temporary setup
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e032650030
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@ -10,7 +10,9 @@ components.dict = {
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decel = "race.decel",
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drag = "race.drag",
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mass = "race.mass",
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inertia = "race.inertia"
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inertia = "race.inertia",
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inertia_dir = "race.inertia_dir",
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streamline = "race.streamline"
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}
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function components.velocity (c, x)
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@ -49,8 +51,16 @@ function components.mass (c, x)
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c.data = x
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end
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function components.inertia (c, x, y)
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function components.inertia (c, x)
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c.data = x
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end
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function components.inertia_dir (c, x, y)
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c.data = {x, y}
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end
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function components.streamline (c, x)
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c.data = x
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end
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return components
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@ -1,6 +1,7 @@
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local system_constructor = require("love_src.wrapper.Concord.system")
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local race = require("love_src.src.world.top_down_race.component.race")
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local racing_phy = require("love_src.src.system.racing_phy")
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local racing_force = require("love_src.src.system.racing_force")
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local component = require("love_src.wrapper.Concord.component")
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@ -19,8 +20,10 @@ system.pool = {
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race.dict.steer,
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race.dict.velocity,
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race.dict.inertia,
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race.dict.inertia_dir,
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race.dict.drag,
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race.dict.mass
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race.dict.mass,
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race.dict.streamline
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}
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}
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@ -32,8 +35,10 @@ system.components = {
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[race.dict.steer] = race.steer,
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[race.dict.velocity] = race.velocity,
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[race.dict.inertia] = race.inertia,
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[race.dict.inertia_dir] = race.inertia_dir,
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[race.dict.drag] = race.drag,
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[race.dict.mass] = race.mass
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[race.dict.mass] = race.mass,
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[race.dict.streamline] = race.streamline
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}
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function system.new()
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@ -58,7 +63,9 @@ local function get(e)
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e[race.dict.velocity].data,
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e[race.dict.drag].data,
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e[race.dict.inertia].data,
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e[race.dict.mass].data
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e[race.dict.mass].data,
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e[race.dict.inertia_dir].data,
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e[race.dict.streamline].data
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end
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local function draw(text, x, y, sx, sy, angle, image, origin)
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@ -117,98 +124,6 @@ local frictions = {
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}
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}
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local function accel_force(up, down, accel, brake, inertia)
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local force
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if (up) then
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force = accel - inertia
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elseif(down) then
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force = - brake + inertia
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else
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force = inertia
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end
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return force
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end
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local function steer_force(left, right, steer, inertia)
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if (left) then
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force = -steer + inertia
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elseif(right) then
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force = steer - inertia
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else
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force = inertia
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end
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return force
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end
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local function grip_force(grip, friction)
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return friction * grip
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end
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local function add_friction(force, friction_direction, grip, friction, tire_c, floor_c)
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local f_grip = grip_force(grip, friction)
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if (force > 0) then
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-- tire - floor
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force = force + friction_direction * tire_c * f_grip - friction_direction * floor_c * f_grip
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elseif (force < 0) then
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force = force + friction_direction * tire_c * f_grip - friction_direction * floor_c * f_grip
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else
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force = force
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end
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return force
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end
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local function add_friction_lateral(force, grip, friction, tire_c, floor_c)
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local f_grip = grip_force(grip, friction)
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if (force > 0) then
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-- tire - floor
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force = force + tire_c * f_grip - floor_c * f_grip
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if (force < 0) then
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force = 0.1
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end
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elseif (force < 0) then
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force = force - tire_c * f_grip + floor_c * f_grip
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if (force > 0) then
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force = -0.1
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end
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else
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force = force
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end
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return force
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end
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local function add_drag(force, drag_direction, drag)
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if (force > 0) then
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force = force + drag_direction * drag
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elseif (force < 0) then
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force = force + drag_direction * drag
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else
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force = force
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end
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return force
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end
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local function add_drag_lateral(force, drag)
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if (force > 0) then
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force = force - drag
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elseif (force < 0) then
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force = force + drag
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else
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force = force
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end
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return force
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end
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local function add_centrifugal(force, centrifugal)
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if (force > 0) then
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force = force - centrifugal
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elseif (force < 0) then
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force = force + centrifugal
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else
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force = force
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end
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return force
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end
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-- x1 y1 -- (x1 + w1) y1
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-- x2 y2
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-- x1 (y1 + h1) -- (x1 + w1) (y1 + h1)
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@ -231,76 +146,94 @@ local function get_friction(pos_x, pos_y, floors)
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return friction
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end
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local magic_n = {
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tire_c = 1.0,
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floor_c = 1.5,
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scale_x = 1000.0,
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scale_y = 1000.0,
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centrifugal_r = 1.0,
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magic_slowdown = 10.0,
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magic_boost = 10000.0,
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magic_slow_drift = 10.0
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local magic_w = {
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tire = 1.0,
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floor = 1.5,
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forward = 1.0,
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steer = 1.0,
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drag_boost = 1.0,
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drag_halt = 1.5,
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inertia = 1.0,
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centrifugal = 1.0,
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-- magic_slowdown = 10.0,
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-- magic_boost = 10000.0,
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-- magic_slow_drift = 10.0
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}
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local drag_dir = vm.vec2(1.0, 0.0)
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local function handle_input(accel, brake, steer)
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local up = love.keyboard.isDown("up")
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local down = love.keyboard.isDown("down")
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local left = love.keyboard.isDown("left")
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local right = love.keyboard.isDown("right")
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local desire_forward = 0
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local desire_steer = 0
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if (up) then
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desire_forward = accel
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elseif (down) then
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desire_forward = - brake
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end
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if (left) then
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desire_steer = - steer
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elseif (right) then
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desire_steer = steer
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end
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return desire_forward, desire_steer
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end
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function system:update(dt)
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for _, e in ipairs(self.pool) do
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local accel, brake, grip, max_speed, steer, velocity, drag, inertia, mass = get(e)
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local accel, brake, grip, max_speed, steer, velocity, drag, inertia, mass, inertia_dir, streamline = get(e)
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local up = love.keyboard.isDown("up")
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local down = love.keyboard.isDown("down")
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local left = love.keyboard.isDown("left")
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local right = love.keyboard.isDown("right")
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local pos_x, pos_y = e["race.pos"].data[1], e["race.pos"].data[2]
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local friction = get_friction(pos_x, pos_y, frictions)
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local f_forward = accel_force(up, down, accel, brake, inertia[1])
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local f_lateral = steer_force(left, right, steer, inertia[2])
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local desire_forward, desire_steer = handle_input(accel, brake, steer)
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if (not up) then
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f_forward = f_forward - magic_n.magic_slowdown
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elseif (up and velocity == 0) then
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f_forward = f_forward + magic_n.magic_boost
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end
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local force = racing_force(
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desire_forward, desire_steer,
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grip, friction,
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drag, streamline,
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inertia,
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mass,
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magic_w.forward, magic_w.steer,
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magic_w.tire, magic_w.floor,
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magic_w.drag_boost, magic_w.drag_halt,
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magic_w.inertia, magic_w.centrifugal
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)
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if (velocity > 0) then
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f_forward = add_friction(f_forward, 1.0, grip, friction, magic_n.tire_c, magic_n.floor_c)
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elseif (velocity < 0) then
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f_forward = add_friction(f_forward, -1.0, grip, friction, magic_n.tire_c, magic_n.floor_c)
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end
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f_lateral = add_friction_lateral(f_lateral, grip, friction, magic_n.tire_c, magic_n.floor_c)
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if (velocity > 0) then
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f_forward = add_drag(f_forward, -1.0, drag)
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elseif (velocity < 0) then
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f_forward = add_drag(f_forward, 1.0, drag)
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end
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f_lateral = add_drag_lateral(f_lateral, drag)
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-- if (not up) then
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-- force = force - magic_n.magic_slowdown
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-- elseif (up and velocity == 0) then
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-- force = force + magic_n.magic_boost
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-- end
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if (mass == 0) then
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mass = 1
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end
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local a = force * dt / mass
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local new_velocity = racing_phy.accelerate(dt, 1, velocity, max_speed, f_forward*dt/mass, 0)
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local centrifugal = racing_phy.centrifugal_force(dt, mass, new_velocity * magic_n.centrifugal_r, max_speed)
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f_lateral = add_centrifugal(f_lateral, centrifugal)
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-- local new_velocity = racing_phy.accelerate(dt, 1, velocity, max_speed, f_forward*dt/mass, 0)
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if (not left and not right) then
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if (not (left) and f_lateral > 0) then
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f_lateral = f_lateral - (magic_n.magic_slow_drift)
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if (f_lateral < 0) then
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f_lateral = 0
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end
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elseif (not right and f_lateral < 0) then
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f_lateral = f_lateral + (magic_n.magic_slow_drift)
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if (f_lateral > 0) then
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f_lateral = 0
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end
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end
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end
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-- if (not left and not right) then
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-- if (not (left) and f_lateral > 0) then
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-- f_lateral = f_lateral - (magic_n.magic_slow_drift)
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-- if (f_lateral < 0) then
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-- f_lateral = 0
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-- end
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-- elseif (not right and f_lateral < 0) then
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-- f_lateral = f_lateral + (magic_n.magic_slow_drift)
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-- if (f_lateral > 0) then
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-- f_lateral = 0
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-- end
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-- end
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-- end
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e[race.dict.inertia].data = {f_forward * dt, f_lateral * dt}
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e[race.dict.inertia].data = force
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local new_angle = e["race.angle"].data + f_lateral * dt/mass
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e["race.angle"].data = new_angle
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