bombsquad-plugin-manager/plugins/utilities/better_camera_shake.py

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# ba_meta require api 9
from __future__ import annotations
import babase
import bascenev1 as bs
import bascenev1lib.actor.bomb as bomb
import random
from typing import TYPE_CHECKING
from bascenev1lib.gameutils import SharedObjects
from bascenev1lib.actor.bomb import BombFactory, ExplodeHitMessage
from bascenev1lib.actor.playerspaz import PlayerSpaz
if TYPE_CHECKING:
from typing import Any, Sequence
plugman = dict(
plugin_name="better_camera_shake",
description="This plugin makes the camera only shake when an explosion hits a player character, begone excessive camera shaking!",
external_url="",
authors=[
{"name": "DinoWattz", "email": "", "discord": ""}
],
version="1.0.0",
)
# Camera shake only on player impact
def new__init__(
self,
*,
position: Sequence[float] = (0.0, 1.0, 0.0),
velocity: Sequence[float] = (0.0, 0.0, 0.0),
blast_radius: float = 2.0,
blast_type: str = 'normal',
source_player: bs.Player | None = None,
hit_type: str = 'explosion',
hit_subtype: str = 'normal',
):
"""Instantiate with given values."""
# bah; get off my lawn!
# pylint: disable=too-many-locals
# pylint: disable=too-many-statements
super(type(self), self).__init__()
shared = SharedObjects.get()
factory = BombFactory.get()
self.blast_type = blast_type
self._source_player = source_player
self.hit_type = hit_type
self.hit_subtype = hit_subtype
self.radius = blast_radius
# Set our position a bit lower so we throw more things upward.
rmats = (factory.blast_material, shared.attack_material)
self.node = bs.newnode(
'region',
delegate=self,
attrs={
'position': (position[0], position[1] - 0.1, position[2]),
'scale': (self.radius, self.radius, self.radius),
'type': 'sphere',
'materials': rmats,
},
)
bs.timer(0.05, self.node.delete)
# Throw in an explosion and flash.
evel = (velocity[0], max(-1.0, velocity[1]), velocity[2])
explosion = bs.newnode(
'explosion',
attrs={
'position': position,
'velocity': evel,
'radius': self.radius,
'big': (self.blast_type == 'tnt'),
},
)
if self.blast_type == 'ice':
explosion.color = (0, 0.05, 0.4)
bs.timer(1.0, explosion.delete)
if self.blast_type != 'ice':
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bs.emitfx(
position=position,
velocity=velocity,
count=int(1.0 + random.random() * 4),
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emit_type='tendrils',
tendril_type='thin_smoke',
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)
bs.emitfx(
position=position,
velocity=velocity,
count=int(4.0 + random.random() * 4),
emit_type='tendrils',
tendril_type='ice' if self.blast_type == 'ice' else 'smoke',
)
bs.emitfx(
position=position,
emit_type='distortion',
spread=1.0 if self.blast_type == 'tnt' else 2.0,
)
# And emit some shrapnel.
if self.blast_type == 'ice':
def emit() -> None:
bs.emitfx(
position=position,
velocity=velocity,
count=30,
spread=2.0,
scale=0.4,
chunk_type='ice',
emit_type='stickers',
)
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# It looks better if we delay a bit.
bs.timer(0.05, emit)
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elif self.blast_type == 'sticky':
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def emit() -> None:
bs.emitfx(
position=position,
velocity=velocity,
count=int(4.0 + random.random() * 8),
spread=0.7,
chunk_type='slime',
)
bs.emitfx(
position=position,
velocity=velocity,
count=int(4.0 + random.random() * 8),
scale=0.5,
spread=0.7,
chunk_type='slime',
)
bs.emitfx(
position=position,
velocity=velocity,
count=15,
scale=0.6,
chunk_type='slime',
emit_type='stickers',
)
bs.emitfx(
position=position,
velocity=velocity,
count=20,
scale=0.7,
chunk_type='spark',
emit_type='stickers',
)
bs.emitfx(
position=position,
velocity=velocity,
count=int(6.0 + random.random() * 12),
scale=0.8,
spread=1.5,
chunk_type='spark',
)
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# It looks better if we delay a bit.
bs.timer(0.05, emit)
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elif self.blast_type == 'impact':
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def emit() -> None:
bs.emitfx(
position=position,
velocity=velocity,
count=int(4.0 + random.random() * 8),
scale=0.8,
chunk_type='metal',
)
bs.emitfx(
position=position,
velocity=velocity,
count=int(4.0 + random.random() * 8),
scale=0.4,
chunk_type='metal',
)
bs.emitfx(
position=position,
velocity=velocity,
count=20,
scale=0.7,
chunk_type='spark',
emit_type='stickers',
)
bs.emitfx(
position=position,
velocity=velocity,
count=int(8.0 + random.random() * 15),
scale=0.8,
spread=1.5,
chunk_type='spark',
)
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# It looks better if we delay a bit.
bs.timer(0.05, emit)
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else: # Regular or land mine bomb shrapnel.
def emit() -> None:
if self.blast_type != 'tnt':
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bs.emitfx(
position=position,
velocity=velocity,
count=int(4.0 + random.random() * 8),
chunk_type='rock',
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)
bs.emitfx(
position=position,
velocity=velocity,
count=int(4.0 + random.random() * 8),
scale=0.5,
chunk_type='rock',
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)
bs.emitfx(
position=position,
velocity=velocity,
count=30,
scale=1.0 if self.blast_type == 'tnt' else 0.7,
chunk_type='spark',
emit_type='stickers',
)
bs.emitfx(
position=position,
velocity=velocity,
count=int(18.0 + random.random() * 20),
scale=1.0 if self.blast_type == 'tnt' else 0.8,
spread=1.5,
chunk_type='spark',
)
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# TNT throws splintery chunks.
if self.blast_type == 'tnt':
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def emit_splinters() -> None:
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bs.emitfx(
position=position,
velocity=velocity,
count=int(20.0 + random.random() * 25),
scale=0.8,
spread=1.0,
chunk_type='splinter',
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)
bs.timer(0.01, emit_splinters)
# Every now and then do a sparky one.
if self.blast_type == 'tnt' or random.random() < 0.1:
def emit_extra_sparks() -> None:
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bs.emitfx(
position=position,
velocity=velocity,
count=int(10.0 + random.random() * 20),
scale=0.8,
spread=1.5,
chunk_type='spark',
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)
bs.timer(0.02, emit_extra_sparks)
# It looks better if we delay a bit.
bs.timer(0.05, emit)
lcolor = (0.6, 0.6, 1.0) if self.blast_type == 'ice' else (1, 0.3, 0.1)
light = bs.newnode(
'light',
attrs={
'position': position,
'volume_intensity_scale': 10.0,
'color': lcolor,
},
)
scl = random.uniform(0.6, 0.9)
scorch_radius = light_radius = self.radius
if self.blast_type == 'tnt':
light_radius *= 1.4
scorch_radius *= 1.15
scl *= 3.0
iscale = 1.6
bs.animate(
light,
'intensity',
{
0: 2.0 * iscale,
scl * 0.02: 0.1 * iscale,
scl * 0.025: 0.2 * iscale,
scl * 0.05: 17.0 * iscale,
scl * 0.06: 5.0 * iscale,
scl * 0.08: 4.0 * iscale,
scl * 0.2: 0.6 * iscale,
scl * 2.0: 0.00 * iscale,
scl * 3.0: 0.0,
},
)
bs.animate(
light,
'radius',
{
0: light_radius * 0.2,
scl * 0.05: light_radius * 0.55,
scl * 0.1: light_radius * 0.3,
scl * 0.3: light_radius * 0.15,
scl * 1.0: light_radius * 0.05,
},
)
bs.timer(scl * 3.0, light.delete)
# Make a scorch that fades over time.
scorch = bs.newnode(
'scorch',
attrs={
'position': position,
'size': scorch_radius * 0.5,
'big': (self.blast_type == 'tnt'),
},
)
if self.blast_type == 'ice':
scorch.color = (1, 1, 1.5)
bs.animate(scorch, 'presence', {3.000: 1, 13.000: 0})
bs.timer(13.0, scorch.delete)
if self.blast_type == 'ice':
factory.hiss_sound.play(position=light.position)
lpos = light.position
factory.random_explode_sound().play(position=lpos)
factory.debris_fall_sound.play(position=lpos)
# ↓ We don't need any of this, we're fully trained professionals.
# bs.camerashake(intensity=5.0 if self.blast_type == 'tnt' else 1.0)
# TNT is more epic.
if self.blast_type == 'tnt':
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factory.random_explode_sound().play(position=lpos)
def _extra_boom() -> None:
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factory.random_explode_sound().play(position=lpos)
bs.timer(0.25, _extra_boom)
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def _extra_debris_sound() -> None:
factory.debris_fall_sound.play(position=lpos)
factory.wood_debris_fall_sound.play(position=lpos)
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bs.timer(0.4, _extra_debris_sound)
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bomb.Blast.__init__ = new__init__
org_handlemessage = bomb.Blast.handlemessage
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def new_handlemessage(self, msg: Any, *args, **kwargs) -> Any:
org_handlemessage(self, msg, *args, **kwargs)
if isinstance(msg, ExplodeHitMessage):
node = bs.getcollision().opposingnode
delegate = node.getdelegate(PlayerSpaz)
has_used_camerashake = getattr(self, 'has_used_camerashake', False)
if not has_used_camerashake and (delegate and not delegate.shield) and not node.invincible:
self.has_used_camerashake = True
bs.camerashake(intensity=5.0 if self.blast_type == 'tnt' else 1.0)
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bomb.Blast.handlemessage = new_handlemessage
# ba_meta export babase.Plugin
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class Plugin(babase.Plugin):
pass