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582
plugins/utilities/chat_bubbles.py
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582
plugins/utilities/chat_bubbles.py
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# ba_meta require api 9
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# This plugin only works with BombSquad 1.7.49+
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from __future__ import annotations
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from typing import TYPE_CHECKING, override
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import babase
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import bascenev1 as bs
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import random
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import string
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import unicodedata
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if TYPE_CHECKING:
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from typing import Any
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plugman = dict(
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plugin_name="chat_bubbles",
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description="Adds whatever the players say above their character, includes a few other features too!",
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external_url="",
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authors=[
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{"name": "DinoWattz", "email": "", "discord": ""}
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],
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version="1.0.0",
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)
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PRINT_CHAT_MESSAGES = True # Prints chat messages to the console as "[Character's Name] Player 1/Player 2: Hello World!"
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BUBBLE_DURATION: float = 4.7 # 4.7 matches the default onscreen message duration
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SPEAK_VOLUME = 1.5
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SHOUT_VOLUME = 3.0
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CELEBRATE_MESSAGE = [(bs.CelebrateMessage, {"duration": 1.0})]
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# Easter egg triggers, sounds, and messages flag
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# If adding new ones, make sure to test them in-game
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EASTER_EGGS = [
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{
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"triggers": {
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"hi", "hello", "hey", "hiya", "yo", "sup", "heya", "howdy",
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"greetings", "salutations", "ahoy", "ahoyhoy", "bonjour",
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"hola", "ciao", "ola", "oi", "eae", "salve",
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"bye", "goodbye", "see ya", "see you", "cya",
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"adios", "chau", "chao", "tchau",
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"adeus", "ate mais", "falou", "flw"
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},
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"node_messages": [("celebrate_r", 1000)],
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},
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{
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"triggers": {"aaa"},
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"sound": "spazFall01",
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"messages": CELEBRATE_MESSAGE,
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},
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{
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"triggers": {"aaaa"},
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"sound": "zoeFall01",
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"messages": CELEBRATE_MESSAGE,
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},
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{
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"triggers": {"aaaaa"},
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"sound": "kronkFall",
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"messages": CELEBRATE_MESSAGE,
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},
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{
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"triggers": {"potato"},
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"sound": "kronk2",
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"messages": CELEBRATE_MESSAGE,
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},
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{
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"triggers": {"dau", "tau", "d'oh", "doh"},
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"sound": "kronk3",
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"messages": CELEBRATE_MESSAGE,
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},
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{
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"triggers": {"drau", "trau", "d'roh", "droh"},
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"sound": "bunny2",
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"messages": CELEBRATE_MESSAGE,
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},
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{
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"triggers": {"hahaha", "hahahaha",
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"hahahah", "hahahahah", "lol",
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"nahahah", "kakaka", "kakakaka", "kkk", "kkkk",
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"jajaja", "jajajaja", "jajajajaa"},
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"sound": "mel05",
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"messages": CELEBRATE_MESSAGE,
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},
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{
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"triggers": {"ha", "hah", "ja", "ka"},
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"sound": "mel06",
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"messages": CELEBRATE_MESSAGE,
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},
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{
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"triggers": {"merry christmas", "merry krismas", "merry xmas", "feliz natal", "feliz navidad"},
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"sound": "santa02",
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"messages": CELEBRATE_MESSAGE,
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},
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{
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"triggers": {"hohoho", "ho ho ho", "ho-ho-ho"},
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"sound": "santa05",
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"messages": CELEBRATE_MESSAGE,
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},
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{
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"triggers": {"gg", "good game", "que pro", "q pro"},
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"sound": "achievement",
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"messages": CELEBRATE_MESSAGE,
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},
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{
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"triggers": {"boo", "bad game", "que noob", "q noob"},
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"sound": "boo",
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"messages": CELEBRATE_MESSAGE,
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},
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# ↓ Node messages are like this ↓
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{
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"triggers": {"0", "zero"},
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"sound": "boxingBell",
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"node_messages": [("celebrate_l", 1000)],
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},
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{
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"triggers": {"1", "one"},
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"sound": "announceOne",
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"node_messages": [("celebrate_r", 1000)],
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},
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{
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"triggers": {"2", "two"},
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"sound": "announceTwo",
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"node_messages": [("celebrate_r", 1000)],
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},
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{
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"triggers": {"3", "three"},
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"sound": "announceThree",
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"node_messages": [("celebrate_r", 1000)],
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},
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{
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"triggers": {"4", "four"},
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"sound": "announceFour",
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"node_messages": [("celebrate_r", 1000)],
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},
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{
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"triggers": {"5", "five"},
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"sound": "announceFive",
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"node_messages": [("celebrate_r", 1000)],
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},
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{
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"triggers": {"6", "six"},
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"sound": "announceSix",
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"node_messages": [("celebrate_r", 1000)],
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},
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{
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"triggers": {"7", "seven"},
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"sound": "announceSeven",
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"node_messages": [("celebrate_r", 1000)],
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},
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{
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"triggers": {"8", "eight"},
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"sound": "announceEight",
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"node_messages": [("celebrate_r", 1000)],
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},
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{
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"triggers": {"9", "nine"},
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"sound": "announceNine",
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"node_messages": [("celebrate_r", 1000)],
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},
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{
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"triggers": {"10", "ten"},
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"sound": "announceTen",
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"node_messages": [("celebrate_r", 1000)],
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},
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{
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"triggers": {"xd"},
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"sound": "santaDeath",
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"node_messages": [("knockout", 100)],
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},
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# ↓ Easter eggs without actor/node messages ↓
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{
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"triggers": {"huh", "huhh", "huhhh", "huhhhh", "humph", "hmph", "hum", "humm"},
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"sound": "agent1",
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},
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{
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"triggers": {"hoh", "hohh", "hohhh", "hohhhh", "ohh"},
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"sound": "agent3",
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},
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{
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"triggers": {"eff"},
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"sound": "zoeEff",
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},
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{
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"triggers": {"ow", "oww", "oow"},
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"sound": "zoeOw",
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},
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{
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"triggers": {"pipipi", "bibibi"},
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"sound": "mel07",
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},
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{
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"triggers": {"oh yeah", "oh yea", "oohh yeah", "oohh yea"},
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"sound": "yeah",
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},
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{
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"triggers": {"woo"},
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"sound": "woo2",
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},
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{
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"triggers": {"wooo"},
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"sound": "woo",
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},
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{
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"triggers": {"woo yeah", "woo yea"},
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"sound": "woo3",
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},
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{
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"triggers": {"ooh"},
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"sound": "ooh",
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},
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{
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"triggers": {"wow"},
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"sound": "wow",
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},
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{
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"triggers": {"gasp"},
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"sound": "gasp",
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},
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{
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"triggers": {"ahh", "aah"},
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"sound": "aww",
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},
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{
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"triggers": {"nice"},
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"sound": "nice",
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},
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# ↑ Default easter egg list ends here ↑
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]
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# Chat bubble functionality
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def create_bubble(player: bs.SessionPlayer, text: str, name: str):
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msg = normalize_message(text)
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is_caps = len(text) > 1 and text.isupper()
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handled = False
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bubble_created = False
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activityplayer: bs.Player | None = getattr(player, 'activityplayer', None)
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def _fallback_logic():
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nonlocal handled, activityplayer
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color = (1, 1, 0.4)
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image_icon = {'texture': bs.gettexture("cuteSpaz"), 'tint_texture': bs.gettexture("cuteSpaz"), 'tint_color': (1.0, 1.0, 1.0), 'tint2_color': (1.0, 1.0, 1.0)}
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if activityplayer:
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normal_highlight = bs.normalized_color( bs.safecolor(player.highlight, target_intensity=1.15) )
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saturated_highlight = bs.normalized_color( bs.safecolor(player.highlight, target_intensity=0.75) )
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color = saturated_highlight if is_caps else normal_highlight
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image_icon = activityplayer.get_icon()
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bs.broadcastmessage(f"{name}: {text}",
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color=color,
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top=True,
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image=image_icon)
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for egg in EASTER_EGGS:
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if msg in egg["triggers"]:
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if egg.get("sound"):
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sound = bs.getsound(egg["sound"])
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sound.play(SHOUT_VOLUME if is_caps else SPEAK_VOLUME)
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handled = True
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break
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if not handled and activityplayer:
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assert bs.app.classic is not None
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handled = True
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character = activityplayer.character
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char = bs.app.classic.spaz_appearances[character]
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if is_caps:
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attack_sounds = [bs.getsound(s) for s in char.attack_sounds]
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if attack_sounds and isinstance(attack_sounds, (list, tuple)) and len(attack_sounds) > 0:
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sound = random.choice(attack_sounds)
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sound.play(SHOUT_VOLUME)
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else:
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pickup_sounds = [bs.getsound(s) for s in char.pickup_sounds]
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if pickup_sounds and isinstance(pickup_sounds, (list, tuple)) and len(pickup_sounds) > 0:
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sound = random.choice(pickup_sounds)
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sound.play(SPEAK_VOLUME)
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if activityplayer is None:
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# No valid activityplayer: play sound if possible (lobby/non-in-game)
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_fallback_logic()
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return
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bubbles = activityplayer.customdata.setdefault('chat_bubbles', [])
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actor_list = []
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# Support for both actor and ghost_actor (from the Ghost Players plugin)
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if getattr(activityplayer, 'actor', None):
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actor_list.append(activityplayer.actor)
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if hasattr(activityplayer, 'customdata') and activityplayer.customdata.get('ghost_actor'):
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actor_list.append(activityplayer.customdata['ghost_actor'])
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if actor_list:
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for actor in actor_list:
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if actor and actor.is_alive() and actor.node:
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assert actor is not None
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char_node = actor.node
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activity = actor.getactivity()
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if activity is None or getattr(activity, 'expired', False):
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continue
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with activity.context:
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# Calculate scale based on text length
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base_scale = 0.015
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min_scale = 0.009
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scale = max(base_scale - 0.0003 * max(len(text) - 20, 0), min_scale)
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y_offset = 1.2 + 0.25 * len(bubbles)
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mnode = bs.newnode('math', owner=char_node, attrs={
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'input1': (0, y_offset, 0),
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'operation': 'add'
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})
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char_node.connectattr('torso_position', mnode, 'input2')
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normal_highlight = bs.normalized_color( bs.safecolor(player.highlight, target_intensity=1.15) )
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saturated_highlight = bs.normalized_color( bs.safecolor(player.highlight, target_intensity=0.75) )
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bubble_color = saturated_highlight if is_caps else normal_highlight
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textnode = bs.newnode('text',
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owner=char_node,
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attrs={
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'text': text,
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'color': bubble_color,
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'shadow': 0.5,
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'flatness': 0.5,
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'scale': scale,
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'h_align': 'center',
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'v_align': 'bottom',
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'in_world': True,
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'opacity': 1.0,
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})
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mnode.connectattr('output', textnode, 'position')
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focus = Plugin.Focus(owner=textnode).autoretain()
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textnode.connectattr('position', focus.node, 'position')
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# Adjust bubble duration for slow-motion activities
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bubble_duration = BUBBLE_DURATION
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if hasattr(activity, 'slow_motion') and activity.slow_motion:
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bubble_duration = max(0.5, bubble_duration / 3)
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# Play sound for all triggers (easter eggs and normal)
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def _play_chat_sound(actor, sound, volume):
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if actor.is_alive():
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actor._safe_play_sound(sound, volume)
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else:
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sound.play(volume)
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# Easter egg sound/message
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for egg in EASTER_EGGS:
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if msg in egg['triggers']:
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# Sound selection logic
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sound = None
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if egg.get('sound'):
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sound = bs.getsound(egg['sound'])
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else:
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# Default to character sounds if no specific sound is set
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if is_caps:
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attack_sounds = getattr(char_node, 'attack_sounds', None)
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if attack_sounds and isinstance(attack_sounds, (list, tuple)) and len(attack_sounds) > 0:
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sound = random.choice(attack_sounds)
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else:
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pickup_sounds = getattr(char_node, 'pickup_sounds', None)
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if pickup_sounds and isinstance(pickup_sounds, (list, tuple)) and len(pickup_sounds) > 0:
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sound = random.choice(pickup_sounds)
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if sound:
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_play_chat_sound(actor, sound, SHOUT_VOLUME if is_caps else SPEAK_VOLUME)
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# Animation logic
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if egg.get('messages') and actor.is_alive() and hasattr(actor, 'handlemessage'):
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for msg_class, msg_kwargs in egg.get('messages', []):
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msg_kwargs = msg_kwargs or {}
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actor.handlemessage(msg_class(**msg_kwargs))
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if egg.get('node_messages') and actor.is_alive() and actor.node.exists():
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for node_args in egg.get('node_messages', []):
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actor.node.handlemessage(*node_args)
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handled = True
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break
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if not handled:
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if is_caps:
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attack_sounds = getattr(char_node, 'attack_sounds', None)
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if attack_sounds and isinstance(attack_sounds, (list, tuple)) and len(attack_sounds) > 0:
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sound = random.choice(attack_sounds)
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_play_chat_sound(actor, sound, SHOUT_VOLUME)
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if actor.is_alive() and hasattr(actor, 'handlemessage'):
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actor.handlemessage(bs.CelebrateMessage(duration=1.0))
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else:
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pickup_sounds = getattr(char_node, 'pickup_sounds', None)
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if pickup_sounds and isinstance(pickup_sounds, (list, tuple)) and len(pickup_sounds) > 0:
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sound = random.choice(pickup_sounds)
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_play_chat_sound(actor, sound, SPEAK_VOLUME)
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bubbles.append((textnode, mnode))
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bubble_created = True
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while len(bubbles) > 3:
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old_textnode, old_mnode = bubbles.pop(0)
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if old_textnode is not None and hasattr(old_textnode, 'exists') and old_textnode.exists():
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old_textnode.delete()
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if old_mnode is not None and hasattr(old_mnode, 'exists') and old_mnode.exists():
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old_mnode.delete()
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update_bubble_offsets(bubbles)
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fade_time = max(0.1, bubble_duration - 0.5)
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bs.animate(textnode, 'opacity', {fade_time: 1.0, bubble_duration: 0.0})
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bs.timer(bubble_duration, textnode.delete)
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bs.timer(bubble_duration, mnode.delete)
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def cleanup():
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if hasattr(activityplayer, 'customdata'):
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if 'chat_bubbles' in activityplayer.customdata:
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activityplayer.customdata['chat_bubbles'] = [
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b for b in activityplayer.customdata['chat_bubbles'] if b[0] != textnode
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]
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bs.timer(bubble_duration, cleanup)
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if not bubble_created:
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# No valid actor found: play sound if possible
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_fallback_logic()
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return
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def update_bubble_offsets(bubbles):
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for i, (tnode, mnode) in enumerate(reversed(bubbles)):
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y_offset = 1.2 + 0.25 * i
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if mnode is not None and hasattr(mnode, 'exists') and mnode.exists():
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mnode.input1 = (0, y_offset, 0)
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# Tools
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def normalize_message(text):
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msg = text.strip().lower()
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msg = msg.translate(str.maketrans('', '', string.punctuation))
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msg = ''.join(
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c for c in unicodedata.normalize('NFD', msg)
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if unicodedata.category(c) != 'Mn'
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)
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return msg
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# ba_meta export babase.Plugin
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class Plugin(babase.Plugin):
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def on_app_running(self) -> None:
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# Hook into chat message filtering
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# We're delaying until the app runs and using a timer so it's more likely to work with other chat plugins (please don't make a chat plugin/filter that is delayed like this).
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bs.apptimer(0.001, bs.WeakCallStrict(self.apply_patch))
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def apply_patch(self):
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import bascenev1._hooks as _hooks
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|
||||
_org_filter_chat_message = _hooks.filter_chat_message
|
||||
def _chat_bubbles_hook(msg: str, client_id: int, *args, **kwargs) -> str | None:
|
||||
org_msg = _org_filter_chat_message(msg, client_id, *args, **kwargs)
|
||||
|
||||
if org_msg is None:
|
||||
# The original message has been ignored, so we should ignore it as well
|
||||
return org_msg
|
||||
|
||||
# Chat bubble sorcery
|
||||
try:
|
||||
roster = bs.get_game_roster()
|
||||
session = bs.get_foreground_host_session()
|
||||
if session is None:
|
||||
# Probably couldn't find a session because we are a client
|
||||
return org_msg
|
||||
sessionplayers = session.sessionplayers
|
||||
|
||||
player_list = []
|
||||
matched = False
|
||||
dead_bubble = False
|
||||
character: str | None = None
|
||||
|
||||
with session.context:
|
||||
for player in sessionplayers:
|
||||
if player.inputdevice.client_id == client_id and player.in_game:
|
||||
player_list.append(player)
|
||||
continue
|
||||
if player_list:
|
||||
# Get combined name for multiple players on same client
|
||||
name = ''
|
||||
created_bubble = False
|
||||
|
||||
for player in player_list:
|
||||
if name == '':
|
||||
name = player.getname()
|
||||
else:
|
||||
name = name + '/' + player.getname()
|
||||
|
||||
# Create chat bubble
|
||||
for player in player_list:
|
||||
activityplayer: bs.Player = player.activityplayer
|
||||
# We have a session player but not an activity player
|
||||
if not activityplayer:
|
||||
if not dead_bubble:
|
||||
create_bubble(player, org_msg, name)
|
||||
created_bubble = dead_bubble = True
|
||||
continue
|
||||
# We have a dead activity player
|
||||
if not activityplayer.is_alive() and not dead_bubble:
|
||||
create_bubble(player, org_msg, name)
|
||||
created_bubble = dead_bubble = True
|
||||
character = activityplayer.character if character is None else character
|
||||
# elif we have an alive activity player
|
||||
elif activityplayer.is_alive():
|
||||
create_bubble(player, org_msg, name)
|
||||
created_bubble = True
|
||||
character = activityplayer.character if character is None else character
|
||||
|
||||
if created_bubble:
|
||||
matched = True
|
||||
if PRINT_CHAT_MESSAGES:
|
||||
print(f"[{character}] {name}: {org_msg}")
|
||||
else:
|
||||
bs.logging.warning("Failed to create a chat bubble, using non-session player method now.")
|
||||
# Non-session players (in lobby or just spectating, this only works for servers)
|
||||
if not matched and not dead_bubble:
|
||||
for client in roster:
|
||||
if client['client_id'] == client_id:
|
||||
name = client.get('display_string')
|
||||
create_bubble(None, org_msg, name)
|
||||
|
||||
matched = True
|
||||
if PRINT_CHAT_MESSAGES:
|
||||
print(f"[{character}] {name}: {org_msg}")
|
||||
break
|
||||
except Exception as e:
|
||||
bs.logging.exception(f"Error in chat bubble hook: {e}")
|
||||
|
||||
return org_msg
|
||||
|
||||
_hooks.filter_chat_message = _chat_bubbles_hook
|
||||
bs.reload_hooks()
|
||||
|
||||
print("[ChatBubbles] Plugin initialized.")
|
||||
|
||||
class Focus(bs.Actor):
|
||||
def __init__(
|
||||
self,
|
||||
*,
|
||||
owner: bs.Node | None = None,
|
||||
):
|
||||
super().__init__()
|
||||
|
||||
self._focusnode_material = bs.Material()
|
||||
self._focusnode_material.add_actions(
|
||||
actions=('modify_node_collision', 'collide', False),
|
||||
)
|
||||
|
||||
if getattr(owner, 'owner', None):
|
||||
assert owner is not None
|
||||
area_of_interest = False if getattr(owner.owner, 'is_area_of_interest', False) else True
|
||||
else:
|
||||
area_of_interest = False if getattr(owner, 'is_area_of_interest', False) else True
|
||||
|
||||
# I'm tired of this area_of_interest nonsense, it never works right
|
||||
#area_of_interest = False
|
||||
# actually it might work now that we don't spawn bubbles for dead players.
|
||||
|
||||
self.node = bs.newnode(
|
||||
'prop',
|
||||
delegate=self,
|
||||
owner=owner,
|
||||
attrs={
|
||||
'body': 'sphere',
|
||||
'body_scale': 0.0,
|
||||
'shadow_size': 0.0,
|
||||
'gravity_scale': 0.0,
|
||||
'is_area_of_interest': area_of_interest,
|
||||
'materials': (self._focusnode_material,),
|
||||
},
|
||||
)
|
||||
|
||||
@override
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
assert not self.expired
|
||||
if isinstance(msg, bs.DieMessage):
|
||||
if self.node:
|
||||
self.node.delete()
|
||||
else:
|
||||
super().handlemessage(msg)
|
||||
Loading…
Add table
Add a link
Reference in a new issue