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Proper integration of plugins.
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parent
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commit
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6 changed files with 8 additions and 2 deletions
360
dist/ba_root/mods/plugins/CharacterChooser.py
vendored
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360
dist/ba_root/mods/plugins/CharacterChooser.py
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# ba_meta require api 6
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'''
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Character Chooser by Mr.Smoothy
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This plugin will let you choose your character from lobby.
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Install this plugin on your Phone/PC or on Server
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If installed on server :- this will also let players choose server specific custom characters . so no more sharing of character file with all players,
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just install this plugin on server ...and players can pick character from lobby .
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Use:-
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> select your profile (focus on color and name)
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> press ready (punch)
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> now use UP/DOWN buttons to scroll character list
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> Press ready again (punch) to join the game
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> or press Bomb button to go back to profile choosing menu
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> END
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Watch : https://www.youtube.com/watch?v=hNmv2l-NahE
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Join : https://discord.gg/ucyaesh
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Contact : discord mr.smoothy#5824
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Share this plugin with your server owner /admins to use it online
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:)
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'''
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from __future__ import annotations
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from typing import TYPE_CHECKING
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import ba,_ba
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from bastd.actor.playerspaz import PlayerSpaz
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from ba._error import print_exception, print_error, NotFoundError
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from ba._gameutils import animate, animate_array
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from ba._language import Lstr
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from ba._generated.enums import SpecialChar, InputType
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from ba._profile import get_player_profile_colors
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if TYPE_CHECKING:
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from typing import Any, Type, List, Dict, Tuple, Union, Sequence, Optional
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import weakref
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import os,json
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from ba import _lobby
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from bastd.actor.spazappearance import *
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from ba._lobby import ChangeMessage
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from ba._lobby import PlayerReadyMessage
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def __init__(self, vpos: float, sessionplayer: _ba.SessionPlayer,
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lobby: 'Lobby') -> None:
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self._deek_sound = _ba.getsound('deek')
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self._click_sound = _ba.getsound('click01')
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self._punchsound = _ba.getsound('punch01')
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self._swish_sound = _ba.getsound('punchSwish')
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self._errorsound = _ba.getsound('error')
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self._mask_texture = _ba.gettexture('characterIconMask')
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self._vpos = vpos
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self._lobby = weakref.ref(lobby)
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self._sessionplayer = sessionplayer
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self._inited = False
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self._dead = False
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self._text_node: Optional[ba.Node] = None
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self._profilename = ''
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self._profilenames: List[str] = []
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self._ready: bool = False
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self._character_names: List[str] = []
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self._last_change: Sequence[Union[float, int]] = (0, 0)
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self._profiles: Dict[str, Dict[str, Any]] = {}
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app = _ba.app
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self.bakwas_chars=["Lee","Todd McBurton","Zola","Butch","Witch","warrior","Middle-Man","Alien","OldLady","Gladiator","Wrestler","Gretel","Robot"]
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# Load available player profiles either from the local config or
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# from the remote device.
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self.reload_profiles()
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for name in _ba.app.spaz_appearances:
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if name not in self._character_names and name not in self.bakwas_chars:
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self._character_names.append(name)
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# Note: this is just our local index out of available teams; *not*
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# the team-id!
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self._selected_team_index: int = self.lobby.next_add_team
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# Store a persistent random character index and colors; we'll use this
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# for the '_random' profile. Let's use their input_device id to seed
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# it. This will give a persistent character for them between games
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# and will distribute characters nicely if everyone is random.
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self._random_color, self._random_highlight = (
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get_player_profile_colors(None))
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# To calc our random character we pick a random one out of our
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# unlocked list and then locate that character's index in the full
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# list.
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char_index_offset = app.lobby_random_char_index_offset
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self._random_character_index = (
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(sessionplayer.inputdevice.id + char_index_offset) %
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len(self._character_names))
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# Attempt to set an initial profile based on what was used previously
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# for this input-device, etc.
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self._profileindex = self._select_initial_profile()
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self._profilename = self._profilenames[self._profileindex]
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self._text_node = _ba.newnode('text',
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delegate=self,
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attrs={
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'position': (-100, self._vpos),
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'maxwidth': 190,
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'shadow': 0.5,
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'vr_depth': -20,
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'h_align': 'left',
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'v_align': 'center',
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'v_attach': 'top'
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})
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animate(self._text_node, 'scale', {0: 0, 0.1: 1.0})
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self.icon = _ba.newnode('image',
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owner=self._text_node,
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attrs={
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'position': (-130, self._vpos + 20),
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'mask_texture': self._mask_texture,
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'vr_depth': -10,
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'attach': 'topCenter'
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})
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animate_array(self.icon, 'scale', 2, {0: (0, 0), 0.1: (45, 45)})
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# Set our initial name to '<choosing player>' in case anyone asks.
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self._sessionplayer.setname(
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Lstr(resource='choosingPlayerText').evaluate(), real=False)
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# Init these to our rando but they should get switched to the
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# selected profile (if any) right after.
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self._character_index = self._random_character_index
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self._color = self._random_color
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self._highlight = self._random_highlight
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self.characterchooser=False
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self.update_from_profile()
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self.update_position()
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self._inited = True
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self._set_ready(False)
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def _set_ready(self, ready: bool) -> None:
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# pylint: disable=cyclic-import
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from bastd.ui.profile import browser as pbrowser
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from ba._general import Call
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profilename = self._profilenames[self._profileindex]
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# Handle '_edit' as a special case.
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if profilename == '_edit' and ready:
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with _ba.Context('ui'):
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pbrowser.ProfileBrowserWindow(in_main_menu=False)
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# Give their input-device UI ownership too
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# (prevent someone else from snatching it in crowded games)
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_ba.set_ui_input_device(self._sessionplayer.inputdevice)
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return
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if ready==False:
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self._sessionplayer.assigninput(
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InputType.LEFT_PRESS,
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Call(self.handlemessage, ChangeMessage('team', -1)))
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self._sessionplayer.assigninput(
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InputType.RIGHT_PRESS,
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Call(self.handlemessage, ChangeMessage('team', 1)))
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self._sessionplayer.assigninput(
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InputType.BOMB_PRESS,
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Call(self.handlemessage, ChangeMessage('character', 1)))
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self._sessionplayer.assigninput(
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InputType.UP_PRESS,
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Call(self.handlemessage, ChangeMessage('profileindex', -1)))
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self._sessionplayer.assigninput(
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InputType.DOWN_PRESS,
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Call(self.handlemessage, ChangeMessage('profileindex', 1)))
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self._sessionplayer.assigninput(
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(InputType.JUMP_PRESS, InputType.PICK_UP_PRESS,
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InputType.PUNCH_PRESS),
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Call(self.handlemessage, ChangeMessage('ready', 1)))
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self._ready = False
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self._update_text()
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self._sessionplayer.setname('untitled', real=False)
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elif ready == True:
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self.characterchooser=True
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self._sessionplayer.assigninput(
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(InputType.LEFT_PRESS, InputType.RIGHT_PRESS,
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InputType.UP_PRESS, InputType.DOWN_PRESS,
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InputType.JUMP_PRESS, InputType.BOMB_PRESS,
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InputType.PICK_UP_PRESS), self._do_nothing)
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self._sessionplayer.assigninput(
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(InputType.UP_PRESS),Call(self.handlemessage,ChangeMessage('characterchooser',-1)))
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self._sessionplayer.assigninput(
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(InputType.DOWN_PRESS),Call(self.handlemessage,ChangeMessage('characterchooser',1)))
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self._sessionplayer.assigninput(
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(InputType.BOMB_PRESS),Call(self.handlemessage,ChangeMessage('ready',0)))
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self._sessionplayer.assigninput(
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(InputType.JUMP_PRESS,InputType.PICK_UP_PRESS, InputType.PUNCH_PRESS),
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Call(self.handlemessage, ChangeMessage('ready', 2)))
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# Store the last profile picked by this input for reuse.
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input_device = self._sessionplayer.inputdevice
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name = input_device.name
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unique_id = input_device.unique_identifier
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device_profiles = _ba.app.config.setdefault(
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'Default Player Profiles', {})
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# Make an exception if we have no custom profiles and are set
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# to random; in that case we'll want to start picking up custom
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# profiles if/when one is made so keep our setting cleared.
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special = ('_random', '_edit', '__account__')
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have_custom_profiles = any(p not in special
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for p in self._profiles)
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profilekey = name + ' ' + unique_id
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if profilename == '_random' and not have_custom_profiles:
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if profilekey in device_profiles:
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del device_profiles[profilekey]
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else:
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device_profiles[profilekey] = profilename
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_ba.app.config.commit()
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# Set this player's short and full name.
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self._sessionplayer.setname(self._getname(),
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self._getname(full=True),
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real=True)
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self._ready = True
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self._update_text()
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else:
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# Inform the session that this player is ready.
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_ba.getsession().handlemessage(PlayerReadyMessage(self))
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def handlemessage(self, msg: Any) -> Any:
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"""Standard generic message handler."""
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if isinstance(msg, ChangeMessage):
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self._handle_repeat_message_attack()
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# If we've been removed from the lobby, ignore this stuff.
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if self._dead:
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print_error('chooser got ChangeMessage after dying')
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return
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if not self._text_node:
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print_error('got ChangeMessage after nodes died')
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return
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if msg.what=='characterchooser':
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_ba.playsound(self._click_sound)
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# update our index in our local list of characters
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self._character_index = ((self._character_index + msg.value) %
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len(self._character_names))
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self._update_text()
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self._update_icon()
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if msg.what == 'team':
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sessionteams = self.lobby.sessionteams
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if len(sessionteams) > 1:
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_ba.playsound(self._swish_sound)
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self._selected_team_index = (
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(self._selected_team_index + msg.value) %
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len(sessionteams))
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self._update_text()
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self.update_position()
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self._update_icon()
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elif msg.what == 'profileindex':
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if len(self._profilenames) == 1:
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# This should be pretty hard to hit now with
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# automatic local accounts.
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_ba.playsound(_ba.getsound('error'))
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else:
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# Pick the next player profile and assign our name
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# and character based on that.
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_ba.playsound(self._deek_sound)
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self._profileindex = ((self._profileindex + msg.value) %
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len(self._profilenames))
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self.update_from_profile()
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elif msg.what == 'character':
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_ba.playsound(self._click_sound)
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self.characterchooser=True
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# update our index in our local list of characters
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self._character_index = ((self._character_index + msg.value) %
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len(self._character_names))
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self._update_text()
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self._update_icon()
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elif msg.what == 'ready':
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self._handle_ready_msg(msg.value)
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def _update_text(self) -> None:
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assert self._text_node is not None
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if self._ready:
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# Once we're ready, we've saved the name, so lets ask the system
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# for it so we get appended numbers and stuff.
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text = Lstr(value=self._sessionplayer.getname(full=True))
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if self.characterchooser:
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text = Lstr(value='${A}\n${B}',
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subs=[('${A}', text),
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('${B}', Lstr(value=""+self._character_names[self._character_index]))])
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self._text_node.scale=0.8
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else:
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text = Lstr(value='${A} (${B})',
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subs=[('${A}', text),
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('${B}', Lstr(resource='readyText'))])
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else:
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text = Lstr(value=self._getname(full=True))
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self._text_node.scale=1.0
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can_switch_teams = len(self.lobby.sessionteams) > 1
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# Flash as we're coming in.
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fin_color = _ba.safecolor(self.get_color()) + (1, )
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if not self._inited:
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animate_array(self._text_node, 'color', 4, {
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0.15: fin_color,
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0.25: (2, 2, 2, 1),
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0.35: fin_color
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})
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else:
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# Blend if we're in teams mode; switch instantly otherwise.
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if can_switch_teams:
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animate_array(self._text_node, 'color', 4, {
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0: self._text_node.color,
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0.1: fin_color
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})
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else:
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self._text_node.color = fin_color
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self._text_node.text = text
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# ba_meta export plugin
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class HeySmoothy(ba.Plugin):
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def __init__(self):
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_lobby.Chooser.__init__=__init__
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_lobby.Chooser._set_ready=_set_ready
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_lobby.Chooser._update_text=_update_text
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_lobby.Chooser.handlemessage=handlemessage
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