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quickturn.py
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# Porting to api 8 made easier by baport.(https://github.com/bombsquad-community/baport)
"""
Quickturn by TheMikirog
Super Smash Bros Melee's wavedash mechanic ported and tuned for BombSquad.
Sharp turns while running (releasing run button, changing direction, holding run again) are much faster with this mod, allowing for more dynamic, aggressive play.
Version 3
No Rights Reserved
"""
# ba_meta require api 8
from __future__ import annotations
from typing import TYPE_CHECKING
import babase
import bauiv1 as bui
import bascenev1 as bs
import math
import bascenev1lib
from bascenev1lib.actor.spaz import Spaz
if TYPE_CHECKING:
pass
# ba_meta export plugin
class Quickturn(babase.Plugin):
class FootConnectMessage:
"""Spaz started touching the ground"""
class FootDisconnectMessage:
"""Spaz stopped touching the ground"""
def wavedash(self) -> None:
if not self.node:
return
isMoving = abs(self.node.move_up_down) >= 0.5 or abs(self.node.move_left_right) >= 0.5
if self._dead or not self.grounded or not isMoving:
return
if self.node.knockout > 0.0 or self.frozen or self.node.hold_node:
return
t_ms = bs.time() * 1000
assert isinstance(t_ms, int)
if t_ms - self.last_wavedash_time_ms >= self._wavedash_cooldown:
move = [self.node.move_left_right, -self.node.move_up_down]
vel = [self.node.velocity[0], self.node.velocity[2]]
move_length = math.hypot(move[0], move[1])
vel_length = math.hypot(vel[0], vel[1])
if vel_length < 0.6:
return
move_norm = [m/move_length for m in move]
vel_norm = [v/vel_length for v in vel]
dot = sum(x*y for x, y in zip(move_norm, vel_norm))
turn_power = min(round(math.acos(dot) / math.pi, 2)*1.3, 1)
# https://easings.net/#easeInOutQuart
if turn_power < 0.55:
turn_power = 8 * turn_power * turn_power * turn_power * turn_power
else:
turn_power = 0.55 - pow(-2 * turn_power + 2, 4) / 2
if turn_power < 0.1:
return
boost_power = math.sqrt(math.pow(vel[0], 2) + math.pow(vel[1], 2)) * 8
boost_power = min(pow(boost_power, 8), 160)
self.last_wavedash_time_ms = t_ms
# FX
bs.emitfx(position=self.node.position,
velocity=(vel[0]*0.5, -1, vel[1]*0.5),
chunk_type='spark',
count=5,
scale=boost_power / 160 * turn_power,
spread=0.25)
# Boost itself
pos = self.node.position
for i in range(6):
self.node.handlemessage('impulse', pos[0], 0.2+pos[1]+i*0.1, pos[2],
0, 0, 0,
boost_power * turn_power,
boost_power * turn_power, 0, 0,
move[0], 0, move[1])
def new_spaz_init(func):
def wrapper(*args, **kwargs):
func(*args, **kwargs)
# args[0] = self
args[0]._wavedash_cooldown = 170
args[0].last_wavedash_time_ms = -9999
args[0].grounded = 0
return wrapper
bascenev1lib.actor.spaz.Spaz.__init__ = new_spaz_init(bascenev1lib.actor.spaz.Spaz.__init__)
def new_factory(func):
def wrapper(*args, **kwargs):
func(*args, **kwargs)
args[0].roller_material.add_actions(
conditions=('they_have_material',
bascenev1lib.gameutils.SharedObjects.get().footing_material),
actions=(('message', 'our_node', 'at_connect', Quickturn.FootConnectMessage),
('message', 'our_node', 'at_disconnect', Quickturn.FootDisconnectMessage)))
return wrapper
bascenev1lib.actor.spazfactory.SpazFactory.__init__ = new_factory(
bascenev1lib.actor.spazfactory.SpazFactory.__init__)
def new_handlemessage(func):
def wrapper(*args, **kwargs):
if args[1] == Quickturn.FootConnectMessage:
args[0].grounded += 1
elif args[1] == Quickturn.FootDisconnectMessage:
if args[0].grounded > 0:
args[0].grounded -= 1
func(*args, **kwargs)
return wrapper
bascenev1lib.actor.spaz.Spaz.handlemessage = new_handlemessage(
bascenev1lib.actor.spaz.Spaz.handlemessage)
def new_on_run(func):
def wrapper(*args, **kwargs):
if args[0]._last_run_value < args[1] and args[1] > 0.8:
Quickturn.wavedash(args[0])
func(*args, **kwargs)
return wrapper
bascenev1lib.actor.spaz.Spaz.on_run = new_on_run(bascenev1lib.actor.spaz.Spaz.on_run)