Release 0.9.0
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252
bot/modules/locations/__init__.py
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252
bot/modules/locations/__init__.py
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from bot.module import Module
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from bot import loaded_modules_dict
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from time import time
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import math
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class Locations(Module):
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dom_element_root = list
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dom_element_select_root = list
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default_max_locations = int
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standard_location_shape = str
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def __init__(self):
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setattr(self, "default_options", {
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"module_name": self.get_module_identifier()[7:],
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"dom_element_root": ["%dom_element_identifier%"],
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"dom_element_select_root": ["%dom_element_identifier%", "selected_by"],
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"default_max_locations": 3,
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"standard_location_shape": "rectangular",
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"run_observer_interval": 3,
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"run_observer_interval_idle": 10
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})
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setattr(self, "required_modules", [
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'module_dom',
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'module_dom_management',
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'module_game_environment',
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'module_players',
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'module_telnet',
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'module_webserver'
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])
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self.next_cycle = 0
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self.all_available_actions_dict = {}
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self.all_available_widgets_dict = {}
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Module.__init__(self)
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@staticmethod
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def get_module_identifier():
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return "module_locations"
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# region Standard module stuff
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def setup(self, options=dict):
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Module.setup(self, options)
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self.run_observer_interval = self.options.get(
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"run_observer_interval", self.default_options.get("run_observer_interval", None)
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)
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self.run_observer_interval_idle = self.options.get(
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"run_observer_interval_idle", self.default_options.get("run_observer_interval_idle", None)
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)
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self.dom_element_root = self.options.get(
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"dom_element_root", self.default_options.get("dom_element_root", None)
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)
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self.dom_element_select_root = self.options.get(
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"dom_element_select_root", self.default_options.get("dom_element_select_root", None)
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)
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self.default_max_locations = self.options.get(
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"default_max_locations", self.default_options.get("default_max_locations", None)
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)
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self.standard_location_shape = self.options.get(
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"standard_location_shape", self.default_options.get("standard_location_shape", None)
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)
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# endregion
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def start(self):
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""" all modules have been loaded and initialized by now. we can bend the rules here."""
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Module.start(self)
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# endregion
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def get_elements_by_type(self, location_type: str, var=None):
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if var is None:
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active_dataset = self.dom.data.get("module_game_environment", {}).get("active_dataset", None)
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var = (
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self.dom.data
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.get("module_locations", {})
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.get("elements", {})
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.get(active_dataset, {})
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)
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if hasattr(var, 'items'):
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for k, v in var.items():
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if k == "type":
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if location_type in v:
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yield var
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if isinstance(v, dict):
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for result in self.get_elements_by_type(location_type, v):
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yield result
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elif isinstance(v, list):
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for d in v:
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for result in self.get_elements_by_type(location_type, d):
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yield result
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@staticmethod
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def get_location_volume(location_dict):
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"""
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Calculate the 3D volume coordinates for a box-shaped location.
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Handles different map quadrants (SW, SE, NE, NW) with appropriate
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coordinate adjustments for the game's coordinate system.
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Args:
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location_dict: Dictionary containing shape, dimensions, and coordinates
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Returns:
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Dictionary with pos_x, pos_y, pos_z, pos_x2, pos_y2, pos_z2
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or None if not a box shape
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"""
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shape = location_dict.get("shape", None)
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if shape != "box":
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return None
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dimensions = location_dict.get("dimensions", None)
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coords = location_dict.get("coordinates", None)
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# Convert coordinates to integers
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x = int(float(coords["x"]))
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y = int(float(coords["y"]))
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z = int(float(coords["z"]))
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width = float(dimensions["width"])
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height = float(dimensions["height"])
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length = float(dimensions["length"])
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# Determine quadrant and calculate adjustments
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is_west = x < 0 # West quadrants (SW, NW)
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is_south = z < 0 # South quadrants (SW, SE)
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# Base coordinates
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pos_x = x - 1 if is_west else x
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pos_z = z - 1
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# Z2 adjustment depends on quadrant
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z2_offset = -2 if is_south else -1
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return {
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"pos_x": pos_x,
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"pos_y": y,
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"pos_z": pos_z,
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"pos_x2": int(x - width),
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"pos_y2": int(y + height - 1),
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"pos_z2": int(z + length + z2_offset)
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}
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@staticmethod
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def _is_inside_sphere(player_pos, center, radius):
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"""Check if position is inside a 3D sphere."""
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distance = math.sqrt(
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(player_pos['x'] - center['x']) ** 2 +
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(player_pos['y'] - center['y']) ** 2 +
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(player_pos['z'] - center['z']) ** 2
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)
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return distance <= radius
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@staticmethod
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def _is_inside_circle(player_pos, center, radius):
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"""Check if position is inside a 2D circle (ignores Y axis)."""
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distance = math.sqrt(
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(player_pos['x'] - center['x']) ** 2 +
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(player_pos['z'] - center['z']) ** 2
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)
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return distance <= radius
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@staticmethod
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def _is_inside_box(player_pos, corner, dimensions):
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"""Check if position is inside a 3D box."""
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return all([
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player_pos['x'] - dimensions['width'] <= corner['x'] <= player_pos['x'] + dimensions['width'],
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player_pos['y'] - dimensions['height'] <= corner['y'] <= player_pos['y'] + dimensions['height'],
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player_pos['z'] - dimensions['length'] <= corner['z'] <= player_pos['z'] + dimensions['length']
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])
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@staticmethod
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def _is_inside_rectangle(player_pos, corner, dimensions):
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"""Check if position is inside a 2D rectangle (ignores Y axis)."""
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return all([
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player_pos['x'] - dimensions['width'] <= corner['x'] <= player_pos['x'] + dimensions['width'],
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player_pos['z'] - dimensions['length'] <= corner['z'] <= player_pos['z'] + dimensions['length']
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])
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@staticmethod
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def position_is_inside_boundary(position_dict=None, boundary_dict=None):
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"""
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Check if a position is inside a boundary shape.
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Supports multiple shape types: spherical, circle, box, rectangular.
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Args:
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position_dict: Dictionary with 'pos' containing x, y, z coordinates
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boundary_dict: Dictionary with 'shape', 'dimensions', 'coordinates'
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Returns:
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bool: True if position is inside boundary, False otherwise
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"""
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if not all([position_dict, boundary_dict]):
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return False
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shape = boundary_dict.get("shape")
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dimensions = boundary_dict.get("dimensions")
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coordinates = boundary_dict.get("coordinates")
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if not all([shape, dimensions, coordinates]):
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return False
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# Extract player position
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player_pos = {
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'x': float(position_dict.get("pos", {}).get("x", 0)),
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'y': float(position_dict.get("pos", {}).get("y", 0)),
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'z': float(position_dict.get("pos", {}).get("z", 0))
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}
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# Extract boundary center/corner coordinates
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boundary_coords = {
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'x': float(coordinates.get("x", 0)),
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'y': float(coordinates.get("y", 0)),
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'z': float(coordinates.get("z", 0))
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}
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# Check shape type and delegate to appropriate helper
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if shape == "spherical":
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radius = float(dimensions.get("radius", 0))
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return Locations._is_inside_sphere(player_pos, boundary_coords, radius)
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elif shape == "circle":
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radius = float(dimensions.get("radius", 0))
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return Locations._is_inside_circle(player_pos, boundary_coords, radius)
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elif shape == "box":
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dims = {
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'width': float(dimensions.get("width", 0)),
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'height': float(dimensions.get("height", 0)),
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'length': float(dimensions.get("length", 0))
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}
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return Locations._is_inside_box(player_pos, boundary_coords, dims)
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elif shape == "rectangular":
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dims = {
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'width': float(dimensions.get("width", 0)),
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'length': float(dimensions.get("length", 0))
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}
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return Locations._is_inside_rectangle(player_pos, boundary_coords, dims)
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return False
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def run(self):
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while not self.stopped.wait(self.next_cycle):
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profile_start = time()
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self.last_execution_time = time() - profile_start
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self.next_cycle = self.run_observer_interval - self.last_execution_time
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loaded_modules_dict[Locations().get_module_identifier()] = Locations()
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