From ba7f681f92799637afc3c833979cd8261c5db96e Mon Sep 17 00:00:00 2001 From: VinniTR <71152012+VinniTR@users.noreply.github.com> Date: Fri, 4 Aug 2023 17:46:12 -0500 Subject: [PATCH] Update spaz.py tidying --- .../ba_data/python/bascenev1lib/actor/spaz.py | 38 ++++++++++--------- 1 file changed, 20 insertions(+), 18 deletions(-) diff --git a/src/assets/ba_data/python/bascenev1lib/actor/spaz.py b/src/assets/ba_data/python/bascenev1lib/actor/spaz.py index 3f545a28..f8c4c178 100644 --- a/src/assets/ba_data/python/bascenev1lib/actor/spaz.py +++ b/src/assets/ba_data/python/bascenev1lib/actor/spaz.py @@ -19,6 +19,9 @@ if TYPE_CHECKING: from typing import Any, Sequence, Callable POWERUP_WEAR_OFF_TIME = 20000 + +# Obsolete - just used for demo guy now. +BASE_PUNCH_POWER_SCALE = 1.2 BASE_PUNCH_COOLDOWN = 400 @@ -95,7 +98,7 @@ class Spaz(bs.Actor): self.source_player = source_player self._dead = False if self._demo_mode: # Preserve old behavior. - self._punch_power_scale = 1.2 + self._punch_power_scale = BASE_PUNCH_POWER_SCALE else: self._punch_power_scale = factory.punch_power_scale self.fly = bs.getactivity().globalsnode.happy_thoughts_mode @@ -189,7 +192,7 @@ class Spaz(bs.Actor): self.land_mine_count = 0 self.blast_radius = 2.0 self.powerups_expire = powerups_expire - if self._demo_mode: # preserve old behavior + if self._demo_mode: # Preserve old behavior. self._punch_cooldown = BASE_PUNCH_COOLDOWN else: self._punch_cooldown = factory.punch_cooldown @@ -442,7 +445,9 @@ class Spaz(bs.Actor): Called to 'press punch' on this spaz; used for player or AI connections. """ - if not self.node or self.frozen or self.node.knockout > 0.0: + if (not self.node + or self.frozen + or self.node.knockout > 0.0): return t_ms = int(bs.time() * 1000.0) assert isinstance(t_ms, int) @@ -482,12 +487,10 @@ class Spaz(bs.Actor): Called to 'press bomb' on this spaz; used for player or AI connections. """ - if not self.node: - return - - if self._dead or self.frozen: - return - if self.node.knockout > 0.0: + if (not self.node + or self._dead + or self.frozen + or self.node.knockout > 0.0): return t_ms = int(bs.time() * 1000.0) assert isinstance(t_ms, int) @@ -514,15 +517,14 @@ class Spaz(bs.Actor): """ if not self.node: return - t_ms = int(bs.time() * 1000.0) assert isinstance(t_ms, int) self.last_run_time_ms = t_ms self.node.run = value - # filtering these events would be tough since its an analog + # Filtering these events would be tough since its an analog # value, but lets still pass full 0-to-1 presses along to - # the turbo filter to punish players if it looks like they're turbo-ing + # the turbo filter to punish players if it looks like they're turbo-ing. if self._last_run_value < 0.01 and value > 0.99: self._turbo_filter_add_press('run') @@ -535,7 +537,7 @@ class Spaz(bs.Actor): """ if not self.node: return - # not adding a cooldown time here for now; slightly worried + # Not adding a cooldown time here for now; slightly worried # input events get clustered up during net-games and we'd wind up # killing a lot and making it hard to fly.. should look into this. self.node.fly_pressed = True @@ -610,7 +612,7 @@ class Spaz(bs.Actor): self.node, attr, materials + (factory.curse_material,) ) - # None specifies no time limit + # None specifies no time limit. assert self.node if self.curse_time is None: self.node.curse_death_time = -1 @@ -878,7 +880,7 @@ class Spaz(bs.Actor): self.node.frozen = True bs.timer(5.0, bs.WeakCall(self.handlemessage, bs.ThawMessage())) # Instantly shatter if we're already dead. - # (otherwise its hard to tell we're dead) + # (otherwise its hard to tell we're dead). if self.hitpoints <= 0: self.shatter() @@ -898,7 +900,7 @@ class Spaz(bs.Actor): return True # If we were recently hit, don't count this as another. - # (so punch flurries and bomb pileups essentially count as 1 hit) + # (so punch flurries and bomb pileups essentially count as 1 hit). local_time = int(bs.time() * 1000.0) assert isinstance(local_time, int) if ( @@ -1133,11 +1135,11 @@ class Spaz(bs.Actor): ) if self.hitpoints > 0: # It's kinda crappy to die from impacts, so lets reduce - # impact damage by a reasonable amount *if* it'll keep us alive + # impact damage by a reasonable amount *if* it'll keep us alive. if msg.hit_type == 'impact' and damage > self.hitpoints: # Drop damage to whatever puts us at 10 hit points, # or 200 less than it used to be whichever is greater - # (so it *can* still kill us if its high enough) + # (so it *can* still kill us if its high enough). newdamage = max(damage - 200, self.hitpoints - 10) damage = newdamage self.node.handlemessage('flash')