Update request from bombsquaders

This commit is contained in:
brostosjoined 2024-01-24 14:17:05 +03:00
parent bfb5d25467
commit e01840c83d
13 changed files with 4602 additions and 1 deletions

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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 random
from bascenev1lib.actor.spaz import Spaz
from bascenev1lib.actor.spazfactory import SpazFactory
if TYPE_CHECKING:
pass
Spaz._old_init = Spaz.__init__
def __init__(self,
color: Sequence[float] = (1.0, 1.0, 1.0),
highlight: Sequence[float] = (0.5, 0.5, 0.5),
character: str = 'Spaz',
source_player: bs.Player = None,
start_invincible: bool = True,
can_accept_powerups: bool = True,
powerups_expire: bool = False,
demo_mode: bool = False):
self._old_init(color,highlight,character,source_player,start_invincible,
can_accept_powerups,powerups_expire,demo_mode)
if self.source_player:
self.equip_shields()
def animate_shield():
if not self.shield:
return
bs.animate_array(self.shield, 'color', 3, {
0.0: self.shield.color,
0.2: (random.random(), random.random(), random.random())
})
bs.timer(0.2, animate_shield, repeat=True)
self.impact_scale = 0
def equip_shields(self, decay: bool = False) -> None:
"""
Give this spaz a nice energy shield.
"""
if not self.node:
babase.print_error('Can\'t equip shields; no node.')
return
factory = SpazFactory.get()
if self.shield is None:
self.shield = bs.newnode('shield',
owner=self.node,
attrs={
'color': (0.3, 0.2, 2.0),
'radius': 1.3
})
self.node.connectattr('position_center', self.shield, 'position')
self.shield_hitpoints = self.shield_hitpoints_max = 650
self.shield_decay_rate = factory.shield_decay_rate if decay else 0
self.shield.hurt = 0
factory.shield_up_sound.play(1.0, position=self.node.position)
if self.impact_scale == 0:
return
if self.shield_decay_rate > 0:
self.shield_decay_timer = bs.Timer(0.5,
bs.WeakCall(self.shield_decay),
repeat=True)
# So user can see the decay.
self.shield.always_show_health_bar = True
# ba_meta export plugin
class InfinityShieldPlugin(babase.Plugin):
Spaz.__init__ = __init__
Spaz.equip_shields = equip_shields

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# Ported by brostos to api 8
# Tool used to make porting easier.(https://github.com/bombsquad-community/baport)
"""Only Night."""
# ba_meta require api 8
from __future__ import annotations
from typing import TYPE_CHECKING
import babase
import bascenev1 as bs
from bascenev1._gameactivity import GameActivity
if TYPE_CHECKING:
pass
# ba_meta export plugin
class OnlyNight(babase.Plugin):
GameActivity.old_on_transition_in = GameActivity.on_transition_in
def new_on_transition_in(self) -> None:
self.old_on_transition_in()
gnode = bs.getactivity().globalsnode
if self.map.getname() in [
"Monkey Face",
"Rampage",
"Roundabout",
"Step Right Up",
"Tip Top",
"Zigzag",
"The Pad",
]:
gnode.tint = (0.4, 0.4, 0.4)
elif self.map.getname() in [
"Big G",
"Bridgit",
"Courtyard",
"Crag Castle",
"Doom Shroom",
"Football Stadium",
"Happy Thoughts",
"Hockey Stadium",
]:
gnode.tint = (0.5, 0.5, 0.5)
else:
gnode.tint = (0.3, 0.3, 0.3)
GameActivity.on_transition_in = new_on_transition_in

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plugins/utilities/Tag.py Normal file
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# Ported by brostos to api 8
# Tool used to make porting easier.(https://github.com/bombsquad-community/baport)
"""
I apreciate any kind of modification. So feel free to use or edit code or change credit string.... no problem.
really awsome servers:
Bombsquad Consultancy Service - https://discord.gg/2RKd9QQdQY
bombspot - https://discord.gg/ucyaesh
cyclones - https://discord.gg/pJXxkbQ7kH
how to use:
Account -> PlayerProfile -> Edit(new profile -> edit)
Open profile you like (every profile has dirrent tags, settings (Configs))
enable tag for profile you like, edit tag you want. enable cool flashy animation
"""
from __future__ import annotations
from bauiv1lib.profile.edit import EditProfileWindow
from bauiv1lib.colorpicker import ColorPicker
from bauiv1lib.popup import PopupMenu
from bascenev1lib.actor.playerspaz import PlayerSpaz
from baenv import TARGET_BALLISTICA_BUILD as build_number
import babase
import bauiv1 as bui
import bascenev1 as bs
import _babase
from typing import (
Tuple,
Optional,
Sequence,
Union,
Callable,
Any,
List,
cast
)
__version__ = 2.0
__author__ = "pranav1711#2006"
# Default Confings/Settings
Configs = {
"enabletag": False,
"tag": "",
"scale": "medium",
"opacity": 1.0,
"shadow": 0.0,
"animtag": False,
"frequency": 0.5
}
# Useful global fucntions
def setconfigs() -> None:
"""
Set required defualt configs for mod
"""
cnfg = babase.app.config
profiles = cnfg['Player Profiles']
if not "TagConf" in cnfg: cnfg["TagConf"] = {}
for p in profiles:
if not p in cnfg["TagConf"]:
cnfg["TagConf"][str(p)] = Configs
babase.app.config.apply_and_commit()
def getanimcolor(name: str) -> dict:
"""
Returns dictnary of colors with prefective time -> {seconds: (r, g, b)}
"""
freq = babase.app.config['TagConf'][str(name)]['frequency']
s1 = 0.0
s2 = s1 + freq
s3 = s2 + freq
animcolor = {
s1: (1,0,0),
s2: (0,1,0),
s3: (0,0,1)
}
return animcolor
def gethostname() -> str:
"""
Return player name, by using -1 only host can use tags.
"""
session = bs.get_foreground_host_session()
with session.context:
for player in session.sessionplayers:
if player.inputdevice.client_id == -1:
name = player.getname(full=True, icon=False)
break
if name == bui.app.plus.get_v1_account_name:
return '__account__'
return name
# Dummy functions for extend functionality for class object
PlayerSpaz.init = PlayerSpaz.__init__
EditProfileWindow.init = EditProfileWindow.__init__
# PlayerSpaz object at -> bascenev1lib.actor.playerspaz
def NewPlayerSzapInit(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.init(player, color, highlight, character, powerups_expire)
self.curname = gethostname()
try:
cnfg = babase.app.config["TagConf"]
if cnfg[str(self.curname)]["enabletag"]:
# Tag node
self.mnode = bs.newnode('math', owner=self.node, attrs={'input1': (0, 1.5, 0),'operation': 'add'})
self.node.connectattr('torso_position', self.mnode, 'input2')
tagtext = cnfg[str(self.curname)]["tag"]
opacity = cnfg[str(self.curname)]["opacity"]
shadow = cnfg[str(self.curname)]["shadow"]
sl = cnfg[str(self.curname)]["scale"]
scale = 0.01 if sl == 'mediam' else 0.009 if not sl == 'large' else 0.02
self.Tag = bs.newnode(
type='text',
owner=self.node,
attrs={
'text': str(tagtext),
'in_world': True,
'shadow': shadow,
'color': (0,0,0),
'scale': scale,
'opacity': opacity,
'flatness': 1.0,
'h_align': 'center'})
self.mnode.connectattr('output', self.Tag, 'position')
if cnfg[str(self.curname)]["animtag"]:
kys = getanimcolor(self.curname)
bs.animate_array(node=self.Tag, attr='color', size=3, keys=kys, loop=True)
except Exception: pass
def NewEditProfileWindowInit(self,
existing_profile: Optional[str],
in_main_menu: bool,
transition: str = 'in_right') -> None:
"""
New boilerplate for editprofilewindow, addeds button to call TagSettings window
"""
self.existing_profile = existing_profile
self.in_main_menu = in_main_menu
self.init(existing_profile, in_main_menu, transition)
v = self._height - 115.0
x_inset = self._x_inset
b_width = 50
b_height = 30
self.tagwinbtn = bui.buttonwidget(
parent=self._root_widget,
autoselect=True,
position=(505 + x_inset, v - 38 - 15),
size=(b_width, b_height),
color=(0.6, 0.5, 0.6),
label='Tag',
button_type='square',
text_scale=1.2,
on_activate_call=babase.Call(_on_tagwinbtn_press, self))
def _on_tagwinbtn_press(self):
"""
Calls tag config window passes all paramisters
"""
bui.containerwidget(edit=self._root_widget, transition='out_scale')
bui.app.ui_v1.set_main_menu_window(
TagWindow(self.existing_profile,
self.in_main_menu,
self._name,
transition='in_right').get_root_widget(), from_window=self._root_widget)
# ba_meta require api 8
# ba_meta export plugin
class Tag(babase.Plugin):
def __init__(self) -> None:
"""
Tag above actor player head, replacing PlayerSpaz class for getting actor,
using EditProfileWindow for UI.
"""
if _babase.env().get("build_number",0) >= 20327:
setconfigs()
self.Replace()
def Replace(self) -> None:
"""
Replacing bolierplates no harm to relative funtionality only extending
"""
PlayerSpaz.__init__ = NewPlayerSzapInit
EditProfileWindow.__init__ = NewEditProfileWindowInit
class TagWindow(bui.Window):
def __init__(self,
existing_profile: Optional[str],
in_main_menu: bool,
profilename: str,
transition: Optional[str] = 'in_right'):
self.existing_profile = existing_profile
self.in_main_menu = in_main_menu
self.profilename = profilename
uiscale = bui.app.ui_v1.uiscale
self._width = 870.0 if uiscale is babase.UIScale.SMALL else 670.0
self._height = (390.0 if uiscale is babase.UIScale.SMALL else
450.0 if uiscale is babase.UIScale.MEDIUM else 520.0)
extra_x = 100 if uiscale is babase.UIScale.SMALL else 0
self.extra_x = extra_x
top_extra = 20 if uiscale is babase.UIScale.SMALL else 0
super().__init__(
root_widget=bui.containerwidget(
size=(self._width, self._height),
transition=transition,
scale=(2.06 if uiscale is babase.UIScale.SMALL else
1.4 if uiscale is babase.UIScale.MEDIUM else 1.0)))
self._back_button = bui.buttonwidget(
parent=self._root_widget,
autoselect=True,
selectable=False, # FIXME: when press a in text field it selets to button
position=(52 + self.extra_x, self._height - 60),
size=(60, 60),
scale=0.8,
label=babase.charstr(babase.SpecialChar.BACK),
button_type='backSmall',
on_activate_call=self._back)
bui.containerwidget(edit=self._root_widget, cancel_button=self._back_button)
self._save_button = bui.buttonwidget(
parent=self._root_widget,
position=(self._width - (177 + extra_x),
self._height - 60),
size=(155, 60),
color=(0, 0.7, 0.5),
autoselect=True,
selectable=False, # FIXME: when press a in text field it selets to button
scale=0.8,
label=babase.Lstr(resource='saveText'),
on_activate_call=self.on_save)
bui.widget(edit=self._save_button, left_widget=self._back_button)
bui.widget(edit=self._back_button, right_widget=self._save_button)
bui.containerwidget(edit=self._root_widget, start_button=self._save_button)
self._title_text = bui.textwidget(
parent=self._root_widget,
position=(0, self._height - 52 - top_extra),
size=(self._width, 25),
text='Tag',
color=bui.app.ui_v1.title_color,
scale=1.5,
h_align='center',
v_align='top')
self._scroll_width = self._width - (100 + 2 * extra_x)
self._scroll_height = self._height - 115.0
self._sub_width = self._scroll_width * 0.95
self._sub_height = 724.0
self._spacing = 32
self._extra_button_spacing = self._spacing * 2.5
self._scrollwidget = bui.scrollwidget(
parent=self._root_widget,
position=(50 + extra_x, 50),
simple_culling_v=20.0,
highlight=False,
size=(self._scroll_width,
self._scroll_height),
selection_loops_to_parent=True)
bui.widget(edit=self._scrollwidget, right_widget=self._scrollwidget)
self._subcontainer = bui.containerwidget(
parent=self._scrollwidget,
size=(self._sub_width,
self._sub_height),
background=False,
selection_loops_to_parent=True)
v = self._sub_height - 35
v -= self._spacing * 1.2
self._prof = babase.app.config["TagConf"][self.profilename]
self.enabletagcb = bui.checkboxwidget(
parent=self._subcontainer,
autoselect=False,
position=(10.0, v + 30),
size=(10, 10),
text='Enable Tag',
textcolor=(0.8, 0.8, 0.8),
value=self._prof['enabletag'],
on_value_change_call=babase.Call(self.change_val, [f'{self.profilename}', 'enabletag']),
scale=1.1 if uiscale is babase.UIScale.SMALL else 1.5,
maxwidth=430)
self.tag_text = bui.textwidget(
parent=self._subcontainer,
text='Tag',
position=(25.0, v - 30),
flatness=1.0,
scale=1.55,
maxwidth=430,
h_align='center',
v_align='center',
color=(0.8, 0.8, 0.8))
self.tagtextfield = bui.textwidget(
parent=self._subcontainer,
position=(100.0, v - 45),
size=(350, 50),
text=self._prof["tag"],
h_align='center',
v_align='center',
max_chars=16,
autoselect=True,
editable=True,
padding=4,
color=(0.9, 0.9, 0.9, 1.0))
self.tag_color_text = bui.textwidget(
parent=self._subcontainer,
text='Color',
position=(40.0, v - 80),
flatness=1.0,
scale=1.25,
maxwidth=430,
h_align='center',
v_align='center',
color=(0.8, 0.8, 0.8))
self.tag_scale_text = bui.textwidget(
parent=self._subcontainer,
text='Scale',
position=(40.0, v - 130),
flatness=1.0,
scale=1.25,
maxwidth=430,
h_align='center',
v_align='center',
color=(0.8, 0.8, 0.8))
self.tag_scale_button = PopupMenu(
parent=self._subcontainer,
position=(330.0, v - 145),
width=150,
autoselect=True,
on_value_change_call=bs.WeakCall(self._on_menu_choice),
choices=['large', 'medium', 'small'],
button_size=(150, 50),
#choices_display=('large', 'medium', 'small'),
current_choice=self._prof["scale"])
CustomConfigNumberEdit(
parent=self._subcontainer,
position=(40.0, v - 180),
xoffset=65,
displayname='Opacity',
configkey=['TagConf', f'{self.profilename}', 'opacity'],
changesound=False,
minval=0.5,
maxval=2.0,
increment=0.1,
textscale=1.25)
CustomConfigNumberEdit(
parent=self._subcontainer,
position=(40.0, v - 230),
xoffset=65,
displayname='Shadow',
configkey=['TagConf', f'{self.profilename}', 'shadow'],
changesound=False,
minval=0.0,
maxval=2.0,
increment=0.1,
textscale=1.25)
self.enabletaganim = bui.checkboxwidget(
parent=self._subcontainer,
autoselect=True,
position=(10.0, v - 280),
size=(10, 10),
text='Animate tag',
textcolor=(0.8, 0.8, 0.8),
value=self._prof['enabletag'],
on_value_change_call=babase.Call(self.change_val, [f'{self.profilename}', 'animtag']),
scale=1.1 if uiscale is babase.UIScale.SMALL else 1.5,
maxwidth=430)
CustomConfigNumberEdit(
parent=self._subcontainer,
position=(40.0, v - 330),
xoffset=65,
displayname='Frequency',
configkey=['TagConf', f'{self.profilename}', 'frequency'],
changesound=False,
minval=0.1,
maxval=5.0,
increment=0.1,
textscale=1.25)
def _back(self) -> None:
"""
transit window into back window
"""
bui.containerwidget(edit=self._root_widget,
transition='out_scale')
bui.app.ui_v1.set_main_menu_window(EditProfileWindow(
self.existing_profile,
self.in_main_menu,
transition='in_left').get_root_widget(), from_window=self._root_widget)
def change_val(self, config: List[str], val: bool) -> None:
"""
chamges the value of check boxes
"""
cnfg = babase.app.config["TagConf"]
try:
cnfg[config[0]][config[1]] = val
bui.getsound('gunCocking').play()
except Exception:
bui.screenmessage("error", color=(1,0,0))
bui.getsound('error').play()
babase.app.config.apply_and_commit()
def _on_menu_choice(self, choice: str):
"""
Changes the given choice in configs
"""
cnfg = babase.app.config["TagConf"][self.profilename]
cnfg["scale"] = choice
babase.app.config.apply_and_commit()
def on_save(self):
"""
Gets the text in text field of tag and then save it
"""
text: str = cast(str, bui.textwidget(query=self.tagtextfield))
profile = babase.app.config["TagConf"][self.profilename]
if not text == "" or not text.strip():
profile['tag'] = text
babase.app.config.apply_and_commit()
bui.getsound('gunCocking').play()
else:
bui.screenmessage(f"please define tag", color=(1,0,0))
bui.getsound('error').play()
bui.containerwidget(edit=self._root_widget,
transition='out_scale')
bui.app.ui_v1.set_main_menu_window(EditProfileWindow(
self.existing_profile,
self.in_main_menu,
transition='in_left').get_root_widget(), from_window=self._root_widget)
class CustomConfigNumberEdit:
"""A set of controls for editing a numeric config value.
It will automatically save and apply the config when its
value changes.
Attributes:
nametext
The text widget displaying the name.
valuetext
The text widget displaying the current value.
minusbutton
The button widget used to reduce the value.
plusbutton
The button widget used to increase the value.
"""
def __init__(self,
parent: bui.Widget,
configkey: List[str],
position: Tuple[float, float],
minval: float = 0.0,
maxval: float = 100.0,
increment: float = 1.0,
callback: Callable[[float], Any] = None,
xoffset: float = 0.0,
displayname: Union[str, babase.Lstr] = None,
changesound: bool = True,
textscale: float = 1.0):
self._minval = minval
self._maxval = maxval
self._increment = increment
self._callback = callback
self._configkey = configkey
self._value = babase.app.config[configkey[0]][configkey[1]][configkey[2]]
self.nametext = bui.textwidget(
parent=parent,
position=position,
size=(100, 30),
text=displayname,
maxwidth=160 + xoffset,
color=(0.8, 0.8, 0.8, 1.0),
h_align='left',
v_align='center',
scale=textscale)
self.valuetext = bui.textwidget(
parent=parent,
position=(246 + xoffset, position[1]),
size=(60, 28),
editable=False,
color=(0.3, 1.0, 0.3, 1.0),
h_align='right',
v_align='center',
text=str(self._value),
padding=2)
self.minusbutton = bui.buttonwidget(
parent=parent,
position=(330 + xoffset, position[1]),
size=(28, 28),
label='-',
autoselect=True,
on_activate_call=babase.Call(self._down),
repeat=True,
enable_sound=changesound)
self.plusbutton = bui.buttonwidget(parent=parent,
position=(380 + xoffset, position[1]),
size=(28, 28),
label='+',
autoselect=True,
on_activate_call=babase.Call(self._up),
repeat=True,
enable_sound=changesound)
bui.uicleanupcheck(self, self.nametext)
self._update_display()
def _up(self) -> None:
self._value = min(self._maxval, self._value + self._increment)
self._changed()
def _down(self) -> None:
self._value = max(self._minval, self._value - self._increment)
self._changed()
def _changed(self) -> None:
self._update_display()
if self._callback:
self._callback(self._value)
babase.app.config[self._configkey[0]][self._configkey[1]][self._configkey[2]] = float(str(f'{self._value:.1f}'))
babase.app.config.apply_and_commit()
def _update_display(self) -> None:
bui.textwidget(edit=self.valuetext, text=f'{self._value:.1f}')

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# 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 bascenev1lib
from bascenev1lib.gameutils import SharedObjects
if TYPE_CHECKING:
pass
class BombPickupMessage:
""" message says that someone pick up the dropped bomb """
# for bs.FreezeMessage
freeze: bool = True
# ba_meta export plugin
class Plugin(babase.Plugin):
# there are two ways to ignore our team player hits
# either change playerspaz handlemessage or change spaz handlemessage
def playerspaz_new_handlemessage(func: fuction) -> fuction:
def wrapper(*args, **kwargs):
global freeze
# only run if session is dual team
if isinstance(args[0].activity.session, bs.DualTeamSession):
# when spaz got hurt by any reason this statement is runs.
if isinstance(args[1], bs.HitMessage):
our_team_players: list[type(args[0]._player)]
# source_player
attacker = args[1].get_source_player(type(args[0]._player))
# our team payers
our_team_players = args[0]._player.team.players.copy()
if len(our_team_players) > 0:
# removing our self
our_team_players.remove(args[0]._player)
# if we honding teammate or if we have a shield, do hit.
for player in our_team_players:
if player.actor.exists() and args[0]._player.actor.exists():
if args[0]._player.actor.node.hold_node == player.actor.node or args[0]._player.actor.shield:
our_team_players.remove(player)
break
if attacker in our_team_players:
freeze = False
return None
else:
freeze = True
# if ice_bomb blast hits any spaz this statement runs.
elif isinstance(args[1], bs.FreezeMessage):
if not freeze:
freeze = True # use it and reset it
return None
# orignal unchanged code goes here
func(*args, **kwargs)
return wrapper
# replace original fuction to modified function
bascenev1lib.actor.playerspaz.PlayerSpaz.handlemessage = playerspaz_new_handlemessage(
bascenev1lib.actor.playerspaz.PlayerSpaz.handlemessage)
# let's add a message when bomb is pick by player
def bombfact_new_init(func: function) -> function:
def wrapper(*args):
func(*args) # original code
args[0].bomb_material.add_actions(
conditions=('they_have_material', SharedObjects.get().pickup_material),
actions=('message', 'our_node', 'at_connect', BombPickupMessage()),
)
return wrapper
# you get the idea
bascenev1lib.actor.bomb.BombFactory.__init__ = bombfact_new_init(
bascenev1lib.actor.bomb.BombFactory.__init__)
def bomb_new_handlemessage(func: function) -> function:
def wrapper(*args, **kwargs):
# only run if session is dual team
if isinstance(args[0].activity.session, bs.DualTeamSession):
if isinstance(args[1], BombPickupMessage):
# get the pickuper and assign the pickuper to the source_player(attacker) of bomb blast
for player in args[0].activity.players:
if player.actor.exists():
if player.actor.node.hold_node == args[0].node:
args[0]._source_player = player
break
func(*args, **kwargs) # original
return wrapper
bascenev1lib.actor.bomb.Bomb.handlemessage = bomb_new_handlemessage(
bascenev1lib.actor.bomb.Bomb.handlemessage)