cleanup
This commit is contained in:
202
content/core.typ
202
content/core.typ
@@ -1,6 +1,4 @@
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#import "/lib.typ": callout, example, note, solution, tip, todo
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#let mod4 = $#h(0.5em)&(mod 4)$
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#import "/lib.typ": callout, details, example, note, solution, tip, todo
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= Core Mechanics <core>
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@@ -18,48 +16,59 @@ the game*.
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Typically, item entities fall to the floor and sit stationary soon after being created. Processing
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movement for these stationary entities would be wasteful, so an optimization was added in 1.14: if
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an item is sitting stationary on a block, then only process movement every 4th tick.
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an item is sitting stationary on a block, then only process movement for that item every 4th tick.
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However, it would also be wasteful if every 4th tick processed _every_ item, so instead the items
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are divided into four groups. Each tick stationary items from only one of the four groups check for
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movement.
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However, it would also be wasteful if every 4th tick processed all items, so instead the items are
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divided into four staggered groups. Each tick stationary items from only one of the four groups
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check for movement.
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#callout(kind: "tip", label: "Key Point:")[
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Stationary items can only begin to fall when their $"age" + "id"$ is a multiple of $4$.
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Stationary items only begin to fall when their $"age" + "id"$ is a multiple of $4$.
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]
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Here is the relevant code path for the optimization:
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In other words, divide the value by 4 and look at the remainder. If the remainder is 0, the item
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checks for movement. That condition is written as `... % 4 == 0` in Java and as $... equiv 0 &(mod
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4)$ in math.
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```java
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public class ItemEntity extends Entity {
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public void tick() {
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...
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if (this.onGround() && !(this.getDeltaMovement().horizontalDistanceSqr() > (double)1.0E-5F) && (this.tickCount + this.getId()) % 4 != 0) {
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...
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} else {
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this.move(MoverType.SELF, this.getDeltaMovement());
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...
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}
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...
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}
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}
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#tip[
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You can freely add or subtract multiples of 4 to any expression without changing the value $mod 4$.
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public class Entity {
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public void move(final MoverType moverType, Vec3 delta) {
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...
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this.setOnGroundWithMovement(this.verticalCollisionBelow, this.horizontalCollision, movement);
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...
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}
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For example, $-1 equiv 3 &(mod 4)$ because $3 = -1 + 4$.
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]
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public void setOnGroundWithMovement(final boolean onGround, final boolean horizontalCollision, final Vec3 movement) {
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this.onGround = onGround;
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...
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}
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}
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```
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#note[ `onGround` is only ever updated via `move`, and this branch is the *only* place that
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`ItemEntity.move` is called. ]
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#details(label: [the relevant Java code])[
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#note[ `onGround` is only ever updated via `move`, and this branch is the *only* place that
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`ItemEntity.move` is called. `tickCount` is the item's age. ]
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```java
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public class ItemEntity extends Entity {
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public void tick() {
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...
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if (this.onGround() && !(this.getDeltaMovement().horizontalDistanceSqr() > (double)1.0E-5F) && (this.tickCount + this.getId()) % 4 != 0) {
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...
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} else {
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this.move(MoverType.SELF, this.getDeltaMovement());
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...
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}
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...
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}
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}
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public class Entity {
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public void move(final MoverType moverType, Vec3 delta) {
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...
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this.setOnGroundWithMovement(this.verticalCollisionBelow, this.horizontalCollision, movement);
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...
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}
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public void setOnGroundWithMovement(final boolean onGround, final boolean horizontalCollision, final Vec3 movement) {
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this.onGround = onGround;
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...
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}
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}
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```
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]
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The effect is that if the item is on a block and has negligible horizontal momentum, it *cannot
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fall* until the condition is satisfied, even if it's no longer on the ground. It can only fall early
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@@ -86,36 +95,44 @@ of other items.
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Based on when item $B$ fell, when should we expect the other items to fall?
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#solution[
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To simplify the arithmetic, orient everything around $t=0$. So we'll let $"age"_0$ to be the
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To simplify the arithmetic, orient everything around $t=0$. So we'll let $"age"_0$ be the
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items' ages at $t=0$ and add tick offsets from there. All items spawned in the same tick, so
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they all have the same $"age"_0$.
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Since $B$ falls at $t=1$, the relation for $"id"^B$ must be
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$ "age"_0 + "id"^B + 1 = 0 mod4 $
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Since $B$ falls at $t=1$, the relation for $"id"_B$ must be
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$A$ spawned right before $B$, so $"id"^A + 1 = "id"^B$. Plug that in to the relation we got for
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$"id"^B$.
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$ "age"_0 + "id"^A + 1 + 1 = 0 mod4 $
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$ "age"_0 + "id"_B + 1 equiv 0 & (mod 4) $
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Item $A$ gets the ID 1 before $B$, so $"id"_A + 1 = "id"_B$.
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Plug that in to the relation we got for $"id"_B$.
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$ "age"_0 + "id"_A + 1 + 1 equiv 0 & (mod 4) $
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*$A$ must fall at $t=2$.*
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$C$ spawned right after $B$, so its id is $"id"^C - 1= "id"^B$. Plug that in.
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$ "age"_0 + "id"^C - 1 + 1 = 0 mod4 $
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Item $C$ gets the ID 1 after $B$, so $"id"_C - 1= "id"_B$. Plug that in.
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$ "age"_0 + "id"_C - 1 + 1 equiv 0 & (mod 4) $
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*$C$ must fall at $t=0$.*
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$D$ spawned right after $C$, so its id is $"id"^D - 2 = "id"^B$. Plug that in.
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#tip[You can freely add or subtract 4 to either side of a mod 4 equality.]
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Item $D$ gets the ID 2 after $B$, so $"id"_D - 2 = "id"_B$. Plug that in.
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$
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"age"_0 + "id"^D - 2 + 1 &= 0 mod4 \
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"age"_0 + "id"^D - 1 &= 0 mod4 \
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"age"_0 + "id"^D - 1 + 4 &= 0 mod4 \
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"age"_0 + "id"^D + 3 &= 0 mod4
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"age"_0 + "id"_D - 2 + 1 & equiv 0 & (mod 4) \
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"age"_0 + "id"_D + 3 & equiv 0 & (mod 4)
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$
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*$D$ must fall at $t=3$.*
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#callout(kind: "tip", label: "Therefore:")[
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The expected fall times are:
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- $C$ at $t=0$.
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- $B$ at $t=1$.
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- $A$ at $t=2$.
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- $D$ at $t=3$.
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]
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]
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#todo[Demonstration]
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@@ -137,22 +154,42 @@ of other items.
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#solution[
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We'll need to track the item ages separately this time, but still oriented around $t=0$.
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Let $"age"^B_0$ be item $B$'s age at $t=0$.
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Let $"age"_(0, B)$ be item $B$'s age at $t=0$.
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We know item $B$ fell at $t=1$, so we have the relation
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$ "age"^B_0 + "id"^B + 1 = 0 mod4 $
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$ "age"_(0, B) + "id"_B + 1 equiv 0 & (mod 4) $
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#todo[Add "gt" to the glossary]
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Item $A$ gets the ID 1 before $B$, so $"id"_A + 1 = "id"_B$.
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It spawned 2gt earlier, so $"age"_(0, A) - 2= "age"_(0, B)$. Plug those in.
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$ "age"_(0, A) - 2 + "id"_A + 1 + 1 equiv 0 & (mod 4) $
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Item $A$ spawned just before item $B$, so $"id"^A + 1 = "id"^B$. It spawned 2gt earlier, so $"age"^A_0 - 2= "age"^B_0$. Plug those in.
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$ "age"^A_0 - 2 + "id"^A + 1 + 1 = 0 mod4 $
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*$A$ must fall at $t=0$.*
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Item $C$ spawned just after item $B$, so $"id"^C - 1 = "id"^B$. It spawned in the same tick, so $"age"^C_0 = "age"^B_0$. Plug those in.
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$ "age"^C_0 + "id"^C - 1 + 1 = 0 mod4 $
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Item $C$ gets the ID 1 after $B$, so $"id"_C - 1 = "id"_B$.
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It spawned in the same tick, so $"age"_(0, C) = "age"_(0, B)$. Plug those in.
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$ "age"_(0, C) + "id"_C - 1 + 1 equiv 0 & (mod 4) $
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*$C$ must fall at $t=0$.*
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Item $D$ spawned just after item $B$, so $"id"^D - 2 = "id"^B$. It spawned 1gt later, so $"age"^D_0 + 1 = "age"^B_0$. Plug those in.
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$ "age"^D_0 + 1 + "id"^D - 2 + 1 = 0 mod4 $
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Item $D$ gets the ID 2 after $B$, so $"id"_D - 2 = "id"_B$.
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It spawned 1gt later, so $"age"_(0, D) + 1 = "age"_(0, B)$. Plug those in.
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$ "age"_(0, D) + 1 + "id"_D - 2 + 1 equiv 0 & (mod 4) $
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*$D$ must fall at $t=0$.*
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#callout(kind: "tip", label: "Therefore:")[
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The expected fall times are:
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- $A$ at $t=0$.
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- $C$ at $t=0$.
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- $D$ at $t=0$.
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- $B$ at $t=1$.
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]
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]
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#todo[Demonstration]
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@@ -165,7 +202,7 @@ of other items.
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1. Spawn items $A$, $B$, and $C$ in order in the same tick. Let them settle on a block.
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2. At tick $t=0$, remove the supporting blocks. Item $C$ begins to fall.
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3. At tick $t=1$, item $A$ begins to fall.
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3. At tick $t=2$, item $B$ begins to fall.
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4. At tick $t=2$, item $B$ begins to fall.
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What number of entities must have spawned between items $A$ and $B$? Between $B$ and $C$?
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@@ -175,43 +212,48 @@ of other items.
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The ids of $A$ and $B$ are related by
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$ "id"^A + 1 + x = "id"^B $
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$ "id"_A + 1 + x = "id"_B $
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And we observe the drop delay related by
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And the observed drop delays satisfy
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$ "age"_0 + "id"^A + 1 = 0 mod4 $
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$ "age"_0 + "id"^B + 2 = 0 mod4 $
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$ "age"_0 + "id"_A + 1 equiv 0 & (mod 4) $
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$ "age"_0 + "id"_B + 2 equiv 0 & (mod 4) $
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Substitute $"id"^B$ and solve for $x$.
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Substitute $"id"_B$ and solve for $x$.
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$
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"age"_0 + "id"^A + 1 & = "age"_0 + "id"^A + 1 + x + 2 mod4 \
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1 & = 3 + x mod4 \
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-2 & = x mod4 \
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-2 + 4 & = x mod4 \
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2 & = x mod4 \
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"age"_0 + "id"_A + 1 + x + 2 & equiv "age"_0 + "id"_A + 1 & (mod 4) \
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x + 2 & equiv 0 & (mod 4) \
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x & equiv 2 & (mod 4) \
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$
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*So 2 entities must have spawned between $A$ and $B$.* (Or any number with a remainder of 2, like 6, 10, etc.)
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*So the number of entities between $A$ and $B$ is $2 &(mod 4)$.* (For example, 2, 6, 10, ...)
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The ids of $B$ and $C$ are related by
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$ "id"^B + 1 + y = "id"^C $
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$ "id"_B + 1 + y = "id"_C $
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And we observe the drop delay related related by
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And the observed drop delays satisfy
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$ "age"_0 + "id"^B + 2 = 0 mod4 $
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$ "age"_0 + "id"^C + 0 = 0 mod4 $
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$ "age"_0 + "id"_B + 2 equiv 0 & (mod 4) $
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$ "age"_0 + "id"_C + 0 equiv 0 & (mod 4) $
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Substitute $"id"^C$ and solve for $y$.
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Substitute $"id"_C$ and solve for $y$.
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$
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"age"_0 + "id"^B + 2 & = "age"_0 + "id"^B + 1 + y + 0 mod4 \
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2 & = 1 + y mod4 \
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1 & = y mod4 \
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"age"_0 + "id"_B + 1 + y + 0 & equiv "age"_0 + "id"_B + 2 & (mod 4) \
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y - 1 & equiv 0 & (mod 4) \
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y & equiv 1 & (mod 4) \
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$
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*So 1 entity must have spawned between $B$ and $C$.* (Or any number with a remainder of 1, like 5, 9, etc.)
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*So the number of entities between $B$ and $C$ is $1 &(mod 4)$.* (For example, 1, 5, 9, ...)
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#callout(kind: "tip", label: "Therefore:")[
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The number of spawned entities must be
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- $2 &(mod 4)$ between $A$ and $B$.
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- $1 &(mod 4)$ between $B$ and $C$.
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]
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]
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#todo[Demonstration]
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3
lib.typ
3
lib.typ
@@ -16,9 +16,10 @@
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warn: color.rgb("#a52a2a"),
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tip: color.rgb("#228b22"),
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todo: color.rgb("#ff0000"),
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eg: auto,
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).at(kind)
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block(
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fill: col.transparentize(85%),
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fill: if (col != auto) {col.transparentize(85%)} else {auto},
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stroke: (y: col),
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width: 100%,
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outset: (x: 1em, y: 0.5em),
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