DMF = 16.0 # for world locations DNF = 100.0 # for normalized vectors DVELF = 1.0 # for playerspeed based velocity vectors # weapon detail constants MAXRAYS = 20 EXP_SELFDAMDIV = 2.0 EXP_SELFPUSH = 2.5 EXP_DISTSCALE = 1.5 # map file constants MAXENTS = 10000 DEATHMILLIS = 300 base_entity_types = enum('ET_EMPTY', 'ET_LIGHT', 'ET_MAPMODEL', 'ET_PLAYERSTART', 'ET_ENVMAP', 'ET_PARTICLES', 'ET_SOUND', 'ET_SPOTLIGHT', 'ET_GAMESPECIFIC') game_entity_types = enum( # static entity types 'NOTUSED', # entity slot not in use in map 'LIGHT', # lightsource, attr1 = radius, attr2 = intensity 'MAPMODEL', # attr1 = angle, attr2 = idx 'PLAYERSTART', # attr1 = angle, attr2 = team 'ENVMAP', # attr1 = radius 'PARTICLES', 'MAPSOUND', 'SPOTLIGHT', 'I_SHELLS', 'I_BULLETS', 'I_ROCKETS', 'I_ROUNDS', 'I_GRENADES', 'I_CARTRIDGES', 'I_HEALTH', 'I_BOOST', 'I_GREENARMOUR', 'I_YELLOWARMOUR', 'I_QUAD', 'TELEPORT', # attr1 = idx, attr2 = model, attr3 = tag
from twisted.internet import reactor from cube2common.utils.enum import enum from spyd.game.timing.callback import Callback, call_all from spyd.game.timing.resume_countdown import ResumeCountdown from spyd.game.timing.scheduled_callback_wrapper import ScheduledCallbackWrapper, resume_all, pause_all states = enum('NOT_STARTED', 'RUNNING', 'PAUSED', 'RESUMING', 'INTERMISSION', 'ENDED') class GameClock(object): clock = reactor def __init__(self): self._state = states.NOT_STARTED self._last_resume_time = None self._time_elapsed = None self._intermission_duration_seconds = None self._intermission_start_scheduled_callback_wrapper = None self._intermission_end_scheduled_callback_wrapper = None self._resume_countdown = None self._timed = True self._paused_callbacks = [] self._resumed_callbacks = []
import traceback from twisted.internet import reactor from cube2common.constants import weapon_types, armor_types, DMF, guns, EXP_SELFDAMDIV, EXP_DISTSCALE, DNF, client_states from cube2common.utils.enum import enum from cube2common.vec import vec from spyd.game.gamemode.bases.mode_base import ModeBase from spyd.game.server_message_formatter import info from spyd.game.timing.expiry import Expiry from spyd.protocol import swh from spyd.registry_manager import register # TODO: rivedere e riscrivere tist_states = enum('UNINITIALIZED', 'WAITING_PLAYERS', 'WAITING_TRAITOR', 'PLAYING') # @register('gamemode') class Traitors(ModeBase): isbasemode = False clientmodename = 'traitors' clientmodenum = 3 timed = False timeout = 0 hasitems = False hasflags = False hasteams = False hasbases = False spawnarmour = 0 spawnarmourtype = armor_types.A_BLUE
from twisted.internet import reactor from cube2common.utils.enum import enum states = enum('NOT_STARTED', 'RUNNING', 'ENDED') class StateError(Exception): pass class ResumeCountdown(object): clock = reactor def __init__(self, seconds, tick_callback, ended_callback): self._seconds = seconds self._tick_callback = tick_callback self._ended_callback = ended_callback self._delayed_calls = [] self._state = states.NOT_STARTED def start(self): if self._state != states.NOT_STARTED: raise StateError() for seconds_left in xrange(1, int(self._seconds)): self._delayed_calls.append(self.clock.callLater(self._seconds - seconds_left, self._tick, seconds_left)) self._delayed_calls.append(self.clock.callLater(self._seconds, self._ended)) self._state = states.RUNNING def cancel(self): if self._state != states.RUNNING:
DNF = 100.0 # for normalized vectors DVELF = 1.0 # for playerspeed based velocity vectors # weapon detail constants MAXRAYS = 20 EXP_SELFDAMDIV = 2.0 EXP_SELFPUSH = 2.5 EXP_DISTSCALE = 1.5 # map file constants MAXENTS = 10000 DEATHMILLIS = 300 base_entity_types = enum('ET_EMPTY', 'ET_LIGHT', 'ET_MAPMODEL', 'ET_PLAYERSTART', 'ET_ENVMAP', 'ET_PARTICLES', 'ET_SOUND', 'ET_SPOTLIGHT', 'ET_GAMESPECIFIC') game_entity_types = enum( # static entity types 'NOTUSED', # entity slot not in use in map 'LIGHT', # lightsource, attr1 = radius, attr2 = intensity 'MAPMODEL', # attr1 = angle, attr2 = idx 'PLAYERSTART', # attr1 = angle, attr2 = team 'ENVMAP', # attr1 = radius 'PARTICLES', 'MAPSOUND', 'SPOTLIGHT', 'I_SHELLS', 'I_BULLETS', 'I_ROCKETS', 'I_ROUNDS',
from twisted.internet import reactor # type: ignore from cube2common.utils.enum import enum states = enum('NOT_STARTED', 'RUNNING', 'ENDED') class StateError(Exception): pass class ResumeCountdown(object): clock = reactor def __init__(self, seconds, tick_callback, ended_callback): self._seconds = seconds self._tick_callback = tick_callback self._ended_callback = ended_callback self._delayed_calls = [] self._state = states.NOT_STARTED def start(self): if self._state != states.NOT_STARTED: raise StateError() for seconds_left in range(1, int(self._seconds)): self._delayed_calls.append(self.clock.callLater(self._seconds - seconds_left, self._tick, seconds_left)) self._delayed_calls.append(self.clock.callLater(self._seconds, self._ended)) self._state = states.RUNNING def cancel(self): if self._state != states.RUNNING:
from cube2common.utils.enum import enum authentication_states = enum('PENDING_CHALLENGE', 'PENDING_ANSWER', 'PENDING_RESPONSE') possible_commands = ('failreg', 'succreg', 'addgban', 'cleargbans', 'chalauth', 'failauth', 'succauth')
from twisted.internet import reactor from cube2common.constants import weapon_types, armor_types, DMF, guns, EXP_SELFDAMDIV, EXP_DISTSCALE, DNF, client_states from cube2common.utils.enum import enum from cube2common.vec import vec from spyd.game.gamemode.bases.fighting_base import FightingBase from spyd.game.gamemode.bases.mode_base import ModeBase from spyd.game.gamemode.bases.spawning_base import SpawningBase from spyd.game.gamemode.bases.spectating_base import SpectatingBase from spyd.game.server_message_formatter import info from spyd.game.timing.expiry import Expiry from spyd.protocol import swh from spyd.registry_manager import register tist_states = enum('UNINITIALIZED', 'WAITING_PLAYERS', 'WAITING_TRAITOR', 'PLAYING') @register('gamemode') class Traitors(ModeBase, FightingBase, SpawningBase, SpectatingBase): isbasemode = False clientmodename = 'traitors' clientmodenum = 3 timed = False timeout = 0 hasitems = False hasflags = False hasteams = False hasbases = False spawnarmour = 0 spawnarmourtype = armor_types.A_BLUE spawnhealth = 1