bombsquad-plugin-manager/plugins/maps/forest.py
2025-06-01 16:47:32 +03:00

123 lines
3.4 KiB
Python

# ba_meta require api 9
#
from __future__ import annotations
from typing import TYPE_CHECKING
import babase
import bauiv1 as bui
import bascenev1 as bs
from bascenev1 import _map
from bascenev1lib.gameutils import SharedObjects
from bascenev1lib.maps import *
if TYPE_CHECKING:
pass
class ForestMapData():
points = {}
boxes = {}
boxes['area_of_interest_bounds'] = (
(0.0, 1.185751251, 0.4326226188)
+ (0.0, 0.0, 0.0)
+ (29.8180273, 11.57249038, 18.89134176)
)
boxes['edge_box'] = (
(-0.103873591, 0.4133341891, 0.4294651013)
+ (0.0, 0.0, 0.0)
+ (22.48295719, 1.290242794, 8.990252454)
)
points['ffa_spawn1'] = (-2.0, -2.0, -4.373674593) + (
8.895057015,
1.0,
0.444350722,
)
points['ffa_spawn2'] = (-2.0, -2.0, 2.076288941) + (
8.895057015,
1.0,
0.444350722,
)
boxes['map_bounds'] = (
(0.0, 1.185751251, 0.4326226188)
+ (0.0, 0.0, 0.0)
+ (42.09506485, 22.81173179, 29.76723155)
)
points['flag_default'] = (-2.5, -3.0, -2.0)
points['powerup_spawn1'] = (-6.0, -2.6, -1.25)
points['powerup_spawn2'] = (1.0, -2.6, -1.25)
points['spawn1'] = (-10.0, -2.0, -2.0) + (0.5, 1.0, 3.2)
points['spawn2'] = (5.0, -2.0, -2.0) + (0.5, 1.0, 3.2)
class ForestMap(bs.Map):
defs = ForestMapData()
name = 'Forest'
@classmethod
def get_play_types(cls) -> list[str]:
return ['melee', 'keep_away']
@classmethod
def get_preview_texture_name(cls) -> list[str]:
return 'natureBackgroundColor'
@classmethod
def on_preload(cls) -> any:
data: dict[str, any] = {
'mesh': bs.getmesh('natureBackground'),
'tex': bs.gettexture('natureBackgroundColor'),
'collision_mesh': bs.getcollisionmesh('natureBackgroundCollide'),
'bgmesh': bs.getmesh('thePadBG'),
'bgtex': bs.gettexture('menuBG')
}
return data
def __init__(self) -> None:
super().__init__()
shared = SharedObjects.get()
self.node = bs.newnode(
'terrain',
delegate=self,
attrs={
'mesh': self.preloaddata['mesh'],
'color_texture': self.preloaddata['tex'],
'collision_mesh': self.preloaddata['collision_mesh'],
'materials': [shared.footing_material]
}
)
self.background = bs.newnode(
'terrain',
attrs={
'mesh': self.preloaddata['bgmesh'],
'lighting': False,
# 'shadow': True,
'color_texture': self.preloaddata['bgtex']
}
)
gnode = bs.getactivity().globalsnode
gnode.tint = (1.0, 1.10, 1.15)
gnode.ambient_color = (0.9, 1.3, 1.1)
gnode.shadow_ortho = False
gnode.vignette_outer = (0.76, 0.76, 0.76)
gnode.vignette_inner = (0.95, 0.95, 0.99)
def is_point_near_edge(self,
point: babase.Vec3,
running: bool = False) -> bool:
xpos = point.x
zpos = point.z
x_adj = xpos * 0.125
z_adj = (zpos + 3.7) * 0.2
if running:
x_adj *= 1.4
z_adj *= 1.4
return x_adj * x_adj + z_adj * z_adj > 1.0
# ba_meta export plugin
class EnableMe(babase.Plugin):
_map.register_map(ForestMap)