Mercurial > touhou
annotate pytouhou/game/eclrunner.py @ 57:694f25881d0f
Fix move_to interpolation, add support for a few ANM and ECL instructions
author | Thibaut Girka <thib@sitedethib.com> |
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date | Tue, 23 Aug 2011 19:27:24 +0200 |
parents | de358a7684c8 |
children | 3da4de9decd0 |
rev | line source |
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52
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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 |
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19 class MetaRegistry(type): |
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20 def __new__(mcs, name, bases, classdict): |
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21 instruction_handlers = {} |
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22 for item in classdict.itervalues(): |
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23 try: |
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24 instruction_ids = item._instruction_ids |
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25 except AttributeError: |
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26 pass |
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27 else: |
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28 for id_ in instruction_ids: |
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29 instruction_handlers[id_] = item |
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30 classdict['_handlers'] = instruction_handlers |
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31 return type.__new__(mcs, name, bases, classdict) |
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32 |
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33 |
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34 |
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35 def instruction(instruction_id): |
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36 def _decorator(func): |
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37 if not hasattr(func, '_instruction_ids'): |
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38 func._instruction_ids = set() |
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39 func._instruction_ids.add(instruction_id) |
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40 return func |
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41 return _decorator |
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42 |
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43 |
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44 |
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45 class ECLRunner(object): |
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46 __metaclass__ = MetaRegistry |
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47 __slots__ = ('_ecl', '_enemy', '_game_state', 'variables', 'sub', 'frame', |
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48 'instruction_pointer', 'comparison_reg', 'stack') |
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49 |
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50 def __init__(self, ecl, sub, enemy, game_state): |
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51 # Things not supposed to change |
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52 self._ecl = ecl |
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53 self._enemy = enemy |
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54 self._game_state = game_state |
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55 |
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56 # Things supposed to change (and be put in the stack) |
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57 self.variables = [0, 0, 0, 0, |
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58 0., 0., 0., 0., |
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59 0, 0, 0, 0] |
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60 self.comparison_reg = 0 |
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61 self.sub = sub |
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62 self.frame = 0 |
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63 self.instruction_pointer = 0 |
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64 |
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65 self.stack = [] |
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66 |
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67 |
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68 def run_iteration(self): |
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69 # First, if enemy is dead, return |
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70 if self._enemy._removed: |
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71 return False |
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72 |
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73 # Then, check for callbacks |
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74 #TODO |
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75 |
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76 # Now, process script |
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77 frame = self.frame |
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78 while True: |
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79 try: |
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80 frame, instr_type, rank_mask, param_mask, args = self._ecl.subs[self.sub][self.instruction_pointer] |
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81 except IndexError: |
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82 return False |
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83 |
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84 if frame > self.frame: |
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85 break |
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86 else: |
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87 self.instruction_pointer += 1 |
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88 |
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89 |
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90 #TODO: skip bad ranks |
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91 if not rank_mask & (0x100 << self._game_state.rank): |
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92 continue |
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93 |
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94 |
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95 if frame == self.frame: |
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96 try: |
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97 callback = self._handlers[instr_type] |
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98 except KeyError: |
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99 print('Warning: unhandled opcode %d!' % instr_type) #TODO |
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100 else: |
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101 callback(self, *args) |
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102 |
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103 self.frame += 1 |
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104 return True |
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105 |
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106 |
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107 def _getval(self, value): |
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108 if -10012 <= value <= -10001: |
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109 return self.variables[int(-10001-value)] |
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110 elif -10025 <= value <= -10013: |
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111 if value == -10013: |
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112 return self._game_state.rank |
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113 elif value == -10014: |
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114 return self._game_state.difficulty |
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115 elif value == -10015: |
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116 return self._enemy.x |
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117 elif value == -10016: |
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118 return self._enemy.y |
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119 elif value == -10017: |
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120 return self._enemy.z |
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121 elif value == -10018: |
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122 player = self._enemy.select_player(self._game_state.players) |
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123 return player.x |
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124 elif value == -10019: |
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125 player = self._enemy.select_player(self._game_state.players) |
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126 return player.y |
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127 elif value == -10021: |
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128 player = self._enemy.select_player(self._game_state.players) |
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129 return self._enemy.get_player_angle(player) |
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130 elif value == -10022: |
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131 return self._enemy.frame |
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132 elif value == -10024: |
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133 return self._enemy.life |
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134 elif value == -10025: |
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135 return self._enemy.select_player(self._game_state.players).character |
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136 raise NotImplementedError(value) #TODO |
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137 else: |
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138 return value |
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139 |
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140 |
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141 def _setval(self, variable_id, value): |
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142 if -10012 <= variable_id <= -10001: |
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143 self.variables[int(-10001-variable_id)] = value |
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144 elif -10025 <= variable_id <= -10013: |
55 | 145 if variable_id == -10015: |
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146 self._enemy.x = value |
55 | 147 elif variable_id == -10016: |
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148 self._enemy.y = value |
55 | 149 elif variable_id == -10017: |
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150 self._enemy.z = value |
55 | 151 elif variable_id == -10022: |
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152 self._enemy.frame = value |
55 | 153 elif variable_id == -10024: |
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154 self._enemy.life = value |
55 | 155 else: |
156 raise IndexError #TODO: proper exception | |
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157 else: |
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158 raise IndexError #TODO: proper exception |
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159 |
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160 |
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161 @instruction(0) |
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162 def noop(self): |
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163 pass #TODO: Really? |
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164 |
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165 |
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166 @instruction(1) |
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167 def destroy(self, arg): |
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168 #TODO: arg? |
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169 self._enemy._removed = True |
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170 |
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171 |
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172 @instruction(2) |
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173 def relative_jump(self, frame, instruction_pointer): |
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174 """Jumps to a relative offset in the same subroutine. |
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175 |
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176 Warning: the relative offset has been translated to an instruction pointer |
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177 by the ECL parsing code (see pytouhou.formats.ecl). |
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178 """ |
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179 self.frame, self.instruction_pointer = frame, instruction_pointer |
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180 |
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181 |
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182 @instruction(3) |
53 | 183 def relative_jump_ex(self, frame, instruction_pointer, variable_id): |
52
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184 """If the given variable is non-zero, decrease it by 1 and jump to a |
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185 relative offset in the same subroutine. |
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186 |
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187 Warning: the relative offset has been translated to an instruction pointer |
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188 by the ECL parsing code (see pytouhou.formats.ecl). |
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189 """ |
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190 counter_value = self._getval(variable_id) |
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191 if counter_value: |
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192 self._setval(variable_id, counter_value - 1) |
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193 self.frame, self.instruction_pointer = frame, instruction_pointer |
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194 |
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195 |
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196 @instruction(4) |
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197 @instruction(5) |
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198 def set_variable(self, variable_id, value): |
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199 self._setval(variable_id, self._getval(value)) |
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200 |
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201 |
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202 @instruction(6) |
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203 def set_random_int(self, variable_id, maxval): |
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204 """Set the specified variable to a random int in the [[0, maxval)) range. |
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205 """ |
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206 self._setval(variable_id, int(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(8) |
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210 def set_random_float(self, variable_id, maxval): |
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211 """Set the specified variable to a random float in [0, maxval) range. |
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212 """ |
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213 self._setval(variable_id, self._getval(maxval) * self._game_state.prng.rand_double()) |
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214 |
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215 |
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216 @instruction(20) |
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217 def add(self, variable_id, a, b): |
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218 #TODO: int vs float thing |
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219 self._setval(variable_id, self._getval(a) + self._getval(b)) |
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220 |
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221 |
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222 @instruction(21) |
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223 def substract(self, variable_id, a, b): |
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224 #TODO: int vs float thing |
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225 self._setval(variable_id, self._getval(a) - self._getval(b)) |
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226 |
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227 |
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228 @instruction(27) |
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229 def compare_ints(self, a, b): |
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230 a, b = self._getval(a), self._getval(b) |
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231 if a < b: |
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232 self.comparison_reg = -1 |
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233 elif a == b: |
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234 self.comparison_reg = 0 |
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235 else: |
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236 self.comparison_reg = 1 |
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237 |
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238 |
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239 @instruction(31) |
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240 def relative_jump_if_equal(self, frame, instruction_pointer): |
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241 if self.comparison_reg == 0: |
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242 self.relative_jump(frame, instruction_pointer) |
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243 |
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244 |
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245 @instruction(35) |
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246 def call(self, sub, param1, param2): |
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247 self.stack.append((self.sub, self.frame, self.instruction_pointer, |
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248 self.variables, self.comparison_reg)) |
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249 self.sub = sub |
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250 self.frame = 0 |
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251 self.instruction_pointer = 0 |
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252 self.variables = [param1, 0, 0, 0, |
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253 param2, 0., 0., 0., |
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254 0, 0, 0, 0] |
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255 |
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256 |
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257 @instruction(36) |
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258 def ret(self): |
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259 self.sub, self.frame, self.instruction_pointer, self.variables, self.comparison_reg = self.stack.pop() |
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260 |
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261 |
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262 @instruction(39) |
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263 def call_if_equal(self, sub, param1, param2, a, b): |
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264 if self._getval(a) == self._getval(b): |
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265 self.call(sub, param1, param2) |
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266 |
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267 |
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268 @instruction(43) |
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269 def set_pos(self, x, y, z): |
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270 self._enemy.set_pos(x, y, z) |
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271 |
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272 |
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273 @instruction(45) |
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274 def set_angle_speed(self, angle, speed): |
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275 self._enemy.angle, self._enemy.speed = angle, speed |
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276 |
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277 |
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278 @instruction(46) |
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279 def set_rotation_speed(self, speed): |
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280 self._enemy.rotation_speed = speed |
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281 |
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282 |
49
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283 @instruction(47) |
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284 def set_speed(self, speed): |
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285 self._enemy.speed = speed |
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286 |
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287 |
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288 @instruction(48) |
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289 def set_acceleration(self, acceleration): |
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290 self._enemy.acceleration = acceleration |
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291 |
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292 |
51
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293 @instruction(50) |
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294 def set_random_angle(self, min_angle, max_angle): |
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295 #TODO: This thing is really odd, check, double check, triple check, disassemble... |
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296 angle = self._game_state.prng.rand_double() * (max_angle - min_angle) + min_angle |
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297 self._enemy.angle = atan2(-abs(sin(angle)), -abs(cos(angle))) |
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298 |
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299 |
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300 @instruction(51) |
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301 def target_player(self, unknown, speed): |
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302 #TODO: unknown |
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303 self._enemy.speed = speed |
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304 self._enemy.angle = self._enemy.get_player_angle(self._enemy.select_player(self._game_state.players)) |
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305 |
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306 |
49
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307 @instruction(57) |
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308 def move_to(self, duration, x, y, z): |
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309 self._enemy.move_to(duration, x, y, z) |
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310 |
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311 |
57
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312 @instruction(61) |
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313 def stop_in(self, duration): |
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314 self._enemy.stop_in(duration) |
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315 |
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316 |
50
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317 @instruction(65) |
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318 def set_screen_box(self, xmin, ymin, xmax, ymax): |
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319 self._enemy.screen_box = xmin, ymin, xmax, ymax |
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320 |
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321 |
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322 @instruction(66) |
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323 def clear_screen_box(self): |
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324 self._enemy.screen_box = None |
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325 |
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326 |
57
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327 @instruction(67) |
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328 def set_bullet_attributes1(self, bullet_anim, launch_anim, bullets_per_shot, |
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329 number_of_shots, speed, unknown, launch_angle, |
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330 angle, flags): |
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331 self._enemy.set_bullet_attributes(1, bullet_anim, launch_anim, |
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332 bullets_per_shot, number_of_shots, |
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333 speed, unknown, launch_angle, angle, |
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334 flags) |
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335 |
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336 |
49
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337 @instruction(77) |
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338 def set_bullet_interval(self, value): |
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339 self._enemy.bullet_launch_interval = value |
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340 |
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341 |
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342 @instruction(78) |
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343 def set_delay_attack(self): |
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344 self._enemy.delay_attack = True |
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345 |
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346 |
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347 @instruction(79) |
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348 def set_no_delay_attack(self): |
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349 self._enemy.delay_attack = False |
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350 |
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351 |
49
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352 @instruction(81) |
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353 def set_bullet_launch_offset(self, x, y, z): |
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354 self._enemy.bullet_launch_offset = (x, y) |
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355 |
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356 |
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357 @instruction(97) |
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358 def set_anim(self, sprite_index): |
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359 self._enemy.set_anim(sprite_index) |
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360 |
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361 |
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362 @instruction(98) |
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363 def set_multiple_anims(self, default, end_left, end_right, left, right): |
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364 self._enemy.movement_dependant_sprites = end_left, end_right, left, right |
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365 self._enemy.set_anim(default) |
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366 |
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367 |
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368 @instruction(100) |
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369 def set_death_anim(self, sprite_index): |
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370 self._enemy.death_anim = sprite_index % 256 #TODO |
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371 |
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372 |
57
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373 @instruction(101) |
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374 def set_boss_mode(self, unknown): |
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375 #TODO: unknown |
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376 self._game_state.boss = self._enemy |
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377 |
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378 |
49
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379 @instruction(103) |
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380 def set_hitbox(self, width, height, depth): |
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381 self._enemy.hitbox = (width, height) |
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382 |
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383 |
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384 @instruction(105) |
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385 def set_vulnerable(self, vulnerable): |
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386 self._enemy.vulnerable = bool(vulnerable & 1) |
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387 |
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388 |
49
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389 @instruction(108) |
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390 def set_death_callback(self, sub): |
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391 self._enemy.death_callback = sub |
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392 |
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393 |
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394 @instruction(109) |
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395 def memory_write(self, value, index): |
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396 #TODO |
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397 #XXX: this is a hack to display bosses although we don't handle MSG :) |
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398 if index == 0: |
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399 self.sub = value |
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400 self.frame = 0 |
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401 self.instruction_pointer = 0 |
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402 |
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403 |
51
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404 @instruction(111) |
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405 def set_life(self, value): |
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406 self._enemy.life = value |
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407 |
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408 |
49
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409 @instruction(113) |
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410 def set_low_life_trigger(self, value): |
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411 self._enemy.low_life_trigger = value |
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412 |
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413 |
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414 @instruction(114) |
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415 def set_low_life_callback(self, sub): |
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416 self._enemy.low_life_callback = sub |
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417 |
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418 |
49
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419 @instruction(115) |
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420 def set_timeout(self, timeout): |
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421 self._enemy.timeout = timeout |
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422 |
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423 |
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424 @instruction(126) |
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425 def set_remaining_lives(self, lives): |
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426 self._enemy.remaining_lives = lives |
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427 |