This commit is contained in:
brostosjoined 2024-02-01 11:57:50 +03:00
parent 0d5f03d62b
commit d99d0cad72
10 changed files with 2839 additions and 1 deletions

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@ -1203,6 +1203,104 @@
"versions": {
"1.0.0": null
}
},
"down_into_the_abyss": {
"description": "Survive as long as you can but dont miss a step",
"external_url": "",
"authors": [
{
"name": "",
"email": "",
"discord": ""
}
],
"versions": {
"1.0.0": null
}
},
"better_deathmatch": {
"description": "A very-customisable DeathMatch mini-game",
"external_url": "",
"authors": [
{
"name": "Freaku",
"email": "",
"discord": "freakyyyy"
}
],
"versions": {
"1.0.0": null
}
},
"better_elimination": {
"description": "A very-customisable Elimination mini-game",
"external_url": "",
"authors": [
{
"name": "Freaku",
"email": "",
"discord": "freakyyyy"
}
],
"versions": {
"1.0.0": null
}
},
"bot_shower": {
"description": "Survive from the bots.",
"external_url": "",
"authors": [
{
"name": "",
"email": "",
"discord": ""
}
],
"versions": {
"1.0.0": null
}
},
"explodo_run": {
"description": "Run For Your Life :))",
"external_url": "",
"authors": [
{
"name": "",
"email": "",
"discord": ""
}
],
"versions": {
"1.0.0": null
}
},
"extinction_run": {
"description": "Survive the Extinction.",
"external_url": "",
"authors": [
{
"name": "",
"email": "",
"discord": ""
}
],
"versions": {
"1.0.0": null
}
},
"fat_pigs": {
"description": "Survive the Extinction.",
"external_url": "Survive the pigs...",
"authors": [
{
"name": "Zacker Tz",
"email": "",
"discord": "zacker_tz"
}
],
"versions": {
"1.0.0": null
}
}
}
}

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@ -0,0 +1,271 @@
# Ported to api 8 by brostos using baport.(https://github.com/bombsquad-community/baport)
#BetterDeathMatch
#Made by your friend: @[Just] Freak#4999
"""Defines a very-customisable DeathMatch mini-game"""
# ba_meta require api 8
from __future__ import annotations
from typing import TYPE_CHECKING
import babase
import bauiv1 as bui
import bascenev1 as bs
from bascenev1lib.actor.playerspaz import PlayerSpaz
from bascenev1lib.actor.scoreboard import Scoreboard
if TYPE_CHECKING:
from typing import Any, Type, List, Dict, Tuple, Union, Sequence, Optional
class Player(bs.Player['Team']):
"""Our player type for this game."""
class Team(bs.Team[Player]):
"""Our team type for this game."""
def __init__(self) -> None:
self.score = 0
# ba_meta export bascenev1.GameActivity
class BetterDeathMatchGame(bs.TeamGameActivity[Player, Team]):
"""A game type based on acquiring kills."""
name = 'Btrr Death Match'
description = 'Kill a set number of enemies to win.\nbyFREAK'
# Print messages when players die since it matters here.
announce_player_deaths = True
@classmethod
def get_available_settings(
cls, sessiontype: Type[bs.Session]) -> List[babase.Setting]:
settings = [
bs.IntSetting(
'Kills to Win Per Player',
min_value=1,
default=5,
increment=1,
),
bs.IntChoiceSetting(
'Time Limit',
choices=[
('None', 0),
('1 Minute', 60),
('2 Minutes', 120),
('5 Minutes', 300),
('10 Minutes', 600),
('20 Minutes', 1200),
],
default=0,
),
bs.FloatChoiceSetting(
'Respawn Times',
choices=[
('Shorter', 0.25),
('Short', 0.5),
('Normal', 1.0),
('Long', 2.0),
('Longer', 4.0),
],
default=1.0,
),
bs.BoolSetting('Epic Mode', default=False),
## Add settings ##
bs.BoolSetting('Enable Gloves', False),
bs.BoolSetting('Enable Powerups', True),
bs.BoolSetting('Night Mode', False),
bs.BoolSetting('Icy Floor', False),
bs.BoolSetting('One Punch Kill', False),
bs.BoolSetting('Spawn with Shield', False),
bs.BoolSetting('Punching Only', False),
## Add settings ##
]
# In teams mode, a suicide gives a point to the other team, but in
# free-for-all it subtracts from your own score. By default we clamp
# this at zero to benefit new players, but pro players might like to
# be able to go negative. (to avoid a strategy of just
# suiciding until you get a good drop)
if issubclass(sessiontype, bs.FreeForAllSession):
settings.append(
bs.BoolSetting('Allow Negative Scores', default=False))
return settings
@classmethod
def supports_session_type(cls, sessiontype: Type[bs.Session]) -> bool:
return (issubclass(sessiontype, bs.DualTeamSession)
or issubclass(sessiontype, bs.FreeForAllSession))
@classmethod
def get_supported_maps(cls, sessiontype: Type[bs.Session]) -> List[str]:
return bs.app.classic.getmaps('melee')
def __init__(self, settings: dict):
super().__init__(settings)
self._scoreboard = Scoreboard()
self._score_to_win: Optional[int] = None
self._dingsound = bui.getsound('dingSmall')
## Take applied settings ##
self._boxing_gloves = bool(settings['Enable Gloves'])
self._enable_powerups = bool(settings['Enable Powerups'])
self._night_mode = bool(settings['Night Mode'])
self._icy_floor = bool(settings['Icy Floor'])
self._one_punch_kill = bool(settings['One Punch Kill'])
self._shield_ = bool(settings['Spawn with Shield'])
self._only_punch = bool(settings['Punching Only'])
## Take applied settings ##
self._epic_mode = bool(settings['Epic Mode'])
self._kills_to_win_per_player = int(
settings['Kills to Win Per Player'])
self._time_limit = float(settings['Time Limit'])
self._allow_negative_scores = bool(
settings.get('Allow Negative Scores', False))
# Base class overrides.
self.slow_motion = self._epic_mode
self.default_music = (bs.MusicType.EPIC if self._epic_mode else
bs.MusicType.TO_THE_DEATH)
def get_instance_description(self) -> Union[str, Sequence]:
return 'Crush ${ARG1} of your enemies. byFREAK', self._score_to_win
def get_instance_description_short(self) -> Union[str, Sequence]:
return 'kill ${ARG1} enemies. byFREAK', self._score_to_win
def on_team_join(self, team: Team) -> None:
if self.has_begun():
self._update_scoreboard()
## Run settings related: IcyFloor ##
def on_transition_in(self) -> None:
super().on_transition_in()
activity = bs.getactivity()
if self._icy_floor:
activity.map.is_hockey = True
else:
return
## Run settings related: IcyFloor ##
def on_begin(self) -> None:
super().on_begin()
self.setup_standard_time_limit(self._time_limit)
## Run settings related: NightMode,Powerups ##
if self._night_mode:
bs.getactivity().globalsnode.tint = (0.5, 0.7, 1)
else:
pass
#-# Tried return here, pfft. Took me 30mins to figure out why pwps spawning only on NightMode
#-# Now its fixed :)
if self._enable_powerups:
self.setup_standard_powerup_drops()
else:
pass
## Run settings related: NightMode,Powerups ##
# Base kills needed to win on the size of the largest team.
self._score_to_win = (self._kills_to_win_per_player *
max(1, max(len(t.players) for t in self.teams)))
self._update_scoreboard()
def handlemessage(self, msg: Any) -> Any:
if isinstance(msg, bs.PlayerDiedMessage):
# Augment standard behavior.
super().handlemessage(msg)
player = msg.getplayer(Player)
self.respawn_player(player)
killer = msg.getkillerplayer(Player)
if killer is None:
return None
# Handle team-kills.
if killer.team is player.team:
# In free-for-all, killing yourself loses you a point.
if isinstance(self.session, bs.FreeForAllSession):
new_score = player.team.score - 1
if not self._allow_negative_scores:
new_score = max(0, new_score)
player.team.score = new_score
# In teams-mode it gives a point to the other team.
else:
self._dingsound.play()
for team in self.teams:
if team is not killer.team:
team.score += 1
# Killing someone on another team nets a kill.
else:
killer.team.score += 1
self._dingsound.play()
# In FFA show scores since its hard to find on the scoreboard.
if isinstance(killer.actor, PlayerSpaz) and killer.actor:
killer.actor.set_score_text(str(killer.team.score) + '/' +
str(self._score_to_win),
color=killer.team.color,
flash=True)
self._update_scoreboard()
# If someone has won, set a timer to end shortly.
# (allows the dust to clear and draws to occur if deaths are
# close enough)
assert self._score_to_win is not None
if any(team.score >= self._score_to_win for team in self.teams):
bs.timer(0.5, self.end_game)
else:
return super().handlemessage(msg)
return None
## Run settings related: Spaz ##
def spawn_player(self, player: Player) -> bs.Actor:
spaz = self.spawn_player_spaz(player)
if self._boxing_gloves:
spaz.equip_boxing_gloves()
if self._one_punch_kill:
spaz._punch_power_scale = 15
if self._shield_:
spaz.equip_shields()
if self._only_punch:
spaz.connect_controls_to_player(enable_bomb=False, enable_pickup=False)
return spaz
## Run settings related: Spaz ##
def _update_scoreboard(self) -> None:
for team in self.teams:
self._scoreboard.set_team_value(team, team.score,
self._score_to_win)
def end_game(self) -> None:
results = bs.GameResults()
for team in self.teams:
results.set_team_score(team, team.score)
self.end(results=results)

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# Ported to api 8 by brostos using baport.(https://github.com/bombsquad-community/baport)
#BetterElimination
#Made by your friend: @[Just] Freak#4999
#Huge Thx to Nippy for "Live Team Balance"
"""Defines a very-customisable Elimination mini-game"""
# ba_meta require api 8
from __future__ import annotations
from typing import TYPE_CHECKING
import babase
import bauiv1 as bui
import bascenev1 as bs
from bascenev1lib.actor.spazfactory import SpazFactory
from bascenev1lib.actor.scoreboard import Scoreboard
if TYPE_CHECKING:
from typing import (Any, Tuple, Dict, Type, List, Sequence, Optional,
Union)
class Icon(bs.Actor):
"""Creates in in-game icon on screen."""
def __init__(self,
player: Player,
position: Tuple[float, float],
scale: float,
show_lives: bool = True,
show_death: bool = True,
name_scale: float = 1.0,
name_maxwidth: float = 115.0,
flatness: float = 1.0,
shadow: float = 1.0):
super().__init__()
self._player = player
self._show_lives = show_lives
self._show_death = show_death
self._name_scale = name_scale
self._outline_tex = bs.gettexture('characterIconMask')
icon = player.get_icon()
self.node = bs.newnode('image',
delegate=self,
attrs={
'texture': icon['texture'],
'tint_texture': icon['tint_texture'],
'tint_color': icon['tint_color'],
'vr_depth': 400,
'tint2_color': icon['tint2_color'],
'mask_texture': self._outline_tex,
'opacity': 1.0,
'absolute_scale': True,
'attach': 'bottomCenter'
})
self._name_text = bs.newnode(
'text',
owner=self.node,
attrs={
'text': babase.Lstr(value=player.getname()),
'color': babase.safecolor(player.team.color),
'h_align': 'center',
'v_align': 'center',
'vr_depth': 410,
'maxwidth': name_maxwidth,
'shadow': shadow,
'flatness': flatness,
'h_attach': 'center',
'v_attach': 'bottom'
})
if self._show_lives:
self._lives_text = bs.newnode('text',
owner=self.node,
attrs={
'text': 'x0',
'color': (1, 1, 0.5),
'h_align': 'left',
'vr_depth': 430,
'shadow': 1.0,
'flatness': 1.0,
'h_attach': 'center',
'v_attach': 'bottom'
})
self.set_position_and_scale(position, scale)
def set_position_and_scale(self, position: Tuple[float, float],
scale: float) -> None:
"""(Re)position the icon."""
assert self.node
self.node.position = position
self.node.scale = [70.0 * scale]
self._name_text.position = (position[0], position[1] + scale * 52.0)
self._name_text.scale = 1.0 * scale * self._name_scale
if self._show_lives:
self._lives_text.position = (position[0] + scale * 10.0,
position[1] - scale * 43.0)
self._lives_text.scale = 1.0 * scale
def update_for_lives(self) -> None:
"""Update for the target player's current lives."""
if self._player:
lives = self._player.lives
else:
lives = 0
if self._show_lives:
if lives > 0:
self._lives_text.text = 'x' + str(lives - 1)
else:
self._lives_text.text = ''
if lives == 0:
self._name_text.opacity = 0.2
assert self.node
self.node.color = (0.7, 0.3, 0.3)
self.node.opacity = 0.2
def handle_player_spawned(self) -> None:
"""Our player spawned; hooray!"""
if not self.node:
return
self.node.opacity = 1.0
self.update_for_lives()
def handle_player_died(self) -> None:
"""Well poo; our player died."""
if not self.node:
return
if self._show_death:
bs.animate(
self.node, 'opacity', {
0.00: 1.0,
0.05: 0.0,
0.10: 1.0,
0.15: 0.0,
0.20: 1.0,
0.25: 0.0,
0.30: 1.0,
0.35: 0.0,
0.40: 1.0,
0.45: 0.0,
0.50: 1.0,
0.55: 0.2
})
lives = self._player.lives
if lives == 0:
bs.timer(0.6, self.update_for_lives)
def handlemessage(self, msg: Any) -> Any:
if isinstance(msg, bs.DieMessage):
self.node.delete()
return None
return super().handlemessage(msg)
class Player(bs.Player['Team']):
"""Our player type for this game."""
def __init__(self) -> None:
self.lives = 0
self.icons: List[Icon] = []
class Team(bs.Team[Player]):
"""Our team type for this game."""
def __init__(self) -> None:
self.survival_seconds: Optional[int] = None
self.spawn_order: List[Player] = []
# ba_meta export bascenev1.GameActivity
class BetterEliminationGame(bs.TeamGameActivity[Player, Team]):
"""Game type where last player(s) left alive win."""
name = 'Bttr Elimination'
description = 'Last remaining alive wins.\nbyFREAK'
scoreconfig = bs.ScoreConfig(label='Survived',
scoretype=bs.ScoreType.SECONDS,
none_is_winner=True)
# Show messages when players die since it's meaningful here.
announce_player_deaths = True
@classmethod
def get_available_settings(
cls, sessiontype: Type[bs.Session]) -> List[babase.Setting]:
settings = [
bs.IntSetting(
'Life\'s Per Player',
default=1,
min_value=1,
max_value=10,
increment=1,
),
bs.IntChoiceSetting(
'Time Limit',
choices=[
('None', 0),
('1 Minute', 60),
('2 Minutes', 120),
('5 Minutes', 300),
('10 Minutes', 600),
('20 Minutes', 1200),
],
default=0,
),
bs.FloatChoiceSetting(
'Respawn Times',
choices=[
('Shorter', 0.25),
('Short', 0.5),
('Normal', 1.0),
('Long', 2.0),
('Longer', 4.0),
],
default=1.0,
),
bs.BoolSetting('Epic Mode', default=False),
## Add settings ##
bs.BoolSetting('Live Team Balance (by Nippy#2677)', True),
bs.BoolSetting('Enable Gloves', False),
bs.BoolSetting('Enable Powerups', True),
bs.BoolSetting('Night Mode', False),
bs.BoolSetting('Icy Floor', False),
bs.BoolSetting('One Punch Kill', False),
bs.BoolSetting('Spawn with Shield', False),
bs.BoolSetting('Punching Only', False),
## Add settings ##
]
if issubclass(sessiontype, bs.DualTeamSession):
settings.append(bs.BoolSetting('Solo Mode', default=False))
settings.append(
bs.BoolSetting('Balance Total Life\'s (on spawn only)', default=False))
return settings
@classmethod
def supports_session_type(cls, sessiontype: Type[bs.Session]) -> bool:
return (issubclass(sessiontype, bs.DualTeamSession)
or issubclass(sessiontype, bs.FreeForAllSession))
@classmethod
def get_supported_maps(cls, sessiontype: Type[bs.Session]) -> List[str]:
return bs.app.classic.getmaps('melee')
def __init__(self, settings: dict):
super().__init__(settings)
self._scoreboard = Scoreboard()
self._start_time: Optional[float] = None
self._vs_text: Optional[bs.Actor] = None
self._round_end_timer: Optional[bs.Timer] = None
## Take applied settings ##
self._live_team_balance = bool(settings['Live Team Balance (by Nippy#2677)'])
self._boxing_gloves = bool(settings['Enable Gloves'])
self._enable_powerups = bool(settings['Enable Powerups'])
self._night_mode = bool(settings['Night Mode'])
self._icy_floor = bool(settings['Icy Floor'])
self._one_punch_kill = bool(settings['One Punch Kill'])
self._shield_ = bool(settings['Spawn with Shield'])
self._only_punch = bool(settings['Punching Only'])
## Take applied settings ##
self._epic_mode = bool(settings['Epic Mode'])
self._lives_per_player = int(settings['Life\'s Per Player'])
self._time_limit = float(settings['Time Limit'])
self._balance_total_lives = bool(
settings.get('Balance Total Life\'s (on spawn only)', False))
self._solo_mode = bool(settings.get('Solo Mode', False))
# Base class overrides:
self.slow_motion = self._epic_mode
self.default_music = (bs.MusicType.EPIC
if self._epic_mode else bs.MusicType.SURVIVAL)
def get_instance_description(self) -> Union[str, Sequence]:
return 'Last team standing wins. byFREAK' if isinstance(
self.session, bs.DualTeamSession) else 'Last one standing wins.'
def get_instance_description_short(self) -> Union[str, Sequence]:
return 'last team standing wins. byFREAK' if isinstance(
self.session, bs.DualTeamSession) else 'last one standing wins'
def on_player_join(self, player: Player) -> None:
# No longer allowing mid-game joiners here; too easy to exploit.
if self.has_begun():
# Make sure their team has survival seconds set if they're all dead
# (otherwise blocked new ffa players are considered 'still alive'
# in score tallying).
if (self._get_total_team_lives(player.team) == 0
and player.team.survival_seconds is None):
player.team.survival_seconds = 0
bui.screenmessage(
babase.Lstr(resource='playerDelayedJoinText',
subs=[('${PLAYER}', player.getname(full=True))]),
color=(0, 1, 0),
)
return
player.lives = self._lives_per_player
if self._solo_mode:
player.team.spawn_order.append(player)
self._update_solo_mode()
else:
# Create our icon and spawn.
player.icons = [Icon(player, position=(0, 50), scale=0.8)]
if player.lives > 0:
self.spawn_player(player)
# Don't waste time doing this until begin.
if self.has_begun():
self._update_icons()
## Run settings related: IcyFloor ##
def on_transition_in(self) -> None:
super().on_transition_in()
activity = bs.getactivity()
if self._icy_floor:
activity.map.is_hockey = True
else:
return
## Run settings related: IcyFloor ##
def on_begin(self) -> None:
super().on_begin()
self._start_time = bs.time()
self.setup_standard_time_limit(self._time_limit)
## Run settings related: NightMode,Powerups ##
if self._night_mode:
bs.getactivity().globalsnode.tint = (0.5, 0.7, 1)
else:
pass
#-# Tried return here, pfft. Took me 30mins to figure out why pwps spawning only on NightMode
#-# Now its fixed :)
if self._enable_powerups:
self.setup_standard_powerup_drops()
else:
pass
## Run settings related: NightMode,Powerups ##
if self._solo_mode:
self._vs_text = bs.NodeActor(
bs.newnode('text',
attrs={
'position': (0, 105),
'h_attach': 'center',
'h_align': 'center',
'maxwidth': 200,
'shadow': 0.5,
'vr_depth': 390,
'scale': 0.6,
'v_attach': 'bottom',
'color': (0.8, 0.8, 0.3, 1.0),
'text': babase.Lstr(resource='vsText')
}))
# If balance-team-lives is on, add lives to the smaller team until
# total lives match.
if (isinstance(self.session, bs.DualTeamSession)
and self._balance_total_lives and self.teams[0].players
and self.teams[1].players):
if self._get_total_team_lives(
self.teams[0]) < self._get_total_team_lives(self.teams[1]):
lesser_team = self.teams[0]
greater_team = self.teams[1]
else:
lesser_team = self.teams[1]
greater_team = self.teams[0]
add_index = 0
while (self._get_total_team_lives(lesser_team) <
self._get_total_team_lives(greater_team)):
lesser_team.players[add_index].lives += 1
add_index = (add_index + 1) % len(lesser_team.players)
self._update_icons()
# We could check game-over conditions at explicit trigger points,
# but lets just do the simple thing and poll it.
bs.timer(1.0, self._update, repeat=True)
def _update_solo_mode(self) -> None:
# For both teams, find the first player on the spawn order list with
# lives remaining and spawn them if they're not alive.
for team in self.teams:
# Prune dead players from the spawn order.
team.spawn_order = [p for p in team.spawn_order if p]
for player in team.spawn_order:
assert isinstance(player, Player)
if player.lives > 0:
if not player.is_alive():
self.spawn_player(player)
break
def _update_icons(self) -> None:
# pylint: disable=too-many-branches
# In free-for-all mode, everyone is just lined up along the bottom.
if isinstance(self.session, bs.FreeForAllSession):
count = len(self.teams)
x_offs = 85
xval = x_offs * (count - 1) * -0.5
for team in self.teams:
if len(team.players) == 1:
player = team.players[0]
for icon in player.icons:
icon.set_position_and_scale((xval, 30), 0.7)
icon.update_for_lives()
xval += x_offs
# In teams mode we split up teams.
else:
if self._solo_mode:
# First off, clear out all icons.
for player in self.players:
player.icons = []
# Now for each team, cycle through our available players
# adding icons.
for team in self.teams:
if team.id == 0:
xval = -60
x_offs = -78
else:
xval = 60
x_offs = 78
is_first = True
test_lives = 1
while True:
players_with_lives = [
p for p in team.spawn_order
if p and p.lives >= test_lives
]
if not players_with_lives:
break
for player in players_with_lives:
player.icons.append(
Icon(player,
position=(xval, (40 if is_first else 25)),
scale=1.0 if is_first else 0.5,
name_maxwidth=130 if is_first else 75,
name_scale=0.8 if is_first else 1.0,
flatness=0.0 if is_first else 1.0,
shadow=0.5 if is_first else 1.0,
show_death=is_first,
show_lives=False))
xval += x_offs * (0.8 if is_first else 0.56)
is_first = False
test_lives += 1
# Non-solo mode.
else:
for team in self.teams:
if team.id == 0:
xval = -50
x_offs = -85
else:
xval = 50
x_offs = 85
for player in team.players:
for icon in player.icons:
icon.set_position_and_scale((xval, 30), 0.7)
icon.update_for_lives()
xval += x_offs
def _get_spawn_point(self, player: Player) -> Optional[babase.Vec3]:
del player # Unused.
# In solo-mode, if there's an existing live player on the map, spawn at
# whichever spot is farthest from them (keeps the action spread out).
if self._solo_mode:
living_player = None
living_player_pos = None
for team in self.teams:
for tplayer in team.players:
if tplayer.is_alive():
assert tplayer.node
ppos = tplayer.node.position
living_player = tplayer
living_player_pos = ppos
break
if living_player:
assert living_player_pos is not None
player_pos = babase.Vec3(living_player_pos)
points: List[Tuple[float, babase.Vec3]] = []
for team in self.teams:
start_pos = babase.Vec3(self.map.get_start_position(team.id))
points.append(
((start_pos - player_pos).length(), start_pos))
# Hmm.. we need to sorting vectors too?
points.sort(key=lambda x: x[0])
return points[-1][1]
return None
def spawn_player(self, player: Player) -> bs.Actor:
actor = self.spawn_player_spaz(player, self._get_spawn_point(player))
if not self._solo_mode:
bs.timer(0.3, babase.Call(self._print_lives, player))
# If we have any icons, update their state.
for icon in player.icons:
icon.handle_player_spawned()
## Run settings related: Spaz ##
if self._boxing_gloves:
actor.equip_boxing_gloves()
if self._one_punch_kill:
actor._punch_power_scale = 15
if self._shield_:
actor.equip_shields()
if self._only_punch:
actor.connect_controls_to_player(enable_bomb=False, enable_pickup=False)
return actor
## Run settings related: Spaz ##
def _print_lives(self, player: Player) -> None:
from bascenev1lib.actor import popuptext
# We get called in a timer so it's possible our player has left/etc.
if not player or not player.is_alive() or not player.node:
return
popuptext.PopupText('x' + str(player.lives - 1),
color=(1, 1, 0, 1),
offset=(0, -0.8, 0),
random_offset=0.0,
scale=1.8,
position=player.node.position).autoretain()
def on_player_leave(self, player: Player) -> None:
########################################################Nippy#2677
team_count=1 #Just initiating
if player.lives>0 and self._live_team_balance:
team_mem=[]
for teamer in player.team.players:
if player!=teamer:
team_mem.append(teamer) #Got Dead players Team
live=player.lives
team_count=len(team_mem)
for i in range(int((live if live%2==0 else live+1)/2)): #Extending Player List for Sorted Players
team_mem.extend(team_mem)
if team_count>0:
for i in range(live):
team_mem[i].lives+=1
if team_count<=0 : #Draw if Player Leaves
self.end_game()
########################################################Nippy#2677
super().on_player_leave(player)
player.icons = []
# Remove us from spawn-order.
if self._solo_mode:
if player in player.team.spawn_order:
player.team.spawn_order.remove(player)
# Update icons in a moment since our team will be gone from the
# list then.
bs.timer(0, self._update_icons)
# If the player to leave was the last in spawn order and had
# their final turn currently in-progress, mark the survival time
# for their team.
if self._get_total_team_lives(player.team) == 0:
assert self._start_time is not None
player.team.survival_seconds = int(bs.time() - self._start_time)
def _get_total_team_lives(self, team: Team) -> int:
return sum(player.lives for player in team.players)
def handlemessage(self, msg: Any) -> Any:
if isinstance(msg, bs.PlayerDiedMessage):
# Augment standard behavior.
super().handlemessage(msg)
player: Player = msg.getplayer(Player)
player.lives -= 1
if player.lives < 0:
babase.print_error(
"Got lives < 0 in Elim; this shouldn't happen. solo:" +
str(self._solo_mode))
player.lives = 0
# If we have any icons, update their state.
for icon in player.icons:
icon.handle_player_died()
# Play big death sound on our last death
# or for every one in solo mode.
if self._solo_mode or player.lives == 0:
SpazFactory.get().single_player_death_sound.play()
# If we hit zero lives, we're dead (and our team might be too).
if player.lives == 0:
# If the whole team is now dead, mark their survival time.
if self._get_total_team_lives(player.team) == 0:
assert self._start_time is not None
player.team.survival_seconds = int(bs.time() -
self._start_time)
else:
# Otherwise, in regular mode, respawn.
if not self._solo_mode:
self.respawn_player(player)
# In solo, put ourself at the back of the spawn order.
if self._solo_mode:
player.team.spawn_order.remove(player)
player.team.spawn_order.append(player)
def _update(self) -> None:
if self._solo_mode:
# For both teams, find the first player on the spawn order
# list with lives remaining and spawn them if they're not alive.
for team in self.teams:
# Prune dead players from the spawn order.
team.spawn_order = [p for p in team.spawn_order if p]
for player in team.spawn_order:
assert isinstance(player, Player)
if player.lives > 0:
if not player.is_alive():
self.spawn_player(player)
self._update_icons()
break
# If we're down to 1 or fewer living teams, start a timer to end
# the game (allows the dust to settle and draws to occur if deaths
# are close enough).
if len(self._get_living_teams()) < 2:
self._round_end_timer = bs.Timer(0.5, self.end_game)
def _get_living_teams(self) -> List[Team]:
return [
team for team in self.teams
if len(team.players) > 0 and any(player.lives > 0
for player in team.players)
]
def end_game(self) -> None:
if self.has_ended():
return
results = bs.GameResults()
self._vs_text = None # Kill our 'vs' if its there.
for team in self.teams:
results.set_team_score(team, team.survival_seconds)
self.end(results=results)

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@ -0,0 +1,195 @@
# Ported to api 8 by brostos using baport.(https://github.com/bombsquad-community/baport)
# ba_meta require api 8
from __future__ import annotations
from typing import TYPE_CHECKING
import babase
import bauiv1 as bui
import bascenev1 as bs
import random
from bascenev1lib.actor.onscreentimer import OnScreenTimer
from bascenev1lib.actor.spazbot import (
SpazBot, SpazBotSet,
BomberBot, BrawlerBot, BouncyBot,
ChargerBot, StickyBot, TriggerBot,
ExplodeyBot)
if TYPE_CHECKING:
from typing import Any, List, Type, Optional
class Player(bs.Player['Team']):
"""Our player type for this game."""
def __init__(self) -> None:
super().__init__()
self.death_time: Optional[float] = None
class Team(bs.Team[Player]):
"""Our team type for this game."""
# ba_meta export bascenev1.GameActivity
class BotShowerGame(bs.TeamGameActivity[Player, Team]):
"""A babase.MeteorShowerGame but replaced with bots."""
name = 'Bot Shower'
description = 'Survive from the bots.'
available_settings = [
bs.BoolSetting('Spaz', default=True),
bs.BoolSetting('Zoe', default=True),
bs.BoolSetting('Kronk', default=True),
bs.BoolSetting('Snake Shadow', default=True),
bs.BoolSetting('Mel', default=True),
bs.BoolSetting('Jack Morgan', default=True),
bs.BoolSetting('Easter Bunny', default=True),
bs.BoolSetting('Epic Mode', default=False),
]
announce_player_deaths = True
@classmethod
def get_supported_maps(cls, sessiontype: Type[bs.Session]) -> List[str]:
return ['Football Stadium', 'Hockey Stadium']
def __init__(self, settings: dict) -> None:
super().__init__(settings)
self._epic_mode = settings['Epic Mode']
self._last_player_death_time: Optional[float] = None
self._timer: Optional[OnScreenTimer] = None
self._bots: Optional[SpazBotSet] = None
self._bot_type: List[SpazBot] = []
if bool(settings['Spaz']) == True:
self._bot_type.append(BomberBot)
else:
if BomberBot in self._bot_type:
self._bot_type.remove(BomberBot)
if bool(settings['Zoe']) == True:
self._bot_type.append(TriggerBot)
else:
if TriggerBot in self._bot_type:
self._bot_type.remove(TriggerBot)
if bool(settings['Kronk']) == True:
self._bot_type.append(BrawlerBot)
else:
if BrawlerBot in self._bot_type:
self._bot_type.remove(BrawlerBot)
if bool(settings['Snake Shadow']) == True:
self._bot_type.append(ChargerBot)
else:
if ChargerBot in self._bot_type:
self._bot_type.remove(ChargerBot)
if bool(settings['Jack Morgan']) == True:
self._bot_type.append(ExplodeyBot)
else:
if ExplodeyBot in self._bot_type:
self._bot_type.remove(ExplodeyBot)
if bool(settings['Easter Bunny']) == True:
self._bot_type.append(BouncyBot)
else:
if BouncyBot in self._bot_type:
self._bot_type.remove(BouncyBot)
self.slow_motion = self._epic_mode
self.default_music = (bs.MusicType.EPIC
if self._epic_mode else bs.MusicType.SURVIVAL)
def on_begin(self) -> None:
super().on_begin()
self._bots = SpazBotSet()
self._timer = OnScreenTimer()
self._timer.start()
if self._epic_mode:
bs.timer(1.0, self._start_spawning_bots)
else:
bs.timer(5.0, self._start_spawning_bots)
bs.timer(5.0, self._check_end_game)
def spawn_player(self, player: Player) -> None:
spaz = self.spawn_player_spaz(player)
spaz.connect_controls_to_player(
enable_punch=False,
enable_bomb=False,
enable_pickup=False)
return spaz
def on_player_join(self, player: Player) -> None:
if self.has_begun():
bui.screenmessage(
babase.Lstr(resource='playerDelayedJoinText',
subs=[('${PLAYER}', player.getname(full=True))]),
color=(1, 1, 0),
)
assert self._timer is not None
player.death_time = self._timer.getstarttime()
return
self.spawn_player(player)
def handlemessage(self, msg: Any) -> Any:
if isinstance(msg, bs.PlayerDiedMessage):
curtime = bs.time()
msg.getplayer(Player).death_time = curtime
bs.timer(1.0, self._check_end_game)
else:
super().handlemessage(msg)
def _start_spawning_bots(self) -> None:
bs.timer(1.2, self._spawn_bot, repeat=True)
bs.timer(2.2, self._spawn_bot, repeat=True)
def _spawn_bot(self) -> None:
assert self._bots is not None
self._bots.spawn_bot(random.choice(self._bot_type), pos=(random.uniform(-11, 11), (9.8 if self.map.getname() == 'Football Stadium' else 5.0), random.uniform(-5, 5)))
def _check_end_game(self) -> None:
living_team_count = 0
for team in self.teams:
for player in team.players:
if player.is_alive():
living_team_count += 1
break
if living_team_count <= 1:
self.end_game()
def end_game(self) -> None:
cur_time = bs.time()
assert self._timer is not None
start_time = self._timer.getstarttime()
for team in self.teams:
for player in team.players:
survived = False
if player.death_time is None:
survived = True
player.death_time = cur_time + 1
score = int(player.death_time - self._timer.getstarttime())
if survived:
score += 50
self.stats.player_scored(player, score, screenmessage=False)
self._timer.stop(endtime=self._last_player_death_time)
results = bs.GameResults()
for team in self.teams:
longest_life = 0.0
for player in team.players:
assert player.death_time is not None
longest_life = max(longest_life,
player.death_time - start_time)
results.set_team_score(team, int(1000.0 * longest_life))
self.end(results=results)

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# Ported to api 8 by brostos using baport.(https://github.com/bombsquad-community/baport)
# ba_meta require api 8
# (see https://ballistica.net/wiki/meta-tag-system)
from __future__ import annotations
from typing import TYPE_CHECKING
import babase
import bauiv1 as bui
import bascenev1 as bs
import _babase
import random
from bascenev1._map import register_map
from bascenev1lib.actor.spaz import PickupMessage
from bascenev1lib.actor.playerspaz import PlayerSpaz
from bascenev1lib.actor.spazfactory import SpazFactory
from bascenev1lib.gameutils import SharedObjects
from bascenev1lib.actor.spazbot import SpazBotSet, ChargerBotPro, TriggerBotPro
from bascenev1lib.actor.bomb import Blast
from bascenev1lib.actor.powerupbox import PowerupBoxFactory
from bascenev1lib.actor.onscreentimer import OnScreenTimer
if TYPE_CHECKING:
from typing import Any, Sequence
lang = bs.app.lang.language
if lang == 'Spanish':
name = 'Abajo en el Abismo'
description = 'Sobrevive tanto como puedas'
help = 'El mapa es 3D, ¡ten cuidado!'
author = 'Autor: Deva'
github = 'GitHub: spdv123'
blog = 'Blog: superdeva.info'
peaceTime = 'Tiempo de Paz'
npcDensity = 'Densidad de Enemigos'
hint_use_punch = '¡Ahora puedes golpear a los enemigos!'
elif lang == 'Chinese':
name = '无尽深渊'
description = '在无穷尽的坠落中存活更长时间'
help = ''
author = '作者: Deva'
github = 'GitHub: spdv123'
blog = '博客: superdeva.info'
peaceTime = '和平时间'
npcDensity = 'NPC密度'
hint_use_punch = u'现在可以使用拳头痛扁你的敌人了'
else:
name = 'Down Into The Abyss'
description = 'Survive as long as you can'
help = 'The map is 3D, be careful!'
author = 'Author: Deva'
github = 'GitHub: spdv123'
blog = 'Blog: superdeva.info'
peaceTime = 'Peace Time'
npcDensity = 'NPC Density'
hint_use_punch = 'You can punch your enemies now!'
class AbyssMap(bs.Map):
from bascenev1lib.mapdata import happy_thoughts as defs
# Add the y-dimension space for players
defs.boxes['map_bounds'] = (-0.8748348681, 9.212941713, -9.729538885) \
+ (0.0, 0.0, 0.0) \
+ (36.09666006, 26.19950145, 20.89541168)
name = 'Abyss Unhappy'
@classmethod
def get_play_types(cls) -> list[str]:
"""Return valid play types for this map."""
return ['abyss']
@classmethod
def get_preview_texture_name(cls) -> str:
return 'alwaysLandPreview'
@classmethod
def on_preload(cls) -> Any:
data: dict[str, Any] = {
'mesh': bs.getmesh('alwaysLandLevel'),
'bottom_mesh': bs.getmesh('alwaysLandLevelBottom'),
'bgmesh': bs.getmesh('alwaysLandBG'),
'collision_mesh': bs.getcollisionmesh('alwaysLandLevelCollide'),
'tex': bs.gettexture('alwaysLandLevelColor'),
'bgtex': bs.gettexture('alwaysLandBGColor'),
'vr_fill_mound_mesh': bs.getmesh('alwaysLandVRFillMound'),
'vr_fill_mound_tex': bs.gettexture('vrFillMound')
}
return data
@classmethod
def get_music_type(cls) -> bs.MusicType:
return bs.MusicType.FLYING
def __init__(self) -> None:
super().__init__(vr_overlay_offset=(0, -3.7, 2.5))
self.background = bs.newnode(
'terrain',
attrs={
'mesh': self.preloaddata['bgmesh'],
'lighting': False,
'background': True,
'color_texture': self.preloaddata['bgtex']
})
bs.newnode('terrain',
attrs={
'mesh': self.preloaddata['vr_fill_mound_mesh'],
'lighting': False,
'vr_only': True,
'color': (0.2, 0.25, 0.2),
'background': True,
'color_texture': self.preloaddata['vr_fill_mound_tex']
})
gnode = bs.getactivity().globalsnode
gnode.happy_thoughts_mode = True
gnode.shadow_offset = (0.0, 8.0, 5.0)
gnode.tint = (1.3, 1.23, 1.0)
gnode.ambient_color = (1.3, 1.23, 1.0)
gnode.vignette_outer = (0.64, 0.59, 0.69)
gnode.vignette_inner = (0.95, 0.95, 0.93)
gnode.vr_near_clip = 1.0
self.is_flying = True
register_map(AbyssMap)
class SpazTouchFoothold:
pass
class BombToDieMessage:
pass
class Foothold(bs.Actor):
def __init__(self,
position: Sequence[float] = (0.0, 1.0, 0.0),
power: str = 'random',
size: float = 6.0,
breakable: bool = True,
moving: bool = False):
super().__init__()
shared = SharedObjects.get()
powerup = PowerupBoxFactory.get()
fmesh = bs.getmesh('landMine')
fmeshs = bs.getmesh('powerupSimple')
self.died = False
self.breakable = breakable
self.moving = moving # move right and left
self.lrSig = 1 # left or right signal
self.lrSpeedPlus = random.uniform(1 / 2.0, 1 / 0.7)
self._npcBots = SpazBotSet()
self.foothold_material = bs.Material()
self.impact_sound = bui.getsound('impactMedium')
self.foothold_material.add_actions(
conditions=(('they_dont_have_material', shared.player_material),
'and',
('they_have_material', shared.object_material),
'or',
('they_have_material', shared.footing_material)),
actions=(('modify_node_collision', 'collide', True),
))
self.foothold_material.add_actions(
conditions=('they_have_material', shared.player_material),
actions=(('modify_part_collision', 'physical', True),
('modify_part_collision', 'stiffness', 0.05),
('message', 'our_node', 'at_connect', SpazTouchFoothold()),
))
self.foothold_material.add_actions(
conditions=('they_have_material', self.foothold_material),
actions=('modify_node_collision', 'collide', False),
)
tex = {
'punch': powerup.tex_punch,
'sticky_bombs': powerup.tex_sticky_bombs,
'ice_bombs': powerup.tex_ice_bombs,
'impact_bombs': powerup.tex_impact_bombs,
'health': powerup.tex_health,
'curse': powerup.tex_curse,
'shield': powerup.tex_shield,
'land_mines': powerup.tex_land_mines,
'tnt': bs.gettexture('tnt'),
}.get(power, bs.gettexture('tnt'))
powerupdist = {
powerup.tex_bomb: 3,
powerup.tex_ice_bombs: 2,
powerup.tex_punch: 3,
powerup.tex_impact_bombs: 3,
powerup.tex_land_mines: 3,
powerup.tex_sticky_bombs: 4,
powerup.tex_shield: 4,
powerup.tex_health: 3,
powerup.tex_curse: 1,
bs.gettexture('tnt'): 2
}
self.randtex = []
for keyTex in powerupdist:
for i in range(powerupdist[keyTex]):
self.randtex.append(keyTex)
if power == 'random':
random.seed()
tex = random.choice(self.randtex)
self.tex = tex
self.powerup_type = {
powerup.tex_punch: 'punch',
powerup.tex_bomb: 'triple_bombs',
powerup.tex_ice_bombs: 'ice_bombs',
powerup.tex_impact_bombs: 'impact_bombs',
powerup.tex_land_mines: 'land_mines',
powerup.tex_sticky_bombs: 'sticky_bombs',
powerup.tex_shield: 'shield',
powerup.tex_health: 'health',
powerup.tex_curse: 'curse',
bs.gettexture('tnt'): 'tnt'
}.get(self.tex, '')
self._spawn_pos = (position[0], position[1], position[2])
self.node = bs.newnode(
'prop',
delegate=self,
attrs={
'body': 'landMine',
'position': self._spawn_pos,
'mesh': fmesh,
'light_mesh': fmeshs,
'shadow_size': 0.5,
'velocity': (0, 0, 0),
'density': 90000000000,
'sticky': False,
'body_scale': size,
'mesh_scale': size,
'color_texture': tex,
'reflection': 'powerup',
'is_area_of_interest': True,
'gravity_scale': 0.0,
'reflection_scale': [0],
'materials': [self.foothold_material,
shared.object_material,
shared.footing_material]
})
self.touchedSpazs = set()
self.keep_vel()
def keep_vel(self) -> None:
if self.node and not self.died:
speed = bs.getactivity().cur_speed
if self.moving:
if abs(self.node.position[0]) > 10:
self.lrSig *= -1
self.node.velocity = (
self.lrSig * speed * self.lrSpeedPlus,speed, 0)
bs.timer(0.1, bs.WeakCall(self.keep_vel))
else:
self.node.velocity = (0, speed, 0)
# self.node.extraacceleration = (0, self.speed, 0)
bs.timer(0.1, bs.WeakCall(self.keep_vel))
def tnt_explode(self) -> None:
pos = self.node.position
Blast(position=pos,
blast_radius=6.0,
blast_type='tnt',
source_player=None).autoretain()
def spawn_npc(self) -> None:
if not self.breakable:
return
if self._npcBots.have_living_bots():
return
if random.randint(0, 3) >= bs.getactivity().npc_density:
return
pos = self.node.position
pos = (pos[0], pos[1] + 1, pos[2])
self._npcBots.spawn_bot(
bot_type=random.choice([ChargerBotPro, TriggerBotPro]),
pos=pos,
spawn_time=10)
def handlemessage(self, msg: Any) -> Any:
if isinstance(msg, bs.DieMessage):
if self.node:
self.node.delete()
self.died = True
elif isinstance(msg, bs.OutOfBoundsMessage):
self.handlemessage(bs.DieMessage())
elif isinstance(msg, BombToDieMessage):
if self.powerup_type == 'tnt':
self.tnt_explode()
self.handlemessage(bs.DieMessage())
elif isinstance(msg, bs.HitMessage):
ispunched = (msg.srcnode and msg.srcnode.getnodetype() == 'spaz')
if not ispunched:
if self.breakable:
self.handlemessage(BombToDieMessage())
elif isinstance(msg, SpazTouchFoothold):
node = bs.getcollision().opposingnode
if node is not None and node:
try:
spaz = node.getdelegate(object)
if not isinstance(spaz, AbyssPlayerSpaz):
return
if spaz in self.touchedSpazs:
return
self.touchedSpazs.add(spaz)
self.spawn_npc()
spaz.fix_2D_position()
if self.powerup_type not in ['', 'tnt']:
node.handlemessage(
bs.PowerupMessage(self.powerup_type))
except Exception as e:
print(e)
pass
class AbyssPlayerSpaz(PlayerSpaz):
def __init__(self,
player: bs.Player,
color: Sequence[float] = (1.0, 1.0, 1.0),
highlight: Sequence[float] = (0.5, 0.5, 0.5),
character: str = 'Spaz',
powerups_expire: bool = True):
super().__init__(player=player,
color=color,
highlight=highlight,
character=character,
powerups_expire=powerups_expire)
self.node.fly = False
self.node.hockey = True
self.hitpoints_max = self.hitpoints = 1500 # more HP to handle drop
bs.timer(bs.getactivity().peace_time,
bs.WeakCall(self.safe_connect_controls_to_player))
def safe_connect_controls_to_player(self) -> None:
try:
self.connect_controls_to_player()
except:
pass
def on_move_up_down(self, value: float) -> None:
"""
Called to set the up/down joystick amount on this spaz;
used for player or AI connections.
value will be between -32768 to 32767
WARNING: deprecated; use on_move instead.
"""
if not self.node:
return
if self.node.run > 0.1:
self.node.move_up_down = value
else:
self.node.move_up_down = value / 3.
def on_move_left_right(self, value: float) -> None:
"""
Called to set the left/right joystick amount on this spaz;
used for player or AI connections.
value will be between -32768 to 32767
WARNING: deprecated; use on_move instead.
"""
if not self.node:
return
if self.node.run > 0.1:
self.node.move_left_right = value
else:
self.node.move_left_right = value / 1.5
def fix_2D_position(self) -> None:
self.node.fly = True
bs.timer(0.02, bs.WeakCall(self.disable_fly))
def disable_fly(self) -> None:
if self.node:
self.node.fly = False
def curse(self) -> None:
"""
Give this poor spaz a curse;
he will explode in 5 seconds.
"""
if not self._cursed:
factory = SpazFactory.get()
self._cursed = True
# Add the curse material.
for attr in ['materials', 'roller_materials']:
materials = getattr(self.node, attr)
if factory.curse_material not in materials:
setattr(self.node, attr,
materials + (factory.curse_material, ))
# None specifies no time limit
assert self.node
if self.curse_time == -1:
self.node.curse_death_time = -1
else:
# Note: curse-death-time takes milliseconds.
tval = bs.time()
assert isinstance(tval, (float, int))
self.node.curse_death_time = bs.time() + 15
bs.timer(15, bs.WeakCall(self.curse_explode))
def handlemessage(self, msg: Any) -> Any:
dontUp = False
if isinstance(msg, PickupMessage):
dontUp = True
collision = bs.getcollision()
opposingnode = collision.opposingnode
opposingbody = collision.opposingbody
if opposingnode is None or not opposingnode:
return True
opposingdelegate = opposingnode.getdelegate(object)
# Don't pick up the foothold
if isinstance(opposingdelegate, Foothold):
return True
# dont allow picking up of invincible dudes
try:
if opposingnode.invincible:
return True
except Exception:
pass
# if we're grabbing the pelvis of a non-shattered spaz,
# we wanna grab the torso instead
if (opposingnode.getnodetype() == 'spaz'
and not opposingnode.shattered and opposingbody == 4):
opposingbody = 1
# Special case - if we're holding a flag, don't replace it
# (hmm - should make this customizable or more low level).
held = self.node.hold_node
if held and held.getnodetype() == 'flag':
return True
# Note: hold_body needs to be set before hold_node.
self.node.hold_body = opposingbody
self.node.hold_node = opposingnode
if not dontUp:
PlayerSpaz.handlemessage(self, msg)
class Player(bs.Player['Team']):
"""Our player type for this game."""
def __init__(self) -> None:
super().__init__()
self.death_time: float | None = None
self.notIn: bool = None
class Team(bs.Team[Player]):
"""Our team type for this game."""
# ba_meta export bascenev1.GameActivity
class AbyssGame(bs.TeamGameActivity[Player, Team]):
name = name
description = description
scoreconfig = bs.ScoreConfig(label='Survived',
scoretype=bs.ScoreType.MILLISECONDS,
version='B')
# Print messages when players die (since its meaningful in this game).
announce_player_deaths = True
# We're currently hard-coded for one map.
@classmethod
def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]:
return ['Abyss Unhappy']
@classmethod
def get_available_settings(
cls, sessiontype: type[bs.Session]) -> list[babase.Setting]:
settings = [
bs.FloatChoiceSetting(
peaceTime,
choices=[
('None', 0.0),
('Shorter', 2.5),
('Short', 5.0),
('Normal', 10.0),
('Long', 15.0),
('Longer', 20.0),
],
default=10.0,
),
bs.FloatChoiceSetting(
npcDensity,
choices=[
('0%', 0),
('25%', 1),
('50%', 2),
('75%', 3),
('100%', 4),
],
default=2,
),
bs.BoolSetting('Epic Mode', default=False),
]
return settings
# We support teams, free-for-all, and co-op sessions.
@classmethod
def supports_session_type(cls, sessiontype: type[bs.Session]) -> bool:
return (issubclass(sessiontype, bs.DualTeamSession)
or issubclass(sessiontype, bs.FreeForAllSession)
or issubclass(sessiontype, bs.CoopSession))
def __init__(self, settings: dict):
super().__init__(settings)
self._epic_mode = settings.get('Epic Mode', False)
self._last_player_death_time: float | None = None
self._timer: OnScreenTimer | None = None
self.fix_y = -5.614479365
self.start_z = 0
self.init_position = (0, self.start_z, self.fix_y)
self.team_init_positions = [(-5, self.start_z, self.fix_y),
(5, self.start_z, self.fix_y)]
self.cur_speed = 2.5
# TODO: The variable below should be set in settings
self.peace_time = float(settings[peaceTime])
self.npc_density = float(settings[npcDensity])
# Some base class overrides:
self.default_music = (bs.MusicType.EPIC
if self._epic_mode else bs.MusicType.SURVIVAL)
if self._epic_mode:
self.slow_motion = True
self._game_credit = bs.NodeActor(
bs.newnode(
'text',
attrs={
'v_attach': 'bottom',
'h_align': 'center',
'vr_depth': 0,
'color': (0.0, 0.7, 1.0),
'shadow': 1.0 if True else 0.5,
'flatness': 1.0 if True else 0.5,
'position': (0, 0),
'scale': 0.8,
'text': ' | '.join([author, github, blog])
}))
def get_instance_description(self) -> str | Sequence:
return description
def get_instance_description_short(self) -> str | Sequence:
return self.get_instance_description() + '\n' + help
def on_player_join(self, player: Player) -> None:
if self.has_begun():
player.notIn = True
bs.broadcastmessage(babase.Lstr(
resource='playerDelayedJoinText',
subs=[('${PLAYER}', player.getname(full=True))]),
color=(0, 1, 0))
self.spawn_player(player)
def on_begin(self) -> None:
super().on_begin()
self._timer = OnScreenTimer()
self._timer.start()
self.level_cnt = 1
if self.teams_or_ffa() == 'teams':
ip0 = self.team_init_positions[0]
ip1 = self.team_init_positions[1]
Foothold(
(ip0[0], ip0[1] - 2, ip0[2]),
power='shield', breakable=False).autoretain()
Foothold(
(ip1[0], ip1[1] - 2, ip1[2]),
power='shield', breakable=False).autoretain()
else:
ip = self.init_position
Foothold(
(ip[0], ip[1] - 2, ip[2]),
power='shield', breakable=False).autoretain()
bs.timer(int(5.0 / self.cur_speed),
bs.WeakCall(self.add_foothold), repeat=True)
# Repeat check game end
bs.timer(1.0, self._check_end_game, repeat=True)
bs.timer(self.peace_time + 0.1,
bs.WeakCall(self.tip_hint, hint_use_punch))
bs.timer(6.0, bs.WeakCall(self.faster_speed), repeat=True)
def tip_hint(self, text: str) -> None:
bs.broadcastmessage(text, color=(0.2, 0.2, 1))
def faster_speed(self) -> None:
self.cur_speed *= 1.15
def add_foothold(self) -> None:
ip = self.init_position
ip_1 = (ip[0] - 7, ip[1], ip[2])
ip_2 = (ip[0] + 7, ip[1], ip[2])
ru = random.uniform
self.level_cnt += 1
if self.level_cnt % 3:
Foothold((
ip_1[0] + ru(-5, 5),
ip[1] - 2,
ip[2] + ru(-0.0, 0.0))).autoretain()
Foothold((
ip_2[0] + ru(-5, 5),
ip[1] - 2,
ip[2] + ru(-0.0, 0.0))).autoretain()
else:
Foothold((
ip[0] + ru(-8, 8),
ip[1] - 2,
ip[2]), moving=True).autoretain()
def teams_or_ffa(self) -> None:
if isinstance(self.session, bs.DualTeamSession):
return 'teams'
return 'ffa'
def spawn_player_spaz(self,
player: Player,
position: Sequence[float] = (0, 0, 0),
angle: float | None = None) -> PlayerSpaz:
# pylint: disable=too-many-locals
# pylint: disable=cyclic-import
from babase import _math
from bascenev1._gameutils import animate
position = self.init_position
if self.teams_or_ffa() == 'teams':
position = self.team_init_positions[player.team.id % 2]
angle = None
name = player.getname()
color = player.color
highlight = player.highlight
light_color = _math.normalized_color(color)
display_color = _babase.safecolor(color, target_intensity=0.75)
spaz = AbyssPlayerSpaz(color=color,
highlight=highlight,
character=player.character,
player=player)
player.actor = spaz
assert spaz.node
spaz.node.name = name
spaz.node.name_color = display_color
spaz.connect_controls_to_player(enable_punch=False,
enable_bomb=True,
enable_pickup=False)
# Move to the stand position and add a flash of light.
spaz.handlemessage(
bs.StandMessage(
position,
angle if angle is not None else random.uniform(0, 360)))
self._spawn_sound.play(1, position=spaz.node.position)
light = bs.newnode('light', attrs={'color': light_color})
spaz.node.connectattr('position', light, 'position')
animate(light, 'intensity', {0: 0, 0.25: 1, 0.5: 0})
bs.timer(0.5, light.delete)
return spaz
def handlemessage(self, msg: Any) -> Any:
if isinstance(msg, bs.PlayerDiedMessage):
# Augment standard behavior.
super().handlemessage(msg)
curtime = bs.time()
# Record the player's moment of death.
# assert isinstance(msg.spaz.player
msg.getplayer(Player).death_time = curtime
# In co-op mode, end the game the instant everyone dies
# (more accurate looking).
# In teams/ffa, allow a one-second fudge-factor so we can
# get more draws if players die basically at the same time.
if isinstance(self.session, bs.CoopSession):
# Teams will still show up if we check now.. check in
# the next cycle.
babase.pushcall(self._check_end_game)
# Also record this for a final setting of the clock.
self._last_player_death_time = curtime
else:
bs.timer(1.0, self._check_end_game)
else:
# Default handler:
return super().handlemessage(msg)
return None
def _check_end_game(self) -> None:
living_team_count = 0
for team in self.teams:
for player in team.players:
if player.is_alive():
living_team_count += 1
break
# In co-op, we go till everyone is dead.. otherwise we go
# until one team remains.
if isinstance(self.session, bs.CoopSession):
if living_team_count <= 0:
self.end_game()
else:
if living_team_count <= 0:
self.end_game()
def end_game(self) -> None:
cur_time = bs.time()
assert self._timer is not None
start_time = self._timer.getstarttime()
# Mark death-time as now for any still-living players
# and award players points for how long they lasted.
# (these per-player scores are only meaningful in team-games)
for team in self.teams:
for player in team.players:
survived = False
if player.notIn:
player.death_time = 0
# Throw an extra fudge factor in so teams that
# didn't die come out ahead of teams that did.
if player.death_time is None:
survived = True
player.death_time = cur_time + 1
# Award a per-player score depending on how many seconds
# they lasted (per-player scores only affect teams mode;
# everywhere else just looks at the per-team score).
score = int(player.death_time - self._timer.getstarttime())
if survived:
score += 50 # A bit extra for survivors.
self.stats.player_scored(player, score, screenmessage=False)
# Stop updating our time text, and set the final time to match
# exactly when our last guy died.
self._timer.stop(endtime=self._last_player_death_time)
# Ok now calc game results: set a score for each team and then tell
# the game to end.
results = bs.GameResults()
# Remember that 'free-for-all' mode is simply a special form
# of 'teams' mode where each player gets their own team, so we can
# just always deal in teams and have all cases covered.
for team in self.teams:
# Set the team score to the max time survived by any player on
# that team.
longest_life = 0.0
for player in team.players:
assert player.death_time is not None
longest_life = max(longest_life,
player.death_time - start_time)
# Submit the score value in milliseconds.
results.set_team_score(team, int(1000.0 * longest_life))
self.end(results=results)

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# Ported to api 8 by brostos using baport.(https://github.com/bombsquad-community/baport)
# ba_meta require api 8
# (see https://ballistica.net/wiki/meta-tag-system)
from __future__ import annotations
import random
from typing import TYPE_CHECKING
import babase
import bauiv1 as bui
import bascenev1 as bs
from bascenev1lib.actor.spazbot import SpazBotSet, ExplodeyBot, SpazBotDiedMessage
from bascenev1lib.actor.onscreentimer import OnScreenTimer
if TYPE_CHECKING:
from typing import Any, Type, Dict, List, Optional
def ba_get_api_version():
return 8
def ba_get_levels():
return [bs._level.Level(
'Explodo Run',
gametype=ExplodoRunGame,
settings={},
preview_texture_name='rampagePreview'),bs._level.Level(
'Epic Explodo Run',
gametype=ExplodoRunGame,
settings={'Epic Mode':True},
preview_texture_name='rampagePreview')]
class Player(bs.Player['Team']):
"""Our player type for this game."""
class Team(bs.Team[Player]):
"""Our team type for this game."""
# ba_meta export bascenev1.GameActivity
class ExplodoRunGame(bs.TeamGameActivity[Player, Team]):
name = "Explodo Run"
description = "Run For Your Life :))"
available_settings = [bs.BoolSetting('Epic Mode', default=False)]
scoreconfig = bs.ScoreConfig(label='Time',
scoretype=bs.ScoreType.MILLISECONDS,
lower_is_better=False)
default_music = bs.MusicType.TO_THE_DEATH
def __init__(self, settings:dict):
settings['map'] = "Rampage"
self._epic_mode = settings.get('Epic Mode', False)
if self._epic_mode:
self.slow_motion = True
super().__init__(settings)
self._timer: Optional[OnScreenTimer] = None
self._winsound = bs.getsound('score')
self._won = False
self._bots = SpazBotSet()
self.wave = 1
def on_begin(self) -> None:
super().on_begin()
self._timer = OnScreenTimer()
bs.timer(2.5, self._timer.start)
#Bots Hehe
bs.timer(2.5,self.street)
def street(self):
for a in range(self.wave):
p1 = random.choice([-5,-2.5,0,2.5,5])
p3 = random.choice([-4.5,-4.14,-5,-3])
time = random.choice([1,1.5,2.5,2])
self._bots.spawn_bot(ExplodeyBot, pos=(p1,5.5,p3),spawn_time = time)
self.wave += 1
def botrespawn(self):
if not self._bots.have_living_bots():
self.street()
def handlemessage(self, msg: Any) -> Any:
# A player has died.
if isinstance(msg, bs.PlayerDiedMessage):
super().handlemessage(msg) # Augment standard behavior.
self._won = True
self.end_game()
# A spaz-bot has died.
elif isinstance(msg, SpazBotDiedMessage):
# Unfortunately the bot-set will always tell us there are living
# bots if we ask here (the currently-dying bot isn't officially
# marked dead yet) ..so lets push a call into the event loop to
# check once this guy has finished dying.
babase.pushcall(self.botrespawn)
# Let the base class handle anything we don't.
else:
return super().handlemessage(msg)
return None
# When this is called, we should fill out results and end the game
# *regardless* of whether is has been won. (this may be called due
# to a tournament ending or other external reason).
def end_game(self) -> None:
# Stop our on-screen timer so players can see what they got.
assert self._timer is not None
self._timer.stop()
results = bs.GameResults()
# If we won, set our score to the elapsed time in milliseconds.
# (there should just be 1 team here since this is co-op).
# ..if we didn't win, leave scores as default (None) which means
# we lost.
if self._won:
elapsed_time_ms = int((bs.time() - self._timer.starttime) * 1000.0)
bs.cameraflash()
self._winsound.play()
for team in self.teams:
for player in team.players:
if player.actor:
player.actor.handlemessage(bs.CelebrateMessage())
results.set_team_score(team, elapsed_time_ms)
# Ends the activity.
self.end(results)

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# Ported to api 8 by brostos using baport.(https://github.com/bombsquad-community/baport)
"""For 1.7.33"""
# ba_meta require api 8
from __future__ import annotations
from typing import TYPE_CHECKING
import babase
import bauiv1 as bui
import bascenev1 as bs
import random
from bascenev1lib.actor.bomb import BombFactory, Blast, ImpactMessage
from bascenev1lib.actor.onscreentimer import OnScreenTimer
from bascenev1lib.gameutils import SharedObjects
if TYPE_CHECKING:
from typing import Any, Sequence, Optional, Type
def ba_get_api_version():
return 8
def ba_get_levels():
return [babase._level.Level(
'Extinction',
gametype=NewMeteorShowerGame,
settings={'Epic Mode': False},
preview_texture_name='footballStadiumPreview'),
babase._level.Level(
'Epic Extinction',
gametype=NewMeteorShowerGame,
settings={'Epic Mode': True},
preview_texture_name='footballStadiumPreview')]
class Meteor(bs.Actor):
"""A giant meteor instead of bombs."""
def __init__(self,
pos: Sequence[float] = (0.0, 1.0, 0.0),
velocity: Sequence[float] = (0.0, 0.0, 0.0)):
super().__init__()
shared = SharedObjects.get()
factory = BombFactory.get()
materials = (shared.object_material,
factory.impact_blast_material)
self.pos = (pos[0], pos[1], pos[2])
self.velocity = (velocity[0], velocity[1], velocity[2])
self.node = bs.newnode(
'prop',
delegate=self,
attrs={
'position': self.pos,
'velocity': self.velocity,
'mesh': factory.sticky_bomb_mesh,
'color_texture': factory.tnt_tex,
'mesh_scale': 3.0,
'body_scale': 2.99,
'body': 'sphere',
'shadow_size': 0.5,
'reflection': 'soft',
'reflection_scale': [0.45],
'materials': materials
})
def explode(self) -> None:
Blast(position=self.node.position,
velocity=self.node.velocity,
blast_type='tnt',
blast_radius=2.0)
def handlemessage(self, msg: Any) -> Any:
if isinstance(msg, bs.DieMessage):
if self.node:
self.node.delete()
elif isinstance(msg, ImpactMessage):
self.explode()
self.handlemessage(bs.DieMessage())
else:
super().handlemessage(msg)
class Player(bs.Player['Team']):
"""Our player type for this game."""
def __init__(self):
super().__init__()
self.death_time: Optional[float] = None
class Team(bs.Team[Player]):
"""Our team type for this game."""
# ba_meta export bascenev1.GameActivity
class NewMeteorShowerGame(bs.TeamGameActivity[Player, Team]):
"""Minigame by Jetz."""
name = 'Extinction'
description = 'Survive the Extinction.'
available_settings = [
bs.BoolSetting('Epic Mode', default=False)]
announce_player_deaths = True
@classmethod
def get_supported_maps(cls, sessiontype: Type[bs.Session]) -> List[str]:
return ['Football Stadium']
@classmethod
def supports_session_type(cls, sessiontype: Type[bs.Session]) -> bool:
return (issubclass(sessiontype, bs.FreeForAllSession)
or issubclass(sessiontype, bs.DualTeamSession))
def __init__(self, settings: dict):
super().__init__(settings)
self._epic_mode = bool(settings['Epic Mode'])
self._last_player_death_time: Optiobal[float] = None
self._meteor_time = 2.0
self._timer: Optional[OnScreenTimer] = None
self.default_music = (bs.MusicType.EPIC
if self._epic_mode else bs.MusicType.SURVIVAL)
if self._epic_mode:
self.slow_motion = True
def on_begin(self) -> None:
super().on_begin()
delay = 5.0 if len(self.players) > 2 else 2.5
if self._epic_mode:
delay *= 0.25
bs.timer(delay, self._decrement_meteor_time, repeat=True)
delay = 3.0
if self._epic_mode:
delay *= 0.25
bs.timer(delay, self._set_meteor_timer)
self._timer = OnScreenTimer()
self._timer.start()
self._check_end_game()
def on_player_join(self, player: Player) -> None:
if self.has_begun():
bs.broadcastmessage(
babase.Lstr(resource='playerDelayedJoinText',
subs=[('${PLAYER}', player.getname(full=True))]),
color=(0, 1, 0),
)
assert self._timer is not None
player.death_time = self._timer.getstarttime()
return
self.spawn_player(player)
def spawn_player(self, player: Player) -> None:
spaz = self.spawn_player_spaz(player)
spaz.connect_controls_to_player(enable_punch=False,
enable_pickup=False,
enable_bomb=False,
enable_jump=False)
spaz.play_big_death_sound = True
return spaz
def on_player_leave(self, player: Player) -> None:
super().on_player_leave(player)
self._check_end_game()
def handlemessage(self, msg: Any) -> Any:
if isinstance(msg, bs.PlayerDiedMessage):
curtime = bs.time()
msg.getplayer(Player).death_time = curtime
bs.timer(1.0, self._check_end_game)
else:
return super().handlemessage(msg)
def _spawn_meteors(self) -> None:
pos = (random.randint(-6, 7), 12,
random.uniform(-2, 1))
velocity = (random.randint(-11, 11), 0,
random.uniform(-5, 5))
Meteor(pos=pos, velocity=velocity).autoretain()
def _spawn_meteors_cluster(self) -> None:
delay = 0.0
for _i in range(random.randrange(1, 3)):
bs.timer(delay, self._spawn_meteors)
delay += 1
self._set_meteor_timer()
def _decrement_meteor_time(self) -> None:
self._meteor_time = max(0.01, self._meteor_time * 0.9)
def _set_meteor_timer(self) -> None:
bs.timer((1.0 + 0.2 * random.random()) * self._meteor_time,
self._spawn_meteors_cluster)
def _check_end_game(self) -> None:
living_team_count = 0
for team in self.teams:
for player in team.players:
if player.is_alive():
living_team_count += 1
break
if isinstance(self.session, bs.CoopSession):
if living_team_count <= 0:
self.end_game()
else:
if living_team_count <= 1:
self.end_game()
def end_game(self) -> None:
cur_time = bs.time()
assert self._timer is not None
start_time = self._timer.getstarttime()
for team in self.teams:
for player in team.players:
survived = False
if player.death_time is None:
survived = True
player.death_time = cur_time + 1
score = int(player.death_time - self._timer.getstarttime())
if survived:
score += 50
self.stats.player_scored(player, score, screenmessage=False)
self._timer.stop(endtime=self._last_player_death_time)
results = bs.GameResults()
for team in self.teams:
longest_life = 0.0
for player in team.players:
assert player.death_time is not None
longest_life = max(longest_life,
player.death_time - start_time)
results.set_team_score(team, int(1000.0 * longest_life))
self.end(results=results)

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# Ported to api 8 by brostos using baport.(https://github.com/bombsquad-community/baport)
# ba_meta require api 8
# - - - - - - - - - - - - - - - - - - - - -
# - Fat-Pigs! by Zacker Tz || Zacker#5505 -
# - Version 0.01 :v -
# - - - - - - - - - - - - - - - - - - - - -
from __future__ import annotations
from typing import TYPE_CHECKING
import random
import babase
import bauiv1 as bui
import bascenev1 as bs
from bascenev1lib.actor.bomb import Bomb
from bascenev1lib.actor.onscreentimer import OnScreenTimer
from bascenev1lib.actor.playerspaz import PlayerSpaz
from bascenev1lib.actor.scoreboard import Scoreboard
if TYPE_CHECKING:
from typing import Any, Union, Sequence, Optional
# - - - - - - - Mini - Settings - - - - - - - - - - - - - - - - #
zkBombs_limit = 3 # Number of bombs you can use | Default = 3
zkPunch = False # Enable/Disable punchs | Default = False
zkPickup = False # Enable/Disable pickup | Default = False
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - #
class Player(bs.Player['Team']):
"""Our player type for this game."""
class Team(bs.Team[Player]):
"""Our team type for this game."""
def __init__(self) -> None:
self.score = 0
# ba_meta export bascenev1.GameActivity
class FatPigs(bs.TeamGameActivity[Player, Team]):
"""A game type based on acquiring kills."""
name = 'Fat-Pigs!'
description = 'Survive...'
# Print messages when players die since it matters here.
announce_player_deaths = True
@classmethod
def get_available_settings(
cls, sessiontype: type[bs.Session]) -> list[babase.Setting]:
settings = [
bs.IntSetting(
'Kills to Win Per Player',
min_value=1,
default=5,
increment=1,
),
bs.IntChoiceSetting(
'Time Limit',
choices=[
('None', 0),
('1 Minute', 60),
('2 Minutes', 120),
('5 Minutes', 300),
('10 Minutes', 600),
('20 Minutes', 1200),
],
default=0,
),
bs.FloatChoiceSetting(
'Respawn Times',
choices=[
('Shorter', 0.25),
('Short', 0.5),
('Normal', 1.0),
('Long', 2.0),
('Longer', 4.0),
],
default=0.25,
),
bs.BoolSetting('Epic Mode', default=False),
]
# In teams mode, a suicide gives a point to the other team, but in
# free-for-all it subtracts from your own score. By default we clamp
# this at zero to benefit new players, but pro players might like to
# be able to go negative. (to avoid a strategy of just
# suiciding until you get a good drop)
if issubclass(sessiontype, bs.FreeForAllSession):
settings.append(
bs.BoolSetting('Allow Negative Scores', default=False))
return settings
@classmethod
def supports_session_type(cls, sessiontype: type[bs.Session]) -> bool:
return (issubclass(sessiontype, bs.DualTeamSession)
or issubclass(sessiontype, bs.FreeForAllSession))
@classmethod
def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]:
return ['Courtyard', 'Rampage', 'Monkey Face', 'Lake Frigid', 'Step Right Up']
def __init__(self, settings: dict):
super().__init__(settings)
self._scoreboard = Scoreboard()
self._meteor_time = 2.0
self._score_to_win: Optional[int] = None
self._dingsound = bs.getsound('dingSmall')
self._epic_mode = bool(settings['Epic Mode'])
# self._text_credit = bool(settings['Credits'])
self._kills_to_win_per_player = int(
settings['Kills to Win Per Player'])
self._time_limit = float(settings['Time Limit'])
self._allow_negative_scores = bool(
settings.get('Allow Negative Scores', False))
# Base class overrides.
self.slow_motion = self._epic_mode
self.default_music = (bs.MusicType.EPIC if self._epic_mode else
bs.MusicType.TO_THE_DEATH)
def get_instance_description(self) -> Union[str, Sequence]:
return 'Crush ${ARG1} of your enemies.', self._score_to_win
def get_instance_description_short(self) -> Union[str, Sequence]:
return 'kill ${ARG1} enemies', self._score_to_win
def on_team_join(self, team: Team) -> None:
if self.has_begun():
self._update_scoreboard()
def on_begin(self) -> None:
super().on_begin()
self.setup_standard_time_limit(self._time_limit)
# self.setup_standard_powerup_drops()
#Ambiente
gnode = bs.getactivity().globalsnode
gnode.tint = (0.8, 1.2, 0.8)
gnode.ambient_color = (0.7, 1.0, 0.6)
gnode.vignette_outer = (0.4, 0.6, 0.4) #C
# gnode.vignette_inner = (0.9, 0.9, 0.9)
# Base kills needed to win on the size of the largest team.
self._score_to_win = (self._kills_to_win_per_player *
max(1, max(len(t.players) for t in self.teams)))
self._update_scoreboard()
delay = 5.0 if len(self.players) > 2 else 2.5
if self._epic_mode:
delay *= 0.25
bs.timer(delay, self._decrement_meteor_time, repeat=False)
# Kick off the first wave in a few seconds.
delay = 3.0
if self._epic_mode:
delay *= 0.25
bs.timer(delay, self._set_meteor_timer)
# self._timer = OnScreenTimer()
# self._timer.start()
# Check for immediate end (if we've only got 1 player, etc).
bs.timer(5.0, self._check_end_game)
t = bs.newnode('text',
attrs={ 'text':"Minigame by Zacker Tz",
'scale':0.7,
'position':(0.001,625),
'shadow':0.5,
'opacity':0.7,
'flatness':1.2,
'color':(0.6, 1, 0.6),
'h_align':'center',
'v_attach':'bottom'})
def spawn_player(self, player: Player) -> bs.Actor:
spaz = self.spawn_player_spaz(player)
# Let's reconnect this player's controls to this
# spaz but *without* the ability to attack or pick stuff up.
spaz.connect_controls_to_player(enable_punch=zkPunch,
enable_bomb=True,
enable_pickup=zkPickup)
spaz.bomb_count = zkBombs_limit
spaz._max_bomb_count = zkBombs_limit
spaz.bomb_type_default = 'sticky'
spaz.bomb_type = 'sticky'
#cerdo gordo
spaz.node.color_mask_texture = bs.gettexture('melColorMask')
spaz.node.color_texture = bs.gettexture('melColor')
spaz.node.head_mesh = bs.getmesh('melHead')
spaz.node.hand_mesh = bs.getmesh('melHand')
spaz.node.torso_mesh = bs.getmesh('melTorso')
spaz.node.pelvis_mesh = bs.getmesh('kronkPelvis')
spaz.node.upper_arm_mesh = bs.getmesh('melUpperArm')
spaz.node.forearm_mesh = bs.getmesh('melForeArm')
spaz.node.upper_leg_mesh = bs.getmesh('melUpperLeg')
spaz.node.lower_leg_mesh = bs.getmesh('melLowerLeg')
spaz.node.toes_mesh = bs.getmesh('melToes')
spaz.node.style = 'mel'
# Sounds cerdo gordo
mel_sounds = [bs.getsound('mel01'), bs.getsound('mel02'),bs.getsound('mel03'),bs.getsound('mel04'),bs.getsound('mel05'),
bs.getsound('mel06'),bs.getsound('mel07'),bs.getsound('mel08'),bs.getsound('mel09'),bs.getsound('mel10')]
spaz.node.jump_sounds = mel_sounds
spaz.node.attack_sounds = mel_sounds
spaz.node.impact_sounds = mel_sounds
spaz.node.pickup_sounds = mel_sounds
spaz.node.death_sounds = [bs.getsound('melDeath01')]
spaz.node.fall_sounds = [bs.getsound('melFall01')]
def _set_meteor_timer(self) -> None:
bs.timer((1.0 + 0.2 * random.random()) * self._meteor_time,
self._drop_bomb_cluster)
def _drop_bomb_cluster(self) -> None:
# Random note: code like this is a handy way to plot out extents
# and debug things.
loc_test = False
if loc_test:
bs.newnode('locator', attrs={'position': (8, 6, -5.5)})
bs.newnode('locator', attrs={'position': (8, 6, -2.3)})
bs.newnode('locator', attrs={'position': (-7.3, 6, -5.5)})
bs.newnode('locator', attrs={'position': (-7.3, 6, -2.3)})
# Drop several bombs in series.
delay = 0.0
for _i in range(random.randrange(1, 3)):
# Drop them somewhere within our bounds with velocity pointing
# toward the opposite side.
pos = (-7.3 + 15.3 * random.random(), 11,
-5.5 + 2.1 * random.random())
dropdir = (-1.0 if pos[0] > 0 else 1.0)
vel = ((-5.0 + random.random() * 30.0) * dropdir, -4.0, 0)
bs.timer(delay, babase.Call(self._drop_bomb, pos, vel))
delay += 0.1
self._set_meteor_timer()
def _drop_bomb(self, position: Sequence[float],
velocity: Sequence[float]) -> None:
Bomb(position=position, velocity=velocity,bomb_type='sticky').autoretain()
def _decrement_meteor_time(self) -> None:
self._meteor_time = max(0.01, self._meteor_time * 0.9)
def handlemessage(self, msg: Any) -> Any:
if isinstance(msg, bs.PlayerDiedMessage):
# Augment standard behavior.
super().handlemessage(msg)
player = msg.getplayer(Player)
self.respawn_player(player)
killer = msg.getkillerplayer(Player)
if killer is None:
return None
# Handle team-kills.
if killer.team is player.team:
# In free-for-all, killing yourself loses you a point.
if isinstance(self.session, bs.FreeForAllSession):
new_score = player.team.score - 1
if not self._allow_negative_scores:
new_score = max(0, new_score)
player.team.score = new_score
# In teams-mode it gives a point to the other team.
else:
self._dingsound.play()
for team in self.teams:
if team is not killer.team:
team.score += 1
# Killing someone on another team nets a kill.
else:
killer.team.score += 1
self._dingsound.play()
# In FFA show scores since its hard to find on the scoreboard.
if isinstance(killer.actor, PlayerSpaz) and killer.actor:
killer.actor.set_score_text(str(killer.team.score) + '/' +
str(self._score_to_win),
color=killer.team.color,
flash=True)
self._update_scoreboard()
# If someone has won, set a timer to end shortly.
# (allows the dust to clear and draws to occur if deaths are
# close enough)
assert self._score_to_win is not None
if any(team.score >= self._score_to_win for team in self.teams):
bs.timer(0.5, self.end_game)
else:
return super().handlemessage(msg)
return None
def _check_end_game(self) -> None:
living_team_count = 0
for team in self.teams:
for player in team.players:
if player.is_alive():
living_team_count += 1
break
# In co-op, we go till everyone is dead.. otherwise we go
# until one team remains.
if isinstance(self.session, bs.CoopSession):
if living_team_count <= 0:
self.end_game()
else:
if living_team_count <= 1:
self.end_game()
def _update_scoreboard(self) -> None:
for team in self.teams:
self._scoreboard.set_team_value(team, team.score,
self._score_to_win)
def end_game(self) -> None:
results = bs.GameResults()
for team in self.teams:
results.set_team_score(team, team.score)
self.end(results=results)

View file

@ -1149,7 +1149,7 @@
}
},
"ba_colours": {
"description": "Try to survive from bots!",
"description": "Colourful bots and more",
"external_url": "",
"authors": [
{
@ -1161,6 +1161,20 @@
"versions": {
"1.0.0": null
}
},
"xyz_tool": {
"description": "Punch to save the co-ordinates",
"external_url": "",
"authors": [
{
"name": "",
"email": "",
"discord": ""
}
],
"versions": {
"1.0.0": null
}
}
}
}

View file

@ -0,0 +1,85 @@
# Ported to api 8 by brostos using baport.(https://github.com/bombsquad-community/baport)
# Released under the MIT License. See LICENSE for details.
# ba_meta require api 8
from __future__ import annotations
from typing import TYPE_CHECKING
from bascenev1lib.actor.playerspaz import PlayerSpaz
from bascenev1lib.actor.spazfactory import SpazFactory
import babase
import bauiv1 as bui
import bascenev1 as bs
import math
import os
import _babase
import shutil
if TYPE_CHECKING:
pass
DECIMAL_LIMIT = 7
PlayerSpaz.supershit = PlayerSpaz.__init__
def ShitInit(self,
player: bs.Player,
color: Sequence[float] = (1.0, 1.0, 1.0),
highlight: Sequence[float] = (0.5, 0.5, 0.5),
character: str = 'Spaz',
powerups_expire: bool = True) -> None:
self.supershit(player, color, highlight, character, powerups_expire)
self.offt = bs.newnode('math', owner=self.node, attrs={'input1': (1.2, 1.8, -0.7),'operation': 'add'})
self.node.connectattr('torso_position', self.offt, 'input2')
self.txt = bs.newnode('text', owner=self.node, attrs={'text': '3.0','in_world': True,'text':'0','shadow': 1.0,'color': (1,0,0),'flatness': 0.5,'scale': 0.01,'h_align': 'right'})
p = self.node.position
self.xyz = 0
self.txt.text = "X: " + str(p[0]) + "\nY: " + str(p[1]) + "\nZ: " + str(p[2])
self.offt.connectattr('output', self.txt, 'position')
def update():
p = self.node.position
is_moving = abs(self.node.move_up_down) >= 0.01 or abs(self.node.move_left_right) >= 0.01
if is_moving:
self.xyz = (p[0],p[1],p[2])
self.txt.text = "X: " + str(round(self.xyz[0],DECIMAL_LIMIT)) + "\nY: " + str(round(self.xyz[1],DECIMAL_LIMIT)) + "\nZ: " + str(round(self.xyz[2],DECIMAL_LIMIT))
bs.timer(0.1,update,repeat=True)
def replaceable_punch(self) -> None:
"""
Called to 'press punch' on this spaz;
used for player or AI connections.
"""
if not self.node or self.frozen or self.node.knockout > 0.0:
return
index = 0
path_aid = _babase.env()['python_directory_user'] + '/Saved XYZ'
path, dirs, files = next(os.walk(path_aid))
index += len(files)
c27 = str(index + 1)
with open(path_aid + '/coords' + c27 + '.txt', 'w') as gg:
gg.write("X: " + str(round(self.xyz[0],DECIMAL_LIMIT)) + "\nY: " + str(round(self.xyz[1],DECIMAL_LIMIT)) + "\nZ: " + str(round(self.xyz[2],DECIMAL_LIMIT)) + '\n\n' + '(' + str(round(self.xyz[0],DECIMAL_LIMIT)) + ', ' + str(round(self.xyz[1],DECIMAL_LIMIT)) + ', ' + str(round(self.xyz[2],DECIMAL_LIMIT)) + ')')
bui.screenmessage("Coordinates saved in: " + "BombSquad/Saved XYZ/" + "coords" + c27)
if _babase.app.classic.platform == 'android':
_babase.android_media_scan_file(path_aid)
t_ms = bs.time() * 1000
assert isinstance(t_ms, int)
if t_ms - self.last_punch_time_ms >= self._punch_cooldown:
if self.punch_callback is not None:
self.punch_callback(self)
self._punched_nodes = set() # Reset this.
self.last_punch_time_ms = t_ms
self.node.punch_pressed = True
if not self.node.hold_node:
bs.timer(
0.1,
bs.WeakCall(self._safe_play_sound,
SpazFactory.get().swish_sound, 0.8))
self._turbo_filter_add_press('punch')
# ba_meta export plugin
class ragingspeedhorn(babase.Plugin):
try:
oath = _babase.env()['python_directory_user'] + '/Saved XYZ'
os.makedirs(oath,exist_ok=False)
except: pass
PlayerSpaz.on_punch_press = replaceable_punch
PlayerSpaz.__init__ = ShitInit
PlayerSpaz.xyz = 0