=True,
            vAttach='bottom',
            transition='inBottom',
            vrDepth=baseVRDepth - 10,
            flatness=0.5,
            transitionDelay=inTime,
            transitionOutDelay=outTime,
            color=(1.0, 0.7, 0.5, 1.0),
            scale=0.8).autoRetain()
        objs.append(obj)
        obj.node.hostOnly = True

        for obj in objs:
            bs.gameTimer(outTime + 1000,
                         bs.WeakCall(obj.handleMessage, bs.DieMessage()))
    def _serverStatusCheckThread(self, fetchedAddress, fetchedPort):
        height = 200
        width = 360

        class PingThread(threading.Thread):
            def __init__(self, address, port, call):
                threading.Thread.__init__(self)
                self._address = bs.utf8(address)
                self._port = port
                self._call = call

            def run(self):
                try:
                    import socket
                    socket_type = bsUtils._getIPAddressType(self._address)
                    s = socket.socket(socket_type, socket.SOCK_DGRAM)
                    s.connect((self._address, self._port))

                    accessible = False
                    start_time = time.time()
                    s.settimeout(1)
                    for i in range(3):
                        s.send('\x0b')
                        try:
                            # 11: BS_PACKET_SIMPLE_PING
                            result = s.recv(10)
                        except Exception:
                            result = None
                        if result == '\x0c':
                            # 12: BS_PACKET_SIMPLE_PONG
                            accessible = True
                            break
                        time.sleep(1)
                    s.close()
                    ping = int((time.time() - start_time) * 1000.0)
                    bs.callInGameThread(
                        bs.Call(self._call, self._address, self._port,
                                ping if accessible else None))
                except Exception as e:
                    print(e)

        if fetchedPort != None:
            PingThread(fetchedAddress, fetchedPort,
                       bs.Call(self.fetchedDataCallBack)).start()
            if self._rootWidget.exists():
                fadeToBack()
        else:
            if self._rootWidget.exists():
                fadeToRed()
                if self.buttonChecker == True:
                    self.sb.delete()
                    self.ob.delete()
                    self.buttonChecker = False
                bs.textWidget(edit=self.t, text='')
                bs.textWidget(edit=self.pt, text='')
                bs.textWidget(edit=self.pvt, text='')
                bs.textWidget(edit=self.ts, text='')
                bs.textWidget(edit=self.tvs, text='')
                bs.textWidget(
                    edit=self.lt,
                    text=bs.Lstr(
                        resource='gatherWindow.addressFetchErrorText'),
                    color=(1, 1, 1))
    def _startNextWave(self):

        # this could happen if we beat a wave as we die..
        # we dont wanna respawn players and whatnot if this happens
        if self._gameOver:
            return

        # respawn applicable players
        if self._wave > 1 and not self.isWaitingForContinue():
            for player in self.players:
                if (not player.isAlive()
                        and player.gameData['respawnWave'] == self._wave):
                    self.spawnPlayer(player)

        self._updatePlayerSpawnInfo()

        self.showZoomMessage(
            bs.Lstr(
                value='${A} ${B}',
                subs=[('${A}', bs.Lstr(resource='waveText')),
                      ('${B}', str(self._wave))]),
            scale=1.0, duration=1000, trail=True)
        bs.gameTimer(400, bs.Call(bs.playSound, self._newWaveSound))

        t = 0
        dt = 200
        botAngle = random.random()*360.0

        if self._wave == 1:
            spawnTime = 3973
            t += 500
        else:
            spawnTime = 2648

        offs = 0  # debugging

        # populate waves

        # generate random waves in endless mode
        if self._preset in ['endless', 'endlessTournament']:

            level = self._wave

            botTypes2 = [bs.BomberBot,
                         bs.ToughGuyBot,
                         bs.ChickBot,
                         bs.NinjaBot,
                         bs.BomberBotPro,
                         bs.ToughGuyBotPro,
                         bs.ChickBotPro,
                         bs.BomberBotProShielded,
                         bs.PirateBot,
                         bs.NinjaBotProShielded,
                         bs.MelBot,
                         bs.ToughGuyBotProShielded,
                         bs.ChickBotProShielded
                         ]

            if level > 5:
                botTypes2 += [
                    bs.PirateBot,
                    bs.ChickBotProShielded,
                    bs.ToughGuyBotProShielded,
                    bs.NinjaBotProShielded,
                    bot.SantaBot,
                    bot.BomberTNTBot,
                ] 
            if level > 7:
                botTypes2 += [
                    bs.PirateBot,
                    bs.ChickBotProShielded,
                    bs.ToughGuyBotProShielded,
                    bs.NinjaBotProShielded,
                ]
            if level > 10:
                botTypes2 += [
                    bs.ChickBotProShielded,
                    bs.ChickBotProShielded,
                    bs.ChickBotProShielded,
                    bs.ChickBotProShielded
                ]
            if level > 13:
                botTypes2 += [
                    bs.ChickBotProShielded,
                    bs.ChickBotProShielded,
                    bs.ChickBotProShielded,
                    bs.ChickBotProShielded
                ]

            botLevels = [[b for b in botTypes2 if b.pointsMult == 1],
                         [b for b in botTypes2 if b.pointsMult == 2],
                         [b for b in botTypes2 if b.pointsMult == 3],
                         [b for b in botTypes2 if b.pointsMult == 4]]
            if not all([len(a) > 0 for a in botLevels]):
                raise Exception()

            targetPoints = level*3-2
            minDudes = min(1+level/3, 10)
            maxDudes = min(10, level+1)
            maxLevel = 4 if level > 6 else(
                3 if level > 3 else(2 if level > 2 else 1))
            groupCount = 3
            distribution = self._getDistribution(
                targetPoints, minDudes, maxDudes, groupCount, maxLevel)

            allEntries = []
            for group in distribution:
                entries = []
                for entry in group:
                    botLevel = botLevels[entry[0]-1]
                    botType = botLevel[random.randrange(len(botLevel))]
                    r = random.random()
                    if r < 0.5:
                        spacing = 10
                    elif r < 0.9:
                        spacing = 20
                    else:
                        spacing = 40
                    split = random.random() > 0.3
                    for i in range(entry[1]):
                        if split and i % 2 == 0:
                            entries.insert(
                                0, {"type": botType, "spacing": spacing})
                        else:
                            entries.append(
                                {"type": botType, "spacing": spacing})
                if len(entries) > 0:
                    allEntries += entries
                    allEntries.append(
                        {"type": None, "spacing": 40
                         if random.random() < 0.5 else 80})

            angleRand = random.random()
            if angleRand > 0.75:
                baseAngle = 130
            elif angleRand > 0.5:
                baseAngle = 210
            elif angleRand > 0.25:
                baseAngle = 20
            else:
                baseAngle = -30
            baseAngle += (0.5-random.random())*20.0

            wave = {'baseAngle': baseAngle,
                    'entries': allEntries}
        else:
            wave = self._waves[self._wave-1]

        entries = []

        try:
            botAngle = wave['baseAngle']
        except Exception:
            botAngle = 0

        entries += wave['entries']

        thisTimeBonus = 0
        thisFlawlessBonus = 0

        for info in entries:
            if info is None:
                continue

            botType = info['type']

            if botType == 'delay':
                spawnTime += info['duration']
                continue
            if botType is not None:
                thisTimeBonus += botType.pointsMult * 20
                thisFlawlessBonus += botType.pointsMult * 5
            # if its got a position, use that
            try:
                point = info['point']
            except Exception:
                point = None
            if point is not None:
                bs.gameTimer(
                    t, bs.WeakCall(
                        self.addBotAtPoint, point, botType, spawnTime))
                t += dt
            else:
                try:
                    spacing = info['spacing']
                except Exception:
                    spacing = 5.0
                botAngle += spacing*0.5
                if botType is not None:
                    bs.gameTimer(
                        t, bs.WeakCall(
                            self.addBotAtAngle, botAngle, botType, spawnTime))
                    t += dt
                botAngle += spacing*0.5

        # we can end the wave after all the spawning happens
        bs.gameTimer(t+spawnTime-dt+10, bs.WeakCall(self._setCanEndWave))

        # reset our time bonus
        self._timeBonus = thisTimeBonus
        self._flawlessBonus = thisFlawlessBonus
        vrMode = bs.getEnvironment()['vrMode']
        self._timeBonusText = bs.NodeActor(
            bs.newNode(
                'text',
                attrs={'vAttach': 'top', 'hAttach': 'center',
                       'hAlign': 'center', 'vrDepth': -30, 'color':
                       (1, 1, 0, 1) if True else(1, 1, 0.5, 1), 'shadow': 1.0
                       if True else 0.5, 'flatness': 1.0 if True else 0.5,
                       'position': (0, -60),
                       'scale': 0.8 if True else 0.6, 'text': bs.Lstr(
                           value='${A}: ${B}',
                           subs=[('${A}', bs.Lstr(
                               resource='timeBonusText')),
                               ('${B}', str(self._timeBonus))])}))

        bs.gameTimer(5000, bs.WeakCall(self._startTimeBonusTimer))
        self._waveText = bs.NodeActor(
            bs.newNode(
                'text',
                attrs={'vAttach': 'top', 'hAttach': 'center',
                       'hAlign': 'center', 'vrDepth': -10, 'color':
                       (1, 1, 1, 1) if True else(0.7, 0.7, 0.7, 1.0), 'shadow':
                       1.0 if True else 0.7, 'flatness': 1.0
                       if True else 0.5, 'position': (0, -40),
                       'scale': 1.3 if True else 1.1, 'text': bs.Lstr(
                           value='${A} ${B}',
                           subs=[('${A}', bs.Lstr(resource='waveText')),
                                 ('${B}', str(self._wave) +
                                  (''
                                   if self._preset
                                   in ['endless', 'endlessTournament']
                                   else('/' + str(len(self._waves)))))])}))