bombsquad-plugin-manager/plugins/utilities/floater.py
2023-07-28 17:03:36 +05:30

278 lines
No EOL
9.2 KiB
Python

# Ported by your friend: Freaku
#Join BCS:
# https://discord.gg/ucyaesh
#My GitHub:
# https://github.com/Freaku17/BombSquad-Mods-byFreaku
# ba_meta require api 8
from __future__ import annotations
from typing import TYPE_CHECKING
import _babase, babase, random, math
import bauiv1 as bui
import bascenev1 as bs
from bascenev1lib.gameutils import SharedObjects
from bascenev1lib.actor.bomb import Bomb
from bascenev1lib.actor.popuptext import PopupText
from bauiv1lib.party import PartyWindow
if TYPE_CHECKING:
from typing import Optional
class Floater(bs.Actor):
def __init__(self, bounds):
super().__init__()
shared = SharedObjects.get()
self.controlled = False
self.source_player = None
self.floaterMaterial = bs.Material()
self.floaterMaterial.add_actions(
conditions=('they_have_material',
shared.player_material),
actions=(('modify_node_collision', 'collide', True),
('modify_part_collision', 'physical', True)))
self.floaterMaterial.add_actions(
conditions=(('they_have_material',
shared.object_material), 'or',
('they_have_material',
shared.footing_material), 'or',
('they_have_material',
self.floaterMaterial)),
actions=('modify_part_collision', 'physical', False))
self.pos = bounds
self.px = "random.uniform(self.pos[0],self.pos[3])"
self.py = "random.uniform(self.pos[1],self.pos[4])"
self.pz = "random.uniform(self.pos[2],self.pos[5])"
self.node = bs.newnode(
'prop',
delegate=self,
owner=None,
attrs={
'position': (eval(self.px), eval(self.py), eval(self.pz)),
'mesh':
bs.getmesh('landMine'),
'light_mesh':
bs.getmesh('landMine'),
'body':
'landMine',
'body_scale':
3,
'mesh_scale':
3.1,
'shadow_size':
0.25,
'density':
999999,
'gravity_scale':
0.0,
'color_texture':
bs.gettexture('achievementFlawlessVictory'),
'reflection':
'soft',
'reflection_scale': [0.25],
'materials':
[shared.footing_material, self.floaterMaterial]
})
self.node2 = bs.newnode(
'prop',
owner=self.node,
attrs={
'position': (0, 0, 0),
'body':
'sphere',
'mesh':
None,
'color_texture':
None,
'body_scale':
1.0,
'reflection':
'powerup',
'density':
999999,
'reflection_scale': [1.0],
'mesh_scale':
1.0,
'gravity_scale':
0,
'shadow_size':
0.1,
'is_area_of_interest':
True,
'materials':
[shared.object_material, self.floaterMaterial]
})
self.node.connectattr('position', self.node2, 'position')
def pop(self): PopupText(text="Ported by \ue048Freaku", scale=1.3, position=(self.node.position[0],self.node.position[1]-1,self.node.position[2]), color=(0,1,1)).autoretain()
def checkCanControl(self):
if not self.node.exists():
return False
if not self.source_player.is_alive():
self.dis()
return False
return True
def con(self):
self.controlled = True
self.checkPlayerDie()
def up(self):
if not self.checkCanControl():
return
v = self.node.velocity
self.node.velocity = (v[0], 5, v[2])
def upR(self):
if not self.checkCanControl():
return
v = self.node.velocity
self.node.velocity = (v[0], 0, v[2])
def down(self):
if not self.checkCanControl():
return
v = self.node.velocity
self.node.velocity = (v[0], -5, v[2])
def downR(self):
if not self.checkCanControl():
return
v = self.node.velocity
self.node.velocity = (v[0], 0, v[2])
def leftright(self, value):
if not self.checkCanControl():
return
v = self.node.velocity
self.node.velocity = (5 * value, v[1], v[2])
def updown(self, value):
if not self.checkCanControl():
return
v = self.node.velocity
self.node.velocity = (v[0], v[1], -5 * value)
def dis(self):
if self.node.exists():
self.controlled = False
self.node.velocity = (0, 0, 0)
self.move()
def checkPlayerDie(self):
if not self.controlled:
return
if self.source_player is None:
return
if self.source_player.is_alive():
bs.timer(1, self.checkPlayerDie)
return
else:
self.dis()
def distance(self, x1, y1, z1, x2, y2, z2):
d = math.sqrt(math.pow(x2 - x1, 2) + math.pow(y2 - y1, 2) + math.pow(z2 - z1, 2))
return d
def drop(self):
try:
np = self.node.position
except:
np = (0, 0, 0)
self.b = Bomb(bomb_type=random.choice(['normal', 'ice', 'sticky', 'impact', 'land_mine', 'tnt']), source_player=self.source_player, position=(np[0], np[1] - 1, np[2]), velocity=(0, -1, 0)).autoretain()
if self.b.bomb_type in ['impact', 'land_mine']:
self.b.arm()
def move(self):
px = eval(self.px)
py = eval(self.py)
pz = eval(self.pz)
if self.node.exists() and not self.controlled:
pn = self.node.position
dist = self.distance(pn[0], pn[1], pn[2], px, py, pz)
self.node.velocity = ((px - pn[0]) / dist, (py - pn[1]) / dist, (pz - pn[2]) / dist)
bs.timer(dist-1, bs.WeakCall(self.move)) #suppress_format_warning=True)
def handlemessage(self, msg):
if isinstance(msg, bs.DieMessage):
self.node.delete()
self.node2.delete()
self.controlled = False
elif isinstance(msg, bs.OutOfBoundsMessage):
self.handlemessage(bs.DieMessage())
else:
super().handlemessage(msg)
def assignFloInputs(clientID: int):
activity = bs.get_foreground_host_activity()
with activity.context:
if not hasattr(activity, 'flo') or not activity.flo.node.exists():
try: activity.flo = Floater(activity.map.get_def_bound_box('map_bounds'))
except: return #Perhaps using in main-menu/score-screen
floater = activity.flo
if floater.controlled:
bs.broadcastmessage('Floater is already being controlled', color=(1, 0, 0), transient=True, clients=[clientID])
return
bs.broadcastmessage('You Gained Control Over The Floater!\n Press Bomb to Throw Bombs and Punch to leave!', clients=[clientID], transient=True, color=(0, 1, 1))
for i in activity.players:
if i.sessionplayer.inputdevice.client_id == clientID:
def dis(i, floater):
i.actor.node.invincible = False
i.resetinput()
i.actor.connect_controls_to_player()
floater.dis()
ps = i.actor.node.position
i.actor.node.invincible = True
floater.node.position = (ps[0], ps[1] + 1.0, ps[2])
bs.timer(1, floater.pop)
i.actor.node.hold_node = bs.Node(None)
i.actor.node.hold_node = floater.node2
i.actor.connect_controls_to_player()
i.actor.disconnect_controls_from_player()
i.resetinput()
floater.source_player = i
floater.con()
i.assigninput(babase.InputType.PICK_UP_PRESS, floater.up)
i.assigninput(babase.InputType.PICK_UP_RELEASE, floater.upR)
i.assigninput(babase.InputType.JUMP_PRESS, floater.down)
i.assigninput(babase.InputType.BOMB_PRESS, floater.drop)
i.assigninput(babase.InputType.PUNCH_PRESS, babase.Call(dis, i, floater))
i.assigninput(babase.InputType.UP_DOWN, floater.updown)
i.assigninput(babase.InputType.LEFT_RIGHT, floater.leftright)
# Display chat icon, but if user open/close gather it may disappear
bui.set_party_icon_always_visible(True)
old_piv = bui.set_party_icon_always_visible
def new_piv(*args, **kwargs):
# Do not let chat icon go away
old_piv(True)
bui.set_party_icon_always_visible = new_piv
old_fcm = bs.chatmessage
def new_chat_message(*args, **kwargs):
old_fcm(*args, **kwargs)
if args[0] == '/floater':
try: assignFloInputs(-1)
except: pass
bs.chatmessage = new_chat_message
# ba_meta export plugin
class byFreaku(babase.Plugin):
def __init__(self): pass