bombsquad-mods-byfreaku/Utilities/Terminal.py
2022-07-15 15:02:12 +05:30

296 lines
11 KiB
Python

#Made by your friend: Freaku / @[Just] Freak#4999
# Defines a simple plugin that allows you to:
## See any errors of your mods (if present) in folder BombSquad/logging/logs.txt
## Get config contents
## Enable internal debugging
## Create/Delete sys
## Get 3D co-ordinate points in any Map!
# 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...
#Join BCS:
# https://discord.gg/ucyaesh
#My GitHub:
# https://github.com/Freaku17/BombSquad-Mods-byFreaku
########## INDEX ##########
'''
- Must READ
- For beginners
- Fixing errors...
'''
# ----- MUST READ -----
'''
# I hope you know Python Programming Language and have seen Bombsquad's API, avaiable at
# https://ballistica.net/wiki
# else... its still fine :)
# Python is easiest language, hardly will take 1 week to learn (See YouTube tutorials)
# 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.
# We can, by following GitHub's Android coding environment
# https://github.com/efroemling/ballistica/wiki/Coding-Environment-(Android)
# but it's long process, additionally around 500mb of data to download
# for Pydroid 3 and it's Pydroid's plugins... (not guaranteed to work properly)
# 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)
# Rename BombSquad folder to BombSquad1 and make a
# new BombSquad folder and paste this in that
# and also the mod you're working on....
# Happy coding! 🔥
# Dont worry about those currency mods or similar stuffs...
# Their data is still stored on app so whenever you use them back
# (deleting BombSquad folder and renaming BombSquad1 back to BombSquad)
# All currency/data will still be avaiable!!
'''
# ----- For beginners -----
'''
# Use create_sys / delete_sys in Plugins
# and a Code Editor app (on Play Store)
'''
# ----- Fixing errors... -----
'''
# Incase you haven't ever seen console:
# The logs.txt shows full stuff ...
# Like say you made a error in your mod but in logs you'll see entire file paths of in-game files.
# Over here you should ignore in-game files and just see Exception/Traceback (or the path where your mod file is named)
# and bottom lines (to know what error is it exactly)
# Reason? Game is certainly completed so no matter what it wont have any error, the error causing is just your file.
# 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)
'''
# Additionally, errors like
# - 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 ==
# - Indentation error (this is related to spaces, Google can help/explain you in this...)
# - etc etc (take help of Google 🤐)
# Sometimes you can't just solve it yourself, so you need to ask someone for help
# I would suggest to join BCS: A lovely discord server (link at top)
# Aimed 4 Android modders!
# ba_meta require api 7
import _ba, ba, os
folder = _ba.env()['python_directory_user'] + "/logging/"
log_copy = folder + 'logs.txt'
config_copy = folder + 'config.txt'
def make_folder():
if not os.path.exists(folder):
os.makedirs(folder)
def make_logs(content):
with open(log_copy, 'w+') as l:
l.write(content)
l.close()
def log_it():
our_logs = _ba.getlog()
if our_logs != '':
make_logs(our_logs)
else:
make_logs("🔥 Congratulations! No errors were found during this playing session!! 🔥")
def make_config():
configs = _ba.app.config_file_path
config_contents = ''
with open(configs) as f:
config_contents = f.read()
f.close()
with open(config_copy, 'w+') as e:
e.write(config_contents)
e.close()
def internal_debug():
"""
Eg. May show some error via screen msg even if try except is used.
Use only if you are going for really ADVANCED modding...
"""
setattr(_ba.app, '_debug_enabled', True)
def make_sys():
path = _ba.app.python_directory_user +'/sys/'+_ba.app.version
if not os.path.exists(path):
ba.modutils.create_user_system_scripts()
if _ba.app.platform == 'android':
if path.find('/0/'):
path = path.split('/0/')[1]
ba.screenmessage(f'Scripts created at {path}',color=(0, 1, 0))
ba.screenmessage('Restart BombSquad to use them',color=(0, 1, 0))
ba.app.config['Plugins'][__name__+'.create_sys']['enabled'] = False
ba.app.config.apply_and_commit()
else:
ba.screenmessage('Cannot run '+__name__+'.create_sys\nScripts already exist :/',color=(1,0,0))
def yeet_sys():
path = _ba.app.python_directory_user +'/sys/'+_ba.app.version
if os.path.exists(path):
ba.modutils.delete_user_system_scripts()
ba.screenmessage('Scripts deleted!',color=(1, 1, 0))
ba.screenmessage('Restart BombSquad to use internal',color=(1, 1, 0))
ba.app.config['Plugins'][__name__+'.delete_sys']['enabled'] = False
ba.app.config.apply_and_commit()
else:
ba.screenmessage('Cannot run '+__name__+'.delete_sys\nNo Scripts exist :/',color=(1,0,0))
def update_mods():
mods_folder = _ba.env()['python_directory_user']
for mod in os.listdir(mods_folder):
if mod.endswith('.py') and not mod=='Terminal.py':
data = open(mods_folder+os.sep+mod).read()
data = data.replace('# ba_meta require api 6', '# ba_meta require api 7')
data = data.replace('def on_app_launch(self)', 'def on_app_running(self)')
data = data.replace('self.on_app_launch', 'self.on_app_running')
with open(mods_folder+os.sep+mod, 'w') as file:
file.write(data)
file.close()
ba.screenmessage('Updated mods to 1.7!', color=(0,1,0))
ba.screenmessage('All Mods are NOT guaranteed to work', color=(1,1,0))
ba.app.config['Plugins'][__name__+'.update_16mods_to_17']['enabled'] = False
ba.app.config.apply_and_commit()
# ba_meta export plugin
class update_16mods_to_17(ba.Plugin):
def __init__(self):
update_mods()
# ba_meta export plugin
class get_logs(ba.Plugin):
def __init__(self):
make_folder()
log_it()
ba.timer(1, log_it, repeat=True)
# ba_meta export plugin
class get_config(ba.Plugin):
def __init__(self):
make_config()
# ba_meta export plugin
class live_debug(ba.Plugin):
def __init__(self):
internal_debug()
# ba_meta export plugin
class create_sys(ba.Plugin):
def __init__(self):
ba.timer(3, make_sys)
# ba_meta export plugin
class delete_sys(ba.Plugin):
def __init__(self):
ba.timer(3.5, yeet_sys)
class Player(ba.Player['Team']):
"""Our player type for this game."""
class Team(ba.Team[Player]):
"""Our team type for this game."""
# ba_meta export game
class Terminal_get3Dpoint(ba.TeamGameActivity[Player, Team]):
name = '3D co-ordinate point'
available_settings = [ba.BoolSetting('Boxes', default=False), ba.BoolSetting('Points', default=False)]
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):
return (issubclass(sessiontype, ba.DualTeamSession) or issubclass(sessiontype, ba.FreeForAllSession))
@classmethod
def get_supported_maps(cls, sessiontype):
# Support every single map registered to the game...
maps = []
for map in _ba.app.maps:
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]
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])})
mnode = ba.newnode('math', owner=box_locator, attrs={ 'input1': (0, 0, 0), 'operation': 'add'})
box_locator.connectattr('position', mnode, 'input2')
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'})
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:
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])})
elif len(display_pt) == 3:
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)})
else:
print('Invalid entry of;',point,'values given:',display_pt)
continue
mnode = ba.newnode('math', owner=point_locator, attrs={ 'input1': (0, 0, 0), 'operation': 'add'})
point_locator.connectattr('position', mnode, 'input2')
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'})
mnode.connectattr('output', point_text, 'position')
def end_game(self):
results = ba.GameResults()
for team in self.teams:
results.set_team_score(team, team.score)
self.end(results=results)
def handlemessage(self, msg):
if isinstance(msg, ba._messages.PlayerDiedMessage):
self.respawn_player(msg.getplayer(self.playertype), 1)
else:
return super().handlemessage(msg)
return None