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# Made by your friend: Freaku
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# Defines a simple plugin that allows you to:
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### See any errors of your mods (if present) in folder BombSquad/console/logs.txt
### Get config contents
### Create/Delete sys
### Get 3D co-ordinate points in any Map!
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# NOTE: Please perform the activities to log, if its a gamemode pls open and play it and then see logs. If its a window please touch buttons and then see logs
# and so on according to the mod you're working...
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#Join BCS:
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# https://discord.gg/ucyaesh
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#My GitHub:
# https://github.com/Freaku17/BombSquad-Mods-byFreaku
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########## INDEX ##########
'''
- Must READ
- For beginners
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'''
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# ----- MUST READ -----
'''
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# I hope you know Python Programming Language and have seen Bombsquad's API, avaiable at
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# https://ballistica.net/wiki
# else... its still fine :)
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# Python is easiest language, hardly will take 1 week to learn (See YouTube tutorials)
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# This mod is *genuinely* for Mobile Modders,
# in PC you can directly get these Terminal Errors in console.
# but sadly on mobile there's no way to view console.
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# We can alternatively, use https://tools.ballistica.net/devices
# but it only works on V2 accounts (and if you link your GooglePlay and V2, and login with GooglePlay... it won't work)
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# This is helpful for new Modders (who don't use PC)
# Also I'll ***HIGHLY*** suggest to not use this when other mods are installed
# As a TONS of other mods includes errors (which aren't fixed)
# Happy coding! 🔥
'''
# ----- For beginners -----
'''
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# Use create_sys / delete_sys in Plugins
# and a Code Editor app (on Play Store)
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# Then start playing (editing) those internal .py files
# Incase you face a black screen on launch (you made an error while editing those sys files)
# Delete the sys folder of folder Bombsquad/sys/{version} and re-open game
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'''
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# Sometimes you need someone for help
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# I would suggest to join BCS: A lovely discord server (link at top)
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# Aimed 4 Android modders!
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# ba_meta require api 8
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import _babase , babase , baenv , os
import bascenev1 as bs
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from efro . log import LogLevel
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folder = _babase . env ( ) [ ' python_directory_user ' ] + " /console/ "
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log_post = folder + ' logs.txt '
config_post = folder + ' config.txt '
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def make_folder ( ) :
if not os . path . exists ( folder ) :
os . makedirs ( folder )
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def make_config ( entry ) :
with open ( config_post , ' w+ ' ) as e :
e . write ( entry )
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e . close ( )
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def dump_cache_logs ( ) :
# Dumps all cache logs (including DEBUG ones)
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for entry in baenv . _EnvGlobals . get ( ) . config . log_handler . get_cached ( ) . entries :
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write_logs ( entry . message )
def make_logs ( entry ) :
if entry . level . value > = LogLevel . WARNING . value or entry . name in ( ' stdout ' , ' stderr ' ) :
write_logs ( entry . message )
def write_logs ( log ) :
print ( log , file = open ( log_post , ' a+ ' , encoding = ' utf-8 ' ) )
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def make_sys ( ) :
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path = _babase . app . python_directory_user + ' /sys/ ' + _babase . app . version
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if not os . path . exists ( path ) :
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# Old method:
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# import babase.modutils as utils
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# utils.create_user_system_scripts()
make_sys_wordaround ( path )
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if babase . app . classic . platform == ' android ' :
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if path . find ( ' /0/ ' ) :
path = path . split ( ' /0/ ' ) [ 1 ]
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_babase . screenmessage ( f ' Scripts created at { path } ' , color = ( 0 , 1 , 0 ) )
_babase . screenmessage ( ' Restart BombSquad to use them ' , color = ( 0 , 1 , 0 ) )
babase . app . config [ ' Plugins ' ] [ __name__ + ' .create_sys ' ] [ ' enabled ' ] = False
babase . app . config . apply_and_commit ( )
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else :
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_babase . screenmessage ( ' Cannot run ' + __name__ + ' .create_sys \n Scripts already exist :/ ' , color = ( 1 , 0 , 0 ) )
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def make_sys_wordaround ( path ) :
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# With continued increasing restrictions of Android,
# it is not possible to "view" in-game folders copied to an external path.
# Luckily we are still able to write files.
# So as a "workaround" we create a zip of in-game folders and unzip them :D
from shutil import make_archive , unpack_archive , rmtree
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sys_zip = make_archive ( ' sys_zip ' , ' zip ' , _babase . app . python_directory_app )
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unpack_archive ( sys_zip , path )
# We also need to delete all `__pycache__` folders
for root , dirs , files in os . walk ( path ) :
if ' __pycache__ ' in dirs :
pycache_folder = os . path . join ( root , ' __pycache__ ' )
rmtree ( pycache_folder )
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def yeet_sys ( ) :
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path = _babase . app . python_directory_user + ' /sys/ ' + _babase . app . version
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if os . path . exists ( path ) :
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import babase . modutils as utils
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utils . delete_user_system_scripts ( )
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_babase . screenmessage ( ' Scripts deleted! ' , color = ( 1 , 1 , 0 ) )
_babase . screenmessage ( ' Restart BombSquad to use internal ' , color = ( 1 , 1 , 0 ) )
babase . app . config [ ' Plugins ' ] [ __name__ + ' .delete_sys ' ] [ ' enabled ' ] = False
babase . app . config . apply_and_commit ( )
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else :
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_babase . screenmessage ( ' Cannot run ' + __name__ + ' .delete_sys \n No Scripts exist :/ ' , color = ( 1 , 0 , 0 ) )
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# ba_meta export plugin
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class get_logs ( babase . Plugin ) :
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def __init__ ( self ) :
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make_folder ( )
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open ( log_post , ' w+ ' ) . close ( )
dump_cache_logs ( )
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baenv . _EnvGlobals . get ( ) . config . log_handler . add_callback ( make_logs )
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# ba_meta export plugin
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class get_config ( babase . Plugin ) :
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def __init__ ( self ) :
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make_folder ( )
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configs = babase . app . config_file_path
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with open ( configs ) as f :
make_config ( f . read ( ) )
f . close ( )
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# ba_meta export plugin
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class create_sys ( babase . Plugin ) :
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def __init__ ( self ) :
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babase . apptimer ( 2.5 , make_sys )
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# ba_meta export plugin
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class delete_sys ( babase . Plugin ) :
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def __init__ ( self ) :
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babase . apptimer ( 3 , yeet_sys )
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class Player ( bs . Player [ ' Team ' ] ) :
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""" Our player type for this game. """
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class Team ( bs . Team [ Player ] ) :
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""" Our team type for this game. """
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# ba_meta export bascenev1.GameActivity
class Terminal_get3Dpoint ( bs . TeamGameActivity [ Player , Team ] ) :
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name = ' 3D co-ordinate point '
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available_settings = [ bs . BoolSetting ( ' Boxes ' , default = False ) , bs . BoolSetting ( ' Points ' , default = False ) ]
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description = ' Get 3D co-ordinate point of ANY map! '
def __init__ ( self , settings : dict ) :
super ( ) . __init__ ( settings )
self . _boxes = settings . get ( ' Boxes ' , False )
self . _points = settings . get ( ' Points ' , False )
@classmethod
def supports_session_type ( cls , sessiontype ) :
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return ( issubclass ( sessiontype , bs . DualTeamSession ) or issubclass ( sessiontype , bs . FreeForAllSession ) )
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@classmethod
def get_supported_maps ( cls , sessiontype ) :
# Support every single map registered to the game...
maps = [ ]
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for map in babase . app . classic . maps :
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maps . append ( map )
return maps
def on_begin ( self ) :
super ( ) . on_begin ( )
if self . _boxes :
self . spawn_boxes ( )
if self . _points :
self . spawn_points ( )
def spawn_boxes ( self ) :
for box in self . map . defs . boxes :
box_pt = self . map . defs . boxes [ box ]
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box_locator = bs . newnode ( ' locator ' , attrs = { ' shape ' : ' box ' , ' position ' : ( box_pt [ 0 ] , box_pt [ 1 ] , box_pt [ 2 ] ) , ' color ' : ( 1 , 1 , 0 ) , ' opacity ' : 1 , ' draw_beauty ' : True , ' additive ' : False , ' size ' : ( box_pt [ 6 ] , box_pt [ 7 ] , box_pt [ 8 ] ) } )
mnode = bs . newnode ( ' math ' , owner = box_locator , attrs = { ' input1 ' : ( 0 , 0 , 0 ) , ' operation ' : ' add ' } )
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box_locator . connectattr ( ' position ' , mnode , ' input2 ' )
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box_text = bs . newnode ( ' text ' , owner = box_locator , attrs = { ' text ' : box , ' in_world ' : True , ' shadow ' : 0 , ' flatness ' : 0 , ' color ' : ( 1 , 1 , 1 ) , ' scale ' : 0.01 , ' h_align ' : ' center ' } )
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mnode . connectattr ( ' output ' , box_text , ' position ' )
def spawn_points ( self ) :
for point in self . map . defs . points :
display_pt = self . map . defs . points [ point ]
if len ( display_pt ) == 6 :
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point_locator = bs . newnode ( ' locator ' , attrs = { ' shape ' : ' box ' , ' position ' : ( display_pt [ 0 ] , display_pt [ 1 ] , display_pt [ 2 ] ) , ' color ' : ( 1 , 1 , 0 ) , ' opacity ' : 1 , ' draw_beauty ' : True , ' additive ' : False , ' size ' : ( display_pt [ 3 ] , display_pt [ 4 ] , display_pt [ 5 ] ) } )
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elif len ( display_pt ) == 3 :
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point_locator = bs . newnode ( ' locator ' , attrs = { ' shape ' : ' circle ' , ' position ' : ( display_pt [ 0 ] , display_pt [ 1 ] , display_pt [ 2 ] ) , ' color ' : ( 1 , 1 , 0 ) , ' opacity ' : 1 , ' draw_beauty ' : True , ' additive ' : False , ' drawShadow ' : False , ' size ' : ( 0.4 , 0.4 , 0.4 ) } )
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else :
print ( ' Invalid entry of; ' , point , ' values given: ' , display_pt )
continue
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mnode = bs . newnode ( ' math ' , owner = point_locator , attrs = { ' input1 ' : ( 0 , 0 , 0 ) , ' operation ' : ' add ' } )
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point_locator . connectattr ( ' position ' , mnode , ' input2 ' )
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point_text = bs . newnode ( ' text ' , owner = point_locator , attrs = { ' text ' : point , ' in_world ' : True , ' shadow ' : 1.0 , ' flatness ' : 1.0 , ' color ' : ( 0 , 0 , 0 ) , ' scale ' : 0.01 , ' h_align ' : ' center ' } )
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mnode . connectattr ( ' output ' , point_text , ' position ' )
def end_game ( self ) :
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results = bs . GameResults ( )
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for team in self . teams :
results . set_team_score ( team , team . score )
self . end ( results = results )
def handlemessage ( self , msg ) :
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if isinstance ( msg , bs . _messages . PlayerDiedMessage ) :
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self . respawn_player ( msg . getplayer ( self . playertype ) , 1 )
else :
return super ( ) . handlemessage ( msg )
return None
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return None