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Utility minigames
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85
plugins/utilities/bomb_radius_visualizer.py
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85
plugins/utilities/bomb_radius_visualizer.py
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# ba_meta require api 7
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"""
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Bomb Radius Visualizer by TheMikirog
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With this cutting edge technology, you precisely know
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how close to the bomb you can tread. Supports modified blast radius values!
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"""
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from __future__ import annotations
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from typing import TYPE_CHECKING
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# Let's import everything we need and nothing more.
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import ba
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import bastd
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from bastd.actor.bomb import Bomb
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if TYPE_CHECKING:
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pass
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# ba_meta export plugin
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class BombRadiusVisualizer(ba.Plugin):
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# We use a decorator to add extra code to existing code, increasing mod compatibility.
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# Here I'm defining a new bomb init function that'll be replaced.
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def new_bomb_init(func):
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# This function will return our wrapper function, which is going to take the original function's base arguments.
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# Yes, in Python functions are objects that can be passed as arguments. It's bonkers.
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# arg[0] is "self" in our original bomb init function.
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# We're working kind of blindly here, so it's good to have the original function
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# open in a second window for argument reference.
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def wrapper(*args, **kwargs):
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# Here's where we execute the original game's code, so it's not lost.
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# We want to add our code at the end of the existing code, so our code goes under that.
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func(*args, **kwargs)
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# Let's make a new node that's just a circle. It's the some one used in the Target Practice minigame.
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# This is going to make a slightly opaque red circle, signifying damaging area.
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# We aren't defining the size, because we're gonna animate it shortly after.
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args[0].radius_visualizer = ba.newnode('locator',
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owner=args[0].node, # Remove itself when the bomb node dies.
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attrs={
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'shape': 'circle',
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'color': (1, 0, 0),
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'opacity':0.05,
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'draw_beauty': False,
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'additive': False
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})
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# Let's connect our circle to the bomb.
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args[0].node.connectattr('position', args[0].radius_visualizer, 'position')
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# Let's do a fancy animation of that red circle growing into shape like a cartoon.
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# We're gonna read our bomb's blast radius and use it to decide the size of our circle.
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ba.animate_array(args[0].radius_visualizer, 'size', 1, {
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0.0: [0.0],
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0.2: [args[0].blast_radius * 2.2],
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0.25: [args[0].blast_radius * 2.0]
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})
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# Let's do a second circle, this time just the outline to where the damaging area ends.
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args[0].radius_visualizer_circle = ba.newnode('locator',
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owner=args[0].node, # Remove itself when the bomb node dies.
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attrs={
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'shape': 'circleOutline',
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'size':[args[0].blast_radius * 2.0], # Here's that bomb's blast radius value again!
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'color': (1, 1, 0),
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'draw_beauty': False,
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'additive': True
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})
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# Attach the circle to the bomb.
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args[0].node.connectattr('position', args[0].radius_visualizer_circle, 'position')
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# Let's animate that circle too, but this time let's do the opacity.
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ba.animate(
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args[0].radius_visualizer_circle, 'opacity', {
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0: 0.0,
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0.4: 0.1
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})
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return wrapper
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# Finally we """travel through the game files""" to replace the function we want with our own version.
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# We transplant the old function's arguments into our version.
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bastd.actor.bomb.Bomb.__init__ = new_bomb_init(bastd.actor.bomb.Bomb.__init__)
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