Пример #1
0
    def _init_scene(self, debug=False):
        #
        # To gather mask data, enable this.
        #
        self.write_samples = False

        # Load mask files.
        self._masks = MultiClassIkaMatcher()
        for special_weapon in special_weapons.keys():
            try:
                mask = IkaMatcher(
                    0, 0, 150, 24,
                    img_file='special_%s.png' % special_weapon,
                    threshold=0.90,
                    orig_threshold=0.20,
                    bg_method=matcher.MM_NOT_WHITE(),
                    fg_method=matcher.MM_WHITE(),
                    label='special/%s' % special_weapon,
                    call_plugins=self._call_plugins,
                    debug=debug,
                )
                mask._id = special_weapon
                self._masks.add_mask(mask)
            except:
                IkaUtils.dprint('%s: Failed to load mask for %s' %
                                (self, special_weapon))
                pass
Пример #2
0
    def _init_scene(self, debug=False):
        self.my_team = []
        self.counter_team = []
        #
        # To gather mask data, enable this.
        #
        self.write_samples = False

        # Load mask files.
        self.masks = []
        for special_weapon in special_weapons.keys():
            try:
                mask = IkaMatcher(
                    0, 0, 150, 24,
                    img_file='special_%s.png' % special_weapon,
                    threshold=0.90,
                    orig_threshold=0.20,
                    bg_method=matcher.MM_NOT_WHITE(),
                    fg_method=matcher.MM_WHITE(),
                    label='special/%s' % special_weapon,
                    debug=debug,
                )
                mask._id = special_weapon
                self.masks.append(mask)
            except:
                IkaUtils.dprint('%s: Failed to load mask for %s' %
                                (self, special_weapon))
                pass
Пример #3
0
    def on_game_special_weapon(self, context):
        if not self.track_special_weapon_enabled:
            return

        special_weapon = context['game'].get('special_weapon', None)
        if not (special_weapon in special_weapons.keys()):
            IkaUtils.dprint('%s: special_weapon %s is invalid.' %
                            (self, special_weapon))
            return

        event_msec = self._get_offset_msec(context)
        if event_msec:
            self._add_event(context, {
                'type': 'special_weapon',
                'special_weapon': special_weapon,
                'me': context['game'].get('special_weapon_is_mine', False),
            })
Пример #4
0
    def on_game_special_weapon(self, context):
        if not self.track_special_weapon_enabled:
            return

        special_weapon = context['game'].get('special_weapon', None)
        if not (special_weapon in special_weapons.keys()):
            IkaUtils.dprint('%s: special_weapon %s is invalid.' %
                            (self, special_weapon))
            return

        if ('msec' in context['engine']) and (self.time_start_at_msec is not None):
            event_msec = context['engine']['msec'] - self.time_start_at_msec
            self._add_event(context, {
                'type': 'special_weapon',
                'special_weapon': special_weapon,
                'me': context['game'].get('special_weapon_is_mine', False),
            })
Пример #5
0
    def on_game_special_weapon(self, context):
        if not self.track_special_weapon_enabled:
            return

        special_weapon = context["game"].get("special_weapon", None)
        if not (special_weapon in special_weapons.keys()):
            IkaUtils.dprint("%s: special_weapon %s is invalid." % (self, special_weapon))
            return

        event_msec = self._get_offset_msec(context)
        if event_msec:
            self._add_event(
                context,
                {
                    "type": "special_weapon",
                    "special_weapon": special_weapon,
                    "me": context["game"].get("special_weapon_is_mine", False),
                },
            )