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 2
0
    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_pos = self.map.get_flag_position(None)
        ba.timer(1.0, self._tick, repeat=True)
        self._flag_state = FlagState.NEW
        Flag.project_stand(self._flag_pos)

        self._flag = Flag(position=self._flag_pos,
                          touchable=False,
                          color=(1, 1, 1))
        self._flag_light = ba.newnode('light',
                                      attrs={
                                          'position': self._flag_pos,
                                          'intensity': 0.2,
                                          'height_attenuated': False,
                                          'radius': 0.4,
                                          'color': (0.2, 0.2, 0.2)
                                      })
        # Flag region.
        flagmats = [self._flag_region_material, shared.region_material]
        ba.newnode('region',
                   attrs={
                       'position': self._flag_pos,
                       'scale': (1.8, 1.8, 1.8),
                       'type': 'sphere',
                       'materials': flagmats
                   })
        self._update_flag_state()
Exemplo n.º 3
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 def on_begin(self) -> None:
     super().on_begin()
     self.setup_standard_time_limit(self._time_limit)
     self.setup_standard_powerup_drops()
     self._flag_spawn_pos = self.map.get_flag_position(None)
     self._spawn_flag()
     self._update_timer = ba.Timer(1.0, call=self._tick, repeat=True)
     self._update_flag_state()
     Flag.project_stand(self._flag_spawn_pos)
Exemplo n.º 4
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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
Exemplo n.º 5
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    def on_begin(self) -> None:
        super().on_begin()
        self.setup_standard_time_limit(self._time_limit)
        self.setup_standard_powerup_drops()

        # Set up flags with marker lights.
        for i in range(len(self.map.flag_points)):
            point = self.map.flag_points[i]
            flag = ConquestFlag(position=point,
                                touchable=False,
                                materials=[self._extraflagmat])
            self._flags.append(flag)
            Flag.project_stand(point)
            flag.light = ba.newnode('light',
                                    owner=flag.node,
                                    attrs={
                                        'position': point,
                                        'intensity': 0.25,
                                        'height_attenuated': False,
                                        'radius': 0.3,
                                        'color': (1, 1, 1)
                                    })

        # Give teams a flag to start with.
        for i in range(len(self.teams)):
            self._flags[i].team = self.teams[i]
            light = self._flags[i].light
            assert light
            node = self._flags[i].node
            assert node
            light.color = self.teams[i].color
            node.color = self.teams[i].color

        self._update_scores()

        # Initial joiners didn't spawn due to no flags being owned yet;
        # spawn them now.
        for player in self.players:
            self.spawn_player(player)
Exemplo n.º 6
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 def _spawn_flag(self) -> None:
     ba.playsound(self._swipsound)
     self._flash_flag_spawn()
     assert self._flag_spawn_pos is not None
     self._flag = Flag(dropped_timeout=20, position=self._flag_spawn_pos)
     self._flag_state = FlagState.NEW
     self._flag_light = ba.newnode('light',
                                   owner=self._flag.node,
                                   attrs={
                                       'intensity': 0.2,
                                       'radius': 0.3,
                                       'color': (0.2, 0.2, 0.2)
                                   })
     assert self._flag.node
     self._flag.node.connectattr('position', self._flag_light, 'position')
     self._update_flag_state()
Exemplo n.º 7
0
    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()]]
                       })
    def _set_chosen_one_player(self, player: Optional[Player]) -> None:
        existing = self._get_chosen_one_player()
        if existing:
            existing.chosen_light = None
        ba.playsound(self._swipsound)
        if not player:
            assert self._flag_spawn_pos is not None
            self._flag = Flag(color=(1, 0.9, 0.2),
                              position=self._flag_spawn_pos,
                              touchable=False)
            self._chosen_one_player = None

            # Create a light to highlight the flag;
            # this will go away when the flag dies.
            ba.newnode('light',
                       owner=self._flag.node,
                       attrs={
                           'position': self._flag_spawn_pos,
                           'intensity': 0.6,
                           'height_attenuated': False,
                           'volume_intensity_scale': 0.1,
                           'radius': 0.1,
                           'color': (1.2, 1.2, 0.4)
                       })

            # Also an extra momentary flash.
            self._flash_flag_spawn()
        else:
            if player.actor:
                self._flag = None
                self._chosen_one_player = player

                if self._chosen_one_gets_shield:
                    player.actor.handlemessage(ba.PowerupMessage('shield'))
                if self._chosen_one_gets_gloves:
                    player.actor.handlemessage(ba.PowerupMessage('punch'))

                # Use a color that's partway between their team color
                # and white.
                color = [
                    0.3 + c * 0.7
                    for c in ba.normalized_color(player.team.color)
                ]
                light = player.chosen_light = ba.NodeActor(
                    ba.newnode('light',
                               attrs={
                                   'intensity': 0.6,
                                   'height_attenuated': False,
                                   'volume_intensity_scale': 0.1,
                                   'radius': 0.13,
                                   'color': color
                               }))

                assert light.node
                ba.animate(light.node,
                           'intensity', {
                               0: 1.0,
                               0.2: 0.4,
                               0.4: 1.0
                           },
                           loop=True)
                assert isinstance(player.actor, PlayerSpaz)
                player.actor.node.connectattr('position', light.node,
                                              'position')
    def create_team(self, sessionteam: ba.SessionTeam) -> Team:

        # Create our team instance and its initial values.

        base_pos = self.map.get_flag_position(sessionteam.id)
        Flag.project_stand(base_pos)

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

        base_region_mat = ba.Material()
        pos = base_pos
        base_region = ba.newnode(
            'region',
            attrs={
                'position': (pos[0], pos[1] + 0.75, pos[2]),
                'scale': (0.5, 0.5, 0.5),
                'type': 'sphere',
                'materials': [base_region_mat, self._all_bases_material]
            })

        spaz_mat_no_flag_physical = ba.Material()
        spaz_mat_no_flag_collide = ba.Material()
        flagmat = ba.Material()

        team = Team(base_pos=base_pos,
                    base_region_material=base_region_mat,
                    base_region=base_region,
                    spaz_material_no_flag_physical=spaz_mat_no_flag_physical,
                    spaz_material_no_flag_collide=spaz_mat_no_flag_collide,
                    flagmaterial=flagmat)

        # Some parts of our spazzes don't collide physically with our
        # flags but generate callbacks.
        spaz_mat_no_flag_physical.add_actions(
            conditions=('they_have_material', flagmat),
            actions=(
                ('modify_part_collision', 'physical', False),
                ('call', 'at_connect',
                 lambda: self._handle_touching_own_flag(team, True)),
                ('call', 'at_disconnect',
                 lambda: self._handle_touching_own_flag(team, False)),
            ))

        # Other parts of our spazzes don't collide with our flags at all.
        spaz_mat_no_flag_collide.add_actions(
            conditions=('they_have_material', flagmat),
            actions=('modify_part_collision', 'collide', False),
        )

        # We wanna know when *any* flag enters/leaves our base.
        base_region_mat.add_actions(
            conditions=('they_have_material', FlagFactory.get().flagmaterial),
            actions=(
                ('modify_part_collision', 'collide', True),
                ('modify_part_collision', 'physical', False),
                ('call', 'at_connect',
                 lambda: self._handle_flag_entered_base(team)),
                ('call', 'at_disconnect',
                 lambda: self._handle_flag_left_base(team)),
            ))

        return team
Exemplo n.º 10
0
class KingOfTheHillGame(ba.TeamGameActivity[Player, Team]):
    """Game where a team wins by holding a 'hill' for a set amount of time."""

    name = 'King of the Hill'
    description = 'Secure the flag for a set length of time.'
    game_settings = [
        ('Hold Time', {
            'min_value': 10,
            'default': 30,
            'increment': 10
        }),
        ('Time Limit', {
            'choices': [('None', 0), ('1 Minute', 60), ('2 Minutes', 120),
                        ('5 Minutes', 300), ('10 Minutes', 600),
                        ('20 Minutes', 1200)],
            'default':
            0
        }),
        ('Respawn Times', {
            'choices': [('Shorter', 0.25), ('Short', 0.5), ('Normal', 1.0),
                        ('Long', 2.0), ('Longer', 4.0)],
            'default':
            1.0
        }),
    ]
    score_info = ba.ScoreInfo(label='Time Held')

    @classmethod
    def supports_session_type(cls, sessiontype: Type[ba.Session]) -> bool:
        return issubclass(sessiontype, ba.MultiTeamSession)

    @classmethod
    def get_supported_maps(cls, sessiontype: Type[ba.Session]) -> List[str]:
        return ba.getmaps('king_of_the_hill')

    def __init__(self, settings: Dict[str, Any]):
        super().__init__(settings)
        shared = SharedObjects.get()
        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[FlagState] = None
        self._flag: Optional[Flag] = None
        self._flag_light: Optional[ba.Node] = None
        self._scoring_team: Optional[ReferenceType[Team]] = None
        self._hold_time = int(settings['Hold Time'])
        self._time_limit = float(settings['Time Limit'])
        self._flag_region_material = ba.Material()
        self._flag_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',
                 ba.Call(self._handle_player_flag_region_collide, True)),
                ('call', 'at_disconnect',
                 ba.Call(self._handle_player_flag_region_collide, False)),
            ))

        # Base class overrides.
        self.default_music = ba.MusicType.SCARY

    def get_instance_description(self) -> Union[str, Sequence]:
        return 'Secure the flag for ${ARG1} seconds.', self._hold_time

    def get_instance_description_short(self) -> Union[str, Sequence]:
        return 'secure the flag for ${ARG1} seconds', self._hold_time

    def create_team(self, sessionteam: ba.SessionTeam) -> Team:
        return Team(time_remaining=self._hold_time)

    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_pos = self.map.get_flag_position(None)
        ba.timer(1.0, self._tick, repeat=True)
        self._flag_state = FlagState.NEW
        Flag.project_stand(self._flag_pos)

        self._flag = Flag(position=self._flag_pos,
                          touchable=False,
                          color=(1, 1, 1))
        self._flag_light = ba.newnode('light',
                                      attrs={
                                          'position': self._flag_pos,
                                          'intensity': 0.2,
                                          'height_attenuated': False,
                                          'radius': 0.4,
                                          'color': (0.2, 0.2, 0.2)
                                      })
        # Flag region.
        flagmats = [self._flag_region_material, shared.region_material]
        ba.newnode('region',
                   attrs={
                       'position': self._flag_pos,
                       'scale': (1.8, 1.8, 1.8),
                       'type': 'sphere',
                       'materials': flagmats
                   })
        self._update_flag_state()

    def _tick(self) -> None:
        self._update_flag_state()

        # Give holding players points.
        for player in self.players:
            if player.time_at_flag > 0:
                self.stats.player_scored(player,
                                         3,
                                         screenmessage=False,
                                         display=False)
        if self._scoring_team is None:
            scoring_team = None
        else:
            scoring_team = self._scoring_team()
        if scoring_team:

            if scoring_team.time_remaining > 0:
                ba.playsound(self._tick_sound)

            scoring_team.time_remaining = max(0,
                                              scoring_team.time_remaining - 1)
            self._update_scoreboard()
            if scoring_team.time_remaining > 0:
                assert self._flag is not None
                self._flag.set_score_text(str(scoring_team.time_remaining))

            # Announce numbers we have sounds for.
            try:
                ba.playsound(
                    self._countdownsounds[scoring_team.time_remaining])
            except Exception:
                pass

            # winner
            if scoring_team.time_remaining <= 0:
                self.end_game()

    def end_game(self) -> None:
        results = ba.TeamGameResults()
        for team in self.teams:
            results.set_team_score(team, self._hold_time - team.time_remaining)
        self.end(results=results, announce_delay=0)

    def _update_flag_state(self) -> None:
        holding_teams = set(player.team for player in self.players
                            if player.time_at_flag)
        prev_state = self._flag_state
        assert self._flag_light
        assert self._flag is not None
        assert self._flag.node
        if len(holding_teams) > 1:
            self._flag_state = FlagState.CONTESTED
            self._scoring_team = None
            self._flag_light.color = (0.6, 0.6, 0.1)
            self._flag.node.color = (1.0, 1.0, 0.4)
        elif len(holding_teams) == 1:
            holding_team = list(holding_teams)[0]
            self._flag_state = FlagState.HELD
            self._scoring_team = weakref.ref(holding_team)
            self._flag_light.color = ba.normalized_color(holding_team.color)
            self._flag.node.color = holding_team.color
        else:
            self._flag_state = FlagState.UNCONTESTED
            self._scoring_team = None
            self._flag_light.color = (0.2, 0.2, 0.2)
            self._flag.node.color = (1, 1, 1)
        if self._flag_state != prev_state:
            ba.playsound(self._swipsound)

    def _handle_player_flag_region_collide(self, colliding: bool) -> None:
        try:
            player = ba.getcollision().opposingnode.getdelegate(
                PlayerSpaz, True).getplayer(Player, True)
        except ba.NotFoundError:
            return

        # Different parts of us can collide so a single value isn't enough
        # also don't count it if we're dead (flying heads shouldn't be able to
        # win the game :-)
        if colliding and player.is_alive():
            player.time_at_flag += 1
        else:
            player.time_at_flag = max(0, player.time_at_flag - 1)

        self._update_flag_state()

    def _update_scoreboard(self) -> None:
        for team in self.teams:
            self._scoreboard.set_team_value(team,
                                            team.time_remaining,
                                            self._hold_time,
                                            countdown=True)

    def handlemessage(self, msg: Any) -> Any:
        if isinstance(msg, ba.PlayerDiedMessage):
            super().handlemessage(msg)  # Augment default.

            # No longer can count as time_at_flag once dead.
            player = msg.getplayer(Player)
            player.time_at_flag = 0
            self._update_flag_state()
            self.respawn_player(player)