mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-26 13:12:30 -06:00
228 lines
5.9 KiB
Python
228 lines
5.9 KiB
Python
from toontown.suit import SuitDNA
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import types
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from toontown.toonbase import TTLocalizer
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from direct.showbase import PythonUtil
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from otp.otpbase import OTPGlobals
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from toontown.battle import SuitBattleGlobals
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PartsPerSuit = (10,
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10,
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10,
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10)
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PartsPerSuitBitmasks = (56411,
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56411,
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56411,
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56411)
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AllBits = 56411
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MinPartLoss = 1
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MaxPartLoss = 2
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leftLegUpper = 1
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leftLegLower = 2
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leftLegFoot = 4
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rightLegUpper = 8
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rightLegLower = 16
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rightLegFoot = 32
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torsoLeftShoulder = 64
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torsoRightShoulder = 128
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torsoChest = 256
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torsoHealthMeter = 512
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torsoPelvis = 1024
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leftArmUpper = 2048
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leftArmLower = 4096
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leftArmHand = 8192
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rightArmUpper = 16384
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rightArmLower = 32768
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rightArmHand = 65536
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upperTorso = torsoLeftShoulder
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leftLegIndex = 0
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rightLegIndex = 1
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torsoIndex = 2
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leftArmIndex = 3
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rightArmIndex = 4
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PartsQueryShifts = (leftLegUpper,
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rightLegUpper,
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torsoLeftShoulder,
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leftArmUpper,
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rightArmUpper)
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PartsQueryMasks = (leftLegFoot + leftLegLower + leftLegUpper,
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rightLegFoot + rightLegLower + rightLegUpper,
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torsoPelvis + torsoHealthMeter + torsoChest + torsoRightShoulder + torsoLeftShoulder,
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leftArmHand + leftArmLower + leftArmUpper,
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rightArmHand + rightArmLower + rightArmUpper)
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PartNameStrings = TTLocalizer.CogPartNames
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SimplePartNameStrings = TTLocalizer.CogPartNamesSimple
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PartsQueryNames = ({1: PartNameStrings[0],
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2: PartNameStrings[1],
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4: PartNameStrings[2],
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8: PartNameStrings[3],
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16: PartNameStrings[4],
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32: PartNameStrings[5],
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64: PartNameStrings[6],
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128: PartNameStrings[7],
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256: PartNameStrings[8],
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512: PartNameStrings[9],
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1024: PartNameStrings[10],
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2048: PartNameStrings[11],
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4096: PartNameStrings[12],
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8192: PartNameStrings[13],
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16384: PartNameStrings[14],
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32768: PartNameStrings[15],
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65536: PartNameStrings[16]},
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{1: PartNameStrings[0],
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2: PartNameStrings[1],
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4: PartNameStrings[2],
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8: PartNameStrings[3],
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16: PartNameStrings[4],
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32: PartNameStrings[5],
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64: SimplePartNameStrings[0],
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128: SimplePartNameStrings[0],
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256: SimplePartNameStrings[0],
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512: SimplePartNameStrings[0],
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1024: PartNameStrings[10],
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2048: PartNameStrings[11],
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4096: PartNameStrings[12],
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8192: PartNameStrings[13],
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16384: PartNameStrings[14],
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32768: PartNameStrings[15],
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65536: PartNameStrings[16]},
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{1: PartNameStrings[0],
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2: PartNameStrings[1],
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4: PartNameStrings[2],
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8: PartNameStrings[3],
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16: PartNameStrings[4],
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32: PartNameStrings[5],
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64: SimplePartNameStrings[0],
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128: SimplePartNameStrings[0],
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256: SimplePartNameStrings[0],
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512: SimplePartNameStrings[0],
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1024: PartNameStrings[10],
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2048: PartNameStrings[11],
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4096: PartNameStrings[12],
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8192: PartNameStrings[12],
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16384: PartNameStrings[14],
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32768: PartNameStrings[15],
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65536: PartNameStrings[15]},
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{1: PartNameStrings[0],
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2: PartNameStrings[1],
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4: PartNameStrings[1],
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8: PartNameStrings[3],
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16: PartNameStrings[4],
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32: PartNameStrings[4],
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64: SimplePartNameStrings[0],
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128: SimplePartNameStrings[0],
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256: SimplePartNameStrings[0],
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512: SimplePartNameStrings[0],
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1024: PartNameStrings[10],
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2048: PartNameStrings[11],
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4096: PartNameStrings[12],
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8192: PartNameStrings[12],
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16384: PartNameStrings[14],
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32768: PartNameStrings[15],
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65536: PartNameStrings[15]})
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suitTypes = PythonUtil.Enum(('NoSuit', 'NoMerits', 'FullSuit'))
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def makeMeritHierarchy(baseMerits):
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meritHierarchy = []
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for _ in xrange(SuitDNA.suitsPerDept):
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meritTier = []
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for _ in xrange(SuitDNA.levelsPerSuit):
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baseMerits += (baseMerits*25) / 100
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meritTier.append(baseMerits)
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meritHierarchy.append(tuple(meritTier))
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baseMerits /= 2
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return meritHierarchy
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MeritsPerLevel = makeMeritHierarchy(100) # Bossbot
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MeritsPerLevel += makeMeritHierarchy(75) # Lawbot
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MeritsPerLevel += makeMeritHierarchy(50) # Cashbot
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MeritsPerLevel += makeMeritHierarchy(25) # Sellbot
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def getNextPart(parts, partIndex, dept):
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dept = dept2deptIndex(dept)
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needMask = PartsPerSuitBitmasks[dept] & PartsQueryMasks[partIndex]
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haveMask = parts[dept] & PartsQueryMasks[partIndex]
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nextPart = ~needMask | haveMask
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nextPart = nextPart ^ nextPart + 1
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nextPart = nextPart + 1 >> 1
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return nextPart
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def getPartName(partArray):
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index = 0
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for part in partArray:
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if part:
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return PartsQueryNames[index][part]
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index += 1
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def isSuitComplete(parts, dept):
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dept = dept2deptIndex(dept)
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for p in xrange(len(PartsQueryMasks)):
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if getNextPart(parts, p, dept):
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return 0
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return 1
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def isPaidSuitComplete(av, parts, dept):
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isPaid = 0
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base = getBase()
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if av and av.getGameAccess() == OTPGlobals.AccessFull:
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isPaid = 1
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if isPaid:
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if isSuitComplete(parts, dept):
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return 1
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return 0
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def getTotalMerits(toon, index):
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from toontown.battle import SuitBattleGlobals
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cogIndex = toon.cogTypes[index] + SuitDNA.suitsPerDept * index
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cogTypeStr = SuitDNA.suitHeadTypes[cogIndex]
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cogBaseLevel = SuitBattleGlobals.SuitAttributes[cogTypeStr]['level']
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cogLevel = toon.cogLevels[index] - cogBaseLevel
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cogLevel = max(min(cogLevel, len(MeritsPerLevel[cogIndex]) - 1), 0)
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return MeritsPerLevel[cogIndex][cogLevel]
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def getTotalParts(bitString, shiftWidth = 32):
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sum = 0
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for shift in xrange(0, shiftWidth):
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sum = sum + (bitString >> shift & 1)
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return sum
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def asBitstring(number):
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array = []
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shift = 0
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if number == 0:
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array.insert(0, '0')
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while pow(2, shift) <= number:
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if number >> shift & 1:
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array.insert(0, '1')
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else:
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array.insert(0, '0')
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shift += 1
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str = ''
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for i in xrange(0, len(array)):
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str = str + array[i]
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return str
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def asNumber(bitstring):
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num = 0
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for i in xrange(0, len(bitstring)):
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if bitstring[i] == '1':
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num += pow(2, len(bitstring) - 1 - i)
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return num
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def dept2deptIndex(dept):
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if type(dept) == types.StringType:
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dept = SuitDNA.suitDepts.index(dept)
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return dept
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