vh-bombsquad-modded-server-.../dist/ba_root/mods/chatHandle/ChatCommands/floater.py
2024-04-07 05:16:55 +05:30

222 lines
8.4 KiB
Python

# ba_meta require api 6
# Server restart issue solved by SARA
from __future__ import annotations
from typing import TYPE_CHECKING
import ba, _ba
import random
import math
from bastd.gameutils import SharedObjects
from bastd.actor.bomb import Bomb
from ba._generated.enums import InputType
if TYPE_CHECKING:
from typing import Optional
class Floater(ba.Actor):
def __init__(self, bounds: tuple):
super().__init__()
shared = SharedObjects.get()
self.controlled = False
self.source_player = None
self.floater_material = ba.Material()
self.floater_material.add_actions(
conditions=('they_have_material',
shared.player_material),
actions=(('modify_node_collision', 'collide', True),
('modify_part_collision', 'physical', True)))
self.floater_material.add_actions(
conditions=(('they_have_material',
shared.object_material), 'or',
('they_have_material',
shared.footing_material), 'or',
('they_have_material',
self.floater_material)),
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 = ba.newnode(
'prop',
delegate=self,
owner=None,
attrs={
'position': (self.px, self.py, self.pz),
'model': ba.getmodel('landMine'),
'light_model': ba.getmodel('landMine'),
'body': 'landMine',
'body_scale': 3,
'model_scale': 3.1,
'shadow_size': 0.25,
'density': 999999,
'gravity_scale': 0.0,
'color_texture': ba.gettexture('achievementFlawlessVictory'),
'reflection': 'soft',
'reflection_scale': [0.25],
'materials': [shared.footing_material, self.floater_material]
})
self.node2 = ba.newnode(
'prop',
owner=self.node,
attrs={
'position': (0, 0, 0),
'body': 'sphere',
'model': None,
'color_texture': None,
'body_scale': 1.0,
'reflection': 'powerup',
'density': 999999,
'reflection_scale': [1.0],
'model_scale': 1.0,
'gravity_scale': 0,
'shadow_size': 0.1,
'is_area_of_interest': True,
'materials': [shared.object_material, self.floater_material]
})
self.node.connectattr('position', self.node2, 'position')
def check_can_control(self) -> bool:
if not self.node.exists():
return False
if not self.source_player.is_alive():
self.dis()
return False
return True
def con(self) -> None:
self.controlled = True
self.check_player_die()
def up(self) -> None:
if not self.check_can_control():
return
v = self.node.velocity
self.node.velocity = (v[0], 5, v[2])
def upR(self) -> None:
if not self.check_can_control():
return
v = self.node.velocity
self.node.velocity = (v[0], 0, v[2])
def down(self) -> None:
if not self.check_can_control():
return
v = self.node.velocity
self.node.velocity = (v[0], -5, v[2])
def downR(self) -> None:
if not self.check_can_control():
return
v = self.node.velocity
self.node.velocity = (v[0], 0, v[2])
def leftright(self, value: float) -> None:
if not self.check_can_control():
return
v = self.node.velocity
self.node.velocity = (5 * value, v[1], v[2])
def updown(self, value: float) -> None:
if not self.check_can_control():
return
v = self.node.velocity
self.node.velocity = (v[0], v[1], -5 * value)
def dis(self) -> None:
if self.node.exists():
self.controlled = False
self.node.velocity = (0, 0, 0)
self.move()
def check_player_die(self) -> None:
if not self.controlled:
return
if self.source_player is None:
return
if self.source_player.is_alive():
ba.timer(1, self.check_player_die)
return
else:
self.dis()
def distance(self, x1: float, y1: float, z1: float, x2: float, y2: float, z2: float) -> float:
d = math.sqrt(math.pow(x2 - x1, 2) + math.pow(y2 - y1, 2) + math.pow(z2 - z1, 2))
return d
def drop(self) -> None:
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) -> None:
px = self.px
py = self.py
pz = 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)
t = dist - 1 if dist - 1 >= 0 else 0.1
ba.timer(t, ba.WeakCall(self.move), suppress_format_warning=True)
def handlemessage(self, msg) -> None:
if isinstance(msg, ba.DieMessage):
self.node.delete()
self.node2.delete()
self.controlled = False
elif isinstance(msg, ba.OutOfBoundsMessage):
self.handlemessage(ba.DieMessage())
else:
super().handlemessage(msg)
def assign_flo_inputs(client_id: int) -> None:
with ba.Context(_ba.get_foreground_host_activity()):
activity = ba.getactivity()
# Check if the activity is a type that has a 'map' attribute
if not hasattr(activity, 'flo') or not activity.flo.node.exists():
try:
activity.flo = Floater(activity.map.get_def_bound_box('map_bounds'))
except Exception as e:
print(f"An error occurred while creating Floater: {e}")
return # Perhaps using in main-menu/score-screen
else:
# Reset the controlled flag to allow control again
activity.flo.controlled = False
floater = activity.flo
if floater.controlled:
ba.screenmessage('Floater is already being controlled', color=(1, 0, 0), transient=True, clients=[client_id])
return
ba.screenmessage('You Gained Control Over The Floater!\n Press Bomb to Throw Bombs and Punch to leave!', clients=[client_id], transient=True, color=(0, 1, 1))
for i in _ba.get_foreground_host_activity().players:
if i.sessionplayer.inputdevice.client_id == client_id:
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])
i.actor.node.hold_node = ba.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(InputType.PICK_UP_PRESS, floater.up)
i.assigninput(InputType.PICK_UP_RELEASE, floater.upR)
i.assigninput(InputType.JUMP_PRESS, floater.down)
i.assigninput(InputType.BOMB_PRESS, floater.drop)
i.assigninput(InputType.PUNCH_PRESS, ba.Call(dis, i, floater))
i.assigninput(InputType.UP_DOWN, floater.updown)
i.assigninput(InputType.LEFT_RIGHT, floater.leftright)