mirror of
https://github.com/LDDestroier/CC/
synced 2025-01-19 05:32:51 +00:00
Netplay added
cool shit
This commit is contained in:
parent
6afa80071f
commit
cf947246e2
240
ccbn.lua
240
ccbn.lua
@ -4,8 +4,15 @@ local keysDown, miceDown = {}, {}
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local players = {}
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local projectiles = {}
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local you = 1
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local yourID = os.getComputerID()
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local gameID = "test-game"
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local waitingForGame = false
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local isHost = true
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local channel = 1024
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local FRAME = 0
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local useSkynet = false -- will be added much later
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local stage = {
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panels = {},
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@ -171,6 +178,40 @@ local drawImage = function(image, x, y, terminal)
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terminal.setCursorPos(cx,cy)
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end
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local modem
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local getModem = function()
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local modems = {peripheral.find("modem")}
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if #modems == 0 then
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if ccemux then
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ccemux.attach("top", "wireless_modem")
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modem = peripheral.wrap("top")
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else
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error("A modem is needed.")
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end
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else
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modem = modems[1]
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end
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modem.open(channel)
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return modem
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end
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local transmit = function(msg)
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if useSkynet then
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-- add skynet stuff later
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else
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modem.transmit(channel, channel, msg)
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end
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end
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local receive = function()
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if useSkynet then
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-- again, skynet is for later, keep your pants on
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else
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local evt = {os.pullEvent("modem_message")}
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return evt[5]
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end
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end
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local images = {
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panel = {
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normal = {{"","",""},{"eeeee7","e78877","eeeeee"},{"77777e","78888e","eeeeee"}},
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@ -233,13 +274,13 @@ act.stage.getDamage = function(x, y, owner)
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return totalDamage, flinching
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end
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act.player.newPlayer = function(x, y, owner, image)
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act.player.newPlayer = function(x, y, owner, direction, image)
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players[#players + 1] = {
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x = x,
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y = y,
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owner = owner,
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type = "player",
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direction = 1,
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direction = direction or 1,
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health = 1000,
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maxHealth = 1000,
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image = image,
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@ -302,7 +343,7 @@ local chips = {
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local hasStruck = false
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local cPlayer = checkPlayerAtPos(info.x, info.y, info.owner)
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if cPlayer then
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if players[cPlayer].cooldown.iframe == 0 then
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if players[cPlayer].cooldown.iframe == 0 and players[cPlayer].owner ~= info.owner then
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hasStruck = cPlayer
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end
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end
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@ -332,7 +373,7 @@ local chips = {
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local hasStruck = false
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local cPlayer = checkPlayerAtPos(info.x, info.y, info.owner)
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if cPlayer then
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if players[cPlayer].cooldown.iframe == 0 then
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if players[cPlayer].cooldown.iframe == 0 and players[cPlayer].owner ~= info.owner then
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hasStruck = cPlayer
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end
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end
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@ -355,7 +396,7 @@ local chips = {
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},
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logic = function(info)
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act.stage.setDamage(info.x + 1, info.y, 80, info.owner, 4)
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act.stage.setDamage(info.x + info.direction, info.y, 80, info.owner, 4)
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return false
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end
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@ -372,8 +413,8 @@ local chips = {
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},
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logic = function(info)
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act.stage.setDamage(info.x + 1, info.y, 80, info.owner, 4)
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act.stage.setDamage(info.x + 2, info.y, 80, info.owner, 4)
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act.stage.setDamage(info.x + info.direction, info.y, 80, info.owner, 4)
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act.stage.setDamage(info.x + info.direction * 2, info.y, 80, info.owner, 4)
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return false
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end
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@ -390,9 +431,9 @@ local chips = {
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},
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logic = function(info)
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act.stage.setDamage(info.x + 1, info.y - 1, 80, info.owner, 4)
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act.stage.setDamage(info.x + 1, info.y, 80, info.owner, 4)
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act.stage.setDamage(info.x + 1, info.y + 1, 80, info.owner, 4)
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act.stage.setDamage(info.x + info.direction, info.y - 1, 80, info.owner, 4)
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act.stage.setDamage(info.x + info.direction, info.y, 80, info.owner, 4)
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act.stage.setDamage(info.x + info.direction, info.y + 1, 80, info.owner, 4)
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return false
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end
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@ -409,12 +450,12 @@ local chips = {
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},
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logic = function(info)
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act.stage.setDamage(info.x + 1, info.y - 1, 400, info.owner, 4)
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act.stage.setDamage(info.x + 2, info.y - 1, 400, info.owner, 4)
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act.stage.setDamage(info.x + 1, info.y, 400, info.owner, 4)
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act.stage.setDamage(info.x + 2, info.y, 400, info.owner, 4)
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act.stage.setDamage(info.x + 1, info.y + 1, 400, info.owner, 4)
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act.stage.setDamage(info.x + 2, info.y + 1, 400, info.owner, 4)
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act.stage.setDamage(info.x + info.direction, info.y - 1, 400, info.owner, 4)
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act.stage.setDamage(info.x + info.direction * 2, info.y - 1, 400, info.owner, 4)
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act.stage.setDamage(info.x + info.direction, info.y, 400, info.owner, 4)
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act.stage.setDamage(info.x + info.direction * 2, info.y, 400, info.owner, 4)
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act.stage.setDamage(info.x + info.direction, info.y + 1, 400, info.owner, 4)
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act.stage.setDamage(info.x + info.direction * 2, info.y + 1, 400, info.owner, 4)
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return false
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end
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@ -430,12 +471,13 @@ local chips = {
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}
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},
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logic = function(info)
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if info.direction == 1 then
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if info.frame == 0 then
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info.x = 0
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info.y = 3
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end
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if info.y > 1 then
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if info.x < 6 then
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if info.x <= 6 then
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info.x = info.x + (2 / stage.panelWidth)
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else
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info.y = info.y - (2 / stage.panelHeight)
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@ -445,6 +487,23 @@ local chips = {
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else
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return false
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end
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elseif info.direction == -1 then
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if info.frame == 0 then
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info.x = 7
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info.y = 3
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end
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if info.y > 1 then
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if info.x > 1 then
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info.x = info.x - (2 / stage.panelWidth)
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else
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info.y = info.y - (2 / stage.panelHeight)
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end
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elseif info.x <= 7 then
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info.x = info.x + (2 / stage.panelWidth)
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else
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return false
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end
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end
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act.stage.setDamage(info.x, info.y, 60, info.owner, 2, false)
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return true, {{images.cannon, info.x, info.y}}
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end
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@ -467,7 +526,7 @@ local chips = {
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act.stage.setDamage(info.x, info.y, 50, info.owner, 2, false)
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return false
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else
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info.x = info.x + maxDist / maxFrames
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info.x = info.x + (maxDist / maxFrames) * info.direction
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end
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return true, {{images.cannon, info.x, info.y - parabola}}
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end
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@ -492,7 +551,7 @@ local chips = {
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act.stage.setDamage(info.x, info.y + 1, 50, info.owner, 2, false)
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return false
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else
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info.x = info.x + maxDist / maxFrames
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info.x = info.x + (maxDist / maxFrames) * info.direction
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end
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return true, {{images.cannon, info.x, info.y - parabola}}
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end
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@ -519,7 +578,7 @@ local chips = {
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act.stage.setDamage(info.x + 1, info.y, 50, info.owner, 2, false)
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return false
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else
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info.x = info.x + maxDist / maxFrames
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info.x = info.x + (maxDist / maxFrames) * info.direction
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end
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return true, {{images.cannon, info.x, info.y - parabola}}
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end
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@ -538,7 +597,7 @@ act.projectile.newProjectile = function(x, y, player, chipType)
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id = id,
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owner = player.owner,
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player = player,
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direction = 1,
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direction = player.direction,
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frame = 0,
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chipType = chipType
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}
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@ -550,53 +609,20 @@ for y = 1, 3 do
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end
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end
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act.player.newPlayer(2, 2, 1, "6")
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act.player.newPlayer(4, 1, 2, "7")
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act.player.newPlayer(5, 2, 2, "7")
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act.player.newPlayer(4, 3, 2, "7")
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act.player.newPlayer(2, 2, 1, 1, "6")
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act.player.newPlayer(5, 2, 2, -1, "7")
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local render = function()
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local buffer, im = {}
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local sx, sy
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local sortedList = {}
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if false then
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for k, v in pairs(projectiles) do
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sx = math.floor((v.x - 1) * stage.panelWidth + 4 + stage.scrollX)
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sy = math.floor((v.y - 1) * stage.panelHeight + 1 + stage.scrollY)
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if sx >= -1 and sx <= scr_x and v.imageData then
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for kk, imd in pairs(v.imageData) do
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buffer[#buffer + 1] = {
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colorSwap(imd[1], {["f"] = " "}),
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math.floor((imd[2] - 1) * stage.panelWidth + 4 + stage.scrollX),
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math.floor((imd[3] - 1) * stage.panelHeight + 1 + stage.scrollY)
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}
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end
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end
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end
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local pList = deepCopy(players)
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table.sort(pList, function(a,b) return a.y > b.y end)
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for i = 1, #pList do
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if pList[i].cooldown.iframe == 0 or (FRAME % 2 == 0) then
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sx = (pList[i].x - 1) * stage.panelWidth + 3 + stage.scrollX
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sy = (pList[i].y - 1) * stage.panelHeight - 1 + stage.scrollY
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buffer[#buffer + 1] = {
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colorSwap(images.player[pList[i].image], {["f"] = " "}),
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sx,
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sy
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}
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end
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end
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else
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for k,v in pairs(projectiles) do
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sortedList[#sortedList+1] = v
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end
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for k,v in pairs(players) do
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sortedList[#sortedList+1] = v
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end
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table.sort(sortedList, function(a,b) return a.y > b.y end)
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table.sort(sortedList, function(a,b) return a.y >= b.y end)
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for k,v in pairs(sortedList) do
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if v.type == "player" then
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if v.cooldown.iframe == 0 or (FRAME % 2 == 0) then
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@ -624,7 +650,6 @@ local render = function()
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end
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end
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end
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end
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for y = #stage.panels, 1, -1 do
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for x = 1, #stage.panels[y] do
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im = images.panel[stage.panels[y][x].panelType]
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@ -662,8 +687,8 @@ local render = function()
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term.write(player.health)
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end
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end
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term.setCursorPos(1, 2)
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term.write("Frame: " .. FRAME)
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term.setCursorPos(1, scr_y - 1)
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term.write("Frame: " .. FRAME .. ", isHost = " .. tostring(isHost) .. ", you = " .. tostring(you))
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end
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local control = {
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@ -687,7 +712,7 @@ local checkIfWalkable = function(x, y, p)
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if stage.panels[y][x] then
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if stage.panels[y][x].crackedLevel < 2 then
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if (not stage.panels[y][x].reserved) or stage.panels[y][x].reserved == p then
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if stage.panels[y][x].owner == p or stage.panels[y][x].owner == 0 then
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if stage.panels[y][x].owner == players[p].owner or stage.panels[y][x].owner == 0 then
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return true
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end
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end
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@ -712,10 +737,10 @@ local movePlayers = function()
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elseif p.control.moveLeft then
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xmove = -1
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end
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if (xmove ~= 0 or ymove ~= 0) and checkIfWalkable(p.x + xmove, p.y + ymove, p.owner) then
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if (xmove ~= 0 or ymove ~= 0) and checkIfWalkable(p.x + xmove, p.y + ymove, i) then
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p.x = p.x + xmove
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p.y = p.y + ymove
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p.cooldown.move = 4
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p.cooldown.move = 3
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end
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end
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end
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@ -758,8 +783,9 @@ end
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local runGame = function()
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while true do
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FRAME = FRAME + 1
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getControls()
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if isHost then
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getControls()
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for id, proj in pairs(projectiles) do
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local success, imageData = chips[proj.chipType].logic(proj)
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if success then
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@ -807,13 +833,95 @@ local runGame = function()
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end
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end
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end
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reduceCooldowns()
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movePlayers()
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transmit({
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gameID = gameID,
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command = "get_state",
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players = players,
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projectiles = projectiles,
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stage = stage,
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id = id
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})
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else
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getControls()
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transmit({
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gameID = gameID,
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command = "set_controls",
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id = yourID,
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pID = you,
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control = players[you].control
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})
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end
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render()
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sleep(0.05)
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end
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end
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parallel.waitForAny(getInput, runGame)
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local interpretNetMessage = function(msg)
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if waitingForGame then
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if msg.command == "find_game" then
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local time = os.epoch("utc")
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if msg.time > time then
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isHost = false
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you = 2
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else
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isHost = true
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you = 1
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end
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return true
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end
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elseif msg.gameID == gameID then
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if isHost then
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if msg.command == "set_controls" then
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players[msg.pID].control = msg.control
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end
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else
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if msg.command == "get_state" then
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players = msg.players
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projectiles = msg.projectiles
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stage.panels = msg.stage.panels
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stage.damage = msg.stage.damage
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end
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end
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end
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end
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local networking = function()
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local msg
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while true do
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msg = receive()
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if type(msg) == "table" then
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interpretNetMessage(msg)
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end
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end
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end
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local startGame = function()
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getModem()
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local time = os.epoch("utc")
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transmit({
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gameID = gameID,
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command = "find_game",
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respond = false,
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id = yourID,
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time = time,
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})
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local msg
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waitingForGame = true
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repeat
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msg = receive()
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until interpretNetMessage(msg)
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transmit({
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gameID = gameID,
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command = "find_game",
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respond = true,
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id = yourID,
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time = isHost and math.huge or -math.huge,
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})
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waitingForGame = false
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parallel.waitForAny(getInput, runGame, networking)
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end
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startGame()
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