rework on player effects , fixed hitmessage , hptag

This commit is contained in:
Ayush Saini 2023-05-06 18:16:29 +05:30
parent c78d7e5ba0
commit 0bda9ae3c7
8 changed files with 449 additions and 500 deletions

View file

@ -12,7 +12,7 @@ import random
from tools import playlist
from tools import logger
Commands = ['recents','info','createteam', 'showid', 'hideid', 'lm', 'gp', 'party', 'quit', 'kickvote', 'maxplayers', 'playlist', 'ban', 'kick', 'remove', 'end', 'quit', 'mute', 'unmute', 'slowmo', 'nv', 'dv', 'pause',
'cameramode', 'createrole', 'addrole', 'removerole', 'addcommand', 'addcmd', 'removecommand', 'getroles', 'removecmd', 'changetag', 'customtag', 'customeffect', 'add', 'spectators', 'lobbytime']
'cameramode', 'createrole', 'addrole', 'removerole', 'addcommand', 'addcmd', 'removecommand', 'getroles', 'removecmd', 'changetag', 'customtag', 'customeffect','removeeffect','removetag' 'add', 'spectators', 'lobbytime']
CommandAliases = ['max', 'rm', 'next', 'restart', 'mutechat', 'unmutechat', 'sm',
'slow', 'night', 'day', 'pausegame', 'camera_mode', 'rotate_camera', 'effect']
@ -115,6 +115,12 @@ def ExcelCommand(command, arguments, clientid, accountid):
elif command in ['customeffect', 'effect']:
set_custom_effect(arguments)
elif command in ['removetag']:
remove_custom_tag(arguments)
elif command in ['removeeffect']:
remove_custom_effect(arguments)
# elif command in ['add', 'whitelist']:
# whitelst_it(accountid, arguments)
@ -479,13 +485,30 @@ def set_custom_tag(arguments):
except:
return
def remove_custom_tag(arguments):
try:
session = ba.internal.get_foreground_host_session()
for i in session.sessionplayers:
if i.inputdevice.client_id == int(arguments[0]):
pdata.remove_tag( i.get_v1_account_id())
except:
return
def remove_custom_effect(arguments):
try:
session = ba.internal.get_foreground_host_session()
for i in session.sessionplayers:
if i.inputdevice.client_id == int(arguments[0]):
pdata.remove_effect( i.get_v1_account_id())
except:
return
def set_custom_effect(arguments):
try:
session = ba.internal.get_foreground_host_session()
for i in session.sessionplayers:
if i.inputdevice.client_id == int(arguments[1]):
roles = pdata.set_effect(arguments[0], i.get_v1_account_id())
pdata.set_effect(arguments[0], i.get_v1_account_id())
except:
return

View file

@ -561,7 +561,7 @@ def get_custom() -> dict:
return CacheData.custom
def set_effect(effect: str, accout_id: str) -> None:
def set_effect(effect: str, account_id: str) -> None:
"""Sets the costum effect for the player.
Parameters
@ -572,7 +572,12 @@ def set_effect(effect: str, accout_id: str) -> None:
account id of the client
"""
custom = get_custom()
custom["customeffects"][accout_id] = effect
if account_id in custom["customeffects"]:
effects = [custom["customeffects"][account_id]] if type(custom["customeffects"][account_id]) is str else custom["customeffects"][account_id]
effects.append(effect)
custom["customeffects"][account_id] = effects
else:
custom["customeffects"][account_id] = [effect]
CacheData.custom = custom
commit_c()

View file

@ -1,418 +0,0 @@
# -*- coding: utf-8 -*-
# Released under the MIT License. See LICENSE for details.
#
"""Functionality related to player-controlled Spazzes."""
from __future__ import annotations
from ba._generated.enums import TimeType
from typing import TYPE_CHECKING, TypeVar, overload
from bastd.actor.spaz import *
from bastd.gameutils import SharedObjects
from typing import Any, Sequence, Optional, Dict, List, Union, Callable, Tuple, Set, Type, Literal
from bastd.actor import playerspaz
from bastd.actor.playerspaz import *
from bastd.actor.spazfactory import SpazFactory
from bastd.actor.popuptext import PopupText
from bastd.actor import spaz, spazappearance
from bastd.actor import bomb as stdbomb
from bastd.actor.powerupbox import PowerupBoxFactory
import ba
import _ba
import bastd
import weakref
import random
import math
import time
import base64
import os
import json
import setting
import ba.internal
from playersData import pdata
from stats import mystats
PlayerType = TypeVar('PlayerType', bound=ba.Player)
TeamType = TypeVar('TeamType', bound=ba.Team)
tt = ba.TimeType.SIM
tf = ba.TimeFormat.MILLISECONDS
multicolor = {0: ((0+random.random()*3.0), (0+random.random()*3.0), (0+random.random()*3.0)),
250: ((0+random.random()*3.0), (0+random.random()*3.0), (0+random.random()*3.0)),
500: ((0+random.random()*3.0), (0+random.random()*3.0), (0+random.random()*3.0)),
750: ((0+random.random()*3.0), (0+random.random()*3.0), (0+random.random()*3.0)),
1000: ((0+random.random()*3.0), (0+random.random()*3.0), (0+random.random()*3.0)),
1250: ((0+random.random()*3.0), (0+random.random()*3.0), (0+random.random()*3.0)),
1500: ((0+random.random()*3.0), (0+random.random()*3.0), (0+random.random()*3.0)),
1750: ((0+random.random()*3.0), (0+random.random()*3.0), (0+random.random()*3.0)),
2000: ((0+random.random()*3.0), (0+random.random()*3.0), (0+random.random()*3.0)),
2250: ((0+random.random()*3.0), (0+random.random()*3.0), (0+random.random()*3.0)),
2500: ((0+random.random()*3.0), (0+random.random()*3.0), (0+random.random()*3.0))}
class SurroundBallFactory(object):
def __init__(self):
self.bonesTex = ba.gettexture("powerupCurse")
self.bonesModel = ba.getmodel("bonesHead")
self.bearTex = ba.gettexture("bearColor")
self.bearModel = ba.getmodel("bearHead")
self.aliTex = ba.gettexture("aliColor")
self.aliModel = ba.getmodel("aliHead")
self.b9000Tex = ba.gettexture("cyborgColor")
self.b9000Model = ba.getmodel("cyborgHead")
self.frostyTex = ba.gettexture("frostyColor")
self.frostyModel = ba.getmodel("frostyHead")
self.cubeTex = ba.gettexture("crossOutMask")
self.cubeModel = ba.getmodel("powerup")
try:
self.mikuModel = ba.getmodel("operaSingerHead")
self.mikuTex = ba.gettexture("operaSingerColor")
except:
ba.print_exception()
self.ballMaterial = ba.Material()
self.impactSound = ba.getsound("impactMedium")
self.ballMaterial.add_actions(
actions=("modify_node_collision", "collide", False))
class SurroundBall(ba.Actor):
def __init__(self, spaz, shape="bones"):
ba.Actor.__init__(self)
self.spazRef = weakref.ref(spaz)
factory = self.getFactory()
s_model, s_texture = {
"bones": (factory.bonesModel, factory.bonesTex),
"bear": (factory.bearModel, factory.bearTex),
"ali": (factory.aliModel, factory.aliTex),
"b9000": (factory.b9000Model, factory.b9000Tex),
"miku": (factory.mikuModel, factory.mikuTex),
"frosty": (factory.frostyModel, factory.frostyTex),
"RedCube": (factory.cubeModel, factory.cubeTex)
}.get(shape, (factory.bonesModel, factory.bonesTex))
self.node = ba.newnode("prop", attrs={"model": s_model, "body": "sphere", "color_texture": s_texture, "reflection": "soft", "model_scale": 0.5, "body_scale": 0.1, "density": 0.1, "reflection_scale": [
0.15], "shadow_size": 0.6, "position": spaz.node.position, "velocity": (0, 0, 0), "materials": [SharedObjects.get().object_material, factory.ballMaterial]}, delegate=self)
self.surroundTimer = None
self.surroundRadius = 1.0
self.angleDelta = math.pi / 12.0
self.curAngle = random.random() * math.pi * 2.0
self.curHeight = 0.0
self.curHeightDir = 1
self.heightDelta = 0.2
self.heightMax = 1.0
self.heightMin = 0.1
self.initTimer(spaz.node.position)
def getTargetPosition(self, spazPos):
p = spazPos
pt = (p[0] + self.surroundRadius * math.cos(self.curAngle), p[1] +
self.curHeight, p[2] + self.surroundRadius * math.sin(self.curAngle))
self.curAngle += self.angleDelta
self.curHeight += self.heightDelta * self.curHeightDir
if (self.curHeight > self.heightMax) or (self.curHeight < self.heightMin):
self.curHeightDir = -self.curHeightDir
return pt
def initTimer(self, p):
self.node.position = self.getTargetPosition(p)
self.surroundTimer = ba.Timer(
30, self.circleMove, repeat=True, timetype=tt, timeformat=tf)
def circleMove(self):
spaz = self.spazRef()
if spaz is None or not spaz.is_alive() or not spaz.node.exists():
self.handlemessage(ba.DieMessage())
return
p = spaz.node.position
pt = self.getTargetPosition(p)
pn = self.node.position
d = [pt[0] - pn[0], pt[1] - pn[1], pt[2] - pn[2]]
speed = self.getMaxSpeedByDir(d)
self.node.velocity = speed
@staticmethod
def getMaxSpeedByDir(direction):
k = 7.0 / max((abs(x) for x in direction))
return tuple(x * k for x in direction)
def handlemessage(self, m):
ba.Actor.handlemessage(self, m)
if isinstance(m, ba.DieMessage):
if self.surroundTimer is not None:
self.surroundTimer = None
self.node.delete()
elif isinstance(m, ba.OutOfBoundsMessage):
self.handlemessage(ba.DieMessage())
def getFactory(cls):
activity = ba.getactivity()
if activity is None:
raise Exception("no current activity")
try:
return activity._sharedSurroundBallFactory
except Exception:
f = activity._sharedSurroundBallFactory = SurroundBallFactory()
return f
class Effect(ba.Actor):
def __init__(self, spaz, player):
ba.Actor.__init__(self)
_settings = setting.get_settings_data()
custom_tag = pdata.get_custom()['customtag']
custom_effects = pdata.get_custom()['customeffects']
self.source_player = player
self.spazRef = weakref.ref(spaz)
self.spazNormalColor = spaz.node.color
self.Decorations = []
self.Enhancements = []
self._powerScale = 1.0
self._armorScale = 1.0
self._lifeDrainScale = None
self._damageBounceScale = None
self._remoteMagicDamge = False
self._MulitPunch = None
self._AntiFreeze = 1.0
self.fallWings = 0
self.checkDeadTimer = None
self._hasDead = False
self.light = None
node_id = self.source_player.node.playerID
cl_str = None
clID = None
for c in ba.internal.get_foreground_host_session().sessionplayers:
if (c.activityplayer) and (c.activityplayer.node.playerID == node_id):
profiles = c.inputdevice.get_player_profiles()
clID = c.inputdevice.client_id
cl_str = c.get_v1_account_id()
try:
if cl_str in custom_effects:
effect = custom_effects[cl_str]
if effect == 'ice':
self.emitIce()
self.snowTimer = ba.Timer(
0.5, self.emitIce, repeat=True, timetype=TimeType.SIM)
return
elif effect == 'sweat':
self.smokeTimer = ba.Timer(
0.6, self.emitSmoke, repeat=True, timetype=TimeType.SIM)
return
elif effect == 'scorch':
self.scorchTimer = ba.Timer(
500, self.update_Scorch, repeat=True, timetype=tt, timeformat=tf)
return
elif effect == 'glow':
self.addLightColor((1, 0.6, 0.4))
self.checkDeadTimer = ba.Timer(
150, self.checkPlayerifDead, repeat=True, timetype=tt, timeformat=tf)
return
elif effect == 'distortion':
self.DistortionTimer = ba.Timer(
1000, self.emitDistortion, repeat=True, timetype=tt, timeformat=tf)
return
elif effect == 'slime':
self.slimeTimer = ba.Timer(
250, self.emitSlime, repeat=True, timetype=tt, timeformat=tf)
return
elif effect == 'metal':
self.metalTimer = ba.Timer(
500, self.emitMetal, repeat=True, timetype=tt, timeformat=tf)
return
elif effect == 'surrounder':
self.surround = SurroundBall(spaz, shape="bones")
return
elif effect == 'spark':
self.sparkTimer = ba.Timer(
100, self.emitSpark, repeat=True, timetype=tt, timeformat=tf)
return
except:
pass
if _settings['enablestats']:
pats = mystats.get_all_stats()
if cl_str in pats and _settings['enableTop5effects']:
rank = pats[cl_str]["rank"]
if rank < 6:
if rank == 1:
# self.neroLightTimer = ba.Timer(500, ba.WeakCall(self.neonLightSwitch,("shine" in self.Decorations),("extra_Highlight" in self.Decorations),("extra_NameColor" in self.Decorations)),repeat = True, timetype=tt, timeformat=tf)
self.surround = SurroundBall(spaz, shape="bones")
elif rank == 2:
self.smokeTimer = ba.Timer(
40, self.emitSmoke, repeat=True, timetype=tt, timeformat=tf)
elif rank == 3:
self.addLightColor((1, 0.6, 0.4))
self.scorchTimer = ba.Timer(
500, self.update_Scorch, repeat=True, timetype=tt, timeformat=tf)
elif rank == 4:
self.metalTimer = ba.Timer(
500, self.emitMetal, repeat=True, timetype=tt, timeformat=tf)
else:
self.addLightColor((1, 0.6, 0.4))
self.checkDeadTimer = ba.Timer(
150, self.checkPlayerifDead, repeat=True, timetype=tt, timeformat=tf)
if "smoke" and "spark" and "snowDrops" and "slimeDrops" and "metalDrops" and "Distortion" and "neroLight" and "scorch" and "HealTimer" and "KamikazeCheck" not in self.Decorations:
# self.checkDeadTimer = ba.Timer(150, ba.WeakCall(self.checkPlayerifDead), repeat=True, timetype=tt, timeformat=tf)
if self.source_player.is_alive() and self.source_player.actor.node.exists():
# print("OK")
self.source_player.actor.node.addDeathAction(
ba.Call(self.handlemessage, ba.DieMessage()))
def add_multicolor_effect(self):
if spaz.node:
ba.animate_array(spaz.node, 'color', 3, multicolor,
True, timetype=tt, timeformat=tf)
def checkPlayerifDead(self):
spaz = self.spazRef()
if spaz is None or not spaz.is_alive() or not spaz.node.exists():
self.checkDeadTimer = None
self.handlemessage(ba.DieMessage())
return
def update_Scorch(self):
spaz = self.spazRef()
if spaz is not None and spaz.is_alive() and spaz.node.exists():
color = (random.random(), random.random(), random.random())
if not hasattr(self, "scorchNode") or self.scorchNode == None:
self.scorchNode = None
self.scorchNode = ba.newnode("scorch", attrs={"position": (
spaz.node.position), "size": 1.17, "big": True})
spaz.node.connectattr("position", self.scorchNode, "position")
ba.animate_array(self.scorchNode, "color", 3, {
0: self.scorchNode.color, 500: color}, timetype=tt, timeformat=tf)
else:
self.scorchTimer = None
if hasattr(self, "scorchNode"):
self.scorchNode.delete()
self.handlemessage(ba.DieMessage())
def neonLightSwitch(self, shine, Highlight, NameColor):
spaz = self.spazRef()
if spaz is not None and spaz.is_alive() and spaz.node.exists():
color = (random.random(), random.random(), random.random())
if NameColor:
ba.animate_array(spaz.node, "nameColor", 3, {
0: spaz.node.nameColor, 500: ba.safecolor(color)}, timetype=tt, timeformat=tf)
if shine:
color = tuple([min(10., 10 * x) for x in color])
ba.animate_array(spaz.node, "color", 3, {
0: spaz.node.color, 500: color}, timetype=tt, timeformat=tf)
if Highlight:
# print spaz.node.highlight
color = (random.random(), random.random(), random.random())
if shine:
color = tuple([min(10., 10 * x) for x in color])
ba.animate_array(spaz.node, "highlight", 3, {
0: spaz.node.highlight, 500: color}, timetype=tt, timeformat=tf)
else:
self.neroLightTimer = None
self.handlemessage(ba.DieMessage())
def addLightColor(self, color):
self.light = ba.newnode(
"light", attrs={"color": color, "height_attenuated": False, "radius": 0.4})
self.spazRef().node.connectattr("position", self.light, "position")
ba.animate(self.light, "intensity", {
0: 0.1, 250: 0.3, 500: 0.1}, loop=True, timetype=tt, timeformat=tf)
def emitDistortion(self):
spaz = self.spazRef()
if spaz is None or not spaz.is_alive() or not spaz.node.exists():
self.handlemessage(ba.DieMessage())
return
ba.emitfx(position=spaz.node.position,
emit_type="distortion", spread=1.0)
ba.emitfx(position=spaz.node.position, velocity=spaz.node.velocity,
count=random.randint(1, 5), emit_type="tendrils", tendril_type="smoke")
def emitSpark(self):
spaz = self.spazRef()
if spaz is None or not spaz.is_alive() or not spaz.node.exists():
self.handlemessage(ba.DieMessage())
return
ba.emitfx(position=spaz.node.position, velocity=spaz.node.velocity,
count=random.randint(1, 10), scale=2, spread=0.2, chunk_type="spark")
def emitIce(self):
spaz = self.spazRef()
if spaz is None or not spaz.is_alive() or not spaz.node.exists():
self.handlemessage(ba.DieMessage())
return
ba.emitfx(position=spaz.node.position, velocity=spaz.node.velocity,
count=random.randint(2, 8), scale=0.4, spread=0.2, chunk_type="ice")
def emitSmoke(self):
spaz = self.spazRef()
if spaz is None or not spaz.is_alive() or not spaz.node.exists():
self.handlemessage(ba.DieMessage())
return
ba.emitfx(position=spaz.node.position, velocity=spaz.node.velocity,
count=random.randint(1, 10), scale=2, spread=0.2, chunk_type="sweat")
def emitSlime(self):
spaz = self.spazRef()
if spaz is None or not spaz.is_alive() or not spaz.node.exists():
self.handlemessage(ba.DieMessage())
return
ba.emitfx(position=spaz.node.position, velocity=spaz.node.velocity,
count=random.randint(1, 10), scale=0.4, spread=0.2, chunk_type="slime")
def emitMetal(self):
spaz = self.spazRef()
if spaz is None or not spaz.is_alive() or not spaz.node.exists():
self.handlemessage(ba.DieMessage())
return
ba.emitfx(position=spaz.node.position, velocity=spaz.node.velocity,
count=random.randint(2, 8), scale=0.4, spread=0.2, chunk_type="metal")
def handlemessage(self, m):
# self._handlemessageSanityCheck()
if isinstance(m, ba.OutOfBoundsMessage):
self.handlemessage(ba.DieMessage())
elif isinstance(m, ba.DieMessage):
if hasattr(self, "light") and self.light is not None:
self.light.delete()
if hasattr(self, "smokeTimer"):
self.smokeTimer = None
if hasattr(self, "surround"):
self.surround = None
if hasattr(self, "sparkTimer"):
self.sparkTimer = None
if hasattr(self, "snowTimer"):
self.snowTimer = None
if hasattr(self, "metalTimer"):
self.metalTimer = None
if hasattr(self, "DistortionTimer"):
self.DistortionTimer = None
if hasattr(self, "slimeTimer"):
self.slimeTimer = None
if hasattr(self, "KamikazeCheck"):
self.KamikazeCheck = None
if hasattr(self, "neroLightTimer"):
self.neroLightTimer = None
if hasattr(self, "checkDeadTimer"):
self.checkDeadTimer = None
if hasattr(self, "HealTimer"):
self.HealTimer = None
if hasattr(self, "scorchTimer"):
self.scorchTimer = None
if hasattr(self, "scorchNode"):
self.scorchNode = None
if not self._hasDead:
spaz = self.spazRef()
# print str(spaz) + "Spaz"
if spaz is not None and spaz.is_alive() and spaz.node.exists():
spaz.node.color = self.spazNormalColor
killer = spaz.last_player_attacked_by if spaz is not None else None
try:
if killer in (None, ba.Player(None)) or killer.actor is None or not killer.actor.exists() or killer.actor.hitPoints <= 0:
killer = None
except:
killer = None
# if hasattr(self,"hasDead") and not self.hasDead:
self._hasDead = True
ba.Actor.handlemessage(self, m)

View file

@ -8,31 +8,24 @@ from bastd.actor.popuptext import PopupText
our_settings = setting.get_settings_data()
def handle_hit(msg, hp, dmg, hit_by, msg_pos):
#Check
if not msg.hit_type: return
#Record Out Data
dmg = dmg / 10
if hit_by is not None:
hit_by_id = None
hit_by_id = hit_by.node.playerID
if hit_by_id is not None:
hit_by_account_id = None
for c in ba.internal.get_foreground_host_session().sessionplayers:
if (c.activityplayer) and (c.activityplayer.node.playerID == hit_by_id):
hit_by_account_id = c.get_v1_account_id()
if hit_by_account_id in damage_data: damage_data[hit_by_account_id] += float(dmg)
else: damage_data[hit_by_account_id] = float(dmg)
def handle_hit(mag, pos):
if not mag: return
#Send Screen Texts in enabled
if our_settings['enableHitTexts']:
try:
if hp <= 0: PopupText("Rest In Peace !",color=(1,0.2,0.2),scale=1.6,position=msg_pos).autoretain()
else:
if dmg >= 800: PopupText("#PRO !",color=(1,0.2,0.2),scale=1.6,position=msg_pos).autoretain()
elif dmg >= 600 and dmg < 800: PopupText("GOOD ONE!",color=(1,0.3,0.1),scale=1.6,position=msg_pos).autoretain()
elif dmg >= 400 and dmg < 600: PopupText("OH! YEAH",color=(1,0.5,0.2),scale=1.6,position=msg_pos).autoretain()
elif dmg >= 200 and dmg < 400: PopupText("WTF!",color=(0.7,0.4,0.2),scale=1.6,position=msg_pos).autoretain()
elif dmg > 0 and dmg < 200: PopupText("!!!",color=(1,1,1),scale=1.6,position=msg_pos).autoretain()
if mag >= 110: PopupText("#PRO !",color=(1,0.2,0.2),scale=1.6,position=pos).autoretain()
elif mag >= 93 and mag < 110: PopupText("GOOD ONE!",color=(1,0.3,0.1),scale=1.6,position=pos).autoretain()
elif mag >= 63 and mag < 93: PopupText("OH! YEAH",color=(1,0.5,0.2),scale=1.6,position=pos).autoretain()
elif mag >= 45 and mag < 63: PopupText("WTF!",color=(0.7,0.4,0.2),scale=1.6,position=pos).autoretain()
elif mag > 30 and mag < 45: PopupText("!!!",color=(1,1,1),scale=1.6,position=pos).autoretain()
except: pass
return
return
class hit_message(ba.HitMessage):
def __init__(self, *args, **kwargs):
hit_type = kwargs["hit_type"]
if hit_type == "punch":
handle_hit(kwargs['magnitude'], kwargs['pos'])
super().__init__(*args, **kwargs)
ba.HitMessage = hit_message

View file

@ -1,12 +1,16 @@
from spazmod import tag
from spazmod import effects
import setting
from random import randint
from spazmod import hitmessage
import _ba,ba
import ba.internal
_setting=setting.get_settings_data()
if _setting['enableeffects']:
from spazmod import spaz_effects
spaz_effects.apply()
def update_name():
import ba.internal
from stats import mystats
@ -22,34 +26,31 @@ def update_name():
# all activites related to modify spaz by any how will be here
def main(spaz, node, player):
if _setting['enablehptag']:
tag.addhp(spaz)
tag.addhp(node, spaz)
if _setting['enabletags']:
tag.addtag(node,player)
if _setting['enablerank']:
tag.addrank(node,player)
if _setting['enableeffects']:
effects.Effect(spaz,player)
#update_name() will add threading here later . it was adding delay on game start
#update_name() will add threading here later . it was adding delay on game start
def getCharacter(player,character):
if _setting["sameCharacterForTeam"]:
if "character" in player.team.sessionteam.customdata:
return player.team.sessionteam.customdata["character"]
return character
def getRandomCharacter(otherthen):
characters=list(ba.app.spaz_appearances.keys())
invalid_characters=["Snake Shadow","Lee","Zola","Butch","Witch","Middle-Man","Alien","OldLady","Wrestler","Gretel","Robot"]
while True:
val=randint(0,len(characters)-1)
ch=characters[val]
@ -68,4 +69,4 @@ def setTeamCharacter():
used.append(character)
team.name=character
team.customdata["character"]=character

View file

@ -0,0 +1,360 @@
from bastd.actor.playerspaz import *
import ba
import bastd
import functools
import random
from typing import List, Sequence, Optional, Dict, Any
import setting
from playersData import pdata
from stats import mystats
_settings = setting.get_settings_data()
RANK_EFFECT_MAP = {
1: ["rainbow", "shine"],
2: ["sweat"],
3: ["metal"],
4: ["iceground"],
}
def effect(repeat_interval=0):
def _activator(method):
@functools.wraps(method)
def _inner_activator(self, *args, **kwargs):
def _caller():
try:
method(self, *args, **kwargs)
except:
if self is None or not self.is_alive() or not self.node.exists():
self._activations = []
else:
raise
effect_activation = ba.Timer(repeat_interval, ba.Call(_caller), repeat=repeat_interval > 0)
self._activations.append(effect_activation)
return _inner_activator
return _activator
def node(check_interval=0):
def _activator(method):
@functools.wraps(method)
def _inner_activator(self):
node = method(self)
def _caller():
if self is None or not self.is_alive() or not self.node.exists():
node.delete()
self._activations = []
node_activation = ba.Timer(check_interval, ba.Call(_caller), repeat=check_interval > 0)
try:
self._activations.append(node_activation)
except AttributeError:
pass
return _inner_activator
return _activator
class NewPlayerSpaz(PlayerSpaz):
def __init__(self,
player: ba.Player,
color: Sequence[float],
highlight: Sequence[float],
character: str,
powerups_expire: bool = True,
*args,
**kwargs):
super().__init__(player=player,
color=color,
highlight=highlight,
character=character,
powerups_expire=powerups_expire,
*args,
**kwargs)
self._activations = []
self.effects = []
ba._asyncio._asyncio_event_loop.create_task(self.set_effects())
async def set_effects(self):
account_id = self._player._sessionplayer.get_v1_account_id()
custom_effects = pdata.get_custom()['customeffects']
if account_id in custom_effects:
self.effects = [custom_effects[account_id]] if type(custom_effects[account_id]) is str else custom_effects[account_id]
else:
# check if we have any effect for his rank.
if _settings['enablestats']:
stats = mystats.get_cached_stats()
if account_id in stats and _settings['enableTop5effects']:
rank = stats[account_id]["rank"]
self.effects = RANK_EFFECT_MAP[rank] if rank in RANK_EFFECT_MAP else []
if len(self.effects) == 0:
return
self._effect_mappings = {
"spark": self._add_spark,
"sparkground": self._add_sparkground,
"sweat": self._add_sweat,
"sweatground": self._add_sweatground,
"distortion": self._add_distortion,
"glow": self._add_glow,
"shine": self._add_shine,
"highlightshine": self._add_highlightshine,
"scorch": self._add_scorch,
"ice": self._add_ice,
"iceground": self._add_iceground,
"slime": self._add_slime,
"metal": self._add_metal,
"splinter": self._add_splinter,
"rainbow": self._add_rainbow,
"fairydust": self._add_fairydust,
"noeffect": lambda: None,
}
for effect in self.effects:
trigger = self._effect_mappings[effect] if effect in self._effect_mappings else lambda: None
activity = self._activity()
if activity:
with ba.Context(self._activity()):
trigger()
@effect(repeat_interval=0.1)
def _add_spark(self):
ba.emitfx(
position=self.node.position,
velocity=self.node.velocity,
count=random.randint(1, 10),
scale=0.5,
spread=0.2,
chunk_type="spark",
)
@effect(repeat_interval=0.1)
def _add_sparkground(self):
ba.emitfx(
position=self.node.position,
velocity=self.node.velocity,
count=random.randint(1, 5),
scale=0.2,
spread=0.1,
chunk_type="spark",
emit_type="stickers",
)
@effect(repeat_interval=0.04)
def _add_sweat(self):
velocity = 4.0
calculate_position = lambda torso_position: torso_position - 0.25 + random.uniform(0, 0.5)
calculate_velocity = lambda node_velocity, multiplier: random.uniform(-velocity, velocity) + node_velocity * multiplier
position = tuple(calculate_position(coordinate)
for coordinate in self.node.torso_position)
velocity = (
calculate_velocity(self.node.velocity[0], 2),
calculate_velocity(self.node.velocity[1], 4),
calculate_velocity(self.node.velocity[2], 2),
)
ba.emitfx(
position=position,
velocity=velocity,
count=10,
scale=random.uniform(0.3, 1.4),
spread=0.1,
chunk_type="sweat",
)
@effect(repeat_interval=0.04)
def _add_sweatground(self):
velocity = 1.2
calculate_position = lambda torso_position: torso_position - 0.25 + random.uniform(0, 0.5)
calculate_velocity = lambda node_velocity, multiplier: random.uniform(-velocity, velocity) + node_velocity * multiplier
position = tuple(calculate_position(coordinate)
for coordinate in self.node.torso_position)
velocity = (
calculate_velocity(self.node.velocity[0], 2),
calculate_velocity(self.node.velocity[1], 4),
calculate_velocity(self.node.velocity[2], 2),
)
ba.emitfx(
position=position,
velocity=velocity,
count=10,
scale=random.uniform(0.1, 1.2),
spread=0.1,
chunk_type="sweat",
emit_type="stickers",
)
@effect(repeat_interval=1.0)
def _add_distortion(self):
ba.emitfx(
position=self.node.position,
spread=1.0,
emit_type="distortion"
)
ba.emitfx(
position=self.node.position,
velocity=self.node.velocity,
count=random.randint(1, 5),
emit_type="tendrils",
tendril_type="smoke",
)
@effect(repeat_interval=3.0)
def _add_shine(self):
shine_factor = 1.2
dim_factor = 0.90
default_color = self.node.color
shiny_color = tuple(channel * shine_factor for channel in default_color)
dimmy_color = tuple(channel * dim_factor for channel in default_color)
animation = {
0: default_color,
1: dimmy_color,
2: shiny_color,
3: default_color,
}
ba.animate_array(self.node, "color", 3, animation)
@effect(repeat_interval=9.0)
def _add_highlightshine(self):
shine_factor = 1.2
dim_factor = 0.90
default_highlight = self.node.highlight
shiny_highlight = tuple(channel * shine_factor for channel in default_highlight)
dimmy_highlight = tuple(channel * dim_factor for channel in default_highlight)
animation = {
0: default_highlight,
3: dimmy_highlight,
6: shiny_highlight,
9: default_highlight,
}
ba.animate_array(self.node, "highlight", 3, animation)
@effect(repeat_interval=2.0)
def _add_rainbow(self):
highlight = tuple(random.random() for _ in range(3))
highlight = ba.safecolor(highlight)
animation = {
0: self.node.highlight,
2: highlight,
}
ba.animate_array(self.node, "highlight", 3, animation)
@node(check_interval=0.5)
def _add_glow(self):
glowing_light = ba.newnode(
"light",
attrs={
"color": (1.0, 0.4, 0.5),
"height_attenuated": False,
"radius": 0.4}
)
self.node.connectattr("position", glowing_light, "position")
ba.animate(
glowing_light,
"intensity",
{0: 0.0, 1: 0.2, 2: 0.0},
loop=True)
return glowing_light
@node(check_interval=0.5)
def _add_scorch(self):
scorcher = ba.newnode(
"scorch",
attrs={
"position": self.node.position,
"size": 1.00,
"big": True}
)
self.node.connectattr("position", scorcher, "position")
animation = {
0: (1,0,0),
1: (0,1,0),
2: (1,0,1),
3: (0,1,1),
4: (1,0,0),
}
ba.animate_array(scorcher, "color", 3, animation, loop=True)
return scorcher
@effect(repeat_interval=0.5)
def _add_ice(self):
ba.emitfx(
position=self.node.position,
velocity=self.node.velocity,
count=random.randint(2, 8),
scale=0.4,
spread=0.2,
chunk_type="ice",
)
@effect(repeat_interval=0.05)
def _add_iceground(self):
ba.emitfx(
position=self.node.position,
velocity=self.node.velocity,
count=random.randint(1, 2),
scale=random.uniform(0, 0.5),
spread=1.0,
chunk_type="ice",
emit_type="stickers",
)
@effect(repeat_interval=0.25)
def _add_slime(self):
ba.emitfx(
position=self.node.position,
velocity=self.node.velocity,
count=random.randint(1, 10),
scale=0.4,
spread=0.2,
chunk_type="slime",
)
@effect(repeat_interval=0.25)
def _add_metal(self):
ba.emitfx(
position=self.node.position,
velocity=self.node.velocity,
count=random.randint(1, 4),
scale=0.4,
spread=0.1,
chunk_type="metal",
)
@effect(repeat_interval=0.75)
def _add_splinter(self):
ba.emitfx(
position=self.node.position,
velocity=self.node.velocity,
count=random.randint(1, 5),
scale=0.5,
spread=0.2,
chunk_type="splinter",
)
@effect(repeat_interval=0.25)
def _add_fairydust(self):
velocity = 2
calculate_position = lambda torso_position: torso_position - 0.25 + random.uniform(0, 0.5)
calculate_velocity = lambda node_velocity, multiplier: random.uniform(-velocity, velocity) + node_velocity * multiplier
position = tuple(calculate_position(coordinate)
for coordinate in self.node.torso_position)
velocity = (
calculate_velocity(self.node.velocity[0], 2),
calculate_velocity(self.node.velocity[1], 4),
calculate_velocity(self.node.velocity[2], 2),
)
ba.emitfx(
position=position,
velocity=velocity,
count=random.randint(1, 10),
spread=0.1,
emit_type="fairydust",
)
def apply() -> None:
bastd.actor.playerspaz.PlayerSpaz = NewPlayerSpaz

View file

@ -1,6 +1,6 @@
from playersData import pdata
import ba, setting
import ba, setting, _ba
from stats import mystats
sett = setting.get_settings_data()
def addtag(node,player):
@ -33,16 +33,20 @@ def addrank(node,player):
if rank:
Rank(node,rank)
def addhp(node):
hp = node.hitpoints
def addhp(node, spaz):
def showHP():
HitPoint(owner=node,prefix=str(int(hp)),position=(0,0.75,0),shad = 1.4)
if hp: t = ba.Timer(100,ba.Call(showHP),repeat = True, timetype=ba.TimeType.SIM, timeformat=ba.TimeFormat.MILLISECONDS)
hp = spaz.hitpoints
if spaz.node.exists():
HitPoint(owner=node,prefix=str(int(hp)),position=(0,1.75,0),shad = 1.4)
else:
spaz.hptimer = None
spaz.hptimer = ba.Timer(100,ba.Call(showHP),repeat = True, timetype=ba.TimeType.SIM, timeformat=ba.TimeFormat.MILLISECONDS)
class Tag(object):
def __init__(self,owner=None,tag="somthing",col=(1,1,1)):
self.node=owner
mnode = ba.newnode('math',
owner=self.node,
attrs={
@ -115,16 +119,15 @@ class Rank(object):
mnode.connectattr('output', self.rank_text, 'position')
class HitPoint(object):
def __init__(self,position = (0,1.5,0),owner = None,prefix = 'ADMIN',shad = 1.2):
if not sett['enablehptag']: return
def __init__(self,position = (0,1.5,0),owner = None,prefix = '0',shad = 1.2):
self.position = position
self.owner = owner
m = ba.newnode('math', owner=self.owner, attrs={'input1': self.position, 'operation': 'add'})
self.owner.connectattr('position', m, 'input2')
self.node = owner
m = ba.newnode('math', owner=self.node, attrs={'input1': self.position, 'operation': 'add'})
self.node.connectattr('torso_position', m, 'input2')
prefix = int(prefix) / 10
preFix = u"\ue047" + str(prefix) + u"\ue047"
self._Text = ba.newnode('text',
owner=self.owner,
owner=self.node,
attrs={
'text':preFix,
'in_world':True,

View file

@ -31,28 +31,7 @@ our_settings = setting.get_settings_data()
# where our stats file and pretty html output will go
base_path = os.path.join(_ba.env()['python_directory_user'], "stats" + os.sep)
statsfile = base_path + 'stats.json'
htmlfile = base_path + 'stats_page.html'
table_style = "{width:100%;border: 3px solid black;border-spacing: 5px;border-collapse:collapse;text-align:center;background-color:#fff}"
heading_style = "{border: 3px solid black;text-align:center;}"
html_start = f'''<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>Test Server</title>
<style>table{table_style} th{heading_style}</style>
</head>
<body>
<h3 style="text-align:center">Top 200 Players </h3>
<table border=1>
<tr>
<th><b>Rank</b></th>
<th style="text-align:center"><b>Name</b></th>
<th><b>Score</b></th>
<th><b>Kills</b></th>
<th><b>Deaths</b></th>
<th><b>Games Played</b></th>
</tr>
'''
cached_stats = {}
statsDefault = {
"pb-IF4VAk4a": {
"rank": 65,
@ -121,20 +100,23 @@ def dump_stats(s: dict):
print('Stats file not found!')
def get_stats_by_id(ID: str):
a = get_all_stats()
if ID in a:
return a[ID]
def get_stats_by_id(account_id: str):
a = get_cached_stats
if account_id in a:
return a[account_id]
else:
return None
def get_cached_stats():
return cached_stats
def refreshStats():
global cached_stats
# lastly, write a pretty html version.
# our stats url could point at something like this...
pStats = get_all_stats()
# f=open(htmlfile, 'w')
# f.write(html_start)
cached_stats = pStats
entries = [(a['scores'], a['kills'], a['deaths'], a['games'],
a['name'], a['aid']) for a in pStats.values()]