def freeze(arguments, clientid):

    if arguments == [] or arguments == ['']:
        myself = clientid_to_myself(clientid)
        handlemsg(myself, ba.FreezeMessage())

    elif arguments[0] == 'all':
        handlemsg_all(ba.FreezeMessage())

    else:
        try:
            req_player = int(arguments[0])
            handlemsg(req_player, ba.FreezeMessage())
        except:
            return
예제 #2
0
파일: railgun.py 프로젝트: Dliwk/bs1new
    def __init__(self,
                 position=(0, 5, 0),
                 direction=(0, 2, 0),
                 source_player=None,
                 owner=None,
                 color=(1, 1, 1)) -> None:
        super().__init__()
        self._color = color

        self.node = ba.newnode('light',
                               delegate=self,
                               attrs={
                                   'position': position,
                                   'color': self._color
                               })
        ba.animate(self.node, 'radius', {0: 0, 0.1: 0.5, 0.5: 0})

        self.source_player = source_player
        self.owner = owner
        self._life_timer = ba.Timer(
            0.5, ba.WeakCall(self.handlemessage, ba.DieMessage()))

        pos = position
        vel = tuple(i / 5 for i in ba.Vec3(direction).normalized())
        for _ in range(500):  # Optimization :(
            ba.newnode('explosion',
                       owner=self.node,
                       attrs={
                           'position': pos,
                           'radius': 0.2,
                           'color': self._color
                       })
            pos = (pos[0] + vel[0], pos[1] + vel[1], pos[2] + vel[2])

        for node in _ba.getnodes():
            if node and node.getnodetype() == 'spaz':
                # pylint: disable=invalid-name
                m3 = ba.Vec3(position)
                a = ba.Vec3(direction[2], direction[1], direction[0])
                m1 = ba.Vec3(node.position)
                # pylint: enable=invalid-name
                # distance between node and line
                dist = (a * (m1 - m3)).length() / a.length()
                if dist < 0.3:
                    if node and node != self.owner and node.getdelegate(
                            PlayerSpaz, True).getplayer(
                                ba.Player, True).team != self.owner.team:
                        node.handlemessage(ba.FreezeMessage())
                        pos = self.node.position
                        hit_dir = (0, 10, 0)

                        node.handlemessage(
                            ba.HitMessage(pos=pos,
                                          magnitude=50,
                                          velocity_magnitude=50,
                                          radius=0,
                                          srcnode=self.node,
                                          source_player=self.source_player,
                                          force_direction=hit_dir))
예제 #3
0
    def handlemessage(self, msg: Any) -> Any:
        if __debug__:
            self._handlemessage_sanity_check()

        if isinstance(msg, ba.DieMessage):
            if self.node:
                self.node.delete()

        elif isinstance(msg, ExplodeHitMessage):
            node = ba.get_collision_info('opposing_node')
            if node:
                assert self.node
                nodepos = self.node.position

                # new
                mag = 2000.0
                if self.blast_type == 'ice':
                    mag *= 0.5
                elif self.blast_type == 'land_mine':
                    mag *= 2.5
                elif self.blast_type == 'tnt':
                    mag *= 2.0

                node.handlemessage(
                    ba.HitMessage(pos=nodepos,
                                  velocity=(0, 0, 0),
                                  magnitude=mag,
                                  hit_type=self.hit_type,
                                  hit_subtype=self.hit_subtype,
                                  radius=self.radius,
                                  source_player=ba.existing(
                                      self.source_player)))
                if self.blast_type == 'ice':
                    ba.playsound(get_factory().freeze_sound,
                                 10,
                                 position=nodepos)
                    node.handlemessage(ba.FreezeMessage())

        else:
            super().handlemessage(msg)
    def handlemessage(self, msg: Any) -> Any:
        assert not self.expired

        if isinstance(msg, ba.DieMessage):
            if self.node:
                self.node.delete()

        elif isinstance(msg, ExplodeHitMessage):
            node = ba.getcollision().opposingnode
            assert self.node
            nodepos = self.node.position
            mag = 2000.0
            if self.blast_type == 'ice':
                mag *= 0.5
            elif self.blast_type == 'land_mine':
                mag *= 2.5
            elif self.blast_type == 'tnt':
                mag *= 2.0

            node.handlemessage(
                ba.HitMessage(pos=nodepos,
                              velocity=(0, 0, 0),
                              magnitude=mag,
                              hit_type=self.hit_type,
                              hit_subtype=self.hit_subtype,
                              radius=self.radius,
                              source_player=ba.existing(self._source_player)))
            if self.blast_type == 'ice':
                ba.playsound(BombFactory.get().freeze_sound,
                             10,
                             position=nodepos)
                node.handlemessage(ba.FreezeMessage())

        else:
            return super().handlemessage(msg)
        return None
예제 #5
0
def lucky_block_callback(self: stdspaz.Spaz, msg: ba.PowerupMessage):
    event_number = random.randint(1, 15)

    if event_number in (1, 2, 3):
        powerup_type = stdpowerup.PowerupBoxFactory().get_random_powerup_type()

        self.node.handlemessage(ba.PowerupMessage(poweruptype=powerup_type))
    elif event_number == 4:
        ba.camerashake(1)
        ba.emitfx(position=(self.node.position[0], self.node.position[1] + 4,
                            self.node.position[2]),
                  velocity=(0, 0, 0),
                  count=700,
                  spread=0.7,
                  chunk_type='spark')

        powerup_type = stdpowerup.PowerupBoxFactory.get(
        ).get_random_powerup_type()

        stdpowerup.PowerupBox(position=(self.node.position[0],
                                        self.node.position[1] + 4,
                                        self.node.position[2]),
                              poweruptype=powerup_type,
                              expire=True).autoretain()

        powerup_type = stdpowerup.PowerupBoxFactory.get(
        ).get_random_powerup_type()

        stdpowerup.PowerupBox(position=(self.node.position[0],
                                        self.node.position[1] + 4,
                                        self.node.position[2]),
                              poweruptype=powerup_type,
                              expire=True).autoretain()

        powerup_type = stdpowerup.PowerupBoxFactory.get(
        ).get_random_powerup_type()

        stdpowerup.PowerupBox(position=(self.node.position[0],
                                        self.node.position[1] + 4,
                                        self.node.position[2]),
                              poweruptype=powerup_type,
                              expire=True).autoretain()
    elif event_number == 5:
        stdbomb.Bomb(position=(self.node.position[0],
                               self.node.position[1] + 3,
                               self.node.position[2]),
                     source_player=self.source_player,
                     owner=self.node,
                     blast_radius=6).autoretain()
    elif event_number == 6:
        self.node.handlemessage(ba.FreezeMessage())
    elif event_number == 7:
        chunk_type = ('ice', 'rock', 'metal', 'spark', 'splinter', 'slime')

        ba.emitfx(position=self.node.position,
                  velocity=(random.random() * 2, random.random() * 2,
                            random.random() * 2),
                  count=600,
                  spread=random.random(),
                  chunk_type=random.choice(chunk_type))

        ba.camerashake(1)
        ba.playsound(ba.getsound('corkPop'))  # position=self.node.position?
    elif event_number == 8:
        position = self.node.position

        def rain_wrapper():
            p_type = stdpowerup.PowerupBoxFactory.get(
            ).get_random_powerup_type()

            new_position = (-10 + position[0] + random.random() * 20,
                            position[1] + 6,
                            -10 + position[2] + random.random() * 20)

            stdpowerup.PowerupBox(poweruptype=p_type,
                                  position=new_position).autoretain()

            if random.random() > 0.04:
                ba.timer(0.1, rain_wrapper)

        rain_wrapper()
    elif event_number == 9:
        stdbomb.Blast(position=self.node.position,
                      velocity=self.node.velocity,
                      blast_radius=1.0,
                      blast_type='normal',
                      source_player=None,
                      hit_type='punch',
                      hit_subtype='normal')
    elif event_number == 10:

        def blast(x: int, y: int, z: int) -> None:
            # add sound
            ba.NodeActor(node=ba.newnode('scorch',
                                         attrs={
                                             'position': (x, z, y),
                                             'size': 0.2,
                                             'big': False,
                                         })).autoretain()

        def smoke(x: int, y: int, z: int) -> None:
            ba.emitfx(position=(x, z, y),
                      velocity=(0, 2, 0),
                      count=1,
                      emit_type='tendrils',
                      tendril_type='smoke')
            ba.emitfx(position=(x, z, y),
                      velocity=(0, 2, 0),
                      count=int(1.0 + random.random() * 2),
                      scale=0.8,
                      spread=1.5,
                      chunk_type='spark')

        star_positions = [
            (2, 0),
            (0, 2),
            (-1.2, -1.6),
            (1.82, 0.83),
            (-1.83, 0.82),
            (1.23, -1.57),
            (-1.25, 1.56),
            (-0.65, 1.89),
            (0.82, 1.82),
            (1.27, 1.55),
            (1.82, -0.84),
            (0.31, -1.98),
            (-0.42, -1.96),
            (-1.75, -0.96),
            (-2, -0.14),
            (-0.69, -0.07),
            (-0.39, 0.82),
            (0.41, 0.82),
            (0.71, -0.06),
            (0.01, -0.62),
            (-0.99, 0.82),
            (-1.26, 0.37),
            (-0.89, -0.65),
            (-0.52, -1.05),
            (0.59, -1.07),
            (0.96, -0.8),
            (1.22, 0.35),
            (1.07, 0.82),
            (0.21, 1.39),
            (-0.17, 1.48),
            # ---
            (-1.94, 0.47),
            (-1.51, 1.31),
            (-0.95, 1.76),
            (-0.38, 1.96),
            (0.45, 1.95),
            (1.05, 1.7),
            (1.57, 1.24),
            (1.94, 0.49),
            (1.96, -0.42),
            (1.62, -1.17),
            (0.84, -1.82),
            (-0.78, -1.84),
            (-1.5, -1.33),
            (-1.91, -0.59),
            (-1.99, 0.17),
            (-1, 0.17),
            (-0.7, 0.82),
            (-0.27, 1.19),
            (0.29, 1.15),
            (0.77, 0.82),
            (1, 0.17),
            (0.84, -0.42),
            (0.31, -0.85),
            (-0.8, -1.27),
            (-1, -1),
            (-0.56, 0.33),
            (-0.47, 0.61),
            (0.52, 0.51),
            (-0.1, 0.82),
            (0.13, 0.82),
            (0.6, 0.27),
            (0.46, -0.27),
            (0.29, -0.4),
            (-0.44, -0.27),
            (-0.24, -0.42),
            (-1.36, 0.82),
            (-1.53, 0.59),
            (1.35, 0.83),
            (1.55, 0.61),
            (0.85, -1.28),
            (1.08, -1.13),
            (0.78, -0.34),
            (-0.21, -0.8),
            (0.11, 1.68)
        ]

        class Sparkling(ba.Actor):
            def __init__(self, position: Sequence[float], target: ba.Node):
                super().__init__()
                # nah; nodes not needed
                self.position = position
                self.position = (self.position[0], self.position[1] + 0.5,
                                 self.position[2])
                self.target = target

                ba.timer(0.001, ba.WeakCall(self._update))

            def _sparkle(self):
                ba.emitfx(position=self.position,
                          velocity=(0, 1, 0),
                          count=int(random.random() * 5 + 5),
                          scale=0.8,
                          spread=0.3,
                          chunk_type='spark')

            def _blast(self):
                stdbomb.Blast(position=self.position,
                              velocity=self.target.velocity,
                              blast_radius=2,
                              blast_type='normal',
                              source_player=None,
                              hit_type='punch',
                              hit_subtype='normal').autoretain()

            def _update(self):
                if not self.target:
                    del self  # commit suicide because we have no goal in our existing :(
                    return
                d = ba.Vec3(self.target.position) - ba.Vec3(self.position)

                if d.length() < 0.1:
                    self._blast()
                    del self
                    return

                d = d.normalized() * 0.04

                from math import sin, cos

                self.position = (self.position[0] + d.x +
                                 sin(ba.time() * 2) * 0.03,
                                 self.position[1] + d.y, self.position[2] +
                                 d.z + cos(ba.time() * 2) * 0.03)
                self._sparkle()

                ba.timer(0.001, ba.WeakCall(self._update))

        def sparkling(x, y, z):
            Sparkling(position=(x, z, y), target=self.node).autoretain()

        def summon_tnt(x, y, z):
            stdbomb.Bomb(bomb_type='tnt',
                         blast_radius=3,
                         position=(x, z + 4, y),
                         velocity=(0, -10, 0)).autoretain()

        scale = 1
        delta = 0.02

        op = self.node.position
        for i, (x, y) in enumerate(star_positions):
            ba.timer(
                i * delta,
                ba.Call(blast, self.node.position[0] + x * scale,
                        self.node.position[2] + y * scale,
                        self.node.position[1]))
        for i in range(4):
            ba.timer((len(star_positions)) * delta + i * 0.2,
                     ba.Call(summon_tnt, op[0], op[2], op[1]))
        ba.timer((len(star_positions)) * delta + 1.0,
                 ba.Call(sparkling, self.node.position[0],
                         self.node.position[2], self.node.position[1]))

        def last_blast():
            stdbomb.Blast(position=self.node.position,
                          velocity=(self.node.velocity[0],
                                    self.node.velocity[1] + 10,
                                    self.node.velocity[2]),
                          blast_radius=2,
                          blast_type='normal',
                          source_player=None,
                          hit_type='punch',
                          hit_subtype='normal').autoretain()

        # ba.timer(
        #     2 * len(star_positions) * delta + 0.2,
        #     last_blast)

    elif event_number == 11:
        offset = -15
        case = 1 if random.random() < 0.5 else -1
        while offset < 15:
            velocity = (case * (12 + 8 * random.random()), -0.1, 0)
            stdbomb.Bomb(bomb_type='tnt',
                         position=(self.node.position[0] - case * 10,
                                   self.node.position[1] + 3,
                                   self.node.position[2] + offset),
                         velocity=velocity).autoretain()

            offset += 1.5
    elif event_number == 12:
        color = {
            0.0: (0, 0, 3),
            0.5: (0, 3, 0),
            1.0: (3, 0, 0),
            1.5: (0, 0, 3)
        }

        # FIXME
        # ba.animate_array(self.node, 'color', 3, color, True)
        # self.node.handlemessage('celebrate', 100000000)
    elif event_number == 13:
        CompanionCube(position=(self.node.position[0],
                                self.node.position[1] + 1,
                                self.node.position[2]),
                      velocity=(0, 10, 0)).autoretain()
    elif event_number == 14:
        ba.emitfx(position=self.node.position,
                  count=100,
                  emit_type='tendrils',
                  tendril_type='smoke')

    elif event_number == 15:

        def drop_man():
            botset: stdbot.SpazBotSet
            activity = ba.getactivity()
            if not hasattr(activity, 'botset'):
                activity.botset = botset = stdbot.SpazBotSet()
            botset = activity.botset
            aoi_bounds = self.activity.globalsnode.area_of_interest_bounds
            botset.spawn_bot(
                stdbot.BrawlerBotLite,
                (random.randrange(int(aoi_bounds[0]),
                                  int(aoi_bounds[3]) + 1), aoi_bounds[4] - 1,
                 random.randrange(int(aoi_bounds[2]),
                                  int(aoi_bounds[5]) + 1)),
                spawn_time=0.001)

        def lightning_bolt(position, radius=1):
            ba.camerashake(4)
            vignette_outer = self.activity.globalsnode.vignette_outer
            # if ba.getactivity().tint is None:
            #     ba.getactivity().std_tint = ba.sharedobj('globals').vignette_outer
            #     vignette_outer = ba.sharedobj('globals').vignette_outer
            # else:
            #     vignette_outer = ba.getactivity().tint

            light = ba.newnode('light',
                               attrs={
                                   'position': position,
                                   'color': (0.4, 0.4, 0.8),
                                   'volume_intensity_scale': 1.0,
                                   'radius': radius
                               })

            ba.animate(light,
                       'intensity', {
                           0: 1,
                           50: radius,
                           150: radius / 2,
                           250: 0,
                           260: radius,
                           410: radius / 2,
                           510: 0
                       },
                       timeformat=ba.TimeFormat.MILLISECONDS,
                       suppress_format_warning=True)

            ba.animate_array(self.activity.globalsnode, 'vignette_outer', 3, {
                0: vignette_outer,
                0.2: (0.2, 0.2, 0.2),
                0.51: vignette_outer
            })

            # ba.playsound(
            #     ba.getsound('grom'),
            #     volume=10,
            #     position=(0, 10, 0))

        lightning_bolt(self.node.position)

        for time in range(15):
            ba.timer(time, drop_man)
예제 #6
0
def lucky_block_callback(self: stdspaz.Spaz, msg: ba.PowerupMessage):
    event_number = random.randint(1, 15)

    if event_number in (1, 2, 3):
        powerup_type = stdpowerup.PowerupBoxFactory().get_random_powerup_type()

        self.node.handlemessage(ba.PowerupMessage(poweruptype=powerup_type))
    elif event_number == 4:
        ba.camerashake(1)
        ba.emitfx(position=(self.node.position[0], self.node.position[1] + 4,
                            self.node.position[2]),
                  velocity=(0, 0, 0),
                  count=700,
                  spread=0.7,
                  chunk_type='spark')

        powerup_type = stdpowerup.PowerupBoxFactory.get(
        ).get_random_powerup_type()

        stdpowerup.PowerupBox(position=(self.node.position[0],
                                        self.node.position[1] + 4,
                                        self.node.position[2]),
                              poweruptype=powerup_type,
                              expire=True).autoretain()

        powerup_type = stdpowerup.PowerupBoxFactory.get(
        ).get_random_powerup_type()

        stdpowerup.PowerupBox(position=(self.node.position[0],
                                        self.node.position[1] + 4,
                                        self.node.position[2]),
                              poweruptype=powerup_type,
                              expire=True).autoretain()

        powerup_type = stdpowerup.PowerupBoxFactory.get(
        ).get_random_powerup_type()

        stdpowerup.PowerupBox(position=(self.node.position[0],
                                        self.node.position[1] + 4,
                                        self.node.position[2]),
                              poweruptype=powerup_type,
                              expire=True).autoretain()
    elif event_number == 5:
        stdbomb.Bomb(position=(self.node.position[0],
                               self.node.position[1] + 3,
                               self.node.position[2]),
                     source_player=self.source_player,
                     owner=self.node,
                     blast_radius=6).autoretain()
    elif event_number == 6:
        self.node.handlemessage(ba.FreezeMessage())
    elif event_number == 7:
        chunk_type = ('ice', 'rock', 'metal', 'spark', 'splinter', 'slime')

        ba.emitfx(position=self.node.position,
                  velocity=(random.random() * 2, random.random() * 2,
                            random.random() * 2),
                  count=600,
                  spread=random.random(),
                  chunk_type=random.choice(chunk_type))

        ba.camerashake(1)
        ba.playsound(ba.getsound('corkPop'))  # position=self.node.position?
    elif event_number == 8:
        position = self.node.position

        def rain_wrapper():
            p_type = stdpowerup.PowerupBoxFactory.get(
            ).get_random_powerup_type()

            new_position = (-10 + position[0] + random.random() * 20,
                            position[1] + 6,
                            -10 + position[2] + random.random() * 20)

            stdpowerup.PowerupBox(poweruptype=p_type,
                                  position=new_position).autoretain()

            if random.random() > 0.04:
                ba.timer(0.1, rain_wrapper)

        rain_wrapper()
    elif event_number == 9:
        stdbomb.Blast(position=self.node.position,
                      velocity=self.node.velocity,
                      blast_radius=1.0,
                      blast_type='normal',
                      source_player=None,
                      hit_type='punch',
                      hit_subtype='normal')
    elif event_number == 10:  # Blast-square under spaz
        x = self.node.position[0] - 2
        while x < self.node.position[0] + 2:
            y = self.node.position[2] - 2
            while y < self.node.position[2] + 2:
                stdbomb.Blast(position=(x, self.node.position[1], y),
                              velocity=(self.node.velocity[0],
                                        self.node.velocity[1] + 10,
                                        self.node.velocity[2]),
                              blast_radius=0.5,
                              blast_type='normal',
                              source_player=None,
                              hit_type='punch',
                              hit_subtype='normal')

                y += 1

            x += 1
    elif event_number == 11:
        offset = -15
        case = 1 if random.random() < 0.5 else -1
        while offset < 15:
            velocity = (case * (12 + 8 * random.random()), -0.1, 0)
            stdbomb.Bomb(bomb_type='tnt',
                         position=(self.node.position[0] - case * 10,
                                   self.node.position[1] + 3,
                                   self.node.position[2] + offset),
                         velocity=velocity).autoretain()

            offset += 1.5
    elif event_number == 12:
        color = {
            0.0: (0, 0, 3),
            0.5: (0, 3, 0),
            1.0: (3, 0, 0),
            1.5: (0, 0, 3)
        }

        # FIXME
        # ba.animate_array(self.node, 'color', 3, color, True)
        # self.node.handlemessage('celebrate', 100000000)
    elif event_number == 13:
        CompanionCube(position=(self.node.position[0],
                                self.node.position[1] + 1,
                                self.node.position[2]),
                      velocity=(0, 10, 0)).autoretain()
    elif event_number == 14:
        ba.emitfx(position=self.node.position,
                  count=100,
                  emit_type='tendrils',
                  tendril_type='smoke')

    elif event_number == 15:

        def drop_man():
            botset: stdbot.SpazBotSet
            activity = ba.getactivity()
            if not hasattr(activity, 'botset'):
                activity.botset = botset = stdbot.SpazBotSet()
            botset = activity.botset
            aoi_bounds = self.activity.globalsnode.area_of_interest_bounds
            botset.spawn_bot(
                stdbot.BrawlerBotLite,
                (random.randrange(int(aoi_bounds[0]),
                                  int(aoi_bounds[3]) + 1), aoi_bounds[4] - 1,
                 random.randrange(int(aoi_bounds[2]),
                                  int(aoi_bounds[5]) + 1)),
                spawn_time=0.001)

        def lightning_bolt(position, radius=1):
            ba.camerashake(4)
            vignette_outer = self.activity.globalsnode.vignette_outer
            # if ba.getactivity().tint is None:
            #     ba.getactivity().std_tint = ba.sharedobj('globals').vignette_outer
            #     vignette_outer = ba.sharedobj('globals').vignette_outer
            # else:
            #     vignette_outer = ba.getactivity().tint

            light = ba.newnode('light',
                               attrs={
                                   'position': position,
                                   'color': (0.4, 0.4, 0.8),
                                   'volume_intensity_scale': 1.0,
                                   'radius': radius
                               })

            ba.animate(light,
                       'intensity', {
                           0: 1,
                           50: radius,
                           150: radius / 2,
                           250: 0,
                           260: radius,
                           410: radius / 2,
                           510: 0
                       },
                       timeformat=ba.TimeFormat.MILLISECONDS,
                       suppress_format_warning=True)

            ba.animate_array(self.activity.globalsnode, 'vignette_outer', 3, {
                0: vignette_outer,
                0.2: (0.2, 0.2, 0.2),
                0.51: vignette_outer
            })

            # ba.playsound(
            #     ba.getsound('grom'),
            #     volume=10,
            #     position=(0, 10, 0))

        lightning_bolt(self.node.position)

        for time in range(15):
            ba.timer(time, drop_man)