[ci] auto-format

This commit is contained in:
TheMikirog 2025-12-13 09:34:59 +00:00 committed by github-actions[bot]
parent b5d4f409ec
commit bdcb21a4ec

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@ -92,6 +92,8 @@ class PlayerState(Enum):
# I added some variety by giving Marked player unique bomb types.
# This enum makes it easier to keep track of them.
class MarkedBombTypes(Enum):
REGULAR = 0
IMPACT = 1
@ -255,6 +257,7 @@ class Icon(ba.Actor):
# Bombs work as intended... with the exception of one mechanic.
# We have to patch it out.
class PotatoBomb(Bomb):
# Same function as before with bomb ownership passing code removed
@ -295,10 +298,12 @@ class PotatoBomb(Bomb):
if msg.srcnode:
pass
class FootConnectMessage(object):
'Player stands on ground'
pass
class FootDisconnectMessage(object):
'Player stops touching the ground'
pass
@ -388,7 +393,8 @@ class PotatoPlayerSpaz(PlayerSpaz):
_marked = self.node.source_player.state == PlayerState.MARKED
if not _marked and _holding_someone:
self._able_to_pickup = False
self._pickup_timer = ba.Timer(self._pickup_cooldown, ba.WeakCall(self._on_pickup_timer_timeout))
self._pickup_timer = ba.Timer(
self._pickup_cooldown, ba.WeakCall(self._on_pickup_timer_timeout))
self.node.pickup_pressed = True
self.last_pickup_time_ms = t_ms
@ -745,7 +751,8 @@ class Player(ba.Player['Team']):
if old_state != PlayerState.STUNNED and state == PlayerState.STUNNED:
# Let's set our stun time based on the amount of times we fell out of the map.
fall_penalties_table = LENIENT_FALL_PENALTIES if self.actor.getactivity().lenient_fall_penalties else FALL_PENALTIES
fall_penalties_table = LENIENT_FALL_PENALTIES if self.actor.getactivity(
).lenient_fall_penalties else FALL_PENALTIES
if self.fall_times < len(fall_penalties_table):
stun_time = fall_penalties_table[self.fall_times]
else:
@ -960,7 +967,8 @@ class HotPotato(ba.TeamGameActivity[Player, ba.Team]):
# Change their bomb type depending on the variant
if self.settings['Marked Player Bomb'] == MarkedBombTypes.IMPACT.value:
target.actor.blast_radius /= IMPACT_BOMB_RADIUS_SCALE # Increase blast radius of impact bombs to be on par with normal bombs
# Increase blast radius of impact bombs to be on par with normal bombs
target.actor.blast_radius /= IMPACT_BOMB_RADIUS_SCALE
target.actor.bomb_type = 'impact'
elif self.settings['Marked Player Bomb'] == MarkedBombTypes.STICKY.value:
target.actor.bomb_type = 'sticky'
@ -1303,7 +1311,8 @@ class HotPotato(ba.TeamGameActivity[Player, ba.Team]):
for _i in range(10):
for box in self.map.ffa_spawn_points:
point = _getpt()
avg_distance = sum((player_pt - ba.Vec3(point[0], point[1], point[2])).length() for player_pt in player_pts) / len(player_pts)
avg_distance = sum(
(player_pt - ba.Vec3(point[0], point[1], point[2])).length() for player_pt in player_pts) / len(player_pts)
distance_diff = abs(avg_distance - target_distance)
if distance_diff < best_distance_diff:
best_distance_diff = distance_diff