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[ci] auto-format
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1 changed files with 24 additions and 15 deletions
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@ -92,6 +92,8 @@ class PlayerState(Enum):
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# I added some variety by giving Marked player unique bomb types.
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# I added some variety by giving Marked player unique bomb types.
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# This enum makes it easier to keep track of them.
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# This enum makes it easier to keep track of them.
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class MarkedBombTypes(Enum):
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class MarkedBombTypes(Enum):
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REGULAR = 0
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REGULAR = 0
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IMPACT = 1
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IMPACT = 1
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@ -255,6 +257,7 @@ class Icon(ba.Actor):
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# Bombs work as intended... with the exception of one mechanic.
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# Bombs work as intended... with the exception of one mechanic.
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# We have to patch it out.
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# We have to patch it out.
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class PotatoBomb(Bomb):
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class PotatoBomb(Bomb):
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# Same function as before with bomb ownership passing code removed
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# Same function as before with bomb ownership passing code removed
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@ -295,10 +298,12 @@ class PotatoBomb(Bomb):
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if msg.srcnode:
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if msg.srcnode:
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pass
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pass
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class FootConnectMessage(object):
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class FootConnectMessage(object):
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'Player stands on ground'
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'Player stands on ground'
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pass
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pass
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class FootDisconnectMessage(object):
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class FootDisconnectMessage(object):
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'Player stops touching the ground'
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'Player stops touching the ground'
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pass
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pass
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@ -379,7 +384,7 @@ class PotatoPlayerSpaz(PlayerSpaz):
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def on_pickup_press(self) -> None:
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def on_pickup_press(self) -> None:
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if not self.node:
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if not self.node:
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return
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return
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t_ms = int(ba.time() * 1000.0)
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t_ms = int(ba.time() * 1000.0)
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assert isinstance(t_ms, int)
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assert isinstance(t_ms, int)
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@ -388,7 +393,8 @@ class PotatoPlayerSpaz(PlayerSpaz):
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_marked = self.node.source_player.state == PlayerState.MARKED
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_marked = self.node.source_player.state == PlayerState.MARKED
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if not _marked and _holding_someone:
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if not _marked and _holding_someone:
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self._able_to_pickup = False
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self._able_to_pickup = False
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self._pickup_timer = ba.Timer(self._pickup_cooldown, ba.WeakCall(self._on_pickup_timer_timeout))
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self._pickup_timer = ba.Timer(
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self._pickup_cooldown, ba.WeakCall(self._on_pickup_timer_timeout))
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self.node.pickup_pressed = True
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self.node.pickup_pressed = True
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self.last_pickup_time_ms = t_ms
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self.last_pickup_time_ms = t_ms
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@ -431,7 +437,7 @@ class PotatoPlayerSpaz(PlayerSpaz):
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clb(self, bomb)
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clb(self, bomb)
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return bomb
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return bomb
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# Modified behavior when dropping bombs
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# Modified behavior when dropping bombs
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def drop_bomb(self) -> stdbomb.Bomb | None:
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def drop_bomb(self) -> stdbomb.Bomb | None:
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# The original function returns the Bomb the player created.
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# The original function returns the Bomb the player created.
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@ -495,7 +501,7 @@ class PotatoPlayerSpaz(PlayerSpaz):
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mag = msg.magnitude * self.impact_scale
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mag = msg.magnitude * self.impact_scale
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velocity_mag = msg.velocity_magnitude * self.impact_scale
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velocity_mag = msg.velocity_magnitude * self.impact_scale
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damage_scale = 0.22
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damage_scale = 0.22
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# If we're marked, decrease the stun so its less punishing.
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# If we're marked, decrease the stun so its less punishing.
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victim_marked: bool = False
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victim_marked: bool = False
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if hasattr(self.node.source_player, "state"):
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if hasattr(self.node.source_player, "state"):
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@ -743,9 +749,10 @@ class Player(ba.Player['Team']):
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# If we just became stunned, do all of this:
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# If we just became stunned, do all of this:
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if old_state != PlayerState.STUNNED and state == PlayerState.STUNNED:
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if old_state != PlayerState.STUNNED and state == PlayerState.STUNNED:
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# Let's set our stun time based on the amount of times we fell out of the map.
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# Let's set our stun time based on the amount of times we fell out of the map.
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fall_penalties_table = LENIENT_FALL_PENALTIES if self.actor.getactivity().lenient_fall_penalties else FALL_PENALTIES
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fall_penalties_table = LENIENT_FALL_PENALTIES if self.actor.getactivity(
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).lenient_fall_penalties else FALL_PENALTIES
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if self.fall_times < len(fall_penalties_table):
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if self.fall_times < len(fall_penalties_table):
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stun_time = fall_penalties_table[self.fall_times]
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stun_time = fall_penalties_table[self.fall_times]
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else:
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else:
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@ -865,10 +872,10 @@ class HotPotato(ba.TeamGameActivity[Player, ba.Team]):
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if 'Marked Player Bomb' in settings and settings['Marked Player Bomb'] == MarkedBombTypes.IMPACT.value:
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if 'Marked Player Bomb' in settings and settings['Marked Player Bomb'] == MarkedBombTypes.IMPACT.value:
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name = ba.Lstr(value='Impact ${A}',
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name = ba.Lstr(value='Impact ${A}',
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subs=[('${A}', name)])
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subs=[('${A}', name)])
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elif 'Marked Player Bomb' in settings and settings['Marked Player Bomb'] == MarkedBombTypes.STICKY.value:
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elif 'Marked Player Bomb' in settings and settings['Marked Player Bomb'] == MarkedBombTypes.STICKY.value:
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name = ba.Lstr(value='Sticky ${A}',
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name = ba.Lstr(value='Sticky ${A}',
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subs=[('${A}', name)])
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subs=[('${A}', name)])
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if 'Epic Mode' in settings and settings['Epic Mode']:
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if 'Epic Mode' in settings and settings['Epic Mode']:
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name = babase.Lstr(
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name = babase.Lstr(
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@ -960,7 +967,8 @@ class HotPotato(ba.TeamGameActivity[Player, ba.Team]):
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# Change their bomb type depending on the variant
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# Change their bomb type depending on the variant
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if self.settings['Marked Player Bomb'] == MarkedBombTypes.IMPACT.value:
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if self.settings['Marked Player Bomb'] == MarkedBombTypes.IMPACT.value:
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target.actor.blast_radius /= IMPACT_BOMB_RADIUS_SCALE # Increase blast radius of impact bombs to be on par with normal bombs
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# Increase blast radius of impact bombs to be on par with normal bombs
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target.actor.blast_radius /= IMPACT_BOMB_RADIUS_SCALE
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target.actor.bomb_type = 'impact'
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target.actor.bomb_type = 'impact'
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elif self.settings['Marked Player Bomb'] == MarkedBombTypes.STICKY.value:
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elif self.settings['Marked Player Bomb'] == MarkedBombTypes.STICKY.value:
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target.actor.bomb_type = 'sticky'
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target.actor.bomb_type = 'sticky'
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@ -973,7 +981,7 @@ class HotPotato(ba.TeamGameActivity[Player, ba.Team]):
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return
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return
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if self.settings['Marked Player Bomb'] == MarkedBombTypes.IMPACT.value:
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if self.settings['Marked Player Bomb'] == MarkedBombTypes.IMPACT.value:
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target.actor.blast_radius *= IMPACT_BOMB_RADIUS_SCALE # Restore normal blast radius
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target.actor.blast_radius *= IMPACT_BOMB_RADIUS_SCALE # Restore normal blast radius
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target.actor.bomb_type = 'normal'
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target.actor.bomb_type = 'normal'
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target.set_state(PlayerState.REGULAR)
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target.set_state(PlayerState.REGULAR)
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@ -1080,7 +1088,7 @@ class HotPotato(ba.TeamGameActivity[Player, ba.Team]):
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# This function is called every time we want to start a new "round" by marking a random player.
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# This function is called every time we want to start a new "round" by marking a random player.
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def new_mark(self) -> None:
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def new_mark(self) -> None:
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#return
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# return
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# Don't mark a new player if we've already announced a victor.
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# Don't mark a new player if we've already announced a victor.
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if self.has_ended():
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if self.has_ended():
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@ -1177,7 +1185,7 @@ class HotPotato(ba.TeamGameActivity[Player, ba.Team]):
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base_position = (75, 50)
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base_position = (75, 50)
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tip_scale = 0.8
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tip_scale = 0.8
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tip_title_scale = 1.2
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tip_title_scale = 1.2
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vrmode = babase.app.env.vr #ba.app.vr_mode
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vrmode = babase.app.env.vr # ba.app.vr_mode
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t_offs = -350.0
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t_offs = -350.0
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height_offs = 100.0
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height_offs = 100.0
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@ -1281,7 +1289,7 @@ class HotPotato(ba.TeamGameActivity[Player, ba.Team]):
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if len(player_pts) <= 0 or len(player_pts) > 4:
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if len(player_pts) <= 0 or len(player_pts) > 4:
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return self.map.get_ffa_start_position(self.players)
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return self.map.get_ffa_start_position(self.players)
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target_distance = 4.0 # This distance seems to be the sweet spot
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target_distance = 4.0 # This distance seems to be the sweet spot
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best_point = None
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best_point = None
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best_distance_diff = float('inf')
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best_distance_diff = float('inf')
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@ -1303,7 +1311,8 @@ class HotPotato(ba.TeamGameActivity[Player, ba.Team]):
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for _i in range(10):
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for _i in range(10):
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for box in self.map.ffa_spawn_points:
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for box in self.map.ffa_spawn_points:
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point = _getpt()
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point = _getpt()
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avg_distance = sum((player_pt - ba.Vec3(point[0], point[1], point[2])).length() for player_pt in player_pts) / len(player_pts)
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avg_distance = sum(
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(player_pt - ba.Vec3(point[0], point[1], point[2])).length() for player_pt in player_pts) / len(player_pts)
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distance_diff = abs(avg_distance - target_distance)
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distance_diff = abs(avg_distance - target_distance)
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if distance_diff < best_distance_diff:
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if distance_diff < best_distance_diff:
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best_distance_diff = distance_diff
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best_distance_diff = distance_diff
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