Add named animations
This commit is contained in:
@@ -251,7 +251,7 @@ static AnimationFrame terrainGetAnimationFrame(BzTileID tile, i32 frameIdx) {
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case 4868: return ((AnimationFrame []) {{4868, 100}, {4869, 100}, {4870, 100}, {4871, 100}}) [frameIdx];
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default:
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BZ_ASSERT(0);
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return (AnimationFrame) {0, 0};
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return (AnimationFrame) {-1, -1.0f};
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}
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}
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@@ -312,4 +312,68 @@ static BuildingType getBuildingSize(BuildingType type, BzTileID *outWidth, BzTil
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}
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typedef enum EntityType {
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ENTITY_WORKER,
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ENTITY_COUNT,
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ENTITY_NONE,
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} EntityType;
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typedef enum AnimType {
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ANIM_IDLE,
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ANIM_WALK,
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ANIM_HURT,
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ANIM_DIE,
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ANIM_COUNT,
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ANIM_NONE,
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} AnimType;
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static bool entityHasAnimation(EntityType entity, AnimType type) {
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switch (entity) {
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case ENTITY_WORKER:
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switch (type) {
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case ANIM_IDLE:
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case ANIM_WALK:
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case ANIM_HURT:
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case ANIM_DIE:
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return true;
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default:
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return false;
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}
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default:
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return false;
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}
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}
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static AnimationSequence entityGetAnimationSequence(EntityType entity, AnimType type) {
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switch (entity) {
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case ENTITY_WORKER:
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switch (type) {
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case ANIM_IDLE: return (AnimationSequence) {.startFrame = 27, .frameCount = 2};
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case ANIM_WALK: return (AnimationSequence) {.startFrame = 29, .frameCount = 4};
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case ANIM_HURT: return (AnimationSequence) {.startFrame = 32, .frameCount = 3};
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case ANIM_DIE: return (AnimationSequence) {.startFrame = 32, .frameCount = 6};
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default: break;
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}
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default: break;
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}
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BZ_ASSERT(0);
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return (AnimationSequence) {0, 0};
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}
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static AnimationFrame entityGetAnimationFrame(EntityType entity, AnimType type, i32 frameIdx) {
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switch (entity) {
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case ENTITY_WORKER:
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switch (type) {
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case ANIM_IDLE: return ((AnimationFrame []) {{27, 200}, {28, 200}}) [frameIdx];
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case ANIM_WALK: return ((AnimationFrame []) {{29, 180}, {30, 180}, {31, 180}, {30, 180}}) [frameIdx];
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case ANIM_HURT: return ((AnimationFrame []) {{32, 140}, {33, 140}, {34, 140}}) [frameIdx];
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case ANIM_DIE: return ((AnimationFrame []) {{32, 140}, {33, 140}, {34, 140}, {36, 150}, {35, 130}, {36, 1400}}) [frameIdx];
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default: break;
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}
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default: break;
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}
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BZ_ASSERT(0);
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return (AnimationFrame) {-1, -1.0f};
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}
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#endif // GAME_TILESET_H
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@@ -237,7 +237,8 @@
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"name":"entity",
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"type":"string",
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"value":""
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}]
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}],
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"type":"worker"
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},
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{
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"id":28,
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@@ -246,7 +247,8 @@
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"name":"entity",
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"type":"string",
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"value":""
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}]
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}],
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"type":"worker"
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},
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{
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"animation":[
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@@ -277,7 +279,8 @@
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"name":"entity",
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"type":"string",
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"value":""
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}]
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}],
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"type":"worker"
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},
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{
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"id":30,
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@@ -286,7 +289,116 @@
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"name":"entity",
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"type":"string",
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"value":""
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}]
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}],
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"type":"worker"
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},
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{
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"id":31,
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"properties":[
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{
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"name":"entity",
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"type":"string",
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"value":""
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}],
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"type":"worker"
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},
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{
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"animation":[
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{
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"duration":140,
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"tileid":32
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},
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{
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"duration":140,
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"tileid":33
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},
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{
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"duration":140,
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"tileid":34
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}],
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"id":32,
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"properties":[
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{
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"name":"animation",
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"type":"string",
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"value":"hurt"
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},
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{
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"name":"entity",
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"type":"string",
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"value":""
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}],
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"type":"worker"
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},
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{
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"id":33,
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"properties":[
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{
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"name":"entity",
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"type":"string",
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"value":""
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}],
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"type":"worker"
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},
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{
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"id":34,
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"properties":[
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{
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"name":"entity",
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"type":"string",
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"value":""
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}],
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"type":"worker"
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},
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{
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"animation":[
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{
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"duration":140,
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"tileid":32
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},
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{
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"duration":140,
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"tileid":33
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},
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{
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"duration":140,
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"tileid":34
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},
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{
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"duration":150,
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"tileid":36
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},
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{
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"duration":130,
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"tileid":35
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},
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{
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"duration":1400,
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"tileid":36
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}],
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"id":35,
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"properties":[
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{
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"name":"animation",
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"type":"string",
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"value":"die"
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},
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{
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"name":"entity",
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"type":"string",
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"value":""
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}],
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"type":"worker"
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},
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{
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"id":36,
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"properties":[
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{
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"name":"entity",
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"type":"string",
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"value":""
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}],
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"type":"worker"
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},
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{
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"id":256,
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@@ -119,7 +119,7 @@
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<property name="terrain" value=""/>
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</properties>
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</tile>
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<tile id="27">
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<tile id="27" type="worker">
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<properties>
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<property name="animation" value="idle"/>
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<property name="entity" value=""/>
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@@ -129,12 +129,12 @@
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<frame tileid="28" duration="200"/>
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</animation>
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</tile>
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<tile id="28">
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<tile id="28" type="worker">
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<properties>
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<property name="entity" value=""/>
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</properties>
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</tile>
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<tile id="29">
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<tile id="29" type="worker">
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<properties>
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<property name="animation" value="walk"/>
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<property name="entity" value=""/>
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@@ -146,14 +146,20 @@
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<frame tileid="30" duration="180"/>
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</animation>
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</tile>
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<tile id="30">
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<tile id="30" type="worker">
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<properties>
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<property name="entity" value=""/>
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</properties>
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</tile>
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<tile id="32">
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<tile id="31" type="worker">
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<properties>
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<property name="entity" value=""/>
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</properties>
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</tile>
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<tile id="32" type="worker">
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<properties>
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<property name="animation" value="hurt"/>
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<property name="entity" value=""/>
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</properties>
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<animation>
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<frame tileid="32" duration="140"/>
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@@ -161,7 +167,21 @@
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<frame tileid="34" duration="140"/>
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</animation>
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</tile>
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<tile id="35">
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<tile id="33" type="worker">
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<properties>
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<property name="entity" value=""/>
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</properties>
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</tile>
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<tile id="34" type="worker">
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<properties>
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<property name="entity" value=""/>
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</properties>
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</tile>
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<tile id="35" type="worker">
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<properties>
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<property name="animation" value="die"/>
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<property name="entity" value=""/>
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</properties>
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<animation>
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<frame tileid="32" duration="140"/>
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<frame tileid="33" duration="140"/>
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@@ -171,6 +191,11 @@
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<frame tileid="36" duration="1400"/>
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</animation>
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</tile>
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<tile id="36" type="worker">
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<properties>
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<property name="entity" value=""/>
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</properties>
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</tile>
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<tile id="256">
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<properties>
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<property name="terrain" value=""/>
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@@ -115,9 +115,6 @@ class EnumWriter:
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def to_enum(self, name):
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return f"{self.prefix.upper()}_{name.upper()}"
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def to_anim_enum(self, name):
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return f"ANIM_{name.upper()}"
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def output_enum(self):
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self.writer.enum_list(self.enum_type, self.enums)
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@@ -288,8 +285,146 @@ class EnumWriter:
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writer.output("default:\n")
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writer.indent()
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writer.output("BZ_ASSERT(0);\n")
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writer.output("return (AnimationFrame) {0, 0};\n")
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writer.output("return (AnimationFrame) {-1, -1.0f};\n")
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writer.unindent()
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writer.block_end()
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writer.block_end()
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writer.empty_line()
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class AnimationWriter(EnumWriter):
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def __init__(self, writer: ExtractFileWriter, class_prefix, anim_prefix, tiles):
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super().__init__(writer, class_prefix, tiles)
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self.writer = writer
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self.anim_prefix = anim_prefix
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self.anim_type = f"{anim_prefix.capitalize()}Type"
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self.anim_map = defaultdict(lambda: defaultdict(list))
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self.animations = []
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self.all_tiles = tiles
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animations = []
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for tile in self.all_tiles:
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if 'animation' not in tile:
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continue
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if 'properties' not in tile:
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continue
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if 'type' not in tile:
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continue
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enum = self.to_enum(tile['type'])
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props = tile['properties']
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anim_type = [prop['value'] for prop in props if prop['name'] == 'animation'][0]
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anim_type = self.to_anim_enum(anim_type)
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animations.append(anim_type)
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self.anim_map[enum][anim_type] = tile['animation']
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animations.append(self.to_anim_enum("count"))
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animations.append(self.to_anim_enum("none"))
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anim_seen = set()
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anim_add = anim_seen.add
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self.animations = [x for x in animations if not (x in anim_seen or anim_add(x))]
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def to_anim_enum(self, name):
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return f"{self.anim_prefix.upper()}_{name.upper()}"
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def output_anim_enum(self):
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writer = self.writer
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writer.enum_list(self.anim_type, self.animations)
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pass
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def output_has_anim(self, func_name):
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writer = self.writer
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writer.output(f"static bool {func_name}({self.enum_type} entity, {self.anim_type} type) ")
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writer.block_start()
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writer.output("switch (entity) ")
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writer.block_start()
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for entity, anims in self.anim_map.items():
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writer.output(f"case {entity}:\n")
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writer.indent()
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writer.output("switch (type) ")
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writer.block_start()
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for anim in anims:
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writer.output(f"case {anim}:\n")
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writer.indent()
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writer.output("return true;\n")
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writer.unindent()
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writer.output("default:\n")
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writer.indent()
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writer.output("return false;\n")
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writer.unindent()
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writer.block_end()
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writer.unindent()
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writer.output("default:\n")
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writer.indent()
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writer.output("return false;\n")
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writer.unindent()
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writer.block_end()
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writer.block_end()
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writer.empty_line()
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def output_anim_sequence(self, func_name):
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writer = self.writer
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writer.output(f"static AnimationSequence {func_name}({self.enum_type} entity, {self.anim_type} type) ")
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writer.block_start()
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writer.output("switch (entity) ")
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writer.block_start()
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for entity, animation_types in self.anim_map.items():
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writer.output(f"case {entity}:\n")
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writer.indent()
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writer.output("switch (type) ")
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writer.block_start()
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for anim_type in animation_types:
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anim = self.anim_map[entity][anim_type]
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num_frames = len(anim)
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anim_id = anim[0]['tileid']
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ret = f"(AnimationSequence) {{.startFrame = {anim_id}, .frameCount = {num_frames}}}"
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writer.output(f"case {anim_type}: return {ret};\n")
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writer.output("default: break;\n")
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writer.block_end()
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writer.unindent()
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writer.output("default: break;\n")
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writer.block_end()
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writer.output("BZ_ASSERT(0);\n")
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writer.output("return (AnimationSequence) {0, 0};\n")
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writer.block_end()
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writer.empty_line()
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def output_anim_frame(self, func_name):
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writer = self.writer
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writer.output(
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f"static AnimationFrame {func_name}({self.enum_type} entity, {self.anim_type} type, i32 frameIdx) ")
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writer.block_start()
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writer.output("switch (entity) ")
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writer.block_start()
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for entity, animation_types in self.anim_map.items():
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writer.output(f"case {entity}:\n")
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writer.indent()
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writer.output("switch (type) ")
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writer.block_start()
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for anim_type in animation_types:
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anim = self.anim_map[entity][anim_type]
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frames = [str(x['tileid']) for x in anim]
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durations = [str(x['duration']) for x in anim]
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anim_frames = [f"{{{frame}, {duration}}}" for frame, duration in zip(frames, durations)]
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ret = f"((AnimationFrame []) {{{', '.join(anim_frames)}}}) [frameIdx]"
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writer.output(f"case {anim_type}: return {ret};\n")
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writer.output("default: break;\n")
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writer.block_end()
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writer.unindent()
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writer.output("default: break;\n")
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writer.block_end()
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writer.output("BZ_ASSERT(0);\n")
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writer.output("return (AnimationFrame) {-1, -1.0f};\n")
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writer.block_end()
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writer.empty_line()
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@@ -52,6 +52,14 @@ building_writer.output_enum_to_str("getBuildingStr")
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building_writer.output_enum_tile_size("getBuildingSize")
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writer.empty_line()
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anim_writer = AnimationWriter(writer, "entity", "anim", entity_tiles)
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anim_writer.output_enum()
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anim_writer.output_anim_enum()
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anim_writer.output_has_anim("entityHasAnimation")
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anim_writer.output_anim_sequence("entityGetAnimationSequence")
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anim_writer.output_anim_frame("entityGetAnimationFrame")
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writer.header_guard_stop()
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