def _saveState(self):
    w = self._rootWidget.getSelectedChild()
    for k, v in statedict(self).items():
        if w == k:
            gWindowStates[self.__class__.__name__] = {'selName': v}
            return
    bs.printError('error saving state for ' + str(self.__class__))
Esempio n. 2
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    def handleMessage(self,m):
        if isinstance(m,bs.PlayerSpazDeathMessage):
            
            bs.TeamGameActivity.handleMessage(self, m) # augment standard behavior
            player = m.spaz.getPlayer()

            player.gameData['lives'] -= 1
            if player.gameData['lives'] < 0:
                bs.printError('Got lives < 0 in Elim; this shouldnt happen. solo:'+str(self._soloMode))
                player.gameData['lives'] = 0

            # if we have any icons, update their state
            for icon in player.gameData['icons']:
                icon.handlePlayerDied()

            # play big death sound on our last death or for every one in solo mode
            if self._soloMode or player.gameData['lives'] == 0:
                bs.playSound(bs.Spaz.getFactory().singlePlayerDeathSound)

            # if we hit zero lives, we're dead (and our team might be too)
            if player.gameData['lives'] == 0:
                # if the whole team is now dead, mark their survival time..
                #if all(teammate.gameData['lives'] == 0 for teammate in player.getTeam().players):
                if self._getTotalTeamLives(player.getTeam()) == 0:
                    player.getTeam().gameData['survivalSeconds'] = (bs.getGameTime()-self._startGameTime)/1000
            else:
                # otherwise, in regular mode, respawn..
                if not self._soloMode:
                    self.respawnPlayer(player)

            # in solo, put ourself at the back of the spawn order
            if self._soloMode:
                player.getTeam().gameData['spawnOrder'].remove(player)
                player.getTeam().gameData['spawnOrder'].append(player)
Esempio n. 3
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    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.')
Esempio n. 4
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    def handleMessage(self,m):

        if isinstance(m,bs.PlayerSpazDeathMessage):
            player = m.spaz.getPlayer()
            if player is None:
                bs.printError('FIXME: getPlayer() should no longer ever be returning None')
                return
            if not player.exists(): return
            self.scoreSet.playerLostSpaz(player)
            bs.gameTimer(100,self._checkRoundOver)

        elif isinstance(m,bs.PlayerScoredMessage):
            self._score.add(m.score)
            self._updateScores()

        elif isinstance(m,bs.SpazBotDeathMessage):
            pts,importance = m.badGuy.getDeathPoints(m.how)
            if m.killerPlayer is not None and m.killerPlayer.exists():
                try: target = m.badGuy.node.position
                except Exception: target = None
                try:
                    self.scoreSet.playerScored(m.killerPlayer,pts,target=target,kill=True,screenMessage=False,importance=importance)
                    bs.playSound(self._dingSound if importance == 1 else self._dingSoundHigh,volume=0.6)
                except Exception,e:
                    print 'EXC on last-stand SpazBotDeathMessage',e
            # normally we pull scores from the score-set, but if there's no player lets be explicit..
            else: self._score.add(pts)
            self._updateScores()
def _saveState(self):
	w = self._rootWidget.getSelectedChild()
	for k, v in statedict(self).items():
		if w == k:
			gWindowStates[self.__class__.__name__] = {'selName': v}
			return
	bs.printError('error saving state for ' + str(self.__class__))
Esempio n. 6
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    def onBegin(self):

        # test...
        if not all(player.exists() for player in self.players):
            bs.printError("Nonexistant player in onBegin: "+str([str(p) for p in self.players])+': we are '+str(player))

        bs.TeamGameActivity.onBegin(self)
        self.setupStandardTimeLimit(self.settings['Time Limit'])
        self.setupStandardPowerupDrops()
        self._flagSpawnPos = self.getMap().getFlagPosition(None)
        self.projectFlagStand(self._flagSpawnPos)
        self._setChosenOnePlayer(None)

        p = self._flagSpawnPos
        bs.gameTimer(1000,call=self._tick,repeat=True)

        m = self._resetRegionMaterial = bs.Material()
        m.addActions(conditions=('theyHaveMaterial',bs.getSharedObject('playerMaterial')),
                     actions=(('modifyPartCollision','collide',True),
                              ('modifyPartCollision','physical',False),
                              ('call','atConnect',bs.WeakCall(self._handleResetCollide))))

        self._resetRegion = bs.newNode('region',
                                       attrs={'position':(p[0],p[1]+0.75,p[2]),
                                              'scale': (0.5,0.5,0.5),
                                              'type': 'sphere',
                                              'materials':[m]
                                              })
Esempio n. 7
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 def spawnPlayer(self, player):
     """
     Spawn *something* for the provided bs.Player.
     The default implementation simply calls spawnPlayerSpaz().
     """
     #Overloaded for this game to respawn at home instead of random FFA spots
     if not player.exists():
         bs.printError('spawnPlayer() called for nonexistant player')
         return
     if player.gameData['home'] is None:
         pos = self.getMap().getFFAStartPosition(self.players)
         if player.gameData['crate'] is None:
             box = cargoBox(pos)
             box.setMovingText(box, player.getName(), player.color)
             player.gameData['crate'] = box
         position = [pos[0], pos[1] + 1.0, pos[2]]
         player.gameData['home'] = position
     else:
         position = player.gameData['home']
     spaz = self.spawnPlayerSpaz(player, position)
     #Need to prevent accepting powerups:
     pam = bs.Powerup.getFactory().powerupAcceptMaterial
     for attr in ['materials', 'rollerMaterials', 'extrasMaterials']:
         materials = getattr(spaz.node, attr)
         if pam in materials:
             setattr(spaz.node, attr,
                     tuple(m for m in materials if m != pam))
     return spaz
    def setActivity(self,activity):
        self._activity = None if activity is None else weakref.ref(activity)

        # load our media into this activity's context
        if activity is not None:
            if activity.isFinalized():
                bs.printError('unexpected finalized activity')
            with bs.Context(activity): self._loadMedia()
Esempio n. 9
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    def handleMessage(self, m):

        if isinstance(m, bs.PlayerScoredMessage):
            self._score.add(m.score)
            self._updateScores()

        # respawn dead players
        elif isinstance(m, bs.PlayerSpazDeathMessage):
            self._aPlayerHasBeenKilled = True
            player = m.spaz.getPlayer()
            if player is None:
                bs.printError('FIXME: getPlayer() should no'
                              ' longer ever be returning None')
                return
            if not player.exists():
                return

            self.scoreSet.playerLostSpaz(player)

            # respawn them shortly
            respawnTime = 2000 + len(self.initialPlayerInfo) * 1000

            player.gameData['respawnTimer'] = bs.Timer(
                respawnTime, bs.Call(self.spawnPlayerIfExists, player))
            player.gameData['respawnIcon'] = bs.RespawnIcon(
                player, respawnTime)

        elif isinstance(m, bs.SpazBotDeathMessage):
            if m.how == 'goal':
                return
            pts, importance = m.badGuy.getDeathPoints(m.how)
            if m.killerPlayer is not None:
                try:
                    target = m.badGuy.node.position
                except Exception:
                    target = None
                try:
                    if m.killerPlayer is not None and m.killerPlayer.exists():
                        self.scoreSet.playerScored(m.killerPlayer,
                                                   pts,
                                                   target=target,
                                                   kill=True,
                                                   screenMessage=False,
                                                   importance=importance)
                        bs.playSound(self._dingSound if importance == 1 else
                                     self._dingSoundHigh,
                                     volume=0.6)
                except Exception as e:
                    print 'EXC in Runaround handling SpazBotDeathMessage:', e
            # normally we pull scores from the score-set, but if there's no
            # player lets be explicit..
            else:
                self._score.add(pts)
            self._updateScores()

        else:
            self.__superHandleMessage(m)
Esempio n. 10
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    def handleMessage(self, m):
        if isinstance(m, bs.PlayerSpazDeathMessage):

            bs.TeamGameActivity.handleMessage(self,
                                              m)  # augment standard behavior
            player = m.spaz.getPlayer()
            #player.gameData['lives'] -= 1 #only drop a life if dummy was kilt
            if player.gameData['lives'] < 0:
                bs.printError(
                    'Got lives < 0 in Elim; this shouldnt happen. solo:' +
                    str(self._soloMode))
                player.gameData['lives'] = 0

            # play big death sound on our last death or for every one in solo mode
            if self._soloMode or player.gameData['lives'] == 0:
                bs.playSound(bs.Spaz.getFactory().singlePlayerDeathSound)

            else:
                # otherwise, in regular mode, respawn..
                if not self._soloMode:
                    self.spawnPlayerByDummy(player)

            # in solo, put ourself at the back of the spawn order
            if self._soloMode:
                player.getTeam().gameData['spawnOrder'].remove(player)
                player.getTeam().gameData['spawnOrder'].append(player)
        if isinstance(m, bs.SpazBotDeathMessage):
            if isinstance(m.badGuy, SpazClone):
                player = m.badGuy.sourcePlayer
                if player in self.players:
                    t = bs.getGameTime()
                    #only take away a life if clone lifed longer than minimum length
                    if t - player.gameData['cloneSpawnTime'] > self.minLife:
                        player.gameData['lives'] -= 1
                # if we hit zero lives, we're dead (and our team might be too)
                    if player.gameData['lives'] < 1:
                        # if the whole team is now dead, mark their survival time..
                        #if all(teammate.gameData['lives'] == 0 for teammate in player.getTeam().players):
                        if self._getTotalTeamLives(player.getTeam()) == 0:
                            player.getTeam().gameData['survivalSeconds'] = (
                                bs.getGameTime() - self._startGameTime) / 1000
                            playerNode = bs.getActivity()._getPlayerNode(
                                player)
                            spz = self.scoreSet._players[
                                player.getName()].getSpaz()
                            if not spz is None:
                                spz.handleMessage(bs.DieMessage())
                            for icon in player.gameData['icons']:
                                icon.handlePlayerDied()
                    else:
                        self.spawnDummy(player, SpazClone)
                    # if we have any icons, update their state
                    for icon in player.gameData['icons']:
                        icon.updateForLives()
            bs.TeamGameActivity.handleMessage(self,
                                              m)  # augment standard behavior
	def onBegin(self):
		self.mineTimers = []

		bs.gameTimer(3500, bs.Call(self.doRaceTimer))
		# test...
		if not all(player.exists() for player in self.players):
			bs.printError("Nonexistant player in onBegin: "+str([str(p) for p in self.players]))


		bs.TeamGameActivity.onBegin(self)
Esempio n. 12
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    def onBegin(self):
        self.mineTimers = []

        bs.gameTimer(3500, bs.Call(self.doRaceTimer))
        # test...
        if not all(player.exists() for player in self.players):
            bs.printError("Nonexistant player in onBegin: " +
                          str([str(p) for p in self.players]))

        bs.TeamGameActivity.onBegin(self)
    def handleMessage(self, m):
        if isinstance(m, bs.PlayerSpazDeathMessage):

            bs.TeamGameActivity.handleMessage(self,
                                              m)  # augment standard behavior
            player = m.spaz.getPlayer()
            respawnPoints = None
            print([player, m.spaz.hitPoints, "killed by", m.killerPlayer])
            if m.killerPlayer is None:
                pass  #Don't take away a life for non-violent death
            elif m.killerPlayer == m.spaz.getPlayer():
                pass  #No credit for suicide!
            elif m.spaz.hitPoints > 0:  #Spaz died, but had positive hit points. Probably fell. Take points from player.
                #tossing or knocking off a player respawns them w/o taking life.
                print([player, "died from fall.", m.spaz.hitPoints])
                pass

            else:
                player.gameData['lives'] -= 1

            #Remove this spaz from the list of active spazzes
            if m.spaz in self.spazList: self.spazList.remove(m.spaz)
            if player.gameData['lives'] < 0:
                bs.printError(
                    'Got lives < 0 in Elim; this shouldnt happen. solo:' +
                    str(self._soloMode))
                player.gameData['lives'] = 0

            # if we have any icons, update their state
            for icon in player.gameData['icons']:
                icon.handlePlayerDied()

            # play big death sound on our last death or for every one in solo mode
            if self._soloMode or player.gameData['lives'] == 0:
                bs.playSound(bs.Spaz.getFactory().singlePlayerDeathSound)

            # if we hit zero lives, we're dead (and our team might be too)
            if player.gameData['lives'] == 0:
                # if the whole team is now dead, mark their survival time..
                #if all(teammate.gameData['lives'] == 0 for teammate in player.getTeam().players):
                if self._getTotalTeamLives(player.getTeam()) == 0:
                    player.getTeam().gameData['survivalSeconds'] = (
                        bs.getGameTime() - self._startGameTime) / 1000
                    self.winners.append(player)
            else:
                # otherwise, in regular mode, respawn..
                if not self._soloMode:
                    self.respawnPlayer(player)

            # in solo, put ourself at the back of the spawn order
            if self._soloMode:
                player.getTeam().gameData['spawnOrder'].remove(player)
                player.getTeam().gameData['spawnOrder'].append(player)
        else:
            bs.TeamGameActivity.handleMessage(self, m)
Esempio n. 14
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    def handleMessage(self, m):
        if isinstance(m, bs.PlayerSpazDeathMessage):

            bs.TeamGameActivity.handleMessage(self,
                                              m)  # augment standard behavior
            player = m.spaz.getPlayer()
            #print([player, m.spaz.hitPoints, "killed by", m.killerPlayer])
            if player.gameData[
                    'lives'] > 0:  #Dying player was not zombie. Remove a life
                player.gameData['lives'] -= 1
            else:  #Dying player was a zombie.  Give points to killer
                if m.killerPlayer.exists():
                    if m.killerPlayer.gameData['lives'] > 0:
                        m.killerPlayer.getTeam().gameData['score'] += 2
                        self._updateScoreBoard()

            #Remove this spaz from the list of active spazzes
            if m.spaz in self.spazList: self.spazList.remove(m.spaz)
            if player.gameData['lives'] < 0:
                bs.printError(
                    'Got lives < 0 in Elim; this shouldnt happen. solo:' +
                    str(self._soloMode))
                player.gameData['lives'] = 0

            # if we have any icons, update their state
            for icon in player.gameData['icons']:
                icon.handlePlayerDied()

            # play big death sound on our last death or for every one in solo mode
            if self._soloMode or player.gameData['lives'] == 0:
                bs.playSound(bs.Spaz.getFactory().singlePlayerDeathSound)

            # if we hit zero lives, we're dead. Become a zombie.
            if player.gameData['lives'] == 0:
                self.respawnPlayerZombie(player)
            else:
                # otherwise, in regular mode, respawn..
                if not self._soloMode:
                    self.respawnPlayer(player)

            # in solo, put ourself at the back of the spawn order
            if self._soloMode:
                player.getTeam().gameData['spawnOrder'].remove(player)
                player.getTeam().gameData['spawnOrder'].append(player)
        elif isinstance(m, bs.SpazBotDeathMessage):
            self._onSpazBotDied(m)
            bs.TeamGameActivity.handleMessage(self, m)
            #bs.PopupText("died",position=self._position,color=popupColor,scale=popupScale).autoRetain()
        else:
            bs.TeamGameActivity.handleMessage(self, m)
    def _tick(self):

        # give the chosen one points
        player = self._getChosenOnePlayer()
        if player is not None:

            # this shouldnt happen, but just in case..
            if not player.isAlive():
                bs.printError('got dead player as chosen one in _tick')
                self._setChosenOnePlayer(None)
            else:
                scoringTeam = player.getTeam()
                self.scoreSet.playerScored(player,
                                           3,
                                           screenMessage=False,
                                           display=False)

                scoringTeam.gameData['timeRemaining'] = max(
                    0, scoringTeam.gameData['timeRemaining'] - 1)

                # show the count over their head
                try:
                    if scoringTeam.gameData['timeRemaining'] > 0:
                        player.actor.setScoreText(
                            str(scoringTeam.gameData['timeRemaining']))
                except Exception:
                    pass

                self._updateScoreBoard()

                # announce numbers we have sounds for
                try:
                    bs.playSound(self._countDownSounds[
                        scoringTeam.gameData['timeRemaining']])
                except Exception:
                    pass

                # winner
                if scoringTeam.gameData['timeRemaining'] <= 0:
                    self.endGame()

        # player is None
        else:
            # this shouldnt happen, but just in case..
            # (chosen-one player ceasing to exist should trigger onPlayerLeave
            # which resets chosen-one)
            if self._chosenOnePlayer is not None:
                bs.printError('got nonexistant player as chosen one in _tick')
                self._setChosenOnePlayer(None)
Esempio n. 16
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    def handleMessage(self, m):
        if isinstance(m, bs.PlayerSpazDeathMessage):

            bs.TeamGameActivity.handleMessage(self,
                                              m)  # augment standard behavior
            player = m.spaz.getPlayer()
            #print([player, m.spaz.hitPoints, "killed by", m.killerPlayer])

            player.gameData['lives'] -= 1

            #Remove this spaz from the list of active spazzes
            if m.spaz in self.spazList: self.spazList.remove(m.spaz)
            if player.gameData['lives'] < 0:
                bs.printError(
                    'Got lives < 0 in Elim; this shouldnt happen. solo:' +
                    str(self._soloMode))
                player.gameData['lives'] = 0

            # if we have any icons, update their state
            for icon in player.gameData['icons']:
                icon.handlePlayerDied()

            # play big death sound on our last death or for every one in solo mode
            if self._soloMode or player.gameData['lives'] == 0:
                bs.playSound(bs.Spaz.getFactory().singlePlayerDeathSound)

            # if we hit zero lives, we're dead (and our team might be too)
            if player.gameData['lives'] == 0:
                # if the whole team is now dead, mark their survival time..
                #if all(teammate.gameData['lives'] == 0 for teammate in player.getTeam().players):
                #ZombieHorde: don't care survival time
                #if self._getTotalTeamLives(player.getTeam()) == 0:
                #    player.getTeam().gameData['survivalSeconds'] = (bs.getGameTime()-self._startGameTime)/1000
                pass
            else:
                # otherwise, in regular mode, respawn..
                if not self._soloMode:
                    self.respawnPlayer(player)

            # in solo, put ourself at the back of the spawn order
            if self._soloMode:
                player.getTeam().gameData['spawnOrder'].remove(player)
                player.getTeam().gameData['spawnOrder'].append(player)
        elif isinstance(m, bs.SpazBotDeathMessage):
            self._onSpazBotDied(m)
            bs.TeamGameActivity.handleMessage(self, m)
            #bs.PopupText("died",position=self._position,color=popupColor,scale=popupScale).autoRetain()
        else:
            bs.TeamGameActivity.handleMessage(self, m)
Esempio n. 17
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    def handleMessage(self, m):
        if isinstance(m, bs.PlayerSpazDeathMessage):
            bs.TeamGameActivity.handleMessage(self,
                                              m)  # augment standard behavior
            player = m.spaz.getPlayer()
            if m.killerPlayer == player:
                player.getTeam().gameData['score'] /= 2
                self._updateScoreBoard()
            #print([player, m.spaz.hitPoints, "killed by", m.killerPlayer])
            if player.getTeam().gameData[
                    'score'] == 0:  #Only permadeath if they lost all their boxes.
                player.gameData['lives'] -= 1

            if player.gameData['lives'] < 0:
                bs.printError(
                    'Got lives < 0 in Elim; this shouldnt happen. solo:' +
                    str(self._soloMode))
                player.gameData['lives'] = 0

            # if we have any icons, update their state
            #for icon in player.gameData['icons']:
            #    icon.handlePlayerDied()

            # play big death sound on our last death or for every one in solo mode
            if self._soloMode or player.gameData['lives'] == 0:
                bs.playSound(bs.Spaz.getFactory().singlePlayerDeathSound)

            # if we hit zero lives, we're dead (and our whole team is too, since 0 boxes left)
            if player.gameData['lives'] == 0:
                pass
                # if the whole team is now dead, mark their survival time..
                #if all(teammate.gameData['lives'] == 0 for teammate in player.getTeam().players):
                #if self._getTotalTeamLives(player.getTeam()) == 0:
                #    player.getTeam().gameData['survivalSeconds'] = (bs.getGameTime()-self._startGameTime)/1000
                #for p2 in player.getTeam().players:
                #    p2.gameData['lives'] = 0
                #    self.scoreSet._players[player.getName()].getSpaz().handleMessage(bs.DieMessage())
            else:
                # otherwise, in regular mode, respawn..
                if not self._soloMode:
                    self.respawnPlayer(player)

            # in solo, put ourself at the back of the spawn order
            if self._soloMode:
                player.getTeam().gameData['spawnOrder'].remove(player)
                player.getTeam().gameData['spawnOrder'].append(player)
        else:
            bs.TeamGameActivity.handleMessage(self, m)
Esempio n. 18
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 def handleMessage(self, m):
     if isinstance(m, bs.PlayerSpazDeathMessage):
         bs.TeamGameActivity.handleMessage(self, m)  # augment default
         try:
             player = m.spaz.getPlayer()
             if player is None:
                 bs.printError('FIXME: getPlayer() should no '
                               'longer ever be returning None')
             else:
                 if not player.exists():
                     raise Exception()
             team = player.getTeam()
         except Exception:
             return
         if not player.gameData['finished']:
             self.respawnPlayer(player, respawnTime=1000)
     else:
         bs.TeamGameActivity.handleMessage(self, m)
Esempio n. 19
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 def spawnPlayer(self, player):
     """
     Spawn *something* for the provided bs.Player.
     The default implementation simply calls spawnPlayerSpaz().
     """
     #Overloaded for this game to spawn players in the end zone instead of FFA spots
     if not player.exists():
         bs.printError('spawnPlayer() called for nonexistant player')
         return
     y = random.uniform(-5, 5.5)
     if self.settings['One-Way Trip'] == True:
         x = -11.8
     else:
         x = 12.0
     spz = self.spawnPlayerSpaz(player, position=[x, 0.35, y])
     spz.connectControlsToPlayer(enablePunch=True,
                                 enableBomb=self.settings['Enable Bombs'],
                                 enablePickUp=True)
     return spz
Esempio n. 20
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 def equipShields(self, decay=False):
     """
     Give this spaz a nice energy shield.
     """
     if not self.node.exists():
         bs.printError('Can\'t equip shields; no node.')
         return
     factory = self.getFactory()
     if self.shield is None:
         self.shield = bs.newNode('shield',
                                  owner=self.node,
                                  attrs={
                                      'color': (1.5, 0, 0),
                                      'radius': 1.3
                                  })
         self.node.connectAttr('positionCenter', self.shield, 'position')
     self.shieldHitPoints = self.shieldHitPointsMax = 6000
     #self.shieldDecayRate = factory.shieldDecayRate if decay else 0
     self.shield.hurt = 0
     bs.playSound(factory.shieldUpSound, 1.0, position=self.node.position)
Esempio n. 21
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    def spawnPlayer(self, player):
        #Overloaded for this game to respawn at home instead of random FFA spots
        if not player.exists():
            bs.printError('spawnPlayer() called for nonexistant player')
            return
        if player.gameData['home'] is None:
            pos = self.getMap().getFFAStartPosition(self.players)
            bomb = myMine(pos,
                           (0.0,0.0,0.0),
                           0.0,
                           player,
                           None).autoRetain()
            bomb.isHome = True
            bomb.handleMessage(bsBomb.ArmMessage())
            position = [pos[0],pos[1]+0.3,pos[2]]
            player.gameData['home'] = position
            player.gameData['mines'].append(bomb)
        else:
            position = player.gameData['home']
        spaz = self.spawnPlayerSpaz(player, position)

        # lets reconnect this player's controls to this
        # spaz but *without* the ability to attack or pick stuff up
        spaz.connectControlsToPlayer(enablePunch=True,
                                     enableBomb=True,
                                     enablePickUp=True)
        #Wire up the spaz with mines
        spaz.landMineCount = 1
        spaz.node.billboardTexture = self._mineIconTex
        bs.animate(spaz.node,"billboardOpacity",{0:0.0,100:1.0,400:1.0})
        t = bs.getGameTime()
        if t - spaz.lastMine < spaz.mineTimeout:
            spaz.node.billboardCrossOut = True
            bs.gameTimer((spaz.mineTimeout-t+spaz.lastMine),bs.WeakCall(spaz.unCrossBillboard))
        spaz.dropEggs = self.settings['Eggs Not Bombs']
        spaz.eggsHatch = self.settings['Snowman Eggs']

        # also lets have them make some noise when they die..
        spaz.playBigDeathSound = True  
Esempio n. 22
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def equipShields(self, decay=False):
        """
        Give this spaz a nice energy shield.
        """

        if not self.node.exists():
            bs.printError('Can\'t equip shields; no node.')
            return
        
        factory = self.getFactory()
        if self.shield is None: 
            self.shield = bs.newNode('shield', owner=self.node,
                                     attrs={'color':self.node.color,
                                            'radius':1.3})
            self.node.connectAttr('positionCenter', self.shield, 'position')
        self.shieldHitPoints = self.shieldHitPointsMax = 650
        self.shieldDecayRate = factory.shieldDecayRate if decay else 0
        self.shield.hurt = 0
        bs.playSound(factory.shieldUpSound, 1.0, position=self.node.position)

        if self.shieldDecayRate > 0:
            self.shieldDecayTimer = bs.Timer(500, bs.WeakCall(self.shieldDecay),
                                             repeat=True)
            self.shield.alwaysShowHealthBar = True # so user can see the decay
Esempio n. 23
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    def respawnPlayerZombie(self, player, respawnTime=None):
        """
        Given a bs.Player, sets up a standard respawn timer,
        along with the standard counter display, etc.
        At the end of the respawn period spawnPlayer() will
        be called if the Player still exists.
        An explicit 'respawnTime' can optionally be provided
        (in milliseconds).
        """

        if player is None or not player.exists():
            if player is None:
                bs.printError('None passed as player to respawnPlayer()')
            else:
                bs.printError(
                    'Nonexistant bs.Player passed to respawnPlayer(); call player.exists() to make sure a player is still there.'
                )
            return

        if player.getTeam() is None:
            bs.printError('player has no team in respawnPlayer()')
            return

        if respawnTime is None:
            if len(player.getTeam().players) == 1: respawnTime = 3000
            elif len(player.getTeam().players) == 2: respawnTime = 5000
            elif len(player.getTeam().players) == 3: respawnTime = 6000
            else: respawnTime = 7000

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

        respawnTime = int(max(1000, respawnTime))
        if respawnTime % 1000 != 0:
            respawnTime -= respawnTime % 1000  # we want whole seconds

        if player.actor and not self.hasEnded():
            import bsSpaz
            player.gameData['respawnTimer'] = bs.Timer(
                respawnTime,
                bs.WeakCall(self.spawnPlayerIfExistsAsZombie, player))
            player.gameData['respawnIcon'] = bsSpaz.RespawnIcon(
                player, respawnTime)
Esempio n. 24
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    def handleMessage(self, msg):

        if isinstance(msg, ChangeMessage):

            # if we've been removed from the lobby, ignore this stuff
            if self._dead:
                print "WARNING: chooser got ChangeMessage after dying"
                return

            if not self._textNode.exists():
                bs.printError('got ChangeMessage after nodes died')
                return

            if msg.what == 'team':
                if len(self.getLobby()._teams) > 1:
                    bs.playSound(self._swishSound)
                self._selectedTeamIndex = (
                    (self._selectedTeamIndex + msg.value) %
                    len(self.getLobby()._teams))
                self._updateText()
                self.updatePosition()
                self._updateIcon()

            elif msg.what == 'profileIndex':
                if len(self.profileNames) == 1:
                    # this should be pretty hard to hit now with
                    # automatic local accounts..
                    bs.playSound(bs.getSound('error'))
                else:
                    # pick the next player profile and assign our name
                    # and character based on that
                    bs.playSound(self._deekSound)
                    self.profileIndex = ((self.profileIndex + msg.value) %
                                         len(self.profileNames))
                    self.updateFromPlayerProfile()

            elif msg.what == 'character':
                bs.playSound(self._clickSound)
                # update our index in our local list of characters
                self.characterIndex = ((self.characterIndex + msg.value) %
                                       len(self.characterNames))
                self._updateText()
                self._updateIcon()

            elif msg.what == 'ready':
                forceTeamSwitch = False
                # team auto-balance kicks us to another team if we try to
                # join the team with the most players
                if not self.ready:
                    if bs.getConfig().get('Auto Balance Teams', False):
                        lobby = self.getLobby()
                        if len(lobby._teams) > 1:
                            session = bs.getSession()
                            # first, calc how many players are on each team
                            # ..we need to count both active players and
                            # choosers that have been marked as ready.
                            teamPlayerCounts = {}
                            for team in lobby._teams:
                                teamPlayerCounts[team().getID()] = \
                                    len(team().players)
                            for chooser in lobby.choosers:
                                if chooser.ready:
                                    teamPlayerCounts[
                                        chooser.getTeam().getID()] += 1
                            largestTeamSize = max(teamPlayerCounts.values())
                            smallestTeamSize = \
                                min(teamPlayerCounts.values())
                            # force switch if we're on the biggest team
                            # and there's a smaller one available
                            if (largestTeamSize != smallestTeamSize
                                  and teamPlayerCounts[self.getTeam().getID()] \
                                  >= largestTeamSize):
                                forceTeamSwitch = True

                if forceTeamSwitch:
                    bs.playSound(self._errorSound)
                    self.handleMessage(ChangeMessage('team', 1))
                else:
                    bs.playSound(self._punchSound)
                    self._setReady(msg.value)
Esempio n. 25
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def Modify_onPlayerLeave(self, player):
    """
    Called when a previously-accepted bs.Player leaves the session.
    """
    # remove them from the game rosters
    pid = player.get_account_id()

    if pid is None:
        idset = {
            p.get_account_id()
            for p in self.players if p.get_account_id() is not None
        }
        diff = list(set(db.cache.keys()) - idset)
    else:
        diff = [pid]

    if len(diff) > 1: print 'more than one diff:', diff

    for i in diff:
        db.playerLeave(i)

    if player in self.players:

        bs.playSound(bs.getSound('playerLeft'))

        # this will be None if the player is still in the chooser
        team = player.getTeam()

        activity = self._activityWeak()

        # if he had no team, he's in the lobby
        # if we have a current activity with a lobby, ask them to remove him
        if team is None:
            with bs.Context(self):
                try:
                    self._lobby.removeChooser(player)
                except Exception:
                    bs.printException(
                        'Error: exception in Lobby.removeChooser()')

        # *if* he was actually in the game, announce his departure
        if team is not None and len(activity.players) <= 3:
            bs.screenMessage(
                bs.Lstr(resource='playerLeftText',
                        subs=[('${PLAYER}', player.getName(full=True))]))

        # remove him from his team and session lists
        # (he may not be on the team list since player are re-added to
        # team lists every activity)
        if team is not None and player in team.players:

            # testing.. can remove this eventually
            if isinstance(self, bs.FreeForAllSession):
                if len(team.players) != 1:
                    bs.printError("expected 1 player in FFA team")
            team.players.remove(player)

        # remove player from any current activity
        if activity is not None and player in activity.players:
            activity.players.remove(player)

            # run the activity callback unless its been finalized
            if not activity.isFinalized():
                try:
                    with bs.Context(activity):
                        activity.onPlayerLeave(player)
                except Exception:
                    bs.printException(
                        'exception in onPlayerLeave for activity', activity)
            else:
                bs.printError(
                    "finalized activity in onPlayerLeave; shouldn't happen")

            player._setActivity(None)

            # reset the player - this will remove its actor-ref and clear
            # its calls/etc
            try:
                with bs.Context(activity):
                    player._reset()
            except Exception:
                bs.printException(
                    'exception in player._reset in'
                    ' onPlayerLeave for player', player)

        # if we're a non-team session, remove the player's team completely
        if not self._useTeams and team is not None:

            # if the team's in an activity, call its onTeamLeave callback
            if activity is not None and team in activity.teams:
                activity.teams.remove(team)

                if not activity.isFinalized():
                    try:
                        with bs.Context(activity):
                            activity.onTeamLeave(team)
                    except Exception:
                        bs.printException(
                            'exception in onTeamLeave for activity', activity)
                else:
                    bs.printError("finalized activity in onPlayerLeave p2"
                                  "; shouldn't happen")

                # clear the team's game-data (so dying stuff will
                # have proper context)
                try:
                    with bs.Context(activity):
                        team._resetGameData()
                except Exception:
                    bs.printException('exception clearing gameData for team:',
                                      team, 'for player:', player,
                                      'in activity:', activity)

            # remove the team from the session
            self.teams.remove(team)
            try:
                with bs.Context(self):
                    self.onTeamLeave(team)
            except Exception:
                bs.printException('exception in onTeamLeave for session', self)
            # clear the team's session-data (so dying stuff will
            # have proper context)
            try:
                with bs.Context(self):
                    team._resetSessionData()
            except Exception:
                bs.printException('exception clearing sessionData for team:',
                                  team, 'in session:', self)

        # now remove them from the session list
        self.players.remove(player)

    else:
        print(
            'ERROR: Session.onPlayerLeave called'
            ' for player not in our list.')
    def handleMessage(self, m):

        if isinstance(m, bs.PlayerSpazHurtMessage):
            player = m.spaz.getPlayer()
            if player is None:
                bs.printError('FIXME: getPlayer() should no'
                              ' longer ever be returning None')
                return
            if not player.exists():
                return
            player.gameData['hasBeenHurt'] = True
            self._aPlayerHasBeenHurt = True

        elif isinstance(m, bs.PlayerScoredMessage):
            self._score.add(m.score)
            self._updateScores()

        elif isinstance(m, bs.PlayerSpazDeathMessage):
            self.__superHandleMessage(m)  # augment standard behavior
            player = m.spaz.getPlayer()
            self._aPlayerHasBeenHurt = True
            # make note with the player when they can respawn
            if self._wave < 10:
                player.gameData['respawnWave'] = max(2, self._wave+1)
            elif self._wave < 15:
                player.gameData['respawnWave'] = max(2, self._wave+2)
            else:
                player.gameData['respawnWave'] = max(2, self._wave+3)
            bs.gameTimer(100, self._updatePlayerSpawnInfo)
            bs.gameTimer(100, self._checkRoundOver)

        elif isinstance(m, bs.SpazBotDeathMessage):
            pts, importance = m.badGuy.getDeathPoints(m.how)
            if m.killerPlayer is not None:

                # toss-off-map achievement
                if self._preset in ['training', 'trainingEasy']:
                    if m.badGuy.lastAttackedType == ('pickedUp', 'default'):
                        if not hasattr(self, '_throwOffKills'):
                            self._throwOffKills = 0
                        self._throwOffKills += 1
                        if self._throwOffKills >= 3:
                            self._awardAchievement('Off You Go Then')

                # land-mine achievement
                elif self._preset in ['rookie', 'rookieEasy']:
                    if m.badGuy.lastAttackedType == ('explosion', 'landMine'):
                        if not hasattr(self, '_landMineKills'):
                            self._landMineKills = 0
                        self._landMineKills += 1
                        if self._landMineKills >= 3:
                            self._awardAchievement('Mine Games')

                # tnt achievement
                elif self._preset in ['pro', 'proEasy']:
                    if m.badGuy.lastAttackedType == ('explosion', 'tnt'):
                        if not hasattr(self, '_tntKills'):
                            self._tntKills = 0
                        self._tntKills += 1
                        if self._tntKills >= 3:
                            bs.gameTimer(
                                500, bs.WeakCall(
                                    self._awardAchievement,
                                    'Boom Goes the Dynamite'))

                elif self._preset in ['uber', 'uberEasy']:

                    # uber mine achievement
                    if m.badGuy.lastAttackedType == ('explosion', 'landMine'):
                        if not hasattr(self, '_landMineKills'):
                            self._landMineKills = 0
                        self._landMineKills += 1
                        if self._landMineKills >= 6:
                            self._awardAchievement('Gold Miner')
                    # uber tnt achievement
                    if m.badGuy.lastAttackedType == ('explosion', 'tnt'):
                        if not hasattr(self, '_tntKills'):
                            self._tntKills = 0
                        self._tntKills += 1
                        if self._tntKills >= 6:
                            bs.gameTimer(
                                500, bs.WeakCall(
                                    self._awardAchievement, 'TNT Terror'))

                try:
                    target = m.badGuy.node.position
                except Exception:
                    target = None
                try:
                    killerPlayer = m.killerPlayer
                    self.scoreSet.playerScored(
                        killerPlayer, pts, target=target, kill=True,
                        screenMessage=False, importance=importance)
                    bs.playSound(self._dingSound if importance ==
                                 1 else self._dingSoundHigh, volume=0.6)
                except Exception:
                    pass
            # normally we pull scores from the score-set, but if there's
            # no player lets be explicit..
            else:
                self._score.add(pts)
            self._updateScores()
        else:
            self.__superHandleMessage(m)
Esempio n. 27
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def handleMessage(self, msg):

    if isinstance(msg, ChangeMessage):

        # if we've been removed from the lobby, ignore this stuff
        if msg.what == 'team' and not self._admin:
            self.change_count += 1
            if self.change_count > change_limit - 5:
                bs.screenMessage(
                    'Spam Detected! Warn Count: {}/5'.format(
                        self.change_count - (change_limit - 5)),
                    clients=[self._player.getInputDevice().getClientID()],
                    color=(1, 0.2, 0.2),
                    transient=True)
            if self.change_count >= change_limit:
                bs.screenMessage('Lobby Spammer Get Rekt!',
                                 color=(1, 0.2, 0.2),
                                 transient=True)
                bsInternal._disconnectClient(
                    self._player.getInputDevice().getClientID())
        if self._dead:
            print "WARNING: chooser got ChangeMessage after dying"
            return

        if not self._textNode.exists():
            bs.printError('got ChangeMessage after nodes died')
            return
        if msg.what == 'screen':
            self.screen = self.screens[(
                (self.screens.index(self.screen) + msg.value) %
                len(self.screens))]
            self._updateText()
        if msg.what == 'team':
            if len(self.getLobby()._teams) > 1:
                bs.playSound(self._swishSound)
            self._selectedTeamIndex = ((self._selectedTeamIndex + msg.value) %
                                       len(self.getLobby()._teams))
            self._updateText()
            self.updatePosition()
            self._updateIcon()

        elif msg.what == 'profileIndex':
            if len(self.profileNames) == 1:
                # this should be pretty hard to hit now with
                # automatic local accounts..
                bs.playSound(bs.getSound('error'))
            else:
                # pick the next player profile and assign our name
                # and character based on that
                bs.playSound(self._deekSound)
                self.profileIndex = ((self.profileIndex + msg.value) %
                                     len(self.profileNames))
                self.updateFromPlayerProfile()

        elif msg.what == 'character':
            bs.playSound(self._clickSound)
            # update our index in our local list of characters
            self.characterIndex = ((self.characterIndex + msg.value) %
                                   len(self.characterNames))
            # bs.screenMessage(self.characterNames[self.characterIndex])
            self._updateText()
            self._updateIcon()

        elif msg.what == 'ready':
            forceTeamSwitch = False
            # team auto-balance kicks us to another team if we try to
            # join the team with the most players
            if not self.ready:
                if bs.getConfig().get('Auto Balance Teams', False):
                    lobby = self.getLobby()
                    if len(lobby._teams) > 1:
                        session = bs.getSession()
                        # first, calc how many players are on each team
                        # ..we need to count both active players and
                        # choosers that have been marked as ready.
                        teamPlayerCounts = {}
                        for team in lobby._teams:
                            teamPlayerCounts[team().getID()] = \
                                len(team().players)
                        for chooser in lobby.choosers:
                            if chooser.ready:
                                teamPlayerCounts[
                                    chooser.getTeam().getID()] += 1
                        largestTeamSize = max(teamPlayerCounts.values())
                        smallestTeamSize = \
                            min(teamPlayerCounts.values())
                        # force switch if we're on the biggest team
                        # and there's a smaller one available
                        if (largestTeamSize != smallestTeamSize
                                and teamPlayerCounts[self.getTeam().getID()] >=
                                largestTeamSize):
                            forceTeamSwitch = True

            if forceTeamSwitch:
                bs.playSound(self._errorSound)
                self.handleMessage(ChangeMessage('team', 1))
                bs.screenMessage(
                    "Unequal Teams!",
                    color=(0.8, 0.5, 0.2),
                    clients=[self._player.getInputDevice().getClientID()],
                    transient=True)
            else:
                if msg.value != 2:
                    bs.playSound(self._punchSound)
                self._setReady(msg.value)