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https://github.com/notwa/mm
synced 2024-11-04 22:49:03 -08:00
big refactor
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parent
d098b237f1
commit
9bc0df3033
1 changed files with 157 additions and 131 deletions
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@ -2,10 +2,9 @@ require "boilerplate"
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require "addrs.init"
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-- check for errors in the actor linked lists
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local validate = true
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local validate = false
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-- bizhawk lua has some nasty memory leaks at the moment,
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-- so instead of creating an object every time,
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-- creating an object every time is a bit slow, so
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-- using a template to offset from will do for now.
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local actor_t = Actor(0)
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@ -13,6 +12,9 @@ local suffix = oot and " oot" or ""
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local actor_names = require("data.actor names"..suffix)
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local damage_names = require("data.damage names"..suffix)
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-- hack to avoid N64 logo spitting errors
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local stupid = addrs.actor_counts[0].addr - 0x8
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function sort_by_key(t)
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local sorted = {}
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local i = 1
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@ -109,78 +111,51 @@ function iter_actors(counts)
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return iterate
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end
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local ctrl
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local pressed = {}
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local old_ctrl = {}
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function update_input()
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local j = joypad.getimmediate()
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function focus(actor, dump)
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local color = actor.name:sub(1,1) == "?" and "red" or "orange"
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T_BL(0, 7, color, actor.name)
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T_BL(0, 6, nil, 'HP: %02X', actor.hp)
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T_BL(0, 5, 'cyan', 'No.: %03X', actor.num)
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T_BL(0, 4, nil, 'Var: %04X', actor.var)
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T_BL(0, 3, nil, '80%06X', actor.addr)
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T_BL(0, 2, nil, 'type: %3i', actor.at)
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T_BL(0, 1, nil, 'index: %3i', actor.ai)
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T_BL(0, 0, nil, 'count: %3i', actor.type_count)
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ctrl = {
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enter = j["P1 L"],
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up = j["P1 DPad U"],
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down = j["P1 DPad D"],
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left = j["P1 DPad L"],
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right = j["P1 DPad R"],
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}
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local dmg = deref(R4(actor.addr + actor_t.damage_table.addr))
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if dmg then
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for i = 0, 31 do
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local name = damage_names[i]
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local str = ('%9s: %02X'):format(name, R1(dmg + i))
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for k, v in pairs(ctrl) do
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pressed[k] = ctrl[k] and not old_ctrl[k]
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if i >= 16 then
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T_TR(0, i - 16, nil, str)
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else
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T_TL(0, i, nil, str)
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end
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end
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end
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old_ctrl = ctrl
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if dump then
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console.clear()
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s = ("%04X\t%02X\t%02X"):format(actor.num, actor.at, actor.hp)
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if dmg then
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for i = 0, 31 do
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s = s..("\t%02X"):format(R1(dmg + i))
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end
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end
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print(s)
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end
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end
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local focus_at = 2
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local focus_ai = 0
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-- hack to avoid N64 logo spitting errors
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local stupid = addrs.actor_counts[0].addr - 0x8
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local seen_once = {}
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local seen_strs = {}
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local seen_strs_sorted = {}
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local before = 0
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local wait = 0
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function wipe()
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if #seen_strs_sorted > 0 then
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print()
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print("# actors wiped #")
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print()
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end
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seen_once = {}
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seen_strs = {}
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seen_strs_sorted = {}
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end
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local function run(now)
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local game_counts = nil
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local seen = {}
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local cursor, target
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update_input()
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if pressed.left then focus_ai = focus_ai - 1 end
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if pressed.right then focus_ai = focus_ai + 1 end
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if pressed.down then
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-- follow Link again
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focus_at = 2
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focus_ai = 0
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end
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if R4(stupid) ~= 0 then
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T_BR(0, 0, "red", "stupid")
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return
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end
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game_counts = count_actors()
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function collect_actors()
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local game_counts = count_actors()
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local any = 0
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for i = 0, 11 do
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any = any + game_counts[i]
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T_BR(0, 13 - i, nil, "#%2i: %2i", i, game_counts[i])
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--FIXME: T_BR(0, 13 - i, nil, "#%2i: %2i", i, game_counts[i])
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end
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T_BR(0, 1, nil, "sum:%3i", any)
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--FIXME: T_BR(0, 1, nil, "sum:%3i", any)
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local actors_by_type = {[0]={},{},{},{},{},{},{},{},{},{},{},{}} -- 12
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local new_counts = {[0]=0,0,0,0,0,0,0,0,0,0,0,0} -- 12
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@ -192,30 +167,106 @@ local function run(now)
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any = any + 1
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end
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end
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return any > 0, actors_by_type, new_counts
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end
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if any == 0 then
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wipe()
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InputHandler = Class()
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function InputHandler:init(binds)
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self.binds = binds
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self.old_ctrl = {}
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end
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function InputHandler:update()
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local ctrl = {}
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local pressed = {}
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local j = joypad.getimmediate()
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for k, v in pairs(self.binds) do
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ctrl[k] = j[v]
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end
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for k, v in pairs(ctrl) do
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pressed[k] = ctrl[k] and not self.old_ctrl[k]
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end
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self.old_ctrl = ctrl
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return ctrl, pressed
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end
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ActorLister = Class()
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function ActorLister:init()
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self.before = 0
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self.wait = 0
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self.focus_at = 2
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self.focus_ai = 0
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self.seen_once = {}
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self.seen_strs = {}
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self.seen_strs_sorted = {}
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self.input = InputHandler{
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enter = "P1 L",
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up = "P1 DPad U",
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down = "P1 DPad D",
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left = "P1 DPad L",
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right = "P1 DPad R",
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}
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end
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function ActorLister:wipe()
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if #self.seen_strs_sorted > 0 then
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print()
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print("# actors wiped #")
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print()
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end
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self.seen_once = {}
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self.seen_strs = {}
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self.seen_strs_sorted = {}
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end
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function ActorLister:run(now)
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local game_counts = nil
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local seen = {}
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local cursor, target
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local ctrl, pressed = self.input:update()
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if pressed.left then self.focus_ai = self.focus_ai - 1 end
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if pressed.right then self.focus_ai = self.focus_ai + 1 end
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if pressed.down then
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-- follow Link again
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self.focus_at = 2
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self.focus_ai = 0
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end
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if R4(stupid) ~= 0 then
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T_BR(0, 0, "red", "stupid")
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return
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end
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local any, actors_by_type, new_counts = collect_actors()
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if not any then
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self:wipe()
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else
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while focus_ai < 0 do
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focus_at = (focus_at - 1) % 12
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focus_ai = new_counts[focus_at] - 1
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while self.focus_ai < 0 do
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self.focus_at = (self.focus_at - 1) % 12
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self.focus_ai = new_counts[self.focus_at] - 1
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end
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while focus_ai >= new_counts[focus_at] do
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focus_at = (focus_at + 1) % 12
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focus_ai = 0
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while self.focus_ai >= new_counts[self.focus_at] do
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self.focus_at = (self.focus_at + 1) % 12
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self.focus_ai = 0
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end
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cursor = deref(addrs.z_cursor_actor())
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target = deref(addrs.z_target_actor())
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end
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local focus_link = focus_at == 2 and focus_ai == 0
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local focus_link = self.focus_at == 2 and self.focus_ai == 0
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local needs_update = false
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for at, actors in pairs(actors_by_type) do
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for ai, addr in pairs(actors) do -- FIXME: sorry for this pseudo-indent
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local var = R2(addr + actor_t.var.addr)
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local hp = R1(addr + actor_t.hp.addr)
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local num = R2(addr + actor_t.num.addr)
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local name = actor_names[num]
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local focus_this = at == focus_at and ai == focus_ai
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local focus_this = at == self.focus_at and ai == self.focus_ai
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seen[num] = true
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@ -225,8 +276,8 @@ local function run(now)
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print(("\t[0x%03X]=\"NEW\","):format(num))
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end
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if not seen_once[num] then
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seen_once[num] = now
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if not self.seen_once[num] then
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self.seen_once[num] = now
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needs_update = true
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local str
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if name:sub(1,1) == "?" then
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@ -234,49 +285,22 @@ local function run(now)
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else
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str = ("%s"):format(name)
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end
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seen_strs[num] = str
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self.seen_strs[num] = str
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print(str)
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end
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if (focus_this and not focus_link) or addr == target then
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T_BL(0, 2, nil, 'type: %3i', at)
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T_BL(0, 1, nil, 'index: %3i', ai)
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T_BL(0, 0, nil, 'count: %3i', new_counts[at])
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local var = R2(addr + actor_t.var.addr)
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local hp = R1(addr + actor_t.hp.addr)
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T_BL(0, 3, nil, '80%06X', addr)
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T_BL(0, 5, 'cyan', 'No.: %03X', num)
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T_BL(0, 4, nil, 'Var: %04X', var)
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T_BL(0, 6, nil, 'HP: %02X', hp)
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local color = name:sub(1,1) == "?" and "red" or "orange"
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T_BL(0, 7, color, name)
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local dmg = deref(R4(addr + actor_t.damage_table.addr))
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if dmg then
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for i = 0, 31 do
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local name = damage_names[i]
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local str = ('%9s: %02X'):format(name, R1(dmg + i))
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if i >= 16 then
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T_TR(0, i - 16, nil, str)
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else
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T_TL(0, i, nil, str)
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end
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end
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end
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if pressed.up then
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console.clear()
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s = ("%04X\t%02X\t%02X"):format(num, at, hp)
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if dmg then
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for i = 0, 31 do
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s = s..("\t%02X"):format(R1(dmg + i))
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end
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end
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print(s)
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end
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local actor = {
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addr = addr,
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at = at,
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ai = ai,
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type_count = new_counts[at],
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name = name,
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hp = hp,
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var = var,
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num = num,
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}
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focus(actor, pressed.up)
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end
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if focus_this then
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@ -287,13 +311,13 @@ local function run(now)
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end
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if needs_update then
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seen_strs_sorted = sort_by_key(seen_strs)
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self.seen_strs_sorted = sort_by_key(self.seen_strs)
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end
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if focus_link and not target then
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for i, t in ipairs(seen_strs_sorted) do
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for i, t in ipairs(self.seen_strs_sorted) do
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local color = 'white'
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if seen_once[t.k] and now - 60 <= seen_once[t.k] then
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if self.seen_once[t.k] and now - 60 <= self.seen_once[t.k] then
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color = 'lime'
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end
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if not seen[t.k] then
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@ -303,32 +327,34 @@ local function run(now)
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end
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end
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T_BR(0, 0, nil, "unique:%3i", #seen_strs_sorted)
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T_BR(0, 0, nil, "unique:%3i", #self.seen_strs_sorted)
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if any > 0 then
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if any then
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local z = target or cursor
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if z then
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local num = R2(z)
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T_TR(0, 0, nil, seen_strs[num])
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T_TR(0, 0, nil, self.seen_strs[num])
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end
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end
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end
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local function runwrap(now)
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if now < before then wait = 2 end
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before = now
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if wait > 0 then
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-- TODO: abstract to wrapper class or something
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function ActorLister:runwrap(now)
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if now < self.before then self.wait = 2 end
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self.before = now
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if self.wait > 0 then
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-- prevent script from lagging reversing
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wait = wait - 1
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if wait == 0 then wipe() end
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self.wait = self.wait - 1
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if self.wait == 0 then self:wipe() end
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else
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run(now)
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self:run(now)
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end
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end
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event.onloadstate(wipe, 'actor wipe')
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al = ActorLister()
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event.onloadstate(al.wipe, 'actor wipe')
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while oot or mm do
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local now = emu.framecount()
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runwrap(now)
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al:runwrap(now)
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emu.frameadvance()
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end
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