refactor: decouple sim from framework, remove voxel geometry
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41 changed files with 477 additions and 2407 deletions
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@ -1,4 +1,5 @@
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(local pxl8 (require :pxl8))
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(local bit (require :bit))
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(local effects (require :pxl8.effects))
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(local net (require :pxl8.net))
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@ -10,36 +11,37 @@
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(local bob-amount 4.0)
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(local bob-speed 8.0)
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(local cam-smoothing 0.25)
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(local ceiling-height 120)
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(local chunk-size 64)
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(local cursor-sensitivity 0.010)
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(local gravity 600)
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(local grid-size 64)
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(local jump-velocity 180)
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(local land-recovery-speed 20)
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(local land-squash-amount -4)
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(local max-pitch 1.5)
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(local move-speed 200)
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(local player-eye-height 64)
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(local player-height 72)
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(local player-radius 12)
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(local step-height 24)
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(local day-length 1800)
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(local turn-speed 4.0)
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(local SIM_FLAG_GROUNDED 4)
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(local sim-cfg (pxl8.sim_config {:move_speed 150
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:gravity 600
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:jump_velocity 180
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:player_radius 12
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:player_height 72
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:max_pitch 1.5
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:friction 6.0
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:ground_accel 10.0
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:air_accel 1.0
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:stop_speed 100.0}))
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(var auto-run-cancel-key nil)
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(var auto-run? false)
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(var was-auto-running false)
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(var bob-time 0)
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(var cam-pitch 0)
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(var day-time 0)
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(var cam-x 416)
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(var cam-y 600)
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(var cam-y 0)
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(var cam-yaw 0)
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(var cam-z 416)
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(var camera nil)
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(var ceiling-tex nil)
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(var floor-tex nil)
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(var grounded true)
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(var land-squash 0)
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(var last-dt 0.016)
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(var light-time 0)
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@ -51,37 +53,16 @@
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(var real-time 0)
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(var smooth-cam-x 416)
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(var smooth-cam-z 416)
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(var vel-y 0)
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(var was-grounded true)
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(var trim-tex nil)
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(var wall-tex nil)
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(var world nil)
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(local cursor-look? true)
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(local MOSS_COLOR 200)
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(local PLASTER_COLOR 16)
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(local STONE_FLOOR_START 37)
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(local STONE_WALL_START 2)
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(local WOOD_COLOR 88)
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(fn find-floor [x y z in-bsp]
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(if (not world)
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0
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(if in-bsp
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0
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(let [start-y (math.max (+ y 64) 256)
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ray (world:ray x start-y z x (- y 1000) z)]
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(if ray.hit
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(+ ray.point.y 1)
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128)))))
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(fn find-ceiling [x y z max-height]
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(if (not world)
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nil
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(let [ray (world:ray x (+ y 1) z x (+ y max-height) z)]
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(if ray.hit
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(- ray.point.y 1)
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nil))))
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(fn preload []
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(when (not network)
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(set network (net.get))
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@ -90,6 +71,7 @@
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(when (not world)
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(set world (pxl8.get_world))
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(when world
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(world:set_sim_config sim-cfg)
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(world:init_local_player cam-x cam-y cam-z))))
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(fn is-connected []
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@ -126,6 +108,11 @@
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(sky.generate-stars)
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(preload)
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(when world
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(world:init_local_player cam-x cam-y cam-z)
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(set smooth-cam-x cam-x)
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(set smooth-cam-z cam-z))
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(when (not ceiling-tex)
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(set ceiling-tex (textures.plaster-wall 66666 PLASTER_COLOR)))
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(when (not floor-tex)
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@ -149,9 +136,6 @@
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(set bsp-materials-setup true))))))
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(fn sample-input []
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(var move-forward 0)
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(var move-right 0)
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(when (pxl8.key_pressed "`")
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(set auto-run? (not auto-run?))
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(when (and auto-run? (pxl8.key_down "w"))
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@ -163,19 +147,15 @@
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(when (and auto-run-cancel-key (not (pxl8.key_down auto-run-cancel-key)))
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(set auto-run-cancel-key nil))
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(when (or (pxl8.key_down "w") auto-run?)
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(set move-forward (+ move-forward 1)))
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(when (and (pxl8.key_down "s") (not= auto-run-cancel-key "s"))
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(set move-forward (- move-forward 1)))
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(when (pxl8.key_down "a")
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(set move-right (- move-right 1)))
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(when (pxl8.key_down "d")
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(set move-right (+ move-right 1)))
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(set was-auto-running auto-run?)
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{:move_x move-right
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:move_y move-forward
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:look_dx (pxl8.mouse_dx)
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:look_dy (pxl8.mouse_dy)})
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(pxl8.make_input_msg
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{:move_x (+ (if (pxl8.key_down "d") 1 0) (if (pxl8.key_down "a") -1 0))
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:move_y (+ (if (or (pxl8.key_down "w") auto-run?) 1 0)
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(if (and (pxl8.key_down "s") (not= auto-run-cancel-key "s")) -1 0))
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:look_dx (pxl8.mouse_dx)
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:look_dy (pxl8.mouse_dy)
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:buttons (if (pxl8.key_down "space") 1 0)}))
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(fn update [dt]
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(set last-dt dt)
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@ -185,137 +165,81 @@
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(set portal-cooldown (- portal-cooldown dt)))
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(when (and world network (<= portal-cooldown 0))
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(let [chunk (world:active_chunk)
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in-bsp (not= chunk nil)
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(door-x door-z) (entities.get-door-position)
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(let [(door-x door-z) (entities.get-door-position)
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door-radius (entities.get-door-radius)
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dist-to-door (math.sqrt (+ (* (- cam-x door-x) (- cam-x door-x))
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(* (- cam-z door-z) (- cam-z door-z))))]
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(when (< dist-to-door door-radius)
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(if in-bsp
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(do
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(pxl8.info "Exiting through door...")
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(let [exit-x (+ door-x 50)
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exit-z door-z
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exit-y 600]
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(network:exit_chunk exit-x exit-y exit-z)
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(set cam-x exit-x)
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(set cam-z exit-z)
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(set cam-y exit-y))
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(set vel-y 0)
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(set grounded false)
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(set smooth-cam-x cam-x)
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(set smooth-cam-z cam-z)
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(set bsp-materials-setup false)
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(set portal-cooldown 2.0))
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(do
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(pxl8.info "Entering through door...")
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(network:enter_chunk 1)
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(set cam-x 416)
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(set cam-z 416)
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(set cam-y 0)
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(set vel-y 0)
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(set grounded true)
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(set smooth-cam-x 416)
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(set smooth-cam-z 416)
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(set portal-cooldown 2.0))))))
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(let [current-id (network:chunk_id)]
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(if (= current-id 1)
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(do
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(pxl8.info "Door: BSP 1 -> BSP 2")
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(network:enter_scene 1 2 416 0 416)
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(world:init_local_player 416 0 416)
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(set cam-x 416)
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(set cam-y 0)
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(set cam-z 416)
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(set smooth-cam-x 416)
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(set smooth-cam-z 416)
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(set bsp-materials-setup false)
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(set portal-cooldown 2.0))
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(= current-id 2)
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(do
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(pxl8.info "Door: BSP 2 -> BSP 1")
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(network:enter_scene 1 1 416 0 416)
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(world:init_local_player 416 0 416)
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(set cam-x 416)
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(set cam-y 0)
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(set cam-z 416)
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(set smooth-cam-x 416)
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(set smooth-cam-z 416)
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(set bsp-materials-setup false)
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(set portal-cooldown 2.0)))))))
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(let [chunk (world:active_chunk)
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chunk-id (if network (network:chunk_id) -1)
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expecting-bsp (> chunk-id 0)
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voxel-space (and (not chunk) (= chunk-id 0))
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ready (or voxel-space (and chunk (chunk:ready)))]
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(when world
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(let [input (sample-input)
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grid-max (if voxel-space 100000 (* grid-size chunk-size))
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movement-yaw cam-yaw]
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(let [input-msg (sample-input)
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player (world:local_player)]
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(let [player (world:local_player)]
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(when player
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(set cam-x player.pos.x)
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(set cam-y player.pos.y)
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(set cam-z player.pos.z)
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(set cam-yaw player.yaw)
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(set cam-pitch player.pitch)))
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(world:push_input input-msg)
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(when (and voxel-space grounded)
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(let [floor-y (find-floor cam-x cam-y cam-z false)
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height-diff (- floor-y cam-y)]
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(if (and (>= height-diff (- step-height)) (<= height-diff step-height))
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(let [lerp-speed 0.3
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smooth-y (+ (* cam-y (- 1 lerp-speed)) (* floor-y lerp-speed))]
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(set cam-y smooth-y))
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(when (< height-diff (- step-height))
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(set grounded false)))))
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(when player
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(set cam-x player.pos.x)
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(set cam-y player.pos.y)
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(set cam-z player.pos.z)
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(set cam-yaw player.yaw)
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(set cam-pitch player.pitch))
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(let [now-grounded (if player (not= (bit.band player.flags SIM_FLAG_GROUNDED) 0) true)]
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(when (and (not was-grounded) now-grounded)
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(set land-squash land-squash-amount))
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(set was-grounded now-grounded))
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(set smooth-cam-x (+ (* smooth-cam-x (- 1 cam-smoothing)) (* cam-x cam-smoothing)))
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(set smooth-cam-z (+ (* smooth-cam-z (- 1 cam-smoothing)) (* cam-z cam-smoothing)))
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(when (and (pxl8.key_pressed "space") grounded)
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(set vel-y jump-velocity)
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(set grounded false))
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(when (or (not grounded) (not= vel-y 0))
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(set vel-y (- vel-y (* gravity dt)))
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(if (> vel-y 0)
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(let [new-y (+ cam-y (* vel-y dt))
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head-y (+ new-y player-height)
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ceiling-y (if voxel-space
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(find-ceiling cam-x cam-y cam-z 200)
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ceiling-height)]
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(if (and ceiling-y (>= head-y ceiling-y))
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(do
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(set cam-y (- ceiling-y player-height))
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(set vel-y 0))
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(set cam-y new-y)))
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(let [new-y (+ cam-y (* vel-y dt))
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floor-y (find-floor cam-x cam-y cam-z (not voxel-space))]
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(if (<= new-y floor-y)
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(do
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(set cam-y floor-y)
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(set land-squash land-squash-amount)
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(set vel-y 0)
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(set grounded true))
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(do
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(set cam-y new-y)
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(set grounded false))))))
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(when (< land-squash 0)
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(set land-squash (math.min 0 (+ land-squash (* land-recovery-speed dt)))))
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(let [moving (or (not= input.move_x 0) (not= input.move_y 0))]
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(if (and moving grounded)
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(let [moving (or (not= input-msg.move_x 0) (not= input-msg.move_y 0))]
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(if (and moving was-grounded)
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(set bob-time (+ bob-time (* dt bob-speed)))
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(let [target-phase (* (math.floor (/ bob-time math.pi)) math.pi)]
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(set bob-time (+ (* bob-time 0.8) (* target-phase 0.2))))))
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(set day-time (% (+ day-time (/ dt day-length)) 1))
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(set light-time (+ light-time (* dt 0.5)))
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(set real-time (+ real-time dt))))))
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(set real-time (+ real-time dt)))))
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(fn frame []
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(pxl8.clear 1)
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(when (not camera)
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(pxl8.error "camera is nil!"))
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(when (not world)
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(pxl8.error "world is nil!"))
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(when (or (not camera) (not world))
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(lua "return"))
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(let [chunk (when world (world:active_chunk))
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expecting-bsp (and network (> (network:chunk_id) 0))
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voxel-space (and world (not chunk) (not expecting-bsp))
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ready (or voxel-space (and chunk (chunk:ready)))]
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ready (and chunk (chunk:ready))]
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(when (not camera)
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(pxl8.text "camera nil" 5 30 12))
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(when (not world)
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(pxl8.text "world nil" 5 40 12))
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(when (and world (not ready))
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(pxl8.text (.. "Waiting... chunk=" (tostring chunk) " voxel=" (tostring voxel-space)) 5 50 12))
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(when (and camera world)
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(when ready
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(let [bob-offset (* (math.sin bob-time) bob-amount)
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eye-y (+ cam-y player-eye-height bob-offset land-squash)
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forward-x (- (math.sin cam-yaw))
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@ -364,7 +288,7 @@
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(when chunk
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(entities.render-fireball light-x light-y light-z (menu.is-wireframe)))
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(entities.render-door (menu.is-wireframe) (if voxel-space 128 0))
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(entities.render-door (menu.is-wireframe) 0)
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(pxl8.end_frame_3d)
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