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227 lines
6.0 KiB
227 lines
6.0 KiB
#include "gui.hpp"
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#include <iostream>
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#include <chrono>
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#include <numeric>
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#include <functional>
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#include "components.hpp"
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#include <numbers>
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#include "systems.hpp"
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using namespace components;
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namespace gui {
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FSM::FSM() :
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$window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Zed's Raycaster Thing"),
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$font{"./assets/text.otf"},
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$text{$font},
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$rayview($textures, RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT)
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{
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$window.setVerticalSyncEnabled(VSYNC);
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$window.setFramerateLimit(FRAME_LIMIT);
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$text.setFillColor({255,255,255});
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$text.setPosition({10,10});
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$textures.load_tiles();
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$textures.load_sprites();
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}
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void FSM::event(Event ev) {
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switch($state) {
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FSM_STATE(State, START, ev);
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FSM_STATE(State, MOVING, ev);
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FSM_STATE(State, ROTATING, ev);
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FSM_STATE(State, IDLE, ev);
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FSM_STATE(State, END, ev);
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}
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}
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void FSM::START(Event ) {
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// ZED: this must die
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generate_map();
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$rayview.set_position(RAY_VIEW_X, RAY_VIEW_Y);
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$rayview.position_camera($player.x + 0.5, $player.y + 0.5);
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state(State::IDLE);
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}
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void FSM::MOVING(Event ) {
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if($camera.play_move($rayview)) {
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// really annoying but we have to figure out the motion factor then run the systems
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auto& player = level.world->get_the<Player>();
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auto& player_position = level.world->get<Position>(player.entity);
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auto& motion = level.world->get<Motion>(player.entity);
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Point move_to{size_t($camera.targetX), size_t($camera.targetY)};
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motion.dx = move_to.x - player_position.location.x;
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motion.dy = move_to.y - player_position.location.y;
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run_systems();
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state(State::IDLE);
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}
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}
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void FSM::ROTATING(Event ) {
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if($camera.play_rotate($rayview)) {
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state(State::IDLE);
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}
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}
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void FSM::IDLE(Event ev) {
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using FU = Event;
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switch(ev) {
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case FU::QUIT:
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$window.close();
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state(State::END);
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return; // done
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case FU::MOVE_FORWARD:
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$camera.plan_run($rayview, 1);
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state(State::MOVING);
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break;
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case FU::MOVE_BACK:
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$camera.plan_run($rayview, -1);
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state(State::MOVING);
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break;
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case FU::MOVE_LEFT:
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$camera.plan_strafe($rayview, 1);
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state(State::MOVING);
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break;
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case FU::MOVE_RIGHT:
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$camera.plan_strafe($rayview, -1);
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state(State::MOVING);
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break;
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case FU::ROTATE_LEFT:
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$camera.plan_rotate($rayview, 1);
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state(State::ROTATING);
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return; // get out early since can always rotate
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case FU::ROTATE_RIGHT:
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$camera.plan_rotate($rayview, -1);
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state(State::ROTATING);
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return; // get out early since can always rotate
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default:
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dbc::sentinel("unhandled event in IDLE");
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}
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// prevent moving into occupied space
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if(!can_move({size_t($camera.targetX), size_t($camera.targetY)})) {
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state(State::IDLE);
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$camera.abort_plan($rayview);
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}
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}
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bool FSM::can_move(Point move_to) {
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return level.map->can_move(move_to) && !level.collision->occupied(move_to);
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}
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void FSM::END(Event ev) {
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fmt::println("END: received event after done: {}", int(ev));
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}
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void FSM::keyboard() {
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while(const auto keyev = $window.pollEvent()) {
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if(keyev->is<sf::Event::Closed>()) {
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event(Event::QUIT);
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}
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if(const auto* key = keyev->getIf<sf::Event::KeyPressed>()) {
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using KEY = sf::Keyboard::Scan;
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switch(key->scancode) {
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case KEY::W:
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event(Event::MOVE_FORWARD);
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break;
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case KEY::S:
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event(Event::MOVE_BACK);
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break;
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case KEY::Q:
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event(Event::ROTATE_LEFT);
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break;
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case KEY::E:
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event(Event::ROTATE_RIGHT);
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break;
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case KEY::D:
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event(Event::MOVE_RIGHT);
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break;
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case KEY::A:
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event(Event::MOVE_LEFT);
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break;
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case KEY::R:
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$stats.reset();
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break;
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default:
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break; // ignored
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}
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}
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}
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}
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void FSM::draw_weapon() {
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auto weapon = $rayview.$textures.sword.sprite;
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weapon->setPosition({SCREEN_WIDTH/2, SCREEN_HEIGHT/2});
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weapon->setRotation(sf::degrees($rotation));
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$window.draw(*weapon);
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}
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void FSM::draw_gui() {
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sf::RectangleShape rect({SCREEN_WIDTH - RAY_VIEW_WIDTH, SCREEN_HEIGHT});
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rect.setPosition({0,0});
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rect.setFillColor({50, 50, 50});
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$window.draw(rect);
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$text.setString(
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fmt::format("FPS\n"
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"mean:{:>8.5}\n"
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"sdev: {:>8.5}\n"
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"min: {:>8.5}\n"
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"max: {:>8.5}\n"
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"count:{:<10}\n\n"
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"VSync? {}\n"
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"FR Limit: {}\n"
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"Debug? {}\n\n"
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"Hit R to reset.\n\n"
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"dir: {:>2.02},{:>2.02}\n"
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"pos: {:>2.02},{:>2.02}",
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$stats.mean(), $stats.stddev(), $stats.min,
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$stats.max, $stats.n, VSYNC,
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FRAME_LIMIT, DEBUG_BUILD, $rayview.$dirX,
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$rayview.$dirY, $rayview.$posX, $rayview.$posY));
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$window.draw($text);
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}
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void FSM::render() {
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auto start = std::chrono::high_resolution_clock::now();
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$rayview.draw($window);
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auto end = std::chrono::high_resolution_clock::now();
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auto elapsed = std::chrono::duration<double>(end - start);
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$stats.sample(1/elapsed.count());
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draw_gui();
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draw_weapon();
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$window.display();
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}
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void FSM::mouse() {
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if(sf::Mouse::isButtonPressed(sf::Mouse::Button::Left)) {
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$rotation = -30.0f;
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} else {
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$rotation = -10.0f;
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}
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}
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void FSM::generate_map() {
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level = $levels.current();
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auto& player = level.world->get_the<Player>();
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auto& player_position = level.world->get<Position>(player.entity);
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$player = player_position.location;
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$rayview.set_level(level);
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}
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void FSM::run_systems() {
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System::motion(level);
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System::enemy_pathing(level);
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System::collision(level);
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System::death(level);
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}
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bool FSM::active() {
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return !in_state(State::END);
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}
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}
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