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[ci] auto-format
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4 changed files with 340 additions and 304 deletions
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@ -70,6 +70,8 @@ class PlayerState(Enum):
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# To make the game easier to parse, I added Elimination style icons to the bottom of the screen.
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# Here's the behavior of each icon.
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class Icon(ba.Actor):
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"""Creates in in-game icon on screen."""
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@ -194,10 +196,10 @@ class Icon(ba.Actor):
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# Animate text and icon
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animation_end_time = 1.5 if bool(self.activity.settings['Epic Mode']) else 3.0
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ba.animate(self._marked_icon,'opacity', {
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ba.animate(self._marked_icon, 'opacity', {
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0: 1.0,
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animation_end_time: 0.0})
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ba.animate(self._marked_text,'opacity', {
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ba.animate(self._marked_text, 'opacity', {
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0: 1.0,
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animation_end_time: 0.0})
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@ -223,44 +225,46 @@ class Icon(ba.Actor):
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# This gamemode heavily relies on edited player behavior.
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# We need that amount of control, so we're gonna create our own class and use the original PlayerSpaz as our blueprint.
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class PotatoPlayerSpaz(PlayerSpaz):
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def __init__(self, *args, **kwargs):
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super().__init__(*args, **kwargs) # unchanged Spaz __init__ code goes here
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self.dropped_bombs = [] # we use this to track bombs thrown by the player
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super().__init__(*args, **kwargs) # unchanged Spaz __init__ code goes here
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self.dropped_bombs = [] # we use this to track bombs thrown by the player
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# Define a marked light
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self.marked_light = ba.newnode('light',
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owner=self.node,
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attrs={'position':self.node.position,
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'radius':0.15,
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'intensity':0.0,
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'height_attenuated':False,
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'color': (1.0, 0.0, 0.0)})
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owner=self.node,
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attrs={'position': self.node.position,
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'radius': 0.15,
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'intensity': 0.0,
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'height_attenuated': False,
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'color': (1.0, 0.0, 0.0)})
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# Pulsing red light when the player is Marked
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ba.animate(self.marked_light,'radius',{
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ba.animate(self.marked_light, 'radius', {
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0: 0.1,
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0.3: 0.15,
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0.6: 0.1},
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loop = True)
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self.node.connectattr('position_center',self.marked_light,'position')
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loop=True)
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self.node.connectattr('position_center', self.marked_light, 'position')
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# Marked timer. It should be above our head, so we attach the text to the offset that's attached to the player.
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self.marked_timer_offset = ba.newnode('math', owner = self.node, attrs = {
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self.marked_timer_offset = ba.newnode('math', owner=self.node, attrs={
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'input1': (0, 1.2, 0),
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'operation': 'add'})
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self.node.connectattr('torso_position', self.marked_timer_offset, 'input2')
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self.marked_timer_text = ba.newnode('text', owner = self.node, attrs = {
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'text': '',
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'in_world': True,
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'shadow': 0.4,
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'color': (RED_COLOR[0], RED_COLOR[1], RED_COLOR[2], 0.0),
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'flatness': 0,
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'scale': 0.02,
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'h_align': 'center'})
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self.marked_timer_text = ba.newnode('text', owner=self.node, attrs={
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'text': '',
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'in_world': True,
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'shadow': 0.4,
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'color': (RED_COLOR[0], RED_COLOR[1], RED_COLOR[2], 0.0),
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'flatness': 0,
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'scale': 0.02,
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'h_align': 'center'})
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self.marked_timer_offset.connectattr('output', self.marked_timer_text, 'position')
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# Modified behavior when dropping bombs
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@ -275,23 +279,23 @@ class PotatoPlayerSpaz(PlayerSpaz):
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self.dropped_bombs.append(bomb)
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# Bring a light
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bomb.bomb_marked_light = ba.newnode('light',
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owner=bomb.node,
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attrs={'position':bomb.node.position,
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'radius':0.04,
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'intensity':0.0,
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'height_attenuated':False,
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'color': (1.0, 0.0, 0.0)})
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owner=bomb.node,
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attrs={'position': bomb.node.position,
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'radius': 0.04,
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'intensity': 0.0,
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'height_attenuated': False,
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'color': (1.0, 0.0, 0.0)})
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# Attach the light to the bomb
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bomb.node.connectattr('position',bomb.bomb_marked_light,'position')
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bomb.node.connectattr('position', bomb.bomb_marked_light, 'position')
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# Let's adjust all lights for all bombs that we own.
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self.set_bombs_marked()
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# When the bomb physics node dies, call a function.
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bomb.node.add_death_action(
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ba.WeakCall(self.bomb_died, bomb))
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# Here's the function that gets called when one of the player's bombs dies.
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# We reference the player's dropped_bombs list and remove the bomb that died.
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def bomb_died(self, bomb):
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self.dropped_bombs.remove(bomb)
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@ -317,7 +321,8 @@ class PotatoPlayerSpaz(PlayerSpaz):
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self.activity.pass_mark(msg._source_player, self._player)
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# When stun timer runs out, we explode. Let's make sure our own explosion does throw us around.
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if msg.hit_type == 'stun_blast' and msg._source_player == self.source_player: return True
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if msg.hit_type == 'stun_blast' and msg._source_player == self.source_player:
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return True
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# If the attacker is healthy and we're stunned, do a flash and play a sound, then ignore the rest of the code.
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if self.source_player.state == PlayerState.STUNNED and msg._source_player != PlayerState.MARKED:
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self.node.handlemessage('flash')
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@ -341,7 +346,7 @@ class PotatoPlayerSpaz(PlayerSpaz):
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velocity_mag, msg.radius, 0, msg.force_direction[0],
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msg.force_direction[1], msg.force_direction[2])
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damage = int(damage_scale * self.node.damage)
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self.node.handlemessage('hurt_sound') # That's how we play spaz node's hurt sound
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self.node.handlemessage('hurt_sound') # That's how we play spaz node's hurt sound
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# Play punch impact sounds based on damage if it was a punch.
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# We don't show damage percentages, because it's irrelevant.
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@ -465,16 +470,19 @@ class PotatoPlayerSpaz(PlayerSpaz):
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self.marked_timer_text.color[1],
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self.marked_timer_text.color[2],
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0.0)
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ba.animate(self.marked_light,'intensity',{
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0: self.marked_light.intensity,
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0.5: 0.0})
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ba.animate(self.marked_light, 'intensity', {
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0: self.marked_light.intensity,
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0.5: 0.0})
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# Continue with the rest of the behavior.
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super().handlemessage(msg)
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# If a message is something we haven't modified yet, let's pass it along to the original.
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else: super().handlemessage(msg)
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else:
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super().handlemessage(msg)
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# A concept of a player is very useful to reference if we don't have a player character present (maybe they died).
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class Player(ba.Player['Team']):
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"""Our player type for this game."""
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@ -498,13 +506,15 @@ class Player(ba.Player['Team']):
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# When stun time is up, call this function.
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def stun_remove(self) -> None:
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# Let's proceed only if we're stunned
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if self.state != PlayerState.STUNNED: return
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if self.state != PlayerState.STUNNED:
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return
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# Do an explosion where we're standing. Normally it would throw us around, but we dealt
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# with this issue in PlayerSpaz's edited HitMessage in line 312.
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Blast(position=self.actor.node.position,
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velocity=self.actor.node.velocity,
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blast_radius=2.5,
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hit_type='stun_blast', # This hit type allows us to ignore our own stun blast explosions.
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# This hit type allows us to ignore our own stun blast explosions.
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hit_type='stun_blast',
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source_player=self).autoretain()
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# Let's switch our state back to healthy.
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self.set_state(PlayerState.REGULAR)
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@ -516,18 +526,21 @@ class Player(ba.Player['Team']):
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# If we just became stunned, do all of this:
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if old_state != PlayerState.STUNNED and state == PlayerState.STUNNED:
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self.actor.disconnect_controls_from_player() # Disallow all movement and actions
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self.actor.disconnect_controls_from_player() # Disallow all movement and actions
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# Let's set our stun time based on the amount of times we fell out of the map.
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if self.fall_times < len(FALL_PENALTIES):
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stun_time = FALL_PENALTIES[self.fall_times]
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else:
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stun_time = FALL_PENALTIES[len(FALL_PENALTIES) - 1]
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self.stunned_time_remaining = stun_time # Set our stun time remaining
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self.stunned_timer = ba.Timer(stun_time + 0.1, ba.Call(self.stun_remove)) # Remove our stun once the time is up
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self.stunned_update_timer = ba.Timer(0.1, ba.Call(self.stunned_timer_tick), repeat = True) # Call a function every 0.1 seconds
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self.fall_times += 1 # Increase the amount of times we fell by one
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self.actor.marked_timer_text.text = str(stun_time) # Change the text above the Spaz's head to total stun time
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self.stunned_time_remaining = stun_time # Set our stun time remaining
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# Remove our stun once the time is up
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self.stunned_timer = ba.Timer(stun_time + 0.1, ba.Call(self.stun_remove))
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self.stunned_update_timer = ba.Timer(0.1, ba.Call(
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self.stunned_timer_tick), repeat=True) # Call a function every 0.1 seconds
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self.fall_times += 1 # Increase the amount of times we fell by one
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# Change the text above the Spaz's head to total stun time
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self.actor.marked_timer_text.text = str(stun_time)
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# If we were stunned, but now we're not, let's reconnect our controls.
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# CODING CHALLENGE: to punch or bomb immediately after the stun ends, you need to
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@ -562,8 +575,8 @@ class Player(ba.Player['Team']):
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self.actor.marked_timer_text.text = ''
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self.state = state
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self.actor.set_bombs_marked() # Light our bombs red if we're Marked, removes the light otherwise
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self.icon.set_marked_icon(state) # Update our icon
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self.actor.set_bombs_marked() # Light our bombs red if we're Marked, removes the light otherwise
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self.icon.set_marked_icon(state) # Update our icon
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# ba_meta export game
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@ -602,10 +615,10 @@ class HotPotato(ba.TeamGameActivity[Player, ba.Team]):
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# Let's define some settings the user can mess around with to fit their needs.
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available_settings = [
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ba.IntSetting('Elimination Timer',
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min_value=5,
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default=15,
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increment=1,
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),
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min_value=5,
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default=15,
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increment=1,
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),
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ba.BoolSetting('Marked Players use Impact Bombs', default=False),
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ba.BoolSetting('Epic Mode', default=False),
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]
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@ -683,7 +696,7 @@ class HotPotato(ba.TeamGameActivity[Player, ba.Team]):
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chunk_type='spark',
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count=int(20.0+random.random()*20),
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scale=1.0,
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spread=1.0);
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spread=1.0)
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if bool(self.settings['Marked Players use Impact Bombs']):
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target.actor.bomb_type = 'impact'
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target.actor.marked_timer_text.text = str(self.elimination_timer_display)
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@ -703,7 +716,8 @@ class HotPotato(ba.TeamGameActivity[Player, ba.Team]):
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# more control over the mark spreading mechanic.
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def pass_mark(self, marked_player: Player, hit_player: Player) -> None:
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# Make sure both players meet the requirements
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if not marked_player or not hit_player: return
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if not marked_player or not hit_player:
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return
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if marked_player.state == PlayerState.MARKED and hit_player.state != PlayerState.MARKED:
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self.mark(hit_player)
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self.remove_mark(marked_player)
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@ -718,7 +732,7 @@ class HotPotato(ba.TeamGameActivity[Player, ba.Team]):
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if len(self.get_marked_players()) == 0:
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raise Exception("no marked players!")
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self.elimination_timer_display -= 1 # Decrease our timer by one second.
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self.elimination_timer_display -= 1 # Decrease our timer by one second.
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if self.elimination_timer_display > 1:
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sound_volume = 1.0 / marked_player_amount
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@ -769,7 +783,8 @@ class HotPotato(ba.TeamGameActivity[Player, ba.Team]):
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# Is there only one player remaining? Or none at all? Let's end the gamemode
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if len(alive_players) < 2:
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if len(alive_players) == 1:
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self.match_placement.append(alive_players[0].team) # Let's add our lone survivor to the match placement list.
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# Let's add our lone survivor to the match placement list.
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self.match_placement.append(alive_players[0].team)
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# Wait a while to let this sink in before we announce our victor.
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self._end_game_timer = ba.Timer(1.25, ba.Call(self.end_game))
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else:
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@ -780,7 +795,8 @@ class HotPotato(ba.TeamGameActivity[Player, ba.Team]):
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def get_alive_players(self) -> Sequence[ba.Player]:
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alive_players = []
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for player in self.players:
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if player.state == PlayerState.ELIMINATED: continue # Ignore players who have been eliminated
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if player.state == PlayerState.ELIMINATED:
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continue # Ignore players who have been eliminated
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if player.is_alive():
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alive_players.append(player)
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return alive_players
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@ -808,8 +824,10 @@ class HotPotato(ba.TeamGameActivity[Player, ba.Team]):
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# Pick one victim at random.
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all_victims = [random.choice(possible_targets)]
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self.elimination_timer_display = self.settings['Elimination Timer'] # Set time until marked players explode
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self.marked_tick_timer = ba.Timer(1.0, ba.Call(self._eliminate_tick), repeat=True) # Set a timer that calls _eliminate_tick every second
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# Set time until marked players explode
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self.elimination_timer_display = self.settings['Elimination Timer']
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# Set a timer that calls _eliminate_tick every second
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self.marked_tick_timer = ba.Timer(1.0, ba.Call(self._eliminate_tick), repeat=True)
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# Mark all chosen victims and play a sound
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for new_victim in all_victims:
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# _marked_sounds is an array.
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@ -821,7 +839,7 @@ class HotPotato(ba.TeamGameActivity[Player, ba.Team]):
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# This function is called when the gamemode first loads.
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def on_begin(self) -> None:
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super().on_begin() # Do standard gamemode on_begin behavior
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super().on_begin() # Do standard gamemode on_begin behavior
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self.elimination_timer_display = 0
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self.match_placement = []
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@ -834,7 +852,7 @@ class HotPotato(ba.TeamGameActivity[Player, ba.Team]):
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# Pick random player(s) to get marked
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self.new_mark_timer = ba.Timer(2.0 if self.slow_motion else 5.2, ba.Call(self.new_mark))
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self._update_icons() # Create player state icons
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self._update_icons() # Create player state icons
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# This function creates and positions player state icons
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def _update_icons(self):
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@ -882,61 +900,61 @@ class HotPotato(ba.TeamGameActivity[Player, ba.Team]):
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t_offs = -350.0
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height_offs = 100.0
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tnode = ba.newnode('text',
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attrs={
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'text': tip_lstr,
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'scale': tip_scale,
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'maxwidth': 900,
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'position': (base_position[0] + t_offs,
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base_position[1] + height_offs),
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'h_align': 'left',
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'vr_depth': 300,
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'shadow': 1.0 if vrmode else 0.5,
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'flatness': 1.0 if vrmode else 0.5,
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'v_align': 'center',
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'v_attach': 'bottom'
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})
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attrs={
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'text': tip_lstr,
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'scale': tip_scale,
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'maxwidth': 900,
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'position': (base_position[0] + t_offs,
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base_position[1] + height_offs),
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'h_align': 'left',
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'vr_depth': 300,
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'shadow': 1.0 if vrmode else 0.5,
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'flatness': 1.0 if vrmode else 0.5,
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'v_align': 'center',
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'v_attach': 'bottom'
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})
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t2pos = (base_position[0] + t_offs - (20 if icon is None else 82),
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base_position[1] + 2 + height_offs)
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t2node = ba.newnode('text',
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owner=tnode,
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attrs={
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'text': tip_title,
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'scale': tip_title_scale,
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'position': t2pos,
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'h_align': 'right',
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'vr_depth': 300,
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'shadow': 1.0 if vrmode else 0.5,
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'flatness': 1.0 if vrmode else 0.5,
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'maxwidth': 140,
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'v_align': 'center',
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'v_attach': 'bottom'
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})
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owner=tnode,
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attrs={
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'text': tip_title,
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'scale': tip_title_scale,
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'position': t2pos,
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'h_align': 'right',
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'vr_depth': 300,
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'shadow': 1.0 if vrmode else 0.5,
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'flatness': 1.0 if vrmode else 0.5,
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'maxwidth': 140,
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'v_align': 'center',
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'v_attach': 'bottom'
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})
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if icon is not None:
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ipos = (base_position[0] + t_offs - 40, base_position[1] + 1 + height_offs)
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img = ba.newnode('image',
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attrs={
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'texture': icon,
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'position': ipos,
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'scale': (50, 50),
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'opacity': 1.0,
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'vr_depth': 315,
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'color': (1, 1, 1),
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'absolute_scale': True,
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||||
'attach': 'bottomCenter'
|
||||
})
|
||||
attrs={
|
||||
'texture': icon,
|
||||
'position': ipos,
|
||||
'scale': (50, 50),
|
||||
'opacity': 1.0,
|
||||
'vr_depth': 315,
|
||||
'color': (1, 1, 1),
|
||||
'absolute_scale': True,
|
||||
'attach': 'bottomCenter'
|
||||
})
|
||||
animate(img, 'opacity', {0: 0, 1.0: 1, 4.0: 1, 5.0: 0})
|
||||
ba.timer(5.0, img.delete)
|
||||
if sound is not None:
|
||||
ba.playsound(sound)
|
||||
|
||||
combine = ba.newnode('combine',
|
||||
owner=tnode,
|
||||
attrs={
|
||||
'input0': 1.0,
|
||||
'input1': 0.8,
|
||||
'input2': 1.0,
|
||||
'size': 4
|
||||
})
|
||||
owner=tnode,
|
||||
attrs={
|
||||
'input0': 1.0,
|
||||
'input1': 0.8,
|
||||
'input2': 1.0,
|
||||
'size': 4
|
||||
})
|
||||
combine.connectattr('output', tnode, 'color')
|
||||
combine.connectattr('output', t2node, 'color')
|
||||
animate(combine, 'input3', {0: 0, 1.0: 1, 4.0: 1, 5.0: 0})
|
||||
|
|
@ -968,7 +986,7 @@ class HotPotato(ba.TeamGameActivity[Player, ba.Team]):
|
|||
def spawn_player(self, player: Player) -> ba.Actor:
|
||||
position = self.map.get_ffa_start_position(self.players)
|
||||
position = (position[0],
|
||||
position[1] - 0.3, # Move the spawn a bit lower
|
||||
position[1] - 0.3, # Move the spawn a bit lower
|
||||
position[2])
|
||||
|
||||
name = player.getname()
|
||||
|
|
@ -981,8 +999,8 @@ class HotPotato(ba.TeamGameActivity[Player, ba.Team]):
|
|||
highlight=player.highlight,
|
||||
character=player.character,
|
||||
player=player)
|
||||
spaz.node.invincible = False # Immediately turn off invincibility
|
||||
player.actor = spaz # Assign player character to the owner
|
||||
spaz.node.invincible = False # Immediately turn off invincibility
|
||||
player.actor = spaz # Assign player character to the owner
|
||||
|
||||
spaz.node.name = name
|
||||
spaz.node.name_color = display_color
|
||||
|
|
@ -1003,13 +1021,14 @@ class HotPotato(ba.TeamGameActivity[Player, ba.Team]):
|
|||
def handlemessage(self, msg: Any) -> Any:
|
||||
# This is called if the player dies.
|
||||
if isinstance(msg, ba.PlayerDiedMessage):
|
||||
super().handlemessage(msg) #
|
||||
super().handlemessage(msg)
|
||||
player = msg.getplayer(Player)
|
||||
|
||||
# If a player gets eliminated, don't respawn
|
||||
if msg.how == 'marked_elimination': return
|
||||
if msg.how == 'marked_elimination':
|
||||
return
|
||||
|
||||
self.spawn_player(player) # Spawn a new player character
|
||||
self.spawn_player(player) # Spawn a new player character
|
||||
|
||||
# If a REGULAR player dies, they respawn STUNNED.
|
||||
# If a STUNNED player dies, reapply all visual effects.
|
||||
|
|
@ -1035,4 +1054,4 @@ class HotPotato(ba.TeamGameActivity[Player, ba.Team]):
|
|||
# Use each player's index in the array for our scoring
|
||||
# 0 is the first index, so we add 1 to the score.
|
||||
results.set_team_score(team, self.match_placement.index(team) + 1)
|
||||
self.end(results=results) # Standard game ending behavior
|
||||
self.end(results=results) # Standard game ending behavior
|
||||
|
|
|
|||
|
|
@ -24,6 +24,8 @@ if TYPE_CHECKING:
|
|||
pass
|
||||
|
||||
# ba_meta export plugin
|
||||
|
||||
|
||||
class BombRadiusVisualizer(ba.Plugin):
|
||||
|
||||
# We use a decorator to add extra code to existing code, increasing mod compatibility.
|
||||
|
|
@ -43,14 +45,15 @@ class BombRadiusVisualizer(ba.Plugin):
|
|||
# This is going to make a slightly opaque red circle, signifying damaging area.
|
||||
# We aren't defining the size, because we're gonna animate it shortly after.
|
||||
args[0].radius_visualizer = ba.newnode('locator',
|
||||
owner=args[0].node, # Remove itself when the bomb node dies.
|
||||
attrs={
|
||||
'shape': 'circle',
|
||||
'color': (1, 0, 0),
|
||||
'opacity':0.05,
|
||||
'draw_beauty': False,
|
||||
'additive': False
|
||||
})
|
||||
# Remove itself when the bomb node dies.
|
||||
owner=args[0].node,
|
||||
attrs={
|
||||
'shape': 'circle',
|
||||
'color': (1, 0, 0),
|
||||
'opacity': 0.05,
|
||||
'draw_beauty': False,
|
||||
'additive': False
|
||||
})
|
||||
# Let's connect our circle to the bomb.
|
||||
args[0].node.connectattr('position', args[0].radius_visualizer, 'position')
|
||||
|
||||
|
|
@ -64,14 +67,16 @@ class BombRadiusVisualizer(ba.Plugin):
|
|||
|
||||
# Let's do a second circle, this time just the outline to where the damaging area ends.
|
||||
args[0].radius_visualizer_circle = ba.newnode('locator',
|
||||
owner=args[0].node, # Remove itself when the bomb node dies.
|
||||
attrs={
|
||||
'shape': 'circleOutline',
|
||||
'size':[args[0].blast_radius * 2.0], # Here's that bomb's blast radius value again!
|
||||
'color': (1, 1, 0),
|
||||
'draw_beauty': False,
|
||||
'additive': True
|
||||
})
|
||||
# Remove itself when the bomb node dies.
|
||||
owner=args[0].node,
|
||||
attrs={
|
||||
'shape': 'circleOutline',
|
||||
# Here's that bomb's blast radius value again!
|
||||
'size': [args[0].blast_radius * 2.0],
|
||||
'color': (1, 1, 0),
|
||||
'draw_beauty': False,
|
||||
'additive': True
|
||||
})
|
||||
# Attach the circle to the bomb.
|
||||
args[0].node.connectattr('position', args[0].radius_visualizer_circle, 'position')
|
||||
|
||||
|
|
@ -86,4 +91,3 @@ class BombRadiusVisualizer(ba.Plugin):
|
|||
# Finally we """travel through the game files""" to replace the function we want with our own version.
|
||||
# We transplant the old function's arguments into our version.
|
||||
bastd.actor.bomb.Bomb.__init__ = new_bomb_init(bastd.actor.bomb.Bomb.__init__)
|
||||
|
||||
|
|
|
|||
|
|
@ -24,6 +24,8 @@ if TYPE_CHECKING:
|
|||
pass
|
||||
|
||||
# ba_meta export plugin
|
||||
|
||||
|
||||
class Quickturn(ba.Plugin):
|
||||
|
||||
class FootConnectMessage:
|
||||
|
|
@ -54,41 +56,42 @@ class Quickturn(ba.Plugin):
|
|||
|
||||
move_length = math.hypot(move[0], move[1])
|
||||
vel_length = math.hypot(vel[0], vel[1])
|
||||
if vel_length < 0.6: return
|
||||
if vel_length < 0.6:
|
||||
return
|
||||
move_norm = [m/move_length for m in move]
|
||||
vel_norm = [v/vel_length for v in vel]
|
||||
dot = sum(x*y for x,y in zip(move_norm,vel_norm))
|
||||
turn_power = min(round(math.acos(dot) / math.pi,2)*1.3,1)
|
||||
|
||||
dot = sum(x*y for x, y in zip(move_norm, vel_norm))
|
||||
turn_power = min(round(math.acos(dot) / math.pi, 2)*1.3, 1)
|
||||
|
||||
# https://easings.net/#easeInOutQuart
|
||||
if turn_power < 0.55:
|
||||
turn_power = 8 * turn_power * turn_power * turn_power * turn_power
|
||||
else:
|
||||
turn_power = 0.55 - pow(-2 * turn_power + 2, 4) / 2
|
||||
if turn_power < 0.1: return
|
||||
if turn_power < 0.1:
|
||||
return
|
||||
|
||||
boost_power = math.sqrt(math.pow(vel[0],2) + math.pow(vel[1],2)) * 8
|
||||
boost_power = min(pow(boost_power,8),160)
|
||||
boost_power = math.sqrt(math.pow(vel[0], 2) + math.pow(vel[1], 2)) * 8
|
||||
boost_power = min(pow(boost_power, 8), 160)
|
||||
|
||||
self.last_wavedash_time_ms = t_ms
|
||||
|
||||
# FX
|
||||
ba.emitfx(position=self.node.position,
|
||||
velocity=(vel[0]*0.5,-1,vel[1]*0.5),
|
||||
velocity=(vel[0]*0.5, -1, vel[1]*0.5),
|
||||
chunk_type='spark',
|
||||
count=5,
|
||||
scale=boost_power / 160 * turn_power,
|
||||
spread=0.25);
|
||||
spread=0.25)
|
||||
|
||||
# Boost itself
|
||||
pos = self.node.position
|
||||
for i in range(6):
|
||||
self.node.handlemessage('impulse',pos[0],0.2+pos[1]+i*0.1,pos[2],
|
||||
0,0,0,
|
||||
boost_power * turn_power,
|
||||
boost_power * turn_power,0,0,
|
||||
move[0],0,move[1])
|
||||
self.node.handlemessage('impulse', pos[0], 0.2+pos[1]+i*0.1, pos[2],
|
||||
0, 0, 0,
|
||||
boost_power * turn_power,
|
||||
boost_power * turn_power, 0, 0,
|
||||
move[0], 0, move[1])
|
||||
|
||||
def new_spaz_init(func):
|
||||
def wrapper(*args, **kwargs):
|
||||
|
|
@ -108,18 +111,21 @@ class Quickturn(ba.Plugin):
|
|||
func(*args, **kwargs)
|
||||
|
||||
args[0].roller_material.add_actions(
|
||||
conditions=('they_have_material', bastd.gameutils.SharedObjects.get().footing_material),
|
||||
actions=(('message', 'our_node', 'at_connect', Quickturn.FootConnectMessage),
|
||||
('message', 'our_node', 'at_disconnect', Quickturn.FootDisconnectMessage)))
|
||||
conditions=('they_have_material',
|
||||
bastd.gameutils.SharedObjects.get().footing_material),
|
||||
actions=(('message', 'our_node', 'at_connect', Quickturn.FootConnectMessage),
|
||||
('message', 'our_node', 'at_disconnect', Quickturn.FootDisconnectMessage)))
|
||||
return wrapper
|
||||
bastd.actor.spazfactory.SpazFactory.__init__ = new_factory(bastd.actor.spazfactory.SpazFactory.__init__)
|
||||
bastd.actor.spazfactory.SpazFactory.__init__ = new_factory(
|
||||
bastd.actor.spazfactory.SpazFactory.__init__)
|
||||
|
||||
def new_handlemessage(func):
|
||||
def wrapper(*args, **kwargs):
|
||||
if args[1] == Quickturn.FootConnectMessage:
|
||||
args[0].grounded += 1
|
||||
elif args[1] == Quickturn.FootDisconnectMessage:
|
||||
if args[0].grounded > 0: args[0].grounded -= 1
|
||||
if args[0].grounded > 0:
|
||||
args[0].grounded -= 1
|
||||
|
||||
func(*args, **kwargs)
|
||||
return wrapper
|
||||
|
|
|
|||
|
|
@ -28,6 +28,8 @@ if TYPE_CHECKING:
|
|||
pass
|
||||
|
||||
# ba_meta export plugin
|
||||
|
||||
|
||||
class RagdollBGone(ba.Plugin):
|
||||
|
||||
# We use a decorator to add extra code to existing code, increasing mod compatibility.
|
||||
|
|
@ -40,7 +42,7 @@ class RagdollBGone(ba.Plugin):
|
|||
# We're working kind of blindly here, so it's good to have the original function
|
||||
# open in a second window for argument reference.
|
||||
def wrapper(*args, **kwargs):
|
||||
if isinstance(args[1], ba.DieMessage): # Replace Spaz death behavior
|
||||
if isinstance(args[1], ba.DieMessage): # Replace Spaz death behavior
|
||||
|
||||
# Here we play the gamey death noise in Co-op.
|
||||
if not args[1].immediate:
|
||||
|
|
@ -50,10 +52,10 @@ class RagdollBGone(ba.Plugin):
|
|||
# If our Spaz dies by falling out of the map, we want to keep the ragdoll.
|
||||
# Ragdolls don't impact gameplay if Spaz dies this way, so it's fine if we leave the behavior as is.
|
||||
if args[1].how == ba.DeathType.FALL:
|
||||
# The next two properties are all built-in, so their behavior can't be edited directly without touching the C++ layer.
|
||||
# We can change their values though!
|
||||
# "hurt" property is basically the health bar above the player and the blinking when low on health.
|
||||
# 1.0 means empty health bar and the fastest blinking in the west.
|
||||
# The next two properties are all built-in, so their behavior can't be edited directly without touching the C++ layer.
|
||||
# We can change their values though!
|
||||
# "hurt" property is basically the health bar above the player and the blinking when low on health.
|
||||
# 1.0 means empty health bar and the fastest blinking in the west.
|
||||
args[0].node.hurt = 1.0
|
||||
# Make our Spaz close their eyes permanently and then make their body disintegrate.
|
||||
# Again, this behavior is built in. We can only trigger it by setting "dead" to True.
|
||||
|
|
@ -78,18 +80,22 @@ class RagdollBGone(ba.Plugin):
|
|||
args[0].node.position[2])
|
||||
# This function allows us to spawn particles like sparks and bomb shrapnel.
|
||||
# We're gonna use sparks here.
|
||||
ba.emitfx(position = pos, # Here we place our edited position.
|
||||
velocity=args[0].node.velocity,
|
||||
count=random.randrange(2, 5), # Random amount of sparks between 2 and 5
|
||||
scale=3.0,
|
||||
spread=0.2,
|
||||
chunk_type='spark')
|
||||
ba.emitfx(position=pos, # Here we place our edited position.
|
||||
velocity=args[0].node.velocity,
|
||||
# Random amount of sparks between 2 and 5
|
||||
count=random.randrange(2, 5),
|
||||
scale=3.0,
|
||||
spread=0.2,
|
||||
chunk_type='spark')
|
||||
|
||||
# Make a Spaz death noise if we're not gibbed.
|
||||
if not args[0].shattered:
|
||||
death_sounds = args[0].node.death_sounds # Get our Spaz's death noises, these change depending on character skins
|
||||
sound = death_sounds[random.randrange(len(death_sounds))] # Pick a random death noise
|
||||
ba.playsound(sound, position=args[0].node.position) # Play the sound where our Spaz is
|
||||
# Get our Spaz's death noises, these change depending on character skins
|
||||
death_sounds = args[0].node.death_sounds
|
||||
# Pick a random death noise
|
||||
sound = death_sounds[random.randrange(len(death_sounds))]
|
||||
# Play the sound where our Spaz is
|
||||
ba.playsound(sound, position=args[0].node.position)
|
||||
# Delete our Spaz node immediately.
|
||||
# Removing stuff is weird and prone to errors, so we're gonna delay it.
|
||||
ba.timer(0.001, args[0].node.delete)
|
||||
|
|
@ -98,7 +104,8 @@ class RagdollBGone(ba.Plugin):
|
|||
# Notice how we're targeting the Spaz and not it's node.
|
||||
# "self.node" is a visual representation of the character while "self" is his game logic.
|
||||
args[0]._dead = True
|
||||
args[0].hitpoints = 0 # Set his health to zero. This value is independent from the health bar above his head.
|
||||
# Set his health to zero. This value is independent from the health bar above his head.
|
||||
args[0].hitpoints = 0
|
||||
return
|
||||
|
||||
# Worry no longer! We're not gonna remove all the base game code!
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue