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/**
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 * The arena: one match, always running, and the seats people sit in.
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 *
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 * The match ticks whether anybody is watching or not, so a visitor never
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 * arrives at a frozen board — they get the round that is happening. Taking a
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 * seat replaces a bot in place: same body, same credits, same position, so
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 * joining mid-round hands you a live player rather than a lobby.
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 *
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 * Every snapshot is built for one viewer: enemies they cannot see are not in
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 * it. The client never learns a position it has no line of sight to.
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 */
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import { agentById, sightBlocked } from "./abilities.ts";
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import { runBots } from "./bots.ts";
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import { recordResult } from "./db.ts";
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import { fallsBetween, marksOf, trimFeed, type Fall, type Mark } from "./killfeed.ts";
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import type { Point } from "./map.ts";
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import {
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  buyAbility,
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  buyShield,
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  buyWeapon,
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  newMatch,
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  pickAgent,
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  setInput,
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  tick,
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  visible,
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} from "./match.ts";
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import type { MatchState, Player } from "./state.ts";
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import { isWeaponId, WEAPONS } from "./weapons.ts";
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export const TICK = 1 / 30;
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const BROADCAST_EVERY = 2;
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export type Seat = { playerId: string; send: (data: string) => void };
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let state: MatchState = newMatch();
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const seats = new Map<string, Seat>();
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let ticks = 0;
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let lastResult: string | null = null;
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// The kill feed is read off the match a tick at a time; the rules keep no
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// list of their own, and this is a view, not a rule.
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let marks: Mark[] = marksOf(state.players);
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let feed: Fall[] = [];
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export const match = (): MatchState => state;
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export const findPlayer = (id: string): Player | undefined => state.players.find((p) => p.id === id);
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/**
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 * A name nobody else in this match is using.
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 *
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 * The kill feed, the round log and the scoreboard all address people by
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 * name: two players called Kit make a line that reads as a team kill this
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 * game cannot have. The bots are dealt distinct names; a person who picks
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 * one that is taken gets a number after it, inside the sixteen characters a
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 * name is allowed.
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 */
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function freeName(want: string, exceptId: string): string {
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  const taken = new Set(state.players.filter((p) => p.id !== exceptId).map((p) => p.name));
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  if (!taken.has(want)) return want;
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  for (let n = 2; n < 100; n++) {
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    const tried = `${want.slice(0, 13)} ${n}`;
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    if (!taken.has(tried)) return tried;
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  }
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  return want;
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}
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/** Sit somebody down in the emptiest team, replacing a bot where it stands. */
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export function takeSeat(session: string, name: string): Player | null {
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  const existing = seats.get(session);
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  const held = existing ? findPlayer(existing.playerId) : undefined;
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  if (held) {
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    held.name = freeName(name, held.id);
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    return held;
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  }
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  const humans = { red: 0, blue: 0 };
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  for (const player of state.players) if (!player.bot) humans[player.team] += 1;
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  const wanted = humans.red <= humans.blue ? "red" : "blue";
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  const seat =
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    state.players.find((p) => p.bot && p.team === wanted) ?? state.players.find((p) => p.bot);
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  if (!seat) return null;
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  seat.bot = false;
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  seat.name = freeName(name, seat.id);
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  seat.think = 0;
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  seat.input = { mx: 0, my: 0, angle: seat.angle, fire: false, use: false, reload: false, cast: null };
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  return seat;
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}
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export function attach(session: string, playerId: string, send: (data: string) => void): void {
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  seats.set(session, { playerId, send });
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}
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/** A person leaving gives the seat back to a bot, mid-round and all. */
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export function release(session: string): void {
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  const seat = seats.get(session);
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  seats.delete(session);
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  if (!seat) return;
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  const player = findPlayer(seat.playerId);
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  if (player && !stillHeld(seat.playerId)) {
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    player.bot = true;
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    player.think = 0;
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    player.input.fire = false;
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    player.input.use = false;
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  }
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}
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const stillHeld = (playerId: string): boolean =>
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  [...seats.values()].some((s) => s.playerId === playerId);
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export const seatCount = (): number => seats.size;
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// ------------------------------------------------------------- the commands
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export type Command = { t: string; [key: string]: unknown };
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const num = (value: unknown): number | undefined =>
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  typeof value === "number" && Number.isFinite(value) ? value : undefined;
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/** Everything a client may ask for, validated here and nowhere else. */
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export function command(playerId: string, message: Command): void {
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  const player = findPlayer(playerId);
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  if (!player || player.bot) return;
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  switch (message.t) {
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    case "i":
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      setInput(player, {
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        mx: num(message.mx),
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        my: num(message.my),
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        angle: num(message.a),
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        fire: typeof message.f === "boolean" ? message.f : undefined,
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        use: typeof message.u === "boolean" ? message.u : undefined,
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        reload: typeof message.r === "boolean" ? message.r : undefined,
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        cast: message.c === "c" || message.c === "q" || message.c === "e" || message.c === "x" ? message.c : undefined,
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      });
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      break;
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    case "buy": {
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      const what = String(message.what ?? "");
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      if (isWeaponId(what)) buyWeapon(state, player, what);
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      else if (what === "light" || what === "heavy") buyShield(state, player, what);
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      else if (what === "c" || what === "q") buyAbility(state, player, what);
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      break;
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    }
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    case "agent":
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      if (typeof message.id === "string") pickAgent(state, player, message.id);
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      break;
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  }
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}
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// ------------------------------------------------------------- the snapshot
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const round2 = (n: number): number => Math.round(n * 10) / 10;
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export function snapshot(viewerId: string): string {
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  const me = findPlayer(viewerId) ?? state.players[0]!;
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  const agent = agentById(me.agent);
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  const seen = state.players.filter((p) => visible(state, me, p));
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  const canSee = (point: Point): boolean => !sightBlocked(me, point, state.zones);
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  return JSON.stringify({
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    t: "s",
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    phase: state.phase,
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    clock: round2(Math.max(0, state.clock)),
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    round: state.round,
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    score: state.score,
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    attackers: state.attackers,
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    result: state.result,
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    me: {
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      id: me.id,
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      side: me.side,
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      team: me.team,
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      agent: me.agent,
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      alive: me.alive,
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      x: round2(me.x),
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      y: round2(me.y),
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      angle: round2(me.angle),
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      hp: Math.round(me.hp),
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      armour: Math.round(me.armour),
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      credits: me.credits,
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      weapon: me.weapon,
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      ammo: me.ammo,
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      reloading: me.reloadIn > 0,
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      charges: me.charges,
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      cooldown: { c: round2(me.cooldown.c), q: round2(me.cooldown.q), e: round2(me.cooldown.e), x: 0 },
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      ult: me.ult,
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      ultNeeds: agent.abilities.x.points,
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      blind: round2(me.blind),
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      slow: round2(me.slow),
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      haste: round2(me.haste),
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      spike: me.spike,
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      planting: round2(me.planting),
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      bot: me.bot,
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    },
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    players: seen.map((p) => ({
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      id: p.id,
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      name: p.name,
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      agent: p.agent,
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      x: round2(p.x),
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      y: round2(p.y),
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      angle: round2(p.angle),
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      hp: Math.round(p.hp),
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      armour: Math.round(p.armour),
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      alive: p.alive,
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      mate: p.side === me.side,
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      spike: p.spike,
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      blind: p.blind > 0,
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      revealed: p.revealed > 0,
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    })),
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    zones: state.zones
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      .filter((z) => (z.kind === "trip" ? z.side === me.side : true))
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      .map((z) => ({ k: z.kind, x: round2(z.x), y: round2(z.y), r: z.r, f: round2(z.fuse), l: round2(z.life) })),
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    spike: {
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      planted: state.spike.planted,
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      carried: state.spike.carried !== null,
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      fuse: round2(state.spike.fuse),
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      defuse: round2(state.spike.defuse),
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      checkpoint: state.spike.checkpoint,
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      // A loose spike is the attackers' business until it is armed.
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      x: state.spike.planted || me.side === "atk" ? round2(state.spike.x) : null,
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      y: state.spike.planted || me.side === "atk" ? round2(state.spike.y) : null,
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    },
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    orbs: state.orbs.filter((o) => !o.taken).map((o) => ({ x: o.x, y: o.y })),
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    shots: state.shots.filter((s) => canSee({ x: s.x1, y: s.y1 }) || canSee({ x: s.x2, y: s.y2 })),
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    board: state.players.map((p) => ({
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      id: p.id,
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      name: p.name,
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      team: p.team,
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      side: p.side,
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      agent: p.agent,
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      bot: p.bot,
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      alive: p.alive,
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      kills: p.kills,
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      deaths: p.deaths,
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      damage: Math.round(p.damageDone),
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      credits: p.team === me.team ? p.credits : null,
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      ult: p.ult,
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      ultNeeds: agentById(p.agent).abilities.x.points,
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    })),
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    events: state.events.slice(0, 5).map((e) => e.text),
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    // Names and a gun, never a position: the feed says what happened, not
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    // where, so it can never be read as a call-out.
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    feed: feed.map((f) => ({
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      k: f.killer,
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      v: f.victim,
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      w: f.weapon ? WEAPONS[f.weapon].name : null,
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      h: f.headshot,
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      t: round2(Math.max(0, state.now - f.at)),
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    })),
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  });
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}
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/**
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 * Who fell on this tick. A shot that landed this tick and started where the
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 * killer stands is what tells a gun kill from an ability kill — the position
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 * is used here and goes no further.
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 */
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function readFalls(): void {
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  const after = marksOf(state.players);
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  const shooters = new Set<string>();
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  for (const shot of state.shots) {
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    if (!shot.hit || shot.age > 0) continue;
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    for (const player of state.players)
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      if (Math.hypot(player.x - shot.x1, player.y - shot.y1) < 2) shooters.add(player.id);
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  }
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  const falls = fallsBetween(marks, after, {
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    at: state.now,
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    events: state.events.slice(0, 6).map((e) => e.text),
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    shooters,
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  });
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  marks = after;
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  if (falls.length) feed = [...feed, ...falls];
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  feed = trimFeed(feed, state.now);
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}
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// ----------------------------------------------------------------- the loop
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function step(): void {
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  runBots(state, TICK);
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  tick(state, TICK);
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  readFalls();
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  if (state.result && state.result !== lastResult) {
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    lastResult = state.result;
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    recordResult(state.result, state.score.red, state.score.blue, state.round);
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  }
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  if (state.result === null) lastResult = null;
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  ticks += 1;
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  if (ticks % BROADCAST_EVERY !== 0) return;
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  for (const seat of seats.values()) {
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    try {
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      seat.send(snapshot(seat.playerId));
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    } catch {
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      // A socket that will not take a frame is closed already; the close
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      // handler gives the seat back.
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    }
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  }
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}
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let timer: ReturnType<typeof setInterval> | null = null;
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export function startArena(): void {
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  if (timer) return;
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  timer = setInterval(step, TICK * 1000);
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  // The clock must never hold the process open on its own.
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  (timer as unknown as { unref?: () => void }).unref?.();
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}
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export function stopArena(): void {
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  if (timer) clearInterval(timer);
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  timer = null;
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}
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/** Used by the tests: run the arena forward without waiting for real time. */
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export function advance(seconds: number): void {
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  for (let i = 0; i < Math.round(seconds / TICK); i++) step();
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}
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