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https://github.com/RYDE-WORK/ballistica.git
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distance (_my_vec3_dist) moved to ba/_gameutils.py
Tests passed
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defbcd1e55
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@ -69,7 +69,7 @@ from ba._appdelegate import AppDelegate
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from ba._apputils import is_browser_likely_available
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from ba._apputils import is_browser_likely_available
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from ba._campaign import Campaign
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from ba._campaign import Campaign
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from ba._gameutils import (animate, animate_array, show_damage_count,
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from ba._gameutils import (animate, animate_array, show_damage_count,
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sharedobj, timestring, cameraflash)
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sharedobj, timestring, cameraflash, distance)
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from ba._general import WeakCall, Call
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from ba._general import WeakCall, Call
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from ba._level import Level
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from ba._level import Level
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from ba._lobby import Lobby, Chooser
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from ba._lobby import Lobby, Chooser
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@ -22,12 +22,13 @@
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from __future__ import annotations
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from __future__ import annotations
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from typing import TYPE_CHECKING
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from typing import TYPE_CHECKING
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import math
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import _ba
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import _ba
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from ba._enums import TimeType, TimeFormat, SpecialChar
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from ba._enums import TimeType, TimeFormat, SpecialChar
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if TYPE_CHECKING:
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if TYPE_CHECKING:
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from typing import Any, Dict, Sequence
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from typing import Any, Dict, Sequence, Tuple
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import ba
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import ba
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TROPHY_CHARS = {
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TROPHY_CHARS = {
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@ -46,6 +47,14 @@ def get_trophy_string(trophy_id: str) -> str:
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return _ba.charstr(TROPHY_CHARS[trophy_id])
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return _ba.charstr(TROPHY_CHARS[trophy_id])
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return '?'
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return '?'
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def distance(vec1: Tuple[float, float, float],
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vec2: Tuple[float, float, float]) -> float:
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"""Find distance between two positions"""
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xlen = vec1[0] - vec2[0]
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ylen = vec1[1] - vec2[1]
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zlen = vec1[2] - vec2[2]
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xylen = math.sqrt(xlen**2 + ylen**2)
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return math.sqrt(xylen**2 + zlen**2)
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def sharedobj(name: str) -> Any:
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def sharedobj(name: str) -> Any:
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"""Return a predefined object for the current Activity, creating if needed.
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"""Return a predefined object for the current Activity, creating if needed.
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@ -23,12 +23,12 @@
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from __future__ import annotations
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from __future__ import annotations
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import math
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import random
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import random
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import weakref
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import weakref
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from typing import TYPE_CHECKING
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from typing import TYPE_CHECKING
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import ba
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import ba
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from ba import distance
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from bastd.actor import spaz as basespaz
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from bastd.actor import spaz as basespaz
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if TYPE_CHECKING:
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if TYPE_CHECKING:
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@ -42,13 +42,6 @@ DEFAULT_BOT_HIGHLIGHT = (0.1, 0.3, 0.1)
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PRO_BOT_COLOR = (1.0, 0.2, 0.1)
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PRO_BOT_COLOR = (1.0, 0.2, 0.1)
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PRO_BOT_HIGHLIGHT = (0.6, 0.1, 0.05)
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PRO_BOT_HIGHLIGHT = (0.6, 0.1, 0.05)
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def distance(vec1: Tuple[float], vec2: Tuple[float]) -> float:
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xlen = vec1[0] - vec2[0]
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ylen = vec1[1] - vec2[1]
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zlen = vec1[2] - vec2[2]
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xylen = math.sqrt(xlen**2 + ylen**2)
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return math.sqrt(xylen**2 + zlen**2)
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class SpazBotPunchedMessage:
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class SpazBotPunchedMessage:
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"""A message saying a ba.SpazBot got punched.
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"""A message saying a ba.SpazBot got punched.
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@ -199,8 +192,9 @@ class SpazBot(basespaz.Spaz):
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closest = None
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closest = None
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assert self._player_pts is not None
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assert self._player_pts is not None
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for plpt, plvel in self._player_pts:
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for plpt, plvel in self._player_pts:
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dist = distance((plpt.x, plpt.y, plpt.z), (botpt.x, botpt.y, botpt.z))
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dist = distance(
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(plpt.x, plpt.y, plpt.z),
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(botpt.x, botpt.y, botpt.z))
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# Ignore player-points that are significantly below the bot
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# Ignore player-points that are significantly below the bot
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# (keeps bots from following players off cliffs).
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# (keeps bots from following players off cliffs).
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if (closest_dist is None
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if (closest_dist is None
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@ -263,7 +257,9 @@ class SpazBot(basespaz.Spaz):
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target_pt_raw = ba.Vec3(*self.target_flag.node.position)
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target_pt_raw = ba.Vec3(*self.target_flag.node.position)
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diff = (target_pt_raw - our_pos)
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diff = (target_pt_raw - our_pos)
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diff = ba.Vec3(diff[0], 0, diff[2]) # don't care about y
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diff = ba.Vec3(diff[0], 0, diff[2]) # don't care about y
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dist = distance((target_pt_raw.x, 0, target_pt_raw.z), (our_pos.x, 0, our_pos.z))
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dist = distance(
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(target_pt_raw.x, 0, target_pt_raw.z),
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(our_pos.x, 0, our_pos.z))
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to_target = diff.normalized()
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to_target = diff.normalized()
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# If we're holding some non-flag item, drop it.
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# If we're holding some non-flag item, drop it.
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@ -331,7 +327,9 @@ class SpazBot(basespaz.Spaz):
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target_vel * dist_raw * 0.3 * self._lead_amount)
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target_vel * dist_raw * 0.3 * self._lead_amount)
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diff = (target_pt - our_pos)
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diff = (target_pt - our_pos)
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dist = distance((target_pt.x, target_pt.y, target_pt.z), (our_pos.x, our_pos.y, our_pos.z))
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dist = distance(
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(target_pt.x, target_pt.y, target_pt.z),
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(our_pos.x, our_pos.y, our_pos.z))
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to_target = diff.normalized()
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to_target = diff.normalized()
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if self._mode == 'throw':
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if self._mode == 'throw':
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