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powers.py
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"""
Changelog
1.2.0:
* Nadesplotion now makes you immune to your own grenade damage.
* Made Erector power less useless (now every level has 25 uses).
1.1.2:
* Fixed erector crash under certain circumstances.
* OS: Fixed "switch to block tool" message showing even to players who don't have teleport power.
1.1.1:
* Balanced teleport ranges.
* Now players can only teleport when holding block tool (fixes #10).
* Add new teleport global notification.
1.1.0:
* Reworked Deadly Dice.
* Reworked Teleportation (Now uses SNEAK + GET COLOR BUTTON, V + E).
* /checkpowers can now accept ids with #.
* Added on teleport IRC message.
1.0.2:
* Re-enabled regeneration.
1.0.1:
* /checkpowers can now be used by every player.
1.0.0:
* intelrpg2.py -> powers.py
* Now using semantic versioning.
* New command /checkpowers id
"""
# Script by Danke!
# Edits by iCherry, Hourai (Yui)
# Bugfix by lecom ;)
from pyspades.server import grenade_packet
from pyspades.world import Grenade
from pyspades.common import Vertex3
from pyspades.collision import distance_3d_vector
from pyspades.server import block_action
from pyspades.constants import *
from commands import add, admin
from twisted.internet.reactor import callLater, seconds
import random
import commands
import buildbox
import cbc
ARMOR, DEADLY_DICE, TEAMMATE, TELEP, REGEN, POISON, NADEPL, ERECTOR = xrange(8)
TP_RANGE = [0, 64, 128, 192]
def clearpowers(connection):
connection.intel_clear()
return "You've sucessfully lost all your powers!"
add(clearpowers)
def checkpowers(connection, player_id=None):
proto = connection.protocol
if player_id[0] == '#':
player_id = player_id[1:]
player_id = int(player_id)
if player_id is None:
return "No player ID specified."
else:
if player_id in proto.players:
message = ("Player \"%s\" has " % proto.players[player_id].name) + proto.players[player_id].explain_power()
return message
else:
return "Player not found."
add(checkpowers)
def power(connection, value = 8):
value = int(value)
if value > 7:
connection.send_chat("Type /current to see current powers")
connection.send_chat("Type /powerpref for info on setting prefered power")
connection.send_chat('2 - Good Teammate 5 - Poison Bullets 6 - Nadesplosion')
connection.send_chat('1 - Deadly Dice 4 - Regeneration 7 - Erector')
connection.send_chat('0 - Armor 3 - Teleportation')
connection.send_chat("Type /power # to read about a power:")
elif value == ARMOR:
connection.send_chat("Level 3 - Take 1/8 damage from body-shots and grenades.")
connection.send_chat("Level 2 - Take 1/4 damage from body-shots and grenades.")
connection.send_chat("Level 1 - Take 1/2 damage from body-shots and grenades.")
connection.send_chat("The power of Armor:")
elif value == DEADLY_DICE:
connection.send_chat("Level 3 - A 20% chance to instantly kill any target you hit.")
connection.send_chat("Level 2 - A 15% chance to instantly kill any target you hit.")
connection.send_chat("Level 1 - A 10% chance to instantly kill any target you hit.")
connection.send_chat("The power of Deadly Dice:")
elif value == TEAMMATE:
connection.send_chat("Good Teammate also cures poison when healing!")
connection.send_chat("Level 3 - Both levels apply (50 hp total for headshot)")
connection.send_chat("Level 2 - Every kill you make will heal you and nearby teammates 30 hp.")
connection.send_chat("Level 1 - Every headshot you make will heal you and nearby teammates 20 hp.")
connection.send_chat("The power of the Good Teammate:")
elif value == TELEP:
connection.send_chat("Level 3 - Range increased to %d and uses increased to 3." % TP_RANGE[3])
connection.send_chat("Level 2 - Range increased to %d." % TP_RANGE[2])
connection.send_chat("Level 1 - Press V + E while holding BLOCK TOOL to teleport where you are aiming, maximum range of %d." % TP_RANGE[1])
connection.send_chat("The power of Teleportation (Toggle with /toggle_teleport):")
elif value == REGEN:
connection.send_chat("Regen does not work while poisoned!")
connection.send_chat("Level 3 - Regenerate 10 HP per second.")
connection.send_chat("Level 2 - Regenerate 5 HP per second.")
connection.send_chat("Level 1 - Regenerate 2 HP per second.")
connection.send_chat("The power of Regeneration:")
elif value == POISON:
connection.send_chat("Level 3 - Your bullets do 3 damage per second after hitting")
connection.send_chat("Level 2 - Your bullets do 2 damage per second after hitting")
connection.send_chat("Level 1 - Your bullets do 1 damage per second after hitting")
connection.send_chat("The power of Poison Bullets:")
elif value == NADEPL:
connection.send_chat("Level 3 - A 50% chance headshots cause an explosion.")
connection.send_chat("Level 2 - A 25% chance headshots cause an explosion.")
connection.send_chat("Level 1 - A 10% chance headshots cause an explosion.")
connection.send_chat("All levels - You become immune to your own grenades.")
connection.send_chat("The power of Nadesplosion:")
elif value == ERECTOR:
connection.send_chat("Level 3 - Every block place makes a 6 high pillar (25 uses)")
connection.send_chat("Level 2 - Every block place makes a 4 high pillar (25 uses)")
connection.send_chat("Level 1 - Every block place makes a 2 high pillar (25 uses)")
connection.send_chat("The power of Erector (Toggle with /toggle_erector):")
add(power)
@admin
def cheatpower(connection):
try:
connection.intel_upgrade()
connection.send_chat("You have %s" % connection.explain_power())
except TypeError as e:
print e
add(cheatpower)
def cheaterectorsBIGKOK(connection):
connection.erector_uses = connection.erector_uses + 10
add(cheaterectorsBIGKOK)
def toggle_teleport(connection):
connection.Ttoggle_teleport = not connection.Ttoggle_teleport
connection.send_chat("Toggled teleport power to %r" % connection.Ttoggle_teleport)
add(toggle_teleport)
def toggle_erector(connection):
connection.Ttoggle_erector = not connection.Ttoggle_erector
connection.send_chat("Toggled erector power to %r" % connection.Ttoggle_erector)
add(toggle_erector)
def powerpref(connection, value = 8):
value = int(value)
if value > 7:
connection.send_chat('2 - Good Teammate 5 - Poison Bullets 6 - Nadesplosion')
connection.send_chat('1 - Deadly Dice 4 - Regeneration 7 - Erector')
connection.send_chat('0 - Armor 3 - Teleportation')
connection.send_chat("Type /powerpref # to set a preference")
connection.send_chat("Preference is ignored on your first intel grab.")
elif value <= 8:
connection.intel_power_pref = value
connection.send_chat("Preference saved.")
add(powerpref)
def current(connection):
connection.send_chat("Type /clearpowers to remove all your current powers")
message = "You have " + connection.explain_power()
return message
add(current)
def apply_script(protocol, connection, config):
protocol, connection = cbc.apply_script(protocol, connection, config)
class IntelPowerConnection(connection):
def __init__(self, *args, **kwargs):
self.intel_p_lvl = [0,0,0,0,0,0,0,0]
connection.__init__(self, *args, **kwargs)
def on_login(self, name):
self.intel_clear()
self.headshot_splode = False
self.power_kills = 0
self.erector_uses = 0
self.Ttoggle_erector = True
self.Ttoggle_teleport = True
self.grenade_immunity_msg_timeout = False
return connection.on_login(self, name)
def _grenade_immunity_timout(self):
if (self.grenade_immunity_msg_timeout):
self.grenade_immunity_msg_timeout = False
def explain_temp(self):
message = ""
message = ("Armor level %s" % self.intel_p_lvl[0]) if self.intel_temp == 0 else message
message = ("Deadly Dice level %s" % self.intel_p_lvl[1]) if self.intel_temp == 1 else message
message = ("Good Teammate level %s" % self.intel_p_lvl[2]) if self.intel_temp == 2 else message
message = ("Teleportation level %s" % self.intel_p_lvl[3]) if self.intel_temp == 3 else message
message = ("Regeneration level %s" % self.intel_p_lvl[4]) if self.intel_temp == 4 else message
message = ("Poison Bullets level %s" % self.intel_p_lvl[5]) if self.intel_temp == 5 else message
message = ("Nadesplosion level %s" % self.intel_p_lvl[6]) if self.intel_temp == 6 else message
message = ("Erector level %s" % self.intel_p_lvl[7]) if self.intel_temp == 7 else message
return(message)
def explain_power(self):
message = "powers: "
message += ("Armor level %s, " % self.intel_p_lvl[0]) if self.intel_p_lvl[0] > 0 else ""
message += ("Deadly Dice level %s, " % self.intel_p_lvl[1]) if self.intel_p_lvl[1] > 0 else ""
message += ("Good Teammate level %s, " % self.intel_p_lvl[2]) if self.intel_p_lvl[2] > 0 else ""
message += ("Teleportation level %s, " % self.intel_p_lvl[3]) if self.intel_p_lvl[3] > 0 else ""
message += ("Regeneration level %s, " % self.intel_p_lvl[4]) if self.intel_p_lvl[4] > 0 else ""
message += ("Poison Bullets level %s, " % self.intel_p_lvl[5]) if self.intel_p_lvl[5] > 0 else ""
message += ("Nadesplosion level %s, " % self.intel_p_lvl[6]) if self.intel_p_lvl[6] > 0 else ""
message += ("Erector level %s, " % self.intel_p_lvl[7]) if self.intel_p_lvl[7] > 0 else ""
if message == "powers: ":
message = "no powers"
else:
message = message[:-2]
return(message)
def nadesplode(self, hit_player):
self.protocol.world.create_object(Grenade, 0.0, hit_player.world_object.position, None, Vertex3(), self.nadepl_exploded)
grenade_packet.value = 0.1
grenade_packet.player_id = self.player_id
grenade_packet.position = (hit_player.world_object.position.x, hit_player.world_object.position.y, hit_player.world_object.position.z)
grenade_packet.velocity = (0.0, 0.0, 0.0)
self.protocol.send_contained(grenade_packet)
def nadepl_exploded(self, grenade):
self.headshot_splode = True
connection.grenade_exploded(self, grenade)
def on_hit(self, hit_amount, hit_player, type, grenade):
value = connection.on_hit(self, hit_amount, hit_player, type, grenade)
if (self.intel_p_lvl[6] and grenade and self.player_id == hit_player.player_id):
if not self.grenade_immunity_msg_timeout:
self.send_chat("You are immunized against all danger!")
self.grenade_immunity_msg_timeout = True
callLater(3, self._grenade_immunity_timout)
return 0
if value is not None or hit_player.team == self.team:
return value
value = hit_amount
if hit_player.intel_p_lvl[0] > 0:
if type != HEADSHOT_KILL and type != MELEE_KILL:
if hit_player.intel_p_lvl[0] == 3:
value *= .125
if hit_player.intel_p_lvl[0] == 2:
value *= .25
if hit_player.intel_p_lvl[0] == 1:
value *= .50
else:
self.send_chat("%s is wearing armor! Aim for the head!" % hit_player.name )
if self.intel_p_lvl[1] > 0:
dice_roll = random.randint(1, 100)
if dice_roll <= 20 and self.intel_p_lvl[1] == 3:
value = 100
hit_player.send_chat("You have been instakilled by %s !" % self.name)
self.send_chat("Alea iacta est... You have rolled the dice of life and instakilled %s!" % hit_player.name)
if dice_roll <= 15 and self.intel_p_lvl[1] == 2:
value = 100
hit_player.send_chat("You have been instakilled by %s !" % self.name)
self.send_chat("Alea iacta est... You have rolled the dice of life and instakilled %s!" % hit_player.name)
if dice_roll <= 10 and self.intel_p_lvl[1] == 1:
value = 100
hit_player.send_chat("You have been instakilled by %s !" % self.name)
self.send_chat("Alea iacta est... You have rolled the dice of life and instakilled %s!" % hit_player.name)
if self.intel_p_lvl[5] > 0:
hit_player.send_chat("You have been poisoned by %s ! Get to the tent to cure it!" % self.name)
hit_player.poisoner = self
hit_player.poison = self.intel_p_lvl[5]
return value
def on_kill(self, killer, type, grenade):
if killer != self and killer is not None:
self.send_chat("Type /power for more info on Intel Powers")
self.send_chat("You were killed by %s who had %s" % (killer.name, killer.explain_power()))
if killer.intel_p_lvl[2] > 0:
healcount = 0
if killer.intel_p_lvl[2] != 2 and type == HEADSHOT_KILL:
healcount += 1
killer.heal_team(10)
if killer.intel_p_lvl[2] > 1:
healcount += 1
killer.heal_team(30)
if healcount > 0:
killer.send_chat("Your kill has healed you and your teammates!")
if killer.intel_p_lvl[6] > 0 and type == HEADSHOT_KILL:
dice_roll = random.randint(1, 100)
if dice_roll <= 50 and killer.intel_p_lvl[6] == 3:
killer.nadesplode(self)
if dice_roll <= 25 and killer.intel_p_lvl[6] == 2:
killer.nadesplode(self)
if dice_roll <= 10 and killer.intel_p_lvl[6] == 1:
killer.nadesplode(self)
killer.power_kills = killer.power_kills + 1
if killer.power_kills == 10:
killer.power_kills = 0
killer.send_chat("You have reached 10 kills, you get a power-up!")
killer.intel_upgrade()
return connection.on_kill(self, killer, type, grenade)
def on_spawn(self, pos):
if self.intel_p_lvl[3] == 3:
self.teleport_uses = 3
else:
self.teleport_uses = 2
if self.intel_p_lvl[7] == 1:
self.erector_uses = 25
elif self.intel_p_lvl[7] == 2:
self.erector_uses = 25
else:
self.erector_uses = 25
self.power_kills = 0
self.poisoner = None
self.poison = 0
self.intel_downgrade()
self.send_chat("Type /power for more information!")
self.send_chat("You have %s" % self.explain_power())
return connection.on_spawn(self, pos)
def heal_team(self, value):
for player in self.team.get_players():
if player is None or player.hp <= 0:
return
dist = distance_3d_vector(self.world_object.position, player.world_object.position)
if dist <= 16.0 or player == self:
player.poison = 0
player.poisoner = None
player.set_hp(player.hp + value, type = FALL_KILL)
if player != self:
player.send_chat("You have been healed by %s " % self.name)
def intel_every_second(self):
if self is None or self.hp <= 0:
return
self.headshot_splode = False
if self.poison > 0 and self.poisoner is not None and self.poisoner.world_object is not None:
self.hit(self.poison, self.poisoner)
elif self.intel_p_lvl[4] > 0:
if self.intel_p_lvl[4] == 3:
self.set_hp(self.hp + 10, type = FALL_KILL)
if self.intel_p_lvl[4] == 2:
self.set_hp(self.hp + 5, type = FALL_KILL)
if self.intel_p_lvl[4] == 1:
self.set_hp(self.hp + 2, type = FALL_KILL)
def on_refill(self):
if self.intel_p_lvl[3] == 3:
self.send_chat("3 teleport uses refilled.")
self.teleport_uses = 3
elif self.intel_p_lvl[3] == 2:
self.send_chat("2 teleport uses refilled.")
self.teleport_uses = 2
if self.poison > 0:
self.send_chat("You have been cured of the poison!")
self.poison = 0
self.poisoner = None
if self.intel_p_lvl[7] == 1:
self.erector_uses = 25
self.send_chat("You have 25 Erector uses (2 high)")
elif self.intel_p_lvl[7] == 2:
self.erector_uses = 25
self.send_chat("You have 25 Erector uses (4 high)")
elif self.intel_p_lvl[7] == 3:
self.erector_uses = 25
self.send_chat("You have 25 Erector uses (6 high)")
return connection.on_refill(self)
def on_flag_take(self):
if connection.on_flag_take(self) is not False:
self.intel_temporary()
self.send_chat("Bring intel to your base to keep it!")
self.send_chat("You have temporarily gained power: %s" % self.explain_temp())
def on_color_set(self, color):
if (self.tool != BLOCK_TOOL and self.intel_p_lvl[3] and self.intel_p_lvl[3] >= 1):
self.send_chat("Switch to BLOCK TOOL to use teleport!")
return connection.on_color_set(self, color)
try:
if self.intel_p_lvl[3] and self.intel_p_lvl[3] >= 1:
if self.world_object.sneak:
ray_dist = TP_RANGE[self.intel_p_lvl[3]]
location = self.world_object.cast_ray(ray_dist)
if location:
x, y, z = location
self.do_teleport(x, y, z)
else:
self.send_chat("Teleport out of range!")
except AttributeError as e:
# This shouldn't be reached under normal conditions
print "self.intel_p_lvl not found for player #%d, player is a bot perhaps?" % self.player_id
print "If you see this message, please report it lol"
self.intel_clear()
return connection.on_color_set(self, color)
def on_flag_capture(self):
if connection.on_flag_capture(self) is not False:
self.intel_temp = False
self.send_chat("Type /power for more information!")
self.send_chat("You have %s" % self.explain_power())
connection.on_flag_capture(self)
def do_teleport(self, x, y, z):
if (self.Ttoggle_teleport):
if self != self.team.other.flag.player:
if self.teleport_uses == 0:
self.send_chat("You've run out of teleport uses!")
if self.teleport_uses > 0:
self.teleport_uses -= 1
self.send_chat("%s teleport uses remaining." % self.teleport_uses)
self.clear_tele_area(x, y, z)
self.set_location_safe((x, y, z-1))
msg = "%s (#%d) used Teleport!" % (self.name, self.player_id)
msg2 = "%s used Teleport!" % (self.name)
self.protocol.irc_say(msg)
self.protocol.send_chat(msg2)
print msg
else:
self.send_chat("You can't teleport while holding intel!")
return
def sign(self, x):
return (x > 0) - (x < 0)
def erect(self, x, y, z, height):
z2 = min(61, max(0, z - height + self.sign(height)))
buildbox.build_filled(self.protocol, x, y, z, x, y, z2, self.color, self.god, self.god_build)
def on_block_build(self, x, y ,z):
if (self.Ttoggle_erector):
if self.intel_p_lvl[7] != 0:
if self.erector_uses > 0:
if self.intel_p_lvl[7] == 1:
self.erect(x, y, z, 2)
elif self.intel_p_lvl[7] == 2:
self.erect(x, y, z, 4)
elif self.intel_p_lvl[7] == 3:
self.erect(x, y, z, 6)
self.erector_uses = self.erector_uses-1
if self.erector_uses == 0:
self.send_chat("You've run out of erector uses!")
return connection.on_block_build(self, x, y, z)
def clear_tele_area(self, x, y, z):
return
map = self.protocol.map
for nade_x in xrange(x - 1, x + 2):
for nade_y in xrange(y - 1, y + 2):
for nade_z in xrange(z - 1, z + 2):
if nade_x > 0 and nade_x < 512 and nade_y > 0 and nade_y < 512 and nade_z > 0 and nade_z < 63:
map.remove_point(nade_x, nade_y, nade_z)
block_action.x = x
block_action.y = y
block_action.z = z
block_action.value = 3
block_action.player_id = self.player_id
self.protocol.send_contained(block_action, save = True)
def intel_temporary(self):
self.intel_temp = self.intel_upgrade()
def intel_upgrade(self):
say = self.send_chat
if sum(self.intel_p_lvl) >= 24:
say("You have every power maxed out!")
return False
dice_roll = random.randint(0, 7)
if self.intel_power_pref != 8 and sum(self.intel_p_lvl) != 0:
dice_roll = self.intel_power_pref
if self.intel_p_lvl[dice_roll] < 3:
self.intel_p_lvl[dice_roll] += 1
return dice_roll
while (self.intel_p_lvl[dice_roll] == 3):
dice_roll = random.randint(0, 7)
self.intel_power_pref = dice_roll if sum(self.intel_p_lvl) != 0 or self.intel_power_pref == 7 else self.intel_power_pref
self.intel_p_lvl[dice_roll] += 1
return dice_roll
def intel_downgrade(self):
if self.intel_temp is False:
return
self.intel_p_lvl[self.intel_temp] -= 1
self.intel_temp = False
def intel_clear(self):
self.poisoner = None
self.poison = 0
self.intel_p_lvl = [0,0,0,0,0,0,0,0]
self.intel_power_pref = 8
self.intel_temp = False
class IntelPowerProtocol(protocol):
intel_second_counter = 0
def on_game_end(self):
for player in self.players.values():
player.intel_clear()
self.send_chat("Round is over! Intel Powers have been reset!")
protocol.on_game_end(self)
def on_world_update(self):
self.intel_second_counter += 1
if self.intel_second_counter >= 90:
for player in self.players.values():
player.intel_every_second()
self.intel_second_counter = 0
protocol.on_world_update(self)
return IntelPowerProtocol, IntelPowerConnection