Mercurial > touhou
annotate pytouhou/vm/eclrunner.py @ 77:6fa6d74a049a
Handle a new ECL instruction, and add some names.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Tue, 30 Aug 2011 18:44:58 -0700 |
parents | f305c0e406d6 |
children | bcf965ede96c |
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 |
58 | 18 from pytouhou.utils.helpers import get_logger |
19 | |
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20 from pytouhou.vm.common import MetaRegistry, instruction |
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21 |
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22 logger = get_logger(__name__) |
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23 |
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24 |
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25 |
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26 class ECLRunner(object): |
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27 __metaclass__ = MetaRegistry |
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28 __slots__ = ('_ecl', '_enemy', '_game_state', 'variables', 'sub', 'frame', |
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29 'instruction_pointer', 'comparison_reg', 'stack') |
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30 |
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31 def __init__(self, ecl, sub, enemy, game_state): |
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32 # Things not supposed to change |
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33 self._ecl = ecl |
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34 self._enemy = enemy |
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35 self._game_state = game_state |
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36 |
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37 # Things supposed to change (and be put in the stack) |
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38 self.variables = [0, 0, 0, 0, |
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39 0., 0., 0., 0., |
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40 0, 0, 0, 0] |
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41 self.comparison_reg = 0 |
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42 self.sub = sub |
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43 self.frame = 0 |
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44 self.instruction_pointer = 0 |
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45 |
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46 self.stack = [] |
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47 |
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48 |
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49 def run_iteration(self): |
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50 # First, if enemy is dead, return |
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51 if self._enemy._removed: |
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52 return False |
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53 |
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54 # Then, check for callbacks |
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55 #TODO |
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56 |
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57 # Now, process script |
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58 while True: |
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59 try: |
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60 frame, instr_type, rank_mask, param_mask, args = self._ecl.subs[self.sub][self.instruction_pointer] |
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61 except IndexError: |
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62 return False |
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63 |
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64 if frame > self.frame: |
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65 break |
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66 else: |
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67 self.instruction_pointer += 1 |
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68 |
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69 |
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70 #TODO: skip bad ranks |
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71 if not rank_mask & (0x100 << self._game_state.rank): |
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72 continue |
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73 |
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74 |
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75 if frame == self.frame: |
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76 try: |
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77 callback = self._handlers[instr_type] |
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78 except KeyError: |
58 | 79 logger.warn('unhandled opcode %d (args: %r)', instr_type, args) |
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80 else: |
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81 callback(self, *args) |
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82 |
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83 self.frame += 1 |
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84 return True |
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85 |
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86 |
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87 def _getval(self, value): |
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88 if -10012 <= value <= -10001: |
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89 return self.variables[int(-10001-value)] |
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90 elif -10025 <= value <= -10013: |
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91 if value == -10013: |
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92 return self._game_state.rank |
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93 elif value == -10014: |
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94 return self._game_state.difficulty |
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95 elif value == -10015: |
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96 return self._enemy.x |
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97 elif value == -10016: |
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98 return self._enemy.y |
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99 elif value == -10017: |
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100 return self._enemy.z |
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101 elif value == -10018: |
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102 player = self._enemy.select_player(self._game_state.players) |
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103 return player.x |
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104 elif value == -10019: |
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105 player = self._enemy.select_player(self._game_state.players) |
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106 return player.y |
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107 elif value == -10021: |
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108 player = self._enemy.select_player(self._game_state.players) |
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109 return self._enemy.get_player_angle(player) |
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110 elif value == -10022: |
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111 return self._enemy.frame |
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112 elif value == -10024: |
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113 return self._enemy.life |
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114 elif value == -10025: |
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115 return self._enemy.select_player(self._game_state.players).character |
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116 raise NotImplementedError(value) #TODO |
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117 else: |
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118 return value |
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119 |
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120 |
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121 def _setval(self, variable_id, value): |
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122 if -10012 <= variable_id <= -10001: |
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123 self.variables[int(-10001-variable_id)] = value |
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124 elif -10025 <= variable_id <= -10013: |
55 | 125 if variable_id == -10015: |
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126 self._enemy.x = value |
55 | 127 elif variable_id == -10016: |
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128 self._enemy.y = value |
55 | 129 elif variable_id == -10017: |
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130 self._enemy.z = value |
55 | 131 elif variable_id == -10022: |
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132 self._enemy.frame = value |
55 | 133 elif variable_id == -10024: |
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134 self._enemy.life = value |
55 | 135 else: |
136 raise IndexError #TODO: proper exception | |
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137 else: |
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138 raise IndexError #TODO: proper exception |
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139 |
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140 |
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141 @instruction(0) |
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142 def noop(self): |
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143 pass #TODO: Really? |
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144 |
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145 |
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146 @instruction(1) |
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147 def destroy(self, arg): |
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148 #TODO: arg? |
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149 self._enemy._removed = True |
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150 |
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151 |
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152 @instruction(2) |
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153 def relative_jump(self, frame, instruction_pointer): |
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154 """Jumps to a relative offset in the same subroutine. |
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155 |
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156 Warning: the relative offset has been translated to an instruction pointer |
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157 by the ECL parsing code (see pytouhou.formats.ecl). |
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158 """ |
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159 self.frame, self.instruction_pointer = frame, instruction_pointer |
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160 |
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161 |
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162 @instruction(3) |
53 | 163 def relative_jump_ex(self, frame, instruction_pointer, variable_id): |
52
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164 """If the given variable is non-zero, decrease it by 1 and jump to a |
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165 relative offset in the same subroutine. |
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166 |
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167 Warning: the relative offset has been translated to an instruction pointer |
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168 by the ECL parsing code (see pytouhou.formats.ecl). |
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169 """ |
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170 counter_value = self._getval(variable_id) |
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171 if counter_value: |
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172 self._setval(variable_id, counter_value - 1) |
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173 self.frame, self.instruction_pointer = frame, instruction_pointer |
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174 |
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175 |
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176 @instruction(4) |
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177 @instruction(5) |
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178 def set_variable(self, variable_id, value): |
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179 self._setval(variable_id, self._getval(value)) |
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180 |
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181 |
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182 @instruction(6) |
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183 def set_random_int(self, variable_id, maxval): |
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184 """Set the specified variable to a random int in the [0, maxval) range. |
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185 """ |
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186 self._setval(variable_id, int(self._getval(maxval) * self._game_state.prng.rand_double())) |
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187 |
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188 |
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189 @instruction(8) |
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190 def set_random_float(self, variable_id, maxval): |
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191 """Set the specified variable to a random float in [0, maxval) range. |
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192 """ |
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193 self._setval(variable_id, self._getval(maxval) * self._game_state.prng.rand_double()) |
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194 |
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195 |
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196 @instruction(9) |
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197 def set_random_float2(self, variable_id, minval, amp): |
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198 self._setval(variable_id, self._getval(minval) + self._getval(amp) * self._game_state.prng.rand_double()) |
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199 |
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200 |
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201 @instruction(10) |
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202 def store_x(self, variable_id): |
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203 self._setval(variable_id, self._enemy.x) |
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204 |
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205 |
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206 @instruction(13) |
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207 def set_random_int2(self, variable_id, minval, amp): |
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208 self._setval(variable_id, int(self._getval(minval)) + int(self._getval(amp)) * self._game_state.prng.rand_double()) |
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209 |
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210 |
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211 @instruction(14) |
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212 @instruction(21) |
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213 def substract(self, variable_id, a, b): |
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214 #TODO: 14 takes only ints and 21 only floats. |
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215 # 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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216 self._setval(variable_id, self._getval(a) - self._getval(b)) |
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217 |
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218 |
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219 @instruction(15) |
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220 def multiply_int(self, variable_id, a, b): |
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221 #TODO: takes only ints. |
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222 self._setval(variable_id, self._getval(a) * self._getval(b)) |
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223 |
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224 |
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225 @instruction(16) |
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226 def divide_int(self, variable_id, a, b): |
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227 #TODO: takes only ints. |
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228 self._setval(variable_id, self._getval(a) // self._getval(b)) |
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229 |
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230 |
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231 @instruction(17) |
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232 def modulo(self, variable_id, a, b): |
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233 self._setval(variable_id, self._getval(a) % self._getval(b)) |
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234 |
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235 |
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236 @instruction(20) |
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237 def add_float(self, variable_id, a, b): |
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238 #TODO: takes only floats. |
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239 self._setval(variable_id, self._getval(a) + self._getval(b)) |
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240 |
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241 |
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242 @instruction(23) |
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243 def divide_float(self, variable_id, a, b): |
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244 #TODO: takes only floats. |
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245 self._setval(variable_id, self._getval(a) / self._getval(b)) |
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246 |
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247 |
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248 @instruction(25) |
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249 def get_direction(self, variable_id, x1, y1, x2, y2): |
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250 #TODO: takes only floats. |
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251 self._setval(variable_id, math.atan2(self._getval(y2) - self._getval(y1), self._getval(x2) - self._getval(x1))) |
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252 |
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253 |
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254 @instruction(27) |
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255 @instruction(28) |
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256 def compare(self, a, b): |
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257 #TODO: 27 takes only ints and 28 only floats. |
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258 a, b = self._getval(a), self._getval(b) |
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259 if a < b: |
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260 self.comparison_reg = -1 |
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261 elif a == b: |
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262 self.comparison_reg = 0 |
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263 else: |
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264 self.comparison_reg = 1 |
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265 |
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266 |
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267 @instruction(29) |
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268 def relative_jump_if_lower_than(self, frame, instruction_pointer): |
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269 if self.comparison_reg == -1: |
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270 self.relative_jump(frame, instruction_pointer) |
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271 |
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272 |
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273 @instruction(30) |
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274 def relative_jump_if_lower_or_equal(self, frame, instruction_pointer): |
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275 if self.comparison_reg != 1: |
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276 self.relative_jump(frame, instruction_pointer) |
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277 |
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278 |
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279 @instruction(31) |
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280 def relative_jump_if_equal(self, frame, instruction_pointer): |
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281 if self.comparison_reg == 0: |
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282 self.relative_jump(frame, instruction_pointer) |
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283 |
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284 |
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285 @instruction(32) |
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286 def relative_jump_if_greater_than(self, frame, instruction_pointer): |
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287 if self.comparison_reg == 1: |
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288 self.relative_jump(frame, instruction_pointer) |
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289 |
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290 |
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291 @instruction(33) |
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292 def relative_jump_if_greater_or_equal(self, frame, instruction_pointer): |
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293 if self.comparison_reg != -1: |
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294 self.relative_jump(frame, instruction_pointer) |
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295 |
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296 |
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297 @instruction(34) |
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298 def relative_jump_if_not_equal(self, frame, instruction_pointer): |
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299 if self.comparison_reg != 0: |
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300 self.relative_jump(frame, instruction_pointer) |
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301 |
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302 |
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303 @instruction(35) |
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304 def call(self, sub, param1, param2): |
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305 self.stack.append((self.sub, self.frame, self.instruction_pointer, |
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306 self.variables, self.comparison_reg)) |
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307 self.sub = sub |
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308 self.frame = 0 |
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309 self.instruction_pointer = 0 |
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310 self.variables = [param1, 0, 0, 0, |
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311 param2, 0., 0., 0., |
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312 0, 0, 0, 0] |
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313 |
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314 |
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315 @instruction(36) |
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316 def ret(self): |
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317 self.sub, self.frame, self.instruction_pointer, self.variables, self.comparison_reg = self.stack.pop() |
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318 |
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319 |
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320 @instruction(39) |
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321 def call_if_equal(self, sub, param1, param2, a, b): |
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322 if self._getval(a) == self._getval(b): |
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323 self.call(sub, param1, param2) |
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324 |
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325 |
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326 @instruction(43) |
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327 def set_pos(self, x, y, z): |
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328 self._enemy.set_pos(self._getval(x), self._getval(y), self._getval(z)) |
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329 |
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330 |
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331 @instruction(45) |
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332 def set_angle_speed(self, angle, speed): |
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333 self._enemy.angle, self._enemy.speed = angle, speed |
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334 |
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335 |
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336 @instruction(46) |
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337 def set_rotation_speed(self, speed): |
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338 self._enemy.rotation_speed = speed |
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339 |
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340 |
49
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341 @instruction(47) |
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342 def set_speed(self, speed): |
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343 self._enemy.speed = speed |
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344 |
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345 |
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346 @instruction(48) |
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347 def set_acceleration(self, acceleration): |
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348 self._enemy.acceleration = acceleration |
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349 |
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350 |
70
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351 @instruction(49) |
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352 def set_random_angle(self, min_angle, max_angle): |
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353 angle = self._game_state.prng.rand_double() * (max_angle - min_angle) + min_angle |
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354 self._enemy.angle = angle |
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355 |
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356 |
51
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357 @instruction(50) |
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358 def set_random_angle_ex(self, min_angle, max_angle): |
59
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359 if self._enemy.screen_box: |
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360 minx, miny, maxx, maxy = self._enemy.screen_box |
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361 else: |
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362 minx, miny, maxx, maxy = (0., 0., 0., 0.) |
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363 |
51
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364 angle = self._game_state.prng.rand_double() * (max_angle - min_angle) + min_angle |
59
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365 sa, ca = sin(angle), cos(angle) |
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366 |
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367 distx = min(96.0, (maxx - minx) / 2.) |
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368 disty = min(96.0, (maxy - miny) / 2.) |
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369 |
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370 if self._enemy.x > maxx - 96.0: |
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371 ca = -abs(ca) |
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372 elif self._enemy.x < minx + 96.0: |
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373 ca = abs(ca) |
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374 |
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375 if self._enemy.y > maxy - 48.0: |
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376 sa = -abs(sa) |
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377 elif self._enemy.y < miny + 48.0: |
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378 sa = abs(sa) |
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379 self._enemy.angle = atan2(sa, ca) |
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380 |
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381 |
49
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382 @instruction(51) |
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383 def target_player(self, unknown, speed): |
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384 #TODO: unknown |
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385 self._enemy.speed = speed |
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386 self._enemy.angle = self._enemy.get_player_angle(self._enemy.select_player(self._game_state.players)) |
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387 |
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388 |
76
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389 @instruction(56) |
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390 def move_to_linear(self, duration, x, y, z): |
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391 self._enemy.move_to(duration, x, y, z, lambda x: x) |
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392 |
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|
393 |
49
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394 @instruction(57) |
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395 def move_to_decel(self, duration, x, y, z): |
62
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396 self._enemy.move_to(duration, x, y, z, lambda x: 2. * x - x ** 2) |
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397 |
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|
398 |
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399 @instruction(59) |
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400 def move_to_accel(self, duration, x, y, z): |
75
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401 self._enemy.move_to(duration, x, y, z, lambda x: x ** 2) |
49
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402 |
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403 |
57
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404 @instruction(61) |
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405 def stop_in(self, duration): |
75
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406 self._enemy.stop_in(duration, lambda x: x) |
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407 |
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|
408 |
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409 @instruction(63) |
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410 def stop_in_accel(self, duration): |
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411 self._enemy.stop_in(duration, lambda x: 1. - x) |
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412 |
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|
413 |
50
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414 @instruction(65) |
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415 def set_screen_box(self, xmin, ymin, xmax, ymax): |
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416 self._enemy.screen_box = xmin, ymin, xmax, ymax |
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|
417 |
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changeset
|
418 |
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|
419 @instruction(66) |
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|
420 def clear_screen_box(self): |
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421 self._enemy.screen_box = None |
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|
422 |
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changeset
|
423 |
57
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424 @instruction(67) |
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425 def set_bullet_attributes1(self, bullet_anim, launch_anim, bullets_per_shot, |
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426 number_of_shots, speed, unknown, launch_angle, |
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|
427 angle, flags): |
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428 self._enemy.set_bullet_attributes(1, bullet_anim, launch_anim, |
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|
429 bullets_per_shot, number_of_shots, |
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|
430 speed, unknown, launch_angle, angle, |
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|
431 flags) |
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|
432 |
694f25881d0f
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diff
changeset
|
433 |
49
cbe1cb50f2fd
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|
434 @instruction(77) |
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435 def set_bullet_interval(self, value): |
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436 self._enemy.bullet_launch_interval = value |
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|
437 |
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changeset
|
438 |
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|
439 @instruction(78) |
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|
440 def set_delay_attack(self): |
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441 self._enemy.delay_attack = True |
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442 |
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|
443 |
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444 @instruction(79) |
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445 def set_no_delay_attack(self): |
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446 self._enemy.delay_attack = False |
23
444ac7bca7bc
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|
447 |
444ac7bca7bc
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changeset
|
448 |
49
cbe1cb50f2fd
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449 @instruction(81) |
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450 def set_bullet_launch_offset(self, x, y, z): |
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451 self._enemy.bullet_launch_offset = (x, y) |
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changeset
|
452 |
cbe1cb50f2fd
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changeset
|
453 |
cbe1cb50f2fd
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changeset
|
454 @instruction(97) |
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455 def set_anim(self, sprite_index): |
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456 self._enemy.set_anim(sprite_index) |
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|
457 |
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changeset
|
458 |
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changeset
|
459 @instruction(98) |
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changeset
|
460 def set_multiple_anims(self, default, end_left, end_right, left, right): |
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461 self._enemy.movement_dependant_sprites = end_left, end_right, left, right |
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462 self._enemy.set_anim(default) |
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463 |
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464 |
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465 @instruction(100) |
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466 def set_death_anim(self, sprite_index): |
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467 self._enemy.death_anim = sprite_index % 256 #TODO |
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468 |
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469 |
57
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470 @instruction(101) |
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471 def set_boss_mode(self, unknown): |
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472 #TODO: unknown |
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473 self._game_state.boss = self._enemy |
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474 |
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475 |
49
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476 @instruction(103) |
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477 def set_hitbox(self, width, height, depth): |
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478 self._enemy.hitbox = (width, height) |
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479 |
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480 |
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481 @instruction(105) |
75
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482 def set_damageable(self, damageable): |
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483 self._enemy.damageable = bool(damageable & 1) |
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484 |
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485 |
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486 @instruction(107) |
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487 def set_death_flags(self, death_flags): |
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488 self._enemy.death_flags = death_flags |
49
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489 |
23
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490 |
49
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491 @instruction(108) |
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492 def set_death_callback(self, sub): |
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493 self._enemy.death_callback = sub |
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494 |
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495 |
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496 @instruction(109) |
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497 def memory_write(self, value, index): |
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498 #TODO |
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499 #XXX: this is a hack to display bosses although we don't handle MSG :) |
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500 if index == 0: |
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501 self.sub = value |
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502 self.frame = 0 |
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503 self.instruction_pointer = 0 |
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504 |
23
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505 |
51
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506 @instruction(111) |
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507 def set_life(self, value): |
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508 self._enemy.life = value |
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509 |
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510 |
67
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511 @instruction(112) |
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512 def set_ellapsed_time(self, value): |
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513 """Sets the enemy's frame counter. |
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514 This is used for timeouts, where the framecounter is compared to the |
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515 timeout value (what's displayed is (enemy.timeout - enemy.frame) // 60). |
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516 """ |
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517 self._enemy.frame = value |
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518 |
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519 |
49
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520 @instruction(113) |
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521 def set_low_life_trigger(self, value): |
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522 self._enemy.low_life_trigger = value |
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523 |
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524 |
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525 @instruction(114) |
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526 def set_low_life_callback(self, sub): |
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527 self._enemy.low_life_callback = sub |
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528 |
23
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529 |
49
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530 @instruction(115) |
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531 def set_timeout(self, timeout): |
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532 self._enemy.timeout = timeout |
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533 |
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534 |
67
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535 @instruction(116) |
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536 def set_timeout_callback(self, sub): |
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537 self._enemy.timeout_callback = sub |
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538 |
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539 |
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540 @instruction(117) |
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541 def set_touchable(self, value): |
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542 """Defines whether the enemy is “touchable”. |
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543 Bullets only collide with an enemy if it is “touchable”. |
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544 Likewise, ReimuA's homing attacks only target “touchable” enemies. |
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545 """ |
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546 self._enemy.touchable = bool(value) |
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547 |
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548 |
75
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549 @instruction(120) |
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550 def set_automatic_orientation(self, flags): |
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551 #TODO: does it change anything else than the sprite's rotation? |
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552 self._enemy.automatic_orientation = bool(flags & 1) #TODO: name |
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553 |
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554 |
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555 @instruction(123) |
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556 def skip_frames(self, frames): |
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557 #TODO: is that all? |
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558 self.frame += self._getval(frames) |
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559 |
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560 |
49
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561 @instruction(126) |
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562 def set_remaining_lives(self, lives): |
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563 self._enemy.remaining_lives = lives |
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564 |