def endGame(self):

        curTime = bs.getGameTime()
        if not self.timeLimitOnly:
            # mark 'death-time' as now for any still-living players
            # and award players points for how long they lasted.
            # (these per-player scores are only meaningful in team-games)
            for team in self.teams:
                for player in team.players:

                    # throw an extra fudge factor +1 in so teams that
                    # didn't die come out ahead of teams that did
                    if 'survivalSeconds' in player.gameData:
                        score = player.gameData['survivalSeconds']
                    elif 'survivalSeconds' in team.gameData:
                        score = team.gameData['survivalSeconds']
                    else:
                        score = (curTime - self._startGameTime) / 1000 + 1

                    #if 'survivalSeconds' not in player.gameData:
                    #	player.gameData['survivalSeconds'] = (curTime - self._startGameTime)/1000 + 1
                    #	print('extraBonusSwag for player')

                    # award a per-player score depending on how many seconds they lasted
                    # (per-player scores only affect teams mode; everywhere else just looks at the per-team score)
                    #score = (player.gameData['survivalSeconds'])
                    self.scoreSet.playerScored(player,
                                               score,
                                               screenMessage=False)

            # ok now calc game results: set a score for each team and then tell the game to end
            results = bs.TeamGameResults()

            # remember that 'free-for-all' mode is simply a special form of 'teams' mode
            # where each player gets their own team, so we can just always deal in teams
            # and have all cases covered
            for team in self.teams:

                # set the team score to the max time survived by any player on that team
                longestLife = 0
                for player in team.players:
                    if 'survivalSeconds' in player.gameData:
                        time = player.gameData['survivalSeconds']
                    elif 'survivalSeconds' in team.gameData:
                        time = team.gameData['survivalSeconds']
                    else:
                        time = (curTime - self._startGameTime) / 1000 + 1
                    longestLife = max(longestLife, time)
                results.setTeamScore(team, longestLife)

            self.end(results=results)
        else:
            results = bs.TeamGameResults()
            for team in self.teams:
                deaths = sum(
                    [0 - player.gameData['lives'] for player in team.players])
                results.setTeamScore(team, deaths)
            self.end(results=results)
Esempio n. 2
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    def endGame(self):
        current_time = bs.getGameTime()

        for team in self.teams:
            for player in team.players:
                if 'deathTime' not in player.gameData:
                    player.gameData['deathTime'] = current_time + 1

                score = (player.gameData['deathTime'] -
                         self._timer.getStartTime()) / 1000
                if 'deathTime' not in player.gameData:
                    score += 50  # a bit extra for survivors
                self.scoreSet.playerScored(player, score, screenMessage=False)

        results = bs.TeamGameResults()

        for team in self.teams:
            # set the team score to the max time survived by any player on that team
            longestLife = 0
            for player in team.players:
                longestLife = max(longestLife, (player.gameData['deathTime'] -
                                                self._timer.getStartTime()))
            results.setTeamScore(team, longestLife)

        self.end(results=results)
Esempio n. 3
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    def endGame(self):
        # jasonhu5
        global exitFlag, thread1

        exitFlag = True

        if not thread1 is None:
            print("set flag")
            tempS = socket.socket()
            tempS.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
            tempS.connect((socket.gethostname(), 12345))
            tempS.send("-1\n")
            tempS.close()

            thread1.join()
            print("joint thread")
            thread1 = None

        exitFlag = False
        #

        results = bs.TeamGameResults()
        for t in self.teams:
            results.setTeamScore(t, t.gameData['score'])
        self.end(results=results, announceDelay=800)
 def endGame(self):
     if self.hasEnded(): return
     results = bs.TeamGameResults()
     self._vsText = None  # kill our 'vs' if its there
     for team in self.teams:
         results.setTeamScore(team, team.gameData['survivalSeconds'])
     self.end(results=results)
 def endGame(self):
     results = bs.TeamGameResults()
     for team in self.teams:
         score = max(
             [player.gameData["state"].index for player in team.players])
         results.setTeamScore(team, score)
     self.end(results=results)
Esempio n. 6
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    def endGame(self):
        curTime = bs.getGameTime()
        for team in self.teams:
            for player in team.players:
                if 'notIn' in player.gameData:
                    player.gameData['deathTime'] = 0
                elif 'deathTime' not in player.gameData:
                    player.gameData['deathTime'] = curTime + 1
                score = (player.gameData['deathTime'] -
                         self._timer.getStartTime()) / 1000
                if 'deathTime' not in player.gameData:
                    score += 50
                self.scoreSet.playerScored(player, score, screenMessage=False)

        # stop updating our time text, and set the final time to match
        # exactly when our last guy died.
        self._timer.stop(endTime=self._lastPlayerDeathTime)

        # ok now calc game results: set a score for each team and then tell the game to end
        results = bs.TeamGameResults()

        # remember that 'free-for-all' mode is simply a special form of 'teams' mode
        # where each player gets their own team, so we can just always deal in teams
        # and have all cases covered
        for team in self.teams:

            # set the team score to the max time survived by any player on that team
            longestLife = 0
            for player in team.players:
                longestLife = max(longestLife, (player.gameData['deathTime'] -
                                                self._timer.getStartTime()))
            results.setTeamScore(team, longestLife)

        self.end(results=results)
Esempio n. 7
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 def endGame(self):
     if self.hasEnded():
         return
     results = bs.TeamGameResults()
     for team in self.teams:
         results.setTeamScore(team, team.gameData['score'])
     self.end(results=results)
 def endGame(self):
     #bsInternal._fadeScreen(False, time=500)
     bs.screenMessage('GAME STARTING...', color=(0, 0.9, 0))
     ourResults = bs.TeamGameResults()
     for team in self.teams:
         ourResults.setTeamScore(team, 0)
     self.end(results=ourResults)
Esempio n. 9
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 def endGame(self, winner):
     results = bs.TeamGameResults()
     for team in self.teams:
         if winner.getPlayer() in team.players: score = 50
         else: score = 0
         results.setTeamScore(team, score)
     self.end(results=results, announceDelay=10)
Esempio n. 10
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    def endGame(self):

        curTime = bs.getGameTime()

        for team in self.teams:
            for player in team.players:

                if 'deathTime' not in player.gameData:
                    player.gameData['deathTime'] = curTime + 1

                score = (player.gameData['deathTime'] -
                         self._timer.getStartTime()) / 1000
                if 'deathTime' not in player.gameData: score += 50
                self.scoreSet.playerScored(player, score, screenMessage=False)

        self._timer.stop(endTime=self._lastPlayerDeathTime)

        results = bs.TeamGameResults()

        for team in self.teams:

            longestLife = 0
            for player in team.players:
                longestLife = max(longestLife, (player.gameData['deathTime'] -
                                                self._timer.getStartTime()))
            results.setTeamScore(team, longestLife)

        self.end(results=results)
Esempio n. 11
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 def endGame(self):
     results = bs.TeamGameResults()
     for team in self.teams:
         results.setTeamScore(
             team, self.settings['Frozen One Time'] -
             team.gameData['timeRemaining'])
     self.end(results=results, announceDelay=0)
Esempio n. 12
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 def endGame(self):
     results = bs.TeamGameResults()
     for team in self.teams:
         results.setTeamScore(
             team,
             min(int(team.gameData['minesPlanted']),
                 self.settings['Mines to win']))
     self.end(results=results, announceDelay=0)
Esempio n. 13
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 def endGame(self):
     if self.set == True: return
     self.set = True
     results = bs.TeamGameResults()
     #Set the results for the game to display at the end of the game
     for team in self.teams:
         results.setTeamScore(team, team.gameData['score'])
     self.end(results=results)
 def endGame(self):
     results = bs.TeamGameResults()
     for team in self.teams:
         results.setTeamScore(team, team.gameData['score'])
         i = 0
         for player in team.players:
             if player.isAlive(): i = 1
         if i == 0: results.setTeamScore(team, 0)
     self.end(results=results)
Esempio n. 15
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    def endGame(self):
        if self._timer.hasStarted():
            self._timer.stop(endTime=None if self._lastTeamTime is None else (
                self._timer.getStartTime() + self._lastTeamTime))

        results = bs.TeamGameResults()

        for t in self.teams:
            results.setTeamScore(t, t.gameData['time'])
        self.end(results=results, announceWinningTeam=True)
 def handleMessage(self, m):
     if isinstance(m, bs.SpazBotDeathMessage):
         if self.getTeam(m.killerPlayer) == 0:
             results = bs.TeamGameResults()
             results.setTeamScore(self.teams[0], 0)
             results.setTeamScore(self.teams[1], 100)
             self.end(results=results)
             bs.screenMessage("Don't take it out on the ref!",
                              color=(1, 0, 0))
         elif self.getTeam(m.killerPlayer) == 1:
             results = bs.TeamGameResults()
             results.setTeamScore(self.teams[1], 0)
             results.setTeamScore(self.teams[0], 100)
             self.end(results=results)
             bs.screenMessage("Don't take it out on the ref!",
                              color=(0, 0, 1))
     elif isinstance(m, bs.PlayerSpazDeathMessage):
         bs.TeamGameActivity.handleMessage(self, m)
         if m.spaz.getPlayer().sessionData['fouledOut']: return
         if m.killed:
             if self.getTeam(m.spaz.getPlayer()) == 0: team = self.teams[0]
             elif self.getTeam(m.spaz.getPlayer()) == 1:
                 team = self.teams[1]
             if m.killerPlayer not in team.players:
                 m.killerPlayer.sessionData['fouls'] += 1
                 m.killerPlayer.actor.setScoreText(
                     "FOUL " + str(m.killerPlayer.sessionData['fouls']))
                 bs.playSound(bs.getSound('bearDeath'))
                 if m.killerPlayer.sessionData['fouls'] >= 3:
                     self.foulOut(m.killerPlayer)
                 if self.fouled == True:
                     self.spawnPlayerSpaz(player=m.spaz.getPlayer())
                     return
                 self.fouled = True
                 self.giveFoulShots(m.spaz.getPlayer())
             elif m.spaz.getPlayer().sessionData['fouls'] < 3:
                 self.respawnPlayer(m.spaz.getPlayer())
         elif m.spaz.getPlayer().sessionData['fouls'] < 3:
             self.respawnPlayer(m.spaz.getPlayer())
         s = self.settings
     else:
         bs.TeamGameActivity.handleMessage(self, m)
Esempio n. 17
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 def endGame(self):
     if self.hasEnded(): return
     #Reset the default color for the ToughGuyBot
     setattr(bs.ToughGuyBot, 'color', (0.6, 0.6, 0.6))
     setattr(bs.ToughGuyBot, 'highlight', (0.6, 0.6, 0.6))
     setattr(bs.ToughGuyBot, 'character', 'Kronk')
     results = bs.TeamGameResults()
     self._vsText = None  # kill our 'vs' if its there
     for team in self.teams:
         results.setTeamScore(team, team.gameData['score'])
     self.end(results=results)
 def endGame(self):
     results = bs.TeamGameResults()
     for team in self.teams:
         c = 0
         for player in team.players:
             if player.gameData['piece'] == 'king' and player.isAlive():
                 c += 1
         if c == 0: results.setTeamScore(team,0)
         else:
             score = team.gameData['score']
             results.setTeamScore(team,score)
     self.end(results=results,announceDelay=10)
 def endGame(self):
     self.ended = True
     if isinstance(self.getSession(), bs.FreeForAllSession):
         results = bs.TeamGameResults()
         for team in self.teams:
             score = 0
             for player in team.players:
                 score += player.gameData['score']
             results.setTeamScore(team, score)
     self.end(results=results)
     for i in self.nodes:
         i.delete()
     for flag in self.flags:
         flag.handleMessage(bs.DieMessage())
Esempio n. 20
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 def endGame(self):
     if isinstance(self.getSession(), bs.FreeForAllSession):
         for player in self.players:
             if player.isAlive():
                 player.gameData['score'] = 1
             else:
                 player.gameData['score'] = 0
         results = bs.TeamGameResults()
         for team in self.teams:
             for player in team.players:
                 if player.isAlive():
                     results.setTeamScore(team, 5)
                     break
                 else:
                     results.setTeamScore(team, 0)
     else:
         results = bs.TeamGameResults()
         for team in self.teams:
             results.setTeamScore(team, 0)
             for player in team.players:
                 if player.isAlive():
                     team.gameData['score'] = 1
                     results.setTeamScore(team, 10)
     self.end(results=results)
Esempio n. 21
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    def endGame(self):

        curTime = bs.getGameTime()

        # mark 'death-time' as now for any still-living players
        # and award players points for how long they lasted.
        # (these per-player scores are only meaningful in team-games)
        for team in self.teams:
            for player in team.players:

                # throw an extra fudge factor +1 in so teams that
                # didn't die come out ahead of teams that did
                if 'deathTime' not in player.gameData:
                    player.gameData['deathTime'] = curTime+1

                # award a per-player score depending on how many seconds
                # they lasted (per-player scores only affect teams mode;
                # everywhere else just looks at the per-team score)
                score = (player.gameData['deathTime']
                         -self._timer.getStartTime())/1000
                if 'deathTime' not in player.gameData:
                    score += 50  # a bit extra for survivors
                self.scoreSet.playerScored(player, score, screenMessage=False)

        # stop updating our time text, and set the final time to match
        # exactly when our last guy died.
        self._timer.stop(endTime=self._lastPlayerDeathTime)

        # ok now calc game results: set a score for each team and then tell
        # the game to end
        results = bs.TeamGameResults()

        # remember that 'free-for-all' mode is simply a special form
        # of 'teams' mode where each player gets their own team, so we can
        # just always deal in teams and have all cases covered
        for team in self.teams:

            # set the team score to the max time survived by any player on
            # that team
            longestLife = 0
            for player in team.players:
                longestLife = max(
                    longestLife,
                    (player.gameData['deathTime'] - self._timer.getStartTime()))
            results.setTeamScore(team, longestLife)

        self.end(results=results)
Esempio n. 22
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    def endGame(self):

        # stop updating our time text, and set it to show the exact last finish time if we have one..
        # (so users dont get upset if their final time differs from what they see onscreen by a tiny bit)
        if self._timer.hasStarted():
            self._timer.stop(endTime=None if self._lastTeamTime is None else (
                self._timer.getStartTime() + self._lastTeamTime))

        results = bs.TeamGameResults()

        for t in self.teams:
            results.setTeamScore(t, t.gameData['time'])
        # we don't announce a winner in ffa mode since its probably been a while since the first place guy
        # crossed the finish line so it seems odd to be announcing that now..
        self.end(results=results,
                 announceWinningTeam=True if isinstance(
                     self.getSession(), bs.TeamsSession) else False)
Esempio n. 23
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    def endGame(self):

        # stop our on-screen timer so players can see what they got
        self._timer.stop()

        results = bs.TeamGameResults()

        # if we won, set our score to the elapsed time
        # (there should just be 1 team here since this is co-op)
        # ..if we didn't win, leave scores as default (None) which means we lost
        if self._won:
            elapsedTime = bs.getGameTime() - self._timer.getStartTime()
            self.cameraFlash()
            bs.playSound(self._winSound)
            for team in self.teams:
                team.celebrate()  # woooo! par-tay!
                results.setTeamScore(team, elapsedTime)

        # ends this activity..
        self.end(results)
    def endGame(self):

        self._timer.stop()
        results = bs.TeamGameResults()

        if self._won:
            bs.playMusic('Victory')
            self._awardAchievement(
                self.settings.get("preset") + " Boss Fight completed")
            elapsedTime = bs.getGameTime() - self._timer.getStartTime()
            self.cameraFlash()
            bs.playSound(self._winSound)
            for team in self.teams:
                team.celebrate()  # woooo! par-tay!
                results.setTeamScore(team, elapsedTime)
        else:
            self._boss.finalCelebrate()
            self.fadeToRed()
            bs.playMusic(None)

        bs.netTimer(3000, bs.WeakCall(self.end, results))
Esempio n. 25
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 def endGame(self):
     results = bs.TeamGameResults()
     for t in self.teams:
         results.setTeamScore(t, t.gameData['score'])
     self.end(results=results)
Esempio n. 26
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 def endGame(self):
     results = bs.TeamGameResults()
     for t in self.teams:
         results.setTeamScore(t, t.gameData['survivalSeconds'])
     self.end(results=results, announceDelay=800)
Esempio n. 27
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 def endGame(self):
     results = bs.TeamGameResults()
     for team in self.teams:
         results.setTeamScore(team, team.gameData['score'].get())
     self.end(results)
Esempio n. 28
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 def endGame(self):
     # game's over - set a score for each team and tell our activity to finish
     ourResults = bs.TeamGameResults()
     for team in self.teams:
         ourResults.setTeamScore(team, 0)
     self.end(results=ourResults)
Esempio n. 29
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    def endGame(self):

        results = bs.TeamGameResults()
        for team in self.teams:
            results.setTeamScore(team, team.gameData['survivalSeconds'])
        self.end(results=results)
Esempio n. 30
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 def endGame(self):
     results = bs.TeamGameResults()
     for team in self.teams:
         score = team.gameData['score']
         results.setTeamScore(team, score)
     self.end(results=results, announceDelay=10)