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- print("\n\n ---:::### Starting Noki Keyboard ###:::---\n\n")
- import usb_hid
- import time
- import board
- import keypad
- import random
- from adafruit_hid.keyboard import Keyboard
- from adafruit_hid.keycode import Keycode
- from collections import deque
- kp = keypad.KeyMatrix(
- row_pins=(board.GP27, board.GP28, board.GP29),
- column_pins=(board.GP0 ,board.GP1, board.GP2, board.GP3, board.GP4, board.GP5, board.GP6),
- )
- kbd = Keyboard(usb_hid.devices)
- max_time = 18 # 19
- key_press_time = 0.033 # 0.035
- key_gap_time = 0.08 # 0.08
- # Action Class
- class ActionInProgress:
- def __init__(self):
- self.flag = False
- def __enter__(self):
- self.flag = True
- return self
- def __exit__(self, exc_type, exc_val, exc_tb):
- self.flag = False
- # Button Press Functions
- def p_up(time_in, wait =True):
- kbd.press(Keycode.UP_ARROW)
- time.sleep(key_press_time+time_in)
- kbd.release(Keycode.UP_ARROW)
- if wait:
- time.sleep(key_gap_time+time_in)
- def p_down(time_in, wait =True):
- kbd.press(Keycode.DOWN_ARROW)
- time.sleep(key_press_time+time_in)
- kbd.release(Keycode.DOWN_ARROW)
- if wait:
- time.sleep(key_gap_time+time_in)
- def p_left(time_in, wait =True):
- kbd.press(Keycode.LEFT_ARROW)
- time.sleep(key_press_time+time_in)
- kbd.release(Keycode.LEFT_ARROW)
- if wait:
- time.sleep(key_gap_time+time_in)
- def p_right(time_in, wait =True):
- kbd.press(Keycode.RIGHT_ARROW)
- time.sleep(key_press_time+time_in)
- kbd.release(Keycode.RIGHT_ARROW)
- if wait:
- time.sleep(key_gap_time+time_in)
- def strat_key_press(time_in):
- kbd.press(Keycode.LEFT_CONTROL)
- time.sleep(0.055+time_in)
- def strat_key_release():
- kbd.release(Keycode.LEFT_CONTROL)
- # Key Binds
- # Example
- def YA_BASIC():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- # Base
- def base_renforce():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def base_resupply():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def base_seaf_art():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def base_sos():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def base_eagle_rearm():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- # Orbitals
- def orb_precision_strike():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def orb_laser():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def orb_gas_strike():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def orb_smoke_strike():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def orb_railcannon_strike():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def orb_ems_strike():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def orb_gatling_barrage():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def orb_airburst_strike():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def orb_120mm_barrage():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def orb_380mm_barrage():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def orb_walking_barrage():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def orb_napalm_barrage():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- # Guns
- def gun_stalwart():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def gun_machine():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def gun_heavy_machine():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def gun_anti_material():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def gun_exp_anti_tank():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def gun_commando():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def gun_recoilless_rifle():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def gun_railgun():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def gun_grenade():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def gun_flame_thrower():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def gun_arc_thrower():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def gun_auto_cannon():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def gun_spear():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def gun_laser_cannon():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def gun_quaser_cannon():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def gun_sterilizer():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def gun_wasp():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def gun_airburst_rocket():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- # Backpack
- def bp_jump_pack():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def bp_las_guard_dog():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def bp_guard_dog():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def bp_gas_guard_dog():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def bp_supply():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def bp_shield_gen():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def bp_ballistic_shield():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def bp_directional_shield():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- # Sentry
- def sen_shield():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def sen_gatling():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def sen_machine():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def sen_flame():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def sen_arc_tower():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def sen_mortar():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def sen_mortar_ems():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def sen_auto_cannon():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def sen_rocket():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def sen_mines():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def sen_mines_incendiary():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def sen_mines_tank():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def sen_hmg_emplacement():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def sen_anti_tank_emplacement():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- # Eagle
- def eagle_five_hundred_kg():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def eagle_airstrike():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def eagle_smoke():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def eagle_cluster():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def eagle_strafing_run():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def eagle_napalm():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def eagle_110mm():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- # Vehicle
- def veh_patriot():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def veh_emancipator():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- def veh_fast_recon():
- with ActionInProgress() as action:
- strat_key_press(random.randrange(1, max_time)/1000)
- p_left(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_right(random.randrange(1, max_time)/1000)
- p_down(random.randrange(1, max_time)/1000)
- p_up(random.randrange(1, max_time)/1000, False)
- strat_key_release()
- while True:
- event = kp.events.get()
- if event:
- if event.pressed:
- # print("Key pressed:", event.key_number)
- # First Row ###################################################
- if event.key_number == 0:
- with ActionInProgress():
- base_resupply()
- # kbd.press(Keycode.A)
- # kbd.release(Keycode.A)
- elif event.key_number == 1:
- with ActionInProgress():
- gun_laser_cannon()
- elif event.key_number == 2:
- with ActionInProgress():
- gun_spear()
- elif event.key_number == 3:
- with ActionInProgress():
- gun_heavy_machine()
- elif event.key_number == 4:
- with ActionInProgress():
- gun_auto_cannon()
- elif event.key_number == 5:
- with ActionInProgress():
- bp_shield_gen()
- elif event.key_number == 6:
- with ActionInProgress():
- bp_las_guard_dog()
- # Second Row ###################################################
- elif event.key_number == 7:
- with ActionInProgress():
- sen_machine()
- elif event.key_number == 8:
- with ActionInProgress():
- sen_auto_cannon()
- elif event.key_number == 9:
- with ActionInProgress():
- sen_mortar_ems()
- elif event.key_number == 10:
- with ActionInProgress():
- sen_hmg_emplacement()
- elif event.key_number == 11:
- with ActionInProgress():
- bp_jump_pack()
- elif event.key_number == 12:
- with ActionInProgress():
- veh_patriot ()
- elif event.key_number == 13:
- with ActionInProgress():
- base_seaf_art()
- # Third Row ###################################################
- elif event.key_number == 14:
- with ActionInProgress():
- base_renforce()
- elif event.key_number == 15:
- with ActionInProgress():
- eagle_airstrike()
- elif event.key_number == 16:
- with ActionInProgress():
- eagle_five_hundred_kg()
- elif event.key_number == 17:
- with ActionInProgress():
- eagle_cluster()
- elif event.key_number == 18:
- with ActionInProgress():
- orb_napalm_barrage()
- elif event.key_number == 19:
- with ActionInProgress():
- orb_laser()
- elif event.key_number == 20:
- with ActionInProgress():
- orb_railcannon_strike()
- # else:
- # print("Key released:", event.key_number)
- #
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