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https://github.com/bombsquad-community/plugin-manager.git
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9 changed files with 518 additions and 68 deletions
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@ -1,382 +0,0 @@
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# Porting to api 8 made easier by baport.(https://github.com/bombsquad-community/baport)
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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 bauiv1 as bui
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import bascenev1 as bs
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import random
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from bascenev1lib.actor.bomb import BombFactory, Bomb
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from bascenev1lib.gameutils import SharedObjects
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from bascenev1lib.actor.onscreentimer import OnScreenTimer
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if TYPE_CHECKING:
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from typing import Any, Sequence, Optional, List, Dict, Type, Type
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class _GotTouched():
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pass
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class UFO(bs.Actor):
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def __init__(self, pos: float = (0, 0, 0)):
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super().__init__()
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shared = SharedObjects.get()
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self.r: Optional[int] = 0
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self.dis: Optional[List] = []
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self.target: float = (0.0, 0.0, 0.0)
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self.regs: List[bs.NodeActor] = []
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self.node = bs.newnode('prop',
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delegate=self,
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attrs={'body': 'landMine',
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'position': pos,
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'mesh': bs.getmesh('landMine'),
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'mesh_scale': 1.5,
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'body_scale': 0.01,
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'shadow_size': 0.000001,
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'gravity_scale': 0.0,
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'color_texture': bs.gettexture("achievementCrossHair"),
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'materials': [shared.object_material]})
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self.ufo_collide = None
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def create_target(self):
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if not self.node.exists():
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return
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self.dis = []
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shared = SharedObjects.get()
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try:
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def pass_():
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self.regs.clear()
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bs.timer(3875*0.001, self.move)
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try:
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bs.timer(3277*0.001, lambda: Bomb(velocity=(0, 0, 0), position=(
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self.target[0], self.node.position[1]-0.43999, self.target[2]), bomb_type='impact').autoretain().arm())
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except:
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pass
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key = bs.Material()
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key.add_actions(
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conditions=('they_have_material', shared.object_material),
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actions=(
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('modify_part_collision', 'collide', True),
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('modify_part_collision', 'physical', False),
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('call', 'at_connect', pass_()),
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))
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except:
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pass
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self.regs.append(bs.NodeActor(bs.newnode('region',
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attrs={
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'position': self.target,
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'scale': (0.04, 22, 0.04),
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'type': 'sphere',
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'materials': [key]})))
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def move(self):
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if not self.node.exists():
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return
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try:
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self.create_target()
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for j in bs.getnodes():
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n = j.getdelegate(object)
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if j.getnodetype() == 'prop' and isinstance(n, TileFloor):
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if n.node.exists():
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self.dis.append(n.node)
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self.r = random.randint(0, len(self.dis)-1)
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self.target = (self.dis[self.r].position[0],
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self.node.position[1], self.dis[self.r].position[2])
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bs.animate_array(self.node, 'position', 3, {
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0: self.node.position,
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3.0: self.target})
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except:
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pass
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def handlemessage(self, msg):
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if isinstance(msg, bs.DieMessage):
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self.node.delete()
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elif isinstance(msg, bs.OutOfBoundsMessage):
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self.handlemessage(bs.DieMessage())
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else:
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super().handlemessage(msg)
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class TileFloor(bs.Actor):
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def __init__(self,
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pos: float = (0, 0, 0)):
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super().__init__()
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get_mat = SharedObjects.get()
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self.pos = pos
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self.scale = 1.5
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self.mat, self.mat2, self.test = bs.Material(), bs.Material(), bs.Material()
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self.mat.add_actions(conditions=('we_are_older_than', 1),
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actions=(('modify_part_collision', 'collide', False)))
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self.mat2.add_actions(conditions=('we_are_older_than', 1),
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actions=(('modify_part_collision', 'collide', True)))
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self.test.add_actions(
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conditions=('they_have_material', BombFactory.get().bomb_material),
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actions=(
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('modify_part_collision', 'collide', True),
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('modify_part_collision', 'physical', False),
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('message', 'our_node', 'at_connect', _GotTouched())))
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self.node = bs.newnode('prop',
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delegate=self,
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attrs={'body': 'puck',
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'position': self.pos,
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'mesh': bs.getmesh('buttonSquareOpaque'),
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'mesh_scale': self.scale*1.16,
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'body_scale': self.scale,
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'shadow_size': 0.0002,
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'gravity_scale': 0.0,
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'color_texture': bs.gettexture("tnt"),
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'is_area_of_interest': True,
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'materials': [self.mat, self.test]})
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self.node_support = bs.newnode('region',
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attrs={
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'position': self.pos,
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'scale': (self.scale*0.8918, 0.1, self.scale*0.8918),
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'type': 'box',
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'materials': [get_mat.footing_material, self.mat2]
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})
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def handlemessage(self, msg):
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if isinstance(msg, bs.DieMessage):
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self.node.delete()
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self.node_support.delete()
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elif isinstance(msg, _GotTouched):
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def do(): self.handlemessage(bs.DieMessage())
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bs.timer(0.1, do)
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else:
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super().handlemessage(msg)
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class defs():
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points = boxes = {}
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boxes['area_of_interest_bounds'] = (-1.3440, 1.185751251, 3.7326226188) + (
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0.0, 0.0, 0.0) + (29.8180273, 15.57249038, 22.93859993)
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boxes['map_bounds'] = (0.0, 2.585751251, 0.4326226188) + (0.0, 0.0,
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0.0) + (29.09506485, 15.81173179, 33.76723155)
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class DummyMapForGame(bs.Map):
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defs, name = defs(), 'Tile Lands'
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@classmethod
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def get_play_types(cls) -> List[str]:
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return []
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@classmethod
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def get_preview_texture_name(cls) -> str:
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return 'achievementCrossHair'
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@classmethod
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def on_preload(cls) -> Any:
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data: Dict[str, Any] = {'bg_1': bs.gettexture('rampageBGColor'), 'bg_2': bs.gettexture(
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'rampageBGColor2'), 'bg_mesh_1': bs.getmesh('rampageBG'), 'bg_mesh_2': bs.getmesh('rampageBG2'), }
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return data
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def __init__(self) -> None:
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super().__init__()
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self.bg1 = bs.newnode('terrain', attrs={
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'mesh': self.preloaddata['bg_mesh_1'], 'lighting': False, 'background': True, 'color_texture': self.preloaddata['bg_2']})
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self.bg2 = bs.newnode('terrain', attrs={
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'mesh': self.preloaddata['bg_mesh_2'], 'lighting': False, 'background': True, 'color_texture': self.preloaddata['bg_2']})
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a = bs.getactivity().globalsnode
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a.tint, a.ambient_color, a.vignette_outer, a.vignette_inner = (
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1.2, 1.1, 0.97), (1.3, 1.2, 1.03), (0.62, 0.64, 0.69), (0.97, 0.95, 0.93)
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class DummyMapForGame2(bs.Map):
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defs, name = defs(), 'Tile Lands Night'
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@classmethod
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def get_play_types(cls) -> List[str]:
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return []
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@classmethod
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def get_preview_texture_name(cls) -> str:
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return 'achievementCrossHair'
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@classmethod
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def on_preload(cls) -> Any:
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data: Dict[str, Any] = {'bg_1': bs.gettexture('menuBG'), 'bg_2': bs.gettexture(
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'menuBG'), 'bg_mesh_1': bs.getmesh('thePadBG'), 'bg_mesh_2': bs.getmesh('thePadBG'), }
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return data
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def __init__(self) -> None:
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super().__init__()
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self.bg1 = bs.newnode('terrain', attrs={
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'mesh': self.preloaddata['bg_mesh_1'], 'lighting': False, 'background': True, 'color_texture': self.preloaddata['bg_2']})
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self.bg2 = bs.newnode('terrain', attrs={
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'mesh': self.preloaddata['bg_mesh_2'], 'lighting': False, 'background': True, 'color_texture': self.preloaddata['bg_2']})
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a = bs.getactivity().globalsnode
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a.tint, a.ambient_color, a.vignette_outer, a.vignette_inner = (
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0.5, 0.7, 1.27), (2.5, 2.5, 2.5), (0.62, 0.64, 0.69), (0.97, 0.95, 0.93)
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bs._map.register_map(DummyMapForGame)
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bs._map.register_map(DummyMapForGame2)
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class Player(bs.Player['Team']):
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"""Our player type for this game."""
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def __init__(self) -> None:
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super().__init__()
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self.death_time: Optional[float] = None
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class Team(bs.Team[Player]):
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"""Our team type for this game."""
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# ba_meta export bascenev1.GameActivity
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class UFOAttackGame(bs.TeamGameActivity[Player, Team]):
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name = 'UFO Attack'
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description = 'Dodge the falling bombs.'
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available_settings = [
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bs.BoolSetting('Epic Mode', default=False),
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bs.BoolSetting('Enable Run', default=True),
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bs.BoolSetting('Enable Jump', default=True),
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bs.BoolSetting('Display Map Area Dimension', default=False),
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bs.IntSetting('No. of Rows' + u' →', max_value=13, min_value=1, default=8, increment=1),
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bs.IntSetting('No. of Columns' + u' ↓', max_value=12, min_value=1, default=6, increment=1)
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]
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scoreconfig = bs.ScoreConfig(label='Survived',
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scoretype=bs.ScoreType.SECONDS,
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version='B')
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# Print messages when players die (since its meaningful in this game).
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announce_player_deaths = True
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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 ['Tile Lands', 'Tile Lands Night']
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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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def __init__(self, settings: dict):
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super().__init__(settings)
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self.col = int(settings['No. of Columns' + u' ↓'])
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self.row = int(settings['No. of Rows' + u' →'])
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self.bool1 = bool(settings['Enable Run'])
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self.bool2 = bool(settings['Enable Jump'])
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self._epic_mode = settings.get('Epic Mode', False)
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self._last_player_death_time: Optional[float] = None
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self._timer: Optional[OnScreenTimer] = None
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self.default_music = (bs.MusicType.EPIC
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if self._epic_mode else bs.MusicType.SURVIVAL)
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if bool(settings["Display Map Area Dimension"]):
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self.game_name = "UFO Attack " + "(" + str(self.col) + "x" + str(self.row) + ")"
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else:
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self.game_name = "UFO Attack"
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if self._epic_mode:
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self.slow_motion = True
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def get_instance_display_string(self) -> babase.Lstr:
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return self.game_name
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def on_begin(self) -> None:
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super().on_begin()
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self._timer = OnScreenTimer()
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self._timer.start()
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# bs.timer(5.0, self._check_end_game)
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for r in range(self.col):
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for j in range(self.row):
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tile = TileFloor(pos=(-6.204283+(j*1.399), 3.425666,
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-1.3538+(r*1.399))).autoretain()
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self.ufo = UFO(pos=(-5.00410667, 6.616383286, -2.503472)).autoretain()
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bs.timer(7000*0.001, lambda: self.ufo.move())
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for t in self.players:
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self.spawn_player(t)
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def on_player_join(self, player: Player) -> None:
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if self.has_begun():
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bs.broadcastmessage(
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babase.Lstr(resource='playerDelayedJoinText',
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subs=[('${PLAYER}', player.getname(full=True))]),
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color=(0, 1, 0),
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)
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assert self._timer is not None
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player.death_time = self._timer.getstarttime()
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return
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def on_player_leave(self, player: Player) -> None:
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super().on_player_leave(player)
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self._check_end_game()
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def spawn_player(self, player: Player) -> bs.Actor:
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dis = []
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for a in bs.getnodes():
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g = a.getdelegate(object)
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if a.getnodetype() == 'prop' and isinstance(g, TileFloor):
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dis.append(g.node)
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r = random.randint(0, len(dis)-1)
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spaz = self.spawn_player_spaz(player, position=(
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dis[r].position[0], dis[r].position[1]+1.005958, dis[r].position[2]))
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spaz.connect_controls_to_player(enable_punch=False,
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enable_bomb=False,
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enable_run=self.bool1,
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enable_jump=self.bool2,
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enable_pickup=False)
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spaz.play_big_death_sound = True
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return spaz
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def handlemessage(self, msg: Any) -> Any:
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if isinstance(msg, bs.PlayerDiedMessage):
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super().handlemessage(msg)
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curtime = bs.time()
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msg.getplayer(Player).death_time = curtime
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bs.timer(1.0, self._check_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 _check_end_game(self) -> None:
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living_team_count = 0
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for team in self.teams:
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for player in team.players:
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if player.is_alive():
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living_team_count += 1
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break
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if living_team_count <= 1:
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self.end_game()
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def end_game(self) -> None:
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self.ufo.handlemessage(bs.DieMessage())
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cur_time = bs.time()
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assert self._timer is not None
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start_time = self._timer.getstarttime()
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for team in self.teams:
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for player in team.players:
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survived = False
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if player.death_time is None:
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survived = True
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player.death_time = cur_time + 1
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score = int(player.death_time - self._timer.getstarttime())
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if survived:
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score += 2
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self.stats.player_scored(player, score, screenmessage=False)
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self._timer.stop(endtime=self._last_player_death_time)
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results = bs.GameResults()
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for team in self.teams:
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longest_life = 0.0
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for player in team.players:
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assert player.death_time is not None
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longest_life = max(longest_life,
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player.death_time - start_time)
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# Submit the score value in milliseconds.
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results.set_team_score(team, int(longest_life))
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self.end(results=results)
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