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brostosjoined 2024-01-26 05:00:06 +03:00
parent 177b8ea93f
commit ef7d79e93b
7 changed files with 1715 additions and 0 deletions

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.vscode/settings.json vendored Normal file
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{
"githubPullRequests.ignoredPullRequestBranches": [
"main"
]
}

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"versions": {
"1.0.0": null
}
},
"ba_dark_fileds": {
"description": "Get to the other side and watch your step",
"external_url": "",
"authors": [
{
"name": "Froshlee24",
"email": "",
"discord": "froshlee24"
}
],
"versions": {
"1.0.0": null
}
},
"onslaught_football": {
"description": "Onslaught but in football map",
"external_url": "",
"authors": [
{
"name": "",
"email": "",
"discord": ""
}
],
"versions": {
"1.0.0": null
}
},
"lame_fight": {
"description": "Save World With Super Powers",
"external_url": "",
"authors": [
{
"name": "",
"email": "",
"discord": ""
}
],
"versions": {
"1.0.0": null
}
},
"infinite_ninjas": {
"description": "How long can you survive from Ninjas??",
"external_url": "",
"authors": [
{
"name": "",
"email": "",
"discord": ""
}
],
"versions": {
"1.0.0": null
}
},
"gravity_falls": {
"description": "Trip to the moon",
"external_url": "",
"authors": [
{
"name": "",
"email": "",
"discord": ""
}
],
"versions": {
"1.0.0": null
}
}
}
}

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# Ported to api 8 by brostos using baport.(https://github.com/bombsquad-community/baport)
"""Dark fields mini-game."""
# Minigame by Froshlee24
# 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 babase
import bauiv1 as bui
import bascenev1 as bs
from bascenev1lib.actor import bomb
from bascenev1._music import setmusic
from bascenev1lib.actor.scoreboard import Scoreboard
from bascenev1._gameutils import animate_array
from bascenev1lib.gameutils import SharedObjects
from bascenev1lib.actor.playerspaz import PlayerSpaz
if TYPE_CHECKING:
from typing import Any, Sequence, Optional, List, Dict, Type, Type
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 DarkFieldsGame(bs.TeamGameActivity[Player, Team]):
name = 'Dark Fields'
description = 'Get to the other side.'
available_settings = [
bs.IntSetting('Score to Win',
min_value=1,
default=3,
),
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),
bs.BoolSetting('Players as center of interest', default=True),
]
@classmethod
def get_supported_maps(cls, sessiontype: Type[bs.Session]) -> List[str]:
return bs.app.classic.getmaps('football')
@classmethod
def supports_session_type(cls, sessiontype: Type[bs.Session]) -> bool:
return (issubclass(sessiontype, bs.DualTeamSession)
or issubclass(sessiontype, bs.FreeForAllSession))
def __init__(self, settings: dict):
super().__init__(settings)
self._epic_mode = bool(settings['Epic Mode'])
self._center_of_interest = bool(settings['Players as center of interest'])
self._score_to_win_per_player = int(settings['Score to Win'])
self._time_limit = float(settings['Time Limit'])
self._scoreboard = Scoreboard()
shared = SharedObjects.get()
self._scoreRegionMaterial = bs.Material()
self._scoreRegionMaterial.add_actions(
conditions=("they_have_material",shared.player_material),
actions=(("modify_part_collision","collide",True),
("modify_part_collision","physical",False),
("call","at_connect", self._onPlayerScores)))
self.slow_motion = self._epic_mode
self.default_music = (bs.MusicType.EPIC if self._epic_mode else None)
def on_transition_in(self) -> None:
super().on_transition_in()
gnode = bs.getactivity().globalsnode
gnode.tint = (0.5,0.5,0.5)
a = bs.newnode('locator',attrs={'shape':'box','position':(12.2,0,.1087926362),
'color':(5,0,0),'opacity':1,'draw_beauty':True,'additive':False,'size':[2.5,0.1,12.8]})
b = bs.newnode('locator',attrs={'shape':'box','position':(-12.1,0,.1087926362),
'color':(0,0,5),'opacity':1,'draw_beauty':True,'additive':False,'size':[2.5,0.1,12.8]})
def on_begin(self) -> None:
# self._has_begun = False
super().on_begin()
self.setup_standard_time_limit(self._time_limit)
self._score_to_win = (self._score_to_win_per_player *
max(1, max(len(t.players) for t in self.teams)))
self._update_scoreboard()
self.isUpdatingMines = False
self._scoreSound = bs.getsound('dingSmall')
for p in self.players:
if p.actor is not None:
try:
p.actor.disconnect_controls_from_player()
except Exception:
print('Can\'t connect to player')
self._scoreRegions = []
defs = bs.getactivity().map.defs
self._scoreRegions.append(bs.NodeActor(bs.newnode('region',
attrs={'position':defs.boxes['goal1'][0:3],
'scale':defs.boxes['goal1'][6:9],
'type': 'box',
'materials':(self._scoreRegionMaterial,)})))
self.mines = []
self.spawnMines()
bs.timer(0.8 if self.slow_motion else 1.7,self.start)
def start(self):
# self._has_begun = True
self._show_info()
bs.timer(random.randrange(3,7),self.doRandomLighting)
if not self._epic_mode:
setmusic(bs.MusicType.SCARY)
animate_array(bs.getactivity().globalsnode,'tint',3,{0:(0.5,0.5,0.5),2:(0.2,0.2,0.2)})
for p in self.players:
self.doPlayer(p)
def spawn_player(self, player):
if not self.has_begun():
return
else:
self.doPlayer(player)
def doPlayer(self,player):
pos = (-12.4,1,random.randrange(-5,5))
player = self.spawn_player_spaz(player,pos)
player.connect_controls_to_player(enable_punch=False,enable_bomb=False)
player.node.is_area_of_interest = self._center_of_interest
def _show_info(self) -> None:
if self.has_begun():
super()._show_info()
def on_team_join(self, team: Team) -> None:
if self.has_begun():
self._update_scoreboard()
def _update_scoreboard(self) -> None:
for team in self.teams:
self._scoreboard.set_team_value(team, team.score, self._score_to_win)
def doRandomLighting(self):
bs.timer(random.randrange(3,7),self.doRandomLighting)
if self.isUpdatingMines: return
delay = 0
for mine in self.mines:
if mine.node.exists():
pos = mine.node.position
bs.timer(delay,babase.Call(self.do_light,pos))
delay += 0.005 if self._epic_mode else 0.01
def do_light(self,pos):
light = bs.newnode('light',attrs={
'position': pos,
'volume_intensity_scale': 1.0,
'radius':0.1,
'color': (1,0,0)
})
bs.animate(light, 'intensity', { 0: 2.0, 3.0: 0.0})
bs.timer(3.0, light.delete)
def spawnMines(self):
delay = 0
h_range = [10,8,6,4,2,0,-2,-4,-6,-8,-10]
for h in h_range:
for i in range(random.randint(3,4)):
x = h+random.random()
y = random.randrange(-5,6)+(random.random())
pos = (x,1,y)
bs.timer(delay,babase.Call(self.doMine,pos))
delay += 0.015 if self._epic_mode else 0.04
bs.timer(5.0,self.stopUpdateMines)
def stopUpdateMines(self):
self.isUpdatingMines = False
def updateMines(self):
if self.isUpdatingMines: return
self.isUpdatingMines = True
for m in self.mines:
m.node.delete()
self.mines = []
self.spawnMines()
def doMine(self,pos):
b = bomb.Bomb(position=pos,bomb_type='land_mine').autoretain()
b.add_explode_callback(self._on_bomb_exploded)
b.arm()
self.mines.append(b)
def _on_bomb_exploded(self, bomb: Bomb, blast: Blast) -> None:
assert blast.node
p = blast.node.position
pos = (p[0],p[1]+1,p[2])
bs.timer(0.5,babase.Call(self.doMine,pos))
def _onPlayerScores(self):
player: Optional[Player]
try:
spaz = bs.getcollision().opposingnode.getdelegate(PlayerSpaz, True)
except bs.NotFoundError:
return
if not spaz.is_alive():
return
try:
player = spaz.getplayer(Player, True)
except bs.NotFoundError:
return
if player.exists() and player.is_alive():
player.team.score += 1
self._scoreSound.play()
pos = player.actor.node.position
animate_array(bs.getactivity().globalsnode,'tint',3,{0:(0.5,0.5,0.5),2.8:(0.2,0.2,0.2)})
self._update_scoreboard()
light = bs.newnode('light',
attrs={
'position': pos,
'radius': 0.5,
'color': (1, 0, 0)
})
bs.animate(light, 'intensity', {0.0: 0, 0.1: 1, 0.5: 0}, loop=False)
bs.timer(1.0, light.delete)
player.actor.handlemessage(bs.DieMessage( how=bs.DeathType.REACHED_GOAL))
self.updateMines()
if any(team.score >= self._score_to_win for team in self.teams):
bs.timer(0.5, self.end_game)
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)
else:
return super().handlemessage(msg)
return None
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)
## Made by MattZ45986 on GitHub
## Ported by: Freaku / @[Just] Freak#4999
import babase
import bauiv1 as bui
import bascenev1 as bs
from bascenev1lib.game.elimination import EliminationGame
# ba_meta require api 8
# ba_meta export bascenev1.GameActivity
class GFGame(EliminationGame):
name = 'Gravity Falls'
def spawn_player(self, player):
actor = self.spawn_player_spaz(player, (0,5,0))
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()
bs.timer(1,babase.Call(self.raise_player, player))
return actor
def raise_player(self, player):
if player.is_alive():
try:
player.actor.node.handlemessage("impulse",player.actor.node.position[0],player.actor.node.position[1]+.5,player.actor.node.position[2],0,5,0, 3,10,0,0, 0,5,0)
except: pass
bs.timer(0.05,babase.Call(self.raise_player,player))

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# Ported to api 8 by brostos using baport.(https://github.com/bombsquad-community/baport)
# ba_meta require api 8
#Copy pasted from ExplodoRun by Blitz,just edited Bots and map 😝
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, ChargerBot, SpazBotDiedMessage
from bascenev1lib.actor.onscreentimer import OnScreenTimer
if TYPE_CHECKING:
from typing import Any, Type, Dict, List, Optional
## MoreMinigames.py support ##
def ba_get_api_version():
return 6
def ba_get_levels():
return [babase._level.Level(
'Infinite Ninjas',gametype=InfiniteNinjasGame,
settings={},
preview_texture_name = 'footballStadiumPreview'),
babase._level.Level(
'Epic Infinite Ninjas',gametype=InfiniteNinjasGame,
settings={'Epic Mode':True},
preview_texture_name = 'footballStadiumPreview')]
## MoreMinigames.py support ##
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 InfiniteNinjasGame(bs.TeamGameActivity[Player, Team]):
name = "Infinite Ninjas"
description = "How long can you survive from Ninjas??"
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'] = "Football Stadium"
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(ChargerBot, pos=(p1,0.4,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)
# 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, ChargerBot, BrawlerBotProShielded, TriggerBotProShielded, ExplodeyBot, BomberBotProShielded, SpazBotDiedMessage
from bascenev1lib.actor.onscreentimer import OnScreenTimer
if TYPE_CHECKING:
from typing import Any, Type, Dict, List, Optional
def ba_get_api_version():
return 6
def ba_get_levels():
return [babase._level.Level(
'Lame Fight',
gametype=LameFightGame,
settings={},
preview_texture_name='courtyardPreview')]
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 LameFightGame(bs.TeamGameActivity[Player, Team]):
name = "Lame Fight"
description = "Save World With Super Powers"
slow_motion = True
scoreconfig = bs.ScoreConfig(label='Time',
scoretype=bs.ScoreType.MILLISECONDS,
lower_is_better=True)
default_music = bs.MusicType.TO_THE_DEATH
def __init__(self, settings:dict):
settings['map'] = "Courtyard"
super().__init__(settings)
self._timer: Optional[OnScreenTimer] = None
self._winsound = bs.getsound('score')
self._won = False
self._bots = SpazBotSet()
def on_begin(self) -> None:
super().on_begin()
self._timer = OnScreenTimer()
bs.timer(4.0, self._timer.start)
#Bots Hehe
bs.timer(1.0, lambda: self._bots.spawn_bot(ChargerBot, pos=(3,3,-2),spawn_time = 3.0))
bs.timer(1.0, lambda: self._bots.spawn_bot(ChargerBot, pos=(-3,3,-2),spawn_time = 3.0))
bs.timer(1.0, lambda: self._bots.spawn_bot(ChargerBot, pos=(5,3,-2),spawn_time = 3.0))
bs.timer(1.0, lambda: self._bots.spawn_bot(ChargerBot, pos=(-5,3,-2),spawn_time = 3.0))
bs.timer(1.0, lambda: self._bots.spawn_bot(ChargerBot, pos=(0,3,1),spawn_time = 3.0))
bs.timer(1.0, lambda: self._bots.spawn_bot(ChargerBot, pos=(0,3,-5),spawn_time = 3.0))
bs.timer(9.0, lambda: self._bots.spawn_bot(BomberBotProShielded, pos=(-7,5,-7.5),spawn_time = 3.0))
bs.timer(9.0, lambda: self._bots.spawn_bot(BomberBotProShielded, pos=(7,5,-7.5),spawn_time = 3.0))
bs.timer(9.0, lambda: self._bots.spawn_bot(BomberBotProShielded, pos=(7,5,1.5),spawn_time = 3.0))
bs.timer(9.0, lambda: self._bots.spawn_bot(BomberBotProShielded, pos=(-7,5,1.5),spawn_time = 3.0))
bs.timer(12.0, lambda: self._bots.spawn_bot(TriggerBotProShielded, pos=(-1,7,-8),spawn_time = 3.0))
bs.timer(12.0, lambda: self._bots.spawn_bot(TriggerBotProShielded, pos=(1,7,-8),spawn_time = 3.0))
bs.timer(15.0, lambda: self._bots.spawn_bot(ExplodeyBot, pos=(0,3,-5),spawn_time = 3.0))
bs.timer(20.0, lambda: self._bots.spawn_bot(ExplodeyBot, pos=(0,3,1),spawn_time = 3.0))
bs.timer(20.0, lambda: self._bots.spawn_bot(ExplodeyBot, pos=(-5,3,-2),spawn_time = 3.0))
bs.timer(20.0, lambda: self._bots.spawn_bot(ExplodeyBot, pos=(5,3,-2),spawn_time = 3.0))
bs.timer(30,self.street)
def street(self):
bs.broadcastmessage("Lame Guys Are Here!",color = (1,0,0))
for a in range(-1,2):
for b in range(-3,0):
self._bots.spawn_bot(BrawlerBotProShielded, pos=(a,3,b),spawn_time = 3.0)
def spawn_player(self, player: Player) -> bs.Actor:
spawn_center = (0, 3, -2)
pos = (spawn_center[0] + random.uniform(-1.5, 1.5), spawn_center[1],
spawn_center[2] + random.uniform(-1.5, 1.5))
spaz = self.spawn_player_spaz(player,position = pos)
p = ["Bigger Blast","Stronger Punch","Shield","Speed"]
Power = random.choice(p)
spaz.bomb_type = random.choice(["normal","sticky","ice","impact","normal","ice","sticky"])
bs.broadcastmessage(f"Now You Have {Power}")
if Power == p[0]:
spaz.bomb_count = 3
spaz.blast_radius = 2.5
if Power == p[1]:
spaz._punch_cooldown = 350
spaz._punch_power_scale = 2.0
if Power == p[2]:
spaz.equip_shields()
if Power == p[3]:
spaz.node.hockey = True
return spaz
def _check_if_won(self) -> None:
if not self._bots.have_living_bots():
self._won = True
self.end_game()
def handlemessage(self, msg: Any) -> Any:
# A player has died.
if isinstance(msg, bs.PlayerDiedMessage):
super().handlemessage(msg) # Augment standard behavior.
self.respawn_player(msg.getplayer(Player))
# 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._check_if_won)
# 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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