mirror of
https://github.com/bryanthaboi/gen1recomp
synced 2026-10-06 09:05:48 -04:00
361 lines
16 KiB
Lua
361 lines
16 KiB
Lua
-- The player: tile-grid movement with pixel interpolation, faithful to the
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-- original's feel: facing changes on a short tap, movement is tile-by-tile
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-- at 1px per frame (16 frames per step), input locked while stepping.
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local Collision = require("src.world.Collision")
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local FieldDefaults = require("src.world.FieldDefaults")
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local GameVersion = require("src.core.GameVersion")
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local Runtime = require("src.mods.Runtime")
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local SpriteRenderer = require("src.render.SpriteRenderer")
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local Player = {}
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Player.__index = Player
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local STEP_FRAMES = 16
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-- a turn in place blocks movement for the one extra OverworldLoop pass the
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-- original spends after a direction change: .handleDirectionButtonPress ends
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-- `jp OverworldLoop` (home/overworld.asm), and OverworldLoop burns two
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-- DelayFrame calls before the next JoypadOverworld, so the step can only
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-- commit at the following poll -- the same 2-frames-per-iteration cadence
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-- that makes STEP_FRAMES 16 above (wWalkCounter = 8, 2px per
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-- AdvancePlayerSprite).
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-- Those polls sit on a 2-frame grid, so the hardware samples a press 0 or 1
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-- frames after the d-pad physically goes down and the release deadline lands
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-- 2 or 3 frames after that. We sample on the frame the button goes down
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-- with none of that poll latency, so a flat 2 handed every tap the tightest
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-- case the original could produce; 4 covers the grid instead of
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-- undercutting it (#415).
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local TURN_FRAMES = 4
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-- The on-screen d-pad cannot produce a 60ms tap: a finger press and release
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-- run well past it even before the OS batches the touch events, so the
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-- overlay gets a longer window than a physical pad (#415).
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local TOUCH_TURN_FRAMES = 8
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function Player.new(data, cx, cy, facing)
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local self = setmetatable({}, Player)
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self.stepFrames = FieldDefaults.world(data, "stepFrames") or STEP_FRAMES
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self.bikeStepFrames = FieldDefaults.world(data, "bikeStepFrames")
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self.turnFrames = FieldDefaults.world(data, "turnFrames") or TURN_FRAMES
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-- field.playerSprites: which sprite ids the player wears on foot, on the
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-- water and on the bicycle (LoadPlayerSpriteGraphics /
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-- LoadSurfingPlayerSpriteGraphics, home/overworld.asm)
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local walkId = FieldDefaults.fieldValue(data, "playerSprites", "walk")
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local surfId = FieldDefaults.fieldValue(data, "playerSprites", "surf")
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local surfPikaId = FieldDefaults.fieldValue(data, "playerSprites", "surfPikachu")
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local bikeId = FieldDefaults.fieldValue(data, "playerSprites", "bike")
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self.sprite = SpriteRenderer.new(data.sprites[walkId], "player")
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if surfId and data.sprites[surfId] then
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self.surfSprite = SpriteRenderer.new(data.sprites[surfId], "player")
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end
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-- Yellow's surfing-Pikachu ride (Yellow LoadSurfingPlayerSpriteGraphics2,
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-- paired with field.playerSprites.surfPikachu). rotated in at pose()
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-- when the SURF-mon is a Pikachu.
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if surfPikaId and data.sprites[surfPikaId] then
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self.surfPikachuSprite = SpriteRenderer.new(data.sprites[surfPikaId], "player")
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end
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if bikeId and data.sprites[bikeId] then
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self.bikeSprite = SpriteRenderer.new(data.sprites[bikeId], "player")
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end
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-- the ledge-hop shadow quarter-tile (gfx/overworld/shadow.png,
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-- LedgeHoppingShadow, engine/overworld/ledges.asm)
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local fx = data.field and data.field.overworldFx
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if fx and fx.shadow then
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local ok, img = pcall(love.graphics.newImage, fx.shadow.path)
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self.shadowImg = ok and img or nil
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end
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-- FishingAnim (engine/overworld/player_animations.asm) patches tiles
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-- $02/$06/$0a -- the bottom tile row of each standing frame -- with
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-- RedFishingTiles before it parks the rod OAM, so the rod stroke meets a
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-- pair of hands instead of ending in mid air (#384)
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if fx then
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local function posePath(name)
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local def = fx[name]
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return def and def.path or nil
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end
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local pose = { down = posePath("redFishFront"), up = posePath("redFishBack") }
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pose.left = posePath("redFishSide")
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pose.right = pose.left -- the side pose mirrors like the sprite (OAM_XFLIP)
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if pose.down or pose.up or pose.left then self.fishTiles = pose end
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end
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self.cellX, self.cellY = cx, cy
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self.px, self.py = cx * 16, cy * 16
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self.facing = facing or "down"
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self.moving = false
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self.progress = 0
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self.stepFlip = false
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self.turnTimer = 0
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-- wCheckFor180DegreeTurn (home/overworld.asm): the original only lets a
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-- turn in place happen on a poll whose previous pass found no direction
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-- held. It starts armed, tryMove spends it, and OverworldState:handleInput
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-- re-arms it from a standstill.
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self.turnArmed = true
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self.inputLocked = false
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return self
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end
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function Player:position()
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return self.cellX, self.cellY
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end
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-- How long a fresh turn holds the step off for; see TURN_FRAMES. The
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-- overlay is detected per source rather than by whether the touch controls
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-- are on screen, so a phone with a controller attached still gets the
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-- physical pad's window (Input:isTouchDown, src/core/Input.lua).
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function Player:turnWindow()
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local frames = self.turnFrames or TURN_FRAMES
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local input = require("src.core.Game").input
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if input and input.isTouchDown and input:isTouchDown(self.facing) then
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return math.max(frames, TOUCH_TURN_FRAMES)
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end
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return frames
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end
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-- the bicycle doubles walking speed (8 frames per step); movement.speed
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-- lets a mod multiply or replace that (running shoes, dash, etc.)
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-- DoBikeSpeedup is skipped mid-hop -- home/overworld.asm:283
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function Player:stepLength()
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local Game = require("src.core.Game")
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local save = Game.save
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local onBike = (save and save.onBike and not self.ledgeHop) or false
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local frames = onBike and self.bikeStepFrames or self.stepFrames or STEP_FRAMES
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if Runtime.wantsHook("movement.speed") then
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frames = Runtime.call("movement.speed", function(f) return f end, frames, {
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onBike = onBike,
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surfing = self.surfing and true or false,
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player = self,
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input = Game.input,
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save = save,
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})
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end
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return math.max(1, math.floor(tonumber(frames) or STEP_FRAMES))
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end
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-- Attempt to start a step; returns "moved"|"turned"|"blocked"|nil.
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function Player:tryMove(dir, map, entities)
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if self.moving or self.inputLocked then return nil end
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if self.facing ~= dir then
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self.facing = dir
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self.bumpFrames = nil -- turning to a new facing ends any wall-bonk cycle
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-- .handleDirectionButtonPress only reaches the turn while
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-- wCheckFor180DegreeTurn is still set, and .noDirectionButtonsPressed is
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-- the one place that sets it (home/overworld.asm), so a facing change
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-- made without the d-pad ever coming up steps straight away rather than
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-- paying the turn delay at every corner (#415)
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if self.turnArmed then
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self.turnArmed = false
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self.turnTimer = self:turnWindow()
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return "turned"
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end
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end
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if self.turnTimer > 0 then return nil end
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local ok, why = Collision.canMove(map, entities, self, dir)
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if not ok then
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-- Gen1: a blocked step still animates the player walking in place --
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-- the collision path spends the step's worth of frames running
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-- UpdateSprites before returning control, so the legs cycle without
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-- the cell changing (home/overworld.asm collision handling; issue
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-- #230). Re-armed every frame the direction is held into the wall;
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-- Player:update ticks the walk clock while it counts down, so releasing
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-- returns to the standing pose within a step's length.
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self.bumpFrames = self.stepFrames or STEP_FRAMES
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return "blocked", why
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end
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local tx, ty = Collision.target(self.cellX, self.cellY, dir)
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self.targetX, self.targetY = tx, ty
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self.moving = true
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self.bumpFrames = nil -- a real step supersedes any in-place bonk
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self.progress = 0
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self.stepFramesCur = self:stepLength()
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return "moved"
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end
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-- Advance one fixed step; returns true when a step just completed.
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function Player:update()
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-- land-frame walk pose lasts only through the draw after completion;
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-- the next update (idle or a chained step) clears it
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self.stepLanded = false
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-- Ledge-hop arc is cosmetic but must track the fixed 60Hz logic step,
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-- not love.draw's display refresh (issue #4: >59fps ended early).
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if self.hopFrames and self.hopFrames > 0 then
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self.hopFrames = self.hopFrames - 1
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end
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if self.turnTimer > 0 then
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self.turnTimer = self.turnTimer - 1
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end
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if self.spinning then
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self.spinTimer = (self.spinTimer or 0) + 1
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end
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if self.spinFrames then
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self.spinFrames = self.spinFrames - 1
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if self.spinFrames <= 0 then
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self.spinFrames = nil
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self.spinDrop = nil
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self.spinRise = nil -- teleport-out departure lift (#196)
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self.spinning = false
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end
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end
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-- wall-bonk walk-in-place (issue #230): while pushing into a wall the
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-- collision path keeps the walk clock running without moving the cell,
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-- so the sprite animates against the wall. Guarded on not-moving so a
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-- real step (which clears bumpFrames and advances animClock itself
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-- below) can never double-tick the leg cadence.
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if not self.moving and self.bumpFrames and self.bumpFrames > 0 then
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self.bumpFrames = self.bumpFrames - 1
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self.animClock = (self.animClock or 0) + 1
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end
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if not self.moving then return false end
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local stepLen = self.stepFramesCur or self.stepFrames or STEP_FRAMES
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self.progress = self.progress + 1
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-- the walk-cycle clock ticks once per real frame while moving, so the
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-- leg cadence stays constant when the bike halves stepFramesCur (only
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-- translation speed doubles, like UpdatePlayerSprite's frame counters)
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self.animClock = (self.animClock or 0) + 1
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local d = Collision.DELTA[self.facing]
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local px = math.floor(self.progress * 16 / stepLen)
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self.px = self.cellX * 16 + d[1] * px
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self.py = self.cellY * 16 + d[2] * px
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if self.progress >= stepLen then
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self.cellX, self.cellY = self.targetX, self.targetY
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self.targetX, self.targetY = nil, nil
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self.px, self.py = self.cellX * 16, self.cellY * 16
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self.moving = false
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self.stepFlip = not self.stepFlip
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-- keep animClock's pose on this frame (issue #82): bike steps land
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-- mid-cycle (animClock % 16 == 8), and walkPhase used to snap to
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-- stand whenever moving cleared -- a stand flash every tile on the
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-- bike, and sometimes after dismount when the clock is desynced
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self.stepLanded = true
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return true
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end
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return false
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end
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function Player:facingCell()
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return Collision.target(self.cellX, self.cellY, self.facing)
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end
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-- UpdatePlayerSprite jumps to .notMoving while BIT_FONT_LOADED is set
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-- -- engine/overworld/movement.asm:57
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local function textBoxUp()
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local stack = require("src.core.Game").stack
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local top = stack and stack.top and stack:top()
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return top ~= nil and not top.isOverworld
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end
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function Player:walkPhase()
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if textBoxUp() then return 0 end
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-- moving, the land-frame after a completed step, or an active wall-bonk
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-- (issue #230) animate; a standing sprite otherwise
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if not self.moving and not self.stepLanded
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and not (self.bumpFrames and self.bumpFrames > 0) then
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return 0
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end
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-- walk frame during the middle of each 16-frame animation cycle
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local p = (self.animClock or self.progress) % 16
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return (p >= 4 and p < 12) and 1 or 0
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end
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local SPIN_ORDER = { "down", "left", "up", "right" }
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-- What this frame renders to: the sheet, where it sits, which way it faces
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-- and how far through a step it is. Shared by the 2D draw below and by a
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-- render pipeline's own geometry (src/render/Pipelines.lua), so the two can
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-- never disagree about which sprite or facing is current.
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--
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-- The last return says the player is mid-ledge-hop, which is what the 2D
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-- path draws the ground shadow from and a 3D path turns into vertical lift.
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function Player:pose()
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local py = self.py
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local hopping = false
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-- ledge hops arc (set for 2 cells by the ledge handler); surfing bobs
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if self.hopFrames and self.hopFrames > 0 then
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local total = self.hopTotal or 32
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-- update runs before draw, so remaining N means N steps already
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-- consumed this hop → t matches the old draw-side post-decrement phase
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local t = 1 - self.hopFrames / total
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py = py - math.floor(10 * math.sin(t * math.pi) + 0.5)
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hopping = true
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elseif self.surfing then
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self.bobTimer = ((self.bobTimer or 0) + 1) % 32
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py = py + (self.bobTimer < 16 and 0 or 1)
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end
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local facing = self.facing
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local phase = self:walkPhase()
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-- alternate walk cycles mirror the up/down frame; derived from the
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-- fixed-rate animation clock so the bike's shorter steps don't double
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-- the leg cadence
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local flip = math.floor((self.animClock or 0) / 16) % 2 == 1
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if self.spinning then
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-- spinners.asm:1-11, home/overworld.asm:41-44, :268-272
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facing = SPIN_ORDER[math.floor((self.spinTimer or 0) / 2) % 4 + 1]
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phase, flip = 0, false
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-- teleport arrivals spin the sprite down into place
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-- (EnterMapAnim PlayerSpinWhileMovingDown)
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if self.spinFrames and self.spinDrop then
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py = py - math.floor(self.spinFrames * 24 / (self.spinTotal or 64))
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elseif self.spinFrames and self.spinRise then
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-- Dig/Teleport/Escape-Rope departures spin the sprite UP out of the
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-- map before the fade (LeaveMapAnim PlayerSpinWhileMovingUp) -- the
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-- mirror of the arrival spin-down: the lift grows from 0 as spinFrames
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-- counts down to 0 (#196), opposite sign to spinDrop above.
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local total = self.spinTotal or 64
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py = py - math.floor((total - self.spinFrames) * 24 / total)
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end
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end
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-- RodResponse (engine/items/item_effects.asm) zeroes wWalkBikeSurfState
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-- across FishingAnim, so casting from the water shows the on-foot sheet
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local sprite = (self.fishing and self.sprite)
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or (self.surfing and self.surfingPikachu and self.surfPikachuSprite)
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or (self.surfing and self.surfSprite)
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or (self.onBike and self.bikeSprite) or self.sprite
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return sprite, self.px, py, facing, phase, flip, hopping
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end
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function Player:draw(camX, camY)
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local sprite, px, py, facing, phase, flip, hopping = self:pose()
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-- the shadow stays on the ground under the jumper, mirrored out of the
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-- single 8x8 tile the ROM stores -- but the two engines lay it out
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-- differently, and their shadow.png tiles differ to match.
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-- RED/BLUE: a 2x2 block (normal/XFLIP/YFLIP/both) whose top-left sits
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-- 8px below the sprite's standing top-left (LoadHoppingShadowOAM +
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-- LedgeHoppingShadowOAMBlock at "lb bc, $54, $48",
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-- engine/overworld/ledges.asm); its tile is blank above the bottom
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-- four rows, so the four copies make one 16x16 ellipse.
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-- YELLOW: a single 16x8 row 4px lower. Its LoadHoppingShadowOAM
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-- copies only two entries (LedgeHoppingShadowOAM: dbsprite 9,11 and
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-- dbsprite 10,11 OAM_XFLIP, raw OAM y=88 against RED's $54=84) and
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-- parks sprites 38/39 offscreen at y=$a0, because its tile is a
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-- full-height half-ellipse that already fills the row. Mirroring
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-- that tile downward stacked a second blob under the first (#408).
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if hopping and self.shadowImg then
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local yellow = GameVersion.isYellow()
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local sx = math.floor(self.px - camX)
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local sy = math.floor(self.py - camY) - 4 + 8 + (yellow and 4 or 0)
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love.graphics.draw(self.shadowImg, sx, sy)
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love.graphics.draw(self.shadowImg, sx + 16, sy, 0, -1, 1)
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if not yellow then
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love.graphics.draw(self.shadowImg, sx, sy + 16, 0, 1, -1)
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love.graphics.draw(self.shadowImg, sx + 16, sy + 16, 0, -1, -1)
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end
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end
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-- Fishing pose: the standing frame with its bottom tile row swapped for
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-- RedFishingTiles, which is where the hands and the near half of the rod
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-- live; the far half is the rod OAM OverworldState draws (FishingRodOAM,
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-- engine/overworld/player_animations.asm) -- #384
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local fishTile = self.fishing and self.fishTiles and self.fishTiles[facing]
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if fishTile then
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sprite:draw(px, py, camX, camY, facing, 0, false, true)
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-- The fishing pose replaces the bottom 8-pixel tile. Use the sprite's
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-- actual anchored frame origin so larger/custom sheets keep the pose at
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-- their feet instead of falling back to the vanilla 16x16 top-left.
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local sx, sy = sprite:getScreenOrigin(px, py, camX, camY)
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sprite:drawTile(fishTile, sx,
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sy + math.max(0, sprite.frameHeight - 8),
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facing == "right")
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return
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end
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sprite:draw(px, py, camX, camY, facing, phase, flip)
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end
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return Player
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