annotate pytouhou/game/eclrunner.py @ 51:0707ff53e7b5

Add support for a few instructions
author Thibaut Girka <thib@sitedethib.com>
date Mon, 22 Aug 2011 22:12:34 +0200
parents 811cefefb5c8
children ab826bc29aa2
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51
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1 from math import atan2, cos, sin
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2
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3
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4 class MetaRegistry(type):
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5 def __new__(mcs, name, bases, classdict):
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6 instruction_handlers = {}
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7 for item in classdict.itervalues():
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8 try:
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9 instruction_ids = item._instruction_ids
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10 except AttributeError:
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11 pass
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12 else:
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13 for id_ in instruction_ids:
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14 instruction_handlers[id_] = item
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15 classdict['_handlers'] = instruction_handlers
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16 return type.__new__(mcs, name, bases, classdict)
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17
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18
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19
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20 def instruction(instruction_id):
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21 def _decorator(func):
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22 if not hasattr(func, '_instruction_ids'):
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23 func._instruction_ids = set()
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24 func._instruction_ids.add(instruction_id)
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25 return func
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26 return _decorator
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27
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28
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29
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30 class ECLRunner(object):
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31 __metaclass__ = MetaRegistry
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32 __slots__ = ('_ecl', '_enemy', '_game_state', 'variables', 'sub', 'frame',
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33 'instruction_pointer', 'comparison_reg', 'stack')
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34
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35 def __init__(self, ecl, sub, enemy, game_state):
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36 # Things not supposed to change
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37 self._ecl = ecl
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38 self._enemy = enemy
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39 self._game_state = game_state
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40
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41 # Things supposed to change (and be put in the stack)
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42 self.variables = [0, 0, 0, 0,
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43 0., 0., 0., 0.,
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44 0, 0, 0, 0]
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45 self.comparison_reg = 0
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46 self.sub = sub
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47 self.frame = 0
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48 self.instruction_pointer = 0
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49
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50 self.stack = []
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51
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52
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53 def run_iteration(self):
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54 # First, if enemy is dead, return
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55 if self._enemy._removed:
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56 return False
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57
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58 # Then, check for callbacks
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59 #TODO
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60
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61 # Now, process script
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62 frame = self.frame
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63 while True:
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64 try:
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65 frame, instr_type, rank_mask, param_mask, args = self._ecl.subs[self.sub][self.instruction_pointer]
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66 except IndexError:
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67 return False
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68
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69 #TODO: skip bad ranks
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70
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71 if frame > self.frame:
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72 break
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73 else:
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74 self.instruction_pointer += 1
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75 if frame == self.frame:
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76 try:
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77 callback = self._handlers[instr_type]
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78 except KeyError:
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79 print('Warning: unhandled opcode %d!' % instr_type) #TODO
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80 else:
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81 callback(self, *args)
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82
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83 self.frame += 1
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84 return True
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85
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86
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87 def _getval(self, value):
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88 if -10012 <= value <= -10001:
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89 return self.variables[int(-10001-value)]
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90 elif -10025 <= value <= -10013:
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91 if value == -10013:
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92 return self._game_state.rank
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93 elif value == -10014:
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94 return self._game_state.difficulty
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95 elif value == -10015:
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96 return self._enemy.x
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97 elif value == -10016:
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98 return self._enemy.y
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99 elif value == -10017:
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100 return self._enemy.z
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101 elif value == -10018:
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102 player = self._enemy.select_player(self._game_state.players)
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103 return player.x
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104 elif value == -10019:
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105 player = self._enemy.select_player(self._game_state.players)
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106 return player.y
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107 elif value == -10021:
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108 player = self._enemy.select_player(self._game_state.players)
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109 return self._enemy.get_player_angle(player)
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110 elif value == -10022:
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111 return self._enemy.frame
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112 elif value == -10024:
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113 return self._enemy.life
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114 raise NotImplementedError #TODO
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115 else:
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116 return value
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117
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118
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119 def _setval(self, variable_id, value):
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120 if -10012 <= variable_id <= -10001:
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121 self.variables[int(-10001-variable_id)] = value
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122 elif -10025 <= variable_id <= -10013:
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123 if value == -10015:
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124 self._enemy.x = value
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125 elif value == -10016:
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126 self._enemy.y = value
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127 elif value == -10017:
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128 self._enemy.z = value
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129 elif value == -10022:
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130 self._enemy.frame = value
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131 elif value == -10024:
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132 self._enemy.life = value
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133 raise IndexError #TODO: proper exception
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134 else:
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135 raise IndexError #TODO: proper exception
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136
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137
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138 @instruction(0)
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139 def noop(self):
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140 pass #TODO: Really?
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141
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142
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143 @instruction(1)
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144 def destroy(self, arg):
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145 #TODO: arg?
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146 self._enemy._removed = True
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147
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148
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149 @instruction(2)
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150 def relative_jump(self, frame, instruction_pointer):
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151 self.frame, self.instruction_pointer = frame, instruction_pointer
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152
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153
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154 @instruction(3)
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155 def relative_jump_ex(self, frame, instruction_pointer, variable_id):
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156 counter_value = self._getval(variable_id)
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157 if counter_value:
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158 self._setval(variable_id, counter_value - 1)
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159 self.frame, self.instruction_pointer = frame, instruction_pointer
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160
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161
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162 @instruction(4)
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163 @instruction(5)
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164 def set_variable(self, variable_id, value):
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165 self._setval(variable_id, self._getval(value))
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166
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167
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168 @instruction(6)
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169 def set_random_int(self, variable_id, maxval):
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170 self._setval(variable_id, int(self._getval(maxval) * self._game_state.prng.rand_double()))
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171
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172
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173 @instruction(8)
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174 def set_random_float(self, variable_id, maxval):
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175 self._setval(variable_id, self._getval(maxval) * self._game_state.prng.rand_double())
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176
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177
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178 @instruction(20)
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179 def add(self, variable_id, a, b):
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180 #TODO: int vs float thing
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181 self._setval(variable_id, self._getval(a) + self._getval(b))
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182
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183
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184 @instruction(21)
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185 def substract(self, variable_id, a, b):
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186 #TODO: int vs float thing
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187 self._setval(variable_id, self._getval(a) - self._getval(b))
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188
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189
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190 @instruction(27)
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191 def compare_ints(self, a, b):
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192 a, b = self._getval(a), self._getval(b)
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193 if a < b:
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194 self.comparison_reg = -1
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195 elif a == b:
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196 self.comparison_reg = 0
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197 else:
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198 self.comparison_reg = 1
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199
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200
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201 @instruction(31)
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202 def relative_jump_if_equal(self, frame, instruction_pointer):
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203 if self.comparison_reg == 0:
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204 self.relative_jump(frame, instruction_pointer)
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205
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206
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207 @instruction(35)
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208 def call(self, sub, param1, param2):
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209 self.stack.append((self.sub, self.frame, self.instruction_pointer,
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210 self.variables, self.comparison_reg))
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211 self.sub = sub
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212 self.frame = 0
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213 self.instruction_pointer = 0
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214 self.variables = [param1, 0, 0, 0,
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215 param2, 0., 0., 0.,
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216 0, 0, 0, 0]
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217
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218
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219 @instruction(36)
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220 def ret(self):
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221 self.sub, self.frame, self.instruction_pointer, self.variables, self.comparison_reg = self.stack.pop()
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222
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223
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224 @instruction(39)
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225 def call_if_equal(self, sub, param1, param2, a, b):
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226 if self._getval(a) == self._getval(b):
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227 self.call(sub, param1, param2)
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228
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229
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230 @instruction(43)
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231 def set_pos(self, x, y, z):
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232 self._enemy.set_pos(x, y, z)
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233
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234
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235 @instruction(45)
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236 def set_angle_speed(self, angle, speed):
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237 self._enemy.angle, self._enemy.speed = angle, speed
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238
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239
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240 @instruction(46)
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241 def set_rotation_speed(self, speed):
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242 self._enemy.rotation_speed = speed
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243
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244
49
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245 @instruction(47)
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246 def set_speed(self, speed):
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247 self._enemy.speed = speed
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248
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249
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250 @instruction(48)
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251 def set_acceleration(self, acceleration):
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252 self._enemy.acceleration = acceleration
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253
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254
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255 @instruction(50)
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256 def set_random_angle(self, min_angle, max_angle):
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257 #TODO: This thing is really odd, check, double check, triple check, disassemble...
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258 angle = self._game_state.prng.rand_double() * (max_angle - min_angle) + min_angle
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259 self._enemy.angle = atan2(-abs(sin(angle)), -abs(cos(angle)))
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260
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261
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262 @instruction(51)
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263 def target_player(self, unknown, speed):
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264 #TODO: unknown
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265 self._enemy.speed = speed
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266 self._enemy.angle = self._enemy.get_player_angle(self._enemy.select_player(self._game_state.players))
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267
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268
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269 @instruction(57)
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270 def move_to(self, duration, x, y, z):
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271 self._enemy.move_to(duration, x, y, z)
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272
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273
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274 @instruction(65)
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275 def set_screen_box(self, xmin, ymin, xmax, ymax):
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276 self._enemy.screen_box = xmin, ymin, xmax, ymax
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277
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278
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279 @instruction(66)
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280 def clear_screen_box(self):
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281 self._enemy.screen_box = None
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282
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283
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284 @instruction(77)
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285 def set_bullet_interval(self, value):
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286 self._enemy.bullet_launch_interval = value
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287
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288
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289 @instruction(78)
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290 def set_delay_attack(self):
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291 self._enemy.delay_attack = True
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292
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293
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294 @instruction(79)
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295 def set_no_delay_attack(self):
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296 self._enemy.delay_attack = False
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297
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298
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299 @instruction(81)
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300 def set_bullet_launch_offset(self, x, y, z):
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301 self._enemy.bullet_launch_offset = (x, y)
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302
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303
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304 @instruction(97)
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305 def set_anim(self, sprite_index):
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306 self._enemy.set_anim(sprite_index)
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307
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308
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309 @instruction(98)
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310 def set_multiple_anims(self, default, end_left, end_right, left, right):
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311 self._enemy.movement_dependant_sprites = end_left, end_right, left, right
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312 self._enemy.set_anim(default)
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313
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314
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315 @instruction(100)
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316 def set_death_anim(self, sprite_index):
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317 self._enemy.death_anim = sprite_index % 256 #TODO
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318
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319
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320 @instruction(103)
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321 def set_hitbox(self, width, height, depth):
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322 self._enemy.hitbox = (width, height)
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323
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324
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325 @instruction(105)
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326 def set_vulnerable(self, vulnerable):
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327 self._enemy.vulnerable = bool(vulnerable & 1)
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328
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329
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330 @instruction(108)
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331 def set_death_callback(self, sub):
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332 self._enemy.death_callback = sub
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333
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334
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335 @instruction(109)
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336 def memory_write(self, value, index):
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337 #TODO
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338 #XXX: this is a hack to display bosses although we don't handle MSG :)
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339 if index == 0:
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340 self.sub = value
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341 self.frame = 0
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342 self.instruction_pointer = 0
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343
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344
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345 @instruction(111)
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346 def set_life(self, value):
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347 self._enemy.life = value
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348
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349
49
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350 @instruction(113)
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351 def set_low_life_trigger(self, value):
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352 self._enemy.low_life_trigger = value
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353
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354
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355 @instruction(114)
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356 def set_low_life_callback(self, sub):
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357 self._enemy.low_life_callback = sub
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358
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359
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360 @instruction(115)
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361 def set_timeout(self, timeout):
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362 self._enemy.timeout = timeout
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363
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364
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365 @instruction(126)
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366 def set_remaining_lives(self, lives):
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367 self._enemy.remaining_lives = lives
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368