Important: Please check out the api7 branch if you're using the game version (1.7.0 <= your game version <= 1.7.19) which uses API 7 plugins. If you're on game version (1.7.20 or a later version) where it uses API 8 plugins, then proceed with the rest of the README here.
A plugin manager for the game - Bombsquad. Plugin manager is a plugin in itself, which makes further modding of your game more convenient by providing easier access to community created content.
- Completely open-source - both the plugin-manager and all the plugins in this repository.
- Works on all platforms.
- Only deal with plugins and updates targetting your game's current API version.
- Search for plugins.
- Add 3rd party plugin sources (use them at your own risk, since they may not be audited!).
- Enable or disable auto-updates for plugin manager and plugins.
- Immediately enable installed plugins/minigames without having to restart game.
- Launch a plugin's settings directly from the plugin manager window.
- Check out a plugin's source code before installing it.
- Sync installed plugins with workspaces.
- Sort plugins by popularity, downloads, rating or some other metric.
There are two different ways the plugin manager can be installed:
-
Download plugin_manager.py to your mods directory (check it out by going into your game's Settings -> Advanced -> Show Mods Folder). This is the recommended way (read next method to know why). If you're on a newer version of Android (11 or above) and not rooted, it probably won't be possible to copy mods to game's mods folder. In this case, you can connect your Android phone to a computer and push
plugin_manager.py
usingadb
:$ adb push plugin_manager.py /sdcard/Android/data/net.froemling.bombsquad/files/mods/plugin_manager.py
-
Another way is to add plugin_manager.py to your workspace. However, plugin manager self-updates will fail when installed using this way since the game will overrwrite the updated plugin manager, with the older version from workspace on the next sync. However, you can manually apply updates by copying the latest plugin manager's source code again to your workspace when using this method.
- If installed correctly, you'll see the plugin manager button in your game's settings.
- That's it, you now have access to a variety of community created content waiting for you to install!
- In order for a plugin to get accepted to this official repository, it must target the general game audience and be completely open and readable, not be encoded or encrypted in any form.
- If your plugin doesn't target the general game audience, you can put your plugin(s) in a GitHub repository and then your plugin(s) can be installed through the custom source option in-game. See 3rd party plugin sources for more information.
- New plugins are accepted through a pull request. Add your plugin in the minigames, utilities, or the category directory you feel is the most relevant to the type of plugin you're submitting, here. Then add an entry to the category's JSON metadata file.
- Plugin manager will also show and execute the settings icon if your
ba.Plugin
class has methodshas_settings_ui
andshow_settings_ui
; check out the colorscheme plugin for an example.
Let's say you wanna submit this new utility-type plugin named as sample_plugin.py
:
# ba_meta require api 8
import babase
# ba_meta export babase.Plugin
class Main(babase.Plugin):
def on_app_running(self):
babase.screenmessage("Hi! I am a sample plugin!")
def has_settings_ui(self):
return True
def show_settings_ui(self, source_widget):
babase.screenmessage("You tapped my settings!")
You'll have to fork this repository and add your sample_plugin.py
plugin file into the appropriate directory, which for
utility plugin is plugins/utilities. After that, you'll have to add an entry for your plugin
in plugins/utilities.json so that it gets picked up by the Plugin Manager in-game.
To do this, you'll have to edit the file and add something like this:
{
"name": "Utilities",
...
"plugins": {
...
"sample_plugin": {
"description": "Shows screenmessages!",
"external_url": "",
"authors": [
{
"name": "Alex",
"email": "alex@example.com",
"discord": null
}
],
"versions": {
"1.0.0": null
}
},
...
}
...
}
You can add whatever you wanna add to these fields. However, leave the value for your version key as null
:
"1.0.0": null
Version values will automatically be populated through github-actions (along with formatting your code as per PEP8 style guide) once you open a pull request.
Save utilities.json
with your modified changes and now you can create a pull request with the
plugin you've added and the modified JSON metadata file!
- Make a pull request with whatever changes you'd like to make to an existing plugin, and add a new version entry in your plugin category's JSON metadata file.
Continuing the example from Submitting a Plugin section, if you also want to add a new screenmessage
to the sample_plugin.py
plugin after it has been submitted, edit sample_plugin.py
with whatever changes you'd like:
diff --git a/plugins/utilities/sample_plugin.py b/plugins/utilities/sample_plugin.py
index ebb7dcc..da2b312 100644
--- a/plugins/utilities/sample_plugin.py
+++ b/plugins/utilities/sample_plugin.py
@@ -5,6 +5,7 @@ import babase
class Main(babase.Plugin):
def on_app_running(self):
babase.screenmessage("Hi! I am a sample plugin!")
def has_settings_ui(self):
return True
def show_settings_ui(self, source_widget):
- babase.screenmessage("You tapped my settings!")
+ babase.screenmessage("Hey! This is my new screenmessage!")
To name this new version as 1.1.0
, add "1.1.0": null,
just above the previous plugin version in utilities.json
:
diff --git a/plugins/utilities.json b/plugins/utilities.json
index d3fd5bc..34ce9ad 100644
--- a/plugins/utilities.json
+++ b/plugins/utilities.json
@@ -14,7 +14,10 @@
}
],
"versions": {
- "1.0.0": null
+ "1.1.0": null,
+ "1.0.0": {
+ ...
+ }
}
},
...
That's it! Now you can make a pull request with both the updated sample_plugin.py
and utilities.json
files.
-
In case your plugin doesn't sit well with our guidelines or you wouldn't want your plugin to be here for some reason, you can create your own GitHub repository and put all your plugins in there.
-
Check out bombsquad-community/sample-plugin-source as an example. You can choose to show up plugins from this repository in your plugin manager by adding
bombsquad-community/sample-plugin-source
as a custom source through the category selection popup window in-game. -
Plugin manager will default to picking up plugins from the
main
branch of the custom source repository. You can specify a different branch by suffixing the source URI with@branchname
, such asbombsquad-community/sample-plugin-source@experimental
.If you maintain or know of a 3rd party plugin source, let us know and we'll add it below so people can know about it. It will also help us to notify the maintainers of any future breaking changes in plugin manager that could affect 3rd party plugin sources.
Metadata tests are automatically executed whenever a pull request is opened and a commit is pushed. You can also run them locally by installing test dependencies with:
$ pip install -r test/pip_reqs.txt
and then executing the following in the project's root directory:
$ python -m unittest discover -v
If you've been with the community long enough, you may have known about the amazing Mrmaxmeier's mod manager, which unfortunately wasn't maintained and failed to keep up with the game's latest versions and API changes. Well, this is another attempt to create something similar, with a hope we as a community can continue to keep it up-to-date with the original game.
- Plugin manager's source code is licensed under the MIT license. See LICENSE for more information.
- Any plugins you submit here are automatically assumed to be licensed under the MIT license, i.e. unless you explicitly specify a different license in your plugin's source code. See this plugin for an example.