Mercurial > touhou
annotate pytouhou/vm/eclrunner.py @ 96:54929d495654
Handle ECL instruction 18
author | Thibaut Girka <thib@sitedethib.com> |
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date | Sun, 04 Sep 2011 21:50:50 +0200 |
parents | e2d8f2a56ea4 |
children | ac2e5e1c2c3c |
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 handle_callbacks(self): |
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50 #TODO |
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51 enm = self._enemy |
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52 if enm.timeout and enm.frame == enm.timeout: |
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53 enm.frame = 0 |
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54 if enm.timeout_callback: |
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55 self.frame = 0 |
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56 self.sub = enm.timeout_callback |
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57 self.instruction_pointer = 0 |
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58 else: |
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59 pass #TODO |
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60 #TODO: other callbacks (low life, etc.) |
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61 |
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62 |
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63 def run_iteration(self): |
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64 # First, if enemy is dead, return |
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65 if self._enemy._removed: |
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66 return False |
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67 |
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68 # Then, check for callbacks |
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69 self.handle_callbacks() |
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70 |
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71 # Now, process script |
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72 while True: |
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73 try: |
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74 frame, instr_type, rank_mask, param_mask, args = self._ecl.subs[self.sub][self.instruction_pointer] |
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75 except IndexError: |
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76 return False |
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77 |
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78 if frame > self.frame: |
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79 break |
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80 else: |
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81 self.instruction_pointer += 1 |
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82 |
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83 |
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84 #TODO: skip bad ranks |
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85 if not rank_mask & (0x100 << self._game_state.rank): |
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86 continue |
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87 |
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88 |
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89 if frame == self.frame: |
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90 try: |
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91 callback = self._handlers[instr_type] |
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92 except KeyError: |
58 | 93 logger.warn('unhandled opcode %d (args: %r)', instr_type, args) |
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94 else: |
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95 callback(self, *args) |
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96 |
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97 self.frame += 1 |
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98 return True |
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99 |
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100 |
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101 def _getval(self, value): |
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102 if -10012 <= value <= -10001: |
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103 return self.variables[int(-10001-value)] |
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104 elif -10025 <= value <= -10013: |
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105 if value == -10013: |
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106 return self._game_state.rank |
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107 elif value == -10014: |
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108 return self._game_state.difficulty |
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109 elif value == -10015: |
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110 return self._enemy.x |
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111 elif value == -10016: |
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112 return self._enemy.y |
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113 elif value == -10017: |
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114 return self._enemy.z |
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115 elif value == -10018: |
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116 player = self._enemy.select_player() |
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117 return player.x |
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118 elif value == -10019: |
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119 player = self._enemy.select_player() |
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120 return player.y |
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121 elif value == -10021: |
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122 return self._enemy.get_player_angle() |
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123 elif value == -10022: |
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124 return self._enemy.frame |
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125 elif value == -10024: |
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126 return self._enemy.life |
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127 elif value == -10025: |
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128 return self._enemy.select_player().character |
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129 raise NotImplementedError(value) #TODO |
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130 else: |
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131 return value |
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132 |
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133 |
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134 def _setval(self, variable_id, value): |
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135 if -10012 <= variable_id <= -10001: |
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136 self.variables[int(-10001-variable_id)] = value |
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137 elif -10025 <= variable_id <= -10013: |
55 | 138 if variable_id == -10015: |
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139 self._enemy.x = value |
55 | 140 elif variable_id == -10016: |
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141 self._enemy.y = value |
55 | 142 elif variable_id == -10017: |
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143 self._enemy.z = value |
55 | 144 elif variable_id == -10022: |
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145 self._enemy.frame = value |
55 | 146 elif variable_id == -10024: |
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147 self._enemy.life = value |
55 | 148 else: |
149 raise IndexError #TODO: proper exception | |
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150 else: |
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151 raise IndexError #TODO: proper exception |
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152 |
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153 |
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154 @instruction(0) |
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155 def noop(self): |
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156 pass #TODO: Really? |
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157 |
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158 |
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159 @instruction(1) |
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160 def destroy(self, arg): |
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161 #TODO: arg? |
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162 self._enemy._removed = True |
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163 |
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164 |
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165 @instruction(2) |
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166 def relative_jump(self, frame, instruction_pointer): |
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167 """Jumps to a relative offset in the same subroutine. |
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168 |
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169 Warning: the relative offset has been translated to an instruction pointer |
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170 by the ECL parsing code (see pytouhou.formats.ecl). |
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171 """ |
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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(3) |
53 | 176 def relative_jump_ex(self, frame, instruction_pointer, variable_id): |
52
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177 """If the given variable is non-zero, decrease it by 1 and jump to a |
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178 relative offset in the same subroutine. |
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179 |
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180 Warning: the relative offset has been translated to an instruction pointer |
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181 by the ECL parsing code (see pytouhou.formats.ecl). |
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182 """ |
91 | 183 counter_value = self._getval(variable_id) - 1 |
184 if counter_value > 0: | |
185 self._setval(variable_id, counter_value) | |
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186 self.frame, self.instruction_pointer = frame, instruction_pointer |
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187 |
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188 |
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189 @instruction(4) |
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190 @instruction(5) |
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191 def set_variable(self, variable_id, value): |
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192 self._setval(variable_id, self._getval(value)) |
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193 |
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194 |
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195 @instruction(6) |
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196 def set_random_int(self, variable_id, maxval): |
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197 """Set the specified variable to a random int in the [0, maxval) range. |
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198 """ |
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199 self._setval(variable_id, int(self._getval(maxval) * self._game_state.prng.rand_double())) |
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200 |
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201 |
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202 @instruction(8) |
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203 def set_random_float(self, variable_id, maxval): |
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204 """Set the specified variable to a random float in [0, maxval) range. |
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205 """ |
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206 self._setval(variable_id, self._getval(maxval) * self._game_state.prng.rand_double()) |
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207 |
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208 |
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209 @instruction(9) |
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210 def set_random_float2(self, variable_id, minval, amp): |
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211 self._setval(variable_id, self._getval(minval) + self._getval(amp) * self._game_state.prng.rand_double()) |
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212 |
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213 |
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214 @instruction(10) |
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215 def store_x(self, variable_id): |
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216 self._setval(variable_id, self._enemy.x) |
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217 |
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218 |
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219 @instruction(14) |
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220 @instruction(21) |
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221 def substract(self, variable_id, a, b): |
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222 #TODO: 14 takes only ints and 21 only floats. |
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223 # 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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224 self._setval(variable_id, self._getval(a) - self._getval(b)) |
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225 |
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226 |
87 | 227 @instruction(13) |
228 @instruction(20) | |
229 def add(self, variable_id, a, b): | |
230 #TODO: 13 takes only ints and 20 only floats. | |
231 # 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. | |
232 self._setval(variable_id, self._getval(a) + self._getval(b)) | |
233 | |
234 | |
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235 @instruction(15) |
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236 def multiply_int(self, variable_id, a, b): |
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237 #TODO: takes only ints. |
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238 self._setval(variable_id, self._getval(a) * self._getval(b)) |
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239 |
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240 |
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241 @instruction(16) |
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242 def divide_int(self, variable_id, a, b): |
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243 #TODO: takes only ints. |
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244 self._setval(variable_id, self._getval(a) // self._getval(b)) |
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245 |
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246 |
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247 @instruction(17) |
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248 def modulo(self, variable_id, a, b): |
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249 self._setval(variable_id, self._getval(a) % self._getval(b)) |
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250 |
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251 |
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252 @instruction(18) |
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253 def increment(self, variable_id): |
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254 self._setval(variable_id, self._getval(variable_id) + 1) |
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255 |
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256 |
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257 @instruction(23) |
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258 def divide_float(self, variable_id, a, b): |
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259 #TODO: takes only floats. |
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260 self._setval(variable_id, self._getval(a) / self._getval(b)) |
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261 |
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262 |
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263 @instruction(25) |
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264 def get_direction(self, variable_id, x1, y1, x2, y2): |
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265 #TODO: takes only floats. |
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266 self._setval(variable_id, math.atan2(self._getval(y2) - self._getval(y1), self._getval(x2) - self._getval(x1))) |
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267 |
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268 |
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269 @instruction(27) |
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270 @instruction(28) |
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271 def compare(self, a, b): |
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272 #TODO: 27 takes only ints and 28 only floats. |
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273 a, b = self._getval(a), self._getval(b) |
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274 if a < b: |
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275 self.comparison_reg = -1 |
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276 elif a == b: |
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277 self.comparison_reg = 0 |
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278 else: |
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279 self.comparison_reg = 1 |
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280 |
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281 |
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282 @instruction(29) |
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283 def relative_jump_if_lower_than(self, frame, instruction_pointer): |
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284 if self.comparison_reg == -1: |
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285 self.relative_jump(frame, instruction_pointer) |
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286 |
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287 |
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288 @instruction(30) |
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289 def relative_jump_if_lower_or_equal(self, frame, instruction_pointer): |
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290 if self.comparison_reg != 1: |
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291 self.relative_jump(frame, instruction_pointer) |
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292 |
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293 |
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294 @instruction(31) |
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295 def relative_jump_if_equal(self, frame, instruction_pointer): |
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296 if self.comparison_reg == 0: |
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297 self.relative_jump(frame, instruction_pointer) |
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298 |
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299 |
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300 @instruction(32) |
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301 def relative_jump_if_greater_than(self, frame, instruction_pointer): |
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302 if self.comparison_reg == 1: |
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303 self.relative_jump(frame, instruction_pointer) |
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304 |
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305 |
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306 @instruction(33) |
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307 def relative_jump_if_greater_or_equal(self, frame, instruction_pointer): |
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308 if self.comparison_reg != -1: |
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309 self.relative_jump(frame, instruction_pointer) |
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310 |
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311 |
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312 @instruction(34) |
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313 def relative_jump_if_not_equal(self, frame, instruction_pointer): |
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314 if self.comparison_reg != 0: |
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315 self.relative_jump(frame, instruction_pointer) |
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316 |
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317 |
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318 @instruction(35) |
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319 def call(self, sub, param1, param2): |
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320 self.stack.append((self.sub, self.frame, self.instruction_pointer, |
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321 self.variables, self.comparison_reg)) |
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322 self.sub = sub |
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323 self.frame = 0 |
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324 self.instruction_pointer = 0 |
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325 self.variables = [param1, 0, 0, 0, |
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326 param2, 0., 0., 0., |
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327 0, 0, 0, 0] |
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328 |
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329 |
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330 @instruction(36) |
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331 def ret(self): |
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332 self.sub, self.frame, self.instruction_pointer, self.variables, self.comparison_reg = self.stack.pop() |
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333 |
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334 |
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335 @instruction(39) |
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336 def call_if_equal(self, sub, param1, param2, a, b): |
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337 if self._getval(a) == self._getval(b): |
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338 self.call(sub, param1, param2) |
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339 |
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340 |
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341 @instruction(43) |
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342 def set_pos(self, x, y, z): |
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343 self._enemy.set_pos(self._getval(x), self._getval(y), self._getval(z)) |
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344 |
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345 |
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346 @instruction(45) |
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347 def set_angle_speed(self, angle, speed): |
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348 self._enemy.angle, self._enemy.speed = angle, speed |
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349 |
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350 |
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351 @instruction(46) |
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352 def set_rotation_speed(self, speed): |
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353 self._enemy.rotation_speed = speed |
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354 |
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355 |
49
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356 @instruction(47) |
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357 def set_speed(self, speed): |
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358 self._enemy.speed = speed |
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359 |
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360 |
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361 @instruction(48) |
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362 def set_acceleration(self, acceleration): |
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363 self._enemy.acceleration = acceleration |
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364 |
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365 |
70
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366 @instruction(49) |
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367 def set_random_angle(self, min_angle, max_angle): |
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368 angle = self._game_state.prng.rand_double() * (max_angle - min_angle) + min_angle |
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369 self._enemy.angle = angle |
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370 |
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371 |
51
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372 @instruction(50) |
70
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373 def set_random_angle_ex(self, min_angle, max_angle): |
59
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374 if self._enemy.screen_box: |
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375 minx, miny, maxx, maxy = self._enemy.screen_box |
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376 else: |
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377 minx, miny, maxx, maxy = (0., 0., 0., 0.) |
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378 |
51
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379 angle = self._game_state.prng.rand_double() * (max_angle - min_angle) + min_angle |
59
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380 sa, ca = sin(angle), cos(angle) |
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381 |
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382 distx = min(96.0, (maxx - minx) / 2.) |
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383 disty = min(96.0, (maxy - miny) / 2.) |
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384 |
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385 if self._enemy.x > maxx - 96.0: |
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386 ca = -abs(ca) |
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387 elif self._enemy.x < minx + 96.0: |
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388 ca = abs(ca) |
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389 |
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390 if self._enemy.y > maxy - 48.0: |
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391 sa = -abs(sa) |
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392 elif self._enemy.y < miny + 48.0: |
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393 sa = abs(sa) |
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394 self._enemy.angle = atan2(sa, ca) |
51
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395 |
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396 |
49
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397 @instruction(51) |
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398 def target_player(self, unknown, speed): |
50
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399 #TODO: unknown |
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400 self._enemy.speed = speed |
79
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401 self._enemy.angle = self._enemy.get_player_angle() |
43
7195aaf95f6e
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|
402 |
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|
403 |
76
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404 @instruction(56) |
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405 def move_to_linear(self, duration, x, y, z): |
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406 self._enemy.move_to(duration, x, y, z, lambda x: x) |
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407 |
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|
408 |
49
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409 @instruction(57) |
76
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410 def move_to_decel(self, duration, x, y, z): |
62
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411 self._enemy.move_to(duration, x, y, z, lambda x: 2. * x - x ** 2) |
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|
412 |
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changeset
|
413 |
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|
414 @instruction(59) |
76
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415 def move_to_accel(self, duration, x, y, z): |
75
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416 self._enemy.move_to(duration, x, y, z, lambda x: x ** 2) |
49
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417 |
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418 |
57
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419 @instruction(61) |
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420 def stop_in(self, duration): |
75
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421 self._enemy.stop_in(duration, lambda x: x) |
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422 |
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|
423 |
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|
424 @instruction(63) |
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425 def stop_in_accel(self, duration): |
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426 self._enemy.stop_in(duration, lambda x: 1. - x) |
57
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427 |
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changeset
|
428 |
50
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|
429 @instruction(65) |
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430 def set_screen_box(self, xmin, ymin, xmax, ymax): |
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431 self._enemy.screen_box = xmin, ymin, xmax, ymax |
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|
432 |
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|
433 |
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changeset
|
434 @instruction(66) |
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|
435 def clear_screen_box(self): |
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|
436 self._enemy.screen_box = None |
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|
437 |
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changeset
|
438 |
57
694f25881d0f
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changeset
|
439 @instruction(67) |
82 | 440 def set_bullet_attributes1(self, anim, sprite_idx_offset, bullets_per_shot, |
79
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441 number_of_shots, speed, speed2, launch_angle, |
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|
442 angle, flags): |
82 | 443 self._enemy.set_bullet_attributes(67, anim, |
444 self._getval(sprite_idx_offset), | |
79
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445 self._getval(bullets_per_shot), |
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446 self._getval(number_of_shots), |
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|
447 self._getval(speed), |
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448 self._getval(speed2), |
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449 self._getval(launch_angle), |
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|
450 self._getval(angle), |
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|
451 flags) |
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|
452 |
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changeset
|
453 |
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changeset
|
454 @instruction(68) |
82 | 455 def set_bullet_attributes2(self, anim, sprite_idx_offset, bullets_per_shot, |
79
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|
456 number_of_shots, speed, speed2, launch_angle, |
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|
457 angle, flags): |
82 | 458 self._enemy.set_bullet_attributes(68, anim, |
459 self._getval(sprite_idx_offset), | |
79
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|
460 self._getval(bullets_per_shot), |
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|
461 self._getval(number_of_shots), |
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462 self._getval(speed), |
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|
463 self._getval(speed2), |
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|
464 self._getval(launch_angle), |
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|
465 self._getval(angle), |
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|
466 flags) |
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|
467 |
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changeset
|
468 |
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changeset
|
469 @instruction(69) |
82 | 470 def set_bullet_attributes3(self, anim, sprite_idx_offset, bullets_per_shot, |
79
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changeset
|
471 number_of_shots, speed, speed2, launch_angle, |
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changeset
|
472 angle, flags): |
82 | 473 self._enemy.set_bullet_attributes(69, anim, |
474 self._getval(sprite_idx_offset), | |
79
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changeset
|
475 self._getval(bullets_per_shot), |
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changeset
|
476 self._getval(number_of_shots), |
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changeset
|
477 self._getval(speed), |
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changeset
|
478 self._getval(speed2), |
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diff
changeset
|
479 self._getval(launch_angle), |
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480 self._getval(angle), |
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481 flags) |
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482 |
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483 |
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484 @instruction(70) |
82 | 485 def set_bullet_attributes4(self, anim, sprite_idx_offset, bullets_per_shot, |
79
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486 number_of_shots, speed, speed2, launch_angle, |
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487 angle, flags): |
82 | 488 self._enemy.set_bullet_attributes(70, anim, |
489 self._getval(sprite_idx_offset), | |
79
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490 self._getval(bullets_per_shot), |
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491 self._getval(number_of_shots), |
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492 self._getval(speed), |
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493 self._getval(speed2), |
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494 self._getval(launch_angle), |
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495 self._getval(angle), |
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496 flags) |
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497 |
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498 |
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499 @instruction(71) |
82 | 500 def set_bullet_attributes5(self, anim, sprite_idx_offset, bullets_per_shot, |
79
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501 number_of_shots, speed, speed2, launch_angle, |
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502 angle, flags): |
82 | 503 self._enemy.set_bullet_attributes(71, anim, |
504 self._getval(sprite_idx_offset), | |
79
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505 self._getval(bullets_per_shot), |
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506 self._getval(number_of_shots), |
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507 self._getval(speed), |
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508 self._getval(speed2), |
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509 self._getval(launch_angle), |
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510 self._getval(angle), |
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511 flags) |
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512 |
57
694f25881d0f
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513 |
83
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514 @instruction(74) |
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515 def set_bullet_attributes6(self, anim, sprite_idx_offset, bullets_per_shot, |
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516 number_of_shots, speed, speed2, launch_angle, |
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517 angle, flags): |
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518 #TODO |
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519 self._enemy.set_bullet_attributes(74, anim, |
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520 self._getval(sprite_idx_offset), |
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521 self._getval(bullets_per_shot), |
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522 self._getval(number_of_shots), |
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523 self._getval(speed), |
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524 self._getval(speed2), |
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525 self._getval(launch_angle), |
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526 self._getval(angle), |
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527 flags) |
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528 |
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529 |
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530 @instruction(75) |
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531 def set_bullet_attributes6(self, anim, sprite_idx_offset, bullets_per_shot, |
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532 number_of_shots, speed, speed2, launch_angle, |
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533 angle, flags): |
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534 #TODO |
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535 self._enemy.set_bullet_attributes(75, anim, |
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536 self._getval(sprite_idx_offset), |
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537 self._getval(bullets_per_shot), |
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538 self._getval(number_of_shots), |
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539 self._getval(speed), |
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540 self._getval(speed2), |
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541 self._getval(launch_angle), |
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542 self._getval(angle), |
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543 flags) |
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544 |
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545 |
78
bcf965ede96c
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546 @instruction(76) |
49
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547 def set_bullet_interval(self, value): |
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548 self._enemy.bullet_launch_interval = value |
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549 |
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550 |
78
bcf965ede96c
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|
551 @instruction(77) |
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552 def set_bullet_interval_ex(self, value): |
82 | 553 self._enemy.bullet_launch_interval = value |
554 self._enemy.bullet_launch_timer = int(self._game_state.prng.rand_double() * value) #TODO: check | |
78
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555 |
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|
556 |
49
cbe1cb50f2fd
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557 @instruction(78) |
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558 def set_delay_attack(self): |
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559 self._enemy.delay_attack = True |
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560 |
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561 |
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562 @instruction(79) |
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563 def set_no_delay_attack(self): |
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564 self._enemy.delay_attack = False |
23
444ac7bca7bc
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Thibaut Girka <thib@sitedethib.com>
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565 |
444ac7bca7bc
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diff
changeset
|
566 |
49
cbe1cb50f2fd
Refactor ECLRunner/EnemyManager so that all VM stuff goes to ECLRunner
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diff
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|
567 @instruction(81) |
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parents:
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568 def set_bullet_launch_offset(self, x, y, z): |
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569 self._enemy.bullet_launch_offset = (x, y) |
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changeset
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570 |
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parents:
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diff
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571 |
79
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572 @instruction(82) |
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573 def set_extended_bullet_attributes(self, *attributes): |
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parents:
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diff
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574 self._enemy.extended_bullet_attributes = attributes |
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575 |
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parents:
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|
576 |
95
e2d8f2a56ea4
Handle ECL opcodes with string.
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parents:
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changeset
|
577 @instruction(93) |
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changeset
|
578 def set_spellcard(self, unknown, number, name): |
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parents:
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diff
changeset
|
579 #TODO: display it on the game. |
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parents:
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diff
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|
580 print("%d - %s" % (number, name)) |
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
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diff
changeset
|
581 |
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
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diff
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|
582 |
49
cbe1cb50f2fd
Refactor ECLRunner/EnemyManager so that all VM stuff goes to ECLRunner
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diff
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|
583 @instruction(97) |
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|
584 def set_anim(self, sprite_index): |
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585 self._enemy.set_anim(sprite_index) |
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parents:
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diff
changeset
|
586 |
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diff
changeset
|
587 |
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parents:
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|
588 @instruction(98) |
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parents:
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|
589 def set_multiple_anims(self, default, end_left, end_right, left, right): |
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parents:
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changeset
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590 self._enemy.movement_dependant_sprites = end_left, end_right, left, right |
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591 self._enemy.set_anim(default) |
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parents:
48
diff
changeset
|
592 |
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Thibaut Girka <thib@sitedethib.com>
parents:
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diff
changeset
|
593 |
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parents:
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diff
changeset
|
594 @instruction(100) |
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changeset
|
595 def set_death_anim(self, sprite_index): |
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parents:
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diff
changeset
|
596 self._enemy.death_anim = sprite_index % 256 #TODO |
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597 |
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598 |
57
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599 @instruction(101) |
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600 def set_boss_mode(self, unknown): |
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601 #TODO: unknown |
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602 self._game_state.boss = self._enemy |
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603 |
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604 |
49
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605 @instruction(103) |
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606 def set_hitbox(self, width, height, depth): |
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607 self._enemy.hitbox = (width, height) |
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608 |
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609 |
79
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610 @instruction(104) |
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611 def set_collidable(self, collidable): |
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612 """Defines whether the enemy is “collidable”. |
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613 A collision between a collidable enemy and the player will kill the player. |
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614 """ |
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615 self._enemy.collidable = bool(collidable & 1) |
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616 |
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617 |
49
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618 @instruction(105) |
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619 def set_damageable(self, damageable): |
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620 self._enemy.damageable = bool(damageable & 1) |
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621 |
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622 |
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623 @instruction(107) |
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624 def set_death_flags(self, death_flags): |
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625 self._enemy.death_flags = death_flags |
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626 |
23
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627 |
49
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628 @instruction(108) |
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629 def set_death_callback(self, sub): |
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630 self._enemy.death_callback = sub |
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631 |
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632 |
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633 @instruction(109) |
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634 def memory_write(self, value, index): |
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635 #TODO |
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636 #XXX: this is a hack to display bosses although we don't handle MSG :) |
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637 if index == 0: |
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638 self.sub = value |
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639 self.frame = 0 |
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640 self.instruction_pointer = 0 |
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641 |
23
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642 |
51
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643 @instruction(111) |
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644 def set_life(self, value): |
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645 self._enemy.life = value |
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646 |
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647 |
67
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648 @instruction(112) |
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649 def set_ellapsed_time(self, value): |
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650 """Sets the enemy's frame counter. |
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651 This is used for timeouts, where the framecounter is compared to the |
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652 timeout value (what's displayed is (enemy.timeout - enemy.frame) // 60). |
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653 """ |
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654 self._enemy.frame = value |
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655 |
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656 |
49
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657 @instruction(113) |
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658 def set_low_life_trigger(self, value): |
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659 self._enemy.low_life_trigger = value |
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660 |
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661 |
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662 @instruction(114) |
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663 def set_low_life_callback(self, sub): |
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664 self._enemy.low_life_callback = sub |
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665 |
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666 |
49
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667 @instruction(115) |
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668 def set_timeout(self, timeout): |
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669 self._enemy.timeout = timeout |
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670 |
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671 |
67
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672 @instruction(116) |
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673 def set_timeout_callback(self, sub): |
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674 self._enemy.timeout_callback = sub |
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675 |
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676 |
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677 @instruction(117) |
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678 def set_touchable(self, value): |
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679 """Defines whether the enemy is “touchable”. |
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680 Bullets only collide with an enemy if it is “touchable”. |
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681 Likewise, ReimuA's homing attacks only target “touchable” enemies. |
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682 """ |
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683 self._enemy.touchable = bool(value) |
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684 |
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685 |
75
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686 @instruction(120) |
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687 def set_automatic_orientation(self, flags): |
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688 #TODO: does it change anything else than the sprite's rotation? |
82 | 689 self._enemy.automatic_orientation = bool(flags & 1) |
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690 |
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691 |
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692 @instruction(123) |
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693 def skip_frames(self, frames): |
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694 #TODO: is that all? |
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695 self.frame += self._getval(frames) |
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696 |
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697 |
49
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698 @instruction(126) |
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699 def set_remaining_lives(self, lives): |
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700 self._enemy.remaining_lives = lives |
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701 |