annotate pytouhou/game/eclrunner.py @ 55:de358a7684c8

Fix a few bugs
author Thibaut Girka <thib@sitedethib.com>
date Tue, 23 Aug 2011 00:10:35 +0200
parents e72166f73e30
children 694f25881d0f
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1 # -*- encoding: utf-8 -*-
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2 ##
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3 ## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com>
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4 ##
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5 ## This program is free software; you can redistribute it and/or modify
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6 ## it under the terms of the GNU General Public License as published
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7 ## by the Free Software Foundation; version 3 only.
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8 ##
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9 ## This program is distributed in the hope that it will be useful,
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10 ## but WITHOUT ANY WARRANTY; without even the implied warranty of
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11 ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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12 ## GNU General Public License for more details.
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13 ##
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14
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15
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16 from math import atan2, cos, sin
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17
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18
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19 class MetaRegistry(type):
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20 def __new__(mcs, name, bases, classdict):
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21 instruction_handlers = {}
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22 for item in classdict.itervalues():
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23 try:
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24 instruction_ids = item._instruction_ids
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25 except AttributeError:
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26 pass
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27 else:
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28 for id_ in instruction_ids:
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29 instruction_handlers[id_] = item
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30 classdict['_handlers'] = instruction_handlers
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31 return type.__new__(mcs, name, bases, classdict)
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32
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33
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34
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35 def instruction(instruction_id):
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36 def _decorator(func):
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37 if not hasattr(func, '_instruction_ids'):
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38 func._instruction_ids = set()
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39 func._instruction_ids.add(instruction_id)
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40 return func
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41 return _decorator
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42
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43
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44
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45 class ECLRunner(object):
49
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46 __metaclass__ = MetaRegistry
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47 __slots__ = ('_ecl', '_enemy', '_game_state', 'variables', 'sub', 'frame',
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48 'instruction_pointer', 'comparison_reg', 'stack')
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49
49
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50 def __init__(self, ecl, sub, enemy, game_state):
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51 # Things not supposed to change
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52 self._ecl = ecl
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53 self._enemy = enemy
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54 self._game_state = game_state
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55
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56 # Things supposed to change (and be put in the stack)
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57 self.variables = [0, 0, 0, 0,
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58 0., 0., 0., 0.,
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59 0, 0, 0, 0]
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60 self.comparison_reg = 0
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61 self.sub = sub
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62 self.frame = 0
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63 self.instruction_pointer = 0
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64
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65 self.stack = []
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66
49
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67
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68 def run_iteration(self):
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69 # First, if enemy is dead, return
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70 if self._enemy._removed:
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71 return False
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72
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73 # Then, check for callbacks
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74 #TODO
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75
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76 # Now, process script
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77 frame = self.frame
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78 while True:
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79 try:
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80 frame, instr_type, rank_mask, param_mask, args = self._ecl.subs[self.sub][self.instruction_pointer]
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81 except IndexError:
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82 return False
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83
50
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84 #TODO: skip bad ranks
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85
50
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86 if frame > self.frame:
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87 break
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88 else:
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89 self.instruction_pointer += 1
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90 if frame == self.frame:
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91 try:
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92 callback = self._handlers[instr_type]
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93 except KeyError:
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94 print('Warning: unhandled opcode %d!' % instr_type) #TODO
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95 else:
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96 callback(self, *args)
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97
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98 self.frame += 1
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99 return True
47
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100
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101
49
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102 def _getval(self, value):
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103 if -10012 <= value <= -10001:
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104 return self.variables[int(-10001-value)]
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105 elif -10025 <= value <= -10013:
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106 if value == -10013:
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107 return self._game_state.rank
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108 elif value == -10014:
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109 return self._game_state.difficulty
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110 elif value == -10015:
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111 return self._enemy.x
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112 elif value == -10016:
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113 return self._enemy.y
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114 elif value == -10017:
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115 return self._enemy.z
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116 elif value == -10018:
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117 player = self._enemy.select_player(self._game_state.players)
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118 return player.x
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119 elif value == -10019:
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120 player = self._enemy.select_player(self._game_state.players)
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121 return player.y
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122 elif value == -10021:
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123 player = self._enemy.select_player(self._game_state.players)
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124 return self._enemy.get_player_angle(player)
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125 elif value == -10022:
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126 return self._enemy.frame
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127 elif value == -10024:
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128 return self._enemy.life
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129 raise NotImplementedError #TODO
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130 else:
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131 return value
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132
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133
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134 def _setval(self, variable_id, value):
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135 if -10012 <= variable_id <= -10001:
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136 self.variables[int(-10001-variable_id)] = value
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137 elif -10025 <= variable_id <= -10013:
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138 if variable_id == -10015:
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139 self._enemy.x = value
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140 elif variable_id == -10016:
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141 self._enemy.y = value
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142 elif variable_id == -10017:
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143 self._enemy.z = value
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144 elif variable_id == -10022:
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145 self._enemy.frame = value
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146 elif variable_id == -10024:
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147 self._enemy.life = value
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148 else:
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149 raise IndexError #TODO: proper exception
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150 else:
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151 raise IndexError #TODO: proper exception
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152
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153
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154 @instruction(0)
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155 def noop(self):
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156 pass #TODO: Really?
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157
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158
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159 @instruction(1)
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160 def destroy(self, arg):
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161 #TODO: arg?
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162 self._enemy._removed = True
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163
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164
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165 @instruction(2)
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166 def relative_jump(self, frame, instruction_pointer):
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167 """Jumps to a relative offset in the same subroutine.
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168
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169 Warning: the relative offset has been translated to an instruction pointer
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170 by the ECL parsing code (see pytouhou.formats.ecl).
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171 """
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172 self.frame, self.instruction_pointer = frame, instruction_pointer
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173
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174
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175 @instruction(3)
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176 def relative_jump_ex(self, frame, instruction_pointer, variable_id):
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177 """If the given variable is non-zero, decrease it by 1 and jump to a
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178 relative offset in the same subroutine.
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179
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180 Warning: the relative offset has been translated to an instruction pointer
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181 by the ECL parsing code (see pytouhou.formats.ecl).
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182 """
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183 counter_value = self._getval(variable_id)
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184 if counter_value:
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185 self._setval(variable_id, counter_value - 1)
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186 self.frame, self.instruction_pointer = frame, instruction_pointer
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187
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188
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189 @instruction(4)
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190 @instruction(5)
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191 def set_variable(self, variable_id, value):
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192 self._setval(variable_id, self._getval(value))
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193
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194
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195 @instruction(6)
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196 def set_random_int(self, variable_id, maxval):
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197 """Set the specified variable to a random int in the [[0, maxval)) range.
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198 """
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199 self._setval(variable_id, int(self._getval(maxval) * self._game_state.prng.rand_double()))
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200
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201
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202 @instruction(8)
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203 def set_random_float(self, variable_id, maxval):
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204 """Set the specified variable to a random float in [0, maxval) range.
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205 """
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206 self._setval(variable_id, self._getval(maxval) * self._game_state.prng.rand_double())
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207
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208
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209 @instruction(20)
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210 def add(self, variable_id, a, b):
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211 #TODO: int vs float thing
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212 self._setval(variable_id, self._getval(a) + self._getval(b))
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213
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214
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215 @instruction(21)
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216 def substract(self, variable_id, a, b):
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217 #TODO: int vs float thing
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218 self._setval(variable_id, self._getval(a) - self._getval(b))
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219
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220
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221 @instruction(27)
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222 def compare_ints(self, a, b):
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223 a, b = self._getval(a), self._getval(b)
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224 if a < b:
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225 self.comparison_reg = -1
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226 elif a == b:
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227 self.comparison_reg = 0
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228 else:
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229 self.comparison_reg = 1
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230
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231
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232 @instruction(31)
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233 def relative_jump_if_equal(self, frame, instruction_pointer):
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234 if self.comparison_reg == 0:
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235 self.relative_jump(frame, instruction_pointer)
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236
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237
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238 @instruction(35)
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239 def call(self, sub, param1, param2):
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240 self.stack.append((self.sub, self.frame, self.instruction_pointer,
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241 self.variables, self.comparison_reg))
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242 self.sub = sub
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243 self.frame = 0
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244 self.instruction_pointer = 0
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245 self.variables = [param1, 0, 0, 0,
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246 param2, 0., 0., 0.,
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247 0, 0, 0, 0]
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248
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249
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250 @instruction(36)
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251 def ret(self):
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252 self.sub, self.frame, self.instruction_pointer, self.variables, self.comparison_reg = self.stack.pop()
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253
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254
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255 @instruction(39)
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256 def call_if_equal(self, sub, param1, param2, a, b):
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257 if self._getval(a) == self._getval(b):
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258 self.call(sub, param1, param2)
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259
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260
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261 @instruction(43)
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262 def set_pos(self, x, y, z):
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263 self._enemy.set_pos(x, y, z)
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264
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265
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266 @instruction(45)
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267 def set_angle_speed(self, angle, speed):
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268 self._enemy.angle, self._enemy.speed = angle, speed
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269
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270
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271 @instruction(46)
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272 def set_rotation_speed(self, speed):
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273 self._enemy.rotation_speed = speed
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274
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275
49
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276 @instruction(47)
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277 def set_speed(self, speed):
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278 self._enemy.speed = speed
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279
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280
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281 @instruction(48)
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282 def set_acceleration(self, acceleration):
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283 self._enemy.acceleration = acceleration
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284
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285
51
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286 @instruction(50)
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287 def set_random_angle(self, min_angle, max_angle):
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288 #TODO: This thing is really odd, check, double check, triple check, disassemble...
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289 angle = self._game_state.prng.rand_double() * (max_angle - min_angle) + min_angle
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290 self._enemy.angle = atan2(-abs(sin(angle)), -abs(cos(angle)))
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291
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292
49
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293 @instruction(51)
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294 def target_player(self, unknown, speed):
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295 #TODO: unknown
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296 self._enemy.speed = speed
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297 self._enemy.angle = self._enemy.get_player_angle(self._enemy.select_player(self._game_state.players))
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298
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299
49
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300 @instruction(57)
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301 def move_to(self, duration, x, y, z):
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302 self._enemy.move_to(duration, x, y, z)
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303
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304
50
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305 @instruction(65)
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306 def set_screen_box(self, xmin, ymin, xmax, ymax):
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307 self._enemy.screen_box = xmin, ymin, xmax, ymax
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308
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309
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310 @instruction(66)
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311 def clear_screen_box(self):
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312 self._enemy.screen_box = None
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313
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314
49
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315 @instruction(77)
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316 def set_bullet_interval(self, value):
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317 self._enemy.bullet_launch_interval = value
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318
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319
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320 @instruction(78)
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321 def set_delay_attack(self):
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322 self._enemy.delay_attack = True
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323
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324
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325 @instruction(79)
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326 def set_no_delay_attack(self):
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327 self._enemy.delay_attack = False
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328
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329
49
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330 @instruction(81)
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331 def set_bullet_launch_offset(self, x, y, z):
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332 self._enemy.bullet_launch_offset = (x, y)
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333
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334
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335 @instruction(97)
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336 def set_anim(self, sprite_index):
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337 self._enemy.set_anim(sprite_index)
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338
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339
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340 @instruction(98)
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341 def set_multiple_anims(self, default, end_left, end_right, left, right):
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342 self._enemy.movement_dependant_sprites = end_left, end_right, left, right
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343 self._enemy.set_anim(default)
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344
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345
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346 @instruction(100)
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347 def set_death_anim(self, sprite_index):
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348 self._enemy.death_anim = sprite_index % 256 #TODO
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349
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350
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351 @instruction(103)
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352 def set_hitbox(self, width, height, depth):
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353 self._enemy.hitbox = (width, height)
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354
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355
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356 @instruction(105)
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357 def set_vulnerable(self, vulnerable):
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358 self._enemy.vulnerable = bool(vulnerable & 1)
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359
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360
49
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361 @instruction(108)
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362 def set_death_callback(self, sub):
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363 self._enemy.death_callback = sub
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364
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365
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366 @instruction(109)
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367 def memory_write(self, value, index):
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368 #TODO
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369 #XXX: this is a hack to display bosses although we don't handle MSG :)
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370 if index == 0:
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371 self.sub = value
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372 self.frame = 0
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373 self.instruction_pointer = 0
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374
23
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375
51
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376 @instruction(111)
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377 def set_life(self, value):
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378 self._enemy.life = value
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379
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380
49
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381 @instruction(113)
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382 def set_low_life_trigger(self, value):
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383 self._enemy.low_life_trigger = value
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384
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385
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386 @instruction(114)
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387 def set_low_life_callback(self, sub):
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388 self._enemy.low_life_callback = sub
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389
23
444ac7bca7bc Refacto ECL stuff, add support for a few instructions, and add some culling
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parents:
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390
49
cbe1cb50f2fd Refactor ECLRunner/EnemyManager so that all VM stuff goes to ECLRunner
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parents: 48
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391 @instruction(115)
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parents: 48
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392 def set_timeout(self, timeout):
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parents: 48
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393 self._enemy.timeout = timeout
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parents: 48
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394
cbe1cb50f2fd Refactor ECLRunner/EnemyManager so that all VM stuff goes to ECLRunner
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parents: 48
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395
cbe1cb50f2fd Refactor ECLRunner/EnemyManager so that all VM stuff goes to ECLRunner
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parents: 48
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396 @instruction(126)
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parents: 48
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397 def set_remaining_lives(self, lives):
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parents: 48
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398 self._enemy.remaining_lives = lives
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399