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https://github.com/open-goal/jak-project
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d1ece445d4
Relates to #1353 This adds no new functionality or overhead to the compiler, yet. This is the preliminary work that has: - added code to the compiler in several spots to flag when something is used without being properly required/imported/whatever (disabled by default) - that was used to generate project wide file dependencies (some circulars were manually fixed) - then that graph underwent a transitive reduction and the result was written to all `jak1` source files. The next step will be making this actually produce and use a dependency graph. Some of the reasons why I'm working on this: - eliminates more `game.gp` boilerplate. This includes the `.gd` files to some extent (`*-ag` files and `tpage` files will still need to be handled) this is the point of the new `bundles` form. This should make it even easier to add a new file into the source tree. - a build order that is actually informed from something real and compiler warnings that tell you when you are using something that won't be available at build time. - narrows the search space for doing LSP actions -- like searching for references. Since it would be way too much work to store in the compiler every location where every symbol/function/etc is used, I have to do ad-hoc searches. By having a dependency graph i can significantly reduce that search space. - opens the doors for common shared code with a legitimate pattern. Right now jak 2 shares code from the jak 1 folder. This is basically a hack -- but by having an explicit require syntax, it would be possible to reference arbitrary file paths, such as a `common` folder. Some stats: - Jak 1 has about 2500 edges between files, including transitives - With transitives reduced at the source code level, each file seems to have a modest amount of explicit requirements. Known issues: - Tracking the location for where `defmacro`s and virtual state definitions were defined (and therefore the file) is still problematic. Because those forms are in a macro environment, the reader does not track them. I'm wondering if a workaround could be to search the reader's text_db by not just the `goos::Object` but by the text position. But for the purposes of finishing this work, I just statically analyzed and searched the code with throwaway python code.
58 lines
1.5 KiB
Common Lisp
58 lines
1.5 KiB
Common Lisp
;;-*-Lisp-*-
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(in-package goal)
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(bundles "ENGINE.CGO" "GAME.CGO")
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(require "engine/math/vector-h.gc")
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;; name: dynamics-h.gc
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;; name in dgo: dynamics-h
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;; dgos: GAME, ENGINE
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;; DECOMP BEGINS
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;; dyanamics contain gravity properties
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(deftype dynamics (basic)
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((name basic)
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(gravity-max meters)
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(gravity-length meters)
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(gravity vector :inline)
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(gravity-normal vector :inline)
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(walk-distance meters)
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(run-distance meters)
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)
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)
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(defun time-to-apex ((arg0 float) (arg1 float))
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"How many ticks it takes to reach the apex of a ballistic trajectory."
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(the int (/ arg0 (- (vel-tick arg1))))
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)
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(defun time-to-ground ((arg0 float) (arg1 float) (arg2 float))
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"How many ticks it takes to reach the ground for a ballistic trajectory."
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(let ((f0-0 0.0)
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(v0-0 0)
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)
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;; actually integrate forward, just like the game will do so we're exact.
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(while (< (- arg2) f0-0)
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(set! arg0 (- arg0 (* 0.0033333334 arg1)))
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(+! f0-0 (* 0.0033333334 arg0))
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(+! v0-0 1)
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)
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v0-0
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)
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)
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;; the default dynamics of the world.
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(define *standard-dynamics*
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(new 'static 'dynamics
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:name 'standard
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:gravity-max GRAVITY_MAX
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:gravity-length GRAVITY_AMOUNT
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:gravity (new 'static 'vector :x 0.0 :y GRAVITY_AMOUNT :z 0.0 :w 1.0)
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:gravity-normal (new 'static 'vector :x 0.0 :y 1.0 :z 0.0 :w 1.0)
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:walk-distance (meters 2)
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:run-distance (meters 5)
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)
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)
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