bascenev1lib.game.deathmatch

DeathMatch game and support classes.

  1# Released under the MIT License. See LICENSE for details.
  2#
  3"""DeathMatch game and support classes."""
  4
  5# ba_meta require api 8
  6# (see https://ballistica.net/wiki/meta-tag-system)
  7
  8from __future__ import annotations
  9
 10from typing import TYPE_CHECKING, override
 11
 12import bascenev1 as bs
 13
 14from bascenev1lib.actor.playerspaz import PlayerSpaz
 15from bascenev1lib.actor.scoreboard import Scoreboard
 16
 17if TYPE_CHECKING:
 18    from typing import Any, Sequence
 19
 20
 21class Player(bs.Player['Team']):
 22    """Our player type for this game."""
 23
 24
 25class Team(bs.Team[Player]):
 26    """Our team type for this game."""
 27
 28    def __init__(self) -> None:
 29        self.score = 0
 30
 31
 32# ba_meta export bascenev1.GameActivity
 33class DeathMatchGame(bs.TeamGameActivity[Player, Team]):
 34    """A game type based on acquiring kills."""
 35
 36    name = 'Death Match'
 37    description = 'Kill a set number of enemies to win.'
 38
 39    # Print messages when players die since it matters here.
 40    announce_player_deaths = True
 41
 42    @override
 43    @classmethod
 44    def get_available_settings(
 45        cls, sessiontype: type[bs.Session]
 46    ) -> list[bs.Setting]:
 47        settings = [
 48            bs.IntSetting(
 49                'Kills to Win Per Player',
 50                min_value=1,
 51                default=5,
 52                increment=1,
 53            ),
 54            bs.IntChoiceSetting(
 55                'Time Limit',
 56                choices=[
 57                    ('None', 0),
 58                    ('1 Minute', 60),
 59                    ('2 Minutes', 120),
 60                    ('5 Minutes', 300),
 61                    ('10 Minutes', 600),
 62                    ('20 Minutes', 1200),
 63                ],
 64                default=0,
 65            ),
 66            bs.FloatChoiceSetting(
 67                'Respawn Times',
 68                choices=[
 69                    ('Shorter', 0.25),
 70                    ('Short', 0.5),
 71                    ('Normal', 1.0),
 72                    ('Long', 2.0),
 73                    ('Longer', 4.0),
 74                ],
 75                default=1.0,
 76            ),
 77            bs.BoolSetting('Epic Mode', default=False),
 78        ]
 79
 80        # In teams mode, a suicide gives a point to the other team, but in
 81        # free-for-all it subtracts from your own score. By default we clamp
 82        # this at zero to benefit new players, but pro players might like to
 83        # be able to go negative. (to avoid a strategy of just
 84        # suiciding until you get a good drop)
 85        if issubclass(sessiontype, bs.FreeForAllSession):
 86            settings.append(
 87                bs.BoolSetting('Allow Negative Scores', default=False)
 88            )
 89
 90        return settings
 91
 92    @override
 93    @classmethod
 94    def supports_session_type(cls, sessiontype: type[bs.Session]) -> bool:
 95        return issubclass(sessiontype, bs.DualTeamSession) or issubclass(
 96            sessiontype, bs.FreeForAllSession
 97        )
 98
 99    @override
100    @classmethod
101    def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]:
102        assert bs.app.classic is not None
103        return bs.app.classic.getmaps('melee')
104
105    def __init__(self, settings: dict):
106        super().__init__(settings)
107        self._scoreboard = Scoreboard()
108        self._score_to_win: int | None = None
109        self._dingsound = bs.getsound('dingSmall')
110        self._epic_mode = bool(settings['Epic Mode'])
111        self._kills_to_win_per_player = int(settings['Kills to Win Per Player'])
112        self._time_limit = float(settings['Time Limit'])
113        self._allow_negative_scores = bool(
114            settings.get('Allow Negative Scores', False)
115        )
116
117        # Base class overrides.
118        self.slow_motion = self._epic_mode
119        self.default_music = (
120            bs.MusicType.EPIC if self._epic_mode else bs.MusicType.TO_THE_DEATH
121        )
122
123    @override
124    def get_instance_description(self) -> str | Sequence:
125        return 'Crush ${ARG1} of your enemies.', self._score_to_win
126
127    @override
128    def get_instance_description_short(self) -> str | Sequence:
129        return 'kill ${ARG1} enemies', self._score_to_win
130
131    @override
132    def on_team_join(self, team: Team) -> None:
133        if self.has_begun():
134            self._update_scoreboard()
135
136    @override
137    def on_begin(self) -> None:
138        super().on_begin()
139        self.setup_standard_time_limit(self._time_limit)
140        self.setup_standard_powerup_drops()
141
142        # Base kills needed to win on the size of the largest team.
143        self._score_to_win = self._kills_to_win_per_player * max(
144            1, max((len(t.players) for t in self.teams), default=0)
145        )
146        self._update_scoreboard()
147
148    @override
149    def handlemessage(self, msg: Any) -> Any:
150        if isinstance(msg, bs.PlayerDiedMessage):
151            # Augment standard behavior.
152            super().handlemessage(msg)
153
154            player = msg.getplayer(Player)
155            self.respawn_player(player)
156
157            killer = msg.getkillerplayer(Player)
158            if killer is None:
159                return None
160
161            # Handle team-kills.
162            if killer.team is player.team:
163                # In free-for-all, killing yourself loses you a point.
164                if isinstance(self.session, bs.FreeForAllSession):
165                    new_score = player.team.score - 1
166                    if not self._allow_negative_scores:
167                        new_score = max(0, new_score)
168                    player.team.score = new_score
169
170                # In teams-mode it gives a point to the other team.
171                else:
172                    self._dingsound.play()
173                    for team in self.teams:
174                        if team is not killer.team:
175                            team.score += 1
176
177            # Killing someone on another team nets a kill.
178            else:
179                killer.team.score += 1
180                self._dingsound.play()
181
182                # In FFA show scores since its hard to find on the scoreboard.
183                if isinstance(killer.actor, PlayerSpaz) and killer.actor:
184                    killer.actor.set_score_text(
185                        str(killer.team.score) + '/' + str(self._score_to_win),
186                        color=killer.team.color,
187                        flash=True,
188                    )
189
190            self._update_scoreboard()
191
192            # If someone has won, set a timer to end shortly.
193            # (allows the dust to clear and draws to occur if deaths are
194            # close enough)
195            assert self._score_to_win is not None
196            if any(team.score >= self._score_to_win for team in self.teams):
197                bs.timer(0.5, self.end_game)
198
199        else:
200            return super().handlemessage(msg)
201        return None
202
203    def _update_scoreboard(self) -> None:
204        for team in self.teams:
205            self._scoreboard.set_team_value(
206                team, team.score, self._score_to_win
207            )
208
209    @override
210    def end_game(self) -> None:
211        results = bs.GameResults()
212        for team in self.teams:
213            results.set_team_score(team, team.score)
214        self.end(results=results)
class Player(bascenev1._player.Player[ForwardRef('Team')]):
22class Player(bs.Player['Team']):
23    """Our player type for this game."""

Our player type for this game.

Inherited Members
bascenev1._player.Player
character
actor
color
highlight
on_expire
team
customdata
sessionplayer
node
position
exists
getname
is_alive
get_icon
assigninput
resetinput
class Team(bascenev1._team.Team[bascenev1lib.game.deathmatch.Player]):
26class Team(bs.Team[Player]):
27    """Our team type for this game."""
28
29    def __init__(self) -> None:
30        self.score = 0

Our team type for this game.

score
Inherited Members
bascenev1._team.Team
players
id
name
color
manual_init
customdata
on_expire
sessionteam
class DeathMatchGame(bascenev1._teamgame.TeamGameActivity[bascenev1lib.game.deathmatch.Player, bascenev1lib.game.deathmatch.Team]):
 34class DeathMatchGame(bs.TeamGameActivity[Player, Team]):
 35    """A game type based on acquiring kills."""
 36
 37    name = 'Death Match'
 38    description = 'Kill a set number of enemies to win.'
 39
 40    # Print messages when players die since it matters here.
 41    announce_player_deaths = True
 42
 43    @override
 44    @classmethod
 45    def get_available_settings(
 46        cls, sessiontype: type[bs.Session]
 47    ) -> list[bs.Setting]:
 48        settings = [
 49            bs.IntSetting(
 50                'Kills to Win Per Player',
 51                min_value=1,
 52                default=5,
 53                increment=1,
 54            ),
 55            bs.IntChoiceSetting(
 56                'Time Limit',
 57                choices=[
 58                    ('None', 0),
 59                    ('1 Minute', 60),
 60                    ('2 Minutes', 120),
 61                    ('5 Minutes', 300),
 62                    ('10 Minutes', 600),
 63                    ('20 Minutes', 1200),
 64                ],
 65                default=0,
 66            ),
 67            bs.FloatChoiceSetting(
 68                'Respawn Times',
 69                choices=[
 70                    ('Shorter', 0.25),
 71                    ('Short', 0.5),
 72                    ('Normal', 1.0),
 73                    ('Long', 2.0),
 74                    ('Longer', 4.0),
 75                ],
 76                default=1.0,
 77            ),
 78            bs.BoolSetting('Epic Mode', default=False),
 79        ]
 80
 81        # In teams mode, a suicide gives a point to the other team, but in
 82        # free-for-all it subtracts from your own score. By default we clamp
 83        # this at zero to benefit new players, but pro players might like to
 84        # be able to go negative. (to avoid a strategy of just
 85        # suiciding until you get a good drop)
 86        if issubclass(sessiontype, bs.FreeForAllSession):
 87            settings.append(
 88                bs.BoolSetting('Allow Negative Scores', default=False)
 89            )
 90
 91        return settings
 92
 93    @override
 94    @classmethod
 95    def supports_session_type(cls, sessiontype: type[bs.Session]) -> bool:
 96        return issubclass(sessiontype, bs.DualTeamSession) or issubclass(
 97            sessiontype, bs.FreeForAllSession
 98        )
 99
100    @override
101    @classmethod
102    def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]:
103        assert bs.app.classic is not None
104        return bs.app.classic.getmaps('melee')
105
106    def __init__(self, settings: dict):
107        super().__init__(settings)
108        self._scoreboard = Scoreboard()
109        self._score_to_win: int | None = None
110        self._dingsound = bs.getsound('dingSmall')
111        self._epic_mode = bool(settings['Epic Mode'])
112        self._kills_to_win_per_player = int(settings['Kills to Win Per Player'])
113        self._time_limit = float(settings['Time Limit'])
114        self._allow_negative_scores = bool(
115            settings.get('Allow Negative Scores', False)
116        )
117
118        # Base class overrides.
119        self.slow_motion = self._epic_mode
120        self.default_music = (
121            bs.MusicType.EPIC if self._epic_mode else bs.MusicType.TO_THE_DEATH
122        )
123
124    @override
125    def get_instance_description(self) -> str | Sequence:
126        return 'Crush ${ARG1} of your enemies.', self._score_to_win
127
128    @override
129    def get_instance_description_short(self) -> str | Sequence:
130        return 'kill ${ARG1} enemies', self._score_to_win
131
132    @override
133    def on_team_join(self, team: Team) -> None:
134        if self.has_begun():
135            self._update_scoreboard()
136
137    @override
138    def on_begin(self) -> None:
139        super().on_begin()
140        self.setup_standard_time_limit(self._time_limit)
141        self.setup_standard_powerup_drops()
142
143        # Base kills needed to win on the size of the largest team.
144        self._score_to_win = self._kills_to_win_per_player * max(
145            1, max((len(t.players) for t in self.teams), default=0)
146        )
147        self._update_scoreboard()
148
149    @override
150    def handlemessage(self, msg: Any) -> Any:
151        if isinstance(msg, bs.PlayerDiedMessage):
152            # Augment standard behavior.
153            super().handlemessage(msg)
154
155            player = msg.getplayer(Player)
156            self.respawn_player(player)
157
158            killer = msg.getkillerplayer(Player)
159            if killer is None:
160                return None
161
162            # Handle team-kills.
163            if killer.team is player.team:
164                # In free-for-all, killing yourself loses you a point.
165                if isinstance(self.session, bs.FreeForAllSession):
166                    new_score = player.team.score - 1
167                    if not self._allow_negative_scores:
168                        new_score = max(0, new_score)
169                    player.team.score = new_score
170
171                # In teams-mode it gives a point to the other team.
172                else:
173                    self._dingsound.play()
174                    for team in self.teams:
175                        if team is not killer.team:
176                            team.score += 1
177
178            # Killing someone on another team nets a kill.
179            else:
180                killer.team.score += 1
181                self._dingsound.play()
182
183                # In FFA show scores since its hard to find on the scoreboard.
184                if isinstance(killer.actor, PlayerSpaz) and killer.actor:
185                    killer.actor.set_score_text(
186                        str(killer.team.score) + '/' + str(self._score_to_win),
187                        color=killer.team.color,
188                        flash=True,
189                    )
190
191            self._update_scoreboard()
192
193            # If someone has won, set a timer to end shortly.
194            # (allows the dust to clear and draws to occur if deaths are
195            # close enough)
196            assert self._score_to_win is not None
197            if any(team.score >= self._score_to_win for team in self.teams):
198                bs.timer(0.5, self.end_game)
199
200        else:
201            return super().handlemessage(msg)
202        return None
203
204    def _update_scoreboard(self) -> None:
205        for team in self.teams:
206            self._scoreboard.set_team_value(
207                team, team.score, self._score_to_win
208            )
209
210    @override
211    def end_game(self) -> None:
212        results = bs.GameResults()
213        for team in self.teams:
214            results.set_team_score(team, team.score)
215        self.end(results=results)

A game type based on acquiring kills.

DeathMatchGame(settings: dict)
106    def __init__(self, settings: dict):
107        super().__init__(settings)
108        self._scoreboard = Scoreboard()
109        self._score_to_win: int | None = None
110        self._dingsound = bs.getsound('dingSmall')
111        self._epic_mode = bool(settings['Epic Mode'])
112        self._kills_to_win_per_player = int(settings['Kills to Win Per Player'])
113        self._time_limit = float(settings['Time Limit'])
114        self._allow_negative_scores = bool(
115            settings.get('Allow Negative Scores', False)
116        )
117
118        # Base class overrides.
119        self.slow_motion = self._epic_mode
120        self.default_music = (
121            bs.MusicType.EPIC if self._epic_mode else bs.MusicType.TO_THE_DEATH
122        )

Instantiate the Activity.

name = 'Death Match'
description = 'Kill a set number of enemies to win.'
announce_player_deaths = True

Whether to print every time a player dies. This can be pertinent in games such as Death-Match but can be annoying in games where it doesn't matter.

@override
@classmethod
def get_available_settings( cls, sessiontype: type[bascenev1.Session]) -> list[bascenev1.Setting]:
43    @override
44    @classmethod
45    def get_available_settings(
46        cls, sessiontype: type[bs.Session]
47    ) -> list[bs.Setting]:
48        settings = [
49            bs.IntSetting(
50                'Kills to Win Per Player',
51                min_value=1,
52                default=5,
53                increment=1,
54            ),
55            bs.IntChoiceSetting(
56                'Time Limit',
57                choices=[
58                    ('None', 0),
59                    ('1 Minute', 60),
60                    ('2 Minutes', 120),
61                    ('5 Minutes', 300),
62                    ('10 Minutes', 600),
63                    ('20 Minutes', 1200),
64                ],
65                default=0,
66            ),
67            bs.FloatChoiceSetting(
68                'Respawn Times',
69                choices=[
70                    ('Shorter', 0.25),
71                    ('Short', 0.5),
72                    ('Normal', 1.0),
73                    ('Long', 2.0),
74                    ('Longer', 4.0),
75                ],
76                default=1.0,
77            ),
78            bs.BoolSetting('Epic Mode', default=False),
79        ]
80
81        # In teams mode, a suicide gives a point to the other team, but in
82        # free-for-all it subtracts from your own score. By default we clamp
83        # this at zero to benefit new players, but pro players might like to
84        # be able to go negative. (to avoid a strategy of just
85        # suiciding until you get a good drop)
86        if issubclass(sessiontype, bs.FreeForAllSession):
87            settings.append(
88                bs.BoolSetting('Allow Negative Scores', default=False)
89            )
90
91        return settings

Return a list of settings relevant to this game type when running under the provided session type.

@override
@classmethod
def supports_session_type(cls, sessiontype: type[bascenev1.Session]) -> bool:
93    @override
94    @classmethod
95    def supports_session_type(cls, sessiontype: type[bs.Session]) -> bool:
96        return issubclass(sessiontype, bs.DualTeamSession) or issubclass(
97            sessiontype, bs.FreeForAllSession
98        )

Class method override; returns True for ba.DualTeamSessions and ba.FreeForAllSessions; False otherwise.

@override
@classmethod
def get_supported_maps(cls, sessiontype: type[bascenev1.Session]) -> list[str]:
100    @override
101    @classmethod
102    def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]:
103        assert bs.app.classic is not None
104        return bs.app.classic.getmaps('melee')

Called by the default bascenev1.GameActivity.create_settings_ui() implementation; should return a list of map names valid for this game-type for the given bascenev1.Session type.

slow_motion = False

If True, runs in slow motion and turns down sound pitch.

default_music = None
@override
def get_instance_description(self) -> Union[str, Sequence]:
124    @override
125    def get_instance_description(self) -> str | Sequence:
126        return 'Crush ${ARG1} of your enemies.', self._score_to_win

Return a description for this game instance, in English.

This is shown in the center of the screen below the game name at the start of a game. It should start with a capital letter and end with a period, and can be a bit more verbose than the version returned by get_instance_description_short().

Note that translation is applied by looking up the specific returned value as a key, so the number of returned variations should be limited; ideally just one or two. To include arbitrary values in the description, you can return a sequence of values in the following form instead of just a string:

This will give us something like 'Score 3 goals.' in English

and can properly translate to 'Anota 3 goles.' in Spanish.

If we just returned the string 'Score 3 Goals' here, there would

have to be a translation entry for each specific number. ew.

return ['Score ${ARG1} goals.', self.settings_raw['Score to Win']]

This way the first string can be consistently translated, with any arg values then substituted into the result. ${ARG1} will be replaced with the first value, ${ARG2} with the second, etc.

@override
def get_instance_description_short(self) -> Union[str, Sequence]:
128    @override
129    def get_instance_description_short(self) -> str | Sequence:
130        return 'kill ${ARG1} enemies', self._score_to_win

Return a short description for this game instance in English.

This description is used above the game scoreboard in the corner of the screen, so it should be as concise as possible. It should be lowercase and should not contain periods or other punctuation.

Note that translation is applied by looking up the specific returned value as a key, so the number of returned variations should be limited; ideally just one or two. To include arbitrary values in the description, you can return a sequence of values in the following form instead of just a string:

This will give us something like 'score 3 goals' in English

and can properly translate to 'anota 3 goles' in Spanish.

If we just returned the string 'score 3 goals' here, there would

have to be a translation entry for each specific number. ew.

return ['score ${ARG1} goals', self.settings_raw['Score to Win']]

This way the first string can be consistently translated, with any arg values then substituted into the result. ${ARG1} will be replaced with the first value, ${ARG2} with the second, etc.

@override
def on_team_join(self, team: Team) -> None:
132    @override
133    def on_team_join(self, team: Team) -> None:
134        if self.has_begun():
135            self._update_scoreboard()

Called when a new bascenev1.Team joins the Activity.

(including the initial set of Teams)

@override
def on_begin(self) -> None:
137    @override
138    def on_begin(self) -> None:
139        super().on_begin()
140        self.setup_standard_time_limit(self._time_limit)
141        self.setup_standard_powerup_drops()
142
143        # Base kills needed to win on the size of the largest team.
144        self._score_to_win = self._kills_to_win_per_player * max(
145            1, max((len(t.players) for t in self.teams), default=0)
146        )
147        self._update_scoreboard()

Called once the previous Activity has finished transitioning out.

At this point the activity's initial players and teams are filled in and it should begin its actual game logic.

@override
def handlemessage(self, msg: Any) -> Any:
149    @override
150    def handlemessage(self, msg: Any) -> Any:
151        if isinstance(msg, bs.PlayerDiedMessage):
152            # Augment standard behavior.
153            super().handlemessage(msg)
154
155            player = msg.getplayer(Player)
156            self.respawn_player(player)
157
158            killer = msg.getkillerplayer(Player)
159            if killer is None:
160                return None
161
162            # Handle team-kills.
163            if killer.team is player.team:
164                # In free-for-all, killing yourself loses you a point.
165                if isinstance(self.session, bs.FreeForAllSession):
166                    new_score = player.team.score - 1
167                    if not self._allow_negative_scores:
168                        new_score = max(0, new_score)
169                    player.team.score = new_score
170
171                # In teams-mode it gives a point to the other team.
172                else:
173                    self._dingsound.play()
174                    for team in self.teams:
175                        if team is not killer.team:
176                            team.score += 1
177
178            # Killing someone on another team nets a kill.
179            else:
180                killer.team.score += 1
181                self._dingsound.play()
182
183                # In FFA show scores since its hard to find on the scoreboard.
184                if isinstance(killer.actor, PlayerSpaz) and killer.actor:
185                    killer.actor.set_score_text(
186                        str(killer.team.score) + '/' + str(self._score_to_win),
187                        color=killer.team.color,
188                        flash=True,
189                    )
190
191            self._update_scoreboard()
192
193            # If someone has won, set a timer to end shortly.
194            # (allows the dust to clear and draws to occur if deaths are
195            # close enough)
196            assert self._score_to_win is not None
197            if any(team.score >= self._score_to_win for team in self.teams):
198                bs.timer(0.5, self.end_game)
199
200        else:
201            return super().handlemessage(msg)
202        return None

General message handling; can be passed any message object.

@override
def end_game(self) -> None:
210    @override
211    def end_game(self) -> None:
212        results = bs.GameResults()
213        for team in self.teams:
214            results.set_team_score(team, team.score)
215        self.end(results=results)

Tell the game to wrap up and call bascenev1.Activity.end().

This method should be overridden by subclasses. A game should always be prepared to end and deliver results, even if there is no 'winner' yet; this way things like the standard time-limit (bascenev1.GameActivity.setup_standard_time_limit()) will work with the game.

Inherited Members
bascenev1._teamgame.TeamGameActivity
on_transition_in
spawn_player_spaz
end
bascenev1._gameactivity.GameActivity
tips
available_settings
scoreconfig
allow_pausing
allow_kick_idle_players
show_kill_points
create_settings_ui
getscoreconfig
getname
get_display_string
get_team_display_string
get_description
get_description_display_string
get_settings_display_string
initialplayerinfos
map
get_instance_display_string
get_instance_scoreboard_display_string
on_continue
is_waiting_for_continue
continue_or_end_game
on_player_join
respawn_player
spawn_player_if_exists
spawn_player
setup_standard_powerup_drops
setup_standard_time_limit
show_zoom_message
bascenev1._activity.Activity
settings_raw
teams
players
is_joining_activity
use_fixed_vr_overlay
inherits_slow_motion
inherits_music
inherits_vr_camera_offset
inherits_vr_overlay_center
inherits_tint
allow_mid_activity_joins
transition_time
can_show_ad_on_death
paused_text
preloads
lobby
context
globalsnode
stats
on_expire
customdata
expired
playertype
teamtype
retain_actor
add_actor_weak_ref
session
on_player_leave
on_team_leave
on_transition_out
has_transitioned_in
has_begun
has_ended
is_transitioning_out
transition_out
create_player
create_team
bascenev1._dependency.DependencyComponent
dep_is_present
get_dynamic_deps