344 lines
7.8 KiB
Plaintext
344 lines
7.8 KiB
Plaintext
var input = use('input')
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return {}
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var downkeys = {};
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function keyname(key)
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{
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var str = input.keyname(key);
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return lower(str);
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}
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function modstr(mod = input.keymod()) {
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var s = "";
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if (mod.ctrl) s += "C-";
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if (mod.alt) s += "M-";
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if (mod.super) s += "S-";
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return s;
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}
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prosperon.on('key_down', function key_down(e) {
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downkeys[e.key] = true;
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var emacs = modstr(e.mod) + keyname(e.key);
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if (e.repeat) player[0].raw_input(emacs, "rep");
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else player[0].raw_input(emacs, "pressed");
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})
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prosperon.on('quit', function() {
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$stop()
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})
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prosperon.on('key_up', function key_up(e) {
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delete downkeys[e.key];
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var emacs = modstr(e.mod) + keyname(e.key);
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player[0].raw_input(emacs, "released");
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})
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prosperon.on('drop_file', function (path) {
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player[0].raw_input("drop", "pressed", path);
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})
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var mousepos = [0, 0];
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prosperon.on('text_input', function (e) {
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player[0].raw_input("char", "pressed", e.text);
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})
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prosperon.on('mouse_motion', function (e)
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{
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mousepos = e.pos;
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player[0].mouse_input("move", e.pos, e.d_pos);
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})
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prosperon.on('mouse_wheel', function mousescroll(e) {
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player[0].mouse_input(modstr() + "scroll", e.scroll);
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})
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prosperon.on('mouse_button_down', function(e) {
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player[0].mouse_input(modstr() + e.button, "pressed");
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input.mouse.buttons[e.button] = true
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})
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prosperon.on('mouse_button_up', function(e) {
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player[0].mouse_input(modstr() + e.button, "released");
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input.mouse.buttons[e.button] = false
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})
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input.mouse = {};
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input.mouse.screenpos = function mouse_screenpos() {
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return array(mousepos);
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};
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input.mouse.worldpos = function mouse_worldpos() {
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return prosperon.camera.screen2world(mousepos);
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};
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input.mouse.viewpos = function mouse_viewpos()
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{
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var world = input.mouse.worldpos();
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return array(world)
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}
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input.mouse.disabled = function mouse_disabled() {
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input.mouse_mode(1);
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};
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input.mouse.normal = function mouse_normal() {
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input.mouse_mode(0);
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};
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input.mouse.mode = function mouse_mode(m) {
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if (input.mouse.custom[m]) input.cursor_img(input.mouse.custom[m]);
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else input.mouse_cursor(m);
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};
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input.mouse.buttons = {
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0:false,
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1:false,
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2:false
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}
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input.mouse.set_custom_cursor = function mouse_cursor(img, mode = input.mouse.cursor.default) {
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if (!img) delete input.mouse.custom[mode];
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else {
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input.cursor_img(img);
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input.mouse.custom[mode] = img;
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}
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};
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input.mouse.doc = {};
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input.mouse.doc.pos = "The screen position of the mouse.";
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input.mouse.doc.worldpos = "The position in the game world of the mouse.";
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input.mouse.disabled.doc = "Set the mouse to hidden. This locks it to the game and hides it, but still provides movement and click events.";
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input.mouse.normal.doc = "Set the mouse to show again after hiding.";
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input.keyboard = {};
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input.keyboard.down = function (code) {
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if (is_number(code)) return downkeys[code];
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if (is_text(code)) return downkeys[codepoint(upper(code))] || downkeys[codepoint(lower(code))];
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return null;
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};
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input.print_pawn_kbm = function (pawn) {
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if (!("inputs" in pawn)) return;
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var str = "";
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for (var key in pawn.inputs) {
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if (!pawn.inputs[key].doc) continue;
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str += `${key} | ${pawn.inputs[key].doc}\n`;
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}
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return str;
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};
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var joysticks = {};
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joysticks["wasd"] = {
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uy: "w",
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dy: "s",
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ux: "d",
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dx: "a",
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};
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input.procdown = function procdown() {
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for (var k in downkeys) player[0].raw_input(keyname(k), "down");
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for (var i in joysticks) {
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var joy = joysticks[i];
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var x = joy.ux - joy.dx;
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var y = joy.uy - joy.dy;
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player[0].joy_input(i, joysticks[i]);
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}
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};
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input.print_md_kbm = function print_md_kbm(pawn) {
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if (!("inputs" in pawn)) return;
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var str = "";
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str += "|control|description|\n|---|---|\n";
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for (var key in pawn.inputs) {
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str += `|${key}|${pawn.inputs[key].doc}|`;
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str += "\n";
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}
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return str;
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};
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input.has_bind = function (pawn, bind) {
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return is_function(pawn.inputs?.[bind]);
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};
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input.action = {
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add_new(name) {
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var action = meme(input.action);
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action.name = name;
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action.inputs = [];
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this.actions.push(action);
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return action;
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},
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actions: [],
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};
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input.tabcomplete = function tabcomplete(val, list) {
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if (!val) return val;
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list = filter(list, x => starts_with(x, val))
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if (length(list) == 1) {
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return list[0];
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}
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var ret = null;
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var i = length(val);
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while (!ret && length(list) != 0) {
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var char = list[0][i];
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if (
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!every(list, x => x[i] == char)
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)
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ret = text(list[0], 0, i);
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else {
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i++;
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list = filter(list, x => length(x) - 1 > i)
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}
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}
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return ret ? ret : val;
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};
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/* May be a human player; may be an AI player */
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/*
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'block' on a pawn's input blocks any input from reaching below for the
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*/
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var Player = {
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players: [],
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input(fn, ...args) {
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arrfor(this.pawns, x => x[fn]?.(...args));
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},
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mouse_input(type, ...args) {
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arrfor(array(this.pawns), function(pawn) {
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if (is_function(pawn.inputs.mouse[type])) {
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call(pawn.inputs.mouse[type], pawn, ...args);
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pawn.inputs.post?.call(pawn);
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if (!pawn.inputs.fallthru) return;
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}
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}, true)
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},
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char_input(c) {
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arrfor(array(this.pawns), function(pawn) {
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if (is_function(pawn.inputs.char)) {
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call(pawn.inputs.char, pawn, c);
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pawn.inputs.post?.call(pawn);
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if (!pawn.inputs.fallthru) return;
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}
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}, true)
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},
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joy_input(name, joystick) {
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arrfor(array(this.pawns), function(pawn) {
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if (!pawn.inputs) return;
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if (!pawn.inputs.joystick) return;
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if (!pawn.inputs.joystick[name]) return;
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var x = 0;
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if (input.keyboard.down(joystick.ux)) x++;
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if (input.keyboard.down(joystick.dx)) x--;
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var y = 0;
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if (input.keyboard.down(joystick.uy)) y++;
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if (input.keyboard.down(joystick.dy)) y--;
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pawn.inputs.joystick[name](x, y);
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}, true)
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},
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raw_input(cmd, state, ...args) {
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arrfor(array(this.pawns), function(pawn) {
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var inputs = pawn.inputs;
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if (!inputs[cmd]) {
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if (inputs.block) return;
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continue;
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}
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var fn = null;
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switch (state) {
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case "pressed":
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fn = inputs[cmd];
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break;
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case "rep":
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fn = inputs[cmd].rep ? inputs[cmd] : null;
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break;
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case "released":
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fn = inputs[cmd].released;
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break;
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case "down":
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if (is_function(inputs[cmd].down)) fn = inputs[cmd].down;
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else if (inputs[cmd].down) fn = inputs[cmd];
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}
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var consumed = false;
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if (is_function(fn)) {
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call(fn, pawn, ...args);
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consumed = true;
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}
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if (state == "released") call(inputs.release_post, pawn);
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if (inputs.block) return;
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if (consumed) return;
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}, true)
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},
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obj_controlled(obj) {
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for (var p in Player.players) {
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if (p.pawns[obj]) return true;
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}
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return false;
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},
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print_pawns() {
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arrfor(array(this.pawns), x => log.console(x), true)
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},
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create() {
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var n = meme(this);
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n.pawns = {}
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n.gamepads = [];
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this.players.push(n);
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this[length(this.players) - 1] = n;
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return n;
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},
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control(pawn) {
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if (!pawn)
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return
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if (!pawn.inputs)
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throw Error("attempted to control a pawn without any input object.");
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this.pawns[pawn] = true
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},
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uncontrol(pawn) {
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delete this.pawns[pawn]
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},
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};
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input.do_uncontrol = function input_do_uncontrol(pawn) {
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if (!pawn.inputs) return;
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arrfor(Player.players, function (p) {
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delete p.pawns[pawn]
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});
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};
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//for (var i = 0; i < 4; i++)
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Player.create();
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Player.control.doc = "Control a provided object, if the object has an 'inputs' object.";
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Player.uncontrol.doc = "Uncontrol a previously controlled object.";
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Player.print_pawns.doc = "Print out a list of the current pawn control stack.";
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Player.doc = {};
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Player.doc.players = "A list of current players.";
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var player = Player;
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input.player = Player
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return input
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