Mercurial > nagslang
annotate nagslang/enemies.py @ 318:26d1978fa1da
BOX is no longer accurate
author | Stefano Rivera <stefano@rivera.za.net> |
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date | Fri, 06 Sep 2013 01:48:59 +0200 |
parents | fa408430a174 |
children | 3dd32686dbc3 |
rev | line source |
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1 import math |
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2 |
168 | 3 import pymunk |
4 import pymunk.pygame_util | |
5 | |
207 | 6 from nagslang import render |
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7 from nagslang.constants import (COLLISION_TYPE_ENEMY, COLLISION_TYPE_FURNITURE, |
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8 ZORDER_MID) |
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9 from nagslang.events import EnemyDeathEvent |
207 | 10 from nagslang.game_object import GameObject, SingleShapePhysicser, make_body |
168 | 11 from nagslang.mutators import FLIP_H |
12 from nagslang.resources import resources | |
13 | |
14 | |
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15 def get_editable_enemies(): |
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16 classes = [] |
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17 for cls_name, cls in globals().iteritems(): |
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18 if isinstance(cls, type) and issubclass(cls, Enemy): |
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19 if hasattr(cls, 'requires'): |
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20 classes.append((cls_name, cls)) |
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21 return classes |
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22 |
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23 |
168 | 24 class Enemy(GameObject): |
25 """A base class for mobile enemies""" | |
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26 enemy_type = None # Image to use for dead Enemy |
168 | 27 |
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28 def __init__(self, space, world, position): |
168 | 29 self._setup_physics(space, position) |
30 self._setup_renderer() | |
305 | 31 self.health = 42 |
168 | 32 |
33 super(Enemy, self).__init__( | |
34 self._physicser, self.renderer) | |
35 self.zorder = ZORDER_MID | |
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36 self.world = world |
168 | 37 |
38 def _get_image(self, name, *transforms): | |
39 return resources.get_image('creatures', name, transforms=transforms) | |
40 | |
41 def _setup_physics(self, space, position): | |
42 raise NotImplementedError | |
43 | |
44 def _setup_renderer(self): | |
45 raise NotImplementedError | |
46 | |
47 def attack(self): | |
48 raise NotImplementedError | |
49 | |
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50 @classmethod |
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51 def requires(cls): |
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52 return [("name", "string"), ("position", "coordinates")] |
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53 |
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54 def hit(self, weapon): |
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55 self.lose_health(weapon.damage) |
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56 |
305 | 57 def lose_health(self, amount): |
58 self.health -= amount | |
59 if self.health < 0: | |
60 self.physicser.remove_from_space() | |
61 self.remove = True | |
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62 EnemyDeathEvent.post(self.physicser.position, self.enemy_type) |
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63 |
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64 |
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65 class DeadEnemy(GameObject): |
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66 def __init__(self, space, world, position, enemy_type='A'): |
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67 body = make_body(10, 10000, position, damping=0.5) |
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68 self.shape = pymunk.Poly( |
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69 body, [(-20, -20), (20, -20), (20, 20), (-20, 20)]) |
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70 self.shape.friction = 0.5 |
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71 self.shape.collision_type = COLLISION_TYPE_FURNITURE |
308
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72 super(DeadEnemy, self).__init__( |
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73 SingleShapePhysicser(space, self.shape), |
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74 render.ImageRenderer(resources.get_image( |
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75 'creatures', 'alien_%s_dead.png' % enemy_type)), |
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76 ) |
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77 |
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78 @classmethod |
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79 def requires(cls): |
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80 return [("name", "string"), ("position", "coordinates")] |
305 | 81 |
168 | 82 |
83 class PatrollingAlien(Enemy): | |
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84 is_moving = True # Always walking. |
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85 enemy_type = 'A' |
168 | 86 |
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87 def __init__(self, space, world, position, end_position): |
168 | 88 # An enemy that patrols between the two points |
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89 super(PatrollingAlien, self).__init__(space, world, position) |
168 | 90 self._start_pos = position |
91 self._end_pos = end_position | |
92 self._direction = 'away' | |
93 | |
94 def _setup_physics(self, space, position): | |
208
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95 self._body = make_body(10, pymunk.inf, position, 0.8) |
168 | 96 |
97 self._shape = pymunk.Circle(self._body, 30) | |
98 | |
99 self._shape.elasticity = 1.0 | |
208
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100 self._shape.friction = 0.05 |
168 | 101 self._shape.collision_type = COLLISION_TYPE_ENEMY |
102 self._physicser = SingleShapePhysicser(space, self._shape) | |
103 self.impulse_factor = 50 | |
104 self.angle = 0 | |
105 | |
106 def _setup_renderer(self): | |
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107 self.renderer = render.FacingSelectionRenderer({ |
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108 'left': render.TimedAnimatedRenderer( |
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109 [self._get_image('alien_A_1.png'), |
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110 self._get_image('alien_A_2.png')], 3), |
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111 'right': render.TimedAnimatedRenderer( |
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112 [self._get_image('alien_A_1.png', FLIP_H), |
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113 self._get_image('alien_A_2.png', FLIP_H)], 3), |
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114 }) |
168 | 115 |
116 def get_render_angle(self): | |
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117 # No image rotation when rendering, please. |
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118 return 0 |
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119 |
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120 def get_facing_direction(self): |
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121 # Enemies can face left or right. |
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122 if - math.pi / 2 < self.angle <= math.pi / 2: |
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123 return 'right' |
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124 else: |
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125 return 'left' |
168 | 126 |
127 def _switch_direction(self): | |
128 if self._direction == 'away': | |
129 self._direction = 'towards' | |
130 else: | |
131 self._direction = 'away' | |
132 | |
133 def set_direction(self, dx, dy): | |
134 self.angle = pymunk.Vec2d((dx, dy)).angle | |
135 self._body.apply_impulse( | |
136 (dx * self.impulse_factor, dy * self.impulse_factor)) | |
137 | |
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138 def update(self, seconds): |
168 | 139 # Calculate the step every frame |
140 if self._direction == 'away': | |
141 target = self._end_pos | |
142 else: | |
143 target = self._start_pos | |
144 x_step = 0 | |
145 y_step = 0 | |
146 if (target[0] < self._body.position[0]): | |
147 x_step = max(-1, target[0] - self._body.position[0]) | |
148 elif (target[0] > self._body.position[0]): | |
149 x_step = min(1, target[0] - self._body.position[0]) | |
150 if abs(x_step) < 0.5: | |
151 x_step = 0 | |
152 if (target[1] < self._body.position[1]): | |
153 y_step = max(-1, target[1] - self._body.position[1]) | |
154 elif (target[1] > self._body.position[1]): | |
155 y_step = min(1, target[1] - self._body.position[1]) | |
156 if abs(y_step) < 0.5: | |
157 y_step = 0 | |
158 if abs(x_step) < 1 and abs(y_step) < 1: | |
159 self._switch_direction() | |
160 self.set_direction(x_step, y_step) | |
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161 super(PatrollingAlien, self).update(seconds) |
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162 |
259 | 163 def collide_with_protagonist(self, protagonist): |
265 | 164 protagonist.lose_health(15) |
258 | 165 |
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166 @classmethod |
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167 def requires(cls): |
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168 return [("name", "string"), ("position", "coordinates"), |
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169 ("end_position", "coordinates")] |
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170 |
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171 |
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172 class ChargingAlien(Enemy): |
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173 # Simplistic charging of the protagonist |
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174 is_moving = False |
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175 enemy_type = 'B' |
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176 |
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177 def __init__(self, space, world, position, attack_range=100): |
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178 super(ChargingAlien, self).__init__(space, world, position) |
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179 self._range = attack_range |
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180 |
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181 def _setup_physics(self, space, position): |
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182 self._body = make_body(100, pymunk.inf, position, 0.8) |
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183 |
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184 self._shape = pymunk.Circle(self._body, 30) |
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185 |
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186 self._shape.elasticity = 1.0 |
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187 self._shape.friction = 0.05 |
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188 self._shape.collision_type = COLLISION_TYPE_ENEMY |
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189 self._physicser = SingleShapePhysicser(space, self._shape) |
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190 self.impulse_factor = 300 |
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191 self.angle = 0 |
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192 |
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193 def _setup_renderer(self): |
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194 self.renderer = render.FacingSelectionRenderer({ |
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195 'left': render.TimedAnimatedRenderer( |
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196 [self._get_image('alien_B_1.png'), |
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197 self._get_image('alien_B_2.png')], 3), |
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198 'right': render.TimedAnimatedRenderer( |
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199 [self._get_image('alien_B_1.png', FLIP_H), |
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200 self._get_image('alien_B_2.png', FLIP_H)], 3), |
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201 }) |
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202 |
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203 def get_render_angle(self): |
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204 # No image rotation when rendering, please. |
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205 return 0 |
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206 |
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207 def get_facing_direction(self): |
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208 # Enemies can face left or right. |
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209 if - math.pi / 2 < self.angle <= math.pi / 2: |
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210 return 'right' |
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211 else: |
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212 return 'left' |
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213 |
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214 def set_direction(self, dx, dy): |
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215 self.angle = pymunk.Vec2d((dx, dy)).angle |
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216 self._body.apply_impulse( |
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217 (dx * self.impulse_factor, dy * self.impulse_factor)) |
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218 |
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219 def update(self, seconds): |
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220 # Calculate the step every frame |
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221 # Distance to the protagonist |
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222 pos = self._body.position |
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223 target = self.world.protagonist.get_shape().body.position |
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224 if pos.get_distance(target) > self._range: |
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225 # stop |
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226 self.is_moving = False |
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227 return |
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228 self.is_moving = True |
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229 x_step = 0 |
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230 y_step = 0 |
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231 if (target[0] < pos[0]): |
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232 x_step = max(-1, target[0] - pos[0]) |
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233 elif (target[0] > pos[0]): |
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234 x_step = min(1, target[0] - pos[0]) |
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235 if abs(x_step) < 0.5: |
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236 x_step = 0 |
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237 if (target[1] < pos[1]): |
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238 y_step = max(-1, target[1] - pos[1]) |
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239 elif (target[1] > pos[1]): |
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240 y_step = min(1, target[1] - pos[1]) |
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241 if abs(y_step) < 0.5: |
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242 y_step = 0 |
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243 self.set_direction(x_step, y_step) |
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244 super(ChargingAlien, self).update(seconds) |
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245 |
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246 def collide_with_protagonist(self, protagonist): |
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247 protagonist.lose_health(20) |
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248 |
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249 @classmethod |
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250 def requires(cls): |
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251 return [("name", "string"), ("position", "coordinates"), |
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252 ("attack_range", "distance")] |