mirror of
https://github.com/Freaku17/BombSquad-Mods-byFreaku
synced 2025-10-19 20:20:40 +00:00
296 lines
11 KiB
Python
296 lines
11 KiB
Python
#Made by your friend: Freaku / @[Just] Freak#4999
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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/logging/logs.txt
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## Get config contents
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## Enable internal debugging
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## Create/Delete sys
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## 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
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# 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:
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# https://github.com/Freaku17/BombSquad-Mods-byFreaku
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########## INDEX ##########
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'''
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- Must READ
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- For beginners
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- Fixing errors...
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'''
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# ----- MUST READ -----
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'''
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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
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# 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,
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# in PC you can directly get these Terminal Errors in console.
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# but sadly on mobile there's no way to view console.
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# We can, by following GitHub's Android coding environment
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# https://github.com/efroemling/ballistica/wiki/Coding-Environment-(Android)
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# but it's long process, additionally around 500mb of data to download
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# for Pydroid 3 and it's Pydroid's plugins... (not guaranteed to work properly)
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# This is helpful for new Modders (who don't use PC)
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# Also I'll ***HIGHLY*** suggest to not use this when other mods are installed
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# As a TONS of other mods includes errors (which aren't fixed)
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# Rename BombSquad folder to BombSquad1 and make a
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# new BombSquad folder and paste this in that
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# and also the mod you're working on....
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# Happy coding! 🔥
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# Dont worry about those currency mods or similar stuffs...
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# Their data is still stored on app so whenever you use them back
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# (deleting BombSquad folder and renaming BombSquad1 back to BombSquad)
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# All currency/data will still be avaiable!!
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'''
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# ----- For beginners -----
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'''
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# Use create_sys / delete_sys in Plugins
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# and a Code Editor app (on Play Store)
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'''
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# ----- Fixing errors... -----
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'''
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# Incase you haven't ever seen console:
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# The logs.txt shows full stuff ...
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# Like say you made a error in your mod but in logs you'll see entire file paths of in-game files.
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# Over here you should ignore in-game files and just see Exception/Traceback (or the path where your mod file is named)
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# and bottom lines (to know what error is it exactly)
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# Reason? Game is certainly completed so no matter what it wont have any error, the error causing is just your file.
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# Traceback could look like: Game called a activity as said in this-this line of file, then Map was loaded by the activity, then Map tried to fetch spawn points, but spawn points have error (since you modified it)
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'''
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# Additionally, errors like
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# - Invalid Syntax (if you use code editor just press 3 dots and off word wrap, so you can scroll left/right so you can see the ^ arrow pointing correctly) This error is either cuz of some brackets opened but not closed or the other way around. Could also be if you put = instead of ==
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# - Indentation error (this is related to spaces, Google can help/explain you in this...)
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# - etc etc (take help of Google 🤐)
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# Sometimes you can't just solve it yourself, so you need to ask 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 7
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import _ba, ba, os
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folder = _ba.env()['python_directory_user'] + "/logging/"
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log_copy = folder + 'logs.txt'
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config_copy = folder + 'config.txt'
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def make_folder():
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if not os.path.exists(folder):
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os.makedirs(folder)
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def make_logs(content):
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with open(log_copy, 'w+') as l:
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l.write(content)
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l.close()
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def log_it():
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our_logs = _ba.getlog()
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if our_logs != '':
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make_logs(our_logs)
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else:
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make_logs("🔥 Congratulations! No errors were found during this playing session!! 🔥")
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def make_config():
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configs = _ba.app.config_file_path
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config_contents = ''
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with open(configs) as f:
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config_contents = f.read()
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f.close()
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with open(config_copy, 'w+') as e:
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e.write(config_contents)
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e.close()
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def internal_debug():
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"""
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Eg. May show some error via screen msg even if try except is used.
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Use only if you are going for really ADVANCED modding...
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"""
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setattr(_ba.app, '_debug_enabled', True)
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def make_sys():
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path = _ba.app.python_directory_user +'/sys/'+_ba.app.version
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if not os.path.exists(path):
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ba.modutils.create_user_system_scripts()
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if _ba.app.platform == 'android':
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if path.find('/0/'):
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path = path.split('/0/')[1]
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ba.screenmessage(f'Scripts created at {path}',color=(0, 1, 0))
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ba.screenmessage('Restart BombSquad to use them',color=(0, 1, 0))
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ba.app.config['Plugins'][__name__+'.create_sys']['enabled'] = False
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ba.app.config.apply_and_commit()
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else:
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ba.screenmessage('Cannot run '+__name__+'.create_sys\nScripts already exist :/',color=(1,0,0))
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def yeet_sys():
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path = _ba.app.python_directory_user +'/sys/'+_ba.app.version
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if os.path.exists(path):
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ba.modutils.delete_user_system_scripts()
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ba.screenmessage('Scripts deleted!',color=(1, 1, 0))
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ba.screenmessage('Restart BombSquad to use internal',color=(1, 1, 0))
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ba.app.config['Plugins'][__name__+'.delete_sys']['enabled'] = False
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ba.app.config.apply_and_commit()
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else:
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ba.screenmessage('Cannot run '+__name__+'.delete_sys\nNo Scripts exist :/',color=(1,0,0))
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def update_mods():
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mods_folder = _ba.env()['python_directory_user']
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for mod in os.listdir(mods_folder):
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if mod.endswith('.py') and not mod==__name__+'.py':
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data = open(mods_folder+os.sep+mod).read()
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data = data.replace('# ba_meta require api 6', '# ba_meta require api 7')
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data = data.replace('def on_app_launch(self)', 'def on_app_running(self)')
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data = data.replace('self.on_app_launch', 'self.on_app_running')
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with open(mods_folder+os.sep+mod, 'w') as file:
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file.write(data)
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file.close()
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ba.screenmessage('Updated mods to 1.7!', color=(0,1,0))
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ba.screenmessage('All Mods are NOT guaranteed to work', color=(1,1,0))
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ba.app.config['Plugins'][__name__+'.update_16mods_to_17']['enabled'] = False
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ba.app.config.apply_and_commit()
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# ba_meta export plugin
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class update_16mods_to_17(ba.Plugin):
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def __init__(self):
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update_mods()
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# ba_meta export plugin
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class get_logs(ba.Plugin):
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def __init__(self):
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make_folder()
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log_it()
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ba.timer(1, log_it, repeat=True)
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# ba_meta export plugin
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class get_config(ba.Plugin):
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def __init__(self):
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make_config()
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# ba_meta export plugin
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class live_debug(ba.Plugin):
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def __init__(self):
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internal_debug()
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# ba_meta export plugin
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class create_sys(ba.Plugin):
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def __init__(self):
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ba.timer(3, make_sys)
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# ba_meta export plugin
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class delete_sys(ba.Plugin):
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def __init__(self):
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ba.timer(3.5, yeet_sys)
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class Player(ba.Player['Team']):
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"""Our player type for this game."""
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class Team(ba.Team[Player]):
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"""Our team type for this game."""
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# ba_meta export game
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class Terminal_get3Dpoint(ba.TeamGameActivity[Player, Team]):
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name = '3D co-ordinate point'
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available_settings = [ba.BoolSetting('Boxes', default=False), ba.BoolSetting('Points', default=False)]
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description = 'Get 3D co-ordinate point of ANY map!'
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def __init__(self, settings: dict):
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super().__init__(settings)
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self._boxes = settings.get('Boxes', False)
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self._points = settings.get('Points',False)
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@classmethod
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def supports_session_type(cls, sessiontype):
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return (issubclass(sessiontype, ba.DualTeamSession) or issubclass(sessiontype, ba.FreeForAllSession))
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@classmethod
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def get_supported_maps(cls, sessiontype):
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# Support every single map registered to the game...
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maps = []
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for map in _ba.app.maps:
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maps.append(map)
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return maps
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def on_begin(self):
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super().on_begin()
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if self._boxes:
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self.spawn_boxes()
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if self._points:
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self.spawn_points()
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def spawn_boxes(self):
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for box in self.map.defs.boxes:
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box_pt = self.map.defs.boxes[box]
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box_locator = ba.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])})
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mnode = ba.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 = ba.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')
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def spawn_points(self):
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for point in self.map.defs.points:
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display_pt = self.map.defs.points[point]
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if len(display_pt) == 6:
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point_locator = ba.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 = ba.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:
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print('Invalid entry of;',point,'values given:',display_pt)
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continue
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mnode = ba.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 = ba.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')
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def end_game(self):
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results = ba.GameResults()
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for team in self.teams:
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results.set_team_score(team, team.score)
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self.end(results=results)
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def handlemessage(self, msg):
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if isinstance(msg, ba._messages.PlayerDiedMessage):
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self.respawn_player(msg.getplayer(self.playertype), 1)
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else:
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return super().handlemessage(msg)
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return None
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