Mercurial > touhou
annotate pytouhou/games/sample/game.py @ 614:2cf518129725
Delay power assignment to players until the game is started.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Sat, 28 Mar 2015 21:02:05 +0100 |
parents | 2a748aa29c3f |
children | d1f0bb0b7a17 |
rev | line source |
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1 # -*- encoding: utf-8 -*- |
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2 ## |
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3 ## Copyright (C) 2011 Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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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 from pytouhou.utils.interpolator import Interpolator |
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16 |
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17 from pytouhou.game.game import Game as GameBase |
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18 from pytouhou.game.bullettype import BulletType |
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19 from pytouhou.game.lasertype import LaserType |
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20 from pytouhou.game.itemtype import ItemType |
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21 from pytouhou.game.player import Player as PlayerBase |
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22 from pytouhou.game.orb import Orb |
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23 from pytouhou.game.background import Background |
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24 |
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25 from pytouhou.vm import PythonMainRunner |
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26 from . import enemies, shots |
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27 |
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28 |
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29 class Common(object): |
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30 default_power = [0, 64, 128, 128, 128, 128, 0] |
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31 |
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32 def __init__(self, resource_loader, player_characters, continues, *, |
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33 width=384, height=448): |
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34 self.width, self.height = width, height |
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35 |
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36 self.etama = resource_loader.get_multi_anm(('etama3.anm', 'etama4.anm')) |
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37 self.bullet_types = [BulletType(self.etama[0], 0, 11, 14, 15, 16, hitbox_size=2, |
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38 type_id=0), |
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39 BulletType(self.etama[0], 1, 12, 17, 18, 19, hitbox_size=3, |
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40 type_id=1), |
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41 BulletType(self.etama[0], 2, 12, 17, 18, 19, hitbox_size=2, |
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42 type_id=2), |
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43 BulletType(self.etama[0], 3, 12, 17, 18, 19, hitbox_size=3, |
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44 type_id=3), |
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45 BulletType(self.etama[0], 4, 12, 17, 18, 19, hitbox_size=2.5, |
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46 type_id=4), |
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47 BulletType(self.etama[0], 5, 12, 17, 18, 19, hitbox_size=2, |
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48 type_id=5), |
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49 BulletType(self.etama[0], 6, 13, 20, 20, 20, hitbox_size=8, |
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50 launch_anim_offsets=(0, 1, 1, 2, 2, 3, 4, 0), |
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51 type_id=6), |
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52 BulletType(self.etama[0], 7, 13, 20, 20, 20, hitbox_size=5.5, |
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53 launch_anim_offsets=(1, 1, 1, 1), |
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54 type_id=7), |
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55 BulletType(self.etama[0], 8, 13, 20, 20, 20, hitbox_size=4.5, |
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56 launch_anim_offsets=(0, 1, 1, 2, 2, 3, 4, 0), |
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57 type_id=8), |
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58 BulletType(self.etama[1], 0, 1, 2, 2, 2, hitbox_size=16, |
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59 launch_anim_offsets=(0, 1, 2, 3), |
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60 type_id=9)] |
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61 |
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62 self.laser_types = [LaserType(self.etama[0], 9), |
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63 LaserType(self.etama[0], 10)] |
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64 |
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65 self.item_types = [ItemType(self.etama[0], 0, 7), #Power |
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66 ItemType(self.etama[0], 1, 8), #Point |
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67 ItemType(self.etama[0], 2, 9), #Big power |
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68 ItemType(self.etama[0], 3, 10), #Bomb |
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69 ItemType(self.etama[0], 4, 11), #Full power |
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70 ItemType(self.etama[0], 5, 12), #1up |
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71 ItemType(self.etama[0], 6, 13)] #Star |
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72 |
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73 self.enemy_face = [('face03a.anm', 'face03b.anm'), |
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74 ('face05a.anm',), |
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75 ('face06a.anm', 'face06b.anm'), |
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76 ('face08a.anm', 'face08b.anm'), |
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77 ('face09a.anm', 'face09b.anm'), |
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78 ('face09b.anm', 'face10a.anm', 'face10b.anm'), |
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79 ('face08a.anm', 'face12a.anm', 'face12b.anm', 'face12c.anm')] |
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80 |
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81 sample_characters = shots.characters |
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82 self.first_character = player_characters[0] // 2 |
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83 self.player_anms = {} |
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84 self.players = [None] * len(player_characters) |
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85 for i, player_character in enumerate(player_characters): |
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86 character = player_character // 2 |
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87 if character not in self.player_anms: |
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88 face = resource_loader.get_multi_anm(('face0%da.anm' % character, |
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89 'face0%db.anm' % character, |
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90 'face0%dc.anm' % character)) |
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91 anm = resource_loader.get_single_anm('player0%d.anm' % character) |
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92 self.player_anms[character] = (anm, face) |
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93 |
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94 self.players[i] = Player(i, self.player_anms[character][0], |
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95 sample_characters[player_character], |
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96 character, continues) |
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97 |
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98 |
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99 |
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100 class Game(GameBase): |
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101 def __init__(self, resource_loader, stage, rank, difficulty, |
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102 common, prng, hints=None, friendly_fire=True, |
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103 nb_bullets_max=640): |
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104 |
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105 self.etama = common.etama #XXX |
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106 try: |
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107 self.enm_anm = resource_loader.get_multi_anm(('stg%denm.anm' % stage, |
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108 'stg%denm2.anm' % stage)) |
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109 except KeyError: |
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110 self.enm_anm = resource_loader.get_anm('stg%denm.anm' % stage) |
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111 |
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112 self.ecl_runners = [PythonMainRunner(getattr(enemies, 'stage%d' % stage), self)] |
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113 |
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114 self.spellcard_effect_anm = resource_loader.get_single_anm('eff0%d.anm' % stage) |
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115 |
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116 self.msg = resource_loader.get_msg('msg%d.dat' % stage) |
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117 msg_anm = [common.player_anms[common.first_character][1], #TODO: does it break bomb face of non-first player? |
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118 resource_loader.get_multi_anm(common.enemy_face[stage - 1])] |
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119 |
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120 self.msg_anm = [[], []] |
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121 for i, anms in enumerate(msg_anm): |
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122 for anm in anms: |
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123 for sprite in anm.sprites.values(): |
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124 self.msg_anm[i].append((anm, sprite)) |
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125 |
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126 for player in common.players: |
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127 player._game = self |
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128 if player.power < 0: |
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129 player.power = common.default_power[stage - 1] |
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130 |
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131 # Load stage data |
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132 self.std = resource_loader.get_stage('stage%d.std' % stage) |
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133 |
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134 background_anm = resource_loader.get_single_anm('stg%dbg.anm' % stage) |
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135 self.background = Background(self.std, background_anm) |
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136 |
456
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137 common.interface.start_stage(self, stage) |
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138 |
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139 GameBase.__init__(self, common.players, stage, rank, difficulty, |
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140 common.bullet_types, common.laser_types, |
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141 common.item_types, nb_bullets_max, common.width, |
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142 common.height, prng, common.interface, hints, |
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143 friendly_fire) |
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144 |
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145 |
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146 |
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147 class Player(PlayerBase): |
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148 def __init__(self, number, anm, shts, character, continues): |
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149 self.sht = shts[0] |
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150 self.focused_sht = shts[1] |
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151 |
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152 PlayerBase.__init__(self, number, anm, character, continues, power=-1) |
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153 |
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154 self.orbs = [Orb(anm, 128, self), |
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155 Orb(anm, 129, self)] |
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156 |
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157 self.orbs[0].offset_x = -24 |
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158 self.orbs[1].offset_x = 24 |
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159 |
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160 def start_focusing(self): |
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161 self.focused = True |
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162 |
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163 def stop_focusing(self): |
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164 self.focused = False |
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165 |
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166 @property |
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167 def objects(self): |
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168 return [self] + self.orbs |
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169 |
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170 def update(self, keystate): |
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171 PlayerBase.update(self, keystate) |
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172 |
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173 for orb in self.orbs: |
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174 orb.update() |