def activate(self, cn, frame): global totalEvents for i in range(random.randint(3, 10)): orchestrator.addEventGenerator( TimedEventGenerator( ServerEvent("player_spend_damage", (cn, self.weapon_data["damage"])), waitFrames=frame ) ) totalEvents += 1 if random.choice([True, False]): if self.weapon_data["partial"]: hits = random.choice( range(self.weapon_data["increment"], self.weapon_data["damage"], self.weapon_data["increment"]) ) damage = hits * self.weapon_data["increment"] else: damage = self.weapon_data["damage"] orchestrator.addEventGenerator( TimedEventGenerator(ServerEvent("player_inflict_damage", (cn, damage)), waitFrames=frame) ) totalEvents += 1 frame += self.weapon_data["reload"] return frame
def take_action(cn): global totalEvents z = random.choice([1,2,3]) if z == 1: orchestrator.addEventGenerator(TimedEventGenerator(FunctionEvent(frag, (cn, )), waitFrames=0)) elif z == 2: orchestrator.addEventGenerator(TimedEventGenerator(FunctionEvent(teamkill, (cn, )), waitFrames=0)) elif z == 3: orchestrator.addEventGenerator(TimedEventGenerator(FunctionEvent(suicide, (cn, )), waitFrames=0)) totalEvents += 1
number_of_players = 100 is_instagib = False ############################################################## ############################################################## from debugServer import orchestrator, server, Player from debugServerOrchestrator import ( TimedEventGenerator, DataRequestHandler, RepeatingEventGenerator, ServerEvent, FunctionEvent, ) orchestrator.addEventGenerator(TimedEventGenerator(ServerEvent("server_start", ()), waitFrames=0)) number_of_players += 1 playerObjects = {} global totalEvents totalEvents = 0 import random ips = random.sample(xrange(0, 4294967296), number_of_players) sessionIds = random.sample(xrange(0000000, 9999999), number_of_players) weapon_data = {} weapon_data[0] = {"damage": 50, "partial": False, "increment": None, "reload": 8} weapon_data[1] = {"damage": 200, "partial": True, "increment": 20, "reload": 42}
def suicide(cn): frame = 0 if random.choice([True, False]) and not is_instagib: weapon = getWeapon(True) frame = weapon.activate(cn, frame) orchestrator.addEventGenerator(TimedEventGenerator(ServerEvent("player_suicide", (cn, )), waitFrames=frame))
def teamkill(cn): weapon = getWeapon() frame = weapon.activate(cn, 0) orchestrator.addEventGenerator(TimedEventGenerator(ServerEvent("player_teamkill", (cn, random.randint(1,number_of_players-1))), waitFrames=frame))
def initiate_actions(cn): orchestrator.addEventGenerator(RepeatingEventGenerator(FunctionEvent(take_action, (cn,)), waitFrames=45))
totalFrames = 1800 number_of_players = 14 is_instagib = False ############################################################## ############################################################## from debugServer import orchestrator, server, Player from debugServerOrchestrator import TimedEventGenerator, DataRequestHandler, RepeatingEventGenerator, ServerEvent, FunctionEvent orchestrator.addEventGenerator(TimedEventGenerator(ServerEvent("server_start", ()), waitFrames=0)) number_of_players += 1 playerObjects = {} global totalEvents totalEvents = 0 import random, time ips = random.sample(xrange(0, 4294967296), number_of_players) sessionIds = random.sample(xrange(0000000, 9999999), number_of_players) weapon_data = {} weapon_data[0] = {'damage': 50, 'partial': False, 'increment': None, 'reload': 8} weapon_data[1] = {'damage': 200, 'partial': True, 'increment': 20, 'reload': 42} weapon_data[2] = {'damage': 30, 'partial': False, 'increment': None, 'reload': 3} weapon_data[3] = {'damage': 120, 'partial': True, 'increment': 1, 'reload': 24} weapon_data[4] = {'damage': 100, 'partial': False, 'increment': None, 'reload': 45} weapon_data[5] = {'damage': 75, 'partial': True, 'increment': 1, 'reload': 15} weapon_data[6] = {'damage': 25, 'partial': False, 'increment': None, 'reload': 15}