diff --git a/plugins/utilities.json b/plugins/utilities.json index bc40c746..036bc89b 100644 --- a/plugins/utilities.json +++ b/plugins/utilities.json @@ -2387,6 +2387,12 @@ } ], "versions": { + "1.0.1": { + "api_version": 9, + "commit_sha": "023b733", + "released_on": "01-05-2026", + "md5sum": "045eb589b2969398f7fcb171216303d1" + }, "1.0.0": { "api_version": 9, "commit_sha": "f38a7ac", @@ -2396,7 +2402,7 @@ } }, "custom_hits": { - "description": "when someone hited rainbow text whit effect will appear", + "description": "when someone hited text whit random effect will appear", "external_url": "", "authors": [ { @@ -2406,6 +2412,12 @@ } ], "versions": { + "1.1.0": { + "api_version": 9, + "commit_sha": "023b733", + "released_on": "01-05-2026", + "md5sum": "bc39a552ab7f40a71ce2813f7860a62f" + }, "1.0.1": { "api_version": 9, "commit_sha": "b48a4bd", @@ -2538,6 +2550,25 @@ "md5sum": "f2b1b542cf8cb7b633c5b460966bd26c" } } + }, + "rank_system": { + "description": "ranks system for servers or for local players", + "external_url": "", + "authors": [ + { + "name": "ATD", + "email": "anasdhaoidi001@gmail.com", + "discord": "" + } + ], + "versions": { + "1.0.0": { + "api_version": 9, + "commit_sha": "023b733", + "released_on": "01-05-2026", + "md5sum": "487c0520dc833f15942941e0dbc82f1e" + } + } } } } \ No newline at end of file diff --git a/plugins/utilities/custom_hits.py b/plugins/utilities/custom_hits.py index afa77308..e6d3e78f 100644 --- a/plugins/utilities/custom_hits.py +++ b/plugins/utilities/custom_hits.py @@ -1,7 +1,6 @@ # ba_meta require api 9 from __future__ import annotations - from typing import TYPE_CHECKING import babase @@ -14,136 +13,81 @@ plugman = dict( plugin_name="custom_hits", - description="when someone hited rainbow text whit effect will appear", + description="when someone hited text whit random effect will appear", external_url="", authors=[ {"name": "ATD", "email": "anasdhaoidi001@gmail.com", "discord": ""}, ], - version="1.0.1", + version="1.1.0", ) +# ___________________________________________________ -#################################### - -first_damage = (u'\ue042TRY AGAIN?\ue042', (0, 1, 0), '6') -second_damage = (u'\ue048GOOD!\ue048', (0, 1, 1), '2') -third_damage = (u'\ue041NICE!\ue041', (0.8, 0.4, 1), '3') -fourth_damage = (u'\ue049UPPS\ue049', (1, 1, 0), '4') -five_damage = (u'\ue043DEATH!\ue043', (1, 0, 0), '5') +first_damage = (u'NAH NOOB?', (1, 1, 1), '6') +second_damage = (u'GOOD!', (0, 1, 0), '2') +third_damage = (u'DAMN!', (0, 0, 0), '3') +fourth_damage = (u'SRY NOOB', (1, 1, 0), '4') +five_damage = (u'FAH!!!', (1, 0, 0), '5') def custom_effects(pos: float, effect: str = None) -> None: if effect == '1': - bs.emitfx( - position=pos, - count=3, - scale=0.1, - spread=0.1, - chunk_type='rock') + bs.emitfx(position=pos, count=3, scale=0.1, spread=0.1, chunk_type='rock') elif effect == '2': - bs.emitfx( - position=pos, - count=70, - scale=2, - spread=0.8, - chunk_type='spark') + bs.emitfx(position=pos, count=70, scale=2, spread=0.8, chunk_type='spark') elif effect == '3': - bs.emitfx( - position=pos, - count=6, - scale=0.3, - spread=0.4, - chunk_type='splinter') + bs.emitfx(position=pos, count=6, scale=0.3, spread=0.4, chunk_type='splinter') elif effect == '4': - bs.emitfx( - position=pos, - count=50, - scale=3.0, - spread=0.9, - chunk_type='ice') + bs.emitfx(position=pos, count=50, scale=3.0, spread=0.9, chunk_type='ice') elif effect == '5': - bs.emitfx( - position=pos, - count=80, - scale=3.0, - spread=1.5, - chunk_type='metal') + bs.emitfx(position=pos, count=80, scale=3.0, spread=1.5, chunk_type='metal') elif effect == '6': - bs.emitfx( - position=pos, - count=30, - scale=1.2, - spread=0.8, - chunk_type='slime') + bs.emitfx(position=pos, count=30, scale=1.2, spread=0.8, chunk_type='slime') -#################################### -# ba_meta export babase.Plugin +def on_punched(self, damage: int) -> None: + pos = self.node.position + def custom_text(msg: str, color: float) -> None: + text = bs.newnode('text', attrs={ + 'text': msg, + 'color': color, + 'in_world': True, + 'h_align': 'center', + 'shadow': 0.5, + 'flatness': 1.0, + }) + bs.animate_array(text, 'position', 3, { + 0.0: (pos[0], pos[1] + 1.2, pos[2]), + 2.0: (pos[0], pos[1] + 1.7, pos[2]), + }) + bs.animate(text, 'opacity', {0.8: 1.0, 2.0: 0.0}) + bs.animate(text, 'scale', {0: 0, 0.1: 0.017, 0.15: 0.014, 2.0: 0.016}) + bs.timer(2.0, text.delete) -class CustomHitsPlugin(babase.Plugin): + if damage < 200: + custom_text(first_damage[0], first_damage[1]) + custom_effects(pos, first_damage[2]) + elif damage < 500: + custom_text(second_damage[0], second_damage[1]) + custom_effects(pos, second_damage[2]) + elif damage < 800: + custom_text(third_damage[0], third_damage[1]) + custom_effects(pos, third_damage[2]) + elif damage < 1000: + custom_text(fourth_damage[0], fourth_damage[1]) + custom_effects(pos, fourth_damage[2]) + else: + custom_text(five_damage[0], five_damage[1]) + custom_effects(pos, five_damage[2]) - def on_punched(self, damage: int) -> None: - pos = self.node.position - def custom_text(msg: str, color: float) -> None: - text = bs.newnode( - 'text', - attrs={ - 'text': msg, - 'color': color, - 'in_world': True, - 'h_align': 'center', - 'shadow': 0.5, - 'flatness': 1.0}) - bs.animate_array(text, 'position', 3, { - 0.0: (pos[0], pos[1] + 1.2, pos[2]), - 2.0: (pos[0], pos[1] + 1.7, pos[2]) - }) - bs.animate(text, 'opacity', { - 0.8: 1.0, - 2.0: 0.0 - }) - bs.animate(text, 'scale', { - 0: 0, - 0.1: 0.017, - 0.15: 0.014, - 2.0: 0.016 - }) - bs.animate_array(text, 'color', 3, { - 0.0: (0, 0, 0), # Black - 0.2: (2.55, 2.55, 2.55), # White - 0.4: (2, 0, 0), # Red - 0.6: (0, 2.55, 0), # Lime - 0.8: (0, 0, 2.55), # Blue - 1.0: (2.55, 2.55, 0), # Yellow - 1.2: (0, 2.55, 2.55), # Cyan / Aqua - 1.4: (2.55, 0, 2.55), # Magenta / Fuchsia - 1.6: (1.92, 1.92, 1.92), # Silver - 1.8: (1.28, 1.28, 1.28), # Gray - 2.0: (1.28, 0, 0), # Maroon - 2.2: (1.28, 1.28, 0), # Olive - 2.4: (0, 1.28, 0), # Green - 2.6: (1.28, 0, 1.28), # Purple - 2.8: (0, 1.28, 1.28), # Teal - 3.0: (0, 0, 1.28), # Navy - 3.2: (1.5, 0.5, 0), # Orange - 3.4: (1.8, 0.5, 1.6), # Pink - 3.6: (0.5, 0.5, 0.5), # Gray - }, loop=True) - bs.timer(2.0, text.delete) - if damage < 200: - custom_text(first_damage[0], first_damage[1]) - custom_effects(pos, first_damage[2]) - elif damage < 500: - custom_text(second_damage[0], second_damage[1]) - custom_effects(pos, second_damage[2]) - elif damage < 800: - custom_text(third_damage[0], third_damage[1]) - custom_effects(pos, third_damage[2]) - elif damage < 1000: - custom_text(fourth_damage[0], fourth_damage[1]) - custom_effects(pos, fourth_damage[2]) - else: - custom_text(five_damage[0], five_damage[1]) - custom_effects(pos, five_damage[2]) +# ba_meta export babase.Plugin +class byATD(babase.Plugin): + """تفعيل ATD Hits — يُستدعى من bootstraping().""" Spaz.on_punched = on_punched + try: + from bascenev1lib.actor.spazbot import SpazBot + SpazBot.on_punched = on_punched + except Exception: + pass + bs.broadcastmessage(u' || WELCOME || ', color=(0, 1, 0)) diff --git a/plugins/utilities/powerup_manager.py b/plugins/utilities/powerup_manager.py index 2a81577e..2dad7335 100644 --- a/plugins/utilities/powerup_manager.py +++ b/plugins/utilities/powerup_manager.py @@ -1,2985 +1,2972 @@ -# ba_meta require api 9 -from __future__ import annotations - -import babase -import bauiv1 as bui -import bascenev1 as bs -import random -from bascenev1lib.actor import bomb -from bascenev1lib.actor import powerupbox as pupbox -from bascenev1lib.actor.spazbot import SpazBot -from bascenev1lib.actor.bomb import Bomb, Blast -from bauiv1lib.popup import PopupWindow, PopupMenuWindow, PopupMenu -from bascenev1lib.actor.spaz import ( - Spaz, - SpazFactory, - PickupMessage, - PunchHitMessage, - CurseExplodeMessage, - BombDiedMessage, -) -from bascenev1lib.mainmenu import MainMenuActivity, MainMenuSession -from bascenev1lib.gameutils import SharedObjects -from bascenev1lib.actor.powerupbox import PowerupBoxFactory -from bascenev1lib.actor.popuptext import PopupText -from bauiv1lib.confirm import ConfirmWindow -from bascenev1lib.actor.spaz import * - -from typing import TYPE_CHECKING - -plugman = dict( - plugin_name="powerup_manager", - description="This plugin add new modded powerups and features to manage them", - external_url="", - authors=[ - {"name": "ATD", "email": "anasdhaoidi001@gmail.com", "discord": ""}, - ], - version="1.0.0", -) - - -_sp_ = '\n' - -if TYPE_CHECKING: - pass - - -# === Mod updated by ATD and Less === - - -def getlanguage(text, subs: str = None, almacen: list = []): - if almacen == []: - almacen = list(range(1000)) - lang = bs.app.lang.language - translate = { - "Reset": {"Spanish": "Reiniciar", "English": "Reset", "Portuguese": "Reiniciar"}, - "Nothing": { - "Spanish": "Sin potenciadores", - "English": "No powerups", - "Portuguese": "Sem powerups", - }, - "Action 1": {"Spanish": "Potenciadores", "English": "Powerups", "Portuguese": "Powerups"}, - "Action 2": {"Spanish": "Configuración", "English": "Settings", "Portuguese": "Definições"}, - "Action 3": {"Spanish": "Extras", "English": "Extras", "Portuguese": "Extras"}, - "Action 4": {"Spanish": "Tienda", "English": "Store", "Portuguese": "Loja"}, - "Action 5": { - "Spanish": "Canjear código", - "English": "Enter Code", - "Portuguese": "Código promocional", - }, - "Custom": {"Spanish": "", "English": "Customize", "Portuguese": "Customizar"}, - "Impairment Bombs": { - "Spanish": "Bombas menoscabo", - "English": "Hyperactive bombs", - "Portuguese": "Bombas hiperativas", - }, - "Speed": {"Spanish": "Velocidad", "English": "Speed", "Portuguese": "Velocidade"}, - "Fire Bombs": { - "Spanish": "Bombas de fuego", - "English": "Fire Bombs", - "Portuguese": "Bombas de fogo", - }, - "Ice Man": { - "Spanish": "Hombre de hielo", - "English": "Ice man", - "Portuguese": "Homem de gelo", - }, - "Fly Bombs": { - "Spanish": "Bombas expansivas", - "English": "Expansive bombs", - "Portuguese": "Bombas expansivas", - }, - "Goodbye": {"Spanish": "¡Hasta luego!", "English": "Goodbye!", "Portuguese": "Adeus!"}, - "Healing Damage": { - "Spanish": "Auto-curación", - "English": "Healing Damage", - "Portuguese": "Auto-cura", - }, - "Tank Shield": { - "Spanish": "Súper blindaje", - "English": "Reinforced shield", - "Portuguese": "Escudo reforçado", - }, - "Tank Shield PTG": { - "Spanish": "Porcentaje de disminución", - "English": "Percentage decreased", - "Portuguese": "Percentual reduzido", - }, - "Healing Damage PTG": { - "Spanish": "Porcentaje de recuperación de salud", - "English": "Percentage of health recovered", - "Portuguese": "Porcentagem de recuperação de saúde", - }, - "SY: BALL": {"Spanish": "Esfera", "English": "Sphere", "Portuguese": "Esfera"}, - "SY: Impact": {"Spanish": "Especial", "English": "Special", "Portuguese": "Especial"}, - "SY: Egg": {"Spanish": "Huevito", "English": "Egg shape", "Portuguese": "Ovo"}, - "Powerup Scale": { - "Spanish": "Tamaño del potenciador", - "English": "Powerups size", - "Portuguese": "Tamanho de powerups", - }, - "Powerup With Shield": { - "Spanish": "Potenciadores con escudo", - "English": "Powerups with shield", - "Portuguese": "Powerups com escudo", - }, - "Powerup Time": { - "Spanish": "Mostrar Temporizador", - "English": "Show end time", - "Portuguese": "Mostrar cronômetro", - }, - "Powerup Style": { - "Spanish": "Forma de los potenciadores", - "English": "Shape of powerup", - "Portuguese": "Forma de powerup", - }, - "Powerup Name": { - "Spanish": "Mostrar nombre en los potenciadores", - "English": "Show name on powerups", - "Portuguese": "Mostrar nome em powerups", - }, - "Percentage": { - "Spanish": "Probabilidad", - "English": "Show percentage", - "Portuguese": "Mostrar porcentagem", - }, - "Only Items": { - "Spanish": "Sólo Accesorios", - "English": "Only utensils", - "Portuguese": "Apenas utensilios", - }, - "New": {"Spanish": "Nuevo", "English": "New", "Portuguese": "Novo"}, - "Only Bombs": { - "Spanish": "Sólo Bombas", - "English": "Only bombs", - "Portuguese": "Apenas bombas", - }, - "Coins 0": { - "Spanish": "Monedas Insuficientes", - "English": "Insufficient coins", - "Portuguese": "Moedas insuficientes", - }, - "Purchase": { - "Spanish": "Compra realizada correctamente", - "English": "Successful purchase", - "Portuguese": "Compra Bem Sucedida", - }, - "Double Product": { - "Spanish": "Ya has comprado este artículo", - "English": "You've already bought this", - "Portuguese": "Voce ja comprou isto", - }, - "Bought": {"Spanish": "Comprado", "English": "Bought", "Portuguese": "Comprou"}, - "Confirm Purchase": { - "Spanish": f'Tienes {subs} monedas. {_sp_} ¿Deseas comprar esto?', - "English": f'You have {subs} coins. {_sp_} Do you want to buy this?', - "Portuguese": f'Você tem {subs} moedas. {_sp_} Deseja comprar isto?', - }, - "FireBombs Store": { - "Spanish": 'Bombas de fuego', - "English": 'Fire bombs', - "Portuguese": 'Bombas de incêndio', - }, - "Timer Store": {"Spanish": 'Temporizador', "English": 'Timer', "Portuguese": 'Timer'}, - "Percentages Store": {"Spanish": 'Extras', "English": 'Extras', "Portuguese": 'Extras'}, - "Block Option Store": { - "Spanish": f"Uuups..{_sp_}Esta opción está bloqueada.{_sp_} Para acceder a ella puedes {_sp_} comprarla en la tienda.{_sp_} Gracias...", - "English": f"Oooops...{_sp_}This option is blocked. {_sp_} To access it you can buy {_sp_} it in the store.{_sp_} Thank you...", - "Portuguese": f"Ooops...{_sp_}Esta opção está bloqueada. {_sp_} Para acessá-lo, você pode {_sp_} comprá-lo na loja.{_sp_} Obrigado...", - }, - "True Code": { - "Spanish": "¡Código canjeado!", - "English": "Successful code!", - "Portuguese": "¡Código válido!", - }, - "False Code": { - "Spanish": "Código ya canjeado", - "English": "Expired code", - "Portuguese": "Código expirado", - }, - "Invalid Code": { - "Spanish": "Código inválido", - "English": "Invalid code", - "Portuguese": "Código inválido", - }, - "Reward Code": { - "Spanish": f"¡Felicitaciones! ¡Ganaste {subs} monedas!", - "English": f"Congratulations! You've {subs} coins", - "Portuguese": f"Parabéns! Você tem {subs} moedas", - }, - "Creator": { - "Spanish": "Mod edited by ATD", - "English": "Mod edited by ATD", - "Portuguese": "Mod edited by ATD", - }, - "Mod Info": { - "Spanish": f"Un mod genial que te permite gestionar {_sp_} los potenciadores a tu antojo. {_sp_} también incluye 8 potenciadores extra{_sp_} dejando 17 en total... ¡Guay!", - "English": f"A cool mod that allows you to manage {_sp_} powerups at your whims. {_sp_} also includes 8 extra powerups{_sp_} leaving 17 in total... Wow!", - "Portuguese": f"Um mod legal que permite que você gerencie os{_sp_} powerups de de acordo com seus caprichos. {_sp_} também inclui 8 powerups extras,{_sp_} deixando 17 no total... Uau!", - }, - "Coins Message": { - "Spanish": f"Recompensa: {subs} Monedas", - "English": f"Reward: {subs} Coins", - "Portuguese": f"Recompensa: {subs} Moedas", - }, - "Coins Limit Message": { - "Spanish": f"Ganaste {almacen[0]} Monedas.{_sp_} Pero has superado el límite de {almacen[1]}", - "English": f"You won {almacen[0]} Coins. {_sp_} But you have exceeded the limit of {almacen[1]}", - "Portuguese": f"Você ganhou {almacen[0]} Moedas. {_sp_} Mas você excedeu o limite de {almacen[1]}", - }, - } - languages = ['Spanish', 'Portuguese', 'English'] - if lang not in languages: - lang = 'English' - - if text not in translate: - return text - - return translate[text][lang] - - -def settings_distribution(): - return { - "Powers Gravity": False, - "Tank Shield PTG": 96, - "Healing Damage PTG": 72, - "Powerup Style": 'Auto', - "Powerup Scale": 1.0, - "Powerup Name": False, - "Powerup With Shield": False, - "Powerup Time": False, - } - - -apg = babase.app.config -if "PPM Settings" in apg: - old = apg['PPM Settings'] - for settings in settings_distribution(): - if settings not in old: - apg['PPM Settings'] = settings_distribution() -else: - apg['PPM Settings'] = settings_distribution() -apg.apply_and_commit() - -config = apg['PPM Settings'] - - -def default_powerups(): - return { - "Shield": 2, - "Punch": 3, - "Mine Bombs": 2, - "Impact Bombs": 3, - "Ice Bombs": 3, - "Triple": 3, - "Sticky Bombs": 3, - "Curse": 1, - "Health": 1, - "Speed": 2, - "Healing Damage": 1, - "Goodbye": 2, - "Ice Man": 1, - "Tank Shield": 1, - "Impairment Bombs": 2, - "Fire Bombs": 3, - "Fly Bombs": 3, - } - - -if "Powerups" in config: - p_old = config['Powerups'] - for powerups in default_powerups(): - if powerups not in p_old: - config['Powerups'] = default_powerups() -else: - config['Powerups'] = default_powerups() -apg.apply_and_commit() - -powerups = config['Powerups'] - -# === EXTRAS === - -GLOBAL = {"Tab": 'Action 1', "Cls Powerup": 0, "Coins Message": []} - - -# === STORE === -def promo_codes(): - return { - "G-Am54igO42Os": [True, 1100], - "P-tRo8nM8dZ": [True, 2800], - "Y-tU2B3S": [True, 500], - "B-0mB3RYT2z": [True, 910], - "B-Asd14mON9G0D": [True, 910], - "D-rAcK0cJ23": [True, 910], - "E-a27ZO6f3Y": [True, 600], - "E-Am54igO42Os": [True, 600], - "E-M4uN3K34XB": [True, 840], - "PM-731ClcAF": [True, 50000], - } - - -def store_items(): - return {"Buy Firebombs": True, "Buy Option": True, "Buy Percentage": True} - - -if apg.get('Bear Coin') is None: - apg['Bear Coin'] = 0 - apg.apply_and_commit() - -if apg.get('Bear Coin') is not None: - if apg['Bear Coin'] <= 0: - apg['Bear Coin'] = 0 - apg['Bear Coin'] = int(apg['Bear Coin']) - -if apg.get('Bear Store') is None: - apg['Bear Store'] = {} - -for i, j in store_items().items(): - store = apg['Bear Store'] - if i not in store: - if store.get(i) is None: - store[i] = j - apg.apply_and_commit() - -STORE = apg['Bear Store'] - -if STORE.get('Promo Code') is None: - STORE['Promo Code'] = promo_codes() - -for i, x in promo_codes().items(): - pmcode = STORE['Promo Code'] - if i not in pmcode: - if pmcode.get(i) is None: - pmcode[i] = x - -apg.apply_and_commit() - - -class BearStore: - def __init__(self, price: int = 1000, value: str = '', callback: call = None): - - self.price = price - self.value = value - self.store = STORE[value] - self.coins = apg['Bear Coin'] - self.callback = callback - - def buy(self): - if not self.store: - if self.coins >= (self.price): - - def confirm(): - STORE[self.value] = True - apg['Bear Coin'] -= int(self.price) - bs.broadcastmessage(getlanguage('Purchase'), (0, 1, 0)) - bui.getsound('cashRegister').play() - apg.apply_and_commit() - self.callback() - - ConfirmWindow( - getlanguage('Confirm Purchase', subs=self.coins), - width=400, - height=120, - action=confirm, - ok_text=babase.Lstr(resource='okText'), - ) - else: - bs.broadcastmessage(getlanguage('Coins 0'), (1, 0, 0)) - bui.getsound('error').play() - else: - bs.broadcastmessage(getlanguage('Double Product'), (1, 0, 0)) - bui.getsound('error').play() - - def __del__(self): - apg['Bear Coin'] = int(apg['Bear Coin']) - apg.apply_and_commit() - - -class PromoCode: - def __init__(self, code: str = ''): - self.code = code - self.codes_store = STORE['Promo Code'] - if self.code in self.codes_store: - self.code_type = STORE['Promo Code'][code] - self.promo_code_expire = self.code_type[0] - self.promo_code_amount = self.code_type[1] - - def __del__(self): - apg['Bear Coin'] = int(apg['Bear Coin']) - apg.apply_and_commit() - - def code_confirmation(self): - if self.code != "": - bs.broadcastmessage(babase.Lstr(resource='submittingPromoCodeText'), (0, 1, 0)) - try: - babase.pushcall(babase.CallPartial(self.validate_code), from_other_thread=True) - except: - pass - - def validate_code(self): - if self.code in self.codes_store: - if self.promo_code_expire: - with babase.ContextRef.empty(): - babase.pushcall( - babase.CallPartial(self.successful_code), from_other_thread=True - ) - bs.broadcastmessage(getlanguage('True Code'), (0, 1, 0)) - bui.getsound('cheer').play() - self.code_type[0] = False - else: - bs.broadcastmessage(getlanguage('False Code'), (1, 0, 0)) - bui.getsound('error').play() - else: - bs.broadcastmessage(getlanguage('Invalid Code'), (1, 0, 0)) - bui.getsound('error').play() - - def successful_code(self): - apg['Bear Coin'] += self.promo_code_amount - bs.broadcastmessage(getlanguage('Reward Code', subs=self.promo_code_amount), (0, 1, 0)) - bui.getsound('cashRegister2').play() - - -MainMenuActivity.super_transition_in = MainMenuActivity.on_transition_in - - -def new_on_transition_in(self): - self.super_transition_in() - limit = 8400 - bear_coin = apg['Bear Coin'] - coins_message = GLOBAL['Coins Message'] - try: - if not (STORE['Buy Firebombs'] and STORE['Buy Option'] and STORE['Buy Percentage']): - - if coins_message != []: - result = 0 - for i in coins_message: - result += i - - if not bear_coin >= (limit - 1): - bs.broadcastmessage(getlanguage('Coins Message', subs=result), (0, 1, 0)) - bui.getsound('cashRegister').play() - else: - bs.broadcastmessage( - getlanguage('Coins Limit Message', almacen=[result, limit]), (1, 0, 0) - ) - bui.getsound('error').play() - self.bear_coin_message = True - GLOBAL['Coins Message'] = [] - except: - pass - - -SpazBot.super_handlemessage = SpazBot.handlemessage - - -def bot_handlemessage(self, msg: Any): - self.super_handlemessage(msg) - if isinstance(msg, bs.DieMessage): - if not self.die: - self.die = True - self.limit = 8400 - self.free_coins = random.randint(1, 25) - self.bear_coins = apg['Bear Coin'] - - if not self.bear_coins >= (self.limit): - self.bear_coins += self.free_coins - GLOBAL['Coins Message'].append(self.free_coins) - - if self.bear_coins >= (self.limit): - self.bear_coins = self.limit - - apg['Bear Coin'] = int(self.bear_coins) - apg.apply_and_commit() - - else: - GLOBAL['Coins Message'].append(self.free_coins) - - -def cls_pow_color(): - return [ - (1, 0.1, 0.1), - (0.1, 0.5, 0.9), - (0.1, 0.9, 0.9), - (0.1, 0.9, 0.1), - (0.1, 1, 0.5), - (1, 1, 0.2), - (2, 0.5, 0.5), - (1, 0, 6), - ] - - -def random_color(): - a = random.random() * 3 - b = random.random() * 3 - c = random.random() * 3 - return (a, b, c) - - -def powerup_dist(): - return ( - ('triple_bombs', powerups['Triple']), - ('ice_bombs', powerups['Ice Bombs']), - ('punch', powerups['Punch']), - ('impact_bombs', powerups['Impact Bombs']), - ('land_mines', powerups['Mine Bombs']), - ('sticky_bombs', powerups['Sticky Bombs']), - ('shield', powerups['Shield']), - ('health', powerups['Health']), - ('curse', powerups['Curse']), - ('speed', powerups['Speed']), - ('health_damage', powerups['Healing Damage']), - ('goodbye', powerups['Goodbye']), - ('ice_man', powerups['Ice Man']), - ('tank_shield', powerups['Tank Shield']), - ('impairment_bombs', powerups['Impairment Bombs']), - ('fire_bombs', powerups['Fire Bombs']), - ('fly_bombs', powerups['Fly Bombs']), - ) - - -def percentage_tank_shield(): - percentage = config['Tank Shield PTG'] - percentage_text = ('0.') + str(percentage) - return float(percentage_text) - - -def percentage_health_damage(): - percentage = config['Healing Damage PTG'] - percentage_text = ('0.') + str(percentage) - return float(percentage_text) - - -# === Modify class === - - -class NewProfileBrowserWindow: - def __init__( - self, - transition: str = 'in_right', - in_main_menu: bool = True, - selected_profile: str = None, - origin_widget: bui.Widget = None, - ): - super().__init__(transition, in_main_menu, selected_profile, origin_widget) - - self.session = bs.get_foreground_host_session() - uiscale = bui.app.ui_v1.uiscale - width = 100 if uiscale is babase.UIScale.SMALL else -14 - size = 50 - position = (width * 1.65, 300) - - if isinstance(self.session, MainMenuSession): - self.button = bui.buttonwidget( - parent=self._root_widget, - autoselect=True, - position=position, - size=(size, size), - button_type='square', - label='', - on_activate_call=babase.CallPartial(self.powerupmanager_window), - ) - - size = size * 0.60 - self.image = bui.imagewidget( - parent=self._root_widget, - size=(size, size), - draw_controller=self.button, - position=(position[0] + 10.5, position[1] + 17), - texture=bui.gettexture('powerupSpeed'), - ) - - self.text = bui.textwidget( - parent=self._root_widget, - position=(position[0] + 25, position[1] + 10), - size=(0, 0), - scale=0.45, - color=(0.7, 0.9, 0.7, 1.0), - draw_controller=self.button, - maxwidth=60, - text=(f"Ultimate Powerup {_sp_}Manager"), - h_align='center', - v_align='center', - ) - - def powerupmanager_window(self): - bui.containerwidget(edit=self._root_widget, transition='out_left') - PowerupManagerWindow() - - -class NewPowerupBoxFactory(pupbox.PowerupBoxFactory): - def __init__(self) -> None: - super().__init__() - self.tex_speed = bs.gettexture('powerupSpeed') - self.tex_health_damage = bs.gettexture('heart') - self.tex_goodbye = bs.gettexture('achievementOnslaught') - self.tex_ice_man = bs.gettexture('ouyaUButton') - self.tex_tank_shield = bs.gettexture('achievementSuperPunch') - self.tex_impairment_bombs = bs.gettexture('levelIcon') - self.tex_fire_bombs = bs.gettexture('ouyaOButton') - self.tex_fly_bombs = bs.gettexture('star') - - self._powerupdist = [] - for powerup, freq in powerup_dist(): - for _i in range(int(freq)): - self._powerupdist.append(powerup) - - def get_random_powerup_type(self, forcetype=None, excludetypes=None): - - try: - self.mapa = bs.getactivity()._map.getname() - except: - self.mapa = None - - speed_banned_maps = ['Hockey Stadium', 'Lake Frigid', 'Happy Thoughts'] - - if self.mapa in speed_banned_maps: - powerup_disable = ['speed'] - else: - powerup_disable = [] - - if excludetypes is None: - excludetypes = [] - if forcetype: - ptype = forcetype - else: - if self._lastpoweruptype == 'curse': - ptype = 'health' - else: - while True: - ptype = self._powerupdist[random.randint(0, len(self._powerupdist) - 1)] - if ptype not in excludetypes and ptype not in powerup_disable: - break - self._lastpoweruptype = ptype - return ptype - - -def fire_effect(self): - if self.node.exists(): - bs.emitfx( - position=self.node.position, scale=3, count=50 * 2, spread=0.3, chunk_type='sweat' - ) - else: - self.fire_effect_time = None - - -# BOMBS -Bomb._pm_old_bomb = Bomb.__init__ - - -def _bomb_init( - self, - position: Sequence[float] = (0.0, 1.0, 0.0), - velocity: Sequence[float] = (0.0, 0.0, 0.0), - bomb_type: str = 'normal', - blast_radius: float = 2.0, - bomb_scale: float = 1.0, - source_player: bs.Player = None, - owner: bs.Node = None, -): - - self.bm_type = bomb_type - new_bomb_type = 'ice' if bomb_type in ['ice_bubble', 'impairment', 'fire', 'fly'] else bomb_type - - # Call original __init__ - self._pm_old_bomb( - position=position, - velocity=velocity, - bomb_type=new_bomb_type, - blast_radius=blast_radius, - bomb_scale=bomb_scale, - source_player=source_player, - owner=owner, - ) - - tex = self.node.color_texture - - if self.bm_type == 'ice_bubble': - self.bomb_type = self.bm_type - self.node.mesh = None - self.shield_ice = bs.newnode( - 'shield', owner=self.node, attrs={'color': (0.5, 1.0, 7.0), 'radius': 0.6} - ) - self.node.connectattr('position', self.shield_ice, 'position') - - elif self.bm_type == 'fire': - self.bomb_type = self.bm_type - self.node.mesh = None - self.shield_fire = bs.newnode( - 'shield', owner=self.node, attrs={'color': (6.5, 6.5, 2.0), 'radius': 0.6} - ) - self.node.connectattr('position', self.shield_fire, 'position') - self.fire_effect_time = bs.Timer(0.1, bs.WeakCallPartial(fire_effect, self), repeat=True) - elif self.bm_type == 'impairment': - self.bomb_type = self.bm_type - tex = bs.gettexture('eggTex3') - elif self.bm_type == 'fly': - self.bomb_type = self.bm_type - tex = bs.gettexture('eggTex1') - - if 'tex' in locals(): - self.node.color_texture = tex - self.hit_subtype = self.bomb_type - - if self.bomb_type == 'ice_bubble': - self.blast_radius *= 1.2 - elif self.bomb_type == 'fly': - self.blast_radius *= 2.2 - - -def bomb_handlemessage(self, msg: Any) -> Any: - assert not self.expired - - if isinstance(msg, bs.DieMessage): - if self.node: - self.node.delete() - - elif isinstance(msg, bomb.ExplodeHitMessage): - node = bs.getcollision().opposingnode - assert self.node - nodepos = self.node.position - mag = 2000.0 - if self.blast_type in ('ice', 'ice_bubble'): - mag *= 0.5 - elif self.blast_type == 'land_mine': - mag *= 2.5 - elif self.blast_type == 'tnt': - mag *= 2.0 - elif self.blast_type == 'fire': - mag *= 0.6 - elif self.blast_type == 'fly': - mag *= 5.5 - - node.handlemessage( - bs.HitMessage( - pos=nodepos, - velocity=(0, 0, 0), - magnitude=mag, - hit_type=self.hit_type, - hit_subtype=self.hit_subtype, - radius=self.radius, - source_player=babase.existing(self._source_player), - ) - ) - if self.blast_type in ('ice', 'ice_bubble'): - bomb.BombFactory.get().freeze_sound.play(10) - node.handlemessage(bs.FreezeMessage()) - - return None - - -def powerup_translated(self, type: str): - powerups_names = { - 'triple_bombs': babase.Lstr(resource='helpWindow.' + 'powerupBombNameText'), - 'ice_bombs': babase.Lstr(resource='helpWindow.' + 'powerupIceBombsNameText'), - 'punch': babase.Lstr(resource='helpWindow.' + 'powerupPunchNameText'), - 'impact_bombs': babase.Lstr(resource='helpWindow.' + 'powerupImpactBombsNameText'), - 'land_mines': babase.Lstr(resource='helpWindow.' + 'powerupLandMinesNameText'), - 'sticky_bombs': babase.Lstr(resource='helpWindow.' + 'powerupStickyBombsNameText'), - 'shield': babase.Lstr(resource='helpWindow.' + 'powerupShieldNameText'), - 'health': babase.Lstr(resource='helpWindow.' + 'powerupHealthNameText'), - 'curse': babase.Lstr(resource='helpWindow.' + 'powerupCurseNameText'), - 'speed': getlanguage('Speed'), - 'health_damage': getlanguage('Healing Damage'), - 'goodbye': getlanguage('Goodbye'), - 'ice_man': getlanguage('Ice Man'), - 'tank_shield': getlanguage('Tank Shield'), - 'impairment_bombs': getlanguage('Impairment Bombs'), - 'fire_bombs': getlanguage('Fire Bombs'), - 'fly_bombs': getlanguage('Fly Bombs'), - } - self.texts['Name'].text = powerups_names[type] - - -# POWERUP -pupbox.PowerupBox._old_pbx_ = pupbox.PowerupBox.__init__ - - -def _pbx_( - self, - position: Sequence[float] = (0.0, 1.0, 0.0), - poweruptype: str = 'triple_bombs', - expire: bool = True, -): - self.news: list = [] - for x, i in powerup_dist(): - self.news.append(x) - - self.box: list = [] - self.texts = {} - self.news = self.news[9:] - self.box.append(poweruptype) - self.npowerup = self.box[0] - factory = NewPowerupBoxFactory.get() - - if self.npowerup in self.news: - new_poweruptype = 'shield' - else: - new_poweruptype = poweruptype - self._old_pbx_(position, new_poweruptype, expire) - - type = new_poweruptype - tex = self.node.color_texture - mesh = self.node.mesh - - if self.npowerup == 'speed': - type = self.npowerup - tex = factory.tex_speed - elif self.npowerup == 'health_damage': - type = self.npowerup - tex = factory.tex_health_damage - elif self.npowerup == 'goodbye': - type = self.npowerup - tex = factory.tex_goodbye - elif self.npowerup == 'ice_man': - type = self.npowerup - tex = factory.tex_ice_man - elif self.npowerup == 'tank_shield': - type = self.npowerup - tex = factory.tex_tank_shield - elif self.npowerup == 'impairment_bombs': - type = self.npowerup - tex = factory.tex_impairment_bombs - elif self.npowerup == 'fire_bombs': - type = self.npowerup - tex = factory.tex_fire_bombs - elif self.npowerup == 'fly_bombs': - type = self.npowerup - tex = factory.tex_fly_bombs - - self.poweruptype = type - self.node.mesh = mesh - self.node.color_texture = tex - n_scale = config['Powerup Scale'] - style = config['Powerup Style'] - - curve = bs.animate(self.node, 'mesh_scale', {0: 0, 0.14: 1.6, 0.2: n_scale}) - bs.timer(0.2, curve.delete) - - def util_text( - type: str, - text: str, - scale: float = 1, - color: list = [1, 1, 1], - position: list = [0, 0.7, 0], - colors_name: bool = False, - ): - m = bs.newnode( - 'math', - owner=self.node, - attrs={'input1': (position[0], position[1], position[2]), 'operation': 'add'}, - ) - self.node.connectattr('position', m, 'input2') - self.texts[type] = bs.newnode( - 'text', - owner=self.node, - attrs={ - 'text': str(text), - 'in_world': True, - 'scale': 0.02, - 'shadow': 0.5, - 'flatness': 1.0, - 'color': (color[0], color[1], color[2]), - 'h_align': 'center', - }, - ) - m.connectattr('output', self.texts[type], 'position') - bs.animate(self.texts[type], 'scale', {0: 0.017, 0.4: 0.017, 0.5: 0.01 * scale}) - - if colors_name: - bs.animate_array( - self.texts[type], - 'color', - 3, - { - 0: (1, 0, 0), - 0.2: (1, 0.5, 0), - 0.4: (1, 1, 0), - 0.6: (0, 1, 0), - 0.8: (0, 1, 1), - 1.0: (1, 0, 1), - 1.2: (1, 0, 0), - }, - loop=True, - ) - - def update_time(time): - if hasattr(self, 'texts') and 'Time' in self.texts and self.texts['Time']: - self.texts['Time'].text = str(time) - - if config['Powerup Time']: - interval = int(pupbox.DEFAULT_POWERUP_INTERVAL) - time2 = interval - 1 - time = 1 - - util_text( - 'Time', time2, scale=1.5, color=(2, 2, 2), position=[0, 0.9, 0], colors_name=False - ) - - while interval + 3: - bs.timer(time - 1, babase.CallPartial(update_time, f'{time2}s')) - - if time2 == 0: - break - - time += 1 - time2 -= 1 - - if config['Powerup With Shield']: - scale = config['Powerup Scale'] - self.shield = bs.newnode( - 'shield', owner=self.node, attrs={'color': (1, 1, 0), 'radius': 1.3 * scale} - ) - self.node.connectattr('position', self.shield, 'position') - bs.animate_array( - self.shield, - 'color', - 3, - {0: (2, 0, 0), 0.5: (0, 2, 0), 1: (0, 1, 6), 1.5: (2, 0, 0)}, - loop=True, - ) - - if config['Powerup Name']: - util_text('Name', self.poweruptype, scale=1.2, position=[0, 0.4, 0], colors_name=True) - powerup_translated(self, self.poweruptype) - - if style == 'SY: BALL': - self.node.mesh = bs.getmesh('frostyPelvis') - elif style == 'SY: Impact': - self.node.mesh = bs.getmesh('impactBomb') - elif style == 'SY: Egg': - self.node.mesh = bs.getmesh('egg') - - -# SPAZ -def _speed_off_flash(self): - if self.node: - factory = NewPowerupBoxFactory.get() - self.node.billboard_texture = factory.tex_speed - self.node.billboard_opacity = 1.0 - self.node.billboard_cross_out = True - - -def _speed_wear_off(self): - if self.node: - self.node.hockey = False - self.node.billboard_opacity = 0.0 - bui.getsound('powerdown01').play() - - -def _ice_man_off_flash(self): - if self.node: - factory = NewPowerupBoxFactory.get() - self.node.billboard_texture = factory.tex_ice_man - self.node.billboard_opacity = 1.0 - self.node.billboard_cross_out = True - - -def _ice_man_wear_off(self): - if self.node: - f = self.color[0] - i = (0, 1, 4) - - bomb = self.bmb_color[0] - if bomb != 'ice_bubble': - self.bomb_type = bomb - else: - self.bomb_type = 'normal' - - self.freeze_punch = False - self.node.billboard_opacity = 0.0 - bs.animate_array(self.node, 'color', 3, {0: f, 0.3: i, 0.6: f}) - bui.getsound('powerdown01').play() - - -Spaz._pm2_spz_old = Spaz.__init__ - - -def _init_spaz_(self, *args, **kwargs): - self._pm2_spz_old(*args, **kwargs) - self.edg_eff = False - self.kill_eff = False - self.freeze_punch = False - self.die = False - self.color: list = [] - self.color.append(self.node.color) - - self.tankshield = {"Tank": False, "Reduction": False, "Shield": None} - - -Spaz._super_on_punch_press = Spaz.on_punch_press - - -def spaz_on_punch_press(self) -> None: - self._super_on_punch_press() - - if self.tankshield['Tank']: - try: - self.tankshield['Reduction'] = True - - shield = bs.newnode( - 'shield', owner=self.node, attrs={'color': (4, 1, 4), 'radius': 1.3} - ) - self.node.connectattr('position_center', shield, 'position') - - self.tankshield['Shield'] = shield - except: - pass - - -Spaz._super_on_punch_release = Spaz.on_punch_release - - -def spaz_on_punch_release(self) -> None: - self._super_on_punch_release() - try: - self.tankshield['Shield'].delete() - self.tankshield['Reduction'] = False - except: - pass - - -def new_get_bomb_type_tex(self) -> babase.Texture: - factory = NewPowerupBoxFactory.get() - if self.bomb_type == 'sticky': - return factory.tex_sticky_bombs - if self.bomb_type == 'ice': - return factory.tex_ice_bombs - if self.bomb_type == 'impact': - return factory.tex_impact_bombs - if self.bomb_type == 'impairment': - return factory.tex_impairment_bombs - if self.bomb_type == 'fire': - return factory.tex_fire_bombs - if self.bomb_type == 'fly': - return factory.tex_fly_bombs - return None - - -def new_handlemessage(self, msg: Any) -> Any: - assert not self.expired - - if isinstance(msg, bs.PickedUpMessage): - if self.node: - self.node.handlemessage('hurt_sound') - self.node.handlemessage('picked_up') - - self._num_times_hit += 1 - - elif isinstance(msg, bs.ShouldShatterMessage): - bs.timer(0.001, bs.WeakCallPartial(self.shatter)) - - elif isinstance(msg, bs.ImpactDamageMessage): - bs.timer(0.001, bs.WeakCallPartial(self._hit_self, msg.intensity)) - elif isinstance(msg, bs.PowerupMessage): - factory = NewPowerupBoxFactory.get() - if self._dead or not self.node: - return True - if self.pick_up_powerup_callback is not None: - self.pick_up_powerup_callback(self) - if msg.poweruptype == 'triple_bombs': - tex = PowerupBoxFactory.get().tex_bomb - self._flash_billboard(tex) - self.set_bomb_count(3) - if self.powerups_expire: - self.node.mini_billboard_1_texture = tex - t_ms = int(bs.time() * 1000) - assert isinstance(t_ms, int) - self.node.mini_billboard_1_start_time = t_ms - self.node.mini_billboard_1_end_time = t_ms + POWERUP_WEAR_OFF_TIME - self._multi_bomb_wear_off_timer = bs.Timer( - (POWERUP_WEAR_OFF_TIME - 2000), - babase.CallPartial(self._multi_bomb_wear_off_flash), - ) - self._multi_bomb_wear_off_timer = bs.Timer( - POWERUP_WEAR_OFF_TIME, babase.CallPartial(self._multi_bomb_wear_off) - ) - elif msg.poweruptype == 'land_mines': - self.set_land_mine_count(min(self.land_mine_count + 3, 3)) - elif msg.poweruptype == 'impact_bombs': - self.bomb_type = 'impact' - tex = self._get_bomb_type_tex() - self._flash_billboard(tex) - if self.powerups_expire: - self.node.mini_billboard_2_texture = tex - t_ms = int(bs.time() * 1000) - assert isinstance(t_ms, int) - self.node.mini_billboard_2_start_time = t_ms - self.node.mini_billboard_2_end_time = t_ms + POWERUP_WEAR_OFF_TIME - self._bomb_wear_off_flash_timer = bs.Timer( - POWERUP_WEAR_OFF_TIME - 2000, babase.CallPartial(self._bomb_wear_off_flash) - ) - self._bomb_wear_off_timer = bs.Timer( - POWERUP_WEAR_OFF_TIME, babase.CallPartial(self._bomb_wear_off) - ) - elif msg.poweruptype == 'sticky_bombs': - self.bomb_type = 'sticky' - tex = self._get_bomb_type_tex() - self._flash_billboard(tex) - if self.powerups_expire: - self.node.mini_billboard_2_texture = tex - t_ms = int(bs.time() * 1000) - assert isinstance(t_ms, int) - self.node.mini_billboard_2_start_time = t_ms - self.node.mini_billboard_2_end_time = t_ms + POWERUP_WEAR_OFF_TIME - self._bomb_wear_off_flash_timer = bs.Timer( - POWERUP_WEAR_OFF_TIME - 2000, babase.CallPartial(self._bomb_wear_off_flash) - ) - self._bomb_wear_off_timer = bs.Timer( - POWERUP_WEAR_OFF_TIME, babase.CallPartial(self._bomb_wear_off) - ) - elif msg.poweruptype == 'punch': - self._has_boxing_gloves = True - tex = PowerupBoxFactory.get().tex_punch - self._flash_billboard(tex) - self.equip_boxing_gloves() - if self.powerups_expire: - self.node.boxing_gloves_flashing = False - self.node.mini_billboard_3_texture = tex - t_ms = int(bs.time() * 1000) - assert isinstance(t_ms, int) - self.node.mini_billboard_3_start_time = t_ms - self.node.mini_billboard_3_end_time = t_ms + POWERUP_WEAR_OFF_TIME - self._boxing_gloves_wear_off_flash_timer = bs.Timer( - POWERUP_WEAR_OFF_TIME - 2000, bs.WeakCallPartial(self._gloves_wear_off_flash) - ) - self._boxing_gloves_wear_off_timer = bs.Timer( - POWERUP_WEAR_OFF_TIME, - bs.WeakCallPartial(self._gloves_wear_off), - ) - elif msg.poweruptype == 'shield': - factory = SpazFactory.get() - self.equip_shields(decay=factory.shield_decay_rate > 0) - elif msg.poweruptype == 'curse': - self.curse() - elif msg.poweruptype == 'ice_bombs': - self.bomb_type = 'ice' - tex = self._get_bomb_type_tex() - self._flash_billboard(tex) - if self.powerups_expire: - self.node.mini_billboard_2_texture = tex - t_ms = bs.time() * 1000 - assert isinstance(t_ms, int) - self.node.mini_billboard_2_start_time = t_ms - self.node.mini_billboard_2_end_time = t_ms + POWERUP_WEAR_OFF_TIME - self._bomb_wear_off_flash_timer = bs.Timer( - (POWERUP_WEAR_OFF_TIME - 2000) / 1000.0, - bs.WeakCallPartial(self._bomb_wear_off_flash), - ) - - self._bomb_wear_off_timer = bs.Timer( - POWERUP_WEAR_OFF_TIME / 1000.0, bs.WeakCallStrict(self._bomb_wear_off) - ) - - elif msg.poweruptype == 'health': - if self.edg_eff: - f = self.color[0] - r = (2, 0, 0) - g = (0, 2, 0) - bs.animate_array(self.node, 'color', 3, {0: r, 0.6: g, 1.0: f}) - self.edg_eff = False - if self._cursed: - self._cursed = False - factory = SpazFactory.get() - for attr in ['materials', 'roller_materials']: - materials = getattr(self.node, attr) - if factory.curse_material in materials: - setattr( - self.node, - attr, - tuple(m for m in materials if m != factory.curse_material), - ) - self.node.curse_death_time = 0 - self.hitpoints = self.hitpoints_max - self._flash_billboard(PowerupBoxFactory.get().tex_health) - self.node.hurt = 0 - self._last_hit_time = None - self._num_times_hit = 0 - - elif msg.poweruptype == 'tank_shield': - self.tankshield['Tank'] = True - self.edg_eff = False - tex = factory.tex_tank_shield - self._flash_billboard(tex) - - elif msg.poweruptype == 'health_damage': - tex = factory.tex_health_damage - self.edg_eff = True - f = self.color[0] - i = (2, 0.5, 2) - bs.animate_array(self.node, 'color', 3, {0: i, 0.5: i, 0.6: f}) - self._flash_billboard(tex) - self.tankshield['Tank'] = False - self.freeze_punch = False - - elif msg.poweruptype == 'goodbye': - tex = factory.tex_goodbye - self._flash_billboard(tex) - self.kill_eff = True - - elif msg.poweruptype == 'fly_bombs': - self.bomb_type = 'fly' - tex = self._get_bomb_type_tex() - self._flash_billboard(tex) - if self.powerups_expire: - self.node.mini_billboard_2_texture = tex - t_ms = bs.time() * 1000 - assert isinstance(t_ms, int) - self.node.mini_billboard_2_start_time = t_ms - self.node.mini_billboard_2_end_time = t_ms + POWERUP_WEAR_OFF_TIME - self._bomb_wear_off_flash_timer = bs.Timer( - (POWERUP_WEAR_OFF_TIME - 2000) / 1000.0, - bs.WeakCallStrict(self._bomb_wear_off_flash), - ) - - self._bomb_wear_off_timer = bs.Timer( - POWERUP_WEAR_OFF_TIME / 1000.0, bs.WeakCallStrict(self._bomb_wear_off) - ) - - elif msg.poweruptype == 'fire_bombs': - self.bomb_type = 'fire' - tex = self._get_bomb_type_tex() - self._flash_billboard(tex) - if self.powerups_expire: - self.node.mini_billboard_2_texture = tex - t_ms = bs.time() * 1000 - assert isinstance(t_ms, int) - self.node.mini_billboard_2_start_time = t_ms - self.node.mini_billboard_2_end_time = t_ms + POWERUP_WEAR_OFF_TIME - self._bomb_wear_off_flash_timer = bs.Timer( - (POWERUP_WEAR_OFF_TIME - 2000) / 1000.0, - bs.WeakCallStrict(self._bomb_wear_off_flash), - ) - - self._bomb_wear_off_timer = bs.Timer( - POWERUP_WEAR_OFF_TIME / 1000.0, bs.WeakCallStrict(self._bomb_wear_off) - ) - - elif msg.poweruptype == 'impairment_bombs': - self.bomb_type = 'impairment' - tex = self._get_bomb_type_tex() - self._flash_billboard(tex) - if self.powerups_expire: - self.node.mini_billboard_2_texture = tex - t_ms = bs.time() * 1000 - assert isinstance(t_ms, int) - self.node.mini_billboard_2_start_time = t_ms - self.node.mini_billboard_2_end_time = t_ms + POWERUP_WEAR_OFF_TIME - self._bomb_wear_off_flash_timer = bs.Timer( - (POWERUP_WEAR_OFF_TIME - 2000) / 1000.0, - bs.WeakCallStrict(self._bomb_wear_off_flash), - ) - - self._bomb_wear_off_timer = bs.Timer( - POWERUP_WEAR_OFF_TIME / 1000.0, bs.WeakCallStrict(self._bomb_wear_off) - ) - - elif msg.poweruptype == 'ice_man': - tex = factory.tex_ice_man - self.bomb_type = 'ice_bubble' - self.freeze_punch = True - self.edg_eff = False - self.node.color = (0, 1, 4) - self._flash_billboard(tex) - - if self.powerups_expire: - ice_man_time = 17000 - self.node.mini_billboard_2_texture = tex - t_ms = bs.time() * 1000 - assert isinstance(t_ms, int) - self.node.mini_billboard_2_start_time = t_ms - self.node.mini_billboard_2_end_time = t_ms + ice_man_time - - self.ice_man_flash_timer = bs.Timer( - (ice_man_time - 2000) / 1000.0, babase.CallPartial(_ice_man_off_flash, self) - ) - - self.ice_man_timer = bs.Timer( - ice_man_time / 1000.0, babase.CallPartial(_ice_man_wear_off, self) - ) - - elif msg.poweruptype == 'speed': - self.node.hockey = True - tex = factory.tex_speed - self._flash_billboard(tex) - if self.powerups_expire: - speed_time = 15000 - self.node.mini_billboard_2_texture = tex - t_ms = bs.time() * 1000 - assert isinstance(t_ms, int) - self.node.mini_billboard_2_start_time = t_ms - self.node.mini_billboard_2_end_time = t_ms + speed_time - - self.speed_flash_timer = bs.Timer( - (speed_time - 2000) / 1000.0, babase.Call(_speed_off_flash, self) - ) - - self.speed_timer = bs.Timer( - speed_time / 1000.0, bs.WeakCallPartial(_speed_wear_off, self) - ) - - self.bmb_color: list = [] - self.bmb_color.append(self.bomb_type) - - self.node.handlemessage('flash') - if msg.sourcenode: - msg.sourcenode.handlemessage(bs.PowerupAcceptMessage()) - return True - - elif isinstance(msg, bs.FreezeMessage): - if not self.node: - return None - if self.node.invincible: - SpazFactory.get().block_sound.play(1.0, self.node.position) - return None - if self.shield: - return None - if not self.frozen: - self.frozen = True - self.node.frozen = True - bs.timer(5.0, bs.WeakCallPartial(self.handlemessage, bs.ThawMessage())) - if self.hitpoints <= 0: - self.shatter() - if self.freeze_punch: - self.handlemessage(bs.ThawMessage()) - - elif isinstance(msg, bs.ThawMessage): - if self.frozen and not self.shattered and self.node: - self.frozen = False - self.node.frozen = False - - elif isinstance(msg, bs.HitMessage): - if not self.node: - return None - if self.node.invincible: - SpazFactory.get().block_sound.play(1.0, self.node.position) - return True - - local_time = bs.time() * 1000 - assert isinstance(local_time, int) - if self._last_hit_time is None or local_time - self._last_hit_time > 1000: - self._num_times_hit += 1 - self._last_hit_time = local_time - - mag = msg.magnitude * self.impact_scale - velocity_mag = msg.velocity_magnitude * self.impact_scale - damage_scale = 0.22 - - def fire_effect(): - if not self.shield: - if self.node.exists(): - bs.emitfx( - position=self.node.position, - scale=3, - count=50 * 2, - spread=0.3, - chunk_type='sweat', - ) - self.node.handlemessage('celebrate', 560) - else: - self._fire_time = None - else: - self._fire_time = None - - def fire(time, damage): - if not self.shield and not self._dead: - self.hitpoints -= damage - bs.show_damage_count(f'-{damage}HP', self.node.position, msg.force_direction) - bui.getsound('fuse01').play() - - if duration != time: - self._fire_time = bs.Timer(0.1, babase.CallPartial(fire_effect), repeat=True) - else: - self._fire_time = None - - if self.hitpoints < 0: - self.node.handlemessage(bs.DieMessage()) - - if msg.hit_subtype == 'fly': - damage_scale = 0.0 - - if self.shield: - self.shield_hitpoints -= 300 - - if self.shield_hitpoints < 0: - self.shield.delete() - self.shield = None - SpazFactory.get().shield_down_sound.play(1.0, self.node.position) - elif msg.hit_subtype == 'fire': - index = 1 - duration = 5 - damage = 103 - if not self.shield: - for firex in range(duration): - bs.timer(index, bs.WeakCallPartial(fire, index, damage)) - self._fire_time = bs.Timer(0.1, babase.CallPartial(fire_effect), repeat=True) - index += 1 - else: - self.shield_hitpoints -= 80 - if self.shield_hitpoints < 1: - self.shield.delete() - self.shield = None - SpazFactory.get().shield_down_sound.play(1.0, self.node.position) - elif msg.hit_subtype == 'impairment': - damage_scale = 0 - - if self.shield: - self.shield.delete() - self.shield = None - SpazFactory.get().shield_down_sound.play(1.0, self.node.position) - else: - hitpoints = int(self.hitpoints * 0.80) - self.hitpoints -= int(hitpoints) - bs.show_damage_count( - (f'-{int(hitpoints / 10)}%'), self.node.position, msg.force_direction - ) - - if self.hitpoints < 0 or hitpoints < 95: - self.node.handlemessage(bs.DieMessage()) - - if self.shield: - if msg.flat_damage: - damage = msg.flat_damage * self.impact_scale - else: - assert msg.force_direction is not None - self.node.handlemessage( - 'impulse', - msg.pos[0], - msg.pos[1], - msg.pos[2], - msg.velocity[0], - msg.velocity[1], - msg.velocity[2], - mag, - velocity_mag, - msg.radius, - 1, - msg.force_direction[0], - msg.force_direction[1], - msg.force_direction[2], - ) - damage = damage_scale * self.node.damage - - assert self.shield_hitpoints is not None - self.shield_hitpoints -= int(damage) - self.shield.hurt = 1.0 - float(self.shield_hitpoints) / self.shield_hitpoints_max - - max_spillover = SpazFactory.get().max_shield_spillover_damage - if self.shield_hitpoints <= 0: - - self.shield.delete() - self.shield = None - SpazFactory.get().shield_down_sound.play(1.0, self.node.position) - - npos = self.node.position - bs.emitfx( - position=(npos[0], npos[1] + 0.9, npos[2]), - velocity=self.node.velocity, - count=random.randrange(20, 30), - scale=1.0, - spread=0.6, - chunk_type='spark', - ) - - else: - SpazFactory.get().shield_hit_sound.play(0.5, self.node.position) - - assert msg.force_direction is not None - bs.emitfx( - position=msg.pos, - velocity=( - msg.force_direction[0] * 1.0, - msg.force_direction[1] * 1.0, - msg.force_direction[2] * 1.0, - ), - count=min(30, 5 + int(damage * 0.005)), - scale=0.5, - spread=0.3, - chunk_type='spark', - ) - - if self.shield_hitpoints <= -max_spillover: - leftover_damage = -max_spillover - self.shield_hitpoints - shield_leftover_ratio = leftover_damage / damage - - mag *= shield_leftover_ratio - velocity_mag *= shield_leftover_ratio - else: - return True - else: - shield_leftover_ratio = 1.0 - - if msg.flat_damage: - damage = int(msg.flat_damage * self.impact_scale * shield_leftover_ratio) - else: - assert msg.force_direction is not None - self.node.handlemessage( - 'impulse', - msg.pos[0], - msg.pos[1], - msg.pos[2], - msg.velocity[0], - msg.velocity[1], - msg.velocity[2], - mag, - velocity_mag, - msg.radius, - 0, - msg.force_direction[0], - msg.force_direction[1], - msg.force_direction[2], - ) - - damage = int(damage_scale * self.node.damage) - - if self.tankshield['Reduction']: - porcentaje = percentage_tank_shield() - dism = int(damage * porcentaje) - damage = int(damage - dism) - - bs.show_damage_count('-' + str(int(damage / 10)) + '%', msg.pos, msg.force_direction) - - self.node.handlemessage('hurt_sound') - - if self.edg_eff: - porcentaje = percentage_health_damage() - dmg_dism = int(damage * porcentaje) - self.hitpoints += dmg_dism - - PopupText( - text=f'+{int(dmg_dism / 10)}%', - scale=1.5, - position=self.node.position, - color=(0, 1, 0), - ).autoretain() - bs.animate_array( - self.node, 'color', 3, {0: (0, 1, 0), 0.39: (0, 2, 0), 0.4: self.color[0]} - ) - bui.getsound('healthPowerup').play() - - if msg.hit_type == 'punch': - self.on_punched(damage) - - try: - if msg.get_source_player(bs.Player).actor.freeze_punch: - self.node.color = (0, 1, 4) - bui.getsound('freeze').play() - self.node.handlemessage(bs.FreezeMessage()) - except: - pass - - if damage > 350: - assert msg.force_direction is not None - bs.show_damage_count( - '-' + str(int(damage / 10)) + '%', msg.pos, msg.force_direction - ) - - if msg.hit_subtype == 'super_punch': - SpazFactory.get().punch_sound_stronger.play(1.0, self.node.position) - if damage > 500: - sounds = SpazFactory.get().punch_sound_strong - sound = sounds[random.randrange(len(sounds))] - else: - sound = SpazFactory.get().punch_sound - sound.play(1.0, self.node.position) - - assert msg.force_direction is not None - bs.emitfx( - position=msg.pos, - velocity=( - msg.force_direction[0] * 0.5, - msg.force_direction[1] * 0.5, - msg.force_direction[2] * 0.5, - ), - count=min(10, 1 + int(damage * 0.0025)), - scale=0.3, - spread=0.03, - ) - - bs.emitfx( - position=msg.pos, - chunk_type='sweat', - velocity=( - msg.force_direction[0] * 1.3, - msg.force_direction[1] * 1.3 + 5.0, - msg.force_direction[2] * 1.3, - ), - count=min(30, 1 + int(damage * 0.04)), - scale=0.9, - spread=0.28, - ) - - hurtiness = damage * 0.003 - punchpos = ( - msg.pos[0] + msg.force_direction[0] * 0.02, - msg.pos[1] + msg.force_direction[1] * 0.02, - msg.pos[2] + msg.force_direction[2] * 0.02, - ) - flash_color = (1.0, 0.8, 0.4) - light = bs.newnode( - 'light', - attrs={ - 'position': punchpos, - 'radius': 0.12 + hurtiness * 0.12, - 'intensity': 0.3 * (1.0 + 1.0 * hurtiness), - 'height_attenuated': False, - 'color': flash_color, - }, - ) - bs.timer(0.06, light.delete) - - flash = bs.newnode( - 'flash', - attrs={'position': punchpos, 'size': 0.17 + 0.17 * hurtiness, 'color': flash_color}, - ) - bs.timer(0.06, flash.delete) - - if msg.hit_type == 'impact': - assert msg.force_direction is not None - bs.emitfx( - position=msg.pos, - velocity=( - msg.force_direction[0] * 2.0, - msg.force_direction[1] * 2.0, - msg.force_direction[2] * 2.0, - ), - count=min(10, 1 + int(damage * 0.01)), - scale=0.4, - spread=0.1, - ) - if self.hitpoints > 0: - if msg.hit_type == 'impact' and damage > self.hitpoints: - newdamage = max(damage - 200, self.hitpoints - 10) - damage = newdamage - self.node.handlemessage('flash') - - if damage > 0.0 and self.node.hold_node: - self.node.hold_node = None - self.hitpoints -= damage - self.node.hurt = 1.0 - float(self.hitpoints) / self.hitpoints_max - - if self._cursed and damage > 0: - bs.timer( - 0.05, bs.WeakCallPartial(self.curse_explode, msg.get_source_player(bs.Player)) - ) - - if self.frozen and (damage > 200 or self.hitpoints <= 0): - self.shatter() - elif self.hitpoints <= 0: - self.node.handlemessage(bs.DieMessage(how=bs.DeathType.IMPACT)) - - if self.hitpoints <= 0: - damage_avg = self.node.damage_smoothed * damage_scale - if damage_avg > 1000: - self.shatter() - - elif isinstance(msg, BombDiedMessage): - self.bomb_count += 1 - - elif isinstance(msg, bs.DieMessage): - - def drop_bomb(): - for xbomb in range(3): - p = self.node.position - pos = (p[0] + xbomb, p[1] + 5, p[2] - xbomb) - ball = bomb.Bomb(position=pos, bomb_type='impact').autoretain() - ball.node.mesh_scale = 0.6 - ball.node.mesh = bs.getmesh('egg') - ball.node.gravity_scale = 2 - - if self.edg_eff: - self.edg_eff = False - - wasdead = self._dead - self._dead = True - self.hitpoints = 0 - if msg.immediate: - if self.node: - self.node.delete() - elif self.node: - self.node.hurt = 1.0 - if self.play_big_death_sound and not wasdead: - SpazFactory.get().single_player_death_sound.play() - self.node.dead = True - bs.timer(2.0, self.node.delete) - - t = 0 - if self.kill_eff: - for bombs in range(3): - bs.timer(t, babase.CallPartial(drop_bomb)) - t += 0.15 - self.kill_eff = False - - elif isinstance(msg, bs.OutOfBoundsMessage): - self.handlemessage(bs.DieMessage(how=bs.DeathType.FALL)) - - elif isinstance(msg, bs.StandMessage): - self._last_stand_pos = (msg.position[0], msg.position[1], msg.position[2]) - if self.node: - self.node.handlemessage( - 'stand', msg.position[0], msg.position[1], msg.position[2], msg.angle - ) - - elif isinstance(msg, CurseExplodeMessage): - self.curse_explode() - - elif isinstance(msg, PunchHitMessage): - if not self.node: - return None - node = bs.getcollision().opposingnode - - if node and (node not in self._punched_nodes): - - punch_momentum_angular = self.node.punch_momentum_angular * self._punch_power_scale - punch_power = self.node.punch_power * self._punch_power_scale - - if node.getnodetype() != 'spaz': - sounds = SpazFactory.get().impact_sounds_medium - sound = sounds[random.randrange(len(sounds))] - sound.play(1.0, self.node.position) - - ppos = self.node.punch_position - punchdir = self.node.punch_velocity - vel = self.node.punch_momentum_linear - - self._punched_nodes.add(node) - node.handlemessage( - bs.HitMessage( - pos=ppos, - velocity=vel, - magnitude=punch_power * punch_momentum_angular * 110.0, - velocity_magnitude=punch_power * 40, - radius=0, - srcnode=self.node, - source_player=self.source_player, - force_direction=punchdir, - hit_type='punch', - hit_subtype=('super_punch' if self._has_boxing_gloves else 'default'), - ) - ) - - mag = -400.0 - if self._hockey: - mag *= 0.5 - if len(self._punched_nodes) == 1: - self.node.handlemessage( - 'kick_back', - ppos[0], - ppos[1], - ppos[2], - punchdir[0], - punchdir[1], - punchdir[2], - mag, - ) - elif isinstance(msg, PickupMessage): - if not self.node: - return None - - try: - collision = bs.getcollision() - opposingnode = collision.opposingnode - opposingbody = collision.opposingbody - except bs.NotFoundError: - return True - - try: - if opposingnode.invincible: - return True - except Exception: - pass - - if ( - opposingnode.getnodetype() == 'spaz' - and not opposingnode.shattered - and opposingbody == 4 - ): - opposingbody = 1 - - held = self.node.hold_node - if held and held.getnodetype() == 'flag': - return True - - self.node.hold_body = opposingbody - self.node.hold_node = opposingnode - elif isinstance(msg, bs.CelebrateMessage): - if self.node: - self.node.handlemessage('celebrate', int(msg.duration * 1000)) - - return None - - -class PowerupManagerWindow(PopupWindow): - def __init__(self, transition='in_right'): - columns = 2 - self._width = width = 800 - self._height = height = 500 - self._sub_height = 200 - self._scroll_width = self._width * 0.90 - self._scroll_height = self._height - 180 - self._sub_width = self._scroll_width * 0.95 - self.tab_buttons: set = {} - self.list_cls_power: list = [] - self.default_powerups = default_powerups() - self.default_power_list = list(self.default_powerups) - self.coins = apg['Bear Coin'] - self.popup_cls_power = None - - if not STORE['Buy Firebombs']: - powerups['Fire Bombs'] = 0 - self.default_power_list.remove('Fire Bombs') - - self.charstr = [ - babase.charstr(babase.SpecialChar.LEFT_ARROW), - babase.charstr(babase.SpecialChar.RIGHT_ARROW), - babase.charstr(babase.SpecialChar.UP_ARROW), - babase.charstr(babase.SpecialChar.DOWN_ARROW), - ] - - self.tabdefs = { - "Action 1": ['powerupIceBombs', (1, 1, 1)], - "Action 2": ['settingsIcon', (0, 1, 0)], - "Action 3": ['inventoryIcon', (1, 1, 1)], - "Action 4": ['storeIcon', (1, 1, 1)], - "Action 5": ['advancedIcon', (1, 1, 1)], - "About": ['heart', (1.5, 0.3, 0.3)], - } - - if STORE['Buy Firebombs'] and STORE['Buy Option'] and STORE['Buy Percentage']: - self.tabdefs = { - "Action 1": ['powerupIceBombs', (1, 1, 1)], - "Action 2": ['settingsIcon', (0, 1, 0)], - "Action 3": ['inventoryIcon', (1, 1, 1)], - "About": ['heart', (1.5, 0.3, 0.3)], - } - - self.listdef = list(self.tabdefs) - - self.count = len(self.tabdefs) - - self._current_tab = GLOBAL['Tab'] - - app = bui.app.ui_v1 - uiscale = app.uiscale - - self._root_widget = bui.containerwidget( - size=(width + 90, height + 80), - transition=transition, - scale=1.5 if uiscale is babase.UIScale.SMALL else 1.0, - stack_offset=(0, -30) if uiscale is babase.UIScale.SMALL else (0, 0), - ) - - self._backButton = b = bui.buttonwidget( - parent=self._root_widget, - autoselect=True, - position=(60, self._height - 15), - size=(130, 60), - scale=0.8, - text_scale=1.2, - label=babase.Lstr(resource='backText'), - button_type='back', - on_activate_call=babase.CallPartial(self._back), - ) - bui.buttonwidget( - edit=self._backButton, - button_type='backSmall', - size=(60, 60), - label=babase.charstr(babase.SpecialChar.BACK), - ) - bui.containerwidget(edit=self._root_widget, cancel_button=b) - - self.titletext = bui.textwidget( - parent=self._root_widget, - position=(0, height - 15), - size=(width, 50), - h_align="center", - color=bui.app.ui_v1.title_color, - v_align="center", - maxwidth=width * 1.3, - ) - - index = 0 - for tab in range(self.count): - for tab2 in range(columns): - - tag = self.listdef[index] - - position = (620 + (tab2 * 120), self._height - 50 * 2.5 - (tab * 120)) - - if tag == 'About': - text = babase.Lstr(resource='gatherWindow.aboutText') - elif tab == 'Action 4': - text = babase.Lstr(resource='storeText') - else: - text = getlanguage(tag) - - self.tab_buttons[tag] = bui.buttonwidget( - parent=self._root_widget, - autoselect=True, - position=position, - size=(110, 110), - scale=1, - label='', - enable_sound=False, - button_type='square', - on_activate_call=babase.CallPartial(self._set_tab, tag, sound=True), - ) - - self.text = bui.textwidget( - parent=self._root_widget, - position=(position[0] + 55, position[1] + 30), - size=(0, 0), - scale=1, - color=bui.app.ui_v1.title_color, - draw_controller=self.tab_buttons[tag], - maxwidth=100, - text=text, - h_align='center', - v_align='center', - ) - - self.image = bui.imagewidget( - parent=self._root_widget, - size=(60, 60), - color=self.tabdefs[tag][1], - draw_controller=self.tab_buttons[tag], - position=(position[0] + 25, position[1] + 40), - texture=bui.gettexture(self.tabdefs[tag][0]), - ) - - index += 1 - - if self.count == index: - break - - if self.count == index: - break - - self._scrollwidget = None - self._tab_container = None - self._set_tab(self._current_tab) - - def __del__(self): - apg.apply_and_commit() - - def popup_menu_closing(self, window): - print("saliendo") - - def _set_tab(self, tab, sound: bool = False): - self.sound = sound - GLOBAL['Tab'] = tab - apg.apply_and_commit() - - if self._tab_container is not None and self._tab_container.exists(): - self._tab_container.delete() - - if self.sound: - bui.getsound('swish').play() - - if self._scrollwidget: - self._scrollwidget.delete() - - self._scrollwidget = bui.scrollwidget( - parent=self._root_widget, - position=(self._width * 0.08, 51 * 1.8), - size=(self._sub_width - 140, self._scroll_height + 60 * 1.2), - ) - - if tab == 'Action 4': - if self._scrollwidget: - self._scrollwidget.delete() - - self._scrollwidget = bui.scrollwidget( - parent=self._root_widget, - position=(self._width * 0.08, 51 * 1.8), - size=(self._sub_width - 140, self._scroll_height + 60 * 1.2), - capture_arrows=True, - center_small_content=False, - selection_loops_to_parent=True, - claims_left_right=True, - claims_up_down=False, - color=(0.3, 0.3, 0.4), - ) - bui.textwidget(edit=self.titletext, text=babase.Lstr(resource='storeText')) - - elif tab == 'About': - bui.textwidget(edit=self.titletext, text=babase.Lstr(resource='gatherWindow.aboutText')) - else: - bui.textwidget(edit=self.titletext, text=getlanguage(tab)) - - choices = ['Reset', 'Only Bombs', 'Only Items', 'New', 'Nothing'] - c_display = [] - - for display in choices: - choices_display = babase.Lstr(translate=("", getlanguage(display))) - c_display.append(choices_display) - - if tab == 'Action 1': - self.popup_cls_power = PopupMenu( - parent=self._root_widget, - position=(130, self._width * 0.61), - button_size=(150, 50), - scale=2.5, - choices=choices, - width=150, - choices_display=c_display, - current_choice=GLOBAL['Cls Powerup'], - on_value_change_call=self._set_concept, - ) - self.list_cls_power.append(self.popup_cls_power._button) - - self.button_cls_power = bui.buttonwidget( - parent=self._root_widget, - position=(500, self._width * 0.61), - size=(50, 50), - autoselect=True, - scale=1, - label=('%'), - text_scale=1, - button_type='square', - on_activate_call=self._percentage_window, - ) - self.list_cls_power.append(self.button_cls_power) - - rewindow = [self.popup_cls_power._button, self.button_cls_power] - - for ( - cls - ) in self.list_cls_power: # this is very important so that pupups don't accumulate - if cls not in rewindow: - cls.delete() - - elif tab == 'Action 4': - self.button_coin = bui.buttonwidget( - parent=self._root_widget, - icon=bui.gettexture('coin'), - position=(550, self._width * 0.614), - size=(160, 40), - textcolor=(0, 1, 0), - color=(0, 1, 6), - scale=1, - label=str(apg['Bear Coin']), - text_scale=1, - autoselect=True, - on_activate_call=None, - ) # self._percentage_window) - self.list_cls_power.append(self.button_coin) - - try: - rewindow.append(self.button_coin) - except: - rewindow = [self.button_coin] - for ( - cls - ) in self.list_cls_power: # this is very important so that pupups don't accumulate - if cls not in rewindow: - cls.delete() - - else: - try: - for cls in self.list_cls_power: - cls.delete() - except: - pass - - if tab == 'Action 1': - sub_height = len(self.default_power_list) * 90 - v = sub_height - 55 - width = 300 - posi = 0 - id_power = list(self.default_powerups) - new_powerups = id_power[9:] - self.listpower = {} - - self._tab_container = c = bui.containerwidget( - parent=self._scrollwidget, - size=(self._sub_width, sub_height), - background=False, - selection_loops_to_parent=True, - ) - - for power in self.default_power_list: - if power == id_power[0]: - text = 'helpWindow.powerupShieldNameText' - tex = bui.gettexture('powerupShield') - elif power == id_power[1]: - text = 'helpWindow.powerupPunchNameText' - tex = bui.gettexture('powerupPunch') - elif power == id_power[2]: - text = 'helpWindow.powerupLandMinesNameText' - tex = bui.gettexture('powerupLandMines') - elif power == id_power[3]: - text = 'helpWindow.powerupImpactBombsNameText' - tex = bui.gettexture('powerupImpactBombs') - elif power == id_power[4]: - text = 'helpWindow.powerupIceBombsNameText' - tex = bui.gettexture('powerupIceBombs') - elif power == id_power[5]: - text = 'helpWindow.powerupBombNameText' - tex = bui.gettexture('powerupBomb') - elif power == id_power[6]: - text = 'helpWindow.powerupStickyBombsNameText' - tex = bui.gettexture('powerupStickyBombs') - elif power == id_power[7]: - text = 'helpWindow.powerupCurseNameText' - tex = bui.gettexture('powerupCurse') - elif power == id_power[8]: - text = 'helpWindow.powerupHealthNameText' - tex = bui.gettexture('powerupHealth') - elif power == id_power[9]: - text = power - tex = bui.gettexture('powerupSpeed') - elif power == id_power[10]: - text = power - tex = bui.gettexture('heart') - elif power == id_power[11]: - text = "Goodbye!" - tex = bui.gettexture('achievementOnslaught') - elif power == id_power[12]: - text = power - tex = bui.gettexture('ouyaUButton') - elif power == id_power[13]: - text = power - tex = bui.gettexture('achievementSuperPunch') - elif power == id_power[14]: - text = power - tex = bui.gettexture('levelIcon') - elif power == id_power[15]: - text = power - tex = bui.gettexture('ouyaOButton') - elif power == id_power[16]: - text = power - tex = bui.gettexture('star') - - if power in new_powerups: - label = getlanguage(power) - else: - label = babase.Lstr(resource=text) - - apperance = powerups[power] - position = (90, v - posi) - - t = bui.textwidget( - parent=c, - position=(position[0] - 30, position[1] - 15), - size=(width, 50), - h_align="center", - color=(bui.app.ui_v1.title_color), - text=label, - v_align="center", - maxwidth=width * 1.3, - ) - - self.powprev = bui.imagewidget( - parent=c, - position=(position[0] - 70, position[1] - 10), - size=(50, 50), - texture=tex, - ) - - dipos = 0 - for direc in ['-', '+']: - bui.buttonwidget( - parent=c, - autoselect=True, - position=(position[0] + 270 + dipos, position[1] - 10), - size=(100, 100), - scale=0.4, - label=direc, - button_type='square', - text_scale=4, - on_activate_call=babase.CallPartial(self.apperance_powerups, power, direc), - ) - - dipos += 100 - - textwidget = bui.textwidget( - parent=c, - position=(position[0] + 190, position[1] - 15), - size=(width, 50), - h_align="center", - color=cls_pow_color()[apperance], - text=str(apperance), - v_align="center", - maxwidth=width * 1.3, - ) - self.listpower[power] = textwidget - - posi += 90 - - elif tab == 'Action 2': - sub_height = 370 if not STORE['Buy Option'] else 450 - v = sub_height - 55 - width = 300 - - self._tab_container = c = bui.containerwidget( - parent=self._scrollwidget, - size=(self._sub_width, sub_height), - background=False, - selection_loops_to_parent=True, - ) - - position = (40, v - 20) - - c_display = [] - choices = ['Auto', 'SY: BALL', 'SY: Impact', 'SY: Egg'] - for display in choices: - choices_display = babase.Lstr(translate=("", getlanguage(display))) - c_display.append(choices_display) - - popup = PopupMenu( - parent=c, - position=(position[0] + 300, position[1]), - button_size=(150, 50), - scale=2.5, - choices=choices, - width=150, - choices_display=c_display, - current_choice=config['Powerup Style'], - on_value_change_call=babase.CallPartial(self._all_popup, 'Powerup Style'), - ) - - text = getlanguage('Powerup Style') - wt = len(text) * 0.80 - t = bui.textwidget( - parent=c, - position=(position[0] - 60 + wt, position[1]), - size=(width, 50), - maxwidth=width * 0.9, - scale=1.1, - h_align="center", - color=bui.app.ui_v1.title_color, - text=getlanguage('Powerup Style'), - v_align="center", - ) - - dipos = 0 - for direc in ['-', '+']: - bui.buttonwidget( - parent=c, - autoselect=True, - position=(position[0] + 310 + dipos, position[1] - 100), - size=(100, 100), - repeat=True, - scale=0.4, - label=direc, - button_type='square', - text_scale=4, - on_activate_call=babase.CallPartial(self._powerups_scale, direc), - ) - dipos += 100 - - txt_scale = config['Powerup Scale'] - self.txt_scale = bui.textwidget( - parent=c, - position=(position[0] + 230, position[1] - 105), - size=(width, 50), - scale=1.1, - h_align="center", - color=(0, 1, 0), - text=str(txt_scale), - v_align="center", - maxwidth=width * 1.3, - ) - - text = getlanguage('Powerup Scale') - wt = len(text) * 0.80 - t = bui.textwidget( - parent=c, - position=(position[0] - 60 + wt, position[1] - 100), - size=(width, 50), - maxwidth=width * 0.9, - scale=1.1, - h_align="center", - color=bui.app.ui_v1.title_color, - text=text, - v_align="center", - ) - - position = (position[0] - 20, position[1] + 40) - - self.check = bui.checkboxwidget( - parent=c, - position=(position[0] + 30, position[1] - 230), - value=config['Powerup Name'], - on_value_change_call=babase.CallPartial(self._switches, 'Powerup Name'), - maxwidth=self._scroll_width * 0.9, - text=getlanguage('Powerup Name'), - autoselect=True, - ) - - self.check = bui.checkboxwidget( - parent=c, - position=(position[0] + 30, position[1] - 230 * 1.3), - value=config['Powerup With Shield'], - on_value_change_call=babase.CallPartial(self._switches, 'Powerup With Shield'), - maxwidth=self._scroll_width * 0.9, - text=getlanguage('Powerup With Shield'), - autoselect=True, - ) - - if STORE['Buy Option']: - self.check = bui.checkboxwidget( - parent=c, - position=(position[0] + 30, position[1] - 230 * 1.6), - value=config['Powerup Time'], - on_value_change_call=babase.CallPartial(self._switches, 'Powerup Time'), - maxwidth=self._scroll_width * 0.9, - text=getlanguage('Powerup Time'), - autoselect=True, - ) - - elif tab == 'Action 3': - sub_height = 300 - v = sub_height - 55 - width = 300 - - self._tab_container = c = bui.containerwidget( - parent=self._scrollwidget, - size=(self._sub_width, sub_height), - background=False, - selection_loops_to_parent=True, - ) - - v -= 20 - position = (110, v - 45 * 1.72) - - if not STORE['Buy Percentage']: - t = bui.textwidget( - parent=c, - position=(90, v - 100), - size=(30 + width, 50), - h_align="center", - text=getlanguage('Block Option Store'), - color=bui.app.ui_v1.title_color, - v_align="center", - maxwidth=width * 1.5, - scale=1.5, - ) - - i = bui.imagewidget( - parent=c, - position=(position[0] + 100, position[1] - 205), - size=(80, 80), - texture=bui.gettexture('lock'), - ) - else: - t = bui.textwidget( - parent=c, - position=(position[0] - 14, position[1] + 70), - size=(30 + width, 50), - h_align="center", - text=f"{getlanguage('Tank Shield PTG')} ({getlanguage('Tank Shield')})", - color=bui.app.ui_v1.title_color, - v_align="center", - maxwidth=width * 1.5, - scale=1.5, - ) - - b = bui.buttonwidget( - parent=c, - autoselect=True, - position=position, - size=(100, 100), - repeat=True, - scale=0.6, - label=self.charstr[3], - button_type='square', - text_scale=2, - on_activate_call=babase.CallPartial(self.tank_shield_percentage, 'Decrement'), - ) - - b = bui.buttonwidget( - parent=c, - autoselect=True, - repeat=True, - text_scale=2, - position=(position[0] * 3.2, position[1]), - size=(100, 100), - scale=0.6, - label=self.charstr[2], - button_type='square', - on_activate_call=babase.CallPartial(self.tank_shield_percentage, 'Increment'), - ) - - porcentaje = config['Tank Shield PTG'] - if porcentaje > 59: - color = (0, 1, 0) - elif porcentaje < 40: - color = (1, 1, 0) - else: - color = (0, 1, 0.8) - - self.tank_text = bui.textwidget( - parent=c, - position=(position[0] - 14, position[1] + 5), - size=(30 + width, 50), - h_align="center", - text=str(porcentaje) + '%', - color=color, - v_align="center", - maxwidth=width * 1.3, - scale=2, - ) - - # -----> - - position = (110, v - 160 * 1.6) - t = bui.textwidget( - parent=c, - position=(position[0] - 14, position[1] + 70), - size=(30 + width, 50), - h_align="center", - text=f"{getlanguage('Healing Damage PTG')}{_sp_}({getlanguage('Healing Damage')})", - color=bui.app.ui_v1.title_color, - v_align="center", - maxwidth=width * 1.3, - scale=1.4, - ) - - b = bui.buttonwidget( - parent=c, - autoselect=True, - position=position, - size=(100, 100), - repeat=True, - scale=0.6, - label=self.charstr[3], - button_type='square', - text_scale=2, - on_activate_call=babase.CallPartial(self.health_damage_percentage, 'Decrement'), - ) - - b = bui.buttonwidget( - parent=c, - autoselect=True, - repeat=True, - text_scale=2, - position=(position[0] * 3.2, position[1]), - size=(100, 100), - scale=0.6, - label=self.charstr[2], - button_type='square', - on_activate_call=babase.CallPartial(self.health_damage_percentage, 'Increment'), - ) - - porcentaje = config['Healing Damage PTG'] - if porcentaje > 59: - color = (0, 1, 0) - elif porcentaje < 40: - color = (1, 1, 0) - else: - color = (0, 1, 0.8) - - self.hlg_text = bui.textwidget( - parent=c, - position=(position[0] - 14, position[1] + 5), - size=(30 + width, 50), - h_align="center", - text=str(porcentaje) + '%', - color=color, - v_align="center", - maxwidth=width * 1.3, - scale=2, - ) - - elif tab == 'Percentage': - sub_height = len(self.default_power_list) * 90 - v = sub_height - 55 - width = 300 - posi = 0 - id_power = list(self.default_powerups) - new_powerups = id_power[9:] - self.listpower = {} - - self._tab_container = c = bui.containerwidget( - parent=self._scrollwidget, - size=(self._sub_width, sub_height), - background=False, - selection_loops_to_parent=True, - ) - - for power in self.default_power_list: - if power == id_power[0]: - text = 'helpWindow.powerupShieldNameText' - tex = bui.gettexture('powerupShield') - elif power == id_power[1]: - text = 'helpWindow.powerupPunchNameText' - tex = bui.gettexture('powerupPunch') - elif power == id_power[2]: - text = 'helpWindow.powerupLandMinesNameText' - tex = bui.gettexture('powerupLandMines') - elif power == id_power[3]: - text = 'helpWindow.powerupImpactBombsNameText' - tex = bui.gettexture('powerupImpactBombs') - elif power == id_power[4]: - text = 'helpWindow.powerupIceBombsNameText' - tex = bui.gettexture('powerupIceBombs') - elif power == id_power[5]: - text = 'helpWindow.powerupBombNameText' - tex = bui.gettexture('powerupBomb') - elif power == id_power[6]: - text = 'helpWindow.powerupStickyBombsNameText' - tex = bui.gettexture('powerupStickyBombs') - elif power == id_power[7]: - text = 'helpWindow.powerupCurseNameText' - tex = bui.gettexture('powerupCurse') - elif power == id_power[8]: - text = 'helpWindow.powerupHealthNameText' - tex = bui.gettexture('powerupHealth') - elif power == id_power[9]: - text = power - tex = bui.gettexture('powerupSpeed') - elif power == id_power[10]: - text = power - tex = bui.gettexture('heart') - elif power == id_power[11]: - text = "Goodbye!" - tex = bui.gettexture('achievementOnslaught') - elif power == id_power[12]: - text = power - tex = bui.gettexture('ouyaUButton') - elif power == id_power[13]: - text = power - tex = bui.gettexture('achievementSuperPunch') - elif power == id_power[14]: - text = power - tex = bui.gettexture('levelIcon') - elif power == id_power[15]: - text = power - tex = bui.gettexture('ouyaOButton') - elif power == id_power[16]: - text = power - tex = bui.gettexture('star') - - if power in new_powerups: - label = getlanguage(power) - else: - label = babase.Lstr(resource=text) - - apperance = powerups[power] - position = (90, v - posi) - - t = bui.textwidget( - parent=c, - position=(position[0] - 30, position[1] - 15), - size=(width, 50), - h_align="center", - color=(bui.app.ui_v1.title_color), - text=label, - v_align="center", - maxwidth=width * 1.3, - ) - - self.powprev = bui.imagewidget( - parent=c, - position=(position[0] - 70, position[1] - 10), - size=(50, 50), - texture=tex, - ) - - ptg = str(self.total_percentage(power)) - t = bui.textwidget( - parent=c, - position=(position[0] + 170, position[1] - 10), - size=(width, 50), - h_align="center", - color=(0, 1, 0), - text=(f'{ptg}%'), - v_align="center", - maxwidth=width * 1.3, - ) - - posi += 90 - - elif tab == 'Action 4': - sub_height = 370 - width = 300 - v = sub_height - 55 - u = width - 60 - - if not self._scrollwidget or not self._scrollwidget.exists(): - return - self._tab_container = c = bui.containerwidget( - parent=self._scrollwidget, - size=(width + 500, sub_height), - background=False, - selection_loops_to_parent=True, - ) - - position = (u + 150, v - 250) - n_pos = 0 - prices = [7560, 5150, 3360] - str_name = ["FireBombs Store", "Timer Store", "Percentages Store"] - images = ["ouyaOButton", "settingsIcon", "inventoryIcon"] - - index = 0 - for store in store_items(): - p = prices[index] - txt = str_name[index] - label = getlanguage(txt) - tx_pos = len(label) * 1.8 - lb_scale = len(label) * 0.20 - preview = images[index] - - if STORE[store]: - text = getlanguage('Bought') - icon = bui.gettexture('graphicsIcon') - color = (0.52, 0.48, 0.63) - txt_scale = 1.5 - else: - text = str(p) - icon = bui.gettexture('coin') - color = (0.5, 0.4, 0.93) - txt_scale = 2 - - b = bui.buttonwidget( - parent=c, - autoselect=True, - position=(position[0] + 210 - n_pos, position[1]), - size=(250, 80), - scale=0.7, - label=text, - text_scale=txt_scale, - icon=icon, - color=color, - iconscale=1.7, - on_activate_call=babase.CallPartial(self._buy_object, store, p), - ) - - s = 180 - b = bui.buttonwidget( - parent=c, - autoselect=True, - position=(position[0] + 210 - n_pos, position[1] + 55), - size=(s, s + 30), - scale=1, - label='', - color=color, - button_type='square', - on_activate_call=babase.CallPartial(self._buy_object, store, p), - ) - - s -= 80 - i = bui.imagewidget( - parent=c, - draw_controller=b, - position=(position[0] + 250 - n_pos, position[1] + 140), - size=(s, s), - texture=bui.gettexture(preview), - ) - - t = bui.textwidget( - parent=c, - position=(position[0] + 270 - n_pos, position[1] + 101), - h_align="center", - color=(bui.app.ui_v1.title_color), - text=label, - v_align="center", - maxwidth=130, - ) - - n_pos += 280 - index += 1 - - elif tab == 'Action 5': - sub_height = 370 - v = sub_height - 55 - width = 300 - - self._tab_container = c = bui.containerwidget( - parent=self._scrollwidget, - size=(self._sub_width, sub_height), - background=False, - selection_loops_to_parent=True, - ) - - position = (0, v - 30) - - t = bui.textwidget( - parent=c, - position=(position[0] + 80, position[1] - 30), - size=(width + 60, 50), - scale=1, - h_align="center", - color=(bui.app.ui_v1.title_color), - text=babase.Lstr(resource='settingsWindowAdvanced.enterPromoCodeText'), - v_align="center", - maxwidth=width * 1.3, - ) - - self.promocode_text = bui.textwidget( - parent=c, - position=(position[0] + 80, position[1] - 100), - size=(width + 60, 50), - scale=1, - editable=True, - h_align="center", - color=(bui.app.ui_v1.title_color), - text='', - v_align="center", - maxwidth=width * 1.3, - max_chars=30, - description=babase.Lstr(resource='settingsWindowAdvanced.enterPromoCodeText'), - ) - - self.promocode_button = bui.buttonwidget( - parent=c, - position=(position[0] + 160, position[1] - 170), - size=(200, 60), - scale=1.0, - label=babase.Lstr(resource='submitText'), - on_activate_call=self._promocode, - ) - - else: - sub_height = 0 - v = sub_height - 55 - width = 300 - - self._tab_container = c = bui.containerwidget( - parent=self._scrollwidget, - size=(self._sub_width, sub_height), - background=False, - selection_loops_to_parent=True, - ) - - t = bui.textwidget( - parent=c, - position=(110, v - 20), - size=(width, 50), - scale=1.4, - color=(0.2, 1.2, 0.2), - h_align="center", - v_align="center", - text=("Ultimate Powerup Manager v2.5"), - maxwidth=width * 30, - ) - - t = bui.textwidget( - parent=c, - position=(110, v - 90), - size=(width, 50), - scale=1, - color=(1.3, 0.5, 1.0), - h_align="center", - v_align="center", - text=getlanguage('Creator'), - maxwidth=width * 30, - ) - - t = bui.textwidget( - parent=c, - position=(110, v - 220), - size=(width, 50), - scale=1, - color=(1.0, 1.2, 0.3), - h_align="center", - v_align="center", - text=getlanguage('Mod Info'), - maxwidth=width * 30, - ) - - for select_tab, button_tab in self.tab_buttons.items(): - if select_tab == tab: - bui.buttonwidget(edit=button_tab, color=(0.5, 0.4, 1.5)) - else: - bui.buttonwidget(edit=button_tab, color=(0.52, 0.48, 0.63)) - - def _all_popup(self, tag: str, popup: str) -> None: - config[tag] = popup - apg.apply_and_commit() - - def _set_concept(self, concept: str) -> None: - GLOBAL['Cls Powerup'] = concept - - if concept == 'Reset': - for power, deflt in default_powerups().items(): - powerups[power] = deflt - elif concept == 'Nothing': - for power in default_powerups(): - powerups[power] = 0 - elif concept == 'Only Bombs': - for power, deflt in default_powerups().items(): - if 'Bombs' not in power: - powerups[power] = 0 - else: - powerups[power] = 3 - elif concept == 'Only Items': - for power, deflt in default_powerups().items(): - if 'Bombs' in power: - powerups[power] = 0 - else: - powerups[power] = deflt - elif concept == 'New': - default_power = default_powerups() - new_powerups = list(default_power)[9:] - for power, deflt in default_power.items(): - if power not in new_powerups: - powerups[power] = 0 - else: - powerups[power] = deflt - - if not STORE['Buy Firebombs']: - powerups['Fire Bombs'] = 0 - - self._set_tab('Action 1') - - def tank_shield_percentage(self, tag): - max = 96 - min = 40 - if tag == 'Increment': - config['Tank Shield PTG'] += 1 - if config['Tank Shield PTG'] > max: - config['Tank Shield PTG'] = min - elif tag == 'Decrement': - config['Tank Shield PTG'] -= 1 - if config['Tank Shield PTG'] < min: - config['Tank Shield PTG'] = max - - porcentaje = config['Tank Shield PTG'] - if porcentaje > 59: - color = (0, 1, 0) - elif porcentaje < 40: - color = (1, 1, 0) - else: - color = (0, 1, 0.8) - bui.textwidget(edit=self.tank_text, text=str(porcentaje) + '%', color=color) - - def health_damage_percentage(self, tag): - max = 80 - min = 35 - if tag == 'Increment': - config['Healing Damage PTG'] += 1 - if config['Healing Damage PTG'] > max: - config['Healing Damage PTG'] = min - elif tag == 'Decrement': - config['Healing Damage PTG'] -= 1 - if config['Healing Damage PTG'] < min: - config['Healing Damage PTG'] = max - - porcentaje = config['Healing Damage PTG'] - if porcentaje > 59: - color = (0, 1, 0) - elif porcentaje < 40: - color = (1, 1, 0) - else: - color = (0, 1, 0.8) - bui.textwidget(edit=self.hlg_text, text=str(porcentaje) + '%', color=color) - - def apperance_powerups(self, powerup: str, ID: str): - max = 7 - if ID == "-": - if powerups[powerup] == 0: - powerups[powerup] = max - else: - powerups[powerup] -= 1 - elif ID == "+": - if powerups[powerup] == max: - powerups[powerup] = 0 - else: - powerups[powerup] += 1 - enum = powerups[powerup] - bui.textwidget( - edit=self.listpower[powerup], text=str(powerups[powerup]), color=cls_pow_color()[enum] - ) - - def _powerups_scale(self, ID: str): - max = 1.5 - min = 0.5 - sc = 0.1 - if ID == "-": - if config['Powerup Scale'] < (min + 0.1): - config['Powerup Scale'] = max - else: - config['Powerup Scale'] -= sc - elif ID == "+": - if config['Powerup Scale'] > (max - 0.1): - config['Powerup Scale'] = min - else: - config['Powerup Scale'] += sc - config['Powerup Scale'] = round(config['Powerup Scale'], 1) - bui.textwidget(edit=self.txt_scale, text=str(config['Powerup Scale'])) - - def total_percentage(self, power): - total = 0 - pw = powerups[power] - for i, i2 in powerups.items(): - total += i2 - if total == 0: - return float(total) - else: - ptg = 100 * pw / total - result = round(ptg, 2) - return result - - def store_refresh(self, tag: str): - if tag == 'Buy Firebombs': - powerups['Fire Bombs'] = 3 - self.default_power_list.append('Fire Bombs') - self._set_tab('Action 4') - - def _buy_object(self, tag: str, price: int): - store = BearStore( - value=tag, price=price, callback=babase.CallPartial(self.store_refresh, tag) - ) - store.buy() - - def _promocode(self): - code = bui.textwidget(query=self.promocode_text) - promo = PromoCode(code=code) - promo.code_confirmation() - bui.textwidget(edit=self.promocode_text, text="") - - def _switches(self, tag, m): - config[tag] = False if m == 0 else True - apg.apply_and_commit() - - def _percentage_window(self): - self._set_tab('Percentage') - - def _back(self): - bui.containerwidget(edit=self._root_widget, transition='out_left') - babase.app.classic.profile_browser_window() - - -def add_plugin(): - try: - from baBearModz import BearPlugin - except Exception as e: - return bs.timer(2.5, lambda e=e: bs.broadcastmessage('Error plugin: ' + str(e), (1, 0, 0))) - BearPlugin( - icon='logo', - creator='UPDATE TO API 9 BY ATD(anas) and less', - button_color=(1, 1, 0), - plugin=UltimatePowerupManager, - window=PowerupManagerWindow, - ) - - -# ba_meta export babase.Plugin - - -class UltimatePowerupManager(babase.Plugin): - # browser.ProfileBrowserWindow = NewProfileBrowserWindow - pupbox.PowerupBoxFactory = NewPowerupBoxFactory - pupbox.PowerupBox.__init__ = _pbx_ - Bomb.__init__ = _bomb_init - SpazBot.handlemessage = bot_handlemessage - Blast.handlemessage = bomb_handlemessage - Spaz.handlemessage = new_handlemessage - Spaz.__init__ = _init_spaz_ - Spaz._get_bomb_type_tex = new_get_bomb_type_tex - Spaz.on_punch_press = spaz_on_punch_press - Spaz.on_punch_release = spaz_on_punch_release - MainMenuActivity.on_transition_in = new_on_transition_in - - def __init__(self) -> None: - - # add_plugin() - ... - - def has_settings_ui(self): - return True - - def show_settings_ui(self, origin_widget): - PowerupManagerWindow() +# ba_meta require api 9 +from __future__ import annotations + +import babase +import bauiv1 as bui +import bascenev1 as bs +import random +from bascenev1lib.actor import bomb +from bascenev1lib.actor import powerupbox as pupbox +from bascenev1lib.actor.spazbot import SpazBot +from bascenev1lib.actor.bomb import Bomb, Blast +from bauiv1lib.popup import PopupWindow, PopupMenuWindow, PopupMenu +from bascenev1lib.actor.spaz import ( + Spaz, + SpazFactory, + PickupMessage, + PunchHitMessage, + CurseExplodeMessage, + BombDiedMessage, +) +from bascenev1lib.mainmenu import MainMenuActivity, MainMenuSession +from bascenev1lib.gameutils import SharedObjects +from bascenev1lib.actor.powerupbox import PowerupBoxFactory +from bascenev1lib.actor.popuptext import PopupText +from bauiv1lib.confirm import ConfirmWindow +from bascenev1lib.actor.spaz import * + +from typing import TYPE_CHECKING + +plugman = dict( + plugin_name="powerup_manager", + description="This plugin add new modded powerups and features to manage them", + external_url="", + authors=[ + {"name": "ATD", "email": "anasdhaoidi001@gmail.com", "discord": ""}, + ], + version="1.0.1", +) + + +_sp_ = '\n' + +if TYPE_CHECKING: + pass + + +# === Mod updated by ATD and Less === + + +def getlanguage(text, subs: str = None, almacen: list = []): + if almacen == []: + almacen = list(range(1000)) + lang = bs.app.lang.language + translate = { + "Reset": {"Spanish": "Reiniciar", "English": "Reset", "Portuguese": "Reiniciar"}, + "Nothing": { + "Spanish": "Sin potenciadores", + "English": "No powerups", + "Portuguese": "Sem powerups", + }, + "Action 1": {"Spanish": "Potenciadores", "English": "Powerups", "Portuguese": "Powerups"}, + "Action 2": {"Spanish": "Configuración", "English": "Settings", "Portuguese": "Definições"}, + "Action 3": {"Spanish": "Extras", "English": "Extras", "Portuguese": "Extras"}, + "Action 4": {"Spanish": "Tienda", "English": "Store", "Portuguese": "Loja"}, + "Action 5": { + "Spanish": "Canjear código", + "English": "Enter Code", + "Portuguese": "Código promocional", + }, + "Custom": {"Spanish": "", "English": "Customize", "Portuguese": "Customizar"}, + "Impairment Bombs": { + "Spanish": "Bombas menoscabo", + "English": "Hyperactive bombs", + "Portuguese": "Bombas hiperativas", + }, + "Speed": {"Spanish": "Velocidad", "English": "Speed", "Portuguese": "Velocidade"}, + "Fire Bombs": { + "Spanish": "Bombas de fuego", + "English": "Fire Bombs", + "Portuguese": "Bombas de fogo", + }, + "Ice Man": { + "Spanish": "Hombre de hielo", + "English": "Ice man", + "Portuguese": "Homem de gelo", + }, + "Fly Bombs": { + "Spanish": "Bombas expansivas", + "English": "Expansive bombs", + "Portuguese": "Bombas expansivas", + }, + "Goodbye": {"Spanish": "¡Hasta luego!", "English": "Goodbye!", "Portuguese": "Adeus!"}, + "Healing Damage": { + "Spanish": "Auto-curación", + "English": "Healing Damage", + "Portuguese": "Auto-cura", + }, + "Tank Shield": { + "Spanish": "Súper blindaje", + "English": "Reinforced shield", + "Portuguese": "Escudo reforçado", + }, + "Tank Shield PTG": { + "Spanish": "Porcentaje de disminución", + "English": "Percentage decreased", + "Portuguese": "Percentual reduzido", + }, + "Healing Damage PTG": { + "Spanish": "Porcentaje de recuperación de salud", + "English": "Percentage of health recovered", + "Portuguese": "Porcentagem de recuperação de saúde", + }, + "SY: BALL": {"Spanish": "Esfera", "English": "Sphere", "Portuguese": "Esfera"}, + "SY: Impact": {"Spanish": "Especial", "English": "Special", "Portuguese": "Especial"}, + "SY: Egg": {"Spanish": "Huevito", "English": "Egg shape", "Portuguese": "Ovo"}, + "Powerup Scale": { + "Spanish": "Tamaño del potenciador", + "English": "Powerups size", + "Portuguese": "Tamanho de powerups", + }, + "Powerup With Shield": { + "Spanish": "Potenciadores con escudo", + "English": "Powerups with shield", + "Portuguese": "Powerups com escudo", + }, + "Powerup Time": { + "Spanish": "Mostrar Temporizador", + "English": "Show end time", + "Portuguese": "Mostrar cronômetro", + }, + "Powerup Style": { + "Spanish": "Forma de los potenciadores", + "English": "Shape of powerup", + "Portuguese": "Forma de powerup", + }, + "Powerup Name": { + "Spanish": "Mostrar nombre en los potenciadores", + "English": "Show name on powerups", + "Portuguese": "Mostrar nome em powerups", + }, + "Percentage": { + "Spanish": "Probabilidad", + "English": "Show percentage", + "Portuguese": "Mostrar porcentagem", + }, + "Only Items": { + "Spanish": "Sólo Accesorios", + "English": "Only utensils", + "Portuguese": "Apenas utensilios", + }, + "New": {"Spanish": "Nuevo", "English": "New", "Portuguese": "Novo"}, + "Only Bombs": { + "Spanish": "Sólo Bombas", + "English": "Only bombs", + "Portuguese": "Apenas bombas", + }, + "Coins 0": { + "Spanish": "Monedas Insuficientes", + "English": "Insufficient coins", + "Portuguese": "Moedas insuficientes", + }, + "Purchase": { + "Spanish": "Compra realizada correctamente", + "English": "Successful purchase", + "Portuguese": "Compra Bem Sucedida", + }, + "Double Product": { + "Spanish": "Ya has comprado este artículo", + "English": "You've already bought this", + "Portuguese": "Voce ja comprou isto", + }, + "Bought": {"Spanish": "Comprado", "English": "Bought", "Portuguese": "Comprou"}, + "Confirm Purchase": { + "Spanish": f'Tienes {subs} monedas. {_sp_} ¿Deseas comprar esto?', + "English": f'You have {subs} coins. {_sp_} Do you want to buy this?', + "Portuguese": f'Você tem {subs} moedas. {_sp_} Deseja comprar isto?', + }, + "FireBombs Store": { + "Spanish": 'Bombas de fuego', + "English": 'Fire bombs', + "Portuguese": 'Bombas de incêndio', + }, + "Timer Store": {"Spanish": 'Temporizador', "English": 'Timer', "Portuguese": 'Timer'}, + "Percentages Store": {"Spanish": 'Extras', "English": 'Extras', "Portuguese": 'Extras'}, + "Block Option Store": { + "Spanish": f"Uuups..{_sp_}Esta opción está bloqueada.{_sp_} Para acceder a ella puedes {_sp_} comprarla en la tienda.{_sp_} Gracias...", + "English": f"Oooops...{_sp_}This option is blocked. {_sp_} To access it you can buy {_sp_} it in the store.{_sp_} Thank you...", + "Portuguese": f"Ooops...{_sp_}Esta opção está bloqueada. {_sp_} Para acessá-lo, você pode {_sp_} comprá-lo na loja.{_sp_} Obrigado...", + }, + "True Code": { + "Spanish": "¡Código canjeado!", + "English": "Successful code!", + "Portuguese": "¡Código válido!", + }, + "False Code": { + "Spanish": "Código ya canjeado", + "English": "Expired code", + "Portuguese": "Código expirado", + }, + "Invalid Code": { + "Spanish": "Código inválido", + "English": "Invalid code", + "Portuguese": "Código inválido", + }, + "Reward Code": { + "Spanish": f"¡Felicitaciones! ¡Ganaste {subs} monedas!", + "English": f"Congratulations! You've {subs} coins", + "Portuguese": f"Parabéns! Você tem {subs} moedas", + }, + "Creator": { + "Spanish": "Mod edited by ATD", + "English": "Mod edited by ATD", + "Portuguese": "Mod edited by ATD", + }, + "Mod Info": { + "Spanish": f"Un mod genial que te permite gestionar {_sp_} los potenciadores a tu antojo. {_sp_} también incluye 8 potenciadores extra{_sp_} dejando 17 en total... ¡Guay!", + "English": f"A cool mod that allows you to manage {_sp_} powerups at your whims. {_sp_} also includes 8 extra powerups{_sp_} leaving 17 in total... Wow!", + "Portuguese": f"Um mod legal que permite que você gerencie os{_sp_} powerups de de acordo com seus caprichos. {_sp_} também inclui 8 powerups extras,{_sp_} deixando 17 no total... Uau!", + }, + "Coins Message": { + "Spanish": f"Recompensa: {subs} Monedas", + "English": f"Reward: {subs} Coins", + "Portuguese": f"Recompensa: {subs} Moedas", + }, + "Coins Limit Message": { + "Spanish": f"Ganaste {almacen[0]} Monedas.{_sp_} Pero has superado el límite de {almacen[1]}", + "English": f"You won {almacen[0]} Coins. {_sp_} But you have exceeded the limit of {almacen[1]}", + "Portuguese": f"Você ganhou {almacen[0]} Moedas. {_sp_} Mas você excedeu o limite de {almacen[1]}", + }, + } + languages = ['Spanish', 'Portuguese', 'English'] + if lang not in languages: + lang = 'English' + + if text not in translate: + return text + + return translate[text][lang] + + +def settings_distribution(): + return { + "Powers Gravity": False, + "Tank Shield PTG": 96, + "Healing Damage PTG": 72, + "Powerup Style": 'Auto', + "Powerup Scale": 1.0, + "Powerup Name": False, + "Powerup With Shield": False, + "Powerup Time": False, + } + + +apg = babase.app.config +if "PPM Settings" in apg: + old = apg['PPM Settings'] + for settings in settings_distribution(): + if settings not in old: + apg['PPM Settings'] = settings_distribution() +else: + apg['PPM Settings'] = settings_distribution() +apg.apply_and_commit() + +config = apg['PPM Settings'] + + +def default_powerups(): + return { + "Shield": 2, + "Punch": 3, + "Mine Bombs": 2, + "Impact Bombs": 3, + "Ice Bombs": 3, + "Triple": 3, + "Sticky Bombs": 3, + "Curse": 1, + "Health": 1, + "Speed": 2, + "Healing Damage": 1, + "Goodbye": 2, + "Ice Man": 1, + "Tank Shield": 1, + "Impairment Bombs": 2, + "Fire Bombs": 3, + "Fly Bombs": 3, + } + + +if "Powerups" in config: + p_old = config['Powerups'] + for powerups in default_powerups(): + if powerups not in p_old: + config['Powerups'] = default_powerups() +else: + config['Powerups'] = default_powerups() +apg.apply_and_commit() + +powerups = config['Powerups'] + +# === EXTRAS === + +GLOBAL = {"Tab": 'Action 1', "Cls Powerup": 0, "Coins Message": []} + + +# === STORE === +def promo_codes(): + return { + "G-Am54igO42Os": [True, 1100], + "P-tRo8nM8dZ": [True, 2800], + "Y-tU2B3S": [True, 500], + "B-0mB3RYT2z": [True, 910], + "B-Asd14mON9G0D": [True, 910], + "D-rAcK0cJ23": [True, 910], + "E-a27ZO6f3Y": [True, 600], + "E-Am54igO42Os": [True, 600], + "E-M4uN3K34XB": [True, 840], + "PM-731ClcAF": [True, 50000], + } + + +def store_items(): + return {"Buy Firebombs": True, "Buy Option": True, "Buy Percentage": True} + + +if apg.get('Bear Coin') is None: + apg['Bear Coin'] = 0 + apg.apply_and_commit() + +if apg.get('Bear Coin') is not None: + if apg['Bear Coin'] <= 0: + apg['Bear Coin'] = 0 + apg['Bear Coin'] = int(apg['Bear Coin']) + +if apg.get('Bear Store') is None: + apg['Bear Store'] = {} + +for i, j in store_items().items(): + store = apg['Bear Store'] + if i not in store: + if store.get(i) is None: + store[i] = j + apg.apply_and_commit() + +STORE = apg['Bear Store'] + +if STORE.get('Promo Code') is None: + STORE['Promo Code'] = promo_codes() + +for i, x in promo_codes().items(): + pmcode = STORE['Promo Code'] + if i not in pmcode: + if pmcode.get(i) is None: + pmcode[i] = x + +apg.apply_and_commit() + + +class BearStore: + def __init__(self, price: int = 1000, value: str = '', callback: call = None): + + self.price = price + self.value = value + self.store = STORE[value] + self.coins = apg['Bear Coin'] + self.callback = callback + + def buy(self): + if not self.store: + if self.coins >= (self.price): + + def confirm(): + STORE[self.value] = True + apg['Bear Coin'] -= int(self.price) + bs.broadcastmessage(getlanguage('Purchase'), (0, 1, 0)) + bui.getsound('cashRegister').play() + apg.apply_and_commit() + self.callback() + + ConfirmWindow( + getlanguage('Confirm Purchase', subs=self.coins), + width=400, + height=120, + action=confirm, + ok_text=babase.Lstr(resource='okText'), + ) + else: + bs.broadcastmessage(getlanguage('Coins 0'), (1, 0, 0)) + bui.getsound('error').play() + else: + bs.broadcastmessage(getlanguage('Double Product'), (1, 0, 0)) + bui.getsound('error').play() + + def __del__(self): + apg['Bear Coin'] = int(apg['Bear Coin']) + apg.apply_and_commit() + + +class PromoCode: + def __init__(self, code: str = ''): + self.code = code + self.codes_store = STORE['Promo Code'] + if self.code in self.codes_store: + self.code_type = STORE['Promo Code'][code] + self.promo_code_expire = self.code_type[0] + self.promo_code_amount = self.code_type[1] + + def __del__(self): + apg['Bear Coin'] = int(apg['Bear Coin']) + apg.apply_and_commit() + + def code_confirmation(self): + if self.code != "": + bs.broadcastmessage(babase.Lstr(resource='submittingPromoCodeText'), (0, 1, 0)) + try: + babase.pushcall(babase.CallPartial(self.validate_code), from_other_thread=True) + except: + pass + + def validate_code(self): + if self.code in self.codes_store: + if self.promo_code_expire: + with babase.ContextRef.empty(): + babase.pushcall( + babase.CallPartial(self.successful_code), from_other_thread=True + ) + bs.broadcastmessage(getlanguage('True Code'), (0, 1, 0)) + bui.getsound('cheer').play() + self.code_type[0] = False + else: + bs.broadcastmessage(getlanguage('False Code'), (1, 0, 0)) + bui.getsound('error').play() + else: + bs.broadcastmessage(getlanguage('Invalid Code'), (1, 0, 0)) + bui.getsound('error').play() + + def successful_code(self): + apg['Bear Coin'] += self.promo_code_amount + bs.broadcastmessage(getlanguage('Reward Code', subs=self.promo_code_amount), (0, 1, 0)) + bui.getsound('cashRegister2').play() + + +MainMenuActivity.super_transition_in = MainMenuActivity.on_transition_in + + +def new_on_transition_in(self): + self.super_transition_in() + limit = 8400 + bear_coin = apg['Bear Coin'] + coins_message = GLOBAL['Coins Message'] + try: + if not (STORE['Buy Firebombs'] and STORE['Buy Option'] and STORE['Buy Percentage']): + + if coins_message != []: + result = 0 + for i in coins_message: + result += i + + if not bear_coin >= (limit - 1): + bs.broadcastmessage(getlanguage('Coins Message', subs=result), (0, 1, 0)) + bui.getsound('cashRegister').play() + else: + bs.broadcastmessage( + getlanguage('Coins Limit Message', almacen=[result, limit]), (1, 0, 0) + ) + bui.getsound('error').play() + self.bear_coin_message = True + GLOBAL['Coins Message'] = [] + except: + pass + + +SpazBot.super_handlemessage = SpazBot.handlemessage + + +def bot_handlemessage(self, msg: Any): + self.super_handlemessage(msg) + if isinstance(msg, bs.DieMessage): + if not self.die: + self.die = True + self.limit = 8400 + self.free_coins = random.randint(1, 25) + self.bear_coins = apg['Bear Coin'] + + if not self.bear_coins >= (self.limit): + self.bear_coins += self.free_coins + GLOBAL['Coins Message'].append(self.free_coins) + + if self.bear_coins >= (self.limit): + self.bear_coins = self.limit + + apg['Bear Coin'] = int(self.bear_coins) + apg.apply_and_commit() + + else: + GLOBAL['Coins Message'].append(self.free_coins) + + +def cls_pow_color(): + return [ + (1, 0.1, 0.1), + (0.1, 0.5, 0.9), + (0.1, 0.9, 0.9), + (0.1, 0.9, 0.1), + (0.1, 1, 0.5), + (1, 1, 0.2), + (2, 0.5, 0.5), + (1, 0, 6), + ] + + +def random_color(): + a = random.random() * 3 + b = random.random() * 3 + c = random.random() * 3 + return (a, b, c) + + +def powerup_dist(): + return ( + ('triple_bombs', powerups['Triple']), + ('ice_bombs', powerups['Ice Bombs']), + ('punch', powerups['Punch']), + ('impact_bombs', powerups['Impact Bombs']), + ('land_mines', powerups['Mine Bombs']), + ('sticky_bombs', powerups['Sticky Bombs']), + ('shield', powerups['Shield']), + ('health', powerups['Health']), + ('curse', powerups['Curse']), + ('speed', powerups['Speed']), + ('health_damage', powerups['Healing Damage']), + ('goodbye', powerups['Goodbye']), + ('ice_man', powerups['Ice Man']), + ('tank_shield', powerups['Tank Shield']), + ('impairment_bombs', powerups['Impairment Bombs']), + ('fire_bombs', powerups['Fire Bombs']), + ('fly_bombs', powerups['Fly Bombs']), + ) + + +def percentage_tank_shield(): + percentage = config['Tank Shield PTG'] + percentage_text = ('0.') + str(percentage) + return float(percentage_text) + + +def percentage_health_damage(): + percentage = config['Healing Damage PTG'] + percentage_text = ('0.') + str(percentage) + return float(percentage_text) + + +# === Modify class === + + +class NewProfileBrowserWindow: + def __init__( + self, + transition: str = 'in_right', + in_main_menu: bool = True, + selected_profile: str = None, + origin_widget: bui.Widget = None, + ): + super().__init__(transition, in_main_menu, selected_profile, origin_widget) + + self.session = bs.get_foreground_host_session() + uiscale = bui.app.ui_v1.uiscale + width = 100 if uiscale is babase.UIScale.SMALL else -14 + size = 50 + position = (width * 1.65, 300) + + if isinstance(self.session, MainMenuSession): + self.button = bui.buttonwidget( + parent=self._root_widget, + autoselect=True, + position=position, + size=(size, size), + button_type='square', + label='', + on_activate_call=babase.CallPartial(self.powerupmanager_window), + ) + + size = size * 0.60 + self.image = bui.imagewidget( + parent=self._root_widget, + size=(size, size), + draw_controller=self.button, + position=(position[0] + 10.5, position[1] + 17), + texture=bui.gettexture('powerupSpeed'), + ) + + self.text = bui.textwidget( + parent=self._root_widget, + position=(position[0] + 25, position[1] + 10), + size=(0, 0), + scale=0.45, + color=(0.5, 0.5, 0.5, 0.5), + draw_controller=self.button, + maxwidth=60, + text=(f"powerups manager 1.1.1"), + h_align='center', + v_align='center', + ) + + def powerupmanager_window(self): + bui.containerwidget(edit=self._root_widget, transition='out_left') + PowerupManagerWindow() + + +class NewPowerupBoxFactory(pupbox.PowerupBoxFactory): + def __init__(self) -> None: + super().__init__() + self.tex_speed = bs.gettexture('powerupSpeed') + self.tex_health_damage = bs.gettexture('heart') + self.tex_goodbye = bs.gettexture('achievementOnslaught') + self.tex_ice_man = bs.gettexture('ouyaUButton') + self.tex_tank_shield = bs.gettexture('achievementSuperPunch') + self.tex_impairment_bombs = bs.gettexture('levelIcon') + self.tex_fire_bombs = bs.gettexture('ouyaOButton') + self.tex_fly_bombs = bs.gettexture('star') + + self._powerupdist = [] + for powerup, freq in powerup_dist(): + for _i in range(int(freq)): + self._powerupdist.append(powerup) + + def get_random_powerup_type(self, forcetype=None, excludetypes=None): + + try: + self.mapa = bs.getactivity()._map.getname() + except: + self.mapa = None + + speed_banned_maps = ['Hockey Stadium', 'Lake Frigid', 'Happy Thoughts'] + + if self.mapa in speed_banned_maps: + powerup_disable = ['speed'] + else: + powerup_disable = [] + + if excludetypes is None: + excludetypes = [] + if forcetype: + ptype = forcetype + else: + if self._lastpoweruptype == 'curse': + ptype = 'health' + else: + while True: + ptype = self._powerupdist[random.randint(0, len(self._powerupdist) - 1)] + if ptype not in excludetypes and ptype not in powerup_disable: + break + self._lastpoweruptype = ptype + return ptype + + +def fire_effect(self): + if self.node.exists(): + bs.emitfx( + position=self.node.position, scale=3, count=50 * 2, spread=0.3, chunk_type='sweat' + ) + else: + self.fire_effect_time = None + + +# BOMBS +Bomb._pm_old_bomb = Bomb.__init__ + + +def _bomb_init( + self, + position: Sequence[float] = (0.0, 1.0, 0.0), + velocity: Sequence[float] = (0.0, 0.0, 0.0), + bomb_type: str = 'normal', + blast_radius: float = 2.0, + bomb_scale: float = 1.0, + source_player: bs.Player = None, + owner: bs.Node = None, +): + + self.bm_type = bomb_type + new_bomb_type = 'ice' if bomb_type in ['ice_bubble', 'impairment', 'fire', 'fly'] else bomb_type + + # Call original __init__ + self._pm_old_bomb( + position=position, + velocity=velocity, + bomb_type=new_bomb_type, + blast_radius=blast_radius, + bomb_scale=bomb_scale, + source_player=source_player, + owner=owner, + ) + + tex = self.node.color_texture + + if self.bm_type == 'ice_bubble': + self.bomb_type = self.bm_type + self.node.mesh = None + self.shield_ice = bs.newnode( + 'shield', owner=self.node, attrs={'color': (0.5, 1.0, 7.0), 'radius': 0.6} + ) + self.node.connectattr('position', self.shield_ice, 'position') + + elif self.bm_type == 'fire': + self.bomb_type = self.bm_type + self.node.mesh = None + self.shield_fire = bs.newnode( + 'shield', owner=self.node, attrs={'color': (6.5, 6.5, 2.0), 'radius': 0.6} + ) + self.node.connectattr('position', self.shield_fire, 'position') + self.fire_effect_time = bs.Timer(0.1, bs.CallPartial(fire_effect, self), repeat=True) + elif self.bm_type == 'impairment': + self.bomb_type = self.bm_type + tex = bs.gettexture('eggTex3') + elif self.bm_type == 'fly': + self.bomb_type = self.bm_type + tex = bs.gettexture('eggTex1') + + if 'tex' in locals(): + self.node.color_texture = tex + self.hit_subtype = self.bomb_type + + if self.bomb_type == 'ice_bubble': + self.blast_radius *= 1.2 + elif self.bomb_type == 'fly': + self.blast_radius *= 2.2 + + +def bomb_handlemessage(self, msg: Any) -> Any: + assert not self.expired + + if isinstance(msg, bs.DieMessage): + if self.node: + self.node.delete() + + elif isinstance(msg, bomb.ExplodeHitMessage): + node = bs.getcollision().opposingnode + assert self.node + nodepos = self.node.position + mag = 2000.0 + if self.blast_type in ('ice', 'ice_bubble'): + mag *= 0.5 + elif self.blast_type == 'land_mine': + mag *= 2.5 + elif self.blast_type == 'tnt': + mag *= 2.0 + elif self.blast_type == 'fire': + mag *= 0.6 + elif self.blast_type == 'fly': + mag *= 5.5 + + node.handlemessage( + bs.HitMessage( + pos=nodepos, + velocity=(0, 0, 0), + magnitude=mag, + hit_type=self.hit_type, + hit_subtype=self.hit_subtype, + radius=self.radius, + source_player=babase.existing(self._source_player), + ) + ) + if self.blast_type in ('ice', 'ice_bubble'): + bomb.BombFactory.get().freeze_sound.play(10) + node.handlemessage(bs.FreezeMessage()) + + return None + + +def powerup_translated(self, type: str): + powerups_names = { + 'triple_bombs': babase.Lstr(resource='helpWindow.' + 'powerupBombNameText'), + 'ice_bombs': babase.Lstr(resource='helpWindow.' + 'powerupIceBombsNameText'), + 'punch': babase.Lstr(resource='helpWindow.' + 'powerupPunchNameText'), + 'impact_bombs': babase.Lstr(resource='helpWindow.' + 'powerupImpactBombsNameText'), + 'land_mines': babase.Lstr(resource='helpWindow.' + 'powerupLandMinesNameText'), + 'sticky_bombs': babase.Lstr(resource='helpWindow.' + 'powerupStickyBombsNameText'), + 'shield': babase.Lstr(resource='helpWindow.' + 'powerupShieldNameText'), + 'health': babase.Lstr(resource='helpWindow.' + 'powerupHealthNameText'), + 'curse': babase.Lstr(resource='helpWindow.' + 'powerupCurseNameText'), + 'speed': getlanguage('Speed'), + 'health_damage': getlanguage('Healing Damage'), + 'goodbye': getlanguage('Goodbye'), + 'ice_man': getlanguage('Ice Man'), + 'tank_shield': getlanguage('Tank Shield'), + 'impairment_bombs': getlanguage('Impairment Bombs'), + 'fire_bombs': getlanguage('Fire Bombs'), + 'fly_bombs': getlanguage('Fly Bombs'), + } + self.texts['Name'].text = powerups_names[type] + + +# POWERUP +pupbox.PowerupBox._old_pbx_ = pupbox.PowerupBox.__init__ + + +def _pbx_( + self, + position: Sequence[float] = (0.0, 1.0, 0.0), + poweruptype: str = 'triple_bombs', + expire: bool = True, +): + self.news: list = [] + for x, i in powerup_dist(): + self.news.append(x) + + self.box: list = [] + self.texts = {} + self.news = self.news[9:] + self.box.append(poweruptype) + self.npowerup = self.box[0] + factory = NewPowerupBoxFactory.get() + + if self.npowerup in self.news: + new_poweruptype = 'shield' + else: + new_poweruptype = poweruptype + self._old_pbx_(position, new_poweruptype, expire) + + type = new_poweruptype + tex = self.node.color_texture + mesh = self.node.mesh + + if self.npowerup == 'speed': + type = self.npowerup + tex = factory.tex_speed + elif self.npowerup == 'health_damage': + type = self.npowerup + tex = factory.tex_health_damage + elif self.npowerup == 'goodbye': + type = self.npowerup + tex = factory.tex_goodbye + elif self.npowerup == 'ice_man': + type = self.npowerup + tex = factory.tex_ice_man + elif self.npowerup == 'tank_shield': + type = self.npowerup + tex = factory.tex_tank_shield + elif self.npowerup == 'impairment_bombs': + type = self.npowerup + tex = factory.tex_impairment_bombs + elif self.npowerup == 'fire_bombs': + type = self.npowerup + tex = factory.tex_fire_bombs + elif self.npowerup == 'fly_bombs': + type = self.npowerup + tex = factory.tex_fly_bombs + + self.poweruptype = type + self.node.mesh = mesh + self.node.color_texture = tex + n_scale = config['Powerup Scale'] + style = config['Powerup Style'] + + curve = bs.animate(self.node, 'mesh_scale', {0: 0, 0.14: 1.6, 0.2: n_scale}) + bs.timer(0.2, curve.delete) + + def util_text( + type: str, + text: str, + scale: float = 1, + color: list = [1, 1, 1], + position: list = [0, 0.7, 0], + colors_name: bool = False, + ): + m = bs.newnode( + 'math', + owner=self.node, + attrs={'input1': (position[0], position[1], position[2]), 'operation': 'add'}, + ) + self.node.connectattr('position', m, 'input2') + self.texts[type] = bs.newnode( + 'text', + owner=self.node, + attrs={ + 'text': str(text), + 'in_world': True, + 'scale': 0.02, + 'shadow': 0.5, + 'flatness': 1.0, + 'color': (color[0], color[1], color[2]), + 'h_align': 'center', + }, + ) + m.connectattr('output', self.texts[type], 'position') + bs.animate(self.texts[type], 'scale', {0: 0.017, 0.4: 0.017, 0.5: 0.01 * scale}) + + if colors_name: + bs.animate_array( + self.texts[type], + 'color', + 3, + { + 0: (1, 0, 0), + 0.2: (1, 0.5, 0), + 0.4: (1, 1, 0), + 0.6: (0, 1, 0), + 0.8: (0, 1, 1), + 1.0: (1, 0, 1), + 1.2: (1, 0, 0), + }, + loop=True, + ) + + def update_time(time): + if hasattr(self, 'texts') and 'Time' in self.texts and self.texts['Time']: + self.texts['Time'].text = str(time) + + if config['Powerup Time']: + interval = int(pupbox.DEFAULT_POWERUP_INTERVAL) + time2 = interval - 1 + time = 1 + + util_text( + 'Time', time2, scale=1.5, color=(2, 2, 2), position=[0, 0.9, 0], colors_name=False + ) + + while interval + 3: + bs.timer(time - 1, babase.CallPartial(update_time, f'{time2}s')) + + if time2 == 0: + break + + time += 1 + time2 -= 1 + + if config['Powerup With Shield']: + scale = config['Powerup Scale'] + self.shield = bs.newnode( + 'shield', owner=self.node, attrs={'color': (1, 1, 0), 'radius': 1.3 * scale} + ) + self.node.connectattr('position', self.shield, 'position') + bs.animate_array( + self.shield, + 'color', + 3, + {0: (2, 0, 0), 0.5: (0, 2, 0), 1: (0, 1, 6), 1.5: (2, 0, 0)}, + loop=True, + ) + + if config['Powerup Name']: + util_text('Name', self.poweruptype, scale=1.2, position=[0, 0.4, 0], colors_name=True) + powerup_translated(self, self.poweruptype) + + if style == 'SY: BALL': + self.node.mesh = bs.getmesh('frostyPelvis') + elif style == 'SY: Impact': + self.node.mesh = bs.getmesh('impactBomb') + elif style == 'SY: Egg': + self.node.mesh = bs.getmesh('egg') + + +# SPAZ +def _speed_off_flash(self): + if self.node: + factory = NewPowerupBoxFactory.get() + self.node.billboard_texture = factory.tex_speed + self.node.billboard_opacity = 1.0 + self.node.billboard_cross_out = True + + +def _speed_wear_off(self): + if self.node: + self.node.hockey = False + self.node.billboard_opacity = 0.0 + bui.getsound('powerdown01').play() + + +def _ice_man_off_flash(self): + if self.node: + factory = NewPowerupBoxFactory.get() + self.node.billboard_texture = factory.tex_ice_man + self.node.billboard_opacity = 1.0 + self.node.billboard_cross_out = True + + +def _ice_man_wear_off(self): + if self.node: + f = self.color[0] + i = (0, 1, 4) + + bomb = self.bmb_color[0] + if bomb != 'ice_bubble': + self.bomb_type = bomb + else: + self.bomb_type = 'normal' + + self.freeze_punch = False + self.node.billboard_opacity = 0.0 + bs.animate_array(self.node, 'color', 3, {0: f, 0.3: i, 0.6: f}) + bui.getsound('powerdown01').play() + + +Spaz._pm2_spz_old = Spaz.__init__ + + +def _init_spaz_(self, *args, **kwargs): + self._pm2_spz_old(*args, **kwargs) + self.edg_eff = False + self.kill_eff = False + self.freeze_punch = False + self.die = False + self.color: list = [] + self.color.append(self.node.color) + + self.tankshield = {"Tank": False, "Reduction": False, "Shield": None} + + +Spaz._super_on_punch_press = Spaz.on_punch_press + + +def spaz_on_punch_press(self) -> None: + self._super_on_punch_press() + + if self.tankshield['Tank']: + try: + self.tankshield['Reduction'] = True + + shield = bs.newnode( + 'shield', owner=self.node, attrs={'color': (4, 1, 4), 'radius': 1.3} + ) + self.node.connectattr('position_center', shield, 'position') + + self.tankshield['Shield'] = shield + except: + pass + + +Spaz._super_on_punch_release = Spaz.on_punch_release + + +def spaz_on_punch_release(self) -> None: + self._super_on_punch_release() + try: + self.tankshield['Shield'].delete() + self.tankshield['Reduction'] = False + except: + pass + + +def new_get_bomb_type_tex(self) -> babase.Texture: + factory = NewPowerupBoxFactory.get() + if self.bomb_type == 'sticky': + return factory.tex_sticky_bombs + if self.bomb_type == 'ice': + return factory.tex_ice_bombs + if self.bomb_type == 'impact': + return factory.tex_impact_bombs + if self.bomb_type == 'impairment': + return factory.tex_impairment_bombs + if self.bomb_type == 'fire': + return factory.tex_fire_bombs + if self.bomb_type == 'fly': + return factory.tex_fly_bombs + return None + + +def new_handlemessage(self, msg: Any) -> Any: + assert not self.expired + + if isinstance(msg, bs.PickedUpMessage): + if self.node: + self.node.handlemessage('hurt_sound') + self.node.handlemessage('picked_up') + + self._num_times_hit += 1 + + elif isinstance(msg, bs.ShouldShatterMessage): + bs.timer(0.001, bs.WeakCallPartial(self.shatter)) + + elif isinstance(msg, bs.ImpactDamageMessage): + bs.timer(0.001, bs.WeakCallPartial(self._hit_self, msg.intensity)) + elif isinstance(msg, bs.PowerupMessage): + factory = NewPowerupBoxFactory.get() + if self._dead or not self.node: + return True + if self.pick_up_powerup_callback is not None: + self.pick_up_powerup_callback(self) + if msg.poweruptype == 'triple_bombs': + tex = PowerupBoxFactory.get().tex_bomb + self._flash_billboard(tex) + self.set_bomb_count(3) + if self.powerups_expire: + self.node.mini_billboard_1_texture = tex + t_ms = int(bs.time() * 1000) + assert isinstance(t_ms, int) + self.node.mini_billboard_1_start_time = t_ms + self.node.mini_billboard_1_end_time = t_ms + POWERUP_WEAR_OFF_TIME + self._multi_bomb_wear_off_timer = bs.Timer( + (POWERUP_WEAR_OFF_TIME - 2000), + babase.CallPartial(self._multi_bomb_wear_off_flash), + ) + self._multi_bomb_wear_off_timer = bs.Timer( + POWERUP_WEAR_OFF_TIME, babase.CallPartial(self._multi_bomb_wear_off) + ) + elif msg.poweruptype == 'land_mines': + self.set_land_mine_count(min(self.land_mine_count + 3, 3)) + elif msg.poweruptype == 'impact_bombs': + self.bomb_type = 'impact' + tex = self._get_bomb_type_tex() + self._flash_billboard(tex) + if self.powerups_expire: + self.node.mini_billboard_2_texture = tex + t_ms = int(bs.time() * 1000) + assert isinstance(t_ms, int) + self.node.mini_billboard_2_start_time = t_ms + self.node.mini_billboard_2_end_time = t_ms + POWERUP_WEAR_OFF_TIME + self._bomb_wear_off_flash_timer = bs.Timer( + POWERUP_WEAR_OFF_TIME - 2000, babase.CallPartial(self._bomb_wear_off_flash) + ) + self._bomb_wear_off_timer = bs.Timer( + POWERUP_WEAR_OFF_TIME, babase.CallPartial(self._bomb_wear_off) + ) + elif msg.poweruptype == 'sticky_bombs': + self.bomb_type = 'sticky' + tex = self._get_bomb_type_tex() + self._flash_billboard(tex) + if self.powerups_expire: + self.node.mini_billboard_2_texture = tex + t_ms = int(bs.time() * 1000) + assert isinstance(t_ms, int) + self.node.mini_billboard_2_start_time = t_ms + self.node.mini_billboard_2_end_time = t_ms + POWERUP_WEAR_OFF_TIME + self._bomb_wear_off_flash_timer = bs.Timer( + POWERUP_WEAR_OFF_TIME - 2000, babase.CallPartial(self._bomb_wear_off_flash) + ) + self._bomb_wear_off_timer = bs.Timer( + POWERUP_WEAR_OFF_TIME, babase.CallPartial(self._bomb_wear_off) + ) + elif msg.poweruptype == 'punch': + self._has_boxing_gloves = True + tex = PowerupBoxFactory.get().tex_punch + self._flash_billboard(tex) + self.equip_boxing_gloves() + if self.powerups_expire: + self.node.boxing_gloves_flashing = False + self.node.mini_billboard_3_texture = tex + t_ms = int(bs.time() * 1000) + assert isinstance(t_ms, int) + self.node.mini_billboard_3_start_time = t_ms + self.node.mini_billboard_3_end_time = t_ms + POWERUP_WEAR_OFF_TIME + self._boxing_gloves_wear_off_flash_timer = bs.Timer( + POWERUP_WEAR_OFF_TIME - 2000, bs.WeakCallPartial(self._gloves_wear_off_flash) + ) + self._boxing_gloves_wear_off_timer = bs.Timer( + POWERUP_WEAR_OFF_TIME, + bs.WeakCallPartial(self._gloves_wear_off), + ) + elif msg.poweruptype == 'shield': + factory = SpazFactory.get() + self.equip_shields(decay=factory.shield_decay_rate > 0) + elif msg.poweruptype == 'curse': + self.curse() + elif msg.poweruptype == 'ice_bombs': + self.bomb_type = 'ice' + tex = self._get_bomb_type_tex() + self._flash_billboard(tex) + if self.powerups_expire: + self.node.mini_billboard_2_texture = tex + t_ms = bs.time() * 1000 + assert isinstance(t_ms, int) + self.node.mini_billboard_2_start_time = t_ms + self.node.mini_billboard_2_end_time = t_ms + POWERUP_WEAR_OFF_TIME + self._bomb_wear_off_flash_timer = bs.Timer( + (POWERUP_WEAR_OFF_TIME - 2000) / 1000.0, + bs.WeakCallPartial(self._bomb_wear_off_flash), + ) + + self._bomb_wear_off_timer = bs.Timer( + POWERUP_WEAR_OFF_TIME / 1000.0, bs.WeakCallStrict(self._bomb_wear_off) + ) + + elif msg.poweruptype == 'health': + if self.edg_eff: + f = self.color[0] + r = (2, 0, 0) + g = (0, 2, 0) + bs.animate_array(self.node, 'color', 3, {0: r, 0.6: g, 1.0: f}) + self.edg_eff = False + if self._cursed: + self._cursed = False + factory = SpazFactory.get() + for attr in ['materials', 'roller_materials']: + materials = getattr(self.node, attr) + if factory.curse_material in materials: + setattr( + self.node, + attr, + tuple(m for m in materials if m != factory.curse_material), + ) + self.node.curse_death_time = 0 + self.hitpoints = self.hitpoints_max + self._flash_billboard(PowerupBoxFactory.get().tex_health) + self.node.hurt = 0 + self._last_hit_time = None + self._num_times_hit = 0 + + elif msg.poweruptype == 'tank_shield': + self.tankshield['Tank'] = True + self.edg_eff = False + tex = factory.tex_tank_shield + self._flash_billboard(tex) + + elif msg.poweruptype == 'health_damage': + tex = factory.tex_health_damage + self.edg_eff = True + f = self.color[0] + i = (2, 0.5, 2) + bs.animate_array(self.node, 'color', 3, {0: i, 0.5: i, 0.6: f}) + self._flash_billboard(tex) + self.tankshield['Tank'] = False + self.freeze_punch = False + + elif msg.poweruptype == 'goodbye': + tex = factory.tex_goodbye + self._flash_billboard(tex) + self.kill_eff = True + + elif msg.poweruptype == 'fly_bombs': + self.bomb_type = 'fly' + tex = self._get_bomb_type_tex() + self._flash_billboard(tex) + if self.powerups_expire: + self.node.mini_billboard_2_texture = tex + t_ms = bs.time() * 1000 + assert isinstance(t_ms, int) + self.node.mini_billboard_2_start_time = t_ms + self.node.mini_billboard_2_end_time = t_ms + POWERUP_WEAR_OFF_TIME + self._bomb_wear_off_flash_timer = bs.Timer( + (POWERUP_WEAR_OFF_TIME - 2000) / 1000.0, + bs.WeakCallStrict(self._bomb_wear_off_flash), + ) + + self._bomb_wear_off_timer = bs.Timer( + POWERUP_WEAR_OFF_TIME / 1000.0, bs.WeakCallStrict(self._bomb_wear_off) + ) + + elif msg.poweruptype == 'fire_bombs': + self.bomb_type = 'fire' + tex = self._get_bomb_type_tex() + self._flash_billboard(tex) + if self.powerups_expire: + self.node.mini_billboard_2_texture = tex + t_ms = bs.time() * 1000 + assert isinstance(t_ms, int) + self.node.mini_billboard_2_start_time = t_ms + self.node.mini_billboard_2_end_time = t_ms + POWERUP_WEAR_OFF_TIME + self._bomb_wear_off_flash_timer = bs.Timer( + (POWERUP_WEAR_OFF_TIME - 2000) / 1000.0, + bs.WeakCallStrict(self._bomb_wear_off_flash), + ) + + self._bomb_wear_off_timer = bs.Timer( + POWERUP_WEAR_OFF_TIME / 1000.0, bs.WeakCallStrict(self._bomb_wear_off) + ) + + elif msg.poweruptype == 'impairment_bombs': + self.bomb_type = 'impairment' + tex = self._get_bomb_type_tex() + self._flash_billboard(tex) + if self.powerups_expire: + self.node.mini_billboard_2_texture = tex + t_ms = bs.time() * 1000 + assert isinstance(t_ms, int) + self.node.mini_billboard_2_start_time = t_ms + self.node.mini_billboard_2_end_time = t_ms + POWERUP_WEAR_OFF_TIME + self._bomb_wear_off_flash_timer = bs.Timer( + (POWERUP_WEAR_OFF_TIME - 2000) / 1000.0, + bs.WeakCallStrict(self._bomb_wear_off_flash), + ) + + self._bomb_wear_off_timer = bs.Timer( + POWERUP_WEAR_OFF_TIME / 1000.0, bs.WeakCallStrict(self._bomb_wear_off) + ) + + elif msg.poweruptype == 'ice_man': + tex = factory.tex_ice_man + self.bomb_type = 'ice_bubble' + self.freeze_punch = True + self.edg_eff = False + self.node.color = (0, 1, 4) + self._flash_billboard(tex) + + if self.powerups_expire: + ice_man_time = 17000 + self.node.mini_billboard_2_texture = tex + t_ms = bs.time() * 1000 + assert isinstance(t_ms, int) + self.node.mini_billboard_2_start_time = t_ms + self.node.mini_billboard_2_end_time = t_ms + ice_man_time + + self.ice_man_flash_timer = bs.Timer( + (ice_man_time - 2000) / 1000.0, babase.CallPartial(_ice_man_off_flash, self) + ) + + self.ice_man_timer = bs.Timer( + ice_man_time / 1000.0, babase.CallPartial(_ice_man_wear_off, self) + ) + + elif msg.poweruptype == 'speed': + self.node.hockey = True + tex = factory.tex_speed + self._flash_billboard(tex) + if self.powerups_expire: + speed_time = 15000 + self.node.mini_billboard_2_texture = tex + t_ms = bs.time() * 1000 + assert isinstance(t_ms, int) + self.node.mini_billboard_2_start_time = t_ms + self.node.mini_billboard_2_end_time = t_ms + speed_time + + self.speed_flash_timer = bs.Timer( + (speed_time - 2000) / 1000.0, babase.Call(_speed_off_flash, self) + ) + + self.speed_timer = bs.Timer( + speed_time / 1000.0, bs.WeakCallPartial(_speed_wear_off, self) + ) + + self.bmb_color: list = [] + self.bmb_color.append(self.bomb_type) + + self.node.handlemessage('flash') + if msg.sourcenode: + msg.sourcenode.handlemessage(bs.PowerupAcceptMessage()) + return True + + elif isinstance(msg, bs.FreezeMessage): + if not self.node: + return None + if self.node.invincible: + SpazFactory.get().block_sound.play(1.0, self.node.position) + return None + if self.shield: + return None + if not self.frozen: + self.frozen = True + self.node.frozen = True + bs.timer(5.0, bs.WeakCallPartial(self.handlemessage, bs.ThawMessage())) + if self.hitpoints <= 0: + self.shatter() + if self.freeze_punch: + self.handlemessage(bs.ThawMessage()) + + elif isinstance(msg, bs.ThawMessage): + if self.frozen and not self.shattered and self.node: + self.frozen = False + self.node.frozen = False + + elif isinstance(msg, bs.HitMessage): + if not self.node: + return None + if self.node.invincible: + SpazFactory.get().block_sound.play(1.0, self.node.position) + return True + + local_time = bs.time() * 1000 + assert isinstance(local_time, int) + if self._last_hit_time is None or local_time - self._last_hit_time > 1000: + self._num_times_hit += 1 + self._last_hit_time = local_time + + mag = msg.magnitude * self.impact_scale + velocity_mag = msg.velocity_magnitude * self.impact_scale + damage_scale = 0.22 + + def fire_effect(): + if not self.shield: + if self.node.exists(): + bs.emitfx( + position=self.node.position, + scale=3, + count=50 * 2, + spread=0.3, + chunk_type='sweat', + ) + self.node.handlemessage('celebrate', 560) + else: + self._fire_time = None + else: + self._fire_time = None + + def fire(time, damage): + if not self.shield and not self._dead: + self.hitpoints -= damage + bs.show_damage_count(f'-{damage}HP', self.node.position, msg.force_direction) + bui.getsound('fuse01').play() + + if duration != time: + self._fire_time = bs.Timer(0.1, babase.CallPartial(fire_effect), repeat=True) + else: + self._fire_time = None + + if self.hitpoints < 0: + self.node.handlemessage(bs.DieMessage()) + + if msg.hit_subtype == 'fly': + damage_scale = 0.0 + + if self.shield: + self.shield_hitpoints -= 300 + + if self.shield_hitpoints < 0: + self.shield.delete() + self.shield = None + SpazFactory.get().shield_down_sound.play(1.0, self.node.position) + elif msg.hit_subtype == 'fire': + index = 1 + duration = 5 + damage = 103 + if not self.shield: + for firex in range(duration): + bs.timer(index, bs.CallPartial(fire, index, damage)) + self._fire_time = bs.Timer(0.1, babase.CallPartial(fire_effect), repeat=True) + index += 1 + else: + self.shield_hitpoints -= 80 + if self.shield_hitpoints < 1: + self.shield.delete() + self.shield = None + SpazFactory.get().shield_down_sound.play(1.0, self.node.position) + elif msg.hit_subtype == 'impairment': + damage_scale = 0 + + if self.shield: + self.shield.delete() + self.shield = None + SpazFactory.get().shield_down_sound.play(1.0, self.node.position) + else: + hitpoints = int(self.hitpoints * 0.80) + self.hitpoints -= int(hitpoints) + bs.show_damage_count( + (f'-{int(hitpoints / 10)}%'), self.node.position, msg.force_direction + ) + + if self.hitpoints < 0 or hitpoints < 95: + self.node.handlemessage(bs.DieMessage()) + + if self.shield: + if msg.flat_damage: + damage = msg.flat_damage * self.impact_scale + else: + assert msg.force_direction is not None + self.node.handlemessage( + 'impulse', + msg.pos[0], + msg.pos[1], + msg.pos[2], + msg.velocity[0], + msg.velocity[1], + msg.velocity[2], + mag, + velocity_mag, + msg.radius, + 1, + msg.force_direction[0], + msg.force_direction[1], + msg.force_direction[2], + ) + damage = damage_scale * self.node.damage + + assert self.shield_hitpoints is not None + self.shield_hitpoints -= int(damage) + self.shield.hurt = 1.0 - float(self.shield_hitpoints) / self.shield_hitpoints_max + + max_spillover = SpazFactory.get().max_shield_spillover_damage + if self.shield_hitpoints <= 0: + + self.shield.delete() + self.shield = None + SpazFactory.get().shield_down_sound.play(1.0, self.node.position) + + npos = self.node.position + bs.emitfx( + position=(npos[0], npos[1] + 0.9, npos[2]), + velocity=self.node.velocity, + count=random.randrange(20, 30), + scale=1.0, + spread=0.6, + chunk_type='spark', + ) + + else: + SpazFactory.get().shield_hit_sound.play(0.5, self.node.position) + + assert msg.force_direction is not None + bs.emitfx( + position=msg.pos, + velocity=( + msg.force_direction[0] * 1.0, + msg.force_direction[1] * 1.0, + msg.force_direction[2] * 1.0, + ), + count=min(30, 5 + int(damage * 0.005)), + scale=0.5, + spread=0.3, + chunk_type='spark', + ) + + if self.shield_hitpoints <= -max_spillover: + leftover_damage = -max_spillover - self.shield_hitpoints + shield_leftover_ratio = leftover_damage / damage + + mag *= shield_leftover_ratio + velocity_mag *= shield_leftover_ratio + else: + return True + else: + shield_leftover_ratio = 1.0 + + if msg.flat_damage: + damage = int(msg.flat_damage * self.impact_scale * shield_leftover_ratio) + else: + assert msg.force_direction is not None + self.node.handlemessage( + 'impulse', + msg.pos[0], + msg.pos[1], + msg.pos[2], + msg.velocity[0], + msg.velocity[1], + msg.velocity[2], + mag, + velocity_mag, + msg.radius, + 0, + msg.force_direction[0], + msg.force_direction[1], + msg.force_direction[2], + ) + + damage = int(damage_scale * self.node.damage) + + if self.tankshield['Reduction']: + porcentaje = percentage_tank_shield() + dism = int(damage * porcentaje) + damage = int(damage - dism) + + bs.show_damage_count('-' + str(int(damage / 10)) + '%', msg.pos, msg.force_direction) + + self.node.handlemessage('hurt_sound') + + if self.edg_eff: + porcentaje = percentage_health_damage() + dmg_dism = int(damage * porcentaje) + self.hitpoints += dmg_dism + + PopupText( + text=f'+{int(dmg_dism / 10)}%', + scale=1.5, + position=self.node.position, + color=(0, 1, 0), + ).autoretain() + bs.animate_array( + self.node, 'color', 3, {0: (0, 1, 0), 0.39: (0, 2, 0), 0.4: self.color[0]} + ) + bui.getsound('healthPowerup').play() + + if msg.hit_type == 'punch': + self.on_punched(damage) + + try: + if msg.get_source_player(bs.Player).actor.freeze_punch: + self.node.color = (0, 1, 4) + bui.getsound('freeze').play() + self.node.handlemessage(bs.FreezeMessage()) + except: + pass + + if damage > 350: + assert msg.force_direction is not None + bs.show_damage_count( + '-' + str(int(damage / 10)) + '%', msg.pos, msg.force_direction + ) + + if msg.hit_subtype == 'super_punch': + SpazFactory.get().punch_sound_stronger.play(1.0, self.node.position) + if damage > 500: + sounds = SpazFactory.get().punch_sound_strong + sound = sounds[random.randrange(len(sounds))] + else: + sound = SpazFactory.get().punch_sound + sound.play(1.0, self.node.position) + + assert msg.force_direction is not None + bs.emitfx( + position=msg.pos, + velocity=( + msg.force_direction[0] * 0.5, + msg.force_direction[1] * 0.5, + msg.force_direction[2] * 0.5, + ), + count=min(10, 1 + int(damage * 0.0025)), + scale=0.3, + spread=0.03, + ) + + bs.emitfx( + position=msg.pos, + chunk_type='sweat', + velocity=( + msg.force_direction[0] * 1.3, + msg.force_direction[1] * 1.3 + 5.0, + msg.force_direction[2] * 1.3, + ), + count=min(30, 1 + int(damage * 0.04)), + scale=0.9, + spread=0.28, + ) + + hurtiness = damage * 0.003 + punchpos = ( + msg.pos[0] + msg.force_direction[0] * 0.02, + msg.pos[1] + msg.force_direction[1] * 0.02, + msg.pos[2] + msg.force_direction[2] * 0.02, + ) + flash_color = (1.0, 0.8, 0.4) + light = bs.newnode( + 'light', + attrs={ + 'position': punchpos, + 'radius': 0.12 + hurtiness * 0.12, + 'intensity': 0.3 * (1.0 + 1.0 * hurtiness), + 'height_attenuated': False, + 'color': flash_color, + }, + ) + bs.timer(0.06, light.delete) + + flash = bs.newnode( + 'flash', + attrs={'position': punchpos, 'size': 0.17 + 0.17 * hurtiness, 'color': flash_color}, + ) + bs.timer(0.06, flash.delete) + + if msg.hit_type == 'impact': + assert msg.force_direction is not None + bs.emitfx( + position=msg.pos, + velocity=( + msg.force_direction[0] * 2.0, + msg.force_direction[1] * 2.0, + msg.force_direction[2] * 2.0, + ), + count=min(10, 1 + int(damage * 0.01)), + scale=0.4, + spread=0.1, + ) + if self.hitpoints > 0: + if msg.hit_type == 'impact' and damage > self.hitpoints: + newdamage = max(damage - 200, self.hitpoints - 10) + damage = newdamage + self.node.handlemessage('flash') + + if damage > 0.0 and self.node.hold_node: + self.node.hold_node = None + self.hitpoints -= damage + self.node.hurt = 1.0 - float(self.hitpoints) / self.hitpoints_max + + if self._cursed and damage > 0: + bs.timer( + 0.05, bs.WeakCallPartial(self.curse_explode, msg.get_source_player(bs.Player)) + ) + + if self.frozen and (damage > 200 or self.hitpoints <= 0): + self.shatter() + elif self.hitpoints <= 0: + self.node.handlemessage(bs.DieMessage(how=bs.DeathType.IMPACT)) + + if self.hitpoints <= 0: + damage_avg = self.node.damage_smoothed * damage_scale + if damage_avg > 1000: + self.shatter() + + elif isinstance(msg, BombDiedMessage): + self.bomb_count += 1 + + elif isinstance(msg, bs.DieMessage): + + def drop_bomb(): + for xbomb in range(3): + p = self.node.position + pos = (p[0] + xbomb, p[1] + 5, p[2] - xbomb) + ball = bomb.Bomb(position=pos, bomb_type='impact').autoretain() + ball.node.mesh_scale = 0.6 + ball.node.mesh = bs.getmesh('egg') + ball.node.gravity_scale = 2 + + if self.edg_eff: + self.edg_eff = False + + wasdead = self._dead + self._dead = True + self.hitpoints = 0 + if msg.immediate: + if self.node: + self.node.delete() + elif self.node: + self.node.hurt = 1.0 + if self.play_big_death_sound and not wasdead: + SpazFactory.get().single_player_death_sound.play() + self.node.dead = True + bs.timer(2.0, self.node.delete) + + t = 0 + if self.kill_eff: + for bombs in range(3): + bs.timer(t, babase.CallPartial(drop_bomb)) + t += 0.15 + self.kill_eff = False + + elif isinstance(msg, bs.OutOfBoundsMessage): + self.handlemessage(bs.DieMessage(how=bs.DeathType.FALL)) + + elif isinstance(msg, bs.StandMessage): + self._last_stand_pos = (msg.position[0], msg.position[1], msg.position[2]) + if self.node: + self.node.handlemessage( + 'stand', msg.position[0], msg.position[1], msg.position[2], msg.angle + ) + + elif isinstance(msg, CurseExplodeMessage): + self.curse_explode() + + elif isinstance(msg, PunchHitMessage): + if not self.node: + return None + node = bs.getcollision().opposingnode + + if node and (node not in self._punched_nodes): + + punch_momentum_angular = self.node.punch_momentum_angular * self._punch_power_scale + punch_power = self.node.punch_power * self._punch_power_scale + + if node.getnodetype() != 'spaz': + sounds = SpazFactory.get().impact_sounds_medium + sound = sounds[random.randrange(len(sounds))] + sound.play(1.0, self.node.position) + + ppos = self.node.punch_position + punchdir = self.node.punch_velocity + vel = self.node.punch_momentum_linear + + self._punched_nodes.add(node) + node.handlemessage( + bs.HitMessage( + pos=ppos, + velocity=vel, + magnitude=punch_power * punch_momentum_angular * 110.0, + velocity_magnitude=punch_power * 40, + radius=0, + srcnode=self.node, + source_player=self.source_player, + force_direction=punchdir, + hit_type='punch', + hit_subtype=('super_punch' if self._has_boxing_gloves else 'default'), + ) + ) + + mag = -400.0 + if self._hockey: + mag *= 0.5 + if len(self._punched_nodes) == 1: + self.node.handlemessage( + 'kick_back', + ppos[0], + ppos[1], + ppos[2], + punchdir[0], + punchdir[1], + punchdir[2], + mag, + ) + elif isinstance(msg, PickupMessage): + if not self.node: + return None + + try: + collision = bs.getcollision() + opposingnode = collision.opposingnode + opposingbody = collision.opposingbody + except bs.NotFoundError: + return True + + try: + if opposingnode.invincible: + return True + except Exception: + pass + + if ( + opposingnode.getnodetype() == 'spaz' + and not opposingnode.shattered + and opposingbody == 4 + ): + opposingbody = 1 + + held = self.node.hold_node + if held and held.getnodetype() == 'flag': + return True + + self.node.hold_body = opposingbody + self.node.hold_node = opposingnode + elif isinstance(msg, bs.CelebrateMessage): + if self.node: + self.node.handlemessage('celebrate', int(msg.duration * 1000)) + + return None + + +class PowerupManagerWindow(PopupWindow): + def __init__(self, transition='in_right'): + columns = 2 + self._width = width = 800 + self._height = height = 500 + self._sub_height = 200 + self._scroll_width = self._width * 0.90 + self._scroll_height = self._height - 180 + self._sub_width = self._scroll_width * 0.95 + self.tab_buttons: set = {} + self.list_cls_power: list = [] + self.default_powerups = default_powerups() + self.default_power_list = list(self.default_powerups) + self.coins = apg['Bear Coin'] + self.popup_cls_power = None + + if not STORE['Buy Firebombs']: + powerups['Fire Bombs'] = 0 + self.default_power_list.remove('Fire Bombs') + + self.charstr = [ + babase.charstr(babase.SpecialChar.LEFT_ARROW), + babase.charstr(babase.SpecialChar.RIGHT_ARROW), + babase.charstr(babase.SpecialChar.UP_ARROW), + babase.charstr(babase.SpecialChar.DOWN_ARROW), + ] + + self.tabdefs = { + "Action 1": ['levelIcon', (1, 1, 1)], + "Action 2": ['settingsIcon', (1, 1, 1)], + "Action 3": ['inventoryIcon', (1, 1, 1)], + "Action 4": ['storeIcon', (1, 1, 1)], + "Action 5": ['advancedIcon', (1, 1, 1)], + "About": ['achievementEmpty', (1, 1, 1)], + } + + if STORE['Buy Firebombs'] and STORE['Buy Option'] and STORE['Buy Percentage']: + self.tabdefs = { + "Action 1": ['levelIcon', (1, 1, 1)], + "Action 2": ['settingsIcon', (1, 1, 1)], + "Action 3": ['inventoryIcon', (1, 1, 1)], + "About": ['achievementEmpty', (1, 1, 1)], + } + + self.listdef = list(self.tabdefs) + + self.count = len(self.tabdefs) + + self._current_tab = GLOBAL['Tab'] + + app = bui.app.ui_v1 + uiscale = app.uiscale + + self._root_widget = bui.containerwidget( + size=(width + 90, height + 80), + transition=transition, + scale=1.5 if uiscale is babase.UIScale.SMALL else 1.0, + stack_offset=(0, -30) if uiscale is babase.UIScale.SMALL else (0, 0), + ) + + self._backButton = b = bui.buttonwidget( + parent=self._root_widget, + autoselect=True, + position=(60, self._height - 15), + size=(130, 60), + scale=0.8, + text_scale=1.2, + label=babase.Lstr(resource='backText'), + button_type='back', + on_activate_call=babase.CallPartial(self._back), + ) + bui.buttonwidget( + edit=self._backButton, + button_type='backSmall', + size=(60, 60), + label=babase.charstr(babase.SpecialChar.BACK), + ) + bui.containerwidget(edit=self._root_widget, cancel_button=b) + + self.titletext = bui.textwidget( + parent=self._root_widget, + position=(0, height - 15), + size=(width, 50), + h_align="center", + color=bui.app.ui_v1.title_color, + v_align="center", + maxwidth=width * 1.3, + ) + + index = 0 + for tab in range(self.count): + for tab2 in range(columns): + + tag = self.listdef[index] + + position = (620 + (tab2 * 120), self._height - 50 * 2.5 - (tab * 120)) + + if tag == 'About': + text = babase.Lstr(resource='gatherWindow.aboutText') + elif tab == 'Action 4': + text = babase.Lstr(resource='storeText') + else: + text = getlanguage(tag) + + self.tab_buttons[tag] = bui.buttonwidget( + parent=self._root_widget, + autoselect=True, + position=position, + size=(110, 110), + scale=1, + label='', + enable_sound=False, + button_type='square', + on_activate_call=babase.CallPartial(self._set_tab, tag, sound=True), + ) + + self.text = bui.textwidget( + parent=self._root_widget, + position=(position[0] + 55, position[1] + 30), + size=(0, 0), + scale=1, + color=bui.app.ui_v1.title_color, + draw_controller=self.tab_buttons[tag], + maxwidth=100, + text=text, + h_align='center', + v_align='center', + ) + + self.image = bui.imagewidget( + parent=self._root_widget, + size=(60, 60), + color=self.tabdefs[tag][1], + draw_controller=self.tab_buttons[tag], + position=(position[0] + 25, position[1] + 40), + texture=bui.gettexture(self.tabdefs[tag][0]), + ) + + index += 1 + + if self.count == index: + break + + if self.count == index: + break + + self._scrollwidget = None + self._tab_container = None + self._set_tab(self._current_tab) + + def __del__(self): + apg.apply_and_commit() + + def popup_menu_closing(self, window): + print("saliendo") + + def _set_tab(self, tab, sound: bool = False): + self.sound = sound + GLOBAL['Tab'] = tab + apg.apply_and_commit() + + if self._tab_container is not None and self._tab_container.exists(): + self._tab_container.delete() + + if self.sound: + bui.getsound('swish').play() + + if self._scrollwidget: + self._scrollwidget.delete() + + self._scrollwidget = bui.scrollwidget( + parent=self._root_widget, + position=(self._width * 0.08, 51 * 1.8), + size=(self._sub_width - 140, self._scroll_height + 60 * 1.2), + ) + + if tab == 'Action 4': + if self._scrollwidget: + self._scrollwidget.delete() + + self._scrollwidget = bui.scrollwidget( + parent=self._root_widget, + position=(self._width * 0.08, 51 * 1.8), + size=(self._sub_width - 140, self._scroll_height + 60 * 1.2), + capture_arrows=True, + center_small_content=False, + selection_loops_to_parent=True, + claims_left_right=True, + claims_up_down=False, + color=(0.3, 0.3, 0.4), + ) + bui.textwidget(edit=self.titletext, text=babase.Lstr(resource='storeText')) + + elif tab == 'About': + bui.textwidget(edit=self.titletext, text=babase.Lstr(resource='gatherWindow.aboutText')) + else: + bui.textwidget(edit=self.titletext, text=getlanguage(tab)) + + choices = ['Reset', 'Only Bombs', 'Only Items', 'New', 'Nothing'] + c_display = [] + + for display in choices: + choices_display = babase.Lstr(translate=("", getlanguage(display))) + c_display.append(choices_display) + + if tab == 'Action 1': + self.popup_cls_power = PopupMenu( + parent=self._root_widget, + position=(130, self._width * 0.61), + button_size=(150, 50), + scale=2.5, + choices=choices, + width=150, + choices_display=c_display, + current_choice=GLOBAL['Cls Powerup'], + on_value_change_call=self._set_concept, + ) + self.list_cls_power.append(self.popup_cls_power._button) + + self.button_cls_power = bui.buttonwidget( + parent=self._root_widget, + position=(500, self._width * 0.61), + size=(50, 50), + autoselect=True, + scale=1, + label=('%'), + text_scale=1, + button_type='square', + on_activate_call=self._percentage_window, + ) + self.list_cls_power.append(self.button_cls_power) + + rewindow = [self.popup_cls_power._button, self.button_cls_power] + + for ( + cls + ) in self.list_cls_power: # this is very important so that pupups don't accumulate + if cls not in rewindow: + cls.delete() + + elif tab == 'Action 4': + self.button_coin = bui.buttonwidget( + parent=self._root_widget, + icon=bui.gettexture('coin'), + position=(550, self._width * 0.614), + size=(160, 40), + textcolor=(0, 1, 0), + color=(0, 1, 6), + scale=1, + label=str(apg['Bear Coin']), + text_scale=1, + autoselect=True, + on_activate_call=None, + ) # self._percentage_window) + self.list_cls_power.append(self.button_coin) + + try: + rewindow.append(self.button_coin) + except: + rewindow = [self.button_coin] + for ( + cls + ) in self.list_cls_power: # this is very important so that pupups don't accumulate + if cls not in rewindow: + cls.delete() + + else: + try: + for cls in self.list_cls_power: + cls.delete() + except: + pass + + if tab == 'Action 1': + sub_height = len(self.default_power_list) * 90 + v = sub_height - 55 + width = 300 + posi = 0 + id_power = list(self.default_powerups) + new_powerups = id_power[9:] + self.listpower = {} + + self._tab_container = c = bui.containerwidget( + parent=self._scrollwidget, + size=(self._sub_width, sub_height), + background=False, + selection_loops_to_parent=True, + ) + + for power in self.default_power_list: + if power == id_power[0]: + text = 'helpWindow.powerupShieldNameText' + tex = bui.gettexture('powerupShield') + elif power == id_power[1]: + text = 'helpWindow.powerupPunchNameText' + tex = bui.gettexture('powerupPunch') + elif power == id_power[2]: + text = 'helpWindow.powerupLandMinesNameText' + tex = bui.gettexture('powerupLandMines') + elif power == id_power[3]: + text = 'helpWindow.powerupImpactBombsNameText' + tex = bui.gettexture('powerupImpactBombs') + elif power == id_power[4]: + text = 'helpWindow.powerupIceBombsNameText' + tex = bui.gettexture('powerupIceBombs') + elif power == id_power[5]: + text = 'helpWindow.powerupBombNameText' + tex = bui.gettexture('powerupBomb') + elif power == id_power[6]: + text = 'helpWindow.powerupStickyBombsNameText' + tex = bui.gettexture('powerupStickyBombs') + elif power == id_power[7]: + text = 'helpWindow.powerupCurseNameText' + tex = bui.gettexture('powerupCurse') + elif power == id_power[8]: + text = 'helpWindow.powerupHealthNameText' + tex = bui.gettexture('powerupHealth') + elif power == id_power[9]: + text = power + tex = bui.gettexture('powerupSpeed') + elif power == id_power[10]: + text = power + tex = bui.gettexture('heart') + elif power == id_power[11]: + text = "Goodbye!" + tex = bui.gettexture('achievementOnslaught') + elif power == id_power[12]: + text = power + tex = bui.gettexture('ouyaUButton') + elif power == id_power[13]: + text = power + tex = bui.gettexture('achievementSuperPunch') + elif power == id_power[14]: + text = power + tex = bui.gettexture('levelIcon') + elif power == id_power[15]: + text = power + tex = bui.gettexture('ouyaOButton') + elif power == id_power[16]: + text = power + tex = bui.gettexture('star') + + if power in new_powerups: + label = getlanguage(power) + else: + label = babase.Lstr(resource=text) + + apperance = powerups[power] + position = (90, v - posi) + + t = bui.textwidget( + parent=c, + position=(position[0] - 30, position[1] - 15), + size=(width, 50), + h_align="center", + color=(bui.app.ui_v1.title_color), + text=label, + v_align="center", + maxwidth=width * 1.3, + ) + + self.powprev = bui.imagewidget( + parent=c, + position=(position[0] - 70, position[1] - 10), + size=(50, 50), + texture=tex, + ) + + dipos = 0 + for direc in ['-', '+']: + bui.buttonwidget( + parent=c, + autoselect=True, + position=(position[0] + 270 + dipos, position[1] - 10), + size=(100, 100), + scale=0.4, + label=direc, + button_type='square', + text_scale=4, + on_activate_call=babase.CallPartial(self.apperance_powerups, power, direc), + ) + + dipos += 100 + + textwidget = bui.textwidget( + parent=c, + position=(position[0] + 190, position[1] - 15), + size=(width, 50), + h_align="center", + color=cls_pow_color()[apperance], + text=str(apperance), + v_align="center", + maxwidth=width * 1.3, + ) + self.listpower[power] = textwidget + + posi += 90 + + elif tab == 'Action 2': + sub_height = 370 if not STORE['Buy Option'] else 450 + v = sub_height - 55 + width = 300 + + self._tab_container = c = bui.containerwidget( + parent=self._scrollwidget, + size=(self._sub_width, sub_height), + background=False, + selection_loops_to_parent=True, + ) + + position = (40, v - 20) + + c_display = [] + choices = ['Auto', 'SY: BALL', 'SY: Impact', 'SY: Egg'] + for display in choices: + choices_display = babase.Lstr(translate=("", getlanguage(display))) + c_display.append(choices_display) + + popup = PopupMenu( + parent=c, + position=(position[0] + 300, position[1]), + button_size=(150, 50), + scale=2.5, + choices=choices, + width=150, + choices_display=c_display, + current_choice=config['Powerup Style'], + on_value_change_call=babase.CallPartial(self._all_popup, 'Powerup Style'), + ) + + text = getlanguage('Powerup Style') + wt = len(text) * 0.80 + t = bui.textwidget( + parent=c, + position=(position[0] - 60 + wt, position[1]), + size=(width, 50), + maxwidth=width * 0.9, + scale=1.1, + h_align="center", + color=bui.app.ui_v1.title_color, + text=getlanguage('Powerup Style'), + v_align="center", + ) + + dipos = 0 + for direc in ['-', '+']: + bui.buttonwidget( + parent=c, + autoselect=True, + position=(position[0] + 310 + dipos, position[1] - 100), + size=(100, 100), + repeat=True, + scale=0.4, + label=direc, + button_type='square', + text_scale=4, + on_activate_call=babase.CallPartial(self._powerups_scale, direc), + ) + dipos += 100 + + txt_scale = config['Powerup Scale'] + self.txt_scale = bui.textwidget( + parent=c, + position=(position[0] + 230, position[1] - 105), + size=(width, 50), + scale=1.1, + h_align="center", + color=(0, 1, 0), + text=str(txt_scale), + v_align="center", + maxwidth=width * 1.3, + ) + + text = getlanguage('Powerup Scale') + wt = len(text) * 0.80 + t = bui.textwidget( + parent=c, + position=(position[0] - 60 + wt, position[1] - 100), + size=(width, 50), + maxwidth=width * 0.9, + scale=1.1, + h_align="center", + color=bui.app.ui_v1.title_color, + text=text, + v_align="center", + ) + + position = (position[0] - 20, position[1] + 40) + + self.check = bui.checkboxwidget( + parent=c, + position=(position[0] + 30, position[1] - 230), + value=config['Powerup Name'], + on_value_change_call=babase.CallPartial(self._switches, 'Powerup Name'), + maxwidth=self._scroll_width * 0.9, + text=getlanguage('Powerup Name'), + autoselect=True, + ) + + self.check = bui.checkboxwidget( + parent=c, + position=(position[0] + 30, position[1] - 230 * 1.3), + value=config['Powerup With Shield'], + on_value_change_call=babase.CallPartial(self._switches, 'Powerup With Shield'), + maxwidth=self._scroll_width * 0.9, + text=getlanguage('Powerup With Shield'), + autoselect=True, + ) + + if STORE['Buy Option']: + self.check = bui.checkboxwidget( + parent=c, + position=(position[0] + 30, position[1] - 230 * 1.6), + value=config['Powerup Time'], + on_value_change_call=babase.CallPartial(self._switches, 'Powerup Time'), + maxwidth=self._scroll_width * 0.9, + text=getlanguage('Powerup Time'), + autoselect=True, + ) + + elif tab == 'Action 3': + sub_height = 300 + v = sub_height - 55 + width = 300 + + self._tab_container = c = bui.containerwidget( + parent=self._scrollwidget, + size=(self._sub_width, sub_height), + background=False, + selection_loops_to_parent=True, + ) + + v -= 20 + position = (110, v - 45 * 1.72) + + if not STORE['Buy Percentage']: + t = bui.textwidget( + parent=c, + position=(90, v - 100), + size=(30 + width, 50), + h_align="center", + text=getlanguage('Block Option Store'), + color=bui.app.ui_v1.title_color, + v_align="center", + maxwidth=width * 1.5, + scale=1.5, + ) + + i = bui.imagewidget( + parent=c, + position=(position[0] + 100, position[1] - 205), + size=(80, 80), + texture=bui.gettexture('lock'), + ) + else: + t = bui.textwidget( + parent=c, + position=(position[0] - 14, position[1] + 70), + size=(30 + width, 50), + h_align="center", + text=f"{getlanguage('Tank Shield PTG')} ({getlanguage('Tank Shield')})", + color=bui.app.ui_v1.title_color, + v_align="center", + maxwidth=width * 1.5, + scale=1.5, + ) + + b = bui.buttonwidget( + parent=c, + autoselect=True, + position=position, + size=(100, 100), + repeat=True, + scale=0.6, + label=self.charstr[3], + button_type='square', + text_scale=2, + on_activate_call=babase.CallPartial(self.tank_shield_percentage, 'Decrement'), + ) + + b = bui.buttonwidget( + parent=c, + autoselect=True, + repeat=True, + text_scale=2, + position=(position[0] * 3.2, position[1]), + size=(100, 100), + scale=0.6, + label=self.charstr[2], + button_type='square', + on_activate_call=babase.CallPartial(self.tank_shield_percentage, 'Increment'), + ) + + porcentaje = config['Tank Shield PTG'] + if porcentaje > 59: + color = (0, 1, 0) + elif porcentaje < 40: + color = (1, 1, 0) + else: + color = (0, 1, 0.8) + + self.tank_text = bui.textwidget( + parent=c, + position=(position[0] - 14, position[1] + 5), + size=(30 + width, 50), + h_align="center", + text=str(porcentaje) + '%', + color=color, + v_align="center", + maxwidth=width * 1.3, + scale=2, + ) + + # -----> + + position = (110, v - 160 * 1.6) + t = bui.textwidget( + parent=c, + position=(position[0] - 14, position[1] + 70), + size=(30 + width, 50), + h_align="center", + text=f"{getlanguage('Healing Damage PTG')}{_sp_}({getlanguage('Healing Damage')})", + color=bui.app.ui_v1.title_color, + v_align="center", + maxwidth=width * 1.3, + scale=1.4, + ) + + b = bui.buttonwidget( + parent=c, + autoselect=True, + position=position, + size=(100, 100), + repeat=True, + scale=0.6, + label=self.charstr[3], + button_type='square', + text_scale=2, + on_activate_call=babase.CallPartial(self.health_damage_percentage, 'Decrement'), + ) + + b = bui.buttonwidget( + parent=c, + autoselect=True, + repeat=True, + text_scale=2, + position=(position[0] * 3.2, position[1]), + size=(100, 100), + scale=0.6, + label=self.charstr[2], + button_type='square', + on_activate_call=babase.CallPartial(self.health_damage_percentage, 'Increment'), + ) + + porcentaje = config['Healing Damage PTG'] + if porcentaje > 59: + color = (0, 1, 0) + elif porcentaje < 40: + color = (1, 1, 0) + else: + color = (0, 1, 0.8) + + self.hlg_text = bui.textwidget( + parent=c, + position=(position[0] - 14, position[1] + 5), + size=(30 + width, 50), + h_align="center", + text=str(porcentaje) + '%', + color=color, + v_align="center", + maxwidth=width * 1.3, + scale=2, + ) + + elif tab == 'Percentage': + sub_height = len(self.default_power_list) * 90 + v = sub_height - 55 + width = 300 + posi = 0 + id_power = list(self.default_powerups) + new_powerups = id_power[9:] + self.listpower = {} + + self._tab_container = c = bui.containerwidget( + parent=self._scrollwidget, + size=(self._sub_width, sub_height), + background=False, + selection_loops_to_parent=True, + ) + + for power in self.default_power_list: + if power == id_power[0]: + text = 'helpWindow.powerupShieldNameText' + tex = bui.gettexture('powerupShield') + elif power == id_power[1]: + text = 'helpWindow.powerupPunchNameText' + tex = bui.gettexture('powerupPunch') + elif power == id_power[2]: + text = 'helpWindow.powerupLandMinesNameText' + tex = bui.gettexture('powerupLandMines') + elif power == id_power[3]: + text = 'helpWindow.powerupImpactBombsNameText' + tex = bui.gettexture('powerupImpactBombs') + elif power == id_power[4]: + text = 'helpWindow.powerupIceBombsNameText' + tex = bui.gettexture('powerupIceBombs') + elif power == id_power[5]: + text = 'helpWindow.powerupBombNameText' + tex = bui.gettexture('powerupBomb') + elif power == id_power[6]: + text = 'helpWindow.powerupStickyBombsNameText' + tex = bui.gettexture('powerupStickyBombs') + elif power == id_power[7]: + text = 'helpWindow.powerupCurseNameText' + tex = bui.gettexture('powerupCurse') + elif power == id_power[8]: + text = 'helpWindow.powerupHealthNameText' + tex = bui.gettexture('powerupHealth') + elif power == id_power[9]: + text = power + tex = bui.gettexture('powerupSpeed') + elif power == id_power[10]: + text = power + tex = bui.gettexture('heart') + elif power == id_power[11]: + text = "Goodbye!" + tex = bui.gettexture('achievementOnslaught') + elif power == id_power[12]: + text = power + tex = bui.gettexture('ouyaUButton') + elif power == id_power[13]: + text = power + tex = bui.gettexture('achievementSuperPunch') + elif power == id_power[14]: + text = power + tex = bui.gettexture('levelIcon') + elif power == id_power[15]: + text = power + tex = bui.gettexture('ouyaOButton') + elif power == id_power[16]: + text = power + tex = bui.gettexture('star') + + if power in new_powerups: + label = getlanguage(power) + else: + label = babase.Lstr(resource=text) + + apperance = powerups[power] + position = (90, v - posi) + + t = bui.textwidget( + parent=c, + position=(position[0] - 30, position[1] - 15), + size=(width, 50), + h_align="center", + color=(bui.app.ui_v1.title_color), + text=label, + v_align="center", + maxwidth=width * 1.3, + ) + + self.powprev = bui.imagewidget( + parent=c, + position=(position[0] - 70, position[1] - 10), + size=(50, 50), + texture=tex, + ) + + ptg = str(self.total_percentage(power)) + t = bui.textwidget( + parent=c, + position=(position[0] + 170, position[1] - 10), + size=(width, 50), + h_align="center", + color=(0, 1, 0), + text=(f'{ptg}%'), + v_align="center", + maxwidth=width * 1.3, + ) + + posi += 90 + + elif tab == 'Action 4': + sub_height = 370 + width = 300 + v = sub_height - 55 + u = width - 60 + + if not self._scrollwidget or not self._scrollwidget.exists(): + return + self._tab_container = c = bui.containerwidget( + parent=self._scrollwidget, + size=(width + 500, sub_height), + background=False, + selection_loops_to_parent=True, + ) + + position = (u + 150, v - 250) + n_pos = 0 + prices = [7560, 5150, 3360] + str_name = ["FireBombs Store", "Timer Store", "Percentages Store"] + images = ["ouyaOButton", "settingsIcon", "inventoryIcon"] + + index = 0 + for store in store_items(): + p = prices[index] + txt = str_name[index] + label = getlanguage(txt) + tx_pos = len(label) * 1.8 + lb_scale = len(label) * 0.20 + preview = images[index] + + if STORE[store]: + text = getlanguage('Bought') + icon = bui.gettexture('graphicsIcon') + color = (0.52, 0.48, 0.63) + txt_scale = 1.5 + else: + text = str(p) + icon = bui.gettexture('coin') + color = (0.5, 0.4, 0.93) + txt_scale = 2 + + b = bui.buttonwidget( + parent=c, + autoselect=True, + position=(position[0] + 210 - n_pos, position[1]), + size=(250, 80), + scale=0.7, + label=text, + text_scale=txt_scale, + icon=icon, + color=color, + iconscale=1.7, + on_activate_call=babase.CallPartial(self._buy_object, store, p), + ) + + s = 180 + b = bui.buttonwidget( + parent=c, + autoselect=True, + position=(position[0] + 210 - n_pos, position[1] + 55), + size=(s, s + 30), + scale=1, + label='', + color=color, + button_type='square', + on_activate_call=babase.CallPartial(self._buy_object, store, p), + ) + + s -= 80 + i = bui.imagewidget( + parent=c, + draw_controller=b, + position=(position[0] + 250 - n_pos, position[1] + 140), + size=(s, s), + texture=bui.gettexture(preview), + ) + + t = bui.textwidget( + parent=c, + position=(position[0] + 270 - n_pos, position[1] + 101), + h_align="center", + color=(bui.app.ui_v1.title_color), + text=label, + v_align="center", + maxwidth=130, + ) + + n_pos += 280 + index += 1 + + elif tab == 'Action 5': + sub_height = 370 + v = sub_height - 55 + width = 300 + + self._tab_container = c = bui.containerwidget( + parent=self._scrollwidget, + size=(self._sub_width, sub_height), + background=False, + selection_loops_to_parent=True, + ) + + position = (0, v - 30) + + t = bui.textwidget( + parent=c, + position=(position[0] + 80, position[1] - 30), + size=(width + 60, 50), + scale=1, + h_align="center", + color=(bui.app.ui_v1.title_color), + text=babase.Lstr(resource='settingsWindowAdvanced.enterPromoCodeText'), + v_align="center", + maxwidth=width * 1.3, + ) + + self.promocode_text = bui.textwidget( + parent=c, + position=(position[0] + 80, position[1] - 100), + size=(width + 60, 50), + scale=1, + editable=True, + h_align="center", + color=(bui.app.ui_v1.title_color), + text='', + v_align="center", + maxwidth=width * 1.3, + max_chars=30, + description=babase.Lstr(resource='settingsWindowAdvanced.enterPromoCodeText'), + ) + + self.promocode_button = bui.buttonwidget( + parent=c, + position=(position[0] + 160, position[1] - 170), + size=(200, 60), + scale=1.0, + label=babase.Lstr(resource='submitText'), + on_activate_call=self._promocode, + ) + + else: + sub_height = 0 + v = sub_height - 55 + width = 300 + + self._tab_container = c = bui.containerwidget( + parent=self._scrollwidget, + size=(self._sub_width, sub_height), + background=False, + selection_loops_to_parent=True, + ) + + t = bui.textwidget( + parent=c, + position=(110, v - 20), + size=(width, 50), + scale=1.4, + big=True, + color=(0.5, 0.5, 0.5), + h_align="center", + v_align="center", + text=("powerup manager 1.1.1"), + maxwidth=width * 30, + ) + + t = bui.textwidget( + parent=c, + position=(110, v - 90), + size=(width, 50), + scale=1, + color=(1.3, 0.5, 1.0), + h_align="center", + v_align="center", + text=getlanguage('Creator'), + maxwidth=width * 30, + ) + + t = bui.textwidget( + parent=c, + position=(110, v - 220), + size=(width, 50), + scale=1, + color=(1.0, 1.2, 0.3), + h_align="center", + v_align="center", + text=getlanguage('Mod Info'), + maxwidth=width * 30, + ) + + for select_tab, button_tab in self.tab_buttons.items(): + if select_tab == tab: + bui.buttonwidget(edit=button_tab, color=(0.5, 0.4, 1.5)) + else: + bui.buttonwidget(edit=button_tab, color=(0.52, 0.48, 0.63)) + + def _all_popup(self, tag: str, popup: str) -> None: + config[tag] = popup + apg.apply_and_commit() + + def _set_concept(self, concept: str) -> None: + GLOBAL['Cls Powerup'] = concept + + if concept == 'Reset': + for power, deflt in default_powerups().items(): + powerups[power] = deflt + elif concept == 'Nothing': + for power in default_powerups(): + powerups[power] = 0 + elif concept == 'Only Bombs': + for power, deflt in default_powerups().items(): + if 'Bombs' not in power: + powerups[power] = 0 + else: + powerups[power] = 3 + elif concept == 'Only Items': + for power, deflt in default_powerups().items(): + if 'Bombs' in power: + powerups[power] = 0 + else: + powerups[power] = deflt + elif concept == 'New': + default_power = default_powerups() + new_powerups = list(default_power)[9:] + for power, deflt in default_power.items(): + if power not in new_powerups: + powerups[power] = 0 + else: + powerups[power] = deflt + + if not STORE['Buy Firebombs']: + powerups['Fire Bombs'] = 0 + + self._set_tab('Action 1') + + def tank_shield_percentage(self, tag): + max = 96 + min = 40 + if tag == 'Increment': + config['Tank Shield PTG'] += 1 + if config['Tank Shield PTG'] > max: + config['Tank Shield PTG'] = min + elif tag == 'Decrement': + config['Tank Shield PTG'] -= 1 + if config['Tank Shield PTG'] < min: + config['Tank Shield PTG'] = max + + porcentaje = config['Tank Shield PTG'] + if porcentaje > 59: + color = (0, 1, 0) + elif porcentaje < 40: + color = (1, 1, 0) + else: + color = (0, 1, 0.8) + bui.textwidget(edit=self.tank_text, text=str(porcentaje) + '%', color=color) + + def health_damage_percentage(self, tag): + max = 80 + min = 35 + if tag == 'Increment': + config['Healing Damage PTG'] += 1 + if config['Healing Damage PTG'] > max: + config['Healing Damage PTG'] = min + elif tag == 'Decrement': + config['Healing Damage PTG'] -= 1 + if config['Healing Damage PTG'] < min: + config['Healing Damage PTG'] = max + + porcentaje = config['Healing Damage PTG'] + if porcentaje > 59: + color = (0, 1, 0) + elif porcentaje < 40: + color = (1, 1, 0) + else: + color = (0, 1, 0.8) + bui.textwidget(edit=self.hlg_text, text=str(porcentaje) + '%', color=color) + + def apperance_powerups(self, powerup: str, ID: str): + max = 7 + if ID == "-": + if powerups[powerup] == 0: + powerups[powerup] = max + else: + powerups[powerup] -= 1 + elif ID == "+": + if powerups[powerup] == max: + powerups[powerup] = 0 + else: + powerups[powerup] += 1 + enum = powerups[powerup] + bui.textwidget( + edit=self.listpower[powerup], text=str(powerups[powerup]), color=cls_pow_color()[enum] + ) + + def _powerups_scale(self, ID: str): + max = 1.5 + min = 0.5 + sc = 0.1 + if ID == "-": + if config['Powerup Scale'] < (min + 0.1): + config['Powerup Scale'] = max + else: + config['Powerup Scale'] -= sc + elif ID == "+": + if config['Powerup Scale'] > (max - 0.1): + config['Powerup Scale'] = min + else: + config['Powerup Scale'] += sc + config['Powerup Scale'] = round(config['Powerup Scale'], 1) + bui.textwidget(edit=self.txt_scale, text=str(config['Powerup Scale'])) + + def total_percentage(self, power): + total = 0 + pw = powerups[power] + for i, i2 in powerups.items(): + total += i2 + if total == 0: + return float(total) + else: + ptg = 100 * pw / total + result = round(ptg, 2) + return result + + def store_refresh(self, tag: str): + if tag == 'Buy Firebombs': + powerups['Fire Bombs'] = 3 + self.default_power_list.append('Fire Bombs') + self._set_tab('Action 4') + + def _buy_object(self, tag: str, price: int): + store = BearStore( + value=tag, price=price, callback=babase.CallPartial(self.store_refresh, tag) + ) + store.buy() + + def _promocode(self): + code = bui.textwidget(query=self.promocode_text) + promo = PromoCode(code=code) + promo.code_confirmation() + bui.textwidget(edit=self.promocode_text, text="") + + def _switches(self, tag, m): + config[tag] = False if m == 0 else True + apg.apply_and_commit() + + def _percentage_window(self): + self._set_tab('Percentage') + + def _back(self): + bui.containerwidget(edit=self._root_widget, transition='out_left') + babase.app.classic.profile_browser_window() + + +# ba_meta export babase.Plugin + + +class UltimatePowerupManager(babase.Plugin): + # ProfileBrowserWindow = NewProfileBrowserWindow + pupbox.PowerupBoxFactory = NewPowerupBoxFactory + pupbox.PowerupBox.__init__ = _pbx_ + Bomb.__init__ = _bomb_init + SpazBot.handlemessage = bot_handlemessage + Blast.handlemessage = bomb_handlemessage + Spaz.handlemessage = new_handlemessage + Spaz.__init__ = _init_spaz_ + Spaz._get_bomb_type_tex = new_get_bomb_type_tex + Spaz.on_punch_press = spaz_on_punch_press + Spaz.on_punch_release = spaz_on_punch_release + MainMenuActivity.on_transition_in = new_on_transition_in + + def __init__(self) -> None: + + # add_plugin() + ... + + def has_settings_ui(self): + return True + + def show_settings_ui(self, origin_widget): + PowerupManagerWindow() diff --git a/plugins/utilities/rank_system.py b/plugins/utilities/rank_system.py new file mode 100644 index 00000000..681bcb4e --- /dev/null +++ b/plugins/utilities/rank_system.py @@ -0,0 +1,142 @@ +# ba_meta require api 9 + +import os +import json +import babase +import bascenev1 as bs + +plugman = dict( + plugin_name="rank_system", + description="ranks system for servers or for local players", + external_url="", + authors=[ + {"name": "ATD", "email": "anasdhaoidi001@gmail.com", "discord": ""}, + ], + version="1.0.0", +) + +MODS_DIR = os.path.dirname(__file__) +STATS_DIR = os.path.join(MODS_DIR, "stats") +STATS_FILE = os.path.join(STATS_DIR, "ranks.json") + + +class RankSystem: + + def __init__(self): + self.data = {} + self.load() + + def load(self): + if not os.path.exists(STATS_DIR): + os.makedirs(STATS_DIR) + + if os.path.exists(STATS_FILE): + try: + with open(STATS_FILE, "r") as f: + self.data = json.load(f) + except: + self.data = {} + + def save(self): + with open(STATS_FILE, "w") as f: + json.dump(self.data, f, indent=4) + + def add_score(self, account_id, score=1): + if account_id not in self.data: + self.data[account_id] = { + "score": 0, + "rank": 0 + } + + self.data[account_id]["score"] += score + self.update_ranks() + self.save() + + def update_ranks(self): + sorted_players = sorted( + self.data.items(), + key=lambda x: x[1]["score"], + reverse=True + ) + + for i, (aid, p) in enumerate(sorted_players): + p["rank"] = i + 1 + + def get_rank(self, account_id): + return self.data.get(account_id, {}).get("rank") + + +rank_sys = RankSystem() + + +class RankTag: + def __init__(self, node, rank): + + m = bs.newnode( + "math", + owner=node, + attrs={ + "input1": (0, 1.2, 0), + "operation": "add" + } + ) + + node.connectattr("torso_position", m, "input2") + + if rank == 1: + text = "1" + color = (1, 1, 1) + elif rank == 2: + text = "2" + color = (1, 1, 1) + elif rank == 3: + text = "3" + color = (1, 1, 1) + else: + text = f"#{rank}" + color = (1, 1, 1) + + t = bs.newnode( + "text", + owner=node, + attrs={ + "text": text, + "in_world": True, + "color": color, + "scale": 0.01, + "h_align": "center" + } + ) + + m.connectattr("output", t, "position") + + +# 🔌 plugin +# ba_meta export babase.Plugin +class byATD(babase.Plugin): + + def on_app_running(self): + print("Rank System Loaded ") + + import bascenev1._gameactivity as ga + + old_spawn = ga.GameActivity.spawn_player_spaz + + def new_spawn(self, player, *args, **kwargs): + spaz = old_spawn(self, player, *args, **kwargs) + + try: + aid = player.sessionplayer.get_account_id() + + rank_sys.add_score(aid, 1) + + rank = rank_sys.get_rank(aid) + if rank: + RankTag(spaz.node, rank) + + except Exception as e: + print("Rank error:", e) + + return spaz + + ga.GameActivity.spawn_player_spaz = new_spawn