Refactoring and better type hinting.
This commit is contained in:
parent
841b7e3fea
commit
45a20cbb70
227
src/main.lua
227
src/main.lua
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@ -26,12 +26,14 @@ import 'CoreLibs/ui.lua'
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--- }
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--- @alias Fielder {
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--- x: number | nil,
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--- y: number | nil,
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--- x: number,
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--- y: number,
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--- target: XYPair | nil,
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--- speed: number,
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--- }
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--- @alias EasingFunc fun(number, number, number, number): number
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import 'announcer.lua'
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import 'graphics.lua'
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import 'scoreboard.lua'
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@ -77,6 +79,10 @@ local PitchStartY <const>, PitchEndY <const> = 105, 240
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local ballAnimatorY = gfx.animator.new(0, BallOffscreen, BallOffscreen, playdate.easingFunctions.linear)
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local ballAnimatorX = gfx.animator.new(0, BallOffscreen, BallOffscreen, playdate.easingFunctions.linear)
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---@alias PseudoAnimator { currentValue: fun(self): number; reset: fun(self) }
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---@alias Pitch { x: PseudoAnimator, y: PseudoAnimator, z: PseudoAnimator | nil }
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---@type Pitch[]
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local Pitches <const> = {
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-- Fastball
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{
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@ -154,13 +160,17 @@ local Bases = {
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-- Pseudo-base for batter to target
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local RightHandedBattersBox <const> = xy(Bases[Home].x - 35, Bases[Home].y)
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---@type table<Base, Base>
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---@type table<Base, Base | nil>
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local NextBaseMap <const> = {
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[RightHandedBattersBox] = nil, -- Runner should not escape the box before a hit!
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[Bases[First]] = Bases[Second],
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[Bases[Second]] = Bases[Third],
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[Bases[Third]] = Bases[Home],
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}
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---@param name string
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---@param speed number
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---@return Fielder
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function newFielder(name, speed)
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return {
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name = name,
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@ -233,6 +243,12 @@ end
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local batter = newRunner()
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--- "Throws" the ball from its current position to the given destination.
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---@param destX number
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---@param destY number
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---@param easingFunc EasingFunc
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---@param flyTimeMs number | nil
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---@param floaty boolean | nil
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---@param customBallScaler pd_animator | nil
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function throwBall(destX, destY, easingFunc, flyTimeMs, floaty, customBallScaler)
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if not flyTimeMs then
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flyTimeMs = distanceBetween(ball.x, ball.y, destX, destY) * 5
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@ -282,7 +298,11 @@ local crankChange = 0
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local acceleratedChange
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local BaseHitbox = 10
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--- Returns the base being touched by the runner at (x,y), or nil, if no base is being touched
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--- Returns the base being touched by the player at (x,y), or nil, if no base is being touched
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---@param x number
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---@param y number
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---@return Base | nil
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function isTouchingBase(x, y)
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for _, base in ipairs(Bases) do
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if distanceBetween(x, y, base.x, base.y) < BaseHitbox then
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@ -294,11 +314,19 @@ function isTouchingBase(x, y)
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end
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local BallCatchHitbox = 3
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--- Returns true only if the given point is touching the ball at its current position
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---@param x number
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---@param y number
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---@return boolean
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function isTouchingBall(x, y)
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local ballDistance = distanceBetween(x, y, ball.x, ball.y)
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return ballDistance < BallCatchHitbox
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end
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---@alias Team { score: number }
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---@type table<string, Team>
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local teams <const> = {
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home = {
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score = 0,
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@ -372,7 +400,7 @@ function outRunner(runnerIndex)
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end
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end
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-- TODO: Away score
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---@param runnerIndex number
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function score(runnerIndex)
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outRunners[#outRunners + 1] = runners[runnerIndex]
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table.remove(runners, runnerIndex)
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@ -427,52 +455,66 @@ function getNextOutTarget()
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end
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end
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function tryToMakeAnOut(thrower)
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---@param fielder Fielder
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function tryToMakeAnOut(fielder)
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local targetX, targetY = getNextOutTarget()
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if targetX ~= nil and targetY ~= nil then
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local nearestFielder = getNearestOf(fielders, targetX, targetY)
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nearestFielder.target = xy(targetX, targetY)
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if nearestFielder == thrower then
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ball.heldBy = thrower
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if nearestFielder == fielder then
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ball.heldBy = fielder
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else
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throwBall(targetX, targetY, playdate.easingFunctions.linear, nil, true)
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end
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end
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end
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function updateFielders()
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local touchingBaseCache = buildCache(function(runner)
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return isTouchingBase(runner.x, runner.y)
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end)
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--- Push the given obect at the given speed toward a target. Speed should be pre-multiplied by the frame's delta time.
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--- Stops when within 1. Returns true only if the object did actually move.
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---@param mover { x: number, y: number }
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---@param speed number
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---@param target { x: number, y: number }
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---@return boolean
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function moveAtSpeed(mover, speed, target)
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local x, y, distance = normalizeVector(mover.x, mover.y, target.x, target.y)
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for _, fielder in pairs(fielders) do
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if distance > 1 then
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mover.x = mover.x - (x * speed)
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mover.y = mover.y - (y * speed)
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return true
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end
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return false
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end
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---@param fielder Fielder
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---@param runnerBaseCache Cache<Runner, Base>
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function updateFielder(fielder, runnerBaseCache)
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-- TODO: Target unforced runners (or their target bases) for tagging
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-- With new Position-based scheme, fielders are now able to set `fielder.target = runner` to track directly
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if fielder.target ~= nil then
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local x, y, distance = normalizeVector(fielder.x, fielder.y, fielder.target.x, fielder.target.y)
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if distance > 1 then
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fielder.x = fielder.x - (x * fielder.speed * deltaSeconds)
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fielder.y = fielder.y - (y * fielder.speed * deltaSeconds)
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else
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if not moveAtSpeed(fielder, fielder.speed * deltaSeconds, fielder.target) then
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fielder.target = nil
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end
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end
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if currentMode == Modes.running and isTouchingBall(fielder.x, fielder.y) then
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if currentMode ~= Modes.running or not isTouchingBall(fielder.x, fielder.y) then
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return
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end
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-- TODO: Check for double-plays or other available outs.
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local touchedBase = isTouchingBase(fielder.x, fielder.y)
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for i, runner in pairs(runners) do
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if
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( -- Force out
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touchedBase
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and runner.prevBase -- Make sure the runner is not standing at home
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-- and runner.prevBase -- Make sure the runner is not standing at home
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and runner.forcedTo == touchedBase
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and touchedBase ~= touchingBaseCache.get(runner)
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and touchedBase ~= runnerBaseCache.get(runner)
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)
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or ( -- Tag out
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not touchingBaseCache.get(runner)
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not runnerBaseCache.get(runner)
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and distanceBetween(runner.x, runner.y, fielder.x, fielder.y) < TagDistance
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)
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then
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@ -485,35 +527,59 @@ function updateFielders()
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end
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end
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end
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end
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function updateFielders()
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local runnerBaseCache = buildCache(function(runner)
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return isTouchingBase(runner.x, runner.y)
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end)
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for _, fielder in pairs(fielders) do
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updateFielder(fielder, runnerBaseCache)
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end
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--- Returns true if at least one runner is still moving
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-- if currentMode == Modes.batting then
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-- moveAtSpeed(
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-- fielders.catcher,
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-- fielders.catcher.speed * 2 * deltaSeconds,
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-- { x = math.min(Center.x + 15, ball.x), y = fielders.catcher.y }
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-- )
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-- end
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end
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--- Returns true only if the given runner moved during this update.
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---@param runner Runner | nil
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---@param runnerIndex integer | nil May only be nil if runner == batter
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---@return boolean
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function updateRunners(currentRunners)
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function updateRunner(runner, runnerIndex)
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local autoRunSpeed = 20 * deltaSeconds
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--autoRunSpeed = 140
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-- TODO: Filter for the runner closest to the currently-held direction button
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local runnerMoved = false
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for runnerIndex, runner in ipairs(currentRunners) do
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if not runner or not runner.nextBase then
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return false
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end
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local appliedSpeed = crankChange -- TODO: Allow for individual runner control via buttons
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local nearestBase, nearestBaseDistance = getNearestOf(Bases, runner.x, runner.y)
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if
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nearestBaseDistance < 5
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and runner.prevBase
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and runnerIndex ~= nil
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and runner ~= batter --runner.prevBase
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and runner.nextBase == Bases[Home]
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and nearestBase == Bases[Home]
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then
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score(runnerIndex)
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end
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if runner.nextBase then
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local nb = runner.nextBase
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local x, y, distance = normalizeVector(runner.x, runner.y, nb.x, nb.y)
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if distance > 1 then
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if distance < 1 then
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runner.nextBase = NextBaseMap[runner.nextBase]
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runner.forcedTo = nil
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return false
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end
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local prevX, prevY = runner.x, runner.y
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local mult = 1
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if appliedSpeed < 0 then
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@ -533,37 +599,14 @@ function updateRunners(currentRunners)
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runner.x = runner.x - (x * mult)
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runner.y = runner.y - (y * mult)
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runnerMoved = runnerMoved or prevX ~= runner.x or prevY ~= runner.y
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else
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runner.nextBase = NextBaseMap[runner.nextBase]
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runner.forcedTo = nil
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end
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end
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return prevX ~= runner.x or prevY ~= runner.y
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end
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return runnerMoved
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end
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local ResetFieldersAfterSeconds = 2
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-- TODO: Replace with a timer, repeatedly reset instead of setting to 0
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local ResetFieldersAfterSeconds <const> = 5
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-- TODO: Replace with a timer, repeatedly reset, instead of setting to 0
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local secondsSinceLastRunnerMove = 0
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function init()
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playdate.display.setRefreshRate(50)
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gfx.setBackgroundColor(gfx.kColorWhite)
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playdate.setMenuImage(gfx.image.new("images/game/menu-image.png"))
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resetFielderPositions(true)
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playdate.getSystemMenu():addMenuItem("Restart game", function() end) -- TODO?
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playdate.timer.new(2000, function()
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throwBall(PitchStartX, PitchStartY, playdate.easingFunctions.linear, nil, false)
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end)
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BootTune:play()
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BootTune:setFinishCallback(function()
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TinnyBackground:play()
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end)
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end
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---@type number
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local batAngleDeg
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function updateBatting()
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@ -581,8 +624,9 @@ function updateBatting()
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batTip.y = batBase.y + (BatLength * math.cos(batAngle))
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if
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acceleratedChange >= 0
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acceleratedChange > 0
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and pointDirectlyUnderLine(ball.x, ball.y, batBase.x, batBase.y, batTip.x, batTip.y, Screen.H)
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and ball.y < 232 --not isTouchingBall(fielders.catcher.x, fielders.catcher.y)
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then
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BatCrackSound:play()
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currentMode = Modes.running
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@ -619,25 +663,27 @@ function updateBatting()
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end
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end
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--- Update non-batter runners.
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--- Returns true only if at least one of the given runners moved during this update
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---@return boolean
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function updateRunning()
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ball.size = ballSizeAnimator:currentValue()
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local nonBatterRunners = filter(runners, function(runner)
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return runner ~= batter
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end)
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ball.size = ballSizeAnimator:currentValue()
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if updateRunners(nonBatterRunners) then
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secondsSinceLastRunnerMove = 0
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else
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secondsSinceLastRunnerMove = secondsSinceLastRunnerMove + deltaSeconds
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if secondsSinceLastRunnerMove > ResetFieldersAfterSeconds then
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throwBall(PitchStartX, PitchStartY, playdate.easingFunctions.linear, nil, true)
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resetFielderPositions(false)
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currentMode = Modes.batting
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batter = newRunner()
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end
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end
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local runnerMoved = false
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-- TODO: Filter for the runner closest to the currently-held direction button
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for runnerIndex, runner in ipairs(nonBatterRunners) do
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runnerMoved = updateRunner(runner, runnerIndex) or runnerMoved
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end
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function updateOutRunners()
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return runnerMoved
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end
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function walkAwayOutRunners()
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for i, runner in ipairs(outRunners) do
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if runner.x < Screen.W + 50 and runner.y < Screen.H + 50 then
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runner.x = runner.x + (deltaSeconds * 25)
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@ -672,13 +718,24 @@ function updateGameState()
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pitch()
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end
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updateBatting()
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updateRunners({ batter })
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-- TODO: Ensure batter can't be nil, here
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updateRunner(batter)
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elseif currentMode == Modes.running then
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updateRunning()
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if updateRunning() then
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secondsSinceLastRunnerMove = 0
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else
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secondsSinceLastRunnerMove = secondsSinceLastRunnerMove + deltaSeconds
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if secondsSinceLastRunnerMove > ResetFieldersAfterSeconds then
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throwBall(PitchStartX, PitchStartY, playdate.easingFunctions.linear, nil, true)
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resetFielderPositions(false)
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currentMode = Modes.batting
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batter = newRunner()
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end
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end
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end
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updateFielders()
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updateOutRunners()
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walkAwayOutRunners()
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end
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-- TODO
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@ -741,11 +798,27 @@ function playdate.update()
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gfx.drawCircleAtPoint(ball.x, ball.y, ball.size)
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gfx.setDrawOffset(0, 0)
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if offsetX > 0 or offsetY > 0 then
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if math.abs(offsetX) > 10 or math.abs(offsetY) > 10 then
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drawMinimap()
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end
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drawScoreboard(0, Screen.H * 0.77, teams, outs, battingTeam, inning)
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announcer:draw(Center.x, 10)
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end
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function init()
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playdate.display.setRefreshRate(50)
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gfx.setBackgroundColor(gfx.kColorWhite)
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playdate.setMenuImage(gfx.image.new("images/game/menu-image.png"))
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resetFielderPositions(true)
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playdate.getSystemMenu():addMenuItem("Restart game", function() end) -- TODO?
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playdate.timer.new(2000, function()
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throwBall(PitchStartX, PitchStartY, playdate.easingFunctions.linear, nil, false)
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end)
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BootTune:play()
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BootTune:setFinishCallback(function()
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TinnyBackground:play()
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end)
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end
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init()
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@ -34,7 +34,11 @@ function xy(x, y)
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end
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--- Returns the normalized vector as two values, plus the distance between the given points.
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---@return number, number, number
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---@param x1 number
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---@param y1 number
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---@param x2 number
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---@param y2 number
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---@return number x, number y, number distance
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function normalizeVector(x1, y1, x2, y2)
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local distance, a, b = distanceBetween(x1, y1, x2, y2)
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return a / distance, b / distance, distance
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@ -108,6 +112,8 @@ function getNearestOf(array, x, y, extraCondition)
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return nearest, nearestDistance
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end
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---@alias Cache { get: fun(key: `Key`): `Value` }
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--- Marker used by buildCache to indicate a cached `nil` value.
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local NoValue <const> = {}
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@ -120,7 +126,7 @@ local NoValue <const> = {}
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---
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---@generic Key
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---@generic Value
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---@return { get: fun(key: Key): Value }
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---@return Cache<Key, Value>
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function buildCache(fetcher)
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local cacheData = {}
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return {
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