chore: separate turns from world
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873cf12140
commit
34eb8e5ba5
3 changed files with 108 additions and 79 deletions
102
sonic-radiance.love/scenes/battlesystem/controllers/init.lua
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102
sonic-radiance.love/scenes/battlesystem/controllers/init.lua
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@ -0,0 +1,102 @@
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local TurnController = Object:extend()
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local Player = require "scenes.battlesystem.controllers.player"
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local Ennemy = require "scenes.battlesystem.controllers.player"
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local maputils = require "scenes.battlesystem.utils"
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function TurnController:new(scene)
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self.scene = scene
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self.world = scene.world
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--self.player = Player(self)
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--self.ennemies = Ennemy(self)
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self.isActive = false
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self.currentlyPlaying = ""
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self.turns = {}
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self.turns.current = 1
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self.turns.number = 0
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self.turns.isFinished = true
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self.turns.changeBattler = true
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self.actionList = {}
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end
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function TurnController:startBattle()
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self.isActive = true
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end
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function TurnController:update(dt)
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if (self.isActive) then
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if (self.currentlyPlaying == "heroes") then
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--self.player:update(dt)
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elseif (self.currentlyPlaying == "ennemies") then
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--self.ennemies:update(dt)
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else
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self:nextAction()
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end
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end
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end
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function TurnController:nextAction()
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if (self.turns.isFinished) or (self.turns.current >= #self.actionList) then
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self:startNewTurn()
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else
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self.turns.current = self.turns.current + 1
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core.debug:print("cbs/world", "switching to next action")
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end
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self.scene.hud:moveBattleCursor(self.turns.current)
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self:startAction()
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end
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function TurnController:startNewTurn()
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core.debug:print("cbs/world", "New Turn Starting")
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self.turns.current = 1
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self.turns.isFinished = false
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self.turns.number = self.turns.number + 1
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self:calculateTurn()
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end
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function TurnController:calculateTurn()
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self.actionList = self.world:generateActionList()
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table.sort(self.actionList, maputils.sortBattlers)
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end
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function TurnController:startAction()
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core.debug:print("cbs/world", "Starting action " .. self.turns.current)
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local nextAction = self.actionList[self.turns.current]
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print(nextAction)
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local nextActor = nextAction.actor
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if (nextActor.isDestroyed == true) then
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-- On skipe le personnage s'il a été detruit
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self:nextAction()
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else
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if (nextActor.side == "heroes") then
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--self.player:setActive(nextActor)
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self.currentlyPlaying = "heroes"
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self.actionList[self.turns.current].actor:setActive()
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elseif (nextActor.side == "ennemies") then
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--self.ennemies:setActive(nextActor)
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self.currentlyPlaying = "ennemies"
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self.actionList[self.turns.current].actor:setActive()
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end
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end
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end
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function TurnController:endAction()
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self.currentlyPlaying = ""
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end
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function TurnController:drawTurnList(x, y)
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end
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function TurnController:sendSignalToCurrentBattler(signal, subSignal)
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self.actionList[self.turns.current].actor:receiveSignal(signal, subSignal)
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end
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return TurnController
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@ -4,6 +4,7 @@ local BattleSystem = Scene:extend()
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local World = require "scenes.battlesystem.world"
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local MenuSystem = require "scenes.battlesystem.menu"
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local Turns = require "scenes.battlesystem.controllers"
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local HUD = require "scenes.battlesystem.gui.hud"
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@ -30,11 +31,13 @@ function BattleSystem:initManagers()
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self.datas = {}
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self.world = World(self)
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self.menu = MenuSystem(self)
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self.turns = Turns(self)
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self.hud = HUD(self)
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end
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function BattleSystem:startBattle()
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self.world:startBattle()
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self.turns:startBattle()
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self.hud:movePlayerHUD(true)
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end
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@ -54,6 +57,7 @@ end
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function BattleSystem:update(dt)
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self.world:update(dt)
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self.turns:update(dt)
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self.hud:update(dt)
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if (self.screen ~= nil) then
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self.screen:update(dt)
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@ -26,13 +26,7 @@ function World:new(scene, battlefile)
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self.actors = {}
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self.globalID = 0
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self.turns = {}
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self.turns.current = 1
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self.turns.number = 0
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self.turns.isFinished = true
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self.turns.changeBattler = true
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self.battlers = {}
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self.actionlist = {}
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self.heroNumber = 0
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self.ennNumber = 0
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@ -176,79 +170,10 @@ function World:update(dt)
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actor:update(dt)
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end
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if (self.isBattleActive) then
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self:updateTurns(dt)
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end
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self.cursor:update(dt)
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self.map:update(dt)
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end
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function World:moveBattleCursor(dt)
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local cursorSpeed = 16
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if (self.turns.current == 1) then
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cursorSpeed = 16 * 4
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end
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if math.abs(self.BattlerCursor - self.turns.current) > (cursorSpeed * dt) then
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self.BattlerCursor = self.BattlerCursor - utils.math.sign(self.BattlerCursor - self.turns.current) * cursorSpeed * dt
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else
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self.BattlerCursor = self.turns.current
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end
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end
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-- TURNS FUNCTIONS
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-- Handle everything related to the turn system
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function World:startBattle()
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self.isBattleActive = true
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end
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function World:recalculateTurns()
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self:generateActionList()
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table.sort(self.actionlist, maputils.sortBattlers)
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end
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function World:updateTurns(dt)
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if (self.turns.changeBattler) then
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self:switchActiveBattler( )
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end
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end
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function World:switchActiveBattler()
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if (self:countEnnemies()==0) then
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self:finishBattle()
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else
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if (self.turns.isFinished) or (self.turns.current >= #self.actionlist) then
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self:switchToNextTurn()
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else
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self.turns.current = self.turns.current + 1
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core.debug:print("cbs/world", "switching to action number " .. self.turns.current)
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end
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self:selectNextAction()
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self.turns.changeBattler = false
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self.scene.hud:moveBattleCursor(self.turns.current)
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end
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end
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function World:switchToNextTurn()
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core.debug:print("cbs/world", "turn finished")
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self.turns.current = 1
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self.turns.isFinished = false
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self.turns.number = self.turns.number + 1
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self:recalculateTurns()
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end
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function World:selectNextAction()
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if (self.actionlist[self.turns.current].actor.isDestroyed == true) then
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self:switchActiveBattler()
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else
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self.actionlist[self.turns.current].actor:setActive()
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end
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end
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function World:finishBattle()
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self.isBattleActive = false
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self.actionlist = {}
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@ -256,7 +181,7 @@ function World:finishBattle()
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end
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function World:sendSignalToCurrentBattler(signal, subSignal)
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self.actionlist[self.turns.current].actor:receiveSignal(signal, subSignal)
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self.scene.turns:sendSignalToCurrentBattler(signal, subSignal)
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end
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-- ACTIVEGRID FUNCTIONS
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@ -305,6 +230,4 @@ function World:drawShadows()
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end
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end
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return World
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