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--[[
This file was extracted by 'EsoLuaGenerator' at '2021-09-04 16:42:26' using the latest game version.
NOTE: This file should only be used as IDE support; it should NOT be distributed with addons!
****************************************************************************
CONTENTS OF THIS FILE IS COPYRIGHT ZENIMAX MEDIA INC.
****************************************************************************
]]
ZO_Provisioner = ZO_SharedProvisioner:Subclass()
ZO_PROVISIONER_SLOT_ROW_WIDTH = 260
ZO_PROVISIONER_SLOT_ROW_HEIGHT = 58
ZO_PROVISIONER_SLOT_ICON_SIZE = 48
ZO_PROVISIONER_SLOT_PADDING_X = 5
function ZO_Provisioner:New(...)
return ZO_SharedProvisioner.New(self, ...)
end
function ZO_Provisioner:Initialize(control)
self.mainSceneName = "provisioner"
ZO_SharedProvisioner.Initialize(self, control)
self.resultTooltip = self.control:GetNamedChild("Tooltip")
if IsChatSystemAvailableForCurrentPlatform() then
local function OnTooltipMouseUp(control, button, upInside)
if upInside and button == MOUSE_BUTTON_INDEX_RIGHT then
ClearMenu()
local function AddLink()
local recipeListIndex, recipeIndex = self:GetSelectedRecipeListIndex(), self:GetSelectedRecipeIndex()
local link = ZO_LinkHandler_CreateChatLink(GetRecipeResultItemLink, recipeListIndex, recipeIndex)
ZO_LinkHandler_InsertLink(zo_strformat(SI_TOOLTIP_ITEM_NAME, link))
end
AddMenuItem(GetString(SI_ITEM_ACTION_LINK_TO_CHAT), AddLink)
ShowMenu(self)
end
end
self.resultTooltip:SetHandler("OnMouseUp", OnTooltipMouseUp)
self.resultTooltip:GetNamedChild("Icon"):SetHandler("OnMouseUp", OnTooltipMouseUp)
end
self.currentTabs = {}
self.multiCraftContainer = self.control:GetNamedChild("MultiCraftContainer")
self.multiCraftSpinner = ZO_MultiCraftSpinner:New(self.multiCraftContainer:GetNamedChild("Spinner"))
self.multiCraftSpinner:RegisterCallback("OnValueChanged", function()
self:RefreshRecipeDetails()
end)
ZO_CraftingUtils_ConnectSpinnerToCraftingProcess(self.multiCraftSpinner)
self:InitializeTabs()
self:InitializeSettings()
self:InitializeFilters()
self:InitializeKeybindStripDescriptors()
self:InitializeRecipeTree()
self:InitializeDetails()
ZO_InventoryInfoBar_ConnectStandardBar(self.control:GetNamedChild("InfoBar"))
local function OnAddOnLoaded(event, name)
if name == "ZO_Ingame" then
local defaults =
{
haveIngredientsChecked = true,
haveSkillsChecked = true,
questsOnlyChecked = false,
}
self.savedVars = ZO_SavedVars:New("ZO_Ingame_SavedVariables", 2, "Provisioner", defaults)
ZO_CheckButton_SetCheckState(self.haveIngredientsCheckBox, self.savedVars.haveIngredientsChecked)
ZO_CheckButton_SetCheckState(self.haveSkillsCheckBox, self.savedVars.haveSkillsChecked)
ZO_CheckButton_SetCheckState(self.isQuestItemCheckbox, self.savedVars.questsOnlyChecked)
self:DirtyRecipeList()
self.control:UnregisterForEvent(EVENT_ADD_ON_LOADED)
end
end
self.control:RegisterForEvent(EVENT_ADD_ON_LOADED, OnAddOnLoaded)
PROVISIONER_FRAGMENT = ZO_FadeSceneFragment:New(control)
PROVISIONER_FRAGMENT:RegisterCallback("StateChange", function(oldState, newState)
if newState == SCENE_FRAGMENT_SHOWING then
self:ResetMultiCraftNumIterations()
SYSTEMS:GetObject("craftingResults"):SetCraftingTooltip(self.resultTooltip)
KEYBIND_STRIP:AddKeybindButtonGroup(self.mainKeybindStripDescriptor)
elseif newState == SCENE_FRAGMENT_HIDDEN then
SYSTEMS:GetObject("craftingResults"):SetCraftingTooltip(nil)
KEYBIND_STRIP:RemoveKeybindButtonGroup(self.mainKeybindStripDescriptor)
-- when we hide this fragment make sure to end the preview and toggle the camera back to normal,
-- since we may still be staying in the crafting scene
if ITEM_PREVIEW_KEYBOARD:IsInteractionCameraPreviewEnabled() then
self:TogglePreviewMode()
end
end
end)
PROVISIONER_SCENE = self:CreateInteractScene(self.mainSceneName)
PROVISIONER_SCENE:RegisterCallback("StateChange", function(oldState, newState)
if newState == SCENE_SHOWING then
self:ConfigureFromSettings(ZO_Provisioner.PROVISIONING_SETTINGS)
TriggerTutorial(TUTORIAL_TRIGGER_PROVISIONING_OPENED)
if CRAFT_ADVISOR_MANAGER:HasActiveWrits() then
SCENE_MANAGER:AddFragmentGroup(WRIT_ADVISOR_KEYBOARD_FRAGMENT_GROUP)
end
elseif newState == SCENE_HIDDEN then
SCENE_MANAGER:RemoveFragmentGroup(WRIT_ADVISOR_KEYBOARD_FRAGMENT_GROUP)
end
end)
self.skillInfoHeader = self.control:GetNamedChild("SkillInfo")
ZO_Skills_TieSkillInfoHeaderToCraftingSkill(self.skillInfoHeader, CRAFTING_TYPE_PROVISIONING)
end
--Settings
ZO_Provisioner.PROVISIONING_SETTINGS =
{
tabsOffsetY = 10,
selectedTabLabelFont = "ZoFontHeader4",
selectedTabLabelOffsetY = 7,
showProvisionerSkillLevel = true,
}
ZO_Provisioner.EMBEDDED_SETTINGS =
{
tabsOffsetY = 58,
selectedTabLabelFont = "ZoFontHeader2",
selectedTabLabelOffsetY = 0,
showProvisionerSkillLevel = false,
}
function ZO_Provisioner:InitializeSettings()
local function GenerateTab(filterType, normal, pressed, highlight, disabled)
local name = GetString("SI_PROVISIONERSPECIALINGREDIENTTYPE", filterType)
return {
activeTabText = name,
categoryName = name,
descriptor = filterType,
normal = normal,
pressed = pressed,
highlight = highlight,
disabled = disabled,
callback = function(tabData) self:OnTabFilterChanged(tabData) end,
}
end
local provisioningSettings = ZO_Provisioner.PROVISIONING_SETTINGS
local foodTab = GenerateTab(PROVISIONER_SPECIAL_INGREDIENT_TYPE_SPICES, "EsoUI/Art/Crafting/provisioner_indexIcon_meat_up.dds", "EsoUI/Art/Crafting/provisioner_indexIcon_meat_down.dds", "EsoUI/Art/Crafting/provisioner_indexIcon_meat_over.dds", "EsoUI/Art/Crafting/provisioner_indexIcon_meat_disabled.dds")
local drinkTab = GenerateTab(PROVISIONER_SPECIAL_INGREDIENT_TYPE_FLAVORING, "EsoUI/Art/Crafting/provisioner_indexIcon_beer_up.dds", "EsoUI/Art/Crafting/provisioner_indexIcon_beer_down.dds", "EsoUI/Art/Crafting/provisioner_indexIcon_beer_over.dds", "EsoUI/Art/Crafting/provisioner_indexIcon_beer_disabled.dds")
local furnishingsTab = GenerateTab(PROVISIONER_SPECIAL_INGREDIENT_TYPE_FURNISHING, "EsoUI/Art/Crafting/provisioner_indexIcon_furnishings_up.dds", "EsoUI/Art/Crafting/provisioner_indexIcon_furnishings_down.dds", "EsoUI/Art/Crafting/provisioner_indexIcon_furnishings_over.dds", "EsoUI/Art/Crafting/provisioner_indexIcon_furnishings_disabled.dds")
provisioningSettings.tabs = {}
table.insert(provisioningSettings.tabs, foodTab)
table.insert(provisioningSettings.tabs, drinkTab)
table.insert(provisioningSettings.tabs, furnishingsTab)
local embeddedSettings = ZO_Provisioner.EMBEDDED_SETTINGS
embeddedSettings.tabs = {}
table.insert(embeddedSettings.tabs, furnishingsTab)
end
function ZO_Provisioner:ConfigureFromSettings(settings)
if self.settings ~= settings then
self.settings = settings
self.skillInfoHeader:SetHidden(not settings.showProvisionerSkillLevel)
self.tabs:SetAnchor(TOPRIGHT, ZO_SharedRightPanelBackground, TOPRIGHT, -33, settings.tabsOffsetY)
local selectedTabLabel = self.tabs:GetNamedChild("Label")
selectedTabLabel:SetFont(settings.selectedTabLabelFont)
selectedTabLabel:SetAnchor(RIGHT, nil, LEFT, -25, settings.selectedTabLabelOffsetY)
ZO_MenuBar_ClearButtons(self.tabs)
ZO_ClearTable(self.currentTabs)
for _, tab in ipairs(settings.tabs) do
table.insert(self.currentTabs, ZO_MenuBar_AddButton(self.tabs, tab))
end
ZO_MenuBar_SelectDescriptor(self.tabs, settings.tabs[1].descriptor)
end
end
function ZO_Provisioner:EmbedInCraftingScene()
self:ConfigureFromSettings(ZO_Provisioner.EMBEDDED_SETTINGS)
SCENE_MANAGER:AddFragment(PROVISIONER_FRAGMENT)
self:DirtyRecipeList()
self:UpdateQuestPins()
end
function ZO_Provisioner:RemoveFromCraftingScene()
SCENE_MANAGER:RemoveFragment(PROVISIONER_FRAGMENT)
end
function ZO_Provisioner:ShouldShowForControlScheme()
return not IsInGamepadPreferredMode()
end
function ZO_Provisioner:InitializeTabs()
self.tabs = self.control:GetNamedChild("Tabs")
self.activeTab = self.control:GetNamedChild("TabsLabel")
ZO_CraftingUtils_ConnectMenuBarToCraftingProcess(self.tabs)
end
function ZO_Provisioner:OnTabFilterChanged(filterData)
-- we are switching from the furnishing tab to another tab, make sure the end the preview if there is one
if self.filterType == PROVISIONER_SPECIAL_INGREDIENT_TYPE_FURNISHING then
if SYSTEMS:GetObject("itemPreview"):IsInteractionCameraPreviewEnabled() then
self:TogglePreviewMode()
end
end
self.activeTab:SetText(filterData.activeTabText)
self.filterType = filterData.descriptor
if self.savedVars then
ZO_CheckButton_SetCheckState(self.haveIngredientsCheckBox, self.savedVars.haveIngredientsChecked)
ZO_CheckButton_SetCheckState(self.haveSkillsCheckBox, self.savedVars.haveSkillsChecked)
ZO_CheckButton_SetCheckState(self.isQuestItemCheckbox, self.savedVars.questsOnlyChecked)
end
self:ResetMultiCraftNumIterations()
self:DirtyRecipeList()
end
function ZO_Provisioner:InitializeFilters()
self.haveIngredientsCheckBox = self.control:GetNamedChild("HaveIngredients")
self.haveSkillsCheckBox = self.control:GetNamedChild("HaveSkills")
self.isQuestItemCheckbox = self.control:GetNamedChild("IsQuestItem")
local function OnFilterChanged()
self.savedVars.haveIngredientsChecked = ZO_CheckButton_IsChecked(self.haveIngredientsCheckBox)
self.savedVars.haveSkillsChecked = ZO_CheckButton_IsChecked(self.haveSkillsCheckBox)
self.savedVars.questsOnlyChecked = ZO_CheckButton_IsChecked(self.isQuestItemCheckbox)
self:DirtyRecipeList()
end
ZO_CheckButton_SetToggleFunction(self.haveIngredientsCheckBox, OnFilterChanged)
ZO_CheckButton_SetToggleFunction(self.haveSkillsCheckBox, OnFilterChanged)
ZO_CheckButton_SetToggleFunction(self.isQuestItemCheckbox, OnFilterChanged)
ZO_CheckButton_SetLabelText(self.haveIngredientsCheckBox, GetString(SI_PROVISIONER_HAVE_INGREDIENTS))
local FILTER_SPACING = 20
self.haveSkillsCheckBox:SetAnchor(LEFT, self.haveIngredientsCheckBox.label, RIGHT, FILTER_SPACING, 0)
ZO_CheckButton_SetLabelText(self.haveSkillsCheckBox, GetString(SI_PROVISIONER_HAVE_SKILLS))
self.isQuestItemCheckbox:SetAnchor(LEFT, self.haveSkillsCheckBox.label, RIGHT, FILTER_SPACING, 0)
ZO_CheckButton_SetLabelText(self.isQuestItemCheckbox, GetString(SI_SMITHING_IS_QUEST_ITEM))
ZO_CraftingUtils_ConnectCheckBoxToCraftingProcess(self.haveIngredientsCheckBox)
ZO_CraftingUtils_ConnectCheckBoxToCraftingProcess(self.haveSkillsCheckBox)
ZO_CraftingUtils_ConnectCheckBoxToCraftingProcess(self.isQuestItemCheckbox)
end
function ZO_Provisioner:InitializeKeybindStripDescriptors()
self.mainKeybindStripDescriptor =
{
alignment = KEYBIND_STRIP_ALIGN_CENTER,
-- Perform craft
{
name = function()
local cost = GetCostToCraftProvisionerItem(self:GetSelectedRecipeListIndex(), self:GetSelectedRecipeIndex())
return ZO_CraftingUtils_GetCostToCraftString(cost)
end,
keybind = "UI_SHORTCUT_SECONDARY",
callback = function()
ZO_KeyboardCraftingUtils_RequestCraftingCreate(self, self:GetMultiCraftNumIterations())
end,
enabled = function()
return self:ShouldCraftButtonBeEnabled()
end,
},
--Toggle Preview
{
name = function()
if not ITEM_PREVIEW_KEYBOARD:IsInteractionCameraPreviewEnabled() then
return GetString(SI_CRAFTING_ENTER_PREVIEW_MODE)
else
return GetString(SI_CRAFTING_EXIT_PREVIEW_MODE)
end
end,
keybind = "UI_SHORTCUT_QUATERNARY",
callback = function()
self:TogglePreviewMode()
end,
visible = function()
return self:CanPreviewRecipe(self:GetRecipeData())
end,
},
}
ZO_CraftingUtils_ConnectKeybindButtonGroupToCraftingProcess(self.mainKeybindStripDescriptor)
end
function ZO_Provisioner:InitializeRecipeTree()
local navigationContainer = self.control:GetNamedChild("NavigationContainer")
self.recipeTree = ZO_Tree:New(navigationContainer:GetNamedChild("ScrollChild"), 74, -10, 535)
local function TreeHeaderSetup(node, control, data, open, userRequested, enabled)
control.text:SetModifyTextType(MODIFY_TEXT_TYPE_UPPERCASE)
control.text:SetDimensionConstraints(0, 0, 260, 0)
control.text:SetText(data.name)
local shouldHide = self.questRecipeLists[data.recipeListIndex] ~= true
control.questPin:SetHidden(shouldHide)
if not enabled then
control.icon:SetDesaturation(1)
control.icon:SetTexture(data.upIcon)
elseif open then
control.icon:SetDesaturation(0)
control.icon:SetTexture(data.downIcon)
else
control.icon:SetDesaturation(0)
control.icon:SetTexture(data.upIcon)
end
control.iconHighlight:SetTexture(data.overIcon)
ZO_IconHeader_Setup(control, open, enabled)
end
local function TreeHeaderEquality(left, right)
return left.recipeListIndex == right.recipeListIndex
end
self.recipeTree:AddTemplate("ZO_ProvisionerNavigationHeader", TreeHeaderSetup, nil, TreeHeaderEquality, nil, 0)
local function TreeEntrySetup(node, control, data, open, userRequested, enabled)
control.data = data
control.meetsLevelReq = self:PassesTradeskillLevelReqs(data.tradeskillsLevelReqs)
control.meetsQualityReq = self:PassesQualityLevelReq(data.qualityReq)
control.enabled = enabled
local shouldHideQuestPin = self.questRecipes[data.resultItemId] ~= true
control.questPin:SetHidden(shouldHideQuestPin)
if data.maxIterationsForIngredients > 0 and enabled then
control:SetText(zo_strformat(SI_PROVISIONER_RECIPE_NAME_COUNT, data.name, data.maxIterationsForIngredients))
else
control:SetText(zo_strformat(SI_PROVISIONER_RECIPE_NAME_COUNT_NONE, data.name))
end
control:SetEnabled(enabled)
control:SetSelected(node:IsSelected())
if WINDOW_MANAGER:GetMouseOverControl() == control then
zo_callHandler(control, enabled and "OnMouseEnter" or "OnMouseExit")
end
end
local function TreeEntryOnSelected(control, data, selected, reselectingDuringRebuild)
control:SetSelected(selected)
if selected then
self:RefreshRecipeDetails()
end
end
local function TreeEntryEquality(left, right)
return left.recipeListIndex == right.recipeListIndex and left.recipeIndex == right.recipeIndex and left.name == right.name
end
self.recipeTree:AddTemplate("ZO_ProvisionerNavigationEntry", TreeEntrySetup, TreeEntryOnSelected, TreeEntryEquality)
self.recipeTree:SetExclusive(true)
self.recipeTree:SetOpenAnimation("ZO_TreeOpenAnimation")
ZO_CraftingUtils_ConnectTreeToCraftingProcess(self.recipeTree)
self.noRecipesLabel = navigationContainer:GetNamedChild("NoRecipesLabel")
self:DirtyRecipeList()
end
function ZO_Provisioner:InitializeDetails()
self.detailsPane = self.control:GetNamedChild("Details")
self.ingredientRowsContainer = self.detailsPane:GetNamedChild("Ingredients")
self.ingredientRows = {}
local ingredientAnchor = ZO_Anchor:New(TOPLEFT, self.ingredientRowsContainer, TOPLEFT, 0, 0)
local NUM_INGREDIENTS_PER_ROW = 2
local INGREDIENT_PAD_X = 15
local INGREDIENT_PAD_Y = 15
local INGREDIENT_INITIAL_OFFSET_X = 0
local INGREDIENT_INITIAL_OFFSET_Y = 0
for i = 1, GetMaxRecipeIngredients() do
local control = CreateControlFromVirtual("$(parent)Slot", self.ingredientRowsContainer, "ZO_ProvisionerSlotRow", i)
table.insert(self.ingredientRows, ZO_ProvisionerRow:New(self, control))
ZO_Anchor_BoxLayout(ingredientAnchor, control, i - 1, NUM_INGREDIENTS_PER_ROW,
INGREDIENT_PAD_X, INGREDIENT_PAD_Y,
ZO_PROVISIONER_SLOT_ROW_WIDTH, ZO_PROVISIONER_SLOT_ROW_HEIGHT,
INGREDIENT_INITIAL_OFFSET_X, INGREDIENT_INITIAL_OFFSET_Y)
end
end
function ZO_Provisioner:ResetSelectedTab()
self.settings = nil
end
function ZO_Provisioner:SetDetailsEnabled(enabled)
for ingredientIndex, ingredientSlot in ipairs(self.ingredientRows) do
ingredientSlot:SetEnabled(enabled)
end
end
function ZO_Provisioner:RefreshRecipeList()
self.recipeTree:Reset()
local knowAnyRecipesInTab = false
local hasRecipesWithFilter = false
local requireIngredients = ZO_CheckButton_IsChecked(self.haveIngredientsCheckBox)
local requireSkills = ZO_CheckButton_IsChecked(self.haveSkillsCheckBox)
local requireQuests = ZO_CheckButton_IsChecked(self.isQuestItemCheckbox)
local craftingInteractionType = GetCraftingInteractionType()
local recipeLists = PROVISIONER_MANAGER:GetRecipeListData(craftingInteractionType)
for _, recipeList in pairs(recipeLists) do
local parent
for _, recipe in ipairs(recipeList.recipes) do
if recipe.requiredCraftingStationType == craftingInteractionType and self.filterType == recipe.specialIngredientType then
knowAnyRecipesInTab = true
if self:DoesRecipePassFilter(recipe.specialIngredientType, requireIngredients, recipe.maxIterationsForIngredients, requireSkills, recipe.tradeskillsLevelReqs, recipe.qualityReq, craftingInteractionType, recipe.requiredCraftingStationType, requireQuests, recipe.resultItemId) then
parent = parent or self.recipeTree:AddNode("ZO_ProvisionerNavigationHeader", {
recipeListIndex = recipeList.recipeListIndex,
name = recipeList.recipeListName,
upIcon = recipeList.upIcon,
downIcon = recipeList.downIcon,
overIcon = recipeList.overIcon,
})
self.recipeTree:AddNode("ZO_ProvisionerNavigationEntry", recipe, parent)
hasRecipesWithFilter = true
end
end
end
end
self.recipeTree:Commit()
self.noRecipesLabel:SetHidden(hasRecipesWithFilter)
if not hasRecipesWithFilter then
if knowAnyRecipesInTab then
self.noRecipesLabel:SetText(GetString(SI_PROVISIONER_NONE_MATCHING_FILTER))
else
--If there are no recipes all the types show the same message.
self.noRecipesLabel:SetText(GetString(SI_PROVISIONER_NO_RECIPES))
ZO_CheckButton_SetChecked(self.haveIngredientsCheckBox)
ZO_CheckButton_SetChecked(self.haveSkillsCheckBox)
ZO_CheckButton_SetUnchecked(self.isQuestItemCheckbox)
end
self:RefreshRecipeDetails()
end
ZO_CheckButton_SetEnableState(self.haveIngredientsCheckBox, knowAnyRecipesInTab)
ZO_CheckButton_SetEnableState(self.haveSkillsCheckBox, knowAnyRecipesInTab)
ZO_CheckButton_SetEnableState(self.isQuestItemCheckbox, knowAnyRecipesInTab)
end
function ZO_Provisioner:GetRecipeData()
return self.recipeTree:GetSelectedData()
end
function ZO_Provisioner:GetSelectedRecipeListIndex()
local recipeData = self:GetRecipeData()
if recipeData then
return recipeData.recipeListIndex
end
end
function ZO_Provisioner:GetSelectedRecipeIndex()
local recipeData = self:GetRecipeData()
if recipeData then
return recipeData.recipeIndex
end
end
function ZO_Provisioner:RefreshRecipeDetails()
local recipeData = self:GetRecipeData()
if recipeData then
if not ITEM_PREVIEW_KEYBOARD:IsInteractionCameraPreviewEnabled() then
self.resultTooltip:SetHidden(false)
end
local recipeListIndex, recipeIndex = self:GetSelectedRecipeListIndex(), self:GetSelectedRecipeIndex()
self.resultTooltip:ClearLines()
self.resultTooltip:SetProvisionerResultItem(recipeListIndex, recipeIndex)
local numIngredients = recipeData.numIngredients
for ingredientIndex, ingredientSlot in ipairs(self.ingredientRows) do
if ingredientIndex > numIngredients then
ingredientSlot:ClearItem()
else
local name, icon, requiredQuantity, _, displayQuality = GetRecipeIngredientItemInfo(recipeListIndex, recipeIndex, ingredientIndex)
-- Scale the recipe ingredients to what will actually be used when you hit craft.
-- If numIterations is 0 we should just show what ingredients you would need to craft once, instead.
local numIterations = self:GetMultiCraftNumIterations()
if numIterations > 1 then
requiredQuantity = requiredQuantity * numIterations
end
local ingredientCount = GetCurrentRecipeIngredientCount(recipeListIndex, recipeIndex, ingredientIndex)
ingredientSlot:SetItem(name, icon, ingredientCount, displayQuality, requiredQuantity)
ingredientSlot:SetItemIndices(recipeListIndex, recipeIndex, ingredientIndex)
end
end
CRAFTING_RESULTS:SetTooltipAnimationSounds(recipeData.createSound)
if ITEM_PREVIEW_KEYBOARD:IsInteractionCameraPreviewEnabled() and self:CanPreviewRecipe(recipeData) then
self:PreviewRecipe(recipeData)
end
else
self.resultTooltip:SetHidden(true)
for ingredientIndex, ingredientSlot in ipairs(self.ingredientRows) do
ingredientSlot:ClearItem()
end
end
self:UpdateMultiCraft()
KEYBIND_STRIP:UpdateKeybindButtonGroup(self.mainKeybindStripDescriptor)
end
function ZO_Provisioner:UpdateQuestPins()
--Determine whether or not we need quest pins on each tab
for _, tab in ipairs(self.currentTabs) do
local data = tab.m_object.m_buttonData
local shouldHide = self.questCategories[data.descriptor] ~= true
tab.questPin:SetHidden(shouldHide)
end
end
function ZO_Provisioner:TogglePreviewMode()
ITEM_PREVIEW_KEYBOARD:ToggleInteractionCameraPreview(FRAME_TARGET_CRAFTING_FRAGMENT, FRAME_PLAYER_ON_SCENE_HIDDEN_FRAGMENT, CRAFTING_PREVIEW_OPTIONS_FRAGMENT)
if ITEM_PREVIEW_KEYBOARD:IsInteractionCameraPreviewEnabled() then
self.resultTooltip:SetHidden(true)
self:SetMultiCraftHidden(true)
self:PreviewRecipe(self:GetRecipeData())
else
self.resultTooltip:SetHidden(false)
self:SetMultiCraftHidden(false)
end
KEYBIND_STRIP:UpdateKeybindButtonGroup(self.mainKeybindStripDescriptor)
end
function ZO_Provisioner:SetMultiCraftHidden(shouldBeHidden)
self.multiCraftContainer:SetHidden(shouldBeHidden)
self:RefreshRecipeDetails()
end
function ZO_Provisioner:GetMultiCraftNumIterations()
-- while spinner is hidden, hard cap the iteration count at 1, so the player doesn't accidentally perform a multicraft without a visual cue that it will happen
if self.multiCraftContainer:IsControlHidden() then
return 1
end
return self.multiCraftSpinner:GetValue()
end
function ZO_Provisioner:ResetMultiCraftNumIterations()
self.multiCraftSpinner:SetValue(1)
end
function ZO_Provisioner:UpdateMultiCraft()
self.multiCraftSpinner:SetMinMax(1, self:GetMultiCraftMaxIterations())
self.multiCraftSpinner:UpdateButtons()
end
ZO_ProvisionerRow = ZO_Object:Subclass()
function ZO_ProvisionerRow:New(...)
local provisionerSlot = ZO_Object.New(self)
provisionerSlot:Initialize(...)
return provisionerSlot
end
function ZO_ProvisionerRow:Initialize(owner, control)
self.owner = owner
self.control = control
self.enabled = true
self.icon = control:GetNamedChild("Icon")
self.nameLabel = control:GetNamedChild("Name")
self.countControl = control:GetNamedChild("Count")
local DIVIDER_THICKNESS = 2
self.countFractionDisplay = ZO_FractionDisplay:New(self.countControl, "ZoFontWinH4", DIVIDER_THICKNESS)
self.countFractionDisplay:SetHorizontalAlignment(TEXT_ALIGN_RIGHT)
self.countDividerTexture = self.countControl:GetNamedChild("Divider")
end
function ZO_ProvisionerRow:SetItemIndices(recipeListIndex, recipeIndex, ingredientIndex)
self.control.recipeListIndex = recipeListIndex
self.control.recipeIndex = recipeIndex
self.control.ingredientIndex = ingredientIndex
end
function ZO_ProvisionerRow:SetItem(name, icon, ingredientCount, displayQuality, requiredQuantity)
self.ingredientCount = ingredientCount
self.requiredQuantity = requiredQuantity
self.displayQuality = displayQuality
-- self.quality is deprecated, included here for addon backwards compatibility
self.quality = displayQuality
self.nameLabel:SetText(zo_strformat(SI_TOOLTIP_ITEM_NAME, name))
self.icon:SetTexture(icon)
self.countFractionDisplay:SetValues(ingredientCount, requiredQuantity)
--The name label takes the remaining width which is the full row minus padding, icon, padding, padding, count, padding.
self.nameLabel:SetWidth(ZO_PROVISIONER_SLOT_ROW_WIDTH - ZO_PROVISIONER_SLOT_ICON_SIZE - ZO_PROVISIONER_SLOT_PADDING_X * 4 - self.countControl:GetWidth())
self:UpdateColors()
self:SetHidden(false)
self.hasItem = true
end
function ZO_ProvisionerRow:ClearItem()
self.control.recipeListIndex = nil
self.control.recipeIndex = nil
self.control.ingredientIndex = nil
self:SetHidden(true)
self.hasItem = false
end
function ZO_ProvisionerRow:SetHidden(hidden)
self.nameLabel:SetHidden(hidden)
self.icon:SetHidden(hidden)
self.countControl:SetHidden(hidden)
end
function ZO_ProvisionerRow:SetEnabled(enabled)
if self.enabled ~= enabled then
self.enabled = enabled
self:UpdateEnabledState()
end
end
function ZO_ProvisionerRow:UpdateColors()
local ingredientCount = self.ingredientCount
local requiredQuantity = self.requiredQuantity
if ingredientCount >= requiredQuantity then
-- self.quality is deprecated, included here for addon backwards compatibility
local displayQuality = self.displayQuality or self.quality
local r, g, b = GetInterfaceColor(INTERFACE_COLOR_TYPE_ITEM_QUALITY_COLORS, displayQuality)
self.nameLabel:SetColor(r, g, b, 1)
else
self.nameLabel:SetColor(ZO_ERROR_COLOR:UnpackRGBA())
end
if self.enabled then
if ingredientCount >= requiredQuantity then
self.icon:SetColor(ZO_SELECTED_TEXT:UnpackRGBA())
else
self.icon:SetColor(ZO_ERROR_COLOR:UnpackRGBA())
end
else
local DISABLED = true
ZO_ItemSlot_SetupIconUsableAndLockedColor(self.icon, MEETS_USAGE_REQUIREMENTS, DISABLED)
end
--Despite the name these only touch the label alpha
local MEETS_USAGE_REQUIREMENTS = true
ZO_ItemSlot_SetupTextUsableAndLockedColor(self.nameLabel, MEETS_USAGE_REQUIREMENTS, not self.enabled)
ZO_ItemSlot_SetupTextUsableAndLockedColor(self.haveLabel, MEETS_USAGE_REQUIREMENTS, not self.enabled)
ZO_ItemSlot_SetupTextUsableAndLockedColor(self.countControl, MEETS_USAGE_REQUIREMENTS, not self.enabled)
end
function ZO_ProvisionerRow:UpdateEnabledState()
if self.hasItem then
self:UpdateColors()
end
end
function ZO_Provisioner_Initialize(control)
PROVISIONER = ZO_Provisioner:New(control)
end
function ZO_Provisioner_HaveIngredientsOnMouseEnter(control)
InitializeTooltip(InformationTooltip, control, BOTTOM, 0, -10)
SetTooltipText(InformationTooltip, GetString(SI_CRAFTING_HAVE_INGREDIENTS_TOOLTIP))
end
function ZO_Provisioner_HaveSkillsOnMouseEnter(control)
InitializeTooltip(InformationTooltip, control, BOTTOM, 0, -10)
SetTooltipText(InformationTooltip, GetString(SI_CRAFTING_HAVE_SKILLS_TOOLTIP))
end
function ZO_Provisioner_IsQuestItemOnMouseEnter(control)
InitializeTooltip(InformationTooltip, control, BOTTOM, 0, -10)
SetTooltipText(InformationTooltip, GetString(SI_CRAFTING_IS_QUEST_ITEM_TOOLTIP))
end
function ZO_Provisioner_FilterOnMouseExit(control)
ClearTooltip(InformationTooltip)
end
function ZO_ProvisionerRow_GetTextColor(self)
if not self.enabled then
return GetInterfaceColor(INTERFACE_COLOR_TYPE_TEXT_COLORS, INTERFACE_TEXT_COLOR_DISABLED)
elseif self.selected then
return GetInterfaceColor(INTERFACE_COLOR_TYPE_TEXT_COLORS, INTERFACE_TEXT_COLOR_SELECTED)
elseif self.mouseover then
return GetInterfaceColor(INTERFACE_COLOR_TYPE_TEXT_COLORS, INTERFACE_TEXT_COLOR_HIGHLIGHT)
elseif self.meetsLevelReq and self.meetsQualityReq then
return GetInterfaceColor(INTERFACE_COLOR_TYPE_TEXT_COLORS, INTERFACE_TEXT_COLOR_NORMAL)
end
return ZO_ERROR_COLOR:UnpackRGBA()
end
function ZO_ProvisionerNavigationEntry_OnMouseEnter(self)
ZO_SelectableLabel_OnMouseEnter(self)
if self.enabled and (not self.meetsLevelReq or not self.meetsQualityReq) then
InitializeTooltip(InformationTooltip, self, RIGHT, -15, 0)
--loop over tradeskills
if not self.meetsLevelReq then
for tradeskill, levelReq in pairs(self.data.tradeskillsLevelReqs) do
local level = GetNonCombatBonus(GetNonCombatBonusLevelTypeForTradeskillType(tradeskill))
if level < levelReq then
local levelPassiveAbilityId = GetTradeskillLevelPassiveAbilityId(tradeskill)
local levelPassiveAbilityName = GetAbilityName(levelPassiveAbilityId)
InformationTooltip:AddLine(zo_strformat(SI_RECIPE_REQUIRES_LEVEL_PASSIVE, levelPassiveAbilityName, levelReq), "", ZO_ERROR_COLOR:UnpackRGBA())
end
end
end
if not self.meetsQualityReq then
InformationTooltip:AddLine(zo_strformat(SI_PROVISIONER_REQUIRES_RECIPE_QUALITY, self.data.qualityReq), "", ZO_ERROR_COLOR:UnpackRGBA())
end
end
end
function ZO_ProvisionerNavigationEntry_OnMouseExit(self)
ZO_SelectableLabel_OnMouseExit(self)
ClearTooltip(InformationTooltip)
end
function ZO_ProvisionerTabs_OnInitialized(control)
ZO_MenuBar_OnInitialized(control)
local barData =
{
buttonPadding = 20,
normalSize = 51,
downSize = 64,
animationDuration = DEFAULT_SCENE_TRANSITION_TIME,
buttonTemplate = "ZO_ProvisionerTabButton",
}
ZO_MenuBar_SetData(control, barData)
end
|
local _M = {}
local mt = { __index = _M }
local select = select
local setmetatable = setmetatable
local str_find = string.find
local str_gsub = string.gsub
local tab_concat = table.concat
local modf = math.modf
local ceil = math.ceil
local function tab_append(t, idx, ...)
local n = select("#", ...)
for i = 1, n do
t[idx + i] = select(i, ...)
end
return idx + n
end
function _M:new(url, total, page_size, page)
total = total or 1
page_size = page_size or 20
page = page or 1
if page < 1 then
page = 1
end
local page_count = ceil(total / page_size)
if page > page_count then
page = page_count
end
local this = {
total = total,
page_size = page_size,
page = page,
page_count = page_count,
url = url
}
setmetatable(this, mt)
return this
end
function _M:set_url(page)
local url = self.url
if str_find(url, '[&%?]page=') then
url = str_gsub(url, '([&%?])page=[^&#]*', '%1page=' .. page)
else
if not str_find(url, '%?') then
url = url .. '?'
end
if str_find(url, '%w=') then
url = url .. '&'
end
url = url .. 'page=' .. page
end
return url
end
function _M:prev()
if self.page == 1 then
return "<span class='disabled'>prev</span>"
end
return '<a href="' .. self:set_url(self.page - 1) .. '">prev</a>'
end
function _M:next()
if self.page < self.page_count then
return '<a href="' .. self:set_url(self.page + 1) .. '">next</a>'
end
return "<span class='disabled'>next</span>"
end
function _M:url_range(list, tlen, first, last)
last = last or first
for i = first, last do
if i == self.page then
tlen = tab_append(list, tlen, ' <span class="current">',
i, '</span>')
else
tlen = tab_append(list, tlen, '<a href="', self:set_url(i), '">',
i, '</a>')
end
end
return tlen
end
function _M:slide(each_side)
local ret = {}
local tlen = 0
each_side = each_side or 2
local window = each_side * 2
local left_dot_end
local right_dot_begin
if self.page > each_side + 3 then
left_dot_end = self.page - each_side
if left_dot_end > self.page_count - window then
left_dot_end = self.page_count - window
end
if left_dot_end <= 3 then
left_dot_end = nil
end
end
if self.page <= self.page_count - (each_side + 3)
and self.page_count > (each_side + 3)
then
right_dot_begin = self.page + each_side
if right_dot_begin <= window then
right_dot_begin = window + 1
end
if self.page_count - right_dot_begin <= 2 then
right_dot_begin = nil
end
end
if left_dot_end then
tlen = self:url_range(ret, tlen, 1)
tlen = tab_append(ret, tlen, " ... ")
if right_dot_begin then
tlen = self:url_range(ret, tlen, left_dot_end, right_dot_begin)
tlen = tab_append(ret, tlen, " ... ")
tlen = self:url_range(ret, tlen, self.page_count)
else
tlen = self:url_range(ret, tlen, left_dot_end, self.page_count)
end
else
if right_dot_begin then
tlen = self:url_range(ret, tlen, 1, right_dot_begin)
tlen = tab_append(ret, tlen, " ... ")
tlen = self:url_range(ret, tlen, self.page_count)
else
tlen = self:url_range(ret, tlen, 1, self.page_count)
end
end
return tab_concat(ret)
end
function _M:show()
local ret = '<div class="pager">'
.. ' ' .. self:prev()
.. ' ' .. self:slide()
.. ' ' .. self:next()
.. '</div>'
return ret
end
function _M.paging(total_count, page_size, curr_page)
total_count = total_count or 0
curr_page = curr_page or 1
if curr_page < 1 then
curr_page = 1
end
page_size = page_size or 20
local page_count, remainder = modf(total_count / page_size)
if remainder > 0 then
page_count = page_count + 1
end
if curr_page > page_count then
curr_page = page_count
end
local offset = (curr_page - 1) * page_size
local limit = page_size
if limit > total_count then
limit = total_count
end
return limit, offset
end
return _M
|
if (not Bagnon) then
return
end
if (function(addon)
for i = 1,GetNumAddOns() do
local name, title, notes, loadable, reason, security, newVersion = GetAddOnInfo(i)
if (name:lower() == addon:lower()) then
local enabled = not(GetAddOnEnableState(UnitName("player"), i) == 0)
if (enabled and loadable) then
return true
end
end
end
end)("Bagnon_ItemInfo") then
print("|cffff1111"..(...).." was auto-disabled.")
return
end
local MODULE = ...
local ADDON, Addon = MODULE:match("[^_]+"), _G[MODULE:match("[^_]+")]
local Module = Bagnon:NewModule("BindOnEquip", Addon)
-- Tooltip used for scanning
local ScannerTipName = "BagnonItemInfoScannerTooltip"
local ScannerTip = _G[ScannerTipName] or CreateFrame("GameTooltip", ScannerTipName, WorldFrame, "GameTooltipTemplate")
-- Lua API
local _G = _G
local string_find = string.find
local string_gsub = string.gsub
local string_lower = string.lower
local string_match = string.match
local string_split = string.split
local string_upper = string.upper
-- WoW API
local GetItemQualityColor = _G.GetItemQualityColor
local GetItemInfo = _G.GetItemInfo
-- WoW Strings
local S_ITEM_BOUND1 = _G.ITEM_SOULBOUND
local S_ITEM_BOUND2 = _G.ITEM_ACCOUNTBOUND
local S_ITEM_BOUND3 = _G.ITEM_BNETACCOUNTBOUND
-- Localization.
-- *Just enUS so far.
local L = {
["BoE"] = "BoE", -- Bind on Equip
["BoU"] = "BoU" -- Bind on Use
}
-- FontString Caches
local Cache_ItemBind = {}
-----------------------------------------------------------
-- Slash Command & Options Handling
-----------------------------------------------------------
do
-- Saved settings
BagnonBoE_DB = {
enableRarityColoring = true
}
local slashCommand = function(msg, editBox)
local action, element
-- Remove spaces at the start and end
msg = string_gsub(msg, "^%s+", "")
msg = string_gsub(msg, "%s+$", "")
-- Replace all space characters with single spaces
msg = string_gsub(msg, "%s+", " ")
-- Extract the arguments
if string_find(msg, "%s") then
action, element = string_split(" ", msg)
else
action = msg
end
if (action == "enable") then
if (element == "color") then
BagnonBoE_DB.enableRarityColoring = true
end
elseif (action == "disable") then
if (element == "color") then
BagnonBoE_DB.enableRarityColoring = false
end
end
end
-- Create a unique name for the command
local commands = { "bagnonboe", "bboe", "boe" }
for i = 1,#commands do
-- Register the chat command, keep hash upper case, value lowercase
local command = commands[i]
local name = "AZERITE_TEAM_PLUGIN_"..string_upper(command)
_G["SLASH_"..name.."1"] = "/"..string_lower(command)
_G.SlashCmdList[name] = slashCommand
end
end
-----------------------------------------------------------
-- Utility Functions
-----------------------------------------------------------
local GetPluginContainter = function(button)
local name = button:GetName() .. "ExtraInfoFrame"
local frame = _G[name]
if (not frame) then
frame = CreateFrame("Frame", name, button)
frame:SetAllPoints()
end
return frame
end
local Cache_GetItemBind = function(button)
if (not Cache_ItemBind[button]) then
local ItemBind = GetPluginContainter(button):CreateFontString()
ItemBind:SetDrawLayer("ARTWORK")
ItemBind:SetPoint("BOTTOMLEFT", 2, 2)
ItemBind:SetFontObject(_G.NumberFont_Outline_Med or _G.NumberFontNormal)
ItemBind:SetFont(ItemBind:GetFont(), 12, "OUTLINE")
ItemBind:SetShadowOffset(1, -1)
ItemBind:SetShadowColor(0, 0, 0, .5)
local UpgradeIcon = button.UpgradeIcon
if UpgradeIcon then
UpgradeIcon:ClearAllPoints()
UpgradeIcon:SetPoint("BOTTOMRIGHT", 2, 0)
end
Cache_ItemBind[button] = ItemBind
end
return Cache_ItemBind[button]
end
-----------------------------------------------------------
-- Main Update
-----------------------------------------------------------
local Update = function(self)
local showStatus
local itemLink = self:GetItem()
if (itemLink) then
local itemName, _itemLink, itemRarity, itemLevel, itemMinLevel, itemType, itemSubType, itemStackCount, itemEquipLoc, iconFileDataID, itemSellPrice, itemClassID, itemSubClassID, bindType, expacID, itemSetID, isCraftingReagent = GetItemInfo(itemLink)
if (itemRarity and (itemRarity > 1)) and ((bindType == 2) or (bindType == 3)) then
local bag,slot = self:GetBag(), self:GetID()
ScannerTip.owner = self
ScannerTip.bag = bag
ScannerTip.slot = slot
ScannerTip:SetOwner(self, "ANCHOR_NONE")
ScannerTip:SetBagItem(bag,slot)
showStatus = true
for i = 2,6 do
local line = _G[ScannerTipName.."TextLeft"..i]
if (not line) then
break
end
local msg = line:GetText()
if (msg) then
if (string_find(msg, S_ITEM_BOUND1) or string_find(msg, S_ITEM_BOUND2) or string_find(msg, S_ITEM_BOUND3)) then
showStatus = nil
end
end
end
end
if (showStatus) then
local ItemBind = Cache_ItemBind[self] or Cache_GetItemBind(self)
local r, g, b = GetItemQualityColor(itemRarity)
if (BagnonBoE_DB.enableRarityColoring) then
ItemBind:SetTextColor(r * 2/3, g * 2/3, b * 2/3)
else
ItemLevel:SetTextColor(240/255, 240/255, 240/255)
end
ItemBind:SetText((bindType == 3) and L["BoU"] or L["BoE"])
end
end
if (not showStatus) and (Cache_ItemBind[self]) then
Cache_ItemBind[self]:SetText("")
end
end
local item = Bagnon.ItemSlot or Bagnon.Item
if (item) and (item.Update) then
hooksecurefunc(item, "Update", Update)
end
|
local combat = Combat()
combat:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_BLUE)
combat:setParameter(COMBAT_PARAM_AGGRESSIVE, false)
local condition = Condition(CONDITION_INVISIBLE)
condition:setParameter(CONDITION_PARAM_TICKS, 200000)
combat:addCondition(condition)
local spell = Spell("instant")
function spell.onCastSpell(creature, variant)
return combat:execute(creature, variant)
end
spell:name("Invisibility")
spell:words("utana vid")
spell:group("support")
spell:vocation("druid;true", "elder druid;true", "sorcerer;true", "master sorcerer;true")
spell:id(45)
spell:cooldown(2 * 1000)
spell:groupCooldown(2 * 1000)
spell:level(35)
spell:mana(440)
spell:isSelfTarget(true)
spell:isAggressive(false)
spell:needLearn(false)
spell:register()
|
local token = redis.call('lpop',KEYS[1])
local curtime = tonumber(KEYS[2])
if token ~= false then
if ( tonumber(token)/1000 > tonumber(KEYS[2]) ) then
redis.call('lpush',KEYS[1],token)
return 1
else
return tonumber(token)
end
else
return 0
end
|
-- Applies damage if the weapon projectile hits a player
-- Attach this script to weapons that can take damage
-- Add "Damage" custom property on the weapon object
-- Getting custom properties on the weapon
local WEAPON = script.parent
local DAMAGE = WEAPON:GetCustomProperty("Damage")
local function OnWeaponInteraction(weaponInteraction)
local target = weaponInteraction.targetObject
-- Apply damage to target if it's a player
if Object.IsValid(target) and target:IsA("Player") then
-- Creating damage information
local newDamage = Damage.New(DAMAGE)
newDamage.reason = DamageReason.COMBAT
newDamage.sourceAbility = weaponInteraction.sourceAbility
newDamage.sourcePlayer = weaponInteraction.weaponOwner
target:ApplyDamage(newDamage)
end
end
-- Connecting weapon event to a function
WEAPON.targetInteractionEvent:Connect(OnWeaponInteraction)
|
#!/usr/bin/env lua
local exec = require "tek.lib.exec"
local c = exec.run(function()
local exec = require "tek.lib.exec"
exec.sleep()
end)
exec.sleep(100)
error "something went wrong."
--[[
lua: bin/task/case32.lua:8: something went wrong.
stack traceback:
[C]: in function 'error'
bin/task/case32.lua:8: in main chunk
[C]: ?
luatask: bin/task/case32.lua:5: received abort signal
stack traceback:
[C]: in function 'sleep'
bin/task/case32.lua:5: in function <bin/task/case32.lua:3>
[C]: ?
]]--
|
PLUGIN.name = "Strength"
PLUGIN.author = "Chessnut"
PLUGIN.desc = "Adds a strength attribute."
if (SERVER) then
function PLUGIN:PlayerGetFistDamage(client, damage, context)
if (client:getChar()) then
-- Add to the total fist damage.
context.damage = context.damage + (client:getChar():getAttrib("str", 0) * 1.5)
end
end
function PLUGIN:PlayerThrowPunch(client, hit)
return
end
end
-- Configuration for the plugin
|
--[[
button.lua
Copyright (C) 2016 Kano Computing Ltd.
License: http://www.gnu.org/licenses/gpl-2.0.txt GNU GPLv2
Button consistent on text and action
]]--
local Colour = require 'system.colour'
local Locale = require 'system.locale'
local Utils = require 'system.utils'
local love = love
local g = love.graphics
local m = love.mouse
local Button = {}
Button.__index = Button
-- local function forward declaration
local checkPosition, checkTouchPosition
function Button.create(textKey, action, args, font, boxColour, shadowColour, frameColour)
-- print("CREATING Button") -- DEBUG_TAG
local self = setmetatable({}, Button)
self.selected = false
self.isNew = false
--
self.textKey = textKey
self.action = action
self.args = args
self.font = font
self.colours = {
box = boxColour, shadow = shadowColour, frame = frameColour,
disabled = Colour.GREY_DARK
}
-- tooltip pop up
self.tooltipText = g.newText(g_resMngr.fonts[g_resMngr.DEFAULT_FONT_16], '')
self.tooltipPos = {x = 0, y = 0}
self.tooltipSize = {w = 0, h = 0}
self.tooltipTriangle = {x1 = 0, y1 = 0, x2 = 0, y2 = 0, x3 = 0, y3 = 0}
return self
end
function Button:init()
self.selected = false
-- Text
self.text = g.newText(
g_resMngr.fonts[g_resMngr.DEFAULT_FONT_16], Locale.text(self.textKey)
)
-- Calculate size
local textW = Utils.round(self.text:getWidth())
local textH = Utils.round(self.text:getHeight())
self.size = { w = textW + 20, h = textH + 5}
end
function Button:update()
-- Check hoverover
self.selected = self.selected or checkPosition(self.pos, self.size)
return self.selected
end
function Button:draw()
local lineW = g.getLineWidth()
-- shadow
Colour.set(self.colours.shadow)
g.rectangle("fill", self.pos.x, self.pos.y + 5, self.size.w, self.size.h, 2, 2, 10)
-- frame
if self.colours.frame then
g.setLineWidth(1)
Colour.set(self.colours.frame)
g.rectangle("line", self.pos.x, self.pos.y, self.size.w, self.size.h, 2, 2, 10)
end
-- box
Colour.set(self.colours.box)
g.rectangle("fill", self.pos.x, self.pos.y, self.size.w, self.size.h, 2, 2, 10)
-- text
Colour.set(Colour.WHITE)
g.draw(self.text, self.textPos.x, self.textPos.y)
-- hover highlight
if self.selected then
self:drawHoverHighlight()
-- tooltip pop up
if self.tooltipText then
self:drawTooltip()
end
-- new item highlight
elseif self.isNew then
self:drawIsNewHighlight()
end
-- resetting graphics
Colour.reset()
g.setLineWidth(lineW)
end
function Button:drawHoverHighlight()
g.setLineWidth(6)
Colour.set(Colour.WHITE)
g.rectangle(
"line", self.highlight.x, self.highlight.y, self.highlight.w, self.highlight.h,
2, 2, 10
)
g.setLineWidth(2)
Colour.set(Colour.ORANGE_KANO)
g.rectangle(
"line", self.highlight.x, self.highlight.y, self.highlight.w, self.highlight.h,
2, 2, 10
)
end
function Button:drawIsNewHighlight()
g.setLineWidth(2)
Colour.set(Colour.GREEN_BRIGHT)
g.rectangle(
"line", self.highlight.x, self.highlight.y, self.highlight.w, self.highlight.h,
2, 2, 10
)
end
function Button:drawTooltip()
-- bubble
Colour.set(Colour.WHITE)
g.rectangle(
"fill", self.tooltipPos.x, self.tooltipPos.y,
self.tooltipSize.w, self.tooltipSize.h, 2, 2, 10
)
-- triangle
g.polygon("fill",
self.tooltipTriangle.x1, self.tooltipTriangle.y1,
self.tooltipTriangle.x2, self.tooltipTriangle.y2,
self.tooltipTriangle.x3, self.tooltipTriangle.y3
)
-- text
Colour.set(Colour.ORANGE_KANO)
g.draw(self.tooltipText, self.tooltipPos.x + 5, self.tooltipPos.y)
-- resetting graphics
Colour.reset()
end
function Button:toggleSelected()
self.selected = not self.selected
end
function Button:select(bool)
self.selected = bool
end
function Button:setIsNew(isNew)
self.isNew = isNew
end
function Button:getSize()
return self.size
end
function Button:getPos()
return self.pos
end
function Button:setPos(x, y)
-- position
self.pos = { x = x, y = y }
--
if self.text then
local textW = self.text:getWidth()
local textH = self.text:getHeight()
local posX = Utils.round(self.pos.x + (self.size.w - textW) / 2)
local posY = Utils.round(self.pos.y + (self.size.h - textH) / 2)
self.textPos = {x = posX, y = posY}
end
--
self:setHighlight(1, 1, 3, 3)
end
function Button:setColour(box, frame)
self.colours.box = box
self.colours.frame = frame
end
function Button:setDisabledColour(colour)
self.colours.disabled = colour
end
function Button:setHighlight(x, y, w, h)
self.highlight = {x = self.pos.x - x, y = self.pos.y - y,
w = self.size.w + w, h = self.size.h + h}
end
function Button:setTooltipTextKey(textKey)
if not textKey or textKey == '' then
return
end
Utils.setText(self.tooltipText, Locale.text(textKey))
self.tooltipSize = {
w = self.tooltipText:getWidth() + 10,
h = self.tooltipText:getHeight() + 3
}
-- TODO: remove the +16 here, its needed because of CodexMenu:drawElements
self.tooltipPos = {
x = Utils.round(self.pos.x + self.size.w / 2 - self.tooltipSize.w / 2) + 16,
y = self.pos.y - self.tooltipSize.h - 20
}
self.tooltipTriangle = {
x1 = Utils.round(self.tooltipPos.x + (self.tooltipSize.w / 2) - 10),
y1 = self.tooltipPos.y + self.tooltipSize.h,
x2 = Utils.round(self.tooltipPos.x + (self.tooltipSize.w / 2)),
y2 = self.tooltipPos.y + self.tooltipSize.h + 10,
x3 = Utils.round(self.tooltipPos.x + (self.tooltipSize.w / 2) + 10),
y3 = self.tooltipPos.y + self.tooltipSize.h,
}
end
-- Input --------------------------------------------------------------------------------
function Button:controls(isReleased, key, mousebutton, touchX, touchY)
if isReleased and key == 'return' and self.selected then
self:click()
return true
end
if isReleased and mousebutton == 1 then
if checkPosition(self.pos, self.size) then
self:click()
self.selected = true
return true
end
end
if touchX ~= nil and touchY ~= nil then
if checkTouchPosition(self.pos, self.size, touchX, touchY) then
self:click()
self.selected = true
return true
end
end
return false
end
function Button:click()
if self.action then
g_resMngr.playSound(g_resMngr.SFX_CONFIRM)
self.action(unpack(self.args))
end
end
-- Private ------------------------------------------------------------------------------
function checkPosition(pos, size)
local sw, sh = Utils.getScale()
return ((pos.x * sw) <= m.getX()) and (m.getX() <= (pos.x * sw + size.w * sw)) and
((pos.y * sh) <= m.getY()) and (m.getY() <= (pos.y * sh + size.h * sh))
end
function checkTouchPosition(pos, size, touchX, touchY)
local sw, sh = Utils.getScale()
return ((pos.x * sw) <= touchX) and (touchX <= (pos.x * sw + size.w * sw)) and
((pos.y * sh) <= touchY) and (touchY <= (pos.y * sh + size.h * sh))
end
return Button
|
return {'rit','ritalin','ritardando','rite','ritenuto','ritme','ritmebox','ritmeester','ritmegevoel','ritmeren','ritmesectie','ritmiek','ritmisch','ritmus','ritnaald','ritornel','ritoverwinning','ritprijs','rits','ritselaar','ritselen','ritseling','ritsen','ritser','ritsig','ritsijzer','ritssluiting','ritten','rittenadministratie','rittenkoers','rittenwedstrijd','rituaal','ritualiseren','ritualisering','ritualisme','ritualist','ritualistisch','ritueel','ritus','ritwinnaar','ritwinst','ritzege','ritmestoornis','ritsvak','rittenkaart','rittenregistratie','rita','ritzen','ritsma','ritchie','ritsema','ritmeester','ritman','riteco','ritter','ritzema','ritskes','ritmeijer','ritzer','ritfeld','riten','rites','ritje','ritjes','ritmeesters','ritmen','ritmes','ritmische','ritmischer','ritnaalden','ritornellen','ritsel','ritselde','ritselden','ritselend','ritselende','ritselingen','ritselt','ritsers','ritsige','ritssluitingen','ritst','ritste','ritsten','ritte','ritualen','ritualisten','rituele','rituelen','ritussen','ritmeboxen','ritmeerde','ritprijzen','ritselaars','ritsijzers','rittenkoersen','ritualiseerde','ritualistische','ritueeltjes','ritzeges','ritmestoornissen','ritas','ritchies','ritueeltje','ritsvakje','ritmesecties','rittenkaarten','rittenwedstrijden','ritsvakken'}
|
-- initial for props functions
util.AddNetworkString("ResetHull")
util.AddNetworkString("SetBlind")
util.AddNetworkString("SetHull")
util.AddNetworkString("PlayFreezeCamSound")
util.AddNetworkString("PlayerSwitchDynamicLight")
util.AddNetworkString("DisableDynamicLight")
util.AddNetworkString("PH_ShowTutor")
util.AddNetworkString("CheckAdminFirst")
util.AddNetworkString("CheckAdminResult")
util.AddNetworkString("SvCommandReq")
util.AddNetworkString("SvCommandSliderReq")
util.AddNetworkString("SendTauntStateCmd")
util.AddNetworkString("CL2SV_PlayThisTaunt")
util.AddNetworkString("CL2SV_ExchangeProp")
util.AddNetworkString("utilWLVShowMessage")
util.AddNetworkString("ServerUsablePropsToClient")
util.AddNetworkString("PH_ForceCloseTauntWindow")
util.AddNetworkString("PH_AllowTauntWindow")
util.AddNetworkString("PH_RoundDraw_Snd")
util.AddNetworkString("PH_TeamWinning_Snd")
util.AddNetworkString("AutoTauntSpawn")
util.AddNetworkString("AutoTauntRoundEnd")
-- some stupid checks
util.AddNetworkString("PHE.rotateState")
|
-- Start Vehicle thread
Threads.Start(Vehicle)
-- Vehicle Class Functions
function Vehicle.Initialize()
DecorRegister('fuel', 1) -- float
DecorRegister('owner', 3) -- int
DecorRegister('hotwired', 3) -- int
DecorRegister('silentsirens', 3) -- int
DecorRegister('neonlayout', 3) -- int
end
function Vehicle.Tick()
if (LocalPlayer.IsDead) then
return
end
if (not LocalPlayer.InVehicle) then
Vehicle.HandleOutside()
else
Vehicle.HandleInside()
end
Vehicle.HandleKeys()
end
function Vehicle.HandleOutside()
local enteringVehicle = GetVehiclePedIsTryingToEnter(LocalPlayer.Ped)
local vehicleExists = DoesEntityExist(enteringVehicle)
if (vehicleExists and not LocalPlayer.IsEnteringVehicle) then
LocalPlayer.IsEnteringVehicle = true
-- do not let the player steal this vehicle
if (GetVehicleDoorLockStatus(enteringVehicle) == 7) then
SetVehicleDoorsLocked(enteringVehicle, 2)
end
local driverPed = GetPedInVehicleSeat(enteringVehicle, -1)
if (driverPed) then
SetPedCanBeDraggedOut(driverPed, false)
end
elseif (not vehicleExists and not IsPedInAnyVehicle(LocalPlayer.Ped, true) and LocalPlayer.IsEnteringVehicle) then
LocalPlayer.IsEnteringVehicle = false
elseif (IsPedInAnyVehicle(LocalPlayer.Ped, false)) then
Vehicle.Enter()
end
-- todo - add stealing vehicles at gunpoint
end
function Vehicle.HandleInside()
if (LocalPlayer.InVehicle and not IsPedInAnyVehicle(LocalPlayer.Ped, false)) then
Vehicle.Exit()
end
if (not DoesEntityExist(Vehicle.Entity)) then
return
end
Vehicle.Coords = GetEntityCoords(Vehicle.Entity, true)
Vehicle.ProcessModifiers()
Vehicle.ProcessSpeedControl()
Vehicle.HandleFuel()
Vehicle.HandleDamage()
Vehicle.HandleShuffle()
Vehicle.HandleCrash()
Vehicle.DrawHUD()
end
function Vehicle.HandleKeys()
if (LocalPlayer.InVehicle and LocalPlayer.CanDrive) then
if (LocalPlayer.IsDriving) then
if ((Vehicle.HasKeys or Vehicle.IsHotwired == 1) and IsControlJustPressed(0, 246) and GetLastInputMethod(2)) then -- Y: toggle engine
if (DoesEntityExist(Vehicle.Entity) and not Vehicle.IsDamaged) then
local isEngineRunning = IsVehicleEngineOn(Vehicle.Entity)
if (not isEngineRunning) then
if (Vehicle.Fuel > 1) then
SetVehicleUndriveable(Vehicle.Entity, false)
SetVehicleEngineOn(Vehicle.Entity, true, false)
Vehicle.IsEngineRunning = true
Chat.Log('^5You started the engine.')
Core.Event('gtarp:VehicleStartEngine', true)
else
Core.Event('gtarp:VehicleOutOfFuel')
Chat.Log('^5Your vehicle is out of fuel.')
end
else
SetVehicleUndriveable(Vehicle.Entity, true)
SetVehicleEngineOn(Vehicle.Entity, false, true)
Vehicle.IsEngineRunning = false
Chat.Log('^5Your vehicles engine has shut off.')
Core.Event('gtarp:VehicleStartEngine', false)
end
end
end
end
end
-- TOGGLE VEHICLE LOCKS INSIDE OR OUTSIDE OF CAR
if (IsControlJustPressed(1, 303) and GetLastInputMethod(2)) then -- U: lock/unlock vehicle
local vehicle = nil
if (not IsPedInAnyVehicle(LocalPlayer.Ped)) then
-- get the vehicle we are looking at
local endCoords = GetOffsetFromEntityInWorldCoords(LocalPlayer.Ped, 0.0, 10.0, -4.0)
vehicle = Core.Raycast(LocalPlayer.Coords, endCoords, 10)
else
-- get the vehicle we are in
vehicle = Vehicle.Entity
end
-- handle locking/unlocking
if (vehicle ~= nil and DoesEntityExist(vehicle)) then
local plateText = GetVehicleNumberPlateText(vehicle)
if (plateText ~= nil and plateText ~= "" and (LocalPlayer.OwnsVehicle(plateText) or LocalPlayer.HasKeys(plateText))) then
local isLocked = not GetVehicleDoorsLockedForPlayer(vehicle, LocalPlayer.Ped)
SetVehicleDoorsLockedForAllPlayers(vehicle, isLocked)
-- an annoying horn for when you lock and unlock your car :)
-- doesnt behave well with police cars.
if (not Vehicle.IsPoliceVehicle) then
Citizen.CreateThread(function()
StartVehicleHorn(vehicle, 25, GetHashKey("HELDDOWN"), 0)
SetVehicleIndicatorLights(vehicle, 0, true)
SetVehicleIndicatorLights(vehicle, 1, true)
Wait(100)
SetVehicleIndicatorLights(vehicle, 0, false)
SetVehicleIndicatorLights(vehicle, 1, false)
if (isLocked) then
Wait(50)
StartVehicleHorn(vehicle, 25, GetHashKey("HELDDOWN"), 0)
SetVehicleIndicatorLights(vehicle, 0, true)
SetVehicleIndicatorLights(vehicle, 1, true)
Wait(100)
SetVehicleIndicatorLights(vehicle, 0, false)
SetVehicleIndicatorLights(vehicle, 1, false)
end
end)
end
if (isLocked) then
Chat.Log('^5You locked this vehicle.')
else
Chat.Log('^5You unlocked this vehicle.')
end
else
Chat.Log('^5You cannot lock/unlock that vehicle.')
end
end
end
end
function Vehicle.Enter()
if (LocalPlayer.InVehicle or Vehicle.Entity ~= nil) then
return
end
-- get vehicle and set player info
Vehicle.Entity = GetVehiclePedIsIn(LocalPlayer.Ped, false)
Vehicle.Name = GetDisplayNameFromVehicleModel(GetEntityModel(Vehicle.Entity))
Vehicle.IsMedicalVehicle = false
Vehicle.IsPoliceVehicle = false
LocalPlayer.CanDrive = false
LocalPlayer.InVehicle = true
LocalPlayer.IsEnteringVehicle = false
-- figure out if this player has the keys to this vehicle
local plateText = Core.StringTrim(GetVehicleNumberPlateText(Vehicle.Entity))
local isOwner = LocalPlayer.OwnsVehicle(plateText)
-- check if this vehicle is hotwired
Vehicle.IsHotwired = DecorGetInt(Vehicle.Entity, 'hotwired')
-- figure out medical/police vehicles
if (not isOwner) then
Vehicle.IsMedicalVehicle = Vehicle.Name == 'AMBULAN'
Vehicle.IsPoliceVehicle = IsPedInAnyPoliceVehicle(LocalPlayer.Ped)
end
-- get the seat the ped is in
local seat = -1
for i = -1, 6 do
if (GetPedInVehicleSeat(Vehicle.Entity, i) == LocalPlayer.Ped) then
seat = i
break
end
end
SetVehicleNeedsToBeHotwired(Vehicle.Entity, false)
-- handle taxi
--if (not isOwner and Vehicle.Name == 'TAXI' and not TaxiDriver.IsPlayerOnDuty and seat ~= -1) then
-- TriggerServerEvent('gtarp:TaxiGetIn', playerId, plateText, seat)
-- end
if (seat == -1) then
-- if the player doesn't have the keys, nothing else matters, fail!
Vehicle.HasKeys = LocalPlayer.HasKeys(plateText) or isOwner
if (Vehicle.IsHotwired == 1) then
Vehicle.HasKeys = true
Chat.Log("^5*** You notice a bunch of weird wires.")
end
if (not isOwner and not Vehicle.HasKeys) then
if (not IsVehicleEngineOn(Vehicle.Entity)) then
Chat.Log("^1You don't have the keys for this vehicle.")
SetVehicleUndriveable(Vehicle.Entity, true)
end
end
-- if it's the owner or the player has the keys, go ahead
if (isOwner or Vehicle.HasKeys or Vehicle.IsHotwired) then
Vehicle.LastDamageCheck = GetGameTimer()
Vehicle.LastEngineHealth = GetVehicleEngineHealth(Vehicle.Entity)
Vehicle.LastBodyHealth = GetVehicleBodyHealth(Vehicle.Entity)
LocalPlayer.CanDrive = true
-- prepare for fuel
Vehicle.LastFuelCheck = GetGameTimer()
if (DecorGetFloat(Vehicle.Entity, 'fuel') == 0) then
DecorSetFloat(Vehicle.Entity, 'fuel', 16.0)
end
Vehicle.Fuel = DecorGetFloat(Vehicle.Entity, 'fuel')
SetVehicleHasBeenOwnedByPlayer(Vehicle.Entity, true)
-- ensure damage flag is set
Vehicle.IsDamaged = GetVehicleBodyHealth(Vehicle.Entity) <= 100 or GetVehicleEngineHealth(Vehicle.Entity)
Vehicle.IsEngineRunning = IsVehicleEngineOn(Vehicle.Entity)
Vehicle.SteeringAngle = GetVehicleSteeringAngle(Vehicle.Entity)
Vehicle.MaxSpeed = GetVehicleHandlingFloat(Vehicle.Entity, "CHandlingData", "fInitialDriveMaxFlatVel")
if (not LocalPlayer.IsHudHidden) then
DisplayRadar(true)
end
LocalPlayer.ShowHud = true
else
local lockStatus = GetVehicleDoorLockStatus(Vehicle.Entity)
if (lockStatus == 4) then -- stop window breaking
ClearPedTasks(LocalPlayer.Ped)
elseif (lockStatus == 7) then -- local is driving
SetVehicleDoorsLocked(Vehicle.Entity, 2)
local drivingPed = GetPedInVehicleSeat(drivingPed, -1)
if (drivingPed) then
SetPedCanBeDraggedOut(drivingPed, false)
end
end
end
SetVehicleLightMultiplier(Vehicle.Entity, 1.0)
else
if (not LocalPlayer.IsHudHidden) then
DisplayRadar(true)
end
LocalPlayer.ShowHud = true
end
end
function Vehicle.Exit()
if (not LocalPlayer.InVehicle or Vehicle.Entity == nil) then
return
end
if (LocalPlayer.IsDriving) then
if (Vehicle.IsEngineRunning and not Vehicle.IsDamaged) then
SetVehicleEngineOn(Vehicle.Entity, true, true)
SetVehicleRadioEnabled(Vehicle.Entity, 1)
SetVehicleLightMultiplier(Vehicle.Entity, 25.0) -- todo ????
--Citizen.InvokeNative(0xBC3CCA5844452B06, Vehicles.Vehicle.Entity, 1.0) -- todo ????
end
end
--SetVehicleSteeringAngle(Vehicles.Vehicle.Entity, Vehicles.Vehicle.SteeringAngle)
Vehicle.Name = GetDisplayNameFromVehicleModel(GetEntityModel(Vehicle.Entity))
if (Vehicle.Name == 'TAXI' and not TaxiDriver.IsPlayerOnDuty and GetPedInVehicleSeat(Vehicle.Entity, -1) ~= LocalPlayer.Ped) then
TriggerServerEvent('gtarp:TaxiGetOut', GetPlayerServerId(PlayerId()), GetVehicleNumberPlateText(Vehicle.Entity))
end
Vehicle.Entity = nil
Vehicle.LastFuelCheck = nil
Vehicle.IsMedicalVehicle = false
Vehicle.Speed = 0
Vehicle.LeftGroundAt = nil
Vehicle.MaxHeight = nil
LocalPlayer.InVehicle = false
LocalPlayer.IsDriving = false
LocalPlayer.CanDrive = false
if (Vehicle.IsPoliceVehicle) then
Vehicle.IsPoliceVehicle = false
LocalPlayer.ResetWeapons()
if (Police.HeliCam.Enabled) then
Police.ExitHeliCam()
end
end
Vehicle.LastDamageCheck = nil
if (not LocalPlayer.IsHudHidden) then
DisplayRadar(false)
end
LocalPlayer.ShowHud = false
end
function Vehicle.HandleSpikes()
end
function Vehicle.HandleShuffle()
CanShuffleSeat(Vehicle.Entity, false)
if (not Vehicle.AllowShuffling) then
if (GetPedInVehicleSeat(Vehicle.Entity, 0) == LocalPlayer.Ped
and GetIsTaskActive(LocalPlayer.Ped, 165)
and not GetIsTaskActive(LocalPlayer.Ped, 2)
and IsVehicleSeatFree(Vehicle.Entity, -1)) then
SetPedIntoVehicle(LocalPlayer.Ped, Vehicle.Entity, 0)
end
else
if (GetPedInVehicleSeat(Vehicle.Entity, 0) == LocalPlayer.Ped
and not GetIsTaskActive(LocalPlayer.Ped, 165)
and not GetIsTaskActive(LocalPlayer.Ped, 2)
and IsVehicleSeatFree(Vehicle.Entity, -1)) then
-- shuffle wasnt working... had the force the task once on allow shuffle
TaskShuffleToNextVehicleSeat(LocalPlayer.Ped, Vehicle.Entity)
end
end
end
function Vehicle.ProcessModifiers()
if (not LocalPlayer.IsDriving or not DoesEntityExist(LocalPlayer.Ped) and not IsPlayerControlOn(LocalPlayer.Ped)) then
return
end
if (LocalPlayer.IsDead or IsPlayerBeingArrested(PlayerId(), true)) then
return
end
if (Vehicle.Handling.Base < 0.0) then
Vehicle.Handling.Base = 35.0
end
Vehicle.Handling.RelVector = GetEntitySpeedVector(Vehicle.Entity, true)
Vehicle.Handling.Angle = math.acos(Vehicle.Handling.RelVector.y / Vehicle.Speed) * 180.0 / 3.14159265
if (tonumber(Vehicle.Handling.Angle) == nil) then
Vehicle.Handling.Angle = 0.0
end
if (Vehicle.Speed < Vehicle.Handling.Base) then
Vehicle.Handling.SpeedMultiplier = (Vehicle.Handling.Base - Vehicle.Speed) / Vehicle.Handling.Base
end
Vehicle.Handling.PowerMultiplier = 1.0 + Vehicle.Handling.PowerAdjust * (((Vehicle.Handling.Angle / 90) * Vehicle.Handling.AngleImpact) + ((Vehicle.Handling.Angle / 90) * Vehicle.Handling.SpeedMultiplier * Vehicle.Handling.SpeedImpact))
Vehicle.Handling.TorqueMultiplier = 1.0 + Vehicle.Handling.TorqueAdjust * (((Vehicle.Handling.Angle / 90) * Vehicle.Handling.AngleImpact) + ((Vehicle.Handling.Angle / 90) * Vehicle.Handling.SpeedMultiplier * Vehicle.Handling.SpeedImpact))
Vehicle.Handling.AccelValue = GetControlValue(0, 71)
Vehicle.Handling.BrakeValue = GetControlValue(0, 72)
if (Vehicle.Handling.Angle <= 135 and Vehicle.Handling.Angle > Vehicle.Handling.Deadzone) then
SetVehicleEngineTorqueMultiplier(Vehicle.Entity, Vehicle.Handling.TorqueMultiplier)
SetVehicleEnginePowerMultiplier(Vehicle.Entity, Vehicle.Handling.PowerMultiplier)
else
Vehicle.Handling.PowerMultiplier = 1.0
Vehicle.Handling.TorqueMultiplier = 1.0
end
end
function Vehicle.HandleOffGround()
end
function Vehicle.HandleCrash()
end
function Vehicle.RequestInventory()
end
function Vehicle.DrawHud()
if (not LocalPlayer.ShowHud or LocalPlayer.IsHudHidden) then
return
end
if (not LocalPlayer.InVehicle or not DoesEntityExist(Vehicle.Entity)) then
return
end
-- calculate speeds for display
Vehicle.Speed = GetEntitySpeed(Vehicle.Entity)
Vehicle.SpeedKnots = math.floor(Vehicle.Speed * 1.94384 + 0.5)
Vehicle.SpeedMph = math.floor(Vehicle.Speed * 2.23694 + 0.5)
Vehicle.SpeedKph = math.floor(Vehicle.Speed * 3.6 + 0.5)
-- speed text
Vehicle.SpeedText = string.format('%d mph | %d kmh', Vehicle.SpeedMph, Vehicle.SpeedKph)
Core.DrawText({x = 0.52, y = 1.25}, {width=1, height=1, scale=0.5}, {r=255,g=255,b=255,a=255}, Vehicle.SpeedText)
-- if driving, display fuel text
if (LocalPlayer.IsDriving) then
Vehicle.FuelText = string.format('%0.1f%s', Vehicle.Fuel - 1, 'g')
Core.DrawText({x = 0.62, y = 1.25}, {width=1, height=1, scale=0.5}, {r=255,g=255,b=0,a=255}, Vehicle.FuelText)
end
-- todo
-- move gps hud draw here
end
function Vehicle.HandleFuel()
end
function Vehicle.HandleDamage()
end
function Vehicle.ProcessSpeedControl()
end
function Vehicle.ShuffleSeat()
end
function Vehicle.Fix()
end
function Vehicle.UseRepairKit()
end
function Vehicle.Fuel(value)
end
function Vehicle.Wash()
end
function Vehicle.CanFuel()
end
function Vehicle.GetFuel()
if (not Vehicle.GetTarget()) then
return false
end
return DecorGetFloat(Vehicles.GetTarget(), 'fuel')
end
function Vehicle.GetTarget()
return nil
end
|
-- Parse the generic MsdFile (used for SSC and SM files).
-- Translated directly from the source here:
-- https://github.com/stepmania/stepmania/blob/master/src/MsdFile.cpp#L32
-- The original MSD format is simply:
-- #PARAM0:PARAM1:PARAM2:PARAM3;
-- #NEXTPARAM0:PARAM1:PARAM2:PARAM3;
-- (The first field is typically an identifier, but doesn't have to be.)
-- The semicolon is not optional, though if we hit a # on a new line, eg:
-- #VALUE:PARAM1
-- #VALUE2:PARAM2
-- we'll recover.
function ParseMsdFile(SongDir)
local function AddParam(t, p, plen)
-- table.concat(table_name, separator, start, end)
local param = table.concat(p, '', 1, plen)
-- -- Normalize all line endings to \n and remove all leading and trailing whitespace.
param = param:gsub('\r\n', '\n'):gsub('\r', '\n'):match('^%s*(.-)%s*$')
-- Field specific modifications. We length check the last table to make sure we're
-- actually parsing what we want.
-- TODO(teejusb): We should probably do this for most fields for consistency.
-- NOTE(teejusb): This is for *.sm files only. This is easily changeable,
-- I just haven't got around to it yet.
if((#t[#t] == 6 and t[#t][1] == 'NOTES')) then
-- Spaces don't matter for the chart data itself, remove them all.
param = param:gsub(' ', '')
elseif((#t[#t] == 1 and t[#t][1] == 'BPMS')) then
-- Line endings and spaces don't matter for BPMs, remove them all.
param = param:gsub('\n', ''):gsub(' ', '')
end
table.insert(t[#t], param)
end
local function AddValue(t)
table.insert(t, {})
end
local function at(s, i)
return s:sub(i, i)
end
local SimfileString, FileType = GetSimfileString(SongDir)
if not SimfileString then return {} end
if FileType ~= 'sm' then return {} end
local final = {}
local length = SimfileString:len()
local ReadingValue = false
local processed = {}
for i = 0, length - 1 do
table.insert(processed, '\0')
end
local i = 0
local processedLen = -1
-- Lua doesn't have continue so use a bool to emulate it and skip the operations we don't want to perform.
local continue = false
while i < length do
if(i + 1 < length and at(SimfileString, i+1) == '/' and at(SimfileString, i+2) == '/') then
-- Skip a comment entirely; don't copy the comment to the value/parameter
i = i + 1
while i < length and at(SimfileString, i+1) ~= '\n' do
i = i + 1
end
continue = true
end
if(not continue and ReadingValue and at(SimfileString, i+1) == '#') then
-- Unfortunately, many of these files are missing ;'s.
-- If we get a # when we thought we were inside a value, assume we
-- missed the ;. Back up and end the value.
-- Make sure this # is the first non-whitespace character on the line.
local firstChar = true
local j = processedLen
while j > 0 and processed[j] ~= '\r' and processed[j] ~= '\n' do
if(processed[j] == ' ' or processed[j] == '\t') then
j = j - 1
else
firstChar = false
break
end
end
if not firstChar then
-- We're not the first char on a line. Treat it as if it were a normal character.
processed[processedLen+1] = at(SimfileString, i+1)
processedLen = processedLen + 1
i = i + 1
continue = true
end
if(not continue) then
-- Skip newlines and whitespace before adding the value.
processedLen = j
while(processedLen > 0 and
(processed[processedLen] == '\r' or
processed[processedLen] == '\n' or
processed[processedLen] == ' ' or
processed[processedLen] == '\t')) do
processedLen = processedLen - 1
end
AddParam(final, processed, processedLen)
processedLen = 0
ReadingValue = false
end
end
-- # starts a new value.
if(not continue and not ReadingValue and at(SimfileString, i+1) == '#') then
AddValue(final)
ReadingValue = true
end
if(not continue and not ReadingValue) then
if(at(SimfileString, i+1) == '\\') then
i = i + 2
else
i = i + 1
end
-- nothing else is meaningful outside of a value
continue = true
end
-- : and ; end the current param, if any.
if(not continue and processedLen ~= -1 and (at(SimfileString, i+1) == ':' or at(SimfileString, i+1) == ';')) then
AddParam(final, processed, processedLen)
end
-- # and : begin new params.
if(not continue and (at(SimfileString, i+1) == '#' or at(SimfileString, i+1) == ':')) then
i = i + 1
processedLen = 0
continue = true
end
-- ; ends the current value.
if(not continue and at(SimfileString, i+1) == ';') then
ReadingValue = false
i = i + 1
continue = true
end
-- We've gone through all the control characters. All that is left is either an escaped character,
-- ie \#, \\, \:, etc., or a regular character.
-- NOTE: There is usually an 'unescape' bool passed to this top level function,
-- but when reading SM/SSC files it's always set to true so we assume that.
if(not continue and i < length and at(SimfileString, i+1) == '\\') then
i = i + 1
end
-- Add any unterminated value at the very end.
if (not continue and i < length) then
processed[processedLen+1] = at(SimfileString, i+1)
processedLen = processedLen + 1
i = i + 1
end
continue = false
end
if(ReadingValue) then
AddParam(final, processed, processedLen)
end
return final
end
|
local dfhack = dfhack
local _ENV = dfhack.BASE_G
local buildings = dfhack.buildings
local utils = require 'utils'
-- Uninteresting values for filter attributes when reading them from DF memory.
-- Differs from the actual defaults of the job_item constructor in allow_artifact.
buildings.input_filter_defaults = {
item_type = -1,
item_subtype = -1,
mat_type = -1,
mat_index = -1,
flags1 = {},
-- Instead of noting those that allow artifacts, mark those that forbid them.
-- Leaves actually enabling artifacts to the discretion of the API user,
-- which is the right thing because unlike the game UI these filters are
-- used in a way that does not give the user a chance to choose manually.
flags2 = { allow_artifact = true },
flags3 = {},
flags4 = 0,
flags5 = 0,
reaction_class = '',
has_material_reaction_product = '',
metal_ore = -1,
min_dimension = -1,
has_tool_use = -1,
quantity = 1
}
--[[ Building input material table. ]]
local building_inputs = {
[df.building_type.Chair] = { { item_type=df.item_type.CHAIR, vector_id=df.job_item_vector_id.CHAIR } },
[df.building_type.Bed] = { { item_type=df.item_type.BED, vector_id=df.job_item_vector_id.BED } },
[df.building_type.Table] = { { item_type=df.item_type.TABLE, vector_id=df.job_item_vector_id.TABLE } },
[df.building_type.Coffin] = { { item_type=df.item_type.COFFIN, vector_id=df.job_item_vector_id.COFFIN } },
[df.building_type.FarmPlot] = { },
[df.building_type.TradeDepot] = { { flags2={ building_material=true, non_economic=true }, quantity=3 } },
[df.building_type.Door] = { { item_type=df.item_type.DOOR, vector_id=df.job_item_vector_id.DOOR } },
[df.building_type.Floodgate] = {
{
item_type=df.item_type.FLOODGATE,
vector_id=df.job_item_vector_id.FLOODGATE
}
},
[df.building_type.Box] = {
{
flags1={ empty=true },
item_type=df.item_type.BOX,
vector_id=df.job_item_vector_id.BOX
}
},
[df.building_type.Weaponrack] = {
{
item_type=df.item_type.WEAPONRACK,
vector_id=df.job_item_vector_id.WEAPONRACK
}
},
[df.building_type.Armorstand] = {
{
item_type=df.item_type.ARMORSTAND,
vector_id=df.job_item_vector_id.ARMORSTAND
}
},
[df.building_type.Cabinet] = {
{ item_type=df.item_type.CABINET, vector_id=df.job_item_vector_id.CABINET }
},
[df.building_type.Statue] = { { item_type=df.item_type.STATUE, vector_id=df.job_item_vector_id.STATUE } },
[df.building_type.WindowGlass] = { { item_type=df.item_type.WINDOW, vector_id=df.job_item_vector_id.WINDOW } },
[df.building_type.WindowGem] = {
{
item_type=df.item_type.SMALLGEM,
quantity=3,
vector_id=df.job_item_vector_id.ANY_GENERIC35
}
},
[df.building_type.Well] = {
{
item_type=df.item_type.BLOCKS,
vector_id=df.job_item_vector_id.ANY_GENERIC35
},
{
name='bucket',
flags2={ lye_milk_free=true },
item_type=df.item_type.BUCKET,
vector_id=df.job_item_vector_id.BUCKET
},
{
name='chain',
item_type=df.item_type.CHAIN,
vector_id=df.job_item_vector_id.CHAIN
},
{
name='mechanism',
item_type=df.item_type.TRAPPARTS,
vector_id=df.job_item_vector_id.TRAPPARTS
}
},
[df.building_type.Bridge] = { { flags2={ building_material=true, non_economic=true }, quantity=-1 } },
[df.building_type.RoadDirt] = { },
[df.building_type.RoadPaved] = { { flags2={ building_material=true, non_economic=true }, quantity=-1 } },
[df.building_type.AnimalTrap] = {
{
flags1={ empty=true },
item_type=df.item_type.ANIMALTRAP,
vector_id=df.job_item_vector_id.ANIMALTRAP
}
},
[df.building_type.Support] = { { flags2={ building_material=true, non_economic=true } } },
[df.building_type.ArcheryTarget] = { { flags2={ building_material=true, non_economic=true } } },
[df.building_type.Chain] = { { item_type=df.item_type.CHAIN, vector_id=df.job_item_vector_id.CHAIN } },
[df.building_type.Cage] = { { item_type=df.item_type.CAGE, vector_id=df.job_item_vector_id.CAGE } },
[df.building_type.Weapon] = { { name='weapon', vector_id=df.job_item_vector_id.ANY_SPIKE } },
[df.building_type.ScrewPump] = {
{
item_type=df.item_type.BLOCKS,
vector_id=df.job_item_vector_id.ANY_GENERIC35
},
{
name='screw',
flags2={ screw=true },
item_type=df.item_type.TRAPCOMP,
vector_id=df.job_item_vector_id.ANY_WEAPON
},
{
name='pipe',
item_type=df.item_type.PIPE_SECTION,
vector_id=df.job_item_vector_id.PIPE_SECTION
}
},
[df.building_type.Construction] = { { flags2={ building_material=true, non_economic=true } } },
[df.building_type.Hatch] = {
{
item_type=df.item_type.HATCH_COVER,
vector_id=df.job_item_vector_id.HATCH_COVER
}
},
[df.building_type.GrateWall] = { { item_type=df.item_type.GRATE, vector_id=df.job_item_vector_id.GRATE } },
[df.building_type.GrateFloor] = { { item_type=df.item_type.GRATE, vector_id=df.job_item_vector_id.GRATE } },
[df.building_type.BarsVertical] = {
{ item_type=df.item_type.BAR, vector_id=df.job_item_vector_id.ANY_GENERIC35 }
},
[df.building_type.BarsFloor] = {
{ item_type=df.item_type.BAR, vector_id=df.job_item_vector_id.ANY_GENERIC35 }
},
[df.building_type.GearAssembly] = {
{
name='mechanism',
item_type=df.item_type.TRAPPARTS,
vector_id=df.job_item_vector_id.TRAPPARTS
}
},
[df.building_type.AxleHorizontal] = {
{ item_type=df.item_type.WOOD, vector_id=df.job_item_vector_id.WOOD, quantity=-1 }
},
[df.building_type.AxleVertical] = { { item_type=df.item_type.WOOD, vector_id=df.job_item_vector_id.WOOD } },
[df.building_type.WaterWheel] = {
{
item_type=df.item_type.WOOD,
quantity=3,
vector_id=df.job_item_vector_id.WOOD
}
},
[df.building_type.Windmill] = {
{
item_type=df.item_type.WOOD,
quantity=4,
vector_id=df.job_item_vector_id.WOOD
}
},
[df.building_type.TractionBench] = {
{
item_type=df.item_type.TRACTION_BENCH,
vector_id=df.job_item_vector_id.TRACTION_BENCH
}
},
[df.building_type.Slab] = { { item_type=df.item_type.SLAB } },
[df.building_type.NestBox] = { { has_tool_use=df.tool_uses.NEST_BOX, item_type=df.item_type.TOOL } },
[df.building_type.Hive] = { { has_tool_use=df.tool_uses.HIVE, item_type=df.item_type.TOOL } },
[df.building_type.Rollers] = {
{
name='mechanism',
item_type=df.item_type.TRAPPARTS,
quantity=-1,
vector_id=df.job_item_vector_id.TRAPPARTS
},
{
name='chain',
item_type=df.item_type.CHAIN,
vector_id=df.job_item_vector_id.CHAIN
}
}
}
--[[ Furnace building input material table. ]]
local furnace_inputs = {
[df.furnace_type.WoodFurnace] = { { flags2={ building_material=true, fire_safe=true, non_economic=true } } },
[df.furnace_type.Smelter] = { { flags2={ building_material=true, fire_safe=true, non_economic=true } } },
[df.furnace_type.GlassFurnace] = { { flags2={ building_material=true, fire_safe=true, non_economic=true } } },
[df.furnace_type.Kiln] = { { flags2={ building_material=true, fire_safe=true, non_economic=true } } },
[df.furnace_type.MagmaSmelter] = { { flags2={ building_material=true, magma_safe=true, non_economic=true } } },
[df.furnace_type.MagmaGlassFurnace] = { { flags2={ building_material=true, magma_safe=true, non_economic=true } } },
[df.furnace_type.MagmaKiln] = { { flags2={ building_material=true, magma_safe=true, non_economic=true } } }
}
--[[ Workshop building input material table. ]]
local workshop_inputs = {
[df.workshop_type.Carpenters] = { { flags2={ building_material=true, non_economic=true } } },
[df.workshop_type.Farmers] = { { flags2={ building_material=true, non_economic=true } } },
[df.workshop_type.Masons] = { { flags2={ building_material=true, non_economic=true } } },
[df.workshop_type.Craftsdwarfs] = { { flags2={ building_material=true, non_economic=true } } },
[df.workshop_type.Jewelers] = { { flags2={ building_material=true, non_economic=true } } },
[df.workshop_type.MetalsmithsForge] = {
{
name='anvil',
flags2={ fire_safe=true },
item_type=df.item_type.ANVIL,
vector_id=df.job_item_vector_id.ANVIL
},
{ flags2={ building_material=true, fire_safe=true, non_economic=true } }
},
[df.workshop_type.MagmaForge] = {
{
name='anvil',
flags2={ magma_safe=true },
item_type=df.item_type.ANVIL,
vector_id=df.job_item_vector_id.ANVIL
},
{ flags2={ building_material=true, magma_safe=true, non_economic=true } }
},
[df.workshop_type.Bowyers] = { { flags2={ building_material=true, non_economic=true } } },
[df.workshop_type.Mechanics] = { { flags2={ building_material=true, non_economic=true } } },
[df.workshop_type.Siege] = { { flags2={ building_material=true, non_economic=true }, quantity=3 } },
[df.workshop_type.Butchers] = { { flags2={ building_material=true, non_economic=true } } },
[df.workshop_type.Leatherworks] = { { flags2={ building_material=true, non_economic=true } } },
[df.workshop_type.Tanners] = { { flags2={ building_material=true, non_economic=true } } },
[df.workshop_type.Clothiers] = { { flags2={ building_material=true, non_economic=true } } },
[df.workshop_type.Fishery] = { { flags2={ building_material=true, non_economic=true } } },
[df.workshop_type.Still] = { { flags2={ building_material=true, non_economic=true } } },
[df.workshop_type.Loom] = { { flags2={ building_material=true, non_economic=true } } },
[df.workshop_type.Quern] = { { item_type=df.item_type.QUERN, vector_id=df.job_item_vector_id.QUERN } },
[df.workshop_type.Kennels] = { { flags2={ building_material=true, non_economic=true } } },
[df.workshop_type.Kitchen] = { { flags2={ building_material=true, non_economic=true } } },
[df.workshop_type.Ashery] = {
{
item_type=df.item_type.BLOCKS,
vector_id=df.job_item_vector_id.ANY_GENERIC35
},
{
name='barrel',
flags1={ empty=true },
item_type=df.item_type.BARREL,
vector_id=df.job_item_vector_id.BARREL
},
{
name='bucket',
flags2={ lye_milk_free=true },
item_type=df.item_type.BUCKET,
vector_id=df.job_item_vector_id.BUCKET
}
},
[df.workshop_type.Dyers] = {
{
name='barrel',
flags1={ empty=true },
item_type=df.item_type.BARREL,
vector_id=df.job_item_vector_id.BARREL
},
{
name='bucket',
flags2={ lye_milk_free=true },
item_type=df.item_type.BUCKET,
vector_id=df.job_item_vector_id.BUCKET
}
},
[df.workshop_type.Millstone] = {
{
item_type=df.item_type.MILLSTONE,
vector_id=df.job_item_vector_id.MILLSTONE
},
{
name='mechanism',
item_type=df.item_type.TRAPPARTS,
vector_id=df.job_item_vector_id.TRAPPARTS
}
}
}
--[[ Trap building input material table. ]]
local trap_inputs = {
[df.trap_type.StoneFallTrap] = {
{
name='mechanism',
item_type=df.item_type.TRAPPARTS,
vector_id=df.job_item_vector_id.TRAPPARTS
}
},
[df.trap_type.WeaponTrap] = {
{
name='mechanism',
item_type=df.item_type.TRAPPARTS,
vector_id=df.job_item_vector_id.TRAPPARTS
},
{
name='weapon',
vector_id=df.job_item_vector_id.ANY_WEAPON
}
},
[df.trap_type.Lever] = {
{
name='mechanism',
item_type=df.item_type.TRAPPARTS,
vector_id=df.job_item_vector_id.TRAPPARTS
}
},
[df.trap_type.PressurePlate] = {
{
name='mechanism',
item_type=df.item_type.TRAPPARTS,
vector_id=df.job_item_vector_id.TRAPPARTS
}
},
[df.trap_type.CageTrap] = {
{
name='mechanism',
item_type=df.item_type.TRAPPARTS,
vector_id=df.job_item_vector_id.TRAPPARTS
}
},
[df.trap_type.TrackStop] = { { flags2={ building_material=true, non_economic=true } } }
}
local siegeengine_input = {
[df.siegeengine_type.Catapult] = {
{
item_type=df.item_type.CATAPULTPARTS,
vector_id=df.job_item_vector_id.CATAPULTPARTS,
quantity=3
}
},
[df.siegeengine_type.Ballista] = {
{
item_type=df.item_type.BALLISTAPARTS,
vector_id=df.job_item_vector_id.BALLISTAPARTS,
quantity=3
}
},
}
--[[ Functions for lookup in tables. ]]
local function get_custom_inputs(custom)
local defn = df.building_def.find(custom)
if defn ~= nil then
return utils.clone_with_default(defn.build_items, buildings.input_filter_defaults)
end
end
local function get_inputs_by_type(type,subtype,custom)
if type == df.building_type.Workshop then
if subtype == df.workshop_type.Custom then
return get_custom_inputs(custom)
else
return workshop_inputs[subtype]
end
elseif type == df.building_type.Furnace then
if subtype == df.furnace_type.Custom then
return get_custom_inputs(custom)
else
return furnace_inputs[subtype]
end
elseif type == df.building_type.Trap then
return trap_inputs[subtype]
elseif type == df.building_type.SiegeEngine then
return siegeengine_input[subtype]
else
return building_inputs[type]
end
end
local function augment_input(input, argtable)
local rv = {}
local arg = argtable[input.name or 'material']
if arg then
utils.assign(rv, arg)
end
utils.assign(rv, input)
if rv.mat_index and safe_index(rv, 'flags2', 'non_economic') then
rv.flags2.non_economic = false
end
rv.new = true
rv.name = nil
return rv
end
function buildings.getFiltersByType(argtable,type,subtype,custom)
local inputs = get_inputs_by_type(type,subtype,custom)
if not inputs then
return nil
end
local rv = {}
for i,v in ipairs(inputs) do
rv[i] = augment_input(v, argtable)
end
return rv
end
--[[
Wraps all steps necessary to create a building with
a construct job into one function.
dfhack.buildings.constructBuilding{
-- Position:
pos = { x = ..., y = ..., z = ... },
-- OR
x = ..., y = ..., z = ...,
-- Type:
type = df.building_type.FOO, subtype = ..., custom = ...,
-- Field initialization:
fields = { ... },
-- Size and orientation:
width = ..., height = ..., direction = ...,
-- Abort if not all tiles in the rectangle are available:
full_rectangle = true,
-- Materials:
items = { item, item ... },
-- OR
filters = { { ... }, { ... }... }
-- OR
abstract = true
-- OR
material = { filter_properties... }
mechanism = { filter_properties... }
barrel, bucket, chain, anvil, screw, pipe
}
Returns: the created building, or 'nil, error'
--]]
function buildings.constructBuilding(info)
local btype = info.type
local subtype = info.subtype or -1
local custom = info.custom or -1
local filters = info.filters
if not (info.pos or info.x) then
error('position is required')
end
if not (info.abstract or info.items or filters) then
filters = buildings.getFiltersByType(info,btype,subtype,custom)
if not filters then
error('one of items, filters or abstract is required')
end
elseif filters then
for _,v in ipairs(filters) do
v.new = true
end
end
if type(btype) ~= 'number' or not df.building_type[btype] then
error('Invalid building type: '..tostring(btype))
end
local pos = info.pos or xyz2pos(info.x, info.y, info.z)
local instance = buildings.allocInstance(pos, btype, subtype, custom)
if not instance then
error('Could not create building of type '..df.building_type[btype])
end
local to_delete = instance
return dfhack.with_finalize(
function()
df.delete(to_delete)
end,
function()
if info.fields then
instance:assign(info.fields)
end
local ok,w,h,area,r_area = buildings.setSize(
instance,info.width,info.height,info.direction
)
if not ok then
return nil, "cannot place at this position"
end
if info.full_rectangle and area ~= r_area then
return nil, "not all tiles can be used"
end
if info.abstract then
ok = buildings.constructAbstract(instance)
elseif info.items then
ok = buildings.constructWithItems(instance, info.items)
else
ok = buildings.constructWithFilters(instance, filters)
end
if not ok then
return nil, "could not construct the building"
end
-- Success
to_delete = nil
return instance
end
)
end
return buildings
|
-- Code heavily modified but started from Slipstream_2.0.0 by Degraine / James Brooker (MIT License 2014)
require "util"
function math_round(x)
return x>=0 and math.floor(x+0.5) or math.ceil(x-0.5)
end
function tableToString(t)
local str = "{ "
for i,v in pairs(t) do
str = str .. tostring(i) .. ":" .. tostring(v) .. ","
end
str = str .. " }"
return str
end
script.on_event(defines.events.on_player_created, function(e)
local player = game.players[e.player_index]
--xxx HACK: for testing purposes only
player.insert({name="superbus-1", count=10})
player.insert({name="transport-belt", count=100})
player.insert({name="iron-gear-wheel", count=100})
player.insert({name="iron-plate", count=200})
player.insert({name="coal", count=50})
player.insert({name="assembling-machine-2", count=5})
player.insert({name="oil-refinery", count=5})
player.insert({name="offshore-pump", count=5})
player.insert({name="small-electric-pole", count=5})
end)
local next = next
local north = defines.direction.north
local east = defines.direction.east
local south = defines.direction.south
local west = defines.direction.west
local transport_line = defines.transport_line
script.on_init(function()
onLoad()
end)
script.on_load(function()
onLoad()
end)
function onLoad()
if not global.all_superbusses then
global.all_superbusses = {}
-- not sure why we'd want to reset all tech/rec every time the user loads a game!?
--game.forces.player.reset_technologies()
--game.forces.player.reset_recipes()
end
end
-- we want to keep track of all superbusses, so we listen for all
-- build and destroy tracking events and keep our own list up to date
-- pattern for matching superbus entity names (eg: superbus-1, superbus-2)
local superbusNamePattern = "^superbus%-%d+$"
-- buses placed by player or robots
script.on_event(defines.events.on_built_entity, function(event)
if string.find(event.created_entity.name, superbusNamePattern) then
superbusBuilt(event.created_entity)
end
end)
script.on_event(defines.events.on_robot_built_entity, function(event)
if string.find(event.created_entity.name, superbusNamePattern) then
superbusBuilt(event.created_entity)
end
end)
-- buses removed by player, robots, or violence
script.on_event(defines.events.on_player_mined_item, function(event)
if string.find(event.item_stack.name, superbusNamePattern) then
superbusRemoved()
end
end)
script.on_event(defines.events.on_robot_mined, function(event)
if string.find(event.item_stack.name, superbusNamePattern) then
superbusRemoved()
end
end)
script.on_event(defines.events.on_entity_died, function(event)
if string.find(event.entity.name, superbusNamePattern) then
superbusRemoved()
end
end)
-- insert/remove utilities
function superbusBuilt(entity) -- Construct the data table for each chest as it's built.
local busId = string.format("%d_%d", entity.position.x, entity.position.y)
local surface = entity.surface
entity.operable = false --dont let user click on this (would have opened recipe window)
local bounds = entity.selection_box --selection box is more accurate to what we want than bounding_box
local size = bounds.right_bottom.x - bounds.left_top.x
log("create superbus of size " .. tostring(size) .. " at " .. tostring(entity.position.x) .. "," .. tostring(entity.position.y))
local wo = 0
if (size > 1) then
wo = ((size-1)/2)
end
-- create hidden entities
local containers = {}
local xoff = 0
local xStart = entity.position.x - wo
for i = 1,size,1 do
local pos = { x = xStart + xoff, y = entity.position.y }
containers[i] = surface.create_entity{name="superbus-hidden-container", position = pos, force = entity.force}
xoff = xoff + 1
end
--container.destructible = false --test: doing this in prototype, make sure its okay
local superBusObject = { entity = entity, size = size, startIdx = 0, containers = containers, inventory = function(self, idx)
--log("get inv " .. tostring(idx) .. " of " .. #(self.containers))
return self.containers[idx].get_inventory(defines.inventory.chest)
end}
global.all_superbusses[busId] = superBusObject
end
function superbusRemoved()
-- find which bus was removed :/
for busId,superBusObject in pairs(global.all_superbusses) do
if not superBusObject.entity.valid then
--clean up hidden entities
for i,v in ipairs(superBusObject.containers) do
v.destroy()
end
global.all_superbusses[busId] = nil
end
end
end
-- returns dictionary of { str:input/output , belt line } pairs
function getSuperbusTransferInstructions(superBus) -- Find the input and output belts for a superBus.
local busDirection = superBus.entity.direction
local pos = {x = superBus.entity.position.x, y = superBus.entity.position.y} --center of bus entity (in tiles)
local eps = 0.1 --epsilon: small change of distance
local size = superBus.size
local wo = 0
local ro = 1
if (size > 1) then -- avoid divide by zero
wo = ((size-1)/2) --width offset (dist from center of entity to center of adjacent outer tile)
ro = ((size-1)/2) + 1 --radial offset (distance from center of entity to center of adjacent outer tile tangent)
end
-- origin top-left
local beltscan_coords = { -- rectangles to search for transport belts.
[north] = {{pos.x - (wo + eps), pos.y - (ro - eps)},{pos.x + (wo + eps), pos.y - (ro + eps)}},
[east] = {{pos.x + (ro - eps), pos.y - (wo + eps)},{pos.x + (ro + eps), pos.y + (wo + eps)}},
[south] = {{pos.x - (wo + eps), pos.y + (ro - eps)},{pos.x + (wo + eps), pos.y + (ro + eps)}},
[west] = {{pos.x - (ro - eps), pos.y - (wo + eps)},{pos.x - (ro + eps), pos.y + (wo + eps)}}
}
local directions = {north, east, south, west} -- For the for loop.
local away_directions = {[north] = north, [east] = east, [south] = south, [west] = west}
local facing_directions = {[north] = south, [east] = west, [south] = north, [west] = east}
-- local side_clockwise_directions = {[north] = east, [east] = south, [south] = west, [west] = north}
-- local side_anticlockwise_directions = {[north] = west, [east] = north, [south] = east, [west] = south}
local instructions = {} -- dictionary of { str:input/output , belt line } pairs
for i,v in ipairs(directions) do
local isOutputSide = (away_directions[v] == busDirection)
-- Search for transport belts
-- todo: test if we can add underground belt support here for free? (if the API is the same)
local belts = superBus.entity.surface.find_entities_filtered({area = beltscan_coords[v], type = "transport-belt"})
for bidx,belt in ipairs(belts) do
if belt ~= nil then -- If belt is found.
--determine "laneIndex" of belt found
local busIdx = 1
local beltXOffset = belt.position.x - (superBus.entity.position.x - wo)
local beltYOffset = belt.position.y - (superBus.entity.position.y - wo)
if v == north then
busIdx = 1 + math_round(beltXOffset)
elseif v == east then
busIdx = 1 + math_round(beltYOffset)
elseif v == south then
busIdx = superBus.size - math_round(beltXOffset)
else
busIdx = superBus.size - math_round(beltYOffset)
end
if belt.direction == away_directions[v] then
--flip output belt bus idx (ex: top left input from west side should be top right output on east side)
busIdx = superBus.size - (busIdx - 1)
table.insert(instructions,{"output", busIdx, belt.get_transport_line(transport_line.left_line)})
table.insert(instructions,{"output", busIdx, belt.get_transport_line(transport_line.right_line)})
-- Unlike Slipstream, I dont want belts that are curved to interact with SuperBus at all
-- elseif belt.direction == side_clockwise_directions[v] then -- Just one lane.
-- table.insert(instructions,{"output", belt.get_transport_line(transport_line.right_line)})
-- elseif belt.direction == side_anticlockwise_directions[v] then -- Or the other lane.
-- table.insert(instructions,{"output", belt.get_transport_line(transport_line.left_line)})
elseif belt.direction == facing_directions[v] then
table.insert(instructions,1,{"input", busIdx, belt.get_transport_line(transport_line.right_line)})
table.insert(instructions,1,{"input", busIdx, belt.get_transport_line(transport_line.left_line)})
end
end
end --for each belt found adjacent to superbus
-- search fluid boxes
for fluidIdx,fluid in ipairs(superBus.entity.fluidbox) do
local connections = fluid.connections
if #connections > 1 then --need two pipes connected to transfer anything
table.insert(instructions,1,{"fluid", fluidIdx})
end
end
--search for other superbusses to transfer INTO
if isOutputSide then
-- only transfer to other busses of EXACT SAME TYPE (todo: support multi-type as long as size is same?)
local superBusType = superBus.entity.type
local buses = superBus.entity.surface.find_entities_filtered({area = beltscan_coords[v], type = superBusType})
local validBusses = {}
for bidx,outbusEntity in ipairs(buses) do
local outbusId = string.format("%d_%d", outbusEntity.position.x, outbusEntity.position.y)
--log("found adjacent sb at " .. outbusId)
local outbusObject = global.all_superbusses[outbusId]
if outbusObject ~= nil then
--log("attempt transfer between busses")
validBusses[#validBusses+1] = outbusObject
end
end
--group all busses into one transfer command
if superBus.startIdx > #validBusses then
superBus.startIdx = 0
end
table.insert(instructions, {"transfer", validBusses})
end --if isOutputSide
end --for each direction
return instructions
end
function transferStack( invOut, invIn, stack )
if stack.count == 0 then return false end
if invIn.can_insert(stack) then
invIn.insert(stack)
invOut.remove(stack)
return true
end
return false
end
function transferInventory( invOut, invIn )
if invOut.is_empty() then return end
local outContents = invOut.get_contents()
for itemName,itemCount in pairs(outContents) do
local easyStack = {name=itemName, count=itemCount}
transferStack(invOut, invIn, easyStack)
end
end
-- return nil or array of stacks
-- divides by numSplits, but ensures integers, and remainders are handled
-- if division is uneven, last stacks are always shortest (by 0 or 1)
-- eg: split 5, count 7, result: {2, 2, 1, 1, 1}
-- note: ignores health/durability/ammo -- so technically this could result in a free repairing bug?
function splitInventoryIntoStacks(inventory, numSplits)
if inv_contents == nil then return nil end
if type(inv_contents) ~= "table" then return nil end
if numSplits <= 1 then return nil end
local stacks = {}
log("attempt to split " .. tableToString(inv_contents))
for itemName,itemCount in pairs(inv_contents) do
local chunkSize = math.max(math.floor(itemCount / numSplits), 1)
for i=1,numSplits,1 do
if itemCount > 0 then
local chip = math.min(itemCount, chunkSize)
log(" split"..tostring(i).." - "..itemName.." : "..tostring(chip))
stacks[i] = {name = itemName, count = chip}
itemCount = itemCount - chip
end
end
end
return stacks
end
function equalizeFluids(fluidBox, fluidIdx)
local connections = fluidBox.get_connections(fluidIdx)
-- its possible for connections to not all have the same type of fluid
for i,v in ipairs(connections) do
end
end
-- returns true if any items were transferred
function runSuperbusTransferInstructions(superBus, instructions)
local action_count = 0
for i,v in pairs(instructions) do
--xxx TODO: implement electricity requirement
-- if superBus.battery.energy < energy_per_action then
-- break
-- elseif v[2].valid == false then
-- return true, false
-- end
local instruction = v[1]
if instruction == "output" then
--xxx TODO: figure out how to filter what it is we're sending out
local busIdx = v[2]
local outbelt = v[3]
local busInventory = superBus:inventory(busIdx)
if not busInventory.is_empty() and outbelt.can_insert_at_back() then
local inv_contents = next(busInventory.get_contents())
local stack = {name = inv_contents, count = 1}
outbelt.insert_at_back(stack)
busInventory.remove(stack)
--xxx TODO: chest.battery.energy = chest.battery.energy - energy_per_action
action_count = action_count + 1
end
elseif instruction == "input" then
local busIdx = v[2]
local inbelt = v[3]
local line_contents = next(inbelt.get_contents())
local busInventory = superBus:inventory(busIdx)
if line_contents ~= nil then
local stack = {name = line_contents, count = 1}
if busInventory.can_insert(stack) then
busInventory.insert(stack)
inbelt.remove_item(stack)
--xxx TODO: chest.battery.energy = chest.battery.energy - energy_per_action
action_count = action_count + 1
end
end
elseif instruction == "fluid" then
local fluidIdx = v[2]
equalizeFluids(superBus.entity.fluidbox)
elseif instruction == "transfer" then
local outbusObjectArray = v[2]
local transferCount = #outbusObjectArray
if transferCount > 0 then
--log("transfer from bus to bus")
for busIdx=1,superBus.size,1 do
--log("transfer bus idx " .. tostring(busIdx))
local busInventory = superBus:inventory(busIdx)
if not busInventory.is_empty() then
--split contents between all outbusses
local inv_contents = busInventory.get_contents()
if transferCount == 1 then
local outbusObject = outbusObjectArray[1]
local outBusInventory = outbusObject:inventory( busIdx )
transferInventory(busInventory, outBusInventory)
else
local splitStacks = splitInventoryIntoStacks(inv_contents, transferCount)
--for i,outbusObject in ipairs(outbusObjectArray) do
for i=1,#outbusObjectArray,1 do
local offsetIdx = 1 + (i + superBus.startIdx) % transferCount
local outbusObject = outbusObjectArray[offsetIdx]
local outBusInventory = outbusObject:inventory( busIdx )
--log(" ssi " .. tostring(splitStacks[i]) .. " count " .. tostring(#splitStacks) )
if transferStack(busInventory, outBusInventory, splitStacks[i]) then
action_count = action_count + 1
end
end
end -- if-else: bus transfer 1:1 or 1:many
end
end -- for each inventory lane
superBus.startIdx = superBus.startIdx + 1 --offset into outbusObjectArray alternating left/right
end -- if bus-to-bus transfer
end -- if-else: instruction type
end
return (action_count == 0)
end
script.on_event(defines.events.on_tick, function(e)
-- for each superbus
for index,superBus in pairs(global.all_superbusses) do
local instructions = getSuperbusTransferInstructions(superBus)
runSuperbusTransferInstructions(superBus, instructions)
end
end)
|
---@class RDSSpecificProfession : zombie.randomizedWorld.randomizedDeadSurvivor.RDSSpecificProfession
---@field private specificProfessionDistribution ArrayList|Unknown
RDSSpecificProfession = {}
---@public
---@param arg0 BuildingDef
---@return void
function RDSSpecificProfession:randomizeDeadSurvivor(arg0) end
|
local canvas = require("hs.canvas")
local screen = require("hs.screen")
local module = {}
local cos = {}
local sin = {}
for i = 0, 360, 0.5 do
sin[i] = math.sin(math.rad(i))
cos[i] = math.cos(math.rad(i))
end
local rehoboam = nil
module.undraw = function()
if rehoboam then
rehoboam:delete()
rehoboam = nil
end
end
module.draw = function(radius)
local ff = screen.mainScreen():fullFrame()
radius = radius or (ff.h / 2)
local ss = radius * 0.15
radius = radius - ss
if not rehoboam then
local side = 2 * (radius + ss)
rehoboam = canvas.new{
x = ff.x + (ff.w - side) / 2,
y = ff.y + (ff.h - side) / 2,
w = side,
h = side,
}:show()
rehoboam[#rehoboam + 1] = {
id = "background",
type = "rectangle",
action = "fill",
fillColor = { white = 1 },
}
local offset = side / 2
local segments = {}
for i = 0, 359, 1 do
local len = radius + math.random() * ss
table.insert(segments, { x = offset + sin[i] * radius, y = offset + cos[i] * radius })
table.insert(segments, { x = offset + sin[i + 0.5] * len, y = offset + cos[i + 0.5] * len })
end
rehoboam[#rehoboam + 1] = {
id = "status",
type = "segments",
action = "strokeAndFill",
strokeColor = { white = 0.25 },
fillColor = { white = 0.25 },
coordinates = segments,
closed = true,
}
rehoboam[#rehoboam + 1] = {
id = "center",
type = "circle",
action = "fill",
radius = radius,
fillColor = { white = 1 },
}
local routine
routine = coroutine.wrap(function()
while rehoboam do
local segments = {}
for i = 0, 359, 1 do
local len = radius + math.random() * ss
table.insert(segments, { x = offset + sin[i] * radius, y = offset + cos[i] * radius })
table.insert(segments, { x = offset + sin[i + 0.5] * len, y = offset + cos[i + 0.5] * len })
end
rehoboam["status"].coordinates = segments
coroutine.applicationYield()
end
routine = nil
end)
routine()
end
end
return module
|
require 'class'
local json = require 'lunajson'
local Stat = torch.class('Stat')
function Stat:__init(labelSize, batchSize, maxSeq)
self.labelSize = labelSize
self.batchSize = batchSize
self.maxSeq = maxSeq
-- init confusion matrix (correct label (size) * predict label (size))
self.confus = self:initMat(labelSize, labelSize)
end
function Stat:initMat(height, width)
local mat = {}
for h = 1, height do
mat[h] = {}
for w = 1, width do
mat[h][w] = 0
end
end
return mat
end
function Stat:updateStat(outputs, targets)
-- calculate one sequence by one sequence
for o = 1, #outputs do
local _, indices = torch.max(outputs[o], 2)
for b = 1, self.batchSize do
local right, pred = targets[o][b], indices[b][1]
-- update confusion matrix
self.confus[right][pred] = self.confus[right][pred] + 1
end
end
end
function Stat:sum(list, length)
local result = 0
-- ignore null label in sum
for i = 1, length do
result = result + list[i]
end
return result
end
-- calculate per label stat
function Stat:calPerLabel()
local right, count = {}, {}
-- iterate for all label
for l = 1, self.labelSize do
right[l] = self.confus[l][l]
count[l] = self:sum(self.confus[l], #self.confus[l])
end
return right, count
end
-- print matrix
function Stat:printMat(str, right, count, matRight, matCount)
for l = 1, #right do
if count[l] > 0 then
local accLine = right[l] * 100 / count[l]
io.write(string.format(' %s %02d: %02.0f [', str, l, accLine))
for ll = 1, #matRight[1] do
-- print each element depends on the type and value
if type(matCount[l]) == 'number' and matCount[l] > 0 then
local acc = matRight[l][ll] * 100 / matCount[l]
io.write(string.format(' %02.0f ', acc))
else
io.write(' -- ')
end
end
io.write(']\n')
else
io.write(string.format(' %s %02d: --\n', str, l))
end
end
end
function Stat:print(type)
local right, count = self:calPerLabel()
-- calculate sum of label
local accEpoch = self:sum(right, #right - 1) / self:sum(count, #count - 1)
io.write(string.format('[%s] accuracy %f\n', type, accEpoch))
-- print per label and confusion matrix
self:printMat('label', right, count, self.confus, count)
-- return accuracy for lr update
return accEpoch
end
|
type array = { any }
local function copy(tbl: array, deep: boolean?): array
if not deep then
return table.move(tbl, 1, #tbl, 1, table.create(#tbl))
end
local new = table.create(#tbl)
for index, value in ipairs(tbl) do
if typeof(value) == "table" then
new[index] = copy(value, true)
else
new[index] = value
end
end
return new
end
return copy
|
local tasks = require'tasks'
local screenWidth = 640
local screenHeight = 480
local bumperSpeed = 400
local bumperWidth = 15
local bumperHeight = 80
local bumper1X = bumperWidth
local bumper1Y = (screenHeight - bumperHeight) / 2
local bumper2X = screenWidth - 2 * bumperWidth
local bumper2Y = bumper1Y
local ballSpeed = 250
local ballSize = 20
local ballXInitial = (screenWidth - ballSize) / 2
local ballYInitial = (screenHeight - ballSize) / 2
local ballX = ballXInitial
local ballY = ballYInitial
local ballXSpeed = ballSpeed
local ballYSpeed = 0
local matchLen = 180 -- Seconds
local clockText = ''
function didColideX()
if ballY + ballSize>= bumper1Y and ballY <= bumper1Y + bumperHeight and
ballX <= bumper1X + bumperWidth and ballXSpeed < 0 then
return true
end
if ballY + ballSize >= bumper2Y and ballY <= bumper2Y + bumperHeight and
ballX + ballSize >= bumper2X and ballXSpeed > 0 then
return true
end
return false
end
function didColideY()
return (ballY <= 0 and ballYSpeed < 0) or
(ballY + ballSize >= screenHeight and ballYSpeed > 0)
end
function setBallDirection()
local bumperY = ballX < screenWidth / 2 and bumper1Y or bumper2Y
local top = math.max(ballY, bumperY)
local distCenter = 2 * math.abs(bumperY + bumperHeight / 2 - top) / bumperHeight
local dirY = top < bumperY + bumperHeight / 2 and -1 or 1
ballYSpeed = distCenter * ballSpeed * dirY
end
function bumperTaskFactory(key_up, key_down, bumper)
tasks.task_t:new(function()
while true do
local up_event -- Evento de soltura da tecla
local speed -- Velovidade e direção do movimento
tasks.par_or( -- Aguarda uma tecla ser pressionada
function()
tasks.await(key_up .. '_down')
up_event = key_up .. '_up'
speed = -bumperSpeed
end,
function()
tasks.await(key_down .. '_down')
up_event = key_down .. '_up'
speed = bumperSpeed
end
)()
tasks.par_or( -- Movimenta o rebatedor
function()
tasks.await(up_event)
end,
function()
while true do
local dt = tasks.await('update')
if bumper == 1 then
bumper1Y = math.max(0, math.min(screenHeight - bumperHeight,
bumper1Y + speed * dt))
else
bumper2Y = math.max(0, math.min(screenHeight - bumperHeight,
bumper2Y + speed * dt))
end
end
end
)()
end
end)(true, true)
end
function startBumper1Task()
tasks.task_t:new(function()
while true do
tasks.par_or( -- Espera 'w_down' e 's_down' simultaneamente
function()
tasks.await('w_down')
tasks.par_or(
function()
while true do
local dt = tasks.await('update')
bumper1Y = math.max(0, bumper1Y - bumperSpeed * dt)
end
end,
function()
tasks.await('w_up')
-- Volta a esperar o início do movimento
tasks.emit('bumper1_done')
end
)(true, true) -- Inicia esse par_or sem bloquear a tarefa e não
-- termina quando ela terminar
-- A tarefa termina imediatamente após iniciar o par_or,
-- terminando o par_or mais externo (mas não o interno)
end,
function()
tasks.await('s_down')
tasks.par_or(
function()
while true do
local dt = tasks.await('update')
bumper1Y = math.min(screenHeight - bumperHeight,
bumper1Y + bumperSpeed * dt)
end
end,
function()
tasks.await('s_up')
tasks.emit('bumper1_done')
end
)(true, true) -- Inicia esse par_or sem bloquear a tarefa e não
-- termina quando ela terminar
-- A tarefa termina imediatamente após iniciar o par_or,
-- terminando o par_or mais externo (mas não o interno)
end
)()
-- A atualização da posição executa como uma tarefa independente
-- Espera ela terminar antes de permitir iniciar o movimento novamente
tasks.await('bumper1_done')
end
end)(true, true)
end
function startBumper2Task()
tasks.task_t:new(function()
while true do
tasks.par_or( -- Espera 'w_down' e 's_down' simultaneamente
function()
tasks.await('up_down')
tasks.par_or(
function()
while true do
local dt = tasks.await('update')
bumper2Y = math.max(0, bumper2Y - bumperSpeed * dt)
end
end,
function()
tasks.await('up_up')
-- Volta a esperar o início do movimento
tasks.emit('bumper2_done')
end
)(true, true) -- Inicia esse par_or sem bloquear a tarefa e não
-- termina quando ela terminar
-- A tarefa termina imediatamente após iniciar o par_or,
-- terminando o par_or mais externo (mas não o interno)
end,
function()
tasks.await('down_down')
tasks.par_or(
function()
while true do
local dt = tasks.await('update')
bumper2Y = math.min(screenHeight - bumperHeight,
bumper2Y + bumperSpeed * dt)
end
end,
function()
tasks.await('down_up')
tasks.emit('bumper2_done')
end
)(true, true) -- Inicia esse par_or sem bloquear a tarefa e não
-- termina quando ela terminar
-- A tarefa termina imediatamente após iniciar o par_or,
-- terminando o par_or mais externo (mas não o interno)
end
)()
-- A atualização da posição executa como uma tarefa independente
-- Espera ela terminar antes de permitir iniciar o movimento novamente
tasks.await('bumper2_done')
end
end)(true, true)
end
function startBallTask()
local function update_ball_pos()
while true do
local dt = tasks.await('update')
-- Calcula o deslocamento da bola a cada dt segundos
ballX = ballX + ballXSpeed * dt
ballY = ballY + ballYSpeed * dt
if didColideX() then
-- Colisão com rebatedor -> calcula nova velocidade em Y
ballXSpeed = -ballXSpeed
setBallDirection()
end
if didColideY() then
-- Colisão com a borda superior / inferior
ballYSpeed = -ballYSpeed
end
if ballX > screenWidth - ballSize or
ballX < 0 then
-- Colisão com a borda direita / esquerda -> ponto
print('score')
ballX = ballXInitial
ballY = ballYInitial
ballYSpeed = 0
end
end
end
tasks.par_or(
update_ball_pos,
function()
-- Para a bola quando acabar o tempo da partida
tasks.await_ms(matchLen * 1000)
clockText = '00:00'
end,
function()
-- Atualiza o relógio na tela uma vez por segundo
local time = math.ceil(matchLen - tasks.now_ms() / 1000)
clockText = string.format('%02d:%02d', time / 60, time % 60)
while true do
tasks.await_ms(1000)
time = math.ceil(matchLen - tasks.now_ms() / 1000)
clockText = string.format('%02d:%02d', time / 60, time % 60)
end
end
)(true, true)
end
function love.load()
love.window.setMode(screenWidth, screenHeight)
love.graphics.setFont(love.graphics.newFont(18))
love.graphics.setColor(1, 1, 1)
bumperTaskFactory('w', 's', 1)
bumperTaskFactory('up', 'down', 2)
--startBumper1Task()
--startBumper2Task()
startBallTask()
end
function love.keypressed(key, scancode, isrepeat)
tasks.emit(key .. '_down')
end
function love.keyreleased(key)
tasks.emit(key .. '_up')
end
function love.update(dt)
tasks.emit('update', dt)
tasks.update_time(dt * 1000)
end
function love.draw()
love.graphics.print(clockText, 280, 10)
love.graphics.rectangle('fill', ballX, ballY, ballSize, ballSize)
love.graphics.rectangle('fill', bumper1X, bumper1Y, bumperWidth, bumperHeight)
love.graphics.rectangle('fill', bumper2X, bumper2Y, bumperWidth, bumperHeight)
end
|
function createATM(thePlayer, commandName)
if (exports.global:isPlayerLeadAdmin(thePlayer)) and ( getElementDimension(thePlayer) > 0 or exports.global:isPlayerScripter(thePlayer) ) then
local dimension = getElementDimension(thePlayer)
local interior = getElementInterior(thePlayer)
local x, y, z = getElementPosition(thePlayer)
local rotation = getPedRotation(thePlayer)
z = z - 0.3
local id = mysql:query_insert_free("INSERT INTO atms SET x='" .. x .. "', y='" .. y .. "', z='" .. z .. "', dimension='" .. dimension .. "', interior='" .. interior .. "', rotation='" .. rotation .. "',`limit`=5000")
if (id) then
local object = createObject(2942, x, y, z, 0, 0, rotation-180)
exports.pool:allocateElement(object)
setElementDimension(object, dimension)
setElementInterior(object, interior)
setElementData(object, "depositable", 0, false)
setElementData(object, "limit", 5000, false)
local px = x + math.sin(math.rad(-rotation)) * 0.8
local py = y + math.cos(math.rad(-rotation)) * 0.8
local pz = z
setElementData(object, "dbid", id, false)
x = x + ((math.cos(math.rad(rotation)))*5)
y = y + ((math.sin(math.rad(rotation)))*5)
setElementPosition(thePlayer, x, y, z)
outputChatBox("ATM created with ID #" .. id .. "!", thePlayer, 0, 255, 0)
else
outputChatBox("There was an error while creating an ATM. Try again.", thePlayer, 255, 0, 0)
end
end
end
addCommandHandler("addatm", createATM, false, false)
function loadAllATMs()
local result = mysql:query("SELECT id, x, y, z, rotation, dimension, interior, deposit, `limit` FROM atms")
local counter = 0
if (result) then
local continue = true
while continue do
local row = mysql:fetch_assoc(result)
if not row then break end
local id = tonumber(row["id"])
local x = tonumber(row["x"])
local y = tonumber(row["y"])
local z = tonumber(row["z"])
local rotation = tonumber(row["rotation"])
local dimension = tonumber(row["dimension"])
local interior = tonumber(row["interior"])
local deposit = tonumber(row["deposit"])
local limit = tonumber(row["limit"])
local object = createObject(2942, x, y, z, 0, 0, rotation-180)
exports.pool:allocateElement(object)
setElementDimension(object, dimension)
setElementInterior(object, interior)
setElementData(object, "depositable", deposit, false)
setElementData(object, "limit", limit, false)
local px = x + math.sin(math.rad(-rotation)) * 0.8
local py = y + math.cos(math.rad(-rotation)) * 0.8
local pz = z
setElementData(object, "dbid", id, false)
counter = counter + 1
end
mysql:free_result(result)
end
end
addEventHandler("onResourceStart", getResourceRootElement(), loadAllATMs)
function deleteATM(thePlayer, commandName, id)
if (exports.global:isPlayerLeadAdmin(thePlayer)) then
if not (id) then
outputChatBox("SYNTAX: /" .. commandName .. " [ID]", thePlayer, 255, 194, 14)
else
id = tonumber(id)
local counter = 0
local objects = getElementsByType("object", getResourceRootElement())
for k, theObject in ipairs(objects) do
local objectID = getElementData(theObject, "dbid")
if (objectID==id) then
destroyElement(theObject)
counter = counter + 1
end
end
if (counter>0) then -- ID Exists
local query = mysql:query_free("DELETE FROM atms WHERE id='" .. id .. "'")
outputChatBox("ATM #" .. id .. " Deleted!", thePlayer, 0, 255, 0)
exports.irc:sendMessage(getPlayerName(thePlayer) .. " deleted ATM #" .. id .. ".")
else
outputChatBox("ATM ID does not exist!", thePlayer, 255, 0, 0)
end
end
end
end
addCommandHandler("delatm", deleteATM, false, false)
function getNearbyATMs(thePlayer, commandName)
if (exports.global:isPlayerAdmin(thePlayer)) then
local posX, posY, posZ = getElementPosition(thePlayer)
outputChatBox("Nearby ATMs:", thePlayer, 255, 126, 0)
local count = 0
for k, theObject in ipairs(getElementsByType("object", getResourceRootElement())) do
local x, y, z = getElementPosition(theObject)
local distance = getDistanceBetweenPoints3D(posX, posY, posZ, x, y, z)
if (distance<=10) then
local dbid = getElementData(theObject, "dbid")
outputChatBox(" ATM with ID " .. dbid .. ".", thePlayer)
count = count + 1
end
end
if (count==0) then
outputChatBox(" None.", thePlayer, 255, 126, 0)
end
end
end
addCommandHandler("nearbyatms", getNearbyATMs, false, false)
function showATMInterface(atm)
local faction_id = tonumber( getElementData(source, "faction") )
local faction_leader = tonumber( getElementData(source, "factionleader") )
local isInFaction = false
local isFactionLeader = false
if faction_id and faction_id > 0 then
isInFaction = true
if faction_leader == 1 then
isFactionLeader = true
end
end
local faction = getPlayerTeam(source)
local money = exports.global:getMoney(faction)
local depositable = getElementData(atm, "depositable")
local deposit = false
if (depositable == 1) then
deposit = true
end
local limit = getElementData(atm, "limit")
triggerClientEvent(source, "showBankUI", atm, isInFaction, isFactionLeader, money, deposit, limit)
end
addEvent( "requestATMInterface", true )
addEventHandler( "requestATMInterface", getRootElement(), showATMInterface )
|
local ffi = require("ffi")
ffi.cdef[[
typedef void (*xmlValidityErrorFunc) (void *ctx,
const char *msg,
...);
typedef void (*xmlValidityWarningFunc) (void *ctx,
const char *msg,
...);
typedef struct _xmlValidState xmlValidState;
typedef struct _xmlValidCtxt xmlValidCtxt;
struct _xmlValidCtxt {
void *userData; /* user specific data block */
xmlValidityErrorFunc error; /* the callback in case of errors */
xmlValidityWarningFunc warning; /* the callback in case of warning */
/* Node analysis stack used when validating within entities */
xmlNodePtr node; /* Current parsed Node */
int nodeNr; /* Depth of the parsing stack */
int nodeMax; /* Max depth of the parsing stack */
xmlNodePtr *nodeTab; /* array of nodes */
unsigned int finishDtd; /* finished validating the Dtd ? */
xmlDocPtr doc; /* the document */
int valid; /* temporary validity check result */
/* state state used for non-determinist content validation */
xmlValidState *vstate; /* current state */
int vstateNr; /* Depth of the validation stack */
int vstateMax; /* Max depth of the validation stack */
xmlValidState *vstateTab; /* array of validation states */
void *am;
void *state;
};
]]
|
local ffi = require("ffi")
ffi.cdef([[
int getpid();
]])
local helper = {}
function helper.getProcessId()
return ffi.C.getpid()
end
return helper
|
local obj = {}
obj._box = nil
-- Show a message in oncscree textbox
function obj:show(message, pos)
if obj._box ~= nil then
obj._box:delete()
end
if pos == nil then
local res = hs.window.focusedWindow():screen():frame()
pos = {
x = 50,
y = res.h - 300,
w = res.w - 100,
h = 150,
}
end
obj._box = hs.canvas.new(pos)
obj._box:appendElements({
type = "rectangle",
fillColor = { white = 0.125, alpha = 0.8 },
strokeColor = { white = 0.625, alpha = 0.8 },
strokeWidth = 1,
roundedRectRadii = { xRadius = 10, yRadius = 10 },
})
obj._box:appendElements({
type = "text",
text = message,
textSize = 120,
textAlignment = "center",
})
obj._box:show()
end
-- Hide textbox
function obj:hide()
if obj._box ~= nil then
obj._box:delete()
obj._box = nil
end
end
return obj
|
local i18n = require 'i18n'
local fun = require 'lib.fun'
local Codes = {
const = {
attribute = {
EARTH = 0x1,
WATER = 0x2,
FIRE = 0x4,
WIND = 0x8,
LIGHT = 0x10,
DARK = 0x20,
DIVINE = 0x40,
ALL = 0x7F
},
race = {
WARRIOR = 0x1,
SPELLCASTER = 0x2,
FAIRY = 0x4,
FIEND = 0x8,
ZOMBIE = 0x10,
MACHINE = 0x20,
AQUA = 0x40,
PYRO = 0x80,
ROCK = 0x100,
WINGED_BEAST = 0x200,
PLANT = 0x400,
INSECT = 0x800,
THUNDER = 0x1000,
DRAGON = 0x2000,
BEAST = 0x4000,
BEAST_WARRIOR = 0x8000,
DINOSAUR = 0x10000,
FISH = 0x20000,
SEA_SERPENT = 0x40000,
REPTILE = 0x80000,
PSYCHIC = 0x100000,
DIVINE_BEAST = 0x200000,
CREATOR_GOD = 0x400000,
WYRM = 0x800000,
CYBERSE = 0x1000000,
ALL = 0x1FFFFFF
},
type = {
MONSTER = 0x1,
SPELL = 0x2,
TRAP = 0x4,
NORMAL = 0x10,
EFFECT = 0x20,
FUSION = 0x40,
RITUAL = 0x80,
SPIRIT = 0x200,
UNION = 0x400,
GEMINI = 0x800,
TUNER = 0x1000,
SYNCHRO = 0x2000,
TOKEN = 0x4000,
QUICKPLAY = 0x10000,
CONTINUOUS = 0x20000,
EQUIP = 0x40000,
FIELD = 0x80000,
COUNTER = 0x100000,
FLIP = 0x200000,
TOON = 0x400000,
XYZ = 0x800000,
PENDULUM = 0x1000000,
NOMI = 0x2000000,
LINK = 0x4000000
},
link = {
TOP_LEFT = 0x040,
TOP = 0x080,
TOP_RIGHT = 0x100,
LEFT = 0x008,
RIGHT = 0x020,
BOTTOM_LEFT = 0x001,
BOTTOM = 0x002,
BOTTOM_RIGHT = 0x004,
ALL = 0x1EF
},
ot = {
OCG = 0x1,
TCG = 0x2,
ANIME = 0x4,
ILLEGAL = 0x8,
VIDEOGAME = 0x10,
VG = 0x10,
CUSTOM = 0x20,
SPEED = 0x40,
PRE_RELEASE = 0x100,
RUSH = 0x200,
LEGEND = 0x400,
HIDDEN = 0x1000
},
category = {
DESTROY_MONSTER = 0x1,
DESTROY_ST = 0x2,
DESTROY_DECK = 0x4,
DESTROY_HAND = 0x8,
SEND_TO_GY = 0x10,
SEND_TO_HAND = 0x20,
SEND_TO_DECK = 0x40,
BANISH = 0x80,
DRAW = 0x100,
SEARCH = 0x200,
CHANGE_ATK_DEF = 0x400,
CHANGE_LEVEL_RANK = 0x800,
POSITION = 0x1000,
PIERCING = 0x2000,
DIRECT_ATTACK = 0x4000,
MULTI_ATTACK = 0x8000,
NEGATE_ACTIVATION = 0x10000,
NEGATE_EFFECT = 0x20000,
DAMAGE_LP = 0x40000,
RECOVER_LP = 0x80000,
SPECIAL_SUMMON = 0x100000,
NON_EFFECT_RELATED = 0x200000,
TOKEN_RELATED = 0x400000,
FUSION_RELATED = 0x800000,
RITUAL_RELATED = 0x1000000,
SYNCHRO_RELATED = 0x2000000,
XYZ_RELATED = 0x4000000,
LINK_RELATED = 0x8000000,
COUNTER_RELATED = 0x10000000,
GAMBLE = 0x20000000,
CONTROL = 0x40000000,
MOVE_ZONES = 0x80000000
}
}
}
local normalize = function(s) return s:gsub('[-_]', ''):lower() end
local rev_index = fun.iter(Codes.const):map(function(k, group)
return k, fun.iter(group):map(function(k, v) return v, k end):tomap()
end):tomap()
local norm_index = fun.iter(Codes.const):map(function(k, group)
return k, fun.iter(group):map(function(k, v) return normalize(k), v end):tomap()
end):tomap()
--- @alias CodeGroupKey "'attribute'"|"'category'"|"'link'"|"'ot'"|"'race'"|"'type'"
--- Returns internationalized string from a `code`. Additional sub keys
--- can be specified after `code` with `sub`.
--- E.g. if locale is `en`, `Codes.i18n('type', 0x10)` -> `'Normal'`,
--- `Codes.i18n('type', 0x2, 'attribute'')` -> `'SPELL'`
--- @param group_key CodeGroupKey
--- @param code number
--- @param sub? string
--- @return string|nil
function Codes.i18n(group_key, code, sub)
local group = rev_index[group_key]
if not group then return end
local partial_key = group[code]
if not partial_key then return end
sub = sub and '.' .. sub or ''
return i18n('codes.' .. group_key .. '.' .. partial_key .. sub)
end
--- Combines keys from a group into a single value, doing a
--- bitwise or among them.
--- @param group_key CodeGroupKey
--- @param keys string
--- @return number
function Codes.combine(group_key, keys)
local group = norm_index[group_key]
if not group then return 0 end
return fun.iter(keys:gmatch '[%a-_]+'):map(normalize):reduce(0, function(c, key)
return bit.bor(c, group[key] or 0)
end)
end
return Codes
|
local skynet = require "skynet"
local sprotoloader = require "sprotoloader"
local sprotoparser = require("sprotoparser")
local socket = require "skynet.socket"
local boylib = require("boylib")
local function readCrc32(crc32Str)
local b = crc32Str
local byte=string.byte
local ret = byte(b,4) | byte(b,3)<<8 | byte(b,2)<<16 | byte(b,1)<<24
return ret
end
local function accept(s, fd, addr)
local msg,len = skynet.call(s, "lua", fd, addr)
return msg,len
end
local port=...
port = tonumber(port)
local function loginCmd(fd,addr,cmdBinStr)
local sp = sprotoloader.load(1)
local cmdvo = sp:pdecode("Cmd",cmdBinStr)
print("rec cmd",fd,addr)
local utilsFunc = require("utils/utilsFunc")
utilsFunc.printTable(cmdvo)
local cmd_login= require("game.cmd.cmd_login")
local cmdLuaTable = cmd_login.recCmd(cmdvo)
local cmdconst = require("game.cmd.cmdconst")
local cmdStrcutName = cmdconst.getStructName(cmdvo.cmd)
print("send cmd",cmdStrcutName,":")
utilsFunc.printTable(cmdLuaTable)
local msg = sp:pencode(cmdStrcutName,cmdLuaTable)
return msg
end
skynet.start(function()
skynet.error("logind2 server start")
local cmd = require("game.cmd.cmdstruct")
sprotoloader.save(sprotoparser.parse(cmd), 1)
local instance = 8
local host = "0.0.0.0"
local port = port
local slave = {}
local balance = 1
local id = socket.listen(host, port)
socket.start(id , function(fd, addr)
skynet.error(string.format("connect from %s (fd = %d)", addr, fd))
socket.start(fd)
socket.limit(fd,1024)
local cmdBinStr = socket.readline(fd,"\r\n")
local c_crc32 = socket.readline(fd,"\r\n")
local s_crc32 = boylib.crc32(cmdBinStr)
local c_crc32int = readCrc32(c_crc32)
local s_crc32int = readCrc32(s_crc32)
local msg,len= "unVaild data",14
if c_crc32int == s_crc32int then
msg = loginCmd(fd,add,cmdBinStr)
end
socket.write(fd,msg)
--如果要增加较验,可以在下一行增加一个较验数
--BTODO 有空再加
socket.abandon(fd) -- never raise error here
socket.close_fd(fd)
end)
end)
--skynet.start(function()
--skynet.error("logind2 server start")
--local cmd = require("game.cmd.cmdstruct")
--sprotoloader.save(sprotoparser.parse(cmd), 1)
--local instance = 8
--local host = "0.0.0.0"
--local port = port
--local slave = {}
--local balance = 1
--for i=1,instance do
--table.insert(slave, skynet.newservice("login/loginblanced"))
--end
--local id = socket.listen(host, port)
--socket.start(id , function(fd, addr)
--local s = slave[balance]
--balance = balance + 1
--if balance > #slave then balance = 1 end
--local msg,len = skynet.call(s, "lua", fd, addr)
----local ok,err = pcall(accept,s, fd, addr)
----if not ok then
----if err ~= socket_error then
----skynet.error(string.format("invalid client (fd = %d) error = %s", fd, err))
----end
----end
--socket.close_fd(fd)
--end)
--end)
|
---
--- Generated by EmmyLua(https://github.com/EmmyLua)
--- Created by xuanc.
--- DateTime: 2020/2/1 下午3:32
--- Description: 推送任务
---
-- function: log
local function log(str)
redis.log(redis.LOG_VERBOSE, '[LUA] ' .. str);
end
-- function: string split
local function split(str, reps)
local resultStrList = {}
string.gsub(str, '[^' .. reps .. ']+',
function(w)
table.insert(resultStrList, w);
end
)
return resultStrList;
end
-- define
local waitingKey = KEYS[1]
local consumingKeyPrefix = KEYS[2]
local maxScore = ARGV[1]
local minScore = ARGV[2]
log("EVAL lua [pushTask] ---------------------------------")
log("keys: " .. waitingKey .. ", " .. consumingKeyPrefix);
log(string.format("minScore: %s, maxScore: %s", minScore, maxScore));
local status, type = next(redis.call('TYPE', waitingKey))
log("status: " .. status .. ", type: " .. type);
if status ~= nil and status == 'ok' then
if type == 'zset' then
-- get values
local list = redis.call('ZRANGEBYSCORE', waitingKey, minScore, maxScore)
if list ~= nil and #list > 0 then
log("list length: " .. #list);
for _, v in ipairs(list) do
local item = split(v, ':');
local topic = item[1];
local taskId = item[2];
local consumingKey = consumingKeyPrefix .. ':' .. topic;
redis.call('RPUSH', consumingKey, taskId);
log('~ add value ' .. taskId .. ' in key ' .. consumingKey);
end
-- 从等待队列中删除
redis.call('ZREM', waitingKey, unpack(list))
log('delete list on waiting key');
end
end
end
return nil;
|
---
--- Generated by MLN Team (http://www.immomo.com)
--- Created by MLN Team.
--- DateTime: 2019-09-05 12:05
---
local _class = {
_name = 'HomeCommonCell',
_version = '1.0'
}
---@public
function _class:new()
local o = {}
setmetatable(o, { __index = self })
return o
end
---@public
function _class:contentView()
self:setupCellContentView()
self:setupViewPagerForCell()
self:setupDetailDescViewForCell()
self:setupInteractionViewsForCell()
return self.cellContentView
end
---更新关注按钮
---@public
function _class:updateFollowLabel(show, text)
self.followLabel:hidden(not show)
self.followLabel:text(text or "+关注")
end
---更新cell内容展示
---@param item Map 数据
---@public
function _class:updateCellContentWithItem(item)
self.nameLabel:text(item:get("sellernick")) --名字
self.avatarView:image(item:get("itempic")) --头像
self.cellItems:insert(1, item:get("itempic")) --图片
self.cellItems:insert(1, item:get("taobao_image")) --图片
local count = self.cellItems:size()
if count > 10 then
--设置cell上的图片滑动展示数量最多10个
self.cellItems:removeObjectsAtRange(10, count)
end
self.viewPager:reloadData()
self.descLabel:text(item:get("itemdesc")) --简介
self.detailImageView:image(item:get("itempic")) --小图片
self.detailSubTitleLabel:text(item:get("itemshorttitle")) --副标题
self.detailCountLabel:text(string.format("%d篇内容>", item:get("couponmoney"))) --内容数量
self.likeCountLabel:text(item:get("itemsale")) --点赞数量
self.commentCountLabel:text(item:get("general_index")) --评论数量
end
---@private
function _class:setupCellContentView()
local cellContentView = LinearLayout(LinearType.VERTICAL)
:width(MeasurementType.MATCH_PARENT):height(MeasurementType.WRAP_CONTENT)
self.cellContentView = cellContentView
--layout
local personInfoView = LinearLayout(LinearType.HORIZONTAL)
personInfoView:width(MeasurementType.MATCH_PARENT):height(MeasurementType.WRAP_CONTENT)
:marginTop(12):marginBottom(12):marginLeft(12):marginRight(12)
cellContentView:addView(personInfoView)
self.personInfoView = personInfoView
--头像
local avatarView = ImageView()
avatarView:width(35):height(35):setGravity(Gravity.CENTER_VERTICAL)
:cornerRadius(18)
avatarView:bgColor(ColorConstants.LightGray)--ok
avatarView:contentMode(ContentMode.SCALE_ASPECT_FILL)
personInfoView:addView(avatarView)
self.avatarView = avatarView
--名字
local nameLabel = Label()
nameLabel:height(MeasurementType.WRAP_CONTENT):width(MeasurementType.MATCH_PARENT):setGravity(Gravity.CENTER_VERTICAL):marginLeft(8)
nameLabel:fontSize(14):textAlign(TextAlign.LEFT)
personInfoView:addView(nameLabel)
self.nameLabel = nameLabel
--关注按钮
local followLabel = Label()
followLabel:priority(1):width(55):height(30)
:cornerRadius(3):borderWidth(1):borderColor(Color(200, 200, 200))
followLabel:text("+关注"):textAlign(TextAlign.CENTER):fontSize(13):textColor(ColorConstants.Black)
followLabel:onClick(function()
if self.followLabel:text() == "+关注" then
self.followLabel:text("已关注")
else
self.followLabel:text("+关注")
end
end)
self.followLabel = followLabel
personInfoView:addView(followLabel)
end
---@private
function _class:setupViewPagerForCell()
self.cellItems = Array()
--配置cell图片数据
self.adapter = ViewPagerAdapter()
self.adapter:getCount(function(_)
return self.cellItems:size()
end)
self.adapter:initCell(function(cell, _)
cell.imageView = ImageView()
cell.imageView:contentMode(ContentMode.SCALE_ASPECT_FIT)
cell.imageView:height(MeasurementType.MATCH_PARENT):width(MeasurementType.MATCH_PARENT)
cell.contentView:addView(cell.imageView)
end)
self.adapter:fillCellData(function(cell, row)
local item = self.cellItems:get(row)
cell.imageView:image(item)
end)
--让cell上的图片支持滑动
self.viewPager = ViewPager()
:setPreRenderCount(1)
self.viewPager:width(MeasurementType.MATCH_PARENT):height(350)
self.viewPager:adapter(self.adapter)
self.cellContentView:addView(self.viewPager)
end
---@private
function _class:setupDetailDescViewForCell()
self.descLabel = Label()
self.descLabel:marginLeft(10):marginRight(10):marginTop(10):height(MeasurementType.WRAP_CONTENT):width(MeasurementType.MATCH_PARENT)
self.descLabel:fontSize(15):textAlign(TextAlign.LEFT):lines(3)
self.cellContentView:addView(self.descLabel)
local detailViewHeight = 50
local detailLayout = LinearLayout(LinearType.HORIZONTAL):marginTop(10):marginLeft(10):marginRight(10):height(detailViewHeight):width(MeasurementType.MATCH_PARENT)
detailLayout:cornerRadius(3)
detailLayout:bgColor(ColorConstants.LightGray)--OK
detailLayout:onClick(function()
Toast("灵感集里还有更多内容哦", 1)
end)
self.detailLayout = detailLayout
local detailImageView = ImageView():width(detailViewHeight):height(detailViewHeight):setGravity(Gravity.CENTER_VERTICAL)
detailImageView:contentMode(ContentMode.SCALE_ASPECT_FILL)
self.detailImageView = detailImageView
--布局label
local labelLayout = LinearLayout(LinearType.VERTICAL):marginLeft(10):marginTop(10):width(MeasurementType.WRAP_CONTENT):height(MeasurementType.WRAP_CONTENT)
self.labelLayout = labelLayout
local detailTitleLabel = Label():height(MeasurementType.WRAP_CONTENT):width(MeasurementType.WRAP_CONTENT)
detailTitleLabel:text("来自灵感集"):fontSize(12):textAlign(TextAlign.LEFT):lines(1)
labelLayout:addView(detailTitleLabel)
self.detailTitleLabel = detailTitleLabel
--布局居右显示label
local rightLayout = LinearLayout(LinearType.HORIZONTAL):width(MeasurementType.MATCH_PARENT):setGravity(Gravity.CENTER):marginRight(0)
self.rightLayout = rightLayout
local placeholderLayout = Label():height(26):width(MeasurementType.MATCH_PARENT):setGravity(Gravity.CENTER):marginLeft(0):marginRight(0)
self.placeholderLayout = placeholderLayout
rightLayout:addView(placeholderLayout)
local detailCountLabelWidth = 85
local detailCountLabel = Label():marginLeft(-detailCountLabelWidth):height(26):width(detailCountLabelWidth):setGravity(Gravity.CENTER)
detailCountLabel:bgColor(Color(210, 210, 210, 1))--ok
detailCountLabel:cornerRadius(detailCountLabel:height() / 2)
detailCountLabel:fontSize(12):textAlign(TextAlign.CENTER):lines(1):textColor(ColorConstants.White)
self.detailCountLabel = detailCountLabel
rightLayout:addView(detailCountLabel)
--副标题
local detailSubTitleLabel = Label():marginTop(5):marginRight(detailCountLabel:width()):height(MeasurementType.WRAP_CONTENT):width(MeasurementType.WRAP_CONTENT)
detailSubTitleLabel:fontSize(13):textAlign(TextAlign.LEFT):lines(1):setTextFontStyle(FontStyle.BOLD)
labelLayout:addView(detailSubTitleLabel)
self.detailSubTitleLabel = detailSubTitleLabel
--添加显示
detailLayout:addView(detailImageView)
detailLayout:addView(labelLayout)
detailLayout:addView(rightLayout)
self.cellContentView:addView(detailLayout)
end
---@private
function _class:setupInteractionViewsForCell()
local height = 50
local interactionLayout = LinearLayout(LinearType.HORIZONTAL):marginTop(10):marginLeft(10):marginRight(10):height(height):width(MeasurementType.MATCH_PARENT)
self.interactionLayout = interactionLayout
self.cellContentView:addView(interactionLayout)
--分享
local shareView = ImageView():height(25):width(25):setGravity(Gravity.CENTER_VERTICAL)
shareView:image("share")
shareView:onClick(function()
Toast("可分享到微信朋友圈哦")
end)
self.shareView = shareView
interactionLayout:addView(shareView)
--布局点赞、评论、收藏
local buttonsLayout = LinearLayout(LinearType.HORIZONTAL):height(height):width(MeasurementType.MATCH_PARENT)
self.buttonsLayout = buttonsLayout
interactionLayout:addView(buttonsLayout)
--收藏
local collectButton = ImageView():marginLeft(-30):marginTop(-3):width(30):height(30):setGravity(Gravity.CENTER_VERTICAL)
collectButton:image("https://s.momocdn.com/w/u/others/2019/08/31/1567258988643-collect.png")
collectButton:onClick(function()
self:handleClickCollectEvent()
end)
self.collectButton = collectButton
interactionLayout:addView(collectButton)
--评论数量
local commentCountLabel = Label():marginLeft(-60):marginTop(-8):width(30):height(15):setGravity(Gravity.CENTER)
commentCountLabel:fontSize(11):textColor(ColorConstants.LightBlack)
commentCountLabel:text("5")
self.commentCountLabel = commentCountLabel
interactionLayout:addView(commentCountLabel)
--评论
local messageButton = ImageView():marginLeft(-60):width(25):height(25):setGravity(Gravity.CENTER_VERTICAL)
messageButton:image("https://s.momocdn.com/w/u/others/2019/08/28/1566958902036-comment.png")
messageButton:onClick(function()
Toast("还没有评论,赶快抢个沙发吧")
end)
self.messageButton = messageButton
interactionLayout:addView(messageButton)
--点赞数量
local likeCountLabel = Label():marginLeft(-60):marginTop(-8):width(35):height(15):setGravity(Gravity.CENTER)
likeCountLabel:fontSize(11):textColor(ColorConstants.LightBlack)
likeCountLabel:text("3")
self.likeCountLabel = likeCountLabel
interactionLayout:addView(likeCountLabel)
--点赞
local likeButton = ImageView():marginLeft(-65):width(30):height(25):setGravity(Gravity.CENTER_VERTICAL)
likeButton:image("https://s.momocdn.com/w/u/others/2019/08/31/1567257871136-like.png")
likeButton:onClick(function()
self:handleClickLikeEvent()
end)
self.likeButton = likeButton
interactionLayout:addView(likeButton)
--分割线
local line = View():width(MeasurementType.MATCH_PARENT):height(10)
line:bgColor(ColorConstants.LightGray)--ok
self.line = line
self.cellContentView:addView(line)
end
---点赞事件
---@private
function _class:handleClickLikeEvent()
if self.hasLiked then
self.likeButton:image("https://s.momocdn.com/w/u/others/2019/08/31/1567257871136-like.png")
self.likeCountLabel:text(string.format("%s", (self.likeCountLabel:text() - 1)))
self.hasLiked = false
else
Toast("点赞成功,购物基金+1", 1)
self.likeButton:image("https://s.momocdn.com/w/u/others/2019/08/31/1567257871172-liked.png")
self.likeCountLabel:text(string.format("%s", (self.likeCountLabel:text() + 1)))
self.hasLiked = true
end
self:addScaleAnimation(self.likeButton)
end
---收藏事件
---@private
function _class:handleClickCollectEvent()
if self.hasCollected then
self.collectButton:image("https://s.momocdn.com/w/u/others/2019/08/31/1567258988643-collect.png")
self.hasCollected = false
else
Toast("收藏成功", 1)
self.collectButton:image("https://s.momocdn.com/w/u/others/2019/08/31/1567258988643-collected.png")
self.hasCollected = true
end
self:addScaleAnimation(self.collectButton)
end
---动画
---@private
function _class:addScaleAnimation(view)
local anim = Animation()
anim:setScaleX(0.9, 1):setScaleY(0.9, 1):setDuration(0.2)
anim:start(view)
end
return _class
|
extensions("abcpy/2.1")
help([[
This is the help message for python3 3.7
]])
|
require('lspsaga').init_lsp_saga{
-- default value
use_saga_diagnostic_sign = true,
error_sign = '',
warn_sign = '',
hint_sign = '',
infor_sign = '',
code_action_icon = ' ',
diagnostic_header_icon = ' ',
code_action_prompt = {
enable = true,
sign = false,
virtual_text = false,
},
code_action_keys = { quit = '<Esc>',exec = '<CR>' },
finder_action_keys = {
open = 'o', vsplit = 'v',split = 'h',quit = '<Esc>',scroll_down = '<C-f>', scroll_up = '<C-b>'
},
rename_prompt_prefix = '>',
border_style = "round",
}
|
mapFields = require "lib/mapFields"
target.field = mapFields.getID("SilentSwamp")
|
--------------------------------------------------------------------------------
-- 81-714 Moscow and SPB electric schemes
--------------------------------------------------------------------------------
-- Copyright (C) 2013-2018 Metrostroi Team & FoxWorks Aerospace s.r.o.
-- Contains proprietary code. See license.txt for additional information.
--------------------------------------------------------------------------------
Metrostroi.DefineSystem("81_714_Electric")
TRAIN_SYSTEM.MVM = 1
TRAIN_SYSTEM.LVZ_1 = 2
TRAIN_SYSTEM.LVZ_2 = 3
TRAIN_SYSTEM.LVZ_3 = 4
function TRAIN_SYSTEM:Initialize(typ1,typ2)
self.TrainSolver = "81_717"
self.ThyristorController = true
self.Type = self.Type or self.MVM
-- Load all functions from base
Metrostroi.BaseSystems["Electric"].Initialize(self)
for k,v in pairs(Metrostroi.BaseSystems["Electric"]) do
if not self[k] and type(v) == "function" then
self[k] = v
end
end
self.SolvePowerCircuits = Metrostroi.BaseSystems["81_717_Electric"].SolvePowerCircuits
self.SolveThyristorController = Metrostroi.BaseSystems["81_717_Electric"].SolveThyristorController
self.Think = Metrostroi.BaseSystems["81_717_Electric"].Think
end
if CLIENT then return end
function TRAIN_SYSTEM:Inputs(...)
return { "Type", "NoRT2", "HaveRO", "GreenRPRKR","X2PS", "HaveVentilation" }
end
function TRAIN_SYSTEM:Outputs(...)
return Metrostroi.BaseSystems["81_717_Electric"].Outputs(self,...)
end
function TRAIN_SYSTEM:TriggerInput(name,value)
if name == "Type" then
self.Type = value
end
if name == "NoRT2" then self.NoRT2 = value > 0 end
if name == "HaveRO" then self.HaveRO = value > 0 end
if name == "GreenRPRKR" then self.GreenRPRKR = value > 0 end
if name == "X2PS" then self.X2PS = value > 0 end
if name == "HaveVentilation" then self.Vent = value > 0 end
end
-- Node values
local S = {}
-- Converts boolean expression to a number
local function C(x) return x and 1 or 0 end
local min = math.min
local max = math.max
function TRAIN_SYSTEM:SolveAllInternalCircuits(Train,dT,firstIter)
local P = Train.PositionSwitch
local RheostatController = Train.RheostatController
local RK = RheostatController.SelectedPosition
local B = (Train.Battery.Voltage > 55) and 1 or 0
local BO = B*Train.VB.Value
local T = Train.SolverTemporaryVariables
local isMVM = self.Type == 1
local Panel = Train.Panel
Panel.V1 = BO
--Поездная часть
S["33D"] = T[10]*Train.A54.Value*Train.A84.Value
Train:WriteTrainWire(1, S["33D"]*C(Train.RV.Value~=1))
Train:WriteTrainWire(20,S["33D"]*C(Train.RV.Value~=1))
Train:WriteTrainWire(4, S["33D"]*C(Train.RV.Value==2)*Train.Start.Value)
Train:WriteTrainWire(5, S["33D"]*C(Train.RV.Value==0)*Train.Start.Value)
Train:WriteTrainWire(17,S["33D"]*Train.VozvratRP.Value)
if isMVM then
Train:WriteTrainWire(71,S["33D"]*Train.OtklBV.Value)
end
--Вагонная часть
S["10A"] = BO*Train.A30.Value
S["ZR"] = (1-Train.RRP.Value)+(B*Train.A39.Value*(1-Train.RPvozvrat.Value)*Train.RRP.Value)*-1
S["1A"] = T[1]*Train.A1.Value*Train.IGLA_PCBK.KVC
S["6A"] = T[6]*Train.A6.Value
Train.TR1:TriggerInput("Set",S["6A"])
--1A-PMU-1T-NR/RPU-1P(6^)
S["1P"] = S["1A"]*P.PM*(Train.NR.Value+Train.RPU.Value)+S["6A"]*P.PT
--1P-RK1-18-AVT-!RP-RKR-DR1-DR2-1G
S["1G"] = S["1P"]*C(1 <= RK and RK <= 18)*Train.AVT.Value*(1-Train.RPvozvrat.Value)*Train.RKR.Value--FIXME
S["1L"] = S["1G"]*C(RK==1)*(Train.KSB1.Value+Train.KSH1.Value)*Train.LK2.Value
S["1Zh"] = (S["1L"]+S["1G"]*Train.LK3.Value)*S["ZR"]
Train.LK1:TriggerInput("Set",S["1Zh"]*P.PM)
Train.LK3:TriggerInput("Set",S["1Zh"])
Train.LK4:TriggerInput("Set",S["1Zh"]*Train.LK3.Value)
S["3A"] = T[3]*Train.A3.Value
S["6G1"] = S["6A"]*P.PT*C(RK==1)
self.ThyristorControllerWork = S["6G1"]*(Train.KSB1.Value+Train.KSB2.Value)*Train.LK2.Value
S["6G2"] = S["6G1"]*(1-Train.RSU.Value)
Train.KSB1:TriggerInput("Set",S["6G2"])
Train.KSB2:TriggerInput("Set",S["6G2"])
--20-A20-20A-Rp-20B
S["20A"] = T[20]*Train.A20.Value*Train.IGLA_PCBK.KVC
Train.RPL:TriggerInput("Set",--[[ S["20A"]--]] BO*(1-Train.RPvozvrat.Value)*(Train.DR1.Value+Train.DR2.Value+(1-Train.BV.State)))
S["20B"] = S["20A"]*(1-Train.RPvozvrat.Value)
S["20K"] = S["20B"]*P.PS
Train.LK2:TriggerInput("Set",S["20K"]*S["ZR"])
Train.LK5:TriggerInput("Set",S["20B"]*Train.LK1.Value*S["ZR"])
if self.X2PS then
S["1M"] = C(1<=RK and RK<=5)*S["3A"]+S["20A"]*Train.KSH2.Value
S["1R"] = (S["1A"]*C(RK==1)+S["1M"]*P.PP)*S["ZR"]
Train.KSH1:TriggerInput("Set",S["1R"])
Train.KSH2:TriggerInput("Set",S["1R"])
P:TriggerInput("PP",S["3A"]*Train.LK5.Value*C(RK==18)*S["ZR"])--1A-1D
else
S["1M"] = C(1<=RK and RK<=5)*S["3A"]+T[10]*Train.KSH2.Value
S["1R"] = (S["1A"]*C(RK==1)*P.PS + S["1M"]*P.PP)*S["ZR"]
Train.KSH1:TriggerInput("Set",S["1R"])
Train.KSH2:TriggerInput("Set",S["1R"])
P:TriggerInput("PP",S["1A"]*C(RK==18)*S["ZR"])--1A-1D
end
local Reverser = Train.Reverser
S["4A"] = T[4]*Train.A4.Value
Reverser:TriggerInput("NZ",S["4A"]*Reverser.VP*(1-Train.LK1.Value)*S["ZR"])
S["5A"] = T[5]*Train.A5.Value
Reverser:TriggerInput("VP",S["5A"]*Reverser.NZ*(1-Train.LK1.Value)*S["ZR"])
--Train.RKR:TriggerInput("Set",(S["4A"]*Reverser.NZ+S["5A"]*Reverser.VP)) --81-717.5(м) МСК
Train.RKR:TriggerInput("Set",(S["4A"]*Reverser.NZ+S["5A"]*Reverser.VP)*Train.BV.State*S["ZR"]) --81-717.5 Харько*S["ZR"]в
--+B
S["1N"] = C(11<=RK and RK<=18)*(1-Train.LK4.Value)
Train.RR:TriggerInput("Set",S["10A"]*S["1N"] + P.PS*Train.LK4.Value)
S["5Zh"] = S["10A"]*(1-Train.LK3.Value)
P:TriggerInput("PS",S["5Zh"]*(P.PP))
P:TriggerInput("PM",S["5Zh"]*(1-Train.TR1.Value)*Train.KSH2.Value)
P:TriggerInput("PT",S["5Zh"]*(P.PM)*(1-Train.KSH2.Value))
--P:TriggerInput("PP",S["5Zh"]*(P.PM))
S["2A"] = T[2]*Train.A2.Value
S["2T"] = S["2A"]*Train.TR1.Value
Train.RSU:TriggerInput("Set",S["2T"]*Train.ThyristorBU5_6.Value)
Train.RU:TriggerInput("Set",S["2T"])
S["2B"] = S["2A"]*((1-Train.KSB1.Value)*(1-Train.KSB2.Value)+(1-Train.TR1.Value))
S["2Ca"] = P.PS*C(1<=RK and RK<=17)*Train.RR.Value --CHECK
S["2Cb"] = P.PP*(C(6<=RK and RK<=18)+C(2<=RK and RK<=5)*Train.KSH1.Value)*(1-Train.RR.Value) --CHECK
S["2C"] = S["2B"]*(S["2Ca"]+S["2Cb"])*Train.LK4.Value
S["10R"] = S["10A"]*(1-Train.LK3.Value)*C(2<=RK and RK<=18)*(1-Train.LK4.Value)
S["2U"] = S["10R"]+S["2C"]*S["ZR"]
Train.SR1:TriggerInput("Set",S["2U"])
Train.RV1:TriggerInput("Set",S["2U"])
S["2Zh"] = S["2A"]*Train.TR1.Value*C(17<=RK and RK<=18)
if self.NoRT2 then
Train.PneumaticNo1:TriggerInput("Set",S["2Zh"]+T[48]*Train.A72.Value)
else
Train.PneumaticNo1:TriggerInput("Set",S["2Zh"]+T[48]*Train.A72.Value*(1-Train.RT2.Value))
end
S["8A"] = T[8]*Train.A8.Value*(1-Train.RV1.Value)*(1-Train.RT2.Value)*(1-Train.RV3.Value)
Train.PneumaticNo2:TriggerInput("Set",S["8A"]+T[39]*Train.A52.Value)
Train.RV3:TriggerInput("Set",T[19]*Train.A19.Value)
S["25A"] = T[25]*Train.A25.Value
S["10X"] = (--[[ S["1N"]*P.PS+--]] Train.LK4.Value+C(RK==1)*Train.LK2.Value)
Train["RRTpod"] = S["10A"]*RheostatController.RKM2*S["10X"]
Train["RRTuderzh"] = S["25A"]
Train["RUTpod"] = S["10A"]*RheostatController.RKM1*S["10X"]
Train["RUTavt"] = Train.A70.Value*B
Train.RRT:TriggerInput("Close",Train.RRTuderzh*Train.RRTpod)
Train.RRT:TriggerInput("Open",(1-Train.RRTuderzh))
Train.RRP:TriggerInput("Set",T[14]*Train.A14.Value)--14A
--СДРК Б+ провод
S["10A3"] = BO*Train.A28.Value
S["10BG"] = S["10A3"]*(Train.TR1.Value + Train.RV1.Value)
RheostatController:TriggerInput("MotorCoilState",min(1,S["10A"]*(S["10BG"]*Train.RR.Value - S["10BG"]*(1-Train.RR.Value))))
Train.RVO:TriggerInput("Set",S["10A3"]*Train.NR.Value)
self.ThyristorControllerPower = S["10A3"]
--[[ S["10Ra"] = T[10]*RheostatController.RKM1
S["10Rb"] = T[10]*Train.SR1.Value
S["10RbA"] = S["10Rb"]*(1-Train.RRT.Value)*(1-Train.RUT.Value)+S["10Ra"]
S["10RbB"] = S["10Rb"]*Train.RUT.Value
S["10RB"] = S["10RbA"]+S["10RbB"]*Train.RRT.Value+S["10RbB"]*(1-Train.SR1.Value)
S["10Rc"] = T[10]*Train.LK3.Value*C(RK>=18 or RK<=1)
S["10RS"] = S["10Ra"]+S["10RB"]*(1-RheostatController.RKP)*S["10Rc"]--]]
S["10Yu"] = S["10A"]*Train.SR1.Value
S["10M"] = S["10Yu"]*(1-Train.RRT.Value)*(1-Train.RUT.Value)
S["10N"] = S["10A"]*RheostatController.RKM1+S["10M"]
S["10T"] = (Train.RUT.Value+Train.RRT.Value+(1-Train.SR1.Value))*(RheostatController.RKP)+S["10A"]*Train.LK3.Value*C(RK>=18 and RK<=1)
RheostatController:TriggerInput("MotorState",S["10N"]+S["10T"]*(-10))
Train.RZ_2:TriggerInput("Set",T[24]*(1-Train.LK4.Value))
S["17A"] = T[17]*Train.A18.Value
Train.BV:TriggerInput("Power",B*Train.A80.Value)
Train.BV:TriggerInput("Enable",S["17A"]*Train.A81.Value)
if isMVM then
Train.BV:TriggerInput("Disable",T[71]*Train.A66.Value)
end
Train.RPvozvrat:TriggerInput("Open",S["17A"]) --FIXME Mayve more right RP code
--
--Вспом цепи
Train:WriteTrainWire(10,BO*Train.A56.Value)
if self.NoRT2 then
Train:WriteTrainWire(48,Train.A72.Value*S["2Zh"]) --FIXME ARS
else
Train:WriteTrainWire(48,Train.A72.Value*S["2Zh"]*(1-Train.RT2.Value)) --FIXME ARS
end
Train:WriteTrainWire(22,T[10]*Train.A10.Value*Train.AK.Value)
S["UO"] = T[10]*Train.A27.Value
Train:WriteTrainWire(27,S["UO"]*Train.L_1.Value)
S["36N"] = BO*Train.A45.Value
Train:WriteTrainWire(36,S["36N"]*Train.BPSNon.Value)
Train:WriteTrainWire(37,S["36N"]*Train.ConverterProtection.Value)
if self.GreenRPRKR then
S["10AN"] = Train.RPvozvrat.Value+(1-Train.RKR.Value) --81-717 Харьков
else
S["10AN"] = Train.RPvozvrat.Value --81-717 МСК
end
S["18A"] = (S["10AN"]*100+(1-Train.LK4.Value))*Train.A38.Value
Train:WriteTrainWire(18,S["18A"])
Panel.TW18 = S["18A"]
Panel.GreenRP = S["10AN"]*S["UO"]
--S["36N"] = BO*Train.A45.Value
--Train:WriteTrainWire(37,Train.ConverterProtection.Value)
--Train:WriteTrainWire(36,S["36N"]*(1-Train.BPSNon.Value))
--Train:WriteTrainWire(69,T[36]*Train.BPSNon.Value)
S["B9"] = B*Train.A53.Value
S["B9a"] = S["B9"]*Train.VB.Value
Train.KVC:TriggerInput("Set",S["B9a"])
--Train.KUP:TriggerInput("Set",S["B9a"]*Train.A75.Value)
S["D4"] = BO*Train.A13.Value
Panel.RZP = T[36]*T[61]
--[[S["14b"] = S["14a"]*Train.A17.Value
S["D1"] = ["10"]*Train.A21.Value*KV["D-D1"]+S["14b"]*KRU["11/3-D1/1"]
if isLVZ then
Train:WriteTrainWire(16,S["D1"]*(Train.VUD1.Value*Train.VUD2.Value+AVO["16"]*RC2))
else
Train:WriteTrainWire(16,S["D1"]*(Train.VUD1.Value*Train.VUD2.Value))
end
Train:WriteTrainWire(12,S["D1"]*Train.KRZD.Value)
S[31] = S["D1"]*(1-Train.DoorSelect.Value)
S[32] = S["D1"]*Train.DoorSelect.Value
Train:WriteTrainWire(31,S[31]*(Train.KDL.Value+Train.KDLR.Value+Train.VDL.Value))
Train:WriteTrainWire(32,S[32]*Train.KDP.Value)
S["F7"] = T[10]*Train.A29.Value*KV["F-F7"]+S["14b"]*KRU["11/3-FR1"]
S["F1"] = S["B9"]*KV["B9-F1"]--]]
Train:WriteTrainWire(34,Train.RKTT.Value+Train.DKPT.Value)
Train:WriteTrainWire(28,T[-28]*Train.RD.Value)
S[64] = S["UO"]*Train.BPT.Value
Train:WriteTrainWire(64,S[64])
Panel.BrW = S[64]
--Вспом цепи приём
Panel.EmergencyLights = BO*Train.A49.Value*Train.A15.Value
Train.RPU:TriggerInput("Set",T[37]*Train.A37.Value)
S["D6"] = S["D4"]*Train.BD.Value
Train.RD:TriggerInput("Set",S["D6"])
Panel.DoorsW = S["D4"]*(1-Train.RD.Value)
Train.VDZ:TriggerInput("Set",T[16]*Train.A16.Value*(1-Train.RD.Value))
S["12A"] = T[12]*Train.A12.Value
S["31A"] = T[31]*Train.A31.Value
S["32A"] = T[32]*Train.A32.Value
Train.VDOL:TriggerInput("Set",S["31A"]+S["12A"])
Train.VDOP:TriggerInput("Set",S["32A"]+S["12A"])
S["36A"] = T[36]*Train.A51.Value*Train.RVO.Value--36
Train.KVP:TriggerInput("Set",S["36A"]*Train.KPP.Value)
Train.KPP:TriggerInput("Set",S["36A"]*(1-Train.RZP.Value)*Train.KVC.Value)
S["27A"] = T[27]*Train.A50.Value
Train.KO:TriggerInput("Set",S["27A"])
--S["22A"] = (T[23]*Train.A23.Value+T[22]*Train.A22.Value) --FIXME 714
Train.RV2:TriggerInput("Set",T[23]*Train.A23.Value)
Train.KK:TriggerInput("Set",(
T[22]*Train.A22.Value*(1-Train.RV2.Value)+
T[23]*Train.A23.Value*Train.RV2.Value
)*(1-Train.TRK.Value))
--if isMVM then
Panel.AnnouncerPlaying = T[13]
Panel.AnnouncerBuzz = T[-13]
--end
--BPSN
local BPSN = Train.PowerSupply
Train.Battery:TriggerInput("Charge",BPSN.X2_2*Train.A24.Value*BO)
BPSN:TriggerInput("5x2",BO*Train.A65.Value*Train.KVP.Value)
Panel.MainLights = BPSN.X6_2*Train.KO.Value
Train.RPU:TriggerInput("Set",T[37]*Train.A37.Value)
Train.RZP:TriggerInput("Open",T[37]*Train.A37.Value*Train.RPU.Value)
Train:WriteTrainWire(61,Train.RZP.Value)
if self.Vent then
Train.KV1:TriggerInput("Set",T[59]*Train.AV4.Value*Train.RVO.Value)
Train.KV2:TriggerInput("Set",T[60]*Train.AV5.Value)
Train.KV3:TriggerInput("Set",T[58]*Train.AV6.Value)
S["AV2"] = T[10]*Train.AV2.Value
Panel.M1_3 = S["AV2"]*Train.KV1.Value
Panel.M4_7 = S["AV2"]*Train.KV2.Value+B*Train.AV3.Value*Train.KV3.Value
Train.R1:TriggerInput("Set",S["AV2"]*C(Panel.M1_3 > 0.5 and Panel.M4_7 > 0.5))
Train:WriteTrainWire(57,T[59]*(1-Train.R1.Value))
end
return S
end
function TRAIN_SYSTEM:SolveRKInternalCircuits(Train,dT,firstIter)
local P = Train.PositionSwitch
local RheostatController = Train.RheostatController
local RK = RheostatController.SelectedPosition
local B = (Train.Battery.Voltage > 55) and 1 or 0
local BO = B*Train.VB.Value
local T = Train.SolverTemporaryVariables
--Вагонная часть
S["10A"] = BO*Train.A30.Value
S["ZR"] = (1-Train.RRP.Value)+(B*Train.A39.Value*(1-Train.RPvozvrat.Value)*Train.RRP.Value)*-1
S["1N"] = C(11<=RK and RK<=18)*(1-Train.LK4.Value)
Train.RR:TriggerInput("Set",S["10A"]*S["1N"] + P.PS*Train.LK4.Value)
S["2A"] = T[2]*Train.A2.Value
S["2B"] = S["2A"]*((1-Train.KSB1.Value)*(1-Train.KSB2.Value)+(1-Train.TR1.Value))
S["2Ca"] = P.PS*C(1<=RK and RK<=17)*Train.RR.Value --CHECK
S["2Cb"] = P.PP*(C(6<=RK and RK<=18)+C(2<=RK and RK<=5)*Train.KSH1.Value)*(1-Train.RR.Value) --CHECK
S["2C"] = S["2B"]*(S["2Ca"]+S["2Cb"])*Train.LK4.Value
S["10R"] = S["10A"]*(1-Train.LK3.Value)*C(2<=RK and RK<=18)*(1-Train.LK4.Value)
S["2U"] = S["10R"]+S["2C"]*S["ZR"]
Train.SR1:TriggerInput("Set",S["2U"])
Train.RV1:TriggerInput("Set",S["2U"])
S["25A"] = T[25]*Train.A25.Value
S["10X"] = (Train.LK4.Value+C(RK==1)*Train.LK2.Value)
Train["RRTpod"] = S["10A"]*RheostatController.RKM2*S["10X"]
Train["RRTuderzh"] = S["25A"]
Train["RUTpod"] = S["10A"]*RheostatController.RKM1*S["10X"]
Train.RRT:TriggerInput("Close",Train.RRTuderzh*Train.RRTpod)
Train.RRT:TriggerInput("Open",(1-Train.RRTuderzh))
--СДРК Б+ провод
S["10A3"] = BO*Train.A28.Value
S["10BG"] = S["10A3"]*(Train.TR1.Value + Train.RV1.Value)
RheostatController:TriggerInput("MotorCoilState",min(1,S["10A"]*(S["10BG"]*Train.RR.Value - S["10BG"]*(1-Train.RR.Value))))
S["10Yu"] = S["10A"]*Train.SR1.Value
S["10M"] = S["10Yu"]*(1-Train.RRT.Value)*(1-Train.RUT.Value)
S["10N"] = S["10A"]*RheostatController.RKM1+S["10M"]
S["10T"] = (Train.RUT.Value+Train.RRT.Value+(1-Train.SR1.Value))*(RheostatController.RKP)+S["10A"]*Train.LK3.Value*C(RK>=18 and RK<=1)
RheostatController:TriggerInput("MotorState",S["10N"]+S["10T"]*(-10))
return S
end
local wires = {10,1,6,3,20,4,5,2,48,8,39,19,25,13,-13,14,24,17,71,36,-28,37,16,12,31,32,69,27,23,22,23,37,59,60,58,61}
function TRAIN_SYSTEM:SolveInternalCircuits(Train,dT,firstIter)
local T = Train.SolverTemporaryVariables
if not T then
T = {}
for i,v in ipairs(wires) do T[v] = 0 end
Train.SolverTemporaryVariables = T
end
if firstIter then
for i,v in ipairs(wires) do T[v] = min(Train:ReadTrainWire(v),1) end
self:SolveAllInternalCircuits(Train,dT)
else
self:SolveRKInternalCircuits(Train,dT)
end
end
|
------------------------------------------------------------------------
--- @file headers.lua
--- @brief C struct definitions for all protocol headers and respective
--- additional structs for instance addresses.
--- Please check the source code for more information.
------------------------------------------------------------------------
local ffi = require "ffi"
-- structs
ffi.cdef[[
union payload_t {
uint8_t uint8[0];
uint16_t uint16[0];
uint32_t uint32[0];
uint64_t uint64[0];
};
// -----------------------------------------------------
// ---- Address structs
// -----------------------------------------------------
union __attribute__((__packed__)) mac_address {
uint8_t uint8[6];
uint64_t uint64[0]; // for efficient reads
};
union ip4_address {
uint8_t uint8[4];
uint32_t uint32;
};
union ip6_address {
uint8_t uint8[16];
uint32_t uint32[4];
uint64_t uint64[2];
};
union ipsec_iv {
uint32_t uint32[2];
};
union ipsec_icv {
uint32_t uint32[4];
};
// -----------------------------------------------------
// ---- Header structs
// -----------------------------------------------------
// TODO: there should also be a variant with a VLAN tag
// note that this isn't necessary for most cases as offloading should be preferred
struct __attribute__((__packed__)) ethernet_header {
union mac_address dst;
union mac_address src;
uint16_t type;
};
struct __attribute__((__packed__)) arp_header {
uint16_t hrd;
uint16_t pro;
uint8_t hln;
uint8_t pln;
uint16_t op;
union mac_address sha;
union ip4_address spa;
union mac_address tha;
union ip4_address tpa;
};
struct __attribute__((__packed__)) ptp_header {
uint8_t messageType;
uint8_t versionPTP;
uint16_t len;
uint8_t domain;
uint8_t reserved;
uint16_t flags;
uint32_t correction[2];
uint32_t reserved2;
uint8_t oui[3];
uint8_t uuid[5];
uint16_t ptpNodePort;
uint16_t sequenceId;
uint8_t control;
uint8_t logMessageInterval;
};
struct __attribute__((__packed__)) ip4_header {
uint8_t verihl;
uint8_t tos;
uint16_t len;
uint16_t id;
uint16_t frag;
uint8_t ttl;
uint8_t protocol;
uint16_t cs;
union ip4_address src;
union ip4_address dst;
};
#pragma pack(push)
#pragma pack(1)
struct percg_header {
uint16_t preamble;
uint8_t source;
uint8_t destination;
uint8_t isData;
uint8_t flowId;
};
struct percc1_link_data {
uint32_t dataQueueSize;
uint32_t controlQueueSize;
uint32_t linkUtilization;
uint8_t bos;
};
struct percc1_host_state {
uint32_t newRate;
uint8_t newLabel;
uint32_t oldRate;
uint8_t oldLabel;
uint8_t bos;
};
struct percc1_agg {
uint32_t linkCapacity;
uint32_t sumSat;
uint32_t numSat;
uint32_t numUnsat;
uint8_t bos;
};
struct percc1_header {
uint8_t isExit;
uint8_t isForward;
uint8_t hop;
uint8_t maxHops;
struct percc1_link_data linkData;
struct percc1_link_data linkData2;
struct percc1_host_state hostState;
struct percc1_host_state hostState2;
struct percc1_agg agg;
struct percc1_agg agg2;
};
#pragma pack(pop)
struct __attribute__((__packed__)) ip6_header {
uint32_t vtf;
uint16_t len;
uint8_t nextHeader;
uint8_t ttl;
union ip6_address src;
union ip6_address dst;
};
struct __attribute__((__packed__)) icmp_header {
uint8_t type;
uint8_t code;
uint16_t cs;
union payload_t body;
};
struct __attribute__((__packed__)) udp_header {
uint16_t src;
uint16_t dst;
uint16_t len;
uint16_t cs;
};
struct __attribute__((__packed__)) tcp_header {
uint16_t src;
uint16_t dst;
uint32_t seq;
uint32_t ack;
uint8_t offset;
uint8_t flags;
uint16_t window;
uint16_t cs;
uint16_t urg;
uint32_t options[];
};
struct __attribute__((__packed__)) vxlan_header {
uint8_t flags;
uint8_t reserved[3];
uint8_t vni[3];
uint8_t reserved2;
};
struct __attribute__((__packed__)) esp_header {
uint32_t spi;
uint32_t sqn;
union ipsec_iv iv;
};
struct __attribute__((__packed__)) ah_header {
uint8_t nextHeader;
uint8_t len;
uint16_t reserved;
uint32_t spi;
uint32_t sqn;
union ipsec_iv iv;
union ipsec_icv icv;
};
// https://www.ietf.org/rfc/rfc1035.txt
struct __attribute__((__packed__)) dns_header {
uint16_t id;
uint16_t hdrflags;
uint16_t qdcount;
uint16_t ancount;
uint16_t nscount;
uint16_t arcount;
uint8_t body[];
};
// -----------------------------------------------------
// ---- https://tools.ietf.org/html/rfc7011
// ---- IPFIX structures
// -----------------------------------------------------
struct __attribute__((__packed__)) ipfix_header {
uint16_t version;
uint16_t length;
uint32_t export_time;
uint32_t sequence_number;
uint32_t observation_domain_id;
};
struct __attribute__((__packed__)) ipfix_set_header {
uint16_t set_id;
uint16_t length;
};
struct __attribute__((__packed__)) ipfix_tmpl_record_header {
uint16_t template_id;
uint16_t field_count;
};
struct __attribute__((__packed__)) ipfix_opts_tmpl_record_header {
uint16_t template_id;
uint16_t field_count;
uint16_t scope_field_count;
};
struct __attribute__((__packed__)) ipfix_information_element {
uint16_t ie_id;
uint16_t length;
};
struct __attribute__((__packed__)) ipfix_data_record {
uint8_t field_values[?];
};
struct __attribute__((__packed__)) ipfix_tmpl_record {
struct ipfix_tmpl_record_header template_header;
struct ipfix_information_element information_elements[5];
};
struct __attribute__((__packed__)) ipfix_opts_tmpl_record {
struct ipfix_opts_tmpl_record_header template_header;
struct ipfix_information_element information_elements[5];
};
struct __attribute__((__packed__)) ipfix_data_set {
struct ipfix_set_header set_header;
uint8_t field_values[?];
};
struct __attribute__((__packed__)) ipfix_tmpl_set {
struct ipfix_set_header set_header;
struct ipfix_tmpl_record record;
uint8_t padding;
};
struct __attribute__((__packed__)) ipfix_opts_tmpl_set {
struct ipfix_set_header set_header;
struct ipfix_opts_tmpl_record record;
uint8_t padding;
};
// structs and constants partially copied from Open vSwitch lacp.c (Apache 2.0 license)
struct __attribute__((__packed__)) lacp_info {
uint16_t sys_priority; /* System priority. */
union mac_address sys_id; /* System ID. */
uint16_t key; /* Operational key. */
uint16_t port_priority; /* Port priority. */
uint16_t port_id; /* Port ID. */
uint8_t state; /* State mask. See lacp.STATE_ consts. */
};
struct __attribute__((__packed__)) lacp_header {
uint8_t subtype; /* Always 1. */
uint8_t version; /* Always 1. */
uint8_t actor_type; /* Always 1. */
uint8_t actor_len; /* Always 20. */
struct lacp_info actor; /* LACP actor information. */
uint8_t z1[3]; /* Reserved. Always 0. */
uint8_t partner_type; /* Always 2. */
uint8_t partner_len; /* Always 20. */
struct lacp_info partner; /* LACP partner information. */
uint8_t z2[3]; /* Reserved. Always 0. */
uint8_t collector_type; /* Always 3. */
uint8_t collector_len; /* Always 16. */
uint16_t collector_delay; /* Maximum collector delay. Set to 0. */
uint8_t z3[64]; /* Combination of several fields. Always 0. */
};
]]
return ffi.C
|
--[[ $Id: CallbackHandler-1.0.lua 1131 2015-06-04 07:29:24Z nevcairiel $ ]]
local MAJOR, MINOR = "CallbackHandler-1.0", 6
local CallbackHandler = LibStub:NewLibrary(MAJOR, MINOR)
if not CallbackHandler then return end -- No upgrade needed
-- Lua APIs
local tconcat, tinsert, tgetn, tsetn = table.concat, table.insert, table.getn, table.setn
local assert, error, loadstring = assert, error, loadstring
local setmetatable, rawset, rawget = setmetatable, rawset, rawget
local next, pairs, type, tostring = next, pairs, type, tostring
local strgsub = string.gsub
local new, del
do
local list = setmetatable({}, {__mode = "k"})
function new()
local t = next(list)
if not t then
return {}
end
list[t] = nil
return t
end
function del(t)
setmetatable(t, nil)
for k in pairs(t) do
t[k] = nil
end
tsetn(t,0)
list[t] = true
end
end
local meta = {__index = function(tbl, key) rawset(tbl, key, new()) return tbl[key] end}
-- Global vars/functions that we don't upvalue since they might get hooked, or upgraded
-- List them here for Mikk's FindGlobals script
-- GLOBALS: geterrorhandler
local function errorhandler(err)
return geterrorhandler()(err)
end
CallbackHandler.errorhandler = errorhandler
local function CreateDispatcher(argCount)
local code = [[
local xpcall, errorhandler = xpcall, LibStub("CallbackHandler-1.0").errorhandler
local method, UP_ARGS
local function call()
local func, ARGS = method, UP_ARGS
method, UP_ARGS = nil, NILS
return func(ARGS)
end
return function(handlers, ARGS)
local index
index, method = next(handlers)
if not method then return end
repeat
UP_ARGS = ARGS
xpcall(call, errorhandler)
index, method = next(handlers, index)
until not method
end
]]
local c = 4*argCount-1
local s = "b01,b02,b03,b04,b05,b06,b07,b08,b09,b10"
code = strgsub(code, "UP_ARGS", string.sub(s,1,c))
s = "a01,a02,a03,a04,a05,a06,a07,a08,a09,a10"
code = strgsub(code, "ARGS", string.sub(s,1,c))
s = "nil,nil,nil,nil,nil,nil,nil,nil,nil,nil"
code = strgsub(code, "NILS", string.sub(s,1,c))
return assert(loadstring(code, "safecall Dispatcher["..tostring(argCount).."]"))()
end
local Dispatchers = setmetatable({}, {__index=function(self, argCount)
local dispatcher = CreateDispatcher(argCount)
rawset(self, argCount, dispatcher)
return dispatcher
end})
--------------------------------------------------------------------------
-- CallbackHandler:New
--
-- target - target object to embed public APIs in
-- RegisterName - name of the callback registration API, default "RegisterCallback"
-- UnregisterName - name of the callback unregistration API, default "UnregisterCallback"
-- UnregisterAllName - name of the API to unregister all callbacks, default "UnregisterAllCallbacks". false == don't publish this API.
function CallbackHandler:New(target, RegisterName, UnregisterName, UnregisterAllName)
RegisterName = RegisterName or "RegisterCallback"
UnregisterName = UnregisterName or "UnregisterCallback"
if UnregisterAllName==nil then -- false is used to indicate "don't want this method"
UnregisterAllName = "UnregisterAllCallbacks"
end
-- we declare all objects and exported APIs inside this closure to quickly gain access
-- to e.g. function names, the "target" parameter, etc
-- Create the registry object
local events = setmetatable({}, meta)
local registry = { recurse=0, events=events }
-- registry:Fire() - fires the given event/message into the registry
function registry:Fire(eventname, argc, a1, a2, a3, a4, a5, a6, a7, a8, a9, a10)
if not rawget(events, eventname) or not next(events[eventname]) then return end
local oldrecurse = registry.recurse
registry.recurse = oldrecurse + 1
argc = argc or 0
Dispatchers[argc+1](events[eventname], eventname, a1, a2, a3, a4, a5, a6, a7, a8, a9, a10)
registry.recurse = oldrecurse
if registry.insertQueue and oldrecurse==0 then
-- Something in one of our callbacks wanted to register more callbacks; they got queued
for eventname,callbacks in pairs(registry.insertQueue) do
local first = not rawget(events, eventname) or not next(events[eventname]) -- test for empty before. not test for one member after. that one member may have been overwritten.
for self,func in pairs(callbacks) do
events[eventname][self] = func
-- fire OnUsed callback?
if first and registry.OnUsed then
registry.OnUsed(registry, target, eventname)
first = nil
end
end
del(callbacks)
end
del(registry.insertQueue)
registry.insertQueue = nil
end
end
-- Registration of a callback, handles:
-- self["method"], leads to self["method"](self, ...)
-- self with function ref, leads to functionref(...)
-- "addonId" (instead of self) with function ref, leads to functionref(...)
-- all with an optional arg, which, if present, gets passed as first argument (after self if present)
target[RegisterName] = function(self, eventname, method, ...)
if type(eventname) ~= "string" then
error("Usage: "..RegisterName.."(eventname, method[, arg]): 'eventname' - string expected.", 2)
end
method = method or eventname
local first = not rawget(events, eventname) or not next(events[eventname]) -- test for empty before. not test for one member after. that one member may have been overwritten.
if type(method) ~= "string" and type(method) ~= "function" then
error("Usage: "..RegisterName.."(eventname, method[, arg]): 'method' - string or function expected.", 2)
end
local regfunc
local a1 = arg[1]
if type(method) == "string" then
-- self["method"] calling style
if type(self) ~= "table" then
error("Usage: "..RegisterName.."(eventname, method[, arg]): self was not a table?", 2)
elseif self==target then
error("Usage: "..RegisterName.."(eventname, method[, arg]): do not use Library:"..RegisterName.."(), use your own 'self'.", 2)
elseif type(self[method]) ~= "function" then
error("Usage: "..RegisterName.."(eventname, method[, arg]): 'method' - method '"..tostring(method).."' not found on 'self'.", 2)
end
if tgetn(arg) >= 1 then
regfunc = function (...) return self[method](self,a1,unpack(arg)) end
else
regfunc = function (...) return self[method](self,unpack(arg)) end
end
else
-- function ref with self=object or self="addonId"
if type(self)~="table" and type(self)~="string" then
error("Usage: "..RegisterName.."(self or addonId, eventname, method[, arg]): 'self or addonId': table or string expected.", 2)
end
if tgetn(arg) >= 1 then
regfunc = function (...) return method(a1, unpack(arg)) end
else
regfunc = method
end
end
if events[eventname][self] or registry.recurse<1 then
-- if registry.recurse<1 then
-- we're overwriting an existing entry, or not currently recursing. just set it.
events[eventname][self] = regfunc
-- fire OnUsed callback?
if registry.OnUsed and first then
registry.OnUsed(registry, target, eventname)
end
else
-- we're currently processing a callback in this registry, so delay the registration of this new entry!
-- yes, we're a bit wasteful on garbage, but this is a fringe case, so we're picking low implementation overhead over garbage efficiency
registry.insertQueue = registry.insertQueue or setmetatable(new(),meta)
registry.insertQueue[eventname][self] = regfunc
end
end
-- Unregister a callback
target[UnregisterName] = function(self, eventname)
if not self or self==target then
error("Usage: "..UnregisterName.."(eventname): bad 'self'", 2)
end
if type(eventname) ~= "string" then
error("Usage: "..UnregisterName.."(eventname): 'eventname' - string expected.", 2)
end
if rawget(events, eventname) and events[eventname][self] then
events[eventname][self] = nil
-- Fire OnUnused callback?
if registry.OnUnused and not next(events[eventname]) then
registry.OnUnused(registry, target, eventname)
end
if rawget(events, eventname) and not next(events[eventname]) then
del(events[eventname])
events[eventname] = nil
end
end
if registry.insertQueue and rawget(registry.insertQueue, eventname) and registry.insertQueue[eventname][self] then
registry.insertQueue[eventname][self] = nil
end
end
-- OPTIONAL: Unregister all callbacks for given selfs/addonIds
if UnregisterAllName then
target[UnregisterAllName] = function(a1,a2,a3,a4,a5,a6,a7,a8,a9,a10)
if not a1 then
error("Usage: "..UnregisterAllName.."([whatFor]): missing 'self' or 'addonId' to unregister events for.", 2)
end
if a1 == target then
error("Usage: "..UnregisterAllName.."([whatFor]): supply a meaningful 'self' or 'addonId'", 2)
end
-- use our registry table as argument table
registry[1] = a1
registry[2] = a2
registry[3] = a3
registry[4] = a4
registry[5] = a5
registry[6] = a6
registry[7] = a7
registry[8] = a8
registry[9] = a9
registry[10] = a10
for i=1,10 do
local self = registry[i]
registry[i] = nil
if self then
if registry.insertQueue then
for eventname, callbacks in pairs(registry.insertQueue) do
if callbacks[self] then
callbacks[self] = nil
end
end
end
for eventname, callbacks in pairs(events) do
if callbacks[self] then
callbacks[self] = nil
-- Fire OnUnused callback?
if registry.OnUnused and not next(callbacks) then
registry.OnUnused(registry, target, eventname)
end
end
end
end
end
end
end
return registry
end
-- CallbackHandler purposefully does NOT do explicit embedding. Nor does it
-- try to upgrade old implicit embeds since the system is selfcontained and
-- relies on closures to work.
|
--[[
Swaggy Jenkins
Jenkins API clients generated from Swagger / Open API specification
The version of the OpenAPI document: 1.1.2-pre.0
Contact: blah@cliffano.com
Generated by: https://openapi-generator.tech
]]
-- pipeline_step_impl class
local pipeline_step_impl = {}
local pipeline_step_impl_mt = {
__name = "pipeline_step_impl";
__index = pipeline_step_impl;
}
local function cast_pipeline_step_impl(t)
return setmetatable(t, pipeline_step_impl_mt)
end
local function new_pipeline_step_impl(_class, _links, display_name, duration_in_millis, id, input, result, start_time, state)
return cast_pipeline_step_impl({
["_class"] = _class;
["_links"] = _links;
["displayName"] = display_name;
["durationInMillis"] = duration_in_millis;
["id"] = id;
["input"] = input;
["result"] = result;
["startTime"] = start_time;
["state"] = state;
})
end
return {
cast = cast_pipeline_step_impl;
new = new_pipeline_step_impl;
}
|
function onEvent(name, value1, value2)
if name == 'FlipUI' then
doTweenAngle('bruh', 'camHUD', 180, 0.1, 'linear')
end
end
|
Graphics.init()
alttpTileset = Graphics.loadImage("Assets/Graphics/alttp.png")
tileSizeX = 16
tileSizeY = 16
mapOffsetX =2
mapOffsetY =2
board = {
{1,2,1,1,1},
{1,0,0,0,1},
{1,0,0,0,1},
{1,0,0,0,1},
{1,1,1,1,1}
}
boardSize=5;
function getTileCoord(coordX,coordY,tileWidth,tileHeight)
local tileCoordX = math.floor(coordX / tileWidth);
local tileCoordY = math.floor(coordY / tileHeight);
end
function drawMap(map)
for i=1,boardSize do
for j=1,boardSize do
local tileMapX = map[i][j] * (tileSizeX)
local tileMapY = map[i][j] * (tileSizeY)
if board[i][j] == 0 then
--[[Graphics.drawPartialImage(mapOffsetX+tileX,
mapOffsetY+tileY,
tileSizeX * map[i][j]+mapOffsetX,
tileSizeY * map[i][j]+mapOffsetY,
tileSizeX,
tileSizeY,
alttpTileset)]]--
Graphics.drawImageExtended((j-1)*tileSizeX+(tileSizeX/2),
(i-1)*tileSizeY+(tileSizeY/2),
tileMapX,
tileMapY,
tileSizeX,
tileSizeY,
0,
1,
1,alttpTileset);
end
if board[i][j] == 1 then
--[[Graphics.drawPartialImage(mapOffsetX+tileX,
mapOffsetY+tileY,
tileSizeX * map[i][j]+mapOffsetX,
tileSizeY * map[i][j]+mapOffsetY,
tileSizeX,
tileSizeY,
alttpTileset)]]--
Graphics.drawImageExtended((j-1)*tileSizeX+(tileSizeX/2),
(i-1)*tileSizeY+(tileSizeY/2),
tileMapX,
tileMapY,
tileSizeX,
tileSizeY,
0,
1,
1,alttpTileset);
end
end
end
Graphics.fillEmptyRect(heroStats.coordX,heroStats.coordX+heroStats.sizeX,heroStats.coordY,heroStats.coordY+heroStats.sizeY,heroStats.color)
--[[ Screen.waitVblankStart()--]]
end
heroStats = {
coordX=0,
coordY=0,
speed=0.1,
sizeX=16,
sizeY=16,
color = Color.new(255,0,0),
dx=0,
dy=0,
facing
}
while true do
Screen.refresh()
circleX,circleY = Controls.readCirclePad()
--mapOffsetX = mapOffsetX-circleX/100 * 0.25
--mapOffsetY = mapOffsetY+circleY/100 * 0.25
if circleX ~= 0 then
heroStats.dx=circleX/156
end
if circleY ~=0 then
heroStats.dy=circleY/156
end
if (circleX==0) and (circleY ==0) then
heroStats.dx=0
heroStats.dy=0
end
heroStats.coordX = heroStats.coordX + (heroStats.dx * heroStats.speed)
heroStats.coordY = heroStats.coordY - (heroStats.dy * heroStats.speed)
if Controls.check(Controls.read(),KEY_A) then
System.exit()
end
Graphics.initBlend(TOP_SCREEN)
drawMap(board)
Graphics.termBlend()
Screen.debugPrint(10,10,"Hero Tile: " .. math.floor(heroStats.coordX/tileSizeX) .. " , " .. math.floor(heroStats.coordY/tileSizeY),Color.new(255,255,255),TOP_SCREEN)
Screen.debugPrint(10,20,"circleX,circleY " .. circleX .. " , " .. circleY,Color.new(255,255,255),TOP_SCREEN)
Screen.flip()
end
|
RegisterNetEvent("vrp_wallet:setValues")
AddEventHandler("vrp_wallet:setValues", function(wallet, bank)
SendNUIMessage({
wallet = wallet,
bank = bank
})
end)
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)
if IsControlJustPressed(1, 244) then
TriggerServerEvent('vrp_wallet:getMoneys')
SendNUIMessage({
control = 'm'
})
end
end
end)
|
local function some(dictionary, predicate)
local predicateType = type(predicate)
assert(predicateType == "function", "expected a function for second argument, got " .. predicateType)
for k, v in pairs(dictionary) do
if predicate(v, k) then
return true
end
end
return false
end
return some
|
-- Time-based One-time Password (RFC 6238) implementation
-- Part of the libotp library for ComputerCraft
-- https://github.com/UpsilonDev/libotp
local oath = require("libotp.oath.common")
local gen = oath.generate
local totp = {}
function totp.generate(s, d, l)
local e = math.floor(os.epoch("utc") / 1000 / (d or 30))
return gen(e, s, l)
end
function totp.check(otp, s, d, l, o)
local p, of = {}, o or 1
local e = math.floor(os.epoch("utc") / 1000 / (d or 30))
if of >= 1 then
local st = e - of
p[gen(st, s, l)] = true
for i = 1, of + 1 do
p[gen(st + i, s, l)] = true
end
if p[otp] then return true end
else
if otp == gen(e, s, l) then return true end
end
return false
end
return totp
|
slot0 = class("BattleDodgemResultLayer", import(".BattleResultLayer"))
slot0.didEnter = function (slot0)
setText(slot0._levelText, pg.expedition_data_template[slot0.contextData.stageId].name)
slot0._gradeUpperLeftPos = rtf(slot0._grade).localPosition
rtf(slot0._grade).localPosition = Vector3(0, 25, 0)
pg.UIMgr.GetInstance():BlurPanel(slot0._tf)
slot0._grade.transform.localScale = Vector3(1.5, 1.5, 0)
LeanTween.scale(slot0._grade, Vector3(0.88, 0.88, 1), slot0.DURATION_WIN_SCALE):setOnComplete(System.Action(function ()
SetActive(slot0._levelText, true)
SetActive:rankAnimaFinish()
end))
slot0._tf.GetComponent(slot4, typeof(Image)).color = Color.New(0, 0, 0, 0.5)
slot0._stateFlag = BattleResultLayer.STATE_RANK_ANIMA
onButton(slot0, slot0._skipBtn, function ()
slot0:skip()
end, SFX_CONFIRM)
end
slot0.rankAnimaFinish = function (slot0)
SetActive(slot1, true)
SetActive(slot0._conditionBGNormal, false)
SetActive(slot0._conditionBGContribute, true)
slot0:setCondition(i18n("battle_result_total_score"), slot0.contextData.statistics.dodgemResult.score, COLOR_BLUE)
slot0:setCondition(i18n("battle_result_max_combo"), slot0.contextData.statistics.dodgemResult.maxCombo, COLOR_YELLOW)
table.insert(slot0._delayLeanList, LeanTween.delayedCall(1, System.Action(function ()
slot0._stateFlag = slot1.STATE_REPORTED
SetActive(slot0:findTF("jieuan01/tips", slot0._bg), true)
end)).id)
slot0._stateFlag = slot0.STATE_REPORT
end
slot0.displayBG = function (slot0)
LeanTween.moveX(rtf(slot0._conditions), 1300, slot0.DURATION_MOVE)
LeanTween.scale(slot0._grade, Vector3(0.6, 0.6, 0), slot0.DURATION_MOVE)
LeanTween.moveLocal(go(slot1), slot0._gradeUpperLeftPos, slot0.DURATION_MOVE):setOnComplete(System.Action(function ()
slot0:showPainting()
end))
setActive(slot0.findTF(slot0, "jieuan01/Bomb", slot0._bg), false)
end
slot0.setCondition = function (slot0, slot1, slot2, slot3)
slot4 = cloneTplTo(slot0._conditionContributeTpl, slot0._conditionContainer)
setActive(slot4, false)
slot5 = nil
slot4:Find("text"):GetComponent(typeof(Text)).text = setColorStr(slot1, "#FFFFFFFF")
slot4:Find("value"):GetComponent(typeof(Text)).text = setColorStr(slot2, slot3)
if slot0._conditionContainer.childCount - 1 > 0 then
table.insert(slot0._delayLeanList, LeanTween.delayedCall(slot0.CONDITIONS_FREQUENCE * slot8, System.Action(function ()
setActive(setActive, true)
end)).id)
else
setActive(slot4, true)
end
end
slot0.showPainting = function (slot0)
slot1, slot2, slot3 = nil
SetActive(slot0._painting, true)
slot0.paintingName = "yanzhan"
setPaintingPrefabAsync(slot0._painting, slot0.paintingName, "jiesuan", function ()
if findTF(slot0._painting, "fitter").childCount > 0 then
ShipExpressionHelper.SetExpression(findTF(slot0._painting, "fitter"):GetChild(0), slot0.paintingName, "win_mvp")
end
end)
SetActive(slot0._failPainting, false)
if slot0.contextData.score > 1 then
slot1, slot3, slot6 = ShipWordHelper.GetWordAndCV(205020, ShipWordHelper.WORD_TYPE_MVP)
slot2 = slot6
else
slot1, slot3, slot2 = ShipWordHelper.GetWordAndCV(205020, ShipWordHelper.WORD_TYPE_LOSE)
end
setText(slot0._chat:Find("Text"), slot2)
if CHAT_POP_STR_LEN < #slot0._chat:Find("Text"):GetComponent(typeof(Text)).text then
slot4.alignment = TextAnchor.MiddleLeft
else
slot4.alignment = TextAnchor.MiddleCenter
end
SetActive(slot0._chat, true)
slot0._chat.transform.localScale = Vector3.New(0, 0, 0)
LeanTween.moveX(rtf(slot0._painting), 50, 0.1):setOnComplete(System.Action(function ()
LeanTween.scale(rtf(slot0._chat.gameObject), Vector3.New(1, 1, 1), 0.1):setEase(LeanTweenType.easeOutBack)
end))
slot0._stateFlag = BattleResultLayer.STATE_DISPLAYED
end
slot0.skip = function (slot0)
if slot0._stateFlag == BattleResultLayer.STATE_REPORTED then
slot0:displayBG()
elseif slot0._stateFlag == BattleResultLayer.STATE_DISPLAYED then
slot0:emit(BattleResultMediator.ON_BACK_TO_LEVEL_SCENE)
end
end
slot0.onBackPressed = function (slot0)
triggerButton(slot0._skipBtn)
end
slot0.willExit = function (slot0)
LeanTween.cancel(go(slot0._tf))
pg.UIMgr.GetInstance():UnblurPanel(slot0._tf)
end
return slot0
|
-- "KittyCaT-Sonata"
function update(elapsed)
camShenigans()
end
function beatHit(beat)
if (beat > 12 and beat < 231) or (beat > 394 and beat < 547) then
if math.fmod(beat, 3) == 0 then
cameraZoom = 0.76
camHudAngle = 2 * camVar
else
cameraZoom = 0.73
camHudAngle = 1 * camVar
end
elseif (beat > 252 and beat < 394) then
if math.fmod(beat, 2) == 0 then
cameraZoom = 0.78
camHudAngle = 2 * camVar
else
cameraZoom = 0.74
camHudAngle = 1 * camVar
end
end
camVar = camVar * -1
end
function camShenigans()
local defaultCam = 0.7
local funnyVar = math.abs(camHudAngle / 15)
cameraAngle = camHudAngle * -0.8
hudZoom = cameraZoom + 0.3
if camHudAngle > 0 then
camHudAngle = camHudAngle - (funnyVar)
elseif camHudAngle < 0 then
camHudAngle = camHudAngle + (funnyVar)
end
if cameraZoom > defaultCam then
cameraZoom = cameraZoom - 0.005
elseif cameraZoom < defaultCam then
cameraZoom = defaultCam
end
end
|
local awful = require("awful")
local beautiful = require("beautiful")
local naughty = require("naughty")
-- Themes define colours, icons, font and wallpapers.
beautiful.init(awful.util.getdir("config") .. "/themes/default/theme.lua")
config.layouts = {
-- awful.layout.suit.floating,
awful.layout.suit.tile,
-- awful.layout.suit.tile.left,
awful.layout.suit.tile.bottom,
-- awful.layout.suit.tile.top,
awful.layout.suit.fair,
-- awful.layout.suit.fair.horizontal,
-- awful.layout.suit.spiral,
-- awful.layout.suit.spiral.dwindle,
awful.layout.suit.max,
-- awful.layout.suit.max.fullscreen,
awful.layout.suit.magnifier,
-- awful.layout.suit.corner.nw,
-- ??? awful.layout.suit.floating
}
awful.layout.layouts = config.layouts;
-- Naughty
for _,preset in pairs({"normal", "low", "critical"}) do
naughty.config.presets[preset].font = "Droid Sans 10"
naughty.config.presets[preset].timeout = 5
naughty.config.presets[preset].margin = 10
end
|
local BehaviorBase = import(".BehaviorBase");
---组件工厂类
local behaviorsClass = {
}
local BehaviorFactory = {}
function BehaviorFactory.typeof( obj,classObj )
-- body
if obj.__supers then
local isType
isType = function (objData,name)
-- body
if objData.__supers and #objData.__supers>0 then
for k,v in pairs(obj.__supers) do
if isType(v,name) then
return true;
end
end
return false;
else
return objData.__cname == name;
end
end
return isType(obj,classObj.__cname)
end
end
function BehaviorFactory.createBehavior(behaviorName)
local classObj = behaviorsClass[behaviorName]
assert(classObj ~= nil, string.format("BehaviorFactory.createBehavior() - Invalid behavior name \"%s\"", tostring(behaviorName)))
if BehaviorFactory.typeof(classObj,BehaviorBase) then
return classObj.new()
elseif type(classObj) == "table" and classObj.require and classObj.path then
classObj = classObj.require(classObj.path);
return classObj.new()
else
classObj = require(classObj);
return classObj.new()
end
end
function BehaviorFactory.createBehaviorByClass(behavior)
local classObj = behavior
-- dump(behavior)
assert(classObj ~= nil, string.format("BehaviorFactory.createBehavior() - Invalid behavior name \"%s\"", tostring(behavior)))
if BehaviorFactory.typeof(classObj,BehaviorBase) then
print("yangshuai BehaviorFactory.typeof true")
return classObj.new()
elseif type(classObj) == "table" and classObj.require and classObj.path then
classObj = classObj.require(classObj.path);
print("yangshuai BehaviorFactory.typeof false")
return classObj.new()
end
print("yangshuai BehaviorFactory.typeof false")
if type(behavior) == "string" then
error("behavior 不合法 类型是string")
end
end
function BehaviorFactory.combineBehaviorsClass(newBehaviorsClass)
for k, v in pairs(newBehaviorsClass) do
assert(behaviorsClass[k] == nil, string.format("BehaviorFactory.combineBehaviorsClass() - Exists behavior name \"%s\"", tostring(k)))
behaviorsClass[k] = v
end
end
function BehaviorFactory.merge(newBehaviorsClass)
for k, v in pairs(newBehaviorsClass) do
behaviorsClass[k] = v
end
end
function BehaviorFactory.removeBehaviorsClass(removeBehaviorsClass)
for k, v in pairs(removeBehaviorsClass) do
behaviorsClass[k] = nil;
end
end
function BehaviorFactory.hasBehavior(key)
return behaviorsClass[key]
end
return BehaviorFactory
|
local bind = require('utility.keybinding')
local map_cr = bind.map_cr
local map_cu = bind.map_cu
local map_cmd = bind.map_cmd
local keymap = {}
keymap.set_mapleader = function()
vim.g.mapleader = ' ' -- use <space> as <leader>
end
keymap.init = function()
keymap.set_mapleader()
local t = function(str)
return vim.api.nvim_replace_termcodes(str, true, true, true)
end
_G.enhance_jk_move = function(key)
local map = key == 'j' and '<Plug>(accelerated_jk_gj_position)' or '<Plug>(accelerated_jk_gk_position)'
return t(map)
end
_G.enhance_ft_move = function(key)
local map = {
f = '<Plug>(eft-f)',
F = '<Plug>(eft-F)',
t = '<Plug>(eft-t)',
T = '<Plug>(eft-T)',
[';'] = '<Plug>(eft-repeat)',
}
return t(map[key])
end
_G.enhance_align = function(key)
vim.cmd([[packadd vim-easy-align]])
local map = { ['nga'] = '<Plug>(EasyAlign)', ['xga'] = '<Plug>(EasyAlign)' }
return t(map[key])
end
-- the keymap for nvim builtin features
keymap.builtin = {
-- tab switches
['n|<leader>1'] = map_cmd('1gt'),
['n|<leader>2'] = map_cmd('2gt'),
['n|<leader>3'] = map_cmd('3gt'),
['n|<leader>4'] = map_cmd('4gt'),
['n|<leader>5'] = map_cmd('5gt'),
['n|<leader>j'] = map_cmd('gt'),
['n|<leader>k'] = map_cmd('gT'),
-- options for windows
['n|<C-h>'] = map_cmd('<C-w>h'),
['n|<C-j>'] = map_cmd('<C-w>j'),
['n|<C-k>'] = map_cmd('<C-w>k'),
['n|<C-l>'] = map_cmd('<C-w>l'),
['n|<A-[>'] = map_cr('vertical resize -5'):with_silent(),
['n|<A-]>'] = map_cr('vertical resize +5'):with_silent(),
['n|<A-;>'] = map_cr('resize -2'),
["n|<A-'>"] = map_cr('resize +2'),
['n|<C-q>'] = map_cr('wq!'):with_silent(),
-- edit
['n|Y'] = map_cmd('y$'),
['n|D'] = map_cmd('D$'),
['n|n'] = map_cmd('nzzzv'), -- n zz zv
['n|N'] = map_cmd('Nzzzv'), -- N zz zv
-- command line
['c|<C-b>'] = map_cmd('<Left>'),
['c|<C-f>'] = map_cmd('<Right>'),
['c|<C-a>'] = map_cmd('<Home>'),
['c|<C-e>'] = map_cmd('<End>'),
['c|<C-d>'] = map_cmd('<Del>'),
['c|<C-h>'] = map_cmd('<BS>'),
['c|<C-t>'] = map_cmd([[<C-R>=expand('%:p:h') . '/' <CR>]]),
['c|w!!'] = map_cmd([[execute 'silent! write !sudo tee % >/dev/null' <bar> edit!]]),
-- Visual
['v|J'] = map_cmd(":m '>+1<cr>gv=gv"),
['v|K'] = map_cmd(":m '<-2<cr>gv=gv"),
['v|<'] = map_cmd('<gv'),
['v|>'] = map_cmd('>gv'),
-- others
['n|<F10>'] = map_cr('ccl'):with_nowait():with_silent(),
}
-- the keymap for features provided via plugins
-- some keymap configured via field 'config' in specifications of packer.nvim, see modules/*/config
keymap.plugins = {
-- packer.nvim
['n|<leader>ps'] = map_cr('PackerSync'):with_silent():with_nowait(),
['n|<leader>pu'] = map_cr('PackerUpdate'):with_silent():with_nowait(),
['n|<leader>pi'] = map_cr('PackerInstall'):with_silent():with_nowait(),
['n|<leader>pc'] = map_cr('PackerClean'):with_silent():with_nowait(),
-- nvim-lspconfig, nvim-lspinstaller, lspsaga, nvim-lsp, ...
['n|g['] = map_cr('Lspsaga diagnostic_jump_prev'):with_silent(),
['n|g]'] = map_cr('Lspsaga diagnostic_jump_next'):with_silent(),
['n|gs'] = map_cr('Lspsaga signature_help'):with_silent(),
['n|<leader>rn'] = map_cr('Lspsaga rename'):with_silent(),
['n|K'] = map_cr('Lspsaga hover_doc'):with_silent(),
['n|<C-Up>'] = map_cr([[lua require('lspsaga.action').smart_scroll_with_saga(-1)]]):with_silent(),
['n|<C-Down>'] = map_cr([[lua require('lspsaga.action').smart_scroll_with_saga(1)]]):with_silent(),
['n|<leader>ca'] = map_cr('Lspsaga code_action'):with_silent(),
['v|<leader>ca'] = map_cu('Lspsaga range_code_action'):with_silent(),
['n|gp'] = map_cr('Lspsaga preview_definition'):with_silent(),
['n|gd'] = map_cr('lua vim.lsp.buf.definition()'):with_silent(),
-- aerial.nvim
['n|<leader>o'] = map_cu('SymbolsOutline'):with_silent(),
-- Trouble
['n|gt'] = map_cr('TroubleToggle'):with_silent(),
['n|gr'] = map_cr('TroubleToggle lsp_references'):with_silent(),
['n|<leader>cd'] = map_cr('TroubleToggle lsp_document_diagnostics'):with_silent(),
['n|<leader>cw'] = map_cr('TroubleToggle lsp_workspace_diagnostics'):with_silent(),
['n|<leader>cq'] = map_cr('TroubleToggle quickfix'):with_silent(),
['n|<leader>cl'] = map_cr('TroubleToggle loclist'):with_silent(),
-- Telescope
['n|<leader>ts'] = map_cr('Telescope lsp_dynamic_workspace_symbols'):with_silent(),
['n|<leader>tf'] = map_cr('Telescope find_files'):with_silent(),
['n|<leader>tg'] = map_cr('Telescope grep_string'):with_silent(),
-- nvim-comment
['n|<leader>/'] = map_cr('CommentToggle'):with_silent(),
['v|<leader>/'] = map_cr('CommentToggle'):with_silent(),
-- Hop
['n|<leader>w'] = map_cu('HopWord'):with_nowait():with_silent(),
['n|<leader>l'] = map_cu('HopLine'):with_nowait():with_silent(),
['n|<leader>c'] = map_cu('HopChar1'):with_nowait():with_silent(),
['n|<leader>cc'] = map_cu('HopChar2'):with_nowait():with_silent(),
-- accelerate-jk
['n|j'] = map_cmd([[v:lua.enhance_jk_move('j')]]):with_silent():with_expr():with_recursive(),
['n|k'] = map_cmd([[v:lua.enhance_jk_move('k')]]):with_silent():with_expr():with_recursive(),
-- vim-eft
['n|f'] = map_cmd([[v:lua.enhance_ft_move('f')]]):with_expr():with_recursive(),
['n|F'] = map_cmd([[v:lua.enhance_ft_move('F')]]):with_expr():with_recursive(),
['n|t'] = map_cmd([[v:lua.enhance_ft_move('t')]]):with_expr():with_recursive(),
['n|T'] = map_cmd([[v:lua.enhance_ft_move('T')]]):with_expr():with_recursive(),
['n|;'] = map_cmd([[v:lua.enhance_ft_move(';')]]):with_expr():with_recursive(),
-- Plugin EasyAlign
['n|ga'] = map_cmd([['v:lua.enhance_align('nga')]]):with_expr():with_recursive(),
['x|ga'] = map_cmd([[v:lua.enhance_align('xga')]]):with_expr():with_recursive(),
-- bufferline
['n|gb'] = map_cr('BufferLinePick'):with_silent(),
['n|<A-j>'] = map_cr('BufferLineCycleNext'):with_silent(),
['n|<A-k>'] = map_cr('BufferLineCyclePrev'):with_silent(),
['n|<leader>be'] = map_cr('BufferLineSortByExtension'),
['n|<leader>bd'] = map_cr('BufferLineSortByDirectory'),
['n|<A-1>'] = map_cr('BufferLineGoToBuffer 1'):with_silent(),
['n|<A-2>'] = map_cr('BufferLineGoToBuffer 2'):with_silent(),
['n|<A-3>'] = map_cr('BufferLineGoToBuffer 3'):with_silent(),
['n|<A-4>'] = map_cr('BufferLineGoToBuffer 4'):with_silent(),
['n|<A-5>'] = map_cr('BufferLineGoToBuffer 5'):with_silent(),
['n|<A-6>'] = map_cr('BufferLineGoToBuffer 6'):with_silent(),
['n|<A-7>'] = map_cr('BufferLineGoToBuffer 7'):with_silent(),
['n|<A-8>'] = map_cr('BufferLineGoToBuffer 8'):with_silent(),
['n|<A-9>'] = map_cr('BufferLineGoToBuffer 9'):with_silent(),
-- nvim-tree
['n|<leader>e'] = map_cr('NvimTreeToggle'):with_silent(),
['n|<Leader>ef'] = map_cr('NvimTreeFindFile'):with_silent(),
['n|<Leader>er'] = map_cr('NvimTreeRefresh'):with_silent(),
-- auto-session
['n|<leader>ss'] = map_cu('SaveSession'):with_silent(),
['n|<leader>sr'] = map_cu('RestoreSession'):with_silent(),
['n|<leader>sd'] = map_cu('DeleteSesion'):with_silent(),
-- Plugin split-term
['n|<C-w>t'] = map_cr('VTerm'):with_silent(),
}
end
keymap.setup = function()
keymap.init()
bind.nvim_load_mapping(keymap.builtin)
bind.nvim_load_mapping(keymap.plugins)
end
return keymap
|
local _M = {_VERSION="0.1.11"}
local table_insert = table.insert
local table_concat = table.concat
function _M.getTime() return ngx and ngx.time() or os.time() end
function _M.addParamToUrl(urlString, paramName,paramValue)
if urlString==nil then urlString="" end
if paramValue==nill then paramValue="" end
if paramName==nil then return urlString end
if string.find(urlString,"?") then urlString=urlString.."&" else urlString=urlString.."?" end
urlString=urlString..paramName.."="..paramValue
return urlString
end
function _M._86_64()
return 0xfffffffff==0xffffffff and 32 or 64
end
function _M.removeParamFromUrl(urlString, paramName)
if urlString==nil then urlString="" end
if paramName==nil then return urlString end
urlString=string.gsub (urlString,"[\\?\\&]"..paramName.."=?[^&$]*", "")
ngx.log(ngx.DEBUG,"urlString:"+urlString)
local qmarkindex=string.find(urlString,"\\?")
local andmarkindex=string.find(urlString,"\\&")
if qmarkindex==-1 and andmarkindex>0 then
urlString=string.gsub (urlString,"\\&", "?")
end
return urlString
end
--get url or post arguments from request
function _M.getArgsFromRequest(argName)
local args=ngx.req.get_uri_args()
local result=args[argName]
if result==nil and "POST" == ngx.var.request_method then
ngx.req.read_body()
args = ngx.req.get_post_args()
result=args[argName]
end
return result
end
function _M.error(msg, detail, status)
local cjson=require("cjson")
if status then ngx.status = status end
ngx.say(cjson.encode({ msg = msg, detail = detail }))
ngx.log(ngx.ERR,cjson.encode({ msg = msg, detail = detail }))
if status then ngx.exit(status) end
end
local errors = {
UNAVAILABLE = 'upstream-unavailable',
QUERY_ERROR = 'query-failed'
}
_M.errors = errors
local function request(method)
return function(url, payload, headers)
headers = headers or {}
headers['Content-Type'] = 'application/x-www-form-urlencoded'
local httpc = require( "resty.http" ).new()
local params = {headers = headers, method = method }
if string.sub(string.lower(url),1,5)=='https' then params.ssl_verify = true end
if method == 'GET' then params.query = payload
else params.body = payload end
local res, err = httpc:request_uri(url, params)
if err then
ngx.log(ngx.ERR, table.concat(
{method .. ' fail', url, payload}, '|'
))
return nil, nil, errors.UNAVAILABLE
else
if res.status >= 400 then
ngx.log(ngx.ERR, table.concat({
method .. ' fail code', url, res.status, res.body,
}, '|'))
return res.status, res.body, errors.QUERY_ERROR
else
return res.status, res.body, nil
end
end
end
end
_M.jget = request('GET')
_M.jput = request('PUT')
_M.jpost = request('POST')
function _M.unzip(inputString)
local zlib=require('suproxy.utils.ffi-zlib')
-- Reset vars
local chunk = 16384
local output_table = {}
local count = 0
local input = function(bufsize)
ngx.log(ngx.DEBUG,"count:"..count)
local start = count > 0 and bufsize*count or 1
local data = inputString:sub(start, (bufsize*(count+1)-1) )
count = count + 1
ngx.log(ngx.INFO,"--------data-----------")
ngx.log(ngx.INFO,data)
return data
end
local output = function(data)
table_insert(output_table, data)
end
local ok, err = zlib.inflateGzip(input, output, chunk)
if not ok then
ngx.log(ngx.ERR,"unzip error")
end
local output_data = table_concat(output_table,'')
return output_data
end
return _M
|
--[[
Classical Game of Life using Cell Families
]]
------------
-- Interface
------------
-- Number of Mobile Agents
Interface:create_slider('N_Mobiles', 0, 10, 1, 5)
-----------------
-- Setup Function
-----------------
SETUP = function()
-- We don't reset everything to reuse the grid of cells between simulations
-- Restart the time
Simulation:reset()
-- Create a Family of Structural Agents
declare_FamilyCell('Cells')
Cells:create_grid(40,40,0,0) -- width, height, offset x, offset y
-- Set color of the cells
for _,c in ordered(Cells) do
c.color = {1,1,1,.5}
c.food = 1 -- food to be stored in the cell
end
-- Create a Family of mobile agents
declare_FamilyMobile('Agents')
for i = 1, Interface:get_value('N_Mobiles') do
Agents:new({
shape = "circle"
,pos = copy(one_of(Cells).pos)
,color = {0,0,1,1}
,scale = 1
})
end
end
-----------------
-- Step Function
-----------------
STEP = function()
for _,ag in ordered(Agents) do
-- Every agent move to one neighbors cell
local c = Cells:cell_of(ag)
ag:move_to((c.neighbors):one_of())
-- consume some food there
c = Cells:cell_of(ag)
c.food = c.food - .2
c.food = c.food < 0 and 0 or c.food
c.color = {c.food,c.food,c.food,.5}
end
-- Food grow slowly in the cells
for _,c in ordered(Cells) do
c.food = c.food + .001
c.food = c.food > 1 and 1 or c.food
c.color = {c.food,c.food,c.food,.5}
end
end
|
slot2 = "BaseGameBattleView"
BaseGameBattleView = class(slot1)
BaseGameBattleView.ctor = function (slot0, slot1, slot2)
if not slot2 and slot0.btnMenu then
slot8 = 80
slot0.controller.adjustSlimWidth(slot4, slot0.controller, slot0.btnMenu, UIConfig.ALIGN_LEFT_UP)
end
if not slot2 and slot0.btnMenu1 then
slot8 = 80
slot0.controller.adjustSlimWidth(slot4, slot0.controller, slot0.btnMenu1, UIConfig.ALIGN_LEFT_UP)
end
if not slot2 and slot0.btnMenu2 then
slot8 = 80
slot0.controller.adjustSlimWidth(slot4, slot0.controller, slot0.btnMenu2, UIConfig.ALIGN_LEFT_UP)
end
if not slot1 and slot0.btnChat then
slot8 = 80
slot0.controller.adjustSlimWidth(slot4, slot0.controller, slot0.btnChat, UIConfig.ALIGN_LEFT_UP)
end
if slot0.btnAuto then
slot8 = -80
slot0.controller.adjustSlimWidth(slot4, slot0.controller, slot0.btnAuto, UIConfig.ALIGN_RIGHT)
end
if slot0.btnDisableAuto then
slot8 = -80
slot0.controller.adjustSlimWidth(slot4, slot0.controller, slot0.btnDisableAuto, UIConfig.ALIGN_RIGHT)
end
end
BaseGameBattleView.destroy = function (slot0)
return
end
return
|
-- config.lua --
config = {}
config.ssid = "a2:20:a6:12:52:f6"
config.pwd = "IIIlll111"
config.host = "192.168.4.1"
config.port = 11272
-- timeout = timeout * 5 s
config.timeout = 10
return config
|
-- https://github.com/rxi/lite/blob/master/src/main.c#L129
-- https://github.com/rxi/lite/blob/master/data/core/init.lua#L77
-- https://github.com/rxi/lite/blob/master/data/core/init.lua#L451
core = {}
function core.init()
print('core.init')
end
function core.run()
print('core.run')
end
return core
|
require 'modshogun'
require 'load'
traindat = load_dna('../data/fm_train_dna.dat')
testdat = load_dna('../data/fm_test_dna.dat')
parameter_list = {{traindat,testdat,3},{traindat,testdat,20}}
function kernel_weighted_degree_string_modular (fm_train_dna,fm_test_dna,degree)
--feats_train=modshogun.StringCharFeatures(fm_train_dna, modshogun.DNA)
--feats_test=modshogun.StringCharFeatures(fm_test_dna, modshogun.DNA)
--
--kernel=modshogun.WeightedDegreeStringKernel(feats_train, feats_train, degree)
--
--weights = {}
--for i = degree, 1, -1 do
--table.insert(weights, 2*i/((degree+1)*degree))
--end
--kernel:set_wd_weights(weights)
--
--km_train=kernel:get_kernel_matrix()
--kernel:init(feats_train, feats_test)
--km_test=kernel:get_kernel_matrix()
--
--return km_train, km_test, kernel
end
if debug.getinfo(3) == nill then
print 'WeightedDegreeString'
kernel_weighted_degree_string_modular(unpack(parameter_list[1]))
end
|
function BetterScreenScale()
return math.Clamp(ScrH() / 1080, 0.6, 1)
end
function EasyLabel(parent, text, font, textcolor)
local dpanel = vgui.Create("DLabel", parent)
if font then
dpanel:SetFont(font or "DefaultFont")
end
dpanel:SetText(text)
dpanel:SizeToContents()
if textcolor then
dpanel:SetTextColor(textcolor)
end
dpanel:SetKeyboardInputEnabled(false)
dpanel:SetMouseInputEnabled(false)
return dpanel
end
function EasyButton(parent, text, xpadding, ypadding)
local dpanel = vgui.Create("DButton", parent)
if textcolor then
dpanel:SetFGColor(textcolor or color_white)
end
if text then
dpanel:SetText(text)
end
dpanel:SizeToContents()
if xpadding then
dpanel:SetWide(dpanel:GetWide() + xpadding * 2)
end
if ypadding then
dpanel:SetTall(dpanel:GetTall() + ypadding * 2)
end
return dpanel
end
function EasyURL(parent, text, font, textcolor)
local dpanel = vgui.Create("DLabel", parent)
if font then
dpanel:SetFont(font or "DefaultFont")
end
dpanel:SetEnabled(true)
dpanel:SetText(text)
dpanel:SizeToContents()
if textcolor then
dpanel:SetTextColor(textcolor)
end
dpanel:SetKeyboardInputEnabled(false)
dpanel:SetMouseInputEnabled(false)
dpanel.DoClick = function(self)
gui.OpenURL(self:GetText())
end
return dpanel
end
function draw.OutlinedBox( x, y, w, h, thickness, clr )
surface.SetDrawColor( clr )
for i=0, thickness - 1 do
surface.DrawOutlinedRect( x + i, y + i, w - i * 2, h - i * 2 )
end
end
function draw.DrawSimpleRect(x, y, w, h, col)
surface.SetDrawColor(col)
surface.DrawRect(x, y, w, h)
end
function draw.DrawSimpleOutlined(x, y, w, h, col)
surface.SetDrawColor(col)
surface.DrawOutlinedRect(x, y, w, h)
end
|
bf_orig_y = 0
bf_orig_x = 0
gf_orig_y = 0
gf_orig_x = 0
function start (song)
bf_orig_y = getActorY("boyfriend")
bf_orig_x = getActorX("boyfriend")
gf_orig_y = getActorY("girlfriend")
gf_orig_x = getActorX("girlfriend")
print("Song: " .. song .. " @ " .. bpm .. " donwscroll: " .. downscroll)
end
function update (elapsed) -- example https://twitter.com/KadeDeveloper/status/1382178179184422918
-- local currentBeat = (songPos / 1000)*(bpm/60)
-- for i=0,7 do
-- setActorX(_G['defaultStrum'..i..'X'] + 32 * math.sin((currentBeat + i*0.25) * math.pi), i)
-- setActorY(_G['defaultStrum'..i..'Y'] + 32 * math.cos((currentBeat + i*0.25) * math.pi), i)
-- end
-- if curStep >= 672 and curStep < 820 then
local currentBeat = (songPos / 1000)*(bpm/60)
--for i=0,7 do
-- setActorX(_G['defaultStrum'..i..'X'] + 32 * math.sin((currentBeat + i*0.25) * math.pi), i)
-- setActorY(_G['defaultStrum'..i..'Y'] + 32 * math.cos((currentBeat + i*0.25) * math.pi), i)
--end
-- setActorX(_G['defaultStrum5X'], 6)
-- setActorY(_G['defaultStrum5Y'], 6)
-- setActorX(_G['defaultStrum6X'], 5)
-- setActorY(_G['defaultStrum6Y'], 5)
for i=0,7 do
setActorAngle(currentBeat, i)
setActorX(_G['defaultStrum'..i..'X'] + 32 * math.sin((currentBeat + i*0.25) * math.pi), i)
setActorY(_G['defaultStrum'..i..'Y'] + 2* 32 * math.cos((currentBeat + i*0.25) * math.pi), i)
end
-- camHudAngle = camHudAngle + currentBeat/100;
-- setCamPosition(32 * math.sin((currentBeat) * math.pi), 32 * math.cos((currentBeat) * math.pi))
-- setHudPosition(32 * math.cos((currentBeat) * math.pi), 32 * math.sin((currentBeat) * math.pi))
-- setActorAngle(currentBeat, "dad")
setActorScale(math.abs((currentBeat*0.5)%2 - 1), "dad")
setActorX(bf_orig_x + 32 * math.sin(currentBeat*5) * math.pi, "boyfriend")
setActorY(bf_orig_y + 32 * math.cos(currentBeat*5) * math.pi, "boyfriend")
--if currentBeat % 2 >= 1 then
-- setActorX(bf_orig_x*(currentBeat%2), "girlfriend")
-- setActorY(bf_orig_y*(currentBeat%2), "girlfriend")
--else
-- setActorX(gf_orig_x*(currentBeat%2), "girlfriend")
-- setActorY(gf_orig_y*(currentBeat%2), "girlfriend")
--end
-- else
-- setActorX(_G['defaultStrum5X'], 5)
-- setActorY(_G['defaultStrum5Y'], 5)
-- setActorX(_G['defaultStrum6X'], 6)
-- setActorY(_G['defaultStrum6Y'], 6)
-- for i=0,7 do
-- setActorX(_G['defaultStrum'..i..'X'],i)
-- setActorX(_G['defaultStrum'..i..'Y'],i)
-- end
-- end
--if getRenderedNotes() ~= 0 then
-- closest_note_x = getRenderedNoteX(0)
-- closest_note_y = getRenderedNoteY(0)
-- if closest_note_x > hudWidth/2 then -- BF
-- -- setRenderedNotePos(closest_note_x + 32 * math.sin((currentBeat + i*0.25) * math.pi), closest_note_y, 0)
-- setRenderedNotePos(closest_note_x + 32, 0, 0)
-- end
--end
-- diff = _G['defaultStrum4X'] - _G['defaultStrum0X']
rendered_notes = getRenderedNotes()
--[[if rendered_notes ~= 0 then
for i=0, rendered_notes-1 do
closest_note_x = getRenderedNoteX(i)
closest_note_y = getRenderedNoteY(i)
if closest_note_y > hudHeight/3 then
-- setRenderedNotePos(closest_note_x + 32 * math.sin((currentBeat + i*0.25) * math.pi), closest_note_y, 0)
-- setRenderedNotePos(closest_note_x, hudHeight/3 + (hudHeight-closest_note_y), i)
-- setRenderedNotePos(closest_note_x, hudHeight/3 + (closest_note_y-hudHeight/3)/1.5, i)
if closest_note_x > hudWidth/2 then -- BF
setRenderedNotePos(closest_note_x - diff, closest_note_y, i)
else
setRenderedNotePos(closest_note_x + diff, closest_note_y, i)
end
end
end
end]]
--[[if rendered_notes ~= 0 then
for i=0, rendered_notes-1 do
note_x = getRenderedNoteX(i)
note_y = getRenderedNoteY(i)
setRenderedNoteAlpha(((screenHeight-note_y)/screenHeight), i)
-- setRenderedNoteScale(2*((screenHeight-note_y)/screenHeight)-1, i)
-- setRenderedNotePos(note_x, note_y, i)
end
end]]
end
function beatHit (beat)
-- do nothing
end
function stepHit (step)
-- do nothing
end
print("Mod Chart script loaded :)")
|
Include 'THlib\\UI\\uiconfig.lua'
Include 'THlib\\UI\\font.lua'
Include 'THlib\\UI\\title.lua'
Include 'THlib\\UI\\sc_pr.lua'
LoadTexture('boss_ui', 'THlib\\UI\\boss_ui.png')
LoadImage('boss_spell_name_bg', 'boss_ui', 0, 0, 256, 36)
SetImageCenter('boss_spell_name_bg', 256, 0)
LoadImage('boss_pointer', 'boss_ui', 0, 64, 48, 16)
SetImageCenter('boss_pointer', 24, 0)
LoadImage('boss_sc_left', 'boss_ui', 64, 64, 32, 32)
SetImageState('boss_sc_left', '', Color(0xFF80FF80))
LoadTexture('hint', 'THlib\\UI\\hint.png', true)
LoadImage('hint.bonusfail', 'hint', 0, 64, 256, 64)
LoadImage('hint.getbonus', 'hint', 0, 128, 396, 64)
LoadImage('hint.extend', 'hint', 0, 192, 160, 64)
LoadImage('hint.power', 'hint', 0, 12, 84, 32)
LoadImage('hint.graze', 'hint', 86, 12, 74, 32)
LoadImage('hint.point', 'hint', 160, 12, 120, 32)
LoadImage('hint.life', 'hint', 288, 0, 16, 15)
LoadImage('hint.lifeleft', 'hint', 304, 0, 16, 15)
LoadImage('hint.bomb', 'hint', 320, 0, 16, 16)
LoadImage('hint.bombleft', 'hint', 336, 0, 16, 16)
LoadImage('kill_time', 'hint', 232, 200, 152, 56, 16, 16)
SetImageCenter('hint.power', 0, 16)
SetImageCenter('hint.graze', 0, 16)
SetImageCenter('hint.point', 0, 16)
LoadImageGroup('lifechip', 'hint', 288, 16, 16, 15, 4, 1, 0, 0)
LoadImageGroup('bombchip', 'hint', 288, 32, 16, 16, 4, 1, 0, 0)
LoadImage('hint.hiscore', 'hint', 424, 8, 80, 20)
LoadImage('hint.score', 'hint', 424, 30, 64, 20)
LoadImage('hint.Pnumber', 'hint', 352, 8, 56, 20)
LoadImage('hint.Bnumber', 'hint', 352, 30, 72, 20)
LoadImage('hint.Cnumber', 'hint', 352, 52, 40, 20)
SetImageCenter('hint.hiscore', 0, 10)
SetImageCenter('hint.score', 0, 10)
SetImageCenter('hint.Pnumber', 0, 10)
SetImageCenter('hint.Bnumber', 0, 10)
LoadTexture('line', 'THlib\\UI\\line.png', true)
LoadImageGroup('line_', 'line', 0, 0, 200, 8, 1, 7, 0, 0)
LoadTexture('ui_rank', 'THlib\\UI\\rank.png')
LoadImage('rank_Easy', 'ui_rank', 0, 0, 144, 32)
LoadImage('rank_Normal', 'ui_rank', 0, 32, 144, 32)
LoadImage('rank_Hard', 'ui_rank', 0, 64, 144, 32)
LoadImage('rank_Lunatic', 'ui_rank', 0, 96, 144, 32)
LoadImage('rank_Extra', 'ui_rank', 0, 128, 144, 32)
---@class THlib.ui
ui = {}
---UI菜单参数
ui.menu = {
font_size = 0.625,
line_height = 24,
char_width = 20,
num_width = 12.5,
title_color = { 255, 255, 255 },
unfocused_color = { 128, 128, 128 },
--unfocused_color={255,255,255},
focused_color1 = { 255, 255, 255 },
focused_color2 = { 255, 192, 192 },
blink_speed = 7,
shake_time = 9,
shake_speed = 40,
shake_range = 3,
--符卡练习每页行数
sc_pr_line_per_page = 12,
-- 符卡练习每行高度
sc_pr_line_height = 22,
--符卡练习每行宽度
sc_pr_width = 320,
sc_pr_margin = 8,
rep_font_size = 0.6,
rep_line_height = 20,
}
function ui.DrawMenu(title, text, pos, x, y, alpha, timer, shake, align)
align = align or 'center'
local yos
if title == '' then
yos = (#text + 1) * ui.menu.line_height * 0.5
else
yos = (#text - 1) * ui.menu.line_height * 0.5
SetFontState('menu', '', Color(alpha * 255, unpack(ui.menu.title_color)))
RenderText('menu', title, x, y + yos + ui.menu.line_height, ui.menu.font_size, align, 'vcenter')
end
for i = 1, #text do
if i == pos then
local color = {}
local k = cos(timer * ui.menu.blink_speed) ^ 2
for j = 1, 3 do
color[j] = ui.menu.focused_color1[j] * k + ui.menu.focused_color2[j] * (1 - k)
end
local xos = ui.menu.shake_range * sin(ui.menu.shake_speed * shake)
SetFontState('menu', '', Color(alpha * 255, unpack(color)))
RenderText('menu', text[i], x + xos, y - i * ui.menu.line_height + yos, ui.menu.font_size, align, 'vcenter')
-- RenderTTF('menuttf',text[i],x+xos+2,x+xos+2,y-i*ui.menu.line_height+yos,y-i*ui.menu.line_height+yos,Color(alpha*255,0,0,0),'centerpoint')
-- RenderTTF('menuttf',text[i],x+xos,x+xos,y-i*ui.menu.line_height+yos,y-i*ui.menu.line_height+yos,Color(alpha*255,unpack(color)),'centerpoint')
else
SetFontState('menu', '', Color(alpha * 255, unpack(ui.menu.unfocused_color)))
RenderText('menu', text[i], x, y - i * ui.menu.line_height + yos, ui.menu.font_size, align, 'vcenter')
-- RenderTTF('menuttf',text[i],x+2,x+2,y-i*ui.menu.line_height+yos,y-i*ui.menu.line_height+yos,Color(alpha*255,0,0,0),'centerpoint')
-- RenderTTF('menuttf',text[i],x,x,y-i*ui.menu.line_height+yos,y-i*ui.menu.line_height+yos,Color(alpha*255,unpack(ui.menu.unfocused_color)),'centerpoint')
end
end
end
function ui.DrawMenuTTF(ttfname, title, text, pos, x, y, alpha, timer, shake, align)
align = align or 'center'
local yos
if title == '' then
yos = (#text + 1) * ui.menu.sc_pr_line_height * 0.5
else
yos = (#text - 1) * ui.menu.sc_pr_line_height * 0.5
RenderTTF(ttfname, title, x, x, y + yos + ui.menu.sc_pr_line_height, y + yos + ui.menu.sc_pr_line_height, Color(alpha * 255, unpack(ui.menu.title_color)), align, 'vcenter', 'noclip')
end
for i = 1, #text do
if i == pos then
local color = {}
local k = cos(timer * ui.menu.blink_speed) ^ 2
for j = 1, 3 do
color[j] = ui.menu.focused_color1[j] * k + ui.menu.focused_color2[j] * (1 - k)
end
local xos = ui.menu.shake_range * sin(ui.menu.shake_speed * shake)
RenderTTF(ttfname, text[i], x + xos, x + xos, y - i * ui.menu.sc_pr_line_height + yos, y - i * ui.menu.sc_pr_line_height + yos, Color(alpha * 255, unpack(color)), align, 'vcenter', 'noclip')
else
RenderTTF(ttfname, text[i], x, x, y - i * ui.menu.sc_pr_line_height + yos, y - i * ui.menu.sc_pr_line_height + yos, Color(alpha * 255, unpack(ui.menu.unfocused_color)), align, 'vcenter', 'noclip')
end
end
end
function ui.DrawMenuTTFBlack(ttfname, title, text, pos, x, y, alpha, timer, shake, align)
align = align or 'center'
local yos
if title == '' then
yos = (#text + 1) * ui.menu.sc_pr_line_height * 0.5
else
yos = (#text - 1) * ui.menu.sc_pr_line_height * 0.5
RenderTTF(ttfname, title, x, x, y + yos + ui.menu.sc_pr_line_height, y + yos + ui.menu.sc_pr_line_height, Color(0xFF000000), align, 'vcenter', 'noclip')
end
for i = 1, #text do
if i == pos then
local xos = ui.menu.shake_range * sin(ui.menu.shake_speed * shake)
RenderTTF(ttfname, text[i], x + xos, x + xos, y - i * ui.menu.sc_pr_line_height + yos, y - i * ui.menu.sc_pr_line_height + yos, Color(0xFF000000), align, 'vcenter', 'noclip')
else
RenderTTF(ttfname, text[i], x, x, y - i * ui.menu.sc_pr_line_height + yos, y - i * ui.menu.sc_pr_line_height + yos, Color(0xFF000000), align, 'vcenter', 'noclip')
end
end
end
function ui.DrawRepText(ttfname, title, text, pos, x, y, alpha, timer, shake)
local yos
if title == '' then
yos = (#text + 1) * ui.menu.sc_pr_line_height * 0.5
else
yos = (#text - 1) * ui.menu.sc_pr_line_height * 0.5
Render(title, x, y + ui.menu.sc_pr_line_height + yos)
-- RenderTTF(ttfname,title,x,x,y+yos+ui.menu.sc_pr_line_height+1,y+yos+ui.menu.sc_pr_line_height-1,Color(0xFF000000),'center','vcenter','noclip')
-- RenderTTF(ttfname,title,x,x,y+yos+ui.menu.sc_pr_line_height,y+yos+ui.menu.sc_pr_line_height,Color(255,unpack(ui.menu.title_color)),'center','vcenter','noclip')
end
local _text = text
local xos = { -300, -240, -120, 20, 130, 240 }
for i = 1, #_text do
if i == pos then
local color = {}
local k = cos(timer * ui.menu.blink_speed) ^ 2
for j = 1, 3 do
color[j] = ui.menu.focused_color1[j] * k + ui.menu.focused_color2[j] * (1 - k)
end
-- local xos=ui.menu.shake_range*sin(ui.menu.shake_speed*shake)
SetFontState('replay', '', Color(0xFFFFFF30))
-- RenderTTF(ttfname,text[i],x+xos,x+xos,y-i*ui.menu.sc_pr_line_height+yos,y-i*ui.menu.sc_pr_line_height+yos,Color(alpha*255,unpack(color)),align,'vcenter','noclip')
for m = 1, 6 do
RenderText('replay', _text[i][m], x + xos[m], y - i * ui.menu.rep_line_height + yos, ui.menu.rep_font_size, 'vcenter', 'left')
end
else
SetFontState('replay', '', Color(0xFF808080))
-- RenderTTF(ttfname,text[i],x,x,y-i*ui.menu.sc_pr_line_height+yos,y-i*ui.menu.sc_pr_line_height+yos,Color(alpha*255,unpack(ui.menu.unfocused_color)),align,'vcenter','noclip')
for m = 1, 6 do
RenderText('replay', _text[i][m], x + xos[m], y - i * ui.menu.rep_line_height + yos, ui.menu.rep_font_size, 'vcenter', 'left')
end
end
end
end
function ui.DrawRepText2(ttfname, title, text, pos, x, y, alpha, timer, shake)
local yos
if title == '' then
yos = (#text + 1) * ui.menu.sc_pr_line_height * 0.5
else
yos = (#text - 1) * ui.menu.sc_pr_line_height * 0.5
Render(title, x, y + ui.menu.sc_pr_line_height + yos)
-- RenderTTF(ttfname,title,x,x,y+yos+ui.menu.sc_pr_line_height+1,y+yos+ui.menu.sc_pr_line_height-1,Color(0xFF000000),'center','vcenter','noclip')
-- RenderTTF(ttfname,title,x,x,y+yos+ui.menu.sc_pr_line_height,y+yos+ui.menu.sc_pr_line_height,Color(255,unpack(ui.menu.title_color)),'center','vcenter','noclip')
end
local _text = text
local xos = { -80, 120 }
for i = 1, #_text do
if i == pos then
local color = {}
local k = cos(timer * ui.menu.blink_speed) ^ 2
for j = 1, 3 do
color[j] = ui.menu.focused_color1[j] * k + ui.menu.focused_color2[j] * (1 - k)
end
-- local xos=ui.menu.shake_range*sin(ui.menu.shake_speed*shake)
SetFontState('replay', '', Color(0xFFFFFF30))
-- RenderTTF(ttfname,text[i],x+xos,x+xos,y-i*ui.menu.sc_pr_line_height+yos,y-i*ui.menu.sc_pr_line_height+yos,Color(alpha*255,unpack(color)),align,'vcenter','noclip')
RenderText('replay', _text[i][1], x + xos[1], y - i * ui.menu.rep_line_height + yos, ui.menu.rep_font_size, 'vcenter', 'center')
RenderText('replay', _text[i][2], x + xos[2], y - i * ui.menu.rep_line_height + yos, ui.menu.rep_font_size, 'vcenter', 'right')
else
SetFontState('replay', '', Color(0xFF808080))
-- RenderTTF(ttfname,text[i],x,x,y-i*ui.menu.sc_pr_line_height+yos,y-i*ui.menu.sc_pr_line_height+yos,Color(alpha*255,unpack(ui.menu.unfocused_color)),align,'vcenter','noclip')
RenderText('replay', _text[i][1], x + xos[1], y - i * ui.menu.rep_line_height + yos, ui.menu.rep_font_size, 'vcenter', 'center')
RenderText('replay', _text[i][2], x + xos[2], y - i * ui.menu.rep_line_height + yos, ui.menu.rep_font_size, 'vcenter', 'right')
end
end
end
---RenderScore(fontname,score,x,y,size,mode)
---格式化并使用RenderText渲染数字(分数)
function RenderScore(fontname, score, x, y, size, mode)
if score < 1000 then
RenderText(fontname, string.format('%d', score), x, y, size, mode)
elseif score < 1000000 then
RenderText(fontname, string.format('%d,%03d', math.floor(score / 1000), score % 1000), x, y, size, mode)
elseif score < 1000000000 then
RenderText(fontname, string.format('%d,%03d,%03d', math.floor(score / 1000000), math.floor(int(score / 1000)) % 1000, score % 1000), x, y, size, mode)
elseif score < 100000000000 then
RenderText(fontname, string.format('%d,%03d,%03d,%03d', math.floor(score / 1000000000), math.floor(int(score / 1000000)) % 1000, math.floor(score / 1000) % 1000, score % 1000), x, y, size, mode)
else
RenderText(fontname, string.format('99,999,999,999'), x, y, size, mode)
end
end
--
if setting.resx > setting.resy then
if not CheckRes('img', 'image:UI_img') then
LoadImageFromFile('ui_bg', 'THlib\\UI\\ui_bg.png')
end
if not CheckRes('img', 'image:LOGO_img') then
LoadImageFromFile('logo', 'THlib\\UI\\logo.png')
end
SetImageCenter('logo', 0, 0)
LoadImageFromFile('menu_bg', 'THlib\\UI\\menu_bg.png')
function ui.DrawFrame()
if CheckRes('img', 'image:UI_img') then
Render('image:UI_img', 320, 240)
else
Render('ui_bg', 320, 240)
end
if CheckRes('img', 'image:LOGO_img') then
Render('image:LOGO_img', 400, 150, 0, 0.5, 0.5)
else
Render('logo', 400, 150, 0, 0.5, 0.5)
end
SetFontState('menu', '', Color(0xFFFFFFFF))
RenderText('menu', string.format('%.1ffps', GetFPS()), 636, 1, 0.25, 'right', 'bottom')
end
function ui.DrawMenuBG()
-- SetViewMode'ui'
Render('menu_bg', 320, 240)
SetFontState('menu', '', Color(0xFFFFFFFF))
RenderText('menu', string.format('%.1ffps', GetFPS()), 636, 1, 0.25, 'right', 'bottom')
end
function ui.DrawScore()
SetFontState('score3', '', Color(0xFFADADAD))
local diff = string.match(stage.current_stage.name, "[%w_][%w_ ]*$")
local diffimg = CheckRes('img', 'image:diff_' .. diff)
if diffimg then
Render('image:diff_' .. diff, 528, 448)
else
if diff == 'Easy' or diff == 'Normal' or diff == 'Hard' or diff == 'Lunatic' or diff == 'Extra' then
Render('rank_' .. diff, 528, 448, 0.5, 0.5)
else
RenderText('score', diff, 528, 466, 0.5, 'center')
end
end
Render('line_1', 525, 419, 0, 1, 1)
Render('line_2', 525, 397, 0, 1, 1)
Render('line_3', 525, 349, 0, 1, 1)
Render('line_4', 525, 311, 0, 1, 1)
Render('line_5', 525, 247, 0, 1, 1)
Render('line_6', 525, 224, 0, 1, 1)
Render('line_7', 525, 202, 0, 1, 1)
Render('hint.hiscore', 428, 425, 0, 1, 1)
Render('hint.score', 428, 403, 0, 1, 1)
Render('hint.Pnumber', 428, 371, 0, 1, 1)
Render('hint.Bnumber', 428, 334, 0, 1, 1)
Render('hint.Cnumber', 554, 316, 0, 0.85, 0.85)
Render('hint.Cnumber', 554, 354, 0, 0.85, 0.85)
Render('hint.power', 455, 253, 0, 0.5, 0.5)
Render('hint.point', 455, 230, 0, 0.5, 0.5)
Render('hint.graze', 470, 208, 0, 0.5, 0.5)
--RenderText('score','HiScore\nScore\nPlayer\nSpell\nGraze',432,424,0.5,'left')
for i = 1, 8 do
Render('hint.life', 505 + 13 * i, 371, 0, 1, 1)
end
for i = 1, lstg.var.lifeleft do
Render('hint.lifeleft', 505 + 13 * i, 371, 0, 1, 1)
end
for i = 1, 8 do
Render('hint.bomb', 505 + 13 * i, 334, 0, 1, 1)
end
for i = 1, lstg.var.bomb do
Render('hint.bombleft', 505 + 13 * i, 334, 0, 1, 1)
end
local Lchip = lstg.var.chip
if Lchip > 0 and Lchip < 5 then
Render('lifechip' .. Lchip, 505 + 13 * (lstg.var.lifeleft + 1), 371, 0, 1, 1)
end
local Bchip = lstg.var.bombchip
if Bchip > 0 and Bchip < 5 then
Render('bombchip' .. Bchip, 505 + 13 * (lstg.var.bomb + 1), 334, 0, 1, 1)
end
SetFontState('score3', '', Color(0xFFADADAD))
RenderScore('score3', max(lstg.tmpvar.hiscore or 0, lstg.var.score), 622, 436, 0.43, 'right')
SetFontState('score3', '', Color(0xFFFFFFFF))
RenderScore('score3', lstg.var.score, 622, 414, 0.43, 'right')
RenderText('score3', string.format('%d/5', lstg.var.chip), 596, 361, 0.35, 'left')
RenderText('score3', string.format('%d/5', lstg.var.bombchip), 596, 323, 0.35, 'left')
--Render('hint.power',450,258,0,0.5)
--Render('hint.point',452,240,0,0.5)
--Render('hint.graze',466,222,0,0.5)
SetFontState('score1', '', Color(0xFFCD6600))
SetFontState('score2', '', Color(0xFF22D8DD))
--
RenderText('score1', string.format('%d. /4. ', math.floor(lstg.var.power / 100)), 610, 262, 0.4, 'right')
RenderText('score1', string.format(' %d%d 00',
math.floor((lstg.var.power % 100) / 10), lstg.var.power % 10),
611, 258.5, 0.3, 'right')
RenderText('score2', string.format('%d,%d%d%d', math.floor(lstg.var.pointrate / 1000), math.floor(lstg.var.pointrate / 100) % 10, math.floor(lstg.var.pointrate / 10) % 10, lstg.var.pointrate % 10), 610, 239, 0.4, 'right')
SetFontState('score3', '', Color(0xFFADADAD))
RenderText('score3', string.format('%d', lstg.var.graze), 610, 216, 0.4, 'right')
end
else
LoadImageFromFile('ui_bg', 'THlib\\UI\\ui_bg_2.png')
LoadImageFromFile('logo', 'THlib\\UI\\logo.png')
LoadImageFromFile('menu_bg', 'THlib\\UI\\menu_bg_2.png')
function ui.DrawFrame()
Render('ui_bg', 198, 264)
end
function ui.DrawMenuBG()
SetViewMode 'ui'
Render('menu_bg', 198, 264)
SetFontState('menu', '', Color(0xFFFFFFFF))
RenderText('menu', string.format('%.1ffps', GetFPS()), 392, 1, 0.25, 'right', 'bottom')
end
function ui.DrawScore()
RenderText('score', 'HiScore', 8, 520, 0.5, 'left', 'top')
RenderText('score', string.format('%d', max(lstg.tmpvar.hiscore or 0, lstg.var.score)), 190, 520, 0.5, 'right', 'top')
RenderText('score', 'Score', 206, 520, 0.5, 'left', 'top')
RenderText('score', string.format('%d', lstg.var.score), 388, 520, 0.5, 'right', 'top')
SetFontState('score', '', Color(0xFFFF4040))
RenderText('score', string.format('%1.2f', lstg.var.power / 100), 8, 496, 0.5, 'left', 'top')
SetFontState('score', '', Color(0xFF40FF40))
RenderText('score', string.format('%d', lstg.var.faith), 84, 496, 0.5, 'left', 'top')
SetFontState('score', '', Color(0xFF4040FF))
RenderText('score', string.format('%d', lstg.var.pointrate), 160, 496, 0.5, 'left', 'top')
SetFontState('score', '', Color(0xFFFFFFFF))
RenderText('score', string.format('%d', lstg.var.graze), 236, 496, 0.5, 'left', 'top')
RenderText('score', string.rep('*', max(0, lstg.var.lifeleft)), 388, 496, 0.5, 'right', 'top')
RenderText('score', string.rep('*', max(0, lstg.var.bomb)), 380, 490, 0.5, 'right', 'top')
end
end
---@class THlib.diff_render_obj:object
diff_render_obj = Class(object)
function diff_render_obj:init(x, y, _type, img)
self.group = GROUP_GHOST
self.bound = false
self.x = x
self.y = y
self.rot, self.
self .layer = LAYER_TOP
self.img = _type .. img
self._a, self._r, self._g, self._b = 255, 255, 255, 255
ui_diff = self
end
function diff_render_obj:render()
Render(self.img, self.x, self.y, self.rot, self.hscale, self.vscale)
end
|
local args = {...}
return function ()
local createServer = require('coro-net').createServer
local uv = require('uv')
local httpCodec = require('http-codec')
local websocketCodec = require('websocket-codec')
local wrapIo = require('coro-websocket').wrapIo
local log = require('log').log
local makeRemote = require('codec').makeRemote
local core = require('core')()
local handlers = require('handlers')(core)
local handleRequest = require('api')(core.db, args[2])
-- Ignore SIGPIPE if it exists on platform
if uv.constants.SIGPIPE then
uv.new_signal():start("sigpipe")
end
createServer({
host = "0.0.0.0",
port = 4822,
decode = httpCodec.decoder(),
encode = httpCodec.encoder(),
}, function (read, write, socket, updateDecoder, updateEncoder, close)
local function upgrade(res)
write(res)
-- Upgrade the protocol to websocket
updateDecoder(websocketCodec.decode)
updateEncoder(websocketCodec.encode)
read, write = wrapIo(read, write, { mask = false })
-- Log the client connection
local peerName = socket:getpeername()
peerName = peerName.ip .. ':' .. peerName.port
log("client connected", peerName)
-- Proces the client using server handles
local remote = makeRemote(read, write)
local success, err = xpcall(function ()
for command, data in remote.read do
log("client command", peerName .. " - " .. command)
local handler = handlers[command]
if handler then
handler(remote, data)
else
remote.writeAs("error", "no such command " .. command)
end
end
end, debug.traceback)
if not success then
log("client error", err, "err")
remote.writeAs("error", string.match(err, ":%d+: *([^\n]*)"))
remote.close()
end
log("client disconnected", peerName)
end
for req in read do
local body = {}
for chunk in read do
if #chunk == 0 then break end
body[#body + 1] = chunk
end
local res, err = websocketCodec.handleHandshake(req, "lit")
if res then return upgrade(res) end
body = table.concat(body)
if req.method == "GET" or req.method == "HEAD" then
req.body = #body > 0 and body or nil
local now = uv.now()
res, err = handleRequest(req)
local delay = (uv.now() - now) .. "ms"
res[#res + 1] = {"X-Request-Time", delay}
print(req.method .. " " .. req.path .. " " .. res.code .. " " .. delay)
end
if not res then
write({code=400})
write(err or "lit websocket request required")
write()
if not socket:is_closing() then
socket:close()
end
return
end
write(res)
write(res.body)
end
write()
end)
-- Never return so that the command keeps running.
coroutine.yield()
end
|
local AS = unpack(AddOnSkins)
if not AS:CheckAddOn('ServerHop') then return end
function AS:ServerHop()
local hopAddOn = _G["ServerHop"]
local hopFrame = hopAddOn.hopFrame
AS:SkinFrame(hopFrame)
AS:SkinButton(hopFrame.buttonHop, true)
hopFrame.buttonHop:SetPoint("LEFT", 20, 0)
AS:SkinCloseButton(hopAddOn.closeButton)
hopAddOn.closeButton:SetPoint("TOPRIGHT", 0, 0)
AS:SkinButton(hopAddOn.buttonOptions)
hopAddOn.buttonOptions:SetPoint("TOPLEFT", 0, 0)
AS:SkinEditBox(hopFrame.description, 205, 18)
AS:SkinButton(sh_clearblbut)
sh_clearblbut:SetSize(24, 24)
AS:SkinDropDownBox(hopFramepvpDrop)
AS:SkinDropDownBox(CountDrop)
end
AS:RegisterSkin('ServerHop', AS.ServerHop)
|
--- `:augroup` support.
--
-- Provides overrides that allow you to specify a callable
-- as the second parameter to `bex.cmd.augroup`. It will
-- be invoked after entering the augroup and generate
-- an `:augroup END` automatically afterwards. This allows
-- usage like:
--
-- local cmd = require('bex.cmd')
--
-- cmd.augroup('my_augroup', function()
-- cmd.autocmd.bang()
-- cmd.autocmd(...)
-- ...
-- end)
local cmd = require('bex.cmd')
local param = require('bex.param')
local function body(ctx)
ctx.augroup_body = ctx:pop()
end
cmd.augroup.params = {param.default, body}
function cmd.augroup.post(ctx, result)
if ctx.augroup_body then
local status, ret = pcall(ctx.augroup_body)
vim.cmd("augroup END")
if not status then
error(ret)
end
end
return result
end
|
-- Workaround for the map canvas pins, which behave as buttons
-- using OnMouseDown, making the interface cursor dismiss the objects as
-- regular unclickable frames.
local _, db = ...
db.PLUGINS['Blizzard_MapCanvas'] = function(self)
local NodeMixin, pins, maps, nodes = {}, {}, {}, {}
local Mixin = db.table.mixin
function NodeMixin:OnLeave() self.pin:OnMouseLeave() end
function NodeMixin:OnClick() self.pin:OnClick('LeftButton') end
function NodeMixin:OnEnter()
local map = self.pin.owningMap
self.pin:OnMouseEnter()
if ( GameTooltip:GetOwner() == self.pin ) and
db.Mouse.Cursor.Special and
GetMouseFocus() ~= self and
map:ShouldZoomInOnClick() then
if map:IsZoomedIn() or map:IsZoomingIn() then
map:PanTo(self.pin.normalizedX, self.pin.normalizedY)
GameTooltip:AddLine(db.CLICK.MAP_CANVAS_ZOOM_OUT, 1, 1, 1)
else
GameTooltip:AddLine(db.CLICK.MAP_CANVAS_ZOOM_IN, 1, 1, 1)
end
GameTooltip:Show()
end
end
function NodeMixin:SpecialClick()
local map = self.pin.owningMap
if not map:ShouldZoomInOnClick() then
return
end
if map:IsZoomedIn() or map:IsZoomingIn() then
map:ZoomOut()
else
local normalizedX, normalizedY = self.pin.normalizedX, self.pin.normalizedY
map:PanAndZoomTo(normalizedX, normalizedY)
end
end
local function CreateNode(pin)
if pins[pin] then return end
local node = CreateFrame('Button', 'CanvasNode'..#nodes+1, pin)
node.pin = pin
node:SetSize(4, 4)
node:SetPoint('CENTER')
node.noAnimation = true
Mixin(node, NodeMixin)
nodes[#nodes + 1] = node
pins[pin] = true
pin.includeChildren = true
end
local function AddToMixinTracker(self)
if not maps[self] then
ConsolePort:AddFrame(self)
ConsolePort:UpdateFrames()
maps[self] = true
self.ScrollContainer.ignoreScroll = true
end
end
local function AcquirePin(self, pinTemplate, ...)
for pin in self:EnumeratePinsByTemplate(pinTemplate) do
CreateNode(pin, self, pinTemplate)
end
AddToMixinTracker(self)
end
hooksecurefunc(MapCanvasMixin, 'AcquirePin', AcquirePin)
if ( WorldMapFrame and WorldMapFrame.AcquirePin ) then
hooksecurefunc(WorldMapFrame, 'AcquirePin', AcquirePin)
AddToMixinTracker(WorldMapFrame)
end
end
|
-- Automatically generated by build.lua, do not edit
return [[
048D ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER SEMISOFT SIGN
048F ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER ER WITH TICK
0491 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER GHE WITH UPTURN
0493 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER GHE WITH STROKE
0495 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER GHE WITH MIDDLE HOOK
0497 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER ZHE WITH DESCENDER
0499 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER ZE WITH DESCENDER
049B ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER KA WITH DESCENDER
049D ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER KA WITH VERTICAL STROKE
049F ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER KA WITH STROKE
04A1 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER BASHKIR KA
04A3 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER EN WITH DESCENDER
04A5 ; Changes_When_Titlecased # L& CYRILLIC SMALL LIGATURE EN GHE
04A7 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER PE WITH MIDDLE HOOK
04A9 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER ABKHASIAN HA
04AB ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER ES WITH DESCENDER
04AD ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER TE WITH DESCENDER
04AF ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER STRAIGHT U
04B1 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER STRAIGHT U WITH STROKE
04B3 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER HA WITH DESCENDER
04B5 ; Changes_When_Titlecased # L& CYRILLIC SMALL LIGATURE TE TSE
04B7 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER CHE WITH DESCENDER
04B9 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER CHE WITH VERTICAL STROKE
04BB ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER SHHA
04BD ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER ABKHASIAN CHE
04BF ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER ABKHASIAN CHE WITH DESCENDER
04C2 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER ZHE WITH BREVE
04C4 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER KA WITH HOOK
04C6 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER EL WITH TAIL
04C8 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER EN WITH HOOK
04CA ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER EN WITH TAIL
04CC ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER KHAKASSIAN CHE
04CE..04CF ; Changes_When_Titlecased # L& [2] CYRILLIC SMALL LETTER EM WITH TAIL..CYRILLIC SMALL LETTER PALOCHKA
04D1 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER A WITH BREVE
04D3 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER A WITH DIAERESIS
04D5 ; Changes_When_Titlecased # L& CYRILLIC SMALL LIGATURE A IE
04D7 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER IE WITH BREVE
04D9 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER SCHWA
04DB ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER SCHWA WITH DIAERESIS
04DD ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER ZHE WITH DIAERESIS
04DF ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER ZE WITH DIAERESIS
04E1 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER ABKHASIAN DZE
04E3 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER I WITH MACRON
04E5 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER I WITH DIAERESIS
04E7 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER O WITH DIAERESIS
04E9 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER BARRED O
04EB ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER BARRED O WITH DIAERESIS
04ED ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER E WITH DIAERESIS
04EF ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER U WITH MACRON
04F1 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER U WITH DIAERESIS
04F3 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER U WITH DOUBLE ACUTE
04F5 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER CHE WITH DIAERESIS
04F7 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER GHE WITH DESCENDER
04F9 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER YERU WITH DIAERESIS
04FB ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER GHE WITH STROKE AND HOOK
04FD ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER HA WITH HOOK
04FF ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER HA WITH STROKE
0501 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER KOMI DE
0503 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER KOMI DJE
0505 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER KOMI ZJE
0507 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER KOMI DZJE
0509 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER KOMI LJE
050B ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER KOMI NJE
050D ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER KOMI SJE
050F ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER KOMI TJE
0511 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER REVERSED ZE
0513 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER EL WITH HOOK
0515 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER LHA
0517 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER RHA
0519 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER YAE
051B ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER QA
051D ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER WE
051F ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER ALEUT KA
0521 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER EL WITH MIDDLE HOOK
0523 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER EN WITH MIDDLE HOOK
0525 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER PE WITH DESCENDER
0527 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER SHHA WITH DESCENDER
0529 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER EN WITH LEFT HOOK
052B ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER DZZHE
052D ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER DCHE
052F ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER EL WITH DESCENDER
0561..0587 ; Changes_When_Titlecased # L& [39] ARMENIAN SMALL LETTER AYB..ARMENIAN SMALL LIGATURE ECH YIWN
13F8..13FD ; Changes_When_Titlecased # L& [6] CHEROKEE SMALL LETTER YE..CHEROKEE SMALL LETTER MV
1C80..1C88 ; Changes_When_Titlecased # L& [9] CYRILLIC SMALL LETTER ROUNDED VE..CYRILLIC SMALL LETTER UNBLENDED UK
1D79 ; Changes_When_Titlecased # L& LATIN SMALL LETTER INSULAR G
1D7D ; Changes_When_Titlecased # L& LATIN SMALL LETTER P WITH STROKE
1E01 ; Changes_When_Titlecased # L& LATIN SMALL LETTER A WITH RING BELOW
1E03 ; Changes_When_Titlecased # L& LATIN SMALL LETTER B WITH DOT ABOVE
1E05 ; Changes_When_Titlecased # L& LATIN SMALL LETTER B WITH DOT BELOW
1E07 ; Changes_When_Titlecased # L& LATIN SMALL LETTER B WITH LINE BELOW
1E09 ; Changes_When_Titlecased # L& LATIN SMALL LETTER C WITH CEDILLA AND ACUTE
1E0B ; Changes_When_Titlecased # L& LATIN SMALL LETTER D WITH DOT ABOVE
1E0D ; Changes_When_Titlecased # L& LATIN SMALL LETTER D WITH DOT BELOW
1E0F ; Changes_When_Titlecased # L& LATIN SMALL LETTER D WITH LINE BELOW
1E11 ; Changes_When_Titlecased # L& LATIN SMALL LETTER D WITH CEDILLA
1E13 ; Changes_When_Titlecased # L& LATIN SMALL LETTER D WITH CIRCUMFLEX BELOW
1E15 ; Changes_When_Titlecased # L& LATIN SMALL LETTER E WITH MACRON AND GRAVE
1E17 ; Changes_When_Titlecased # L& LATIN SMALL LETTER E WITH MACRON AND ACUTE
1E19 ; Changes_When_Titlecased # L& LATIN SMALL LETTER E WITH CIRCUMFLEX BELOW
1E1B ; Changes_When_Titlecased # L& LATIN SMALL LETTER E WITH TILDE BELOW
1E1D ; Changes_When_Titlecased # L& LATIN SMALL LETTER E WITH CEDILLA AND BREVE
1E1F ; Changes_When_Titlecased # L& LATIN SMALL LETTER F WITH DOT ABOVE
1E21 ; Changes_When_Titlecased # L& LATIN SMALL LETTER G WITH MACRON
1E23 ; Changes_When_Titlecased # L& LATIN SMALL LETTER H WITH DOT ABOVE
1E25 ; Changes_When_Titlecased # L& LATIN SMALL LETTER H WITH DOT BELOW
1E27 ; Changes_When_Titlecased # L& LATIN SMALL LETTER H WITH DIAERESIS
1E29 ; Changes_When_Titlecased # L& LATIN SMALL LETTER H WITH CEDILLA
1E2B ; Changes_When_Titlecased # L& LATIN SMALL LETTER H WITH BREVE BELOW
1E2D ; Changes_When_Titlecased # L& LATIN SMALL LETTER I WITH TILDE BELOW
1E2F ; Changes_When_Titlecased # L& LATIN SMALL LETTER I WITH DIAERESIS AND ACUTE
1E31 ; Changes_When_Titlecased # L& LATIN SMALL LETTER K WITH ACUTE
1E33 ; Changes_When_Titlecased # L& LATIN SMALL LETTER K WITH DOT BELOW
1E35 ; Changes_When_Titlecased # L& LATIN SMALL LETTER K WITH LINE BELOW
1E37 ; Changes_When_Titlecased # L& LATIN SMALL LETTER L WITH DOT BELOW
1E39 ; Changes_When_Titlecased # L& LATIN SMALL LETTER L WITH DOT BELOW AND MACRON
1E3B ; Changes_When_Titlecased # L& LATIN SMALL LETTER L WITH LINE BELOW
1E3D ; Changes_When_Titlecased # L& LATIN SMALL LETTER L WITH CIRCUMFLEX BELOW
1E3F ; Changes_When_Titlecased # L& LATIN SMALL LETTER M WITH ACUTE
1E41 ; Changes_When_Titlecased # L& LATIN SMALL LETTER M WITH DOT ABOVE
1E43 ; Changes_When_Titlecased # L& LATIN SMALL LETTER M WITH DOT BELOW
1E45 ; Changes_When_Titlecased # L& LATIN SMALL LETTER N WITH DOT ABOVE
1E47 ; Changes_When_Titlecased # L& LATIN SMALL LETTER N WITH DOT BELOW
1E49 ; Changes_When_Titlecased # L& LATIN SMALL LETTER N WITH LINE BELOW
1E4B ; Changes_When_Titlecased # L& LATIN SMALL LETTER N WITH CIRCUMFLEX BELOW
1E4D ; Changes_When_Titlecased # L& LATIN SMALL LETTER O WITH TILDE AND ACUTE
1E4F ; Changes_When_Titlecased # L& LATIN SMALL LETTER O WITH TILDE AND DIAERESIS
1E51 ; Changes_When_Titlecased # L& LATIN SMALL LETTER O WITH MACRON AND GRAVE
1E53 ; Changes_When_Titlecased # L& LATIN SMALL LETTER O WITH MACRON AND ACUTE
1E55 ; Changes_When_Titlecased # L& LATIN SMALL LETTER P WITH ACUTE
1E57 ; Changes_When_Titlecased # L& LATIN SMALL LETTER P WITH DOT ABOVE
1E59 ; Changes_When_Titlecased # L& LATIN SMALL LETTER R WITH DOT ABOVE
1E5B ; Changes_When_Titlecased # L& LATIN SMALL LETTER R WITH DOT BELOW
1E5D ; Changes_When_Titlecased # L& LATIN SMALL LETTER R WITH DOT BELOW AND MACRON
1E5F ; Changes_When_Titlecased # L& LATIN SMALL LETTER R WITH LINE BELOW
1E61 ; Changes_When_Titlecased # L& LATIN SMALL LETTER S WITH DOT ABOVE
1E63 ; Changes_When_Titlecased # L& LATIN SMALL LETTER S WITH DOT BELOW
1E65 ; Changes_When_Titlecased # L& LATIN SMALL LETTER S WITH ACUTE AND DOT ABOVE
1E67 ; Changes_When_Titlecased # L& LATIN SMALL LETTER S WITH CARON AND DOT ABOVE
1E69 ; Changes_When_Titlecased # L& LATIN SMALL LETTER S WITH DOT BELOW AND DOT ABOVE
1E6B ; Changes_When_Titlecased # L& LATIN SMALL LETTER T WITH DOT ABOVE
1E6D ; Changes_When_Titlecased # L& LATIN SMALL LETTER T WITH DOT BELOW
1E6F ; Changes_When_Titlecased # L& LATIN SMALL LETTER T WITH LINE BELOW
1E71 ; Changes_When_Titlecased # L& LATIN SMALL LETTER T WITH CIRCUMFLEX BELOW
1E73 ; Changes_When_Titlecased # L& LATIN SMALL LETTER U WITH DIAERESIS BELOW
1E75 ; Changes_When_Titlecased # L& LATIN SMALL LETTER U WITH TILDE BELOW
1E77 ; Changes_When_Titlecased # L& LATIN SMALL LETTER U WITH CIRCUMFLEX BELOW
1E79 ; Changes_When_Titlecased # L& LATIN SMALL LETTER U WITH TILDE AND ACUTE
1E7B ; Changes_When_Titlecased # L& LATIN SMALL LETTER U WITH MACRON AND DIAERESIS
1E7D ; Changes_When_Titlecased # L& LATIN SMALL LETTER V WITH TILDE
1E7F ; Changes_When_Titlecased # L& LATIN SMALL LETTER V WITH DOT BELOW
1E81 ; Changes_When_Titlecased # L& LATIN SMALL LETTER W WITH GRAVE
1E83 ; Changes_When_Titlecased # L& LATIN SMALL LETTER W WITH ACUTE
1E85 ; Changes_When_Titlecased # L& LATIN SMALL LETTER W WITH DIAERESIS
1E87 ; Changes_When_Titlecased # L& LATIN SMALL LETTER W WITH DOT ABOVE
1E89 ; Changes_When_Titlecased # L& LATIN SMALL LETTER W WITH DOT BELOW
1E8B ; Changes_When_Titlecased # L& LATIN SMALL LETTER X WITH DOT ABOVE
1E8D ; Changes_When_Titlecased # L& LATIN SMALL LETTER X WITH DIAERESIS
1E8F ; Changes_When_Titlecased # L& LATIN SMALL LETTER Y WITH DOT ABOVE
1E91 ; Changes_When_Titlecased # L& LATIN SMALL LETTER Z WITH CIRCUMFLEX
1E93 ; Changes_When_Titlecased # L& LATIN SMALL LETTER Z WITH DOT BELOW
1E95..1E9B ; Changes_When_Titlecased # L& [7] LATIN SMALL LETTER Z WITH LINE BELOW..LATIN SMALL LETTER LONG S WITH DOT ABOVE
1EA1 ; Changes_When_Titlecased # L& LATIN SMALL LETTER A WITH DOT BELOW
1EA3 ; Changes_When_Titlecased # L& LATIN SMALL LETTER A WITH HOOK ABOVE
1EA5 ; Changes_When_Titlecased # L& LATIN SMALL LETTER A WITH CIRCUMFLEX AND ACUTE
1EA7 ; Changes_When_Titlecased # L& LATIN SMALL LETTER A WITH CIRCUMFLEX AND GRAVE
1EA9 ; Changes_When_Titlecased # L& LATIN SMALL LETTER A WITH CIRCUMFLEX AND HOOK ABOVE
1EAB ; Changes_When_Titlecased # L& LATIN SMALL LETTER A WITH CIRCUMFLEX AND TILDE
1EAD ; Changes_When_Titlecased # L& LATIN SMALL LETTER A WITH CIRCUMFLEX AND DOT BELOW
1EAF ; Changes_When_Titlecased # L& LATIN SMALL LETTER A WITH BREVE AND ACUTE
1EB1 ; Changes_When_Titlecased # L& LATIN SMALL LETTER A WITH BREVE AND GRAVE
1EB3 ; Changes_When_Titlecased # L& LATIN SMALL LETTER A WITH BREVE AND HOOK ABOVE
1EB5 ; Changes_When_Titlecased # L& LATIN SMALL LETTER A WITH BREVE AND TILDE
1EB7 ; Changes_When_Titlecased # L& LATIN SMALL LETTER A WITH BREVE AND DOT BELOW
1EB9 ; Changes_When_Titlecased # L& LATIN SMALL LETTER E WITH DOT BELOW
1EBB ; Changes_When_Titlecased # L& LATIN SMALL LETTER E WITH HOOK ABOVE
1EBD ; Changes_When_Titlecased # L& LATIN SMALL LETTER E WITH TILDE
1EBF ; Changes_When_Titlecased # L& LATIN SMALL LETTER E WITH CIRCUMFLEX AND ACUTE
1EC1 ; Changes_When_Titlecased # L& LATIN SMALL LETTER E WITH CIRCUMFLEX AND GRAVE
1EC3 ; Changes_When_Titlecased # L& LATIN SMALL LETTER E WITH CIRCUMFLEX AND HOOK ABOVE
1EC5 ; Changes_When_Titlecased # L& LATIN SMALL LETTER E WITH CIRCUMFLEX AND TILDE
1EC7 ; Changes_When_Titlecased # L& LATIN SMALL LETTER E WITH CIRCUMFLEX AND DOT BELOW
1EC9 ; Changes_When_Titlecased # L& LATIN SMALL LETTER I WITH HOOK ABOVE
1ECB ; Changes_When_Titlecased # L& LATIN SMALL LETTER I WITH DOT BELOW
1ECD ; Changes_When_Titlecased # L& LATIN SMALL LETTER O WITH DOT BELOW
1ECF ; Changes_When_Titlecased # L& LATIN SMALL LETTER O WITH HOOK ABOVE
1ED1 ; Changes_When_Titlecased # L& LATIN SMALL LETTER O WITH CIRCUMFLEX AND ACUTE
1ED3 ; Changes_When_Titlecased # L& LATIN SMALL LETTER O WITH CIRCUMFLEX AND GRAVE
1ED5 ; Changes_When_Titlecased # L& LATIN SMALL LETTER O WITH CIRCUMFLEX AND HOOK ABOVE
1ED7 ; Changes_When_Titlecased # L& LATIN SMALL LETTER O WITH CIRCUMFLEX AND TILDE
1ED9 ; Changes_When_Titlecased # L& LATIN SMALL LETTER O WITH CIRCUMFLEX AND DOT BELOW
1EDB ; Changes_When_Titlecased # L& LATIN SMALL LETTER O WITH HORN AND ACUTE
1EDD ; Changes_When_Titlecased # L& LATIN SMALL LETTER O WITH HORN AND GRAVE
1EDF ; Changes_When_Titlecased # L& LATIN SMALL LETTER O WITH HORN AND HOOK ABOVE
1EE1 ; Changes_When_Titlecased # L& LATIN SMALL LETTER O WITH HORN AND TILDE
1EE3 ; Changes_When_Titlecased # L& LATIN SMALL LETTER O WITH HORN AND DOT BELOW
1EE5 ; Changes_When_Titlecased # L& LATIN SMALL LETTER U WITH DOT BELOW
1EE7 ; Changes_When_Titlecased # L& LATIN SMALL LETTER U WITH HOOK ABOVE
1EE9 ; Changes_When_Titlecased # L& LATIN SMALL LETTER U WITH HORN AND ACUTE
1EEB ; Changes_When_Titlecased # L& LATIN SMALL LETTER U WITH HORN AND GRAVE
1EED ; Changes_When_Titlecased # L& LATIN SMALL LETTER U WITH HORN AND HOOK ABOVE
1EEF ; Changes_When_Titlecased # L& LATIN SMALL LETTER U WITH HORN AND TILDE
1EF1 ; Changes_When_Titlecased # L& LATIN SMALL LETTER U WITH HORN AND DOT BELOW
1EF3 ; Changes_When_Titlecased # L& LATIN SMALL LETTER Y WITH GRAVE
1EF5 ; Changes_When_Titlecased # L& LATIN SMALL LETTER Y WITH DOT BELOW
1EF7 ; Changes_When_Titlecased # L& LATIN SMALL LETTER Y WITH HOOK ABOVE
1EF9 ; Changes_When_Titlecased # L& LATIN SMALL LETTER Y WITH TILDE
1EFB ; Changes_When_Titlecased # L& LATIN SMALL LETTER MIDDLE-WELSH LL
1EFD ; Changes_When_Titlecased # L& LATIN SMALL LETTER MIDDLE-WELSH V
1EFF..1F07 ; Changes_When_Titlecased # L& [9] LATIN SMALL LETTER Y WITH LOOP..GREEK SMALL LETTER ALPHA WITH DASIA AND PERISPOMENI
1F10..1F15 ; Changes_When_Titlecased # L& [6] GREEK SMALL LETTER EPSILON WITH PSILI..GREEK SMALL LETTER EPSILON WITH DASIA AND OXIA
1F20..1F27 ; Changes_When_Titlecased # L& [8] GREEK SMALL LETTER ETA WITH PSILI..GREEK SMALL LETTER ETA WITH DASIA AND PERISPOMENI
1F30..1F37 ; Changes_When_Titlecased # L& [8] GREEK SMALL LETTER IOTA WITH PSILI..GREEK SMALL LETTER IOTA WITH DASIA AND PERISPOMENI
1F40..1F45 ; Changes_When_Titlecased # L& [6] GREEK SMALL LETTER OMICRON WITH PSILI..GREEK SMALL LETTER OMICRON WITH DASIA AND OXIA
1F50..1F57 ; Changes_When_Titlecased # L& [8] GREEK SMALL LETTER UPSILON WITH PSILI..GREEK SMALL LETTER UPSILON WITH DASIA AND PERISPOMENI
1F60..1F67 ; Changes_When_Titlecased # L& [8] GREEK SMALL LETTER OMEGA WITH PSILI..GREEK SMALL LETTER OMEGA WITH DASIA AND PERISPOMENI
1F70..1F7D ; Changes_When_Titlecased # L& [14] GREEK SMALL LETTER ALPHA WITH VARIA..GREEK SMALL LETTER OMEGA WITH OXIA
1F80..1F87 ; Changes_When_Titlecased # L& [8] GREEK SMALL LETTER ALPHA WITH PSILI AND YPOGEGRAMMENI..GREEK SMALL LETTER ALPHA WITH DASIA AND PERISPOMENI AND YPOGEGRAMMENI
1F90..1F97 ; Changes_When_Titlecased # L& [8] GREEK SMALL LETTER ETA WITH PSILI AND YPOGEGRAMMENI..GREEK SMALL LETTER ETA WITH DASIA AND PERISPOMENI AND YPOGEGRAMMENI
1FA0..1FA7 ; Changes_When_Titlecased # L& [8] GREEK SMALL LETTER OMEGA WITH PSILI AND YPOGEGRAMMENI..GREEK SMALL LETTER OMEGA WITH DASIA AND PERISPOMENI AND YPOGEGRAMMENI
1FB0..1FB4 ; Changes_When_Titlecased # L& [5] GREEK SMALL LETTER ALPHA WITH VRACHY..GREEK SMALL LETTER ALPHA WITH OXIA AND YPOGEGRAMMENI
1FB6..1FB7 ; Changes_When_Titlecased # L& [2] GREEK SMALL LETTER ALPHA WITH PERISPOMENI..GREEK SMALL LETTER ALPHA WITH PERISPOMENI AND YPOGEGRAMMENI
1FBE ; Changes_When_Titlecased # L& GREEK PROSGEGRAMMENI
1FC2..1FC4 ; Changes_When_Titlecased # L& [3] GREEK SMALL LETTER ETA WITH VARIA AND YPOGEGRAMMENI..GREEK SMALL LETTER ETA WITH OXIA AND YPOGEGRAMMENI
1FC6..1FC7 ; Changes_When_Titlecased # L& [2] GREEK SMALL LETTER ETA WITH PERISPOMENI..GREEK SMALL LETTER ETA WITH PERISPOMENI AND YPOGEGRAMMENI
1FD0..1FD3 ; Changes_When_Titlecased # L& [4] GREEK SMALL LETTER IOTA WITH VRACHY..GREEK SMALL LETTER IOTA WITH DIALYTIKA AND OXIA
1FD6..1FD7 ; Changes_When_Titlecased # L& [2] GREEK SMALL LETTER IOTA WITH PERISPOMENI..GREEK SMALL LETTER IOTA WITH DIALYTIKA AND PERISPOMENI
1FE0..1FE7 ; Changes_When_Titlecased # L& [8] GREEK SMALL LETTER UPSILON WITH VRACHY..GREEK SMALL LETTER UPSILON WITH DIALYTIKA AND PERISPOMENI
1FF2..1FF4 ; Changes_When_Titlecased # L& [3] GREEK SMALL LETTER OMEGA WITH VARIA AND YPOGEGRAMMENI..GREEK SMALL LETTER OMEGA WITH OXIA AND YPOGEGRAMMENI
1FF6..1FF7 ; Changes_When_Titlecased # L& [2] GREEK SMALL LETTER OMEGA WITH PERISPOMENI..GREEK SMALL LETTER OMEGA WITH PERISPOMENI AND YPOGEGRAMMENI
214E ; Changes_When_Titlecased # L& TURNED SMALL F
2170..217F ; Changes_When_Titlecased # Nl [16] SMALL ROMAN NUMERAL ONE..SMALL ROMAN NUMERAL ONE THOUSAND
2184 ; Changes_When_Titlecased # L& LATIN SMALL LETTER REVERSED C
24D0..24E9 ; Changes_When_Titlecased # So [26] CIRCLED LATIN SMALL LETTER A..CIRCLED LATIN SMALL LETTER Z
2C30..2C5E ; Changes_When_Titlecased # L& [47] GLAGOLITIC SMALL LETTER AZU..GLAGOLITIC SMALL LETTER LATINATE MYSLITE
2C61 ; Changes_When_Titlecased # L& LATIN SMALL LETTER L WITH DOUBLE BAR
2C65..2C66 ; Changes_When_Titlecased # L& [2] LATIN SMALL LETTER A WITH STROKE..LATIN SMALL LETTER T WITH DIAGONAL STROKE
2C68 ; Changes_When_Titlecased # L& LATIN SMALL LETTER H WITH DESCENDER
2C6A ; Changes_When_Titlecased # L& LATIN SMALL LETTER K WITH DESCENDER
2C6C ; Changes_When_Titlecased # L& LATIN SMALL LETTER Z WITH DESCENDER
2C73 ; Changes_When_Titlecased # L& LATIN SMALL LETTER W WITH HOOK
2C76 ; Changes_When_Titlecased # L& LATIN SMALL LETTER HALF H
2C81 ; Changes_When_Titlecased # L& COPTIC SMALL LETTER ALFA
2C83 ; Changes_When_Titlecased # L& COPTIC SMALL LETTER VIDA
2C85 ; Changes_When_Titlecased # L& COPTIC SMALL LETTER GAMMA
2C87 ; Changes_When_Titlecased # L& COPTIC SMALL LETTER DALDA
2C89 ; Changes_When_Titlecased # L& COPTIC SMALL LETTER EIE
2C8B ; Changes_When_Titlecased # L& COPTIC SMALL LETTER SOU
2C8D ; Changes_When_Titlecased # L& COPTIC SMALL LETTER ZATA
2C8F ; Changes_When_Titlecased # L& COPTIC SMALL LETTER HATE
2C91 ; Changes_When_Titlecased # L& COPTIC SMALL LETTER THETHE
2C93 ; Changes_When_Titlecased # L& COPTIC SMALL LETTER IAUDA
2C95 ; Changes_When_Titlecased # L& COPTIC SMALL LETTER KAPA
2C97 ; Changes_When_Titlecased # L& COPTIC SMALL LETTER LAULA
2C99 ; Changes_When_Titlecased # L& COPTIC SMALL LETTER MI
2C9B ; Changes_When_Titlecased # L& COPTIC SMALL LETTER NI
2C9D ; Changes_When_Titlecased # L& COPTIC SMALL LETTER KSI
2C9F ; Changes_When_Titlecased # L& COPTIC SMALL LETTER O
2CA1 ; Changes_When_Titlecased # L& COPTIC SMALL LETTER PI
2CA3 ; Changes_When_Titlecased # L& COPTIC SMALL LETTER RO
2CA5 ; Changes_When_Titlecased # L& COPTIC SMALL LETTER SIMA
2CA7 ; Changes_When_Titlecased # L& COPTIC SMALL LETTER TAU
2CA9 ; Changes_When_Titlecased # L& COPTIC SMALL LETTER UA
2CAB ; Changes_When_Titlecased # L& COPTIC SMALL LETTER FI
2CAD ; Changes_When_Titlecased # L& COPTIC SMALL LETTER KHI
2CAF ; Changes_When_Titlecased # L& COPTIC SMALL LETTER PSI
2CB1 ; Changes_When_Titlecased # L& COPTIC SMALL LETTER OOU
2CB3 ; Changes_When_Titlecased # L& COPTIC SMALL LETTER DIALECT-P ALEF
2CB5 ; Changes_When_Titlecased # L& COPTIC SMALL LETTER OLD COPTIC AIN
2CB7 ; Changes_When_Titlecased # L& COPTIC SMALL LETTER CRYPTOGRAMMIC EIE
2CB9 ; Changes_When_Titlecased # L& COPTIC SMALL LETTER DIALECT-P KAPA
2CBB ; Changes_When_Titlecased # L& COPTIC SMALL LETTER DIALECT-P NI
2CBD ; Changes_When_Titlecased # L& COPTIC SMALL LETTER CRYPTOGRAMMIC NI
2CBF ; Changes_When_Titlecased # L& COPTIC SMALL LETTER OLD COPTIC OOU
2CC1 ; Changes_When_Titlecased # L& COPTIC SMALL LETTER SAMPI
2CC3 ; Changes_When_Titlecased # L& COPTIC SMALL LETTER CROSSED SHEI
2CC5 ; Changes_When_Titlecased # L& COPTIC SMALL LETTER OLD COPTIC SHEI
2CC7 ; Changes_When_Titlecased # L& COPTIC SMALL LETTER OLD COPTIC ESH
2CC9 ; Changes_When_Titlecased # L& COPTIC SMALL LETTER AKHMIMIC KHEI
2CCB ; Changes_When_Titlecased # L& COPTIC SMALL LETTER DIALECT-P HORI
2CCD ; Changes_When_Titlecased # L& COPTIC SMALL LETTER OLD COPTIC HORI
2CCF ; Changes_When_Titlecased # L& COPTIC SMALL LETTER OLD COPTIC HA
2CD1 ; Changes_When_Titlecased # L& COPTIC SMALL LETTER L-SHAPED HA
2CD3 ; Changes_When_Titlecased # L& COPTIC SMALL LETTER OLD COPTIC HEI
2CD5 ; Changes_When_Titlecased # L& COPTIC SMALL LETTER OLD COPTIC HAT
2CD7 ; Changes_When_Titlecased # L& COPTIC SMALL LETTER OLD COPTIC GANGIA
2CD9 ; Changes_When_Titlecased # L& COPTIC SMALL LETTER OLD COPTIC DJA
2CDB ; Changes_When_Titlecased # L& COPTIC SMALL LETTER OLD COPTIC SHIMA
2CDD ; Changes_When_Titlecased # L& COPTIC SMALL LETTER OLD NUBIAN SHIMA
2CDF ; Changes_When_Titlecased # L& COPTIC SMALL LETTER OLD NUBIAN NGI
2CE1 ; Changes_When_Titlecased # L& COPTIC SMALL LETTER OLD NUBIAN NYI
2CE3 ; Changes_When_Titlecased # L& COPTIC SMALL LETTER OLD NUBIAN WAU
2CEC ; Changes_When_Titlecased # L& COPTIC SMALL LETTER CRYPTOGRAMMIC SHEI
2CEE ; Changes_When_Titlecased # L& COPTIC SMALL LETTER CRYPTOGRAMMIC GANGIA
2CF3 ; Changes_When_Titlecased # L& COPTIC SMALL LETTER BOHAIRIC KHEI
2D00..2D25 ; Changes_When_Titlecased # L& [38] GEORGIAN SMALL LETTER AN..GEORGIAN SMALL LETTER HOE
2D27 ; Changes_When_Titlecased # L& GEORGIAN SMALL LETTER YN
2D2D ; Changes_When_Titlecased # L& GEORGIAN SMALL LETTER AEN
A641 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER ZEMLYA
A643 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER DZELO
A645 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER REVERSED DZE
A647 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER IOTA
A649 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER DJERV
A64B ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER MONOGRAPH UK
A64D ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER BROAD OMEGA
A64F ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER NEUTRAL YER
A651 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER YERU WITH BACK YER
A653 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER IOTIFIED YAT
A655 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER REVERSED YU
A657 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER IOTIFIED A
A659 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER CLOSED LITTLE YUS
A65B ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER BLENDED YUS
A65D ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER IOTIFIED CLOSED LITTLE YUS
A65F ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER YN
A661 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER REVERSED TSE
A663 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER SOFT DE
A665 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER SOFT EL
A667 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER SOFT EM
A669 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER MONOCULAR O
A66B ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER BINOCULAR O
A66D ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER DOUBLE MONOCULAR O
A681 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER DWE
A683 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER DZWE
A685 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER ZHWE
A687 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER CCHE
A689 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER DZZE
A68B ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER TE WITH MIDDLE HOOK
A68D ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER TWE
A68F ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER TSWE
A691 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER TSSE
A693 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER TCHE
A695 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER HWE
A697 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER SHWE
A699 ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER DOUBLE O
A69B ; Changes_When_Titlecased # L& CYRILLIC SMALL LETTER CROSSED O
A723 ; Changes_When_Titlecased # L& LATIN SMALL LETTER EGYPTOLOGICAL ALEF
A725 ; Changes_When_Titlecased # L& LATIN SMALL LETTER EGYPTOLOGICAL AIN
A727 ; Changes_When_Titlecased # L& LATIN SMALL LETTER HENG
A729 ; Changes_When_Titlecased # L& LATIN SMALL LETTER TZ
A72B ; Changes_When_Titlecased # L& LATIN SMALL LETTER TRESILLO
A72D ; Changes_When_Titlecased # L& LATIN SMALL LETTER CUATRILLO
A72F ; Changes_When_Titlecased # L& LATIN SMALL LETTER CUATRILLO WITH COMMA
A733 ; Changes_When_Titlecased # L& LATIN SMALL LETTER AA
A735 ; Changes_When_Titlecased # L& LATIN SMALL LETTER AO
A737 ; Changes_When_Titlecased # L& LATIN SMALL LETTER AU
A739 ; Changes_When_Titlecased # L& LATIN SMALL LETTER AV
A73B ; Changes_When_Titlecased # L& LATIN SMALL LETTER AV WITH HORIZONTAL BAR
A73D ; Changes_When_Titlecased # L& LATIN SMALL LETTER AY
A73F ; Changes_When_Titlecased # L& LATIN SMALL LETTER REVERSED C WITH DOT
A741 ; Changes_When_Titlecased # L& LATIN SMALL LETTER K WITH STROKE
A743 ; Changes_When_Titlecased # L& LATIN SMALL LETTER K WITH DIAGONAL STROKE
A745 ; Changes_When_Titlecased # L& LATIN SMALL LETTER K WITH STROKE AND DIAGONAL STROKE
A747 ; Changes_When_Titlecased # L& LATIN SMALL LETTER BROKEN L
A749 ; Changes_When_Titlecased # L& LATIN SMALL LETTER L WITH HIGH STROKE
A74B ; Changes_When_Titlecased # L& LATIN SMALL LETTER O WITH LONG STROKE OVERLAY
A74D ; Changes_When_Titlecased # L& LATIN SMALL LETTER O WITH LOOP
A74F ; Changes_When_Titlecased # L& LATIN SMALL LETTER OO
A751 ; Changes_When_Titlecased # L& LATIN SMALL LETTER P WITH STROKE THROUGH DESCENDER
A753 ; Changes_When_Titlecased # L& LATIN SMALL LETTER P WITH FLOURISH
A755 ; Changes_When_Titlecased # L& LATIN SMALL LETTER P WITH SQUIRREL TAIL
A757 ; Changes_When_Titlecased # L& LATIN SMALL LETTER Q WITH STROKE THROUGH DESCENDER
A759 ; Changes_When_Titlecased # L& LATIN SMALL LETTER Q WITH DIAGONAL STROKE
A75B ; Changes_When_Titlecased # L& LATIN SMALL LETTER R ROTUNDA
A75D ; Changes_When_Titlecased # L& LATIN SMALL LETTER RUM ROTUNDA
A75F ; Changes_When_Titlecased # L& LATIN SMALL LETTER V WITH DIAGONAL STROKE
A761 ; Changes_When_Titlecased # L& LATIN SMALL LETTER VY
A763 ; Changes_When_Titlecased # L& LATIN SMALL LETTER VISIGOTHIC Z
A765 ; Changes_When_Titlecased # L& LATIN SMALL LETTER THORN WITH STROKE
A767 ; Changes_When_Titlecased # L& LATIN SMALL LETTER THORN WITH STROKE THROUGH DESCENDER
A769 ; Changes_When_Titlecased # L& LATIN SMALL LETTER VEND
A76B ; Changes_When_Titlecased # L& LATIN SMALL LETTER ET
A76D ; Changes_When_Titlecased # L& LATIN SMALL LETTER IS
A76F ; Changes_When_Titlecased # L& LATIN SMALL LETTER CON
A77A ; Changes_When_Titlecased # L& LATIN SMALL LETTER INSULAR D
A77C ; Changes_When_Titlecased # L& LATIN SMALL LETTER INSULAR F
A77F ; Changes_When_Titlecased # L& LATIN SMALL LETTER TURNED INSULAR G
A781 ; Changes_When_Titlecased # L& LATIN SMALL LETTER TURNED L
A783 ; Changes_When_Titlecased # L& LATIN SMALL LETTER INSULAR R
A785 ; Changes_When_Titlecased # L& LATIN SMALL LETTER INSULAR S
A787 ; Changes_When_Titlecased # L& LATIN SMALL LETTER INSULAR T
A78C ; Changes_When_Titlecased # L& LATIN SMALL LETTER SALTILLO
A791 ; Changes_When_Titlecased # L& LATIN SMALL LETTER N WITH DESCENDER
A793 ; Changes_When_Titlecased # L& LATIN SMALL LETTER C WITH BAR
A797 ; Changes_When_Titlecased # L& LATIN SMALL LETTER B WITH FLOURISH
A799 ; Changes_When_Titlecased # L& LATIN SMALL LETTER F WITH STROKE
A79B ; Changes_When_Titlecased # L& LATIN SMALL LETTER VOLAPUK AE
A79D ; Changes_When_Titlecased # L& LATIN SMALL LETTER VOLAPUK OE
A79F ; Changes_When_Titlecased # L& LATIN SMALL LETTER VOLAPUK UE
A7A1 ; Changes_When_Titlecased # L& LATIN SMALL LETTER G WITH OBLIQUE STROKE
A7A3 ; Changes_When_Titlecased # L& LATIN SMALL LETTER K WITH OBLIQUE STROKE
A7A5 ; Changes_When_Titlecased # L& LATIN SMALL LETTER N WITH OBLIQUE STROKE
A7A7 ; Changes_When_Titlecased # L& LATIN SMALL LETTER R WITH OBLIQUE STROKE
A7A9 ; Changes_When_Titlecased # L& LATIN SMALL LETTER S WITH OBLIQUE STROKE
A7B5 ; Changes_When_Titlecased # L& LATIN SMALL LETTER BETA
A7B7 ; Changes_When_Titlecased # L& LATIN SMALL LETTER OMEGA
AB53 ; Changes_When_Titlecased # L& LATIN SMALL LETTER CHI
AB70..ABBF ; Changes_When_Titlecased # L& [80] CHEROKEE SMALL LETTER A..CHEROKEE SMALL LETTER YA
FB00..FB06 ; Changes_When_Titlecased # L& [7] LATIN SMALL LIGATURE FF..LATIN SMALL LIGATURE ST
FB13..FB17 ; Changes_When_Titlecased # L& [5] ARMENIAN SMALL LIGATURE MEN NOW..ARMENIAN SMALL LIGATURE MEN XEH
FF41..FF5A ; Changes_When_Titlecased # L& [26] FULLWIDTH LATIN SMALL LETTER A..FULLWIDTH LATIN SMALL LETTER Z
10428..1044F ; Changes_When_Titlecased # L& [40] DESERET SMALL LETTER LONG I..DESERET SMALL LETTER EW
104D8..104FB ; Changes_When_Titlecased # L& [36] OSAGE SMALL LETTER A..OSAGE SMALL LETTER ZHA
10CC0..10CF2 ; Changes_When_Titlecased # L& [51] OLD HUNGARIAN SMALL LETTER A..OLD HUNGARIAN SMALL LETTER US
118C0..118DF ; Changes_When_Titlecased # L& [32] WARANG CITI SMALL LETTER NGAA..WARANG CITI SMALL LETTER VIYO
1E922..1E943 ; Changes_When_Titlecased # L& [34] ADLAM SMALL LETTER ALIF..ADLAM SMALL LETTER SHA
# Total code points: 1369
# ================================================
# Derived Property: Changes_When_Casefolded (CWCF)
# Characters whose normalized forms are not stable under case folding.
# For more information, see D142 in Section 3.13, "Default Case Algorithms".
# Changes_When_Casefolded(X) is true when toCasefold(toNFD(X)) != toNFD(X)
0041..005A ; Changes_When_Casefolded # L& [26] LATIN CAPITAL LETTER A..LATIN CAPITAL LETTER Z
00B5 ; Changes_When_Casefolded # L& MICRO SIGN
00C0..00D6 ; Changes_When_Casefolded # L& [23] LATIN CAPITAL LETTER A WITH GRAVE..LATIN CAPITAL LETTER O WITH DIAERESIS
00D8..00DF ; Changes_When_Casefolded # L& [8] LATIN CAPITAL LETTER O WITH STROKE..LATIN SMALL LETTER SHARP S
0100 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER A WITH MACRON
0102 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER A WITH BREVE
0104 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER A WITH OGONEK
0106 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER C WITH ACUTE
0108 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER C WITH CIRCUMFLEX
010A ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER C WITH DOT ABOVE
010C ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER C WITH CARON
010E ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER D WITH CARON
0110 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER D WITH STROKE
0112 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER E WITH MACRON
0114 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER E WITH BREVE
0116 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER E WITH DOT ABOVE
0118 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER E WITH OGONEK
011A ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER E WITH CARON
011C ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER G WITH CIRCUMFLEX
011E ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER G WITH BREVE
0120 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER G WITH DOT ABOVE
0122 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER G WITH CEDILLA
0124 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER H WITH CIRCUMFLEX
0126 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER H WITH STROKE
0128 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER I WITH TILDE
012A ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER I WITH MACRON
012C ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER I WITH BREVE
012E ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER I WITH OGONEK
0130 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER I WITH DOT ABOVE
0132 ; Changes_When_Casefolded # L& LATIN CAPITAL LIGATURE IJ
0134 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER J WITH CIRCUMFLEX
0136 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER K WITH CEDILLA
0139 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER L WITH ACUTE
013B ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER L WITH CEDILLA
013D ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER L WITH CARON
013F ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER L WITH MIDDLE DOT
0141 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER L WITH STROKE
0143 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER N WITH ACUTE
0145 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER N WITH CEDILLA
0147 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER N WITH CARON
0149..014A ; Changes_When_Casefolded # L& [2] LATIN SMALL LETTER N PRECEDED BY APOSTROPHE..LATIN CAPITAL LETTER ENG
014C ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER O WITH MACRON
014E ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER O WITH BREVE
0150 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER O WITH DOUBLE ACUTE
0152 ; Changes_When_Casefolded # L& LATIN CAPITAL LIGATURE OE
0154 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER R WITH ACUTE
0156 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER R WITH CEDILLA
0158 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER R WITH CARON
015A ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER S WITH ACUTE
015C ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER S WITH CIRCUMFLEX
015E ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER S WITH CEDILLA
0160 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER S WITH CARON
0162 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER T WITH CEDILLA
0164 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER T WITH CARON
0166 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER T WITH STROKE
0168 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER U WITH TILDE
016A ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER U WITH MACRON
016C ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER U WITH BREVE
016E ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER U WITH RING ABOVE
0170 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER U WITH DOUBLE ACUTE
0172 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER U WITH OGONEK
0174 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER W WITH CIRCUMFLEX
0176 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER Y WITH CIRCUMFLEX
0178..0179 ; Changes_When_Casefolded # L& [2] LATIN CAPITAL LETTER Y WITH DIAERESIS..LATIN CAPITAL LETTER Z WITH ACUTE
017B ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER Z WITH DOT ABOVE
017D ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER Z WITH CARON
017F ; Changes_When_Casefolded # L& LATIN SMALL LETTER LONG S
0181..0182 ; Changes_When_Casefolded # L& [2] LATIN CAPITAL LETTER B WITH HOOK..LATIN CAPITAL LETTER B WITH TOPBAR
0184 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER TONE SIX
0186..0187 ; Changes_When_Casefolded # L& [2] LATIN CAPITAL LETTER OPEN O..LATIN CAPITAL LETTER C WITH HOOK
0189..018B ; Changes_When_Casefolded # L& [3] LATIN CAPITAL LETTER AFRICAN D..LATIN CAPITAL LETTER D WITH TOPBAR
018E..0191 ; Changes_When_Casefolded # L& [4] LATIN CAPITAL LETTER REVERSED E..LATIN CAPITAL LETTER F WITH HOOK
0193..0194 ; Changes_When_Casefolded # L& [2] LATIN CAPITAL LETTER G WITH HOOK..LATIN CAPITAL LETTER GAMMA
0196..0198 ; Changes_When_Casefolded # L& [3] LATIN CAPITAL LETTER IOTA..LATIN CAPITAL LETTER K WITH HOOK
019C..019D ; Changes_When_Casefolded # L& [2] LATIN CAPITAL LETTER TURNED M..LATIN CAPITAL LETTER N WITH LEFT HOOK
019F..01A0 ; Changes_When_Casefolded # L& [2] LATIN CAPITAL LETTER O WITH MIDDLE TILDE..LATIN CAPITAL LETTER O WITH HORN
01A2 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER OI
01A4 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER P WITH HOOK
01A6..01A7 ; Changes_When_Casefolded # L& [2] LATIN LETTER YR..LATIN CAPITAL LETTER TONE TWO
01A9 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER ESH
01AC ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER T WITH HOOK
01AE..01AF ; Changes_When_Casefolded # L& [2] LATIN CAPITAL LETTER T WITH RETROFLEX HOOK..LATIN CAPITAL LETTER U WITH HORN
01B1..01B3 ; Changes_When_Casefolded # L& [3] LATIN CAPITAL LETTER UPSILON..LATIN CAPITAL LETTER Y WITH HOOK
01B5 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER Z WITH STROKE
01B7..01B8 ; Changes_When_Casefolded # L& [2] LATIN CAPITAL LETTER EZH..LATIN CAPITAL LETTER EZH REVERSED
01BC ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER TONE FIVE
01C4..01C5 ; Changes_When_Casefolded # L& [2] LATIN CAPITAL LETTER DZ WITH CARON..LATIN CAPITAL LETTER D WITH SMALL LETTER Z WITH CARON
01C7..01C8 ; Changes_When_Casefolded # L& [2] LATIN CAPITAL LETTER LJ..LATIN CAPITAL LETTER L WITH SMALL LETTER J
01CA..01CB ; Changes_When_Casefolded # L& [2] LATIN CAPITAL LETTER NJ..LATIN CAPITAL LETTER N WITH SMALL LETTER J
01CD ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER A WITH CARON
01CF ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER I WITH CARON
01D1 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER O WITH CARON
01D3 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER U WITH CARON
01D5 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER U WITH DIAERESIS AND MACRON
01D7 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER U WITH DIAERESIS AND ACUTE
01D9 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER U WITH DIAERESIS AND CARON
01DB ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER U WITH DIAERESIS AND GRAVE
01DE ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER A WITH DIAERESIS AND MACRON
01E0 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER A WITH DOT ABOVE AND MACRON
01E2 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER AE WITH MACRON
01E4 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER G WITH STROKE
01E6 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER G WITH CARON
01E8 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER K WITH CARON
01EA ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER O WITH OGONEK
01EC ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER O WITH OGONEK AND MACRON
01EE ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER EZH WITH CARON
01F1..01F2 ; Changes_When_Casefolded # L& [2] LATIN CAPITAL LETTER DZ..LATIN CAPITAL LETTER D WITH SMALL LETTER Z
01F4 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER G WITH ACUTE
01F6..01F8 ; Changes_When_Casefolded # L& [3] LATIN CAPITAL LETTER HWAIR..LATIN CAPITAL LETTER N WITH GRAVE
01FA ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER A WITH RING ABOVE AND ACUTE
01FC ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER AE WITH ACUTE
01FE ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER O WITH STROKE AND ACUTE
0200 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER A WITH DOUBLE GRAVE
0202 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER A WITH INVERTED BREVE
0204 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER E WITH DOUBLE GRAVE
0206 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER E WITH INVERTED BREVE
0208 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER I WITH DOUBLE GRAVE
020A ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER I WITH INVERTED BREVE
020C ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER O WITH DOUBLE GRAVE
020E ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER O WITH INVERTED BREVE
0210 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER R WITH DOUBLE GRAVE
0212 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER R WITH INVERTED BREVE
0214 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER U WITH DOUBLE GRAVE
0216 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER U WITH INVERTED BREVE
0218 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER S WITH COMMA BELOW
021A ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER T WITH COMMA BELOW
021C ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER YOGH
021E ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER H WITH CARON
0220 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER N WITH LONG RIGHT LEG
0222 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER OU
0224 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER Z WITH HOOK
0226 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER A WITH DOT ABOVE
0228 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER E WITH CEDILLA
022A ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER O WITH DIAERESIS AND MACRON
022C ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER O WITH TILDE AND MACRON
022E ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER O WITH DOT ABOVE
0230 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER O WITH DOT ABOVE AND MACRON
0232 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER Y WITH MACRON
023A..023B ; Changes_When_Casefolded # L& [2] LATIN CAPITAL LETTER A WITH STROKE..LATIN CAPITAL LETTER C WITH STROKE
023D..023E ; Changes_When_Casefolded # L& [2] LATIN CAPITAL LETTER L WITH BAR..LATIN CAPITAL LETTER T WITH DIAGONAL STROKE
0241 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER GLOTTAL STOP
0243..0246 ; Changes_When_Casefolded # L& [4] LATIN CAPITAL LETTER B WITH STROKE..LATIN CAPITAL LETTER E WITH STROKE
0248 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER J WITH STROKE
024A ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER SMALL Q WITH HOOK TAIL
024C ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER R WITH STROKE
024E ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER Y WITH STROKE
0345 ; Changes_When_Casefolded # Mn COMBINING GREEK YPOGEGRAMMENI
0370 ; Changes_When_Casefolded # L& GREEK CAPITAL LETTER HETA
0372 ; Changes_When_Casefolded # L& GREEK CAPITAL LETTER ARCHAIC SAMPI
0376 ; Changes_When_Casefolded # L& GREEK CAPITAL LETTER PAMPHYLIAN DIGAMMA
037F ; Changes_When_Casefolded # L& GREEK CAPITAL LETTER YOT
0386 ; Changes_When_Casefolded # L& GREEK CAPITAL LETTER ALPHA WITH TONOS
0388..038A ; Changes_When_Casefolded # L& [3] GREEK CAPITAL LETTER EPSILON WITH TONOS..GREEK CAPITAL LETTER IOTA WITH TONOS
038C ; Changes_When_Casefolded # L& GREEK CAPITAL LETTER OMICRON WITH TONOS
038E..038F ; Changes_When_Casefolded # L& [2] GREEK CAPITAL LETTER UPSILON WITH TONOS..GREEK CAPITAL LETTER OMEGA WITH TONOS
0391..03A1 ; Changes_When_Casefolded # L& [17] GREEK CAPITAL LETTER ALPHA..GREEK CAPITAL LETTER RHO
03A3..03AB ; Changes_When_Casefolded # L& [9] GREEK CAPITAL LETTER SIGMA..GREEK CAPITAL LETTER UPSILON WITH DIALYTIKA
03C2 ; Changes_When_Casefolded # L& GREEK SMALL LETTER FINAL SIGMA
03CF..03D1 ; Changes_When_Casefolded # L& [3] GREEK CAPITAL KAI SYMBOL..GREEK THETA SYMBOL
03D5..03D6 ; Changes_When_Casefolded # L& [2] GREEK PHI SYMBOL..GREEK PI SYMBOL
03D8 ; Changes_When_Casefolded # L& GREEK LETTER ARCHAIC KOPPA
03DA ; Changes_When_Casefolded # L& GREEK LETTER STIGMA
03DC ; Changes_When_Casefolded # L& GREEK LETTER DIGAMMA
03DE ; Changes_When_Casefolded # L& GREEK LETTER KOPPA
03E0 ; Changes_When_Casefolded # L& GREEK LETTER SAMPI
03E2 ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER SHEI
03E4 ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER FEI
03E6 ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER KHEI
03E8 ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER HORI
03EA ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER GANGIA
03EC ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER SHIMA
03EE ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER DEI
03F0..03F1 ; Changes_When_Casefolded # L& [2] GREEK KAPPA SYMBOL..GREEK RHO SYMBOL
03F4..03F5 ; Changes_When_Casefolded # L& [2] GREEK CAPITAL THETA SYMBOL..GREEK LUNATE EPSILON SYMBOL
03F7 ; Changes_When_Casefolded # L& GREEK CAPITAL LETTER SHO
03F9..03FA ; Changes_When_Casefolded # L& [2] GREEK CAPITAL LUNATE SIGMA SYMBOL..GREEK CAPITAL LETTER SAN
03FD..042F ; Changes_When_Casefolded # L& [51] GREEK CAPITAL REVERSED LUNATE SIGMA SYMBOL..CYRILLIC CAPITAL LETTER YA
0460 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER OMEGA
0462 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER YAT
0464 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER IOTIFIED E
0466 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER LITTLE YUS
0468 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER IOTIFIED LITTLE YUS
046A ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER BIG YUS
046C ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER IOTIFIED BIG YUS
046E ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER KSI
0470 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER PSI
0472 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER FITA
0474 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER IZHITSA
0476 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER IZHITSA WITH DOUBLE GRAVE ACCENT
0478 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER UK
047A ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER ROUND OMEGA
047C ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER OMEGA WITH TITLO
047E ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER OT
0480 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER KOPPA
048A ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER SHORT I WITH TAIL
048C ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER SEMISOFT SIGN
048E ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER ER WITH TICK
0490 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER GHE WITH UPTURN
0492 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER GHE WITH STROKE
0494 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER GHE WITH MIDDLE HOOK
0496 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER ZHE WITH DESCENDER
0498 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER ZE WITH DESCENDER
049A ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER KA WITH DESCENDER
049C ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER KA WITH VERTICAL STROKE
049E ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER KA WITH STROKE
04A0 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER BASHKIR KA
04A2 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER EN WITH DESCENDER
04A4 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LIGATURE EN GHE
04A6 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER PE WITH MIDDLE HOOK
04A8 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER ABKHASIAN HA
04AA ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER ES WITH DESCENDER
04AC ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER TE WITH DESCENDER
04AE ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER STRAIGHT U
04B0 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER STRAIGHT U WITH STROKE
04B2 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER HA WITH DESCENDER
04B4 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LIGATURE TE TSE
04B6 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER CHE WITH DESCENDER
04B8 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER CHE WITH VERTICAL STROKE
04BA ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER SHHA
04BC ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER ABKHASIAN CHE
04BE ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER ABKHASIAN CHE WITH DESCENDER
04C0..04C1 ; Changes_When_Casefolded # L& [2] CYRILLIC LETTER PALOCHKA..CYRILLIC CAPITAL LETTER ZHE WITH BREVE
04C3 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER KA WITH HOOK
04C5 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER EL WITH TAIL
04C7 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER EN WITH HOOK
04C9 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER EN WITH TAIL
04CB ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER KHAKASSIAN CHE
04CD ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER EM WITH TAIL
04D0 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER A WITH BREVE
04D2 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER A WITH DIAERESIS
04D4 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LIGATURE A IE
04D6 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER IE WITH BREVE
04D8 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER SCHWA
04DA ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER SCHWA WITH DIAERESIS
04DC ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER ZHE WITH DIAERESIS
04DE ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER ZE WITH DIAERESIS
04E0 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER ABKHASIAN DZE
04E2 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER I WITH MACRON
04E4 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER I WITH DIAERESIS
04E6 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER O WITH DIAERESIS
04E8 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER BARRED O
04EA ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER BARRED O WITH DIAERESIS
04EC ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER E WITH DIAERESIS
04EE ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER U WITH MACRON
04F0 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER U WITH DIAERESIS
04F2 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER U WITH DOUBLE ACUTE
04F4 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER CHE WITH DIAERESIS
04F6 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER GHE WITH DESCENDER
04F8 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER YERU WITH DIAERESIS
04FA ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER GHE WITH STROKE AND HOOK
04FC ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER HA WITH HOOK
04FE ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER HA WITH STROKE
0500 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER KOMI DE
0502 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER KOMI DJE
0504 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER KOMI ZJE
0506 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER KOMI DZJE
0508 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER KOMI LJE
050A ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER KOMI NJE
050C ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER KOMI SJE
050E ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER KOMI TJE
0510 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER REVERSED ZE
0512 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER EL WITH HOOK
0514 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER LHA
0516 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER RHA
0518 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER YAE
051A ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER QA
051C ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER WE
051E ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER ALEUT KA
0520 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER EL WITH MIDDLE HOOK
0522 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER EN WITH MIDDLE HOOK
0524 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER PE WITH DESCENDER
0526 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER SHHA WITH DESCENDER
0528 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER EN WITH LEFT HOOK
052A ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER DZZHE
052C ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER DCHE
052E ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER EL WITH DESCENDER
0531..0556 ; Changes_When_Casefolded # L& [38] ARMENIAN CAPITAL LETTER AYB..ARMENIAN CAPITAL LETTER FEH
0587 ; Changes_When_Casefolded # L& ARMENIAN SMALL LIGATURE ECH YIWN
10A0..10C5 ; Changes_When_Casefolded # L& [38] GEORGIAN CAPITAL LETTER AN..GEORGIAN CAPITAL LETTER HOE
10C7 ; Changes_When_Casefolded # L& GEORGIAN CAPITAL LETTER YN
10CD ; Changes_When_Casefolded # L& GEORGIAN CAPITAL LETTER AEN
13F8..13FD ; Changes_When_Casefolded # L& [6] CHEROKEE SMALL LETTER YE..CHEROKEE SMALL LETTER MV
1C80..1C88 ; Changes_When_Casefolded # L& [9] CYRILLIC SMALL LETTER ROUNDED VE..CYRILLIC SMALL LETTER UNBLENDED UK
1E00 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER A WITH RING BELOW
1E02 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER B WITH DOT ABOVE
1E04 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER B WITH DOT BELOW
1E06 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER B WITH LINE BELOW
1E08 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER C WITH CEDILLA AND ACUTE
1E0A ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER D WITH DOT ABOVE
1E0C ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER D WITH DOT BELOW
1E0E ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER D WITH LINE BELOW
1E10 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER D WITH CEDILLA
1E12 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER D WITH CIRCUMFLEX BELOW
1E14 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER E WITH MACRON AND GRAVE
1E16 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER E WITH MACRON AND ACUTE
1E18 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER E WITH CIRCUMFLEX BELOW
1E1A ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER E WITH TILDE BELOW
1E1C ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER E WITH CEDILLA AND BREVE
1E1E ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER F WITH DOT ABOVE
1E20 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER G WITH MACRON
1E22 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER H WITH DOT ABOVE
1E24 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER H WITH DOT BELOW
1E26 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER H WITH DIAERESIS
1E28 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER H WITH CEDILLA
1E2A ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER H WITH BREVE BELOW
1E2C ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER I WITH TILDE BELOW
1E2E ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER I WITH DIAERESIS AND ACUTE
1E30 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER K WITH ACUTE
1E32 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER K WITH DOT BELOW
1E34 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER K WITH LINE BELOW
1E36 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER L WITH DOT BELOW
1E38 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER L WITH DOT BELOW AND MACRON
1E3A ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER L WITH LINE BELOW
1E3C ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER L WITH CIRCUMFLEX BELOW
1E3E ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER M WITH ACUTE
1E40 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER M WITH DOT ABOVE
1E42 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER M WITH DOT BELOW
1E44 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER N WITH DOT ABOVE
1E46 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER N WITH DOT BELOW
1E48 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER N WITH LINE BELOW
1E4A ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER N WITH CIRCUMFLEX BELOW
1E4C ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER O WITH TILDE AND ACUTE
1E4E ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER O WITH TILDE AND DIAERESIS
1E50 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER O WITH MACRON AND GRAVE
1E52 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER O WITH MACRON AND ACUTE
1E54 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER P WITH ACUTE
1E56 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER P WITH DOT ABOVE
1E58 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER R WITH DOT ABOVE
1E5A ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER R WITH DOT BELOW
1E5C ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER R WITH DOT BELOW AND MACRON
1E5E ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER R WITH LINE BELOW
1E60 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER S WITH DOT ABOVE
1E62 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER S WITH DOT BELOW
1E64 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER S WITH ACUTE AND DOT ABOVE
1E66 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER S WITH CARON AND DOT ABOVE
1E68 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER S WITH DOT BELOW AND DOT ABOVE
1E6A ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER T WITH DOT ABOVE
1E6C ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER T WITH DOT BELOW
1E6E ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER T WITH LINE BELOW
1E70 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER T WITH CIRCUMFLEX BELOW
1E72 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER U WITH DIAERESIS BELOW
1E74 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER U WITH TILDE BELOW
1E76 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER U WITH CIRCUMFLEX BELOW
1E78 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER U WITH TILDE AND ACUTE
1E7A ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER U WITH MACRON AND DIAERESIS
1E7C ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER V WITH TILDE
1E7E ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER V WITH DOT BELOW
1E80 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER W WITH GRAVE
1E82 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER W WITH ACUTE
1E84 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER W WITH DIAERESIS
1E86 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER W WITH DOT ABOVE
1E88 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER W WITH DOT BELOW
1E8A ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER X WITH DOT ABOVE
1E8C ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER X WITH DIAERESIS
1E8E ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER Y WITH DOT ABOVE
1E90 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER Z WITH CIRCUMFLEX
1E92 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER Z WITH DOT BELOW
1E94 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER Z WITH LINE BELOW
1E9A..1E9B ; Changes_When_Casefolded # L& [2] LATIN SMALL LETTER A WITH RIGHT HALF RING..LATIN SMALL LETTER LONG S WITH DOT ABOVE
1E9E ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER SHARP S
1EA0 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER A WITH DOT BELOW
1EA2 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER A WITH HOOK ABOVE
1EA4 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER A WITH CIRCUMFLEX AND ACUTE
1EA6 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER A WITH CIRCUMFLEX AND GRAVE
1EA8 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER A WITH CIRCUMFLEX AND HOOK ABOVE
1EAA ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER A WITH CIRCUMFLEX AND TILDE
1EAC ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER A WITH CIRCUMFLEX AND DOT BELOW
1EAE ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER A WITH BREVE AND ACUTE
1EB0 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER A WITH BREVE AND GRAVE
1EB2 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER A WITH BREVE AND HOOK ABOVE
1EB4 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER A WITH BREVE AND TILDE
1EB6 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER A WITH BREVE AND DOT BELOW
1EB8 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER E WITH DOT BELOW
1EBA ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER E WITH HOOK ABOVE
1EBC ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER E WITH TILDE
1EBE ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER E WITH CIRCUMFLEX AND ACUTE
1EC0 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER E WITH CIRCUMFLEX AND GRAVE
1EC2 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER E WITH CIRCUMFLEX AND HOOK ABOVE
1EC4 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER E WITH CIRCUMFLEX AND TILDE
1EC6 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER E WITH CIRCUMFLEX AND DOT BELOW
1EC8 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER I WITH HOOK ABOVE
1ECA ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER I WITH DOT BELOW
1ECC ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER O WITH DOT BELOW
1ECE ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER O WITH HOOK ABOVE
1ED0 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER O WITH CIRCUMFLEX AND ACUTE
1ED2 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER O WITH CIRCUMFLEX AND GRAVE
1ED4 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER O WITH CIRCUMFLEX AND HOOK ABOVE
1ED6 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER O WITH CIRCUMFLEX AND TILDE
1ED8 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER O WITH CIRCUMFLEX AND DOT BELOW
1EDA ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER O WITH HORN AND ACUTE
1EDC ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER O WITH HORN AND GRAVE
1EDE ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER O WITH HORN AND HOOK ABOVE
1EE0 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER O WITH HORN AND TILDE
1EE2 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER O WITH HORN AND DOT BELOW
1EE4 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER U WITH DOT BELOW
1EE6 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER U WITH HOOK ABOVE
1EE8 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER U WITH HORN AND ACUTE
1EEA ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER U WITH HORN AND GRAVE
1EEC ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER U WITH HORN AND HOOK ABOVE
1EEE ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER U WITH HORN AND TILDE
1EF0 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER U WITH HORN AND DOT BELOW
1EF2 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER Y WITH GRAVE
1EF4 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER Y WITH DOT BELOW
1EF6 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER Y WITH HOOK ABOVE
1EF8 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER Y WITH TILDE
1EFA ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER MIDDLE-WELSH LL
1EFC ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER MIDDLE-WELSH V
1EFE ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER Y WITH LOOP
1F08..1F0F ; Changes_When_Casefolded # L& [8] GREEK CAPITAL LETTER ALPHA WITH PSILI..GREEK CAPITAL LETTER ALPHA WITH DASIA AND PERISPOMENI
1F18..1F1D ; Changes_When_Casefolded # L& [6] GREEK CAPITAL LETTER EPSILON WITH PSILI..GREEK CAPITAL LETTER EPSILON WITH DASIA AND OXIA
1F28..1F2F ; Changes_When_Casefolded # L& [8] GREEK CAPITAL LETTER ETA WITH PSILI..GREEK CAPITAL LETTER ETA WITH DASIA AND PERISPOMENI
1F38..1F3F ; Changes_When_Casefolded # L& [8] GREEK CAPITAL LETTER IOTA WITH PSILI..GREEK CAPITAL LETTER IOTA WITH DASIA AND PERISPOMENI
1F48..1F4D ; Changes_When_Casefolded # L& [6] GREEK CAPITAL LETTER OMICRON WITH PSILI..GREEK CAPITAL LETTER OMICRON WITH DASIA AND OXIA
1F59 ; Changes_When_Casefolded # L& GREEK CAPITAL LETTER UPSILON WITH DASIA
1F5B ; Changes_When_Casefolded # L& GREEK CAPITAL LETTER UPSILON WITH DASIA AND VARIA
1F5D ; Changes_When_Casefolded # L& GREEK CAPITAL LETTER UPSILON WITH DASIA AND OXIA
1F5F ; Changes_When_Casefolded # L& GREEK CAPITAL LETTER UPSILON WITH DASIA AND PERISPOMENI
1F68..1F6F ; Changes_When_Casefolded # L& [8] GREEK CAPITAL LETTER OMEGA WITH PSILI..GREEK CAPITAL LETTER OMEGA WITH DASIA AND PERISPOMENI
1F80..1FAF ; Changes_When_Casefolded # L& [48] GREEK SMALL LETTER ALPHA WITH PSILI AND YPOGEGRAMMENI..GREEK CAPITAL LETTER OMEGA WITH DASIA AND PERISPOMENI AND PROSGEGRAMMENI
1FB2..1FB4 ; Changes_When_Casefolded # L& [3] GREEK SMALL LETTER ALPHA WITH VARIA AND YPOGEGRAMMENI..GREEK SMALL LETTER ALPHA WITH OXIA AND YPOGEGRAMMENI
1FB7..1FBC ; Changes_When_Casefolded # L& [6] GREEK SMALL LETTER ALPHA WITH PERISPOMENI AND YPOGEGRAMMENI..GREEK CAPITAL LETTER ALPHA WITH PROSGEGRAMMENI
1FC2..1FC4 ; Changes_When_Casefolded # L& [3] GREEK SMALL LETTER ETA WITH VARIA AND YPOGEGRAMMENI..GREEK SMALL LETTER ETA WITH OXIA AND YPOGEGRAMMENI
1FC7..1FCC ; Changes_When_Casefolded # L& [6] GREEK SMALL LETTER ETA WITH PERISPOMENI AND YPOGEGRAMMENI..GREEK CAPITAL LETTER ETA WITH PROSGEGRAMMENI
1FD8..1FDB ; Changes_When_Casefolded # L& [4] GREEK CAPITAL LETTER IOTA WITH VRACHY..GREEK CAPITAL LETTER IOTA WITH OXIA
1FE8..1FEC ; Changes_When_Casefolded # L& [5] GREEK CAPITAL LETTER UPSILON WITH VRACHY..GREEK CAPITAL LETTER RHO WITH DASIA
1FF2..1FF4 ; Changes_When_Casefolded # L& [3] GREEK SMALL LETTER OMEGA WITH VARIA AND YPOGEGRAMMENI..GREEK SMALL LETTER OMEGA WITH OXIA AND YPOGEGRAMMENI
1FF7..1FFC ; Changes_When_Casefolded # L& [6] GREEK SMALL LETTER OMEGA WITH PERISPOMENI AND YPOGEGRAMMENI..GREEK CAPITAL LETTER OMEGA WITH PROSGEGRAMMENI
2126 ; Changes_When_Casefolded # L& OHM SIGN
212A..212B ; Changes_When_Casefolded # L& [2] KELVIN SIGN..ANGSTROM SIGN
2132 ; Changes_When_Casefolded # L& TURNED CAPITAL F
2160..216F ; Changes_When_Casefolded # Nl [16] ROMAN NUMERAL ONE..ROMAN NUMERAL ONE THOUSAND
2183 ; Changes_When_Casefolded # L& ROMAN NUMERAL REVERSED ONE HUNDRED
24B6..24CF ; Changes_When_Casefolded # So [26] CIRCLED LATIN CAPITAL LETTER A..CIRCLED LATIN CAPITAL LETTER Z
2C00..2C2E ; Changes_When_Casefolded # L& [47] GLAGOLITIC CAPITAL LETTER AZU..GLAGOLITIC CAPITAL LETTER LATINATE MYSLITE
2C60 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER L WITH DOUBLE BAR
2C62..2C64 ; Changes_When_Casefolded # L& [3] LATIN CAPITAL LETTER L WITH MIDDLE TILDE..LATIN CAPITAL LETTER R WITH TAIL
2C67 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER H WITH DESCENDER
2C69 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER K WITH DESCENDER
2C6B ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER Z WITH DESCENDER
2C6D..2C70 ; Changes_When_Casefolded # L& [4] LATIN CAPITAL LETTER ALPHA..LATIN CAPITAL LETTER TURNED ALPHA
2C72 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER W WITH HOOK
2C75 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER HALF H
2C7E..2C80 ; Changes_When_Casefolded # L& [3] LATIN CAPITAL LETTER S WITH SWASH TAIL..COPTIC CAPITAL LETTER ALFA
2C82 ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER VIDA
2C84 ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER GAMMA
2C86 ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER DALDA
2C88 ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER EIE
2C8A ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER SOU
2C8C ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER ZATA
2C8E ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER HATE
2C90 ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER THETHE
2C92 ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER IAUDA
2C94 ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER KAPA
2C96 ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER LAULA
2C98 ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER MI
2C9A ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER NI
2C9C ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER KSI
2C9E ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER O
2CA0 ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER PI
2CA2 ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER RO
2CA4 ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER SIMA
2CA6 ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER TAU
2CA8 ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER UA
2CAA ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER FI
2CAC ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER KHI
2CAE ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER PSI
2CB0 ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER OOU
2CB2 ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER DIALECT-P ALEF
2CB4 ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER OLD COPTIC AIN
2CB6 ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER CRYPTOGRAMMIC EIE
2CB8 ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER DIALECT-P KAPA
2CBA ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER DIALECT-P NI
2CBC ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER CRYPTOGRAMMIC NI
2CBE ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER OLD COPTIC OOU
2CC0 ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER SAMPI
2CC2 ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER CROSSED SHEI
2CC4 ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER OLD COPTIC SHEI
2CC6 ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER OLD COPTIC ESH
2CC8 ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER AKHMIMIC KHEI
2CCA ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER DIALECT-P HORI
2CCC ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER OLD COPTIC HORI
2CCE ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER OLD COPTIC HA
2CD0 ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER L-SHAPED HA
2CD2 ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER OLD COPTIC HEI
2CD4 ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER OLD COPTIC HAT
2CD6 ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER OLD COPTIC GANGIA
2CD8 ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER OLD COPTIC DJA
2CDA ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER OLD COPTIC SHIMA
2CDC ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER OLD NUBIAN SHIMA
2CDE ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER OLD NUBIAN NGI
2CE0 ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER OLD NUBIAN NYI
2CE2 ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER OLD NUBIAN WAU
2CEB ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER CRYPTOGRAMMIC SHEI
2CED ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER CRYPTOGRAMMIC GANGIA
2CF2 ; Changes_When_Casefolded # L& COPTIC CAPITAL LETTER BOHAIRIC KHEI
A640 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER ZEMLYA
A642 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER DZELO
A644 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER REVERSED DZE
A646 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER IOTA
A648 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER DJERV
A64A ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER MONOGRAPH UK
A64C ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER BROAD OMEGA
A64E ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER NEUTRAL YER
A650 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER YERU WITH BACK YER
A652 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER IOTIFIED YAT
A654 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER REVERSED YU
A656 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER IOTIFIED A
A658 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER CLOSED LITTLE YUS
A65A ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER BLENDED YUS
A65C ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER IOTIFIED CLOSED LITTLE YUS
A65E ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER YN
A660 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER REVERSED TSE
A662 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER SOFT DE
A664 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER SOFT EL
A666 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER SOFT EM
A668 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER MONOCULAR O
A66A ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER BINOCULAR O
A66C ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER DOUBLE MONOCULAR O
A680 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER DWE
A682 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER DZWE
A684 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER ZHWE
A686 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER CCHE
A688 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER DZZE
A68A ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER TE WITH MIDDLE HOOK
A68C ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER TWE
A68E ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER TSWE
A690 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER TSSE
A692 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER TCHE
A694 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER HWE
A696 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER SHWE
A698 ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER DOUBLE O
A69A ; Changes_When_Casefolded # L& CYRILLIC CAPITAL LETTER CROSSED O
A722 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER EGYPTOLOGICAL ALEF
A724 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER EGYPTOLOGICAL AIN
A726 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER HENG
A728 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER TZ
A72A ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER TRESILLO
A72C ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER CUATRILLO
A72E ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER CUATRILLO WITH COMMA
A732 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER AA
A734 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER AO
A736 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER AU
A738 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER AV
A73A ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER AV WITH HORIZONTAL BAR
A73C ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER AY
A73E ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER REVERSED C WITH DOT
A740 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER K WITH STROKE
A742 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER K WITH DIAGONAL STROKE
A744 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER K WITH STROKE AND DIAGONAL STROKE
A746 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER BROKEN L
A748 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER L WITH HIGH STROKE
A74A ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER O WITH LONG STROKE OVERLAY
A74C ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER O WITH LOOP
A74E ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER OO
A750 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER P WITH STROKE THROUGH DESCENDER
A752 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER P WITH FLOURISH
A754 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER P WITH SQUIRREL TAIL
A756 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER Q WITH STROKE THROUGH DESCENDER
A758 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER Q WITH DIAGONAL STROKE
A75A ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER R ROTUNDA
A75C ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER RUM ROTUNDA
A75E ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER V WITH DIAGONAL STROKE
A760 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER VY
A762 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER VISIGOTHIC Z
A764 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER THORN WITH STROKE
A766 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER THORN WITH STROKE THROUGH DESCENDER
A768 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER VEND
A76A ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER ET
A76C ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER IS
A76E ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER CON
A779 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER INSULAR D
A77B ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER INSULAR F
A77D..A77E ; Changes_When_Casefolded # L& [2] LATIN CAPITAL LETTER INSULAR G..LATIN CAPITAL LETTER TURNED INSULAR G
A780 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER TURNED L
A782 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER INSULAR R
A784 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER INSULAR S
A786 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER INSULAR T
A78B ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER SALTILLO
A78D ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER TURNED H
A790 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER N WITH DESCENDER
A792 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER C WITH BAR
A796 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER B WITH FLOURISH
A798 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER F WITH STROKE
A79A ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER VOLAPUK AE
A79C ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER VOLAPUK OE
A79E ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER VOLAPUK UE
A7A0 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER G WITH OBLIQUE STROKE
A7A2 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER K WITH OBLIQUE STROKE
A7A4 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER N WITH OBLIQUE STROKE
A7A6 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER R WITH OBLIQUE STROKE
A7A8 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER S WITH OBLIQUE STROKE
A7AA..A7AE ; Changes_When_Casefolded # L& [5] LATIN CAPITAL LETTER H WITH HOOK..LATIN CAPITAL LETTER SMALL CAPITAL I
A7B0..A7B4 ; Changes_When_Casefolded # L& [5] LATIN CAPITAL LETTER TURNED K..LATIN CAPITAL LETTER BETA
A7B6 ; Changes_When_Casefolded # L& LATIN CAPITAL LETTER OMEGA
AB70..ABBF ; Changes_When_Casefolded # L& [80] CHEROKEE SMALL LETTER A..CHEROKEE SMALL LETTER YA
FB00..FB06 ; Changes_When_Casefolded # L& [7] LATIN SMALL LIGATURE FF..LATIN SMALL LIGATURE ST
FB13..FB17 ; Changes_When_Casefolded # L& [5] ARMENIAN SMALL LIGATURE MEN NOW..ARMENIAN SMALL LIGATURE MEN XEH
FF21..FF3A ; Changes_When_Casefolded # L& [26] FULLWIDTH LATIN CAPITAL LETTER A..FULLWIDTH LATIN CAPITAL LETTER Z
10400..10427 ; Changes_When_Casefolded # L& [40] DESERET CAPITAL LETTER LONG I..DESERET CAPITAL LETTER EW
104B0..104D3 ; Changes_When_Casefolded # L& [36] OSAGE CAPITAL LETTER A..OSAGE CAPITAL LETTER ZHA
10C80..10CB2 ; Changes_When_Casefolded # L& [51] OLD HUNGARIAN CAPITAL LETTER A..OLD HUNGARIAN CAPITAL LETTER US
118A0..118BF ; Changes_When_Casefolded # L& [32] WARANG CITI CAPITAL LETTER NGAA..WARANG CITI CAPITAL LETTER VIYO
1E900..1E921 ; Changes_When_Casefolded # L& [34] ADLAM CAPITAL LETTER ALIF..ADLAM CAPITAL LETTER SHA
# Total code points: 1377
# ================================================
# Derived Property: Changes_When_Casemapped (CWCM)
# Characters whose normalized forms are not stable under case mapping.
# For more information, see D143 in Section 3.13, "Default Case Algorithms".
# Changes_When_Casemapped(X) is true when CWL(X), or CWT(X), or CWU(X)
0041..005A ; Changes_When_Casemapped # L& [26] LATIN CAPITAL LETTER A..LATIN CAPITAL LETTER Z
0061..007A ; Changes_When_Casemapped # L& [26] LATIN SMALL LETTER A..LATIN SMALL LETTER Z
00B5 ; Changes_When_Casemapped # L& MICRO SIGN
00C0..00D6 ; Changes_When_Casemapped # L& [23] LATIN CAPITAL LETTER A WITH GRAVE..LATIN CAPITAL LETTER O WITH DIAERESIS
00D8..00F6 ; Changes_When_Casemapped # L& [31] LATIN CAPITAL LETTER O WITH STROKE..LATIN SMALL LETTER O WITH DIAERESIS
00F8..0137 ; Changes_When_Casemapped # L& [64] LATIN SMALL LETTER O WITH STROKE..LATIN SMALL LETTER K WITH CEDILLA
0139..018C ; Changes_When_Casemapped # L& [84] LATIN CAPITAL LETTER L WITH ACUTE..LATIN SMALL LETTER D WITH TOPBAR
018E..019A ; Changes_When_Casemapped # L& [13] LATIN CAPITAL LETTER REVERSED E..LATIN SMALL LETTER L WITH BAR
019C..01A9 ; Changes_When_Casemapped # L& [14] LATIN CAPITAL LETTER TURNED M..LATIN CAPITAL LETTER ESH
01AC..01B9 ; Changes_When_Casemapped # L& [14] LATIN CAPITAL LETTER T WITH HOOK..LATIN SMALL LETTER EZH REVERSED
01BC..01BD ; Changes_When_Casemapped # L& [2] LATIN CAPITAL LETTER TONE FIVE..LATIN SMALL LETTER TONE FIVE
01BF ; Changes_When_Casemapped # L& LATIN LETTER WYNN
01C4..0220 ; Changes_When_Casemapped # L& [93] LATIN CAPITAL LETTER DZ WITH CARON..LATIN CAPITAL LETTER N WITH LONG RIGHT LEG
0222..0233 ; Changes_When_Casemapped # L& [18] LATIN CAPITAL LETTER OU..LATIN SMALL LETTER Y WITH MACRON
023A..0254 ; Changes_When_Casemapped # L& [27] LATIN CAPITAL LETTER A WITH STROKE..LATIN SMALL LETTER OPEN O
0256..0257 ; Changes_When_Casemapped # L& [2] LATIN SMALL LETTER D WITH TAIL..LATIN SMALL LETTER D WITH HOOK
0259 ; Changes_When_Casemapped # L& LATIN SMALL LETTER SCHWA
025B..025C ; Changes_When_Casemapped # L& [2] LATIN SMALL LETTER OPEN E..LATIN SMALL LETTER REVERSED OPEN E
0260..0261 ; Changes_When_Casemapped # L& [2] LATIN SMALL LETTER G WITH HOOK..LATIN SMALL LETTER SCRIPT G
0263 ; Changes_When_Casemapped # L& LATIN SMALL LETTER GAMMA
0265..0266 ; Changes_When_Casemapped # L& [2] LATIN SMALL LETTER TURNED H..LATIN SMALL LETTER H WITH HOOK
0268..026C ; Changes_When_Casemapped # L& [5] LATIN SMALL LETTER I WITH STROKE..LATIN SMALL LETTER L WITH BELT
026F ; Changes_When_Casemapped # L& LATIN SMALL LETTER TURNED M
0271..0272 ; Changes_When_Casemapped # L& [2] LATIN SMALL LETTER M WITH HOOK..LATIN SMALL LETTER N WITH LEFT HOOK
0275 ; Changes_When_Casemapped # L& LATIN SMALL LETTER BARRED O
027D ; Changes_When_Casemapped # L& LATIN SMALL LETTER R WITH TAIL
0280 ; Changes_When_Casemapped # L& LATIN LETTER SMALL CAPITAL R
0283 ; Changes_When_Casemapped # L& LATIN SMALL LETTER ESH
0287..028C ; Changes_When_Casemapped # L& [6] LATIN SMALL LETTER TURNED T..LATIN SMALL LETTER TURNED V
0292 ; Changes_When_Casemapped # L& LATIN SMALL LETTER EZH
029D..029E ; Changes_When_Casemapped # L& [2] LATIN SMALL LETTER J WITH CROSSED-TAIL..LATIN SMALL LETTER TURNED K
0345 ; Changes_When_Casemapped # Mn COMBINING GREEK YPOGEGRAMMENI
0370..0373 ; Changes_When_Casemapped # L& [4] GREEK CAPITAL LETTER HETA..GREEK SMALL LETTER ARCHAIC SAMPI
0376..0377 ; Changes_When_Casemapped # L& [2] GREEK CAPITAL LETTER PAMPHYLIAN DIGAMMA..GREEK SMALL LETTER PAMPHYLIAN DIGAMMA
037B..037D ; Changes_When_Casemapped # L& [3] GREEK SMALL REVERSED LUNATE SIGMA SYMBOL..GREEK SMALL REVERSED DOTTED LUNATE SIGMA SYMBOL
037F ; Changes_When_Casemapped # L& GREEK CAPITAL LETTER YOT
0386 ; Changes_When_Casemapped # L& GREEK CAPITAL LETTER ALPHA WITH TONOS
0388..038A ; Changes_When_Casemapped # L& [3] GREEK CAPITAL LETTER EPSILON WITH TONOS..GREEK CAPITAL LETTER IOTA WITH TONOS
038C ; Changes_When_Casemapped # L& GREEK CAPITAL LETTER OMICRON WITH TONOS
038E..03A1 ; Changes_When_Casemapped # L& [20] GREEK CAPITAL LETTER UPSILON WITH TONOS..GREEK CAPITAL LETTER RHO
03A3..03D1 ; Changes_When_Casemapped # L& [47] GREEK CAPITAL LETTER SIGMA..GREEK THETA SYMBOL
03D5..03F5 ; Changes_When_Casemapped # L& [33] GREEK PHI SYMBOL..GREEK LUNATE EPSILON SYMBOL
03F7..03FB ; Changes_When_Casemapped # L& [5] GREEK CAPITAL LETTER SHO..GREEK SMALL LETTER SAN
03FD..0481 ; Changes_When_Casemapped # L& [133] GREEK CAPITAL REVERSED LUNATE SIGMA SYMBOL..CYRILLIC SMALL LETTER KOPPA
048A..052F ; Changes_When_Casemapped # L& [166] CYRILLIC CAPITAL LETTER SHORT I WITH TAIL..CYRILLIC SMALL LETTER EL WITH DESCENDER
0531..0556 ; Changes_When_Casemapped # L& [38] ARMENIAN CAPITAL LETTER AYB..ARMENIAN CAPITAL LETTER FEH
0561..0587 ; Changes_When_Casemapped # L& [39] ARMENIAN SMALL LETTER AYB..ARMENIAN SMALL LIGATURE ECH YIWN
10A0..10C5 ; Changes_When_Casemapped # L& [38] GEORGIAN CAPITAL LETTER AN..GEORGIAN CAPITAL LETTER HOE
10C7 ; Changes_When_Casemapped # L& GEORGIAN CAPITAL LETTER YN
10CD ; Changes_When_Casemapped # L& GEORGIAN CAPITAL LETTER AEN
13A0..13F5 ; Changes_When_Casemapped # L& [86] CHEROKEE LETTER A..CHEROKEE LETTER MV
13F8..13FD ; Changes_When_Casemapped # L& [6] CHEROKEE SMALL LETTER YE..CHEROKEE SMALL LETTER MV
1C80..1C88 ; Changes_When_Casemapped # L& [9] CYRILLIC SMALL LETTER ROUNDED VE..CYRILLIC SMALL LETTER UNBLENDED UK
1D79 ; Changes_When_Casemapped # L& LATIN SMALL LETTER INSULAR G
1D7D ; Changes_When_Casemapped # L& LATIN SMALL LETTER P WITH STROKE
1E00..1E9B ; Changes_When_Casemapped # L& [156] LATIN CAPITAL LETTER A WITH RING BELOW..LATIN SMALL LETTER LONG S WITH DOT ABOVE
1E9E ; Changes_When_Casemapped # L& LATIN CAPITAL LETTER SHARP S
1EA0..1F15 ; Changes_When_Casemapped # L& [118] LATIN CAPITAL LETTER A WITH DOT BELOW..GREEK SMALL LETTER EPSILON WITH DASIA AND OXIA
1F18..1F1D ; Changes_When_Casemapped # L& [6] GREEK CAPITAL LETTER EPSILON WITH PSILI..GREEK CAPITAL LETTER EPSILON WITH DASIA AND OXIA
1F20..1F45 ; Changes_When_Casemapped # L& [38] GREEK SMALL LETTER ETA WITH PSILI..GREEK SMALL LETTER OMICRON WITH DASIA AND OXIA
1F48..1F4D ; Changes_When_Casemapped # L& [6] GREEK CAPITAL LETTER OMICRON WITH PSILI..GREEK CAPITAL LETTER OMICRON WITH DASIA AND OXIA
1F50..1F57 ; Changes_When_Casemapped # L& [8] GREEK SMALL LETTER UPSILON WITH PSILI..GREEK SMALL LETTER UPSILON WITH DASIA AND PERISPOMENI
1F59 ; Changes_When_Casemapped # L& GREEK CAPITAL LETTER UPSILON WITH DASIA
1F5B ; Changes_When_Casemapped # L& GREEK CAPITAL LETTER UPSILON WITH DASIA AND VARIA
1F5D ; Changes_When_Casemapped # L& GREEK CAPITAL LETTER UPSILON WITH DASIA AND OXIA
1F5F..1F7D ; Changes_When_Casemapped # L& [31] GREEK CAPITAL LETTER UPSILON WITH DASIA AND PERISPOMENI..GREEK SMALL LETTER OMEGA WITH OXIA
1F80..1FB4 ; Changes_When_Casemapped # L& [53] GREEK SMALL LETTER ALPHA WITH PSILI AND YPOGEGRAMMENI..GREEK SMALL LETTER ALPHA WITH OXIA AND YPOGEGRAMMENI
1FB6..1FBC ; Changes_When_Casemapped # L& [7] GREEK SMALL LETTER ALPHA WITH PERISPOMENI..GREEK CAPITAL LETTER ALPHA WITH PROSGEGRAMMENI
1FBE ; Changes_When_Casemapped # L& GREEK PROSGEGRAMMENI
1FC2..1FC4 ; Changes_When_Casemapped # L& [3] GREEK SMALL LETTER ETA WITH VARIA AND YPOGEGRAMMENI..GREEK SMALL LETTER ETA WITH OXIA AND YPOGEGRAMMENI
1FC6..1FCC ; Changes_When_Casemapped # L& [7] GREEK SMALL LETTER ETA WITH PERISPOMENI..GREEK CAPITAL LETTER ETA WITH PROSGEGRAMMENI
1FD0..1FD3 ; Changes_When_Casemapped # L& [4] GREEK SMALL LETTER IOTA WITH VRACHY..GREEK SMALL LETTER IOTA WITH DIALYTIKA AND OXIA
1FD6..1FDB ; Changes_When_Casemapped # L& [6] GREEK SMALL LETTER IOTA WITH PERISPOMENI..GREEK CAPITAL LETTER IOTA WITH OXIA
1FE0..1FEC ; Changes_When_Casemapped # L& [13] GREEK SMALL LETTER UPSILON WITH VRACHY..GREEK CAPITAL LETTER RHO WITH DASIA
1FF2..1FF4 ; Changes_When_Casemapped # L& [3] GREEK SMALL LETTER OMEGA WITH VARIA AND YPOGEGRAMMENI..GREEK SMALL LETTER OMEGA WITH OXIA AND YPOGEGRAMMENI
1FF6..1FFC ; Changes_When_Casemapped # L& [7] GREEK SMALL LETTER OMEGA WITH PERISPOMENI..GREEK CAPITAL LETTER OMEGA WITH PROSGEGRAMMENI
2126 ; Changes_When_Casemapped # L& OHM SIGN
212A..212B ; Changes_When_Casemapped # L& [2] KELVIN SIGN..ANGSTROM SIGN
2132 ; Changes_When_Casemapped # L& TURNED CAPITAL F
214E ; Changes_When_Casemapped # L& TURNED SMALL F
2160..217F ; Changes_When_Casemapped # Nl [32] ROMAN NUMERAL ONE..SMALL ROMAN NUMERAL ONE THOUSAND
2183..2184 ; Changes_When_Casemapped # L& [2] ROMAN NUMERAL REVERSED ONE HUNDRED..LATIN SMALL LETTER REVERSED C
24B6..24E9 ; Changes_When_Casemapped # So [52] CIRCLED LATIN CAPITAL LETTER A..CIRCLED LATIN SMALL LETTER Z
2C00..2C2E ; Changes_When_Casemapped # L& [47] GLAGOLITIC CAPITAL LETTER AZU..GLAGOLITIC CAPITAL LETTER LATINATE MYSLITE
2C30..2C5E ; Changes_When_Casemapped # L& [47] GLAGOLITIC SMALL LETTER AZU..GLAGOLITIC SMALL LETTER LATINATE MYSLITE
2C60..2C70 ; Changes_When_Casemapped # L& [17] LATIN CAPITAL LETTER L WITH DOUBLE BAR..LATIN CAPITAL LETTER TURNED ALPHA
2C72..2C73 ; Changes_When_Casemapped # L& [2] LATIN CAPITAL LETTER W WITH HOOK..LATIN SMALL LETTER W WITH HOOK
2C75..2C76 ; Changes_When_Casemapped # L& [2] LATIN CAPITAL LETTER HALF H..LATIN SMALL LETTER HALF H
2C7E..2CE3 ; Changes_When_Casemapped # L& [102] LATIN CAPITAL LETTER S WITH SWASH TAIL..COPTIC SMALL LETTER OLD NUBIAN WAU
2CEB..2CEE ; Changes_When_Casemapped # L& [4] COPTIC CAPITAL LETTER CRYPTOGRAMMIC SHEI..COPTIC SMALL LETTER CRYPTOGRAMMIC GANGIA
2CF2..2CF3 ; Changes_When_Casemapped # L& [2] COPTIC CAPITAL LETTER BOHAIRIC KHEI..COPTIC SMALL LETTER BOHAIRIC KHEI
2D00..2D25 ; Changes_When_Casemapped # L& [38] GEORGIAN SMALL LETTER AN..GEORGIAN SMALL LETTER HOE
2D27 ; Changes_When_Casemapped # L& GEORGIAN SMALL LETTER YN
2D2D ; Changes_When_Casemapped # L& GEORGIAN SMALL LETTER AEN
A640..A66D ; Changes_When_Casemapped # L& [46] CYRILLIC CAPITAL LETTER ZEMLYA..CYRILLIC SMALL LETTER DOUBLE MONOCULAR O
A680..A69B ; Changes_When_Casemapped # L& [28] CYRILLIC CAPITAL LETTER DWE..CYRILLIC SMALL LETTER CROSSED O
A722..A72F ; Changes_When_Casemapped # L& [14] LATIN CAPITAL LETTER EGYPTOLOGICAL ALEF..LATIN SMALL LETTER CUATRILLO WITH COMMA
A732..A76F ; Changes_When_Casemapped # L& [62] LATIN CAPITAL LETTER AA..LATIN SMALL LETTER CON
A779..A787 ; Changes_When_Casemapped # L& [15] LATIN CAPITAL LETTER INSULAR D..LATIN SMALL LETTER INSULAR T
A78B..A78D ; Changes_When_Casemapped # L& [3] LATIN CAPITAL LETTER SALTILLO..LATIN CAPITAL LETTER TURNED H
A790..A793 ; Changes_When_Casemapped # L& [4] LATIN CAPITAL LETTER N WITH DESCENDER..LATIN SMALL LETTER C WITH BAR
A796..A7AE ; Changes_When_Casemapped # L& [25] LATIN CAPITAL LETTER B WITH FLOURISH..LATIN CAPITAL LETTER SMALL CAPITAL I
A7B0..A7B7 ; Changes_When_Casemapped # L& [8] LATIN CAPITAL LETTER TURNED K..LATIN SMALL LETTER OMEGA
AB53 ; Changes_When_Casemapped # L& LATIN SMALL LETTER CHI
AB70..ABBF ; Changes_When_Casemapped # L& [80] CHEROKEE SMALL LETTER A..CHEROKEE SMALL LETTER YA
FB00..FB06 ; Changes_When_Casemapped # L& [7] LATIN SMALL LIGATURE FF..LATIN SMALL LIGATURE ST
FB13..FB17 ; Changes_When_Casemapped # L& [5] ARMENIAN SMALL LIGATURE MEN NOW..ARMENIAN SMALL LIGATURE MEN XEH
FF21..FF3A ; Changes_When_Casemapped # L& [26] FULLWIDTH LATIN CAPITAL LETTER A..FULLWIDTH LATIN CAPITAL LETTER Z
FF41..FF5A ; Changes_When_Casemapped # L& [26] FULLWIDTH LATIN SMALL LETTER A..FULLWIDTH LATIN SMALL LETTER Z
10400..1044F ; Changes_When_Casemapped # L& [80] DESERET CAPITAL LETTER LONG I..DESERET SMALL LETTER EW
104B0..104D3 ; Changes_When_Casemapped # L& [36] OSAGE CAPITAL LETTER A..OSAGE CAPITAL LETTER ZHA
104D8..104FB ; Changes_When_Casemapped # L& [36] OSAGE SMALL LETTER A..OSAGE SMALL LETTER ZHA
10C80..10CB2 ; Changes_When_Casemapped # L& [51] OLD HUNGARIAN CAPITAL LETTER A..OLD HUNGARIAN CAPITAL LETTER US
10CC0..10CF2 ; Changes_When_Casemapped # L& [51] OLD HUNGARIAN SMALL LETTER A..OLD HUNGARIAN SMALL LETTER US
118A0..118DF ; Changes_When_Casemapped # L& [64] WARANG CITI CAPITAL LETTER NGAA..WARANG CITI SMALL LETTER VIYO
1E900..1E943 ; Changes_When_Casemapped # L& [68] ADLAM CAPITAL LETTER ALIF..ADLAM SMALL LETTER SHA
# Total code points: 2669
# ================================================
# Derived Property: ID_Start
# Characters that can start an identifier.
# Generated from:
# Lu + Ll + Lt + Lm + Lo + Nl
# + Other_ID_Start
# - Pattern_Syntax
# - Pattern_White_Space
# NOTE: See UAX #31 for more information
0041..005A ; ID_Start # L& [26] LATIN CAPITAL LETTER A..LATIN CAPITAL LETTER Z
0061..007A ; ID_Start # L& [26] LATIN SMALL LETTER A..LATIN SMALL LETTER Z
00AA ; ID_Start # Lo FEMININE ORDINAL INDICATOR
00B5 ; ID_Start # L& MICRO SIGN
00BA ; ID_Start # Lo MASCULINE ORDINAL INDICATOR
00C0..00D6 ; ID_Start # L& [23] LATIN CAPITAL LETTER A WITH GRAVE..LATIN CAPITAL LETTER O WITH DIAERESIS
00D8..00F6 ; ID_Start # L& [31] LATIN CAPITAL LETTER O WITH STROKE..LATIN SMALL LETTER O WITH DIAERESIS
00F8..01BA ; ID_Start # L& [195] LATIN SMALL LETTER O WITH STROKE..LATIN SMALL LETTER EZH WITH TAIL
01BB ; ID_Start # Lo LATIN LETTER TWO WITH STROKE
01BC..01BF ; ID_Start # L& [4] LATIN CAPITAL LETTER TONE FIVE..LATIN LETTER WYNN
01C0..01C3 ; ID_Start # Lo [4] LATIN LETTER DENTAL CLICK..LATIN LETTER RETROFLEX CLICK
01C4..0293 ; ID_Start # L& [208] LATIN CAPITAL LETTER DZ WITH CARON..LATIN SMALL LETTER EZH WITH CURL
0294 ; ID_Start # Lo LATIN LETTER GLOTTAL STOP
0295..02AF ; ID_Start # L& [27] LATIN LETTER PHARYNGEAL VOICED FRICATIVE..LATIN SMALL LETTER TURNED H WITH FISHHOOK AND TAIL
02B0..02C1 ; ID_Start # Lm [18] MODIFIER LETTER SMALL H..MODIFIER LETTER REVERSED GLOTTAL STOP
02C6..02D1 ; ID_Start # Lm [12] MODIFIER LETTER CIRCUMFLEX ACCENT..MODIFIER LETTER HALF TRIANGULAR COLON
02E0..02E4 ; ID_Start # Lm [5] MODIFIER LETTER SMALL GAMMA..MODIFIER LETTER SMALL REVERSED GLOTTAL STOP
02EC ; ID_Start # Lm MODIFIER LETTER VOICING
02EE ; ID_Start # Lm MODIFIER LETTER DOUBLE APOSTROPHE
0370..0373 ; ID_Start # L& [4] GREEK CAPITAL LETTER HETA..GREEK SMALL LETTER ARCHAIC SAMPI
0374 ; ID_Start # Lm GREEK NUMERAL SIGN
0376..0377 ; ID_Start # L& [2] GREEK CAPITAL LETTER PAMPHYLIAN DIGAMMA..GREEK SMALL LETTER PAMPHYLIAN DIGAMMA
037A ; ID_Start # Lm GREEK YPOGEGRAMMENI
037B..037D ; ID_Start # L& [3] GREEK SMALL REVERSED LUNATE SIGMA SYMBOL..GREEK SMALL REVERSED DOTTED LUNATE SIGMA SYMBOL
037F ; ID_Start # L& GREEK CAPITAL LETTER YOT
0386 ; ID_Start # L& GREEK CAPITAL LETTER ALPHA WITH TONOS
0388..038A ; ID_Start # L& [3] GREEK CAPITAL LETTER EPSILON WITH TONOS..GREEK CAPITAL LETTER IOTA WITH TONOS
038C ; ID_Start # L& GREEK CAPITAL LETTER OMICRON WITH TONOS
038E..03A1 ; ID_Start # L& [20] GREEK CAPITAL LETTER UPSILON WITH TONOS..GREEK CAPITAL LETTER RHO
03A3..03F5 ; ID_Start # L& [83] GREEK CAPITAL LETTER SIGMA..GREEK LUNATE EPSILON SYMBOL
03F7..0481 ; ID_Start # L& [139] GREEK CAPITAL LETTER SHO..CYRILLIC SMALL LETTER KOPPA
048A..052F ; ID_Start # L& [166] CYRILLIC CAPITAL LETTER SHORT I WITH TAIL..CYRILLIC SMALL LETTER EL WITH DESCENDER
0531..0556 ; ID_Start # L& [38] ARMENIAN CAPITAL LETTER AYB..ARMENIAN CAPITAL LETTER FEH
0559 ; ID_Start # Lm ARMENIAN MODIFIER LETTER LEFT HALF RING
0561..0587 ; ID_Start # L& [39] ARMENIAN SMALL LETTER AYB..ARMENIAN SMALL LIGATURE ECH YIWN
05D0..05EA ; ID_Start # Lo [27] HEBREW LETTER ALEF..HEBREW LETTER TAV
05F0..05F2 ; ID_Start # Lo [3] HEBREW LIGATURE YIDDISH DOUBLE VAV..HEBREW LIGATURE YIDDISH DOUBLE YOD
0620..063F ; ID_Start # Lo [32] ARABIC LETTER KASHMIRI YEH..ARABIC LETTER FARSI YEH WITH THREE DOTS ABOVE
0640 ; ID_Start # Lm ARABIC TATWEEL
0641..064A ; ID_Start # Lo [10] ARABIC LETTER FEH..ARABIC LETTER YEH
066E..066F ; ID_Start # Lo [2] ARABIC LETTER DOTLESS BEH..ARABIC LETTER DOTLESS QAF
0671..06D3 ; ID_Start # Lo [99] ARABIC LETTER ALEF WASLA..ARABIC LETTER YEH BARREE WITH HAMZA ABOVE
06D5 ; ID_Start # Lo ARABIC LETTER AE
06E5..06E6 ; ID_Start # Lm [2] ARABIC SMALL WAW..ARABIC SMALL YEH
06EE..06EF ; ID_Start # Lo [2] ARABIC LETTER DAL WITH INVERTED V..ARABIC LETTER REH WITH INVERTED V
06FA..06FC ; ID_Start # Lo [3] ARABIC LETTER SHEEN WITH DOT BELOW..ARABIC LETTER GHAIN WITH DOT BELOW
06FF ; ID_Start # Lo ARABIC LETTER HEH WITH INVERTED V
0710 ; ID_Start # Lo SYRIAC LETTER ALAPH
0712..072F ; ID_Start # Lo [30] SYRIAC LETTER BETH..SYRIAC LETTER PERSIAN DHALATH
074D..07A5 ; ID_Start # Lo [89] SYRIAC LETTER SOGDIAN ZHAIN..THAANA LETTER WAAVU
07B1 ; ID_Start # Lo THAANA LETTER NAA
07CA..07EA ; ID_Start # Lo [33] NKO LETTER A..NKO LETTER JONA RA
07F4..07F5 ; ID_Start # Lm [2] NKO HIGH TONE APOSTROPHE..NKO LOW TONE APOSTROPHE
07FA ; ID_Start # Lm NKO LAJANYALAN
0800..0815 ; ID_Start # Lo [22] SAMARITAN LETTER ALAF..SAMARITAN LETTER TAAF
081A ; ID_Start # Lm SAMARITAN MODIFIER LETTER EPENTHETIC YUT
0824 ; ID_Start # Lm SAMARITAN MODIFIER LETTER SHORT A
0828 ; ID_Start # Lm SAMARITAN MODIFIER LETTER I
0840..0858 ; ID_Start # Lo [25] MANDAIC LETTER HALQA..MANDAIC LETTER AIN
0860..086A ; ID_Start # Lo [11] SYRIAC LETTER MALAYALAM NGA..SYRIAC LETTER MALAYALAM SSA
08A0..08B4 ; ID_Start # Lo [21] ARABIC LETTER BEH WITH SMALL V BELOW..ARABIC LETTER KAF WITH DOT BELOW
08B6..08BD ; ID_Start # Lo [8] ARABIC LETTER BEH WITH SMALL MEEM ABOVE..ARABIC LETTER AFRICAN NOON
0904..0939 ; ID_Start # Lo [54] DEVANAGARI LETTER SHORT A..DEVANAGARI LETTER HA
093D ; ID_Start # Lo DEVANAGARI SIGN AVAGRAHA
0950 ; ID_Start # Lo DEVANAGARI OM
0958..0961 ; ID_Start # Lo [10] DEVANAGARI LETTER QA..DEVANAGARI LETTER VOCALIC LL
0971 ; ID_Start # Lm DEVANAGARI SIGN HIGH SPACING DOT
0972..0980 ; ID_Start # Lo [15] DEVANAGARI LETTER CANDRA A..BENGALI ANJI
0985..098C ; ID_Start # Lo [8] BENGALI LETTER A..BENGALI LETTER VOCALIC L
098F..0990 ; ID_Start # Lo [2] BENGALI LETTER E..BENGALI LETTER AI
0993..09A8 ; ID_Start # Lo [22] BENGALI LETTER O..BENGALI LETTER NA
09AA..09B0 ; ID_Start # Lo [7] BENGALI LETTER PA..BENGALI LETTER RA
09B2 ; ID_Start # Lo BENGALI LETTER LA
09B6..09B9 ; ID_Start # Lo [4] BENGALI LETTER SHA..BENGALI LETTER HA
09BD ; ID_Start # Lo BENGALI SIGN AVAGRAHA
09CE ; ID_Start # Lo BENGALI LETTER KHANDA TA
09DC..09DD ; ID_Start # Lo [2] BENGALI LETTER RRA..BENGALI LETTER RHA
09DF..09E1 ; ID_Start # Lo [3] BENGALI LETTER YYA..BENGALI LETTER VOCALIC LL
09F0..09F1 ; ID_Start # Lo [2] BENGALI LETTER RA WITH MIDDLE DIAGONAL..BENGALI LETTER RA WITH LOWER DIAGONAL
09FC ; ID_Start # Lo BENGALI LETTER VEDIC ANUSVARA
0A05..0A0A ; ID_Start # Lo [6] GURMUKHI LETTER A..GURMUKHI LETTER UU
0A0F..0A10 ; ID_Start # Lo [2] GURMUKHI LETTER EE..GURMUKHI LETTER AI
0A13..0A28 ; ID_Start # Lo [22] GURMUKHI LETTER OO..GURMUKHI LETTER NA
0A2A..0A30 ; ID_Start # Lo [7] GURMUKHI LETTER PA..GURMUKHI LETTER RA
0A32..0A33 ; ID_Start # Lo [2] GURMUKHI LETTER LA..GURMUKHI LETTER LLA
0A35..0A36 ; ID_Start # Lo [2] GURMUKHI LETTER VA..GURMUKHI LETTER SHA
0A38..0A39 ; ID_Start # Lo [2] GURMUKHI LETTER SA..GURMUKHI LETTER HA
0A59..0A5C ; ID_Start # Lo [4] GURMUKHI LETTER KHHA..GURMUKHI LETTER RRA
0A5E ; ID_Start # Lo GURMUKHI LETTER FA
0A72..0A74 ; ID_Start # Lo [3] GURMUKHI IRI..GURMUKHI EK ONKAR
0A85..0A8D ; ID_Start # Lo [9] GUJARATI LETTER A..GUJARATI VOWEL CANDRA E
0A8F..0A91 ; ID_Start # Lo [3] GUJARATI LETTER E..GUJARATI VOWEL CANDRA O
0A93..0AA8 ; ID_Start # Lo [22] GUJARATI LETTER O..GUJARATI LETTER NA
0AAA..0AB0 ; ID_Start # Lo [7] GUJARATI LETTER PA..GUJARATI LETTER RA
0AB2..0AB3 ; ID_Start # Lo [2] GUJARATI LETTER LA..GUJARATI LETTER LLA
0AB5..0AB9 ; ID_Start # Lo [5] GUJARATI LETTER VA..GUJARATI LETTER HA
0ABD ; ID_Start # Lo GUJARATI SIGN AVAGRAHA
0AD0 ; ID_Start # Lo GUJARATI OM
0AE0..0AE1 ; ID_Start # Lo [2] GUJARATI LETTER VOCALIC RR..GUJARATI LETTER VOCALIC LL
0AF9 ; ID_Start # Lo GUJARATI LETTER ZHA
0B05..0B0C ; ID_Start # Lo [8] ORIYA LETTER A..ORIYA LETTER VOCALIC L
0B0F..0B10 ; ID_Start # Lo [2] ORIYA LETTER E..ORIYA LETTER AI
0B13..0B28 ; ID_Start # Lo [22] ORIYA LETTER O..ORIYA LETTER NA
0B2A..0B30 ; ID_Start # Lo [7] ORIYA LETTER PA..ORIYA LETTER RA
0B32..0B33 ; ID_Start # Lo [2] ORIYA LETTER LA..ORIYA LETTER LLA
0B35..0B39 ; ID_Start # Lo [5] ORIYA LETTER VA..ORIYA LETTER HA
0B3D ; ID_Start # Lo ORIYA SIGN AVAGRAHA
0B5C..0B5D ; ID_Start # Lo [2] ORIYA LETTER RRA..ORIYA LETTER RHA
0B5F..0B61 ; ID_Start # Lo [3] ORIYA LETTER YYA..ORIYA LETTER VOCALIC LL
0B71 ; ID_Start # Lo ORIYA LETTER WA
0B83 ; ID_Start # Lo TAMIL SIGN VISARGA
0B85..0B8A ; ID_Start # Lo [6] TAMIL LETTER A..TAMIL LETTER UU
0B8E..0B90 ; ID_Start # Lo [3] TAMIL LETTER E..TAMIL LETTER AI
0B92..0B95 ; ID_Start # Lo [4] TAMIL LETTER O..TAMIL LETTER KA
0B99..0B9A ; ID_Start # Lo [2] TAMIL LETTER NGA..TAMIL LETTER CA
0B9C ; ID_Start # Lo TAMIL LETTER JA
0B9E..0B9F ; ID_Start # Lo [2] TAMIL LETTER NYA..TAMIL LETTER TTA
0BA3..0BA4 ; ID_Start # Lo [2] TAMIL LETTER NNA..TAMIL LETTER TA
0BA8..0BAA ; ID_Start # Lo [3] TAMIL LETTER NA..TAMIL LETTER PA
0BAE..0BB9 ; ID_Start # Lo [12] TAMIL LETTER MA..TAMIL LETTER HA
0BD0 ; ID_Start # Lo TAMIL OM
0C05..0C0C ; ID_Start # Lo [8] TELUGU LETTER A..TELUGU LETTER VOCALIC L
0C0E..0C10 ; ID_Start # Lo [3] TELUGU LETTER E..TELUGU LETTER AI
0C12..0C28 ; ID_Start # Lo [23] TELUGU LETTER O..TELUGU LETTER NA
0C2A..0C39 ; ID_Start # Lo [16] TELUGU LETTER PA..TELUGU LETTER HA
0C3D ; ID_Start # Lo TELUGU SIGN AVAGRAHA
0C58..0C5A ; ID_Start # Lo [3] TELUGU LETTER TSA..TELUGU LETTER RRRA
0C60..0C61 ; ID_Start # Lo [2] TELUGU LETTER VOCALIC RR..TELUGU LETTER VOCALIC LL
0C80 ; ID_Start # Lo KANNADA SIGN SPACING CANDRABINDU
0C85..0C8C ; ID_Start # Lo [8] KANNADA LETTER A..KANNADA LETTER VOCALIC L
0C8E..0C90 ; ID_Start # Lo [3] KANNADA LETTER E..KANNADA LETTER AI
0C92..0CA8 ; ID_Start # Lo [23] KANNADA LETTER O..KANNADA LETTER NA
0CAA..0CB3 ; ID_Start # Lo [10] KANNADA LETTER PA..KANNADA LETTER LLA
0CB5..0CB9 ; ID_Start # Lo [5] KANNADA LETTER VA..KANNADA LETTER HA
0CBD ; ID_Start # Lo KANNADA SIGN AVAGRAHA
0CDE ; ID_Start # Lo KANNADA LETTER FA
0CE0..0CE1 ; ID_Start # Lo [2] KANNADA LETTER VOCALIC RR..KANNADA LETTER VOCALIC LL
0CF1..0CF2 ; ID_Start # Lo [2] KANNADA SIGN JIHVAMULIYA..KANNADA SIGN UPADHMANIYA
0D05..0D0C ; ID_Start # Lo [8] MALAYALAM LETTER A..MALAYALAM LETTER VOCALIC L
0D0E..0D10 ; ID_Start # Lo [3] MALAYALAM LETTER E..MALAYALAM LETTER AI
0D12..0D3A ; ID_Start # Lo [41] MALAYALAM LETTER O..MALAYALAM LETTER TTTA
0D3D ; ID_Start # Lo MALAYALAM SIGN AVAGRAHA
0D4E ; ID_Start # Lo MALAYALAM LETTER DOT REPH
0D54..0D56 ; ID_Start # Lo [3] MALAYALAM LETTER CHILLU M..MALAYALAM LETTER CHILLU LLL
0D5F..0D61 ; ID_Start # Lo [3] MALAYALAM LETTER ARCHAIC II..MALAYALAM LETTER VOCALIC LL
0D7A..0D7F ; ID_Start # Lo [6] MALAYALAM LETTER CHILLU NN..MALAYALAM LETTER CHILLU K
0D85..0D96 ; ID_Start # Lo [18] SINHALA LETTER AYANNA..SINHALA LETTER AUYANNA
0D9A..0DB1 ; ID_Start # Lo [24] SINHALA LETTER ALPAPRAANA KAYANNA..SINHALA LETTER DANTAJA NAYANNA
0DB3..0DBB ; ID_Start # Lo [9] SINHALA LETTER SANYAKA DAYANNA..SINHALA LETTER RAYANNA
0DBD ; ID_Start # Lo SINHALA LETTER DANTAJA LAYANNA
0DC0..0DC6 ; ID_Start # Lo [7] SINHALA LETTER VAYANNA..SINHALA LETTER FAYANNA
0E01..0E30 ; ID_Start # Lo [48] THAI CHARACTER KO KAI..THAI CHARACTER SARA A
0E32..0E33 ; ID_Start # Lo [2] THAI CHARACTER SARA AA..THAI CHARACTER SARA AM
0E40..0E45 ; ID_Start # Lo [6] THAI CHARACTER SARA E..THAI CHARACTER LAKKHANGYAO
0E46 ; ID_Start # Lm THAI CHARACTER MAIYAMOK
0E81..0E82 ; ID_Start # Lo [2] LAO LETTER KO..LAO LETTER KHO SUNG
0E84 ; ID_Start # Lo LAO LETTER KHO TAM
0E87..0E88 ; ID_Start # Lo [2] LAO LETTER NGO..LAO LETTER CO
0E8A ; ID_Start # Lo LAO LETTER SO TAM
0E8D ; ID_Start # Lo LAO LETTER NYO
0E94..0E97 ; ID_Start # Lo [4] LAO LETTER DO..LAO LETTER THO TAM
0E99..0E9F ; ID_Start # Lo [7] LAO LETTER NO..LAO LETTER FO SUNG
0EA1..0EA3 ; ID_Start # Lo [3] LAO LETTER MO..LAO LETTER LO LING
0EA5 ; ID_Start # Lo LAO LETTER LO LOOT
0EA7 ; ID_Start # Lo LAO LETTER WO
0EAA..0EAB ; ID_Start # Lo [2] LAO LETTER SO SUNG..LAO LETTER HO SUNG
0EAD..0EB0 ; ID_Start # Lo [4] LAO LETTER O..LAO VOWEL SIGN A
0EB2..0EB3 ; ID_Start # Lo [2] LAO VOWEL SIGN AA..LAO VOWEL SIGN AM
0EBD ; ID_Start # Lo LAO SEMIVOWEL SIGN NYO
0EC0..0EC4 ; ID_Start # Lo [5] LAO VOWEL SIGN E..LAO VOWEL SIGN AI
0EC6 ; ID_Start # Lm LAO KO LA
0EDC..0EDF ; ID_Start # Lo [4] LAO HO NO..LAO LETTER KHMU NYO
0F00 ; ID_Start # Lo TIBETAN SYLLABLE OM
0F40..0F47 ; ID_Start # Lo [8] TIBETAN LETTER KA..TIBETAN LETTER JA
0F49..0F6C ; ID_Start # Lo [36] TIBETAN LETTER NYA..TIBETAN LETTER RRA
0F88..0F8C ; ID_Start # Lo [5] TIBETAN SIGN LCE TSA CAN..TIBETAN SIGN INVERTED MCHU CAN
1000..102A ; ID_Start # Lo [43] MYANMAR LETTER KA..MYANMAR LETTER AU
103F ; ID_Start # Lo MYANMAR LETTER GREAT SA
1050..1055 ; ID_Start # Lo [6] MYANMAR LETTER SHA..MYANMAR LETTER VOCALIC LL
105A..105D ; ID_Start # Lo [4] MYANMAR LETTER MON NGA..MYANMAR LETTER MON BBE
1061 ; ID_Start # Lo MYANMAR LETTER SGAW KAREN SHA
1065..1066 ; ID_Start # Lo [2] MYANMAR LETTER WESTERN PWO KAREN THA..MYANMAR LETTER WESTERN PWO KAREN PWA
106E..1070 ; ID_Start # Lo [3] MYANMAR LETTER EASTERN PWO KAREN NNA..MYANMAR LETTER EASTERN PWO KAREN GHWA
1075..1081 ; ID_Start # Lo [13] MYANMAR LETTER SHAN KA..MYANMAR LETTER SHAN HA
108E ; ID_Start # Lo MYANMAR LETTER RUMAI PALAUNG FA
10A0..10C5 ; ID_Start # L& [38] GEORGIAN CAPITAL LETTER AN..GEORGIAN CAPITAL LETTER HOE
10C7 ; ID_Start # L& GEORGIAN CAPITAL LETTER YN
10CD ; ID_Start # L& GEORGIAN CAPITAL LETTER AEN
10D0..10FA ; ID_Start # Lo [43] GEORGIAN LETTER AN..GEORGIAN LETTER AIN
10FC ; ID_Start # Lm MODIFIER LETTER GEORGIAN NAR
10FD..1248 ; ID_Start # Lo [332] GEORGIAN LETTER AEN..ETHIOPIC SYLLABLE QWA
124A..124D ; ID_Start # Lo [4] ETHIOPIC SYLLABLE QWI..ETHIOPIC SYLLABLE QWE
1250..1256 ; ID_Start # Lo [7] ETHIOPIC SYLLABLE QHA..ETHIOPIC SYLLABLE QHO
1258 ; ID_Start # Lo ETHIOPIC SYLLABLE QHWA
125A..125D ; ID_Start # Lo [4] ETHIOPIC SYLLABLE QHWI..ETHIOPIC SYLLABLE QHWE
1260..1288 ; ID_Start # Lo [41] ETHIOPIC SYLLABLE BA..ETHIOPIC SYLLABLE XWA
128A..128D ; ID_Start # Lo [4] ETHIOPIC SYLLABLE XWI..ETHIOPIC SYLLABLE XWE
1290..12B0 ; ID_Start # Lo [33] ETHIOPIC SYLLABLE NA..ETHIOPIC SYLLABLE KWA
12B2..12B5 ; ID_Start # Lo [4] ETHIOPIC SYLLABLE KWI..ETHIOPIC SYLLABLE KWE
12B8..12BE ; ID_Start # Lo [7] ETHIOPIC SYLLABLE KXA..ETHIOPIC SYLLABLE KXO
12C0 ; ID_Start # Lo ETHIOPIC SYLLABLE KXWA
12C2..12C5 ; ID_Start # Lo [4] ETHIOPIC SYLLABLE KXWI..ETHIOPIC SYLLABLE KXWE
12C8..12D6 ; ID_Start # Lo [15] ETHIOPIC SYLLABLE WA..ETHIOPIC SYLLABLE PHARYNGEAL O
12D8..1310 ; ID_Start # Lo [57] ETHIOPIC SYLLABLE ZA..ETHIOPIC SYLLABLE GWA
1312..1315 ; ID_Start # Lo [4] ETHIOPIC SYLLABLE GWI..ETHIOPIC SYLLABLE GWE
1318..135A ; ID_Start # Lo [67] ETHIOPIC SYLLABLE GGA..ETHIOPIC SYLLABLE FYA
1380..138F ; ID_Start # Lo [16] ETHIOPIC SYLLABLE SEBATBEIT MWA..ETHIOPIC SYLLABLE PWE
13A0..13F5 ; ID_Start # L& [86] CHEROKEE LETTER A..CHEROKEE LETTER MV
13F8..13FD ; ID_Start # L& [6] CHEROKEE SMALL LETTER YE..CHEROKEE SMALL LETTER MV
1401..166C ; ID_Start # Lo [620] CANADIAN SYLLABICS E..CANADIAN SYLLABICS CARRIER TTSA
166F..167F ; ID_Start # Lo [17] CANADIAN SYLLABICS QAI..CANADIAN SYLLABICS BLACKFOOT W
1681..169A ; ID_Start # Lo [26] OGHAM LETTER BEITH..OGHAM LETTER PEITH
16A0..16EA ; ID_Start # Lo [75] RUNIC LETTER FEHU FEOH FE F..RUNIC LETTER X
16EE..16F0 ; ID_Start # Nl [3] RUNIC ARLAUG SYMBOL..RUNIC BELGTHOR SYMBOL
16F1..16F8 ; ID_Start # Lo [8] RUNIC LETTER K..RUNIC LETTER FRANKS CASKET AESC
1700..170C ; ID_Start # Lo [13] TAGALOG LETTER A..TAGALOG LETTER YA
170E..1711 ; ID_Start # Lo [4] TAGALOG LETTER LA..TAGALOG LETTER HA
1720..1731 ; ID_Start # Lo [18] HANUNOO LETTER A..HANUNOO LETTER HA
1740..1751 ; ID_Start # Lo [18] BUHID LETTER A..BUHID LETTER HA
1760..176C ; ID_Start # Lo [13] TAGBANWA LETTER A..TAGBANWA LETTER YA
176E..1770 ; ID_Start # Lo [3] TAGBANWA LETTER LA..TAGBANWA LETTER SA
1780..17B3 ; ID_Start # Lo [52] KHMER LETTER KA..KHMER INDEPENDENT VOWEL QAU
17D7 ; ID_Start # Lm KHMER SIGN LEK TOO
17DC ; ID_Start # Lo KHMER SIGN AVAKRAHASANYA
1820..1842 ; ID_Start # Lo [35] MONGOLIAN LETTER A..MONGOLIAN LETTER CHI
1843 ; ID_Start # Lm MONGOLIAN LETTER TODO LONG VOWEL SIGN
1844..1877 ; ID_Start # Lo [52] MONGOLIAN LETTER TODO E..MONGOLIAN LETTER MANCHU ZHA
1880..1884 ; ID_Start # Lo [5] MONGOLIAN LETTER ALI GALI ANUSVARA ONE..MONGOLIAN LETTER ALI GALI INVERTED UBADAMA
1885..1886 ; ID_Start # Mn [2] MONGOLIAN LETTER ALI GALI BALUDA..MONGOLIAN LETTER ALI GALI THREE BALUDA
1887..18A8 ; ID_Start # Lo [34] MONGOLIAN LETTER ALI GALI A..MONGOLIAN LETTER MANCHU ALI GALI BHA
18AA ; ID_Start # Lo MONGOLIAN LETTER MANCHU ALI GALI LHA
18B0..18F5 ; ID_Start # Lo [70] CANADIAN SYLLABICS OY..CANADIAN SYLLABICS CARRIER DENTAL S
1900..191E ; ID_Start # Lo [31] LIMBU VOWEL-CARRIER LETTER..LIMBU LETTER TRA
1950..196D ; ID_Start # Lo [30] TAI LE LETTER KA..TAI LE LETTER AI
1970..1974 ; ID_Start # Lo [5] TAI LE LETTER TONE-2..TAI LE LETTER TONE-6
1980..19AB ; ID_Start # Lo [44] NEW TAI LUE LETTER HIGH QA..NEW TAI LUE LETTER LOW SUA
19B0..19C9 ; ID_Start # Lo [26] NEW TAI LUE VOWEL SIGN VOWEL SHORTENER..NEW TAI LUE TONE MARK-2
1A00..1A16 ; ID_Start # Lo [23] BUGINESE LETTER KA..BUGINESE LETTER HA
1A20..1A54 ; ID_Start # Lo [53] TAI THAM LETTER HIGH KA..TAI THAM LETTER GREAT SA
1AA7 ; ID_Start # Lm TAI THAM SIGN MAI YAMOK
1B05..1B33 ; ID_Start # Lo [47] BALINESE LETTER AKARA..BALINESE LETTER HA
1B45..1B4B ; ID_Start # Lo [7] BALINESE LETTER KAF SASAK..BALINESE LETTER ASYURA SASAK
1B83..1BA0 ; ID_Start # Lo [30] SUNDANESE LETTER A..SUNDANESE LETTER HA
1BAE..1BAF ; ID_Start # Lo [2] SUNDANESE LETTER KHA..SUNDANESE LETTER SYA
1BBA..1BE5 ; ID_Start # Lo [44] SUNDANESE AVAGRAHA..BATAK LETTER U
1C00..1C23 ; ID_Start # Lo [36] LEPCHA LETTER KA..LEPCHA LETTER A
1C4D..1C4F ; ID_Start # Lo [3] LEPCHA LETTER TTA..LEPCHA LETTER DDA
1C5A..1C77 ; ID_Start # Lo [30] OL CHIKI LETTER LA..OL CHIKI LETTER OH
1C78..1C7D ; ID_Start # Lm [6] OL CHIKI MU TTUDDAG..OL CHIKI AHAD
1C80..1C88 ; ID_Start # L& [9] CYRILLIC SMALL LETTER ROUNDED VE..CYRILLIC SMALL LETTER UNBLENDED UK
1CE9..1CEC ; ID_Start # Lo [4] VEDIC SIGN ANUSVARA ANTARGOMUKHA..VEDIC SIGN ANUSVARA VAMAGOMUKHA WITH TAIL
1CEE..1CF1 ; ID_Start # Lo [4] VEDIC SIGN HEXIFORM LONG ANUSVARA..VEDIC SIGN ANUSVARA UBHAYATO MUKHA
1CF5..1CF6 ; ID_Start # Lo [2] VEDIC SIGN JIHVAMULIYA..VEDIC SIGN UPADHMANIYA
1D00..1D2B ; ID_Start # L& [44] LATIN LETTER SMALL CAPITAL A..CYRILLIC LETTER SMALL CAPITAL EL
1D2C..1D6A ; ID_Start # Lm [63] MODIFIER LETTER CAPITAL A..GREEK SUBSCRIPT SMALL LETTER CHI
1D6B..1D77 ; ID_Start # L& [13] LATIN SMALL LETTER UE..LATIN SMALL LETTER TURNED G
1D78 ; ID_Start # Lm MODIFIER LETTER CYRILLIC EN
1D79..1D9A ; ID_Start # L& [34] LATIN SMALL LETTER INSULAR G..LATIN SMALL LETTER EZH WITH RETROFLEX HOOK
1D9B..1DBF ; ID_Start # Lm [37] MODIFIER LETTER SMALL TURNED ALPHA..MODIFIER LETTER SMALL THETA
1E00..1F15 ; ID_Start # L& [278] LATIN CAPITAL LETTER A WITH RING BELOW..GREEK SMALL LETTER EPSILON WITH DASIA AND OXIA
1F18..1F1D ; ID_Start # L& [6] GREEK CAPITAL LETTER EPSILON WITH PSILI..GREEK CAPITAL LETTER EPSILON WITH DASIA AND OXIA
1F20..1F45 ; ID_Start # L& [38] GREEK SMALL LETTER ETA WITH PSILI..GREEK SMALL LETTER OMICRON WITH DASIA AND OXIA
1F48..1F4D ; ID_Start # L& [6] GREEK CAPITAL LETTER OMICRON WITH PSILI..GREEK CAPITAL LETTER OMICRON WITH DASIA AND OXIA
1F50..1F57 ; ID_Start # L& [8] GREEK SMALL LETTER UPSILON WITH PSILI..GREEK SMALL LETTER UPSILON WITH DASIA AND PERISPOMENI
1F59 ; ID_Start # L& GREEK CAPITAL LETTER UPSILON WITH DASIA
1F5B ; ID_Start # L& GREEK CAPITAL LETTER UPSILON WITH DASIA AND VARIA
1F5D ; ID_Start # L& GREEK CAPITAL LETTER UPSILON WITH DASIA AND OXIA
1F5F..1F7D ; ID_Start # L& [31] GREEK CAPITAL LETTER UPSILON WITH DASIA AND PERISPOMENI..GREEK SMALL LETTER OMEGA WITH OXIA
1F80..1FB4 ; ID_Start # L& [53] GREEK SMALL LETTER ALPHA WITH PSILI AND YPOGEGRAMMENI..GREEK SMALL LETTER ALPHA WITH OXIA AND YPOGEGRAMMENI
1FB6..1FBC ; ID_Start # L& [7] GREEK SMALL LETTER ALPHA WITH PERISPOMENI..GREEK CAPITAL LETTER ALPHA WITH PROSGEGRAMMENI
1FBE ; ID_Start # L& GREEK PROSGEGRAMMENI
1FC2..1FC4 ; ID_Start # L& [3] GREEK SMALL LETTER ETA WITH VARIA AND YPOGEGRAMMENI..GREEK SMALL LETTER ETA WITH OXIA AND YPOGEGRAMMENI
1FC6..1FCC ; ID_Start # L& [7] GREEK SMALL LETTER ETA WITH PERISPOMENI..GREEK CAPITAL LETTER ETA WITH PROSGEGRAMMENI
1FD0..1FD3 ; ID_Start # L& [4] GREEK SMALL LETTER IOTA WITH VRACHY..GREEK SMALL LETTER IOTA WITH DIALYTIKA AND OXIA
1FD6..1FDB ; ID_Start # L& [6] GREEK SMALL LETTER IOTA WITH PERISPOMENI..GREEK CAPITAL LETTER IOTA WITH OXIA
1FE0..1FEC ; ID_Start # L& [13] GREEK SMALL LETTER UPSILON WITH VRACHY..GREEK CAPITAL LETTER RHO WITH DASIA
1FF2..1FF4 ; ID_Start # L& [3] GREEK SMALL LETTER OMEGA WITH VARIA AND YPOGEGRAMMENI..GREEK SMALL LETTER OMEGA WITH OXIA AND YPOGEGRAMMENI
1FF6..1FFC ; ID_Start # L& [7] GREEK SMALL LETTER OMEGA WITH PERISPOMENI..GREEK CAPITAL LETTER OMEGA WITH PROSGEGRAMMENI
2071 ; ID_Start # Lm SUPERSCRIPT LATIN SMALL LETTER I
207F ; ID_Start # Lm SUPERSCRIPT LATIN SMALL LETTER N
2090..209C ; ID_Start # Lm [13] LATIN SUBSCRIPT SMALL LETTER A..LATIN SUBSCRIPT SMALL LETTER T
2102 ; ID_Start # L& DOUBLE-STRUCK CAPITAL C
2107 ; ID_Start # L& EULER CONSTANT
210A..2113 ; ID_Start # L& [10] SCRIPT SMALL G..SCRIPT SMALL L
2115 ; ID_Start # L& DOUBLE-STRUCK CAPITAL N
2118 ; ID_Start # Sm SCRIPT CAPITAL P
2119..211D ; ID_Start # L& [5] DOUBLE-STRUCK CAPITAL P..DOUBLE-STRUCK CAPITAL R
2124 ; ID_Start # L& DOUBLE-STRUCK CAPITAL Z
2126 ; ID_Start # L& OHM SIGN
2128 ; ID_Start # L& BLACK-LETTER CAPITAL Z
212A..212D ; ID_Start # L& [4] KELVIN SIGN..BLACK-LETTER CAPITAL C
212E ; ID_Start # So ESTIMATED SYMBOL
212F..2134 ; ID_Start # L& [6] SCRIPT SMALL E..SCRIPT SMALL O
2135..2138 ; ID_Start # Lo [4] ALEF SYMBOL..DALET SYMBOL
2139 ; ID_Start # L& INFORMATION SOURCE
213C..213F ; ID_Start # L& [4] DOUBLE-STRUCK SMALL PI..DOUBLE-STRUCK CAPITAL PI
2145..2149 ; ID_Start # L& [5] DOUBLE-STRUCK ITALIC CAPITAL D..DOUBLE-STRUCK ITALIC SMALL J
214E ; ID_Start # L& TURNED SMALL F
2160..2182 ; ID_Start # Nl [35] ROMAN NUMERAL ONE..ROMAN NUMERAL TEN THOUSAND
2183..2184 ; ID_Start # L& [2] ROMAN NUMERAL REVERSED ONE HUNDRED..LATIN SMALL LETTER REVERSED C
2185..2188 ; ID_Start # Nl [4] ROMAN NUMERAL SIX LATE FORM..ROMAN NUMERAL ONE HUNDRED THOUSAND
2C00..2C2E ; ID_Start # L& [47] GLAGOLITIC CAPITAL LETTER AZU..GLAGOLITIC CAPITAL LETTER LATINATE MYSLITE
2C30..2C5E ; ID_Start # L& [47] GLAGOLITIC SMALL LETTER AZU..GLAGOLITIC SMALL LETTER LATINATE MYSLITE
2C60..2C7B ; ID_Start # L& [28] LATIN CAPITAL LETTER L WITH DOUBLE BAR..LATIN LETTER SMALL CAPITAL TURNED E
2C7C..2C7D ; ID_Start # Lm [2] LATIN SUBSCRIPT SMALL LETTER J..MODIFIER LETTER CAPITAL V
2C7E..2CE4 ; ID_Start # L& [103] LATIN CAPITAL LETTER S WITH SWASH TAIL..COPTIC SYMBOL KAI
2CEB..2CEE ; ID_Start # L& [4] COPTIC CAPITAL LETTER CRYPTOGRAMMIC SHEI..COPTIC SMALL LETTER CRYPTOGRAMMIC GANGIA
2CF2..2CF3 ; ID_Start # L& [2] COPTIC CAPITAL LETTER BOHAIRIC KHEI..COPTIC SMALL LETTER BOHAIRIC KHEI
2D00..2D25 ; ID_Start # L& [38] GEORGIAN SMALL LETTER AN..GEORGIAN SMALL LETTER HOE
2D27 ; ID_Start # L& GEORGIAN SMALL LETTER YN
2D2D ; ID_Start # L& GEORGIAN SMALL LETTER AEN
2D30..2D67 ; ID_Start # Lo [56] TIFINAGH LETTER YA..TIFINAGH LETTER YO
2D6F ; ID_Start # Lm TIFINAGH MODIFIER LETTER LABIALIZATION MARK
2D80..2D96 ; ID_Start # Lo [23] ETHIOPIC SYLLABLE LOA..ETHIOPIC SYLLABLE GGWE
2DA0..2DA6 ; ID_Start # Lo [7] ETHIOPIC SYLLABLE SSA..ETHIOPIC SYLLABLE SSO
2DA8..2DAE ; ID_Start # Lo [7] ETHIOPIC SYLLABLE CCA..ETHIOPIC SYLLABLE CCO
2DB0..2DB6 ; ID_Start # Lo [7] ETHIOPIC SYLLABLE ZZA..ETHIOPIC SYLLABLE ZZO
2DB8..2DBE ; ID_Start # Lo [7] ETHIOPIC SYLLABLE CCHA..ETHIOPIC SYLLABLE CCHO
2DC0..2DC6 ; ID_Start # Lo [7] ETHIOPIC SYLLABLE QYA..ETHIOPIC SYLLABLE QYO
2DC8..2DCE ; ID_Start # Lo [7] ETHIOPIC SYLLABLE KYA..ETHIOPIC SYLLABLE KYO
2DD0..2DD6 ; ID_Start # Lo [7] ETHIOPIC SYLLABLE XYA..ETHIOPIC SYLLABLE XYO
2DD8..2DDE ; ID_Start # Lo [7] ETHIOPIC SYLLABLE GYA..ETHIOPIC SYLLABLE GYO
3005 ; ID_Start # Lm IDEOGRAPHIC ITERATION MARK
3006 ; ID_Start # Lo IDEOGRAPHIC CLOSING MARK
3007 ; ID_Start # Nl IDEOGRAPHIC NUMBER ZERO
3021..3029 ; ID_Start # Nl [9] HANGZHOU NUMERAL ONE..HANGZHOU NUMERAL NINE
3031..3035 ; ID_Start # Lm [5] VERTICAL KANA REPEAT MARK..VERTICAL KANA REPEAT MARK LOWER HALF
3038..303A ; ID_Start # Nl [3] HANGZHOU NUMERAL TEN..HANGZHOU NUMERAL THIRTY
303B ; ID_Start # Lm VERTICAL IDEOGRAPHIC ITERATION MARK
303C ; ID_Start # Lo MASU MARK
3041..3096 ; ID_Start # Lo [86] HIRAGANA LETTER SMALL A..HIRAGANA LETTER SMALL KE
309B..309C ; ID_Start # Sk [2] KATAKANA-HIRAGANA VOICED SOUND MARK..KATAKANA-HIRAGANA SEMI-VOICED SOUND MARK
309D..309E ; ID_Start # Lm [2] HIRAGANA ITERATION MARK..HIRAGANA VOICED ITERATION MARK
309F ; ID_Start # Lo HIRAGANA DIGRAPH YORI
30A1..30FA ; ID_Start # Lo [90] KATAKANA LETTER SMALL A..KATAKANA LETTER VO
30FC..30FE ; ID_Start # Lm [3] KATAKANA-HIRAGANA PROLONGED SOUND MARK..KATAKANA VOICED ITERATION MARK
30FF ; ID_Start # Lo KATAKANA DIGRAPH KOTO
3105..312E ; ID_Start # Lo [42] BOPOMOFO LETTER B..BOPOMOFO LETTER O WITH DOT ABOVE
3131..318E ; ID_Start # Lo [94] HANGUL LETTER KIYEOK..HANGUL LETTER ARAEAE
31A0..31BA ; ID_Start # Lo [27] BOPOMOFO LETTER BU..BOPOMOFO LETTER ZY
31F0..31FF ; ID_Start # Lo [16] KATAKANA LETTER SMALL KU..KATAKANA LETTER SMALL RO
3400..4DB5 ; ID_Start # Lo [6582] CJK UNIFIED IDEOGRAPH-3400..CJK UNIFIED IDEOGRAPH-4DB5
4E00..9FEA ; ID_Start # Lo [20971] CJK UNIFIED IDEOGRAPH-4E00..CJK UNIFIED IDEOGRAPH-9FEA
A000..A014 ; ID_Start # Lo [21] YI SYLLABLE IT..YI SYLLABLE E
A015 ; ID_Start # Lm YI SYLLABLE WU
A016..A48C ; ID_Start # Lo [1143] YI SYLLABLE BIT..YI SYLLABLE YYR
A4D0..A4F7 ; ID_Start # Lo [40] LISU LETTER BA..LISU LETTER OE
A4F8..A4FD ; ID_Start # Lm [6] LISU LETTER TONE MYA TI..LISU LETTER TONE MYA JEU
A500..A60B ; ID_Start # Lo [268] VAI SYLLABLE EE..VAI SYLLABLE NG
A60C ; ID_Start # Lm VAI SYLLABLE LENGTHENER
A610..A61F ; ID_Start # Lo [16] VAI SYLLABLE NDOLE FA..VAI SYMBOL JONG
A62A..A62B ; ID_Start # Lo [2] VAI SYLLABLE NDOLE MA..VAI SYLLABLE NDOLE DO
A640..A66D ; ID_Start # L& [46] CYRILLIC CAPITAL LETTER ZEMLYA..CYRILLIC SMALL LETTER DOUBLE MONOCULAR O
A66E ; ID_Start # Lo CYRILLIC LETTER MULTIOCULAR O
A67F ; ID_Start # Lm CYRILLIC PAYEROK
A680..A69B ; ID_Start # L& [28] CYRILLIC CAPITAL LETTER DWE..CYRILLIC SMALL LETTER CROSSED O
A69C..A69D ; ID_Start # Lm [2] MODIFIER LETTER CYRILLIC HARD SIGN..MODIFIER LETTER CYRILLIC SOFT SIGN
A6A0..A6E5 ; ID_Start # Lo [70] BAMUM LETTER A..BAMUM LETTER KI
A6E6..A6EF ; ID_Start # Nl [10] BAMUM LETTER MO..BAMUM LETTER KOGHOM
A717..A71F ; ID_Start # Lm [9] MODIFIER LETTER DOT VERTICAL BAR..MODIFIER LETTER LOW INVERTED EXCLAMATION MARK
A722..A76F ; ID_Start # L& [78] LATIN CAPITAL LETTER EGYPTOLOGICAL ALEF..LATIN SMALL LETTER CON
A770 ; ID_Start # Lm MODIFIER LETTER US
A771..A787 ; ID_Start # L& [23] LATIN SMALL LETTER DUM..LATIN SMALL LETTER INSULAR T
A788 ; ID_Start # Lm MODIFIER LETTER LOW CIRCUMFLEX ACCENT
A78B..A78E ; ID_Start # L& [4] LATIN CAPITAL LETTER SALTILLO..LATIN SMALL LETTER L WITH RETROFLEX HOOK AND BELT
A78F ; ID_Start # Lo LATIN LETTER SINOLOGICAL DOT
A790..A7AE ; ID_Start # L& [31] LATIN CAPITAL LETTER N WITH DESCENDER..LATIN CAPITAL LETTER SMALL CAPITAL I
A7B0..A7B7 ; ID_Start # L& [8] LATIN CAPITAL LETTER TURNED K..LATIN SMALL LETTER OMEGA
A7F7 ; ID_Start # Lo LATIN EPIGRAPHIC LETTER SIDEWAYS I
A7F8..A7F9 ; ID_Start # Lm [2] MODIFIER LETTER CAPITAL H WITH STROKE..MODIFIER LETTER SMALL LIGATURE OE
A7FA ; ID_Start # L& LATIN LETTER SMALL CAPITAL TURNED M
A7FB..A801 ; ID_Start # Lo [7] LATIN EPIGRAPHIC LETTER REVERSED F..SYLOTI NAGRI LETTER I
A803..A805 ; ID_Start # Lo [3] SYLOTI NAGRI LETTER U..SYLOTI NAGRI LETTER O
A807..A80A ; ID_Start # Lo [4] SYLOTI NAGRI LETTER KO..SYLOTI NAGRI LETTER GHO
A80C..A822 ; ID_Start # Lo [23] SYLOTI NAGRI LETTER CO..SYLOTI NAGRI LETTER HO
A840..A873 ; ID_Start # Lo [52] PHAGS-PA LETTER KA..PHAGS-PA LETTER CANDRABINDU
A882..A8B3 ; ID_Start # Lo [50] SAURASHTRA LETTER A..SAURASHTRA LETTER LLA
A8F2..A8F7 ; ID_Start # Lo [6] DEVANAGARI SIGN SPACING CANDRABINDU..DEVANAGARI SIGN CANDRABINDU AVAGRAHA
A8FB ; ID_Start # Lo DEVANAGARI HEADSTROKE
A8FD ; ID_Start # Lo DEVANAGARI JAIN OM
A90A..A925 ; ID_Start # Lo [28] KAYAH LI LETTER KA..KAYAH LI LETTER OO
A930..A946 ; ID_Start # Lo [23] REJANG LETTER KA..REJANG LETTER A
A960..A97C ; ID_Start # Lo [29] HANGUL CHOSEONG TIKEUT-MIEUM..HANGUL CHOSEONG SSANGYEORINHIEUH
A984..A9B2 ; ID_Start # Lo [47] JAVANESE LETTER A..JAVANESE LETTER HA
A9CF ; ID_Start # Lm JAVANESE PANGRANGKEP
A9E0..A9E4 ; ID_Start # Lo [5] MYANMAR LETTER SHAN GHA..MYANMAR LETTER SHAN BHA
A9E6 ; ID_Start # Lm MYANMAR MODIFIER LETTER SHAN REDUPLICATION
A9E7..A9EF ; ID_Start # Lo [9] MYANMAR LETTER TAI LAING NYA..MYANMAR LETTER TAI LAING NNA
A9FA..A9FE ; ID_Start # Lo [5] MYANMAR LETTER TAI LAING LLA..MYANMAR LETTER TAI LAING BHA
AA00..AA28 ; ID_Start # Lo [41] CHAM LETTER A..CHAM LETTER HA
AA40..AA42 ; ID_Start # Lo [3] CHAM LETTER FINAL K..CHAM LETTER FINAL NG
AA44..AA4B ; ID_Start # Lo [8] CHAM LETTER FINAL CH..CHAM LETTER FINAL SS
AA60..AA6F ; ID_Start # Lo [16] MYANMAR LETTER KHAMTI GA..MYANMAR LETTER KHAMTI FA
AA70 ; ID_Start # Lm MYANMAR MODIFIER LETTER KHAMTI REDUPLICATION
AA71..AA76 ; ID_Start # Lo [6] MYANMAR LETTER KHAMTI XA..MYANMAR LOGOGRAM KHAMTI HM
AA7A ; ID_Start # Lo MYANMAR LETTER AITON RA
AA7E..AAAF ; ID_Start # Lo [50] MYANMAR LETTER SHWE PALAUNG CHA..TAI VIET LETTER HIGH O
AAB1 ; ID_Start # Lo TAI VIET VOWEL AA
AAB5..AAB6 ; ID_Start # Lo [2] TAI VIET VOWEL E..TAI VIET VOWEL O
AAB9..AABD ; ID_Start # Lo [5] TAI VIET VOWEL UEA..TAI VIET VOWEL AN
AAC0 ; ID_Start # Lo TAI VIET TONE MAI NUENG
AAC2 ; ID_Start # Lo TAI VIET TONE MAI SONG
AADB..AADC ; ID_Start # Lo [2] TAI VIET SYMBOL KON..TAI VIET SYMBOL NUENG
AADD ; ID_Start # Lm TAI VIET SYMBOL SAM
AAE0..AAEA ; ID_Start # Lo [11] MEETEI MAYEK LETTER E..MEETEI MAYEK LETTER SSA
AAF2 ; ID_Start # Lo MEETEI MAYEK ANJI
AAF3..AAF4 ; ID_Start # Lm [2] MEETEI MAYEK SYLLABLE REPETITION MARK..MEETEI MAYEK WORD REPETITION MARK
AB01..AB06 ; ID_Start # Lo [6] ETHIOPIC SYLLABLE TTHU..ETHIOPIC SYLLABLE TTHO
AB09..AB0E ; ID_Start # Lo [6] ETHIOPIC SYLLABLE DDHU..ETHIOPIC SYLLABLE DDHO
AB11..AB16 ; ID_Start # Lo [6] ETHIOPIC SYLLABLE DZU..ETHIOPIC SYLLABLE DZO
AB20..AB26 ; ID_Start # Lo [7] ETHIOPIC SYLLABLE CCHHA..ETHIOPIC SYLLABLE CCHHO
AB28..AB2E ; ID_Start # Lo [7] ETHIOPIC SYLLABLE BBA..ETHIOPIC SYLLABLE BBO
AB30..AB5A ; ID_Start # L& [43] LATIN SMALL LETTER BARRED ALPHA..LATIN SMALL LETTER Y WITH SHORT RIGHT LEG
AB5C..AB5F ; ID_Start # Lm [4] MODIFIER LETTER SMALL HENG..MODIFIER LETTER SMALL U WITH LEFT HOOK
AB60..AB65 ; ID_Start # L& [6] LATIN SMALL LETTER SAKHA YAT..GREEK LETTER SMALL CAPITAL OMEGA
AB70..ABBF ; ID_Start # L& [80] CHEROKEE SMALL LETTER A..CHEROKEE SMALL LETTER YA
ABC0..ABE2 ; ID_Start # Lo [35] MEETEI MAYEK LETTER KOK..MEETEI MAYEK LETTER I LONSUM
AC00..D7A3 ; ID_Start # Lo [11172] HANGUL SYLLABLE GA..HANGUL SYLLABLE HIH
D7B0..D7C6 ; ID_Start # Lo [23] HANGUL JUNGSEONG O-YEO..HANGUL JUNGSEONG ARAEA-E
D7CB..D7FB ; ID_Start # Lo [49] HANGUL JONGSEONG NIEUN-RIEUL..HANGUL JONGSEONG PHIEUPH-THIEUTH
F900..FA6D ; ID_Start # Lo [366] CJK COMPATIBILITY IDEOGRAPH-F900..CJK COMPATIBILITY IDEOGRAPH-FA6D
FA70..FAD9 ; ID_Start # Lo [106] CJK COMPATIBILITY IDEOGRAPH-FA70..CJK COMPATIBILITY IDEOGRAPH-FAD9
FB00..FB06 ; ID_Start # L& [7] LATIN SMALL LIGATURE FF..LATIN SMALL LIGATURE ST
FB13..FB17 ; ID_Start # L& [5] ARMENIAN SMALL LIGATURE MEN NOW..ARMENIAN SMALL LIGATURE MEN XEH
FB1D ; ID_Start # Lo HEBREW LETTER YOD WITH HIRIQ
FB1F..FB28 ; ID_Start # Lo [10] HEBREW LIGATURE YIDDISH YOD YOD PATAH..HEBREW LETTER WIDE TAV
FB2A..FB36 ; ID_Start # Lo [13] HEBREW LETTER SHIN WITH SHIN DOT..HEBREW LETTER ZAYIN WITH DAGESH
FB38..FB3C ; ID_Start # Lo [5] HEBREW LETTER TET WITH DAGESH..HEBREW LETTER LAMED WITH DAGESH
FB3E ; ID_Start # Lo HEBREW LETTER MEM WITH DAGESH
FB40..FB41 ; ID_Start # Lo [2] HEBREW LETTER NUN WITH DAGESH..HEBREW LETTER SAMEKH WITH DAGESH
FB43..FB44 ; ID_Start # Lo [2] HEBREW LETTER FINAL PE WITH DAGESH..HEBREW LETTER PE WITH DAGESH
FB46..FBB1 ; ID_Start # Lo [108] HEBREW LETTER TSADI WITH DAGESH..ARABIC LETTER YEH BARREE WITH HAMZA ABOVE FINAL FORM
FBD3..FD3D ; ID_Start # Lo [363] ARABIC LETTER NG ISOLATED FORM..ARABIC LIGATURE ALEF WITH FATHATAN ISOLATED FORM
FD50..FD8F ; ID_Start # Lo [64] ARABIC LIGATURE TEH WITH JEEM WITH MEEM INITIAL FORM..ARABIC LIGATURE MEEM WITH KHAH WITH MEEM INITIAL FORM
FD92..FDC7 ; ID_Start # Lo [54] ARABIC LIGATURE MEEM WITH JEEM WITH KHAH INITIAL FORM..ARABIC LIGATURE NOON WITH JEEM WITH YEH FINAL FORM
FDF0..FDFB ; ID_Start # Lo [12] ARABIC LIGATURE SALLA USED AS KORANIC STOP SIGN ISOLATED FORM..ARABIC LIGATURE JALLAJALALOUHOU
FE70..FE74 ; ID_Start # Lo [5] ARABIC FATHATAN ISOLATED FORM..ARABIC KASRATAN ISOLATED FORM
FE76..FEFC ; ID_Start # Lo [135] ARABIC FATHA ISOLATED FORM..ARABIC LIGATURE LAM WITH ALEF FINAL FORM
FF21..FF3A ; ID_Start # L& [26] FULLWIDTH LATIN CAPITAL LETTER A..FULLWIDTH LATIN CAPITAL LETTER Z
FF41..FF5A ; ID_Start # L& [26] FULLWIDTH LATIN SMALL LETTER A..FULLWIDTH LATIN SMALL LETTER Z
FF66..FF6F ; ID_Start # Lo [10] HALFWIDTH KATAKANA LETTER WO..HALFWIDTH KATAKANA LETTER SMALL TU
FF70 ; ID_Start # Lm HALFWIDTH KATAKANA-HIRAGANA PROLONGED SOUND MARK
FF71..FF9D ; ID_Start # Lo [45] HALFWIDTH KATAKANA LETTER A..HALFWIDTH KATAKANA LETTER N
FF9E..FF9F ; ID_Start # Lm [2] HALFWIDTH KATAKANA VOICED SOUND MARK..HALFWIDTH KATAKANA SEMI-VOICED SOUND MARK
FFA0..FFBE ; ID_Start # Lo [31] HALFWIDTH HANGUL FILLER..HALFWIDTH HANGUL LETTER HIEUH
FFC2..FFC7 ; ID_Start # Lo [6] HALFWIDTH HANGUL LETTER A..HALFWIDTH HANGUL LETTER E
FFCA..FFCF ; ID_Start # Lo [6] HALFWIDTH HANGUL LETTER YEO..HALFWIDTH HANGUL LETTER OE
FFD2..FFD7 ; ID_Start # Lo [6] HALFWIDTH HANGUL LETTER YO..HALFWIDTH HANGUL LETTER YU
FFDA..FFDC ; ID_Start # Lo [3] HALFWIDTH HANGUL LETTER EU..HALFWIDTH HANGUL LETTER I
10000..1000B ; ID_Start # Lo [12] LINEAR B SYLLABLE B008 A..LINEAR B SYLLABLE B046 JE
1000D..10026 ; ID_Start # Lo [26] LINEAR B SYLLABLE B036 JO..LINEAR B SYLLABLE B032 QO
10028..1003A ; ID_Start # Lo [19] LINEAR B SYLLABLE B060 RA..LINEAR B SYLLABLE B042 WO
1003C..1003D ; ID_Start # Lo [2] LINEAR B SYLLABLE B017 ZA..LINEAR B SYLLABLE B074 ZE
1003F..1004D ; ID_Start # Lo [15] LINEAR B SYLLABLE B020 ZO..LINEAR B SYLLABLE B091 TWO
10050..1005D ; ID_Start # Lo [14] LINEAR B SYMBOL B018..LINEAR B SYMBOL B089
10080..100FA ; ID_Start # Lo [123] LINEAR B IDEOGRAM B100 MAN..LINEAR B IDEOGRAM VESSEL B305
10140..10174 ; ID_Start # Nl [53] GREEK ACROPHONIC ATTIC ONE QUARTER..GREEK ACROPHONIC STRATIAN FIFTY MNAS
10280..1029C ; ID_Start # Lo [29] LYCIAN LETTER A..LYCIAN LETTER X
102A0..102D0 ; ID_Start # Lo [49] CARIAN LETTER A..CARIAN LETTER UUU3
10300..1031F ; ID_Start # Lo [32] OLD ITALIC LETTER A..OLD ITALIC LETTER ESS
1032D..10340 ; ID_Start # Lo [20] OLD ITALIC LETTER YE..GOTHIC LETTER PAIRTHRA
10341 ; ID_Start # Nl GOTHIC LETTER NINETY
10342..10349 ; ID_Start # Lo [8] GOTHIC LETTER RAIDA..GOTHIC LETTER OTHAL
1034A ; ID_Start # Nl GOTHIC LETTER NINE HUNDRED
10350..10375 ; ID_Start # Lo [38] OLD PERMIC LETTER AN..OLD PERMIC LETTER IA
10380..1039D ; ID_Start # Lo [30] UGARITIC LETTER ALPA..UGARITIC LETTER SSU
103A0..103C3 ; ID_Start # Lo [36] OLD PERSIAN SIGN A..OLD PERSIAN SIGN HA
103C8..103CF ; ID_Start # Lo [8] OLD PERSIAN SIGN AURAMAZDAA..OLD PERSIAN SIGN BUUMISH
103D1..103D5 ; ID_Start # Nl [5] OLD PERSIAN NUMBER ONE..OLD PERSIAN NUMBER HUNDRED
10400..1044F ; ID_Start # L& [80] DESERET CAPITAL LETTER LONG I..DESERET SMALL LETTER EW
10450..1049D ; ID_Start # Lo [78] SHAVIAN LETTER PEEP..OSMANYA LETTER OO
104B0..104D3 ; ID_Start # L& [36] OSAGE CAPITAL LETTER A..OSAGE CAPITAL LETTER ZHA
104D8..104FB ; ID_Start # L& [36] OSAGE SMALL LETTER A..OSAGE SMALL LETTER ZHA
10500..10527 ; ID_Start # Lo [40] ELBASAN LETTER A..ELBASAN LETTER KHE
10530..10563 ; ID_Start # Lo [52] CAUCASIAN ALBANIAN LETTER ALT..CAUCASIAN ALBANIAN LETTER KIW
10600..10736 ; ID_Start # Lo [311] LINEAR A SIGN AB001..LINEAR A SIGN A664
10740..10755 ; ID_Start # Lo [22] LINEAR A SIGN A701 A..LINEAR A SIGN A732 JE
10760..10767 ; ID_Start # Lo [8] LINEAR A SIGN A800..LINEAR A SIGN A807
10800..10805 ; ID_Start # Lo [6] CYPRIOT SYLLABLE A..CYPRIOT SYLLABLE JA
10808 ; ID_Start # Lo CYPRIOT SYLLABLE JO
1080A..10835 ; ID_Start # Lo [44] CYPRIOT SYLLABLE KA..CYPRIOT SYLLABLE WO
10837..10838 ; ID_Start # Lo [2] CYPRIOT SYLLABLE XA..CYPRIOT SYLLABLE XE
1083C ; ID_Start # Lo CYPRIOT SYLLABLE ZA
1083F..10855 ; ID_Start # Lo [23] CYPRIOT SYLLABLE ZO..IMPERIAL ARAMAIC LETTER TAW
10860..10876 ; ID_Start # Lo [23] PALMYRENE LETTER ALEPH..PALMYRENE LETTER TAW
10880..1089E ; ID_Start # Lo [31] NABATAEAN LETTER FINAL ALEPH..NABATAEAN LETTER TAW
108E0..108F2 ; ID_Start # Lo [19] HATRAN LETTER ALEPH..HATRAN LETTER QOPH
108F4..108F5 ; ID_Start # Lo [2] HATRAN LETTER SHIN..HATRAN LETTER TAW
10900..10915 ; ID_Start # Lo [22] PHOENICIAN LETTER ALF..PHOENICIAN LETTER TAU
10920..10939 ; ID_Start # Lo [26] LYDIAN LETTER A..LYDIAN LETTER C
10980..109B7 ; ID_Start # Lo [56] MEROITIC HIEROGLYPHIC LETTER A..MEROITIC CURSIVE LETTER DA
109BE..109BF ; ID_Start # Lo [2] MEROITIC CURSIVE LOGOGRAM RMT..MEROITIC CURSIVE LOGOGRAM IMN
10A00 ; ID_Start # Lo KHAROSHTHI LETTER A
10A10..10A13 ; ID_Start # Lo [4] KHAROSHTHI LETTER KA..KHAROSHTHI LETTER GHA
10A15..10A17 ; ID_Start # Lo [3] KHAROSHTHI LETTER CA..KHAROSHTHI LETTER JA
10A19..10A33 ; ID_Start # Lo [27] KHAROSHTHI LETTER NYA..KHAROSHTHI LETTER TTTHA
10A60..10A7C ; ID_Start # Lo [29] OLD SOUTH ARABIAN LETTER HE..OLD SOUTH ARABIAN LETTER THETH
10A80..10A9C ; ID_Start # Lo [29] OLD NORTH ARABIAN LETTER HEH..OLD NORTH ARABIAN LETTER ZAH
10AC0..10AC7 ; ID_Start # Lo [8] MANICHAEAN LETTER ALEPH..MANICHAEAN LETTER WAW
10AC9..10AE4 ; ID_Start # Lo [28] MANICHAEAN LETTER ZAYIN..MANICHAEAN LETTER TAW
10B00..10B35 ; ID_Start # Lo [54] AVESTAN LETTER A..AVESTAN LETTER HE
10B40..10B55 ; ID_Start # Lo [22] INSCRIPTIONAL PARTHIAN LETTER ALEPH..INSCRIPTIONAL PARTHIAN LETTER TAW
10B60..10B72 ; ID_Start # Lo [19] INSCRIPTIONAL PAHLAVI LETTER ALEPH..INSCRIPTIONAL PAHLAVI LETTER TAW
10B80..10B91 ; ID_Start # Lo [18] PSALTER PAHLAVI LETTER ALEPH..PSALTER PAHLAVI LETTER TAW
10C00..10C48 ; ID_Start # Lo [73] OLD TURKIC LETTER ORKHON A..OLD TURKIC LETTER ORKHON BASH
10C80..10CB2 ; ID_Start # L& [51] OLD HUNGARIAN CAPITAL LETTER A..OLD HUNGARIAN CAPITAL LETTER US
10CC0..10CF2 ; ID_Start # L& [51] OLD HUNGARIAN SMALL LETTER A..OLD HUNGARIAN SMALL LETTER US
11003..11037 ; ID_Start # Lo [53] BRAHMI SIGN JIHVAMULIYA..BRAHMI LETTER OLD TAMIL NNNA
11083..110AF ; ID_Start # Lo [45] KAITHI LETTER A..KAITHI LETTER HA
110D0..110E8 ; ID_Start # Lo [25] SORA SOMPENG LETTER SAH..SORA SOMPENG LETTER MAE
11103..11126 ; ID_Start # Lo [36] CHAKMA LETTER AA..CHAKMA LETTER HAA
11150..11172 ; ID_Start # Lo [35] MAHAJANI LETTER A..MAHAJANI LETTER RRA
11176 ; ID_Start # Lo MAHAJANI LIGATURE SHRI
11183..111B2 ; ID_Start # Lo [48] SHARADA LETTER A..SHARADA LETTER HA
111C1..111C4 ; ID_Start # Lo [4] SHARADA SIGN AVAGRAHA..SHARADA OM
111DA ; ID_Start # Lo SHARADA EKAM
111DC ; ID_Start # Lo SHARADA HEADSTROKE
11200..11211 ; ID_Start # Lo [18] KHOJKI LETTER A..KHOJKI LETTER JJA
11213..1122B ; ID_Start # Lo [25] KHOJKI LETTER NYA..KHOJKI LETTER LLA
11280..11286 ; ID_Start # Lo [7] MULTANI LETTER A..MULTANI LETTER GA
11288 ; ID_Start # Lo MULTANI LETTER GHA
1128A..1128D ; ID_Start # Lo [4] MULTANI LETTER CA..MULTANI LETTER JJA
1128F..1129D ; ID_Start # Lo [15] MULTANI LETTER NYA..MULTANI LETTER BA
1129F..112A8 ; ID_Start # Lo [10] MULTANI LETTER BHA..MULTANI LETTER RHA
112B0..112DE ; ID_Start # Lo [47] KHUDAWADI LETTER A..KHUDAWADI LETTER HA
11305..1130C ; ID_Start # Lo [8] GRANTHA LETTER A..GRANTHA LETTER VOCALIC L
1130F..11310 ; ID_Start # Lo [2] GRANTHA LETTER EE..GRANTHA LETTER AI
11313..11328 ; ID_Start # Lo [22] GRANTHA LETTER OO..GRANTHA LETTER NA
1132A..11330 ; ID_Start # Lo [7] GRANTHA LETTER PA..GRANTHA LETTER RA
11332..11333 ; ID_Start # Lo [2] GRANTHA LETTER LA..GRANTHA LETTER LLA
11335..11339 ; ID_Start # Lo [5] GRANTHA LETTER VA..GRANTHA LETTER HA
1133D ; ID_Start # Lo GRANTHA SIGN AVAGRAHA
11350 ; ID_Start # Lo GRANTHA OM
1135D..11361 ; ID_Start # Lo [5] GRANTHA SIGN PLUTA..GRANTHA LETTER VOCALIC LL
11400..11434 ; ID_Start # Lo [53] NEWA LETTER A..NEWA LETTER HA
11447..1144A ; ID_Start # Lo [4] NEWA SIGN AVAGRAHA..NEWA SIDDHI
11480..114AF ; ID_Start # Lo [48] TIRHUTA ANJI..TIRHUTA LETTER HA
114C4..114C5 ; ID_Start # Lo [2] TIRHUTA SIGN AVAGRAHA..TIRHUTA GVANG
114C7 ; ID_Start # Lo TIRHUTA OM
11580..115AE ; ID_Start # Lo [47] SIDDHAM LETTER A..SIDDHAM LETTER HA
115D8..115DB ; ID_Start # Lo [4] SIDDHAM LETTER THREE-CIRCLE ALTERNATE I..SIDDHAM LETTER ALTERNATE U
11600..1162F ; ID_Start # Lo [48] MODI LETTER A..MODI LETTER LLA
11644 ; ID_Start # Lo MODI SIGN HUVA
11680..116AA ; ID_Start # Lo [43] TAKRI LETTER A..TAKRI LETTER RRA
11700..11719 ; ID_Start # Lo [26] AHOM LETTER KA..AHOM LETTER JHA
118A0..118DF ; ID_Start # L& [64] WARANG CITI CAPITAL LETTER NGAA..WARANG CITI SMALL LETTER VIYO
118FF ; ID_Start # Lo WARANG CITI OM
11A00 ; ID_Start # Lo ZANABAZAR SQUARE LETTER A
11A0B..11A32 ; ID_Start # Lo [40] ZANABAZAR SQUARE LETTER KA..ZANABAZAR SQUARE LETTER KSSA
11A3A ; ID_Start # Lo ZANABAZAR SQUARE CLUSTER-INITIAL LETTER RA
11A50 ; ID_Start # Lo SOYOMBO LETTER A
11A5C..11A83 ; ID_Start # Lo [40] SOYOMBO LETTER KA..SOYOMBO LETTER KSSA
11A86..11A89 ; ID_Start # Lo [4] SOYOMBO CLUSTER-INITIAL LETTER RA..SOYOMBO CLUSTER-INITIAL LETTER SA
11AC0..11AF8 ; ID_Start # Lo [57] PAU CIN HAU LETTER PA..PAU CIN HAU GLOTTAL STOP FINAL
11C00..11C08 ; ID_Start # Lo [9] BHAIKSUKI LETTER A..BHAIKSUKI LETTER VOCALIC L
11C0A..11C2E ; ID_Start # Lo [37] BHAIKSUKI LETTER E..BHAIKSUKI LETTER HA
11C40 ; ID_Start # Lo BHAIKSUKI SIGN AVAGRAHA
11C72..11C8F ; ID_Start # Lo [30] MARCHEN LETTER KA..MARCHEN LETTER A
11D00..11D06 ; ID_Start # Lo [7] MASARAM GONDI LETTER A..MASARAM GONDI LETTER E
11D08..11D09 ; ID_Start # Lo [2] MASARAM GONDI LETTER AI..MASARAM GONDI LETTER O
11D0B..11D30 ; ID_Start # Lo [38] MASARAM GONDI LETTER AU..MASARAM GONDI LETTER TRA
11D46 ; ID_Start # Lo MASARAM GONDI REPHA
12000..12399 ; ID_Start # Lo [922] CUNEIFORM SIGN A..CUNEIFORM SIGN U U
12400..1246E ; ID_Start # Nl [111] CUNEIFORM NUMERIC SIGN TWO ASH..CUNEIFORM NUMERIC SIGN NINE U VARIANT FORM
12480..12543 ; ID_Start # Lo [196] CUNEIFORM SIGN AB TIMES NUN TENU..CUNEIFORM SIGN ZU5 TIMES THREE DISH TENU
13000..1342E ; ID_Start # Lo [1071] EGYPTIAN HIEROGLYPH A001..EGYPTIAN HIEROGLYPH AA032
14400..14646 ; ID_Start # Lo [583] ANATOLIAN HIEROGLYPH A001..ANATOLIAN HIEROGLYPH A530
16800..16A38 ; ID_Start # Lo [569] BAMUM LETTER PHASE-A NGKUE MFON..BAMUM LETTER PHASE-F VUEQ
16A40..16A5E ; ID_Start # Lo [31] MRO LETTER TA..MRO LETTER TEK
16AD0..16AED ; ID_Start # Lo [30] BASSA VAH LETTER ENNI..BASSA VAH LETTER I
16B00..16B2F ; ID_Start # Lo [48] PAHAWH HMONG VOWEL KEEB..PAHAWH HMONG CONSONANT CAU
16B40..16B43 ; ID_Start # Lm [4] PAHAWH HMONG SIGN VOS SEEV..PAHAWH HMONG SIGN IB YAM
16B63..16B77 ; ID_Start # Lo [21] PAHAWH HMONG SIGN VOS LUB..PAHAWH HMONG SIGN CIM NRES TOS
16B7D..16B8F ; ID_Start # Lo [19] PAHAWH HMONG CLAN SIGN TSHEEJ..PAHAWH HMONG CLAN SIGN VWJ
16F00..16F44 ; ID_Start # Lo [69] MIAO LETTER PA..MIAO LETTER HHA
16F50 ; ID_Start # Lo MIAO LETTER NASALIZATION
16F93..16F9F ; ID_Start # Lm [13] MIAO LETTER TONE-2..MIAO LETTER REFORMED TONE-8
16FE0..16FE1 ; ID_Start # Lm [2] TANGUT ITERATION MARK..NUSHU ITERATION MARK
17000..187EC ; ID_Start # Lo [6125] TANGUT IDEOGRAPH-17000..TANGUT IDEOGRAPH-187EC
18800..18AF2 ; ID_Start # Lo [755] TANGUT COMPONENT-001..TANGUT COMPONENT-755
1B000..1B11E ; ID_Start # Lo [287] KATAKANA LETTER ARCHAIC E..HENTAIGANA LETTER N-MU-MO-2
1B170..1B2FB ; ID_Start # Lo [396] NUSHU CHARACTER-1B170..NUSHU CHARACTER-1B2FB
1BC00..1BC6A ; ID_Start # Lo [107] DUPLOYAN LETTER H..DUPLOYAN LETTER VOCALIC M
1BC70..1BC7C ; ID_Start # Lo [13] DUPLOYAN AFFIX LEFT HORIZONTAL SECANT..DUPLOYAN AFFIX ATTACHED TANGENT HOOK
1BC80..1BC88 ; ID_Start # Lo [9] DUPLOYAN AFFIX HIGH ACUTE..DUPLOYAN AFFIX HIGH VERTICAL
1BC90..1BC99 ; ID_Start # Lo [10] DUPLOYAN AFFIX LOW ACUTE..DUPLOYAN AFFIX LOW ARROW
1D400..1D454 ; ID_Start # L& [85] MATHEMATICAL BOLD CAPITAL A..MATHEMATICAL ITALIC SMALL G
1D456..1D49C ; ID_Start # L& [71] MATHEMATICAL ITALIC SMALL I..MATHEMATICAL SCRIPT CAPITAL A
1D49E..1D49F ; ID_Start # L& [2] MATHEMATICAL SCRIPT CAPITAL C..MATHEMATICAL SCRIPT CAPITAL D
1D4A2 ; ID_Start # L& MATHEMATICAL SCRIPT CAPITAL G
1D4A5..1D4A6 ; ID_Start # L& [2] MATHEMATICAL SCRIPT CAPITAL J..MATHEMATICAL SCRIPT CAPITAL K
1D4A9..1D4AC ; ID_Start # L& [4] MATHEMATICAL SCRIPT CAPITAL N..MATHEMATICAL SCRIPT CAPITAL Q
1D4AE..1D4B9 ; ID_Start # L& [12] MATHEMATICAL SCRIPT CAPITAL S..MATHEMATICAL SCRIPT SMALL D
1D4BB ; ID_Start # L& MATHEMATICAL SCRIPT SMALL F
1D4BD..1D4C3 ; ID_Start # L& [7] MATHEMATICAL SCRIPT SMALL H..MATHEMATICAL SCRIPT SMALL N
1D4C5..1D505 ; ID_Start # L& [65] MATHEMATICAL SCRIPT SMALL P..MATHEMATICAL FRAKTUR CAPITAL B
1D507..1D50A ; ID_Start # L& [4] MATHEMATICAL FRAKTUR CAPITAL D..MATHEMATICAL FRAKTUR CAPITAL G
1D50D..1D514 ; ID_Start # L& [8] MATHEMATICAL FRAKTUR CAPITAL J..MATHEMATICAL FRAKTUR CAPITAL Q
1D516..1D51C ; ID_Start # L& [7] MATHEMATICAL FRAKTUR CAPITAL S..MATHEMATICAL FRAKTUR CAPITAL Y
1D51E..1D539 ; ID_Start # L& [28] MATHEMATICAL FRAKTUR SMALL A..MATHEMATICAL DOUBLE-STRUCK CAPITAL B
1D53B..1D53E ; ID_Start # L& [4] MATHEMATICAL DOUBLE-STRUCK CAPITAL D..MATHEMATICAL DOUBLE-STRUCK CAPITAL G
1D540..1D544 ; ID_Start # L& [5] MATHEMATICAL DOUBLE-STRUCK CAPITAL I..MATHEMATICAL DOUBLE-STRUCK CAPITAL M
1D546 ; ID_Start # L& MATHEMATICAL DOUBLE-STRUCK CAPITAL O
1D54A..1D550 ; ID_Start # L& [7] MATHEMATICAL DOUBLE-STRUCK CAPITAL S..MATHEMATICAL DOUBLE-STRUCK CAPITAL Y
1D552..1D6A5 ; ID_Start # L& [340] MATHEMATICAL DOUBLE-STRUCK SMALL A..MATHEMATICAL ITALIC SMALL DOTLESS J
1D6A8..1D6C0 ; ID_Start # L& [25] MATHEMATICAL BOLD CAPITAL ALPHA..MATHEMATICAL BOLD CAPITAL OMEGA
1D6C2..1D6DA ; ID_Start # L& [25] MATHEMATICAL BOLD SMALL ALPHA..MATHEMATICAL BOLD SMALL OMEGA
1D6DC..1D6FA ; ID_Start # L& [31] MATHEMATICAL BOLD EPSILON SYMBOL..MATHEMATICAL ITALIC CAPITAL OMEGA
1D6FC..1D714 ; ID_Start # L& [25] MATHEMATICAL ITALIC SMALL ALPHA..MATHEMATICAL ITALIC SMALL OMEGA
1D716..1D734 ; ID_Start # L& [31] MATHEMATICAL ITALIC EPSILON SYMBOL..MATHEMATICAL BOLD ITALIC CAPITAL OMEGA
1D736..1D74E ; ID_Start # L& [25] MATHEMATICAL BOLD ITALIC SMALL ALPHA..MATHEMATICAL BOLD ITALIC SMALL OMEGA
1D750..1D76E ; ID_Start # L& [31] MATHEMATICAL BOLD ITALIC EPSILON SYMBOL..MATHEMATICAL SANS-SERIF BOLD CAPITAL OMEGA
1D770..1D788 ; ID_Start # L& [25] MATHEMATICAL SANS-SERIF BOLD SMALL ALPHA..MATHEMATICAL SANS-SERIF BOLD SMALL OMEGA
1D78A..1D7A8 ; ID_Start # L& [31] MATHEMATICAL SANS-SERIF BOLD EPSILON SYMBOL..MATHEMATICAL SANS-SERIF BOLD ITALIC CAPITAL OMEGA
1D7AA..1D7C2 ; ID_Start # L& [25] MATHEMATICAL SANS-SERIF BOLD ITALIC SMALL ALPHA..MATHEMATICAL SANS-SERIF BOLD ITALIC SMALL OMEGA
1D7C4..1D7CB ; ID_Start # L& [8] MATHEMATICAL SANS-SERIF BOLD ITALIC EPSILON SYMBOL..MATHEMATICAL BOLD SMALL DIGAMMA
1E800..1E8C4 ; ID_Start # Lo [197] MENDE KIKAKUI SYLLABLE M001 KI..MENDE KIKAKUI SYLLABLE M060 NYON
1E900..1E943 ; ID_Start # L& [68] ADLAM CAPITAL LETTER ALIF..ADLAM SMALL LETTER SHA
1EE00..1EE03 ; ID_Start # Lo [4] ARABIC MATHEMATICAL ALEF..ARABIC MATHEMATICAL DAL
1EE05..1EE1F ; ID_Start # Lo [27] ARABIC MATHEMATICAL WAW..ARABIC MATHEMATICAL DOTLESS QAF
1EE21..1EE22 ; ID_Start # Lo [2] ARABIC MATHEMATICAL INITIAL BEH..ARABIC MATHEMATICAL INITIAL JEEM
1EE24 ; ID_Start # Lo ARABIC MATHEMATICAL INITIAL HEH
1EE27 ; ID_Start # Lo ARABIC MATHEMATICAL INITIAL HAH
1EE29..1EE32 ; ID_Start # Lo [10] ARABIC MATHEMATICAL INITIAL YEH..ARABIC MATHEMATICAL INITIAL QAF
1EE34..1EE37 ; ID_Start # Lo [4] ARABIC MATHEMATICAL INITIAL SHEEN..ARABIC MATHEMATICAL INITIAL KHAH
1EE39 ; ID_Start # Lo ARABIC MATHEMATICAL INITIAL DAD
1EE3B ; ID_Start # Lo ARABIC MATHEMATICAL INITIAL GHAIN
1EE42 ; ID_Start # Lo ARABIC MATHEMATICAL TAILED JEEM
1EE47 ; ID_Start # Lo ARABIC MATHEMATICAL TAILED HAH
1EE49 ; ID_Start # Lo ARABIC MATHEMATICAL TAILED YEH
1EE4B ; ID_Start # Lo ARABIC MATHEMATICAL TAILED LAM
1EE4D..1EE4F ; ID_Start # Lo [3] ARABIC MATHEMATICAL TAILED NOON..ARABIC MATHEMATICAL TAILED AIN
1EE51..1EE52 ; ID_Start # Lo [2] ARABIC MATHEMATICAL TAILED SAD..ARABIC MATHEMATICAL TAILED QAF
1EE54 ; ID_Start # Lo ARABIC MATHEMATICAL TAILED SHEEN
1EE57 ; ID_Start # Lo ARABIC MATHEMATICAL TAILED KHAH
1EE59 ; ID_Start # Lo ARABIC MATHEMATICAL TAILED DAD
1EE5B ; ID_Start # Lo ARABIC MATHEMATICAL TAILED GHAIN
1EE5D ; ID_Start # Lo ARABIC MATHEMATICAL TAILED DOTLESS NOON
1EE5F ; ID_Start # Lo ARABIC MATHEMATICAL TAILED DOTLESS QAF
1EE61..1EE62 ; ID_Start # Lo [2] ARABIC MATHEMATICAL STRETCHED BEH..ARABIC MATHEMATICAL STRETCHED JEEM
1EE64 ; ID_Start # Lo ARABIC MATHEMATICAL STRETCHED HEH
1EE67..1EE6A ; ID_Start # Lo [4] ARABIC MATHEMATICAL STRETCHED HAH..ARABIC MATHEMATICAL STRETCHED KAF
1EE6C..1EE72 ; ID_Start # Lo [7] ARABIC MATHEMATICAL STRETCHED MEEM..ARABIC MATHEMATICAL STRETCHED QAF
1EE74..1EE77 ; ID_Start # Lo [4] ARABIC MATHEMATICAL STRETCHED SHEEN..ARABIC MATHEMATICAL STRETCHED KHAH
1EE79..1EE7C ; ID_Start # Lo [4] ARABIC MATHEMATICAL STRETCHED DAD..ARABIC MATHEMATICAL STRETCHED DOTLESS BEH
1EE7E ; ID_Start # Lo ARABIC MATHEMATICAL STRETCHED DOTLESS FEH
1EE80..1EE89 ; ID_Start # Lo [10] ARABIC MATHEMATICAL LOOPED ALEF..ARABIC MATHEMATICAL LOOPED YEH
1EE8B..1EE9B ; ID_Start # Lo [17] ARABIC MATHEMATICAL LOOPED LAM..ARABIC MATHEMATICAL LOOPED GHAIN
1EEA1..1EEA3 ; ID_Start # Lo [3] ARABIC MATHEMATICAL DOUBLE-STRUCK BEH..ARABIC MATHEMATICAL DOUBLE-STRUCK DAL
1EEA5..1EEA9 ; ID_Start # Lo [5] ARABIC MATHEMATICAL DOUBLE-STRUCK WAW..ARABIC MATHEMATICAL DOUBLE-STRUCK YEH
1EEAB..1EEBB ; ID_Start # Lo [17] ARABIC MATHEMATICAL DOUBLE-STRUCK LAM..ARABIC MATHEMATICAL DOUBLE-STRUCK GHAIN
20000..2A6D6 ; ID_Start # Lo [42711] CJK UNIFIED IDEOGRAPH-20000..CJK UNIFIED IDEOGRAPH-2A6D6
2A700..2B734 ; ID_Start # Lo [4149] CJK UNIFIED IDEOGRAPH-2A700..CJK UNIFIED IDEOGRAPH-2B734
2B740..2B81D ; ID_Start # Lo [222] CJK UNIFIED IDEOGRAPH-2B740..CJK UNIFIED IDEOGRAPH-2B81D
2B820..2CEA1 ; ID_Start # Lo [5762] CJK UNIFIED IDEOGRAPH-2B820..CJK UNIFIED IDEOGRAPH-2CEA1
2CEB0..2EBE0 ; ID_Start # Lo [7473] CJK UNIFIED IDEOGRAPH-2CEB0..CJK UNIFIED IDEOGRAPH-2EBE0
2F800..2FA1D ; ID_Start # Lo [542] CJK COMPATIBILITY IDEOGRAPH-2F800..CJK COMPATIBILITY IDEOGRAPH-2FA1D
# Total code points: 125334
# ================================================
# Derived Property: ID_Continue
# Characters that can continue an identifier.
# Generated from:
# ID_Start
# + Mn + Mc + Nd + Pc
# + Other_ID_Continue
# - Pattern_Syntax
# - Pattern_White_Space
# NOTE: See UAX #31 for more information
0030..0039 ; ID_Continue # Nd [10] DIGIT ZERO..DIGIT NINE
0041..005A ; ID_Continue # L& [26] LATIN CAPITAL LETTER A..LATIN CAPITAL LETTER Z
005F ; ID_Continue # Pc LOW LINE
0061..007A ; ID_Continue # L& [26] LATIN SMALL LETTER A..LATIN SMALL LETTER Z
00AA ; ID_Continue # Lo FEMININE ORDINAL INDICATOR
00B5 ; ID_Continue # L& MICRO SIGN
00B7 ; ID_Continue # Po MIDDLE DOT
00BA ; ID_Continue # Lo MASCULINE ORDINAL INDICATOR
00C0..00D6 ; ID_Continue # L& [23] LATIN CAPITAL LETTER A WITH GRAVE..LATIN CAPITAL LETTER O WITH DIAERESIS
00D8..00F6 ; ID_Continue # L& [31] LATIN CAPITAL LETTER O WITH STROKE..LATIN SMALL LETTER O WITH DIAERESIS
00F8..01BA ; ID_Continue # L& [195] LATIN SMALL LETTER O WITH STROKE..LATIN SMALL LETTER EZH WITH TAIL
01BB ; ID_Continue # Lo LATIN LETTER TWO WITH STROKE
01BC..01BF ; ID_Continue # L& [4] LATIN CAPITAL LETTER TONE FIVE..LATIN LETTER WYNN
01C0..01C3 ; ID_Continue # Lo [4] LATIN LETTER DENTAL CLICK..LATIN LETTER RETROFLEX CLICK
01C4..0293 ; ID_Continue # L& [208] LATIN CAPITAL LETTER DZ WITH CARON..LATIN SMALL LETTER EZH WITH CURL
0294 ; ID_Continue # Lo LATIN LETTER GLOTTAL STOP
0295..02AF ; ID_Continue # L& [27] LATIN LETTER PHARYNGEAL VOICED FRICATIVE..LATIN SMALL LETTER TURNED H WITH FISHHOOK AND TAIL
02B0..02C1 ; ID_Continue # Lm [18] MODIFIER LETTER SMALL H..MODIFIER LETTER REVERSED GLOTTAL STOP
02C6..02D1 ; ID_Continue # Lm [12] MODIFIER LETTER CIRCUMFLEX ACCENT..MODIFIER LETTER HALF TRIANGULAR COLON
02E0..02E4 ; ID_Continue # Lm [5] MODIFIER LETTER SMALL GAMMA..MODIFIER LETTER SMALL REVERSED GLOTTAL STOP
02EC ; ID_Continue # Lm MODIFIER LETTER VOICING
02EE ; ID_Continue # Lm MODIFIER LETTER DOUBLE APOSTROPHE
0300..036F ; ID_Continue # Mn [112] COMBINING GRAVE ACCENT..COMBINING LATIN SMALL LETTER X
0370..0373 ; ID_Continue # L& [4] GREEK CAPITAL LETTER HETA..GREEK SMALL LETTER ARCHAIC SAMPI
0374 ; ID_Continue # Lm GREEK NUMERAL SIGN
0376..0377 ; ID_Continue # L& [2] GREEK CAPITAL LETTER PAMPHYLIAN DIGAMMA..GREEK SMALL LETTER PAMPHYLIAN DIGAMMA
037A ; ID_Continue # Lm GREEK YPOGEGRAMMENI
037B..037D ; ID_Continue # L& [3] GREEK SMALL REVERSED LUNATE SIGMA SYMBOL..GREEK SMALL REVERSED DOTTED LUNATE SIGMA SYMBOL
037F ; ID_Continue # L& GREEK CAPITAL LETTER YOT
0386 ; ID_Continue # L& GREEK CAPITAL LETTER ALPHA WITH TONOS
0387 ; ID_Continue # Po GREEK ANO TELEIA
0388..038A ; ID_Continue # L& [3] GREEK CAPITAL LETTER EPSILON WITH TONOS..GREEK CAPITAL LETTER IOTA WITH TONOS
038C ; ID_Continue # L& GREEK CAPITAL LETTER OMICRON WITH TONOS
038E..03A1 ; ID_Continue # L& [20] GREEK CAPITAL LETTER UPSILON WITH TONOS..GREEK CAPITAL LETTER RHO
03A3..03F5 ; ID_Continue # L& [83] GREEK CAPITAL LETTER SIGMA..GREEK LUNATE EPSILON SYMBOL
03F7..0481 ; ID_Continue # L& [139] GREEK CAPITAL LETTER SHO..CYRILLIC SMALL LETTER KOPPA
0483..0487 ; ID_Continue # Mn [5] COMBINING CYRILLIC TITLO..COMBINING CYRILLIC POKRYTIE
048A..052F ; ID_Continue # L& [166] CYRILLIC CAPITAL LETTER SHORT I WITH TAIL..CYRILLIC SMALL LETTER EL WITH DESCENDER
0531..0556 ; ID_Continue # L& [38] ARMENIAN CAPITAL LETTER AYB..ARMENIAN CAPITAL LETTER FEH
0559 ; ID_Continue # Lm ARMENIAN MODIFIER LETTER LEFT HALF RING
0561..0587 ; ID_Continue # L& [39] ARMENIAN SMALL LETTER AYB..ARMENIAN SMALL LIGATURE ECH YIWN
0591..05BD ; ID_Continue # Mn [45] HEBREW ACCENT ETNAHTA..HEBREW POINT METEG
05BF ; ID_Continue # Mn HEBREW POINT RAFE
05C1..05C2 ; ID_Continue # Mn [2] HEBREW POINT SHIN DOT..HEBREW POINT SIN DOT
05C4..05C5 ; ID_Continue # Mn [2] HEBREW MARK UPPER DOT..HEBREW MARK LOWER DOT
05C7 ; ID_Continue # Mn HEBREW POINT QAMATS QATAN
05D0..05EA ; ID_Continue # Lo [27] HEBREW LETTER ALEF..HEBREW LETTER TAV
05F0..05F2 ; ID_Continue # Lo [3] HEBREW LIGATURE YIDDISH DOUBLE VAV..HEBREW LIGATURE YIDDISH DOUBLE YOD
0610..061A ; ID_Continue # Mn [11] ARABIC SIGN SALLALLAHOU ALAYHE WASSALLAM..ARABIC SMALL KASRA
0620..063F ; ID_Continue # Lo [32] ARABIC LETTER KASHMIRI YEH..ARABIC LETTER FARSI YEH WITH THREE DOTS ABOVE
0640 ; ID_Continue # Lm ARABIC TATWEEL
0641..064A ; ID_Continue # Lo [10] ARABIC LETTER FEH..ARABIC LETTER YEH
064B..065F ; ID_Continue # Mn [21] ARABIC FATHATAN..ARABIC WAVY HAMZA BELOW
0660..0669 ; ID_Continue # Nd [10] ARABIC-INDIC DIGIT ZERO..ARABIC-INDIC DIGIT NINE
066E..066F ; ID_Continue # Lo [2] ARABIC LETTER DOTLESS BEH..ARABIC LETTER DOTLESS QAF
0670 ; ID_Continue # Mn ARABIC LETTER SUPERSCRIPT ALEF
0671..06D3 ; ID_Continue # Lo [99] ARABIC LETTER ALEF WASLA..ARABIC LETTER YEH BARREE WITH HAMZA ABOVE
06D5 ; ID_Continue # Lo ARABIC LETTER AE
06D6..06DC ; ID_Continue # Mn [7] ARABIC SMALL HIGH LIGATURE SAD WITH LAM WITH ALEF MAKSURA..ARABIC SMALL HIGH SEEN
06DF..06E4 ; ID_Continue # Mn [6] ARABIC SMALL HIGH ROUNDED ZERO..ARABIC SMALL HIGH MADDA
06E5..06E6 ; ID_Continue # Lm [2] ARABIC SMALL WAW..ARABIC SMALL YEH
06E7..06E8 ; ID_Continue # Mn [2] ARABIC SMALL HIGH YEH..ARABIC SMALL HIGH NOON
06EA..06ED ; ID_Continue # Mn [4] ARABIC EMPTY CENTRE LOW STOP..ARABIC SMALL LOW MEEM
06EE..06EF ; ID_Continue # Lo [2] ARABIC LETTER DAL WITH INVERTED V..ARABIC LETTER REH WITH INVERTED V
06F0..06F9 ; ID_Continue # Nd [10] EXTENDED ARABIC-INDIC DIGIT ZERO..EXTENDED ARABIC-INDIC DIGIT NINE
06FA..06FC ; ID_Continue # Lo [3] ARABIC LETTER SHEEN WITH DOT BELOW..ARABIC LETTER GHAIN WITH DOT BELOW
06FF ; ID_Continue # Lo ARABIC LETTER HEH WITH INVERTED V
0710 ; ID_Continue # Lo SYRIAC LETTER ALAPH
0711 ; ID_Continue # Mn SYRIAC LETTER SUPERSCRIPT ALAPH
0712..072F ; ID_Continue # Lo [30] SYRIAC LETTER BETH..SYRIAC LETTER PERSIAN DHALATH
0730..074A ; ID_Continue # Mn [27] SYRIAC PTHAHA ABOVE..SYRIAC BARREKH
074D..07A5 ; ID_Continue # Lo [89] SYRIAC LETTER SOGDIAN ZHAIN..THAANA LETTER WAAVU
07A6..07B0 ; ID_Continue # Mn [11] THAANA ABAFILI..THAANA SUKUN
07B1 ; ID_Continue # Lo THAANA LETTER NAA
07C0..07C9 ; ID_Continue # Nd [10] NKO DIGIT ZERO..NKO DIGIT NINE
07CA..07EA ; ID_Continue # Lo [33] NKO LETTER A..NKO LETTER JONA RA
07EB..07F3 ; ID_Continue # Mn [9] NKO COMBINING SHORT HIGH TONE..NKO COMBINING DOUBLE DOT ABOVE
07F4..07F5 ; ID_Continue # Lm [2] NKO HIGH TONE APOSTROPHE..NKO LOW TONE APOSTROPHE
07FA ; ID_Continue # Lm NKO LAJANYALAN
0800..0815 ; ID_Continue # Lo [22] SAMARITAN LETTER ALAF..SAMARITAN LETTER TAAF
0816..0819 ; ID_Continue # Mn [4] SAMARITAN MARK IN..SAMARITAN MARK DAGESH
081A ; ID_Continue # Lm SAMARITAN MODIFIER LETTER EPENTHETIC YUT
081B..0823 ; ID_Continue # Mn [9] SAMARITAN MARK EPENTHETIC YUT..SAMARITAN VOWEL SIGN A
0824 ; ID_Continue # Lm SAMARITAN MODIFIER LETTER SHORT A
0825..0827 ; ID_Continue # Mn [3] SAMARITAN VOWEL SIGN SHORT A..SAMARITAN VOWEL SIGN U
0828 ; ID_Continue # Lm SAMARITAN MODIFIER LETTER I
0829..082D ; ID_Continue # Mn [5] SAMARITAN VOWEL SIGN LONG I..SAMARITAN MARK NEQUDAA
0840..0858 ; ID_Continue # Lo [25] MANDAIC LETTER HALQA..MANDAIC LETTER AIN
0859..085B ; ID_Continue # Mn [3] MANDAIC AFFRICATION MARK..MANDAIC GEMINATION MARK
0860..086A ; ID_Continue # Lo [11] SYRIAC LETTER MALAYALAM NGA..SYRIAC LETTER MALAYALAM SSA
08A0..08B4 ; ID_Continue # Lo [21] ARABIC LETTER BEH WITH SMALL V BELOW..ARABIC LETTER KAF WITH DOT BELOW
08B6..08BD ; ID_Continue # Lo [8] ARABIC LETTER BEH WITH SMALL MEEM ABOVE..ARABIC LETTER AFRICAN NOON
08D4..08E1 ; ID_Continue # Mn [14] ARABIC SMALL HIGH WORD AR-RUB..ARABIC SMALL HIGH SIGN SAFHA
08E3..0902 ; ID_Continue # Mn [32] ARABIC TURNED DAMMA BELOW..DEVANAGARI SIGN ANUSVARA
0903 ; ID_Continue # Mc DEVANAGARI SIGN VISARGA
0904..0939 ; ID_Continue # Lo [54] DEVANAGARI LETTER SHORT A..DEVANAGARI LETTER HA
093A ; ID_Continue # Mn DEVANAGARI VOWEL SIGN OE
093B ; ID_Continue # Mc DEVANAGARI VOWEL SIGN OOE
093C ; ID_Continue # Mn DEVANAGARI SIGN NUKTA
093D ; ID_Continue # Lo DEVANAGARI SIGN AVAGRAHA
093E..0940 ; ID_Continue # Mc [3] DEVANAGARI VOWEL SIGN AA..DEVANAGARI VOWEL SIGN II
0941..0948 ; ID_Continue # Mn [8] DEVANAGARI VOWEL SIGN U..DEVANAGARI VOWEL SIGN AI
0949..094C ; ID_Continue # Mc [4] DEVANAGARI VOWEL SIGN CANDRA O..DEVANAGARI VOWEL SIGN AU
094D ; ID_Continue # Mn DEVANAGARI SIGN VIRAMA
094E..094F ; ID_Continue # Mc [2] DEVANAGARI VOWEL SIGN PRISHTHAMATRA E..DEVANAGARI VOWEL SIGN AW
0950 ; ID_Continue # Lo DEVANAGARI OM
0951..0957 ; ID_Continue # Mn [7] DEVANAGARI STRESS SIGN UDATTA..DEVANAGARI VOWEL SIGN UUE
0958..0961 ; ID_Continue # Lo [10] DEVANAGARI LETTER QA..DEVANAGARI LETTER VOCALIC LL
0962..0963 ; ID_Continue # Mn [2] DEVANAGARI VOWEL SIGN VOCALIC L..DEVANAGARI VOWEL SIGN VOCALIC LL
0966..096F ; ID_Continue # Nd [10] DEVANAGARI DIGIT ZERO..DEVANAGARI DIGIT NINE
0971 ; ID_Continue # Lm DEVANAGARI SIGN HIGH SPACING DOT
0972..0980 ; ID_Continue # Lo [15] DEVANAGARI LETTER CANDRA A..BENGALI ANJI
0981 ; ID_Continue # Mn BENGALI SIGN CANDRABINDU
0982..0983 ; ID_Continue # Mc [2] BENGALI SIGN ANUSVARA..BENGALI SIGN VISARGA
0985..098C ; ID_Continue # Lo [8] BENGALI LETTER A..BENGALI LETTER VOCALIC L
098F..0990 ; ID_Continue # Lo [2] BENGALI LETTER E..BENGALI LETTER AI
0993..09A8 ; ID_Continue # Lo [22] BENGALI LETTER O..BENGALI LETTER NA
09AA..09B0 ; ID_Continue # Lo [7] BENGALI LETTER PA..BENGALI LETTER RA
09B2 ; ID_Continue # Lo BENGALI LETTER LA
09B6..09B9 ; ID_Continue # Lo [4] BENGALI LETTER SHA..BENGALI LETTER HA
09BC ; ID_Continue # Mn BENGALI SIGN NUKTA
09BD ; ID_Continue # Lo BENGALI SIGN AVAGRAHA
09BE..09C0 ; ID_Continue # Mc [3] BENGALI VOWEL SIGN AA..BENGALI VOWEL SIGN II
09C1..09C4 ; ID_Continue # Mn [4] BENGALI VOWEL SIGN U..BENGALI VOWEL SIGN VOCALIC RR
09C7..09C8 ; ID_Continue # Mc [2] BENGALI VOWEL SIGN E..BENGALI VOWEL SIGN AI
09CB..09CC ; ID_Continue # Mc [2] BENGALI VOWEL SIGN O..BENGALI VOWEL SIGN AU
09CD ; ID_Continue # Mn BENGALI SIGN VIRAMA
09CE ; ID_Continue # Lo BENGALI LETTER KHANDA TA
09D7 ; ID_Continue # Mc BENGALI AU LENGTH MARK
09DC..09DD ; ID_Continue # Lo [2] BENGALI LETTER RRA..BENGALI LETTER RHA
09DF..09E1 ; ID_Continue # Lo [3] BENGALI LETTER YYA..BENGALI LETTER VOCALIC LL
09E2..09E3 ; ID_Continue # Mn [2] BENGALI VOWEL SIGN VOCALIC L..BENGALI VOWEL SIGN VOCALIC LL
09E6..09EF ; ID_Continue # Nd [10] BENGALI DIGIT ZERO..BENGALI DIGIT NINE
09F0..09F1 ; ID_Continue # Lo [2] BENGALI LETTER RA WITH MIDDLE DIAGONAL..BENGALI LETTER RA WITH LOWER DIAGONAL
09FC ; ID_Continue # Lo BENGALI LETTER VEDIC ANUSVARA
0A01..0A02 ; ID_Continue # Mn [2] GURMUKHI SIGN ADAK BINDI..GURMUKHI SIGN BINDI
0A03 ; ID_Continue # Mc GURMUKHI SIGN VISARGA
0A05..0A0A ; ID_Continue # Lo [6] GURMUKHI LETTER A..GURMUKHI LETTER UU
0A0F..0A10 ; ID_Continue # Lo [2] GURMUKHI LETTER EE..GURMUKHI LETTER AI
0A13..0A28 ; ID_Continue # Lo [22] GURMUKHI LETTER OO..GURMUKHI LETTER NA
0A2A..0A30 ; ID_Continue # Lo [7] GURMUKHI LETTER PA..GURMUKHI LETTER RA
0A32..0A33 ; ID_Continue # Lo [2] GURMUKHI LETTER LA..GURMUKHI LETTER LLA
0A35..0A36 ; ID_Continue # Lo [2] GURMUKHI LETTER VA..GURMUKHI LETTER SHA
0A38..0A39 ; ID_Continue # Lo [2] GURMUKHI LETTER SA..GURMUKHI LETTER HA
0A3C ; ID_Continue # Mn GURMUKHI SIGN NUKTA
0A3E..0A40 ; ID_Continue # Mc [3] GURMUKHI VOWEL SIGN AA..GURMUKHI VOWEL SIGN II
0A41..0A42 ; ID_Continue # Mn [2] GURMUKHI VOWEL SIGN U..GURMUKHI VOWEL SIGN UU
0A47..0A48 ; ID_Continue # Mn [2] GURMUKHI VOWEL SIGN EE..GURMUKHI VOWEL SIGN AI
0A4B..0A4D ; ID_Continue # Mn [3] GURMUKHI VOWEL SIGN OO..GURMUKHI SIGN VIRAMA
0A51 ; ID_Continue # Mn GURMUKHI SIGN UDAAT
0A59..0A5C ; ID_Continue # Lo [4] GURMUKHI LETTER KHHA..GURMUKHI LETTER RRA
0A5E ; ID_Continue # Lo GURMUKHI LETTER FA
0A66..0A6F ; ID_Continue # Nd [10] GURMUKHI DIGIT ZERO..GURMUKHI DIGIT NINE
0A70..0A71 ; ID_Continue # Mn [2] GURMUKHI TIPPI..GURMUKHI ADDAK
0A72..0A74 ; ID_Continue # Lo [3] GURMUKHI IRI..GURMUKHI EK ONKAR
0A75 ; ID_Continue # Mn GURMUKHI SIGN YAKASH
0A81..0A82 ; ID_Continue # Mn [2] GUJARATI SIGN CANDRABINDU..GUJARATI SIGN ANUSVARA
0A83 ; ID_Continue # Mc GUJARATI SIGN VISARGA
0A85..0A8D ; ID_Continue # Lo [9] GUJARATI LETTER A..GUJARATI VOWEL CANDRA E
0A8F..0A91 ; ID_Continue # Lo [3] GUJARATI LETTER E..GUJARATI VOWEL CANDRA O
0A93..0AA8 ; ID_Continue # Lo [22] GUJARATI LETTER O..GUJARATI LETTER NA
0AAA..0AB0 ; ID_Continue # Lo [7] GUJARATI LETTER PA..GUJARATI LETTER RA
0AB2..0AB3 ; ID_Continue # Lo [2] GUJARATI LETTER LA..GUJARATI LETTER LLA
0AB5..0AB9 ; ID_Continue # Lo [5] GUJARATI LETTER VA..GUJARATI LETTER HA
0ABC ; ID_Continue # Mn GUJARATI SIGN NUKTA
0ABD ; ID_Continue # Lo GUJARATI SIGN AVAGRAHA
0ABE..0AC0 ; ID_Continue # Mc [3] GUJARATI VOWEL SIGN AA..GUJARATI VOWEL SIGN II
0AC1..0AC5 ; ID_Continue # Mn [5] GUJARATI VOWEL SIGN U..GUJARATI VOWEL SIGN CANDRA E
0AC7..0AC8 ; ID_Continue # Mn [2] GUJARATI VOWEL SIGN E..GUJARATI VOWEL SIGN AI
0AC9 ; ID_Continue # Mc GUJARATI VOWEL SIGN CANDRA O
0ACB..0ACC ; ID_Continue # Mc [2] GUJARATI VOWEL SIGN O..GUJARATI VOWEL SIGN AU
0ACD ; ID_Continue # Mn GUJARATI SIGN VIRAMA
0AD0 ; ID_Continue # Lo GUJARATI OM
0AE0..0AE1 ; ID_Continue # Lo [2] GUJARATI LETTER VOCALIC RR..GUJARATI LETTER VOCALIC LL
0AE2..0AE3 ; ID_Continue # Mn [2] GUJARATI VOWEL SIGN VOCALIC L..GUJARATI VOWEL SIGN VOCALIC LL
0AE6..0AEF ; ID_Continue # Nd [10] GUJARATI DIGIT ZERO..GUJARATI DIGIT NINE
0AF9 ; ID_Continue # Lo GUJARATI LETTER ZHA
0AFA..0AFF ; ID_Continue # Mn [6] GUJARATI SIGN SUKUN..GUJARATI SIGN TWO-CIRCLE NUKTA ABOVE
0B01 ; ID_Continue # Mn ORIYA SIGN CANDRABINDU
0B02..0B03 ; ID_Continue # Mc [2] ORIYA SIGN ANUSVARA..ORIYA SIGN VISARGA
0B05..0B0C ; ID_Continue # Lo [8] ORIYA LETTER A..ORIYA LETTER VOCALIC L
0B0F..0B10 ; ID_Continue # Lo [2] ORIYA LETTER E..ORIYA LETTER AI
0B13..0B28 ; ID_Continue # Lo [22] ORIYA LETTER O..ORIYA LETTER NA
0B2A..0B30 ; ID_Continue # Lo [7] ORIYA LETTER PA..ORIYA LETTER RA
0B32..0B33 ; ID_Continue # Lo [2] ORIYA LETTER LA..ORIYA LETTER LLA
0B35..0B39 ; ID_Continue # Lo [5] ORIYA LETTER VA..ORIYA LETTER HA
0B3C ; ID_Continue # Mn ORIYA SIGN NUKTA
0B3D ; ID_Continue # Lo ORIYA SIGN AVAGRAHA
0B3E ; ID_Continue # Mc ORIYA VOWEL SIGN AA
0B3F ; ID_Continue # Mn ORIYA VOWEL SIGN I
0B40 ; ID_Continue # Mc ORIYA VOWEL SIGN II
0B41..0B44 ; ID_Continue # Mn [4] ORIYA VOWEL SIGN U..ORIYA VOWEL SIGN VOCALIC RR
0B47..0B48 ; ID_Continue # Mc [2] ORIYA VOWEL SIGN E..ORIYA VOWEL SIGN AI
0B4B..0B4C ; ID_Continue # Mc [2] ORIYA VOWEL SIGN O..ORIYA VOWEL SIGN AU
0B4D ; ID_Continue # Mn ORIYA SIGN VIRAMA
0B56 ; ID_Continue # Mn ORIYA AI LENGTH MARK
0B57 ; ID_Continue # Mc ORIYA AU LENGTH MARK
0B5C..0B5D ; ID_Continue # Lo [2] ORIYA LETTER RRA..ORIYA LETTER RHA
0B5F..0B61 ; ID_Continue # Lo [3] ORIYA LETTER YYA..ORIYA LETTER VOCALIC LL
0B62..0B63 ; ID_Continue # Mn [2] ORIYA VOWEL SIGN VOCALIC L..ORIYA VOWEL SIGN VOCALIC LL
0B66..0B6F ; ID_Continue # Nd [10] ORIYA DIGIT ZERO..ORIYA DIGIT NINE
0B71 ; ID_Continue # Lo ORIYA LETTER WA
0B82 ; ID_Continue # Mn TAMIL SIGN ANUSVARA
0B83 ; ID_Continue # Lo TAMIL SIGN VISARGA
0B85..0B8A ; ID_Continue # Lo [6] TAMIL LETTER A..TAMIL LETTER UU
0B8E..0B90 ; ID_Continue # Lo [3] TAMIL LETTER E..TAMIL LETTER AI
0B92..0B95 ; ID_Continue # Lo [4] TAMIL LETTER O..TAMIL LETTER KA
0B99..0B9A ; ID_Continue # Lo [2] TAMIL LETTER NGA..TAMIL LETTER CA
0B9C ; ID_Continue # Lo TAMIL LETTER JA
0B9E..0B9F ; ID_Continue # Lo [2] TAMIL LETTER NYA..TAMIL LETTER TTA
0BA3..0BA4 ; ID_Continue # Lo [2] TAMIL LETTER NNA..TAMIL LETTER TA
0BA8..0BAA ; ID_Continue # Lo [3] TAMIL LETTER NA..TAMIL LETTER PA
0BAE..0BB9 ; ID_Continue # Lo [12] TAMIL LETTER MA..TAMIL LETTER HA
0BBE..0BBF ; ID_Continue # Mc [2] TAMIL VOWEL SIGN AA..TAMIL VOWEL SIGN I
0BC0 ; ID_Continue # Mn TAMIL VOWEL SIGN II
0BC1..0BC2 ; ID_Continue # Mc [2] TAMIL VOWEL SIGN U..TAMIL VOWEL SIGN UU
0BC6..0BC8 ; ID_Continue # Mc [3] TAMIL VOWEL SIGN E..TAMIL VOWEL SIGN AI
0BCA..0BCC ; ID_Continue # Mc [3] TAMIL VOWEL SIGN O..TAMIL VOWEL SIGN AU
0BCD ; ID_Continue # Mn TAMIL SIGN VIRAMA
0BD0 ; ID_Continue # Lo TAMIL OM
0BD7 ; ID_Continue # Mc TAMIL AU LENGTH MARK
0BE6..0BEF ; ID_Continue # Nd [10] TAMIL DIGIT ZERO..TAMIL DIGIT NINE
0C00 ; ID_Continue # Mn TELUGU SIGN COMBINING CANDRABINDU ABOVE
0C01..0C03 ; ID_Continue # Mc [3] TELUGU SIGN CANDRABINDU..TELUGU SIGN VISARGA
0C05..0C0C ; ID_Continue # Lo [8] TELUGU LETTER A..TELUGU LETTER VOCALIC L
0C0E..0C10 ; ID_Continue # Lo [3] TELUGU LETTER E..TELUGU LETTER AI
0C12..0C28 ; ID_Continue # Lo [23] TELUGU LETTER O..TELUGU LETTER NA
0C2A..0C39 ; ID_Continue # Lo [16] TELUGU LETTER PA..TELUGU LETTER HA
0C3D ; ID_Continue # Lo TELUGU SIGN AVAGRAHA
0C3E..0C40 ; ID_Continue # Mn [3] TELUGU VOWEL SIGN AA..TELUGU VOWEL SIGN II
0C41..0C44 ; ID_Continue # Mc [4] TELUGU VOWEL SIGN U..TELUGU VOWEL SIGN VOCALIC RR
0C46..0C48 ; ID_Continue # Mn [3] TELUGU VOWEL SIGN E..TELUGU VOWEL SIGN AI
0C4A..0C4D ; ID_Continue # Mn [4] TELUGU VOWEL SIGN O..TELUGU SIGN VIRAMA
0C55..0C56 ; ID_Continue # Mn [2] TELUGU LENGTH MARK..TELUGU AI LENGTH MARK
0C58..0C5A ; ID_Continue # Lo [3] TELUGU LETTER TSA..TELUGU LETTER RRRA
0C60..0C61 ; ID_Continue # Lo [2] TELUGU LETTER VOCALIC RR..TELUGU LETTER VOCALIC LL
0C62..0C63 ; ID_Continue # Mn [2] TELUGU VOWEL SIGN VOCALIC L..TELUGU VOWEL SIGN VOCALIC LL
0C66..0C6F ; ID_Continue # Nd [10] TELUGU DIGIT ZERO..TELUGU DIGIT NINE
0C80 ; ID_Continue # Lo KANNADA SIGN SPACING CANDRABINDU
0C81 ; ID_Continue # Mn KANNADA SIGN CANDRABINDU
0C82..0C83 ; ID_Continue # Mc [2] KANNADA SIGN ANUSVARA..KANNADA SIGN VISARGA
0C85..0C8C ; ID_Continue # Lo [8] KANNADA LETTER A..KANNADA LETTER VOCALIC L
0C8E..0C90 ; ID_Continue # Lo [3] KANNADA LETTER E..KANNADA LETTER AI
0C92..0CA8 ; ID_Continue # Lo [23] KANNADA LETTER O..KANNADA LETTER NA
0CAA..0CB3 ; ID_Continue # Lo [10] KANNADA LETTER PA..KANNADA LETTER LLA
0CB5..0CB9 ; ID_Continue # Lo [5] KANNADA LETTER VA..KANNADA LETTER HA
0CBC ; ID_Continue # Mn KANNADA SIGN NUKTA
0CBD ; ID_Continue # Lo KANNADA SIGN AVAGRAHA
0CBE ; ID_Continue # Mc KANNADA VOWEL SIGN AA
0CBF ; ID_Continue # Mn KANNADA VOWEL SIGN I
0CC0..0CC4 ; ID_Continue # Mc [5] KANNADA VOWEL SIGN II..KANNADA VOWEL SIGN VOCALIC RR
0CC6 ; ID_Continue # Mn KANNADA VOWEL SIGN E
0CC7..0CC8 ; ID_Continue # Mc [2] KANNADA VOWEL SIGN EE..KANNADA VOWEL SIGN AI
0CCA..0CCB ; ID_Continue # Mc [2] KANNADA VOWEL SIGN O..KANNADA VOWEL SIGN OO
0CCC..0CCD ; ID_Continue # Mn [2] KANNADA VOWEL SIGN AU..KANNADA SIGN VIRAMA
0CD5..0CD6 ; ID_Continue # Mc [2] KANNADA LENGTH MARK..KANNADA AI LENGTH MARK
0CDE ; ID_Continue # Lo KANNADA LETTER FA
0CE0..0CE1 ; ID_Continue # Lo [2] KANNADA LETTER VOCALIC RR..KANNADA LETTER VOCALIC LL
0CE2..0CE3 ; ID_Continue # Mn [2] KANNADA VOWEL SIGN VOCALIC L..KANNADA VOWEL SIGN VOCALIC LL
0CE6..0CEF ; ID_Continue # Nd [10] KANNADA DIGIT ZERO..KANNADA DIGIT NINE
0CF1..0CF2 ; ID_Continue # Lo [2] KANNADA SIGN JIHVAMULIYA..KANNADA SIGN UPADHMANIYA
0D00..0D01 ; ID_Continue # Mn [2] MALAYALAM SIGN COMBINING ANUSVARA ABOVE..MALAYALAM SIGN CANDRABINDU
0D02..0D03 ; ID_Continue # Mc [2] MALAYALAM SIGN ANUSVARA..MALAYALAM SIGN VISARGA
0D05..0D0C ; ID_Continue # Lo [8] MALAYALAM LETTER A..MALAYALAM LETTER VOCALIC L
0D0E..0D10 ; ID_Continue # Lo [3] MALAYALAM LETTER E..MALAYALAM LETTER AI
0D12..0D3A ; ID_Continue # Lo [41] MALAYALAM LETTER O..MALAYALAM LETTER TTTA
0D3B..0D3C ; ID_Continue # Mn [2] MALAYALAM SIGN VERTICAL BAR VIRAMA..MALAYALAM SIGN CIRCULAR VIRAMA
0D3D ; ID_Continue # Lo MALAYALAM SIGN AVAGRAHA
0D3E..0D40 ; ID_Continue # Mc [3] MALAYALAM VOWEL SIGN AA..MALAYALAM VOWEL SIGN II
0D41..0D44 ; ID_Continue # Mn [4] MALAYALAM VOWEL SIGN U..MALAYALAM VOWEL SIGN VOCALIC RR
0D46..0D48 ; ID_Continue # Mc [3] MALAYALAM VOWEL SIGN E..MALAYALAM VOWEL SIGN AI
0D4A..0D4C ; ID_Continue # Mc [3] MALAYALAM VOWEL SIGN O..MALAYALAM VOWEL SIGN AU
0D4D ; ID_Continue # Mn MALAYALAM SIGN VIRAMA
0D4E ; ID_Continue # Lo MALAYALAM LETTER DOT REPH
0D54..0D56 ; ID_Continue # Lo [3] MALAYALAM LETTER CHILLU M..MALAYALAM LETTER CHILLU LLL
0D57 ; ID_Continue # Mc MALAYALAM AU LENGTH MARK
0D5F..0D61 ; ID_Continue # Lo [3] MALAYALAM LETTER ARCHAIC II..MALAYALAM LETTER VOCALIC LL
0D62..0D63 ; ID_Continue # Mn [2] MALAYALAM VOWEL SIGN VOCALIC L..MALAYALAM VOWEL SIGN VOCALIC LL
0D66..0D6F ; ID_Continue # Nd [10] MALAYALAM DIGIT ZERO..MALAYALAM DIGIT NINE
0D7A..0D7F ; ID_Continue # Lo [6] MALAYALAM LETTER CHILLU NN..MALAYALAM LETTER CHILLU K
0D82..0D83 ; ID_Continue # Mc [2] SINHALA SIGN ANUSVARAYA..SINHALA SIGN VISARGAYA
0D85..0D96 ; ID_Continue # Lo [18] SINHALA LETTER AYANNA..SINHALA LETTER AUYANNA
0D9A..0DB1 ; ID_Continue # Lo [24] SINHALA LETTER ALPAPRAANA KAYANNA..SINHALA LETTER DANTAJA NAYANNA
0DB3..0DBB ; ID_Continue # Lo [9] SINHALA LETTER SANYAKA DAYANNA..SINHALA LETTER RAYANNA
0DBD ; ID_Continue # Lo SINHALA LETTER DANTAJA LAYANNA
0DC0..0DC6 ; ID_Continue # Lo [7] SINHALA LETTER VAYANNA..SINHALA LETTER FAYANNA
0DCA ; ID_Continue # Mn SINHALA SIGN AL-LAKUNA
0DCF..0DD1 ; ID_Continue # Mc [3] SINHALA VOWEL SIGN AELA-PILLA..SINHALA VOWEL SIGN DIGA AEDA-PILLA
0DD2..0DD4 ; ID_Continue # Mn [3] SINHALA VOWEL SIGN KETTI IS-PILLA..SINHALA VOWEL SIGN KETTI PAA-PILLA
0DD6 ; ID_Continue # Mn SINHALA VOWEL SIGN DIGA PAA-PILLA
0DD8..0DDF ; ID_Continue # Mc [8] SINHALA VOWEL SIGN GAETTA-PILLA..SINHALA VOWEL SIGN GAYANUKITTA
0DE6..0DEF ; ID_Continue # Nd [10] SINHALA LITH DIGIT ZERO..SINHALA LITH DIGIT NINE
0DF2..0DF3 ; ID_Continue # Mc [2] SINHALA VOWEL SIGN DIGA GAETTA-PILLA..SINHALA VOWEL SIGN DIGA GAYANUKITTA
0E01..0E30 ; ID_Continue # Lo [48] THAI CHARACTER KO KAI..THAI CHARACTER SARA A
0E31 ; ID_Continue # Mn THAI CHARACTER MAI HAN-AKAT
0E32..0E33 ; ID_Continue # Lo [2] THAI CHARACTER SARA AA..THAI CHARACTER SARA AM
0E34..0E3A ; ID_Continue # Mn [7] THAI CHARACTER SARA I..THAI CHARACTER PHINTHU
0E40..0E45 ; ID_Continue # Lo [6] THAI CHARACTER SARA E..THAI CHARACTER LAKKHANGYAO
0E46 ; ID_Continue # Lm THAI CHARACTER MAIYAMOK
0E47..0E4E ; ID_Continue # Mn [8] THAI CHARACTER MAITAIKHU..THAI CHARACTER YAMAKKAN
0E50..0E59 ; ID_Continue # Nd [10] THAI DIGIT ZERO..THAI DIGIT NINE
0E81..0E82 ; ID_Continue # Lo [2] LAO LETTER KO..LAO LETTER KHO SUNG
0E84 ; ID_Continue # Lo LAO LETTER KHO TAM
0E87..0E88 ; ID_Continue # Lo [2] LAO LETTER NGO..LAO LETTER CO
0E8A ; ID_Continue # Lo LAO LETTER SO TAM
0E8D ; ID_Continue # Lo LAO LETTER NYO
0E94..0E97 ; ID_Continue # Lo [4] LAO LETTER DO..LAO LETTER THO TAM
0E99..0E9F ; ID_Continue # Lo [7] LAO LETTER NO..LAO LETTER FO SUNG
0EA1..0EA3 ; ID_Continue # Lo [3] LAO LETTER MO..LAO LETTER LO LING
0EA5 ; ID_Continue # Lo LAO LETTER LO LOOT
0EA7 ; ID_Continue # Lo LAO LETTER WO
0EAA..0EAB ; ID_Continue # Lo [2] LAO LETTER SO SUNG..LAO LETTER HO SUNG
0EAD..0EB0 ; ID_Continue # Lo [4] LAO LETTER O..LAO VOWEL SIGN A
0EB1 ; ID_Continue # Mn LAO VOWEL SIGN MAI KAN
0EB2..0EB3 ; ID_Continue # Lo [2] LAO VOWEL SIGN AA..LAO VOWEL SIGN AM
0EB4..0EB9 ; ID_Continue # Mn [6] LAO VOWEL SIGN I..LAO VOWEL SIGN UU
0EBB..0EBC ; ID_Continue # Mn [2] LAO VOWEL SIGN MAI KON..LAO SEMIVOWEL SIGN LO
0EBD ; ID_Continue # Lo LAO SEMIVOWEL SIGN NYO
0EC0..0EC4 ; ID_Continue # Lo [5] LAO VOWEL SIGN E..LAO VOWEL SIGN AI
0EC6 ; ID_Continue # Lm LAO KO LA
0EC8..0ECD ; ID_Continue # Mn [6] LAO TONE MAI EK..LAO NIGGAHITA
0ED0..0ED9 ; ID_Continue # Nd [10] LAO DIGIT ZERO..LAO DIGIT NINE
0EDC..0EDF ; ID_Continue # Lo [4] LAO HO NO..LAO LETTER KHMU NYO
0F00 ; ID_Continue # Lo TIBETAN SYLLABLE OM
0F18..0F19 ; ID_Continue # Mn [2] TIBETAN ASTROLOGICAL SIGN -KHYUD PA..TIBETAN ASTROLOGICAL SIGN SDONG TSHUGS
0F20..0F29 ; ID_Continue # Nd [10] TIBETAN DIGIT ZERO..TIBETAN DIGIT NINE
0F35 ; ID_Continue # Mn TIBETAN MARK NGAS BZUNG NYI ZLA
0F37 ; ID_Continue # Mn TIBETAN MARK NGAS BZUNG SGOR RTAGS
0F39 ; ID_Continue # Mn TIBETAN MARK TSA -PHRU
0F3E..0F3F ; ID_Continue # Mc [2] TIBETAN SIGN YAR TSHES..TIBETAN SIGN MAR TSHES
0F40..0F47 ; ID_Continue # Lo [8] TIBETAN LETTER KA..TIBETAN LETTER JA
0F49..0F6C ; ID_Continue # Lo [36] TIBETAN LETTER NYA..TIBETAN LETTER RRA
0F71..0F7E ; ID_Continue # Mn [14] TIBETAN VOWEL SIGN AA..TIBETAN SIGN RJES SU NGA RO
0F7F ; ID_Continue # Mc TIBETAN SIGN RNAM BCAD
0F80..0F84 ; ID_Continue # Mn [5] TIBETAN VOWEL SIGN REVERSED I..TIBETAN MARK HALANTA
0F86..0F87 ; ID_Continue # Mn [2] TIBETAN SIGN LCI RTAGS..TIBETAN SIGN YANG RTAGS
0F88..0F8C ; ID_Continue # Lo [5] TIBETAN SIGN LCE TSA CAN..TIBETAN SIGN INVERTED MCHU CAN
0F8D..0F97 ; ID_Continue # Mn [11] TIBETAN SUBJOINED SIGN LCE TSA CAN..TIBETAN SUBJOINED LETTER JA
0F99..0FBC ; ID_Continue # Mn [36] TIBETAN SUBJOINED LETTER NYA..TIBETAN SUBJOINED LETTER FIXED-FORM RA
0FC6 ; ID_Continue # Mn TIBETAN SYMBOL PADMA GDAN
1000..102A ; ID_Continue # Lo [43] MYANMAR LETTER KA..MYANMAR LETTER AU
102B..102C ; ID_Continue # Mc [2] MYANMAR VOWEL SIGN TALL AA..MYANMAR VOWEL SIGN AA
102D..1030 ; ID_Continue # Mn [4] MYANMAR VOWEL SIGN I..MYANMAR VOWEL SIGN UU
1031 ; ID_Continue # Mc MYANMAR VOWEL SIGN E
1032..1037 ; ID_Continue # Mn [6] MYANMAR VOWEL SIGN AI..MYANMAR SIGN DOT BELOW
1038 ; ID_Continue # Mc MYANMAR SIGN VISARGA
1039..103A ; ID_Continue # Mn [2] MYANMAR SIGN VIRAMA..MYANMAR SIGN ASAT
103B..103C ; ID_Continue # Mc [2] MYANMAR CONSONANT SIGN MEDIAL YA..MYANMAR CONSONANT SIGN MEDIAL RA
103D..103E ; ID_Continue # Mn [2] MYANMAR CONSONANT SIGN MEDIAL WA..MYANMAR CONSONANT SIGN MEDIAL HA
103F ; ID_Continue # Lo MYANMAR LETTER GREAT SA
1040..1049 ; ID_Continue # Nd [10] MYANMAR DIGIT ZERO..MYANMAR DIGIT NINE
1050..1055 ; ID_Continue # Lo [6] MYANMAR LETTER SHA..MYANMAR LETTER VOCALIC LL
1056..1057 ; ID_Continue # Mc [2] MYANMAR VOWEL SIGN VOCALIC R..MYANMAR VOWEL SIGN VOCALIC RR
1058..1059 ; ID_Continue # Mn [2] MYANMAR VOWEL SIGN VOCALIC L..MYANMAR VOWEL SIGN VOCALIC LL
105A..105D ; ID_Continue # Lo [4] MYANMAR LETTER MON NGA..MYANMAR LETTER MON BBE
105E..1060 ; ID_Continue # Mn [3] MYANMAR CONSONANT SIGN MON MEDIAL NA..MYANMAR CONSONANT SIGN MON MEDIAL LA
1061 ; ID_Continue # Lo MYANMAR LETTER SGAW KAREN SHA
1062..1064 ; ID_Continue # Mc [3] MYANMAR VOWEL SIGN SGAW KAREN EU..MYANMAR TONE MARK SGAW KAREN KE PHO
1065..1066 ; ID_Continue # Lo [2] MYANMAR LETTER WESTERN PWO KAREN THA..MYANMAR LETTER WESTERN PWO KAREN PWA
1067..106D ; ID_Continue # Mc [7] MYANMAR VOWEL SIGN WESTERN PWO KAREN EU..MYANMAR SIGN WESTERN PWO KAREN TONE-5
106E..1070 ; ID_Continue # Lo [3] MYANMAR LETTER EASTERN PWO KAREN NNA..MYANMAR LETTER EASTERN PWO KAREN GHWA
1071..1074 ; ID_Continue # Mn [4] MYANMAR VOWEL SIGN GEBA KAREN I..MYANMAR VOWEL SIGN KAYAH EE
1075..1081 ; ID_Continue # Lo [13] MYANMAR LETTER SHAN KA..MYANMAR LETTER SHAN HA
1082 ; ID_Continue # Mn MYANMAR CONSONANT SIGN SHAN MEDIAL WA
1083..1084 ; ID_Continue # Mc [2] MYANMAR VOWEL SIGN SHAN AA..MYANMAR VOWEL SIGN SHAN E
1085..1086 ; ID_Continue # Mn [2] MYANMAR VOWEL SIGN SHAN E ABOVE..MYANMAR VOWEL SIGN SHAN FINAL Y
1087..108C ; ID_Continue # Mc [6] MYANMAR SIGN SHAN TONE-2..MYANMAR SIGN SHAN COUNCIL TONE-3
108D ; ID_Continue # Mn MYANMAR SIGN SHAN COUNCIL EMPHATIC TONE
108E ; ID_Continue # Lo MYANMAR LETTER RUMAI PALAUNG FA
108F ; ID_Continue # Mc MYANMAR SIGN RUMAI PALAUNG TONE-5
1090..1099 ; ID_Continue # Nd [10] MYANMAR SHAN DIGIT ZERO..MYANMAR SHAN DIGIT NINE
109A..109C ; ID_Continue # Mc [3] MYANMAR SIGN KHAMTI TONE-1..MYANMAR VOWEL SIGN AITON A
109D ; ID_Continue # Mn MYANMAR VOWEL SIGN AITON AI
]]
|
------------------------------------------------------------------------------
-- Config class
------------------------------------------------------------------------------
local ctrl = {
nick = "config",
parent = iup.WIDGET,
creation = "",
funcname = "Config",
callback = {
recent_cb = "",
},
include = "iup_config.h",
extrafuncs = 1,
}
ctrl.SetVariable = iup.ConfigSetVariable
ctrl.SetVariableId = iup.ConfigSetVariableId
ctrl.GetVariable = iup.ConfigGetVariable
ctrl.GetVariableId = iup.ConfigGetVariableId
ctrl.GetVariableDef = iup.ConfigGetVariableDef
ctrl.GetVariableIdDef = iup.ConfigGetVariableIdDef
ctrl.Load = iup.ConfigLoad
ctrl.Save = iup.ConfigSave
ctrl.RecentInit = iup.ConfigRecentInit
ctrl.RecentUpdate = iup.ConfigRecentUpdate
ctrl.DialogShow = iup.ConfigDialogShow
ctrl.DialogClosed = iup.ConfigDialogClosed
function ctrl.createElement(class, param)
return iup.Config()
end
iup.RegisterWidget(ctrl)
iup.SetClass(ctrl, "iupWidget")
|
local tonumber = tonumber
local tostring = tostring
local error = error
module('tango.utils.socket_message')
local send =
function(socket,message)
-- send length of the string as ascii line
local sent,err = socket:send(tostring(#message)..'\n')
if not sent then
error(err)
end
-- send the actual message data
sent,err = socket:send(message)
if not sent then
error(err)
end
end
local receive =
function(socket,on_error)
local responselen,err = socket:receive('*l')
if not responselen then
error(err)
end
-- convert ascii len to number of bytes
responselen = tonumber(responselen)
if not responselen then
error('length as ascii number string expected')
end
-- receive the actual response table dataa
local response,err = socket:receive(responselen)
if not response then
error(err)
end
return response
end
return {
send = send,
receive = receive
}
|
local function CanSafelyEnterGameplayCourse()
for pn in ivalues(GAMESTATE:GetEnabledPlayers()) do
if GAMESTATE:GetCurrentTrail(pn) == nil and GAMESTATE:IsPlayerEnabled(pn) then
return false,"Trail for "..pname(pn).." was not set.";
end
end;
if not GAMESTATE:GetCurrentCourse() then
return false,"No course was set."
end;
if GAMESTATE:GetCurrentSong() then
return false,"There is a song set in GAMESTATE."
end;
if not GAMESTATE:IsCourseMode() then
return false,"The IsCourseMode flag was not set."
end;
return true
end
--We don't want any songs set! Though I'm not sure how this is possible.
GAMESTATE:SetCurrentSong(nil);
--We want the names of the items in the RIO_COURSE_FOLDERS so we need a separate table
local folderNames = {};
for k,v in pairs(RIO_COURSE_FOLDERS) do
if v['Style'] == "StepsType_Pump_Double" then
if GAMESTATE:GetNumSidesJoined() == 1 then --Don't add doubles groups in multiplayer
folderNames[#folderNames+1] = k
end;
else
folderNames[#folderNames+1] = k
end;
end;
assert(#folderNames > 0,"Wat?");
--TrailCache;
local numWheelItems = 15
-- Scroller for the courses
local courseScroller = setmetatable({disable_wrapping= false}, item_scroller_mt)
local courseSelection = 1;
local item_mt_course= {
__index= {
-- create_actors must return an actor. The name field is a convenience.
create_actors= function(self, params)
self.name= params.name
return Def.ActorFrame{
InitCommand= function(subself)
-- Setting self.container to point to the actor gives a convenient
-- handle for manipulating the actor.
self.container= subself
subself:SetDrawByZPosition(true);
--subself:zoom(.75);
end;
Def.Sprite{
Name="banner";
--InitCommand=cmd(scaletofit,0,0,1,1;);
};
--[[Def.BitmapText{
Name= "text",
Text="HELLO WORLD!!!!!!!!!";
Font= "Common Normal",
InitCommand=cmd(addy,100;DiffuseAndStroke,Color("White"),Color("Black");shadowlength,1);
};]]
};
end,
-- item_index is the index in the list, ranging from 1 to num_items.
-- is_focus is only useful if the disable_wrapping flag in the scroller is
-- set to false.
--[[
function RioWheel(self,offsetFromCenter,itemIndex,numItems)
local spacing = 210;
local edgeSpacing = 135;
if math.abs(offsetFromCenter) < .5 then
if not MUSICWHEEL_SONG_NAMES then
self:zoom(1+math.cos(offsetFromCenter*math.pi)/3);
end;
self:x(offsetFromCenter*(spacing+edgeSpacing*2));
else
if offsetFromCenter >= .5 then
self:x(offsetFromCenter*spacing+edgeSpacing);
elseif offsetFromCenter <= -.5 then
self:x(offsetFromCenter*spacing-edgeSpacing);
end;
--self:zoom(1);
end;
end;
]]
transform= function(self, item_index, num_items, is_focus)
local offsetFromCenter = item_index-math.floor(numWheelItems/2)
local spacing = 210;
local edgeSpacing = 135;
self.container:stoptweening();
if math.abs(offsetFromCenter) < 5 then
self.container:decelerate(.42);
self.container:visible(true);
else
self.container:visible(false);
end;
self.container:x(offsetFromCenter*spacing);
--[[if offsetFromCenter == 0 then
self.container:diffuse(Color("Red"));
else
self.container:diffuse(Color("White"));
end;]]
end,
-- info is one entry in the info set that is passed to the scroller.
-- In this case, those are course objects.
set= function(self, info)
--self.container:GetChild("text"):settext(info);
--TODO
local banner = info:GetBannerPath()
if banner == nil then
self.container:GetChild("banner"):Load(THEME:GetPathG("common","fallback banner"));
else
self.container:GetChild("banner"):Load(banner);
--self.container:GetChild("text"):visible(false);
end;
self.container:GetChild("banner"):scaletoclipped(204,204);
end,
--[[gettext=function(self)
--return self.container:GetChild("text"):gettext()
return self.get_info_at_focus_pos();
end,]]
}}
-- Scroller for course groups
local groupScroller = setmetatable({disable_wrapping= false}, item_scroller_mt)
local groupSelection = 1;
local item_mt_group= {
__index= {
-- create_actors must return an actor. The name field is a convenience.
create_actors= function(self, params)
self.name= params.name
return Def.ActorFrame{
InitCommand= function(subself)
-- Setting self.container to point to the actor gives a convenient
-- handle for manipulating the actor.
self.container= subself
subself:SetDrawByZPosition(true);
--subself:zoom(.75);
end;
Def.Sprite{
Name="banner";
--InitCommand=cmd(scaletofit,0,0,1,1;);
};
--[[Def.BitmapText{
Name= "text",
Text="HELLO WORLD!!!!!!!!!";
Font= "Common Normal",
InitCommand=cmd(addy,100;DiffuseAndStroke,Color("White"),Color("Black");shadowlength,1);
};]]
};
end,
-- item_index is the index in the list, ranging from 1 to num_items.
-- is_focus is only useful if the disable_wrapping flag in the scroller is
-- set to false.
transform= function(self, item_index, num_items, is_focus)
local offsetFromCenter = item_index-math.floor(numWheelItems/2)
--PrimeWheel(self.container,offsetFromCenter,item_index,numWheelItems)
--self.container:hurrytweening(2);
--self.container:finishtweening();
self.container:stoptweening();
if math.abs(offsetFromCenter) < 4 then
self.container:decelerate(.45);
self.container:visible(true);
else
self.container:visible(false);
end;
self.container:x(offsetFromCenter*350)
--self.container:rotationy(offsetFromCenter*-45);
self.container:zoom(math.cos(offsetFromCenter*math.pi/3)*.9):diffusealpha(math.cos(offsetFromCenter*math.pi/3)*.9);
--[[if offsetFromCenter == 0 then
self.container:diffuse(Color("Red"));
else
self.container:diffuse(Color("White"));
end;]]
end,
-- info is one entry in the info set that is passed to the scroller.
set= function(self, info)
--self.container:GetChild("text"):settext(info);
--TODO
--local banner = SONGMAN:GetCourseGroupBannerPath(info);
if FILEMAN:DoesFileExist("/Courses/"..info.."/banner.png") then
self.container:GetChild("banner"):Load("/Courses/"..info.."/banner.png");
else
self.container:GetChild("banner"):Load(THEME:GetPathG("common","fallback group"));
end;
self.container:GetChild("banner"):scaletofit(-500,-200,500,200);
end,
--[[gettext=function(self)
--return self.container:GetChild("text"):gettext()
return self.get_info_at_focus_pos();
end,]]
}}
local STATE_PICKING_FOLDER = 0;
local STATE_PICKING_COURSE = 1;
local STATE_READY = 2;
local curState = STATE_PICKING_FOLDER;
local currentCourseGroup;
local lastSelectedGroupIndex = 0;
local function updateCurrentCourse()
assert(currentCourseGroup[courseSelection],"This course selection is nil! Selection:"..courseSelection);
if RIO_COURSE_FOLDERS[folderNames[groupSelection]]['Style'] then
setenv("TrailCache",currentCourseGroup[courseSelection]:GetTrails(RIO_COURSE_FOLDERS[folderNames[groupSelection]]['Style'])[1]);
else
setenv("TrailCache",currentCourseGroup[courseSelection]:GetAllTrails()[1]);
end;
assert(getenv("TrailCache"));
GAMESTATE:SetCurrentCourse(currentCourseGroup[courseSelection]) --So this actually fires CurrentCourseChanged but I didn't know that... And I reimplemented it so it would have selection and total values.. So it's firing twice?
MESSAGEMAN:Broadcast("CurrentCourseChanged",{Selection=courseSelection,Total=#currentCourseGroup});
end;
local screen; --To go to next screen and to check if OptionsList is currently open.
--To open OptionsList using LRLR
--[[local buttonHistory = {
[PLAYER_1] = {"none","none","none","none"},
[PLAYER_2] = {"none","none","none","none"}
}]]
local function inputs(event)
local pn= event.PlayerNumber
local button = event.button
-- If the PlayerNumber isn't set, the button isn't mapped. Ignore it.
--Also we only want it to activate when they're NOT selecting the difficulty.
--[[if not pn or not SCREENMAN:get_input_redirected(pn) then
--SCREENMAN:SystemMessage("Not redirected");
return
end]]
-- If it's a release, ignore it.
if event.type == "InputEventType_Release" or
not pn or
not screen:CanOpenOptionsList(pn) or --Don't move wheel when OptionsList is open
button == "Select" --Select opens OptionsList
then return end
if curState == STATE_READY then
if button == "UpRight" or button == "UpLeft" or button == "Up" or button == "MenuUp" then
curState = STATE_PICKING_COURSE;
MESSAGEMAN:Broadcast("SongUnchosen");
elseif button == "Center" or button == "Start" then
local can, reason = CanSafelyEnterGameplayCourse();
if can then
if RIO_COURSE_FOLDERS[folderNames[groupSelection]]['Lifebar'] == "Pro" then
setenv("Lifebar","Pro")
end;
SCREENMAN:GetTopScreen():StartTransitioningScreen("SM_GoToNextScreen");
else
SCREENMAN:SystemMessage(reason);
end;
end;
elseif curState == STATE_PICKING_COURSE then
if button == "UpRight" or button == "UpLeft" or button == "Up" or button == "MenuUp" then
curState = STATE_PICKING_FOLDER;
--Has no effect?
--SOUND:DimMusic(0, math.huge)
MESSAGEMAN:Broadcast("StartSelectingGroup");
elseif button == "DownLeft" or button == "Left" or button == "MenuLeft" then
SOUND:PlayOnce(THEME:GetPathS("MusicWheel", "change"), true);
if courseSelection == 1 then
courseSelection = #currentCourseGroup;
else
courseSelection = courseSelection - 1 ;
end;
courseScroller:scroll_by_amount(-1);
updateCurrentCourse()
elseif button == "DownRight" or button == "Right" or button == "MenuRight" then
SOUND:PlayOnce(THEME:GetPathS("MusicWheel", "change"), true);
if courseSelection == #currentCourseGroup then
courseSelection = 1;
else
courseSelection = courseSelection + 1
end
courseScroller:scroll_by_amount(1);
updateCurrentCourse()
elseif button == "Center" or button == "Start" then
--The trail should be set immediately on selection so the score can be obtained.
local course = GAMESTATE:GetCurrentCourse();
local trail = getenv("TrailCache");
if trail ~= nil then
--Is this actually necessary? AutoSetStyle should take care of it.
--if RIO_COURSE_FOLDERS[folderNames[groupSelection]]['Style'] then
-- GAMESTATE:SetCurrentStyle(string.match(RIO_COURSE_FOLDERS[folderNames[groupSelection]]['Style'],"_([^_]+)$"))
--end;
for pn in ivalues(GAMESTATE:GetEnabledPlayers()) do
GAMESTATE:SetCurrentTrail(pn, trail)
--GAMESTATE:SetCurrentSteps(pn, trail:GetTrailEntry(0):GetSteps());
end;
else
SCREENMAN:SystemMessage("Trail was nil! Number of trails: "..#course:GetAllTrails().. " | Course: "..course:GetDisplayFullTitle());
end;
curState = STATE_READY;
MESSAGEMAN:Broadcast("SongChosen");
elseif button == "Back" then
SCREENMAN:GetTopScreen():StartTransitioningScreen("SM_GoToPrevScreen");
end;
else
if button == "Center" or button == "Start" then
--[[SCREENMAN:set_input_redirected(PLAYER_1, false);
SCREENMAN:set_input_redirected(PLAYER_2, false);]]
if lastSelectedGroupIndex ~= groupSelection then
currentCourseGroup = SONGMAN:GetCoursesInGroup(folderNames[groupSelection],true)
assert(#currentCourseGroup > 0,"Hey idiot, you don't have any courses in this group.")
courseScroller:set_info_set(currentCourseGroup,1);
courseSelection = 1;
updateCurrentCourse()
lastSelectedGroupIndex = groupSelection;
end;
--SOUND:PlayOnce(THEME:GetPathS("", "SongChosen"), true);
MESSAGEMAN:Broadcast("StartSelectingSong");
curState = STATE_PICKING_COURSE;
elseif button == "DownLeft" or button == "Left" or button == "MenuLeft" then
SOUND:PlayOnce(THEME:GetPathS("MusicWheel", "change"), true);
if groupSelection == 1 then
groupSelection = #folderNames;
else
groupSelection = groupSelection - 1 ;
end;
groupScroller:scroll_by_amount(-1);
setenv("cur_group",folderNames[groupSelection]);
MESSAGEMAN:Broadcast("GroupChange");
MESSAGEMAN:Broadcast("PreviousGroup");
elseif button == "DownRight" or button == "Right" or button == "MenuRight" then
SOUND:PlayOnce(THEME:GetPathS("MusicWheel", "change"), true);
if groupSelection == #folderNames then
groupSelection = 1;
else
groupSelection = groupSelection + 1
end
groupScroller:scroll_by_amount(1);
setenv("cur_group",folderNames[groupSelection]);
MESSAGEMAN:Broadcast("GroupChange");
MESSAGEMAN:Broadcast("NextGroup");
--elseif button == "UpLeft" or button == "UpRight" then
--SCREENMAN:AddNewScreenToTop("ScreenSelectSort");
elseif button == "Back" then
--[[SCREENMAN:set_input_redirected(PLAYER_1, false);
SCREENMAN:set_input_redirected(PLAYER_2, false);]]
SCREENMAN:GetTopScreen():StartTransitioningScreen("SM_GoToPrevScreen");
elseif button == "MenuDown" then
--[[local curItem = scroller:get_actor_item_at_focus_pos().container:GetChild("banner");
local scaledHeight = testScaleToWidth(curItem:GetWidth(), curItem:GetHeight(), 500);
SCREENMAN:SystemMessage(curItem:GetWidth().."x"..curItem:GetHeight().." -> 500x"..scaledHeight);]]
--local curItem = scroller:get_actor_item_at_focus_pos();
--SCREENMAN:SystemMessage(ListActorChildren(curItem.container));
else
SCREENMAN:SystemMessage("unknown button: "..button)
--SCREENMAN:SystemMessage(strArrayToString(button_history));
--musicwheel:SetOpenSection("");
--SCREENMAN:SystemMessage(musicwheel:GetNumItems());
--[[local wheelFolders = {};
for i = 1,7,1 do
wheelFolders[#wheelFolders+1] = musicwheel:GetWheelItem(i):GetText();
end;
SCREENMAN:SystemMessage(strArrayToString(wheelFolders));]]
--SCREENMAN:SystemMessage(musicwheel:GetWheelItem(0):GetText());
end;
end;
--Not needed, CodeNames will handle it
--[[buttonHistory[pn][1] = buttonHistory[pn][2];
buttonHistory[pn][2] = buttonHistory[pn][3];
buttonHistory[pn][3] = buttonHistory[pn][4];
buttonHistory[pn][4] = button;
if buttonHistory[pn][1] == "DownLeft" and buttonHistory[pn][2] == "DownRight" and buttonHistory[pn][3] == "DownLeft" and buttonHistory[pn][4] == "DownRight"
end;]]
end;
local t = Def.ActorFrame{
OnCommand=function(self)
screen = SCREENMAN:GetTopScreen();
screen:AddInputCallback(inputs);
--[[SCREENMAN:set_input_redirected(PLAYER_1, true);
SCREENMAN:set_input_redirected(PLAYER_2, true);]]
end;
}
--CourseScroller frame
local curSongPlaying = 1;
local s = Def.ActorFrame{
--READY COMMAND
LoadActor(THEME:GetPathS("","ready/select.mp3"))..{
--SongChosenMessageCommand=cmd(play);
--StepsChosenMessageCommand=cmd(playcommand,"Check2";);
--[[Check2Command=function(self)
if state == 2 then state = 3; self:stoptweening(); self:play(); end;
end;]]
};
LoadActor(THEME:GetPathS("","SongChosen"))..{
SongChosenMessageCommand=cmd(play);
StartSelectingSongMessageCommand=cmd(play);
};
--UPRIGHT/UPLEFT
LoadActor(THEME:GetPathS("","SongUnchosen"))..{
TwoPartConfirmCanceledMessageCommand=cmd(play);
StartSelectingGroupMessageCommand=cmd(play);
SongUnchosenMessageCommand=cmd(play);
--[[StepsUnchosenMessageCommand=cmd(playcommand,"Check";);
SongUnchosenMessageCommand=cmd(playcommand,"Check";);
TwoPartConfirmCanceledMessageCommand=cmd(playcommand,"Check");
StartSelectingGroupMessageCommand=cmd(playcommand,"Check");
CheckCommand=function(self)
if state == 1 then--StartGroupSelection
self:stoptweening(); self:play();
state = 0;
elseif state == 2 then--SelectSongSelectingAgain
self:stoptweening(); self:play();
state = 1;
elseif state == 3 then--SelectSongSelectingAgain
self:stoptweening(); self:play();
state = 2;
end;
end;]]
};
LoadActor(THEME:GetPathS("","ready/offcommand"))..{
OffCommand=cmd(play);
};
CurrentCourseChangedMessageCommand=function(self)
curSongPlaying = 1;
self:stoptweening():queuecommand("PlayCourseMusics");
end;
PlayCourseMusicsCommand=function(self)
stop_music();
local song = getenv("TrailCache"):GetTrailEntries()[curSongPlaying]:GetSong();
play_sample_music(song,5);
if curSongPlaying < #getenv("TrailCache"):GetTrailEntries() then
curSongPlaying = curSongPlaying + 1;
self:sleep(5):queuecommand("PlayCourseMusics");
end;
end;
--handle opening the OptionsList here
CodeMessageCommand=function(self,param)
local codeName = param.Name -- code name, matches the one in metrics
--local pn = param.PlayerNumber -- which player entered the code
if codeName == "OpenOpList" or codeName == "OpenOpList2" or codeName == "Select" then
screen:OpenOptionsList(param.PlayerNumber);
end;
end;
}
--THE BACKGROUND VIDEO
s[#s+1] = LoadActor(THEME:GetPathG("","background/common_bg"))..{};
s[#s+1] = courseScroller:create_actors("foo", numWheelItems, item_mt_course, SCREEN_CENTER_X, SCREEN_CENTER_Y-25);
s[#s+1] = LoadActor("coursePreview");
s[#s+1] = LoadActor("otherDecorations");
s[#s+1] = LoadActor("difficultyIcons");
--GroupScroller frame
local g = Def.ActorFrame{
--InitCommand=cmd(diffusealpha,0);
OnCommand=function(self)
groupScroller:set_info_set(folderNames, 1);
end;
StartSelectingGroupMessageCommand=function(self,params)
local curItem = groupScroller:get_actor_item_at_focus_pos();
--SCREENMAN:SystemMessage(ListActorChildren(curItem.container));
curItem.container:GetChild("banner"):stoptweening():scaletofit(-500,-200,500,200);
self:stoptweening():linear(.5):diffusealpha(1);
--SOUND:DimMusic(0.3,65536);
MESSAGEMAN:Broadcast("GroupChange");
end;
StartSelectingSongMessageCommand=function(self)
self:linear(.3):diffusealpha(0);
groupScroller:get_actor_item_at_focus_pos().container:GetChild("banner"):linear(.3):zoom(0);
end;
}
--THE BACKGROUND VIDEO
g[#g+1] = LoadActor(THEME:GetPathG("","background/common_bg"))..{
--InitCommand=cmd(diffusealpha,0);
StartSelectingGroupMessageCommand=cmd(stoptweening;linear,0.35;diffusealpha,1);
StartSelectingSongMessageCommand=cmd(stoptweening;linear,0.3;diffusealpha,0);
};
g[#g+1] = Def.Quad{
InitCommand=cmd(Center;zoomto,SCREEN_WIDTH,SCREEN_HEIGHT;diffuse,0,0,0,0;fadetop,1;blend,Blend.Add);
StartSelectingGroupMessageCommand=cmd(stoptweening;linear,0.35;diffusealpha,0.87);
StartSelectingSongMessageCommand=cmd(stoptweening;linear,0.3;diffusealpha,0);
}
--FLASH
g[#g+1] = Def.Quad{
InitCommand=cmd(Center;zoomto,SCREEN_WIDTH,SCREEN_HEIGHT;diffuse,1,1,1,0);
StartSelectingSongMessageCommand=cmd(stoptweening;diffusealpha,1;linear,0.3;diffusealpha,0);
};
--Add scroller here
g[#g+1] = groupScroller:create_actors("foo", numWheelItems, item_mt_group, SCREEN_CENTER_X, SCREEN_CENTER_Y);
--Game Folder counters
--Text BACKGROUND
g[#g+1] = LoadActor(THEME:GetPathB("ScreenSelectMusic","overlay/songartist_name"))..{
InitCommand=cmd(x,_screen.cx;y,SCREEN_BOTTOM-75;zoomto,547,46);
StartSelectingGroupMessageCommand=cmd(stoptweening;linear,0.35;diffusealpha,1;playcommand,"Text");
StartSelectingSongMessageCommand=cmd(stoptweening;linear,0.3;diffusealpha,0);
};
g[#g+1] = LoadFont("monsterrat/_montserrat light 60px")..{
InitCommand=cmd(Center;zoom,0.2;y,SCREEN_BOTTOM-75;uppercase,true;strokecolor,0,0.15,0.3,0.5;);
StartSelectingGroupMessageCommand=cmd(stoptweening;linear,0.35;diffusealpha,1;playcommand,"GroupChangeMessage");
StartSelectingSongMessageCommand=cmd(stoptweening;linear,0.3;diffusealpha,0);
GroupChangeMessageCommand=function(self)
self:finishtweening();
self:linear(0.3);
self:diffusealpha(1);
--songcounter = string.format(THEME:GetString("ScreenSelectGroup","SongCount"),#SONGMAN:GetSongsInGroup(getenv("cur_group"))-1)
local songcounter = string.format(THEME:GetString("ScreenSelectCourse","CourseCount"),#SONGMAN:GetCoursesInGroup(folderNames[groupSelection],true))
local foldercounter = string.format("%02i",groupSelection).." / "..string.format("%02i",#RIO_COURSE_FOLDERS)
self:settext(songcounter.."\n"..foldercounter);
end;
};
t[#t+1] = s;
t[#t+1] = g;
--Current Group/Playlist
t[#t+1] = LoadActor(THEME:GetPathB("ScreenSelectMusic","overlay/current_group"))..{
InitCommand=cmd(x,0;y,5;horizalign,left;vertalign,top;zoomx,1;cropbottom,0.3);
--StartSelectingGroupMessageCommand=cmd(stoptweening;linear,0.35;diffusealpha,1;playcommand,"Text");
--StartSelectingSongMessageCommand=cmd(stoptweening;linear,0.3;diffusealpha,0);
};
t[#t+1] = LoadFont("monsterrat/_montserrat light 60px")..{
InitCommand=cmd(uppercase,true;horizalign,left;x,SCREEN_LEFT+18;y,SCREEN_TOP+10;zoom,0.185;skewx,-0.1);
StartSelectingGroupMessageCommand=cmd(stoptweening;linear,0.35;diffusealpha,1;playcommand,"GroupChangeMessage");
StartSelectingSongMessageCommand=cmd(stoptweening;linear,0.3;diffusealpha,0);
GroupChangeMessageCommand=function(self)
self:uppercase(true);
self:settext("Pick mixtapes");
end;
};
t[#t+1] = LoadFont("monsterrat/_montserrat semi bold 60px")..{
Name="CurrentGroupName";
InitCommand=cmd(uppercase,true;horizalign,left;x,SCREEN_LEFT+16;y,SCREEN_TOP+30;zoom,0.6;skewx,-0.25);
OnCommand=cmd(playcommand,"UpdateText");
StartSelectingGroupMessageCommand=cmd(stoptweening;linear,0.35;diffusealpha,1;playcommand,"UpdateText");
--StartSelectingSongMessageCommand=cmd(stoptweening;linear,0.3;diffusealpha,0);
GroupChangeMessageCommand=cmd(playcommand,"UpdateText");
UpdateTextCommand=function(self)
self:settext(folderNames[groupSelection]);
end;
};
--OpList
t[#t+1] = LoadActor(THEME:GetPathB("ScreenSelectMusic","overlay/OptionsList"));
t[#t+1] = LoadActor(THEME:GetPathB("ScreenSelectMusic","overlay/arrow_shine"))..{};
return t;
|
local types = require "resty.nettle.types.common"
local context = require "resty.nettle.types.serpent"
local lib = require "resty.nettle.library"
local ffi = require "ffi"
local ffi_new = ffi.new
local ffi_copy = ffi.copy
local ffi_str = ffi.string
local ceil = math.ceil
local setmetatable = setmetatable
local serpent = {}
serpent.__index = serpent
function serpent.new(key)
local len = #key
if len ~= 16 and len ~= 24 and len ~= 32 then
return nil, "the SERPENT supported key sizes are 128, 192, and 256 bits, and the 256 bits is " ..
"the recommended key size"
end
local ct = ffi_new(context)
if len == 16 then
lib.nettle_serpent128_set_key(ct, key)
elseif len == 24 then
lib.nettle_serpent192_set_key(ct, key)
elseif len == 32 then
lib.nettle_serpent256_set_key(ct, key)
end
return setmetatable({ context = ct }, serpent)
end
function serpent:encrypt(src, len)
len = len or #src
local dln = ceil(len / 16) * 16
local dst
if dln == len then
dst = types.buffers(dln)
else
dst = types.zerobuffers(dln)
end
ffi_copy(dst, src, len)
lib.nettle_serpent_encrypt(self.context, dln, dst, dst)
return ffi_str(dst, dln)
end
function serpent:decrypt(src, len)
len = len or #src
local dln = ceil(len / 16) * 16
local dst = types.buffers(dln)
lib.nettle_serpent_decrypt(self.context, dln, dst, src)
return ffi_str(dst, len)
end
return serpent
|
local kRagdollTime = 9.5
function Ragdoll:OnCreate()
Entity.OnCreate(self)
local now = Shared.GetTime()
self.dissolveStart = now
self.dissolveAmount = 0
if Server then
self:AddTimedCallback(Ragdoll.TimeUp, kRagdollTime)
end
self:SetUpdates(true)
InitMixin(self, BaseModelMixin)
InitMixin(self, ModelMixin)
self:SetRelevancyDistance(kMaxRelevancyDistance)
end
function CreateRagdoll(fromEntity)
local useModelName = fromEntity:GetModelName()
local useGraphName = fromEntity:GetGraphName()
if useModelName and string.len(useModelName) > 0 and useGraphName and string.len(useGraphName) > 0 then
local ragdoll = CreateEntity(Ragdoll.kMapName, fromEntity:GetOrigin())
ragdoll:SetCoords(fromEntity:GetCoords())
ragdoll:SetModel(useModelName, useGraphName)
ragdoll:SetPhysicsType(PhysicsType.Dynamic)
--if fromEntity.GetPlayInstantRagdoll and fromEntity:GetPlayInstantRagdoll() then
ragdoll:SetPhysicsGroup(PhysicsGroup.RagdollGroup)
-- else
-- ragdoll:SetPhysicsGroup(PhysicsGroup.SmallStructuresGroup)
--end
ragdoll:SetPhysicsGroupFilterMask(PhysicsMask.DroppedWeaponFilter)
ragdoll:CopyAnimationState(fromEntity)
end
end
function Ragdoll:OnUpdateRender()
PROFILE("Ragdoll:OnUpdateRender")
local now = Shared.GetTime()
local amount = 0.5
if self.dissolveStart < now then
if self.dissolveAmount < 1 then
local t = (now - self.dissolveStart) / kRagdollTime
self.dissolveAmount = Clamp( t * 0.5 + 0.5, 0.0, 1.0 )
end
amount = 1-self.dissolveAmount
end
self:SetOpacity(amount, "dissolveAmount")
end
|
require("ffi").cdef[[
typedef struct ImFontAtlasCustomRect ImFontAtlasCustomRect;
typedef struct ImDrawCmdHeader ImDrawCmdHeader;
typedef struct ImGuiStoragePair ImGuiStoragePair;
typedef struct ImGuiTextRange ImGuiTextRange;
typedef struct ImVec4 ImVec4;
typedef struct ImVec2 ImVec2;
typedef struct ImGuiWindowClass ImGuiWindowClass;
typedef struct ImGuiViewport ImGuiViewport;
typedef struct ImGuiTextFilter ImGuiTextFilter;
typedef struct ImGuiTextBuffer ImGuiTextBuffer;
typedef struct ImGuiTableColumnSortSpecs ImGuiTableColumnSortSpecs;
typedef struct ImGuiTableSortSpecs ImGuiTableSortSpecs;
typedef struct ImGuiStyle ImGuiStyle;
typedef struct ImGuiStorage ImGuiStorage;
typedef struct ImGuiSizeCallbackData ImGuiSizeCallbackData;
typedef struct ImGuiPlatformMonitor ImGuiPlatformMonitor;
typedef struct ImGuiPlatformIO ImGuiPlatformIO;
typedef struct ImGuiPayload ImGuiPayload;
typedef struct ImGuiOnceUponAFrame ImGuiOnceUponAFrame;
typedef struct ImGuiListClipper ImGuiListClipper;
typedef struct ImGuiInputTextCallbackData ImGuiInputTextCallbackData;
typedef struct ImGuiIO ImGuiIO;
typedef struct ImGuiContext ImGuiContext;
typedef struct ImColor ImColor;
typedef struct ImFontGlyphRangesBuilder ImFontGlyphRangesBuilder;
typedef struct ImFontGlyph ImFontGlyph;
typedef struct ImFontConfig ImFontConfig;
typedef struct ImFontBuilderIO ImFontBuilderIO;
typedef struct ImFontAtlas ImFontAtlas;
typedef struct ImFont ImFont;
typedef struct ImDrawVert ImDrawVert;
typedef struct ImDrawListSplitter ImDrawListSplitter;
typedef struct ImDrawListSharedData ImDrawListSharedData;
typedef struct ImDrawList ImDrawList;
typedef struct ImDrawData ImDrawData;
typedef struct ImDrawCmd ImDrawCmd;
typedef struct ImDrawChannel ImDrawChannel;
struct ImDrawChannel;
struct ImDrawCmd;
struct ImDrawData;
struct ImDrawList;
struct ImDrawListSharedData;
struct ImDrawListSplitter;
struct ImDrawVert;
struct ImFont;
struct ImFontAtlas;
struct ImFontBuilderIO;
struct ImFontConfig;
struct ImFontGlyph;
struct ImFontGlyphRangesBuilder;
struct ImColor;
struct ImGuiContext;
struct ImGuiIO;
struct ImGuiInputTextCallbackData;
struct ImGuiListClipper;
struct ImGuiOnceUponAFrame;
struct ImGuiPayload;
struct ImGuiPlatformIO;
struct ImGuiPlatformMonitor;
struct ImGuiSizeCallbackData;
struct ImGuiStorage;
struct ImGuiStyle;
struct ImGuiTableSortSpecs;
struct ImGuiTableColumnSortSpecs;
struct ImGuiTextBuffer;
struct ImGuiTextFilter;
struct ImGuiViewport;
struct ImGuiWindowClass;
typedef int ImGuiCol;
typedef int ImGuiCond;
typedef int ImGuiDataType;
typedef int ImGuiDir;
typedef int ImGuiKey;
typedef int ImGuiNavInput;
typedef int ImGuiMouseButton;
typedef int ImGuiMouseCursor;
typedef int ImGuiSortDirection;
typedef int ImGuiStyleVar;
typedef int ImGuiTableBgTarget;
typedef int ImDrawFlags;
typedef int ImDrawListFlags;
typedef int ImFontAtlasFlags;
typedef int ImGuiBackendFlags;
typedef int ImGuiButtonFlags;
typedef int ImGuiColorEditFlags;
typedef int ImGuiConfigFlags;
typedef int ImGuiComboFlags;
typedef int ImGuiDockNodeFlags;
typedef int ImGuiDragDropFlags;
typedef int ImGuiFocusedFlags;
typedef int ImGuiHoveredFlags;
typedef int ImGuiInputTextFlags;
typedef int ImGuiKeyModFlags;
typedef int ImGuiPopupFlags;
typedef int ImGuiSelectableFlags;
typedef int ImGuiSliderFlags;
typedef int ImGuiTabBarFlags;
typedef int ImGuiTabItemFlags;
typedef int ImGuiTableFlags;
typedef int ImGuiTableColumnFlags;
typedef int ImGuiTableRowFlags;
typedef int ImGuiTreeNodeFlags;
typedef int ImGuiViewportFlags;
typedef int ImGuiWindowFlags;
typedef void* ImTextureID;
typedef unsigned int ImGuiID;
typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data);
typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);
typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data);
typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data);
typedef unsigned short ImWchar16;
typedef unsigned int ImWchar32;
typedef ImWchar16 ImWchar;
typedef signed char ImS8;
typedef unsigned char ImU8;
typedef signed short ImS16;
typedef unsigned short ImU16;
typedef signed int ImS32;
typedef unsigned int ImU32;
typedef int64_t ImS64;
typedef uint64_t ImU64;
typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
typedef unsigned short ImDrawIdx;
typedef struct ImVector{int Size;int Capacity;void* Data;} ImVector;
typedef struct ImVector_ImDrawChannel {int Size;int Capacity;ImDrawChannel* Data;} ImVector_ImDrawChannel;
typedef struct ImVector_ImDrawCmd {int Size;int Capacity;ImDrawCmd* Data;} ImVector_ImDrawCmd;
typedef struct ImVector_ImDrawIdx {int Size;int Capacity;ImDrawIdx* Data;} ImVector_ImDrawIdx;
typedef struct ImVector_ImDrawVert {int Size;int Capacity;ImDrawVert* Data;} ImVector_ImDrawVert;
typedef struct ImVector_ImFontPtr {int Size;int Capacity;ImFont** Data;} ImVector_ImFontPtr;
typedef struct ImVector_ImFontAtlasCustomRect {int Size;int Capacity;ImFontAtlasCustomRect* Data;} ImVector_ImFontAtlasCustomRect;
typedef struct ImVector_ImFontConfig {int Size;int Capacity;ImFontConfig* Data;} ImVector_ImFontConfig;
typedef struct ImVector_ImFontGlyph {int Size;int Capacity;ImFontGlyph* Data;} ImVector_ImFontGlyph;
typedef struct ImVector_ImGuiPlatformMonitor {int Size;int Capacity;ImGuiPlatformMonitor* Data;} ImVector_ImGuiPlatformMonitor;
typedef struct ImVector_ImGuiStoragePair {int Size;int Capacity;ImGuiStoragePair* Data;} ImVector_ImGuiStoragePair;
typedef struct ImVector_ImGuiTextRange {int Size;int Capacity;ImGuiTextRange* Data;} ImVector_ImGuiTextRange;
typedef struct ImVector_ImGuiViewportPtr {int Size;int Capacity;ImGuiViewport** Data;} ImVector_ImGuiViewportPtr;
typedef struct ImVector_ImTextureID {int Size;int Capacity;ImTextureID* Data;} ImVector_ImTextureID;
typedef struct ImVector_ImU32 {int Size;int Capacity;ImU32* Data;} ImVector_ImU32;
typedef struct ImVector_ImVec2 {int Size;int Capacity;ImVec2* Data;} ImVector_ImVec2;
typedef struct ImVector_ImVec4 {int Size;int Capacity;ImVec4* Data;} ImVector_ImVec4;
typedef struct ImVector_ImWchar {int Size;int Capacity;ImWchar* Data;} ImVector_ImWchar;
typedef struct ImVector_char {int Size;int Capacity;char* Data;} ImVector_char;
typedef struct ImVector_float {int Size;int Capacity;float* Data;} ImVector_float;
struct ImVec2
{
float x, y;
};
struct ImVec4
{
float x, y, z, w;
};
typedef enum {
ImGuiWindowFlags_None = 0,
ImGuiWindowFlags_NoTitleBar = 1 << 0,
ImGuiWindowFlags_NoResize = 1 << 1,
ImGuiWindowFlags_NoMove = 1 << 2,
ImGuiWindowFlags_NoScrollbar = 1 << 3,
ImGuiWindowFlags_NoScrollWithMouse = 1 << 4,
ImGuiWindowFlags_NoCollapse = 1 << 5,
ImGuiWindowFlags_AlwaysAutoResize = 1 << 6,
ImGuiWindowFlags_NoBackground = 1 << 7,
ImGuiWindowFlags_NoSavedSettings = 1 << 8,
ImGuiWindowFlags_NoMouseInputs = 1 << 9,
ImGuiWindowFlags_MenuBar = 1 << 10,
ImGuiWindowFlags_HorizontalScrollbar = 1 << 11,
ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12,
ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13,
ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14,
ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15,
ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16,
ImGuiWindowFlags_NoNavInputs = 1 << 18,
ImGuiWindowFlags_NoNavFocus = 1 << 19,
ImGuiWindowFlags_UnsavedDocument = 1 << 20,
ImGuiWindowFlags_NoDocking = 1 << 21,
ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
ImGuiWindowFlags_NavFlattened = 1 << 23,
ImGuiWindowFlags_ChildWindow = 1 << 24,
ImGuiWindowFlags_Tooltip = 1 << 25,
ImGuiWindowFlags_Popup = 1 << 26,
ImGuiWindowFlags_Modal = 1 << 27,
ImGuiWindowFlags_ChildMenu = 1 << 28,
ImGuiWindowFlags_DockNodeHost = 1 << 29
}ImGuiWindowFlags_;
typedef enum {
ImGuiInputTextFlags_None = 0,
ImGuiInputTextFlags_CharsDecimal = 1 << 0,
ImGuiInputTextFlags_CharsHexadecimal = 1 << 1,
ImGuiInputTextFlags_CharsUppercase = 1 << 2,
ImGuiInputTextFlags_CharsNoBlank = 1 << 3,
ImGuiInputTextFlags_AutoSelectAll = 1 << 4,
ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5,
ImGuiInputTextFlags_CallbackCompletion = 1 << 6,
ImGuiInputTextFlags_CallbackHistory = 1 << 7,
ImGuiInputTextFlags_CallbackAlways = 1 << 8,
ImGuiInputTextFlags_CallbackCharFilter = 1 << 9,
ImGuiInputTextFlags_AllowTabInput = 1 << 10,
ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11,
ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12,
ImGuiInputTextFlags_AlwaysOverwrite = 1 << 13,
ImGuiInputTextFlags_ReadOnly = 1 << 14,
ImGuiInputTextFlags_Password = 1 << 15,
ImGuiInputTextFlags_NoUndoRedo = 1 << 16,
ImGuiInputTextFlags_CharsScientific = 1 << 17,
ImGuiInputTextFlags_CallbackResize = 1 << 18,
ImGuiInputTextFlags_CallbackEdit = 1 << 19
}ImGuiInputTextFlags_;
typedef enum {
ImGuiTreeNodeFlags_None = 0,
ImGuiTreeNodeFlags_Selected = 1 << 0,
ImGuiTreeNodeFlags_Framed = 1 << 1,
ImGuiTreeNodeFlags_AllowItemOverlap = 1 << 2,
ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3,
ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4,
ImGuiTreeNodeFlags_DefaultOpen = 1 << 5,
ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6,
ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7,
ImGuiTreeNodeFlags_Leaf = 1 << 8,
ImGuiTreeNodeFlags_Bullet = 1 << 9,
ImGuiTreeNodeFlags_FramePadding = 1 << 10,
ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11,
ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12,
ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13,
ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog
}ImGuiTreeNodeFlags_;
typedef enum {
ImGuiPopupFlags_None = 0,
ImGuiPopupFlags_MouseButtonLeft = 0,
ImGuiPopupFlags_MouseButtonRight = 1,
ImGuiPopupFlags_MouseButtonMiddle = 2,
ImGuiPopupFlags_MouseButtonMask_ = 0x1F,
ImGuiPopupFlags_MouseButtonDefault_ = 1,
ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 5,
ImGuiPopupFlags_NoOpenOverItems = 1 << 6,
ImGuiPopupFlags_AnyPopupId = 1 << 7,
ImGuiPopupFlags_AnyPopupLevel = 1 << 8,
ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel
}ImGuiPopupFlags_;
typedef enum {
ImGuiSelectableFlags_None = 0,
ImGuiSelectableFlags_DontClosePopups = 1 << 0,
ImGuiSelectableFlags_SpanAllColumns = 1 << 1,
ImGuiSelectableFlags_AllowDoubleClick = 1 << 2,
ImGuiSelectableFlags_Disabled = 1 << 3,
ImGuiSelectableFlags_AllowItemOverlap = 1 << 4
}ImGuiSelectableFlags_;
typedef enum {
ImGuiComboFlags_None = 0,
ImGuiComboFlags_PopupAlignLeft = 1 << 0,
ImGuiComboFlags_HeightSmall = 1 << 1,
ImGuiComboFlags_HeightRegular = 1 << 2,
ImGuiComboFlags_HeightLarge = 1 << 3,
ImGuiComboFlags_HeightLargest = 1 << 4,
ImGuiComboFlags_NoArrowButton = 1 << 5,
ImGuiComboFlags_NoPreview = 1 << 6,
ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest
}ImGuiComboFlags_;
typedef enum {
ImGuiTabBarFlags_None = 0,
ImGuiTabBarFlags_Reorderable = 1 << 0,
ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1,
ImGuiTabBarFlags_TabListPopupButton = 1 << 2,
ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3,
ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4,
ImGuiTabBarFlags_NoTooltip = 1 << 5,
ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6,
ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7,
ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown
}ImGuiTabBarFlags_;
typedef enum {
ImGuiTabItemFlags_None = 0,
ImGuiTabItemFlags_UnsavedDocument = 1 << 0,
ImGuiTabItemFlags_SetSelected = 1 << 1,
ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2,
ImGuiTabItemFlags_NoPushId = 1 << 3,
ImGuiTabItemFlags_NoTooltip = 1 << 4,
ImGuiTabItemFlags_NoReorder = 1 << 5,
ImGuiTabItemFlags_Leading = 1 << 6,
ImGuiTabItemFlags_Trailing = 1 << 7
}ImGuiTabItemFlags_;
typedef enum {
ImGuiTableFlags_None = 0,
ImGuiTableFlags_Resizable = 1 << 0,
ImGuiTableFlags_Reorderable = 1 << 1,
ImGuiTableFlags_Hideable = 1 << 2,
ImGuiTableFlags_Sortable = 1 << 3,
ImGuiTableFlags_NoSavedSettings = 1 << 4,
ImGuiTableFlags_ContextMenuInBody = 1 << 5,
ImGuiTableFlags_RowBg = 1 << 6,
ImGuiTableFlags_BordersInnerH = 1 << 7,
ImGuiTableFlags_BordersOuterH = 1 << 8,
ImGuiTableFlags_BordersInnerV = 1 << 9,
ImGuiTableFlags_BordersOuterV = 1 << 10,
ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH,
ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV,
ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH,
ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH,
ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter,
ImGuiTableFlags_NoBordersInBody = 1 << 11,
ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12,
ImGuiTableFlags_SizingFixedFit = 1 << 13,
ImGuiTableFlags_SizingFixedSame = 2 << 13,
ImGuiTableFlags_SizingStretchProp = 3 << 13,
ImGuiTableFlags_SizingStretchSame = 4 << 13,
ImGuiTableFlags_NoHostExtendX = 1 << 16,
ImGuiTableFlags_NoHostExtendY = 1 << 17,
ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18,
ImGuiTableFlags_PreciseWidths = 1 << 19,
ImGuiTableFlags_NoClip = 1 << 20,
ImGuiTableFlags_PadOuterX = 1 << 21,
ImGuiTableFlags_NoPadOuterX = 1 << 22,
ImGuiTableFlags_NoPadInnerX = 1 << 23,
ImGuiTableFlags_ScrollX = 1 << 24,
ImGuiTableFlags_ScrollY = 1 << 25,
ImGuiTableFlags_SortMulti = 1 << 26,
ImGuiTableFlags_SortTristate = 1 << 27,
ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame
}ImGuiTableFlags_;
typedef enum {
ImGuiTableColumnFlags_None = 0,
ImGuiTableColumnFlags_DefaultHide = 1 << 0,
ImGuiTableColumnFlags_DefaultSort = 1 << 1,
ImGuiTableColumnFlags_WidthStretch = 1 << 2,
ImGuiTableColumnFlags_WidthFixed = 1 << 3,
ImGuiTableColumnFlags_NoResize = 1 << 4,
ImGuiTableColumnFlags_NoReorder = 1 << 5,
ImGuiTableColumnFlags_NoHide = 1 << 6,
ImGuiTableColumnFlags_NoClip = 1 << 7,
ImGuiTableColumnFlags_NoSort = 1 << 8,
ImGuiTableColumnFlags_NoSortAscending = 1 << 9,
ImGuiTableColumnFlags_NoSortDescending = 1 << 10,
ImGuiTableColumnFlags_NoHeaderWidth = 1 << 11,
ImGuiTableColumnFlags_PreferSortAscending = 1 << 12,
ImGuiTableColumnFlags_PreferSortDescending = 1 << 13,
ImGuiTableColumnFlags_IndentEnable = 1 << 14,
ImGuiTableColumnFlags_IndentDisable = 1 << 15,
ImGuiTableColumnFlags_IsEnabled = 1 << 20,
ImGuiTableColumnFlags_IsVisible = 1 << 21,
ImGuiTableColumnFlags_IsSorted = 1 << 22,
ImGuiTableColumnFlags_IsHovered = 1 << 23,
ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed,
ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable,
ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered,
ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30
}ImGuiTableColumnFlags_;
typedef enum {
ImGuiTableRowFlags_None = 0,
ImGuiTableRowFlags_Headers = 1 << 0
}ImGuiTableRowFlags_;
typedef enum {
ImGuiTableBgTarget_None = 0,
ImGuiTableBgTarget_RowBg0 = 1,
ImGuiTableBgTarget_RowBg1 = 2,
ImGuiTableBgTarget_CellBg = 3
}ImGuiTableBgTarget_;
typedef enum {
ImGuiFocusedFlags_None = 0,
ImGuiFocusedFlags_ChildWindows = 1 << 0,
ImGuiFocusedFlags_RootWindow = 1 << 1,
ImGuiFocusedFlags_AnyWindow = 1 << 2,
ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows
}ImGuiFocusedFlags_;
typedef enum {
ImGuiHoveredFlags_None = 0,
ImGuiHoveredFlags_ChildWindows = 1 << 0,
ImGuiHoveredFlags_RootWindow = 1 << 1,
ImGuiHoveredFlags_AnyWindow = 1 << 2,
ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 3,
ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 5,
ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6,
ImGuiHoveredFlags_AllowWhenDisabled = 1 << 7,
ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows
}ImGuiHoveredFlags_;
typedef enum {
ImGuiDockNodeFlags_None = 0,
ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0,
ImGuiDockNodeFlags_NoDockingInCentralNode = 1 << 2,
ImGuiDockNodeFlags_PassthruCentralNode = 1 << 3,
ImGuiDockNodeFlags_NoSplit = 1 << 4,
ImGuiDockNodeFlags_NoResize = 1 << 5,
ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6
}ImGuiDockNodeFlags_;
typedef enum {
ImGuiDragDropFlags_None = 0,
ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0,
ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1,
ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2,
ImGuiDragDropFlags_SourceAllowNullID = 1 << 3,
ImGuiDragDropFlags_SourceExtern = 1 << 4,
ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5,
ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10,
ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11,
ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12,
ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect
}ImGuiDragDropFlags_;
typedef enum {
ImGuiDataType_S8,
ImGuiDataType_U8,
ImGuiDataType_S16,
ImGuiDataType_U16,
ImGuiDataType_S32,
ImGuiDataType_U32,
ImGuiDataType_S64,
ImGuiDataType_U64,
ImGuiDataType_Float,
ImGuiDataType_Double,
ImGuiDataType_COUNT
}ImGuiDataType_;
typedef enum {
ImGuiDir_None = -1,
ImGuiDir_Left = 0,
ImGuiDir_Right = 1,
ImGuiDir_Up = 2,
ImGuiDir_Down = 3,
ImGuiDir_COUNT
}ImGuiDir_;
typedef enum {
ImGuiSortDirection_None = 0,
ImGuiSortDirection_Ascending = 1,
ImGuiSortDirection_Descending = 2
}ImGuiSortDirection_;
typedef enum {
ImGuiKey_Tab,
ImGuiKey_LeftArrow,
ImGuiKey_RightArrow,
ImGuiKey_UpArrow,
ImGuiKey_DownArrow,
ImGuiKey_PageUp,
ImGuiKey_PageDown,
ImGuiKey_Home,
ImGuiKey_End,
ImGuiKey_Insert,
ImGuiKey_Delete,
ImGuiKey_Backspace,
ImGuiKey_Space,
ImGuiKey_Enter,
ImGuiKey_Escape,
ImGuiKey_KeyPadEnter,
ImGuiKey_A,
ImGuiKey_C,
ImGuiKey_V,
ImGuiKey_X,
ImGuiKey_Y,
ImGuiKey_Z,
ImGuiKey_COUNT
}ImGuiKey_;
typedef enum {
ImGuiKeyModFlags_None = 0,
ImGuiKeyModFlags_Ctrl = 1 << 0,
ImGuiKeyModFlags_Shift = 1 << 1,
ImGuiKeyModFlags_Alt = 1 << 2,
ImGuiKeyModFlags_Super = 1 << 3
}ImGuiKeyModFlags_;
typedef enum {
ImGuiNavInput_Activate,
ImGuiNavInput_Cancel,
ImGuiNavInput_Input,
ImGuiNavInput_Menu,
ImGuiNavInput_DpadLeft,
ImGuiNavInput_DpadRight,
ImGuiNavInput_DpadUp,
ImGuiNavInput_DpadDown,
ImGuiNavInput_LStickLeft,
ImGuiNavInput_LStickRight,
ImGuiNavInput_LStickUp,
ImGuiNavInput_LStickDown,
ImGuiNavInput_FocusPrev,
ImGuiNavInput_FocusNext,
ImGuiNavInput_TweakSlow,
ImGuiNavInput_TweakFast,
ImGuiNavInput_KeyMenu_,
ImGuiNavInput_KeyLeft_,
ImGuiNavInput_KeyRight_,
ImGuiNavInput_KeyUp_,
ImGuiNavInput_KeyDown_,
ImGuiNavInput_COUNT,
ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_
}ImGuiNavInput_;
typedef enum {
ImGuiConfigFlags_None = 0,
ImGuiConfigFlags_NavEnableKeyboard = 1 << 0,
ImGuiConfigFlags_NavEnableGamepad = 1 << 1,
ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2,
ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3,
ImGuiConfigFlags_NoMouse = 1 << 4,
ImGuiConfigFlags_NoMouseCursorChange = 1 << 5,
ImGuiConfigFlags_DockingEnable = 1 << 6,
ImGuiConfigFlags_ViewportsEnable = 1 << 10,
ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 14,
ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 15,
ImGuiConfigFlags_IsSRGB = 1 << 20,
ImGuiConfigFlags_IsTouchScreen = 1 << 21
}ImGuiConfigFlags_;
typedef enum {
ImGuiBackendFlags_None = 0,
ImGuiBackendFlags_HasGamepad = 1 << 0,
ImGuiBackendFlags_HasMouseCursors = 1 << 1,
ImGuiBackendFlags_HasSetMousePos = 1 << 2,
ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3,
ImGuiBackendFlags_PlatformHasViewports = 1 << 10,
ImGuiBackendFlags_HasMouseHoveredViewport=1 << 11,
ImGuiBackendFlags_RendererHasViewports = 1 << 12
}ImGuiBackendFlags_;
typedef enum {
ImGuiCol_Text,
ImGuiCol_TextDisabled,
ImGuiCol_WindowBg,
ImGuiCol_ChildBg,
ImGuiCol_PopupBg,
ImGuiCol_Border,
ImGuiCol_BorderShadow,
ImGuiCol_FrameBg,
ImGuiCol_FrameBgHovered,
ImGuiCol_FrameBgActive,
ImGuiCol_TitleBg,
ImGuiCol_TitleBgActive,
ImGuiCol_TitleBgCollapsed,
ImGuiCol_MenuBarBg,
ImGuiCol_ScrollbarBg,
ImGuiCol_ScrollbarGrab,
ImGuiCol_ScrollbarGrabHovered,
ImGuiCol_ScrollbarGrabActive,
ImGuiCol_CheckMark,
ImGuiCol_SliderGrab,
ImGuiCol_SliderGrabActive,
ImGuiCol_Button,
ImGuiCol_ButtonHovered,
ImGuiCol_ButtonActive,
ImGuiCol_Header,
ImGuiCol_HeaderHovered,
ImGuiCol_HeaderActive,
ImGuiCol_Separator,
ImGuiCol_SeparatorHovered,
ImGuiCol_SeparatorActive,
ImGuiCol_ResizeGrip,
ImGuiCol_ResizeGripHovered,
ImGuiCol_ResizeGripActive,
ImGuiCol_Tab,
ImGuiCol_TabHovered,
ImGuiCol_TabActive,
ImGuiCol_TabUnfocused,
ImGuiCol_TabUnfocusedActive,
ImGuiCol_DockingPreview,
ImGuiCol_DockingEmptyBg,
ImGuiCol_PlotLines,
ImGuiCol_PlotLinesHovered,
ImGuiCol_PlotHistogram,
ImGuiCol_PlotHistogramHovered,
ImGuiCol_TableHeaderBg,
ImGuiCol_TableBorderStrong,
ImGuiCol_TableBorderLight,
ImGuiCol_TableRowBg,
ImGuiCol_TableRowBgAlt,
ImGuiCol_TextSelectedBg,
ImGuiCol_DragDropTarget,
ImGuiCol_NavHighlight,
ImGuiCol_NavWindowingHighlight,
ImGuiCol_NavWindowingDimBg,
ImGuiCol_ModalWindowDimBg,
ImGuiCol_COUNT
}ImGuiCol_;
typedef enum {
ImGuiStyleVar_Alpha,
ImGuiStyleVar_WindowPadding,
ImGuiStyleVar_WindowRounding,
ImGuiStyleVar_WindowBorderSize,
ImGuiStyleVar_WindowMinSize,
ImGuiStyleVar_WindowTitleAlign,
ImGuiStyleVar_ChildRounding,
ImGuiStyleVar_ChildBorderSize,
ImGuiStyleVar_PopupRounding,
ImGuiStyleVar_PopupBorderSize,
ImGuiStyleVar_FramePadding,
ImGuiStyleVar_FrameRounding,
ImGuiStyleVar_FrameBorderSize,
ImGuiStyleVar_ItemSpacing,
ImGuiStyleVar_ItemInnerSpacing,
ImGuiStyleVar_IndentSpacing,
ImGuiStyleVar_CellPadding,
ImGuiStyleVar_ScrollbarSize,
ImGuiStyleVar_ScrollbarRounding,
ImGuiStyleVar_GrabMinSize,
ImGuiStyleVar_GrabRounding,
ImGuiStyleVar_TabRounding,
ImGuiStyleVar_ButtonTextAlign,
ImGuiStyleVar_SelectableTextAlign,
ImGuiStyleVar_COUNT
}ImGuiStyleVar_;
typedef enum {
ImGuiButtonFlags_None = 0,
ImGuiButtonFlags_MouseButtonLeft = 1 << 0,
ImGuiButtonFlags_MouseButtonRight = 1 << 1,
ImGuiButtonFlags_MouseButtonMiddle = 1 << 2,
ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle,
ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft
}ImGuiButtonFlags_;
typedef enum {
ImGuiColorEditFlags_None = 0,
ImGuiColorEditFlags_NoAlpha = 1 << 1,
ImGuiColorEditFlags_NoPicker = 1 << 2,
ImGuiColorEditFlags_NoOptions = 1 << 3,
ImGuiColorEditFlags_NoSmallPreview = 1 << 4,
ImGuiColorEditFlags_NoInputs = 1 << 5,
ImGuiColorEditFlags_NoTooltip = 1 << 6,
ImGuiColorEditFlags_NoLabel = 1 << 7,
ImGuiColorEditFlags_NoSidePreview = 1 << 8,
ImGuiColorEditFlags_NoDragDrop = 1 << 9,
ImGuiColorEditFlags_NoBorder = 1 << 10,
ImGuiColorEditFlags_AlphaBar = 1 << 16,
ImGuiColorEditFlags_AlphaPreview = 1 << 17,
ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18,
ImGuiColorEditFlags_HDR = 1 << 19,
ImGuiColorEditFlags_DisplayRGB = 1 << 20,
ImGuiColorEditFlags_DisplayHSV = 1 << 21,
ImGuiColorEditFlags_DisplayHex = 1 << 22,
ImGuiColorEditFlags_Uint8 = 1 << 23,
ImGuiColorEditFlags_Float = 1 << 24,
ImGuiColorEditFlags_PickerHueBar = 1 << 25,
ImGuiColorEditFlags_PickerHueWheel = 1 << 26,
ImGuiColorEditFlags_InputRGB = 1 << 27,
ImGuiColorEditFlags_InputHSV = 1 << 28,
ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,
ImGuiColorEditFlags__DisplayMask = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,
ImGuiColorEditFlags__DataTypeMask = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,
ImGuiColorEditFlags__PickerMask = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,
ImGuiColorEditFlags__InputMask = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV
}ImGuiColorEditFlags_;
typedef enum {
ImGuiSliderFlags_None = 0,
ImGuiSliderFlags_AlwaysClamp = 1 << 4,
ImGuiSliderFlags_Logarithmic = 1 << 5,
ImGuiSliderFlags_NoRoundToFormat = 1 << 6,
ImGuiSliderFlags_NoInput = 1 << 7,
ImGuiSliderFlags_InvalidMask_ = 0x7000000F
}ImGuiSliderFlags_;
typedef enum {
ImGuiMouseButton_Left = 0,
ImGuiMouseButton_Right = 1,
ImGuiMouseButton_Middle = 2,
ImGuiMouseButton_COUNT = 5
}ImGuiMouseButton_;
typedef enum {
ImGuiMouseCursor_None = -1,
ImGuiMouseCursor_Arrow = 0,
ImGuiMouseCursor_TextInput,
ImGuiMouseCursor_ResizeAll,
ImGuiMouseCursor_ResizeNS,
ImGuiMouseCursor_ResizeEW,
ImGuiMouseCursor_ResizeNESW,
ImGuiMouseCursor_ResizeNWSE,
ImGuiMouseCursor_Hand,
ImGuiMouseCursor_NotAllowed,
ImGuiMouseCursor_COUNT
}ImGuiMouseCursor_;
typedef enum {
ImGuiCond_None = 0,
ImGuiCond_Always = 1 << 0,
ImGuiCond_Once = 1 << 1,
ImGuiCond_FirstUseEver = 1 << 2,
ImGuiCond_Appearing = 1 << 3
}ImGuiCond_;
struct ImGuiStyle
{
float Alpha;
ImVec2 WindowPadding;
float WindowRounding;
float WindowBorderSize;
ImVec2 WindowMinSize;
ImVec2 WindowTitleAlign;
ImGuiDir WindowMenuButtonPosition;
float ChildRounding;
float ChildBorderSize;
float PopupRounding;
float PopupBorderSize;
ImVec2 FramePadding;
float FrameRounding;
float FrameBorderSize;
ImVec2 ItemSpacing;
ImVec2 ItemInnerSpacing;
ImVec2 CellPadding;
ImVec2 TouchExtraPadding;
float IndentSpacing;
float ColumnsMinSpacing;
float ScrollbarSize;
float ScrollbarRounding;
float GrabMinSize;
float GrabRounding;
float LogSliderDeadzone;
float TabRounding;
float TabBorderSize;
float TabMinWidthForCloseButton;
ImGuiDir ColorButtonPosition;
ImVec2 ButtonTextAlign;
ImVec2 SelectableTextAlign;
ImVec2 DisplayWindowPadding;
ImVec2 DisplaySafeAreaPadding;
float MouseCursorScale;
_Bool AntiAliasedLines;
_Bool AntiAliasedLinesUseTex;
_Bool AntiAliasedFill;
float CurveTessellationTol;
float CircleTessellationMaxError;
ImVec4 Colors[ImGuiCol_COUNT];
};
struct ImGuiIO
{
ImGuiConfigFlags ConfigFlags;
ImGuiBackendFlags BackendFlags;
ImVec2 DisplaySize;
float DeltaTime;
float IniSavingRate;
const char* IniFilename;
const char* LogFilename;
float MouseDoubleClickTime;
float MouseDoubleClickMaxDist;
float MouseDragThreshold;
int KeyMap[ImGuiKey_COUNT];
float KeyRepeatDelay;
float KeyRepeatRate;
void* UserData;
ImFontAtlas*Fonts;
float FontGlobalScale;
_Bool FontAllowUserScaling;
ImFont* FontDefault;
ImVec2 DisplayFramebufferScale;
_Bool ConfigDockingNoSplit;
_Bool ConfigDockingAlwaysTabBar;
_Bool ConfigDockingTransparentPayload;
_Bool ConfigViewportsNoAutoMerge;
_Bool ConfigViewportsNoTaskBarIcon;
_Bool ConfigViewportsNoDecoration;
_Bool ConfigViewportsNoDefaultParent;
_Bool MouseDrawCursor;
_Bool ConfigMacOSXBehaviors;
_Bool ConfigInputTextCursorBlink;
_Bool ConfigDragClickToInputText;
_Bool ConfigWindowsResizeFromEdges;
_Bool ConfigWindowsMoveFromTitleBarOnly;
float ConfigMemoryCompactTimer;
const char* BackendPlatformName;
const char* BackendRendererName;
void* BackendPlatformUserData;
void* BackendRendererUserData;
void* BackendLanguageUserData;
const char* (*GetClipboardTextFn)(void* user_data);
void (*SetClipboardTextFn)(void* user_data, const char* text);
void* ClipboardUserData;
ImVec2 MousePos;
_Bool MouseDown[5];
float MouseWheel;
float MouseWheelH;
ImGuiID MouseHoveredViewport;
_Bool KeyCtrl;
_Bool KeyShift;
_Bool KeyAlt;
_Bool KeySuper;
_Bool KeysDown[512];
float NavInputs[ImGuiNavInput_COUNT];
_Bool WantCaptureMouse;
_Bool WantCaptureKeyboard;
_Bool WantTextInput;
_Bool WantSetMousePos;
_Bool WantSaveIniSettings;
_Bool NavActive;
_Bool NavVisible;
float Framerate;
int MetricsRenderVertices;
int MetricsRenderIndices;
int MetricsRenderWindows;
int MetricsActiveWindows;
int MetricsActiveAllocations;
ImVec2 MouseDelta;
ImGuiKeyModFlags KeyMods;
ImVec2 MousePosPrev;
ImVec2 MouseClickedPos[5];
double MouseClickedTime[5];
_Bool MouseClicked[5];
_Bool MouseDoubleClicked[5];
_Bool MouseReleased[5];
_Bool MouseDownOwned[5];
_Bool MouseDownWasDoubleClick[5];
float MouseDownDuration[5];
float MouseDownDurationPrev[5];
ImVec2 MouseDragMaxDistanceAbs[5];
float MouseDragMaxDistanceSqr[5];
float KeysDownDuration[512];
float KeysDownDurationPrev[512];
float NavInputsDownDuration[ImGuiNavInput_COUNT];
float NavInputsDownDurationPrev[ImGuiNavInput_COUNT];
float PenPressure;
ImWchar16 InputQueueSurrogate;
ImVector_ImWchar InputQueueCharacters;
};
struct ImGuiInputTextCallbackData
{
ImGuiInputTextFlags EventFlag;
ImGuiInputTextFlags Flags;
void* UserData;
ImWchar EventChar;
ImGuiKey EventKey;
char* Buf;
int BufTextLen;
int BufSize;
_Bool BufDirty;
int CursorPos;
int SelectionStart;
int SelectionEnd;
};
struct ImGuiSizeCallbackData
{
void* UserData;
ImVec2 Pos;
ImVec2 CurrentSize;
ImVec2 DesiredSize;
};
struct ImGuiWindowClass
{
ImGuiID ClassId;
ImGuiID ParentViewportId;
ImGuiViewportFlags ViewportFlagsOverrideSet;
ImGuiViewportFlags ViewportFlagsOverrideClear;
ImGuiTabItemFlags TabItemFlagsOverrideSet;
ImGuiDockNodeFlags DockNodeFlagsOverrideSet;
ImGuiDockNodeFlags DockNodeFlagsOverrideClear;
_Bool DockingAlwaysTabBar;
_Bool DockingAllowUnclassed;
};
struct ImGuiPayload
{
void* Data;
int DataSize;
ImGuiID SourceId;
ImGuiID SourceParentId;
int DataFrameCount;
char DataType[32 + 1];
_Bool Preview;
_Bool Delivery;
};
struct ImGuiTableColumnSortSpecs
{
ImGuiID ColumnUserID;
ImS16 ColumnIndex;
ImS16 SortOrder;
ImGuiSortDirection SortDirection : 8;
};
struct ImGuiTableSortSpecs
{
const ImGuiTableColumnSortSpecs* Specs;
int SpecsCount;
_Bool SpecsDirty;
};
struct ImGuiOnceUponAFrame
{
int RefFrame;
};
struct ImGuiTextRange
{
const char* b;
const char* e;
};
struct ImGuiTextFilter
{
char InputBuf[256];
ImVector_ImGuiTextRange Filters;
int CountGrep;
};
struct ImGuiTextBuffer
{
ImVector_char Buf;
};
struct ImGuiStoragePair
{
ImGuiID key;
union { int val_i; float val_f; void* val_p; };
};
struct ImGuiStorage
{
ImVector_ImGuiStoragePair Data;
};
struct ImGuiListClipper
{
int DisplayStart;
int DisplayEnd;
int ItemsCount;
int StepNo;
int ItemsFrozen;
float ItemsHeight;
float StartPosY;
};
struct ImColor
{
ImVec4 Value;
};
struct ImDrawCmd
{
ImVec4 ClipRect;
ImTextureID TextureId;
unsigned int VtxOffset;
unsigned int IdxOffset;
unsigned int ElemCount;
ImDrawCallback UserCallback;
void* UserCallbackData;
};
struct ImDrawVert
{
ImVec2 pos;
ImVec2 uv;
ImU32 col;
};
struct ImDrawCmdHeader
{
ImVec4 ClipRect;
ImTextureID TextureId;
unsigned int VtxOffset;
};
struct ImDrawChannel
{
ImVector_ImDrawCmd _CmdBuffer;
ImVector_ImDrawIdx _IdxBuffer;
};
struct ImDrawListSplitter
{
int _Current;
int _Count;
ImVector_ImDrawChannel _Channels;
};
typedef enum {
ImDrawFlags_None = 0,
ImDrawFlags_Closed = 1 << 0,
ImDrawFlags_RoundCornersTopLeft = 1 << 4,
ImDrawFlags_RoundCornersTopRight = 1 << 5,
ImDrawFlags_RoundCornersBottomLeft = 1 << 6,
ImDrawFlags_RoundCornersBottomRight = 1 << 7,
ImDrawFlags_RoundCornersNone = 1 << 8,
ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight,
ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft,
ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight,
ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll,
ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone
}ImDrawFlags_;
typedef enum {
ImDrawListFlags_None = 0,
ImDrawListFlags_AntiAliasedLines = 1 << 0,
ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1,
ImDrawListFlags_AntiAliasedFill = 1 << 2,
ImDrawListFlags_AllowVtxOffset = 1 << 3
}ImDrawListFlags_;
struct ImDrawList
{
ImVector_ImDrawCmd CmdBuffer;
ImVector_ImDrawIdx IdxBuffer;
ImVector_ImDrawVert VtxBuffer;
ImDrawListFlags Flags;
unsigned int _VtxCurrentIdx;
const ImDrawListSharedData* _Data;
const char* _OwnerName;
ImDrawVert* _VtxWritePtr;
ImDrawIdx* _IdxWritePtr;
ImVector_ImVec4 _ClipRectStack;
ImVector_ImTextureID _TextureIdStack;
ImVector_ImVec2 _Path;
ImDrawCmdHeader _CmdHeader;
ImDrawListSplitter _Splitter;
float _FringeScale;
};
struct ImDrawData
{
_Bool Valid;
int CmdListsCount;
int TotalIdxCount;
int TotalVtxCount;
ImDrawList** CmdLists;
ImVec2 DisplayPos;
ImVec2 DisplaySize;
ImVec2 FramebufferScale;
ImGuiViewport* OwnerViewport;
};
struct ImFontConfig
{
void* FontData;
int FontDataSize;
_Bool FontDataOwnedByAtlas;
int FontNo;
float SizePixels;
int OversampleH;
int OversampleV;
_Bool PixelSnapH;
ImVec2 GlyphExtraSpacing;
ImVec2 GlyphOffset;
const ImWchar* GlyphRanges;
float GlyphMinAdvanceX;
float GlyphMaxAdvanceX;
_Bool MergeMode;
unsigned int FontBuilderFlags;
float RasterizerMultiply;
ImWchar EllipsisChar;
char Name[40];
ImFont* DstFont;
};
struct ImFontGlyph
{
unsigned int Colored : 1;
unsigned int Visible : 1;
unsigned int Codepoint : 30;
float AdvanceX;
float X0, Y0, X1, Y1;
float U0, V0, U1, V1;
};
struct ImFontGlyphRangesBuilder
{
ImVector_ImU32 UsedChars;
};
struct ImFontAtlasCustomRect
{
unsigned short Width, Height;
unsigned short X, Y;
unsigned int GlyphID;
float GlyphAdvanceX;
ImVec2 GlyphOffset;
ImFont* Font;
};
typedef enum {
ImFontAtlasFlags_None = 0,
ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0,
ImFontAtlasFlags_NoMouseCursors = 1 << 1,
ImFontAtlasFlags_NoBakedLines = 1 << 2
}ImFontAtlasFlags_;
struct ImFontAtlas
{
ImFontAtlasFlags Flags;
ImTextureID TexID;
int TexDesiredWidth;
int TexGlyphPadding;
_Bool Locked;
_Bool TexPixelsUseColors;
unsigned char* TexPixelsAlpha8;
unsigned int* TexPixelsRGBA32;
int TexWidth;
int TexHeight;
ImVec2 TexUvScale;
ImVec2 TexUvWhitePixel;
ImVector_ImFontPtr Fonts;
ImVector_ImFontAtlasCustomRect CustomRects;
ImVector_ImFontConfig ConfigData;
ImVec4 TexUvLines[(63) + 1];
const ImFontBuilderIO* FontBuilderIO;
unsigned int FontBuilderFlags;
int PackIdMouseCursors;
int PackIdLines;
};
struct ImFont
{
ImVector_float IndexAdvanceX;
float FallbackAdvanceX;
float FontSize;
ImVector_ImWchar IndexLookup;
ImVector_ImFontGlyph Glyphs;
const ImFontGlyph* FallbackGlyph;
ImFontAtlas* ContainerAtlas;
const ImFontConfig* ConfigData;
short ConfigDataCount;
ImWchar FallbackChar;
ImWchar EllipsisChar;
_Bool DirtyLookupTables;
float Scale;
float Ascent, Descent;
int MetricsTotalSurface;
ImU8 Used4kPagesMap[(0xFFFF +1)/4096/8];
};
typedef enum {
ImGuiViewportFlags_None = 0,
ImGuiViewportFlags_IsPlatformWindow = 1 << 0,
ImGuiViewportFlags_IsPlatformMonitor = 1 << 1,
ImGuiViewportFlags_OwnedByApp = 1 << 2,
ImGuiViewportFlags_NoDecoration = 1 << 3,
ImGuiViewportFlags_NoTaskBarIcon = 1 << 4,
ImGuiViewportFlags_NoFocusOnAppearing = 1 << 5,
ImGuiViewportFlags_NoFocusOnClick = 1 << 6,
ImGuiViewportFlags_NoInputs = 1 << 7,
ImGuiViewportFlags_NoRendererClear = 1 << 8,
ImGuiViewportFlags_TopMost = 1 << 9,
ImGuiViewportFlags_Minimized = 1 << 10,
ImGuiViewportFlags_NoAutoMerge = 1 << 11,
ImGuiViewportFlags_CanHostOtherWindows = 1 << 12
}ImGuiViewportFlags_;
struct ImGuiViewport
{
ImGuiID ID;
ImGuiViewportFlags Flags;
ImVec2 Pos;
ImVec2 Size;
ImVec2 WorkPos;
ImVec2 WorkSize;
float DpiScale;
ImGuiID ParentViewportId;
ImDrawData* DrawData;
void* RendererUserData;
void* PlatformUserData;
void* PlatformHandle;
void* PlatformHandleRaw;
_Bool PlatformRequestMove;
_Bool PlatformRequestResize;
_Bool PlatformRequestClose;
};
struct ImGuiPlatformIO
{
void (*Platform_CreateWindow)(ImGuiViewport* vp);
void (*Platform_DestroyWindow)(ImGuiViewport* vp);
void (*Platform_ShowWindow)(ImGuiViewport* vp);
void (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos);
ImVec2 (*Platform_GetWindowPos)(ImGuiViewport* vp);
void (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size);
ImVec2 (*Platform_GetWindowSize)(ImGuiViewport* vp);
void (*Platform_SetWindowFocus)(ImGuiViewport* vp);
_Bool (*Platform_GetWindowFocus)(ImGuiViewport* vp);
_Bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp);
void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* str);
void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha);
void (*Platform_UpdateWindow)(ImGuiViewport* vp);
void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg);
void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg);
float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp);
void (*Platform_OnChangedViewport)(ImGuiViewport* vp);
void (*Platform_SetImeInputPos)(ImGuiViewport* vp, ImVec2 pos);
int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface);
void (*Renderer_CreateWindow)(ImGuiViewport* vp);
void (*Renderer_DestroyWindow)(ImGuiViewport* vp);
void (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size);
void (*Renderer_RenderWindow)(ImGuiViewport* vp, void* render_arg);
void (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg);
ImVector_ImGuiPlatformMonitor Monitors;
ImVector_ImGuiViewportPtr Viewports;
};
struct ImGuiPlatformMonitor
{
ImVec2 MainPos, MainSize;
ImVec2 WorkPos, WorkSize;
float DpiScale;
};
extern ImVec2* ImVec2_ImVec2_Nil(void);
extern void ImVec2_destroy(ImVec2* self);
extern ImVec2* ImVec2_ImVec2_Float(float _x,float _y);
extern ImVec4* ImVec4_ImVec4_Nil(void);
extern void ImVec4_destroy(ImVec4* self);
extern ImVec4* ImVec4_ImVec4_Float(float _x,float _y,float _z,float _w);
extern ImGuiContext* igCreateContext(ImFontAtlas* shared_font_atlas);
extern void igDestroyContext(ImGuiContext* ctx);
extern ImGuiContext* igGetCurrentContext(void);
extern void igSetCurrentContext(ImGuiContext* ctx);
extern ImGuiIO* igGetIO(void);
extern ImGuiStyle* igGetStyle(void);
extern void igNewFrame(void);
extern void igEndFrame(void);
extern void igRender(void);
extern ImDrawData* igGetDrawData(void);
extern void igShowDemoWindow(_Bool* p_open);
extern void igShowMetricsWindow(_Bool* p_open);
extern void igShowAboutWindow(_Bool* p_open);
extern void igShowStyleEditor(ImGuiStyle* ref);
extern _Bool igShowStyleSelector(const char* label);
extern void igShowFontSelector(const char* label);
extern void igShowUserGuide(void);
extern const char* igGetVersion(void);
extern void igStyleColorsDark(ImGuiStyle* dst);
extern void igStyleColorsLight(ImGuiStyle* dst);
extern void igStyleColorsClassic(ImGuiStyle* dst);
extern _Bool igBegin(const char* name,_Bool* p_open,ImGuiWindowFlags flags);
extern void igEnd(void);
extern _Bool igBeginChild_Str(const char* str_id,const ImVec2 size,_Bool border,ImGuiWindowFlags flags);
extern _Bool igBeginChild_ID(ImGuiID id,const ImVec2 size,_Bool border,ImGuiWindowFlags flags);
extern void igEndChild(void);
extern _Bool igIsWindowAppearing(void);
extern _Bool igIsWindowCollapsed(void);
extern _Bool igIsWindowFocused(ImGuiFocusedFlags flags);
extern _Bool igIsWindowHovered(ImGuiHoveredFlags flags);
extern ImDrawList* igGetWindowDrawList(void);
extern float igGetWindowDpiScale(void);
extern void igGetWindowPos(ImVec2 *pOut);
extern void igGetWindowSize(ImVec2 *pOut);
extern float igGetWindowWidth(void);
extern float igGetWindowHeight(void);
extern ImGuiViewport* igGetWindowViewport(void);
extern void igSetNextWindowPos(const ImVec2 pos,ImGuiCond cond,const ImVec2 pivot);
extern void igSetNextWindowSize(const ImVec2 size,ImGuiCond cond);
extern void igSetNextWindowSizeConstraints(const ImVec2 size_min,const ImVec2 size_max,ImGuiSizeCallback custom_callback,void* custom_callback_data);
extern void igSetNextWindowContentSize(const ImVec2 size);
extern void igSetNextWindowCollapsed(_Bool collapsed,ImGuiCond cond);
extern void igSetNextWindowFocus(void);
extern void igSetNextWindowBgAlpha(float alpha);
extern void igSetNextWindowViewport(ImGuiID viewport_id);
extern void igSetWindowPos_Vec2(const ImVec2 pos,ImGuiCond cond);
extern void igSetWindowSize_Vec2(const ImVec2 size,ImGuiCond cond);
extern void igSetWindowCollapsed_Bool(_Bool collapsed,ImGuiCond cond);
extern void igSetWindowFocus_Nil(void);
extern void igSetWindowFontScale(float scale);
extern void igSetWindowPos_Str(const char* name,const ImVec2 pos,ImGuiCond cond);
extern void igSetWindowSize_Str(const char* name,const ImVec2 size,ImGuiCond cond);
extern void igSetWindowCollapsed_Str(const char* name,_Bool collapsed,ImGuiCond cond);
extern void igSetWindowFocus_Str(const char* name);
extern void igGetContentRegionAvail(ImVec2 *pOut);
extern void igGetContentRegionMax(ImVec2 *pOut);
extern void igGetWindowContentRegionMin(ImVec2 *pOut);
extern void igGetWindowContentRegionMax(ImVec2 *pOut);
extern float igGetWindowContentRegionWidth(void);
extern float igGetScrollX(void);
extern float igGetScrollY(void);
extern void igSetScrollX(float scroll_x);
extern void igSetScrollY(float scroll_y);
extern float igGetScrollMaxX(void);
extern float igGetScrollMaxY(void);
extern void igSetScrollHereX(float center_x_ratio);
extern void igSetScrollHereY(float center_y_ratio);
extern void igSetScrollFromPosX(float local_x,float center_x_ratio);
extern void igSetScrollFromPosY(float local_y,float center_y_ratio);
extern void igPushFont(ImFont* font);
extern void igPopFont(void);
extern void igPushStyleColor_U32(ImGuiCol idx,ImU32 col);
extern void igPushStyleColor_Vec4(ImGuiCol idx,const ImVec4 col);
extern void igPopStyleColor(int count);
extern void igPushStyleVar_Float(ImGuiStyleVar idx,float val);
extern void igPushStyleVar_Vec2(ImGuiStyleVar idx,const ImVec2 val);
extern void igPopStyleVar(int count);
extern void igPushAllowKeyboardFocus(_Bool allow_keyboard_focus);
extern void igPopAllowKeyboardFocus(void);
extern void igPushButtonRepeat(_Bool repeat);
extern void igPopButtonRepeat(void);
extern void igPushItemWidth(float item_width);
extern void igPopItemWidth(void);
extern void igSetNextItemWidth(float item_width);
extern float igCalcItemWidth(void);
extern void igPushTextWrapPos(float wrap_local_pos_x);
extern void igPopTextWrapPos(void);
extern ImFont* igGetFont(void);
extern float igGetFontSize(void);
extern void igGetFontTexUvWhitePixel(ImVec2 *pOut);
extern ImU32 igGetColorU32_Col(ImGuiCol idx,float alpha_mul);
extern ImU32 igGetColorU32_Vec4(const ImVec4 col);
extern ImU32 igGetColorU32_U32(ImU32 col);
extern const ImVec4* igGetStyleColorVec4(ImGuiCol idx);
extern void igSeparator(void);
extern void igSameLine(float offset_from_start_x,float spacing);
extern void igNewLine(void);
extern void igSpacing(void);
extern void igDummy(const ImVec2 size);
extern void igIndent(float indent_w);
extern void igUnindent(float indent_w);
extern void igBeginGroup(void);
extern void igEndGroup(void);
extern void igGetCursorPos(ImVec2 *pOut);
extern float igGetCursorPosX(void);
extern float igGetCursorPosY(void);
extern void igSetCursorPos(const ImVec2 local_pos);
extern void igSetCursorPosX(float local_x);
extern void igSetCursorPosY(float local_y);
extern void igGetCursorStartPos(ImVec2 *pOut);
extern void igGetCursorScreenPos(ImVec2 *pOut);
extern void igSetCursorScreenPos(const ImVec2 pos);
extern void igAlignTextToFramePadding(void);
extern float igGetTextLineHeight(void);
extern float igGetTextLineHeightWithSpacing(void);
extern float igGetFrameHeight(void);
extern float igGetFrameHeightWithSpacing(void);
extern void igPushID_Str(const char* str_id);
extern void igPushID_StrStr(const char* str_id_begin,const char* str_id_end);
extern void igPushID_Ptr(const void* ptr_id);
extern void igPushID_Int(int int_id);
extern void igPopID(void);
extern ImGuiID igGetID_Str(const char* str_id);
extern ImGuiID igGetID_StrStr(const char* str_id_begin,const char* str_id_end);
extern ImGuiID igGetID_Ptr(const void* ptr_id);
extern void igTextUnformatted(const char* text,const char* text_end);
extern void igText(const char* fmt,...);
extern void igTextV(const char* fmt,va_list args);
extern void igTextColored(const ImVec4 col,const char* fmt,...);
extern void igTextColoredV(const ImVec4 col,const char* fmt,va_list args);
extern void igTextDisabled(const char* fmt,...);
extern void igTextDisabledV(const char* fmt,va_list args);
extern void igTextWrapped(const char* fmt,...);
extern void igTextWrappedV(const char* fmt,va_list args);
extern void igLabelText(const char* label,const char* fmt,...);
extern void igLabelTextV(const char* label,const char* fmt,va_list args);
extern void igBulletText(const char* fmt,...);
extern void igBulletTextV(const char* fmt,va_list args);
extern _Bool igButton(const char* label,const ImVec2 size);
extern _Bool igSmallButton(const char* label);
extern _Bool igInvisibleButton(const char* str_id,const ImVec2 size,ImGuiButtonFlags flags);
extern _Bool igArrowButton(const char* str_id,ImGuiDir dir);
extern void igImage(ImTextureID user_texture_id,const ImVec2 size,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 tint_col,const ImVec4 border_col);
extern _Bool igImageButton(ImTextureID user_texture_id,const ImVec2 size,const ImVec2 uv0,const ImVec2 uv1,int frame_padding,const ImVec4 bg_col,const ImVec4 tint_col);
extern _Bool igCheckbox(const char* label,_Bool* v);
extern _Bool igCheckboxFlags_IntPtr(const char* label,int* flags,int flags_value);
extern _Bool igCheckboxFlags_UintPtr(const char* label,unsigned int* flags,unsigned int flags_value);
extern _Bool igRadioButton_Bool(const char* label,_Bool active);
extern _Bool igRadioButton_IntPtr(const char* label,int* v,int v_button);
extern void igProgressBar(float fraction,const ImVec2 size_arg,const char* overlay);
extern void igBullet(void);
extern _Bool igBeginCombo(const char* label,const char* preview_value,ImGuiComboFlags flags);
extern void igEndCombo(void);
extern _Bool igCombo_Str_arr(const char* label,int* current_item,const char* const items[],int items_count,int popup_max_height_in_items);
extern _Bool igCombo_Str(const char* label,int* current_item,const char* items_separated_by_zeros,int popup_max_height_in_items);
extern _Bool igCombo_FnBoolPtr(const char* label,int* current_item,_Bool(*items_getter)(void* data,int idx,const char** out_text),void* data,int items_count,int popup_max_height_in_items);
extern _Bool igDragFloat(const char* label,float* v,float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags);
extern _Bool igDragFloat2(const char* label,float v[2],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags);
extern _Bool igDragFloat3(const char* label,float v[3],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags);
extern _Bool igDragFloat4(const char* label,float v[4],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags);
extern _Bool igDragFloatRange2(const char* label,float* v_current_min,float* v_current_max,float v_speed,float v_min,float v_max,const char* format,const char* format_max,ImGuiSliderFlags flags);
extern _Bool igDragInt(const char* label,int* v,float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags);
extern _Bool igDragInt2(const char* label,int v[2],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags);
extern _Bool igDragInt3(const char* label,int v[3],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags);
extern _Bool igDragInt4(const char* label,int v[4],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags);
extern _Bool igDragIntRange2(const char* label,int* v_current_min,int* v_current_max,float v_speed,int v_min,int v_max,const char* format,const char* format_max,ImGuiSliderFlags flags);
extern _Bool igDragScalar(const char* label,ImGuiDataType data_type,void* p_data,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags);
extern _Bool igDragScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags);
extern _Bool igSliderFloat(const char* label,float* v,float v_min,float v_max,const char* format,ImGuiSliderFlags flags);
extern _Bool igSliderFloat2(const char* label,float v[2],float v_min,float v_max,const char* format,ImGuiSliderFlags flags);
extern _Bool igSliderFloat3(const char* label,float v[3],float v_min,float v_max,const char* format,ImGuiSliderFlags flags);
extern _Bool igSliderFloat4(const char* label,float v[4],float v_min,float v_max,const char* format,ImGuiSliderFlags flags);
extern _Bool igSliderAngle(const char* label,float* v_rad,float v_degrees_min,float v_degrees_max,const char* format,ImGuiSliderFlags flags);
extern _Bool igSliderInt(const char* label,int* v,int v_min,int v_max,const char* format,ImGuiSliderFlags flags);
extern _Bool igSliderInt2(const char* label,int v[2],int v_min,int v_max,const char* format,ImGuiSliderFlags flags);
extern _Bool igSliderInt3(const char* label,int v[3],int v_min,int v_max,const char* format,ImGuiSliderFlags flags);
extern _Bool igSliderInt4(const char* label,int v[4],int v_min,int v_max,const char* format,ImGuiSliderFlags flags);
extern _Bool igSliderScalar(const char* label,ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags);
extern _Bool igSliderScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags);
extern _Bool igVSliderFloat(const char* label,const ImVec2 size,float* v,float v_min,float v_max,const char* format,ImGuiSliderFlags flags);
extern _Bool igVSliderInt(const char* label,const ImVec2 size,int* v,int v_min,int v_max,const char* format,ImGuiSliderFlags flags);
extern _Bool igVSliderScalar(const char* label,const ImVec2 size,ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags);
extern _Bool igInputText(const char* label,char* buf,size_t buf_size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data);
extern _Bool igInputTextMultiline(const char* label,char* buf,size_t buf_size,const ImVec2 size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data);
extern _Bool igInputTextWithHint(const char* label,const char* hint,char* buf,size_t buf_size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data);
extern _Bool igInputFloat(const char* label,float* v,float step,float step_fast,const char* format,ImGuiInputTextFlags flags);
extern _Bool igInputFloat2(const char* label,float v[2],const char* format,ImGuiInputTextFlags flags);
extern _Bool igInputFloat3(const char* label,float v[3],const char* format,ImGuiInputTextFlags flags);
extern _Bool igInputFloat4(const char* label,float v[4],const char* format,ImGuiInputTextFlags flags);
extern _Bool igInputInt(const char* label,int* v,int step,int step_fast,ImGuiInputTextFlags flags);
extern _Bool igInputInt2(const char* label,int v[2],ImGuiInputTextFlags flags);
extern _Bool igInputInt3(const char* label,int v[3],ImGuiInputTextFlags flags);
extern _Bool igInputInt4(const char* label,int v[4],ImGuiInputTextFlags flags);
extern _Bool igInputDouble(const char* label,double* v,double step,double step_fast,const char* format,ImGuiInputTextFlags flags);
extern _Bool igInputScalar(const char* label,ImGuiDataType data_type,void* p_data,const void* p_step,const void* p_step_fast,const char* format,ImGuiInputTextFlags flags);
extern _Bool igInputScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,const void* p_step,const void* p_step_fast,const char* format,ImGuiInputTextFlags flags);
extern _Bool igColorEdit3(const char* label,float col[3],ImGuiColorEditFlags flags);
extern _Bool igColorEdit4(const char* label,float col[4],ImGuiColorEditFlags flags);
extern _Bool igColorPicker3(const char* label,float col[3],ImGuiColorEditFlags flags);
extern _Bool igColorPicker4(const char* label,float col[4],ImGuiColorEditFlags flags,const float* ref_col);
extern _Bool igColorButton(const char* desc_id,const ImVec4 col,ImGuiColorEditFlags flags,ImVec2 size);
extern void igSetColorEditOptions(ImGuiColorEditFlags flags);
extern _Bool igTreeNode_Str(const char* label);
extern _Bool igTreeNode_StrStr(const char* str_id,const char* fmt,...);
extern _Bool igTreeNode_Ptr(const void* ptr_id,const char* fmt,...);
extern _Bool igTreeNodeV_Str(const char* str_id,const char* fmt,va_list args);
extern _Bool igTreeNodeV_Ptr(const void* ptr_id,const char* fmt,va_list args);
extern _Bool igTreeNodeEx_Str(const char* label,ImGuiTreeNodeFlags flags);
extern _Bool igTreeNodeEx_StrStr(const char* str_id,ImGuiTreeNodeFlags flags,const char* fmt,...);
extern _Bool igTreeNodeEx_Ptr(const void* ptr_id,ImGuiTreeNodeFlags flags,const char* fmt,...);
extern _Bool igTreeNodeExV_Str(const char* str_id,ImGuiTreeNodeFlags flags,const char* fmt,va_list args);
extern _Bool igTreeNodeExV_Ptr(const void* ptr_id,ImGuiTreeNodeFlags flags,const char* fmt,va_list args);
extern void igTreePush_Str(const char* str_id);
extern void igTreePush_Ptr(const void* ptr_id);
extern void igTreePop(void);
extern float igGetTreeNodeToLabelSpacing(void);
extern _Bool igCollapsingHeader_TreeNodeFlags(const char* label,ImGuiTreeNodeFlags flags);
extern _Bool igCollapsingHeader_BoolPtr(const char* label,_Bool* p_visible,ImGuiTreeNodeFlags flags);
extern void igSetNextItemOpen(_Bool is_open,ImGuiCond cond);
extern _Bool igSelectable_Bool(const char* label,_Bool selected,ImGuiSelectableFlags flags,const ImVec2 size);
extern _Bool igSelectable_BoolPtr(const char* label,_Bool* p_selected,ImGuiSelectableFlags flags,const ImVec2 size);
extern _Bool igBeginListBox(const char* label,const ImVec2 size);
extern void igEndListBox(void);
extern _Bool igListBox_Str_arr(const char* label,int* current_item,const char* const items[],int items_count,int height_in_items);
extern _Bool igListBox_FnBoolPtr(const char* label,int* current_item,_Bool(*items_getter)(void* data,int idx,const char** out_text),void* data,int items_count,int height_in_items);
extern void igPlotLines_FloatPtr(const char* label,const float* values,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size,int stride);
extern void igPlotLines_FnFloatPtr(const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size);
extern void igPlotHistogram_FloatPtr(const char* label,const float* values,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size,int stride);
extern void igPlotHistogram_FnFloatPtr(const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size);
extern void igValue_Bool(const char* prefix,_Bool b);
extern void igValue_Int(const char* prefix,int v);
extern void igValue_Uint(const char* prefix,unsigned int v);
extern void igValue_Float(const char* prefix,float v,const char* float_format);
extern _Bool igBeginMenuBar(void);
extern void igEndMenuBar(void);
extern _Bool igBeginMainMenuBar(void);
extern void igEndMainMenuBar(void);
extern _Bool igBeginMenu(const char* label,_Bool enabled);
extern void igEndMenu(void);
extern _Bool igMenuItem_Bool(const char* label,const char* shortcut,_Bool selected,_Bool enabled);
extern _Bool igMenuItem_BoolPtr(const char* label,const char* shortcut,_Bool* p_selected,_Bool enabled);
extern void igBeginTooltip(void);
extern void igEndTooltip(void);
extern void igSetTooltip(const char* fmt,...);
extern void igSetTooltipV(const char* fmt,va_list args);
extern _Bool igBeginPopup(const char* str_id,ImGuiWindowFlags flags);
extern _Bool igBeginPopupModal(const char* name,_Bool* p_open,ImGuiWindowFlags flags);
extern void igEndPopup(void);
extern void igOpenPopup_Str(const char* str_id,ImGuiPopupFlags popup_flags);
extern void igOpenPopup_ID(ImGuiID id,ImGuiPopupFlags popup_flags);
extern void igOpenPopupOnItemClick(const char* str_id,ImGuiPopupFlags popup_flags);
extern void igCloseCurrentPopup(void);
extern _Bool igBeginPopupContextItem(const char* str_id,ImGuiPopupFlags popup_flags);
extern _Bool igBeginPopupContextWindow(const char* str_id,ImGuiPopupFlags popup_flags);
extern _Bool igBeginPopupContextVoid(const char* str_id,ImGuiPopupFlags popup_flags);
extern _Bool igIsPopupOpen(const char* str_id,ImGuiPopupFlags flags);
extern _Bool igBeginTable(const char* str_id,int column,ImGuiTableFlags flags,const ImVec2 outer_size,float inner_width);
extern void igEndTable(void);
extern void igTableNextRow(ImGuiTableRowFlags row_flags,float min_row_height);
extern _Bool igTableNextColumn(void);
extern _Bool igTableSetColumnIndex(int column_n);
extern void igTableSetupColumn(const char* label,ImGuiTableColumnFlags flags,float init_width_or_weight,ImGuiID user_id);
extern void igTableSetupScrollFreeze(int cols,int rows);
extern void igTableHeadersRow(void);
extern void igTableHeader(const char* label);
extern ImGuiTableSortSpecs* igTableGetSortSpecs(void);
extern int igTableGetColumnCount(void);
extern int igTableGetColumnIndex(void);
extern int igTableGetRowIndex(void);
extern const char* igTableGetColumnName(int column_n);
extern ImGuiTableColumnFlags igTableGetColumnFlags(int column_n);
extern void igTableSetColumnEnabled(int column_n,_Bool v);
extern void igTableSetBgColor(ImGuiTableBgTarget target,ImU32 color,int column_n);
extern void igColumns(int count,const char* id,_Bool border);
extern void igNextColumn(void);
extern int igGetColumnIndex(void);
extern float igGetColumnWidth(int column_index);
extern void igSetColumnWidth(int column_index,float width);
extern float igGetColumnOffset(int column_index);
extern void igSetColumnOffset(int column_index,float offset_x);
extern int igGetColumnsCount(void);
extern _Bool igBeginTabBar(const char* str_id,ImGuiTabBarFlags flags);
extern void igEndTabBar(void);
extern _Bool igBeginTabItem(const char* label,_Bool* p_open,ImGuiTabItemFlags flags);
extern void igEndTabItem(void);
extern _Bool igTabItemButton(const char* label,ImGuiTabItemFlags flags);
extern void igSetTabItemClosed(const char* tab_or_docked_window_label);
extern ImGuiID igDockSpace(ImGuiID id,const ImVec2 size,ImGuiDockNodeFlags flags,const ImGuiWindowClass* window_class);
extern ImGuiID igDockSpaceOverViewport(const ImGuiViewport* viewport,ImGuiDockNodeFlags flags,const ImGuiWindowClass* window_class);
extern void igSetNextWindowDockID(ImGuiID dock_id,ImGuiCond cond);
extern void igSetNextWindowClass(const ImGuiWindowClass* window_class);
extern ImGuiID igGetWindowDockID(void);
extern _Bool igIsWindowDocked(void);
extern void igLogToTTY(int auto_open_depth);
extern void igLogToFile(int auto_open_depth,const char* filename);
extern void igLogToClipboard(int auto_open_depth);
extern void igLogFinish(void);
extern void igLogButtons(void);
extern void igLogTextV(const char* fmt,va_list args);
extern _Bool igBeginDragDropSource(ImGuiDragDropFlags flags);
extern _Bool igSetDragDropPayload(const char* type,const void* data,size_t sz,ImGuiCond cond);
extern void igEndDragDropSource(void);
extern _Bool igBeginDragDropTarget(void);
extern const ImGuiPayload* igAcceptDragDropPayload(const char* type,ImGuiDragDropFlags flags);
extern void igEndDragDropTarget(void);
extern const ImGuiPayload* igGetDragDropPayload(void);
extern void igPushClipRect(const ImVec2 clip_rect_min,const ImVec2 clip_rect_max,_Bool intersect_with_current_clip_rect);
extern void igPopClipRect(void);
extern void igSetItemDefaultFocus(void);
extern void igSetKeyboardFocusHere(int offset);
extern _Bool igIsItemHovered(ImGuiHoveredFlags flags);
extern _Bool igIsItemActive(void);
extern _Bool igIsItemFocused(void);
extern _Bool igIsItemClicked(ImGuiMouseButton mouse_button);
extern _Bool igIsItemVisible(void);
extern _Bool igIsItemEdited(void);
extern _Bool igIsItemActivated(void);
extern _Bool igIsItemDeactivated(void);
extern _Bool igIsItemDeactivatedAfterEdit(void);
extern _Bool igIsItemToggledOpen(void);
extern _Bool igIsAnyItemHovered(void);
extern _Bool igIsAnyItemActive(void);
extern _Bool igIsAnyItemFocused(void);
extern void igGetItemRectMin(ImVec2 *pOut);
extern void igGetItemRectMax(ImVec2 *pOut);
extern void igGetItemRectSize(ImVec2 *pOut);
extern void igSetItemAllowOverlap(void);
extern ImGuiViewport* igGetMainViewport(void);
extern _Bool igIsRectVisible_Nil(const ImVec2 size);
extern _Bool igIsRectVisible_Vec2(const ImVec2 rect_min,const ImVec2 rect_max);
extern double igGetTime(void);
extern int igGetFrameCount(void);
extern ImDrawList* igGetBackgroundDrawList_Nil(void);
extern ImDrawList* igGetForegroundDrawList_Nil(void);
extern ImDrawList* igGetBackgroundDrawList_ViewportPtr(ImGuiViewport* viewport);
extern ImDrawList* igGetForegroundDrawList_ViewportPtr(ImGuiViewport* viewport);
extern ImDrawListSharedData* igGetDrawListSharedData(void);
extern const char* igGetStyleColorName(ImGuiCol idx);
extern void igSetStateStorage(ImGuiStorage* storage);
extern ImGuiStorage* igGetStateStorage(void);
extern void igCalcListClipping(int items_count,float items_height,int* out_items_display_start,int* out_items_display_end);
extern _Bool igBeginChildFrame(ImGuiID id,const ImVec2 size,ImGuiWindowFlags flags);
extern void igEndChildFrame(void);
extern void igCalcTextSize(ImVec2 *pOut,const char* text,const char* text_end,_Bool hide_text_after_double_hash,float wrap_width);
extern void igColorConvertU32ToFloat4(ImVec4 *pOut,ImU32 in);
extern ImU32 igColorConvertFloat4ToU32(const ImVec4 in);
extern void igColorConvertRGBtoHSV(float r,float g,float b,float* out_h,float* out_s,float* out_v);
extern void igColorConvertHSVtoRGB(float h,float s,float v,float* out_r,float* out_g,float* out_b);
extern int igGetKeyIndex(ImGuiKey imgui_key);
extern _Bool igIsKeyDown(int user_key_index);
extern _Bool igIsKeyPressed(int user_key_index,_Bool repeat);
extern _Bool igIsKeyReleased(int user_key_index);
extern int igGetKeyPressedAmount(int key_index,float repeat_delay,float rate);
extern void igCaptureKeyboardFromApp(_Bool want_capture_keyboard_value);
extern _Bool igIsMouseDown(ImGuiMouseButton button);
extern _Bool igIsMouseClicked(ImGuiMouseButton button,_Bool repeat);
extern _Bool igIsMouseReleased(ImGuiMouseButton button);
extern _Bool igIsMouseDoubleClicked(ImGuiMouseButton button);
extern _Bool igIsMouseHoveringRect(const ImVec2 r_min,const ImVec2 r_max,_Bool clip);
extern _Bool igIsMousePosValid(const ImVec2* mouse_pos);
extern _Bool igIsAnyMouseDown(void);
extern void igGetMousePos(ImVec2 *pOut);
extern void igGetMousePosOnOpeningCurrentPopup(ImVec2 *pOut);
extern _Bool igIsMouseDragging(ImGuiMouseButton button,float lock_threshold);
extern void igGetMouseDragDelta(ImVec2 *pOut,ImGuiMouseButton button,float lock_threshold);
extern void igResetMouseDragDelta(ImGuiMouseButton button);
extern ImGuiMouseCursor igGetMouseCursor(void);
extern void igSetMouseCursor(ImGuiMouseCursor cursor_type);
extern void igCaptureMouseFromApp(_Bool want_capture_mouse_value);
extern const char* igGetClipboardText(void);
extern void igSetClipboardText(const char* text);
extern void igLoadIniSettingsFromDisk(const char* ini_filename);
extern void igLoadIniSettingsFromMemory(const char* ini_data,size_t ini_size);
extern void igSaveIniSettingsToDisk(const char* ini_filename);
extern const char* igSaveIniSettingsToMemory(size_t* out_ini_size);
extern _Bool igDebugCheckVersionAndDataLayout(const char* version_str,size_t sz_io,size_t sz_style,size_t sz_vec2,size_t sz_vec4,size_t sz_drawvert,size_t sz_drawidx);
extern void igSetAllocatorFunctions(ImGuiMemAllocFunc alloc_func,ImGuiMemFreeFunc free_func,void* user_data);
extern void igGetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func,ImGuiMemFreeFunc* p_free_func,void** p_user_data);
extern void* igMemAlloc(size_t size);
extern void igMemFree(void* ptr);
extern ImGuiPlatformIO* igGetPlatformIO(void);
extern void igUpdatePlatformWindows(void);
extern void igRenderPlatformWindowsDefault(void* platform_render_arg,void* renderer_render_arg);
extern void igDestroyPlatformWindows(void);
extern ImGuiViewport* igFindViewportByID(ImGuiID id);
extern ImGuiViewport* igFindViewportByPlatformHandle(void* platform_handle);
extern ImGuiStyle* ImGuiStyle_ImGuiStyle(void);
extern void ImGuiStyle_destroy(ImGuiStyle* self);
extern void ImGuiStyle_ScaleAllSizes(ImGuiStyle* self,float scale_factor);
extern void ImGuiIO_AddInputCharacter(ImGuiIO* self,unsigned int c);
extern void ImGuiIO_AddInputCharacterUTF16(ImGuiIO* self,ImWchar16 c);
extern void ImGuiIO_AddInputCharactersUTF8(ImGuiIO* self,const char* str);
extern void ImGuiIO_ClearInputCharacters(ImGuiIO* self);
extern ImGuiIO* ImGuiIO_ImGuiIO(void);
extern void ImGuiIO_destroy(ImGuiIO* self);
extern ImGuiInputTextCallbackData* ImGuiInputTextCallbackData_ImGuiInputTextCallbackData(void);
extern void ImGuiInputTextCallbackData_destroy(ImGuiInputTextCallbackData* self);
extern void ImGuiInputTextCallbackData_DeleteChars(ImGuiInputTextCallbackData* self,int pos,int bytes_count);
extern void ImGuiInputTextCallbackData_InsertChars(ImGuiInputTextCallbackData* self,int pos,const char* text,const char* text_end);
extern void ImGuiInputTextCallbackData_SelectAll(ImGuiInputTextCallbackData* self);
extern void ImGuiInputTextCallbackData_ClearSelection(ImGuiInputTextCallbackData* self);
extern _Bool ImGuiInputTextCallbackData_HasSelection(ImGuiInputTextCallbackData* self);
extern ImGuiWindowClass* ImGuiWindowClass_ImGuiWindowClass(void);
extern void ImGuiWindowClass_destroy(ImGuiWindowClass* self);
extern ImGuiPayload* ImGuiPayload_ImGuiPayload(void);
extern void ImGuiPayload_destroy(ImGuiPayload* self);
extern void ImGuiPayload_Clear(ImGuiPayload* self);
extern _Bool ImGuiPayload_IsDataType(ImGuiPayload* self,const char* type);
extern _Bool ImGuiPayload_IsPreview(ImGuiPayload* self);
extern _Bool ImGuiPayload_IsDelivery(ImGuiPayload* self);
extern ImGuiTableColumnSortSpecs* ImGuiTableColumnSortSpecs_ImGuiTableColumnSortSpecs(void);
extern void ImGuiTableColumnSortSpecs_destroy(ImGuiTableColumnSortSpecs* self);
extern ImGuiTableSortSpecs* ImGuiTableSortSpecs_ImGuiTableSortSpecs(void);
extern void ImGuiTableSortSpecs_destroy(ImGuiTableSortSpecs* self);
extern ImGuiOnceUponAFrame* ImGuiOnceUponAFrame_ImGuiOnceUponAFrame(void);
extern void ImGuiOnceUponAFrame_destroy(ImGuiOnceUponAFrame* self);
extern ImGuiTextFilter* ImGuiTextFilter_ImGuiTextFilter(const char* default_filter);
extern void ImGuiTextFilter_destroy(ImGuiTextFilter* self);
extern _Bool ImGuiTextFilter_Draw(ImGuiTextFilter* self,const char* label,float width);
extern _Bool ImGuiTextFilter_PassFilter(ImGuiTextFilter* self,const char* text,const char* text_end);
extern void ImGuiTextFilter_Build(ImGuiTextFilter* self);
extern void ImGuiTextFilter_Clear(ImGuiTextFilter* self);
extern _Bool ImGuiTextFilter_IsActive(ImGuiTextFilter* self);
extern ImGuiTextRange* ImGuiTextRange_ImGuiTextRange_Nil(void);
extern void ImGuiTextRange_destroy(ImGuiTextRange* self);
extern ImGuiTextRange* ImGuiTextRange_ImGuiTextRange_Str(const char* _b,const char* _e);
extern _Bool ImGuiTextRange_empty(ImGuiTextRange* self);
extern void ImGuiTextRange_split(ImGuiTextRange* self,char separator,ImVector_ImGuiTextRange* out);
extern ImGuiTextBuffer* ImGuiTextBuffer_ImGuiTextBuffer(void);
extern void ImGuiTextBuffer_destroy(ImGuiTextBuffer* self);
extern const char* ImGuiTextBuffer_begin(ImGuiTextBuffer* self);
extern const char* ImGuiTextBuffer_end(ImGuiTextBuffer* self);
extern int ImGuiTextBuffer_size(ImGuiTextBuffer* self);
extern _Bool ImGuiTextBuffer_empty(ImGuiTextBuffer* self);
extern void ImGuiTextBuffer_clear(ImGuiTextBuffer* self);
extern void ImGuiTextBuffer_reserve(ImGuiTextBuffer* self,int capacity);
extern const char* ImGuiTextBuffer_c_str(ImGuiTextBuffer* self);
extern void ImGuiTextBuffer_append(ImGuiTextBuffer* self,const char* str,const char* str_end);
extern void ImGuiTextBuffer_appendfv(ImGuiTextBuffer* self,const char* fmt,va_list args);
extern ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Int(ImGuiID _key,int _val_i);
extern void ImGuiStoragePair_destroy(ImGuiStoragePair* self);
extern ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Float(ImGuiID _key,float _val_f);
extern ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Ptr(ImGuiID _key,void* _val_p);
extern void ImGuiStorage_Clear(ImGuiStorage* self);
extern int ImGuiStorage_GetInt(ImGuiStorage* self,ImGuiID key,int default_val);
extern void ImGuiStorage_SetInt(ImGuiStorage* self,ImGuiID key,int val);
extern _Bool ImGuiStorage_GetBool(ImGuiStorage* self,ImGuiID key,_Bool default_val);
extern void ImGuiStorage_SetBool(ImGuiStorage* self,ImGuiID key,_Bool val);
extern float ImGuiStorage_GetFloat(ImGuiStorage* self,ImGuiID key,float default_val);
extern void ImGuiStorage_SetFloat(ImGuiStorage* self,ImGuiID key,float val);
extern void* ImGuiStorage_GetVoidPtr(ImGuiStorage* self,ImGuiID key);
extern void ImGuiStorage_SetVoidPtr(ImGuiStorage* self,ImGuiID key,void* val);
extern int* ImGuiStorage_GetIntRef(ImGuiStorage* self,ImGuiID key,int default_val);
extern _Bool* ImGuiStorage_GetBoolRef(ImGuiStorage* self,ImGuiID key,_Bool default_val);
extern float* ImGuiStorage_GetFloatRef(ImGuiStorage* self,ImGuiID key,float default_val);
extern void** ImGuiStorage_GetVoidPtrRef(ImGuiStorage* self,ImGuiID key,void* default_val);
extern void ImGuiStorage_SetAllInt(ImGuiStorage* self,int val);
extern void ImGuiStorage_BuildSortByKey(ImGuiStorage* self);
extern ImGuiListClipper* ImGuiListClipper_ImGuiListClipper(void);
extern void ImGuiListClipper_destroy(ImGuiListClipper* self);
extern void ImGuiListClipper_Begin(ImGuiListClipper* self,int items_count,float items_height);
extern void ImGuiListClipper_End(ImGuiListClipper* self);
extern _Bool ImGuiListClipper_Step(ImGuiListClipper* self);
extern ImColor* ImColor_ImColor_Nil(void);
extern void ImColor_destroy(ImColor* self);
extern ImColor* ImColor_ImColor_Int(int r,int g,int b,int a);
extern ImColor* ImColor_ImColor_U32(ImU32 rgba);
extern ImColor* ImColor_ImColor_Float(float r,float g,float b,float a);
extern ImColor* ImColor_ImColor_Vec4(const ImVec4 col);
extern void ImColor_SetHSV(ImColor* self,float h,float s,float v,float a);
extern void ImColor_HSV(ImColor *pOut,float h,float s,float v,float a);
extern ImDrawCmd* ImDrawCmd_ImDrawCmd(void);
extern void ImDrawCmd_destroy(ImDrawCmd* self);
extern ImTextureID ImDrawCmd_GetTexID(ImDrawCmd* self);
extern ImDrawListSplitter* ImDrawListSplitter_ImDrawListSplitter(void);
extern void ImDrawListSplitter_destroy(ImDrawListSplitter* self);
extern void ImDrawListSplitter_Clear(ImDrawListSplitter* self);
extern void ImDrawListSplitter_ClearFreeMemory(ImDrawListSplitter* self);
extern void ImDrawListSplitter_Split(ImDrawListSplitter* self,ImDrawList* draw_list,int count);
extern void ImDrawListSplitter_Merge(ImDrawListSplitter* self,ImDrawList* draw_list);
extern void ImDrawListSplitter_SetCurrentChannel(ImDrawListSplitter* self,ImDrawList* draw_list,int channel_idx);
extern ImDrawList* ImDrawList_ImDrawList(const ImDrawListSharedData* shared_data);
extern void ImDrawList_destroy(ImDrawList* self);
extern void ImDrawList_PushClipRect(ImDrawList* self,ImVec2 clip_rect_min,ImVec2 clip_rect_max,_Bool intersect_with_current_clip_rect);
extern void ImDrawList_PushClipRectFullScreen(ImDrawList* self);
extern void ImDrawList_PopClipRect(ImDrawList* self);
extern void ImDrawList_PushTextureID(ImDrawList* self,ImTextureID texture_id);
extern void ImDrawList_PopTextureID(ImDrawList* self);
extern void ImDrawList_GetClipRectMin(ImVec2 *pOut,ImDrawList* self);
extern void ImDrawList_GetClipRectMax(ImVec2 *pOut,ImDrawList* self);
extern void ImDrawList_AddLine(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,ImU32 col,float thickness);
extern void ImDrawList_AddRect(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col,float rounding,ImDrawFlags flags,float thickness);
extern void ImDrawList_AddRectFilled(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col,float rounding,ImDrawFlags flags);
extern void ImDrawList_AddRectFilledMultiColor(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col_upr_left,ImU32 col_upr_right,ImU32 col_bot_right,ImU32 col_bot_left);
extern void ImDrawList_AddQuad(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col,float thickness);
extern void ImDrawList_AddQuadFilled(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col);
extern void ImDrawList_AddTriangle(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col,float thickness);
extern void ImDrawList_AddTriangleFilled(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col);
extern void ImDrawList_AddCircle(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments,float thickness);
extern void ImDrawList_AddCircleFilled(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments);
extern void ImDrawList_AddNgon(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments,float thickness);
extern void ImDrawList_AddNgonFilled(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments);
extern void ImDrawList_AddText_Vec2(ImDrawList* self,const ImVec2 pos,ImU32 col,const char* text_begin,const char* text_end);
extern void ImDrawList_AddText_FontPtr(ImDrawList* self,const ImFont* font,float font_size,const ImVec2 pos,ImU32 col,const char* text_begin,const char* text_end,float wrap_width,const ImVec4* cpu_fine_clip_rect);
extern void ImDrawList_AddPolyline(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col,ImDrawFlags flags,float thickness);
extern void ImDrawList_AddConvexPolyFilled(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col);
extern void ImDrawList_AddBezierCubic(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col,float thickness,int num_segments);
extern void ImDrawList_AddBezierQuadratic(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col,float thickness,int num_segments);
extern void ImDrawList_AddImage(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p_min,const ImVec2 p_max,const ImVec2 uv_min,const ImVec2 uv_max,ImU32 col);
extern void ImDrawList_AddImageQuad(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 uv1,const ImVec2 uv2,const ImVec2 uv3,const ImVec2 uv4,ImU32 col);
extern void ImDrawList_AddImageRounded(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p_min,const ImVec2 p_max,const ImVec2 uv_min,const ImVec2 uv_max,ImU32 col,float rounding,ImDrawFlags flags);
extern void ImDrawList_PathClear(ImDrawList* self);
extern void ImDrawList_PathLineTo(ImDrawList* self,const ImVec2 pos);
extern void ImDrawList_PathLineToMergeDuplicate(ImDrawList* self,const ImVec2 pos);
extern void ImDrawList_PathFillConvex(ImDrawList* self,ImU32 col);
extern void ImDrawList_PathStroke(ImDrawList* self,ImU32 col,ImDrawFlags flags,float thickness);
extern void ImDrawList_PathArcTo(ImDrawList* self,const ImVec2 center,float radius,float a_min,float a_max,int num_segments);
extern void ImDrawList_PathArcToFast(ImDrawList* self,const ImVec2 center,float radius,int a_min_of_12,int a_max_of_12);
extern void ImDrawList_PathBezierCubicCurveTo(ImDrawList* self,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,int num_segments);
extern void ImDrawList_PathBezierQuadraticCurveTo(ImDrawList* self,const ImVec2 p2,const ImVec2 p3,int num_segments);
extern void ImDrawList_PathRect(ImDrawList* self,const ImVec2 rect_min,const ImVec2 rect_max,float rounding,ImDrawFlags flags);
extern void ImDrawList_AddCallback(ImDrawList* self,ImDrawCallback callback,void* callback_data);
extern void ImDrawList_AddDrawCmd(ImDrawList* self);
extern ImDrawList* ImDrawList_CloneOutput(ImDrawList* self);
extern void ImDrawList_ChannelsSplit(ImDrawList* self,int count);
extern void ImDrawList_ChannelsMerge(ImDrawList* self);
extern void ImDrawList_ChannelsSetCurrent(ImDrawList* self,int n);
extern void ImDrawList_PrimReserve(ImDrawList* self,int idx_count,int vtx_count);
extern void ImDrawList_PrimUnreserve(ImDrawList* self,int idx_count,int vtx_count);
extern void ImDrawList_PrimRect(ImDrawList* self,const ImVec2 a,const ImVec2 b,ImU32 col);
extern void ImDrawList_PrimRectUV(ImDrawList* self,const ImVec2 a,const ImVec2 b,const ImVec2 uv_a,const ImVec2 uv_b,ImU32 col);
extern void ImDrawList_PrimQuadUV(ImDrawList* self,const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 d,const ImVec2 uv_a,const ImVec2 uv_b,const ImVec2 uv_c,const ImVec2 uv_d,ImU32 col);
extern void ImDrawList_PrimWriteVtx(ImDrawList* self,const ImVec2 pos,const ImVec2 uv,ImU32 col);
extern void ImDrawList_PrimWriteIdx(ImDrawList* self,ImDrawIdx idx);
extern void ImDrawList_PrimVtx(ImDrawList* self,const ImVec2 pos,const ImVec2 uv,ImU32 col);
extern void ImDrawList__ResetForNewFrame(ImDrawList* self);
extern void ImDrawList__ClearFreeMemory(ImDrawList* self);
extern void ImDrawList__PopUnusedDrawCmd(ImDrawList* self);
extern void ImDrawList__OnChangedClipRect(ImDrawList* self);
extern void ImDrawList__OnChangedTextureID(ImDrawList* self);
extern void ImDrawList__OnChangedVtxOffset(ImDrawList* self);
extern int ImDrawList__CalcCircleAutoSegmentCount(ImDrawList* self,float radius);
extern void ImDrawList__PathArcToFastEx(ImDrawList* self,const ImVec2 center,float radius,int a_min_sample,int a_max_sample,int a_step);
extern void ImDrawList__PathArcToN(ImDrawList* self,const ImVec2 center,float radius,float a_min,float a_max,int num_segments);
extern ImDrawData* ImDrawData_ImDrawData(void);
extern void ImDrawData_destroy(ImDrawData* self);
extern void ImDrawData_Clear(ImDrawData* self);
extern void ImDrawData_DeIndexAllBuffers(ImDrawData* self);
extern void ImDrawData_ScaleClipRects(ImDrawData* self,const ImVec2 fb_scale);
extern ImFontConfig* ImFontConfig_ImFontConfig(void);
extern void ImFontConfig_destroy(ImFontConfig* self);
extern ImFontGlyphRangesBuilder* ImFontGlyphRangesBuilder_ImFontGlyphRangesBuilder(void);
extern void ImFontGlyphRangesBuilder_destroy(ImFontGlyphRangesBuilder* self);
extern void ImFontGlyphRangesBuilder_Clear(ImFontGlyphRangesBuilder* self);
extern _Bool ImFontGlyphRangesBuilder_GetBit(ImFontGlyphRangesBuilder* self,size_t n);
extern void ImFontGlyphRangesBuilder_SetBit(ImFontGlyphRangesBuilder* self,size_t n);
extern void ImFontGlyphRangesBuilder_AddChar(ImFontGlyphRangesBuilder* self,ImWchar c);
extern void ImFontGlyphRangesBuilder_AddText(ImFontGlyphRangesBuilder* self,const char* text,const char* text_end);
extern void ImFontGlyphRangesBuilder_AddRanges(ImFontGlyphRangesBuilder* self,const ImWchar* ranges);
extern void ImFontGlyphRangesBuilder_BuildRanges(ImFontGlyphRangesBuilder* self,ImVector_ImWchar* out_ranges);
extern ImFontAtlasCustomRect* ImFontAtlasCustomRect_ImFontAtlasCustomRect(void);
extern void ImFontAtlasCustomRect_destroy(ImFontAtlasCustomRect* self);
extern _Bool ImFontAtlasCustomRect_IsPacked(ImFontAtlasCustomRect* self);
extern ImFontAtlas* ImFontAtlas_ImFontAtlas(void);
extern void ImFontAtlas_destroy(ImFontAtlas* self);
extern ImFont* ImFontAtlas_AddFont(ImFontAtlas* self,const ImFontConfig* font_cfg);
extern ImFont* ImFontAtlas_AddFontDefault(ImFontAtlas* self,const ImFontConfig* font_cfg);
extern ImFont* ImFontAtlas_AddFontFromFileTTF(ImFontAtlas* self,const char* filename,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges);
extern ImFont* ImFontAtlas_AddFontFromMemoryTTF(ImFontAtlas* self,void* font_data,int font_size,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges);
extern ImFont* ImFontAtlas_AddFontFromMemoryCompressedTTF(ImFontAtlas* self,const void* compressed_font_data,int compressed_font_size,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges);
extern ImFont* ImFontAtlas_AddFontFromMemoryCompressedBase85TTF(ImFontAtlas* self,const char* compressed_font_data_base85,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges);
extern void ImFontAtlas_ClearInputData(ImFontAtlas* self);
extern void ImFontAtlas_ClearTexData(ImFontAtlas* self);
extern void ImFontAtlas_ClearFonts(ImFontAtlas* self);
extern void ImFontAtlas_Clear(ImFontAtlas* self);
extern _Bool ImFontAtlas_Build(ImFontAtlas* self);
extern void ImFontAtlas_GetTexDataAsAlpha8(ImFontAtlas* self,unsigned char** out_pixels,int* out_width,int* out_height,int* out_bytes_per_pixel);
extern void ImFontAtlas_GetTexDataAsRGBA32(ImFontAtlas* self,unsigned char** out_pixels,int* out_width,int* out_height,int* out_bytes_per_pixel);
extern _Bool ImFontAtlas_IsBuilt(ImFontAtlas* self);
extern void ImFontAtlas_SetTexID(ImFontAtlas* self,ImTextureID id);
extern const ImWchar* ImFontAtlas_GetGlyphRangesDefault(ImFontAtlas* self);
extern const ImWchar* ImFontAtlas_GetGlyphRangesKorean(ImFontAtlas* self);
extern const ImWchar* ImFontAtlas_GetGlyphRangesJapanese(ImFontAtlas* self);
extern const ImWchar* ImFontAtlas_GetGlyphRangesChineseFull(ImFontAtlas* self);
extern const ImWchar* ImFontAtlas_GetGlyphRangesChineseSimplifiedCommon(ImFontAtlas* self);
extern const ImWchar* ImFontAtlas_GetGlyphRangesCyrillic(ImFontAtlas* self);
extern const ImWchar* ImFontAtlas_GetGlyphRangesThai(ImFontAtlas* self);
extern const ImWchar* ImFontAtlas_GetGlyphRangesVietnamese(ImFontAtlas* self);
extern int ImFontAtlas_AddCustomRectRegular(ImFontAtlas* self,int width,int height);
extern int ImFontAtlas_AddCustomRectFontGlyph(ImFontAtlas* self,ImFont* font,ImWchar id,int width,int height,float advance_x,const ImVec2 offset);
extern ImFontAtlasCustomRect* ImFontAtlas_GetCustomRectByIndex(ImFontAtlas* self,int index);
extern void ImFontAtlas_CalcCustomRectUV(ImFontAtlas* self,const ImFontAtlasCustomRect* rect,ImVec2* out_uv_min,ImVec2* out_uv_max);
extern _Bool ImFontAtlas_GetMouseCursorTexData(ImFontAtlas* self,ImGuiMouseCursor cursor,ImVec2* out_offset,ImVec2* out_size,ImVec2 out_uv_border[2],ImVec2 out_uv_fill[2]);
extern ImFont* ImFont_ImFont(void);
extern void ImFont_destroy(ImFont* self);
extern const ImFontGlyph* ImFont_FindGlyph(ImFont* self,ImWchar c);
extern const ImFontGlyph* ImFont_FindGlyphNoFallback(ImFont* self,ImWchar c);
extern float ImFont_GetCharAdvance(ImFont* self,ImWchar c);
extern _Bool ImFont_IsLoaded(ImFont* self);
extern const char* ImFont_GetDebugName(ImFont* self);
extern void ImFont_CalcTextSizeA(ImVec2 *pOut,ImFont* self,float size,float max_width,float wrap_width,const char* text_begin,const char* text_end,const char** remaining);
extern const char* ImFont_CalcWordWrapPositionA(ImFont* self,float scale,const char* text,const char* text_end,float wrap_width);
extern void ImFont_RenderChar(ImFont* self,ImDrawList* draw_list,float size,ImVec2 pos,ImU32 col,ImWchar c);
extern void ImFont_RenderText(ImFont* self,ImDrawList* draw_list,float size,ImVec2 pos,ImU32 col,const ImVec4 clip_rect,const char* text_begin,const char* text_end,float wrap_width,_Bool cpu_fine_clip);
extern void ImFont_BuildLookupTable(ImFont* self);
extern void ImFont_ClearOutputData(ImFont* self);
extern void ImFont_GrowIndex(ImFont* self,int new_size);
extern void ImFont_AddGlyph(ImFont* self,const ImFontConfig* src_cfg,ImWchar c,float x0,float y0,float x1,float y1,float u0,float v0,float u1,float v1,float advance_x);
extern void ImFont_AddRemapChar(ImFont* self,ImWchar dst,ImWchar src,_Bool overwrite_dst);
extern void ImFont_SetGlyphVisible(ImFont* self,ImWchar c,_Bool visible);
extern void ImFont_SetFallbackChar(ImFont* self,ImWchar c);
extern _Bool ImFont_IsGlyphRangeUnused(ImFont* self,unsigned int c_begin,unsigned int c_last);
extern ImGuiViewport* ImGuiViewport_ImGuiViewport(void);
extern void ImGuiViewport_destroy(ImGuiViewport* self);
extern void ImGuiViewport_GetCenter(ImVec2 *pOut,ImGuiViewport* self);
extern void ImGuiViewport_GetWorkCenter(ImVec2 *pOut,ImGuiViewport* self);
extern ImGuiPlatformIO* ImGuiPlatformIO_ImGuiPlatformIO(void);
extern void ImGuiPlatformIO_destroy(ImGuiPlatformIO* self);
extern ImGuiPlatformMonitor* ImGuiPlatformMonitor_ImGuiPlatformMonitor(void);
extern void ImGuiPlatformMonitor_destroy(ImGuiPlatformMonitor* self);
extern void igLogText(const char *fmt, ...);
extern void ImGuiTextBuffer_appendf(struct ImGuiTextBuffer *buffer, const char *fmt, ...);
extern float igGET_FLT_MAX();
extern float igGET_FLT_MIN();
extern ImVector_ImWchar* ImVector_ImWchar_create();
extern void ImVector_ImWchar_destroy(ImVector_ImWchar* self);
extern void ImVector_ImWchar_Init(ImVector_ImWchar* p);
extern void ImVector_ImWchar_UnInit(ImVector_ImWchar* p);
]]
|
--[[
Name: "sv_player.lua".
Product: "nexus".
--]]
nexus.player = {};
nexus.player.property = {};
nexus.player.sharedVars = {};
-- A function to get whether a player is noclipping.
function nexus.player.IsNoClipping(player)
if ( player:GetMoveType() == MOVETYPE_NOCLIP
and !player:InVehicle() ) then
return true;
end;
end;
-- A function to get whether a player is an admin.
function nexus.player.IsAdmin(player)
if ( nexus.player.HasFlags(player, "o") ) then
return true;
end;
end;
-- A function to get whether a player can hear another player.
function nexus.player.CanHearPlayer(player, target, allowance)
if ( nexus.config.Get("messages_must_see_player"):Get() ) then
return nexus.player.CanSeePlayer(player, target, (allowance or 0.5), true);
else
return true;
end;
end;
-- A functon to get all property.
function nexus.player.GetAllProperty()
return nexus.player.property;
end;
-- A function to register a player's shared variable.
function nexus.player.RegisterSharedVar(name, class, playerOnly)
nexus.player.sharedVars[name] = {
playerOnly = playerOnly,
class = class,
name = name
};
end;
-- A function to set a player's action.
function nexus.player.SetAction(player, action, duration, priority, Callback)
local currentAction = nexus.player.GetAction(player);
if (type(action) != "string" or action == "") then
NEXUS:DestroyTimer( "Action: "..player:UniqueID() );
player:SetSharedVar("sh_StartActionTime", 0);
player:SetSharedVar("sh_ActionDuration", 0);
player:SetSharedVar("sh_Action", "");
return;
elseif (duration == false or duration == 0) then
if (currentAction == action) then
return nexus.player.SetAction(player, false);
else
return false;
end;
end;
if (player.action) then
if ( ( priority and priority > player.action[2] ) or currentAction == ""
or action == player.action[1] ) then
player.action = nil;
end;
end;
if (!player.action) then
local curTime = CurTime();
player:SetSharedVar("sh_StartActionTime", curTime);
player:SetSharedVar("sh_ActionDuration", duration);
player:SetSharedVar("sh_Action", action);
if (priority) then
player.action = {action, priority};
else
player.action = nil;
end;
NEXUS:CreateTimer("Action: "..player:UniqueID(), duration, 1, function()
if (Callback) then
Callback();
end;
end);
end;
end;
-- A function to set the player's character menu state.
function nexus.player.SetCharacterMenuState(player, state)
NEXUS:StartDataStream(player, "CharacterMenu", state);
end;
-- A function to get a player's action.
function nexus.player.GetAction(player, percentage)
local startActionTime = player:GetSharedVar("sh_StartActionTime");
local actionDuration = player:GetSharedVar("sh_ActionDuration");
local curTime = CurTime();
local action = player:GetSharedVar("sh_Action");
if (CurTime() < startActionTime + actionDuration) then
if (percentage) then
return action, (100 / actionDuration) * (actionDuration - ( (startActionTime + actionDuration) - curTime) );
else
return action, actionDuration, startActionTime;
end;
else
return "", 0, 0;
end;
end;
-- A function to run a nexus command on a player.
function nexus.player.RunNexusCommand(player, command, ...)
return nexus.command.ConsoleCommand( player, "nx", {command, ...} );
end;
-- A function to get a player's wages name.
function nexus.player.GetWagesName(player)
return nexus.class.Query( player:Team(), "wagesName", nexus.config.Get("wages_name"):Get() );
end;
-- A function to get whether a player can see an NPC.
function nexus.player.CanSeeNPC(player, target, allowance, ignoreEnts)
if (player:GetEyeTraceNoCursor().Entity == target) then
return true;
else
local trace = {};
trace.mask = CONTENTS_SOLID + CONTENTS_MOVEABLE + CONTENTS_OPAQUE + CONTENTS_DEBRIS + CONTENTS_HITBOX + CONTENTS_MONSTER;
trace.start = player:GetShootPos();
trace.endpos = target:GetShootPos();
trace.filter = {player, target};
if (ignoreEnts) then
if (type(ignoreEnts) == "table") then
table.Add(trace.filter, ignoreEnts);
else
table.Add( trace.filter, ents.GetAll() );
end;
end;
trace = util.TraceLine(trace);
if ( trace.Fraction >= (allowance or 0.75) ) then
return true;
end;
end;
end;
-- A function to get whether a player can see a player.
function nexus.player.CanSeePlayer(player, target, allowance, ignoreEnts)
if (player:GetEyeTraceNoCursor().Entity == target) then
return true;
elseif (target:GetEyeTraceNoCursor().Entity == player) then
return true;
else
local trace = {};
trace.mask = CONTENTS_SOLID + CONTENTS_MOVEABLE + CONTENTS_OPAQUE + CONTENTS_DEBRIS + CONTENTS_HITBOX + CONTENTS_MONSTER;
trace.start = player:GetShootPos();
trace.endpos = target:GetShootPos();
trace.filter = {player, target};
if (ignoreEnts) then
if (type(ignoreEnts) == "table") then
table.Add(trace.filter, ignoreEnts);
else
table.Add( trace.filter, ents.GetAll() );
end;
end;
trace = util.TraceLine(trace);
if ( trace.Fraction >= (allowance or 0.75) ) then
return true;
end;
end;
end;
-- A function to get whether a player can see an entity.
function nexus.player.CanSeeEntity(player, target, allowance, ignoreEnts)
if (player:GetEyeTraceNoCursor().Entity == target) then
return true;
else
local trace = {};
trace.mask = CONTENTS_SOLID + CONTENTS_MOVEABLE + CONTENTS_OPAQUE + CONTENTS_DEBRIS + CONTENTS_HITBOX + CONTENTS_MONSTER;
trace.start = player:GetShootPos();
trace.endpos = target:LocalToWorld( target:OBBCenter() );
trace.filter = {player, target};
if (ignoreEnts) then
if (type(ignoreEnts) == "table") then
table.Add(trace.filter, ignoreEnts);
else
table.Add( trace.filter, ents.GetAll() );
end;
end;
trace = util.TraceLine(trace);
if ( trace.Fraction >= (allowance or 0.75) ) then
return true;
end;
end;
end;
-- A function to get whether a player can see a position.
function nexus.player.CanSeePosition(player, position, allowance, ignoreEnts)
local trace = {};
trace.mask = CONTENTS_SOLID + CONTENTS_MOVEABLE + CONTENTS_OPAQUE + CONTENTS_DEBRIS + CONTENTS_HITBOX + CONTENTS_MONSTER;
trace.start = player:GetShootPos();
trace.endpos = position;
trace.filter = {player};
if (ignoreEnts) then
if (type(ignoreEnts) == "table") then
table.Add(trace.filter, ignoreEnts);
else
table.Add( trace.filter, ents.GetAll() );
end;
end;
trace = util.TraceLine(trace);
if ( trace.Fraction >= (allowance or 0.75) ) then
return true;
end;
end;
-- A function to update whether a player's weapon is raised.
function nexus.player.UpdateWeaponRaised(player)
local raised = nexus.player.GetWeaponRaised(player);
local weapon = player:GetActiveWeapon();
player:SetSharedVar("sh_WeaponRaised", raised);
if ( IsValid(weapon) ) then
NEXUS:HandleWeaponFireDelay( player, raised, weapon, CurTime() );
end;
end;
-- A function to get whether a player's weapon is raised.
function nexus.player.GetWeaponRaised(player, getCached)
if ( !nexus.config.Get("raised_weapon_system"):Get() ) then
return true;
end;
if (getCached) then
return player:GetSharedVar("sh_WeaponRaised");
end;
local weapon = player:GetActiveWeapon();
if ( IsValid(weapon) ) then
if (!weapon.NeverRaised) then
if (weapon.GetRaised) then
local raised = weapon:GetRaised();
if (raised != nil) then
return raised;
end;
end;
local class = weapon:GetClass();
if (class != "weapon_physgun" and class != "weapon_physcannon" and class != "gmod_tool") then
return nexus.mount.Call("GetPlayerWeaponRaised", player, class, weapon);
else
return true;
end;
end;
end;
return false;
end;
-- A function to toggle whether a player's weapon is raised.
function nexus.player.ToggleWeaponRaised(player)
nexus.player.SetWeaponRaised(player, !player.toggleWeaponRaised);
end;
-- A function to set whether a player's weapon is raised.
function nexus.player.SetWeaponRaised(player, raised)
local weapon = player:GetActiveWeapon();
if ( IsValid(weapon) ) then
if (type(raised) == "number") then
player.autoWeaponRaised = weapon:GetClass();
player:UpdateWeaponRaised();
NEXUS:CreateTimer("Auto Weapon Raised: "..player:UniqueID(), raised, 1, function()
if ( IsValid(player) ) then
player.autoWeaponRaised = nil;
player:UpdateWeaponRaised();
end;
end);
elseif (raised) then
if (!player.toggleWeaponRaised) then
if (weapon.OnRaised) then
weapon:OnRaised();
end;
end;
player.toggleWeaponRaised = weapon:GetClass();
player.autoWeaponRaised = nil;
player:UpdateWeaponRaised();
else
if (player.toggleWeaponRaised) then
if (weapon.OnLowered) then
weapon:OnLowered();
end;
end;
player.toggleWeaponRaised = nil;
player.autoWeaponRaised = nil;
player:UpdateWeaponRaised();
end;
end;
end;
-- A function to setup a player's remove property delays.
function nexus.player.SetupRemovePropertyDelays(player)
local uniqueID = player:UniqueID();
local key = player:QueryCharacter("key");
for k, v in pairs( nexus.player.GetAllProperty() ) do
local removeDelay = nexus.entity.QueryProperty(v, "removeDelay");
if (IsValid(v) and removeDelay) then
if ( uniqueID == nexus.entity.QueryProperty(v, "uniqueID") ) then
if ( key == nexus.entity.QueryProperty(v, "key") ) then
NEXUS:CreateTimer("Remove Delay: "..v:EntIndex(), removeDelay, 1, function(entity)
if ( IsValid(entity) ) then
entity:Remove();
end;
end, v);
end;
end;
end;
end;
end;
-- A function to disable a player's property.
function nexus.player.DisableProperty(player)
local uniqueID = player:UniqueID();
for k, v in pairs( nexus.player.GetAllProperty() ) do
if ( IsValid(v) and uniqueID == nexus.entity.QueryProperty(v, "uniqueID") ) then
nexus.entity.SetPropertyVar(v, "owner", NULL);
if ( nexus.entity.QueryProperty(v, "networked") ) then
v:SetNetworkedEntity("sh_Owner", NULL);
end;
if (v.SetPlayer) then
v:SetVar("Founder", NULL);
v:SetVar("FounderIndex", 0);
v:SetNetworkedString("FounderName", "");
end;
end;
end;
end;
-- A function to give property to a player.
function nexus.player.GiveProperty(player, entity, networked, removeDelay)
NEXUS:DestroyTimer( "Remove Delay: "..entity:EntIndex() );
nexus.entity.ClearProperty(entity);
entity.property = {
key = player:QueryCharacter("key"),
owner = player,
owned = true,
uniqueID = player:UniqueID(),
networked = networked,
removeDelay = removeDelay
};
if ( IsValid(player) ) then
if (entity.SetPlayer) then
entity:SetPlayer(player);
end;
if (networked) then
entity:SetNetworkedEntity("sh_Owner", player);
end;
end;
entity:SetNetworkedBool("sh_Owned", true);
nexus.player.GetAllProperty()[ entity:EntIndex() ] = entity;
nexus.mount.Call("PlayerPropertyGiven", player, entity, networked, removeDelay);
end;
-- A function to give property to an offline player.
function nexus.player.GivePropertyOffline(key, uniqueID, entity, networked, removeDelay)
nexus.entity.ClearProperty(entity);
if (key and uniqueID) then
local propertyUniqueID = nexus.entity.QueryProperty(entity, "uniqueID");
local owner = player.GetByUniqueID(uniqueID);
if (owner) then
if (owner:QueryCharacter("key") != key) then
owner = nil;
else
nexus.player.GiveProperty(owner, entity, networked, removeDelay);
return;
end;
end;
if (propertyUniqueID) then
NEXUS:DestroyTimer("Remove Delay: "..entity:EntIndex().." "..propertyUniqueID);
end;
entity.property = {
key = key,
owner = owner,
owned = true,
uniqueID = uniqueID,
networked = networked,
removeDelay = removeDelay
};
if ( IsValid(entity.property.owner) ) then
if (entity.SetPlayer) then
entity:SetPlayer(entity.property.owner);
end;
if (networked) then
entity:SetNetworkedEntity("sh_Owner", entity.property.owner);
end;
end;
entity:SetNetworkedBool("sh_Owned", true);
nexus.player.GetAllProperty()[ entity:EntIndex() ] = entity;
nexus.mount.Call("PlayerPropertyGivenOffline", key, uniqueID, entity, networked, removeDelay);
end;
end;
-- A function to take property from an offline player.
function nexus.player.TakePropertyOffline(key, uniqueID, entity)
if (key and uniqueID) then
local owner = player.GetByUniqueID(uniqueID);
if (owner and owner:QueryCharacter("key") == key) then
nexus.player.TakeProperty(owner, entity);
return;
end;
if (nexus.entity.QueryProperty(entity, "uniqueID") == uniqueID) then
if (nexus.entity.QueryProperty(entity, "key") == key) then
entity.property = nil;
entity:SetNetworkedEntity("sh_Owner", NULL);
entity:SetNetworkedBool("sh_Owned", false);
if (entity.SetPlayer) then
entity:SetVar("Founder", nil);
entity:SetVar("FounderIndex", nil);
entity:SetNetworkedString("FounderName", "");
end;
nexus.player.GetAllProperty()[ entity:EntIndex() ] = nil;
nexus.mount.Call("PlayerPropertyTakenOffline", key, uniqueID, entity);
end;
end;
end;
end;
-- A function to take property from a player.
function nexus.player.TakeProperty(player, entity)
if (nexus.entity.GetOwner(entity) == player) then
entity.property = nil;
entity:SetNetworkedEntity("sh_Owner", NULL);
entity:SetNetworkedBool("sh_Owned", false);
if (entity.SetPlayer) then
entity:SetVar("Founder", nil);
entity:SetVar("FounderIndex", nil);
entity:SetNetworkedString("FounderName", "");
end;
nexus.player.GetAllProperty()[ entity:EntIndex() ] = nil;
nexus.mount.Call("PlayerPropertyTaken", player, entity);
end;
end;
-- A function to set a player to their default skin.
function nexus.player.SetDefaultSkin(player)
player:SetSkin( nexus.player.GetDefaultSkin(player) );
end;
-- A function to get a player's default skin.
function nexus.player.GetDefaultSkin(player)
return nexus.mount.Call("GetPlayerDefaultSkin", player);
end;
-- A function to set a player to their default model.
function nexus.player.SetDefaultModel(player)
player:SetModel( nexus.player.GetDefaultModel(player) );
end;
-- A function to get a player's default model.
function nexus.player.GetDefaultModel(player)
return nexus.mount.Call("GetPlayerDefaultModel", player);
end;
-- A function to get whether a player is drunk.
function nexus.player.GetDrunk(player)
if (player.drunk) then return #player.drunk; end;
end;
-- A function to set whether a player is drunk.
function nexus.player.SetDrunk(player, expire)
local curTime = CurTime();
if (expire == false) then
player.drunk = nil;
elseif (!player.drunk) then
player.drunk = {curTime + expire};
else
player.drunk[#player.drunk + 1] = curTime + expire;
end;
player:SetSharedVar("sh_Drunk", nexus.player.GetDrunk(player) or 0);
end;
-- A function to strip a player's default ammo.
function nexus.player.StripDefaultAmmo(player, weapon, itemTable)
if (!itemTable) then
itemTable = nexus.item.GetWeapon(weapon);
end;
if (itemTable) then
if (itemTable.primaryDefaultAmmo) then
local ammoClass = weapon:GetPrimaryAmmoType();
if (weapon:Clip1() != -1) then
weapon:SetClip1(0);
end;
if (type(itemTable.primaryDefaultAmmo) == "number") then
player:SetAmmo(math.max(player:GetAmmoCount(ammoClass) - itemTable.primaryDefaultAmmo, 0), ammoClass);
end;
end;
if (itemTable.secondaryDefaultAmmo) then
local ammoClass = weapon:GetSecondaryAmmoType();
if (weapon:Clip2() != -1) then
weapon:SetClip2(0);
end;
if (type(itemTable.secondaryDefaultAmmo) == "number") then
player:SetAmmo(math.max(player:GetAmmoCount(ammoClass) - itemTable.secondaryDefaultAmmo, 0), ammoClass);
end;
end;
end;
end;
-- A function to restore a player's secondary ammo.
function nexus.player.RestoreSecondaryAmmo(player)
if (!weapon) then
weapon = player:GetActiveWeapon();
end;
if ( IsValid(weapon) ) then
local spawnAmmo = nexus.player.GetSpawnAmmo(player);
local class = weapon:GetClass();
local ammo = player:QueryCharacter("ammo");
if (weapon:Clip2() != -1) then
if ( ammo["s_"..class] ) then
weapon:SetClip2( ammo["s_"..class] );
elseif ( nexus.player.GetSpawnWeapon(player, class) ) then
if ( spawnAmmo["s_"..class] ) then
weapon:SetClip2( spawnAmmo["s_"..class] );
end;
end;
end;
end;
end;
-- A function to restore a player's primary ammo.
function nexus.player.RestorePrimaryAmmo(player, weapon)
if (!weapon) then
weapon = player:GetActiveWeapon();
end;
if ( IsValid(weapon) ) then
local spawnAmmo = nexus.player.GetSpawnAmmo(player);
local class = weapon:GetClass();
local ammo = player:QueryCharacter("ammo");
if (weapon:Clip1() != -1) then
if ( ammo["p_"..class] ) then
weapon:SetClip1( ammo["p_"..class] );
elseif ( nexus.player.GetSpawnWeapon(player, class) ) then
if ( spawnAmmo["p_"..class] ) then
weapon:SetClip1( spawnAmmo["p_"..class] );
end;
end;
end;
end;
end;
-- A function to save a player's secondary ammo.
function nexus.player.SaveSecondaryAmmo(player, weapon)
if (!weapon) then
weapon = player:GetActiveWeapon();
end;
if ( IsValid(weapon) ) then
local spawnAmmo = nexus.player.GetSpawnAmmo(player);
local class = weapon:GetClass();
local ammo = player:QueryCharacter("ammo");
if (weapon:Clip2() >= 0) then
if ( nexus.player.GetSpawnWeapon(player, class) ) then
spawnAmmo["s_"..class] = weapon:Clip2();
if (spawnAmmo["s_"..class] == 0) then
spawnAmmo["s_"..class] = nil;
end;
else
ammo["s_"..class] = weapon:Clip2();
if (ammo["s_"..class] == 0) then
ammo["s_"..class] = nil;
end;
end;
end;
end;
end;
-- A function to save a player's primary ammo.
function nexus.player.SavePrimaryAmmo(player, weapon)
if (!weapon) then
weapon = player:GetActiveWeapon();
end;
if ( IsValid(weapon) ) then
local spawnAmmo = nexus.player.GetSpawnAmmo(player);
local class = weapon:GetClass();
local ammo = player:QueryCharacter("ammo");
if (weapon:Clip1() >= 0) then
if ( nexus.player.GetSpawnWeapon(player, class) ) then
spawnAmmo["p_"..class] = weapon:Clip1();
if (spawnAmmo["p_"..class] == 0) then
spawnAmmo["p_"..class] = nil;
end;
else
ammo["p_"..class] = weapon:Clip1();
if (ammo["p_"..class] == 0) then
ammo["p_"..class] = nil;
end;
end;
end;
end;
end;
-- A function to get a player's secondary ammo.
function nexus.player.GetSecondaryAmmo(player, class, bNotSpawn)
local spawnAmmo = nexus.player.GetSpawnAmmo(player);
local ammo = player:QueryCharacter("ammo");
if (spawnAmmo["s_"..class] and spawnAmmo["s_"..class] > 0 and !bNotSpawn) then
return spawnAmmo["s_"..class];
elseif (ammo["s_"..class] and ammo["s_"..class] > 0) then
return ammo["s_"..class];
else
return 0;
end;
end;
-- A function to get a player's primary ammo.
function nexus.player.GetPrimaryAmmo(player, class, bNotSpawn)
local spawnAmmo = nexus.player.GetSpawnAmmo(player);
local ammo = player:QueryCharacter("ammo");
if (spawnAmmo["p_"..class] and spawnAmmo["p_"..class] > 0 and !bNotSpawn) then
return spawnAmmo["p_"..class];
elseif (ammo["p_"..class] and ammo["p_"..class] > 0) then
return ammo["p_"..class];
else
return 0;
end;
end;
-- A function to set a player's secondary ammo.
function nexus.player.SetSecondaryAmmo(player, class, amount)
player:QueryCharacter("ammo")["s_"..class] = amount;
if ( player:HasWeapon(class) ) then
player:GetWeapon(class):SetClip2(amount);
end;
end;
-- A function to set a player's primary ammo.
function nexus.player.SetPrimaryAmmo(player, class, amount)
player:QueryCharacter("ammo")["p_"..class] = amount;
if ( player:HasWeapon(class) ) then
player:GetWeapon(class):SetClip1(amount);
end;
end;
-- A function to take a player's secondary ammo.
function nexus.player.TakeSecondaryAmmo(player, class)
local ammo = player:QueryCharacter("ammo");
if (ammo["s_"..class] and ammo["s_"..class] > 0) then
local amount = ammo["s_"..class];
ammo["s_"..class] = nil;
if ( player:HasWeapon(class) ) then
player:GetWeapon(class):SetClip2(0);
end;
return amount;
else
return 0;
end;
end;
-- A function to take a player's primary ammo.
function nexus.player.TakePrimaryAmmo(player, class)
local ammo = player:QueryCharacter("ammo");
if (ammo["p_"..class] and ammo["p_"..class] > 0) then
local amount = ammo["p_"..class];
ammo["p_"..class] = nil;
if ( player:HasWeapon(class) ) then
player:GetWeapon(class):SetClip1(0);
end;
return amount;
else
return 0;
end;
end;
-- A function to check if a player is whitelisted for a faction.
function nexus.player.IsWhitelisted(player, faction)
return table.HasValue(player:GetData("whitelisted"), faction);
end;
-- A function to set whether a player is whitelisted for a faction.
function nexus.player.SetWhitelisted(player, faction, boolean)
local whitelisted = player:GetData("whitelisted");
if (boolean) then
if ( !nexus.player.IsWhitelisted(player, faction) ) then
whitelisted[#whitelisted + 1] = faction;
end;
else
for k, v in pairs(whitelisted) do
if (v == faction) then
whitelisted[k] = nil;
end;
end;
end;
NEXUS:StartDataStream( player, "SetWhitelisted", {faction, boolean} );
end;
-- A function to create a Condition timer.
function nexus.player.ConditionTimer(player, delay, Condition, Callback)
delay = CurTime() + delay; local uniqueID = player:UniqueID();
if (player.conditionTimer) then
player.conditionTimer.Callback(false);
player.conditionTimer = nil;
end;
player.conditionTimer = {
delay = delay,
Callback = Callback,
Condition = Condition
};
NEXUS:CreateTimer("Condition Timer: "..uniqueID, 0, 0, function()
if ( IsValid(player) ) then
if ( Condition() ) then
if (CurTime() >= delay) then
Callback(true); player.conditionTimer = nil;
NEXUS:DestroyTimer("Condition Timer: "..uniqueID);
end;
else
Callback(false); player.conditionTimer = nil;
NEXUS:DestroyTimer("Condition Timer: "..uniqueID);
end;
else
NEXUS:DestroyTimer("Condition Timer: "..uniqueID);
end;
end);
end;
-- A function to create an entity Condition timer.
function nexus.player.EntityConditionTimer(player, target, entity, delay, distance, Condition, Callback)
delay = CurTime() + delay; entity = entity or target;
local uniqueID = player:UniqueID();
if (player.entityConditionTimer) then
player.entityConditionTimer.Callback(false);
player.entityConditionTimer = nil;
end;
player.entityConditionTimer = {
delay = delay,
target = target,
entity = entity,
distance = distance,
Callback = Callback,
Condition = Condition
};
NEXUS:CreateTimer("Entity Condition Timer: "..uniqueID, 0, 0, function()
if ( IsValid(player) ) then
local trace = player:GetEyeTraceNoCursor();
if ( IsValid(target) and IsValid(entity) and trace.Entity == entity
and trace.Entity:GetPos():Distance( player:GetShootPos() ) <= distance and Condition() ) then
if (CurTime() >= delay) then
Callback(true); player.entityConditionTimer = nil;
NEXUS:DestroyTimer("Entity Condition Timer: "..uniqueID);
end;
else
Callback(false); player.entityConditionTimer = nil;
NEXUS:DestroyTimer("Entity Condition Timer: "..uniqueID);
end;
else
NEXUS:DestroyTimer("Entity Condition Timer: "..uniqueID);
end;
end);
end;
-- A function to get a player's spawn ammo.
function nexus.player.GetSpawnAmmo(player, ammo)
if (ammo) then
return player.spawnAmmo[ammo];
else
return player.spawnAmmo;
end;
end;
-- A function to get a player's spawn weapon.
function nexus.player.GetSpawnWeapon(player, weapon)
if (weapon) then
return player.spawnWeapons[weapon];
else
return player.spawnWeapons;
end;
end;
-- A function to take spawn ammo from a player.
function nexus.player.TakeSpawnAmmo(player, ammo, amount)
if ( player.spawnAmmo[ammo] ) then
if (player.spawnAmmo[ammo] < amount) then
amount = player.spawnAmmo[ammo];
player.spawnAmmo[ammo] = nil;
else
player.spawnAmmo[ammo] = player.spawnAmmo[ammo] - amount;
end;
player:RemoveAmmo(amount, ammo);
end;
end;
-- A function to give the player spawn ammo.
function nexus.player.GiveSpawnAmmo(player, ammo, amount)
if ( player.spawnAmmo[ammo] ) then
player.spawnAmmo[ammo] = player.spawnAmmo[ammo] + amount;
else
player.spawnAmmo[ammo] = amount;
end;
player:GiveAmmo(amount, ammo);
end;
-- A function to take a player's spawn weapon.
function nexus.player.TakeSpawnWeapon(player, class)
player.spawnWeapons[class] = nil;
player:StripWeapon(class);
end;
-- A function to give a player a spawn weapon.
function nexus.player.GiveSpawnWeapon(player, class, uniqueID)
player.spawnWeapons[class] = true;
player:Give(class, uniqueID);
end;
-- A function to give a player an item weapon.
function nexus.player.GiveItemWeapon(player, item)
local itemTable = nexus.item.Get(item);
if ( nexus.item.IsWeapon(itemTable) ) then
player:Give(itemTable.weaponClass, itemTable.uniqueID);
return true;
end;
end;
-- A function to give a player a spawn item weapon.
function nexus.player.GiveSpawnItemWeapon(player, item)
local itemTable = nexus.item.Get(item);
if ( nexus.item.IsWeapon(itemTable) ) then
player.spawnWeapons[itemTable.weaponClass] = true;
player:Give(itemTable.weaponClass, itemTable.uniqueID);
return true;
end;
end;
-- A function to give flags to a player.
function nexus.player.GiveFlags(player, flags)
for i = 1, string.len(flags) do
local flag = string.sub(flags, i, i);
if ( !string.find(player:QueryCharacter("flags"), flag) ) then
player:SetCharacterData("flags", player:QueryCharacter("flags")..flag, true);
nexus.mount.Call("PlayerFlagsGiven", player, flag);
end;
end;
end;
-- A function to play a sound to a player.
function nexus.player.PlaySound(player, sound)
umsg.Start("nx_PlaySound", player);
umsg.String(sound);
umsg.End();
end;
-- A function to get a player's maximum characters.
function nexus.player.GetMaximumCharacters(player)
local maximum = nexus.config.Get("additional_characters"):Get();
for k, v in pairs(nexus.faction.stored) do
if ( !v.whitelist or nexus.player.IsWhitelisted(player, v.name) ) then
maximum = maximum + 1;
end;
end;
return maximum;
end;
-- A function to query a player's character.
function nexus.player.Query(player, key, default)
local character = player:GetCharacter();
if (character) then
return character[key] or default;
else
return default;
end;
end;
-- A function to set a player to a safe position.
function nexus.player.SetSafePosition(player, position, filter)
position = nexus.player.GetSafePosition(player, position, filter);
if (position) then
player:SetMoveType(MOVETYPE_NOCLIP);
player:SetPos(position);
if ( player:IsInWorld() ) then
player:SetMoveType(MOVETYPE_WALK);
else
player:Spawn();
end;
end;
end;
-- A function to get the safest position near a position.
function nexus.player.GetSafePosition(player, position, filter)
local closestPosition = nil;
local distanceAmount = 8;
local directions = {};
local yawForward = player:EyeAngles().yaw;
local angles = {
math.NormalizeAngle(yawForward - 180),
math.NormalizeAngle(yawForward - 135),
math.NormalizeAngle(yawForward + 135),
math.NormalizeAngle(yawForward + 45),
math.NormalizeAngle(yawForward + 90),
math.NormalizeAngle(yawForward - 45),
math.NormalizeAngle(yawForward - 90),
math.NormalizeAngle(yawForward)
};
position = position + Vector(0, 0, 32);
if (!filter) then
filter = {player};
elseif (type(filter) != "table") then
filter = {filter};
end;
if ( !table.HasValue(filter, player) ) then
filter[#filter + 1] = player;
end;
for i = 1, 8 do
for k, v in ipairs(angles) do
directions[#directions + 1] = {v, distanceAmount};
end;
distanceAmount = distanceAmount * 2;
end;
-- A function to get a lower position.
local function GetLowerPosition(testPosition, ignoreHeight)
local trace = {
filter = filter,
endpos = testPosition - Vector(0, 0, 256),
start = testPosition
};
return util.TraceLine(trace).HitPos + Vector(0, 0, 32);
end;
local trace = {
filter = filter,
endpos = position + Vector(0, 0, 256),
start = position
};
local safePosition = GetLowerPosition(util.TraceLine(trace).HitPos);
if (safePosition) then
position = safePosition;
end;
for k, v in ipairs(directions) do
local angleVector = Angle(0, v[1], 0):Forward();
local testPosition = position + ( angleVector * v[2] );
local trace = {
filter = filter,
endpos = testPosition,
start = position
};
local traceLine = util.TraceEntity(trace, player);
if (traceLine.Hit) then
trace = {
filter = filter,
endpos = traceLine.HitPos - ( angleVector * v[2] ),
start = traceLine.HitPos
};
traceLine = util.TraceEntity(trace, player);
if (!traceLine.Hit) then
position = traceLine.HitPos;
end;
end;
if (!traceLine.Hit) then
break;
end;
end;
for k, v in ipairs(directions) do
local angleVector = Angle(0, v[1], 0):Forward();
local testPosition = position + ( angleVector * v[2] );
local trace = {
filter = filter,
endpos = testPosition,
start = position
};
local traceLine = util.TraceEntity(trace, player);
if (!traceLine.Hit) then
return traceLine.HitPos;
end;
end;
return position;
end;
-- A function to return a player's property.
function nexus.player.ReturnProperty(player)
local uniqueID = player:UniqueID();
local key = player:QueryCharacter("key");
for k, v in pairs( nexus.player.GetAllProperty() ) do
if ( IsValid(v) ) then
if ( uniqueID == nexus.entity.QueryProperty(v, "uniqueID") ) then
if ( key == nexus.entity.QueryProperty(v, "key") ) then
nexus.player.GiveProperty( player, v, nexus.entity.QueryProperty(v, "networked") );
end;
end;
end;
end;
nexus.mount.Call("PlayerReturnProperty", player);
end;
-- A function to take flags from a player.
function nexus.player.TakeFlags(player, flags)
for i = 1, string.len(flags) do
local flag = string.sub(flags, i, i);
if ( string.find(player:QueryCharacter("flags"), flag) ) then
player:SetCharacterData("flags", string.gsub(player:QueryCharacter("flags"), flag, ""), true);
nexus.mount.Call("PlayerFlagsTaken", player, flag);
end;
end;
end;
-- A function to set whether a player's menu is open.
function nexus.player.SetMenuOpen(player, boolean)
umsg.Start("nx_MenuOpen", player);
umsg.Bool(boolean);
umsg.End();
end;
-- A function to set whether a player has intialized.
function nexus.player.SetInitialized(player, initialized)
player:SetSharedVar("sh_Initialized", initialized);
end;
-- A function to check if a player has any flags.
function nexus.player.HasAnyFlags(player, flags, default)
if ( player:GetCharacter() ) then
local playerFlags = player:QueryCharacter("flags");
if ( nexus.class.HasAnyFlags(player:Team(), flags) and !default ) then
return true;
else
-- local i;
for i = 1, string.len(flags) do
local flag = string.sub(flags, i, i);
local success = true;
if (!default) then
local hasFlag = nexus.mount.Call("PlayerDoesHaveFlag", player, flag);
if (hasFlag != false) then
if (hasFlag) then
return true;
end;
else
success = nil;
end;
end;
if (success) then
if (flag == "s") then
if ( player:IsSuperAdmin() ) then
return true;
end;
elseif (flag == "a") then
if ( player:IsAdmin() ) then
return true;
end;
elseif (flag == "o") then
if ( player:IsSuperAdmin() or player:IsAdmin() ) then
return true;
elseif ( player:IsUserGroup("operator") ) then
return true;
end;
elseif ( string.find(playerFlags, flag) ) then
return true;
end;
end;
end;
end;
end;
end;
-- A function to check if a player has flags.
function nexus.player.HasFlags(player, flags, default)
if ( player:GetCharacter() ) then
local playerFlags = player:QueryCharacter("flags");
if ( nexus.class.HasFlags(player:Team(), flags) and !default ) then
return true;
else
for i = 1, string.len(flags) do
local flag = string.sub(flags, i, i);
local success;
if (!default) then
local hasFlag = nexus.mount.Call("PlayerDoesHaveFlag", player, flag);
if (hasFlag != false) then
if (hasFlag) then
success = true;
end;
else
return;
end;
end;
if (!success) then
if (flag == "s") then
if ( !player:IsSuperAdmin() ) then
return;
end;
elseif (flag == "a") then
if ( !player:IsAdmin() ) then
return;
end;
elseif (flag == "o") then
if ( !player:IsSuperAdmin() and !player:IsAdmin() ) then
if ( !player:IsUserGroup("operator") ) then
return;
end;
end;
elseif ( !string.find(playerFlags, flag) ) then
return;
end;
end;
end;
end;
return true;
end;
end;
-- A function to use a player's death code.
function nexus.player.UseDeathCode(player, commandTable, arguments)
nexus.mount.Call("PlayerDeathCodeUsed", player, commandTable, arguments);
nexus.player.TakeDeathCode(player);
end;
-- A function to get whether a player has a death code.
function nexus.player.GetDeathCode(player, authenticated)
if ( player.deathCode and (!authenticated or player.deathCodeAuthenticated) ) then
return player.deathCode;
end;
end;
-- A function to take a player's death code.
function nexus.player.TakeDeathCode(player)
player.deathCodeAuthenticated = nil;
player.deathCode = nil;
end;
-- A function to give a player their death code.
function nexus.player.GiveDeathCode(player)
player.deathCode = math.random(0, 99999);
player.deathCodeAuthenticated = nil;
umsg.Start("nx_ChatBoxDeathCode", player);
umsg.Long(player.deathCode);
umsg.End();
end;
-- A function to take a door from a player.
function nexus.player.TakeDoor(player, door, force, thisDoorOnly, childrenOnly)
local doorCost = nexus.config.Get("door_cost"):Get();
if (!thisDoorOnly) then
local doorParent = nexus.entity.GetDoorParent(door);
if (doorParent and !childrenOnly) then
return nexus.player.TakeDoor(player, doorParent, force);
else
for k, v in pairs( nexus.entity.GetDoorChildren(door) ) do
if ( IsValid(v) ) then
nexus.player.TakeDoor(player, v, true, true);
end;
end;
end;
end;
if ( nexus.mount.Call("PlayerCanUnlockEntity", player, door) ) then
door:Fire("Unlock", "", 0);
door:EmitSound("doors/door_latch3.wav");
end;
nexus.entity.SetDoorText(door, false);
nexus.player.TakeProperty(player, door)
if (door:GetClass() == "prop_dynamic") then
if ( !door:IsMapEntity() ) then
door:Remove();
end;
end;
if (!force and doorCost > 0) then
nexus.player.GiveCash(player, doorCost / 2, "selling a door");
end;
end;
-- A function to make a player say text as a radio broadcast.
function nexus.player.SayRadio(player, text, check, noEavesdrop)
local eavesdroppers = {};
local listeners = {};
local canRadio = true;
local info = {listeners = {}, noEavesdrop = noEavesdrop, text = text};
nexus.mount.Call("PlayerAdjustRadioInfo", player, info);
for k, v in pairs(info.listeners) do
if (type(k) == "Player") then
listeners[k] = k;
elseif (type(v) == "Player") then
listeners[v] = v;
end;
end;
if (!info.noEavesdrop) then
for k, v in ipairs( g_Player.GetAll() ) do
if ( v:HasInitialized() and !listeners[v] ) then
if ( v:GetShootPos():Distance( player:GetShootPos() ) <= nexus.config.Get("talk_radius"):Get() ) then
eavesdroppers[v] = v;
end;
end;
end;
end;
if (check) then
canRadio = nexus.mount.Call("PlayerCanRadio", player, info.text, listeners, eavesdroppers);
end;
if (canRadio) then
info = nexus.chatBox.Add(listeners, player, "radio", info.text);
if ( info and IsValid(info.speaker) ) then
nexus.chatBox.Add(eavesdroppers, info.speaker, "radio_eavesdrop", info.text);
nexus.mount.Call("PlayerRadioUsed", player, info.text, listeners, eavesdroppers);
end;
end;
end;
-- A function to get a player's faction table.
function nexus.player.GetFactionTable(player)
return nexus.faction.stored[ player:QueryCharacter("faction") ];
end;
-- A function to give a door to a player.
function nexus.player.GiveDoor(player, door, name, unsellable, override)
if ( nexus.entity.IsDoor(door) ) then
local doorParent = nexus.entity.GetDoorParent(door);
if (doorParent and !override) then
nexus.player.GiveDoor(player, doorParent, name, unsellable);
else
for k, v in pairs( nexus.entity.GetDoorChildren(door) ) do
if ( IsValid(v) ) then
nexus.player.GiveDoor(player, v, name, unsellable, true);
end;
end;
door.unsellable = unsellable;
door.accessList = {};
nexus.entity.SetDoorText(door, name or "A purchased door.");
nexus.player.GiveProperty(player, door, true);
if ( nexus.mount.Call("PlayerCanUnlockEntity", player, door) ) then
door:EmitSound("doors/door_latch3.wav");
door:Fire("Unlock", "", 0);
end;
end;
end;
end;
-- A function to get a player's real trace.
function nexus.player.GetRealTrace(player, useFilterTrace)
local eyePos = player:EyePos();
local trace = player:GetEyeTraceNoCursor();
local newTrace = util.TraceLine( {
endpos = eyePos + (player:GetAimVector() * 4096),
filter = player,
start = eyePos,
mask = CONTENTS_SOLID + CONTENTS_MOVEABLE + CONTENTS_OPAQUE + CONTENTS_DEBRIS + CONTENTS_HITBOX + CONTENTS_MONSTER
} );
if ( (IsValid(newTrace.Entity) and ( !IsValid(trace.Entity)
or trace.Entity:IsVehicle() ) and !newTrace.HitWorld) or useFilterTrace ) then
trace = newTrace;
end;
return trace;
end;
-- A function to check if a player recognises another player.
function nexus.player.DoesRecognise(player, target, status, simple)
if (!status) then
return nexus.player.DoesRecognise(player, target, RECOGNISE_PARTIAL);
elseif ( nexus.config.Get("recognise_system"):Get() ) then
local recognisedNames = player:QueryCharacter("recognisedNames");
local default = false;
local key = target:QueryCharacter("key");
if ( recognisedNames[key] ) then
if (simple) then
default = (recognisedNames[key] == status);
else
default = (recognisedNames[key] >= status);
end;
end;
return nexus.mount.Call("PlayerDoesRecognisePlayer", player, target, status, simple, default);
else
return true;
end;
end;
-- A function to send a player a creation fault.
function nexus.player.CreationError(player, fault)
if (!fault) then
fault = "There has been an unknown error, please contact the administrator!";
end;
umsg.Start("nx_CharacterFinish", player)
umsg.Bool(false);
umsg.String(fault);
umsg.End();
end;
-- A function to force a player to delete a character.
function nexus.player.ForceDeleteCharacter(player, characterID)
local charactersTable = nexus.config.Get("mysql_characters_table"):Get();
local schemaFolder = NEXUS:GetSchemaFolder();
local character = player.characters[characterID];
if (character) then
tmysql.query("DELETE FROM "..charactersTable.." WHERE _Schema = \""..schemaFolder.."\" AND _SteamID = \""..player:SteamID().."\" AND _CharacterID = "..characterID);
if ( !nexus.mount.Call("PlayerDeleteCharacter", player, character) ) then
NEXUS:PrintDebug(player:SteamName().." deleted character '"..character.name.."'.");
end;
player.characters[characterID] = nil;
umsg.Start("nx_CharacterRemove", player)
umsg.Short(characterID);
umsg.End();
end;
end;
-- A function to delete a player's character.
function nexus.player.DeleteCharacter(player, characterID)
local character = player.characters[characterID];
if (character) then
if (player:GetCharacter() != character) then
local fault = nexus.mount.Call("PlayerCanDeleteCharacter", player, character);
if (fault == nil or fault == true) then
nexus.player.ForceDeleteCharacter(player, characterID);
return true;
elseif (type(fault) != "string") then
return false, "You cannot delete this character!";
else
return false, fault;
end;
else
return false, "You cannot delete the character you are using!";
end;
else
return false, "This character does not exist!";
end;
end;
-- A function to use a player's character.
function nexus.player.UseCharacter(player, characterID)
local currentCharacter = player:GetCharacter();
local character = player.characters[characterID];
if (character) then
if (currentCharacter != character) then
local factionTable = nexus.faction.Get(character.faction);
local fault = nexus.mount.Call("PlayerCanUseCharacter", player, character);
if (fault == nil or fault == true) then
local players = #nexus.faction.GetPlayers(character.faction);
local limit = nexus.faction.GetLimit(factionTable.name);
if ( nexus.mount.Call("PlayerCanBypassFactionLimit", player, character) ) then
limit = nil;
end;
if (limit and players == limit) then
return false, "The "..character.faction.." faction is full ("..limit.."/"..limit..")!";
else
if (currentCharacter) then
local fault = nexus.mount.Call("PlayerCanSwitchCharacter", player, character);
if (fault != nil and fault != true) then
return false, fault or "You cannot switch to this character!";
end;
end;
NEXUS:PrintDebug(player:SteamName().." has loaded the character '"..character.name.."'.");
nexus.player.LoadCharacter(player, characterID);
return true;
end;
else
return false, fault or "You cannot use this character!";
end;
else
return false, "You are already using this character!";
end;
else
return false, "This character does not exist!";
end;
end;
-- A function to get a player's character.
function nexus.player.GetCharacter(player)
return player.character;
end;
-- A function to get a player's storage entity.
function nexus.player.GetStorageEntity(player)
if ( player:GetStorageTable() ) then
local entity = nexus.player.QueryStorage(player, "entity");
if ( IsValid(entity) ) then return entity; end;
end;
end;
-- A function to get a player's storage table.
function nexus.player.GetStorageTable(player)
return player.storage;
end;
-- A function to query a player's storage.
function nexus.player.QueryStorage(player, key, default)
local storage = player:GetStorageTable();
if (storage) then
return storage[key] or default;
else
return default;
end;
end;
-- A function to close storage for a player.
function nexus.player.CloseStorage(player, server)
local storage = player:GetStorageTable();
local OnClose = nexus.player.QueryStorage(player, "OnClose");
local entity = nexus.player.QueryStorage(player, "entity");
if (storage and OnClose) then
OnClose(player, storage, entity);
end;
if (!server) then
umsg.Start("nx_StorageClose", player);
umsg.End();
end;
player.storage = nil;
end;
-- A function to get the weight of a player's storage.
function nexus.player.GetStorageWeight(player)
if ( player:GetStorageTable() ) then
local inventory = nexus.player.QueryStorage(player, "inventory");
local cash = nexus.player.QueryStorage(player, "cash");
local weight = ( cash * nexus.config.Get("cash_weight"):Get() );
if ( nexus.player.QueryStorage(player, "noCashWeight") ) then
weight = 0;
end;
for k, v in pairs(inventory) do
local itemTable = nexus.item.Get(k);
if (itemTable) then
weight = weight + (math.max(itemTable.storageWeight or itemTable.weight, 0) * v );
end;
end;
return weight;
else
return 0;
end;
end;
-- A function to open storage for a player.
function nexus.player.OpenStorage(player, data)
local storage = player:GetStorageTable();
local OnClose = nexus.player.QueryStorage(player, "OnClose");
if (storage and OnClose) then
OnClose(player, storage, storage.entity);
end;
if ( !nexus.config.Get("cash_enabled"):Get() ) then
data.cash = nil;
end;
if (data.noCashWeight == nil) then
data.noCashWeight = false;
end;
data.inventory = data.inventory or {};
data.entity = data.entity or player;
data.weight = data.weight or nexus.config.Get("default_inv_weight"):Get();
data.cash = data.cash or 0;
data.name = data.name or "Storage";
player.storage = data;
umsg.Start("nx_StorageStart", player);
umsg.Bool(data.noCashWeight);
umsg.Entity(data.entity);
umsg.String(data.name);
umsg.End();
nexus.player.UpdateStorageCash(player, data.cash);
nexus.player.UpdateStorageWeight(player, data.weight);
for k, v in pairs(data.inventory) do
nexus.player.UpdateStorageItem(player, k);
end;
end;
-- A function to update a player's storage cash.
function nexus.player.UpdateStorageCash(player, cash)
if ( nexus.config.Get("cash_enabled"):Get() ) then
local storageTable = player:GetStorageTable();
if (storageTable) then
local inventory = nexus.player.QueryStorage(player, "inventory");
for k, v in ipairs( g_Player.GetAll() ) do
if ( v:HasInitialized() ) then
if ( v:GetStorageTable() ) then
if (nexus.player.QueryStorage(v, "inventory") == inventory) then
v.storage.cash = cash;
umsg.Start("nx_StorageCash", v);
umsg.Long(cash);
umsg.End();
end;
end;
end;
end;
end;
end;
end;
-- A function to update a player's storage weight.
function nexus.player.UpdateStorageWeight(player, weight)
if ( player:GetStorageTable() ) then
local inventory = nexus.player.QueryStorage(player, "inventory");
for k, v in ipairs( g_Player.GetAll() ) do
if ( v:HasInitialized() ) then
if ( v:GetStorageTable() ) then
if (nexus.player.QueryStorage(v, "inventory") == inventory) then
v.storage.weight = weight;
umsg.Start("nx_StorageWeight", v);
umsg.Float(weight);
umsg.End();
end;
end;
end;
end;
end;
end;
-- A function to get whether a player can give to storage.
function nexus.player.CanGiveToStorage(player, item)
local itemTable = nexus.item.Get(item);
local entity = nexus.player.QueryStorage(player, "entity");
if (itemTable) then
local allowPlayerStorage = (!entity:IsPlayer() or itemTable.allowPlayerStorage != false);
local allowEntityStorage = (entity:IsPlayer() or itemTable.allowEntityStorage != false);
local allowPlayerGive = (!entity:IsPlayer() or itemTable.allowPlayerGive != false);
local allowEntityGive = (entity:IsPlayer() or itemTable.allowEntityGive != false);
local allowStorage = (itemTable.allowStorage != false);
local allowGive = (itemTable.allowGive != false);
local shipment = (entity and entity:GetClass() == "nx_shipment");
if ( shipment or (allowPlayerStorage and allowPlayerGive and allowStorage and allowGive) ) then
return true;
end;
end;
end;
-- A function to get whether a player can take from storage.
function nexus.player.CanTakeFromStorage(player, item)
local itemTable = nexus.item.Get(item);
local entity = nexus.player.QueryStorage(player, "entity");
if (itemTable) then
local allowPlayerStorage = (!entity:IsPlayer() or itemTable.allowPlayerStorage != false);
local allowEntityStorage = (entity:IsPlayer() or itemTable.allowEntityStorage != false);
local allowPlayerTake = (!entity:IsPlayer() or itemTable.allowPlayerTake != false);
local allowEntityTake = (entity:IsPlayer() or itemTable.allowEntityTake != false);
local allowStorage = (itemTable.allowStorage != false);
local allowTake = (itemTable.allowTake != false);
local shipment = (entity and entity:GetClass() == "nx_shipment");
if ( shipment or (allowPlayerStorage and allowPlayerTake and allowStorage and allowTake) ) then
return true;
end;
end;
end;
-- A function to update each player's storage for a player.
function nexus.player.UpdateStorageForPlayer(player, item)
local inventory = nexus.player.GetInventory(player);
local cash = nexus.player.GetCash(player);
if (item) then
local itemTable = nexus.item.Get(item);
if (itemTable) then
for k, v in ipairs( g_Player.GetAll() ) do
if ( v:HasInitialized() ) then
if ( v:GetStorageTable() ) then
if (nexus.player.QueryStorage(v, "inventory") == inventory) then
umsg.Start("nx_StorageItem", v);
umsg.Long(itemTable.index);
umsg.Long(inventory[itemTable.uniqueID] or 0);
umsg.End();
end;
end;
end;
end;
end;
elseif ( nexus.config.Get("cash_enabled"):Get() ) then
for k, v in ipairs( g_Player.GetAll() ) do
if ( v:HasInitialized() ) then
if ( v:GetStorageTable() ) then
if (nexus.player.QueryStorage(v, "inventory") == inventory) then
v.storage.cash = cash;
umsg.Start("nx_StorageCash", v);
umsg.Long(cash);
umsg.End();
end;
end;
end;
end;
end;
end;
-- A function to update a storage item for a player.
function nexus.player.UpdateStorageItem(player, item, amount)
if ( player:GetStorageTable() ) then
local inventory = nexus.player.QueryStorage(player, "inventory");
local itemTable = nexus.item.Get(item);
if (itemTable) then
item = itemTable.uniqueID;
if (amount) then
if ( amount < 0 and !nexus.player.CanTakeFromStorage(player, item) ) then
return;
elseif ( amount > 0 and !nexus.player.CanGiveToStorage(player, item) ) then
return;
end;
end;
if (amount) then
inventory[item] = inventory[item] or 0;
inventory[item] = inventory[item] + amount;
end;
if (inventory[item] and inventory[item] <= 0) then
inventory[item] = nil;
end;
for k, v in ipairs( g_Player.GetAll() ) do
if ( v:HasInitialized() ) then
if ( v:GetStorageTable() ) then
if (nexus.player.QueryStorage(v, "inventory") == inventory) then
if (amount or player == v) then
umsg.Start("nx_StorageItem", v);
umsg.Long(itemTable.index);
umsg.Long(inventory[item] or 0);
umsg.End();
end;
end;
end;
end;
end;
end;
end;
end;
-- A function to get a player's gender.
function nexus.player.GetGender(player)
return player:QueryCharacter("gender");
end;
-- A function to get a player's unrecognised name.
function nexus.player.GetUnrecognisedName(player)
local unrecognisedPhysDesc = nexus.player.GetPhysDesc(player);
local unrecognisedName = nexus.config.Get("unrecognised_name"):Get();
local usedPhysDesc;
if (unrecognisedPhysDesc != "") then
unrecognisedName = unrecognisedPhysDesc;
usedPhysDesc = true;
end;
return unrecognisedName, usedPhysDesc;
end;
-- A function to format text based on a relationship.
function nexus.player.FormatRecognisedText(player, text, ...)
for i = 1, #arg do
if ( string.find(text, "%%s") and IsValid( arg[i] ) ) then
local unrecognisedName = "["..nexus.player.GetUnrecognisedName( arg[i] ).."]";
if ( nexus.player.DoesRecognise( player, arg[i] ) ) then
unrecognisedName = arg[i]:Name();
end;
text = string.gsub(text, "%%s", unrecognisedName, 1);
end;
end;
return text;
end;
-- A function to restore a recognised name.
function nexus.player.RestoreRecognisedName(player, target)
local recognisedNames = player:QueryCharacter("recognisedNames");
local key = target:QueryCharacter("key");
if ( recognisedNames[key] ) then
if ( nexus.mount.Call("PlayerCanRestoreRecognisedName", player, target) ) then
nexus.player.SetRecognises(player, target, recognisedNames[key], true);
else
recognisedNames[key] = nil;
end;
end;
end;
-- A function to restore a player's recognised names.
function nexus.player.RestoreRecognisedNames(player)
umsg.Start("nx_ClearRecognisedNames", player);
umsg.End();
if ( nexus.config.Get("save_recognised_names"):Get() ) then
for k, v in ipairs( g_Player.GetAll() ) do
if ( v:HasInitialized() ) then
nexus.player.RestoreRecognisedName(player, v);
nexus.player.RestoreRecognisedName(v, player);
end;
end;
end;
end;
-- A function to set whether a player recognises a player.
function nexus.player.SetRecognises(player, target, status, force)
local recognisedNames = player:QueryCharacter("recognisedNames");
local name = target:Name();
local key = target:QueryCharacter("key");
if (status == RECOGNISE_SAVE) then
if ( nexus.config.Get("save_recognised_names"):Get() ) then
if ( !nexus.mount.Call("PlayerCanSaveRecognisedName", player, target) ) then
status = RECOGNISE_TOTAL;
end;
else
status = RECOGNISE_TOTAL;
end;
end;
if ( !status or force or !nexus.player.DoesRecognise(player, target, status) ) then
recognisedNames[key] = status or nil;
status = status or 0;
umsg.Start("nx_RecognisedName", player);
umsg.Long(key);
umsg.Short(status);
umsg.End();
end;
end;
-- A function to get a player's physical description.
function nexus.player.GetPhysDesc(player)
local physDesc = player:GetSharedVar("sh_PhysDesc");
local team = player:Team();
if (physDesc == "") then
physDesc = nexus.class.Query(team, "defaultPhysDesc", "");
end;
if (physDesc == "") then
physDesc = nexus.config.Get("default_physdesc"):Get();
end;
if (!physDesc or physDesc == "") then
physDesc = "This character has no physical description set.";
else
physDesc = NEXUS:ModifyPhysDesc(physDesc);
end;
local override = nexus.mount.Call("GetPlayerPhysDescOverride", player, physDesc);
if (override) then
physDesc = override;
end;
return physDesc;
end;
-- A function to clear a player's recognised names list.
function nexus.player.ClearRecognisedNames(player, status, simple)
if (!status) then
local character = player:GetCharacter();
if (character) then
character.recognisedNames = {};
umsg.Start("nx_ClearRecognisedNames", player);
umsg.End();
end;
else
for k, v in ipairs( g_Player.GetAll() ) do
if ( v:HasInitialized() ) then
if ( nexus.player.DoesRecognise(player, v, status, simple) ) then
nexus.player.SetRecognises(player, v, false);
end;
end;
end;
end;
nexus.mount.Call("PlayerRecognisedNamesCleared", player, status, simple);
end;
-- A function to clear a player's name from being recognised.
function nexus.player.ClearName(player, status, simple)
for k, v in ipairs( g_Player.GetAll() ) do
if ( v:HasInitialized() ) then
if ( !status or nexus.player.DoesRecognise(v, player, status, simple) ) then
nexus.player.SetRecognises(v, player, false);
end;
end;
end;
nexus.mount.Call("PlayerNameCleared", player, status, simple);
end;
-- A function to holsters all of a player's weapons.
function nexus.player.HolsterAll(player)
for k, v in pairs( player:GetWeapons() ) do
local class = v:GetClass();
local itemTable = nexus.item.GetWeapon(v);
if (itemTable) then
if ( nexus.mount.Call("PlayerCanHolsterWeapon", player, itemTable, true, true) ) then
player:StripWeapon(class);
player:UpdateInventory(itemTable.uniqueID, 1, true);
nexus.mount.Call("PlayerHolsterWeapon", player, itemTable, true);
end;
end;
end;
player:SelectWeapon("nx_hands");
end;
-- A function to set a shared variable for a player.
function nexus.player.SetSharedVar(player, key, value)
if ( IsValid(player) ) then
local sharedVarData = nexus.player.sharedVars[key];
local playerData = player.sharedVars[key];
if (sharedVarData) then
if (sharedVarData.playerOnly) then
local class = NEXUS:ConvertUserMessageClass(sharedVarData.class);
local realValue = value;
if (value == nil) then
realValue = NEXUS:GetDefaultNetworkedValue(sharedVarData.class);
end;
if (playerData != realValue) then
player.sharedVars[key] = realValue;
umsg.Start("nx_SharedVar", player);
umsg.String(key);
umsg[class](realValue);
umsg.End();
end;
else
local class = NEXUS:ConvertNetworkedClass(sharedVarData.class);
if (class) then
if (value == nil) then
value = NEXUS:GetDefaultClassValue(class);
end;
player["SetNetworked"..class](player, key, value);
else
player:SetNetworkedVar(key, value);
end;
end;
else
player:SetNetworkedVar(key, value);
end;
end;
end;
-- A function to get a player's shared variable.
function nexus.player.GetSharedVar(player, key)
if ( IsValid(player) ) then
local sharedVarData = nexus.player.sharedVars[key];
local playerData = player.sharedVars[key];
if (sharedVarData) then
if (sharedVarData.playerOnly) then
if (!playerData) then
return NEXUS:GetDefaultNetworkedValue(sharedVarData.class);
else
return playerData;
end;
else
local class = NEXUS:ConvertNetworkedClass(sharedVarData.class);
if (class) then
return player["GetNetworked"..class](player, key);
else
return player:GetNetworkedVar(key);
end;
end;
else
return player:GetNetworkedVar(key);
end;
end;
end;
-- A function to set whether a player's character is banned.
function nexus.player.SetBanned(player, banned)
player:SetCharacterData("banned", banned);
player:SaveCharacter();
player:SetSharedVar("sh_Banned", banned);
end;
-- A function to set a player's name.
function nexus.player.SetName(player, name, saveless)
local previousName = player:QueryCharacter("name");
local newName = name;
player:SetCharacterData("name", newName, true);
player:SetSharedVar("sh_Name", newName);
if (!player.firstSpawn) then
nexus.mount.Call("PlayerNameChanged", player, previousName, newName);
end;
if (!saveless) then
player:SaveCharacter();
end;
end;
-- A function to get a player's property count.
function nexus.player.GetPropertyCount(player, class)
local uniqueID = player:UniqueID();
local count = 0;
local key = player:QueryCharacter("key");
for k, v in pairs( nexus.player.GetAllProperty() ) do
if ( uniqueID == nexus.entity.QueryProperty(v, "uniqueID") ) then
if ( key == nexus.entity.QueryProperty(v, "key") ) then
if (!class or v:GetClass() == class) then
count = count + 1;
end;
end;
end;
end;
return count;
end;
-- A function to get a player's door count.
function nexus.player.GetDoorCount(player)
local uniqueID = player:UniqueID();
local count = 0;
local key = player:QueryCharacter("key");
for k, v in pairs( nexus.player.GetAllProperty() ) do
if ( nexus.entity.IsDoor(v) and !nexus.entity.GetDoorParent(v) ) then
if ( uniqueID == nexus.entity.QueryProperty(v, "uniqueID") ) then
if ( player:QueryCharacter("key") == nexus.entity.QueryProperty(v, "key") ) then
count = count + 1;
end;
end;
end;
end;
return count;
end;
-- A function to take a player's door access.
function nexus.player.TakeDoorAccess(player, door)
if (door.accessList) then
door.accessList[ player:QueryCharacter("key") ] = false;
end;
end;
-- A function to give a player door access.
function nexus.player.GiveDoorAccess(player, door, access)
local key = player:QueryCharacter("key");
if (!door.accessList) then
door.accessList = {
[key] = access
};
else
door.accessList[key] = access;
end;
end;
-- A function to check if a player has door access.
function nexus.player.HasDoorAccess(player, door, access, simple)
if (!access) then
return nexus.player.HasDoorAccess(player, door, DOOR_ACCESS_BASIC, simple);
else
local doorParent = nexus.entity.GetDoorParent(door);
local key = player:QueryCharacter("key");
if ( doorParent and nexus.entity.DoorHasSharedAccess(doorParent)
and (!door.accessList or door.accessList[key] == nil) ) then
return nexus.mount.Call("PlayerDoesHaveDoorAccess", player, doorParent, access, simple);
else
return nexus.mount.Call("PlayerDoesHaveDoorAccess", player, door, access, simple);
end;
end;
end;
-- A function to get a player's inventory.
function nexus.player.GetInventory(player)
return player:QueryCharacter("inventory");
end;
-- A function to get a player's cash.
function nexus.player.GetCash(player)
if ( nexus.config.Get("cash_enabled"):Get() ) then
return player:QueryCharacter("cash");
else
return 0;
end;
end;
-- A function to check if a player can afford an amount.
function nexus.player.CanAfford(player, amount)
if ( nexus.config.Get("cash_enabled"):Get() ) then
return nexus.player.GetCash(player) >= amount;
else
return true;
end;
end;
-- A function to give a player an amount of cash.
function nexus.player.GiveCash(player, amount, reason, noMessage)
if ( nexus.config.Get("cash_enabled"):Get() ) then
local positiveHintColor = nexus.schema.GetColor("positive_hint");
local negativeHintColor = nexus.schema.GetColor("negative_hint");
local roundedAmount = math.Round(amount);
local cash = math.Round( math.max(nexus.player.GetCash(player) + roundedAmount, 0) );
player:SetCharacterData("cash", cash, true);
player:SetSharedVar("sh_Cash", cash);
if (roundedAmount < 0) then
roundedAmount = math.abs(roundedAmount);
if (!noMessage) then
if (reason) then
nexus.hint.Send(player, "Your character has lost "..FORMAT_CASH(roundedAmount).." ("..reason..").", 4, negativeHintColor);
else
nexus.hint.Send(player, "Your character has lost "..FORMAT_CASH(roundedAmount)..".", 4, negativeHintColor);
end;
end;
elseif (roundedAmount > 0) then
if (!noMessage) then
if (reason) then
nexus.hint.Send(player, "Your character has gained "..FORMAT_CASH(roundedAmount).." ("..reason..").", 4, positiveHintColor);
else
nexus.hint.Send(player, "Your character has gained "..FORMAT_CASH(roundedAmount)..".", 4, positiveHintColor);
end;
end;
end;
nexus.mount.Call("PlayerCashUpdated", player, roundedAmount, reason, noMessage);
end;
end;
-- A function to show cinematic text to a player.
function nexus.player.CinematicText(player, text, color, hangTime)
NEXUS:StartDataStream( player, "CinematicText", {text = text, color = color, hangTime = hangTime} );
end;
-- A function to show cinematic text to each player.
function nexus.player.CinematicTextAll(text, color, hangTime)
for k, v in ipairs( g_Player.GetAll() ) do
if ( v:HasInitialized() ) then
nexus.player.CinematicText(v, text, color, hangTime);
end;
end;
end;
-- A function to get a player by a part of their name.
function nexus.player.Get(name)
for k, v in ipairs( g_Player.GetAll() ) do
if ( v:HasInitialized() ) then
if ( string.find(string.lower( v:Name() ), string.lower(name), 1, true) ) then
return v;
end;
end;
end;
return false;
end;
-- A function to notify each player in a radius.
function nexus.player.NotifyInRadius(text, class, position, radius)
local listeners = {};
for k, v in ipairs( g_Player.GetAll() ) do
if ( v:HasInitialized() ) then
if (position:Distance( v:GetPos() ) <= radius) then
listeners[#listeners + 1] = v;
end;
end;
end;
nexus.player.Notify(listeners, text, class);
end;
-- A function to notify each player.
function nexus.player.NotifyAll(text, class)
nexus.player.Notify(nil, text, true);
end;
-- A function to notify a player.
function nexus.player.Notify(player, text, class)
if (type(player) == "table") then
for k, v in ipairs(player) do
nexus.player.Notify(v, text, class);
end;
elseif (class == true) then
nexus.chatBox.Add(player, nil, "notify_all", text);
elseif (!class) then
nexus.chatBox.Add(player, nil, "notify", text);
else
umsg.Start("nx_Notification", player);
umsg.String(text);
umsg.Short(class);
umsg.End();
end;
end;
-- A function to set a player's weapons list from a table.
function nexus.player.SetWeapons(player, weapons, forceReturn)
for k, v in pairs(weapons) do
if ( player:HasWeapon( v.weaponData["class"] ) ) then
if (v.canHolster) then
local itemTable = nexus.item.GetWeapon( v.weaponData["class"], v.weaponData["uniqueID"] );
if (itemTable) then
player:UpdateInventory(itemTable.uniqueID, 1, true);
nexus.mount.Call("PlayerHolsterWeapon", player, itemTable, true);
end;
end;
elseif (!v.teamIndex or player:Team() == v.teamIndex) then
player:Give(v.weaponData["class"], v.weaponData["uniqueID"] , forceReturn);
if ( !player:HasWeapon( v.weaponData["class"] ) ) then
if (v.canHolster) then
local itemTable = nexus.item.GetWeapon( v.weaponData["class"], v.weaponData["uniqueID"] );
if (itemTable) then
player:UpdateInventory(itemTable.uniqueID, 1, true);
nexus.mount.Call("PlayerHolsterWeapon", player, itemTable, true);
end;
end;
end;
end;
end;
end;
-- A function to give ammo to a player from a table.
function nexus.player.GiveAmmo(player, ammo)
for k, v in pairs(ammo) do player:GiveAmmo(v, k); end;
end;
-- A function to set a player's ammo list from a table.
function nexus.player.SetAmmo(player, ammo)
for k, v in pairs(ammo) do player:SetAmmo(v, k); end;
end;
-- A function to get a player's ammo list as a table.
function nexus.player.GetAmmo(player, strip)
local spawnAmmo = nexus.player.GetSpawnAmmo(player);
local ammo = {
["sniperpenetratedround"] = player:GetAmmoCount("sniperpenetratedround"),
["striderminigun"] = player:GetAmmoCount("striderminigun"),
["helicoptergun"] = player:GetAmmoCount("helicoptergun"),
["combinecannon"] = player:GetAmmoCount("combinecannon"),
["smg1_grenade"] = player:GetAmmoCount("smg1_grenade"),
["gaussenergy"] = player:GetAmmoCount("gaussenergy"),
["sniperround"] = player:GetAmmoCount("sniperround"),
["airboatgun"] = player:GetAmmoCount("airboatgun"),
["ar2altfire"] = player:GetAmmoCount("ar2altfire"),
["rpg_round"] = player:GetAmmoCount("rpg_round"),
["xbowbolt"] = player:GetAmmoCount("xbowbolt"),
["buckshot"] = player:GetAmmoCount("buckshot"),
["alyxgun"] = player:GetAmmoCount("alyxgun"),
["grenade"] = player:GetAmmoCount("grenade"),
["thumper"] = player:GetAmmoCount("thumper"),
["gravity"] = player:GetAmmoCount("gravity"),
["battery"] = player:GetAmmoCount("battery"),
["pistol"] = player:GetAmmoCount("pistol"),
["slam"] = player:GetAmmoCount("slam"),
["smg1"] = player:GetAmmoCount("smg1"),
["357"] = player:GetAmmoCount("357"),
["ar2"] = player:GetAmmoCount("ar2")
};
if (spawnAmmo) then
for k, v in pairs(spawnAmmo) do
if ( ammo[k] ) then
ammo[k] = math.max(ammo[k] - v, 0);
end;
end;
end;
if (strip) then
player:RemoveAllAmmo();
end;
return ammo;
end;
-- A function to get a player's weapons list as a table.
function nexus.player.GetWeapons(player, keep)
local weapons = {};
for k, v in pairs( player:GetWeapons() ) do
local team = player:Team();
local class = v:GetClass();
local uniqueID = v:GetNetworkedString("sh_UniqueID");
local itemTable = nexus.item.GetWeapon(v);
if ( !nexus.player.GetSpawnWeapon(player, class) ) then
team = nil;
end;
if ( itemTable and nexus.mount.Call("PlayerCanHolsterWeapon", player, itemTable, true, true) ) then
weapons[#weapons + 1] = {
weaponData = {class = class, uniqueID = uniqueID},
canHolster = true,
teamIndex = team
};
else
weapons[#weapons + 1] = {
weaponData = {class = class, uniqueID = uniqueID},
canHolster = false,
teamIndex = team
};
end;
if (!keep) then
player:StripWeapon(class);
end;
end;
return weapons;
end;
-- A function to get the total weight of a player's equipped weapons.
function nexus.player.GetEquippedWeight(player)
local weight = 0;
for k, v in pairs( player:GetWeapons() ) do
local itemTable = nexus.item.GetWeapon(v);
if (itemTable) then
weight = weight + itemTable.weight;
end;
end;
return weight;
end;
-- A function to get a player's holstered weapon.
function nexus.player.GetHolsteredWeapon(player)
for k, v in pairs( player:GetWeapons() ) do
local class = v:GetClass();
local itemTable = nexus.item.GetWeapon(v);
if (itemTable) then
if (nexus.player.GetWeaponClass(player) != class) then
return class;
end;
end;
end;
end;
-- A function to check whether a player is ragdolled.
function nexus.player.IsRagdolled(player, exception, entityless)
if (player:GetRagdollEntity() or entityless) then
local ragdolled = player:GetSharedVar("sh_Ragdolled");
if (ragdolled == exception) then
return false;
else
return (ragdolled != RAGDOLL_NONE);
end;
end;
end;
-- A function to set a player's unragdoll time.
function nexus.player.SetUnragdollTime(player, delay)
player.unragdollPaused = nil;
if (delay) then
nexus.player.SetAction(player, "unragdoll", delay, 2, function()
if ( IsValid(player) and player:Alive() ) then
nexus.player.SetRagdollState(player, RAGDOLL_NONE);
end;
end);
else
nexus.player.SetAction(player, "unragdoll", false);
end;
end;
-- A function to pause a player's unragdoll time.
function nexus.player.PauseUnragdollTime(player)
if (!player.unragdollPaused) then
local unragdollTime = nexus.player.GetUnragdollTime(player);
local curTime = CurTime();
if ( player:IsRagdolled() ) then
if (unragdollTime > 0) then
player.unragdollPaused = unragdollTime - curTime;
nexus.player.SetAction(player, "unragdoll", false);
end;
end;
end;
end;
-- A function to start a player's unragdoll time.
function nexus.player.StartUnragdollTime(player)
if (player.unragdollPaused) then
if ( player:IsRagdolled() ) then
nexus.player.SetUnragdollTime(player, player.unragdollPaused);
player.unragdollPaused = nil;
end;
end;
end;
-- A function to get a player's unragdoll time.
function nexus.player.GetUnragdollTime(player)
local action, actionDuration, startActionTime = nexus.player.GetAction(player);
if (action == "unragdoll") then
return startActionTime + actionDuration;
else
return 0;
end;
end;
-- A function to get a player's ragdoll state.
function nexus.player.GetRagdollState(player)
return player:GetSharedVar("sh_Ragdolled");
end;
-- A function to get a player's ragdoll entity.
function nexus.player.GetRagdollEntity(player)
if (player.ragdollTable) then
if ( IsValid(player.ragdollTable.entity) ) then
return player.ragdollTable.entity;
end;
end;
end;
-- A function to get a player's ragdoll table.
function nexus.player.GetRagdollTable(player)
return player.ragdollTable;
end;
-- A function to do a player's ragdoll decay check.
function nexus.player.DoRagdollDecayCheck(player, ragdoll)
local index = ragdoll:EntIndex();
NEXUS:CreateTimer("Decay Check: "..index, 60, 0, function()
local ragdollIsValid = IsValid(ragdoll);
local playerIsValid = IsValid(player);
if (!playerIsValid and ragdollIsValid) then
if ( !nexus.entity.IsDecaying(ragdoll) ) then
local decayTime = nexus.config.Get("body_decay_time"):Get();
if ( decayTime > 0 and nexus.mount.Call("PlayerCanRagdollDecay", player, ragdoll, decayTime) ) then
nexus.entity.Decay(ragdoll, decayTime);
end;
else
NEXUS:DestroyTimer("Decay Check: "..index);
end;
elseif (!ragdollIsValid) then
NEXUS:DestroyTimer("Decay Check: "..index);
end;
end);
end;
-- A function to set a player's ragdoll immunity.
function nexus.player.SetRagdollImmunity(player, delay)
if (delay) then
player:GetRagdollTable().immunity = CurTime() + delay;
else
player:GetRagdollTable().immunity = 0;
end;
end;
-- A function to set a player's ragdoll state.
function nexus.player.SetRagdollState(player, state, delay, decay, force, multiplier, velocityCallback)
if (state == RAGDOLL_KNOCKEDOUT or state == RAGDOLL_FALLENOVER) then
if ( player:IsRagdolled() ) then
if ( nexus.mount.Call("PlayerCanRagdoll", player, state, delay, decay, player.ragdollTable) ) then
nexus.player.SetUnragdollTime(player, delay);
player:SetSharedVar("sh_Ragdolled", state);
player.ragdollTable.delay = delay;
player.ragdollTable.decay = decay;
nexus.mount.Call("PlayerRagdolled", player, state, player.ragdollTable);
end;
elseif ( nexus.mount.Call("PlayerCanRagdoll", player, state, delay, decay) ) then
local velocity = player:GetVelocity() + (player:GetAimVector() * 128);
local ragdoll = ents.Create("prop_ragdoll");
ragdoll:SetMaterial( player:GetMaterial() );
ragdoll:SetAngles( player:GetAngles() );
ragdoll:SetColor( player:GetColor() );
ragdoll:SetModel( player:GetModel() );
ragdoll:SetSkin( player:GetSkin() );
ragdoll:SetPos( player:GetPos() );
ragdoll:Spawn();
player.ragdollTable = {};
player.ragdollTable.eyeAngles = player:EyeAngles();
player.ragdollTable.immunity = CurTime() + nexus.config.Get("ragdoll_immunity_time"):Get();
player.ragdollTable.moveType = MOVETYPE_WALK;
player.ragdollTable.entity = ragdoll;
player.ragdollTable.health = player:Health();
player.ragdollTable.armor = player:Armor();
player.ragdollTable.delay = delay;
player.ragdollTable.decay = decay;
if ( !player:IsOnGround() ) then
player.ragdollTable.immunity = 0;
end;
if ( IsValid(ragdoll) ) then
local headIndex = ragdoll:LookupBone("ValveBiped.Bip01_Head1");
ragdoll:SetCollisionGroup(COLLISION_GROUP_WEAPON);
for i = 1, ragdoll:GetPhysicsObjectCount() do
local physicsObject = ragdoll:GetPhysicsObjectNum(i);
local boneIndex = ragdoll:TranslatePhysBoneToBone(i);
local position, angle = player:GetBonePosition(boneIndex);
if ( IsValid(physicsObject) ) then
physicsObject:SetPos(position);
physicsObject:SetAngle(angle);
if (!velocityCallback) then
if (boneIndex == headIndex) then
physicsObject:SetVelocity(velocity * 1.5);
else
physicsObject:SetVelocity(velocity);
end;
if (force) then
if (boneIndex == headIndex) then
physicsObject:ApplyForceCenter(force * 1.5);
else
physicsObject:ApplyForceCenter(force);
end;
end;
else
velocityCallback(physicsObject, boneIndex, ragdoll, velocity, force);
end;
end;
end;
end;
if ( player:Alive() ) then
if ( IsValid( player:GetActiveWeapon() ) ) then
player.ragdollTable.weapon = nexus.player.GetWeaponClass(player);
end;
player.ragdollTable.weapons = nexus.player.GetWeapons(player, true);
if (delay) then
nexus.player.SetUnragdollTime(player, delay);
end;
end;
if ( player:InVehicle() ) then
player:ExitVehicle();
player.ragdollTable.eyeAngles = Angle(0, 0, 0);
end;
if ( player:IsOnFire() ) then
ragdoll:Ignite(8, 0);
end;
player:Spectate(OBS_MODE_CHASE);
player:RunCommand("-duck");
player:RunCommand("-voicerecord");
player:SetMoveType(MOVETYPE_OBSERVER);
player:StripWeapons(true);
player:SpectateEntity(ragdoll);
player:CrosshairDisable();
if ( player:FlashlightIsOn() ) then
player:Flashlight(false);
end;
player.unragdollPaused = nil;
player:SetSharedVar("sh_Ragdolled", state);
player:SetSharedVar("sh_Ragdoll", ragdoll);
if (state != RAGDOLL_FALLENOVER) then
nexus.player.GiveDeathCode(player);
end;
nexus.entity.SetPlayer(ragdoll, player);
nexus.player.DoRagdollDecayCheck(player, ragdoll);
nexus.mount.Call("PlayerRagdolled", player, state, player.ragdollTable);
end;
elseif (state == RAGDOLL_NONE or state == RAGDOLL_RESET) then
if ( player:IsRagdolled(nil, true) ) then
local ragdollTable = player:GetRagdollTable();
if ( nexus.mount.Call("PlayerCanUnragdoll", player, state, ragdollTable) ) then
player:UnSpectate();
player:CrosshairEnable();
if (state != RAGDOLL_RESET) then
nexus.player.LightSpawn(player, nil, nil, true);
end;
if (state != RAGDOLL_RESET) then
if ( IsValid(ragdollTable.entity) ) then
local position = nexus.entity.GetPelvisPosition(ragdollTable.entity);
if (position) then
nexus.player.SetSafePosition(player, position, ragdollTable.entity);
end;
player:SetSkin( ragdollTable.entity:GetSkin() );
player:SetColor( ragdollTable.entity:GetColor() );
player:SetModel( ragdollTable.entity:GetModel() );
player:SetMaterial( ragdollTable.entity:GetMaterial() );
end;
player:SetArmor(ragdollTable.armor);
player:SetHealth(ragdollTable.health);
player:SetMoveType(ragdollTable.moveType);
player:SetEyeAngles(ragdollTable.eyeAngles);
end;
if ( IsValid(ragdollTable.entity) ) then
NEXUS:DestroyTimer( "Decay Check: "..ragdollTable.entity:EntIndex() );
if (ragdollTable.decay) then
if ( nexus.mount.Call("PlayerCanRagdollDecay", player, ragdollTable.entity, ragdollTable.decay) ) then
nexus.entity.Decay(ragdollTable.entity, ragdollTable.decay);
end;
else
ragdollTable.entity:Remove();
end;
end;
if (state != RAGDOLL_RESET) then
nexus.player.SetWeapons(player, ragdollTable.weapons, true);
if (ragdollTable.weapon) then
player:SelectWeapon(ragdollTable.weapon);
end;
end;
nexus.player.SetUnragdollTime(player, false);
player:SetSharedVar("sh_Ragdolled", RAGDOLL_NONE);
player:SetSharedVar("sh_Ragdoll", NULL);
nexus.mount.Call("PlayerUnragdolled", player, state, ragdollTable);
player.unragdollPaused = nil;
player.ragdollTable = {};
end;
end;
end;
end;
-- A function to make a player drop their weapons.
function nexus.player.DropWeapons(player, attacker)
local ragdollEntity = player:GetRagdollEntity();
if ( player:IsRagdolled() ) then
local ragdollWeapons = player:GetRagdollWeapons();
for k, v in pairs(ragdollWeapons) do
if (v.canHolster) then
local itemTable = nexus.item.GetWeapon( v.weaponData["class"], v.weaponData["uniqueID"] );
if (itemTable) then
if ( nexus.mount.Call("PlayerCanDropWeapon", player, attacker, itemTable, true) ) then
local info = {
itemTable = itemTable,
position = ragdollEntity:GetPos() + Vector( 0, 0, math.random(1, 48) ),
angles = Angle(0, 0, 0)
};
if ( nexus.mount.Call("PlayerAdjustDropWeaponInfo", player, info) ) then
local entity = nexus.entity.CreateItem(player, info.itemTable.uniqueID, info.position, info.angles);
if ( IsValid(entity) ) then
entity.data.sClip = nexus.player.TakeSecondaryAmmo( player, v.weaponData["class"] );
entity.data.pClip = nexus.player.TakePrimaryAmmo( player, v.weaponData["class"] );
end;
end;
ragdollWeapons[k] = nil;
end;
end;
end;
end;
else
for k, v in pairs( player:GetWeapons() ) do
local itemTable = nexus.item.GetWeapon(v);
local class = v:GetClass();
if (itemTable) then
if ( nexus.mount.Call("PlayerCanDropWeapon", player, attacker, itemTable, true) ) then
local info = {
itemTable = itemTable,
position = player:GetPos() + Vector( 0, 0, math.random(1, 48) ),
angles = Angle(0, 0, 0)
};
if ( nexus.mount.Call("PlayerAdjustDropWeaponInfo", player, info) ) then
local entity = nexus.entity.CreateItem(player, info.itemTable.uniqueID, info.position, info.angles);
if ( IsValid(entity) ) then
entity.data.sClip = nexus.player.TakeSecondaryAmmo(player, class);
entity.data.pClip = nexus.player.TakePrimaryAmmo(player, class);
end;
end;
player:StripWeapon( v:GetClass() );
end;
end;
end;
end;
end;
-- A function to lightly spawn a player.
function nexus.player.LightSpawn(player, weapons, ammo, forceReturn)
if (player:IsRagdolled() and !forceReturn) then
nexus.player.SetRagdollState(player, RAGDOLL_NONE);
end;
player.lightSpawn = true;
local moveType = player:GetMoveType();
local material = player:GetMaterial();
local position = player:GetPos();
local angles = player:EyeAngles();
local weapon = player:GetActiveWeapon();
local health = player:Health();
local armor = player:Armor();
local model = player:GetModel();
local color = player:GetColor();
local skin = player:GetSkin();
if (ammo) then
if (type(ammo) != "table") then
ammo = nexus.player.GetAmmo(player, true);
end;
end;
if (weapons) then
if (type(weapons) != "table") then
weapons = nexus.player.GetWeapons(player);
end;
if ( IsValid(weapon) ) then
weapon = weapon:GetClass();
end;
end;
player.lightSpawnCallback = function(player, gamemodeHook)
if (weapons) then
NEXUS:PlayerLoadout(player);
nexus.player.SetWeapons(player, weapons, forceReturn);
if (type(weapon) == "string") then
player:SelectWeapon(weapon);
end;
end;
if (ammo) then
nexus.player.GiveAmmo(player, ammo);
end;
player:SetPos(position);
player:SetSkin(skin);
player:SetModel(model);
player:SetColor(color);
player:SetArmor(armor);
player:SetHealth(health);
player:SetMaterial(material);
player:SetMoveType(moveType);
player:SetEyeAngles(angles);
if (gamemodeHook) then
special = special or false;
nexus.mount.Call("PostPlayerLightSpawn", player, weapons, ammo, special);
end;
player:ResetSequence( player:GetSequence() );
end;
player:Spawn();
end;
-- A function to convert a table to camel case.
function nexus.player.ConvertToCamelCase(base)
local newTable = {};
for k, v in pairs(base) do
local key = NEXUS:SetCamelCase(string.gsub(k, "_", ""), true);
if (key and key != "") then
newTable[key] = v;
end;
end;
return newTable;
end;
-- A function to get a player's characters.
function nexus.player.GetCharacters(player, Callback)
if ( IsValid(player) ) then
local charactersTable = nexus.config.Get("mysql_characters_table"):Get();
local schemaFolder = NEXUS:GetSchemaFolder();
local characters = {};
tmysql.query("SELECT * FROM "..charactersTable.." WHERE _Schema = \""..schemaFolder.."\" AND _SteamID = \""..player:SteamID().."\"", function(result)
if ( IsValid(player) ) then
if (result and type(result) == "table" and #result > 0) then
for k, v in pairs(result) do
characters[k] = nexus.player.ConvertToCamelCase(v);
end;
Callback(characters);
else
Callback();
end;
end;
end, 1);
end
end;
-- A function to add a character to the character screen.
function nexus.player.CharacterScreenAdd(player, character)
local info = {
name = character.name,
model = character.model,
banned = character.data["banned"],
faction = character.faction,
characterID = character.characterID
};
if ( character.data["physdesc"] ) then
if (string.len( character.data["physdesc"] ) > 64) then
info.details = string.sub(character.data["physdesc"], 1, 64).."...";
else
info.details = character.data["physdesc"];
end;
end;
if ( character.data["banned"] ) then
info.details = "This character is banned.";
end;
nexus.mount.Call("PlayerAdjustCharacterScreenInfo", player, character, info);
NEXUS:StartDataStream(player, "CharacterAdd", info);
end;
-- A function to convert a character's MySQL variables to Lua variables.
function nexus.player.ConvertCharacterMySQL(base)
base.recognisedNames = nexus.player.ConvertCharacterRecognisedNamesString(base.recognisedNames);
base.characterID = tonumber(base.characterID);
base.attributes = nexus.player.ConvertCharacterDataString(base.attributes);
base.inventory = nexus.player.ConvertCharacterDataString(base.inventory);
base.cash = tonumber(base.cash);
base.ammo = nexus.player.ConvertCharacterDataString(base.ammo);
base.data = nexus.player.ConvertCharacterDataString(base.data);
base.key = tonumber(base.key);
end;
-- A function to get a player's character ID.
function nexus.player.GetCharacterID(player)
local character = player:GetCharacter();
if (character) then
for k, v in pairs( player:GetCharacters() ) do
if (v == character) then
return k;
end;
end;
end;
end;
-- A function to load a player's character.
function nexus.player.LoadCharacter(player, characterID, mergeCreate, Callback, force)
local character = {};
local unixTime = os.time();
if (mergeCreate) then
character = {};
character.name = name;
character.data = {};
character.ammo = {};
character.cash = nexus.config.Get("default_cash"):Get();
character.model = "models/police.mdl";
character.flags = "b";
character.schema = NEXUS:GetSchemaFolder();
character.gender = GENDER_MALE;
character.faction = FACTION_CITIZEN;
character.steamID = player:SteamID();
character.steamName = player:SteamName();
character.inventory = {};
character.attributes = {};
character.onNextLoad = "";
character.lastPlayed = unixTime;
character.timeCreated = unixTime;
character.characterID = characterID;
character.recognisedNames = {};
if ( !player.characters[characterID] ) then
table.Merge(character, mergeCreate);
if (character and type(character) == "table") then
character.inventory = nexus.inventory.GetDefault(player, character);
if (!force) then
local fault = nexus.mount.Call("PlayerCanCreateCharacter", player, character, characterID);
if (fault == false or type(fault) == "string") then
return nexus.player.CreationError(player, fault or "You cannot create this character!");
end;
end;
nexus.player.SaveCharacter(player, true, character, function(key)
player.characters[characterID] = character;
player.characters[characterID].key = key;
nexus.mount.Call("PlayerCharacterCreated", player, character);
nexus.player.CharacterScreenAdd(player, character);
if (Callback) then
Callback();
end;
end);
end;
end;
else
character = player.characters[characterID];
if (character) then
if ( player:GetCharacter() ) then
nexus.player.SaveCharacter(player);
nexus.player.UpdateCharacter(player);
nexus.mount.Call("PlayerCharacterUnloaded", player);
end;
player.character = character;
if ( player:Alive() ) then
player:KillSilent();
end;
if ( nexus.player.SetBasicSharedVars(player) ) then
nexus.mount.Call("PlayerCharacterLoaded", player);
player:SaveCharacter();
end;
end;
end;
end;
-- A function to set a player's basic shared variables.
function nexus.player.SetBasicSharedVars(player)
local gender = nexus.player.GetGender(player);
local faction = player:QueryCharacter("faction");
player:SetSharedVar( "sh_Flags", player:QueryCharacter("flags") );
player:SetSharedVar( "sh_Model", nexus.player.GetDefaultModel(player) );
player:SetSharedVar( "sh_Name", player:QueryCharacter("name") );
player:SetSharedVar( "sh_Key", player:QueryCharacter("key") );
if ( nexus.faction.stored[faction] ) then
player:SetSharedVar("sh_Faction", nexus.faction.stored[faction].index);
end;
if (gender == GENDER_MALE) then
player:SetSharedVar("sh_Gender", 2);
else
player:SetSharedVar("sh_Gender", 1);
end;
return true;
end;
-- A function to unescape a string.
function nexus.player.Unescape(text)
return string.Replace(string.Replace(string.Replace(text, "\\\\", "\\"), '\\"', '"'), "\\'", "'");
end;
-- A function to get the character's ammo as a string.
function nexus.player.GetCharacterAmmoString(player, character, rawTable)
local ammo = table.Copy(character.ammo);
for k, v in pairs( nexus.player.GetAmmo(player) ) do
if (v > 0) then
ammo[k] = v;
end;
end;
if (!rawTable) then
return Json.Encode(ammo);
else
return ammo;
end;
end;
-- A function to get the character's data as a string.
function nexus.player.GetCharacterDataString(player, character, rawTable)
local data = table.Copy(character.data);
nexus.mount.Call("PlayerSaveCharacterData", player, data);
if (!rawTable) then
return Json.Encode(data);
else
return data;
end;
end;
-- A function to get the character's recognised names as a string.
function nexus.player.GetCharacterRecognisedNamesString(player, character)
local recognisedNames = {};
for k, v in pairs(character.recognisedNames) do
if (v == RECOGNISE_SAVE) then
recognisedNames[#recognisedNames + 1] = k;
end;
end;
return Json.Encode(recognisedNames);
end;
-- A function to get the character's inventory as a string.
function nexus.player.GetCharacterInventoryString(player, character, rawTable)
local inventory = table.Copy(character.inventory);
nexus.mount.Call("PlayerGetInventoryString", player, character, inventory);
for k, v in pairs(inventory) do
local itemTable = nexus.item.Get(k);
if (itemTable) then
local amount = v;
if (itemTable.GetInventoryStringAmount) then
amount = itemTable:GetInventoryStringAmount(player);
end;
if (amount > 0) then
inventory[k] = amount;
else
inventory[k] = nil;
end;
end;
end;
if (!rawTable) then
return Json.Encode(inventory);
else
return inventory;
end;
end;
-- A function to convert a character's recognised names string to a table.
function nexus.player.ConvertCharacterRecognisedNamesString(data)
local success, value = pcall( Json.Decode, nexus.player.Unescape(data) );
if (success) then
local recognisedNames = {};
for k, v in pairs(value) do
recognisedNames[v] = RECOGNISE_SAVE;
end;
return recognisedNames;
else
return {};
end;
end;
-- A function to convert a character's data string to a table.
function nexus.player.ConvertCharacterDataString(data)
local success, value = pcall( Json.Decode, nexus.player.Unescape(data) );
if (success) then
return value;
else
return {};
end;
end;
-- A function to load a player's data.
function nexus.player.LoadData(player, Callback)
local playersTable = nexus.config.Get("mysql_players_table"):Get();
local schemaFolder = NEXUS:GetSchemaFolder();
local steamID = player:SteamID();
tmysql.query("SELECT * FROM "..playersTable.." WHERE _Schema = \""..schemaFolder.."\" AND _SteamID = \""..steamID.."\"", function(result)
if (IsValid(player) and !player.data) then
local onNextPlay = "";
if (result and type(result) == "table" and #result > 0) then
player.data = nexus.player.ConvertDataString(player, result[1]._Data);
onNextPlay = result[1]._OnNextPlay;
else
player.data = nexus.player.SaveData(player, true);
end;
nexus.mount.Call("PlayerRestoreData", player, player.data);
if ( Callback and IsValid(player) ) then
Callback(player);
end;
if (onNextPlay != "") then
tmysql.query("UPDATE "..playersTable.." SET _OnNextPlay = \"\" WHERE _Schema = \""..schemaFolder.."\" AND _SteamID = \""..steamID.."\"");
PLAYER = player;
RunString(onNextPlay);
PLAYER = nil;
end;
end;
end, 1);
timer.Simple(2, function()
if (IsValid(player) and !player.data) then
nexus.player.LoadData(player, Callback);
end;
end);
end;
-- A function to save a players's data.
function nexus.player.SaveData(player, create, delay, simple)
if (create) then
local query = nexus.player.GetDataCreateQuery(player);
if (delay) then
timer.Simple(delay, function()
tmysql.query(query);
end);
elseif (simple) then
return query;
else
tmysql.query(query);
end;
return {};
else
local query = nexus.player.GetDataUpdateQuery(player);
if (delay) then
timer.Simple(delay, function()
tmysql.query(query);
end);
elseif (!simple) then
tmysql.query(query);
else
return query;
end;
end;
end;
-- A function to convert a player's data string.
function nexus.player.ConvertDataString(player, data)
local success, value = pcall( Json.Decode, nexus.player.Unescape(data) );
if (success) then
return value;
else
return {};
end;
end;
-- A function to get the create query of a player's data.
function nexus.player.GetDataCreateQuery(player)
local playersTable = nexus.config.Get("mysql_players_table"):Get();
local schemaFolder = NEXUS:GetSchemaFolder();
local steamName = tmysql.escape( player:SteamName() );
local ipAddress = player:IPAddress();
local unixTime = os.time();
local steamID = player:SteamID();
local query = "INSERT INTO "..playersTable.." (_Data, _Schema, _SteamID, _IPAddress, _SteamName, _OnNextPlay, _LastPlayed, _TimeJoined) ";
query = query.."VALUES (\"\", \""..schemaFolder.."\", \""..steamID.."\", \""..ipAddress.."\", \""..steamName.."\",";
query = query.." \"\", \""..unixTime.."\", \""..unixTime.."\")";
return query;
end;
-- A function to get the update query of player's data.
function nexus.player.GetDataUpdateQuery(player)
local schemaFolder = NEXUS:GetSchemaFolder();
local steamName = tmysql.escape( player:SteamName() );
local ipAddress = player:IPAddress();
local steamID = player:SteamID();
local data = table.Copy(player.data);
nexus.mount.Call("PlayerSaveData", player, data);
local playersTable = nexus.config.Get("mysql_players_table"):Get();
local unixTime = os.time();
local query = "UPDATE "..playersTable.." SET _Data = \""..tmysql.escape( Json.Encode(data) ).."\",";
query = query.." _SteamName = \""..steamName.."\", _IPAddress = \""..ipAddress.."\", _LastPlayed = \""..unixTime.."\"";
query = query.." WHERE _Schema = \""..schemaFolder.."\" AND _SteamID = \""..steamID.."\"";
return query;
end;
-- A function to get the create query of a character.
function nexus.player.GetCharacterCreateQuery(player, character)
local charactersTable = nexus.config.Get("mysql_characters_table"):Get();
local values = "";
local amount = 1;
local keys = "";
if (!character) then
character = player:GetCharacter();
end;
local characterKeys = table.Count(character);
for k, v in pairs(character) do
if (characterKeys != amount) then
keys = keys.."_"..NEXUS:SetCamelCase(k, false)..", ";
else
keys = keys.."_"..NEXUS:SetCamelCase(k, false);
end;
if (type(v) == "table") then
if (k == "recognisedNames") then
v = Json.Encode(character.recognisedNames);
elseif (k == "attributes") then
v = Json.Encode(character.attributes);
elseif (k == "inventory") then
v = Json.Encode(character.inventory);
elseif (k == "ammo") then
v = Json.Encode(character.ammo);
elseif (k == "data") then
v = Json.Encode(v);
end;
end;
local value = tmysql.escape( tostring(v) );
if (characterKeys != amount) then
values = values.."\""..value.."\", ";
else
values = values.."\""..value.."\"";
end;
amount = amount + 1;
end;
return "INSERT INTO "..charactersTable.." ("..keys..") VALUES ("..values..")";
end;
-- A function to get the update query of a character.
function nexus.player.GetCharacterUpdateQuery(player, character)
local currentCharacter = player:GetCharacter();
local charactersTable = nexus.config.Get("mysql_characters_table"):Get();
local schemaFolder = NEXUS:GetSchemaFolder();
local unixTime = os.time();
local steamID = player:SteamID();
local query = "";
if (!character) then
character = currentCharacter;
end;
for k, v in pairs(character) do
if (k != "key" and k != "onNextLoad") then
if (type(v) == "table") then
if (k == "recognisedNames") then
v = nexus.player.GetCharacterRecognisedNamesString(player, character);
elseif (k == "attributes") then
v = Json.Encode(character.attributes);
elseif (k == "inventory") then
if (currentCharacter == character) then
v = nexus.player.GetCharacterInventoryString(player, character);
else
v = Json.Encode(character.inventory);
end;
elseif (k == "ammo") then
if (currentCharacter == character) then
v = nexus.player.GetCharacterAmmoString(player, character);
else
v = Json.Encode(character.ammo);
end;
elseif (k == "data") then
if (currentCharacter == character) then
v = nexus.player.GetCharacterDataString(player, character);
else
v = Json.Encode(character.data);
end;
end;
elseif (k == "lastPlayed") then
v = unixTime;
elseif (k == "steamName") then
v = player:SteamName();
end;
local value = tmysql.escape( tostring(v) );
if (query == "") then
query = "UPDATE "..charactersTable.." SET _"..NEXUS:SetCamelCase(k, false).." = \""..value.."\"";
else
query = query..", _"..NEXUS:SetCamelCase(k, false).." = \""..value.."\"";
end;
end;
end;
return query.." WHERE _Schema = \""..schemaFolder.."\" AND _SteamID = \""..steamID.."\" AND _CharacterID = "..character.characterID;
end;
-- A function to update a player's character.
function nexus.player.UpdateCharacter(player)
player.character.inventory = nexus.player.GetCharacterInventoryString(player, player.character, true);
player.character.ammo = nexus.player.GetCharacterAmmoString(player, player.character, true);
player.character.data = nexus.player.GetCharacterDataString(player, player.character, true);
end;
-- A function to save a player's character.
function nexus.player.SaveCharacter(player, create, character, Callback)
if (create) then
local query = nexus.player.GetCharacterCreateQuery(player, character);
tmysql.query(query, function(result, status, lastID)
if ( Callback and tonumber(lastID) ) then
Callback( tonumber(lastID) );
end;
end, 2);
elseif ( player:HasInitialized() ) then
local characterQuery = nexus.player.GetCharacterUpdateQuery(player, character);
local dataQuery = nexus.player.SaveData(player, nil, nil, true);
tmysql.query(characterQuery);
tmysql.query(dataQuery);
end;
end;
-- A function to get the class of a player's active weapon.
function nexus.player.GetWeaponClass(player, safe)
if ( IsValid( player:GetActiveWeapon() ) ) then
return player:GetActiveWeapon():GetClass();
else
return safe;
end;
end;
-- A function to call a player's think hook.
function nexus.player.CallThinkHook(player, setSharedVars, infoTable, curTime)
infoTable.inventoryWeight = nexus.config.Get("default_inv_weight"):Get();
infoTable.crouchedSpeed = player.crouchedSpeed;
infoTable.jumpPower = player.jumpPower;
infoTable.walkSpeed = player.walkSpeed;
infoTable.runSpeed = player.runSpeed;
infoTable.running = player:IsRunning();
infoTable.jogging = player:IsJogging();
infoTable.wages = nexus.class.Query(player:Team(), "wages", 0);
if ( !player:IsJogging(true) ) then
infoTable.jogging = nil;
player:SetSharedVar("sh_Jogging", false);
end;
if (setSharedVars) then
nexus.mount.Call("PlayerSetSharedVars", player, curTime);
player.nextSetSharedVars = nil;
end;
nexus.mount.Call("PlayerThink", player, curTime, infoTable);
player.nextThink = nil;
end;
-- A function to preserve a player's ammo.
function nexus.player.PreserveAmmo(player)
local weapon = player:GetActiveWeapon();
for k, v in ipairs( player:GetWeapons() ) do
local itemTable = nexus.item.GetWeapon(v);
if (itemTable) then
nexus.player.SavePrimaryAmmo(player, v);
nexus.player.SaveSecondaryAmmo(player, v);
end;
end;
end;
-- A function to get a player's wages.
function nexus.player.GetWages(player)
return player:GetSharedVar("sh_Wages");
end;
|
Events:Subscribe('Extension:Loaded', function()
WebUI:Init()
end)
NetEvents:Subscribe('hit', function(damage, isHeadshot)
if damage <= 0 then
return
end
WebUI:ExecuteJS(string.format('addHit(%d, %s)', math.floor(damage), tostring(isHeadshot)))
end)
|
require 'nn'
require 'sys'
require '../SparseLinearX.lua'
local sparseLinearX_test = {}
function wrapUT(fuUT, strName)
fuUT()
print("PASS " .. strName)
end
function getTestInputCSparse()
return { nBatchSize = 10,
--rowid, startId, length
teOnes = torch.LongTensor({{1, 3, 5},
{2, 1, 3},
{2, 7, 3},
{8, 8, 2}} )}
end
function getTestInput()
local teRes = torch.zeros(10, 10)
teRes:narrow(1, 1, 1):narrow(2, 3, 5):fill(1)
teRes:narrow(1, 2, 1):narrow(2, 1, 3):fill(1)
teRes:narrow(1, 2, 1):narrow(2, 7, 3):fill(1)
teRes:narrow(1, 8, 1):narrow(2, 8, 2):fill(1)
return teRes
end
function sparseLinearX_test.updateOutput()
local nInputWidth = 10
-- sparse
local taInputCSparse = getTestInputCSparse()
torch.manualSeed(1)
local mSparseLinearX = nn.SparseLinearX(nInputWidth, 1)
sys.tic()
local teOutput = mSparseLinearX:forward(taInputCSparse)
print("elapsed:" .. sys.toc())
-- non-sparse
local teInput = getTestInput()
torch.manualSeed(1)
local mLinear = nn.Linear(nInputWidth, 1)
sys.tic()
local teOutput2 = mLinear:forward(teInput)
print("elapsed:" .. sys.toc())
-- compare
local dDiff = (teOutput2-teOutput):sum()
assert(dDiff == 0, "not matching!")
end
function sparseLinearX_test.updateGradInput()
local nInputWidth = 10
local nOutputWidth = 1
local gradOutput = torch.Tensor({{1}, {2}, {3}, {4}, {5}, {6}, {7}, {8}, {9}, {10}})
-- sparse
local taInputCSparse = getTestInputCSparse()
torch.manualSeed(1)
local mSparseLinearX = nn.SparseLinearX(nInputWidth, nOutputWidth)
local teGradInput = mSparseLinearX:updateGradInput(taInputCSparse, gradOutput)
-- non-sparse
local teInput = getTestInput()
torch.manualSeed(1)
local mLinear = nn.Linear(nInputWidth, 1)
local teGradInput2 = mLinear:updateGradInput(teInput, gradOutput)
-- compare
local dDiff = (teGradInput2-teGradInput):sum()
assert(dDiff == 0, "not matching!")
end
function sparseLinearX_test.accGradParameters()
local nInputWidth = 10
local nOutputWidth = 1
local gradOutput = torch.Tensor({{1}, {2}, {3}, {4}, {5}, {6}, {7}, {8}, {9}, {10}})
-- sparse
local taInputCSparse = getTestInputCSparse()
torch.manualSeed(1)
local mSparseLinearX = nn.SparseLinearX(nInputWidth, nOutputWidth)
local teOutput = mSparseLinearX:forward(taInputCSparse)
mSparseLinearX:accGradParameters(taInputCSparse, gradOutput)
-- non sparse
local teInput = getTestInput()
torch.manualSeed(1)
local mLinear = nn.Linear(nInputWidth, 1)
local teOutput2 = mLinear:forward(teInput)
mLinear:accGradParameters(teInput, gradOutput)
-- compare
local dDiff = (mLinear.gradWeight - mSparseLinearX.gradWeight):sum()
assert(dDiff == 0, "gradWeight not matching!")
dDiff = (mLinear.gradBias - mSparseLinearX.gradBias):sum()
assert(dDiff == 0, "gradBias not matching!")
end
wrapUT(sparseLinearX_test.updateOutput, "updateOutput")
wrapUT(sparseLinearX_test.updateGradInput, "updateGradInput")
wrapUT(sparseLinearX_test.accGradParameters, "accGradParameters")
|
panel_color_number_to_upper = {"A", "B", "C", "D", "E", "F", "G", "H",[0]="0"}
panel_color_number_to_lower = {"a", "b", "c", "d", "e", "f", "g", "h",[0]="0"}
panel_color_to_number = { ["A"]=1, ["B"]=2, ["C"]=3, ["D"]=4, ["E"]=5, ["F"]=6, ["G"]=7, ["H"]=8,
["a"]=1, ["b"]=2, ["c"]=3, ["d"]=4, ["e"]=5, ["f"]=6, ["g"]=7, ["h"]=8,
["1"]=1, ["2"]=2, ["3"]=3, ["4"]=4, ["5"]=5, ["6"]=6, ["7"]=7, ["8"]=8,
["0"]=0}
leagues = { {league="Newcomer", min_rating = -1000},
{league="Bronze", min_rating = 1},
{league="Silver", min_rating = 1300},
{league="Gold", min_rating = 1450},
{league="Platinum", min_rating = 1650},
{league="Diamond", min_rating = 1900},
{league="Master", min_rating = 2250},
{league="Grandmaster", min_rating = 2350}
}
--[[leagues = { {league="Newcomer", min_rating = -1000},
{league="Bronze", min_rating = 1},
{league="Silver", min_rating = 1225},
{league="Gold", min_rating = 1475},
{league="Platinum", min_rating = 1725},
{league="Diamond", min_rating = 1975},
{league="Master", min_rating = 2225},
{league="Grandmaster", min_rating = 2475}
}]]
PLACEMENT_MATCH_COUNT_REQUIREMENT = 50
|
-- Creator:
-- AltiV - August 17th, 2019
LinkLuaModifier("modifier_item_imba_aether_specs", "components/items/item_aether_specs", LUA_MODIFIER_MOTION_NONE)
LinkLuaModifier("modifier_item_imba_aether_specs_ward", "components/items/item_aether_specs", LUA_MODIFIER_MOTION_NONE)
LinkLuaModifier("modifier_item_imba_aether_specs_aura_bonus", "components/items/item_aether_specs", LUA_MODIFIER_MOTION_NONE)
item_imba_aether_specs = class({})
modifier_item_imba_aether_specs_ward = class({})
modifier_item_imba_aether_specs = class({})
modifier_item_imba_aether_specs_aura_bonus = class({})
-----------------------
-- AETHER SPECS BASE --
-----------------------
function item_imba_aether_specs:GetIntrinsicModifierName()
Timers:CreateTimer(FrameTime(), function()
if not self:IsNull() then
for _, modifier in pairs(self:GetParent():FindAllModifiersByName("modifier_item_imba_aether_specs")) do
modifier:SetStackCount(_)
end
end
end)
return "modifier_item_imba_aether_specs"
end
function item_imba_aether_specs:GetAOERadius()
return self:GetSpecialValueFor("radius")
end
function item_imba_aether_specs:OnSpellStart()
local ward = CreateUnitByName("npc_dota_aether_spec_ward", self:GetCursorPosition(), false, self:GetCaster(), self:GetCaster(), self:GetCaster():GetTeamNumber())
ward:AddNewModifier(self:GetCaster(), self, "modifier_item_buff_ward", {duration = self:GetSpecialValueFor("ward_duration")})
-- I have no idea what this modifier does
ward:AddNewModifier(self:GetCaster(), self, "modifier_truesight", {duration = self:GetSpecialValueFor("ward_duration")})
-- This doesn't actually give truesight but it gives a random sentry ward buff so w/e
ward:AddNewModifier(self:GetCaster(), self, "modifier_item_ward_true_sight", {duration = self:GetSpecialValueFor("ward_duration")})
ward:AddNewModifier(self:GetCaster(), self, "modifier_item_gem_of_true_sight", {duration = self:GetSpecialValueFor("ward_duration")}) -- The radius was designated with the "radius" KV for the item in npc_items_custom.txt (guess that's just how it works)
ward:AddNewModifier(self:GetCaster(), self, "modifier_item_imba_aether_specs_ward", {duration = self:GetSpecialValueFor("ward_duration")})
ward:SetBaseMaxHealth(self:GetSpecialValueFor("hits_to_kill") * 4)
ward:SetMaxHealth(self:GetSpecialValueFor("hits_to_kill") * 4)
ward:SetHealth(self:GetSpecialValueFor("hits_to_kill") * 4)
EmitSoundOnLocationForAllies(self:GetParent():GetAbsOrigin(), "DOTA_Item.ObserverWard.Activate", self:GetCaster())
end
-----------------------------------
-- AETHER OF SPECS WARD MODIFIER --
-----------------------------------
function modifier_item_imba_aether_specs_ward:IsHidden() return true end
function modifier_item_imba_aether_specs_ward:IsPurgable() return false end
function modifier_item_imba_aether_specs_ward:OnCreated()
if IsServer() then
if not self:GetAbility() then self:Destroy() end
end
if not IsServer() then return end
self.radius = self:GetAbility():GetSpecialValueFor("radius")
-- self.interval = 0.5
local aura_particle = ParticleManager:CreateParticle("particles/items_fx/aether_specs_ward_aura.vpcf", PATTACH_ABSORIGIN_FOLLOW, self:GetParent())
ParticleManager:SetParticleControl(aura_particle, 1, Vector(self.radius, 0, 0))
self:AddParticle(aura_particle, false, false, -1, false, false)
-- self:StartIntervalThink(self.interval)
end
-- function modifier_item_imba_aether_specs_ward:OnIntervalThink()
-- AddFOWViewer(self:GetCaster():GetTeamNumber(), self:GetParent():GetAbsOrigin(), self.radius, self.interval, false)
-- end
-- function modifier_item_imba_aether_specs_ward:CheckState()
-- return {[MODIFIER_STATE_FLYING] = true}
-- end
------------------------------
-- AETHER OF SPECS MODIFIER --
------------------------------
function modifier_item_imba_aether_specs:IsHidden() return true end
function modifier_item_imba_aether_specs:IsPurgable() return false end
function modifier_item_imba_aether_specs:RemoveOnDeath() return false end
function modifier_item_imba_aether_specs:GetAttributes() return MODIFIER_ATTRIBUTE_MULTIPLE end
function modifier_item_imba_aether_specs:OnCreated()
if IsServer() then
if not self:GetAbility() then self:Destroy() end
end
if self:GetAbility() then
-- AbilitySpecials
self.bonus_mana = self:GetAbility():GetSpecialValueFor("bonus_mana")
self.bonus_mana_regen = self:GetAbility():GetSpecialValueFor("bonus_mana_regen")
self.cast_range_bonus = self:GetAbility():GetSpecialValueFor("cast_range_bonus")
self.spell_power = self:GetAbility():GetSpecialValueFor("spell_power")
self.bonus_damage = self:GetAbility():GetSpecialValueFor("bonus_damage")
self.bonus_strength = self:GetAbility():GetSpecialValueFor("bonus_strength")
self.bonus_agility = self:GetAbility():GetSpecialValueFor("bonus_agility")
self.bonus_intellect = self:GetAbility():GetSpecialValueFor("bonus_intellect")
self.bonus_aspd = self:GetAbility():GetSpecialValueFor("bonus_aspd")
else
self.bonus_mana = 0
self.bonus_mana_regen = 0
self.cast_range_bonus = 0
self.spell_power = 0
self.bonus_damage = 0
self.bonus_strength = 0
self.bonus_agility = 0
self.bonus_intellect = 0
self.bonus_aspd = 0
end
if not IsServer() then return end
-- Use Secondary Charges system to make mana loss reduction and CDR not stack with multiples
for _, mod in pairs(self:GetParent():FindAllModifiersByName(self:GetName())) do
mod:GetAbility():SetSecondaryCharges(_)
end
end
function modifier_item_imba_aether_specs:OnDestroy()
if not IsServer() then return end
for _, modifier in pairs(self:GetParent():FindAllModifiersByName(self:GetName())) do
modifier:SetStackCount(_)
modifier:GetAbility():SetSecondaryCharges(_)
end
end
function modifier_item_imba_aether_specs:DeclareFunctions()
return {
MODIFIER_PROPERTY_MANA_BONUS,
MODIFIER_PROPERTY_MANA_REGEN_CONSTANT,
MODIFIER_PROPERTY_CAST_RANGE_BONUS_STACKING,
MODIFIER_PROPERTY_SPELL_AMPLIFY_PERCENTAGE,
MODIFIER_PROPERTY_PREATTACK_BONUS_DAMAGE,
MODIFIER_PROPERTY_STATS_STRENGTH_BONUS,
MODIFIER_PROPERTY_STATS_AGILITY_BONUS,
MODIFIER_PROPERTY_STATS_INTELLECT_BONUS,
MODIFIER_PROPERTY_ATTACKSPEED_BONUS_CONSTANT
}
end
function modifier_item_imba_aether_specs:GetModifierManaBonus()
return self.bonus_mana
end
function modifier_item_imba_aether_specs:GetModifierConstantManaRegen()
return self.bonus_mana_regen
end
function modifier_item_imba_aether_specs:GetModifierCastRangeBonusStacking()
if self:GetStackCount() ~= 1 then
return 0
else
return self.cast_range_bonus
end
end
-- As of 7.23, the items that Nether Wand's tree contains are as follows:
-- - Nether Wand
-- - Aether Lens
-- - Aether Specs
-- - Eul's Scepter of Divinity EX
-- - Armlet of Dementor
-- - Arcane Nexus
function modifier_item_imba_aether_specs:GetModifierSpellAmplify_Percentage()
if self:GetAbility():GetSecondaryCharges() == 1 and
not self:GetParent():HasModifier("modifier_item_imba_cyclone_2") and
not self:GetParent():HasModifier("modifier_item_imba_armlet_of_dementor") and
not self:GetParent():HasModifier("modifier_item_imba_arcane_nexus_passive") then
return self.spell_power
end
end
function modifier_item_imba_aether_specs:GetModifierPreAttack_BonusDamage()
return self.bonus_damage
end
function modifier_item_imba_aether_specs:GetModifierBonusStats_Strength()
return self.bonus_strength
end
function modifier_item_imba_aether_specs:GetModifierBonusStats_Agility()
return self.bonus_agility
end
function modifier_item_imba_aether_specs:GetModifierBonusStats_Intellect()
return self.bonus_intellect
end
function modifier_item_imba_aether_specs:GetModifierAttackSpeedBonus_Constant()
return self.bonus_aspd
end
function modifier_item_imba_aether_specs:IsAura() return true end
function modifier_item_imba_aether_specs:IsAuraActiveOnDeath() return false end
function modifier_item_imba_aether_specs:GetAuraRadius() return self:GetAbility():GetSpecialValueFor("aura_radius") end
function modifier_item_imba_aether_specs:GetAuraSearchFlags() return DOTA_UNIT_TARGET_FLAG_INVULNERABLE + DOTA_UNIT_TARGET_FLAG_OUT_OF_WORLD end
function modifier_item_imba_aether_specs:GetAuraSearchTeam() return DOTA_UNIT_TARGET_TEAM_FRIENDLY end
function modifier_item_imba_aether_specs:GetAuraSearchType() return DOTA_UNIT_TARGET_HERO + DOTA_UNIT_TARGET_BASIC end
function modifier_item_imba_aether_specs:GetModifierAura() return "modifier_item_imba_aether_specs_aura_bonus" end
--------------------------------
-- AETHER SPECS AURA MODIFIER --
--------------------------------
function modifier_item_imba_aether_specs_aura_bonus:OnCreated()
if not self:GetAbility() then self:Destroy() return end
-- AbilitySpecials
self.aura_mana_regen = self:GetAbility():GetSpecialValueFor("aura_mana_regen")
self.aura_bonus_armor = self:GetAbility():GetSpecialValueFor("aura_bonus_armor")
self.aura_bonus_vision = self:GetAbility():GetSpecialValueFor("aura_bonus_vision")
self.aura_bonus_cast_range = self:GetAbility():GetSpecialValueFor("aura_bonus_cast_range")
end
function modifier_item_imba_aether_specs_aura_bonus:DeclareFunctions()
return {
MODIFIER_PROPERTY_MANA_REGEN_CONSTANT_UNIQUE,
MODIFIER_PROPERTY_PHYSICAL_ARMOR_BONUS_UNIQUE,
MODIFIER_PROPERTY_BONUS_DAY_VISION,
MODIFIER_PROPERTY_BONUS_NIGHT_VISION,
MODIFIER_PROPERTY_CAST_RANGE_BONUS_STACKING
}
end
function modifier_item_imba_aether_specs_aura_bonus:GetModifierConstantManaRegenUnique()
return self.aura_mana_regen
end
function modifier_item_imba_aether_specs_aura_bonus:GetModifierPhysicalArmorBonusUnique()
if not self:GetParent():IsIllusion() then
return self.aura_bonus_armor
end
end
function modifier_item_imba_aether_specs_aura_bonus:GetBonusDayVision()
if not self:GetParent():IsIllusion() then
return self.aura_bonus_vision
end
end
function modifier_item_imba_aether_specs_aura_bonus:GetBonusNightVision()
if not self:GetParent():IsIllusion() then
return self.aura_bonus_vision
end
end
function modifier_item_imba_aether_specs_aura_bonus:GetModifierCastRangeBonusStacking()
return self.aura_bonus_cast_range
end
|
local bind = require "binder.skill".skill
local root = GRoot.inst
local M = {}
function M:start(view)
view:MakeFullScreen()
root:AddChild(view)
bind(M, view)
end
function M:stop()
end
return M
|
local ADDON = ...
local L = Wheel("LibLocale"):NewLocale(ADDON, "frFR")
|
package.path = './data/lua/?.lua;' .. package.path
require("io/jbio/defs")
require("iop/input-state")
require("screen/attract/defs")
local function __init()
-- stub
end
local function __activate()
-- stub
end
local function __deactivate()
-- stub
end
local function __process(src, src_prev)
local dest = {
digital = {},
analog = {},
}
local out = {
digital = {},
analog = {},
analog_u8 = {},
text = {}
}
dest.digital[SCREEN_ATTRACT_DI_SELECT_NEXT] = iop_input_state_is_pushed(IO_JBIO_DI_PANEL1, src, src_prev)
dest.digital[SCREEN_ATTRACT_DI_SELECT_PREV] = iop_input_state_is_pushed(IO_JBIO_DI_PANEL2, src, src_prev)
dest.digital[SCREEN_ATTRACT_DI_SELECTION_CONFIRMED] = iop_input_state_is_pushed(IO_JBIO_DI_PANEL3, src, src_prev)
dest.digital[SCREEN_ATTRACT_DI_OPERATOR_SCREEN] = iop_input_state_is_pushed(IO_JBIO_DI_TEST, src, src_prev)
return dest, out
end
return {
device = IO_JBIO_IDENTIFIER,
screen = SCREEN_ATTRACT_IDENTIFIER,
f_init = __init,
f_activate = __activate,
f_deactivate = __deactivate,
f_process = __process,
}
|
function shuffle(tbl)
for i = #tbl, 2, -1 do
local j = math.random(i)
tbl[i], tbl[j] = tbl[j], tbl[i]
end
return tbl
end
function playOptimal()
local secrets = {}
for i=1,100 do
secrets[i] = i
end
shuffle(secrets)
for p=1,100 do
local success = false
local choice = p
for i=1,50 do
if secrets[choice] == p then
success = true
break
end
choice = secrets[choice]
end
if not success then
return false
end
end
return true
end
function playRandom()
local secrets = {}
for i=1,100 do
secrets[i] = i
end
shuffle(secrets)
for p=1,100 do
local choices = {}
for i=1,100 do
choices[i] = i
end
shuffle(choices)
local success = false
for i=1,50 do
if choices[i] == p then
success = true
break
end
end
if not success then
return false
end
end
return true
end
function exec(n,play)
local success = 0
for i=1,n do
if play() then
success = success + 1
end
end
return 100.0 * success / n
end
function main()
local N = 1000000
print("# of executions: "..N)
print(string.format("Optimal play success rate: %f", exec(N, playOptimal)))
print(string.format("Random play success rate: %f", exec(N, playRandom)))
end
main()
|
local K, C, L = unpack(select(2, ...))
if C.ActionBar.Enable ~= true then return end
-- Lua API
local _G = _G
-- Wow API
local hooksecurefunc = _G.hooksecurefunc
local PetActionBar_HideGrid = _G.PetActionBar_HideGrid
local PetActionBar_ShowGrid = _G.PetActionBar_ShowGrid
local PetActionBar_UpdateCooldowns = _G.PetActionBar_UpdateCooldowns
local RegisterStateDriver = _G.RegisterStateDriver
-- Global variables that we don't cache, list them here for mikk's FindGlobals script
-- GLOBALS: PetActionBarFrame, PetHolder, RightBarMouseOver, HoverBind, PetBarMouseOver
if C.ActionBar.PetBarHide then PetActionBarAnchor:Hide() return end
-- Create bar
local bar = CreateFrame("Frame", "PetHolder", UIParent, "SecureHandlerStateTemplate")
bar:SetAllPoints(PetActionBarAnchor)
bar:RegisterEvent("PLAYER_LOGIN")
bar:RegisterEvent("PLAYER_CONTROL_LOST")
bar:RegisterEvent("PLAYER_CONTROL_GAINED")
bar:RegisterEvent("PLAYER_FARSIGHT_FOCUS_CHANGED")
bar:RegisterEvent("PET_BAR_UPDATE")
bar:RegisterEvent("PET_BAR_UPDATE_USABLE")
bar:RegisterEvent("PET_BAR_UPDATE_COOLDOWN")
bar:RegisterEvent("PET_BAR_HIDE")
bar:RegisterEvent("UNIT_PET")
bar:RegisterEvent("UNIT_FLAGS")
bar:RegisterEvent("UNIT_AURA")
bar:SetScript("OnEvent", function(self, event, arg1)
if event == "PLAYER_LOGIN" then
K.StylePet()
PetActionBar_ShowGrid = K.Noop
PetActionBar_HideGrid = K.Noop
PetActionBarFrame.showgrid = nil
for i = 1, 10 do
local button = _G["PetActionButton"..i]
button:ClearAllPoints()
button:SetParent(PetHolder)
button:SetSize(C.ActionBar.ButtonSize, C.ActionBar.ButtonSize)
if i == 1 then
if C.ActionBar.PetBarHorizontal == true then
button:SetPoint("BOTTOMLEFT", 0, 0)
else
button:SetPoint("TOPLEFT", 0, 0)
end
else
if C.ActionBar.PetBarHorizontal == true then
button:SetPoint("LEFT", _G["PetActionButton"..i-1], "RIGHT", C.ActionBar.ButtonSpace, 0)
else
button:SetPoint("TOP", _G["PetActionButton"..i-1], "BOTTOM", 0, -C.ActionBar.ButtonSpace)
end
end
button:Show()
self:SetAttribute("addchild", button)
end
RegisterStateDriver(self, "visibility", "[pet,novehicleui,nopossessbar,nopetbattle] show; hide")
hooksecurefunc("PetActionBar_Update", K.PetBarUpdate)
elseif event == "PET_BAR_UPDATE" or event == "PLAYER_CONTROL_LOST" or event == "PLAYER_CONTROL_GAINED" or event == "PLAYER_FARSIGHT_FOCUS_CHANGED"
or event == "UNIT_FLAGS" or (event == "UNIT_PET" and arg1 == "player") or (arg1 == "pet" and event == "UNIT_AURA") then
K.PetBarUpdate()
elseif event == "PET_BAR_UPDATE_COOLDOWN" then
PetActionBar_UpdateCooldowns()
end
end)
-- Mouseover bar
if C.ActionBar.RightBarsMouseover == true and C.ActionBar.PetBarHorizontal == false then
for i = 1, NUM_PET_ACTION_SLOTS do
local b = _G["PetActionButton"..i]
b:SetAlpha(0)
b:HookScript("OnEnter", function() RightBarMouseOver(1) end)
b:HookScript("OnLeave", function() if not HoverBind.enabled then RightBarMouseOver(0) end end)
end
end
if C.ActionBar.PetBarMouseover == true and C.ActionBar.PetBarHorizontal == true then
for i = 1, NUM_PET_ACTION_SLOTS do
local b = _G["PetActionButton"..i]
b:SetAlpha(0)
b:HookScript("OnEnter", function() PetBarMouseOver(1) end)
b:HookScript("OnLeave", function() if not HoverBind.enabled then PetBarMouseOver(0) end end)
end
end
|
local currencies = {}
table.insert(currencies, {
name = "Деньги",
image = "money.pic",
id = "customnpcs:npcMoney",
dmg = 0
})
--table.insert(currencies, {
-- name = "Светопыль",
-- image = "glowstone_dust.pic",
-- id = "minecraft:glowstone_dust",
-- dmg = 0,
-- max = 100
--})
--table.insert(currencies, {
-- name = "Железный слиток",
-- image = "iron_ingot.pic",
-- id = "minecraft:iron_ingot",
-- dmg = 0,
-- max = 200
--})
return currencies
|
object_building_general_station_starport = object_building_general_shared_station_starport:new {
gameObjectType = 521,
planetMapCategory = "starport",
childObjects = {
{templateFile = "object/tangible/terminal/terminal_travel.iff", x = -10, z = 0, y = 0, ox = 0, oy = 0, oz = 0, ow = 0, cellid = 8, containmentType = -1},
{templateFile = "object/tangible/travel/ticket_collector/ticket_collector.iff", x = -5, z = 0, y = 0, ox = 0, oy = 0.707107, oz = 0, ow = 0.707107, cellid = 8, containmentType = -1},
{templateFile = "object/creature/npc/theme_park/player_transport_theed_hangar.iff", x = 0, z = 0, y = 0, ox = 0, oy = 0.70711, oz = 0, ow = 0.70711, cellid = 8, containmentType = -1}
}
}
ObjectTemplates:addTemplate(object_building_general_station_starport, "object/building/general/station_starport.iff")
|
local old_DLCSOC_init = CrimeSpreeTweakData.init
function CrimeSpreeTweakData:init(tweak_data)
old_DLCSOC_init(self, tweak_data)
self.crash_causes_loss = false
end
|
return
Polygon.new({
}).points
|
function onCreate()
--background boi
makeLuaSprite('stage', 'back1', 0, 0)
setLuaSpriteScrollFactor('stage', 0.6, 0.6)
addLuaSprite('stage', false)
makeLuaSprite('stage2', 'back11', 0, 0)
setLuaSpriteScrollFactor('stage', 0.6, 0.6)
addLuaSprite('stage2', false)
makeLuaSprite( 'stage3', 'back2', 0, 0)
setLuaSpriteScrollFactor('stage2', 0.6, 0.6)
addLuaSprite('stage3', false)
makeLuaSprite( 'stage4', 'back3', 0, 0)
setLuaSpriteScrollFactor('stage3', 0.6, 0.6)
addLuaSprite('stage4', false)
makeLuaSprite( 'stage5', 'back33', 0, 0)
setLuaSpriteScrollFactor('stage3', 0.6, 0.6)
addLuaSprite('stage5', false)
makeLuaSprite( 'stage6', 'back4', 0, 0)
setLuaSpriteScrollFactor('stage4', 0.6, 0.6)
addLuaSprite('stage6', false)
setProperty('stage2.visible', false)
setProperty('stage3.visible', false)
setProperty('stage4.visible', false)
setProperty('stage5.visible', false)
setProperty('stage6.visible', false)
end
function onEvent(name,value1,value2)
if name == 'Play Animation' then
if value1 == '2' then
setProperty('stage.visible', false);
setProperty('stage2.visible', true);
setProperty('stage3.visible', false);
setProperty('stage4.visible', false);
setProperty('stage6.visible', false);
setProperty('stage5.visible', false);
end
if value1 == '6' then
setProperty('stage.visible', false);
setProperty('stage2.visible', false);
setProperty('stage3.visible', false);
setProperty('stage4.visible', false);
setProperty('stage6.visible', true);
setProperty('stage5.visible', false);
end
if value1 == '3' then
setProperty('stage3.visible', true);
setProperty('stage.visible', false);
setProperty('stage2.visible', false);
setProperty('stage4.visible', false);
setProperty('stage6.visible', false);
setProperty('stage5.visible', false);
end
if value1 == '4' then
setProperty('stage2.visible', false);
setProperty('stage.visible', false);
setProperty('stage3.visible', false);
setProperty('stage4.visible', true);
setProperty('stage6.visible', false);
setProperty('stage5.visible', false);
end
if value1 == '1' then
setProperty('stage2.visible', false);
setProperty('stage.visible', true);
setProperty('stage3.visible', false);
setProperty('stage4.visible', false);
setProperty('stage6.visible', false);
setProperty('stage5.visible', false);
end
if value1 == '5' then
setProperty('stage2.visible', false);
setProperty('stage.visible', false);
setProperty('stage3.visible', false);
setProperty('stage4.visible', false);
setProperty('stage5.visible', true);
setProperty('stage6.visible', false);
end
end
end
|
game.ReplicatedStorage.NetworkRemoteEvent:FireServer("SellBubble", "Sell")
_G.samsbubbleloop = true
while _G.samsbubbleloop == true do
for i=1,25 do
game.ReplicatedStorage.NetworkRemoteEvent:FireServer("BlowBubble")
wait(1.5)
if i == 25 then
game.ReplicatedStorage.NetworkRemoteEvent:FireServer("SellBubble", "Sell")
end
end
end
|
--- Creates a new class with a constructor function.
-- @return Class table.
local function Class()
local class = {}
local class_mt = {}
setmetatable(class, class_mt)
class.__index = class
--- Implements call function to create an instance.
function class_mt.__call(_, ...)
local instance = {}
setmetatable(instance, class)
instance:constructor(...)
return instance
end
--- Checks if object is an instance of this class.
-- @param object The object to check.
-- @return True if same class.
function class.instanceOf(object)
return getmetatable(object) == class
end
return class
end
return Class
|
--[[
This module was modified to handle results of the 'typeof' function, to be more lightweight.
The original source of this module can be found in the link below, as well as the license:
https://github.com/rojo-rbx/rojo/blob/master/plugin/rbx_dom_lua/EncodedValue.lua
https://github.com/rojo-rbx/rojo/blob/master/plugin/rbx_dom_lua/base64.lua
https://github.com/rojo-rbx/rojo/blob/master/LICENSE.txt
--]]
local base64
do
-- Thanks to Tiffany352 for this base64 implementation!
local floor = math.floor
local char = string.char
local function encodeBase64(str)
local out = {}
local nOut = 0
local alphabet = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/"
local strLen = #str
-- 3 octets become 4 hextets
for i = 1, strLen - 2, 3 do
local b1, b2, b3 = str:byte(i, i + 3)
local word = b3 + b2 * 256 + b1 * 256 * 256
local h4 = word % 64 + 1
word = floor(word / 64)
local h3 = word % 64 + 1
word = floor(word / 64)
local h2 = word % 64 + 1
word = floor(word / 64)
local h1 = word % 64 + 1
out[nOut + 1] = alphabet:sub(h1, h1)
out[nOut + 2] = alphabet:sub(h2, h2)
out[nOut + 3] = alphabet:sub(h3, h3)
out[nOut + 4] = alphabet:sub(h4, h4)
nOut = nOut + 4
end
local remainder = strLen % 3
if remainder == 2 then
-- 16 input bits -> 3 hextets (2 full, 1 partial)
local b1, b2 = str:byte(-2, -1)
-- partial is 4 bits long, leaving 2 bits of zero padding ->
-- offset = 4
local word = b2 * 4 + b1 * 4 * 256
local h3 = word % 64 + 1
word = floor(word / 64)
local h2 = word % 64 + 1
word = floor(word / 64)
local h1 = word % 64 + 1
out[nOut + 1] = alphabet:sub(h1, h1)
out[nOut + 2] = alphabet:sub(h2, h2)
out[nOut + 3] = alphabet:sub(h3, h3)
out[nOut + 4] = "="
elseif remainder == 1 then
-- 8 input bits -> 2 hextets (2 full, 1 partial)
local b1 = str:byte(-1, -1)
-- partial is 2 bits long, leaving 4 bits of zero padding ->
-- offset = 16
local word = b1 * 16
local h2 = word % 64 + 1
word = floor(word / 64)
local h1 = word % 64 + 1
out[nOut + 1] = alphabet:sub(h1, h1)
out[nOut + 2] = alphabet:sub(h2, h2)
out[nOut + 3] = "="
out[nOut + 4] = "="
end
-- if the remainder is 0, then no work is needed
return table.concat(out, "")
end
local function decodeBase64(str)
local out = {}
local nOut = 0
local alphabet = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/"
local strLen = #str
local acc = 0
local nAcc = 0
local alphabetLut = {}
for i = 1, #alphabet do
alphabetLut[alphabet:sub(i, i)] = i - 1
end
-- 4 hextets become 3 octets
for i = 1, strLen do
local ch = str:sub(i, i)
local byte = alphabetLut[ch]
if byte then
acc = acc * 64 + byte
nAcc = nAcc + 1
end
if nAcc == 4 then
local b3 = acc % 256
acc = floor(acc / 256)
local b2 = acc % 256
acc = floor(acc / 256)
local b1 = acc % 256
out[nOut + 1] = char(b1)
out[nOut + 2] = char(b2)
out[nOut + 3] = char(b3)
nOut = nOut + 3
nAcc = 0
acc = 0
end
end
if nAcc == 3 then
-- 3 hextets -> 16 bit output
acc = acc * 64
acc = floor(acc / 256)
local b2 = acc % 256
acc = floor(acc / 256)
local b1 = acc % 256
out[nOut + 1] = char(b1)
out[nOut + 2] = char(b2)
elseif nAcc == 2 then
-- 2 hextets -> 8 bit output
acc = acc * 64
acc = floor(acc / 256)
acc = acc * 64
acc = floor(acc / 256)
local b1 = acc % 256
out[nOut + 1] = char(b1)
elseif nAcc == 1 then
error("Base64 has invalid length")
end
return table.concat(out, "")
end
base64 = {
decode = decodeBase64,
encode = encodeBase64,
}
end
local function identity(...)
return ...
end
local function unpackDecoder(f)
return function(value)
return f(unpack(value))
end
end
local function serializeFloat(value)
-- TODO: Figure out a better way to serialize infinity and NaN, neither of
-- which fit into JSON.
if value == math.huge or value == -math.huge then
return 999999999 * math.sign(value)
end
return value
end
local ALL_AXES = {"X", "Y", "Z"}
local ALL_FACES = {"Right", "Top", "Back", "Left", "Bottom", "Front"}
local types
types = {
boolean = {
fromPod = identity,
toPod = identity,
},
number = {
fromPod = identity,
toPod = identity,
},
string = {
fromPod = identity,
toPod = identity,
},
EnumItem = {
fromPod = identity,
toPod = function(roblox)
-- FIXME: More robust handling of enums
if typeof(roblox) == "number" then
return roblox
else
return roblox.Value
end
end,
},
Axes = {
fromPod = function(pod)
local axes = {}
for index, axisName in ipairs(pod) do
axes[index] = Enum.Axis[axisName]
end
return Axes.new(unpack(axes))
end,
toPod = function(roblox)
local json = {}
for _, axis in ipairs(ALL_AXES) do
if roblox[axis] then
table.insert(json, axis)
end
end
return json
end,
},
BinaryString = {
fromPod = base64.decode,
toPod = base64.encode,
},
Bool = {
fromPod = identity,
toPod = identity,
},
BrickColor = {
fromPod = function(pod)
return BrickColor.new(pod)
end,
toPod = function(roblox)
return roblox.Number
end,
},
CFrame = {
fromPod = function(pod)
local pos = pod.Position
local orient = pod.Orientation
return CFrame.new(
pos[1], pos[2], pos[3],
orient[1][1], orient[1][2], orient[1][3],
orient[2][1], orient[2][2], orient[2][3],
orient[3][1], orient[3][2], orient[3][3]
)
end,
toPod = function(roblox)
local x, y, z,
r00, r01, r02,
r10, r11, r12,
r20, r21, r22 = roblox:GetComponents()
return {
Position = {x, y, z},
Orientation = {
{r00, r01, r02},
{r10, r11, r12},
{r20, r21, r22},
},
}
end,
},
Color3 = {
fromPod = unpackDecoder(Color3.new),
toPod = function(roblox)
return {roblox.r, roblox.g, roblox.b}
end,
},
Color3uint8 = {
fromPod = unpackDecoder(Color3.fromRGB),
toPod = function(roblox)
return {
math.round(roblox.R * 255),
math.round(roblox.G * 255),
math.round(roblox.B * 255),
}
end,
},
ColorSequence = {
fromPod = function(pod)
local keypoints = {}
for index, keypoint in ipairs(pod.Keypoints) do
keypoints[index] = ColorSequenceKeypoint.new(
keypoint.Time,
types.Color3.fromPod(keypoint.Color)
)
end
return ColorSequence.new(keypoints)
end,
toPod = function(roblox)
local keypoints = {}
for index, keypoint in ipairs(roblox.Keypoints) do
keypoints[index] = {
Time = keypoint.Time,
Color = types.Color3.toPod(keypoint.Value),
}
end
return {
Keypoints = keypoints,
}
end,
},
Content = {
fromPod = identity,
toPod = identity,
},
Faces = {
fromPod = function(pod)
local faces = {}
for index, faceName in ipairs(pod) do
faces[index] = Enum.NormalId[faceName]
end
return Faces.new(unpack(faces))
end,
toPod = function(roblox)
local pod = {}
for _, face in ipairs(ALL_FACES) do
if roblox[face] then
table.insert(pod, face)
end
end
return pod
end,
},
Float32 = {
fromPod = identity,
toPod = serializeFloat,
},
Float64 = {
fromPod = identity,
toPod = serializeFloat,
},
Int32 = {
fromPod = identity,
toPod = identity,
},
Int64 = {
fromPod = identity,
toPod = identity,
},
NumberRange = {
fromPod = unpackDecoder(NumberRange.new),
toPod = function(roblox)
return {roblox.Min, roblox.Max}
end,
},
NumberSequence = {
fromPod = function(pod)
local keypoints = {}
for index, keypoint in ipairs(pod.Keypoints) do
keypoints[index] = NumberSequenceKeypoint.new(
keypoint.Time,
keypoint.Value,
keypoint.Envelope
)
end
return NumberSequence.new(keypoints)
end,
toPod = function(roblox)
local keypoints = {}
for index, keypoint in ipairs(roblox.Keypoints) do
keypoints[index] = {
Time = keypoint.Time,
Value = keypoint.Value,
Envelope = keypoint.Envelope,
}
end
return {
Keypoints = keypoints,
}
end,
},
PhysicalProperties = {
fromPod = function(pod)
if pod == "Default" then
return nil
else
return PhysicalProperties.new(
pod.Density,
pod.Friction,
pod.Elasticity,
pod.FrictionWeight,
pod.ElasticityWeight
)
end
end,
toPod = function(roblox)
if roblox == nil then
return "Default"
else
return {
Density = roblox.Density,
Friction = roblox.Friction,
Elasticity = roblox.Elasticity,
FrictionWeight = roblox.FrictionWeight,
ElasticityWeight = roblox.ElasticityWeight,
}
end
end,
},
Ray = {
fromPod = function(pod)
return Ray.new(
types.Vector3.fromPod(pod.Origin),
types.Vector3.fromPod(pod.Direction)
)
end,
toPod = function(roblox)
return {
Origin = types.Vector3.toPod(roblox.Origin),
Direction = types.Vector3.toPod(roblox.Direction),
}
end,
},
Rect = {
fromPod = function(pod)
return Rect.new(
types.Vector2.fromPod(pod[1]),
types.Vector2.fromPod(pod[2])
)
end,
toPod = function(roblox)
return {
types.Vector2.toPod(roblox.Min),
types.Vector2.toPod(roblox.Max),
}
end,
},
Instance = {
fromPod = function(_pod)
error("Ref cannot be decoded on its own")
end,
toPod = function(_roblox)
error("Ref can not be encoded on its own")
end,
},
Ref = {
fromPod = function(_pod)
error("Ref cannot be decoded on its own")
end,
toPod = function(_roblox)
error("Ref can not be encoded on its own")
end,
},
Region3 = {
fromPod = function(pod)
error("Region3 is not implemented")
end,
toPod = function(roblox)
error("Region3 is not implemented")
end,
},
Region3int16 = {
fromPod = function(pod)
return Region3int16.new(
types.Vector3int16.fromPod(pod[1]),
types.Vector3int16.fromPod(pod[2])
)
end,
toPod = function(roblox)
return {
types.Vector3int16.toPod(roblox.Min),
types.Vector3int16.toPod(roblox.Max),
}
end,
},
SharedString = {
fromPod = function(pod)
error("SharedString is not supported")
end,
toPod = function(roblox)
error("SharedString is not supported")
end,
},
String = {
fromPod = identity,
toPod = identity,
},
UDim = {
fromPod = unpackDecoder(UDim.new),
toPod = function(roblox)
return {roblox.Scale, roblox.Offset}
end,
},
UDim2 = {
fromPod = function(pod)
return UDim2.new(
types.UDim.fromPod(pod[1]),
types.UDim.fromPod(pod[2])
)
end,
toPod = function(roblox)
return {
types.UDim.toPod(roblox.X),
types.UDim.toPod(roblox.Y),
}
end,
},
Vector2 = {
fromPod = unpackDecoder(Vector2.new),
toPod = function(roblox)
return {
serializeFloat(roblox.X),
serializeFloat(roblox.Y),
}
end,
},
Vector2int16 = {
fromPod = unpackDecoder(Vector2int16.new),
toPod = function(roblox)
return {roblox.X, roblox.Y}
end,
},
Vector3 = {
fromPod = unpackDecoder(Vector3.new),
toPod = function(roblox)
return {
serializeFloat(roblox.X),
serializeFloat(roblox.Y),
serializeFloat(roblox.Z),
}
end,
},
Vector3int16 = {
fromPod = unpackDecoder(Vector3int16.new),
toPod = function(roblox)
return {roblox.X, roblox.Y, roblox.Z}
end,
},
}
local EncodedValue = {}
function EncodedValue.decode(dataType, encodedValue)
local typeImpl = types[dataType]
if typeImpl == nil then
return false, "Couldn't decode value " .. tostring(dataType)
end
return true, typeImpl.fromPod(encodedValue)
end
function EncodedValue.setProperty(obj, property, encodedValue, dataType)
dataType = dataType or typeof(obj[property])
local success, result = EncodedValue.decode(dataType, encodedValue)
if success then
obj[property] = result
else
warn("Could not set property " .. property .. " of " .. obj.GetFullName() .. "; " .. result)
end
end
function EncodedValue.setProperties(obj, properties)
for property, encodedValue in pairs(properties) do
EncodedValue.setProperty(obj, property, encodedValue)
end
end
function EncodedValue.setModelProperties(obj, properties)
for property, encodedValue in pairs(properties) do
EncodedValue.setProperty(obj, property, encodedValue.Value, encodedValue.Type)
end
end
return EncodedValue
|
local DataLayer = require(script.Parent.DataLayer)
local MigrationLayer = {}
function MigrationLayer._unpack(value, migrations)
value = value or {
generation = #migrations;
data = nil;
}
local data = value.data
local generation = value.generation
if generation < #migrations then
for i = generation + 1, #migrations do
data.data = migrations[i](data.data)
end
end
return data
end
function MigrationLayer._pack(value, migrations)
return {
data = value;
generation = #migrations;
}
end
-- Todo: Prevent unpacking twice
function MigrationLayer.update(collection, key, callback, migrations)
return MigrationLayer._unpack(DataLayer.update(collection, key, function(value)
return MigrationLayer._pack(callback(MigrationLayer._unpack(value, migrations)), migrations)
end), migrations)
end
function MigrationLayer.read(collection, key, migrations)
return MigrationLayer._unpack(DataLayer.read(collection, key), migrations)
end
return MigrationLayer
|
--[[
Keywords.lua
--]]
local Keywords, dbg, dbgf = Object:newClass{ className = 'Keywords' }
--- Constructor for extending class.
--
function Keywords:newClass( t )
return Object.newClass( self, t )
end
local kwFromPath
--- Constructor for new instance.
--
function Keywords:new( t )
local o = Object.new( self, t )
return o
end
--- Init keyword cache.
--
function Keywords:initCache()
kwFromPath = {}
local function initKeywords( path, keywords )
for i, v in ipairs( keywords ) do
local name = v:getName()
kwFromPath[path .. name] = v
initKeywords( path .. name .. "/", v:getChildren() )
end
end
initKeywords( "/", catalog:getKeywords() )
end
--- Refresh display of recently changed photo (externally changed).
--
function Keywords:getKeywordFromPath( path, permitReinit )
if not kwFromPath or ( permitReinit and not kwFromPath[path] ) then -- will be reinitialized upon first use, or if keyword expected but not found in cache.
self:initCache()
end
--Debug.lognpp( kwFromPath )
--Debug.showLogFile()
return kwFromPath[ path ]
end
return Keywords
|
-- dash1090 --
-- Copyright (C) 2015 John C Kha --
-- This file listens for messages and colates them into statistics
local _d = require "tek.lib.debug"
local exec = require "tek.lib.exec"
local Stat = {}
-- Class implementation in Lua
function Stat:new(period)
obj = {
last = 0,
first = 1,
subscribers = {}
} -- Create a table object
obj.period = period or "none" -- Set up default parameters
setmetatable(obj, self) -- Unknown operations will look in Stat for metamethods
self.__index = self -- obj[key] will return Stat[key]
return obj
end
function Stat:subscribe(key, field, value)
value = value or "Text"
_d.info(key .. " subscribed to " .. self.name)
self.subscribers[key] = {field = field, value = value}
return 0
end
function Stat:unsubscribe(key)
_d.info(key .. " unsubscribed from " .. self.name)
self.subscribers[key] = nil
end
function Stat:add()
_df = self.name .. " %s %q"
self.last = self.last + 1
if self.period ~= "none" then
self[self.last] = os.time() + self.period
_d.info(_df:format("time", self[self.last]))
if not(self.msg_next_task) then
_d.info(_df:format("executing for",
self.last .. " @ " .. self[self.last]))
task = {
func = self.msg_next,
taskname = self.name .. self[self.last],
abort = false
}
self.msg_next_task = exec.run(task, self.name,
self[self.last], _d.level)
end
end
_d.info(_df:format("index range", self.first .. ":" .. self.last))
return self:update()
end
function Stat:subtract()
_df = self.name .. " %s %q"
if self.period ~= "none" then
_d.info(_df:format("time", self[self.first]))
while (self.last >= self.first) and (self[self.first] <= os.time()) do
_d.trace(_df:format("removing", self.first))
self[self.first] = nil
self.first = self.first + 1
end
if self.msg_next_task:terminate() then
self.msg_next_task = nil
if self.last >= self.first then
_d.info(_df:format("rexecuting for",
self.first .. " @ " .. self[self.first]))
task = {
func = self.msg_next,
taskname = self.name .. self[self.last],
abort = false
}
self.msg_next_task = exec.run(task, self.name,
self[self.first], _d.level)
end
else
_d.error("Child task failed to end successfully.")
end
else
self.first = self.first + 1
end
_d.info(_df:format("index range", self.first .. ":" .. self.last))
return self:update()
end
function Stat:update()
for k, subscriber in pairs(self.subscribers) do
local newval = tostring(self.last - self.first + 1)
_d.info(self.name .. " updating " .. k .. " to " .. newval)
subscriber.field:setValue(subscriber.value, newval)
end
return self.last - self.first + 1
end
function Stat.msg_next()
local exec = require "tek.lib.exec"
local _d = require "tek.lib.debug"
_d.level = tonumber(arg[3])
_d.info("Timer task: " .. exec.getname())
dumpfunc = function(...) if _d.INFO >= _d.level then _d.wrout(...) end end
_d.dump(arg, dumpfunc)
_d.trace("Timer task signals: " .. (exec.getsignals() or "no signals"))
local name = arg[1]
local time = arg[2]
if exec.waittime((time-os.time())*1000, "t") then
_d.warn("Timer task terminated with " .. time - os.time() .. "s remaining.")
return "Timer task terminated with " .. time - os.time() .. "s remaining."
else
local res = exec.sendport("*p","ui","TALLY,-,"..name)
exec.wait("t")
_d.trace("Terminating " .. name)
return res
end
end
local StatContainer = {}
function StatContainer:new()
obj = {}
setmetatable(obj, self)
self.__index = self
return obj
end
function StatContainer.__newindex(table, index, value)
_d.trace("Creating Stat index " .. index)
value.name = index
rawset(table, index, value)
end
local Tally = {}
function Tally:load(tallyfile)
-- put all statistics in a table for easy storage
self.stats = StatContainer:new()
self.session_stats = StatContainer:new()
-- if someone wants to use a statistic, allow tally.statistic instead of
-- tally.stats.statistic or tally.session_stats.statistic
setmetatable(self, { __index = function(_, key) return self.stats[key] or self.session_stats[key] end})
if tallyfile then
end
stats = self.stats
session_stats = self.session_stats
-- if tally file does not contain any statistics that we need, define them.
stats.day_aircraft = stats.day_aircraft or Stat:new(24*60*60)
stats.wk_aircraft = stats.wk_aircraft or Stat:new(7*24*60*60)
stats.mo_aircraft = stats.mo_aircraft or Stat:new(30*24*60*60)
stats.all_aircraft = stats.all_aircraft or Stat:new()
session_stats.session_msgs = Stat:new()
session_stats.min_msgs = Stat:new(60)
return self
end
function Tally:unload(tallyfile)
--TODO Save stats to file
for stat in stats do
_d.trace("Cleaning up " ..stat.name)
if stat.msg_next_task then stat.msg_next_task:terminate() end
end
for stat in session_stats do
if stat.msg_next_task then stat.msg_next_task:terminate() end
end
end
function Tally:process(msg)
m = {}
i = 1
for k, v in string.gmatch(msg[-1] .. ",","([^,]*)(,)") do
_d.trace(i .. string.rep(" ", 3 - string.len(i)) .. k)
m[i] = k
i = i+1
end
if string.find(msg[-1],"TALLY,-") then self[m[3]]:subtract() end
self.session_msgs:add()
self.min_msgs:add()
return msg
end
return Tally
|
workspace "Erin"
architecture "x64"
startproject "Sandbox"
configurations
{
"Debug",
"Release"
}
-- Get cur dir helper for windows?
-- print("Working Dir: " .. io.popen"cd":read'*l')
outputdir = "%{cfg.buildcfg}-%{cfg.system}-%{cfg.architecture}"
-- Include directories relative to root folder (solution directory)
IncludeDir = {}
IncludeDir["GLFW"] = "Erin/3rdparty/glfw/include"
IncludeDir["Glad"] = "Erin/3rdparty/glad/include"
IncludeDir["ImGui"] = "Erin/3rdparty/imgui"
include "Erin/3rdparty/glfw/glfw-premake-config.lua"
include "Erin/3rdparty/glad/glad-premake-config.lua"
include "Erin/3rdparty/imgui/imgui-premake-config.lua"
-- Config for the Erin Engine
project "Erin"
location "Erin"
kind "SharedLib"
language "c++"
targetdir ("Build/bin/" .. outputdir .. "/%{prj.name}")
objdir ("Build/bintermediate/" .. outputdir .. "/%{prj.name}")
pchheader "ErinPCH.h"
pchsource "%{prj.name}/src/ErinPCH.cpp"
files
{
"%{prj.name}/src/**.h",
"%{prj.name}/src/**.cpp",
}
includedirs
{
"%{prj.name}/src",
"%{prj.name}/3rdparty/spdlog/include",
"%{IncludeDir.GLFW}",
"%{IncludeDir.Glad}",
"%{IncludeDir.ImGui}"
}
links
{
"GLFW",
"Glad",
"ImGui"
}
filter "system:windows"
cppdialect "C++17"
staticruntime "On"
systemversion "latest"
defines
{
"ERIN_PLATFORM_WINDOWS",
"ERIN_BUILD_DLL",
"GLFW_INCLUDE_NONE"
}
links
{
"opengl32",
"gdi32"
}
filter "system:linux"
pic "On"
cppdialect "C++17"
staticruntime "On"
systemversion "latest"
defines
{
"ERIN_PLATFORM_LINUX",
"ERIN_BUILD_DLL"
}
links
{
"Xrandr",
"Xi",
"GLEW",
"GLU",
"GL",
"X11",
"pthread"
}
filter "system:macosx"
cppdialect "C++17"
staticruntime "On"
systemversion "latest"
defines
{
"ERIN_PLATFORM_MAC",
"ERIN_BUILD_DLL"
}
links
{
"OpenGL.framework",
"Cocoa.framework",
"IOKit.framework",
"CoreFoundation.framework"
}
filter "configurations:Debug"
defines "ERIN_DEBUG"
runtime "Debug"
symbols "On"
filter { "system:windows", "configurations:Debug", "action:vs*" }
buildoptions "-MDd"
filter "configurations:Release"
defines "ERIN_RELEASE"
runtime "Release"
optimize "On"
filter { "system:windows", "configurations:Release", "action:vs*" }
buildoptions "/MD"
-- Config for the Sandbox
project "Sandbox"
location "Sandbox"
kind "ConsoleApp"
language "c++"
targetdir ("Build/bin/" .. outputdir .. "/%{prj.name}")
objdir ("Build/bintermediate/" .. outputdir .. "/%{prj.name}")
files
{
"%{prj.name}/src/**.h",
"%{prj.name}/src/**.cpp",
}
includedirs
{
"Erin/3rdparty/spdlog/include",
"Erin/src"
}
links
{
"Erin"
}
filter "system:windows"
cppdialect "C++17"
staticruntime "On"
systemversion "latest"
defines
{
"ERIN_PLATFORM_WINDOWS"
}
postbuildcommands
{
"{COPY} ../Build/bin/" .. outputdir .. "/Erin/ ../Build/bin/" .. outputdir .. "/Sandbox/"
}
filter "system:linux"
cppdialect "C++17"
staticruntime "On"
systemversion "latest"
defines
{
"ERIN_PLATFORM_LINUX"
}
postbuildcommands
{
"{COPY} ../Build/bin/" .. outputdir .. "/Erin/* ../Build/bin/" .. outputdir .. "/Sandbox"
}
filter "system:macosx"
cppdialect "C++17"
staticruntime "On"
systemversion "latest"
defines
{
"ERIN_PLATFORM_MAC"
}
postbuildcommands
{
"{COPY} ../Build/bin/" .. outputdir .. "/Erin/* ../Build/bin/" .. outputdir .. "/Sandbox"
}
filter "configurations:Debug"
defines "ERIN_DEBUG"
runtime "Debug"
symbols "On"
filter { "system:windows", "configurations:Debug", "action:vs*" }
buildoptions "-MDd"
filter "configurations:Release"
defines "ERIN_RELEASE"
runtime "Release"
optimize "On"
filter { "system:windows", "configurations:Release", "action:vs*" }
buildoptions "/MD"
|
function Schema:OnCharacterCreated(client, character)
local inventory = character:GetInventory()
if (inventory) then
local items = {}
if (character:GetFaction() == FACTION_LONERS) then
items = {
--"kit_newchar",
--"knife_1",
}
end
local i = 1
for k, v in pairs(items) do
timer.Simple(i + k, function()
inventory:Add(v)
end)
end
end
end
function Schema:PlayerSpray(client)
return true
end
function Schema:PlayerShouldTaunt()
return false
end
local deathSounds = {
Sound("stalkersound/die1.wav"),
Sound("stalkersound/die2.wav"),
Sound("stalkersound/die3.wav"),
Sound("stalkersound/die4.wav"),
}
function Schema:GetPlayerDeathSound(client)
return table.Random(deathSounds)
end
local painSounds = {
Sound("stalkersound/pain1.wav"),
Sound("stalkersound/pain2.wav"),
Sound("stalkersound/pain3.wav"),
Sound("stalkersound/pain4.wav"),
Sound("stalkersound/pain5.wav"),
Sound("stalkersound/pain6.wav"),
Sound("stalkersound/pain7.wav"),
Sound("stalkersound/pain8.wav"),
Sound("stalkersound/pain9.wav"),
Sound("stalkersound/pain10.wav"),
Sound("stalkersound/pain11.wav"),
Sound("stalkersound/pain12.wav"),
Sound("stalkersound/pain13.wav"),
Sound("stalkersound/pain14.wav"),
}
function Schema:GetPlayerPainSound(client)
return table.Random(painSounds)
end
function Schema:PlayerSpawnEffect(client, weapon, info)
return client:IsAdmin() or client:GetCharacter():HasFlags("N")
end
function Schema:PostPlayerLoadout(client)
client:SetCanZoom(false)
if client:IsAdmin() then
client:SetCanZoom(true)
end
end
function Schema:Initialize()
game.ConsoleCommand("net_maxfilesize 64");
game.ConsoleCommand("sv_kickerrornum 0");
game.ConsoleCommand("sv_allowupload 0");
game.ConsoleCommand("sv_allowdownload 0");
game.ConsoleCommand("sv_allowcslua 0");
end
|
-- holostorage Network
-- Some code borrowed from Technic (https://github.com/minetest-mods/technic/blob/master/technic/machines/switching_station.lua)
holostorage.network = {}
holostorage.network.networks = {}
holostorage.network.devices = {}
holostorage.network.redundant_warn = {}
function holostorage.get_or_load_node(pos)
local node = minetest.get_node_or_nil(pos)
if node then return node end
local vm = VoxelManip()
local MinEdge, MaxEdge = vm:read_from_map(pos, pos)
return nil
end
local function get_item_group(name, grp)
return minetest.get_item_group(name, grp) > 0
end
function holostorage.network.is_network_conductor(name)
return get_item_group(name, "holostorage_distributor")
end
function holostorage.network.is_network_device(name)
return get_item_group(name, "holostorage_device")
end
-----------------------
-- Network traversal --
-----------------------
local function flatten(map)
local list = {}
for key, value in pairs(map) do
list[#list + 1] = value
end
return list
end
-- Add a node to the network
local function add_network_node(nodes, pos, network_id)
local node_id = minetest.hash_node_position(pos)
holostorage.network.devices[node_id] = network_id
if nodes[node_id] then
return false
end
nodes[node_id] = pos
return true
end
local function add_cable_node(nodes, pos, network_id, queue)
if add_network_node(nodes, pos, network_id) then
queue[#queue + 1] = pos
end
end
local check_node_subp = function(dv_nodes, st_nodes, controllers, all_nodes, pos, devices, c_pos, network_id, queue)
holostorage.get_or_load_node(pos)
local meta = minetest.get_meta(pos)
local name = minetest.get_node(pos).name
if holostorage.network.is_network_conductor(name) then
add_cable_node(all_nodes, pos, network_id, queue)
end
if devices[name] then
meta:set_string("st_network", minetest.pos_to_string(c_pos))
if get_item_group(name, "holostorage_controller") then
-- Another controller, disable it
add_network_node(controllers, pos, network_id)
meta:set_int("active", 0)
elseif get_item_group(name, "holostorage_storage") then
add_network_node(st_nodes, pos, network_id)
elseif holostorage.network.is_network_device(name) then
add_network_node(dv_nodes, pos, network_id)
end
meta:set_int("nw_timeout", 2)
end
end
-- Traverse a network given a list of machines and a cable type name
local traverse_network = function(dv_nodes, st_nodes, controllers, all_nodes, pos, devices, c_pos, network_id, queue)
local positions = {
{x=pos.x+1, y=pos.y, z=pos.z},
{x=pos.x-1, y=pos.y, z=pos.z},
{x=pos.x, y=pos.y+1, z=pos.z},
{x=pos.x, y=pos.y-1, z=pos.z},
{x=pos.x, y=pos.y, z=pos.z+1},
{x=pos.x, y=pos.y, z=pos.z-1}}
for _, cur_pos in pairs(positions) do
check_node_subp(dv_nodes, st_nodes, controllers, all_nodes, cur_pos, devices, c_pos, network_id, queue)
end
end
local touch_nodes = function(list)
for _, pos in ipairs(list) do
local meta = minetest.get_meta(pos)
meta:set_int("nw_timeout", 2) -- Touch node
end
end
local function get_network(c_pos, positions)
local network_id = minetest.hash_node_position(c_pos)
local cached = holostorage.network.networks[network_id]
if cached then
touch_nodes(cached.dv_nodes)
touch_nodes(cached.st_nodes)
for _, pos in ipairs(cached.controllers) do
local meta = minetest.get_meta(pos)
meta:set_int("active", 0)
meta:set_string("active_pos", minetest.serialize(c_pos))
end
return cached.dv_nodes, cached.st_nodes
end
local dv_nodes = {}
local st_nodes = {}
local controllers = {}
local all_nodes = {}
local queue = {}
for pos in pairs(positions) do
queue = {}
local node = minetest.get_node(pos)
if node and holostorage.network.is_network_conductor(node.name) and not holostorage.network.is_network_device(node.name) then
add_cable_node(all_nodes, pos, network_id, queue)
elseif node and holostorage.network.is_network_device(node.name) then
queue = {c_pos}
end
while next(queue) do
local to_visit = {}
for _, posi in ipairs(queue) do
traverse_network(dv_nodes, st_nodes, controllers, all_nodes,
posi, holostorage.devices, c_pos, network_id, to_visit)
end
queue = to_visit
end
end
dv_nodes = flatten(dv_nodes)
st_nodes = flatten(st_nodes)
controllers = flatten(controllers)
all_nodes = flatten(all_nodes)
holostorage.network.networks[network_id] = {all_nodes = all_nodes, dv_nodes = dv_nodes,
st_nodes = st_nodes, controllers = controllers}
return dv_nodes, st_nodes
end
--------------------
-- Controller ABM --
--------------------
holostorage.network.active_state = true
minetest.register_chatcommand("storagectl", {
params = "state",
description = "Enables or disables holostorage's storage controller ABM",
privs = { basic_privs = true },
func = function(name, state)
if state == "on" then
holostorage.network.active_state = true
else
holostorage.network.active_state = false
end
end
})
function holostorage.network.register_abm_controller(name)
minetest.register_abm({
nodenames = {name},
label = "Storage Controller", -- allows the mtt profiler to profile this abm individually
interval = 1,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
if not holostorage.network.active_state then return end
local meta = minetest.get_meta(pos)
local meta1 = nil
local dv_nodes = {}
local st_nodes = {}
local device_name = "Storage Controller"
local positions = {
{x=pos.x, y=pos.y-1, z=pos.z},
{x=pos.x, y=pos.y+1, z=pos.z},
{x=pos.x-1, y=pos.y, z=pos.z},
{x=pos.x+1, y=pos.y, z=pos.z},
{x=pos.x, y=pos.y, z=pos.z-1},
{x=pos.x, y=pos.y, z=pos.z+1}
}
local ntwks = {}
local errored = false
local nw_branches = 0
for _,pos1 in pairs(positions) do
--Disable if necessary
if meta:get_int("active") ~= 1 then
minetest.forceload_free_block(pos)
minetest.forceload_free_block(pos1)
meta:set_string("infotext",("%s Already Present"):format(device_name))
local poshash = minetest.hash_node_position(pos)
if not holostorage.network.redundant_warn[poshash] then
holostorage.network.redundant_warn[poshash] = true
print("[holostorage] Warning: redundant controller found near "..minetest.pos_to_string(pos))
end
errored = true
return
end
local name = minetest.get_node(pos1).name
local networked = holostorage.network.is_network_conductor(name)
if networked then
ntwks[pos1] = true
nw_branches = nw_branches + 1
end
end
if errored then
return
end
if nw_branches == 0 then
minetest.forceload_free_block(pos)
meta:set_string("infotext", ("%s Has No Network"):format(device_name))
return
else
minetest.forceload_block(pos)
end
dv_nodes, st_nodes = get_network(pos, ntwks)
-- Run all the nodes
local function run_nodes(list)
for _, pos2 in ipairs(list) do
holostorage.get_or_load_node(pos2)
local node2 = minetest.get_node(pos2)
local nodedef
if node2 and node2.name then
nodedef = minetest.registered_nodes[node2.name]
end
if nodedef and nodedef.holostorage_run then
nodedef.holostorage_run(pos2, node2, pos)
elseif nodedef then
local imeta = minetest.get_meta(pos2)
imeta:set_string("infotext", ("%s Active"):format(nodedef.description))
end
end
end
run_nodes(dv_nodes)
run_nodes(st_nodes)
meta:set_string("infotext", ("%s Active"):format(device_name))
end,
})
end
-------------------------------------
-- Update networks on block change --
-------------------------------------
local function check_connections(pos)
local machines = {}
for name in pairs(holostorage.devices) do
machines[name] = true
end
local connections = {}
local positions = {
{x=pos.x+1, y=pos.y, z=pos.z},
{x=pos.x-1, y=pos.y, z=pos.z},
{x=pos.x, y=pos.y+1, z=pos.z},
{x=pos.x, y=pos.y-1, z=pos.z},
{x=pos.x, y=pos.y, z=pos.z+1},
{x=pos.x, y=pos.y, z=pos.z-1}}
for _,connected_pos in pairs(positions) do
local name = minetest.get_node(connected_pos).name
if machines[name] or holostorage.network.is_network_conductor(name) or get_item_group(name, "holostorage_controller") then
table.insert(connections,connected_pos)
end
end
return connections
end
function holostorage.network.clear_networks(pos)
local node = minetest.get_node(pos)
local meta = minetest.get_meta(pos)
local name = node.name
local placed = name ~= "air"
local positions = check_connections(pos)
if #positions < 1 then return end
local dead_end = #positions == 1
for _,connected_pos in pairs(positions) do
local net = holostorage.network.devices[minetest.hash_node_position(connected_pos)] or minetest.hash_node_position(connected_pos)
if net and holostorage.network.networks[net] then
if dead_end and placed then
-- Dead end placed, add it to the network
-- Get the network
local node_at = minetest.get_node(positions[1])
local network_id = holostorage.network.devices[minetest.hash_node_position(positions[1])] or minetest.hash_node_position(positions[1])
if not network_id or not holostorage.network.networks[network_id] then
-- We're evidently not on a network, nothing to add ourselves to
return
end
local c_pos = minetest.get_position_from_hash(network_id)
local network = holostorage.network.networks[network_id]
-- Actually add it to the (cached) network
-- This is similar to check_node_subp
holostorage.network.devices[minetest.hash_node_position(pos)] = network_id
pos.visited = 1
if holostorage.network.is_network_conductor(name) then
table.insert(network.all_nodes, pos)
end
if holostorage.devices[name] then
meta:set_string("st_network", minetest.pos_to_string(c_pos))
if get_item_group(name, "holostorage_controller") then
table.insert(network.controllers, pos)
elseif get_item_group(name, "holostorage_storage") then
table.insert(network.st_nodes, pos)
elseif holostorage.network.is_network_device(name) then
table.insert(network.dv_nodes, pos)
end
end
elseif dead_end and not placed then
-- Dead end removed, remove it from the network
-- Get the network
local network_id = holostorage.network.devices[minetest.hash_node_position(positions[1])] or minetest.hash_node_position(positions[1])
if not network_id or not holostorage.network.networks[network_id] then
-- We're evidently not on a network, nothing to remove ourselves from
return
end
local network = holostorage.network.networks[network_id]
-- Search for and remove device
holostorage.network.devices[minetest.hash_node_position(pos)] = nil
for tblname,table in pairs(network) do
for devicenum,device in pairs(table) do
if device.x == pos.x
and device.y == pos.y
and device.z == pos.z then
table[devicenum] = nil
end
end
end
else
-- Not a dead end, so the whole network needs to be recalculated
for _,v in pairs(holostorage.network.networks[net].all_nodes) do
local pos1 = minetest.hash_node_position(v)
holostorage.network.devices[pos1] = nil
end
holostorage.network.networks[net] = nil
end
end
end
end
-- Timeout ABM
-- Timeout for a node in case it was disconnected from the network
-- A node must be touched by the station continuously in order to function
local function controller_timeout_count(pos, tier)
local meta = minetest.get_meta(pos)
local timeout = meta:get_int("nw_timeout")
if timeout <= 0 then
return true
else
meta:set_int("nw_timeout", timeout - 1)
return false
end
end
function holostorage.network.register_abm_nodes()
minetest.register_abm({
label = "Devices: timeout check",
nodenames = {"group:holostorage_device"},
interval = 1,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local meta = minetest.get_meta(pos)
if holostorage.devices[node.name] and controller_timeout_count(pos) then
local nodedef = minetest.registered_nodes[node.name]
if nodedef and nodedef.holostorage_disabled_name then
node.name = nodedef.holostorage_disabled_name
minetest.swap_node(pos, node)
elseif nodedef and nodedef.holostorage_on_disable then
nodedef.holostorage_on_disable(pos, node)
end
if nodedef then
local meta = minetest.get_meta(pos)
meta:set_string("infotext", ("%s Has No Network"):format(nodedef.description))
end
end
end,
})
end
-----------------------
-- Network Functions --
-----------------------
function holostorage.network.get_storage_devices(network_id)
local network = holostorage.network.networks[network_id]
if not network or not network.st_nodes then return {} end
return network.st_nodes
end
function concat(t1,t2)
for i=1,#t2 do
t1[#t1+1] = t2[i]
end
return t1
end
function holostorage.network.get_storage_inventories(network_id)
local storage_nodes = holostorage.network.get_storage_devices(network_id)
local items = {}
for _,pos in pairs(storage_nodes) do
local stacks = holostorage.stack_list(pos)
items = concat(items, stacks)
end
return items
end
function holostorage.network.insert_item(network_id, stack)
local storage_nodes = holostorage.network.get_storage_devices(network_id)
for _,pos in pairs(storage_nodes) do
local success, leftover = holostorage.insert_stack(pos, stack)
if success then
return success, leftover
end
end
return nil
end
function holostorage.network.take_item(network_id, stack)
local storage_nodes = holostorage.network.get_storage_devices(network_id)
for _,pos in pairs(storage_nodes) do
local success, stacki = holostorage.take_stack(pos, stack)
if success and stacki then
if stacki:get_count() == stack:get_count() then
return success, stacki
else
stack:set_count(stack:get_count() - stacki:get_count())
return holostorage.network.take_item(network_id, stack)
end
end
end
return nil
end
|
--vim: filetype=lua ts=2 sw=2 sts=2 et :
return {
synopsis = [[
,-_|\ keys
/ \ (c) Tim Menzies, 2021, unlicense.org
\_,-._* Cluster, then report just the
v deltas between nearby clusters. ]],
usage = "./keys",
author = "Tim Menzies",
copyright= "(c) Tim Menzies, 2021, unlicense.org",
options = {
bins= { .5 ,'Bins are of size n**BINS'},
bootstrap={512,'number of bootstrap samples'},
cols= {'x' ,'Columns to use for inference'},
conf= {0.05, "confidence for bootstraps"},
cliffs={ .147 ,"small effect "},
data= {'../data/auto2.csv'
,'Where to read data'},
eg= {"" ,"'-x ls' lists all, '-x all' runs all"},
far= { .9 ,'Where to look for far things'},
goaL= {'best' ,'Learning goals: best|rest|other'},
iota= { .3 ,'Small = sd**iota'},
k= {2 ,'Bayes low class frequency hack'},
knn= {2 ,'Number of neighbors for knn'},
kadd= {"mode", "combination rule of knn"},
loud= {false ,'Set verbose'},
m= {1 ,'Bayes low range frequency hack'},
p= {2 ,'Distance calculation exponent'},
sames={256 ,"max size of nonparametric samples"},
some= {20 ,'Number of samples to find far things'},
seed= {10013 ,'Seed for random numbers'},
top= {10 ,'Focus on this many'},
wild= {false ,'Run egs, no protection (wild mode)'},
wait= {10 ,'Pause before thinking'}}}
|
local tasks = {}
local threads = {}
local watch = {}
function async(func)
return function(...)
coroutine.resume(coroutine.create(func), ...)
end
end
local function asyncTaskSetDispose( task, dispose, ... )
task.dispose = dispose
task.param = {...}
end
local function asyncTaskSetLink( thread, taskid, task )
tasks[taskid] = task
if task then
if not threads[thread] then
threads[thread] = { [taskid] = task }
else
threads[thread][taskid] = task
end
else
if threads[thread] then
threads[thread][taskid] = nil
if not next( threads[thread] ) then
threads[thread] = nil
end
end
end
end
local function asyncTaskSetResult( task, ... )
if select( "#", ... ) > 0 then
if task.repeatable then
if not task.result then
task.result = { {...} }
else
task.result[ #task.result + 1 ] = { ... }
end
else
task.result = {...}
end
end
end
function asyncTask( repeatable, dispose, ...)
local thread = coroutine.running()
local task = { thread = thread, repeatable = repeatable }
local taskid = tostring(task)
asyncTaskSetDispose( task, dispose, ... )
asyncTaskSetLink( thread, taskid, task )
return taskid, task
end
function asyncDispose( task )
if task then
local taskid = tostring(task)
asyncTaskSetLink( task.thread, taskid, nil )
if task.dispose then
task.dispose(unpack(task.param))
task.dispose = nil
task.param = nil
end
end
end
function asyncDisposeAll()
local thread = coroutine.running()
while threads[thread] do
local taskid, task = next(threads[thread])
if taskid then
asyncDispose( task )
end
end
end
function asyncContinue( task )
if task.repeatable then
task.result = nil
task.complete = false
end
end
function asyncComplete( taskid, ... )
local task = tasks[taskid]
task.complete = true
asyncTaskSetResult( task, ... )
local thread = watch[task]
if not task.repeatable then
asyncDispose( task )
end
if thread then
coroutine.resume( thread )
end
end
function asyncResult( task )
asyncWaitAny( task )
if task.result then
local result = task.result
if task.repeatable then
asyncContinue( task )
return result
else
return unpack(result)
end
end
end
function asyncIsComplete(task)
return task.complete
end
local function watchTask( thread, ... )
for i = 1, select("#",...) do
local task = select(i,...)
watch[task] = thread
end
end
local function checkTask( condition, ...)
for i = 1, select("#",...) do
local task = select(i,...)
if task.complete == condition then return task end
end
end
function asyncWaitAny(...)
local task = checkTask(true, ...)
if not task then
watchTask(coroutine.running(), ...)
repeat
coroutine.yield()
task = checkTask(true, ...)
until task
watchTask(nil, ...)
end
return task
end
function asyncWaitAll(...)
local task = checkTask(false, ...)
if task then
watchTask(coroutine.running(), ...)
repeat
coroutine.yield()
task = checkTask(false, ...)
until not task
watchTask(nil, ...)
end
end
function asyncSleep( time, repeatable )
local taskid, task = asyncTask( repeatable )
local timer = setTimer( asyncComplete, time, repeatable and 0 or 1, taskid )
asyncTaskSetDispose( task, killTimer, timer )
return task
end
function asyncDbQueryComplete( handle, taskid )
asyncComplete( taskid, dbPoll( handle, 0 ) )
end
function asyncDbQuery( connection, sql )
local taskid, task = asyncTask()
dbQuery( asyncDbQueryComplete, { taskid }, connection, sql )
return task
end
function asyncWaitEvent( event, element, propagated, repeatable )
local handler, taskid, task
handler = function(...)
asyncComplete( taskid, client, source, ... )
end
taskid, task = asyncTask( repeatable, removeEventHandler, event, element, handler )
addEventHandler( event, element, handler, propagated )
return task
end
-- server side demo
if triggerServerEvent == nil then
addEventHandler("onResourceStart", resourceRoot, async(function(...)
outputDebugString("async start")
local connection = dbConnect("sqlite", "testdb.sqlite")
local task0 = asyncDbQuery(connection, "SELECT 1")
local task1 = asyncSleep(10000)
local task2 = asyncSleep(10000)
local task3 = asyncWaitEvent("onResourceStop", resourceRoot)
local task4 = asyncWaitEvent("onPlayerJoin", root, nil, true)
local task5 = asyncSleep(10000, true)
outputDebugString("query result "..tostring(asyncResult(task0)[1]["1"]))
asyncResult(task1)
outputDebugString("sleep 1 end ")
asyncResult(task2)
outputDebugString("sleep 2 end ")
while not asyncIsComplete( task3 ) do
local task = asyncWaitAny( task3, task4, task5 )
if task == task4 then
for _,result in ipairs(asyncResult( task )) do
local client, source = unpack(result)
outputChatBox( "hello "..tostring(source), source )
end
elseif task == task5 then
outputDebugString("tick")
end
asyncContinue( task )
end
asyncDisposeAll()
outputDebugString("async end")
end))
else
-- client side demo
addCommandHandler( "t", async(function()
showCursor( true )
local window = guiCreateWindow( 0.75, 0.75, 0.25, 0.25, "test", true )
local buttons =
{
{ 0, 0.1, 0.25, 0.25, "1" },
{ 0.75, 0.1, 0.25, 0.25, "2" },
{ 0, 0.75, 0.25, 0.25, "3" },
{ 0.75, 0.75, 0.25, 0.25, "4" }
}
-- create four buttons and watcher tasks
local controls = {}
local events = {}
for i,button in ipairs(buttons) do
local x,y,w,h,text = unpack(button)
controls[i] = guiCreateButton( x, y, w, h, text, true, window )
events[i] = asyncWaitEvent( "onClientGUIClick", controls[i], false, true )
end
local clicked
repeat
-- wait any button click
clicked = asyncWaitAny( unpack(events) )
-- commonly one event returned but in generic case may be several
for _,result in ipairs( asyncResult(clicked) ) do
-- get click event arguments
local client, source, button, state, absoluteX, absoluteY = unpack( result )
local text = guiGetText( source )
outputChatBox( "pressed "..button.." button on:"..text )
end
-- exit if button 4 clicked
until clicked == events[#events]
-- release watcher tasks
asyncDisposeAll()
destroyElement(window)
showCursor( false )
end))
end
|
---@class WorldMarkers : zombie.iso.WorldMarkers
---@field private CIRCLE_TEXTURE_SCALE float
---@field public instance WorldMarkers
---@field private NextGridSquareMarkerID int
---@field private NextHomingPointID int
---@field private gridSquareMarkers List|Unknown
---@field private homingPoints WorldMarkers.PlayerHomingPointList[]
---@field private directionArrows WorldMarkers.DirectionArrowList[]
---@field private stCol ColorInfo
---@field private playerScreen WorldMarkers.PlayerScreen
---@field private intersectPoint WorldMarkers.Point
---@field private arrowStart WorldMarkers.Point
---@field private arrowEnd WorldMarkers.Point
---@field private arrowLine WorldMarkers.Line
WorldMarkers = {}
---@private
---@param arg0 float
---@return float
function WorldMarkers:angleDegrees(arg0) end
---@public
---@param arg0 int
---@return boolean
---@overload fun(arg0:WorldMarkers.GridSquareMarker)
function WorldMarkers:removeGridSquareMarker(arg0) end
---@public
---@param arg0 WorldMarkers.GridSquareMarker
---@return boolean
function WorldMarkers:removeGridSquareMarker(arg0) end
---@public
---@param arg0 int
---@return WorldMarkers.GridSquareMarker
function WorldMarkers:getGridSquareMarker(arg0) end
---@public
---@param arg0 IsoPlayer
---@param arg1 int
---@param arg2 int
---@return WorldMarkers.PlayerHomingPoint
---@overload fun(arg0:IsoPlayer, arg1:int, arg2:int, arg3:float, arg4:float, arg5:float, arg6:float)
---@overload fun(arg0:IsoPlayer, arg1:int, arg2:int, arg3:String, arg4:float, arg5:float, arg6:float, arg7:float, arg8:boolean, arg9:int)
function WorldMarkers:addPlayerHomingPoint(arg0, arg1, arg2) end
---@public
---@param arg0 IsoPlayer
---@param arg1 int
---@param arg2 int
---@param arg3 float
---@param arg4 float
---@param arg5 float
---@param arg6 float
---@return WorldMarkers.PlayerHomingPoint
function WorldMarkers:addPlayerHomingPoint(arg0, arg1, arg2, arg3, arg4, arg5, arg6) end
---@public
---@param arg0 IsoPlayer
---@param arg1 int
---@param arg2 int
---@param arg3 String
---@param arg4 float
---@param arg5 float
---@param arg6 float
---@param arg7 float
---@param arg8 boolean
---@param arg9 int
---@return WorldMarkers.PlayerHomingPoint
function WorldMarkers:addPlayerHomingPoint(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9) end
---@public
---@param arg0 IsoPlayer
---@param arg1 int
---@return boolean
---@overload fun(arg0:IsoPlayer, arg1:WorldMarkers.PlayerHomingPoint)
function WorldMarkers:removePlayerHomingPoint(arg0, arg1) end
---@public
---@param arg0 IsoPlayer
---@param arg1 WorldMarkers.PlayerHomingPoint
---@return boolean
function WorldMarkers:removePlayerHomingPoint(arg0, arg1) end
---@public
---@param arg0 WorldMarkers.Line
---@param arg1 WorldMarkers.Line
---@param arg2 WorldMarkers.Point
---@return boolean
function WorldMarkers:intersectLineSegments(arg0, arg1, arg2) end
---@public
---@param arg0 IsoGridSquare
---@param arg1 float
---@param arg2 float
---@param arg3 float
---@param arg4 boolean
---@param arg5 float
---@return WorldMarkers.GridSquareMarker
---@overload fun(arg0:String, arg1:String, arg2:IsoGridSquare, arg3:float, arg4:float, arg5:float, arg6:boolean, arg7:float)
---@overload fun(arg0:String, arg1:String, arg2:IsoGridSquare, arg3:float, arg4:float, arg5:float, arg6:boolean, arg7:float, arg8:float, arg9:float, arg10:float)
function WorldMarkers:addGridSquareMarker(arg0, arg1, arg2, arg3, arg4, arg5) end
---@public
---@param arg0 String
---@param arg1 String
---@param arg2 IsoGridSquare
---@param arg3 float
---@param arg4 float
---@param arg5 float
---@param arg6 boolean
---@param arg7 float
---@return WorldMarkers.GridSquareMarker
function WorldMarkers:addGridSquareMarker(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7) end
---@public
---@param arg0 String
---@param arg1 String
---@param arg2 IsoGridSquare
---@param arg3 float
---@param arg4 float
---@param arg5 float
---@param arg6 boolean
---@param arg7 float
---@param arg8 float
---@param arg9 float
---@param arg10 float
---@return WorldMarkers.GridSquareMarker
function WorldMarkers:addGridSquareMarker(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10) end
---@public
---@return void
function WorldMarkers:init() end
---@private
---@param arg0 int
---@param arg1 int
---@param arg2 int
---@param arg3 int
---@return int
function WorldMarkers:GetDistance(arg0, arg1, arg2, arg3) end
---@public
---@param arg0 int
---@return WorldMarkers.DirectionArrow
function WorldMarkers:getDirectionArrow(arg0) end
---@public
---@param arg0 IsoPlayer
---@param arg1 int
---@return boolean
---@overload fun(arg0:IsoPlayer, arg1:WorldMarkers.DirectionArrow)
function WorldMarkers:removePlayerDirectionArrow(arg0, arg1) end
---@public
---@param arg0 IsoPlayer
---@param arg1 WorldMarkers.DirectionArrow
---@return boolean
function WorldMarkers:removePlayerDirectionArrow(arg0, arg1) end
---@public
---@param arg0 WorldMarkers.DirectionArrow
---@return boolean
---@overload fun(arg0:int)
function WorldMarkers:removeDirectionArrow(arg0) end
---@public
---@param arg0 int
---@return boolean
function WorldMarkers:removeDirectionArrow(arg0) end
---@private
---@return void
function WorldMarkers:updateGridSquareMarkers() end
---@public
---@return void
function WorldMarkers:render() end
---@public
---@param arg0 IsoCell.PerPlayerRender
---@param arg1 int
---@param arg2 int
---@return void
function WorldMarkers:renderGridSquareMarkers(arg0, arg1, arg2) end
---@private
---@param arg0 Texture
---@param arg1 float
---@param arg2 float
---@param arg3 double
---@param arg4 double
---@param arg5 double
---@param arg6 float
---@param arg7 float
---@param arg8 float
---@param arg9 float
---@param arg10 float
---@return void
function WorldMarkers:DrawTextureAngle(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10) end
---@public
---@return void
function WorldMarkers:debugRender() end
---@public
---@return void
function WorldMarkers:renderHomingPoint() end
---@public
---@param arg0 IsoPlayer
---@return void
function WorldMarkers:removeAllDirectionArrows(arg0) end
---@private
---@param arg0 int
---@param arg1 int
---@param arg2 int
---@param arg3 int
---@return float
function WorldMarkers:getAngle(arg0, arg1, arg2, arg3) end
---@public
---@param arg0 IsoPlayer
---@return void
function WorldMarkers:removeAllHomingPoints(arg0) end
---@public
---@return void
function WorldMarkers:reset() end
---@public
---@param arg0 int
---@return WorldMarkers.PlayerHomingPoint
function WorldMarkers:getHomingPoint(arg0) end
---@public
---@param arg0 boolean
---@return void
function WorldMarkers:renderDirectionArrow(arg0) end
---@private
---@return void
function WorldMarkers:updateDirectionArrows() end
---@public
---@param arg0 IsoPlayer
---@param arg1 int
---@param arg2 int
---@param arg3 int
---@param arg4 String
---@param arg5 float
---@param arg6 float
---@param arg7 float
---@param arg8 float
---@return WorldMarkers.DirectionArrow
function WorldMarkers:addDirectionArrow(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8) end
---@public
---@return void
function WorldMarkers:update() end
---@private
---@return void
function WorldMarkers:updateHomingPoints() end
---@public
---@param arg0 int
---@return boolean
---@overload fun(arg0:WorldMarkers.PlayerHomingPoint)
function WorldMarkers:removeHomingPoint(arg0) end
---@public
---@param arg0 WorldMarkers.PlayerHomingPoint
---@return boolean
function WorldMarkers:removeHomingPoint(arg0) end
|
local class = require("pl.class")
local AccountManager = require("core.AccountManager")
local BehaviorManager = require("core.BehaviorManager")
local AreaFactory = require("core.AreaFactory")
local AreaManager = require("core.AreaManager")
local AttributeFactory = require("core.AttributeFactory")
local ChannelManager = require("core.ChannelManager")
local CommandManager = require("core.CommandManager")
local EffectFactory = require("core.EffectFactory")
local HelpManager = require("core.HelpManager")
local EventManager = require("core.EventManager")
local ItemFactory = require("core.ItemFactory")
local ItemManager = require("core.ItemManager")
local MobFactory = require("core.MobFactory")
local MobManager = require("core.MobManager")
local PartyManager = require("core.PartyManager")
local PlayerManager = require("core.PlayerManager")
local QuestFactory = require("core.QuestFactory")
local QuestGoalManager = require("core.QuestGoalManager")
local QuestRewardManager = require("core.QuestRewardManager")
local RoomFactory = require("core.RoomFactory")
local RoomManager = require("core.RoomManager")
local SkillManager = require("core.SkillManager")
local GameServer = require("core.GameServer")
local EntityLoaderRegistry = require("core.EntityLoaderRegistry")
local DataSourceRegistry = require("core.DataSourceRegistry")
local Config = require("core.Config")
local Data = require("core.Data")
local Logger = require("core.Logger")
local BundleManager = require("core.BundleManager")
---@class GameState : Class
---@field AccountManager AccountManager
---@field AreaBehaviorManager BehaviorManager
---@field AreaFactory AreaFactory
---@field AreaManager AreaManager
---@field AttributeFactory AttributeFactory
---@field ChannelManager ChannelManager
---@field CommandManager CommandManager
---@field Config Config
---@field EffectFactory EffectFactory
---@field HelpManager HelpManager
---@field InputEventManager EventManager
---@field ItemBehaviorManager BehaviorManager
---@field ItemFactory ItemFactory
---@field ItemManager ItemManager
---@field MobBehaviorManager BehaviorManager
---@field MobFactory MobFactory
---@field MobManager MobManager
---@field PartyManager PartyManager
---@field PlayerManager PlayerManager
---@field QuestFactory QuestFactory
---@field QuestGoalManager QuestGoalManager
---@field QuestRewardManager QuestRewardManager
---@field RoomBehaviorManager BehaviorManager
---@field RoomFactory RoomFactory
---@field RoomManager RoomManager
---@field SkillManager SkillManager
---@field SpellManager SkillManager
---@field ServerEventManager EventManager
---@field GameServer GameServer
---@field DataLoader Data
---@field EntityLoaderRegistry EntityLoaderRegistry
---@field DataSourceRegistry DataSourceRegistry
---@field BundleManager BundleManager
local M = class()
---@param config string|table #config module or file
---@param dirname? string work dir default .
function M:_init(config, dirname)
assert(config, "Need config module")
if type(config) == "string" then
config = loadfile(config)()
else
assert(type(config) == "table", "config must a string or a table")
end
Logger.verbose("INIT - GameState")
dirname = dirname or "."
Config.load(config)
Data.setDataPath(dirname .. "/data/")
restartServer = restartServer or true
self.dirname = dirname or "."
self.AccountManager = AccountManager()
self.AreaBehaviorManager = BehaviorManager()
self.AreaFactory = AreaFactory()
self.AreaManager = AreaManager()
self.AttributeFactory = AttributeFactory()
self.ChannelManager = ChannelManager()
self.CommandManager = CommandManager()
self.Config = Config
self.EffectFactory = EffectFactory()
self.HelpManager = HelpManager()
self.InputEventManager = EventManager()
self.ItemBehaviorManager = BehaviorManager()
self.ItemFactory = ItemFactory()
self.ItemManager = ItemManager()
self.MobBehaviorManager = BehaviorManager()
self.MobFactory = MobFactory()
self.MobManager = MobManager()
self.PartyManager = PartyManager()
self.PlayerManager = PlayerManager()
self.QuestFactory = QuestFactory()
self.QuestGoalManager = QuestGoalManager()
self.QuestRewardManager = QuestRewardManager()
self.RoomBehaviorManager = BehaviorManager()
self.RoomFactory = RoomFactory()
self.RoomManager = RoomManager()
self.SkillManager = SkillManager()
self.SpellManager = SkillManager()
self.ServerEventManager = EventManager()
self.GameServer = GameServer()
self.DataLoader = Data
self.EntityLoaderRegistry = EntityLoaderRegistry()
self.DataSourceRegistry = DataSourceRegistry()
self.BundleManager = BundleManager(self.dirname .. "/bundles/", self);
end
---now only need is { port = 8000}
---@param config table
function M:start(config)
Logger.verbose("START - Starting server");
self.GameServer:startup(config);
end
function M:updateTick()
self.AreaManager:tickAll(self);
self.ItemManager:tickAll();
self.PlayerManager:emit("updateTick");
end
function M:load(distribute)
Logger.verbose("LOAD")
self.DataSourceRegistry:load(require, self.dirname, Config.get("dataSources"))
self.EntityLoaderRegistry:load(self.DataSourceRegistry,
Config.get("entityLoaders"))
self.AccountManager:setLoader(self.EntityLoaderRegistry:get("accounts"));
self.PlayerManager:setLoader(self.EntityLoaderRegistry:get("players"));
self.BundleManager:loadBundles(distribute);
self.ServerEventManager:attach(self.GameServer);
end
return M
|
--all enemy stuff
--foe layout, {tileLocation, type, hp, bool flag}
require("constants")
require("astar")
types = {BASIC = 1, ALT_BASIC = 2, ADVANCED = 3, FAST = 4, ALT_FAST = 5, ADVANCED_FAST = 6}
-- TODO, then file -> maps, then UI polish stuff
function doFoeStuff(foes, p1, p2, tiles, walls)
for i, foe in ipairs(foes) do
--should be a cleaner way to do this but whatever
if foe.type == types.BASIC then
basicFoe(foe, foes, i, p1, p2, tiles, walls)
elseif foe.type == types.ALT_BASIC then
--go for p2 instead of p1
basicFoe(foe, foes, i, p2, p1, tiles, walls)
elseif foe.type == types.ADVANCED then
advancedFoe(foe, foes, i, p1, p2, tiles, walls)
elseif foe.type == types.FAST then
basicFoe(foe, foes, i, p1, p2, tiles, walls)
basicFoe(foe, foes, i, p1, p2, tiles, walls)
elseif foe.type == types.ALT_FAST then
--go for p2 instead of p1
basicFoe(foe, foes, i, p2, p1, tiles, walls)
basicFoe(foe, foes, i, p2, p1, tiles, walls)
else --advanced fast
advancedFoe(foe, foes, i, p1, p2, tiles, walls)
advancedFoe(foe, foes, i, p1, p2, tiles, walls)
end
end
end
function advancedFoe(foe, foes, i, p1, p2, tiles, walls)
local one = heuristic(foe.tileLocation, p1)
local two = heuristic(foe.tileLocation, p2)
-- go to the closer of the two
if one < two then
basicFoe(foe, foes, i, p1, p2, tiles, walls)
else
basicFoe(foe, foes, i, p2, p1, tiles, walls)
end
end
function basicFoe(foe, foes, i, p1, p2, tiles, walls)
if tiles[foe.tileLocation].clicked > 0 and not foe.flag then
foe.hp = foe.hp - 1
if foe.hp == 0 then
table.remove(foes, i)
return
end
foe.flag = true
end
local new = astar(foe.tileLocation, walls, p1, tiles)
if new ~= null then
foe.tileLocation = new
end
end
function drawFoes(foes, tiles)
for i, foe in ipairs(foes) do
setFoeColor(foe)
love.graphics.rectangle("fill", tiles[foe.tileLocation].x * TILE_SCALE, tiles[foe.tileLocation].y * TILE_SCALE, SQUARE_SIDE_LENGTH, SQUARE_SIDE_LENGTH)
drawHealth(foe, tiles)
end
end
function drawHealth(foe, tiles)
for i = 1, foe.hp + 1, 1 do
love.graphics.setColor(0, 0, 0)
local j = 2 * i
love.graphics.rectangle("line", tiles[foe.tileLocation].x * TILE_SCALE + j, tiles[foe.tileLocation].y * TILE_SCALE + j, SQUARE_SIDE_LENGTH - 2 * j, SQUARE_SIDE_LENGTH - 2 * j)
end
end
function setFoeColor(foe)
if foe.type == types.BASIC then
love.graphics.setColor(1, 0, 0)
elseif foe.type == types.ALT_BASIC then
love.graphics.setColor(1, .5, 0)
elseif foe.type == types.ADVANCED then
love.graphics.setColor(.75, .75, 0)
elseif foe.type == types.FAST then
love.graphics.setColor(.75, .75, .25)
elseif foe.type == types.ALT_FAST then
love.graphics.setColor(.75, 1, 0)
elseif foe.type == types.ADVANCED_FAST then
love.graphics.setColor(.5, 1, 0)
end
end
--oh and walls for giggles
function drawWalls(walls, tiles)
for i, wall in ipairs(walls) do
love.graphics.setColor(0, 0, 0)
love.graphics.rectangle("fill", tiles[wall].x * TILE_SCALE, tiles[wall].y * TILE_SCALE, SQUARE_SIDE_LENGTH, SQUARE_SIDE_LENGTH)
end
end
--and tiles
function drawTiles(tiles)
love.graphics.setColor(.5, .5, .5)
for i, elem in ipairs(tiles) do
love.graphics.rectangle("fill", elem.x * TILE_SCALE, elem.y * TILE_SCALE, SQUARE_SIDE_LENGTH, SQUARE_SIDE_LENGTH)
if elem.clicked > 0 then
love.graphics.setColor(0, 1, 1)
elem.clicked = elem.clicked - 1
--outline the affected tiles
love.graphics.rectangle("line", elem.x * TILE_SCALE - 1, elem.y * TILE_SCALE - 1, SQUARE_SIDE_LENGTH + 1, SQUARE_SIDE_LENGTH + 1)
love.graphics.setColor(.5, .5, .5)
end
end
end
function drawEnd(first, second, tiles)
love.graphics.setColor(0, 0, 1)
love.graphics.rectangle("line", tiles[first].x * TILE_SCALE - 1, tiles[first].y * TILE_SCALE - 1, SQUARE_SIDE_LENGTH + 1, SQUARE_SIDE_LENGTH + 1)
love.graphics.setColor(0, 1, 0)
love.graphics.rectangle("line", tiles[second].x * TILE_SCALE - 1, tiles[second].y * TILE_SCALE - 1, SQUARE_SIDE_LENGTH + 1, SQUARE_SIDE_LENGTH + 1)
end
function makeFoe(tile, kind)
local new = {tileLocation = tile, type = kind, hp = 1, flag = false}
if kind == types.ADVANCED then
new.hp = 3
elseif kind == types.ADVANCED_FAST then
new.hp = 2
end
return new
end
|
return function(button_list, stepstype, skin_parameters)
local ret= {}
local rots= {
Left= 90, Down= 0, Up= 180, Right= 270,
UpLeft= 90, UpRight= 180,
DownLeft= 0, DownRight= 270, Center= 0
}
local tap_redir= {
Left= "down", Right= "down", Down= "down", Up= "down",
UpLeft= "DownLeft", UpRight= "DownLeft", -- shared for dance and pump
DownLeft= "DownLeft", DownRight= "DownLeft", Center= "Center"
}
for i, button in ipairs(button_list) do
ret[i]= Def.Sprite{
Texture= tap_redir[button].." receptor (doubleres).png", InitCommand= function(self)
self:rotationz(rots[button] or 0):SetAllStateDelays(1)
:effectclock("beat"):diffuseramp()
:effectcolor1(1,1,1,1):effectcolor2(.8,.8,.8,1)
:effectperiod(0.5):effecttiming(0.25,0.50,0,0.25):effectoffset(-0.25)
end,
ColumnJudgmentCommand= function(self)
self.none = false
end,
BeatUpdateCommand= function(self, param)
if param.pressed then
self:zoom(.9):diffusealpha(0.7)
elseif param.lifted then
self:stoptweening():zoom(.9):linear(.09):zoom(1):diffusealpha(1)
end
end,
}
end
return ret
end
|
local mysql_connector = require("melon.mysql.mysql_connector")
local logger_factory = require("melon.utils.logger")
local logger = logger_factory:get_logger("base_dao.lua",context)
local table_utils = require("melon.utils.table_utils")
local json = require("cjson")
local _M = {}
local mt = { __index = _M }
function _M:new()
return setmetatable(self,mt)
end
local function execute(sql)
local status,connector,err = pcall(function ()
local connector, err = mysql_connector:get_connector(context)
if not connector then
error(err)
end
return connector,err
end)
if not status then
return nil,"Failed to connect to mysql.the reason is: " .. connector
end
logger:debug("Preparing to execute sql. sql: %s", sql)
local res, err, errno, sqlstate = connector:query(sql)
if res then
logger:debug("The SQL executed done. the r.lua: %s", json.encode(res))
elseif not res or err then
logger:warn("Failed to execute the sql.err: %s, errno: %s, sqlstate: %s",err, errno, sqlstate)
end
mysql_connector:close()
return res, err, errno, sqlstate
end
function _M:query(sql, params)
sql = self:parse_sql(sql, params)
return execute(sql)
end
function _M:select(sql, params)
return self:query(sql, params)
end
function _M:insert(sql, params)
local res, err, errno, sqlstate = self:query(sql, params)
if res and not err then
return res.insert_id, err
else
return res, err
end
end
function _M:update(sql, params)
return self:query(sql, params)
end
function _M:delete(sql, params)
local res, err, errno, sqlstate = self:query(sql, params)
if res and not err then
return res.affected_rows, err
else
return res, err
end
end
local function split(str, delimiter)
if str == nil or str == '' or delimiter == nil then
return nil
end
local result = {}
for match in (str .. delimiter):gmatch("(.-)" .. delimiter) do
table.insert(result, match)
end
return result
end
local function compose(t, params)
if t == nil or params == nil or type(t) ~= "table" or type(params) ~= "table" or #t ~= #params + 1 or #t == 0 then
return nil
else
local result = t[1]
for i = 1, #params do
result = result .. params[i] .. t[i + 1]
end
return result
end
end
function _M:parse_sql(sql, params)
if not params or not table_utils.table_is_array(params) or #params == 0 then
return sql
end
local new_params = {}
for i, v in ipairs(params) do
if v and type(v) == "string" then
v = ngx.quote_sql_str(v)
end
table.insert(new_params, v)
end
local t = split(sql, "?")
local sql = compose(t, new_params)
return sql
end
return _M
|
---------------------------------------------------------------------------------------------------
-- User story: Smoke
-- Use case: DeleteCommand
-- Item: Happy path
--
-- Requirement summary:
-- [DeleteCommand] SUCCESS: getting SUCCESS from VR.DeleteCommand() and UI.DeleteCommand()
--
-- Description:
-- Mobile application sends DeleteCommand request for a command created with both "vrCommands"
-- and "menuParams", and SDL gets VR and UI.DeleteCommand "SUCCESS" response from HMI
-- Pre-conditions:
-- a. HMI and SDL are started
-- b. appID is registered and activated on SDL
-- c. appID is currently in Background, Full or Limited HMI level
-- d. Command with both vrCommands and menuParams was created
-- Steps:
-- appID requests DeleteCommand with the both vrCommands and menuParams
-- Expected:
-- SDL validates parameters of the request
-- SDL checks if UI interface is available on HMI
-- SDL checks if VR interface is available on HMI
-- SDL checks if DeleteCommand is allowed by Policies
-- SDL checks if all parameters are allowed by Policies
-- SDL transfers the UI part of request with allowed parameters to HMI
-- SDL transfers the VR part of request with allowed parameters to HMI
-- SDL receives UI and VR part of response from HMI with "SUCCESS" result code
-- SDL responds with (resultCode: SUCCESS, success:true) to mobile application
---------------------------------------------------------------------------------------------------
--[[ Required Shared libraries ]]
local runner = require('user_modules/script_runner')
local common = require('test_scripts/Smoke/commonSmoke')
--[[ Test Configuration ]]
runner.testSettings.isSelfIncluded = false
--[[ Local Variables ]]
local putFileParams = {
requestParams = {
syncFileName = 'icon.png',
fileType = "GRAPHIC_PNG",
persistentFile = false,
systemFile = false
},
filePath = "files/icon.png"
}
local addCommandRequestParams = {
cmdID = 11,
menuParams = {
position = 0,
menuName ="Commandpositive"
},
vrCommands = {
"VRCommandonepositive",
"VRCommandonepositivedouble"
},
cmdIcon = {
value ="icon.png",
imageType ="DYNAMIC"
}
}
local addCommandGrammarID = 0
local addCommandResponseUiParams = {
cmdID = addCommandRequestParams.cmdID,
cmdIcon = addCommandRequestParams.cmdIcon,
menuParams = addCommandRequestParams.menuParams
}
local addCommandResponseVrParams = {
cmdID = addCommandRequestParams.cmdID,
type = "Command",
vrCommands = addCommandRequestParams.vrCommands
}
local addCommandAllParams = {
requestParams = addCommandRequestParams,
responseUiParams = addCommandResponseUiParams,
responseVrParams = addCommandResponseVrParams
}
local deleteCommandRequestParams = {
cmdID = addCommandRequestParams.cmdID
}
--[[ Local Functions ]]
local function addCommand(pParams)
local cid = common.getMobileSession():SendRPC("AddCommand", pParams.requestParams)
pParams.responseUiParams.appID = common.getHMIAppId()
pParams.responseUiParams.cmdIcon.value = common.getPathToFileInAppStorage("icon.png")
common.getHMIConnection():ExpectRequest("UI.AddCommand", pParams.responseUiParams)
:Do(function(_, data)
common.getHMIConnection():SendResponse(data.id, data.method, "SUCCESS", {})
end)
pParams.responseVrParams.appID = common.getHMIAppId()
common.getHMIConnection():ExpectRequest("VR.AddCommand", pParams.responseVrParams)
:Do(function(_, data)
common.getHMIConnection():SendResponse(data.id, data.method, "SUCCESS", {})
end)
:ValidIf(function(_, data)
if data.params.grammarID == nil then
return false, "grammarID should not be empty"
end
addCommandGrammarID = data.params.grammarID
return true
end)
common.getMobileSession():ExpectResponse(cid, { success = true, resultCode = "SUCCESS" })
common.getMobileSession():ExpectNotification("OnHashChange")
end
local function deleteCommand(pParams)
local cid = common.getMobileSession():SendRPC("DeleteCommand", pParams)
pParams.appID = common.getHMIAppId()
common.getHMIConnection():ExpectRequest("UI.DeleteCommand", pParams)
:Do(function(_, data)
common.getHMIConnection():SendResponse(data.id, data.method, "SUCCESS", {})
end)
local responseVrParams = {
cmdID = pParams.cmdID,
grammarID = addCommandGrammarID
}
common.getHMIConnection():ExpectRequest("VR.DeleteCommand", responseVrParams)
:Do(function(_, data)
common.getHMIConnection():SendResponse(data.id, data.method, "SUCCESS", {})
end)
common.getMobileSession():ExpectResponse(cid, { success = true, resultCode = "SUCCESS" })
common.getMobileSession():ExpectNotification("OnHashChange")
end
--[[ Scenario ]]
runner.Title("Preconditions")
runner.Step("Clean environment", common.preconditions)
runner.Step("Update Preloaded PT", common.updatePreloadedPT)
runner.Step("Start SDL, HMI, connect Mobile, start Session", common.start)
runner.Step("Register App", common.registerApp)
runner.Step("Activate App", common.activateApp)
runner.Step("Upload icon file", common.putFile, { putFileParams })
runner.Step("AddCommand", addCommand, { addCommandAllParams })
runner.Title("Test")
runner.Step("DeleteCommand Positive Case", deleteCommand, { deleteCommandRequestParams })
runner.Title("Postconditions")
runner.Step("Stop SDL", common.postconditions)
|
local _, ns = ...
local B, C, L, DB, P = unpack(ns)
local S = P:GetModule("Skins")
local _G = getfenv(0)
local tinsert, ipairs = table.insert, ipairs
-- Compatible with MerInspect, alaGearMan, CharacterStatsTBC.
local addonFrames = {}
local lastTime = 0
function S:UpdatePanelsPosition(force)
if (not force and GetTime() - lastTime < .1) then return end
local offset = 0
for _, panels in ipairs(addonFrames) do
local frame = panels.frame
if frame:IsShown() then
if panels.order == 3 then
frame:SetPoint("TOPLEFT", _G.PaperDollFrame, "TOPRIGHT", -33 + offset, -15)
else
frame:SetPoint("TOPLEFT", _G.PaperDollFrame, "TOPRIGHT", -32 + offset, -15-C.mult)
end
offset = offset + frame:GetWidth() + 3
end
end
lastTime = GetTime()
end
-- MerInspect
function S:CharacterPanel_MerInspect()
local LibItemInfo = _G.LibStub("LibItemInfo.1000", true)
if LibItemInfo and _G.ShowInspectItemListFrame then
local ilevel, _, maxLevel = LibItemInfo:GetUnitItemLevel("player")
local inspectFrame = _G.ShowInspectItemListFrame("player", _G.PaperDollFrame, ilevel, maxLevel)
tinsert(addonFrames, {frame = inspectFrame, order = 3})
hooksecurefunc("ShowInspectItemListFrame", function(unit, parent, ...)
if unit and unit == "player" and parent and parent:GetName() == "PaperDollFrame" then
S:UpdatePanelsPosition(true)
end
end)
end
end
-- CharacterStatsTBC
function S:CharacterPanel_CharacterStatsTBC()
local sideStatsFrame = _G.CSC_SideStatsFrame
if sideStatsFrame then
sideStatsFrame:SetHeight(422)
sideStatsFrame:ClearAllPoints()
sideStatsFrame:SetPoint("TOPLEFT", PaperDollFrame, "TOPRIGHT", -32, -15-C.mult)
tinsert(addonFrames, {frame = sideStatsFrame, order = 2})
end
end
-- alaGearMan
function S:CharacterPanel_alaGearMan()
local AGM_FUNC = _G.AGM_FUNC
if not AGM_FUNC or not AGM_FUNC.initUI then return end
hooksecurefunc(AGM_FUNC, "initUI", function()
local ALA = _G.__ala_meta__
if not ALA then return end
local gearWin = ALA.gear and ALA.gear.ui.gearWin
if gearWin then
tinsert(addonFrames, {frame = gearWin, order = 1})
end
end)
end
function S:CharacterPanel()
local done
_G.PaperDollFrame:HookScript("OnShow", function()
if not done then
table.sort(addonFrames, function(a, b)
return a.order < b.order
end)
for _, panels in ipairs(addonFrames) do
panels.frame:HookScript("OnShow", S.UpdatePanelsPosition)
panels.frame:HookScript("OnHide", S.UpdatePanelsPosition)
end
done = true
end
S:UpdatePanelsPosition()
end)
end
S:RegisterSkin("MerInspect", S.CharacterPanel_MerInspect)
S:RegisterSkin("alaGearMan", S.CharacterPanel_alaGearMan)
S:RegisterSkin("CharacterStatsTBC", S.CharacterPanel_CharacterStatsTBC)
S:RegisterSkin("CharacterPanel")
|
---
--- Generated by EmmyLua(https://github.com/EmmyLua)
--- Created by qiurunze.
--- DateTime: 2018/12/22 18:20
---
--- 释放锁
if redis.call('get',KEY[1] == ARGV[1]) then
return redis.call('del',KEY[1])
else
return 0
end
--- 加锁
local key = KEY[1]
local content = KEY[2]
local ttl = AVG[1]
local lockSet = redis.call('setnx',key,content)
if lockSet==1 then
redis.call('pexpire',key,ttl)
else
local value = redis.call('get',key)
if value==content then
lockSet=1
redis.call('pexpire',key,ttl)
end
end
return lockSet
|
-- strings
a = 'one string'
b = string.gsub(a, 'one', 'another')
print(a,'--', b)
print('len of a:', #a)
-- long strings, heredoc
page = [[
line 1
line 2
line 3
]]
print(page)
print(10 .. 20)
print('10' + 11)
-- tables (dicts)
d = {}
print(d)
k = 'x'
d[k] = 10
print(d[k], d['x'])
for i = 1, 1000 do
d[i] = i * 2
end
-- 2.1
print('Value should be false, lhs string, rhs nil type.')
print(type(nil) == nil)
-- 2.2
print('Correct numbers:\n' .. .0e12, 0x12, 0xA, 0xFFFFFFFF, 0.1e1)
-- 2.3
function expo(base, exp)
if exp < 0 then
return 'positive exp only'
elseif exp == 1 then
return base
else
return base * expo(base, exp - 1)
end
end
print('12.7 == 127/10 == x/2')
print('5.5 == 55/10 == 11/2')
-- 2.4
str = '<![CDATA[\
Hello world\
]]>'
str2 = "<![CDATA[\nHello world\n]]>"
str3 = [==[
<![CDATA[
Hello world
]]>
]==]
print(str)
print(str2)
print(str3)
-- 2.6
a = {}
a.a = a
print(a)
print(a.a)
print('Any series of indexing a will just access the dictionary first created.')
a.a.a.a = 3
print(a.a)
print('By setting a.a = 3, the recursive nesting void. Doing a.a.a.a would be an error.')
|
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