241 lines
6.5 KiB
Python
241 lines
6.5 KiB
Python
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import pygame
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import os
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import lib.constants as constants
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from lib.gameregistry import GameRegistry
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from lib.block import Block
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from lib.inventory import Inventory
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dy_blocks={}
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def make_block(klass_name,name,clear=False,drops=False):
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def blk_init():
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pass
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def init(self,x,y,screen):
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Block.__init__(self,x,y,screen)
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self.setTextureName(name)
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self.clear=clear
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self.drops=drops
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self.unlocalisedName=name
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attr_table={
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"unlocalisedName":name,
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"__init__":init,
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"init":blk_init,
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}
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klass=type(klass_name,(Block,),attr_table)
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GameRegistry.registerBlock(klass,name)
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Block.registerTexture(name)
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glob=globals()
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glob[klass_name]=klass
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global dy_blocks
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dy_blocks[klass_name]=name
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return klass
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make_block("BlockStone","stone")
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make_block("BlockTree","tree",False,("wood",8))
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make_block("BlockGrass","grass",True)
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make_block("BlockWood","wood")
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make_block("BlockCoal","coal_ore")
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GameRegistry.registerFuel("coal_ore",8)
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make_block("BlockIron","iron_ore")
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make_block("ItemIronIngot","iron_ingot",False)
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#make_block("ItemCoal","coal",False)
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# class BlockDoor(Block):
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# unlocalisedName="door"
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# openDoor=pygame.image.load(os.path.join("tiles","door_open.png"))
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#
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# @classmethod
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# def init(cls):
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# GameRegistry.registerBlock(cls,cls.unlocalisedName)
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# Block.registerTexture(cls.unlocalisedName)
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#
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# def __init__(self,x,y,screen):
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# Block.__init__(self,x,y,screen)
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# self.setTextureName(BlockDoor.unlocalisedName)
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# self.unlocalisedName=BlockDoor.unlocalisedName
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#
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# def interact(self,inv):
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# self.clear=not self.clear
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# pygame.mixer.Sound("door.ogg").play().set_volume(0.2)
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#
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# def getTexture(self):
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# if self.clear:
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# return BlockDoor.openDoor
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# else:
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# return False
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#
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# def interactData(self):
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# return {"clear":self.clear}
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#
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# def loadData(self,data):
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# self.clear=data["clear"]
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#
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# class BlockWorkbench(Block):
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# unlocalisedName="workbench"
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#
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# @classmethod
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# def init(cls):
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# GameRegistry.registerBlock(cls,cls.unlocalisedName)
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# Block.registerTexture(cls.unlocalisedName)
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#
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# def __init__(self,x,y,screen):
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# Block.__init__(self,x,y,screen)
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# self.setTextureName(BlockWorkbench.unlocalisedName)
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# self.unlocalisedName=BlockWorkbench.unlocalisedName
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# self.inv=Inventory()
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#
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# def interact(self,inv):
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# selected=inv.selected
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# if selected!="":
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# inv.remove(selected)
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# self.inv.addTile(selected,1)
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# else:
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# if self.inv.inv in GameRegistry.recipes.values():
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# out=""
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# for outp,reqs in GameRegistry.recipes.items():
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# if self.inv.inv==reqs:
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# out=outp
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# break
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# inv.addTile(out,1)
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# self.inv.clear()
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#
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# def interactData(self):
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# return {"inv":self.inv}
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#
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# def loadData(self,data):
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# self.inv=data["inv"]
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#
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# class BlockFurnace(Block):
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# unlocalisedName="furnace"
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# frames=[]
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#
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# @classmethod
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# def init(cls):
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# GameRegistry.registerBlock(cls,cls.unlocalisedName)
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# Block.registerTexture(cls.unlocalisedName)
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# for i in range(3):
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# path=os.path.join("animation",cls.unlocalisedName,"{}.png".format(i))
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# img=pygame.image.load(path)
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# cls.frames.append(img)
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#
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# def __init__(self,x,y,screen):
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# Block.__init__(self,x,y,screen)
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# self.setTextureName(BlockFurnace.unlocalisedName)
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# self.unlocalisedName=BlockFurnace.unlocalisedName
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# self.frameno=0
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# self.forward=True
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# self.burn=False
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# self.count=0
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# self.inp=""
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# self.inp_amount=0
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# self.outp=""
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# self.outp_amount=0
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# self.fuel=""
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# self.fuel_amount=0
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# self.fuel_num=0
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# self.originator=True
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#
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# def interact(self,inv):
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# sel=inv.selected
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# if sel!="":
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# if sel in GameRegistry.fuels.keys():
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# if self.fuel!="" and sel!=self.fuel:
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# return
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# self.fuel=sel
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# self.fuel_num=GameRegistry.fuels[sel]
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# self.fuel_amount+=1
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# if self.inp!="":
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# if self.burn==False:
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# self.fuel_amount-=1
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# self.burn=True
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# else:
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# if self.inp!="" and sel!=self.inp:
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# return
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# if not sel in GameRegistry.smelting.keys():
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# return
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# self.inp_amount+=1
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# self.inp=sel
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# if self.burn==False and self.fuel!="":
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# self.fuel_amount-=1
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# self.burn=True
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# inv.remove(sel)
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# else:
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# if self.outp!="":
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# inv.addTile(self.outp,self.outp_amount)
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# self.outp=""
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# self.outp_amount=0
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# self.originator=True
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#
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# def getTexture(self):
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# if self.burn:
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# self.count+=1
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# if self.count==10:
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# self.update()
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# self.count=0
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# img=BlockFurnace.frames[self.frameno]
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# if self.forward:
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# self.frameno+=1
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# if self.frameno>2:
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# self.frameno=1
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# self.forward=False
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# else:
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# self.frameno-=1
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# if self.frameno<0:
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# self.frameno=1
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# self.forward=True
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# return img
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# else:
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# return False
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# self.mp_upd=True
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#
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# def update(self):
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# self.fuel_num-=1
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# if self.inp=="":
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# self.burn=False
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# return
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# if self.fuel_num<=0:
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# if self.fuel_amount<=0:
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# self.burn=False
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# self.fuel=""
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# return
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# else:
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# self.fuel_amount-=1
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# self.fuel_num=GameRegistry.fuels[self.fuel]
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# if self.inp!="":
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# if self.inp in GameRegistry.smelting:
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# self.inp_amount-=1
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# self.outp=GameRegistry.smelting[self.inp]
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# self.outp_amount+=1
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# if self.inp_amount<=0:
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# self.inp=""
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# if self.originator:
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# self.mp_upd=True
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#
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# def loadData(self,data):
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# self.frameno=data["frameno"]
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# self.forward=data["forward"]
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# self.burn=data["burn"]
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# self.count=data["count"]
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# self.inp=data["inp"]
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# self.inp_amount=data["inp_amount"]
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# self.outp=data["outp"]
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# self.outp_amount=data["outp_amount"]
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# self.fuel=data["fuel"]
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# self.fuel_amount=data["fuel_amount"]
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# self.fuel_num=data["fuel_num"]
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# self.originator=False
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#
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# def interactData(self):
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# self.mp_upd=False
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# return {
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# "frameno":self.frameno,
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# "forward":self.forward,
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# "burn":self.burn,
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# "count":self.count,
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# "inp":self.inp,
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# "inp_amount":self.inp_amount,
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# "outp":self.outp,
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# "outp_amount":self.outp_amount,
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# "fuel":self.fuel,
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# "fuel_amount":self.fuel_amount,
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# "fuel_num":self.fuel_num
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# }
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