Esempio n. 1
0
    def boxSpawn(self):
        Plyrs = 0
        for team in self.teams:
            for player in team.players:
                if player.gameData['lives'] > 0:
                    Plyrs += 1

        maxBoxes = Plyrs * self.boxMult
        if maxBoxes > 16:
            maxBoxes = 16
        for box in self.totBoxes:
            if not box.exists():
                self.totBoxes.remove(box)
        while len(self.totBoxes) < maxBoxes:
            #print([Plyrs, self.boxMult,len(self.totBoxes), maxBoxes])
            if random.randint(
                    1, self.settings["Curse Box Chance (lower = more chance)"]
            ) == 1:
                self.totBoxes.append(
                    bsPowerup.Powerup(position=self.getRandomPowerupPoint(),
                                      powerupType='curse',
                                      expire=False).autoRetain())
            else:
                self.totBoxes.append(
                    bsPowerup.Powerup(position=self.getRandomPowerupPoint(),
                                      powerupType='health',
                                      expire=False).autoRetain())
        self.boxMult -= self.settings["Box Reduction Rate"]
Esempio n. 2
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 def _standardDropPowerup(self, index, expire=True):
     forbidded = [] if bool(
         self.settings.get("Allow gloves and shields",
                           False)) else ['punch', 'shield']
     import bsPowerup
     if not self._customPowerupRespawn:
         bsPowerup.Powerup(
             position=self.getMap().powerupSpawnPoints[index],
             powerupType=bs.Powerup.getFactory().getRandomPowerupType(
                 excludeTypes=forbidded),
             expire=expire).autoRetain()
     else:
         expire = not self._keepPowerupsAliveWhenFighting
         self.allPowerups[index] = bsPowerup.Powerup(
             position=self.getMap().powerupSpawnPoints[index],
             powerupType=bs.Powerup.getFactory().getRandomPowerupType(
                 excludeTypes=forbidded),
             expire=expire).autoRetain()
 def _standardDropPowerup(
     self,
     index,
     expire=True
 ):  #Overloaded from bsGame in order to randomize without curse, health, or freeze.
     bsPowerup.Powerup(
         position=self.getMap().powerupSpawnPoints[index],
         powerupType=bs.Powerup.getFactory().getRandomPowerupType(
             forceType=None, excludeTypes=self.excludePowerups),
         expire=expire).autoRetain()
Esempio n. 4
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    def boxSpawn(self):
        Plyrs = 0
        for team in self.teams:
            for player in team.players:
                Plyrs += 1

        maxBoxes = int(Plyrs * self.settings["Boxes Per Player"])
        if maxBoxes > 16:
            maxBoxes = 16
        elif maxBoxes < 1:
            maxBoxes = 1
        for box in self.totBoxes:
            if not box.exists():
                self.totBoxes.remove(box)
        while len(self.totBoxes) < maxBoxes:
            #print([Plyrs, self.boxMult,len(self.totBoxes), maxBoxes])
            if random.randint(
                    1, self.settings["Curse Box Chance (lower = more chance)"]
            ) == 1:
                type = 'curse'
            else:
                type = 'health'
            box = bsPowerup.Powerup(position=self.getRandomPowerupPoint(),
                                    powerupType=type,
                                    expire=False).autoRetain()
            #we have to remove the default powerup material because it doesn't allow for pickups.
            #Then we add our own powerup material.
            pm = box.getFactory().powerupMaterial
            materials = getattr(box.node, 'materials')
            if pm in materials:
                setattr(box.node, 'materials',
                        tuple(m for m in materials if m != pm))
            materials = getattr(box.node, 'materials')
            if not self.fpowerupMaterial in materials:
                setattr(box.node, 'materials',
                        materials + (self.fpowerupMaterial, ))
            self.totBoxes.append(box)
Esempio n. 5
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 def _standardDropPowerup(self,index,expire=True):
     import bsPowerup
     forbidded = ['iceBombs','punch','stickyBombs','landMines', 'snoball']
     bsPowerup.Powerup(position=self.getMap().powerupSpawnPoints[index],
                       powerupType=bs.Powerup.getFactory().getRandomPowerupType(None,forbidded),expire=expire).autoRetain()    
Esempio n. 6
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 def _dropPowerUp(self, position, powerupType):
     bsPowerup.Powerup(position=position,
                       powerupType=powerupType,
                       expire=True).autoRetain()
Esempio n. 7
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 def _standardDropPowerup(self, index, expire=True):
     import bsPowerup
     bsPowerup.Powerup(
         position=self.getMap().powerupSpawnPoints[index],
         powerupType=SiegePowerupFactory().getRandomPowerupType(),
         expire=expire).autoRetain()
 def spewWithTimer(self, pos):
     bsPowerup.Powerup(position=pos, powerupType='health',
                       expire=False).autoRetain()