Mercurial > touhou
annotate pytouhou/vm/eclrunner.py @ 89:1513f5626656
Fix attack flags implementation
author | Thibaut Girka <thib@sitedethib.com> |
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date | Sun, 04 Sep 2011 09:36:51 +0200 |
parents | fda176f07d6d |
children | f7525fa66bb0 |
rev | line source |
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1 # -*- encoding: utf-8 -*- |
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2 ## |
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3 ## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com> |
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4 ## |
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5 ## This program is free software; you can redistribute it and/or modify |
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6 ## it under the terms of the GNU General Public License as published |
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7 ## by the Free Software Foundation; version 3 only. |
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8 ## |
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9 ## This program is distributed in the hope that it will be useful, |
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10 ## but WITHOUT ANY WARRANTY; without even the implied warranty of |
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11 ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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12 ## GNU General Public License for more details. |
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13 ## |
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14 |
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15 |
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16 from math import atan2, cos, sin |
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17 |
58 | 18 from pytouhou.utils.helpers import get_logger |
19 | |
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20 from pytouhou.vm.common import MetaRegistry, instruction |
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21 |
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22 logger = get_logger(__name__) |
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23 |
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24 |
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25 |
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26 class ECLRunner(object): |
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27 __metaclass__ = MetaRegistry |
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28 __slots__ = ('_ecl', '_enemy', '_game_state', 'variables', 'sub', 'frame', |
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29 'instruction_pointer', 'comparison_reg', 'stack') |
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30 |
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31 def __init__(self, ecl, sub, enemy, game_state): |
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32 # Things not supposed to change |
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33 self._ecl = ecl |
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34 self._enemy = enemy |
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35 self._game_state = game_state |
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36 |
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37 # Things supposed to change (and be put in the stack) |
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38 self.variables = [0, 0, 0, 0, |
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39 0., 0., 0., 0., |
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40 0, 0, 0, 0] |
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41 self.comparison_reg = 0 |
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42 self.sub = sub |
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43 self.frame = 0 |
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44 self.instruction_pointer = 0 |
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45 |
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46 self.stack = [] |
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47 |
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48 |
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49 def run_iteration(self): |
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50 # First, if enemy is dead, return |
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51 if self._enemy._removed: |
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52 return False |
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53 |
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54 # Then, check for callbacks |
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55 #TODO |
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56 |
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57 # Now, process script |
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58 while True: |
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59 try: |
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60 frame, instr_type, rank_mask, param_mask, args = self._ecl.subs[self.sub][self.instruction_pointer] |
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61 except IndexError: |
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62 return False |
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63 |
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64 if frame > self.frame: |
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65 break |
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66 else: |
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67 self.instruction_pointer += 1 |
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68 |
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69 |
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70 #TODO: skip bad ranks |
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71 if not rank_mask & (0x100 << self._game_state.rank): |
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72 continue |
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73 |
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74 |
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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: |
58 | 79 logger.warn('unhandled opcode %d (args: %r)', instr_type, args) |
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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() |
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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() |
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106 return player.y |
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107 elif value == -10021: |
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108 return self._enemy.get_player_angle() |
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109 elif value == -10022: |
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110 return self._enemy.frame |
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111 elif value == -10024: |
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112 return self._enemy.life |
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113 elif value == -10025: |
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114 return self._enemy.select_player().character |
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115 raise NotImplementedError(value) #TODO |
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116 else: |
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117 return value |
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118 |
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119 |
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120 def _setval(self, variable_id, value): |
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121 if -10012 <= variable_id <= -10001: |
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122 self.variables[int(-10001-variable_id)] = value |
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123 elif -10025 <= variable_id <= -10013: |
55 | 124 if variable_id == -10015: |
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125 self._enemy.x = value |
55 | 126 elif variable_id == -10016: |
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127 self._enemy.y = value |
55 | 128 elif variable_id == -10017: |
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129 self._enemy.z = value |
55 | 130 elif variable_id == -10022: |
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131 self._enemy.frame = value |
55 | 132 elif variable_id == -10024: |
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133 self._enemy.life = value |
55 | 134 else: |
135 raise IndexError #TODO: proper exception | |
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136 else: |
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137 raise IndexError #TODO: proper exception |
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138 |
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139 |
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140 @instruction(0) |
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141 def noop(self): |
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142 pass #TODO: Really? |
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143 |
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144 |
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145 @instruction(1) |
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146 def destroy(self, arg): |
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147 #TODO: arg? |
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148 self._enemy._removed = True |
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149 |
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150 |
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151 @instruction(2) |
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152 def relative_jump(self, frame, instruction_pointer): |
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153 """Jumps to a relative offset in the same subroutine. |
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154 |
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155 Warning: the relative offset has been translated to an instruction pointer |
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156 by the ECL parsing code (see pytouhou.formats.ecl). |
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157 """ |
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158 self.frame, self.instruction_pointer = frame, instruction_pointer |
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159 |
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160 |
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161 @instruction(3) |
53 | 162 def relative_jump_ex(self, frame, instruction_pointer, variable_id): |
52
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163 """If the given variable is non-zero, decrease it by 1 and jump to a |
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164 relative offset in the same subroutine. |
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165 |
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166 Warning: the relative offset has been translated to an instruction pointer |
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167 by the ECL parsing code (see pytouhou.formats.ecl). |
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168 """ |
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169 counter_value = self._getval(variable_id) |
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170 if counter_value: |
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171 self._setval(variable_id, counter_value - 1) |
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172 self.frame, self.instruction_pointer = frame, instruction_pointer |
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173 |
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174 |
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175 @instruction(4) |
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176 @instruction(5) |
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177 def set_variable(self, variable_id, value): |
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178 self._setval(variable_id, self._getval(value)) |
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179 |
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180 |
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181 @instruction(6) |
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182 def set_random_int(self, variable_id, maxval): |
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183 """Set the specified variable to a random int in the [0, maxval) range. |
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184 """ |
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185 self._setval(variable_id, int(self._getval(maxval) * self._game_state.prng.rand_double())) |
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186 |
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187 |
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188 @instruction(8) |
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189 def set_random_float(self, variable_id, maxval): |
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190 """Set the specified variable to a random float in [0, maxval) range. |
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191 """ |
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192 self._setval(variable_id, self._getval(maxval) * self._game_state.prng.rand_double()) |
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193 |
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194 |
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195 @instruction(9) |
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196 def set_random_float2(self, variable_id, minval, amp): |
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197 self._setval(variable_id, self._getval(minval) + self._getval(amp) * self._game_state.prng.rand_double()) |
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198 |
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199 |
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200 @instruction(10) |
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201 def store_x(self, variable_id): |
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202 self._setval(variable_id, self._enemy.x) |
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203 |
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204 |
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205 @instruction(14) |
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206 @instruction(21) |
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207 def substract(self, variable_id, a, b): |
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208 #TODO: 14 takes only ints and 21 only floats. |
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209 # The original engine dereferences the variables in the type it waits for, so this isn't exactly the correct implementation, but the data don't contain such case. |
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210 self._setval(variable_id, self._getval(a) - self._getval(b)) |
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211 |
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212 |
87 | 213 @instruction(13) |
214 @instruction(20) | |
215 def add(self, variable_id, a, b): | |
216 #TODO: 13 takes only ints and 20 only floats. | |
217 # The original engine dereferences the variables in the type it waits for, so this isn't exactly the correct implementation, but the data don't contain such case. | |
218 self._setval(variable_id, self._getval(a) + self._getval(b)) | |
219 | |
220 | |
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221 @instruction(15) |
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222 def multiply_int(self, variable_id, a, b): |
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223 #TODO: takes only ints. |
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224 self._setval(variable_id, self._getval(a) * self._getval(b)) |
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225 |
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226 |
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227 @instruction(16) |
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228 def divide_int(self, variable_id, a, b): |
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229 #TODO: takes only ints. |
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230 self._setval(variable_id, self._getval(a) // self._getval(b)) |
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231 |
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232 |
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233 @instruction(17) |
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234 def modulo(self, variable_id, a, b): |
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235 self._setval(variable_id, self._getval(a) % self._getval(b)) |
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236 |
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237 |
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238 @instruction(23) |
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239 def divide_float(self, variable_id, a, b): |
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240 #TODO: takes only floats. |
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241 self._setval(variable_id, self._getval(a) / self._getval(b)) |
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242 |
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243 |
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244 @instruction(25) |
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245 def get_direction(self, variable_id, x1, y1, x2, y2): |
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246 #TODO: takes only floats. |
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247 self._setval(variable_id, math.atan2(self._getval(y2) - self._getval(y1), self._getval(x2) - self._getval(x1))) |
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248 |
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249 |
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250 @instruction(27) |
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251 @instruction(28) |
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252 def compare(self, a, b): |
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253 #TODO: 27 takes only ints and 28 only floats. |
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254 a, b = self._getval(a), self._getval(b) |
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255 if a < b: |
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256 self.comparison_reg = -1 |
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257 elif a == b: |
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258 self.comparison_reg = 0 |
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259 else: |
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260 self.comparison_reg = 1 |
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261 |
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262 |
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263 @instruction(29) |
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264 def relative_jump_if_lower_than(self, frame, instruction_pointer): |
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265 if self.comparison_reg == -1: |
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266 self.relative_jump(frame, instruction_pointer) |
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267 |
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268 |
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269 @instruction(30) |
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270 def relative_jump_if_lower_or_equal(self, frame, instruction_pointer): |
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271 if self.comparison_reg != 1: |
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272 self.relative_jump(frame, instruction_pointer) |
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273 |
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274 |
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275 @instruction(31) |
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276 def relative_jump_if_equal(self, frame, instruction_pointer): |
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277 if self.comparison_reg == 0: |
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278 self.relative_jump(frame, instruction_pointer) |
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279 |
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280 |
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281 @instruction(32) |
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282 def relative_jump_if_greater_than(self, frame, instruction_pointer): |
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283 if self.comparison_reg == 1: |
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284 self.relative_jump(frame, instruction_pointer) |
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285 |
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286 |
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287 @instruction(33) |
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288 def relative_jump_if_greater_or_equal(self, frame, instruction_pointer): |
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289 if self.comparison_reg != -1: |
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290 self.relative_jump(frame, instruction_pointer) |
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291 |
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292 |
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293 @instruction(34) |
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294 def relative_jump_if_not_equal(self, frame, instruction_pointer): |
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295 if self.comparison_reg != 0: |
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296 self.relative_jump(frame, instruction_pointer) |
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297 |
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298 |
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299 @instruction(35) |
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300 def call(self, sub, param1, param2): |
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301 self.stack.append((self.sub, self.frame, self.instruction_pointer, |
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302 self.variables, self.comparison_reg)) |
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303 self.sub = sub |
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304 self.frame = 0 |
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305 self.instruction_pointer = 0 |
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306 self.variables = [param1, 0, 0, 0, |
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307 param2, 0., 0., 0., |
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308 0, 0, 0, 0] |
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309 |
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310 |
49
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311 @instruction(36) |
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312 def ret(self): |
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313 self.sub, self.frame, self.instruction_pointer, self.variables, self.comparison_reg = self.stack.pop() |
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314 |
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315 |
50
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316 @instruction(39) |
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317 def call_if_equal(self, sub, param1, param2, a, b): |
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318 if self._getval(a) == self._getval(b): |
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319 self.call(sub, param1, param2) |
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320 |
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321 |
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322 @instruction(43) |
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323 def set_pos(self, x, y, z): |
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324 self._enemy.set_pos(self._getval(x), self._getval(y), self._getval(z)) |
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325 |
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326 |
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327 @instruction(45) |
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328 def set_angle_speed(self, angle, speed): |
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329 self._enemy.angle, self._enemy.speed = angle, speed |
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330 |
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331 |
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332 @instruction(46) |
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333 def set_rotation_speed(self, speed): |
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334 self._enemy.rotation_speed = speed |
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335 |
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336 |
49
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337 @instruction(47) |
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338 def set_speed(self, speed): |
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339 self._enemy.speed = speed |
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340 |
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341 |
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342 @instruction(48) |
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343 def set_acceleration(self, acceleration): |
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344 self._enemy.acceleration = acceleration |
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345 |
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346 |
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347 @instruction(49) |
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348 def set_random_angle(self, min_angle, max_angle): |
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349 angle = self._game_state.prng.rand_double() * (max_angle - min_angle) + min_angle |
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350 self._enemy.angle = angle |
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351 |
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352 |
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353 @instruction(50) |
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354 def set_random_angle_ex(self, min_angle, max_angle): |
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355 if self._enemy.screen_box: |
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356 minx, miny, maxx, maxy = self._enemy.screen_box |
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357 else: |
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358 minx, miny, maxx, maxy = (0., 0., 0., 0.) |
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359 |
51
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360 angle = self._game_state.prng.rand_double() * (max_angle - min_angle) + min_angle |
59
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361 sa, ca = sin(angle), cos(angle) |
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362 |
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363 distx = min(96.0, (maxx - minx) / 2.) |
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364 disty = min(96.0, (maxy - miny) / 2.) |
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365 |
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366 if self._enemy.x > maxx - 96.0: |
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367 ca = -abs(ca) |
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368 elif self._enemy.x < minx + 96.0: |
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369 ca = abs(ca) |
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370 |
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371 if self._enemy.y > maxy - 48.0: |
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372 sa = -abs(sa) |
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373 elif self._enemy.y < miny + 48.0: |
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374 sa = abs(sa) |
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375 self._enemy.angle = atan2(sa, ca) |
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376 |
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377 |
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378 @instruction(51) |
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379 def target_player(self, unknown, speed): |
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380 #TODO: unknown |
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381 self._enemy.speed = speed |
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382 self._enemy.angle = self._enemy.get_player_angle() |
43
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383 |
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384 |
76
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385 @instruction(56) |
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386 def move_to_linear(self, duration, x, y, z): |
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387 self._enemy.move_to(duration, x, y, z, lambda x: x) |
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388 |
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389 |
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390 @instruction(57) |
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391 def move_to_decel(self, duration, x, y, z): |
62
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392 self._enemy.move_to(duration, x, y, z, lambda x: 2. * x - x ** 2) |
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393 |
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394 |
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395 @instruction(59) |
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396 def move_to_accel(self, duration, x, y, z): |
75
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397 self._enemy.move_to(duration, x, y, z, lambda x: x ** 2) |
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398 |
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399 |
57
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400 @instruction(61) |
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401 def stop_in(self, duration): |
75
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402 self._enemy.stop_in(duration, lambda x: x) |
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403 |
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404 |
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405 @instruction(63) |
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406 def stop_in_accel(self, duration): |
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407 self._enemy.stop_in(duration, lambda x: 1. - x) |
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408 |
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409 |
50
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410 @instruction(65) |
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411 def set_screen_box(self, xmin, ymin, xmax, ymax): |
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412 self._enemy.screen_box = xmin, ymin, xmax, ymax |
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413 |
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|
414 |
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415 @instruction(66) |
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416 def clear_screen_box(self): |
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417 self._enemy.screen_box = None |
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418 |
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419 |
57
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420 @instruction(67) |
82 | 421 def set_bullet_attributes1(self, anim, sprite_idx_offset, bullets_per_shot, |
79
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422 number_of_shots, speed, speed2, launch_angle, |
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423 angle, flags): |
82 | 424 self._enemy.set_bullet_attributes(67, anim, |
425 self._getval(sprite_idx_offset), | |
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426 self._getval(bullets_per_shot), |
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427 self._getval(number_of_shots), |
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428 self._getval(speed), |
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429 self._getval(speed2), |
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430 self._getval(launch_angle), |
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431 self._getval(angle), |
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432 flags) |
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433 |
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434 |
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435 @instruction(68) |
82 | 436 def set_bullet_attributes2(self, anim, sprite_idx_offset, bullets_per_shot, |
79
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437 number_of_shots, speed, speed2, launch_angle, |
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438 angle, flags): |
82 | 439 self._enemy.set_bullet_attributes(68, anim, |
440 self._getval(sprite_idx_offset), | |
79
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441 self._getval(bullets_per_shot), |
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442 self._getval(number_of_shots), |
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443 self._getval(speed), |
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444 self._getval(speed2), |
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445 self._getval(launch_angle), |
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446 self._getval(angle), |
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447 flags) |
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|
448 |
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|
449 |
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|
450 @instruction(69) |
82 | 451 def set_bullet_attributes3(self, anim, sprite_idx_offset, bullets_per_shot, |
79
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452 number_of_shots, speed, speed2, launch_angle, |
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|
453 angle, flags): |
82 | 454 self._enemy.set_bullet_attributes(69, anim, |
455 self._getval(sprite_idx_offset), | |
79
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456 self._getval(bullets_per_shot), |
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457 self._getval(number_of_shots), |
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458 self._getval(speed), |
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|
459 self._getval(speed2), |
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|
460 self._getval(launch_angle), |
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461 self._getval(angle), |
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|
462 flags) |
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changeset
|
463 |
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changeset
|
464 |
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changeset
|
465 @instruction(70) |
82 | 466 def set_bullet_attributes4(self, anim, sprite_idx_offset, bullets_per_shot, |
79
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467 number_of_shots, speed, speed2, launch_angle, |
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changeset
|
468 angle, flags): |
82 | 469 self._enemy.set_bullet_attributes(70, anim, |
470 self._getval(sprite_idx_offset), | |
79
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471 self._getval(bullets_per_shot), |
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472 self._getval(number_of_shots), |
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|
473 self._getval(speed), |
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changeset
|
474 self._getval(speed2), |
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|
475 self._getval(launch_angle), |
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changeset
|
476 self._getval(angle), |
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diff
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|
477 flags) |
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478 |
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479 |
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480 @instruction(71) |
82 | 481 def set_bullet_attributes5(self, anim, sprite_idx_offset, bullets_per_shot, |
79
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482 number_of_shots, speed, speed2, launch_angle, |
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483 angle, flags): |
82 | 484 self._enemy.set_bullet_attributes(71, anim, |
485 self._getval(sprite_idx_offset), | |
79
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486 self._getval(bullets_per_shot), |
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487 self._getval(number_of_shots), |
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488 self._getval(speed), |
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489 self._getval(speed2), |
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490 self._getval(launch_angle), |
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491 self._getval(angle), |
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492 flags) |
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493 |
57
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494 |
83
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495 @instruction(74) |
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496 def set_bullet_attributes6(self, anim, sprite_idx_offset, bullets_per_shot, |
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497 number_of_shots, speed, speed2, launch_angle, |
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498 angle, flags): |
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499 #TODO |
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500 self._enemy.set_bullet_attributes(74, anim, |
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501 self._getval(sprite_idx_offset), |
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502 self._getval(bullets_per_shot), |
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503 self._getval(number_of_shots), |
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504 self._getval(speed), |
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505 self._getval(speed2), |
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506 self._getval(launch_angle), |
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507 self._getval(angle), |
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508 flags) |
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509 |
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510 |
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511 @instruction(75) |
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512 def set_bullet_attributes6(self, anim, sprite_idx_offset, bullets_per_shot, |
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513 number_of_shots, speed, speed2, launch_angle, |
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514 angle, flags): |
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515 #TODO |
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516 self._enemy.set_bullet_attributes(75, anim, |
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517 self._getval(sprite_idx_offset), |
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518 self._getval(bullets_per_shot), |
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519 self._getval(number_of_shots), |
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520 self._getval(speed), |
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521 self._getval(speed2), |
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522 self._getval(launch_angle), |
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523 self._getval(angle), |
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524 flags) |
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525 |
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526 |
78
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527 @instruction(76) |
49
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528 def set_bullet_interval(self, value): |
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529 self._enemy.bullet_launch_interval = value |
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530 |
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531 |
78
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532 @instruction(77) |
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533 def set_bullet_interval_ex(self, value): |
82 | 534 self._enemy.bullet_launch_interval = value |
535 self._enemy.bullet_launch_timer = int(self._game_state.prng.rand_double() * value) #TODO: check | |
78
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536 |
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537 |
49
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538 @instruction(78) |
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539 def set_delay_attack(self): |
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540 self._enemy.delay_attack = True |
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541 |
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542 |
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543 @instruction(79) |
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544 def set_no_delay_attack(self): |
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545 self._enemy.delay_attack = False |
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546 |
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547 |
49
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548 @instruction(81) |
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549 def set_bullet_launch_offset(self, x, y, z): |
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550 self._enemy.bullet_launch_offset = (x, y) |
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551 |
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552 |
79
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553 @instruction(82) |
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554 def set_extended_bullet_attributes(self, *attributes): |
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555 self._enemy.extended_bullet_attributes = attributes |
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556 |
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557 |
49
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558 @instruction(97) |
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559 def set_anim(self, sprite_index): |
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560 self._enemy.set_anim(sprite_index) |
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561 |
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562 |
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563 @instruction(98) |
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564 def set_multiple_anims(self, default, end_left, end_right, left, right): |
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565 self._enemy.movement_dependant_sprites = end_left, end_right, left, right |
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566 self._enemy.set_anim(default) |
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567 |
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568 |
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569 @instruction(100) |
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570 def set_death_anim(self, sprite_index): |
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571 self._enemy.death_anim = sprite_index % 256 #TODO |
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572 |
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573 |
57
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574 @instruction(101) |
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575 def set_boss_mode(self, unknown): |
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576 #TODO: unknown |
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577 self._game_state.boss = self._enemy |
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578 |
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579 |
49
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580 @instruction(103) |
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581 def set_hitbox(self, width, height, depth): |
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582 self._enemy.hitbox = (width, height) |
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583 |
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584 |
79
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585 @instruction(104) |
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586 def set_collidable(self, collidable): |
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587 """Defines whether the enemy is “collidable”. |
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588 A collision between a collidable enemy and the player will kill the player. |
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589 """ |
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590 self._enemy.collidable = bool(collidable & 1) |
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591 |
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592 |
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593 @instruction(105) |
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594 def set_damageable(self, damageable): |
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595 self._enemy.damageable = bool(damageable & 1) |
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596 |
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597 |
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598 @instruction(107) |
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599 def set_death_flags(self, death_flags): |
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600 self._enemy.death_flags = death_flags |
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601 |
23
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602 |
49
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603 @instruction(108) |
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604 def set_death_callback(self, sub): |
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605 self._enemy.death_callback = sub |
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606 |
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607 |
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608 @instruction(109) |
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609 def memory_write(self, value, index): |
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610 #TODO |
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611 #XXX: this is a hack to display bosses although we don't handle MSG :) |
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612 if index == 0: |
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613 self.sub = value |
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614 self.frame = 0 |
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615 self.instruction_pointer = 0 |
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616 |
23
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617 |
51
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618 @instruction(111) |
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619 def set_life(self, value): |
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620 self._enemy.life = value |
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621 |
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622 |
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623 @instruction(112) |
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624 def set_ellapsed_time(self, value): |
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625 """Sets the enemy's frame counter. |
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626 This is used for timeouts, where the framecounter is compared to the |
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627 timeout value (what's displayed is (enemy.timeout - enemy.frame) // 60). |
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628 """ |
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629 self._enemy.frame = value |
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630 |
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631 |
49
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632 @instruction(113) |
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633 def set_low_life_trigger(self, value): |
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634 self._enemy.low_life_trigger = value |
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635 |
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636 |
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637 @instruction(114) |
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638 def set_low_life_callback(self, sub): |
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639 self._enemy.low_life_callback = sub |
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640 |
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641 |
49
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642 @instruction(115) |
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643 def set_timeout(self, timeout): |
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644 self._enemy.timeout = timeout |
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645 |
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646 |
67
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647 @instruction(116) |
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648 def set_timeout_callback(self, sub): |
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649 self._enemy.timeout_callback = sub |
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650 |
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651 |
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652 @instruction(117) |
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653 def set_touchable(self, value): |
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654 """Defines whether the enemy is “touchable”. |
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655 Bullets only collide with an enemy if it is “touchable”. |
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656 Likewise, ReimuA's homing attacks only target “touchable” enemies. |
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657 """ |
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658 self._enemy.touchable = bool(value) |
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659 |
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660 |
75
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661 @instruction(120) |
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662 def set_automatic_orientation(self, flags): |
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663 #TODO: does it change anything else than the sprite's rotation? |
82 | 664 self._enemy.automatic_orientation = bool(flags & 1) |
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665 |
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666 |
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667 @instruction(123) |
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668 def skip_frames(self, frames): |
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669 #TODO: is that all? |
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670 self.frame += self._getval(frames) |
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671 |
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672 |
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673 @instruction(126) |
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674 def set_remaining_lives(self, lives): |
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675 self._enemy.remaining_lives = lives |
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676 |