Files
ManDude 7ce58f709f process-spawn + pretty printer improvements (#1428)
* some jp support to fix some errors in the original game

* music fade toggle

* recognize `process-new` macros!!

* strip casts in this macro

* rename macro

* fix cast typecheck

* update source 1

* detect kernel stack case

* less boilerplate

* `manipy-spawn` special case

* pretty printer improvements

* revert dumb thing from earlier

* use shell detection on `send-event`

* fix some events

* remove unused argument

* detect `static-attack-info` and add `CondNoElse` to shell detect

* better `attack-info` detect

* support `process-spawn` in multi-lets

* detect `rand-float-gen` pt 1

* detect as return value

* detect in `countdown` and  `dotimes`

* oops this wasnt working

* fancier `send-event`s

* clang

* update source!!

* fix tests

* fine jeez

* uh okay

* fix some accidental regressions

* fix more regressions

* regression fixes

* fix big bug...

* extra safety!
2022-06-10 02:18:08 +01:00

338 lines
12 KiB
Common Lisp
Vendored
Generated

;;-*-Lisp-*-
(in-package goal)
(import "goal_src/import/babak-ag.gc")
;; definition of type babak
(deftype babak (nav-enemy)
()
:heap-base #x120
:method-count-assert 76
:size-assert #x190
:flag-assert #x4c01200190
(:states
babak-run-to-cannon
)
)
;; definition for method 3 of type babak
(defmethod inspect babak ((obj babak))
(let ((t9-0 (method-of-type nav-enemy inspect)))
(t9-0 obj)
)
obj
)
;; failed to figure out what this is:
(defskelgroup *babak-sg* babak babak-lod0-jg -1
((babak-lod0-mg (meters 20)) (babak-lod1-mg (meters 40)) (babak-lod2-mg (meters 999999)))
:bounds (static-spherem 0 2 0 3)
:longest-edge (meters 1)
:shadow babak-shadow-mg
)
;; failed to figure out what this is:
(defstate nav-enemy-patrol (babak)
:virtual #t
:code (behavior ()
(cond
((ja-group? babak-give-up-hop-ja)
(ja-channel-push! 1 (seconds 0.15))
(ja-no-eval :group! babak-walk-ja :num! (seek!) :frame-num (ja-aframe 12.0 0))
(until (ja-done? 0)
(suspend)
(ja :num! (seek!))
)
)
(else
(ja-channel-push! 1 (seconds 0.2))
)
)
((the-as (function none) (-> (method-of-type nav-enemy nav-enemy-patrol) code)))
(none)
)
)
;; failed to figure out what this is:
(defstate nav-enemy-chase (babak)
:virtual #t
:code (behavior ()
(let ((f30-0 (nav-enemy-rnd-float-range 0.9 1.1)))
(cond
((ja-group? babak-jump-land-ja)
(ja-no-eval :num! (seek!))
(ja-channel-push! 1 (seconds 0.17))
(ja-no-eval :group! (-> self draw art-group data (-> self nav-info run-anim))
:num! (seek! max f30-0)
:frame-num 0.0
)
(until (ja-done? 0)
(ja-blend-eval)
(suspend)
(ja :num! (seek! max f30-0))
)
)
(else
(ja-channel-push! 1 (seconds 0.2))
(ja :group! (-> self draw art-group data (-> self nav-info run-anim)))
(ja :num-func num-func-identity :frame-num 0.0)
)
)
(loop
(suspend)
(ja :num! (loop! f30-0))
)
)
(none)
)
)
;; failed to figure out what this is:
(defstate nav-enemy-stare (babak)
:virtual #t
:code (behavior ()
(set! (-> self turn-time) (seconds 0.2))
(let ((f30-0 (nav-enemy-rnd-float-range 0.8 1.2)))
(when (or (logtest? (-> self nav-enemy-flags) (nav-enemy-flags navenmf8))
(and (nav-enemy-player-vulnerable?) (nav-enemy-rnd-percent? 0.5))
)
(ja-channel-push! 1 (seconds 0.1))
(ja-no-eval :group! babak-win-ja :num! (seek! (ja-aframe 68.0 0) f30-0) :frame-num 0.0)
(until (ja-done? 0)
(suspend)
(ja :num! (seek! (ja-aframe 68.0 0) f30-0))
)
)
(loop
(when (not (nav-enemy-facing-player? 2730.6667))
(logior! (-> self nav-enemy-flags) (nav-enemy-flags enable-travel))
(ja-no-eval :num! (loop!))
(ja-channel-push! 1 (seconds 0.2))
(ja :group! babak-turn-ja)
(ja :num-func num-func-identity :frame-num 0.0)
(until (nav-enemy-facing-player? 1820.4445)
(ja-blend-eval)
(suspend)
(ja :num! (loop! 0.75))
)
(logclear! (-> self nav-enemy-flags) (nav-enemy-flags enable-travel))
)
(if (not (ja-group? babak-idle-ja))
(ja-channel-push! 1 (seconds 0.2))
)
(ja-no-eval :group! babak-idle-ja :num! (seek! max f30-0) :frame-num 0.0)
(until (ja-done? 0)
(suspend)
(ja :num! (seek! max f30-0))
)
(when (nav-enemy-rnd-percent? 0.3)
(ja-channel-push! 1 (seconds 0.1))
(ja-no-eval :group! babak-win-ja :num! (seek! (ja-aframe 68.0 0) f30-0) :frame-num 0.0)
(until (ja-done? 0)
(suspend)
(ja :num! (seek! (ja-aframe 68.0 0) f30-0))
)
)
)
)
(none)
)
)
;; failed to figure out what this is:
(defstate nav-enemy-give-up (babak)
:virtual #t
:code (behavior ()
(set! (-> self rotate-speed) 218453.33)
(set! (-> self turn-time) (seconds 0.5))
(ja-channel-push! 1 (seconds 0.15))
(let ((s4-0 (-> self collide-info))
(s5-0 (target-pos 0))
)
(when (< (fabs
(deg-diff (y-angle s4-0) (vector-y-angle (vector-! (new 'stack-no-clear 'vector) s5-0 (-> s4-0 trans))))
)
12743.111
)
(ja-no-eval :group! babak-give-up-ja :num! (seek!) :frame-num 0.0)
(until (ja-done? 0)
(suspend)
(ja :num! (seek!))
)
)
)
(logclear! (-> self nav flags) (nav-control-flags navcf17 navcf19))
(nav-enemy-get-new-patrol-point)
(ja-no-eval :group! babak-give-up-hop-ja :num! (seek!) :frame-num 0.0)
(until (ja-done? 0)
(seek-to-point-toward-point!
(-> self collide-info)
(-> self nav destination-pos)
(-> self rotate-speed)
(-> self turn-time)
)
(suspend)
(ja :num! (seek!))
)
(go-virtual nav-enemy-patrol)
(none)
)
)
;; failed to figure out what this is:
(defstate nav-enemy-jump-land (babak)
:virtual #t
:code (behavior ()
(ja-no-eval :num! (seek!))
(ja-channel-push! 1 (seconds 0.075))
(ja-no-eval :group! (-> self draw art-group data (-> self nav-info jump-land-anim))
:num! (seek! (ja-aframe 32.0 0) 0.5)
:frame-num 0.0
)
(until (ja-done? 0)
(ja-blend-eval)
(suspend)
(ja :num! (seek! (ja-aframe 32.0 0) 0.5))
)
(go-virtual nav-enemy-chase)
(none)
)
)
;; definition for symbol *babak-nav-enemy-info*, type nav-enemy-info
(define *babak-nav-enemy-info* (new 'static 'nav-enemy-info
:idle-anim 5
:walk-anim 6
:turn-anim 16
:notice-anim 7
:run-anim 8
:jump-anim 13
:jump-land-anim 14
:victory-anim 11
:taunt-anim 11
:die-anim 12
:neck-joint 5
:player-look-at-joint 5
:run-travel-speed (meters 6)
:run-rotate-speed (degrees 2880.0)
:run-acceleration (meters 1)
:run-turn-time (seconds 0.1)
:walk-travel-speed (meters 3)
:walk-rotate-speed (degrees 720.0)
:walk-acceleration (meters 1)
:walk-turn-time (seconds 0.5)
:attack-shove-back (meters 3)
:attack-shove-up (meters 2)
:shadow-size (meters 2)
:notice-nav-radius (meters 2)
:nav-nearest-y-threshold (meters 10)
:notice-distance (meters 30)
:proximity-notice-distance (meters 20)
:stop-chase-distance (meters 40)
:frustration-distance (meters 8)
:frustration-time (seconds 4)
:die-anim-hold-frame 24.0
:jump-anim-start-frame 10.0
:jump-land-anim-end-frame 10000000000.0
:jump-height-min (meters 3)
: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 #t
:draw-shadow #t
:move-to-ground #t
:hover-if-no-ground #f
:use-momentum #f
:use-flee #t
:use-proximity-notice #t
:use-jump-blocked #t
:use-jump-patrol #f
:gnd-collide-with (collide-kind background)
:debug-draw-neck #f
:debug-draw-jump #f
)
)
;; definition for method 47 of type babak
;; INFO: Return type mismatch int vs none.
(defmethod initialize-collision babak ((obj babak))
(let ((s5-0 (new 'process 'collide-shape-moving obj (collide-list-enum usually-hit-by-player))))
(set! (-> s5-0 dynam) (copy *standard-dynamics* 'process))
(set! (-> s5-0 reaction) default-collision-reaction)
(set! (-> s5-0 no-reaction)
(the-as (function collide-shape-moving collide-shape-intersect vector vector none) nothing)
)
(let ((s4-0 (new 'process 'collide-shape-prim-group s5-0 (the-as uint 3) 0)))
(set! (-> s4-0 prim-core collide-as) (collide-kind enemy))
(set! (-> s4-0 collide-with) (collide-kind target))
(set! (-> s4-0 prim-core action) (collide-action solid))
(set-vector! (-> s4-0 local-sphere) 0.0 8192.0 0.0 12288.0)
(set-root-prim! s5-0 s4-0)
(let ((s3-0 (new 'process 'collide-shape-prim-sphere s5-0 (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 4096.0 0.0 3072.0)
(append-prim s4-0 s3-0)
)
(let ((s3-1 (new 'process 'collide-shape-prim-sphere s5-0 (the-as uint 3))))
(set! (-> s3-1 prim-core collide-as) (collide-kind enemy))
(set! (-> s3-1 collide-with) (collide-kind target))
(set! (-> s3-1 prim-core action) (collide-action solid))
(set! (-> s3-1 prim-core offense) (collide-offense touch))
(set-vector! (-> s3-1 local-sphere) 0.0 9830.4 0.0 3072.0)
(append-prim s4-0 s3-1)
)
(let ((s3-2 (new 'process 'collide-shape-prim-sphere s5-0 (the-as uint 1))))
(set! (-> s3-2 prim-core collide-as) (collide-kind enemy))
(set! (-> s3-2 collide-with) (collide-kind target))
(set! (-> s3-2 prim-core offense) (collide-offense normal-attack))
(set! (-> s3-2 transform-index) 6)
(set-vector! (-> s3-2 local-sphere) 0.0 0.0 0.0 2048.0)
(append-prim s4-0 s3-2)
)
)
(set! (-> s5-0 nav-radius) 6144.0)
(backup-collide-with-as s5-0)
(set! (-> s5-0 max-iteration-count) (the-as uint 2))
(set! (-> obj collide-info) s5-0)
)
0
(none)
)
;; definition for method 48 of type babak
;; INFO: Return type mismatch int vs none.
(defmethod TODO-RENAME-48 babak ((obj babak))
(initialize-skeleton obj *babak-sg* '())
(TODO-RENAME-45 obj *babak-nav-enemy-info*)
(set! (-> obj neck up) (the-as uint 0))
(set! (-> obj neck nose) (the-as uint 1))
(set! (-> obj neck ear) (the-as uint 2))
0
(none)
)
;; definition for method 59 of type babak
;; INFO: Return type mismatch int vs none.
(defmethod TODO-RENAME-59 babak ((obj babak))
(cond
((and (and (-> obj entity) (logtest? (-> obj entity extra perm status) (entity-perm-status complete)))
(logtest? (-> obj enemy-info options) (fact-options has-power-cell))
)
(go (method-of-object obj nav-enemy-fuel-cell))
)
((logtest? (-> obj enemy-info options) (fact-options fop5))
(go (method-of-object obj nav-enemy-wait-for-cue))
)
(else
(go (method-of-object obj nav-enemy-idle))
)
)
0
(none)
)