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--[[ module: CompositeEntity author: DylanYang time: 2021-02-24 21:35:14 idea: Compared to 'CoarseGrainedObject', it is only one more level and can contain other content. advance: ]] local CoarseGrainedObject = require("patterns.j2ee.compositeEntity.CoarseGrainedObject") local _M = Class("CompositeEntity") local public = _M.public _M.cgo = nil function _M:ctor() self.cgo = CoarseGrainedObject.new() end function public:SetData(data1, data2) self.cgo:SetData(data1, data2) end function public:GetData() return self.cgo:GetData() end return _M
local washopen = { [1] = {ID=1,Level=0,equipPart=2,number=0}, [2] = {ID=2,Level=0,equipPart=3,number=0}, [3] = {ID=3,Level=0,equipPart=4,number=0}, [4] = {ID=4,Level=0,equipPart=5,number=0}, [5] = {ID=5,Level=0,equipPart=6,number=0}, [6] = {ID=6,Level=5,equipPart=2,number=0}, [7] = {ID=7,Level=5,equipPart=3,number=0}, [8] = {ID=8,Level=5,equipPart=4,number=0}, [9] = {ID=9,Level=5,equipPart=5,number=0}, [10] = {ID=10,Level=5,equipPart=6,number=0}, [11] = {ID=11,Level=10,equipPart=2,number=0}, [12] = {ID=12,Level=10,equipPart=3,number=0}, [13] = {ID=13,Level=10,equipPart=4,number=0}, [14] = {ID=14,Level=10,equipPart=5,number=0}, [15] = {ID=15,Level=10,equipPart=6,number=0}, [16] = {ID=16,Level=15,equipPart=2,number=0}, [17] = {ID=17,Level=15,equipPart=3,number=0}, [18] = {ID=18,Level=15,equipPart=4,number=0}, [19] = {ID=19,Level=15,equipPart=5,number=0}, [20] = {ID=20,Level=15,equipPart=6,number=0}, [21] = {ID=21,Level=20,equipPart=2,number=0}, [22] = {ID=22,Level=20,equipPart=3,number=0}, [23] = {ID=23,Level=20,equipPart=4,number=0}, [24] = {ID=24,Level=20,equipPart=5,number=0}, [25] = {ID=25,Level=20,equipPart=6,number=0}, [26] = {ID=26,Level=25,equipPart=2,number=0}, [27] = {ID=27,Level=25,equipPart=3,number=0}, [28] = {ID=28,Level=25,equipPart=4,number=0}, [29] = {ID=29,Level=25,equipPart=5,number=0}, [30] = {ID=30,Level=25,equipPart=6,number=0}, [31] = {ID=31,Level=30,equipPart=2,number=4}, [32] = {ID=32,Level=30,equipPart=3,number=4}, [33] = {ID=33,Level=30,equipPart=4,number=4}, [34] = {ID=34,Level=30,equipPart=5,number=4}, [35] = {ID=35,Level=30,equipPart=6,number=4}, [36] = {ID=36,Level=35,equipPart=2,number=4}, [37] = {ID=37,Level=35,equipPart=3,number=4}, [38] = {ID=38,Level=35,equipPart=4,number=4}, [39] = {ID=39,Level=35,equipPart=5,number=4}, [40] = {ID=40,Level=35,equipPart=6,number=4}, [41] = {ID=41,Level=40,equipPart=2,number=4}, [42] = {ID=42,Level=40,equipPart=3,number=4}, [43] = {ID=43,Level=40,equipPart=4,number=4}, [44] = {ID=44,Level=40,equipPart=5,number=4}, [45] = {ID=45,Level=40,equipPart=6,number=4}, [46] = {ID=46,Level=45,equipPart=2,number=4}, [47] = {ID=47,Level=45,equipPart=3,number=4}, [48] = {ID=48,Level=45,equipPart=4,number=4}, [49] = {ID=49,Level=45,equipPart=5,number=4}, [50] = {ID=50,Level=45,equipPart=6,number=4}, [51] = {ID=51,Level=50,equipPart=2,number=4}, [52] = {ID=52,Level=50,equipPart=3,number=4}, [53] = {ID=53,Level=50,equipPart=4,number=4}, [54] = {ID=54,Level=50,equipPart=5,number=4}, [55] = {ID=55,Level=50,equipPart=6,number=4}, [56] = {ID=56,Level=55,equipPart=2,number=4}, [57] = {ID=57,Level=55,equipPart=3,number=4}, [58] = {ID=58,Level=55,equipPart=4,number=4}, [59] = {ID=59,Level=55,equipPart=5,number=4}, [60] = {ID=60,Level=55,equipPart=6,number=4}, [61] = {ID=61,Level=60,equipPart=2,number=4}, [62] = {ID=62,Level=60,equipPart=3,number=4}, [63] = {ID=63,Level=60,equipPart=4,number=4}, [64] = {ID=64,Level=60,equipPart=5,number=4}, [65] = {ID=65,Level=60,equipPart=6,number=4}, [66] = {ID=66,Level=65,equipPart=2,number=4}, [67] = {ID=67,Level=65,equipPart=3,number=4}, [68] = {ID=68,Level=65,equipPart=4,number=4}, [69] = {ID=69,Level=65,equipPart=5,number=4}, [70] = {ID=70,Level=65,equipPart=6,number=4}, [71] = {ID=71,Level=70,equipPart=2,number=4}, [72] = {ID=72,Level=70,equipPart=3,number=4}, [73] = {ID=73,Level=70,equipPart=4,number=4}, [74] = {ID=74,Level=70,equipPart=5,number=4}, [75] = {ID=75,Level=70,equipPart=6,number=4}, [76] = {ID=76,Level=75,equipPart=2,number=4}, [77] = {ID=77,Level=75,equipPart=3,number=4}, [78] = {ID=78,Level=75,equipPart=4,number=4}, [79] = {ID=79,Level=75,equipPart=5,number=4}, [80] = {ID=80,Level=75,equipPart=6,number=4}, [81] = {ID=81,Level=80,equipPart=2,number=4}, [82] = {ID=82,Level=80,equipPart=3,number=4}, [83] = {ID=83,Level=80,equipPart=4,number=4}, [84] = {ID=84,Level=80,equipPart=5,number=4}, [85] = {ID=85,Level=80,equipPart=6,number=4}, [86] = {ID=86,Level=85,equipPart=2,number=4}, [87] = {ID=87,Level=85,equipPart=3,number=4}, [88] = {ID=88,Level=85,equipPart=4,number=4}, [89] = {ID=89,Level=85,equipPart=5,number=4}, [90] = {ID=90,Level=85,equipPart=6,number=4}, [91] = {ID=91,Level=90,equipPart=2,number=4}, [92] = {ID=92,Level=90,equipPart=3,number=4}, [93] = {ID=93,Level=90,equipPart=4,number=4}, [94] = {ID=94,Level=90,equipPart=5,number=4}, [95] = {ID=95,Level=90,equipPart=6,number=4}, [96] = {ID=96,Level=95,equipPart=2,number=4}, [97] = {ID=97,Level=95,equipPart=3,number=4}, [98] = {ID=98,Level=95,equipPart=4,number=4}, [99] = {ID=99,Level=95,equipPart=5,number=4}, [100] = {ID=100,Level=95,equipPart=6,number=4}, [101] = {ID=101,Level=100,equipPart=2,number=4}, [102] = {ID=102,Level=100,equipPart=3,number=4}, [103] = {ID=103,Level=100,equipPart=4,number=4}, [104] = {ID=104,Level=100,equipPart=5,number=4}, [105] = {ID=105,Level=100,equipPart=6,number=4}, } return washopen
function onCreate() makeLuaSprite('BG', 'gold_spookyhouse', -300, -0) addLuaSprite('BG', false) end
-- copy all globals into locals, some locals are prefixed with a G to reduce name clashes local coroutine,package,string,table,math,io,os,debug,assert,dofile,error,_G,getfenv,getmetatable,ipairs,Gload,loadfile,loadstring,next,pairs,pcall,print,rawequal,rawget,rawset,select,setfenv,setmetatable,tonumber,tostring,type,unpack,_VERSION,xpcall,module,require=coroutine,package,string,table,math,io,os,debug,assert,dofile,error,_G,getfenv,getmetatable,ipairs,load,loadfile,loadstring,next,pairs,pcall,print,rawequal,rawget,rawset,select,setfenv,setmetatable,tonumber,tostring,type,unpack,_VERSION,xpcall,module,require --[[#lua.wetgenes local wetgenes=require("wetgenes") Simple generic functions that are intended to be useful for all wetgenes.* modules. ]] local M={ modname=(...) } ; package.loaded[M.modname]=M ----------------------------------------------------------------------------- --[[#lua.wetgenes.safecall ... = wetgenes.safecall(func,...) Call a function func(...) wrapped in an xpcall to catch and ignore errors, the errors are printed to stderr with a traceback and the function returns nil on an error. So provided the function returns not nil on success then you can still tell if the function completed OK. Best to use for things that are OK to fail and the rest of the code will work around it. ]] ----------------------------------------------------------------------------- M.safecall=function(f,...) local a={...} local r={ xpcall(function() return f(unpack(a)) end,function(err) return "safecall ignoring error: "..debug.traceback(err).."\n" end) } if not r[1] then io.stderr:write(r[2]) return end -- print error and return nil on error return select(2,unpack(r)) end ----------------------------------------------------------------------------- --[[#lua.wetgenes.safewrap savefunc = wetgenes.safecall(func) Wrap a funciton in safecall, so it will never generate errors but can be called as normal. ]] ----------------------------------------------------------------------------- M.safewrap=function(f) return function(...) return M.safecall(f,...) end end ----------------------------------------------------------------------------- --[[#lua.wetgenes.export ... = wetgenes.export(table,...) Export multiple names from this table as multiple returns, can be used to pull functions out of this module and into locals like so local export,lookup,set_env=require("wetgenes"):export("export","lookup","set_env") Or copy it into other modules to provide them with the same functionality. M.lookup=require("wetgenes").lookup ]] ----------------------------------------------------------------------------- M.export=function(env,...) local tab={} for i,v in ipairs{...} do tab[i]=env[v] end return unpack(tab) end ----------------------------------------------------------------------------- --[[#lua.wetgenes.lookup value = wetgenes.lookup(table,...) Safe recursive lookup within a table that returns nil if any part of the lookup is nil so we never cause an error but just return nil. This is intended to replace the following sort of code a = b and b.c and b.c.d and b.c.d.e To get e only if all of its parent bits exist and not to cause any error if they do not. instead use a = lookup(b,"c","d","e") ]] ----------------------------------------------------------------------------- M.lookup=function(tab,...) for i,v in ipairs{...} do if type(tab)~="table" then return nil end tab=tab[v] end return tab end ----------------------------------------------------------------------------- --[[#lua.wetgenes.set_env local _ENV=set_env(new_environment) Since setfenv is going away in lua 5.2 here is a plan to future proof code that wants to control its own environment Specifically this is for loading functions sabdboxed into a given table, which we need to do from time to time. we set the environment of the code that called us only if setfenv exists and we always return the new environment So the following incantation can be used to change the current environment and it should work exactly the same in lua 5.1 or 5.2 local _ENV=set_env(new_environment) ]] ----------------------------------------------------------------------------- M.set_env=function(env) if setfenv then setfenv(2,env) end return env end ----------------------------------------------------------------------------- --[[#lua.wetgenes.set_env gamecake -e" require('wetgenes').savescripts('./') " Run the above from the command line. This will export all the gamecake internal strings into the file system it is saved into the current directory so be careful where you run it. Game Cake checks the files system first so, these files can be modified and they will replace the built in versions. gamecake -e" require('wetgenes').savescripts('./internal/') " This is a safer version that will save the files to ./internal/lua/* instead of just ./lua/* ]] ----------------------------------------------------------------------------- M.savescripts=function(basedir) assert(basedir, "missing destination path") local wbake=require("wetgenes.bake") local wgc=require("wetgenes.gamecake.core") local names=wgc.list_cache_strings() for n,v in pairs(names) do local fname if "lua/"==v:sub(1,4) then -- these are extra files, eg .glsl code fname=v else -- these are modules, so need to be turned into files fname="lua/"..v:gsub("%.","/")..".lua" end local data=wgc.get_cache_string(v) print( "saving" , #data , " bytes as ", basedir..fname ) wbake.create_dir_for_file( basedir..fname ) wbake.writefile( basedir..fname , data ) end end
print("CalmAI Loaded. AI is now Relaxed! Coded by NickThe0ne")
--translated by Nick#6127 from GFL Teams on Discord return { ["CONGRATS_COMMAND"] = "Giver dig konfetti og festlige lyde; dog kun for dig.", ["CONGRATS_GLOBAL"] = "Tillyke, du slog rekorden for højeste runde på serveren!", ["CONGRATS_MAP"] = "Tillyke, du slog rekorden for højeste runde i denne bane! Prøv at se om du kan slå serverens globale rekord på %u.", ["GUI_BUTTON"] = "Åben Hæderstavlen", ["GUI_ENTRY"] = "%s - Runde %u", ["GUI_ENTRY_MAP"] = "%s\n\n%u drab", ["GUI_ENTRY_MAP_LEFT"] = "%s\nTilbage i runden %u\n%u drab", ["GUI_TITLE"] = "Hæderstavlen", ["GUI_TITLE_MAP"] = "Hæderstavlen - %s" }
print("Loading ReportScreen.lua from Better Report Screen version "..GlobalParameters.BRS_VERSION_MAJOR.."."..GlobalParameters.BRS_VERSION_MINOR); -- =========================================================================== -- ReportScreen -- All the data -- Copyright 2016-2018, Firaxis Games -- =========================================================================== include("CitySupport"); include("Civ6Common"); include("InstanceManager"); include("SupportFunctions"); include("TabSupport"); include("LeaderIcon"); -- exposing functions and variables if not ExposedMembers.RMA then ExposedMembers.RMA = {} end; local RMA = ExposedMembers.RMA; -- Expansions check local bIsRiseFall:boolean = Modding.IsModActive("1B28771A-C749-434B-9053-D1380C553DE9"); -- Rise & Fall print("Rise & Fall :", (bIsRiseFall and "YES" or "no")); local bIsGatheringStorm:boolean = Modding.IsModActive("4873eb62-8ccc-4574-b784-dda455e74e68"); -- Gathering Storm print("Gathering Storm:", (bIsGatheringStorm and "YES" or "no")); local bIsMonopolies:boolean = GameCapabilities.HasCapability("CAPABILITY_MONOPOLIES"); -- Monopoly and Corporations Mode print("Monopolies :", (bIsMonopolies and "YES" or "no")); -- configuration options local bOptionModifiers:boolean = ( GlobalParameters.BRS_OPTION_MODIFIERS == 1 ); -- =========================================================================== -- DEBUG -- Toggle these for temporary debugging help. -- =========================================================================== local m_debugNumResourcesStrategic :number = 0; -- (0) number of extra strategics to show for screen testing. local m_debugNumBonuses :number = 0; -- (0) number of extra bonuses to show for screen testing. local m_debugNumResourcesLuxuries :number = 0; -- (0) number of extra luxuries to show for screen testing. -- =========================================================================== -- CONSTANTS -- =========================================================================== local LL = Locale.Lookup; local ENDCOLOR :string = "[ENDCOLOR]"; local DARKEN_CITY_INCOME_AREA_ADDITIONAL_Y :number = 6; local DATA_FIELD_SELECTION :string = "Selection"; local SIZE_HEIGHT_BOTTOM_YIELDS :number = 135; local SIZE_HEIGHT_PADDING_BOTTOM_ADJUST :number = 87; -- (Total Y - (scroll area + THIS PADDING)) = bottom area local INDENT_STRING :string = " "; local TOOLTIP_SEP :string = "-------------------"; local TOOLTIP_SEP_NEWLINE :string = "[NEWLINE]"..TOOLTIP_SEP.."[NEWLINE]"; local GOSSIP_GROUP_TYPES :table = { "ALL", "BARBARIAN", "DIPLOMACY", "CITY", "CULTURE", "DISCOVER", "ESPIONAGE", "GREATPERSON", "MILITARY", "RELIGION", "SCIENCE", "SETTLEMENT", "VICTORY" }; -- Mapping of unit type to cost. local UnitCostMap:table = {}; do for row in GameInfo.Units() do UnitCostMap[row.UnitType] = row.Maintenance; end end --BRS !! Added function to sort out tables for units -- Infixo: this is only used by Upgrade Callback; parent will be used a flag; must be set to nil when leaving report screen local tUnitSort = { type = "", group = "", parent = nil }; -- Infixo: this is an iterator to replace pairs -- it sorts t and returns its elements one by one -- source: https://stackoverflow.com/questions/15706270/sort-a-table-in-lua function spairs( t, order_function ) local keys:table = {}; -- actual table of keys that will bo sorted for key,_ in pairs(t) do table.insert(keys, key); end if order_function then table.sort(keys, function(a,b) return order_function(t, a, b) end) else table.sort(keys) end -- iterator here local i:number = 0; return function() i = i + 1; if keys[i] then return keys[i], t[keys[i]] end end end -- !! end of function -- =========================================================================== -- VARIABLES -- =========================================================================== m_simpleIM = InstanceManager:new("SimpleInstance", "Top", Controls.Stack); -- Non-Collapsable, simple m_tabIM = InstanceManager:new("TabInstance", "Button", Controls.TabContainer); m_strategicResourcesIM = InstanceManager:new("ResourceAmountInstance", "Info", Controls.StrategicResources); m_bonusResourcesIM = InstanceManager:new("ResourceAmountInstance", "Info", Controls.BonusResources); m_luxuryResourcesIM = InstanceManager:new("ResourceAmountInstance", "Info", Controls.LuxuryResources); local m_groupIM :table = InstanceManager:new("GroupInstance", "Top", Controls.Stack); -- Collapsable m_kCityData = nil; m_tabs = nil; m_kResourceData = nil; local m_kCityTotalData :table = nil; local m_kUnitData :table = nil; -- TODO: Show units by promotion class local m_kDealData :table = nil; local m_uiGroups :table = nil; -- Track the groups on-screen for collapse all action. local m_isCollapsing :boolean = true; --Gossip filtering local m_kGossipInstances:table = {}; local m_groupFilter:number = 1; -- (1) Indicates Unfiltered by this criteria (Group Type Index) local m_leaderFilter:number = -1; -- (-1) Indicates Unfilitered by this criteria (PlayerID) --BRS !! new variables local m_kCurrentDeals :table = nil; local m_kUnitDataReport :table = nil; local m_kPolicyData :table = nil; local m_kMinorData :table = nil; local m_kModifiers :table = nil; -- to calculate yield per pop and other modifier-ralated effects on the city level local m_kModifiersUnits :table = nil; -- to show various abilities and effects -- !! -- Remember last tab variable: ARISTOS m_kCurrentTab = 1; -- !! -- =========================================================================== -- Time helpers and debug routines -- =========================================================================== local fStartTime1:number = 0.0 local fStartTime2:number = 0.0 function Timer1Start() fStartTime1 = Automation.GetTime() --print("Timer1 Start", fStartTime1) end function Timer2Start() fStartTime2 = Automation.GetTime() --print("Timer2 Start() (start)", fStartTime2) end function Timer1Tick(txt:string) print("Timer1 Tick", txt, string.format("%5.3f", Automation.GetTime()-fStartTime1)) end function Timer2Tick(txt:string) print("Timer2 Tick", txt, string.format("%5.3f", Automation.GetTime()-fStartTime2)) end -- debug routine - prints a table (no recursion) function dshowtable(tTable:table) if tTable == nil then print("dshowtable: table is nil"); return; end for k,v in pairs(tTable) do print(k, type(v), tostring(v)); end end -- debug routine - prints a table, and tables inside recursively (up to 5 levels) function dshowrectable(tTable:table, iLevel:number) local level:number = 0; if iLevel ~= nil then level = iLevel; end for k,v in pairs(tTable) do print(string.rep("---:",level), k, type(v), tostring(v)); if type(v) == "table" and level < 5 then dshowrectable(v, level+1); end end end -- =========================================================================== -- Updated functions from Civ6Common, to include rounding to 1 decimal digit -- =========================================================================== function toPlusMinusString( value:number ) if value == 0 then return "0"; end return Locale.ToNumber(math.floor((value*10)+0.5)/10, "+#,###.#;-#,###.#"); end function toPlusMinusNoneString( value:number ) if value == 0 then return " "; end return Locale.ToNumber(math.floor((value*10)+0.5)/10, "+#,###.#;-#,###.#"); end -- =========================================================================== -- Single exit point for display -- =========================================================================== function Close() if not ContextPtr:IsHidden() then UI.PlaySound("UI_Screen_Close"); end UIManager:DequeuePopup(ContextPtr); LuaEvents.ReportScreen_Closed(); --print("Closing... current tab is:", m_kCurrentTab); tUnitSort.parent = nil; -- unit upgrades off the report screen should not call re-sort end -- =========================================================================== -- UI Callback -- =========================================================================== function OnCloseButton() Close(); end -- =========================================================================== -- Single entry point for display -- =========================================================================== function Open( tabToOpen:number ) --print("FUN Open()", tabToOpen); UIManager:QueuePopup( ContextPtr, PopupPriority.Medium ); Controls.ScreenAnimIn:SetToBeginning(); Controls.ScreenAnimIn:Play(); UI.PlaySound("UI_Screen_Open"); --LuaEvents.ReportScreen_Opened(); -- BRS !! new line to add new variables Timer2Start() m_kCityData, m_kCityTotalData, m_kResourceData, m_kUnitData, m_kDealData, m_kCurrentDeals, m_kUnitDataReport = GetData(); UpdatePolicyData(); UpdateMinorData(); Timer2Tick("GetData") -- To remember the last opened tab when the report is re-opened: ARISTOS if tabToOpen ~= nil then m_kCurrentTab = tabToOpen; end Resize(); m_tabs.SelectTab( m_kCurrentTab ); -- show number of cities in the title bar local tTT:table = {}; local iWon:number, iDis:number, iBul:number, iPop:number = 0, 0, 0, 0; for _,city in pairs(m_kCityData) do iWon = iWon + #city.Wonders; iDis = iDis + city.DistrictsNum; iBul = iBul + city.BuildingsNum; iPop = iPop + city.Population; end local iCiv:number, iMil:number = 0, 0; local playerID:number = Game.GetLocalPlayer(); if playerID ~= PlayerTypes.NONE and playerID ~= PlayerTypes.OBSERVER then for _,unit in Players[playerID]:GetUnits():Members() do if GameInfo.Units[unit:GetUnitType()].FormationClass == "FORMATION_CLASS_CIVILIAN" then iCiv = iCiv + 1; else iMil = iMil + 1; end end -- for end -- if Controls.TotalsLabel:SetText( Locale.Lookup("LOC_DIPLOMACY_DEAL_CITIES").." "..tostring(Players[Game.GetLocalPlayer()]:GetCities():GetCount()) ); table.insert(tTT, Locale.Lookup("LOC_RAZE_CITY_POPULATION_LABEL").." "..tostring(iPop)); table.insert(tTT, Locale.Lookup("LOC_TECH_FILTER_WONDERS")..": "..tostring(iWon)); table.insert(tTT, Locale.Lookup("LOC_DEAL_CITY_DISTRICTS_TOOLTIP").." "..tostring(iDis)); table.insert(tTT, Locale.Lookup("LOC_TOOLTIP_PLOT_BUILDINGS_TEXT").." "..tostring(iBul)); table.insert(tTT, Locale.Lookup("LOC_TECH_FILTER_UNITS")..": "..tostring(iCiv+iMil)); table.insert(tTT, Locale.Lookup("LOC_MILITARY")..": "..tostring(iMil)); table.insert(tTT, Locale.Lookup("LOC_FORMATION_CLASS_CIVILIAN_NAME")..": "..tostring(iCiv)); Controls.TotalsLabel:SetToolTipString( table.concat(tTT, "[NEWLINE]") ); end -- =========================================================================== -- UI Callback -- Collapse all the things! -- =========================================================================== function OnCollapseAllButton() if m_uiGroups == nil or table.count(m_uiGroups) == 0 then return; end for i,instance in ipairs( m_uiGroups ) do if instance["isCollapsed"] ~= m_isCollapsing then instance["isCollapsed"] = m_isCollapsing; instance.CollapseAnim:Reverse(); RealizeGroup( instance ); end end Controls.CollapseAll:LocalizeAndSetText(m_isCollapsing and "LOC_HUD_REPORTS_EXPAND_ALL" or "LOC_HUD_REPORTS_COLLAPSE_ALL"); m_isCollapsing = not m_isCollapsing; end -- =========================================================================== -- Populate with all data required for any/all report tabs. -- =========================================================================== -- REAL HOUSING FROM IMPROVEMENTS -- Get the real housing from improvements, not rounded-down -- The idea taken from CQUI, however CQUI's code is wrong(tested for vanilla and R&F) - the farm doesn't need to be worked, only created within borders -- GetHousingFromImprovements() returns math.floor(), i.e. +0.5 is rounded to 0, must have 2 farms to get +1 housing --[[ OBSOLETE as of 2020-06-09 -- Some improvements provide more housing when a tech or civic is unlocked -- this is done via modifiers, so we need to find them first (EFFECT_ADJUST_IMPROVEMENT_HOUSING) -- STEPWELL_HOUSING_WITHTECH (REQUIREMENT_PLAYER_HAS_TECHNOLOGY) TechnologyType -- GOLFCOURSE_HOUSING_WITHGLOBLIZATION (REQUIREMENT_PLAYER_HAS_CIVIC) CivicType -- MEKEWAP_HOUSING_WITHCIVILSERVICE (REQUIREMENT_PLAYER_HAS_CIVIC) -- All set via SubjectRequirementSetId -- However, it is not clear if Amount=1 in modifier means +1 housing or +0.5 just as with base values -- CQUI calculates as +1 in this case, seems that wiki also says that each of them gives +1 -- this table will hold Tech or Civic requirement for increased Housing local tImprMoreHousingReqs:table = nil; local iFarmHousingForMaya:number = 0; -- 2020-05-28 Special case for Maya civ function PopulateImprMoreHousingReqs() --print("PopulateImprMoreHousingReqs"); tImprMoreHousingReqs = {}; for mod in GameInfo.ImprovementModifiers() do local tMod:table = RMA.FetchAndCacheData(mod.ModifierID); -- one of cases with upper case ID --print(mod.ImprovementType, "fetched", tMod.ModifierId, tMod.EffectType, tMod.SubjectReqSetId); if tMod and tMod.EffectType == "EFFECT_ADJUST_IMPROVEMENT_HOUSING" and tMod.SubjectReqSet then --dshowrectable(tMod); -- now extract requirement! for _,req in ipairs(tMod.SubjectReqSet.Reqs) do -- 2020-05-28 Special case for Maya civ if req.ReqType == "REQUIREMENT_PLAYER_TYPE_MATCHES" and req.Arguments.CivilizationType == "CIVILIZATION_MAYA" then iFarmHousingForMaya = tonumber(tMod.Arguments.Amount); elseif req.ReqType == "REQUIREMENT_PLAYER_HAS_TECHNOLOGY" then tImprMoreHousingReqs[ mod.ImprovementType ] = { IsTech = true, Prereq = req.Arguments.TechnologyType, Amount = tonumber(tMod.Arguments.Amount) }; elseif req.ReqType == "REQUIREMENT_PLAYER_HAS_CIVIC" then tImprMoreHousingReqs[ mod.ImprovementType ] = { IsTech = false, Prereq = req.Arguments.CivicType, Amount = tonumber(tMod.Arguments.Amount) }; end end end end print("Found", table.count(tImprMoreHousingReqs), "improvements with additional Housing."); for k,v in pairs(tImprMoreHousingReqs) do print(k, v.IsTech, v.Prereq, v.Amount); end print("Maya housing for Farms is", iFarmHousingForMaya); end function GetRealHousingFromImprovements(pCity:table) if tImprMoreHousingReqs == nil then PopulateImprMoreHousingReqs(); end -- do it once local iNumHousing:number = 0; -- we'll add data from Housing field in Improvements divided by TilesRequired which is usually 2 -- 2020-05-28 Special case for Maya civ local ePlayerID:number = pCity:GetOwner(); local bIsMaya:boolean = ( PlayerConfigurations[ePlayerID]:GetCivilizationTypeName() == "CIVILIZATION_MAYA" ); -- check all plots in the city for _,plotIndex in ipairs(Map.GetCityPlots():GetPurchasedPlots(pCity)) do local pPlot:table = Map.GetPlotByIndex(plotIndex); if pPlot and pPlot:GetImprovementType() > -1 and not pPlot:IsImprovementPillaged() then local imprInfo:table = GameInfo.Improvements[ pPlot:GetImprovementType() ]; iNumHousing = iNumHousing + imprInfo.Housing / imprInfo.TilesRequired; -- well, we can always add 0, right? -- now check if there's more with techs/civics -- this check is independent from base Housing: there could be an improvement that doesn't give housing as fresh but could later if tImprMoreHousingReqs[ imprInfo.ImprovementType ] then --print("ANALYZE WEIRD CASE", imprInfo.ImprovementType); local reqs:table = tImprMoreHousingReqs[ imprInfo.ImprovementType ]; if reqs.IsTech then if Players[ePlayerID]:GetTechs():HasTech( GameInfo.Technologies[reqs.Prereq].Index ) then iNumHousing = iNumHousing + reqs.Amount; end else if Players[ePlayerID]:GetCulture():HasCivic( GameInfo.Civics[reqs.Prereq].Index ) then iNumHousing = iNumHousing + reqs.Amount; end end end -- 2020-05-28 Special case for Maya civ if imprInfo.ImprovementType == "IMPROVEMENT_FARM" and bIsMaya then iNumHousing = iNumHousing + iFarmHousingForMaya; end end end return iNumHousing; end --]] -- 2020-06-09 new idea for calculations - calculate only a correction and apply to the game function -- please note that another condition was added - a tile must be within workable distance - this is how the game's engine works local iCityMaxBuyPlotRange:number = tonumber(GlobalParameters.CITY_MAX_BUY_PLOT_RANGE); function GetRealHousingFromImprovements(pCity:table) local cityX:number, cityY:number = pCity:GetX(), pCity:GetY(); --local centerIndex:number = Map.GetPlotIndex(pCity:GetLocation()); local iNumHousing:number = 0; -- we'll add data from Housing field in Improvements divided by TilesRequired which is usually 2 -- check all plots in the city for _,plotIndex in ipairs(Map.GetCityPlots():GetPurchasedPlots(pCity)) do local pPlot:table = Map.GetPlotByIndex(plotIndex); --print(centerIndex, plotIndex, Map.GetPlotDistance(cityX,cityY, pPlot:GetX(), pPlot:GetY())); if pPlot and pPlot:GetImprovementType() > -1 and not pPlot:IsImprovementPillaged() and Map.GetPlotDistance(cityX, cityY, pPlot:GetX(), pPlot:GetY()) <= iCityMaxBuyPlotRange then local imprInfo:table = GameInfo.Improvements[ pPlot:GetImprovementType() ]; iNumHousing = iNumHousing + imprInfo.Housing / imprInfo.TilesRequired; -- well, we can always add 0, right? end end return pCity:GetGrowth():GetHousingFromImprovements() + Round(iNumHousing-math.floor(iNumHousing),1); end function GetData() --print("FUN GetData() - start"); local kResources :table = {}; local kCityData :table = {}; local kCityTotalData:table = { Income = {}, Expenses= {}, Net = {}, Treasury= {} }; local kUnitData :table = {}; kCityTotalData.Income[YieldTypes.CULTURE] = 0; kCityTotalData.Income[YieldTypes.FAITH] = 0; kCityTotalData.Income[YieldTypes.FOOD] = 0; kCityTotalData.Income[YieldTypes.GOLD] = 0; kCityTotalData.Income[YieldTypes.PRODUCTION]= 0; kCityTotalData.Income[YieldTypes.SCIENCE] = 0; kCityTotalData.Income["TOURISM"] = 0; kCityTotalData.Expenses[YieldTypes.GOLD] = 0; local playerID :number = Game.GetLocalPlayer(); if playerID == PlayerTypes.NONE then UI.DataError("Unable to get valid playerID for report screen."); return; end local player :table = Players[playerID]; local pCulture :table = player:GetCulture(); local pTreasury :table = player:GetTreasury(); local pReligion :table = player:GetReligion(); local pScience :table = player:GetTechs(); local pResources:table = player:GetResources(); local MaintenanceDiscountPerUnit:number = pTreasury:GetMaintDiscountPerUnit(); -- this will be used in 2 reports -- ========================== -- BRS !! this will use the m_kUnitDataReport to fill out player's unit info -- ========================== --print("FUN GetData() - unit data report"); local tSupportedFormationClasses:table = { FORMATION_CLASS_CIVILIAN = true, FORMATION_CLASS_LAND_COMBAT = true, FORMATION_CLASS_NAVAL = true, FORMATION_CLASS_SUPPORT = true, FORMATION_CLASS_AIR = true }; local kUnitDataReport:table = {}; local group_name:string; local tUnitsDist:table = {}; -- temp table for calculating units' distance from cities for _, unit in player:GetUnits():Members() do local unitInfo:table = GameInfo.Units[unit:GetUnitType()]; local formationClass:string = unitInfo.FormationClass; -- FORMATION_CLASS_CIVILIAN, FORMATION_CLASS_LAND_COMBAT, FORMATION_CLASS_NAVAL, FORMATION_CLASS_SUPPORT, FORMATION_CLASS_AIR -- categorize group_name = string.gsub(formationClass, "FORMATION_CLASS_", ""); if formationClass == "FORMATION_CLASS_CIVILIAN" then -- need to split into sub-classes if unit:GetGreatPerson():IsGreatPerson() then group_name = "GREAT_PERSON"; elseif unitInfo.MakeTradeRoute then group_name = "TRADER"; elseif unitInfo.Spy then group_name = "SPY"; elseif unit:GetReligiousStrength() > 0 then group_name = "RELIGIOUS"; end end -- tweak to handle new, unknown formation classes if not tSupportedFormationClasses[formationClass] then print("WARNING: GetData Unknown formation class", formationClass, "for unit", unitInfo.UnitType); group_name = "SUPPORT"; end -- store for Units tab report if kUnitDataReport[group_name] == nil then if group_name == "LAND_COMBAT" then kUnitDataReport[group_name] = { ID= 1, func= group_military, Header= "UnitsMilitaryHeaderInstance", Entry= "UnitsMilitaryEntryInstance" }; elseif group_name == "NAVAL" then kUnitDataReport[group_name] = { ID= 2, func= group_military, Header= "UnitsMilitaryHeaderInstance", Entry= "UnitsMilitaryEntryInstance" }; elseif group_name == "AIR" then kUnitDataReport[group_name] = { ID= 3, func= group_military, Header= "UnitsMilitaryHeaderInstance", Entry= "UnitsMilitaryEntryInstance" }; elseif group_name == "SUPPORT" then kUnitDataReport[group_name] = { ID= 4, func= group_military, Header= "UnitsMilitaryHeaderInstance", Entry= "UnitsMilitaryEntryInstance" }; elseif group_name == "CIVILIAN" then kUnitDataReport[group_name] = { ID= 5, func= group_civilian, Header= "UnitsCivilianHeaderInstance", Entry= "UnitsCivilianEntryInstance" }; elseif group_name == "RELIGIOUS" then kUnitDataReport[group_name] = { ID= 6, func= group_religious,Header= "UnitsReligiousHeaderInstance", Entry= "UnitsReligiousEntryInstance" }; elseif group_name == "GREAT_PERSON" then kUnitDataReport[group_name] = { ID= 7, func= group_great, Header= "UnitsGreatPeopleHeaderInstance",Entry= "UnitsGreatPeopleEntryInstance" }; elseif group_name == "SPY" then kUnitDataReport[group_name] = { ID= 8, func= group_spy, Header= "UnitsSpyHeaderInstance", Entry= "UnitsSpyEntryInstance" }; elseif group_name == "TRADER" then kUnitDataReport[group_name] = { ID= 9, func= group_trader, Header= "UnitsTraderHeaderInstance", Entry= "UnitsTraderEntryInstance" }; end --print("...creating a new unit group", formationClass, group_name); kUnitDataReport[group_name].Name = "LOC_BRS_UNITS_GROUP_"..group_name; kUnitDataReport[group_name].units = {}; end table.insert( kUnitDataReport[group_name].units, unit ); -- add some unit specific data unit.MaintenanceAfterDiscount = math.max(GetUnitMaintenance(unit) - MaintenanceDiscountPerUnit, 0); -- cannot go below 0 -- store data for distance calculations unit.NearCityDistance = 9999; unit.NearCityName = ""; unit.NearCityIsCapital = false; unit.NearCityIsOurs = true; -- Gathering Storm if bIsGatheringStorm then unit.ResMaint = ""; local unitInfoXP2:table = GameInfo.Units_XP2[ unitInfo.UnitType ]; if unitInfoXP2 ~= nil and unitInfoXP2.ResourceMaintenanceType ~= nil then unit.ResMaint = "[ICON_"..unitInfoXP2.ResourceMaintenanceType.."]"; end end -- Rock Band unit.IsRockBand = false; unit.RockBandAlbums = 0; unit.RockBandLevel = 0; if bIsGatheringStorm and unitInfo.PromotionClass == "PROMOTION_CLASS_ROCK_BAND" then unit.IsRockBand = true; unit.RockBandAlbums = unit:GetRockBand():GetAlbumSales(); unit.RockBandLevel = unit:GetRockBand():GetRockBandLevel(); end table.insert( tUnitsDist, unit ); end -- calculate distance to the closest city for all units -- must iterate through all living players and their cities for _,player in ipairs(PlayerManager.GetAlive()) do local bIsOurs:boolean = ( player:GetID() == playerID ); for _,city in player:GetCities():Members() do local iCityX:number, iCityY:number = city:GetX(), city:GetY(); local sCityName:string = Locale.Lookup( city:GetName() ); local bIsCapital:boolean = city:IsCapital(); for _,unit in ipairs(tUnitsDist) do local iDistance:number = Map.GetPlotDistance( unit:GetX(), unit:GetY(), iCityX, iCityY ); if iDistance < unit.NearCityDistance then unit.NearCityDistance = iDistance; unit.NearCityName = sCityName; unit.NearCityIsCapital = bIsCapital; unit.NearCityIsOurs = bIsOurs; end end end end -- ========================== -- !! end of edit -- ========================== ----------------------------------- -- MODIFIERS -- scan only once, select those for a) player's cities b) with desired effects -- store in a similar fashion as city data i.e. indexed by CityName -- on a city level a simple table, each entry contains: -- .ID - instance ID from GameEffects.GetModifiers -- .Active - boolean, as returned by GameEffects.GetModifierActive -- .Definition - table, as returned by GameEffects.GetModifierDefinition -- .Arguments - table, reference to .Arguments from .Definition (easy access) -- .OwnerType, .OwnerName - strings, as returned by GameEffects.GetObjectType and GetObjectName - for debug -- .Modifier - static as returned by RMA.FetchAndCacheData ----------------------------------- --print("FUN GetData() - modifiers"); m_kModifiers = {}; -- clear main table m_kModifiersUnits ={}; -- clear main table local sTrackedPlayer:string = PlayerConfigurations[playerID]:GetLeaderName(); -- LOC_LEADER_xxx_NAME --print("Tracking player", sTrackedPlayer); -- debug --[[ not used local tTrackedEffects:table = { EFFECT_ADJUST_CITY_YIELD_CHANGE = true, -- all listed as Modifiers in CityPanel EFFECT_ADJUST_CITY_YIELD_MODIFIER = true, -- e.g. governor's +20%, Wonders use it, some beliefs EFFECT_ADJUST_CITY_YIELD_PER_POPULATION = true, -- e.g. Theocracy and Communism EFFECT_ADJUST_CITY_YIELD_PER_DISTRICT = true, -- e.g. Democtratic Legacy +2 Production per district EFFECT_ADJUST_FOLLOWER_YIELD_MODIFIER = true, -- Work Ethic belief +1% Production; use the number of followers of the majority religion in the city --EFFECT_ADJUST_CITY_YIELD_FROM_FOREIGN_TRADE_ROUTES_PASSING_THROUGH = true, -- unknown }; --]] --for k,v in pairs(tTrackedEffects) do print(k,v); end -- debug local tTrackedOwners:table = {}; for _,city in player:GetCities():Members() do tTrackedOwners[ city:GetName() ] = true; m_kModifiers[ city:GetName() ] = {}; -- we need al least empty table for each city end local tTrackedUnits:table = {}; for _,unit in player:GetUnits():Members() do tTrackedUnits[ unit:GetID() ] = true; m_kModifiersUnits[ unit:GetID() ] = {}; end --for k,v in pairs(tTrackedOwners) do print(k,v); end -- debug -- main loop for _,instID in ipairs(GameEffects.GetModifiers()) do local iOwnerID:number = GameEffects.GetModifierOwner( instID ); local iPlayerID:number = GameEffects.GetObjectsPlayerId( iOwnerID ); local sOwnerType:string = GameEffects.GetObjectType( iOwnerID ); -- LOC_MODIFIER_OBJECT_CITY, LOC_MODIFIER_OBJECT_PLAYER, LOC_MODIFIER_OBJECT_GOVERNOR local sOwnerName:string = GameEffects.GetObjectName( iOwnerID ); -- LOC_CITY_xxx_NAME, LOC_LEADER_xxx_NAME, etc. local tSubjects:table = GameEffects.GetModifierSubjects( instID ); -- table of objectIDs or nil --print("checking", instID, sOwnerName, sOwnerType, iOwnerID, iPlayerID); -- debug local instdef:table = GameEffects.GetModifierDefinition(instID); local data:table = { ID = instID, Active = GameEffects.GetModifierActive(instID), -- should always be true? but check to be safe Definition = instdef, -- .Id has the static name Arguments = instdef.Arguments, -- same structure as static, Name = Value OwnerType = sOwnerType, OwnerName = sOwnerName, SubjectType = nil, -- will be filled for modifiers taken from Subjects SubjectName = nil, -- will be filled for modifiers taken from Subjects UnitID = nil, -- will be used only for units' modifiers Modifier = RMA.FetchAndCacheData(instdef.Id), }; local function RegisterModifierForCity(sSubjectType:string, sSubjectName:string) --print("registering for city", data.ID, sSubjectType, sSubjectName); -- fix for sudden changes in modifier system, like Veterancy changed in March 2018 patch -- some modifiers might be removed, but still are attached to objects from old games -- the game itself seems to be resistant to such situation if data.Modifier == nil then print("WARNING! GetData/Modifiers: Ignoring non-existing modifier", data.ID, data.Definition.Id, sOwnerName, sSubjectName); return end if sSubjectType == nil or sSubjectName == nil then data.SubjectType = nil; data.SubjectName = nil; table.insert(m_kModifiers[sOwnerName], data); else -- register as subject data.SubjectType = sSubjectType; data.SubjectName = sSubjectName; table.insert(m_kModifiers[sSubjectName], data); end -- debug output --print("--------- Tracking", data.ID, sOwnerType, sOwnerName, sSubjectName); --for k,v in pairs(data) do print(k,v); end --print("- Modifier:", data.Definition.Id); --print("- Collection:", data.Modifier.CollectionType); --print("- Effect:", data.Modifier.EffectType); --print("- Arguments:"); --for k,v in pairs(data.Arguments) do print(k,v); end -- debug end local function RegisterModifierForUnit(iUnitID:number, sSubjectType:string, sSubjectName:string) --print("registering for unit", iUnitID, data.ID, sSubjectType, sSubjectName); -- fix for sudden changes in modifier system, like Veterancy changed in March 2018 patch -- some modifiers might be removed, but still are attached to objects from old games -- the game itself seems to be resistant to such situation if data.Modifier == nil then print("WARNING! GetData/Modifiers: Ignoring non-existing modifier", data.ID, data.Definition.Id, sOwnerName, sSubjectName); return end data.UnitID = iUnitID; if sSubjectType == nil or sSubjectName == nil then data.SubjectType = nil; data.SubjectName = nil; else -- register as subject data.SubjectType = sSubjectType; data.SubjectName = sSubjectName; end table.insert(m_kModifiersUnits[iUnitID], data); -- debug output --print("--------- Tracking", iUnitID, data.ID, sOwnerType, sOwnerName, sSubjectName); --for k,v in pairs(data) do print(k,v); end --print("- Modifier:", data.Definition.Id); --print("- Collection:", data.Modifier.CollectionType); --print("- Effect:", data.Modifier.EffectType); --print("- Arguments:"); --for k,v in pairs(data.Arguments) do print(k,v); end -- debug end -- this part is for modifiers attached directly to the city (COLLECTION_OWNER) if tTrackedOwners[ sOwnerName ] then RegisterModifierForCity(); -- City is owner end -- this part is for modifiers attached to the player -- we need to analyze Subjects (COLLECTION_PLAYER_CITIES, COLLECTION_PLAYER_CAPITAL_CITY) -- GetModifierTrackedObjects gives all Subjects, but GetModifierSubjects gives only those with met requirements! if sOwnerType == "LOC_MODIFIER_OBJECT_PLAYER" and sOwnerName == sTrackedPlayer and tSubjects then for _,subjectID in ipairs(tSubjects) do local sSubjectType:string = GameEffects.GetObjectType( subjectID ); -- LOC_MODIFIER_OBJECT_CITY, LOC_MODIFIER_OBJECT_PLAYER, LOC_MODIFIER_OBJECT_GOVERNOR local sSubjectName:string = GameEffects.GetObjectName( subjectID ); -- LOC_CITY_xxx_NAME, LOC_LEADER_xxx_NAME, etc. if sSubjectType == "LOC_MODIFIER_OBJECT_CITY" and tTrackedOwners[sSubjectName] then RegisterModifierForCity(sSubjectType, sSubjectName); end end end -- this part is for modifiers attached to Districts -- we process all districts, but sOwnerName contains DistrictName if necessary LOC_DISTRICT_xxx_NAME -- for each there is always a set of Subjects, even if only 1 for a singular effect -- those subjects can be LOC_MODIFIER_OBJECT_DISTRICT or LOC_MODIFIER_OBJECT_PLOT_YIELDS -- then we need to find its City, which is stupidly hidden in a description string "District: districtID, Owner: playerID, City: cityID" if iPlayerID == playerID and sOwnerType == "LOC_MODIFIER_OBJECT_DISTRICT" and tSubjects then for _,subjectID in ipairs(tSubjects) do local sSubjectType:string = GameEffects.GetObjectType( subjectID ); local sSubjectName:string = GameEffects.GetObjectName( subjectID ); if sSubjectType == "LOC_MODIFIER_OBJECT_DISTRICT" then -- find a city local sSubjectString:string = GameEffects.GetObjectString( subjectID ); local iCityID:number = tonumber( string.match(sSubjectString, "City: (%d+)") ); --print("city:", sSubjectString, "decode:", iCityID); if iCityID ~= nil then local pCity:table = player:GetCities():FindID(iCityID); if pCity and tTrackedOwners[pCity:GetName()] then RegisterModifierForCity(sSubjectType, pCity:GetName()); end end end end end -- this part is for units as owners, we need to decode the unit and see if it's ours if sOwnerType == "LOC_MODIFIER_OBJECT_UNIT" then -- find a unit local sOwnerString:string = GameEffects.GetObjectString( iOwnerID ); local iUnitID:number = tonumber( string.match(sOwnerString, "Unit: (%d+)") ); local iUnitOwnerID:number = tonumber( string.match(sOwnerString, "Owner: (%d+)") ); --print("unit:", sOwnerString, "decode:", iUnitOwnerID, iUnitID); if iUnitID and iUnitOwnerID and iUnitOwnerID == playerID and tTrackedUnits[iUnitID] then RegisterModifierForUnit(iUnitID); end end -- this part is for units as subjects; to make it more unified it will simply analyze all subjects' sets if tSubjects then for _,subjectID in ipairs(tSubjects) do local sSubjectType:string = GameEffects.GetObjectType( subjectID ); local sSubjectName:string = GameEffects.GetObjectName( subjectID ); if sSubjectType == "LOC_MODIFIER_OBJECT_UNIT" then -- find a unit local sSubjectString:string = GameEffects.GetObjectString( subjectID ); local iUnitID:number = tonumber( string.match(sSubjectString, "Unit: (%d+)") ); local iUnitOwnerID:number = tonumber( string.match(sSubjectString, "Owner: (%d+)") ); --print("unit:", sSubjectString, "decode:", iUnitOwnerID, iUnitID); if iUnitID and iUnitOwnerID and iUnitOwnerID == playerID and tTrackedUnits[iUnitID] then RegisterModifierForUnit(iUnitID, sSubjectType, sSubjectName); end end -- unit end -- subjects end end --print("--------------"); print("FOUND MODIFIERS FOR CITIES"); for k,v in pairs(m_kModifiers) do print(k, #v); end --print("--------------"); print("FOUND MODIFIERS FOR UNITS"); for k,v in pairs(m_kModifiersUnits) do print(k, #v); end --print("FUN GetData() - cities"); local pCities = player:GetCities(); for i, pCity in pCities:Members() do local cityName :string = pCity:GetName(); -- Big calls, obtain city data and add report specific fields to it. local data :table = GetCityData( pCity ); data.Resources = GetCityResourceData( pCity ); -- Add more data (not in CitySupport) data.WorkedTileYields, data.NumWorkedTiles, data.SpecialistYields, data.NumSpecialists = GetWorkedTileYieldData( pCity, pCulture ); -- Add more data (not in CitySupport) -- Add to totals. kCityTotalData.Income[YieldTypes.CULTURE] = kCityTotalData.Income[YieldTypes.CULTURE] + data.CulturePerTurn; kCityTotalData.Income[YieldTypes.FAITH] = kCityTotalData.Income[YieldTypes.FAITH] + data.FaithPerTurn; kCityTotalData.Income[YieldTypes.FOOD] = kCityTotalData.Income[YieldTypes.FOOD] + data.FoodPerTurn; kCityTotalData.Income[YieldTypes.GOLD] = kCityTotalData.Income[YieldTypes.GOLD] + data.GoldPerTurn; kCityTotalData.Income[YieldTypes.PRODUCTION]= kCityTotalData.Income[YieldTypes.PRODUCTION] + data.ProductionPerTurn; kCityTotalData.Income[YieldTypes.SCIENCE] = kCityTotalData.Income[YieldTypes.SCIENCE] + data.SciencePerTurn; kCityTotalData.Income["TOURISM"] = kCityTotalData.Income["TOURISM"] + data.WorkedTileYields["TOURISM"]; kCityData[cityName] = data; -- Add outgoing route data data.OutgoingRoutes = pCity:GetTrade():GetOutgoingRoutes(); data.IncomingRoutes = pCity:GetTrade():GetIncomingRoutes(); -- Add resources if m_debugNumResourcesStrategic > 0 or m_debugNumResourcesLuxuries > 0 or m_debugNumBonuses > 0 then for debugRes=1,m_debugNumResourcesStrategic,1 do kResources[debugRes] = { CityList = { CityName="Kangaroo", Amount=(10+debugRes) }, Icon = "[ICON_"..GameInfo.Resources[debugRes].ResourceType.."]", IsStrategic = true, IsLuxury = false, IsBonus = false, Total = 88 }; end for debugRes=1,m_debugNumResourcesLuxuries,1 do kResources[debugRes] = { CityList = { CityName="Kangaroo", Amount=(10+debugRes) }, Icon = "[ICON_"..GameInfo.Resources[debugRes].ResourceType.."]", IsStrategic = false, IsLuxury = true, IsBonus = false, Total = 88 }; end for debugRes=1,m_debugNumBonuses,1 do kResources[debugRes] = { CityList = { CityName="Kangaroo", Amount=(10+debugRes) }, Icon = "[ICON_"..GameInfo.Resources[debugRes].ResourceType.."]", IsStrategic = false, IsLuxury = false, IsBonus = true, Total = 88 }; end end for eResourceType,amount in pairs(data.Resources) do AddResourceData(kResources, eResourceType, cityName, "LOC_HUD_REPORTS_TRADE_OWNED", amount); end -- ADDITIONAL DATA -- Modifiers data.Modifiers = m_kModifiers[ cityName ]; -- just a reference to the main table -- real housing from improvements - this is a permanent fix for data.Housing field, so it is safe to use it later data.RealHousingFromImprovements = GetRealHousingFromImprovements(pCity); data.Housing = data.Housing - data.HousingFromImprovements + data.RealHousingFromImprovements; data.HousingFromImprovements = data.RealHousingFromImprovements; -- number of followers of the main religion data.MajorityReligionFollowers = 0; local eDominantReligion:number = pCity:GetReligion():GetMajorityReligion(); if eDominantReligion > 0 then -- WARNING! this rules out pantheons! for _, religionData in pairs(pCity:GetReligion():GetReligionsInCity()) do if religionData.Religion == eDominantReligion then data.MajorityReligionFollowers = religionData.Followers; end end end --print("Majority religion followers for", cityName, data.MajorityReligionFollowers); -- Garrison in a city data.IsGarrisonUnit = false; local pPlotCity:table = Map.GetPlot( pCity:GetX(), pCity:GetY() ); for _,unit in ipairs(Units.GetUnitsInPlot(pPlotCity)) do if GameInfo.Units[ unit:GetUnitType() ].FormationClass == "FORMATION_CLASS_LAND_COMBAT" then data.IsGarrisonUnit = true; data.GarrisonUnitName = Locale.Lookup( unit:GetName() ); break; end end -- count all districts and specialty ones data.NumDistricts = 0; data.NumSpecialtyDistricts = 0 for _,district in pCity:GetDistricts():Members() do local districtInfo:table = GameInfo.Districts[ district:GetType() ]; if district:IsComplete() and not districtInfo.CityCenter and districtInfo.DistrictType ~= "DISTRICT_WONDER" then data.NumDistricts = data.NumDistricts + 1; end if district:IsComplete() and not districtInfo.CityCenter and districtInfo.OnePerCity and districtInfo.DistrictType ~= "DISTRICT_WONDER" then data.NumSpecialtyDistricts = data.NumSpecialtyDistricts + 1; end end -- current production type data.CurrentProductionType = "NONE"; local iCurrentProductionHash:number = pCity:GetBuildQueue():GetCurrentProductionTypeHash(); if iCurrentProductionHash ~= 0 then if GameInfo.Buildings[iCurrentProductionHash] ~= nil then data.CurrentProductionType = "BUILDING"; elseif GameInfo.Districts[iCurrentProductionHash] ~= nil then data.CurrentProductionType = "DISTRICT"; elseif GameInfo.Units[iCurrentProductionHash] ~= nil then data.CurrentProductionType = "UNIT"; elseif GameInfo.Projects[iCurrentProductionHash] ~= nil then data.CurrentProductionType = "PROJECT"; end end -- Growth and related data -- This part of code is from CityPanelOverview.lua, retrofitted to use here (it uses data as prepared by CitySupport.lua) -- line 1, data.FoodPerTurn data.FoodConsumption = -(data.FoodPerTurn - data.FoodSurplus); -- line 2, it will be always negative! -- line 3, data.FoodSurplus -- line 4, data.HappinessGrowthModifier -- line 5, data.OccupationMultiplier data.FoodPerTurnModified = 0; -- line 6, modified food per turn [=line3 * (1+line4+line5) -- line 7, data.HousingMultiplier -- line 8a vanilla, data.OccupationMultiplier -- line 8b ris&fal, loyalty calculated data.TotalFoodSurplus = 0; -- line 9, as displayed in City Details -- line 10, data.TurnsUntilGrowth -- growth changes related to Loyalty if bIsRiseFall or bIsGatheringStorm then data.LoyaltyGrowthModifier = Round( 100 * pCity:GetGrowth():GetLoyaltyGrowthModifier() - 100, 0 ); data.LoyaltyLevelName = GameInfo.LoyaltyLevels[ pCity:GetCulturalIdentity():GetLoyaltyLevel() ].Name; end local tGrowthTT:table = {}; -- growth tooltip local function AddGrowthToolTip(sText:string, fValue:number, sSuffix:string) if fValue then table.insert(tGrowthTT, Locale.Lookup(sText)..": "..toPlusMinusString(fValue)..(sSuffix and sSuffix or "")); else table.insert(tGrowthTT, Locale.Lookup(sText)..": "..Locale.Lookup("LOC_HUD_CITY_NOT_APPLICABLE")); end end local function AddGrowthToolTipSeparator() table.insert(tGrowthTT, "----------"); end AddGrowthToolTip("LOC_HUD_CITY_FOOD_PER_TURN", data.FoodPerTurn); -- line 1: food per turn AddGrowthToolTip("LOC_HUD_CITY_FOOD_CONSUMPTION", data.FoodConsumption); -- line 2: food consumption AddGrowthToolTipSeparator(); AddGrowthToolTip("LOC_HUD_CITY_GROWTH_FOOD_PER_TURN", data.FoodSurplus); -- line 3: food growth per turn if data.TurnsUntilGrowth > -1 then -- GROWTH IN: Set bonuses and multipliers AddGrowthToolTip("LOC_HUD_CITY_HAPPINESS_GROWTH_BONUS", Round(data.HappinessGrowthModifier, 0), "%"); -- line 4: amenities (happiness) growth bonus AddGrowthToolTip("LOC_HUD_CITY_OTHER_GROWTH_BONUSES", Round(data.OtherGrowthModifiers * 100, 0), "%"); -- line 5: other growth bonuses AddGrowthToolTipSeparator(); local growthModifier = math.max(1 + (data.HappinessGrowthModifier/100) + data.OtherGrowthModifiers, 0); -- This is unintuitive but it's in parity with the logic in City_Growth.cpp data.FoodPerTurnModified = Round(data.FoodSurplus * growthModifier, 2); -- line 6 AddGrowthToolTip("LOC_HUD_CITY_MODIFIED_GROWTH_FOOD_PER_TURN", data.FoodPerTurnModified); -- line 6: modified food per turn table.insert(tGrowthTT, Locale.Lookup("LOC_HUD_CITY_HOUSING_MULTIPLIER")..": "..data.HousingMultiplier); -- line 7: housing multiplier data.TotalFoodSurplus = data.FoodPerTurnModified * data.HousingMultiplier; -- occupied if data.Occupied then data.TotalFoodSurplus = data.FoodPerTurnModified * data.OccupationMultiplier; end AddGrowthToolTip("LOC_HUD_CITY_OCCUPATION_MULTIPLIER", (data.Occupied and data.OccupationMultiplier * 100) or nil, "%"); -- line 8a if bIsRiseFall or bIsGatheringStorm then if data.LoyaltyGrowthModifier ~= 0 then AddGrowthToolTip(data.LoyaltyLevelName, data.LoyaltyGrowthModifier, "%"); -- line 8b else table.insert(tGrowthTT, Locale.Lookup(data.LoyaltyLevelName)..": "..Locale.Lookup("LOC_CULTURAL_IDENTITY_LOYALTY_NO_GROWTH_PENALTY")); end -- line 8b end AddGrowthToolTipSeparator(); -- final AddGrowthToolTip("LOC_HUD_CITY_TOTAL_FOOD_SURPLUS", data.TotalFoodSurplus, (data.TotalFoodSurplus > 0 and "[ICON_FoodSurplus]") or "[ICON_FoodDeficit]"); -- line 9 if data.Occupied then AddGrowthToolTip("LOC_HUD_CITY_GROWTH_OCCUPIED"); -- line 10, occupied: no growth else table.insert(tGrowthTT, Locale.Lookup("LOC_HUD_CITY_TURNS_UNTIL_CITIZEN_BORN", math.abs(data.TurnsUntilGrowth))); end -- line 10 else -- CITIZEN LOST IN: In a deficit, no bonuses or multipliers apply AddGrowthToolTip("LOC_HUD_CITY_HAPPINESS_GROWTH_BONUS"); -- line 4: amenities (happiness) growth bonus AddGrowthToolTip("LOC_HUD_CITY_OTHER_GROWTH_BONUSES"); -- line 5: other growth bonuses AddGrowthToolTipSeparator(); data.FoodPerTurnModified = data.FoodSurplus; -- line 6 AddGrowthToolTip("LOC_HUD_CITY_MODIFIED_GROWTH_FOOD_PER_TURN", data.FoodPerTurnModified); -- line 6: modified food per turn AddGrowthToolTip("LOC_HUD_CITY_HOUSING_MULTIPLIER"); -- line 7: housing multiplier AddGrowthToolTip("LOC_HUD_CITY_OCCUPATION_MULTIPLIER", (data.Occupied and data.OccupationMultiplier * 100) or nil, "%"); -- line 8a if bIsRiseFall or bIsGatheringStorm then AddGrowthToolTip(data.LoyaltyLevelName); end -- line 8b AddGrowthToolTipSeparator(); data.TotalFoodSurplus = data.FoodPerTurnModified; -- line 9 AddGrowthToolTip("LOC_HUD_CITY_TOTAL_FOOD_DEFICIT", data.TotalFoodSurplus, "[ICON_FoodDeficit]"); -- line 9 table.insert(tGrowthTT, "[Color:StatBadCS]"..string.upper(Locale.Lookup("LOC_HUD_CITY_STARVING")).."[ENDCOLOR]"); -- starving marker table.insert(tGrowthTT, Locale.Lookup("LOC_HUD_CITY_TURNS_UNTIL_CITIZEN_LOST", math.abs(data.TurnsUntilGrowth))); -- line 10 end data.TotalFoodSurplusToolTip = table.concat(tGrowthTT, "[NEWLINE]"); -- Gathering Storm if bIsGatheringStorm then AppendXP2CityData(data); end end -- for Cities:Members kCityTotalData.Expenses[YieldTypes.GOLD] = pTreasury:GetTotalMaintenance(); -- NET = Income - Expense kCityTotalData.Net[YieldTypes.GOLD] = kCityTotalData.Income[YieldTypes.GOLD] - kCityTotalData.Expenses[YieldTypes.GOLD]; kCityTotalData.Net[YieldTypes.FAITH] = kCityTotalData.Income[YieldTypes.FAITH]; -- Treasury kCityTotalData.Treasury[YieldTypes.CULTURE] = Round( pCulture:GetCultureYield(), 0 ); kCityTotalData.Treasury[YieldTypes.FAITH] = Round( pReligion:GetFaithBalance(), 0 ); kCityTotalData.Treasury[YieldTypes.GOLD] = Round( pTreasury:GetGoldBalance(), 0 ); kCityTotalData.Treasury[YieldTypes.SCIENCE] = Round( pScience:GetScienceYield(), 0 ); kCityTotalData.Treasury["TOURISM"] = Round( kCityTotalData.Income["TOURISM"], 0 ); -- Units (TODO: Group units by promotion class and determine total maintenance cost) --print("FUN GetData() - units"); --local MaintenanceDiscountPerUnit:number = pTreasury:GetMaintDiscountPerUnit(); -- used also for Units tab, so defined earlier local pUnits :table = player:GetUnits(); for i, pUnit in pUnits:Members() do local pUnitInfo:table = GameInfo.Units[pUnit:GetUnitType()]; -- get localized unit name with appropriate suffix local unitName :string = Locale.Lookup(pUnitInfo.Name); local unitMilitaryFormation = pUnit:GetMilitaryFormation(); if (unitMilitaryFormation == MilitaryFormationTypes.CORPS_FORMATION) then --unitName = unitName.." "..Locale.Lookup( (pUnitInfo.Domain == "DOMAIN_SEA" and "LOC_HUD_UNIT_PANEL_FLEET_SUFFIX") or "LOC_HUD_UNIT_PANEL_CORPS_SUFFIX"); --unitName = unitName.." [ICON_Corps]"; elseif (unitMilitaryFormation == MilitaryFormationTypes.ARMY_FORMATION) then --unitName = unitName.." "..Locale.Lookup( (pUnitInfo.Domain == "DOMAIN_SEA" and "LOC_HUD_UNIT_PANEL_ARMADA_SUFFIX") or "LOC_HUD_UNIT_PANEL_ARMY_SUFFIX"); --unitName = unitName.." [ICON_Army]"; else --BRS Civilian units can be NO_FORMATION (-1) or STANDARD (0) unitMilitaryFormation = MilitaryFormationTypes.STANDARD_FORMATION; -- 0 end -- calculate unit maintenance with discount if active local TotalMaintenanceAfterDiscount:number = math.max(GetUnitMaintenance(pUnit) - MaintenanceDiscountPerUnit, 0); -- cannot go below 0 local unitTypeKey = pUnitInfo.UnitType..unitMilitaryFormation; if kUnitData[unitTypeKey] == nil then kUnitData[unitTypeKey] = { Name = Locale.Lookup(pUnitInfo.Name), Formation = unitMilitaryFormation, Count = 1, Maintenance = TotalMaintenanceAfterDiscount }; if bIsGatheringStorm then kUnitData[unitTypeKey].ResCount = 0; end else kUnitData[unitTypeKey].Count = kUnitData[unitTypeKey].Count + 1; kUnitData[unitTypeKey].Maintenance = kUnitData[unitTypeKey].Maintenance + TotalMaintenanceAfterDiscount; end -- Gathering Storm if bIsGatheringStorm then kUnitData[unitTypeKey].ResIcon = ""; local unitInfoXP2:table = GameInfo.Units_XP2[ pUnitInfo.UnitType ]; if unitInfoXP2 ~= nil and unitInfoXP2.ResourceMaintenanceType ~= nil then kUnitData[unitTypeKey].ResIcon = "[ICON_"..unitInfoXP2.ResourceMaintenanceType.."]"; kUnitData[unitTypeKey].ResCount = kUnitData[unitTypeKey].ResCount + unitInfoXP2.ResourceMaintenanceAmount; end end end -- ================================================================= -- BRS Current Deals Info (didn't wanna mess with diplomatic deal data -- below, maybe later -- ================================================================= --print("FUN GetData() - deals"); local kCurrentDeals : table = {} local kPlayers : table = PlayerManager.GetAliveMajors() local iTotal = 0 for _, pOtherPlayer in ipairs( kPlayers ) do local otherID:number = pOtherPlayer:GetID() if otherID ~= playerID then local pPlayerConfig :table = PlayerConfigurations[otherID] local pDeals :table = DealManager.GetPlayerDeals( playerID, otherID ) if pDeals ~= nil then for i, pDeal in ipairs( pDeals ) do iTotal = iTotal + 1 local Receiving : table = { Agreements = {}, Gold = {}, Resources = {} } local Sending : table = { Agreements = {}, Gold = {}, Resources = {} } Receiving.Resources = pDeal:FindItemsByType( DealItemTypes.RESOURCES, DealItemSubTypes.NONE, otherID ) Receiving.Gold = pDeal:FindItemsByType( DealItemTypes.GOLD, DealItemSubTypes.NONE, otherID ) Receiving.Agreements = pDeal:FindItemsByType( DealItemTypes.AGREEMENTS, DealItemSubTypes.NONE, otherID ) Sending.Resources = pDeal:FindItemsByType( DealItemTypes.RESOURCES, DealItemSubTypes.NONE, playerID ) Sending.Gold = pDeal:FindItemsByType( DealItemTypes.GOLD, DealItemSubTypes.NONE, playerID ) Sending.Agreements = pDeal:FindItemsByType( DealItemTypes.AGREEMENTS, DealItemSubTypes.NONE, playerID ) kCurrentDeals[iTotal] = { WithCivilization = Locale.Lookup( pPlayerConfig:GetCivilizationDescription() ), EndTurn = 0, Receiving = {}, Sending = {} } local iDeal = 0 for pReceivingName, pReceivingGroup in pairs( Receiving ) do for _, pDealItem in ipairs( pReceivingGroup ) do iDeal = iDeal + 1 kCurrentDeals[iTotal].EndTurn = pDealItem:GetEndTurn() kCurrentDeals[iTotal].Receiving[iDeal] = { Amount = pDealItem:GetAmount() } local deal = kCurrentDeals[iTotal].Receiving[iDeal] if pReceivingName == "Agreements" then deal.Name = pDealItem:GetSubTypeNameID() elseif pReceivingName == "Gold" then deal.Name = deal.Amount.." "..Locale.Lookup("LOC_DIPLOMACY_DEAL_GOLD_PER_TURN"); deal.Icon = "[ICON_GOLD]" else if deal.Amount > 1 then deal.Name = pDealItem:GetValueTypeNameID() .. "(" .. deal.Amount .. ")" else deal.Name = pDealItem:GetValueTypeNameID() end deal.Icon = "[ICON_" .. pDealItem:GetValueTypeID() .. "]" end deal.Name = Locale.Lookup( deal.Name ) end end iDeal = 0 for pSendingName, pSendingGroup in pairs( Sending ) do for _, pDealItem in ipairs( pSendingGroup ) do iDeal = iDeal + 1 kCurrentDeals[iTotal].EndTurn = pDealItem:GetEndTurn() kCurrentDeals[iTotal].Sending[iDeal] = { Amount = pDealItem:GetAmount() } local deal = kCurrentDeals[iTotal].Sending[iDeal] if pSendingName == "Agreements" then deal.Name = pDealItem:GetSubTypeNameID() elseif pSendingName == "Gold" then deal.Name = deal.Amount.." "..Locale.Lookup("LOC_DIPLOMACY_DEAL_GOLD_PER_TURN"); deal.Icon = "[ICON_GOLD]" else if deal.Amount > 1 then deal.Name = pDealItem:GetValueTypeNameID() .. "(" .. deal.Amount .. ")" else deal.Name = pDealItem:GetValueTypeNameID() end deal.Icon = "[ICON_" .. pDealItem:GetValueTypeID() .. "]" end deal.Name = Locale.Lookup( deal.Name ) end end end end end end -- ================================================================= local kDealData :table = {}; local kPlayers :table = PlayerManager.GetAliveMajors(); for _, pOtherPlayer in ipairs(kPlayers) do local otherID:number = pOtherPlayer:GetID(); local currentGameTurn = Game.GetCurrentGameTurn(); if otherID ~= playerID then local pPlayerConfig :table = PlayerConfigurations[otherID]; local pDeals :table = DealManager.GetPlayerDeals(playerID, otherID); if pDeals ~= nil then for i,pDeal in ipairs(pDeals) do if pDeal:IsValid() then -- BRS -- Add outgoing gold deals local pOutgoingDeal :table = pDeal:FindItemsByType(DealItemTypes.GOLD, DealItemSubTypes.NONE, playerID); if pOutgoingDeal ~= nil then for i,pDealItem in ipairs(pOutgoingDeal) do local duration :number = pDealItem:GetDuration(); local remainingTurns:number = duration - (currentGameTurn - pDealItem:GetEnactedTurn()); if duration ~= 0 then local gold :number = pDealItem:GetAmount(); table.insert( kDealData, { Type = DealItemTypes.GOLD, Amount = gold, Duration = remainingTurns, -- Infixo was duration in BRS IsOutgoing = true, PlayerID = otherID, Name = Locale.Lookup( pPlayerConfig:GetCivilizationDescription() ) }); end end end -- Add outgoing resource deals pOutgoingDeal = pDeal:FindItemsByType(DealItemTypes.RESOURCES, DealItemSubTypes.NONE, playerID); if pOutgoingDeal ~= nil then for i,pDealItem in ipairs(pOutgoingDeal) do local duration :number = pDealItem:GetDuration(); local remainingTurns:number = duration - (currentGameTurn - pDealItem:GetEnactedTurn()); if duration ~= 0 then local amount :number = pDealItem:GetAmount(); local resourceType :number = pDealItem:GetValueType(); table.insert( kDealData, { Type = DealItemTypes.RESOURCES, ResourceType = resourceType, Amount = amount, Duration = remainingTurns, -- Infixo was duration in BRS IsOutgoing = true, PlayerID = otherID, Name = Locale.Lookup( pPlayerConfig:GetCivilizationDescription() ) }); local entryString:string = Locale.Lookup("LOC_HUD_REPORTS_ROW_DIPLOMATIC_DEALS") .. " (" .. Locale.Lookup(pPlayerConfig:GetPlayerName()) .. " " .. Locale.Lookup("LOC_REPORTS_NUMBER_OF_TURNS", remainingTurns) .. ")"; AddResourceData(kResources, resourceType, entryString, "LOC_HUD_REPORTS_TRADE_EXPORTED", -1 * amount); end end end -- Add incoming gold deals local pIncomingDeal :table = pDeal:FindItemsByType(DealItemTypes.GOLD, DealItemSubTypes.NONE, otherID); if pIncomingDeal ~= nil then for i,pDealItem in ipairs(pIncomingDeal) do local duration :number = pDealItem:GetDuration(); local remainingTurns:number = duration - (currentGameTurn - pDealItem:GetEnactedTurn()); if duration ~= 0 then local gold :number = pDealItem:GetAmount() table.insert( kDealData, { Type = DealItemTypes.GOLD; Amount = gold, Duration = remainingTurns, -- Infixo was duration in BRS IsOutgoing = false, PlayerID = otherID, Name = Locale.Lookup( pPlayerConfig:GetCivilizationDescription() ) }); end end end -- Add incoming resource deals pIncomingDeal = pDeal:FindItemsByType(DealItemTypes.RESOURCES, DealItemSubTypes.NONE, otherID); if pIncomingDeal ~= nil then for i,pDealItem in ipairs(pIncomingDeal) do local duration :number = pDealItem:GetDuration(); if duration ~= 0 then local amount :number = pDealItem:GetAmount(); local resourceType :number = pDealItem:GetValueType(); local remainingTurns:number = duration - (currentGameTurn - pDealItem:GetEnactedTurn()); table.insert( kDealData, { Type = DealItemTypes.RESOURCES, ResourceType = resourceType, Amount = amount, Duration = remainingTurns, -- Infixo was duration in BRS IsOutgoing = false, PlayerID = otherID, Name = Locale.Lookup( pPlayerConfig:GetCivilizationDescription() ) }); local entryString:string = Locale.Lookup("LOC_HUD_REPORTS_ROW_DIPLOMATIC_DEALS") .. " (" .. Locale.Lookup(pPlayerConfig:GetPlayerName()) .. " " .. Locale.Lookup("LOC_REPORTS_NUMBER_OF_TURNS", remainingTurns) .. ")"; AddResourceData(kResources, resourceType, entryString, "LOC_HUD_REPORTS_TRADE_IMPORTED", amount); end end end end -- BRS end end end end end -- Add resources provided by city states for i, pMinorPlayer in ipairs(PlayerManager.GetAliveMinors()) do local pMinorPlayerInfluence:table = pMinorPlayer:GetInfluence(); if pMinorPlayerInfluence ~= nil then local suzerainID:number = pMinorPlayerInfluence:GetSuzerain(); if suzerainID == playerID then for row in GameInfo.Resources() do local resourceAmount:number = pMinorPlayer:GetResources():GetExportedResourceAmount(row.Index); if resourceAmount > 0 then local pMinorPlayerConfig:table = PlayerConfigurations[pMinorPlayer:GetID()]; local entryString:string = Locale.Lookup("LOC_HUD_REPORTS_CITY_STATE") .. " (" .. Locale.Lookup(pMinorPlayerConfig:GetPlayerName()) .. ")"; AddResourceData(kResources, row.Index, entryString, "LOC_CITY_STATES_SUZERAIN", resourceAmount); end end end end end kResources = AddMiscResourceData(pResources, kResources); --BRS !! changed return kCityData, kCityTotalData, kResources, kUnitData, kDealData, kCurrentDeals, kUnitDataReport; end function AddMiscResourceData(pResourceData:table, kResourceTable:table) if bIsGatheringStorm then return AddMiscResourceDataXP2(pResourceData, kResourceTable); end -- Resources not yet accounted for come from other gameplay bonuses if pResourceData then for row in GameInfo.Resources() do local internalResourceAmount:number = pResourceData:GetResourceAmount(row.Index); if (internalResourceAmount > 0) then if (kResourceTable[row.Index] ~= nil) then if (internalResourceAmount > kResourceTable[row.Index].Total) then AddResourceData(kResourceTable, row.Index, "LOC_HUD_REPORTS_MISC_RESOURCE_SOURCE", "-", internalResourceAmount - kResourceTable[row.Index].Total); end else AddResourceData(kResourceTable, row.Index, "LOC_HUD_REPORTS_MISC_RESOURCE_SOURCE", "-", internalResourceAmount); end end end end return kResourceTable; end function AddMiscResourceDataXP2(pResourceData:table, kResourceTable:table) --Append our resource entries before we continue kResourceTable = AppendXP2ResourceData(kResourceTable); -- Resources not yet accounted for come from other gameplay bonuses if pResourceData then for row in GameInfo.Resources() do local internalResourceAmount:number = pResourceData:GetResourceAmount(row.Index); local resourceUnitConsumptionPerTurn:number = -pResourceData:GetUnitResourceDemandPerTurn(row.ResourceType); local resourcePowerConsumptionPerTurn:number = -pResourceData:GetPowerResourceDemandPerTurn(row.ResourceType); local resourceAccumulationPerTurn:number = pResourceData:GetResourceAccumulationPerTurn(row.ResourceType); local resourceDelta:number = resourceUnitConsumptionPerTurn + resourcePowerConsumptionPerTurn + resourceAccumulationPerTurn; if (row.ResourceClassType == "RESOURCECLASS_STRATEGIC") then internalResourceAmount = resourceDelta; end if (internalResourceAmount > 0 or internalResourceAmount < 0) then if (kResourceTable[row.Index] ~= nil) then if (internalResourceAmount > kResourceTable[row.Index].Total) then AddResourceData(kResourceTable, row.Index, "LOC_HUD_REPORTS_MISC_RESOURCE_SOURCE", "-", internalResourceAmount - kResourceTable[row.Index].Total); end else AddResourceData(kResourceTable, row.Index, "LOC_HUD_REPORTS_MISC_RESOURCE_SOURCE", "-", internalResourceAmount); end end --Stockpile only? if pResourceData:GetResourceAmount(row.ResourceType) > 0 then AddResourceData(kResourceTable, row.Index, "", "", 0); end end end return kResourceTable; end -- =========================================================================== function AppendXP2ResourceData(kResourceData:table) local playerID:number = Game.GetLocalPlayer(); if playerID == PlayerTypes.NONE then UI.DataError("Unable to get valid playerID for ReportScreen_Expansion2."); return; end local player:table = Players[playerID]; local pResources:table = player:GetResources(); if pResources then for row in GameInfo.Resources() do local resourceHash:number = row.Hash; local resourceUnitCostPerTurn:number = pResources:GetUnitResourceDemandPerTurn(resourceHash); local resourcePowerCostPerTurn:number = pResources:GetPowerResourceDemandPerTurn(resourceHash); local reservedCostForProduction:number = pResources:GetReservedResourceAmount(resourceHash); local miscResourceTotal:number = pResources:GetResourceAmount(resourceHash); local importResources:number = pResources:GetResourceImportPerTurn(resourceHash); if resourceUnitCostPerTurn > 0 then AddResourceData(kResourceData, row.Index, "LOC_PRODUCTION_PANEL_UNITS_TOOLTIP", "-", -resourceUnitCostPerTurn); end if resourcePowerCostPerTurn > 0 then AddResourceData(kResourceData, row.Index, "LOC_UI_PEDIA_POWER_COST", "-", -resourcePowerCostPerTurn); end if reservedCostForProduction > 0 then AddResourceData(kResourceData, row.Index, "LOC_RESOURCE_REPORTS_ITEM_IN_RESERVE", "-", -reservedCostForProduction); end if kResourceData[row.Index] == nil and miscResourceTotal > 0 then local titleString:string = importResources > 0 and "LOC_RESOURCE_REPORTS_CITY_STATES" or "LOC_HUD_REPORTS_MISC_RESOURCE_SOURCE"; AddResourceData(kResourceData, row.Index, titleString, "-", miscResourceTotal); elseif importResources > 0 then AddResourceData(kResourceData, row.Index, "LOC_RESOURCE_REPORTS_CITY_STATES", "-", importResources); end end end return kResourceData; end function AddResourceData( kResources:table, eResourceType:number, EntryString:string, ControlString:string, InAmount:number) local kResource :table = GameInfo.Resources[eResourceType]; --Artifacts need to be excluded because while TECHNICALLY a resource, they do nothing to contribute in a way that is relevant to any other resource --or screen. So... exclusion. if kResource.ResourceClassType == "RESOURCECLASS_ARTIFACT" then return; end local localPlayerID = Game.GetLocalPlayer(); local localPlayer = Players[localPlayerID]; if localPlayer then local pPlayerResources:table = localPlayer:GetResources(); if pPlayerResources then if kResources[eResourceType] == nil then kResources[eResourceType] = { EntryList = {}, Icon = "[ICON_"..kResource.ResourceType.."]", IsStrategic = kResource.ResourceClassType == "RESOURCECLASS_STRATEGIC", IsLuxury = GameInfo.Resources[eResourceType].ResourceClassType == "RESOURCECLASS_LUXURY", IsBonus = GameInfo.Resources[eResourceType].ResourceClassType == "RESOURCECLASS_BONUS", Total = 0 }; if bIsGatheringStorm then kResources[eResourceType].Maximum = pPlayerResources:GetResourceStockpileCap(eResourceType); kResources[eResourceType].Stockpile = pPlayerResources:GetResourceAmount(eResourceType); end end if EntryString ~= "" then table.insert( kResources[eResourceType].EntryList, { EntryText = EntryString, ControlText = ControlString, Amount = InAmount, }); end kResources[eResourceType].Total = kResources[eResourceType].Total + InAmount; end -- pPlayerResources end -- localPlayer end -- =========================================================================== -- Obtain the total resources for a given city. -- =========================================================================== function GetCityResourceData( pCity:table ) if bIsGatheringStorm then return GetCityResourceDataXP2(pCity); end -- Loop through all the plots for a given city; tallying the resource amount. local kResources : table = {}; local cityPlots : table = Map.GetCityPlots():GetPurchasedPlots(pCity) for _, plotID in ipairs(cityPlots) do local plot : table = Map.GetPlotByIndex(plotID) local plotX : number = plot:GetX() local plotY : number = plot:GetY() local eResourceType : number = plot:GetResourceType(); -- TODO: Account for trade/diplomacy resources. if eResourceType ~= -1 and Players[pCity:GetOwner()]:GetResources():IsResourceExtractableAt(plot) then if kResources[eResourceType] == nil then kResources[eResourceType] = 1; else kResources[eResourceType] = kResources[eResourceType] + 1; end end end return kResources; end -- a new function used: GetResourcesExtractedByCity function GetCityResourceDataXP2( pCity:table ) -- Loop through all the plots for a given city; tallying the resource amount. local kResources : table = {}; local localPlayerID = Game.GetLocalPlayer(); local localPlayer = Players[localPlayerID]; if localPlayer then local pPlayerResources:table = localPlayer:GetResources(); if pPlayerResources then local kExtractedResources = pPlayerResources:GetResourcesExtractedByCity( pCity:GetID(), ResultFormat.SUMMARY ); if kExtractedResources ~= nil and table.count(kExtractedResources) > 0 then for i, entry in ipairs(kExtractedResources) do if entry.Amount > 0 then kResources[entry.ResourceType] = entry.Amount; end end end end end return kResources; end -- =========================================================================== -- Obtain the yields from the worked plots -- Infixo: again, original function is incomplete, the game uses a different algorithm -- 1. Get info about all tiles and citizens from CityManager.GetCommandTargets -- 2. If the plot is worked then -- 2a. if it is a District then Yield = NumSpecs * District_CitizenYieldChanges.YieldChange -- 2b. if it is NOT a District then Yield = plot:GetYield() -- I will break it into 2 rows, "Worked Tiles" and "Specialists" to avoid confusion -- =========================================================================== function GetWorkedTileYieldData( pCity:table, pCulture:table ) -- return data local kYields:table = { YIELD_PRODUCTION = 0, YIELD_FOOD = 0, YIELD_GOLD = 0, YIELD_FAITH = 0, YIELD_SCIENCE = 0, YIELD_CULTURE = 0, TOURISM = 0 }; local kSpecYields:table = { YIELD_PRODUCTION = 0, YIELD_FOOD = 0, YIELD_GOLD = 0, YIELD_FAITH = 0, YIELD_SCIENCE = 0, YIELD_CULTURE = 0 }; local iNumWorkedPlots:number = 0; local iNumSpecialists:number = 0; -- code partially taken from PlotInfo.lua local tParameters:table = {}; tParameters[CityCommandTypes.PARAM_MANAGE_CITIZEN] = UI.GetInterfaceModeParameter(CityCommandTypes.PARAM_MANAGE_CITIZEN); local tResults:table = CityManager.GetCommandTargets( pCity, CityCommandTypes.MANAGE, tParameters ); if tResults == nil then print("ERROR: GetWorkedTileYieldData, GetCommandTargets returned nil") return kYields, 0, kSpecYields, 0; end local tPlots:table = tResults[CityCommandResults.PLOTS]; local tUnits:table = tResults[CityCommandResults.CITIZENS]; --local tMaxUnits :table = tResults[CityCommandResults.MAX_CITIZENS]; -- not used --local tLockedUnits :table = tResults[CityCommandResults.LOCKED_CITIZENS]; -- not used if tPlots == nil or table.count(tPlots) == 0 then print("ERROR: GetWorkedTileYieldData, GetCommandTargets returned 0 plots") return kYields, 0, kSpecYields, 0; end --print("--- PLOTS OF", pCity:GetName(), table.count(tPlots)); -- debug --print("--- CITIZENS OF", pCity:GetName(), table.count(tUnits)); -- debug for i,plotId in pairs(tPlots) do local kPlot :table = Map.GetPlotByIndex(plotId); local index:number = kPlot:GetIndex(); local eDistrictType:number = kPlot:GetDistrictType(); local numUnits:number = tUnits[i]; --local maxUnits:number = tMaxUnits[i]; --print("..plot", index, kPlot:GetX(), kPlot:GetY(), eDistrictType, numUnits, "yields", kPlot:GetYield(0), kPlot:GetYield(1)); if numUnits > 0 then -- if worked at all if eDistrictType > 0 then -- CITY_CENTER is treated as normal tile with yields, it is not a specialist -- district iNumSpecialists = iNumSpecialists + numUnits; local sDistrictType:string = GameInfo.Districts[ eDistrictType ].DistrictType; for row in GameInfo.District_CitizenYieldChanges() do if row.DistrictType == sDistrictType then kSpecYields[row.YieldType] = kSpecYields[row.YieldType] + numUnits * row.YieldChange; end end else -- normal tile or City Center iNumWorkedPlots = iNumWorkedPlots + 1; --for row in GameInfo.Yields() do --kYields[row.YieldType] = kYields[row.YieldType] + kPlot:GetYield(row.Index); --end -- 2021-05-14 Support for mods that add new yield types e.g. DE:E for yield,idx in pairs(YieldTypes) do -- WARNING! In this context there are no extra yields from RMT - but this is ok, because they don't exist in the game anyway kYields["YIELD_"..yield] = kYields["YIELD_"..yield] + kPlot:GetYield(idx); end end end -- Support tourism. -- Not a common yield, and only exposure from game core is based off -- of the plot so the sum is easily shown, but it's not possible to -- show how individual buildings contribute... yet. --kYields.TOURISM = kYields.TOURISM + pCulture:GetTourismAt( index ); end -- TOURISM -- Tourism from tiles like Wonders and Districts is not counted because they cannot be worked! local cityX:number, cityY:number = pCity:GetX(), pCity:GetY(); --local iInside, iOutside = 0, 0; for _, plotID in ipairs(Map.GetCityPlots():GetPurchasedPlots(pCity)) do pPlot = Map.GetPlotByIndex(plotID); --print("...tourism at", plotID, pCulture:GetTourismAt( plotID )); -- debug if Map.GetPlotDistance(cityX, cityY, pPlot:GetX(), pPlot:GetY()) <= 3 then kYields.TOURISM = kYields.TOURISM + pCulture:GetTourismAt( plotID ); --iInside = iInside + pCulture:GetTourismAt( plotID ); --if pCulture:GetTourismAt( plotID ) > 0 then print("...inside tourism at", plotID, pCulture:GetTourismAt( plotID )); end -- debug else --iOutside = iOutside + pCulture:GetTourismAt( plotID ); end --kYields.TOURISM = kYields.TOURISM + pCulture:GetTourismAt( plotID ); end --print("tourism inside", iInside, "outside", iOutside); --print("--- SUMMARY OF", pCity:GetName(), iNumWorkedPlots, iNumSpecialists, "tourism:", kYields.TOURISM); -- debug return kYields, iNumWorkedPlots, kSpecYields, iNumSpecialists; end -- =========================================================================== -- Obtain unit maintenance -- This function will use GameInfo for vanilla game and UnitManager for R&F/GS function GetUnitMaintenance(pUnit:table) if bIsRiseFall or bIsGatheringStorm then -- Rise & Fall version local iUnitInfoHash:number = GameInfo.Units[ pUnit:GetUnitType() ].Hash; local unitMilitaryFormation = pUnit:GetMilitaryFormation(); if unitMilitaryFormation == MilitaryFormationTypes.CORPS_FORMATION then return UnitManager.GetUnitCorpsMaintenance(iUnitInfoHash); end if unitMilitaryFormation == MilitaryFormationTypes.ARMY_FORMATION then return UnitManager.GetUnitArmyMaintenance(iUnitInfoHash); end return UnitManager.GetUnitMaintenance(iUnitInfoHash); end -- vanilla version local iUnitMaintenance:number = GameInfo.Units[ pUnit:GetUnitType() ].Maintenance; local unitMilitaryFormation = pUnit:GetMilitaryFormation(); if unitMilitaryFormation == MilitaryFormationTypes.CORPS_FORMATION then return math.ceil(iUnitMaintenance * 1.5); end -- it is 150% rounded UP if unitMilitaryFormation == MilitaryFormationTypes.ARMY_FORMATION then return iUnitMaintenance * 2; end -- it is 200% return iUnitMaintenance; end -- =========================================================================== -- Gathering Storm City Data local tPowerImprovements:table = { IMPROVEMENT_GEOTHERMAL_PLANT = 4, -- GEOTHERMAL_GENERATE_POWER IMPROVEMENT_SOLAR_FARM = 2, -- SOLAR_FARM_GENERATE_POWER IMPROVEMENT_WIND_FARM = 2, -- WIND_FARM_GENERATE_POWER IMPROVEMENT_OFFSHORE_WIND_FARM = 2, -- OFFSHORE_WIND_FARM_GENERATE_POWER }; -- fill improvements from MODIFIER_SINGLE_CITY_ADJUST_FREE_POWER modifiers function InitializePowerImprovements() end local tPowerBuildings:table = { BUILDING_COAL_POWER_PLANT = 4, --RESOURCE_COAL BUILDING_FOSSIL_FUEL_POWER_PLANT = 4, --RESOURCE_OIL BUILDING_POWER_PLANT =16, --RESOURCE_URANIUM --BUILDING_HYDROELECTRIC_DAM = 6, -- separately }; -- fill buildings from Buildings_XP2 and MODIFIER_SINGLE_CITY_ADJUST_FREE_POWER modifiers function InitializePowerBuildings() end -- Re: Power from CityPanelPower -- Consumed - these are sources that give power - here PowerProduced! -- Required - these are buildings that require power - here PowerConsumed! -- Generated - seems to be empty --2021-05-13 Monopolies and Corporations local eImprovementIndustry:number = -1; local eImprovementCorporation:number = -1; if bIsMonopolies then eImprovementIndustry = GameInfo.Improvements.IMPROVEMENT_INDUSTRY.Index; eImprovementCorporation = GameInfo.Improvements.IMPROVEMENT_CORPORATION.Index; end function AppendXP2CityData(data:table) -- data is the main city data record filled with tons of info local pCity:table = data.City; local pCityPower:table = pCity:GetPower(); -- Power consumption [icon required_number / consumed_number] data.IsUnderpowered = false; data.PowerIcon = ""; data.PowerRequired = 0; data.PowerConsumed = 0; data.PowerConsumedTT = {}; -- Power: Status from CityPanelPower local freePower:number = pCityPower:GetFreePower(); local temporaryPower:number = pCityPower:GetTemporaryPower(); local currentPower:number = freePower + temporaryPower; local requiredPower:number = pCityPower:GetRequiredPower(); local powerStatusName:string = "LOC_POWER_STATUS_POWERED_NAME"; -- [ICON_Power] Powered local powerStatusDescription:string = "LOC_POWER_STATUS_POWERED_DESCRIPTION"; -- Buildings or Projects which require [ICON_Power] Power are fully effective. data.PowerIcon = "[ICON_Power]"; if (requiredPower == 0) then powerStatusName = "LOC_POWER_STATUS_NO_POWER_NEEDED_NAME"; -- Normal powerStatusDescription = "LOC_POWER_STATUS_NO_POWER_NEEDED_DESCRIPTION"; -- This city does not require any [ICON_Power] Power. data.PowerIcon = ""; elseif (not pCityPower:IsFullyPowered()) then powerStatusName = "LOC_POWER_STATUS_UNPOWERED_NAME"; -- [ICON_PowerInsufficient] Unpowered powerStatusDescription = "LOC_POWER_STATUS_UNPOWERED_DESCRIPTION"; data.PowerIcon = "[ICON_PowerInsufficient]"; data.IsUnderpowered = true; elseif (pCityPower:IsFullyPoweredByActiveProject()) then currentPower = requiredPower; data.PowerIcon = "[ICON_Power][COLOR_Green]![ENDCOLOR]" end table.insert(data.PowerConsumedTT, Locale.Lookup(powerStatusName)); table.insert(data.PowerConsumedTT, Locale.Lookup(powerStatusDescription)); ----Required from CityPanelPower.lua if requiredPower > 0 then table.insert(data.PowerConsumedTT, ""); table.insert(data.PowerConsumedTT, Locale.Lookup("LOC_POWER_PANEL_REQUIRED_POWER")); --..Round(requiredPower, 1)); -- [SIZE:16]{1_PowerAmount} [SIZE:12]Required end local requiredPowerBreakdown:table = pCityPower:GetRequiredPowerSources(); for _,innerTable in ipairs(requiredPowerBreakdown) do local scoreSource, scoreValue = next(innerTable); table.insert(data.PowerConsumedTT, string.format("[ICON_Bullet]%d[ICON_Power] %s", scoreValue, scoreSource)); end -----Consumed from CityPanelPower.lua if currentPower > 0 then table.insert(data.PowerConsumedTT, ""); table.insert(data.PowerConsumedTT, Locale.Lookup("LOC_POWER_PANEL_CONSUMED_POWER")); --..Round(currentPower, 1)); -- [SIZE:16]{1_PowerAmount} [SIZE:12]Consumed end local temporaryPowerBreakdown:table = pCityPower:GetTemporaryPowerSources(); for _,innerTable in ipairs(temporaryPowerBreakdown) do local scoreSource, scoreValue = next(innerTable); table.insert(data.PowerConsumedTT, string.format("[ICON_Bullet]%d[ICON_Power] %s", scoreValue, scoreSource)); end local freePowerBreakdown:table = pCityPower:GetFreePowerSources(); for _,innerTable in ipairs(freePowerBreakdown) do local scoreSource, scoreValue = next(innerTable); table.insert(data.PowerConsumedTT, string.format("[ICON_Bullet]%d[ICON_Power] %s", scoreValue, scoreSource)); end data.PowerRequired = requiredPower; data.PowerConsumed = currentPower; data.PowerConsumedTT = table.concat(data.PowerConsumedTT, "[NEWLINE]"); -- Power produced [number] -- buildings, improvements. Details in tooltip. data.PowerProduced = 0; -- sort by data.PowerProducedTT = {}; -- list of buildings and improvements data.PowerPlantResType = "Bullet"; data.PowerPlantResUsed = 0; -- Resource_Consumption.PowerProvided table.insert(data.PowerProducedTT, Locale.Lookup("LOC_POWER_PANEL_GENERATED_POWER")); --..Round(data.PowerProduced, 1)); -- [SIZE:16]{1_PowerAmount} [SIZE:12]Required -- buildings for building,power in pairs(tPowerBuildings) do if GameInfo.Buildings[building] ~= nil and pCity:GetBuildings():HasBuilding( GameInfo.Buildings[building].Index ) then --data.PowerProduced = data.PowerProduced + power; data.PowerPlantResType = GameInfo.Buildings_XP2[building].ResourceTypeConvertedToPower; table.insert(data.PowerProducedTT, string.format("[ICON_Bullet][ICON_%s]%s", data.PowerPlantResType, Locale.Lookup(GameInfo.Buildings[building].Name))); break; -- there can be only one! end end -----Generated from CityPanelPower local generatedPowerBreakdown:table = pCityPower:GetGeneratedPowerSources(); --if #generatedPowerBreakdown > 0 then --end local iPlantPower:number = 0; for _,innerTable in ipairs(generatedPowerBreakdown) do local scoreSource, scoreValue = next(innerTable); --print("powerplant", data.PowerPlantRes, "score", scoreSource, scoreValue); table.insert(data.PowerProducedTT, string.format("[ICON_Bullet]%s [ICON_Power]%d", scoreSource, scoreValue)); if string.find(scoreSource, data.PowerPlantResType) ~= nil then iPlantPower = iPlantPower + scoreValue; -- sum up all places where power goes end end -- calculate how many resources are consumed if data.PowerPlantResType ~= "Bullet" then local iPowerProvided:number = GameInfo.Resource_Consumption[data.PowerPlantResType].PowerProvided; data.PowerPlantResUsed = math.floor(iPlantPower/iPowerProvided); if data.PowerPlantResUsed * iPowerProvided < iPlantPower then data.PowerPlantResUsed = data.PowerPlantResUsed + 1; end data.PowerProduced = data.PowerProduced + data.PowerPlantResUsed * iPowerProvided; table.insert(data.PowerProducedTT, string.format("[ICON_Bullet]%s %d[ICON_%s] [Icon_GoingTo] %d[ICON_Power]", Locale.Lookup("LOC_UI_PEDIA_POWER_COST"), data.PowerPlantResUsed, data.PowerPlantResType, data.PowerPlantResUsed * iPowerProvided)); end -- treat Hydroelectric Dam separately for now if GameInfo.Buildings.BUILDING_HYDROELECTRIC_DAM ~= nil and pCity:GetBuildings():HasBuilding( GameInfo.Buildings.BUILDING_HYDROELECTRIC_DAM.Index ) then local power = 6; data.PowerProduced = data.PowerProduced + power; table.insert(data.PowerProducedTT, string.format("[ICON_Bullet]%d[ICON_Power] %s", power, Locale.Lookup(GameInfo.Buildings.BUILDING_HYDROELECTRIC_DAM.Name))); end -- support for Hydroelectric Dam Upgrade from RBU if GameInfo.Buildings.BUILDING_HYDROELECTRIC_DAM_UPGRADE ~= nil and pCity:GetBuildings():HasBuilding( GameInfo.Buildings.BUILDING_HYDROELECTRIC_DAM_UPGRADE.Index ) then local power = 2; data.PowerProduced = data.PowerProduced + power; table.insert(data.PowerProducedTT, string.format("[ICON_Bullet]%d[ICON_Power] %s", power, Locale.Lookup(GameInfo.Buildings.BUILDING_HYDROELECTRIC_DAM_UPGRADE.Name))); end -- Cities: CO2 footprint calculation? Is it possible? --"Resource_Consumption" table has a field "CO2perkWh" INTEGER NOT NULL DEFAULT 0, --GameClimate.GetPlayerResourceCO2Footprint( m_playerID, kResourceInfo.Index ); data.CO2Footprint = 0; -- must be calculated manually; sort by data.CO2FootprintTT = ""; if data.PowerPlantResUsed > 0 then local resConsInfo = GameInfo.Resource_Consumption[data.PowerPlantResType]; data.CO2Footprint = data.PowerPlantResUsed * resConsInfo.PowerProvided * resConsInfo.CO2perkWh / 1000; data.CO2FootprintTT = string.format("%d[ICON_%s] @ %d", data.PowerPlantResUsed, data.PowerPlantResType, resConsInfo.CO2perkWh); end -- Cities: Nuclear power plant [risk_icon / nuclear icon / num turns] data.HasNuclearPowerPlant = false; if GameInfo.Buildings["BUILDING_POWER_PLANT"] ~= nil and pCity:GetBuildings():HasBuilding( GameInfo.Buildings["BUILDING_POWER_PLANT"].Index ) then data.HasNuclearPowerPlant = true; end data.ReactorAge = -1; data.NuclearAccidentIcon = "[ICON_CheckmarkBlue]"; data.NuclearPowerPlantTT = {}; -- code from ToolTipLoader_Expansion2 local kFalloutManager = Game.GetFalloutManager(); local iReactorAge:number = kFalloutManager:GetReactorAge(pCity); if (iReactorAge ~= nil) then data.ReactorAge = iReactorAge; table.insert(data.NuclearPowerPlantTT, Locale.Lookup("LOC_TOOLTIP_PROJECT_REACTOR_AGE", iReactorAge)); end local iAccidentThreshold:number = kFalloutManager:GetReactorAccidentThreshold(pCity); if (iAccidentThreshold ~= nil) then if (iAccidentThreshold > 0) then data.NuclearAccidentIcon = "[COLOR_Red]![ENDCOLOR]"; table.insert(data.NuclearPowerPlantTT, Locale.Lookup("LOC_TOOLTIP_PROJECT_REACTOR_ACCIDENT1_POSSIBLE")); end if (iAccidentThreshold > 1) then data.NuclearAccidentIcon = "[COLOR_Red]!![ENDCOLOR]"; table.insert(data.NuclearPowerPlantTT, Locale.Lookup("LOC_TOOLTIP_PROJECT_REACTOR_ACCIDENT2_POSSIBLE")); end if (iAccidentThreshold > 2) then data.NuclearAccidentIcon = "[COLOR_Red]!!![ENDCOLOR]"; table.insert(data.NuclearPowerPlantTT, Locale.Lookup("LOC_TOOLTIP_PROJECT_REACTOR_ACCIDENT3_POSSIBLE")); end end data.NuclearPowerPlantTT = table.concat(data.NuclearPowerPlantTT, "[NEWLINE]"); -- Dam district & Flood info [num tiles / dam icon] -- Flood indicator, dam yes/no. data.NumRiverFloodTiles = 0; -- sort by data.HasDamDistrict = HasCityDistrict(data, "DISTRICT_DAM"); data.RiverFloodDamTT = {}; -- Info about Flood barrier. [num tiles / flood barrier icon] -- Num of endangered tiles, per level. Tooltip - info about features (improvement, district, etc). data.NumFloodTiles = 0; -- sort by data.HasFloodBarrier = false; if GameInfo.Buildings["BUILDING_FLOOD_BARRIER"] ~= nil and pCity:GetBuildings():HasBuilding( GameInfo.Buildings["BUILDING_FLOOD_BARRIER"].Index ) then data.HasFloodBarrier = true; end data.FloodTilesTT = {}; -- Flood Barrier Per turn maintenance. [number] -- probably manually calculated? local iBaseMaintenance:number = 0; if GameInfo.Buildings.BUILDING_FLOOD_BARRIER ~= nil then iBaseMaintenance = GameInfo.Buildings.BUILDING_FLOOD_BARRIER.Maintenance; end data.FloodBarrierMaintenance = 0; data.FloodBarrierMaintenanceTT = ""; -- from ClimateScreen.lua local m_firstSeaLevelEvent = -1; local m_currentSeaLevelEvent, m_currentSeaLevelPhase = -1, 0; local iCurrentClimateChangePoints = GameClimate.GetClimateChangeForLastSeaLevelEvent(); for row in GameInfo.RandomEvents() do if (row.EffectOperatorType == "SEA_LEVEL") then if (m_firstSeaLevelEvent == -1) then m_firstSeaLevelEvent = row.Index; end if (row.ClimateChangePoints == iCurrentClimateChangePoints) then m_currentSeaLevelEvent = row.Index; m_currentSeaLevelPhase = m_currentSeaLevelEvent - m_firstSeaLevelEvent + 1; end end end -- Cities: Number of RR tiles in the city borders [number] -- this seems easy - iterate through tiles and use Plot:GetRouteType() data.NumRailroads = 0; -- sort by data.NumRailroadsTT = ""; -- iterate through city plots and check tiles local cityPlots:table = Map.GetCityPlots():GetPurchasedPlots(pCity); for _, plotID in ipairs(cityPlots) do local plot:table = Map.GetPlotByIndex(plotID); local plotX : number = plot:GetX() local plotY : number = plot:GetY() -- power sources from improvements -- they are all done via modifiers - add later more dynamic approach local eImprovementType:number = plot:GetImprovementType(); if eImprovementType > -1 then local imprInfo:table = GameInfo.Improvements[eImprovementType]; if imprInfo ~= nil and tPowerImprovements[imprInfo.ImprovementType] ~= nil then if plot:IsImprovementPillaged() then table.insert(data.PowerProducedTT, string.format("[ICON_Bullet]%d[ICON_Power] %s %s", 0, Locale.Lookup(imprInfo.Name), Locale.Lookup("LOC_TOOLTIP_PLOT_PILLAGED_TEXT"))); else data.PowerProduced = data.PowerProduced + tPowerImprovements[imprInfo.ImprovementType]; table.insert(data.PowerProducedTT, string.format("[ICON_Bullet]%d[ICON_Power] %s", tPowerImprovements[imprInfo.ImprovementType], Locale.Lookup(imprInfo.Name))); end end end -- tiles that can be flooded by a river LOC_FLOOD_WARNING_ICON_TOOLTIP local function CheckPlotContent(plot:table, tooltip:table, extra:string) if plot:GetDistrictType() ~= -1 then table.insert(tooltip, string.format("%s %s", Locale.Lookup(GameInfo.Districts[plot:GetDistrictType()].Name), extra)); end if plot:GetImprovementType() ~= -1 then local str = string.format("%s %s", Locale.Lookup(GameInfo.Improvements[plot:GetImprovementType()].Name), extra); if plot:GetResourceType() ~= -1 then local resource = GameInfo.Resources[plot:GetResourceType()]; str = "[ICON_"..resource.ResourceType.."]"..Locale.Lookup(resource.Name).." "..str; end table.insert(tooltip, str); end end if RiverManager.CanBeFlooded(plot) then data.NumRiverFloodTiles = data.NumRiverFloodTiles + 1; CheckPlotContent(plot, data.RiverFloodDamTT, ""); end -- tiles that can be submerged local eCoastalLowland:number = TerrainManager.GetCoastalLowlandType(plot); if eCoastalLowland ~= -1 then local extra:string = ""; if TerrainManager.IsFlooded(plot) then extra = Locale.Lookup("LOC_COASTAL_LOWLAND_FLOODED"); end if TerrainManager.IsSubmerged(plot) then extra = Locale.Lookup("LOC_COASTAL_LOWLAND_SUBMERGED"); end data.NumFloodTiles = data.NumFloodTiles + 1; CheckPlotContent(plot, data.FloodTilesTT, extra); end -- railroads local eRoute:number = plot:GetRouteType() if eRoute ~= -1 and GameInfo.Routes[eRoute] ~= nil and GameInfo.Routes[eRoute].RouteType == "ROUTE_RAILROAD" then data.NumRailroads = data.NumRailroads + 1; end end data.RiverFloodDamTT = table.concat(data.RiverFloodDamTT, "[NEWLINE]"); data.FloodTilesTT = table.concat(data.FloodTilesTT, "[NEWLINE]"); data.FloodBarrierMaintenance = iBaseMaintenance * (m_currentSeaLevelPhase+1) * data.NumFloodTiles; --data.FloodBarrierMaintenanceTT = string.format("%d %d %d", iBaseMaintenance, m_currentSeaLevelPhase, data.NumFloodTiles); if #data.PowerProducedTT == 1 then data.PowerProducedTT = ""; else data.PowerProducedTT = table.concat(data.PowerProducedTT, "[NEWLINE]"); end -- Canals data.NumCanals = 0; for _,district in ipairs(data.BuildingsAndDistricts) do if district.isBuilt and district.Type == "DISTRICT_CANAL" then data.NumCanals = data.NumCanals + 1; end end -- 2021-05-21 Monopolies and Corporations Mode if bIsMonopolies then data.HasIndustry = false; data.HasCorporation = false; data.Industry = ""; data.IndustryTT = ""; local localPlayerID:number = Game.GetLocalPlayer(); local pGameEconomic:table = Game.GetEconomicManager(); local sResList:string, sResListTT:string = "", ""; -- resource list - just to see what is possible local bHasRes:boolean = false; -- iterate through city plots for _, plotID in ipairs(cityPlots) do local plot:table = Map.GetPlotByIndex(plotID); local plotX : number = plot:GetX() local plotY : number = plot:GetY() local eResourceType:number = plot:GetResourceType(); -- is there a resource at all if eResourceType > -1 then local resourceInfo:table = GameInfo.Resources[eResourceType]; local sResourceType:string = resourceInfo.ResourceType; if resourceInfo.ResourceClassType == "RESOURCECLASS_LUXURY" and GameInfo.ResourceIndustries[sResourceType] ~= nil then -- also check if there is an industry around it! -- only luxuries are important local sResIcon:string = "[ICON_"..sResourceType.."]"; -- find industry effect and type - match [ICON_xxx] local sEffectI:string = LL(GameInfo.ResourceIndustries[sResourceType].ResourceEffectTExt); local sIndustryType:string = string.match(sEffectI, "%[ICON_%a+%]"); -- find corporation effect and type - match [ICON_xxx] local sEffectC:string = LL(GameInfo.ResourceCorporations[sResourceType].ResourceEffectTExt); local sCorpoType:string = string.match(sEffectC, "%[ICON_%a+%]"); -- check for industry / corpo local eImprovementType:number = plot:GetImprovementType(); -- there can be only 1 industry or corpo in a city, so check first for that if eImprovementType == eImprovementCorporation then -- there is a corporation data.HasCorporation = true; data.Industry = string.format("[ICON_%s] %s [ICON_GreatWork_Product]", sResourceType, sCorpoType); data.IndustryTT = string.format("%s[NEWLINE][ICON_%s] %s%s", LL("LOC_IMPROVEMENT_CORPORATION_NAME"), sResourceType, LL(resourceInfo.Name), sEffectC); elseif eImprovementType == eImprovementIndustry then -- there is an industry data.HasIndustry = true; data.Industry = sResIcon..sIndustryType; data.IndustryTT = string.format("%s[NEWLINE]%s %s%s", LL("LOC_IMPROVEMENT_INDUSTRY_NAME"), sResIcon, LL(resourceInfo.Name), sEffectI); -- check if we can upgrade it to corporation if pGameEconomic:CanHaveCorporation(localPlayerID, eResourceType) then data.Industry = data.Industry.."[COLOR_Green]![ENDCOLOR]"; data.IndustryTT = data.IndustryTT.."[NEWLINE][ICON_GoingTo]"..LL("LOC_IMPROVEMENT_CORPORATION_NAME")..sEffectC; end else -- build resource list -- add resource only if there is no industry nor corpo yet around it if not pGameEconomic:HasIndustryOf(localPlayerID, eResourceType) and not pGameEconomic:HasCorporationOf(localPlayerID, eResourceType) then sResList = sResList..sResIcon; sResListTT = sResListTT..(bHasRes and "[NEWLINE]" or "")..sResIcon..LL(resourceInfo.Name)..sEffectI; bHasRes = true; -- if we can have an industry - add the mark if pGameEconomic:CanHaveIndustry(localPlayerID, eResourceType) then sResList = sResList.."[COLOR_Green]![ENDCOLOR]"; sResListTT = sResListTT.."[NEWLINE][ICON_GoingTo]"..LL("LOC_IMPROVEMENT_INDUSTRY_NAME"); end end -- no IC yet end end -- luxury only end -- resource check -- if there is no industry nor corpo - put res list if not data.HasIndustry and not data.HasCorporation then data.Industry = sResList; data.IndustryTT = sResListTT; end end -- city plots end -- monopolies mode end -- =========================================================================== -- Set a group to it's proper collapse/open state -- Set + - in group row -- =========================================================================== function RealizeGroup( instance:table ) local v :number = (instance["isCollapsed"]==false and instance.RowExpandCheck:GetSizeY() or 0); instance.RowExpandCheck:SetTextureOffsetVal(0, v); instance.ContentStack:CalculateSize(); instance.CollapseScroll:CalculateSize(); local groupHeight :number = instance.ContentStack:GetSizeY(); instance.CollapseAnim:SetBeginVal(0, -(groupHeight - instance["CollapsePadding"])); instance.CollapseScroll:SetSizeY( groupHeight ); instance.Top:ReprocessAnchoring(); end -- =========================================================================== -- Callback -- Expand or contract a group based on its existing state. -- =========================================================================== function OnToggleCollapseGroup( instance:table ) instance["isCollapsed"] = not instance["isCollapsed"]; instance.CollapseAnim:Reverse(); RealizeGroup( instance ); end -- =========================================================================== -- Toggle a group expanding / collapsing -- instance, A group instance. -- =========================================================================== function OnAnimGroupCollapse( instance:table) -- Helper function lerp(y1:number,y2:number,x:number) return y1 + (y2-y1)*x; end local groupHeight :number = instance.ContentStack:GetSizeY(); local collapseHeight:number = instance["CollapsePadding"]~=nil and instance["CollapsePadding"] or 0; local startY :number = instance["isCollapsed"]==true and groupHeight or collapseHeight; local endY :number = instance["isCollapsed"]==false and groupHeight or collapseHeight; local progress :number = instance.CollapseAnim:GetProgress(); local sizeY :number = lerp(startY,endY,progress); instance.CollapseAnim:SetSizeY( groupHeight ); -- BRS added, INFIXO CHECK instance.CollapseScroll:SetSizeY( sizeY ); instance.ContentStack:ReprocessAnchoring(); instance.Top:ReprocessAnchoring() Controls.Stack:CalculateSize(); Controls.Scroll:CalculateSize(); end -- =========================================================================== function SetGroupCollapsePadding( instance:table, amount:number ) instance["CollapsePadding"] = amount; end -- =========================================================================== function ResetTabForNewPageContent() m_uiGroups = {}; m_simpleIM:ResetInstances(); m_groupIM:ResetInstances(); m_isCollapsing = true; Controls.CollapseAll:LocalizeAndSetText("LOC_HUD_REPORTS_COLLAPSE_ALL"); Controls.Scroll:SetScrollValue( 0 ); m_kGossipInstances = {}; end -- =========================================================================== -- Instantiate a new collapsable row (group) holder & wire it up. -- ARGS: (optional) isCollapsed -- RETURNS: New group instance -- =========================================================================== function NewCollapsibleGroupInstance( isCollapsed:boolean ) if isCollapsed == nil then isCollapsed = false; end local instance:table = m_groupIM:GetInstance(); instance.ContentStack:DestroyAllChildren(); instance["isCollapsed"] = isCollapsed; instance["CollapsePadding"] = nil; -- reset any prior collapse padding --BRS !! added instance["Children"] = {} instance["Descend"] = false -- !! instance.CollapseAnim:SetToBeginning(); if isCollapsed == false then instance.CollapseAnim:SetToEnd(); end instance.RowHeaderButton:RegisterCallback( Mouse.eLClick, function() OnToggleCollapseGroup(instance); end ); instance.RowHeaderButton:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end); instance.CollapseAnim:RegisterAnimCallback( function() OnAnimGroupCollapse( instance ); end ); table.insert( m_uiGroups, instance ); return instance; end -- =========================================================================== -- debug - Create a test page. -- =========================================================================== function ViewTestPage() ResetTabForNewPageContent(); local instance:table = NewCollapsibleGroupInstance(); instance.RowHeaderButton:SetText( "Test City Icon 1" ); instance.Top:SetID("foo"); local pHeaderInstance:table = {} ContextPtr:BuildInstanceForControl( "CityIncomeHeaderInstance", pHeaderInstance, instance.ContentStack ) ; local pCityInstance:table = {}; ContextPtr:BuildInstanceForControl( "CityIncomeInstance", pCityInstance, instance.ContentStack ) ; for i=1,3,1 do local pLineItemInstance:table = {}; ContextPtr:BuildInstanceForControl("CityIncomeLineItemInstance", pLineItemInstance, pCityInstance.LineItemStack ); end local pFooterInstance:table = {}; ContextPtr:BuildInstanceForControl("CityIncomeFooterInstance", pFooterInstance, instance.ContentStack ); SetGroupCollapsePadding(instance, pFooterInstance.Top:GetSizeY() ); RealizeGroup( instance ); Controls.BottomYieldTotals:SetHide( true ); Controls.BottomResourceTotals:SetHide( true ); Controls.BottomPoliciesFilters:SetHide( true ); Controls.Scroll:SetSizeY( Controls.Main:GetSizeY() - (Controls.BottomYieldTotals:GetSizeY() + SIZE_HEIGHT_PADDING_BOTTOM_ADJUST ) ); end --BRS !! sort features for income local sortCities : table = { by = "CityName", descend = false } local function sortByCities( name ) if name == sortCities.by then sortCities.descend = not sortCities.descend else sortCities.by = name sortCities.descend = true if name == "CityName" then sortCities.descend = false; end -- exception end ViewYieldsPage() end local function sortFunction( t, a, b ) if sortCities.by == "TourismPerTurn" then if sortCities.descend then return t[b].WorkedTileYields["TOURISM"] < t[a].WorkedTileYields["TOURISM"] else return t[b].WorkedTileYields["TOURISM"] > t[a].WorkedTileYields["TOURISM"] end else if sortCities.descend then return t[b][sortCities.by] < t[a][sortCities.by] else return t[b][sortCities.by] > t[a][sortCities.by] end end end -- =========================================================================== -- Tab Callback -- =========================================================================== local populationToCultureScale:number = GameInfo.GlobalParameters["CULTURE_PERCENTAGE_YIELD_PER_POP"].Value / 100; local populationToScienceScale:number = GameInfo.GlobalParameters["SCIENCE_PERCENTAGE_YIELD_PER_POP"].Value / 100; -- Infixo added science per pop function ViewYieldsPage() ResetTabForNewPageContent(); local pPlayer:table = Players[Game.GetLocalPlayer()]; --BRS local instance:table = nil; instance = NewCollapsibleGroupInstance(); instance.RowHeaderButton:SetText( Locale.Lookup("LOC_HUD_REPORTS_ROW_CITY_INCOME") ); instance.RowHeaderLabel:SetHide( true ); --BRS instance.AmenitiesContainer:SetHide(true); instance.IndustryContainer:SetHide(true); -- 2021-05-21 instance.MonopolyContainer:SetHide(true); -- 2021-05-21 local pHeaderInstance:table = {} ContextPtr:BuildInstanceForControl( "CityIncomeHeaderInstance", pHeaderInstance, instance.ContentStack ) ; --BRS sorting -- sorting is a bit weird because ViewYieldsPage is called again and entire tab is recreated, so new callbacks are registered pHeaderInstance.CityNameButton:RegisterCallback( Mouse.eLClick, function() sortByCities( "CityName" ) end ) pHeaderInstance.ProductionButton:RegisterCallback( Mouse.eLClick, function() sortByCities( "ProductionPerTurn" ) end ) --pHeaderInstance.FoodButton:RegisterCallback( Mouse.eLClick, function() sortByCities( "FoodPerTurn" ) end ) pHeaderInstance.FoodButton:RegisterCallback( Mouse.eLClick, function() sortByCities( "TotalFoodSurplus" ) end ) pHeaderInstance.GoldButton:RegisterCallback( Mouse.eLClick, function() sortByCities( "GoldPerTurn" ) end ) pHeaderInstance.FaithButton:RegisterCallback( Mouse.eLClick, function() sortByCities( "FaithPerTurn" ) end ) pHeaderInstance.ScienceButton:RegisterCallback( Mouse.eLClick, function() sortByCities( "SciencePerTurn" ) end ) pHeaderInstance.CultureButton:RegisterCallback( Mouse.eLClick, function() sortByCities( "CulturePerTurn" ) end ) pHeaderInstance.TourismButton:RegisterCallback( Mouse.eLClick, function() sortByCities( "TourismPerTurn" ) end ) local goldCityTotal :number = 0; local faithCityTotal :number = 0; local scienceCityTotal :number = 0; local cultureCityTotal :number = 0; local tourismCityTotal :number = 0; -- helper for calculating lines from modifiers local function GetEmptyYieldsTable() return { YIELD_PRODUCTION = 0, YIELD_FOOD = 0, YIELD_GOLD = 0, YIELD_FAITH = 0, YIELD_SCIENCE = 0, YIELD_CULTURE = 0 }; end -- Infixo needed to properly calculate yields from % modifiers (like amenities) local kBaseYields:table = GetEmptyYieldsTable(); kBaseYields.TOURISM = 0; local function StoreInBaseYields(sYield:string, fValue:number) kBaseYields[ sYield ] = kBaseYields[ sYield ] + fValue; end -- ========== City Income ========== function CreatLineItemInstance(cityInstance:table, name:string, production:number, gold:number, food:number, science:number, culture:number, faith:number, bDontStore:boolean) local lineInstance:table = {}; ContextPtr:BuildInstanceForControl("CityIncomeLineItemInstance", lineInstance, cityInstance.LineItemStack ); TruncateStringWithTooltipClean(lineInstance.LineItemName, 345, name); lineInstance.Production:SetText( toPlusMinusNoneString(production)); lineInstance.Food:SetText( toPlusMinusNoneString(food)); lineInstance.Gold:SetText( toPlusMinusNoneString(gold)); lineInstance.Faith:SetText( toPlusMinusNoneString(faith)); lineInstance.Science:SetText( toPlusMinusNoneString(science)); lineInstance.Culture:SetText( toPlusMinusNoneString(culture)); --BRS Infixo needed to properly calculate yields from % modifiers (like amenities) if bDontStore then return lineInstance; end -- default: omit param and store StoreInBaseYields("YIELD_PRODUCTION", production); StoreInBaseYields("YIELD_FOOD", food); StoreInBaseYields("YIELD_GOLD", gold); StoreInBaseYields("YIELD_FAITH", faith); StoreInBaseYields("YIELD_SCIENCE", science); StoreInBaseYields("YIELD_CULTURE", culture); StoreInBaseYields("TOURISM", 0); -- not passed here --BRS end return lineInstance; end --BRS this function will be used to set singular fields in LineItemInstance, based on YieldType function SetFieldInLineItemInstance(lineItemInstance:table, yieldType:string, yieldValue:number) if yieldType == "YIELD_PRODUCTION" then lineItemInstance.Production:SetText( toPlusMinusNoneString(yieldValue) ); elseif yieldType == "YIELD_FOOD" then lineItemInstance.Food:SetText( toPlusMinusNoneString(yieldValue) ); elseif yieldType == "YIELD_GOLD" then lineItemInstance.Gold:SetText( toPlusMinusNoneString(yieldValue) ); elseif yieldType == "YIELD_FAITH" then lineItemInstance.Faith:SetText( toPlusMinusNoneString(yieldValue) ); elseif yieldType == "YIELD_SCIENCE" then lineItemInstance.Science:SetText( toPlusMinusNoneString(yieldValue) ); elseif yieldType == "YIELD_CULTURE" then lineItemInstance.Culture:SetText( toPlusMinusNoneString(yieldValue) ); end StoreInBaseYields(yieldType, yieldValue); end for cityName,kCityData in spairs( m_kCityData, function( t, a, b ) return sortFunction( t, a, b ) end ) do --BRS sorting local pCityInstance:table = {}; ContextPtr:BuildInstanceForControl( "CityIncomeInstance", pCityInstance, instance.ContentStack ) ; pCityInstance.LineItemStack:DestroyAllChildren(); TruncateStringWithTooltip(pCityInstance.CityName, 230, (kCityData.IsCapital and "[ICON_Capital]" or "")..Locale.Lookup(kCityData.CityName)); pCityInstance.CityPopulation:SetText(kCityData.Population); --Great works local greatWorks:table = GetGreatWorksForCity(kCityData.City); -- Infixo reset base for amenities for yield,_ in pairs(kBaseYields) do kBaseYields[ yield ] = 0; end -- go to the city after clicking pCityInstance.GoToCityButton:RegisterCallback( Mouse.eLClick, function() Close(); UI.LookAtPlot( kCityData.City:GetX(), kCityData.City:GetY() ); UI.SelectCity( kCityData.City ); end ); pCityInstance.GoToCityButton:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound( "Main_Menu_Mouse_Over" ); end ); -- Current Production local kCurrentProduction:table = kCityData.ProductionQueue[1]; -- this returns a table from GetCurrentProductionInfoOfCity() modified a bit in CitySupport.lua pCityInstance.CurrentProduction:SetHide( kCurrentProduction == nil ); if kCurrentProduction ~= nil then --print("**********", cityName); dshowrectable(kCurrentProduction); local tooltip:string = kCurrentProduction.Name.." [ICON_Turn]"..tostring(kCurrentProduction.Turns)..string.format(" (%d%%)", kCurrentProduction.PercentComplete*100); if kCurrentProduction.Description ~= nil then tooltip = tooltip .. "[NEWLINE]" .. Locale.Lookup(kCurrentProduction.Description); end pCityInstance.CurrentProduction:SetToolTipString( tooltip ); if kCurrentProduction.Icons ~= nil then pCityInstance.CityBannerBackground:SetHide( false ); -- Gathering Storm - there are 5 icons returned now for _,iconName in ipairs(kCurrentProduction.Icons) do if iconName ~= nil and pCityInstance.CurrentProduction:TrySetIcon(iconName) then break; end end pCityInstance.CityProductionMeter:SetPercent( kCurrentProduction.PercentComplete ); pCityInstance.CityProductionNextTurn:SetPercent( kCurrentProduction.PercentCompleteNextTurn ); pCityInstance.ProductionBorder:SetHide( kCurrentProduction.Type == ProductionType.DISTRICT ); else pCityInstance.CityBannerBackground:SetHide( true ); end end -- Infixo: this is the place to add Yield Focus local function SetYieldTextAndFocusFlag(pLabel:table, fValue:number, eYieldType:number) local sText:string = toPlusMinusString(fValue); local sToolTip:string = ""; if kCityData.YieldFilters[eYieldType] == YIELD_STATE.FAVORED then sText = sText.." [COLOR:0,255,0,255]!"; -- [ICON_FoodSurplus][ICON_CheckSuccess] sToolTip = Locale.Lookup("LOC_HUD_CITY_YIELD_FOCUSING", GameInfo.Yields[eYieldType].Name); elseif kCityData.YieldFilters[eYieldType] == YIELD_STATE.IGNORED then sText = sText.." [COLOR:255,0,0,255]!"; -- [ICON_FoodDeficit][ICON_CheckFail] sToolTip = Locale.Lookup("LOC_HUD_CITY_YIELD_IGNORING", GameInfo.Yields[eYieldType].Name); end pLabel:SetText( sText ); pLabel:SetToolTipString( sToolTip ); end SetYieldTextAndFocusFlag( pCityInstance.Production,kCityData.ProductionPerTurn,YieldTypes.PRODUCTION ); --SetYieldTextAndFocusFlag( pCityInstance.Food, kCityData.FoodPerTurn, YieldTypes.FOOD ); SetYieldTextAndFocusFlag( pCityInstance.Food, kCityData.TotalFoodSurplus, YieldTypes.FOOD ); SetYieldTextAndFocusFlag( pCityInstance.Gold, kCityData.GoldPerTurn, YieldTypes.GOLD ); SetYieldTextAndFocusFlag( pCityInstance.Faith, kCityData.FaithPerTurn, YieldTypes.FAITH ); SetYieldTextAndFocusFlag( pCityInstance.Science, kCityData.SciencePerTurn, YieldTypes.SCIENCE ); SetYieldTextAndFocusFlag( pCityInstance.Culture, kCityData.CulturePerTurn, YieldTypes.CULTURE ); pCityInstance.Tourism:SetText( toPlusMinusString(kCityData.WorkedTileYields["TOURISM"]) ); -- unchanged (no focus feature here) -- BIG food tooltip pCityInstance.FoodContainer:SetToolTipString(kCityData.TotalFoodSurplusToolTip); -- Add to all cities totals goldCityTotal = goldCityTotal + kCityData.GoldPerTurn; faithCityTotal = faithCityTotal + kCityData.FaithPerTurn; scienceCityTotal= scienceCityTotal + kCityData.SciencePerTurn; cultureCityTotal= cultureCityTotal + kCityData.CulturePerTurn; tourismCityTotal= tourismCityTotal + kCityData.WorkedTileYields["TOURISM"]; if not Controls.HideCityBuildingsCheckbox:IsSelected() then --BRS -- Worked Tiles if kCityData.NumWorkedTiles > 0 then CreatLineItemInstance( pCityInstance, Locale.Lookup("LOC_HUD_REPORTS_WORKED_TILES")..string.format(" [COLOR_White]%d[ENDCOLOR]", kCityData.NumWorkedTiles), kCityData.WorkedTileYields["YIELD_PRODUCTION"], kCityData.WorkedTileYields["YIELD_GOLD"], kCityData.WorkedTileYields["YIELD_FOOD"], kCityData.WorkedTileYields["YIELD_SCIENCE"], kCityData.WorkedTileYields["YIELD_CULTURE"], kCityData.WorkedTileYields["YIELD_FAITH"]); end -- Specialists if kCityData.NumSpecialists > 0 then CreatLineItemInstance( pCityInstance, Locale.Lookup("LOC_BRS_SPECIALISTS")..string.format(" [COLOR_White]%d[ENDCOLOR]", kCityData.NumSpecialists), kCityData.SpecialistYields["YIELD_PRODUCTION"], kCityData.SpecialistYields["YIELD_GOLD"], kCityData.SpecialistYields["YIELD_FOOD"], kCityData.SpecialistYields["YIELD_SCIENCE"], kCityData.SpecialistYields["YIELD_CULTURE"], kCityData.SpecialistYields["YIELD_FAITH"]); end -- Additional Yields from Population -- added modifiers with EFFECT_ADJUST_CITY_YIELD_PER_POPULATION local tPopYields:table = GetEmptyYieldsTable(); -- will always show for _,mod in ipairs(kCityData.Modifiers) do if mod.Modifier.EffectType == "EFFECT_ADJUST_CITY_YIELD_PER_POPULATION" then tPopYields[ mod.Arguments.YieldType ] = tPopYields[ mod.Arguments.YieldType ] + kCityData.Population * tonumber(mod.Arguments.Amount); end end CreatLineItemInstance( pCityInstance, Locale.Lookup("LOC_HUD_CITY_POPULATION")..string.format(" [COLOR_White]%d[ENDCOLOR]", kCityData.Population), tPopYields.YIELD_PRODUCTION, tPopYields.YIELD_GOLD, tPopYields.YIELD_FOOD + kCityData.FoodConsumption, -- food tPopYields.YIELD_SCIENCE + kCityData.Population * populationToScienceScale, tPopYields.YIELD_CULTURE + kCityData.Population * populationToCultureScale, tPopYields.YIELD_FAITH); -- Main loop for all districts and buildings for i,kDistrict in ipairs(kCityData.BuildingsAndDistricts) do --District line item --BRS GetYield() includes also GetAdjacencyYield(), so must subtract to not duplicate them local districtInstance = CreatLineItemInstance( pCityInstance, (kDistrict.isBuilt and kDistrict.Name) or Locale.Lookup("LOC_CITY_BANNER_PRODUCING", kDistrict.Name), kDistrict.Production - kDistrict.AdjacencyBonus.Production, kDistrict.Gold - kDistrict.AdjacencyBonus.Gold, kDistrict.Food - kDistrict.AdjacencyBonus.Food, kDistrict.Science - kDistrict.AdjacencyBonus.Science, kDistrict.Culture - kDistrict.AdjacencyBonus.Culture, kDistrict.Faith - kDistrict.AdjacencyBonus.Faith); districtInstance.DistrictIcon:SetHide(false); districtInstance.DistrictIcon:SetIcon(kDistrict.Icon); function HasValidAdjacencyBonus(adjacencyTable:table) for _, yield in pairs(adjacencyTable) do if yield ~= 0 then return true; end end return false; end --Adjacency if kDistrict.isBuilt and HasValidAdjacencyBonus(kDistrict.AdjacencyBonus) then -- Infixo fix for checking if it is actually built! CreatLineItemInstance( pCityInstance, INDENT_STRING .. Locale.Lookup("LOC_HUD_REPORTS_ADJACENCY_BONUS"), kDistrict.AdjacencyBonus.Production, kDistrict.AdjacencyBonus.Gold, kDistrict.AdjacencyBonus.Food, kDistrict.AdjacencyBonus.Science, kDistrict.AdjacencyBonus.Culture, kDistrict.AdjacencyBonus.Faith); end for i,kBuilding in ipairs(kDistrict.Buildings) do CreatLineItemInstance( pCityInstance, INDENT_STRING .. kBuilding.Name, kBuilding.ProductionPerTurn, kBuilding.GoldPerTurn, kBuilding.FoodPerTurn, kBuilding.SciencePerTurn, kBuilding.CulturePerTurn, kBuilding.FaithPerTurn); --Add great works if greatWorks[kBuilding.Type] ~= nil then --Add our line items! for _, kGreatWork in ipairs(greatWorks[kBuilding.Type]) do local sIconString:string = GameInfo.GreatWorkObjectTypes[ kGreatWork.GreatWorkObjectType ].IconString; local pLineItemInstance:table = CreatLineItemInstance(pCityInstance, INDENT_STRING..INDENT_STRING..sIconString..Locale.Lookup(kGreatWork.Name), 0, 0, 0, 0, 0, 0); for _, yield in ipairs(kGreatWork.YieldChanges) do SetFieldInLineItemInstance(pLineItemInstance, yield.YieldType, yield.YieldChange); end end end end end -- Display wonder yields if kCityData.Wonders then for _, wonder in ipairs(kCityData.Wonders) do if wonder.Yields[1] ~= nil or greatWorks[wonder.Type] ~= nil then -- Assign yields to the line item local pLineItemInstance:table = CreatLineItemInstance(pCityInstance, wonder.Name, 0, 0, 0, 0, 0, 0); pLineItemInstance.DistrictIcon:SetHide(false); pLineItemInstance.DistrictIcon:SetIcon("ICON_DISTRICT_WONDER"); -- Show yields for _, yield in ipairs(wonder.Yields) do SetFieldInLineItemInstance(pLineItemInstance, yield.YieldType, yield.YieldChange); end end --Add great works if greatWorks[wonder.Type] ~= nil then --Add our line items! for _, kGreatWork in ipairs(greatWorks[wonder.Type]) do local sIconString:string = GameInfo.GreatWorkObjectTypes[ kGreatWork.GreatWorkObjectType ].IconString; local pLineItemInstance:table = CreatLineItemInstance(pCityInstance, INDENT_STRING..sIconString..Locale.Lookup(kGreatWork.Name), 0, 0, 0, 0, 0, 0); for _, yield in ipairs(kGreatWork.YieldChanges) do SetFieldInLineItemInstance(pLineItemInstance, yield.YieldType, yield.YieldChange); end end end end end -- Display route yields if kCityData.OutgoingRoutes then for i,route in ipairs(kCityData.OutgoingRoutes) do if route ~= nil then if route.OriginYields then -- Find destination city local pDestPlayer:table = Players[route.DestinationCityPlayer]; local pDestPlayerCities:table = pDestPlayer:GetCities(); local pDestCity:table = pDestPlayerCities:FindID(route.DestinationCityID); --Assign yields to the line item local pLineItemInstance:table = CreatLineItemInstance(pCityInstance, Locale.Lookup("LOC_HUD_REPORTS_TRADE_WITH", Locale.Lookup(pDestCity:GetName())), 0, 0, 0, 0, 0, 0); for j,yield in ipairs(route.OriginYields) do local yieldInfo = GameInfo.Yields[yield.YieldIndex]; if yieldInfo then SetFieldInLineItemInstance(pLineItemInstance, yieldInfo.YieldType, yield.Amount); end end end end end end -- Flat yields from Modifiers EFFECT_ADJUST_CITY_YIELD_CHANGE local tFlatYields:table = GetEmptyYieldsTable(); local bFlatYields:boolean = false; for _,mod in ipairs(kCityData.Modifiers) do if mod.Modifier.EffectType == "EFFECT_ADJUST_CITY_YIELD_CHANGE" then tFlatYields[ mod.Arguments.YieldType ] = tFlatYields[ mod.Arguments.YieldType ] + tonumber(mod.Arguments.Amount); bFlatYields = true; end end --print("MOD from FLAT YIELDS"); for k,v in pairs(tFlatYields) do print(k,v); end if bFlatYields then CreatLineItemInstance( pCityInstance, Locale.Lookup("LOC_BRS_FROM_MODIFIERS"), tFlatYields.YIELD_PRODUCTION, tFlatYields.YIELD_GOLD, tFlatYields.YIELD_FOOD, tFlatYields.YIELD_SCIENCE, tFlatYields.YIELD_CULTURE, tFlatYields.YIELD_FAITH ); -- this one needs to be stored end -- Flat yields from Modifiers EFFECT_ADJUST_CITY_YIELD_PER_DISTRICT if kCityData.NumSpecialtyDistricts > 0 then tFlatYields = GetEmptyYieldsTable(); bFlatYields = false; for _,mod in ipairs(kCityData.Modifiers) do if mod.Modifier.EffectType == "EFFECT_ADJUST_CITY_YIELD_PER_DISTRICT" then tFlatYields[ mod.Arguments.YieldType ] = tFlatYields[ mod.Arguments.YieldType ] + tonumber(mod.Arguments.Amount) * kCityData.NumSpecialtyDistricts; bFlatYields = true; end end if bFlatYields then CreatLineItemInstance( pCityInstance, Locale.Lookup("LOC_BRS_HAVING_DISTRICTS", kCityData.NumSpecialtyDistricts), tFlatYields.YIELD_PRODUCTION, tFlatYields.YIELD_GOLD, tFlatYields.YIELD_FOOD, tFlatYields.YIELD_SCIENCE, tFlatYields.YIELD_CULTURE, tFlatYields.YIELD_FAITH ); -- this one needs to be stored end end -- Flat yields from Modifiers EFFECT_ADJUST_CITY_PRODUCTION_BUILDING if kCityData.CurrentProductionType == "BUILDING" then tFlatYields = GetEmptyYieldsTable(); bFlatYields = false; for _,mod in ipairs(kCityData.Modifiers) do if mod.Modifier.EffectType == "EFFECT_ADJUST_CITY_PRODUCTION_BUILDING" then tFlatYields.YIELD_PRODUCTION = tFlatYields.YIELD_PRODUCTION + tonumber(mod.Arguments.Amount); bFlatYields = true; end end if bFlatYields then CreatLineItemInstance( pCityInstance, Locale.Lookup("LOC_BRS_PROD_BUILDINGS"), tFlatYields.YIELD_PRODUCTION, tFlatYields.YIELD_GOLD, tFlatYields.YIELD_FOOD, tFlatYields.YIELD_SCIENCE, tFlatYields.YIELD_CULTURE, tFlatYields.YIELD_FAITH ); -- this one needs to be stored end end -- Flat yields from Modifiers EFFECT_ADJUST_CITY_PRODUCTION_DISTRICT if kCityData.CurrentProductionType == "DISTRICT" then tFlatYields = GetEmptyYieldsTable(); bFlatYields = false; for _,mod in ipairs(kCityData.Modifiers) do if mod.Modifier.EffectType == "EFFECT_ADJUST_CITY_PRODUCTION_DISTRICT" then tFlatYields.YIELD_PRODUCTION = tFlatYields.YIELD_PRODUCTION + tonumber(mod.Arguments.Amount); bFlatYields = true; end end if bFlatYields then CreatLineItemInstance( pCityInstance, Locale.Lookup("LOC_BRS_PROD_DISTRICTS"), tFlatYields.YIELD_PRODUCTION, tFlatYields.YIELD_GOLD, tFlatYields.YIELD_FOOD, tFlatYields.YIELD_SCIENCE, tFlatYields.YIELD_CULTURE, tFlatYields.YIELD_FAITH ); -- this one needs to be stored end end -- Flat yields from Modifiers EFFECT_ADJUST_CITY_PRODUCTION_UNIT if kCityData.CurrentProductionType == "UNIT" then tFlatYields = GetEmptyYieldsTable(); bFlatYields = false; for _,mod in ipairs(kCityData.Modifiers) do if mod.Modifier.EffectType == "EFFECT_ADJUST_CITY_PRODUCTION_UNIT" then tFlatYields.YIELD_PRODUCTION = tFlatYields.YIELD_PRODUCTION + tonumber(mod.Arguments.Amount); bFlatYields = true; end end if bFlatYields then CreatLineItemInstance( pCityInstance, Locale.Lookup("LOC_BRS_PROD_UNITS"), tFlatYields.YIELD_PRODUCTION, tFlatYields.YIELD_GOLD, tFlatYields.YIELD_FOOD, tFlatYields.YIELD_SCIENCE, tFlatYields.YIELD_CULTURE, tFlatYields.YIELD_FAITH ); -- this one needs to be stored end end -- Religious followers EFFECT_ADJUST_FOLLOWER_YIELD_MODIFIER local tFollowersModifiers:table = GetEmptyYieldsTable(); -- not yields, but stores numbers anyway local bShowFollowers:boolean = false; for _,mod in ipairs(kCityData.Modifiers) do if mod.Modifier.EffectType == "EFFECT_ADJUST_FOLLOWER_YIELD_MODIFIER" then tFollowersModifiers[ mod.Arguments.YieldType ] = tFollowersModifiers[ mod.Arguments.YieldType ] + tonumber(mod.Arguments.Amount); bShowFollowers = true; end end --print("MOD from FOLLOWERS"); for k,v in pairs(tFollowersModifiers) do print(k,v); end if bShowFollowers then CreatLineItemInstance( pCityInstance, Locale.Lookup("LOC_UI_RELIGION_FOLLOWERS")..string.format(" [COLOR_White]%d[ENDCOLOR]", kCityData.MajorityReligionFollowers), kBaseYields.YIELD_PRODUCTION * tFollowersModifiers.YIELD_PRODUCTION * kCityData.MajorityReligionFollowers / 100.0, kBaseYields.YIELD_GOLD * tFollowersModifiers.YIELD_GOLD * kCityData.MajorityReligionFollowers / 100.0, kBaseYields.YIELD_FOOD * tFollowersModifiers.YIELD_FOOD * kCityData.MajorityReligionFollowers / 100.0, kBaseYields.YIELD_SCIENCE * tFollowersModifiers.YIELD_SCIENCE * kCityData.MajorityReligionFollowers / 100.0, kBaseYields.YIELD_CULTURE * tFollowersModifiers.YIELD_CULTURE * kCityData.MajorityReligionFollowers / 100.0, kBaseYields.YIELD_FAITH * tFollowersModifiers.YIELD_FAITH * kCityData.MajorityReligionFollowers / 100.0, true); -- don't store in base yields, we'll need it for other rows end -- Percentage scaled yields from Modifiers EFFECT_ADJUST_CITY_YIELD_MODIFIER local tPercYields:table = GetEmptyYieldsTable(); local bPercYields:boolean = false; for _,mod in ipairs(kCityData.Modifiers) do if mod.Modifier.EffectType == "EFFECT_ADJUST_CITY_YIELD_MODIFIER" then if tonumber(mod.Arguments.Amount) == nil then -- 2020-05-29 Special case for Maya civ - yields and percentages are encoded in a single argument as a group of values delimited with comma local yields:table, percentages:table = {}, {}; for str in string.gmatch( mod.Arguments.YieldType, "[_%a]+" ) do table.insert(yields, str) end for str in string.gmatch( mod.Arguments.Amount, "-?%d+" ) do table.insert(percentages, str) end if #yields == #percentages then -- extra precaution for mods for i,yield in ipairs(yields) do tPercYields[ yield ] = tPercYields[ yield ] + tonumber(percentages[i]); end end --dshowtable(yields); dshowtable(percentages); dshowtable(tPercYields); -- debug else tPercYields[ mod.Arguments.YieldType ] = tPercYields[ mod.Arguments.YieldType ] + tonumber(mod.Arguments.Amount); end bPercYields = true; end end --print("MOD from PERC YIELDS", cityName); for k,v in pairs(tPercYields) do print(k,v); end if bPercYields then CreatLineItemInstance( pCityInstance, Locale.Lookup("LOC_BRS_FROM_MODIFIERS_PERCENT"), kBaseYields.YIELD_PRODUCTION * tPercYields.YIELD_PRODUCTION / 100.0, kBaseYields.YIELD_GOLD * tPercYields.YIELD_GOLD / 100.0, kBaseYields.YIELD_FOOD * tPercYields.YIELD_FOOD / 100.0, kBaseYields.YIELD_SCIENCE * tPercYields.YIELD_SCIENCE / 100.0, kBaseYields.YIELD_CULTURE * tPercYields.YIELD_CULTURE / 100.0, kBaseYields.YIELD_FAITH * tPercYields.YIELD_FAITH / 100.0, true); -- don't store in base yields, we'll need it for other rows end -- Yields from Amenities -- Infixo TOTALLY WRONG amenities are applied to all yields, not only Worked Tiles; also must be the LAST calculated entry --local iYieldPercent = (Round(1 + (kCityData.HappinessNonFoodYieldModifier/100), 2)*.1); -- Infixo Buggy formula local fYieldPercent:number = kCityData.HappinessNonFoodYieldModifier/100.0; local sModifierColor:string; if kCityData.HappinessNonFoodYieldModifier == 0 then sModifierColor = "COLOR_White"; elseif kCityData.HappinessNonFoodYieldModifier > 0 then sModifierColor = "COLOR_Green"; else sModifierColor = "COLOR_Red"; -- <0 end local lineInstance:table = CreatLineItemInstance( pCityInstance, Locale.Lookup("LOC_HUD_REPORTS_HEADER_AMENITIES")..string.format(" ["..sModifierColor.."]%+d%%[ENDCOLOR]", kCityData.HappinessNonFoodYieldModifier), kBaseYields.YIELD_PRODUCTION * fYieldPercent, kBaseYields.YIELD_GOLD * fYieldPercent, 0, kBaseYields.YIELD_SCIENCE * fYieldPercent, kBaseYields.YIELD_CULTURE * fYieldPercent, kBaseYields.YIELD_FAITH * fYieldPercent, true); -- don't store in base yields, we'll need it for other rows -- show base yields in the tooltips lineInstance.Production:SetToolTipString( kBaseYields.YIELD_PRODUCTION ); lineInstance.Gold:SetToolTipString( kBaseYields.YIELD_GOLD ); lineInstance.Science:SetToolTipString( kBaseYields.YIELD_SCIENCE ); lineInstance.Culture:SetToolTipString( kBaseYields.YIELD_CULTURE ); lineInstance.Faith:SetToolTipString( kBaseYields.YIELD_FAITH ); pCityInstance.LineItemStack:CalculateSize(); pCityInstance.Darken:SetSizeY( pCityInstance.LineItemStack:GetSizeY() + DARKEN_CITY_INCOME_AREA_ADDITIONAL_Y ); pCityInstance.Top:ReprocessAnchoring(); end --BRS if HideCityBuildingsCheckbox:IsSelected end local pFooterInstance:table = {}; ContextPtr:BuildInstanceForControl("CityIncomeFooterInstance", pFooterInstance, instance.ContentStack ); pFooterInstance.Gold:SetText( "[Icon_GOLD]"..toPlusMinusString(goldCityTotal) ); pFooterInstance.Faith:SetText( "[Icon_FAITH]"..toPlusMinusString(faithCityTotal) ); pFooterInstance.Science:SetText( "[Icon_SCIENCE]"..toPlusMinusString(scienceCityTotal) ); pFooterInstance.Culture:SetText( "[Icon_CULTURE]"..toPlusMinusString(cultureCityTotal) ); pFooterInstance.Tourism:SetText( "[Icon_TOURISM]"..toPlusMinusString(tourismCityTotal) ); SetGroupCollapsePadding(instance, pFooterInstance.Top:GetSizeY() ); RealizeGroup( instance ); -- ========== Building Expenses ========== --BRS It displays a long list with multiple same entries - no fun at all -- Collapse it in the same way as Units, i.e. show Name / Count / Gold local kBuildingExpenses:table = {}; for cityName,kCityData in pairs(m_kCityData) do for _,kDistrict in ipairs(kCityData.BuildingsAndDistricts) do local key = kDistrict.Name; -- GS change: don't count pillaged districts and must be built if kDistrict.isPillaged == false and kDistrict.isBuilt == true then if kBuildingExpenses[key] == nil then kBuildingExpenses[key] = { Count = 0, Maintenance = 0 }; end -- init entry kBuildingExpenses[key].Count = kBuildingExpenses[key].Count + 1; kBuildingExpenses[key].Maintenance = kBuildingExpenses[key].Maintenance + kDistrict.Maintenance; end -- 2021-05-18 fix for missing Maintenance data for _,kBuilding in ipairs(kDistrict.Buildings) do kBuilding.Maintenance = 0; if GameInfo.Buildings[kBuilding.Type] then kBuilding.Maintenance = GameInfo.Buildings[kBuilding.Type].Maintenance; end --dshowtable(kBuilding); -- debug local key = kBuilding.Name; -- GS change: don't count pillaged buildings if kBuilding.isPillaged == false then if kBuildingExpenses[key] == nil then kBuildingExpenses[key] = { Count = 0, Maintenance = 0 }; end -- init entry kBuildingExpenses[key].Count = kBuildingExpenses[key].Count + 1; kBuildingExpenses[key].Maintenance = kBuildingExpenses[key].Maintenance + kBuilding.Maintenance; end end end --[[ for _,kBuilding in ipairs(kCityData.Buildings) do dshowtable(kBuilding); -- debug local key = kBuilding.Name; -- GS change: don't count pillaged buildings if kBuilding.isPillaged == false then if kBuildingExpenses[key] == nil then kBuildingExpenses[key] = { Count = 0, Maintenance = 0 }; end -- init entry kBuildingExpenses[key].Count = kBuildingExpenses[key].Count + 1; kBuildingExpenses[key].Maintenance = kBuildingExpenses[key].Maintenance + kBuilding.Maintenance; end end --]] end --BRS sort by name here somehow? instance = NewCollapsibleGroupInstance(); instance.RowHeaderButton:SetText( Locale.Lookup("LOC_HUD_REPORTS_ROW_BUILDING_EXPENSES") ); instance.RowHeaderLabel:SetHide( true ); --BRS instance.AmenitiesContainer:SetHide(true); instance.IndustryContainer:SetHide(true); -- 2021-05-21 instance.MonopolyContainer:SetHide(true); -- 2021-05-21 -- Header local pHeader:table = {}; ContextPtr:BuildInstanceForControl( "BuildingExpensesHeaderInstance", pHeader, instance.ContentStack ) ; -- Buildings local iTotalBuildingMaintenance :number = 0; local bHideFreeBuildings:boolean = Controls.HideFreeBuildingsCheckbox:IsSelected(); --BRS for sName, data in spairs( kBuildingExpenses, function( t, a, b ) return Locale.Lookup(a) < Locale.Lookup(b) end ) do -- sorting by name (key) if data.Maintenance ~= 0 or not bHideFreeBuildings then local pBuildingInstance:table = {}; ContextPtr:BuildInstanceForControl( "BuildingExpensesEntryInstance", pBuildingInstance, instance.ContentStack ); TruncateStringWithTooltip(pBuildingInstance.BuildingName, 224, Locale.Lookup(sName)); pBuildingInstance.BuildingCount:SetText( Locale.Lookup(data.Count) ); pBuildingInstance.Gold:SetText( data.Maintenance == 0 and "0" or "-"..tostring(data.Maintenance)); iTotalBuildingMaintenance = iTotalBuildingMaintenance - data.Maintenance; end end -- Footer local pBuildingFooterInstance:table = {}; ContextPtr:BuildInstanceForControl( "GoldFooterInstance", pBuildingFooterInstance, instance.ContentStack ) ; pBuildingFooterInstance.Gold:SetText("[ICON_Gold]"..tostring(iTotalBuildingMaintenance) ); SetGroupCollapsePadding(instance, pBuildingFooterInstance.Top:GetSizeY() ); RealizeGroup( instance ); -- ========== Unit Expenses ========== if GameCapabilities.HasCapability("CAPABILITY_REPORTS_UNIT_EXPENSES") then instance = NewCollapsibleGroupInstance(); instance.RowHeaderButton:SetText( Locale.Lookup("LOC_HUD_REPORTS_ROW_UNIT_EXPENSES") ); instance.RowHeaderLabel:SetHide( true ); --BRS instance.AmenitiesContainer:SetHide(true); instance.IndustryContainer:SetHide(true); -- 2021-05-21 instance.MonopolyContainer:SetHide(true); -- 2021-05-21 -- Header local pHeader:table = {}; ContextPtr:BuildInstanceForControl( "UnitExpensesHeaderInstance", pHeader, instance.ContentStack ) ; -- Units local iTotalUnitMaintenance:number = 0; local bHideFreeUnits:boolean = Controls.HideFreeUnitsCheckbox:IsSelected(); --BRS -- sort units by name field, which already contains a localized name, and by military formation for _,kUnitData in spairs( m_kUnitData, function(t,a,b) if t[a].Name == t[b].Name then return t[a].Formation < t[b].Formation else return t[a].Name < t[b].Name end end ) do if kUnitData.Maintenance ~= 0 or not bHideFreeUnits then local pUnitInstance:table = {}; ContextPtr:BuildInstanceForControl( "UnitExpensesEntryInstance", pUnitInstance, instance.ContentStack ); if kUnitData.Formation == MilitaryFormationTypes.CORPS_FORMATION then pUnitInstance.UnitName:SetText(kUnitData.Name.." [ICON_Corps]"); elseif kUnitData.Formation == MilitaryFormationTypes.ARMY_FORMATION then pUnitInstance.UnitName:SetText(kUnitData.Name.." [ICON_Army]"); else pUnitInstance.UnitName:SetText(kUnitData.Name); end pUnitInstance.UnitCount:SetText(kUnitData.Count); pUnitInstance.Gold:SetText( kUnitData.Maintenance == 0 and "0" or "-"..tostring(kUnitData.Maintenance) ); if bIsGatheringStorm and kUnitData.ResCount > 0 then pUnitInstance.UnitCount:SetText( kUnitData.Count..string.format(" /-%d%s", kUnitData.ResCount, kUnitData.ResIcon) ); end iTotalUnitMaintenance = iTotalUnitMaintenance - kUnitData.Maintenance; end end -- Footer local pUnitFooterInstance:table = {}; ContextPtr:BuildInstanceForControl( "GoldFooterInstance", pUnitFooterInstance, instance.ContentStack ) ; pUnitFooterInstance.Gold:SetText("[ICON_Gold]"..tostring(iTotalUnitMaintenance) ); SetGroupCollapsePadding(instance, pUnitFooterInstance.Top:GetSizeY() ); RealizeGroup( instance ); end -- ========== Diplomatic Deals Expenses ========== if GameCapabilities.HasCapability("CAPABILITY_REPORTS_DIPLOMATIC_DEALS") then instance = NewCollapsibleGroupInstance(); instance.RowHeaderButton:SetText( Locale.Lookup("LOC_HUD_REPORTS_ROW_DIPLOMATIC_DEALS") ); instance.RowHeaderLabel:SetHide( true ); --BRS instance.AmenitiesContainer:SetHide(true); instance.IndustryContainer:SetHide(true); -- 2021-05-21 instance.MonopolyContainer:SetHide(true); -- 2021-05-21 local pHeader:table = {}; ContextPtr:BuildInstanceForControl( "DealHeaderInstance", pHeader, instance.ContentStack ) ; local iTotalDealGold :number = 0; for i,kDeal in ipairs(m_kDealData) do if kDeal.Type == DealItemTypes.GOLD then local pDealInstance:table = {}; ContextPtr:BuildInstanceForControl( "DealEntryInstance", pDealInstance, instance.ContentStack ) ; pDealInstance.Civilization:SetText( kDeal.Name ); pDealInstance.Duration:SetText( kDeal.Duration ); if kDeal.IsOutgoing then pDealInstance.Gold:SetText( "-"..tostring(kDeal.Amount) ); iTotalDealGold = iTotalDealGold - kDeal.Amount; else pDealInstance.Gold:SetText( "+"..tostring(kDeal.Amount) ); iTotalDealGold = iTotalDealGold + kDeal.Amount; end end end local pDealFooterInstance:table = {}; ContextPtr:BuildInstanceForControl( "GoldFooterInstance", pDealFooterInstance, instance.ContentStack ) ; pDealFooterInstance.Gold:SetText("[ICON_Gold]"..tostring(iTotalDealGold) ); SetGroupCollapsePadding(instance, pDealFooterInstance.Top:GetSizeY() ); RealizeGroup( instance ); end -- ========== TOTALS ========== Controls.Stack:CalculateSize(); Controls.Scroll:CalculateSize(); -- Totals at the bottom [Definitive values] local localPlayer = Players[Game.GetLocalPlayer()]; --Gold local playerTreasury:table = localPlayer:GetTreasury(); Controls.GoldIncome:SetText( toPlusMinusNoneString( playerTreasury:GetGoldYield() )); Controls.GoldExpense:SetText( toPlusMinusNoneString( -playerTreasury:GetTotalMaintenance() )); -- Flip that value! Controls.GoldNet:SetText( toPlusMinusNoneString( playerTreasury:GetGoldYield() - playerTreasury:GetTotalMaintenance() )); Controls.GoldBalance:SetText( m_kCityTotalData.Treasury[YieldTypes.GOLD] ); --Faith local playerReligion:table = localPlayer:GetReligion(); Controls.FaithIncome:SetText( toPlusMinusNoneString(playerReligion:GetFaithYield())); Controls.FaithNet:SetText( toPlusMinusNoneString(playerReligion:GetFaithYield())); Controls.FaithBalance:SetText( m_kCityTotalData.Treasury[YieldTypes.FAITH] ); --Science local playerTechnology:table = localPlayer:GetTechs(); Controls.ScienceIncome:SetText( toPlusMinusNoneString(playerTechnology:GetScienceYield())); Controls.ScienceBalance:SetText( m_kCityTotalData.Treasury[YieldTypes.SCIENCE] ); --Culture local playerCulture:table = localPlayer:GetCulture(); Controls.CultureIncome:SetText(toPlusMinusNoneString(playerCulture:GetCultureYield())); Controls.CultureBalance:SetText(m_kCityTotalData.Treasury[YieldTypes.CULTURE] ); --Tourism. We don't talk about this one much. Controls.TourismIncome:SetText( toPlusMinusNoneString( m_kCityTotalData.Income["TOURISM"] )); Controls.TourismBalance:SetText( m_kCityTotalData.Treasury["TOURISM"] ); Controls.CollapseAll:SetHide( false ); Controls.BottomYieldTotals:SetHide( false ); -- ViewYieldsPage Controls.BottomYieldTotals:SetSizeY( SIZE_HEIGHT_BOTTOM_YIELDS ); Controls.BottomResourceTotals:SetHide( true ); Controls.BottomPoliciesFilters:SetHide( true ); Controls.BottomMinorsFilters:SetHide( true ); Controls.Scroll:SetSizeY( Controls.Main:GetSizeY() - (Controls.BottomYieldTotals:GetSizeY() + SIZE_HEIGHT_PADDING_BOTTOM_ADJUST ) ); -- Remember this tab when report is next opened: ARISTOS m_kCurrentTab = 1; end -- =========================================================================== -- RESOURCES PAGE -- =========================================================================== function ViewResourcesPage() ResetTabForNewPageContent(); local strategicResources:string = ""; local luxuryResources :string = ""; local kBonuses :table = {}; local kLuxuries :table = {}; local kStrategics :table = {}; local localPlayerID = Game.GetLocalPlayer(); local localPlayer = Players[localPlayerID]; -- 2021-05-12 Monopolies Mode -- find out if Mercantilism is unlocked local bMercantailismUnlocked:boolean = false; if GameInfo.Civics.CIVIC_MERCANTILISM then bMercantailismUnlocked = localPlayer:GetCulture():HasCivic(GameInfo.Civics.CIVIC_MERCANTILISM.Index); end local function FormatStrategicTotal(iTot:number) if iTot < 0 then return "[COLOR_Red]"..tostring(iTot).."[ENDCOLOR]"; else return "+"..tostring(iTot); end end --for eResourceType,kSingleResourceData in pairs(m_kResourceData) do for eResourceType,kSingleResourceData in spairs(m_kResourceData, function(t,a,b) return Locale.Lookup(GameInfo.Resources[a].Name) < Locale.Lookup(GameInfo.Resources[b].Name) end) do local kResource :table = GameInfo.Resources[eResourceType]; --!!ARISTOS: Only display list of selected resource types, according to checkboxes if (kSingleResourceData.IsStrategic and Controls.StrategicCheckbox:IsSelected()) or (kSingleResourceData.IsLuxury and Controls.LuxuryCheckbox:IsSelected()) or (kSingleResourceData.IsBonus and Controls.BonusCheckbox:IsSelected()) then local instance:table = NewCollapsibleGroupInstance(); instance.RowHeaderButton:SetText( kSingleResourceData.Icon..Locale.Lookup( kResource.Name ) ); instance.RowHeaderLabel:SetHide( false ); --BRS if kSingleResourceData.Total < 0 then instance.RowHeaderLabel:SetText( Locale.Lookup("LOC_HUD_REPORTS_TOTALS").." [COLOR_Red]"..tostring(kSingleResourceData.Total).."[ENDCOLOR]" ); else instance.RowHeaderLabel:SetText( Locale.Lookup("LOC_HUD_REPORTS_TOTALS").." "..tostring(kSingleResourceData.Total) ); end if bIsGatheringStorm and kSingleResourceData.IsStrategic then instance.RowHeaderLabel:SetText( Locale.Lookup("LOC_HUD_REPORTS_TOTALS")..string.format(" %d/%d ", kSingleResourceData.Stockpile, kSingleResourceData.Maximum)..FormatStrategicTotal(kSingleResourceData.Total) ); end local pHeaderInstance:table = {}; ContextPtr:BuildInstanceForControl( "ResourcesHeaderInstance", pHeaderInstance, instance.ContentStack ) ; local kResourceEntries:table = kSingleResourceData.EntryList; for i,kEntry in ipairs(kResourceEntries) do local pEntryInstance:table = {}; ContextPtr:BuildInstanceForControl( "ResourcesEntryInstance", pEntryInstance, instance.ContentStack ) ; pEntryInstance.CityName:SetText( Locale.Lookup(kEntry.EntryText) ); pEntryInstance.Control:SetText( Locale.Lookup(kEntry.ControlText) ); pEntryInstance.Amount:SetText( (kEntry.Amount<=0) and tostring(kEntry.Amount) or "+"..tostring(kEntry.Amount) ); end --local pFooterInstance:table = {}; --ContextPtr:BuildInstanceForControl( "ResourcesFooterInstance", pFooterInstance, instance.ContentStack ) ; --pFooterInstance.Amount:SetText( tostring(kSingleResourceData.Total) ); -- Show how many of this resource are being allocated to what cities local citiesProvidedTo: table = localPlayer:GetResources():GetResourceAllocationCities(GameInfo.Resources[kResource.ResourceType].Index); local numCitiesProvidingTo: number = table.count(citiesProvidedTo); if (numCitiesProvidingTo > 0) then --pFooterInstance.AmenitiesContainer:SetHide(false); instance.AmenitiesContainer:SetHide(false); ---BRS --pFooterInstance.Amenities:SetText("[ICON_Amenities][ICON_GoingTo]"..numCitiesProvidingTo.." "..Locale.Lookup("LOC_PEDIA_CONCEPTS_PAGEGROUP_CITIES_NAME")); instance.Amenities:SetText("[ICON_Amenities][ICON_GoingTo]"..Locale.Lookup("LOC_HUD_REPORTS_CITY_AMENITIES", numCitiesProvidingTo)); local amenitiesTooltip: string = ""; local playerCities = localPlayer:GetCities(); for i,city in ipairs(citiesProvidedTo) do local cityName = Locale.Lookup(playerCities:FindID(city.CityID):GetName()); if i ~=1 then amenitiesTooltip = amenitiesTooltip.. "[NEWLINE]"; end amenitiesTooltip = amenitiesTooltip.. city.AllocationAmount.." [ICON_".. kResource.ResourceType.."] [Icon_GoingTo] " ..cityName; end --pFooterInstance.Amenities:SetToolTipString(amenitiesTooltip); instance.Amenities:SetToolTipString(amenitiesTooltip); else --pFooterInstance.AmenitiesContainer:SetHide(true); instance.AmenitiesContainer:SetHide(true); end -- 2021-05-12 Monopolies Mode if bIsMonopolies and kSingleResourceData.IsLuxury and GameInfo.ResourceIndustries[kResource.ResourceType] ~= nil then -- also check if there is an industry around it! local pGameEconomic:table = Game.GetEconomicManager(); local iControlled:number = pGameEconomic:GetNumControlledResources(localPlayerID, eResourceType); local sText:string, sTT:string = "", ""; local sTTHead = "[ICON_".. kResource.ResourceType.."]"..LL(kResource.Name); -- find industry effect and type - match [ICON_xxx] local sEffectI:string = LL(GameInfo.ResourceIndustries[kResource.ResourceType].ResourceEffectTExt); local sIndustryType:string = string.match(sEffectI, "%[ICON_%a+%]"); -- find corporation effect and type - match [ICON_xxx] local sEffectC:string = LL(GameInfo.ResourceCorporations[kResource.ResourceType].ResourceEffectTExt); local sCorpoType:string = string.match(sEffectC, "%[ICON_%a+%]"); -- logic goes top-down, i.e. from corporation to industry if pGameEconomic:HasCorporationOf(localPlayerID, eResourceType) then -- corpo: YES sText = string.format("%d %s [ICON_GreatWork_Product][ICON_GreatWork_Product] %s", iControlled, sCorpoType, LL("LOC_IMPROVEMENT_CORPORATION_NAME")); sTT = sTTHead..sEffectC; else -- corpo: NO, check Industry if pGameEconomic:HasIndustryOf(localPlayerID, eResourceType) then sText = string.format("%d %s [ICON_GreatWork_Product] %s", iControlled, sIndustryType, LL("LOC_IMPROVEMENT_INDUSTRY_NAME")); else sText = string.format("%d %s [ICON_Not]", iControlled, sIndustryType); end sTT = sTTHead..sEffectI; end -- if we can have an industry - add the mark if pGameEconomic:CanHaveIndustry(localPlayerID, eResourceType) then sText = sText.." [ICON_New] "..LL("LOC_IMPROVEMENT_INDUSTRY_NAME"); sTT = sTT.."[NEWLINE]"..LL("LOC_NOTIFICATION_INDUSTRY_OPPORTUNITY_SUMMARY", iControlled, "[ICON_".. kResource.ResourceType.."]", LL(kResource.Name)); -- {1_num} {2_ResourceIcon} {3_Resource} end -- if we can have a corpo - add the mark if pGameEconomic:CanHaveCorporation(localPlayerID, eResourceType) then sText = sText.." [ICON_New] "..LL("LOC_IMPROVEMENT_CORPORATION_NAME"); sTT = sTT.."[NEWLINE]"..LL("LOC_NOTIFICATION_CORPORATION_OPPORTUNITY_SUMMARY", iControlled, "[ICON_".. kResource.ResourceType.."]", LL(kResource.Name)); -- {1_num} {2_ResourceIcon} {3_Resource} sTT = sTT.."[NEWLINE][ICON_GoingTo]"..LL("LOC_IMPROVEMENT_CORPORATION_NAME")..sEffectC; end -- show info instance.Industry:SetText(sText); instance.Industry:SetToolTipString(sTT); instance.IndustryContainer:SetHide(false); else instance.IndustryContainer:SetHide(true); end -- 2021-05-12 Monopolies Mode if bIsMonopolies and kSingleResourceData.IsLuxury and GameInfo.ResourceIndustries[kResource.ResourceType] ~= nil and bMercantailismUnlocked then local pGameEconomic:table = Game.GetEconomicManager(); local iControlled:number = pGameEconomic:GetNumControlledResources(localPlayerID, eResourceType); local kMapResources:table = pGameEconomic:GetMapResources(); local iTotal:number = kMapResources[eResourceType]; local iMonopolyID:number = pGameEconomic:GetResourceMonopolyPlayer(eResourceType); local sText:string = string.format("%d/%d %d%% %s", iControlled, iTotal, 100*iControlled/iTotal, (iMonopolyID == localPlayerID and LL("LOC_RESREPORT_MONOPOLY_NAME") or LL("LOC_RESREPORT_CONTROL"))); if 100*(iControlled+1)/iTotal > 60 then sText = sText.." [ICON_New]"; end if iMonopolyID == localPlayerID then sText = "[COLOR_Green]"..sText.."[ENDCOLOR]"; end instance.Monopoly:SetText(sText); instance.MonopolyContainer:SetHide(false); else instance.MonopolyContainer:SetHide(true); end --SetGroupCollapsePadding(instance, pFooterInstance.Top:GetSizeY() ); --BRS moved into if SetGroupCollapsePadding(instance, 0); --BRS no footer RealizeGroup( instance ); --BRS moved into if end -- ARISTOS checkboxes local tResBottomData:table = { Text = kSingleResourceData.Icon.. tostring(kSingleResourceData.Total), ToolTip = kSingleResourceData.Icon..Locale.Lookup( kResource.Name ).." "..tostring(kSingleResourceData.Total), }; if bIsGatheringStorm and kSingleResourceData.IsStrategic then tResBottomData.Text = string.format("%s%d/%d ", kSingleResourceData.Icon, kSingleResourceData.Stockpile, kSingleResourceData.Maximum)..FormatStrategicTotal(kSingleResourceData.Total); tResBottomData.ToolTip = string.format("%s %s %d/%d ", kSingleResourceData.Icon, Locale.Lookup( kResource.Name ), kSingleResourceData.Stockpile, kSingleResourceData.Maximum)..FormatStrategicTotal(kSingleResourceData.Total); end if kSingleResourceData.IsStrategic then table.insert(kStrategics, tResBottomData); elseif kSingleResourceData.IsLuxury then table.insert(kLuxuries, tResBottomData); else table.insert(kBonuses, tResBottomData); end --SetGroupCollapsePadding(instance, pFooterInstance.Top:GetSizeY() ); --BRS moved into if --RealizeGroup( instance ); --BRS moved into if end local function ShowResources(kResIM:table, kResources:table) kResIM:ResetInstances(); for i,v in ipairs(kResources) do local resourceInstance:table = kResIM:GetInstance(); resourceInstance.Info:SetText( v.Text ); resourceInstance.Info:SetToolTipString( v.ToolTip ); end end ShowResources(m_strategicResourcesIM, kStrategics); Controls.StrategicResources:CalculateSize(); Controls.StrategicGrid:ReprocessAnchoring(); ShowResources(m_bonusResourcesIM, kBonuses); Controls.BonusResources:CalculateSize(); Controls.BonusGrid:ReprocessAnchoring(); ShowResources(m_luxuryResourcesIM, kLuxuries); Controls.LuxuryResources:CalculateSize(); Controls.LuxuryResources:ReprocessAnchoring(); --Controls.LuxuryGrid:ReprocessAnchoring(); Controls.Stack:CalculateSize(); Controls.Scroll:CalculateSize(); Controls.CollapseAll:SetHide( false ); Controls.BottomYieldTotals:SetHide( true ); Controls.BottomResourceTotals:SetHide( false ); -- ViewResourcesPage Controls.BottomPoliciesFilters:SetHide( true ); Controls.BottomMinorsFilters:SetHide( true ); Controls.Scroll:SetSizeY( Controls.Main:GetSizeY() - (Controls.BottomResourceTotals:GetSizeY() + SIZE_HEIGHT_PADDING_BOTTOM_ADJUST ) ); -- Remember this tab when report is next opened: ARISTOS m_kCurrentTab = 2; end -- =========================================================================== -- GOSSIP PAGE -- =========================================================================== -- Tab Callback function ViewGossipPage() ResetTabForNewPageContent(); local playerID:number = Game.GetLocalPlayer(); if playerID == -1 then --Observer. No report. return; end --Get our Diplomacy local pLocalPlayerDiplomacy:table = Players[playerID]:GetDiplomacy(); if pLocalPlayerDiplomacy == nil then --This is a significant error UI.DataError("Diplomacy is nil! Cannot display Gossip Report"); return; end --We use simple instances to mask generic content. So we need to ensure there are no --leftover children from the last instance. local instance:table = m_simpleIM:GetInstance(); instance.Top:DestroyAllChildren(); local uiFilterInstance:table = {}; ContextPtr:BuildInstanceForControl("GossipFilterInstance", uiFilterInstance, instance.Top); --Generate our filters for each group for i, type in pairs(GOSSIP_GROUP_TYPES) do local uiFilter:table = {}; uiFilterInstance.GroupFilter:BuildEntry("InstanceOne", uiFilter); uiFilter.Button:SetText(Locale.Lookup("LOC_HUD_REPORTS_FILTER_" .. type)); uiFilter.Button:SetVoid1(i); uiFilter.Button:SetSizeX(252); end uiFilterInstance.GroupFilter:RegisterSelectionCallback(function(i:number) uiFilterInstance.GroupFilter:GetButton():SetText(Locale.Lookup("LOC_HUD_REPORTS_FILTER_" .. GOSSIP_GROUP_TYPES[i])); m_groupFilter = i; FilterGossip(); end); uiFilterInstance.GroupFilter:GetButton():SetText(Locale.Lookup("LOC_HUD_REPORTS_FILTER_ALL")); local pHeaderInstance:table = {} ContextPtr:BuildInstanceForControl( "GossipHeaderInstance", pHeaderInstance, instance.Top ); local kGossipLog:table = {}; --Make our 'All' Filter for players local uiAllFilter:table = {}; uiFilterInstance.PlayerFilter:BuildEntry("InstanceOne", uiAllFilter); uiAllFilter.LeaderIcon.Portrait:SetIcon("ICON_LEADER_ALL"); uiAllFilter.LeaderIcon.Portrait:SetHide(false); uiAllFilter.LeaderIcon.TeamRibbon:SetHide(true); uiAllFilter.Button:SetText(Locale.Lookup("LOC_HUD_REPORTS_PLAYER_FILTER_ALL")); uiAllFilter.Button:SetVoid1(-1); uiAllFilter.Button:SetSizeX(252); --Populate with all of our Gossip and build Player Filter for targetID, kPlayer in pairs(Players) do --If we are not ourselves, are a major civ, and we have met these people if targetID ~= playerID and kPlayer:IsMajor() and pLocalPlayerDiplomacy:HasMet(targetID) then --Append their gossip local bHasGossip:boolean = false; local kAppendTable:table = Game.GetGossipManager():GetRecentVisibleGossipStrings(0, playerID, targetID); for _, entry in pairs(kAppendTable) do table.insert(kGossipLog, entry); bHasGossip = true; end --If we had gossip, add them as a filter if bHasGossip then local uiFilter:table = {}; uiFilterInstance.PlayerFilter:BuildEntry("InstanceOne", uiFilter); local leaderName:string = PlayerConfigurations[targetID]:GetLeaderTypeName(); local iconName:string = "ICON_" .. leaderName; --Build and update local filterLeaderIcon:table = LeaderIcon:AttachInstance(uiFilter.LeaderIcon); filterLeaderIcon:UpdateIcon(iconName, targetID, true); uiFilter.Button:SetText(Locale.Lookup(PlayerConfigurations[targetID]:GetLeaderName())); uiFilter.Button:SetVoid1(targetID); uiFilter.Button:SetSizeX(252); end end end uiFilterInstance.PlayerFilter:RegisterSelectionCallback(function(i:number) if i == -1 then uiFilterInstance.LeaderIcon.Portrait:SetIcon("ICON_LEADER_ALL"); uiFilterInstance.LeaderIcon.Portrait:SetHide(false); uiFilterInstance.LeaderIcon.TeamRibbon:SetHide(true); uiFilterInstance.LeaderIcon.Relationship:SetHide(true); uiFilterInstance.PlayerFilter:GetButton():SetText(Locale.Lookup("LOC_HUD_REPORTS_PLAYER_FILTER_ALL")); else local leaderName:string = PlayerConfigurations[i]:GetLeaderTypeName(); local iconName:string = "ICON_" .. leaderName; --Build and update local filterLeaderIcon:table = LeaderIcon:AttachInstance(uiFilterInstance.LeaderIcon); filterLeaderIcon:UpdateIcon(iconName, i, true); uiFilterInstance.PlayerFilter:GetButton():SetText(Locale.Lookup(PlayerConfigurations[i]:GetLeaderName())); end m_leaderFilter = i; FilterGossip(); end); uiFilterInstance.LeaderIcon.Portrait:SetIcon("ICON_LEADER_ALL"); uiFilterInstance.LeaderIcon.Portrait:SetHide(false); uiFilterInstance.LeaderIcon.TeamRibbon:SetHide(true); uiFilterInstance.LeaderIcon.Relationship:SetHide(true); uiFilterInstance.PlayerFilter:GetButton():SetText(Locale.Lookup("LOC_HUD_REPORTS_PLAYER_FILTER_ALL")); table.sort(kGossipLog, function(a, b) return a[2] > b[2]; end); for _, kGossipEntry in pairs(kGossipLog) do local leaderName:string = PlayerConfigurations[kGossipEntry[4]]:GetLeaderTypeName(); local iconName:string = "ICON_" .. leaderName; local pGossipInstance:table = {} ContextPtr:BuildInstanceForControl( "GossipEntryInstance", pGossipInstance, instance.Top ) ; local kGossipData:table = GameInfo.Gossips[kGossipEntry[3]]; --Build and update local gossipLeaderIcon:table = LeaderIcon:AttachInstance(pGossipInstance.Leader); gossipLeaderIcon:UpdateIcon(iconName, kGossipEntry[4], true); pGossipInstance.Date:SetText(kGossipEntry[2]); pGossipInstance.Icon:SetIcon("ICON_GOSSIP_" .. kGossipData.GroupType); pGossipInstance.Description:SetText(kGossipEntry[1]); --Build our references table.insert(m_kGossipInstances, {instance = pGossipInstance, leaderID = kGossipEntry[4], gossipType = kGossipData.GroupType}); end --Refresh our sizes uiFilterInstance.GroupFilter:CalculateInternals(); uiFilterInstance.PlayerFilter:CalculateInternals(); Controls.Stack:CalculateSize(); Controls.Scroll:CalculateSize(); Controls.CollapseAll:SetHide(true); Controls.BottomYieldTotals:SetHide( true ); Controls.BottomResourceTotals:SetHide( true ); Controls.BottomPoliciesFilters:SetHide( true ); Controls.BottomMinorsFilters:SetHide( true ); Controls.Scroll:SetSizeY( Controls.Main:GetSizeY() - SIZE_HEIGHT_PADDING_BOTTOM_ADJUST ); -- Remember this tab when report is next opened: ARISTOS m_kCurrentTab = 4; end -- Filter Callbacks function FilterGossip() local gossipGroupType:string = GOSSIP_GROUP_TYPES[m_groupFilter]; for _, entry in pairs(m_kGossipInstances) do local bShouldHide:boolean = false; --Leader matches, or all? if m_leaderFilter ~= -1 and entry.leaderID ~= m_leaderFilter then bShouldHide = true; end --Group type, or all? if m_groupFilter ~= 1 and entry.gossipType ~= gossipGroupType then bShouldHide = true; end entry.instance.Top:SetHide(bShouldHide); end end -- =========================================================================== -- CITY STATUS PAGE -- =========================================================================== function GetFontIconForDistrict(sDistrictType:string) -- exceptions first --if sDistrictType == "DISTRICT_HOLY_SITE" then return "[ICON_DISTRICT_HOLYSITE]"; end --if sDistrictType == "DISTRICT_ENTERTAINMENT_COMPLEX" then return "[ICON_DISTRICT_ENTERTAINMENT]"; end if sDistrictType == "DISTRICT_WATER_ENTERTAINMENT_COMPLEX" then return "[ICON_DISTRICT_ENTERTAINMENT]"; end -- no need to check for mutuals with that --if sDistrictType == "DISTRICT_AERODROME" then return "[ICON_DISTRICT_WONDER]"; end -- no unique font icon for an aerodrome --if sDistrictType == "DISTRICT_CANAL" then return "[ICON_DISTRICT_WONDER]"; end -- no unique font icon for a canal --if sDistrictType == "DISTRICT_DAM" then return "[ICON_DISTRICT_WONDER]"; end -- no unique font icon for a dam if sDistrictType == "DISTRICT_GOVERNMENT" then return "[ICON_DISTRICT_GOVPLAZA]"; end -- default icon last return "[ICON_"..sDistrictType.."]"; end local tDistrictsOrder:table = { -- Ancient Era --"DISTRICT_GOVERNMENT", -- to save space, will be treated separately "DISTRICT_HOLY_SITE", -- icon is DISTRICT_HOLYSITE "DISTRICT_CAMPUS", "DISTRICT_ENCAMPMENT", -- Classical Era "DISTRICT_THEATER", "DISTRICT_COMMERCIAL_HUB", "DISTRICT_HARBOR", "DISTRICT_ENTERTAINMENT_COMPLEX", -- with DISTRICT_WATER_ENTERTAINMENT_COMPLEX, icon is DISTRICT_ENTERTAINMENT -- Medieval Era "DISTRICT_INDUSTRIAL_ZONE", -- others "DISTRICT_AQUEDUCT", "DISTRICT_NEIGHBORHOOD", "DISTRICT_SPACEPORT", "DISTRICT_AERODROME", -- there is no font icon, so we'll use ICON_DISTRICT_WONDER } --for k,v in pairs(tDistrictsOrder) do print("tDistrictsOrder",k,v) end; function HasCityDistrict(kCityData:table, sDistrictType:string) for _,district in ipairs(kCityData.BuildingsAndDistricts) do if district.isBuilt then local sDistrictInCity:string = district.Type; --if district.DistrictType == sDistrictType then return true; end if GameInfo.DistrictReplaces[ sDistrictInCity ] then sDistrictInCity = GameInfo.DistrictReplaces[ sDistrictInCity ].ReplacesDistrictType; end if sDistrictInCity == sDistrictType then return true; end -- check mutually exclusive for row in GameInfo.MutuallyExclusiveDistricts() do if sDistrictInCity == row.District and row.MutuallyExclusiveDistrict == sDistrictType then return true; end end end end return false; end -- districts function GetDistrictsForCity(kCityData:table) local sDistricts:string = ""; for _,districtType in ipairs(tDistrictsOrder) do local sDistrictIcon:string = "[ICON_Bullet]"; -- default empty if HasCityDistrict(kCityData, districtType) then sDistrictIcon = GetFontIconForDistrict(districtType); end sDistricts = sDistricts..sDistrictIcon; end return sDistricts; end -- helper from CityPanel.lua function GetPercentGrowthColor( percent:number ) if percent == 0 then return "Error"; end if percent <= 0.25 then return "WarningMajor"; end if percent <= 0.5 then return "WarningMinor"; end return "StatNormalCSGlow"; end function city_fields( kCityData, pCityInstance ) local function ColorRed(text) return("[COLOR_Red]"..tostring(text).."[ENDCOLOR]"); end -- Infixo: helper local function ColorGreen(text) return("[COLOR_Green]"..tostring(text).."[ENDCOLOR]"); end -- Infixo: helper -- Infixo: status will show various icons --pCityInstance.Status:SetText( kCityData.IsUnderSiege and Locale.Lookup("LOC_HUD_REPORTS_STATUS_UNDER_SEIGE") or Locale.Lookup("LOC_HUD_REPORTS_STATUS_NORMAL") ); local sStatusText:string = ""; local tStatusToolTip:table = {}; if kCityData.Population > kCityData.Housing then sStatusText = sStatusText.."[ICON_HousingInsufficient]"; table.insert(tStatusToolTip, ColorRed(LL("LOC_CITY_BANNER_HOUSING_INSUFFICIENT"))); end -- insufficient housing if kCityData.AmenitiesNum < kCityData.AmenitiesRequiredNum then sStatusText = sStatusText.."[ICON_AmenitiesInsufficient]"; table.insert(tStatusToolTip, ColorRed(LL("LOC_CITY_BANNER_AMENITIES_INSUFFICIENT"))); end -- insufficient amenities if kCityData.IsUnderSiege then sStatusText = sStatusText.."[ICON_UnderSiege]"; table.insert(tStatusToolTip, ColorRed(LL("LOC_HUD_REPORTS_STATUS_UNDER_SEIGE"))); end -- under siege if kCityData.Occupied then sStatusText = sStatusText.."[ICON_Occupied]"; table.insert(tStatusToolTip, ColorRed(LL("LOC_HUD_CITY_GROWTH_OCCUPIED"))); end -- occupied if HasCityDistrict(kCityData, "DISTRICT_GOVERNMENT") then sStatusText = sStatusText.."[ICON_DISTRICT_GOVPLAZA]"; table.insert(tStatusToolTip, "[COLOR:111,15,143,255]"..Locale.Lookup("LOC_DISTRICT_GOVERNMENT_NAME")..ENDCOLOR); -- ICON_DISTRICT_GOVERNMENT end local bHasWonder:boolean = false; for _,wonder in ipairs(kCityData.Wonders) do bHasWonder = true; table.insert(tStatusToolTip, wonder.Name); end if bHasWonder then sStatusText = sStatusText.."[ICON_DISTRICT_WONDER]"; end pCityInstance.Status:SetText( sStatusText ); pCityInstance.Status:SetToolTipString( table.concat(tStatusToolTip, "[NEWLINE]") ); -- Religions local eCityReligion:number = kCityData.City:GetReligion():GetMajorityReligion(); local eCityPantheon:number = kCityData.City:GetReligion():GetActivePantheon(); local function ShowReligionTooltip(sHeader:string) local tTT:table = {}; table.insert(tTT, "[ICON_Religion]"..sHeader); table.sort(kCityData.Religions, function(a,b) return a.Followers > b.Followers; end); for _,rel in ipairs(kCityData.Religions) do --print(rel.ID, rel.ReligionType, rel.Followers); --table.insert(tTT, string.format("%s: %d", Game.GetReligion():GetName( math.max(0, rel.ID) ), rel.Followers)); -- LOC_UI_RELIGION_NUM_FOLLOWERS_TT table.insert(tTT, Locale.Lookup("LOC_UI_RELIGION_NUM_FOLLOWERS_TT", Game.GetReligion():GetName( math.max(0, rel.ID) ), rel.Followers)); end pCityInstance.ReligionIcon:SetToolTipString(table.concat(tTT, "[NEWLINE]")); end if eCityReligion > 0 then local iconName : string = "ICON_" .. GameInfo.Religions[eCityReligion].ReligionType; local majorityReligionColor : number = UI.GetColorValue(GameInfo.Religions[eCityReligion].Color); if (majorityReligionColor ~= nil) then pCityInstance.ReligionIcon:SetColor(majorityReligionColor); end local textureOffsetX, textureOffsetY, textureSheet = IconManager:FindIconAtlas(iconName,22); if (textureOffsetX ~= nil) then pCityInstance.ReligionIcon:SetTexture( textureOffsetX, textureOffsetY, textureSheet ); end pCityInstance.ReligionIcon:SetHide(false); --pCityInstance.ReligionIcon:SetToolTipString(Game.GetReligion():GetName(eCityReligion)); ShowReligionTooltip( Game.GetReligion():GetName(eCityReligion) ); elseif eCityPantheon >= 0 then local iconName : string = "ICON_" .. GameInfo.Religions[0].ReligionType; local majorityReligionColor : number = UI.GetColorValue(GameInfo.Religions.RELIGION_PANTHEON.Color); if (majorityReligionColor ~= nil) then pCityInstance.ReligionIcon:SetColor(majorityReligionColor); end local textureOffsetX, textureOffsetY, textureSheet = IconManager:FindIconAtlas(iconName,22); if (textureOffsetX ~= nil) then pCityInstance.ReligionIcon:SetTexture( textureOffsetX, textureOffsetY, textureSheet ); end pCityInstance.ReligionIcon:SetHide(false); --pCityInstance.ReligionIcon:SetToolTipString(Locale.Lookup("LOC_HUD_CITY_PANTHEON_TT", GameInfo.Beliefs[eCityPantheon].Name)); ShowReligionTooltip( Locale.Lookup("LOC_HUD_CITY_PANTHEON_TT", GameInfo.Beliefs[eCityPantheon].Name) ); else pCityInstance.ReligionIcon:SetHide(true); pCityInstance.ReligionIcon:SetToolTipString(""); end -- CityName --pCityInstance.CityName:SetText( Locale.Lookup( kCityData.CityName ) ); TruncateStringWithTooltip(pCityInstance.CityName, 178, (kCityData.IsCapital and "[ICON_Capital]" or "")..Locale.Lookup(kCityData.CityName)..((kCityData.DistrictsNum < kCityData.DistrictsPossibleNum) and "[COLOR_Green]![ENDCOLOR]" or "")); -- Population and Housing -- a bit more complicated due to real housing from improvements - fix applied earlier --local fRealHousing:number = kCityData.Housing - kCityData.HousingFromImprovements + kCityData.RealHousingFromImprovements; local sPopulationText:string = "[COLOR_White]"..tostring(kCityData.Population).."[ENDCOLOR] / "; if kCityData.Population >= kCityData.Housing then sPopulationText = sPopulationText..ColorRed(kCityData.Housing); else sPopulationText = sPopulationText..tostring(kCityData.Housing); end -- check for Sewer pCityInstance.Population:SetToolTipString(""); if GameInfo.Buildings["BUILDING_SEWER"] ~= nil and kCityData.City:GetBuildings():HasBuilding( GameInfo.Buildings["BUILDING_SEWER"].Index ) then sPopulationText = sPopulationText..ColorGreen("!"); pCityInstance.Population:SetToolTipString( Locale.Lookup("LOC_BUILDING_SEWER_NAME") ); end pCityInstance.Population:SetText(sPopulationText); --[[ debug local tTT:table = {}; table.insert(tTT, "Housing : "..kCityData.Housing); table.insert(tTT, "FromImpr: "..kCityData.HousingFromImprovements); table.insert(tTT, "RealImpr: "..kCityData.RealHousingFromImprovements); table.insert(tTT, "RealHous: "..kCityData.Housing); pCityInstance.Population:SetToolTipString(table.concat(tTT, "[NEWLINE]")); --]] -- GrowthRateStatus local sGRStatus:string = "0%"; local sGRStatusTT:string = "LOC_HUD_REPORTS_STATUS_NORMAL"; local sGRColor:string = ""; if kCityData.HousingMultiplier == 0 or kCityData.Occupied then sGRStatus = "LOC_HUD_REPORTS_STATUS_HALTED"; sGRColor = "[COLOR:200,62,52,255]"; sGRStatusTT = sGRStatus; -- Error elseif kCityData.HousingMultiplier <= 0.25 then sGRStatus = tostring(100 * kCityData.HousingMultiplier - 100).."%"; sGRColor = "[COLOR:200,146,52,255]"; sGRStatusTT = "LOC_HUD_REPORTS_STATUS_SLOWED"; elseif kCityData.HousingMultiplier <= 0.5 then sGRStatus = tostring(100 * kCityData.HousingMultiplier - 100).."%"; sGRColor = "[COLOR:206,199,91,255]"; sGRStatusTT = "LOC_HUD_REPORTS_STATUS_SLOWED"; elseif kCityData.HappinessGrowthModifier > 0 then sGRStatus = "+"..tostring(kCityData.HappinessGrowthModifier).."%"; sGRColor = "[COLOR_White]"; sGRStatusTT = "LOC_HUD_REPORTS_STATUS_ACCELERATED"; end -- GS addition pCityInstance.GrowthRateStatus:SetText( sGRColor..Locale.Lookup(sGRStatus)..(sGRColor~="" and "[ENDCOLOR]" or "") ); pCityInstance.GrowthRateStatus:SetToolTipString(Locale.Lookup(sGRStatusTT)); --if sGRColor ~= "" then pCityInstance.GrowthRateStatus:SetColorByName( sGRColor ); end -- Amenities if kCityData.AmenitiesNum < kCityData.AmenitiesRequiredNum then pCityInstance.Amenities:SetText( ColorRed(kCityData.AmenitiesNum).." / "..tostring(kCityData.AmenitiesRequiredNum) ); else pCityInstance.Amenities:SetText( tostring(kCityData.AmenitiesNum).." / "..tostring(kCityData.AmenitiesRequiredNum) ); end -- Happiness local happinessFormat:string = "%s"; local happinessText:string = Locale.Lookup( GameInfo.Happinesses[kCityData.Happiness].Name ); local happinessToolTip:string = happinessText; if kCityData.HappinessGrowthModifier < 0 then happinessFormat = "[COLOR:255,40,50,160]%s[ENDCOLOR]"; end -- StatBadCS Color0="255,40,50,240" StatNormalCS Color0="200,200,200,240" if kCityData.HappinessGrowthModifier > 0 then happinessFormat = "[COLOR:80,255,90,160]%s[ENDCOLOR]"; end -- StatGoodCS Color0="80,255,90,240" if kCityData.HappinessGrowthModifier ~= 0 then happinessText = string.format("%+d%% %+d%%", kCityData.HappinessGrowthModifier, kCityData.HappinessNonFoodYieldModifier); end pCityInstance.CitizenHappiness:SetText( string.format(happinessFormat, happinessText) ); pCityInstance.CitizenHappiness:SetToolTipString( string.format(happinessFormat, happinessToolTip) ); -- Strength and icon for Garrison Unit, and Walls local sStrength:string = tostring(kCityData.Defense); local sStrengthToolTip:string = ""; local function CheckForWalls(sWallsType:string) local pCityBuildings:table = kCityData.City:GetBuildings(); if GameInfo.Buildings[sWallsType] ~= nil and pCityBuildings:HasBuilding( GameInfo.Buildings[sWallsType].Index ) then sStrengthToolTip = sStrengthToolTip..(string.len(sStrengthToolTip) == 0 and "" or "[NEWLINE]")..Locale.Lookup(GameInfo.Buildings[ sWallsType ].Name); if pCityBuildings:IsPillaged( GameInfo.Buildings[ sWallsType ].Index ) then sStrength = sStrength.."[COLOR_Red]!"; sStrengthToolTip = sStrengthToolTip.." "..Locale.Lookup("LOC_TOOLTIP_PLOT_PILLAGED_TEXT"); else sStrength = sStrength.."[COLOR_Green]!"; end end end CheckForWalls("BUILDING_WALLS"); CheckForWalls("BUILDING_CASTLE"); CheckForWalls("BUILDING_STAR_FORT"); CheckForWalls("BUILDING_TSIKHE"); -- 2020-07-31 Added Tsikhe -- Garrison if kCityData.IsGarrisonUnit then sStrength = sStrength.."[ICON_Fortified]"; sStrengthToolTip = sStrengthToolTip..(string.len(sStrengthToolTip) == 0 and "" or "[NEWLINE]")..Locale.Lookup("LOC_BRS_TOOLTIP_GARRISON").." ("..kCityData.GarrisonUnitName..")"; end pCityInstance.Strength:SetText( sStrength ); pCityInstance.Strength:SetToolTipString( sStrengthToolTip ); -- WarWeariness local warWearyValue:number = kCityData.AmenitiesLostFromWarWeariness; --pCityInstance.WarWeariness:SetText( (warWearyValue==0) and "0" or ColorRed("-"..tostring(warWearyValue)) ); -- Damage --pCityInstance.Damage:SetText( tostring(kCityData.Damage) ); -- Infixo (vanilla version) local sDamageWWText:string = "0"; if kCityData.HitpointsTotal > kCityData.HitpointsCurrent then sDamageWWText = ColorRed(kCityData.HitpointsTotal - kCityData.HitpointsCurrent); end sDamageWWText = sDamageWWText.." / "..( (warWearyValue==0) and "0" or ColorRed("-"..tostring(warWearyValue)) ); pCityInstance.Damage:SetText( sDamageWWText ); --pCityInstance.Damage:SetToolTipString( Locale.Lookup("LOC_HUD_REPORTS_HEADER_DAMAGE").." / "..Locale.Lookup("LOC_HUD_REPORTS_HEADER_WAR_WEARINESS") ); -- Trading Posts kCityData.IsTradingPost = false; for _,tpPlayer in ipairs(kCityData.TradingPosts) do if tpPlayer == Game.GetLocalPlayer() then kCityData.IsTradingPost = true; break; end end pCityInstance.TradingPost:SetHide(not kCityData.IsTradingPost); -- Trading Routes local tTRTT:table = {}; pCityInstance.TradeRoutes:SetText("[COLOR_White]"..( #kCityData.OutgoingRoutes > 0 and tostring(#kCityData.OutgoingRoutes) or "" ).."[ENDCOLOR]"); for i,route in ipairs(kCityData.OutgoingRoutes) do -- Find destination city local pDestPlayer:table = Players[route.DestinationCityPlayer]; local pDestPlayerCities:table = pDestPlayer:GetCities(); local pDestCity:table = pDestPlayerCities:FindID(route.DestinationCityID); table.insert(tTRTT, Locale.Lookup(pDestCity:GetName())); end pCityInstance.TradeRoutes:SetToolTipString( table.concat(tTRTT, ", ") ); -- Districts pCityInstance.Districts:SetText( GetDistrictsForCity(kCityData) ); if not (bIsRiseFall or bIsGatheringStorm) then return end -- the 2 remaining fields are for Rise & Fall only -- Loyalty -- Infixo: this is not stored - try to store it for sorting later! local pCulturalIdentity = kCityData.City:GetCulturalIdentity(); local currentLoyalty = pCulturalIdentity:GetLoyalty(); local maxLoyalty = pCulturalIdentity:GetMaxLoyalty(); local loyaltyPerTurn:number = pCulturalIdentity:GetLoyaltyPerTurn(); local loyaltyFontIcon:string = loyaltyPerTurn >= 0 and "[ICON_PressureUp]" or "[ICON_PressureDown]"; local iNumTurnsLoyalty:number = 0; if loyaltyPerTurn > 0 then iNumTurnsLoyalty = math.ceil((maxLoyalty-currentLoyalty)/loyaltyPerTurn); pCityInstance.Loyalty:SetText( loyaltyFontIcon..""..toPlusMinusString(loyaltyPerTurn).."/"..( iNumTurnsLoyalty == 0 and tostring(iNumTurnsLoyalty) or ColorGreen(iNumTurnsLoyalty) ) ); elseif loyaltyPerTurn < 0 then iNumTurnsLoyalty = math.ceil(currentLoyalty/(-loyaltyPerTurn)); pCityInstance.Loyalty:SetText( loyaltyFontIcon..""..ColorRed(toPlusMinusString(loyaltyPerTurn).."/"..iNumTurnsLoyalty) ); else pCityInstance.Loyalty:SetText( loyaltyFontIcon.." 0" ); end pCityInstance.Loyalty:SetToolTipString(loyaltyFontIcon .. " " .. Round(currentLoyalty, 1) .. "/" .. maxLoyalty); kCityData.Loyalty = currentLoyalty; -- Infixo: store for sorting kCityData.LoyaltyPerTurn = loyaltyPerTurn; -- Infixo: store for sorting -- Governor -- Infixo: this is not stored neither local pAssignedGovernor = kCityData.City:GetAssignedGovernor(); if pAssignedGovernor then local eGovernorType = pAssignedGovernor:GetType(); local governorDefinition = GameInfo.Governors[eGovernorType]; local governorMode = pAssignedGovernor:IsEstablished() and "_FILL" or "_SLOT"; local governorIcon = "ICON_" .. governorDefinition.GovernorType .. governorMode; pCityInstance.Governor:SetText("[" .. governorIcon .. "]"); kCityData.Governor = governorDefinition.GovernorType; -- name and promotions local tGovernorTT:table = {}; table.insert(tGovernorTT, Locale.Lookup(governorDefinition.Name)..", "..Locale.Lookup(governorDefinition.Title)); for row in GameInfo.GovernorPromotions() do if pAssignedGovernor:HasPromotion( row.Index ) then table.insert(tGovernorTT, Locale.Lookup(row.Name)..": "..Locale.Lookup(row.Description)); end end pCityInstance.Governor:SetToolTipString(table.concat(tGovernorTT, "[NEWLINE]")); else pCityInstance.Governor:SetText(""); pCityInstance.Governor:SetToolTipString(""); kCityData.Governor = ""; end end function sort_cities( type, instance ) local i = 0 for _, kCityData in spairs( m_kCityData, function( t, a, b ) return city_sortFunction( instance.Descend, type, t, a, b ); end ) do i = i + 1 local cityInstance = instance.Children[i] city_fields( kCityData, cityInstance ) -- go to the city after clicking cityInstance.GoToCityButton:RegisterCallback( Mouse.eLClick, function() Close(); UI.LookAtPlot( kCityData.City:GetX(), kCityData.City:GetY() ); UI.SelectCity( kCityData.City ); end ); cityInstance.GoToCityButton:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound( "Main_Menu_Mouse_Over" ); end ); end end function city_sortFunction( descend, type, t, a, b ) local aCity = 0 local bCity = 0 if type == "name" then aCity = Locale.Lookup( t[a].CityName ) bCity = Locale.Lookup( t[b].CityName ) elseif type == "gover" then aCity = t[a].Governor bCity = t[b].Governor elseif type == "loyal" then aCity = t[a].Loyalty bCity = t[b].Loyalty if aCity == bCity then aCity = t[a].City:GetCulturalIdentity():GetLoyaltyPerTurn(); bCity = t[b].City:GetCulturalIdentity():GetLoyaltyPerTurn(); end elseif type == "pop" then aCity = t[a].Population bCity = t[b].Population if aCity == bCity then -- same pop, sort by Housing aCity = t[a].Housing bCity = t[b].Housing end elseif type == "house" then -- Infixo: can leave it, will not be used aCity = t[a].Housing bCity = t[b].Housing elseif type == "amen" then aCity = t[a].AmenitiesNum bCity = t[b].AmenitiesNum if aCity == bCity then -- same amenities, sort by required aCity = t[a].AmenitiesRequiredNum bCity = t[b].AmenitiesRequiredNum end elseif type == "happy" then aCity = t[a].Happiness bCity = t[b].Happiness if aCity == bCity then -- same happiness, sort by difference in amenities aCity = t[a].AmenitiesNum - t[a].AmenitiesRequiredNum bCity = t[b].AmenitiesNum - t[b].AmenitiesRequiredNum end elseif type == "growth" then aCity = t[a].HousingMultiplier bCity = t[b].HousingMultiplier elseif type == "war" then aCity = t[a].AmenitiesLostFromWarWeariness bCity = t[b].AmenitiesLostFromWarWeariness elseif type == "status" then if t[a].IsUnderSiege == false then aCity = 10 else aCity = 20 end if t[b].IsUnderSiege == false then bCity = 10 else bCity = 20 end elseif type == "str" then aCity = t[a].Defense bCity = t[b].Defense elseif type == "dam" then aCity = t[a].Damage bCity = t[b].Damage elseif type == "trpost" then aCity = ( t[a].IsTradingPost and 1 or 0 ); bCity = ( t[b].IsTradingPost and 1 or 0 ); elseif type == "numtr" then aCity = #t[a].OutgoingRoutes; bCity = #t[b].OutgoingRoutes; elseif type == "districts" then aCity = t[a].NumDistricts bCity = t[b].NumDistricts elseif type == "religion" then aCity = t[a].City:GetReligion():GetMajorityReligion(); bCity = t[b].City:GetReligion():GetMajorityReligion(); if aCity > 0 and bCity > 0 then -- both cities have religion if descend then return bCity > aCity else return bCity < aCity end elseif aCity > 0 then -- only A has religion, must ALWAYS be before B return true elseif bCity > 0 then -- only B has religion, must ALWAYS be before A end -- none has, check pantheons aCity = t[a].City:GetReligion():GetActivePantheon(); bCity = t[b].City:GetReligion():GetActivePantheon(); if aCity > 0 and bCity > 0 then -- both cities have a pantheon if descend then return bCity > aCity else return bCity < aCity end elseif aCity > 0 then -- only A has pantheon, must ALWAYS be before B return true elseif bCity > 0 then -- only B has pantheon, must ALWAYS be before A end -- none has, no more checks return false else -- nothing to do here end if descend then return bCity > aCity else return bCity < aCity end end function ViewCityStatusPage() ResetTabForNewPageContent(); local instance:table = m_simpleIM:GetInstance(); instance.Top:DestroyAllChildren(); instance.Children = {} instance.Descend = true local pHeaderInstance:table = {}; ContextPtr:BuildInstanceForControl( "CityStatusHeaderInstance", pHeaderInstance, instance.Top ); pHeaderInstance.CityReligionButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_cities( "religion", instance ) end ) pHeaderInstance.CityNameButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_cities( "name", instance ) end ) if bIsRiseFall or bIsGatheringStorm then pHeaderInstance.CityGovernorButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_cities( "gover", instance ) end ) end -- Infixo if bIsRiseFall or bIsGatheringStorm then pHeaderInstance.CityLoyaltyButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_cities( "loyal", instance ) end ) end -- Infixo pHeaderInstance.CityPopulationButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_cities( "pop", instance ) end ) --pHeaderInstance.CityHousingButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_cities( "house", instance ) end ) end -- Infixo pHeaderInstance.CityGrowthButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_cities( "growth", instance ) end ) pHeaderInstance.CityAmenitiesButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_cities( "amen", instance ) end ) pHeaderInstance.CityHappinessButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_cities( "happy", instance ) end ) --pHeaderInstance.CityWarButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_cities( "war", instance ) end ) pHeaderInstance.CityDistrictsButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_cities( "districts", instance ) end ) pHeaderInstance.CityStatusButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_cities( "status", instance ) end ) pHeaderInstance.CityStrengthButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_cities( "str", instance ) end ) pHeaderInstance.CityDamageButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_cities( "dam", instance ) end ) pHeaderInstance.CityTradingPostButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_cities( "trpost", instance ) end ); pHeaderInstance.CityTradeRoutesButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_cities( "numtr", instance ) end ); -- for _, kCityData in spairs( m_kCityData, function( t, a, b ) return city_sortFunction( true, "name", t, a, b ); end ) do -- initial sort by name ascending local pCityInstance:table = {} ContextPtr:BuildInstanceForControl( "CityStatusEntryInstance", pCityInstance, instance.Top ); table.insert( instance.Children, pCityInstance ); city_fields( kCityData, pCityInstance ); -- go to the city after clicking pCityInstance.GoToCityButton:RegisterCallback( Mouse.eLClick, function() Close(); UI.LookAtPlot( kCityData.City:GetX(), kCityData.City:GetY() ); UI.SelectCity( kCityData.City ); end ); pCityInstance.GoToCityButton:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound( "Main_Menu_Mouse_Over" ); end ); end Controls.Stack:CalculateSize(); Controls.Scroll:CalculateSize(); Controls.CollapseAll:SetHide( true ); Controls.BottomYieldTotals:SetHide( true ); Controls.BottomResourceTotals:SetHide( true ); Controls.BottomPoliciesFilters:SetHide( true ); Controls.BottomMinorsFilters:SetHide( true ); Controls.Scroll:SetSizeY( Controls.Main:GetSizeY() - SIZE_HEIGHT_PADDING_BOTTOM_ADJUST); -- Remember this tab when report is next opened: ARISTOS m_kCurrentTab = 3; end -- =========================================================================== -- UNITS PAGE -- =========================================================================== -- returns the name of the City that the unit is currently in, or "" function GetCityForUnit(pUnit:table) local pCity:table = Cities.GetCityInPlot( pUnit:GetX(), pUnit:GetY() ); return ( pCity and Locale.Lookup(pCity:GetName()) ) or ""; end -- returns the icon for the District that the unit is currently in, or "" function GetDistrictIconForUnit(pUnit:table) local pPlot:table = Map.GetPlot( pUnit:GetX(), pUnit:GetY() ); if not pPlot then return ""; end -- assert local eDistrictType:number = pPlot:GetDistrictType(); --print("Unit", pUnit:GetName(), eDistrictType); if eDistrictType < 0 then return ""; end local sDistrictType:string = GameInfo.Districts[ eDistrictType ].DistrictType; if GameInfo.DistrictReplaces[ sDistrictType ] then sDistrictType = GameInfo.DistrictReplaces[ sDistrictType ].ReplacesDistrictType; end return GetFontIconForDistrict(sDistrictType); end function unit_sortFunction( descend, type, t, a, b ) local aUnit, bUnit if type == "type" then aUnit = UnitManager.GetTypeName( t[a] ) bUnit = UnitManager.GetTypeName( t[b] ) elseif type == "name" then aUnit = Locale.Lookup( t[a]:GetName() ) bUnit = Locale.Lookup( t[b]:GetName() ) if aUnit == bUnit then aUnit = t[a]:GetMilitaryFormation() bUnit = t[b]:GetMilitaryFormation() end elseif type == "maintenance" then aUnit = t[a].MaintenanceAfterDiscount; bUnit = t[b].MaintenanceAfterDiscount; elseif type == "status" then aUnit = UnitManager.GetActivityType( t[a] ) bUnit = UnitManager.GetActivityType( t[b] ) elseif type == "level" then aUnit = t[a]:GetExperience():GetLevel(); bUnit = t[b]:GetExperience():GetLevel(); elseif type == "exp" then aUnit = t[a]:GetExperience():GetExperiencePoints() bUnit = t[b]:GetExperience():GetExperiencePoints() elseif type == "health" then aUnit = t[a]:GetMaxDamage() - t[a]:GetDamage() bUnit = t[b]:GetMaxDamage() - t[b]:GetDamage() elseif type == "move" then if ( t[a]:GetFormationUnitCount() > 1 ) then aUnit = t[a]:GetFormationMovesRemaining() else aUnit = t[a]:GetMovesRemaining() end if ( t[b]:GetFormationUnitCount() > 1 ) then bUnit = t[b]:GetFormationMovesRemaining() else bUnit = t[b]:GetMovesRemaining() end elseif type == "charge" then aUnit = t[a]:GetBuildCharges() bUnit = t[b]:GetBuildCharges() elseif type == "yield" then aUnit = t[a].yields bUnit = t[b].yields elseif type == "route" then aUnit = t[a].route bUnit = t[b].route elseif type == "class" then aUnit = t[a]:GetGreatPerson():GetClass() bUnit = t[b]:GetGreatPerson():GetClass() elseif type == "strength" then aUnit = t[a]:GetReligiousStrength() bUnit = t[b]:GetReligiousStrength() elseif type == "spread" then aUnit = t[a]:GetSpreadCharges() bUnit = t[b]:GetSpreadCharges() elseif type == "mission" then aUnit = t[a].mission bUnit = t[b].mission elseif type == "turns" then aUnit = t[a].turns bUnit = t[b].turns elseif type == "city" then aUnit = t[a].NearCityName bUnit = t[b].NearCityName if aUnit == bUnit then aUnit = t[a].NearCityDistance bUnit = t[b].NearCityDistance end --[[ if aUnit ~= "" and bUnit ~= "" then if descend then return aUnit > bUnit else return aUnit < bUnit end else if aUnit == "" then return false; elseif bUnit == "" then return true; else return false; end end --]] elseif type == "albums" then aUnit = t[a].RockBandAlbums; bUnit = t[b].RockBandAlbums; --[[ if bIsGatheringStorm and GameInfo.Units[t[a]:GetUnitType()].PromotionClass == "PROMOTION_CLASS_ROCK_BAND" then aUnit = t[a]:GetRockBand():GetAlbumSales(); end if bIsGatheringStorm and GameInfo.Units[t[b]:GetUnitType()].PromotionClass == "PROMOTION_CLASS_ROCK_BAND" then bUnit = t[b]:GetRockBand():GetAlbumSales(); end --]] else return false; -- assert end if descend then return aUnit > bUnit else return aUnit < bUnit end end function sort_units( type, group, parent ) local i = 0 local unit_group = m_kUnitDataReport[group] for _, unit in spairs( unit_group.units, function( t, a, b ) return unit_sortFunction( parent.Descend, type, t, a, b ) end ) do i = i + 1 local unitInstance = parent.Children[i] common_unit_fields( unit, unitInstance ) if unit_group.func then unit_group.func( unit, unitInstance, group, parent, type ) end unitInstance.LookAtButton:RegisterCallback( Mouse.eLClick, function() Close(); UI.LookAtPlot( unit:GetX( ), unit:GetY( ) ); UI.SelectUnit( unit ); end ) unitInstance.LookAtButton:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound( "Main_Menu_Mouse_Over" ); end ) end end function common_unit_fields( unit, unitInstance ) --if unitInstance.Formation then unitInstance.Formation:SetHide( true ) end local textureOffsetX:number, textureOffsetY:number, textureSheet:string = IconManager:FindIconAtlas( "ICON_" .. UnitManager.GetTypeName( unit ), 32 ) unitInstance.UnitType:SetTexture( textureOffsetX, textureOffsetY, textureSheet ) --unitInstance.UnitType:SetToolTipString( Locale.Lookup( GameInfo.Units[UnitManager.GetTypeName( unit )].Name ) ) unitInstance.UnitType:SetToolTipString( Locale.Lookup(GameInfo.Units[unit:GetUnitType()].Name).."[NEWLINE]"..Locale.Lookup(GameInfo.Units[unit:GetUnitType()].Description) ); -- debug section to see Modifiers for all units --[[ local tPromoTT:table = {}; table.insert(tPromoTT, Locale.Lookup( GameInfo.Units[UnitManager.GetTypeName( unit )].Name )); local tUnitModifiers:table = m_kModifiersUnits[ unit:GetID() ]; if table.count(tUnitModifiers) > 0 then table.insert(tPromoTT, TOOLTIP_SEP); end local i = 0; for _,mod in ipairs(tUnitModifiers) do i = i + 1; table.insert(tPromoTT, i..". "..Locale.Lookup(mod.OwnerName)..": "..mod.Modifier.ModifierId.." ("..RMA.GetObjectNameForModifier(mod.Modifier.ModifierId)..") "..mod.Modifier.EffectType.." "..( mod.Modifier.Text and "|"..Locale.Lookup(mod.Modifier.Text).."|" or "-")); end unitInstance.UnitType:SetToolTipString( table.concat(tPromoTT, "[NEWLINE]") ); --]] unitInstance.UnitName:SetText( Locale.Lookup(unit:GetName()) ); -- adds the status icon local activityType:number = UnitManager.GetActivityType( unit ) --print("Unit", unit:GetID(),activityType,unit:GetSpyOperation(),unit:GetSpyOperationEndTurn()); unitInstance.UnitStatus:SetHide( false ) local bIsMoving:boolean = true; -- Infixo if activityType == ActivityTypes.ACTIVITY_SLEEP then local textureOffsetX:number, textureOffsetY:number, textureSheet:string = IconManager:FindIconAtlas( "ICON_STATS_SLEEP", 22 ) unitInstance.UnitStatus:SetTexture( textureOffsetX, textureOffsetY, textureSheet ) bIsMoving = false; elseif activityType == ActivityTypes.ACTIVITY_HOLD then local textureOffsetX:number, textureOffsetY:number, textureSheet:string = IconManager:FindIconAtlas( "ICON_STATS_SKIP", 22 ) unitInstance.UnitStatus:SetTexture( textureOffsetX, textureOffsetY, textureSheet ) elseif activityType ~= ActivityTypes.ACTIVITY_AWAKE and unit:GetFortifyTurns() > 0 then local textureOffsetX:number, textureOffsetY:number, textureSheet:string = IconManager:FindIconAtlas( "ICON_DEFENSE", 22 ) unitInstance.UnitStatus:SetTexture( textureOffsetX, textureOffsetY, textureSheet ) bIsMoving = false; else -- just use a random icon for sorting purposes local textureOffsetX:number, textureOffsetY:number, textureSheet:string = IconManager:FindIconAtlas( "ICON_STATS_SPREADCHARGES", 22 ) unitInstance.UnitStatus:SetTexture( textureOffsetX, textureOffsetY, textureSheet ) unitInstance.UnitStatus:SetHide( true ) end if activityType == ActivityTypes.ACTIVITY_SENTRY then bIsMoving = false; end if unit:GetSpyOperation() ~= -1 then bIsMoving = false; end -- moves here to mark units that should move this turn if ( unit:GetFormationUnitCount() > 1 ) then unitInstance.UnitMove:SetText( tostring(unit:GetFormationMovesRemaining()).."/"..tostring(unit:GetFormationMaxMoves()).." [ICON_Formation]" ); --unitInstance.Formation:SetHide( false ) unitInstance.UnitMove:SetToolTipString( Locale.Lookup("LOC_HUD_UNIT_ACTION_AUTOEXPLORE_IN_FORMATION") ); elseif unitInstance.UnitMove then if unit:GetMovesRemaining() == 0 then bIsMoving = false; end unitInstance.UnitMove:SetText( (bIsMoving and "[COLOR_Red]" or "")..tostring( unit:GetMovesRemaining() ).."/"..tostring( unit:GetMaxMoves() )..(bIsMoving and "[ENDCOLOR]" or "") ) unitInstance.UnitMove:SetToolTipString( "" ); end unit.District = GetDistrictIconForUnit(unit); unitInstance.UnitDistrict:SetText(unit.District); --unit.City = GetCityForUnit(unit); --unitInstance.UnitCity:SetText(unit.City); local sCityName:string = ( unit.NearCityIsCapital and "[ICON_Capital]" or "" )..unit.NearCityName; if unit.NearCityDistance == 0 then sCityName = "[COLOR:16,232,75,160]"..sCityName.."[ENDCOLOR]"; elseif unit.NearCityIsOurs then sCityName = sCityName.." "..unit.NearCityDistance; else sCityName = "[COLOR_Red]"..sCityName.." "..unit.NearCityDistance.."[ENDCOLOR]"; end unitInstance.UnitCity:SetText( (unit.NearCityDistance > 3) and "" or sCityName ); unitInstance.UnitMaintenance:SetText( toPlusMinusString(-unit.MaintenanceAfterDiscount) ); if bIsGatheringStorm then unitInstance.UnitMaintenance:SetText( unit.ResMaint..tostring(unit.MaintenanceAfterDiscount)); end end -- simple texts for modifiers' effects local tTextsForEffects:table = { EFFECT_ATTACH_MODIFIER = "LOC_GREATPERSON_PASSIVE_NAME_DEFAULT", EFFECT_ADJUST_UNIT_EXTRACT_SEA_ARTIFACTS = "[ICON_RESOURCE_SHIPWRECK]", EFFECT_ADJUST_UNIT_NUM_ATTACKS = "LOC_PROMOTION_WOLFPACK_DESCRIPTION", EFFECT_ADJUST_UNIT_ATTACK_AND_MOVE = "LOC_PROMOTION_GUERRILLA_DESCRIPTION", EFFECT_ADJUST_UNIT_MOVE_AND_ATTACK = "LOC_PROMOTION_GUERRILLA_DESCRIPTION", EFFECT_ADJUST_UNIT_BYPASS_COMBAT_UNIT = "LOC_ABILITY_BYPASS_COMBAT_UNIT_NAME", EFFECT_ADJUST_UNIT_IGNORE_TERRAIN_COST = "LOC_ABILITY_IGNORE_TERRAIN_COST_NAME", -- Arguments.Type = ALL HILLS FOREST EFFECT_ADJUST_UNIT_PARADROP_ABILITY = "LOC_UNITCOMMAND_PARADROP_DESCRIPTION", EFFECT_ADJUST_UNIT_SEE_HIDDEN = "LOC_ABILITY_SEE_HIDDEN_NAME", EFFECT_ADJUST_UNIT_HIDDEN_VISIBILITY = "LOC_ABILITY_STEALTH_NAME", EFFECT_ADJUST_UNIT_RAIDING = "LOC_ABILITY_COASTAL_RAID_NAME", EFFECT_ADJUST_UNIT_IGNORE_RIVERS = "LOC_PROMOTION_AMPHIBIOUS_NAME", EFFECT_ADJUST_UNIT_IGNORE_SHORES = "[ICON_CheckmarkBlue]{LOC_UNITOPERATION_DISEMBARK_DESCRIPTION}", EFFECT_ADJUST_PLAYER_RANDOM_CIVIC_BOOST_GOODY_HUT = "{LOC_HUD_POPUP_CIVIC_BOOST_UNLOCKED}[ICON_CivicBoosted]", EFFECT_ADJUST_PLAYER_RANDOM_TECHNOLOGY_BOOST_GOODY_HUT = "{LOC_HUD_POPUP_TECH_BOOST_UNLOCKED}[ICON_TechBoosted]", }; function group_military( unit, unitInstance, group, parent, type ) -- for military we'll show its base strength also local eFormation:number = unit:GetMilitaryFormation(); local iCombat:number, iRanged:number, iBombard:number = unit:GetCombat(), unit:GetRangedCombat(), unit:GetBombardCombat(); -- name will be: name .. formation .. strength local sText:string = Locale.Lookup( unit:GetName() ); if eFormation == MilitaryFormationTypes.CORPS_FORMATION then sText = sText .. " [ICON_Corps]"; elseif eFormation == MilitaryFormationTypes.ARMY_FORMATION then sText = sText .. " [ICON_Army]" ; end if iBombard > 0 then sText = sText.." [ICON_Bombard]"..tostring(iBombard); elseif iRanged > 0 then sText = sText.." [ICON_Ranged]"..tostring(iRanged); elseif iCombat > 0 then sText = sText.." [ICON_Strength]"..tostring(iCombat); end unitInstance.UnitName:SetText( sText ); -- Level and Promotions local unitExp : table = unit:GetExperience() local iUnitLevel:number = unitExp:GetLevel(); if iUnitLevel < 2 then unitInstance.UnitLevel:SetText( tostring(iUnitLevel) ); elseif iUnitLevel == 2 then unitInstance.UnitLevel:SetText( tostring(iUnitLevel).." [ICON_Promotion]" ); else unitInstance.UnitLevel:SetText( tostring(iUnitLevel).." [ICON_Promotion]"..string.rep("*", iUnitLevel-2) ); end local tPromoTT:table = {}; for _,promo in ipairs(unitExp:GetPromotions()) do table.insert(tPromoTT, Locale.Lookup(GameInfo.UnitPromotions[promo].Name)..": "..Locale.Lookup(GameInfo.UnitPromotions[promo].Description)); end -- this section might grow! local tUnitModifiers:table = m_kModifiersUnits[ unit:GetID() ]; local tMod:table = nil; local sText:string = ""; if table.count(tUnitModifiers) > 0 then table.insert(tPromoTT, TOOLTIP_SEP); end local iPromoNum:number = 0; local tExtraTT:table = {}; for _,mod in ipairs(tUnitModifiers) do local function AddExtraPromoText(sText:string) --print("AddExtraPromoText", mod.OwnerName, mod.Modifier.ModifierId, sText); local sExtra:string = Locale.Lookup(mod.OwnerName).." ("..RMA.GetObjectNameForModifier(mod.Modifier.ModifierId)..") "..sText; for _,txt in ipairs(tExtraTT) do if txt == sExtra then return; end end -- check if already added, do not add duplicates iPromoNum = iPromoNum + 1; table.insert(tPromoTT, tonumber(iPromoNum)..". "..sExtra); table.insert(tExtraTT, sExtra); end tMod = mod.Modifier; sText = ""; if tMod.Text then sText = Locale.Lookup(tMod.Text); end if sText ~= "" then AddExtraPromoText( sText ); elseif tMod.EffectType == "EFFECT_ADJUST_PLAYER_STRENGTH_MODIFIER" or tMod.EffectType == "EFFECT_ADJUST_UNIT_DIPLO_VISIBILITY_COMBAT_MODIFIER" then if tMod.Arguments.Amount ~= nil then AddExtraPromoText( string.format("%+d [ICON_Strength]", tonumber(tMod.Arguments.Amount))); -- Strength elseif tMod.Arguments.Max ~= nil then AddExtraPromoText( string.format("%+d [ICON_Strength]", tonumber(tMod.Arguments.Max))); -- Vampires, stregth from Barbs else AddExtraPromoText( "[ICON_Strength]" ); -- Vampires, strength end elseif tMod.EffectType == "EFFECT_GRANT_ABILITY" then local unitAbility:table = GameInfo.UnitAbilities[ tMod.Arguments.AbilityType ]; if unitAbility and unitAbility.Name and unitAbility.Description then -- 2019-08-30 some Abilities have neither Name nor Description AddExtraPromoText( Locale.Lookup(unitAbility.Name)..": "..Locale.Lookup(unitAbility.Description)); -- LOC_CIVICS_KEY_ABILITY else AddExtraPromoText( tMod.EffectType.." [COLOR_Red]"..tMod.Arguments.AbilityType.."[ENDCOLOR]") end elseif tMod.EffectType == "EFFECT_GRANT_PROMOTION" then local unitPromotion:table = GameInfo.UnitPromotions[ tMod.Arguments.PromotionType ]; if unitPromotion then AddExtraPromoText( Locale.Lookup(unitPromotion.Name)..": "..Locale.Lookup(unitPromotion.Description)); else AddExtraPromoText( tMod.EffectType.." [COLOR_Red]"..tMod.Arguments.PromotionType.."[ENDCOLOR]") end elseif tMod.EffectType == "EFFECT_ADJUST_UNIT_EXPERIENCE_MODIFIER" then AddExtraPromoText( string.format("%+d%% ", tonumber(tMod.Arguments.Amount))..Locale.Lookup("LOC_HUD_UNIT_PANEL_XP")); -- +x% elseif tMod.EffectType == "EFFECT_ADJUST_UNIT_FLANKING_BONUS_MODIFIER" then AddExtraPromoText( Locale.Lookup("LOC_COMBAT_PREVIEW_FLANKING_BONUS_DESC", tMod.Arguments.Percent.."%") ); -- +x% elseif tMod.EffectType == "EFFECT_ADJUST_UNIT_SEA_MOVEMENT" or tMod.EffectType == "EFFECT_ADJUST_UNIT_MOVEMENT" then AddExtraPromoText( string.format("%+d [ICON_Movement]", tonumber(tMod.Arguments.Amount))); -- Movement elseif tMod.EffectType == "EFFECT_ADJUST_UNIT_VALID_TERRAIN" then AddExtraPromoText( Locale.Lookup( GameInfo.Terrains[tMod.Arguments.TerrainType].Name ) ); elseif tMod.EffectType == "EFFECT_ADJUST_UNIT_ATTACK_RANGE" then AddExtraPromoText( string.format("%+d [ICON_Range]", tonumber(tMod.Arguments.Amount))); elseif tTextsForEffects[tMod.EffectType] then AddExtraPromoText( Locale.Lookup(tTextsForEffects[tMod.EffectType]) ); elseif tMod.EffectType == "EFFECT_ADJUST_UNIT_STRENGTH_REDUCTION_FOR_DAMAGE_MODIFIER" then AddExtraPromoText( string.format("[ICON_Damaged] -%d%%", tonumber(tMod.Arguments.Amount)) ); -- +x% elseif tMod.EffectType == "EFFECT_ADJUST_UNIT_POST_COMBAT_HEAL" then AddExtraPromoText( Locale.Lookup("LOC_BRS_HEADER_HEALTH")..string.format(" %+d", tonumber(tMod.Arguments.Amount)) ); -- +x HP elseif tMod.EffectType == "EFFECT_ADJUST_UNIT_BARBARIAN_COMBAT" then local iAdvStr:number = tonumber(tMod.Arguments.Amount); AddExtraPromoText( string.gsub(Locale.Lookup("LOC_COMBAT_PREVIEW_BONUS_VS_BARBARIANS", iAdvStr), "+"..tostring(iAdvStr), "+"..tostring(iAdvStr).." [ICON_Strength]") ); -- +{1_Value} Advantage vs. Barbarians elseif tMod.EffectType == "EFFECT_ADJUST_UNIT_SUPPORT_BONUS_MODIFIER" then AddExtraPromoText( Locale.Lookup("LOC_COMBAT_PREVIEW_SUPPORT_BONUS_DESC", tonumber(tMod.Arguments.Percent)) ); -- +x% support bonus else AddExtraPromoText( "[COLOR_Grey]"..tMod.EffectType.."[ENDCOLOR]" ); end end unitInstance.UnitLevel:SetToolTipString( table.concat(tPromoTT, "[NEWLINE]") ); -- XP and Promotion Available local bCanStart, tResults = UnitManager.CanStartCommand( unit, UnitCommandTypes.PROMOTE, true, true ); unitInstance.UnitExp:SetText( tostring(unitExp:GetExperiencePoints()).."/"..tostring(unitExp:GetExperienceForNextLevel())..((bCanStart and tResults) and " [ICON_Promotion]" or "") ); unitInstance.UnitExp:SetToolTipString( (bCanStart and tResults) and Locale.Lookup("LOC_HUD_UNIT_ACTION_AUTOEXPLORE_PROMOTION_AVAILABLE") or "" ); -- Unit Health local iHealthPoints:number = unit:GetMaxDamage() - unit:GetDamage(); local fHealthPercent:number = iHealthPoints / unit:GetMaxDamage(); local sHealthColor:string = ""; -- Common format is 0xBBGGRRAA (BB blue, GG green, RR red, AA alpha); stupid Firaxis - it's 0xAABBGGRR if fHealthPercent > 0.7 then sHealthColor = "[COLOR:16,232,75,160]"; -- COLORS.METER_HP_GOOD 0xFF4BE810 elseif fHealthPercent > 0.4 then sHealthColor = "[COLOR:248,255,45,160]"; -- COLORS.METER_HP_OK 0xFF2DFFF8 else sHealthColor = "[COLOR:245,1,1,160]"; end -- COLORS.METER_HP_BAD 0xFF0101F5 unitInstance.UnitHealth:SetText( sHealthColor..tostring(iHealthPoints).."/"..tostring(unit:GetMaxDamage()).."[ENDCOLOR]" ); -- upgrade flag unitInstance.Upgrade:SetHide( true ) --ARISTOS: a "looser" test for the Upgrade action, to be able to show the disabled arrow if Upgrade is not possible local bCanStart = UnitManager.CanStartCommand( unit, UnitCommandTypes.UPGRADE, true); if ( bCanStart ) then unitInstance.Upgrade:SetHide( false ) --ARISTOS: Now we "really" test if we can Upgrade the unit! local bCanStartNow, tResults = UnitManager.CanStartCommand( unit, UnitCommandTypes.UPGRADE, false, true); unitInstance.Upgrade:SetDisabled(not bCanStartNow); unitInstance.Upgrade:SetAlpha((not bCanStartNow and 0.5) or 1 ); --ARISTOS: dim if not upgradeable -- upgrade callback unitInstance.Upgrade:RegisterCallback( Mouse.eLClick, function() -- the only case where we need to re-sort units preserving current order -- actual re-sort must be done in Event, otherwise unit info is not refreshed (ui cache?) tUnitSort.type = type; tUnitSort.group = group; tUnitSort.parent = parent; UnitManager.RequestCommand( unit, UnitCommandTypes.UPGRADE ); end ) -- tooltip local upgradeToUnit:table = GameInfo.Units[tResults[UnitCommandResults.UNIT_TYPE]]; local toolTipString:string = Locale.Lookup( "LOC_UNITOPERATION_UPGRADE_INFO", Locale.Lookup(upgradeToUnit.Name), unit:GetUpgradeCost() ); -- Upgrade to {1_Unit}: {2_Amount} [ICON_Gold]Gold -- Gathering Storm if bIsGatheringStorm then toolTipString = toolTipString .. AddUpgradeResourceCost(unit, upgradeToUnit); end if tResults[UnitOperationResults.FAILURE_REASONS] then -- Add the reason(s) to the tool tip for i,v in ipairs(tResults[UnitOperationResults.FAILURE_REASONS]) do toolTipString = toolTipString .. "[NEWLINE]" .. "[COLOR:Red]" .. Locale.Lookup(v) .. "[ENDCOLOR]"; end end unitInstance.Upgrade:SetToolTipString( toolTipString ); end end -- modified function from UnitPanel_Expansion2.lua, adds also maintenance resource cost function AddUpgradeResourceCost( pUnit:table, upgradeToUnitInfo:table ) local toolTipString:string = ""; -- requires local upgradeResource, upgradeResourceCost = pUnit:GetUpgradeResourceCost(); if (upgradeResource ~= nil and upgradeResource >= 0) then local resourceName:string = Locale.Lookup(GameInfo.Resources[upgradeResource].Name); local resourceIcon = "[ICON_" .. GameInfo.Resources[upgradeResource].ResourceType .. "]"; toolTipString = toolTipString .. "[NEWLINE]" .. Locale.Lookup("LOC_UNITOPERATION_UPGRADE_RESOURCE_INFO", upgradeResourceCost, resourceIcon, resourceName); -- Requires: {1_Amount} {2_ResourceIcon} {3_ResourceName} end -- maintenance info local unitInfoXP2:table = GameInfo.Units_XP2[ upgradeToUnitInfo.UnitType ]; if unitInfoXP2 ~= nil then -- upgrade to unit name toolTipString = toolTipString.."[NEWLINE]"..Locale.Lookup(upgradeToUnitInfo.Name).." [ICON_GoingTo]"; -- gold if upgradeToUnitInfo.Maintenance > 0 then toolTipString = toolTipString.." "..Locale.Lookup("LOC_TOOLTIP_BASE_COST", upgradeToUnitInfo.Maintenance, "[ICON_Gold]", "LOC_YIELD_GOLD_NAME"); -- Base Cost: {1_Amount} {2_YieldIcon} {3_YieldName} end -- resources if unitInfoXP2.ResourceMaintenanceType ~= nil then local resourceName:string = Locale.Lookup(GameInfo.Resources[ unitInfoXP2.ResourceMaintenanceType ].Name); local resourceIcon = "[ICON_" .. GameInfo.Resources[unitInfoXP2.ResourceMaintenanceType].ResourceType .. "]"; toolTipString = toolTipString.." "..Locale.Lookup("LOC_UNIT_PRODUCTION_FUEL_CONSUMPTION", unitInfoXP2.ResourceMaintenanceAmount, resourceIcon, resourceName); -- Consumes: {1_Amount} {2_Icon} {3_FuelName} per turn. end end return toolTipString; end function group_civilian( unit, unitInstance, group, parent, type ) ShowUnitPromotions(unit, unitInstance); unitInstance.UnitCharges:SetText( tostring(unit:GetBuildCharges()) ); unitInstance.UnitAlbums:SetText(""); if unit.IsRockBand then unitInstance.UnitCharges:SetText(""); unitInstance.UnitAlbums:SetText( tostring(unit.RockBandAlbums) ); end end function group_great( unit, unitInstance, group, parent, type ) unitInstance.UnitClass:SetText( Locale.Lookup( GameInfo.GreatPersonClasses[unit:GetGreatPerson():GetClass()].Name ) ) end function ShowUnitPromotions(unit:table, unitInstance:table) -- Level and Promotions local tPromoTT:table = {}; for _,promo in ipairs(unit:GetExperience():GetPromotions()) do table.insert(tPromoTT, Locale.Lookup(GameInfo.UnitPromotions[promo].Name)..": "..Locale.Lookup(GameInfo.UnitPromotions[promo].Description)); end local sLevel:string = ""; if unit.IsRockBand then sLevel = tostring(unit.RockBandLevel); end if #tPromoTT == 0 then unitInstance.UnitLevel:SetText(sLevel); elseif #tPromoTT == 1 then unitInstance.UnitLevel:SetText(sLevel.." [ICON_Promotion]"); else unitInstance.UnitLevel:SetText(sLevel.." [ICON_Promotion]"..string.rep("*", #tPromoTT-1) ); end unitInstance.UnitLevel:SetToolTipString( table.concat(tPromoTT, "[NEWLINE]") ); end function group_religious( unit, unitInstance, group, parent, type ) ShowUnitPromotions(unit, unitInstance); unitInstance.UnitSpreads:SetText( unit:GetSpreadCharges() ) unitInstance.UnitStrength:SetText( unit:GetReligiousStrength() ) end function group_spy( unit, unitInstance, group, parent, type ) ShowUnitPromotions(unit, unitInstance); -- operation local operationType : number = unit:GetSpyOperation(); unitInstance.UnitOperation:SetText( "-" ); unitInstance.UnitTurns:SetText( "[COLOR_Red]0[ENDCOLOR]" ); unit.mission = "-"; unit.turns = 0; if ( operationType ~= -1 ) then -- Mission Name local operationInfo:table = GameInfo.UnitOperations[operationType]; unit.mission = Locale.Lookup( operationInfo.Description ); unitInstance.UnitOperation:SetText( unit.mission ); -- Turns Remaining unit.turns = unit:GetSpyOperationEndTurn() - Game.GetCurrentGameTurn() --unitInstance.UnitTurns:SetText( Locale.Lookup( "LOC_UNITPANEL_ESPIONAGE_MORE_TURNS", unit:GetSpyOperationEndTurn() - Game.GetCurrentGameTurn() ) ) unitInstance.UnitTurns:SetText( tostring(unit.turns) ); end end function group_trader( unit, unitInstance, group, parent, type ) local owningPlayer:table = Players[unit:GetOwner()]; local cities:table = owningPlayer:GetCities(); --[[ local yieldtype: table = { YIELD_FOOD = "[ICON_Food]", YIELD_PRODUCTION = "[ICON_Production]", YIELD_GOLD = "[ICON_Gold]", YIELD_SCIENCE = "[ICON_Science]", YIELD_CULTURE = "[ICON_Culture]", YIELD_FAITH = "[ICON_Faith]", }; --]] local yields : string = "" unitInstance.UnitYields:SetText( "" ); unitInstance.UnitRoute:SetText( "[COLOR_Red]"..Locale.Lookup("LOC_UNITOPERATION_MAKE_TRADE_ROUTE_DESCRIPTION") ); unit.yields = "" unit.route = "No Route" for _, city in cities:Members() do local outgoingRoutes:table = city:GetTrade():GetOutgoingRoutes(); for i,route in ipairs(outgoingRoutes) do if unit:GetID() == route.TraderUnitID then -- Find origin city local originCity:table = cities:FindID(route.OriginCityID); -- Find destination city local destinationPlayer:table = Players[route.DestinationCityPlayer]; local destinationCities:table = destinationPlayer:GetCities(); local destinationCity:table = destinationCities:FindID(route.DestinationCityID); -- Set origin to destination name if originCity and destinationCity then unitInstance.UnitRoute:SetText( Locale.Lookup("LOC_HUD_UNIT_PANEL_TRADE_ROUTE_NAME", originCity:GetName(), destinationCity:GetName()) ) unit.route = Locale.Lookup("LOC_HUD_UNIT_PANEL_TRADE_ROUTE_NAME", originCity:GetName(), destinationCity:GetName()) end for j, yieldInfo in pairs( route.OriginYields ) do if yieldInfo.Amount > 0 then yields = yields .. GameInfo.Yields[yieldInfo.YieldIndex].IconString .. toPlusMinusString(yieldInfo.Amount); unitInstance.UnitYields:SetText( yields ) unit.yields = yields end end end end end end function ViewUnitsPage() ResetTabForNewPageContent(); tUnitSort.parent = nil; for iUnitGroup, kUnitGroup in spairs( m_kUnitDataReport, function( t, a, b ) return t[b].ID > t[a].ID end ) do local instance : table = NewCollapsibleGroupInstance() instance.RowHeaderButton:SetText( Locale.Lookup(kUnitGroup.Name) ); instance.RowHeaderLabel:SetHide( false ); --BRS instance.RowHeaderLabel:SetText( Locale.Lookup("LOC_HUD_REPORTS_TOTALS").." "..tostring(#kUnitGroup.units) ); instance.AmenitiesContainer:SetHide(true); instance.IndustryContainer:SetHide(true); -- 2021-05-21 instance.MonopolyContainer:SetHide(true); -- 2021-05-21 local pHeaderInstance:table = {} ContextPtr:BuildInstanceForControl( kUnitGroup.Header, pHeaderInstance, instance.ContentStack ) -- Infixo: important info - iUnitGroup is NOT integer nor table, it is a STRING taken from FORMATION_CLASS_xxx if pHeaderInstance.UnitTypeButton then pHeaderInstance.UnitTypeButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_units( "type", iUnitGroup, instance ) end ) end if pHeaderInstance.UnitNameButton then pHeaderInstance.UnitNameButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_units( "name", iUnitGroup, instance ) end ) end if pHeaderInstance.UnitStatusButton then pHeaderInstance.UnitStatusButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_units( "status", iUnitGroup, instance ) end ) end if pHeaderInstance.UnitLevelButton then pHeaderInstance.UnitLevelButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_units( "level", iUnitGroup, instance ) end ) end if pHeaderInstance.UnitExpButton then pHeaderInstance.UnitExpButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_units( "exp", iUnitGroup, instance ) end ) end if pHeaderInstance.UnitHealthButton then pHeaderInstance.UnitHealthButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_units( "health", iUnitGroup, instance ) end ) end if pHeaderInstance.UnitMoveButton then pHeaderInstance.UnitMoveButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_units( "move", iUnitGroup, instance ) end ) end if pHeaderInstance.UnitChargeButton then pHeaderInstance.UnitChargeButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_units( "charge", iUnitGroup, instance ) end ) end if pHeaderInstance.UnitYieldButton then pHeaderInstance.UnitYieldButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_units( "yield", iUnitGroup, instance ) end ) end if pHeaderInstance.UnitRouteButton then pHeaderInstance.UnitRouteButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_units( "route", iUnitGroup, instance ) end ) end if pHeaderInstance.UnitClassButton then pHeaderInstance.UnitClassButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_units( "class", iUnitGroup, instance ) end ) end if pHeaderInstance.UnitStrengthButton then pHeaderInstance.UnitStrengthButton:RegisterCallback(Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_units( "strength", iUnitGroup, instance ) end ) end if pHeaderInstance.UnitSpreadButton then pHeaderInstance.UnitSpreadButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_units( "spread", iUnitGroup, instance ) end ) end if pHeaderInstance.UnitMissionButton then pHeaderInstance.UnitMissionButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_units( "mission", iUnitGroup, instance ) end ) end if pHeaderInstance.UnitTurnsButton then pHeaderInstance.UnitTurnsButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_units( "turns", iUnitGroup, instance ) end ) end if pHeaderInstance.UnitCityButton then pHeaderInstance.UnitCityButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_units( "city", iUnitGroup, instance ) end ) end if pHeaderInstance.UnitMaintenanceButton then pHeaderInstance.UnitMaintenanceButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_units( "maintenance", iUnitGroup, instance ) end ) end if pHeaderInstance.UnitAlbumsButton then if bIsGatheringStorm then pHeaderInstance.UnitAlbumsButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_units( "albums", iUnitGroup, instance ) end ); else pHeaderInstance.UnitAlbumsLabel:SetText(""); end end instance.Descend = false; for _,unit in spairs( kUnitGroup.units, function( t, a, b ) return unit_sortFunction( false, "name", t, a, b ) end ) do -- initial sort by name ascending local unitInstance:table = {} table.insert( instance.Children, unitInstance ) ContextPtr:BuildInstanceForControl( kUnitGroup.Entry, unitInstance, instance.ContentStack ); common_unit_fields( unit, unitInstance ) if kUnitGroup.func then kUnitGroup.func( unit, unitInstance, iUnitGroup, instance, "name" ) end -- allows you to select a unit and zoom to them unitInstance.LookAtButton:RegisterCallback( Mouse.eLClick, function() Close(); UI.LookAtPlot( unit:GetX( ), unit:GetY( ) ); UI.SelectUnit( unit ); end ) unitInstance.LookAtButton:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound( "Main_Menu_Mouse_Over" ); end ) end SetGroupCollapsePadding(instance, 0); --pFooterInstance.Top:GetSizeY() ) RealizeGroup( instance ); end Controls.Stack:CalculateSize(); Controls.Scroll:CalculateSize(); Controls.CollapseAll:SetHide( false ); Controls.BottomYieldTotals:SetHide( true ) Controls.BottomResourceTotals:SetHide( true ) Controls.BottomPoliciesFilters:SetHide( true ); Controls.BottomMinorsFilters:SetHide( true ); Controls.Scroll:SetSizeY( Controls.Main:GetSizeY() - SIZE_HEIGHT_PADDING_BOTTOM_ADJUST ); -- Remember this tab when report is next opened: ARISTOS m_kCurrentTab = 6; end -- =========================================================================== -- CURRENT DEALS PAGE -- =========================================================================== function ViewDealsPage() ResetTabForNewPageContent(); for j, pDeal in spairs( m_kCurrentDeals, function( t, a, b ) return t[b].EndTurn > t[a].EndTurn end ) do --print("deal", pDeal.EndTurn, Game.GetCurrentGameTurn(), pDeal.EndTurn-Game.GetCurrentGameTurn()); local iNumTurns:number = pDeal.EndTurn - Game.GetCurrentGameTurn(); --local turns = "turns" --if ending == 1 then turns = "turn" end local instance : table = NewCollapsibleGroupInstance() instance.RowHeaderButton:SetText( Locale.Lookup("LOC_HUD_REPORTS_TRADE_DEAL_WITH")..pDeal.WithCivilization ); instance.RowHeaderLabel:SetText( tostring(iNumTurns).." "..Locale.Lookup("LOC_HUD_REPORTS_TURNS_UNTIL_COMPLETED", iNumTurns).." ("..tostring(pDeal.EndTurn)..")" ); instance.RowHeaderLabel:SetHide( false ); instance.AmenitiesContainer:SetHide(true); instance.IndustryContainer:SetHide(true); -- 2021-05-21 instance.MonopolyContainer:SetHide(true); -- 2021-05-21 local dealHeaderInstance : table = {} ContextPtr:BuildInstanceForControl( "DealsHeader", dealHeaderInstance, instance.ContentStack ) local iSlots = #pDeal.Sending if iSlots < #pDeal.Receiving then iSlots = #pDeal.Receiving end for i = 1, iSlots do local dealInstance : table = {} ContextPtr:BuildInstanceForControl( "DealsInstance", dealInstance, instance.ContentStack ) table.insert( instance.Children, dealInstance ) end for i, pDealItem in pairs( pDeal.Sending ) do if pDealItem.Icon then instance.Children[i].Outgoing:SetText( pDealItem.Icon .. " " .. pDealItem.Name ) else instance.Children[i].Outgoing:SetText( pDealItem.Name ) end end for i, pDealItem in pairs( pDeal.Receiving ) do if pDealItem.Icon then instance.Children[i].Incoming:SetText( pDealItem.Icon .. " " .. pDealItem.Name ) else instance.Children[i].Incoming:SetText( pDealItem.Name ) end end local pFooterInstance:table = {} ContextPtr:BuildInstanceForControl( "DealsFooterInstance", pFooterInstance, instance.ContentStack ) pFooterInstance.Outgoing:SetText( Locale.Lookup("LOC_HUD_REPORTS_TOTALS")..#pDeal.Sending ) pFooterInstance.Incoming:SetText( Locale.Lookup("LOC_HUD_REPORTS_TOTALS")..#pDeal.Receiving ) SetGroupCollapsePadding( instance, pFooterInstance.Top:GetSizeY() ) RealizeGroup( instance ); end Controls.Stack:CalculateSize(); Controls.Scroll:CalculateSize(); Controls.CollapseAll:SetHide( false ); Controls.BottomYieldTotals:SetHide( true ); Controls.BottomResourceTotals:SetHide( true ); Controls.BottomPoliciesFilters:SetHide( true ); Controls.BottomMinorsFilters:SetHide( true ); Controls.Scroll:SetSizeY( Controls.Main:GetSizeY() - SIZE_HEIGHT_PADDING_BOTTOM_ADJUST); -- Remember this tab when report is next opened: ARISTOS m_kCurrentTab = 5; end -- =========================================================================== -- POLICY PAGE -- =========================================================================== local tPolicyOrder:table = { SLOT_MILITARY = 1, SLOT_ECONOMIC = 2, SLOT_DIPLOMATIC = 3, SLOT_GREAT_PERSON = 4, SLOT_WILDCARD = 5, SLOT_DARKAGE = 6, SLOT_PANTHEON = 7, SLOT_FOLLOWER = 8, }; local tPolicyGroupNames:table = {}; function InitializePolicyData() -- Compatbility tweak for mods adding new slot types (e.g. Rule with Faith) for row in GameInfo.GovernmentSlots() do if tPolicyOrder[row.GovernmentSlotType] == nil and row.GovernmentSlotType ~= "SLOT_WILDCARD" then tPolicyOrder[row.GovernmentSlotType] = table.count(tPolicyOrder) + 1; end end -- init group names for slot,_ in pairs(tPolicyOrder) do tPolicyGroupNames[ slot ] = Locale.Lookup( string.gsub(slot, "SLOT_", "LOC_GOVT_POLICY_TYPE_") ); end -- exceptions tPolicyGroupNames.SLOT_GREAT_PERSON = Locale.Lookup("LOC_PEDIA_GOVERNMENTS_PAGEGROUP_GREATPEOPLE_POLICIES_NAME"); tPolicyGroupNames.SLOT_PANTHEON = Locale.Lookup("LOC_PEDIA_RELIGIONS_PAGEGROUP_PANTHEON_BELIEFS_NAME"); tPolicyGroupNames.SLOT_FOLLOWER = Locale.Lookup("LOC_PEDIA_RELIGIONS_PAGEGROUP_FOLLOWER_BELIEFS_NAME"); -- Rise & Fall if not (bIsRiseFall or bIsGatheringStorm) then --tPolicyOrder.SLOT_WILDCARD = nil; -- 2019-01-26: Nubia Scenario uses SLOT_WILDCARD tPolicyOrder.SLOT_DARKAGE = nil; end --print("*** POLICY ORDER ***"); dshowtable(tPolicyOrder); --print("*** POLICY GROUP NAMES ***"); dshowtable(tPolicyGroupNames); end function UpdatePolicyData() --print("*** UPDATE POLICY DATA ***"); Timer1Start(); m_kPolicyData = {}; for slot,_ in pairs(tPolicyOrder) do m_kPolicyData[slot] = {}; end -- reset all data local ePlayerID:number = Game.GetLocalPlayer(); local pPlayer:table = Players[ePlayerID]; if not pPlayer then return; end -- assert local pPlayerCulture:table = pPlayer:GetCulture(); -- find out which polices are slotted now local tSlottedPolicies:table = {}; for i = 0, pPlayerCulture:GetNumPolicySlots()-1 do if pPlayerCulture:GetSlotPolicy(i) ~= -1 then tSlottedPolicies[ pPlayerCulture:GetSlotPolicy(i) ] = true; end end --print("...Slotted policies"); dshowtable(tSlottedPolicies); -- iterate through all policies for policy in GameInfo.Policies() do local policyData:table = { Index = policy.Index, Name = Locale.Lookup(policy.Name), Description = Locale.Lookup(policy.Description), --Yields from modifiers -- Status TODO from Player:GetCulture? IsActive = (pPlayerCulture:IsPolicyUnlocked(policy.Index) and not pPlayerCulture:IsPolicyObsolete(policy.Index)), IsSlotted = ((tSlottedPolicies[ policy.Index ] and true) or false), }; --print("Policy:", policy.Index, policy.PolicyType, policy.GovernmentSlotType, "active/slotted", policyData.IsActive, policyData.IsSlotted); -- dshowtable(policyData); -- !!!BUG HERE with Aesthetics CTD!!! Also with CRAFTSMEN, could be others - DON'T USE local sSlotType:string = policy.GovernmentSlotType; if sSlotType == "SLOT_WILDCARD" then --sSlotType = ((policy.RequiresGovernmentUnlock and "SLOT_WILDCARD") or "SLOT_DARKAGE"); end -- 2019-01-26: Better check for Dark Age policies if GameInfo.Policies_XP1 ~= nil and GameInfo.Policies_XP1[policy.PolicyType] ~= nil then sSlotType = "SLOT_DARKAGE"; end end --print("...inserting policy", policyData.Name, "into", sSlotType); table.insert(m_kPolicyData[sSlotType], policyData); -- policy impact from modifiers policyData.Impact, policyData.Yields, policyData.ImpactToolTip, policyData.UnknownEffect = RMA.CalculateModifierEffect("Policy", policy.PolicyType, ePlayerID, nil); policyData.IsImpact = false; -- for toggling options for _,value in pairs(policyData.Yields) do if value ~= 0 then policyData.IsImpact = true; break; end end end -- iterate through all beliefs for belief in GameInfo.Beliefs() do if belief.BeliefClassType == "BELIEF_CLASS_PANTHEON" or belief.BeliefClassType == "BELIEF_CLASS_FOLLOWER" then local policyData:table = { Index = belief.Index, Name = Locale.Lookup(belief.Name), Description = Locale.Lookup(belief.Description), --Yields from modifiers -- Status TODO from Player:GetCulture? IsActive = true, -- not used by pantheons IsSlotted = ( pPlayer:GetReligion():GetPantheon() == belief.Index ), }; local sSlotType:string = string.gsub(belief.BeliefClassType, "BELIEF_CLASS_", "SLOT_"); --print("...inserting belief", policyData.Name, "into", sSlotType); table.insert(m_kPolicyData[sSlotType], policyData); -- belief impact from modifiers policyData.Impact, policyData.Yields, policyData.ImpactToolTip, policyData.UnknownEffect = RMA.CalculateModifierEffect("Belief", belief.BeliefType, ePlayerID, nil); policyData.IsImpact = false; -- for toggling options for _,value in pairs(policyData.Yields) do if value ~= 0 then policyData.IsImpact = true; break; end end end -- pantheons end -- all beliefs Timer1Tick("--- ALL POLICY DATA ---"); --for policyGroup,policies in pairs(m_kPolicyData) do print(policyGroup, table.count(policies)); end end function ViewPolicyPage() --print("FUN ViewPolicyPage"); ResetTabForNewPageContent(); -- fill --for iUnitGroup, kUnitGroup in spairs( m_kUnitDataReport, function( t, a, b ) return t[b].ID > t[a].ID end ) do --for policyGroup,policies in pairs(m_kPolicyData) do for policyGroup,policies in spairs( m_kPolicyData, function(t,a,b) return tPolicyOrder[a] < tPolicyOrder[b]; end ) do -- simple sort by group code name --print("PolicyGroup:", policyGroup); local instance : table = NewCollapsibleGroupInstance() instance.RowHeaderButton:SetText( tPolicyGroupNames[policyGroup] ); instance.RowHeaderLabel:SetHide( false ); instance.AmenitiesContainer:SetHide(true); instance.IndustryContainer:SetHide(true); -- 2021-05-21 instance.MonopolyContainer:SetHide(true); -- 2021-05-21 local pHeaderInstance:table = {} ContextPtr:BuildInstanceForControl( "PolicyHeaderInstance", pHeaderInstance, instance.ContentStack ) -- instance ID, pTable, stack if policyGroup == "SLOT_PANTHEON" or policyGroup == "SLOT_FOLLOWER" then pHeaderInstance.PolicyHeaderLabelName:SetText( Locale.Lookup("LOC_BELIEF_NAME") ); end local iNumRows:number = 0; pHeaderInstance.PolicyHeaderButtonLOYALTY:SetHide( not (bIsRiseFall or bIsGatheringStorm) ); -- set sorting callbacks --if pHeaderInstance.UnitTypeButton then pHeaderInstance.UnitTypeButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_units( "type", iUnitGroup, instance ) end ) end --if pHeaderInstance.UnitNameButton then pHeaderInstance.UnitNameButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_units( "name", iUnitGroup, instance ) end ) end --if pHeaderInstance.UnitStatusButton then pHeaderInstance.UnitStatusButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_units( "status", iUnitGroup, instance ) end ) end -- fill a single group --for _,policy in ipairs(policies) do for _,policy in spairs( policies, function(t,a,b) return t[a].Name < t[b].Name; end ) do -- sort by name --print("Policy:", policy.Name); --dshowtable(policy); --FILTERS if (not Controls.HideInactivePoliciesCheckbox:IsSelected() or policy.IsActive) and (not Controls.HideNoImpactPoliciesCheckbox:IsSelected() or policy.IsImpact) then local pPolicyInstance:table = {} --table.insert( instance.Children, unitInstance ) ContextPtr:BuildInstanceForControl( "PolicyEntryInstance", pPolicyInstance, instance.ContentStack ) -- instance ID, pTable, stack pPolicyInstance.PolicyEntryYieldLOYALTY:SetHide( not (bIsRiseFall or bIsGatheringStorm) ); iNumRows = iNumRows + 1; --common_unit_fields( unit, unitInstance ) -- fill a single entry -- status with tooltip local sStatusText:string; local sStatusToolTip:string = "Id "..tostring(policy.Index); if policy.IsActive then sStatusText = "[ICON_CheckSuccess]"; sStatusToolTip = sStatusToolTip.." Active policy"; else sStatusText = "[ICON_CheckFail]"; sStatusToolTip = sStatusToolTip.." Inactive policy (obsolete or not yet unlocked)"; end --print("...status", sStatusText); pPolicyInstance.PolicyEntryStatus:SetText(sStatusText); --pPolicyInstance.PolicyEntryStatus:SetToolTipString(sStatusToolTip); -- name with description local sPolicyName:string = policy.Name; if policy.IsSlotted then sPolicyName = "[ICON_Checkmark]"..sPolicyName; end --print("...description", policy.Description); TruncateString(pPolicyInstance.PolicyEntryName, 278, sPolicyName); -- [ICON_Checkmark] [ICON_CheckSuccess] [ICON_CheckFail] [ICON_CheckmarkBlue] pPolicyInstance.PolicyEntryName:SetToolTipString(policy.Description); -- impact with modifiers local sPolicyImpact:string = ( policy.Impact == "" and "[ICON_CheckmarkBlue]" ) or policy.Impact; if policy.UnknownEffect then sPolicyImpact = sPolicyImpact.." [COLOR_Red]!"; end --print("...impact", sPolicyImpact); TruncateString(pPolicyInstance.PolicyEntryImpact, 218, sPolicyImpact); --print("...tooltip", sStatusToolTip, policy.ImpactToolTip); --print("...tooltip", sStatusToolTip..TOOLTIP_SEP_NEWLINE..policy.ImpactToolTip); if bOptionModifiers then pPolicyInstance.PolicyEntryImpact:SetToolTipString(sStatusToolTip..TOOLTIP_SEP_NEWLINE..policy.ImpactToolTip); end --print("Yields:"); -- fill out yields for yield,value in pairs(policy.Yields) do --print("...yield,value", yield, value); if value ~= 0 then pPolicyInstance["PolicyEntryYield"..yield]:SetText(toPlusMinusNoneString(value)); end end end -- FILTERS end instance.RowHeaderLabel:SetText( Locale.Lookup("LOC_HUD_REPORTS_TOTALS").." "..tostring(iNumRows) ); -- no footer SetGroupCollapsePadding(instance, 0 ); RealizeGroup( instance ); end -- finishing Controls.Stack:CalculateSize(); Controls.Scroll:CalculateSize(); Controls.CollapseAll:SetHide( false ); Controls.BottomYieldTotals:SetHide( true ); Controls.BottomResourceTotals:SetHide( true ); Controls.BottomPoliciesFilters:SetHide( false ); -- ViewPolicyPage Controls.BottomMinorsFilters:SetHide( true ); Controls.Scroll:SetSizeY( Controls.Main:GetSizeY() - (Controls.BottomPoliciesFilters:GetSizeY() + SIZE_HEIGHT_PADDING_BOTTOM_ADJUST ) ); -- Remember this tab when report is next opened: ARISTOS m_kCurrentTab = 7; end -- =========================================================================== -- MINORS PAGE -- =========================================================================== -- helper to get Category out of Civ Type; categories are: CULTURAL, INDUSTRIAL, MILITARISTIC, etc. function GetCityStateCategory(sCivType:string) for row in GameInfo.TypeProperties() do if row.Type == sCivType and row.Name == "CityStateCategory" then return row.Value; end end print("ERROR: GetCityStateCategory() no City State category for", sCivType); return "UNKNOWN"; end -- helper to get a Leader for a Minor; assumes only 1 leader per Minor function GetCityStateLeader(sCivType:string) for row in GameInfo.CivilizationLeaders() do if row.CivilizationType == sCivType then return row.LeaderType; end end print("ERROR: GetCityStateLeader() no City State leader for", sCivType); return "UNKNOWN"; end -- helper to get a Trait for a Minor Leader; assumes only 1 trait per Minor Leader function GetCityStateTrait(sLeaderType:string) for row in GameInfo.LeaderTraits() do if row.LeaderType == sLeaderType then return row.TraitType; end end print("ERROR: GetCityStateTrait() no Trait for", sLeaderType); return "UNKNOWN"; end function UpdateMinorData() --print("*** UPDATE MINOR DATA ***"); Timer1Start(); local tMinorBonuses:table = {}; -- helper table to quickly access bonuses -- prepare empty categories m_kMinorData = {}; for row in GameInfo.TypeProperties() do if row.Name == "CityStateCategory" and m_kMinorData[ row.Value ] == nil then m_kMinorData[ row.Value ] = {}; tMinorBonuses[ row.Value ] = {}; end end -- 2019-01-26: Australia scenario removes entries from TypeProperties but still uses those Categories for leader in GameInfo.Leaders() do if leader.InheritFrom == "LEADER_MINOR_CIV_DEFAULT" then local sCategory:string = string.gsub(leader.LeaderType, "LEADER_MINOR_CIV_", ""); if m_kMinorData[ sCategory ] == nil then print("WARNING: UpdateMinorData() LeaderType", leader.LeaderType, "uses category that doesn't exist in TypeProperties; registering", sCategory); m_kMinorData[ sCategory ] = {}; tMinorBonuses[ sCategory ] = {}; end end end --print("*** Minors in TypeProperties ***"); dshowrectable(m_kMinorData); -- debug -- find out our level of involvement with alive Minors local tMinorRelations:table = {}; local ePlayerID:number = Game.GetLocalPlayer(); for _,minor in ipairs(PlayerManager.GetAliveMinors()) do -- we need to check for City State actually, because Free Cities are considered Minors as well if minor:IsMinor() then -- CIVILIZATION_LEVEL_CITY_STATE local minorRelation:table = { CivType = PlayerConfigurations[minor:GetID()]:GetCivilizationTypeName(), -- CIVILIZATION_VILNIUS LeaderType = PlayerConfigurations[minor:GetID()]:GetLeaderTypeName(), -- LEADER_MINOR_CIV_VILNIUS IsSuzerained = ( minor:GetInfluence():GetSuzerain() == ePlayerID ), -- boolean NumTokens = minor:GetInfluence():GetTokensReceived(ePlayerID), HasMet = minor:GetDiplomacy():HasMet(ePlayerID), --HasMet = Players[ePlayerID]:GetDiplomacy():HasMet(minor:GetID()), }; tMinorRelations[ minorRelation.CivType ] = minorRelation; end end --print("*** Relations with Alive Minors ***"); dshowrectable(tMinorRelations); -- iterate through all Minors -- assumptions: no Civilization Traits are used, only Leader Traits; each has 1 leader; main leader is for Suzerain bonus; Inherited leaders are for small/medium/large bonuses -- first, fill out Inherited leaders for leader in GameInfo.Leaders() do if leader.InheritFrom == "LEADER_MINOR_CIV_DEFAULT" then local sCategory:string = string.gsub(leader.LeaderType, "LEADER_MINOR_CIV_", ""); local function RegisterLeaderForInfluence(iNumTokens:number, sInfluence:string) local minorData:table = { --Index = civ.Index, CivType = leader.LeaderType, Category = sCategory, Name = Locale.Lookup("LOC_MINOR_CIV_"..sInfluence.."_INFLUENCE_ENVOYS"), -- unfortunately this is all hardcoded in LOCs, [ICON_Envoy] LeaderType = leader.LeaderType, Description = Locale.Lookup("LOC_MINOR_CIV_"..sCategory.."_TRAIT_"..sInfluence.."_INFLUENCE_BONUS"), -- unfortunately this is all hardcoded in LOCs NumTokens = iNumTokens, -- required number of envoys to achieve this influence level Trait = GetCityStateTrait(leader.LeaderType), Influence = 0, -- this will hold number of City States that with this influence level IsSuzerained = false, -- not used HasMet = false, -- will be true if any of that category has been met --Yields from modifiers }; --print("registering leader", iNumTokens, sInfluence); dshowtable(minorData); -- impact from modifiers; the 5th parameter is used to select proper modifiers, it is the ONLY place where it is used minorData.Impact, minorData.Yields, minorData.ImpactToolTip, minorData.UnknownEffect = RMA.CalculateModifierEffect("Trait", minorData.Trait, ePlayerID, nil, sInfluence); minorData.IsImpact = false; -- for toggling options for _,value in pairs(minorData.Yields) do if value ~= 0 then minorData.IsImpact = true; break; end end -- done! table.insert(m_kMinorData[ minorData.Category ], minorData); tMinorBonuses[ minorData.Category ][ iNumTokens ] = minorData; end -- we will have to actually triple this RegisterLeaderForInfluence(1, "SMALL"); -- unfortunately this is all hardcoded in LOCs RegisterLeaderForInfluence(3, "MEDIUM"); RegisterLeaderForInfluence(6, "LARGE"); end end --dshowrectable(tMinorBonuses); -- debug -- OK UP TO THIS POINT -- second, fill out Main leaders for civ in GameInfo.Civilizations() do if civ.StartingCivilizationLevelType == "CIVILIZATION_LEVEL_CITY_STATE" then local minorData:table = { --Index = civ.Index, CivType = civ.CivilizationType, Category = GetCityStateCategory(civ.CivilizationType), Name = Locale.Lookup(civ.Name), LeaderType = GetCityStateLeader(civ.CivilizationType), Description = "", -- later NumTokens = 0, -- always 0 Trait = "", -- later Influence = 0, -- this will hold number of envoys sent to this CS IsSuzerained = false, -- later HasMet = false, -- later --Yields from modifiers }; --print("*** Found CS ***"); dshowtable(minorData); minorData.Trait = GetCityStateTrait(minorData.LeaderType); local tMinorRelation:table = tMinorRelations[ civ.CivilizationType ]; if tMinorRelation ~= nil then minorData.Influence = tMinorRelation.NumTokens; minorData.IsSuzerained = tMinorRelation.IsSuzerained; minorData.HasMet = tMinorRelation.HasMet; -- register in bonuses for _,bonus in pairs(tMinorBonuses[minorData.Category]) do if minorData.Influence >= bonus.NumTokens then bonus.Influence = bonus.Influence + 1; end if minorData.HasMet then bonus.HasMet = true; end end end -- description is actually a suzerain bonus descripion -- it can contain many lines, from many Traits local tStr:table = {}; for row in GameInfo.LeaderTraits() do if row.LeaderType == minorData.LeaderType then local sLeaderTrait:string = row.TraitType; for trait in GameInfo.Traits() do if trait.TraitType == sLeaderTrait and not trait.InternalOnly then table.insert(tStr, Locale.Lookup(trait.Description)); end end end end if #tStr == 0 then print("WARNING: UpdateMinorData() no traits for", minorData.Name); end minorData.Description = table.concat(tStr, "[NEWLINE]"); --print("=== before RMA ==="); -- impact from modifiers minorData.Impact, minorData.Yields, minorData.ImpactToolTip, minorData.UnknownEffect = RMA.CalculateModifierEffect("Trait", minorData.Trait, ePlayerID, nil); --print("=== after RMA ==="); minorData.IsImpact = false; -- for toggling options for _,value in pairs(minorData.Yields) do if value ~= 0 then minorData.IsImpact = true; break; end end -- done! --print("*** Inserting CS ***"); dshowtable(minorData); table.insert(m_kMinorData[ minorData.Category ], minorData); end -- level City State end -- all civs Timer1Tick("--- ALL MINOR DATA ---"); --dshowrectable(m_kMinorData); end function ViewMinorPage() ResetTabForNewPageContent(); for minorGroup,minors in spairs( m_kMinorData, function(t,a,b) return a < b; end ) do -- simple sort by group code name local instance : table = NewCollapsibleGroupInstance() instance.RowHeaderButton:SetText( Locale.Lookup("LOC_CITY_STATES_TYPE_"..minorGroup) ); instance.RowHeaderLabel:SetHide( false ); instance.AmenitiesContainer:SetHide(true); instance.IndustryContainer:SetHide(true); -- 2021-05-21 instance.MonopolyContainer:SetHide(true); -- 2021-05-21 local pHeaderInstance:table = {} ContextPtr:BuildInstanceForControl( "PolicyHeaderInstance", pHeaderInstance, instance.ContentStack ) -- instance ID, pTable, stack pHeaderInstance.PolicyHeaderLabelName:SetText( Locale.Lookup("LOC_HUD_REPORTS_CITY_STATE") ); local iNumRows:number = 0; pHeaderInstance.PolicyHeaderButtonLOYALTY:SetHide( not (bIsRiseFall or bIsGatheringStorm) ); -- set sorting callbacks --if pHeaderInstance.UnitTypeButton then pHeaderInstance.UnitTypeButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_units( "type", iUnitGroup, instance ) end ) end --if pHeaderInstance.UnitNameButton then pHeaderInstance.UnitNameButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_units( "name", iUnitGroup, instance ) end ) end --if pHeaderInstance.UnitStatusButton then pHeaderInstance.UnitStatusButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_units( "status", iUnitGroup, instance ) end ) end -- fill a single group --for _,policy in ipairs(policies) do for _,minor in spairs( minors, function(t,a,b) return t[a].Name < t[b].Name; end ) do -- sort by name --FILTERS if (not Controls.HideNotMetMinorsCheckbox:IsSelected() or minor.HasMet) and (not Controls.HideNoImpactMinorsCheckbox:IsSelected() or minor.IsImpact) then local pMinorInstance:table = {} ContextPtr:BuildInstanceForControl( "PolicyEntryInstance", pMinorInstance, instance.ContentStack ) -- instance ID, pTable, stack pMinorInstance.PolicyEntryYieldLOYALTY:SetHide( not (bIsRiseFall or bIsGatheringStorm) ); if minor.NumTokens == 0 then iNumRows = iNumRows + 1; end -- status with tooltip local sStatusText:string = ""; local sStatusToolTip:string = ""; if minor.Influence > 0 then sStatusText = "[ICON_CheckSuccess]"; sStatusToolTip = Locale.Lookup("LOC_ENVOY_NAME"); end if minor.IsSuzerained then sStatusText = "[ICON_Checkmark]"; sStatusToolTip = Locale.Lookup("LOC_CITY_STATES_SUZERAIN"); end pMinorInstance.PolicyEntryStatus:SetText(sStatusText); pMinorInstance.PolicyEntryStatus:SetToolTipString(sStatusToolTip); -- name with description local sMinorName:string = minor.Name; if minor.HasMet and minor.NumTokens == 0 then sMinorName = "[ICON_Capital]"..sMinorName; end if minor.NumTokens > 0 then sMinorName = sMinorName.." "..tostring(minor.Influence); elseif minor.Influence > 0 then sMinorName = sMinorName.." [COLOR_White]"..tostring(minor.Influence).."[ENDCOLOR] [ICON_Envoy]"; end TruncateString(pMinorInstance.PolicyEntryName, 278, sMinorName); -- [ICON_Checkmark] [ICON_CheckSuccess] [ICON_CheckFail] [ICON_CheckmarkBlue] pMinorInstance.PolicyEntryName:SetToolTipString(minor.Description); -- impact with modifiers local sMinorImpact:string = ( minor.Impact == "" and "[ICON_CheckmarkBlue]" ) or minor.Impact; if minor.UnknownEffect then sMinorImpact = sMinorImpact.." [COLOR_Red]!"; end -- this plugin shows actual impact as an additional info; only for influence bonuses if minor.NumTokens > 0 then local tActualYields:table = {}; for yield,value in pairs(minor.Yields) do tActualYields[yield] = value * minor.Influence; end local sActualInfo:string = RMA.YieldTableGetInfo(tActualYields); if sActualInfo ~= "" then sMinorImpact = sMinorImpact.." ("..sActualInfo..")"; end end TruncateString(pMinorInstance.PolicyEntryImpact, 218, sMinorImpact); if bOptionModifiers then pMinorInstance.PolicyEntryImpact:SetToolTipString(minor.CivType.." / "..minor.LeaderType.."[NEWLINE]"..minor.Trait..TOOLTIP_SEP_NEWLINE..minor.ImpactToolTip); end -- fill out yields for yield,value in pairs(minor.Yields) do if value ~= 0 then pMinorInstance["PolicyEntryYield"..yield]:SetText(toPlusMinusNoneString(value)); end end end -- FILTERS end instance.RowHeaderLabel:SetText( Locale.Lookup("LOC_HUD_REPORTS_TOTALS").." "..tostring(iNumRows) ); -- no footer SetGroupCollapsePadding(instance, 0); RealizeGroup( instance ); end -- finishing Controls.Stack:CalculateSize(); Controls.Scroll:CalculateSize(); Controls.CollapseAll:SetHide( false ); Controls.BottomYieldTotals:SetHide( true ); Controls.BottomResourceTotals:SetHide( true ); Controls.BottomPoliciesFilters:SetHide( true ); Controls.BottomMinorsFilters:SetHide( false ); -- ViewMinorPage Controls.Scroll:SetSizeY( Controls.Main:GetSizeY() - (Controls.BottomMinorsFilters:GetSizeY() + SIZE_HEIGHT_PADDING_BOTTOM_ADJUST ) ); -- Remember this tab when report is next opened: ARISTOS m_kCurrentTab = 8; end -- =========================================================================== -- CITIES 2 PAGE - GATHERING STORM -- =========================================================================== -- helpers function city2_fields( kCityData, pCityInstance ) local function ColorRed(text) return("[COLOR_Red]"..tostring(text).."[ENDCOLOR]"); end -- Infixo: helper local function ColorGreen(text) return("[COLOR_Green]"..tostring(text).."[ENDCOLOR]"); end -- Infixo: helper local function ColorWhite(text) return("[COLOR_White]"..tostring(text).."[ENDCOLOR]"); end -- Infixo: helper local sText:string = ""; local tToolTip:table = {}; -- Status --if kCityData.IsNuclearRisk then --sText = sText.."[ICON_RESOURCE_URANIUM]"; table.insert(tToolTip, Locale.Lookup("LOC_EMERGENCY_NAME_NUCLEAR")); --end --if kCityData.IsUnderpowered then --sText = sText.."[ICON_PowerInsufficient]"; table.insert(tToolTip, Locale.Lookup("LOC_POWER_STATUS_UNPOWERED_NAME")); --end pCityInstance.Status:SetText( sText ); pCityInstance.Status:SetToolTipString( table.concat(tToolTip, "[NEWLINE]") ); -- Icon -- not used -- CityName TruncateStringWithTooltip(pCityInstance.CityName, 178, (kCityData.IsCapital and "[ICON_Capital]" or "")..Locale.Lookup(kCityData.CityName)); -- Population pCityInstance.Population:SetText(ColorWhite(kCityData.Population)); pCityInstance.Population:SetToolTipString(""); -- Power consumption [icon required_number / consumed_number] pCityInstance.PowerConsumed:SetText(string.format("%s %s / %s", kCityData.PowerIcon, kCityData.PowerRequired > 0 and ColorWhite(kCityData.PowerRequired) or tostring(kCityData.PowerRequired), kCityData.IsUnderpowered and ColorRed(kCityData.PowerConsumed) or tostring(kCityData.PowerConsumed))); pCityInstance.PowerConsumed:SetToolTipString(kCityData.PowerConsumedTT); -- Power produced [number] pCityInstance.PowerProduced:SetText(string.format("[ICON_%s] %d", kCityData.PowerPlantResType, kCityData.PowerProduced)); pCityInstance.PowerProduced:SetToolTipString(kCityData.PowerProducedTT); -- CO2 footprint [resource number] --if kCityData.CO2Footprint > 0 then pCityInstance.CO2Footprint:SetText(string.format("[ICON_%s] %.1f", kCityData.PowerPlantResType, kCityData.CO2Footprint)); pCityInstance.CO2Footprint:SetToolTipString(kCityData.CO2FootprintTT); --else --pCityInstance.CO2Footprint:SetText("0"); --pCityInstance.CO2Footprint:SetToolTipString(kCityData.CO2FootprintTT); --end -- Nuclear power plant [nuclear icon / num turns] if kCityData.HasNuclearPowerPlant then sText = kCityData.NuclearAccidentIcon.."[ICON_RESOURCE_URANIUM]"..ColorWhite(kCityData.ReactorAge); else sText = "[ICON_Bullet]"; end pCityInstance.NuclearPowerPlant:SetText(sText); pCityInstance.NuclearPowerPlant:SetToolTipString(kCityData.NuclearPowerPlantTT); -- Dam district & Flood info [num tiles / dam icon] sText = tostring(kCityData.NumRiverFloodTiles); if kCityData.HasDamDistrict then sText = sText.." [ICON_Checkmark]"; end pCityInstance.RiverFloodDam:SetText(sText); pCityInstance.RiverFloodDam:SetToolTipString(kCityData.RiverFloodDamTT); -- Info about Flood barrier. [num tiles / flood barrier icon] sText = tostring(kCityData.NumFloodTiles); if kCityData.HasFloodBarrier then sText = sText.." [ICON_Checkmark]"; end pCityInstance.FloodBarrier:SetText(sText); pCityInstance.FloodBarrier:SetToolTipString(kCityData.FloodTilesTT); -- Flood Barrier Per turn maintenance [number] pCityInstance.BarrierMaintenance:SetText(kCityData.HasFloodBarrier and ColorWhite(kCityData.FloodBarrierMaintenance) or tostring(kCityData.FloodBarrierMaintenance)); pCityInstance.BarrierMaintenance:SetToolTipString(kCityData.FloodBarrierMaintenanceTT); -- Number of RR tiles in the city borders [number] pCityInstance.Railroads:SetText(tostring(kCityData.NumRailroads)); pCityInstance.Railroads:SetToolTipString(kCityData.NumRailroadsTT); -- Number of Canal districts [icons] pCityInstance.Canals:SetText(string.rep("[ICON_DISTRICT_CANAL]", kCityData.NumCanals)); -- 2021-05-21 Monopolies and Corporations Mode if bIsMonopolies then pCityInstance.Industry:SetText(kCityData.Industry); pCityInstance.Industry:SetToolTipString(kCityData.IndustryTT); pCityInstance.Industry:SetHide(false); else pCityInstance.Industry:SetHide(true); end end function sort_cities2( type, instance ) local i = 0 for _, kCityData in spairs( m_kCityData, function( t, a, b ) return city2_sortFunction( instance.Descend, type, t, a, b ); end ) do i = i + 1 local cityInstance = instance.Children[i] city2_fields( kCityData, cityInstance ) -- go to the city after clicking cityInstance.GoToCityButton:RegisterCallback( Mouse.eLClick, function() Close(); UI.LookAtPlot( kCityData.City:GetX(), kCityData.City:GetY() ); UI.SelectCity( kCityData.City ); end ); cityInstance.GoToCityButton:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound( "Main_Menu_Mouse_Over" ); end ); end end function city2_sortFunction( descend, type, t, a, b ) local aCity = 0 local bCity = 0 if type == "name" then aCity = Locale.Lookup( t[a].CityName ); bCity = Locale.Lookup( t[b].CityName ); elseif type == "pop" then aCity = t[a].Population; bCity = t[b].Population; elseif type == "status" then --if t[a].IsUnderpowered then aCity = aCity + 20; else aCity = aCity + 10; end --if t[b].IsUnderpowered then bCity = bCity + 20; else bCity = bCity + 10; end --if t[a].IsNuclearRisk then aCity = aCity + 20; else aCity = aCity + 10; end --if t[b].IsNuclearRisk then bCity = bCity + 20; else bCity = bCity + 10; end elseif type == "icon" then -- not used elseif type == "powcon" then aCity = t[a].PowerRequired; bCity = t[b].PowerRequired; if aCity == bCity then aCity = t[a].PowerConsumed; bCity = t[b].PowerConsumed; end elseif type == "pwprod" then aCity = t[a].PowerProduced; bCity = t[b].PowerProduced; elseif type == "co2" then --aCity = t[a].CO2Footprint; --bCity = t[b].CO2Footprint; elseif type == "nuclear" then aCity = t[a].ReactorAge; bCity = t[b].ReactorAge; elseif type == "dam" then aCity = t[a].NumRiverFloodTiles; bCity = t[b].NumRiverFloodTiles; elseif type == "barrier" then aCity = t[a].NumFloodTiles; bCity = t[b].NumFloodTiles; elseif type == "fbcost" then aCity = t[a].FloodBarrierMaintenance; bCity = t[b].FloodBarrierMaintenance; elseif type == "numrr" then aCity = t[a].NumRailroads; bCity = t[b].NumRailroads; else -- nothing to do here end if descend then return bCity > aCity; else return bCity < aCity; end end function ViewCities2Page() ResetTabForNewPageContent(); local instance:table = m_simpleIM:GetInstance(); instance.Top:DestroyAllChildren(); instance.Children = {} instance.Descend = true local pHeaderInstance:table = {}; ContextPtr:BuildInstanceForControl( "CityStatus2HeaderInstance", pHeaderInstance, instance.Top ); pHeaderInstance.CityStatusButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_cities2( "status", instance ) end ) pHeaderInstance.CityIconButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_cities2( "icon", instance ) end ) pHeaderInstance.CityNameButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_cities2( "name", instance ) end ) pHeaderInstance.CityPopulationButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_cities2( "pop", instance ) end ) pHeaderInstance.CityPowerConsumedButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_cities2( "powcon", instance ) end ) pHeaderInstance.CityPowerProducedButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_cities2( "pwprod", instance ) end ) --pHeaderInstance.CityCO2FootprintButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_cities2( "co2", instance ) end ) pHeaderInstance.CityNuclearPowerPlantButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_cities2( "nuclear", instance ) end ) pHeaderInstance.CityRiverFloodDamButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_cities2( "dam", instance ) end ) pHeaderInstance.CityFloodBarrierButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_cities2( "barrier", instance ) end ) pHeaderInstance.CityBarrierMaintenanceButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_cities2( "fbcost", instance ) end ); pHeaderInstance.CityRailroadsButton:RegisterCallback( Mouse.eLClick, function() instance.Descend = not instance.Descend; sort_cities2( "numrr", instance ) end ); pHeaderInstance.CityIndustryButton:SetHide(not bIsMonopolies); -- for _, kCityData in spairs( m_kCityData, function( t, a, b ) return city2_sortFunction( true, "name", t, a, b ); end ) do -- initial sort by name ascending local pCityInstance:table = {} ContextPtr:BuildInstanceForControl( "CityStatus2EntryInstance", pCityInstance, instance.Top ); table.insert( instance.Children, pCityInstance ); city2_fields( kCityData, pCityInstance ); -- go to the city after clicking pCityInstance.GoToCityButton:RegisterCallback( Mouse.eLClick, function() Close(); UI.LookAtPlot( kCityData.City:GetX(), kCityData.City:GetY() ); UI.SelectCity( kCityData.City ); end ); pCityInstance.GoToCityButton:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound( "Main_Menu_Mouse_Over" ); end ); end Controls.Stack:CalculateSize(); Controls.Scroll:CalculateSize(); Controls.CollapseAll:SetHide( true ); Controls.BottomYieldTotals:SetHide( true ); Controls.BottomResourceTotals:SetHide( true ); Controls.BottomPoliciesFilters:SetHide( true ); Controls.BottomMinorsFilters:SetHide( true ); Controls.Scroll:SetSizeY( Controls.Main:GetSizeY() - SIZE_HEIGHT_PADDING_BOTTOM_ADJUST); -- Remember this tab when report is next opened: ARISTOS m_kCurrentTab = 9; end -- =========================================================================== -- -- =========================================================================== function AddTabSection( name:string, populateCallback:ifunction ) local kTab :table = m_tabIM:GetInstance(); kTab.Button[DATA_FIELD_SELECTION] = kTab.Selection; local callback :ifunction = function() if m_tabs.prevSelectedControl ~= nil then m_tabs.prevSelectedControl[DATA_FIELD_SELECTION]:SetHide(true); end kTab.Selection:SetHide(false); Timer1Start(); populateCallback(); Timer1Tick("Section "..Locale.Lookup(name).." populated"); end kTab.Button:GetTextControl():SetText( Locale.Lookup(name) ); kTab.Button:SetSizeToText( 0, 20 ); -- default 40,20 kTab.Button:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end); m_tabs.AddTab( kTab.Button, callback ); end -- =========================================================================== -- UI Callback -- =========================================================================== function OnInputHandler( pInputStruct:table ) local uiMsg :number = pInputStruct:GetMessageType(); if uiMsg == KeyEvents.KeyUp then local uiKey = pInputStruct:GetKey(); if uiKey == Keys.VK_ESCAPE then if ContextPtr:IsHidden()==false then Close(); return true; end end end return false; end local m_ToggleReportsId:number = Input.GetActionId("ToggleReports"); --print("ToggleReports key is", m_ToggleReportsId); function OnInputActionTriggered( actionId ) --print("FUN OnInputActionTriggered", actionId); if actionId == m_ToggleReportsId then --print(".....Detected F8.....") if ContextPtr:IsHidden() then Open(); else Close(); end end end -- =========================================================================== function Resize() local topPanelSizeY:number = 30; x,y = UIManager:GetScreenSizeVal(); Controls.Main:SetSizeY( y - topPanelSizeY ); Controls.Main:SetOffsetY( topPanelSizeY * 0.5 ); end -- =========================================================================== -- Game Event Callback -- =========================================================================== function OnLocalPlayerTurnEnd() if(GameConfiguration.IsHotseat()) then OnCloseButton(); end end -- =========================================================================== function LateInitialize() --Resize(); -- June Patch m_tabs = CreateTabs( Controls.TabContainer, 42, 34, UI.GetColorValueFromHexLiteral(0xFF331D05) ); --AddTabSection( "Test", ViewTestPage ); --TRONSTER debug --AddTabSection( "Test2", ViewTestPage ); --TRONSTER debug AddTabSection( "LOC_HUD_REPORTS_TAB_YIELDS", ViewYieldsPage ); AddTabSection( "LOC_HUD_REPORTS_TAB_RESOURCES", ViewResourcesPage ); AddTabSection( "LOC_HUD_REPORTS_TAB_CITIES", ViewCityStatusPage ); if GameCapabilities.HasCapability("CAPABILITY_GOSSIP_REPORT") then AddTabSection( "LOC_HUD_REPORTS_TAB_GOSSIP", ViewGossipPage ); end AddTabSection( "LOC_HUD_REPORTS_TAB_DEALS", ViewDealsPage ); AddTabSection( "LOC_HUD_REPORTS_TAB_UNITS", ViewUnitsPage ); AddTabSection( "LOC_HUD_REPORTS_TAB_POLICIES", ViewPolicyPage ); AddTabSection( "LOC_HUD_REPORTS_TAB_MINORS", ViewMinorPage ); if bIsGatheringStorm then AddTabSection( "LOC_HUD_REPORTS_TAB_CITIES2", ViewCities2Page ); end m_tabs.SameSizedTabs(20); m_tabs.CenterAlignTabs(-10); end -- =========================================================================== -- UI Event -- =========================================================================== function OnInit( isReload:boolean ) LateInitialize(); if isReload then if ContextPtr:IsHidden() == false then Open(); end end m_tabs.AddAnimDeco(Controls.TabAnim, Controls.TabArrow); end -- =========================================================================== -- CHECKBOXES -- =========================================================================== -- Checkboxes for hiding city details and free units/buildings function OnToggleHideCityBuildings() local isChecked = Controls.HideCityBuildingsCheckbox:IsSelected(); Controls.HideCityBuildingsCheckbox:SetSelected( not isChecked ); ViewYieldsPage() end function OnToggleHideFreeBuildings() local isChecked = Controls.HideFreeBuildingsCheckbox:IsSelected(); Controls.HideFreeBuildingsCheckbox:SetSelected( not isChecked ); ViewYieldsPage() end function OnToggleHideFreeUnits() local isChecked = Controls.HideFreeUnitsCheckbox:IsSelected(); Controls.HideFreeUnitsCheckbox:SetSelected( not isChecked ); ViewYieldsPage() end -- Checkboxes for different resources in Resources tab function OnToggleStrategic() local isChecked = Controls.StrategicCheckbox:IsSelected(); Controls.StrategicCheckbox:SetSelected( not isChecked ); ViewResourcesPage(); end function OnToggleLuxury() local isChecked = Controls.LuxuryCheckbox:IsSelected(); Controls.LuxuryCheckbox:SetSelected( not isChecked ); ViewResourcesPage(); end function OnToggleBonus() local isChecked = Controls.BonusCheckbox:IsSelected(); Controls.BonusCheckbox:SetSelected( not isChecked ); ViewResourcesPage(); end -- Checkboxes for policy filters function OnToggleInactivePolicies() local isChecked = Controls.HideInactivePoliciesCheckbox:IsSelected(); Controls.HideInactivePoliciesCheckbox:SetSelected( not isChecked ); ViewPolicyPage(); end function OnToggleNoImpactPolicies() local isChecked = Controls.HideNoImpactPoliciesCheckbox:IsSelected(); Controls.HideNoImpactPoliciesCheckbox:SetSelected( not isChecked ); ViewPolicyPage(); end -- Checkboxes for minors filters function OnToggleNotMetMinors() local isChecked = Controls.HideNotMetMinorsCheckbox:IsSelected(); Controls.HideNotMetMinorsCheckbox:SetSelected( not isChecked ); ViewMinorPage(); end function OnToggleNoImpactMinors() local isChecked = Controls.HideNoImpactMinorsCheckbox:IsSelected(); Controls.HideNoImpactMinorsCheckbox:SetSelected( not isChecked ); ViewMinorPage(); end -- =========================================================================== function Initialize() InitializePolicyData(); -- UI Callbacks ContextPtr:SetInitHandler( OnInit ); ContextPtr:SetInputHandler( OnInputHandler, true ); Events.UnitUpgraded.Add( function() if not tUnitSort.parent then return; end -- refresh data and re-sort group which upgraded unit was from m_kCityData, m_kCityTotalData, m_kResourceData, m_kUnitData, m_kDealData, m_kCurrentDeals, m_kUnitDataReport = GetData(); UpdatePolicyData(); UpdateMinorData(); sort_units( tUnitSort.type, tUnitSort.group, tUnitSort.parent ); end ); Controls.CloseButton:RegisterCallback( Mouse.eLClick, OnCloseButton ); Controls.CloseButton:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end); Controls.CollapseAll:RegisterCallback( Mouse.eLClick, OnCollapseAllButton ); Controls.CollapseAll:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end); --BRS Yields tab toggle Controls.HideCityBuildingsCheckbox:RegisterCallback( Mouse.eLClick, OnToggleHideCityBuildings ) Controls.HideCityBuildingsCheckbox:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end ) Controls.HideCityBuildingsCheckbox:SetSelected( true ); Controls.HideFreeBuildingsCheckbox:RegisterCallback( Mouse.eLClick, OnToggleHideFreeBuildings ) Controls.HideFreeBuildingsCheckbox:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end ) Controls.HideFreeBuildingsCheckbox:SetSelected( true ); Controls.HideFreeUnitsCheckbox:RegisterCallback( Mouse.eLClick, OnToggleHideFreeUnits ) Controls.HideFreeUnitsCheckbox:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end ) Controls.HideFreeUnitsCheckbox:SetSelected( true ); --ARISTOS: Resources toggle Controls.LuxuryCheckbox:RegisterCallback( Mouse.eLClick, OnToggleLuxury ); Controls.LuxuryCheckbox:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end ); Controls.LuxuryCheckbox:SetSelected( true ); Controls.StrategicCheckbox:RegisterCallback( Mouse.eLClick, OnToggleStrategic ); Controls.StrategicCheckbox:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end ); Controls.StrategicCheckbox:SetSelected( true ); Controls.BonusCheckbox:RegisterCallback( Mouse.eLClick, OnToggleBonus ); Controls.BonusCheckbox:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end ); Controls.BonusCheckbox:SetSelected( false ); -- not so important -- Polices Filters Controls.HideInactivePoliciesCheckbox:RegisterCallback( Mouse.eLClick, OnToggleInactivePolicies ); Controls.HideInactivePoliciesCheckbox:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end ); Controls.HideInactivePoliciesCheckbox:SetSelected( true ); Controls.HideNoImpactPoliciesCheckbox:RegisterCallback( Mouse.eLClick, OnToggleNoImpactPolicies ); Controls.HideNoImpactPoliciesCheckbox:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end ); Controls.HideNoImpactPoliciesCheckbox:SetSelected( false ); -- Minors Filters Controls.HideNotMetMinorsCheckbox:RegisterCallback( Mouse.eLClick, OnToggleNotMetMinors ); Controls.HideNotMetMinorsCheckbox:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end ); Controls.HideNotMetMinorsCheckbox:SetSelected( true ); Controls.HideNoImpactMinorsCheckbox:RegisterCallback( Mouse.eLClick, OnToggleNoImpactMinors ); Controls.HideNoImpactMinorsCheckbox:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end ); Controls.HideNoImpactMinorsCheckbox:SetSelected( false ); -- Events LuaEvents.TopPanel_OpenReportsScreen.Add( function() Open(); end ); LuaEvents.TopPanel_CloseReportsScreen.Add( function() Close(); end ); LuaEvents.ReportsList_OpenYields.Add( function() Open(1); end ); LuaEvents.ReportsList_OpenResources.Add( function() Open(2); end ); LuaEvents.ReportsList_OpenCityStatus.Add( function() Open(3); end ); if GameCapabilities.HasCapability("CAPABILITY_GOSSIP_REPORT") then LuaEvents.ReportsList_OpenGossip.Add( function() Open(4); end ); end LuaEvents.ReportsList_OpenDeals.Add( function() Open(5); end ); LuaEvents.ReportsList_OpenUnits.Add( function() Open(6); end ); LuaEvents.ReportsList_OpenPolicies.Add( function() Open(7); end ); LuaEvents.ReportsList_OpenMinors.Add( function() Open(8); end ); if bIsGatheringStorm then LuaEvents.ReportsList_OpenCities2.Add( function() Open(9); end ); end Events.LocalPlayerTurnEnd.Add( OnLocalPlayerTurnEnd ); Events.InputActionTriggered.Add( OnInputActionTriggered ); end Initialize(); print("OK loaded ReportScreen.lua from Better Report Screen");
local stringx = require('pl.stringx') local cmd = torch.CmdLine() cmd:option("-batch_size",128,"batch size") cmd:option("-dimension",512,"vector dimensionality") cmd:option("-dropout",0.2,"dropout rate") cmd:option("-train_file","../data/t_given_s_train.txt","") cmd:option("-dev_file","../data/t_given_s_dev.txt","") cmd:option("-test_file","../data/t_given_s_test.txt","") cmd:option("-init_weight",0.1,"") cmd:option("-alpha",1,"") cmd:option("-start_halve",6,"") cmd:option("-max_length",100,""); cmd:option("-vocab_source",25010,"") cmd:option("-vocab_target",25010,"") cmd:option("-thres",5,"gradient clipping thres") cmd:option("-max_iter",8,"max number of iteration") cmd:option("-source_max_length",50,"") cmd:option("-target_max_length",50,"") cmd:option("-layers",2,"") cmd:option("-saveFolder","save","") cmd:option("-reverse",false,"") cmd:option("-gpu_index",1,"the index of GPU to use") cmd:option("-saveModel",true,"") cmd:option("-dictPath","../data/movie_25000","") local params= cmd:parse(arg) params.save_prefix=params.saveFolder.."/model" params.save_params_file=params.saveFolder.."/params" params.output_file=params.saveFolder.."/log" paths.mkdir(params.saveFolder) print(params) return params;
local st = require "util.stanza"; module:depends("http"); local uuid_new = require "util.uuid".generate; local os_time = os.time; local t_remove = table.remove; local add_task = require "util.timer".add_task; local jid_bare = require "util.jid".bare; local function get_room_from_jid() end; local is_component = module:get_host_type() == "component"; if is_component then local mod_muc = module:depends "muc"; local muc_rooms = rawget(mod_muc, "rooms"); get_room_from_jid = rawget(mod_muc, "get_room_from_jid") or function (jid) return muc_rooms[jid]; end end local utf8_pattern = "[\194-\244][\128-\191]*$"; local function drop_invalid_utf8(seq) local start = seq:byte(); module:log("debug", "utf8: %d, %d", start, #seq); if (start <= 223 and #seq < 2) or (start >= 224 and start <= 239 and #seq < 3) or (start >= 240 and start <= 244 and #seq < 4) or (start > 244) then return ""; end return seq; end local function utf8_length(str) local _, count = string.gsub(str, "[^\128-\193]", ""); return count; end local pastebin_private_messages = module:get_option_boolean("pastebin_private_messages", not is_component); local length_threshold = module:get_option_number("pastebin_threshold", 500); local line_threshold = module:get_option_number("pastebin_line_threshold", 4); local max_summary_length = module:get_option_number("pastebin_summary_length", 150); local html_preview = module:get_option_boolean("pastebin_html_preview", true); local base_url = module:get_option_string("pastebin_url", module:http_url()):gsub("/$", "").."/"; -- Seconds a paste should live for in seconds (config is in hours), default 24 hours local expire_after = math.floor(module:get_option_number("pastebin_expire_after", 24) * 3600); local trigger_string = module:get_option_string("pastebin_trigger"); trigger_string = (trigger_string and trigger_string .. " "); local pastes = {}; local xmlns_xhtmlim = "http://jabber.org/protocol/xhtml-im"; local xmlns_xhtml = "http://www.w3.org/1999/xhtml"; function pastebin_text(text) local uuid = uuid_new(); pastes[uuid] = { body = text, time = os_time(), }; pastes[#pastes+1] = uuid; if not pastes[2] then -- No other pastes, give the timer a kick add_task(expire_after, expire_pastes); end return base_url..uuid; end function handle_request(event, pasteid) event.response.headers.content_type = "text/plain; charset=utf-8"; if not pasteid then return "Invalid paste id, perhaps it expired?"; end --module:log("debug", "Received request, replying: %s", pastes[pasteid].text); local paste = pastes[pasteid]; if not paste then return "Invalid paste id, perhaps it expired?"; end return paste.body; end local function replace_tag(s, replacement) local once = false; s:maptags(function (tag) if tag.name == replacement.name and tag.attr.xmlns == replacement.attr.xmlns then if not once then once = true; return replacement; else return nil; end end return tag; end); if not once then s:add_child(replacement); end end local line_count_pattern = string.rep("[^\n]*\n", line_threshold + 1):sub(1,-2); function check_message(data) local stanza = data.stanza; -- Only check for MUC presence when loaded on a component. if is_component then local room = get_room_from_jid(jid_bare(stanza.attr.to)); if not room then return; end local nick = room._jid_nick[stanza.attr.from]; if not nick then return; end end local body = stanza:get_child_text(); if not body then return; end --module:log("debug", "Body(%s) length: %d", type(body), #(body or "")); if ( #body > length_threshold and utf8_length(body) > length_threshold ) or (trigger_string and body:find(trigger_string, 1, true) == 1) or body:find(line_count_pattern) then if trigger_string and body:sub(1, #trigger_string) == trigger_string then body = body:sub(#trigger_string+1); end local url = pastebin_text(body); module:log("debug", "Pasted message as %s", url); --module:log("debug", " stanza[bodyindex] = %q", tostring( stanza[bodyindex])); local summary = (body:sub(1, max_summary_length):gsub(utf8_pattern, drop_invalid_utf8) or ""):match("[^\n]+") or ""; summary = summary:match("^%s*(.-)%s*$"); local summary_prefixed = summary:match("[,:]$"); replace_tag(stanza, st.stanza("body"):text(summary .. "\n" .. url)); stanza:add_child(st.stanza("query", { xmlns = "jabber:iq:oob" }):tag("url"):text(url)); if html_preview then local line_count = select(2, body:gsub("\n", "%0")) + 1; local link_text = ("[view %spaste (%d line%s)]"):format(summary_prefixed and "" or "rest of ", line_count, line_count == 1 and "" or "s"); local html = st.stanza("html", { xmlns = xmlns_xhtmlim }):tag("body", { xmlns = xmlns_xhtml }); html:tag("p"):text(summary.." "):up(); html:tag("a", { href = url }):text(link_text):up(); replace_tag(stanza, html); end end end module:hook("message/bare", check_message); if pastebin_private_messages then module:hook("message/full", check_message); end module:hook("muc-disco#info", function (event) local reply, form, formdata = event.reply, event.form, event.formdata; reply:tag("feature", { var = "https://modules.prosody.im/mod_pastebin" }):up(); table.insert(form, { name = "https://modules.prosody.im/mod_pastebin#max_lines", datatype = "xs:integer" }); table.insert(form, { name = "https://modules.prosody.im/mod_pastebin#max_characters", datatype = "xs:integer" }); formdata["https://modules.prosody.im/mod_pastebin#max_lines"] = tostring(line_threshold); formdata["https://modules.prosody.im/mod_pastebin#max_characters"] = tostring(length_threshold); end); function expire_pastes(time) time = time or os_time(); -- COMPAT with 0.5 if pastes[1] then pastes[pastes[1]] = nil; t_remove(pastes, 1); if pastes[1] then return (expire_after - (time - pastes[pastes[1]].time)) + 1; end end end module:provides("http", { route = { ["GET /*"] = handle_request; }; }); local function set_pastes_metatable() -- luacheck: ignore 212/pastes 431/pastes if expire_after == 0 then local dm = require "util.datamanager"; setmetatable(pastes, { __index = function (pastes, id) if type(id) == "string" then return dm.load(id, module.host, "pastebin"); end end; __newindex = function (pastes, id, data) if type(id) == "string" then dm.store(id, module.host, "pastebin", data); end end; }); else setmetatable(pastes, nil); end end module.load = set_pastes_metatable; function module.save() return { pastes = pastes }; end function module.restore(data) pastes = data.pastes or pastes; set_pastes_metatable(); end
-->8 -- scumm-8 core engine -- ############################ -- you should not need to -- modify anything below here -- ############################ function shake(bc) bd,be=bc,bc and 1 or be end function bf(bg) local bh="lookat" if has_flag(bg.classes,"class_talkable") then bh="talkto" elseif has_flag(bg.classes,"class_openable") then if bg.state=="state_closed"then bh="open" else bh="close" end end for bi in all(verbs) do bj=get_verb(bi) if bj[2]==bh then bh=bi break end end return bh end function bk(bl,bm,bn) local bo=has_flag(bm.classes,"class_actor") if bl=="walkto"then return elseif bl=="pickup"then say_line(bo and"i don't need them"or"i don't need that") elseif bl=="use"then say_line(bo and"i can't just *use* someone"or ((bn and has_flag(bn.classes,class_actor)) and"i can't use that on someone!"or"that doesn't work")) elseif bl=="give"then say_line(bo and"i don't think i should be giving this away"or"i can't do that") elseif bl=="lookat"then say_line(bo and"i think it's alive"or"looks pretty ordinary") elseif bl=="open"or bl=="close"then say_line((bo and"they don't"or"it doesn't").." seem to "..bl) elseif bl=="push"or bl=="pull"then say_line(bo and"moving them would accomplish nothing"or"it won't budge!") elseif bl=="talkto"then say_line(bo and"erm ... i don't think they want to talk"or"i am not talking to that!") else say_line"hmm. no." end end function camera_at(bp) cam_x,bq,br=bs(bp) end function camera_follow(bt) stop_script(bu) br,bq=bt bu=function() while br do if(br.in_room==room_curr) cam_x=bs(br) yield() end end start_script(bu,true) if(br.in_room!=room_curr) change_room(br.in_room,1) end function camera_pan_to(bp) bq,br=bs(bp) bu=function() while cam_x~=bq do cam_x+=sgn(bq-cam_x)/2 yield() end bq=nil end start_script(bu,true) end function wait_for_camera() while script_running(bu) do yield() end end function cutscene(type,bv,bw) bx={ by=type, bz=cocreate(bv), ca=bw, cb=br } add(cc,bx) cd=bx break_time() end function dialog_set(ce) for msg in all(ce) do dialog_add(msg) end end function dialog_add(msg) cf=cf or{cg={}} ch=ci(msg,32) cj=ck(ch) cl={ num=#cf.cg+1, msg=msg, ch=ch, cm=cj } add(cf.cg,cl) end function dialog_start(col,cn) cf.col=col cf.cn=cn cf.co=true selected_sentence=nil end function dialog_hide() cf.co=false end function dialog_clear() cf.cg={} selected_sentence=nil end function dialog_end() cf=nil end function get_use_pos(bg) local cp,y,x=bg.use_pos or"pos_infront",bg.y,bg.x if cq(cp) then x,y=cp[1],cp[2] else local cr={ pos_left={-2,bg.h*8-2}, pos_right={bg.w*8,bg.h*8-2}, pos_above={bg.w*4-4,-2}, pos_center={bg.w*4,bg.h*4-4}, pos_infront={bg.w*4-4,bg.h*8+2} } if cp=="pos_left"and bg.cs then x-=(bg.w*8+4) y+=1 else x+=cr[cp][1] y+=cr[cp][2] end end return{x=x,y=y} end function do_anim(ct,cu,cv) if cu=="face_towards"then if cq(cv) then cw=atan2(ct.x-cv.x,cv.y-ct.y) cx=93*(3.1415/180) cw=cx-cw cy=(cw*360)%360 cv=4-flr(cy/90) cv=cz[cv] end face_dir=cz[ct.face_dir] cv=cz[cv] while face_dir!=cv do if face_dir<cv then face_dir+=1 else face_dir-=1 end ct.face_dir=cz[face_dir] ct.flip=(ct.face_dir=="face_left") break_time(10) end else ct.curr_anim=cu ct.da=1 ct.db=1 end end function open_door(dc,dd) if dc.state=="state_open"then say_line"it's already open" else dc.state="state_open" if(dd) dd.state="state_open" end end function close_door(dc,dd) if dc.state=="state_closed"then say_line"it's already closed" else dc.state="state_closed" if(dd) dd.state="state_closed" end end function come_out_door(de,df,dg) if(df==nil) dh("target door does not exist") return if(de.state~="state_open") say_line("the door is closed") return di=df.in_room if(di!=room_curr) change_room(di,dg) local dj=get_use_pos(df) put_at(selected_actor,dj.x,dj.y,di) if df.use_dir then dk=cz[(cz[df.use_dir]+1)%4+1] else dk="face_front" end selected_actor.face_dir=dk selected_actor.flip=(selected_actor.face_dir=="face_left") end dl={ open=open_door, close=close_door, walkto=come_out_door } function fades(dm,dir) local dn=25-25*dir while true do dn+=dir*2 if dn>50 or dn<0 then return end if(dm==1) dp=min(dn,32) yield() end end function change_room(di,dm) if(not di) dh("room does not exist") return stop_script(dq) if dm and room_curr then fades(dm,1) end if(room_curr and room_curr.exit) room_curr.exit(room_curr) dr={} ds() room_curr=di if(not br or br.in_room!=room_curr) cam_x=0 stop_talking() if dm then dq=function() fades(dm,-1) end start_script(dq,true) else dp=0 end if room_curr.enter then room_curr.enter(room_curr) end end function valid_verb(bl,dt) if(not dt or not dt.verbs) return false if cq(bl) then if(dt.verbs[bl[1]]) return true else if(dt.verbs[bl]) return true end end function pickup_obj(bg,bt) bt=bt or selected_actor add(bt.du,bg) bg.owner=bt del(bg.in_room.objects,bg) end function start_script(dv,dw,dx,q) local bz=cocreate(dv) add(dw and dy or dr,{dv,bz,dx,q}) end function script_running(dv) for dz in all({dr,dy}) do for ea,eb in pairs(dz) do if eb[1]==dv then return eb end end end end function stop_script(dv) eb=script_running(dv) del(dr,eb) del(dy,eb) end function break_time(ec) for x=1,ec or 1 do yield() end end function wait_for_message() while ed do yield() end end function say_line(bt,msg,ee,ef) if type(bt)=="string"then msg,bt=bt,selected_actor end eg=bt print_line(msg,bt.x,bt.y-bt.h*8+4,bt.col,1,ee,ef) end function stop_talking() ed,eg=nil end function print_line(msg,x,y,col,eh,ee,ef,ei) col=col or 7 eh=eh or 0 local ej=127-(x-cam_x) if(eh==1) ej=min(x-cam_x,ej) local ek=max(flr(ej/2),16) local el="" for em=1,#msg do local en=sub(msg,em,em) if en==":"then el=sub(msg,em+1) msg=sub(msg,1,em-1) break end end local ch=ci(msg,ek) local cj=ck(ch) eo=x-cam_x if(eh==1) eo-=cj*(ei and 4 or 2) local eo,ep=max(2,eo),max(18,y) eo=min(eo,127-(cj*4)-1) ed={ eq=ch, x=eo, y=ep, col=col, eh=eh, er=ef or#msg*8, cm=cj, ee=ee, ei=ei } if#el>0 then es=eg wait_for_message() eg=es print_line(el,x,y,col,eh,ee,nil,ei) end wait_for_message() end function put_at(bg,x,y,et) if et then if not has_flag(bg.classes,"class_actor") then if(bg.in_room) del(bg.in_room.objects,bg) add(et.objects,bg) bg.owner=nil end bg.in_room=et end bg.x,bg.y=x,y end function stop_actor(bt) bt.eu,bt.curr_anim=0 ds() end function walk_to(bt,x,y) local ev=ew(bt) local ex,ey=flr(x/8)+room_curr.map[1],flr(y/8)+room_curr.map[2] local ez={ex,ey} local fa=fb(ev,ez,{x,y}) bt.eu=1 for fc=1,#fa do local fd=fa[fc] local fe=bt.walk_speed*(bt.scale or bt.ff) local fg,fh=(fd[1]-room_curr.map[1])*8+4,(fd[2]-room_curr.map[2])*8+4 if(fc==#fa and x>=fg-4 and x<=fg+4 and y>=fh-4 and y<=fh+4) fg,fh=x,y local fi=sqrt((fg-bt.x)^2+(fh-bt.y)^2) local fj=fe*(fg-bt.x)/fi local fk=fe*(fh-bt.y)/fi if fi>0 then for em=0,fi/fe-1 do if bt.eu==0 then return end bt.flip=fj<0 if abs(fj)<fe/2 then bt.curr_anim=fk>0 and bt.walk_anim_front or bt.walk_anim_back bt.face_dir=fk>0 and"face_front"or"face_back" else bt.curr_anim=bt.walk_anim_side bt.face_dir=bt.flip and"face_left"or"face_right" end bt.x+=fj bt.y+=fk yield() end end end bt.eu,bt.curr_anim=2 end function wait_for_actor(bt) bt=bt or selected_actor while bt.eu!=2 do yield() end end function proximity(bm,bn) return bm.in_room==bn.in_room and sqrt((bm.x-bn.x)^2+(bm.y-bn.y)^2) or 1000 end stage_top=16 cam_x,be=0,0 fl,fm,fn,fo=63.5,63.5,0,1 fp={ {spr=ui_uparrowspr,x=75,y=stage_top+60}, {spr=ui_dnarrowspr,x=75,y=stage_top+72} } cz={ "face_front", "face_left", "face_back", "face_right", face_front=1, face_left=2, face_back=3, face_right=4 } function fq(bg) local fr={} for ea,bi in pairs(bg) do add(fr,ea) end return fr end function get_verb(bg) local bl,fr={},fq(bg[1]) add(bl,fr[1]) add(bl,bg[1][fr[1]]) add(bl,bg.text) return bl end function ds() fs,ft,fu,fv,fw,j=get_verb(verb_default),false,"" end ds() cd=nil dy={} dr={} cc={} fx={} dp,dp=0,0 fy=0 function _init() poke(0x5f2d,1) fz() start_script(startup_script,true) end function _update60() if selected_actor and selected_actor.bz and not coresume(selected_actor.bz) then selected_actor.bz=nil end ga(dy) if cd then if cd.bz and not coresume(cd.bz) then if cd.by!=3 and cd.cb then camera_follow(cd.cb) selected_actor=cd.cb end del(cc,cd) if#cc>0 then cd=cc[#cc] else if(cd.by!=2) fy=3 cd=nil end end else ga(dr) end gb() gc() gd,ge=1.5-rnd(3),1.5-rnd(3) gd=flr(gd*be) ge=flr(ge*be) if(not bd) be=be>0.05 and be*0.90 or 0 end function _draw() cls() camera(cam_x+gd,0+ge) clip( 0+dp-gd, stage_top+dp-ge, 128-dp*2-gd, 64-dp*2) gf() camera(0,0) clip() if show_debuginfo then print("cpu: "..flr(100*stat(1)).."%",0,stage_top-16,8) print("mem: "..flr(stat(0)/1024*100).."%",0,stage_top-8,8) print("x: "..flr(fl+cam_x).." y:"..fm-stage_top,80,stage_top-8,8) end gg() if cf and cf.co then gh() gi() return end if(fy>0) fy-=1 return if(not cd) gj() if(not cd or cd.by==2) and fy==0 then gk() end if(not cd) gi() end function gl() gm=stat(34)>0 end function gb() if ed and not gm and(btnp(4) or stat(34)==1) then ed.er,gm=0,true return end if cd then if(btnp(5) or stat(34)==2) and cd.ca then cd.bz=cocreate(cd.ca) cd.ca=nil return end gl() return end if btn(0) then fl-=1 end if btn(1) then fl+=1 end if btn(2) then fm-=1 end if btn(3) then fm+=1 end if btnp(4) then gn(1) end if btnp(5) then gn(2) end go,gp=stat(32)-1,stat(33)-1 if go!=gq then fl=go end if gp!=gr then fm=gp end if stat(34)>0 and not gm then gn(stat(34)) end gq,gr=go,gp gl() end fl,fm=mid(0,fl,127),mid(0,fm,127) function gn(gs) if(not selected_actor) return if cf and cf.co then if(gt) selected_sentence=gt return end if(ft) ds() if gu then fs,fv,fw=get_verb(gu) elseif gv then if gs==1 then if fv and not ft then fw=gv else fv=gv end if(fs[2]==get_verb(verb_default)[2] and gv.owner) then fs=get_verb(verbs[verb_default_inventory_index]) end elseif gw then fs,fv=get_verb(gw),gv gj() end elseif gx then if gx==fp[1] then if(selected_actor.gy>0) selected_actor.gy-=1 else if selected_actor.gy+2<flr(#selected_actor.du/4) then selected_actor.gy+=1 end end return end local gz=fs[2] if fv then if gz=="use"or gz=="give"then if fw then elseif fv.use_with and fv.owner==selected_actor then return end end ft=true selected_actor.bz=cocreate(function() if(not fv.owner and(not has_flag(fv.classes,"class_actor") or gz!="use")) or fw then ha=fw or fv hb=get_use_pos(ha) walk_to(selected_actor,hb.x,hb.y) if selected_actor.eu!=2 then return end use_dir=ha if ha.use_dir then use_dir=ha.use_dir end do_anim(selected_actor,"face_towards",use_dir) end if valid_verb(fs,fv) then start_script(fv.verbs[fs[1]],false,fv,fw) else if has_flag(fv.classes,"class_door") then local dv=dl[gz] if(dv) dv(fv,fv.target_door) else bk(gz,fv,fw) end end ds() end) coresume(selected_actor.bz) elseif fm>stage_top and fm<stage_top+64 then ft=true selected_actor.bz=cocreate(function() walk_to(selected_actor,fl+cam_x,fm-stage_top) ds() end) coresume(selected_actor.bz) end end function gc() if(not room_curr) return gu,gw,gv,gt,gx=nil if cf and cf.co then for dz in all(cf.cg) do if(hc(dz)) gt=dz end return end hd() for bg in all(room_curr.objects) do if(not bg.classes or(bg.classes and not has_flag(bg.classes,"class_untouchable"))) and(not bg.dependent_on or bg.dependent_on.state==bg.dependent_on_state) then he(bg,bg.w*8,bg.h*8,cam_x,hf) else bg.hg=nil end if hc(bg) then if not gv or max(bg.z,gv.z)==bg.z then gv=bg end end hh(bg) end for ea,bt in pairs(actors) do if bt.in_room==room_curr then he(bt,bt.w*8,bt.h*8,cam_x,hf) hh(bt) if(hc(bt) and bt!=selected_actor) gv=bt end end if selected_actor then for bi in all(verbs) do if(hc(bi)) gu=bi end for hi in all(fp) do if(hc(hi)) gx=hi end for ea,bg in pairs(selected_actor.du) do if hc(bg) then gv=bg if(fs[2]=="pickup"and gv.owner) fs=nil end if(bg.owner!=selected_actor) del(selected_actor.du,bg) end fs=fs or get_verb(verb_default) gw=gv and bf(gv) or gw end end function hd() for x=-64,64 do fx[x]={} end end function hh(bg) add(fx[bg.z and bg.z or flr(bg.y+(bg.hj and 0 or bg.h*8))],bg) end function gf() if not room_curr then print("-error- no current room set",5+cam_x,5+stage_top,8,0) return end rectfill(0,stage_top,127,stage_top+64,room_curr.hk or 0) for z=-64,64 do if z==0 then hl(room_curr) if room_curr.trans_col then palt(0,false) palt(room_curr.trans_col,true) end map(room_curr.map[1],room_curr.map[2],0,stage_top,room_curr.hm,room_curr.hn) pal() else ho=fx[z] for bg in all(ho) do if not has_flag(bg.classes,"class_actor") then if bg.states or(bg.state and bg[bg.state] and bg[bg.state]>0) and(not bg.dependent_on or bg.dependent_on.state==bg.dependent_on_state) and not bg.owner or bg.draw or bg.curr_anim then hp(bg) end else if(bg.in_room==room_curr) hq(bg) end end end end end function hl(bg) if bg.col_replace then fc=bg.col_replace pal(fc[1],fc[2]) end if bg.lighting then hr(bg.lighting) elseif bg.in_room and bg.in_room.lighting then hr(bg.in_room.lighting) end end function hp(bg) local hs=0 hl(bg) if bg.draw then bg.draw(bg) else if bg.curr_anim then ht(bg) hs=bg.curr_anim[bg.da] end for h=0,bg.repeat_x and bg.repeat_x-1 or 0 do if bg.states then hs=bg.states[bg.state] elseif hs==0 then hs=bg[bg.state] end hu(hs,bg.x+(h*(bg.w*8)),bg.y,bg.w,bg.h,bg.trans_col,bg.flip_x,bg.scale) end end pal() end function hq(bt) local hv,hs=cz[bt.face_dir] if bt.curr_anim and(bt.eu==1 or cq(bt.curr_anim)) then ht(bt) hs=bt.curr_anim[bt.da] else hs=bt.idle[hv] end hl(bt) local hw=(bt.y-room_curr.autodepth_pos[1])/(room_curr.autodepth_pos[2]-room_curr.autodepth_pos[1]) hw=room_curr.autodepth_scale[1]+(room_curr.autodepth_scale[2]-room_curr.autodepth_scale[1])*hw bt.ff=mid(room_curr.autodepth_scale[1],hw,room_curr.autodepth_scale[2]) local scale=bt.scale or bt.ff local hx,hy=(8*bt.h),(8*bt.w) local hz=hx-(hx*scale) local ia=hy-(hy*scale) local ib=bt.cs+flr(ia/2) local ic=bt.hj+hz hu(hs, ib, ic, bt.w, bt.h, bt.trans_col, bt.flip, false, scale) if eg and eg==bt and eg.talk then if bt.id<7 then hu(bt.talk[hv], ib+(bt.talk[5] or 0), ic+flr((bt.talk[6] or 8)*scale), (bt.talk[7] or 1), (bt.talk[8] or 1), bt.trans_col, bt.flip, false, scale) end bt.id=bt.id%14+1 end pal() end function gj() local ie,ig,ih=verb_maincol,fs[2],fs and fs[3] or"" if fv then ih=ih.." "..fv.name if ig=="use"and(not ft or fw) then ih=ih.." with" elseif ig=="give"then ih=ih.." to" end end if fw then ih=ih.." "..fw.name elseif gv and gv.name!="" and(not fv or(fv!=gv)) and not ft then if gv.owner and ig==get_verb(verb_default)[2] then ih="look-at" end ih=ih.." "..gv.name end fu=ih if ft then ih=fu ie=verb_hovcol end print(ii(ih),63.5-flr(#ih*2),stage_top+66,ie) end function gg() if ed then local ij=0 for ik in all(ed.eq) do local il=0 if ed.eh==1 then il=((ed.cm*4)-(#ik*4))/2 end outline_text( ik, ed.x+il, ed.y+ij, ed.col, 0, ed.ee, ed.ei) ij+=ed.ei and 12 or 6 end ed.er-=1 if(ed.er<=0) stop_talking() end end function gk() local eo,ep,im=0,75,0 for bi in all(verbs) do local io=bi==gu and verb_hovcol or (gw and bi==gw and verb_defcol or verb_maincol) local bj=get_verb(bi) print(bj[3],eo,ep+stage_top+1,verb_shadcol) print(bj[3],eo,ep+stage_top,io) bi.x=eo bi.y=ep he(bi,#bj[3]*4,5,0,0) if(#bj[3]>im) im=#bj[3] ep+=8 if ep>=95 then ep=75 eo+=(im+1.0)*4 im=0 end end if selected_actor then eo,ep=86,76 local ip=selected_actor.gy*4 local iq=min(ip+8,#selected_actor.du) for ir=1,8 do rectfill(eo-1,stage_top+ep-1,eo+8,stage_top+ep+8,verb_shadcol) bg=selected_actor.du[ip+ir] if bg then bg.x,bg.y=eo,ep hp(bg) he(bg,bg.w*8,bg.h*8,0,0) end eo+=11 if eo>=125 then ep+=12 eo=86 end ir+=1 end for em=1,2 do is=fp[em] pal(7,gx==is and verb_hovcol or verb_maincol) pal(5,verb_shadcol) hu(is.spr,is.x,is.y,1,1,0) he(is,8,7,0,0) pal() end end end function gh() local eo,ep=0,70 for dz in all(cf.cg) do if dz.cm>0 then dz.x,dz.y=eo,ep he(dz,dz.cm*4,#dz.ch*5,0,0) local io=dz==gt and cf.cn or cf.col for ik in all(dz.ch) do print(ii(ik),eo,ep+stage_top,io) ep+=5 end ep+=2 end end end function gi() col=ui_cursor_cols[fo] pal(7,col) spr(ui_cursorspr,fl-4,fm-3,1,1,0) pal() fn+=1 if fn>7 then fn=1 fo=fo%#ui_cursor_cols+1 end end function hu(it,x,y,w,h,iu,flip_x,iv,scale) set_trans_col(iu) it=it or 0 local iw,ix=8*(it%16),8*flr(it/16) local iy,iz=8*w,8*h local ja=scale or 1 local jb,jc=iy*ja,iz*ja sspr(iw,ix,iy,iz,x,stage_top+y,jb,jc,flip_x,iv) end function set_trans_col(iu) palt(0,false) palt(iu,true) end function fz() for et in all(rooms) do jd(et) et.hm=#et.map>2 and et.map[3]-et.map[1]+1 or 16 et.hn=#et.map>2 and et.map[4]-et.map[2]+1 or 8 et.autodepth_pos=et.autodepth_pos or{9,50} et.autodepth_scale=et.autodepth_scale or{0.25,1} for bg in all(et.objects) do jd(bg) bg.in_room,bg.h=et,bg.h or 0 if(bg.init) bg.init(bg) end end for je,bt in pairs(actors) do jd(bt) bt.eu=2 bt.db=1 bt.id=1 bt.da=1 bt.du={ } bt.gy=0 end end function ga(scripts) for eb in all(scripts) do if eb[2] and not coresume(eb[2],eb[3],eb[4]) then del(scripts,eb) end end end function hr(jf) if(jf) jf=1-jf local fd=flr(mid(0,jf,1)*100) local jg={0,1,1,2,1,13,6, 4,4,9,3,13,1,13,14} for jh=1,15 do col=jh ji=(fd+(jh*1.46))/22 for ea=1,ji do col=jg[col] end pal(jh,col) end end function cq(t) return type(t)=="table" end function bs(bp) return mid(0,(cq(bp) and bp.x or bp)-64,(room_curr.hm*8)-128) end function ew(bg) return{flr(bg.x/8)+room_curr.map[1],flr(bg.y/8)+room_curr.map[2]} end function jj(ex,ey) return fget(mget(ex,ey),0) end function ci(msg,ek) local ch,jk,jl,en={},"","","" local function jm(jn) if#jl+#jk>jn then add(ch,jk) jk="" end jk=jk..jl jl="" end for em=1,#msg do en=sub(msg,em,em) jl=jl..en if en==" "or#jl>ek-1 then jm(ek) elseif#jl>ek-1 then jl=jl.."-" jm(ek) elseif en==";"then jk=jk..sub(jl,1,#jl-1) jl="" jm(0) end end jm(ek) if(jk!="") add(ch,jk) return ch end function ck(ch) local cj=0 for ik in all(ch) do if(#ik>cj) cj=#ik end return cj end function has_flag(bg,jo) for jp in all(bg) do if(jp==jo) return true end end function he(bg,w,h,jq,jr) local x,y=bg.x,bg.y if has_flag(bg.classes,"class_actor") then bg.cs=x-(bg.w*8)/2 bg.hj=y-(bg.h*8)+1 x=bg.cs y=bg.hj end bg.hg={ x=x, y=y+stage_top, js=x+w-1, jt=y+h+stage_top-1, jq=jq, jr=jr } end function fb(ju,jv) local jw,jx,jy,jz,ka,kb={},{},{} kc(jw,ju,0) jy[kd(ju)]=0 while#jw>0 and#jw<1000 do kb=jw[#jw][1] del(jw,jw[#jw]) if(kd(kb)==kd(jv)) break local ke={} for x=-1,1 do for y=-1,1,x==0 and 2 or 1 do local kf,kg=kb[1]+x,kb[2]+y if kf>=room_curr.map[1] and kf<=room_curr.map[1]+room_curr.hm and kg>=room_curr.map[2] and kg<=room_curr.map[2]+room_curr.hn and jj(kf,kg) and((abs(x)!=abs(y)) or jj(kf,kb[2]) or jj(kf-x,kg) or enable_diag_squeeze) then local kh={kf,kg} local ki=kd(kh) local kj=jy[kd(kb)]+(x*y==0 and 1 or 1.414) if not jy[ki] or kj<jy[ki] then jy[ki]=kj local h=max(abs(jv[1]-kf),abs(jv[2]-kg))+min(abs(jv[1]-kf),abs(jv[2]-kg))*.414 kc(jw,kh,kj+h) jx[ki]=kb if not jz or h<jz then jz=h ka=ki kk=kh end end end end end end local fa={} kb=jx[kd(jv)] if kb then add(fa,jv) elseif ka then kb=jx[ka] add(fa,kk) end if kb then local kl,km=kd(kb),kd(ju) while kl!=km do add(fa,kb) kb=jx[kl] kl=kd(kb) end for em=1,#fa/2 do local kn=fa[em] local ko=#fa-(em-1) fa[em]=fa[ko] fa[ko]=kn end end return fa end function kc(t,bp,fd) local kp={bp,fd} if#t>=1 then for em=#t+1,2,-1 do local kh=t[em-1] if fd<kh[2] then t[em]=kp return else t[em]=kh end end end t[1]=kp end function kd(kq) return((kq[1]+1)*16)+kq[2] end function ht(bg) bg.db+=1 if bg.db>bg.frame_delay then bg.db=1 bg.da=bg.da%#bg.curr_anim+1 end end function dh(msg) print_line("-error-;"..msg,5+cam_x,5,8,0) end function jd(bg) for ik in all(split(bg.data,"\n")) do local pairs=split(ik,"=") if#pairs==2 then bg[pairs[1]]=kr(pairs[2]) else printh(" > invalid data: ["..pairs[1].."]") end end end function split(dz,ks) local kt,ip,ku={},0,0 for em=1,#dz do local kv=sub(dz,em,em) if kv==ks then add(kt,sub(dz,ip,ku)) ip,ku=0,0 elseif kv!=" " and kv!="\t"then ku,ip=em,ip==0 and em or ip end end if ip+ku>0 then add(kt,sub(dz,ip,ku)) end return kt end function kr(kw) local kx=sub(kw,1,1) if kw=="true"then return true elseif kw=="false"then return false elseif tonum(kw) then return tonum(kw) elseif kx=="{"then local kn=sub(kw,2,#kw-1) ky={} for bp in all(split(kn,",")) do add(ky,kr(bp)) end return ky else return kw end end function outline_text(kz,x,y,la,lb,ee,ei) if(not ee) kz=ii(kz) if(ei) kz="\^w\^t"..kz for lc=-1,1 do for ld=-1,1,lc==0 and 2 or 1 do print(kz,x+lc,y+ld,lb) end end print(kz,x,y,la) end function hc(bg) if(not bg.hg or cd) return false local hg=bg.hg return not((fl+hg.jq>hg.js or fl+hg.jq<hg.x) or(fm>hg.jt or fm<hg.y)) end function ii(dz) local t="" for em=1,#dz do local fc=ord(dz,em) t..=chr(fc>96 and fc<123 and fc-32 or fc) end return t end
local ffi = require("ffi") local socket = {} local e = {} local errno = {} do local C if ffi.os == "Windows" then C = assert(ffi.load("ws2_32")) else C = ffi.C end local M = {} local function generic_function(C_name, cdef, alias, size_error_handling) ffi.cdef(cdef) alias = alias or C_name local func_name = alias local func = C[C_name] if size_error_handling == false then socket[func_name] = func elseif size_error_handling then socket[func_name] = function(...) local len = func(...) if len < 0 then return nil, socket.lasterror() end return len end else socket[func_name] = function(...) local ret = func(...) if ret == 0 then return true end return nil, socket.lasterror() end end end ffi.cdef[[ struct in_addr { uint32_t s_addr; }; struct in6_addr { union { uint8_t u6_addr8[16]; uint16_t u6_addr16[8]; uint32_t u6_addr32[4]; } u6_addr; }; ]] -- https://www.cs.dartmouth.edu/~sergey/cs60/on-sockaddr-structs.txt if ffi.os == "OSX" then ffi.cdef[[ struct sockaddr { uint8_t sa_len; uint8_t sa_family; char sa_data[14]; }; struct sockaddr_in { uint8_t sin_len; uint8_t sin_family; uint16_t sin_port; struct in_addr sin_addr; char sin_zero[8]; }; struct sockaddr_in6 { uint8_t sin6_len; uint8_t sin6_family; uint16_t sin6_port; uint32_t sin6_flowinfo; struct in6_addr sin6_addr; uint32_t sin6_scope_id; }; ]] elseif ffi.os == "Windows" then ffi.cdef[[ struct sockaddr { uint16_t sa_family; char sa_data[14]; }; struct sockaddr_in { int16_t sin_family; uint16_t sin_port; struct in_addr sin_addr; uint8_t sin_zero[8]; }; struct sockaddr_in6 { int16_t sin6_family; uint16_t sin6_port; uint32_t sin6_flowinfo; struct in6_addr sin6_addr; uint32_t sin6_scope_id; }; ]] else -- posix ffi.cdef[[ struct sockaddr { uint16_t sa_family; char sa_data[14]; }; struct sockaddr_in { uint16_t sin_family; uint16_t sin_port; struct in_addr sin_addr; char sin_zero[8]; }; struct sockaddr_in6 { uint16_t sin6_family; uint16_t sin6_port; uint32_t sin6_flowinfo; struct in6_addr sin6_addr; uint32_t sin6_scope_id; }; ]] end if ffi.os == "Windows" then ffi.cdef[[ typedef size_t SOCKET; struct addrinfo { int ai_flags; int ai_family; int ai_socktype; int ai_protocol; size_t ai_addrlen; char *ai_canonname; struct sockaddr *ai_addr; struct addrinfo *ai_next; }; ]] socket.INVALID_SOCKET = ffi.new("SOCKET", -1) elseif ffi.os == "OSX" then ffi.cdef[[ typedef int32_t SOCKET; struct addrinfo { int ai_flags; int ai_family; int ai_socktype; int ai_protocol; uint32_t ai_addrlen; char *ai_canonname; struct sockaddr *ai_addr; struct addrinfo *ai_next; }; ]] socket.INVALID_SOCKET = -1 else ffi.cdef[[ typedef int32_t SOCKET; struct addrinfo { int ai_flags; int ai_family; int ai_socktype; int ai_protocol; uint32_t ai_addrlen; struct sockaddr *ai_addr; char *ai_canonname; struct addrinfo *ai_next; }; ]] socket.INVALID_SOCKET = -1 end assert(ffi.sizeof("struct sockaddr") == 16) assert(ffi.sizeof("struct sockaddr_in") == 16) if ffi.os == "Windows" then ffi.cdef[[ struct pollfd { SOCKET fd; short events; short revents; }; int WSAPoll(struct pollfd *fds, unsigned long int nfds, int timeout); uint32_t GetLastError(); uint32_t FormatMessageA( uint32_t dwFlags, const void* lpSource, uint32_t dwMessageId, uint32_t dwLanguageId, char* lpBuffer, uint32_t nSize, va_list *Arguments ); ]] local function WORD(low, high) return bit.bor(low , bit.lshift(high , 8)) end do ffi.cdef[[int GetLastError();]] local FORMAT_MESSAGE_FROM_SYSTEM = 0x00001000 local FORMAT_MESSAGE_IGNORE_INSERTS = 0x00000200 local flags = bit.bor(FORMAT_MESSAGE_IGNORE_INSERTS, FORMAT_MESSAGE_FROM_SYSTEM) local cache = {} function socket.lasterror(num) num = num or ffi.C.GetLastError() if not cache[num] then local buffer = ffi.new("char[512]") local len = ffi.C.FormatMessageA(flags, nil, num, 0, buffer, ffi.sizeof(buffer), nil) cache[num] = ffi.string(buffer, len - 2) end return cache[num], num end end do ffi.cdef[[int WSAStartup(uint16_t version, void *wsa_data);]] local wsa_data if jit.arch == "x64" then wsa_data = ffi.typeof([[struct { uint16_t wVersion; uint16_t wHighVersion; unsigned short iMax_M; unsigned short iMaxUdpDg; char * lpVendorInfo; char szDescription[257]; char szSystemStatus[129]; }]]) else wsa_data = ffi.typeof([[struct { uint16_t wVersion; uint16_t wHighVersion; char szDescription[257]; char szSystemStatus[129]; unsigned short iMax_M; unsigned short iMaxUdpDg; char * lpVendorInfo; }]]) end function socket.initialize() local data = wsa_data() if C.WSAStartup(WORD(2, 2), data) == 0 then return data end return nil, socket.lasterror() end end do ffi.cdef[[int WSACleanup();]] function socket.shutdown() if C.WSACleanup() == 0 then return true end return nil, socket.lasterror() end end if jit.arch ~= "x64" then -- xp or something ffi.cdef[[int WSAAddressToStringA(struct sockaddr *, unsigned long, void *, char *, unsigned long *);]] function socket.inet_ntop(family, pAddr, strptr, strlen) -- win XP: http://memset.wordpress.com/2010/10/09/inet_ntop-for-win32/ local srcaddr = ffi.new("struct sockaddr_in") ffi.copy(srcaddr.sin_addr, pAddr, ffi.sizeof(srcaddr.sin_addr)) srcaddr.sin_family = family local len = ffi.new("unsigned long[1]", strlen) C.WSAAddressToStringA(ffi.cast("struct sockaddr *", srcaddr), ffi.sizeof(srcaddr), nil, strptr, len) return strptr end end generic_function("closesocket", "int closesocket(SOCKET s);", "close") do ffi.cdef[[int ioctlsocket(SOCKET s, long cmd, unsigned long* argp);]] local IOCPARM_MASK = 0x7 local IOC_IN = 0x80000000 local function _IOW(x,y,t) return bit.bor(IOC_IN, bit.lshift(bit.band(ffi.sizeof(t),IOCPARM_MASK),16), bit.lshift(x,8), y) end local FIONBIO = _IOW(string.byte'f', 126, "uint32_t") -- -2147195266 -- 2147772030ULL function socket.blocking(fd, b) local ret = C.ioctlsocket(fd, FIONBIO, ffi.new("int[1]", b and 0 or 1)) if ret == 0 then return true end return nil, socket.lasterror() end end function socket.poll(fds, ndfs, timeout) local ret = C.WSAPoll(fds, ndfs, timeout) if ret < 0 then return nil, socket.lasterror() end return ret end else ffi.cdef[[ struct pollfd { SOCKET fd; short events; short revents; }; int poll(struct pollfd *fds, unsigned long nfds, int timeout); ]] do local cache = {} function socket.lasterror(num) num = num or ffi.errno() if not cache[num] then local err = ffi.string(ffi.C.strerror(num)) cache[num] = err == "" and tostring(num) or err end return cache[num], num end end generic_function("close", "int close(SOCKET s);") do ffi.cdef[[int fcntl(int, int, ...);]] local F_GETFL = 3 local F_SETFL = 4 local O_NONBLOCK = 04000 if ffi.os == "OSX" then O_NONBLOCK = 0x0004 end function socket.blocking(fd, b) local flags = ffi.C.fcntl(fd, F_GETFL, 0) if flags < 0 then -- error return nil, socket.lasterror() end if b then flags = bit.band(flags, bit.bnot(O_NONBLOCK)) else flags = bit.bor(flags, O_NONBLOCK) end local ret = ffi.C.fcntl(fd, F_SETFL, ffi.new("int", flags)) if ret < 0 then return nil, socket.lasterror() end return true end end function socket.poll(fds, ndfs, timeout) local ret = C.poll(fds, ndfs, timeout) if ret < 0 then return nil, socket.lasterror() end return ret end end ffi.cdef[[ char *strerror(int errnum); int getaddrinfo(const char *node, const char *service, const struct addrinfo *hints, struct addrinfo **res); int getnameinfo(const struct sockaddr* sa, uint32_t salen, char* host, size_t hostlen, char* serv, size_t servlen, int flags); void freeaddrinfo(struct addrinfo *ai); const char *gai_strerror(int errcode); char *inet_ntoa(struct in_addr in); uint16_t ntohs(uint16_t netshort); ]] function socket.getaddrinfo(node_name, service_name, hints, result) local ret = C.getaddrinfo(node_name, service_name, hints, result) if ret == 0 then return true end return nil, ffi.string(socket.lasterror(ret)) end function socket.getnameinfo(address, length, host, hostlen, serv, servlen, flags) local ret = C.getnameinfo(address, length, host, hostlen, serv, servlen, flags) if ret == 0 then return true end return nil, ffi.string(socket.lasterror(ret)) end do ffi.cdef[[const char *inet_ntop(int __af, const void *__cp, char *__buf, unsigned int __len);]] function socket.inet_ntop(family, addrinfo, strptr, strlen) if C.inet_ntop(family, addrinfo, strptr, strlen) == nil then return nil, socket.lasterror() end return strptr end end do ffi.cdef[[SOCKET socket(int af, int type, int protocol);]] function socket.create(af, type, protocol) local fd = C.socket(af, type, protocol) if fd <= 0 then return nil, socket.lasterror() end return fd end end generic_function("shutdown", "int shutdown(SOCKET s, int how);") generic_function("setsockopt", "int setsockopt(SOCKET s, int level, int optname, const void* optval, uint32_t optlen);") generic_function("getsockopt", "int getsockopt(SOCKET s, int level, int optname, void *optval, uint32_t *optlen);") generic_function("accept", "SOCKET accept(SOCKET s, struct sockaddr *, int *);", nil, false) generic_function("bind", "int bind(SOCKET s, const struct sockaddr* name, int namelen);") generic_function("connect", "int connect(SOCKET s, const struct sockaddr * name, int namelen);") generic_function("listen", "int listen(SOCKET s, int backlog);") generic_function("recv", "int recv(SOCKET s, char* buf, int len, int flags);", nil, true) generic_function("recvfrom", "int recvfrom(SOCKET s, char* buf, int len, int flags, struct sockaddr *src_addr, unsigned int *addrlen);", nil, true) generic_function("send", "int send(SOCKET s, const char* buf, int len, int flags);", nil, true) generic_function("sendto", "int sendto(SOCKET s, const char* buf, int len, int flags, const struct sockaddr* to, int tolen);", nil, true) generic_function("getpeername", "int getpeername(SOCKET s, struct sockaddr *, unsigned int *);") generic_function("getsockname", "int getsockname(SOCKET s, struct sockaddr *, unsigned int *);") socket.inet_ntoa = C.inet_ntoa socket.ntohs = C.ntohs function socket.poll(fd, events, revents) end e = { TCP_NODELAY = 1, TCP_MAXSEG = 2, TCP_CORK = 3, TCP_KEEPIDLE = 4, TCP_KEEPINTVL = 5, TCP_KEEPCNT = 6, TCP_SYNCNT = 7, TCP_LINGER2 = 8, TCP_DEFER_ACCEPT = 9, TCP_WINDOW_CLAMP = 10, TCP_INFO = 11, TCP_QUICKACK = 12, TCP_CONGESTION = 13, TCP_MD5SIG = 14, TCP_THIN_LINEAR_TIMEOUTS = 16, TCP_THIN_DUPACK = 17, TCP_USER_TIMEOUT = 18, TCP_REPAIR = 19, TCP_REPAIR_QUEUE = 20, TCP_QUEUE_SEQ = 21, TCP_REPAIR_OPTIONS = 22, TCP_FASTOPEN = 23, TCP_TIMESTAMP = 24, TCP_NOTSENT_LOWAT = 25, TCP_CC_INFO = 26, TCP_SAVE_SYN = 27, TCP_SAVED_SYN = 28, TCP_REPAIR_WINDOW = 29, TCP_FASTOPEN_CONNECT = 30, TCP_ULP = 31, TCP_MD5SIG_EXT = 32, TCP_FASTOPEN_KEY = 33, TCP_FASTOPEN_NO_COOKIE = 34, TCP_ZEROCOPY_RECEIVE = 35, TCP_INQ = 36, AF_INET = 2, AF_INET6 = 10, AF_UNSPEC = 0, AF_UNIX = 1, AF_AX25 = 3, AF_IPX = 4, AF_APPLETALK = 5, AF_NETROM = 6, AF_BRIDGE = 7, AF_AAL5 = 8, AF_X25 = 9, INET6_ADDRSTRLEN = 46, INET_ADDRSTRLEN = 16, SO_DEBUG = 1, SO_REUSEADDR = 2, SO_TYPE = 3, SO_ERROR = 4, SO_DONTROUTE = 5, SO_BROADCAST = 6, SO_SNDBUF = 7, SO_RCVBUF = 8, SO_SNDBUFFORCE = 32, SO_RCVBUFFORCE = 33, SO_KEEPALIVE = 9, SO_OOBINLINE = 10, SO_NO_CHECK = 11, SO_PRIORITY = 12, SO_LINGER = 13, SO_BSDCOMPAT = 14, SO_REUSEPORT = 15, SO_PASSCRED = 16, SO_PEERCRED = 17, SO_RCVLOWAT = 18, SO_SNDLOWAT = 19, SO_RCVTIMEO = 20, SO_SNDTIMEO = 21, SO_SECURITY_AUTHENTICATION = 22, SO_SECURITY_ENCRYPTION_TRANSPORT = 23, SO_SECURITY_ENCRYPTION_NETWORK = 24, SO_BINDTODEVICE = 25, SO_ATTACH_FILTER = 26, SO_DETACH_FILTER = 27, SO_GET_FILTER = 26, SO_PEERNAME = 28, SO_TIMESTAMP = 29, SO_ACCEPTCONN = 30, SO_PEERSEC = 31, SO_PASSSEC = 34, SO_TIMESTAMPNS = 35, SO_MARK = 36, SO_TIMESTAMPING = 37, SO_PROTOCOL = 38, SO_DOMAIN = 39, SO_RXQ_OVFL = 40, SO_WIFI_STATUS = 41, SO_PEEK_OFF = 42, SO_NOFCS = 43, SO_LOCK_FILTER = 44, SO_SELECT_ERR_QUEUE = 45, SO_BUSY_POLL = 46, SO_MAX_PACING_RATE = 47, SO_BPF_EXTENSIONS = 48, SO_INCOMING_CPU = 49, SO_ATTACH_BPF = 50, SO_DETACH_BPF = 27, SO_ATTACH_REUSEPORT_CBPF = 51, SO_ATTACH_REUSEPORT_EBPF = 52, SO_CNX_ADVICE = 53, SO_MEMINFO = 55, SO_INCOMING_NAPI_ID = 56, SO_COOKIE = 57, SO_PEERGROUPS = 59, SO_ZEROCOPY = 60, SO_TXTIME = 61, SOL_SOCKET = 1, SOL_TCP = 6, SOMAXCONN = 128, IPPROTO_IP = 0, IPPROTO_HOPOPTS = 0, IPPROTO_ICMP = 1, IPPROTO_IGMP = 2, IPPROTO_IPIP = 4, IPPROTO_TCP = 6, IPPROTO_EGP = 8, IPPROTO_PUP = 12, IPPROTO_UDP = 17, IPPROTO_IDP = 22, IPPROTO_TP = 29, IPPROTO_DCCP = 33, IPPROTO_IPV6 = 41, IPPROTO_ROUTING = 43, IPPROTO_FRAGMENT = 44, IPPROTO_RSVP = 46, IPPROTO_GRE = 47, IPPROTO_ESP = 50, IPPROTO_AH = 51, IPPROTO_ICMPV6 = 58, IPPROTO_NONE = 59, IPPROTO_DSTOPTS = 60, IPPROTO_MTP = 92, IPPROTO_ENCAP = 98, IPPROTO_PIM = 103, IPPROTO_COMP = 108, IPPROTO_SCTP = 132, IPPROTO_UDPLITE = 136, IPPROTO_RAW = 255, SOCK_STREAM = 1, SOCK_DGRAM = 2, SOCK_RAW = 3, SOCK_RDM = 4, SOCK_SEQPACKET = 5, SOCK_DCCP = 6, SOCK_PACKET = 10, SOCK_CLOEXEC = 02000000, SOCK_NONBLOCK = 04000, AI_PASSIVE = 0x00000001, AI_CANONNAME = 0x00000002, AI_NUMERICHOST = 0x00000004, AI_NUMERICSERV = 0x00000008, AI_ALL = 0x00000100, AI_ADDRCONFIG = 0x00000400, AI_V4MAPPED = 0x00000800, AI_NON_AUTHORITATIVE = 0x00004000, AI_SECURE = 0x00008000, AI_RETURN_PREFERRED_NAMES = 0x00010000, AI_FQDN = 0x00020000, AI_FILESERVER = 0x00040000, POLLIN = 0x0001, POLLPRI = 0x0002, POLLOUT = 0x0004, POLLRDNORM = 0x0040, POLLWRNORM = 0x0004, POLLRDBAND = 0x0080, POLLWRBAND = 0x0100, POLLEXTEND = 0x0200, POLLATTRIB = 0x0400, POLLNLINK = 0x0800, POLLWRITE = 0x1000, POLLERR = 0x0008, POLLHUP = 0x0010, POLLNVAL = 0x0020, MSG_OOB = 0x01, MSG_PEEK = 0x02, MSG_DONTROUTE = 0x04, MSG_CTRUNC = 0x08, MSG_PROXY = 0x10, MSG_TRUNC = 0x20, MSG_DONTWAIT = 0x40, MSG_EOR = 0x80, MSG_WAITALL = 0x100, MSG_FIN = 0x200, MSG_SYN = 0x400, MSG_CONFIRM = 0x800, MSG_RST = 0x1000, MSG_ERRQUEUE = 0x2000, MSG_NOSIGNAL = 0x4000, MSG_MORE = 0x8000, MSG_WAITFORONE = 0x10000, MSG_CMSG_CLOEXEC = 0x40000000, } errno = { EAGAIN = 11, EWOULDBLOCK = 11, -- is errno.EAGAIN ENOTSOCK = 88, ECONNRESET = 104, EINPROGRESS = 115, } if ffi.os == "Windows" then e.SO_SNDLOWAT = 4099 e.SO_REUSEADDR = 4 e.SO_KEEPALIVE = 8 e.SOMAXCONN = 2147483647 e.AF_INET6 = 23 e.SO_RCVTIMEO = 4102 e.SOL_SOCKET = 65535 e.SO_LINGER = 128 e.SO_OOBINLINE = 256 e.POLLWRNORM = 16 e.SO_ERROR = 4103 e.SO_BROADCAST = 32 e.SO_ACCEPTCONN = 2 e.SO_RCVBUF = 4098 e.SO_SNDTIMEO = 4101 e.POLLIN = 768 e.POLLPRI = 1024 e.SO_TYPE = 4104 e.POLLRDBAND = 512 e.POLLWRBAND = 32 e.SO_SNDBUF = 4097 e.POLLNVAL = 4 e.POLLHUP = 2 e.POLLERR = 1 e.POLLRDNORM = 256 e.SO_DONTROUTE = 16 e.SO_RCVLOWAT = 4100 errno.EAGAIN = 10035 -- Note: Does not exist on Windows errno.EWOULDBLOCK = 10035 errno.EINPROGRESS = 10036 errno.ENOTSOCK = 10038 errno.ECONNRESET = 10054 end if ffi.os == "OSX" then e.SOL_SOCKET = 0xffff e.SO_DEBUG = 0x0001 e.SO_ACCEPTCONN = 0x0002 e.SO_REUSEADDR = 0x0004 e.SO_KEEPALIVE = 0x0008 e.SO_DONTROUTE = 0x0010 e.SO_BROADCAST = 0x0020 errno.EAGAIN = 35 errno.EWOULDBLOCK = errno.EAGAIN errno.EINPROGRESS = 36 errno.ENOTSOCK = 38 errno.ECONNRESET = 54 end if socket.initialize then assert(socket.initialize()) end end local function capture_flags(what) local flags = {} local reverse = {} for k, v in pairs(e) do if k:sub(0, #what) == what then k = k:sub(#what + 1):lower() reverse[v] = k flags[k] = v end end return { lookup = flags, reverse = reverse, strict_reverse = function(key) if not key then error("invalid " .. what:sub(0, -2) .. " flag: nil") end if not reverse[key] then error("invalid "..what:sub(0, -2).." flag: " .. key, 2) end return reverse[key] end, strict_lookup = function(key) if not key then error("invalid " .. what:sub(0, -2) .. " flag: nil") end if not flags[key] then error("invalid "..what:sub(0, -2).." flag: " .. key, 2) end return flags[key] end } end local SOCK = capture_flags("SOCK_") local AF = capture_flags("AF_") local IPPROTO = capture_flags("IPPROTO_") local AI = capture_flags("AI_") local SOL = capture_flags("SOL_") local SO = capture_flags("SO_") local TCP = capture_flags("TCP_") local POLL = capture_flags("POLL") local function table_to_flags(flags, valid_flags, operation) if type(flags) == "string" then flags = {flags} end operation = operation or bit.band local out = 0 for k, v in pairs(flags) do local flag = valid_flags[v] or valid_flags[k] if not flag then error("invalid flag " .. tostring(v), 2) end out = operation(out, tonumber(flag)) end return out end local function flags_to_table(flags, valid_flags, operation) if not flags then return valid_flags.default_valid_flag end operation = operation or bit.band local out = {} for k, v in pairs(valid_flags) do if operation(flags, v) > 0 then out[k] = true end end return out end local M = {} local timeout_messages = {} timeout_messages[errno.EINPROGRESS] = true timeout_messages[errno.EAGAIN] = true timeout_messages[errno.EWOULDBLOCK] = true function M.poll(socket, flags, timeout) local pfd = ffi.new("struct pollfd[1]", {{ fd = socket.fd, events = table_to_flags(flags, POLL.lookup, bit.bor), revents = 0, }}) local ok, err = socket.poll(pfd, 1, timeout or 0) if not ok then return ok, err end return flags_to_table(pfd[0].revents, POLL.lookup, bit.bor), ok end local function addrinfo_get_ip(self) if self.addrinfo.ai_addr == nil then return nil end local str = ffi.new("char[256]") local addr = assert(socket.inet_ntop(AF.lookup[self.family], self.addrinfo.ai_addr.sa_data, str, ffi.sizeof(str))) return ffi.string(addr) end local function addrinfo_get_port(self) if self.addrinfo.ai_addr == nil then return nil end if self.family == "inet" then return ffi.cast("struct sockaddr_in*", self.addrinfo.ai_addr).sin_port elseif self.family == "inet6" then return ffi.cast("struct sockaddr_in6*", self.addrinfo.ai_addr).sin6_port end return nil, "unknown family " .. tostring(self.family) end local function addrinfo_to_table(res, host, service) local info = {} if res.ai_canonname ~= nil then info.canonical_name = ffi.string(res.ai_canonname) end info.host = host ~= "*" and host or nil info.service = service info.family = AF.reverse[res.ai_family] info.socket_type = SOCK.reverse[res.ai_socktype] info.protocol = IPPROTO.reverse[res.ai_protocol] info.flags = flags_to_table(res.ai_flags, AI.lookup, bit.band) info.addrinfo = res info.get_ip = addrinfo_get_ip info.get_port = addrinfo_get_port return info end function M.get_address_info(data) local hints if data.socket_type or data.protocol or data.flags or data.family then hints = ffi.new("struct addrinfo", { ai_family = data.family and AF.strict_lookup(data.family) or nil, ai_socktype = data.socket_type and SOCK.strict_lookup(data.socket_type) or nil, ai_protocol = data.protocol and IPPROTO.strict_lookup(data.protocol) or nil, ai_flags = data.flags and table_to_flags(data.flags, AI.lookup, bit.bor) or nil, }) end local out = ffi.new("struct addrinfo*[1]") local ok, err = socket.getaddrinfo( data.host ~= "*" and data.host or nil, data.service and tostring(data.service) or nil, hints, out ) if not ok then return ok, err end local tbl = {} local res = out[0] while res ~= nil do table.insert(tbl, addrinfo_to_table(res, data.host, data.service)) res = res.ai_next end --ffi.C.freeaddrinfo(out[0]) return tbl end function M.find_first_address(host, service, options) options = options or {} local info = {} info.host = host info.service = service info.family = options.family or "inet" info.socket_type = options.socket_type or "stream" info.protocol = options.protocol or "tcp" info.flags = options.flags if host == "*" then info.flags = info.flags or {} table.insert(info.flags, "passive") end local addrinfo, err = M.get_address_info(info) if not addrinfo then return nil, err end if not addrinfo[1] then return nil, "no addresses found (empty address info table)" end for _, v in ipairs(addrinfo) do if v.family == info.family and v.socket_type == info.socket_type and v.protocol == info.protocol then return v end end return addrinfo[1] end do local meta = {} meta.__index = meta function meta:__tostring() return string.format("socket[%s-%s-%s][%s]", self.family, self.socket_type, self.protocol, self.fd) end function M.create(family, socket_type, protocol) local fd, err, num = socket.create(AF.strict_lookup(family), SOCK.strict_lookup(socket_type), IPPROTO.strict_lookup(protocol)) if not fd then return fd, err, num end return setmetatable({ fd = fd, family = family, socket_type = socket_type, protocol = protocol, blocking = true, }, meta) end function meta:close() if self.on_close then self:on_close() end return socket.close(self.fd) end function meta:set_blocking(b) local ok, err, num = socket.blocking(self.fd, b) if ok then self.blocking = b end return ok, err, num end function meta:set_option(key, val, level) level = level or "socket" if type(val) == "boolean" then val = ffi.new("int[1]", val and 1 or 0) elseif type(val) == "number" then val = ffi.new("int[1]", val) elseif type(val) ~= "cdata" then error("unknown value type: " .. type(val)) end local env = SO if level == "tcp" then env = TCP end return socket.setsockopt(self.fd, SOL.strict_lookup(level), env.strict_lookup(key), ffi.cast("void *", val), ffi.sizeof(val)) end function meta:connect(host, service) local res if type(host) == "table" and host.addrinfo then res = host else local res_, err = M.find_first_address(host, service, { family = self.family, socket_type = self.socket_type, protocol = self.protocol }) if not res_ then return res_, err end res = res_ end local ok, err, num = socket.connect(self.fd, res.addrinfo.ai_addr, res.addrinfo.ai_addrlen) if not ok and not self.blocking then if timeout_messages[num] then self.timeout_connected = {host, service} return true end elseif self.on_connect then self:on_connect(host, service) end if not ok then return ok, err, num end return true end function meta:poll_connect() if self.on_connect and self.timeout_connected and self:is_connected() then local ok, err, num = self:on_connect(unpack(self.timeout_connected)) self.timeout_connected = nil return ok, err, num end return nil, "timeout" end function meta:bind(host, service) if host == "*" then host = nil end if type(service) == "number" then service = tostring(service) end local res if type(host) == "table" and host.addrinfo then res = host else local res_, err = M.find_first_address(host, service, { family = self.family, socket_type = self.socket_type, protocol = self.protocol }) if not res_ then return res_, err end res = res_ end return socket.bind(self.fd, res.addrinfo.ai_addr, res.addrinfo.ai_addrlen) end function meta:listen(max_connections) max_connections = max_connections or e.SOMAXCONN return socket.listen(self.fd, max_connections) end function meta:accept() local address = ffi.new("struct sockaddr_in[1]") local fd, err = socket.accept(self.fd, ffi.cast("struct sockaddr *", address), ffi.new("unsigned int[1]", ffi.sizeof(address))) if fd ~= socket.INVALID_SOCKET then local client = setmetatable({ fd = fd, family = "unknown", socket_type = "unknown", protocol = "unknown", blocking = true, }, meta) if self.debug then print(tostring(self), ": accept client: ", tostring(client)) end return client end local err, num = socket.lasterror() if not self.blocking and timeout_messages[num] then return nil, "timeout", num end if self.debug then print(tostring(self), ": accept error", num, ":", err) end return nil, err, num end function meta:is_connected() local ip, service, num = self:get_peer_name() local ip2, service2, num2 = self:get_name() if not ip and (num == errno.ECONNRESET or num == errno.ENOTSOCK) then return false, service, num end if ffi.os == "Windows" then return ip ~= "0.0.0.0" and ip2 ~= "0.0.0.0" and service ~= 0 and service2 ~= 0 else return ip and ip2 and service ~= 0 and service2 ~= 0 end end function meta:get_peer_name() local data = ffi.new("struct sockaddr_in") local len = ffi.new("unsigned int[1]", ffi.sizeof(data)) local ok, err, num = socket.getpeername(self.fd, ffi.cast("struct sockaddr *", data), len) if not ok then return ok, err, num end return ffi.string(socket.inet_ntoa(data.sin_addr)), socket.ntohs(data.sin_port) end function meta:get_name() local data = ffi.new("struct sockaddr_in") local len = ffi.new("unsigned int[1]", ffi.sizeof(data)) local ok, err, num = socket.getsockname(self.fd, ffi.cast("struct sockaddr *", data), len) if not ok then return ok, err, num end return ffi.string(socket.inet_ntoa(data.sin_addr)), socket.ntohs(data.sin_port) end local default_flags = 0 if ffi.os ~= "Windows" then default_flags = e.MSG_NOSIGNAL end function meta:send_to(addr, data, flags) return self:send(data, flags, addr) end function meta:send(data, flags, addr) flags = flags or default_flags if self.on_send then return self:on_send(data, flags) end local len, err, num if addr then len, err, num = socket.sendto(self.fd, data, #data, flags, addr.addrinfo.ai_addr, addr.addrinfo.ai_addrlen) else len, err, num = socket.send(self.fd, data, #data, flags) end if not len then return len, err, num end if len > 0 then return len end end function meta:receive_from(address, size, flags) local src_addr local src_addr_size if not address then src_addr = ffi.new("struct sockaddr_in[1]") src_addr_size = ffi.sizeof("struct sockaddr_in") else src_addr = address.addrinfo.ai_addr src_addr_size = address.addrinfo.ai_addrlen end return self:receive(size, flags, src_addr, src_addr_size) end function meta:receive(size, flags, src_address, address_len) size = size or 64000 local buff = ffi.new("char[?]", size) if self.on_receive then return self:on_receive(buff, size, flags) end local len, err, num local len_res if src_address then len_res = ffi.new("int[1]", address_len) len, err, num = socket.recvfrom(self.fd, buff, ffi.sizeof(buff), flags or 0, ffi.cast("struct sockaddr *", src_address), len_res) else len, err, num = socket.recv(self.fd, buff, ffi.sizeof(buff), flags or 0) end if num == errno.ECONNRESET then self:close() if self.debug then print(tostring(self), ": closed") end return nil, "closed", num end if not len then if not self.blocking and timeout_messages[num] then return nil, "timeout", num end if self.debug then print(tostring(self), " error", num, ":", err) end return len, err, num end if len > 0 then if self.debug then print(tostring(self), ": received ", len, " bytes") end if src_address then return ffi.string(buff, len), { addrinfo = { ai_addr = ffi.cast("struct sockaddr *", src_address), ai_addrlen = len_res[0], }, family = self.family, get_port = addrinfo_get_port, get_ip = addrinfo_get_ip, } end return ffi.string(buff, len) end return nil, err, num end end function M.bind(host, service) local info, err = M.find_first_address(host, service, { family = "inet", socket_type = "stream", protocol = "tcp", flags = {"passive"}, }) if not info then return info, err end local server, err, num = M.create(info.family, info.socket_type, info.protocol) if not server then return server, err, num end server:set_option("reuseaddr", 1) local ok, err, num = server:bind(info) if not ok then return ok, err, num end server:set_option("sndbuf", 65536) server:set_option("rcvbuf", 65536) return server end return M
local configs = require 'nvim_lsp/configs' local util = require 'nvim_lsp/util' configs.terraformls = { default_config = { cmd = {"terraform-lsp"}; filetypes = {"terraform"}; root_dir = util.root_pattern(".terraform", ".git"); }; docs = { package_json = "https://raw.githubusercontent.com/hashicorp/vscode-terraform/master/package.json"; description = [[ https://github.com/juliosueiras/terraform-lsp Terraform language server You can use [released binary](https://github.com/juliosueiras/terraform-lsp/releases) or [build](https://github.com/juliosueiras/terraform-lsp#building) your own. ]]; default_config = { root_dir = [[root_pattern(".terraform", ".git")]]; }; }; } -- vim:et ts=2 sw=2
-- This script parses the request body and assembles a $body_cache_key -- variable containing the SOAP request body parameters. local pp = require'pp' local expat = require'expat' local pp_format = pp.format local ngx_req = ngx.req local ngx_log = ngx.log local ngx_DEBUG = ngx.DEBUG local ngx_NOTICE = ngx.NOTICE local ngx_POST = ngx.HTTP_POST local ngx_cap = ngx.location.capture -- GET requests have no body, thus it makes no sense to parse them. -- These are usually done to get the WSDL. if ngx.var.request_method == 'GET' then return end -- Assemble a serialized Lua table from the xmlelem children local function serializetbl(xmlelem) local params = {} for i,e in ipairs(xmlelem.children) do local val if #e.children == 0 then val = pp_format(e.cdata) else val = serializetbl(e) end params[#params+1] = '['..pp_format(e.tag)..']='..val end table.sort(params) -- Normalize, as param order in the XML does not matter return '{'..table.concat(params, ',')..'}' end -- Return the SOAP Body given the root XML object local function soapenvbody(xmlsoap) return (xmlsoap .tags['http://schemas.xmlsoap.org/soap/envelope/:Envelope'] .tags['http://schemas.xmlsoap.org/soap/envelope/:Body']) end -- Hook into a WSCall to insert a fake parameter containing the CV modification time local function mtimehook(wscall) local id = wscall.tags.id and wscall.tags.id.cdata or wscall.tags.request.tags.parametros.tags.idCNPq.cdata ngx_log(ngx_DEBUG, "id = ", id) -- Request modification time back from the webservice local res = ngx_cap('/srvcurriculo/WSCurriculo', { method = ngx_POST, body = [[<soap:Envelope xmlns:soap="http://schemas.xmlsoap.org/soap/envelope/"> <soap:Body> <ns1:getDataAtualizacaoCV xmlns:ns1="http://ws.servico.repositorio.cnpq.br/"> <id>]]..id..[[</id> </ns1:getDataAtualizacaoCV> </soap:Body> </soap:Envelope>]], vars = { -- access phase is not run in subrequest, so precompute the cache key body_cache_key = [[http://ws.servico.repositorio.cnpq.br/:getDataAtualizacaoCV|{['id']=']]..id..[['}]], } }) if res.status ~= 200 then error(pp_format(res)) end -- Parse response local xmlres = expat.treeparse({string=res.body, namespacesep=':'}) local mtime = ( soapenvbody(xmlres) .tags['http://ws.servico.repositorio.cnpq.br/:getDataAtualizacaoCVResponse'] .tags['return'] .cdata) ngx_log(ngx_DEBUG, "mtime = ", mtime) -- Add a fake parameter to the original request local children = wscall.children children[#children+1] = {tag = "_mtime", children = {}, cdata = mtime} end -- Special hooks for certain webservice calls local wscallhooks = { ['http://ws.servico.repositorio.cnpq.br/:getCurriculoCompactado'] = mtimehook, ['http://ws.servico.repositorio.cnpq.br/:getCurriculoCompactadoPorUsuario'] = mtimehook, ['http://br.cnpq.cvlattes.extracaocv/wsdl:extrairItens'] = mtimehook, } local headers = ngx_req.get_headers() local contenttype = headers['content-type'] -- Try to get the charset from the Content-Type header. If not specified, the -- variable will be nil, and thus ignored by expat, which will use the default -- charset (utf-8), or the one specified in the <?xml ?> tag, if present. local charset = contenttype:match(';%s*charset=([^;]+)') -- Read the request body ngx_req.read_body() local request_body = ngx_req.get_body_data() -- As far as we know, the server only accepts POST requests containing XML data. -- Anyway, if it is not the case, fallback to use the request body as a cache key. if not contenttype or not contenttype:match('^text/xml') then ngx_log(ngx_NOTICE, 'Unsupported content-type: ', pp_format(contenttype)) ngx.var.body_cache_key = request_body return end -- Parse the request body local xmlsoap = expat.treeparse({ string=ngx_req.get_body_data(), namespacesep=':', encoding=charset}) -- Get the tag contained inside the SOAP Body local wscall = soapenvbody(xmlsoap).children[1] -- Check if any hook exists for this WSCall local hook = wscallhooks[wscall.tag] if hook then local ok, err = pcall(hook, wscall) if not ok then ngx_log(ngx_NOTICE, err) end end -- The cache key is formed by the tag name, that indicates which -- webservice call is being made, and by a serialized Lua table -- containing the parameters. local cachekey = wscall.tag..'|'..serializetbl(wscall) ngx_log(ngx_DEBUG, "cachekey: ", cachekey) ngx.var.body_cache_key = cachekey
if (true) then return end local irisPairs = { 1020, 1021, } local vaultDoor = 1029 hook.Add("InitPostEntity", "mapmodded", function() for k, v in ipairs(ents.GetAll()) do local hammerID = v:GetMapID() if (table.hasValue(irisPairs, hammerID)) then -- for shortage of the time v:SetKeyValue("waitingtime", 0.5); end end end)
-- Internal register local _class={} function class(base) local class_type={} class_type.__type = 'class' class_type.ctor = false local vtbl = {} _class[class_type] = vtbl setmetatable(class_type,{__newindex = vtbl, __index = vtbl}) if base then setmetatable(vtbl,{__index= function(t,k) local ret=_class[base][k] vtbl[k]=ret return ret end }) end class_type.__base = base class_type.new = function(...) --create a object, dependent on .__createFunc local obj= {} obj.__base = class_type obj.__type = 'object' do local create create = function(c, ...) if c.__base then create(c.__base, ...) end if c.ctor then c.ctor(obj, ...) end end create(class_type,...) end setmetatable(obj,{ __index = _class[class_type] }) return obj end class_type.super = function(self, f, ...) assert(self and self.__type == 'object', string.format("'self' must be a object when call super(self, '%s', ...)", tostring(f))) local originBase = self.__base --find the first f function that differ from self[f] in the inheritance chain local s = originBase local base = s.__base while base and s[f] == base[f] do s = base base = base.__base end assert(base and base[f], string.format("base class or function cannot be found when call .super(self, '%s', ...)", tostring(f))) --now base[f] is differ from self[f], but f in base also maybe inherited from base's baseClass while base.__base and base[f] == base.__base[f] do base = base.__base end -- If the base also has a baseclass, temporarily set :super to call that baseClass' methods -- this is to avoid stack overflow if base.__base then self.__base = base end --now, call the super function local result = base[f](self, ...) --set back if base.__base then self.__base = originBase end return result end return class_type end
--Minetest --Copyright (C) 2016 T4im -- --This program is free software; you can redistribute it and/or modify --it under the terms of the GNU Lesser General Public License as published by --the Free Software Foundation; either version 2.1 of the License, or --(at your option) any later version. -- --This program is distributed in the hope that it will be useful, --but WITHOUT ANY WARRANTY; without even the implied warranty of --MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the --GNU Lesser General Public License for more details. -- --You should have received a copy of the GNU Lesser General Public License along --with this program; if not, write to the Free Software Foundation, Inc., --51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. local function get_bool_default(name, default) local val = core.settings:get_bool(name) if val == nil then return default end return val end local profiler_path = core.get_builtin_path().."profiler"..DIR_DELIM local profiler = {} local sampler = assert(loadfile(profiler_path .. "sampling.lua"))(profiler) local instrumentation = assert(loadfile(profiler_path .. "instrumentation.lua"))(profiler, sampler, get_bool_default) local reporter = dofile(profiler_path .. "reporter.lua") profiler.instrument = instrumentation.instrument --- -- Delayed registration of the /profiler chat command -- Is called later, after `core.register_chatcommand` was set up. -- function profiler.init_chatcommand() local instrument_profiler = get_bool_default("instrument.profiler", false) if instrument_profiler then instrumentation.init_chatcommand() end local param_usage = "print [filter] | dump [filter] | save [format [filter]] | reset" core.register_chatcommand("profiler", { description = "handle the profiler and profiling data", params = param_usage, privs = { server=true }, func = function(name, param) local command, arg0 = string.match(param, "([^ ]+) ?(.*)") local args = arg0 and string.split(arg0, " ") if command == "dump" then core.log("action", reporter.print(sampler.profile, arg0)) return true, "Statistics written to action log" elseif command == "print" then return true, reporter.print(sampler.profile, arg0) elseif command == "save" then return reporter.save(sampler.profile, args[1] or "txt", args[2]) elseif command == "reset" then sampler.reset() return true, "Statistics were reset" end return false, string.format( "Usage: %s\n" .. "Format can be one of txt, csv, lua, json, json_pretty (structures may be subject to change).", param_usage ) end }) if not instrument_profiler then instrumentation.init_chatcommand() end end sampler.init() instrumentation.init() return profiler
local addonName, addon = ... local module = addon:CreateModule("Unit Frames") module.defaultSettings = { x = 350, y = 100, scale = 1, frameSpacing = 20, statusTextScale = 1, classColors = true, hideNames = false, } module.optionsTable = { scale = { order = 1, type = "range", name = "Scale", min = 0.1, max = 5.0, step = 0.1, set = module.UpdateSettings, }, frameSpacing = { order = 2, type = "range", name = "Spacing", min = -100, max = 100, softMin = -20, softMax = 40, step = 1, set = module.UpdateSettings, }, hideNames = { order = 5, type = "toggle", name = "Hide names", set = module.UpdateSettings, }, classColors = { order = 6, type = "toggle", name = "Class-colored health bars", width = "full", }, } local hiddenFrame = CreateFrame("Frame", nil, UIParent) hiddenFrame:Hide() local dummyFrame = CreateFrame("Frame", nil, UIParent) local sArenaEnemyFrames = ArenaEnemyFrames sArenaEnemyFrames:Hide() sArenaEnemyFrames:SetMovable(true) ArenaEnemyFrames = dummyFrame local firstPlayerEnteringWorld = false function module:OnEvent(event, ...) if event == "ADDON_LOADED" then for i = 1, MAX_ARENA_ENEMIES do local arenaFrame = _G["ArenaEnemyFrame"..i] addon:SetupDrag(module, false, arenaFrame, sArenaEnemyFrames) addon:SetupDrag(module, false, arenaFrame.healthbar, sArenaEnemyFrames) addon:SetupDrag(module, false, arenaFrame.manabar, sArenaEnemyFrames) end --ArenaEnemyBackground:SetParent(hiddenFrame) self:OnEvent("UPDATE_SETTINGS") elseif event == "PLAYER_ENTERING_WORLD" then if not firstPlayerEnteringWorld then sArenaEnemyFrames:Show() firstPlayerEnteringWorld = true end elseif event == "TEST_MODE" then for i = 1, MAX_ARENA_ENEMIES do local arenaFrame = _G["ArenaEnemyFrame"..i] if addon.testMode then arenaFrame.healthbar:SetMinMaxValues(0,100) arenaFrame.healthbar:SetValue(100) arenaFrame.healthbar.forceHideText = false arenaFrame.manabar:SetMinMaxValues(0,100) arenaFrame.manabar:SetValue(100) arenaFrame.manabar:SetStatusBarColor(0, 0, 1) arenaFrame.manabar.forceHideText = false ArenaEnemyFrame_SetMysteryPlayer(arenaFrame) arenaFrame.name:SetText("arena"..i) arenaFrame:Show() else arenaFrame:Hide() end end elseif event == "UPDATE_SETTINGS" then sArenaEnemyFrames:ClearAllPoints() sArenaEnemyFrames:SetPoint("CENTER", self.db.x, self.db.y) sArenaEnemyFrames:SetScale(self.db.scale) for i = 1, MAX_ARENA_ENEMIES do local arenaFrame = _G["ArenaEnemyFrame"..i] arenaFrame.name:SetShown(not self.db.hideNames) if i > 1 then arenaFrame:SetPoint("TOP", _G["ArenaEnemyFrame"..i-1], "BOTTOM", 0, self.db.frameSpacing * -1) end end end end -- Class colored health bars local healthBars = { ArenaEnemyFrame1HealthBar = 1, ArenaEnemyFrame2HealthBar = 1, ArenaEnemyFrame3HealthBar = 1, ArenaEnemyFrame4HealthBar = 1, ArenaEnemyFrame5HealthBar = 1 } local UnitClass = UnitClass local RAID_CLASS_COLORS = RAID_CLASS_COLORS local function colorStatusBar(statusbar) if module.db.classColors and healthBars[statusbar:GetName()] then local _, class = UnitClass(statusbar.unit) if class then local c = RAID_CLASS_COLORS[class] if not statusbar.lockColor then statusbar:SetStatusBarColor(c.r, c.g, c.b) end end end end hooksecurefunc("UnitFrameHealthBar_Update", colorStatusBar) hooksecurefunc("HealthBar_OnValueChanged", colorStatusBar)
local ADDON, Addon = ... local Util = Addon.Util local function eventHandlerWhisper(self, event, msg, from) Addon:AddAllItems(msg, from, from) end local function eventHandlerBNChat(self, event, msg, sender, languageName, channelName, playerName2, specialFlags, zoneChannelID, channelIndex, channelBaseName, unused, lineID, guid, bnSenderID, isMobile, isSubtitle) local accountInfo = C_BattleNet.GetAccountInfoByID(bnSenderID); local gameAccountInfo = accountInfo.gameAccountInfo if gameAccountInfo then local name, realm = gameAccountInfo.characterName, gameAccountInfo.realmName Util.dbgprint("BN: " .. sender .. " " .. name .. "-" .. realm) if name and realm then local from = name .. "-" .. realm Addon:AddAllItems(msg, from, from) end end end local function eventHandlerEncounterEnd(self, event, encounterID, encounterName, difficultyID, raidSize, endStatus) Addon:OnEncounterEnd(event, encounterID, encounterName, difficultyID, raidSize, endStatus) end local function eventHandlerLoot(self, event, message, sender) local LOOT_SELF_REGEX = gsub(LOOT_ITEM_SELF, "%%s", "(.+)") local LOOT_REGEX = gsub(LOOT_ITEM, "%%s", "(.+)") local _, _, sPlayer, itemlink = string.find(message, LOOT_REGEX) if not sPlayer then _, _, itemlink = string.find(message, LOOT_SELF_REGEX) sPlayer = Util.GetFullUnitName("player") else sPlayer = Util.CompleteUnitName(sPlayer) end if itemlink then local _, _, itemId = string.find(itemlink, "item:(%d+):") Util.dbgprint(sPlayer .. " got " .. itemlink) end end local function eventHandlerLogout(self, event) Addon:Serialize() end local function eventHandlerAddonLoaded(self, event, addonName) if (addonName == ADDON) then Addon:OnAddonLoaded() end end local function eventHandlerAddonMessage(self, event, prefix, message, channel, sender) if (prefix ~= Addon.MSG_PREFIX) then return end local type, msg = message:match("^%s*([^ ]+)(.*)$") if (type == nil) then return end Util.dbgprint ("Received: " .. type) if (type == Addon.MSG_CLAIM_MASTER) then Addon:ProcessClaimMaster(sender) elseif (type == Addon.MSG_RENOUNCE_MASTER) then Addon:ProcessRenounceMaster(sender) elseif (type == Addon.MSG_ANNOUNCE_LOOT) then if not msg then return end local from, itemString = msg:match(Addon.MSG_ANNOUNCE_LOOT_PATTERN) Util.dbgprint ("Announcement: " .. from .. " " .. itemString) if (sender == Addon.master and not Addon:IsMaster()) then Addon:AddItem(itemString, from, sender) end elseif (type == Addon.MSG_DELETE_LOOT) then if not msg then return end local donator, itemString = msg:match(Addon.MSG_DELETE_LOOT_PATTERN) Util.dbgprint ("Deletion: " .. donator .. " " .. itemString) if (sender == Addon.master and not Addon:IsMaster()) then local index = Addon.itemList:GetEntryId(itemString, donator, sender) if (index) then Addon:DeleteItem(index) end end elseif (type == Addon.MSG_ANNOUNCE_WINNER) then if not msg then return end local from, itemString, winnerName, roll, rollMax = msg:match(Addon.MSG_ANNOUNCE_WINNER_PATTERN) Util.dbgprint ("Winner: " .. from .. " " .. itemString .. " " .. winnerName .. " " .. roll .. " " .. rollMax) if (sender == Addon.master and not Addon:IsMaster()) then Addon:SetWinner(itemString, from, sender, winnerName, roll, rollMax) end elseif (type == Addon.MSG_CHECK_MASTER) then C_ChatInfo.SendAddonMessage(Addon.MSG_PREFIX, Addon.MSG_CLAIM_MASTER, "WHISPER", sender) end end local function eventHandlerRaidRosterUpdate(self, event, arg) HereticRaidInfo:Update() if Addon:IsMaster() then if Addon:IsAuthorizedToClaimMaster("player") then for i,v in pairs(HereticRaidInfo:GetNewPlayers()) do C_ChatInfo.SendAddonMessage(Addon.MSG_PREFIX, Addon.MSG_CLAIM_MASTER, "WHISPER", v) end else Addon:RenounceMaster() end end end local function eventHandler(self, event, ...) if event == "CHAT_MSG_WHISPER" then eventHandlerWhisper(self, event, ...) elseif event == "CHAT_MSG_BN_WHISPER" then eventHandlerBNChat(self, event, ...) elseif (event == "ENCOUNTER_END") then eventHandlerEncounterEnd(self, event, ...) elseif (event == "CHAT_MSG_LOOT") then eventHandlerLoot(self, event, ...) elseif (event == "PLAYER_LOGOUT") then eventHandlerLogout(self, event, ...) elseif (event == "ADDON_LOADED") then eventHandlerAddonLoaded(self, event, ...) elseif (event == "CHAT_MSG_ADDON") then eventHandlerAddonMessage(self, event, ...) elseif (event == "GROUP_ROSTER_UPDATE") then eventHandlerRaidRosterUpdate(self, event, ...) elseif (event == "GET_ITEM_INFO_RECEIVED") then Addon:update("ItemInfoReceived") elseif (event == "RAID_INSTANCE_WELCOME") then Util.dbgprint("RaidInstanceWelcome: " .. (select(1, ...) .. " " .. select(2, ...))) elseif (event == "UPDATE_INSTANCE_INFO") then Util.dbgprint("UpdateInstanceInfo") end end function Addon:InitializeEventHandlers(frame) frame:SetScript("OnEvent", eventHandler); frame:RegisterEvent("CHAT_MSG_WHISPER"); frame:RegisterEvent("CHAT_MSG_BN_WHISPER"); frame:RegisterEvent("CHAT_MSG_LOOT"); frame:RegisterEvent("ENCOUNTER_END"); frame:RegisterEvent("ADDON_LOADED"); frame:RegisterEvent("PLAYER_LOGOUT"); frame:RegisterEvent("CHAT_MSG_ADDON"); frame:RegisterEvent("RAID_ROSTER_UPDATE"); frame:RegisterEvent("GROUP_ROSTER_UPDATE"); frame:RegisterEvent("GET_ITEM_INFO_RECEIVED"); end
require'visimp'{ defaults = { foldmethod = 'marker' }, diagnostics = {}, gitsigns = {}, latex = { tectonic = true }, languages = { 'bash', 'c', 'latex', 'python' }, lspsignature = {}, outline = {}, snippet = {}, theme = {'haishanh/night-owl.vim', 'night-owl', 'dark'} } -- diagnostics vim.api.nvim_set_keymap('n', '<leader>xx', '<cmd>TroubleToggle<cr>', {silent = true, noremap = true} ) vim.api.nvim_set_keymap('n', '<leader>xw', '<cmd>Trouble workspace_diagnostics<cr>', {silent = true, noremap = true} ) vim.api.nvim_set_keymap('n', '<leader>xd', '<cmd>Trouble document_diagnostics<cr>', {silent = true, noremap = true} ) vim.api.nvim_set_keymap('n', '<leader>xl', '<cmd>Trouble loclist<cr>', {silent = true, noremap = true} ) vim.api.nvim_set_keymap('n', '<leader>xq', '<cmd>Trouble quickfix<cr>', {silent = true, noremap = true} ) vim.api.nvim_set_keymap('n', 'gR', '<cmd>Trouble lsp_references<cr>', {silent = true, noremap = true} )
local versionNumber = "1.2" function widget:GetInfo() return { name = "Ghost Site", desc = "[v" .. string.format("%s", versionNumber ) .. "] Displays ghosted buildings in progress and features", author = "very_bad_soldier", date = "April 7, 2009", license = "GNU GPL v2", layer = 0, enabled = true } end --[[changelog: 1.1: removes itself when old defense range found (thx to TFC) 1.2: fixed buildframes not showing up, now uses correct rotation, tracks enemy wrecks when necessary. --]] -- CONFIGURATION local debug = false --generates debug message local updateInt = 1 --seconds for the ::update loop -- END OF CONFIG local lastTime local ghostSites = {} local ghostFeatures = {} local ignoreFeature = {} local floor = math.floor local udefTab = UnitDefs local glColor = gl.Color local glDepthTest = gl.DepthTest local glTexture = gl.Texture local glTexEnv = gl.TexEnv local glLineWidth = gl.LineWidth local glPopMatrix = gl.PopMatrix local glPushMatrix = gl.PushMatrix local glTranslate = gl.Translate local glFeatureShape = gl.FeatureShape local glRotate = gl.Rotate local spGetGameSeconds = Spring.GetGameSeconds local spGetMyPlayerID = Spring.GetMyPlayerID local spGetPlayerInfo = Spring.GetPlayerInfo local spGetAllFeatures = Spring.GetAllFeatures local spGetFeaturePosition = Spring.GetFeaturePosition local spGetFeatureDefID = Spring.GetFeatureDefID local spGetMyAllyTeamID = Spring.GetMyAllyTeamID local spGetFeatureAllyTeam = Spring.GetFeatureAllyTeam local spGetFeatureTeam = Spring.GetFeatureTeam local spGetUnitHealth = Spring.GetUnitHealth local spGetFeatureHealth = Spring.GetFeatureHealth local spGetFeatureResurrect = Spring.GetFeatureResurrect local spGetPositionLosState = Spring.GetPositionLosState local spIsUnitAllied = Spring.IsUnitAllied local spGetUnitDirection = Spring.GetUnitDirection local spGetFeatureDirection = Spring.GetFeatureDirection local spGetUnitBasePosition = Spring.GetUnitBasePosition local spGetUnitHealth = Spring.GetUnitHealth local spValidFeatureID = Spring.ValidFeatureID local spEcho = Spring.Echo local spGetUnitDefID = Spring.GetUnitDefID local spGetUnitRulesParam = Spring.GetUnitRulesParam local mdeg = math.deg local matan2 = math.atan2 local DrawGhostFeatures local DrawGhostSites local ScanFeatures local DeleteGhostFeatures local DeleteGhostSites local ResetGl local CheckSpecState local firstScan = true local TooHigh = true local HighPing = false local FPSCount = Spring.GetFPS() local FPSLimit = 8 local dontTrackEnemyWrecks = tonumber(Spring.GetModOptions().mo_enemywrecks) or 0 function widget:Initialize() if Spring.IsReplay() or Spring.GetGameFrame() > 0 then widget:PlayerChanged() end widgetHandler:RegisterGlobal('DrawManager_ghostsite', DrawStatus) end function widget:ShutDown() widgetHandler:DeregisterGlobal('DrawManager_ghostsite', DrawStatus) end function widget:Update() local timef = spGetGameSeconds() local time = floor(timef) -- update timers once every <updateInt> seconds if (time % updateInt == 0 and time ~= lastTime) then lastTime = time --do update stuff: ScanFeatures() DeleteGhostSites() DeleteGhostFeatures() end end function widget:DrawWorld() if ( TooHigh == true ) or ( FPSCount < FPSLimit ) or ( HighPing == true ) then return end DrawGhostSites() DrawGhostFeatures() ResetGl() end function widget:UnitEnteredLos(unitID, allyTeam) if ( spIsUnitAllied( unitID ) ) then return end local udef = udefTab[spGetUnitDefID(unitID)] if ( udef ~= nil and (udef.isBuilding == true or udef.isFactory == true) and (spGetUnitRulesParam(unitID, "under_construction") == 1)) then local x, y, z = spGetUnitBasePosition(unitID) local dx,_,dz = spGetUnitDirection(unitID) local angle = mdeg(matan2(dx,dz)) ghostSites[unitID] = { unitDefId = spGetUnitDefID(unitID), x=x, y=y, z=z, teamId = allyTeam, angle = angle } end end function DrawStatus(toohigh,fps,ping) TooHigh = toohigh FPSCount = fps HighPing = ping end function DrawGhostFeatures() glColor(1.0, 1.0, 1.0, 0.35 ) glTexture(0,"$units1") --glTexture(1,"$units1") glTexEnv( GL.TEXTURE_ENV, GL.TEXTURE_ENV_MODE, 34160 ) --GL_COMBINE_RGB_ARB --use the alpha given by glColor for the outgoing alpha. glTexEnv( GL.TEXTURE_ENV, 34162, GL.REPLACE ) --GL_COMBINE_ALPHA glTexEnv( GL.TEXTURE_ENV, 34184, 34167 ) --GL_SOURCE0_ALPHA_ARB GL_PRIMARY_COLOR_ARB --------------------------Draw------------------------------------------------------------- for unitID, ghost in pairs( ghostFeatures ) do local x, y, z = ghost.x, ghost.y, ghost.z local _, b, _ = spGetPositionLosState(x, y, z) local losState = b if ( losState == false ) then --glow effect? --gl.Blending(GL.SRC_ALPHA, GL.ONE) glPushMatrix() glTranslate(x, y, z) glRotate(ghost.angle,0,y,0) glFeatureShape(ghost["featDefId"], ghost["teamId"] ) glPopMatrix() end end --------------------------Clean up------------------------------------------------------------- glTexEnv( GL.TEXTURE_ENV, GL.TEXTURE_ENV_MODE, 8448 ) --GL_MODULATE --use the alpha given by glColor for the outgoing alpha. glTexEnv( GL.TEXTURE_ENV, 34162, 8448 ) --GL_MODULATE ----gl.TexEnv( GL.TEXTURE_ENV, 34184, 5890 ) --GL_SOURCE0_ALPHA_ARB GL_TEXTURE end function DrawGhostSites() glColor(0.3, 1.0, 0.3, 0.25) glDepthTest(true) for unitID, ghost in pairs( ghostSites ) do local x, y, z = ghost.x, ghost.y, ghost.z local a, b, c = spGetPositionLosState(x, y, z) local losState = b if ( losState == false ) then --glow effect? --gl.Blending(GL.SRC_ALPHA, GL.ONE) glPushMatrix() glTranslate( x, y, z) glRotate(ghost.angle,0,y,0) gl.UnitShape(ghost["unitDefId"], ghost["teamId"], false, true, false) glPopMatrix() end end end function ScanFeatures() local features = spGetAllFeatures() if firstScan then if (Spring.GetGameFrame() == 0) then -- Ignore all the map features we can see before game start for _, fID in ipairs(features) do local fDefId = spGetFeatureDefID(fID) if not ignoreFeature[fDefId] then local x, y, z = spGetFeaturePosition(fID) local LosOrRadar, inLos, inRadar = spGetPositionLosState(x, y, z) if not inLos then ignoreFeature[fDefId] = true end end end else -- Widget loaded mid game, just use original 'ignore trees and rocks' logic local sfind = string.find for _, fID in ipairs(features) do if not ignoreFeature[fDefId] then local fDefId = spGetFeatureDefID(fID) local fText = string.lower(FeatureDefs[fDefId].name .. " " .. (FeatureDefs[fDefId].tooltip or "")) if sfind(fText, 'tree') or sfind(fText, 'rock') then ignoreFeature[fDefId] = true end end end end firstScan = false return end local myAllyID = spGetMyAllyTeamID() for _, fID in ipairs(features) do local fDefId = spGetFeatureDefID(fID) if not ignoreFeature[fDefId] then local fAllyID = spGetFeatureAllyTeam(fID) local fTeamID = spGetFeatureTeam( fID ) local resName, _ = spGetFeatureResurrect(fID) if ( (resName == "" or dontTrackEnemyWrecks == 0) and fAllyID ~= nil and fAllyID >= 0 and myAllyID ~= fAllyID and ghostFeatures[fID] == nil ) then local x, y, z = spGetFeaturePosition(fID) local dx,_,dz = spGetFeatureDirection(fID) local angle = mdeg(matan2(dx,dz)) ghostFeatures[fID] = { featDefId = fDefId, x=x, y=y, z=z, teamId = fTeamID, angle=angle } end end end end function DeleteGhostFeatures() for featureID, ghost in pairs(ghostFeatures) do local a, b, c = spGetPositionLosState(ghost.x, ghost.y, ghost.z) local losState = b local featDefID = spGetFeatureDefID(featureID) if ( featDefID == nil and losState) then ghostFeatures[featureID] = nil end end end function DeleteGhostSites() for unitID, ghost in pairs(ghostSites) do local a, b, c = spGetPositionLosState(ghost.x, ghost.y, ghost.z) local losState = b local udefID = spGetUnitDefID(unitID) if ( ( udefID == nil or (spGetUnitRulesParam(unitID, "under_construction") ~= 1) ) and losState) then ghostSites[unitID] = nil end end end function widget:GameStart() if widgetHandler.widgets then for i, widget in ipairs(widgetHandler.widgets) do if (widget:GetInfo().name == 'Defense Range') then local version = tonumber(string.match(widget:GetInfo().desc,'%d+%.%d+')) if version and (version < tonumber("6")) then spEcho("<Ghost Site> Old DefenseRange found! Widget removed.") widgetHandler:RemoveWidget(self) end end end end end --Commons function ResetGl() glColor( { 1.0, 1.0, 1.0, 1.0 } ) glLineWidth( 1.0 ) glDepthTest(false) glTexture(false) end function widget:PlayerChanged(playerID) if Spring.GetSpectatingState() and Spring.GetGameFrame() > 0 then widgetHandler:RemoveWidget(self) end end function widget:GameStart() widget:PlayerChanged() end
--[[ Copyright (c) 2015 深圳市辉游科技有限公司. --]] local UpdateManager = class('UpdateManager') local utils = require('utils.utils') function UpdateManager:ctor(...) end function UpdateManager:startCheckUpdate(callback) local this = self print('storagePath: ', cc.FileUtils:getInstance():getWritablePath() ) local am = cc.AssetsManagerEx:create('project.manifest', cc.FileUtils:getInstance():getWritablePath()) am:retain() self.am = am if _updateManifestUrl then print('set am remote urls:', _updateManifestUrl, _updateVersionUrl, _updatePackageUrl) am:setRemoteUrls(_updateManifestUrl, _updateVersionUrl, _updatePackageUrl) end if not am:getLocalManifest():isLoaded() then print("Fail to update assets, step skipped.") else local function onUpdateEvent(event) local eventCode = event:getEventCode() if eventCode == cc.EventAssetsManagerEx.EventCode.ERROR_NO_LOCAL_MANIFEST then print("No local manifest file found, skip assets update.") elseif eventCode == cc.EventAssetsManagerEx.EventCode.UPDATE_PROGRESSION then local assetId = event:getAssetId() local percent = event:getPercent() local strInfo = "" if assetId == cc.AssetsManagerExStatic.VERSION_ID then strInfo = string.format("Version file: %d%%", percent) elseif assetId == cc.AssetsManagerExStatic.MANIFEST_ID then strInfo = string.format("Manifest file: %d%%", percent) else strInfo = string.format("%d%%", percent) end print('UPDATE_PROGRESSION: ', strInfo) elseif eventCode == cc.EventAssetsManagerEx.EventCode.ERROR_DOWNLOAD_MANIFEST or eventCode == cc.EventAssetsManagerEx.EventCode.ERROR_PARSE_MANIFEST then print("Fail to download manifest file, update skipped.") elseif eventCode == cc.EventAssetsManagerEx.EventCode.ASSET_UPDATED then print("ASSET_UPDATED: ", event:getAssetId()) elseif eventCode == cc.EventAssetsManagerEx.EventCode.NEW_VERSION_FOUND then print("NEW_VERSION_FOUND.") elseif eventCode == cc.EventAssetsManagerEx.EventCode.ALREADY_UP_TO_DATE then print("ALREADY_UP_TO_DATE.") elseif eventCode == cc.EventAssetsManagerEx.EventCode.UPDATE_FINISHED then print("Update finished.") elseif eventCode == cc.EventAssetsManagerEx.EventCode.ERROR_UPDATING then print("Asset ", event:getAssetId(), ", ", event:getMessage()) end utils.invokeCallback(callback, event) end local listener = cc.EventListenerAssetsManagerEx:create(am,onUpdateEvent) cc.Director:getInstance():getEventDispatcher():addEventListenerWithFixedPriority(listener, 1) am:update() end end function UpdateManager:close() if self.am ~= nil then self.am:release() self.am = nil end end return UpdateManager
pagenumber = 0 local file = io.open(tex.jobname..".fht", "r") io.input(file) local pages_ftn_ht = {} local has_pages_ftn_ht = false for line in file:lines() do local line_arr = {} for i in string.gmatch(line, "%S+") do table.insert(line_arr, tonumber(i)) end table.insert(pages_ftn_ht, line_arr) has_pages_ftn_ht = true end io.close(file) local file = io.open(tex.jobname..".fht", "w") io.close(file) if pages_ftn_ht[1] and pages_ftn_ht[1][1] == 0 then tex.setdimen("global", "my@tcb@ftn@height", pages_ftn_ht[1][2]) end push_footnotes_below_lines = function (head, group) for item in node.traverse_id(node.id("whatsit"), head) do local is_footnote = node.has_attribute(item, 100) if is_footnote then local footnote = node.copy(tex.box[is_footnote]) head, new = node.insert_after(head, item, footnote) node.set_attribute(new, 200, is_footnote) item = item.next new.width = 0 end end return head end -- crush vlist under hlist crush_height_of_vlist = function (head, group, size) for list in node.traverse(head) do if list.id == node.id("hlist") then for item in node.traverse(list) do local f = node.has_attribute(item, 200) if f then if not node.has_attribute(item, 300) then node.set_attribute(item, 300, item.height+item.depth) item.height = 0 item.depth = 0 else end end end end end return head end move_footnote_bottom = function (page_head, group, s) local yaftnins = node.new("vlist") local n_head = node.copy_list(page_head) recur = function (n) for list in node.traverse(n) do local footnotebox = node.has_attribute(list, 200) if footnotebox then footnote = node.copy(tex.box[footnotebox]) n_head = node.remove(n_head, list) if yaftnins then yaftnins.list, new = node.insert_after( yaftnins.list, yaftnins.tail, footnote) end elseif list.head then n_head = recur(list.head) end end return n_head end page_head = recur(n_head) local split_top if yaftnins.list then tex.box.footins = node.copy(node.vpack(yaftnins.list)) end return page_head end -- called after the page was built (or tried to build) function page_ftn_height(groupcode) if groupcode == "after_output" then pagenumber = pagenumber+1 if has_pages_ftn_ht then for _,l in ipairs(pages_ftn_ht) do if l[1] == pagenumber then tex.setdimen("global", "my@tcb@ftn@height", l[2]) end end end elseif groupcode == "vmode_par" or groupcode == "hmode_par" then ftn_ht = get_ftnheight(tex.lists.contrib_head) if ftn_ht > 0 then local new_ftn_ht = ftn_ht file = io.open(tex.jobname..".fht", "r") io.input(file) curr_page_ftn_arr = {} for line in file:lines() do local curr_line_arr = {} for i in string.gmatch(line, "%S+") do table.insert(curr_line_arr, tonumber(i)) end if curr_line_arr[1] == pagenumber then new_ftn_ht = new_ftn_ht + curr_line_arr[2] else table.insert(curr_page_ftn_arr, line) end end io.close(file) table.insert(curr_page_ftn_arr, pagenumber.." "..new_ftn_ht) local table_string = table.concat(curr_page_ftn_arr, "\n") file = io.open(tex.jobname..".fht", "w") io.output(file) io.write(table_string) io.close(file) end end end get_ftnheight = function (n) local ftnheight = 0 for list in node.traverse(n) do if node.has_attribute(list, 300) then ftnheight = ftnheight + node.get_attribute(list, 300) node.unset_attribute(list, 300) elseif node.has_attribute(list, 200) then -- ftnheight = ftnheight + list.height + list.depth elseif list.head then ftnheight = ftnheight + get_ftnheight (list.head) end end return ftnheight end
local Registry = {} local self = Registry Registry.new_objects = {} Registry.last_objects = {} function Registry.initialize(preload) if not self.preload then self.base_scripts = {} local chapter = Kristal.getModOption("chapter") or 2 Game.chapter = chapter for _,path in ipairs(Utils.getFilesRecursive("data/common", ".lua")) do local chunk = love.filesystem.load("data/common/"..path..".lua") self.base_scripts["data/"..path] = chunk end for _,path in ipairs(Utils.getFilesRecursive("data/chapter_"..tostring(chapter), ".lua")) do local chunk = love.filesystem.load("data/chapter_"..tostring(chapter).."/"..path..".lua") self.base_scripts["data/"..path] = chunk end for _,path in ipairs(Utils.getFilesRecursive("datamod/chapter_"..tostring(chapter), ".lua")) do local chunk = love.filesystem.load("datamod/chapter_"..tostring(chapter).."/"..path..".lua") self.base_scripts["datamod/"..path] = chunk end Registry.initActors() end if not preload then Registry.initObjects() Registry.initItems() Registry.initSpells() Registry.initPartyMembers() Registry.initEncounters() Registry.initEnemies() Registry.initWaves() Registry.initBullets() Registry.initCutscenes() Registry.initTilesets() Registry.initMaps() Kristal.modCall("onRegistered") end self.preload = preload end function Registry.restoreOverridenObjects() for id,_ in pairs(self.new_objects) do _G[id] = self.last_objects[id] end self.new_objects = {} self.last_objects = {} end -- Getter Functions -- function Registry.getActor(id) return self.actors[id] end function Registry.getItem(id) return self.items[id] end function Registry.getSpell(id) return self.spells[id] end function Registry.getPartyMember(id) return self.party_members[id] end function Registry.getPartyMemberFromActor(id) return self.party_from_actor[id] end function Registry.getEncounter(id) return self.encounters[id] end function Registry.createEncounter(id, ...) if self.encounters[id] then return self.encounters[id](...) else error("Attempt to create non existent encounter \"" .. id .. "\"") end end function Registry.getEnemy(id) return self.enemies[id] end function Registry.createEnemy(id, ...) if self.enemies[id] then return self.enemies[id](...) else error("Attempt to create non existent enemy \"" .. id .. "\"") end end function Registry.getWave(id) return self.waves[id] end function Registry.createWave(id, ...) if self.waves[id] then return self.waves[id](...) else error("Attempt to create non existent wave \"" .. id .. "\"") end end function Registry.getBullet(id) return self.bullets[id] end function Registry.createBullet(id, ...) if self.bullets[id] then return self.bullets[id](...) else error("Attempt to create non existent bullet \"" .. id .. "\"") end end function Registry.getWorldBullet(id) return self.world_bullets[id] end function Registry.createWorldBullet(id, ...) if self.world_bullets[id] then return self.world_bullets[id](...) else error("Attempt to create non existent world bullet \"" .. id .. "\"") end end function Registry.getWorldCutscene(group, id) local cutscene = self.world_cutscenes[group] if type(cutscene) == "table" then return cutscene[id], true elseif type(cutscene) == "function" then return cutscene, false end end function Registry.getBattleCutscene(group, id) local cutscene = self.battle_cutscenes[group] if type(cutscene) == "table" then return cutscene[id], true elseif type(cutscene) == "function" then return cutscene, false end end function Registry.getTileset(id) return self.tilesets[id] end function Registry.getMap(id) return self.maps[id] end function Registry.createMap(id, world, ...) if self.maps[id] then local map = self.maps[id](world, self.map_data[id], ...) map.id = id return map elseif self.map_data[id] then local map = Map(world, self.map_data[id], ...) map.id = id return map else error("Attempt to create non existent map \"" .. id .. "\"") end end function Registry.getMapData(id) return self.map_data[id] end -- Register Functions -- function Registry.registerActor(id, tbl) self.actors[id] = tbl tbl.animations = tbl.animations or {} tbl.offsets = tbl.offsets or {} end function Registry.registerPartyMember(id, tbl) self.party_members[id] = tbl if tbl.actor then self.party_from_actor[tbl.actor] = tbl end end function Registry.registerItem(id, tbl) self.items[id] = tbl end function Registry.registerSpell(id, tbl) self.spells[id] = tbl end function Registry.registerEncounter(id, class) self.encounters[id] = class end function Registry.registerEnemy(id, class) self.enemies[id] = class end function Registry.registerWave(id, class) self.waves[id] = class end function Registry.registerBullet(id, class) self.bullets[id] = class end function Registry.registerWorldBullet(id, class) self.world_bullets[id] = class end function Registry.registerWorldCutscene(id, cutscene) self.world_cutscenes[id] = cutscene end function Registry.registerBattleCutscene(id, cutscene) self.battle_cutscenes[id] = cutscene end function Registry.registerTileset(id, class) self.tilesets[id] = class end function Registry.registerMapData(id, data) self.map_data[id] = data end function Registry.registerMap(id, class) self.maps[id] = class end -- Internal Functions -- function Registry.initObjects() for _,path,object in self.iterScripts("objects") do local path_tbl = Utils.split(path, "/") local new_path = path_tbl[#path_tbl] local id = object.id or new_path if id:lower() == id then print("WARNING: Object '"..id.."' registered in lowercase!") end if _G[id] then print("WARNING: Object '"..id.."' already exists, replacing") if not self.last_objects[id] then self.last_objects[id] = _G[id] end end self.new_objects[id] = object _G[id] = object end Kristal.modCall("onRegisterObjects") end function Registry.initActors() self.actors = {} for _,path,actor in self.iterScripts("data/actors") do actor.id = actor.id or path self.registerActor(actor.id, actor) end for id,mod in self.iterMods("datamod/actors") do mod(self.actors[id]) end Kristal.modCall("onRegisterActors") end function Registry.initPartyMembers() self.party_members = {} self.party_from_actor = {} local chars = {} for _,path,char in self.iterScripts("data/party") do char.id = char.id or path chars[char.id] = char end for id,mod in self.iterMods("datamod/party") do mod(chars[id]) end for id,char in pairs(chars) do self.registerPartyMember(id, char) end end function Registry.initItems() self.items = {} for _,path,item in self.iterScripts("data/items") do item.id = item.id or path self.registerItem(item.id, item) end for id,mod in self.iterMods("datamod/items") do mod(self.items[id]) end Kristal.modCall("onRegisterItems") end function Registry.initSpells() self.spells = {} for _,path,spell in self.iterScripts("data/spells") do spell.id = spell.id or path self.registerSpell(spell.id, spell) end for id,mod in self.iterMods("datamod/spells") do mod(self.spells[id]) end Kristal.modCall("onRegisterSpells") end function Registry.initEncounters() self.encounters = {} for _,path,encounter in self.iterScripts("battle/encounters") do encounter.id = encounter.id or path self.registerEncounter(encounter.id, encounter) end Kristal.modCall("onRegisterEncounters") end function Registry.initEnemies() self.enemies = {} for _,path,enemy in self.iterScripts("battle/enemies") do enemy.id = enemy.id or path self.registerEnemy(enemy.id, enemy) end Kristal.modCall("onRegisterEnemies") end function Registry.initWaves() self.waves = {} for _,path,wave in self.iterScripts("battle/waves") do wave.id = wave.id or path self.registerWave(wave.id, wave) end Kristal.modCall("onRegisterWaves") end function Registry.initBullets() self.bullets = {} self.world_bullets = {} for _,path,bullet in self.iterScripts("battle/bullets") do bullet.id = bullet.id or path self.registerBullet(bullet.id, bullet) end for _,path,bullet in self.iterScripts("world/bullets") do bullet.id = bullet.id or path self.registerWorldBullet(bullet.id, bullet) end Kristal.modCall("onRegisterBullets") end function Registry.initCutscenes() self.world_cutscenes = {} self.battle_cutscenes = {} for _,path,cutscene in self.iterScripts("world/cutscenes") do self.registerWorldCutscene(path, cutscene) end for _,path,cutscene in self.iterScripts("battle/cutscenes") do self.registerBattleCutscene(path, cutscene) end Kristal.modCall("onRegisterCutscenes") end function Registry.initTilesets() self.tilesets = {} for full_path,path,data in self.iterScripts("world/tilesets") do data.full_path = full_path data.id = path self.registerTileset(path, Tileset(data, full_path)) end Kristal.modCall("onRegisterTilesets") end function Registry.initMaps() self.maps = {} self.map_data = {} for full_path,path,data in self.iterScripts("world/maps") do local split_path = Utils.split(path, "/", true) if isClass(data) then if split_path[#split_path] == "map" then self.registerMap(table.concat(split_path, "/", 1, #split_path-1), data) else self.registerMap(path, data) end else data.full_path = full_path if split_path[#split_path] == "data" then data.id = table.concat(split_path, "/", 1, #split_path-1) self.registerMapData(data.id, data) else data.id = path self.registerMapData(path, data) end end end Kristal.modCall("onRegisterMaps") end function Registry.iterScripts(base_path) local result = {} CLASS_NAME_GETTER = function(k) for _,v in ipairs(result) do if v.path == k then return v.out[1] end end return DEFAULT_CLASS_NAME_GETTER(k) end local chunks = nil local parsed = {} local addChunk, requireChunk, parse addChunk = function(path, chunk, id, full_path) local success,a,b,c,d,e,f = pcall(chunk) if not success then if type(a) == "table" and a.included then requireChunk(path, a.included) success,a,b,c,d,e,f = pcall(chunk) if not success then error(type(a) == "table" and a.msg or a) end table.insert(result, {out = {a,b,c,d,e,f}, path = id, full_path = full_path}) else error(a) end else table.insert(result, {out = {a,b,c,d,e,f}, path = id, full_path = full_path}) return a end end requireChunk = function(path, req_id) for full_path,chunk in pairs(chunks) do if not parsed[full_path] and full_path:sub(1, #path) == path then local id = full_path:sub(#path + 1) if id:sub(1, 1) == "/" then id = id:sub(2) end if id == req_id then parsed[full_path] = true addChunk(path, chunk, id, full_path) end end end end parse = function(path, _chunks) chunks = _chunks parsed = {} for full_path,chunk in pairs(chunks) do if not parsed[full_path] and full_path:sub(1, #path) == path then local id = full_path:sub(#path + 1) if id:sub(1, 1) == "/" then id = id:sub(2) end parsed[full_path] = true addChunk(path, chunk, id, full_path) end end end parse(base_path, self.base_scripts) if Mod then parse("scripts/"..base_path, Mod.info.script_chunks) end CLASS_NAME_GETTER = DEFAULT_CLASS_NAME_GETTER local i = 0 ---@diagnostic disable-next-line: undefined-field local n = table.getn(result) return function() i = i + 1 if i <= n then local full_path = result[i].full_path if Mod then full_path = Mod.info.path.."/"..full_path end return full_path, result[i].path, unpack(result[i].out) end end end function Registry.iterMods(base_path) local result = {} local function parse(path, chunks) for full_path,chunk in pairs(chunks) do if full_path:sub(1, #path) == path then local id = full_path:sub(#path + 1) if id:sub(1, 1) == "/" then id = id:sub(2) end local a, b = chunk() local func = a if type(a) == "string" then id = a func = b end table.insert(result, {id = id, func = func}) end end end parse(base_path, self.base_scripts) if Mod then parse("scripts/"..base_path, Mod.info.script_chunks) end local i = 0 ---@diagnostic disable-next-line: undefined-field local n = table.getn(result) return function() i = i + 1 if i <= n then return result[i].id, result[i].func end end end return Registry
somatorio=function(month) local result = 0 for val = 1,month do if month <= month then local p = 1 month = month - 1 p = p + month result = result + p end end return result end wesley_safadao=function(birthday) if type(birthday)=="string" then local day,month,year = birthday:match('(%d*)/(%d+)/*(%d+)'); day,month,year = tonumber(day),tonumber(month),tonumber(year); if day < 32 and day > 0 and month < 13 and month > 0 and year <= tonumber(os.date('%Y')) then day,month,year = not day and 1 or day,not month and 1 or month,not year and 2000 or tonumber(tostring(year):sub(3)); local safadeza,anjo = 0,0 if day==6 and mes==9 and year==96 then anjo = "99" safadeza = "1" else safadeza = somatorio(month)+(year/100)*(50-day) anjo = 100-safadeza end local w,x = math.modf(safadeza) local y,z = math.modf(anjo) if x == 0 then safadeza = math.floor(safadeza) end if z == 0 then anjo = math.floor(anjo) end if safadeza < 100 and safadeza > 0 then if anjo < 100 and anjo > 0 then if safadeza + anjo == 100 then print("\nSafadeza: "..safadeza.."%\nAnjo: "..anjo.."%\n\n\"[...]"..string.char(84,195,180,32,110,97,109,111,114,97,110,100,111,32,116,111,100,111,32,109,117,110,100,111,10)..anjo..string.char(37,32,97,110,106,111,44,32,112,101,114,102,101,105,116,111,10,77,97,115,32,97,113,117,101,108,101,32)..safadeza..string.char(37,32,195,169,32,118,97,103,97,98,117,110,100,111,10,77,97,115,32,97,113,117,101,108,101,32)..safadeza..string.char(37,32,195,169,32,118,97,103,97,98,117,110,100,111,10,83,97,102,97,100,111,32,101,32,101,108,97,115,32,103,111,115,116,97,109).."[...]\"") else error("Bug !3. Reporte ao criador") end else error("Bug !2. Reporte ao criador") end else error("Bug !1. Reporte ao criador") end else error("Ninguém pode ter nascido em "..birthday.." ainda. Desculpe, mas você não pode enganar um algoritmo.") end end end wesley_safadao("01/01/1995") --Sua data de nascimento.
LinkLuaModifier('modifier_abaddon_borrowed_time_lua_active', 'heroes/abaddon/borrowed_time', LUA_MODIFIER_MOTION_NONE) ability_borrowed_time = class({}) function ability_borrowed_time:OnSpellStart() self:GetCaster():AddNewModifier(self:GetCaster(), self, 'modifier_abaddon_borrowed_time_lua_active', { duration = self:GetSpecialValueFor('duration') }) self:GetCaster():EmitSound('Hero_Abaddon.BorrowedTime') end -- -- Absorb damage logic in filters.lua [L45 - L56] -- modifier_abaddon_borrowed_time_lua_active = class({ IsHidden = function(self) return false end, IsPurgable = function(self) return false end, IsDebuff = function(self) return false end, IsBuff = function(self) return true end, RemoveOnDeath = function(self) return true end, GetStatusEffectName = function(self) return 'particles/status_fx/status_effect_abaddon_borrowed_time.vpcf' end, GetEffectName = function(self) return 'particles/units/heroes/hero_abaddon/abaddon_borrowed_time.vpcf' end, GetEffectAttachType = function(self) return PATTACH_ABSORIGIN_FOLLOW end, StatusEffectPriority = function(self) return MODIFIER_PRIORITY_HIGH end, }) function modifier_abaddon_borrowed_time_lua_active:OnCreated() if IsClient() then return end self.caster = self:GetCaster() self.parent = self:GetParent() self.caster:Purge(false, true, true, true, false) end
object_tangible_holiday_love_day_rewards_11_shared_love_day_2011_painting = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/holiday/love_day/rewards_11/shared_love_day_2011_painting.iff" } ObjectTemplates:addClientTemplate(object_tangible_holiday_love_day_rewards_11_shared_love_day_2011_painting, "object/tangible/holiday/love_day/rewards_11/shared_love_day_2011_painting.iff")
-------------------------------------- -- LootManager -------------------------------------- -- Datastructure used by master looter to manage loot items and to determine winners -------------------------------------- -- DEFINITION + CONSTRUCTOR -------------------------------------- LootManager = { master_looter = nil, -- name of the master looter current_loot = nil, -- Loot object of loot that is being decided on current_loot_timer = nil, -- timer used to track when decision time has expired for ALL players (each player also has separate timer associated w/ loot gui) loot_target = nil, -- name of current target for loot distribution loot_dist_confirm_timer = nil, -- ticker used to check if loot has been successfully sent CONFIRM_DELAY = nil, -- number of seconds waited after loot distribution to confirm that loot was sent confirmed_dist = nil, -- boolean used to confirm that loot has been looted }; LootManager.__index = LootManager; function LootManager:new(loot_manager) if loot_manager == nil then -- initalize fresh local obj = {}; obj.master_looter = nil; obj.current_loot = Loot:new(nil); obj.current_loot_timer = nil; obj.loot_target = nil; obj.loot_dist_confirm_timer = nil; obj.CONFIRM_DELAY = 2.0; obj.confirmed_dist = false; setmetatable(obj,LootManager); return obj; else -- reset timer loot_manager.current_loot_timer = nil; -- set metatable of existing table loot_manager.current_loot = Loot:new(loot_manager.current_loot); setmetatable(loot_manager,LootManager); return loot_manager; end end -------------------------------------- -- METHODS -------------------------------------- function LootManager:Reset() -- reset loot manager self.master_looter = nil; self.current_loot = nil; if self.current_loot_timer ~= nil then self.current_loot_timer:Cancel() end self.current_loot_timer = nil; self.loot_target = nil; if self.loot_dist_confirm_timer ~= nil then self.loot_dist_confirm_timer:Cancel() end self.loot_dist_confirm_timer = nil; self.confirmed_dist = false; return; end function LootManager:ForceClose() -- called when loot manager is forced to close (from player closing loot for example) -- cancel timers if self.current_loot_timer ~= nil and not self.current_loot_timer:IsCancelled() then self.current_loot_timer:Cancel() end if self.loot_dist_confirm_timer ~= nil and not self.loot_dist_confirm_timer:IsCancelled() then self.loot_dist_confirm_timer:Cancel(); self:LogDist(false); end -- hide GUI SKC:ForceCloseLootDecisionGUI(); -- reset self self:Reset(); return; end function LootManager:GetCurrentLootID() if self.current_loot == nil then SKC:Error("Current loot not set"); return nil; end return self.current_loot.lootID; end function LootManager:GetCurrentLootName() if self.current_loot == nil then SKC:Error("Current loot not set"); return nil; end return self.current_loot.lootName; end function LootManager:GetCurrentLootIndex() if self.current_loot == nil then SKC:Error("Current loot not set"); return nil; end return self.current_loot.lootIndex; end function LootManager:GetCurrentLootLink() if self.current_loot == nil then SKC:Error("Current loot not set"); return nil; end return self.current_loot.lootLink; end function LootManager:GetCurrentOpenRoll() if self.current_loot == nil then SKC:Error("Current loot not set"); return nil; end return self.current_loot.open_roll; end function LootManager:GetCurrentLootSKList() if self.current_loot == nil then SKC:Error("Current loot not set"); return nil; end return self.current_loot.sk_list; end function LootManager:AddLoot(item_id,item_name,loot_index,item_link) -- add loot as new current_loot -- check if current loot is not empty -- MASTER LOOTER ONLY if not SKC:isML() then SKC:Error("Cannot AddLoot, not master looter"); return; end if self.current_loot ~= nil then SKC:Error("Current loot is not empty"); end local open_roll =SKC.db.char.LP:GetOpenRoll(item_name); local sk_list =SKC.db.char.LP:GetSKList(item_name); self.current_loot = Loot:new(nil,item_id,item_name,loot_index,item_link,open_roll,sk_list); self.master_looter = UnitName("player"); -- default, give loot to ML self.loot_target = self.master_looter; return; end function LootManager:AddCharacter(char_name) -- add given character as pending loot decision for current_loot -- MASTER LOOTER ONLY if not SKC:isML() then SKC:Error("Cannot AddCharacter, not master looter"); return; end -- set player decision to pending self.current_loot.decisions[char_name] = SKC.LOOT_DECISION.PENDING; -- save player position local sk_list = self:GetCurrentLootSKList(); if sk_list == "MSK" or sk_list == "TSK" then self.current_loot.sk_pos[char_name] = SKC.db.char[sk_list]:GetPos(char_name); end -- roll for character self.current_loot.rolls[char_name] = math.random(100); -- random number between 1 and 100 return; end function LootManager:ForceDistribution() -- forces loot distribution due to timeout SKC:Warn("Time expired for players to decide on "..self:GetCurrentLootLink()); -- set all currently pending players to pass for char_name, decision in pairs(self.current_loot.decisions) do if decision == SKC.LOOT_DECISION.PENDING then SKC:Warn(char_name.." never responded, automoatically passing"); self.current_loot.decisions[char_name] = SKC.LOOT_DECISION.PASS; end end self:DetermineWinner(); return; end local function ForceDistributionWrapper() -- wrapper because i cant figure out how to call object method from NewTimer() SKC:Debug("ForceDistributionWrapper",SKC.DEV.VERBOSE.LOOT); SKC.db.char.LM:ForceDistribution(); return; end function ForceDistributionWithDelay() -- calls kick off function after configurable amount of delay SKC.db.char.LM.current_loot_timer = C_Timer.NewTimer(SKC.db.char.GLP:GetLootDecisionTime() + 5, ForceDistributionWrapper); SKC:Debug("Starting current loot timer",SKC.DEV.VERBOSE.LOOT); return; end function LootManager:KickOff() -- initiates loot decision -- MASTER LOOTER ONLY if not SKC:isML() then SKC:Error("Cannot KickOff, not master looter"); return; end -- check that item exists if self.current_loot == nil then SKC:Error("Cannot KickOff, current_loot does not exist"); return; end local msg = "Loot Decision: "..self:GetCurrentLootLink(); if UnitIsGroupLeader("player") or UnitIsGroupAssistant("player") then SendChatMessage(msg,"RAID_WARNING"); else SendChatMessage(msg,"RAID"); end -- sends loot messages to all elligible players SKC:Debug("KickOff",SKC.DEV.VERBOSE.LOOT); self:SendLootMsgs(); -- Start timer for when loot is automatically passed on by players that never responded -- Put blank message in queue so that timer starts after last message has been sent SKC:Send("BLANK",SKC.CHANNELS.LOOT,"WHISPER",UnitName("player"),ForceDistributionWithDelay); return; end function LootManager:SendLootMsgs() -- send loot message to all elligible characters on LOOT -- construct message local loot_msg = { lootID = self.current_loot.lootID, open_roll = self.current_loot.open_roll, sk_list = self.current_loot.sk_list, } -- scan elligible players and send message for char_name,_ in pairs(self.current_loot.decisions) do SKC:Send(loot_msg,SKC.CHANNELS.LOOT,"WHISPER",char_name); end return; end function LootManager:SendLootDecision(loot_decision) -- send decision to master looter local msg = { lootID = self:GetCurrentLootID(), lootDecision = loot_decision, }; SKC:Send(msg,SKC.CHANNELS.LOOT_DECISION,"WHISPER",self.master_looter); return; end function LootManager:LootDecisionPending(verbose) -- returns true if there is still loot currently being decided on if (self.current_loot_timer ~= nil and not self.current_loot_timer:IsCancelled()) or (self.loot_dist_confirm_timer ~= nil and not self.loot_dist_confirm_timer:IsCancelled()) then -- pending loot decision or confirmation timers if verbose then SKC:Error("Still waiting on loot distribution for "..self:GetCurrentLootLink()) end return true; else -- no pending loot decision or confirmation timers return false; end end function LootManager:ReadLootMsg(msg,sender) -- reads loot message on LOOT (not necessarily ML) -- saves item as current_loot if msg == "BLANK" then return end -- parse data local item_id = msg.lootID; local open_roll = msg.open_roll; local sk_list = msg.sk_list; local item = Item:CreateFromItemID(item_id) item:ContinueOnItemLoad(function() -- fetch data local item_name = item:GetItemName(); local item_link = item:GetItemLink(); -- check if data is valid if item_id == nil or type(item_id) ~= "number" or item_name == nil or type(item_name) ~= "string" or item_link == nil or type(item_link) ~= "string" or open_roll == nil or type(open_roll) ~= "boolean" or sk_list == nil or type(sk_list) ~= "string" then SKC:Error("Received malformed loot message"); return; end -- store data if not SKC:isML() then -- reset loot and add item self:Reset(); self.current_loot = Loot:new(nil,item_id,item_name,nil,item_link,open_roll,sk_list); else -- current loot already exists, just check that item matches if item_id ~= self.current_loot.lootID then SKC:Error("Received loot message for item that is not current_loot"); end end -- save ML self.master_looter = SKC:StripRealmName(sender); -- Check that SKC is active for client if not SKC:CheckActive() then -- Automatically pass SKC:Warn("SKC is not active, automatically passing"); self:SendLootDecision(SKC.LOOT_DECISION.PASS); else -- start GUI self:StartPersonalLootDecision(); end end) return; end function LootManager:StartPersonalLootDecision() -- initiates a personal loot decision for an elligible player if self.current_loot == nil then SKC:Error("No loot to decide on"); return; end -- Begins personal loot decision process local sk_list = self:GetCurrentLootSKList(); local open_roll = self:GetCurrentOpenRoll(); -- Trigger GUI SKC:DisplayLootDecisionGUI(open_roll,sk_list); return; end function LootManager:ReadLootDecision(msg,sender) -- read loot decision from loot participant on LOOT_DECISION -- determines if all decisions received and ready to award loot -- MASTER LOOTER ONLY if not SKC:isML() then return end -- parse data local char_name = SKC:StripRealmName(sender); local loot_id = msg.lootID; local loot_decision = tonumber(msg.lootDecision); -- check integrity if char_name == nil or type(char_name) ~= "string" or loot_id == nil or type(loot_id) ~= "number" or loot_decision == nil or type(loot_decision) ~= "number" then local sender_text = sender or "NULL"; SKC:Error("Received malformed decision from "..sender_text); return; end -- confirm that loot decision is for current loot if self:GetCurrentLootID() ~= loot_id then -- silently reject if current loot is nil if self:GetCurrentLootName() ~= nil then SKC:Error("Received decision for item other than Current Loot ("..self:GetCurrentLootName()..")"); end return; end self.current_loot.decisions[char_name] = loot_decision; -- calculate / save prio self:DeterminePrio(char_name); -- send decision message + write to log self:LogDecision(char_name); -- check if still waiting on another player for char_name_tmp,ld_tmp in pairs(self.current_loot.decisions) do if ld_tmp == SKC.LOOT_DECISION.PENDING then SKC:Debug("Waiting on: "..char_name_tmp,SKC.DEV.VERBOSE.LOOT); return; end end -- Determine winner and award loot self:DetermineWinner(); return; end function LootManager:DeterminePrio(char_name) -- determines loot prio (SKC.PRIO_TIERS) of given char for current loot -- get character spec local spec = SKC.db.char.GD:GetSpecIdx(char_name); -- start with base prio of item for given spec, then adjust based on character attributes local loot_name = self.current_loot.lootName; local prio = SKC.db.char.LP:GetPrio(loot_name,spec); local sk_res = SKC.db.char.LP:GetSKReserved(loot_name); local roll_res = SKC.db.char.LP:GetRollReserved(loot_name); -- get character main / alt status local status = SKC.db.char.GD:GetData(char_name,"Status"); -- text version (Main or Alt) local loot_decision = self.current_loot.decisions[char_name]; if loot_decision == SKC.LOOT_DECISION.SK then if sk_res and status == "Alt" then prio = prio + SKC.PRIO_TIERS.SK.Main.OS; -- increase prio past that for any main end elseif loot_decision == SKC.LOOT_DECISION.ROLL then if roll_res then prio = SKC.PRIO_TIERS.ROLL[status]; else prio = SKC.PRIO_TIERS.ROLL["Main"]; -- default non reserved prio for roll is Main end elseif loot_decision == SKC.LOOT_DECISION.PASS then prio = SKC.PRIO_TIERS.PASS; end self.current_loot.prios[char_name] = prio; return; end function LootManager:DetermineWinner() -- Determines winner for current loot, awards loot to player, and sends alert message to raid if not SKC:isML() then return end -- cancel overall timer (which triggers timeout) if self.current_loot_timer ~= nil then self.current_loot_timer:Cancel() end -- determine winner local winner = nil; local winner_decision = SKC.LOOT_DECISION.PASS; local winner_prio = SKC.PRIO_TIERS.PASS; local winner_sk_pos = nil; local winner_roll = nil; -- random number [0,1) local sk_list = self.current_loot.sk_list; -- scan decisions and determine winner for char_name,loot_decision in pairs(self.current_loot.decisions) do if loot_decision ~= SKC.LOOT_DECISION.PASS then local new_winner = false; local prio_tmp = self.current_loot.prios[char_name]; local sk_pos_tmp = self.current_loot.sk_pos[char_name]; local roll_tmp = self.current_loot.rolls[char_name]; if prio_tmp < winner_prio then -- higher prio, automatic winner new_winner = true; elseif prio_tmp == winner_prio then -- prio tie if loot_decision == SKC.LOOT_DECISION.SK then if sk_pos_tmp < winner_sk_pos then -- char_name is higher on SK list, new winner new_winner = true; end elseif loot_decision == SKC.LOOT_DECISION.ROLL then if roll_tmp > winner_roll then -- char_name won roll (tie goes to previous winner) new_winner = true; end end end if new_winner then -- assign new winner winner = char_name; winner_decision = loot_decision; winner_prio = prio_tmp; winner_sk_pos = sk_pos_tmp; winner_roll = roll_tmp; end end end self.loot_target = winner; -- determine final outcome self:DetermineOutcome(); return; end function LootManager:DetermineOutcome() -- determines final outcome of loot determination -- if no winner selected, decides if DE or GB -- logs appropriately if not SKC:isML() then return end -- check outcome of determination if self.loot_target ~= nil then -- log winner and send winner message self:LogWinnerOutcome(); else -- everyone passed local DE = SKC.db.char.LP:GetDE(self.current_loot.lootName); local disenchanter, banker = SKC.db.char.GD:GetFirstGuildRolesInRaid(); local sk_list = self.current_loot.sk_list; local loot_name = self:GetCurrentLootName(); local loot_link = self:GetCurrentLootLink(); -- check if DE or GB if DE then -- disenchant event_details = SKC.LOG_OPTIONS["Event Details"].Options.DE; if disenchanter == nil then self.loot_target = UnitName("player"); else self.loot_target = disenchanter; end else -- guild bank event_details = SKC.LOG_OPTIONS["Event Details"].Options.GB; if banker == nil then self.loot_target = UnitName("player"); else self.loot_target = banker; end end -- log and send message self:LogNonWinnerOutcome(event_details,self.loot_target,loot_name,loot_link); end -- attempt to give loot to loot_target self:GiveLoot(); return; end local function ConfirmLootDistributed() -- checks if current_loot has been confirmed to have been distributed and write to log / chat accordingly -- If loot confirmed to have been distributed, perform Live SK if SK decision if not SKC:isML() then return end -- check if loot is gone if SKC.db.char.LM.confirmed_dist or SKC.DEV.LOOT_DIST_DISABLE then -- confirmed -- log SKC.db.char.LM:LogDist(true); -- perform SK (if necessary) local loot_target = SKC.db.char.LM.loot_target; local loot_target_decision = SKC.db.char.LM.current_loot.decisions[loot_target]; if loot_target_decision == SKC.LOOT_DECISION.SK then -- perform SK on winner (below current live bottom) local sk_list = SKC.db.char.LM:GetCurrentLootSKList(); local sk_success = SKC.db.char[sk_list]:LiveSK(loot_target); if not sk_success then SKC:Error(sk_list.." for "..loot_target.." failed"); end -- log SK SKC.db.char.LM:LogWinnerSK(); -- populate data SKC:PopulateData(); end else -- failed SKC.db.char.LM:LogDist(false); end -- reset (also resets confirm timer) SKC.db.char.LM:Reset(); return; end function LootManager:ManageOnLootSlotClear() -- manages the LOOT_SLOT_CLEARED event -- checks if current loot was item cleared if (self.loot_dist_confirm_timer == nil or self.loot_dist_confirm_timer:IsCancelled()) then return end local current_loot_index = self:GetCurrentLootIndex(); local _, lootName, _, _, _, _, _, _, _ = GetLootSlotInfo(current_loot_index); self.confirmed_dist = lootName == nil; -- loot is gone if self.confirmed_dist then -- loot item cleared, early call to confirmation function ConfirmLootDistributed(); end return; end function LootManager:StartDistConfirmTimer() self.loot_dist_confirm_timer = C_Timer.NewTimer(self.CONFIRM_DELAY,ConfirmLootDistributed); return; end function LootManager:GiveLoot() -- sends current loot to current target if not SKC:isML() then SKC:Error("GiveLoot failed. Current player is not Master Looter."); LootManager:LogDist(false); return; end if self.loot_target == nil then SKC:Error("GiveLoot failed. loot_target is nil."); LootManager:LogDist(false); return; end if self.current_loot == nil then SKC:Error("GiveLoot failed. current_loot is nil."); LootManager:LogDist(false); return; end -- confirm item is at given index local lootIndex = self:GetCurrentLootIndex(); if lootIndex == nil then SKC:Error("GiveLoot failed. LootIndex is nil."); LootManager:LogDist(false); return; end local _, lootName, _, _, _, _, _, _, _ = GetLootSlotInfo(lootIndex); if lootName ~= self:GetCurrentLootName() then local loot_name_str = lootName or "NULL"; local curr_loot_name_str = self:GetCurrentLootName() or "NULL"; SKC:Error("GiveLoot failed. Current loot index ("..lootIndex..") is "..loot_name_str.." which is not current loot ("..curr_loot_name_str..")."); LootManager:LogDist(false); return; end -- find character in raid and give loot local success = false; for i_char = 1,40 do if GetMasterLootCandidate(lootIndex, i_char) == self.loot_target then if SKC.DEV.LOOT_DIST_DISABLE or SKC.DEV.LOOT_SAFE_MODE then SKC:Alert("GiveLoot success! (FAKE)"); else GiveMasterLoot(lootIndex,i_char); end success = true; end end if not success then SKC:Error("GiveLoot failed. "..self.loot_target.." not found in possible master looter candidates."); LootManager:LogDist(false); return; end -- after delay, check if item is still there, failure if not confirmed in this time (confirmed by loot slot cleared event) self:StartDistConfirmTimer(); return; end function LootManager:LogDecision(char_name) -- writes player loot decision to log and sends message to raid --fetch data local loot_decision = self.current_loot.decisions[char_name]; local loot_name = self:GetCurrentLootName(); local sk_list = self:GetCurrentLootSKList(); local prio = self.current_loot.prios[char_name]; local curr_pos = self.current_loot.sk_pos[char_name]; local roll = self.current_loot.rolls[char_name]; -- Write to log SKC:WriteToLog( SKC.LOG_OPTIONS["Event Type"].Options.Decision, --event_type, SKC.LOOT_DECISION.TEXT_MAP[loot_decision], --event_details, char_name, --subject loot_name, --item sk_list, --sk_list prio, --prio curr_pos, --current_sk_pos "", --new_sk_pos roll --roll ); -- send message (if not pass) if loot_decision ~= SKC.LOOT_DECISION.PASS then local decision_msg = SKC:FormatWithClassColor(char_name).." [p"..prio.."] wants to "; if loot_decision == SKC.LOOT_DECISION.ROLL then decision_msg = decision_msg.."ROLL ("..roll..")"; elseif loot_decision == SKC.LOOT_DECISION.SK then decision_msg = decision_msg..sk_list.." ("..curr_pos..")"; end decision_msg = decision_msg.." for "..loot_name; SKC:Send(decision_msg,SKC.CHANNELS.LOOT_DECISION_PRINT,"RAID"); end end function LootManager:LogWinnerOutcome() -- writes winner outcome to log and sends message to raid -- fetch data local winner = self.loot_target; local winner_decision = self.current_loot.decisions[winner]; local event_details = SKC.LOG_OPTIONS["Event Details"].Options.WSK; if winner_decision == SKC.LOOT_DECISION.ROLL then event_details = SKC.LOG_OPTIONS["Event Details"].Options.WR; end local loot_name = self:GetCurrentLootName(); local sk_list = self:GetCurrentLootSKList(); local prio = self.current_loot.prios[winner]; local curr_pos = self.current_loot.sk_pos[winner]; local roll = self.current_loot.rolls[winner]; -- write to log SKC:WriteToLog( SKC.LOG_OPTIONS["Event Type"].Options.Outcome, --event_type, event_details, --event_details, winner, --subject loot_name, --item sk_list, --sk_list prio, --prio curr_pos, --current_sk_pos "", --new_sk_pos roll --roll ); -- construct message local loot_link = self:GetCurrentLootLink(); local msg = SKC:FormatWithClassColor(winner).." [p"..prio.."] won "..loot_link.." by "; if winner_decision == SKC.LOOT_DECISION.SK then -- sk msg = msg..sk_list.." ("..curr_pos..")!"; else -- roll msg = msg.."ROLL ("..roll..")!"; end -- send message SKC:Send(msg,SKC.CHANNELS.LOOT_OUTCOME_PRINT,"RAID"); return; end function LootManager:LogWinnerSK() -- writes winner SK to log and sends message to raid -- fetch data local winner = self.loot_target; local loot_name = self:GetCurrentLootName(); local sk_list = self:GetCurrentLootSKList(); local prio = self.current_loot.prios[winner]; local curr_pos = self.current_loot.sk_pos[winner]; local new_pos = SKC.db.char[sk_list]:GetPos(winner); -- write to log SKC:WriteToLog( SKC.LOG_OPTIONS["Event Type"].Options.SK_Change, --event_type, SKC.LOG_OPTIONS["Event Details"].Options.AutoSK, --event_details, winner, --subject loot_name, --item sk_list, --sk_list prio, --prio curr_pos, --current_sk_pos new_pos, --new_sk_pos "" --roll ); -- construct message local loot_link = self:GetCurrentLootLink(); local msg = SKC:FormatWithClassColor(winner).." was SK'd for "..loot_link.." on "..sk_list.." ("..curr_pos.." => "..new_pos..")"; -- send message SKC:Send(msg,SKC.CHANNELS.LOOT_OUTCOME_PRINT,"RAID"); return; end function LootManager:LogNonWinnerOutcome(event_details,loot_target,loot_name,loot_link) -- writes non winner outcome to log and sends message to raid -- fetch data -- write to log SKC:WriteToLog( SKC.LOG_OPTIONS["Event Type"].Options.Outcome, --event_type, event_details, --event_details, loot_target, --subject loot_name, --item "", --sk_list "", --prio "", --current_sk_pos "", --new_sk_pos "" --roll ); -- construct message local msg; local send_msg = false; if event_details == SKC.LOG_OPTIONS["Event Details"].Options.DE then -- all pass --> disenchant msg = "Everyone selected PASS for "..loot_link..", sending to "..SKC:FormatWithClassColor(loot_target).." to be DISENCHANTED."; send_msg = true; elseif event_details == SKC.LOG_OPTIONS["Event Details"].Options.GB then -- all pass --> guild bank msg = "Everyone selected PASS for "..loot_link..", sending to "..SKC:FormatWithClassColor(loot_target).." for the GUILD BANK."; send_msg = true; elseif event_details == SKC.LOG_OPTIONS["Event Details"].Options.NLP then -- not in loot prio --> give to ML SKC:Debug("Item not in Loot Prio. Giving directly to ML",self.DEV.VERBOSE.LOOT); elseif event_details == SKC.LOG_OPTIONS["Event Details"].Options.NE then -- no elligible players in raid --> give to ML SKC:Debug("No elligible characters in raid. Giving directly to ML",self.DEV.VERBOSE.LOOT); end -- send message if send_msg then SKC:Send(msg,SKC.CHANNELS.LOOT_OUTCOME_PRINT,"RAID") end return; end function LootManager:LogDist(success) -- writes distribution event to log and sends message to raid -- fetch data local loot_name = self:GetCurrentLootName(); local loot_target = self.loot_target; local event_details; if success then event_details = SKC.LOG_OPTIONS["Event Details"].Options.ALS; else event_details = SKC.LOG_OPTIONS["Event Details"].Options.ALF; end -- write to log SKC:WriteToLog( SKC.LOG_OPTIONS["Event Type"].Options.LD, --event_type, event_details, --event_details, loot_target, --subject loot_name, --item "", --sk_list "", --prio "", --current_sk_pos "", --new_sk_pos "" --roll ); -- construct message -- send message local loot_link = self:GetCurrentLootLink() or "NULL"; local loot_target_formatted = "NULL"; if loot_target ~= nil then loot_target_formatted = SKC:FormatWithClassColor(loot_target); end if success then SKC:Send("Gave "..loot_link.." to "..loot_target_formatted..", loot distribution |cff00ff00SUCCESS|r.",SKC.CHANNELS.LOOT_OUTCOME_PRINT,"RAID"); else SKC:Send("Could not give "..loot_link.." to "..loot_target_formatted..", loot distribution |cffff0000FAILURE|r.",SKC.CHANNELS.LOOT_OUTCOME_PRINT,"RAID"); end return; end
require("helper") sta = {} local sta_tmr local change = true function sta.setTimer(input_tmr) sta_tmr = input_tmr end function sta.setChange(val) change = val end function sta.setup() if change then wifi.sta.config(helper.getConfig().sta) change = false elseif wifi.sta.getip() ~= nil then if sta_tmr ~= nil then sta_tmr:stop() end helper.log("sta ip :" .. wifi.sta.getip()) end end return sta
object_ship_twing = object_ship_shared_twing:new { } ObjectTemplates:addTemplate(object_ship_twing, "object/ship/twing.iff")
-- Deal50: A game inspired by the TV show -- Developed by Joaquin -- Final project for GD50 2020 Banker = Class{} function Banker:init(def) -- Grab cases self.cases = def.cases or {} -- Grab number of cases to open self.casesToOpen = def.casesToOpen or 6 -- Count the number of unopened cases and store their total, -- along with storing the maximum case value within the pool -- of unopened cases. self.unopenedCount = 0 self.unopenedTotal = 0 self.maxCaseValue = 0 for i = 1, #CASE_VALUES do if not self.cases[i].isOpened then self.unopenedCount = self.unopenedCount + 1 self.unopenedTotal = self.unopenedTotal + self.cases[i].pointValue if self.cases[i].pointValue > self.maxCaseValue then self.maxCaseValue = self.cases[i].pointValue end end end --[[ Calculate the banker's offer. The algorithm implemented here starts with more stingy values if the casesToOpen rate is high, as seen in the first rounds, but makes more refined offers as the player nears the end of the game. Get the whole total of unopened case values, divided by number of cases minus a random value from 0, to unopened count minus 1 divided by number of cases left to open plus 1. Plus a random value from 0, to 1000 divided by number of cases to open. Use math.ceil to round out value. Check up to 10 times. If offer is higher than max case value, divide offer by 1.5 and keep dividing until it is lower than the max case value amount. ]] self.offer = math.ceil( ( self.unopenedTotal/( self.unopenedCount - math.random(0, (self.unopenedCount-1)/(self.casesToOpen+1)) ) ) + math.random(0, 1000/self.casesToOpen) ) for i = 1, 10 do if self.offer > self.maxCaseValue then self.offer = math.ceil(self.offer/1.5) else break end end -- Animation frame self.animFrame = 1 -- X flip that should store either 1 or -1 self.xFlip = 1 -- Boolean toggles for tweens self.blink = true self.tail = true end function Banker:update() -- Blink when random value from 1 to 500 -- equals 1 and we're not blinking yet if (math.random(1, 500) == 1) and self.blink then self.blink = false self.animFrame = 2 Timer.after(0.25, function() self.animFrame = 1 self.blink = true end) end -- Flail tail when random value from 1 to 500 -- equals 1 and we're not blinking yet if (math.random(1, 500) == 1) and self.tail then self.tail = false self.xFlip = -1 Timer.after(0.25, function() self.xFlip = 1 self.tail = true end) end end function Banker:render() -- Local variable to store position multiple -- when mirroring from X local xFlipPos = 1 -- If flipping, set flip pos multiple to 4 if self.xFlip == -1 then xFlipPos = 2.5 end self:printPrompt("I would like to offer", 0) self:printOffer(self.offer) self:printPrompt("points", 70) -- Render banker graphic love.graphics.draw( -- Use cat graphic gameTex['cat'], gameFrames['cat'][self.animFrame], -- Position on the top left of the screen -- Nudge position accordingly if graphic is flipped (VIRTUAL_WIDTH/6)*xFlipPos, VIRTUAL_HEIGHT/24, -- No rotate 0, -- Scale by 4, flip when needed 4*self.xFlip, 4 ) end function Banker:printPrompt(text, yOffset) -- Set prompt font love.graphics.setFont(gameFonts['medium']) -- Set shadow color love.graphics.setColor(0, 0, 0, 255 / 2) -- Print enter prompt shadow love.graphics.printf(text, 59, (VIRTUAL_HEIGHT / 12 + 1) + 20 + yOffset, VIRTUAL_WIDTH, 'center') -- Set the color for the prompt love.graphics.setColor(255, 255, 255, 255) -- Print the prompt -- The prompt is shifted by one pixel to the -- left to avoid nearest neighbor artifacting. love.graphics.printf(text, 57, (VIRTUAL_HEIGHT / 12 - 1) + 20 + yOffset, VIRTUAL_WIDTH, 'center') end function Banker:printOffer(offer) -- Set offer font love.graphics.setFont(gameFonts['title']) -- Set shadow color love.graphics.setColor(0, 0, 0, 255 / 2) -- Print enter offer shadow love.graphics.printf(offer, 60, (VIRTUAL_HEIGHT / 12 + 1) + 20, VIRTUAL_WIDTH, 'center') -- Set the color for the offer to yellow love.graphics.setColor(255, 255, 0, 255) -- Print the offer -- The offer is shifted by one pixel to the -- left to avoid nearest neighbor artifacting. love.graphics.printf(offer, 58, (VIRTUAL_HEIGHT / 12 - 1) + 20, VIRTUAL_WIDTH, 'center') end
local PANEL = {} AccessorFunc( PANEL, "m_pMenu", "Menu" ) AccessorFunc( PANEL, "m_bChecked", "Checked" ) AccessorFunc( PANEL, "m_bCheckable", "IsCheckable" ) function PANEL:Init() self:SetContentAlignment( 4 ) self:SetTextInset( 30, 0 ) -- Room for icon on left self:SetTextColor( Color( 10, 10, 10 ) ) self:SetChecked( false ) end function PANEL:SetSubMenu( menu ) self.SubMenu = menu if ( !self.SubMenuArrow ) then self.SubMenuArrow = vgui.Create( "DPanel", self ) self.SubMenuArrow.Paint = function( panel, w, h ) derma.SkinHook( "Paint", "MenuRightArrow", panel, w, h ) end end end function PANEL:AddSubMenu() local SubMenu = DermaMenu( self ) SubMenu:SetVisible( false ) SubMenu:SetParent( self ) self:SetSubMenu( SubMenu ) return SubMenu end function PANEL:OnCursorEntered() if ( IsValid( self.ParentMenu ) ) then self.ParentMenu:OpenSubMenu( self, self.SubMenu ) return end self:GetParent():OpenSubMenu( self, self.SubMenu ) end function PANEL:OnCursorExited() end function PANEL:Paint( w, h ) derma.SkinHook( "Paint", "MenuOption", self, w, h ) -- -- Draw the button text -- return false end function PANEL:OnMousePressed( mousecode ) self.m_MenuClicking = true DButton.OnMousePressed( self, mousecode ) end function PANEL:OnMouseReleased( mousecode ) DButton.OnMouseReleased( self, mousecode ) if ( self.m_MenuClicking && mousecode == MOUSE_LEFT ) then self.m_MenuClicking = false CloseDermaMenus() end end function PANEL:DoRightClick() if ( self:GetIsCheckable() ) then self:ToggleCheck() end end function PANEL:DoClickInternal() if ( self:GetIsCheckable() ) then self:ToggleCheck() end if ( self.m_pMenu ) then self.m_pMenu:OptionSelectedInternal( self ) end end function PANEL:ToggleCheck() self:SetChecked( !self:GetChecked() ) self:OnChecked( self:GetChecked() ) end function PANEL:OnChecked( b ) end function PANEL:PerformLayout() self:SizeToContents() self:SetWide( self:GetWide() + 30 ) local w = math.max( self:GetParent():GetWide(), self:GetWide() ) self:SetSize( w, 22 ) if ( self.SubMenuArrow ) then self.SubMenuArrow:SetSize( 15, 15 ) self.SubMenuArrow:CenterVertical() self.SubMenuArrow:AlignRight( 4 ) end DButton.PerformLayout( self ) end function PANEL:GenerateExample() -- Do nothing! end derma.DefineControl( "DMenuOption", "Menu Option Line", PANEL, "DButton" )
-- Save Player Data to Saved Variables --Solvent Proficiency, Metalworking, Tailoring, (Aspect Improvement, Potency Improvement), Recipe Quality, Recipe Improvement, Woodworking local matchNameList1 = {GetString(ESOA_FULL_SUB_SOLV), GetString(ESOA_FULL_SUB_METAL), GetString(ESOA_FULL_SUB_TAIL), GetString(ESOA_FULL_SUB_ASPIMP), GetString(ESOA_FULL_SUB_RECQUA), GetString(ESOA_FULL_SUB_WOOD), GetString(ESOA_FULL_SUB_ENGRAV) } local matchNameList2 = {GetString(ESOA_FULL_SUB_POTIMPR), GetString(ESOA_FULL_SUB_RECIMPR) } local SLOT_TYPE_REV = { EQUIP_SLOT_HEAD = "Head", EQUIP_SLOT_NECK = "Neck", EQUIP_SLOT_SHOULDERS = "Shoulders", EQUIP_SLOT_CHEST = "Chest", EQUIP_SLOT_WAIST = "Waist", EQUIP_SLOT_WRIST = "Wrist", EQUIP_SLOT_FEET = "Feet", --9 EQUIP_SLOT_HAND = "Hand", EQUIP_SLOT_LEGS = "Legs", EQUIP_SLOT_BACKUP_MAIN = "ScndMain", EQUIP_SLOT_BACKUP_OFF = "ScndOff", EQUIP_SLOT_BACKUP_POISON = "ScndPoison", EQUIP_SLOT_OFF_HAND = "OffHand", EQUIP_SLOT_POISON = "MainPoison", EQUIP_SLOT_MAIN_HAND = "MainHand", EQUIP_SLOT_RANGED = "Ranged", EQUIP_SLOT_CLASS1 = "Class1", EQUIP_SLOT_CLASS2 = "Class2", EQUIP_SLOT_CLASS3 = "Class3", EQUIP_SLOT_COSTUME = "Costume", EQUIP_SLOT_RING1 = "Ring1", EQUIP_SLOT_RING2 = "Ring2", EQUIP_SLOT_NONE = "None", } -- function ElderScrollsOfAlts.SavePlayerData( playerLineKey, keyName, elementData ) if( ElderScrollsOfAlts.altData.players[playerLineKey] ~= nil ) then ElderScrollsOfAlts.altData.players[playerLineKey][keyName] = elementData ElderScrollsOfAlts.debugMsg("SavePlayerData: player=",playerLineKey," keyName=",keyName," as ", elementData) end end -- Read all data from the game Player Object into this Addon function ElderScrollsOfAlts:DataSaveLivePlayer() ElderScrollsOfAlts.debugMsg("DataSaveLivePlayer: called") -- if(ElderScrollsOfAlts.view.pauseactivesave) then ElderScrollsOfAlts.debugMsg( GetString(ESOA_MSG_PAUSED) ) return end local isInDungeon = IsUnitInDungeon("player") if(isInDungeon and ElderScrollsOfAlts.savedVariables.dontLoadDataInDungeon ) then ElderScrollsOfAlts.debugMsg("SavePlayerDataForGui:", " stopping per in instance") return end local isInCombat = IsUnitInCombat("player") if(isInCombat and ElderScrollsOfAlts.savedVariables.dontLoadDataInCombat ) then ElderScrollsOfAlts.debugMsg("SavePlayerDataForGui:", " stopping per in combat") return end local isPvPFlagged = IsUnitPvPFlagged("player") if(isInCombat and ElderScrollsOfAlts.savedVariables.dontLoadDataWhilePvPFlagged ) then ElderScrollsOfAlts.debugMsg("SavePlayerDataForGui:", " stopping per is PvPFlagged") return end ElderScrollsOfAlts.debugMsg( GetString(ESOA_MSG_ACTIVE) ) -- ----Section: Statup section local pName = GetUnitName("player") local rName = GetRawUnitName("player") local pID = GetCurrentCharacterId() local pServer = GetWorldName() local playerKey = pID.."_".. pServer:gsub(" ","_") ElderScrollsOfAlts.view.whoiamplayerKey = tostring(playerKey) --local timeTotalStart = GetFrameTimeSeconds() --ElderScrollsOfAlts.debugMsg("timeTotalStart: " .. tostring(timeTotalStart) ) --debugMsg("pName='"..tostring(pName).."'" ) if ElderScrollsOfAlts.altData.players == nil then ElderScrollsOfAlts.altData.players = {} end --[[ not callable here? ElderScrollsOfAlts.view.playersexisting = {} local numchars = ZO_AddOnManager:GetNumCharacters() for characterIndex = 1, numchars do --local name, _, _, _, _, _, characterId = GetCharacterInfo(i) local name, gender, level, championPoints, class, race, alliance, id, locationId, order, needsRename = GetCharacterInfo(characterIndex) ElderScrollsOfAlts.view.playersexisting[name] = {} ElderScrollsOfAlts.view.playersexisting[name].order = order ElderScrollsOfAlts.debugMsg("ESOA, playersexisting: '", ElderScrollsOfAlts.view.playersexisting[name] , "'") end --]] local dataToProtect = { "category", "championpointsactive", "championpoints", "tracking", "note", "companions", "playerscreenorder", } ElderScrollsOfAlts.view.tempsave = {} ----Section: Protect section --Protect data not loaded from player data API if( ElderScrollsOfAlts.altData.players[playerKey] ~= nil ) then ElderScrollsOfAlts.debugMsg("Checking preexisting data to preserve") --Protect note data if not saved to disk in this session --[[if( ElderScrollsOfAlts.altData.players[playerKey].note ~= nil ) then ElderScrollsOfAlts.view.currentnote = ElderScrollsOfAlts.altData.players[playerKey].note ElderScrollsOfAlts.debugMsg("ESOA, saved current note, as '", tostring(ElderScrollsOfAlts.altData.players[playerKey].note) , "'") end--]] if( ElderScrollsOfAlts.altData.players[playerKey].playersorder ~= nil ) then ElderScrollsOfAlts.view.currentorder = ElderScrollsOfAlts.altData.players[playerKey].playersorder ElderScrollsOfAlts.debugMsg("ESOA, saved current order, as '", tostring(ElderScrollsOfAlts.altData.players[playerKey].playersorder) , "'") else ElderScrollsOfAlts.altData.playersorderlast = ElderScrollsOfAlts.altData.playersorderlast + 1 ElderScrollsOfAlts.altData.players[playerKey].playersorder = ElderScrollsOfAlts.altData.playersorderlast ElderScrollsOfAlts.view.currentorder = ElderScrollsOfAlts.altData.players[playerKey].playersorder ElderScrollsOfAlts.debugMsg("ESOA, saved current order, as '", tostring(ElderScrollsOfAlts.altData.players[playerKey].playersorder) , "'") end -- for key,value in pairs(dataToProtect) do if( ElderScrollsOfAlts.altData.players[playerKey][value]~=nil ) then ElderScrollsOfAlts.view.tempsave[value] = ElderScrollsOfAlts.altData.players[playerKey][value] ElderScrollsOfAlts.debugMsg("ESOA, saved current '" .. value.."', as '", tostring(ElderScrollsOfAlts.altData.players[playerKey][value]) , "'") end end else ElderScrollsOfAlts.debugMsg("No preexisting data to preserve") end -- ElderScrollsOfAlts.view.previousversion = nil if(ElderScrollsOfAlts.altData.players[playerKey] ~= nil and ElderScrollsOfAlts.altData.players[playerKey].version~=nil)then ElderScrollsOfAlts.view.previousversion = ElderScrollsOfAlts.altData.players[playerKey].version end --- Reset Old Data Format infavor of new format ElderScrollsOfAlts.altData.players[pName] = nil --- Initialize New Data Format (to reset all my data to current data) ElderScrollsOfAlts.altData.players[playerKey] = {} ElderScrollsOfAlts.altData.players[playerKey].category = "A" ElderScrollsOfAlts.altData.players[playerKey].version = ElderScrollsOfAlts.version ElderScrollsOfAlts.altData.players[playerKey].previousversion = ElderScrollsOfAlts.view.previousversion ----Section: BIO section if ElderScrollsOfAlts.altData.players[playerKey].bio == nil then ElderScrollsOfAlts.altData.players[playerKey].bio = {} end ElderScrollsOfAlts.altData.players[playerKey].bio.server = pServer ElderScrollsOfAlts.altData.players[playerKey].bio.id = pID ElderScrollsOfAlts.altData.players[playerKey].bio.name = pName ElderScrollsOfAlts.altData.players[playerKey].bio.rawname = rName local pGender = GetUnitGender("player") ElderScrollsOfAlts.altData.players[playerKey].bio.gender = pGender local pLvl = GetUnitLevel("player") ElderScrollsOfAlts.altData.players[playerKey].bio.level = pLvl local canChampPts = CanUnitGainChampionPoints("player") ElderScrollsOfAlts.altData.players[playerKey].bio.canchamppts = canChampPts ElderScrollsOfAlts.altData.players[playerKey].bio.champion = nil if canChampPts then --TODO Not sure what effective level means --ElderScrollsOfAlts.altData.players[playerKey].bio.level = GetUnitEffectiveLevel("player") ElderScrollsOfAlts.altData.players[playerKey].bio.champion = GetUnitChampionPoints("player") end local xpleft = GetNumExperiencePointsInLevel(pLvl) if not xpleft then --d("You can't level up any further.") else ElderScrollsOfAlts.altData.players[playerKey].bio.xpleft = xpleft --d("It takes " .. xpleft .. " XP to get from the start of this level to the next level.") end ElderScrollsOfAlts.altData.players[playerKey].bio.unitxp = GetUnitXP("player") ElderScrollsOfAlts.altData.players[playerKey].bio.unitxpmax = GetUnitXPMax("player") local pRace = GetUnitRace("player") ElderScrollsOfAlts.altData.players[playerKey].bio.race = pRace --GetUnitRaceId(string unitTag) local pClass = GetUnitClass("player") ElderScrollsOfAlts.altData.players[playerKey].bio.class = pClass local pClassId = GetUnitClassId("player") ElderScrollsOfAlts.altData.players[playerKey].bio.classId = pClassId local pAlliance = GetUnitAlliance("player") ElderScrollsOfAlts.altData.players[playerKey].bio.alliance = pAlliance --local value = GetPlayerStat(self.statType, STAT_BONUS_OPTION_APPLY_BONUS) if ElderScrollsOfAlts.altData.players[playerKey].stats == nil then ElderScrollsOfAlts.altData.players[playerKey].stats = {} end --Werewolf or Vampire ElderScrollsOfAlts.altData.players[playerKey].bio.Werewolf = false ElderScrollsOfAlts.altData.players[playerKey].bio.Vampire = false local current, max, effectiveMax = GetUnitPower("player", POWERTYPE_STAMINA) ElderScrollsOfAlts.altData.players[playerKey].stats["stamina"] = max current, max, effectiveMax = GetUnitPower("player", POWERTYPE_HEALTH) ElderScrollsOfAlts.altData.players[playerKey].stats["health"] = max current, max, effectiveMax = GetUnitPower("player", POWERTYPE_MAGICKA) ElderScrollsOfAlts.altData.players[playerKey].stats["magicka"] = max current, max, effectiveMax = GetUnitPower("player", POWERTYPE_POWER) ElderScrollsOfAlts.altData.players[playerKey].stats["power"] = max --POWERTYPE_WEREWOLF --POWERTYPE_FERVOR --POWERTYPE_COMBO --POWERTYPE_CHARGES --POWERTYPE_MOUNT_STAMINA ----Section: Abilities/Skills section if ElderScrollsOfAlts.altData.players[playerKey].skills == nil then ElderScrollsOfAlts.altData.players[playerKey].skills = {} end local baseElem = nil local outputUndiscovered = false -- skillType = SKILL_TYPE_ARMOR outputUndiscovered = true ElderScrollsOfAlts.altData.players[playerKey].skills.armor = {} ElderScrollsOfAlts.altData.players[playerKey].skills.armor.typelist = {} baseElem = ElderScrollsOfAlts.altData.players[playerKey].skills.armor.typelist ElderScrollsOfAlts:SaveDataSkillData(skillType,baseElem,outputUndiscovered) -- skillType = SKILL_TYPE_WORLD outputUndiscovered = false ElderScrollsOfAlts.altData.players[playerKey].skills.world = {} ElderScrollsOfAlts.altData.players[playerKey].skills.world.typelist = {} baseElem = ElderScrollsOfAlts.altData.players[playerKey].skills.world.typelist ElderScrollsOfAlts:SaveDataSkillData(skillType,baseElem) -- skillType = SKILL_TYPE_CLASS outputUndiscovered = false ElderScrollsOfAlts.altData.players[playerKey].skills.class = {} ElderScrollsOfAlts.altData.players[playerKey].skills.class.typelist = {} baseElem = ElderScrollsOfAlts.altData.players[playerKey].skills.class.typelist ElderScrollsOfAlts:SaveDataSkillData(skillType,baseElem) -- skillType = SKILL_TYPE_GUILD outputUndiscovered = false ElderScrollsOfAlts.altData.players[playerKey].skills.guild = {} ElderScrollsOfAlts.altData.players[playerKey].skills.guild.typelist = {} baseElem = ElderScrollsOfAlts.altData.players[playerKey].skills.guild.typelist ElderScrollsOfAlts:SaveDataSkillData(skillType,baseElem) -- skillType = SKILL_TYPE_RACIAL outputUndiscovered = false ElderScrollsOfAlts.altData.players[playerKey].skills.racial = {} ElderScrollsOfAlts.altData.players[playerKey].skills.racial.typelist = {} baseElem = ElderScrollsOfAlts.altData.players[playerKey].skills.racial.typelist ElderScrollsOfAlts:SaveDataSkillData(skillType,baseElem) -- skillType = SKILL_TYPE_WEAPON outputUndiscovered = false ElderScrollsOfAlts.altData.players[playerKey].skills.weapon = {} ElderScrollsOfAlts.altData.players[playerKey].skills.weapon.typelist = {} baseElem = ElderScrollsOfAlts.altData.players[playerKey].skills.weapon.typelist ElderScrollsOfAlts:SaveDataSkillData(skillType,baseElem) -- skillType = SKILL_TYPE_AVA outputUndiscovered = false ElderScrollsOfAlts.altData.players[playerKey].skills.ava = {} ElderScrollsOfAlts.altData.players[playerKey].skills.ava.typelist = {} baseElem = ElderScrollsOfAlts.altData.players[playerKey].skills.ava.typelist ElderScrollsOfAlts:SaveDataSkillData(skillType,baseElem) --SKILL_TYPE_NONE TODO ? -- skillType = SKILL_TYPE_TRADESKILL outputUndiscovered = true ElderScrollsOfAlts.altData.players[playerKey].skills.trade = {} local baseTableElem = ElderScrollsOfAlts.altData.players[playerKey].skills.trade baseTableElem.typelist = {} baseTableElem.skills = {} numSkillLines = GetNumSkillLines(skillType) for ii = 1, numSkillLines do --name, number rank, boolean discovered, number skillLineId, boolean advised, unlockText local name, rank, discovered, skillLineId, advised, unlockText = GetSkillLineInfo(skillType,ii) if name == nil then name = ii; end name = zo_strformat( "<<1>>", name ) -- get rid of links and junk? baseTableElem.typelist[name] = {} local selElemTable = baseTableElem.typelist[name] local numAbilities = GetNumSkillAbilities(skillType, ii) selElemTable.name = name selElemTable.idx = ii selElemTable.rank = rank selElemTable.numAbilities = numAbilities selElemTable.skillLineId = skillLineId local lastRankXP, nextRankXP, currentXP = GetSkillLineXPInfo( skillType, ii ) selElemTable.lastRankXP = lastRankXP selElemTable.nextRankXP = nextRankXP selElemTable.currentXP = currentXP ElderScrollsOfAlts.SaveDataPlayerTradeDetails( name, baseTableElem, selElemTable, skillType, ii, numAbilities ) end --Check Specific Skilllines --ElderScrollsOfAlts.altData.players[playerKey].skills.world.typelist = {} --Werewolf or Vampire for key,value in pairs(ElderScrollsOfAlts.altData.players[playerKey].skills.world.typelist) do --print(key,value) if key == "Werewolf" then ElderScrollsOfAlts.altData.players[playerKey].bio.Werewolf = true elseif key == "Vampire" then ElderScrollsOfAlts.altData.players[playerKey].bio.Vampire = true end end ----Section: Misc section if(ElderScrollsOfAlts.altData.players[playerKey].misc==nil) then ElderScrollsOfAlts.altData.players[playerKey].misc = {} end ElderScrollsOfAlts.altData.players[playerKey].misc.now = GetTimeStamp()--ZO_FormatClockTime() --Riding local inventoryBonus, maxInventoryBonus, staminaBonus, maxStaminaBonus, speedBonus, maxSpeedBonus = GetRidingStats() ElderScrollsOfAlts.altData.players[playerKey].misc.riding = {} ElderScrollsOfAlts.altData.players[playerKey].misc.riding.inventory = inventoryBonus ElderScrollsOfAlts.altData.players[playerKey].misc.riding.stamina = staminaBonus ElderScrollsOfAlts.altData.players[playerKey].misc.riding.speed = speedBonus local canTrainRiding = false if(speedBonus < maxSpeedBonus)then canTrainRiding = true elseif (staminaBonus < maxStaminaBonus) then canTrainRiding = true elseif(inventoryBonus < maxInventoryBonus) then canTrainRiding = true end ElderScrollsOfAlts.altData.players[playerKey].misc.riding.cantrain = canTrainRiding local timeMs, totalDurationMs = GetTimeUntilCanBeTrained() ElderScrollsOfAlts.altData.players[playerKey].misc.riding.timeMs = timeMs ElderScrollsOfAlts.altData.players[playerKey].misc.riding.totalDurationMs = totalDurationMs ElderScrollsOfAlts.altData.players[playerKey].misc.riding.timeDataTaken = GetTimeStamp()--secconds if(timeMs<1)then ElderScrollsOfAlts.altData.players[playerKey].misc.riding.trainingReadyAt = 0 else --ElderScrollsOfAlts.debugMsg("timeMs="..tostring(timeMs) ) local expiresAt = GetTimeStamp() + ( timeMs/1000 ) --local expiresAt = GetTimeStamp() + timeMs ElderScrollsOfAlts.altData.players[playerKey].misc.riding.trainingReadyAt = expiresAt end -- Bags local bagSize = GetBagSize(BAG_BACKPACK) local bagUsed = GetNumBagUsedSlots(BAG_BACKPACK) ElderScrollsOfAlts.altData.players[playerKey].misc.backpackSize = bagSize ElderScrollsOfAlts.altData.players[playerKey].misc.backpackUsed = bagUsed ElderScrollsOfAlts.altData.players[playerKey].misc.backpackFree = tonumber( bagSize-bagUsed ) -- ElderScrollsOfAlts.altData.players[playerKey].misc.skillpoints = GetAvailableSkillPoints() ElderScrollsOfAlts.altData.players[playerKey].misc.skillpointsfree = GetAvailableSkillPoints() --ElderScrollsOfAlts.altData.players[playerKey].misc.skillpointstotal = GetAvailableSkillPoints() ElderScrollsOfAlts.altData.players[playerKey].misc.secondsPlayed = GetSecondsPlayed() --GetUnitZone("player") local earnedAchievePts = GetEarnedAchievementPoints() ElderScrollsOfAlts.altData.players[playerKey].misc.achieve = {} ElderScrollsOfAlts.altData.players[playerKey].misc.achieve.earned = earnedAchievePts ----Section: Currency section if(ElderScrollsOfAlts.altData.players[playerKey].currency==nil) then ElderScrollsOfAlts.altData.players[playerKey].currency = {} end local currType = {CURT_ALLIANCE_POINTS, CURT_CHAOTIC_CREATIA,CURT_CROWNS,CURT_CROWN_GEMS,CURT_MONEY,CURT_NONE,CURT_STYLE_STONES,CURT_TELVAR_STONES,CURT_WRIT_VOUCHERS} local cLoc = CURRENCY_LOCATION_CHARACTER for ctIdx = 1, #currType do local cType = currType[ctIdx] local amount = GetCurrencyAmount( cType, cLoc ) local IS_PLURAL = false if(amount and amount>1) then IS_PLURAL = true end local currencyName = GetCurrencyName(cType, IS_PLURAL, false) ElderScrollsOfAlts.altData.players[playerKey].currency[cType] = {} ElderScrollsOfAlts.altData.players[playerKey].currency[cType].currencyName = currencyName ElderScrollsOfAlts.altData.players[playerKey].currency[cType].amount = amount end ----Section: PVP section --PVP Ava Campaign Cyrodil PVP (TODO) -- ElderScrollsOfAlts.altData.players[playerKey].alliancewar = {} ElderScrollsOfAlts.altData.players[playerKey].alliancewar.inCampaign = IsInCampaign() local currentCampaignId = GetCurrentCampaignId()--this not the best one? local guestCampaignId = GetGuestCampaignId() local assignedCampaignId = GetAssignedCampaignId() local isInCampaign = currentCampaignId ~= 0 if(not isInCampaign) then isInCampaign = assignedCampaignId ~= 0 end --GetPreferredCampaign() ?? ElderScrollsOfAlts.altData.players[playerKey].alliancewar.guestCampaignId = guestCampaignId ElderScrollsOfAlts.altData.players[playerKey].alliancewar.currentCampaignId = currentCampaignId ElderScrollsOfAlts.altData.players[playerKey].alliancewar.assignedCampaignId = assignedCampaignId --ElderScrollsOfAlts.debugMsg("currentCampaignId="..tostring(currentCampaignId) ) --ElderScrollsOfAlts.debugMsg("guestCampaignId="..tostring(guestCampaignId) ) --d("(" .. ElderScrollsOfAlts.name .. ") " .. "guestCampaignId: "..guestCampaignId ) ElderScrollsOfAlts.altData.players[playerKey].alliancewar.guestCampaignName = GetCampaignName(guestCampaignId) ElderScrollsOfAlts.altData.players[playerKey].alliancewar.currentCampaignName = GetCampaignName(currentCampaignId) ElderScrollsOfAlts.altData.players[playerKey].alliancewar.assignedCampaignName = GetCampaignName(assignedCampaignId) --ElderScrollsOfAlts.outputMsg("save.currentCampaignId="..tostring(currentCampaignId) ) --ElderScrollsOfAlts.outputMsg("save.currentCampaignName="..tostring( GetCampaignName(currentCampaignId) ) ) ElderScrollsOfAlts.altData.players[playerKey].alliancewar.isInCampaign = isInCampaign ElderScrollsOfAlts.altData.players[playerKey].alliancewar.unitAlliance = pAlliance ElderScrollsOfAlts.altData.players[playerKey].alliancewar.allianceName = GetAllianceName(pAlliance) local avaRank = GetUnitAvARank("player") local unitAvARankPoints = GetUnitAvARankPoints("player") ElderScrollsOfAlts.altData.players[playerKey].alliancewar.unitAvARank = avaRank ElderScrollsOfAlts.altData.players[playerKey].alliancewar.unitAvARankPoints = unitAvARankPoints -- number subRankStartsAt, number nextSubRankAt, number rankStartsAt, number nextRankAt local subRankStartsAt, nextSubRankAt, rankStartsAt, nextRankAt = GetAvARankProgress(unitAvARankPoints) ElderScrollsOfAlts.altData.players[playerKey].alliancewar.AvaSubRankStart = subRankStartsAt ElderScrollsOfAlts.altData.players[playerKey].alliancewar.AvaNextSubRank = nextSubRankAt ElderScrollsOfAlts.altData.players[playerKey].alliancewar.AvaRankStarts = rankStartsAt ElderScrollsOfAlts.altData.players[playerKey].alliancewar.AvaNextRank = nextRankAt local avaRankName = GetAvARankName( GetUnitGender("player"), avaRank ) ElderScrollsOfAlts.altData.players[playerKey].alliancewar.avaRankName = avaRankName --Returns: number earnedTier, number nextTierProgress, number nextTierTotal local earnedTier, nextTierProgress, nextTierTotal = GetPlayerCampaignRewardTierInfo(assignedCampaignId) ElderScrollsOfAlts.debugMsg( "earnedTier: '",earnedTier, "' nextTierProgress: '",nextTierProgress, "' nextTierTotal: '",nextTierTotal,"'" ) ElderScrollsOfAlts.altData.players[playerKey].alliancewar.AssignedCampaignRewardEarnedTier = tonumber(earnedTier) ElderScrollsOfAlts.altData.players[playerKey].alliancewar.AssignedCampaignRewardNextProgressTier = tonumber(nextTierProgress) ElderScrollsOfAlts.altData.players[playerKey].alliancewar.AssignedCampaignRewardNextTotalTier = tonumber(nextTierTotal) --ElderScrollsOfAlts.altData.players[playerKey].alliancewar.currentCampaignRewardEarnedTier = earnedTier earnedTier, nextTierProgress, nextTierTotal = GetPlayerCampaignRewardTierInfo(guestCampaignId) ElderScrollsOfAlts.altData.players[playerKey].alliancewar.guestCampaignRewardEarnedTier = tonumber(earnedTier) local avaAEnd = GetSecondsUntilCampaignEnd(assignedCampaignId) ElderScrollsOfAlts.debugMsg("avaAEnd: '", avaAEnd, "'") if(avaAEnd~=nil and avaAEnd<0) then ElderScrollsOfAlts.debugMsg("avaAEnded???: '", avaAEnd, "'") elseif(avaAEnd~=nil and avaAEnd~=0) then ElderScrollsOfAlts.altData.players[playerKey].alliancewar.AssignedCampaignEndsSeconds = GetSecondsUntilCampaignEnd(assignedCampaignId) local AC_expiresAt = GetTimeStamp() + ( ElderScrollsOfAlts.altData.players[playerKey].alliancewar.AssignedCampaignEndsSeconds ) ElderScrollsOfAlts.altData.players[playerKey].alliancewar.AssignedCampaignEndsAt = AC_expiresAt if(ElderScrollsOfAlts.altData.ava==nil) then ElderScrollsOfAlts.altData.ava = {} ElderScrollsOfAlts.altData.ava.campaigns = {} end ElderScrollsOfAlts.altData.ava.campaigns[assignedCampaignId] = {} ElderScrollsOfAlts.altData.ava.campaigns[assignedCampaignId].campaignEndsAt = AC_expiresAt ElderScrollsOfAlts.altData.ava.campaigns[assignedCampaignId].campaignId = assignedCampaignId ElderScrollsOfAlts.debugMsg("avaAEnd saved to cache '", AC_expiresAt, "'") else if(ElderScrollsOfAlts.altData.ava~=nil and ElderScrollsOfAlts.altData.ava.campaigns ~= nil and ElderScrollsOfAlts.altData.ava.campaigns[assignedCampaignId]~=nil and ElderScrollsOfAlts.altData.ava.campaigns[assignedCampaignId].campaignEndsAt~=nil) then ElderScrollsOfAlts.altData.players[playerKey].alliancewar.AssignedCampaignEndsAt = ElderScrollsOfAlts.altData.ava.campaigns[assignedCampaignId].campaignEndsAt ElderScrollsOfAlts.debugMsg("avaAEnd loaded from cache '", ElderScrollsOfAlts.altData.players[playerKey].alliancewar.AssignedCampaignEndsAt, "'") end end --GetLargeAvARankIcon(rank)) --GetAllianceColor(alliance):UnpackRGBA()) if not (isInCampaign or assignedCampaignId) then --no campaign else --TODO --local campaignName = GetCampaignName(campaignId) end ----Section: Infamy/Bounty section --infamy = GetInfamy() --heat, bounty GetPlayerInfamyData() --infamyThresholdType = getInfamyLevel( infamy ) -- INFMAY_THRESHHOLD_DISREPUTABLE, FUGITIVE, NOTOFIOUS, UPSTANDING ElderScrollsOfAlts.altData.players[playerKey].infamy = {} local infamy = GetInfamy() local bounty = GetBounty() ElderScrollsOfAlts.debugMsg("infamy="..tostring(infamy) ) local fullBountyPayoffAmount = GetFullBountyPayoffAmount() local reducedBountyPayoffAmount = GetReducedBountyPayoffAmount() local infamyLevel = GetInfamyLevel(infamy) local infamyLevelText = ElderScrollsOfAlts.getInfamyLevelText(infamyLevel) ElderScrollsOfAlts.altData.players[playerKey].infamy.displayText = infamyLevelText ElderScrollsOfAlts.altData.players[playerKey].infamy.infamy = infamy ElderScrollsOfAlts.altData.players[playerKey].infamy.bounty = bounty ElderScrollsOfAlts.altData.players[playerKey].infamy.fullBounty = fullBountyPayoffAmount ElderScrollsOfAlts.altData.players[playerKey].infamy.reducedBounty = reducedBountyPayoffAmount local sBountyDecayZero = GetSecondsUntilBountyDecaysToZero() local sHeatDecayZero = GetSecondsUntilHeatDecaysToZero() local now = GetTimeStamp() --local timeTillReady = GetTimeStamp() + sBountyDecayZero ElderScrollsOfAlts.altData.players[playerKey].infamy.bountytozero = now + sBountyDecayZero ElderScrollsOfAlts.altData.players[playerKey].infamy.heattozero = now + sHeatDecayZero --local thresholdType = getInfamyLevel( infamy ) --local heat, bounty = GetPlayerInfamyData() --ElderScrollsOfAlts.altData.players[playerKey].infamy.payoffAmount = payoffAmount --ElderScrollsOfAlts.altData.players[playerKey].infamy.heat = heat --ElderScrollsOfAlts.altData.players[playerKey].infamy.bounty = bounty --ElderScrollsOfAlts.altData.players[playerKey].infamy.thresholdType = thresholdType ----Section: Location section ElderScrollsOfAlts.altData.players[playerKey].location = {} local subzoneNamePL = zo_strformat("<<1>>", GetPlayerActiveSubzoneName() ) local zoneNamePL = zo_strformat("<<1>>", GetPlayerActiveZoneName() ) local zoneIndex = GetUnitZoneIndex("player") local zoneId, worldX, worldY, worldZ = GetUnitWorldPosition("player") --local zDescription = GetZoneDescription(zoneIndex) --local zoneId = GetZoneId(zoneIndex) ElderScrollsOfAlts.altData.players[playerKey].location.subzoneName = subzoneNamePL ElderScrollsOfAlts.altData.players[playerKey].location.zoneName = zoneNamePL ElderScrollsOfAlts.altData.players[playerKey].location.zoneId = zoneId --[[ --local currLoc = {CURRENCY_LOCATION_ACCOUNT,CURRENCY_LOCATION_BANK,CURRENCY_LOCATION_CHARACTER,CURRENCY_LOCATION_GUILD_BANK} for clIdx = 1, #currLoc do local cL = currLoc[clIdx] ElderScrollsOfAlts.altData.players[playerKey].currency[cL] = {} for ctIdx = 1, #currType do local cT = currType[ctIdx] local amount = GetCurrencyAmount( cT, cL ) ElderScrollsOfAlts.altData.players[playerKey].currency[cL][cL] = amount end end --]] ----Section: Equipment section ElderScrollsOfAlts:SavaDataPlayerEquipment(playerKey) --Research ElderScrollsOfAlts.altData.players[playerKey].research = {} ElderScrollsOfAlts.altData.players[playerKey].research.now = GetTimeStamp() ElderScrollsOfAlts:SaveDataPlayerResearchData(CRAFTING_TYPE_BLACKSMITHING, "blacksmithing", ElderScrollsOfAlts.altData.players[playerKey].research) ElderScrollsOfAlts:SaveDataPlayerResearchData(CRAFTING_TYPE_CLOTHIER, "clothier", ElderScrollsOfAlts.altData.players[playerKey].research) ElderScrollsOfAlts:SaveDataPlayerResearchData(CRAFTING_TYPE_WOODWORKING, "woodworking", ElderScrollsOfAlts.altData.players[playerKey].research) ElderScrollsOfAlts:SaveDataPlayerResearchData(CRAFTING_TYPE_JEWELRYCRAFTING, "jewelcrafting", ElderScrollsOfAlts.altData.players[playerKey].research) ----Section: Bags/Bank section ElderScrollsOfAlts.altData.data = {} ElderScrollsOfAlts.altData.data.server = {} ElderScrollsOfAlts.altData.data.server[pServer] = {} local bagSizeB = GetBagSize(BAG_BACKPACK) local bagUsedB = GetNumBagUsedSlots(BAG_BACKPACK) ElderScrollsOfAlts.altData.data.server[pServer].bankSize = bagSizeB ElderScrollsOfAlts.altData.data.server[pServer].bankUsed = bagUsedB ElderScrollsOfAlts.altData.data.server[pServer].bankFree = tonumber( bagSizeB-bagUsedB ) ----Section: Protect section --Protect data not loaded from player data API --"category", "championpointsactive", "championpoints", "tracking", "note" for key,value in pairs(dataToProtect) do if( ElderScrollsOfAlts.view.tempsave[value] ~= nil ) then ElderScrollsOfAlts.altData.players[playerKey][value] = ElderScrollsOfAlts.view.tempsave[value] ElderScrollsOfAlts.debugMsg("ESOA, restored current '"..value.."', as '", tostring(ElderScrollsOfAlts.altData.players[playerKey][value]) ,"'") end end if( ElderScrollsOfAlts.view.currentorder ~= nil) then ElderScrollsOfAlts.altData.players[playerKey].playersorder = ElderScrollsOfAlts.view.currentorder ElderScrollsOfAlts.debugMsg("ESOA, restored current order, as '", tostring(ElderScrollsOfAlts.altData.players[playerKey].playersorder) ,"'") end --[[ if( ElderScrollsOfAlts.view.currentnote ~= nil) then ElderScrollsOfAlts.altData.players[playerKey].note = ElderScrollsOfAlts.view.currentnote ElderScrollsOfAlts.debugMsg("ESOA, restored current note, as '", tostring(ElderScrollsOfAlts.altData.players[playerKey].note) ,"'") end if( ElderScrollsOfAlts.view.currentcategory ~= nil) then ElderScrollsOfAlts.altData.players[playerKey].category = ElderScrollsOfAlts.view.currentcategory ElderScrollsOfAlts.debugMsg("ESOA, restored current category, as '", tostring(ElderScrollsOfAlts.altData.players[playerKey].category) ,"'") end if( ElderScrollsOfAlts.view.championpointsactive ~= nil) then ElderScrollsOfAlts.altData.players[playerKey].championpointsactive = ElderScrollsOfAlts.view.championpointsactive ElderScrollsOfAlts.debugMsg("ESOA, restored current cp active, as '", tostring(ElderScrollsOfAlts.altData.players[playerKey].championpointsactive) ,"'") end if( ElderScrollsOfAlts.view.championpoints ~= nil) then ElderScrollsOfAlts.altData.players[playerKey].championpoints = ElderScrollsOfAlts.view.championpoints ElderScrollsOfAlts.debugMsg("ESOA, restored current cp, as '", tostring(ElderScrollsOfAlts.altData.players[playerKey].championpoints) ,"'") end if( ElderScrollsOfAlts.view.tracking ~= nil) then ElderScrollsOfAlts.altData.players[playerKey].tracking = ElderScrollsOfAlts.view.tracking ElderScrollsOfAlts.debugMsg("ESOA, restored current tracking, as '", tostring(ElderScrollsOfAlts.altData.players[playerKey].tracking) ,"'") end --]] ----Section: Buffs section --BUFFS ElderScrollsOfAlts.altData.players[playerKey].buffs = {} local numBuffs = GetNumBuffs("player") for buffIndex = 1, numBuffs do --string buffName, number timeStarted, number timeEnding, number buffSlot, number stackCount, textureName iconFilename, string buffType, number BuffEffectType effectType, number AbilityType abilityType, number StatusEffectType statusEffectType, number abilityId, boolean canClickOff, boolean castByPlayer local buffName, timeStarted, timeEnding, buffSlot, stackCount, iconFilename, buffType, effectType, abilityType, statusEffectType, abilityId, canClickOff, castByPlayer = GetUnitBuffInfo("player", buffIndex) ElderScrollsOfAlts.altData.players[playerKey].buffs[buffName] = {} ElderScrollsOfAlts.altData.players[playerKey].buffs[buffName].timeStarted = timeStarted ElderScrollsOfAlts.altData.players[playerKey].buffs[buffName].timeEnding = timeEnding ElderScrollsOfAlts.altData.players[playerKey].buffs[buffName].abilityId = abilityId ElderScrollsOfAlts.altData.players[playerKey].buffs[buffName].iconFilename = iconFilename local duration = timeEnding - timeStarted ElderScrollsOfAlts.altData.players[playerKey].buffs[buffName].duration = duration if(duration > 0) then local timeLeftS = (timeEnding) - GetFrameTimeSeconds() -- time end - time in frame is time left --data:SetCooldown(timeLeft, duration * 1000.0) ElderScrollsOfAlts.altData.players[playerKey].buffs[buffName].expiresAt = GetTimeStamp() + (timeLeftS) else ElderScrollsOfAlts.altData.players[playerKey].buffs[buffName].expiresAt = 0 end --[[TODO TESTING if(ElderScrollsOfAlts.altData.players[playerKey].buffs[buffName].expiresAt~=0) then --Time in seconds left till expires local timeDiff = GetDiffBetweenTimeStamps( ElderScrollsOfAlts.altData.players[playerKey].buffs[buffName].expiresAt, GetTimeStamp() ) ElderScrollsOfAlts.debugMsg("Buff Data: name: '".. buffName .. "' expires="..tostring(ElderScrollsOfAlts.altData.players[playerKey].buffs[buffName].expiresAt) .. " timeDiff=".. tostring(timeDiff) ) end--]] --ElderScrollsOfAlts.altData.players[playerKey].buffs[buffName].expiresAt = GetTimeStamp() + ( timeEnding-timeStarted ) --[[ if(buffName=="Major Protection")then d("Has Major Protection!****") elseif(buffName=="Minor Protection")then d("Has Minor Protection!****") else d("Has buff "..tostring(buffName)) end --]] end--for buffs --STATS --ElderScrollsOfAlts:SaveDataPlayerStatsData(ElderScrollsOfAlts.altData.players[playerKey]) ----Section: Special section if( ElderScrollsOfAlts.altData.players[playerKey].bio.Vampire == true) then ElderScrollsOfAlts.altData.players[playerKey].bio.specialdata = {} ElderScrollsOfAlts:SaveDataVampire( playerKey, ElderScrollsOfAlts.altData.players[playerKey].bio.specialdata ) end if( ElderScrollsOfAlts.altData.players[playerKey].bio.Werewolf == true) then ElderScrollsOfAlts.altData.players[playerKey].bio.specialdata = {} ElderScrollsOfAlts:SaveDataWerewolf( playerKey, ElderScrollsOfAlts.altData.players[playerKey].bio.specialdata ) end --local timeTotalEnd = GetFrameTimeSeconds() --local timeTotalDiff = GetDiffBetweenTimeStamps(timeTotalStart, timeTotalEnd) --ElderScrollsOfAlts.debugMsg("timeTotalStart: " .. tostring(timeTotalStart) .. " timeTotalEnd:" .. tostring(timeTotalEnd) ) --ElderScrollsOfAlts.debugMsg("ESOA.SAVE timeTotalDiff=".. tostring(timeTotalDiff) ) -- Fetch the saved variables --Test TRAITS if(ElderScrollsOfAlts.altData.players[playerKey].researchtraits == nil) then ElderScrollsOfAlts.altData.players[playerKey].researchtraits = {} ElderScrollsOfAlts.altData.players[playerKey].researchtraits.unknown = {} ElderScrollsOfAlts.altData.players[playerKey].researchtraits.blacksmithing = {} ElderScrollsOfAlts.altData.players[playerKey].researchtraits.clother = {} ElderScrollsOfAlts.altData.players[playerKey].researchtraits.woodworking = {} ElderScrollsOfAlts.altData.players[playerKey].researchtraits.jewelrycrafting = {} end local baseRTElem = ElderScrollsOfAlts.altData.players[playerKey].researchtraits for patternIndex = 1, GetNumSmithingPatterns() do local patternName, baseName, _, numMaterials, numTraitsRequired, numTraitsKnown, resultingItemFilterType = GetSmithingPatternInfo(patternIndex) local craftingType = GetCraftingInteractionType()-- ONLY valid when crafting table OPEN! ElderScrollsOfAlts.debugMsg("DataSaveLivePlayer: Trait: patternName: ", patternName , " numMaterials: " , numMaterials, " numTraitsKnown: ", numTraitsKnown, " TYPE=", craftingType ) ElderScrollsOfAlts.debugMsg("DataSaveLivePlayer: TYPElIST: BLACKSMITHING: ", CRAFTING_TYPE_BLACKSMITHING , " CLOTHIER: " , CRAFTING_TYPE_CLOTHIER, " WOODWORKING: ", CRAFTING_TYPE_WOODWORKING) local baseTTElem = baseRTElem.unknown if craftingType == CRAFTING_TYPE_BLACKSMITHING then baseTTElem = baseRTElem.blacksmithing elseif craftingType == CRAFTING_TYPE_CLOTHIER then baseTTElem = baseRTElem.clother elseif craftingType == CRAFTING_TYPE_WOODWORKING then baseTTElem = baseRTElem.woodworking elseif craftingType == CRAFTING_TYPE_JEWELRYCRAFTING then baseTTElem = baseRTElem.jewelrycrafting end if(baseTTElem[patternName]==nil) then baseTTElem[patternName] = {} end baseTTElem[patternName].numTraitsKnown = numTraitsKnown end --Test TRAITS --COMPANIONS -- Cant get list of companions? have to use only active one? --[[ TODO: So this or events? if( HasActiveCompanion() ) then local companionId = GetActiveCompanionDefId() local level, currentExperience = GetActiveCompanionLevelInfo() local currentRapport = GetActiveCompanionRapport() local cname = GetCompanionName(companionId) ElderScrollsOfAlts:CollectCompanionDataLevel(companionId, cname, level, currentExperience) ElderScrollsOfAlts:CollectCompanionDataRapport(companionId, cname, currentRapport) end --]] --[[ * HasPendingCompanion() ** _Returns:_ *bool* _hasPendingCompanion_ * GetActiveCompanionRapportLevel() ** _Returns:_ *[CompanionRapportLevel|#CompanionRapportLevel]* _rapportLevel_ * GetPendingCompanionDefId() ** _Returns:_ *integer* _pendingCompanionId_ --activecompanionname --activecompanionlevel --activecompanionrapport --activecompanionskills? --]] --COMPANION END ElderScrollsOfAlts.debugMsg("DataSaveLivePlayer: done") end function ElderScrollsOfAlts:SaveDataSpecialBite(playerKey, baseElem,skillineName,specialSkillName,abilityname,buffcooldown) ElderScrollsOfAlts.debugMsg("SaveDataSpecialBite: playerKey= " .. tostring(playerKey) ) --Has to have this ability to be able to BITE! local foundItem = ElderScrollsOfAlts:FindAbility( ElderScrollsOfAlts.altData.players[playerKey], skillineName, specialSkillName, abilityname) ElderScrollsOfAlts.debugMsg("SaveDataSpecialBite: foundItem= " .. tostring(foundItem) ) if(foundItem==nil) then return end baseElem.biteability = abilityname local buffName = buffcooldown local fedBuff = ElderScrollsOfAlts.altData.players[playerKey].buffs[buffName] ElderScrollsOfAlts.debugMsg("SaveDataSpecialBite: fedBuff= " .. tostring(fedBuff) ) baseElem.buffName = buffName baseElem.fedBuff = fedBuff baseElem.expiresAt = nil if(fedBuff==nil) then return end local expiresAt = fedBuff.expiresAt ElderScrollsOfAlts.debugMsg("SaveDataSpecialBite: expiresAt= " .. tostring(expiresAt) ) baseElem.expiresAt = expiresAt --Time in seconds left till expires --local timeDiff = GetDiffBetweenTimeStamps( expiresAt, GetTimeStamp() ) --ElderScrollsOfAlts.debugMsg("Buff timeDiff=".. tostring(timeDiff) ) --local timeTillReady = GetTimeStamp() + timeRemainingSecs --UUU end -- function ElderScrollsOfAlts:InitTrackingData(trackingType,trackingName) ----Section: Statup section local pID = GetCurrentCharacterId() local pServer = GetWorldName() local playerKey = zo_strformat("<<1>>_<<2>>", pID, pServer:gsub(" ","_") ) ----Section: Save section if ElderScrollsOfAlts.altData.players == nil then ElderScrollsOfAlts.altData.players = {} end if( ElderScrollsOfAlts.altData.players[playerKey] == nil ) then ElderScrollsOfAlts.altData.players[playerKey] = {} end if( ElderScrollsOfAlts.altData.players[playerKey].tracking == nil ) then ElderScrollsOfAlts.altData.players[playerKey].tracking = {} end if( ElderScrollsOfAlts.altData.players[playerKey].tracking[trackingType] == nil ) then ElderScrollsOfAlts.altData.players[playerKey].tracking[trackingType] = {} end if( ElderScrollsOfAlts.altData.players[playerKey].tracking[trackingType][trackingName] == nil ) then ElderScrollsOfAlts.altData.players[playerKey].tracking[trackingType][trackingName] = {} end return ElderScrollsOfAlts.altData.players[playerKey].tracking[trackingType][trackingName] end -- function ElderScrollsOfAlts:SaveTrackingDataComplete(trackingType,trackingName,isCompleted) ElderScrollsOfAlts.debugMsg("SaveTrackingDataComplete: called") ElderScrollsOfAlts.debugMsg("trackingType: "..tostring(trackingType) .. " trackingName: " ..tostring(trackingName) ) local trackElem = ElderScrollsOfAlts:InitTrackingData(trackingType,trackingName) trackElem.name = trackingName trackElem.cat = trackingType trackElem.completed = isCompleted trackElem.completedtime = GetTimeStamp() local hour, minute = ElderScrollsOfAlts:dailyReset() local timeToReset = hour*3600 + minute*60 trackElem.resettime = trackElem.completedtime + timeToReset --trackElem.resettime = GetTimeStamp() -- today at 2am? end -- function ElderScrollsOfAlts:CollectCP() ElderScrollsOfAlts.debugMsg("CollectCP: called") ----Section: Statup section local pID = GetCurrentCharacterId() local pServer = GetWorldName() local playerKey = pID.."_".. pServer:gsub(" ","_") --local timeTotalStart = GetFrameTimeSeconds() --ElderScrollsOfAlts.debugMsg("timeTotalStart: " .. tostring(timeTotalStart) ) --debugMsg("pName='"..tostring(pName).."'" ) if ElderScrollsOfAlts.altData.players == nil then ElderScrollsOfAlts.altData.players = {} end if( ElderScrollsOfAlts.altData.players[playerKey] == nil ) then ElderScrollsOfAlts.altData.players[playerKey] = {} end ----Section: Collect section --if( ElderScrollsOfAlts.altData.players[playerKey] ~= nil ) then --end ----Section: Save section if( ElderScrollsOfAlts.altData.players[playerKey] ~= nil ) then ElderScrollsOfAlts.altData.players[playerKey].championpointsactive = {} --d("[start] TestCP...") local CP = CHAMPION_PERKS local championBar = CHAMPION_PERKS:GetChampionBar() local CPData = CHAMPION_DATA_MANAGER for i=1, 12 do local championSkillData = CHAMPION_PERKS:GetChampionBar():GetSlot(i).championSkillData if championSkillData then -- If anything is slotted into that index --d("Slot number "..i.." id: ".. championSkillData:GetId() .. " data: " .. tostring(championSkillData) ) ElderScrollsOfAlts.altData.players[playerKey].championpointsactive[i] = {} local cpskid = championSkillData:GetId() ElderScrollsOfAlts.altData.players[playerKey].championpointsactive[i].id = cpskid ElderScrollsOfAlts.altData.players[playerKey].championpointsactive[i].name = GetChampionSkillName(cpskid) ElderScrollsOfAlts.altData.players[playerKey].championpointsactive[i].disciplineid = championSkillData:GetChampionDisciplineData():GetId() ElderScrollsOfAlts.altData.players[playerKey].championpointsactive[i].disciplinetype = championSkillData:GetChampionDisciplineData():GetType() ElderScrollsOfAlts.altData.players[playerKey].championpointsactive[i].numspentpoints = GetNumPointsSpentOnChampionSkill(cpskid) --GetNumPendingChampionPoints(*luaindex* _disciplineIndex_, *luaindex* _skillIndex_) --** _Returns:_ *integer* _numPendingPoints_ --GetChampionSkillCurrentBonusText(cpskid) --:GetRawName --GetChampionSkillType else end end -- for --xxx ElderScrollsOfAlts.altData.players[playerKey].championpoints = {} local numDisciplines = GetNumChampionDisciplines() --d("numDisciplines: " .. tostring(numDisciplines) ) for disciplineIndex = 1, numDisciplines do ElderScrollsOfAlts.altData.players[playerKey].championpoints[disciplineIndex] = {} ElderScrollsOfAlts.altData.players[playerKey].championpoints[disciplineIndex].name = GetChampionDisciplineName(disciplineIndex) --ElderScrollsOfAlts.altData.players[playerKey].championpoints[disciplineIndex].id = disciplineIndex for championSkillIndex = 1, GetNumChampionDisciplineSkills(disciplineIndex) do local championSkillId = GetChampionSkillId(disciplineIndex, championSkillIndex) --local numPendingPoints = GetNumPendingChampionPoints(disciplineIndex, championSkillIndex) local ptsspent = GetNumPointsSpentOnChampionSkill(championSkillId) if(ptsspent>0) then local championSkillType = GetChampionSkillType(championSkillId) local isSlottable = ElderScrollsOfAlts:CheckIfCpTypeIsSlottable( championSkillType ) if(isSlottable) then local name = GetChampionSkillName(championSkillId) local abilityId = GetChampionAbilityId(championSkillId) ElderScrollsOfAlts.altData.players[playerKey].championpoints[disciplineIndex][championSkillId] = {} --ElderScrollsOfAlts.altData.players[playerKey].championpoints[disciplineIndex][championSkillId].pts = numPendingPoints ElderScrollsOfAlts.altData.players[playerKey].championpoints[disciplineIndex][championSkillId].name = name ElderScrollsOfAlts.altData.players[playerKey].championpoints[disciplineIndex][championSkillId].ptsspent = ptsspent ElderScrollsOfAlts.altData.players[playerKey].championpoints[disciplineIndex][championSkillId].abilityId = abilityId --d("championSkillId: " .. tostring(championSkillId) ) --local championSkillData = ZO_ChampionSkillData:New(self, skillIndex) --d("championSkillData: " .. tostring(championSkillData) ) --if championSkillData:IsClusterRoot() then -- table.insert(self.championClusterDatas, ZO_ChampionClusterData:New(championSkillData)) --end --self.championSkillDatas[skillIndex] = championSkillData end end--spent points end end --d("TestCP...[end]") end -- if player line exists ElderScrollsOfAlts.debugMsg("CollectCP: done") end --CollectCP() function ElderScrollsOfAlts:CheckIfCpTypeIsSlottable(championSkillType) if(ElderScrollsOfAlts.view.CpTypeIsSlottable==nil) then ElderScrollsOfAlts.view.CpTypeIsSlottable = {} end if(ElderScrollsOfAlts.view.CpTypeIsSlottable[championSkillType]==nil) then ElderScrollsOfAlts.view.CpTypeIsSlottable[championSkillType] = CanChampionSkillTypeBeSlotted(championSkillType) end return ElderScrollsOfAlts.view.CpTypeIsSlottable[championSkillType] end --Companions function ElderScrollsOfAlts:CollectCompanionDataInit(playerKey, companionId, cname) if ElderScrollsOfAlts.altData.players == nil then ElderScrollsOfAlts.altData.players = {} end if( ElderScrollsOfAlts.altData.players[playerKey] == nil ) then ElderScrollsOfAlts.altData.players[playerKey] = {} end ----Section: Save section if( ElderScrollsOfAlts.altData.players[playerKey].companions == nil ) then ElderScrollsOfAlts.altData.players[playerKey].companions = {} ElderScrollsOfAlts.altData.players[playerKey].companions.ids = {} ElderScrollsOfAlts.altData.players[playerKey].companions.data = {} end if( ElderScrollsOfAlts.altData.players[playerKey].companions.ids[companionId] == nil ) then ElderScrollsOfAlts.altData.players[playerKey].companions.ids[companionId] = companionId end if( ElderScrollsOfAlts.altData.players[playerKey].companions.data[companionId] == nil ) then ElderScrollsOfAlts.altData.players[playerKey].companions.data[companionId] = {} end ElderScrollsOfAlts.altData.players[playerKey].companions.data[companionId].id = companionId ElderScrollsOfAlts.altData.players[playerKey].companions.data[companionId].name = zo_strformat("<<X:1>>", cname ) end --Companions function ElderScrollsOfAlts:CollectCompanionDataLevel(companionId, cname, level, currentExperience, experienceForLevel) ElderScrollsOfAlts.debugMsg("CollectCompanionDataLevel: called") ----Section: Statup section local pID = GetCurrentCharacterId() local pServer = GetWorldName() local playerKey = pID.."_".. pServer:gsub(" ","_") -- ElderScrollsOfAlts:CollectCompanionDataInit(playerKey, companionId, cname) ElderScrollsOfAlts.altData.players[playerKey].companions.data[companionId].level = level ElderScrollsOfAlts.altData.players[playerKey].companions.data[companionId].currentExperience = currentExperience ElderScrollsOfAlts.altData.players[playerKey].companions.data[companionId].experienceForLevel = experienceForLevel end --Companions function ElderScrollsOfAlts:CollectCompanionDataSkillRank(companionId, cname, skillLineId, slName, rank ) ElderScrollsOfAlts.debugMsg("CollectCompanionDataSkillRank: called") ----Section: Statup section local pID = GetCurrentCharacterId() local pServer = GetWorldName() local playerKey = pID.."_".. pServer:gsub(" ","_") -- ElderScrollsOfAlts:CollectCompanionDataInit(playerKey, companionId, cname) ElderScrollsOfAlts:CollectCompanionDataSkillLine(companionId, cname, skillLineId, slName ) ElderScrollsOfAlts.altData.players[playerKey].companions.data[companionId].skillline[skillLineId].rank = rank end --Companions function ElderScrollsOfAlts:CollectCompanionDataSkillLine(companionId, cname, skillLineId, slName ) ElderScrollsOfAlts.debugMsg("CollectCompanionDataSkillLine: called") ----Section: Statup section local pID = GetCurrentCharacterId() local pServer = GetWorldName() local playerKey = pID.."_".. pServer:gsub(" ","_") -- ElderScrollsOfAlts:CollectCompanionDataInit(playerKey, companionId, cname) if( ElderScrollsOfAlts.altData.players[playerKey].companions.data[companionId].skillline == nil) then ElderScrollsOfAlts.altData.players[playerKey].companions.data[companionId].skillline = {} end if( ElderScrollsOfAlts.altData.players[playerKey].companions.data[companionId].skillline[skillLineId] == nil ) then ElderScrollsOfAlts.altData.players[playerKey].companions.data[companionId].skillline[skillLineId] = {} end ElderScrollsOfAlts.altData.players[playerKey].companions.data[companionId].skillline[skillLineId].id = skillLineId ElderScrollsOfAlts.altData.players[playerKey].companions.data[companionId].skillline[skillLineId].name = slName end --Companions function ElderScrollsOfAlts:CollectCompanionDataRapport(companionId, cname, currentRapport) ElderScrollsOfAlts.debugMsg("CollectCompanionDataRapport: called") ----Section: Statup section local pID = GetCurrentCharacterId() local pServer = GetWorldName() local playerKey = pID.."_".. pServer:gsub(" ","_") -- ElderScrollsOfAlts:CollectCompanionDataInit(playerKey, companionId, cname) ElderScrollsOfAlts.altData.players[playerKey].companions.data[companionId].id = companionId ElderScrollsOfAlts.altData.players[playerKey].companions.data[companionId].name = cname ElderScrollsOfAlts.altData.players[playerKey].companions.data[companionId].rapport = currentRapport end --ElderScrollsOfAlts.altData.players[playerKey].bio.specialdata function ElderScrollsOfAlts:SaveDataWerewolf(playerKey, baseElem) ElderScrollsOfAlts.debugMsg("SaveDataWerewolf: playerKey= " .. tostring(playerKey) ) baseElem.werewolf = true -- ElderScrollsOfAlts:SaveDataSpecialBite(playerKey, baseElem, "world","Werewolf",ElderScrollsOfAlts.BITE_WERE_ABILITY,ElderScrollsOfAlts.BITE_WERE_COOLDOWN) -- end --ElderScrollsOfAlts.altData.players[playerKey].bio.specialdata function ElderScrollsOfAlts:SaveDataVampire(playerKey, baseElem) ElderScrollsOfAlts.debugMsg("SaveDataVampire: playerKey= " .. tostring(playerKey) ) baseElem.vampire = true -- ElderScrollsOfAlts:SaveDataSpecialBite(playerKey, baseElem, "world","Vampire",ElderScrollsOfAlts.BITE_VAMP_ABILITY,ElderScrollsOfAlts.BITE_VAMP_COOLDOWN) -- end --loadPlayerDataPart function ElderScrollsOfAlts:SaveDataSkillData(skillType,baseElem,outputUndiscovered) if skillType == nil then ElderScrollsOfAlts.debugMsg("SaveDataSkillData: skillType is NIL") return end --ElderScrollsOfAlts.debugMsg("loadPlayerDataPart: skillType="..skillType..".") local numSkillLines = GetNumSkillLines(skillType) for ii = 1, numSkillLines do local name, rank, discovered, skillLineId, advised, unlockText = GetSkillLineInfo(skillType,ii) --name, number rank, boolean discovered, number skillLineId, boolean advised, unlockText if name == nil then name = ii; end name = zo_strformat( "<<1>>", name ) -- get rid of links and junk? if discovered or outputUndiscovered then --ElderScrollsOfAlts.debugMsg("loadPlayerDataPart: unlockText="..unlockText..".") baseElem[name] = {} local baseElemTable = baseElem[name] local numAbilities = GetNumSkillAbilities(skillType, ii) baseElemTable.name = name baseElemTable.idx = ii baseElemTable.rank = rank baseElemTable.numAbilities = numAbilities baseElemTable.skillLineId = skillLineId local lastRankXP, nextRankXP, currentXP = GetSkillLineXPInfo( skillType, ii ) baseElemTable.lastRankXP = lastRankXP baseElemTable.nextRankXP = nextRankXP baseElemTable.currentXP = currentXP --ElderScrollsOfAlts.loadPlayerDataPartDetails(skillType,skillLineId,ii,name,pName) --string name, textureName texture, number earnedRank, boolean passive, boolean ultimate, boolean purchased, number:nilable progressionIndex, number:nilable rankIndex --GetSkillAbilityInfo(number SkillType skillType, number skillIndex, number abilityIndex) baseElemTable.abilities = {} local baseAbilityElem = baseElemTable.abilities for abilityIndex = 1, numAbilities do local ABname, ABtextureName, ABearnedRank, ABpassive, ABultimate, ABpurchased, ABprogressionIndex, ABrankIndex = GetSkillAbilityInfo(skillType, ii, abilityIndex) ABname = zo_strformat( "<<1>>", ABname ) -- get rid of links and junk? baseAbilityElem[ABname] = {} baseAbilityElem[ABname].name = ABname baseAbilityElem[ABname].textureName = ABtextureName baseAbilityElem[ABname].earnedRank = ABearnedRank baseAbilityElem[ABname].passive = ABpassive baseAbilityElem[ABname].ultimate = ABultimate baseAbilityElem[ABname].purchased = ABpurchased baseAbilityElem[ABname].progressionIndex = ABprogressionIndex baseAbilityElem[ABname].rankIndex = ABrankIndex end else --debugMsg("loadPlayerDataPart: skillType="..skillType..". name=" ..name) end end end -- function ElderScrollsOfAlts.SaveDataPlayerTradeDetails(parentName, parentTableElem, tradeTableElem, skillType, ii, numAbilities ) --ElderScrollsOfAlts.debugMsg("parentName='",parentName,"'") parentTableElem.skills[parentName] = {} local selElemSubTable = parentTableElem.skills[parentName] local skillIndex = ii selElemSubTable.sunk = 0 selElemSubTable.sinkmax = 0 selElemSubTable.sunk2 = 0 selElemSubTable.sinkmax2 = 0 for aj = 1, numAbilities do local name, icon, earnedRank, passive, ultimate, purchased, progressionIndex = GetSkillAbilityInfo(skillType, ii, aj) --ElderScrollsOfAlts.debugMsg("TradeSkill Ability: name="..name.. " purchased="..tostring(purchased)) local currentUpgradeLevel, maxUpgradeLevel = GetSkillAbilityUpgradeInfo(skillType, skillIndex, aj) --name, textureName texture, number:nilable earnedRank local _, _, nextUpgradeEarnedRank = GetSkillAbilityNextUpgradeInfo(skillType, skillIndex, aj) local plainName = zo_strformat(SI_ABILITY_NAME, name) name = ZO_Skills_GenerateAbilityName(SI_ABILITY_NAME_AND_UPGRADE_LEVELS, name, currentUpgradeLevel, maxUpgradeLevel, progressionIndex) --local name, rank, discovered, skillLineId, advised, unlockText = GetSkillLineInfo(skillType,ii) --if not (currentUpgradeLevel and maxUpgradeLevel) and progressionIndex then -- self.displayedAbilityProgressions[progressionIndex] = true --end --local isActive = (not passive and not ultimate) --local isUltimate = (not passive and ultimate) --ElderScrollsOfAlts.debugMsg("TradeSkill Ability: passive="..tostring(passive)) if purchased then selElemSubTable[plainName] = {} local selL = selElemSubTable[plainName] selL.plainName = plainName selL.name = name selL.earnedRank = earnedRank selL.currentUpgradeLevel = currentUpgradeLevel selL.maxUpgradeLevel = maxUpgradeLevel selL.nextUpgradeEarnedRank = nextUpgradeEarnedRank local match1 = ElderScrollsOfAlts:matchStringList(plainName,matchNameList1) if match1 then selElemSubTable.sunk = selElemSubTable.sunk + (currentUpgradeLevel - 1) selElemSubTable.sinkmax = selElemSubTable.sinkmax + (maxUpgradeLevel - 1) tradeTableElem.sunk = selElemSubTable.sunk tradeTableElem.sinkmax = selElemSubTable.sinkmax end local match2 = ElderScrollsOfAlts:matchStringList(plainName,matchNameList2) if match2 then selElemSubTable.sunk2 = selElemSubTable.sunk2 + (currentUpgradeLevel - 1) selElemSubTable.sinkmax2 = selElemSubTable.sinkmax2 + (maxUpgradeLevel - 1) tradeTableElem.sunk2 = selElemSubTable.sunk2 tradeTableElem.sinkmax2 = selElemSubTable.sinkmax2 --ElderScrollsOfAlts.debugMsg("loadPlayerTradeDetails: plainName="..plainName.." sunk2="..selElemSubTable.sunk2) end end end end --loadPlayerEquipment function ElderScrollsOfAlts:SavaDataPlayerEquipment(playerKey) --local pName = GetUnitName("player") ElderScrollsOfAlts.altData.players[playerKey].items = {} ElderScrollsOfAlts.altData.players[playerKey].equip = {} ElderScrollsOfAlts.altData.players[playerKey].equip.slots = {} local elemH = ElderScrollsOfAlts.altData.players[playerKey].equip.slots for slotId = 0, GetBagSize(BAG_WORN) do local itemName = GetItemName(BAG_WORN, slotId) --quality is numeric local icon, stack, sellPrice, meetsUsageRequirement, locked, equipType, itemStyleId, quality = GetItemInfo(BAG_WORN, slotId) local itemId = GetItemInstanceId(BAG_WORN, slotId) local itemLink = GetItemLink(BAG_WORN, slotId)--, number LinkStyle linkStyle) if( equipType ~= nil and equipType > EQUIP_TYPE_MIN_VALUE ) then --TODO check itemname not nil, and EquipType > 0 elemH[slotId] = {} elemH[slotId].itemId = itemId elemH[slotId].itemName = itemName elemH[slotId].itemLink = itemLink elemH[slotId].icon = icon elemH[slotId].quality = quality elemH[slotId].itemStyleId = itemStyleId elemH[slotId].slotId = slotId elemH[slotId].equipType = equipType elemH[slotId].equipLoc = SLOT_TYPE_REV[slotId] --equipslot local itemType, specializedItemType = GetItemLinkItemType(itemLink) --Returns: number ItemType itemType, number SpecializedItemType specializedItemType elemH[slotId].itemType = itemType elemH[slotId].specializedItemType = specializedItemType elemH[slotId].armorType = nil elemH[slotId].weaponType = nil if( itemType == ITEMTYPE_ARMOR ) then local armorType = GetItemLinkArmorType(itemLink) --Returns: number ArmorType armorType elemH[slotId].armorType = armorType end if( itemType == ITEMTYPE_WEAPON ) then local weaponType = GetItemLinkWeaponType(itemLink) --Returns: number WeaponType weaponType elemH[slotId].weaponType = weaponType end end end end --collectResearchData function ElderScrollsOfAlts:SaveDataPlayerResearchData(tradeSkillType, keyProfName, dataResearchElem) dataResearchElem[keyProfName] = {} local researchMaxSimulSlots = GetMaxSimultaneousSmithingResearch(tradeSkillType) local researchNumlines = GetNumSmithingResearchLines(tradeSkillType) dataResearchElem[keyProfName].ongoing = {} dataResearchElem[keyProfName].lines = {} dataResearchElem[keyProfName].researchNumlinesDone = 0 dataResearchElem[keyProfName].researchNumlines = researchNumlines dataResearchElem[keyProfName].researchMS = researchMaxSimulSlots dataResearchElem[keyProfName].researchMaxSimulSlots = researchMaxSimulSlots dataResearchElem[keyProfName].researchNumlines = researchNumlines -- for researchLineIndex = 1, researchNumlines do local name, icon, numTraits, timeRequiredForNextResearchSecs = GetSmithingResearchLineInfo(tradeSkillType, researchLineIndex) -- dataResearchElem[keyProfName].lines[name] = {} dataResearchElem[keyProfName].lines[name].name = name dataResearchElem[keyProfName].lines[name].numTraits = numTraits dataResearchElem[keyProfName].lines[name].numTraitsKnown = 0 dataResearchElem[keyProfName].lines[name].researchLineIndex = researchLineIndex dataResearchElem[keyProfName].lines[name].timeRequiredForNextResearchSecs = timeRequiredForNextResearchSecs -- for traitIndex = 1, numTraits do --local traitType, traitDescription, known = GetSmithingResearchLineTraitInfo(tradeSkillType, researchLineIndex, traitIndex) local durationSecs, timeRemainingSecs = GetSmithingResearchLineTraitTimes(tradeSkillType, researchLineIndex, traitIndex) local traitType, traitDescription, known = GetSmithingResearchLineTraitInfo(tradeSkillType, researchLineIndex, traitIndex) if(durationSecs~=nil) then local timeTillReady = GetTimeStamp() + timeRemainingSecs dataResearchElem[keyProfName].ongoing[name] = {} dataResearchElem[keyProfName].ongoing[name].name = name dataResearchElem[keyProfName].ongoing[name].durationSecs = durationSecs dataResearchElem[keyProfName].ongoing[name].timeRemainingSecs = timeRemainingSecs dataResearchElem[keyProfName].ongoing[name].timeTillReady = timeTillReady dataResearchElem[keyProfName].ongoing[name].traitIndex = traitIndex dataResearchElem[keyProfName].ongoing[name].researchLineIndex = researchLineIndex dataResearchElem[keyProfName].ongoing[name].traitType = traitType dataResearchElem[keyProfName].ongoing[name].traitDescription = traitDescription dataResearchElem[keyProfName].ongoing[name].known = known end if(known) then dataResearchElem[keyProfName].lines[name].numTraitsKnown = dataResearchElem[keyProfName].lines[name].numTraitsKnown + 1 end end if( numTraits == dataResearchElem[keyProfName].lines[name].numTraitsKnown ) then dataResearchElem[keyProfName].researchNumlinesDone = dataResearchElem[keyProfName].researchNumlinesDone + 1 end end -- research --[[ TODO: get num traints known? for i = 1, GetMaxTraits() do local known, name = GetItemLinkReagentTraitInfo(itemLink, i) if known then d(zo_strformat("Trait <<1>> is known; it's <<2>>.", i, name)) end boolean known = IsSmithingTraitKnownForResult(number patternIndex, number materialIndex, number materialQuantity, number itemStyleId, number traitIndex) end number numTraitItems = GetNumSmithingTraitItems() Returns: number:nilable ItemTraitType traitType, string itemName, textureName icon, number sellPrice, boolean meetsUsageRequirement, number itemStyleId, number ItemQuality quality GetSmithingTraitItemInfo(number traitItemIndex) Returns: string link = GetSmithingTraitItemLink(number traitItemIndex, number LinkStyle linkStyle) --]] end -- function ElderScrollsOfAlts:SaveDataPlayerStatsData(playerElem) if(playerElem.stats==nil) then playerElem.stats = {} end if(playerElem.stats.derivedStats==nil) then playerElem.stats.derivedStats = {} end --[[ local numStats = GetNumStats() for ii = 1, numStats do local value = GetPlayerStat(number DerivedStats derivedStat, number StatBonusOption statBonusOption) end -]] --DerivedStats/StatBonusOption --ElderScrollsOfAlts:SaveDataPlayerStatsDataSub( playerElem.stats,STAT_ARMOR_RATING, "STAT_ARMOR_RATING" ) --ElderScrollsOfAlts:SaveDataPlayerStatsDataSub( playerElem.stats,STAT_ATTACK_POWER, "STAT_ATTACK_POWER" ) --ElderScrollsOfAlts:SaveDataPlayerStatsDataSub( playerElem.stats,STAT_BLOCK, "STAT_BLOCK" ) --ElderScrollsOfAlts:SaveDataPlayerStatsDataSub( playerElem.stats,STAT_CRITICAL_RESISTANCE, "STAT_CRITICAL_RESISTANCE" ) --ElderScrollsOfAlts:SaveDataPlayerStatsDataSub( playerElem.stats,STAT_CRITICAL_STRIKE, "STAT_CRITICAL_STRIKE" ) --[[ STAT_DAMAGE_RESIST_COLD STAT_DAMAGE_RESIST_DISEASE STAT_DAMAGE_RESIST_DROWN STAT_DAMAGE_RESIST_EARTH STAT_DAMAGE_RESIST_FIRE STAT_DAMAGE_RESIST_GENERIC STAT_DAMAGE_RESIST_MAGIC STAT_DAMAGE_RESIST_OBLIVION STAT_DAMAGE_RESIST_PHYSICAL STAT_DAMAGE_RESIST_POISON STAT_DAMAGE_RESIST_SHOCK STAT_DAMAGE_RESIST_START STAT_DODGE STAT_HEALING_DONE STAT_HEALING_TAKEN ElderScrollsOfAlts:SaveDataPlayerStatsDataSub( playerElem.stats,STAT_HEALTH_MAX, "STAT_HEALTH_MAX" ) STAT_HEALTH_REGEN_COMBAT STAT_HEALTH_REGEN_IDLE STAT_MAGICKA_MAX STAT_MAGICKA_REGEN_COMBAT STAT_MAGICKA_REGEN_IDLE STAT_MISS ElderScrollsOfAlts:SaveDataPlayerStatsDataSub( playerElem.stats,STAT_MITIGATION, "STAT_MITIGATION" ) STAT_MOUNT_STAMINA_MAX STAT_MOUNT_STAMINA_REGEN_COMBAT STAT_MOUNT_STAMINA_REGEN_MOVING STAT_NONE STAT_PHYSICAL_PENETRATION STAT_PHYSICAL_RESIST STAT_POWER STAT_SPELL_CRITICAL STAT_SPELL_MITIGATION STAT_SPELL_PENETRATION STAT_SPELL_POWER STAT_SPELL_RESIST STAT_STAMINA_MAX STAT_STAMINA_REGEN_COMBAT STAT_STAMINA_REGEN_IDLE STAT_WEAPON_AND_SPELL_DAMAGE -]] -- end ------------------------------ -- function ElderScrollsOfAlts:SaveDataPlayerStatsDataSub(playerElemS,derivedStat,derivedStatName) local value1 = GetPlayerStat(derivedStat, STAT_BONUS_OPTION_APPLY_BONUS ) local value2 = GetPlayerStat(derivedStat, STAT_BONUS_OPTION_DONT_APPLY_BONUS) playerElemS[derivedStat] = {} playerElemS[derivedStat].derivedStatName = derivedStatName playerElemS[derivedStat].valueWithBonus = value1 playerElemS[derivedStat].valueWithOutBonus = value2 end ------------------------------ --NEW BETA/ALPHA function ElderScrollsOfAlts.DataSaveLivePlayerNew() if (EchoESOADatastore ~= nil) then EchoESOADatastore.saveCurrentPlayerData() else ElderScrollsOfAlts:DataSaveLivePlayer() end end ------------------------------ --EOF
require "torch" if #arg < 1 then print[[ Expects at least one package to require. Use -lclassic to monitor classic classes instead. (see github.com/deepmind/classic)") Usage: th [-lclassic] generate.lua output_mode package1 [package2 [package3 ...] ] where output_mode is htmld3force, htmld3tree. See e.g. htmld3tree.lua. Output is to stdout; redirect it to a file like output.html. Example: th generate.lua htmld3tree nn > output.html ]] os.exit(1) end --[[ All nodes given via node_callback(nodename) first, then all edges given via edge_callback(childname, parentname). ]] local function main(require_names, node_callback, edge_callback) local edges = {} -- Monkeypatch only needed for torch classes: if not classic then local TC = torch.class torch.class = function(...) table.insert(edges, {...}) return TC(...) end end for i=1,#require_names do require(require_names[i]) end if classic then -- Classic classes for _,cls in pairs(classic._registry) do local clsname = cls._name node_callback(clsname) end for _,cls in pairs(classic._registry) do local clsname = cls._name local parent = rawget(cls, '_parent') if parent then edge_callback(clsname, parent._name) end end else -- Torch classes (recorded from monkeypatch) for _,edge in pairs(edges) do local clsname, parent = unpack(edge) node_callback(clsname) end for _,edge in pairs(edges) do local clsname, parent = unpack(edge) if parent then edge_callback(clsname, parent) end end end end local mode = arg[1] local arg_list = {} for i=2,#arg do table.insert(arg_list, arg[i]) end local func = require(mode) func(arg_list, main)
if (redis.call('exists', KEYS[1]) == 1) then local stock = tonumber(redis.call('get', KEYS[1])); if (stock > 0) then redis.call('incrby', KEYS[1], -1); return stock; end; return 0; end;
require("true-zen").setup { ui = { top = { showtabline = 0, }, left = { number = true, }, }, modes = { ataraxis = { left_padding = 3, right_padding = 3, top_padding = 1, bottom_padding = 0, auto_padding = false, }, }, }
-- -- trigger_mesecons -- -- A simple Minetest mod that allows the trigger mod to power mesecons machines. -- -- Most mesecons machines do not require this, they can be used directly with -- triggers. -- -- MIT License -- -- Copyright © 2017 by luk3yx -- -- Permission is hereby granted, free of charge, to any person obtaining a copy -- of this software and associated documentation files (the "Software"), to deal -- in the Software without restriction, including without limitation the rights -- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -- copies of the Software, and to permit persons to whom the Software is -- furnished to do so, subject to the following conditions: -- -- The above copyright notice and this permission notice shall be included in all -- copies or substantial portions of the Software. -- -- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE -- SOFTWARE. -- Define the emitter node mesecon.register_node("trigger_mesecons:emitter", { description = "Trigger: Mesecons Emitter", sounds = default.node_sound_stone_defaults(), on_trigger = function(pos, node, value) if value then minetest.set_node(pos, {name = "trigger_mesecons:emitter_on"}) mesecon.receptor_on(pos, mesecon.rules.alldirs) else minetest.set_node(pos, {name = "trigger_mesecons:emitter_off"}) mesecon.receptor_off(pos, mesecon.rules.alldirs) end end, }, { groups = {oddly_breakable_by_hand = 1}, tiles = {"trigger_texture.png^[colorize:#cc0a^mesecons_wire_inv.png"}, mesecons = {receptor = { rules = mesecon.rules.alldirs, state = mesecon.state.off, }}, }, { groups = {oddly_breakable_by_hand = 1, not_in_creative_inventory = 1}, tiles = {"(trigger_texture.png^mesecons_wire_inv.png)^[colorize:#ff0a"}, mesecons = {receptor = { rules = mesecon.rules.alldirs, state = mesecon.state.on, }}, }) -- Define the detector node minetest.register_node("trigger_mesecons:detector", { description = "Trigger: Mesecons Detector", sounds = default.node_sound_stone_defaults(), on_trigger = function(pos, node, value) if value then minetest.set_node(pos, {name = "trigger_mesecons:detector_on"}) mesecon.receptor_on(pos, mesecon.rules.alldirs) else minetest.set_node(pos, {name = "trigger_mesecons:detector_off"}) mesecon.receptor_off(pos, mesecon.rules.alldirs) end end, groups = {oddly_breakable_by_hand = 1}, tiles = {"trigger_texture.png^[colorize:#cc06^mesecons_wire_inv.png"}, mesecons = {effector = { rules = mesecon.rules.alldirs, action_on = function(pos, node) trigger.send(pos, true) end, action_off = function(pos, node) trigger.send(pos, false) end, }}, }) -- For easier typing minetest.register_alias("trigger_mesecons:emitter", "trigger_mesecons:emitter_off") -- For whatever reason, these may become useful in the future. minetest.register_alias("trigger:mesecons_emitter", "trigger_mesecons:emitter_off") minetest.register_alias("trigger:mesecons_emitter_off", "trigger_mesecons:emitter_off") minetest.register_alias("trigger:mesecons_emitter_on", "trigger_mesecons:emitter_on") minetest.register_alias("trigger:mesecons_detector", "trigger_mesecons:detector")
Impound = {} --[[ Functions: Impound ]]-- function Impound:Update() if not self:CanImpound() then if self.target then self.target:StopImpound() end return end for entity, marked in pairs(Marking.objects) do local coords = GetEntityCoords(entity) local siteId, site = self:GetSite(coords) if siteId ~= nil and not marked.impound then marked:StartImpound() self.target = marked elseif siteId == nil and marked.impound then marked:StopImpound() end end end function Impound:CanImpound() -- Check job. if not exports.jobs:IsOnDuty(Config.Marking.Faction) then return false end -- Get coords. local ped = PlayerPedId() local coords = GetEntityCoords(ped) -- No result. local id, site = self:GetSite(coords) -- Set site. self.site = id -- Check site. return id ~= nil end function Impound:GetSite(coords) for id, site in pairs(Config.Impounding.Sites) do if #(site.Coords - coords) < site.Distance then return id, site end end end function Impound:Start(entity) -- Check vehicle. if entity ~= exports.oldutils:GetFacingVehicle() then return end -- Animation. if not WaitForAnimWhileFacingVehicle(Config.Impounding.Anim, entity) then return end -- Get marked. local marked = Marking.objects[entity or false] if marked == nil then return end -- Check site. if self.site == nil then return end -- Trigger event. local netId = VehToNet(entity) TriggerServerEvent("impound:finish", netId, self.site) end --[[ Functions: Marked ]]-- function Marked:StartImpound() local interactable = "impound-"..self.entity exports.interact:Register({ id = interactable, text = "Impound Vehicle", entity = self.entity, event = "impound", }) self.impound = interactable end function Marked:StopImpound() exports.interact:Destroy(self.impound) end --[[ Events ]]-- AddEventHandler("interact:on_impound", function(interactable) Impound:Start(interactable.entity) end) --[[ Threads ]]-- Citizen.CreateThread(function() while true do Impound:Update() Citizen.Wait(2000) end end)
fx_version 'bodacious' game 'gta5' author 'The Owls - Nosmakos' description 'Discord Management (Hooking Logs)' version '1.0.0' server_script 'server.lua'
local _R = debug.getregistry() function RPGM.Classes.BuyableItemBase(tbl, name, category, command, model, order, extra, functions, price, max, teamsAllowed) tbl = RPGM.Classes.ItemBase( tbl or setmetatable({}, _R["RPGMBuyableItemBase"]), name, category, command, model, order, extra, functions ) tbl.__type = "base_buyable" tbl:setPrice(price) tbl:setMax(max) tbl:setTeamsAllowed(teamsAllowed) RPGM.Classes.SetupExtras(tbl) return tbl end if _R["RPGMBuyableItemBase"] then return end local itemBase = _R["RPGMItemBase"] local buyableItemBase = {} _R["RPGMBuyableItemBase"] = buyableItemBase buyableItemBase.__index = buyableItemBase setmetatable(buyableItemBase, { __index = itemBase }) function buyableItemBase:getPrice(ply) return (isfunction(self._price) and IsValid(ply)) and self._price(ply) or self._price end function buyableItemBase:getMax(ply) return (isfunction(self._max) and IsValid(ply)) and self._max(ply) or self._max end function buyableItemBase:getTeamsAllowed() return self._teamsAllowed end function buyableItemBase:setPrice(val) if isfunction(val) then self._price = val return end RPGM.Assert(isnumber(val), "Item price must be a number or function taking a player argument.") self._price = val end function buyableItemBase:setMax(val) if isfunction(val) then self._max = val return end RPGM.Assert(isnumber(val), "Item maximum must be a number or function taking a player argument.") self._max = val end function buyableItemBase:setTeamsAllowed(val) RPGM.Assert(istable(val), "Entity allowed teams must be a table of team command strings.") for k, v in pairs(val) do RPGM.Assert(isstring(v), "Entity allowed teams must be a table of team command strings.") end self._teamsAllowed = val end function buyableItemBase:isTeamAllowed(teamName) if not self._teamsAllowed or table.Count(self._teamsAllowed) < 1 then return true end return self._teamsAllowed[teamName] end local lang = gmodI18n.getAddon("rpgm") function buyableItemBase:canBuy(ply) local teamName = ply:teamName() if not self:isTeamAllowed(teamName) then return false, lang:getString("cantBuyItemAs", {teamName = teamName}) end return self:doCustomCheck(ply) end function buyableItemBase:getNetworkableTable(useCache) if useCache and self._netTable then return self._netTable end itemBase.getNetworkableTable(self, useCache) self._netTable["price"] = self._price self._netTable["max"] = self._max self._netTable["teamsAllowed"] = self._teamsAllowed return self._netTable end
require 'class' api = require('api') -- https://bitbucket.org/AndyZe/pid/src/31105f05b463573c020800d2cef81307d9a98579/src/controller.cpp?at=master&fileviewer=file-view-default local LowPassFilter = class(function(self, sample_rate, cutoff_frequency) if(sample_rate == nil) then sample_rate = 1 end if(cutoff_frequency == nil) then cutoff_frequency = -1 end self.sample_rate = sample_rate -- Filtering -- Cutoff frequency for the derivative calculation in Hz. -- Negative -> Has not been set by the user yet, so use a default. self.cutoff_frequency = cutoff_frequency -- Used in filter calculations. Default 1.0 corresponds to a cutoff frequency at -- 1/4 of the sample rate. self.c = 1.0 -- Used to check for tan(0)==>NaN in the filter calculation self.tan_filt = 1.0 -- My filter reference was Julius O. Smith III, Intro. to Digital Filters With Audio Applications. if (self.cutoff_frequency ~= -1) then -- Check if tan(_) is really small, could cause c = NaN self.tan_filt = math.tan( (self.cutoff_frequency*6.2832)*(1/self.sample_rate)/2 ); simAddStatusbarMessage("Filter sample rate = " .. self.sample_rate) simAddStatusbarMessage("Filter cutoff frequency = " .. self.cutoff_frequency) simAddStatusbarMessage("Filter tan = " .. self.tan_filt) -- Avoid tan(0) ==> NaN if ( (self.tan_filt <= 0.) and (self.tan_filt > -0.01) ) then self.tan_filt = -0.01; end if ( (self.tan_filt >= 0.) and (self.tan_filt < 0.01) ) then self.tan_filt = 0.01; end self.c = 1/self.tan_filt; simAddStatusbarMessage("Filter c = " .. self.c) end self.u = {0.0, 0.0, 0.0} self.y = {0.0, 0.0, 0.0} end) function LowPassFilter:process(u) self.u[3] = self.u[2]; self.u[2] = self.u[1]; self.u[1] = u; self.y[3] = self.y[2]; self.y[2] = self.y[1]; self.y[1] = (1/(1+self.c*self.c+1.414*self.c)) *( self.u[3]+2*self.u[2]+self.u[1] -(self.c*self.c-1.414*self.c+1)*self.y[3] -(-2*self.c*self.c+2)*self.y[2] ) return self.y[1] end return LowPassFilter
--------------------------------------------------------------------- -- PostgreSQL specific tests and configurations. -- $Id: postgres.lua,v 1.2 2006/01/25 19:15:21 tomas Exp $ --------------------------------------------------------------------- table.insert (CUR_METHODS, "numrows") table.insert (EXTENSIONS, numrows)
---@class GenericInMethod<T> ---@field a T local GenericInMethod = {} ---@param arg T function GenericInMethod:colonMethod(arg) ---@type T local thing thing = self.a end ---@param arg T function GenericInMethod.dotMethod(arg) ---@type T local thing thing = self.a end ---@param arg T GenericInMethod.lambdaMethod = function(arg) ---@type T local thing thing = self.a end -- Expect error ---@generic T ---@param arg T function GenericInMethod:colonMethodShadow(arg) end -- Expect error ---@generic T ---@param arg T function GenericInMethod:dotMethodShadow(arg) end -- Expect error ---@generic T ---@param arg T GenericInMethod.lambdaMethodShadow = function(arg) end
function get() local data = {} data.house = db:singleQuery([[ SELECT c.name AS bidname, b.bid, b.bid_end, b.last_bid, a.name AS ownername, b.name, b.rent, b.size, b.beds, b.town_id, b.id FROM houses b LEFT JOIN players a ON a.id = b.owner LEFT JOIN players c ON c.id = b.highest_bidder WHERE b.id = ? ]], http.getValues.id) if data.house == nil then http:redirect("/") return end data.town = otbm:townByID(tonumber(data.house.town_id)) data.period = config:get("houseRentPeriod") data.logged = session:isLogged() data.error = session:getFlash("error") data.success = session:getFlash("success") if data.logged then data.characters = db:query("SELECT name FROM players WHERE account_id = ?", session:loggedAccount().ID) end http:render("viewhouse.html", data) end -- last_biD DINERO -- hihest_bid player_id -- ofertas deben ser mayores que bid
local M = {} local memory = _G.memory local luap = require 'luap' local config = require 'config' local draw = require 'draw' local smw = require 'game.smw' local u8 = memory.readbyte local s16 = memory.readsword local OPTIONS = config.OPTIONS local screen_coordinates = smw.screen_coordinates local WRAM = smw.WRAM local SMW = smw.constant -- sprite_table environment do local xText, yText, height, xCam, yCam, realFrame, xPos, yPos, number, color local function draw_near_sprite(slot) local x, y = screen_coordinates(xPos, yPos, xCam, yCam) local timer = u8('WRAM', WRAM.shooter_timer + slot) local realTimer = 2 * timer - (realFrame % 2 == 0 and 1 or 0) local text = string.format('#%x %s', slot, realTimer) draw.Font = 'Uzebox6x8' draw.text(draw.AR_x * x, draw.AR_y * y, text, color, 0x000060) end local function sprite_info(slot) local xLow = u8('WRAM', WRAM.shooter_x_low + slot) local xHigh = u8('WRAM', WRAM.shooter_x_high + slot) local yLow = u8('WRAM', WRAM.shooter_y_low + slot) local yHigh = u8('WRAM', WRAM.shooter_y_high + slot) xPos = luap.signed16(0x100 * xHigh + xLow) yPos = luap.signed16(0x100 * yHigh + yLow) color = number <= 2 and 0x6bf442 or 0xf40842 local text = string.format('#%x: %.2x (%d, %d)', slot, number, xPos, yPos) draw.Font = 'Uzebox8x12' draw.text(xText, yText, text, color, 0x000030) draw_near_sprite(slot) end function M.sprite_table() if not OPTIONS.display_shooter_sprite_info then return end draw.Font = 'Uzebox8x12' height = draw.font_height() xText = draw.AR_x * 160 yText = draw.AR_y * 248 xCam = s16('WRAM', WRAM.camera_x) yCam = s16('WRAM', WRAM.camera_y) realFrame = u8('WRAM', WRAM.real_frame) draw.text(xText, yText, 'Shooters:', 0x6bf442, 0x000030) yText = yText + height for slot = 0, SMW.shooter_sprite_max - 1 do number = u8('WRAM', WRAM.shooter_number + slot) if number ~= 0 then sprite_info(slot) yText = yText + height end end end end return M
-- We are using PCH, so you must disable PCH on the protobuf files, and enable generation on stdafx.cpp -- note[0] -- It appears that by messing with the output directories, VS doesn't start the binary in the right place -- when debugging. If you simply double click the Driver.exe, for example, it will find the plugins and JSON -- configs just fine. But if you do it from the IDE, it won't. I copy the required files into ../build to solve this. -- Better solution: obey, or figure out, the necessary directory structure to make VS happy. workspace "Driver" configurations {"Debug", "Release"} platforms {"Win32", "Win64", "UnitTestWin32"} language "C++" project "Serial" targetdir "bin/%{cfg.buildcfg}/%{cfg.platform}" targetname "Serial" boost_incl_dir = "D:/Libraries/boost/boost_1_61_0" includedirs { boost_incl_dir, "../src/Serial" } flags { "MultiProcessorCompile", "C++11" } files { "../src/Serial/**.cpp", "../src/Serial/**.h" } boost_win32_dir = "D:/Libraries/boost/boost_1_61_0/stage/win32/lib" boost_win64_dir = "D:/Libraries/boost/boost_1_61_0/stage/x64/lib" pchheader "stdafx.h" pchsource "../src/Serial/stdafx.cpp" defines {"BOOST_THREAD_USE_LIB"} filter {"platforms:Win32 or platforms:Win64"} kind "SharedLib" filter{"platforms:UnitTestWin32"} kind "ConsoleApp" filter "platforms:*Win32*" system "Windows" architecture "x86" libdirs { boost_win32_dir } defines {"WIN32", "_WIN32_WINNT=0x0A00"} filter "configurations:Debug" defines {"DEBUG", "_DEBUG"} symbols "On" optimize "Off" filter "configurations:Release" defines {"NDEBUG"} optimize "On" filter {"system:Windows"} defines {"_WINDOWS", "_USRDLL"} -- not sure if this is actually setting sdl checks. We should be sure to work without them buildoptions {"-sdl"} filter {"system:Windows", "configurations:Debug"} buildoptions {"-D_SCL_SECURE_NO_WARNINGS"} project "Driver" targetdir "bin/%{cfg.buildcfg}/%{cfg.platform}" targetname "HardlightPlatform" -- dependencies protobuf_incl_dir = "D:/protobuf-3.0.0/cmake/build/solution/include" shared_comms_incl_dir = "C:/Users/NullSpace Team/Documents/NS_Unreal_SDK/src/Driver/SharedCommunication" boost_incl_dir = "D:/Libraries/boost/boost_1_61_0" protobuf_def_incl_dir = "C:/Users/NullSpace Team/Documents/NS_Unreal_SDK/src/Driver/protobuff_defs" disablewarnings {"4800"} includedirs { protobuf_incl_dir, shared_comms_incl_dir, boost_incl_dir, "../src/Driver/include", "../src/Driver/events_impl" } flags { "MultiProcessorCompile", "C++11" } --links {"System", "UnityEditor", "UnityEngine", "System.PlatformProcess"} files { "../src/Driver/**.cpp", "../src/Driver/**.h", "../src/Driver/**.hpp", "../src/Driver/protobuff_defs/**.pb.cc", path.join(shared_comms_incl_dir, "ScheduledEvent.cpp") } boost_win32_dir = "D:/Libraries/boost/boost_1_61_0/stage/win32/lib" boost_win64_dir = "D:/Libraries/boost/boost_1_61_0/stage/x64/lib" protobuf_win32_dir = "D:/protobuf-3.0.0/cmake/build/solution" protobuf_win64_dir = "D:/protobuf-3.0.0/cmake/build/solution64" pchheader "stdafx.h" pchsource "../src/Driver/stdafx.cpp" defines {"NS_DRIVER_EXPORTS", "NSVR_BUILDING_CORE", "BOOST_THREAD_USE_LIB"} filter {"files:**.pb.cc or files:**ScheduledEvent.cpp or files:**jsoncpp.cpp"} flags {'NoPCH'} filter {"platforms:Win32 or platforms:Win64"} kind "SharedLib" postbuildcommands { "{COPY} %{cfg.targetdir}/%{cfg.targetname}%{cfg.targetextension} bin/%{cfg.buildcfg}/UnitTestWin32" -- see note at top [0] --"{COPY} %{cfg.targetdir}/%{cfg.targetname}%{cfg.targetextension} ../build" } filter {"platforms:UnitTestWin32"} kind "ConsoleApp" debugdir "%{cfg.targetdir}" postbuildcommands { -- "{COPY} ../src/Driver/*.json %{cfg.targetdir}", -- see note at top [0] -- "{COPY} ../src/Driver/*.json ../build/" } filter {"platforms:*Win32*", "configurations:Debug"} libdirs { path.join(protobuf_win32_dir, "Debug") } filter {"platforms:*Win32*", "configurations:Release"} libdirs { path.join(protobuf_win32_dir, "Release") } filter "platforms:*Win32*" system "Windows" architecture "x86" libdirs { boost_win32_dir } defines {"WIN32", "_WIN32_WINNT=0x0A00"} filter "configurations:Debug" defines {"DEBUG", "_DEBUG"} symbols "On" optimize "Off" links {"libprotobufd"} filter "configurations:Release" defines {"NDEBUG"} optimize "On" links {"libprotobuf"} filter {"system:Windows"} defines {"_WINDOWS", "_USRDLL"} -- not sure if this is actually setting sdl checks. We should be sure to work without them buildoptions {"-sdl"} filter {"system:Windows", "configurations:Debug"} buildoptions {"-D_SCL_SECURE_NO_WARNINGS"} project "HardlightMkIII" targetdir "bin/Plugins/%{cfg.buildcfg}/%{cfg.platform}" targetname "HardlightPlugin" --shared_comms_incl_dir = "C:/Users/NullSpace Team/Documents/NS_Unreal_SDK/src/Driver/SharedCommunication" boost_incl_dir = "D:/Libraries/boost/boost_1_61_0" --protobuf_def_incl_dir = "C:/Users/NullSpace Team/Documents/NS_Unreal_SDK/src/Driver/protobuff_defs" disablewarnings {"4800"} includedirs { boost_incl_dir, "../src/plugins/hardlight", "../src/Driver/include" } flags { "MultiProcessorCompile", "C++11" } files { "../src/plugins/hardlight/**.cpp", "../src/plugins/hardlight/**.h", "../src/plugins/hardlight/**.hpp", "../src/Driver/include/**.h", "../src/plugins/hardlight/zone_log/**.cpp", "../src/plugins/hardlight/zone_log/**.h", "../src/plugins/hardlight/**.h", "../src/plugins/hardlight/**.cpp" } boost_win32_dir = "D:/Libraries/boost/boost_1_61_0/stage/win32/lib" boost_win64_dir = "D:/Libraries/boost/boost_1_61_0/stage/x64/lib" pchheader "stdafx.h" pchsource "../src/plugins/hardlight/stdafx.cpp" --nsvr_core_win32_dir_debug = "C:/Users/NullSpace Team/Documents/NS_Unreal_SDK/build/bin/Debug/Win32" --nsvr_core_win32_dir_release = "C:/Users/NullSpace Team/Documents/NS_Unreal_SDK/build/bin/Release/Win32" nsvr_core_win32_dir_debug = "../build/bin/Debug/Win32" nsvr_core_win32_dir_release = "../build/bin/Release/Win32" nsvr_core_win32_executable_debug = "../build/bin/Debug/UnitTestWin32" nsvr_core_win32_executable_release = "../build/bin/Release/UnitTestWin32" defines {"BOOST_THREAD_USE_LIB", "BOOST_INTERPROCESS_SHARED_DIR_FUNC"} filter {"files:**.pb.cc or files:main.cpp"} flags {'NoPCH'} filter {"platforms:Win32 or platforms:Win64"} kind "SharedLib" filter {"platforms:UnitTestWin32"} kind "ConsoleApp" filter "platforms:*Win32*" system "Windows" architecture "x86" defines {"WIN32", "_WIN32_WINNT=0x0A00"} libdirs { boost_win32_dir } filter "configurations:Debug" defines {"DEBUG", "_DEBUG"} symbols "On" optimize "Off" links {"HardlightPlatform"} libdirs { nsvr_core_win32_dir_debug } postbuildcommands { "{MKDIR} %{nsvr_core_win32_executable_debug}/plugins/hardlight", "{COPY} %{cfg.targetdir}/HardlightPlugin.dll %{nsvr_core_win32_executable_debug}/plugins/hardlight", "{COPY} ../src/Plugins/hardlight/*.json %{nsvr_core_win32_executable_debug}/plugins/hardlight" } filter "configurations:Release" defines {"NDEBUG"} optimize "On" links { "HardlightPlatform"} libdirs { nsvr_core_win32_dir_release } postbuildcommands { "{MKDIR} %{nsvr_core_win32_executable_release}/plugins/hardlight", "{COPY} %{cfg.targetdir}/HardlightPlugin.dll %{nsvr_core_win32_executable_release}/plugins/hardlight", "{COPY} ../src/Plugins/hardlight/*.json %{nsvr_core_win32_executable_release}/plugins/hardlight" } filter {"system:Windows"} defines {"_WINDOWS", "_USRDLL"} filter {"system:Windows", "configurations:Debug"} buildoptions {"-D_SCL_SECURE_NO_WARNINGS"} project "OpenVR" targetdir "bin/Plugins/%{cfg.buildcfg}/%{cfg.platform}" targetname "OpenVRPlugin" disablewarnings {"4800"} includedirs { "../src/plugins/openvr", "C:/Users/NullSpace Team/Documents/openvr/headers", "../src/Driver/include" } flags { "MultiProcessorCompile", "C++11" } files { "../src/plugins/openvr/**.cpp", "../src/plugins/openvr/**.h", "../src/Driver/include/**.h" } nsvr_core_win32_executable_debug = "../build/bin/Debug/UnitTestWin32" nsvr_core_win32_executable_release = "../build/bin/Release/UnitTestWin32" pchheader "stdafx.h" pchsource "../src/plugins/openvr/stdafx.cpp" --nsvr_core_win32_dir_debug = "C:/Users/NullSpace Team/Documents/NS_Unreal_SDK/build/bin/Debug/Win32" --nsvr_core_win32_dir_release = "C:/Users/NullSpace Team/Documents/NS_Unreal_SDK/build/bin/Release/Win32" nsvr_core_win32_dir_debug = "../build/bin/Debug/Win32" nsvr_core_win32_dir_release = "../build/bin/Release/Win32" openvr_win32_dir = "C:/Users/NullSpace Team/Documents/openvr/lib/win32" filter {"files:**.pb.cc"} flags {'NoPCH'} filter {"platforms:Win32 or platforms:Win64"} kind "SharedLib" filter {"platforms:UnitTestWin32"} kind "ConsoleApp" filter "platforms:*Win32*" system "Windows" architecture "x86" defines {"WIN32", "_WIN32_WINNT=0x0A00"} filter "configurations:Debug" defines {"DEBUG", "_DEBUG"} symbols "On" optimize "Off" links {"HardlightPlatform", "openvr_api"} libdirs { nsvr_core_win32_dir_debug, openvr_win32_dir } postbuildcommands { "{MKDIR} %{nsvr_core_win32_executable_debug}/plugins/openvr", "{COPY} %{cfg.targetdir}/OpenVRPlugin.dll %{nsvr_core_win32_executable_debug}/plugins/openvr", "{COPY} openvr/openvr_api.dll %{nsvr_core_win32_executable_debug}/plugins/openvr", "{COPY} ../src/Plugins/openvr/*.json %{nsvr_core_win32_executable_debug}/plugins/openvr" } filter "configurations:Release" defines {"NDEBUG"} optimize "On" links { "HardlightPlatform", "openvr_api"} libdirs { nsvr_core_win32_dir_release, openvr_win32_dir } postbuildcommands { "{MKDIR} %{nsvr_core_win32_executable_release}/plugins/openvr", "{COPY} %{cfg.targetdir}/OpenVRPlugin.dll %{nsvr_core_win32_executable_release}/plugins/openvr", "{COPY} openvr/openvr_api.dll %{nsvr_core_win32_executable_release}/plugins/openvr", "{COPY} ../src/Plugins/openvr/*.json %{nsvr_core_win32_executable_release}/plugins/openvr" } filter {"system:Windows"} defines {"_WINDOWS", "_USRDLL"} filter {"system:Windows", "configurations:Debug"} buildoptions {"-D_SCL_SECURE_NO_WARNINGS"}
--The MIT License (MIT) -- --Copyright (c) 2016 Jaap Braam -- --Permission is hereby granted, free of charge, to any person obtaining a copy --of this software and associated documentation files (the "Software"), to deal --in the Software without restriction, including without limitation the rights --to use, copy, modify, merge, publish, distribute, sublicense, and/or sell --copies of the Software, and to permit persons to whom the Software is --furnished to do so, subject to the following conditions: -- --The above copyright notice and this permission notice shall be included in all --copies or substantial portions of the Software. -- --THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR --IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, --FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE --AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER --LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, --OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE --SOFTWARE. -- --Author: Jaap Braam function padBase64(s) local p=4-(#s % 4) return s..string.rep("=",p % 4) end -- time stamp local DSEC=24*60*60 -- secs in a day local YSEC=365*DSEC -- secs in a year local LSEC=YSEC+DSEC -- secs in a leap year local FSEC=4*YSEC+DSEC -- secs in a 4-year interval local BASE_DOW=4 -- 1970-01-01 was a Thursday local BASE_YEAR=1970 -- 1970 is the base year local _days={ -1, 30, 58, 89, 119, 150, 180, 211, 242, 272, 303, 333, 364 } local _lpdays={} for i=1,2 do _lpdays[i]=_days[i] end for i=3,13 do _lpdays[i]=_days[i]+1 end function gmtime(t,us) --print(os.date("!\n%c\t%j",t),t) local y,j,m,d,w,h,n,s local mdays=_days s=t -- First calculate the number of four-year-interval, so calculation -- of leap year will be simple. Btw, because 2000 IS a leap year and -- 2100 is out of range, this formula is so simple. y=s/FSEC s=s-y*FSEC y=y*4+BASE_YEAR -- 1970, 1974, 1978, ... if s>=YSEC then y=y+1 -- 1971, 1975, 1979,... s=s-YSEC if s>=YSEC then y=y+1 -- 1972, 1976, 1980,... (leap years!) s=s-YSEC if s>=LSEC then y=y+1 -- 1971, 1975, 1979,... s=s-LSEC else -- leap year mdays=_lpdays end end end j=s/DSEC s=s-j*DSEC local m=1 while mdays[m]<j do m=m+1 end m=m-1 local d=(j-mdays[m]) -- Calculate day of week. Sunday is 0 w=(t/DSEC+BASE_DOW)%7 -- Calculate the time of day from the remaining seconds h=s/3600 s=s-h*3600 n=s/60 s=s-n*60 return string.format('%04d-%02d-%02dT%02d:%02d:%02d.%06dZ',y,m,d,h,n,s,us) end
if mcbPacker then --mcbPacker.ignore mcbPacker.require("s5CommunityLib/comfort/table/KeyOf") end --mcbPacker.ignore ObserverInfo = {ObservedPlayers = {}, ObservedResearch = {}, ObservedUpgrade = {}, ShowLines = {}} function ObserverInfo.InitIfLocalSpecForAllPlayers(guipath) if GUI.GetPlayerID()==17 then local p = {} for i=1,XNetwork.GameInformation_GetMapMaximumNumberOfHumanPlayer() do if XNetwork.GameInformation_IsHumanPlayerAttachedToPlayerID(i)==1 then table.insert(p, i) end end ObserverInfo.Init(p, guipath) end end function ObserverInfo.Init(players, guipath) ObserverInfo.ObservedPlayers = players ObserverInfo.GameCallback_StartResearch = GameCallback_StartResearch function GameCallback_StartResearch(id, tech, state) if ObserverInfo.GameCallback_StartResearch then ObserverInfo.GameCallback_StartResearch(id, tech, state) end if IsAlive(id) and KeyOf(GetPlayer(id), ObserverInfo.ObservedPlayers) then ObserverInfo.AddResearch(id, tech) end end ObserverInfo.GameCallback_EntityAttached = GameCallback_EntityAttached function GameCallback_EntityAttached(attacher, attached_to, attach_type, attached_event) if ObserverInfo.GameCallback_EntityAttached then ObserverInfo.GameCallback_EntityAttached(attacher, attached_to, attach_type, attached_event) end if attach_type==57 and IsAlive(attached_to) and ObserverInfo.ShowBuildingsOfUCats[Logic.GetUpgradeCategoryByBuildingType(Logic.GetEntityType(attached_to))] and KeyOf(GetPlayer(attached_to), ObserverInfo.ObservedPlayers) then ObserverInfo.AddUpgrade(attached_to) end if attach_type==20 and IsAlive(attacher) and ObserverInfo.ShowBuildingsOfUCats[Logic.GetUpgradeCategoryByBuildingType(Logic.GetEntityType(attacher))] and KeyOf(GetPlayer(attacher), ObserverInfo.ObservedPlayers) then ObserverInfo.AddBuild(attacher) end end ObserverInfo.GameCallback_OnBuildingUpgradeComplete = GameCallback_OnBuildingUpgradeComplete function GameCallback_OnBuildingUpgradeComplete(_OldID, _NewID) ObserverInfo.GameCallback_OnBuildingUpgradeComplete(_OldID, _NewID) for i=table.getn(ObserverInfo.ObservedUpgrade),1,-1 do local r = ObserverInfo.ObservedUpgrade[i] if r.id==_OldID and r.build==false then table.remove(ObserverInfo.ObservedUpgrade, i) end end end ObserverInfo.GameCallback_OnBuildingConstructionComplete = GameCallback_OnBuildingConstructionComplete function GameCallback_OnBuildingConstructionComplete(_BuildingID,_PlayerID) ObserverInfo.GameCallback_OnBuildingConstructionComplete(_BuildingID,_PlayerID) for i=table.getn(ObserverInfo.ObservedUpgrade),1,-1 do local r = ObserverInfo.ObservedUpgrade[i] if r.id==_BuildingID and r.build==true then table.remove(ObserverInfo.ObservedUpgrade, i) end end end ObserverInfo.GameCallback_OnTechnologyResearched = GameCallback_OnTechnologyResearched function GameCallback_OnTechnologyResearched(pl,tech) ObserverInfo.GameCallback_OnTechnologyResearched(pl,tech) for i=table.getn(ObserverInfo.ObservedResearch),1,-1 do local r = ObserverInfo.ObservedResearch[i] if r.player==pl and r.tech==tech then table.remove(ObserverInfo.ObservedResearch, i) end end end if XGUIEng.GetWidgetID("ObserverInfo")==0 then CWidget.Transaction_AddRawWidgetsFromFile(guipath or "data/maps/externalmap/observerinfo.xml", "VideoPreview") --Script.Load("data/maps/externalmap/ObserverInfoGUI.lua") CWidget.Transaction_Commit() end XGUIEng.ShowWidget("ObserverInfo", 1) Input.KeyBindDown(Keys.F9, 'XGUIEng.ShowWidget("ObserverInfo", 1-XGUIEng.IsWidgetShown("ObserverInfo"))', 2) end ObserverInfo.ShowBuildingsOfUCats = { [UpgradeCategories.Headquarters] = true, [UpgradeCategories.Archery] = true, [UpgradeCategories.Barracks] = true, [UpgradeCategories.Stable] = true, [UpgradeCategories.Foundry] = true, [UpgradeCategories.Tavern] = true, [UpgradeCategories.Monastery] = true, [UpgradeCategories.Tower] = true, [UpgradeCategories.University] = true, [UpgradeCategories.VillageCenter] = true, } function ObserverInfo.UpdateWidget() local txt = "" for _,p in ipairs(ObserverInfo.ObservedPlayers) do txt = txt..ObserverInfo.GetPlayerLine(p) end local ttxt = "" for i=table.getn(ObserverInfo.ObservedResearch),1,-1 do local r = ObserverInfo.ObservedResearch[i] local t, del = ObserverInfo.GetResearchTextLine(r) ttxt = t..ttxt if del then table.remove(ObserverInfo.ObservedResearch, i) end end txt = txt.." @cr "..ttxt ttxt = "" for i=table.getn(ObserverInfo.ObservedUpgrade),1,-1 do local r = ObserverInfo.ObservedUpgrade[i] local t, del = ObserverInfo.GetUpgradeLine(r) ttxt = t..ttxt if del then table.remove(ObserverInfo.ObservedUpgrade, i) end end txt = txt.." @cr "..ttxt ttxt = "" for i=table.getn(ObserverInfo.ShowLines),1,-1 do local r = ObserverInfo.ShowLines[i] local t, del = ObserverInfo.GetShowLine(r) ttxt = t..ttxt if del then table.remove(ObserverInfo.ShowLines, i) end end txt = txt.." @cr "..ttxt XGUIEng.SetText("ObserverInfoTxt", txt) end function ObserverInfo.AddResearch(id, tech) ObserverInfo.InsertByPlayer(ObserverInfo.ObservedResearch, {id=id, tech=tech, progressActive=false, timer=Logic.GetTime(), player=GetPlayer(id)}) end function ObserverInfo.AddUpgrade(id) ObserverInfo.InsertByPlayer(ObserverInfo.ObservedUpgrade, {id=id, type=ObserverInfo.GetNextETypeInUCat(Logic.GetEntityType(id)), timer=Logic.GetTime(), player=GetPlayer(id), build=false}) end function ObserverInfo.AddBuild(id) ObserverInfo.InsertByPlayer(ObserverInfo.ObservedUpgrade, {id=id, type=Logic.GetEntityType(id), timer=Logic.GetTime(), player=GetPlayer(id), build=true}) end function ObserverInfo.AddLine(pl, txt) ObserverInfo.InsertByPlayer(ObserverInfo.ShowLines, {player=pl, txt=txt, timer=Logic.GetTime()}) end function ObserverInfo.InsertByPlayer(t, ins) local p = ins.player for i=1,table.getn(t) do if t[i].player > p then table.insert(t, i, ins) return end end table.insert(t, ins) end function ObserverInfo.GetPlayerColoredName(p) return " @color:"..table.concat({GUI.GetPlayerColor(p)}, ",").." "..UserTool_GetPlayerName(p).." @color:255,255,255 " end function ObserverInfo.GetTechName(tech) local stt = "names/"..KeyOf(tech, Technologies) return XGUIEng.GetStringTableText(stt) or stt end function ObserverInfo.GetBuildingTypeName(ty) local stt = "names/"..Logic.GetEntityTypeName(ty) return XGUIEng.GetStringTableText(stt) or stt end function ObserverInfo.GetResearchTextLine(r) if IsDead(r.id) or Logic.GetTechnologyResearchedAtBuilding(r.id)~=r.tech or r.cancelled then if r.timer+15<Logic.GetTime() then return "", true end r.cancelled = true return " @cr "..ObserverInfo.GetPlayerColoredName(r.player)..ObserverInfo.GetTechName(r.tech)..(r.progressActive and " cancelled" or " 0%") end r.progressActive = true r.timer = Logic.GetTime() local prog = Logic.GetTechnologyProgress(r.player, r.tech) return " @cr "..ObserverInfo.GetPlayerColoredName(r.player)..ObserverInfo.GetTechName(r.tech).." "..prog.."%" end function ObserverInfo.GetPlayerLine(p) local skilled, slost, bkilled, blost = ObserverInfo.ReadPlayerKillStats(p) return ObserverInfo.GetPlayerColoredName(p) .."A:"..Logic.GetNumberOfAttractedWorker(p) .." L:"..Logic.GetNumberOfEntitiesOfTypeOfPlayer(p, Entities.PU_Serf) .." M:"..Logic.GetNumberOfAttractedSoldiers(p).." ("..Logic.GetNumberOfLeader(p)..") Pop:" ..Logic.GetPlayerAttractionUsage(p).."/"..Logic.GetPlayerAttractionLimit(p) .." KD: "..skilled.."/"..slost.." + "..bkilled.."/"..blost .." @cr " end function ObserverInfo.GetUpgradeLine(r) if r.build then if IsDead(r.id) or r.cancelled then if r.timer+15<Logic.GetTime() then return "", true end r.cancelled = true return " @cr "..ObserverInfo.GetPlayerColoredName(r.player)..ObserverInfo.GetBuildingTypeName(r.type).." cancelled" end r.timer = Logic.GetTime() local prog = ObserverInfo.ReadBuildProgress(r.id) prog = math.floor(prog*100) return " @cr "..ObserverInfo.GetPlayerColoredName(r.player)..ObserverInfo.GetBuildingTypeName(r.type).." "..prog.."%" else if IsDead(r.id) or Logic.GetRemainingUpgradeTimeForBuilding(r.id)==Logic.GetTotalUpgradeTimeForBuilding(r.id) or r.cancelled then if r.timer+15<Logic.GetTime() then return "", true end r.cancelled = true return " @cr "..ObserverInfo.GetPlayerColoredName(r.player)..ObserverInfo.GetBuildingTypeName(r.type).." cancelled" end r.timer = Logic.GetTime() local t = Logic.GetTotalUpgradeTimeForBuilding(r.id) local prog = math.floor((t-Logic.GetRemainingUpgradeTimeForBuilding(r.id))/t*100) return " @cr "..ObserverInfo.GetPlayerColoredName(r.player)..ObserverInfo.GetBuildingTypeName(r.type).." "..prog.."%" end end function ObserverInfo.GetShowLine(r) if r.timer+15<Logic.GetTime() then return "", true end return " @cr "..ObserverInfo.GetPlayerColoredName(r.player)..r.txt end function ObserverInfo.ReadPlayerKillStats(p) return CppLogic.Logic.PlayerGetKillStatistics(p) end function ObserverInfo.ReadBuildProgress(id) return CppLogic.Entity.Building.GetHeight(id) end function ObserverInfo.GetNextETypeInUCat(ety) local uc = Logic.GetUpgradeCategoryByBuildingType(ety) local types = {Logic.GetBuildingTypesInUpgradeCategory(uc)} table.remove(types, 1) local found = false for _,et in ipairs(types) do if found then return et elseif et==ety then found = true end end end
local json = require 'cjson' json.decode_array_with_array_mt(true) local jsonschema = require 'resty.ljsonschema' describe("[string coercion]", function() describe("number:", function() local schema = { type = "number", minimum = 1.1, maximum = 3, exclusiveMinimum = true, } it("coerces a number", function() local validator = assert(jsonschema.generate_validator( schema, { coercion = true, })) assert.is_false(validator("1")) assert.is_false(validator("1.1")) assert.is_true(validator("2")) assert.is_true(validator("3")) end) it("does not coerce a number if not set to do so", function() local validator = assert(jsonschema.generate_validator( schema, { coercion = false, })) assert.is_false(validator("1")) assert.is_false(validator("1.1")) assert.is_false(validator("2")) assert.is_false(validator("3")) end) end) describe("integer:", function() local schema = { type = "integer", minimum = 1, maximum = 3, exclusiveMinimum = true, } it("coerces an integer", function() local validator = assert(jsonschema.generate_validator( schema, { coercion = true, })) assert.is_false(validator("1")) assert.is_true(validator("2")) assert.is_true(validator("3")) end) it("does not coerce an integer if not set to do so", function() local validator = assert(jsonschema.generate_validator( schema, { coercion = false, })) assert.is_false(validator("1")) assert.is_false(validator("2")) assert.is_false(validator("3")) end) end) describe("boolean:", function() local schema = { type = "boolean", } it("coerces a number", function() local validator = assert(jsonschema.generate_validator( schema, { coercion = true, })) assert.is_false(validator("no boolean")) assert.is_true(validator("true")) assert.is_true(validator("false")) end) it("does not coerce a boolean if not set to do so", function() local validator = assert(jsonschema.generate_validator( schema, { coercion = false, })) assert.is_false(validator("no boolean")) assert.is_false(validator("true")) assert.is_false(validator("false")) end) end) describe("type list (boolean and number)", function() local schema = { type = { "number", "boolean"}, minimum = 1.1, maximum = 3, exclusiveMinimum = true, } it("coerces a number", function() local validator = assert(jsonschema.generate_validator( schema, { coercion = true, })) assert.is_false(validator("1")) assert.is_false(validator("1.1")) assert.is_true(validator("2")) assert.is_true(validator("3")) end) end) end)
-- -- Licensed to the Apache Software Foundation (ASF) under one or more -- contributor license agreements. See the NOTICE file distributed with -- this work for additional information regarding copyright ownership. -- The ASF licenses this file to You under the Apache License, Version 2.0 -- (the "License"); you may not use this file except in compliance with -- the License. You may obtain a copy of the License at -- -- http://www.apache.org/licenses/LICENSE-2.0 -- -- Unless required by applicable law or agreed to in writing, software -- distributed under the License is distributed on an "AS IS" BASIS, -- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -- See the License for the specific language governing permissions and -- limitations under the License. -- local log = require("apisix.core.log") local sleep = require("apisix.core.utils").sleep local timer_every = ngx.timer.every local timer_at = ngx.timer.at local update_time = ngx.update_time local now = ngx.now local pcall = pcall local _M = { version = 0.1, } local function _internal(timer) timer.start_time = now() repeat local ok, err = pcall(timer.callback_fun) if not ok then log.error("failed to run the timer: ", timer.name, " err: ", err) sleep(timer.sleep_fail) elseif timer.sleep_succ > 0 then sleep(timer.sleep_succ) end update_time() until timer.each_ttl and now() >= timer.start_time + timer.each_ttl end local function run_timer(premature, self) if self.running or premature then return end self.running = true local ok, err = pcall(_internal, self) if not ok then log.error("failed to run timer[", self.name, "] err: ", err) end self.running = false end function _M.new(name, callback_fun, opts) if not name then return nil, "missing argument: name" end if not callback_fun then return nil, "missing argument: callback_fun" end opts = opts or {} local timer = { name = name, each_ttl = opts.each_ttl or 1, sleep_succ = opts.sleep_succ or 1, sleep_fail = opts.sleep_fail or 5, start_time = 0, callback_fun = callback_fun, running = false, } local hdl, err = timer_every(opts.check_interval or 1, run_timer, timer) if not hdl then return nil, err end hdl, err = timer_at(0, run_timer, timer) if not hdl then return nil, err end return timer end return _M
local dict = require"socket.dict" print(dict.get("dict://localhost/d:teste")) for i,v in pairs(dict.get("dict://localhost/d:teste")) do print(v) end
-- notify.lua -- Desktop notifications for mpv. -- Just put this file into your ~/.mpv/lua folder and mpv will find it. -- -- Copyright (c) 2014 Roland Hieber -- -- Permission is hereby granted, free of charge, to any person obtaining a copy -- of this software and associated documentation files (the "Software"), to deal -- in the Software without restriction, including without limitation the rights -- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -- copies of the Software, and to permit persons to whom the Software is -- furnished to do so, subject to the following conditions: -- -- The above copyright notice and this permission notice shall be included in -- all copies or substantial portions of the Software. -- -- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE -- SOFTWARE. ------------------------------------------------------------------------------- -- helper functions ------------------------------------------------------------------------------- function print_debug(s) -- print("DEBUG: " .. s) -- comment out for no debug info return true end --- Function equivalent to dirname in POSIX systems --@param str the path string function basename(str) if str:match(".-/.-") then local name = string.gsub(str, "(.*/)(.*)", "%2") return name else return '' end end --@param str the path string function remove_extension(path) local found, len, remainder = string.find(path, "^(.*)%.[^%.]*$") if found then return remainder else return path end end -- -- url-escape a string, per RFC 2396, Section 2 -- function string.urlescape(str) -- s, c = string.gsub(str, "([^A-Za-z0-9_.!~*'()/-])", -- function(c) -- return ("%%%02x"):format(c:byte()) -- end) -- return s; -- end -- escape string for html function string.htmlescape(str) str = string.gsub(str, "<", "&lt;") str = string.gsub(str, ">", "&gt;") str = string.gsub(str, "&", "&amp;") str = string.gsub(str, "\"", "&quot;") str = string.gsub(str, "'", "&apos;") return str end -- escape string for shell inclusion function string.shellescape(str) return "'"..string.gsub(str, "'", "'\"'\"'").."'" end -- -- converts string to a valid filename on most (modern) filesystems -- function string.safe_filename(str) -- s, c = string.gsub(str, "([^A-Za-z0-9_.-])", -- function(c) -- return ("%02x"):format(c:byte()) -- end) -- return s; -- end ------------------------------------------------------------------------------- -- here we go. ------------------------------------------------------------------------------- -- http = require("socket.http") -- http.TIMEOUT = 3 -- http.USERAGENT = "mpv-notify/0.1" -- -- local CACHE_DIR = os.getenv("XDG_CACHE_HOME") -- CACHE_DIR = CACHE_DIR or os.getenv("HOME").."/.cache" -- CACHE_DIR = CACHE_DIR.."/mpv/coverart" -- print_debug("making " .. CACHE_DIR) -- os.execute("mkdir -p -- " .. string.shellescape(CACHE_DIR)) -- -- function tmpname() -- return "/tmp/mpv-coverart." .. math.random(0,0xffffff) -- end -- -- -- scale an image file -- -- @return boolean of success -- function scale_image(src, dst) -- convert_cmd = ("convert -scale x64 -- %s %s"):format( -- string.shellescape(src), string.shellescape(dst)) -- print_debug("executing " .. convert_cmd) -- if os.execute(convert_cmd) then -- return true -- end -- return false -- end -- -- -- look for a list of possible cover art images in the same folder as the file -- -- @param absolute filename name of currently played file, or nil if no match -- function get_folder_cover_art(filename) -- if not filename or string.len(filename) < 1 then -- return nil -- end -- -- print_debug("get_folder_cover_art: filename is " .. filename) -- -- cover_extensions = { "png", "jpg", "jpeg", "gif" } -- cover_names = { "cover", "folder", "front", "back", "insert" } -- -- path = string.match(filename, "^(.*/)[^/]+$") -- -- for k,name in pairs(cover_names) do -- for k,ext in pairs(cover_extensions) do -- morenames = { name, string.upper(name), -- string.upper(string.sub(name, 1, 1)) .. string.sub(name, 2, -1) } -- moreexts = { ext, string.upper(ext) } -- for k,name in pairs(morenames) do -- for k,ext in pairs(moreexts) do -- fn = path .. name .. "." .. ext -- print_debug("get_folder_cover_art: trying " .. fn) -- f = io.open(fn, "r") -- if f then -- f:close() -- print_debug("get_folder_cover_art: match at " .. fn) -- return fn -- end -- end -- end -- end -- end -- return nil -- end -- -- -- fetch cover art from MusicBrainz/Cover Art Archive -- -- @return file name of downloaded cover art, or nil in case of error -- -- @param mbid optional MusicBrainz release ID -- function fetch_musicbrainz_cover_art(artist, album, mbid) -- print_debug("fetch_musicbrainz_cover_art parameters:") -- print_debug("artist: " .. artist) -- print_debug("album: " .. album) -- print_debug("mbid: " .. mbid) -- -- if not artist or artist == "" or not album or album == "" then -- print("not enough metadata, not fetching cover art.") -- return nil -- end -- -- output_filename = string.safe_filename(artist .. "_" .. album) -- output_filename = (CACHE_DIR .. "/%s.png"):format(output_filename) -- -- -- TODO: dirty hack, may only work on Linux. -- f, err = io.open(output_filename, "r") -- if f then -- print_debug("file is already in cache: " .. output_filename) -- return output_filename -- exists and is readable -- elseif string.find(err, "[Pp]ermission denied") then -- print(("cannot read from cached file %s: %s"):format(output_filename, err)) -- return nil -- end -- print_debug("fetching album art to " .. output_filename) -- -- valid_mbid = function(s) -- return s and string.len(s) > 0 and not string.find(s, "[^0-9a-fA-F-]") -- end -- -- -- fetch release MBID from MusicBrainz, needed for Cover Art Archive -- if not valid_mbid(mbid) then -- string.gsub(artist, '"', "") -- query = ("%s AND artist:%s"):format(album, artist) -- url = "http://musicbrainz.org/ws/2/release?limit=1&query=" -- .. string.urlescape(query) -- print_debug("fetching " .. url) -- d, c, h = http.request(url) -- -- poor man's XML parsing: -- mbid = string.match(d or "", -- "<%s*release%s+[^>]*id%s*=%s*['\"]%s*([0-9a-fA-F-]+)%s*['\"]") -- if not mbid or not valid_mbid(mbid) then -- print("MusicBrainz returned no match.") -- print_debug("content: " .. d) -- return nil -- end -- end -- print_debug("got MusicBrainz ID " .. mbid) -- -- -- fetch image from Cover Art Archive -- url = ("http://coverartarchive.org/release/%s/front-250"):format(mbid) -- print_debug("fetching album cover from " .. url) -- d, c, h = http.request(url) -- if c ~= 200 then -- print_debug(("Cover Art Archive returned HTTP %s for MBID %s"):format(c, mbid)) -- return nil -- end -- if not d or string.len(d) < 1 then -- print_debug(("Cover Art Archive returned no content for MBID %s"):format(mbid)) -- print_debug("HTTP response: " .. d) -- return nil -- end -- -- tmp_filename = tmpname() -- f = io.open(tmp_filename, "w+") -- f:write(d) -- f:flush() -- f:close() -- -- -- make it a nice size -- if scale_image(tmp_filename, output_filename) then -- if not os.remove(tmp_filename) then -- print("could not remove" .. tmp_filename .. ", please remove it manually") -- end -- return output_filename -- end -- -- print(("could not scale %s to %s"):format(tmp_filename, output_filename)) -- return nil -- end function notify_current_track() data = mp.get_property_native("metadata") function get_metadata(data, keys) for k,v in pairs(keys) do if data[v] and string.len(data[v]) > 0 then return data[v] end end return "" end -- srsly MPV, why do we have to do this? :-( artist = get_metadata(data, {"artist", "ARTIST"}) album = get_metadata(data, {"album", "ALBUM"}) album_mbid = get_metadata(data, {"MusicBrainz Album Id", "MUSICBRAINZ_ALBUMID"}) title = get_metadata(data, {"title", "TITLE"}) print_debug("notify_current_track: relevant metadata:") print_debug("artist: " .. artist) print_debug("album: " .. album) print_debug("album_mbid: " .. album_mbid) summary = "" body = "" params = "" scaled_image = "" delete_scaled_image = false -- first try finding local cover art abs_filename = os.getenv("PWD") .. "/" .. mp.get_property_native("path") -- cover_image = get_folder_cover_art(abs_filename) -- if cover_image and cover_image ~= "" then -- scaled_image = tmpname() -- scale_image(cover_image, scaled_image) -- delete_scaled_image = true -- end -- -- then load cover art from the internet -- if (not scaled_image or scaled_image == "") -- and ((artist ~= "" and album ~= "") or album_mbid ~= "") then -- scaled_image = fetch_musicbrainz_cover_art(artist, album, album_mbid) -- cover_image = scaled_image -- end -- if scaled_image and string.len(scaled_image) > 1 then -- print("found cover art in " .. cover_image) -- params = " -i " .. string.shellescape(cover_image) -- else params = "-i /usr/share/icons/gnome/scalable/actions/media-playback-start-symbolic.svg" -- end if title == "" or title == "na" then summary = string.shellescape(remove_extension(mp.get_property_native("filename"))) else summary = string.shellescape(string.htmlescape(title)) end if artist == "" or artist == "na" then if album == "" or album == "na" then body = string.shellescape(basename(os.getenv("PWD"))) else body = string.shellescape("album: " .. string.htmlescape(album)) end else if album == "" or album == "na" then body = string.shellescape("artist: " .. string.htmlescape(artist)) else body = string.shellescape("artist : %s<br/><i>album: %s</i>"):format( string.htmlescape(artist), string.htmlescape(album)) end end command = ("notify-send -a mpv %s %s %s"):format(summary, body, params) print_debug("command: " .. command) os.execute(command) if delete_scaled_image and not os.remove(scaled_image) then print("could not remove" .. scaled_image .. ", please remove it manually") end end -- insert main() here mp.register_event("file-loaded", notify_current_track)
-- This is a generated file! Please edit source .ksy file and use kaitai-struct-compiler to rebuild -- -- This file is compatible with Lua 5.3 local class = require("class") require("kaitaistruct") -- -- One-liner description of a type. Docstrings = class.class(KaitaiStruct) function Docstrings:_init(io, parent, root) KaitaiStruct._init(self, io) self._parent = parent self._root = root or self self:_read() end function Docstrings:_read() self.one = self._io:read_u1() end -- -- Another description for parse instance "two". Docstrings.property.two = {} function Docstrings.property.two:get() if self._m_two ~= nil then return self._m_two end local _pos = self._io:pos() self._io:seek(0) self._m_two = self._io:read_u1() self._io:seek(_pos) return self._m_two end -- -- And yet another one for value instance "three". Docstrings.property.three = {} function Docstrings.property.three:get() if self._m_three ~= nil then return self._m_three end self._m_three = 66 return self._m_three end -- -- A pretty verbose description for sequence attribute "one". -- -- This subtype is never used, yet has a very long description -- that spans multiple lines. It should be formatted accordingly, -- even in languages that have single-line comments for -- docstrings. Actually, there's even a MarkDown-style list here -- with several bullets: -- -- * one -- * two -- * three -- -- And the text continues after that. Here's a MarkDown-style link: -- [woohoo](http://example.com) - one day it will be supported as -- well. Docstrings.ComplexSubtype = class.class(KaitaiStruct) function Docstrings.ComplexSubtype:_init(io, parent, root) KaitaiStruct._init(self, io) self._parent = parent self._root = root or self self:_read() end function Docstrings.ComplexSubtype:_read() end
local Angle = require('neural.angle') local GPS = require('gps') local Mobs = require('neural.mobs') local ni = require('neural.interface') local Point = require('point') local Util = require('util') local os = _G.os local RADIUS = 13 local ROTATION = math.pi / 16 local uid = ni.getID and ni.getID() or error('Introspection module is required') local pos = { x = 0, y = 0, z = 0 } local function findTargets() local l = ni.sense() table.sort(l, function(e1, e2) return Point.distance(e1, pos) < Point.distance(e2, pos) end) local targets = { } for _,v in ipairs(l) do if v.id ~= uid and Mobs.getNames()[v.name] then if math.abs(v.y) < 2 and Point.distance(v, pos) < 16 then -- pitch is broken table.insert(targets, v) end end end return #targets > 0 and targets end local function shootAt(targets) for _,target in ipairs(targets) do target = ni.getMetaByID(target.id) if target and target.isAlive and Point.distance(target, pos) < 14 then ni.shootAt(target) end end end local potions = Util.filter( ni.getEquipmentList(), function(a) return a.name == 'minecraft:splash_potion' end) local function heal(target) local hands = { 'main', 'off' } if #potions > 0 and ni.getMetaOwner().health < 10 then local yaw, pitch = Angle.away(target.x - .5, 0, target.z - .5) ni.look(yaw, pitch) ni.use(.01, hands[potions[1].slot]) ni.launch(yaw, pitch, 1) table.remove(potions, 1) end end local pt = GPS.locate() while true do local targets = findTargets() if not targets then local cpt = GPS.locate() if Point.distance(pt, cpt) > 2 then print('walking to starting point') local s, m = ni.goTo(pt.x, pt.y, pt.z) Util.print({ s, m }) os.sleep(.05) while ni.isWalking() do os.sleep(0) end Util.print('done walking') end os.sleep(1) else local target = targets[1] local angle = math.atan2(-target.x, -target.z) + ROTATION ni.launchTo({ x = target.x + RADIUS * math.sin(angle), y = 0, z = target.z + RADIUS * math.cos(angle) }, 1) os.sleep(.2) shootAt(targets) heal(target) if math.random(1, 3) == 3 then ROTATION = -ROTATION end end end
--[[ Event Handler Creates and passes events to objects that have registred. ]] local lib local table_copy local event_handler local event_prop_meta local handler_compare = function(first, second) return first[3] < second[3] end event_handler = { auto_hook = {}, event = {}, events = {}, event_create = function(self, event_names) if (type(event_names) == "table") then for key, event_name in pairs(event_names) do if (not self.events[event_name]) then self.events[event_name] = {data = self.event_data:new()} self:event_handler_make(event_name) end end else if (not self.events[event_names]) then self.events[event_names] = {data = self.event_data:new()} self:event_handler_make(event_names) end end end, event_handler_make = function(self, event_name) if (rawget(self.event, event_name)) then return rawget(self.event, event_name) else local handler = function(this, ...) self:event_fire(event_name, ...) end self.event[event_name] = handler return handler end end, event_hook_object = function(self, object, event_names) if (type(event_names) == "table") then for key, event_name in next, event_names do self:event_hook_object(event_name, object) end elseif (event_names) then local event = self.events[event_names] local object_events = object.event if (event and object_events) then local method = object_events[event_names] if (method) then local priority = object_events[event_names .. "_priority"] event[#event + 1] = {object, method, priority or 0} end end else local object_events = object.event local hooked = {} if (object_events) then for event_name, method in next, object_events do if (type(method) == "function" or type(method) == "table") then local event = self.events[event_name] if (event) then hooked[event_name] = true local priority = object_events[event_name .. "_priority"] event[#event + 1] = {object, method, priority or 0} end end end end for event_name, enabled in pairs(self.auto_hook) do local event = self.events[event_name] local method = object[event_name] if (event and method and (not hooked[event_name])) then local priority = object[event_name .. "_priority"] event[#event + 1] = {object, method, priority or 0} end end end end, event_hook_light = function(self, object, event_names, method, priority) if (type(event_names) == "table") then for key, event_name in next, event_names do self:event_hook_light(event_name, object, method, priority) end else local event = self.events[event_names] if (event) then event[#event + 1] = {object or {}, method, priority or 0} end end end, event_unhook_by_object = function(self, event_name, object) local event = self.events[event_name] if (event) then for key = 1, #event do local entry = event[key] if (entry[1] == object) then table.remove(event, key) end end end end, event_unhook_by_method = function(self, event_name, method) local event = self.events[event_name] if (event) then for key = 1, #event do local entry = event[key] if (entry[2] == method) then table.remove(event, key) end end end end, event_sort = function(self, event_names) if (type(event_names) == "table") then for key, event_name in pairs(event_names) do local event = self.events[event_name] if (event) then table.sort(event, handler_compare) end end elseif (event_names) then local event = self.events[event_names] if (event) then table.sort(event, handler_compare) end else for event_name, event in next, self.events do table.sort(event, handler_compare) end end end, event_fire = function(self, event_name, data) local event = self.events[event_name] if (event) then local event_data = event.data event_data:update(data) event_data:add(self) local flags = event_data.flags for key = 1, #event do local handler = event[key] handler[2](handler[1], event_data) if (flags.event_unhook) then event[key] = nil flags.event_unhook = false end if (flags.event_cancel) then break end end return event_data else print("WARNING: Attempt to call event '" .. tostring(event_name) .. "' (an undefined event)") end end, _new = function(base, new) for key, flag in pairs(new.auto_hook) do new:event_create(key) end return new end, event_data = { stack = {}, flags = {}, update = function(self, data) for key, value in pairs(self) do if (type(value) == "table") then self[key] = {} elseif (type(value) ~= "function") then self[key] = nil end end if (data) then for key, value in pairs(data) do if (type(value) == "table") then self[key] = table_copy(value) else self[key] = value end end end end, reset = function(self) self.stack = {} self.flags = {} end, add = function(self, item) self.stack[#self.stack + 1] = item end, parent = function(self) return self.stack[#self.stack] end }, init = function(self, engine) lib = engine.lib table_copy = lib.utility.table_copy lib.oop:objectify(self) lib.oop:objectify(self.event_data) engine.event = self:new() end } return event_handler
local staticRuntime = ... return { include = function() includedirs "../vendor/minhook/include/" end, run = function() language "C" kind "StaticLib" if staticRuntime then staticruntime "On" end local minhook_dir = "../vendor/minhook/src/" files_project(minhook_dir) { "buffer.c", "hook.c", "trampoline.c", } filter { 'architecture:x86' } files_project(minhook_dir) { "HDE/hde32.c" } filter { 'architecture:x64' } files_project(minhook_dir) { "HDE/hde64.c" } end }
require("settings") require("keymapps") require("plugins") require("lsp-config")
-- This test file expects to be ran from 'run.lua' in the root Penlight directory. local dir = require( "pl.dir" ) local file = require( "pl.file" ) local path = require( "pl.path" ) local asserteq = require( "pl.test" ).asserteq asserteq(dir.fnmatch("foobar", "foo*bar"), true) asserteq(dir.fnmatch("afoobar", "foo*bar"), false) asserteq(dir.fnmatch("foobars", "foo*bar"), false) asserteq(dir.fnmatch("foonbar", "foo*bar"), true) asserteq(dir.fnmatch("foo'n'bar", "foo*bar"), true) asserteq(dir.fnmatch("foonbar", "foo?bar"), true) asserteq(dir.fnmatch("foo'n'bar", "foo?bar"), false) asserteq(dir.fnmatch("foo", "FOO"), path.is_windows) asserteq(dir.fnmatch("FOO", "foo"), path.is_windows) local filtered = dir.filter({"foobar", "afoobar", "foobars", "foonbar"}, "foo*bar") asserteq(filtered, {"foobar", "foonbar"}) local normpath = path.normpath local doc_files = dir.getfiles(normpath "doc/", "*.ld") asserteq(doc_files, {normpath "doc/config.ld"}) local all_doc_files = dir.getallfiles(normpath "doc/", "*.ld") asserteq(all_doc_files, {normpath "doc/config.ld"}) local test_samples = dir.getallfiles(normpath "tests/lua") table.sort(test_samples) asserteq(test_samples, { normpath "tests/lua/animal.lua", normpath "tests/lua/bar.lua", normpath "tests/lua/foo/args.lua", normpath "tests/lua/mod52.lua", normpath "tests/lua/mymod.lua" }) -- Test move files ----------------------------------------- -- Create a dummy file local fileName = path.tmpname() file.write( fileName, string.rep( "poot ", 1000 ) ) local newFileName = path.tmpname() local err, msg = dir.movefile( fileName, newFileName ) -- Make sure the move is successful assert( err, msg ) -- Check to make sure the original file is gone asserteq( path.exists( fileName ), false ) -- Check to make sure the new file is there asserteq( path.exists( newFileName ) , newFileName ) -- Try to move the original file again (which should fail) local newFileName2 = path.tmpname() local err, msg = dir.movefile( fileName, newFileName2 ) asserteq( err, false ) -- Clean up file.delete( newFileName ) -- Test copy files ----------------------------------------- -- Create a dummy file local fileName = path.tmpname() file.write( fileName, string.rep( "poot ", 1000 ) ) local newFileName = path.tmpname() local err, msg = dir.copyfile( fileName, newFileName ) -- Make sure the move is successful assert( err, msg ) -- Check to make sure the new file is there asserteq( path.exists( newFileName ) , newFileName ) -- Try to move a non-existant file (which should fail) local fileName2 = 'blub' local newFileName2 = 'snortsh' local err, msg = dir.copyfile( fileName2, newFileName2 ) asserteq( err, false ) -- Clean up the files file.delete( fileName ) file.delete( newFileName ) -- have NO idea why forcing the return code is necessary here (Windows 7 64-bit) --os.exit(0)
local resourcesPrefix = ARGV[1] local collectionsPrefix = ARGV[2] local deltaResourcesPrefix = ARGV[3] local deltaEtagsPrefix = ARGV[4] local expirableSet = ARGV[5] local minscore = tonumber(ARGV[6]) local maxscore = tonumber(ARGV[7]) local confirmCollectionDelete = ARGV[8] local deleteRecursive = ARGV[9] local now = tonumber(ARGV[10]) local bulksize = tonumber(ARGV[11]) -- Important: The ARGV-Array is used again in the included del.lua script -- (see this funny comment with the percent sign below and Java-Method -- org.swisspush.reststorage.RedisStorage.LuaScriptState.composeLuaScript) -- we need to initialize all parameters for del.lua here - otherwise we can have side effects ARGV[10] = '' ARGV[11] = '' ARGV[12] = '' ARGV[13] = '' local resourcePrefixLength = string.len(resourcesPrefix) local counter = 0 local KEYS = {} local resourcesToClean = redis.call('zrangebyscore',expirableSet,minscore,now,'limit',0,bulksize) for key,value in pairs(resourcesToClean) do redis.log(redis.LOG_NOTICE, "cleanup resource: "..value) KEYS[1] = string.sub(value, resourcePrefixLength+1, string.len(value)) --%(delscript) counter = counter + 1 end return counter
print("HR Events") local isBNW = (GameInfoTypes.UNITCOMBAT_SUBMARINE ~= nil); local isEEraExt = (GameInfoTypes.UNIT_EE_CUIRASSIER ~= nil); function JFD_IsUsingPietyPrestige() local pietyPrestigeModID = "eea66053-7579-481a-bb8d-2f3959b59974" local isUsingPiety = false for _, mod in pairs(Modding.GetActivatedMods()) do if (mod.ID == pietyPrestigeModID) then isUsingPiety = true break end end return isUsingPiety end function GetHumanPlayer() local hPlayer = 0; for oPlayer=0, GameDefines.MAX_MAJOR_CIVS-1 do local oPlayer = Players[oPlayer]; if (oPlayer:IsAlive()) and (oPlayer:IsHuman()) then hPlayer = oPlayer; break end end return hPlayer; end function GetRandomHR(lower, upper) return (Game.Rand((upper + 1) - lower, "")) + lower end local rCatholic = GameInfoTypes.RELIGION_CHRISTIANITY; local rOrthodox = GameInfoTypes.RELIGION_ORTHODOXY; local rIslam1 = GameInfoTypes.RELIGION_ISLAM; local rIslam2 = GameInfoTypes.RELIGION_ISLAM_SHIA; local rIslam3 = GameInfoTypes.RELIGION_ISLAM_IBADI; local rIslam4 = GameInfoTypes.RELIGION_MUTAZILA; local rIslam5 = GameInfoTypes.RELIGION_DRUZE; local rIslam6 = GameInfoTypes.RELIGION_AHMADI; local rJudaism = GameInfoTypes.RELIGION_JUDAISM; local rGreek1 = GameInfoTypes.RELIGION_HELLENISM; local rGreek2 = GameInfoTypes.RELIGION_NUMENISM; local rGreek3 = GameInfoTypes.RELIGION_IMPERIAL_CULT; local rGreek4 = GameInfoTypes.RELIGION_HEROS_KARABAZMOS; local rGreek5 = GameInfoTypes.RELIGION_ATANODJUWAJA; local rTao = GameInfoTypes.RELIGION_TAOISM; local rWestAfrica1 = GameInfoTypes.RELIGION_ITAN; local rWestAfrica2 = GameInfoTypes.RELIGION_ODINANI; local rWestAfrica3 = GameInfoTypes.RELIGION_VODUN; local rNorse = GameInfoTypes.RELIGION_FORN_SIDR; local rHindu1 = GameInfoTypes.RELIGION_HINDUISM; local rHindu2 = GameInfoTypes.RELIGION_SHAKTI; local rHindu3 = GameInfoTypes.RELIGION_SHIVA; local rHindu4 = GameInfoTypes.RELIGION_VISHNU; local rHindu5 = GameInfoTypes.RELIGION_JAIN; local rHindu6 = GameInfoTypes.RELIGION_VAJRAYANA; local rNative1 = GameInfoTypes.RELIGION_WAKAN_TANKA; local rNative2 = GameInfoTypes.RELIGION_POHAKANTENNA; local rNative3 = GameInfoTypes.RELIGION_ORENDA; local rNative4 = GameInfoTypes.RELIGION_SOUTHERN_CULT; local rNative5 = GameInfoTypes.RELIGION_KACHINA; local rAfrica1 = GameInfoTypes.RELIGION_AMATONGO; local rAfrica2 = GameInfoTypes.RELIGION_LAIBONI; local rAfrica3 = GameInfoTypes.RELIGION_NZAMBIISM; local rAfrica4 = GameInfoTypes.RELIGION_BUMUNTU; local rAfrica5 = GameInfoTypes.RELIGION_MWARI; local rConfucian = GameInfoTypes.RELIGION_CONFUCIANISM; local rProtestant1 = GameInfoTypes.RELIGION_PROTESTANTISM; local rProtestant2 = GameInfoTypes.RELIGION_PROTESTANT_CALVINISM; local rProtestant3 = GameInfoTypes.RELIGION_PROTESTANT_METHODISM; local rProtestant4 = GameInfoTypes.RELIGION_PROTESTANT_BAPTIST; local rProtestant5 = GameInfoTypes.RELIGION_CHRISTIAN_ANGLICANISM; local bHREsoteric = GameInfoTypes.BUILDING_HR_ESOTERIC_DUMMY; local pHREsoteric = GameInfoTypes.POLICY_HR_ESOTERIC_DUMMY; local pHRSpiritualist = GameInfoTypes.POLICY_HR_SPIRITUALIST_DUMMY; local eAncient = GameInfoTypes.ERA_ANCIENT; local eClassic = GameInfoTypes.ERA_CLASSICAL; local eIndustrial = GameInfoTypes.ERA_INDUSTRIAL; local eModern = GameInfoTypes.ERA_MODERN; local eInformation = GameInfoTypes.ERA_FUTURE; --========================================================= --Esotericism --========================================================= local Event_TomatekhHREsotericism = {} Event_TomatekhHREsotericism.Name = "TXT_KEY_EVENT_TOMATEKH_HR_ESOTERICISM" Event_TomatekhHREsotericism.Desc = "TXT_KEY_EVENT_TOMATEKH_HR_ESOTERICISM_DESC" Event_TomatekhHREsotericism.EventImage = "HREsoteric.dds" Event_TomatekhHREsotericism.Weight = 1 Event_TomatekhHREsotericism.CanFunc = ( function(pPlayer) if load(pPlayer, "Event_TomatekhHREsotericism") == true then return false end if load(pPlayer, "Event_TomatekhHRAtheism") == true then return false end local religionID = pPlayer:GetReligionCreatedByPlayer() if religionID <= 0 then if (pPlayer:GetNumCities() >= 1) then religionID = pPlayer:GetCapitalCity():GetReligiousMajority() end end if isUsingPietyPrestige then religionID = JFD_GetStateReligion(pPlayer:GetID()) end if religionID <= 0 then return false end if not isBNW then return false end if (GetNumReligionsinEmpire(pPlayer) < 2) then return false end local pTeam = pPlayer:GetTeam(); if (Teams[pTeam]:GetCurrentEra() == eAncient) then return false end if (Teams[pTeam]:GetCurrentEra() == eClassic) then return false end if (Teams[pTeam]:GetCurrentEra() == eIndustrial) then return false end if (Teams[pTeam]:GetCurrentEra() == eInformation) then return false end Event_TomatekhHREsotericism.Name = "TXT_KEY_EVENT_TOMATEKH_HR_ESOTERICISM" Event_TomatekhHREsotericism.EventImage = "HREsoteric.dds" if (Teams[pTeam]:GetCurrentEra() <= eIndustrial) then if (religionID == rCatholic) then Event_TomatekhHREsotericism.Name = "TXT_KEY_EVENT_TOMATEKH_HR_ESOTERICISM_CHRISTIAN" Event_TomatekhHREsotericism.EventImage = "HREsotericChristian.dds" end if (religionID == rOrthodox) then Event_TomatekhHREsotericism.Name = "TXT_KEY_EVENT_TOMATEKH_HR_ESOTERICISM_EASTERN" Event_TomatekhHREsotericism.EventImage = "HREsotericOrthodox.dds" end if (religionID == rIslam1) or (religionID == rIslam2) or (religionID == rIslam3) or (religionID == rIslam4) or (religionID == rIslam5) or (religionID == rIslam6) then Event_TomatekhHREsotericism.Name = "TXT_KEY_EVENT_TOMATEKH_HR_ESOTERICISM_ISLAM" Event_TomatekhHREsotericism.EventImage = "HREsotericIslam.dds" end if (religionID == rJudaism) then Event_TomatekhHREsotericism.Name = "TXT_KEY_EVENT_TOMATEKH_HR_ESOTERICISM_JUDAISM" Event_TomatekhHREsotericism.EventImage = "HREsotericJudaism.dds" end if (religionID == rGreek1) or (religionID == rGreek2) or (religionID == rGreek3) or (religionID == rGreek4) or (religionID == rGreek5) then Event_TomatekhHREsotericism.Name = "TXT_KEY_EVENT_TOMATEKH_HR_ESOTERICISM_GREEK" Event_TomatekhHREsotericism.EventImage = "HREsotericGreek.dds" end if (religionID == rTao) then Event_TomatekhHREsotericism.Name = "TXT_KEY_EVENT_TOMATEKH_HR_ESOTERICISM_TAOISM" Event_TomatekhHREsotericism.EventImage = "HREsotericTao.dds" end if (religionID == rWestAfrica1) or (religionID == rWestAfrica2) or (religionID == rWestAfrica3) then Event_TomatekhHREsotericism.Name = "TXT_KEY_EVENT_TOMATEKH_HR_ESOTERICISM_ITAN" Event_TomatekhHREsotericism.EventImage = "HREsotericIfa.dds" end if (religionID == rNorse) then Event_TomatekhHREsotericism.Name = "TXT_KEY_EVENT_TOMATEKH_HR_ESOTERICISM_NORSE" Event_TomatekhHREsotericism.EventImage = "HREsotericNorse.dds" end if (religionID == rHindu1) or (religionID == rHindu2) or (religionID == rHindu3) or (religionID == rHindu4) or (religionID == rHindu5) or (religionID == rHindu6) then Event_TomatekhHREsotericism.Name = "TXT_KEY_EVENT_TOMATEKH_HR_ESOTERICISM_HINDU" Event_TomatekhHREsotericism.EventImage = "HREsotericYoga.dds" end if (religionID == rNative1) or (religionID == rNative2) or (religionID == rNative3) or (religionID == rNative4) or (religionID == rNative5) then Event_TomatekhHREsotericism.Name = "TXT_KEY_EVENT_TOMATEKH_HR_ESOTERICISM_SIOUX" Event_TomatekhHREsotericism.EventImage = "HREsotericIndian.dds" end if (religionID == rAfrica1) or (religionID == rAfrica2) or (religionID == rAfrica3) or (religionID == rAfrica4) or (religionID == rAfrica5) then Event_TomatekhHREsotericism.Name = "TXT_KEY_EVENT_TOMATEKH_HR_ESOTERICISM_AFRICA" Event_TomatekhHREsotericism.EventImage = "HREsotericMuti.dds" end if (religionID == rConfucian) then Event_TomatekhHREsotericism.Name = "TXT_KEY_EVENT_TOMATEKH_HR_ESOTERICISM_CONFUCIAN" Event_TomatekhHREsotericism.EventImage = "HREsotericConfuci.dds" end if (religionID == rProtestant1) or (religionID == rProtestant2) or (religionID == rProtestant3) or (religionID == rProtestant4) or (religionID == rProtestant5) then Event_TomatekhHREsotericism.Name = "TXT_KEY_EVENT_TOMATEKH_HR_ESOTERICISM_PROTESTANT" Event_TomatekhHREsotericism.EventImage = "HREsotericProtest.dds" end elseif (Teams[pTeam]:GetCurrentEra() > eIndustrial) then Event_TomatekhHREsotericism.Name = "TXT_KEY_EVENT_TOMATEKH_HR_ESOTERICISM_NEW_AGE" Event_TomatekhHREsotericism.EventImage = "HREsotericNewAge.dds" end Event_TomatekhHREsotericism.Desc = "TXT_KEY_EVENT_TOMATEKH_HR_ESOTERICISM_DESC" if (Teams[pTeam]:GetCurrentEra() <= eIndustrial) then if (religionID == rProtestant1) or (religionID == rProtestant2) or (religionID == rProtestant3) or (religionID == rProtestant4) or (religionID == rProtestant5) then Event_TomatekhHREsotericism.Desc = "TXT_KEY_EVENT_TOMATEKH_HR_ESOTERICISM_PROTESTANT_DESC" end elseif (Teams[pTeam]:GetCurrentEra() > eIndustrial) then Event_TomatekhHREsotericism.Desc = "TXT_KEY_EVENT_TOMATEKH_HR_ESOTERICISM_NEW_AGE_DESC" end return true end ) Event_TomatekhHREsotericism.Outcomes = {} -- Outcome 1 Event_TomatekhHREsotericism.Outcomes[1] = {} Event_TomatekhHREsotericism.Outcomes[1].Name = "TXT_KEY_EVENT_TOMATEKH_HR_ESOTERICISM_OUTCOME_1" Event_TomatekhHREsotericism.Outcomes[1].Desc = "TXT_KEY_EVENT_TOMATEKH_HR_ESOTERICISM_OUTCOME_1_DESC" Event_TomatekhHREsotericism.Outcomes[1].Weight = 1 Event_TomatekhHREsotericism.Outcomes[1].CanFunc = ( function(pPlayer) local religionID = pPlayer:GetReligionCreatedByPlayer() if religionID <= 0 then if (pPlayer:GetNumCities() >= 1) then religionID = pPlayer:GetCapitalCity():GetReligiousMajority() end end if isUsingPietyPrestige then religionID = JFD_GetStateReligion(pPlayer:GetID()) end local pTeam = pPlayer:GetTeam(); if (Teams[pTeam]:GetCurrentEra() <= eIndustrial) then if (religionID == rProtestant1) or (religionID == rProtestant2) or (religionID == rProtestant3) or (religionID == rProtestant4) or (religionID == rProtestant5) then Event_TomatekhHREsotericism.Outcomes[1].Name = Locale.ConvertTextKey("TXT_KEY_EVENT_TOMATEKH_HR_ESOTERICISM_PROTESTANT_OUTCOME_1") else Event_TomatekhHREsotericism.Outcomes[1].Name = Locale.ConvertTextKey("TXT_KEY_EVENT_TOMATEKH_HR_ESOTERICISM_OUTCOME_1") end elseif (Teams[pTeam]:GetCurrentEra() > eIndustrial) then Event_TomatekhHREsotericism.Outcomes[1].Name = "TXT_KEY_EVENT_TOMATEKH_HR_ESOTERICISM_NEW_AGE_OUTCOME_1" end Event_TomatekhHREsotericism.Outcomes[1].Desc = Locale.ConvertTextKey("TXT_KEY_EVENT_TOMATEKH_HR_ESOTERICISM_OUTCOME_1_DESC") return true end ) Event_TomatekhHREsotericism.Outcomes[1].DoFunc = ( function(pPlayer) local religionID = pPlayer:GetReligionCreatedByPlayer() if religionID <= 0 then if (pPlayer:GetNumCities() >= 1) then religionID = pPlayer:GetCapitalCity():GetReligiousMajority() end end if isUsingPietyPrestige then religionID = JFD_GetStateReligion(pPlayer:GetID()) end save(pPlayer, "Event_TomatekhHREsotericism", true) save(pPlayer, "Event_TomatekhHREsotericism_One", true) local pTeam = pPlayer:GetTeam(); if (Teams[pTeam]:GetCurrentEra() <= eIndustrial) then if (religionID == rProtestant1) or (religionID == rProtestant2) or (religionID == rProtestant3) or (religionID == rProtestant4) or (religionID == rProtestant5) then JFD_SendNotification(pPlayer:GetID(), "NOTIFICATION_GENERIC", Locale.ConvertTextKey("TXT_KEY_EVENT_TOMATEKH_HR_ESOTERICISM_PROTESTANT_OUTCOME_NOTIFICATION"), Locale.ConvertTextKey(Event_TomatekhHREsotericism.Name)) local hPlayer = GetHumanPlayer(); if hPlayer ~= 0 then if hPlayer ~= pPlayer then local pTeam = pPlayer:GetTeam(); local hTeam = hPlayer:GetTeam(); if Teams[pTeam]:IsHasMet(hTeam) then Events.GameplayAlertMessage("A religious renewal movement has spread through " .. Locale.ConvertTextKey(pPlayer:GetCivilizationShortDescription()) .. "!") end end end else JFD_SendNotification(pPlayer:GetID(), "NOTIFICATION_GENERIC", Locale.ConvertTextKey("TXT_KEY_EVENT_TOMATEKH_HR_ESOTERICISM_OUTCOME_NOTIFICATION"), Locale.ConvertTextKey(Event_TomatekhHREsotericism.Name)) local hPlayer = GetHumanPlayer(); if hPlayer ~= 0 then if hPlayer ~= pPlayer then local pTeam = pPlayer:GetTeam(); local hTeam = hPlayer:GetTeam(); if Teams[pTeam]:IsHasMet(hTeam) then Events.GameplayAlertMessage("" .. Locale.ConvertTextKey(pPlayer:GetCivilizationShortDescription()) .. " has developed a new mystic tradition.") end end end end elseif (Teams[pTeam]:GetCurrentEra() > eIndustrial) then JFD_SendNotification(pPlayer:GetID(), "NOTIFICATION_GENERIC", Locale.ConvertTextKey("TXT_KEY_EVENT_TOMATEKH_HR_ESOTERICISM_NEW_AGE_OUTCOME_NOTIFICATION"), Locale.ConvertTextKey(Event_TomatekhHREsotericism.Name)) local hPlayer = GetHumanPlayer(); if hPlayer ~= 0 then if hPlayer ~= pPlayer then local pTeam = pPlayer:GetTeam(); local hTeam = hPlayer:GetTeam(); if Teams[pTeam]:IsHasMet(hTeam) then Events.GameplayAlertMessage("A New Age religious movement has started in " .. Locale.ConvertTextKey(pPlayer:GetCivilizationShortDescription()) .. ".") end end end end for pCity in pPlayer:Cities() do if not (pCity:IsHasBuilding(bHREsoteric)) then pCity:SetNumRealBuilding(bHREsoteric, 1); end end end ) -- Outcome 2 Event_TomatekhHREsotericism.Outcomes[2] = {} Event_TomatekhHREsotericism.Outcomes[2].Name = "TXT_KEY_EVENT_TOMATEKH_HR_ESOTERICISM_OUTCOME_2" Event_TomatekhHREsotericism.Outcomes[2].Desc = "TXT_KEY_EVENT_TOMATEKH_HR_ESOTERICISM_OUTCOME_2_DESC" Event_TomatekhHREsotericism.Outcomes[2].Weight = 10 Event_TomatekhHREsotericism.Outcomes[2].CanFunc = ( function(pPlayer) local religionID = pPlayer:GetReligionCreatedByPlayer() if religionID <= 0 then if (pPlayer:GetNumCities() >= 1) then religionID = pPlayer:GetCapitalCity():GetReligiousMajority() end end if isUsingPietyPrestige then religionID = JFD_GetStateReligion(pPlayer:GetID()) end local pTeam = pPlayer:GetTeam(); if (Teams[pTeam]:GetCurrentEra() <= eIndustrial) then if (religionID == rProtestant1) or (religionID == rProtestant2) or (religionID == rProtestant3) or (religionID == rProtestant4) or (religionID == rProtestant5) then Event_TomatekhHREsotericism.Outcomes[2].Name = Locale.ConvertTextKey("TXT_KEY_EVENT_TOMATEKH_HR_ESOTERICISM_PROTESTANT_OUTCOME_2") else Event_TomatekhHREsotericism.Outcomes[2].Name = Locale.ConvertTextKey("TXT_KEY_EVENT_TOMATEKH_HR_ESOTERICISM_OUTCOME_2") end elseif (Teams[pTeam]:GetCurrentEra() > eIndustrial) then Event_TomatekhHREsotericism.Outcomes[2].Name = "TXT_KEY_EVENT_TOMATEKH_HR_ESOTERICISM_NEW_AGE_OUTCOME_2" end Event_TomatekhHREsotericism.Outcomes[2].Desc = Locale.ConvertTextKey("TXT_KEY_EVENT_TOMATEKH_HR_ESOTERICISM_OUTCOME_2_DESC") return true end ) Event_TomatekhHREsotericism.Outcomes[2].DoFunc = ( function(pPlayer) local religionID = pPlayer:GetReligionCreatedByPlayer() if religionID <= 0 then if (pPlayer:GetNumCities() >= 1) then religionID = pPlayer:GetCapitalCity():GetReligiousMajority() end end if isUsingPietyPrestige then religionID = JFD_GetStateReligion(pPlayer:GetID()) end save(pPlayer, "Event_TomatekhHREsotericism", true) local pTeam = pPlayer:GetTeam(); if (Teams[pTeam]:GetCurrentEra() <= eIndustrial) then if (religionID == rProtestant1) or (religionID == rProtestant2) or (religionID == rProtestant3) or (religionID == rProtestant4) or (religionID == rProtestant5) then JFD_SendNotification(pPlayer:GetID(), "NOTIFICATION_GENERIC", Locale.ConvertTextKey("TXT_KEY_EVENT_TOMATEKH_HR_ESOTERICISM_PROTESTANT_OUTCOME_NOTIFICATION"), Locale.ConvertTextKey(Event_TomatekhHREsotericism.Name)) local hPlayer = GetHumanPlayer(); if hPlayer ~= pPlayer then local pTeam = pPlayer:GetTeam(); local hTeam = hPlayer:GetTeam(); if Teams[pTeam]:IsHasMet(hTeam) then Events.GameplayAlertMessage("A religious renewal movement has spread through " .. Locale.ConvertTextKey(pPlayer:GetCivilizationShortDescription()) .. ".") end end else JFD_SendNotification(pPlayer:GetID(), "NOTIFICATION_GENERIC", Locale.ConvertTextKey("TXT_KEY_EVENT_TOMATEKH_HR_ESOTERICISM_OUTCOME_NOTIFICATION"), Locale.ConvertTextKey(Event_TomatekhHREsotericism.Name)) local hPlayer = GetHumanPlayer(); if hPlayer ~= pPlayer then local pTeam = pPlayer:GetTeam(); local hTeam = hPlayer:GetTeam(); if Teams[pTeam]:IsHasMet(hTeam) then Events.GameplayAlertMessage("" .. Locale.ConvertTextKey(pPlayer:GetCivilizationShortDescription()) .. " has developed a new mystic tradition!") end end end elseif (Teams[pTeam]:GetCurrentEra() > eIndustrial) then JFD_SendNotification(pPlayer:GetID(), "NOTIFICATION_GENERIC", Locale.ConvertTextKey("TXT_KEY_EVENT_TOMATEKH_HR_ESOTERICISM_NEW_AGE_OUTCOME_NOTIFICATION"), Locale.ConvertTextKey(Event_TomatekhHREsotericism.Name)) local hPlayer = GetHumanPlayer(); if hPlayer ~= 0 then if hPlayer ~= pPlayer then local pTeam = pPlayer:GetTeam(); local hTeam = hPlayer:GetTeam(); if Teams[pTeam]:IsHasMet(hTeam) then Events.GameplayAlertMessage("A New Age religious movement has started in " .. Locale.ConvertTextKey(pPlayer:GetCivilizationShortDescription()) .. ".") end end end end if not pPlayer:HasPolicy(pHREsoteric) then pPlayer:SetNumFreePolicies(1) pPlayer:SetNumFreePolicies(0) pPlayer:SetHasPolicy(pHREsoteric, true); end end ) tEvents.Event_TomatekhHREsotericism = Event_TomatekhHREsotericism GameEvents.PlayerDoTurn.Add( function(iPlayer) local pPlayer = Players[iPlayer]; if (pPlayer:IsAlive()) then if load(pPlayer, "Event_TomatekhHREsotericism_One") == true then local EsotericFaith = 0; for pCity in pPlayer:Cities() do if not (pCity:IsHasBuilding(bHREsoteric)) then pCity:SetNumRealBuilding(bHREsoteric, 1); end local fPop = pCity:GetPopulation(); if fPop >= 5 then local bFaith = math.floor(fPop / 5) EsotericFaith = EsotericFaith + bFaith; end end --Building_YieldChangesPerPop doesn't work with faith? pPlayer:ChangeFaith(EsotericFaith); end end end) --========================================================= --Spiritualism --========================================================= local Event_TomatekhHRSpiritualism = {} Event_TomatekhHRSpiritualism.Name = "TXT_KEY_EVENT_TOMATEKH_HR_SPIRITUALISM" Event_TomatekhHRSpiritualism.Desc = "TXT_KEY_EVENT_TOMATEKH_HR_SPIRITUALISM_DESC" Event_TomatekhHRSpiritualism.EventImage = "HRSpiritualism.dds" Event_TomatekhHRSpiritualism.Weight = 2 Event_TomatekhHRSpiritualism.CanFunc = ( function(pPlayer) if load(pPlayer, "Event_TomatekhHRSpiritualism") == true then return false end if load(pPlayer, "Event_TomatekhHRAtheism") == true then return false end local religionID = pPlayer:GetReligionCreatedByPlayer() if religionID <= 0 then if (pPlayer:GetNumCities() >= 1) then religionID = pPlayer:GetCapitalCity():GetReligiousMajority() end end if isUsingPietyPrestige then religionID = JFD_GetStateReligion(pPlayer:GetID()) end if religionID <= 0 then return false end if (GetNumReligionsinEmpire(pPlayer) < 2) then return false end if not isBNW then return false end local pTeam = pPlayer:GetTeam(); if not (Teams[pTeam]:GetCurrentEra() == eIndustrial) then return false end Event_TomatekhHRSpiritualism.Name = "TXT_KEY_EVENT_TOMATEKH_HR_SPIRITUALISM" return true end ) Event_TomatekhHRSpiritualism.Outcomes = {} -- Outcome 1 Event_TomatekhHRSpiritualism.Outcomes[1] = {} Event_TomatekhHRSpiritualism.Outcomes[1].Name = "TXT_KEY_EVENT_TOMATEKH_HR_SPIRITUALISM_OUTCOME_1" Event_TomatekhHRSpiritualism.Outcomes[1].Desc = "TXT_KEY_EVENT_TOMATEKH_HR_SPIRITUALISM_OUTCOME_1_DESC" Event_TomatekhHRSpiritualism.Outcomes[1].Weight = 10 Event_TomatekhHRSpiritualism.Outcomes[1].CanFunc = ( function(pPlayer) Event_TomatekhHRSpiritualism.Outcomes[1].Desc = Locale.ConvertTextKey("TXT_KEY_EVENT_TOMATEKH_HR_SPIRITUALISM_OUTCOME_1_DESC") return true end ) Event_TomatekhHRSpiritualism.Outcomes[1].DoFunc = ( function(pPlayer) save(pPlayer, "Event_TomatekhHRSpiritualism", true) if not pPlayer:HasPolicy(pHRSpiritualist) then pPlayer:SetNumFreePolicies(1) pPlayer:SetNumFreePolicies(0) pPlayer:SetHasPolicy(pHRSpiritualist, true); end JFD_SendNotification(pPlayer:GetID(), "NOTIFICATION_GENERIC", Locale.ConvertTextKey("TXT_KEY_EVENT_TOMATEKH_HR_SPIRITUALISM_OUTCOME_1_NOTIFICATION"), Locale.ConvertTextKey(Event_TomatekhHRSpiritualism.Name)) local hPlayer = GetHumanPlayer(); if hPlayer ~= 0 then if hPlayer ~= pPlayer then local pTeam = pPlayer:GetTeam(); local hTeam = hPlayer:GetTeam(); if Teams[pTeam]:IsHasMet(hTeam) then Events.GameplayAlertMessage("The " .. Locale.ConvertTextKey(pPlayer:GetCivilizationAdjective()) .. " are attempting to contact the spirit world!") end end end end ) tEvents.Event_TomatekhHRSpiritualism = Event_TomatekhHRSpiritualism --========================================================= --Rosicrucian Enlightenment --========================================================= local Event_TomatekhHRRosyCross = {} Event_TomatekhHRRosyCross.Name = "TXT_KEY_EVENT_TOMATEKH_HR_ROSY_CROSS" Event_TomatekhHRRosyCross.Desc = "TXT_KEY_EVENT_TOMATEKH_HR_ROSY_CROSS_DESC" Event_TomatekhHRRosyCross.EventImage = "HRRosyCross.dds" Event_TomatekhHRRosyCross.Weight = 1 Event_TomatekhHRRosyCross.CanFunc = ( function(pPlayer) if load(pPlayer, "Event_TomatekhHRRosyCross") == true then return false end if load(pPlayer, "Event_TomatekhHRAtheism") == true then return false end local religionID = pPlayer:GetReligionCreatedByPlayer() if religionID <= 0 then if (pPlayer:GetNumCities() >= 1) then religionID = pPlayer:GetCapitalCity():GetReligiousMajority() end end if isUsingPietyPrestige then religionID = JFD_GetStateReligion(pPlayer:GetID()) end if religionID <= 0 then return false end if (GetNumReligionsinEmpire(pPlayer) < 2) then return false end if not isBNW then return false end local eRenID = GameInfoTypes.ERA_RENAISSANCE; local eIndID = GameInfoTypes.ERA_INDUSTRIAL; if isEEraExt then eIndID = GameInfoTypes.ERA_ENLIGHTENMENT; end local pTeam = pPlayer:GetTeam(); if (Teams[pTeam]:GetCurrentEra() < eRenID) or (Teams[pTeam]:GetCurrentEra() > eIndID) then return false end Event_TomatekhHRRosyCross.Name = "TXT_KEY_EVENT_TOMATEKH_HR_ROSY_CROSS" return true end ) Event_TomatekhHRRosyCross.Outcomes = {} -- Outcome 1 Event_TomatekhHRRosyCross.Outcomes[1] = {} Event_TomatekhHRRosyCross.Outcomes[1].Name = "TXT_KEY_EVENT_TOMATEKH_HR_ROSY_CROSS_OUTCOME_1" Event_TomatekhHRRosyCross.Outcomes[1].Desc = "TXT_KEY_EVENT_TOMATEKH_HR_ROSY_CROSS_OUTCOME_1_DESC" Event_TomatekhHRRosyCross.Outcomes[1].Weight = 1 Event_TomatekhHRRosyCross.Outcomes[1].CanFunc = ( function(pPlayer) local Award = 0; local Proph = pPlayer:GetMinimumFaithNextGreatProphet(); local Faith = pPlayer:GetFaith(); if Faith >= Proph then Award = Proph; elseif Faith < Proph then Award = (Proph - Faith); end Award = math.ceil(Award); Event_TomatekhHRRosyCross.Outcomes[1].Desc = Locale.ConvertTextKey("TXT_KEY_EVENT_TOMATEKH_HR_ROSY_CROSS_OUTCOME_1_DESC", Award) return true end ) Event_TomatekhHRRosyCross.Outcomes[1].DoFunc = ( function(pPlayer) save(pPlayer, "Event_TomatekhHRRosyCross", true) local Award = 0; local Proph = pPlayer:GetMinimumFaithNextGreatProphet(); local Faith = pPlayer:GetFaith(); if Faith >= Proph then Award = Proph; elseif Faith < Proph then Award = (Proph - Faith); end Award = math.ceil(Award); pPlayer:ChangeFaith(Award); JFD_SendNotification(pPlayer:GetID(), "NOTIFICATION_GENERIC", Locale.ConvertTextKey("TXT_KEY_EVENT_TOMATEKH_HR_ROSY_CROSS_OUTCOME_1_NOTIFICATION"), Locale.ConvertTextKey(Event_TomatekhHRRosyCross.Name)) local hPlayer = GetHumanPlayer(); if hPlayer ~= 0 then if hPlayer ~= pPlayer then local pTeam = pPlayer:GetTeam(); local hTeam = hPlayer:GetTeam(); if Teams[pTeam]:IsHasMet(hTeam) then Events.GameplayAlertMessage("Rosicrucianism has provided " .. Locale.ConvertTextKey(pPlayer:GetCivilizationAdjective()) .. " citizens with new insights into their faith.") end end end end ) -- Outcome 2 Event_TomatekhHRRosyCross.Outcomes[2] = {} Event_TomatekhHRRosyCross.Outcomes[2].Name = "TXT_KEY_EVENT_TOMATEKH_HR_ROSY_CROSS_OUTCOME_2" Event_TomatekhHRRosyCross.Outcomes[2].Desc = "TXT_KEY_EVENT_TOMATEKH_HR_ROSY_CROSS_OUTCOME_2_DESC" Event_TomatekhHRRosyCross.Outcomes[2].Weight = 10 Event_TomatekhHRRosyCross.Outcomes[2].CanFunc = ( function(pPlayer) local Award = 0; local Proph = pPlayer:GetMinimumFaithNextGreatProphet(); local Faith = pPlayer:GetFaith(); if Faith >= Proph then Award = Proph; elseif Faith < Proph then Award = (Proph - Faith); end Award = math.ceil(Award / 2); Event_TomatekhHRRosyCross.Outcomes[2].Desc = Locale.ConvertTextKey("TXT_KEY_EVENT_TOMATEKH_HR_ROSY_CROSS_OUTCOME_2_DESC", Award) return true end ) Event_TomatekhHRRosyCross.Outcomes[2].DoFunc = ( function(pPlayer) save(pPlayer, "Event_TomatekhHRRosyCross", true) local Award = 0; local Proph = pPlayer:GetMinimumFaithNextGreatProphet(); local Faith = pPlayer:GetFaith(); if Faith >= Proph then Award = Proph; elseif Faith < Proph then Award = (Proph - Faith); end Award = math.ceil(Award / 2); local pTeamTechs = Teams[pPlayer:GetTeam()]:GetTeamTechs() pTeamTechs:ChangeResearchProgress(pPlayer:GetCurrentResearch(), Award, pPlayer:GetID()) JFD_SendNotification(pPlayer:GetID(), "NOTIFICATION_GENERIC", Locale.ConvertTextKey("TXT_KEY_EVENT_TOMATEKH_HR_ROSY_CROSS_OUTCOME_2_NOTIFICATION"), Locale.ConvertTextKey(Event_TomatekhHRRosyCross.Name)) local hPlayer = GetHumanPlayer(); if hPlayer ~= 0 then if hPlayer ~= pPlayer then local pTeam = pPlayer:GetTeam(); local hTeam = hPlayer:GetTeam(); if Teams[pTeam]:IsHasMet(hTeam) then Events.GameplayAlertMessage("Rosicrucianism has inspired " .. Locale.ConvertTextKey(pPlayer:GetCivilizationAdjective()) .. " citizens to form an Invisible College.") end end end end ) tEvents.Event_TomatekhHRRosyCross = Event_TomatekhHRRosyCross --========================================================= --Revelation --========================================================= local Event_TomatekhHRDivineRevelation = {} Event_TomatekhHRDivineRevelation.Name = "TXT_KEY_EVENT_TOMATEKH_HR_REVELATION" Event_TomatekhHRDivineRevelation.Desc = "TXT_KEY_EVENT_TOMATEKH_HR_REVELATION_DESC" Event_TomatekhHRDivineRevelation.EventImage = "HRDivineInsp.dds" Event_TomatekhHRDivineRevelation.Weight = 1 Event_TomatekhHRDivineRevelation.CanFunc = ( function(pPlayer) if load(pPlayer, "Event_TomatekhHRDivineRevelation") == true then return false end if load(pPlayer, "Event_TomatekhHRAtheism") == true then return false end if pPlayer:HasCreatedReligion() then return false end if (Game.GetNumReligionsStillToFound() <= 0) then return false end local Proph = pPlayer:GetMinimumFaithNextGreatProphet(); local Faith = pPlayer:GetFaith(); if Faith >= Proph then return false end if not isBNW then return false end Event_TomatekhHRDivineRevelation.Name = "TXT_KEY_EVENT_TOMATEKH_HR_REVELATION" return true end ) Event_TomatekhHRDivineRevelation.Outcomes = {} -- Outcome 1 Event_TomatekhHRDivineRevelation.Outcomes[1] = {} Event_TomatekhHRDivineRevelation.Outcomes[1].Name = "TXT_KEY_EVENT_TOMATEKH_HR_REVELATION_OUTCOME_1" Event_TomatekhHRDivineRevelation.Outcomes[1].Desc = "TXT_KEY_EVENT_TOMATEKH_HR_REVELATION_OUTCOME_1_DESC" Event_TomatekhHRDivineRevelation.Outcomes[1].Weight = 10 Event_TomatekhHRDivineRevelation.Outcomes[1].CanFunc = ( function(pPlayer) local Proph = pPlayer:GetMinimumFaithNextGreatProphet(); local Faith = pPlayer:GetFaith(); local Award = (Proph - Faith); Award = math.ceil(Award / 3); if Award <= 1 then Award = 1; end Event_TomatekhHRDivineRevelation.Outcomes[1].Desc = Locale.ConvertTextKey("TXT_KEY_EVENT_TOMATEKH_HR_REVELATION_OUTCOME_1_DESC", Award) return true end ) Event_TomatekhHRDivineRevelation.Outcomes[1].DoFunc = ( function(pPlayer) save(pPlayer, "Event_TomatekhHRDivineRevelation", true) local Proph = pPlayer:GetMinimumFaithNextGreatProphet(); local Faith = pPlayer:GetFaith(); local Award = (Proph - Faith); Award = math.ceil(Award / 3); if Award <= 1 then Award = 1; end pPlayer:ChangeFaith(Award); JFD_SendNotification(pPlayer:GetID(), "NOTIFICATION_GENERIC", Locale.ConvertTextKey("TXT_KEY_EVENT_TOMATEKH_HR_REVELATION_OUTCOME_1_NOTIFICATION"), Locale.ConvertTextKey(Event_TomatekhHRDivineRevelation.Name)) local hPlayer = GetHumanPlayer(); if hPlayer ~= 0 then if hPlayer ~= pPlayer then local pTeam = pPlayer:GetTeam(); local hTeam = hPlayer:GetTeam(); if Teams[pTeam]:IsHasMet(hTeam) then Events.GameplayAlertMessage("Rumors of divine revelation are circulating " .. Locale.ConvertTextKey(pPlayer:GetCivilizationShortDescription()) .. "!") end end end end ) tEvents.Event_TomatekhHRDivineRevelation = Event_TomatekhHRDivineRevelation --========================================================= --Atheism --========================================================= local Event_TomatekhHRAtheism = {} Event_TomatekhHRAtheism.Name = "TXT_KEY_EVENT_TOMATEKH_HR_ATHEISM" Event_TomatekhHRAtheism.Desc = "TXT_KEY_EVENT_TOMATEKH_HR_ATHEISM_DESC" Event_TomatekhHRAtheism.EventImage = "HRAtheism.dds" Event_TomatekhHRAtheism.Weight = 2 Event_TomatekhHRAtheism.CanFunc = ( function(pPlayer) if load(pPlayer, "Event_TomatekhHRAtheism") == true then return false end local pTeam = pPlayer:GetTeam(); if (Teams[pTeam]:GetCurrentEra() <= eIndustrial) then return false end if (GetNumReligionsinEmpire(pPlayer) < 1) then return false end if not isBNW then return false end Event_TomatekhHRAtheism.Name = "TXT_KEY_EVENT_TOMATEKH_HR_ATHEISM" return true end ) Event_TomatekhHRAtheism.Outcomes = {} -- Outcome 1 Event_TomatekhHRAtheism.Outcomes[1] = {} Event_TomatekhHRAtheism.Outcomes[1].Name = "TXT_KEY_EVENT_TOMATEKH_HR_ATHEISM_OUTCOME_1" Event_TomatekhHRAtheism.Outcomes[1].Desc = "TXT_KEY_EVENT_TOMATEKH_HR_ATHEISM_OUTCOME_1_DESC" Event_TomatekhHRAtheism.Outcomes[1].Weight = 10 Event_TomatekhHRAtheism.Outcomes[1].CanFunc = ( function(pPlayer) Event_TomatekhHRAtheism.Outcomes[1].Desc = Locale.ConvertTextKey("TXT_KEY_EVENT_TOMATEKH_HR_ATHEISM_OUTCOME_1_DESC") return true end ) Event_TomatekhHRAtheism.Outcomes[1].DoFunc = ( function(pPlayer) save(pPlayer, "Event_TomatekhHRAtheism", true) JFD_SendNotification(pPlayer:GetID(), "NOTIFICATION_GENERIC", Locale.ConvertTextKey("TXT_KEY_EVENT_TOMATEKH_HR_ATHEISM_OUTCOME_1_NOTIFICATION"), Locale.ConvertTextKey(Event_TomatekhHRAtheism.Name)) local hPlayer = GetHumanPlayer(); if hPlayer ~= 0 then if hPlayer ~= pPlayer then local pTeam = pPlayer:GetTeam(); local hTeam = hPlayer:GetTeam(); if Teams[pTeam]:IsHasMet(hTeam) then Events.GameplayAlertMessage("The " .. Locale.ConvertTextKey(pPlayer:GetCivilizationAdjective()) .. " have begun to question the existence of God.") end end end end ) tEvents.Event_TomatekhHRAtheism = Event_TomatekhHRAtheism --========================================================= --Rapture --========================================================= local Event_TomatekhHRRapture = {} Event_TomatekhHRRapture.Name = "TXT_KEY_EVENT_TOMATEKH_HR_RAPTURE" Event_TomatekhHRRapture.Desc = "TXT_KEY_EVENT_TOMATEKH_HR_RAPTURE_DESC" Event_TomatekhHRRapture.EventImage = "HRRapture.dds" Event_TomatekhHRRapture.Weight = 1 Event_TomatekhHRRapture.CanFunc = ( function(pPlayer) if load(pPlayer, "Event_TomatekhHRRapture") == true then return false end if load(pPlayer, "Event_TomatekhHRAtheism") == true then return false end local pTeam = pPlayer:GetTeam(); if (Teams[pTeam]:GetCurrentEra() <= eModern) then return false end if (GetNumReligionsinEmpire(pPlayer) < 1) then return false end if pPlayer:GetNumCities() <= 0 then return false end if pPlayer:GetNumCities() >= 1 then local pcCity = pPlayer:GetCapitalCity(); local pcPop = pcCity:GetPopulation(); if pcPop <= 3 then return false end end if not isBNW then return false end Event_TomatekhHRRapture.Name = "TXT_KEY_EVENT_TOMATEKH_HR_RAPTURE" return true end ) Event_TomatekhHRRapture.Outcomes = {} -- Outcome 1 Event_TomatekhHRRapture.Outcomes[1] = {} Event_TomatekhHRRapture.Outcomes[1].Name = "TXT_KEY_EVENT_TOMATEKH_HR_RAPTURE_OUTCOME_1" Event_TomatekhHRRapture.Outcomes[1].Desc = "TXT_KEY_EVENT_TOMATEKH_HR_RAPTURE_OUTCOME_1_DESC" Event_TomatekhHRRapture.Outcomes[1].Weight = 10 Event_TomatekhHRRapture.Outcomes[1].CanFunc = ( function(pPlayer) Event_TomatekhHRRapture.Outcomes[1].Desc = Locale.ConvertTextKey("TXT_KEY_EVENT_TOMATEKH_HR_RAPTURE_OUTCOME_1_DESC") return true end ) Event_TomatekhHRRapture.Outcomes[1].DoFunc = ( function(pPlayer) save(pPlayer, "Event_TomatekhHRRapture", true) JFD_SendNotification(pPlayer:GetID(), "NOTIFICATION_GENERIC", Locale.ConvertTextKey("TXT_KEY_EVENT_TOMATEKH_HR_RAPTURE_OUTCOME_1_NOTIFICATION"), Locale.ConvertTextKey(Event_TomatekhHRRapture.Name)) for pCity in pPlayer:Cities() do local RandomHR = GetRandomHR(1, 3) if pCity:GetPopulation() > RandomHR then pCity:ChangePopulation(-RandomHR, true); end end local hPlayer = GetHumanPlayer(); if hPlayer ~= 0 then if hPlayer ~= pPlayer then local pTeam = pPlayer:GetTeam(); local hTeam = hPlayer:GetTeam(); if Teams[pTeam]:IsHasMet(hTeam) then Events.GameplayAlertMessage("" .. Locale.ConvertTextKey(pPlayer:GetCivilizationShortDescription()) .. " was left behind...") end end end end ) tEvents.Event_TomatekhHRRapture = Event_TomatekhHRRapture --========================================================= --Millenarianism --========================================================= local Event_TomatekhHRDoomCult = {} Event_TomatekhHRDoomCult.Name = "TXT_KEY_EVENT_TOMATEKH_HR_DOOM_CULT" Event_TomatekhHRDoomCult.Desc = "TXT_KEY_EVENT_TOMATEKH_HR_DOOM_CULT_DESC" Event_TomatekhHRDoomCult.EventImage = "HRDoomCult.dds" Event_TomatekhHRDoomCult.Weight = 3 Event_TomatekhHRDoomCult.CanFunc = ( function(pPlayer) Event_TomatekhHRDoomCult.Name = "TXT_KEY_EVENT_TOMATEKH_HR_DOOM_CULT" if load(pPlayer, "Event_TomatekhHRDoomCult") == true then return false end if load(pPlayer, "Event_TomatekhHRAtheism") == true then return false end if (pPlayer:GetCivilizationType() == GameInfoTypes.CIVILIZATION_MAYA) then return false end local Turn = 0 if (Game.GetGameTurnYear() >= 250) and (Game.GetGameTurnYear() < 1000) then Turn = 1; end if (Game.GetGameTurnYear() >= 1250) and (Game.GetGameTurnYear() < 2000) then Turn = 1; Event_TomatekhHRDoomCult.EventImage = "HRDoomCult2.dds" end if (Turn == 0) then return false end if not isBNW then return false end return true end ) Event_TomatekhHRDoomCult.Outcomes = {} -- Outcome 1 Event_TomatekhHRDoomCult.Outcomes[1] = {} Event_TomatekhHRDoomCult.Outcomes[1].Name = "TXT_KEY_EVENT_TOMATEKH_HR_DOOM_CULT_OUTCOME_1" Event_TomatekhHRDoomCult.Outcomes[1].Desc = "TXT_KEY_EVENT_TOMATEKH_HR_DOOM_CULT_OUTCOME_1_DESC" Event_TomatekhHRDoomCult.Outcomes[1].Weight = 10 Event_TomatekhHRDoomCult.Outcomes[1].CanFunc = ( function(pPlayer) local Date = 2000 if (Game.GetGameTurnYear() >= 250) and (Game.GetGameTurnYear() < 1000) then Date = 1000; end if (Game.GetGameTurnYear() >= 1250) and (Game.GetGameTurnYear() < 2000) then Date = 2000; end Event_TomatekhHRDoomCult.Outcomes[1].Desc = Locale.ConvertTextKey("TXT_KEY_EVENT_TOMATEKH_HR_DOOM_CULT_OUTCOME_1_DESC", Date) return true end ) Event_TomatekhHRDoomCult.Outcomes[1].DoFunc = ( function(pPlayer) save(pPlayer, "Event_TomatekhHRDoomCult", true) JFD_SendNotification(pPlayer:GetID(), "NOTIFICATION_GENERIC", Locale.ConvertTextKey("TXT_KEY_EVENT_TOMATEKH_HR_DOOM_CULT_OUTCOME_1_NOTIFICATION"), Locale.ConvertTextKey(Event_TomatekhHRDoomCult.Name)) if (Game.GetGameTurnYear() >= 250) and (Game.GetGameTurnYear() < 1000) then save(pPlayer, "HR Millenarianism 1000", true) end if (Game.GetGameTurnYear() >= 1250) and (Game.GetGameTurnYear() < 2000) then save(pPlayer, "HR Millenarianism 2000", true) end local RandomHR = GetRandomHR(1, 2) if RandomHR == 1 then save(pPlayer, "HR Millenarianism Bad", true) elseif RandomHR == 2 then save(pPlayer, "HR Millenarianism Good", true) end local hPlayer = GetHumanPlayer(); if hPlayer ~= 0 then if hPlayer ~= pPlayer then local pTeam = pPlayer:GetTeam(); local hTeam = hPlayer:GetTeam(); if Teams[pTeam]:IsHasMet(hTeam) then Events.GameplayAlertMessage("" .. Locale.ConvertTextKey(pPlayer:GetCivilizationAdjective()) .. " citizens are convinced the world is going to end!") end end end end ) tEvents.Event_TomatekhHRDoomCult = Event_TomatekhHRDoomCult local speed = Game.GetGameSpeedType(); local MinorAnarchy = 0; local MinorGA = 0; if speed == GameInfo.GameSpeeds['GAMESPEED_QUICK'].ID then MinorAnarchy = 1; MinorGA = 3; elseif speed == GameInfo.GameSpeeds['GAMESPEED_STANDARD'].ID then MinorAnarchy = 1; MinorGA = 4; elseif speed == GameInfo.GameSpeeds['GAMESPEED_EPIC'].ID then MinorAnarchy = 1; MinorGA = 5; elseif speed == GameInfo.GameSpeeds['GAMESPEED_MARATHON'].ID then MinorAnarchy = 2; MinorGA = 8; else MinorAnarchy = 2; MinorGA = 8; end function HREndofWorld(playerID) local pPlayer = Players[playerID] if (load(pPlayer, "HR Millenarianism 1000") == true) then if (Game.GetGameTurnYear() >= 1000) then save(pPlayer, "HR Millenarianism 1000", false) if (load(pPlayer, "HR Millenarianism Bad") == true) then save(pPlayer, "HR Millenarianism Bad", false) if pPlayer:IsAnarchy() then pPlayer:ChangeAnarchyNumTurns(MinorAnarchy); else pPlayer:SetAnarchyNumTurns(MinorAnarchy); end if (pPlayer:IsHuman()) and (playerID == Game.GetActivePlayer()) then Events.GameplayAlertMessage("[COLOR_NEGATIVE_TEXT]An unprecedented solar eclipse has incited your citizens to riot in the streets![ENDCOLOR]"); end end if (load(pPlayer, "HR Millenarianism Good") == true) then save(pPlayer, "HR Millenarianism Good", false) local gAge = pPlayer:GetNumGoldenAges() pPlayer:ChangeGoldenAgeTurns(MinorGA) pPlayer:SetNumGoldenAges(gAge) if (pPlayer:IsHuman()) and (playerID == Game.GetActivePlayer()) then Events.GameplayAlertMessage("[COLOR_POSITIVE_TEXT]Looks like the world didn't end after all...[ENDCOLOR]"); end end end end if (load(pPlayer, "HR Millenarianism 2000") == true) then if (Game.GetGameTurnYear() >= 2000) then save(pPlayer, "HR Millenarianism 1000", false) if (load(pPlayer, "HR Millenarianism Bad") == true) then save(pPlayer, "HR Millenarianism Bad", false) if pPlayer:IsAnarchy() then pPlayer:ChangeAnarchyNumTurns(MinorAnarchy); else pPlayer:SetAnarchyNumTurns(MinorAnarchy); end if (pPlayer:IsHuman()) and (playerID == Game.GetActivePlayer()) then Events.GameplayAlertMessage("[COLOR_NEGATIVE_TEXT]Y2K will kill us all![ENDCOLOR]"); end end if (load(pPlayer, "HR Millenarianism Good") == true) then save(pPlayer, "HR Millenarianism Good", false) local gAge = pPlayer:GetNumGoldenAges() pPlayer:ChangeGoldenAgeTurns(MinorGA) pPlayer:SetNumGoldenAges(gAge) if (pPlayer:IsHuman()) and (playerID == Game.GetActivePlayer()) then Events.GameplayAlertMessage("[COLOR_POSITIVE_TEXT]Looks like the world didn't end after all...[ENDCOLOR]"); end end end end end GameEvents.PlayerDoTurn.Add(HREndofWorld)
-- QWERTYSHR local assert = require "lib.assert" local inspect = require "lib.inspect" local layout = require "lib.layout" local shr = require "layouts.jp109.SHR" return layout.new { name = "QWERTYSHR", build = function (model, keytable, options) local K = model:map_to_key() local C = model:map_to_char() local left_thumb_key_list = keytable:map(options.left_thumb_key or "Space") local left_thumb_key_role = options.left_thumb_key_role or KeyRole.TRIGGER local left_thumb_command = model:map_to_key(options.left_thumb_command or {"Space"}) local right_thumb_key_list = keytable:map(options.right_thumb_key or "Convert") local right_thumb_key_role = options.right_thumb_key_role or KeyRole.TRIGGER local right_thumb_command = model:map_to_key(options.right_thumb_command or {"Convert"}) local left_left_thumb_key_list = keytable:map(options.left_left_thumb_key or "NonConvert") local left_left_thumb_key_role = options.left_left_thumb_key_role or KeyRole.TRIGGER local left_left_thumb_command = model:map_to_key(options.left_left_thumb_command or {"NonConvert"}) local right_right_thumb_key_list = keytable:map(options.right_right_thumb_key or "KatakanaHiragana") local right_right_thumb_key_role = options.right_right_thumb_key_role or KeyRole.TRIGGER local right_right_thumb_command = model:map_to_key(options.right_right_thumb_command or {"KatakanaHiragana"}) local alphanumeric_commands = model:map_to_keys(shr.QWERTY_COMMANDS) local alphanumeric_shift_commands = model:map_to_keys(shr.QWERTY_SHIFT_COMMANDS) local qwerty_alphanumeric_commands = model:map_to_keys { {"1"}, {"2"}, {"3"}, {"4"}, {"5"}, {"6"}, {"7"}, {"8"}, {"9"}, {"0"}, {"-"}, {"^"}, {"\\|"}, {"q"}, {"w"}, {"e"}, {"r"}, {"t"}, {"y"}, {"u"}, {"i"}, {"o"}, {"p"}, {"@"}, {"["}, {"a"}, {"s"}, {"d"}, {"f"}, {"g"}, {"h"}, {"j"}, {"k"}, {"l"}, {";"}, {":"}, {"]"}, {"z"}, {"x"}, {"c"}, {"v"}, {"b"}, {"n"}, {"m"}, {","}, {"."}, {"/"}, {"\\_"}, } local qwerty_alphanumeric_shift_commands = model:map_to_keys { {"!"}, {"\""}, {"#"}, {"$"}, {"%"}, {"&"}, {"'"}, {"("}, {")"}, {"Shift+0"}, {"="}, {"~"}, {"|"}, {"Q"}, {"W"}, {"E"}, {"R"}, {"T"}, {"Y"}, {"U"}, {"I"}, {"O"}, {"P"}, {"`"}, {"{"}, {"A"}, {"S"}, {"D"}, {"F"}, {"G"}, {"H"}, {"J"}, {"K"}, {"L"}, {"+"}, {"*"}, {"}"}, {"Z"}, {"X"}, {"C"}, {"V"}, {"B"}, {"N"}, {"M"}, {"<"}, {">"}, {"?"}, {"_"}, } local left_thumb_commands = model:map_to_keys(shr.LEFT_THUMB_COMMANDS) local right_thumb_commands = model:map_to_keys(shr.RIGHT_THUMB_COMMANDS) local cao_alphanumeric_commands = nil local cao_alphanumeric_shift_commands = nil if options.cao_type == "QWERTY" then cao_alphanumeric_commands = qwerty_alphanumeric_commands cao_alphanumeric_shift_commands = qwerty_alphanumeric_shift_commands else cao_alphanumeric_commands = qwerty_alphanumeric_commands cao_alphanumeric_shift_commands = qwerty_alphanumeric_shift_commands end return { simul_key_flows { key_lists = keytable.alphanumeric_key_lists, }, simul_key_flows { key_lists = { left_thumb_key_list, right_thumb_key_list, } }, immediate_key_flows { key_lists = { left_left_thumb_key_list, right_right_thumb_key_list, } }, immediate_key_flows { key_lists = keytable.non_alphanumeric_key_lists, }, immediate_key_flows { key_lists = keytable.modifier_key_lists, }, simple_mappings { trigger_key_lists = keytable.alphanumeric_key_lists, modifier_key_lists = keytable.modifier_key_lists, commands = alphanumeric_commands, shift_commands = alphanumeric_shift_commands, }, extended_mappings { trigger_key_lists = keytable.alphanumeric_key_lists, shift_key_list = {left_thumb_key_list, left_thumb_key_role}, commands = left_thumb_commands, }, extended_mappings { trigger_key_lists = keytable.alphanumeric_key_lists, shift_key_list = {right_thumb_key_list, right_thumb_key_role}, commands = right_thumb_commands, }, simple_mappings { trigger_key_lists = {left_thumb_key_list, right_thumb_key_list, left_left_thumb_key_list, right_right_thumb_key_list}, modifier_key_lists = keytable.modifier_key_lists, commands = {left_thumb_command, right_thumb_command, left_left_thumb_command, right_right_thumb_command}, }, simple_mappings { trigger_key_lists = keytable.non_alphanumeric_key_lists, modifier_key_lists = keytable.modifier_key_lists, commands = model.non_alphanumeric_commands, }, modifiers_mappings { modifier_key_lists = keytable.modifier_key_lists, }, } end }
RegisterClientScript() local vec2meta = RegisterMetatable("vec2") vec2meta.__index = vec2meta function vec2meta:Distance(vec) return (self - vec):Length() end function vec2meta:DistanceTest(vec, distance) return self:SquaredDistance(vec) < distance*distance end function vec2meta:GetNormalized() local length = self:Length() local normal = Vec2(self.x / length, self.y / length) return normal, length end function vec2meta:Length() return math.sqrt(self:SquaredLength()) end function vec2meta:Normalize() local length = self:Length() self.x = self.x / length self.y = self.y / length return length end function vec2meta:SquaredLength() return self.x * self.x + self.y * self.y end function vec2meta:SquaredDistance(vec) return (self - vec):SquaredLength() end function vec2meta:__add(other) if (getmetatable(other) == vec2meta) then return Vec2(self.x + other.x, self.y + other.y) else error("Must be a vector2") end end function vec2meta.__mul(lhs, rhs) if (getmetatable(lhs) == vec2meta) then if (getmetatable(rhs) == vec2meta) then return Vec2(lhs.x * rhs.x, lhs.y * rhs.y) elseif (type(rhs) == "number") then return Vec2(lhs.x * rhs, lhs.y * rhs) end elseif (type(lhs) == "number") then assert(getmetatable(rhs) == vec2meta) return Vec2(lhs * rhs.x, lhs * rhs.y) else error("Factors must be a vector2 or a number") end end function vec2meta.__div(lhs, rhs) if (getmetatable(lhs) == vec2meta) then if (getmetatable(rhs) == vec2meta) then return Vec2(lhs.x / rhs.x, lhs.y / rhs.y) elseif (type(rhs) == "number") then return Vec2(lhs.x / rhs, lhs.y / rhs) end elseif (type(lhs) == "number") then assert(getmetatable(rhs) == vec2meta) return Vec2(lhs / rhs.x, lhs / rhs.y) else error("Divider must be a vector2 or a number") end end function vec2meta:__sub(other) if (getmetatable(other) == vec2meta) then return Vec2(self.x - other.x, self.y - other.y) else error("Must be a vector") end end function vec2meta:__unm() return Vec2(-self.x, -self.y) end function vec2meta:__tostring() return "vec2(" .. tostring(self.x) .. ", " .. tostring(self.y) .. ")" end function Vec2(x, y) local vec2 = {x = x or 0, y = y or 0} return setmetatable(vec2, vec2meta) end
pg = pg or {} pg.equip_data_by_quality = { { gear_score_addition = 5, equip_quality = 1, gear_score = 30, destory_resource_ratio = 1 }, { gear_score_addition = 8, equip_quality = 2, gear_score = 50, destory_resource_ratio = 2 }, { gear_score_addition = 10, equip_quality = 3, gear_score = 80, destory_resource_ratio = 3 }, { gear_score_addition = 12, equip_quality = 4, gear_score = 120, destory_resource_ratio = 4 }, { gear_score_addition = 15, equip_quality = 5, gear_score = 180, destory_resource_ratio = 5 }, { gear_score_addition = 20, equip_quality = 6, gear_score = 300, destory_resource_ratio = 6 }, all = { 1, 2, 3, 4, 5, 6 } } return
-------------------------------- -- @module ClippingNode -- @extend Node -- @parent_module cc -------------------------------- -- Inverted. If this is set to true,<br> -- the stencil is inverted, so the content is drawn where the stencil is NOT drawn.<br> -- This default to false. -- @function [parent=#ClippingNode] isInverted -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- -- @function [parent=#ClippingNode] setInverted -- @param self -- @param #bool inverted -------------------------------- -- -- @function [parent=#ClippingNode] setStencil -- @param self -- @param #cc.Node stencil -------------------------------- -- The alpha threshold.<br> -- The content is drawn only where the stencil have pixel with alpha greater than the alphaThreshold.<br> -- Should be a float between 0 and 1.<br> -- This default to 1 (so alpha test is disabled). -- @function [parent=#ClippingNode] getAlphaThreshold -- @param self -- @return float#float ret (return value: float) -------------------------------- -- The Node to use as a stencil to do the clipping.<br> -- The stencil node will be retained.<br> -- This default to nil. -- @function [parent=#ClippingNode] getStencil -- @param self -- @return Node#Node ret (return value: cc.Node) -------------------------------- -- -- @function [parent=#ClippingNode] setAlphaThreshold -- @param self -- @param #float alphaThreshold -------------------------------- -- @overload self, cc.Node -- @overload self -- @function [parent=#ClippingNode] create -- @param self -- @param #cc.Node stencil -- @return ClippingNode#ClippingNode ret (retunr value: cc.ClippingNode) -------------------------------- -- -- @function [parent=#ClippingNode] visit -- @param self -- @param #cc.Renderer renderer -- @param #mat4_table parentTransform -- @param #unsigned int parentFlags return nil
local UpvalueHacker = require("tools/upvaluehacker") local AddPrefabPostInit = AddPrefabPostInit GLOBAL.setfenv(1, GLOBAL) AddPrefabPostInit("pigking", function(inst) if not TheWorld.ismastersim then return end inst:DoTaskInTime(0, function(inst) -- Compatible with Mio the Nightmare Eater local on_trade_for_gold = UpvalueHacker.GetUpvalue(inst.components.trader.onaccept, "ontradeforgold") local function on_accept_fn(inst, item, giver) local is_special_event_active = IsSpecialEventActive IsSpecialEventActive = function(event) if event == SPECIAL_EVENTS.HALLOWED_NIGHTS then return false end return is_special_event_active(event) end on_trade_for_gold(inst, item, giver) IsSpecialEventActive = is_special_event_active end UpvalueHacker.SetUpvalue(inst.components.trader.onaccept, "ontradeforgold", on_accept_fn) end) end)
function widget:GetInfo() return { name = "CaretakerRefresher", desc = "Refreshes caretaker jobs prioritizing repair and reclaim. Version v0.3", author = "zenfur, terve886", date = "2019", license = "MIT", layer = 11, enabled = true } end options_path = 'Settings/Unit Behaviour/Refresher AI' options_order = { 'updateRate', 'orderOverride', } options = { updateRate = { name = 'Refresh rate (higher numbers are faster but more CPU intensive):', type = 'number', min = 10, max = 600, step = 10, value = 200, }, orderOverride = { name = 'Manual order expire time', type = 'number', min = 300, max = 30*180, step = 300, value = 30*60 }, } local sqrt = math.sqrt local UPDATE_FRAME=options.updateRate.value local UnitRegister = {} local GetUnitMaxRange = Spring.GetUnitMaxRange local GetUnitPosition = Spring.GetUnitPosition local GetMyAllyTeamID = Spring.GetMyAllyTeamID local GetUnitTeam = Spring.GetUnitTeam local GiveOrderToUnit = Spring.GiveOrderToUnit local GetGroundHeight = Spring.GetGroundHeight local GetUnitsInSphere = Spring.GetUnitsInSphere local GetUnitsInCylinder = Spring.GetUnitsInCylinder local GetUnitAllyTeam = Spring.GetUnitAllyTeam local GetUnitTeam = Spring.GetUnitTeam local GetUnitNearestEnemy = Spring.GetUnitNearestEnemy local GetUnitIsDead = Spring.GetUnitIsDead local GetMyTeamID = Spring.GetMyTeamID local GetUnitDefID = Spring.GetUnitDefID local GetTeamUnits = Spring.GetTeamUnits local GetUnitArmored = Spring.GetUnitArmored local GetUnitStates = Spring.GetUnitStates local IsUnitSelected = Spring.IsUnitSelected local GetFeatureHealth = Spring.GetFeatureHealth --[[ ( number featureID ) -> nil | number health, number maxHealth, number resurrectProgress --]] local GetUnitHealth = Spring.GetUnitHealth --[[ ( number unitID ) -> nil | number health, number maxHealth, number paralyzeDamage, number captureProgress, number buildProgress --]] local GetFeaturesInCylinder = Spring.GetFeaturesInCylinder --[[ ( number x, number z, number radius ) -> featureTable = { [1] = number featureID, etc... } --]] local GetFeatureResources = Spring.GetFeatureResources --[[ ( number featureID ) -> nil | number RemainingMetal, number maxMetal, number RemainingEnergy, number maxEnergy, number reclaimLeft, number reclaimTime --]] local GetFeaturePosition = Spring.GetFeaturePosition --[[ ( number featureID, [, boolean midPos [, boolean aimPos ] ] ) -> nil | number bpx, number bpy, number bpz [, number mpx, number mpy, number mpz [, number apx, number apy, number apz ]] --]] local Echo = Spring.Echo local target_name = "staticcon" local caretakerUnitDefID = UnitDefNames["staticcon"].id local GetSpecState = Spring.GetSpectatingState local CMD_STOP = CMD.STOP local CMD_ATTACK = CMD.ATTACK local CMD_PATROL = CMD.PATROL local CMD_RECLAIM = CMD.RECLAIM local CMD_REPAIR = CMD.REPAIR local originX = 0.0 local originZ = 0.0 ------------------------------------------------------------------------------ --[[ To use in future: CommandNotifyTF() ZK-Specific: Captures terraform commands from gui_lasso_terraform widget. CommandNotifyRaiseAndBuild() ZK-Specific: Captures raise-and-build commands from gui_lasso_terraform widget. widget:CommandNotify() This captures all the build-related commands from units in our group, and adds them to the global queue. TODOs: #2 Every options.updateRate + some random refresh said caretaker job #3 Count caretakers, Count income, count storage ]]-- local JOB_SABOTAGE = 0 local JOB_REPAIR = 1 local JOB_RECLAIM = 2 local JOB_BUILD = 3 local JOB_OVERRIDE = 4 local JOB_GUARD = 5 local JOB_IDLE = 999 local CaretakerController = { unitID, pos, allyTeamID = GetMyAllyTeamID(), selfTeamID = GetMyTeamID(), range, jobs, currentJob, last_job_id, jobTargetID, dontManageUntil = 0, new = function(self, unitID) --Echo("CaretakerController added:" .. unitID) self = deepcopy(self) self.unitID = unitID DefID = GetUnitDefID(unitID) self.range = UnitDefs[DefID].buildDistance - 25 self.pos = {GetUnitPosition(self.unitID)} self.jobs = {} self.currentJob = JOB_IDLE self.last_job_id = -1 return self end, unset = function(self) --Echo("CaretakerController removed:" .. self.unitID) GiveOrderToUnit(self.unitID,CMD_STOP, {}, {""},1) return nil end, setForceTarget = function(self, param) self.forceTarget = param[1] end, findJobs = function(self) self.jobTargetID = nil --Echo("Searching jobs...") units = GetUnitsInCylinder(self.pos[1], self.pos[3], self.range) wrecks = GetFeaturesInCylinder(self.pos[1], self.pos[3], self.range) reclaim_job = false sabotage_job = false repair_job = false build_job = false -- find ally build jobs in the area -- is nanoframe -- find reclaim jobs in the area -- find enemy build jobs in the area -- is enemy -- is nanoframe -- find ally repair jobs in the area max_dist = 0.0 total_metal = 0.0 for index, w in ipairs(wrecks) do if w and GetFeatureHealth(w) then metal = select(1, GetFeatureResources(w)) resurrect_progress = select(3, GetFeatureHealth(w)) xx, yy, zz = GetFeaturePosition(w) dist = (xx-originX)*(xx-originX) + (zz-originZ)*(zz-originZ) if metal > 0 and resurrect_progress == 0 then total_metal = total_metal + metal if dist > max_dist then reclaim_job = w max_dist = dist end end end end for index, unit in ipairs(units) do unitAlliance = GetUnitAllyTeam(unit) hp, mxhp, _, _, bp = GetUnitHealth(unit) -- Echo("Unit alliance " .. unitAlliance .. " " .. self.allyTeamID) if unitAlliance ~= self.allyTeamID then if bp and bp < 1.0 then sabotage_job = unit end else if bp and bp < 1.0 then if GetUnitStates(self.unitID).movestate > 1 -- if set to ROAM accept ally buildorders or self.selfTeamID == GetUnitTeam(unit) then build_job = unit end elseif hp < mxhp then repair_job = unit end end end --Echo("Found jobs for " .. self.unitID) if reclaim_job then --Echo("Reclaim job found ".. reclaim_job) end if sabotage_job then --Echo("Sabotage job found " .. sabotage_job) end if repair_job then --Echo("Repair job found " .. repair_job) end if build_job then --Echo("Building job found " .. build_job) end return {repair = repair_job, sabotage = sabotage_job, reclaim = reclaim_job, build = build_job} end, handle=function(self) Echo(self.currentJob) if (GetUnitStates(self.unitID).movestate > 0) then --[[ manage todo: if guarding check if guard target is in range if repairing check if repair target is in range --]]if (self.currentJob == JOB_OVERRIDE and self.jobTargetID)then targetPositionX, targetPositionY, targetPositionZ = GetUnitPosition(self.jobTargetID) if(distance(self.pos[1],self.pos[3],targetPositionX,targetPositionZ)>self.range)then self.currentJob = JOB_IDLE end end --Echo("Current job " .. self.currentJob) if self.currentJob ~= JOB_OVERRIDE then -- and not IsUnitSelected(self.unitID) jobs = self:findJobs() -- active job hunting -- job selection if jobs["sabotage"] then --Echo("Selecting sabotage job") if self.last_job_id ~= jobs["sabotage"] then GiveOrderToUnit(self.unitID, CMD_RECLAIM, {jobs["sabotage"]}, {""}, 1) self.currentJob = JOB_SABOTAGE self.last_job_id = jobs["sabotage"] end elseif jobs["repair"] then --Echo("Selecting repair job") if self.last_job_id ~= jobs["repair"] then GiveOrderToUnit(self.unitID, CMD_REPAIR, {jobs["repair"]}, {""}, 1) self.currentJob = JOB_REPAIR self.last_job_id = jobs["repair"] end elseif jobs["reclaim"] then --Echo("Selecting reclaim job") if self.last_job_id ~= jobs["reclaim"] then --Echo("Last reclaim job id: " .. self.last_job_id) GiveOrderToUnit(self.unitID, CMD_RECLAIM, {Game.maxUnits + jobs["reclaim"]}, {""}, 1)--{self.pos[1], self.pos[2], self.pos[3], self.range}, {""}, 1) self.currentJob = JOB_RECLAIM self.last_job_id = jobs["reclaim"] end elseif jobs["build"] then --Echo("Selecting build job") if self.last_job_id ~= jobs["build"] then GiveOrderToUnit(self.unitID, CMD_REPAIR, {jobs["build"]}, {""}, 1) self.currentJob = JOB_BUILD self.last_job_id = jobs["build"] end end end end end } function distance ( x1, y1, x2, y2 ) local dx = (x1 - x2) local dy = (y1 - y2) return sqrt ( dx * dx + dy * dy ) end function widget:CommandNotify(cmdID, params, options) if selectedCaretakers ~= nil then if (cmdID == CMD_STOP) then for i=1, #selectedCaretakers do UnitRegister[selectedCaretakers[i]].currentJob = JOB_IDLE UnitRegister[selectedCaretakers[i]].last_job_id = -1 end else for i=1, #selectedCaretakers do UnitRegister[selectedCaretakers[i]].currentJob = JOB_OVERRIDE if #params==1 then UnitRegister[selectedCaretakers[i]].jobTargetID = params[1] else UnitRegister[selectedCaretakers[i]].jobTargetID = nil end UnitRegister[selectedCaretakers[i]].last_job_id = -1 end end end end function widget:SelectionChanged(selectedUnits) selectedCaretakers = filterCaretakers(selectedUnits) end function filterCaretakers(units) local filtered = {} local n = 0 for i = 1, #units do local unitID = units[i] if (caretakerUnitDefID == GetUnitDefID(unitID)) then n = n + 1 filtered[n] = unitID end end if n == 0 then return nil else return filtered end end function widget:UnitCmdDone(unitID, unitDefID, unitTeam, cmdID, cmdParams, cmdOpts, cmdTag) if not (UnitRegister[unitID] == nil) then UnitRegister[unitID].currentJob = JOB_IDLE UnitRegister[unitID].last_job_id = -1 UnitRegister[unitID]:handle() end end function widget:UnitFinished(unitID, unitDefID, unitTeam) if (string.match(UnitDefs[unitDefID].name, "dyn")) and (unitTeam==GetMyTeamID()) then originX, _, originZ = GetUnitPosition(unitID) Echo("Commander found, initializing X, Y, Z as " .. originX .. " " .. _ .. " " .. originZ) end end function widget:UnitCreated(unitID, unitDefID, unitTeam) if (UnitDefs[unitDefID].name==target_name) and (unitTeam==GetMyTeamID()) then UnitRegister[unitID] = CaretakerController:new(unitID); end end -- removing transferred units function widget:UnitTaken(unitID, unitDefID, unitTeam, newTeam) if not (UnitRegister[unitID]==nil) and unitID == GetMyTeamID() then UnitRegister[unitID]=UnitRegister[unitID]:unset(); end end -- accepting transferred units - add them to register function widget:UnitGiven(unitID, unitDefID, newTeam, unitTeam) if (UnitDefs[unitDefID].name==target_name) and (unitTeam==GetMyTeamID()) then UnitRegister[unitID] = CaretakerController:new(unitID); end end function widget:UnitDestroyed(unitID) if not (UnitRegister[unitID]==nil) then UnitRegister[unitID]=UnitRegister[unitID]:unset(); end end function widget:GameFrame(n) if (n%options.updateRate.value==0) then for _, TargetUnit in pairs(UnitRegister) do TargetUnit:handle() -- todo: switch to scheduled management model using value below TargetUnit.dontManageUntil = TargetUnit.dontManageUntil + options.updateRate.value + n%4 end end end function widget:Initialize() -- disable if spectating or resigned widget:PlayerChanged() local units = GetTeamUnits(Spring.GetMyTeamID()) for i=1, #units do DefID = GetUnitDefID(units[i]) if (UnitDefs[DefID].name==target_name) then if (UnitRegister[units[i]]==nil) then UnitRegister[units[i]]=CaretakerController:new(units[i]) end end end end function deepcopy(orig) local orig_type = type(orig) local copy if orig_type == 'table' then copy = {} for orig_key, orig_value in next, orig, nil do copy[deepcopy(orig_key)] = deepcopy(orig_value) end setmetatable(copy, deepcopy(getmetatable(orig))) else copy = orig end return copy end -- The rest of the code is there to disable the widget for spectators function widget:PlayerChanged(playerID) if GetSpecState() then Echo( widget:GetInfo().name .. ": Spectator mode. Widget removed." ) widgetHandler:RemoveWidget(widget) return end end
-- List of locks LOCKS_ARRAY = { "NONE", "PIGGIFTS", "TREES", "SPIDERDENS", "ROCKS", "FARM", "MEAT", "BEEHIVE", "KILLERBEES", "PIGKING", "MONSTERS_DEFEATED", "HARD_MONSTERS_DEFEATED", "SPIDERS_DEFEATED", "BASIC_COMBAT", "ADVANCED_COMBAT", "ONLYTIER1", "TIER1", "TIER2", "TIER3", "TIER4", "TIER5", "LIGHT", "FUNGUS", "CAVE", "LABYRINTH", "WILDS", "RUINS", "SACRED", --"ADVANCED_COMBAT", } LOCKS = {} for i,v in ipairs(LOCKS_ARRAY) do assert(LOCKS[v] == nil, "Lock "..v.." is defined twice!") LOCKS[v] = i end -- List of keys KEYS_ARRAY = { "NONE", "PICKAXE", "AXE", "GRASS", "STONE", "WOOD", "MEAT", "PIGS", "FIRE", "POOP", "WOOL", "FARM", "HONEY", "GOLD", "BEEHAT", "TRINKETS", "HARD_WALRUS", "HARD_SPIDERS", "HARD_HOUNDS", "HARD_MERMS", "HARD_TENTACLES", "WALRUS", "SPIDERS", "HOUNDS", "MERMS", "GEARS", "CHESSMEN", "TENTACLES", "TIER1", "TIER2", "TIER3", "TIER4", "TIER5", "TIER6", "LIGHT", "FUNGUS", "CAVE", "LABYRINTH", "WILDS", "RUINS", "SACRED", } KEYS = {} for i,v in ipairs(KEYS_ARRAY) do assert(KEYS[v] == nil, "Key "..v.." is defined twice!") KEYS[v] = i end -- Locks are unlocked if ANY key is provided. -- However, ALL locks must be opened for a task to be unlocked. LOCKS_KEYS = { [LOCKS.NONE] = {}, [LOCKS.HARD_MONSTERS_DEFEATED] = { KEYS.HARD_WALRUS, KEYS.HARD_SPIDERS, KEYS.HARD_HOUNDS, KEYS.HARD_MERMS, KEYS.HARD_TENTACLES, KEYS.CHESSMEN, }, [LOCKS.MONSTERS_DEFEATED] = { KEYS.WALRUS, KEYS.SPIDERS, KEYS.HOUNDS, KEYS.MERMS, KEYS.TENTACLES, KEYS.CHESSMEN, }, [LOCKS.SPIDERS_DEFEATED] = { KEYS.SPIDERS, }, [LOCKS.BASIC_COMBAT] = { KEYS.AXE, KEYS.PIGS, }, [LOCKS.ADVANCED_COMBAT] = { KEYS.GOLD, KEYS.HONEY, }, [LOCKS.ROCKS] = { KEYS.PICKAXE }, [LOCKS.PIGGIFTS] = { KEYS.MEAT, KEYS.AXE, KEYS.PICKAXE, }, [LOCKS.TREES] = { KEYS.AXE, KEYS.FIRE, }, [LOCKS.SPIDERDENS] = { KEYS.PIGS, KEYS.FIRE, KEYS.AXE, KEYS.PICKAXE, KEYS.HONEY, }, [LOCKS.BEEHIVE] = { KEYS.AXE, }, [LOCKS.FARM] = { KEYS.POOP, }, [LOCKS.MEAT] = { KEYS.SPIDERS, KEYS.PIGS, KEYS.FARM, }, [LOCKS.KILLERBEES] = { KEYS.BEEHAT, }, [LOCKS.PIGKING] = { KEYS.TRINKETS, }, [LOCKS.TREES] = { KEYS.AXE, KEYS.PIGS, }, [LOCKS.ONLYTIER1] = { KEYS.TIER1, }, [LOCKS.TIER1] = { KEYS.TIER1, KEYS.TIER2, }, [LOCKS.TIER2] = { KEYS.TIER2, KEYS.TIER3, }, [LOCKS.TIER3] = { KEYS.TIER3, KEYS.TIER4, }, [LOCKS.TIER4] = { KEYS.TIER4, KEYS.TIER5, }, [LOCKS.TIER5] = { KEYS.TIER5, KEYS.TIER6, }, [LOCKS.LIGHT] = { KEYS.LIGHT, }, [LOCKS.CAVE] = { KEYS.CAVE, }, [LOCKS.FUNGUS] = { KEYS.FUNGUS, }, [LOCKS.LABYRINTH] = { KEYS.LABYRINTH, }, [LOCKS.WILDS] = { KEYS.WILDS, }, [LOCKS.RUINS] = { KEYS.RUINS }, [LOCKS.SACRED] = { KEYS.SACRED } } for lock,keyset in pairs(LOCKS_KEYS) do assert(lock ~= nil and lock == LOCKS[LOCKS_ARRAY[lock]], "A lock in the lock_keys is misnamed!") local count = 0 for i,key in pairs(keyset) do assert(key ~= nil and key == KEYS[KEYS_ARRAY[key]], "A key in lock "..LOCKS_ARRAY[lock].." is misnamed!") count = count + 1 end assert(#keyset == count, "There appears to be an incorrectly named key in locks_keys: "..LOCKS_ARRAY[lock]) -- NOTE: This wil **NOT** catch it if the typo is in the last key in the list. ... But it's better than nothing... end --print("LOCKS") --dumptable(LOCKS,1) --print("KEYS") --dumptable(KEYS,1) --print("LOCKS_KEYS") --dumptable(LOCKS_KEYS,1,1)
local dropList = {} RegisterNetEvent("b03461cc:pd-inventory:remove") AddEventHandler("b03461cc:pd-inventory:remove",function(zone, id) if dropList[zone][tostring(id)] then dropList[zone][tostring(id)] = nil end end) RegisterNetEvent("b03461cc:pd-inventory:createForAll") AddEventHandler("b03461cc:pd-inventory:createForAll",function(id,zone,marker) if not dropList[zone] then dropList[zone] = {} end dropList[zone][tostring(id)] = marker end) local cooldown = false Citizen.CreateThread(function() while true do idle = 500 if dropList[gridZone] then idle = 1 for k,v in pairs(dropList[gridZone]) do local x,y,z = table.unpack(GetEntityCoords(PlayerPedId())) local _,cdz = GetGroundZFor_3dCoord(v.x,v.y,v.z) if GetDistanceBetweenCoords(v.x,v.y,cdz,x,y,z,true) <= 3.5 then DrawMarker(20,v.x,v.y,cdz+0.15,0,0,0,0,180.0,130.0,0.25,0.5,0.25,255,255,255,200,0,0,0,0) end end end Citizen.Wait(idle) end end) ------------------------------------------------------------------------------------------------------------------------------------------------------ -- Drop Callbacks ------------------------------------------------------------------------------------------------------------------------------------------------------ RegisterNUICallback("DropItem", function(data, cb) if IsPedSittingInAnyVehicle(PlayerPedId()) then return end if type(data.number) == "number" and math.floor(data.number) == data.number then TriggerServerEvent("b03461cc:pd-inventory:dropItem", GetEntityCoords(PlayerPedId()), gridZone, data.data.item, data.number) end Wait(300) updateInventory() updateDrop() end) RegisterNUICallback("PickupItem", function(data, cb) if type(data.number) == "number" and math.floor(data.number) == data.number then TriggerServerEvent("b03461cc:pd-inventory:pickupItem", GetEntityCoords(PlayerPedId()), gridZone, data.data.item, data.number) end Wait(300) updateInventory() updateDrop() end)
-- Tests that work in E3. With game config of E3. -- Tests are under scripts/test/e3 and all files must be in scripts/test/e3/init.lua path = 'scripts' if config.install then path = config.install .. '/' .. path package.path = package.path .. ';' .. config.install .. '/lunit/?.lua' --needed to find lunit if not run form eressea root. Needs right [lua] install setting in eressea.ini (point to eressea root from the start folder) end package.path = package.path .. ';' .. path .. '/?.lua;' .. path .. '/?/init.lua' config.rules = 'e4' require 'eressea' require 'eressea.path' require 'eressea.xmlconf' require 'tests.e3' require 'lunit' eressea.settings.set("rules.alliances", "0") rules = require('eressea.' .. config.rules) result = lunit.main() return result.errors + result.failed
--*********************************************************** --** THE INDIE STONE ** --** Author: turbotutone ** --*********************************************************** require "DebugUIs/DebugMenu/Base/ISDebugSubPanelBase"; ---@class ISStatsAndBody : ISDebugSubPanelBase ISStatsAndBody = ISDebugSubPanelBase:derive("ISStatsAndBody"); function ISStatsAndBody:initialise() ISPanel.initialise(self); end function ISStatsAndBody:createChildren() ISPanel.createChildren(self); local x,y,w, obj = 10,10,self.width-30; self:initHorzBars(x,w); y, obj = ISDebugUtils.addLabel(self,"float_title",x+(w/2),y,"Player Stats and Body", UIFont.Medium); obj.center = true; y, obj = ISDebugUtils.addLabel(self,"float_title",x+(w/2),y,"(morale can only be adjusted when stress > 0)", UIFont.Small); obj.center = true; y, obj = ISDebugUtils.addLabel(self,"float_title",x+(w/2),y,"(pain and sickness cannot be adjusted manually)", UIFont.Small); obj.center = true; y = ISDebugUtils.addHorzBar(self,y+5)+5; local player = getPlayer(); local stats = player:getStats(); local body = player:getBodyDamage(); self.sliderOptions = {}; self.boolOptions = {}; self:addSliderOption(stats,"Hunger", 0, 1); self:addSliderOption(stats,"Thirst", 0, 1); self:addSliderOption(stats,"Fatigue", 0, 1); self:addSliderOption(stats,"Endurance", 0, 1); local op = self:addSliderOption(stats,"Fitness", 0, 2); -- -1 to 1, use applymod due to slider op.applyMod = 1; self:addSliderOption(stats,"Drunkenness", 0, 100, 1); self:addSliderOption(stats,"Anger", 0, 1); --self:addSliderOption(stats,"Boredom", 0, 1); self:addSliderOption(stats,"Fear", 0, 1); self:addSliderOption(stats,"Pain", 0, 100, 1); self:addSliderOption(stats,"Panic", 0, 100, 1); self:addSliderOption(stats,"Morale", 0, 1); self:addSliderOption(stats,"Stress", 0, 1); self:addSliderOption(stats,"StressFromCigarettes", 0, stats:getMaxStressFromCigarettes()); self:addSliderOption(player,"TimeSinceLastSmoke", 0, 10); self:addSliderOption(body,"BoredomLevel", 0, 100, 1); self:addSliderOption(body,"UnhappynessLevel", 0, 100, 1); self:addSliderOption(stats,"Sanity", 0, 1); self:addSliderOption(body,"Wetness", 0, 100, 1); self:addSliderOption(body,"Temperature", 20, 40, 0.1); op = self:addSliderOption(body,"ColdDamageStage", 0, 1); op.title = "ColdDamageStage (hypo 4)"; self:addSliderOption(body,"OverallBodyHealth", 0, 100, 1); op = self:addSliderOption(body,"ColdStrength", 0, 100, 1); op.title = "CatchAColdStrength"; self:addSliderOption(stats,"Sickness", 0, 1); self:addSliderOption(body,"InfectionLevel", 0, 100, 1); self:addSliderOption(body,"FakeInfectionLevel", 0, 100, 1); self:addSliderOption(body,"FoodSicknessLevel", 0, 100, 1); self:addBoolOption(body,"IsInfected", "IsInfected", "setInfected"); self:addBoolOption(body,"IsFakeInfected", "IsFakeInfected", "setIsFakeInfected"); self:addBoolOption(body,"IsOnFire", "IsOnFire", "setIsOnFire"); self:addBoolOption(player,"Ghost", "isGhostMode", "setGhostMode"); self:addBoolOption(player,"God Mod", "isGodMod", "setGodMod"); self:addBoolOption(player,"Invisible", "isInvisible", "setInvisible"); --self:addBoolOption(body,"HasACold", "isHasACold", "setHasACold"); local barMod = 3; local y2, label, value, slider; for k,v in ipairs(self.sliderOptions) do y2,label = ISDebugUtils.addLabel(self,v,x,y,v.title or v.var, UIFont.Small); y2,value = ISDebugUtils.addLabel(self,v,x+(w/2)-20,y,"0", UIFont.Small, false); y,slider = ISDebugUtils.addSlider(self,v,x+(w/2),y,w/2, 18, ISStatsAndBody.onSliderChange); slider.valueLabel = value; v.label = label; v.labelValue = value; v.slider = slider; --slider:setCurrentValue(v.java[v.get](v.java[v.get])); slider:setValues(v.min, v.max, v.step, v.step, true); local val = v.java[v.get](v.java) + v.applyMod; --print(v.var.." = "..tostring(val)) slider:setCurrentValue(val); y = ISDebugUtils.addHorzBar(self,y+barMod)+barMod; end local tickbox; for k,v in ipairs(self.boolOptions) do y2,label = ISDebugUtils.addLabel(self,v,x,y,v.var, UIFont.Small); local tickOptions = {}; table.insert(tickOptions, { text = "Enabled", ticked = false }); y,tickbox = ISDebugUtils.addTickBox(self,v,x+(w/2),y,w/2,ISDebugUtils.FONT_HGT_SMALL,v.var,tickOptions,ISStatsAndBody.onTicked); v.label = label; v.tickbox = tickbox; y = ISDebugUtils.addHorzBar(self,y+barMod)+barMod; end self:setScrollHeight(y+10); end function ISStatsAndBody:addSliderOption(_java, _var, _min, _max, _step, _get, _set) local option = { java = _java, var = _var, min = _min, max = _max, step = _step or 0.01, get = _get or "get".._var, set = _set or "set".._var, applyMod = 0, }; table.insert(self.sliderOptions,option); return option; end function ISStatsAndBody:addBoolOption(_java, _var, _get, _set) local bool = { java = _java, var = _var, get = _get, set = _set, }; table.insert(self.boolOptions,bool); return bool; end function ISStatsAndBody:prerender() ISDebugSubPanelBase.prerender(self); local val; for k,v in ipairs(self.sliderOptions) do val = v.java[v.get](v.java); v.slider.currentValue = val + v.applyMod; if v.slider.pretext then v.labelValue:setName(v.slider.pretext..ISDebugUtils.printval(val,3)); else v.labelValue:setName(ISDebugUtils.printval(val,3)); end end for k,v in ipairs(self.boolOptions) do val = v.java[v.get](v.java); v.tickbox.selected[1] = val; end end function ISStatsAndBody:onSliderChange(_newval, _slider) local v = _slider.customData; if v.var=="Fitness" then local xp = getPlayer():getXp(); local val = (_newval/2)*10; --print("fitness = "..tostring(val)) xp:setXPToLevel(Perks.Fitness, val); getPlayer():setPerkLevelDebug(Perks.Fitness, val); return; elseif v.var=="OverallBodyHealth" then local b = getPlayer():getBodyDamage(); if _newval<b:getOverallBodyHealth() then b:ReduceGeneralHealth(b:getOverallBodyHealth()-_newval); elseif _newval>b:getOverallBodyHealth() then b:AddGeneralHealth(_newval-b:getOverallBodyHealth()); end return; elseif v.var=="ColdStrength" then local b = getPlayer():getBodyDamage(); if _newval>0 then b:setHasACold(true); else b:setHasACold(false); end end v.java[v.set](v.java,_newval-v.applyMod); end function ISStatsAndBody:onTicked(_index, _selected, _arg1, _arg2, _tickbox) local v = _tickbox.customData; v.java[v.set](v.java, not v.java[v.get](v.java)); end function ISStatsAndBody:update() ISPanel.update(self); end function ISStatsAndBody:new(x, y, width, height, doStencil) local o = {}; o = ISDebugSubPanelBase:new(x, y, width, height, doStencil); setmetatable(o, self); self.__index = self; return o; end
char = game.Players.acb227.Character function spark() Hit = char.Head.CFrame pcall(function() workspace.Guideline:remove() end) local P = Instance.new("Part") P.Name = "Guideline" local Place0 = workspace.Visualist.Head.CFrame P.formFactor = 0 P.Size = Vector3.new(1,1,(Place0.p - Hit.p).magnitude) P.CFrame = CFrame.new((Place0.p + Hit.p)/2,Place0.p) P.Parent = workspace P.BrickColor = BrickColor.Black() P.Anchored = true P.CanCollide = false P.Transparency = 1 m = Instance.new("BlockMesh") m.Scale = Vector3.new(0.1,0.1,1) m.Parent = P mh = char.Head.CFrame for c1 = 1, 1 do oldHit = char.Head.CFrame for count = 1, 9 do val1 = Vector3.new(math.random(-1,1),math.random(-1,1),math.random(-1,1)) val2 = P.Size.z / 10 val3 = P.CFrame.lookVector * -1 val4 = count * val2 val5 = val4 * val3 val6 = workspace.Visualist.Head.CFrame.p Hit = CFrame.new(val5 + val1 + val6) local s = Instance.new("Part") s.Name = "Spark" local Place0 = oldHit s.formFactor = 0 s.Size = Vector3.new(1,1,(Place0.p - Hit.p).magnitude) s.CFrame = CFrame.new((Place0.p + Hit.p)/2,Place0.p) s.Parent = P s.BrickColor = BrickColor.White() s.Anchored = true s.CanCollide = false m = Instance.new("BlockMesh") m.Scale = Vector3.new(0.1,0.1,1) m.Parent = s clone = s:clone() clone.Mesh.Scale = Vector3.new(0.3,0.3,1.1) clone.BrickColor = BrickColor.Blue() clone.Transparency = 0.8 clone.Parent = s.Parent oldHit = Hit end Hit = oldHit local s = Instance.new("Part") s.Name = "Spark" local Place0 = mh s.formFactor = 0 s.Size = Vector3.new(1,1,(Place0.p - Hit.p).magnitude) s.CFrame = CFrame.new((Place0.p + Hit.p)/2,Place0.p) s.Parent = P s.BrickColor = BrickColor.White() s.Anchored = true s.CanCollide = false m = Instance.new("BlockMesh") m.Scale = Vector3.new(0.1,0.1,1) m.Parent = s clone = s:clone() clone.Mesh.Scale = Vector3.new(0.3,0.3,1.1) clone.BrickColor = BrickColor.Blue() clone.Transparency = 0.8 clone.Parent = s.Parent wait(0.5) end P:remove() end while true do spark() wait() end
-- Make sure Graphite is in our path -- Only these examples need to do this if (not __GRAPHITE_IN_PATH) then __GRAPHITE_IN_PATH = true package.path = package.path .. ";../?/init.lua" end --[[ Graphite: Simple OOP Graphite provides an expressive OOP implementation. For inheritance, see easy-oop-inhertiance ]] local Graphite = require("Graphite") -- Create a class representing something with a Name -- Also give it a __tostring local Named = Graphite.OOP:Class() :Members { Name = "Unknown" } :Metatable { __tostring = function(self) return self.Name end } -- Give it a constructor with an optional 'name' argument function Named:_init(name) self.Name = name or "Unknown" end -- Usage -- Create Bob and Jan local Bob = Named:New("Bob") local Jan = Named:New("Jan") -- These give results as expected print("Bob's name is " .. Bob.Name) print("Jan's name is " .. Jan.Name) -- We can change values with no problem Bob.Name = "Bobby" -- Bob has legally changed his name to Bobby! print("Bob's new name is " .. Bob.Name) -- Let's create a clone of Jan and name her Janice local Janice = Jan:Copy() Janice.Name = "Janice" -- Our clone lives and has her own identity! print("Janice's name is " .. Janice.Name)
-- @Author:pandayu -- @Version:1.0 -- @DateTime:2018-09-09 -- @Project:pandaCardServer CardGame -- @Contact: QQ:815099602 local CDb = require "include.db" local config = require "game.config" local timetool = require "include.timetool" local rankMgr = require "manager.rankMgr" local roleMgr = require "manager.roleMgr" local _M = {} _M.soldiers = {} _M.update_time = {d=-1,h=21,m=0,s=0} function _M:init(db_config) self.db = CDb:new(db_config) local result = self.db:get_all_record() if not result then return false end for i=1,#result do local v = result[i] self.soldiers[v.soldier_id] = v end for id,v in pairs(config.template.hero) do config.rank_type["soldier_"..id] = "soldier_"..id config.rank["soldier_"..id] = { type = "soldier_"..id, asc = false } config.reward["soldier_"..id] = { type = "soldier_"..id, rank_type = "soldier_"..id, title = "名将榜奖励", content = "你在士兵培养上有独到的见解,司令部特给予优秀的指挥官予以奖励!以资鼓励!", template = "general", update_time = self.update_time, } rankMgr:append_new_rank("soldier_"..id,false) end if not self.soldiers[0] then self:append(0) self.soldiers[0].first_record = timetool:get_next_time(timetool:now(),self.update_time) self.db:update(self.soldiers[0]) end return true end function _M:append(soldier_id) if not self.soldiers[soldier_id] then local v = {} v.soldier_id = soldier_id v.first_record = 0 v.second_record = 0 v.third_record = 0 self.db:append(v) self.soldiers[soldier_id] = v end end function _M:record_first(soldier_id,role_id) self:append(soldier_id) if self.soldiers[soldier_id].first_record ~= 0 then return false end self.soldiers[soldier_id].first_record = role_id self.db:update(self.soldiers[soldier_id]) return true end function _M:record_second(soldier_id,role_id) self:append(soldier_id) if self.soldiers[soldier_id].second_record ~= 0 then return false end self.soldiers[soldier_id].second_record = role_id self.db:update(self.soldiers[soldier_id]) return true end function _M:record_third(soldier_id,role_id) self:append(soldier_id) if self.soldiers[soldier_id].third_record ~= 0 then return false end self.soldiers[soldier_id].third_record = role_id self.db:update(self.soldiers[soldier_id]) return true end function _M:record(soldier_id,pos,role_id) if pos == 1 then return self:record_first(soldier_id,role_id) elseif pos == 2 then return self:record_second(soldier_id,role_id) elseif pos == 3 then return self:record_third(soldier_id,role_id) end end function _M:save() self.db:clean(true) end function _M:get_soldier_can_record_pos(soldier_id,role_id) self:append(soldier_id) local index = false if self.soldiers[soldier_id].first_record == 0 then index = 1 elseif self.soldiers[soldier_id].second_record == 0 then index = 2 elseif self.soldiers[soldier_id].third_record == 0 then index = 3 end if index then if self.soldiers[soldier_id].first_record ~= role_id and self.soldiers[soldier_id].second_record ~= role_id and self.soldiers[soldier_id].third_record ~= role_id then return index end end return false end function _M:get_soldier_info(soldier_id) self:append(soldier_id) local info = {} info.id = soldier_id info.first = roleMgr:get_role_name(self.soldiers[soldier_id].first_record) info.second = roleMgr:get_role_name(self.soldiers[soldier_id].second_record) info.third = roleMgr:get_role_name(self.soldiers[soldier_id].third_record) return info end function _M:send() local ct = timetool:now() local nt = self.soldiers[0].first_record if nt < ct then for id,v in pairs(config.template.hero) do local rank_type = "soldier_" .. id local rank = rankMgr:get(rank_type) if rank then local ids = rank:get_range_ids(1,5) for i,rid in ipairs(ids) do local role = roleMgr:get_role(rid) if role then local soldier = role.soldiers:get(id) if soldier then soldier:get_badge(nt) end end end end end nt = timetool:get_next_time(nt,self.update_time) self.soldiers[0].first_record = nt self.db:update(self.soldiers[0]) end end return _M
EditorConsole = EditorConsole or class(EditorPart) function EditorConsole:init(parent, menu) self._parent = parent self._options_menu = menu:Menu({ name = "console_options", background_color = BeardLibEditor.Options:GetValue("BackgroundColor"), auto_height = true, offset = 0, layer = 999, items_size = 18, position = "TopLeft", scrollbar = false, visible = false, align_method = "grid", }) self._menu = menu:Menu({ name = "console_output", h = 400, layer = 999, size_by_text = true, override_size_limit = true, should_scroll_down = true, visible = false, position = function(item) item:Panel():set_position(self._options_menu:Panel():leftbottom()) end, background_color = BeardLibEditor.Options:GetValue("BackgroundColor"), }) ItemExt:add_funcs(self, self._options_menu) local opt = {border_bottom = true, text_align = "center", border_size = 1, border_color = BeardLibEditor.Options:GetValue("AccentColor"), w = self._options_menu.w / 5} self:button("Close", ClassClbk(self, "ToggleConsole"), opt) self:button("Clear", ClassClbk(self, "Clear"), table.merge(opt, {border_color = Color("ffc300")})) self.info_log = self:tickbox("Info", ClassClbk(self, "FilterConsole"), true, table.merge(opt, {border_color = Color.yellow})) self.mission_log = self:tickbox("Mission", ClassClbk(self, "FilterConsole"), false, table.merge(opt, {border_color = Color.green})) self.error_log = self:tickbox("Errors", ClassClbk(self, "FilterConsole"), true, table.merge(opt, {border_color = Color.red})) ItemExt:add_funcs(self) self:Clear() self.closed = true self._triggers = {} end function EditorConsole:ToggleConsole() self.closed = not self.closed self._options_menu:SetVisible(not self.closed) self._menu:SetVisible(not self.closed) end function EditorConsole:PrintMessage(type, message, ...) message = message:format(...) local date = Application:date("%X") self:divider(date .. ": " .. tostring(message), {type = type, visible = self[type]:Value(), border_color = type == "mission" and Color.green or type == "error" and Color.red or Color.yellow}) if #self._menu._my_items > 100 then --hardcoded for now self:RemoveItem(self._menu._my_items[1]) end if self._menu.items_panel:h() > self._menu.panel:h() and not self._menu._grabbed_scroll_bar then self._menu.items_panel:set_bottom(self._menu.items_panel:parent():h()) self._menu:CheckItems() self._menu._scroll:_check_scroll_indicator_states() end end function EditorConsole:FilterConsole(item) for _, item in pairs(self._menu._my_items) do item:SetVisible(self[item.type]:Value()) end end function EditorConsole:Log(msg, ...) self:PrintMessage("info_log", msg, ...) end function EditorConsole:LogMission(msg, ...) self:PrintMessage("mission_log", msg, ...) end function EditorConsole:Error(msg, ...) self:PrintMessage("error_log", msg, ...) end function EditorConsole:Clear() self:ClearItems() end function EditorConsole:disable() EditorConsole.super.disable(self) self._enabled = false end function EditorConsole:enable() EditorConsole.super.enable(self) self:bind_opt("ToggleConsole", ClassClbk(self, "ToggleConsole")) self._enabled = true end
local class = require "xgame.class" local assert = assert local next = next local pairs = pairs local tostring = tostring local ANONYMOUS = {} local hashlist = {} local Dispatcher = class("Dispatcher") function Dispatcher:ctor() self._listeners = {} end function Dispatcher:addListener(event, listener, owner, priority) assert(event, "no event") assert(listener, "no listener") local list = self._listeners[event] if not list then list = hashlist.new() self._listeners[event] = list end list:insert(owner or ANONYMOUS, listener, priority) end function Dispatcher:removeListener(event, listener, owner) assert(event, "no event") assert(listener, "no listener") local list = self._listeners[event] if list then list:remove(owner or ANONYMOUS, listener) if list:empty() then self._listeners[event] = nil end end end function Dispatcher:dispatch(event, ...) assert(event, "no event") if self:hasListener(event) then for _, owner, listener in pairs(self._listeners[event]) do if owner == ANONYMOUS then listener(self, ...) else listener(owner, self, ...) end end end end function Dispatcher:hasListener(event) return self._listeners[event] ~= nil end -- -- hashlist -- hashlist.__index = hashlist local function makeindex(owner, handler) return tostring(owner) .. "|" .. tostring(handler) end function hashlist.new() local self = setmetatable({}, hashlist) self.header = {} self.header.next = self.header self.header.prev = self.header self.entries = {} return self end local function itor(header, current) local entry = current.next if entry ~= header then return entry, entry.key, entry.value end end function hashlist:__pairs() return itor, self.header, self.header end function hashlist:insert(key, value, priority) local idx = makeindex(key, value) if self.entries[idx] then return end local entry = {key = key, value = value, priority = priority} local header, current = self.header if not priority then current = header.prev else current = header local next = current.next while next ~= header do if not next.priority or priority > next.priority then break else current = next next = current.next end end end entry.next = current.next entry.prev = current current.next.prev = entry current.next = entry self.entries[idx] = entry end function hashlist:empty() return next(self.entries) == nil end function hashlist:remove(key, value) local idx = makeindex(key, value) local entry = self.entries[idx] if entry then entry.prev.next = entry.next entry.next.prev = entry.prev self.entries[idx] = nil end end return Dispatcher
--[[ ____________________________________________________________________________________________________________________________________________________________________________ @CloneTrooper1019, 2014-,2015 <3 (Some code provided by Mark Langen, also known as stravant) This module comes with API for controlling 3D to 2D. PLEASE NOTE: The API assumes there is nothing in front of the model being displayed (whether its a GUI, or anything in the workspace) ____________________________________________________________________________________________________________________________________________________________________________ API DETAILS ____________________________________________________________________________________________________________________________________________________________________________ * Module3D:Attach3D(Instance guiObj, Instance model, bool useExtentsSize = false) Description: * Attaches a part/model to the center of the gui object specified. * Can have its offset changed as well as its active state. By default the model is hidden, and you need to call SetActive onto it manually Arguments: * Instance guiObj - guiObj must be any kind of Gui object that contains a "Position" property, such as a Frame, ImageLabel, etc. * Instance model - model can be either a Model, or a BasePart (Part, Wedge, Truss, etc). * bool useExtents = false - Whether or not the module should calculate the bounds of the model using Model:GetExtentsSize() or Model:GetModelSize() - This argument is optional, and excluding it will set it to false - See these wiki pages to know the difference: * http://wiki.roblox.com/index.php?title=API:Class/Model/GetModelSize * http://wiki.roblox.com/index.php?title=API:Class/Model/GetExtentsSize Returns: * Controller - This is a small library representing the 3D model. It has a few functions and one property. * Controller:SetActive(boolean active) - Toggles whether or not the 3D Object should be shown or not * Controller:SetOffset(CoordinateFrame Offset) - Sets a CFrame offset from the location its trying to place the 3D Model. - Note that by default, it sets the CFrame a blank CFrame.new() * Controller:SetCFrame(CoordinateFrame Offset) [deprecated] - Does the same thing as SetOffset, - This only exists for compatability with older versions and should not be used. * Controller:End() - Effectively removes the model and disconnects its movement events. * Controller.Object3D - The current model being used. Example Code: ---------------------------------------------------------------------------------------------------------- local self = script.Parent local frame = self:WaitForChild("Frame") local module3D = require(self:WaitForChild("Module3D")) local model = workspace:WaitForChild("Guy") local activeModel = handler:Attach3D(frame,model) activeModel:SetActive(true) activeModel:SetCFrame(CFrame.Angles(0,math.pi,0)) ---------------------------------------------------------------------------------------------------------- ____________________________________________________________________________________________________________________________________________________________________________ * Module3D:AnimAttach3D( BasePart rootPart, GuiObject guiObj ) Description: * This functions almost identical to the Attach3D function, however there are some important differences. * The model is not cloned, instead it is inputted directly. So if you want to reuse the source model, make sure you clone it prior. * It expects that all parts are connected with Motor6D, and will not do any welding unlike Attach3D * The argument SHOULD be the RootPart for the animation (so if you are using a character it should be the HumanoidRootPart) * The Controller class which is returned also has a LoadAnimation function which returns an AnimationTrack to be played on the model. ____________________________________________________________________________________________________________________________________________________________________________ * Module3d:AdornScreenGuiToWorld(Instance screenGui, number depth = 1) Description: * This function takes a ScreenGui, and turns it into a BillboardGui * The BillboardGui is adorned to a part which mirrors the CFrame of the Camera, and applies a forward offset to the BillboardGui based on the depth value. Arguments: * Instance screenGui - guiObj must be a ScreenGui. If you only need to do this with one frame, its reccomended you just make the entire ScreenGui an adorn. * number depth = 1 - How many studs in front of the camera the GUI will be. - This argument is optional, and excluding it will set it to 1. Returns: * Instance SurfaceGui - This is the SurfaceGui version of your ScreenGui. * 3dGuiModifier - This is a small library with 2 functions. It allows you to change the depth of the WorldGui, and reset it back to a ScreenGui. * 3dController:SetDepth(number depth) - Sets a new depth value. * 3dGuiModifier:Reset() - Returns the ScreenGui to its former state, Destroys the old BillboardGui, and disconnects the movement event. Example Code: local oldGui = script.Parent local module3D = require(oldGui:WaitForChild("Module3D")) local newGui,modifier = handler:AdornScreenGuiToWorld(screenGui,3) print(oldGui.Parent,newGui.Parent) wait(1) modifier:SetDepth(2) wait(1) modifier:Reset() print(oldGui.Parent,newGui.Parent) ---------------------------------------------------------------------------------------------------------- Notes: * BillboardGuis can't receive input properly on mobile devices. I advice only using this method for backdrops instead of interactive elements. ____________________________________________________________________________________________________________________________________________________________________________ --]] local moduleAPI = {} local c = workspace.CurrentCamera local player = game.Players.LocalPlayer local rs = game:GetService("RunService") local argTemp = "Argument #%d" local shouldTemp = "%s should be %s (not %s)" local function vowel(name) local vowels = "aeiou" local char = name:match(".") if not string.sub(name,1,2) == "us" then for vowel in vowels:gmatch(".") do if char == vowel and string.sub(name,1,2) ~= "us" then return "an '"..name.."'" end end end return "a "..name end local function checkArgs(args) local arg = 1 for var,check in pairs(args) do local s = argTemp:format(arg) assert(var ~= nil, s.." missing or nil") local valueType = type(var) if type(check) == "function" then local isValid,argumentType = check(var) assert(isValid, shouldTemp:format(s, vowel(argumentType), vowel(valueType))) else assert(valueType == check, shouldTemp:format(s, vowel(check), vowel(valueType))) end arg = arg + 1 end end local function getDepthForWidth(partWidth, visibleSize) local resolution = c.ViewportSize local aspectRatio = resolution.X / resolution.Y local hfactor = math.tan(math.rad(c.FieldOfView)/2) local wfactor = aspectRatio*hfactor return -(-0.5*resolution.X*partWidth/(visibleSize*wfactor)) end function moduleAPI:Attach3D(guiObj,model,useExtentsSize) checkArgs { [guiObj] = function () return guiObj:IsA("GuiObject"), "GuiObject" end; [model] = function () return (model:IsA("Model") or model:IsA("BasePart")),"Model or BasePart" end } -- Create our 3D Model local m = Instance.new("Model") m.Name = model.Name.."_3D" m.Parent = c -- Gather up and tweak the parts. local parts = {} if model:IsA("BasePart") then local this = model:clone() this.Parent = m table.insert(parts,this) else local function recurse(obj) for _,v in pairs(obj:GetChildren()) do local part do if v:IsA("BasePart") then part = v:clone() elseif v:IsA("Hat") and v:findFirstChild("Handle") then part = v.Handle:clone() end end if part then local cf = part.CFrame part.Parent = m part.CFrame = cf if part.Name == "Head" then part.Name = "head" end table.insert(parts,part) elseif not v:IsA("Model") and not v:IsA("Sound") and not v:IsA("Script") then v:clone().Parent = m else recurse(v) end end end recurse(model) end -- Create a primary center part for our model. local extents = (useExtentsSize and m:GetExtentsSize() or m:GetModelSize()) local maxExtent = math.max(extents.X,extents.Y,extents.Z) * 1.2 local primary = Instance.new("Part") primary.Anchored = true primary.Transparency = 1 primary.CanCollide = false primary.Name = "Centroid" primary.FormFactor = "Custom" primary.Size = extents primary.CFrame = CFrame.new(m:GetModelCFrame().p) primary.Parent = m m.PrimaryPart = primary -- Weld the parts in our model to our primary part. for _,v in pairs(parts) do v.Anchored = false v.CanCollide = false local w = Instance.new("Weld") w.Part0 = primary w.Part1 = v w.C0 = primary.CFrame:toObjectSpace(v.CFrame) w.Parent = primary end -- Hook up the code for CFraming the model in 3D space. local cf = CFrame.new() local active = false local lib = {} lib.Object3D = m function lib:SetActive(b) checkArgs{[b] = "boolean"} active = b end function lib:SetOffset(newCF) checkArgs{[newCF] = function () local isCFrame = pcall(function () return newCF:components() end) return isCFrame,"CFrame" end} cf = newCF end function lib:SetCFrame(newCF) lib:SetOffset(newCF) end function lib:GetDepth() local size = math.min(guiObj.AbsoluteSize.X, guiObj.AbsoluteSize.Y) return getDepthForWidth(maxExtent, size) end function lib:GetDepthForBackdrop() local depth = lib:GetDepth() return depth + maxExtent end local nowhere = CFrame.new(99999,99999,99999) local function updateModel() local nextCF = nowhere if active then local camCF = c.CoordinateFrame local sizeX,sizeY = guiObj.AbsoluteSize.X, guiObj.AbsoluteSize.Y local posX,posY = guiObj.AbsolutePosition.X + (sizeX / 2), guiObj.AbsolutePosition.Y + (sizeY / 2) local posZ = lib:GetDepth() nextCF = CFrame.new(c:ScreenPointToRay(posX,posY,posZ).Origin) * (camCF-camCF.p) * cf end primary.Anchored = false primary.CFrame = nextCF primary.Anchored = true end local con = rs.RenderStepped:connect(updateModel) function lib:End() con:disconnect() m:Destroy() end return lib end function moduleAPI:AdornScreenGuiToWorld(screenGui,depth) checkArgs { [screenGui] = function () return (screenGui:IsA("ScreenGui") or screenGui:IsA("BillboardGui")) or false,"ScreenGui or BillboardGui" end } local depth = type(depth) == "number" and depth or 1 local s = Instance.new("BillboardGui",screenGui.Parent) s.Name = screenGui.Name local adorn = Instance.new("Part",s) adorn.Name = screenGui.Name.."_Adornee" adorn.FormFactor = "Custom" adorn.Anchored = true adorn.CanCollide = false adorn.Size = Vector3.new() adorn.Transparency = 1 adorn.Locked = true local con local modifier = {} function modifier:SetDepth(n) checkArgs(n,"number") depth = n end function modifier:Reset() screenGui.Parent = s.Parent for _,v in pairs(s:GetChildren()) do v.Parent = screenGui end con:disconnect() adorn:Destroy() s:Destroy() end local function updateAdorn() local success,did = pcall(function () local res = c.ViewportSize adorn.CFrame = c.CoordinateFrame s.Size = UDim2.new(0,res.X,0,res.Y) s.StudsOffset = Vector3.new(0,0,-depth) return true end) if not success or not did then warn(script:GetFullName()..": The adornee was destroyed! The gui has been reset.") modifier:Reset() end end con = rs.RenderStepped:connect(updateAdorn) s.Adornee = adorn for _,v in pairs(screenGui:GetChildren()) do v.Parent = s end screenGui.Parent = nil return s,modifier end function moduleAPI:AnimAttach3D(rootPart,guiObj) checkArgs { [rootPart] = function () return rootPart:IsA("BasePart") or false,"BasePart" end; [guiObj] = function () return guiObj:IsA("GuiObject") or false,"GuiObject" end; } local model = rootPart.Parent assert(model and model:IsA("Model"),"rootPart.Parent should be a Model") local animator = model:FindFirstChild("AnimationController") if not animator then animator = Instance.new("AnimationController",model) end model.PrimaryPart = rootPart local cf = CFrame.new() local active = false local maxExtent = model:GetModelSize().magnitude local lib = {} lib.Object3D = model model.Parent = c function lib:SetActive(b) checkArgs{[b] = "boolean"} active = b end function lib:SetOffset(newCF) checkArgs { [newCF] = function () local isCFrame = pcall(function () return newCF:components() end) return isCFrame,"CFrame" end } cf = newCF end function lib:SetCFrame(newCF) lib:SetOffset(newCF) end function lib:GetDepth() local size = math.min(guiObj.AbsoluteSize.X, guiObj.AbsoluteSize.Y) return getDepthForWidth(maxExtent, size) end function lib:LoadAnimation(anim) checkArgs { [anim] = function () return anim:IsA("Animation") or false,"Animation" end } return animator:LoadAnimation(anim) end local nowhere = CFrame.new(99999,99999,99999) local function updateModel() local nextCF = nowhere if active then local camCF = c.CoordinateFrame local sizeX,sizeY = guiObj.AbsoluteSize.X, guiObj.AbsoluteSize.Y local posX,posY = guiObj.AbsolutePosition.X + (sizeX / 2), guiObj.AbsolutePosition.Y + (sizeY / 2) local posZ = lib:GetDepth() nextCF = CFrame.new(c:ScreenPointToRay(posX,posY,posZ).Origin) * (camCF-camCF.p) * cf end model.PrimaryPart = rootPart rootPart.Anchored = true model:SetPrimaryPartCFrame(nextCF) end local con = rs.RenderStepped:connect(updateModel) function lib:End() con:disconnect() end return lib end return moduleAPI
iterate = dofile('utils.lua').iterate test_run = require('test_run').new() test_run:cmd("push filter '(error: .builtin/.*[.]lua):[0-9]+' to '\\1'") # Tree single-part unique space = box.schema.space.create('tweedledum') idx1 = space:create_index('primary', { type = 'tree', parts = {1, 'string'}, unique = true}) -- Hash single-part unique idx5 = space:create_index('i4', { type = 'hash', parts = {1, 'string'}, unique = true}) -- Hash multi-part unique idx6 = space:create_index('i5', { type = 'hash', parts = {2, 'string', 3, 'string'}, unique = true}) space:insert{'pid_001', 'sid_001', 'tid_998', 'a'} space:insert{'pid_002', 'sid_001', 'tid_997', 'a'} space:insert{'pid_003', 'sid_002', 'tid_997', 'b'} space:insert{'pid_005', 'sid_002', 'tid_996', 'b'} space:insert{'pid_007', 'sid_003', 'tid_996', 'a'} space:insert{'pid_011', 'sid_004', 'tid_996', 'c'} space:insert{'pid_013', 'sid_005', 'tid_996', 'b'} space:insert{'pid_017', 'sid_006', 'tid_996', 'a'} space:insert{'pid_019', 'sid_005', 'tid_995', 'a'} space:insert{'pid_023', 'sid_005', 'tid_994', 'a'} ------------------------------------------------------------------------------- -- Iterator: hash single-part unique ------------------------------------------------------------------------------- iterate('tweedledum', 'i4', 0, 1) iterate('tweedledum', 'i4', 0, 1, box.index.ALL) iterate('tweedledum', 'i4', 0, 1, box.index.EQ) iterate('tweedledum', 'i4', 0, 1, box.index.EQ, 'pid_003') iterate('tweedledum', 'i4', 0, 1, box.index.EQ, 'pid_666') ------------------------------------------------------------------------------- -- Iterator: hash multi-part unique ------------------------------------------------------------------------------- iterate('tweedledum', 'i5', 1, 3, box.index.ALL) iterate('tweedledum', 'i5', 1, 3, box.index.EQ, 'sid_005') iterate('tweedledum', 'i5', 1, 3, box.index.EQ, 'sid_005', 'tid_995') iterate('tweedledum', 'i5', 1, 3, box.index.EQ, 'sid_005', 'tid_999') iterate('tweedledum', 'i5', 1, 3, box.index.EQ, 'sid_005', 'tid_995', 'a') space:drop() ------------------------------------------------------------------------------- -- Iterator: https://github.com/tarantool/tarantool/issues/464 -- Iterator safety after changing schema ------------------------------------------------------------------------------- space = box.schema.space.create('test', {temporary=true}) idx1 = space:create_index('primary', {type='HASH',unique=true}) idx2 = space:create_index('t1', {type='TREE',unique=true}) idx3 = space:create_index('t2', {type='TREE',unique=true}) box.space.test:insert{0} box.space.test:insert{1} gen1, param1, state1 = space.index.t1:pairs({}, {iterator = box.index.ALL}) gen1(param1, state1) gen2, param2, state2 = space.index.t2:pairs({}, {iterator = box.index.ALL}) gen2(param2, state2) id = space.index.t1.id box.schema.index.drop(space.id, id) gen1(param1, state1) gen2(param2, state2) gen2, param2, state2 = space.index.t2:pairs({}, {iterator = box.index.ALL}) gen2(param2, state2) gen2(param2, state2) space:drop() ------------------------------------------------------------------------------- -- Iterator: https://github.com/tarantool/tarantool/issues/498 -- Iterator is not checked for wrong type; accept lowercase iterator ------------------------------------------------------------------------------- space = box.schema.space.create('test', {temporary=true}) idx1 = space:create_index('primary', {type='TREE',unique=true}) space:insert{0} space:insert{1} gen, param, state = space.index.primary:pairs({}, {iterator = 'ALL'}) gen(param, state) gen(param, state) gen(param, state) gen, param, state = space.index.primary:pairs({}, {iterator = 'all'}) gen(param, state) gen(param, state) gen, param, state = space.index.primary:pairs({}, {iterator = 'mistake'}) space:select({}, {iterator = box.index.ALL}) space:select({}, {iterator = 'all'}) space:select({}, {iterator = 'mistake'}) space:drop() ------------------------------------------------------------------------------- -- Restore GE iterator for HASH https://github.com/tarantool/tarantool/issues/836 ------------------------------------------------------------------------------- space = box.schema.space.create('test', {temporary=true}) idx1 = space:create_index('primary', {type='hash',unique=true}) for i = 0,5 do space:insert{i} end space:select(2) space:select(5, {iterator="GE"}) space:select(nil, {iterator="GE"}) space:select(5, {iterator="GT"}) l = space:select(nil, {limit=2, iterator="GT"}) l l = space:select(l[#l][1], {limit=2, iterator="GT"}) l l = space:select(l[#l][1], {limit=2, iterator="GT"}) l l = space:select(l[#l][1], {limit=2, iterator="GT"}) l space:drop() iterate = nil
local cjson = require "cjson" local fernet = require "resty.fernet" local function readfile(path) local file = io.open(path, "rb") if not file then return nil end local content = file:read("*a") file:close() return content end local function parse_time(ts) local pattern = "(%d+)-(%d+)-(%d+)T(%d+):(%d+):(%d+)([+-])(%d+):(%d+)" local year, month, day, hour, min, sec, tz_dir, tz_hours, _ = string.match(ts, pattern) local now = os.time({ year=year, month=month, day=day, hour=hour, min=min, sec=sec }) if tz_dir == "+" then tz_hours = 0 - tz_hours end return now + 3600 * tz_hours end local total = 0 local failing = 0 local function pass(msg) total = total + 1 print("\27[32m" .. msg .. "\27[39m") end local function fail(msg) total = total + 1 failing = failing + 1 print("\27[31m" .. msg .. "\27[39m") end local function review(msg) total = total + 1 print("\27[33m" .. msg .. "\27[39m") end local function test_generate(case) local f = fernet:new(case.secret) local iv = "" for _, b in ipairs(case.iv) do iv = iv .. string.char(b) end f._time = function(self) return parse_time(case.now) end f._iv = function(self) return iv end local token, err = f:encrypt(case.src) if err then return err end if token ~= case.token then return "expected " .. case.token .. ", got " .. token end return nil end local function test_verify(case) local f = fernet:new(case.secret) f._time = function(self) return parse_time(case.now) end local src, err = f:decrypt(case.token, case.ttl_sec) if err then return err end if case.src and src ~= case.src then return "expected " .. case.src .. ", got " .. src end return nil end local generate = cjson.decode(assert(readfile("spec/generate.json"))) for _, case in pairs(generate) do local err = test_generate(case) if err then fail("generate test failed: " .. err) else pass("generate test passed") end end local verify = cjson.decode(assert(readfile("spec/verify.json"))) for _, case in pairs(verify) do local err = test_verify(case) if err then fail("verify test failed: " .. err) else pass("verify test passed") end end local invalid = cjson.decode(assert(readfile("spec/invalid.json"))) for _, case in pairs(invalid) do print("negative test '" .. case.desc .. "':") local ok, value = pcall(function () return test_verify(case) end) if ok then if value then review(" review expected error '" .. value .. "'") else fail(" should have returned an error, but did not") end else fail(" failed with uncaught error: " .. value) end end print(string.format("%d test ran - %d failures", total, failing))
--[=[ MIT License Copyright (c) 2016 Johannes Westhuis, Alexander Schulz Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ]=]-- --pack local luagi = require("luagi") local test_helper = require("test_helper") describe( "new_packbuilder #pack", function() local repo = nil local err = nil local pack = nil setup( function() test_helper.setup() repo, err = luagi.open( test_helper.path ) if err then return end pack, err = repo:new_packbuilder() end) it("should not have an error", function() assert.is.falsy( err ) assert.is.not_nil( pack ) assert.is.not_nil( pack.insert_tree ) end) describe( "set_threads #pack", function() it("should set the right amount", function() assert.are.equal( 1, pack:set_threads( 1 ) ) assert.are.equal( 1100, pack:set_threads( 1100 ) ) assert.are.equal( 0, pack:set_threads( 0 ) ) end) end) describe( "count #pack", function() it("should be zero", function() assert.are.equal( 0, pack:count() ) end) end) describe( "write #pack", function() it("should be zero", function() local pstr = pack:write() local s, e = pstr:find( "PAC" ) assert.are.equal( 1, s ) assert.are.equal( 3, e ) assert.are.equal( 32, #pstr ) end) end) describe( "hash #pack", function() it("should be zero", function() assert.are.equal( "0000000000000000000000000000000000000000", pack:hash() ) end) end) describe( "written #pack", function() it("should be zero", function() assert.are.equal( 0, pack:written() ) end) end) end) describe( "insert #pack", function() local repo = nil local err = nil local pack = nil local id = "4aa7714edd19d6c8a0ccfb9a2d8650e69ae2bd09" setup( function() test_helper.setup() repo, err = luagi.open( test_helper.path ) if err then return end pack, err = repo:new_packbuilder() if err then return end pack:insert( id, "commit" ) end) it("should not have an error", function() assert.is.falsy( err ) assert.is.not_nil( pack ) assert.is.not_nil( pack.insert_tree ) end) describe( "count #pack", function() it("should be zero", function() assert.are.equal( 1, pack:count() ) end) end) describe( "write #pack", function() it("should be zero", function() local pstr = pack:write() local s, e = pstr:find( "PAC" ) assert.are.equal( 1, s ) assert.are.equal( 3, e ) assert.are.equal( 199, #pstr ) end) end) describe( "hash #pack", function() it("should be zero", function() assert.are.equal( "0000000000000000000000000000000000000000", pack:hash() ) end) end) describe( "written #pack", function() it("should be zero", function() assert.are.equal( 1, pack:written() ) end) end) end) describe( "insert_tree #pack", function() local id = "064ee3e735ab74ab468be05c34e7f7fda011cb3b" local repo = nil local err = nil local pack = nil setup( function() test_helper.setup() repo, err = luagi.open( test_helper.path ) if err then return end pack, err = repo:new_packbuilder() if err then return end pack:insert_tree( id ) end) it("should not have an error", function() assert.is.falsy( err ) assert.is.not_nil( pack ) assert.is.not_nil( pack.insert_tree ) end) describe( "count #pack", function() it("should be zero", function() assert.are.equal( 3, pack:count() ) end) end) describe( "write #pack", function() it("should be zero", function() local pstr = pack:write() local s, e = pstr:find( "PAC" ) assert.are.equal( 1, s ) assert.are.equal( 3, e ) assert.are.equal( 145, #pstr ) end) end) describe( "hash #pack", function() it("should be zero", function() assert.are.equal( "0000000000000000000000000000000000000000", pack:hash() ) end) end) describe( "written #pack", function() it("should be zero", function() assert.are.equal( 3, pack:written() ) end) end) end) describe( "insert_commit #pack", function() local repo = nil local err = nil local pack = nil local id = "4aa7714edd19d6c8a0ccfb9a2d8650e69ae2bd09" setup( function() test_helper.setup() repo, err = luagi.open( test_helper.path ) if err then return end pack, err = repo:new_packbuilder() if err then return end pack:insert_commit( id ) end) it("should not have an error", function() assert.is.falsy( err ) assert.is.not_nil( pack ) assert.is.not_nil( pack.insert_tree ) end) describe( "count #pack", function() it("should be zero", function() assert.are.equal( 7, pack:count() ) end) end) describe( "write #pack", function() it("should be zero", function() local pstr = pack:write() local s, e = pstr:find( "PAC" ) assert.are.equal( 1, s ) assert.are.equal( 3, e ) assert.are.equal( 457, #pstr ) end) end) describe( "hash #pack", function() it("should be zero", function() assert.are.equal( "0000000000000000000000000000000000000000", pack:hash() ) end) end) describe( "written #pack", function() it("should be zero", function() assert.are.equal( 7, pack:written() ) end) end) end) describe( "write_file #pack", function() local repo = nil local err = nil local pack = nil local id = "4aa7714edd19d6c8a0ccfb9a2d8650e69ae2bd09" setup( function() test_helper.setup() repo, err = luagi.open( test_helper.path ) if err then return end pack, err = repo:new_packbuilder() if err then return end pack:insert_commit( id ) pack:write_file( test_helper.extract_path ) end) it("should not have an error", function() assert.is.falsy( err ) assert.is.not_nil( pack ) assert.is.not_nil( pack.insert_tree ) end) describe( "count #pack", function() it("should be zero", function() assert.are.equal( 7, pack:count() ) end) end) describe( "write #pack", function() it("should be zero", function() local pstr = pack:write() local s, e = pstr:find( "PAC" ) assert.are.equal( 1, s ) assert.are.equal( 3, e ) assert.are.equal( 32, #pstr ) end) end) describe( "hash #pack", function() it("should be zero", function() assert.are.equal( "1811f0739e5ef2777866e93a6f75bd33442613ea", pack:hash() ) end) end) describe( "written #pack", function() it("should be zero", function() assert.are.equal( 0, pack:written() ) end) end) describe( "foreach #pack", function() local count = 0 local sum = 0 local function f( msg ) sum = sum + #msg count = count + 1 end pack:foreach( f ) assert.are.equal( 2, count ) assert.are.equal( 32, sum ) end) end) describe( "set_callbacks #pack", function() pending("luagi_packbuilder_set_callbacks ") end)
--------------------------------------------------------------- -- Widget tracking --------------------------------------------------------------- -- Used to track and bind interface widgets to the controller. -- Necessary since widgets might be created at a later time. local widgetTrackers, IsFrameWidget = {}, C_Widget.IsFrameWidget local function CheckWidgetTrackers(self) if not InCombatLockdown() then for button, widget in pairs(widgetTrackers) do if IsFrameWidget(_G[widget]) then self:LoadInterfaceBinding(button, widget) widgetTrackers[button] = nil end end if not next(widgetTrackers) then self:RemoveUpdateSnippet(CheckWidgetTrackers) end end end function ConsolePort:AddWidgetTracker(button, action) widgetTrackers[button] = action self:AddUpdateSnippet(CheckWidgetTrackers) end --------------------------------------------------------------- -- Frame tracking --------------------------------------------------------------- -- Used to track and bind addon frames to the UI cursor. -- Necessary since all frames do not exist on ADDON_LOADED. -- Automatically adds all special frames, i.e. closed with ESC. local specialFrames, frameTrackers = {}, {} local function CheckSpecialFrames(self) local frames = UISpecialFrames for i, frame in pairs(frames) do if not specialFrames[frame] then if self:AddFrame(frame) then specialFrames[frame] = true end end end end function ConsolePort:UpdateFrameTracker() CheckSpecialFrames(self) for frame in pairs(frameTrackers) do if self:AddFrame(frame) then frameTrackers[frame] = nil end end end function ConsolePort:AddFrameTracker(frame) frameTrackers[frame] = true end --------------------------------------------------------------- -- Action button / action bar caching --------------------------------------------------------------- -- Used to find action bars and action buttons from various -- sources, to extend their hotkey functionality or cache them -- on handlers for later manipulation. local IGNORE_FRAMES = {} local VALID_BUTTON_TYPE = { Button = true, CheckButton = true, } -- Helpers: local function GetContainer(this) local parent = this:GetParent() return (not parent or parent == UIParent) and this or GetContainer(parent) end local function ValidateActionID(this) return this:IsProtected() and VALID_BUTTON_TYPE[this:GetObjectType()] and this:GetAttribute('action') end local function IsActionButton(this, action) return action and tonumber(action) and this:GetAttribute('type') == 'action' end -- Callbacks: local function CacheActionButton(cache, this, action) cache[this] = action return false -- continue when found end local function CacheActionBar(cache, this, action) local container = GetContainer(this) cache[container] = container:GetName() or tostring(container) return true -- break when found end -- Scanner: local function FindActionButtons(callback, cache, this, sibling, ...) if not this or this:IsForbidden() or IGNORE_FRAMES[this] then return cache end if sibling then FindActionButtons(callback, cache, sibling, ...) end ------------------------------------- local action = ValidateActionID(this) if IsActionButton(this, action) and callback(cache, this, action) then return cache end FindActionButtons(callback, cache, this:GetChildren()) return cache end --------------------------------------------------------------- -- Get all buttons that look like action buttons --------------------------------------------------------------- function ConsolePort:GetActionButtons(asTable, parent) local buttons = FindActionButtons(CacheActionButton, {}, parent or UIParent) if asTable then return buttons end return pairs(buttons) end --------------------------------------------------------------- -- Get all container frames that look like action bars --------------------------------------------------------------- function ConsolePort:GetActionBars(asTable, parent) local bars = FindActionButtons(CacheActionBar, {}, parent or UIParent) if asTable then return bars end return pairs(bars) end function ConsolePort:SetIgnoreFrameForActionLookup(frame, enabled) IGNORE_FRAMES[frame] = enabled end
--性能测试 --https://github.com/lulersoft/ME local testui2={} local this local gameObject local transform local colors={Color.red, Color.yellow, Color.blue, Color.white, Color.black, Color.cyan} function testui2.Start() this=testui2.this gameObject=testui2.gameObject transform=testui2.transform this.usingUpdate=false this.renderer.material.color = colors[math.floor(6 * math.random())] --this:Invoke("DestoryMe",35) --35秒后销毁 this:RunCoroutine(WaitForSeconds(35),testui2.DestoryMe,nil) end function testui2.Update() transform:Rotate(0, 5, 0) this.renderer.material.color = colors[math.floor(6 * math.random())] end function testui2.DestoryMe() GameObject.Destroy(gameObject) end return testui2
function start (song) strumLine1Visible = false end
local login_fillInfo= { name="login_fillInfo",type=0,typeName="View",time=0,report=0,x=0,y=0,width=1280,height=720,visible=1,fillParentWidth=1,fillParentHeight=1,nodeAlign=kAlignTopLeft, { name="shiled",type=1,typeName="Image",time=89955743,report=0,x=335,y=205,width=64,height=64,visible=1,fillParentWidth=1,fillParentHeight=1,nodeAlign=kAlignTopLeft,file="hall/common/bg_shiled.png" }, { name="contentView",type=0,typeName="View",time=89955747,report=0,x=0,y=0,width=800,height=560,visible=1,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignCenter, { name="bg",type=1,typeName="Image",time=89955748,report=0,x=0,y=0,width=0,height=0,visible=1,fillParentWidth=1,fillParentHeight=1,nodeAlign=kAlignCenter,file="hall/common/popupWindow/popupWindow_bg_55_55_55_55.png",gridLeft=55,gridRight=55,gridTop=55,gridBottom=55 }, { name="titleBg",type=1,typeName="Image",time=89955749,report=0,x=0,y=-54,width=617,height=190,visible=1,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignTop,file="hall/common/popupWindow/popupWindow_title.png", { name="title",type=4,typeName="Text",time=89955750,report=0,x=0,y=-5,width=10,height=50,visible=1,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignCenter,fontSize=34,textAlign=kAlignCenter,colorRed=255,colorGreen=235,colorBlue=186,string=[[完善个人信息,获取1000银币]] } }, { name="closeBtn",type=2,typeName="Button",time=89955751,report=0,x=-15,y=-15,width=60,height=60,visible=1,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignTopRight,file="hall/common/popupWindow/popupWindow_close.png" }, { name="avatarsView",type=0,typeName="View",time=89955843,report=0,x=0,y=-10,width=696,height=348,visible=1,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignCenter }, { name="nickView",type=0,typeName="View",time=89955865,report=0,x=0,y=30,width=560,height=75,visible=1,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignBottom, { name="nickBg",type=1,typeName="Image",time=89956106,report=0,x=0,y=0,width=300,height=75,visible=1,fillParentWidth=0,fillParentHeight=1,nodeAlign=kAlignLeft,file="hall/common/input_bg_l25_r25_t25_b25.png",gridLeft=25,gridRight=25,gridTop=25,gridBottom=25, { name="nickEdit",type=0,typeName="EditText",time=94728596,x=10,y=0,width=290,height=75,nodeAlign=kAlignLeft,visible=1,fillParentWidth=0,fillParentHeight=0,string=[[昵称]],fontSize=30,textAlign=kAlignLeft,colorRed=118,colorGreen=72,colorBlue=18 } }, { name="confirmBtn",type=2,typeName="Button",time=89955753,report=0,x=0,y=0,width=235,height=85,visible=1,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignRight,file="hall/common/btns/btn_green_164x89_l25_r25_t25_b25.png",gridLeft=25,gridRight=25,gridTop=25,gridBottom=25, { name="name",type=4,typeName="Text",time=89955754,report=0,x=0,y=0,width=10,height=30,visible=1,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignCenter,fontSize=34,textAlign=kAlignCenter,colorRed=255,colorGreen=250,colorBlue=200,string=[[立即领取]] } } } } } return login_fillInfo;
--[[********************************** * * Multi Theft Auto - Admin Panel * * client\main\admin_server.lua * * Original File by lil_Toady * **************************************]] aServerTab = { Weathers = {}, WeatherMax = 255, glitches = { QuickReload = 'Quick Reload', FastMove = 'Fast Move', FastFire = 'Fast Fire', CrouchBug = 'Crouch Bug', HighCloseRangeDamage = 'High Close Range Damage', HitAnim = 'Hit Anim', FastSprint = 'Fast Sprint', BadDrivebyHitBox = 'Bad Driveby Hit Box', QuickStand = 'Quick Stand' }, worldproperties = { HoverCars = 'Hover Cars', AirCars = 'Air Cars', ExtraBunny = 'Extra Bunny', ExtraJump = 'Extra Jump', RandomFoliage = 'Random Foliage', SniperMoon = 'Sniper Moon', ExtraAirResistance = 'Extra Air Resistance', UnderWorldWarp = 'Under World Warp' } } function aServerTab.Create(tab) aServerTab.Tab = tab guiCreateHeader(0.02, 0.015, 0.30, 0.035, "Server info:", true, tab) aServerTab.Server = guiCreateLabel(0.03, 0.060, 0.40, 0.035, "Server: Unknown", true, tab) aServerTab.Password = guiCreateLabel(0.03, 0.105, 0.40, 0.035, "Password: None", true, tab) aServerTab.GameType = guiCreateLabel(0.03, 0.150, 0.40, 0.035, "Game Type: None", true, tab) aServerTab.MapName = guiCreateLabel(0.03, 0.195, 0.40, 0.035, "Map Name: None", true, tab) aServerTab.Players = guiCreateLabel(0.03, 0.240, 0.20, 0.035, "Players: 0/0", true, tab) aServerTab.SetPassword = guiCreateButton(0.42, 0.060, 0.18, 0.04, "Set Password", true, tab, "setpassword") aServerTab.ResetPassword = guiCreateButton(0.42, 0.105, 0.18, 0.04, "Reset Password", true, tab, "setpassword") aServerTab.SetGameType = guiCreateButton(0.42, 0.150, 0.18, 0.04, "Set Game Type", true, tab, "setgame") aServerTab.SetMapName = guiCreateButton(0.42, 0.195, 0.18, 0.04, "Set Map Name", true, tab, "setmap") aServerTab.Shutdown = guiCreateButton(0.42, 0.240, 0.18, 0.04, "Shutdown", true, tab, "shutdown") aServerTab.ClearChat = guiCreateButton(0.42, 0.285, 0.18, 0.04, "Clear Chat", true, tab, "clearchat") guiCreateHeader(0.02, 0.305, 0.30, 0.035, "Server properties:", true, tab) aServerTab.WeatherCurrent = guiCreateLabel( 0.03, 0.350, 0.45, 0.035, "Current Weather: " .. getWeather() .. " (" .. getWeatherNameFromID(getWeather()) .. ")", true, tab ) aServerTab.Weather = guiCreateComboBox(0.35, 0.3425, 0.25, 0.50, "Weather", true, tab) aServerTab.WeatherSet = guiCreateButton(0.50, 0.395, 0.10, 0.04, "Set", true, tab, "setweather") aServerTab.WeatherBlend = guiCreateButton(0.35, 0.395, 0.135, 0.04, "Blend", true, tab, "blendweather") local th, tm = getTime() aServerTab.TimeCurrent = guiCreateLabel(0.03, 0.440, 0.25, 0.035, "Time: " .. th .. ":" .. tm, true, tab) aServerTab.TimeH = guiCreateEdit(0.35, 0.440, 0.055, 0.04, "12", true, tab) aServerTab.TimeM = guiCreateEdit(0.425, 0.440, 0.055, 0.04, "00", true, tab) guiCreateLabel(0.415, 0.440, 0.05, 0.04, ":", true, tab) guiEditSetMaxLength(aServerTab.TimeH, 2) guiEditSetMaxLength(aServerTab.TimeM, 2) aServerTab.TimeSet = guiCreateButton(0.50, 0.440, 0.10, 0.04, "Set", true, tab, "settime") aServerTab.GravityCurrent = guiCreateLabel(0.03, 0.485, 0.28, 0.035, "Gravitation: " .. string.format("%.3f", getGravity()), true, tab) aServerTab.Gravity = guiCreateEdit(0.35, 0.485, 0.135, 0.04, "0.008", true, tab) aServerTab.GravitySet = guiCreateButton(0.50, 0.485, 0.10, 0.04, "Set", true, tab, "setgravity") aServerTab.SpeedCurrent = guiCreateLabel(0.03, 0.530, 0.30, 0.035, "Game Speed: " .. getGameSpeed(), true, tab) aServerTab.Speed = guiCreateEdit(0.35, 0.530, 0.135, 0.04, "1", true, tab) aServerTab.SpeedSet = guiCreateButton(0.50, 0.530, 0.10, 0.04, "Set", true, tab, "setgamespeed") aServerTab.BlurCurrent = guiCreateLabel(0.03, 0.575, 0.25, 0.035, "Blur Level: 36", true, tab) aServerTab.Blur = guiCreateEdit(0.35, 0.575, 0.135, 0.04, "36", true, tab) aServerTab.BlurSet = guiCreateButton(0.50, 0.575, 0.10, 0.04, "Set", true, tab, "setblurlevel") aServerTab.HeatHazeCurrent = guiCreateLabel(0.03, 0.620, 0.25, 0.035, "Heat Haze Level: " .. getHeatHaze(), true, tab) aServerTab.HeatHaze = guiCreateEdit(0.35, 0.620, 0.135, 0.04, "80", true, tab) aServerTab.HeatHazeSet = guiCreateButton(0.50, 0.620, 0.10, 0.04, "Set", true, tab, "setheathazelevel") guiSetEnabled(aServerTab.HeatHazeSet, true) aServerTab.WavesCurrent = guiCreateLabel(0.03, 0.665, 0.25, 0.035, "Wave Height: " .. getWaveHeight(), true, tab) aServerTab.Waves = guiCreateEdit(0.35, 0.665, 0.135, 0.04, "0", true, tab) aServerTab.WavesSet = guiCreateButton(0.50, 0.665, 0.10, 0.04, "Set", true, tab, "setwaveheight") aServerTab.FPSCurrent = guiCreateLabel(0.03, 0.710, 0.25, 0.035, "FPS Limit: 36", true, tab) aServerTab.FPS = guiCreateEdit(0.35, 0.710, 0.135, 0.04, "36", true, tab) aServerTab.FPSSet = guiCreateButton(0.50, 0.710, 0.10, 0.04, "Set", true, tab, "setfpslimit") guiCreateHeader(0.02, 0.755, 0.30, 0.035, "Automatic scripts:", true, tab) aServerTab.PingKickerCheck = guiCreateCheckBox(0.03, 0.800, 0.30, 0.04, "Ping Kicker", false, true, tab, "setpingkicker") aServerTab.PingKicker = guiCreateEdit(0.35, 0.800, 0.135, 0.04, "300", true, tab) aServerTab.PingKickerSet = guiCreateButton(0.50, 0.800, 0.10, 0.04, "Set", true, tab, "setpingkicker") guiSetEnabled(aServerTab.PingKicker, false) guiSetEnabled(aServerTab.PingKickerSet, false) aServerTab.FPSKickerCheck = guiCreateCheckBox(0.03, 0.845, 0.30, 0.04, "FPS Kicker", false, true, tab, "setfpskicker") aServerTab.FPSKicker = guiCreateEdit(0.35, 0.845, 0.135, 0.04, "5", true, tab) aServerTab.FPSKickerSet = guiCreateButton(0.50, 0.845, 0.10, 0.04, "Set", true, tab, "setfpskicker") guiSetEnabled(aServerTab.FPSKicker, false) guiSetEnabled(aServerTab.FPSKickerSet, false) aServerTab.IdleKickerCheck = guiCreateCheckBox(0.03, 0.890, 0.30, 0.04, "Idle Kicker", false, true, tab, "setidlekicker") aServerTab.IdleKicker = guiCreateEdit(0.35, 0.890, 0.135, 0.04, "10", true, tab) aServerTab.IdleKickerSet = guiCreateButton(0.50, 0.890, 0.10, 0.04, "Set", true, tab, "setidlekicker") guiSetEnabled(aServerTab.IdleKicker, false) guiSetEnabled(aServerTab.IdleKickerSet, false) guiCreateHeader(0.65, 0.015, 0.30, 0.035, "Allowed glitches:", true, tab) local i = 1 for k,v in pairs(aServerTab.glitches) do aServerTab[k] = guiCreateCheckBox(0.66, 0.015 + (0.045 * i), 0.40, 0.04, v, false, true, tab, "setglitch") guiSetEnabled(aServerTab[k], true) i = i + 1 end local headerPosition = 0.060 + (0.045 * i) guiCreateHeader(0.65, headerPosition, 0.30, 0.035, "Special world properties:", true, tab) local i2 = 1 for k,v in pairs(aServerTab.worldproperties) do aServerTab[k] = guiCreateCheckBox(0.66, headerPosition + (0.045 * i2), 0.40, 0.04, v, false, true, tab, 'setworldproperty') guiSetEnabled(aServerTab[k], true) i2 = i2 + 1 end addEventHandler("onClientGUIClick", aServerTab.Tab, aServerTab.onClientClick) addEventHandler('onClientGUIChanged', aServerTab.Tab, aServerTab.onClientChanged) addEventHandler(EVENT_SYNC, root, aServerTab.onClientSync) addEventHandler("onAdminRefresh", aServerTab.Tab, aServerTab.onRefresh) local node = xmlLoadFile("conf\\weathers.xml") if (node) then local weathers = 0 while (true) do local weather = xmlFindChild(node, "weather", weathers) if (not weather) then break end local id = tonumber(xmlNodeGetAttribute(weather, "id")) local name = xmlNodeGetAttribute(weather, "name") aServerTab.Weathers[id] = name weathers = weathers + 1 end end for i3 = 0,19 do guiComboBoxAddItem(aServerTab.Weather, i3 .. " (" .. getWeatherNameFromID(i3) .. ")") end sync(SYNC_SERVER) aServerTab.onRefresh() end function aServerTab.onClientClick(button) if (button == "left") then if (source == aServerTab.SetGameType) then local gametype = inputBox("Game Type", "Enter game type:") if (gametype) then triggerServerEvent("aServer", localPlayer, "setgame", gametype) end elseif (source == aServerTab.SetMapName) then local mapname = inputBox("Map Name", "Enter map name:") if (mapname) then triggerServerEvent("aServer", localPlayer, "setmap", mapname) end elseif (source == aServerTab.SetPassword) then local password = inputBox("Server password", "Enter server password: (32 characters max)") if (password and password:len() > 0) then triggerServerEvent("aServer", localPlayer, "setpassword", password) end elseif (source == aServerTab.ResetPassword) then if (messageBox("Reset password?", MB_QUESTION, MB_YESNO)) then triggerServerEvent("aServer", localPlayer, "setpassword", "") end elseif (source == aServerTab.Shutdown) then if (messageBox("Are you sure you want to shutdown the server?", MB_QUESTION, MB_YESNO )) then triggerServerEvent("aServer", localPlayer, "shutdown") end elseif (source == aServerTab.ClearChat) then triggerServerEvent("aServer", localPlayer, "clearchat", "") elseif (source == aServerTab.WeatherSet) then local weather = guiComboBoxGetSelected(aServerTab.Weather) if weather ~= -1 then triggerServerEvent("aServer", localPlayer, "setweather", gettok(guiComboBoxGetItemText(aServerTab.Weather, weather), 1, 32)) else triggerServerEvent("aServer", localPlayer, "setweather", 0) end elseif (source == aServerTab.WeatherBlend) then local weather = guiComboBoxGetSelected(aServerTab.Weather) if weather ~= -1 then triggerServerEvent("aServer", localPlayer, "blendweather", gettok(guiComboBoxGetItemText(aServerTab.Weather, weather), 1, 32)) else triggerServerEvent("aServer", localPlayer, "blendweather", 0) end elseif (source == aServerTab.TimeSet) then triggerServerEvent( "aServer", localPlayer, "settime", guiGetText(aServerTab.TimeH), guiGetText(aServerTab.TimeM) ) elseif (source == aServerTab.SpeedSet) then local speed = guiGetText(aServerTab.Speed) if tonumber(speed) then triggerServerEvent("aServer", localPlayer, "setgamespeed", speed) elseif #speed == 0 then triggerServerEvent("aServer", localPlayer, "setgamespeed", 1) guiSetText(aServerTab.Speed, 1) end elseif (source == aServerTab.GravitySet) then local gravity = guiGetText(aServerTab.Gravity) if tonumber(gravity) then triggerServerEvent("aServer", localPlayer, "setgravity", gravity) elseif #gravity == 0 then triggerServerEvent("aServer", localPlayer, "setgravity", 0.008) guiSetText(aServerTab.Gravity, 0.008) end elseif (source == aServerTab.WavesSet) then local waves = guiGetText(aServerTab.Waves) if tonumber(waves) then triggerServerEvent("aServer", localPlayer, "setwaveheight", waves) elseif #waves == 0 then triggerServerEvent("aServer", localPlayer, "setwaveheight", 0) guiSetText(aServerTab.Waves, 0) end elseif (source == aServerTab.BlurSet) then local blur = guiGetText(aServerTab.Blur) if tonumber(blur) then triggerServerEvent("aServer", localPlayer, "setblurlevel", blur) elseif #blur == 0 then triggerServerEvent("aServer", localPlayer, "setblurlevel", 36) guiSetText(aServerTab.Blur, 36) end elseif (source == aServerTab.HeatHazeSet) then local heathaze = guiGetText(aServerTab.HeatHaze) if tonumber(heathaze) then triggerServerEvent("aServer", localPlayer, "setheathazelevel", heathaze) elseif #heathaze == 0 then triggerServerEvent("aServer", localPlayer, "setheathazelevel", 80) guiSetText(aServerTab.HeatHaze, 80) end elseif (source == aServerTab.FPSSet) then local fps = guiGetText(aServerTab.FPS) if tonumber(fps) then triggerServerEvent("aServer", localPlayer, "setfpslimit", fps) elseif #fps == 0 then triggerServerEvent("aServer", localPlayer, "setfpslimit", 36) -- 36 is default guiSetText(aServerTab.FPS, 36) end elseif (source == aServerTab.QuickReload) then triggerServerEvent( "aServer", localPlayer, "setglitch", "quickreload", iif(guiCheckBoxGetSelected(aServerTab.QuickReload), "on", "off") ) elseif (source == aServerTab.FastMove) then triggerServerEvent( "aServer", localPlayer, "setglitch", "fastmove", iif(guiCheckBoxGetSelected(aServerTab.FastMove), "on", "off") ) elseif (source == aServerTab.FastFire) then triggerServerEvent( "aServer", localPlayer, "setglitch", "fastfire", iif(guiCheckBoxGetSelected(aServerTab.FastFire), "on", "off") ) elseif (source == aServerTab.CrouchBug) then triggerServerEvent( "aServer", localPlayer, "setglitch", "crouchbug", iif(guiCheckBoxGetSelected(aServerTab.CrouchBug), "on", "off") ) elseif (source == aServerTab.HighCloseRangeDamage) then triggerServerEvent( "aServer", localPlayer, "setglitch", "highcloserangedamage", iif(guiCheckBoxGetSelected(aServerTab.HighCloseRangeDamage), "on", "off") ) elseif (source == aServerTab.HitAnim) then triggerServerEvent( "aServer", localPlayer, "setglitch", "hitanim", iif(guiCheckBoxGetSelected(aServerTab.HitAnim), "on", "off") ) elseif (source == aServerTab.FastSprint) then triggerServerEvent( "aServer", localPlayer, "setglitch", "fastsprint", iif(guiCheckBoxGetSelected(aServerTab.FastSprint), "on", "off") ) elseif (source == aServerTab.BadDrivebyHitBox) then triggerServerEvent( "aServer", localPlayer, "setglitch", "baddrivebyhitbox", iif(guiCheckBoxGetSelected(aServerTab.BadDrivebyHitBox), "on", "off") ) elseif (source == aServerTab.QuickStand) then triggerServerEvent( "aServer", localPlayer, "setglitch", "quickstand", iif(guiCheckBoxGetSelected(aServerTab.QuickStand), "on", "off") ) elseif (source == aServerTab.HoverCars) then triggerServerEvent( "aServer", localPlayer, "setworldproperty", "hovercars", iif(guiCheckBoxGetSelected(aServerTab.HoverCars), "on", "off") ) elseif (source == aServerTab.AirCars) then triggerServerEvent( "aServer", localPlayer, "setworldproperty", "aircars", iif(guiCheckBoxGetSelected(aServerTab.AirCars), "on", "off") ) elseif (source == aServerTab.ExtraBunny) then triggerServerEvent( "aServer", localPlayer, "setworldproperty", "extrabunny", iif(guiCheckBoxGetSelected(aServerTab.ExtraBunny), "on", "off") ) elseif (source == aServerTab.ExtraJump) then triggerServerEvent( "aServer", localPlayer, "setworldproperty", "extrajump", iif(guiCheckBoxGetSelected(aServerTab.ExtraJump), "on", "off") ) elseif (source == aServerTab.RandomFoliage) then triggerServerEvent( "aServer", localPlayer, "setworldproperty", "randomfoliage", iif(guiCheckBoxGetSelected(aServerTab.RandomFoliage), "on", "off") ) elseif (source == aServerTab.SniperMoon) then triggerServerEvent( "aServer", localPlayer, "setworldproperty", "snipermoon", iif(guiCheckBoxGetSelected(aServerTab.SniperMoon), "on", "off") ) elseif (source == aServerTab.ExtraAirResistance) then triggerServerEvent( "aServer", localPlayer, "setworldproperty", "extraairresistance", iif(guiCheckBoxGetSelected(aServerTab.ExtraAirResistance), "on", "off") ) elseif (source == aServerTab.UnderWorldWarp) then triggerServerEvent( "aServer", localPlayer, "setworldproperty", "underworldwarp", iif(guiCheckBoxGetSelected(aServerTab.UnderWorldWarp), "on", "off") ) end end end function aServerTab.onClientChanged() local actualText = guiGetText(source) local character = actualText:sub(#actualText, #actualText) if not tonumber(character) and character ~= '.' then guiSetText(source, actualText:sub(0, #actualText - 1)) end end function aServerTab.onClientSync(type, table) if (type == SYNC_SERVER) then guiSetText(aServerTab.Server, "Server: " .. table["name"]) guiSetText(aServerTab.Players, "Players: " .. #getElementsByType("player") .. "/" .. table["players"]) guiSetText(aServerTab.Password, "Password: " .. getSensitiveText(table["password"] or "None")) guiSetText(aServerTab.GameType, "Game Type: " .. (table["game"] or "None")) guiSetText(aServerTab.MapName, "Map Name: " .. (table["map"] or "None")) aServerTab['currentPassword'] = table['password'] or nil end end function aServerTab.onRefresh() local th, tm = getTime() guiSetText( aServerTab.Players, "Players: " .. #getElementsByType("player") .. "/" .. gettok(guiGetText(aServerTab.Players), 2, 47) ) guiSetText(aServerTab.TimeCurrent, "Time: " .. string.format("%02d:%02d", th, tm)) guiSetText(aServerTab.GravityCurrent, "Gravitation: " .. string.format("%.3f", getGravity())) guiSetText(aServerTab.SpeedCurrent, "Game Speed: " .. getGameSpeed()) guiSetText( aServerTab.WeatherCurrent, "Weather: " .. getWeather() .. " (" .. getWeatherNameFromID(getWeather()) .. ")" ) guiSetText(aServerTab.BlurCurrent, "Blur Level: " .. getBlurLevel()) guiSetText(aServerTab.HeatHazeCurrent, "Heat Haze Level: " .. getHeatHaze()) guiSetText(aServerTab.WavesCurrent, "Wave Height: " .. getWaveHeight()) guiSetText(aServerTab.FPSCurrent, "FPS Limit: " .. getFPSLimit()) guiCheckBoxSetSelected(aServerTab.HoverCars, isWorldSpecialPropertyEnabled("hovercars")) guiCheckBoxSetSelected(aServerTab.AirCars, isWorldSpecialPropertyEnabled("aircars")) guiCheckBoxSetSelected(aServerTab.ExtraBunny, isWorldSpecialPropertyEnabled("extrabunny")) guiCheckBoxSetSelected(aServerTab.ExtraJump, isWorldSpecialPropertyEnabled("extrajump")) guiCheckBoxSetSelected(aServerTab.RandomFoliage, isWorldSpecialPropertyEnabled("randomfoliage")) guiCheckBoxSetSelected(aServerTab.SniperMoon, isWorldSpecialPropertyEnabled("snipermoon")) guiCheckBoxSetSelected(aServerTab.ExtraAirResistance, isWorldSpecialPropertyEnabled("extraairresistance")) guiCheckBoxSetSelected(aServerTab.UnderWorldWarp, isWorldSpecialPropertyEnabled("underworldwarp")) triggerServerEvent("aServerGlitchRefresh", localPlayer) end addEvent("aClientRefresh", true) addEventHandler("aClientRefresh", localPlayer, function(quickreload, fastmove, fastfire, crouchbug, highcloserangedamage, hitanim, fastsprint, baddrivebyhitbox, quickstand) guiCheckBoxSetSelected(aServerTab.QuickReload, quickreload) guiCheckBoxSetSelected(aServerTab.FastMove, fastmove) guiCheckBoxSetSelected(aServerTab.FastFire, fastfire) guiCheckBoxSetSelected(aServerTab.CrouchBug, crouchbug) guiCheckBoxSetSelected(aServerTab.HighCloseRangeDamage, highcloserangedamage) guiCheckBoxSetSelected(aServerTab.HitAnim, hitanim) guiCheckBoxSetSelected(aServerTab.FastSprint, fastsprint) guiCheckBoxSetSelected(aServerTab.BadDrivebyHitBox, baddrivebyhitbox) guiCheckBoxSetSelected(aServerTab.QuickStand, quickstand) end) function getWeatherNameFromID(weather) return iif(aServerTab.Weathers[weather], aServerTab.Weathers[weather], "Unknown") end
local replicated = game:GetService("ReplicatedStorage").CameraSystem --// Buttons script.Parent.Buttons.Blackout.MouseButton1Click:Connect(function() if (replicated.Shared.BlackoutEnabled.Value == true and replicated.Shared.BlackoutColor.Value ~= Color3.fromRGB(0,0,0)) or replicated.Shared.BlackoutEnabled.Value == false then replicated.Events.ChangeBlackout:FireServer(true,Color3.fromRGB(0,0,0)) else replicated.Events.ChangeBlackout:FireServer(false) end end) script.Parent.Buttons.Whiteout.MouseButton1Click:Connect(function() if (replicated.Shared.BlackoutEnabled.Value == true and replicated.Shared.BlackoutColor.Value ~= Color3.fromRGB(255,255,255)) or replicated.Shared.BlackoutEnabled.Value == false then replicated.Events.ChangeBlackout:FireServer(true,Color3.fromRGB(255,255,255)) else replicated.Events.ChangeBlackout:FireServer(false) end end) script.Parent.Buttons.Rainbow.MouseButton1Click:Connect(function() replicated.Events.ToggleRainbow:FireServer() end) script.Parent.Buttons.Bars.MouseButton1Click:Connect(function() replicated.Events.ToggleBars:FireServer() end) replicated.Server.ShowBars.Changed:Connect(function(val) if val == true then script.Parent.Buttons.Bars.BackgroundColor3 = Color3.fromRGB(35,167,28) else script.Parent.Buttons.Bars.BackgroundColor3 = Color3.fromRGB(0,0,0) end end) replicated.Server.RainbowEnabled.Changed:Connect(function(val) if val == true then script.Parent.Buttons.Rainbow.BackgroundColor3 = Color3.fromRGB(35,167,28) else script.Parent.Buttons.Rainbow.BackgroundColor3 = Color3.fromRGB(0,0,0) end end) local function updateBlackoutButtons() local enabled = replicated.Shared.BlackoutEnabled.Value local color = replicated.Shared.BlackoutColor.Value if not enabled then script.Parent.Buttons.Blackout.BackgroundColor3 = Color3.fromRGB(0,0,0) script.Parent.Buttons.Whiteout.BackgroundColor3 = Color3.fromRGB(0,0,0) else if color == Color3.fromRGB(0,0,0) then script.Parent.Buttons.Blackout.BackgroundColor3 = Color3.fromRGB(35, 167, 28) script.Parent.Buttons.Whiteout.BackgroundColor3 = Color3.fromRGB(0,0,0) elseif color == Color3.fromRGB(255,255,255) then script.Parent.Buttons.Blackout.BackgroundColor3 = Color3.fromRGB(0,0,0) script.Parent.Buttons.Whiteout.BackgroundColor3 = Color3.fromRGB(35, 167, 28) else script.Parent.Buttons.Blackout.BackgroundColor3 = Color3.fromRGB(0,0,0) script.Parent.Buttons.Whiteout.BackgroundColor3 = Color3.fromRGB(0,0,0) end end end replicated.Shared.BlackoutColor.Changed:Connect(updateBlackoutButtons) replicated.Shared.BlackoutEnabled.Changed:Connect(updateBlackoutButtons)
---------------------------------------------------------------------------------------------------- -- localized English (main) strings -- --get the AddOn engine local AddOnName = ...; --force localization to Spanish (only for testing) --_G.GAME_LOCALE = "esES" --prepare locale local L = LibStub("AceLocale-3.0"):NewLocale(AddOnName, "enUS", true); if not L then return; end --main strings L["LOAD_MESSAGE"] = "%s (version |cff0070de%s|r) loaded, type /%s or /%s for options." L["CONFIG_WINDOW"] = "%s (version |cff0070de%s|r) by |cffffffffCecile|r - |cff0070deEU|r - |cffff2020Zul'jin|r" L["MINIMAP_LABEL"] = "%s (|cff0070de%s|r)" L["MINIMAP_HELP_1"] = "|cFFCFCFCFleft click|r: Open the Configuration" L["PROFILES"] = "Profiles" L["ABOUT"] = [[|cff0070deSpecial thanks to:|r |cff82c5ffLaodice|r. |cff0070deUsage:|r This addon will attach an additional item tooltip to any recipe tooltip that produces an item. That tooltip could show additional information that other addons embed, as an example the auction price. This addon is compose of several modules that act as a database of items produce by recipes. Those module are classified by profession and could be disable in the general addon settings within the game. ]]
local block={} local function Block(id,meta) if meta == nil then meta=0 end return meta * 0x1000 + id end local function unBlock(value) return value % 0x1000, math.floor(value / 0x1000) end block.AIR =Block(0) block.STONE =Block(1) block.GRASS =Block(2) block.DIRT =Block(3) block.COBBLESTONE =Block(4) block.WOOD_PLANKS =Block(5) block.SAPLING =Block(6) block.BEDROCK =Block(7) block.WATER_FLOWING =Block(8) block.WATER_STATIONARY =Block(9) block.LAVA_FLOWING =Block(10) block.LAVA_STATIONARY =Block(11) block.SAND =Block(12) block.GRAVEL =Block(13) block.GOLD_ORE =Block(14) block.IRON_ORE =Block(15) block.COAL_ORE =Block(16) block.WOOD =Block(17) block.WOOD2 =Block(162) block.LEAVES =Block(18) block.GLASS =Block(20) block.LAPIS_LAZULI_ORE =Block(21) block.LAPIS_LAZULI_BLOCK =Block(22) block.SANDSTONE =Block(24) block.BED =Block(26) block.COBWEB =Block(30) block.GRASS_TALL =Block(31) block.WOOL =Block(35) block.FLOWER_YELLOW =Block(37) block.FLOWER_CYAN =Block(38) block.MUSHROOM_BROWN =Block(39) block.MUSHROOM_RED =Block(40) block.GOLD_BLOCK =Block(41) block.IRON_BLOCK =Block(42) block.STONE_SLAB_DOUBLE =Block(43) block.STONE_SLAB =Block(44) block.BRICK_BLOCK =Block(45) block.TNT =Block(46) block.BOOKSHELF =Block(47) block.MOSS_STONE =Block(48) block.OBSIDIAN =Block(49) block.TORCH =Block(50) block.FIRE =Block(51) block.STAIR_WOOD =Block(53) block.CHEST =Block(54) block.DIAMOND_ORE =Block(56) block.DIAMOND_BLOCK =Block(57) block.CRAFTING_TABLE =Block(58) block.FARMLAND =Block(60) block.FURNACE_INACTIVE =Block(61) block.FURNACE_ACTIVE =Block(62) block.DOOR_WOOD =Block(64) block.LADDER =Block(65) block.STAIR_COBBLESTONE =Block(67) block.DOOR_IRON =Block(71) block.REDSTONE_ORE =Block(73) block.STONE_BUTTON =Block(77) block.SNOW =Block(78) block.ICE =Block(79) block.SNOW_BLOCK =Block(80) block.CACTUS =Block(81) block.CLAY =Block(82) block.SUGAR_CANE =Block(83) block.FENCE =Block(85) block.GLOWSTONE_BLOCK =Block(89) block.BEDROCK_INVISIBLE =Block(95) block.STAINED_GLASS =Block(95) block.TRAPDOOR =Block(96) block.IRON_TRAPDOOR =Block(167) block.STONE_BRICK =Block(98) block.GLASS_PANE =Block(102) block.MELON =Block(103) block.FENCE_GATE =Block(107) block.WATERLILY =Block(111) block.WOOD_SLAB_DOUBLE =Block(125) block.WOOD_SLAB =Block(126) block.WOOD_BUTTON =Block(143) block.REDSTONE_BLOCK =Block(152) block.QUARTZ_BLOCK =Block(155) block.HARDENED_CLAY_STAINED=Block(159) block.SEA_LANTERN =Block(169) block.CARPET =Block(171) block.COAL_BLOCK =Block(173) block.REDSTONE_LAMP_INACTIVE=Block(123) block.REDSTONE_LAMP_ACTIVE =Block(124) block.SUNFLOWER =Block(175,0) block.LILAC =Block(175,1) block.DOUBLE_TALLGRASS=Block(175,2) block.LARGE_FERN =Block(175,3) block.ROSE_BUSH =Block(175,4) block.PEONY =Block(175,5) block.WOOL_WHITE=Block(block.WOOL, 0) block.WOOL_ORANGE=Block(block.WOOL, 1) block.WOOL_MAGENTA=Block(block.WOOL, 2) block.WOOL_LIGHT_BLUE=Block(block.WOOL, 3) block.WOOL_YELLOW=Block(block.WOOL, 4) block.WOOL_LIME=Block(block.WOOL, 5) block.WOOL_PINK=Block(block.WOOL, 6) block.WOOL_GRAY=Block(block.WOOL, 7) block.WOOL_LIGHT_GRAY=Block(block.WOOL, 8) block.WOOL_CYAN=Block(block.WOOL, 9) block.WOOL_PURPLE=Block(block.WOOL, 10) block.WOOL_BLUE=Block(block.WOOL, 11) block.WOOL_BROWN=Block(block.WOOL, 12) block.WOOL_GREEN=Block(block.WOOL, 13) block.WOOL_RED=Block(block.WOOL, 14) block.WOOL_BLACK=Block(block.WOOL, 15) block.CARPET_WHITE=Block(block.CARPET, 0) block.CARPET_ORANGE=Block(block.CARPET, 1) block.CARPET_MAGENTA=Block(block.CARPET, 2) block.CARPET_LIGHT_BLUE=Block(block.CARPET, 3) block.CARPET_YELLOW=Block(block.CARPET, 4) block.CARPET_LIME=Block(block.CARPET, 5) block.CARPET_PINK=Block(block.CARPET, 6) block.CARPET_GRAY=Block(block.CARPET, 7) block.CARPET_LIGHT_GRAY=Block(block.CARPET, 8) block.CARPET_CYAN=Block(block.CARPET, 9) block.CARPET_PURPLE=Block(block.CARPET, 10) block.CARPET_BLUE=Block(block.CARPET, 11) block.CARPET_BROWN=Block(block.CARPET, 12) block.CARPET_GREEN=Block(block.CARPET, 13) block.CARPET_RED=Block(block.CARPET, 14) block.CARPET_BLACK=Block(block.CARPET, 15) block.STAINED_GLASS_WHITE=Block(block.STAINED_GLASS, 0) block.STAINED_GLASS_ORANGE=Block(block.STAINED_GLASS, 1) block.STAINED_GLASS_MAGENTA=Block(block.STAINED_GLASS, 2) block.STAINED_GLASS_LIGHT_BLUE=Block(block.STAINED_GLASS, 3) block.STAINED_GLASS_YELLOW=Block(block.STAINED_GLASS, 4) block.STAINED_GLASS_LIME=Block(block.STAINED_GLASS, 5) block.STAINED_GLASS_PINK=Block(block.STAINED_GLASS, 6) block.STAINED_GLASS_GRAY=Block(block.STAINED_GLASS, 7) block.STAINED_GLASS_LIGHT_GRAY=Block(block.STAINED_GLASS, 8) block.STAINED_GLASS_CYAN=Block(block.STAINED_GLASS, 9) block.STAINED_GLASS_PURPLE=Block(block.STAINED_GLASS, 10) block.STAINED_GLASS_BLUE=Block(block.STAINED_GLASS, 11) block.STAINED_GLASS_BROWN=Block(block.STAINED_GLASS, 12) block.STAINED_GLASS_GREEN=Block(block.STAINED_GLASS, 13) block.STAINED_GLASS_RED=Block(block.STAINED_GLASS, 14) block.STAINED_GLASS_BLACK=Block(block.STAINED_GLASS, 15) block.HARDENED_CLAY_STAINED_WHITE=Block(block.HARDENED_CLAY_STAINED, 0) block.HARDENED_CLAY_STAINED_ORANGE=Block(block.HARDENED_CLAY_STAINED, 1) block.HARDENED_CLAY_STAINED_MAGENTA=Block(block.HARDENED_CLAY_STAINED, 2) block.HARDENED_CLAY_STAINED_LIGHT_BLUE=Block(block.HARDENED_CLAY_STAINED, 3) block.HARDENED_CLAY_STAINED_YELLOW=Block(block.HARDENED_CLAY_STAINED, 4) block.HARDENED_CLAY_STAINED_LIME=Block(block.HARDENED_CLAY_STAINED, 5) block.HARDENED_CLAY_STAINED_PINK=Block(block.HARDENED_CLAY_STAINED, 6) block.HARDENED_CLAY_STAINED_GRAY=Block(block.HARDENED_CLAY_STAINED, 7) block.HARDENED_CLAY_STAINED_LIGHT_GRAY=Block(block.HARDENED_CLAY_STAINED, 8) block.HARDENED_CLAY_STAINED_CYAN=Block(block.HARDENED_CLAY_STAINED, 9) block.HARDENED_CLAY_STAINED_PURPLE=Block(block.HARDENED_CLAY_STAINED, 10) block.HARDENED_CLAY_STAINED_BLUE=Block(block.HARDENED_CLAY_STAINED, 11) block.HARDENED_CLAY_STAINED_BROWN=Block(block.HARDENED_CLAY_STAINED, 12) block.HARDENED_CLAY_STAINED_GREEN=Block(block.HARDENED_CLAY_STAINED, 13) block.HARDENED_CLAY_STAINED_RED=Block(block.HARDENED_CLAY_STAINED, 14) block.HARDENED_CLAY_STAINED_BLACK=Block(block.HARDENED_CLAY_STAINED, 15) block.LEAVES_OAK_DECAYABLE=Block(block.LEAVES, 0) block.LEAVES_SPRUCE_DECAYABLE=Block(block.LEAVES, 1) block.LEAVES_BIRCH_DECAYABLE=Block(block.LEAVES, 2) block.LEAVES_JUNGLE_DECAYABLE=Block(block.LEAVES, 3) block.LEAVES_SPRUCE_DECAYABLE_CD=Block(block.LEAVES, 9) block.LEAVES_JUNGLE_DECAYABLE_CD=Block(block.LEAVES, 11) block.LEAVES_OAK_PERMANENT=Block(block.LEAVES, 4) block.LEAVES_SPRUCE_PERMANENT=Block(block.LEAVES, 5) block.LEAVES_BIRCH_PERMANENT=Block(block.LEAVES, 6) block.LEAVES_JUNGLE_PERMANENT=Block(block.LEAVES, 7) block.LEAVES_OAK_PERMANENT_CD=Block(block.LEAVES, 12) block.LEAVES_SPRUCE_PERMANENT_CD=Block(block.LEAVES, 13) block.LEAVES_BIRCH_PERMANENT_CD=Block(block.LEAVES, 14) block.LEAVES_JUNGLE_PERMANENT_CD=Block(block.LEAVES, 15) block.LEAVES2=Block(161) block.LEAVES_ACACIA_DECAYABLE=Block(block.LEAVES2, 0) block.LEAVES_DARK_OAK_DECAYABLE=Block(block.LEAVES2, 1) block.LEAVES_ACACIA_PERMANENT=Block(block.LEAVES2, 4) block.LEAVES_DARK_OAK_PERMANENT=Block(block.LEAVES2, 5) block.LEAVES_ACACIA_DECAYABLE_CD=Block(block.LEAVES2, 8) block.LEAVES_DARK_OAK_DECAYABLE_CD=Block(block.LEAVES2, 9) block.LEAVES_ACACIA_PERMANENT_CD=Block(block.LEAVES2, 12) block.LEAVES_DARK_OAK_PERMANENT_CD=Block(block.LEAVES2, 13) block.OBSIDIAN_GLASS = Block(1001) block.FENCE_RAIL = Block(1002) local to_node={} local from_node={} local function translate(id, name, param2) if not param2 then param2=0 end if not minetest.registered_nodes[name] then if name.sub(1,14)=="stained_glass:" then name="default:glass" else name="default:stone" end end to_node[id]={name=name,param2=param2} local key=name.." "..param2 if not from_node[key] then from_node[key]=id end end translate(block.AIR,"air") translate(block.STONE,"default:stone") translate(block.GRASS,"default:dirt_with_grass") translate(block.DIRT,"default:dirt") translate(block.COBBLESTONE,"default:cobble") translate(block.WOOD_PLANKS,"default:wood") translate(block.SAPLING,"default:sapling") translate(block.BEDROCK,"default:obsidian") translate(block.WATER_FLOWING,"default:water_flowing") translate(block.WATER_STATIONARY,"default:water_source") translate(block.LAVA_FLOWING,"default:lava_flowing") translate(block.LAVA_STATIONARY,"default:lava_source") translate(block.SAND,"default:sand") translate(block.GRAVEL,"default:gravel") translate(block.GOLD_ORE,"default:stone_with_gold") translate(block.IRON_ORE,"default:stone_with_iron") translate(block.COAL_ORE,"default:stone_with_coal") translate(block.WOOD,"default:tree") translate(block.LEAVES,"default:leaves") translate(block.GLASS,"default:glass") translate(block.LAPIS_LAZULI_ORE,"wool:blue") -- fix translate(block.LAPIS_LAZULI_BLOCK,"wool:blue") translate(block.SANDSTONE,"default:sandstone") -- translate(block.BED,"default:") -- translate(block.COBWEB,"default:") translate(block.GRASS_TALL,"default:junglegrass") translate(block.WOOL,"wool:white") translate(block.WATERLILY,"flowers:dandelion_white") --fix translate(block.FLOWER_YELLOW,"flowers:dandelion_yellow") translate(block.FLOWER_CYAN,"flowers:geranium") translate(block.MUSHROOM_BROWN,"flowers:mushroom_brown") translate(block.MUSHROOM_RED,"flowers:mushroom_red") translate(block.GOLD_BLOCK,"default:goldblock") translate(block.IRON_BLOCK,"default:steelblock") --translate(block.STONE_SLAB_DOUBLE,"default:") translate(block.BRICK_BLOCK,"default:brick") translate(block.TNT,"tnt:tnt") translate(block.BOOKSHELF,"default:bookshelf") translate(block.MOSS_STONE,"default:mossycobble") translate(block.OBSIDIAN,"default:obsidian") translate(block.TORCH,"default:torch") translate(block.FIRE,"fire:basic_flame") translate(block.CHEST,"default:chest") translate(block.DIAMOND_ORE,"default:stone_with_diamond") translate(block.DIAMOND_BLOCK,"default:diamondblock") --translate(block.CRAFTING_TABLE,"default:") translate(block.FARMLAND,"farming:soil") translate(block.FURNACE_INACTIVE,"default:furnace") translate(block.FURNACE_ACTIVE,"default:furnace_active") translate(block.LADDER,"default:ladder") translate(block.REDSTONE_ORE,"wool:red") -- fix --translate(block.STONE_BUTTON,"default:") translate(block.SNOW,"default:snow") translate(block.ICE,"default:ice") translate(block.SNOW_BLOCK,"default:snowblock") translate(block.CACTUS,"default:cactus") translate(block.CLAY,"default:clay") translate(block.SUGAR_CANE,"farming:straw") -- fix translate(block.FENCE,"default:fence_wood") translate(block.GLOWSTONE_BLOCK,"default:meselamp") -- fix --translate(block.BEDROCK_INVISIBLE,"default:") translate(block.STONE_BRICK,"default:stonebrick") translate(block.GLASS_PANE,"xpanes:pane_flat") -- fix --translate(block.MELON,"default:") translate(block.WOOD_SLAB_DOUBLE,"default:wood") --fix --translate(block.FENCE_GATE,"default:") --translate(block.WOOD_BUTTON,"default:") translate(block.REDSTONE_BLOCK,"wool:red") -- fix translate(block.QUARTZ_BLOCK,"wool:white") translate(block.HARDENED_CLAY_STAINED,"wool:white") --fix translate(block.SEA_LANTERN,"default:meselamp") translate(block.CARPET,"wool:white") -- fix translate(block.COAL_BLOCK,"default:coalblock") --translate(block.REDSTONE_LAMP_INACTIVE,"default:") translate(block.REDSTONE_LAMP_ACTIVE,"default:meselamp") translate(block.SUNFLOWER,"flowers:tulip") translate(block.LILAC,"flowers:viola") translate(block.DOUBLE_TALLGRASS,"default:grass_2") --fix --translate(block.LARGE_FERN,"default:") translate(block.ROSE_BUSH,"flowers:rose") translate(block.PEONY,"flowers:rose") --fix translate(block.WOOL_WHITE,"wool:white") translate(block.WOOL_ORANGE,"wool:orange") translate(block.WOOL_MAGENTA,"wool:magenta") translate(block.WOOL_LIGHT_BLUE,"wool:cyan") --fix translate(block.WOOL_YELLOW,"wool:yellow") translate(block.WOOL_LIME,"wool:green") translate(block.WOOL_PINK,"wool:pink") translate(block.WOOL_GRAY,"wool:dark_grey") translate(block.WOOL_LIGHT_GRAY,"wool:grey") translate(block.WOOL_CYAN,"wool:cyan") translate(block.WOOL_PURPLE,"wool:violet") translate(block.WOOL_BLUE,"wool:blue") translate(block.WOOL_BROWN,"wool:brown") translate(block.WOOL_GREEN,"wool:dark_green") translate(block.WOOL_RED,"wool:red") translate(block.WOOL_BLACK,"wool:black") translate(block.CARPET_WHITE,"wool:white") translate(block.CARPET_ORANGE,"wool:orange") translate(block.CARPET_MAGENTA,"wool:magenta") translate(block.CARPET_LIGHT_BLUE,"wool:cyan") --fix translate(block.CARPET_YELLOW,"wool:yellow") translate(block.CARPET_LIME,"wool:green") translate(block.CARPET_PINK,"wool:pink") translate(block.CARPET_GRAY,"wool:dark_grey") translate(block.CARPET_LIGHT_GRAY,"wool:grey") translate(block.CARPET_CYAN,"wool:cyan") translate(block.CARPET_PURPLE,"wool:violet") translate(block.CARPET_BLUE,"wool:blue") translate(block.CARPET_BROWN,"wool:brown") translate(block.CARPET_GREEN,"wool:dark_green") translate(block.CARPET_RED,"wool:red") translate(block.CARPET_BLACK,"wool:black") translate(block.HARDENED_CLAY_STAINED_WHITE,"wool:white") translate(block.HARDENED_CLAY_STAINED_ORANGE,"wool:orange") translate(block.HARDENED_CLAY_STAINED_MAGENTA,"wool:magenta") translate(block.HARDENED_CLAY_STAINED_LIGHT_BLUE,"wool:cyan") --fix translate(block.HARDENED_CLAY_STAINED_YELLOW,"wool:yellow") translate(block.HARDENED_CLAY_STAINED_LIME,"wool:green") translate(block.HARDENED_CLAY_STAINED_PINK,"wool:pink") translate(block.HARDENED_CLAY_STAINED_GRAY,"wool:dark_grey") translate(block.HARDENED_CLAY_STAINED_LIGHT_GRAY,"wool:grey") translate(block.HARDENED_CLAY_STAINED_CYAN,"wool:cyan") translate(block.HARDENED_CLAY_STAINED_PURPLE,"wool:violet") translate(block.HARDENED_CLAY_STAINED_BLUE,"wool:blue") translate(block.HARDENED_CLAY_STAINED_BROWN,"wool:brown") translate(block.HARDENED_CLAY_STAINED_GREEN,"wool:dark_green") translate(block.HARDENED_CLAY_STAINED_RED,"wool:red") translate(block.HARDENED_CLAY_STAINED_BLACK,"wool:black") translate(block.STAINED_GLASS_WHITE,"stained_glass:faint_aqua") --fix translate(block.STAINED_GLASS_ORANGE,"stained_glass:orange") translate(block.STAINED_GLASS_MAGENTA,"stained_glass:magenta") translate(block.STAINED_GLASS_LIGHT_BLUE,"stained_glass:faint_blue") translate(block.STAINED_GLASS_YELLOW,"stained_glass:yellow") translate(block.STAINED_GLASS_LIME,"stained_glass:lime") translate(block.STAINED_GLASS_PINK,"stained_glass:faint_red") translate(block.STAINED_GLASS_GRAY,"stained_glass:dark_blue") --fix translate(block.STAINED_GLASS_LIGHT_GRAY,"stained_glass:medium_blue") --fix translate(block.STAINED_GLASS_CYAN,"stained_glass:cyan") translate(block.STAINED_GLASS_PURPLE,"stained_glass:violet") translate(block.STAINED_GLASS_BLUE,"stained_glass:blue") translate(block.STAINED_GLASS_BROWN,"stained_glass:dark_red") translate(block.STAINED_GLASS_GREEN,"stained_glass:green") translate(block.STAINED_GLASS_RED,"stained_glass:red") translate(block.STAINED_GLASS_BLACK,"stained_glass:dark_green") --fix --translate(block.LEAVES_OAK_DECAYABLE,"default:leaves") translate(block.LEAVES_SPRUCE_DECAYABLE,"default:pine_needles") --translate(block.LEAVES_BIRCH_DECAYABLE,"default:leaves") translate(block.LEAVES_JUNGLE_DECAYABLE,"default:jungleleaves") translate(block.LEAVES_OAK_PERMANENT,"default:leaves",1) translate(block.LEAVES_SPRUCE_PERMANENT,"default:pine_needles",1) translate(block.LEAVES_BIRCH_PERMANENT,"default:leaves",1) translate(block.LEAVES_SPRUCE_DECAYABLE_CD,"default:pine_needles") translate(block.LEAVES_JUNGLE_DECAYABLE_CD,"default:jungleleaves") translate(block.LEAVES_JUNGLE_PERMANENT,"default:jungleleaves",1) translate(block.LEAVES_OAK_PERMANENT_CD,"default:leaves",1) translate(block.LEAVES_SPRUCE_PERMANENT_CD,"default:pine_needles",1) translate(block.LEAVES_BIRCH_PERMANENT_CD,"default:leaves",1) translate(block.LEAVES_JUNGLE_PERMANENT_CD,"default:jungleleaves",1) translate(block.LEAVES2,"default:leaves") translate(block.LEAVES_ACACIA_DECAYABLE,"default:acacia_leaves") --block.to_node[block.LEAVES_DARK_OAK_DECAYABLE] = translate(block.LEAVES_ACACIA_PERMANENT,"default:acacia_leaves",1) translate(block.LEAVES_DARK_OAK_PERMANENT,"default:leaves",1) translate(block.LEAVES_ACACIA_PERMANENT_CD,"default:acacia_leaves",1) translate(block.LEAVES_DARK_OAK_PERMANENT_CD,"default:leaves",1) translate(Block(228),"air") translate(Block(229),"air") translate(Block(236),"air") translate(Block(254),"air") translate(Block(block.WOOD_SLAB,0),"stairs:slab_wood",0) translate(Block(block.WOOD_SLAB,8),"stairs:slab_wood",20) translate(Block(block.WOOD_SLAB,1),"stairs:slab_pine_wood",0) translate(Block(block.WOOD_SLAB,9),"stairs:slab_pine_wood",20) translate(Block(block.WOOD_SLAB,2),"stairs:slab_wood",0) -- FIX: birch translate(Block(block.WOOD_SLAB,10),"stairs:slab_wood",20) translate(Block(block.WOOD_SLAB,3),"stairs:slab_junglewood",0) translate(Block(block.WOOD_SLAB,11),"stairs:slab_junglewood",20) translate(Block(block.WOOD_SLAB,4),"stairs:slab_acacia_wood",0) translate(Block(block.WOOD_SLAB,12),"stairs:slab_acacia_wood",20) translate(Block(block.WOOD_SLAB,5),"stairs:slab_wood",0) -- FIX: dark oak translate(Block(block.WOOD_SLAB,13),"stairs:slab_wood",20) translate(Block(block.STONE_SLAB,0),"stairs:slab_stone",0) translate(Block(block.STONE_SLAB,8),"stairs:slab_stone",20) translate(Block(block.STONE_SLAB,1),"stairs:slab_sandstone",0) translate(Block(block.STONE_SLAB,9),"stairs:slab_sandstone",20) translate(Block(block.STONE_SLAB,2),"stairs:slab_wood",0) translate(Block(block.STONE_SLAB,10),"stairs:slab_wood",20) translate(Block(block.STONE_SLAB,3),"stairs:slab_cobble",0) translate(Block(block.STONE_SLAB,11),"stairs:slab_cobble",20) translate(Block(block.STONE_SLAB,4),"stairs:slab_brick",0) translate(Block(block.STONE_SLAB,12),"stairs:slab_brick",20) translate(Block(block.STONE_SLAB,6),"stairs:slab_stonebrick",0) translate(Block(block.STONE_SLAB,13),"stairs:slab_stonebrick",20) translate(Block(block.STONE_SLAB,7),"stairs:slab_desert_stonebrick",0) -- FIX: nether brick translate(Block(block.STONE_SLAB,14),"stairs:slab_desert_stonebrick",20) translate(Block(block.STONE_SLAB,8),"stairs:slab_desert_stone",0) -- FIX: quartz translate(Block(block.STONE_SLAB,15),"stairs:slab_desert_stone",20) translate(Block(block.FENCE,0),"default:fence_wood",0) translate(Block(block.FENCE,8),"default:fence_wood",20) translate(Block(block.FENCE,1),"default:fence_pine_wood",0) translate(Block(block.FENCE,9),"default:fence_pine_wood",20) translate(Block(block.FENCE,2),"default:fence_wood",0) -- FIX: birch translate(Block(block.FENCE,10),"default:fence_wood",20) translate(Block(block.FENCE,3),"default:fence_junglewood",0) translate(Block(block.FENCE,11),"default:fence_junglewood",20) translate(Block(block.FENCE,4),"default:fence_acacia_wood",0) translate(Block(block.FENCE,12),"default:fence_acacia_wood",20) translate(Block(block.FENCE,5),"default:fence_wood",0) -- FIX: dark oak translate(Block(block.FENCE,13),"default:fence_wood",20) translate(Block(block.FENCE_RAIL,0),"default:fence_rail_wood",0) translate(Block(block.FENCE_RAIL,8),"default:fence_rail_wood",20) translate(Block(block.FENCE_RAIL,1),"default:fence_rail_pine_wood",0) translate(Block(block.FENCE_RAIL,9),"default:fence_rail_pine_wood",20) translate(Block(block.FENCE_RAIL,2),"default:fence_rail_wood",0) -- FIX: birch translate(Block(block.FENCE_RAIL,10),"default:fence_rail_wood",20) translate(Block(block.FENCE_RAIL,3),"default:fence_rail_junglewood",0) translate(Block(block.FENCE_RAIL,11),"default:fence_rail_junglewood",20) translate(Block(block.FENCE_RAIL,4),"default:fence_rail_acacia_wood",0) translate(Block(block.FENCE_RAIL,12),"default:fence_rail_acacia_wood",20) translate(Block(block.FENCE_RAIL,5),"default:fence_rail_wood",0) -- FIX: dark oak translate(Block(block.FENCE_RAIL,13),"default:fence_rail_wood",20) translate(block.OBSIDIAN_GLASS,"default:obsidian_glass") local function defineTrapdoor(base_num,base_name) translate(Block(base_num,0),base_name,2) translate(Block(base_num,1),base_name,0) translate(Block(base_num,2),base_name,1) translate(Block(base_num,3),base_name,3) translate(Block(base_num,4+0),base_name.."_open",2) translate(Block(base_num,4+1),base_name.."_open",0) translate(Block(base_num,4+2),base_name.."_open",1) translate(Block(base_num,4+3),base_name.."_open",3) translate(Block(base_num,8+0),base_name,22) translate(Block(base_num,8+1),base_name,20) translate(Block(base_num,8+2),base_name,23) translate(Block(base_num,8+3),base_name,21) translate(Block(base_num,4+8+0),base_name.."_open",22) translate(Block(base_num,4+8+1),base_name.."_open",20) translate(Block(base_num,4+8+2),base_name.."_open",23) translate(Block(base_num,4+8+3),base_name.."_open",21) end defineTrapdoor(block.TRAPDOOR,"doors:trapdoor") defineTrapdoor(block.IRON_TRAPDOOR,"doors:trapdoor") local function defineDoor(base_num,base_name) translate(Block(base_num,0),base_name.."_b_2") translate(Block(base_num,1),base_name.."_b_2") translate(Block(base_num,2),base_name.."_b_2") translate(Block(base_num,3),base_name.."_b_2") translate(Block(base_num,4+0),base_name.."_b_2") translate(Block(base_num,4+1),base_name.."_b_2") translate(Block(base_num,4+2),base_name.."_b_2") translate(Block(base_num,4+3),base_name.."_b_2") translate(Block(base_num,8+0),base_name.."_t_2") translate(Block(base_num,8+1),base_name.."_t_2") translate(Block(base_num,8+2),base_name.."_t_2") translate(Block(base_num,8+3),base_name.."_t_2") translate(Block(base_num,4+8+0),base_name.."_t_2") translate(Block(base_num,4+8+1),base_name.."_t_2") translate(Block(base_num,4+8+2),base_name.."_t_2") translate(Block(base_num,4+8+3),base_name.."_t_2") -- lots of fixes to be done! -- it might not be doable as MC upper doors don't have directional data end defineDoor(block.DOOR_WOOD, "doors:door_wood") defineDoor(block.DOOR_IRON, "doors:door_steel") local function defineStair(base_num,base_name) translate(Block(base_num,0),base_name,1) translate(Block(base_num,1),base_name,3) translate(Block(base_num,2),base_name,2) translate(Block(base_num,3),base_name,0) translate(Block(base_num,4),base_name,17) translate(Block(base_num,5),base_name,21) translate(Block(base_num,6),base_name,22) translate(Block(base_num,7),base_name,20) end defineStair(block.STAIR_WOOD, "stairs:stair_wood") defineStair(block.STAIR_COBBLESTONE, "stairs:stair_cobble") defineStair(108, "stairs:stair_brick") defineStair(109, "stairs:stair_stonebrick") defineStair(114, "stairs:stair_desert_stonebrick") -- fix: nether brick defineStair(128, "stairs:stair_sandstone") defineStair(134, "stairs:stair_pine_wood") defineStair(135, "stairs:stair_wood") -- fix: birch defineStair(136, "stairs:stair_junglewood") defineStair(156, "stairs:stair_desert_stone") -- fix: quartz defineStair(163, "stairs:stair_acacia_wood") defineStair(164, "stairs:stair_wood") -- fix: dark oak defineStair(180, "stairs:stair_sandstone") -- fix: red sandstone defineStair(203, "stairs:stair_wood") -- fix: purpur local function defineWood(main, subtype, node_name) translate(Block(main, subtype), node_name) translate(Block(main, subtype + 1 * 4), node_name, 12) translate(Block(main, subtype + 2 * 4), node_name, 4) translate(Block(main, subtype + 3 * 4), node_name) -- fix: all bark end defineWood(block.WOOD, 0, "default:tree") -- oak defineWood(block.WOOD, 1, "default:pine_tree") -- spruce defineWood(block.WOOD, 2, "default:tree") -- fix: birch defineWood(block.WOOD, 3, "default:jungletree") defineWood(block.WOOD2, 0, "default:acacia_tree") defineWood(block.WOOD2, 1, "default:tree") -- fix: dark oak function block.node_to_id_meta(node) if node.name == "air" or node.name == "ignore" then return 0,0 end local entry=node.name .. " " .. node.param2 if from_node[entry] then return unBlock(from_node[entry]) end entry=node.name .. " 0" if from_node[entry] then return unBlock(from_node[entry]) end return unBlock(block.STONE) end function block.id_meta_to_node(id, meta) if id == 0 then return {name="air"} end local value=Block(id, meta) if to_node[value] then return to_node[value] elseif to_node[id] then return to_node[id] else return {name="stone"} end end return block
-- -- centrifuge c1 c2 c3 -- module type s4 s5 s6 -- crafting_speed 58.8 87.6 123.6 -- energy_source.emissions_per_minute 47.55 53.8 60.1 -- energy_usage 13.3MW 15MW 16.8MW -- require ("func_centrifuge") local beaconed_fe_centrifuge_1 = { name = "beaconed-fe-centrifuge-1", crafting_speed = 58.8, energy_usage = "13.3MW", emissions_per_minute = 47.55, ingredients = { {"centrifuge-mk3", 1}, {"beacon-mk3", 7}, {"speed-module-4", 14 } }, item_order = "e-b-a", result = { { type = "item", name = "beaconed-fe-centrifuge-1", amount = 1} }, upgradeable_ingredients = { {"centrifuge-mk3", 1}, {"beacon-mk3", 7}, {"speed-module-4", 14 } }, upgradeable_result = { { type = "item", name = "beaconed-fe-centrifuge-1", amount = 1} } } create_centrifuge(beaconed_fe_centrifuge_1) local beaconed_fe_centrifuge_2 = { name = "beaconed-fe-centrifuge-2", crafting_speed = 87.6, energy_usage = "15MW", emissions_per_minute = 53.8, ingredients = { {"centrifuge-mk3", 1}, {"beacon-mk3", 7}, {"speed-module-5", 14 } }, item_order = "e-b-b", result = { { type = "item", name = "beaconed-fe-centrifuge-2", amount = 1} }, upgradeable_ingredients = { {"beaconed-fe-centrifuge-1", 1}, {"speed-module-5", 14 } }, upgradeable_result = { { type = "item", name = "beaconed-fe-centrifuge-2", amount = 1}, { type = "item", name = "speed-module-4", amount = 14} } } create_centrifuge(beaconed_fe_centrifuge_2) local beaconed_fe_centrifuge_3 = { name = "beaconed-fe-centrifuge-3", crafting_speed = 123.6, energy_usage = "16.8MW", emissions_per_minute = 60.1, ingredients = { {"centrifuge-mk3", 1}, {"beacon-mk3", 7}, {"speed-module-6", 14 } }, item_order = "e-b-c", result = { { type = "item", name = "beaconed-fe-centrifuge-3", amount = 1} }, upgradeable_ingredients = { {"beaconed-fe-centrifuge-2", 1}, {"speed-module-6", 14 } }, upgradeable_result = { { type = "item", name = "beaconed-fe-centrifuge-3", amount = 1}, { type = "item", name = "speed-module-5", amount = 14} } } create_centrifuge(beaconed_fe_centrifuge_3)
texts = nil errored = false checkedAll = false data = nil modslist = {} index = 1 timer = nil versionIndex = {} function init() local passed, err = pcall(function() data = root.assetJson("/zb/updateInfoWindow/data.config") modslist = status.statusProperty("zb_updatewindow_pending", {}) or {} widget.setButtonEnabled("close", false) widget.setButtonEnabled("buttonPrevious", false) if #modslist <= 0 then checkedAll = true timer = 0 for mod, _ in pairs(data) do if mod ~= "Data" then table.insert(modslist, mod) end end end if #modslist == 1 then widget.setButtonEnabled("buttonNext", false) end if not timer then timer = data.Data.minimumUptime end displayInfo() end) if not passed then sb.logError("[ZB] UPDATE WINDOW ERRORED") sb.logError("mods list:\n%s\nError:\n%s", status.statusProperty("zb_updatewindow_pending", {}) or {}, err) sb.logError("") errored = true widget.setText("textScrollBox.text", "An error has occured. Please report this error with a log attached.") widget.setButtonEnabled("close", true) widget.setText("close", "Dismiss") end end function update(dt) if timer then if timer >= 0 then timer = timer - dt widget.setText("close", math.ceil(timer)) else checkedAll = true widget.setButtonEnabled("close", true) widget.setText("close", "Dismiss") end end end function displayInfo() texts = root.assetJson(data[modslist[index]].file) versionIndex[modslist[index]] = texts.version widget.setButtonEnabled("buttonChangelog", true) widget.setButtonEnabled("buttonCredits", true) widget.setButtonEnabled("buttonInfo", true) widget.setText("textScrollBox.text", "\n"..checkString(texts.welcome, "welcome").."\n\n") widget.setText("version", texts.version) if data[modslist[index]].image then local imageSize = root.imageSize(data[modslist[index]].image) local widgetPosition = {150, 229} widgetPosition[1] = widgetPosition[1] - imageSize[1] * 0.5 widgetPosition[2] = widgetPosition[2] - imageSize[2] * 0.5 widget.setPosition("title", widgetPosition) widget.setImage("title", data[modslist[index]].image) else widget.setImage("title", "/assetmissing.png") end end function uninit() if errored then return end if not checkedAll then player.interact("ScriptPane", "/zb/updateInfoWindow/updateInfoWindow.config") return else local pending = status.statusProperty("zb_updatewindow_pending", {}) or {} local versions = status.statusProperty("zb_updatewindow_versions", {}) or {} for _, mod in ipairs(pending) do versions[mod] = versionIndex[mod] status.setStatusProperty("zb_updatewindow_versions", versions) end status.setStatusProperty("zb_updatewindow_pending", nil) end end function close() pane.dismiss() end function checkString(str, req) local rtn = "" local passed, err = pcall(function() local a, b = string.find(str, "#file#") if a == 1 then local text = root.assetJson(string.gsub(str, "#file#", "")) rtn = text[req] else rtn = str end end) if passed then return rtn.."\n\n" else sb.logError("[ZB] UPDATE WINDOW ERRORED") sb.logError("Pending list:\n%s\nError:\n%s", status.statusProperty("zb_updatewindow_pending", {}) or {}, err) sb.logError("") errored = true widget.setText("textScrollBox.text", "An error has occured. Please report this error with a log attached.") widget.setButtonEnabled("close", true) widget.setText("close", "Dismiss") end end function buttonInfo() widget.setText("textScrollBox.text", checkString(texts.info, "info")) widget.setButtonEnabled("buttonChangelog", true) widget.setButtonEnabled("buttonCredits", true) widget.setButtonEnabled("buttonInfo", false) end function buttonChangelog() widget.setText("textScrollBox.text", checkString(texts.changelog, "changelog")) widget.setButtonEnabled("buttonChangelog", false) widget.setButtonEnabled("buttonCredits", true) widget.setButtonEnabled("buttonInfo", true) end function buttonCredits() widget.setText("textScrollBox.text", checkString(texts.credits, "credits")) widget.setButtonEnabled("buttonChangelog", true) widget.setButtonEnabled("buttonCredits", false) widget.setButtonEnabled("buttonInfo", true) end function buttonNext() index = index + 1 if index >= #modslist then checkedAll = true widget.setButtonEnabled("close", true) widget.setButtonEnabled("buttonNext", false) end displayInfo() widget.setButtonEnabled("buttonPrevious", true) end function buttonPrevious() index = index - 1 if index <= 1 then widget.setButtonEnabled("buttonPrevious", false) end displayInfo() widget.setButtonEnabled("buttonNext", true) end
--- A clickable button. -- @classmod Button -- @usage -- Create an empty button that prints when it is clicked -- local button = Button(0, 0, 100, 100) -- button.onClick = function(component, button) -- print("Clicked with mouse button " .. button) -- end Button = class(Component) --- The color of the outer border of this button. Button.outerBorderColor = {0, 0, 0} --- The color of the inner border of this button. Button.innerBorderColor = {84, 84, 84} --- The color of the inner border of this button when the mouse is over it. Button.innerBorderHoverColor = {147, 147, 147} --- The color of this button. Button.color = {38, 38, 38} --- The color of this button when the mouse is over it. Button.hoverColor = {84, 84, 84} --- Constructor -- @section --- Constructs a new Button. -- -- @param x The x coordinate of the new component, relative to its parent. -- @param y The y coordinate of the new component, relative to its parent. -- @param width The width of the new component. -- @param height The height of the new component. function Button:_init(x, y, width, height) Component._init(self) self.mouseOver = false self.x = x self.y = y self.width = width self.height = height end --- @section end function Button:update(dt) if self.pressed and not self.mouseOver then self:setPressed(false) end end function Button:draw(dt) local startX = self.x + self.offset[1] local startY = self.y + self.offset[2] local w = self.width local h = self.height local borderPoly = { {startX + 1, startY + 0.5}, {startX + w - 1, startY + 0.5}, {startX + w - 0.5, startY + 1}, {startX + w - 0.5, startY + h - 1}, {startX + w - 1, startY + h - 0.5}, {startX + 1, startY + h - 0.5}, {startX + 0.5, startY + h - 1}, {startX + 0.5, startY + 1}, } local innerBorderRect = { startX + 1, startY + 1, startX + w - 1, startY + h - 1 } local rectOffset = 1.5 local rect = { startX + rectOffset, startY + rectOffset, startX + w - rectOffset, startY + h - rectOffset } PtUtil.drawPoly(borderPoly, self.outerBorderColor, 1) if self.mouseOver then PtUtil.drawRect(innerBorderRect, self.innerBorderHoverColor, 0.5) PtUtil.fillRect(rect, self.hoverColor) else PtUtil.drawRect(innerBorderRect, self.innerBorderColor, 0.5) PtUtil.fillRect(rect, self.color) end end function Button:setPressed(pressed) if pressed and not self.pressed then self.x = self.x + 1 self.y = self.y - 1 self.layout = true end if not pressed and self.pressed then self.x = self.x - 1 self.y = self.y + 1 self.layout = true end self.pressed = pressed end function Button:clickEvent(position, button, pressed) if button <= 3 then if self.onClick and not pressed and self.pressed then self:onClick(button) end self:setPressed(pressed) return true end end --- Called when this button is clicked. -- @function onClick -- -- @param button The mouse button that was used.
wait(0.016666666666667) Effects = {} local Player = game.Players.localPlayer local Character = Player.Character local Humanoid = Character.Humanoid local mouse = Player:GetMouse() local m = Instance.new("Model", Character) m.Name = "WeaponModel" local LeftArm = Character["Left Arm"] local RightArm = Character["Right Arm"] local LeftLeg = Character["Left Leg"] local RightLeg = Character["Right Leg"] local Head = Character.Head local Torso = Character.Torso local cam = game.Workspace.CurrentCamera local RootPart = Character.HumanoidRootPart local RootJoint = RootPart.RootJoint local equipped = false local attack = false local Anim = "Idle" local idle = 0 local attacktype = 1 local Torsovelocity = RootPart.Velocity * Vector3.new(1, 0, 1).magnitude local velocity = RootPart.Velocity.y local sine = 0 local change = 1 local grabbed = false local cf = CFrame.new local mr = math.rad local angles = CFrame.Angles local ud = UDim2.new local vt = Vector3.new local c3 = Color3.new local mana = 0 local mananum = 0 local it = Instance.new local NeckCF = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0) local RootCF = CFrame.fromEulerAnglesXYZ(-1.57, 0, 3.14) local RHCF = CFrame.fromEulerAnglesXYZ(0, 1.6, 0) local LHCF = CFrame.fromEulerAnglesXYZ(0, -1.6, 0) xenabled = true cenabled = true venabled = true zenabled = true RSH = nil RW = Instance.new("Weld") LW = Instance.new("Weld") RH = Torso["Right Hip"] LH = Torso["Left Hip"] RSH = Torso["Right Shoulder"] LSH = Torso["Left Shoulder"] RSH.Parent = nil LSH.Parent = nil RW.Name = "RW" RW.Part0 = Torso RW.C0 = cf(1.5, 0.5, 0) RW.C1 = cf(0, 0.5, 0) RW.Part1 = RightArm RW.Parent = Torso LW.Name = "LW" LW.Part0 = Torso LW.C0 = cf(-1.5, 0.5, 0) LW.C1 = cf(0, 0.5, 0) LW.Part1 = LeftArm LW.Parent = Torso clerp = function(a, b, t) return a:lerp(b, t) end ---------------------------------------------------- z = Instance.new("Sound", Character) z.SoundId = "rbxassetid://428255459"-- z.Looped = true z.Pitch = 1 z.Volume = 1 wait(.1) z:Play() ---------------------------------------------------- ArtificialHB = Instance.new("BindableEvent", script) ArtificialHB.Name = "Heartbeat" script:WaitForChild("Heartbeat") frame = 0.016666666666667 tf = 0 allowframeloss = false tossremainder = false lastframe = tick() script.Heartbeat:Fire() game:GetService("RunService").Heartbeat:connect(function(s, p) tf = tf + s if frame <= tf then if allowframeloss then script.Heartbeat:Fire() lastframe = tick() else for i = 1, math.floor(tf / frame) do script.Heartbeat:Fire() end lastframe = tick() end if tossremainder then tf = 0 else tf = tf - frame * math.floor(tf / frame) end end end ) swait = function(num) if num == 0 or num == nil then ArtificialHB.Event:wait() else for i = 0, num do ArtificialHB.Event:wait() end end end Magik = function(part) Spawn(function() local function lerp(a,b,c) return a+(b-a)*c end local function rndRange(rng) return math.random(-rng*1000,rng*1000)/1000 end local magik = Instance.new("Part", part) magik.Anchored = true magik.Locked = true magik.Material = "Neon" magik.FormFactor = "Custom" magik.Size = Vector3.new(1.2, 1.2, 1.2) magik.TopSurface = "Smooth" magik.BottomSurface = "Smooth" magik.Transparency = 0 magik.CanCollide = false magik.BrickColor = BrickColor.new("Royal purple") local mr = math.rad local rnx,rny,rnz = mr(rndRange(180)),mr(rndRange(180)),mr(rndRange(180)) local cf = part.CFrame * CFrame.new(0, -.8, 0) * CFrame.Angles(rnx,rny,rnz) magik.CFrame = cf for i = 0, 1, .05 do local newTrans = lerp(.8, 1, i) local ns = lerp(1,1.2,i) magik.Transparency = newTrans magik.Size = Vector3.new(ns,ns,ns) magik.CFrame = cf wait() end magik:Destroy() wait() end) end ---------------------------------------------------- Magik2 = function(part) Spawn(function() local function lerp(a,b,c) return a+(b-a)*c end local function rndRange(rng) return math.random(-rng*1000,rng*1000)/1000 end local magik2 = Instance.new("Part",part) magik2.Anchored = true magik2.Locked = true magik2.FormFactor = "Custom" magik2.Size = Vector3.new(1.2, 1.2, 1.2) magik2.TopSurface = "Smooth" magik2.BottomSurface = "Smooth" magik2.Transparency = 0 magik2.Material = "Neon" magik2.CanCollide = false magik2.BrickColor = BrickColor.new("Really black") local mr = math.rad local rnx,rny,rnz = mr(rndRange(180)),mr(rndRange(180)),mr(rndRange(180)) local cf = part.CFrame * CFrame.new(0, -.8, 0) * CFrame.Angles(rnx,rny,rnz) magik2.CFrame = cf for i = 0, 1, .05 do local newTrans = lerp(.8, 1, i) local ns = lerp(1,1.2,i) magik2.Transparency = newTrans magik2.Size = Vector3.new(ns,ns,ns) magik2.CFrame = cf wait() end magik2:Destroy() end) end Spawn(function() while wait(.1) do Magik(RightArm) end end) Spawn(function() while wait(.1) do Magik2(RightArm) end end) FloatPart = function() local Part = Instance.new('Part',Torso) Part.CFrame = CFrame.new(Torso.CFrame.X,workspace.Base.CFrame.Y+1,Torso.CFrame.Z) * CFrame.fromEulerAnglesXYZ(86.4,0,87) Part.Anchored = true Part.Material = 'Neon' Part.CanCollide = false Part.BrickColor = BrickColor.new(PrimaryColor) local Mesh = Instance.new('SpecialMesh',Part) Mesh.Scale = Vector3.new(4,4,.2) Mesh.MeshId = 'http://www.roblox.com/asset/?id=3270017' Mesh.VertexColor = Vector3.new(0,170,255) spawn(function() for i = 1,30 do Mesh.Scale = Mesh.Scale + Vector3.new(.04,.04,0) Part.Transparency = Part.Transparency + .035 game["Run Service"].RenderStepped:wait() end Part:Destroy() end) end; DubPart = function() local Part = Instance.new('Part',Torso) Part.CFrame = CFrame.new(Torso.CFrame.X,workspace.Base.CFrame.Y+1,Torso.CFrame.Z) * CFrame.fromEulerAnglesXYZ(86.4,0,87) Part.Anchored = true Part.CanCollide = false Part.Material = 'Neon' Part.BrickColor = BrickColor.new(SecondaryColor) local Mesh = Instance.new('SpecialMesh',Part) Mesh.Scale = Vector3.new(7,7,.2) Mesh.MeshId = 'http://www.roblox.com/asset/?id=3270017' Mesh.VertexColor = Vector3.new(0,170,255) spawn(function() for i = 1,30 do Mesh.Scale = Mesh.Scale + Vector3.new(.04,.04,0) Part.Transparency = Part.Transparency + .035 game["Run Service"].RenderStepped:wait() end Part:Destroy() end) end; Fade = function(Item,t) spawn(function() for i = 1,20 do Item.Transparency = Item.Transparency + .05 if t then wait(t) else wait() end end Item:Destroy() end) end Particle = function(PrimaryColor) local Part = Instance.new('Part',Torso) Part.BrickColor = BrickColor.new(PrimaryColor) Part.Anchored = true Part.Transparency = .3 Part.CanCollide = false Part.CFrame = Torso.CFrame * CFrame.new(math.random(-10,10),math.random(-15,15),math.random(-10,10)) * CFrame.fromEulerAnglesXYZ(math.random(),math.random(),math.random()) local Mesh = Instance.new('BlockMesh',Part) Mesh.Scale = Vector3.new(.05,.1,.1) spawn(function() for i = 1,40 do Part.Transparency = Part.Transparency + .0125 Part.CFrame = Part.CFrame * CFrame.new(0,-.07,0) game["Run Service"].RenderStepped:wait() end Part:Destroy() end) end; --[[spawn(function() while wait() do wait(.05) FloatPart() wait(.08) FloatPart() wait(.05) DubPart() wait(.08) end end)]] game["Run Service"].RenderStepped:connect(function(_) Particle("Royal purple") Particle("Really black") --Character['HumanoidRootPart'].C1 = Character['HumanoidRootPart'].C1 * CFrame.new(0,Height+math.sin(tick())/150,0) end) particle = function(parent, col1, col2, lightemis, size, texture, transparency, zoffset, accel, drag, ltp, velinher, emisdir, enabled, lifetime, rate, rotation, rotspeed, speed, velspread) local fp = it("ParticleEmitter") fp.Parent = parent fp.Color = cs(col1, col2) fp.LightEmission = lightemis fp.Size = size fp.Texture = texture fp.Transparency = transparency fp.ZOffset = zoffset fp.Acceleration = accel fp.Drag = drag fp.LockedToPart = ltp fp.VelocityInheritance = velinher fp.EmissionDirection = emisdir fp.Enabled = enabled fp.Lifetime = lifetime fp.Rate = rate fp.Rotation = rotation fp.RotSpeed = rotspeed fp.Speed = speed fp.VelocitySpread = velspread return fp end local fengui = it("GuiMain") fengui.Parent = Player.PlayerGui fengui.Name = "WeaponGUI" local fenframe1 = it("TextLabel") fenframe1.Parent = fengui fenframe1.BackgroundColor3 = Color3.new(0.19607843137255, 0.19607843137255, 0.19607843137255) fenframe1.BackgroundTransparency = 0.3 fenframe1.BorderSizePixel = 5 fenframe1.BorderColor3 = Color3.new(1, 1, 1) fenframe1.Size = UDim2.new(0.05, 0, 0.1, 0) fenframe1.Position = UDim2.new(0.325, 0, 0.7, 0) fenframe1.Text = "Z" fenframe1.TextWrapped = true fenframe1.FontSize = 7 fenframe1.TextColor3 = Color3.new(1, 1, 1) local fenframe1a = it("TextLabel") fenframe1a.Parent = fengui fenframe1a.BackgroundColor3 = Color3.new(0.7843137254902, 0.7843137254902, 0.7843137254902) fenframe1a.BackgroundTransparency = 0.3 fenframe1a.BorderSizePixel = 5 fenframe1a.BorderColor3 = Color3.new(1, 1, 1) fenframe1a.Size = UDim2.new(0.05, 0, 0.1, 0) fenframe1a.Position = UDim2.new(0.325, 0, 0.7, 0) fenframe1a.Text = "" local fenframe2 = it("TextLabel") fenframe2.Parent = fengui fenframe2.BackgroundColor3 = Color3.new(0.19607843137255, 0.19607843137255, 0.19607843137255) fenframe2.BackgroundTransparency = 0.3 fenframe2.BorderSizePixel = 5 fenframe2.BorderColor3 = Color3.new(1, 1, 1) fenframe2.Size = UDim2.new(0.05, 0, 0.1, 0) fenframe2.Position = UDim2.new(0.425, 0, 0.7, 0) fenframe2.Text = "X" fenframe2.TextWrapped = true fenframe2.FontSize = 7 fenframe2.TextColor3 = Color3.new(1, 1, 1) local fenframe2a = it("TextLabel") fenframe2a.Parent = fengui fenframe2a.BackgroundColor3 = Color3.new(0.7843137254902, 0.7843137254902, 0.7843137254902) fenframe2a.BackgroundTransparency = 0.3 fenframe2a.BorderSizePixel = 5 fenframe2a.BorderColor3 = Color3.new(1, 1, 1) fenframe2a.Size = UDim2.new(0.05, 0, 0.1, 0) fenframe2a.Position = UDim2.new(0.425, 0, 0.7, 0) fenframe2a.Text = "" local fenframe3 = it("TextLabel") fenframe3.Parent = fengui fenframe3.BackgroundColor3 = Color3.new(0.19607843137255, 0.19607843137255, 0.19607843137255) fenframe3.BackgroundTransparency = 0.3 fenframe3.BorderSizePixel = 5 fenframe3.BorderColor3 = Color3.new(1, 1, 1) fenframe3.Size = UDim2.new(0.05, 0, 0.1, 0) fenframe3.Position = UDim2.new(0.525, 0, 0.7, 0) fenframe3.Text = "C" fenframe3.TextWrapped = true fenframe3.FontSize = 7 fenframe3.TextColor3 = Color3.new(1, 1, 1) local fenframe3a = it("TextLabel") fenframe3a.Parent = fengui fenframe3a.BackgroundColor3 = Color3.new(0.7843137254902, 0.7843137254902, 0.7843137254902) fenframe3a.BackgroundTransparency = 0.3 fenframe3a.BorderSizePixel = 5 fenframe3a.BorderColor3 = Color3.new(1, 1, 1) fenframe3a.Size = UDim2.new(0.05, 0, 0.1, 0) fenframe3a.Position = UDim2.new(0.525, 0, 0.7, 0) fenframe3a.Text = "" local fenframe4 = it("TextLabel") fenframe4.Parent = fengui fenframe4.BackgroundColor3 = Color3.new(0.19607843137255, 0.19607843137255, 0.19607843137255) fenframe4.BackgroundTransparency = 0.3 fenframe4.BorderSizePixel = 5 fenframe4.BorderColor3 = Color3.new(1, 1, 1) fenframe4.Size = UDim2.new(0.05, 0, 0.1, 0) fenframe4.Position = UDim2.new(0.625, 0, 0.7, 0) fenframe4.Text = "V" fenframe4.TextWrapped = true fenframe4.FontSize = 7 fenframe4.TextColor3 = Color3.new(1, 1, 1) local fenframe4a = it("TextLabel") fenframe4a.Parent = fengui fenframe4a.BackgroundColor3 = Color3.new(0.7843137254902, 0.7843137254902, 0.7843137254902) fenframe4a.BackgroundTransparency = 0.3 fenframe4a.BorderSizePixel = 5 fenframe4a.BorderColor3 = Color3.new(1, 1, 1) fenframe4a.Size = UDim2.new(0.05, 0, 0.1, 0) fenframe4a.Position = UDim2.new(0.625, 0, 0.7, 0) fenframe4a.Text = "" fenframe1a.Size = UDim2.new(0, 0, 0.1, 0) fenframe2a.Size = UDim2.new(0, 0, 0.1, 0) fenframe3a.Size = UDim2.new(0, 0, 0.1, 0) fenframe4a.Size = UDim2.new(0, 0, 0.1, 0) local RbxUtility = LoadLibrary("RbxUtility") local Create = RbxUtility.Create RemoveOutlines = function(part) part.TopSurface = 10 end CreatePart = function(Parent, Material, Reflectance, Transparency, BColor, Name, Size) local Part = Create("Part")({Parent = Parent, Reflectance = Reflectance, Transparency = Transparency, CanCollide = false, Locked = true, BrickColor = BrickColor.new(tostring(BColor)), Name = Name, Size = Size, Material = Material}) RemoveOutlines(Part) return Part end CreateMesh = function(Mesh, Part, MeshType, MeshId, OffSet, Scale) local Msh = Create(Mesh)({Parent = Part, Offset = OffSet, Scale = Scale}) if Mesh == "SpecialMesh" then Msh.MeshType = MeshType Msh.MeshId = MeshId end return Msh end CreateWeld = function(Parent, Part0, Part1, C0, C1) local Weld = Create("Weld")({Parent = Parent, Part0 = Part0, Part1 = Part1, C0 = C0, C1 = C1}) return Weld end Damagefunc = function(Part, hit, minim, maxim, knockback, Type, Property, Delay, HitSound, HitPitch) if hit.Parent == nil then return end local h = hit.Parent:FindFirstChild("Humanoid") for _,v in pairs(hit.Parent:children()) do if v:IsA("Humanoid") then h = v end end if h ~= nil and hit.Parent.Name ~= Character.Name and hit.Parent:FindFirstChild("Torso") ~= nil then if hit.Parent:findFirstChild("DebounceHit") ~= nil and hit.Parent.DebounceHit.Value == true then return end local c = Create("ObjectValue")({Name = "creator", Value = game:service("Players").LocalPlayer, Parent = h}) game:GetService("Debris"):AddItem(c, 0.5) if HitSound ~= nil and HitPitch ~= nil then CreateSound(HitSound, hit, 1, HitPitch) end local Damage = math.random(minim, maxim) local blocked = false local block = hit.Parent:findFirstChild("Block") if block ~= nil and block.className == "IntValue" and block.Value > 0 then blocked = true block.Value = block.Value - 1 print(block.Value) end if blocked == false then HitHealth = h.Health h.Health = h.Health - Damage if mana < 100 then mana = mana + math.random(5, 10) end if mana > 100 then mana = 100 end if HitHealth ~= h.Health and HitHealth ~= 0 and h.Health <= 0 and h.Parent.Name ~= "Lost Soul" then end ShowDamage(Part.CFrame * CFrame.new(0, 0, Part.Size.Z / 2).p + Vector3.new(0, 1.5, 0), -Damage, 1.5, Part.BrickColor.Color) else h.Health = h.Health - Damage / 2 ShowDamage(Part.CFrame * CFrame.new(0, 0, Part.Size.Z / 2).p + Vector3.new(0, 1.5, 0), -Damage, 1.5, Part.BrickColor.Color) end if Type == "Knockdown" then local hum = hit.Parent.Humanoid hum.PlatformStand = true coroutine.resume(coroutine.create(function(HHumanoid) swait(1) HHumanoid.PlatformStand = false end ), hum) local angle = hit.Position - (Property.Position + Vector3.new(0, 0, 0)).unit local bodvol = Create("BodyVelocity")({velocity = angle * knockback, P = 5000, maxForce = Vector3.new(8000, 8000, 8000), Parent = hit}) local rl = Create("BodyAngularVelocity")({P = 3000, maxTorque = Vector3.new(500000, 500000, 500000) * 50000000000000, angularvelocity = Vector3.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10)), Parent = hit}) game:GetService("Debris"):AddItem(bodvol, 0.5) game:GetService("Debris"):AddItem(rl, 0.5) else do if Type == "Normal" then local vp = Create("BodyVelocity")({P = 500, maxForce = Vector3.new(math.huge, 0, math.huge), velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05}) if knockback > 0 then vp.Parent = hit.Parent.Torso end game:GetService("Debris"):AddItem(vp, 0.5) else do if Type == "Up" then local bodyVelocity = Create("BodyVelocity")({velocity = vt(0, 20, 0), P = 5000, maxForce = Vector3.new(8000, 8000, 8000), Parent = hit}) game:GetService("Debris"):AddItem(bodyVelocity, 0.5) else do if Type == "DarkUp" then coroutine.resume(coroutine.create(function() for i = 0, 1, 0.1 do swait() BlockEffect(BrickColor.new("Black"), hit.Parent.Torso.CFrame, 5, 5, 5, 1, 1, 1, 0.08, 1) end end )) local bodyVelocity = Create("BodyVelocity")({velocity = vt(0, 20, 0), P = 5000, maxForce = Vector3.new(8000, 8000, 8000), Parent = hit}) game:GetService("Debris"):AddItem(bodyVelocity, 1) else do if Type == "Snare" then local bp = Create("BodyPosition")({P = 2000, D = 100, maxForce = Vector3.new(math.huge, math.huge, math.huge), position = hit.Parent.Torso.Position, Parent = hit.Parent.Torso}) game:GetService("Debris"):AddItem(bp, 1) else do if Type == "Freeze" then local BodPos = Create("BodyPosition")({P = 50000, D = 1000, maxForce = Vector3.new(math.huge, math.huge, math.huge), position = hit.Parent.Torso.Position, Parent = hit.Parent.Torso}) local BodGy = Create("BodyGyro")({maxTorque = Vector3.new(400000, 400000, 400000) * math.huge, P = 20000, Parent = hit.Parent.Torso, cframe = hit.Parent.Torso.CFrame}) hit.Parent.Torso.Anchored = true coroutine.resume(coroutine.create(function(Part) swait(1.5) Part.Anchored = false end ), hit.Parent.Torso) game:GetService("Debris"):AddItem(BodPos, 3) game:GetService("Debris"):AddItem(BodGy, 3) end do local debounce = Create("BoolValue")({Name = "DebounceHit", Parent = hit.Parent, Value = true}) game:GetService("Debris"):AddItem(debounce, Delay) c = Instance.new("ObjectValue") c.Name = "creator" c.Value = Player c.Parent = h game:GetService("Debris"):AddItem(c, 0.5) end end end end end end end end end end end end end ShowDamage = function(Pos, Text, Time, Color) local Rate = 0.033333333333333 if not Pos then local Pos = Vector3.new(0, 0, 0) end local Text = Text or "" local Time = Time or 2 if not Color then local Color = Color3.new(1, 0, 1) end local EffectPart = CreatePart(workspace, "Marble", 0, 1, BrickColor.new(Color), "Effect", vt(0, 0, 0)) EffectPart.Anchored = true local BillboardGui = Create("BillboardGui")({Size = UDim2.new(3, 0, 3, 0), Adornee = EffectPart, Parent = EffectPart}) local TextLabel = Create("TextLabel")({BackgroundTransparency = 1, Size = UDim2.new(1, 0, 1, 0), Text = Text, TextColor3 = Color, TextScaled = true, Font = Enum.Font.ArialBold, Parent = BillboardGui}) game.Debris:AddItem(EffectPart, Time + 0.1) EffectPart.Parent = game:GetService("Workspace") delay(0, function() local Frames = Time / Rate for Frame = 1, Frames do wait(Rate) local Percent = Frame / Frames EffectPart.CFrame = CFrame.new(Pos) + Vector3.new(0, Percent, 0) TextLabel.TextTransparency = Percent end if EffectPart and EffectPart.Parent then EffectPart:Destroy() end end ) end MagniDamage = function(Part, magni, mindam, maxdam, knock, Type) for _,c in pairs(workspace:children()) do local hum = c:findFirstChild("Humanoid") if hum ~= nil then local head = c:findFirstChild("Torso") if head ~= nil then local targ = head.Position - Part.Position local mag = targ.magnitude if mag <= magni and c.Name ~= Player.Name then Damagefunc(head, head, mindam, maxdam, knock, Type, RootPart, 0.1, "http://www.roblox.com/asset/?id=231917784", 1) end end end end end Handle = CreatePart(m, Enum.Material.Marble, 0, 1, "Royal purple", "Handle", Vector3.new(0.200000003, 1.57000017, 0.200000003)) HandleWeld = CreateWeld(m, Character["Right Arm"], Handle, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-0.982839942, 0.146006823, 0.234023571, 0.211453959, -0.977137685, 0.0221185088, -0.0402157828, -0.0313093588, -0.99870044, 0.976560295, 0.210289627, -0.0459168404)) CreateMesh("CylinderMesh", Handle, "", "", Vector3.new(0, 0, 0), Vector3.new(1.5, 1, 1.5)) FakeHandle = CreatePart(m, Enum.Material.Marble, 0, 1, "Royal purple", "FakeHandle", Vector3.new(0.200000003, 1.57000017, 0.200000003)) FakeHandleWeld = CreateWeld(m, Handle, FakeHandle, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0, 0, 0, 1, 3.7252903e-009, 6.4028427e-009, 3.7252903e-009, 1.00000012, 0, 6.4028427e-009, 0, 1.00000012)) Part = CreatePart(m, Enum.Material.Marble, 0, 0, "Black", "Part", Vector3.new(0.200000003, 1, 0.200000003)) PartWeld = CreateWeld(m, FakeHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(1.07288361e-006, 0.683865368, -4.76837158e-007, 1, 3.7252903e-009, 6.4028427e-009, 3.7252903e-009, 1.00000012, 0, 6.4028427e-009, 0, 1.00000012)) CreateMesh("CylinderMesh", Part, "", "", Vector3.new(0, 0, 0), Vector3.new(2, 0.5, 2)) Cone = CreatePart(m, Enum.Material.Neon, 0, 0, "Royal purple", "Cone", Vector3.new(1, 1.01999998, 1)) ConeWeld = CreateWeld(m, FakeHandle, Cone, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-3.31791997, -0.975689411, 2.925138, 3.06405127e-006, 0.707111418, 0.707102299, -0.999756992, 0.0155918654, -0.0155877285, -0.0220473036, -0.706930399, 0.706939638)) CreateMesh("SpecialMesh", Cone, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=1778999", Vector3.new(0, 0, 0), Vector3.new(0.200000003, 0.5, 0.200000003)) Part = CreatePart(m, Enum.Material.Marble, 0, 0, "Black", "Part", Vector3.new(1, 0.729999959, 1)) PartWeld = CreateWeld(m, FakeHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(1.4692868, -3.70743895, -1.52587891e-005, 0.916809797, -0.399324507, 1.15483999e-006, 0.399324447, 0.916809678, -4.00096178e-006, 5.56348823e-007, 4.12762165e-006, 1)) CreateMesh("CylinderMesh", Part, "", "", Vector3.new(0, 0, 0), Vector3.new(1, 1, 0.200000003)) Cone = CreatePart(m, Enum.Material.Neon, 0, 0, "Royal purple", "Cone", Vector3.new(1, 1.01999998, 1)) ConeWeld = CreateWeld(m, FakeHandle, Cone, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-3.31796861, -0.99111104, 3.62495184, 3.06405127e-006, 0.707111418, 0.707102299, -0.999756992, 0.0155918654, -0.0155877285, -0.0220473036, -0.706930399, 0.706939638)) CreateMesh("SpecialMesh", Cone, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=1778999", Vector3.new(0, 0, 0), Vector3.new(0.200000003, 0.5, 0.200000003)) Cone = CreatePart(m, Enum.Material.Marble, 0, 0, "Royal purple", "Cone", Vector3.new(1, 1.01999998, 1)) ConeWeld = CreateWeld(m, FakeHandle, Cone, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(4.64674854, -0.903340101, -0.354405403, -1.83284283e-006, -1.00000012, 3.39746475e-006, -0.999756992, 1.90362334e-006, 0.0220472421, -0.0220472496, -3.36021185e-006, -0.999756992)) CreateMesh("SpecialMesh", Cone, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=1778999", Vector3.new(0, 0, 0), Vector3.new(0.200000003, 0.5, 0.200000003)) Cone = CreatePart(m, Enum.Material.Neon, 0, 0, "Royal purple", "Cone", Vector3.new(1, 1.01999998, 1)) ConeWeld = CreateWeld(m, FakeHandle, Cone, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-0.0155968666, -0.981806874, 5.01632404, 4.59002331e-006, 1.38655305e-005, 1, -0.999757051, 0.0220471006, 4.27453779e-006, -0.0220471006, -0.999757051, 1.39661133e-005)) CreateMesh("SpecialMesh", Cone, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=1778999", Vector3.new(0, 0, 0), Vector3.new(0.200000003, 0.5, 0.200000003)) Cone = CreatePart(m, Enum.Material.Marble, 0, 0, "Royal purple", "Cone", Vector3.new(1, 1.01999998, 1)) ConeWeld = CreateWeld(m, FakeHandle, Cone, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-0.015683651, -0.99636519, 4.31590414, 4.59002331e-006, 1.38655305e-005, 1, -0.999757051, 0.0220471006, 4.27453779e-006, -0.0220471006, -0.999757051, 1.39661133e-005)) CreateMesh("SpecialMesh", Cone, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=1778999", Vector3.new(0, 0, 0), Vector3.new(0.200000003, 0.5, 0.200000003)) Cone = CreatePart(m, Enum.Material.Neon, 0, 0, "Royal purple", "Cone", Vector3.new(1, 1.01999998, 1)) ConeWeld = CreateWeld(m, FakeHandle, Cone, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(3.2746892, -0.975648642, 2.9260354, 2.64961272e-006, -0.707099259, 0.707114458, -0.999756992, 0.0155881718, 0.0155915832, -0.0220474396, -0.706942558, -0.706927299)) CreateMesh("SpecialMesh", Cone, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=1778999", Vector3.new(0, 0, 0), Vector3.new(0.200000003, 0.5, 0.200000003)) Cone = CreatePart(m, Enum.Material.Marble, 0, 0, "Royal purple", "Cone", Vector3.new(1, 1.01999998, 1)) ConeWeld = CreateWeld(m, FakeHandle, Cone, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(3.27468133, -0.991158009, 3.62575912, 2.64961272e-006, -0.707099259, 0.707114458, -0.999756992, 0.0155881718, 0.0155915832, -0.0220474396, -0.706942558, -0.706927299)) CreateMesh("SpecialMesh", Cone, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=1778999", Vector3.new(0, 0, 0), Vector3.new(0.200000003, 0.5, 0.200000003)) Cone = CreatePart(m, Enum.Material.Neon, 0, 0, "Royal purple", "Cone", Vector3.new(1, 1.01999998, 1)) ConeWeld = CreateWeld(m, FakeHandle, Cone, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-0.0155587196, -1.11407149, 4.663311, 4.59002331e-006, 1.38655305e-005, 1, -0.999757051, 0.0220471006, 4.27453779e-006, -0.0220471006, -0.999757051, 1.39661133e-005)) CreateMesh("SpecialMesh", Cone, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=1778999", Vector3.new(0, 0, 0), Vector3.new(0.550000012, 1, 0.550000012)) Cone = CreatePart(m, Enum.Material.Marble, 0, 0, "Royal purple", "Cone", Vector3.new(1, 1.01999998, 1)) ConeWeld = CreateWeld(m, FakeHandle, Cone, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0.0131573677, 0.00466442108, 4.61167336, -1.74657907e-006, -1.09747052e-005, -1.00000012, 0.764525652, -0.644593418, 5.77419996e-006, -0.644593358, -0.764525771, 9.49576497e-006)) CreateMesh("SpecialMesh", Cone, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=1778999", Vector3.new(0, 0, 0), Vector3.new(0.550000012, 1, 0.550000012)) Cone = CreatePart(m, Enum.Material.Neon, 0, 0, "Royal purple", "Cone", Vector3.new(1, 1.01999998, 1)) ConeWeld = CreateWeld(m, FakeHandle, Cone, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(4.6467495, -0.918762922, 0.345379829, -1.83284283e-006, -1.00000012, 3.39746475e-006, -0.999756992, 1.90362334e-006, 0.0220472421, -0.0220472496, -3.36021185e-006, -0.999756992)) CreateMesh("SpecialMesh", Cone, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=1778999", Vector3.new(0, 0, 0), Vector3.new(0.200000003, 0.5, 0.200000003)) Cone = CreatePart(m, Enum.Material.Marble, 0, 0, "Royal purple", "Cone", Vector3.new(0.200000003, 0.200000003, 0.200000003)) ConeWeld = CreateWeld(m, FakeHandle, Cone, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-0.00376915932, -3.44346094, -0.00172424316, -1.00000012, -1.70432031e-006, 1.69267878e-007, 1.70432031e-006, -1.00000012, -2.12341547e-007, 1.75088644e-007, -2.12341547e-007, 1.00000012)) CreateMesh("SpecialMesh", Cone, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=1778999", Vector3.new(0, 0, 0), Vector3.new(0.200000003, 0.300000012, 0.200000003)) Part = CreatePart(m, Enum.Material.Neon, 0, 0, "Royal purple", "Part", Vector3.new(1, 1, 1)) PartWeld = CreateWeld(m, FakeHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-1.31130219e-006, -3.5749507, 0, 1, 3.7252903e-009, 6.4028427e-009, 3.7252903e-009, 1.00000012, 0, 6.4028427e-009, 0, 1.00000012)) CreateMesh("CylinderMesh", Part, "", "", Vector3.new(0, 0, 0), Vector3.new(1, 0.5, 0.400000006)) Part = CreatePart(m, Enum.Material.Neon, 0, 0, "Royal purple", "Part", Vector3.new(0.200000003, 4.57000017, 0.200000003)) PartWeld = CreateWeld(m, FakeHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(5.96046448e-007, -1.50000107, 9.53674316e-007, 1, 3.7252903e-009, 6.4028427e-009, 3.7252903e-009, 1.00000012, 0, 6.4028427e-009, 0, 1.00000012)) CreateMesh("CylinderMesh", Part, "", "", Vector3.new(0, 0, 0), Vector3.new(1.5, 1, 1.5)) Part = CreatePart(m, Enum.Material.Marble, 0, 0, "Black", "Part", Vector3.new(1, 1.16999996, 1)) PartWeld = CreateWeld(m, FakeHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-4.68149614, -0.0198745728, -1.09672546e-005, 0.0220478568, 0.999756992, -2.0749867e-006, -0.999756932, 0.0220478605, -1.48452818e-006, -1.42678618e-006, 2.10851431e-006, 1.00000012)) CreateMesh("CylinderMesh", Part, "", "", Vector3.new(0, 0, 0), Vector3.new(1, 1, 1)) Part = CreatePart(m, Enum.Material.Neon, 0, 0, "Royal purple", "Part", Vector3.new(1, 0.870000005, 1)) PartWeld = CreateWeld(m, FakeHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-4.71543217, -0.0690839291, -9.53674316e-006, 0.19052954, 0.981681645, -1.97067857e-006, -0.981681526, 0.190529525, -1.91386789e-006, -1.49046537e-006, 2.29105353e-006, 1.00000012)) CreateMesh("CylinderMesh", Part, "", "", Vector3.new(0, 0, 0), Vector3.new(1, 1, 0.899999976)) Part22 = CreatePart(m, Enum.Material.Marble, 0, 0, "Black", "Part22", Vector3.new(1, 0.729999959, 1)) PartWeld = CreateWeld(m, FakeHandle, Part22, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-1.51120782, -3.69066477, -7.15255737e-006, 0.911903143, 0.410405785, -3.35276127e-007, -0.410405725, 0.911903143, -1.79186463e-006, -4.35044058e-007, 1.76206231e-006, 1.00000012)) CreateMesh("CylinderMesh", Part, "", "", Vector3.new(0, 0, 0), Vector3.new(1, 1, 0.200000003)) Part = CreatePart(m, Enum.Material.Neon, 0, 0, "Royal purple", "Part", Vector3.new(1, 0.870000005, 1)) PartWeld = CreateWeld(m, FakeHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-4.71087646, -0.0231897831, -6.19888306e-006, 0.318961442, 0.947767794, -1.48266554e-006, -0.947767675, 0.318961442, -2.70921737e-006, -2.10118014e-006, 2.26870179e-006, 1.00000012)) CreateMesh("CylinderMesh", Part, "", "", Vector3.new(0, 0, 0), Vector3.new(1, 1, 0.850000024)) Part = CreatePart(m, Enum.Material.Marble, 0, 0, "Black", "Part", Vector3.new(1, 0.769999981, 1)) PartWeld = CreateWeld(m, FakeHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-4.68154573, -0.4009372, -5.7220459e-006, 0.516243339, 0.856442034, -8.04662704e-007, -0.856442034, 0.516243339, -4.18536365e-006, -3.15741636e-006, 2.8423965e-006, 1.00000012)) CreateMesh("CylinderMesh", Part, "", "", Vector3.new(0, 0, 0), Vector3.new(1, 1, 0.800000012)) Part = CreatePart(m, Enum.Material.Neon, 0, 0, "Royal purple", "Part", Vector3.new(0.200000003, 2.57999992, 0.200000003)) PartWeld = CreateWeld(m, FakeHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(3.4570694e-006, 1.91385686, 4.76837158e-007, 1, 3.7252903e-009, 6.4028427e-009, 3.7252903e-009, 1.00000012, 0, 6.4028427e-009, 0, 1.00000012)) CreateMesh("CylinderMesh", Part, "", "", Vector3.new(0, 0, 0), Vector3.new(1, 1, 1)) Hitbox = CreatePart(m, Enum.Material.Marble, 0, 1, "Black", "Hitbox", Vector3.new(2.4000001, 3.67000008, 0.399999976)) HitboxWeld = CreateWeld(m, FakeHandle, Hitbox, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-1.76720476, 3.04898357, 0.00860214233, -0.699169815, 0.713988841, 0.0371726528, -0.713755548, -0.700063348, 0.0215496495, 0.0414094217, -0.0114653222, 0.999076545)) rayCast = function(Position, Direction, Range, Ignore) return game:service("Workspace"):FindPartOnRay(Ray.new(Position, Direction.unit * (Range or 999.999)), Ignore) end Spawn(function() while wait() do Magik(LeftArm) end end) Spawn(function() while wait() do Magik2(LeftArm) end end) CreateSound = function(id, parent, vol, pit, looped) coroutine.resume(coroutine.create(function() local sou = Instance.new("Sound", parent or workspace) sou.Volume = vol sou.Pitch = pit or 1 sou.SoundId = id sou.Looped = looped swait() sou:play() game:GetService("Debris"):AddItem(sou, 6) end )) end local getclosest = function(obj, distance) local last, lastx = distance + 1, nil for i,v in pairs(workspace:GetChildren()) do if v:IsA("Model") and v ~= Character and v:findFirstChild("Humanoid") and v:findFirstChild("Torso") and v:findFirstChild("Humanoid").Health > 0 then local t = v.Torso local dist = t.Position - obj.Position.magnitude if dist <= distance and dist < last then last = dist lastx = v end end end return lastx end BlockEffect = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type) local prt = CreatePart(workspace, "Marble", 0, 0, brickcolor, "Effect", Vector3.new()) prt.Anchored = true prt.CFrame = cframe local msh = CreateMesh("BlockMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) if Type == 1 or Type == nil then table.insert(Effects, {prt, "Block1", delay, x3, y3, z3, msh}) else if Type == 2 then table.insert(Effects, {prt, "Block2", delay, x3, y3, z3, msh}) end end end SphereEffect = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = CreatePart(workspace, "Marble", 0, 0, brickcolor, "Effect", Vector3.new()) prt.Anchored = true prt.CFrame = cframe local msh = CreateMesh("SpecialMesh", prt, "Sphere", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh}) end RingEffect = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = CreatePart(workspace, "Marble", 0, 0, brickcolor, "Effect", Vector3.new(0.5, 0.5, 0.5)) prt.Anchored = true prt.CFrame = cframe * CFrame.new(x1, y1, z1) local msh = CreateMesh("SpecialMesh", prt, "FileMesh", "rbxassetid://3270017", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh}) end CylinderEffect = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = CreatePart(workspace, "Marble", 0, 0, brickcolor, "Effect", Vector3.new()) prt.Anchored = true prt.CFrame = cframe local msh = CreateMesh("CylinderMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh}) end WaveEffect = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = CreatePart(workspace, "Marble", 0, 0, brickcolor, "Effect", Vector3.new()) prt.Anchored = true prt.CFrame = cframe local msh = CreateMesh("SpecialMesh", prt, "FileMesh", "rbxassetid://20329976", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh}) end SpecialEffect = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = CreatePart(workspace, "Marble", 0, 0, brickcolor, "Effect", Vector3.new()) prt.Anchored = true prt.CFrame = cframe local msh = CreateMesh("SpecialMesh", prt, "FileMesh", "rbxassetid://24388358", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh}) end DragonEffect = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = CreatePart(workspace, "Marble", 0, 0, brickcolor, "Effect", Vector3.new()) prt.Anchored = true prt.CFrame = cframe local msh = CreateMesh("SpecialMesh", prt, "FileMesh", "rbxassetid://51177741", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh}) end BreakEffect = function(brickcolor, cframe, x1, y1, z1) local prt = CreatePart(workspace, "Marble", 0, 0, brickcolor, "Effect", Vector3.new(0.5, 0.5, 0.5)) prt.Anchored = true prt.CFrame = cframe * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) local msh = CreateMesh("SpecialMesh", prt, "Sphere", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1)) local num = math.random(10, 50) / 1000 game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Shatter", num, prt.CFrame, math.random() - math.random(), 0, math.random(50, 100) / 100}) end attackone = function() attack = true for i = 0, 1, 0.1 do swait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-80)), 0.3) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(0), math.rad(0), math.rad(80)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(-50), math.rad(90)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(-80)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * RHCF * angles(math.rad(0), math.rad(-50), math.rad(0)), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * LHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, cf(0, 0, 0) * angles(math.rad(190), math.rad(0), math.rad(-100)), 0.2) end local con = Hitbox.Touched:connect(function(hit) Damagefunc(Hitbox, hit, 10, 15, math.random(1, 5), "Normal", RootPart, 0.2, "rbxassetid://199149221", 0.8) end ) CreateSound("http://www.roblox.com/asset/?id=234365549", Torso, 1, 1) for i = 0, 1, 0.1 do swait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(100)), 0.3) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(0), math.rad(0), math.rad(-100)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(30), math.rad(90)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(30), math.rad(-80)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * RHCF * angles(math.rad(0), math.rad(-50), math.rad(0)), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * LHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, cf(0, 0, 0) * angles(math.rad(190), math.rad(0), math.rad(-150)), 0.2) end con:disconnect() attack = false end Deathwish = function() attack = true CreateSound("http://www.roblox.com/asset/?id=231917970", RootPart, 1, 1) for i = 0, 1, 0.05 do swait() WaveEffect(BrickColor.new("Black"), RootPart.CFrame * cf(0, -2.5, 0), 5, 2, 5, 1, 0.1, 1, 0.09) BlockEffect(BrickColor.new("Black"), LeftArm.CFrame * cf(0, -1, 0), 5, 5, 5, 0.5, 0.5, 0.5, 0.08, 1) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-80)), 0.3) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(2 * math.cos(sine / 5)), math.rad(-4 * math.cos(sine / 25)), math.rad(80)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(10 * math.cos(sine / 25)), math.rad(0), math.rad(190)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(-90)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * RHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * LHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, cf(0, 0, 0) * angles(math.rad(0), math.rad(60), math.rad(100)), 0.2) end MagniDamage(RootPart, 5599, 1099, 1599, 0, "DarkUp") CreateSound("http://www.roblox.com/asset/?id=192410089", RootPart, 1, 1) BlockEffect(BrickColor.new("Black"), LeftArm.CFrame * cf(0, -1, 0), 5, 5, 5, 5, 5, 5, 0.06, 1) WaveEffect(BrickColor.new("Black"), RootPart.CFrame * cf(0, -2.5, 0), 5, 2, 5, 2, 0.1, 2, 0.07) for i = 0, 1, 0.05 do swait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-80)), 0.3) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(2 * math.cos(sine / 5)), math.rad(-4 * math.cos(sine / 25)), math.rad(80)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(10 * math.cos(sine / 25)), math.rad(0), math.rad(190)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(-190)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * RHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * LHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, cf(0, 0, 0) * angles(math.rad(0), math.rad(60), math.rad(100)), 0.2) end for i = 0, 1, 0.1 do swait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-110)), 0.3) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(2 * math.cos(sine / 5)), math.rad(-4 * math.cos(sine / 25)), math.rad(100)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(10 * math.cos(sine / 25)), math.rad(0), math.rad(190)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(-80), math.rad(-90)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * RHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * LHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, cf(0, 0, 0) * angles(math.rad(0), math.rad(60), math.rad(100)), 0.2) end MagniDamage(RootPart, 55, 5, 10, -70, "Knockdown") CreateSound("http://www.roblox.com/asset/?id=192410089", RootPart, 1, 1.2) SphereEffect(BrickColor.new("Black"), LeftArm.CFrame * cf(0, -1, 0), 5, 5, 5, 10, 10, 10, 0.06) BlockEffect(BrickColor.new("Black"), LeftArm.CFrame * cf(0, -1, 0), 5, 5, 5, 5, 5, 5, 0.06, 1) WaveEffect(BrickColor.new("Black"), RootPart.CFrame * cf(0, -2.5, 0), 5, 2, 5, 0.5, 1, 0.5, 0.07) for i = 0, 1, 0.1 do swait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-50)), 0.3) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(2 * math.cos(sine / 5)), math.rad(-4 * math.cos(sine / 25)), math.rad(50)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(10 * math.cos(sine / 25)), math.rad(0), math.rad(190)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(-90)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * RHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * LHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, cf(0, 0, 0) * angles(math.rad(0), math.rad(60), math.rad(100)), 0.2) end attack = false end ChaosDriver = function() attack = true for i = 0, 1, 0.05 do swait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-80)), 0.3) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(0), math.rad(0), math.rad(80)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(-50), math.rad(90)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(-80)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * RHCF * angles(math.rad(0), math.rad(-50), math.rad(0)), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * LHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, cf(0, 0, 0) * angles(math.rad(190), math.rad(0), math.rad(-100)), 0.2) end CreateSound("http://www.roblox.com/asset/?id=234365549", Torso, 1, 1) coroutine.resume(coroutine.create(function() for i = 1, 5 do swait() local ef = CreatePart(workspace, "Marble", 0, 1, BrickColor.new("Black"), "Effect", vt()) ef.Anchored = true ef.CFrame = RootPart.CFrame * cf(0, 0, -10 * i) MagniDamage(ef, 17, 10, 15, 1, "DarkUp") game:GetService("Debris"):AddItem(ef, 0.5) CreateSound("http://www.roblox.com/asset/?id=231917784", ef, 1, 0.7) DragonEffect(BrickColor.new("Black"), RootPart.CFrame * cf(0, 0, -10 * i) * angles(math.rad(math.random(50, 90)), 0, math.rad(math.random(50, 90))), 5, 170, 5, 0, -10, 0, 0.07) DragonEffect(BrickColor.new("Magenta"), RootPart.CFrame * cf(0, 0, -10 * i) * angles(math.rad(math.random(50, 90)), 0, math.rad(math.random(50, 90))), 5, 150, 5, 0, -10, 0, 0.07) SpecialEffect(BrickColor.new("Really black"), Torso.CFrame, 5, 5, 5, 3, 3, 3, 0.08) SpecialEffect(BrickColor.new("Magenta"), Torso.CFrame, 2, 2, 2, 3, 3, 3, 0.07) SpecialEffect(BrickColor.new("Really black"), Hitbox.CFrame, 5, 5, 5, 3, 3, 3, 0.08) SpecialEffect(BrickColor.new("Magenta"), Hitbox.CFrame, 2, 2, 2, 3, 3, 3, 0.07) end end )) for i = 0, 1, 0.1 do swait() BlockEffect(BrickColor.new("Really black"), Hitbox.CFrame, 5, 5, 5, 3, 3, 3, 0.08, 1) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(100)), 0.3) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(0), math.rad(0), math.rad(-100)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(30), math.rad(90)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(30), math.rad(-80)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * RHCF * angles(math.rad(0), math.rad(-50), math.rad(0)), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * LHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, cf(0, 0, 0) * angles(math.rad(190), math.rad(0), math.rad(-150)), 0.2) end attack = false end attacktwo = function() attack = true soundn = true for i = 0, 1, 0.1 do swait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(-80)), 0.3) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(20), math.rad(0), math.rad(80)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(-50), math.rad(180)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(-30)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1.2, 0) * RHCF * angles(math.rad(-10), math.rad(-50), math.rad(0)), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * LHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, cf(0, 0, 0) * angles(math.rad(200), math.rad(-100), math.rad(0)), 0.2) end local con = Hitbox.Touched:connect(function(hit) Damagefunc(Hitbox, hit, 10, 15, math.random(1, 5), "Normal", RootPart, 0.2, "rbxassetid://199149221", 0.8) end ) CreateSound("http://www.roblox.com/asset/?id=234365573", Torso, 1, 1) coroutine.resume(coroutine.create(function() while soundn do wait(0.3) CreateSound("http://www.roblox.com/asset/?id=234365573", Torso, 1, 1) end end )) for i = 0, 1, 0.1 do swait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0 + 360 * i)), 0.3) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(0), math.rad(0), math.rad(-100)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(30), math.rad(90)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(50), math.rad(-30)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * RHCF * angles(math.rad(0), math.rad(-50), math.rad(0)), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * LHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, cf(0, 0, 0) * angles(math.rad(190), math.rad(0), math.rad(-100)), 0.2) end con:disconnect() soundn = false attack = false end local soundn = false attackthree = function() attack = true soundn = true for i = 0, 1, 0.1 do swait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(-80)), 0.3) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(20), math.rad(0), math.rad(80)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(-50), math.rad(180)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(-30)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1.2, 0) * RHCF * angles(math.rad(-10), math.rad(-50), math.rad(0)), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * LHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, cf(0, 0, 0) * angles(math.rad(200), math.rad(-100), math.rad(0)), 0.2) end local con = Hitbox.Touched:connect(function(hit) Damagefunc(Hitbox, hit, 10, 15, math.random(1, 5), "Normal", RootPart, 0.2, "rbxassetid://199149221", 0.8) end ) CreateSound("http://www.roblox.com/asset/?id=234365573", Torso, 1, 1) coroutine.resume(coroutine.create(function() while soundn do wait(0.3) CreateSound("http://www.roblox.com/asset/?id=234365573", Torso, 1, 1) end end )) for i = 0, 1, 0.1 do swait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0 + 360 * i)), 0.3) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(0), math.rad(0), math.rad(-100)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(30), math.rad(90)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(50), math.rad(-30)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * RHCF * angles(math.rad(0), math.rad(-50), math.rad(0)), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * LHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, cf(0, 0, 0) * angles(math.rad(190), math.rad(0), math.rad(-100)), 0.2) end con:disconnect() soundn = false attack = false end ThanatosDriver = function() attack = true for i = 0, 1, 0.1 do swait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(-80)), 0.3) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(20), math.rad(0), math.rad(80)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(-90), math.rad(180)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(-90), math.rad(-100)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1.2, 0) * RHCF * angles(math.rad(-10), math.rad(-50), math.rad(0)), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * LHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, cf(0, 0, 0) * angles(math.rad(200), math.rad(-100), math.rad(0)), 0.2) end local con = Hitbox.Touched:connect(function(hit) Damagefunc(Hitbox, hit, 30, 30, 50, "Knockdown", RootPart, 0.2, "rbxassetid://199149221", 0.8) end ) CreateSound("http://www.roblox.com/asset/?id=231917871", Torso, 1, 0.7) for i = 0, 1, 0.1 do swait() BlockEffect(BrickColor.new("Really black"), Hitbox.CFrame, 5, 5, 5, 3, 3, 3, 0.08, 1) BlockEffect(BrickColor.new("Magenta"), Hitbox.CFrame, 3, 3, 3, 3, 3, 3, 0.08, 2) DragonEffect(BrickColor.new("Black"), Hitbox.CFrame * cf(0, 0, -2) * angles(math.rad(90), math.rad(-90), math.rad(90)), 1, 1, 1, 0.2, 0.5, 0.2, 0.08) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(20), math.rad(0), math.rad(100)), 0.3) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(20), math.rad(0), math.rad(-80)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(-20), math.rad(30)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(90), math.rad(0)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1.2, 0) * RHCF * angles(math.rad(-10), math.rad(-50), math.rad(0)), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * LHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, cf(0, 0, 0) * angles(math.rad(200), math.rad(-100), math.rad(170)), 0.2) end con:disconnect() attack = false end LastResort = function() attack = true soundn = true CreateSound("http://www.roblox.com/asset/?id=233096557", Torso, 1, 1) MagniDamage(RootPart, 10, 5, 10, 0, "Knockdown") SpecialEffect(BrickColor.new("Really black"), Torso.CFrame, 5, 5, 5, 3, 3, 3, 0.08) SpecialEffect(BrickColor.new("Magenta"), Torso.CFrame, 2, 2, 2, 3, 3, 3, 0.07) SpecialEffect(BrickColor.new("Really black"), Hitbox.CFrame, 5, 5, 5, 3, 3, 3, 0.08) SpecialEffect(BrickColor.new("Magenta"), Hitbox.CFrame, 2, 2, 2, 3, 3, 3, 0.07) RootPart.CFrame = RootPart.CFrame * cf(0, 0, 20) for i = 0, 1, 0.1 do swait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(-20), math.rad(0), math.rad(-80)), 0.3) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(20), math.rad(0), math.rad(80)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(-90), math.rad(180)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(-90), math.rad(-100)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1.2, 0) * RHCF * angles(math.rad(-10), math.rad(-50), math.rad(0)), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * LHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, cf(0, 0, 0) * angles(math.rad(200), math.rad(-100), math.rad(0)), 0.2) end CreateSound("http://www.roblox.com/asset/?id=231917871", Torso, 1, 1) coroutine.resume(coroutine.create(function() while soundn do wait(0.5) CreateSound("http://www.roblox.com/asset/?id=231917871", Torso, 1, 1) end end )) for i = 0, 1, 0.1 do swait() MagniDamage(RootPart, 10, 5, 10, 0, "Normal") Torso.Velocity = RootPart.CFrame.lookVector * 100 BlockEffect(BrickColor.new("Really black"), Hitbox.CFrame, 5, 5, 5, 3, 3, 3, 0.08, 1) BlockEffect(BrickColor.new("Magenta"), Hitbox.CFrame, 3, 3, 3, 3, 3, 3, 0.08, 2) DragonEffect(BrickColor.new("Black"), Hitbox.CFrame * cf(0, 0, -2) * angles(math.rad(90), math.rad(90), math.rad(90)), 1, 1, 1, 0.2, 0.5, 0.2, 0.08) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0 + 360 * i)), 0.3) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(0), math.rad(0), math.rad(-100)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(30), math.rad(90)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(50), math.rad(-30)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * RHCF * angles(math.rad(0), math.rad(-50), math.rad(0)), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * LHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, cf(0, 0, 0) * angles(math.rad(190), math.rad(0), math.rad(-100)), 0.2) end for i = 0, 1, 0.1 do swait() MagniDamage(RootPart, 10, 3, 3, 0, "Normal") Torso.Velocity = RootPart.CFrame.lookVector * 100 BlockEffect(BrickColor.new("Really black"), Hitbox.CFrame, 5, 5, 5, 3, 3, 3, 0.08, 1) BlockEffect(BrickColor.new("Magenta"), Hitbox.CFrame, 3, 3, 3, 3, 3, 3, 0.08, 2) DragonEffect(BrickColor.new("Black"), Hitbox.CFrame * cf(0, 0, -2) * angles(math.rad(90), math.rad(90), math.rad(90)), 1, 1, 1, 0.2, 0.5, 0.2, 0.08) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0 + 360 * i)), 0.3) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(0), math.rad(0), math.rad(-100)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(30), math.rad(90)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(50), math.rad(-30)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * RHCF * angles(math.rad(0), math.rad(-50), math.rad(0)), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * LHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, cf(0, 0, 0) * angles(math.rad(190), math.rad(0), math.rad(-100)), 0.2) end soundn = false attack = false end ob1u = function() end ob1d = function() if attack == false and attacktype == 1 then attacktype = 2 attackone() else if attack == false and attacktype == 2 then attacktype = 3 attacktwo() else if attack == false and attacktype == 3 then attacktype = 1 attackthree() end end end end key = function(k) k = k:lower() if attack == false and k == "z" and zenabled == true then zenabled = false coroutine.resume(coroutine.create(function() for i = 1, 0, -0.02 do swait() fenframe1a.Size = UDim2.new(0.05 * i, 0, 0.1, 0) end zenabled = true fenframe1a.Size = UDim2.new(0, 0, 0.1, 0) end )) ThanatosDriver() else if attack == false and k == "x" and xenabled == true then xenabled = false coroutine.resume(coroutine.create(function() for i = 1, 0, -0.005 do swait() fenframe2a.Size = UDim2.new(0.05 * i, 0, 0.1, 0) end xenabled = true fenframe2a.Size = UDim2.new(0, 0, 0.1, 0) end )) LastResort() else if attack == false and k == "c" and cenabled == true then cenabled = false coroutine.resume(coroutine.create(function() for i = 1, 0, -0.0025 do swait() fenframe3a.Size = UDim2.new(0.05 * i, 0, 0.1, 0) end cenabled = true fenframe3a.Size = UDim2.new(0, 0, 0.1, 0) end )) ChaosDriver() else if attack == false and k == "v" and venabled == true then venabled = false coroutine.resume(coroutine.create(function() for i = 1, 0, -0.0005 do swait() fenframe4a.Size = UDim2.new(0.05 * i, 0, 0.1, 0) end venabled = true fenframe4a.Size = UDim2.new(0, 0, 0.1, 0) end )) Deathwish() end end end end end s = function(mouse) mouse.Button1Down:connect(function() ob1d(mouse) end ) mouse.Button1Up:connect(function() ob1u(mouse) end ) mouse.KeyDown:connect(key) end s(mouse) rs = game:GetService'RunService' plrs = game:GetService'Players' lp = plrs.LocalPlayer c = lp.Character root = lp.Character.HumanoidRootPart human = c.Humanoid FPS = 0 inf = 0 opos1 = Vector3.new() opos2 = Vector3.new() opos3 = Vector3.new() waves = Instance.new("Model", c) res = Instance.new("Model", c) local function b() local t=tick(); local l=t%1*3; local t=.5*math.pi*(l%1); if l<1 then return Color3.new(47,0,32); elseif l<2 then return Color3.new(47,0,35); else return Color3.new(0,0,0); end; end; speedParts = function() for i = 1, 4 do local pos = Vector3.new(math.sin(math.rad(inf + 360 * i)) * 2, math.sin(math.rad(inf + 260 * i) + math.pi / 2) * 2, -Hitbox.Velocity / 5) * (math.sin(tick()) + 2) local CFramepos = Hitbox.CFrame:toWorldSpace(CFrame.new(pos)).p local opos if i == 1 then opos = opos1 elseif i == 2 then opos = opos2 else opos = opos3 end local e if #res:children() <= 3 then e = Instance.new("Part") else e = res:FindFirstChild("Trail") end e.Parent = waves e.Anchored = false e.CanCollide = false e.Transparency = 0 e.Material = "Neon" e.Name = "Trail" e.Color = b(); --Color = a(); e.Size = Vector3.new(.01, (CFramepos - opos).magnitude, .01) e.CFrame = CFrame.new((CFramepos + opos) / 2, opos) * CFrame.Angles(math.pi / 2, 0, 0) if i == 1 then opos1 = CFramepos elseif i == 2 then opos2 = CFramepos else opos3 = CFramepos end end end rs.RenderStepped:connect(function() FPS = 1 / rs.RenderStepped:wait() for i, v in pairs (waves:children()) do v.Transparency = v.Transparency + .05 / (FPS / 400) if v.Transparency >= .98 then v.Transparency = 1 v.Parent = res end end inf = inf + (30 + root.Velocity.magnitude / 15) / (FPS / 400) speedParts() end) while 1 do swait() Torsovelocity = RootPart.Velocity * Vector3.new(1, 0, 1).magnitude velocity = RootPart.Velocity.y sine = sine + change local hit, pos = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 4, Character) if equipped == true or equipped == false then if 1 < RootPart.Velocity.y and hit == nil then Anim = "Jump" if attack == false then RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(0), math.rad(-4 * math.cos((sine) / 25)), math.rad(-30)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(10 * math.cos((sine) / 25)), math.rad(0), math.rad(190)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * RHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * LHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) end else if RootPart.Velocity.y < -1 and hit == nil then Anim = "Fall" if attack == false then RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(30)), 0.3) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(30), math.rad(-4 * math.cos((sine) / 25)), math.rad(-30)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(10 * math.cos((sine) / 25)), math.rad(0), math.rad(190)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * RHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * LHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, cf(0, 0, 0) * angles(math.rad(0), math.rad(60), math.rad(100)), 0.2) end else if Torsovelocity.x < 1 and Torsovelocity.z < 1 and hit ~= nil then Anim = "Idle" if attack == false then change = 1 RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2 - 0.1 * math.cos((sine) / 9)) * angles(math.rad(20), math.rad(-20), math.rad(-80)), 0.3) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(-10 + 1 * math.cos((sine) / 9)), math.rad(-10 + 1 * math.cos((sine) / 9)), math.rad(80)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.3, 0.2, -0.5) * angles(math.rad(50), math.rad(0), math.rad(-30)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.5, -1) * angles(math.rad(0), math.rad(0), math.rad(50)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1.2 + 0.1 * math.cos((sine) / 9), 0) * RHCF * angles(math.rad(0), math.rad(-30), math.rad(20)), 0.3) LH.C0 = clerp(LH.C0, cf(-1.3, -1 + 0.1 * math.cos((sine) / 9), 0) * LHCF * angles(math.rad(0), math.rad(30), math.rad(-20)), 0.3) FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, cf(0, 0, 0) * angles(math.rad(60), math.rad(70 - 1 * math.cos((sine) / 9)), math.rad(70)), 0.3) end else if Torsovelocity.x > 2 and Torsovelocity.z > 2 and hit ~= nil then Anim = "Walk" if attack == false then RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2 - 0.1 * math.cos((sine) / 9)) * angles(math.rad(10), math.rad(-5), math.rad(-30)), 0.3) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(-5 + 1 * math.cos((sine) / 9)), math.rad(-10 + 1 * math.cos((sine) / 9)), math.rad(30)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.3, 0.2, 0) * angles(math.rad(50), math.rad(0), math.rad(-10)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-0.5, 0.5, -1) * angles(math.rad(0), math.rad(0), math.rad(50)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0 + 0.5 * math.cos((sine) / 5)) * RHCF * angles(math.rad(0), math.rad(0), math.rad(10 - 50 * math.cos((sine) / 5))), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, -0.5 - 0.5 * math.cos((sine) / 5)) * LHCF * angles(math.rad(0), math.rad(0), math.rad(-10 - 50 * math.cos((sine) / 5))), 0.3) FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, cf(0, 0, 0) * angles(math.rad(60), math.rad(50 - 1 * math.cos((sine) / 9)), math.rad(120)), 0.3) end end end end end end if 0 < #Effects then for e = 1, #Effects do if Effects[e] ~= nil then local Thing = Effects[e] if Thing ~= nil then local Part = Thing[1] local Mode = Thing[2] local Delay = Thing[3] local IncX = Thing[4] local IncY = Thing[5] local IncZ = Thing[6] if Thing[1].Transparency <= 1 then if Thing[2] == "Block1" then Thing[1].CFrame = Thing[1].CFrame * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) Mesh = Thing[1].Mesh Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] else if Thing[2] == "Block2" then Thing[1].CFrame = Thing[1].CFrame Mesh = Thing[7] Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] else if Thing[2] == "Cylinder" then Mesh = Thing[1].Mesh Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] else if Thing[2] == "Blood" then Mesh = Thing[7] Thing[1].CFrame = Thing[1].CFrame * Vector3.new(0, 0.5, 0) Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] else if Thing[2] == "Elec" then Mesh = Thing[1].Mesh Mesh.Scale = Mesh.Scale + Vector3.new(Thing[7], Thing[8], Thing[9]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] else if Thing[2] == "Disappear" then Thing[1].Transparency = Thing[1].Transparency + Thing[3] else if Thing[2] == "Shatter" then Thing[1].Transparency = Thing[1].Transparency + Thing[3] Thing[4] = Thing[4] * CFrame.new(0, Thing[7], 0) Thing[1].CFrame = Thing[4] * CFrame.fromEulerAnglesXYZ(Thing[6], 0, 0) Thing[6] = Thing[6] + Thing[5] end end end end end end end else Part.Parent = nil table.remove(Effects, e) end end end end end end
local stabilize = require "stabilize" stabilize.setup { force = true, -- stabilize window even when current cursor position will be hidden behind new window forcemark = nil, -- set context mark to register on force event which can be jumped to with '<forcemark> ignore = { -- do not manage windows matching these file/buftypes filetype = { "help", "list", "Trouble" }, buftype = { "terminal", "quickfix", "loclist" }, }, nested = nil, -- comma-separated list of autocmds that will trigger the plugins window restore function }
-- Helper module for testing intel_mp driver receive module(..., package.seeall) local intel = require("apps.intel_mp.intel_mp") local basic = require("apps.basic.basic_apps") local ffi = require("ffi") local C = ffi.C function test(pciaddr, qno, vmdq, poolno, macaddr, vlan) local c = config.new() if vmdq then config.app(c, "nic", intel.Intel, { pciaddr=pciaddr, macaddr=macaddr, vlan=vlan, vmdq=true, poolnum=poolno, rxq = qno, rxcounter = qno+1, wait_for_link=true }) else config.app(c, "nic", intel.Intel, { pciaddr=pciaddr, rxq = qno, rxcounter = qno+1, wait_for_link=true }) end config.app(c, "sink", basic.Sink) if os.getenv("SNABB_RECV_EXPENSIVE") then local filter = require("apps.packet_filter.pcap_filter") local count = 10 config.link(c, "nic.output -> filter0.input") for i=0,count do local n = tostring(i) local s = "filter"..n config.app(c, s, filter.PcapFilter, { filter = [[ not dst host 10.2.29.1 and not dst host 10.2.50.1 ]]}) end for i=1,count do local m = tostring(i-1) local n = tostring(i) local s = "filter"..m..".output -> filter"..n..".input" config.link(c, s) end config.app(c, "sane", filter.PcapFilter, { filter = [[ src host 172.16.172.3 and dst net 1.2.0.0/16 and ip proto 0 ]] }) config.link(c, "filter"..tostring(count)..".output -> sane.input") config.link(c, "sane.output -> sink.input") else config.link(c, "nic.output -> sink.input") end engine.configure(c) local spinup = os.getenv("SNABB_RECV_SPINUP") if spinup then engine.main({duration = spinup}) end local counters = { Intel82599 = { "GPRC", "RXDGPC" }, Intel1g = { "GPRC", "RPTHC" } } local duration = os.getenv("SNABB_RECV_DURATION") or 2 local before = {} local nic = engine.app_table.nic local master = nic.master if master then for _,v in pairs(counters[nic.driver]) do before[v] = nic.r[v]() end end if os.getenv("SNABB_RECV_DEBUG") then for _=1,duration do engine.main({duration = 1}) nic:debug() end else engine.main({duration = duration}) end if master then for _,v in pairs(counters[nic.driver]) do print(string.format("%s %d", v, tonumber(nic.r[v]() - before[v])/duration)) end end main.exit(0) end
local config = require('__shared/config') require('parachute-events') local isChecking = false local sinceLastCheck = 0 function startChecking() isChecking = true end function stopChecking() isChecking = false end Events:Subscribe('LocalPlayer:FreefallBegin', startChecking) Events:Subscribe('LocalPlayer:ParachuteBegin', stopChecking) Events:Subscribe('LocalPlayer:ParachuteEnd', stopChecking) Events:Subscribe('UpdateManager:Update', function(deltaTime, updatePass) if updatePass ~= UpdatePass.UpdatePass_PreSim then return end sinceLastCheck = sinceLastCheck + deltaTime -- skip if not enough time has passed if not isChecking or sinceLastCheck < config.raycastEverySec then return end local player = PlayerManager:GetLocalPlayer() -- stop checking if player disappeared if player == nil or player.soldier == nil then stopChecking() return end -- reset timer sinceLastCheck = 0 -- raycast to check if soldier is at <= min height from the ground local from = player.soldier.transform.trans local to = from - Vec3(0, config.parachuteOpenDistance, 0) local hit = RaycastManager:Raycast(from, to, RayCastFlags.CheckDetailMesh | RayCastFlags.DontCheckWater | RayCastFlags.DontCheckCharacter | RayCastFlags.DontCheckRagdoll) -- if there's a hit then open the parachute if hit ~= nil then NetEvents:SendLocal('OpenParachute') end end)
local mod = get_mod("rwaon_talents") ------------------------------------------------------------------------------ --[[mod:add_talent("dr_ironbreaker", 2, 3, "rwaon_bardin_ironbreaker_movespeed_on_charged_attacks", { num_ranks = 1, description_values = { { value_type = "percent", value = 0.10, }, { value = 5, }, { value = 15, } }, requirements = {}, buffs = { "rwaon_bardin_ironbreaker_movespeed_on_charged_attacks_cooldown", "rwaon_sienna_scholar_embodiment_of_aqshy_overcharge", }, }) mod:add_talent_buff("dwarf_ranger", "rwaon_bardin_ironbreaker_movespeed_on_charged_attacks_cooldown", { duration = 15, buff_after_delay = true, max_stacks = 1, refresh_durations = true, is_cooldown = true, icon = "victor_zealot_passive_invulnerability", delayed_buff_name = "rwaon_bardin_ironbreaker_gain_movespeed_on_charged_attacks" }) mod:add_talent_buff("dwarf_ranger", "rwaon_bardin_ironbreaker_gain_movespeed_on_charged_attacks", { max_stacks = 1, event_buff = true, event = "on_hit", icon = "victor_zealot_passive_invulnerability", buff_func = function (player, buff, params) local player_unit = player.player_unit local hit_unit = params[1] local attack_type = params[2] local buff_extension = ScriptUnit.extension(player_unit, "buff_system") if attack_type ~= "heavy_attack" then return end if Unit.alive(player_unit) then buff_extension:add_buff("rwaon_bardin_ironbreaker_movespeed_on_charged_attacks", buff_params) end if Unit.alive(player_unit) then local buff_1 = buff_extension:add_buff("rwaon_bardin_ironbreaker_gain_movespeed_on_charged_attacks", {attacker_unit = player_unit}) if buff_extension:has_buff_type("rwaon_bardin_ironbreaker_gain_movespeed_on_charged_attacks") then buff_extension:remove_buff(buff_1) end end end, }) mod:add_talent_buff("dwarf_ranger", "rwaon_bardin_ironbreaker_movespeed_on_charged_attacks", { max_stacks = 1, icon = "victor_zealot_passive_invulnerability", apply_buff_func = "apply_movement_buff", multiplier = 1.25, -- 1.5 refresh_durations = false, remove_buff_func = "remove_movement_buff", duration = 5, path_to_movement_setting_to_modify = { "move_speed" }, buff_after_delay = true, delayed_buff_name = "rwaon_bardin_ironbreaker_movespeed_on_charged_attacks_cooldown", })]] ------------------------------------------------------------------------------ --[[mod:add_talent("dr_ironbreaker", 3, 1, "melee_weapon_heal_proc_light", { description_values = { { value_type = "percent", value = 0.1 } }, buffs = { "melee_weapon_heal_proc_light" }, }) mod:add_talent_buff("dwarf_ranger", "melee_weapon_heal_proc_light", { name = "regrowth", event_buff = true, event = "on_hit", perk = "ninja_healing", bonus = 5, stat_buff = ProcFunctions.heal_permanent_proc, attack_wanted = "charged", proc_chance = 0.1, }) mod:add_talent("dr_ironbreaker", 4, 1, "ranged_weapon_heal_proc", { description_values = { { value_type = "percent", value = 0.12 } }, buffs = { "ranged_weapon_heal_proc" }, }) mod:add_talent_buff("dwarf_ranger", "ranged_weapon_heal_proc", { name = "regrowth", event_buff = true, event = "on_hit", perk = "ninja_healing", bonus = 5, stat_buff = ProcFunctions.heal_permanent_proc, attack_wanted = "RANGED", proc_chance = 0.12, })]] ------------------------------------------------------------------------------ mod:add_talent("dr_ironbreaker", 5, 3, "rwaon_bardin_ironbreaker_uninterruptible_attacks", { num_ranks = 1, }) mod:add_talent_buff("dwarf_ranger", "rwaon_bardin_ironbreaker_uninterruptible_attacks", { max_stacks = 1, perk = "uninterruptible", refresh_durations = true, duration = 10, icon = "icons_placeholder", })
AddCSLuaFile() SWEP.Base = "weapon_prop_powerup_base" SWEP.Name = "Stack" SWEP.PrintName = "Stack" SWEP.AbilityUsableBeforeHuntersReleaed = true SWEP.AbilityDescription = "Stack the Prop you're hold on top of you for better hiding." function SWEP:Ability() if CLIENT then return end local ply = self:GetOwner() local prop = GetViewEntSv(ply) if !IsValid(prop) then return "Not looking at anything" end local _, playerPropHBMax = PropHitbox(ply) local propHBMin, _ = GetHitBoxInModelCoordinates(prop) prop:SetAngles(Angle(0, math.random(-180, 180), 0)) prop:SetPos(Vector( ply:GetPos().x, ply:GetPos().y, ply:GetPos().z + playerPropHBMax.z - propHBMin.z + 1 )) end
local SP_URL = 'https://localhost' return { key_attribute_name = "EmailAddress", redirect = { url_after_login = "/", url_after_logout = "/" }, request = { idp_dest_url = "https://idp.ssocircle.com:443/sso/SSORedirect/metaAlias/publicidp", sp_entity_id = SP_URL .. '/sso', sp_saml_finish_url = SP_URL .. "/sso/finish-login", urls_before_login = { dict_name = "sso_redirect_urls", expire_seconds = 180 } }, response = { xmlsec_command = "/usr/local/bin/xmlsec1", idp_cert_filename = ngx.config.prefix() .. "/idp.crt" }, session = { cookie = { name = "sso_session_id", path = "/", secure = true }, store = { dict_name = "sso_sessions", expire_seconds = 600 } } }
-- Lua调用C++ local mod = require('mylua') print(mod.add(1, 2)) local obj = mod.Object() obj:setName('paoqi') obj:setSum(648) content = string.format('Name: %s, Sum: %d', obj:getName(), obj:getSum()) print(content)
death_watch_bloodguard = Creature:new { objectName = "@mob/creature_names:mand_bunker_dthwatch_red", randomNameType = NAME_GENERIC, randomNameTag = true, socialGroup = "death_watch", faction = "", level = 121, chanceHit = 4, damageMin = 745, damageMax = 1200, baseXp = 11390, baseHAM = 50000, baseHAMmax = 50000, armor = 2, resists = {55,55,70,60,30,30,100,40,-1}, meatType = "", meatAmount = 0, hideType = "", hideAmount = 0, boneType = "", boneAmount = 0, milk = 0, tamingChance = 0, ferocity = 0, pvpBitmask = AGGRESSIVE + ATTACKABLE + ENEMY, creatureBitmask = KILLER, optionsBitmask = AIENABLED, diet = HERBIVORE, scale = 1.15, templates = {"object/mobile/dressed_death_watch_red.iff"}, lootGroups = { { groups = { {group = "wearables_uncommon", chance = 10000000} }, lootChance = 5000000 }, { groups = { {group = "death_watch_bunker_commoners", chance = 6000000}, {group = "death_watch_bunker_lieutenants", chance = 4000000} }, lootChance = 5000000 }, { groups = { {group = "death_watch_bunker_commoners", chance = 10000000} }, lootChance = 5000000 }, { groups = { {group = "death_watch_bunker_lieutenants", chance = 10000000} }, lootChance = 5000000 }, { groups = { {group = "wearables_common", chance = 10000000} }, lootChance = 5000000 }, { groups = { {group = "jetpack_base", chance = 10000000} }, lootChance = 5000000 }, { groups = { {group = "death_watch_bunker_commoners", chance = 10000000} }, lootChance = 5000000 }, { groups = { {group = "junk", chance = 10000000} }, lootChance = 5000000 }, { groups = { {group = "black_suns", chance = 10000000} }, lootChance = 100000 }, }, weapons = {"pirate_weapons_heavy"}, conversationTemplate = "", attacks = merge(bountyhuntermaster,marksmanmaster,brawlermaster,tkamaster) } CreatureTemplates:addCreatureTemplate(death_watch_bloodguard, "death_watch_bloodguard")
-- mod-version:2 -- lite-xl 2.0 local core = require "core" local config = require "core.config" local command = require "core.command" local common = require "core.common" local console = require "plugins.console" local keymap = require "core.keymap" -- This plugin requires the console plugin to work. It can be found at: -- -- https://github.com/lite-xl/console -- -- Before using this plugin add in your user's config file something like: -- -- config.texcompile = { -- latex_command = "pdflatex", -- view_command = "evince", -- } -- -- as long as the commands are in your PATH. -- -- Options can be passed as part of the command for example like in: -- -- latex_command = "latex -pdf -pdflatex -c". -- -- On Windows, if the commands are not in your PATH, you may use the full path -- of the executable like, for example: -- -- config.texcompile = { -- latex_command = [[C:\miktex\miktex\bin\x64\pdflatex.exe]], -- view_command = [[C:\Program^ Files\SumatraPDF\SumatraPDF.exe]], -- } -- -- Note that in the example we have used "^ " for spaces that appear in the path. -- It is required on Windows for path or file names that contains space characters. command.add("core.docview", { ["texcompile:tex-compile"] = function() -- The current (La)TeX file and path local texname = core.active_view:get_name() local texpath = common.dirname(core.active_view:get_filename()) local pdfname = texname:gsub("%.tex$", ".pdf") -- LaTeX compiler as configured in config.texcompile local texcmd = config.texcompile and config.texcompile.latex_command local viewcmd = config.texcompile and config.texcompile.view_command if not texcmd then core.log("No LaTeX compiler provided in config.") else core.log("LaTeX compiler is %s, compiling %s", texcmd, texname) console.run { command = string.format("%s %s && %s %s", texcmd, texname, viewcmd, pdfname), cwd = texpath, on_complete = function() core.log("Tex compiling command terminated.") end } end end, }) keymap.add { ["ctrl+shift+t"] = "texcompile:tex-compile" }
require "ffi".cdef [[ typedef uint16_t LuaGBAddress; // graphics/palette typedef uint8_t LuaGBPaletteColor[4]; typedef struct _LuaGBPalette { LuaGBPaletteColor dmg_colors[4]; LuaGBPaletteColor bg[4], obj0[4], obj1[4]; LuaGBPaletteColor color_bg[8][4]; uint8_t color_bg_raw[64], color_obj_raw[64]; uint8_t color_bg_index, color_obj_index; bool color_bg_auto_increment, color_obj_auto_increment; LuaGBPaletteColor color_obj[8][4]; void (*set_dmg_colors)(LuaGBPaletteColor, LuaGBPaletteColor, LuaGBPaletteColor, LuaGBPaletteColor); void (*reset)(); } LuaGBPalette; // graphics/cache typedef struct _LuaGBTileAttribute { LuaGBPaletteColor *palette; uint8_t bank; bool horizontal_flip, vertical_flip, priority; } LuaGBTileAttritbute, *LuaGBTileAttritbutePtr, (*LuaGBTileAttritbuteMapPtr)[32], LuaGBTileAttributeMap[32][32]; typedef uint8_t LuaGBTile, *LuaGBTileList, (*LuaGBTileList2)[8], (*LuaGBTileListMapPtr)[8][8], LuaGBTileListMap[768][8][8], (*LuaGBTileMapPtr)[32][8][8], LuaGBTileMap[32][32][8][8]; typedef struct _LuaGBOAMEntry { uint8_t x; uint8_t y; LuaGBTileList2 tile, upper_tile, lower_tile; bool bg_priority, horizontal_flip, vertical_flip; LuaGBPaletteColor palette[4]; } LuaGBOAMEntry, LuaGBOAM[40]; typedef struct _LuaGBTileCache { LuaGBTileListMap tiles; LuaGBTileListMap tiles_h_flipped; LuaGBTileMap map_0; LuaGBTileMap map_1; LuaGBTileAttributeMap map_0_attr; LuaGBTileAttributeMap map_1_attr; LuaGBOAM oam; void (*reset)(); void (*refreshOamEntry)(uint8_t); void (*refreshAttributes)(LuaGBTileAttritbuteMapPtr, uint8_t, uint8_t, LuaGBAddress); void (*refreshTile)(LuaGBAddress, uint8_t); void (*refreshTiles)(); void (*refreshTileIndex)(uint8_t, uint8_t, LuaGBAddress, LuaGBTileMap, LuaGBTileAttributeMap); void (*refreshTileMap)(LuaGBAddress, LuaGBTileMap, LuaGBTileAttributeMap); void (*refreshTileMaps)(); void (*refreshTileAttributes)(); void (*refreshAll)(); void (*reset)(); } LuaGBTileCache; // graphics/registers typedef struct _LuaGBGraphicRegisterStatus { uint8_t mode; bool lyc_interrupt_enabled, oam_interrupt_enabled, vblank_interrupt_enabled, hblank_interrupt_enabled; void (*SetMode)(uint8_t); } LuaGBGraphicRegisterStatus; typedef struct _LuaGBGraphicRegisters { LuaGBGraphicRegisterStatus status; bool display_enabled; LuaGBTileMapPtr window_tilemap, background_tilemap; LuaGBTileAttritbuteMapPtr window_attr, background_attr; bool window_enabled, background_enabled; LuaGBAddress tile_select; bool large_sprites, sprites_enabled, background_enabled, oam_priority; } LuaGBGraphicRegisters; //graphics/init typedef struct _LuaGBGraphicsScanlineData { uint8_t x, bg_tile_x, bg_tile_y, sub_x, sub_y; LuaGBTileMapPtr current_map; LuaGBTileAttritbuteMapPtr current_map_attr; bool window_active; LuaGBTileList2 active_tile; LuaGBTileAttritbutePtr active_attr; uint8_t bg_index[160]; bool bg_priority[160]; } LuaGBGraphicsScanlineData; typedef struct _LuaGBGraphics { LuaGBGraphicsScanlineData scanline_data; uint64_t vblank_count; uint32_t last_edge; uint32_t next_edge; bool lcdstat; uint8_t vram[0x8000]; uint8_t vram_bank; uint8_t oam[0xA0]; LuaGBPaletteColor game_screen[144 * 160]; LuaGBGraphicRegisters registers; LuaGBPalette palette; LuaGBTileCache cache; } LuaGBGraphics; ]]