prosperon/scripts/entity.js

998 lines
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function obj_unique_name(name, obj)
{
name = name.replaceAll('.', '_');
if (!(name in obj)) return name;
var t = 1;
var n = name + t;
while (n in obj) {
t++;
n = name+t;
}
return n;
}
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var actor = {};
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actor.spawn = function(script, config){
if (typeof script !== 'string') return;
var padawan = Object.create(actor);
compile_env(script, padawan, "script");
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if (typeof config === 'object')
Object.merge(padawan, config);
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padawan.padawans = [];
padawan.timers = [];
padawan.master = this;
Object.hide(padawan, "master","timers");
this.padawans.push(padawan);
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return padawan;
};
actor.die = function(actor){
};
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actor.timers = [];
actor.kill = function(){
this.timers.forEach(t => t.kill());
this.master.remove(this);
this.padawans.forEach(p => p.kill());
this.__dead__ = true;
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};
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actor.delay = function(fn, seconds) {
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var t = Object.create(timer);
t.remain = seconds;
t.kill = () => {
timer.kill.call(t);
this.timers.remove(t);
}
t.fire = () => {
if (this.__dead__) return;
fn();
t.kill();
};
Register.appupdate.register(t.update, t);
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this.timers.push(t);
return function() { t.kill(); };
};
actor.clock = function(fn){};
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actor.master = undefined;
actor.padawans = [];
actor.remaster = function(to){
this.master.padawans.remove(this);
this.master = to;
to.padawans.push(this);
};
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var gameobject_impl = {
get pos() {
Debug.assert(this.level, `Entity ${this.toString()} has no level.`);
return this.level.world2this(this.worldpos());
},
set pos(x) {
Debug.assert(this.level, `Entity ${this.toString()} has no level.`);
this.set_worldpos(this.level.this2world(x));
},
get angle() {
Debug.assert(this.level, `No level set on ${this.toString()}`);
return this.worldangle() - this.level.worldangle();
},
set angle(x) {
var diff = x - this.angle;
this.objects.forEach(function(x) {
x.rotate(diff);
x.pos = Vector.rotate(x.pos, diff);
});
this.sworldangle(x-this.level.worldangle());
},
get scale() {
Debug.assert(this.level, `No level set on ${this.toString()}`);
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var pscale;
if (typeof this.__proto__.scale === 'object')
pscale = this.__proto__.scale;
else
pscale = [1,1,1];
return this.gscale().map((x,i) => x/(this.level.gscale()[i]*pscale[i]));
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},
set scale(x) {
if (typeof x === 'number')
x = [x,x];
var pct = this.scale.map((s,i) => x[i]/s);
this.spread(pct);
/* TRANSLATE ALL SUB OBJECTS */
this.objects.forEach(obj => {
obj.spread(pct);
obj.pos = obj.pos.map((x,i)=>x*pct[i]);
});
},
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get draw_layer() { return cmd(171, this.body); },
set draw_layer(x) { cmd(172, this.body, x); },
set layer(x) { cmd(75,this.body,x); },
get layer() { cmd(77,this.body); },
set mass(x) { set_body(7,this.body,x); },
get mass() {
if (!(this.phys === Physics.dynamic))
return this.__proto__.mass;
return q_body(5, this.body);
},
get elasticity() { return cmd(107,this.body); },
set elasticity(x) { cmd(106,this.body,x); },
get friction() { return cmd(109,this.body); },
set friction(x) { cmd(108,this.body,x); },
set gravity(x) { cmd(167,this.body, x); },
get gravity() { return cmd(159,this.body); },
set timescale(x) { cmd(168,this.body,x); },
get timescale() { return cmd(169,this.body); },
set phys(x) { set_body(1, this.body, x); },
get phys() { return q_body(0,this.body); },
get velocity() { return q_body(3, this.body); },
set velocity(x) { set_body(9, this.body, x); },
get damping() { return cmd(157,this.body); },
set damping(x) { cmd(156, this.body, x); },
get angularvelocity() { return Math.rad2turn(q_body(4,this.body)); },
set angularvelocity(x) { set_body(8, this.body, Math.turn2rad(x)); },
get max_velocity() { return cmd(152, this.body); },
set max_velocity(x) { cmd(151, this.body, x); },
get max_angularvelocity() { return cmd(155,this.body); },
set max_angularvelocity(x) { cmd(154,this.body,x); },
get_moi() { return q_body(6, this.body); },
set_moi(x) {
if(x <= 0) {
Log.error("Cannot set moment of inertia to 0 or less.");
return;
}
set_body(13, this.body, x);
},
};
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var gameobject = {
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get_comp_by_name(name) {
var comps = [];
for (var c of Object.values(this.components))
if (c.comp === name) comps.push(c);
if (comps.length) return comps;
return undefined;
},
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check_dirty() {
this._ed.urdiff = this.json_obj();
this._ed.dirty = !this._ed.urdiff.empty;
var lur = ur[this.level.ur];
if (!lur) return;
var lur = lur.objects[this.toString()];
var d = ediff(this._ed.urdiff,lur);
if (!d || d.empty)
this._ed.inst = true;
else
this._ed.inst = false;
},
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_ed: {
selectable: false,
dirty: false
},
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namestr() {
var s = this.toString();
if (this._ed.dirty)
if (this._ed.inst) s += "#";
else s += "*";
return s;
},
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full_path() {
return this.path_from(Primum);
},
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/* pin this object to the to object */
pin(to) {
var p = cmd(222,this.body, to.body);
},
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slide(to, a, b, min, max) {
a ??= [0,0];
b ??= [0,0];
min ??= 0;
max ??= 50;
var p = cmd(229,this.body,to.body,a,b,min,max);
},
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pivot(to, piv) {
piv ??= this.worldpos();
var p = cmd(221,this.body,to.body,piv);
},
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/* groove is on to, from local points a and b, anchored to this at local anchor */
groove(to, a, b, anchor) {
anchor ??= [0,0];
var p = cmd(228, to.body, this.body, a, b, anchor);
},
damped_spring(to, length, stiffness, damping) {
length ??= Vector.length(this.worldpos(), to.worldpos());
stiffness ??= 1;
damping ??= 1;
var dc = 2*Math.sqrt(stiffness*this.mass);
var p = cmd(227, this.body, to.body, [0,0], [0,0], stiffness, damping*dc);
},
damped_rotary_spring(to, angle, stiffness, damping) {
angle ??= 0;
stiffness ??= 1;
damping ??= 1;
/* calculate actual damping value from the damping ratio */
/* damping = 1 is critical */
var dc = 2*Math.sqrt(stiffness*this.get_moi()); /* critical damping number */
/* zeta = actual/critical */
var p = cmd(226,this.body,to.body,angle,stiffness,damping*dc);
},
rotary_limit(to, min, max) {
var p = cmd(225,this.body,to.body, Math.turn2rad(min),Math.turn2rad(max));
},
ratchet(to,ratch) {
var phase = this.angle - to.angle;
var p = cmd(230, this.body, to.body, phase, Math.turn2rad(ratch));
},
gear(to, ratio) {
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phase ??= 1;
ratio ??= 1;
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var phase = this.angle - to.angle;
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var p = cmd(223,this.body,to.body,phase,ratio);
},
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motor(to, rate) {
var p = cmd(231, this.body, to.body, rate);
},
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path_from(o) {
var p = this.toString();
var c = this.level;
while (c && c !== o && c !== Primum) {
p = c.toString() + "." + p;
c = c.level;
}
if (c === Primum) p = "Primum." + p;
return p;
},
clear() {
for (var k in this.objects) {
this.objects[k].kill();
};
this.objects = {};
},
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delay(fn, seconds) {
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var t = timer.delay(fn.bind(this), seconds);
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this.timers.push(t);
return t;
},
tween(prop, values, def){
var t = Tween.make(this, prop, values, def);
t.play();
var k = function() { t.pause(); }
this.timers.push(k);
return k;
},
cry(file) {
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var p = Sound.play(file, Sound.bus.sfx);
var killfn = p.kill.bind(p);
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p.end = killfn;
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this.timers.push(killfn);
return killfn;
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},
set torque(x) { if (!(x >= 0 && x <= Infinity)) return; cmd(153, this.body, x); },
gscale() { return cmd(103,this.body); },
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sgscale(x) {
if (typeof x === 'number')
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x = [x,x];
cmd(36,this.body,x)
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},
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phys_material() {
var mat = {};
mat.elasticity = this.elasticity;
mat.friction = this.friction;
return mat;
},
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worldpos() { return q_body(1,this.body); },
set_worldpos(x) {
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var poses = this.objects.map(x => x.pos);
set_body(2,this.body,x);
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this.objects.forEach((o,i) => o.set_worldpos(this.this2world(poses[i])));
},
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screenpos() { return world2screen(this.worldpos()); },
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worldangle() { return Math.rad2turn(q_body(2,this.body)); },
sworldangle(x) { set_body(0,this.body,Math.turn2rad(x)); },
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spawn_from_instance(inst) {
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return this.spawn(inst.ur, inst);
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},
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spawn(ur, data) {
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ur ??= gameobject;
if (typeof ur === 'string')
ur = prototypes.get_ur(ur);
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var go = ur.make(this, data);
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Object.hide(this, go.toString());
return go;
},
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/* Reparent 'this' to be 'parent's child */
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reparent(parent) {
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Debug.assert(parent, `Tried to reparent ${this.toString()} to nothing.`);
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if (this.level === parent) {
console.warn("not reparenting ...");
console.warn(`${this.level} is the same as ${parent}`);
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return;
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}
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this.level?.remove_obj(this);
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this.level = parent;
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function unique_name(list, obj) {
var str = obj.toString().replaceAll('.', '_');
var n = 1;
var t = str;
while (t in list) {
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t = str + n;
n++;
}
return t;
};
var name = unique_name(parent, this.ur);
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parent.objects[name] = this;
parent[name] = this;
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this.toString = function() { return name; };
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},
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remove_obj(obj) {
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if (this[obj.toString()] === this.objects[obj.toString()])
delete this[obj.toString()];
delete this.objects[obj.toString()];
delete this[obj.toString()];
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},
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components: {},
objects: {},
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level: undefined,
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pulse(vec) { set_body(4, this.body, vec);},
shove(vec) { set_body(12,this.body,vec);},
shove_at(vec, at) { set_body(14,this.body,vec,at); },
world2this(pos) { return cmd(70, this.body, pos); },
this2world(pos) { return cmd(71, this.body, pos); },
this2screen(pos) { return world2screen(this.this2world(pos)); },
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screen2this(pos) { return this.world2this(screen2world(pos)); },
dir_world2this(dir) { return cmd(160, this.body, dir); },
dir_this2world(dir) { return cmd(161, this.body, dir); },
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alive() { return this.body >= 0; },
in_air() { return q_body(7, this.body);},
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hide() { this.components.forEach(x=>x.hide()); this.objects.forEach(x=>x.hide());},
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show() { this.components.forEach(function(x) { x.show(); }); this.objects.forEach(function(x) { x.show(); }); },
width() {
var bb = this.boundingbox();
return bb.r - bb.l;
},
height() {
var bb = this.boundingbox();
return bb.t-bb.b;
},
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/* Moving, rotating, scaling functions, world relative */
move(vec) { this.set_worldpos(this.worldpos().add(vec)); },
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rotate(x) { this.sworldangle(this.worldangle()+x); },
spread(vec) { this.sgscale(this.gscale().map((x,i)=>x*vec[i])); },
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/* Make a unique object the same as its prototype */
revert() {
var jobj = this.json_obj();
var lobj = this.level.__proto__.objects[this.toString()];
delete jobj.objects;
Object.keys(jobj).forEach(function(x) {
if (lobj && x in lobj)
this[x] = lobj[x];
else
this[x] = this.__proto__[x];
}, this);
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this.sync();
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},
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unregister() {
this.timers.forEach(t=>t());
this.timers = [];
},
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check_registers(obj) {
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obj.unregister();
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if (typeof obj.update === 'function')
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obj.timers.push(Register.update.register(obj.update.bind(obj)));
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if (typeof obj.physupdate === 'function')
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obj.timers.push(Register.physupdate.register(obj.physupdate.bind(obj)));
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if (typeof obj.collide === 'function')
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Signal.obj_begin(obj.collide.bind(obj), obj);
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if (typeof obj.separate === 'function')
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Signal.obj_separate(obj.separate.bind(obj), obj);
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if (typeof obj.draw === 'function')
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obj.timers.push(Register.draw.register(obj.draw.bind(obj), obj));
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if (typeof obj.debug === 'function')
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obj.timers.push(Register.debug.register(obj.debug.bind(obj)));
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if (typeof obj.gui === 'function')
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obj.timers.push(Register.gui.register(obj.gui.bind(obj)));
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for (var k in obj) {
if (!k.startswith("on_")) continue;
var signal = k.fromfirst("on_");
Event.observe(signal, obj, obj[k]);
};
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obj.components.forEach(function(x) {
if (typeof x.collide === 'function')
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register_collide(1, x.collide.bind(x), obj.body, x.shape);
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});
},
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toString() { return "new_object"; },
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flipx() { return this.scale.x < 0; },
flipy() { return this.scale.y < 0; },
mirror(plane) {
this.scale = Vector.reflect(this.scale, plane);
},
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save:true,
selectable:true,
ed_locked:false,
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disable() { this.components.forEach(function(x) { x.disable(); });},
enable() { this.components.forEach(function(x) { x.enable(); });},
sync() {
this.components.forEach(function(x) { x.sync(); });
this.objects.forEach(function(x) { x.sync(); });
},
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/* Bounding box of the object in world dimensions */
boundingbox() {
var boxes = [];
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boxes.push({
t:0,
r:0,
b:0,
l:0
});
for (var key in this.components) {
if ('boundingbox' in this.components[key])
boxes.push(this.components[key].boundingbox());
}
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for (var key in this.objects)
boxes.push(this.objects[key].boundingbox());
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var bb = boxes.shift();
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boxes.forEach(function(x) { bb = bb_expand(bb, x); });
bb = movebb(bb, this.pos);
return bb ? bb : cwh2bb([0,0], [0,0]);
},
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/* The unique components of this object. Its diff. */
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json_obj() {
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var d = ediff(this,this.__proto__);
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d ??= {};
var objects = {};
this.__proto__.objects ??= {};
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var curobjs = {};
for (var o in this.objects)
curobjs[o] = this.objects[o].instance_obj();
var odiff = ediff(curobjs, this.__proto__.objects);
if (odiff)
d.objects = curobjs;
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delete d.pos;
delete d.angle;
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delete d.scale;
delete d.velocity;
delete d.angularvelocity;
return d;
},
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/* The object needed to store an object as an instance of a level */
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instance_obj() {
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var t = this.transform();
var j = this.json_obj();
Object.assign(t,j);
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t.ur = this.ur;
return t;
},
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transform() {
var t = {};
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t.pos = this.pos;
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if (t.pos.every(x=>x===0)) delete t.pos;
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t.angle = Math.places(this.angle,4);
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if (t.angle === 0) delete t.angle;
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t.scale = this.scale;
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t.scale = t.scale.map((x,i) => x/this.__proto__.scale[i]);
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t.scale = t.scale.map(x => Math.places(x,3));
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if (t.scale.every(x=>x===1)) delete t.scale;
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return t;
},
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/* Velocity and angular velocity of the object */
phys_obj() {
var phys = {};
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phys.velocity = this.velocity;
phys.angularvelocity = this.angularvelocity;
return phys;
},
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dup(diff) {
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var n = this.level.spawn(this.__proto__);
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Object.totalmerge(n, this.instance_obj());
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return n;
},
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kill() {
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if (this.__kill) return;
this.__kill = true;
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this.timers.forEach(t => t());
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this.timers = [];
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Event.rm_obj(this);
Player.do_uncontrol(this);
register_collide(2, undefined, this.body);
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if (this.level) {
this.level.remove_obj(this);
this.level = undefined;
}
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if (this.__proto__.instances)
this.__proto__.instances.remove(this);
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for (var key in this.components) {
this.components[key].kill();
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this.components[key].gameobject = undefined;
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delete this.components[key];
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}
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this.clear();
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this.objects = undefined;
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if (typeof this.stop === 'function')
this.stop();
},
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up() { return [0,1].rotate(this.angle);},
down() { return [0,-1].rotate(this.angle);},
right() { return [1,0].rotate(this.angle);},
left() { return [-1,0].rotate(this.angle); },
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make(level, data) {
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var obj = Object.create(this);
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obj.make = undefined;
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Object.mixin(obj,gameobject_impl);
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obj.body = make_gameobject();
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obj.components = {};
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obj.objects = {};
obj.timers = [];
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obj._ed = {
selectable: true,
dirty: false,
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inst: false,
urdiff: {},
};
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obj.ur = this.toString();
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obj.level = undefined;
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obj.reparent(level);
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cmd(113, obj.body, obj); // set the internal obj reference to this obj
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for (var [prop,p] of Object.entries(this)) {
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if (!p) continue;
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if (component.isComponent(p)) {
obj[prop] = p.make(obj);
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obj.components[prop] = obj[prop];
}
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};
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Object.hide(obj, 'ur','body', 'components', 'objects', '_ed', 'level', 'timers');
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if (this.objects)
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obj.make_objs(this.objects)
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Object.dainty_assign(obj, this);
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obj.sync();
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gameobject.check_registers(obj);
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if (data)
Object.dainty_assign(obj,data);
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if (typeof obj.load === 'function') obj.load();
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if (Game.playing() && typeof obj.start === 'function') obj.start();
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return obj;
},
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make_objs(objs) {
for (var prop in objs) {
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var newobj = this.spawn_from_instance(objs[prop]);
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if (!newobj) continue;
this.rename_obj(newobj.toString(), prop);
}
},
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rename_obj(name, newname) {
if (!this.objects[name]) {
Log.warn(`No object with name ${name}. Could not rename to ${newname}.`);
return;
}
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if (name === newname) {
Object.hide(this, name);
return;
}
if (this.objects[newname])
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return;
this.objects[newname] = this.objects[name];
this[newname] = this[name];
this[newname].toString = function() { return newname; };
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Object.hide(this, newname);
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delete this.objects[name];
delete this[name];
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return this.objects[newname];
},
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add_component(comp, data) {
data ??= undefined;
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if (typeof comp.make !== 'function') return;
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var name = obj_unique_name(comp.toString(), this);
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this[name] = comp.make(this);
this[name].comp = comp.toString();
this.components[name] = this[name];
if (data)
Object.assign(this[name], data);
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return this[name];
},
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obj_descend(fn) {
fn(this);
for (var o in this.objects)
this.objects[o].obj_descend(fn);
},
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}
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Object.mixin(gameobject,gameobject_impl);
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gameobject.body = make_gameobject();
cmd(113,gameobject.body, gameobject);
Object.hide(gameobject, 'timescale');
gameobject.spawn.doc = `Spawn an entity of type 'ur' on this entity. Returns the spawned entity.`;
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gameobject.doc = {
doc: "All objects in the game created through spawning have these attributes.",
pos: "Position of the object, relative to its level.",
angle: "Rotation of this object, relative to its level.",
velocity: "Velocity of the object, relative to world.",
angularvelocity: "Angular velocity of the object, relative to the world.",
scale: "Scale of the object, relative to its level.",
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flipx: "Check if the object is flipped on its x axis.",
flipy: "Check if the object is flipped on its y axis.",
elasticity: `When two objects collide, their elasticities are multiplied together. Their velocities are then multiplied by this value to find their resultant velocities.`,
friction: `When one object touches another, friction slows them down.`,
gravity: 'True if this object should be affected by gravity.',
mass: `The higher the mass of the object, the less forces will affect it.`,
phys: `Set to 0, 1, or 2, representing static, kinematic, and dynamic.`,
worldpos: `Function returns the world position of the object.`,
set_worldpos: `Function to set the position of the object in world coordinates.`,
worldangle: `Function to get the angle of the entity in the world.`,
rotate: `Function to rotate this object by x degrees.`,
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move: 'Move an object by x,y,z. If the first parameter is an array, uses up to the first three array values.',
pulse: `Apply an impulse to this body in world coordinates. Impulse is a short force.`,
shove: `Apply a force to this body in world coordinates. Should be used over many frames.`,
shove_at: 'Apply a force to this body, at a position relative to itself.',
max_velocity: 'The max linear velocity this object can travel.',
max_angularvelocity: 'The max angular velocity this object can rotate.',
in_air: `Return true if the object is in the air.`,
on_ground: `Return true if the object is on the ground.`,
spawn: `Create an instance of a supplied ur-type on this object. Optionally provide a data object to modify the created entity.`,
hide: `Make this object invisible.`,
show: `Make this object visible.`,
width: `The total width of the object and all its components.`,
height: `The total height of the object.`,
move: `Move this object the given amount.`,
boundingbox: `The boundingbox of the object.`,
dup: `Make an exact copy of this object.`,
transform: `Return an object representing the transform state of this object.`,
kill: `Remove this object from the world.`,
level: "The entity this entity belongs to.",
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delay: 'Run the given function after the given number of seconds has elapsed.',
cry: 'Make a sound. Can only make one at a time.',
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add_component: 'Add a component to the object by name.',
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pin: 'Pin joint to another object. Acts as if a rigid rod is between the two objects.',
slide: 'Slide joint, similar to a pin but with min and max allowed distances.',
pivot: 'Pivot joint to an object, with the pivot given in world coordinates.',
groove: 'Groove joint. The groove is on to, from to local coordinates a and b, with this object anchored at anchor.',
damped_spring: 'Damped spring to another object. Length is the distance it wants to be, stiffness is the spring constant, and damping is the damping ratio. 1 is critical, < 1 is underdamped, > 1 is overdamped.',
damped_rotary_spring: 'Similar to damped spring but for rotation. Rest angle is the attempted angle.',
rotary_limit: 'Limit the angle relative to the to body between min and max.',
ratchet: 'Like a socket wrench, relative to to. ratch is the distance between clicks.',
gear: 'Keeps the angular velocity ratio of this body and to constant. Ratio is the gear ratio.',
motor: 'Keeps the relative angular velocity of this body to to at a constant rate. The most simple idea is for one of the bodies to be static, to the other is kept at rate.'
};
/* Default objects */
var prototypes = {};
prototypes.ur_ext = ".jso";
prototypes.ur = {};
prototypes.save_gameobjects = function() { slurpwrite(JSON.stringify(gameobjects,null,2), "proto.json"); };
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/* Makes a new ur-type from disk. If the ur doesn't exist, it searches on the disk to create it. */
prototypes.from_file = function(file)
{
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var urpath = file;
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var path = urpath.split('.');
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if (path.length > 1 && (path.at(-1) === path.at(-2))) {
urpath = path.slice(0,-1).join('.');
return prototypes.get_ur(urpath);
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}
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var upperur = gameobject;
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if (path.length > 1) {
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var upur = undefined;
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var upperpath = path.slice(0,-1);
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while (!upur && upperpath) {
upur = prototypes.get_ur(upperpath.join('/'));
upperpath = upperpath.slice(0,-1);
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}
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if (upur) upperur = upur;
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}
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var newur = {};
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file = file.replaceAll('.','/');
var jsfile = prototypes.get_ur_file(urpath, prototypes.ur_ext);
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var jsonfile = prototypes.get_ur_file(urpath, ".json");
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var script = undefined;
var json = undefined;
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if (jsfile) script = IO.slurp(jsfile);
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try {
if (jsonfile) json = JSON.parse(IO.slurp(jsonfile));
} catch(e) {
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Log.warn(`Unable to create json from ${jsonfile}`);
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}
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if (!json && !script) {
Log.warn(`Could not make ur from ${file}`);
return undefined;
}
if (script)
compile_env(script, newur, file);
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json ??= {};
Object.merge(newur,json);
Object.entries(newur).forEach(function([k,v]) {
if (Object.isObject(v) && Object.isObject(upperur[k]))
v.__proto__ = upperur[k];
});
Object.values(newur).forEach(function(v) {
if (typeof v !== 'object') return;
if (!v.comp) return;
v.__proto__ = component[v.comp];
});
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newur.__proto__ = upperur;
newur.instances = [];
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Object.hide(newur, 'instances');
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prototypes.list.push(urpath);
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newur.toString = function() { return urpath; };
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ur[urpath] = newur;
return newur;
}
prototypes.from_file.doc = "Create a new ur-type from a given script file.";
prototypes.list = [];
prototypes.list_ur = function()
{
var list = [];
function list_obj(obj, prefix)
{
prefix ??= "";
var list = [];
for (var e in obj) {
list.push(prefix + e);
list.concat(list_obj(obj[e], e + "."));
}
return list;
}
return list_obj(ur);
}
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prototypes.ur2file = function(urpath)
{
return urpath.replaceAll('.', '/');
}
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prototypes.file2ur = function(file)
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{
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file = file.strip_ext();
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file = file.replaceAll('/','.');
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return file;
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}
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/* Returns an ur, or makes it, for any given type of path
could be a file on a disk like ball/big.js
could be an ur path like ball.big
*/
prototypes.get_ur = function(name)
{
if (!name) {
Log.warn(`Can't get ur from an undefined.`);
return;
}
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var urpath = name;
if (urpath.includes('/'))
urpath = prototypes.file2ur(name);
if (!prototypes.ur[urpath]) {
var ur = prototypes.from_file(urpath);
if (ur)
return ur;
else {
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Log.warn(`Could not find prototype using name ${name}.`);
return undefined;
}
} else
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return prototypes.ur[urpath];
}
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prototypes.get_ur_file = function(path, ext)
{
var urpath = prototypes.ur2file(path);
var file = urpath + ext;
if (IO.exists(file)) return file;
file = urpath + "/" + path.split('.').at(-1) + ext;
if (IO.exists(file)) return file;
return undefined;
}
prototypes.generate_ur = function(path)
{
var ob = IO.glob("**" + prototypes.ur_ext);
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ob = ob.concat(IO.glob("**.json"));
ob = ob.map(function(path) { return path.set_ext(""); });
ob.forEach(function(name) { prototypes.get_ur(name); });
}
var ur = prototypes.ur;
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prototypes.resavi = function(ur, path)
{
if (!ur) return path;
if (path[0] === '/') return path;
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var res = ur.replaceAll('.', '/');
var dir = path.dir();
if (res.startsWith(dir))
return path.base();
return path;
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}
prototypes.resani = function(ur, path)
{
if (!path) return "";
if (!ur) return path;
if (path[0] === '/') return path.slice(1);
var res = ur.replaceAll('.', '/');
var restry = res + "/" + path;
while (!IO.exists(restry)) {
res = res.updir() + "/";
if (res === "/")
return path;
restry = res + path;
}
return restry;
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}
prototypes.ur_dir = function(ur)
{
var path = ur.replaceAll('.', '/');
Log.warn(path);
Log.warn(IO.exists(path));
Log.warn(`${path} does not exist; sending ${path.dir()}`);
}
prototypes.ur_json = function(ur)
{
var path = ur.replaceAll('.', '/');
if (IO.exists(path))
path = path + "/" + path.name() + ".json";
else
path = path + ".json";
return path;
}
prototypes.ur_stem = function(ur)
{
var path = ur.replaceAll('.', '/');
if (IO.exists(path))
return path + "/" + path.name();
else
return path;
}
prototypes.ur_file_exts = ['.jso', '.json'];
prototypes.ur_folder = function(ur)
{
var path = ur.replaceAll('.', '/');
return IO.exists(path);
}
prototypes.ur_pullout_folder = function(ur)
{
if (!prototypes.ur_folder(ur)) return;
var stem = prototypes.ur_stem(ur);
/* prototypes.ur_file_exts.forEach(function(e) {
var p = stem + e;
if (IO.exists(p))
*/
}
prototypes.ur_pushin_folder = function(ur)
{
}