34 Commits

Author SHA1 Message Date
7e4833d567 very silly shot pattern 2025-06-28 23:11:27 -07:00
c752e8e1e3 fix hpcols_init
note that I need to re-call this whenever I have a new max hp

also note that vertmeter does not handle 1024 correctly. find out what max hp functions and hardcap it
2025-06-28 23:10:57 -07:00
507f06fb8c more efficient bullet spawning 2025-06-28 22:59:51 -07:00
14849101dd skip call to sparks if there are no sparks
Then don't check for nil spark colors in sparks itself.

Also uses a more verbose but more efficient exit check, and fixes a bug.
2025-06-28 22:49:10 -07:00
2cd7c64dd9 micro-optimize bullet details
Shots that miss are most likely to not be there yet, so check Y-top first.

If I assume shots will never be larger than 16 pixels per side, there is
no reason to check the ship's genuine width and height.
2025-06-28 22:35:36 -07:00
2d5d392df0 reverse strip logic
saves a single cycle per bullet, but...
2025-06-24 23:16:47 -07:00
904fbe6b2e bullets don't expire 2025-06-24 23:06:09 -07:00
36b268e057 initialization is very slightly faster this way, I think 2025-06-24 22:54:03 -07:00
3d6ef03b37 attempt to optimize collision
it's actually worse
2025-06-24 22:36:58 -07:00
d7e029edb6 profile-guided optimization 2025-06-23 01:37:57 -07:00
5e6b98523b delete linked lists and use optimized array impls.
Also removes "suppress" table from collider, use candidate.dead instead
because the set of dead ships and the set of non-colliding ships is
identical.
2025-06-23 00:47:02 -07:00
67970a5164 add draw/update stat readout
surprisingly, update is most of my problem
2025-06-21 17:50:03 -07:00
eaea42f993 fix shot axis 2025-06-21 17:38:05 -07:00
929f47fc78 bullet microoptimization and velocity fix 2025-06-21 17:36:27 -07:00
430a0a4b14 ship_m:move micro-optimizations 2025-06-21 17:17:44 -07:00
e4062d3ccd back out of fast bullet changes, keep optimizations
in the "nothing but turrets" worst-case scenario, fast bullet logic costs 133% of slow bullet logic even when almost all shots on screen are slow. when I back out of this, that scenario is _still_ over 300% CPU but at least it's not 400%. note that this is with a screen mostly full of enemies, so processing all of them and their potential collisions also has cost, so the actual bullet-specific change is closer to 150%, maybe 200%. this is genuinely not as bad as I had thought but it doesn't feel like it will be workable; while my worst-case scenario is implausibly bad it's not actually 3x-likely-peak bad. so I'm going to need to find more optimizations, and probably give up on fast bullets. But I can keep the fast bullet branch around in case I find the headroom to reintroduce it later.
2025-06-21 17:05:36 -07:00
c9d7437ffe trim up draw costs a bit 2025-06-21 16:40:23 -07:00
d0de757b0e test the worst case scenario for shots
way too slow
2025-06-21 16:36:36 -07:00
a8b5b9dbe6 fast shot rendering prototype
it's slow *and* it sucks, and making it not suck will make it much slower. this is bad
2025-06-21 16:07:23 -07:00
2596f8aa6c I can't spell 2025-06-21 15:13:07 -07:00
ef40c245f8 multi-step shot prototype
nothing reaches this new logic yet, and multiple steps aren't drawn
2025-06-21 15:12:40 -07:00
6d6e13cf3b special case strip(call_move) to stripmove()
this gets called so much the extra function overhead actually seems bad
2025-06-21 14:55:20 -07:00
99323be298 despawn shots aggressively when offscreen
avoids hitting enemies before they spawn in.

may need to revisit this for the X coordinate if I want to implement a "Wild Ball" kind of weapon, but I think I won't have the tokens for that anyway
2025-06-20 19:13:28 -07:00
85c5091804 pbullets also move just before the collision check.
This also sets up for the "fast shots" refactor.
2025-06-20 19:08:58 -07:00
a77180d89a bullet_base:die doesn't actually make sense 2025-06-20 18:55:48 -07:00
c01c3400b7 fix eternal horizontal bullets 2025-06-20 18:51:58 -07:00
0f791b193c more efficient collision iteration, fix eternal shots 2025-06-20 18:50:04 -07:00
d3351d9a05 Use eship_collider for ship collisions, too. 2025-06-20 17:56:57 -07:00
ecddb56d72 loops work better when you increment them 2025-06-20 17:50:03 -07:00
723c0f791c Refactor collider to collaborate with linked_list.
The only use of a collider is intertwined with the ship list, so I can combine the "prepare to yoink" and "populate collider" and "iterate list" steps, and I can combine the "hide" and "yoink" steps. This doesn't save tokens now but it's about to, when I use the eship collider to test pship collision.
2025-06-20 17:48:02 -07:00
e018578754 keep animating bullets while dead 2025-06-20 16:36:18 -07:00
bf8297eb72 prevify eships when setting up collider
I will refactor this next: collider.new will take the linked list to ingest, perform the `insert` and "prevify" loops itself, then replace `hide` with `yoink`, which yoinks the item out of the original list. This pairs the `yoink` operation with the context that makes it possible to do (that is, the context when prevification was implemented); eships therefore cannot be edited in complex ways while the collider is still valid, but we can append to it as long as we don't expect those items to be procesesd correctly this frame. a new_eships+vore plan might be better if we turn out to need it, but presently we don't; flotilla spawning and raider spawning happen at a different point.
2025-06-20 16:31:18 -07:00
1c8bcae44c put ebullet moves inside the collision check loop 2025-06-20 16:01:59 -07:00
325d7444e7 invert eship/pbullet collision
Also mildly trims up linked_list impl.
2025-06-20 15:09:18 -07:00
3 changed files with 1198 additions and 292 deletions

504
arrays_profiling.p8 Normal file
View File

@ -0,0 +1,504 @@
pico-8 cartridge // http://www.pico-8.com
version 42
__lua__
-- prof: cpu cycle counter v1.4
-- BY PANCELOR
--[[------------------------
use this cart to precisely
measure code execution time
--------------------------------
★ overview ★
--------------------------------
| tab 0 | usage guide |
| tab 1 | (internals) |
| tab 2 | your code here |
--------------------------------
-----------------------
-- ★ usage guide ★ --
-----------------------
웃: i have two code snippets;
which one is faster?
🐱: edit the last tab with your
snippets, then run the cart.
it will tell you precisely
how much cpu it takes to
run each snippet.
the results are also copied
to your clipboard.
웃: what do the numbers mean?
🐱: the cpu cost is reported
as lua and system cycle
counts. look up stat(1)
and stat(2) for more info.
if you're not sure, just
look at the first number.
lower is faster (better)
웃: why "{locals={9}}"
in the example?
🐱: accessing local variables
is faster than global vars.
so if your test involves
local variables, simulate
this by passing them in:
prof(function(a)
sqrt(a)
end,{ locals={9} })
/!\ /!\ /!\ /!\
local values from outside
the current scope are also
slower to access! example:
global = 4
local outer = 4
prof(function(x)
local _ = x --fast
end,function(x)
local _ = outer --slow
end,function(x)
local _ = global --slow
end,{ locals={4} })
/!\ /!\ /!\ /!\
웃: can i do "prof(myfunc)"?
🐱: no, this sometimes gives
wrong results! always use
inline functions:
prof(function()
--code for myfunc here
end)
as an example, "prof(sin)"
reports "-2" -- wrong! but
"prof(function()sin()end)"
correctly reports "4"
(see the technical notes at
the start of the next tab
for a brief explanation.
technically, "prof(myfunc)"
will work if myfunc was made
by the user, but you will
risk confusing yourself)
---------------
★ method 2 ★
---------------
this cart is based on
code by samhocevar:
https://www.lexaloffle.com/bbs/?pid=60198#p
if you do this method, be very
careful with local/global vars.
it's very easy to accidentally
measure the wrong thing.
here's an example of how to
measure cycles (ignoring this
cart and using the old method)
function _init()
local a=11.2 -- locals
local n=1024
flip()
local tot1,sys1=stat(1),stat(2)
for i=1,n do end --calibrate
local tot2,sys2=stat(1),stat(2)
for i=1,n do local _=sqrt(a) end --measure
local tot3,sys3=stat(1),stat(2)
function cyc(t0,t1,t2) return ((t2-t1)-(t1-t0))*128/n*256/stat(8)*256 end
local lua = cyc(tot1-sys1,tot2-sys2,tot3-sys3)
local sys = cyc(sys1,sys2,sys3)
print(lua.."+"..sys.."="..(lua+sys).." (lua+sys)")
end
run this once, see the results,
then change the "measure" line
to some other code you want
to measure.
note: wrapping the code inside
"_init()" is required, otherwise
builtin functions like "sin"
will be measured wrong.
(the reason is explained at
the start of the next tab)
---------------
★ method 3 ★
---------------
another way to measure cpu cost
is to run something like this:
function _draw()
cls(1)
local x=9
for i=1,1000 do
local a=sqrt(x) --snippet1
-- local b=x^0.5 --snippet2
end
end
while running, press ctrl-p to
see the performance monitor.
the middle number shows how much
of cpu is being used, as a
fraction. (0.60 = 60% used)
now, change the comments on the
two code snippets inside _draw()
and re-run. compare the new
result with the old to determine
which snippet is faster.
note: every loop iteration costs
an additional 2 cycles, so the
ratio of the two fractions will
not match the ratio of the
execution time of the snippets.
but this method can quickly tell
you which snippet is faster.
]]
-->8
--[[ profiler.lua
more info: https://www.lexaloffle.com/bbs/?tid=46117
usage:
prof(function()
memcpy(0,0x200,64)
end,function()
poke4(0,peek4(0x200,16))
end)
passing locals:
prof(
function(a,b)
local c=(a+1)*(b+1)-1
end,
function(a,b)
local c=a*b+a+b
end,
{locals={3,5}}
)
getting global/local variables exactly right
is very tricky; you should always use inline
functions like above; if you try e.g. prof(sin)
the results will be wrong.
# minutiae / notes to self:
---------------------------
doing this at top-level is awkward:
for _=1,n do end -- calibrate
for _=1,n do sin() end -- measure
b/c sin is secretly local at top-level,
so it gives a misleading result (3 cycles).
do it inside _init instead for a
more representative result (4 cycles).
## separate issue:
------------------
if you call prof(sin), it gives the wrong result (-2 cycles) because
it's comparing sin() against noop() (not truly nothing).
but we want the noop() there for normal inline prof() calls,
to avoid measuring the cost of the indirection
(calling func() from inside prof() is irrelevant to
how cpu-expensive func()'s body is)
]]
-- prof(fn1,fn2,...,fnN,[opts])
--
-- opts.locals: values to pass
-- opts.name: text label
-- opts.n: number of iterations
function prof(...)
local funcs={...}
local opts=type(funcs[#funcs])=="table" and deli(funcs) or {}
-- build output string
local msg=""
local function log(s)
msg..=s.."\n"
end
if opts.name then
log("prof: "..opts.name)
end
for fn in all(funcs) do
local dat=prof_one(fn,opts)
log(sub(" "..dat.total,-3)
.." ("
..dat.lua
.." lua, "
..dat.sys
.." sys)")
end
-- copy to clipboard
printh(msg,"@clip")
-- print + pause
cls()
stop(msg)
end
function prof_one(func, opts)
opts = opts or {}
local n = opts.n or 0x200 --how many times to call func
local locals = opts.locals or {} --locals to pass func
-- we want to type
-- local m = 0x80_0000/n
-- but 8MHz is too large to fit in a pico-8 number,
-- so we do (0x80_0000>>16)/(n>>16) instead
-- (n is always an integer, so n>>16 won't lose any bits)
local m = 0x80/(n>>16)
assert(0x80/m << 16 == n, "n is too small") -- make sure m didn't overflow
local fps = stat(8)
-- given three timestamps (pre-calibration, middle, post-measurement),
-- calculate how many more CPU cycles func() took compared to noop()
-- derivation:
-- T := ((t2-t1)-(t1-t0))/n (frames)
-- this is the extra time for each func call, compared to noop
-- this is measured in #-of-frames -- it will be a small fraction for most ops
-- F := 1/30 (seconds/frame) (or 1/60 if this test is running at 60fps)
-- this is just the framerate that the tests run at, not the framerate of your game
-- M := 256*256*128 = 0x80_0000 = 8MHz (cycles/second)
-- (PICO-8 runs at 8MHz; see https://www.lexaloffle.com/dl/docs/pico-8_manual.html#CPU)
-- cycles := T frames * F seconds/frame * M cycles/second
-- optimization / working around pico-8's fixed point numbers:
-- T2 := T*n = (t2-t1)-(t1-t0)
-- M2 := M/n = (M>>16)/(n>>16) := m (e.g. when n is 0x1000, m is 0x800)
-- cycles := T2*M2*F
local function cycles(t0,t1,t2)
local diff = (t2-t1)-(t1-t0)
local e1 = "must use inline functions -- see usage guide"
assert(0<=diff,e1)
local thresh = 0x7fff.ffff/(m/fps)
local e2 = "code is too large or slow -- try profiling manually with stat(1)"
assert(diff<=thresh,e2)
return diff*(m/fps)
end
local noop = function() end -- this must be local, because func is local
flip() --avoid flipping mid-measurement
local atot,asys=stat(1),stat(2)
for _=1,n do noop(unpack(locals)) end -- calibrate
local btot,bsys=stat(1),stat(2)
for _=1,n do func(unpack(locals)) end -- measure
local ctot,csys=stat(1),stat(2)
-- gather results
local tot=cycles(atot,btot,ctot)
local sys=cycles(asys,bsys,csys)
return {
lua=tot-sys,
sys=sys,
total=tot,
}
end
-->8
-- your code here
bigarr = (function()
local ret = {}
for i=1,100 do
ret[i]=i
end
return ret
end)()
--edit me:
prof(function()
local a, sum = bigarr, 0
for x=1,#a do
sum += a[x]
end
end,function()
local a, sum = bigarr, 0
for v in all(a) do
sum += v
end
end,function()
local a, sum = bigarr, 0
foreach(a, function(v) sum+= v end)
end,{ locals={} })
-- "locals" (optional) are
-- passed in as args. see the
-- usage guide for details.
__label__
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__sfx__
030100003052500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505

495
collision_profiling.p8 Normal file
View File

@ -0,0 +1,495 @@
pico-8 cartridge // http://www.pico-8.com
version 42
__lua__
-- prof: cpu cycle counter v1.4
-- BY PANCELOR
--[[------------------------
use this cart to precisely
measure code execution time
--------------------------------
★ overview ★
--------------------------------
| tab 0 | usage guide |
| tab 1 | (internals) |
| tab 2 | your code here |
--------------------------------
-----------------------
-- ★ usage guide ★ --
-----------------------
웃: i have two code snippets;
which one is faster?
🐱: edit the last tab with your
snippets, then run the cart.
it will tell you precisely
how much cpu it takes to
run each snippet.
the results are also copied
to your clipboard.
웃: what do the numbers mean?
🐱: the cpu cost is reported
as lua and system cycle
counts. look up stat(1)
and stat(2) for more info.
if you're not sure, just
look at the first number.
lower is faster (better)
웃: why "{locals={9}}"
in the example?
🐱: accessing local variables
is faster than global vars.
so if your test involves
local variables, simulate
this by passing them in:
prof(function(a)
sqrt(a)
end,{ locals={9} })
/!\ /!\ /!\ /!\
local values from outside
the current scope are also
slower to access! example:
global = 4
local outer = 4
prof(function(x)
local _ = x --fast
end,function(x)
local _ = outer --slow
end,function(x)
local _ = global --slow
end,{ locals={4} })
/!\ /!\ /!\ /!\
웃: can i do "prof(myfunc)"?
🐱: no, this sometimes gives
wrong results! always use
inline functions:
prof(function()
--code for myfunc here
end)
as an example, "prof(sin)"
reports "-2" -- wrong! but
"prof(function()sin()end)"
correctly reports "4"
(see the technical notes at
the start of the next tab
for a brief explanation.
technically, "prof(myfunc)"
will work if myfunc was made
by the user, but you will
risk confusing yourself)
---------------
★ method 2 ★
---------------
this cart is based on
code by samhocevar:
https://www.lexaloffle.com/bbs/?pid=60198#p
if you do this method, be very
careful with local/global vars.
it's very easy to accidentally
measure the wrong thing.
here's an example of how to
measure cycles (ignoring this
cart and using the old method)
function _init()
local a=11.2 -- locals
local n=1024
flip()
local tot1,sys1=stat(1),stat(2)
for i=1,n do end --calibrate
local tot2,sys2=stat(1),stat(2)
for i=1,n do local _=sqrt(a) end --measure
local tot3,sys3=stat(1),stat(2)
function cyc(t0,t1,t2) return ((t2-t1)-(t1-t0))*128/n*256/stat(8)*256 end
local lua = cyc(tot1-sys1,tot2-sys2,tot3-sys3)
local sys = cyc(sys1,sys2,sys3)
print(lua.."+"..sys.."="..(lua+sys).." (lua+sys)")
end
run this once, see the results,
then change the "measure" line
to some other code you want
to measure.
note: wrapping the code inside
"_init()" is required, otherwise
builtin functions like "sin"
will be measured wrong.
(the reason is explained at
the start of the next tab)
---------------
★ method 3 ★
---------------
another way to measure cpu cost
is to run something like this:
function _draw()
cls(1)
local x=9
for i=1,1000 do
local a=sqrt(x) --snippet1
-- local b=x^0.5 --snippet2
end
end
while running, press ctrl-p to
see the performance monitor.
the middle number shows how much
of cpu is being used, as a
fraction. (0.60 = 60% used)
now, change the comments on the
two code snippets inside _draw()
and re-run. compare the new
result with the old to determine
which snippet is faster.
note: every loop iteration costs
an additional 2 cycles, so the
ratio of the two fractions will
not match the ratio of the
execution time of the snippets.
but this method can quickly tell
you which snippet is faster.
]]
-->8
--[[ profiler.lua
more info: https://www.lexaloffle.com/bbs/?tid=46117
usage:
prof(function()
memcpy(0,0x200,64)
end,function()
poke4(0,peek4(0x200,16))
end)
passing locals:
prof(
function(a,b)
local c=(a+1)*(b+1)-1
end,
function(a,b)
local c=a*b+a+b
end,
{locals={3,5}}
)
getting global/local variables exactly right
is very tricky; you should always use inline
functions like above; if you try e.g. prof(sin)
the results will be wrong.
# minutiae / notes to self:
---------------------------
doing this at top-level is awkward:
for _=1,n do end -- calibrate
for _=1,n do sin() end -- measure
b/c sin is secretly local at top-level,
so it gives a misleading result (3 cycles).
do it inside _init instead for a
more representative result (4 cycles).
## separate issue:
------------------
if you call prof(sin), it gives the wrong result (-2 cycles) because
it's comparing sin() against noop() (not truly nothing).
but we want the noop() there for normal inline prof() calls,
to avoid measuring the cost of the indirection
(calling func() from inside prof() is irrelevant to
how cpu-expensive func()'s body is)
]]
-- prof(fn1,fn2,...,fnN,[opts])
--
-- opts.locals: values to pass
-- opts.name: text label
-- opts.n: number of iterations
function prof(...)
local funcs={...}
local opts=type(funcs[#funcs])=="table" and deli(funcs) or {}
-- build output string
local msg=""
local function log(s)
msg..=s.."\n"
end
if opts.name then
log("prof: "..opts.name)
end
for fn in all(funcs) do
local dat=prof_one(fn,opts)
log(sub(" "..dat.total,-3)
.." ("
..dat.lua
.." lua, "
..dat.sys
.." sys)")
end
-- copy to clipboard
printh(msg,"@clip")
-- print + pause
cls()
stop(msg)
end
function prof_one(func, opts)
opts = opts or {}
local n = opts.n or 0x200 --how many times to call func
local locals = opts.locals or {} --locals to pass func
-- we want to type
-- local m = 0x80_0000/n
-- but 8MHz is too large to fit in a pico-8 number,
-- so we do (0x80_0000>>16)/(n>>16) instead
-- (n is always an integer, so n>>16 won't lose any bits)
local m = 0x80/(n>>16)
assert(0x80/m << 16 == n, "n is too small") -- make sure m didn't overflow
local fps = stat(8)
-- given three timestamps (pre-calibration, middle, post-measurement),
-- calculate how many more CPU cycles func() took compared to noop()
-- derivation:
-- T := ((t2-t1)-(t1-t0))/n (frames)
-- this is the extra time for each func call, compared to noop
-- this is measured in #-of-frames -- it will be a small fraction for most ops
-- F := 1/30 (seconds/frame) (or 1/60 if this test is running at 60fps)
-- this is just the framerate that the tests run at, not the framerate of your game
-- M := 256*256*128 = 0x80_0000 = 8MHz (cycles/second)
-- (PICO-8 runs at 8MHz; see https://www.lexaloffle.com/dl/docs/pico-8_manual.html#CPU)
-- cycles := T frames * F seconds/frame * M cycles/second
-- optimization / working around pico-8's fixed point numbers:
-- T2 := T*n = (t2-t1)-(t1-t0)
-- M2 := M/n = (M>>16)/(n>>16) := m (e.g. when n is 0x1000, m is 0x800)
-- cycles := T2*M2*F
local function cycles(t0,t1,t2)
local diff = (t2-t1)-(t1-t0)
local e1 = "must use inline functions -- see usage guide"
assert(0<=diff,e1)
local thresh = 0x7fff.ffff/(m/fps)
local e2 = "code is too large or slow -- try profiling manually with stat(1)"
assert(diff<=thresh,e2)
return diff*(m/fps)
end
local noop = function() end -- this must be local, because func is local
flip() --avoid flipping mid-measurement
local atot,asys=stat(1),stat(2)
for _=1,n do noop(unpack(locals)) end -- calibrate
local btot,bsys=stat(1),stat(2)
for _=1,n do func(unpack(locals)) end -- measure
local ctot,csys=stat(1),stat(2)
-- gather results
local tot=cycles(atot,btot,ctot)
local sys=cycles(asys,bsys,csys)
return {
lua=tot-sys,
sys=sys,
total=tot,
}
end
-->8
-- your code here
--edit me:
prof(function(b1,b2)
return
b1[1]<=b2[3]
and b1[2]<=b2[4]
and b1[3]>=b2[1]
and b1[4]>=b2[2]
end,function(b1, b2)
return
b1.x1<=b2.x2
and b1.y1<=b2.y2
and b1.x2>=b2.x1
and b1.y2>=b2.y1
end,{ locals={{1,1,1,1,x1=1,x2=1,y1=1,y2=1},{1,1,1,1,x1=1,x2=1,y1=1,y2=1}} })
-- "locals" (optional) are
-- passed in as args. see the
-- usage guide for details.
__label__
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__sfx__
030100003052500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505

View File

@ -59,77 +59,45 @@ function mknew(tt)
return tt return tt
end end
-- intrusive singly-linked list. -- call f on everything on list
-- cannot be nested! -- and return a new list of
linked_list = mknew{ -- items for which f was true.
is_linked_list=true, function filtered(list, f)
init = function(x) local ret, n = {}, 0
x.next=nil for v in all(list) do
x.tail=x if f(v) then
end, n += 1
} ret[n] = v
end
function linked_list:push_back(x) end
self.tail.next = x return ret
self.tail = x
end end
function linked_list:push_front(x) -- call :move on everything on
if (not self.next) self.tail = x -- src and dump everything
x.next = self.next -- for which it returned true
self.next = x -- onto dest.
function appendmove(dest, src)
local n = #dest
for v in all(src) do
if v:move() then
n += 1
dest[n] = v
end end
-- vore eats another linked list
-- by appending its contents.
-- the ingested linked is empty.
function linked_list:vore(x)
if (not x.next) return
self.tail.next = x.next
self.tail = x.tail
x.next = nil
x.tail = x
end
-- strip calls f(x) for each
-- node, removing each node for
-- which f(x) returns true. it
-- returns the new tail; nil
-- if the list is now empty.
function linked_list:strip(f)
local p, n = self, self.next
while n do
if f(n) then
p.next = n.next
else
p = n
end
n = n.next
end
self.tail = p
return p
end
-- optimized special case -
-- could be done with strip but
-- this avoids extra function
-- calls and comparisions since
-- draw isn't allowed to kill
-- the item
function linked_list:draw()
local n = self.next
while n do
n:draw()
n = n.next
end end
end end
-- like filtered, but calls
function linked_list:pop_front() -- :move on stuff in the list
local ret = self.next -- instead of taking a func arg.
if (not ret) return function filtermoved(list)
self.next = ret.next local ret, n = {}, 0
if (not ret.next) ret.tail = nil for v in all(list) do
if v:move() then
n += 1
ret[n] = v
end
end
return ret return ret
end end
@ -143,12 +111,12 @@ function _init()
end end
function once_next_frame(f) function once_next_frame(f)
new_events:push_back{ add(new_events, {
move = function() move = function()
f() f()
return true return true
end, end,
} })
end end
-- health gradients for 1..5 hp -- health gradients for 1..5 hp
@ -162,20 +130,20 @@ hpcols_lut = csv[[36
-- call after any change to maxhp -- call after any change to maxhp
-- configures health gradient -- configures health gradient
function init_hpcols() function init_hpcols()
hpcols = hpcols_lut[min(primary_ship.maxhp,6)] hpcols = hpcols_lut[min(primary_ship.maxhp,5)]
end end
function wipe_game() function wipe_game()
xpwhoosh = nil xpwhoosh = nil
primary_ship = player.new() primary_ship = player.new()
init_hpcols() init_hpcols()
eships = linked_list.new() eships = {}
pbullets = linked_list.new() pbullets ={}
ebullets = linked_list.new() ebullets ={}
intangibles_fg = linked_list.new() intangibles_fg = {}
intangibles_bg = linked_list.new() intangibles_bg = {}
events = linked_list.new() events = {}
new_events = linked_list.new() new_events = {}
primary_ship.main_gun = zap_gun_p.new() primary_ship.main_gun = zap_gun_p.new()
primary_ship.main_gun:peel() primary_ship.main_gun:peel()
gframe = 0 gframe = 0
@ -186,14 +154,7 @@ end
function _update60() function _update60()
mode:update() mode:update()
end ustat = stat(1)
function call_f(x)
return x:f()
end
function call_move(x)
return x:move()
end end
function ones(n) function ones(n)
@ -233,60 +194,47 @@ function updategame()
interlude -= 1 interlude -= 1
else else
current_wave = flotilla.new() current_wave = flotilla.new()
current_wave:load(0, 0, min(ones(waves_complete)\2, 4)) current_wave:load(rnd() > 0.5 and 7 or 0, 0, min(ones(waves_complete)\2, 4))
end
events:vore(new_events)
events:strip(call_move)
for _, lst in ipairs{intangibles_bg, eships, pbullets, ebullets} do
lst:strip(call_move)
end end
events = filtermoved(events)
appendmove(events, new_events)
new_events = {}
intangibles_bg = filtermoved(intangibles_bg)
eships = filtermoved(eships)
-- eship collider will be used
-- both for pship and pbullets.
local eship_collider = collider.new{from=eships}
if not ps.dead then if not ps.dead then
ps:move() ps:move()
local pbox = hurtbox(ps) local pbox = hurtbox(ps)
eships:strip(function(es) for es in eship_collider:iterate_collisions(pbox) do
if(not collides(pbox, hurtbox(es))) return
ps:hitship(es) ps:hitship(es)
return es:hitship(ps) es:hitship(ps)
end) end
ebullets:strip(function(eb) ebullets = filtered(ebullets, function(eb)
if (not collides(pbox, hurtbox(eb))) return if (not eb:move()) return
if (not collides(pbox, hurtbox(eb))) return true
ps:hitbullet(eb) ps:hitbullet(eb)
return eb:hitship(ps) return not eb:hitship(ps)
end) end)
end
-- many bullets and many enemy ships;
-- use bucket collider for efficiency
local pbullet_collider = collider.new()
local p, n = pbullets, pbullets.next
while n do
n.prev = p
pbullet_collider:insert(n)
p = n
n = p.next
end
eships:strip(
function(es)
for pb in all(pbullet_collider:get_collisions(es)) do
if pb:hitship(es) then
pbullet_collider:hide(pb)
pb.prev.next = pb.next
if pb.next then
pb.next.prev = pb.prev
else else
pbullets.tail = pb.prev ebullets=filtermoved(ebullets)
end end
end
if (es:hitbullet(pb)) return true
end
end
)
intangibles_fg:strip(call_move) pbullets = filtered(pbullets, function(pb)
if (not pb:move()) return
for es in eship_collider:iterate_collisions(hurtbox(pb)) do
es:hitbullet(pb)
if (pb:hitship(es)) return
end
return true
end)
if waves_complete == 32767 and not eships.next and not ebullets.next and not events.next then intangibles_fg = filtermoved(intangibles_fg)
if waves_complete == 32767 and #eships == 0 and #ebullets == 0 and #events == 0 then
game_state = win game_state = win
end end
if (ps.dead) game_state = lose if (ps.dead) game_state = lose
@ -305,6 +253,8 @@ end
function _draw() function _draw()
mode:draw() mode:draw()
local ds = stat(1)
print(tostr(ustat).." + "..tostr(ds-ustat), 0, 122, 7)
end end
function drawgame_top() function drawgame_top()
@ -352,15 +302,6 @@ function puke(item, indent, seen, hidekey)
end end
local xpfx = pfx.." " local xpfx = pfx.." "
if item.is_linked_list then
local ret,n = "linked_list <",0
item:strip(function(x)
n += 1
ret ..= xpfx..tostr(n)..": "..puke(x, indent+2, seen, "next")
end)
return ret..pfx..">"
end
local ret = "{" local ret = "{"
for k, v in pairs(item) do for k, v in pairs(item) do
if (k ~= hidekey) ret ..= xpfx..tostr(k)..": "..puke(v, indent+2, seen) if (k ~= hidekey) ret ..= xpfx..tostr(k)..": "..puke(v, indent+2, seen)
@ -380,8 +321,10 @@ end
function drawgame() function drawgame()
clip(0,0,112,128) clip(0,0,112,128)
rectfill(0,0,112,128,0) rectfill(0,0,112,128,0)
for drawable in all{intangibles_bg, pbullets, primary_ship, eships, ebullets, intangibles_fg} do for drawables in all{intangibles_bg, pbullets, {primary_ship}, eships, ebullets, intangibles_fg} do
drawable:draw() for d in all(drawables) do
d:draw()
end
end end
clip(0,0,128,128) clip(0,0,128,128)
drawhud() drawhud()
@ -593,21 +536,27 @@ function ship_m:constrain(p, dp, pmin, pmax, want)
end end
function ship_m:move() function ship_m:move()
if (self.dead) return;
self:refresh_shield() self:refresh_shield()
local dx, dy, shoot_spec1, shoot_spec2 = self:act() local dx, dy, shoot_spec1, shoot_spec2 = self:act()
dx = self:constrain(self.x, self.xmomentum, self.xmin, self.xmax, dx) local sg, xm, ym, sp = self.special_guns, self.xmomentum, self.ymomentum, self.sparks
dy = self:constrain(self.y, self.ymomentum, self.ymin, self.ymax, dy) dx = self:constrain(self.x, xm, self.xmin, self.xmax, dx)
dy = self:constrain(self.y, ym, self.ymin, self.ymax, dy)
self:maybe_shoot(self.main_gun) self:maybe_shoot(self.main_gun)
if (shoot_spec1 and self.special_guns) self:maybe_shoot(self.special_guns[1]) if sg then
if (shoot_spec2 and self.special_guns) self:maybe_shoot(self.special_guns[2]) if (shoot_spec1) self:maybe_shoot(sg[1])
spark(self.sparks, self.x + 4*self.size, self.y + 4*self.size, dx*2.5, dy*2.5, self.sparkodds) if (shoot_spec2) self:maybe_shoot(sg[2])
self.xmomentum = self:calc_velocity(self.xmomentum, dx) end
self.ymomentum = self:calc_velocity(self.ymomentum, dy) if(sp) spark(sp, self.x + 4*self.size, self.y + 4*self.size, dx*2.5, dy*2.5, self.sparkodds)
xm = self:calc_velocity(xm, dx)
ym = self:calc_velocity(ym, dy)
self.x += self.xmomentum self.x += xm
self.y += self.ymomentum self.y += ym
self.xmomentum = xm
self.ymomentum = ym
return false return true
end end
function ship_m:draw() function ship_m:draw()
@ -619,12 +568,8 @@ end
function hurtbox(ship) function hurtbox(ship)
local h = ship.hurt local h = ship.hurt
return { local x1,y1 = ship.x + h.x_off, ship.y+h.y_off
x=ship.x + h.x_off, return {x1=x1, y1=y1, x2=x1+h.width, y2=y1+h.height}
y=ship.y + h.y_off,
width=h.width,
height=h.height
}
end end
function ship_m:maybe_shoot(gun) function ship_m:maybe_shoot(gun)
@ -673,14 +618,6 @@ end
-->8 -->8
-- bullet and gun behaviors -- bullet and gun behaviors
function player_blt_cat()
return pbullets
end
function enemy_blt_cat()
return ebullets
end
-- x, y: position -- x, y: position
-- dx, dy: movement (linear) -- dx, dy: movement (linear)
-- f: frames remaining; nil for no limit -- f: frames remaining; nil for no limit
@ -693,16 +630,14 @@ end
-- details, check impl -- details, check impl
-- damage -- damage to do to -- damage -- damage to do to
-- a ship that gets hit -- a ship that gets hit
-- category -- function that -- category -- string naming
-- returns which bullet list -- which bullet list to spawn
-- to spawn onto -- onto, from _ENV
-- hitship -- event handler, -- hitship -- event handler,
-- takes ship as argument. -- takes ship as argument.
-- default: die, return true. -- default: die, return true.
-- returns whether to delete -- returns whether to delete
-- the bullet -- the bullet
-- die -- on-removal event,
-- default no-op
bullet_base = mknew{} bullet_base = mknew{}
gun_base = mknew{ gun_base = mknew{
@ -826,22 +761,13 @@ remainder:
end end
function bullet_base:hitship(_) function bullet_base:hitship(_)
self:die()
return true return true
end end
function bullet_base:die()
end
function bullet_base:move() function bullet_base:move()
self.x += self.dx local x,y = self.x + self.dx, self.y+self.dy
self.y += self.dy self.x,self.y=x,y
if (self.f) self.f -= 1 return (y<=128) and (y >= -16) and (x <= 128) and (x >= -16)
if (self.y > 145) or (self.y < -8 * self.height) or (self.f and self.f < 0) then
self:die()
return true
end
return false
end end
function bullet_base:draw() function bullet_base:draw()
@ -851,7 +777,7 @@ end
function bullet_base:spawn_at(x, y) function bullet_base:spawn_at(x, y)
self.x = x - self.x_off self.x = x - self.x_off
self.y = y - self.y_off self.y = y - self.y_off
self.category():push_back(self) add(_ENV[self.category], self)
end end
function gun_base:shoot(x, y) function gun_base:shoot(x, y)
@ -883,25 +809,20 @@ function gun_base:actually_shoot(x, y)
self.shot_idx = idx self.shot_idx = idx
shots = shots[idx] shots = shots[idx]
for s in all(shots) do for s in all(shots) do
local a,xo,v = unpack(s) local a,xo,v = s[1]+aim, s[2] or 0, s[3] or veloc
v = v or veloc
xo = xo or 0
-- reverse x-offset for negative base angle -- reverse x-offset for negative base angle
if (aim < 0) xo = -xo if (aim < 0) xo = -xo
a += aim
-- todo: switch munition -- todo: switch munition
-- depending on angle -- depending on angle
-- (allows for non-round -- (allows for non-round
-- sprites and hitboxes on -- sprites and hitboxes on
-- shots from guns with -- shots from guns with
-- widely varying angles) -- widely varying angles)
local m = munition.new{} local m = munition.new{
-- todo: automatically make dx=cos(a)*v,
-- high velocity shots do dy=sin(a)*v
-- multiple collision checks }
m.dy = sin(a) * veloc m:spawn_at(x+xo, y)
m.dx = cos(a) * veloc
m:spawn_at(x+(xo or 0), y)
end end
end end
@ -909,44 +830,32 @@ end
-->8 -->8
-- bullets and guns -- bullets and guns
zap_e = mknew(bullet_base.new{ zap_p = mknew(bullet_base.new{
--shape --shape
sprite = 9, --index of ammo sprite sprite = 8, --index of ammo sprite
width = 1, --in 8x8 blocks width = 0.25, --in 8x8 blocks
height = 1, height = 1,
hurt = { -- hurtbox - where this ship can be hit hurt = { -- hurtbox - where this ship can be hit
x_off = 0, -- upper left corner x_off = 0, -- upper left corner
y_off = 0, -- relative to sprite y_off = 0, -- relative to sprite
width = 2, width = 2,
height = 8 height = 8,
}, },
x_off = 1, -- how to position by ship x_off = 1, -- how to position by ship
y_off = 8, y_off = 0,
damage = 1, damage = 1,
hitship = const_fxn(true), hitship = const_fxn(true),
category = enemy_blt_cat, category = "pbullets",
}) })
zap_p = mknew(zap_e.new{ zap_gun_p = mknew(gun_base.new{
sprite = 8,
y_off = 0,
category = player_blt_cat,
})
zap_gun_e = mknew(gun_base.new{
cooldown = 0x0.0020, -- frames between shots
veloc = 4,
munition = zap_e,
})
zap_gun_p = mknew(zap_gun_e.new{
icon = 19, icon = 19,
munition = zap_p, cooldown = 0x0.0020, -- frames between shots
veloc = 8, veloc = 7,
aim = 0.25, aim = 0.25,
munition = zap_p,
hdr = "mAIN gUN", hdr = "mAIN gUN",
}) })
@ -980,7 +889,7 @@ blast = mknew(bullet_base.new{
if self.damage > 0 and not self.awaitcancel then if self.damage > 0 and not self.awaitcancel then
self.awaitcancel = true self.awaitcancel = true
once_next_frame(function() once_next_frame(function()
new_events:push_back{ add(new_events, {
wait = 4, wait = 4,
obj = self, obj = self,
saved_dmg = self.damage, saved_dmg = self.damage,
@ -991,13 +900,13 @@ blast = mknew(bullet_base.new{
return true return true
end end
end, end,
} })
self.damage = 0 self.damage = 0
self.awaitcancel = false self.awaitcancel = false
end) end)
end end
end, end,
category=player_blt_cat category="pbullets"
}) })
blast_gun = mknew(gun_base.new{ blast_gun = mknew(gun_base.new{
@ -1036,14 +945,14 @@ protron_e = mknew(bullet_base.new{
y_off = 4, y_off = 4,
damage = 1, damage = 1,
category = enemy_blt_cat, category = "ebullets",
}) })
protron_p = mknew(protron_e.new{ protron_p = mknew(protron_e.new{
sprite=23, sprite=23,
dym = -1, dym = -1,
y_off = 0, y_off = 0,
category=player_blt_cat, category="pbullets",
}) })
protron_gun_e = mknew(gun_base.new{ protron_gun_e = mknew(gun_base.new{
@ -1078,8 +987,8 @@ rate: 2/sec
vulcan_e = mknew(bullet_base.new{ vulcan_e = mknew(bullet_base.new{
--shape --shape
sprite = 21, sprite = 21,
width = 1, --in 8x8 blocks width = 0.125, --in 8x8 blocks
height = 1, height = 0.5,
hurt = { -- hurtbox - where this ship can be hit hurt = { -- hurtbox - where this ship can be hit
x_off = 0, -- upper left corner x_off = 0, -- upper left corner
y_off = 0, -- relative to sprite y_off = 0, -- relative to sprite
@ -1090,13 +999,13 @@ vulcan_e = mknew(bullet_base.new{
y_off = 0, y_off = 0,
damage = 0.5, damage = 0.5,
category=enemy_blt_cat category="ebullets"
}) })
vulcan_p = mknew(vulcan_e.new{ vulcan_p = mknew(vulcan_e.new{
sprite=22, sprite=22,
y_off = 4, y_off = 4,
category=player_blt_cat category="pbullets"
}) })
vulcan_gun_e = mknew(gun_base.new{ vulcan_gun_e = mknew(gun_base.new{
@ -1113,7 +1022,7 @@ machine_gun_e = mknew(vulcan_gun_e.new{
icon = 38, icon = 38,
clip_size = 12, clip_size = 12,
clip_interval = 0x0.005a, clip_interval = 0x0.005a,
shots = {{{0, 2}}, {{0, -2}}} shots = {{{0.0625, 2}}, {{-0.0625, -2}}}
}) })
vulcan_gun_p = mknew(vulcan_gun_e.new{ vulcan_gun_p = mknew(vulcan_gun_e.new{
@ -1155,8 +1064,8 @@ player = mknew(ship_m.new{
boss = true, -- dramatic special effects boss = true, -- dramatic special effects
-- health -- health
hp = 3, -- current health, non-regenerating hp = 1024, -- current health, non-regenerating
maxhp = 3, -- player only; other ships never heal maxhp = 1024, -- player only; other ships never heal
shield = 2, -- regenerates shield = 2, -- regenerates
maxshield = 2, maxshield = 2,
@ -1339,7 +1248,7 @@ chasey = mknew(ship_m.new{
drag = 0.075, drag = 0.075,
init = function(ship) init = function(ship)
ship.main_gun=ship.main_gun or zap_gun_e.new{} --ship.main_gun=ship.main_gun or zap_gun_e.new{}
end end
}) })
@ -1432,66 +1341,64 @@ end
-->8 -->8
-- collisions -- collisions
-- box: x, y, width, height -- box: x1, y1, x2, y2
function collides(b1, b2)
function collides(box1, box2) return
return not ( b1.y1<=b2.y2
box1.x>box2.x+box2.width and b1.y2>=b2.y1
or box1.y>box2.y+box2.height and b1.x1<=b2.x2
or box1.x+box1.width<box2.x and b1.x2>=b2.x1
or box1.y+box1.height<box2.y)
end end
collider = mknew{ collider = mknew{
init = function(x) init = function(x)
x.suppress = {} local from = x.from
for n in all(from) do
-- insert
for i in all(collider_indexes(hurtbox(n))) do
local a = x[i]
if not a then
a = {}
x[i] = a
end
add(a, n)
end
end
end, end,
} }
function collider_indexes(box) function collider_indexes(box)
local ret = {} local ret, ylo, yhi = {}, box.y1\8, box.y2\8
for x = box.x\8, (box.x+box.width)\8 do for x = box.x1\8, box.x2\8 do
for y = box.y\8, (box.y+box.height)\8 do for y = ylo, yhi do
add(ret, x+256*y) add(ret, x+(y<<8))
end end
end end
return ret return ret
end end
function collider:insert(item) function collider:iterate_collisions(box)
-- todo: separate "big items" list?
local bdx = collider_indexes(hurtbox(item))
for i in all(bdx) do
local x = self[i]
if not x then
x = {}
self[i] = x
end
add(x, item)
end
end
function collider:hide(item)
self.suppress[item]=true
end
function collider:get_collisions(item)
local found = { }
local seen = { } local seen = { }
local box = hurtbox(item)
local bucket_ids = collider_indexes(box) local bucket_ids = collider_indexes(box)
for b_idx in all(bucket_ids) do local bii, bidl, bucket, bi, blen = 1, #bucket_ids, false, 1, 0
local bucket = self[b_idx] return function()
if bucket then while bii <= bidl do
for candidate in all(bucket) do if not bucket then
if not (seen[candidate] or self.suppress[candidate]) then bucket,blen = self[bucket_ids[bii]],0
if (bucket) blen=#bucket
end
while bi <= blen do
local candidate = bucket[bi]
bi += 1
if not seen[candidate] then
seen[candidate] = true seen[candidate] = true
if (collides(box, hurtbox(candidate))) add(found, candidate) if (not candidate.dead and collides(box, hurtbox(candidate))) return candidate
end end
end -- done with this bucket
bi=1
bii += 1
end end
end end -- end of closure def
end
return found
end end
-->8 -->8
@ -1572,7 +1479,7 @@ function flotilla:load(ulc_cx, ulc_cy, lvl)
for s in all(row) do for s in all(row) do
counts[s.ship_t] += 1 counts[s.ship_t] += 1
s.x,s.y=rnd_spawn_loc() s.x,s.y=rnd_spawn_loc()
eships:push_back(s) add(eships, s)
end end
add(rows, row) add(rows, row)
end end
@ -1659,13 +1566,13 @@ blip_fx = mknew{
} }
function blip_fx:move() function blip_fx:move()
if (self.cancel) return true if (self.cancel) return
self.frames -= 1 self.frames -= 1
if self.frames < 0 then if self.frames < 0 then
self.obj.fx_pal = nil self.obj.fx_pal = nil
return true return
end end
return false return true
end end
function blip_fx:abort() function blip_fx:abort()
@ -1686,7 +1593,7 @@ end
function blip(obj, col) function blip(obj, col)
obj.fx_pal = blip_pals[col] obj.fx_pal = blip_pals[col]
if (obj.___fx_pal_event) obj.___fx_pal_event:abort() if (obj.___fx_pal_event) obj.___fx_pal_event:abort()
events:push_back(blip_fx.new{frames=3, obj=obj}) add(events, blip_fx.new{frames=3, obj=obj})
end end
bossspark = split"7,7,10,10,9,9,9,8,8,8,2,2,5,5" bossspark = split"7,7,10,10,9,9,9,8,8,8,2,2,5,5"
@ -1710,27 +1617,28 @@ spark_particle=mknew{}
function spark_particle:move() function spark_particle:move()
if (rnd(4) < 1) self.sidx += 1 if (rnd(4) < 1) self.sidx += 1
if (self.sidx > #self.sprs) return true if (self.sidx > #self.sprs) return
self.x += self.dx self.x += self.dx
self.y += self.dy self.y += self.dy
self.dx -= mid(0.05,-0.05, self.dx) self.dx -= mid(0.05,-0.05, self.dx)
self.dy -= mid(0.05,-0.05, self.dy) self.dy -= mid(0.05,-0.05, self.dy)
return true
end end
function spark_particle:draw() function spark_particle:draw()
pset(self.x,self.y,self.sprs[self.sidx]) pset(self.x,self.y,self.sprs[self.sidx])
end end
function spark(sprs, x, y, dx, dy, odds, fg) function spark(sprs, x, y, dx, dy, odds, fg)
if (sprs==nil or flr(rnd(odds) or (abs(dx) < 0.5 and abs(dy))) ~= 0) return if ((dx > -0.5 and dx < 0.5 and dy > -0.5 and dy < 0.5) or rnd(odds) >= 1) return
local target = fg and intangibles_fg or intangibles_bg local target = fg and intangibles_fg or intangibles_bg
target:push_back(spark_particle.new{ target[#target+1] = spark_particle.new{
x = x + rnd(4) - 2, x = x + rnd(4) - 2,
y = y + rnd(4) - 2, y = y + rnd(4) - 2,
sprs = sprs, sprs = sprs,
sidx = 1, sidx = 1,
dx = dx * rnd(2), dx = dx * rnd(2),
dy = dy * rnd(2), dy = dy * rnd(2),
}) }
end end
-->8 -->8
-- powerups -- powerups
@ -1740,7 +1648,7 @@ xp_gem = mknew(bullet_base.new{
dy = 0.75, dy = 0.75,
width=1, -- not used for spr but width=1, -- not used for spr but
height=1,-- bullet_base uses it height=1,-- bullet_base uses it
category = enemy_blt_cat, category = "ebullets",
damage = 0, damage = 0,
hurt = { hurt = {
x_off = -2, x_off = -2,
@ -1770,7 +1678,6 @@ function xp_gem:draw()
end end
function xp_gem:move() function xp_gem:move()
if not primary_ship.dead and abs(self.x + 1 - primary_ship.x - primary_ship.hurt.x_off) <= primary_ship.magnet and abs(self.y + 1 - primary_ship.y - primary_ship.hurt.y_off) <= primary_ship.magnet then if not primary_ship.dead and abs(self.x + 1 - primary_ship.x - primary_ship.hurt.x_off) <= primary_ship.magnet and abs(self.y + 1 - primary_ship.y - primary_ship.hurt.y_off) <= primary_ship.magnet then
if (self.x < primary_ship.x + 3) self.x += 1 if (self.x < primary_ship.x + 3) self.x += 1
if (self.x > primary_ship.x + 5) self.x -= 1 if (self.x > primary_ship.x + 5) self.x -= 1
@ -1780,9 +1687,6 @@ function xp_gem:move()
return bullet_base.move(self) return bullet_base.move(self)
end end
-- todo: "magnetic" behavior
-- when near player ship
function xp_gem:hitship(ship) function xp_gem:hitship(ship)
if (ship ~= primary_ship or primary_ship.dead) return false if (ship ~= primary_ship or primary_ship.dead) return false
primary_ship.xp += self.val primary_ship.xp += self.val
@ -2032,8 +1936,8 @@ __gfx__
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@ -2224,8 +2128,11 @@ __gff__
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__map__ __map__
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