annotate pytouhou/game/eclrunner.py @ 59:4fe37a620b22

Handle set_random_angle properly! At last!
author Thibaut Girka <thib@sitedethib.com>
date Wed, 24 Aug 2011 01:34:11 +0200
parents 3da4de9decd0
children 1f591adcea04
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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
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18 from pytouhou.utils.helpers import get_logger
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19
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20 logger = get_logger(__name__)
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21
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23
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24 class MetaRegistry(type):
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25 def __new__(mcs, name, bases, classdict):
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26 instruction_handlers = {}
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27 for item in classdict.itervalues():
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28 try:
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29 instruction_ids = item._instruction_ids
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30 except AttributeError:
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31 pass
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32 else:
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33 for id_ in instruction_ids:
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34 instruction_handlers[id_] = item
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35 classdict['_handlers'] = instruction_handlers
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36 return type.__new__(mcs, name, bases, classdict)
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37
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38
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39
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40 def instruction(instruction_id):
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41 def _decorator(func):
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42 if not hasattr(func, '_instruction_ids'):
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43 func._instruction_ids = set()
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44 func._instruction_ids.add(instruction_id)
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45 return func
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46 return _decorator
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47
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48
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49
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50 class ECLRunner(object):
49
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51 __metaclass__ = MetaRegistry
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52 __slots__ = ('_ecl', '_enemy', '_game_state', 'variables', 'sub', 'frame',
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53 'instruction_pointer', 'comparison_reg', 'stack')
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54
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55 def __init__(self, ecl, sub, enemy, game_state):
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56 # Things not supposed to change
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57 self._ecl = ecl
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58 self._enemy = enemy
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59 self._game_state = game_state
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60
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61 # Things supposed to change (and be put in the stack)
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62 self.variables = [0, 0, 0, 0,
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63 0., 0., 0., 0.,
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64 0, 0, 0, 0]
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65 self.comparison_reg = 0
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66 self.sub = sub
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67 self.frame = 0
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68 self.instruction_pointer = 0
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69
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70 self.stack = []
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71
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72
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73 def run_iteration(self):
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74 # First, if enemy is dead, return
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75 if self._enemy._removed:
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76 return False
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77
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78 # Then, check for callbacks
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79 #TODO
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80
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81 # Now, process script
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82 frame = self.frame
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83 while True:
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84 try:
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85 frame, instr_type, rank_mask, param_mask, args = self._ecl.subs[self.sub][self.instruction_pointer]
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86 except IndexError:
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87 return False
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88
50
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89 if frame > self.frame:
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90 break
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91 else:
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92 self.instruction_pointer += 1
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93
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94
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95 #TODO: skip bad ranks
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96 if not rank_mask & (0x100 << self._game_state.rank):
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97 continue
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98
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99
50
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100 if frame == self.frame:
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101 try:
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102 callback = self._handlers[instr_type]
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103 except KeyError:
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104 logger.warn('unhandled opcode %d (args: %r)', instr_type, args)
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105 else:
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106 callback(self, *args)
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107
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108 self.frame += 1
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109 return True
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110
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111
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112 def _getval(self, value):
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113 if -10012 <= value <= -10001:
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114 return self.variables[int(-10001-value)]
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115 elif -10025 <= value <= -10013:
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116 if value == -10013:
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117 return self._game_state.rank
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118 elif value == -10014:
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119 return self._game_state.difficulty
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120 elif value == -10015:
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121 return self._enemy.x
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122 elif value == -10016:
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123 return self._enemy.y
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124 elif value == -10017:
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125 return self._enemy.z
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126 elif value == -10018:
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127 player = self._enemy.select_player(self._game_state.players)
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128 return player.x
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129 elif value == -10019:
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130 player = self._enemy.select_player(self._game_state.players)
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131 return player.y
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132 elif value == -10021:
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133 player = self._enemy.select_player(self._game_state.players)
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134 return self._enemy.get_player_angle(player)
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135 elif value == -10022:
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136 return self._enemy.frame
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137 elif value == -10024:
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138 return self._enemy.life
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139 elif value == -10025:
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140 return self._enemy.select_player(self._game_state.players).character
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141 raise NotImplementedError(value) #TODO
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142 else:
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143 return value
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144
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145
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146 def _setval(self, variable_id, value):
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147 if -10012 <= variable_id <= -10001:
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148 self.variables[int(-10001-variable_id)] = value
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149 elif -10025 <= variable_id <= -10013:
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150 if variable_id == -10015:
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151 self._enemy.x = value
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152 elif variable_id == -10016:
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153 self._enemy.y = value
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154 elif variable_id == -10017:
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155 self._enemy.z = value
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156 elif variable_id == -10022:
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157 self._enemy.frame = value
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158 elif variable_id == -10024:
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159 self._enemy.life = value
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160 else:
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161 raise IndexError #TODO: proper exception
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162 else:
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163 raise IndexError #TODO: proper exception
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164
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165
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166 @instruction(0)
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167 def noop(self):
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168 pass #TODO: Really?
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169
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170
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171 @instruction(1)
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172 def destroy(self, arg):
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173 #TODO: arg?
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174 self._enemy._removed = True
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175
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176
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177 @instruction(2)
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178 def relative_jump(self, frame, instruction_pointer):
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179 """Jumps to a relative offset in the same subroutine.
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180
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181 Warning: the relative offset has been translated to an instruction pointer
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182 by the ECL parsing code (see pytouhou.formats.ecl).
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183 """
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184 self.frame, self.instruction_pointer = frame, instruction_pointer
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185
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186
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187 @instruction(3)
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188 def relative_jump_ex(self, frame, instruction_pointer, variable_id):
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189 """If the given variable is non-zero, decrease it by 1 and jump to a
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190 relative offset in the same subroutine.
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191
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192 Warning: the relative offset has been translated to an instruction pointer
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193 by the ECL parsing code (see pytouhou.formats.ecl).
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194 """
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195 counter_value = self._getval(variable_id)
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196 if counter_value:
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197 self._setval(variable_id, counter_value - 1)
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198 self.frame, self.instruction_pointer = frame, instruction_pointer
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199
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200
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201 @instruction(4)
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202 @instruction(5)
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203 def set_variable(self, variable_id, value):
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204 self._setval(variable_id, self._getval(value))
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205
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206
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207 @instruction(6)
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208 def set_random_int(self, variable_id, maxval):
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209 """Set the specified variable to a random int in the [[0, maxval)) range.
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210 """
50
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211 self._setval(variable_id, int(self._getval(maxval) * self._game_state.prng.rand_double()))
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212
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213
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214 @instruction(8)
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215 def set_random_float(self, variable_id, maxval):
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216 """Set the specified variable to a random float in [0, maxval) range.
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217 """
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218 self._setval(variable_id, self._getval(maxval) * self._game_state.prng.rand_double())
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219
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220
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221 @instruction(9)
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222 def set_random_float2(self, variable_id, minval, amp):
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223 self._setval(variable_id, self._getval(minval) + self._getval(amp) * self._game_state.prng.rand_double())
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224
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225
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226 @instruction(20)
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227 def add(self, variable_id, a, b):
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228 #TODO: int vs float thing
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229 self._setval(variable_id, self._getval(a) + self._getval(b))
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230
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231
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232 @instruction(21)
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233 def substract(self, variable_id, a, b):
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234 #TODO: int vs float thing
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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(27)
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239 def compare_ints(self, a, b):
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240 a, b = self._getval(a), self._getval(b)
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241 if a < b:
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242 self.comparison_reg = -1
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243 elif a == b:
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244 self.comparison_reg = 0
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245 else:
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246 self.comparison_reg = 1
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247
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248
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249 @instruction(31)
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250 def relative_jump_if_equal(self, frame, instruction_pointer):
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251 if self.comparison_reg == 0:
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252 self.relative_jump(frame, instruction_pointer)
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253
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254
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255 @instruction(35)
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256 def call(self, sub, param1, param2):
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257 self.stack.append((self.sub, self.frame, self.instruction_pointer,
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258 self.variables, self.comparison_reg))
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259 self.sub = sub
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260 self.frame = 0
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261 self.instruction_pointer = 0
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262 self.variables = [param1, 0, 0, 0,
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263 param2, 0., 0., 0.,
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264 0, 0, 0, 0]
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265
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266
49
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267 @instruction(36)
47
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268 def ret(self):
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269 self.sub, self.frame, self.instruction_pointer, self.variables, self.comparison_reg = self.stack.pop()
47
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270
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271
50
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272 @instruction(39)
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273 def call_if_equal(self, sub, param1, param2, a, b):
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274 if self._getval(a) == self._getval(b):
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275 self.call(sub, param1, param2)
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276
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277
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278 @instruction(43)
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279 def set_pos(self, x, y, z):
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280 self._enemy.set_pos(x, y, z)
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281
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282
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283 @instruction(45)
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284 def set_angle_speed(self, angle, speed):
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285 self._enemy.angle, self._enemy.speed = angle, speed
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286
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287
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288 @instruction(46)
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289 def set_rotation_speed(self, speed):
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290 self._enemy.rotation_speed = speed
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291
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292
49
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293 @instruction(47)
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294 def set_speed(self, speed):
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295 self._enemy.speed = speed
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296
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297
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298 @instruction(48)
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299 def set_acceleration(self, acceleration):
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300 self._enemy.acceleration = acceleration
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301
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302
51
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303 @instruction(50)
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304 def set_random_angle(self, min_angle, max_angle):
59
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305 if self._enemy.screen_box:
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306 minx, miny, maxx, maxy = self._enemy.screen_box
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307 else:
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308 minx, miny, maxx, maxy = (0., 0., 0., 0.)
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309
51
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310 angle = self._game_state.prng.rand_double() * (max_angle - min_angle) + min_angle
59
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311 sa, ca = sin(angle), cos(angle)
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312
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313 distx = min(96.0, (maxx - minx) / 2.)
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314 disty = min(96.0, (maxy - miny) / 2.)
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315
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316 if self._enemy.x > maxx - 96.0:
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317 ca = -abs(ca)
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318 elif self._enemy.x < minx + 96.0:
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319 ca = abs(ca)
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320
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321 if self._enemy.y > maxy - 48.0:
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322 sa = -abs(sa)
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323 elif self._enemy.y < miny + 48.0:
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324 sa = abs(sa)
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325 self._enemy.angle = atan2(sa, ca)
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326
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327
49
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328 @instruction(51)
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329 def target_player(self, unknown, speed):
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330 #TODO: unknown
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331 self._enemy.speed = speed
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332 self._enemy.angle = self._enemy.get_player_angle(self._enemy.select_player(self._game_state.players))
43
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333
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334
49
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335 @instruction(57)
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336 def move_to(self, duration, x, y, z):
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337 self._enemy.move_to(duration, x, y, z)
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338
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339
57
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340 @instruction(61)
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341 def stop_in(self, duration):
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342 self._enemy.stop_in(duration)
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343
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344
50
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345 @instruction(65)
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346 def set_screen_box(self, xmin, ymin, xmax, ymax):
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347 self._enemy.screen_box = xmin, ymin, xmax, ymax
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348
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349
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350 @instruction(66)
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351 def clear_screen_box(self):
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352 self._enemy.screen_box = None
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353
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354
57
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355 @instruction(67)
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356 def set_bullet_attributes1(self, bullet_anim, launch_anim, bullets_per_shot,
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357 number_of_shots, speed, unknown, launch_angle,
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358 angle, flags):
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359 self._enemy.set_bullet_attributes(1, bullet_anim, launch_anim,
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360 bullets_per_shot, number_of_shots,
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361 speed, unknown, launch_angle, angle,
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diff changeset
362 flags)
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diff changeset
363
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diff changeset
364
49
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365 @instruction(77)
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366 def set_bullet_interval(self, value):
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367 self._enemy.bullet_launch_interval = value
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368
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diff changeset
369
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370 @instruction(78)
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371 def set_delay_attack(self):
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372 self._enemy.delay_attack = True
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373
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diff changeset
374
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diff changeset
375 @instruction(79)
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376 def set_no_delay_attack(self):
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377 self._enemy.delay_attack = False
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378
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diff changeset
379
49
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diff changeset
380 @instruction(81)
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381 def set_bullet_launch_offset(self, x, y, z):
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diff changeset
382 self._enemy.bullet_launch_offset = (x, y)
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diff changeset
383
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diff changeset
384
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diff changeset
385 @instruction(97)
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diff changeset
386 def set_anim(self, sprite_index):
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diff changeset
387 self._enemy.set_anim(sprite_index)
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diff changeset
388
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diff changeset
389
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390 @instruction(98)
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391 def set_multiple_anims(self, default, end_left, end_right, left, right):
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392 self._enemy.movement_dependant_sprites = end_left, end_right, left, right
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393 self._enemy.set_anim(default)
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394
cbe1cb50f2fd Refactor ECLRunner/EnemyManager so that all VM stuff goes to ECLRunner
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395
cbe1cb50f2fd Refactor ECLRunner/EnemyManager so that all VM stuff goes to ECLRunner
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396 @instruction(100)
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397 def set_death_anim(self, sprite_index):
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398 self._enemy.death_anim = sprite_index % 256 #TODO
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399
cbe1cb50f2fd Refactor ECLRunner/EnemyManager so that all VM stuff goes to ECLRunner
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400
57
694f25881d0f Fix move_to interpolation, add support for a few ANM and ECL instructions
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401 @instruction(101)
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402 def set_boss_mode(self, unknown):
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403 #TODO: unknown
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404 self._game_state.boss = self._enemy
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405
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406
49
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407 @instruction(103)
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408 def set_hitbox(self, width, height, depth):
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409 self._enemy.hitbox = (width, height)
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410
cbe1cb50f2fd Refactor ECLRunner/EnemyManager so that all VM stuff goes to ECLRunner
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411
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412 @instruction(105)
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413 def set_vulnerable(self, vulnerable):
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414 self._enemy.vulnerable = bool(vulnerable & 1)
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415
23
444ac7bca7bc Refacto ECL stuff, add support for a few instructions, and add some culling
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416
49
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417 @instruction(108)
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418 def set_death_callback(self, sub):
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419 self._enemy.death_callback = sub
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420
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421
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422 @instruction(109)
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423 def memory_write(self, value, index):
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424 #TODO
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425 #XXX: this is a hack to display bosses although we don't handle MSG :)
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426 if index == 0:
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427 self.sub = value
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428 self.frame = 0
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429 self.instruction_pointer = 0
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430
23
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431
51
0707ff53e7b5 Add support for a few instructions
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432 @instruction(111)
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433 def set_life(self, value):
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434 self._enemy.life = value
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435
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436
49
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437 @instruction(113)
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438 def set_low_life_trigger(self, value):
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439 self._enemy.low_life_trigger = value
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440
cbe1cb50f2fd Refactor ECLRunner/EnemyManager so that all VM stuff goes to ECLRunner
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diff changeset
441
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442 @instruction(114)
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443 def set_low_life_callback(self, sub):
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444 self._enemy.low_life_callback = sub
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445
23
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446
49
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447 @instruction(115)
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448 def set_timeout(self, timeout):
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449 self._enemy.timeout = timeout
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450
cbe1cb50f2fd Refactor ECLRunner/EnemyManager so that all VM stuff goes to ECLRunner
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diff changeset
451
cbe1cb50f2fd Refactor ECLRunner/EnemyManager so that all VM stuff goes to ECLRunner
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452 @instruction(126)
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453 def set_remaining_lives(self, lives):
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454 self._enemy.remaining_lives = lives
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455