Update ALL UTILITIES for 1.7.20+

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! Freaku 2023-07-27 18:23:48 +05:30 committed by GitHub
parent 07d6968898
commit 7c72e45a01
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GPG key ID: 4AEE18F83AFDEB23
3 changed files with 102 additions and 78 deletions

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@ -1,4 +1,4 @@
#Ported by: Freaku / @[Just] Freak#4999
# Ported by your friend: Freaku
#Join BCS:
# https://discord.gg/ucyaesh
@ -9,24 +9,27 @@
# ba_meta require api 7
# ba_meta require api 8
from __future__ import annotations
from typing import TYPE_CHECKING
import _ba,ba,random,math
from bastd.gameutils import SharedObjects
from bastd.actor.bomb import Bomb
from bastd.actor.popuptext import PopupText
import _babase, babase, random, math
import bauiv1 as bui
import bascenev1 as bs
from bascenev1lib.gameutils import SharedObjects
from bascenev1lib.actor.bomb import Bomb
from bascenev1lib.actor.popuptext import PopupText
from bauiv1lib.party import PartyWindow
if TYPE_CHECKING:
from typing import Optional
class Floater(ba.Actor):
class Floater(bs.Actor):
def __init__(self, bounds):
super().__init__()
shared = SharedObjects.get()
self.controlled = False
self.source_player = None
self.floaterMaterial = ba.Material()
self.floaterMaterial = bs.Material()
self.floaterMaterial.add_actions(
conditions=('they_have_material',
shared.player_material),
@ -46,21 +49,21 @@ class Floater(ba.Actor):
self.py = "random.uniform(self.pos[1],self.pos[4])"
self.pz = "random.uniform(self.pos[2],self.pos[5])"
self.node = ba.newnode(
self.node = bs.newnode(
'prop',
delegate=self,
owner=None,
attrs={
'position': (eval(self.px), eval(self.py), eval(self.pz)),
'model':
ba.getmodel('landMine'),
'light_model':
ba.getmodel('landMine'),
'mesh':
bs.getmesh('landMine'),
'light_mesh':
bs.getmesh('landMine'),
'body':
'landMine',
'body_scale':
3,
'model_scale':
'mesh_scale':
3.1,
'shadow_size':
0.25,
@ -69,21 +72,21 @@ class Floater(ba.Actor):
'gravity_scale':
0.0,
'color_texture':
ba.gettexture('achievementFlawlessVictory'),
bs.gettexture('achievementFlawlessVictory'),
'reflection':
'soft',
'reflection_scale': [0.25],
'materials':
[shared.footing_material, self.floaterMaterial]
})
self.node2 = ba.newnode(
self.node2 = bs.newnode(
'prop',
owner=self.node,
attrs={
'position': (0, 0, 0),
'body':
'sphere',
'model':
'mesh':
None,
'color_texture':
None,
@ -94,7 +97,7 @@ class Floater(ba.Actor):
'density':
999999,
'reflection_scale': [1.0],
'model_scale':
'mesh_scale':
1.0,
'gravity_scale':
0,
@ -170,7 +173,7 @@ class Floater(ba.Actor):
if self.source_player is None:
return
if self.source_player.is_alive():
ba.timer(1, self.checkPlayerDie)
bs.timer(1, self.checkPlayerDie)
return
else:
self.dis()
@ -196,15 +199,15 @@ class Floater(ba.Actor):
pn = self.node.position
dist = self.distance(pn[0], pn[1], pn[2], px, py, pz)
self.node.velocity = ((px - pn[0]) / dist, (py - pn[1]) / dist, (pz - pn[2]) / dist)
ba.timer(dist-1, ba.WeakCall(self.move), suppress_format_warning=True)
bs.timer(dist-1, bs.WeakCall(self.move)) #suppress_format_warning=True)
def handlemessage(self, msg):
if isinstance(msg, ba.DieMessage):
if isinstance(msg, bs.DieMessage):
self.node.delete()
self.node2.delete()
self.controlled = False
elif isinstance(msg, ba.OutOfBoundsMessage):
self.handlemessage(ba.DieMessage())
elif isinstance(msg, bs.OutOfBoundsMessage):
self.handlemessage(bs.DieMessage())
else:
super().handlemessage(msg)
@ -214,18 +217,18 @@ class Floater(ba.Actor):
def assignFloInputs(clientID: int):
with ba.Context(_ba.get_foreground_host_activity()):
activity = ba.getactivity()
activity = bs.get_foreground_host_activity()
with activity.context:
if not hasattr(activity, 'flo') or not activity.flo.node.exists():
try: activity.flo = Floater(activity.map.get_def_bound_box('map_bounds'))
except: return #Perhaps using in main-menu/score-screen
floater = activity.flo
if floater.controlled:
ba.screenmessage('Floater is already being controlled', color=(1, 0, 0), transient=True, clients=[clientID])
bs.broadcastmessage('Floater is already being controlled', color=(1, 0, 0), transient=True, clients=[clientID])
return
ba.screenmessage('You Gained Control Over The Floater!\n Press Bomb to Throw Bombs and Punch to leave!', clients=[clientID], transient=True, color=(0, 1, 1))
bs.broadcastmessage('You Gained Control Over The Floater!\n Press Bomb to Throw Bombs and Punch to leave!', clients=[clientID], transient=True, color=(0, 1, 1))
for i in _ba.get_foreground_host_activity().players:
for i in activity.players:
if i.sessionplayer.inputdevice.client_id == clientID:
def dis(i, floater):
i.actor.node.invincible = False
@ -235,33 +238,34 @@ def assignFloInputs(clientID: int):
ps = i.actor.node.position
i.actor.node.invincible = True
floater.node.position = (ps[0], ps[1] + 1.0, ps[2])
ba.timer(1, floater.pop)
i.actor.node.hold_node = ba.Node(None)
bs.timer(1, floater.pop)
i.actor.node.hold_node = bs.Node(None)
i.actor.node.hold_node = floater.node2
i.actor.connect_controls_to_player()
i.actor.disconnect_controls_from_player()
i.resetinput()
floater.source_player = i
floater.con()
i.assigninput(ba.InputType.PICK_UP_PRESS, floater.up)
i.assigninput(ba.InputType.PICK_UP_RELEASE, floater.upR)
i.assigninput(ba.InputType.JUMP_PRESS, floater.down)
i.assigninput(ba.InputType.BOMB_PRESS, floater.drop)
i.assigninput(ba.InputType.PUNCH_PRESS, ba.Call(dis, i, floater))
i.assigninput(ba.InputType.UP_DOWN, floater.updown)
i.assigninput(ba.InputType.LEFT_RIGHT, floater.leftright)
i.assigninput(babase.InputType.PICK_UP_PRESS, floater.up)
i.assigninput(babase.InputType.PICK_UP_RELEASE, floater.upR)
i.assigninput(babase.InputType.JUMP_PRESS, floater.down)
i.assigninput(babase.InputType.BOMB_PRESS, floater.drop)
i.assigninput(babase.InputType.PUNCH_PRESS, babase.Call(dis, i, floater))
i.assigninput(babase.InputType.UP_DOWN, floater.updown)
i.assigninput(babase.InputType.LEFT_RIGHT, floater.leftright)
bui.set_party_icon_always_visible(True)
old_fcm = _ba.chatmessage
def new_chat_message(msg: Union[str, ba.Lstr], clients: Sequence[int] = None, sender_override: str = None):
old_fcm(msg, clients, sender_override)
if msg == '/floater':
old_fcm = bs.chatmessage
def new_chat_message(*args, **kwargs):
old_fcm(*args, **kwargs)
if args[0] == '/floater':
try: assignFloInputs(-1)
except: pass
_ba.chatmessage = new_chat_message
bs.chatmessage = new_chat_message
# ba_meta export plugin
class byFreaku(ba.Plugin):
class byFreaku(babase.Plugin):
def __init__(self): pass

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@ -1,4 +1,4 @@
#Made by: Freaku / @[Just] Freak#4999
# Made by your friend: Freaku
# • Icon Keyboard •
# Make your chats look even more cooler!
@ -8,14 +8,15 @@
# ba_meta require api 7
# ba_meta require api 8
from __future__ import annotations
from typing import TYPE_CHECKING
import ba
from _ba import charstr as uwu
import babase
import bascenev1 as bs
from babase import charstr as uwu
if TYPE_CHECKING:
from typing import Any, Optional, Dict, List, Tuple,Type, Iterable
@ -27,37 +28,37 @@ if TYPE_CHECKING:
# ba_meta export keyboard
class IconKeyboard_byFreaku(ba.Keyboard):
class IconKeyboard_byFreaku(babase.Keyboard):
"""Keyboard go brrrrrrr"""
name = 'Icons by \ue048Freaku'
chars = [(uwu(ba.SpecialChar.TICKET),
uwu(ba.SpecialChar.CROWN),
uwu(ba.SpecialChar.DRAGON),
uwu(ba.SpecialChar.SKULL),
uwu(ba.SpecialChar.HEART),
uwu(ba.SpecialChar.FEDORA),
uwu(ba.SpecialChar.HAL),
uwu(ba.SpecialChar.YIN_YANG),
uwu(ba.SpecialChar.EYE_BALL),
uwu(ba.SpecialChar.HELMET),
uwu(ba.SpecialChar.OUYA_BUTTON_U)),
(uwu(ba.SpecialChar.MUSHROOM),
uwu(ba.SpecialChar.NINJA_STAR),
uwu(ba.SpecialChar.VIKING_HELMET),
uwu(ba.SpecialChar.MOON),
uwu(ba.SpecialChar.SPIDER),
uwu(ba.SpecialChar.FIREBALL),
uwu(ba.SpecialChar.MIKIROG),
uwu(ba.SpecialChar.OUYA_BUTTON_O),
uwu(ba.SpecialChar.LOCAL_ACCOUNT),
uwu(ba.SpecialChar.LOGO)),
(uwu(ba.SpecialChar.TICKET),
uwu(ba.SpecialChar.FLAG_INDIA),
uwu(ba.SpecialChar.OCULUS_LOGO),
uwu(ba.SpecialChar.STEAM_LOGO),
uwu(ba.SpecialChar.NVIDIA_LOGO),
uwu(ba.SpecialChar.GAME_CENTER_LOGO),
uwu(ba.SpecialChar.GOOGLE_PLAY_GAMES_LOGO),
uwu(ba.SpecialChar.ALIBABA_LOGO))]
chars = [(uwu(babase.SpecialChar.TICKET),
uwu(babase.SpecialChar.CROWN),
uwu(babase.SpecialChar.DRAGON),
uwu(babase.SpecialChar.SKULL),
uwu(babase.SpecialChar.HEART),
uwu(babase.SpecialChar.FEDORA),
uwu(babase.SpecialChar.HAL),
uwu(babase.SpecialChar.YIN_YANG),
uwu(babase.SpecialChar.EYE_BALL),
uwu(babase.SpecialChar.HELMET),
uwu(babase.SpecialChar.OUYA_BUTTON_U)),
(uwu(babase.SpecialChar.MUSHROOM),
uwu(babase.SpecialChar.NINJA_STAR),
uwu(babase.SpecialChar.VIKING_HELMET),
uwu(babase.SpecialChar.MOON),
uwu(babase.SpecialChar.SPIDER),
uwu(babase.SpecialChar.FIREBALL),
uwu(babase.SpecialChar.MIKIROG),
uwu(babase.SpecialChar.OUYA_BUTTON_O),
uwu(babase.SpecialChar.LOCAL_ACCOUNT),
uwu(babase.SpecialChar.LOGO)),
(uwu(babase.SpecialChar.TICKET),
uwu(babase.SpecialChar.FLAG_INDIA),
uwu(babase.SpecialChar.OCULUS_LOGO),
uwu(babase.SpecialChar.STEAM_LOGO),
uwu(babase.SpecialChar.NVIDIA_LOGO),
uwu(babase.SpecialChar.GAME_CENTER_LOGO),
uwu(babase.SpecialChar.GOOGLE_PLAY_GAMES_LOGO),
uwu(babase.SpecialChar.EXPLODINARY_LOGO))]
nums = []
pages: Dict[str, Tuple[str, ...]] = {}
pages: Dict[str, Tuple[str, ...]] = {}

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@ -0,0 +1,19 @@
# Made by your friend: Freaku
import babase
import bascenev1 as bs
from bascenev1lib.maps import TowerD
@classmethod
def new_play_types(cls):
"""return valid play types for this map."""
return ['melee', 'keep_away', 'team_flag', 'king_of_the_hill']
# ba_meta require api 8
# ba_meta export plugin
class byFreaku(babase.Plugin):
def on_app_running(self):
TowerD.get_play_types = new_play_types