annotate pytouhou/game/eclrunner.py @ 49:cbe1cb50f2fd

Refactor ECLRunner/EnemyManager so that all VM stuff goes to ECLRunner
author Thibaut Girka <thib@sitedethib.com>
date Mon, 22 Aug 2011 19:23:00 +0200
parents 8353c33d53d4
children 811cefefb5c8
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49
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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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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 try:
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60 while frame <= self.frame:
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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
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63 #TODO: skip bad ranks
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64
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65 if frame == self.frame:
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66 try:
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67 callback = self._handlers[instr_type]
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68 except KeyError:
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69 print('Warning: unhandled opcode %d!' % instr_type) #TODO
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70 else:
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71 callback(self, *args)
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72 frame, instr_type, rank_mask, param_mask, args = self._ecl.subs[self.sub][self.instruction_pointer]
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73 if frame <= self.frame:
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74 self.instruction_pointer += 1
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75 except IndexError:
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76 return False
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77
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78 self.frame += 1
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79 return True
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80
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81
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82 def _getval(self, value):
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83 if -10012 <= value <= -10001:
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84 return self.variables[int(-10001-value)]
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85 elif -10025 <= value <= -10013:
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86 raise NotImplementedError #TODO
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87 else:
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88 return value
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89
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90
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91 def _setval(self, variable_id, value):
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92 if -10012 <= value <= -10001:
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93 self.variables[int(-10001-variable_id)] = value
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94 elif -10025 <= value <= -10013:
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95 raise NotImplementedError #TODO
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96 else:
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97 raise IndexError #TODO
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98
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99
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100 @instruction(1)
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101 def destroy(self, arg):
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102 #TODO: arg?
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103 self._enemy._removed = True
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104
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105
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106 @instruction(2)
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107 def relative_jump(self, frame, instruction_pointer):
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108 self.frame, self.instruction_pointer = frame, instruction_pointer
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109
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110
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111 @instruction(3)
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112 def relative_jump_ex(self, frame, instruction_pointer, variable_id):
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113 if self.variables[-10001-variable_id]:
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114 self.variables[-10001-variable_id] -= 1
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115 self.frame, self.instruction_pointer = frame, instruction_pointer
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116
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117
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118 @instruction(4)
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119 @instruction(5)
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120 def set_variable(self, variable_id, value):
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121 #TODO: -10013 and beyond!
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122 self.variables[-10001-variable_id] = self._getval(value)
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123
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124
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125 @instruction(35)
47
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126 def call(self, sub, param1, param2):
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127 self.stack.append((self.sub, self.frame, self.instruction_pointer,
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128 self.variables))
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129 self.sub = sub
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130 self.frame = 0
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131 self.instruction_pointer = 0
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132 self.variables = [param1, 0, 0, 0,
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133 param2, 0., 0., 0.,
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134 0, 0, 0, 0]
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135
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136
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137 @instruction(36)
47
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138 def ret(self):
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139 self.sub, self.frame, self.instruction_pointer, self.variables = self.stack.pop()
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140
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141
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142 @instruction(20)
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143 def add(self, variable_id, a, b):
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144 #TODO: proper variable handling
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145 #TODO: int vs float thing
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146 self.variables[-10001-variable_id] = self._getval(a) + self._getval(b)
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147
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148
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149 @instruction(21)
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150 def substract(self, variable_id, a, b):
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151 #TODO: proper variable handling
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152 #TODO: int vs float thing
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153 self.variables[-10001-variable_id] = self._getval(a) - self._getval(b)
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154
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155
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156 @instruction(43)
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157 def set_pos(self, x, y, z):
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158 self._enemy.set_pos(x, y, z)
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159
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160
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161 @instruction(45)
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162 def set_angle_speed(self, angle, speed):
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163 self._enemy.angle, self._enemy.speed = angle, speed
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164
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165
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166 @instruction(46)
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167 def set_rotation_speed(self, speed):
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168 self._enemy.rotation_speed = speed
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169
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170
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171 @instruction(47)
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172 def set_speed(self, speed):
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173 self._enemy.speed = speed
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174
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175
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176 @instruction(48)
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177 def set_acceleration(self, acceleration):
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178 self._enemy.acceleration = acceleration
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179
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180
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181 @instruction(51)
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182 def target_player(self, unknown, speed):
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183 self._enemy.speed = speed #TODO: unknown
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184 player_x, player_y = 192., 384.#TODO
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185 self._enemy.angle = atan2(player_y - self._enemy.y, player_x - self._enemy.x) #TODO
43
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186
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187
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188 @instruction(57)
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189 def move_to(self, duration, x, y, z):
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190 self._enemy.move_to(duration, x, y, z)
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191
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192
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193 @instruction(77)
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194 def set_bullet_interval(self, value):
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195 self._enemy.bullet_launch_interval = value
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196
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197
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198 @instruction(78)
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199 def set_delay_attack(self):
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200 self._enemy.delay_attack = True
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201
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202
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203 @instruction(79)
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204 def set_no_delay_attack(self):
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205 self._enemy.delay_attack = False
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206
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207
49
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208 @instruction(81)
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209 def set_bullet_launch_offset(self, x, y, z):
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210 self._enemy.bullet_launch_offset = (x, y)
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211
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212
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213 @instruction(97)
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214 def set_anim(self, sprite_index):
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215 self._enemy.set_anim(sprite_index)
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216
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217
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218 @instruction(98)
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219 def set_multiple_anims(self, default, end_left, end_right, left, right):
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220 self._enemy.movement_dependant_sprites = end_left, end_right, left, right
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221 self._enemy.set_anim(default)
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222
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223
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224 @instruction(100)
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225 def set_death_anim(self, sprite_index):
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226 self._enemy.death_anim = sprite_index % 256 #TODO
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227
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228
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229 @instruction(103)
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230 def set_hitbox(self, width, height, depth):
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231 self._enemy.hitbox = (width, height)
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232
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233
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234 @instruction(105)
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235 def set_vulnerable(self, vulnerable):
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236 self._enemy.vulnerable = bool(vulnerable & 1)
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237
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238
49
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239 @instruction(108)
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240 def set_death_callback(self, sub):
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241 self._enemy.death_callback = sub
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242
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243
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244 @instruction(109)
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245 def memory_write(self, value, index):
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246 #TODO
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247 #XXX: this is a hack to display bosses although we don't handle MSG :)
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248 if index == 0:
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249 self.sub = value
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250 self.frame = 0
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251 self.instruction_pointer = 0
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252
23
444ac7bca7bc Refacto ECL stuff, add support for a few instructions, and add some culling
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253
49
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254 @instruction(113)
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255 def set_low_life_trigger(self, value):
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256 self._enemy.low_life_trigger = value
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257
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258
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259 @instruction(114)
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260 def set_low_life_callback(self, sub):
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261 self._enemy.low_life_callback = sub
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262
23
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263
49
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264 @instruction(115)
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265 def set_timeout(self, timeout):
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266 self._enemy.timeout = timeout
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267
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268
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269 @instruction(126)
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270 def set_remaining_lives(self, lives):
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271 self._enemy.remaining_lives = lives
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272