bombsquad-plugin-manager/plugins/utilities/chat_bubbles.py
2026-02-23 05:16:06 -03:00

582 lines
23 KiB
Python

# ba_meta require api 9
# This plugin only works with BombSquad 1.7.49+
from __future__ import annotations
from typing import TYPE_CHECKING, override
import babase
import bascenev1 as bs
import random
import string
import unicodedata
if TYPE_CHECKING:
from typing import Any
plugman = dict(
plugin_name="chat_bubbles",
description="Adds whatever the players say above their character, includes a few other features too!",
external_url="",
authors=[
{"name": "DinoWattz", "email": "", "discord": ""}
],
version="1.0.0",
)
PRINT_CHAT_MESSAGES = True # Prints chat messages to the console as "[Character's Name] Player 1/Player 2: Hello World!"
BUBBLE_DURATION: float = 4.7 # 4.7 matches the default onscreen message duration
SPEAK_VOLUME = 1.5
SHOUT_VOLUME = 3.0
CELEBRATE_MESSAGE = [(bs.CelebrateMessage, {"duration": 1.0})]
# Easter egg triggers, sounds, and messages flag
# If adding new ones, make sure to test them in-game
EASTER_EGGS = [
{
"triggers": {
"hi", "hello", "hey", "hiya", "yo", "sup", "heya", "howdy",
"greetings", "salutations", "ahoy", "ahoyhoy", "bonjour",
"hola", "ciao", "ola", "oi", "eae", "salve",
"bye", "goodbye", "see ya", "see you", "cya",
"adios", "chau", "chao", "tchau",
"adeus", "ate mais", "falou", "flw"
},
"node_messages": [("celebrate_r", 1000)],
},
{
"triggers": {"aaa"},
"sound": "spazFall01",
"messages": CELEBRATE_MESSAGE,
},
{
"triggers": {"aaaa"},
"sound": "zoeFall01",
"messages": CELEBRATE_MESSAGE,
},
{
"triggers": {"aaaaa"},
"sound": "kronkFall",
"messages": CELEBRATE_MESSAGE,
},
{
"triggers": {"potato"},
"sound": "kronk2",
"messages": CELEBRATE_MESSAGE,
},
{
"triggers": {"dau", "tau", "d'oh", "doh"},
"sound": "kronk3",
"messages": CELEBRATE_MESSAGE,
},
{
"triggers": {"drau", "trau", "d'roh", "droh"},
"sound": "bunny2",
"messages": CELEBRATE_MESSAGE,
},
{
"triggers": {"hahaha", "hahahaha",
"hahahah", "hahahahah", "lol",
"nahahah", "kakaka", "kakakaka", "kkk", "kkkk",
"jajaja", "jajajaja", "jajajajaa"},
"sound": "mel05",
"messages": CELEBRATE_MESSAGE,
},
{
"triggers": {"ha", "hah", "ja", "ka"},
"sound": "mel06",
"messages": CELEBRATE_MESSAGE,
},
{
"triggers": {"merry christmas", "merry krismas", "merry xmas", "feliz natal", "feliz navidad"},
"sound": "santa02",
"messages": CELEBRATE_MESSAGE,
},
{
"triggers": {"hohoho", "ho ho ho", "ho-ho-ho"},
"sound": "santa05",
"messages": CELEBRATE_MESSAGE,
},
{
"triggers": {"gg", "good game", "que pro", "q pro"},
"sound": "achievement",
"messages": CELEBRATE_MESSAGE,
},
{
"triggers": {"boo", "bad game", "que noob", "q noob"},
"sound": "boo",
"messages": CELEBRATE_MESSAGE,
},
# ↓ Node messages are like this ↓
{
"triggers": {"0", "zero"},
"sound": "boxingBell",
"node_messages": [("celebrate_l", 1000)],
},
{
"triggers": {"1", "one"},
"sound": "announceOne",
"node_messages": [("celebrate_r", 1000)],
},
{
"triggers": {"2", "two"},
"sound": "announceTwo",
"node_messages": [("celebrate_r", 1000)],
},
{
"triggers": {"3", "three"},
"sound": "announceThree",
"node_messages": [("celebrate_r", 1000)],
},
{
"triggers": {"4", "four"},
"sound": "announceFour",
"node_messages": [("celebrate_r", 1000)],
},
{
"triggers": {"5", "five"},
"sound": "announceFive",
"node_messages": [("celebrate_r", 1000)],
},
{
"triggers": {"6", "six"},
"sound": "announceSix",
"node_messages": [("celebrate_r", 1000)],
},
{
"triggers": {"7", "seven"},
"sound": "announceSeven",
"node_messages": [("celebrate_r", 1000)],
},
{
"triggers": {"8", "eight"},
"sound": "announceEight",
"node_messages": [("celebrate_r", 1000)],
},
{
"triggers": {"9", "nine"},
"sound": "announceNine",
"node_messages": [("celebrate_r", 1000)],
},
{
"triggers": {"10", "ten"},
"sound": "announceTen",
"node_messages": [("celebrate_r", 1000)],
},
{
"triggers": {"xd"},
"sound": "santaDeath",
"node_messages": [("knockout", 100)],
},
# ↓ Easter eggs without actor/node messages ↓
{
"triggers": {"huh", "huhh", "huhhh", "huhhhh", "humph", "hmph", "hum", "humm"},
"sound": "agent1",
},
{
"triggers": {"hoh", "hohh", "hohhh", "hohhhh", "ohh"},
"sound": "agent3",
},
{
"triggers": {"eff"},
"sound": "zoeEff",
},
{
"triggers": {"ow", "oww", "oow"},
"sound": "zoeOw",
},
{
"triggers": {"pipipi", "bibibi"},
"sound": "mel07",
},
{
"triggers": {"oh yeah", "oh yea", "oohh yeah", "oohh yea"},
"sound": "yeah",
},
{
"triggers": {"woo"},
"sound": "woo2",
},
{
"triggers": {"wooo"},
"sound": "woo",
},
{
"triggers": {"woo yeah", "woo yea"},
"sound": "woo3",
},
{
"triggers": {"ooh"},
"sound": "ooh",
},
{
"triggers": {"wow"},
"sound": "wow",
},
{
"triggers": {"gasp"},
"sound": "gasp",
},
{
"triggers": {"ahh", "aah"},
"sound": "aww",
},
{
"triggers": {"nice"},
"sound": "nice",
},
# ↑ Default easter egg list ends here ↑
]
# Chat bubble functionality
def create_bubble(player: bs.SessionPlayer, text: str, name: str):
msg = normalize_message(text)
is_caps = len(text) > 1 and text.isupper()
handled = False
bubble_created = False
activityplayer: bs.Player | None = getattr(player, 'activityplayer', None)
def _fallback_logic():
nonlocal handled, activityplayer
color = (1, 1, 0.4)
image_icon = {'texture': bs.gettexture("cuteSpaz"), 'tint_texture': bs.gettexture("cuteSpaz"), 'tint_color': (1.0, 1.0, 1.0), 'tint2_color': (1.0, 1.0, 1.0)}
if activityplayer:
normal_highlight = bs.normalized_color( bs.safecolor(player.highlight, target_intensity=1.15) )
saturated_highlight = bs.normalized_color( bs.safecolor(player.highlight, target_intensity=0.75) )
color = saturated_highlight if is_caps else normal_highlight
image_icon = activityplayer.get_icon()
bs.broadcastmessage(f"{name}: {text}",
color=color,
top=True,
image=image_icon)
for egg in EASTER_EGGS:
if msg in egg["triggers"]:
if egg.get("sound"):
sound = bs.getsound(egg["sound"])
sound.play(SHOUT_VOLUME if is_caps else SPEAK_VOLUME)
handled = True
break
if not handled and activityplayer:
assert bs.app.classic is not None
handled = True
character = activityplayer.character
char = bs.app.classic.spaz_appearances[character]
if is_caps:
attack_sounds = [bs.getsound(s) for s in char.attack_sounds]
if attack_sounds and isinstance(attack_sounds, (list, tuple)) and len(attack_sounds) > 0:
sound = random.choice(attack_sounds)
sound.play(SHOUT_VOLUME)
else:
pickup_sounds = [bs.getsound(s) for s in char.pickup_sounds]
if pickup_sounds and isinstance(pickup_sounds, (list, tuple)) and len(pickup_sounds) > 0:
sound = random.choice(pickup_sounds)
sound.play(SPEAK_VOLUME)
if activityplayer is None:
# No valid activityplayer: play sound if possible (lobby/non-in-game)
_fallback_logic()
return
bubbles = activityplayer.customdata.setdefault('chat_bubbles', [])
actor_list = []
# Support for both actor and ghost_actor (from the Ghost Players plugin)
if getattr(activityplayer, 'actor', None):
actor_list.append(activityplayer.actor)
if hasattr(activityplayer, 'customdata') and activityplayer.customdata.get('ghost_actor'):
actor_list.append(activityplayer.customdata['ghost_actor'])
if actor_list:
for actor in actor_list:
if actor and actor.is_alive() and actor.node:
assert actor is not None
char_node = actor.node
activity = actor.getactivity()
if activity is None or getattr(activity, 'expired', False):
continue
with activity.context:
# Calculate scale based on text length
base_scale = 0.015
min_scale = 0.009
scale = max(base_scale - 0.0003 * max(len(text) - 20, 0), min_scale)
y_offset = 1.2 + 0.25 * len(bubbles)
mnode = bs.newnode('math', owner=char_node, attrs={
'input1': (0, y_offset, 0),
'operation': 'add'
})
char_node.connectattr('torso_position', mnode, 'input2')
normal_highlight = bs.normalized_color( bs.safecolor(player.highlight, target_intensity=1.15) )
saturated_highlight = bs.normalized_color( bs.safecolor(player.highlight, target_intensity=0.75) )
bubble_color = saturated_highlight if is_caps else normal_highlight
textnode = bs.newnode('text',
owner=char_node,
attrs={
'text': text,
'color': bubble_color,
'shadow': 0.5,
'flatness': 0.5,
'scale': scale,
'h_align': 'center',
'v_align': 'bottom',
'in_world': True,
'opacity': 1.0,
})
mnode.connectattr('output', textnode, 'position')
focus = Plugin.Focus(owner=textnode).autoretain()
textnode.connectattr('position', focus.node, 'position')
# Adjust bubble duration for slow-motion activities
bubble_duration = BUBBLE_DURATION
if hasattr(activity, 'slow_motion') and activity.slow_motion:
bubble_duration = max(0.5, bubble_duration / 3)
# Play sound for all triggers (easter eggs and normal)
def _play_chat_sound(actor, sound, volume):
if actor.is_alive():
actor._safe_play_sound(sound, volume)
else:
sound.play(volume)
# Easter egg sound/message
for egg in EASTER_EGGS:
if msg in egg['triggers']:
# Sound selection logic
sound = None
if egg.get('sound'):
sound = bs.getsound(egg['sound'])
else:
# Default to character sounds if no specific sound is set
if is_caps:
attack_sounds = getattr(char_node, 'attack_sounds', None)
if attack_sounds and isinstance(attack_sounds, (list, tuple)) and len(attack_sounds) > 0:
sound = random.choice(attack_sounds)
else:
pickup_sounds = getattr(char_node, 'pickup_sounds', None)
if pickup_sounds and isinstance(pickup_sounds, (list, tuple)) and len(pickup_sounds) > 0:
sound = random.choice(pickup_sounds)
if sound:
_play_chat_sound(actor, sound, SHOUT_VOLUME if is_caps else SPEAK_VOLUME)
# Animation logic
if egg.get('messages') and actor.is_alive() and hasattr(actor, 'handlemessage'):
for msg_class, msg_kwargs in egg.get('messages', []):
msg_kwargs = msg_kwargs or {}
actor.handlemessage(msg_class(**msg_kwargs))
if egg.get('node_messages') and actor.is_alive() and actor.node.exists():
for node_args in egg.get('node_messages', []):
actor.node.handlemessage(*node_args)
handled = True
break
if not handled:
if is_caps:
attack_sounds = getattr(char_node, 'attack_sounds', None)
if attack_sounds and isinstance(attack_sounds, (list, tuple)) and len(attack_sounds) > 0:
sound = random.choice(attack_sounds)
_play_chat_sound(actor, sound, SHOUT_VOLUME)
if actor.is_alive() and hasattr(actor, 'handlemessage'):
actor.handlemessage(bs.CelebrateMessage(duration=1.0))
else:
pickup_sounds = getattr(char_node, 'pickup_sounds', None)
if pickup_sounds and isinstance(pickup_sounds, (list, tuple)) and len(pickup_sounds) > 0:
sound = random.choice(pickup_sounds)
_play_chat_sound(actor, sound, SPEAK_VOLUME)
bubbles.append((textnode, mnode))
bubble_created = True
while len(bubbles) > 3:
old_textnode, old_mnode = bubbles.pop(0)
if old_textnode is not None and hasattr(old_textnode, 'exists') and old_textnode.exists():
old_textnode.delete()
if old_mnode is not None and hasattr(old_mnode, 'exists') and old_mnode.exists():
old_mnode.delete()
update_bubble_offsets(bubbles)
fade_time = max(0.1, bubble_duration - 0.5)
bs.animate(textnode, 'opacity', {fade_time: 1.0, bubble_duration: 0.0})
bs.timer(bubble_duration, textnode.delete)
bs.timer(bubble_duration, mnode.delete)
def cleanup():
if hasattr(activityplayer, 'customdata'):
if 'chat_bubbles' in activityplayer.customdata:
activityplayer.customdata['chat_bubbles'] = [
b for b in activityplayer.customdata['chat_bubbles'] if b[0] != textnode
]
bs.timer(bubble_duration, cleanup)
if not bubble_created:
# No valid actor found: play sound if possible
_fallback_logic()
return
def update_bubble_offsets(bubbles):
for i, (tnode, mnode) in enumerate(reversed(bubbles)):
y_offset = 1.2 + 0.25 * i
if mnode is not None and hasattr(mnode, 'exists') and mnode.exists():
mnode.input1 = (0, y_offset, 0)
# Tools
def normalize_message(text):
msg = text.strip().lower()
msg = msg.translate(str.maketrans('', '', string.punctuation))
msg = ''.join(
c for c in unicodedata.normalize('NFD', msg)
if unicodedata.category(c) != 'Mn'
)
return msg
# ba_meta export babase.Plugin
class Plugin(babase.Plugin):
def on_app_running(self) -> None:
# Hook into chat message filtering
# We're delaying until the app runs and using a timer so it's more likely to work with other chat plugins (please don't make a chat plugin/filter that is delayed like this).
bs.apptimer(0.001, bs.WeakCallStrict(self.apply_patch))
def apply_patch(self):
import bascenev1._hooks as _hooks
_org_filter_chat_message = _hooks.filter_chat_message
def _chat_bubbles_hook(msg: str, client_id: int, *args, **kwargs) -> str | None:
org_msg = _org_filter_chat_message(msg, client_id, *args, **kwargs)
if org_msg is None:
# The original message has been ignored, so we should ignore it as well
return org_msg
# Chat bubble sorcery
try:
roster = bs.get_game_roster()
session = bs.get_foreground_host_session()
if session is None:
# Probably couldn't find a session because we are a client
return org_msg
sessionplayers = session.sessionplayers
player_list = []
matched = False
dead_bubble = False
character: str | None = None
with session.context:
for player in sessionplayers:
if player.inputdevice.client_id == client_id and player.in_game:
player_list.append(player)
continue
if player_list:
# Get combined name for multiple players on same client
name = ''
created_bubble = False
for player in player_list:
if name == '':
name = player.getname()
else:
name = name + '/' + player.getname()
# Create chat bubble
for player in player_list:
activityplayer: bs.Player = player.activityplayer
# We have a session player but not an activity player
if not activityplayer:
if not dead_bubble:
create_bubble(player, org_msg, name)
created_bubble = dead_bubble = True
continue
# We have a dead activity player
if not activityplayer.is_alive() and not dead_bubble:
create_bubble(player, org_msg, name)
created_bubble = dead_bubble = True
character = activityplayer.character if character is None else character
# elif we have an alive activity player
elif activityplayer.is_alive():
create_bubble(player, org_msg, name)
created_bubble = True
character = activityplayer.character if character is None else character
if created_bubble:
matched = True
if PRINT_CHAT_MESSAGES:
print(f"[{character}] {name}: {org_msg}")
else:
bs.logging.warning("Failed to create a chat bubble, using non-session player method now.")
# Non-session players (in lobby or just spectating, this only works for servers)
if not matched and not dead_bubble:
for client in roster:
if client['client_id'] == client_id:
name = client.get('display_string')
create_bubble(None, org_msg, name)
matched = True
if PRINT_CHAT_MESSAGES:
print(f"[{character}] {name}: {org_msg}")
break
except Exception as e:
bs.logging.exception(f"Error in chat bubble hook: {e}")
return org_msg
_hooks.filter_chat_message = _chat_bubbles_hook
bs.reload_hooks()
print("[ChatBubbles] Plugin initialized.")
class Focus(bs.Actor):
def __init__(
self,
*,
owner: bs.Node | None = None,
):
super().__init__()
self._focusnode_material = bs.Material()
self._focusnode_material.add_actions(
actions=('modify_node_collision', 'collide', False),
)
if getattr(owner, 'owner', None):
assert owner is not None
area_of_interest = False if getattr(owner.owner, 'is_area_of_interest', False) else True
else:
area_of_interest = False if getattr(owner, 'is_area_of_interest', False) else True
# I'm tired of this area_of_interest nonsense, it never works right
#area_of_interest = False
# actually it might work now that we don't spawn bubbles for dead players.
self.node = bs.newnode(
'prop',
delegate=self,
owner=owner,
attrs={
'body': 'sphere',
'body_scale': 0.0,
'shadow_size': 0.0,
'gravity_scale': 0.0,
'is_area_of_interest': area_of_interest,
'materials': (self._focusnode_material,),
},
)
@override
def handlemessage(self, msg: Any) -> Any:
assert not self.expired
if isinstance(msg, bs.DieMessage):
if self.node:
self.node.delete()
else:
super().handlemessage(msg)