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Tyler Wilding c162c66118 g/j1: Cleanup all main issues in the formatter and format all of goal_src/jak1 (#3535)
This PR does two main things:
1. Work through the main low-hanging fruit issues in the formatter
keeping it from feeling mature and usable
2. Iterate and prove that point by formatting all of the Jak 1 code
base. **This has removed around 100K lines in total.**
- The decompiler will now format it's results for jak 1 to keep things
from drifting back to where they were. This is controlled by a new
config flag `format_code`.

How am I confident this hasn't broken anything?:
- I compiled the entire project and stored it's `out/jak1/obj` files
separately
- I then recompiled the project after formatting and wrote a script that
md5's each file and compares it (`compare-compilation-outputs.py`
- The results (eventually) were the same:

![Screenshot 2024-05-25
132900](https://github.com/open-goal/jak-project/assets/13153231/015e6f20-8d19-49b7-9951-97fa88ddc6c2)
> This proves that the only difference before and after is non-critical
whitespace for all code/macros that is actually in use.

I'm still aware of improvements that could be made to the formatter, as
well as general optimization of it's performance. But in general these
are for rare or non-critical situations in my opinion and I'll work
through them before doing Jak 2. The vast majority looks great and is
working properly at this point. Those known issues are the following if
you are curious:

![image](https://github.com/open-goal/jak-project/assets/13153231/0edfaba1-6d36-40f5-ab23-0642209867c4)
2024-06-05 22:17:31 -04:00

208 lines
7.1 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
(bundles "JUN.DGO")
(require "engine/common-obs/nav-enemy.gc")
(require "engine/common-obs/water.gc")
;; DECOMP BEGINS
(deftype junglefish (nav-enemy) ())
(defskelgroup *junglefish-sg*
junglefish
junglefish-lod0-jg
junglefish-swim-ja
((junglefish-lod0-mg (meters 20)) (junglefish-lod1-mg (meters 40)) (junglefish-lod2-mg (meters 999999)))
:bounds (static-spherem 0 1 0 1.5))
nav-enemy-default-event-handler
(defmethod common-post ((this junglefish))
(water-control-method-10 (-> this water))
(call-parent-method this)
0
(none))
(defstate nav-enemy-patrol (junglefish)
:virtual #t
:event nav-enemy-default-event-handler
:exit
(behavior ()
(set! (-> self target-speed) (-> self nav-info walk-travel-speed)))
:code
(behavior ()
(ja-channel-push! 1 (seconds 0.2))
(let ((f30-0 (nav-enemy-rnd-float-range 0.9 1.1)))
(loop
(ja-no-eval :group! (-> self draw art-group data (-> self nav-info walk-anim)) :num! (seek! max f30-0) :frame-num 0.0)
(until (ja-done? 0)
(suspend)
(ja :num! (seek! max f30-0)))
(when (nav-enemy-rnd-go-idle? 0.2)
(ja-no-eval :num! (loop!))
(ja-channel-push! 1 (seconds 0.6))
(set! (-> self target-speed) 0.0)
(ja-no-eval :group! (-> self draw art-group data (-> self nav-info idle-anim)) :num! (seek! max f30-0) :frame-num 0.0)
(until (ja-done? 0)
(ja-blend-eval)
(suspend)
(ja :num! (seek! max f30-0)))
(until (not (nav-enemy-rnd-go-idle? 0.2))
(ja-no-eval :group! (-> self draw art-group data (-> self nav-info idle-anim)) :num! (seek! max f30-0) :frame-num 0.0)
(until (ja-done? 0)
(suspend)
(ja :num! (seek! max f30-0))))
(set! (-> self target-speed) (-> self nav-info walk-travel-speed))
(ja-no-eval :num! (loop!))
(ja-channel-push! 1 (seconds 0.6))
(ja-no-eval :group! (-> self draw art-group data (-> self nav-info walk-anim)) :num! (seek! max f30-0) :frame-num 0.0)
(until (ja-done? 0)
(ja-blend-eval)
(suspend)
(ja :num! (seek! max f30-0))))))))
(defstate nav-enemy-notice (junglefish)
:virtual #t
:event nav-enemy-default-event-handler
:code
(behavior ()
(go-virtual nav-enemy-chase)))
(defstate nav-enemy-chase (junglefish)
:virtual #t
:event nav-enemy-default-event-handler
:trans
(behavior ()
((-> (method-of-type nav-enemy nav-enemy-chase) trans))
(if (and *target* (>= 8192.0 (vector-vector-distance (-> self collide-info trans) (-> *target* control trans))))
(go-virtual nav-enemy-attack))))
(defstate nav-enemy-stop-chase (junglefish)
:virtual #t
:event nav-enemy-default-event-handler
:code
(behavior ()
(go-virtual nav-enemy-patrol)))
(defstate nav-enemy-stare (junglefish)
:virtual #t
:event nav-enemy-default-event-handler
:code
(behavior ()
(go-virtual nav-enemy-patrol)))
(defstate nav-enemy-give-up (junglefish)
:virtual #t
:event nav-enemy-default-event-handler
:code
(behavior ()
(go-virtual nav-enemy-patrol)))
(defstate nav-enemy-attack (junglefish)
:virtual #t
:event nav-enemy-default-event-handler
:code
(behavior ()
(ja-channel-push! 1 (seconds 0.1))
(ja-no-eval :group! junglefish-chomp-ja :num! (seek!) :frame-num 0.0)
(until (ja-done? 0)
(suspend)
(ja :num! (seek!)))
(go-virtual nav-enemy-chase))
:post nav-enemy-chase-post)
(defstate nav-enemy-victory (junglefish)
:virtual #t
:event nav-enemy-default-event-handler
:code
(behavior ()
(ja-channel-push! 1 (seconds 0.075))
(ja-no-eval :group! junglefish-swim-ja :num! (seek! max 2.0) :frame-num 0.0)
(until (ja-done? 0)
(suspend)
(ja :num! (seek! max 2.0)))
(ja-no-eval :group! junglefish-swim-ja :num! (seek! max 2.0) :frame-num 0.0)
(until (ja-done? 0)
(suspend)
(ja :num! (seek! max 2.0)))
(go-virtual nav-enemy-patrol)))
(define *junglefish-nav-enemy-info*
(new 'static
'nav-enemy-info
:idle-anim 4
:walk-anim 4
:turn-anim -1
:notice-anim 4
:run-anim 4
:jump-anim -1
:jump-land-anim -1
:victory-anim 4
:taunt-anim 4
:die-anim 6
:neck-joint -1
:player-look-at-joint 5
:run-travel-speed (meters 5.5)
:run-rotate-speed (degrees 720)
:run-acceleration (meters 6)
:run-turn-time (seconds 0.15)
:walk-travel-speed (meters 4)
:walk-rotate-speed (degrees 720)
:walk-acceleration (meters 6)
:walk-turn-time (seconds 0.15)
:attack-shove-back (meters 1)
:attack-shove-up (meters 0.5)
:shadow-size (meters 2)
:notice-nav-radius (meters 1)
:nav-nearest-y-threshold (meters 10)
:notice-distance (meters 25)
:stop-chase-distance (meters 35)
:frustration-distance (meters 8)
:frustration-time (seconds 4)
:die-anim-hold-frame 10000000000.0
:jump-land-anim-end-frame 10000000000.0
:jump-height-min (meters 1)
:jump-height-factor 0.5
:jump-start-anim-speed 1.0
:shadow-max-y (meters 1)
:shadow-min-y (meters -1)
:shadow-locus-dist (meters 150)
:use-align #f
:draw-shadow #f
:move-to-ground #f
:hover-if-no-ground #f
:use-momentum #t
:use-flee #f
:use-proximity-notice #f
:use-jump-blocked #f
:use-jump-patrol #f
:gnd-collide-with (collide-kind background)
:debug-draw-neck #f
:debug-draw-jump #f))
(defmethod init-from-entity! ((this junglefish) (arg0 entity-actor))
(let ((s4-0 (new 'process 'collide-shape-moving this (collide-list-enum hit-by-player))))
(set! (-> s4-0 dynam) (copy *standard-dynamics* 'process))
(set! (-> s4-0 reaction) default-collision-reaction)
(set! (-> s4-0 no-reaction) (the-as (function collide-shape-moving collide-shape-intersect vector vector none) nothing))
(let ((s3-0 (new 'process 'collide-shape-prim-sphere s4-0 (the-as uint 3))))
(set! (-> s3-0 prim-core collide-as) (collide-kind enemy))
(set! (-> s3-0 collide-with) (collide-kind target))
(set! (-> s3-0 prim-core action) (collide-action solid))
(set! (-> s3-0 prim-core offense) (collide-offense touch))
(set-vector! (-> s3-0 local-sphere) 0.0 3276.8 0.0 2457.6)
(set-root-prim! s4-0 s3-0))
(set! (-> s4-0 nav-radius) (* 0.75 (-> s4-0 root-prim local-sphere w)))
(backup-collide-with-as s4-0)
(set! (-> this collide-info) s4-0))
(process-drawable-from-entity! this arg0)
(initialize-skeleton this *junglefish-sg* '())
(init-defaults! this *junglefish-nav-enemy-info*)
(set! (-> this water) (new 'process 'water-control this 7 0.0 8192.0 2048.0))
(set! (-> this water flags) (water-flags wt01))
(set! (-> this water height) (res-lump-float (-> this entity) 'water-height))
(set! (-> this water ripple-size) 5734.4)
(set! (-> this collide-info trans y) (+ -4096.0 (-> this water height)))
(go (method-of-object this nav-enemy-idle))
(none))