def explosive(entity, x, y, tx, ty, speed, accuracy, damage): _entity = _create(x, y, 'Explosive', '.', 0, 'bullet') _entity['owner'] = entity['_id'] _entity['start_position'] = (x, y) _entity['end_position'] = (tx, ty) _entity['speed'] = speed _entity['damage'] = damage _toss_distance = numbers.distance(_entity['start_position'], _entity['end_position']) _entity['accuracy'] = numbers.clip(random.randint(int(round(accuracy * .25)), accuracy), 0, 100) - (accuracy * (1 - (_toss_distance / 20.0))) _entity['slow_down'] = False _direction_mod = random.uniform(-accuracy, accuracy) * 2 entities.create_event(_entity, 'explode') entities.create_event(_entity, 'activate_explosive') entities.register_event(_entity, 'explode', frag_grenade_explode) entities.register_event(_entity, 'explode', entities.delete_entity) entities.register_event(_entity, 'activate_explosive', lambda e: entities.trigger_event(e, 'create_timer', time=90, exit_callback=lambda ee: entities.trigger_event(ee, 'explode'))) entities.register_event(_entity, 'check_next_position', check_next_position) entities.add_entity_to_group(_entity, 'bullets') timers.register(_entity) entities.trigger_event(_entity, 'set_direction', direction=numbers.direction_to((x, y), (tx, ty)) + _direction_mod) entities.trigger_event(_entity, 'create_timer', time=speed, enter_callback=_explosive_tick, name='movement') entities.register_event(_entity, 'position_changed', lambda e, **kwargs: check_for_collisions(e)) if not '--no-fx' in sys.argv: entities.register_event(_entity, 'position_changed', lambda e, x, y, **kwargs: _bullet_effects(e, x, y)) entities.register_event(_entity, 'collision_with_entity', lambda e, **kwargs: entities.trigger_event(e, 'activate_explosive')) entities.register_event(_entity, 'collision_with_entity', lambda e, **kwargs: _explosive_stop_dumb_hack(e)) entities.register_event(_entity, 'collision_with_solid', lambda e: timers.stop_timer(e, 'movement')) entities.register_event(_entity, 'collision_with_solid', _explosive_stop_dumb_hack) entities.register_event(_entity, 'collision_with_solid', lambda e: entities.trigger_event(e, 'activate_explosive'))
def explosive(entity, x, y, tx, ty, speed, accuracy, damage): _entity = _create(x, y, 'Explosive', '.', 0, 'bullet') _entity['owner'] = entity['_id'] _entity['start_position'] = (x, y) _entity['end_position'] = (tx, ty) _entity['speed'] = speed _entity['damage'] = damage _toss_distance = numbers.distance(_entity['start_position'], _entity['end_position']) _entity['accuracy'] = numbers.clip( random.randint(int(round(accuracy * .25)), accuracy), 0, 100) - (accuracy * (1 - (_toss_distance / 20.0))) _entity['slow_down'] = False _direction_mod = random.uniform(-accuracy, accuracy) * 2 entities.create_event(_entity, 'explode') entities.create_event(_entity, 'activate_explosive') entities.register_event(_entity, 'explode', frag_grenade_explode) entities.register_event(_entity, 'explode', entities.delete_entity) entities.register_event( _entity, 'activate_explosive', lambda e: entities.trigger_event( e, 'create_timer', time=90, exit_callback=lambda ee: entities.trigger_event(ee, 'explode'))) entities.register_event(_entity, 'check_next_position', check_next_position) entities.add_entity_to_group(_entity, 'bullets') timers.register(_entity) entities.trigger_event(_entity, 'set_direction', direction=numbers.direction_to( (x, y), (tx, ty)) + _direction_mod) entities.trigger_event(_entity, 'create_timer', time=speed, enter_callback=_explosive_tick, name='movement') entities.register_event(_entity, 'position_changed', lambda e, **kwargs: check_for_collisions(e)) if not '--no-fx' in sys.argv: entities.register_event( _entity, 'position_changed', lambda e, x, y, **kwargs: _bullet_effects(e, x, y)) entities.register_event( _entity, 'collision_with_entity', lambda e, **kwargs: entities.trigger_event(e, 'activate_explosive')) entities.register_event(_entity, 'collision_with_entity', lambda e, **kwargs: _explosive_stop_dumb_hack(e)) entities.register_event(_entity, 'collision_with_solid', lambda e: timers.stop_timer(e, 'movement')) entities.register_event(_entity, 'collision_with_solid', _explosive_stop_dumb_hack) entities.register_event( _entity, 'collision_with_solid', lambda e: entities.trigger_event(e, 'activate_explosive'))
def _create(x, y, surface='effects', group='effects'): _entity = entities.create_entity() movement.register(_entity) tile.register(_entity, surface=surface) timers.register(_entity) entities.add_entity_to_group(_entity, group) entities.trigger_event(_entity, 'set_position', x=x, y=y) return _entity
def bullet(entity, x, y, tx, ty, speed, accuracy, damage): _entity = _create(x, y, 'Bullet', '.', 0, 'bullet') _entity['owner'] = entity['_id'] _entity['start_position'] = (x, y) _entity['end_position'] = (tx, ty) _entity['speed'] = speed _entity['damage'] = damage entities.add_entity_to_group(_entity, 'bullets') timers.register(_entity) entities.trigger_event(_entity, 'set_direction', direction=numbers.direction_to( (x, y), (tx, ty)) + random.uniform(-accuracy, accuracy)) entities.trigger_event(_entity, 'create_timer', time=speed, repeat=-1, enter_callback=_bullet_tick, repeat_callback=_bullet_tick) entities.register_event(_entity, 'position_changed', lambda e, **kwargs: check_for_collisions(e)) entities.register_event( _entity, 'collision_with_entity', lambda e, target_id: entities. trigger_event(entities.get_entity(target_id), 'hit', projectile=e)) entities.register_event(_entity, 'collision_with_entity', lambda e, target_id: entities.delete_entity(e)) entities.register_event( _entity, 'collision_with_solid', lambda e: effects.light( movement.get_position(e)[0], movement.get_position(e)[1], random.randint(3, 4))) entities.register_event(_entity, 'collision_with_solid', lambda e: entities.delete_entity(e)) entities.register_event( _entity, 'collision_with_solid', lambda e: effects.smoke_cloud(movement.get_position(e)[0], movement.get_position(e)[1], random.uniform(2, 2.75), start_alpha=random.uniform(0.45, .65), decay_amount=1.5)) entities.register_event(_entity, 'check_next_position', check_next_position) if not '--no-fx' in sys.argv: entities.register_event( _entity, 'position_changed', lambda e, x, y, **kwargs: _bullet_effects(e, x, y))
def bullet(entity, x, y, tx, ty, speed, accuracy, damage): _entity = _create(x, y, 'Bullet', '.', 0, 'bullet') _entity['owner'] = entity['_id'] _entity['start_position'] = (x, y) _entity['end_position'] = (tx, ty) _entity['speed'] = speed _entity['damage'] = damage entities.add_entity_to_group(_entity, 'bullets') timers.register(_entity) entities.trigger_event(_entity, 'set_direction', direction=numbers.direction_to((x, y), (tx, ty))+random.uniform(-accuracy, accuracy)) entities.trigger_event(_entity, 'create_timer', time=speed, repeat=-1, enter_callback=_bullet_tick, repeat_callback=_bullet_tick) entities.register_event(_entity, 'position_changed', lambda e, **kwargs: check_for_collisions(e)) entities.register_event(_entity, 'collision_with_entity', lambda e, target_id: entities.trigger_event(entities.get_entity(target_id), 'hit', projectile=e)) entities.register_event(_entity, 'collision_with_entity', lambda e, target_id: entities.delete_entity(e)) entities.register_event(_entity, 'collision_with_solid', lambda e: effects.light(movement.get_position(e)[0], movement.get_position(e)[1], random.randint(3, 4))) entities.register_event(_entity, 'collision_with_solid', lambda e: entities.delete_entity(e)) entities.register_event(_entity, 'collision_with_solid', lambda e: effects.smoke_cloud(movement.get_position(e)[0], movement.get_position(e)[1], random.uniform(2, 2.75), start_alpha=random.uniform(0.45, .65), decay_amount=1.5)) entities.register_event(_entity, 'check_next_position', check_next_position) if not '--no-fx' in sys.argv: entities.register_event(_entity, 'position_changed', lambda e, x, y, **kwargs: _bullet_effects(e, x, y))