annotate pytouhou/game/eclrunner.py @ 50:811cefefb5c8

Fix a few bugs and add support for a few instructions
author Thibaut Girka <thib@sitedethib.com>
date Mon, 22 Aug 2011 21:16:47 +0200
parents cbe1cb50f2fd
children 0707ff53e7b5
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1 class MetaRegistry(type):
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2 def __new__(mcs, name, bases, classdict):
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3 instruction_handlers = {}
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4 for item in classdict.itervalues():
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5 try:
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6 instruction_ids = item._instruction_ids
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7 except AttributeError:
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8 pass
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9 else:
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10 for id_ in instruction_ids:
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11 instruction_handlers[id_] = item
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12 classdict['_handlers'] = instruction_handlers
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13 return type.__new__(mcs, name, bases, classdict)
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14
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15
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16
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17 def instruction(instruction_id):
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18 def _decorator(func):
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19 if not hasattr(func, '_instruction_ids'):
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20 func._instruction_ids = set()
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21 func._instruction_ids.add(instruction_id)
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22 return func
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23 return _decorator
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24
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25
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26
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27 class ECLRunner(object):
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28 __metaclass__ = MetaRegistry
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29 __slots__ = ('_ecl', '_enemy', '_game_state', 'variables', 'sub', 'frame',
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30 'instruction_pointer', 'stack')
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31
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32 def __init__(self, ecl, sub, enemy, game_state):
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33 # Things not supposed to change
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34 self._ecl = ecl
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35 self._enemy = enemy
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36 self._game_state = game_state
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37
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38 # Things supposed to change (and be put in the stack)
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39 self.variables = [0, 0, 0, 0,
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40 0., 0., 0., 0.,
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41 0, 0, 0, 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 frame = self.frame
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59 while True:
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60 try:
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61 frame, instr_type, rank_mask, param_mask, args = self._ecl.subs[self.sub][self.instruction_pointer]
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62 except IndexError:
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63 return False
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64
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65 #TODO: skip bad ranks
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66
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67 if frame > self.frame:
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68 break
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69 else:
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70 self.instruction_pointer += 1
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71 if frame == self.frame:
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72 try:
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73 callback = self._handlers[instr_type]
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74 except KeyError:
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75 print('Warning: unhandled opcode %d!' % instr_type) #TODO
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76 else:
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77 callback(self, *args)
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78
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79 self.frame += 1
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80 return True
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81
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82
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83 def _getval(self, value):
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84 if -10012 <= value <= -10001:
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85 return self.variables[int(-10001-value)]
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86 elif -10025 <= value <= -10013:
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87 if value == -10013:
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88 return self._game_state.rank
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89 elif value == -10014:
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90 return self._game_state.difficulty
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91 elif value == -10015:
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92 return self._enemy.x
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93 elif value == -10016:
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94 return self._enemy.y
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95 elif value == -10017:
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96 return self._enemy.z
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97 elif value == -10018:
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98 player = self._enemy.select_player(self._game_state.players)
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99 return player.x
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100 elif value == -10019:
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101 player = self._enemy.select_player(self._game_state.players)
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102 return player.y
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103 elif value == -10021:
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104 player = self._enemy.select_player(self._game_state.players)
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105 return self._enemy.get_player_angle(player)
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106 elif value == -10022:
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107 return self._enemy.frame
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108 elif value == -10024:
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109 return self._enemy.life
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110 raise NotImplementedError #TODO
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111 else:
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112 return value
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113
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114
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115 def _setval(self, variable_id, value):
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116 if -10012 <= variable_id <= -10001:
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117 self.variables[int(-10001-variable_id)] = value
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118 elif -10025 <= variable_id <= -10013:
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119 if value == -10015:
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120 self._enemy.x = value
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121 elif value == -10016:
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122 self._enemy.y = value
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123 elif value == -10017:
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124 self._enemy.z = value
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125 elif value == -10022:
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126 self._enemy.frame = value
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127 elif value == -10024:
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128 self._enemy.life = value
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129 raise IndexError #TODO: proper exception
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130 else:
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131 raise IndexError #TODO: proper exception
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132
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133
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134 @instruction(1)
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135 def destroy(self, arg):
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136 #TODO: arg?
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137 self._enemy._removed = True
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138
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139
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140 @instruction(2)
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141 def relative_jump(self, frame, instruction_pointer):
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142 self.frame, self.instruction_pointer = frame, instruction_pointer
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143
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144
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145 @instruction(3)
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146 def relative_jump_ex(self, frame, instruction_pointer, variable_id):
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147 counter_value = self._getval(variable_id)
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148 if counter_value:
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149 self._setval(variable_id, counter_value - 1)
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150 self.frame, self.instruction_pointer = frame, instruction_pointer
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151
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152
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153 @instruction(4)
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154 @instruction(5)
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155 def set_variable(self, variable_id, value):
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156 self._setval(variable_id, self._getval(value))
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157
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158
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159 @instruction(6)
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160 def set_random_int(self, variable_id, maxval):
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161 self._setval(variable_id, int(self._getval(maxval) * self._game_state.prng.rand_double()))
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162
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163
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164 @instruction(8)
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165 def set_random_float(self, variable_id, maxval):
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166 self._setval(variable_id, self._getval(maxval) * self._game_state.prng.rand_double())
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167
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168
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169 @instruction(20)
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170 def add(self, variable_id, a, b):
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171 #TODO: int vs float thing
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172 self._setval(variable_id, self._getval(a) + self._getval(b))
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173
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174
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175 @instruction(21)
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176 def substract(self, variable_id, a, b):
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177 #TODO: int vs float thing
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178 self._setval(variable_id, self._getval(a) - self._getval(b))
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179
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180
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181 @instruction(35)
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182 def call(self, sub, param1, param2):
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183 self.stack.append((self.sub, self.frame, self.instruction_pointer,
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184 self.variables))
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185 self.sub = sub
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186 self.frame = 0
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187 self.instruction_pointer = 0
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188 self.variables = [param1, 0, 0, 0,
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189 param2, 0., 0., 0.,
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190 0, 0, 0, 0]
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191
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192
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193 @instruction(36)
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194 def ret(self):
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195 self.sub, self.frame, self.instruction_pointer, self.variables = self.stack.pop()
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196
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197
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198 @instruction(39)
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199 def call_if_equal(self, sub, param1, param2, a, b):
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200 if self._getval(a) == self._getval(b):
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201 self.call(sub, param1, param2)
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202
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203
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204 @instruction(43)
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205 def set_pos(self, x, y, z):
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206 self._enemy.set_pos(x, y, z)
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207
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208
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209 @instruction(45)
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210 def set_angle_speed(self, angle, speed):
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211 self._enemy.angle, self._enemy.speed = angle, speed
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212
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213
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214 @instruction(46)
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215 def set_rotation_speed(self, speed):
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216 self._enemy.rotation_speed = speed
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217
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218
49
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219 @instruction(47)
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220 def set_speed(self, speed):
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221 self._enemy.speed = speed
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222
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223
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224 @instruction(48)
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225 def set_acceleration(self, acceleration):
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226 self._enemy.acceleration = acceleration
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227
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228
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229 @instruction(51)
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230 def target_player(self, unknown, speed):
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231 #TODO: unknown
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232 self._enemy.speed = speed
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233 self._enemy.angle = self._enemy.get_player_angle(self._enemy.select_player(self._game_state.players))
43
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234
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235
49
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236 @instruction(57)
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237 def move_to(self, duration, x, y, z):
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238 self._enemy.move_to(duration, x, y, z)
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239
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240
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241 @instruction(65)
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242 def set_screen_box(self, xmin, ymin, xmax, ymax):
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243 self._enemy.screen_box = xmin, ymin, xmax, ymax
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244
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245
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246 @instruction(66)
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247 def clear_screen_box(self):
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248 self._enemy.screen_box = None
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249
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250
49
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251 @instruction(77)
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252 def set_bullet_interval(self, value):
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253 self._enemy.bullet_launch_interval = value
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254
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255
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256 @instruction(78)
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257 def set_delay_attack(self):
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258 self._enemy.delay_attack = True
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259
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260
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261 @instruction(79)
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262 def set_no_delay_attack(self):
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263 self._enemy.delay_attack = False
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264
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265
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266 @instruction(81)
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267 def set_bullet_launch_offset(self, x, y, z):
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268 self._enemy.bullet_launch_offset = (x, y)
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269
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270
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271 @instruction(97)
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272 def set_anim(self, sprite_index):
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273 self._enemy.set_anim(sprite_index)
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274
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275
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276 @instruction(98)
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277 def set_multiple_anims(self, default, end_left, end_right, left, right):
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278 self._enemy.movement_dependant_sprites = end_left, end_right, left, right
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279 self._enemy.set_anim(default)
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280
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281
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282 @instruction(100)
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283 def set_death_anim(self, sprite_index):
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284 self._enemy.death_anim = sprite_index % 256 #TODO
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285
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286
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287 @instruction(103)
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288 def set_hitbox(self, width, height, depth):
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289 self._enemy.hitbox = (width, height)
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290
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291
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292 @instruction(105)
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293 def set_vulnerable(self, vulnerable):
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294 self._enemy.vulnerable = bool(vulnerable & 1)
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295
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296
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297 @instruction(108)
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298 def set_death_callback(self, sub):
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299 self._enemy.death_callback = sub
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300
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301
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302 @instruction(109)
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303 def memory_write(self, value, index):
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304 #TODO
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305 #XXX: this is a hack to display bosses although we don't handle MSG :)
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306 if index == 0:
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307 self.sub = value
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308 self.frame = 0
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309 self.instruction_pointer = 0
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310
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311
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312 @instruction(113)
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313 def set_low_life_trigger(self, value):
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314 self._enemy.low_life_trigger = value
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315
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316
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317 @instruction(114)
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318 def set_low_life_callback(self, sub):
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319 self._enemy.low_life_callback = sub
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320
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321
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322 @instruction(115)
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323 def set_timeout(self, timeout):
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324 self._enemy.timeout = timeout
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325
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326
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327 @instruction(126)
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328 def set_remaining_lives(self, lives):
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329 self._enemy.remaining_lives = lives
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330