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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.
120 lines
3.7 KiB
Common Lisp
120 lines
3.7 KiB
Common Lisp
;;-*-Lisp-*-
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(in-package goal)
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(bundles "FIC.DGO" "LAV.DGO" "MIS.DGO" "OGR.DGO" "ROL.DGO" "SNO.DGO" "SWA.DGO")
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(require "engine/geometry/path.gc")
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(require "engine/common-obs/process-drawable.gc")
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;; name: blocking-plane.gc
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;; name in dgo: blocking-plane
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;; dgos: L1, FIC, LAV, MIS, OGR, RACERP, ROL, SNO, SWA
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;; DECOMP BEGINS
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(deftype blocking-plane (process-drawable)
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()
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(:states
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blocking-plane-idle
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)
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)
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(defskelgroup *ef-plane-sg* ef-plane ef-plane-lod0-jg ef-plane-idle-ja
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((ef-plane-lod0-mg (meters 999999)))
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:bounds (static-spherem 0 0 0 30)
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)
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(defstate blocking-plane-idle (blocking-plane)
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:code (behavior ()
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(transform-post)
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(loop
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(logior! (-> self mask) (process-mask sleep))
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(suspend)
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)
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)
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)
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(defbehavior blocking-plane-init-by-other blocking-plane ((arg0 curve-control) (arg1 int))
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(if (or (not arg0) (logtest? (-> arg0 flags) (path-control-flag not-found)))
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(deactivate self)
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)
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(let ((s5-0 (new 'static 'vector))
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(gp-0 (new 'static 'vector))
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)
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0.0
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(eval-path-curve-div! arg0 s5-0 (the float arg1) 'exact)
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(eval-path-curve-div! arg0 gp-0 (+ 1.0 (the float arg1)) 'exact)
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(let ((f30-1 (* 0.5 (vector-vector-distance s5-0 gp-0)))
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(s4-1 (new 'process 'collide-shape self (collide-list-enum usually-hit-by-player)))
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)
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(let ((s3-1 (new 'process 'collide-shape-prim-mesh s4-1 (the-as uint 0) (the-as uint 0))))
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(set! (-> s3-1 prim-core collide-as) (collide-kind wall-object))
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(set! (-> s3-1 collide-with) (collide-kind target))
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(set! (-> s3-1 prim-core action) (collide-action solid))
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(set! (-> s3-1 prim-core offense) (collide-offense indestructible))
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(set! (-> s3-1 transform-index) 3)
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(set-vector! (-> s3-1 local-sphere) 0.0 0.0 0.0 (fmax 122880.0 f30-1))
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(set-root-prim! s4-1 s3-1)
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)
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(set! (-> s4-1 nav-radius) (* 0.75 (-> s4-1 root-prim local-sphere w)))
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(backup-collide-with-as s4-1)
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(set! (-> self root) s4-1)
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)
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(let ((s4-2 (new-stack-matrix0)))
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(vector+! (-> self root trans) s5-0 gp-0)
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(vector-float*! (-> self root trans) (-> self root trans) 0.5)
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(+! (-> self root trans y) 61440.0)
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(vector-! (the-as vector (-> s4-2 vector)) gp-0 s5-0)
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(set! (-> self root scale x)
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(* 0.00024414062 (vector-normalize-ret-len! (the-as vector (-> s4-2 vector)) 1.0))
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)
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(set! (-> self root scale y) 30.0)
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(set! (-> self root scale z) 0.0)
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(set! (-> s4-2 vector 1 quad) (-> (new 'static 'vector :y 1.0 :w 1.0) quad))
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(vector-cross! (-> s4-2 vector 2) (the-as vector (-> s4-2 vector)) (-> s4-2 vector 1))
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(vector-normalize! (-> s4-2 vector 2) 1.0)
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(matrix->quaternion (-> self root quat) s4-2)
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)
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)
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(initialize-skeleton self *ef-plane-sg* '())
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(logior! (-> self draw status) (draw-status skip-bones))
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(go blocking-plane-idle)
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(none)
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)
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(defbehavior blocking-plane-spawn process ((arg0 curve-control))
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(cond
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((or (not arg0) (logtest? (-> arg0 flags) (path-control-flag not-found)))
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)
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(else
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(let ((s5-0 (the int (the float (+ (-> arg0 curve num-cverts) -1))))
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(s4-0 0)
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)
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(while (< s4-0 s5-0)
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(process-spawn blocking-plane arg0 s4-0 :to self)
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(+! s4-0 2)
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)
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)
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)
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)
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0
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(none)
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)
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(defun blocking-plane-destroy ()
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(with-pp
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(let ((gp-0 (-> pp child)))
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(while gp-0
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(let ((s5-0 (ppointer->process gp-0)))
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(set! gp-0 (-> gp-0 0 brother))
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(if (type-type? (-> s5-0 type) blocking-plane)
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(deactivate s5-0)
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)
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)
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)
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)
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0
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(none)
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)
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)
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