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https://github.com/open-goal/jak-project.git
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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.
136 lines
3.6 KiB
Common Lisp
136 lines
3.6 KiB
Common Lisp
;;-*-Lisp-*-
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(in-package goal)
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(bundles "FIN.DGO")
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(require "engine/data/art-h.gc")
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(require "engine/gfx/sprite/sparticle/sparticle-launcher.gc")
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;; name: robotboss-h.gc
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;; name in dgo: robotboss-h
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;; dgos: FIN, L1
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;; DECOMP BEGINS
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(deftype robotboss-dda (structure)
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((blue-bomb-time float)
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(num-blobs int32)
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(green-bomb-time float)
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(red-shots-min int32)
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(red-shots-rnd int32)
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(red-shot-time-min float)
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(red-shot-time-rnd float)
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(red-bomb-time float)
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(yellow-shot-time-min float)
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(yellow-shot-time-rnd float)
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(yellow-gun-hits int32)
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(yellow-bomb-time float)
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)
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)
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(deftype robotboss (process-drawable)
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((root collide-shape-moving :override)
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(alts entity-actor 13)
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(desired-loc vector :inline)
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(old-loc vector :inline)
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(loc-t float)
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(loc-t-start time-frame)
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(loc-t-duration time-frame)
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(hits-to-go int32)
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(took-hit symbol)
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(children-spawned int32)
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(vulnerable int64)
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(till-next-shot int64)
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(shot-attractor handle)
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(desired-pool-y float)
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(particle sparticle-launch-control 7)
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(blue-smoke symbol)
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(red-smoke symbol)
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(yellow-smoke symbol)
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(white-eco handle)
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(des-cam-entity string)
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(use-interesting symbol)
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(ignore-camera symbol)
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(ambient ambient-control :inline)
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(yellow-gun joint-mod)
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(palette-val float)
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(looping-sound ambient-sound 4)
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(dda robotboss-dda)
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(valid-frames int32)
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(skip-cut symbol)
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(keep-charging symbol)
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)
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(:methods
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(ease-loc-t (_type_) float)
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)
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(:states
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robotboss-blue-dark-bomb
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robotboss-blue-dark-bomb-wait
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robotboss-blue-wait
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robotboss-daxter-sacrifice-movie
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robotboss-green
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robotboss-green-dark-bomb
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robotboss-green-dark-bomb-wait
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robotboss-green-wait
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robotboss-red
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robotboss-red-dark-bomb
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robotboss-red-dark-bomb-wait
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robotboss-red-wait
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robotboss-white-eco-movie
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robotboss-yellow
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robotboss-yellow-dark-bomb
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robotboss-yellow-dark-bomb-wait
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robotboss-yellow-wait
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)
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)
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(defmethod relocate ((this robotboss) (arg0 int))
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(dotimes (v1-0 7)
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(if (nonzero? (-> this particle v1-0))
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(&+! (-> this particle v1-0) arg0)
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)
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)
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(dotimes (v1-3 4)
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(if (nonzero? (-> this looping-sound v1-3))
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(&+! (-> this looping-sound v1-3) arg0)
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)
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)
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(if (nonzero? (-> this yellow-gun))
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(&+! (-> this yellow-gun) arg0)
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)
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(the-as robotboss ((method-of-type process-drawable relocate) this arg0))
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)
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(defmethod deactivate ((this robotboss))
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(dotimes (s5-0 7)
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(let ((a0-1 (-> this particle s5-0)))
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(if (nonzero? a0-1)
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(kill-and-free-particles a0-1)
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)
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)
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)
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(dotimes (s5-1 4)
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(let ((a0-2 (-> this looping-sound s5-1)))
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(if (nonzero? a0-2)
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(stop! a0-2)
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)
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)
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)
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((method-of-type process-drawable deactivate) this)
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(none)
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)
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(defbehavior target-has-all-the-cells? process ()
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(the-as
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symbol
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(and *target* (>= (the int (the-as float (send-event *target* 'query 'pickup (pickup-type fuel-cell)))) 100))
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)
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)
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(defskelgroup *robotboss-sg* robotboss robotboss-basic-lod0-jg robotboss-idle-ja
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((robotboss-basic-lod0-mg (meters 999999)))
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:bounds (static-spherem 0 -10 0 80)
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:longest-edge (meters 19.9)
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)
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