def player_was_killed(self, player: ba.Player, killed: bool = False, killer: ba.Player = None) -> None: """Should be called when a player is killed.""" from ba._lang import Lstr name = player.getname() prec = self._player_records[name] prec.streak = 0 if killed: prec.accum_killed_count += 1 prec.killed_count += 1 try: if killed and _ba.getactivity().announce_player_deaths: if killer is player: _ba.screenmessage(Lstr(resource='nameSuicideText', subs=[('${NAME}', name)]), top=True, color=player.color, image=player.get_icon()) elif killer is not None: if killer.team is player.team: _ba.screenmessage(Lstr(resource='nameBetrayedText', subs=[('${NAME}', killer.getname()), ('${VICTIM}', name)]), top=True, color=killer.color, image=killer.get_icon()) else: _ba.screenmessage(Lstr(resource='nameKilledText', subs=[('${NAME}', killer.getname()), ('${VICTIM}', name)]), top=True, color=killer.color, image=killer.get_icon()) else: _ba.screenmessage(Lstr(resource='nameDiedText', subs=[('${NAME}', name)]), top=True, color=player.color, image=player.get_icon()) except Exception: print_exception('error announcing kill')
def player_scored(self, player: ba.Player, base_points: int = 1, target: Sequence[float] = None, kill: bool = False, victim_player: ba.Player = None, scale: float = 1.0, color: Sequence[float] = None, title: Union[str, ba.Lstr] = None, screenmessage: bool = True, display: bool = True, importance: int = 1, showpoints: bool = True, big_message: bool = False) -> int: """Register a score for the player. Return value is actual score with multipliers and such factored in. """ # FIXME: Tidy this up. # pylint: disable=cyclic-import # pylint: disable=too-many-branches # pylint: disable=too-many-locals # pylint: disable=too-many-statements from bastd.actor.popuptext import PopupText from ba import _math from ba._gameactivity import GameActivity from ba._lang import Lstr del victim_player # Currently unused. name = player.getname() s_player = self._player_records[name] if kill: s_player.submit_kill(showpoints=showpoints) display_color: Sequence[float] = (1.0, 1.0, 1.0, 1.0) if color is not None: display_color = color elif importance != 1: display_color = (1.0, 1.0, 0.4, 1.0) points = base_points # If they want a big announcement, throw a zoom-text up there. if display and big_message: try: assert self._activity is not None activity = self._activity() if isinstance(activity, GameActivity): name_full = player.getname(full=True, icon=False) activity.show_zoom_message( Lstr(resource='nameScoresText', subs=[('${NAME}', name_full)]), color=_math.normalized_color(player.team.color)) except Exception: print_exception('error showing big_message') # If we currently have a actor, pop up a score over it. if display and showpoints: our_pos = player.node.position if player.node else None if our_pos is not None: if target is None: target = our_pos # If display-pos is *way* lower than us, raise it up # (so we can still see scores from dudes that fell off cliffs). display_pos = (target[0], max(target[1], our_pos[1] - 2.0), min(target[2], our_pos[2] + 2.0)) activity = self.getactivity() if activity is not None: if title is not None: sval = Lstr(value='+${A} ${B}', subs=[('${A}', str(points)), ('${B}', title)]) else: sval = Lstr(value='+${A}', subs=[('${A}', str(points))]) PopupText(sval, color=display_color, scale=1.2 * scale, position=display_pos).autoretain() # Tally kills. if kill: s_player.accum_kill_count += 1 s_player.kill_count += 1 # Report non-kill scorings. try: if screenmessage and not kill: _ba.screenmessage(Lstr(resource='nameScoresText', subs=[('${NAME}', name)]), top=True, color=player.color, image=player.get_icon()) except Exception: print_exception('error announcing score') s_player.score += points s_player.accumscore += points # Inform a running game of the score. if points != 0: activity = self._activity() if self._activity is not None else None if activity is not None: activity.handlemessage(PlayerScoredMessage(score=points)) return points
def __init__(self, player: ba.Player, respawn_time: float): """Instantiate with a ba.Player and respawn_time (in seconds).""" self._visible = True on_right, offs_extra, respawn_icons = self._get_context(player) # Cache our mask tex on the team for easy access. mask_tex = player.team.gamedata.get('_spaz_respawn_icons_mask_tex') if mask_tex is None: mask_tex = ba.gettexture('characterIconMask') player.team.gamedata['_spaz_respawn_icons_mask_tex'] = mask_tex assert isinstance(mask_tex, ba.Texture) # Now find the first unused slot and use that. index = 0 while (index in respawn_icons and respawn_icons[index]() is not None and respawn_icons[index]().visible): index += 1 respawn_icons[index] = weakref.ref(self) offs = offs_extra + index * -53 icon = player.get_icon() texture = icon['texture'] h_offs = -10 ipos = (-40 - h_offs if on_right else 40 + h_offs, -180 + offs) self._image: Optional[ba.NodeActor] = ba.NodeActor( ba.newnode('image', attrs={ 'texture': texture, 'tint_texture': icon['tint_texture'], 'tint_color': icon['tint_color'], 'tint2_color': icon['tint2_color'], 'mask_texture': mask_tex, 'position': ipos, 'scale': (32, 32), 'opacity': 1.0, 'absolute_scale': True, 'attach': 'topRight' if on_right else 'topLeft' })) assert self._image.node ba.animate(self._image.node, 'opacity', {0.0: 0, 0.2: 0.7}) npos = (-40 - h_offs if on_right else 40 + h_offs, -205 + 49 + offs) self._name: Optional[ba.NodeActor] = ba.NodeActor( ba.newnode('text', attrs={ 'v_attach': 'top', 'h_attach': 'right' if on_right else 'left', 'text': ba.Lstr(value=player.getname()), 'maxwidth': 100, 'h_align': 'center', 'v_align': 'center', 'shadow': 1.0, 'flatness': 1.0, 'color': ba.safecolor(icon['tint_color']), 'scale': 0.5, 'position': npos })) assert self._name.node ba.animate(self._name.node, 'scale', {0: 0, 0.1: 0.5}) tpos = (-60 - h_offs if on_right else 60 + h_offs, -192 + offs) self._text: Optional[ba.NodeActor] = ba.NodeActor( ba.newnode('text', attrs={ 'position': tpos, 'h_attach': 'right' if on_right else 'left', 'h_align': 'right' if on_right else 'left', 'scale': 0.9, 'shadow': 0.5, 'flatness': 0.5, 'v_attach': 'top', 'color': ba.safecolor(icon['tint_color']), 'text': '' })) assert self._text.node ba.animate(self._text.node, 'scale', {0: 0, 0.1: 0.9}) self._respawn_time = ba.time() + respawn_time self._update() self._timer: Optional[ba.Timer] = ba.Timer(1.0, ba.WeakCall(self._update), repeat=True)