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https://github.com/bombsquad-community/plugin-manager.git
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Merge pull request #288 from imayushsaini/main
2 new mini games , file_sahre plugin fix
This commit is contained in:
commit
efaf5bbf21
5 changed files with 1204 additions and 14 deletions
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@ -564,6 +564,44 @@
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}
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}
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},
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"canon_fight": {
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"description": "Blow up your enemy with powerfull cannon",
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"external_url": "https://www.youtube.com/watch?v=7cv3ZSZeTns",
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"authors": [
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{
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"name": "Mr.Smoothy",
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"email": "",
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"discord": "mr.smoothy"
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}
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],
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"versions": {
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"1.0.0": {
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"api_version": 8,
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"commit_sha": "505c948",
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"released_on": "09-06-2024",
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"md5sum": "44adbe3bd6ec4988d65ff4ee79b48d95"
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}
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}
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},
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"laser_tracer": {
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"description": "Dont touch dangerous laser light",
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"external_url": "https://youtu.be/wTgwZKiykQw?si=Cr0ybDYAcKCUNFN4",
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"authors": [
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{
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"name": "Mr.Smoothy",
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"email": "",
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"discord": "mr.smoothy"
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}
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],
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"versions": {
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"1.0.0": {
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"api_version": 8,
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"commit_sha": "505c948",
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"released_on": "09-06-2024",
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"md5sum": "08a6457ebd271a7f7860a506b731d272"
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}
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}
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},
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"arms_race": {
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"description": "Upgrade your weapons by eliminating enemies. Win by being first one to kill while cursed",
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"external_url": "",
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447
plugins/minigames/canon_fight.py
Normal file
447
plugins/minigames/canon_fight.py
Normal file
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@ -0,0 +1,447 @@
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# Porting to api 8 made easier by baport.(https://github.com/bombsquad-community/baport)
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# Released under the MIT License. See LICENSE for details.
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# Created by Mr.Smoothy -
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# https://discord.gg/ucyaesh
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# https://bombsquad-community.web.app/home for more mods.
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#
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"""DeathMatch game and support classes."""
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# ba_meta require api 8
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# (see https://ballistica.net/wiki/meta-tag-system)
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from __future__ import annotations
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from typing import TYPE_CHECKING
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import babase
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import bascenev1 as bs
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import random
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from bascenev1lib.actor.playerspaz import PlayerSpaz
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from bascenev1lib.actor.scoreboard import Scoreboard
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from bascenev1lib.gameutils import SharedObjects
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from bascenev1lib.actor.bomb import BombFactory
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from bascenev1lib.actor.bomb import Bomb
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from bascenev1lib.game.deathmatch import DeathMatchGame, Player, Team
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if TYPE_CHECKING:
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from typing import Any, Union, Sequence, Optional
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# ba_meta export bascenev1.GameActivity
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class CanonFightGame(DeathMatchGame):
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"""A game type based on acquiring kills."""
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name = 'Canon Fight'
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description = 'Kill a set number of enemies to win.'
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# Print messages when players die since it matters here.
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announce_player_deaths = True
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@classmethod
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def get_available_settings(
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cls, sessiontype: type[bs.Session]) -> list[babase.Setting]:
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settings = [
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bs.IntSetting(
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'Kills to Win Per Player',
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min_value=1,
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default=5,
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increment=1,
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),
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bs.IntChoiceSetting(
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'Time Limit',
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choices=[
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('None', 0),
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('1 Minute', 60),
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('2 Minutes', 120),
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('5 Minutes', 300),
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('10 Minutes', 600),
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('20 Minutes', 1200),
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],
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default=0,
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),
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bs.FloatChoiceSetting(
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'Respawn Times',
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choices=[
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('Shorter', 0.25),
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('Short', 0.5),
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('Normal', 1.0),
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('Long', 2.0),
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('Longer', 4.0),
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],
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default=1.0,
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),
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bs.BoolSetting('Epic Mode', default=False),
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]
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# In teams mode, a suicide gives a point to the other team, but in
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# free-for-all it subtracts from your own score. By default we clamp
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# this at zero to benefit new players, but pro players might like to
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# be able to go negative. (to avoid a strategy of just
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# suiciding until you get a good drop)
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if issubclass(sessiontype, bs.FreeForAllSession):
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settings.append(
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bs.BoolSetting('Allow Negative Scores', default=False))
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return settings
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@classmethod
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def supports_session_type(cls, sessiontype: type[bs.Session]) -> bool:
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return (issubclass(sessiontype, bs.DualTeamSession)
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or issubclass(sessiontype, bs.FreeForAllSession))
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@classmethod
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def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]:
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return ["Step Right Up"]
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def __init__(self, settings: dict):
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super().__init__(settings)
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self._scoreboard = Scoreboard()
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self._score_to_win: Optional[int] = None
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self._dingsound = bs.getsound('dingSmall')
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self._epic_mode = bool(settings['Epic Mode'])
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self._kills_to_win_per_player = int(
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settings['Kills to Win Per Player'])
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self._time_limit = float(settings['Time Limit'])
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self._allow_negative_scores = bool(
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settings.get('Allow Negative Scores', False))
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# Base class overrides.
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self.slow_motion = self._epic_mode
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self.default_music = (bs.MusicType.EPIC if self._epic_mode else
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bs.MusicType.TO_THE_DEATH)
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self.wtindex = 0
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self.wttimer = bs.timer(5, babase.Call(self.wt_), repeat=True)
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self.wthighlights = ["Created by Mr.Smoothy",
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"hey smoothy youtube", "smoothy#multiverse"]
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def wt_(self):
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node = bs.newnode('text',
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attrs={
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'text': self.wthighlights[self.wtindex],
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'flatness': 1.0,
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'h_align': 'center',
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'v_attach': 'bottom',
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'scale': 0.7,
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'position': (0, 20),
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'color': (0.5, 0.5, 0.5)
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})
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self.delt = bs.timer(4, node.delete)
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self.wtindex = int((self.wtindex+1) % len(self.wthighlights))
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def get_instance_description(self) -> Union[str, Sequence]:
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return 'Crush ${ARG1} of your enemies.', self._score_to_win
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def get_instance_description_short(self) -> Union[str, Sequence]:
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return 'kill ${ARG1} enemies', self._score_to_win
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def on_team_join(self, team: Team) -> None:
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if self.has_begun():
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self._update_scoreboard()
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def on_begin(self) -> None:
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super().on_begin()
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self.setup_standard_time_limit(self._time_limit)
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self.setup_standard_powerup_drops()
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# Base kills needed to win on the size of the largest team.
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self._score_to_win = (self._kills_to_win_per_player *
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max(1, max(len(t.players) for t in self.teams)))
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self._update_scoreboard()
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self.create_canon_A()
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self.create_canon_B()
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self.create_wall()
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def handlemessage(self, msg: Any) -> Any:
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if isinstance(msg, bs.PlayerDiedMessage):
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# Augment standard behavior.
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super().handlemessage(msg)
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player = msg.getplayer(Player)
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self.respawn_player(player)
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killer = msg.getkillerplayer(Player)
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if killer is None:
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return None
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# Handle team-kills.
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if killer.team is player.team:
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# In free-for-all, killing yourself loses you a point.
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if isinstance(self.session, bs.FreeForAllSession):
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new_score = player.team.score - 1
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if not self._allow_negative_scores:
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new_score = max(0, new_score)
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player.team.score = new_score
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# In teams-mode it gives a point to the other team.
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else:
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self._dingsound.play()
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for team in self.teams:
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if team is not killer.team:
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team.score += 1
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# Killing someone on another team nets a kill.
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else:
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killer.team.score += 1
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self._dingsound.play()
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# In FFA show scores since its hard to find on the scoreboard.
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if isinstance(killer.actor, PlayerSpaz) and killer.actor:
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killer.actor.set_score_text(str(killer.team.score) + '/' +
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str(self._score_to_win),
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color=killer.team.color,
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flash=True)
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self._update_scoreboard()
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# If someone has won, set a timer to end shortly.
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# (allows the dust to clear and draws to occur if deaths are
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# close enough)
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assert self._score_to_win is not None
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if any(team.score >= self._score_to_win for team in self.teams):
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bs.timer(0.5, self.end_game)
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else:
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return super().handlemessage(msg)
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return None
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def _update_scoreboard(self) -> None:
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for team in self.teams:
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self._scoreboard.set_team_value(team, team.score,
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self._score_to_win)
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def end_game(self) -> None:
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results = bs.GameResults()
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self.delete_text_nodes()
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for team in self.teams:
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results.set_team_score(team, team.score)
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self.end(results=results)
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def delete_text_nodes(self):
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self.canon.delete()
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self.canon_.delete()
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self.canon2.delete()
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self.canon_2.delete()
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self.curve.delete()
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self.curve2.delete()
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def _handle_canon_load_A(self):
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try:
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bomb = bs.getcollision().opposingnode.getdelegate(Bomb, True)
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# pos=bomb.position
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owner = bomb.owner
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type = bomb.bomb_type
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source_player = bomb.get_source_player(bs.Player)
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bs.getcollision().opposingnode.delete()
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# bomb.delete()
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self.launch_bomb_byA(owner, type, source_player, 2)
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except bs.NotFoundError:
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# This can happen if the flag stops touching us due to being
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# deleted; that's ok.
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return
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def _handle_canon_load_B(self):
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try:
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bomb = bs.getcollision().opposingnode.getdelegate(Bomb, True)
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# pos=bomb.position
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owner = bomb.owner
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type = bomb.bomb_type
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source_player = bomb.get_source_player(bs.Player)
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bs.getcollision().opposingnode.delete()
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# bomb.delete()
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self.launch_bomb_byB(owner, type, source_player, 2)
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except bs.NotFoundError:
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# This can happen if the flag stops touching us due to being
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# deleted; that's ok.
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return
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def launch_bomb_byA(self, owner, type, source_player, count):
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if count > 0:
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y = random.randrange(2, 9, 2)
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z = random.randrange(-4, 6)
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self.fake_explosion(
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(-5.708631629943848, 7.437141418457031, -4.525400638580322))
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Bomb(position=(-6, 7.5, -4), bomb_type=type, owner=owner,
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source_player=source_player, velocity=(19, y, z)).autoretain()
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bs.timer(0.6, babase.Call(self.launch_bomb_byA,
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owner, type, source_player, count-1))
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else:
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return
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def launch_bomb_byB(self, owner, type, source_player, count):
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if count > 0:
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y = random.randrange(2, 9, 2)
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z = random.randrange(-4, 6)
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self.fake_explosion(
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(5.708631629943848, 7.437141418457031, -4.525400638580322))
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Bomb(position=(6, 7.5, -4), bomb_type=type, owner=owner,
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source_player=source_player, velocity=(-19, y, z)).autoretain()
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bs.timer(0.6, babase.Call(self.launch_bomb_byB,
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owner, type, source_player, count-1))
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else:
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return
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def fake_explosion(self, position: Sequence[float]):
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explosion = bs.newnode('explosion',
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attrs={'position': position,
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'radius': 1, 'big': False})
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bs.timer(0.4, explosion.delete)
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sounds = ['explosion0'+str(n) for n in range(1, 6)]
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sound = random.choice(sounds)
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bs.getsound(sound).play()
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def create_canon_A(self):
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shared = SharedObjects.get()
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canon_load_mat = bs.Material()
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factory = BombFactory.get()
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canon_load_mat.add_actions(
|
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actions=(
|
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('modify_part_collision', 'collide', False),
|
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('modify_part_collision', 'physical', False)
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|
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))
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canon_load_mat.add_actions(
|
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conditions=('they_have_material', factory.bomb_material),
|
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actions=(
|
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('modify_part_collision', 'collide', True),
|
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('modify_part_collision', 'physical', True),
|
||||
('call', 'at_connect', babase.Call(self._handle_canon_load_A))
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),
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)
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self.ud_1_r = bs.newnode('region', attrs={'position': (-8.908631629943848, 7.337141418457031, -
|
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4.525400638580322), 'scale': (2, 1, 1), 'type': 'box', 'materials': [canon_load_mat]})
|
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|
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self.node = bs.newnode('shield',
|
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delegate=self,
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attrs={
|
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'position': (-8.308631629943848, 7.337141418457031, -4.525400638580322),
|
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'color': (0.3, 0.2, 2.8),
|
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'radius': 1.3
|
||||
})
|
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self.canon = bs.newnode('text',
|
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attrs={
|
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'text': '___________',
|
||||
'in_world': True,
|
||||
'shadow': 1.0,
|
||||
'flatness': 1.0,
|
||||
'color': (0.3, 0.3, 0.8),
|
||||
'scale': 0.019,
|
||||
'h_align': 'left',
|
||||
'position': (-8.388631629943848, 7.837141418457031, -4.525400638580322)
|
||||
})
|
||||
self.canon_ = bs.newnode('text',
|
||||
attrs={
|
||||
'text': '_________',
|
||||
'in_world': True,
|
||||
'shadow': 1.0,
|
||||
'flatness': 1.0,
|
||||
'color': (0.3, 0.3, 0.8),
|
||||
'scale': 0.019,
|
||||
'h_align': 'left',
|
||||
'position': (-7.888631629943848, 7.237141418457031, -4.525400638580322)
|
||||
})
|
||||
self.curve = bs.newnode('text',
|
||||
attrs={
|
||||
'text': '/\n',
|
||||
'in_world': True,
|
||||
'shadow': 1.0,
|
||||
'flatness': 1.0,
|
||||
'color': (0.3, 0.3, 0.8),
|
||||
'scale': 0.019,
|
||||
'h_align': 'left',
|
||||
'position': (-8.788631629943848, 7.237141418457031, -4.525400638580322)
|
||||
})
|
||||
|
||||
def create_canon_B(self):
|
||||
shared = SharedObjects.get()
|
||||
canon_load_mat = bs.Material()
|
||||
factory = BombFactory.get()
|
||||
|
||||
canon_load_mat.add_actions(
|
||||
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', False),
|
||||
('modify_part_collision', 'physical', False)
|
||||
|
||||
))
|
||||
canon_load_mat.add_actions(
|
||||
conditions=('they_have_material', factory.bomb_material),
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', True),
|
||||
('modify_part_collision', 'physical', True),
|
||||
('call', 'at_connect', babase.Call(self._handle_canon_load_B))
|
||||
),
|
||||
)
|
||||
self.ud_1_r2 = bs.newnode('region', attrs={'position': (
|
||||
8.908631629943848+0.81, 7.327141418457031, -4.525400638580322), 'scale': (2, 1, 1), 'type': 'box', 'materials': [canon_load_mat]})
|
||||
|
||||
self.node2 = bs.newnode('shield',
|
||||
delegate=self,
|
||||
attrs={
|
||||
'position': (8.308631629943848+0.81, 7.327141418457031, -4.525400638580322),
|
||||
'color': (2.3, 0.2, 0.3),
|
||||
'radius': 1.3
|
||||
})
|
||||
self.canon2 = bs.newnode('text',
|
||||
attrs={
|
||||
'text': '___________',
|
||||
'in_world': True,
|
||||
'shadow': 1.0,
|
||||
'flatness': 1.0,
|
||||
'color': (0.8, 0.3, 0.3),
|
||||
'scale': 0.019,
|
||||
'h_align': 'right',
|
||||
'position': (8.388631629943848+0.81, 7.837141418457031, -4.525400638580322)
|
||||
})
|
||||
self.canon_2 = bs.newnode('text',
|
||||
attrs={
|
||||
'text': '_________',
|
||||
'in_world': True,
|
||||
'shadow': 1.0,
|
||||
'flatness': 1.0,
|
||||
'color': (0.8, 0.3, 0.3),
|
||||
'scale': 0.019,
|
||||
'h_align': 'right',
|
||||
'position': (7.888631629943848+0.81, 7.237141418457031, -4.525400638580322)
|
||||
})
|
||||
self.curve2 = bs.newnode('text',
|
||||
attrs={
|
||||
'text': '\\',
|
||||
'in_world': True,
|
||||
'shadow': 1.0,
|
||||
'flatness': 1.0,
|
||||
'color': (0.8, 0.3, 0.3),
|
||||
'scale': 0.019,
|
||||
'h_align': 'right',
|
||||
'position': (8.788631629943848+0.81, 7.237141418457031, -4.525400638580322)
|
||||
})
|
||||
|
||||
def create_wall(self):
|
||||
shared = SharedObjects.get()
|
||||
factory = BombFactory.get()
|
||||
mat = bs.Material()
|
||||
mat.add_actions(
|
||||
conditions=('they_have_material', shared.player_material),
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', True),
|
||||
('modify_part_collision', 'physical', True)
|
||||
))
|
||||
mat.add_actions(
|
||||
conditions=(
|
||||
('they_have_material', factory.bomb_material)),
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', False)
|
||||
))
|
||||
self.wall = bs.newnode('region', attrs={'position': (
|
||||
0.61877517104148865, 4.312626838684082, -8.68477725982666), 'scale': (3, 7, 27), 'type': 'box', 'materials': [mat]})
|
||||
689
plugins/minigames/laser_tracer.py
Normal file
689
plugins/minigames/laser_tracer.py
Normal file
|
|
@ -0,0 +1,689 @@
|
|||
|
||||
|
||||
# Released under the MIT License. See LICENSE for details.
|
||||
# https://youtu.be/wTgwZKiykQw?si=Cr0ybDYAcKCUNFN4
|
||||
# https://discord.gg/ucyaesh
|
||||
# https://bombsquad-community.web.app/home
|
||||
# by: Mr.Smoothy
|
||||
|
||||
"""Elimination mini-game."""
|
||||
|
||||
# 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
|
||||
from bascenev1lib.actor.spazfactory import SpazFactory
|
||||
from bascenev1lib.actor.scoreboard import Scoreboard
|
||||
from bascenev1lib.gameutils import SharedObjects
|
||||
if TYPE_CHECKING:
|
||||
from typing import Any, Sequence, Optional, Union
|
||||
import random
|
||||
|
||||
|
||||
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 LasorTracerGame(bs.TeamGameActivity[Player, Team]):
|
||||
"""Game type where last player(s) left alive win."""
|
||||
|
||||
name = 'Laser Tracer'
|
||||
description = 'Last remaining alive wins.'
|
||||
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
|
||||
|
||||
allow_mid_activity_joins = False
|
||||
|
||||
@classmethod
|
||||
def get_available_settings(
|
||||
cls, sessiontype: type[bs.Session]) -> list[babase.Setting]:
|
||||
settings = [
|
||||
bs.IntSetting(
|
||||
'Lives 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),
|
||||
]
|
||||
if issubclass(sessiontype, bs.DualTeamSession):
|
||||
settings.append(bs.BoolSetting('Solo Mode', default=False))
|
||||
settings.append(
|
||||
bs.BoolSetting('Balance Total Lives', 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"]
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
super().__init__(settings)
|
||||
shared = SharedObjects.get()
|
||||
self._scoreboard = Scoreboard()
|
||||
self._start_time: Optional[float] = None
|
||||
self._vs_text: Optional[bs.Actor] = None
|
||||
self._round_end_timer: Optional[bs.Timer] = None
|
||||
self._epic_mode = bool(settings['Epic Mode'])
|
||||
self._lives_per_player = 1
|
||||
self._time_limit = float(settings['Time Limit'])
|
||||
self._balance_total_lives = bool(
|
||||
settings.get('Balance Total Lives', 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)
|
||||
self.laser_material = bs.Material()
|
||||
self.laser_material.add_actions(
|
||||
conditions=('they_have_material',
|
||||
shared.player_material),
|
||||
actions=(('modify_part_collision', 'collide', True),
|
||||
('message', 'their_node', 'at_connect', bs.DieMessage()))
|
||||
)
|
||||
|
||||
def get_instance_description(self) -> Union[str, Sequence]:
|
||||
return 'Last team standing wins.' 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' if isinstance(
|
||||
self.session, bs.DualTeamSession) else 'last one standing wins'
|
||||
|
||||
def on_player_join(self, player: Player) -> None:
|
||||
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()
|
||||
|
||||
def on_begin(self) -> None:
|
||||
super().on_begin()
|
||||
self._start_time = bs.time()
|
||||
self.setup_standard_time_limit(self._time_limit)
|
||||
# self.setup_standard_powerup_drops()
|
||||
self.add_wall()
|
||||
self.create_laser()
|
||||
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:
|
||||
return
|
||||
# lets do nothing ;Eat 5 Star
|
||||
# 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))
|
||||
actor.connect_controls_to_player(enable_punch=False,
|
||||
enable_bomb=False,
|
||||
enable_pickup=False)
|
||||
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()
|
||||
return actor
|
||||
|
||||
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:
|
||||
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)
|
||||
|
||||
def add_wall(self):
|
||||
# FIXME: Chop this into vr and non-vr chunks.
|
||||
shared = SharedObjects.get()
|
||||
pwm = bs.Material()
|
||||
cwwm = bs.Material()
|
||||
pwm.add_actions(
|
||||
actions=('modify_part_collision', 'friction', 0.0))
|
||||
# anything that needs to hit the wall should apply this.
|
||||
|
||||
pwm.add_actions(
|
||||
conditions=('they_have_material',
|
||||
shared.player_material),
|
||||
actions=('modify_part_collision', 'collide', True))
|
||||
cmesh = bs.getcollisionmesh('courtyardPlayerWall')
|
||||
self.player_wall = bs.newnode(
|
||||
'terrain',
|
||||
attrs={
|
||||
'collision_mesh': cmesh,
|
||||
'affect_bg_dynamics': False,
|
||||
'materials': [pwm]
|
||||
})
|
||||
|
||||
def create_laser(self) -> None:
|
||||
bs.timer(6, babase.Call(self.LRlaser, True))
|
||||
|
||||
bs.timer(7, babase.Call(self.UDlaser, True))
|
||||
bs.timer(30, babase.Call(self.create_laser))
|
||||
|
||||
def LRlaser(self, left):
|
||||
ud_1_r = bs.newnode('region', attrs={'position': (-5, 2.6, 0), 'scale': (
|
||||
0.1, 0.6, 15), 'type': 'box', 'materials': [self.laser_material]})
|
||||
shields = []
|
||||
x = -6
|
||||
for i in range(0, 30):
|
||||
x = x+0.4
|
||||
node = bs.newnode('shield', owner=ud_1_r, attrs={
|
||||
'color': (1, 0, 0), 'radius': 0.28})
|
||||
mnode = bs.newnode('math',
|
||||
owner=ud_1_r,
|
||||
attrs={
|
||||
'input1': (0, 0.0, x),
|
||||
'operation': 'add'
|
||||
})
|
||||
ud_1_r.connectattr('position', mnode, 'input2')
|
||||
mnode.connectattr('output', node, 'position')
|
||||
|
||||
_rcombine = bs.newnode('combine',
|
||||
owner=ud_1_r,
|
||||
attrs={
|
||||
'input1': 2.6,
|
||||
'input2': -2,
|
||||
'size': 3
|
||||
})
|
||||
if left:
|
||||
x1 = -10
|
||||
x2 = 10
|
||||
else:
|
||||
x1 = 10
|
||||
x2 = -10
|
||||
bs.animate(_rcombine, 'input0', {
|
||||
0: x1,
|
||||
20: x2
|
||||
})
|
||||
_rcombine.connectattr('output', ud_1_r, 'position')
|
||||
bs.timer(20, babase.Call(ud_1_r.delete))
|
||||
t = random.randrange(7, 13)
|
||||
bs.timer(t, babase.Call(self.LRlaser, random.randrange(0, 2)))
|
||||
|
||||
def UDlaser(self, up):
|
||||
ud_2_r = bs.newnode('region', attrs={'position': (-3, 2.6, -6), 'scale': (
|
||||
20, 0.6, 0.1), 'type': 'box', 'materials': [self.laser_material]})
|
||||
shields = []
|
||||
x = -6
|
||||
for i in range(0, 40):
|
||||
x = x+0.4
|
||||
node = bs.newnode('shield', owner=ud_2_r, attrs={
|
||||
'color': (1, 0, 0), 'radius': 0.28})
|
||||
mnode = bs.newnode('math',
|
||||
owner=ud_2_r,
|
||||
attrs={
|
||||
'input1': (x, 0.0, 0),
|
||||
'operation': 'add'
|
||||
})
|
||||
ud_2_r.connectattr('position', mnode, 'input2')
|
||||
mnode.connectattr('output', node, 'position')
|
||||
|
||||
_rcombine = bs.newnode('combine',
|
||||
owner=ud_2_r,
|
||||
attrs={
|
||||
'input0': -2,
|
||||
'input1': 2.6,
|
||||
'size': 3
|
||||
})
|
||||
if up:
|
||||
x1 = -9
|
||||
x2 = 6
|
||||
else:
|
||||
x1 = 6
|
||||
x2 = -9
|
||||
bs.animate(_rcombine, 'input2', {
|
||||
0: x1,
|
||||
17: x2
|
||||
})
|
||||
_rcombine.connectattr('output', ud_2_r, 'position')
|
||||
|
||||
bs.timer(17, babase.Call(ud_2_r.delete))
|
||||
t = random.randrange(6, 13)
|
||||
bs.timer(t, babase.Call(self.UDlaser, random.randrange(0, 2)))
|
||||
|
|
@ -676,6 +676,12 @@
|
|||
}
|
||||
],
|
||||
"versions": {
|
||||
"1.0.2": {
|
||||
"api_version": 8,
|
||||
"commit_sha": "505c948",
|
||||
"released_on": "09-06-2024",
|
||||
"md5sum": "ae32962255c357b29bd9c46c0551a19c"
|
||||
},
|
||||
"1.0.1": {
|
||||
"api_version": 8,
|
||||
"commit_sha": "b089293",
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
# ba_meta require api 8
|
||||
'''
|
||||
File Share Mod for BombSquad 1.7.23 and above.
|
||||
File Share Mod for BombSquad 1.7.30 and above.
|
||||
https://youtu.be/qtGsFU4cgic
|
||||
https://discord.gg/ucyaesh
|
||||
by : Mr.Smoothy
|
||||
|
|
@ -19,7 +19,7 @@ import _baplus
|
|||
import _babase
|
||||
import babase
|
||||
from bauiv1lib.fileselector import FileSelectorWindow
|
||||
from bauiv1lib.promocode import PromoCodeWindow
|
||||
from bauiv1lib.sendinfo import SendInfoWindow
|
||||
from bauiv1lib.confirm import ConfirmWindow
|
||||
import bauiv1 as bui
|
||||
import os
|
||||
|
|
@ -55,14 +55,16 @@ class UploadConfirmation(ConfirmWindow):
|
|||
origin_widget: bui.Widget | None = None,
|
||||
|
||||
):
|
||||
super().__init__(text=text, action=action, origin_widget=origin_widget, ok_text=ok_text)
|
||||
super().__init__(text=text, action=action,
|
||||
origin_widget=origin_widget, ok_text=ok_text)
|
||||
self.status = status
|
||||
self.file_path = file_path
|
||||
|
||||
def _ok(self) -> None:
|
||||
if self.status == "init":
|
||||
self._cancel()
|
||||
UploadConfirmation("", "uploading", text="Uploading file wait !", ok_text="Wait")
|
||||
UploadConfirmation(
|
||||
"", "uploading", text="Uploading file wait !", ok_text="Wait")
|
||||
self._upload_file()
|
||||
|
||||
elif self.status == "uploading":
|
||||
|
|
@ -83,10 +85,10 @@ class UploadConfirmation(ConfirmWindow):
|
|||
ShowURLWindow(url)
|
||||
|
||||
|
||||
class InputWindow(PromoCodeWindow):
|
||||
class InputWindow(SendInfoWindow):
|
||||
def __init__(
|
||||
self, modal: bool = True, origin_widget: bui.Widget | None = None, path=None):
|
||||
super().__init__(modal=modal, origin_widget=origin_widget)
|
||||
super().__init__(modal=modal, legacy_code_mode=True, origin_widget=origin_widget)
|
||||
bui.textwidget(edit=self._text_field, max_chars=300)
|
||||
self._path = path
|
||||
self.message_widget = bui.textwidget(
|
||||
|
|
@ -101,12 +103,15 @@ class InputWindow(PromoCodeWindow):
|
|||
def _do_enter(self):
|
||||
url = bui.textwidget(query=self._text_field)
|
||||
if self._path and self._path != "/bombsquad":
|
||||
bui.textwidget(edit=self.message_widget, text="downloading.... wait...")
|
||||
bui.textwidget(edit=self.message_widget,
|
||||
text="downloading.... wait...")
|
||||
bui.screenmessage("Downloading started")
|
||||
thread = Thread(target=handle_download, args=(url, self._path, self.on_download,))
|
||||
thread = Thread(target=handle_download, args=(
|
||||
url, self._path, self.on_download,))
|
||||
thread.start()
|
||||
else:
|
||||
bui.textwidget(edit=self.message_widget, text="First select folder were to save file.")
|
||||
bui.textwidget(edit=self.message_widget,
|
||||
text="First select folder were to save file.")
|
||||
self.close()
|
||||
|
||||
def on_download(self, output_path):
|
||||
|
|
@ -306,7 +311,8 @@ def handle_upload(file, callback, root_widget):
|
|||
_babase.pushcall(Call(callback, json.loads(response.read().decode(
|
||||
'utf-8'))["link"], root_widget), from_other_thread=True)
|
||||
else:
|
||||
bui.screenmessage(f"Failed to Upload file. Status code: {response.getcode()}")
|
||||
bui.screenmessage(
|
||||
f"Failed to Upload file. Status code: {response.getcode()}")
|
||||
except urllib.error.URLError as e:
|
||||
bui.screenmessage(f"Error occurred: {e}")
|
||||
|
||||
|
|
@ -318,22 +324,26 @@ def handle_download(url, path, callback):
|
|||
if response.getcode() == 200:
|
||||
# Read the filename from the Content-Disposition header
|
||||
filename = None
|
||||
content_disposition = response.headers.get('Content-Disposition', '')
|
||||
content_disposition = response.headers.get(
|
||||
'Content-Disposition', '')
|
||||
|
||||
match = re.search(r'filename\*?=(.+)', content_disposition)
|
||||
|
||||
if match:
|
||||
filename = urllib.parse.unquote(match.group(1), encoding='utf-8')
|
||||
filename = urllib.parse.unquote(
|
||||
match.group(1), encoding='utf-8')
|
||||
filename = filename.replace("UTF-8''", '')
|
||||
|
||||
output_path = os.path.join(path, filename)
|
||||
|
||||
with open(output_path, 'wb') as file:
|
||||
file.write(response.read())
|
||||
_babase.pushcall(Call(callback, output_path), from_other_thread=True)
|
||||
_babase.pushcall(Call(callback, output_path),
|
||||
from_other_thread=True)
|
||||
print(f"File downloaded and saved to: {output_path}")
|
||||
else:
|
||||
print(f"Failed to download file. Status code: {response.getcode()}")
|
||||
print(
|
||||
f"Failed to download file. Status code: {response.getcode()}")
|
||||
except urllib.error.URLError as e:
|
||||
# bui.screenmessage(f'Error occured {e}')
|
||||
print(f"Error occurred: {e}")
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue