Esempio n. 1
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    def handlemessage(self, msg: Any) -> Any:

        # Respawn dead players.
        if isinstance(msg, ba.PlayerDiedMessage):
            # Augment standard behavior.
            super().handlemessage(msg)

            # Respawn them shortly.
            player = msg.getplayer(Player)
            assert self.initialplayerinfos is not None
            respawn_time = 2.0 + len(self.initialplayerinfos) * 1.0
            player.respawn_timer = ba.Timer(
                respawn_time, ba.Call(self.spawn_player_if_exists, player))
            player.respawn_icon = RespawnIcon(player, respawn_time)

        # Whenever our evil bunny dies, respawn him and spew some eggs.
        elif isinstance(msg, SpazBotDiedMessage):
            self._spawn_evil_bunny()
            assert msg.spazbot.node
            pos = msg.spazbot.node.position
            for _i in range(6):
                spread = 0.4
                self._eggs.append(
                    Egg(position=(pos[0] + random.uniform(-spread, spread),
                                  pos[1] + random.uniform(-spread, spread),
                                  pos[2] + random.uniform(-spread, spread))))
        else:
            # Default handler.
            return super().handlemessage(msg)
        return None
Esempio n. 2
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    def handlemessage(self, msg: Any) -> Any:
        if isinstance(msg, ba.PlayerScoredMessage):
            self._score += msg.score
            self._update_scores()

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

            self._a_player_has_been_killed = True

            # Respawn them shortly.
            player = msg.getplayer(Player)
            assert self.initialplayerinfos is not None
            respawn_time = 2.0 + len(self.initialplayerinfos) * 1.0
            player.respawn_timer = ba.Timer(
                respawn_time, ba.Call(self.spawn_player_if_exists, player))
            player.respawn_icon = RespawnIcon(player, respawn_time)

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

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

        else:
            return super().handlemessage(msg)
        return None
Esempio n. 3
0
    def handlemessage(self, msg: Any) -> Any:
        """ handle high-level game messages """
        if isinstance(msg, ba.PlayerDiedMessage):

            # Respawn dead players.
            player = msg.getplayer(Player)
            self.stats.player_was_killed(player)
            assert self.initial_player_info is not None
            respawn_time = 2.0 + len(self.initial_player_info) * 1.0

            # Respawn them shortly.
            player.respawn_timer = ba.Timer(
                respawn_time, ba.Call(self.spawn_player_if_exists, player))
            player.respawn_icon = RespawnIcon(player, respawn_time)

            # Augment standard behavior.
            super().handlemessage(msg)

        elif isinstance(msg, spazbot.SpazBotDeathMessage):

            # Every time a bad guy dies, spawn a new one.
            ba.timer(3.0, ba.Call(self._spawn_bot, (type(msg.badguy))))

        elif isinstance(msg, spazbot.SpazBotPunchedMessage):
            if self._preset in ['rookie', 'rookie_easy']:
                if msg.damage >= 500:
                    self._award_achievement('Super Punch')
            elif self._preset in ['pro', 'pro_easy']:
                if msg.damage >= 1000:
                    self._award_achievement('Super Mega Punch')

        # Respawn dead flags.
        elif isinstance(msg, stdflag.FlagDeathMessage):
            assert isinstance(msg.flag, FootballFlag)
            msg.flag.respawn_timer = ba.Timer(3.0, self._spawn_flag)
            self._flag_respawn_light = ba.NodeActor(
                ba.newnode('light',
                           attrs={
                               'position': self._flag_spawn_pos,
                               'height_attenuated': False,
                               'radius': 0.15,
                               'color': (1.0, 1.0, 0.3)
                           }))
            assert self._flag_respawn_light.node
            ba.animate(self._flag_respawn_light.node,
                       'intensity', {
                           0: 0,
                           0.25: 0.15,
                           0.5: 0
                       },
                       loop=True)
            ba.timer(3.0, self._flag_respawn_light.node.delete)
        else:
            super().handlemessage(msg)
    def respawn_player(self,
                       player: PlayerType,
                       respawn_time: Optional[float] = None) -> None:
        """
        Given a ba.Player, sets up a standard respawn timer,
        along with the standard counter display, etc.
        At the end of the respawn period spawn_player() will
        be called if the Player still exists.
        An explicit 'respawn_time' can optionally be provided
        (in seconds).
        """
        # pylint: disable=cyclic-import

        assert player
        if respawn_time is None:
            teamsize = len(player.team.players)
            if teamsize == 1:
                respawn_time = 3.0
            elif teamsize == 2:
                respawn_time = 5.0
            elif teamsize == 3:
                respawn_time = 6.0
            else:
                respawn_time = 7.0

        # If this standard setting is present, factor it in.
        if 'Respawn Times' in self.settings_raw:
            respawn_time *= self.settings_raw['Respawn Times']

        # We want whole seconds.
        assert respawn_time is not None
        respawn_time = round(max(1.0, respawn_time), 0)

        if player.actor and not self.has_ended():
            from bastd.actor.respawnicon import RespawnIcon
            player.customdata['respawn_timer'] = _ba.Timer(
                respawn_time, WeakCall(self.spawn_player_if_exists, player))
            player.customdata['respawn_icon'] = RespawnIcon(
                player, respawn_time)