Exemplo n.º 1
0
    def _updatePlayerOrder(self):

        # calc all player distances
        for player in self.players:
            try:
                pos = bs.Vector(*player.actor.node.position)
            except Exception:
                pos = None
            if pos is not None:
                rIndex = player.gameData['lastRegion']
                r1 = self._regions[rIndex]
                r1Pt = bs.Vector(*r1._pt[:3])
                r2 = self._regions[0] if rIndex == len(
                    self._regions) - 1 else self._regions[rIndex + 1]
                r2Pt = bs.Vector(*r2._pt[:3])
                r1Dist = (pos - r1Pt).length()
                r2Dist = (pos - r2Pt).length()
                amt = 1.0 - (r2Dist / (r2Pt - r1Pt).length())
                amt = player.gameData['lap'] + (rIndex + amt) * (
                    1.0 / len(self._regions))
                player.gameData['distance'] = amt

        # sort players by distance and update their ranks
        pList = [[player.gameData['distance'], player]
                 for player in self.players]
        pList.sort(reverse=True)
        for i, p in enumerate(pList):
            try:
                p[1].gameData['rank'] = i
                if p[1].actor is not None:
                    n = p[1].actor.distanceTxt
                    if n.exists():
                        n.text = str(i + 1) if p[1].isAlive() else ''
            except Exception:
                bs.printException('error updating player orders')
Exemplo n.º 2
0
    def zUpdate(self):

        # update one of our bot lists each time through..
        # first off, remove dead bots from the list
        # (we check exists() here instead of dead.. we want to keep them around even if they're just a corpse)
        #####This is overloaded from bsSpaz to prevent zombies from attacking player Zombies.
        try:
            botList = self._botLists[self._botUpdateList] = [
                b for b in self._botLists[self._botUpdateList] if b.exists()
            ]
        except Exception:
            bs.printException("error updating bot list: " +
                              str(self._botLists[self._botUpdateList]))
        self._botUpdateList = (self._botUpdateList + 1) % self._botListCount

        # update our list of player points for the bots to use
        playerPts = []
        for player in bs.getActivity().players:
            try:
                if player.isAlive():
                    if player.gameData[
                            'lives'] > 0:  #If the player has lives, add to attack points
                        playerPts.append(
                            (bs.Vector(*player.actor.node.position),
                             bs.Vector(*player.actor.node.velocity)))
            except Exception:
                bs.printException('error on bot-set _update')

        for b in botList:
            b._setPlayerPts(playerPts)
            b._updateAI()
Exemplo n.º 3
0
    def playerLostSpaz(self, player, killed=False, killer=None):
        name = player.getName()
        p = self._players[name]
        p._spaz = None
        p.streak = 0

        if killed:
            p.accumKilledCount += 1
            p.killedCount += 1
        if killer is not None:
                    k = self._players[killer.getName()]
                    if killer.getTeam() == player.getTeam() and killer != player and bs.getGameTime() - k.lastBetrayTime > 1000:
                        k.accumBetrayCount += 1
                        k.betrayCount += 1
                        if k.betrayCount > betrayLimit-3:
                            bs.screenMessage('You have been betraying too much. Warns: {}/3'.format(k.betrayCount-(betrayLimit-3)),color=(1,0,0),clients=[killer.getInputDevice().getClientID()],transient=True)
                        if k.betrayCount >= betrayLimit:
                            bs.screenMessage(u'You\'re not supposed to betray da homies! Get Rekt {}!'.format(killer.getName(True)),color=(1,0,0))
                            bsInternal._disconnectClient(killer.getInputDevice().getClientID())
                        k.score -= 20
                        k.accumScore -= 20
                        k.lastBetrayTime = bs.getGameTime()
        try:
            if killed and bs.getActivity().announcePlayerDeaths:

                k = self._players[killer.getName()]
                if killer == player:
                    bs.screenMessage(
                        bs.Lstr(resource='nameSuicideKidFriendlyText'
                                if bsInternal._getSetting('Kid Friendly Mode')
                                else 'nameSuicideText',
                                subs=[('${NAME}', name)]),
                        top=True,
                        color=player.color,
                        image=player.getIcon())
                elif killer is not None:
                    if killer.getTeam() == player.getTeam():
                        bs.screenMessage(bs.Lstr(resource='nameBetrayedText',
                                                 subs=[('${NAME}',
                                                        killer.getName()),
                                                       ('${VICTIM}', name)]),
                                         top=True,
                                         color=killer.color,
                                         image=killer.getIcon())
                    else:
                        bs.screenMessage(bs.Lstr(resource='nameKilledText',
                                                 subs=[('${NAME}',
                                                        killer.getName()),
                                                       ('${VICTIM}', name)]),
                                         top=True,
                                         color=killer.color,
                                         image=killer.getIcon())
                else:
                    bs.screenMessage(bs.Lstr(resource='nameDiedText',
                                             subs=[('${NAME}', name)]),
                                     top=True,
                                     color=player.color,
                                     image=player.getIcon())
        except Exception, e:
            bs.printException('Error announcing kill')
Exemplo n.º 4
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def loadAllCharacters(self):
    account_id = self._player.get_account_id()
    if account_id is None:
        return
    items = db.getData(account_id)['i']
    if items is not None:
        if isinstance(getattr(self, "characterNames", None), list):
            try:
                if 'unlock-chars' in items:
                    self.characterNames.append('Steve')
                    self.characterNames.append('Raphael')
                    # for name,profile in self.profiles.items():
                    #     character = profile.get("character","Spaz")
                    #     if (character not in self.characterNames
                    #             and character in bsSpaz.appearances):
                    #         self.characterNames.append(character)
                    for i, k in bsSpaz.appearances.items():
                        if k.style != 'spaz' and i not in self.characterNames:
                            self.characterNames.append(i)
                    bs.screenMessage(
                        'All Characters Unlocked',
                        color=(0, 1, 0),
                        clients=[self._player.getInputDevice().getClientID()],
                        transient=True)
                elif 'logicon' in items:
                    self.characterNames.append('Logicon')
                    bs.screenMessage(
                        'Logicon Unlocked',
                        color=(0, 1, 0),
                        clients=[self._player.getInputDevice().getClientID()],
                        transient=True)
            except:
                bs.printException()
Exemplo n.º 5
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	def _updateBoxState(self):
		for team in self.teams:
			team.gameData['holdingBox'] = False
		self._holdingPlayers = []
		for player in self.players:
			try:
				if player.actor.isAlive() and player.actor.node.holdNode.exists():
					holdingBox = (player.actor.node.holdNode == self._box.node)
				else: holdingBox = False
			except Exception:
				bs.printException("exception checking hold flag")
			if holdingBox:
				self._holdingPlayers.append(player)
				player.getTeam().gameData['holdingBox'] = True

		if self._box is not None and self._box.exists():
			self._box.heldBy = len(self._holdingPlayers)
			self._box.updateFloatyness()

		holdingTeams = set(t for t in self.teams if t.gameData['holdingBox'])
		prevState = self._boxState
		if len(holdingTeams) > 1:
			self._boxState = self.BOX_CONTESTED
			self._scoringTeam = None
		elif len(holdingTeams) == 1:
			holdingTeam = list(holdingTeams)[0]
			self._boxState = self.BOX_HELD
			self._scoringTeam = holdingTeam
		else:
			self._boxState = self.BOX_UNCONTESTED
			self._scoringTeam = None

		if self._boxState != prevState:
			bs.playSound(self._swipSound)
Exemplo n.º 6
0
    def playerLostSpaz(self, player, killed=False, killer=None):
        name = player.getName()
        p = self._players[name]
        p._spaz = None
        p.streak = 0

        if killed:
            p.accumKilledCount += 1
            p.killedCount += 1
        try:
            if killed and bs.getActivity().announcePlayerDeaths:

                if killer == player:
                    bs.screenMessage(bs.Lstr(resource='nameSuicideKidFriendlyText' if bsInternal._getSetting('Kid Friendly Mode') else 'nameSuicideText',subs=[('${NAME}',name)]),
                                     top=True,color=player.color,image=player.getIcon())
                elif killer is not None:
                    if killer.getTeam() == player.getTeam():
                        bs.screenMessage(bs.Lstr(resource='nameBetrayedText',subs=[('${NAME}',killer.getName()),('${VICTIM}',name)]),
                                         top=True,color=killer.color,image=killer.getIcon())
                    else:
                        bs.screenMessage(bs.Lstr(resource='nameKilledText',subs=[('${NAME}',killer.getName()),('${VICTIM}',name)]),
                                         top=True,color=killer.color,image=killer.getIcon())
                else:
                    bs.screenMessage(bs.Lstr(resource='nameDiedText',subs=[('${NAME}',name)]),
                                     top=True,color=player.color,image=player.getIcon())
        except Exception,e:
            bs.printException('Error announcing kill')
Exemplo n.º 7
0
    def reloadProfiles(self):

        # we may have gained or lost character names if the user bought something; reload these too..
        self.characterNamesLocalUnlocked = bsSpaz.getAppearances()
        self.characterNamesLocalUnlocked.sort(key=lambda x: x.lower())

        # self.characterNamesAll = bsSpaz.getAppearances(includeLocked=True)
        # self.characterNamesAll.sort(key=lambda x:x.lower())

        # do any overall prep we need to such as creating account profile..
        bsUtils._ensureHaveAccountPlayerProfile()

        # grab available player profiles
        # try: self.profiles = dict(bs.getConfig()['Player Profiles'])
        # except Exception: self.profiles = {}

        # # add in a random one so we're ok even if there's no user-created profiles
        # self.profiles['_random'] = {}
        # self.profileNames = self.profiles.keys()
        # self.profileNames.sort(key=lambda x:x.lower())

        for chooser in self.choosers:
            try:
                chooser.reloadProfiles()
                chooser.updateFromPlayerProfile()
            except Exception:
                bs.printException('exception reloading profiles')
	def _updateBoxState(self):
		for team in self.teams:
			team.gameData['holdingBox'] = False
		self._holdingPlayers = []
		for player in self.players:
			try:
				if player.actor.isAlive() and player.actor.node.holdNode.exists():
					holdingBox = (player.actor.node.holdNode == self._box.node)
				else: holdingBox = False
			except Exception:
				bs.printException("exception checking hold flag")
			if holdingBox:
				self._holdingPlayers.append(player)
				player.getTeam().gameData['holdingBox'] = True

		if self._box is not None and self._box.exists():
			self._box.heldBy = len(self._holdingPlayers)
			self._box.updateFloatyness()

		holdingTeams = set(t for t in self.teams if t.gameData['holdingBox'])
		prevState = self._boxState
		if len(holdingTeams) > 1:
			self._boxState = self.BOX_CONTESTED
			self._scoringTeam = None
		elif len(holdingTeams) == 1:
			holdingTeam = list(holdingTeams)[0]
			self._boxState = self.BOX_HELD
			self._scoringTeam = holdingTeam
		else:
			self._boxState = self.BOX_UNCONTESTED
			self._scoringTeam = None

		if self._boxState != prevState:
			bs.playSound(self._swipSound)
Exemplo n.º 9
0
 def _updateBoxState(self):
     claimerHold = False
     userperHold = False
     for player in self.getActivity().players:
         try:
             if player.actor.isAlive(
             ) and player.actor.node.holdNode.exists():
                 holdingBox = (player.actor.node.holdNode == self.node)
             else:
                 holdingBox = False
         except Exception:
             bs.printException("exception checking hold flag")
         if holdingBox:
             if self.claimedBy is None:
                 self.claimedBy = player
                 claimerHold = True
             else:
                 if self.claimedBy == player:
                     claimerHold = True
                 else:
                     userperHold = True
     #release claim on any other existing boxes
     for box in self.getActivity().boxes:
         if box <> self and box.claimedBy == self.claimedBy:
             box.claimedBy = None
     #Blow up this box if it belongs to someone else
     if (not claimerHold) and userperHold:
         self.handleMessage(bs.HitMessage())
Exemplo n.º 10
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    def _updateBots(self):
        bots = self._bots.getLivingBots()
        for bot in bots:
            bot.targetFlag = None

        # if we're waiting on a continue, stop here so they don't keep scoring
        if self.isWaitingForContinue():
            self._bots.stopMoving()
            return

        # if we've got a flag and no player are holding it, find the closest bot to it, and make them the designated flag-bearer
        if self._flag.node.exists():
            for p in self.players:
                try:
                    if p.actor.isAlive(
                    ) and p.actor.node.holdNode == self._flag.node:
                        return
                except Exception:
                    bs.printException("exception checking hold node")
                    pass

            fp = bs.Vector(*self._flag.node.position)
            closestBot = None
            for bot in bots:
                if bot.heldCount > 0:
                    continue  # if a bot is picked up he should forget about the flag
                bp = bs.Vector(*bot.node.position)
                l = (bp - fp).length()
                if (closestBot is None or l < closestLen):
                    closestLen = l
                    closestBot = bot
            if closestBot is not None:
                closestBot.targetFlag = self._flag
Exemplo n.º 11
0
    def zUpdate(self):

        # update one of our bot lists each time through..
        # first off, remove dead bots from the list
        # (we check exists() here instead of dead.. we want to keep them around even if they're just a corpse)
        #####This is overloaded from bsSpaz to walk over other players' mines, but not source player.
        try:
            botList = self._botLists[self._botUpdateList] = [b for b in self._botLists[self._botUpdateList] if b.exists()]
        except Exception:
            bs.printException("error updating bot list: "+str(self._botLists[self._botUpdateList]))
        self._botUpdateList = (self._botUpdateList+1)%self._botListCount

        # update our list of player points for the bots to use
        playerPts = []
        for player in bs.getActivity().players:
            try:
                if player.exists():
                    if not player is self.sourcePlayer:  #If the player has lives, add to attack points
                        for m in player.gameData['mines']:
                            if not m.isHome and m.exists():
                                playerPts.append((bs.Vector(*m.node.position),
                                        bs.Vector(0,0,0)))
            except Exception:
                bs.printException('error on bot-set _update')

        for b in botList:
            b._setPlayerPts(playerPts)
            b._updateAI()
 def run(self):
     try:
         bsInternal._setThreadName("SimpleGetThread")
         response = urllib2.urlopen(self._url)
         bs.callInGameThread(bs.Call(self._runCallback, response.read()))
     except:
         bs.printException()
         bs.callInGameThread(bs.Call(self._runCallback, None))
Exemplo n.º 13
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 def run(self):
     try:
         bsInternal._setThreadName("SimpleGetThread")
         response = urllib2.urlopen(self._url)
         bs.callInGameThread(bs.Call(self._runCallback, response.read()))
     except:
         bs.printException()
         bs.callInGameThread(bs.Call(self._runCallback, None))
Exemplo n.º 14
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 def _awardFlawlessBonus(self,player):
     bs.playSound(self._cashRegisterSound)
     try:
         if player.isAlive():
             self.scoreSet.playerScored(player,self._flawlessBonus,scale=1.2,color=(0.6,1.0,0.6,1.0),
                                        title=bs.Lstr(resource='flawlessWaveText'),
                                        screenMessage=False)
     except Exception:
         bs.printException()
Exemplo n.º 15
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 def _awardCompletionBonus(self):
     bs.playSound(self._cashRegisterSound)
     for player in self.players:
         try:
             if player.isAlive():
                 self.scoreSet.playerScored(player,int(100/len(self.initialPlayerInfo)),scale=1.4,color=(0.6,0.6,1.0,1.0),
                                            title=bs.Lstr(resource='completionBonusText'),screenMessage=False)
         except Exception:
             bs.printException()
	def callback():
		if fadeout:
			bsInternal._unlockAllInput()
		try:
			bsInternal._newHostSession(session)
		except Exception:
			import bsMainMenu
			bs.printException("exception running session", session)
			# drop back into a main menu session..
			bsInternal._newHostSession(bsMainMenu.MainMenuSession)
Exemplo n.º 17
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 def callback():
     if fadeout:
         bsInternal._unlockAllInput()
     try:
         bsInternal._newHostSession(session)
     except Exception:
         import bsMainMenu
         bs.printException("exception running session", session)
         # drop back into a main menu session..
         bsInternal._newHostSession(bsMainMenu.MainMenuSession)
Exemplo n.º 18
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    def _getName(self, full=False):
        nameRaw = name = self.profileNames[self.profileIndex]
        clamp = False
        if name == '_random':
            try:
                inputDevice = self._player.getInputDevice()
            except Exception:
                inputDevice = None
            if inputDevice is not None:
                name = inputDevice._getDefaultPlayerName()
            else:
                name = 'Invalid'
            if not full:
                clamp = True
        elif name == '__account__':
            try:
                inputDevice = self._player.getInputDevice()
            except Exception:
                inputDevice = None
            if inputDevice is not None:
                name = inputDevice._getAccountName(full)
            else:
                name = 'Invalid'
            if not full:
                clamp = True
        elif name == '_edit':
            # FIXME - this causes problems as an Lstr, but its ok to
            # explicitly translate for now since this is only shown on the host.
            name = (bs.Lstr(
                resource='createEditPlayerText',
                fallbackResource='editProfileWindow.titleNewText').evaluate())
        else:
            # if we have a regular profile marked as global with an icon,
            # use it (for full only)
            if full:
                try:
                    if self.profiles[nameRaw].get('global', False):
                        icon = (bs.uni(
                            self.profiles[nameRaw]['icon'] if 'icon' in self.
                            profiles[nameRaw] else bs.getSpecialChar('logo')))
                        name = icon + name
                except Exception:
                    bs.printException('Error applying global icon')
            else:
                # we now clamp non-full versions of names so there's at
                # least some hope of reading them in-game
                clamp = True

        if clamp:
            # in python < 3.5 some unicode chars can have length 2, so we need
            # to convert to raw int vals for safe trimming
            nameChars = bs.uniToInts(name)
            if len(nameChars) > 10:
                name = bs.uniFromInts(nameChars[:10]) + '...'
        return name
Exemplo n.º 19
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def _displayBanner(ach):
    try:
        import bsAchievement
        # FIXME - need to get these using the UI context somehow instead of trying to inject
        # these into whatever activity happens to be active.. (since that won't work while in client mode)
        a = bsInternal._getForegroundHostActivity()
        if a is not None:
            with bs.Context(a):
                bsAchievement.getAchievement(ach).announceCompletion()
    except Exception:
        bs.printException('error showing server ach')
Exemplo n.º 20
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 def getDisplayString(self):
     try:
         if self._level != '':
             import bsCoopGame
             campaignName,campaignLevel = self._level.split(':')
             n = bsCoopGame.getCampaign(campaignName).getLevel(campaignLevel).getDisplayString()
         else:
             n = ''
     except Exception,e:
         n = ''
         bs.printException()
Exemplo n.º 21
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    def install(self):
        if not self.checkSupported():
            bs.screenMessage(InstallerLanguage.notSupported %
                             (self.characterName, self.platform))
            return

        bs.screenMessage(InstallerLanguage.installing % self.characterName)

        try:
            for model in self.models:
                systemModel = self.modelsDir + model
                modModel = self.characterFilesDir + model
                shutil.copy(modModel, systemModel)

            for texture in self.textures:
                if self.platform == 'android':
                    if texture.endswith('.dds'):
                        continue
                else:
                    if texture.endswith('.ktx'):
                        continue
                systemTex = self.texturesDir + texture
                modTex = self.characterFilesDir + texture
                shutil.copy(modTex, systemTex)

            for au in self.audio:
                systemAudio = self.audioDir + au
                modAudio = self.characterFilesDir + au
                shutil.copy(modAudio, systemAudio)

            bs.screenMessage(InstallerLanguage.success % self.characterName,
                             color=(0, 1, 0))

            try:
                __import__("wolverine")
                __import__("editor")
            except Exception:
                bs.printException()
            try:
                import wolverine
                import editor
            except Exception:
                bs.printException()
            bs.reloadMedia()
            modPath = bs.getEnvironment()['userScriptsDirectory'] + "/"
            if os.path.exists(modPath + "installWolverine.py"):
                os.remove(modPath + "installWolverine.py")
            if os.path.exists(modPath + "installWolverine.pyc"):
                os.remove(modPath + "installWolverine.pyc")
        except IOError, e:
            bs.screenMessage(InstallerLanguage.fail % self.characterName,
                             color=(1, 0, 0))
            bs.screenMessage(str(e), color=(1, 0, 0))
            print e
Exemplo n.º 22
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    def _updateIcon(self):
        if self.profileNames[self.profileIndex] == '_edit':
            tex = bs.getTexture('black')
            tintTex = bs.getTexture('black')
            self.icon.color = (1, 1, 1)
            self.icon.texture = tex
            self.icon.tintTexture = tintTex
            self.icon.tintColor = (0, 1, 0)
            return

        try:
            texName = bsSpaz.appearances[self.characterNames[
                self.characterIndex]].iconTexture
            tintTexName = bsSpaz.appearances[self.characterNames[
                self.characterIndex]].iconMaskTexture
        except Exception:
            bs.printException('Error updating char icon list')
            texName = 'neoSpazIcon'
            tintTexName = 'neoSpazIconColorMask'

        tex = bs.getTexture(texName)
        tintTex = bs.getTexture(tintTexName)

        self.icon.color = (1, 1, 1)
        self.icon.texture = tex
        self.icon.tintTexture = tintTex
        c = self.getColor()
        c2 = self.getHighlight()

        canSwitchTeams = len(self.getLobby()._teams) > 1

        # if we're initing, flash
        if not self._inited:
            bsUtils.animateArray(self.icon, 'color', 3, {
                150: (1, 1, 1),
                250: (2, 2, 2),
                350: (1, 1, 1)
            })

        # blend in teams mode; switch instantly in ffa-mode
        if canSwitchTeams:
            bsUtils.animateArray(self.icon, 'tintColor', 3, {
                0: self.icon.tintColor,
                100: c
            })
        else:
            self.icon.tintColor = c

        self.icon.tint2Color = c2

        # finColor = (0.2+0.8*c[0],0.2+0.8*c[1],0.2+0.8*c[2])

        # store the icon info the the player
        self._player._setIconInfo(texName, tintTexName, c, c2)
Exemplo n.º 23
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 def removeAllChoosersAndKickPlayers(self):
     'removes all player choosers & kicks attached players from the session'
     for chooser in list(
             self.choosers):  # copy the list; can change under us
         try:
             player = chooser.getPlayer()
             if player is not None and player.exists():
                 player.removeFromGame()
         except Exception:
             bs.printException('Error removing chooser player')
     self.removeAllChoosers()
Exemplo n.º 24
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def _awardLocalAchievement(ach):
    try:
        a = getAchievement(ach)
        if a is not None and not a.isComplete():
            # report new achievements to the game-service..
            bsInternal._reportAchievement(ach)
            # and to our account..
            bsInternal._addTransaction({'type': 'ACHIEVEMENT', 'name': ach})
            # now attempt to show a banner
            _displayBanner(ach)

    except Exception:
        bs.printException()
Exemplo n.º 25
0
    def handleMessage(self, m):

        if isinstance(m, bs.FlagPickedUpMessage):
            try:
                player = m.node.getDelegate().getPlayer()
                if player.exists(): m.flag.lastHoldingPlayer = player
            except Exception:
                bs.printException(
                    'exception in Football FlagPickedUpMessage; this shoudln\'t happen'
                )
            m.flag.heldCount += 1

        elif isinstance(m, bs.FlagDroppedMessage):
            m.flag.heldCount -= 1

        # respawn dead players if they're still in the game
        elif isinstance(m, bs.PlayerSpazDeathMessage):
            bs.TeamGameActivity.handleMessage(self,
                                              m)  # augment standard behavior
            self.respawnPlayer(m.spaz.getPlayer())
            # jasonhu5
            player = m.spaz.getPlayer()
            killer = m.killerPlayer
            self._handleKillScore(player, killer)
            #

        # respawn dead flags
        elif isinstance(m, bs.FlagDeathMessage):
            if not self.hasEnded():
                self._flagRespawnTimer = bs.Timer(3000, self._spawnFlag)
                self._flagRespawnLight = bs.NodeActor(
                    bs.newNode('light',
                               attrs={
                                   'position': self._flagSpawnPos,
                                   'heightAttenuated': False,
                                   'radius': 0.15,
                                   'color': (1.0, 1.0, 0.3)
                               }))
                bs.animate(self._flagRespawnLight.node,
                           "intensity", {
                               0: 0,
                               250: 0.15,
                               500: 0
                           },
                           loop=True)
                bs.gameTimer(3000, self._flagRespawnLight.node.delete)

        else:
            bs.TeamGameActivity.handleMessage(self,
                                              m)  # augment standard behavior
Exemplo n.º 26
0
    def reloadProfiles(self):
        # we may have gained or lost character names if the user
        # bought something; reload these too..
        self.characterNamesLocalUnlocked = bsSpaz.getAppearances()
        self.characterNamesLocalUnlocked.sort(key=lambda x: x.lower())

        # do any overall prep we need to such as creating account profile..
        bsUtils._ensureHaveAccountPlayerProfile()

        for chooser in self.choosers:
            try:
                chooser.reloadProfiles()
                chooser.updateFromPlayerProfile()
            except Exception:
                bs.printException('exception reloading profiles')
Exemplo n.º 27
0
def _displayNextAchievement():
    global gAchievementDisplayTimer
    global gAchievementsToDisplay

    # pull the first achievement off the list and display it, or kill the display-timer if the list is empty
    if len(gAchievementsToDisplay) > 0:
        try:
            a, sound = gAchievementsToDisplay.pop(0)
            a.showCompletionBanner(sound)
        except Exception:
            bs.printException("error showing next achievement")
            gAchievementsToDisplay = []
            gAchievementDisplayTimer = None
    else:
        gAchievementDisplayTimer = None
Exemplo n.º 28
0
    def _bUpdate(self):
        # update one of our bot lists each time through..
        # first off, remove dead bots from the list
        # (we check exists() here instead of dead.. we want to keep them around even if they're just a corpse)
        try:
            botList = self._botLists[self._botUpdateList] = \
                [b for b in self._botLists[self._botUpdateList] if b.exists()]
        except Exception:
            bs.printException('error updating bot list: ' +
                              str(self._botLists[self._botUpdateList]))

        self._botUpdateList = (self._botUpdateList + 1) % self._botListCount
        # update our list of player points for the bots to use
        playerPts = []
        try:
            #if player.isAlive() and not (player is self.sourcePlayer):
            #    playerPts.append((bs.Vector(*player.actor.node.position),
            #                     bs.Vector(*player.actor.node.velocity)))
            for n in bs.getNodes():
                if n.getNodeType() == 'spaz':
                    s = n.getDelegate()
                    if isinstance(s, bsSpaz.SpazBot):
                        if not s in self.getLivingBots():
                            if hasattr(s, 'sourcePlayer'):
                                if not s.sourcePlayer is self.sourcePlayer:
                                    playerPts.append((bs.Vector(*n.position),
                                                      bs.Vector(*n.velocity)))
                            else:
                                playerPts.append((bs.Vector(*n.position),
                                                  bs.Vector(*n.velocity)))
                    elif isinstance(s, bsSpaz.PlayerSpaz):
                        try:
                            if not (s.getPlayer().getTeam() is
                                    self.sourcePlayer.getTeam()):
                                playerPts.append((bs.Vector(*n.position),
                                                  bs.Vector(*n.velocity)))
                        except:
                            pass

        except Exception:
            bs.printException('error on bot-set _update')

        for b in botList:
            b._setPlayerPts(playerPts)
            b._updateAI()
    def _update(self):
        try:
            botList = self._botLists[self._botUpdateList] = [b for b in self._botLists[self._botUpdateList] if b.exists()]
        except Exception:
            bs.printException("error updating bot list: "+str(self._botLists[self._botUpdateList]))
        self._botUpdateList = (self._botUpdateList+1)%self._botListCount
        playerPts = []
        for player in bs.getActivity().teams[(self.team+1)%2].players:
            try:
                if player.isAlive():
                    playerPts.append((bs.Vector(*player.actor.node.position),
                                     bs.Vector(*player.actor.node.velocity)))
            except Exception:
                bs.printException('error on bot-set _update')

        for b in botList:
            b._setPlayerPts(playerPts)
            b._updateAI()
	def _updateBoxState(self):
		for team in self.teams:
			team.gameData['holdingBox'] = False
		self._holdingPlayers = []
		for player in self.players:
			try:
				if player.actor.isAlive() and player.actor.node.holdNode.exists():
					holdingBox = (player.actor.node.holdNode == self._box.node)
				else: holdingBox = False
			except Exception:
				bs.printException("exception checking hold flag")
			if holdingBox:
				self._holdingPlayers.append(player)
				player.getTeam().gameData['holdingBox'] = True

		if self._box is not None and self._box.exists():
			self._box.heldBy = len(self._holdingPlayers)
			self._box.updateFloatyness()

		holdingTeams = set(t for t in self.teams if t.gameData['holdingBox'])
		#bs.screenMessage("holding: "+str(len(holdingTeams)))
		prevState = self._boxState
		if len(holdingTeams) > 1:
			self._boxState = self.BOX_CONTESTED
			self._scoringTeam = None
			#self._box.light.color = (0.6,0.6,0.1)
			#self._box.node.color = (1.0,1.0,0.4)
		elif len(holdingTeams) == 1:
			holdingTeam = list(holdingTeams)[0]
			self._boxState = self.BOX_HELD
			self._scoringTeam = holdingTeam
			#self._box.light.color = bs.getNormalizedColor(holdingTeam.color)
			#self._box.node.color = holdingTeam.color
		else:
			self._boxState = self.BOX_UNCONTESTED
			self._scoringTeam = None
			#self._box.light.color = (0.2,0.2,0.2)
			#self._box.node.color = (1,1,1)

		if self._boxState != prevState:
			bs.playSound(self._swipSound)
def _cb_checkUpdateData(self, data):
	try:
		if data:
			m, v = process_server_data(data)
			mods = [Mod(d) for d in m.values()]
			for mod in mods:
				mod._mods = {m.base: m for m in mods}
				if mod.isInstalled() and mod.checkUpdate():
					if config.get("auto-update-old-mods", True):
						if mod.is_old():
							bs.screenMessage("updating '" + str(mod.name) + "'")
							def cb(mod, success):
								if success:
									bs.screenMessage("'" + str(mod.name) + "' updated")
							mod.install(cb)
					else:
						if not mod.is_old():
							bs.screenMessage("Update for '" + mod.name + "' available! Check the ModManager")
	except Exception, e:
		bs.printException()
		bs.screenMessage("failed to check for updates")
Exemplo n.º 32
0
    def _updateFlagState(self):
        for team in self.teams:
            team.gameData['holdingFlag'] = False
        self._holdingPlayers = []
        for player in self.players:
            try:
                if player.actor.isAlive(
                ) and player.actor.node.holdNode.exists():
                    holdingFlag = (
                        player.actor.node.holdNode.getNodeType() == 'flag')
                else:
                    holdingFlag = False
            except Exception:
                bs.printException("exception checking hold flag")
            if holdingFlag:
                self._holdingPlayers.append(player)
                player.getTeam().gameData['holdingFlag'] = True

        holdingTeams = set(t for t in self.teams if t.gameData['holdingFlag'])
        prevState = self._flagState
        if len(holdingTeams) > 1:
            self._flagState = self.FLAG_CONTESTED
            self._scoringTeam = None
            self._flag.light.color = (0.6, 0.6, 0.1)
            self._flag.node.color = (1.0, 1.0, 0.4)
        elif len(holdingTeams) == 1:
            holdingTeam = list(holdingTeams)[0]
            self._flagState = self.FLAG_HELD
            self._scoringTeam = holdingTeam
            self._flag.light.color = bs.getNormalizedColor(holdingTeam.color)
            self._flag.node.color = holdingTeam.color
        else:
            self._flagState = self.FLAG_UNCONTESTED
            self._scoringTeam = None
            self._flag.light.color = (0.2, 0.2, 0.2)
            self._flag.node.color = (1, 1, 1)

        if self._flagState != prevState:
            bs.playSound(self._swipSound)
Exemplo n.º 33
0
    def handleMessage(self, m):

        if isinstance(m, ChangeMessage):

            # if we've been removed from the lobby, ignore this stuff
            if self._dead:
                print "WARNING: chooser got ChangeMessage after dying"
                return

            if not self._textNode.exists():
                bs.printError('got ChangeMessage after nodes died')
                return

            if m.what == 'team':
                if len(self.getLobby()._teams) > 1:
                    bs.playSound(self._swishSound)
                self._selectedTeamIndex = (self._selectedTeamIndex + m.value
                                           ) % len(self.getLobby()._teams)
                self._updateText()
                self.updatePosition()
                self._updateIcon()

            elif m.what == 'profileIndex':
                if len(self.profileNames) == 1:
                    # this should be pretty hard to hit now with automatic local accounts..
                    bs.playSound(bs.getSound('error'))
                else:
                    # pick the next player profile and assign our name and character based on that
                    bs.playSound(self._deekSound)
                    self.profileIndex = (self.profileIndex + m.value) % len(
                        self.profileNames)
                    self.updateFromPlayerProfile()

            elif m.what == 'character':
                bs.playSound(self._clickSound)
                # update our index in our local list of characters
                self.characterIndex = (self.characterIndex + m.value) % len(
                    self.characterNames)
                self._updateText()
                self._updateIcon()

            elif m.what == 'ready':

                forceTeamSwitch = False

                # team auto-balance kicks us to another team if we try to
                # join the team with the most players
                if not self.ready:
                    try:
                        if bs.getConfig().get('Auto Balance Teams', False):
                            lobby = self.getLobby()
                            if len(lobby._teams) > 1:
                                session = bs.getSession()
                                # first, calc how many players are on each team
                                # ..we need to count both active players and
                                # choosers that have been marked as ready.
                                teamPlayerCounts = {}
                                for team in lobby._teams:
                                    teamPlayerCounts[team().getID()] = len(
                                        team().players)
                                for chooser in lobby.choosers:
                                    if chooser.ready:
                                        teamPlayerCounts[
                                            chooser.getTeam().getID()] += 1
                                largestTeamSize = max(
                                    teamPlayerCounts.values())
                                smallestTeamSize = min(
                                    teamPlayerCounts.values())
                                # force switch if we're on the biggest team and there's a smaller one available
                                if largestTeamSize != smallestTeamSize and teamPlayerCounts[
                                        self.getTeam().getID(
                                        )] >= largestTeamSize:
                                    forceTeamSwitch = True
                    except Exception:
                        bs.printException('auto balance error')

                if forceTeamSwitch:
                    bs.playSound(self._errorSound)
                    self.handleMessage(ChangeMessage('team', 1))
                else:
                    bs.playSound(self._punchSound)
                    self._setReady(m.value)
Exemplo n.º 34
0
def Modify_onPlayerLeave(self, player):
    """
    Called when a previously-accepted bs.Player leaves the session.
    """
    # remove them from the game rosters
    pid = player.get_account_id()

    if pid is None:
        idset = {
            p.get_account_id()
            for p in self.players if p.get_account_id() is not None
        }
        diff = list(set(db.cache.keys()) - idset)
    else:
        diff = [pid]

    if len(diff) > 1: print 'more than one diff:', diff

    for i in diff:
        db.playerLeave(i)

    if player in self.players:

        bs.playSound(bs.getSound('playerLeft'))

        # this will be None if the player is still in the chooser
        team = player.getTeam()

        activity = self._activityWeak()

        # if he had no team, he's in the lobby
        # if we have a current activity with a lobby, ask them to remove him
        if team is None:
            with bs.Context(self):
                try:
                    self._lobby.removeChooser(player)
                except Exception:
                    bs.printException(
                        'Error: exception in Lobby.removeChooser()')

        # *if* he was actually in the game, announce his departure
        if team is not None and len(activity.players) <= 3:
            bs.screenMessage(
                bs.Lstr(resource='playerLeftText',
                        subs=[('${PLAYER}', player.getName(full=True))]))

        # remove him from his team and session lists
        # (he may not be on the team list since player are re-added to
        # team lists every activity)
        if team is not None and player in team.players:

            # testing.. can remove this eventually
            if isinstance(self, bs.FreeForAllSession):
                if len(team.players) != 1:
                    bs.printError("expected 1 player in FFA team")
            team.players.remove(player)

        # remove player from any current activity
        if activity is not None and player in activity.players:
            activity.players.remove(player)

            # run the activity callback unless its been finalized
            if not activity.isFinalized():
                try:
                    with bs.Context(activity):
                        activity.onPlayerLeave(player)
                except Exception:
                    bs.printException(
                        'exception in onPlayerLeave for activity', activity)
            else:
                bs.printError(
                    "finalized activity in onPlayerLeave; shouldn't happen")

            player._setActivity(None)

            # reset the player - this will remove its actor-ref and clear
            # its calls/etc
            try:
                with bs.Context(activity):
                    player._reset()
            except Exception:
                bs.printException(
                    'exception in player._reset in'
                    ' onPlayerLeave for player', player)

        # if we're a non-team session, remove the player's team completely
        if not self._useTeams and team is not None:

            # if the team's in an activity, call its onTeamLeave callback
            if activity is not None and team in activity.teams:
                activity.teams.remove(team)

                if not activity.isFinalized():
                    try:
                        with bs.Context(activity):
                            activity.onTeamLeave(team)
                    except Exception:
                        bs.printException(
                            'exception in onTeamLeave for activity', activity)
                else:
                    bs.printError("finalized activity in onPlayerLeave p2"
                                  "; shouldn't happen")

                # clear the team's game-data (so dying stuff will
                # have proper context)
                try:
                    with bs.Context(activity):
                        team._resetGameData()
                except Exception:
                    bs.printException('exception clearing gameData for team:',
                                      team, 'for player:', player,
                                      'in activity:', activity)

            # remove the team from the session
            self.teams.remove(team)
            try:
                with bs.Context(self):
                    self.onTeamLeave(team)
            except Exception:
                bs.printException('exception in onTeamLeave for session', self)
            # clear the team's session-data (so dying stuff will
            # have proper context)
            try:
                with bs.Context(self):
                    team._resetSessionData()
            except Exception:
                bs.printException('exception clearing sessionData for team:',
                                  team, 'in session:', self)

        # now remove them from the session list
        self.players.remove(player)

    else:
        print(
            'ERROR: Session.onPlayerLeave called'
            ' for player not in our list.')
Exemplo n.º 35
0
    def createDisplay(self,
                      x,
                      y,
                      delay,
                      outDelay=None,
                      color=None,
                      style='postGame'):

        if style == 'postGame':
            inGameColors = False
            inMainMenu = False
            hAttach = vAttach = attach = 'center'
        elif style == 'inGame':
            inGameColors = True
            inMainMenu = False
            hAttach = 'left'
            vAttach = 'top'
            attach = 'topLeft'
        elif style == 'news':
            inGameColors = True
            inMainMenu = True
            hAttach = 'center'
            vAttach = 'top'
            attach = 'topCenter'
        else:
            raise Exception('invalid style "' + style + '"')

        # attempt to determine what campaign we're in
        # (so we know whether to show "hard mode only")
        if inMainMenu:
            hmo = False
        else:
            try:
                hmo = (self._hardModeOnly
                       and bs.getSession()._campaignInfo['campaign'] == 'Easy')
            except Exception:
                bs.printException("unable to determine campaign")
                hmo = False

        activity = bs.getActivity()
        if inGameColors:
            objs = []
            outDelayFin = (delay + outDelay) if outDelay is not None else None
            if color is not None:
                c1 = (2.0 * color[0], 2.0 * color[1], 2.0 * color[2], color[3])
                c2 = color
            else:
                c1 = (1.5, 1.5, 2, 1.0)
                c2 = (0.8, 0.8, 1.0, 1.0)

            if hmo:
                c1 = (c1[0], c1[1], c1[2], c1[3] * 0.6)
                c2 = (c2[0], c2[1], c2[2], c2[3] * 0.2)

            objs.append(
                bsUtils.Image(self.getIconTexture(False),
                              hostOnly=True,
                              color=c1,
                              position=(x - 25, y + 5),
                              attach=attach,
                              transition='fadeIn',
                              transitionDelay=delay,
                              vrDepth=4,
                              transitionOutDelay=outDelayFin,
                              scale=(40, 40)).autoRetain())
            txt = self.getDisplayString()
            txtS = 0.85
            txtMaxW = 300
            objs.append(
                bsUtils.Text(txt,
                             hostOnly=True,
                             maxWidth=txtMaxW,
                             position=(x, y + 2),
                             transition='fadeIn',
                             scale=txtS,
                             flatness=0.6,
                             shadow=0.5,
                             hAttach=hAttach,
                             vAttach=vAttach,
                             color=c2,
                             transitionDelay=delay + 50,
                             transitionOutDelay=outDelayFin).autoRetain())
            # txt2 = self.getDescriptionLocalized()
            txt2S = 0.62
            txt2MaxW = 400
            objs.append(
                bsUtils.Text(self.getDescriptionFull()
                             if inMainMenu else self.getDescription(),
                             hostOnly=True,
                             maxWidth=txt2MaxW,
                             position=(x, y - 14),
                             transition='fadeIn',
                             vrDepth=-5,
                             hAttach=hAttach,
                             vAttach=vAttach,
                             scale=txt2S,
                             flatness=1.0,
                             shadow=0.5,
                             color=c2,
                             transitionDelay=delay + 100,
                             transitionOutDelay=outDelayFin).autoRetain())

            if hmo:
                t = bsUtils.Text(bs.Lstr(resource='difficultyHardOnlyText'),
                                 hostOnly=True,
                                 maxWidth=txt2MaxW * 0.7,
                                 position=(x + 60, y + 5),
                                 transition='fadeIn',
                                 vrDepth=-5,
                                 hAttach=hAttach,
                                 vAttach=vAttach,
                                 hAlign='center',
                                 vAlign='center',
                                 scale=txtS * 0.8,
                                 flatness=1.0,
                                 shadow=0.5,
                                 color=(1, 1, 0.6, 1),
                                 transitionDelay=delay + 100,
                                 transitionOutDelay=outDelayFin).autoRetain()
                t.node.rotate = 10
                objs.append(t)

            # ticket-award
            awardX = -100
            objs.append(
                bsUtils.Text(bs.getSpecialChar('ticket'),
                             hostOnly=True,
                             position=(x + awardX + 33, y + 7),
                             transition='fadeIn',
                             scale=1.5,
                             hAttach=hAttach,
                             vAttach=vAttach,
                             hAlign='center',
                             vAlign='center',
                             color=(1, 1, 1, 0.2 if hmo else 0.4),
                             transitionDelay=delay + 50,
                             transitionOutDelay=outDelayFin).autoRetain())
            objs.append(
                bsUtils.Text('+' + str(self.getAwardTicketValue()),
                             hostOnly=True,
                             position=(x + awardX + 28, y + 16),
                             transition='fadeIn',
                             scale=0.7,
                             flatness=1,
                             hAttach=hAttach,
                             vAttach=vAttach,
                             hAlign='center',
                             vAlign='center',
                             color=(c2),
                             transitionDelay=delay + 50,
                             transitionOutDelay=outDelayFin).autoRetain())

        else:
            complete = self.isComplete()
            objs = []
            cIcon = self.getIconColor(complete)
            if hmo and not complete:
                cIcon = (cIcon[0], cIcon[1], cIcon[2], cIcon[3] * 0.3)
            objs.append(
                bsUtils.Image(self.getIconTexture(complete),
                              hostOnly=True,
                              color=cIcon,
                              position=(x - 25, y + 5),
                              attach=attach,
                              vrDepth=4,
                              transition='inRight',
                              transitionDelay=delay,
                              transitionOutDelay=None,
                              scale=(40, 40)).autoRetain())
            if complete:
                objs.append(
                    bsUtils.Image(
                        bs.getTexture('achievementOutline'),
                        hostOnly=True,
                        modelTransparent=bs.getModel('achievementOutline'),
                        color=(2, 1.4, 0.4, 1),
                        vrDepth=8,
                        position=(x - 25, y + 5),
                        attach=attach,
                        transition='inRight',
                        transitionDelay=delay,
                        transitionOutDelay=None,
                        scale=(40, 40)).autoRetain())
            else:

                if not complete:
                    awardX = -100
                    objs.append(
                        bsUtils.Text(bs.getSpecialChar('ticket'),
                                     hostOnly=True,
                                     position=(x + awardX + 33, y + 7),
                                     transition='inRight',
                                     scale=1.5,
                                     hAttach=hAttach,
                                     vAttach=vAttach,
                                     hAlign='center',
                                     vAlign='center',
                                     color=(1, 1, 1, 0.4) if complete else
                                     (1, 1, 1, (0.1 if hmo else 0.2)),
                                     transitionDelay=delay + 50,
                                     transitionOutDelay=None).autoRetain())
                    objs.append(
                        bsUtils.Text('+' + str(self.getAwardTicketValue()),
                                     hostOnly=True,
                                     position=(x + awardX + 28, y + 16),
                                     transition='inRight',
                                     scale=0.7,
                                     flatness=1,
                                     hAttach=hAttach,
                                     vAttach=vAttach,
                                     hAlign='center',
                                     vAlign='center',
                                     color=((0.8, 0.93, 0.8,
                                             1.0) if complete else
                                            (0.6, 0.6, 0.6,
                                             (0.2 if hmo else 0.4))),
                                     transitionDelay=delay + 50,
                                     transitionOutDelay=None).autoRetain())
                    # show 'hard-mode-only' only over incomplete achievements
                    # when that's the case..
                    if hmo:
                        t = bsUtils.Text(
                            bs.Lstr(resource='difficultyHardOnlyText'),
                            hostOnly=True,
                            maxWidth=300 * 0.7,
                            position=(x + 60, y + 5),
                            transition='fadeIn',
                            vrDepth=-5,
                            hAttach=hAttach,
                            vAttach=vAttach,
                            hAlign='center',
                            vAlign='center',
                            scale=0.85 * 0.8,
                            flatness=1.0,
                            shadow=0.5,
                            color=(1, 1, 0.6, 1),
                            transitionDelay=delay + 50,
                            transitionOutDelay=None).autoRetain()
                        t.node.rotate = 10
                        objs.append(t)

            objs.append(
                bsUtils.Text(self.getDisplayString(),
                             hostOnly=True,
                             maxWidth=300,
                             position=(x, y + 2),
                             transition='inRight',
                             scale=0.85,
                             flatness=0.6,
                             hAttach=hAttach,
                             vAttach=vAttach,
                             color=((0.8, 0.93, 0.8, 1.0) if complete else
                                    (0.6, 0.6, 0.6, (0.2 if hmo else 0.4))),
                             transitionDelay=delay + 50,
                             transitionOutDelay=None).autoRetain())
            objs.append(
                bsUtils.Text(self.getDescriptionComplete()
                             if complete else self.getDescription(),
                             hostOnly=True,
                             maxWidth=400,
                             position=(x, y - 14),
                             transition='inRight',
                             vrDepth=-5,
                             hAttach=hAttach,
                             vAttach=vAttach,
                             scale=0.62,
                             flatness=1.0,
                             color=((0.6, 0.6, 0.6, 1.0) if complete else
                                    (0.6, 0.6, 0.6, (0.2 if hmo else 0.4))),
                             transitionDelay=delay + 100,
                             transitionOutDelay=None).autoRetain())
        return objs