Exemplo n.º 1
0
    def __init__(self, settings: dict):
        super().__init__(settings)
        shared = SharedObjects.get()
        self._scoreboard = Scoreboard()
        self._cheer_sound = ba.getsound('cheer')
        self._chant_sound = ba.getsound('crowdChant')
        self._foghorn_sound = ba.getsound('foghorn')
        self._swipsound = ba.getsound('swip')
        self._whistle_sound = ba.getsound('refWhistle')
        self.puck_model = ba.getmodel('puck')
        self.puck_tex = ba.gettexture('puckColor')
        self._puck_sound = ba.getsound('metalHit')
        self.puck_material = ba.Material()
        self.puck_material.add_actions(actions=(('modify_part_collision',
                                                 'friction', 0.5)))
        self.puck_material.add_actions(conditions=('they_have_material',
                                                   shared.pickup_material),
                                       actions=('modify_part_collision',
                                                'collide', False))
        self.puck_material.add_actions(
            conditions=(
                ('we_are_younger_than', 100),
                'and',
                ('they_have_material', shared.object_material),
            ),
            actions=('modify_node_collision', 'collide', False),
        )
        self.puck_material.add_actions(conditions=('they_have_material',
                                                   shared.footing_material),
                                       actions=('impact_sound',
                                                self._puck_sound, 0.2, 5))

        # Keep track of which player last touched the puck
        self.puck_material.add_actions(
            conditions=('they_have_material', shared.player_material),
            actions=(('call', 'at_connect',
                      self._handle_puck_player_collide), ))

        # We want the puck to kill powerups; not get stopped by them
        self.puck_material.add_actions(
            conditions=('they_have_material',
                        PowerupBoxFactory.get().powerup_material),
            actions=(('modify_part_collision', 'physical', False),
                     ('message', 'their_node', 'at_connect', ba.DieMessage())))
        self._score_region_material = ba.Material()
        self._score_region_material.add_actions(
            conditions=('they_have_material', self.puck_material),
            actions=(('modify_part_collision', 'collide',
                      True), ('modify_part_collision', 'physical', False),
                     ('call', 'at_connect', self._handle_score)))
        self._puck_spawn_pos: Optional[Sequence[float]] = None
        self._score_regions: Optional[List[ba.NodeActor]] = None
        self._puck: Optional[Puck] = None
        self._score_to_win = int(settings['Score to Win'])
        self._time_limit = float(settings['Time Limit'])
Exemplo n.º 2
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    def __init__(self) -> None:
        """Instantiate a PowerupBoxFactory.

        You shouldn't need to do this; call ba.Powerup.get_factory()
        to get a shared instance.
        """
        from ba.internal import get_default_powerup_distribution
        shared = SharedObjects.get()
        self._lastpoweruptype: Optional[str] = None
        self.model = ba.getmodel('powerup')
        self.model_simple = ba.getmodel('powerupSimple')
        self.tex_bomb = ba.gettexture('powerupBomb')
        self.tex_punch = ba.gettexture('powerupPunch')
        self.tex_ice_bombs = ba.gettexture('powerupIceBombs')
        self.tex_sticky_bombs = ba.gettexture('powerupStickyBombs')
        self.tex_shield = ba.gettexture('powerupShield')
        self.tex_impact_bombs = ba.gettexture('powerupImpactBombs')
        self.tex_health = ba.gettexture('powerupHealth')
        self.tex_land_mines = ba.gettexture('powerupLandMines')
        self.tex_curse = ba.gettexture('powerupCurse')
        self.health_powerup_sound = ba.getsound('healthPowerup')
        self.powerup_sound = ba.getsound('powerup01')
        self.powerdown_sound = ba.getsound('powerdown01')
        self.drop_sound = ba.getsound('boxDrop')

        # Material for powerups.
        self.powerup_material = ba.Material()

        # Material for anyone wanting to accept powerups.
        self.powerup_accept_material = ba.Material()

        # Pass a powerup-touched message to applicable stuff.
        self.powerup_material.add_actions(
            conditions=('they_have_material', self.powerup_accept_material),
            actions=(
                ('modify_part_collision', 'collide', True),
                ('modify_part_collision', 'physical', False),
                ('message', 'our_node', 'at_connect', _TouchedMessage()),
            ))

        # We don't wanna be picked up.
        self.powerup_material.add_actions(
            conditions=('they_have_material', shared.pickup_material),
            actions=('modify_part_collision', 'collide', False),
        )

        self.powerup_material.add_actions(
            conditions=('they_have_material', shared.footing_material),
            actions=('impact_sound', self.drop_sound, 0.5, 0.1),
        )

        self._powerupdist: List[str] = []
        for powerup, freq in get_default_powerup_distribution():
            for _i in range(int(freq)):
                self._powerupdist.append(powerup)
Exemplo n.º 3
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    def __init__(self) -> None:
        """Instantiate a PowerupBoxFactory.

        You shouldn't need to do this; call ba.Powerup.get_factory()
        to get a shared instance.
        """
        from ba.internal import get_default_powerup_distribution
        self._lastpoweruptype: Optional[str] = None
        self.model = ba.getmodel("powerup")
        self.model_simple = ba.getmodel("powerupSimple")
        self.tex_bomb = ba.gettexture("powerupBomb")
        self.tex_punch = ba.gettexture("powerupPunch")
        self.tex_ice_bombs = ba.gettexture("powerupIceBombs")
        self.tex_sticky_bombs = ba.gettexture("powerupStickyBombs")
        self.tex_shield = ba.gettexture("powerupShield")
        self.tex_impact_bombs = ba.gettexture("powerupImpactBombs")
        self.tex_health = ba.gettexture("powerupHealth")
        self.tex_land_mines = ba.gettexture("powerupLandMines")
        self.tex_curse = ba.gettexture("powerupCurse")
        self.health_powerup_sound = ba.getsound("healthPowerup")
        self.powerup_sound = ba.getsound("powerup01")
        self.powerdown_sound = ba.getsound("powerdown01")
        self.drop_sound = ba.getsound("boxDrop")

        # Material for powerups.
        self.powerup_material = ba.Material()

        # Material for anyone wanting to accept powerups.
        self.powerup_accept_material = ba.Material()

        # Pass a powerup-touched message to applicable stuff.
        self.powerup_material.add_actions(
            conditions=("they_have_material", self.powerup_accept_material),
            actions=(("modify_part_collision", "collide",
                      True), ("modify_part_collision", "physical", False),
                     ("message", "our_node", "at_connect", _TouchedMessage())))

        # We don't wanna be picked up.
        self.powerup_material.add_actions(
            conditions=("they_have_material", ba.sharedobj('pickup_material')),
            actions=("modify_part_collision", "collide", False))

        self.powerup_material.add_actions(
            conditions=("they_have_material",
                        ba.sharedobj('footing_material')),
            actions=("impact_sound", self.drop_sound, 0.5, 0.1))

        self._powerupdist: List[str] = []
        for powerup, freq in get_default_powerup_distribution():
            for _i in range(int(freq)):
                self._powerupdist.append(powerup)
Exemplo n.º 4
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    def __init__(self, settings: Dict[str, Any]):
        from bastd.actor.scoreboard import Scoreboard
        from bastd.actor import powerupbox
        super().__init__(settings)
        self._scoreboard = Scoreboard()
        self._cheer_sound = ba.getsound("cheer")
        self._chant_sound = ba.getsound("crowdChant")
        self._foghorn_sound = ba.getsound("foghorn")
        self._swipsound = ba.getsound("swip")
        self._whistle_sound = ba.getsound("refWhistle")
        self.puck_model = ba.getmodel("puck")
        self.puck_tex = ba.gettexture("puckColor")
        self._puck_sound = ba.getsound("metalHit")
        self.puck_material = ba.Material()
        self.puck_material.add_actions(actions=(("modify_part_collision",
                                                 "friction", 0.5)))
        self.puck_material.add_actions(
            conditions=("they_have_material", ba.sharedobj('pickup_material')),
            actions=("modify_part_collision", "collide", False))
        self.puck_material.add_actions(
            conditions=(("we_are_younger_than", 100),
                        'and', ("they_have_material",
                                ba.sharedobj('object_material'))),
            actions=("modify_node_collision", "collide", False))
        self.puck_material.add_actions(
            conditions=("they_have_material",
                        ba.sharedobj('footing_material')),
            actions=("impact_sound", self._puck_sound, 0.2, 5))

        # Keep track of which player last touched the puck
        self.puck_material.add_actions(
            conditions=("they_have_material", ba.sharedobj('player_material')),
            actions=(("call", "at_connect",
                      self._handle_puck_player_collide), ))

        # We want the puck to kill powerups; not get stopped by them
        self.puck_material.add_actions(
            conditions=("they_have_material",
                        powerupbox.get_factory().powerup_material),
            actions=(("modify_part_collision", "physical", False),
                     ("message", "their_node", "at_connect", ba.DieMessage())))
        self._score_region_material = ba.Material()
        self._score_region_material.add_actions(
            conditions=("they_have_material", self.puck_material),
            actions=(("modify_part_collision", "collide",
                      True), ("modify_part_collision", "physical", False),
                     ("call", "at_connect", self._handle_score)))
        self._puck_spawn_pos: Optional[Sequence[float]] = None
        self._score_regions: Optional[List[ba.NodeActor]] = None
        self._puck: Optional[Puck] = None
Exemplo n.º 5
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    def __init__(self, settings: dict):
        super().__init__(settings)
        self._scoreboard: Optional[Scoreboard] = Scoreboard()

        # Load some media we need.
        self._cheer_sound = ba.getsound('cheer')
        self._chant_sound = ba.getsound('crowdChant')
        self._score_sound = ba.getsound('score')
        self._swipsound = ba.getsound('swip')
        self._whistle_sound = ba.getsound('refWhistle')
        self._score_region_material = ba.Material()
        self._score_region_material.add_actions(
            conditions=('they_have_material', FlagFactory.get().flagmaterial),
            actions=(
                ('modify_part_collision', 'collide', True),
                ('modify_part_collision', 'physical', False),
                ('call', 'at_connect', self._handle_score),
            ))
        self._flag_spawn_pos: Optional[Sequence[float]] = None
        self._score_regions: List[ba.NodeActor] = []
        self._flag: Optional[FootballFlag] = None
        self._flag_respawn_timer: Optional[ba.Timer] = None
        self._flag_respawn_light: Optional[ba.NodeActor] = None
        self._score_to_win = int(settings['Score to Win'])
        self._time_limit = float(settings['Time Limit'])
Exemplo n.º 6
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    def __init__(self, settings: Dict[str, Any]):
        from bastd.actor.scoreboard import Scoreboard
        super().__init__(settings)
        self._scoreboard = Scoreboard()
        self._swipsound = ba.getsound('swip')
        self._tick_sound = ba.getsound('tick')
        self._countdownsounds = {
            10: ba.getsound('announceTen'),
            9: ba.getsound('announceNine'),
            8: ba.getsound('announceEight'),
            7: ba.getsound('announceSeven'),
            6: ba.getsound('announceSix'),
            5: ba.getsound('announceFive'),
            4: ba.getsound('announceFour'),
            3: ba.getsound('announceThree'),
            2: ba.getsound('announceTwo'),
            1: ba.getsound('announceOne')
        }
        self._flag_pos: Optional[Sequence[float]] = None
        self._flag_state: Optional[int] = None
        self._flag: Optional[stdflag.Flag] = None
        self._flag_light: Optional[ba.Node] = None
        self._scoring_team: Optional[ReferenceType[ba.Team]] = None

        self._flag_region_material = ba.Material()
        self._flag_region_material.add_actions(
            conditions=('they_have_material', ba.sharedobj('player_material')),
            actions=(('modify_part_collision', 'collide',
                      True), ('modify_part_collision', 'physical', False),
                     ('call', 'at_connect',
                      ba.Call(self._handle_player_flag_region_collide, True)),
                     ('call', 'at_disconnect',
                      ba.Call(self._handle_player_flag_region_collide,
                              False))))
    def on_begin(self) -> None:
        super().on_begin()
        shared = SharedObjects.get()
        self.setup_standard_time_limit(self._time_limit)
        self.setup_standard_powerup_drops()
        self._flag_spawn_pos = self.map.get_flag_position(None)
        Flag.project_stand(self._flag_spawn_pos)
        self._set_chosen_one_player(None)

        pos = self._flag_spawn_pos
        ba.timer(1.0, call=self._tick, repeat=True)

        mat = self._reset_region_material = ba.Material()
        mat.add_actions(
            conditions=(
                'they_have_material',
                shared.player_material,
            ),
            actions=(
                ('modify_part_collision', 'collide', True),
                ('modify_part_collision', 'physical', False),
                ('call', 'at_connect',
                 ba.WeakCall(self._handle_reset_collide)),
            ),
        )

        self._reset_region = ba.newnode('region',
                                        attrs={
                                            'position':
                                            (pos[0], pos[1] + 0.75, pos[2]),
                                            'scale': (0.5, 0.5, 0.5),
                                            'type':
                                            'sphere',
                                            'materials': [mat]
                                        })
Exemplo n.º 8
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    def __init__(self, item: ba.Node, owner: ba.Node):
        self.item = item
        self.owner = owner

        self.node: ba.Node
        self.target: Optional[ba.Node] = None

        self.aim_zone: ba.Material = ba.Material()
        shared = SharedObjects.get()
        self.aim_zone.add_actions(
            conditions=(('they_have_material',
                         shared.player_material)),
            actions=(('modify_part_collision', 'collide', True),
                     ('modify_part_collision', 'physical', False),
                     ('call', 'at_connect', self._touch_handler)))

        # raise the item a little
        self.item.extra_acceleration = (0, 20, 0)
        # if the item exists, then take its position,
        # else "turn the bench"
        if self.item.exists():
            position = self.item.position
        else:
            return

        self.node = ba.newnode('region', attrs={
            'type': 'sphere',
            'position': position,
            'materials': [self.aim_zone]})

        # aiming effect
        ba.animate_array(self.node, 'scale', 3,
                         {0: (0.1, 0.1, 0.1), 1: (60, 60, 60)})
Exemplo n.º 9
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    def __init__(self, m, random_col):
        super().__init__()
        shared = SharedObjects.get()

        if random_col:
            col = (random.uniform(0, 1.2), random.uniform(0, 1.2),
                   random.uniform(0, 1.2))
        else:
            col = (0.9, 0.7, 0.0)
        self.mat = ba.Material()
        self.mat.add_actions(actions=(
            ('modify_part_collision', 'collide', False),
            ('modify_part_collision', 'physical', False),
        ))

        self.node = ba.newnode('prop',
                               delegate=self,
                               attrs={
                                   'model': ba.getmodel('bomb'),
                                   'position': (2, 4, 2),
                                   'body': 'capsule',
                                   'shadow_size': 0.0,
                                   'color_texture': ba.gettexture('coin'),
                                   'reflection': 'soft',
                                   'reflection_scale': [1.5],
                                   'materials':
                                   [shared.object_material, self.mat]
                               })
        ba.animate(self.node,
                   'model_scale', {
                       0: 0,
                       1: 0.19,
                       5: 0.10,
                       10: 0.0
                   },
                   loop=True)
        ba.animate_array(self.node,
                         'position',
                         3,
                         self.generateKeys(m),
                         loop=True)

        self.light = ba.newnode('light',
                                owner=self.node,
                                attrs={
                                    'intensity': 0.6,
                                    'height_attenuated': True,
                                    'radius': 0.2,
                                    'color': col
                                })
        ba.animate(self.light,
                   'radius', {
                       0: 0.0,
                       20: 0.4,
                       70: 0.1,
                       100: 0.3,
                       150: 0
                   },
                   loop=True)
        self.node.connectattr('position', self.light, 'position')
Exemplo n.º 10
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    def __init__(self, settings: dict):
        settings['map'] = 'Tower D'
        super().__init__(settings)
        shared = SharedObjects.get()
        self._preset = Preset(settings.get('preset', 'pro'))

        self._player_death_sound = ba.getsound('playerDeath')
        self._new_wave_sound = ba.getsound('scoreHit01')
        self._winsound = ba.getsound('score')
        self._cashregistersound = ba.getsound('cashRegister')
        self._bad_guy_score_sound = ba.getsound('shieldDown')
        self._heart_tex = ba.gettexture('heart')
        self._heart_model_opaque = ba.getmodel('heartOpaque')
        self._heart_model_transparent = ba.getmodel('heartTransparent')

        self._a_player_has_been_killed = False
        self._spawn_center = self._map_type.defs.points['spawn1'][0:3]
        self._tntspawnpos = self._map_type.defs.points['tnt_loc'][0:3]
        self._powerup_center = self._map_type.defs.boxes['powerup_region'][0:3]
        self._powerup_spread = (
            self._map_type.defs.boxes['powerup_region'][6] * 0.5,
            self._map_type.defs.boxes['powerup_region'][8] * 0.5)

        self._score_region_material = ba.Material()
        self._score_region_material.add_actions(
            conditions=('they_have_material', shared.player_material),
            actions=(
                ('modify_part_collision', 'collide', True),
                ('modify_part_collision', 'physical', False),
                ('call', 'at_connect', self._handle_reached_end),
            ))

        self._last_wave_end_time = ba.time()
        self._player_has_picked_up_powerup = False
        self._scoreboard: Optional[Scoreboard] = None
        self._game_over = False
        self._wavenum = 0
        self._can_end_wave = True
        self._score = 0
        self._time_bonus = 0
        self._score_region: Optional[ba.Actor] = None
        self._dingsound = ba.getsound('dingSmall')
        self._dingsoundhigh = ba.getsound('dingSmallHigh')
        self._exclude_powerups: Optional[List[str]] = None
        self._have_tnt: Optional[bool] = None
        self._waves: Optional[List[Wave]] = None
        self._bots = SpazBotSet()
        self._tntspawner: Optional[TNTSpawner] = None
        self._lives_bg: Optional[ba.NodeActor] = None
        self._start_lives = 10
        self._lives = self._start_lives
        self._lives_text: Optional[ba.NodeActor] = None
        self._flawless = True
        self._time_bonus_timer: Optional[ba.Timer] = None
        self._time_bonus_text: Optional[ba.NodeActor] = None
        self._time_bonus_mult: Optional[float] = None
        self._wave_text: Optional[ba.NodeActor] = None
        self._flawless_bonus: Optional[int] = None
        self._wave_update_timer: Optional[ba.Timer] = None
Exemplo n.º 11
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 def region_material(self) -> ba.Material:
     """A ba.Material used for non-physical collision shapes
     (regions); collisions can generally be allowed with this material even
     when initially overlapping since it is not physical.
     """
     if self._region_material is None:
         self._region_material = ba.Material()
     return self._region_material
Exemplo n.º 12
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    def __init__(self) -> None:
        """Instantiate a FlagFactory.

        You shouldn't need to do this; call bastd.actor.flag.get_factory() to
        get a shared instance.
        """

        self.flagmaterial = ba.Material()
        self.flagmaterial.add_actions(
            conditions=(('we_are_younger_than', 100),
                        'and', ('they_have_material',
                                ba.sharedobj('object_material'))),
            actions=('modify_node_collision', 'collide', False))

        self.flagmaterial.add_actions(
            conditions=('they_have_material',
                        ba.sharedobj('footing_material')),
            actions=(('message', 'our_node', 'at_connect', 'footing', 1),
                     ('message', 'our_node', 'at_disconnect', 'footing', -1)))

        self.impact_sound = ba.getsound('metalHit')
        self.skid_sound = ba.getsound('metalSkid')
        self.flagmaterial.add_actions(
            conditions=('they_have_material',
                        ba.sharedobj('footing_material')),
            actions=(('impact_sound', self.impact_sound, 2, 5),
                     ('skid_sound', self.skid_sound, 2, 5)))

        self.no_hit_material = ba.Material()
        self.no_hit_material.add_actions(
            conditions=(('they_have_material',
                         ba.sharedobj('pickup_material')),
                        'or', ('they_have_material',
                               ba.sharedobj('attack_material'))),
            actions=('modify_part_collision', 'collide', False))

        # We also don't want anything moving it.
        self.no_hit_material.add_actions(
            conditions=(('they_have_material',
                         ba.sharedobj('object_material')), 'or',
                        ('they_dont_have_material',
                         ba.sharedobj('footing_material'))),
            actions=(('modify_part_collision', 'collide', False),
                     ('modify_part_collision', 'physical', False)))

        self.flag_texture = ba.gettexture('flagColor')
Exemplo n.º 13
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 def attack_material(self) -> ba.Material:
     """A ba.Material applied to explosion shapes, punch
     shapes, etc.  An object not wanting to receive impulse/etc messages can
     disable collisions against this material.
     """
     if self._attack_material is None:
         self._attack_material = ba.Material()
     return self._attack_material
Exemplo n.º 14
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 def player_material(self) -> ba.Material:
     """a ba.Material to be applied to player parts. Generally,
     materials related to the process of scoring when reaching a goal, etc
     will look for the presence of this material on things that hit them.
     """
     if self._player_material is None:
         self._player_material = ba.Material()
     return self._player_material
Exemplo n.º 15
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 def footing_material(self) -> ba.Material:
     """Anything that can be 'walked on' should have this
     ba.Material applied; generally just terrain and whatnot. A character
     will snap upright whenever touching something with this material so it
     should not be applied to props, etc.
     """
     if self._footing_material is None:
         self._footing_material = ba.Material()
     return self._footing_material
Exemplo n.º 16
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 def pickup_material(self) -> ba.Material:
     """A ba.Material; collision shapes used for picking things
     up will have this material applied. To prevent an object from being
     picked up, you can add a material that disables collisions against
     things containing this material.
     """
     if self._pickup_material is None:
         self._pickup_material = ba.Material()
     return self._pickup_material
Exemplo n.º 17
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 def death_material(self) -> ba.Material:
     """A ba.Material that sends a ba.DieMessage() to anything
     that touches it; handy for terrain below a cliff, etc.
     """
     if self._death_material is None:
         mat = self._death_material = ba.Material()
         mat.add_actions(
             ('message', 'their_node', 'at_connect', ba.DieMessage()))
     return self._death_material
Exemplo n.º 18
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 def object_material(self) -> ba.Material:
     """A ba.Material that should be applied to any small,
     normal, physical objects such as bombs, boxes, players, etc. Other
     materials often check for the  presence of this material as a
     prerequisite for performing certain actions (such as disabling
     collisions between initially-overlapping objects)
     """
     if self._object_material is None:
         self._object_material = ba.Material()
     return self._object_material
Exemplo n.º 19
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 def on_transition_in(self) -> None:
     super().on_transition_in()
     pts = self.map.get_def_points('race_point')
     mat = self.race_region_material = ba.Material()
     mat.add_actions(conditions=('they_have_material',
                                 ba.sharedobj('player_material')),
                     actions=(('modify_part_collision', 'collide', True),
                              ('modify_part_collision', 'physical',
                               False), ('call', 'at_connect',
                                        self._handle_race_point_collide)))
     for rpt in pts:
         self._regions.append(RaceRegion(rpt, len(self._regions)))
Exemplo n.º 20
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 def __init__(self, settings: Dict[str, Any]):
     from bastd.actor.scoreboard import Scoreboard
     super().__init__(settings)
     self._scoreboard = Scoreboard()
     if self.settings_raw['Epic Mode']:
         self.slow_motion = True
     self._alarmsound = ba.getsound('alarm')
     self._ticking_sound = ba.getsound('ticking')
     self._last_score_time = 0
     self._score_sound = ba.getsound('score')
     self._swipsound = ba.getsound('swip')
     self._all_bases_material = ba.Material()
     self._last_home_flag_notice_print_time = 0.0
Exemplo n.º 21
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 def __init__(self):
     bomb_factory = stdbomb.BombFactory.get()
     shared = SharedObjects.get()
     self.sticky_gift_material = ba.Material()
     self.sticky_gift_material.add_actions(
         conditions=(('we_are_older_than',
                      200), 'and', ('they_are_older_than', 200), 'and',
                     ('eval_colliding', ), 'and',
                     (('they_dont_have_material',
                       bomb_factory.land_mine_no_explode_material), 'and',
                      (('they_have_material', shared.object_material), 'or',
                       ('they_have_material', shared.player_material)))),
         actions=(('message', 'our_node', 'at_connect',
                   SetStickyMessage())))
     self.sticky_gift_texture = ba.gettexture('bg')
     self.sticky_gift_model = bomb_factory.sticky_bomb_model
Exemplo n.º 22
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    def __init__(self, settings: Dict[str, Any]):
        from bastd.actor.scoreboard import Scoreboard
        super().__init__(settings)
        if self.settings_raw['Epic Mode']:
            self.slow_motion = True
        self._scoreboard = Scoreboard()
        self._score_sound = ba.getsound('score')
        self._swipsound = ba.getsound('swip')
        self._extraflagmat = ba.Material()
        self._flags: List[ConquestFlag] = []

        # We want flags to tell us they've been hit but not react physically.
        self._extraflagmat.add_actions(
            conditions=('they_have_material', ba.sharedobj('player_material')),
            actions=(('modify_part_collision', 'collide', True),
                     ('call', 'at_connect', self._handle_flag_player_collide)))
Exemplo n.º 23
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    def on_begin(self) -> None:
        from bastd.actor.flag import Flag
        super().on_begin()
        self.setup_standard_time_limit(self.settings_raw['Time Limit'])
        self.setup_standard_powerup_drops()
        for team in self.teams:
            mat = self._base_region_materials[team.get_id()] = ba.Material()
            mat.add_actions(conditions=('they_have_material',
                                        ba.sharedobj('player_material')),
                            actions=(('modify_part_collision', 'collide',
                                      True), ('modify_part_collision',
                                              'physical', False),
                                     ('call', 'at_connect',
                                      ba.Call(self._handle_base_collide,
                                              team))))

        # Create a score region and flag for each team.
        for team in self.teams:
            team.gamedata['base_pos'] = self.map.get_flag_position(
                team.get_id())

            ba.newnode('light',
                       attrs={
                           'position': team.gamedata['base_pos'],
                           'intensity': 0.6,
                           'height_attenuated': False,
                           'volume_intensity_scale': 0.1,
                           'radius': 0.1,
                           'color': team.color
                       })

            self.project_flag_stand(team.gamedata['base_pos'])
            team.gamedata['flag'] = Flag(touchable=False,
                                         position=team.gamedata['base_pos'],
                                         color=team.color)
            basepos = team.gamedata['base_pos']
            ba.newnode('region',
                       owner=team.gamedata['flag'].node,
                       attrs={
                           'position':
                           (basepos[0], basepos[1] + 0.75, basepos[2]),
                           'scale': (0.5, 0.5, 0.5),
                           'type':
                           'sphere',
                           'materials':
                           [self._base_region_materials[team.get_id()]]
                       })
Exemplo n.º 24
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    def __init__(self, settings: dict):
        settings['map'] = 'Football Stadium'
        super().__init__(settings)
        self._preset = settings.get('preset', 'rookie')

        # Load some media we need.
        self._cheer_sound = ba.getsound('cheer')
        self._boo_sound = ba.getsound('boo')
        self._chant_sound = ba.getsound('crowdChant')
        self._score_sound = ba.getsound('score')
        self._swipsound = ba.getsound('swip')
        self._whistle_sound = ba.getsound('refWhistle')
        self._score_to_win = 21
        self._score_region_material = ba.Material()
        self._score_region_material.add_actions(
            conditions=('they_have_material', FlagFactory.get().flagmaterial),
            actions=(
                ('modify_part_collision', 'collide', True),
                ('modify_part_collision', 'physical', False),
                ('call', 'at_connect', self._handle_score),
            ))
        self._powerup_center = (0, 2, 0)
        self._powerup_spread = (10, 5.5)
        self._player_has_dropped_bomb = False
        self._player_has_punched = False
        self._scoreboard: Optional[Scoreboard] = None
        self._flag_spawn_pos: Optional[Sequence[float]] = None
        self._score_regions: List[ba.NodeActor] = []
        self._exclude_powerups: List[str] = []
        self._have_tnt = False
        self._bot_types_initial: Optional[List[Type[SpazBot]]] = None
        self._bot_types_7: Optional[List[Type[SpazBot]]] = None
        self._bot_types_14: Optional[List[Type[SpazBot]]] = None
        self._bot_team: Optional[Team] = None
        self._starttime_ms: Optional[int] = None
        self._time_text: Optional[ba.NodeActor] = None
        self._time_text_input: Optional[ba.NodeActor] = None
        self._tntspawner: Optional[TNTSpawner] = None
        self._bots = SpazBotSet()
        self._bot_spawn_timer: Optional[ba.Timer] = None
        self._powerup_drop_timer: Optional[ba.Timer] = None
        self._scoring_team: Optional[Team] = None
        self._final_time_ms: Optional[int] = None
        self._time_text_timer: Optional[ba.Timer] = None
        self._flag_respawn_light: Optional[ba.Actor] = None
        self._flag: Optional[FootballFlag] = None
Exemplo n.º 25
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    def __init__(self, settings: Dict[str, Any]):
        settings['map'] = 'Football Stadium'
        super().__init__(settings)
        self._preset = self.settings.get('preset', 'rookie')

        # Load some media we need.
        self._cheer_sound = ba.getsound("cheer")
        self._boo_sound = ba.getsound("boo")
        self._chant_sound = ba.getsound("crowdChant")
        self._score_sound = ba.getsound("score")
        self._swipsound = ba.getsound("swip")
        self._whistle_sound = ba.getsound("refWhistle")
        self._score_to_win = 21
        self._score_region_material = ba.Material()
        self._score_region_material.add_actions(
            conditions=("they_have_material",
                        stdflag.get_factory().flagmaterial),
            actions=(("modify_part_collision", "collide",
                      True), ("modify_part_collision", "physical", False),
                     ("call", "at_connect", self._handle_score)))
        self._powerup_center = (0, 2, 0)
        self._powerup_spread = (10, 5.5)
        self._player_has_dropped_bomb = False
        self._player_has_punched = False
        self._scoreboard: Optional[Scoreboard] = None
        self._flag_spawn_pos: Optional[Sequence[float]] = None
        self.score_regions: List[ba.NodeActor] = []
        self._exclude_powerups: List[str] = []
        self._have_tnt = False
        self._bot_types_initial: Optional[List[Type[spazbot.SpazBot]]] = None
        self._bot_types_7: Optional[List[Type[spazbot.SpazBot]]] = None
        self._bot_types_14: Optional[List[Type[spazbot.SpazBot]]] = None
        self._bot_team: Optional[ba.Team] = None
        self._starttime_ms: Optional[int] = None
        self._time_text: Optional[ba.NodeActor] = None
        self._time_text_input: Optional[ba.NodeActor] = None
        self._tntspawner: Optional[stdbomb.TNTSpawner] = None
        self._bots = spazbot.BotSet()
        self._bot_spawn_timer: Optional[ba.Timer] = None
        self._powerup_drop_timer: Optional[ba.Timer] = None
        self.scoring_team: Optional[ba.Team] = None
        self._final_time_ms: Optional[int] = None
        self._time_text_timer: Optional[ba.Timer] = None
        self._flag_respawn_light: Optional[ba.Actor] = None
        self._flag: Optional[FootballFlag] = None
Exemplo n.º 26
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 def railing_material(self) -> ba.Material:
     """A ba.Material with a very low friction/stiffness/etc
     that can be applied to invisible 'railings' useful for gently keeping
     characters from falling off of cliffs.
     """
     if self._railing_material is None:
         mat = self._railing_material = ba.Material()
         mat.add_actions(('modify_part_collision', 'collide', False))
         mat.add_actions(('modify_part_collision', 'stiffness', 0.003))
         mat.add_actions(('modify_part_collision', 'damping', 0.00001))
         mat.add_actions(
             conditions=('they_have_material', self.player_material),
             actions=(
                 ('modify_part_collision', 'collide', True),
                 ('modify_part_collision', 'friction', 0.0),
             ),
         )
     return self._railing_material
Exemplo n.º 27
0
    def __init__(self,
                 position: Sequence[float] = (0, 1, 0),
                 lifetime: float = 0.5,
                 highlight: bool = True):
        super().__init__()
        # array of nodes that received health kit
        self.cured_nodes: List[ba.Node] = []

        self.area_material: ba.Material = ba.Material()
        shared = SharedObjects.get()
        self.area_material.add_actions(
            conditions=(('they_have_material', shared.player_material)),
            actions=(('modify_part_collision', 'collide',
                      True), ('modify_part_collision', 'physical', False),
                     ('call', 'at_connect', self._touch_handler)))

        # the area itself...
        self.node: ba.Node = ba.newnode('region',
                                        attrs={
                                            'type': 'sphere',
                                            'scale': (2, 2, 2),
                                            'position': position,
                                            'materials': [self.area_material]
                                        })

        ba.timer(lifetime, self.node.delete)

        # highlight the treatment area
        if highlight:
            self.area_highlight: ba.Node = ba.newnode(
                'light',
                attrs={
                    'color': (1, 1, 1),
                    'radius': 0.25,
                    'position': position,
                    'volume_intensity_scale': 1.0
                })

            # a little beautiful animation
            ba.animate(self.area_highlight, 'intensity', {
                0: 0,
                lifetime / 2: 1.0,
                lifetime: 0
            })
 def __init__(self):
     self.bonesTex = ba.gettexture("powerupCurse")
     self.bonesModel = ba.getmodel("bonesHead")
     self.bearTex = ba.gettexture("bearColor")
     self.bearModel = ba.getmodel("bearHead")
     self.aliTex = ba.gettexture("aliColor")
     self.aliModel = ba.getmodel("aliHead")
     self.b9000Tex = ba.gettexture("cyborgColor")
     self.b9000Model = ba.getmodel("cyborgHead")
     self.frostyTex = ba.gettexture("frostyColor")
     self.frostyModel = ba.getmodel("frostyHead")
     self.cubeTex = ba.gettexture("crossOutMask")
     self.cubeModel = ba.getmodel("powerup")
     try:
         self.mikuModel = ba.getmodel("operaSingerHead")
         self.mikuTex = ba.gettexture("operaSingerColor")
     except:ba.print_exception()
     self.ballMaterial = ba.Material()
     self.impactSound = ba.getsound("impactMedium")
     self.ballMaterial.add_actions(actions=("modify_node_collision", "collide", False))
Exemplo n.º 29
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 def __init__(self, settings: Dict[str, Any]):
     from bastd.actor.scoreboard import Scoreboard
     super().__init__(settings)
     self._last_player_death_time = None
     self._scoreboard = Scoreboard()
     self.egg_model = ba.getmodel('egg')
     self.egg_tex_1 = ba.gettexture('eggTex1')
     self.egg_tex_2 = ba.gettexture('eggTex2')
     self.egg_tex_3 = ba.gettexture('eggTex3')
     self._collect_sound = ba.getsound('powerup01')
     self._pro_mode = settings.get('Pro Mode', False)
     self._max_eggs = 1.0
     self.egg_material = ba.Material()
     self.egg_material.add_actions(
         conditions=("they_have_material", ba.sharedobj('player_material')),
         actions=(("call", "at_connect", self._on_egg_player_collide), ))
     self._eggs: List[Egg] = []
     self._update_timer: Optional[ba.Timer] = None
     self._countdown: Optional[OnScreenCountdown] = None
     self._bots: Optional[spazbot.BotSet] = None
Exemplo n.º 30
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    def create_team(self, sessionteam: ba.SessionTeam) -> Team:
        shared = SharedObjects.get()
        base_pos = self.map.get_flag_position(sessionteam.id)
        ba.newnode('light',
                   attrs={
                       'position': base_pos,
                       'intensity': 0.6,
                       'height_attenuated': False,
                       'volume_intensity_scale': 0.1,
                       'radius': 0.1,
                       'color': sessionteam.color
                   })
        Flag.project_stand(base_pos)
        flag = Flag(touchable=False,
                    position=base_pos,
                    color=sessionteam.color)
        team = Team(base_pos=base_pos, flag=flag)

        mat = self._base_region_materials[sessionteam.id] = ba.Material()
        mat.add_actions(
            conditions=('they_have_material', shared.player_material),
            actions=(
                ('modify_part_collision', 'collide', True),
                ('modify_part_collision', 'physical', False),
                ('call', 'at_connect', ba.Call(self._handle_base_collide,
                                               team)),
            ),
        )

        ba.newnode('region',
                   owner=flag.node,
                   attrs={
                       'position':
                       (base_pos[0], base_pos[1] + 0.75, base_pos[2]),
                       'scale': (0.5, 0.5, 0.5),
                       'type': 'sphere',
                       'materials':
                       [self._base_region_materials[sessionteam.id]]
                   })

        return team