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bsBaseTeamAttack.py
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import bs
def bsGetAPIVersion():
# see bombsquadgame.com/apichanges
return 4
def bsGetGames():
return [BaseAttackGame]
class BaseAttackGame(bs.TeamGameActivity):
@classmethod
def getName(cls):
return 'Team base attck'
@classmethod
def getDescription(cls, sessionType):
return 'Destroy enemies\'s base'
@classmethod
def supportsSessionType(cls, sessionType):
return True if issubclass(sessionType, bs.TeamsSession) else False
@classmethod
def getSupportedMaps(cls, sessionType):
return bs.getMapsSupportingPlayType("teamFlag")
@classmethod
def getSettings(cls, sessionType):
return [
("Score to Win", {'minValue': 1, 'default': 1}),
("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}),
("Epic Mode", {'default': False})]
def __init__(self, settings):
bs.TeamGameActivity.__init__(self, settings)
self._scoreBoard = bs.ScoreBoard()
if self.settings['Epic Mode']: self._isSlowMotion = True
def getInstanceDescription(self):
if self.settings['Score to Win'] == 1: return 'Destroy enemies\'s base.'
else:
return ('Destroy enemies\'s base ${ARG1} times.',
self.settings['Score to Win'])
def getInstanceScoreBoardDescription(self):
if self.settings['Score to Win'] == 1: return 'Destroy 1 base.'
else: return ('Destroy ${ARG1} bases.', self.settings['Score to Win'])
def onTransitionIn(self):
bs.TeamGameActivity.onTransitionIn(
self,
music='Epic' if self.settings['Epic Mode'] else 'FlagCatcher')
def onTeamJoin(self, team):
team.gameData['score'] = 0
team.gameData['flagReturnTouches'] = 0
team.gameData['homeFlagAtBase'] = True
team.gameData['touchReturnTimer'] = None
team.gameData['enemyFlagAtBase'] = False
team.gameData['basePos'] = self.getMap().getFlagPosition(team.getID())
team.gameData['basePos'] = (team.gameData['basePos'][0],
team.gameData['basePos'][1] + 0.5,
team.gameData['basePos'][2])
self.projectFlagStand(team.gameData['basePos'])
bs.newNode(
'light',
attrs={
'position': team.gameData['basePos'],
'intensity': 0.6,
'heightAttenuated': False,
'volumeIntensityScale': 0.1,
'radius': 0.1,
'color': team.color
})
self._spawnFlagForTeam(team)
self._updateScoreBoard()
def onBegin(self):
bs.TeamGameActivity.onBegin(self)
self.setupStandardTimeLimit(self.settings['Time Limit'])
self.setupStandardPowerupDrops()
def _spawnFlagForTeam(self, team):
base = team.gameData['base'] = bs.BaseBlock(position=team.gameData['basePos'], team=team)
team.gameData['flagReturnTouches'] = 0
self._flashBase(team, length=1000)
bs.playSound(self._swipSound, position=base.body.position)
def _score(self, team):
team.gameData['score'] -= 1
self._flashBase(team)
self._updateScoreBoard()
# have teammates celebrate
for player in team.players:
try:
player.actor.node.handleMessage('celebrate', 2000)
except Exception:
pass
if team.gameData['score'] <= -1*self.settings['Score to Win']:
self.endGame()
def endGame(self):
results = bs.TeamGameResults()
for t in self.teams:
results.setTeamScore(t, t.gameData['score'])
self.end(results=results, announceDelay=800)
def _flashBase(self, team, length=2000):
light = bs.newNode(
'light',
attrs={
'position': team.gameData['basePos'],
'heightAttenuated': False,
'radius': 0.7,
'color': team.color
})
bs.animate(light, 'intensity', {0: 0, 250: 2.0, 500: 0}, loop=True)
bs.gameTimer(length, light.delete)
def spawnPlayerSpaz(self, *args, **keywds):
# intercept new spazzes and add our team material for them
spaz = bs.TeamGameActivity.spawnPlayerSpaz(self, *args, **keywds)
spaz.getPlayer().gameData['touchingOwnFlag'] = 0
noPhysicalMats = [
spaz.getPlayer().getTeam().gameData['spazMaterialNoFlagPhysical']
]
noCollideMats = [
spaz.getPlayer().getTeam().gameData['spazMaterialNoFlagCollide']
]
# our normal parts should still collide; just not physically
# (so we can calc restores)
spaz.node.materials = list(spaz.node.materials) + noPhysicalMats
spaz.node.rollerMaterials = list(
spaz.node.rollerMaterials) + noPhysicalMats
# pickups and punches shouldn't hit at all though
spaz.node.punchMaterials = list(
spaz.node.punchMaterials) + noCollideMats
spaz.node.pickupMaterials = list(
spaz.node.pickupMaterials) + noCollideMats
spaz.node.extrasMaterials = list(
spaz.node.extrasMaterials) + noCollideMats
return spaz
def _updateScoreBoard(self):
for team in self.teams:
self._scoreBoard.setTeamValue(team, team.gameData['score'],
self.settings['Score to Win'])
def handleMessage(self, m):
if isinstance(m, bs.PlayerSpazDeathMessage):
bs.TeamGameActivity.handleMessage(self, m) # augment standard
self.respawnPlayer(m.spaz.getPlayer())
elif isinstance(m, bs.BaseDestroyedMessage):
bs.gameTimer(3000, bs.Call(self._spawnFlagForTeam,
self._checkBases()))
else:
bs.TeamGameActivity.handleMessage(self, m)
def _checkBases(self):
for team in self.teams:
if not team.gameData['base'].exists():
self._score(team)
return team