Exemple #1
0
    def __init__(self,
                 position=(0, 5, 0),
                 direction=(0, 2, 0),
                 source_player=None,
                 owner=None,
                 color=(1, 1, 1)) -> None:
        super().__init__()
        self._color = color

        self.node = ba.newnode('light',
                               delegate=self,
                               attrs={
                                   'position': position,
                                   'color': self._color
                               })
        ba.animate(self.node, 'radius', {0: 0, 0.1: 0.5, 0.5: 0})

        self.source_player = source_player
        self.owner = owner
        self._life_timer = ba.Timer(
            0.5, ba.WeakCall(self.handlemessage, ba.DieMessage()))

        pos = position
        vel = tuple(i / 5 for i in ba.Vec3(direction).normalized())
        for _ in range(500):  # Optimization :(
            ba.newnode('explosion',
                       owner=self.node,
                       attrs={
                           'position': pos,
                           'radius': 0.2,
                           'color': self._color
                       })
            pos = (pos[0] + vel[0], pos[1] + vel[1], pos[2] + vel[2])

        for node in _ba.getnodes():
            if node and node.getnodetype() == 'spaz':
                # pylint: disable=invalid-name
                m3 = ba.Vec3(position)
                a = ba.Vec3(direction[2], direction[1], direction[0])
                m1 = ba.Vec3(node.position)
                # pylint: enable=invalid-name
                # distance between node and line
                dist = (a * (m1 - m3)).length() / a.length()
                if dist < 0.3:
                    if node and node != self.owner and node.getdelegate(
                            PlayerSpaz, True).getplayer(
                                ba.Player, True).team != self.owner.team:
                        node.handlemessage(ba.FreezeMessage())
                        pos = self.node.position
                        hit_dir = (0, 10, 0)

                        node.handlemessage(
                            ba.HitMessage(pos=pos,
                                          magnitude=50,
                                          velocity_magnitude=50,
                                          radius=0,
                                          srcnode=self.node,
                                          source_player=self.source_player,
                                          force_direction=hit_dir))
Exemple #2
0
    def handlemessage(self, msg: Any) -> Any:
        if __debug__:
            self._handlemessage_sanity_check()

        if isinstance(msg, ba.DieMessage):
            if self.node:
                self.node.delete()

        elif isinstance(msg, ExplodeHitMessage):
            node = ba.get_collision_info('opposing_node')
            if node:
                assert self.node
                nodepos = self.node.position

                # new
                mag = 2000.0
                if self.blast_type == 'ice':
                    mag *= 0.5
                elif self.blast_type == 'land_mine':
                    mag *= 2.5
                elif self.blast_type == 'tnt':
                    mag *= 2.0

                node.handlemessage(
                    ba.HitMessage(pos=nodepos,
                                  velocity=(0, 0, 0),
                                  magnitude=mag,
                                  hit_type=self.hit_type,
                                  hit_subtype=self.hit_subtype,
                                  radius=self.radius,
                                  source_player=ba.existing(
                                      self.source_player)))
                if self.blast_type == 'ice':
                    ba.playsound(get_factory().freeze_sound,
                                 10,
                                 position=nodepos)
                    node.handlemessage(ba.FreezeMessage())

        else:
            super().handlemessage(msg)
    def handlemessage(self, msg: Any) -> Any:
        assert not self.expired

        if isinstance(msg, ba.DieMessage):
            if self.node:
                self.node.delete()

        elif isinstance(msg, ExplodeHitMessage):
            node = ba.getcollision().opposingnode
            assert self.node
            nodepos = self.node.position
            mag = 2000.0
            if self.blast_type == 'ice':
                mag *= 0.5
            elif self.blast_type == 'land_mine':
                mag *= 2.5
            elif self.blast_type == 'tnt':
                mag *= 2.0

            node.handlemessage(
                ba.HitMessage(pos=nodepos,
                              velocity=(0, 0, 0),
                              magnitude=mag,
                              hit_type=self.hit_type,
                              hit_subtype=self.hit_subtype,
                              radius=self.radius,
                              source_player=ba.existing(self._source_player)))
            if self.blast_type == 'ice':
                ba.playsound(BombFactory.get().freeze_sound,
                             10,
                             position=nodepos)
                node.handlemessage(ba.FreezeMessage())

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