content stringlengths 5 1.05M |
|---|
object_mobile_space_comm_gotal_bandit_06 = object_mobile_shared_space_comm_gotal_bandit_06:new {
}
ObjectTemplates:addTemplate(object_mobile_space_comm_gotal_bandit_06, "object/mobile/space_comm_gotal_bandit_06.iff")
|
local m = require 'pegparser.parser'
local coder = require 'pegparser.coder'
local util = require'pegparser.util'
--[[
Removed:
- Err_024 (DotDot in rule subrangeType)
- Err_066 (Assign in rule assignStmt)
- Err_101 (params in rule funcCall)
]]
g = [[
program <- SKIP head decs block^Err_001 Dot^Err_002 !.
head <- PROGRAM Id^Err_003 (LPar ids^Err_004 RPar^Err_005)? Semi^Err_006
decs <- labelDecs constDefs typeDefs varDecs procAndFuncDecs
ids <- Id (Comma Id^Err_007)*
labelDecs <- (LABEL labels^Err_008 Semi^Err_009)?
labels <- label (Comma label^Err_010)*
label <- UInt
constDefs <- (CONST constDef^Err_011 Semi^Err_012 (constDef Semi^Err_013)*)?
constDef <- Id Eq^Err_014 const^Err_015
const <- Sign? (UNumber / Id) / String
typeDefs <- (TYPE typeDef^Err_016 Semi^Err_017 (typeDef Semi^Err_018)*)?
typeDef <- Id Eq^Err_019 type^Err_020
type <- newType / Id
newType <- newOrdinalType / newStructuredType / newPointerType
newOrdinalType <- enumType / subrangeType
newStructuredType <- PACKED? unpackedStructuredType
newPointerType <- Pointer Id^Err_021
enumType <- LPar ids^Err_022 RPar^Err_023
subrangeType <- const DotDot const^Err_025
unpackedStructuredType <- arrayType / recordType / setType / fileType
arrayType <- ARRAY LBrack^Err_026 ordinalType^Err_027 (Comma ordinalType^Err_028)* RBrack^Err_029 OF^Err_030 type^Err_031
recordType <- RECORD fieldList END^Err_032
setType <- SET OF^Err_033 ordinalType^Err_034
fileType <- FILE OF^Err_035 type^Err_036
ordinalType <- newOrdinalType / Id
fieldList <- ((fixedPart (Semi variantPart)? / variantPart) Semi?)?
fixedPart <- varDec (Semi varDec)*
variantPart <- CASE Id^Err_037 (Colon Id^Err_038)? OF^Err_039 variant^Err_040 (Semi variant)*
variant <- consts Colon^Err_041 LPar^Err_042 fieldList RPar^Err_043
consts <- const (Comma const^Err_044)*
varDecs <- (VAR varDec^Err_045 Semi^Err_046 (varDec Semi^Err_047)*)?
varDec <- ids Colon^Err_048 type^Err_049
procAndFuncDecs <- ((procDec / funcDec) Semi^Err_050)*
procDec <- procHeading Semi^Err_051 (decs block / Id)^Err_052
procHeading <- PROCEDURE Id^Err_053 formalParams?
funcDec <- funcHeading Semi^Err_054 (decs block / Id)^Err_055
funcHeading <- FUNCTION Id^Err_056 formalParams? Colon^Err_057 type^Err_058
formalParams <- LPar formalParamsSection^Err_059 (Semi formalParamsSection^Err_060)* RPar^Err_061
formalParamsSection <- VAR? ids Colon^Err_062 Id^Err_063 / procHeading / funcHeading
block <- BEGIN stmts END^Err_064
stmts <- stmt (Semi stmt)*
stmt <- (label Colon^Err_065)? (simpleStmt / structuredStmt)?
simpleStmt <- assignStmt / procStmt / gotoStmt
assignStmt <- var Assign expr^Err_067
var <- Id (LBrack expr^Err_068 (Comma expr^Err_069)* RBrack^Err_070 / Dot Id^Err_071 / Pointer)*
procStmt <- Id params?
params <- LPar (param (Comma param^Err_072)*)? RPar^Err_073
param <- expr (Colon expr)? (Colon expr^Err_074)?
gotoStmt <- GOTO label^Err_075
structuredStmt <- block / conditionalStmt / repetitiveStmt / withStmt
conditionalStmt <- ifStmt / caseStmt
ifStmt <- IF expr^Err_076 THEN^Err_077 stmt (ELSE stmt)?
caseStmt <- CASE expr^Err_078 OF^Err_079 caseListElement^Err_080 (Semi caseListElement)* Semi? END^Err_081
caseListElement <- consts Colon^Err_082 stmt
repetitiveStmt <- repeatStmt / whileStmt / forStmt
repeatStmt <- REPEAT stmts UNTIL^Err_083 expr^Err_084
whileStmt <- WHILE expr^Err_085 DO^Err_086 stmt
forStmt <- FOR Id^Err_087 Assign^Err_088 expr^Err_089 (TO / DOWNTO)^Err_090 expr^Err_091 DO^Err_092 stmt
withStmt <- WITH var^Err_093 (Comma var^Err_094)* DO^Err_095 stmt
expr <- simpleExpr (RelOp simpleExpr^Err_096)?
simpleExpr <- Sign? term (AddOp term^Err_097)*
term <- factor (MultOp factor^Err_098)*
factor <- NOT* (funcCall / var / unsignedConst / setConstructor / LPar expr^Err_099 RPar^Err_100)
unsignedConst <- UNumber / String / Id / NIL
funcCall <- Id params
setConstructor <- LBrack (memberDesignator (Comma memberDesignator^Err_102)*)? RBrack^Err_103
memberDesignator <- expr (DotDot expr^Err_104)?
AddOp <- '+' / '-' / OR
Assign <- ':='
Dot <- '.'
DotDot <- '..'
CloseComment <- '*)' / '}'
Colon <- ':'
Comma <- ','
COMMENT <- OpenComment (!CloseComment .)* CloseComment
Eq <- '='
BodyId <- [a-zA-Z0-9]
Id <- !Reserved [a-zA-Z] [a-zA-Z0-9]*
LBrack <- '['
LPar <- '('
MultOp <- '*' / '/' / DIV / MOD / AND
OpenComment <- '(*' / '{'
Pointer <- '^'
RBrack <- ']'
RelOp <- '<=' / '=' / '<>' / '>=' / '>' / '<' / IN
RPar <- ')'
Semi <- ';'
Sign <- '+' / '-'
String <- "'" (!"'" .)* "'"
UInt <- [0-9]+
UNumber <- UReal / UInt
UReal <- [0-9]+ ('.' [0-9]+ ([Ee] ('+' / '-') [0-9]+)? / [Ee] ('+' / '-') [0-9]+)
Reserved <- AND / ARRAY / BEGIN / CONST / CASE / DIV / DO / DOWNTO / ELSE / END / FILE / FOR / FUNCTION / GOTO / IF / IN / LABEL / MOD / NIL / NOT / OF / OR / PACKED / PROCEDURE / PROGRAM / RECORD / REPEAT / SET / THEN / TO / TYPE / UNTIL / VAR / WHILE / WITH
AND <- [Aa] [Nn] [Dd] !BodyId
ARRAY <- [Aa] [Rr] [Rr] [Aa] [Yy] !BodyId
BEGIN <- [Bb] [Ee] [Gg] [Ii] [Nn] !BodyId
CASE <- [Cc] [Aa] [Ss] [Ee] !BodyId
CONST <- [Cc] [Oo] [Nn] [Ss] [Tt] !BodyId
DIV <- [Dd] [Ii] [Vv] !BodyId
DO <- [Dd] [Oo] !BodyId
DOWNTO <- [Dd] [Oo] [Ww] [Nn] [Tt] [Oo] !BodyId
ELSE <- [Ee] [Ll] [Ss] [Ee] !BodyId
END <- [Ee] [Nn] [Dd] !BodyId
FILE <- [Ff] [Ii] [Ll] [Ee] !BodyId
FOR <- [Ff] [Oo] [Rr] !BodyId
FUNCTION <- [Ff] [Uu] [Nn] [Cc] [Tt] [Ii] [Oo] [Nn] !BodyId
GOTO <- [Gg] [Oo] [Tt] [Oo] !BodyId
IF <- [Ii] [Ff] !BodyId
IN <- [Ii] [Nn] !BodyId
LABEL <- [Ll] [Aa] [Bb] [Ee] [Ll] !BodyId
MOD <- [Mm] [Oo] [Dd] !BodyId
NIL <- [Nn] [Ii] [Ll] !BodyId
NOT <- [Nn] [Oo] [Tt] !BodyId
OF <- [Oo] [Ff] !BodyId
OR <- [Oo] [Rr] !BodyId
PACKED <- [Pp] [Aa] [Cc] [Kk] [Ee] [Dd] !BodyId
PROCEDURE <- [Pp] [Rr] [Oo] [Cc] [Ee] [Dd] [Uu] [Rr] [Ee] !BodyId
PROGRAM <- [Pp] [Rr] [Oo] [Gg] [Rr] [Aa] [Mm] !BodyId
RECORD <- [Rr] [Ee] [Cc] [Oo] [Rr] [Dd] !BodyId
REPEAT <- [Rr] [Ee] [Pp] [Ee] [Aa] [Tt] !BodyId
SET <- [Ss] [Ee] [Tt] !BodyId
THEN <- [Tt] [Hh] [Ee] [Nn] !BodyId
TO <- [Tt] [Oo] !BodyId
TYPE <- [Tt] [Yy] [Pp] [Ee] !BodyId
UNTIL <- [Uu] [Nn] [Tt] [Ii] [Ll] !BodyId
VAR <- [Vv] [Aa] [Rr] !BodyId
WHILE <- [Ww] [Hh] [Ii] [Ll] [Ee] !BodyId
WITH <- [Ww] [Ii] [Tt] [Hh] !BodyId
]]
local g = m.match(g)
local p = coder.makeg(g, 'ast')
local dir = util.getPath(arg[0])
util.testYes(dir .. '/test/yes/', 'pas', p)
util.testNo(dir .. '/test/no/', 'pas', p)
|
resource.AddFile( "materials/sprites/flareglow.vmt" )
resource.AddFile( "resource/fonts/Graffiare.ttf" )
resource.AddFile( "resource/fonts/typenoksidi_upd.ttf" )
resource.AddFile( "models/Zed/male_shared.mdl" )
resource.AddFile( "sound/nuke/redead/lastminute.mp3" )
for i=1,4 do
for e=1,5 do
resource.AddFile( "materials/models/Zed/Male/g" .. i .. "_0" .. e .. "_sheet.vmt" )
end
end
local include_sound = { "heartbeat",
"geiger_1",
"geiger_2",
"geiger_3",
"geiger_4",
"geiger_5",
"geiger_6",
"geiger_7",
"geiger_8",
"gore/blood01",
"gore/blood02",
"gore/blood03",
"gore/flesh01",
"gore/flesh02",
"gore/flesh03",
"gore/flesh04",
"redead/attack_1",
"redead/attack_2",
"redead/attack_3",
"redead/attack_4",
"redead/attack_5",
"redead/attack_6",
"redead/attack_7",
"redead/attack_8",
"redead/attack_9",
"redead/attack_10",
"redead/death_1",
"redead/death_2",
"redead/death_3",
"redead/death_4",
"redead/death_5",
"redead/death_6",
"redead/death_7",
"redead/death_8",
"redead/death_9",
"redead/death_10",
"redead/pain_1",
"redead/pain_2",
"redead/pain_3",
"redead/pain_4",
"redead/pain_5",
"redead/pain_6",
"redead/pain_7",
"redead/pain_8",
"redead/pain_9",
"redead/pain_10",
"redead/idle_1",
"redead/idle_2",
"redead/idle_3",
"redead/idle_4",
"redead/idle_5",
"redead/idle_6",
"redead/idle_7",
"redead/idle_8",
"redead/idle_9",
"redead/idle_10" }
for k,v in pairs( include_sound ) do
resource.AddFile( "sound/nuke/" .. v .. ".wav" )
end
local include_mat = { "models/weapons/v_models/shot_m3super91/shot_m3super91_norm",
"models/weapons/v_models/shot_m3super91/shot_m3super91_2_norm",
"models/weapons/v_models/shot_m3super91/shot_m3super91",
"models/weapons/v_models/shot_m3super91/shot_m3super91_2",
"models/weapons/temptexture/handsmesh1",
"models/weapons/axe",
"models/weapons/hammer",
"models/weapons/hammer2",
"models/ammoboxes/smg",
"models/Zed/Male/pupil_l",
"models/Zed/Male/pupil_r",
"models/Zed/Male/eyeball_r",
"models/Zed/Male/eyeball_l",
"models/Zed/Male/dark_eyeball_l",
"models/Zed/Male/dark_eyeball_r",
"models/Zed/Male/mouth",
"models/Zed/Male/glint",
"models/Zed/Male/citizen_sheet",
"models/Zed/Male/blood_sheet",
"models/Zed/Male/grey_sheet",
"models/Zed/Male/service_sheet",
"models/Zed/Male/plaid_sheet",
"models/Zed/Male/jackson_sheet",
"models/Zed/Male/sandro_facemap",
"models/Zed/Male/joe_facemap",
"models/Zed/Male/eric_facemap",
"models/Zed/Male/vance_facemap",
"effects/rain_cloud",
"effects/rain_warp",
"effects/rain_warp_normal",
"nuke/redead/noise01",
"nuke/redead/noise02",
"nuke/redead/noise03",
"nuke/redead/commando",
"nuke/redead/engineer",
"nuke/redead/scout",
"nuke/redead/specialist",
"nuke/redead/zomb_zombie",
"nuke/redead/zomb_corpse",
"nuke/redead/zomb_banshee",
"nuke/redead/zomb_leaper",
"nuke/redead/allyvision",
"nuke/gore1",
"nuke/gore2",
"nuke/blood/Blood1",
"nuke/blood/Blood2",
"nuke/blood/Blood3",
"nuke/blood/Blood4",
"nuke/blood/Blood5",
"nuke/blood/Blood6",
"nuke/blood/Blood7",
"radbox/img_radiation",
"radbox/img_blood",
"radbox/img_health",
"radbox/img_stamina",
"radbox/img_infect",
"radbox/healthpack",
"radbox/healthpack2",
"radbox/bandage" }
for k,v in pairs( include_mat ) do
resource.AddFile( "materials/" .. v .. ".vmt" )
end
local include_model = { "weapons/v_shot_m3super91",
"weapons/w_hammer",
"weapons/w_axe",
"weapons/v_hammer/v_hammer",
"weapons/v_axe/v_axe",
"items/boxqrounds",
"radbox/bandage",
"radbox/geiger",
"radbox/healthpack",
"radbox/healthpack2",
"Zed/malezed_04",
"Zed/malezed_06",
"Zed/malezed_08",
"Zed/weapons/v_undead",
"Zed/weapons/v_ghoul",
"Zed/weapons/v_wretch",
"Zed/weapons/v_banshee" }
for k,v in pairs( include_model ) do
resource.AddFile( "models/" .. v .. ".mdl" )
end
|
local util = require("mooncrafts.util")
local httpc = require("mooncrafts.http")
local url = require("mooncrafts.url")
local trim, path_sanitize
trim, path_sanitize = util.trim, util.path_sanitize
local url_parse, Remotefs
url_parse = url.parse
do
local _class_0
local _base_0 = {
readRaw = function(self, location)
url = location
if location:find(":") == nil then
url = self.conf.base .. "/" .. trim(path_sanitize(location), "%/*")
end
local req = {
url = url,
method = "GET",
capture_url = self.conf.ngx_path,
headers = { }
}
return httpc.request(req)
end,
read = function(self, location, default)
if default == nil then
default = ""
end
local rst = self:readRaw(location)
if (rst.err or rst.code < 200 or rst.code > 299) then
return default
end
return rst.body
end
}
_base_0.__index = _base_0
_class_0 = setmetatable({
__init = function(self, conf)
if conf == nil then
conf = { }
end
assert(conf, "conf object is required")
local myConf = { }
myConf.base = trim(conf.base or "https://raw.githubusercontent.com/", "%/*")
myConf.ngx_path = conf.ngx_path or "/__mooncrafts"
self.conf = myConf
end,
__base = _base_0,
__name = "Remotefs"
}, {
__index = _base_0,
__call = function(cls, ...)
local _self_0 = setmetatable({}, _base_0)
cls.__init(_self_0, ...)
return _self_0
end
})
_base_0.__class = _class_0
Remotefs = _class_0
end
return Remotefs
|
include("shared.lua")
function ENT:Draw()
self:DrawModel()
local min, max = self:GetCollisionBounds()
local angles = self:GetAngles()
local text = "meme"
if self.drug then
text = self.drug.name
end
local function DrawTextCrap()
surface.SetFont("Default")
local w, h = surface.GetTextSize(text)
surface.SetDrawColor(Color(0, 0, 0, 125))
surface.DrawRect((w / 2) * -1, (h / 2) * -1, w, h)
draw.SimpleText(text, "Default", 0, 0, Color(255, 255, 255), TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER)
end
cam.Start3D2D(self:GetPos() + Vector(0, 0, max.z + 5 + math.sin(CurTime() * 1.5)), Angle(0, math.NormalizeAngle(CurTime() * 60), 90), 0.5)
DrawTextCrap()
cam.End3D2D()
cam.Start3D2D(self:GetPos() + Vector(0, 0, max.z + 5 + math.sin(CurTime() * 1.5)), Angle(0, math.NormalizeAngle(CurTime() * 60) + 180, 90), 0.5)
DrawTextCrap()
cam.End3D2D()
end |
require("config")
--Changes
require("prototypes.changes")
--Pumpjack
require("prototypes.pump-2")
require("prototypes.pump-3")
--Mining
require("prototypes.mining-range-1")
require("prototypes.mining-range-2")
require("prototypes.mining-range-3")
require("prototypes.mining-speed-1")
require("prototypes.mining-speed-2")
require("prototypes.mining-speed-3")
--Technology
require("prototypes.tech") |
-- dap-install configurations
local dap_install = require("dap-install")
dap_install.setup {
installation_path = vim.fn.stdpath("data") .. "/dapinstall/",
}
local dap_install = require("dap-install")
local dbg_list = require("dap-install.api.debuggers").get_installed_debuggers()
for _, debugger in ipairs(dbg_list) do
dap_install.config(debugger)
end
-- dap-ui configurations
require("dapui").setup({
icons = { expanded = "▾", collapsed = "▸" },
mappings = {
-- Use a table to apply multiple mappings
expand = { "<CR>", "<2-LeftMouse>" },
open = "o",
remove = "d",
edit = "e",
repl = "r",
},
sidebar = {
-- You can change the order of elements in the sidebar
elements = {
-- Provide as ID strings or tables with "id" and "size" keys
{
id = "scopes",
size = 0.25, -- Can be float or integer > 1
},
{ id = "breakpoints", size = 0.25 },
{ id = "stacks", size = 0.25 },
{ id = "watches", size = 00.25 },
},
size = 40,
position = "left", -- Can be "left", "right", "top", "bottom"
},
tray = {
elements = { "repl" },
size = 10,
position = "bottom", -- Can be "left", "right", "top", "bottom"
},
floating = {
max_height = nil, -- These can be integers or a float between 0 and 1.
max_width = nil, -- Floats will be treated as percentage of your screen.
border = "single", -- Border style. Can be "single", "double" or "rounded"
mappings = {
close = { "q", "<Esc>" },
},
},
windows = { indent = 1 },
})
vim.fn.sign_define('DapBreakpoint', {text='●', texthl='', linehl='', numhl=''})
local dap = require('dap')
dap.defaults.fallback.terminal_win_cmd = 'ToggleTerm'
|
-- Returns true if the subsystem is 'usb'
-- and the devtype is 'usb_device'
--
local function isUsbDevice(dev)
if dev.IsInitialized and dev:getProperty("subsystem") == "usb" and
dev:getProperty("devtype") == "usb_device" then
return true;
end
return false;
end
return isUsbDevice
|
local NsRange = require 'Foundation.NSRange'
local SpearmanController = class.extendClass(objc.SpearmanController)
local codeChangeMessage = "SpearmanCtrl updated"
function SpearmanController:init()
self[objc.WKInterfaceController]:init()
self:addMessageHandler(codeChangeMessage, "configure")
end
function SpearmanController:awakeWithContext(context)
self:configure()
end
function SpearmanController:configure()
self.speed = self.speed or 1
end
local WKInterfaceImage = objc.WKInterfaceImage
function SpearmanController:walk()
local imagesRange = NsRange.NSMakeRange(0, 10);
self.walkerImage:startAnimatingWithImagesInRange_duration_repeatCount(imagesRange, 1/self.speed, 0)
end
function SpearmanController:pause()
self.walkerImage:stopAnimating()
end
function SpearmanController:increaseSpeed()
self.speed = self.speed * 1.5
self:walk()
end
function SpearmanController:decreaseSpeed()
self.speed = self.speed / 1.5
self:walk()
end
message.post(codeChangeMessage)
return SpearmanController |
cpu = manager:machine().devices[":maincpu"]
mem = cpu.spaces["program"]
gui = manager:machine().screens[":screen"]
function main()
mem:write_u8(0x7E1F8C,3)
--mem:write_u8(0x7E0082,0x0C) --Stage Select
player(0xE80,0x1AA0, 0,0,0x980,0x14C0)
player(0xF60,0x1AF0,300,0,0xC00,0x15C0)
end
function player(addr,addr2,x,y,addr3,addr4)
chx = mem:read_i16(addr+0x8)*2
chy = mem:read_i16(addr+0xC)
flip = mem:read_u8(addr+0x2C)
hurt = mem:read_u16(addr + 0x36)--f96
hstimer = mem:read_u16(addr + 0x38)
life = mem:read_u8(addr + 0x64)
meter = addr2 + 0x20
colorid = addr2 + 0x50
if flip ~= 0 then
flpx=-1
else
flpx=1
end
drawaxis(chx,chy,16)
--leostanding hurtboxes 0C 14 00 34 14 10 00 10 location 0x12540
membox(180,chx,chy,addr4-0x40,0x88FFFF00,flpx)
membox(180,chx,chy,addr4,0x88FFFF00,flpx)
membox(180,chx,chy,addr4+0x40,0x88FFFF00,flpx)
membox(180,chx,chy,addr3,0x88FF0000,flpx)
membox(180,chx,chy,addr3+0x40,0x88FF00FF,flpx)
--Display
-- gui:draw_box(x,y,x+200,y+32,0xff600000,0xffffffff)
-- gui:draw_text(x+2,y+2,string.format("BoxTest: %d,%d,%d,%d",box1,box2,box3,box4))
-- gui:draw_text(x+2,y+10,string.format("RealTest: %d,%d,%d,%d",0x00+chx,0x34+chy,0x0C,0x14))
end
function membox(screenh,plx,ply,addr,color,flip)
local xoff = mem:read_i16(addr+0x08)*2
local yoff = mem:read_i16(addr+0x10)
local xrad = (mem:read_u16(addr+0x16)*2)*flip
local yrad = mem:read_u16(addr+0x18)
local yoff = screenh + yoff
local left = xoff - xrad
local right = xoff + xrad
local top = yoff - yrad
local bottom = yoff + yrad
gui:draw_box(left,top,right,bottom,color,0xffffffff)
end
function colbox(screenh,plx,ply,addr,color,flip)
local xoff = mem:read_i8(addr+2)*2
local yoff = mem:read_i8(addr+3)
local xrad = mem:read_u8(addr)*2
local yrad = mem:read_u8(addr+1)
local xoff = plx + xoff * flip
local yoff = ply - yoff
local left = xoff - xrad
local right = xoff + xrad
local top = yoff - yrad
local bottom = yoff + yrad
gui:draw_box(left,top,right,bottom,color,0xffffffff)
end
function drawaxis(x,y,axis)
gui:draw_line(x+(axis),y,x-(axis),y,0xFF00FF00)
gui:draw_line(x,y-axis,x,y+axis,0xFF00FFFF)
end
emu.register_frame_done(main,"frame")
--[[
Device
:rspeaker
:maincpu
:st_list
:spc700
:soundcpu
:snsslot
:snsslot:lorom
:cart_list
:ctrl2
:ctrl1:joypad
:bsx_list
:screen
:ppu
:lspeaker
:ctrl1
:ctrl2:joypad
-----------------------
Screen
:screen
]]
|
--
-- tek.ui.class.image
-- Written by Timm S. Mueller <tmueller at schulze-mueller.de>
-- See copyright notice in COPYRIGHT
--
-- OVERVIEW::
-- Implements bitmap and vector images
--
local Class = require "tek.class"
local ui = require "tek.ui"
local Display = ui.require("display", 21)
local assert = assert
local type = type
module("tek.ui.class.image", tek.class)
_VERSION = "Image 2.2"
local Image = _M
Class:newClass(Image)
function Image.new(class, image)
if type(image) == "string" then
image = { Display.createPixmap(image) }
end
assert(image[1])
image[2] = image[2] or false -- width (false: stretchable)
image[3] = image[3] or false -- height (false: stretchable)
image[4] = image[4] or false -- transparent? (false: opaque)
image[5] = image[5] or false -- vector primitives (false: is a pixmap)
return Class.new(class, image)
end
function Image:draw(d, r1, r2, r3, r4, pen)
if self[5] then
d:drawImage(self, r1, r2, r3, r4, pen)
else
d:drawPixmap(self[1], r1, r2, r3, r4)
end
end
function Image:askWidthHeight(w, h)
return self[2] or w, self[3] or h
end
|
local mod = get_mod("rwaon_talents")
PassiveAbilitySettings.rwaon_dr_1 = {
description = "career_passive_desc_dr_1a",
display_name = "career_passive_name_dr_1",
icon = "bardin_ironbreaker_gromril_armour",
buffs = {
"bardin_ironbreaker_gromril_armour",
"bardin_ironbreaker_gromril_antistun",
"bardin_ironbreaker_passive_increased_defence",
"bardin_ironbreaker_passive_increased_stamina",
"bardin_ironbreaker_passive_reduced_stun_duration",
"bardin_ironbreaker_refresh_gromril_armour",
--"bardin_ironbreaker_ability_cooldown_on_hit",
--"bardin_ironbreaker_ability_cooldown_on_damage_taken"
},
perks = {
{
display_name = "career_passive_name_dr_1b",
description = "career_passive_desc_dr_1b_2"
},
{
display_name = "career_passive_name_dr_1c",
description = "career_passive_desc_dr_1c_2"
},
{
display_name = "career_passive_name_dr_1d",
description = "career_passive_desc_dr_1d_2"
}
}
}
CareerSettings.dr_ironbreaker.passive_ability = PassiveAbilitySettings.rwaon_dr_1 |
return function (connection, req, args)
dofile("httpserver-header.lc")(connection, 200, 'html')
connection:send([===[
<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><title>Arguments by GET</title></head><body><h1>Arguments by GET</h1>
]===])
if args.submit == nil then
connection:send([===[
<form method="GET">
First name:<br><input type="text" name="firstName"><br>
Last name:<br><input type="text" name="lastName"><br>
<input type="radio" name="sex" value="male" checked>Male<input type="radio" name="sex" value="female">Female<br>
<input type="submit" name="submit" value="Submit">
</form>
]===])
else
connection:send("<h2>Received the following values:</h2><ul>")
for name, value in pairs(args) do
connection:send('<li><b>' .. name .. ':</b> ' .. tostring(value) .. "<br></li>\n")
end
connection:send("</ul>\n")
end
connection:send("</body></html>")
end
|
-- ===========================================================================
-- Diplomacy Trade View Manager
-- ===========================================================================
include( "InstanceManager" );
include( "SupportFunctions" );
include( "Civ6Common" );
include( "LeaderSupport" );
include( "DiplomacyRibbonSupport" );
include( "DiplomacyStatementSupport" );
include( "TeamSupport" );
include( "GameCapabilities" );
include( "LeaderIcon" );
include( "PopupDialog" );
-- ===========================================================================
-- CONSTANTS
-- ===========================================================================
local LEADERTEXT_PADDING_X :number = 40;
local LEADERTEXT_PADDING_Y :number = 40;
local SELECTION_PADDING_Y :number = 20;
local OVERVIEW_MODE = 0;
local CONVERSATION_MODE = 1;
local CINEMA_MODE = 2;
local DEAL_MODE = 3;
local SIZE_BUILDING_ICON :number = 32;
local SIZE_UNIT_ICON :number = 32;
local INTEL_NO_SUB_PANEL = -1;
local INTEL_ACCESS_LEVEL_PANEL = 0;
local INTEL_RELATIONSHIP_PANEL = 1;
local INTEL_GOSSIP_HISTORY_PANEL = 2;
local INTEL_AGENDA_PANEL = 3;
local COLOR_BLUE_GRAY = 0xFF9c8772;
local COLOR_BUTTONTEXT_SELECTED = 0xFF291F10;
local COLOR_BUTTONTEXT_SELECTED_SHADOW = 0xAAD8B489;
local COLOR_BUTTONTEXT_NORMAL = 0xFFC9DAE7;
local COLOR_BUTTONTEXT_NORMAL_SHADOW = 0xA291F10;
local COLOR_BUTTONTEXT_DISABLED = 0xFF90999F;
local DIPLOMACY_RIBBON_OFFSET = 64;
local MAX_BEFORE_TRUNC_BUTTON_INST = 280;
local TEAM_RIBBON_SIZE :number = 53;
local TEAM_RIBBON_SMALL_SIZE :number = 30;
local TEAM_RIBBON_PREFIX :string = "ICON_TEAM_RIBBON_";
local VOICEOVER_SUPPORT: table = {"KUDOS", "WARNING", "DECLARE_WAR_FROM_HUMAN", "DECLARE_WAR_FROM_AI", "FIRST_MEET", "DEFEAT","ENRAGED"};
--This is the multiplier for the portion of the screen which the conversation control should cover.
local CONVO_X_MULTIPLIER = .328;
-- ===========================================================================
-- VARIABLES
-- ===========================================================================
local ms_PlayerPanelIM :table = InstanceManager:new( "PlayerPanel", "Root" );
local ms_DiplomacyRibbonIM :table = InstanceManager:new( "DiplomacyRibbonVert", "Root" );
local ms_DiplomacyRibbonLeaderIM :table = InstanceManager:new( "DiplomacyRibbonLeader", "Root" );
local ms_IconOnlyIM :table = InstanceManager:new( "IconOnly", "Icon");
local ms_TextOnlyIM :table = InstanceManager:new( "TextOnly", "Text", Controls.TextContainer );
local ms_IconAndTextIM :table = InstanceManager:new( "IconAndText", "SelectButton", Controls.IconAndTextContainer );
local ms_LeftRightListIM :table = InstanceManager:new( "LeftRightList", "List", Controls.LeftRightListContainer );
local ms_TopDownListIM :table = InstanceManager:new( "TopDownList", "List", Controls.TopDownListContainer );
local ms_ActionListIM :table = InstanceManager:new( "ActionButton", "Button" );
local ms_SubActionListIM :table = InstanceManager:new( "ActionButton", "Button" );
local ms_IntelPanelIM :table = InstanceManager:new( "IntelPanel", "Panel" );
local ms_IntelAccessLevelPanelIM :table = InstanceManager:new( "IntelAccessLevelPanel", "Background" );
local ms_IntelRelationshipPanelIM :table = InstanceManager:new( "IntelRelationshipPanel", "Background" );
local ms_IntelRelationshipReasonIM :table = InstanceManager:new( "IntelRelationshipReasonEntry", "Background" );
local ms_RelationshipIconsIM :table = InstanceManager:new( "RelationshipIcon", "Background" );
local ms_IntelGossipHistoryPanelEntryIM :table = InstanceManager:new( "IntelGossipHistoryPanelEntry", "Background" );
local ms_IntelGossipHistoryPanelIM :table = InstanceManager:new( "IntelGossipHistoryPanel", "Background" );
local ms_IntelAgendaPanelEntryIM :table = InstanceManager:new( "IntelAgendaPanelEntry", "Background" );
local ms_IntelAgendaPanelIM :table = InstanceManager:new( "IntelAgendaPanel", "Background" );
local ms_ConversationSelectionIM :table = InstanceManager:new( "ConversationSelectionInstance", "SelectionButton", Controls.ConversationSelectionStack );
local ms_uniqueIconIM :table = InstanceManager:new("IconInfoInstance", "Top", Controls.FeaturesStack );
local ms_uniqueTextIM :table = InstanceManager:new("TextInfoInstance", "Top", Controls.FeaturesStack );
local ms_ValueEditDealItemID = -1; -- The ID of the deal item that is being value edited.
local ms_ValueEditDealItemControlTable = nil; -- The control table of the deal item that is being edited.
local OTHER_PLAYER = 0;
local LOCAL_PLAYER = 1;
local ms_PlayerPanel = nil;
local ms_DiplomacyRibbon = nil;
local ms_LocalPlayer = nil;
local ms_LocalPlayerID = -1;
local ms_LocalPlayerLeaderID = -1;
-- The 'other' player who may have contacted local player, which brought us to this view. Can be nil.
local ms_OtherPlayer = nil;
local ms_OtherPlayerID = -1;
-- The selected player. This can be any player, including the local player
local ms_SelectedPlayer = nil;
local ms_SelectedPlayerID = -1;
local ms_SelectedPlayerLeaderTypeName = nil;
local ms_showingLeaderName = "";
local ms_bLeaderShowRequested = false;
-- A list of all the ribbon entries indexed by the leader ID
local ms_LeaderIDToRibbonEntry = {};
local ms_InitiatedByPlayerID = -1;
local ms_bIsViewInitialized = false;
local ms_ActiveSessionID = nil;
local ms_currentViewMode = -1;
local ms_bShowingDeal = false;
local m_isInHotload = false;
local m_bCloseSessionOnFadeComplete = false;
local m_bottomPanelHeight = 0;
local PADDING_FOR_SCROLLPANEL = 220;
local m_GossipThisTurnCount = 0;
local m_firstOpened = true;
local m_LeaderCoordinates :table = {};
local m_lastLeaderPlayedMusicFor = -1;
local ms_LastDealResponseAnimation = nil;
-- VOICEOVER SUPPORT
local m_voiceoverText :string = "";
local m_cinemaMode :boolean = false;
local m_currentLeaderAnim :string = "";
local m_currentSceneEffect :string = "";
local ms_OtherID;
local m_PopupDialog :table = PopupDialog:new("ConfirmDenounce");
-- ===========================================================================
function GetOtherPlayer(player : table)
if (player ~= nil and player:GetID() == ms_OtherPlayer:GetID()) then
return ms_LocalPlayer;
end
return ms_OtherPlayer;
end
-- ===========================================================================
function GetStatementMood( fromPlayer : number, inputMood : number )
local pPlayer = Players[fromPlayer];
local otherPlayerID = GetOtherPlayer(pPlayer):GetID();
local eFromPlayerMood = inputMood;
if (inputMood == DiplomacyMoodTypes.UNDEFINED) then
-- If the mood was not defined in the statement, get the current mood. This is most often the case because when the statement has been sent, the
-- diplomacy action that it is in reaction to has usually not taken effect, so the mood is not correct at that time.
return DiplomacySupport_GetPlayerMood(pPlayer, otherPlayerID);
else
return inputMood;
end
end
local DiplomaticStateIndexToVisState = {};
DiplomaticStateIndexToVisState[DiplomaticStates.ALLIED] = 0;
DiplomaticStateIndexToVisState[DiplomaticStates.DECLARED_FRIEND] = 1;
DiplomaticStateIndexToVisState[DiplomaticStates.FRIENDLY] = 2;
DiplomaticStateIndexToVisState[DiplomaticStates.NEUTRAL] = 3;
DiplomaticStateIndexToVisState[DiplomaticStates.UNFRIENDLY] = 4;
DiplomaticStateIndexToVisState[DiplomaticStates.DENOUNCED] = 5;
DiplomaticStateIndexToVisState[DiplomaticStates.WAR] = 6;
-- ===========================================================================
-- Take the diplomatic state index and convert it to a vis state index for our icons
-- Yes, *currently* the index state is the same, but it is NOT good practice
-- to assume starting position or order of a database item, ever.
function GetVisStateFromDiplomaticState(iState)
local eStateHash = GameInfo.DiplomaticStates[iState].Hash;
local iVisState = DiplomaticStateIndexToVisState[eStateHash];
if (iVisState ~= nil) then
return iVisState;
end
return 0;
end
-- ===========================================================================
function UpdateSelectedPlayer(allowDeadPlayer)
if (allowDeadPlayer == nil) then
allowDeadPlayer = false;
end
-- Have we met them and are they in the ribbon (alive) or allowing dead players (for defeat messages)
if (ms_LocalPlayer:GetDiplomacy():HasMet(ms_SelectedPlayerID) and (allowDeadPlayer == true or ms_LeaderIDToRibbonEntry[ms_SelectedPlayerID] ~= nil)) then
ms_SelectedPlayer = Players[ms_SelectedPlayerID];
else
ms_SelectedPlayer = ms_LocalPlayer;
ms_SelectedPlayerID = ms_LocalPlayerID;
end
if (ms_SelectedPlayer ~= nil) then
local playerConfig = PlayerConfigurations[ms_SelectedPlayer:GetID()];
if (playerConfig ~= nil) then
ms_SelectedPlayerLeaderTypeName = playerConfig:GetLeaderTypeName();
ms_OtherCivilizationID = playerConfig:GetCivilizationTypeID();
ms_OtherLeaderID = playerConfig:GetLeaderTypeID();
ms_OtherID = ms_SelectedPlayer:GetID();
end
end
end
-- ===========================================================================
function CreateHorizontalGroup(rootStack : table, title : string)
local iconList = ms_LeftRightListIM:GetInstance(rootStack);
if (title == nil or title == "") then
iconList.Title:SetHide(true); -- No title
else
iconList.TitleText:LocalizeAndSetText(title);
end
iconList.List:ReprocessAnchoring();
return iconList;
end
-- ===========================================================================
function CreateVerticalGroup(rootStack : table, title : string)
local iconList = ms_TopDownListIM:GetInstance(rootStack);
if (title == nil or title == "") then
iconList.Title:SetHide(true); -- No title
else
iconList.TitleText:LocalizeAndSetText(title);
end
iconList.List:ReprocessAnchoring();
return iconList;
end
-- ===========================================================================
function CreatePlayerPanel(rootControl : table)
local playerPanel = ms_PlayerPanelIM:GetInstance(rootControl);
playerPanel.ContentStack:CalculateSize();
playerPanel.SubOptionsStack:CalculateSize();
playerPanel.RootStack:ReprocessAnchoring();
playerPanel.RootStack:CalculateSize();
playerPanel.RootStack:ReprocessAnchoring();
rootControl:ReprocessAnchoring();
return playerPanel;
end
-- ===========================================================================
function CreateDiplomacyRibbon(rootControl : table)
local diplomacyRibbon = ms_DiplomacyRibbonIM:GetInstance(rootControl);
return diplomacyRibbon;
end
-- ===========================================================================
function CreateValueEditOverlay()
Controls.ValueEditLeft:RegisterCallback( Mouse.eLClick, function() OnValueEditDelta(-1); end );
Controls.ValueEditLeft:RegisterCallback(Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
Controls.ValueEditRight:RegisterCallback( Mouse.eLClick, function() OnValueEditDelta(1); end );
Controls.ValueEditRight:RegisterCallback(Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
Controls.ValueEdit:RegisterCommitCallback( OnValueEditCommit );
end
-- ===========================================================================
function CreatePanels()
CreateValueEditOverlay();
-- Create the Player Panel
ms_PlayerPanel = CreatePlayerPanel(Controls.PlayerContainer);
-- Create the Diplomacy Ribbon
ms_DiplomacyRibbon = CreateDiplomacyRibbon(Controls.DiplomacyRibbonContainer);
end
-- ===========================================================================
-- Show or hide the "amount text" sub-control of the supplied control instance
function SetHideAmountText(controlTable : table, bHide : boolean)
if (controlTable ~= nil) then
if (controlTable.AmountText ~= nil) then
controlTable.AmountText:SetHide(bHide);
end
end
end
-- ===========================================================================
-- Detach the value edit overlay from anything it is attached to.
function ClearValueEdit()
SetHideAmountText(ms_ValueEditDealItemControlTable, false);
ms_ValueEditDealItemControlTable = nil
ms_ValueEditDealItemID = -1;
Controls.ValueEditOverlay:SetHide(true);
end
-- ===========================================================================
-- Clamp the input value to the max the value can have for the type of item
-- Do we want to have this as a function on the item?
function ClampValueAmount(playerID : number, eDealItemType : number, eValueType : number, iAmount : number)
return iAmount;
end
-- ===========================================================================
-- Change the value edit by a delta
function OnValueEditDelta(delta : number)
end
-- ===========================================================================
-- Commit the value in the edit control to the deal item
function OnValueEditCommit()
end
-- ===========================================================================
-- Detach the value edit if it is attached to the control
function DetachValueEdit(itemID: number)
if (itemID == ms_ValueEditDealItemID) then
ClearValueEdit();
end
end
-- ===========================================================================
-- Reattach the value edit overlay to the control set it is editing.
function ReAttachValueEdit()
if (ms_ValueEditDealItemControlTable ~= nil) then
local rootControl = ms_ValueEditDealItemControlTable.SelectButton;
-- Position over the deal item. We do this, rather than attaching to the item as a child, because we want to always be on top over everything.
local x, y = rootControl:GetScreenOffset();
local w, h = rootControl:GetSizeVal();
Controls.ValueEditOverlay:SetOffsetVal(x + (w/2), y + h);
Controls.ValueEditOverlay:SetHide(false);
SetHideAmountText(ms_ValueEditDealItemControlTable, true);
rootControl:ReprocessAnchoring();
end
end
-- ===========================================================================
-- Make sure the active session is still there.
function ValidateActiveSession()
if (ms_ActiveSessionID ~= nil) then
if (not DiplomacyManager.IsSessionIDOpen(ms_ActiveSessionID)) then
ms_ActiveSessionID = nil;
return false;
end
end
return true;
end
-- ===========================================================================
-- Exit the conversation mode.
function ExitConversationMode()
if (ms_currentViewMode == CONVERSATION_MODE) then
ValidateActiveSession();
if (ms_ActiveSessionID ~= nil) then
-- Close the session, this will handle exiting back to OVERVIEW_MODE or exiting, if the other leader contacted us.
if (HasNextQueuedSession(ms_ActiveSessionID)) then
-- There is another session right after this one, so we want to delay sending the CloseSession until the screen goes to black.
m_bCloseSessionOnFadeComplete = true;
StartFadeOut();
else
-- Close the session now.
DiplomacyManager.CloseSession( ms_ActiveSessionID );
end
else
-- No session for some reason, just go directly back.
SelectPlayer(ms_OtherPlayerID, OVERVIEW_MODE);
end
ResetPlayerPanel();
end
end
-- ===========================================================================
function StartFadeOut()
Controls.BlackFade:SetHide(false);
Controls.BlackFadeAnim:SetToBeginning();
Controls.BlackFadeAnim:Play();
Controls.FadeTimerAnim:SetToBeginning();
Controls.FadeTimerAnim:Play();
end
-- ===========================================================================
function StartFadeIn()
Controls.BlackFade:SetHide(false);
-- Only do the BlackFadeAnim
Controls.BlackFadeAnim:SetToBeginning(); -- This forces a clear of the reverse flag.
Controls.BlackFadeAnim:SetToEnd();
Controls.BlackFadeAnim:Reverse();
end
-- ===========================================================================
function IsWarChoice(key)
local isWar :boolean = key == "CHOICE_DECLARE_SURPRISE_WAR"
or key == "CHOICE_DECLARE_FORMAL_WAR"
or key == "CHOICE_DECLARE_HOLY_WAR"
or key == "CHOICE_DECLARE_LIBERATION_WAR"
or key == "CHOICE_DECLARE_RECONQUEST_WAR"
or key == "CHOICE_DECLARE_PROTECTORATE_WAR"
or key == "CHOICE_DECLARE_COLONIAL_WAR"
or key == "CHOICE_DECLARE_TERRITORIAL_WAR";
return isWar;
end
function GetWarType(key)
if (key == "CHOICE_DECLARE_FORMAL_WAR") then return WarTypes.FORMAL_WAR; end;
if (key == "CHOICE_DECLARE_HOLY_WAR") then return WarTypes.HOLY_WAR; end;
if (key == "CHOICE_DECLARE_LIBERATION_WAR") then return WarTypes.LIBERATION_WAR; end;
if (key == "CHOICE_DECLARE_RECONQUEST_WAR") then return WarTypes.RECONQUEST_WAR; end;
if (key == "CHOICE_DECLARE_PROTECTORATE_WAR") then return WarTypes.PROTECTORATE_WAR; end;
if (key == "CHOICE_DECLARE_COLONIAL_WAR") then return WarTypes.COLONIAL_WAR; end;
if (key == "CHOICE_DECLARE_TERRITORIAL_WAR") then return WarTypes.TERRITORIAL_WAR; end;
return WarTypes.SURPRISE_WAR;
end
function GetGoldCost(key)
local szActionString = "";
if (key == "CHOICE_DIPLOMATIC_DELEGATION") then szActionString = "DIPLOACTION_DIPLOMATIC_DELEGATION"; end;
if (key == "CHOICE_RESIDENT_EMBASSY") then szActionString = "DIPLOACTION_RESIDENT_EMBASSY"; end;
if (key == "CHOICE_OPEN_BORDERS") then szActionString = "DIPLOACTION_OPEN_BORDERS"; end;
if (szActionString == "") then return 0; end;
return ms_LocalPlayer:GetDiplomacy():GetDiplomaticActionCost(szActionString);
end
-- ===========================================================================
function IsPeaceChoice(key)
local isPeace :boolean = (key == "CHOICE_MAKE_PEACE");
return isPeace;
end
-- ===========================================================================
-- Handle a statement selection from the OVERVIEW_MODE. We are not
-- in a session with the other player yet, this will start one.
function OnSelectInitialDiplomacyStatement(key)
if (ms_LocalPlayerID ~= ms_SelectedPlayerID and ms_SelectedPlayerID >= 0 and not GameConfiguration.IsPaused()) then
if (key == "CHOICE_DECLARE_SURPRISE_WAR") then
DiplomacyManager.RequestSession(ms_LocalPlayerID, ms_SelectedPlayerID, "DECLARE_SURPRISE_WAR");
elseif (key == "CHOICE_DECLARE_FORMAL_WAR") then
DiplomacyManager.RequestSession(ms_LocalPlayerID, ms_SelectedPlayerID, "DECLARE_FORMAL_WAR");
elseif (key == "CHOICE_DECLARE_HOLY_WAR") then
DiplomacyManager.RequestSession(ms_LocalPlayerID, ms_SelectedPlayerID, "DECLARE_HOLY_WAR");
elseif (key == "CHOICE_DECLARE_LIBERATION_WAR") then
DiplomacyManager.RequestSession(ms_LocalPlayerID, ms_SelectedPlayerID, "DECLARE_LIBERATION_WAR");
elseif (key == "CHOICE_DECLARE_RECONQUEST_WAR") then
DiplomacyManager.RequestSession(ms_LocalPlayerID, ms_SelectedPlayerID, "DECLARE_RECONQUEST_WAR");
elseif (key == "CHOICE_DECLARE_PROTECTORATE_WAR") then
DiplomacyManager.RequestSession(ms_LocalPlayerID, ms_SelectedPlayerID, "DECLARE_PROTECTORATE_WAR");
elseif (key == "CHOICE_DECLARE_COLONIAL_WAR") then
DiplomacyManager.RequestSession(ms_LocalPlayerID, ms_SelectedPlayerID, "DECLARE_COLONIAL_WAR");
elseif (key == "CHOICE_DECLARE_TERRITORIAL_WAR") then
DiplomacyManager.RequestSession(ms_LocalPlayerID, ms_SelectedPlayerID, "DECLARE_TERRITORIAL_WAR");
elseif (key == "CHOICE_MAKE_PEACE") then
-- DiplomacyManager.RequestSession(ms_LocalPlayerID, ms_SelectedPlayerID, "MAKE_PEACE");
-- Clear the outgoing deal, if we have nothing pending, so the user starts out with an empty deal.
if (not DealManager.HasPendingDeal(ms_LocalPlayerID, ms_SelectedPlayerID)) then
DealManager.ClearWorkingDeal(DealDirection.OUTGOING, ms_LocalPlayerID, ms_SelectedPlayerID);
local pDeal = DealManager.GetWorkingDeal(DealDirection.OUTGOING, ms_LocalPlayer:GetID(), ms_SelectedPlayerID);
if (pDeal ~= nil) then
pDealItem = pDeal:AddItemOfType(DealItemTypes.AGREEMENTS, ms_LocalPlayer:GetID());
if (pDealItem ~= nil) then
pDealItem:SetSubType(DealAgreementTypes.MAKE_PEACE);
pDealItem:SetLocked(true);
end
-- Validate the deal, this will make sure peace is on both sides of the deal.
pDeal:Validate();
end
end
DiplomacyManager.RequestSession(ms_LocalPlayerID, ms_SelectedPlayerID, "MAKE_DEAL");
elseif (key == "CHOICE_MAKE_DEAL") then
-- Clear the outgoing deal, if we have nothing pending, so the user starts out with an empty deal.
if (not DealManager.HasPendingDeal(ms_LocalPlayerID, ms_SelectedPlayerID)) then
DealManager.ClearWorkingDeal(DealDirection.OUTGOING, ms_LocalPlayerID, ms_SelectedPlayerID);
end
DiplomacyManager.RequestSession(ms_LocalPlayerID, ms_SelectedPlayerID, "MAKE_DEAL");
elseif (key == "CHOICE_VIEW_DEAL") then
DealManager.ViewPendingDeal(ms_LocalPlayerID, ms_SelectedPlayerID);
elseif (key == "CHOICE_MAKE_DEMAND") then
-- Clear the outgoing deal, if we have nothing pending, so the user starts out with an empty deal.
if (not DealManager.HasPendingDeal(ms_LocalPlayerID, ms_SelectedPlayerID)) then
DealManager.ClearWorkingDeal(DealDirection.OUTGOING, ms_LocalPlayerID, ms_SelectedPlayerID);
end
DiplomacyManager.RequestSession(ms_LocalPlayerID, ms_SelectedPlayerID, "MAKE_DEMAND");
elseif (key == "CHOICE_VIEW_DEMAND") then
DealManager.ViewPendingDeal(ms_LocalPlayerID, ms_SelectedPlayerID);
elseif (key == "CHOICE_DENOUNCE") then
DiplomacyManager.RequestSession(ms_LocalPlayerID, ms_SelectedPlayerID, "DENOUNCE");
elseif (key == "CHOICE_DIPLOMATIC_DELEGATION") then
DiplomacyManager.RequestSession(ms_LocalPlayerID, ms_SelectedPlayerID, "DIPLOMATIC_DELEGATION");
elseif (key == "CHOICE_DECLARE_FRIENDSHIP") then
DiplomacyManager.RequestSession(ms_LocalPlayerID, ms_SelectedPlayerID, "DECLARE_FRIEND");
elseif (key == "CHOICE_RESIDENT_EMBASSY") then
DiplomacyManager.RequestSession(ms_LocalPlayerID, ms_SelectedPlayerID, "RESIDENT_EMBASSY");
elseif (key == "CHOICE_OPEN_BORDERS") then
DiplomacyManager.RequestSession(ms_LocalPlayerID, ms_SelectedPlayerID, "OPEN_BORDERS");
elseif (key == "CHOICE_DEMAND_PROMISE_DONT_SPY") then
DiplomacyManager.RequestSession(ms_LocalPlayerID, ms_SelectedPlayerID, "WARNING_STOP_SPYING_ON_ME");
elseif (key == "CHOICE_DEMAND_PROMISE_DONT_SETTLE_TOO_NEAR") then
DiplomacyManager.RequestSession(ms_LocalPlayerID, ms_SelectedPlayerID, "WARNING_DONT_SETTLE_NEAR_ME");
elseif (key == "CHOICE_DEMAND_PROMISE_DONT_CONVERT_CITY") then
DiplomacyManager.RequestSession(ms_LocalPlayerID, ms_SelectedPlayerID, "WARNING_STOP_CONVERTING_MY_CITIES");
elseif (key == "CHOICE_DEMAND_PROMISE_DONT_DIG_ARTIFACTS") then
DiplomacyManager.RequestSession(ms_LocalPlayerID, ms_SelectedPlayerID, "WARNING_STOP_DIGGING_UP_ARTIFACTS");
end
end
end
-- ===========================================================================
-- Handle a statment selection when in CONVERSATION_MODE. We will already be
-- in a session with the other player.
function OnSelectConversationDiplomacyStatement(key)
if (key == "CHOICE_EXIT") then
ExitConversationMode();
else
if (key == "CHOICE_DECLARE_SURPRISE_WAR") then
DiplomacyManager.AddStatement(ms_ActiveSessionID, Game.GetLocalPlayer(), "DECLARE_SURPRISE_WAR");
elseif (key == "CHOICE_DECLARE_FORMAL_WAR") then
DiplomacyManager.AddStatement(ms_ActiveSessionID, Game.GetLocalPlayer(), "DECLARE_FORMAL_WAR");
elseif (key == "CHOICE_DECLARE_HOLY_WAR") then
DiplomacyManager.AddStatement(ms_ActiveSessionID, Game.GetLocalPlayer(), "DECLARE_HOLY_WAR");
elseif (key == "CHOICE_DECLARE_LIBERATION_WAR") then
DiplomacyManager.AddStatement(ms_ActiveSessionID, Game.GetLocalPlayer(), "DECLARE_LIBERATION_WAR");
elseif (key == "CHOICE_DECLARE_RECONQUEST_WAR") then
DiplomacyManager.AddStatement(ms_ActiveSessionID, Game.GetLocalPlayer(), "DECLARE_RECONQUEST_WAR");
elseif (key == "CHOICE_DECLARE_PROTECTORATE_WAR") then
DiplomacyManager.AddStatement(ms_ActiveSessionID, Game.GetLocalPlayer(), "DECLARE_PROTECTORATE_WAR");
elseif (key == "CHOICE_DECLARE_COLONIAL_WAR") then
DiplomacyManager.AddStatement(ms_ActiveSessionID, Game.GetLocalPlayer(), "DECLARE_COLONIAL_WAR");
elseif (key == "CHOICE_DECLARE_TERRITORIAL_WAR") then
DiplomacyManager.AddStatement(ms_ActiveSessionID, Game.GetLocalPlayer(), "DECLARE_TERRITORIAL_WAR");
elseif (key == "CHOICE_MAKE_PEACE") then
DiplomacyManager.AddStatement(ms_ActiveSessionID, Game.GetLocalPlayer(), "MAKE_PEACE");
elseif (key == "CHOICE_MAKE_DEAL") then
DiplomacyManager.AddStatement(ms_ActiveSessionID, Game.GetLocalPlayer(), "MAKE_DEAL");
elseif (key == "CHOICE_MAKE_DEMAND") then
DiplomacyManager.AddStatement(ms_ActiveSessionID, Game.GetLocalPlayer(), "MAKE_DEMAND");
else
if (key == "CHOICE_POSITIVE") then
DiplomacyManager.AddResponse(ms_ActiveSessionID, Game.GetLocalPlayer(), "POSITIVE");
else
if (key == "CHOICE_NEGATIVE") then
DiplomacyManager.AddResponse(ms_ActiveSessionID, Game.GetLocalPlayer(), "NEGATIVE");
else
if (key == "CHOICE_IGNORE") then
DiplomacyManager.AddResponse(ms_ActiveSessionID, Game.GetLocalPlayer(), "RESPONSE_IGNORE");
else
-- Just pass the choice key through as a response string.
DiplomacyManager.AddResponse(ms_ActiveSessionID, Game.GetLocalPlayer(), key);
end
end
end
end
end
end
-- ===========================================================================
-- This applies the current statement to the CONVERSATION_MODE controls
function ApplyStatement(handler : table, statementTypeName : string, statementSubTypeName : string, toPlayer : number, kStatement : table)
local eFromPlayerMood = GetStatementMood( kStatement.FromPlayer, kStatement.FromPlayerMood);
local kParsedStatement = handler.ExtractStatement(handler, statementTypeName, statementSubTypeName, kStatement.FromPlayer, eFromPlayerMood, kStatement.Initiator);
handler.RemoveInvalidSelections(kParsedStatement, ms_LocalPlayerID, ms_OtherPlayerID);
local leaderstr :string = "";
local reasonStr :string = "";
if (kParsedStatement.StatementText ~= nil) then
leaderstr = Locale.Lookup( DiplomacyManager.FindTextKey( kParsedStatement.StatementText, kStatement.FromPlayer, kStatement.FromMood, toPlayer));
local reasonStrKey : string = DiplomacyManager.FindReasonTextKey( kParsedStatement.ReasonText, kStatement.FromPlayer, kStatement.AiReason, kStatement.AiModifier);
if ( reasonStrKey ~= nil ) then
reasonStr = Locale.Lookup( reasonStrKey );
end
Controls.LeaderResponseText:SetText( leaderstr );
Controls.LeaderResponseText:ReprocessAnchoring();
m_voiceoverText = leaderstr;
end
ms_ConversationSelectionIM:ResetInstances();
if (kParsedStatement.Selections ~= nil) then
for _, selection in ipairs(kParsedStatement.Selections) do
local instance :table = ms_ConversationSelectionIM:GetInstance();
instance.SelectionText:SetText( Locale.Lookup(selection.Text) );
local texth :number = math.max( instance.SelectionText:GetSizeY() + SELECTION_PADDING_Y, 45 );
instance.SelectionButton:SetSizeY( texth );
instance.SelectionText:ReprocessAnchoring();
if (selection.IsDisabled == nil or selection.IsDisabled == false) then
instance.SelectionButton:SetDisabled( false );
instance.SelectionButton:RegisterCallback(Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
instance.SelectionButton:RegisterCallback( Mouse.eLClick,
function() handler.OnSelectionButtonClicked(selection.Key); end );
else
-- It is disabled
instance.SelectionButton:SetDisabled( true );
if (selection.FailureReasons ~= nil) then
instance.SelectionButton:SetToolTipString(Locale.Lookup(selection.FailureReasons[1]));
end
end
end
end
Controls.ConversationSelectionStack:CalculateSize();
Controls.ConversationSelectionStack:ReprocessAnchoring();
Controls.ConversationSelectionGrid:ReprocessAnchoring();
-- Update leader response
Controls.LeaderResponseText:SetText( leaderstr );
Controls.LeaderResponseText:ReprocessAnchoring();
-- Update leader reason
Controls.LeaderReasonText:SetText( reasonStr );
Controls.LeaderReasonText:ReprocessAnchoring();
m_currentLeaderAnim = kParsedStatement.LeaderAnimation;
m_currentSceneEffect = kParsedStatement.SceneEffect;
local ePlayerMood = DiplomacySupport_GetPlayerMood(ms_SelectedPlayer, ms_LocalPlayerID);
if (ms_currentViewMode == CONVERSATION_MODE) then
LeaderSupport_QueueAnimationSequence( ms_OtherLeaderName, kParsedStatement.LeaderAnimation, ePlayerMood );
LeaderSupport_QueueSceneEffect( kParsedStatement.SceneEffect );
elseif (ms_currentViewMode == DEAL_MODE) then
if (ePlayerMood == DiplomacyMoodTypes.HAPPY) then
LeaderSupport_QueueAnimationSequence( ms_SelectedPlayerLeaderTypeName, "HAPPY_IDLE" );
elseif (ePlayerMood == DiplomacyMoodTypes.NEUTRAL) then
LeaderSupport_QueueAnimationSequence( ms_SelectedPlayerLeaderTypeName, "NEUTRAL_IDLE" );
elseif (ePlayerMood == DiplomacyMoodTypes.UNHAPPY) then
LeaderSupport_QueueAnimationSequence( ms_SelectedPlayerLeaderTypeName, "UNHAPPY_IDLE" );
end
end
end
-- ===========================================================================
function PopulateStatementList( options: table, rootControl: table, isSubList: boolean )
local buttonIM:table;
local stackControl:table;
local selectionText :string = "[SIZE_16]"; -- Resetting the string size for the new button instance
if (isSubList) then
buttonIM = ms_ActionListIM;
stackControl = rootControl.SubOptionsStack;
else
buttonIM = ms_SubActionListIM;
stackControl = rootControl.ContentStack;
end
buttonIM:ResetInstances();
for _, selection in ipairs(options) do
local instance :table = buttonIM:GetInstance(stackControl);
local selectionText :string = selectionText.. Locale.Lookup(selection.Text);
local callback :ifunction;
local tooltipString :string = nil;
if( selection.Key ~= nil) then
callback = function() OnSelectInitialDiplomacyStatement( selection.Key ) end;
local pActionDef = GameInfo.DiplomaticActions[selection.DiplomaticActionType];
if (pActionDef ~= nil and pActionDef.Description ~= nil) then -- Make sure everything is there, Description is optional!
local toolTip = pActionDef.Description;
tooltipString = Locale.Lookup(toolTip);
instance.Button:SetToolTipString(tooltipString);
else
instance.Button:SetToolTipString(nil); -- Clear any existing
end
-- If costs gold add text
local iCost = GetGoldCost(selection.Key);
if iCost > 0 then
local szGoldString = Locale.Lookup("LOC_DIPLO_CHOICE_GOLD_INFO", iCost);
selectionText = selectionText .. szGoldString;
end
-- If war statement add warmongering info
if (IsWarChoice(selection.Key))then
local eWarType = GetWarType(selection.Key);
local iWarmongerPoints = ms_LocalPlayer:GetDiplomacy():ComputeDOWWarmongerPoints(ms_SelectedPlayerID, eWarType);
local szWarmongerLevel = ms_LocalPlayer:GetDiplomacy():GetWarmongerLevel(-iWarmongerPoints);
local szWarmongerString = Locale.Lookup("LOC_DIPLO_CHOICE_WARMONGER_INFO", szWarmongerLevel);
selectionText = selectionText .. szWarmongerString;
-- Change callback to prompt first.
callback = function()
LuaEvents.DiplomacyActionView_ConfirmWarDialog(ms_LocalPlayerID, ms_SelectedPlayerID, eWarType);
end;
end
--If denounce statement change callback to prompt first.
if (selection.Key == "CHOICE_DENOUNCE")then
local denounceFn = function() OnSelectInitialDiplomacyStatement( selection.Key ); end;
callback = function()
local playerConfig = PlayerConfigurations[ms_SelectedPlayer:GetID()];
if (playerConfig ~= nil) then
selectedCivName = Locale.Lookup(playerConfig:GetCivilizationShortDescription());
m_PopupDialog:AddText(Locale.Lookup("LOC_DENOUNCE_POPUP_BODY", selectedCivName));
m_PopupDialog:AddButton(Locale.Lookup("LOC_CANCEL"), nil);
m_PopupDialog:AddButton(Locale.Lookup("LOC_DIPLO_CHOICE_DENOUNCE"), denounceFn, nil, nil, "PopupButtonInstanceRed");
m_PopupDialog:Open();
end
end;
end
instance.ButtonText:SetText( selectionText );
if (selection.IsDisabled == nil or selection.IsDisabled == false) then
instance.Button:RegisterCallback(Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
instance.Button:RegisterCallback( Mouse.eLClick, callback );
instance.ButtonText:SetColor( COLOR_BUTTONTEXT_NORMAL );
instance.Button:SetDisabled( false );
else
instance.ButtonText:SetColor( COLOR_BUTTONTEXT_DISABLED );
instance.Button:SetDisabled( true );
if (selection.FailureReasons ~= nil) then
instance.Button:SetToolTipString(Locale.Lookup(selection.FailureReasons[1]));
end
end
else
callback = selection.Callback;
instance.ButtonText:SetColor( COLOR_BUTTONTEXT_NORMAL );
instance.Button:SetDisabled( false );
if ( selection.ToolTip ~= nil) then
tooltipString = Locale.Lookup(selection.ToolTip);
instance.Button:SetToolTipString(tooltipString);
else
instance.Button:SetToolTipString(nil); -- Clear any existing
end
end
local wasTruncated :boolean = TruncateString(instance.ButtonText, MAX_BEFORE_TRUNC_BUTTON_INST, selectionText);
if wasTruncated then
local finalTooltipString :string = selectionText;
if tooltipString ~= nil then
finalTooltipString = finalTooltipString .. "[NEWLINE]" .. tooltipString;
end
instance.Button:SetToolTipString( finalTooltipString );
end
-- Append tooltip string to the end of the tooltip if it exists in this selection
if selection.Tooltip then
local currentTooltipString = instance.Button:GetToolTipString();
instance.Button:SetToolTipString(currentTooltipString .. Locale.Lookup(selection.Tooltip));
end
instance.Button:RegisterCallback(Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
instance.Button:RegisterCallback( Mouse.eLClick, callback );
end
if (isSubList) then
local instance :table = buttonIM:GetInstance(stackControl);
selectionText = selectionText.. Locale.Lookup("LOC_CANCEL_BUTTON");
instance.ButtonText:SetText( selectionText );
instance.Button:SetToolTipString(nil);
instance.Button:RegisterCallback(Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
instance.Button:RegisterCallback( Mouse.eLClick, function()
rootControl.ContentStack:CalculateSize();
rootControl.ContentStack:ReprocessAnchoring();
rootControl.ContentStack:SetHide(false);
rootControl.SubOptionsStack:SetHide(true);
end );
end
stackControl:CalculateSize();
stackControl:ReprocessAnchoring();
end
-- ===========================================================================
function AddStatmentOptions(rootControl : table)
if (ms_LocalPlayerID ~= -1 and ms_SelectedPlayerID ~= -1) then
local useStatementType = "";
if (ms_LocalPlayerID ~= ms_SelectedPlayerID) then
useStatementType = "GREETING";
else
useStatementType = "NO_TARGET";
end
-- Get the handler for the specific statement we will be using to fill in the initial statements
-- The normal statement that the initial selections are taken from is the GREETING statement
-- This usually contains all the possible selections, then they are filtered out if that are not applicable
-- for the current diplomacy state.
local handler = GetStatementHandler(useStatementType);
-- Get the statement options
local kParsedStatement = handler.ExtractStatement(handler, useStatementType, "NONE", ms_LocalPlayerID, DiplomacyMoodTypes.ANY, DiplomacyInitiatorTypes.HUMAN);
handler.RemoveInvalidSelections(kParsedStatement, ms_LocalPlayerID, ms_SelectedPlayerID);
-- Don't need the exit choice at this time
DiplomacySupport_RemoveSelectionByKey(kParsedStatement, "CHOICE_EXIT");
ms_ActionListIM:ResetInstances();
ms_SubActionListIM:ResetInstances();
local discussOptions: table = {};
local warOptions: table = {};
local topOptions: table = {};
if (kParsedStatement.Selections ~= nil) then
for _, selection in ipairs(kParsedStatement.Selections) do
local uiGroup = nil;
local pActionDef = GameInfo.DiplomaticActions[selection.DiplomaticActionType];
if (pActionDef ~= nil and pActionDef.UIGroup ~= nil) then -- Make sure everything is there before accessing!
uiGroup = pActionDef.UIGroup;
end
if ( uiGroup == "DISCUSS") then
table.insert(discussOptions, selection);
elseif (uiGroup == "FORMALWAR") then
table.insert(warOptions, selection);
else
table.insert(topOptions, selection)
end
end
if(table.count(discussOptions) > 0) then
table.insert(topOptions, {
Text = Locale.Lookup("LOC_DIPLOMACY_DISCUSS").. " [ICON_List]",
Callback =
function()
rootControl.ContentStack:SetHide(true);
rootControl.SubOptionsStack:SetHide(false);
PopulateStatementList( discussOptions, rootControl, true );
end,
});
end
if(table.count(warOptions) > 0) then
table.insert(topOptions, {
Text = Locale.Lookup("LOC_DIPLOMACY_CASUS_BELLI").. " [ICON_List]",
Callback =
function()
rootControl.ContentStack:SetHide(true);
rootControl.SubOptionsStack:SetHide(false);
PopulateStatementList( warOptions, rootControl, true );
end,
ToolTip = "LOC_DIPLOMACY_CASUS_BELLI_TT"
});
end
PopulateStatementList(topOptions, rootControl, false);
end
rootControl.ContentStack:CalculateSize();
rootControl.ContentStack:ReprocessAnchoring();
rootControl.SubOptionsStack:CalculateSize();
rootControl.SubOptionsStack:ReprocessAnchoring();
else
ms_ActionListIM:ResetInstances();
ms_SubActionListIM:ResetInstances();
end
end
-- ===========================================================================
function SetSelectedIntelSubPanelButton(ePanelType, selectedState)
local intelPanel = ms_IntelPanelIM:GetAllocatedInstance();
if (intelPanel ~= nil) then
if (ePanelType == INTEL_ACCESS_LEVEL_PANEL and selectedState == true) then
SetButtonSelected(intelPanel.AccessLevelButton,true);
else
SetButtonSelected(intelPanel.AccessLevelButton,false);
ms_IntelAccessLevelPanelIM:ResetInstances();
end
if (ePanelType == INTEL_RELATIONSHIP_PANEL and selectedState == true) then
SetButtonSelected(intelPanel.RelationshipButton,true);
else
SetButtonSelected(intelPanel.RelationshipButton,false);
ms_IntelRelationshipPanelIM:ResetInstances();
end
if (ePanelType == INTEL_GOSSIP_HISTORY_PANEL and selectedState == true) then
SetButtonSelected(intelPanel.GossipButton,true);
else
SetButtonSelected(intelPanel.GossipButton,false);
ms_IntelGossipHistoryPanelIM:ResetInstances();
end
if (ePanelType == INTEL_AGENDAY_PANEL and selectedState == true) then
else
ms_IntelAgendaPanelIM:ResetInstances();
end
end
end
-- ===========================================================================
function OnCloseIntelAccessLevelPanel(rootControl)
OnActivateIntelGossipHistoryPanel(rootControl);
end
-- ===========================================================================
function OnCloseIntelRelationshipPanel(rootControl)
OnActivateIntelGossipHistoryPanel(rootControl);
end
-- ===========================================================================
function OnCloseIntelAgendaPanel(rootControl)
OnActivateIntelGossipHistoryPanel(rootControl);
end
-- ===========================================================================
function OnCloseIntelGossipPanel()
SetSelectedIntelSubPanelButton(INTEL_GOSSIP_HISTORY_PANEL, false);
end
-- ===========================================================================
function OnActivateIntelRelationshipPanel(rootControl : table)
SetSelectedIntelSubPanelButton(INTEL_RELATIONSHIP_PANEL, true);
ms_IntelRelationshipPanelIM:ResetInstances();
local intelSubPanel = ms_IntelRelationshipPanelIM:GetInstance(rootControl);
-- Get the selected player's Diplomactic AI
local selectedPlayerDiplomaticAI = ms_SelectedPlayer:GetDiplomaticAI();
-- What do they think of us?
local iState = selectedPlayerDiplomaticAI:GetDiplomaticStateIndex(ms_LocalPlayerID);
local kStateEntry = GameInfo.DiplomaticStates[iState];
local eState = kStateEntry.Hash;
intelSubPanel.RelationshipText:LocalizeAndSetText( Locale.ToUpper(kStateEntry.Name) );
-- Fill the relationship bar to reflect the current status
local relationshipPercent = 1.0;
-- If we are at war, show the special flashing red bar
if (eState == DiplomaticStates.WAR) then
intelSubPanel.FlashingBar:SetHide(false);
intelSubPanel.AllyBar:SetHide(true);
intelSubPanel.WarBar:SetHide(false);
relationshipPercent = .02;
elseif (eState == DiplomaticStates.ALLIED) then
intelSubPanel.FlashingBar:SetHide(false);
intelSubPanel.AllyBar:SetHide(false);
intelSubPanel.WarBar:SetHide(true);
relationshipPercent = .92;
else
relationshipPercent = kStateEntry.RelationshipLevel / 100;
intelSubPanel.FlashingBar:SetHide(true);
end
intelSubPanel.RelationshipBar:SetPercent(relationshipPercent);
intelSubPanel.RelationshipIcon:SetOffsetX(relationshipPercent*intelSubPanel.RelationshipBar:GetSizeX());
intelSubPanel.RelationshipIcon:SetVisState( GetVisStateFromDiplomaticState(iState) );
local toolTips = selectedPlayerDiplomaticAI:GetDiplomaticModifiers(ms_LocalPlayerID);
ms_IntelRelationshipReasonIM:ResetInstances();
if(toolTips) then
for i, tip in ipairs(toolTips) do
local score = tip.Score;
local text = tip.Text;
if(score ~= 0) then
local relationshipReason = ms_IntelRelationshipReasonIM:GetInstance(intelSubPanel.RelationshipReasonStack);
local scoreText = Locale.Lookup("{1_Score : number +#,###.##;-#,###.##}", score);
if(score > 0) then
relationshipReason.Score:SetText("[COLOR_Civ6Green]" .. scoreText .. "[ENDCOLOR]");
else
relationshipReason.Score:SetText("[COLOR_Civ6Red]" .. scoreText .. "[ENDCOLOR]");
end
if(text == "LOC_TOOLTIP_DIPLOMACY_UNKNOWN_REASON") then
relationshipReason.Text:SetText("[COLOR_Grey]" .. Locale.Lookup(text) .. "[ENDCOLOR]");
else
relationshipReason.Text:SetText(Locale.Lookup(text));
end
end
end
end
intelSubPanel.RelationshipReasonStack:CalculateSize();
intelSubPanel.RelationshipReasonStack:ReprocessAnchoring();
if(intelSubPanel.RelationshipReasonStack:GetSizeY()==0) then
intelSubPanel.NoReasons:SetHide(false);
else
intelSubPanel.NoReasons:SetHide(true);
end
-- Set the advisor icon
intelSubPanel.AdvisorIcon:SetTexture(IconManager:FindIconAtlas("ADVISOR_GENERIC", 32));
-- Get the advisor text
local advisorText = "";
local selectedCivName = "";
-- HACK: This is completely faked in for now... Ultimately this list will need to be much smarter
local playerConfig = PlayerConfigurations[ms_SelectedPlayer:GetID()];
if (playerConfig ~= nil) then
selectedCivName = Locale.ToUpper( Locale.Lookup(playerConfig:GetCivilizationDescription()));
end
local advisorTextlower = "[COLOR_Grey]";
advisorTextlower = advisorTextlower .. Locale.Lookup("LOC_DIPLOMACY_ADVISOR_OFFER");
advisorTextlower = advisorTextlower .. "[NEWLINE]";
-- advisorTextlower = advisorTextlower .. Locale.Lookup("LOC_DIPLOMACY_ADVISOR_DENOUNCE", selectedCivName);
-- advisorTextlower = advisorTextlower .. "[NEWLINE]";
advisorTextlower = advisorTextlower .. Locale.Lookup("LOC_DIPLOMACY_ADVISOR_TRADE_ROUTE", selectedCivName);
advisorTextlower = advisorTextlower .. "[NEWLINE]";
if (not ms_SelectedPlayer:GetDiplomacy():HasOpenBordersFrom(ms_LocalPlayer:GetID())) then
advisorTextlower = advisorTextlower .. Locale.Lookup("LOC_DIPLOMACY_ADVISOR_OPEN_BORDERS", selectedCivName);
advisorTextlower = advisorTextlower .. "[NEWLINE]";
end
if (not ms_LocalPlayer:GetDiplomacy():HasDelegationAt(ms_SelectedPlayer:GetID()) and not ms_LocalPlayer:GetDiplomacy():HasEmbassyAt(ms_SelectedPlayer:GetID())) then
advisorTextlower = advisorTextlower .. Locale.Lookup("LOC_DIPLOMACY_ADVISOR_DELEGATION_EMBASSY");
advisorTextlower = advisorTextlower .. "[NEWLINE]";
end
advisorTextlower = advisorTextlower .. Locale.Lookup("LOC_DIPLOMACY_ADVISOR_POSITIVE_AGENDA", selectedCivName);
advisorTextlower = advisorTextlower .. "[NEWLINE]";
advisorTextlower = advisorTextlower .. "[ENDCOLOR]";
local advisorTextRaise = "[COLOR_Grey]";
-- advisorTextRaise = advisorTextRaise .. Locale.Lookup("LOC_DIPLOMACY_ADVISOR_DENOUNCE_FRIEND", selectedCivName);
-- advisorTextRaise = advisorTextRaise .. "[NEWLINE]";
-- advisorTextRaise = advisorTextRaise .. Locale.Lookup("LOC_DIPLOMACY_ADVISOR_DECLARE_FRIENDSHIP", selectedCivName);
-- advisorTextRaise = advisorTextRaise .. "[NEWLINE]";
advisorTextRaise = advisorTextRaise .. Locale.Lookup("LOC_DIPLOMACY_ADVISOR_NEGATIVE_AGENDA", selectedCivName);
advisorTextRaise = advisorTextRaise .. "[NEWLINE]";
advisorTextRaise = advisorTextRaise .. "[ENDCOLOR]";
intelSubPanel.AdvisorTextRaise:SetText(advisorTextlower);
intelSubPanel.AdvisorTextLower:SetText(advisorTextRaise);
intelSubPanel.Advisor:SetHide(false);
intelSubPanel.Background:SetSizeY(m_bottomPanelHeight);
intelSubPanel.RelationshipScrollPanel:SetSizeY(m_bottomPanelHeight);
rootControl:CalculateSize();
rootControl:ReprocessAnchoring();
intelSubPanel.RelationshipScrollPanel:CalculateSize();
end
-- ===========================================================================
function OnActivateIntelAccessLevelPanel(rootControl : table)
SetSelectedIntelSubPanelButton(INTEL_ACCESS_LEVEL_PANEL, true);
ms_IntelAccessLevelPanelIM:ResetInstances();
local intelSubPanel = ms_IntelAccessLevelPanelIM:GetInstance(rootControl);
--intelSubPanel.Close:RegisterCallback( Mouse.eLClick, function() OnCloseIntelAccessLevelPanel(rootControl); end );
-- Get the selected player's Diplomactic AI
local selectedPlayerDiplomaticAI = ms_SelectedPlayer:GetDiplomaticAI();
local localPlayerDiplomacy = ms_LocalPlayer:GetDiplomacy();
local iAccessLevel = localPlayerDiplomacy:GetVisibilityOn(ms_SelectedPlayerID);
-- Get the items that contribute to our access level.
local accessContributionText = "";
for row in GameInfo.DiplomaticVisibilitySources () do
if (localPlayerDiplomacy:IsVisibilitySourceActive(ms_SelectedPlayerID, row.Index)) then
if (row.Description ~= nil) then
if (#accessContributionText > 0) then
accessContributionText = accessContributionText .. "[NEWLINE]";
end
accessContributionText = accessContributionText .. Locale.Lookup(row.Description);
end
end
end
if (#accessContributionText > 0) then
intelSubPanel.AccessContributionText:SetText(accessContributionText);
intelSubPanel.AccessContribution:SetHide(false);
else
intelSubPanel.AccessContribution:SetHide(true);
end
-- Access Level button and icon
intelSubPanel.AccessLevelText:LocalizeAndSetText(Locale.ToUpper(GameInfo.Visibilities[iAccessLevel].Name));
-- Shift to the correct place in the icon strip, using the vis states.
intelSubPanel.AccessLevelIcon:SetVisState( iAccessLevel-1 );
-- Set the information shared string
local szInfoSharedText = "";
local iNumAdded = 0;
for row in GameInfo.Gossips () do
if (row.VisibilityLevel == iAccessLevel) then
if (row.Description ~= nil) then
if (iNumAdded > 0) then
szInfoSharedText = szInfoSharedText .. "[NEWLINE]";
end
szInfoSharedText = szInfoSharedText .. " " .. Locale.Lookup(row.Description);
iNumAdded = iNumAdded + 1;
end
end
end
intelSubPanel.InformationSharedText:SetText(szInfoSharedText);
-- Set what we will gain at the next access level
local szNextAccessLevelText = "";
iNumAdded = 0;
for row in GameInfo.Gossips () do
if (row.VisibilityLevel == iAccessLevel + 1) then
if (row.Description ~= nil) then
if (iNumAdded > 0) then
szNextAccessLevelText = szNextAccessLevelText .. "[NEWLINE]";
end
szNextAccessLevelText = szNextAccessLevelText .. " " .. Locale.Lookup(row.Description);
iNumAdded = iNumAdded + 1;
end
end
end
intelSubPanel.NextAccessLevelText:SetText(szNextAccessLevelText);
-- Set the advisor icon
intelSubPanel.AdvisorIcon:SetTexture(IconManager:FindIconAtlas("ADVISOR_GENERIC", 32));
-- Get the advisor text
local advisorText = "";
for row in GameInfo.DiplomaticVisibilitySources () do
if (not localPlayerDiplomacy:IsVisibilitySourceActive(ms_SelectedPlayerID, row.Index)) then
if (row.ActionDescription ~= nil) then
advisorText = advisorText .. Locale.Lookup(row.ActionDescription).."[NEWLINE]";
end
end
end
if (#advisorText > 0) then
intelSubPanel.AdvisorText:SetText(advisorText);
intelSubPanel.Advisor:SetHide(false);
else
intelSubPanel.Advisor:SetHide(true);
end
intelSubPanel.Background:SetSizeY(m_bottomPanelHeight);
intelSubPanel.AccessLevelScrollPanel:SetSizeY(m_bottomPanelHeight);
rootControl:CalculateSize();
rootControl:ReprocessAnchoring();
intelSubPanel.AccessLevelScrollPanel:CalculateSize();
end
-- ===========================================================================
function OnActivateIntelGossipHistoryPanel(rootControl : table)
SetSelectedIntelSubPanelButton(INTEL_GOSSIP_HISTORY_PANEL, true);
m_GossipThisTurnCount = 0;
ms_IntelGossipHistoryPanelIM:ResetInstances();
local intelSubPanel = ms_IntelGossipHistoryPanelIM:GetInstance(rootControl);
-- Get the selected player's Diplomactic AI
local selectedPlayerDiplomaticAI = ms_SelectedPlayer:GetDiplomaticAI();
local localPlayerDiplomacy = ms_LocalPlayer:GetDiplomacy();
ms_IntelGossipHistoryPanelEntryIM:ResetInstances();
local bAddedLastTenTurnsItem = false;
local bAddedOlderItem = false;
local gossipManager = Game.GetGossipManager();
local iCurrentTurn = Game.GetCurrentGameTurn();
--Only show the gossip generated in the last 100 turns. Otherwise we can end up with a TON of gossip, and everything bogs down.
local earliestTurn = iCurrentTurn - 100;
local gossipStringTable = gossipManager:GetRecentVisibleGossipStrings(earliestTurn, ms_LocalPlayerID, ms_SelectedPlayerID);
for i, currTable:table in pairs(gossipStringTable) do
local gossipString = currTable[1];
local gossipTurn = currTable[2];
if (gossipString ~= nil) then
local item;
if ((iCurrentTurn - gossipTurn) <= 10) then
item = ms_IntelGossipHistoryPanelEntryIM:GetInstance(intelSubPanel.LastTenTurnsStack);
bAddedLastTenTurnsItem = true;
if(iCurrentTurn == gossipTurn) then
item.NewIndicator:SetHide(false);
m_GossipThisTurnCount = m_GossipThisTurnCount + 1;
else
item.NewIndicator:SetHide(true);
end
else
item = ms_IntelGossipHistoryPanelEntryIM:GetInstance(intelSubPanel.OlderStack);
bAddedOlderItem = true;
end
if (item ~= nil) then
item.GossipText:SetText(gossipString); -- It has already been localized
AutoSizeGrid(item:GetTopControl(), item.GossipText,25,37);
end
else
break;
end
end
if (not bAddedLastTenTurnsItem) then
local item = ms_IntelGossipHistoryPanelEntryIM:GetInstance(intelSubPanel.LastTenTurnsStack);
item.GossipText:LocalizeAndSetText("LOC_DIPLOMACY_GOSSIP_ITEM_NO_RECENT");
item.NewIndicator:SetHide(true);
AutoSizeGrid(item:GetTopControl(), item.GossipText,25,37);
end
if (not bAddedOlderItem) then
intelSubPanel.OlderHeader:SetHide(true);
else
intelSubPanel.OlderHeader:SetHide(false);
end
intelSubPanel.Background:SetSizeY(m_bottomPanelHeight);
intelSubPanel.GossipScrollPanel:SetSizeY(m_bottomPanelHeight);
rootControl:CalculateSize();
rootControl:ReprocessAnchoring();
intelSubPanel.GossipScrollPanel:CalculateSize();
end
-- ===========================================================================
function AutoSizeGrid(gridControl: table, labelControl: table, padding:number, minSize:number)
local sizeY: number = labelControl:GetSizeY() + padding;
if (sizeY < minSize) then
sizeY = minSize;
end
gridControl:SetSizeY(sizeY);
end
-- ===========================================================================
function AddIntelPanel(rootControl : table)
SetSelectedIntelSubPanelButton(INTEL_NO_SUB_PANEL, false);
ms_IntelPanelIM:ResetInstances();
if (ms_LocalPlayerID ~= -1 and ms_SelectedPlayerID ~= -1 and ms_LocalPlayerID ~= ms_SelectedPlayerID) then
local intelPanel = ms_IntelPanelIM:GetInstance(rootControl);
local localPlayerDiplomacy = ms_LocalPlayer:GetDiplomacy();
local iAccessLevel = localPlayerDiplomacy:GetVisibilityOn(ms_SelectedPlayerID);
-- Gossip button
intelPanel.GossipButton:RegisterCallback( Mouse.eLClick, function() OnActivateIntelGossipHistoryPanel(rootControl); end );
intelPanel.GossipButton:RegisterCallback(Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
SetButtonSelected( intelPanel.GossipButton, true);
-- Access Level button and icon
intelPanel.AccessLevelText:LocalizeAndSetText(GameInfo.Visibilities[iAccessLevel].Name);
-- Shift to the correct place in the icon strip, using the vis states.
if( iAccessLevel == 0) then
intelPanel.AccessLevelIcon:SetHide(true);
else
intelPanel.AccessLevelIcon:SetHide(false);
intelPanel.AccessLevelIcon:SetVisState( iAccessLevel-1 );
end
intelPanel.AccessLevelButton:RegisterCallback( Mouse.eLClick, function() OnActivateIntelAccessLevelPanel(rootControl); end );
intelPanel.AccessLevelButton:RegisterCallback(Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
SetButtonSelected(intelPanel.AccessLevelButton, false);
-- Relationship Panel Button
if (PlayerConfigurations[ms_SelectedPlayerID]:IsHuman()) then
-- Don't show any calculated relationship with a human
intelPanel.RelationshipStack:SetHide(true);
else
intelPanel.RelationshipStack:SetHide(false);
intelPanel.RelationshipButton:RegisterCallback( Mouse.eLClick, function() OnActivateIntelRelationshipPanel(rootControl); end );
intelPanel.RelationshipButton:RegisterCallback(Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
SetButtonSelected(intelPanel.RelationshipButton, false);
-- Get the selected player's Diplomactic AI
local selectedPlayerDiplomaticAI = ms_SelectedPlayer:GetDiplomaticAI();
-- What do they think of us?
local iState :number = selectedPlayerDiplomaticAI:GetDiplomaticStateIndex(ms_LocalPlayerID);
local relationshipString:string = Locale.Lookup(GameInfo.DiplomaticStates[iState].Name);
-- Add team name to relationship text for our own teams
if Players[ms_LocalPlayerID]:GetTeam() == Players[ms_SelectedPlayerID]:GetTeam() then
relationshipString = "(" .. Locale.Lookup("LOC_WORLD_RANKINGS_TEAM", Players[ms_LocalPlayerID]:GetTeam()) .. ") " .. relationshipString;
end
intelPanel.RelationshipText:SetText( relationshipString );
if (GameInfo.DiplomaticStates[iState].StateType == "DIPLO_STATE_DENOUNCED") then
local szDenounceTooltip;
local iRemainingTurns;
local iOurDenounceTurn = localPlayerDiplomacy:GetDenounceTurn(ms_SelectedPlayerID);
local iTheirDenounceTurn = Players[ms_SelectedPlayerID]:GetDiplomacy():GetDenounceTurn(ms_LocalPlayerID);
-- *** REPLACE GOSSIP STRING WHEN POSSIBLE -- SHOULD BE STORED WITH DIPLO STRINGS ***
if (iOurDenounceTurn >= iTheirDenounceTurn) then
iRemainingTurns = iOurDenounceTurn + GlobalParameters.DIPLOMACY_DENOUNCE_TIME_LIMIT - Game.GetCurrentGameTurn();
szDenounceTooltip = Locale.Lookup("LOC_GOSSIP_DENOUNCED", PlayerConfigurations[ms_LocalPlayerID]:GetCivilizationShortDescription(), PlayerConfigurations[ms_SelectedPlayerID]:GetCivilizationShortDescription());
else
iRemainingTurns = iTheirDenounceTurn + GlobalParameters.DIPLOMACY_DENOUNCE_TIME_LIMIT - Game.GetCurrentGameTurn();
szDenounceTooltip = Locale.Lookup("LOC_GOSSIP_DENOUNCED", PlayerConfigurations[ms_SelectedPlayerID]:GetCivilizationShortDescription(), PlayerConfigurations[ms_LocalPlayerID]:GetCivilizationShortDescription());
end
szDenounceTooltip = szDenounceTooltip .. " [" .. Locale.Lookup("LOC_ESPIONAGEPOPUP_TURNS_REMAINING", iRemainingTurns) .. "]";
intelPanel.RelationshipText:SetToolTipString(szDenounceTooltip);
else
intelPanel.RelationshipText:SetToolTipString(nil);
end
intelPanel.RelationshipIcon:SetVisState(GetVisStateFromDiplomaticState(iState));
-- IF the Diplomacy State is Neutral, hide the icon, otherwise, display.
if (GameInfo.DiplomaticStates[iState].Hash == DiplomaticStates.NEUTRAL ) then
intelPanel.RelationshipIcon:SetHide(true);
else
intelPanel.RelationshipIcon:SetHide(false);
end
intelPanel.RelationshipStack:CalculateSize();
intelPanel.RelationshipStack:ReprocessAnchoring();
end
ms_IconOnlyIM:ResetInstances();
intelPanel.AgreementsOuterStack:SetHide(false);
intelPanel.AgreementStack:SetHide(false);
local AGREEMENT_TYPES: table = {DIPLO_DELEGATION = "DIPLOACTION_DIPLOMATIC_DELEGATION",
RESIDENT_EMBASSY = "DIPLOACTION_RESIDENT_EMBASSY",
DEFENSIVE_PACT = "DIPLOACTION_DEFENSIVE_PACT",
OPEN_BORDERS = "DIPLOACTION_OPEN_BORDERS",
RESEARCH_AGREEMENT = "DIPLOACTION_RESEARCH_AGREEMENT",
JOINT_WAR = "DIPLOACTION_JOINT_WAR"};
if (localPlayerDiplomacy:HasDelegationAt(ms_SelectedPlayer:GetID())) then
local agreement = ms_IconOnlyIM:GetInstance(intelPanel.AgreementStack);
local type = AGREEMENT_TYPES.DIPLO_DELEGATION;
agreement.Icon:SetIcon("ICON_"..type);
agreement.Icon:SetToolTipString(Locale.Lookup("LOC_DIPLO_MODIFIER_DELEGATION"));
end
if(localPlayerDiplomacy:HasEmbassyAt(ms_SelectedPlayer:GetID())) then
local agreement = ms_IconOnlyIM:GetInstance(intelPanel.AgreementStack);
local type = AGREEMENT_TYPES.RESIDENT_EMBASSY;
agreement.Icon:SetIcon("ICON_"..type);
agreement.Icon:SetToolTipString(Locale.Lookup("LOC_DIPLO_MODIFIER_RESIDENT_EMBASSY"));
end
if(localPlayerDiplomacy:HasDefensivePact(ms_SelectedPlayer:GetID())) then
local agreement = ms_IconOnlyIM:GetInstance(intelPanel.AgreementStack);
local type = AGREEMENT_TYPES.DEFENSIVE_PACT;
agreement.Icon:SetIcon("ICON_"..type);
agreement.Icon:SetToolTipString(Locale.Lookup("LOC_DIPLO_MODIFIER_DEFENSIVE_PACT"));
end
if(localPlayerDiplomacy:HasOpenBordersFrom(ms_SelectedPlayer:GetID())) then
local agreement = ms_IconOnlyIM:GetInstance(intelPanel.AgreementStack);
local type = AGREEMENT_TYPES.OPEN_BORDERS;
agreement.Icon:SetIcon("ICON_"..type);
agreement.Icon:SetToolTipString(Locale.Lookup("LOC_DIPLO_MODIFIER_OPEN_BORDERS"));
end
if(localPlayerDiplomacy:GetResearchAgreementTech(ms_SelectedPlayer:GetID()) ~= -1) then
local agreement = ms_IconOnlyIM:GetInstance(intelPanel.AgreementStack);
local type = AGREEMENT_TYPES.RESEARCH_AGREEMENT;
agreement.Icon:SetIcon("ICON_"..type);
agreement.Icon:SetToolTipString(Locale.Lookup("LOC_DIPLOACTION_RESEARCH_AGREEMENT_NAME"));
print(agreement.Icon:GetSizeX());
print(agreement.Icon:GetSizeY());
end
if(localPlayerDiplomacy:IsFightingAnyJointWarWith(ms_SelectedPlayer:GetID())) then
local agreement = ms_IconOnlyIM:GetInstance(intelPanel.AgreementStack);
local type = AGREEMENT_TYPES.JOINT_WAR;
agreement.Icon:SetIcon("ICON_"..type);
agreement.Icon:SetToolTipString(Locale.Lookup("LOC_DIPLOACTION_JOINT_WAR_NAME"));
end
intelPanel.AgreementStack:CalculateSize();
intelPanel.AgreementStack:ReprocessAnchoring();
if(intelPanel.AgreementStack:GetSizeX() == 0) then
intelPanel.AgreementsOuterStack:SetHide(true);
else
intelPanel.AgreementsOuterStack:SetHide(false);
end
ms_TextOnlyIM:ResetInstances();
if (PlayerConfigurations[ms_SelectedPlayerID]:IsHuman()) then
-- Humans don't have agendas, at least ones we can show
intelPanel.AgendaOuterStack:SetHide(true);
else
intelPanel.AgendaOuterStack:SetHide(false);
-- What Historical Agenda does the selected player have?
local leader:string = PlayerConfigurations[ms_SelectedPlayerID]:GetLeaderTypeName();
local hasHistoricalAgenda = true;
if GameInfo.HistoricalAgendas[leader] ~= nil then
local agendaType = GameInfo.HistoricalAgendas[leader].AgendaType;
local historicalAgenda = ms_TextOnlyIM:GetInstance(intelPanel.AgendaStack);
historicalAgenda.Text:LocalizeAndSetText( GameInfo.Agendas[agendaType].Name );
historicalAgenda.Text:LocalizeAndSetToolTip( GameInfo.Agendas[agendaType].Description );
else
hasHistoricalAgenda = false;
end
-- What randomly assigned agendas does the selected player have?
-- Determine whether our Diplomatic Visibility allows us to see random agendas
local bRevealRandom = false;
for row in GameInfo.Visibilities() do
if (row.Index <= iAccessLevel and row.RevealAgendas == true) then
bRevealRandom = true;
end
end
local kAgendaTypes = {};
kAgendaTypes = ms_SelectedPlayer:GetAgendaTypes();
--GetAgendaTypes() returns ALL of my agendas, including the historical agenda.
--To retrieve only the randomly assigned agendas, delete the first entry from the table.
table.remove(kAgendaTypes,1);
local numRandomAgendas = table.count(kAgendaTypes);
if (numRandomAgendas > 0) then
if(bRevealRandom) then
-- If our visibility allows, display the agendas
-- At present, we are displaying ALL random agendas, if we have reached the SECRET level.
local bFirst = true;
for i, agendaType in ipairs(kAgendaTypes) do
local randomAgenda = ms_TextOnlyIM:GetInstance(intelPanel.AgendaStack);
randomAgenda.Text:LocalizeAndSetText( GameInfo.Agendas[agendaType].Name );
randomAgenda.Text:LocalizeAndSetToolTip( GameInfo.Agendas[agendaType].Description );
end
else
--Otherwise, display that how many hidden agendas there are, and incentivize player to gain visibility to see them!
local hiddenAgenda = ms_TextOnlyIM:GetInstance(intelPanel.AgendaStack);
hiddenAgenda.Text:LocalizeAndSetText("LOC_DIPLOMACY_HIDDEN_AGENDAS",numRandomAgendas, numRandomAgendas>1);
hiddenAgenda.Text:LocalizeAndSetToolTip("LOC_DIPLOMACY_HIDDEN_AGENDAS_TT");
end
elseif (numRandomAgendas == 0) then
local noRandomAgendas = ms_TextOnlyIM:GetInstance(intelPanel.AgendaStack);
noRandomAgendas.Text:LocalizeAndSetText("LOC_DIPLOMACY_RANDOM_AGENDA_NONE");
end
end
-- What Government does the selected player have?
local eSelectePlayerGovernment :number = ms_SelectedPlayer:GetCulture():GetCurrentGovernment();
if eSelectePlayerGovernment ~= -1 then
intelPanel.GovernmentText:LocalizeAndSetText( GameInfo.Governments[eSelectePlayerGovernment].Name );
else
intelPanel.GovernmentText:LocalizeAndSetText( "LOC_GOVERNMENT_ANARCHY_NAME" );
end
--Set data for relationship area
local selectedPlayerConfig = PlayerConfigurations[ms_SelectedPlayer:GetID()];
local leaderDesc = selectedPlayerConfig:GetLeaderName();
--intelPanel.TheirRelationships:SetText(Locale.Lookup(leaderDesc).."'s Relationships");
ms_RelationshipIconsIM:ResetInstances();
-- Get who the selected player has met
local selectedPlayerDiplomacy = ms_SelectedPlayer:GetDiplomacy();
--Does GetPlayersMet necessarily give me the correct thing?...
--local aPlayers = selectedPlayerDiplomacy:GetPlayersMet();
local aPlayers = PlayerManager.GetAliveMajors();
for _, pPlayer in ipairs(aPlayers) do
if (pPlayer:IsMajor() and pPlayer:GetID() ~= ms_LocalPlayerID and pPlayer:GetID() ~= ms_SelectedPlayer:GetID() and selectedPlayerDiplomacy:HasMet(pPlayer:GetID())) then
local playerConfig = PlayerConfigurations[pPlayer:GetID()];
local leaderTypeName = playerConfig:GetLeaderTypeName();
if (leaderTypeName ~= nil) then
local relationshipIcon = ms_RelationshipIconsIM:GetInstance(intelPanel.RelationshipsStack);
local iPlayerDiploState = pPlayer:GetDiplomaticAI():GetDiplomaticStateIndex(ms_SelectedPlayer:GetID());
relationshipIcon.Status:SetVisState( iPlayerDiploState );
local relationshipState = GameInfo.DiplomaticStates[iPlayerDiploState];
-- No diplo state icon if both players are human, except for the war state
if ( ((ms_SelectedPlayer:IsAI() or pPlayer:IsAI()) and relationshipState.Hash ~= DiplomaticStates.NEUTRAL) or IsValidRelationship(relationshipState.StateType)) then
relationshipIcon.Status:SetToolTipString(Locale.Lookup(GameInfo.DiplomaticStates[iPlayerDiploState].Name));
end
if(localPlayerDiplomacy:HasMet(pPlayer:GetID())) then
relationshipIcon.Icon:SetTexture(IconManager:FindIconAtlas("ICON_" .. playerConfig:GetLeaderTypeName(), 32));
-- Tool tip
local leaderDesc = playerConfig:GetLeaderName();
relationshipIcon.Background:LocalizeAndSetToolTip("LOC_DIPLOMACY_DEAL_PLAYER_PANEL_TITLE", leaderDesc, playerConfig:GetCivilizationDescription());
-- Show team ribbon for ourselves and civs we've met
local teamID:number = playerConfig:GetTeam();
if #Teams[teamID] > 1 then
local teamRibbonName:string = TEAM_RIBBON_PREFIX .. tostring(teamID);
relationshipIcon.TeamRibbon:SetIcon(teamRibbonName, TEAM_RIBBON_SMALL_SIZE);
relationshipIcon.TeamRibbon:SetHide(false);
relationshipIcon.TeamRibbon:SetColor(GetTeamColor(teamID));
else
-- Hide team ribbon if team only contains one player
relationshipIcon.TeamRibbon:SetHide(true);
end
else
-- IF the local player has not met the civ that this civ has a relationship, do not reveal that information through this icon. Instead, set to generic leader and "Unmet Civ"
relationshipIcon.Icon:SetTexture(IconManager:FindIconAtlas("ICON_LEADER_DEFAULT", 32));
relationshipIcon.Background:LocalizeAndSetToolTip("LOC_DIPLOPANEL_UNMET_PLAYER");
relationshipIcon.TeamRibbon:SetHide(true);
end
end
end
end
intelPanel.RelationshipsStack:CalculateSize();
intelPanel.RelationshipsStack:ReprocessAnchoring();
--IF this civ hasn't met anyone but you, hide the relationship stack
if ( intelPanel.RelationshipsStack:GetSizeY() == 0) then
intelPanel.RelationshipSectionStack:SetHide(true);
else
intelPanel.RelationshipSectionStack:SetHide(false);
end
-- Calculate the size of the scrollpanel
rootControl:CalculateSize();
rootControl:ReprocessAnchoring();
local _, screenY:number = UIManager:GetScreenSizeVal();
m_bottomPanelHeight = screenY - rootControl:GetSizeY() - PADDING_FOR_SCROLLPANEL;
-- Default to showing the Gossip History
OnActivateIntelGossipHistoryPanel(rootControl);
if (m_GossipThisTurnCount > 0) then
intelPanel.GossipText:SetText(Locale.Lookup("LOC_DIPLOMACY_GOSSIP_ITEM_COUNT", m_GossipThisTurnCount));
else
intelPanel.GossipText:SetText(Locale.Lookup("LOC_DIPLOMACY_GOSSIP_ITEM_NONE_THIS_TURN"));
end
end
end
-- ===========================================================================
function PopulatePlayerPanel(rootControl : table, player : table)
if (player ~= nil) then
AddStatmentOptions(rootControl);
AddIntelPanel(rootControl.ContentStack);
rootControl.RootStack:CalculateSize();
rootControl.RootStack:ReprocessAnchoring();
end
end
-- ===========================================================================
function PopulatePlayerPanelHeader(rootControl : table, player : table)
if (player ~= nil) then
local playerConfig = PlayerConfigurations[player:GetID()];
if (playerConfig ~= nil) then
-- Set the icon
rootControl.LeaderIcon:SetIcon("ICON_" .. playerConfig:GetLeaderTypeName());
-- Set the leader name
local leaderDesc = playerConfig:GetLeaderName();
rootControl.PlayerNameText:LocalizeAndSetText( Locale.ToUpper( Locale.Lookup(leaderDesc)));
rootControl.CivNameText:LocalizeAndSetText( Locale.ToUpper( Locale.Lookup(playerConfig:GetCivilizationDescription())));
end
end
end
-- ===========================================================================
function PopulateLeader(leaderIcon : table, player : table, isUniqueLeader : boolean)
if (player ~= nil and player:IsMajor()) then
local playerID = player:GetID();
local playerConfig = PlayerConfigurations[playerID];
if (playerConfig ~= nil) then
local leaderTypeName = playerConfig:GetLeaderTypeName();
if (leaderTypeName ~= nil) then
local iconName = "ICON_" .. leaderTypeName;
leaderIcon:UpdateIcon(iconName, playerID, isUniqueLeader);
-- Configure button
leaderIcon.Controls.SelectButton:SetVoid1(playerID);
leaderIcon:RegisterCallback(Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
leaderIcon:RegisterCallback(Mouse.eLClick, OnPlayerSelected);
-- Set the score.
leaderIcon.Controls.Score:SetText( tostring( player:GetScore() ) );
-- Set the gold per turn
local goldYield = player:GetTreasury():GetGoldYield();
if (goldYield > 0) then
leaderIcon.Controls.GoldPerTurn:SetText( "(+" .. string.format("%.1f", goldYield) .. " [ICON_Gold])" );
else
leaderIcon.Controls.GoldPerTurn:SetText( "(" .. string.format("%.1f", goldYield) .. " [ICON_Gold])" );
end
-- The selection background
leaderIcon.Controls.SelectedBackground:SetHide(playerID ~= ms_SelectedPlayerID);
end
end
end
end
-- ===========================================================================
function SetConversationMode(player : table)
Controls.ConversationContainer:SetHide(false);
Controls.LeaderResponse_Alpha:Play();
Controls.ConversationSelection_Alpha:Play();
Controls.LeaderResponse_Slide:Play();
Controls.ConversationSelection_Slide:Play();
Controls.OverviewContainer:SetHide(true);
ms_currentViewMode = CONVERSATION_MODE;
end
-- ===========================================================================
-- Centers scroll panel (if possible) on a specfic type.
-- ===========================================================================
function ScrollToNode( playerID:number )
local percent:number = 0;
local scrollHeight = ms_DiplomacyRibbon.LeaderRibbonScroll:GetSizeY();
if (m_LeaderCoordinates ~= nil) and (m_LeaderCoordinates[playerID] ~= nil) then
local y = m_LeaderCoordinates[playerID] - ( scrollHeight * 0.4);
local size = (scrollHeight / ms_DiplomacyRibbon.LeaderRibbonScroll:GetRatio()) - scrollHeight;
percent = math.clamp( y / size, 0, 1);
end
ms_DiplomacyRibbon.LeaderRibbonScroll:SetScrollValue(percent);
end
-- ===========================================================================
function SelectPlayer(playerID, mode, refresh, allowDeadPlayer)
if (mode == nil) then
mode = ms_currentViewMode;
end
if (refresh == nil) then
refresh = false;
end
if (allowDeadPlayer == nil) then
allowDeadPlayer = false;
end
local isDifferentPlayer = false;
if (ms_SelectedPlayerID ~= playerID or mode ~= ms_currentViewMode or refresh == true) then
isDifferentPlayer = true;
-- Deselect them in the ribbon
if (ms_SelectedPlayerID ~= -1) then
local ribbonEntry = ms_LeaderIDToRibbonEntry[ms_SelectedPlayerID];
if (ribbonEntry ~= nil) then
ribbonEntry.SelectedBackground:SetHide( true );
end
end
if (m_firstOpened == false) then
if (ms_SelectedPlayerID == playerID) then
isDifferentPlayer = false;
end
end
ms_SelectedPlayerID = playerID;
UpdateSelectedPlayer(allowDeadPlayer); -- Make sure it is valid
if (ms_SelectedPlayerID ~= -1) then
local ribbonEntry = ms_LeaderIDToRibbonEntry[ms_SelectedPlayerID];
if (ribbonEntry ~= nil) then -- can select a dead player, so check for nil
ribbonEntry.SelectedBackground:SetHide( false );
end
if(ms_SelectedPlayerID ~= ms_LocalPlayerID) then
PopulatePlayerPanelHeader(ms_PlayerPanel, ms_SelectedPlayer);
PopulatePlayerPanel(ms_PlayerPanel, ms_SelectedPlayer);
end
Controls.LeaderAnchor:SetHide(false);
-- If we are switching from one mode into another, show and hide the appropriate controls/ set the appropriate data
if (ms_currentViewMode ~= mode or refresh) then
if (mode == CONVERSATION_MODE) then
SetConversationMode(ms_SelectedPlayer);
elseif (mode == CINEMA_MODE) then
-- If we are switching into CINEMA_MODE.. we have to wait to update our displays until AFTER the fade-down.
-- FadeTimeAnim has an end callback registered to function "ToggleCinemaMode"
if (ContextPtr:IsHidden()) then
-- Unless the context is hidden, in which case we will go directly into cinema mode when the context is showm
m_cinemaMode = true;
else
StartFadeOut();
end
elseif (mode == OVERVIEW_MODE) then
Controls.ConversationContainer:SetHide(true);
Controls.OverviewContainer:SetHide(false);
Controls.VoiceoverTextContainer:SetHide(true);
if (not m_firstOpened) then
Controls.AlphaIn:SetSpeed(3);
Controls.SlideIn:SetSpeed(3);
Controls.AlphaIn:SetPauseTime(0);
Controls.SlideIn:SetPauseTime(0);
Controls.SlideIn:SetBeginVal(-20,0);
end
Controls.AlphaIn:SetToBeginning();
Controls.SlideIn:SetToBeginning();
Controls.AlphaIn:Play();
Controls.SlideIn:Play();
UI.PlaySound("UI_Diplomacy_Open_Long");
end
ms_currentViewMode = mode;
end
ShowLeader(ms_SelectedPlayer);
end
end
if (isDifferentPlayer and ms_SelectedPlayerID ~= ms_LocalPlayerID) then
LuaEvents.DiploScene_LeaderSelect(playerID);
end
m_firstOpened = false;
local w,h = UIManager:GetScreenSizeVal();
-- Set up special display if the player is YOU
if(ms_SelectedPlayerID == ms_LocalPlayerID) then
Controls.NameFade:SetHide(false);
local playerConfig = PlayerConfigurations[ms_LocalPlayerID];
if (playerConfig ~= nil) then
-- Set the leader name
Controls.NameFade:SetToBeginning();
Controls.NameFade:Play();
Controls.NameSlide:SetToBeginning();
Controls.NameSlide:Play();
local leaderDesc = playerConfig:GetLeaderName();
Controls.PlayerNameText:LocalizeAndSetText( Locale.ToUpper( Locale.Lookup(leaderDesc)));
Controls.CivNameText:LocalizeAndSetText( Locale.ToUpper( Locale.Lookup(playerConfig:GetCivilizationDescription())));
SetUniqueCivLeaderData();
end
Controls.PlayerContainer:SetHide(true);
--Controls.LeaderAnchor:SetOffsetX(w - (w/2.5));
UI.SetLeaderPosition(Controls.LeaderAnchor:GetScreenOffset());
LuaEvents.DiploScene_CinemaSequence(ms_SelectedPlayerID);
else
Controls.NameFade:SetHide(true);
Controls.PlayerContainer:SetHide(false);
Controls.LeaderAnchor:SetOffsetX(w - (w/3.5));
UI.SetLeaderPosition(Controls.LeaderAnchor:GetScreenOffset());
end
end
function SetUniqueCivLeaderData()
-- Obtain "uniques" from Civilization and for the chosen leader
ms_uniqueIconIM:ResetInstances();
ms_uniqueTextIM:ResetInstances();
local playerConfig :table = PlayerConfigurations[ms_LocalPlayerID];
local civType :string = playerConfig:GetCivilizationTypeName();
local leaderType :string = playerConfig:GetLeaderTypeName();
local uniqueAbilities;
local uniqueUnits;
local uniqueBuildings;
uniqueAbilities, uniqueUnits, uniqueBuildings = GetLeaderUniqueTraits( leaderType );
local CivUniqueAbilities, CivUniqueUnits, CivUniqueBuildings = GetCivilizationUniqueTraits( civType );
-- Merge tables
for i,v in ipairs(CivUniqueAbilities) do table.insert(uniqueAbilities, v) end
for i,v in ipairs(CivUniqueUnits) do table.insert(uniqueUnits, v) end
for i,v in ipairs(CivUniqueBuildings) do table.insert(uniqueBuildings, v) end
-- Generate content
for _, item in ipairs(uniqueAbilities) do
local instance:table = {};
instance = ms_uniqueTextIM:GetInstance();
local headerText:string = Locale.ToUpper(Locale.Lookup( item.Name ));
instance.Header:SetText( headerText );
instance.Description:SetText( Locale.Lookup( item.Description ) );
end
local size:number = SIZE_BUILDING_ICON;
for _, item in ipairs(uniqueUnits) do
local instance:table = {};
instance = ms_uniqueIconIM:GetInstance();
iconAtlas = "ICON_"..item.Type;
instance.Icon:SetIcon(iconAtlas);
instance.TextStack:SetOffsetX( size + 4 );
local headerText:string = Locale.ToUpper(Locale.Lookup( item.Name ));
instance.Header:SetText( headerText );
instance.Description:SetText(Locale.Lookup(item.Description));
end
for _, item in ipairs(uniqueBuildings) do
local instance:table = {};
instance = ms_uniqueIconIM:GetInstance();
instance.Icon:SetSizeVal(38,38);
iconAtlas = "ICON_"..item.Type;
instance.Icon:SetIcon(iconAtlas);
instance.TextStack:SetOffsetX( size + 4 );
local headerText:string = Locale.ToUpper(Locale.Lookup( item.Name ));
instance.Header:SetText( headerText );
instance.Description:SetText(Locale.Lookup(item.Description));
end
Controls.UniqueInfoStack:CalculateSize();
Controls.UniqueInfoStack:ReprocessAnchoring();
end
-- ===========================================================================
function OnPlayerSelected(playerID)
if (HasCapability("CAPABILITY_DIPLOMACY") or (playerID == Game.GetLocalPlayer() and HasCapability("CAPABILITY_DIPLOMACY_VIEW_SELF"))) then
ResetPlayerPanel();
SelectPlayer(playerID);
end
end
-- ===========================================================================
function PopulateDiplomacyRibbon(diplomacyRibbon : table)
if (ms_LocalPlayer ~= nil) then
local pLocalPlayerDiplomacy = ms_LocalPlayer:GetDiplomacy();
ms_DiplomacyRibbonLeaderIM:ResetInstances();
ms_LeaderIDToRibbonEntry = {};
local currentCoordinateY = 32;
local coordinateOffsetIncrement = 64;
-- Set the advisor icon
-- diplomacyRibbon.Advisor:SetTexture(IconManager:FindIconAtlas("ADVISOR_GENERIC", 48));
-- Add an entry for the local player at the top
local leaderIcon, leaderInstance = LeaderIcon:GetInstance(ms_DiplomacyRibbonLeaderIM, diplomacyRibbon.Leaders);
ms_LeaderIDToRibbonEntry[ms_LocalPlayerID] = leaderInstance;
PopulateLeader(leaderIcon, ms_LocalPlayer);
--Then, let's do a check to see if any of these players are duplicate leaders and track it.
-- Must go through entire list to detect duplicates (would be lovely if we had an IsUnique from PlayerConfigurations)
local isUniqueLeader: table = {};
local aPlayers = PlayerManager.GetAliveMajors();
for _, pPlayer in ipairs(aPlayers) do
local playerID:number = pPlayer:GetID();
if(playerID ~= ms_LocalPlayer) then
local leaderName:string = PlayerConfigurations[playerID]:GetLeaderTypeName();
if (isUniqueLeader[leaderName] == nil) then
isUniqueLeader[leaderName] = true;
else
isUniqueLeader[leaderName] = false;
end
end
end
-- Add entries for everyone we know (Majors only)
local aPlayers = PlayerManager.GetAliveMajors();
for _, pPlayer in ipairs(aPlayers) do
if (pPlayer:GetID() ~= ms_LocalPlayerID and pLocalPlayerDiplomacy:HasMet(pPlayer:GetID())) then
local leaderIcon, leaderInstance = LeaderIcon:GetInstance(ms_DiplomacyRibbonLeaderIM, diplomacyRibbon.Leaders);
ms_LeaderIDToRibbonEntry[pPlayer:GetID()] = leaderInstance;
-- Save the current coordinate in the scrollpanel so that we can autoscroll to this point later
m_LeaderCoordinates[pPlayer:GetID()] = currentCoordinateY;
currentCoordinateY = currentCoordinateY + coordinateOffsetIncrement;
local leaderName:string = PlayerConfigurations[pPlayer:GetID()]:GetLeaderTypeName();
if(isUniqueLeader[leaderName] ~= nil) then
PopulateLeader(leaderIcon, pPlayer, isUniqueLeader[leaderName]);
else
PopulateLeader(leaderIcon, pPlayer);
end
end
end
-- Rebuild the stack
diplomacyRibbon.Leaders:CalculateSize();
diplomacyRibbon.Leaders:ReprocessAnchoring();
diplomacyRibbon.LeaderRibbonScroll:CalculateSize();
diplomacyRibbon.Root:ReprocessAnchoring();
-- Offset the diplomacy ribbon to accomodate the scrollbar if not all the leaders fit
if(diplomacyRibbon.Leaders:GetSizeY() > diplomacyRibbon.LeaderRibbonScroll:GetSizeY()) then
diplomacyRibbon.Root:SetOffsetX(15);
end
local offsetX = DIPLOMACY_RIBBON_OFFSET + diplomacyRibbon.Root:GetOffsetX();
Controls.PlayerContainer:SetOffsetX(offsetX);
Controls.NameFade:SetOffsetX(offsetX);
--Controls.OverviewContainer:SetOffsetX(offsetX);
end
end
-- ===========================================================================
-- Setup the players involved in the view.
-- ===========================================================================
function SetupPlayers()
-- Set up some globals for easy access
-- Store the local player. Note, we do this every time we are shown, the local player can change, so don't do it in the one time constructor.
ms_LocalPlayerID = Game.GetLocalPlayer();
if (ms_LocalPlayerID == -1) then
ms_LocalPlayerID = Game.GetLocalObserver();
if (ms_LocalPlayerID == -1) then
ms_LocalPlayer = nil
return false;
end
if (ms_LocalPlayerID == PlayerTypes.OBSERVER) then
ms_LocalPlayerID = 0;
ms_LocalPlayerLeaderID = -1;
end
else
ms_LocalPlayerLeaderID = PlayerConfigurations[ms_LocalPlayerID]:GetLeaderTypeID();
end
ms_LocalPlayer = Players[ms_LocalPlayerID];
if (ms_OtherPlayerID ~= -1) then
ms_OtherPlayer = Players[ms_OtherPlayerID];
local sessionID = DiplomacyManager.FindOpenSessionID(ms_LocalPlayerID, ms_OtherPlayer:GetID());
if (sessionID ~= nil) then
local sessionInfo = DiplomacyManager.GetSessionInfo(sessionID);
ms_InitiatedByPlayerID = sessionInfo.FromPlayer;
end
else
ms_OtherPlayer = nil;
ms_InitiatedByPlayerID = ms_LocalPlayerID;
end
-- Did the AI start this or the human?
if (ms_InitiatedByPlayerID == ms_OtherPlayerID) then
-- Controls.RefuseDeal:LocalizeAndSetText("LOC_DIPLOMACY_DEAL_REFUSE_DEAL");
ms_LastIncomingDealProposalAction = DealProposalAction.PROPOSED;
else
-- Controls.RefuseDeal:LocalizeAndSetText("LOC_DIPLOMACY_DEAL_EXIT_DEAL");
ms_LastIncomingDealProposalAction = DealProposalAction.PENDING;
end
return true;
end
-- ===========================================================================
-- Show a specific leader.
-- This is asynchronous, and event will be sent when the leader has finished loading
-- ===========================================================================
function ShowLeader(player : table )
local leaderName = PlayerConfigurations[ player:GetID() ]:GetLeaderTypeName();
if (leaderName ~= ms_showingLeaderName) then
ms_showingLeaderName = leaderName;
ms_LastDealResponseAnimation = nil;
ms_bLeaderShowRequested = true;
Events.ShowLeaderScreen(leaderName);
-- TODO: unhide after we know there is a valid image -KS
Controls.FallbackLeaderImage:SetHide(true); -- Hide until we are loaded
Controls.LeaderAlpha:SetToBeginning();
Controls.LeaderAlpha:Play();
else
if (not ms_bLeaderShowRequested) then
-- Already showing the leader, just call the completion callback directly.
-- We need to do this because we may want to change the animation for
-- cases where we have two different civs using the same leader.
LeaderSupport_ClearInitialAnimationState();
OnLeaderLoaded();
end
end
end
-- ===========================================================================
function InitializeView()
if (not ms_bIsViewInitialized) then
Events.LeaderScreenFinishedLoading.Add( OnLeaderLoaded );
Events.LeaderAnimationComplete.Add( OnLeaderAnimationComplete );
LeaderSupport_Initialize();
-- Attach the control that will show the leader.
UI.SetLeaderImageControl( Controls.FallbackLeaderImage );
local w,h = UIManager:GetScreenSizeVal();
Controls.LeaderAnchor:SetOffsetX(w - (w/4));
Controls.LeaderAnchor:SetOffsetY(h/2); --make sure this stays screen_height/2 so film gate matches camera from animators
UI.SetLeaderPosition(Controls.LeaderAnchor:GetScreenOffset());
LuaEvents.DiplomacyActionView_HideIngameUI();
ms_bIsViewInitialized = true;
end
end
-- ===========================================================================
function UninitializeView()
if (ms_bIsViewInitialized) then
ContextPtr:SetHide(true);
LuaEvents.DiplomacyActionView_ShowIngameUI();
if (LeaderSupport_IsLeaderVisible() or ms_bLeaderShowRequested) then
Events.HideLeaderScreen();
end
ms_LastDealResponseAnimation = nil;
ms_bLeaderShowRequested = false;
ms_bIsViewInitialized = false;
ms_bShowingDeal = false;
ms_ActiveSessionID = nil;
ms_currentViewMode = -1;
m_cinemaMode = false;
ms_OtherPlayer = nil;
ms_OtherPlayerID = -1;
ms_SelectedPlayer = nil;
ms_SelectedPlayerID = -1;
ms_SelectedPlayerLeaderTypeName = nil;
ms_showingLeaderName = "";
ms_bLeaderShowRequested = false;
Controls.LeaderResponse_Alpha:SetToBeginning();
Controls.ConversationSelection_Alpha:SetToBeginning();
Controls.LeaderResponse_Slide:SetToBeginning();
Controls.ConversationSelection_Slide:SetToBeginning();
Controls.AlphaIn:SetSpeed(2);
Controls.SlideIn:SetSpeed(2);
Controls.AlphaIn:SetPauseTime(.4);
Controls.SlideIn:SetPauseTime(.4);
Controls.SlideIn:SetBeginVal(-200,0);
end
end
-- ===========================================================================
-- Handle a request to be shown, this should only be called by
-- the diplomacy statement handler.
-- ===========================================================================
function OnOpenDiplomacyActionView(otherPlayerID)
if (HasCapability("CAPABILITY_DIPLOMACY") or (otherPlayerID == Game.GetLocalPlayer() and HasCapability("CAPABILITY_DIPLOMACY_VIEW_SELF"))) then
if (otherPlayerID ~= nil) then
ms_OtherPlayerID = otherPlayerID;
ms_SelectedPlayerID = otherPlayerID;
else
ms_OtherPlayerID = -1;
ms_SelectedPlayerID = -1;
end
InitializeView();
m_firstOpened = true;
if (SetupPlayers()) then
PopulateDiplomacyRibbon(ms_DiplomacyRibbon);
if (ms_OtherPlayer ~= nil) then
SelectPlayer(ms_OtherPlayer:GetID(), OVERVIEW_MODE);
else
SelectPlayer(ms_LocalPlayer:GetID(), OVERVIEW_MODE);
end
if(ms_OtherPlayerID ~= 0) then
ScrollToNode(ms_OtherPlayerID);
else
ms_DiplomacyRibbon.LeaderRibbonScroll:SetScrollValue(0);
end
end
end
end
-- ===========================================================================
function OnLeaderAnimationComplete(animationName : string)
-- Getting this a little late?
if (not ms_bIsViewInitialized) then
return;
end
LeaderSupport_UpdateAnimationQueue();
for _, voiceoverAnimationName in ipairs(VOICEOVER_SUPPORT) do
if (voiceoverAnimationName == animationName) then
StartFadeOut();
break;
end
end
end
-- ===========================================================================
function OnSetDealAnimation(animationName : string, useMood : boolean)
if (ms_currentViewMode == DEAL_MODE) then
if (useMood ~= nil and useMood == true) then
local ePlayerMood = DiplomacySupport_GetPlayerMood(ms_SelectedPlayer, ms_LocalPlayerID);
if (ePlayerMood == DiplomacyMoodTypes.HAPPY) then
animationName = "HAPPY_" .. animationName;
elseif (ePlayerMood == DiplomacyMoodTypes.NEUTRAL) then
animationName = "NEUTRAL_" .. animationName;
elseif (ePlayerMood == DiplomacyMoodTypes.UNHAPPY) then
animationName = "UNHAPPY_" .. animationName;
end
end
LeaderSupport_QueueAnimationSequence( ms_SelectedPlayerLeaderTypeName, animationName );
end
end
-- ===========================================================================
function ShowCinemaMode()
local w,h = UIManager:GetScreenSizeVal();
Controls.ConversationContainer:SetHide(m_cinemaMode);
if (not Controls.BlackFadeAnim:IsReversing()) then
-- If we faded to black, then we can 'pop' the next animation.
LeaderSupport_ClearInitialAnimationState();
end
-- Set the special display of the LeaderScene.
Controls.LeaderAnchor:SetOffsetX(w - (w/2.5));
UI.SetLeaderPosition(Controls.LeaderAnchor:GetScreenOffset());
local ePlayerMood = DiplomacySupport_GetPlayerMood(ms_SelectedPlayer, ms_LocalPlayerID);
LeaderSupport_QueueAnimationSequence( ms_OtherLeaderName, m_currentLeaderAnim, ePlayerMood );
LeaderSupport_QueueSceneEffect( m_currentSceneEffect );
LuaEvents.DiploScene_CinemaSequence(ms_SelectedPlayerID);
Controls.OverviewContainer:SetHide(true);
Controls.VoiceoverTextContainer:SetHide(false);
Controls.VoiceoverText:SetText(m_voiceoverText);
Controls.VoiceoverText:ReprocessAnchoring();
Controls.VoiceoverGrid:ReprocessAnchoring();
Controls.VoiceoverText_Alpha:SetToBeginning();
Controls.VoiceoverText_Alpha:Play();
Controls.VoiceoverText_Slide:SetToBeginning();
Controls.VoiceoverText_Slide:Play();
end
-- ===========================================================================
function ToggleCinemaMode()
if (m_bCloseSessionOnFadeComplete == true) then
-- We are fading to close
m_bCloseSessionOnFadeComplete = false;
m_cinemaMode = false;
DiplomacyManager.CloseSession( ms_ActiveSessionID );
else
m_cinemaMode = not m_cinemaMode;
local w,h = UIManager:GetScreenSizeVal();
Controls.ConversationContainer:SetHide(m_cinemaMode);
if (not Controls.BlackFadeAnim:IsReversing()) then
-- If we faded to black, then we can 'pop' the next animation.
LeaderSupport_ClearInitialAnimationState();
end
-- If we are switching INTO Cinema Mode, send up the appropriate event for the Parallax movement and show the subtitles
if (m_cinemaMode) then
ShowCinemaMode();
-- If we are OUT OF CinemaMode to normal mode, set the idle animations appropriately
else
Controls.LeaderAnchor:SetOffsetX(w - (w/3));
UI.SetLeaderPosition(Controls.LeaderAnchor:GetScreenOffset());
SelectPlayer(ms_OtherPlayerID, CONVERSATION_MODE, false, true);
Controls.VoiceoverTextContainer:SetHide(true);
local ePlayerMood = DiplomacySupport_GetPlayerMood(ms_SelectedPlayer, ms_LocalPlayerID);
-- What do they think of us?
if (ePlayerMood == DiplomacyMoodTypes.HAPPY) then
LeaderSupport_QueueAnimationSequence( ms_SelectedPlayerLeaderTypeName, "HAPPY_IDLE" );
elseif (ePlayerMood == DiplomacyMoodTypes.NEUTRAL) then
LeaderSupport_QueueAnimationSequence( ms_SelectedPlayerLeaderTypeName, "NEUTRAL_IDLE" );
elseif (ePlayerMood == DiplomacyMoodTypes.UNHAPPY) then
LeaderSupport_QueueAnimationSequence( ms_SelectedPlayerLeaderTypeName, "UNHAPPY_IDLE" );
end
end
Controls.BlackFadeAnim:Reverse();
end
end
Controls.FadeTimerAnim:RegisterEndCallback(ToggleCinemaMode);
-- ===========================================================================
function OnBlackFadeEnd()
if (Controls.BlackFadeAnim:GetAlpha() == 0) then
-- If the alpha is 0 at the end of the fade, hide the control!
Controls.BlackFade:SetHide(true);
end
end
Controls.BlackFadeAnim:RegisterEndCallback(OnBlackFadeEnd);
-- ===========================================================================
function OnLeaderLoaded()
ms_bLeaderShowRequested = false;
-- Getting this a little late?
if (not ms_bIsViewInitialized) then
return;
end
LeaderSupport_OnLeaderLoaded();
local bDoAudio = false;
-- The leader has loaded, show the screen
if (ContextPtr:IsHidden()) then
ContextPtr:SetHide(false);
bDoAudio = true;
m_lastLeaderPlayedMusicFor = -1;
end
Controls.FallbackLeaderImage:SetHide(false);
if (ms_ActiveSessionID == nil) then
bDoAudio = true;
local ePlayerMood = DiplomacySupport_GetPlayerMood(ms_SelectedPlayer, ms_LocalPlayerID);
-- What do they think of us?
if (ePlayerMood == DiplomacyMoodTypes.HAPPY) then
LeaderSupport_QueueAnimationSequence( ms_SelectedPlayerLeaderTypeName, "HAPPY_IDLE" );
elseif (ePlayerMood == DiplomacyMoodTypes.NEUTRAL) then
LeaderSupport_QueueAnimationSequence( ms_SelectedPlayerLeaderTypeName, "NEUTRAL_IDLE" );
elseif (ePlayerMood == DiplomacyMoodTypes.UNHAPPY) then
LeaderSupport_QueueAnimationSequence( ms_SelectedPlayerLeaderTypeName, "UNHAPPY_IDLE" );
end
end
if (bDoAudio == true) then
-- if current civ is unknown, give mods a chance to handle it
if (UI.GetCivilizationSoundSwitchValueByLeader(ms_LocalPlayerLeaderID) == -1) then
UI.PauseModCivMusic();
end
-- if leader IDs don't match
if (m_lastLeaderPlayedMusicFor ~= ms_OtherLeaderID) then
-- stop modder civ's leader music if necessary
if (m_lastLeaderPlayedMusicFor ~= -1) then
UI.StopModCivLeaderMusic(m_lastLeaderPlayedMusicFor);
end
-- and Wwise IDs don't match
if (UI.GetCivilizationSoundSwitchValueByLeader(m_lastLeaderPlayedMusicFor) ~= UI.GetCivilizationSoundSwitchValueByLeader(ms_OtherLeaderID)) then
-- if new leader is also a modder civ, take care of that
UI.SetSoundSwitchValue("LEADER_SCREEN_CIVILIZATION", UI.GetCivilizationSoundSwitchValueByLeader(ms_OtherLeaderID));
UI.SetSoundSwitchValue("Game_Location", UI.GetNormalEraSoundSwitchValue(ms_OtherID));
UI.SetSoundStateValue("Game_Views", "Leader_Screen");
UI.PlaySound("Play_Leader_Music");
m_lastLeaderPlayedMusicFor = ms_OtherLeaderID;
end
-- always restart modder music if the leader IDs don't match
if (UI.GetCivilizationSoundSwitchValueByLeader(ms_OtherLeaderID) == -1) then
UI.PlayModCivLeaderMusic(ms_OtherID);
m_lastLeaderPlayedMusicFor = ms_OtherID;
end
end
end
end
-- ===========================================================================
function GetStatementHandler(statementTypeName : string)
local handler = StatementHandlers[statementTypeName];
if (handler == nil) then
handler = DefaultHandlers;
end
return handler;
end
-- ===========================================================================
function OnDiplomacyMakePeace(eActingPlayer :number, eReactingPlayer :number)
local localPlayer = Game.GetLocalPlayer();
if(ms_SelectedPlayerID ~= -1
and (localPlayer == eActingPlayer or localPlayer == eReactingPlayer)
and (ms_SelectedPlayerID == eActingPlayer or ms_SelectedPlayerID == eReactingPlayer)) then
-- The local player just made peace with the selected player, refresh the player panel so the options are updated.
PopulatePlayerPanelHeader(ms_PlayerPanel, ms_SelectedPlayer);
PopulatePlayerPanel(ms_PlayerPanel, ms_SelectedPlayer);
end
end
------------------------------------------------------------------------------
function HasNextQueuedSession(sessionID)
if (ms_ActiveSessionID ~= nil and ms_ActiveSessionID == sessionID and not m_isInHotload) then
if (ms_InitiatedByPlayerID == ms_OtherPlayerID) then
-- The other player initiated contact, just exit
if (DiplomacyManager.HasQueuedSession(ms_LocalPlayerID)) then
return true;
end
end
end
return false;
end
------------------------------------------------------------------------------
function OnDiplomacySessionClosed(sessionID)
-- Getting this a little late?
if (not ms_bIsViewInitialized) then
ms_ActiveSessionID = nil;
return;
end
if (ms_ActiveSessionID ~= nil) then
if ( ms_ActiveSessionID == sessionID and not m_isInHotload) then
ms_ActiveSessionID = nil;
if (ms_currentViewMode == DEAL_MODE) then
LuaEvents.DiploPopup_HideDeal();
ms_bShowingDeal = false;
end
if (ms_InitiatedByPlayerID == ms_OtherPlayerID) then
-- The other player initiated contact, just exit
Close();
else
-- The local player started the diplo, go back to the overview.
SelectPlayer(ms_OtherPlayerID, OVERVIEW_MODE);
PopulateDiplomacyRibbon(ms_DiplomacyRibbon);
end
end
else
-- Got a session closed, but we are not in a session. We may want to refresh the overview screen, the closed session could have been the human sending a diplo request to another human
if (ms_currentViewMode == OVERVIEW_MODE) then
local sessionInfo = DiplomacyManager.GetSessionInfo(sessionID);
if (sessionInfo ~= nil) then
if (sessionInfo.FromPlayer == Game.GetLocalPlayer() or sessionInfo.ToPlayer == Game.GetLocalPlayer()) then
SelectPlayer(ms_SelectedPlayerID, OVERVIEW_MODE, true);
end
end
PopulateDiplomacyRibbon(ms_DiplomacyRibbon);
end
end
-- Hotload hack
if m_isInHotload then
if ms_OtherPlayerID then
-- OnTalkToLeader( ms_OtherPlayerID );
end
m_isInHotload = false;
end
end
-------------------------------------------------------------------------------
StatementHandlers = {}
function SetDefaultHandlers(forStatement)
StatementHandlers[forStatement] = {};
StatementHandlers[forStatement].ExtractStatement = DiplomacySupport_ExtractStatement;
StatementHandlers[forStatement].ParseStatement = DiplomacySupport_ParseStatement;
StatementHandlers[forStatement].ParseStatementSelection = DiplomacySupport_ParseStatementSelection;
StatementHandlers[forStatement].RemoveInvalidSelections = DiplomacySupport_RemoveInvalidSelections;
StatementHandlers[forStatement].ApplyStatement = ApplyStatement;
StatementHandlers[forStatement].OnSelectionButtonClicked = OnSelectConversationDiplomacyStatement;
end
SetDefaultHandlers("DEFAULT");
DefaultHandlers = StatementHandlers["DEFAULT"];
-------------------------------------------------------------------------------
function MakeDeal_ApplyStatement(handler : table, statementTypeName : string, statementSubTypeName : string, toPlayer : number, kStatement : table)
-- Initial statement or the ackknowledgement of the initial statement?
if ((kStatement.DealAction == DealProposalAction.ADJUSTED and not ms_bShowingDeal) or (statementSubTypeName == "NONE" and (kStatement.ResponseType == DiplomacyResponseTypes.INITIAL or kStatement.ResponseType == DiplomacyResponseTypes.ACKNOWLEDGE or not ms_bShowingDeal))) then
ApplyStatement(handler, statementTypeName, statementSubTypeName, toPlayer, kStatement);
-- Need to hide anything on this screen, except the background
Controls.ConversationContainer:SetHide(true);
Controls.OverviewContainer:SetHide(true);
LuaEvents.DiploPopup_ShowMakeDeal(ms_OtherPlayerID);
ms_bShowingDeal = true;
UI.PlaySound("UI_Diplomacy_Menu_Change");
elseif (kStatement.RespondingToDealAction ~= DealProposalAction.EQUALIZE and kStatement.RespondingToDealAction ~= DealProposalAction.INSPECT and (statementSubTypeName == "HUMAN_ACCEPT_DEAL" or statementSubTypeName == "HUMAN_REFUSE_DEAL" or statementSubTypeName == "AI_ACCEPT_DEAL" or statementSubTypeName == "AI_REFUSE_DEAL")) then
-- Coming back from the deal screen
LuaEvents.DiploPopup_HideDeal();
ms_bShowingDeal = false;
if (ms_ActiveSessionID ~= nil) then
if (ms_OtherPlayerID ~= -1 and Players[ms_OtherPlayerID]:IsHuman()) then
-- Close the session, this will handle exiting back to OVERVIEW_MODE
DiplomacyManager.CloseSession( ms_ActiveSessionID );
else
Controls.ConversationContainer:SetHide(false);
if (ms_currentViewMode ~= CONVERSATION_MODE) then
SetConversationMode(ms_SelectedPlayer);
end
ApplyStatement(handler, statementTypeName, statementSubTypeName, toPlayer, kStatement);
end
else
-- No session for some reason, just go directly back.
Controls.OverviewContainer:SetHide(false);
SelectPlayer(ms_OtherPlayerID, OVERVIEW_MODE);
end
else
-- Other actions just update the deal action. This is especially true from the AI. The AI will send, ACCEPT, REJECT, etc.
-- as the automatic evaluation of the deal occurs.
local eFromPlayerMood = GetStatementMood( kStatement.FromPlayer, kStatement.FromPlayerMood);
local kParsedStatement = handler.ExtractStatement(handler, statementTypeName, statementSubTypeName, kStatement.FromPlayer, eFromPlayerMood, kStatement.Initiator);
if (kParsedStatement.LeaderAnimation ~= nil) then
local bPlay = true;
-- Was the a response for an EQUALIZE/INSPECT?
if (kStatement.RespondingToDealAction == DealProposalAction.EQUALIZE or kStatement.RespondingToDealAction == DealProposalAction.INSPECT) then
-- We don't want to repeat the last animation
if (ms_LastDealResponseAnimation ~= nil and kParsedStatement.LeaderAnimation == ms_LastDealResponseAnimation) then
bPlay = false;
end
end
if (bPlay == true) then
ms_LastDealResponseAnimation = kParsedStatement.LeaderAnimation;
LeaderSupport_QueueAnimationSequence( ms_SelectedPlayerLeaderTypeName, kParsedStatement.LeaderAnimation );
end
end
local leaderstr = Locale.Lookup( DiplomacyManager.FindTextKey( kParsedStatement.StatementText, kStatement.FromPlayer, kStatement.FromMood, toPlayer));
LuaEvents.DiploPopup_DealUpdated(ms_OtherPlayerID, kStatement.DealAction, leaderstr);
end
end
-------------------------------------------------------------------------------
function MakeDeal_TestValid(sessionID, otherPlayer)
if (sessionID ~= nil) then
local sessionInfo = DiplomacyManager.GetSessionInfo(sessionID);
if (sessionInfo.FromPlayer == otherPlayer) then
local pDeal = DealManager.GetWorkingDeal(DealDirection.INCOMING, Game.GetLocalPlayer(), otherPlayer);
if (pDeal == nil or pDeal:GetItemCount() == 0 or not pDeal:IsValid()) then
-- Invalid session
return false;
end
end
end
return true;
end
SetDefaultHandlers("MAKE_DEAL");
StatementHandlers["MAKE_DEAL"].ApplyStatement = MakeDeal_ApplyStatement;
StatementHandlers["MAKE_DEAL"].TestValid = MakeDeal_TestValid;
-------------------------------------------------------------------------------
function MakeDemand_ApplyStatement(handler : table, statementTypeName : string, statementSubTypeName : string, toPlayer : number, kStatement : table)
ms_currentViewMode = DEAL_MODE;
if (statementSubTypeName == "NONE" and (kStatement.ResponseType == DiplomacyResponseTypes.INITIAL or kStatement.ResponseType == DiplomacyResponseTypes.ACKNOWLEDGE or not ms_bShowingDeal)) then
ApplyStatement(handler, statementTypeName, statementSubTypeName, toPlayer, kStatement);
-- Need to hide anything on this screen, except the background
Controls.ConversationContainer:SetHide(true);
Controls.OverviewContainer:SetHide(true);
LuaEvents.DiploPopup_ShowMakeDemand(ms_OtherPlayerID);
ms_bShowingDeal = true;
UI.PlaySound("UI_Diplomacy_Menu_Change");
elseif (statementSubTypeName == "HUMAN_ACCEPT_DEAL" or statementSubTypeName == "HUMAN_REFUSE_DEAL" or statementSubTypeName == "AI_ACCEPT_DEAL" or statementSubTypeName == "AI_REFUSE_DEAL") then
LuaEvents.DiploPopup_HideDeal();
ms_bShowingDeal = false;
if (ms_ActiveSessionID ~= nil) then
if (ms_OtherPlayerID ~= -1 and Players[ms_OtherPlayerID]:IsHuman()) then
-- Close the session, this will handle exiting back to OVERVIEW_MODE
DiplomacyManager.CloseSession( ms_ActiveSessionID );
else
Controls.ConversationContainer:SetHide(false);
if (ms_currentViewMode ~= CONVERSATION_MODE) then
SetConversationMode(ms_SelectedPlayer);
end
ApplyStatement(handler, statementTypeName, statementSubTypeName, toPlayer, kStatement);
end
else
-- No session for some reason, just go directly back.
Controls.OverviewContainer:SetHide(false);
SelectPlayer(ms_OtherPlayerID, OVERVIEW_MODE);
end
end
end
SetDefaultHandlers("MAKE_DEMAND");
StatementHandlers["MAKE_DEMAND"].ApplyStatement = MakeDemand_ApplyStatement;
-- ===========================================================================
function OnTalkToLeader( playerID : number )
OnOpenDiplomacyActionView( playerID );
end
-- ===========================================================================
function HandleESC()
if (ms_currentViewMode == CONVERSATION_MODE) then
if (ms_ActiveSessionID ~= nil) then
if (Controls.BlackFadeAnim:IsStopped()) then
ExitConversationMode();
end
else
Close();
end
elseif (ms_currentViewMode == CINEMA_MODE) then
UI.PlaySound("Stop_Leader_Speech");
if (Controls.BlackFadeAnim:IsStopped()) then
StartFadeOut();
end
elseif (ms_currentViewMode == DEAL_MODE) then
-- No handling ESC while transitioning to/from deal mode. The deal screen will handle it if it is up.
else
if(m_PopupDialog:IsOpen())then
m_PopupDialog:Close()
else
Close();
end
end
end
-- ===========================================================================
-- INPUT Handling
-- If this context is visible, it will get a crack at the input.
-- ===========================================================================
function KeyHandler( key:number )
if (key == Keys.VK_ESCAPE) then HandleESC(); return true; end
return false;
end
-- ===========================================================================
function OnInputHandler( pInputStruct:table )
local uiMsg = pInputStruct:GetMessageType();
if uiMsg == KeyEvents.KeyUp then
return KeyHandler( pInputStruct:GetKey() );
end
if (uiMsg == MouseEvents.LButtonUp or
uiMsg == MouseEvents.RButtonUp or
uiMsg == MouseEvents.MButtonUp or
uiMsg == MouseEvents.PointerUp) then
ClearValueEdit();
end
-- #PC: Added event capture to close on right-click
if (uiMsg == MouseEvents.RButtonUp) then
HandleESC();
end
-- #PC: End of added code
return false;
end
-- ===========================================================================
function OnDiplomacyStatement(fromPlayer : number, toPlayer : number, kVariants : table)
local localPlayer = Game.GetLocalPlayer();
if (toPlayer == localPlayer or fromPlayer == localPlayer) then
-- No diplomacy active? We shouldn't be getting statements if so, but if we do, ignore it.
if (not HasCapability("CAPABILITY_DIPLOMACY")) then
DiplomacyManager.CloseSession( kVariants.SessionID );
return;
end
local statementTypeName = DiplomacyManager.GetKeyName( kVariants.StatementType );
if (statementTypeName ~= nil) then
local statementSubTypeName = DiplomacyManager.GetKeyName( kVariants.StatementSubType );
local handler = GetStatementHandler(statementTypeName);
if (ms_ActiveSessionID == nil) then
ms_ActiveSessionID = kVariants.SessionID;
if (toPlayer == localPlayer) then
ms_OtherPlayerID = fromPlayer;
else
ms_OtherPlayerID = toPlayer;
end
local pOtherPlayerConfig = PlayerConfigurations[ ms_OtherPlayerID ];
ms_OtherLeaderName = pOtherPlayerConfig:GetLeaderTypeName();
ms_OtherCivilizationID = pOtherPlayerConfig:GetCivilizationTypeID();
ms_OtherLeaderID = pOtherPlayerConfig:GetLeaderTypeID();
-- Check to see if the session is valid.
if (handler.TestValid == nil or handler.TestValid(ms_ActiveSessionID, ms_OtherPlayerID)) then
InitializeView();
SetupPlayers();
PopulateDiplomacyRibbon(ms_DiplomacyRibbon);
else
-- Clear the session ID, and close it.
local sessionID = ms_ActiveSessionID;
ms_ActiveSessionID = nil;
DiplomacyManager.CloseSession( sessionID );
return;
end
end
if (statementTypeName == "MAKE_DEAL") then
-- Select (or reselect) the player. This will do nothing if the player is already selected in the desired mode.
SelectPlayer(ms_OtherPlayerID, DEAL_MODE);
else
local viewMode = CONVERSATION_MODE;
if UI.IsPlayersLeaderAnimated(ms_OtherPlayerID) then
--If this is a voiced-over animation, then set the voiceover text and SWITCH TO CINEMA MODE
local eFromPlayerMood = GetStatementMood(kVariants.FromPlayer, kVariants.FromPlayerMood);
local kParsedStatement = handler.ExtractStatement(handler, statementTypeName, statementSubTypeName, kVariants.FromPlayer, eFromPlayerMood, kVariants.Initiator);
for _, voiceoverAnimationName in ipairs(VOICEOVER_SUPPORT) do
if (voiceoverAnimationName == kParsedStatement.LeaderAnimation ) then
viewMode = CINEMA_MODE;
break;
end
end
end
-- Select (or reselect) the player. This will do nothing if the player is already selected in the desired mode.
-- Also, we are allowing selecting dead players so that defeat sessions will work.
SelectPlayer(ms_OtherPlayerID, viewMode, false, true);
end
if (handler.ApplyStatement ~= nil) then
handler.ApplyStatement(handler, statementTypeName, statementSubTypeName, toPlayer, kVariants);
m_isInHotload = false; -- If this far (and was hotloading) nothing left to hotload.
end
end
end
end
-- ===========================================================================
function ResetPlayerPanel()
-- Reset the state of the nested menus
if (ms_PlayerPanel ~= nil) then
ms_PlayerPanel.ContentStack:CalculateSize();
ms_PlayerPanel.ContentStack:ReprocessAnchoring();
ms_PlayerPanel.ContentStack:SetHide(false);
ms_PlayerPanel.SubOptionsStack:SetHide(true);
end
end
-- ===========================================================================
function Close()
UninitializeView();
LuaEvents.DiploScene_SceneClosed();
ResetPlayerPanel();
local localPlayer = Game.GetLocalPlayer();
UI.SetSoundSwitchValue("Game_Location", UI.GetNormalEraSoundSwitchValue(ms_LocalPlayer:GetID()));
-- always Stop_Leader_Music to resume the game music properly...
UI.PlaySound("Stop_Leader_Music");
-- check if we need to also stop modder civ music
if (UI.GetCivilizationSoundSwitchValueByLeader(m_lastLeaderPlayedMusicFor) == -1) then
UI.StopModCivLeaderMusic(m_lastLeaderPlayedMusicFor);
end
-- if it's not an observer game...
if (ms_LocalPlayerLeaderID ~= -1) then
-- and the local player is not a known Wwise leader...
if (UI.GetCivilizationSoundSwitchValueByLeader(ms_LocalPlayerLeaderID) == -1) then
-- resume modder music, instead of Roland's
UI.ResumeModCivMusic();
end
end
UI.PlaySound("Exit_Leader_Screen");
UI.SetSoundStateValue("Game_Views", "Normal_View");
end
-- ===========================================================================
-- Close Button Handler
-- Continue out of diplomacy view.
-- ===========================================================================
function OnClose()
-- Act like they pressed ESC so we clean up correctly
HandleESC();
end
-- ===========================================================================
function OnShow()
-- NOTE: We can get here after the OnDiplomacyStatement handler has done some setup, so don't reset too much, assume that OnHide has closed things down properly.
Controls.AlphaIn:SetToBeginning();
Controls.SlideIn:SetToBeginning();
Controls.AlphaIn:Play();
Controls.SlideIn:Play();
m_bCloseSessionOnFadeComplete = false;
ms_IconAndTextIM:ResetInstances();
SetupPlayers();
UpdateSelectedPlayer(true);
LuaEvents.DiploBasePopup_HideUI(true);
LuaEvents.DiploScene_SceneOpened(ms_SelectedPlayerID); -- Signal the LeaderScene background system that the scene should be shown
TTManager:ClearCurrent(); -- Clear any tool tips raised;
if (m_cinemaMode) then
ShowCinemaMode();
StartFadeIn();
end
end
----------------------------------------------------------------
function OnHide()
LuaEvents.DiploBasePopup_HideUI(false);
Controls.BlackFade:SetHide(true);
Controls.BlackFadeAnim:SetToBeginning();
-- Game Core Events
Events.LeaderAnimationComplete.Remove( OnLeaderAnimationComplete );
Events.LeaderScreenFinishedLoading.Remove( OnLeaderLoaded );
ms_showingLeaderName = "";
end
-- ===========================================================================
function SetButtonSelected( buttonControl: table, isSelected : boolean )
buttonControl:SetSelected(isSelected);
local textColor = COLOR_BUTTONTEXT_NORMAL;
local shadowColor = COLOR_BUTTONTEXT_NORMAL_SHADOW;
if (isSelected == true) then
textColor = COLOR_BUTTONTEXT_SELECTED;
shadowColor = COLOR_BUTTONTEXT_SELECTED_SHADOW;
end
buttonControl:GetTextControl():SetColor(textColor,0);
buttonControl:GetTextControl():SetColor(shadowColor,1);
end
-- ===========================================================================
function OnLocalPlayerTurnEnd()
if (not ContextPtr:IsHidden()) then
-- If the local player's turn ends (turn timer usually), act like they hit esc.
if (ms_currentViewMode == DEAL_MODE) then
-- Unless we were in the deal mode, then just close, the deal view will close too.
Close();
else
HandleESC();
end
end
end
-- ===========================================================================
-- Engine Event
-- ===========================================================================
function OnUserRequestClose()
-- Is this showing; if so then it needs to raise dialog to handle close
if ContextPtr:IsHidden()==false then
if Controls.QuitPopupDialog:IsHidden() then
Controls.QuitPopupDialog:SetHide( false );
end
end
end
-- ===========================================================================
-- UI Callback
-- ===========================================================================
function OnQuitYes()
Events.UserConfirmedClose();
end
-- ===========================================================================
-- UI Callback
-- ===========================================================================
function OnQuitNo()
Controls.QuitPopupDialog:SetHide( true );
end
-- ===========================================================================
-- HOTLOADING UI EVENTS
-- ===========================================================================
function OnInit(isHotload:boolean)
CreatePanels();
if isHotload and not ContextPtr:IsHidden() then
LuaEvents.GameDebug_GetValues( "DiplomacyActionView" );
InitializeView();
OnShow();
end
end
-- Context DESTRUCTOR - Not called when screen is dismissed, only if the whole context is removed!
function OnShutdown()
-- Cache values for hotloading...
LuaEvents.GameDebug_AddValue("DiplomacyActionView", "isHidden", ContextPtr:IsHidden());
end
-- LUA EVENT: Set cached values back after a hotload.
function OnGameDebugReturn( context:string, contextTable:table )
if context == "DiplomacyActionView" and contextTable["isHidden"] ~= nil and not contextTable["isHidden"] then
CreatePanels();
end
end
-- ===========================================================================
function OnGamePauseStateChanged(bNewState)
if (not ContextPtr:IsHidden()) then
ResetPlayerPanel();
SelectPlayer(ms_SelectedPlayerID, OVERVIEW_MODE, true);
end
end
-- ===========================================================================
function Initialize()
ContextPtr:SetInitHandler( OnInit );
ContextPtr:SetInputHandler( OnInputHandler, true );
ContextPtr:SetShutdown( OnShutdown );
ContextPtr:SetShowHandler( OnShow );
ContextPtr:SetHideHandler( OnHide );
LuaEvents.GameDebug_Return.Add(OnGameDebugReturn);
-- Game Core Events
Events.DiplomacySessionClosed.Add( OnDiplomacySessionClosed );
Events.DiplomacyStatement.Add( OnDiplomacyStatement );
Events.DiplomacyMakePeace.Add( OnDiplomacyMakePeace );
Events.LocalPlayerTurnEnd.Add( OnLocalPlayerTurnEnd );
Events.UserRequestClose.Add( OnUserRequestClose );
Events.GamePauseStateChanged.Add(OnGamePauseStateChanged);
-- LUA Events
LuaEvents.CityBannerManager_TalkToLeader.Add(OnTalkToLeader);
LuaEvents.DiploPopup_TalkToLeader.Add(OnTalkToLeader);
LuaEvents.DiplomacyRibbon_OpenDiplomacyActionView.Add(OnOpenDiplomacyActionView);
LuaEvents.TopPanel_OpenDiplomacyActionView.Add(OnOpenDiplomacyActionView);
LuaEvents.DiploScene_SetDealAnimation.Add(OnSetDealAnimation);
--LuaEvents.Tutorial_ViewDiploIntel.Add(OnActivateIntelRelationshipPanel(Controls.PlayerContainer));
--LuaEvents.Tutorial_ViewDiploAccessLevel.Add(OnActivateIntelAccessLevelPanel(Controls.PlayerContainer));
--LuaEvents.Tutorial_ViewDiploRelationship.Add(OnActivateIntelGossipHistoryPanel(Controls.PlayerContainer));
--LuaEvents.Tutorial_CloseDiploActionView.Add(Close);
Controls.CloseButton:RegisterCallback( Mouse.eLClick, OnClose );
Controls.CloseButton:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
Controls.YesButton:RegisterCallback( Mouse.eLClick, OnQuitYes );
Controls.NoButton:RegisterCallback( Mouse.eLClick, OnQuitNo );
-- Size controls for screen:
local screenX, screenY:number = UIManager:GetScreenSizeVal();
local leaderResponseX = math.floor(screenX * CONVO_X_MULTIPLIER);
Controls.LeaderResponseGrid:SetSizeX(leaderResponseX);
Controls.LeaderResponseText:SetWrapWidth(leaderResponseX-40);
end
Initialize();
|
local combat = Combat()
combat:setParameter(COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
combat:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_GROUNDSHAKER)
combat:setParameter(COMBAT_PARAM_BLOCKARMOR, 1)
combat:setParameter(COMBAT_PARAM_USECHARGES, 1)
combat:setArea(createCombatArea(AREA_CIRCLE3X3))
function onGetFormulaValues(player, skill, attack, factor)
local level = player:getLevel()
local min = (level / 5) + (skill + attack) * 0.5
local max = (level / 5) + (skill + attack) * 1.1
return -min * 1.28, -max * 1.28 -- TODO : Use New Real Formula instead of an %
end
combat:setCallback(CALLBACK_PARAM_SKILLVALUE, "onGetFormulaValues")
local spell = Spell("instant")
function spell.onCastSpell(creature, var)
return combat:execute(creature, var)
end
spell:group("attack")
spell:id(106)
spell:name("Groundshaker")
spell:words("exori mas")
spell:level(33)
spell:mana(160)
spell:isPremium(true)
spell:needWeapon(true)
spell:cooldown(8 * 1000)
spell:groupCooldown(2 * 1000)
spell:needLearn(false)
spell:vocation("knight;true", "elite knight;true")
spell:register()
|
--[[ MIT License
Copyright (c) 2021 Christophe MICHEL
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.
]]
local ADDON, _ = ...
local L = LibStub("AceLocale-3.0"):NewLocale(ADDON, "zhTW", false)
if not L then return end
-- UI elements
L["TAB_TITLE"] = "靈魂幻體"
L["COUNT_LABEL"] = "總數"
L["UNTRACKABLE_TOOLTIP_TITLE"] = "此靈魂幻體無法經由插件自動偵測"
L["UNTRACKABLE_TOOLTIP_CLICK_ME"] = "如你已經擁有,點擊圖標 %s 來手動標記為已收藏。"
L["WARNING_NOT_NIGHT_FAE"] = "你現在並非暗夜妖精的成員,不能收集新的靈魂幻體。"
L["Available since"] = "新增於"
L["Soulshape Journal"] = "靈魂幻體手冊" -- Addon title, you may translate it but it's not necessary
L["BLIZZARD_MAP_PIN_TOOLTIP"] = "<按下Ctrl + 滑鼠左鍵可新增一個指向此座標的地圖標記>"
L["TOMTOM_WAYPOINT_TOOLTIP"] = "<按下Shift + 滑鼠左鍵可新增一個指向此座標的 TomTom 路徑點>"
-- Labels
L["Loot"] = "掉落"
L["Quest"] = "任務"
L["Campaign"] = "戰役"
L["World Event"] = "世界事件"
L["World Quest"] = "世界任務"
L["NPC"] = "目標"
L["Region"] = "區域"
L["Cost"] = "費用"
L["Faction"] = "陣營"
L["Profession"] = "專業技能"
L["Covenant Feature"] = "誓盟特色"
L["Difficulty"] = "難度"
L["Coordinates"] = "坐標"
L["Renown"] = "名望"
L["Spell"] = "法術"
L["Vendor"] = "商人"
-- Zone Names
L["Shadowlands"] = "暗影之境"
L["Ardenweald"] = "亞登曠野"
L["Bastion"] = "昇靈堡"
L["Revendreth"] = "瑞文崔斯"
L["Maldraxxus"] = "瑪卓薩斯"
L["Oribos"] = "奧睿博斯"
L["The Maw"] = "淵喉"
L["Torghast"] = "托迦司"
L["The Adamant Vaults"] = "不滅寶庫"
L["Korthia"] = "科西亞"
L["De Other Side"] = "彼界境地"
L["Mists of Tirna Scithe"] = "特那希迷霧"
L["Tazavesh, the Veiled Market"] = "塔札維許,帷幕市集"
L["Castle Nathria"] = "納薩亞城"
L["Sanctum of Domination"] = "統御聖所"
-- Quest and Campaign Names (could be translated automatically through the API?)
L["Drust and Ashes"] = "佐司特的惡意"
L["Mending a Broken Hart"] = "治療詛咒"
L["The Power of Elune"] = "伊露恩之力"
L["Night Warrior's Curse"] = "黑夜戰士的詛咒"
L["The Power of Night"] = "黑夜之力"
-- Item Names (could be translated automatically through the API?)
L["Bounty of the Grove Wardens"] = "林地看守者的獎賞"
L["Queen's Conservatory Cache"] = "女王栽培園的寶箱"
L["War Chest of the Wild Hunt"] = "曠野獵者戰爭寶箱"
L["Wild Hunt Supplies"] = "曠野獵者補給品"
L["Synvir Lockbox"] = "鋅維爾帶鎖箱"
L["Stygian Lockbox"] = "冥魄帶鎖箱"
L["Riftbound Cache"] = "隙縛寶箱"
L["Wildseed Root Grain"] = "野性種子根粒"
L["Repaired Riftkey"] = "修復的裂隙鑰匙"
L["Spectral Feed"] = "幽靈雞飼料"
L["Lost Comb"] = "失落的蜂巢"
-- NPC Names (could be translated automatically through the API?)
L["Lost Soul"] = "失落的靈魂"
L["Ma'oh"] = "茂歐"
L["Sparkle"] = "火花"
L["Aithlyn"] = "艾瑟琳"
L["Liawyn"] = "莉亞溫"
L["The Grand Menagerie"] = "大展示廳"
L["Master Clerk Salorn"] = "首席營業員沙洛恩"
L["Lady Sylvanas Windrunner"] = "希瓦娜斯‧風行者女士"
L["Mueh'Zala"] = "繆薩拉"
L["Mistcaller"] = "喚霧者"
L["Cortinarius"] = "寇提納留斯"
L["Sire Denathrius"] = "戴納瑟斯王"
L["Skuld Vit"] = "斯寇德‧維特"
L["So'leah"] = "索利亞"
L["Valfir the Unrelenting"] = "『冷酷』瓦菲爾"
L["Spindlenose"] = "軸鼻"
L["Shopkeeper"] = "店員"
L["Mystic Rainbowhorn"] = "神秘虹角"
L["Olea Manu"] = "歐利亞瑪努"
L["Shifting Stargorger"] = "變異吞星者"
-- Others
L["Burning Crusade Timewalking"] = "燃燒的遠征時光漫遊"
L["Wrath of the Lich King Timewalking"] = "巫妖王之怒時光漫遊"
L["Cataclysm Timewalking"] = "浩劫與重生時光漫遊"
L["Mists of Pandaria Timewalking"] = "潘達利亞之謎時光漫遊"
L["Warlords of Draenor Timewalking"] = "德拉諾之霸時光漫遊"
L["Legion Timewalking"] = "軍臨天下時光漫遊"
L["Pet Battle"] = "寵物對戰"
L["Shadowlands World Bosses"] = "暗影之境世界首領"
L["Queen's Conservatory"] = "女王的栽培園"
L["Mythic+ dungeons"] = "傳奇鑰石地城"
L["Night Fae dailies"] = "暗夜妖精每日任務"
L["Mushroom Network"] = "蘑菇網路"
L["Marasmius"] = "瑪拉茲莫斯"
L["Paragon reward."] = "聲望巔峰獎勵"
L["Soulshape"] = "靈魂幻體"
L["Crittershape"] = "小動物型態"
L["Pilgrim's Bounty"] = "旅人豐年祭"
L["Covenant Callings reward chests"] = "誓盟使命任務獎勵寶箱"
L["Normal"] = "普通"
L["Heroic"] = "英雄"
L["Mythic"] = "傳奇"
L["Hardmode"] = "困難模式"
L["Any"] = "任意"
-- Database
L["Alpaca Soul"] = "羊駝靈魂"
L["Ardenmoth Soul"] = "亞登蛾靈魂"
L["Boar Soul"] = "野豬靈魂"
L["Boar Soul Guide"] = "任何德拉諾之霸時光漫遊地城的尾王掉落。"
L["Bunny Soul"] = "兔子靈魂"
L["Bunny Soul Guide"] = "戰寵世界任務可能出現的獎勵之一。"
L["Cat Soul"] = "貓靈魂"
L["Cat Soul Guide"] = "出生點在亞登曠野的參天巨木頂端(夢歌沼地、爍瀑盆地、特納瓦勒、冬日窪地、利爪之緣)。對其輸入/soothe 來獲取。"
L["Cat Soul (Well Fed)"] = "貓靈魂(阿嬤餵的)"
L["Cat Soul (Well Fed) Guide"] = "解鎖貓靈魂後始可取得。首先取得幽靈雞飼料,接著前往森林之心,有隻叫茂歐的靈魂貓睡在通往女王栽培園的傳送點附近的籃子裡。\n對其輸入/meow (牠會告訴你他餓了),然後餵牠靈魂雞飼料。你將立即解鎖外觀選項而無須繳回任務道具。"
L["Chicken Soul"] = "雞靈魂"
L["Chicken Soul Guide"] = "首先取得靈魂雞飼料,接著對靈魂雞輸入/chicken,之後餵牠靈魂雞飼料。"
L["Cloud Serpent Soul"] = "雲蛟靈魂"
L["Cloud Serpent Soul Guide"] = "任何潘達利亞之謎時光漫遊地城的尾王掉落。"
L["Cobra Soul"] = "眼鏡蛇靈魂"
L["Cobra Soul Guide"] = "競技場或積分戰場勝利時機率獲取。"
L["Corgi Soul"] = "柯基犬靈魂"
L["Corgi Soul Guide"] = "有隻叫火花的靈魂柯基犬在森林之心走動。對其輸入/pet,你將立刻解鎖外觀選項而無須繳回任務道具。"
L["Crane Soul"] = "羽鶴靈魂"
L["Cricket Soul"] = "蟋蟀靈魂"
L["Direhorn Soul"] = "恐角龍靈魂"
L["Eagle Soul"] = "飛鷹靈魂"
L["Equine Soul"] = "駿馬靈魂"
L["Frog Soul"] = "青蛙靈魂"
L["Frog Soul Guide"] = "可於任何誓盟所在地圖的水域取得。"
L["Goat Soul"] = "山羊靈魂"
L["Goat Soul Guide"] = "從任何地區的使命任務獎勵寶箱掉落,不限於亞登曠野。"
L["Gryphon Soul"] = "獅鷲獸靈魂"
L["Gryphon Soul Guide"] = "亂鬥、競技場、隨機戰場、積分戰場獲勝時機率取得。"
L["Gulper Soul"] = "大嘴蟾靈魂"
L["Gulper Soul Guide"] = "不羈魂靈 + 一個%s"
L["Hippo Soul"] = "河馬靈魂"
L["Hippo Soul Guide"] = "暗夜妖精進攻戰的獎勵"
L["Hippogryph Soul"] = "角鷹獸靈魂"
L["Hyena Soul"] = "土狼靈魂"
L["Hyena Soul Guide"] = "完成任何層數的鑰匙後機率掉落。"
L["Jormungar Soul"] = "蟄猛巨蟲靈魂"
L["Jormungar Soul Guide"] = "任何巫妖王之怒時光漫遊地城的尾王掉落。"
L["Kodo Soul"] = "科多獸靈魂"
L["Kodo Soul Guide"] = "任何浩劫與重生時光漫遊地城的尾王掉落。"
L["Leonine Soul"] = "雄獅靈魂"
L["Lupine Soul"] = "孤狼靈魂"
L["Mammoth Soul"] = "長毛象靈魂"
L["Moose Soul"] = "麋鹿靈魂"
L["Moose Soul Guide"] = "你必須擊敗過星湖露天劇場七種稀有當中的五種。"
L["Otter Soul"] = "水獺靈魂"
L["Otter Soul Guide"] = "出生點在英雄之陵底下的湖(重生時間一小時)。對其輸入/hug 來獲得任務道具。"
L["Owl Soul"] = "貓頭鷹靈魂"
L["Owl Soul Guide"] = "任何軍臨天下時光漫遊地城的尾王掉落。"
L["Owlcat Soul"] = "梟羽獸靈魂"
L["Porcupine Soul"] = "豪豬靈魂"
L["Prairie Dog Soul"] = "草原土撥鼠靈魂"
L["Ram Soul"] = "大角羊靈魂"
L["Raptor Soul"] = "迅猛龍靈魂"
L["Rat Soul"] = "老鼠靈魂"
L["Rat Soul Guide"] = "當他發送悄悄話時,以表情指令/yes或/nod回應他以獲取查看與購買商品的權利。"
L["Runestag Soul"] = "符文雄鹿靈魂"
L["Runestag Soul Guide"] = "出生點在亞登曠野的東北方。"
L["Saurid Soul"] = "羽冠龍靈魂"
L["Saurid Soul Guide"] = "洞穴裡面,點選洞穴深處的垃圾堆並輸入/bow。"
L["Saurolisk Soul"] = "尖角蜥靈魂"
L["Saurolisk Hatchling Soul"] = "尖角幼蜥靈魂"
L["Shadowstalker Soul"] = "巡影者靈魂"
L["Shoveltusk Soul"] = "鍬牙靈魂"
L["Shoveltusk Soul Guide"] = "任何PvP亂鬥獲勝時機率取得。"
L["Shrieker Soul"] = "尖嘯者靈魂"
L["Snake Soul"] = "蛇靈魂"
L["Snapper Soul"] = "鉗嘴龜靈魂"
L["Spider Soul"] = "蜘蛛靈魂"
L["Spider Soul Guide"] = "用%s進入裂隙傳送門,裡面每天都有四個寶箱分布於隨機地點。"
L["Sporebat Soul"] = "孢子蝙蝠靈魂"
L["Sporebat Soul Guide"] = "任何燃燒的遠征時光漫遊地城的尾王掉落。"
L["Squirrel Soul"] = "松鼠之魂"
L["Squirrel Soul Guide"] = "你的第一個小動物型態,鳴謝丘發的慷慨餽贈!"
L["Stag Soul"] = "雄鹿靈魂"
L["Stag Soul Guide"] = "科西亞由暗夜妖精陣營發布的每日任務可能的獎勵之一。"
L["Tiger Soul"] = "猛虎靈魂"
L["Turkey Soul"] = "火雞靈魂"
L["Turkey Soul Guide"] = "前往陣營主城,找到旅人豐年祭餐桌。\n吃下食物直到你獲得五層食物增益,接著換位置繼續吃直到你獲得靈魂幻體為止。"
L["Ursine Soul"] = "巨熊靈魂"
L["Veilwing Soul"] = "幕翼靈魂"
L["Vulpine Soul"] = "狐狸靈魂"
L["Vulpine Soul Guide"] = "你最初獲得的靈魂!"
L["Wolfhawk Soul"] = "狼鷹靈魂"
L["Wolfhawk Soul Guide"] = "使用靈魂幻體來穿過屏障。"
L["Wyvern Soul"] = "雙足飛龍靈魂"
L["Yak Soul"] = "氂牛靈魂"
-- 9.2 Soulshapes
L["Armadillo Soul"] = "犰狳靈魂"
L["Bat Soul"] = "蝙蝠靈魂"
L["Bee Soul"] = "蜜蜂靈魂"
L["Bee Soul Guide"] = "靈魂型態的小蜂巢坐落於大蜂巢的頂端。需要解鎖飛行。"
L["Brutosaur Soul"] = "雷龍靈魂"
L["Cervid Soul"] = "原鹿靈魂"
L["Dragonhawk Soul"] = "龍鷹靈魂"
L["Elekk Soul"] = "伊萊克靈魂"
L["Gromit Soul"] = "哥羅米靈魂"
L["Penguin Soul"] = "企鵝靈魂"
L["Penguin Soul Guide"] = "金屬巨球頂端。點擊企鵝樣貌的失落靈魂以獲取之。需要解鎖飛行"
L["Pig Soul"] = "豬靈魂"
L["Ray Soul"] = "魟魚靈魂"
L["Scorpid Soul"] = "毒蠍靈魂"
L["Sheep Soul"] = "綿羊靈魂"
L["Sheep Soul Guide"] = "多個重生點。點擊綿羊外貌的失落靈魂以獲取之。"
L["Silithid Soul"] = "異種蠍靈魂"
L["Snail Soul"] = "蝸牛靈魂"
L["Tallstrider Soul"] = "陸行鳥靈魂"
L["Unknown Guide"] = "獲取管道目前未知。"
L["Torghast 9.2 Soulshape Guide"] = "托迦司難度 12 或更高的區域,樓層內機率出現,援救後取得。"
-- Tooltips on maps
L["Spectral Feed Tooltip"] = "幽靈雞飼料是地上一袋散發藍光的穀物,每一到兩小時重生。點擊後會出現在背包裡,且持續十分鐘,使用後消耗。"
|
local _piedPiper, _piedPiperNS = ...
function _piedPiperNS.sendMoney()
SetSendMailMoney(goldToSend)
SendMail(PP["MAIN"], "Pied Piper", "")
print("[|cFFFFFF00Pied Piper|r] Sent " .. GetCoinTextureString(goldToSend) .. " to |cFF00FF00" .. PP["MAIN"] .. "|r!")
end |
object_building_mustafar_structures_must_dark_jedi_lair = object_building_mustafar_structures_shared_must_dark_jedi_lair:new {
}
ObjectTemplates:addTemplate(object_building_mustafar_structures_must_dark_jedi_lair, "object/building/mustafar/structures/must_dark_jedi_lair.iff")
|
local Color = {}
Color.__index = Color
local fmt = string.format
Color.__tostring = function(c)
return c.name and fmt("<color '%s'>", c.name) or fmt("<color r=%.1f g=%.1f b=%.1f a=%.1f>", table.unpack(c))
end
local function hsv2rgb(hsv)
local h,s,v = hsv.h%360, hsv.s, hsv.v
local r,g,b = v,v,v
local i,f,p,q,t
if s~=0 then
h = h / 60
i = math.floor(h)
f = h-i
p = v*(1-s)
q = v*(1-s*f)
t = v*(1-s*(1-f))
if i==0 then r,g,b = v,t,p
elseif i==1 then r,g,b = q,v,p
elseif i==2 then r,g,b = p,v,t
elseif i==3 then r,g,b = p,q,v
elseif i==4 then r,g,b = t,p,v
elseif i==5 then r,g,b = v,p,q
end
end
return { r, g, b, hsv.a or 1 }
end
local clamp255 = function(n) return math.floor(math.min(1,n)*255 + 0.5) end
-- colordata may be:
-- * a hex string: '#fa3', '#ffaa33', '#ffaa3399'
-- * a named string: 'darkorchid', 'limegreen'
-- * a table with HSV/HSVA values: {h=120, s=1.0, v=2.8, a=0.5}
-- * a table with RGB/RGBA values: {r=0.0, g=2.8, b=0.0, a=0.5}
-- * an existing color object to copy (rgba in array, e.g. {0.0, 2.8, 0.0, 0.5})
-- If an alpha value is not supplied, it is assumed to be 1.0 (fully opaque)
-- HSV and RGB values may be HDR; hex values are limited to the range [0.0, 1.0]
function Color:new(colordata)
local color
local datatype = type(colordata)
if 'string'==datatype then
if Color[datatype] then return Color[datatype] end
-- Use magenta if a color cannot be found by name
if '#'~=string.sub(colordata,1,1) then colordata = '#ff00ff' end
colordata = string.sub(colordata,2)
if #colordata==3 then colordata=string.gsub(colordata, '(.)(.)(.)', '%1%1%2%2%3%3') end
if #colordata==6 then colordata=colordata..'ff' end
color = {
tonumber(string.sub(colordata, 1, 2), 16)/255,
tonumber(string.sub(colordata, 3, 4), 16)/255,
tonumber(string.sub(colordata, 5, 6), 16)/255,
tonumber(string.sub(colordata, 7, 8), 16)/255
}
elseif 'table'==datatype then
if colordata.h then
color = hsv2rgb(colordata)
elseif colordata.r then
color = { colordata.r, colordata.g, colordata.b, colordata.a or 1 }
elseif colordata[1] then
color = { colordata[1], colordata[2], colordata[3], colordata[4] or 1 }
end
end
return setmetatable(color, Color)
end
setmetatable(Color,{__call=Color.new})
function Color:tohsva()
local r,g,b = table.unpack(self)
local min,max = math.min(r,g,b), math.max(r,g,b)
local d = max-min
local v = max
local s = max>0 and d/max or 0
local h = s==0 and 0 or 60*((r==max) and (g-b)/d or ((g==max) and 2+(b-r)/d or 4+(r-g)/d)) % 360
return { h=h, s=s, v=v, a=self[4] or 1 }
end
function Color:torgba()
return { r=self[1], g=self[2], b=self[3], a=self[4] or 1 }
end
function Color:tohex()
return string.format('#%02x%02x%02x', clamp255(self[1]), clamp255(self[2]), clamp255(self[3]))
end
function Color:tohexa()
return self:tohex() .. string.format('%02x', clamp255(self[4]))
end
function Color:alpha(a)
self[4] = a
return self
end
Color.predefined = {
-- https://en.wikipedia.org/wiki/X11_color_names
aliceblue = '#f0f8ff',
antiquewhite = '#faebd7',
aqua = '#00ffff',
aquamarine = '#7fffd4',
azure = '#f0ffff',
beige = '#f5f5dc',
bisque = '#ffe4c4',
black = '#000000',
blanchedalmond = '#ffebcd',
blue = '#0000ff',
blueviolet = '#8a2be2',
brown = '#a52a2a',
burlywood = '#deb887',
cadetblue = '#5f9ea0',
chartreuse = '#7fff00',
chocolate = '#d2691e',
coral = '#ff7f50',
cornflowerblue = '#6495ed',
cornsilk = '#fff8dc',
crimson = '#dc143c',
cyan = '#00ffff',
darkblue = '#00008b',
darkcyan = '#008b8b',
darkgoldenrod = '#b8860b',
darkgray = '#a9a9a9',
darkgreen = '#006400',
darkkhaki = '#bdb76b',
darkmagenta = '#8b008b',
darkolivegreen = '#556b2f',
darkorange = '#ff8c00',
darkorchid = '#9932cc',
darkred = '#8b0000',
darksalmon = '#e9967a',
darkseagreen = '#8fbc8f',
darkslateblue = '#483d8b',
darkslategray = '#2f4f4f',
darkturquoise = '#00ced1',
darkviolet = '#9400d3',
deeppink = '#ff1493',
deepskyblue = '#00bfff',
dimgray = '#696969',
dodgerblue = '#1e90ff',
firebrick = '#b22222',
floralwhite = '#fffaf0',
forestgreen = '#228b22',
fuchsia = '#ff00ff',
gainsboro = '#dcdcdc',
ghostwhite = '#f8f8ff',
gold = '#ffd700',
goldenrod = '#daa520',
gray = '#808080',
green = '#008000',
greenyellow = '#adff2f',
honeydew = '#f0fff0',
hotpink = '#ff69b4',
indianred = '#cd5c5c',
indigo = '#4b0082',
ivory = '#fffff0',
khaki = '#f0e68c',
lavender = '#e6e6fa',
lavenderblush = '#fff0f5',
lawngreen = '#7cfc00',
lemonchiffon = '#fffacd',
lightblue = '#add8e6',
lightcoral = '#f08080',
lightcyan = '#e0ffff',
lightgoldenrodyellow = '#fafad2',
lightgray = '#d3d3d3',
lightgreen = '#90ee90',
lightpink = '#ffb6c1',
lightsalmon = '#ffa07a',
lightseagreen = '#20b2aa',
lightskyblue = '#87cefa',
lightslategray = '#778899',
lightsteelblue = '#b0c4de',
lightyellow = '#ffffe0',
lime = '#00ff00',
limegreen = '#32cd32',
linen = '#faf0e6',
magenta = '#ff00ff',
maroon = '#800000',
mediumaquamarine = '#66cdaa',
mediumblue = '#0000cd',
mediumorchid = '#ba55d3',
mediumpurple = '#9370db',
mediumseagreen = '#3cb371',
mediumslateblue = '#7b68ee',
mediumspringgreen = '#00fa9a',
mediumturquoise = '#48d1cc',
mediumvioletred = '#c71585',
midnightblue = '#191970',
mintcream = '#f5fffa',
mistyrose = '#ffe4e1',
moccasin = '#ffe4b5',
navajowhite = '#ffdead',
navy = '#000080',
oldlace = '#fdf5e6',
olive = '#808000',
olivedrab = '#6b8e23',
orange = '#ffa500',
orangered = '#ff4500',
orchid = '#da70d6',
palegoldenrod = '#eee8aa',
palegreen = '#98fb98',
paleturquoise = '#afeeee',
palevioletred = '#db7093',
papayawhip = '#ffefd5',
peachpuff = '#ffdab9',
peru = '#cd853f',
pink = '#ffc0cb',
plum = '#dda0dd',
powderblue = '#b0e0e6',
purple = '#800080',
red = '#ff0000',
rosybrown = '#bc8f8f',
royalblue = '#4169e1',
saddlebrown = '#8b4513',
salmon = '#fa8072',
sandybrown = '#f4a460',
seagreen = '#2e8b57',
seashell = '#fff5ee',
sienna = '#a0522d',
silver = '#c0c0c0',
skyblue = '#87ceeb',
slateblue = '#6a5acd',
slategray = '#708090',
snow = '#fffafa',
springgreen = '#00ff7f',
steelblue = '#4682b4',
tan = '#d2b48c',
teal = '#008080',
thistle = '#d8bfd8',
tomato = '#ff6347',
turquoise = '#40e0d0',
violet = '#ee82ee',
wheat = '#f5deb3',
white = '#ffffff',
whitesmoke = '#f5f5f5',
yellow = '#ffff00',
yellowgreen = '#9acd32',
-- NVIDIA color names
nv = '#76B900',
nvgreen = '#76B900',
emerald = '#008564',
amethyst = '#5d1682',
lapis = '#0c34bd',
rhodomine = '#bb29bb',
pyrite = '#fbe122',
ruby = '#ba0c2f',
jade = '#0c9e82',
iolite = '#8737aa',
sapphire = '#00a5db',
garnet = '#a2175f',
fluorite = '#fac200',
citrine = '#fc8817',
transparent = '#00000000',
}
for name,hex in pairs(Color.predefined) do
Color.predefined[name] = Color(hex)
Color.predefined[name].name = name
end
return Color |
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l))end,function(l,o)if t>T then return l end t=t+n e=(e*((39-#("Perth Was here impossible ikr"))))%(23237)if(e%((477-#("Perth Was here impossible ikr"))))<=(224)then e=(e+((840-#("woooow u hooked an opcode, congratulations~ now suck my cock"))))%(30798)return l(l(l,o and l)and o(o,l),o(l,l))else return o end return o end)return e;end)()));local t=(#M+((247-#("who the fuck looked at synapse xen and said 'yeah this is good enough for release'"))));local c,w=({}),({});for e=f,t-n do local l=j(e);c[e]=l;w[e]=l;w[l]=e;end;local h,a=(function(o)local i,e,a=x(o,n,((#{849;}+2)));if((i+e+a)~=((307-#("LuraphDeobfuscator.zip (oh god DMCA incoming everyone hide)"))))then l=l+(167);t=t+((312-#("woooow u hooked an opcode, congratulations~ now suck my cock")));end;o=u(o,(5));local l,a,i=(""),(""),({});local e=n;local function r()local l=v(u(o,e,e),(36));e=e+n;local n=v(u(o,e,e+l-n),((129-#("Luraph v12.6 has been released!: changed absolutely fucking nothing but donate to my patreon!"))));e=e+l;return(n);end;l=w[r()];i[n]=l;while(e<#o)do local e=r();if c[e]then a=c[e];else a=l..u(l,n,n);end;c[t]=l..u(a,n,n);i[#i+n],l,t=a,a,t+n;end;return(s(i));end)("PSU|24717171027727810121227914142771111101S1S27827h102142141027H27n1F1F27r27s101W1w279279162831627712171527722e21j1d1P1G2211w1C27722C2121J1F1T131H1j1n1B1d1Q22324O132791W23q1D21E28126O25r23i21X27f1023b1m181t24x25h2812771D1d27G27I27k2781i1N28910217217101I1h28y29S216111i1g27C29S2151223n23s1B2771C28I1529R27N29J1027E1H1G112102131327E1i1M2991N1j1427i112AH2aE1x2102ae2892Ae27n2132132AI1423n23q29r216216102ac29L27y28029H102842851024W24w29425r23C21Z2Bl2Au29929b29D21Y28x28z23Q2141I29R28B28D1G22V1E28i1028k28m28o28q28S28U23829k27W27J27L2771i1J27I29S29u1i1i2782172A029w29Y2172A62a82aa2bG2ad2af27i2ah2aj1k152An2Ap142A22A42bx2ax2AZ152b12B5142b527i2B72B92bB2bD2Bf2BH2cN27z2bl2BM28427726H26K2C728c28E25B2622BS23z2BR29H25b2572BY29c1T2692492cd2cF28n28p28R28t1Q25822N29y27729021e2Cm27n29n2CQ2a327729t29v2cs2f52D029q2F52d42A92ab2D82bi2Db141H1L142df2aq29X2772dK27r2dm2DO2Ae102dr102dt27E2DV2772BE2d72BI2E02Bl2bN2772622eB2792951D2c22782901Y1t2bL2452402e72c923w26d2En28L2ep2ci2Es26X23o2EI29d23D2f029M2cp29v2f42cu29v2cx2F92a12f82a52A72FE2G42fV2Cn2fI2fk2FM2Ao2Aq2FB102fr2aY29K2b02b21516132FX2Fz2ba2BC2G22dx2CD27N2g629h2G81022E22a2gy1T23g2422ew27Y23q26d2gB2812BQ2bS24Q2Gm28a2e81g26d23W2GR2CG2eQ2CJ1q2cL2BI2F22H42A42F62D12h92cR2Ct2d32HD2d62BH2HG2Ag29k2Dc2De2Hl2dh2h82Ho2Av2dl2Hr2dn2HT112Dq152b62B82G02i0102G32DY2i42bK2I62e31025W25s2Ib25g2eE27829522x22i2Iu2Gt2er28u21B22B2gn28E22F29329h24W2162iF2Ey2H12cO29O2AS2F52Cv2Hb2cZ2a12HN2j92D52Ff2FW2D9102hi1J122FN2jJ2782hP2ft2Ht2HV2HX2jv2hZ2Dw2G42dz2K221H21h26B26b27725w2641827721u2191b1T21q21q2m223c1H2bO21V1521g1j1c1826o24f1a27722r28T1618121F11161O26K2Mh2772311228t1F1v1u1I1r1t22s1U192lZ2m11T21R2151t2m82212172761022x17181728I1221A29827722U1F1R1N2102212Ly1021u1Z12181r1h2o223G2c627721t2931M1h22g1Y1E27722A21j1B1a111n1x21i1h101t17191k25O2562KL1G1e23329922821d1L1S21w21529r22t1n2OR1t24M25z29y2nJ1Q21h21Z2Bo22r1C2aY121L2692mu1021Z21e1s21m21I1N141v1A1622121a2A422423E1Q2132D622621N1O1f171N1w21F1F191225R2572Oq10235141g2QT21M21C1121d2171H19191l1V1t161v22R2NY22021p1o1C2mP161d2202nG2772371m2pZ2q11626o2412EI1J1S2562672d62Oi2mN2O42Qi1J1b2PI21v2A422n1o24326327v102oi2p5151a2pp1h111y21B1R111723a142bO220219141d1o1s25E24M2cD2212131O1P141e21I2pY1428r26f2Rq27722D1H2Ss21821W29R22s2SM1n1i1c23229R22B1Z1L27r25Q24v29r22c1z2CX1b26m23n29y22121m21E26J2551j2RJ2oC29t1s1Q2PZ1521N21I1D112S21T1T1D23f132cT22G23W25t29r23728p1m1P26m23M2Q623921A1L2Q623823d2nX27721Y21b151927p1m1r23J2av2772cl2r224X2UU27721W1X16121D21M22m2NY2T02OS1l1F1d1625r24L2sA22V122M81J1m1q182fk1l1l131E191E2312Bo2nJ1T2Rl1622G2142992311c2P521W2162Pl1h2pz1L1H1e22q2n7102202131v101L1N21c2Ng2u129Y22t1m1325r2502D622r28q2n21r2rl2T81N22M2wS27722b21I141L21H21Y2Nh22821O2su1S1n1126r23v2d6234121t2o4161n21721K1I1S23i2M827721v21813131t21T24M24d2nY22u1j1R1d1n2r51125G24N2cM22I101F21G1721l21l21C1J22T2Um172242wl2772321R2qe2qG21F21U29y22423H102342Y32772361N1k141s2nU21F2292NH22E21f2yi2N321t24924T2nH22A310C131B28y2321c2og2nz21C1r181f21p21229c1O21121f2UN26t2IT27722f21i29D21E2nc2QY11151826p24e2D62rk2M82uF1b112Pp24026L29923816171g25r2z8277222211311S1Q171W2T72RN26d2GX28j21n101321s2QA2772241Z1C2vt21R21c1h1R2T326624K310q236171r21d2181M161M2QG21m21f1p1K23a1Q2Cm21v21i27628S1q21j1Y2ME2Au23S2E62Nr171d1V1M2622542nH22B2132fK2xb111f23f1g2va2VC1O2X01r2Ot1Y2171f2wH191124w262310q2W72X02PN101b2Yi2Z52N42n62oh21N1e1F1S21F21h312M24K25Y2q623f1W2Vj1021V2172R226s23T2X621T1y2bm1M27j1t1b2321S2D622E21R1r16111k1D21L310x1N2602592Pb1021y1Z27h2au1D2uh1i21N2191n2NV21H2bm1R1b2Y91H22v1J2qP22b21e1o21G214315a1i2vS21j21j31041G312Y1v2zN2X72151F1a182WJ22O2D621Z1Y1h21J217311c182rL1B23r26j2Q623c22N22P2Mi102221E172362321o21h1T1q1523627a312e23I26e2K727722621B2mE26d23P29r22U1A28Y1t24B26W2qp2SC1S2se2Sg1121J2132N31J2Vs23w311p2772Sr2dq26p2yy2mJ1b2R21728P1C26w2em27722W2762st2z12Z32Z521U2102nY239312X1N1m152Wf2662xM28J21d1t1c21331242q226d23s2nY2381R1s17163142192332NY27721S2672671m2282Bo2P32er1q26624I2NY2O02aR21h21D318L25n24T2H822B21K1A2x2313j1e2wa21G2y61l1i191t1v25u251317h2Ns2nu2WB2wi2w125I310h27722v18318V2MX1123W2682X62Y52y71n21H2pv25y24x310Q2QC2Zr2oN21i316P2mL21f22n2X622p1K11319v3142101R25N2OX2772251Y1q312X1e317g312E1Z1821g319p162622eH27721X2172zQ25j24g317h22A318J21p31cM22v317U102zW23y2592Q623j24M311g312e21L1K21E2oP2Or2oT1k24N2652X63151191j2Lb1n2X022T1g2nH22I21H2mo1B1c1m26R23X2CM2262qz131O1T1P2122181J1P1e1n21f2202x631161D1721k2Tr27R21131002CE21D2PB1j2nL26m319S312e211314O1S2os1926Q2422NH31Cr31462WI112372Yp102XO318v141r25725p1p31cb2182nL21d1u314s1221E1j31ez314p31F221K1p21513182Om25P31CA2zy2lB29K23p2692nY22c21d2R12R32R521h2zu2772341s1u260311W102391R1u2YF2YH2yJ2yl1S26h240313X2x72rB2Rd2mQ1D21I21p31c721031Aj161Y22j2cM22r27b28T21m31632P51d121626d23r2NH22P1F1q1T18181425J2TV2xx21N31c41621h2252cD22B21o1q1r1A21j31cM23611315a31fD2X02Y01h21m312v312x312Z21L31962z4315K152302NH314d2YI1B1o1W22l2D6313Q319y2OT21d2Iq2622552bo23628m1A1b1221n21x2u910312R312t31IL312y1n21m31Io2z231Iq11230152nh31Dm2ts2Sh237315f2772T01U2JT3162310U2yI26624J2X622x1Q21821O31Hf2Uj23731dt28A310c1N2N321S211314Z2Bz1T23a318V277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function n(e,l,...)if(e==270700413)then return((o(o(l,505583),486020))-520648);elseif(e==28691247)then return(((o(((l)-602216)-496509,462096))-780581)-925217);elseif(e==233141368)then return((((o(l,738571))-134947)-824957)-95985);elseif(e==941502874)then return(o(o(o((l)-334911,742530),375965),459089));elseif(e==842037942)then return(((o(o(l,127893),500140))-583176)-411784);elseif(e==899156509)then return((o(o(l,643115),585062))-360212);elseif(e==187392311)then return(o(o(o((l)-222471,168160),158826),106419));elseif(e==55700643)then return((o((o((l)-696912,40759))-264232,246854))-811576);elseif(e==720233877)then return((o(o((l)-436142,586014),634241))-375525);elseif(e==736188145)then return((((o(l,988198))-561482)-542172)-146815);elseif(e==23624809)then return(o((((l)-937252)-832074)-565319,496451));else end;end;local s=e['lXkodwBJ'];local n=e[((#{282;}+251109056))];local i=e[((76986489-#("psu premium chads winning (only joe biden supporters use the free version)")))];local t=e.o0BRSE;local p=e[((#{53;714;98;(function(...)return;end)()}+784212253))];local m=e["ApDcJXMo"];local g=e['qH0hasxQ'];local y=e['kwNtpgAaT'];local c=e[(890105671)];local function f(n,e,l)if(l)then local e=(n/c^(e-t))%c^((l-t)-(e-t)+t);return(e-(e%t));else local e=c^(e-t);return(((n%(e+e)>=e)and(t))or(i));end;end;local function r()local e,t=x(h,a,a+c);e=o(e,l);l=e%n;t=o(t,l);l=t%n;a=a+c;return((t*n)+e);end;local function i()local e=o(x(h,a,a),l);l=e%n;a=(a+t);return(e);end;local function c()local e,t,c,i=x(h,a,a+s);e=o(e,l);l=e%n;t=o(t,l);l=t%n;c=o(c,l);l=c%n;i=o(i,l);l=i%n;a=a+m;return((i*p)+(c*y)+(t*n)+e);end;local v=""..e[g];local function S(...)return({...}),F(v,...);end;local function O(...)local q=e[((889481179-#("I'm not ignoring you, my DMs are full. Can't DM me? Shoot me a email: mem@mem.rip (Business enquiries only)")))];local D=e[(251109057)];local m=e[(157353114)];local I=e[((#{}+273530413))];local j=e[(459192672)];local X=e[(795634124)];local H=e["GGFkJ2C1ek"];local A=e.lXkodwBJ;local S=e["TCzqf6X31e"];local z=e.xr6sMn;local y=e[((#{52;811;691;293;(function(...)return 453,43,114,83;end)()}+375751578))];local C=e["ApDcJXMo"];local n=e['o0BRSE'];local M=e['vg852sm'];local d=e['N0sy8s'];local t=e[((#{615;(function(...)return 860,787;end)()}+76986412))];local T=e[((228602160-#("psu == femboy hangout")))];local P=e[(882481601)];local L=e[((#{459;891;811;711;(function(...)return 263,14;end)()}+269956180))];local J=e[((#{311;196;681;}+576980049))];local _=e[(764160175)];local F=e.RQLnc3BHv;local p=e[(890105671)];local g=e[((#{(function(...)return 404,538,795;end)()}+476547484))];local k=e[((#{977;283;621;(function(...)return 642,114,638;end)()}+180386782))];local function B(...)local s=({});local e=({});local b=({});local v=i(l);for e=t,c(l)-n,n do b[e]=B();end;local B=r(l);for r=t,c(l)-n,n do local s=i(l);if(s%d==q)then local l=i(l);e[r]=(l~=t);elseif(s%d==n)then while(true)do local l=c(l);e[r]=u(h,a,a+l-n);a=a+l;break;end;elseif(s%d==g)then while(true)do local o=c(l);local l=c(l);local c=n;local a=(f(l,n,z)*(p^k))+o;local o=f(l,d,X);local l=((-n)^f(l,k));if(o==t)then if(a==t)then e[r]=E(l*t);break;else o=n;c=t;end;elseif(o==L)then e[r]=(a==t)and(l*(n/t))or(l*(t/t));break;end;local l=U(l,o-H)*(c+(a/(p^_)));e[r]=l%n==t and E(l)or l break;end;elseif(s%d==p)then while(true)do local c=c(l);if(c==t)then e[r]=('');break;end;if(c>S)then local t,i=(''),(u(h,a,a+c-n));a=a+c;for e=n,#i,n do local e=o(x(u(i,e,e)),l);l=e%D;t=t..w[e];end;e[r]=t;else local n,t=(''),({x(h,a,a+c-n)});a=a+c;for t,e in R(t)do local e=o(e,l);l=e%D;n=n..w[e];end;e[r]=n;end;break;end;else e[r]=nil end;end;local o=c(l);for e=t,o-n,n do s[e]=({});end;for b=t,o-n,n do local o=i(l);if(o~=t)then o=o-n;local u,h,d,a,w,k=t,t,t,t,t,t;local x=f(o,n,A);if(x==y)then elseif(x==A)then d=s[(c(l))];h=(i(l));u=(r(l));a=(r(l));elseif(x==m)then d=(c(l));h=(i(l));u=(r(l));a=(r(l));w=({});for e=n,u,n do w[e]=({[t]=i(l),[n]=r(l)});end;elseif(x==t)then d=(r(l));h=(i(l));u=(r(l));a=(r(l));elseif(x==p)then d=s[(c(l))];h=(i(l));a=(r(l));elseif(x==n)then d=(c(l));h=(i(l));a=(r(l));end;if(f(o,m,m)==n)then d=e[d];end;if(f(o,y,y)==n)then u=e[u];end;if(f(o,g,g)==n)then k=s[c(l)];else k=s[b+n];end;if(f(o,C,C)==n)then a=e[a];end;if(f(o,I,I)==n)then w=({});for e=n,i(),n do w[e]=c();end;end;local e=s[b];e[-623182.9241657266]=h;e['hi1']=a;e['kWtB']=k;e["L13CIpzL"]=d;e[P]=w;e[-J]=u;end;end;return({[-540184.058621482]=B;[M]=t;[-j]=b;[-T]=e;[F]=v;["ZMHMpTG0"]=s;});end;return(B(...));end;local function w(e,g,u,...)local m=e[-43499];local l=e[-896407];local a=e[579528];local l=e["ZMHMpTG0"];local i=e[-540184.058621482];local e=0;return(function(...)local c=-829113;local s={...};local p=(F(v,...)-1);local o='L13CIpzL';local f=-(1);local x={};local r=l[e];local e=(true);local t="kWtB";local k=-623182.9241657266;local e=(98655624);local y=609355;local h=({});local n='hi1';local l={};local e=1;for e=0,p,e do if(e>=a)then x[e-a]=s[e+1];else l[e]=s[e+1];end;end;local s=p-a+1;repeat local e=r;local a=e[k];r=e[t];if(a<=22)then if(a<=10)then if(a<=4)then if(a<=1)then if(a>0)then local n=e[n];l[n]=l[n](d(l,n+1,e[o]));for e=n+1,i do l[e]=nil;end;elseif(a<1)then l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];local a=(_166);(function()l[e[n]]=e[o];e=e[t];end){};l[e[n]]=e[o];e=e[t];local a=(_181);(function()l[e[n]]=e[o];e=e[t];end){};local a=(_179);(function()l[e[n]]=e[o];e=e[t];end){};l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];local a=(_60);(function()l[e[n]]=e[o];e=e[t];end){};l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];local a=(_15);(function()l[e[n]]=e[o];e=e[t];end){};l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];local a=(_61);(function()l[e[n]]=e[o];e=e[t];end){};l[e[n]]=e[o];e=e[t];e=e[t];end;elseif(a<=2)then if(not(l[e[n]]))then r=e[o];end;elseif(a==3)then local n=e[n];local t={l[n](l[n+1]);};local o=e[c];local e=0;for n=n,o do e=e+1;l[n]=t[e];end;for e=o+1,i do l[e]=nil;end;elseif(a<=4)then e=e[t];local o=e[n];f=o+s-1;for e=0,s do l[o+e]=x[e];end;for e=f+1,i do l[e]=nil;end;e=e[t];local n=e[n];do return d(l,n,f);end;e=e[t];e=e[t];end;elseif(a<=7)then if(a<=5)then l[e[n]]=l[e[o]][e[c]];elseif(a==6)then local a=e[n];local o={};for e=1,#h,1 do local e=h[e];for n=0,#e,1 do local n=e[n];local t=n[1];local e=n[2];if((t==l)and(e>=a))then o[e]=t[e];n[1]=o;end;end;end;elseif(a<=7)then l[e[n]]=#l[e[o]];end;elseif(a<=8)then l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];e=e[t];elseif(a==9)then l[e[n]]=b(e[o]);e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];e=e[t];elseif(a<=10)then l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];e=e[t];end;elseif(a<=16)then if(a<=13)then if(a<=11)then l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];local a=(_106);(function()l[e[n]]=e[o];e=e[t];end){};l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];local a=(_18);(function()l[e[n]]=e[o];e=e[t];end){};l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];local a=(_118);(function()l[e[n]]=e[o];e=e[t];end){};l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];local a=(_138);(function()l[e[n]]=e[o];e=e[t];end){};l[e[n]]=e[o];e=e[t];local a=(_120);(function()l[e[n]]=e[o];e=e[t];end){};l[e[n]]=e[o];e=e[t];e=e[t];elseif(a==12)then local n=e[n];l[n]=0+(l[n]);l[n+1]=0+(l[n+1]);l[n+2]=0+(l[n+2]);local t=l[n];local a=l[n+2];if(a>0)then if(t>l[n+1])then r=e[o];else l[n+3]=t;end;elseif(t<l[n+1])then r=e[o];else l[n+3]=t;end;elseif(a<=13)then l[e[n]]=g[e[o]];end;elseif(a<=14)then if(l[e[n]]==e[c])then r=e[o];end;elseif(a>15)then local n=e[n];local o=e[o];local a=50*(e[c]-1);local t=l[n];local e=0;for o=n+1,o do t[a+e+1]=l[n+(o-n)];e=e+1;end;elseif(a<16)then local e=e[n];do return d(l,e,f);end;end;elseif(a<=19)then if(a<=17)then l[e[n]]=l[e[o]];e=e[t];l[e[n]]=e[o];e=e[t];local a=e[n];l[a](d(l,a+1,e[o]));for e=a+1,i do l[e]=nil;end;e=e[t];l[e[n]]=u[e[o]];e=e[t];l[e[n]]=l[e[o]][e[c]];e=e[t];local r=e[n];local a=l[e[o]];l[r+1]=a;l[r]=a[e[c]];e=e[t];l[e[n]]=e[o];e=e[t];local a=e[n];l[a]=l[a](d(l,a+1,e[o]));for e=a+1,i do l[e]=nil;end;e=e[t];local r=e[n];local a=l[e[o]];l[r+1]=a;l[r]=a[e[c]];e=e[t];local a=e[n];l[a]=l[a](l[a+1]);for e=a+1,i do l[e]=nil;end;e=e[t];l[e[n]]=u[e[o]];e=e[t];l[e[n]]=l[e[o]][e[c]];e=e[t];l[e[n]]=l[e[o]][e[c]];e=e[t];l[e[n]]=l[e[o]][e[c]];e=e[t];l[e[n]]=l[e[o]][e[c]];e=e[t];l[e[n]]=l[e[o]][e[c]];e=e[t];l[e[n]]=l[e[o]][e[c]];e=e[t];l[e[n]]=u[e[o]];e=e[t];l[e[n]]=l[e[o]][e[c]];e=e[t];l[e[n]]=l[e[o]][e[c]];e=e[t];l[e[n]]=l[e[o]][e[c]];e=e[t];l[e[n]]=l[e[o]][e[c]];e=e[t];l[e[n]]=l[e[o]][e[c]];e=e[t];l[e[n]]=l[e[o]][e[c]];e=e[t];e=e[t];elseif(a>18)then local n=e[n];l[n](d(l,n+1,e[o]));for e=n+1,i do l[e]=nil;end;elseif(a<19)then local e=e[n];l[e]=l[e]();end;elseif(a<=20)then local t=e[n];local a=e[c];local n=t+2;local t=({l[t](l[t+1],l[n]);});for e=1,a do l[n+e]=t[e];end;local t=t[1];if(t)then l[n]=t;r=e[o];end;elseif(a==21)then local e=e[n];local o,n=S(l[e](l[e+1]));f=n+e-1;local n=0;for e=e,f do n=n+1;l[e]=o[n];end;elseif(a<=22)then l[e[n]]=l[e[o]][l[e[c]]];end;elseif(a<=33)then if(a<=27)then if(a<=24)then if(a==23)then l[e[n]]=u[e[o]];elseif(a<=24)then local t=m[e[o]];local a=e[y];local o={};local i=H({},{__index=function(l,e)local e=o[e];return(e[1][e[2]]);end,__newindex=function(n,e,l)local e=o[e];e[1][e[2]]=l;end;});for e=1,e[c],1 do local n=a[e];if(n[0]==0)then o[e-1]=({l,n[1]});else o[e-1]=({g,n[1]});end;h[#h+1]=o;end;l[e[n]]=w(t,i,u);end;elseif(a<=25)then l[e[n]]=b(e[o]);elseif(a>26)then local e=e[n];l[e]=l[e](l[e+1]);for e=e+1,i do l[e]=nil;end;elseif(a<27)then l[e[n]]=b(256);end;elseif(a<=30)then if(a<=28)then elseif(a>29)then l[e[n]]=w(m[e[o]],(nil),u);elseif(a<30)then l[e[n]]=l[e[o]];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=u[e[o]];e=e[t];l[e[n]]=u[e[o]];e=e[t];l[e[n]]=l[e[o]][e[c]];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=#l[e[o]];e=e[t];local a=e[n];l[a]=l[a](d(l,a+1,e[o]));for e=a+1,i do l[e]=nil;end;e=e[t];l[e[n]]=l[e[o]][l[e[c]]];e=e[t];local a=e[n];l[a]=l[a](l[a+1]);for e=a+1,i do l[e]=nil;end;e=e[t];l[e[n]]=e[o];e=e[t];local r=e[o];local a=l[r];for e=r+1,e[c]do a=a..l[e];end;l[e[n]]=a;e=e[t];local n=e[n];l[n](d(l,n+1,e[o]));for e=n+1,i do l[e]=nil;end;e=e[t];e=e[t];end;elseif(a<=31)then local t=e[o];local o=l[t];for e=t+1,e[c]do o=o..l[e];end;l[e[n]]=o;elseif(a==32)then do return;end;elseif(a<=33)then r=e[o];end;elseif(a<=39)then if(a<=36)then if(a<=34)then l[e[n]]=l[e[o]];elseif(a>35)then l[e[n]][e[o]]=l[e[c]];elseif(a<36)then if(l[e[n]]~=e[c])then r=e[o];end;end;elseif(a<=37)then l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];e=e[t];elseif(a==38)then local a=(_193);(function()l[e[n]]=e[o];e=e[t];end){};l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];local a=(_12);(function()l[e[n]]=e[o];e=e[t];end){};l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];local a=(_199);(function()l[e[n]]=e[o];e=e[t];end){};l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];local a=(_133);(function()l[e[n]]=e[o];e=e[t];end){};l[e[n]]=e[o];e=e[t];local a=(_3);(function()l[e[n]]=e[o];e=e[t];end){};l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];e=e[t];elseif(a<=39)then local e=e[n];l[e](l[1+e]);for e=e,i do l[e]=nil;end;end;elseif(a<=42)then if(a<=40)then local e=e[n];f=e+s-1;for n=0,s do l[e+n]=x[n];end;for e=f+1,i do l[e]=nil;end;elseif(a>41)then local n=e[n];local a=l[n+2];local t=l[n]+a;l[n]=t;if(a>0)then if(t<=l[n+1])then r=e[o];l[n+3]=t;end;elseif(t>=l[n+1])then r=e[o];l[n+3]=t;end;elseif(a<42)then local n=e[n];local t={l[n](d(l,n+1,f));};local o=e[c];local e=0;for n=n,o do e=e+1;l[n]=t[e];end;for e=o+1,i do l[e]=nil;end;end;elseif(a<=43)then l[e[n]]=e[o];elseif(a>44)then local t=e[n];local n=l[e[o]];l[t+1]=n;l[t]=n[e[c]];elseif(a<45)then l[e[n]]=e[o];e=e[t];local a=(_53);(function()l[e[n]]=e[o];e=e[t];end){};local a=(_154);(function()l[e[n]]=e[o];e=e[t];end){};local a=(_26);(function()l[e[n]]=e[o];e=e[t];end){};local a=(_160);(function()l[e[n]]=e[o];e=e[t];end){};l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];local a=(_28);(function()l[e[n]]=e[o];e=e[t];end){};l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];local a=(_146);(function()l[e[n]]=e[o];e=e[t];end){};l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];l[e[n]]=e[o];e=e[t];e=e[t];end;until false end);end;return w(O(),{},P())(...);end)(({[(392354244)]=(((#{731;236;697;377;(function(...)return...;end)(640)}+35512)));[((#{957;925;615;807;}+269956182))]=((2047));xr6sMn=(((60-#("still waiting for luci to fix the API 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Congratulations! 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local scheduler = require(cc.PACKAGE_NAME .. ".scheduler")
--[[--
“角色”类
level 是角色的等级,角色的攻击力、防御力、初始 Hp 都和 level 相关
]]
local Actor = class("Actor", cc.mvc.ModelBase)
-- 常量
Actor.FIRE_COOLDOWN = 0.2 -- 开火冷却时间
-- 定义事件
Actor.CHANGE_STATE_EVENT = "CHANGE_STATE_EVENT"
Actor.START_EVENT = "START_EVENT"
Actor.READY_EVENT = "READY_EVENT"
Actor.FIRE_EVENT = "FIRE_EVENT"
Actor.FREEZE_EVENT = "FREEZE_EVENT"
Actor.THAW_EVENT = "THAW_EVENT"
Actor.KILL_EVENT = "KILL_EVENT"
Actor.RELIVE_EVENT = "RELIVE_EVENT"
Actor.HP_CHANGED_EVENT = "HP_CHANGED_EVENT"
Actor.ATTACK_EVENT = "ATTACK_EVENT"
Actor.UNDER_ATTACK_EVENT = "UNDER_ATTACK_EVENT"
-- 定义属性
Actor.schema = clone(cc.mvc.ModelBase.schema)
Actor.schema["nickname"] = {"string"} -- 字符串类型,没有默认值
Actor.schema["level"] = {"number", 1} -- 数值类型,默认值 1
Actor.schema["hp"] = {"number", 1}
function Actor:ctor(properties, events, callbacks)
Actor.super.ctor(self, properties)
-- 因为角色存在不同状态,所以这里为 Actor 绑定了状态机组件
self:addComponent("components.behavior.StateMachine")
-- 由于状态机仅供内部使用,所以不应该调用组件的 exportMethods() 方法,改为用内部属性保存状态机组件对象
self.fsm__ = self:getComponent("components.behavior.StateMachine")
-- 设定状态机的默认事件
local defaultEvents = {
-- 初始化后,角色处于 idle 状态
{name = "start", from = "none", to = "idle" },
-- 开火
{name = "fire", from = "idle", to = "firing"},
-- 开火冷却结束
{name = "ready", from = "firing", to = "idle"},
-- 角色被冰冻
{name = "freeze", from = "idle", to = "frozen"},
-- 从冰冻状态恢复
{name = "thaw", form = "frozen", to = "idle"},
-- 角色在正常状态和冰冻状态下都可能被杀死
{name = "kill", from = {"idle", "frozen"}, to = "dead"},
-- 复活
{name = "relive", from = "dead", to = "idle"},
}
-- 如果继承类提供了其他事件,则合并
table.insertTo(defaultEvents, totable(events))
-- 设定状态机的默认回调
local defaultCallbacks = {
onchangestate = handler(self, self.onChangeState_),
onstart = handler(self, self.onStart_),
onfire = handler(self, self.onFire_),
onready = handler(self, self.onReady_),
onfreeze = handler(self, self.onFreeze_),
onthaw = handler(self, self.onThaw_),
onkill = handler(self, self.onKill_),
onrelive = handler(self, self.onRelive_),
onleavefiring = handler(self, self.onLeaveFiring_),
}
-- 如果继承类提供了其他回调,则合并
table.merge(defaultCallbacks, totable(callbacks))
self.fsm__:setupState({
events = defaultEvents,
callbacks = defaultCallbacks
})
self.fsm__:doEvent("start") -- 启动状态机
end
function Actor:getNickname()
return self.nickname_
end
function Actor:getLevel()
return self.level_
end
function Actor:getHp()
return self.hp_
end
function Actor:getMaxHp()
-- 简化算法:最大 Hp = 等级 x 100
return self.level_ * 100
end
function Actor:getAttack()
-- 简化算法:攻击力是等级 x 5
return self.level_ * 5
end
function Actor:getArmor()
-- 简化算法:防御是等级 x 2
return self.level_ * 2
end
function Actor:getState()
return self.fsm__:getState()
end
function Actor:canFire()
return self.fsm__:canDoEvent("fire")
end
function Actor:isDead()
return self.fsm__:getState() == "dead"
end
function Actor:isFrozen()
return self.fsm__:getState() == "frozen"
end
function Actor:setFullHp()
self.hp_ = self:getMaxHp()
return sef
end
function Actor:increaseHp(hp)
assert(not self:isDead(), string.format("actor %s:%s is dead, can't change Hp", self:getId(), self:getNickname()))
assert(hp > 0, "Actor:increaseHp() - invalid hp")
local newhp = self.hp_ + hp
if newhp > self:getMaxHp() then
newhp = self:getMaxHp()
end
if newhp > self.hp_ then
self.hp_ = newhp
self:dispatchEvent({name = Actor.HP_CHANGED_EVENT})
end
return self
end
function Actor:decreaseHp(hp)
assert(not self:isDead(), string.format("actor %s:%s is dead, can't change Hp", self:getId(), self:getNickname()))
assert(hp > 0, "Actor:increaseHp() - invalid hp")
local newhp = self.hp_ - hp
if newhp <= 0 then
newhp = 0
end
if newhp < self.hp_ then
self.hp_ = newhp
self:dispatchEvent({name = Actor.HP_CHANGED_EVENT})
if newhp == 0 then
self.fsm__:doEvent("kill")
end
end
return self
end
-- 开火
function Actor:fire()
print("----------")
self.fsm__:doEvent("fire")
self.fsm__:doEvent("ready", Actor.FIRE_COOLDOWN)
end
-- 命中目标
function Actor:hit(enemy)
assert(not self:isDead(), string.format("actor %s:%s is dead, can't change Hp", self:getId(), self:getNickname()))
-- 简化算法:伤害 = 自己的攻击力 - 目标防御
local damage = 0
if math.random(1, 100) <= 80 then -- 命中率 80%
local armor = 0
if not enemy:isFrozen() then -- 如果目标被冰冻,则无视防御
armor = enemy:getArmor()
end
damage = self:getAttack() - armor
if damage <= 0 then damage = 1 end -- 只要命中,强制扣 HP
end
-- 触发事件,damage <= 0 可以视为 miss
self:dispatchEvent({name = Actor.ATTACK_EVENT, enemy = enemy, damage = damage})
if damage > 0 then
-- 扣除目标 HP,并触发事件
enemy:decreaseHp(damage) -- 扣除目标 Hp
enemy:dispatchEvent({name = Actor.UNDER_ATTACK_EVENT, source = self, damage = damage})
end
return damage
end
---- state callbacks
function Actor:onChangeState_(event)
printf("actor %s:%s state change from %s to %s", self:getId(), self.nickname_, event.from, event.to)
event = {name = Actor.CHANGE_STATE_EVENT, from = event.from, to = event.to}
self:dispatchEvent(event)
end
-- 启动状态机时,设定角色默认 Hp
function Actor:onStart_(event)
printf("actor %s:%s start", self:getId(), self.nickname_)
self:setFullHp()
self:dispatchEvent({name = Actor.START_EVENT})
end
function Actor:onReady_(event)
printf("actor %s:%s ready", self:getId(), self.nickname_)
self:dispatchEvent({name = Actor.READY_EVENT})
end
function Actor:onFire_(event)
printf("actor %s:%s fire", self:getId(), self.nickname_)
self:dispatchEvent({name = Actor.FIRE_EVENT})
end
function Actor:onFreeze_(event)
printf("actor %s:%s frozen", self:getId(), self.nickname_)
self:dispatchEvent({name = Actor.FREEZE_EVENT})
end
function Actor:onThaw_(event)
printf("actor %s:%s thawing", self:getId(), self.nickname_)
self:dispatchEvent({name = Actor.THAW_EVENT})
end
function Actor:onKill_(event)
printf("actor %s:%s dead", self:getId(), self.nickname_)
self.hp_ = 0
self:dispatchEvent({name = Actor.KILL_EVENT})
end
function Actor:onRelive_(event)
printf("actor %s:%s relive", self:getId(), self.nickname_)
self:setFullHp()
self:dispatchEvent({name = Actor.RELIVE_EVENT})
end
function Actor:onLeaveFiring_(event)
local cooldown = tonum(event.args[1])
if cooldown > 0 then
-- 如果开火后的冷却时间大于 0,则需要等待
scheduler.performWithDelayGlobal(function()
event.transition()
end, cooldown)
return "async"
end
end
return Actor
|
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11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 11,
11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 11,
11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 11,
11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 11,
11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 11,
11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 11,
11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 11,
11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 11,
11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 11,
11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 11,
11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 11,
11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 11,
11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 11,
11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11
}
},
{
type = "objectgroup",
name = "Collision_Layer",
visible = true,
opacity = 1,
properties = {
["collidable"] = "true"
},
objects = {
{
name = "",
type = "",
shape = "rectangle",
x = 0,
y = 0,
width = 32,
height = 960,
rotation = 0,
visible = true,
properties = {}
},
{
name = "",
type = "",
shape = "rectangle",
x = 928,
y = 0,
width = 32,
height = 960,
rotation = 0,
visible = true,
properties = {}
},
{
name = "",
type = "",
shape = "rectangle",
x = 32,
y = 928,
width = 896,
height = 32,
rotation = 0,
visible = true,
properties = {}
},
{
name = "",
type = "",
shape = "rectangle",
x = 32,
y = 0,
width = 896,
height = 32,
rotation = 0,
visible = true,
properties = {}
}
}
}
}
}
|
local ReplicatedStorage
game.plugins.RoStrap:GetService("ReplicatedStorage")
instance.new.("ScreenGui")
game.StarterGui.ScreenGui.Name = ("RoStrap")
local RoStrap = game.StarterGui.RoStrap.TextScaled = true
if game.StarterGui.RoStrap.TextScaled == true then
local Players = game.Players.LocalPlayer:GetService("Players"):Kick("Parent Change Detected")
end
|
ENT.Type = "anim"
ENT.Base = "base_anim"
ENT.PrintName = "Bean Bag Bullet"
ENT.Author = "Spy"
ENT.Contact = "AIDS"
ENT.Purpose = "Shoot Stuff"
ENT.Instructions = "Shoot"
ENT.Spawnable = false
ENT.AdminSpawnable = false
ENT.Category = "CW 2.0 Ammo"
ENT.CaliberSpecific = true
ENT.AmmoCapacity = 56
ENT.ResupplyAmount = 28
ENT.Caliber = "Bean Bag"
ENT.Model = "models/Items/BoxSRounds.mdl" |
--------------------------------------------------------------------------------
-- Module Declaration
--
local mod, CL = BigWigs:NewBoss("Council o' Captains", 1754, 2093)
if not mod then return end
mod:RegisterEnableMob(126847, 126848, 126845) -- Captain Raoul, Captain Eudora, Captain Jolly
mod.engageId = 2094
mod.respawnTime = 17.5
--------------------------------------------------------------------------------
-- Localization
--
local L = mod:GetLocale()
if L then
L.crit_brew = "Crit Brew"
L.haste_brew = "Haste Brew"
L.bad_brew = "Bad Brew"
end
--------------------------------------------------------------------------------
-- Initialization
--
function mod:GetOptions()
return {
-- Captain Raoul
258338, -- Blackout Barrel
256589, -- Barrel Smash
-- Captain Eudora
258381, -- Grape Shot
256979, -- Powder Shot
-- Captain Jolly
267533, -- Whirlpool of Blades
267522, -- Cutting Surge
--[[ Tending Bar ]]--
265088, -- Confidence-Boosting Brew (Crit)
264608, -- Invigorating Brew (Haste)
265168, -- Caustic Brew
},{
[258338] = -17023, -- Captain Raoul
[258381] = -17024, -- Captain Eudora
[267533] = -17025, -- Captain Jolly
[265088] = -18476, -- Rummy Mancomb
}
end
function mod:OnBossEnable()
self:Log("SPELL_CAST_START", "BlackoutBarrel", 258338)
self:Log("SPELL_CAST_START", "BarrelSmash", 256589)
self:Log("SPELL_CAST_SUCCESS", "GrapeShot", 258381)
self:Log("SPELL_CAST_START", "PowderShot", 256979)
self:Log("SPELL_CAST_START", "WhirlpoolofBlades", 267533)
self:Log("SPELL_CAST_START", "CuttingSurge", 267522)
self:Log("SPELL_CAST_SUCCESS", "CritBrew", 265088)
self:Log("SPELL_AURA_APPLIED", "CritBrewApplied", 265085)
self:Log("SPELL_CAST_SUCCESS", "HasteBrew", 264608)
self:Log("SPELL_AURA_APPLIED", "HasteBrewApplied", 265056)
self:Log("SPELL_CAST_SUCCESS", "CausticBrew", 265168)
self:Log("SPELL_AURA_APPLIED", "CausticBrewApplied", 278467)
self:Death("Deaths", 126847, 126848, 126845)
end
do
local function startTimers()
-- 0.1 sec is subtracted from the timers
if UnitCanAttack("player", mod:GetBossId(126847)) then -- Captain Raoul
mod:Bar(256589, 6.8) -- Barrel Smash, 6.9 sec
mod:Bar(258338, 18.9) -- Blackout Barrel, 19 sec
end
if UnitCanAttack("player", mod:GetBossId(126848)) then -- Captain Eudora
mod:Bar(258381, 8.4) -- Grape Shot, 8.5 sec
end
if UnitCanAttack("player", mod:GetBossId(126845)) then -- Captain Jolly
mod:Bar(267533, 12.9) -- Whirlpool of Blades, 13 sec
mod:Bar(267522, 5.6) -- Cutting Surge, 5.7 sec
end
end
function mod:OnEngage()
self:SimpleTimer(startTimers, 0.1)
end
end
function mod:VerifyEnable(unit)
return UnitCanAttack("player", unit) -- one of the captains should be friendly
end
--------------------------------------------------------------------------------
-- Event Handlers
--
function mod:Deaths(args)
if args.mobId == 126847 then -- Captain Raoul
self:StopBar(258338) -- Blackout Barrel
self:StopBar(256589) -- Barrel Smash
elseif args.mobId == 126848 then -- Captain Eudora
self:StopBar(258381) -- Grape Shot
elseif args.mobId == 126845 then -- Captain Jolly
self:StopBar(267533) -- Whirlpool of Blades
self:StopBar(267522) -- Cutting Surge
end
end
function mod:BlackoutBarrel(args)
self:Message2(args.spellId, "yellow")
self:PlaySound(args.spellId, "alert", "killadd")
self:CDBar(args.spellId, 47)
end
function mod:BarrelSmash(args)
self:Message2(args.spellId, "orange", CL.casting:format(args.spellName))
self:PlaySound(args.spellId, "long", "watchaoe")
self:CastBar(args.spellId, 7) -- 3s Cast, 4s Channel
self:CDBar(args.spellId, 23)
end
function mod:GrapeShot(args)
self:Message2(args.spellId, "red", CL.casting:format(args.spellName))
self:PlaySound(args.spellId, "warning", "watchstep")
self:CDBar(args.spellId, 30.4)
end
do
local function printTarget(self, name, guid)
if self:Me(guid) or self:Healer() then
self:TargetMessage2(256979, "red", name) -- Powder Shot
self:PlaySound(256979, "alert", nil, name) -- Powder Shot
end
end
function mod:PowderShot(args)
self:GetBossTarget(printTarget, 1, args.sourceGUID)
end
end
function mod:WhirlpoolofBlades(args)
self:Message2(args.spellId, "orange")
self:PlaySound(args.spellId, "alert")
self:CDBar(args.spellId, 20)
end
function mod:CuttingSurge(args)
self:Message2(args.spellId, "orange")
self:PlaySound(args.spellId, "alert")
self:CDBar(args.spellId, 23)
end
function mod:CritBrew(args)
self:Message2(args.spellId, "green", L.crit_brew)
self:PlaySound(args.spellId, "info")
end
do
local prev = 0
function mod:CritBrewApplied(args)
local t = args.time
if self:Me(args.destGUID) then
self:PersonalMessage(265088, nil, L.crit_brew)
self:PlaySound(265088, "info")
elseif self:Tank() and t-prev > 2 then -- Announce boss crit buff to tanks
local bossId = self:GetBossId(args.destGUID)
if bossId and UnitCanAttack("player", bossId) then
prev = t
self:Message2(265088, "purple", CL.onboss:format(L.crit_brew))
self:PlaySound(265088, "alarm")
end
end
end
end
function mod:HasteBrew(args)
self:Message2(args.spellId, "green", L.haste_brew)
self:PlaySound(args.spellId, "info")
end
do
local prev = 0
function mod:HasteBrewApplied(args)
local t = args.time
if self:Me(args.destGUID) then
self:PersonalMessage(264608, nil, L.haste_brew)
self:PlaySound(264608, "info")
elseif self:Tank() and t-prev > 2 then -- Announce boss haste buff to tanks
local bossId = self:GetBossId(args.destGUID)
if bossId and UnitCanAttack("player", bossId) then
prev = t
self:Message2(264608, "purple", CL.onboss:format(L.haste_brew))
self:PlaySound(264608, "alarm")
end
end
end
end
function mod:CausticBrew(args)
self:Message2(args.spellId, "red", L.bad_brew)
self:PlaySound(args.spellId, "alarm")
end
do
local prev = 0
function mod:CausticBrewApplied(args)
local t = args.time
if self:Me(args.destGUID) then
self:PersonalMessage(265168, "underyou", L.bad_brew)
self:PlaySound(265168, "alarm")
elseif self:Tank() and t-prev > 2 then -- Announce DoT on boss to tanks
local bossId = self:GetBossId(args.destGUID)
if bossId and UnitCanAttack("player", bossId) then
prev = t
self:Message2(265168, "green", CL.onboss:format(L.bad_brew))
self:PlaySound(265168, "info")
end
end
end
end
|
stars = {}
for i = 1, 0x400 do
stars[i] = {}
stars[i].x, stars[i].y, stars[i].n =
math.random(0, love.graphics.getWidth()),
math.random(0, love.graphics.getHeight()),
math.random(0, 0xff)
end
function stars:update(dt)
for k, _ in ipairs(self) do
local m = math.random(-0x08, 0x08)
self[k].n = self[k].n + m
if self[k].n < 0x10 then
self[k].n = 0x10
elseif self[k].n > 0xff then
self[k].n = 0xff
end
end
end
function stars:draw()
for k, _ in ipairs(self) do
local c = self[k].n
love.graphics.setColor(0xff, 0xff, 0xff, c)
love.graphics.points(self[k].x, self[k].y)
end
end
|
local MP = minetest.get_modpath("eco_buildings")
minetest.register_craftitem("eco_buildings:timber_plantation", {
description = "Timber plantation",
inventory_image = "default_wood.png",
eco = {
place_building = "eco_buildings:timber_plantation"
}
})
building_lib.register({
name = "eco_buildings:timber_plantation",
placement = "simple",
schematic = MP .. "/schematics/timber_plantation",
conditions = {
{ not_in_water = true, on_flat_surface = true }
},
timer = {
interval = 2,
run = function(mapblock_pos)
local resources = eco_mapgen.count_resources(mapblock_pos, 1)
local trees = resources.trees or 0
local inv = building_lib.get_inventory(mapblock_pos)
inv.add("tree", trees)
end
}
})
|
local rawget = rawget
local rawset = rawset
local setmetatable = setmetatable
local print = print
local new = require'tango.proxy'.new
module('tango.ref')
local rproxies = {}
local root =
function(proxy)
local method_name = rawget(proxy,'method_name')
local send_request = rawget(proxy,'send_request')
local rproxy
if not rproxies[send_request] then
local recv_response = rawget(proxy,'recv_response')
rproxy = new(send_request,recv_response)
rproxies[send_request] = rproxy
end
return rproxies[send_request],method_name
end
ref =
function(proxy,...)
local rproxy,create_method = root(proxy)
return setmetatable(
{
id = rproxy.tango.ref_create(create_method,...),
proxy = rproxy
},
{
__index =
function(self,method_name)
return setmetatable(
{
},
{
__call =
function(_,ref,...)
local proxy = rawget(ref,'proxy')
return proxy.tango.ref_call(rawget(self,'id'),method_name,...)
end
})
end
})
end
unref =
function(ref)
local proxy = rawget(ref,'proxy')
local id = rawget(ref,'id')
proxy.tango.ref_release(id)
end
return {
ref = ref,
unref = unref
}
|
-----------------------------------------------------------------------------
-- Select sample: simple text line server
-- LuaSocket sample files.
-- Author: Diego Nehab
-----------------------------------------------------------------------------
local socket = require("socket")
host = host or "*"
port1 = port1 or 8080
port2 = port2 or 8181
if arg then
host = arg[1] or host
port1 = arg[2] or port1
port2 = arg[3] or port2
end
server1 = assert(socket.bind(host, port1))
server2 = assert(socket.bind(host, port2))
server1:settimeout(1) -- make sure we don't block in accept
server2:settimeout(1)
io.write("Servers bound\n")
-- simple set implementation
-- the select function doesn't care about what is passed to it as long as
-- it behaves like a table
-- creates a new set data structure
function newset()
local reverse = {}
local set = {}
return setmetatable(set, {__index = {
insert = function(set, value)
if not reverse[value] then
table.insert(set, value)
reverse[value] = #set
end
end,
remove = function(set, value)
local index = reverse[value]
if index then
reverse[value] = nil
local top = table.remove(set)
if top ~= value then
reverse[top] = index
set[index] = top
end
end
end
}})
end
set = newset()
io.write("Inserting servers in set\n")
set:insert(server1)
set:insert(server2)
while 1 do
local readable, _, error = socket.select(set, nil)
for _, input in ipairs(readable) do
-- is it a server socket?
if input == server1 or input == server2 then
io.write("Waiting for clients\n")
local new = input:accept()
if new then
new:settimeout(1)
io.write("Inserting client in set\n")
set:insert(new)
end
-- it is a client socket
else
local line, error = input:receive()
if error then
input:close()
io.write("Removing client from set\n")
set:remove(input)
else
io.write("Broadcasting line '", line, "'\n")
writable, error = socket.skip(1, socket.select(nil, set, 1))
if not error then
for __, output in ipairs(writable) do
if output ~= input then
output:send(line .. "\n")
end
end
else io.write("No client ready to receive!!!\n") end
end
end
end
end
|
VERSION = "1.0.1"
local ABBREVS = {}
ABBREVS["1/8"] = "⅛"
ABBREVS["bscra"] = "𝓪"
ABBREVS["guilsinglright"] = "›"
ABBREVS["blacktriangleright"] = "▶"
ABBREVS["bisansc"] = "𝙘"
ABBREVS["^4"] = "⁴"
ABBREVS["Re"] = "ℜ"
ABBREVS["pitchfork"] = "⋔"
ABBREVS["bisanskappa"] = "𝞳"
ABBREVS["bbz"] = "𝕫"
ABBREVS["blockqtrshaded"] = "░"
ABBREVS["urcorner"] = "⌝"
ABBREVS["frakY"] = "𝔜"
ABBREVS["^2"] = "²"
ABBREVS["pi"] = "π"
ABBREVS["nless"] = "≮"
ABBREVS["sqsubseteq"] = "⊑"
ABBREVS["Updownarrow"] = "⇕"
ABBREVS["leftarrowbsimilar"] = "⭋"
ABBREVS["bbF"] = "𝔽"
ABBREVS["nrightarrow"] = "↛"
ABBREVS["bsansPi"] = "𝝥"
ABBREVS["sansseven"] = "𝟩"
ABBREVS["Theta"] = "Θ"
ABBREVS["rightmoon"] = "☽"
ABBREVS["bscrV"] = "𝓥"
ABBREVS["ttc"] = "𝚌"
ABBREVS["upsilon"] = "υ"
ABBREVS["bfrakq"] = "𝖖"
ABBREVS["copyright"] = "©"
ABBREVS["npreccurlyeq"] = "⋠"
ABBREVS["bfrakL"] = "𝕷"
ABBREVS["fltns"] = "⏥"
ABBREVS["bbN"] = "ℕ"
ABBREVS["smile"] = "⌣"
ABBREVS["bisansX"] = "𝙓"
ABBREVS["0/3"] = "↉"
ABBREVS["backsimeq"] = "⋍"
ABBREVS["bitau"] = "𝝉"
ABBREVS["bisansD"] = "𝘿"
ABBREVS["hvlig"] = "ƕ"
ABBREVS["lq"] = "‘"
ABBREVS["mapsfrom"] = "↤"
ABBREVS["blockrighthalf"] = "▐"
ABBREVS["perp"] = "⟂"
ABBREVS["biS"] = "𝑺"
ABBREVS["bscrB"] = "𝓑"
ABBREVS["ttn"] = "𝚗"
ABBREVS["bitheta"] = "𝜽"
ABBREVS["timesbar"] = "⨱"
ABBREVS["bik"] = "𝒌"
ABBREVS["bsanskappa"] = "𝝹"
ABBREVS["llcorner"] = "⌞"
ABBREVS["bigtimes"] = "⨉"
ABBREVS["circleddash"] = "⊝"
ABBREVS["bsansI"] = "𝗜"
ABBREVS["leftharpoondown"] = "↽"
ABBREVS["alpha"] = "α"
ABBREVS["between"] = "≬"
ABBREVS["^l"] = "ˡ"
ABBREVS["frown"] = "⌢"
ABBREVS["RoundImplies"] = "⥰"
ABBREVS["blockthreeqtrshaded"] = "▓"
ABBREVS["bsansthree"] = "𝟯"
ABBREVS["precneqq"] = "⪵"
ABBREVS["urblacktriangle"] = "◥"
ABBREVS["succeqq"] = "⪴"
ABBREVS["nsupseteq"] = "⊉"
ABBREVS["bfvarkappa"] = "𝛞"
ABBREVS["iota"] = "ι"
ABBREVS["overbrace"] = "⏞"
ABBREVS["danger"] = "☡"
ABBREVS["fraki"] = "𝔦"
ABBREVS["rightharpoondown"] = "⇁"
ABBREVS["tilde"] = "̃"
ABBREVS["upNu"] = "Ν"
ABBREVS["RRightarrow"] = "⭆"
ABBREVS["sansg"] = "𝗀"
ABBREVS["bisansh"] = "𝙝"
ABBREVS["itimath"] = "𝚤"
ABBREVS["bisansMu"] = "𝞛"
ABBREVS["isansZ"] = "𝘡"
ABBREVS["rightleftarrows"] = "⇄"
ABBREVS["impliedby"] = "⟸"
ABBREVS["succapprox"] = "⪸"
ABBREVS["Rsh"] = "↱"
ABBREVS["sumint"] = "⨋"
ABBREVS["bsansvarrho"] = "𝞎"
ABBREVS["pointint"] = "⨕"
ABBREVS["fdiagovnearrow"] = "⤯"
ABBREVS["plussubtwo"] = "⨧"
ABBREVS["original"] = "⊶"
ABBREVS["nvtwoheadleftarrow"] = "⬴"
ABBREVS["bfQ"] = "𝐐"
ABBREVS["biw"] = "𝒘"
ABBREVS["bsanspartial"] = "𝞉"
ABBREVS["bfo"] = "𝐨"
ABBREVS["nBumpeq"] = "≎̸"
ABBREVS["bisanssigma"] = "𝞼"
ABBREVS["frakD"] = "𝔇"
ABBREVS["nleftrightarrow"] = "↮"
ABBREVS["clockoint"] = "⨏"
ABBREVS["scrs"] = "𝓈"
ABBREVS["Im"] = "ℑ"
ABBREVS["bsansK"] = "𝗞"
ABBREVS["bisansvarrho"] = "𝟈"
ABBREVS["whtvertoval"] = "⬯"
ABBREVS["rarrx"] = "⥇"
ABBREVS["smallin"] = "∊"
ABBREVS["underleftarrow"] = "⃮"
ABBREVS["itx"] = "𝑥"
ABBREVS["measangledltosw"] = "⦯"
ABBREVS["eqqsim"] = "⩳"
ABBREVS["bij"] = "𝒋"
ABBREVS["ttW"] = "𝚆"
ABBREVS["leo"] = "♌"
ABBREVS["bfrakV"] = "𝖁"
ABBREVS["bfrakR"] = "𝕽"
ABBREVS["smallblacktriangleright"] = "▸"
ABBREVS["DownArrowBar"] = "⤓"
ABBREVS["surd"] = "√"
ABBREVS["leftwhitearrow"] = "⇦"
ABBREVS["bsansChi"] = "𝝬"
ABBREVS["ge"] = "≥"
ABBREVS["rttrnr"] = "ɻ"
ABBREVS["bbk"] = "𝕜"
ABBREVS["twoheaddownarrow"] = "↡"
ABBREVS["ointctrclockwise"] = "∳"
ABBREVS["squareulquad"] = "◰"
ABBREVS["amalg"] = "⨿"
ABBREVS["bagmember"] = "⋿"
ABBREVS["fraku"] = "𝔲"
ABBREVS["ElOr"] = "⩖"
ABBREVS["bfvarTheta"] = "𝚹"
ABBREVS["biKappa"] = "𝜥"
ABBREVS["turnangle"] = "⦢"
ABBREVS["Otimes"] = "⨷"
ABBREVS["wideutilde"] = "̰"
ABBREVS["isansp"] = "𝘱"
ABBREVS["trianglerightblack"] = "◮"
ABBREVS["bfr"] = "𝐫"
ABBREVS["frakM"] = "𝔐"
ABBREVS["frakS"] = "𝔖"
ABBREVS["uparrow"] = "↑"
ABBREVS["nvleftarrowtail"] = "⬹"
ABBREVS["frakG"] = "𝔊"
ABBREVS["_4"] = "₄"
ABBREVS["measangledrtose"] = "⦮"
ABBREVS["biXi"] = "𝜩"
ABBREVS["bisansvarpi"] = "𝟉"
ABBREVS["doubleplus"] = "⧺"
ABBREVS["plussim"] = "⨦"
ABBREVS["rvboxline"] = "⎹"
ABBREVS["bfnu"] = "𝛎"
ABBREVS["Game"] = "⅁"
ABBREVS["sterling"] = "£"
ABBREVS["bscrs"] = "𝓼"
ABBREVS["_x"] = "ₓ"
ABBREVS["sanseight"] = "𝟪"
ABBREVS["NestedGreaterGreater"] = "⪢"
ABBREVS["pentagon"] = "⬠"
ABBREVS["supmult"] = "⫂"
ABBREVS["bfu"] = "𝐮"
ABBREVS["sansLturned"] = "⅂"
ABBREVS["frakU"] = "𝔘"
ABBREVS["bumpeqq"] = "⪮"
ABBREVS["nVDash"] = "⊯"
ABBREVS["leftarrowtriangle"] = "⇽"
ABBREVS["itgamma"] = "𝛾"
ABBREVS["nvRightarrow"] = "⤃"
ABBREVS["lnsim"] = "⋦"
ABBREVS["downharpoonsleftright"] = "⥥"
ABBREVS["yen"] = "¥"
ABBREVS["bbB"] = "𝔹"
ABBREVS["isanss"] = "𝘴"
ABBREVS["theta"] = "θ"
ABBREVS["gnapprox"] = "⪊"
ABBREVS["itjmath"] = "𝚥"
ABBREVS["twoheaduparrowcircle"] = "⥉"
ABBREVS["bfZ"] = "𝐙"
ABBREVS["smallblacktriangleleft"] = "◂"
ABBREVS["bftau"] = "𝛕"
ABBREVS["male"] = "♂"
ABBREVS["LeftUpVectorBar"] = "⥘"
ABBREVS["NotLeftTriangleBar"] = "⧏̸"
ABBREVS["nRightarrow"] = "⇏"
ABBREVS["1/"] = "⅟"
ABBREVS["bfrakm"] = "𝖒"
ABBREVS["bigslopedvee"] = "⩗"
ABBREVS["blocklowhalf"] = "▄"
ABBREVS["veedoublebar"] = "⩣"
ABBREVS["forks"] = "⫝̸"
ABBREVS["Alpha"] = "Α"
ABBREVS["backepsilon"] = "϶"
ABBREVS["nsucccurlyeq"] = "⋡"
ABBREVS["scrc"] = "𝒸"
ABBREVS["bbK"] = "𝕂"
ABBREVS["psi"] = "ψ"
ABBREVS["biU"] = "𝑼"
ABBREVS["ng"] = "ŋ"
ABBREVS["eqdef"] = "≝"
ABBREVS["gesdotol"] = "⪄"
ABBREVS["botsemicircle"] = "◡"
ABBREVS["eqqslantless"] = "⪛"
ABBREVS["fraks"] = "𝔰"
ABBREVS["updownharpoonrightleft"] = "⥌"
ABBREVS["bisansj"] = "𝙟"
ABBREVS["Sampi"] = "Ϡ"
ABBREVS["l"] = "ł"
ABBREVS["bisansNu"] = "𝞜"
ABBREVS["olessthan"] = "⧀"
ABBREVS["star"] = "⋆"
ABBREVS["overleftarrow"] = "⃖"
ABBREVS["bsanseight"] = "𝟴"
ABBREVS["Downarrow"] = "⇓"
ABBREVS["lvertneqq"] = "≨︀"
ABBREVS["bfS"] = "𝐒"
ABBREVS["isansF"] = "𝘍"
ABBREVS["^J"] = "ᴶ"
ABBREVS["Longmapsto"] = "⟾"
ABBREVS["S"] = "§"
ABBREVS["gesdot"] = "⪀"
ABBREVS["bsansz"] = "𝘇"
ABBREVS["rtld"] = "ɖ"
ABBREVS["itrho"] = "𝜌"
ABBREVS["NotLessLess"] = "≪̸"
ABBREVS["backppprime"] = "‷"
ABBREVS["leftdotarrow"] = "⬸"
ABBREVS["omega"] = "ω"
ABBREVS["itNu"] = "𝛮"
ABBREVS["fisheye"] = "◉"
ABBREVS["NotSquareSubset"] = "⊏̸"
ABBREVS["bsansseven"] = "𝟳"
ABBREVS["boxcircle"] = "⧇"
ABBREVS["sbbrg"] = "̪"
ABBREVS["isansu"] = "𝘶"
ABBREVS["sansy"] = "𝗒"
ABBREVS["visiblespace"] = "␣"
ABBREVS["glE"] = "⪒"
ABBREVS["squarebotblack"] = "⬓"
ABBREVS["Bumpeq"] = "≎"
ABBREVS["gtreqless"] = "⋛"
ABBREVS["daleth"] = "ℸ"
ABBREVS["dottimes"] = "⨰"
ABBREVS["twocaps"] = "⩋"
ABBREVS["csub"] = "⫏"
ABBREVS["bscrA"] = "𝓐"
ABBREVS["recorder"] = "⌕"
ABBREVS["cupvee"] = "⩅"
ABBREVS["bsansTheta"] = "𝝝"
ABBREVS["biB"] = "𝑩"
ABBREVS["frakN"] = "𝔑"
ABBREVS["isansc"] = "𝘤"
ABBREVS["bbR"] = "ℝ"
ABBREVS["bbD"] = "𝔻"
ABBREVS["Elroang"] = "⦆"
ABBREVS["forksnot"] = "⫝"
ABBREVS["asteraccent"] = "⃰"
ABBREVS["leftharpoonupdash"] = "⥪"
ABBREVS["bfG"] = "𝐆"
ABBREVS["bsanstheta"] = "𝝷"
ABBREVS["^D"] = "ᴰ"
ABBREVS["bsansupsilon"] = "𝞄"
ABBREVS["Angle"] = "⦜"
ABBREVS["shuffle"] = "⧢"
ABBREVS["wedgemidvert"] = "⩚"
ABBREVS["dicev"] = "⚄"
ABBREVS["ReverseUpEquilibrium"] = "⥯"
ABBREVS["2/5"] = "⅖"
ABBREVS["_3"] = "₃"
ABBREVS["quotedblleft"] = "“"
ABBREVS["itC"] = "𝐶"
ABBREVS["bisansH"] = "𝙃"
ABBREVS["bisansL"] = "𝙇"
ABBREVS["ttK"] = "𝙺"
ABBREVS["scrk"] = "𝓀"
ABBREVS["bsansW"] = "𝗪"
ABBREVS["_phi"] = "ᵩ"
ABBREVS["clomeg"] = "ɷ"
ABBREVS["^)"] = "⁾"
ABBREVS["rightleftharpoons"] = "⇌"
ABBREVS["varisins"] = "⋳"
ABBREVS["blacksmiley"] = "☻"
ABBREVS["ddfnc"] = "⦙"
ABBREVS["bfgamma"] = "𝛄"
ABBREVS["bsansUpsilon"] = "𝝪"
ABBREVS["isansP"] = "𝘗"
ABBREVS["scrg"] = "ℊ"
ABBREVS["ttB"] = "𝙱"
ABBREVS["bigwhitestar"] = "☆"
ABBREVS["bigblacktriangleup"] = "▲"
ABBREVS["isanse"] = "𝘦"
ABBREVS["circlevertfill"] = "◍"
ABBREVS["rais"] = "˔"
ABBREVS["frakk"] = "𝔨"
ABBREVS["nVtwoheadleftarrow"] = "⬵"
ABBREVS["ttI"] = "𝙸"
ABBREVS["checkmark"] = "✓"
ABBREVS["bbh"] = "𝕙"
ABBREVS["itA"] = "𝐴"
ABBREVS["bfrakn"] = "𝖓"
ABBREVS["frakA"] = "𝔄"
ABBREVS["rl"] = "ɼ"
ABBREVS["sansone"] = "𝟣"
ABBREVS["leftarrowplus"] = "⥆"
ABBREVS["bisansXi"] = "𝞝"
ABBREVS["bbt"] = "𝕥"
ABBREVS["nsubseteqq"] = "⫅̸"
ABBREVS["mars"] = "♂"
ABBREVS["ngtr"] = "≯"
ABBREVS["bfrho"] = "𝛒"
ABBREVS["sansZ"] = "𝖹"
ABBREVS["hksearow"] = "⤥"
ABBREVS["acidfree"] = "♾"
ABBREVS["bbiD"] = "ⅅ"
ABBREVS["bisansB"] = "𝘽"
ABBREVS["lesssim"] = "≲"
ABBREVS["parallelogramblack"] = "▰"
ABBREVS["isansl"] = "𝘭"
ABBREVS["angles"] = "⦞"
ABBREVS["scrn"] = "𝓃"
ABBREVS["isansd"] = "𝘥"
ABBREVS["boxquestion"] = "⍰"
ABBREVS["Sqcap"] = "⩎"
ABBREVS["obar"] = "⌽"
ABBREVS["bisansg"] = "𝙜"
ABBREVS["^W"] = "ᵂ"
ABBREVS["bbeight"] = "𝟠"
ABBREVS["Colon"] = "∷"
ABBREVS["ltphi"] = "ɸ"
ABBREVS["frakO"] = "𝔒"
ABBREVS["3/4"] = "¾"
ABBREVS["bsansomega"] = "𝞈"
ABBREVS["sagittarius"] = "♐"
ABBREVS["prurel"] = "⊰"
ABBREVS["biN"] = "𝑵"
ABBREVS["rvbull"] = "◘"
ABBREVS["bsansk"] = "𝗸"
ABBREVS["sansv"] = "𝗏"
ABBREVS["dot"] = "̇"
ABBREVS["Omega"] = "Ω"
ABBREVS["ttG"] = "𝙶"
ABBREVS["upoldKoppa"] = "Ϙ"
ABBREVS["verts"] = "ˈ"
ABBREVS["perthousand"] = "‰"
ABBREVS["bfK"] = "𝐊"
ABBREVS["looparrowright"] = "↬"
ABBREVS["scrY"] = "𝒴"
ABBREVS["scrt"] = "𝓉"
ABBREVS["Vert"] = "‖"
ABBREVS["isansy"] = "𝘺"
ABBREVS["bisansR"] = "𝙍"
ABBREVS["bsansDelta"] = "𝝙"
ABBREVS["fdiagovrdiag"] = "⤬"
ABBREVS["itchi"] = "𝜒"
ABBREVS["ngeqslant"] = "⩾̸"
ABBREVS["^1"] = "¹"
ABBREVS["bivarTheta"] = "𝜭"
ABBREVS["itl"] = "𝑙"
ABBREVS["bfrakJ"] = "𝕵"
ABBREVS["ocommatopright"] = "̕"
ABBREVS["bfLambda"] = "𝚲"
ABBREVS["_k"] = "ₖ"
ABBREVS["biNu"] = "𝜨"
ABBREVS["perspcorrespond"] = "⩞"
ABBREVS["twoheadrightarrow"] = "↠"
ABBREVS["plustrif"] = "⨨"
ABBREVS["biV"] = "𝑽"
ABBREVS["pluseqq"] = "⩲"
ABBREVS["beta"] = "β"
ABBREVS["blkhorzoval"] = "⬬"
ABBREVS["bsanslambda"] = "𝝺"
ABBREVS["bfpartial"] = "𝛛"
ABBREVS["c"] = "̧"
ABBREVS["blackpointerleft"] = "◄"
ABBREVS["twonotes"] = "♫"
ABBREVS["mdblkdiamond"] = "⬥"
ABBREVS["ttnine"] = "𝟿"
ABBREVS["upwhitearrow"] = "⇧"
ABBREVS["bsansvarpi"] = "𝞏"
ABBREVS["itOmega"] = "𝛺"
ABBREVS["approxnotequal"] = "≆"
ABBREVS["bft"] = "𝐭"
ABBREVS["isansx"] = "𝘹"
ABBREVS["sqrt"] = "√"
ABBREVS["plusdot"] = "⨥"
ABBREVS["bigodot"] = "⨀"
ABBREVS["subsetneqq"] = "⫋"
ABBREVS["bsimilarleftarrow"] = "⭁"
ABBREVS["nvtwoheadrightarrowtail"] = "⤗"
ABBREVS["varTheta"] = "ϴ"
ABBREVS["bisansY"] = "𝙔"
ABBREVS["bbQ"] = "ℚ"
ABBREVS["neg"] = "¬"
ABBREVS["bscrx"] = "𝔁"
ABBREVS["bfxi"] = "𝛏"
ABBREVS["barwedge"] = "⊼"
ABBREVS["itmu"] = "𝜇"
ABBREVS["^m"] = "ᵐ"
ABBREVS["biLambda"] = "𝜦"
ABBREVS["sansL"] = "𝖫"
ABBREVS["ltcc"] = "⪦"
ABBREVS["medblackstar"] = "⭑"
ABBREVS["itU"] = "𝑈"
ABBREVS["Rightarrow"] = "⇒"
ABBREVS["bfkappa"] = "𝛋"
ABBREVS["leftbkarrow"] = "⤌"
ABBREVS["nvtwoheadleftarrowtail"] = "⬼"
ABBREVS["bsansvarkappa"] = "𝞌"
ABBREVS["scra"] = "𝒶"
ABBREVS["Cap"] = "⋒"
ABBREVS["itp"] = "𝑝"
ABBREVS["bsanss"] = "𝘀"
ABBREVS["^I"] = "ᴵ"
ABBREVS["aleph"] = "ℵ"
ABBREVS["bsansnabla"] = "𝝯"
ABBREVS["frakb"] = "𝔟"
ABBREVS["xi"] = "ξ"
ABBREVS["lessapprox"] = "⪅"
ABBREVS["bfz"] = "𝐳"
ABBREVS["ddddot"] = "⃜"
ABBREVS["bisansnu"] = "𝞶"
ABBREVS["_j"] = "ⱼ"
ABBREVS["longrightarrow"] = "⟶"
ABBREVS["bbW"] = "𝕎"
ABBREVS["to"] = "→"
ABBREVS["itPsi"] = "𝛹"
ABBREVS["varcarriagereturn"] = "⏎"
ABBREVS["dottedsquare"] = "⬚"
ABBREVS["tti"] = "𝚒"
ABBREVS["^o"] = "ᵒ"
ABBREVS["lmoustache"] = "⎰"
ABBREVS["^h"] = "ʰ"
ABBREVS["upoldkoppa"] = "ϙ"
ABBREVS["Equiv"] = "≣"
ABBREVS["pm"] = "±"
ABBREVS["scrN"] = "𝒩"
ABBREVS["ttr"] = "𝚛"
ABBREVS["prec"] = "≺"
ABBREVS["disjquant"] = "⨈"
ABBREVS["capwedge"] = "⩄"
ABBREVS["bfXi"] = "𝚵"
ABBREVS["accurrent"] = "⏦"
ABBREVS["draftingarrow"] = "➛"
ABBREVS["bbGamma"] = "ℾ"
ABBREVS["measuredangleleft"] = "⦛"
ABBREVS["DH"] = "Ð"
ABBREVS["circleonleftarrow"] = "⬰"
ABBREVS["bfJ"] = "𝐉"
ABBREVS["egsdot"] = "⪘"
ABBREVS["bsansS"] = "𝗦"
ABBREVS["ttU"] = "𝚄"
ABBREVS["bbv"] = "𝕧"
ABBREVS["bfraks"] = "𝖘"
ABBREVS["bsansLambda"] = "𝝠"
ABBREVS["itc"] = "𝑐"
ABBREVS["openbracketright"] = "⟧"
ABBREVS["vec"] = "⃗"
ABBREVS["bivartheta"] = "𝝑"
ABBREVS["ttC"] = "𝙲"
ABBREVS["bisansmu"] = "𝞵"
ABBREVS["downharpoonleft"] = "⇃"
ABBREVS["phi"] = "ϕ"
ABBREVS["sansw"] = "𝗐"
ABBREVS["bscrn"] = "𝓷"
ABBREVS["lozenge"] = "◊"
ABBREVS["circledparallel"] = "⦷"
ABBREVS["bfrake"] = "𝖊"
ABBREVS["L"] = "Ł"
ABBREVS["ni"] = "∋"
ABBREVS["nvleftrightarrow"] = "⇹"
ABBREVS["itF"] = "𝐹"
ABBREVS["ito"] = "𝑜"
ABBREVS["itvarkappa"] = "𝜘"
ABBREVS["vardiamondsuit"] = "♦"
ABBREVS["isansA"] = "𝘈"
ABBREVS["itUpsilon"] = "𝛶"
ABBREVS["itt"] = "𝑡"
ABBREVS["ttH"] = "𝙷"
ABBREVS["leftrightharpoonsdown"] = "⥧"
ABBREVS["invv"] = "ʌ"
ABBREVS["subseteqq"] = "⫅"
ABBREVS["profsurf"] = "⌓"
ABBREVS["_v"] = "ᵥ"
ABBREVS["blockfull"] = "█"
ABBREVS["bialpha"] = "𝜶"
ABBREVS["widebridgeabove"] = "⃩"
ABBREVS["sphericalangleup"] = "⦡"
ABBREVS["bfb"] = "𝐛"
ABBREVS["bisansTau"] = "𝞣"
ABBREVS["bsansAlpha"] = "𝝖"
ABBREVS["frakq"] = "𝔮"
ABBREVS["heartsuit"] = "♡"
ABBREVS["bsansvarphi"] = "𝞍"
ABBREVS["bsansH"] = "𝗛"
ABBREVS["circledstar"] = "✪"
ABBREVS["subset"] = "⊂"
ABBREVS["bsanstau"] = "𝞃"
ABBREVS["venus"] = "♀"
ABBREVS["supsetplus"] = "⫀"
ABBREVS["bsansP"] = "𝗣"
ABBREVS["thinspace"] = " "
ABBREVS["fallingdotseq"] = "≒"
ABBREVS["bisansr"] = "𝙧"
ABBREVS["partialmeetcontraction"] = "⪣"
ABBREVS["bivarepsilon"] = "𝝐"
ABBREVS["bbp"] = "𝕡"
ABBREVS["NotNestedLessLess"] = "⪡̸"
ABBREVS["bfL"] = "𝐋"
ABBREVS["sqlozenge"] = "⌑"
ABBREVS["squarecrossfill"] = "▩"
ABBREVS["frakC"] = "ℭ"
ABBREVS["approx"] = "≈"
ABBREVS["bscrO"] = "𝓞"
ABBREVS["ttfour"] = "𝟺"
ABBREVS["gtrless"] = "≷"
ABBREVS["ntriangleleft"] = "⋪"
ABBREVS["barvee"] = "⊽"
ABBREVS["invwhitelowerhalfcircle"] = "◛"
ABBREVS["partial"] = "∂"
ABBREVS["pluto"] = "♇"
ABBREVS["wedgedoublebar"] = "⩠"
ABBREVS["twoheadleftdbkarrow"] = "⬷"
ABBREVS["eqqslantgtr"] = "⪜"
ABBREVS["turnednot"] = "⌙"
ABBREVS["wedgedot"] = "⟑"
ABBREVS["kappa"] = "κ"
ABBREVS["similarleftarrow"] = "⭉"
ABBREVS["bsansu"] = "𝘂"
ABBREVS["rtlz"] = "ʐ"
ABBREVS["mdsmwhtsquare"] = "◽"
ABBREVS["frakx"] = "𝔵"
ABBREVS["lescc"] = "⪨"
ABBREVS["sanso"] = "𝗈"
ABBREVS["whthorzoval"] = "⬭"
ABBREVS["isansY"] = "𝘠"
ABBREVS["blocklefthalf"] = "▌"
ABBREVS["bisansU"] = "𝙐"
ABBREVS["bisansvarepsilon"] = "𝟄"
ABBREVS["sansq"] = "𝗊"
ABBREVS["vardoublebarwedge"] = "⌆"
ABBREVS["Vvdash"] = "⊪"
ABBREVS["invwhiteupperhalfcircle"] = "◚"
ABBREVS["hspace"] = " "
ABBREVS["sansE"] = "𝖤"
ABBREVS["rightdotarrow"] = "⤑"
ABBREVS["leqslant"] = "⩽"
ABBREVS["questeq"] = "≟"
ABBREVS["trnr"] = "ɹ"
ABBREVS["wp"] = "℘"
ABBREVS["bfomicron"] = "𝛐"
ABBREVS["frake"] = "𝔢"
ABBREVS["bsanschi"] = "𝞆"
ABBREVS["wedgeonwedge"] = "⩕"
ABBREVS["bisansgamma"] = "𝞬"
ABBREVS["ttO"] = "𝙾"
ABBREVS["fullouterjoin"] = "⟗"
ABBREVS["bscrD"] = "𝓓"
ABBREVS["isansj"] = "𝘫"
ABBREVS["bfrakS"] = "𝕾"
ABBREVS["lmrk"] = "ː"
ABBREVS["nHuparrow"] = "⇞"
ABBREVS["gamma"] = "γ"
ABBREVS["NotGreaterGreater"] = "≫̸"
ABBREVS["simgE"] = "⪠"
ABBREVS["bsansB"] = "𝗕"
ABBREVS["bsansX"] = "𝗫"
ABBREVS["bflambda"] = "𝛌"
ABBREVS["varstar"] = "✶"
ABBREVS["Doteq"] = "≑"
ABBREVS["ttD"] = "𝙳"
ABBREVS["LLeftarrow"] = "⭅"
ABBREVS["trnmlr"] = "ɰ"
ABBREVS["bbn"] = "𝕟"
ABBREVS["nsubset"] = "⊄"
ABBREVS["Equal"] = "⩵"
ABBREVS["varhexagon"] = "⬡"
ABBREVS["sansr"] = "𝗋"
ABBREVS["bsansMu"] = "𝝡"
ABBREVS["1/6"] = "⅙"
ABBREVS["bkarow"] = "⤍"
ABBREVS["bisanso"] = "𝙤"
ABBREVS["ttz"] = "𝚣"
ABBREVS["bfrakw"] = "𝖜"
ABBREVS["bscrq"] = "𝓺"
ABBREVS["intcup"] = "⨚"
ABBREVS["P"] = "¶"
ABBREVS["lneq"] = "⪇"
ABBREVS["bfrakF"] = "𝕱"
ABBREVS["^e"] = "ᵉ"
ABBREVS["napprox"] = "≉"
ABBREVS["sansA"] = "𝖠"
ABBREVS["ttT"] = "𝚃"
ABBREVS["^delta"] = "ᵟ"
ABBREVS["varheartsuit"] = "♥"
ABBREVS["ltquest"] = "⩻"
ABBREVS["bigstar"] = "★"
ABBREVS["bisansk"] = "𝙠"
ABBREVS["bsansGamma"] = "𝝘"
ABBREVS["lesseqgtr"] = "⋚"
ABBREVS["smeparsl"] = "⧤"
ABBREVS["smblkdiamond"] = "⬩"
ABBREVS["tdcol"] = "⫶"
ABBREVS["ngeq"] = "≱"
ABBREVS["varnothing"] = "∅"
ABBREVS["bisansx"] = "𝙭"
ABBREVS["rppolint"] = "⨒"
ABBREVS["supseteq"] = "⊇"
ABBREVS["cirfr"] = "◑"
ABBREVS["bisansG"] = "𝙂"
ABBREVS["eta"] = "η"
ABBREVS["bisansa"] = "𝙖"
ABBREVS["bsansU"] = "𝗨"
ABBREVS["varrho"] = "ϱ"
ABBREVS["itXi"] = "𝛯"
ABBREVS["neptune"] = "♆"
ABBREVS["^gamma"] = "ᵞ"
ABBREVS["lgblkcircle"] = "⬤"
ABBREVS["Vdash"] = "⊩"
ABBREVS["dots"] = "…"
ABBREVS["^G"] = "ᴳ"
ABBREVS["longleftrightarrow"] = "⟷"
ABBREVS["scrH"] = "ℋ"
ABBREVS["bipsi"] = "𝝍"
ABBREVS["Join"] = "⨝"
ABBREVS["gemini"] = "♊"
ABBREVS["isins"] = "⋴"
ABBREVS["bivarsigma"] = "𝝇"
ABBREVS["bff"] = "𝐟"
ABBREVS["bsansIota"] = "𝝞"
ABBREVS["_1"] = "₁"
ABBREVS["nsupset"] = "⊅"
ABBREVS["gescc"] = "⪩"
ABBREVS["supsetneqq"] = "⫌"
ABBREVS["threedangle"] = "⟀"
ABBREVS["sansB"] = "𝖡"
ABBREVS["lesdotor"] = "⪃"
ABBREVS["dotequiv"] = "⩧"
ABBREVS["bfvarrho"] = "𝛠"
ABBREVS["_o"] = "ₒ"
ABBREVS["bfrakG"] = "𝕲"
ABBREVS["biTau"] = "𝜯"
ABBREVS["bigtriangleup"] = "△"
ABBREVS["diagup"] = "╱"
ABBREVS["underbar"] = "̲"
ABBREVS["isansi"] = "𝘪"
ABBREVS["ttj"] = "𝚓"
ABBREVS["itL"] = "𝐿"
ABBREVS["rightwavearrow"] = "↝"
ABBREVS["nexists"] = "∄"
ABBREVS["nVleftarrowtail"] = "⬺"
ABBREVS["bimu"] = "𝝁"
ABBREVS["image"] = "⊷"
ABBREVS["underbrace"] = "⏟"
ABBREVS["circleurquadblack"] = "◔"
ABBREVS["ita"] = "𝑎"
ABBREVS["biEpsilon"] = "𝜠"
ABBREVS["bsansZeta"] = "𝝛"
ABBREVS["supdsub"] = "⫘"
ABBREVS["boxplus"] = "⊞"
ABBREVS["sansfour"] = "𝟦"
ABBREVS["^x"] = "ˣ"
ABBREVS["smashtimes"] = "⨳"
ABBREVS["Zeta"] = "Ζ"
ABBREVS["nisd"] = "⋺"
ABBREVS["biR"] = "𝑹"
ABBREVS["DDownarrow"] = "⟱"
ABBREVS["oplusrhrim"] = "⨮"
ABBREVS["biChi"] = "𝜲"
ABBREVS["ultriangle"] = "◸"
ABBREVS["bigamma"] = "𝜸"
ABBREVS["bsansG"] = "𝗚"
ABBREVS["OE"] = "Œ"
ABBREVS["circledcirc"] = "⊚"
ABBREVS["capricornus"] = "♑"
ABBREVS["diameter"] = "⌀"
ABBREVS["underbracket"] = "⎵"
ABBREVS["subsim"] = "⫇"
ABBREVS["bfN"] = "𝐍"
ABBREVS["house"] = "⌂"
ABBREVS["bisansJ"] = "𝙅"
ABBREVS["bsanstwo"] = "𝟮"
ABBREVS["bfpsi"] = "𝛙"
ABBREVS["towa"] = "⤪"
ABBREVS["itM"] = "𝑀"
ABBREVS["bsansv"] = "𝘃"
ABBREVS["schwa"] = "ə"
ABBREVS["in"] = "∈"
ABBREVS["bfe"] = "𝐞"
ABBREVS["bscrH"] = "𝓗"
ABBREVS["bfrakk"] = "𝖐"
ABBREVS["^0"] = "⁰"
ABBREVS["enclosecircle"] = "⃝"
ABBREVS["bscrQ"] = "𝓠"
ABBREVS["modtwosum"] = "⨊"
ABBREVS["chi"] = "χ"
ABBREVS["biiota"] = "𝜾"
ABBREVS["^alpha"] = "ᵅ"
ABBREVS["measanglerutone"] = "⦨"
ABBREVS["itD"] = "𝐷"
ABBREVS["sansLmirrored"] = "⅃"
ABBREVS["nvrightarrow"] = "⇸"
ABBREVS["biD"] = "𝑫"
ABBREVS["pes"] = "₧"
ABBREVS["bsansR"] = "𝗥"
ABBREVS["mapsdown"] = "↧"
ABBREVS["bsanspsi"] = "𝞇"
ABBREVS["imath"] = "ı"
ABBREVS["bfa"] = "𝐚"
ABBREVS["sanstwo"] = "𝟤"
ABBREVS["squareurquad"] = "◳"
ABBREVS["bfrakU"] = "𝖀"
ABBREVS["biZeta"] = "𝜡"
ABBREVS["bisanst"] = "𝙩"
ABBREVS["smwhtlozenge"] = "⬫"
ABBREVS["^V"] = "ⱽ"
ABBREVS["frakL"] = "𝔏"
ABBREVS["bbzero"] = "𝟘"
ABBREVS["rightthreearrows"] = "⇶"
ABBREVS["bsansxi"] = "𝝽"
ABBREVS["ttzero"] = "𝟶"
ABBREVS["scrU"] = "𝒰"
ABBREVS["bsansb"] = "𝗯"
ABBREVS["bfiota"] = "𝛊"
ABBREVS["bfrakg"] = "𝖌"
ABBREVS["QED"] = "∎"
ABBREVS["^b"] = "ᵇ"
ABBREVS["bisansl"] = "𝙡"
ABBREVS["boxbar"] = "◫"
ABBREVS["bbfive"] = "𝟝"
ABBREVS["Ldsh"] = "↲"
ABBREVS["bisansalpha"] = "𝞪"
ABBREVS["angdnr"] = "⦟"
ABBREVS["scrm"] = "𝓂"
ABBREVS["its"] = "𝑠"
ABBREVS["Xi"] = "Ξ"
ABBREVS["sansH"] = "𝖧"
ABBREVS["RightUpVectorBar"] = "⥔"
ABBREVS["veebar"] = "⊻"
ABBREVS["nsuccsim"] = "≿̸"
ABBREVS["itX"] = "𝑋"
ABBREVS["bsansN"] = "𝗡"
ABBREVS["bisansy"] = "𝙮"
ABBREVS["tto"] = "𝚘"
ABBREVS["tts"] = "𝚜"
ABBREVS["verymuchless"] = "⋘"
ABBREVS["bsanspi"] = "𝝿"
ABBREVS["frakr"] = "𝔯"
ABBREVS["leftdasharrow"] = "⇠"
ABBREVS["bfrakQ"] = "𝕼"
ABBREVS["rrbracket"] = "⟧"
ABBREVS["triangletimes"] = "⨻"
ABBREVS["dicei"] = "⚀"
ABBREVS["closedvarcup"] = "⩌"
ABBREVS["bbH"] = "ℍ"
ABBREVS["squarenwsefill"] = "▧"
ABBREVS["_gamma"] = "ᵧ"
ABBREVS["triangleq"] = "≜"
ABBREVS["lrtriangle"] = "◿"
ABBREVS["bfc"] = "𝐜"
ABBREVS["ogreaterthan"] = "⧁"
ABBREVS["congdot"] = "⩭"
ABBREVS["Beta"] = "Β"
ABBREVS["minusrdots"] = "⨬"
ABBREVS["bscrf"] = "𝓯"
ABBREVS["bisansSigma"] = "𝞢"
ABBREVS["ast"] = "∗"
ABBREVS["bigsqcup"] = "⨆"
ABBREVS["bsansq"] = "𝗾"
ABBREVS["bfbeta"] = "𝛃"
ABBREVS["bsansF"] = "𝗙"
ABBREVS["eqqplus"] = "⩱"
ABBREVS["bisansp"] = "𝙥"
ABBREVS["enclosesquare"] = "⃞"
ABBREVS["barleftarrow"] = "⇤"
ABBREVS["bscrr"] = "𝓻"
ABBREVS["isansN"] = "𝘕"
ABBREVS["bsansOmicron"] = "𝝤"
ABBREVS["ttsix"] = "𝟼"
ABBREVS["itLambda"] = "𝛬"
ABBREVS["nequiv"] = "≢"
ABBREVS["equivDD"] = "⩸"
ABBREVS["lat"] = "⪫"
ABBREVS["isansS"] = "𝘚"
ABBREVS["ttb"] = "𝚋"
ABBREVS["ncong"] = "≇"
ABBREVS["bbthree"] = "𝟛"
ABBREVS["^theta"] = "ᶿ"
ABBREVS["biM"] = "𝑴"
ABBREVS["Succ"] = "⪼"
ABBREVS["_schwa"] = "ₔ"
ABBREVS["Finv"] = "Ⅎ"
ABBREVS["ttf"] = "𝚏"
ABBREVS["bsansEta"] = "𝝜"
ABBREVS["_0"] = "₀"
ABBREVS["dddot"] = "⃛"
ABBREVS["scri"] = "𝒾"
ABBREVS["implies"] = "⟹"
ABBREVS["bfg"] = "𝐠"
ABBREVS["bfeta"] = "𝛈"
ABBREVS["itw"] = "𝑤"
ABBREVS["dotminus"] = "∸"
ABBREVS["bscrN"] = "𝓝"
ABBREVS["oint"] = "∮"
ABBREVS["bsanst"] = "𝘁"
ABBREVS["circlearrowleft"] = "↺"
ABBREVS["bscrE"] = "𝓔"
ABBREVS["blackinwhitediamond"] = "◈"
ABBREVS["diamondleftblack"] = "⬖"
ABBREVS["nHdownarrow"] = "⇟"
ABBREVS["bbJ"] = "𝕁"
ABBREVS["diamondsuit"] = "♢"
ABBREVS["frakg"] = "𝔤"
ABBREVS["isansO"] = "𝘖"
ABBREVS["bsansL"] = "𝗟"
ABBREVS["bsansnu"] = "𝝼"
ABBREVS["nLeftarrow"] = "⇍"
ABBREVS["bie"] = "𝒆"
ABBREVS["smalltriangleleft"] = "◃"
ABBREVS["rightleftharpoonsdown"] = "⥩"
ABBREVS["acute"] = "́"
ABBREVS["llbracket"] = "⟦"
ABBREVS["UUparrow"] = "⟰"
ABBREVS["Nearrow"] = "⇗"
ABBREVS["biu"] = "𝒖"
ABBREVS["bsansl"] = "𝗹"
ABBREVS["bigtriangledown"] = "▽"
ABBREVS["bfphi"] = "𝛟"
ABBREVS["Longleftarrow"] = "⟸"
ABBREVS["nsucc"] = "⊁"
ABBREVS["square"] = "□"
ABBREVS["succ"] = "≻"
ABBREVS["circledrightdot"] = "⚆"
ABBREVS["bfd"] = "𝐝"
ABBREVS["sansh"] = "𝗁"
ABBREVS["bbgamma"] = "ℽ"
ABBREVS["isansv"] = "𝘷"
ABBREVS["biomicron"] = "𝝄"
ABBREVS["bisansIota"] = "𝞘"
ABBREVS["bbT"] = "𝕋"
ABBREVS["scrC"] = "𝒞"
ABBREVS["pscrv"] = "ʋ"
ABBREVS["bsansdelta"] = "𝝳"
ABBREVS["neovnwarrow"] = "⤱"
ABBREVS["isanso"] = "𝘰"
ABBREVS["twoheadmapsto"] = "⤅"
ABBREVS["langle"] = "⟨"
ABBREVS["DownRightVectorBar"] = "⥗"
ABBREVS["Longmapsfrom"] = "⟽"
ABBREVS["Yup"] = "⅄"
ABBREVS["scrZ"] = "𝒵"
ABBREVS["itvarrho"] = "𝜚"
ABBREVS["clubsuit"] = "♣"
ABBREVS["elsdot"] = "⪗"
ABBREVS["Stigma"] = "Ϛ"
ABBREVS["biEta"] = "𝜢"
ABBREVS["xor"] = "⊻"
ABBREVS["rightangle"] = "∟"
ABBREVS["backsim"] = "∽"
ABBREVS["5/8"] = "⅝"
ABBREVS["minhat"] = "⩟"
ABBREVS["isansJ"] = "𝘑"
ABBREVS["bfmu"] = "𝛍"
ABBREVS["bsansC"] = "𝗖"
ABBREVS["downdownarrows"] = "⇊"
ABBREVS["measeq"] = "≞"
ABBREVS["^f"] = "ᶠ"
ABBREVS["lowint"] = "⨜"
ABBREVS["emptyset"] = "∅"
ABBREVS["sansM"] = "𝖬"
ABBREVS["varphi"] = "φ"
ABBREVS["bsansp"] = "𝗽"
ABBREVS["blacklozenge"] = "⧫"
ABBREVS["Tau"] = "Τ"
ABBREVS["itAlpha"] = "𝛢"
ABBREVS["itvarphi"] = "𝜙"
ABBREVS["bisansn"] = "𝙣"
ABBREVS["looparrowleft"] = "↫"
ABBREVS["isansV"] = "𝘝"
ABBREVS["nVtwoheadrightarrow"] = "⤁"
ABBREVS["ttp"] = "𝚙"
ABBREVS["beth"] = "ℶ"
ABBREVS["isansX"] = "𝘟"
ABBREVS["itj"] = "𝑗"
ABBREVS["sansj"] = "𝗃"
ABBREVS["nsim"] = "≁"
ABBREVS["ocirc"] = "̊"
ABBREVS["div"] = "÷"
ABBREVS["sansJ"] = "𝖩"
ABBREVS["bfrakt"] = "𝖙"
ABBREVS["itpi"] = "𝜋"
ABBREVS["sansG"] = "𝖦"
ABBREVS["longmapsfrom"] = "⟻"
ABBREVS["_-"] = "₋"
ABBREVS["bfsigma"] = "𝛔"
ABBREVS["squarehvfill"] = "▦"
ABBREVS["bfv"] = "𝐯"
ABBREVS["leftrightharpoonupdown"] = "⥊"
ABBREVS["turnk"] = "ʞ"
ABBREVS["bigcupdot"] = "⨃"
ABBREVS["And"] = "⩓"
ABBREVS["itE"] = "𝐸"
ABBREVS["bisansTheta"] = "𝞗"
ABBREVS["bbsum"] = "⅀"
ABBREVS["iiint"] = "∭"
ABBREVS["threeunderdot"] = "⃨"
ABBREVS["frakF"] = "𝔉"
ABBREVS["lvboxline"] = "⎸"
ABBREVS["bscrC"] = "𝓒"
ABBREVS["cancer"] = "♋"
ABBREVS["midbarwedge"] = "⩜"
ABBREVS["sqcup"] = "⊔"
ABBREVS["lrblacktriangle"] = "◢"
ABBREVS["Longrightarrow"] = "⟹"
ABBREVS["bikappa"] = "𝜿"
ABBREVS["subsetneq"] = "⊊"
ABBREVS["itBeta"] = "𝛣"
ABBREVS["ovhook"] = "̉"
ABBREVS["equalleftarrow"] = "⭀"
ABBREVS["bscrg"] = "𝓰"
ABBREVS["enclosetriangle"] = "⃤"
ABBREVS["dagger"] = "†"
ABBREVS["supsetdot"] = "⪾"
ABBREVS["frakf"] = "𝔣"
ABBREVS["scrI"] = "ℐ"
ABBREVS["rightouterjoin"] = "⟖"
ABBREVS["bfrakZ"] = "𝖅"
ABBREVS["twoheadmapsfrom"] = "⬶"
ABBREVS["bbf"] = "𝕗"
ABBREVS["itP"] = "𝑃"
ABBREVS["bsansalpha"] = "𝝰"
ABBREVS["bisansE"] = "𝙀"
ABBREVS["binu"] = "𝝂"
ABBREVS["itz"] = "𝑧"
ABBREVS["^g"] = "ᵍ"
ABBREVS["Sqcup"] = "⩏"
ABBREVS["biq"] = "𝒒"
ABBREVS["scrO"] = "𝒪"
ABBREVS["bfrakI"] = "𝕴"
ABBREVS["isansa"] = "𝘢"
ABBREVS["bfOmicron"] = "𝚶"
ABBREVS["leftwavearrow"] = "↜"
ABBREVS["notlessgreater"] = "≸"
ABBREVS["rightrightarrows"] = "⇉"
ABBREVS["DownRightTeeVector"] = "⥟"
ABBREVS["supsetapprox"] = "⫊"
ABBREVS["ttP"] = "𝙿"
ABBREVS["allequal"] = "≌"
ABBREVS["bfV"] = "𝐕"
ABBREVS["del"] = "∇"
ABBREVS["blackpointerright"] = "►"
ABBREVS["3/5"] = "⅗"
ABBREVS["bbC"] = "ℂ"
ABBREVS["female"] = "♀"
ABBREVS["cdotp"] = "·"
ABBREVS["bfvarphi"] = "𝛗"
ABBREVS["bsansc"] = "𝗰"
ABBREVS["bfnabla"] = "𝛁"
ABBREVS["^T"] = "ᵀ"
ABBREVS["itOmicron"] = "𝛰"
ABBREVS["capdot"] = "⩀"
ABBREVS["biY"] = "𝒀"
ABBREVS["italpha"] = "𝛼"
ABBREVS["ntrianglerighteq"] = "⋭"
ABBREVS["notbackslash"] = "⍀"
ABBREVS["nni"] = "∌"
ABBREVS["blacktriangle"] = "▴"
ABBREVS["mdblkcircle"] = "⚫"
ABBREVS["saturn"] = "♄"
ABBREVS["DownLeftRightVector"] = "⥐"
ABBREVS["ordmasculine"] = "º"
ABBREVS["curlyeqsucc"] = "⋟"
ABBREVS["bsansBeta"] = "𝝗"
ABBREVS["DownLeftTeeVector"] = "⥞"
ABBREVS["rdiagovfdiag"] = "⤫"
ABBREVS["mapsto"] = "↦"
ABBREVS["veemidvert"] = "⩛"
ABBREVS["^R"] = "ᴿ"
ABBREVS["maltese"] = "✠"
ABBREVS["rightarrowdiamond"] = "⤞"
ABBREVS["bfsix"] = "𝟔"
ABBREVS["leftouterjoin"] = "⟕"
ABBREVS["hslash"] = "ℏ"
ABBREVS["bisanszeta"] = "𝞯"
ABBREVS["bbid"] = "ⅆ"
ABBREVS["nVleftarrow"] = "⇺"
ABBREVS["circleonrightarrow"] = "⇴"
ABBREVS["bfraki"] = "𝖎"
ABBREVS["ttY"] = "𝚈"
ABBREVS["blockhalfshaded"] = "▒"
ABBREVS["brokenbar"] = "¦"
ABBREVS["blacksquare"] = "■"
ABBREVS["mdlgblkdiamond"] = "◆"
ABBREVS["circlellquad"] = "◵"
ABBREVS["upuparrows"] = "⇈"
ABBREVS["taurus"] = "♉"
ABBREVS["planck"] = "ℎ"
ABBREVS["bisansi"] = "𝙞"
ABBREVS["frakW"] = "𝔚"
ABBREVS["bbd"] = "𝕕"
ABBREVS["bsansRho"] = "𝝦"
ABBREVS["bfq"] = "𝐪"
ABBREVS["vDash"] = "⊨"
ABBREVS["conjquant"] = "⨇"
ABBREVS["4/5"] = "⅘"
ABBREVS["biPi"] = "𝜫"
ABBREVS["varclubsuit"] = "♧"
ABBREVS["bscrX"] = "𝓧"
ABBREVS["sim"] = "∼"
ABBREVS["bisanspi"] = "𝞹"
ABBREVS["^8"] = "⁸"
ABBREVS["RuleDelayed"] = "⧴"
ABBREVS["^p"] = "ᵖ"
ABBREVS["scrJ"] = "𝒥"
ABBREVS["sum"] = "∑"
ABBREVS["bfepsilon"] = "𝛆"
ABBREVS["rightarrowbsimilar"] = "⭌"
ABBREVS["aquarius"] = "♒"
ABBREVS["sansS"] = "𝖲"
ABBREVS["ggg"] = "⋙"
ABBREVS["uranus"] = "♅"
ABBREVS["biepsilon"] = "𝜺"
ABBREVS["isinvb"] = "⋸"
ABBREVS["rightthreetimes"] = "⋌"
ABBREVS["oturnedcomma"] = "̒"
ABBREVS["bscrR"] = "𝓡"
ABBREVS["O"] = "Ø"
ABBREVS["bfvarepsilon"] = "𝛜"
ABBREVS["nbumpeq"] = "≏̸"
ABBREVS["dashv"] = "⊣"
ABBREVS["bbie"] = "ⅇ"
ABBREVS["curlywedge"] = "⋏"
ABBREVS["tth"] = "𝚑"
ABBREVS["itTau"] = "𝛵"
ABBREVS["mdlgwhtdiamond"] = "◇"
ABBREVS["itk"] = "𝑘"
ABBREVS["biZ"] = "𝒁"
ABBREVS["biGamma"] = "𝜞"
ABBREVS["bsansKappa"] = "𝝟"
ABBREVS["underleftharpoondown"] = "⃭"
ABBREVS["gg"] = "≫"
ABBREVS["circleulquad"] = "◴"
ABBREVS["ngtrsim"] = "≵"
ABBREVS["_s"] = "ₛ"
ABBREVS["smwhitestar"] = "⭒"
ABBREVS["bfrakB"] = "𝕭"
ABBREVS["glj"] = "⪤"
ABBREVS["sqsupset"] = "⊐"
ABBREVS["frakt"] = "𝔱"
ABBREVS["nprec"] = "⊀"
ABBREVS["_n"] = "ₙ"
ABBREVS["diamond"] = "⋄"
ABBREVS["Lap"] = "⧊"
ABBREVS["otimesrhrim"] = "⨵"
ABBREVS["leftrightarrows"] = "⇆"
ABBREVS["LeftUpTeeVector"] = "⥠"
ABBREVS["itphi"] = "𝜑"
ABBREVS["hexagon"] = "⎔"
ABBREVS["biSigma"] = "𝜮"
ABBREVS["eighthnote"] = "♪"
ABBREVS["risingdotseq"] = "≓"
ABBREVS["RightUpTeeVector"] = "⥜"
ABBREVS["bbrktbrk"] = "⎶"
ABBREVS["^("] = "⁽"
ABBREVS["1/2"] = "½"
ABBREVS["bfEpsilon"] = "𝚬"
ABBREVS["iint"] = "∬"
ABBREVS["nleqslant"] = "⩽̸"
ABBREVS["leftrightarrowtriangle"] = "⇿"
ABBREVS["squarelrquad"] = "◲"
ABBREVS["measanglerdtose"] = "⦪"
ABBREVS["eparsl"] = "⧣"
ABBREVS["nprecsim"] = "≾̸"
ABBREVS["btimes"] = "⨲"
ABBREVS["bia"] = "𝒂"
ABBREVS["bisansLambda"] = "𝞚"
ABBREVS["oe"] = "œ"
ABBREVS["forall"] = "∀"
ABBREVS["bbl"] = "𝕝"
ABBREVS["ttu"] = "𝚞"
ABBREVS["bisansDelta"] = "𝞓"
ABBREVS["bfDigamma"] = "𝟊"
ABBREVS["rightarrowtriangle"] = "⇾"
ABBREVS["bbw"] = "𝕨"
ABBREVS["leftarrowx"] = "⬾"
ABBREVS["bba"] = "𝕒"
ABBREVS["supset"] = "⊃"
ABBREVS["supsim"] = "⫈"
ABBREVS["bfrakP"] = "𝕻"
ABBREVS["ordfeminine"] = "ª"
ABBREVS["equiv"] = "≡"
ABBREVS["sharp"] = "♯"
ABBREVS["bsansY"] = "𝗬"
ABBREVS["sbrhr"] = "˒"
ABBREVS["_2"] = "₂"
ABBREVS["bbo"] = "𝕠"
ABBREVS["epsilon"] = "ϵ"
ABBREVS["Nwarrow"] = "⇖"
ABBREVS["bfMu"] = "𝚳"
ABBREVS["bsansmu"] = "𝝻"
ABBREVS["itlambda"] = "𝜆"
ABBREVS["isansE"] = "𝘌"
ABBREVS["ae"] = "æ"
ABBREVS["nrleg"] = "ƞ"
ABBREVS["infty"] = "∞"
ABBREVS["dualmap"] = "⧟"
ABBREVS["_="] = "₌"
ABBREVS["eqgtr"] = "⋝"
ABBREVS["bigotimes"] = "⨂"
ABBREVS["bsansn"] = "𝗻"
ABBREVS["nvleftarrow"] = "⇷"
ABBREVS["Swarrow"] = "⇙"
ABBREVS["vrecto"] = "▯"
ABBREVS["isinE"] = "⋹"
ABBREVS["leftharpoonaccent"] = "⃐"
ABBREVS["bbb"] = "𝕓"
ABBREVS["inversewhitecircle"] = "◙"
ABBREVS["commaminus"] = "⨩"
ABBREVS["bisansf"] = "𝙛"
ABBREVS["whitearrowupfrombar"] = "⇪"
ABBREVS["bisansChi"] = "𝞦"
ABBREVS["btdl"] = "ɬ"
ABBREVS["vrectangleblack"] = "▮"
ABBREVS["bsansO"] = "𝗢"
ABBREVS["scrQ"] = "𝒬"
ABBREVS["eqslantgtr"] = "⪖"
ABBREVS["strike"] = "̶"
ABBREVS["smblksquare"] = "▪"
ABBREVS["scpolint"] = "⨓"
ABBREVS["sansK"] = "𝖪"
ABBREVS["lrcorner"] = "⌟"
ABBREVS["bsansV"] = "𝗩"
ABBREVS["birho"] = "𝝆"
ABBREVS["nwarrow"] = "↖"
ABBREVS["bfzero"] = "𝟎"
ABBREVS["^M"] = "ᴹ"
ABBREVS["_p"] = "ₚ"
ABBREVS["simlE"] = "⪟"
ABBREVS["_8"] = "₈"
ABBREVS["scry"] = "𝓎"
ABBREVS["bfvartheta"] = "𝛝"
ABBREVS["leqq"] = "≦"
ABBREVS["lfloor"] = "⌊"
ABBREVS["cirfb"] = "◒"
ABBREVS["bit"] = "𝒕"
ABBREVS["bscrk"] = "𝓴"
ABBREVS["urtriangle"] = "◹"
ABBREVS["rightsquigarrow"] = "⇝"
ABBREVS["leftarrow"] = "←"
ABBREVS["sphericalangle"] = "∢"
ABBREVS["revemptyset"] = "⦰"
ABBREVS["nVtwoheadleftarrowtail"] = "⬽"
ABBREVS["biP"] = "𝑷"
ABBREVS["rLarr"] = "⥄"
ABBREVS["boxtimes"] = "⊠"
ABBREVS["ttm"] = "𝚖"
ABBREVS["_i"] = "ᵢ"
ABBREVS["dottedcircle"] = "◌"
ABBREVS["bisansvarsigma"] = "𝞻"
ABBREVS["hkswarow"] = "⤦"
ABBREVS["bfl"] = "𝐥"
ABBREVS["gtquest"] = "⩼"
ABBREVS["bisansq"] = "𝙦"
ABBREVS["frakK"] = "𝔎"
ABBREVS["^r"] = "ʳ"
ABBREVS["wedgeodot"] = "⩑"
ABBREVS["isansC"] = "𝘊"
ABBREVS["interleave"] = "⫴"
ABBREVS["^B"] = "ᴮ"
ABBREVS["doublebarvee"] = "⩢"
ABBREVS["circledwhitebullet"] = "⦾"
ABBREVS["complement"] = "∁"
ABBREVS["biL"] = "𝑳"
ABBREVS["itEta"] = "𝛨"
ABBREVS["ttw"] = "𝚠"
ABBREVS["bfzeta"] = "𝛇"
ABBREVS["isansG"] = "𝘎"
ABBREVS["simless"] = "⪝"
ABBREVS["biOmega"] = "𝜴"
ABBREVS["sqsubsetneq"] = "⋤"
ABBREVS["Ddownarrow"] = "⤋"
ABBREVS["sansx"] = "𝗑"
ABBREVS["bih"] = "𝒉"
ABBREVS["measanglelutonw"] = "⦩"
ABBREVS["_rho"] = "ᵨ"
ABBREVS["neqsim"] = "≂̸"
ABBREVS["smwhtsquare"] = "▫"
ABBREVS["itIota"] = "𝛪"
ABBREVS["leftarrowapprox"] = "⭊"
ABBREVS["upMu"] = "Μ"
ABBREVS["nVrightarrow"] = "⇻"
ABBREVS["bscrU"] = "𝓤"
ABBREVS["Koppa"] = "Ϟ"
ABBREVS["itnu"] = "𝜈"
ABBREVS["isansq"] = "𝘲"
ABBREVS["minusfdots"] = "⨫"
ABBREVS["gggnest"] = "⫸"
ABBREVS["angle"] = "∠"
ABBREVS["bfF"] = "𝐅"
ABBREVS["diceiv"] = "⚃"
ABBREVS["scrT"] = "𝒯"
ABBREVS["itSigma"] = "𝛴"
ABBREVS["Eta"] = "Η"
ABBREVS["ll"] = "≪"
ABBREVS["underrightarrow"] = "⃯"
ABBREVS["vartriangle"] = "▵"
ABBREVS["bfrakv"] = "𝖛"
ABBREVS["Leftarrow"] = "⇐"
ABBREVS["lrtriangleeq"] = "⧡"
ABBREVS["asymp"] = "≍"
ABBREVS["defas"] = "⧋"
ABBREVS["varointclockwise"] = "∲"
ABBREVS["bscrL"] = "𝓛"
ABBREVS["times"] = "×"
ABBREVS["wr"] = "≀"
ABBREVS["twoheadrightarrowtail"] = "⤖"
ABBREVS["bsansiota"] = "𝝸"
ABBREVS["llblacktriangle"] = "◣"
ABBREVS["_u"] = "ᵤ"
ABBREVS["ddotseq"] = "⩷"
ABBREVS["lltriangle"] = "◺"
ABBREVS["ss"] = "ß"
ABBREVS["bii"] = "𝒊"
ABBREVS["upOmicron"] = "Ο"
ABBREVS["boxupcaret"] = "⍓"
ABBREVS["suphsub"] = "⫗"
ABBREVS["approxeqq"] = "⩰"
ABBREVS["intcap"] = "⨙"
ABBREVS["^k"] = "ᵏ"
ABBREVS["openbracketleft"] = "⟦"
ABBREVS["circleurquad"] = "◷"
ABBREVS["gtcc"] = "⪧"
ABBREVS["droang"] = "̚"
ABBREVS["simgtr"] = "⪞"
ABBREVS["isansK"] = "𝘒"
ABBREVS["bfGamma"] = "𝚪"
ABBREVS["leftarrowbackapprox"] = "⭂"
ABBREVS["barrightarrowdiamond"] = "⤠"
ABBREVS["triangleleft"] = "◁"
ABBREVS["nvdash"] = "⊬"
ABBREVS["biv"] = "𝒗"
ABBREVS["bfTheta"] = "𝚯"
ABBREVS["bscrS"] = "𝓢"
ABBREVS["bisansm"] = "𝙢"
ABBREVS["dotsminusdots"] = "∺"
ABBREVS["ttg"] = "𝚐"
ABBREVS["oiiint"] = "∰"
ABBREVS["scrV"] = "𝒱"
ABBREVS["questiondown"] = "¿"
ABBREVS["forkv"] = "⫙"
ABBREVS["updownarrowbar"] = "↨"
ABBREVS["upepsilon"] = "ε"
ABBREVS["itN"] = "𝑁"
ABBREVS["pertenthousand"] = "‱"
ABBREVS["precnsim"] = "⋨"
ABBREVS["profline"] = "⌒"
ABBREVS["bfdigamma"] = "𝟋"
ABBREVS["itupsilon"] = "𝜐"
ABBREVS["reapos"] = "‛"
ABBREVS["ttA"] = "𝙰"
ABBREVS["sansfive"] = "𝟧"
ABBREVS["succneq"] = "⪲"
ABBREVS["UpEquilibrium"] = "⥮"
ABBREVS["ttk"] = "𝚔"
ABBREVS["biC"] = "𝑪"
ABBREVS["scrE"] = "ℰ"
ABBREVS["bfrakd"] = "𝖉"
ABBREVS["underleftrightarrow"] = "͍"
ABBREVS["ttQ"] = "𝚀"
ABBREVS["aries"] = "♈"
ABBREVS["intercal"] = "⊺"
ABBREVS["bbs"] = "𝕤"
ABBREVS["Zbar"] = "Ƶ"
ABBREVS["emptysetoarrl"] = "⦴"
ABBREVS["itMu"] = "𝛭"
ABBREVS["ntrianglelefteq"] = "⋬"
ABBREVS["bigvee"] = "⋁"
ABBREVS["minus"] = "−"
ABBREVS["nleftarrow"] = "↚"
ABBREVS["scrL"] = "ℒ"
ABBREVS["bfp"] = "𝐩"
ABBREVS["itvarepsilon"] = "𝜖"
ABBREVS["mho"] = "℧"
ABBREVS["bigwedge"] = "⋀"
ABBREVS["benzenr"] = "⏣"
ABBREVS["submult"] = "⫁"
ABBREVS["sanss"] = "𝗌"
ABBREVS["sinewave"] = "∿"
ABBREVS["bbii"] = "ⅈ"
ABBREVS["leftrightarrowcircle"] = "⥈"
ABBREVS["diamondbotblack"] = "⬙"
ABBREVS["fourthroot"] = "∜"
ABBREVS["curlyvee"] = "⋎"
ABBREVS["eth"] = "ð"
ABBREVS["itK"] = "𝐾"
ABBREVS["bisansF"] = "𝙁"
ABBREVS["bsolhsub"] = "⟈"
ABBREVS["bisansQ"] = "𝙌"
ABBREVS["lsime"] = "⪍"
ABBREVS["lesseqqgtr"] = "⪋"
ABBREVS["dshfnc"] = "┆"
ABBREVS["blackcircledrightdot"] = "⚈"
ABBREVS["bbu"] = "𝕦"
ABBREVS["bsansXi"] = "𝝣"
ABBREVS["bsansf"] = "𝗳"
ABBREVS["bsansj"] = "𝗷"
ABBREVS["itI"] = "𝐼"
ABBREVS["scorpio"] = "♏"
ABBREVS["upharpoonright"] = "↾"
ABBREVS["circlelrquad"] = "◶"
ABBREVS["twocups"] = "⩊"
ABBREVS["ttx"] = "𝚡"
ABBREVS["bisanspartial"] = "𝟃"
ABBREVS["lessdot"] = "⋖"
ABBREVS["subsetplus"] = "⪿"
ABBREVS["bfP"] = "𝐏"
ABBREVS["sansm"] = "𝗆"
ABBREVS["blackcircledtwodots"] = "⚉"
ABBREVS["bfk"] = "𝐤"
ABBREVS["bsansvartheta"] = "𝞋"
ABBREVS["rsolbar"] = "⧷"
ABBREVS["sqfr"] = "◨"
ABBREVS["increment"] = "∆"
ABBREVS["sansa"] = "𝖺"
ABBREVS["bftwo"] = "𝟐"
ABBREVS["ttseven"] = "𝟽"
ABBREVS["isansI"] = "𝘐"
ABBREVS["leftrightharpoonsup"] = "⥦"
ABBREVS["fraky"] = "𝔶"
ABBREVS["nVtwoheadrightarrowtail"] = "⤘"
ABBREVS["ttX"] = "𝚇"
ABBREVS["bisanstau"] = "𝞽"
ABBREVS["otimeshat"] = "⨶"
ABBREVS["1/5"] = "⅕"
ABBREVS["ularc"] = "◜"
ABBREVS["bsansNu"] = "𝝢"
ABBREVS["_6"] = "₆"
ABBREVS["coprod"] = "∐"
ABBREVS["sansF"] = "𝖥"
ABBREVS["aa"] = "å"
ABBREVS["1/9"] = "⅑"
ABBREVS["dblarrowupdown"] = "⇅"
ABBREVS["isanst"] = "𝘵"
ABBREVS["^epsilon"] = "ᵋ"
ABBREVS["cupdot"] = "⊍"
ABBREVS["Lsh"] = "↰"
ABBREVS["itnabla"] = "𝛻"
ABBREVS["trianglelefteq"] = "⊴"
ABBREVS["scurel"] = "⊱"
ABBREVS["emptysetoarr"] = "⦳"
ABBREVS["degree"] = "°"
ABBREVS["xrat"] = "℞"
ABBREVS["dicevi"] = "⚅"
ABBREVS["triangleminus"] = "⨺"
ABBREVS["ddot"] = "̈"
ABBREVS["topbot"] = "⌶"
ABBREVS["updownharpoonleftright"] = "⥍"
ABBREVS["blacklefthalfcircle"] = "◖"
ABBREVS["hexagonblack"] = "⬣"
ABBREVS["fraka"] = "𝔞"
ABBREVS["bbone"] = "𝟙"
ABBREVS["isansR"] = "𝘙"
ABBREVS["ddagger"] = "‡"
ABBREVS["scrA"] = "𝒜"
ABBREVS["bscrc"] = "𝓬"
ABBREVS["itvarpi"] = "𝜛"
ABBREVS["bigcap"] = "⋂"
ABBREVS["itW"] = "𝑊"
ABBREVS["bibeta"] = "𝜷"
ABBREVS["gesles"] = "⪔"
ABBREVS["circeq"] = "≗"
ABBREVS["Phi"] = "Φ"
ABBREVS["guilsinglleft"] = "‹"
ABBREVS["bisansA"] = "𝘼"
ABBREVS["AE"] = "Æ"
ABBREVS["check"] = "̌"
ABBREVS["hlmrk"] = "ˑ"
ABBREVS["intx"] = "⨘"
ABBREVS["bfNu"] = "𝚴"
ABBREVS["parallelogram"] = "▱"
ABBREVS["Upsilon"] = "Υ"
ABBREVS["bsansD"] = "𝗗"
ABBREVS["arceq"] = "≘"
ABBREVS["LeftUpDownVector"] = "⥑"
ABBREVS["Dashv"] = "⫤"
ABBREVS["sansb"] = "𝖻"
ABBREVS["overbracket"] = "⎴"
ABBREVS["sanse"] = "𝖾"
ABBREVS["bfchi"] = "𝛘"
ABBREVS["ltimes"] = "⋉"
ABBREVS["bbseven"] = "𝟟"
ABBREVS["leftrightarrow"] = "↔"
ABBREVS["biI"] = "𝑰"
ABBREVS["^P"] = "ᴾ"
ABBREVS["rightarrowbackapprox"] = "⭈"
ABBREVS["varspadesuit"] = "♤"
ABBREVS["bfSigma"] = "𝚺"
ABBREVS["Mapsto"] = "⤇"
ABBREVS["bbg"] = "𝕘"
ABBREVS["bivarpi"] = "𝝕"
ABBREVS["Prec"] = "⪻"
ABBREVS["mid"] = "∣"
ABBREVS["subsetapprox"] = "⫉"
ABBREVS["varisinobar"] = "⋶"
ABBREVS["sansT"] = "𝖳"
ABBREVS["bfU"] = "𝐔"
ABBREVS["bivarrho"] = "𝝔"
ABBREVS["tricolon"] = "⁝"
ABBREVS["hookleftarrow"] = "↩"
ABBREVS["sqfnw"] = "┙"
ABBREVS["LeftTriangleBar"] = "⧏"
ABBREVS["isansD"] = "𝘋"
ABBREVS["bisansK"] = "𝙆"
ABBREVS["^="] = "⁼"
ABBREVS["bfDelta"] = "𝚫"
ABBREVS["swarrow"] = "↙"
ABBREVS["wideangleup"] = "⦧"
ABBREVS["bar"] = "̄"
ABBREVS["csube"] = "⫑"
ABBREVS["bfrako"] = "𝖔"
ABBREVS["rtlt"] = "ʈ"
ABBREVS["natural"] = "♮"
ABBREVS["mp"] = "∓"
ABBREVS["niobar"] = "⋾"
ABBREVS["invnot"] = "⌐"
ABBREVS["biK"] = "𝑲"
ABBREVS["biQ"] = "𝑸"
ABBREVS["subseteq"] = "⊆"
ABBREVS["squareneswfill"] = "▨"
ABBREVS["isansT"] = "𝘛"
ABBREVS["postalmark"] = "〒"
ABBREVS["NG"] = "Ŋ"
ABBREVS["LeftRightVector"] = "⥎"
ABBREVS["frakc"] = "𝔠"
ABBREVS["biG"] = "𝑮"
ABBREVS["bfrakW"] = "𝖂"
ABBREVS["bfrakN"] = "𝕹"
ABBREVS["ittheta"] = "𝜃"
ABBREVS["gtreqqless"] = "⪌"
ABBREVS["isansr"] = "𝘳"
ABBREVS["bisansT"] = "𝙏"
ABBREVS["Longleftrightarrow"] = "⟺"
ABBREVS["tildelow"] = "˜"
ABBREVS["vdots"] = "⋮"
ABBREVS["dashrightharpoondown"] = "⥭"
ABBREVS["^H"] = "ᴴ"
ABBREVS["bigbot"] = "⟘"
ABBREVS["gimel"] = "ℷ"
ABBREVS["iiiint"] = "⨌"
ABBREVS["bip"] = "𝒑"
ABBREVS["varbarwedge"] = "⌅"
ABBREVS["twoheadleftarrowtail"] = "⬻"
ABBREVS["ttq"] = "𝚚"
ABBREVS["smte"] = "⪬"
ABBREVS["bisansRho"] = "𝞠"
ABBREVS["bisansepsilon"] = "𝞮"
ABBREVS["whitepointerright"] = "▻"
ABBREVS["nvLeftrightarrow"] = "⤄"
ABBREVS["TH"] = "Þ"
ABBREVS["mapsup"] = "↥"
ABBREVS["revangleubar"] = "⦥"
ABBREVS["scrz"] = "𝓏"
ABBREVS["clwintegral"] = "∱"
ABBREVS["sansthree"] = "𝟥"
ABBREVS["_9"] = "₉"
ABBREVS["circledbullet"] = "⦿"
ABBREVS["ttN"] = "𝙽"
ABBREVS["bisansv"] = "𝙫"
ABBREVS["Lleftarrow"] = "⇚"
ABBREVS["bfdelta"] = "𝛅"
ABBREVS["hat"] = "̂"
ABBREVS["nearrow"] = "↗"
ABBREVS["vartheta"] = "ϑ"
ABBREVS["bscrP"] = "𝓟"
ABBREVS["varnis"] = "⋻"
ABBREVS["Iota"] = "Ι"
ABBREVS["varlrtriangle"] = "⊿"
ABBREVS["bfy"] = "𝐲"
ABBREVS["backpprime"] = "‶"
ABBREVS["th"] = "þ"
ABBREVS["frakX"] = "𝔛"
ABBREVS["itS"] = "𝑆"
ABBREVS["bscrZ"] = "𝓩"
ABBREVS["kernelcontraction"] = "∻"
ABBREVS["ntriangleright"] = "⋫"
ABBREVS["frakT"] = "𝔗"
ABBREVS["Searrow"] = "⇘"
ABBREVS["tte"] = "𝚎"
ABBREVS["bfrakz"] = "𝖟"
ABBREVS["breve"] = "̆"
ABBREVS["angleubar"] = "⦤"
ABBREVS["hatapprox"] = "⩯"
ABBREVS["bisansEta"] = "𝞖"
ABBREVS["itvartheta"] = "𝜗"
ABBREVS["trnt"] = "ʇ"
ABBREVS["closedvarcupsmashprod"] = "⩐"
ABBREVS["succeq"] = "⪰"
ABBREVS["isansU"] = "𝘜"
ABBREVS["enspace"] = " "
ABBREVS["itq"] = "𝑞"
ABBREVS["nwovnearrow"] = "⤲"
ABBREVS["isansQ"] = "𝘘"
ABBREVS["bsansfive"] = "𝟱"
ABBREVS["bigcirc"] = "○"
ABBREVS["suphsol"] = "⟉"
ABBREVS["plushat"] = "⨣"
ABBREVS["bisansZ"] = "𝙕"
ABBREVS["sigma"] = "σ"
ABBREVS["itvarTheta"] = "𝛳"
ABBREVS["leftharpoonup"] = "↼"
ABBREVS["bisansOmicron"] = "𝞞"
ABBREVS["^L"] = "ᴸ"
ABBREVS["^w"] = "ʷ"
ABBREVS["int"] = "∫"
ABBREVS["curlyeqprec"] = "⋞"
ABBREVS["barleftarrowrightarrowbar"] = "↹"
ABBREVS["rightwhitearrow"] = "⇨"
ABBREVS["rightarrowplus"] = "⥅"
ABBREVS["bbA"] = "𝔸"
ABBREVS["sansY"] = "𝖸"
ABBREVS["bsansrho"] = "𝞀"
ABBREVS["sqrtbottom"] = "⎷"
ABBREVS["bscrv"] = "𝓿"
ABBREVS["nVrightarrowtail"] = "⤕"
ABBREVS["neovsearrow"] = "⤮"
ABBREVS["bscrW"] = "𝓦"
ABBREVS["Leftrightarrow"] = "⇔"
ABBREVS["rightharpoonsupdown"] = "⥤"
ABBREVS["lceil"] = "⌈"
ABBREVS["UpArrowBar"] = "⤒"
ABBREVS["bfAlpha"] = "𝚨"
ABBREVS["bfi"] = "𝐢"
ABBREVS["bfrakH"] = "𝕳"
ABBREVS["ne"] = "≠"
ABBREVS["varsubsetneqq"] = "⊊︀"
ABBREVS["bfs"] = "𝐬"
ABBREVS["bullet"] = "•"
ABBREVS["bfrakf"] = "𝖋"
ABBREVS["^+"] = "⁺"
ABBREVS["itpsi"] = "𝜓"
ABBREVS["lgE"] = "⪑"
ABBREVS["bffive"] = "𝟓"
ABBREVS["trnh"] = "ɥ"
ABBREVS["boxbslash"] = "⧅"
ABBREVS["equalparallel"] = "⋕"
ABBREVS["cirfnint"] = "⨐"
ABBREVS["biz"] = "𝒛"
ABBREVS["subedot"] = "⫃"
ABBREVS["bbi"] = "𝕚"
ABBREVS["itRho"] = "𝛲"
ABBREVS["nLeftrightarrow"] = "⇎"
ABBREVS["itepsilon"] = "𝜀"
ABBREVS["itomega"] = "𝜔"
ABBREVS["dashleftharpoondown"] = "⥫"
ABBREVS["hrectangle"] = "▭"
ABBREVS["bbM"] = "𝕄"
ABBREVS["ttd"] = "𝚍"
ABBREVS["bsansM"] = "𝗠"
ABBREVS["bfX"] = "𝐗"
ABBREVS["bisansvarkappa"] = "𝟆"
ABBREVS["itkappa"] = "𝜅"
ABBREVS["precnapprox"] = "⪹"
ABBREVS["scrj"] = "𝒿"
ABBREVS["nsqsupseteq"] = "⋣"
ABBREVS["precapprox"] = "⪷"
ABBREVS["pentagonblack"] = "⬟"
ABBREVS["curvearrowright"] = "↷"
ABBREVS["bfrakA"] = "𝕬"
ABBREVS["sqspne"] = "⋥"
ABBREVS["bfm"] = "𝐦"
ABBREVS["bisansW"] = "𝙒"
ABBREVS["top"] = "⊤"
ABBREVS["sansi"] = "𝗂"
ABBREVS["bbZ"] = "ℤ"
ABBREVS["itiota"] = "𝜄"
ABBREVS["blacktriangledown"] = "▾"
ABBREVS["squoval"] = "▢"
ABBREVS["rasp"] = "ʼ"
ABBREVS["downharpoonright"] = "⇂"
ABBREVS["bsanssix"] = "𝟲"
ABBREVS["sqsubset"] = "⊏"
ABBREVS["squarellblack"] = "⬕"
ABBREVS["underrightharpoondown"] = "⃬"
ABBREVS["succsim"] = "≿"
ABBREVS["dashV"] = "⫣"
ABBREVS["itzeta"] = "𝜁"
ABBREVS["emdash"] = "—"
ABBREVS["biA"] = "𝑨"
ABBREVS["itPhi"] = "𝛷"
ABBREVS["biJ"] = "𝑱"
ABBREVS["bisansOmega"] = "𝞨"
ABBREVS["scrM"] = "ℳ"
ABBREVS["bin"] = "𝒏"
ABBREVS["delta"] = "δ"
ABBREVS["rfloor"] = "⌋"
ABBREVS["eqslantless"] = "⪕"
ABBREVS["twoheaduparrow"] = "↟"
ABBREVS["bsansJ"] = "𝗝"
ABBREVS["bisansM"] = "𝙈"
ABBREVS["^phi"] = "ᵠ"
ABBREVS["bisansd"] = "𝙙"
ABBREVS["^i"] = "ⁱ"
ABBREVS["eqcolon"] = "≕"
ABBREVS["bfvarsigma"] = "𝛓"
ABBREVS["bfrakM"] = "𝕸"
ABBREVS["nsubseteq"] = "⊈"
ABBREVS["bisansomega"] = "𝟂"
ABBREVS["wedge"] = "∧"
ABBREVS["^N"] = "ᴺ"
ABBREVS["cdots"] = "⋯"
ABBREVS["7/8"] = "⅞"
ABBREVS["smblklozenge"] = "⬪"
ABBREVS["spadesuit"] = "♠"
ABBREVS["bfChi"] = "𝚾"
ABBREVS["trapezium"] = "⏢"
ABBREVS["bullseye"] = "◎"
ABBREVS["scro"] = "ℴ"
ABBREVS["tildetrpl"] = "≋"
ABBREVS["leftrightsquigarrow"] = "↭"
ABBREVS["^t"] = "ᵗ"
ABBREVS["dbkarow"] = "⤏"
ABBREVS["Sigma"] = "Σ"
ABBREVS["longmapsto"] = "⟼"
ABBREVS["DownArrowUpArrow"] = "⇵"
ABBREVS["intbar"] = "⨍"
ABBREVS["nasymp"] = "≭"
ABBREVS["npreceq"] = "⪯̸"
ABBREVS["isansM"] = "𝘔"
ABBREVS["bbnine"] = "𝟡"
ABBREVS["itdelta"] = "𝛿"
ABBREVS["virgo"] = "♍"
ABBREVS["bfPhi"] = "𝚽"
ABBREVS["isansL"] = "𝘓"
ABBREVS["boxast"] = "⧆"
ABBREVS["bbV"] = "𝕍"
ABBREVS["sansc"] = "𝖼"
ABBREVS["bfUpsilon"] = "𝚼"
ABBREVS["csupe"] = "⫒"
ABBREVS["drbkarrow"] = "⤐"
ABBREVS["bfrakC"] = "𝕮"
ABBREVS["bscrl"] = "𝓵"
ABBREVS["ell"] = "ℓ"
ABBREVS["bfrakY"] = "𝖄"
ABBREVS["squaretopblack"] = "⬒"
ABBREVS["sansN"] = "𝖭"
ABBREVS["isansB"] = "𝘉"
ABBREVS["bisansPsi"] = "𝞧"
ABBREVS["tau"] = "τ"
ABBREVS["Vvert"] = "⦀"
ABBREVS["circledS"] = "Ⓢ"
ABBREVS["bsanse"] = "𝗲"
ABBREVS["bbtwo"] = "𝟚"
ABBREVS["boxdot"] = "⊡"
ABBREVS["sanszero"] = "𝟢"
ABBREVS["twoheadleftarrow"] = "↞"
ABBREVS["barovernorthwestarrow"] = "↸"
ABBREVS["mdwhtlozenge"] = "⬨"
ABBREVS["bsansE"] = "𝗘"
ABBREVS["bscrd"] = "𝓭"
ABBREVS["Uparrow"] = "⇑"
ABBREVS["squarevfill"] = "▥"
ABBREVS["bfeight"] = "𝟖"
ABBREVS["LeftVectorBar"] = "⥒"
ABBREVS["_7"] = "₇"
ABBREVS["rightdasharrow"] = "⇢"
ABBREVS["itO"] = "𝑂"
ABBREVS["sanst"] = "𝗍"
ABBREVS["bisansu"] = "𝙪"
ABBREVS["isansz"] = "𝘻"
ABBREVS["sansO"] = "𝖮"
ABBREVS["smwhtcircle"] = "◦"
ABBREVS["nolinebreak"] = ""
ABBREVS["rangle"] = "⟩"
ABBREVS["rightarrowgtr"] = "⭃"
ABBREVS["libra"] = "♎"
ABBREVS["Lambda"] = "Λ"
ABBREVS["esh"] = "ʃ"
ABBREVS["ttfive"] = "𝟻"
ABBREVS["dsol"] = "⧶"
ABBREVS["sqsupseteq"] = "⊒"
ABBREVS["_r"] = "ᵣ"
ABBREVS["tieconcat"] = "⁀"
ABBREVS["itGamma"] = "𝛤"
ABBREVS["itg"] = "𝑔"
ABBREVS["odot"] = "⊙"
ABBREVS["supseteqq"] = "⫆"
ABBREVS["csup"] = "⫐"
ABBREVS["bsansm"] = "𝗺"
ABBREVS["bisansS"] = "𝙎"
ABBREVS["boxminus"] = "⊟"
ABBREVS["Rdsh"] = "↳"
ABBREVS["varveebar"] = "⩡"
ABBREVS["bfrakx"] = "𝖝"
ABBREVS["k"] = "̨"
ABBREVS["bfBeta"] = "𝚩"
ABBREVS["bilambda"] = "𝝀"
ABBREVS["nparallel"] = "∦"
ABBREVS["Pi"] = "Π"
ABBREVS["^n"] = "ⁿ"
ABBREVS["conictaper"] = "⌲"
ABBREVS["biBeta"] = "𝜝"
ABBREVS["^z"] = "ᶻ"
ABBREVS["gtrapprox"] = "⪆"
ABBREVS["lessgtr"] = "≶"
ABBREVS["scrw"] = "𝓌"
ABBREVS["frakE"] = "𝔈"
ABBREVS["bix"] = "𝒙"
ABBREVS["ttthree"] = "𝟹"
ABBREVS["overleftrightarrow"] = "⃡"
ABBREVS["mdwhtcircle"] = "⚪"
ABBREVS["bisansrho"] = "𝞺"
ABBREVS["dotsim"] = "⩪"
ABBREVS["bfrakX"] = "𝖃"
ABBREVS["coloneq"] = "≔"
ABBREVS["trademark"] = "™"
ABBREVS["pisces"] = "♓"
ABBREVS["bscrY"] = "𝓨"
ABBREVS["bbfour"] = "𝟜"
ABBREVS["rightarrowsupset"] = "⭄"
ABBREVS["itu"] = "𝑢"
ABBREVS["preceqq"] = "⪳"
ABBREVS["bio"] = "𝒐"
ABBREVS["eqcirc"] = "≖"
ABBREVS["quarternote"] = "♩"
ABBREVS["measangleldtosw"] = "⦫"
ABBREVS["RightVectorBar"] = "⥓"
ABBREVS["vysmblksquare"] = "⬝"
ABBREVS["bscrz"] = "𝔃"
ABBREVS["frakJ"] = "𝔍"
ABBREVS["lgwhtsquare"] = "⬜"
ABBREVS["sansf"] = "𝖿"
ABBREVS["bsansvarepsilon"] = "𝞊"
ABBREVS["bfnine"] = "𝟗"
ABBREVS["upharpoonleft"] = "↿"
ABBREVS["sansl"] = "𝗅"
ABBREVS["wedgeq"] = "≙"
ABBREVS["itChi"] = "𝛸"
ABBREVS["^U"] = "ᵁ"
ABBREVS["hrectangleblack"] = "▬"
ABBREVS["hookrightarrow"] = "↪"
ABBREVS["supsetneq"] = "⊋"
ABBREVS["nis"] = "⋼"
ABBREVS["bisansI"] = "𝙄"
ABBREVS["biIota"] = "𝜤"
ABBREVS["5/6"] = "⅚"
ABBREVS["bbX"] = "𝕏"
ABBREVS["bisansdelta"] = "𝞭"
ABBREVS["succneqq"] = "⪶"
ABBREVS["precneq"] = "⪱"
ABBREVS["frakw"] = "𝔴"
ABBREVS["diamondleftarrow"] = "⤝"
ABBREVS["bbY"] = "𝕐"
ABBREVS["bisansbeta"] = "𝞫"
ABBREVS["bisansKappa"] = "𝞙"
ABBREVS["bfIota"] = "𝚰"
ABBREVS["bfTau"] = "𝚻"
ABBREVS["rtll"] = "ɭ"
ABBREVS["bim"] = "𝒎"
ABBREVS["sout"] = "̶"
ABBREVS["precsim"] = "≾"
ABBREVS["invw"] = "ʍ"
ABBREVS["bsansZ"] = "𝗭"
ABBREVS["^E"] = "ᴱ"
ABBREVS["biphi"] = "𝝋"
ABBREVS["upkoppa"] = "ϟ"
ABBREVS["trnsa"] = "ɒ"
ABBREVS["^d"] = "ᵈ"
ABBREVS["Gamma"] = "Γ"
ABBREVS["preceq"] = "⪯"
ABBREVS["bscrM"] = "𝓜"
ABBREVS["bfraka"] = "𝖆"
ABBREVS["isansH"] = "𝘏"
ABBREVS["tosa"] = "⤩"
ABBREVS["otimeslhrim"] = "⨴"
ABBREVS["bsansOmega"] = "𝝮"
ABBREVS["notin"] = "∉"
ABBREVS["inglst"] = "ʖ"
ABBREVS["frakl"] = "𝔩"
ABBREVS["^u"] = "ᵘ"
ABBREVS["ulblacktriangle"] = "◤"
ABBREVS["bil"] = "𝒍"
ABBREVS["_beta"] = "ᵦ"
ABBREVS["sansR"] = "𝖱"
ABBREVS["euro"] = "€"
ABBREVS["circ"] = "∘"
ABBREVS["bisansnabla"] = "𝞩"
ABBREVS["prime"] = "′"
ABBREVS["biH"] = "𝑯"
ABBREVS["itomicron"] = "𝜊"
ABBREVS["biTheta"] = "𝜣"
ABBREVS["mdwhtsquare"] = "◻"
ABBREVS["Angstrom"] = "Å"
ABBREVS["isansh"] = "𝘩"
ABBREVS["cdot"] = "⋅"
ABBREVS["uplus"] = "⊎"
ABBREVS["blockuphalf"] = "▀"
ABBREVS["leftthreearrows"] = "⬱"
ABBREVS["bid"] = "𝒅"
ABBREVS["leftdbkarrow"] = "⤎"
ABBREVS["itb"] = "𝑏"
ABBREVS["rtimes"] = "⋊"
ABBREVS["bisansvarTheta"] = "𝞡"
ABBREVS["numero"] = "№"
ABBREVS["carriagereturn"] = "↵"
ABBREVS["gsiml"] = "⪐"
ABBREVS["scrK"] = "𝒦"
ABBREVS["circledtwodots"] = "⚇"
ABBREVS["nmid"] = "∤"
ABBREVS["DJ"] = "Đ"
ABBREVS["bsanso"] = "𝗼"
ABBREVS["scrq"] = "𝓆"
ABBREVS["sansnine"] = "𝟫"
ABBREVS["trianglecdot"] = "◬"
ABBREVS["bfOmega"] = "𝛀"
ABBREVS["bfZeta"] = "𝚭"
ABBREVS["trny"] = "ʎ"
ABBREVS["^3"] = "³"
ABBREVS["^j"] = "ʲ"
ABBREVS["bsansh"] = "𝗵"
ABBREVS["bfrakE"] = "𝕰"
ABBREVS["ldots"] = "…"
ABBREVS["scrx"] = "𝓍"
ABBREVS["DownLeftVectorBar"] = "⥖"
ABBREVS["Supset"] = "⋑"
ABBREVS["mdblklozenge"] = "⬧"
ABBREVS["itvarsigma"] = "𝜍"
ABBREVS["barcup"] = "⩂"
ABBREVS["bftheta"] = "𝛉"
ABBREVS["bif"] = "𝒇"
ABBREVS["simrdots"] = "⩫"
ABBREVS["pgamma"] = "ɣ"
ABBREVS["ttM"] = "𝙼"
ABBREVS["midbarvee"] = "⩝"
ABBREVS["RightUpDownVector"] = "⥏"
ABBREVS["enclosediamond"] = "⃟"
ABBREVS["bisansAlpha"] = "𝞐"
ABBREVS["^5"] = "⁵"
ABBREVS["rightleftharpoonsup"] = "⥨"
ABBREVS["ltcir"] = "⩹"
ABBREVS["varhexagonlrbonds"] = "⌬"
ABBREVS["upharpoonsleftright"] = "⥣"
ABBREVS["varpi"] = "ϖ"
ABBREVS["scrR"] = "ℛ"
ABBREVS["bfH"] = "𝐇"
ABBREVS["circledast"] = "⊛"
ABBREVS["cap"] = "∩"
ABBREVS["bir"] = "𝒓"
ABBREVS["bscrh"] = "𝓱"
ABBREVS["Kappa"] = "Κ"
ABBREVS["vdash"] = "⊢"
ABBREVS["bib"] = "𝒃"
ABBREVS["smalltriangleright"] = "▹"
ABBREVS["because"] = "∵"
ABBREVS["barcap"] = "⩃"
ABBREVS["^beta"] = "ᵝ"
ABBREVS["bigtop"] = "⟙"
ABBREVS["elinters"] = "⏧"
ABBREVS["frakh"] = "𝔥"
ABBREVS["bfvarpi"] = "𝛡"
ABBREVS["bipi"] = "𝝅"
ABBREVS["_chi"] = "ᵪ"
ABBREVS["scrf"] = "𝒻"
ABBREVS["Times"] = "⨯"
ABBREVS["sqfse"] = "◪"
ABBREVS["rightharpoonupdash"] = "⥬"
ABBREVS["varniobar"] = "⋽"
ABBREVS["^iota"] = "ᶥ"
ABBREVS["biguplus"] = "⨄"
ABBREVS["nVleftrightarrow"] = "⇼"
ABBREVS["^a"] = "ᵃ"
ABBREVS["^v"] = "ᵛ"
ABBREVS["itr"] = "𝑟"
ABBREVS["bisansV"] = "𝙑"
ABBREVS["eqsim"] = "≂"
ABBREVS["whiteinwhitetriangle"] = "⟁"
ABBREVS["pupsil"] = "ʊ"
ABBREVS["lrarc"] = "◞"
ABBREVS["frakQ"] = "𝔔"
ABBREVS["isansg"] = "𝘨"
ABBREVS["tona"] = "⤧"
ABBREVS["setminus"] = "∖"
ABBREVS["nsqsubseteq"] = "⋢"
ABBREVS["doublepipe"] = "ǂ"
ABBREVS["lesdot"] = "⩿"
ABBREVS["isansw"] = "𝘸"
ABBREVS["bsansone"] = "𝟭"
ABBREVS["scrl"] = "𝓁"
ABBREVS["bbO"] = "𝕆"
ABBREVS["therefore"] = "∴"
ABBREVS["leftarrowtail"] = "↢"
ABBREVS["scre"] = "ℯ"
ABBREVS["smallni"] = "∍"
ABBREVS["rightanglearc"] = "⊾"
ABBREVS["measuredangle"] = "∡"
ABBREVS["iti"] = "𝑖"
ABBREVS["LeftTeeVector"] = "⥚"
ABBREVS["bfrakK"] = "𝕶"
ABBREVS["bisansvarphi"] = "𝟇"
ABBREVS["sansk"] = "𝗄"
ABBREVS["blkvertoval"] = "⬮"
ABBREVS["scrr"] = "𝓇"
ABBREVS["bisansPi"] = "𝞟"
ABBREVS["longleftarrow"] = "⟵"
ABBREVS["reglst"] = "ʕ"
ABBREVS["dj"] = "đ"
ABBREVS["downzigzagarrow"] = "↯"
ABBREVS["supedot"] = "⫄"
ABBREVS["biW"] = "𝑾"
ABBREVS["ppprime"] = "‴"
ABBREVS["biX"] = "𝑿"
ABBREVS["scrd"] = "𝒹"
ABBREVS["intprod"] = "⨼"
ABBREVS["notgreaterless"] = "≹"
ABBREVS["frakn"] = "𝔫"
ABBREVS["mdsmblksquare"] = "◾"
ABBREVS["bsansg"] = "𝗴"
ABBREVS["whitepointerleft"] = "◅"
ABBREVS["bfomega"] = "𝛚"
ABBREVS["bsansnine"] = "𝟵"
ABBREVS["^A"] = "ᴬ"
ABBREVS["bisansxi"] = "𝞷"
ABBREVS["_5"] = "₅"
ABBREVS["scrF"] = "ℱ"
ABBREVS["measangleurtone"] = "⦬"
ABBREVS["bscrI"] = "𝓘"
ABBREVS["3/8"] = "⅜"
ABBREVS["biy"] = "𝒚"
ABBREVS["bisansz"] = "𝙯"
ABBREVS["rtlr"] = "ɽ"
ABBREVS["subsub"] = "⫕"
ABBREVS["frakz"] = "𝔷"
ABBREVS["sansQ"] = "𝖰"
ABBREVS["strns"] = "⏤"
ABBREVS["gtrsim"] = "≳"
ABBREVS["uparrowbarred"] = "⤉"
ABBREVS["^Phi"] = "ᶲ"
ABBREVS["bidelta"] = "𝜹"
ABBREVS["adots"] = "⋰"
ABBREVS["downdasharrow"] = "⇣"
ABBREVS["rho"] = "ρ"
ABBREVS["dh"] = "ð"
ABBREVS["bscrK"] = "𝓚"
ABBREVS["gla"] = "⪥"
ABBREVS["itxi"] = "𝜉"
ABBREVS["bfpi"] = "𝛑"
ABBREVS["bfthree"] = "𝟑"
ABBREVS["mdsmwhtcircle"] = "⚬"
ABBREVS["bfEta"] = "𝚮"
ABBREVS["eqdot"] = "⩦"
ABBREVS["bfrakh"] = "𝖍"
ABBREVS["emptysetobar"] = "⦱"
ABBREVS["ittau"] = "𝜏"
ABBREVS["leftthreetimes"] = "⋋"
ABBREVS["bfrakc"] = "𝖈"
ABBREVS["jupiter"] = "♃"
ABBREVS["tta"] = "𝚊"
ABBREVS["_a"] = "ₐ"
ABBREVS["biPsi"] = "𝜳"
ABBREVS["bsansPsi"] = "𝝭"
ABBREVS["bumpeq"] = "≏"
ABBREVS["oiint"] = "∯"
ABBREVS["bigblacktriangledown"] = "▼"
ABBREVS["dotplus"] = "∔"
ABBREVS["bbS"] = "𝕊"
ABBREVS["opluslhrim"] = "⨭"
ABBREVS["searrow"] = "↘"
ABBREVS["mdwhtdiamond"] = "⬦"
ABBREVS["nvtwoheadrightarrow"] = "⤀"
ABBREVS["bfrakj"] = "𝖏"
ABBREVS["biDelta"] = "𝜟"
ABBREVS["itT"] = "𝑇"
ABBREVS["scrh"] = "𝒽"
ABBREVS["diamondtopblack"] = "⬘"
ABBREVS["diceii"] = "⚁"
ABBREVS["ttE"] = "𝙴"
ABBREVS["cirfl"] = "◐"
ABBREVS["bbj"] = "𝕛"
ABBREVS["bfA"] = "𝐀"
ABBREVS["bsansa"] = "𝗮"
ABBREVS["VDash"] = "⊫"
ABBREVS["upomicron"] = "ο"
ABBREVS["bscro"] = "𝓸"
ABBREVS["bsansT"] = "𝗧"
ABBREVS["bisansC"] = "𝘾"
ABBREVS["frakV"] = "𝔙"
ABBREVS["rsqhook"] = "⫎"
ABBREVS["palh"] = "̡"
ABBREVS["longleftsquigarrow"] = "⬳"
ABBREVS["trnm"] = "ɯ"
ABBREVS["^6"] = "⁶"
ABBREVS["boxdiag"] = "⧄"
ABBREVS["bic"] = "𝒄"
ABBREVS["bscry"] = "𝔂"
ABBREVS["quotedblright"] = "”"
ABBREVS["upsampi"] = "ϡ"
ABBREVS["bfrakD"] = "𝕯"
ABBREVS["itDelta"] = "𝛥"
ABBREVS["itKappa"] = "𝛫"
ABBREVS["linefeed"] = "↴"
ABBREVS["ttJ"] = "𝙹"
ABBREVS["geqqslant"] = "⫺"
ABBREVS["varsigma"] = "ς"
ABBREVS["bfrakO"] = "𝕺"
ABBREVS["bisanseta"] = "𝞰"
ABBREVS["dyogh"] = "ʤ"
ABBREVS["bsansfour"] = "𝟰"
ABBREVS["^y"] = "ʸ"
ABBREVS["mdblksquare"] = "◼"
ABBREVS["binabla"] = "𝜵"
ABBREVS["bisansupsilon"] = "𝞾"
ABBREVS["scrB"] = "ℬ"
ABBREVS["rtls"] = "ʂ"
ABBREVS["sqrint"] = "⨖"
ABBREVS["itQ"] = "𝑄"
ABBREVS["bfPi"] = "𝚷"
ABBREVS["nu"] = "ν"
ABBREVS["leftrightharpoons"] = "⇋"
ABBREVS["preccurlyeq"] = "≼"
ABBREVS["ddots"] = "⋱"
ABBREVS["nvrightarrowtail"] = "⤔"
ABBREVS["bipartial"] = "𝝏"
ABBREVS["flat"] = "♭"
ABBREVS["otimes"] = "⊗"
ABBREVS["bfE"] = "𝐄"
ABBREVS["lnapprox"] = "⪉"
ABBREVS["npolint"] = "⨔"
ABBREVS["bfM"] = "𝐌"
ABBREVS["bscre"] = "𝓮"
ABBREVS["sansu"] = "𝗎"
ABBREVS["astrosun"] = "☉"
ABBREVS["_t"] = "ₜ"
ABBREVS["itTheta"] = "𝛩"
ABBREVS["bichi"] = "𝝌"
ABBREVS["vartriangleleft"] = "⊲"
ABBREVS["bisansiota"] = "𝞲"
ABBREVS["simplus"] = "⨤"
ABBREVS["NotSquareSuperset"] = "⊐̸"
ABBREVS["scrS"] = "𝒮"
ABBREVS["bsansEpsilon"] = "𝝚"
ABBREVS["bisansEpsilon"] = "𝞔"
ABBREVS["bsanszeta"] = "𝝵"
ABBREVS["ltlmr"] = "ɱ"
ABBREVS["Psi"] = "Ψ"
ABBREVS["upvarbeta"] = "ϐ"
ABBREVS["bisansomicron"] = "𝞸"
ABBREVS["squareurblack"] = "⬔"
ABBREVS["mdlgblkcircle"] = "●"
ABBREVS["scrb"] = "𝒷"
ABBREVS["RightDownVectorBar"] = "⥕"
ABBREVS["odiv"] = "⨸"
ABBREVS["late"] = "⪭"
ABBREVS["ominus"] = "⊖"
ABBREVS["bscrt"] = "𝓽"
ABBREVS["bbm"] = "𝕞"
ABBREVS["grave"] = "̀"
ABBREVS["odotslashdot"] = "⦼"
ABBREVS["scrv"] = "𝓋"
ABBREVS["sansD"] = "𝖣"
ABBREVS["bbq"] = "𝕢"
ABBREVS["rightpentagonblack"] = "⭓"
ABBREVS["isinobar"] = "⋷"
ABBREVS["bsansepsilon"] = "𝝴"
ABBREVS["eqeqeq"] = "⩶"
ABBREVS["bfone"] = "𝟏"
ABBREVS["neuter"] = "⚲"
ABBREVS["lesges"] = "⪓"
ABBREVS["bowtie"] = "⋈"
ABBREVS["frakH"] = "ℌ"
ABBREVS["squareulblack"] = "◩"
ABBREVS["bbU"] = "𝕌"
ABBREVS["prod"] = "∏"
ABBREVS["bfraku"] = "𝖚"
ABBREVS["isansn"] = "𝘯"
ABBREVS["leftharpoonsupdown"] = "⥢"
ABBREVS["biUpsilon"] = "𝜰"
ABBREVS["lgblksquare"] = "⬛"
ABBREVS["sansn"] = "𝗇"
ABBREVS["downwhitearrow"] = "⇩"
ABBREVS["big"] = "𝒈"
ABBREVS["succcurlyeq"] = "≽"
ABBREVS["geqslant"] = "⩾"
ABBREVS["^c"] = "ᶜ"
ABBREVS["bscrw"] = "𝔀"
ABBREVS["awint"] = "⨑"
ABBREVS["scrW"] = "𝒲"
ABBREVS["LeftDownVectorBar"] = "⥙"
ABBREVS["_)"] = "₎"
ABBREVS["not"] = "̸"
ABBREVS["frako"] = "𝔬"
ABBREVS["bisanspsi"] = "𝟁"
ABBREVS["bigoplus"] = "⨁"
ABBREVS["circledequal"] = "⊜"
ABBREVS["veeeq"] = "≚"
ABBREVS["rightanglemdot"] = "⦝"
ABBREVS["biAlpha"] = "𝜜"
ABBREVS["itPi"] = "𝛱"
ABBREVS["ohm"] = "Ω"
ABBREVS["nsucceq"] = "⪰̸"
ABBREVS["obslash"] = "⦸"
ABBREVS["bsansd"] = "𝗱"
ABBREVS["^K"] = "ᴷ"
ABBREVS["H"] = "̋"
ABBREVS["bsansvarsigma"] = "𝞁"
ABBREVS["bisanschi"] = "𝟀"
ABBREVS["2/3"] = "⅔"
ABBREVS["squarellquad"] = "◱"
ABBREVS["bfR"] = "𝐑"
ABBREVS["upstigma"] = "ϛ"
ABBREVS["digamma"] = "ϝ"
ABBREVS["bsanseta"] = "𝝶"
ABBREVS["sansV"] = "𝖵"
ABBREVS["bisansPhi"] = "𝞥"
ABBREVS["vartriangleright"] = "⊳"
ABBREVS["bisansBeta"] = "𝞑"
ABBREVS["nsupseteqq"] = "⫆̸"
ABBREVS["bfrakr"] = "𝖗"
ABBREVS["bisansUpsilon"] = "𝞤"
ABBREVS["subsup"] = "⫓"
ABBREVS["NestedLessLess"] = "⪡"
ABBREVS["bfseven"] = "𝟕"
ABBREVS["biT"] = "𝑻"
ABBREVS["o"] = "ø"
ABBREVS["divideontimes"] = "⋇"
ABBREVS["bixi"] = "𝝃"
ABBREVS["triangleright"] = "▷"
ABBREVS["bfw"] = "𝐰"
ABBREVS["bbG"] = "𝔾"
ABBREVS["disin"] = "⋲"
ABBREVS["gsime"] = "⪎"
ABBREVS["NotNestedGreaterGreater"] = "⪢̸"
ABBREVS["jmath"] = "ȷ"
ABBREVS["lgwhtcircle"] = "◯"
ABBREVS["blackinwhitesquare"] = "▣"
ABBREVS["bbE"] = "𝔼"
ABBREVS["diagdown"] = "╲"
ABBREVS["doteq"] = "≐"
ABBREVS["bfraky"] = "𝖞"
ABBREVS["bsansgamma"] = "𝝲"
ABBREVS["geq"] = "≥"
ABBREVS["ttS"] = "𝚂"
ABBREVS["bigslopedwedge"] = "⩘"
ABBREVS["supsup"] = "⫖"
ABBREVS["upint"] = "⨛"
ABBREVS["urarc"] = "◝"
ABBREVS["bscrT"] = "𝓣"
ABBREVS["bigcup"] = "⋃"
ABBREVS["simeq"] = "≃"
ABBREVS["vysmblkcircle"] = "∙"
ABBREVS["bbL"] = "𝕃"
ABBREVS["gvertneqq"] = "≩︀"
ABBREVS["bsansr"] = "𝗿"
ABBREVS["bfKappa"] = "𝚱"
ABBREVS["rightarrowtail"] = "↣"
ABBREVS["bisanstheta"] = "𝞱"
ABBREVS["diceiii"] = "⚂"
ABBREVS["bis"] = "𝒔"
ABBREVS["bfrakp"] = "𝖕"
ABBREVS["^chi"] = "ᵡ"
ABBREVS["multimap"] = "⊸"
ABBREVS["triangleleftblack"] = "◭"
ABBREVS["Delta"] = "Δ"
ABBREVS["varhexagonblack"] = "⬢"
ABBREVS["bfT"] = "𝐓"
ABBREVS["llarc"] = "◟"
ABBREVS["bscri"] = "𝓲"
ABBREVS["iff"] = "⟺"
ABBREVS["Rho"] = "Ρ"
ABBREVS["leqqslant"] = "⫹"
ABBREVS["lllnest"] = "⫷"
ABBREVS["bfh"] = "𝐡"
ABBREVS["backprime"] = "‵"
ABBREVS["bfj"] = "𝐣"
ABBREVS["isansm"] = "𝘮"
ABBREVS["topsemicircle"] = "◠"
ABBREVS["itpartial"] = "𝜕"
ABBREVS["lambda"] = "λ"
ABBREVS["highminus"] = "¯"
ABBREVS["LeftDownTeeVector"] = "⥡"
ABBREVS["ttt"] = "𝚝"
ABBREVS["itR"] = "𝑅"
ABBREVS["starequal"] = "≛"
ABBREVS["blanksymbol"] = "␢"
ABBREVS["nvLeftarrow"] = "⤂"
ABBREVS["triangledown"] = "▿"
ABBREVS["bisansZeta"] = "𝞕"
ABBREVS["circlearrowright"] = "↻"
ABBREVS["frakZ"] = "ℨ"
ABBREVS["closedvarcap"] = "⩍"
ABBREVS["itd"] = "𝑑"
ABBREVS["scrp"] = "𝓅"
ABBREVS["bfrakT"] = "𝕿"
ABBREVS["pbgam"] = "ɤ"
ABBREVS["isindot"] = "⋵"
ABBREVS["blacktriangleleft"] = "◀"
ABBREVS["bscrG"] = "𝓖"
ABBREVS["bfrakb"] = "𝖇"
ABBREVS["succnsim"] = "⋩"
ABBREVS["eqqless"] = "⪙"
ABBREVS["bfn"] = "𝐧"
ABBREVS["bfrakl"] = "𝖑"
ABBREVS["cong"] = "≅"
ABBREVS["sansX"] = "𝖷"
ABBREVS["bisansb"] = "𝙗"
ABBREVS["iteta"] = "𝜂"
ABBREVS["varsupsetneq"] = "⊋︀"
ABBREVS["bsanssigma"] = "𝞂"
ABBREVS["bsansPhi"] = "𝝫"
ABBREVS["isansk"] = "𝘬"
ABBREVS["pppprime"] = "⁗"
ABBREVS["bsansw"] = "𝘄"
ABBREVS["bisanss"] = "𝙨"
ABBREVS["low"] = "˕"
ABBREVS["eqvparsl"] = "⧥"
ABBREVS["medwhitestar"] = "⭐"
ABBREVS["quad"] = " "
ABBREVS["eqqgtr"] = "⪚"
ABBREVS["measangleultonw"] = "⦭"
ABBREVS["bigsqcap"] = "⨅"
ABBREVS["supsub"] = "⫔"
ABBREVS["sun"] = "☼"
ABBREVS["bfI"] = "𝐈"
ABBREVS["isansb"] = "𝘣"
ABBREVS["ity"] = "𝑦"
ABBREVS["ltln"] = "ɲ"
ABBREVS["lazysinv"] = "∾"
ABBREVS["RightTriangleBar"] = "⧐"
ABBREVS["rh"] = "̢"
ABBREVS["asteq"] = "⩮"
ABBREVS["Subset"] = "⋐"
ABBREVS["itV"] = "𝑉"
ABBREVS["vysmwhtsquare"] = "⬞"
ABBREVS["bsansbeta"] = "𝝱"
ABBREVS["biE"] = "𝑬"
ABBREVS["Rlarr"] = "⥂"
ABBREVS["leftmoon"] = "☾"
ABBREVS["_+"] = "₊"
ABBREVS["bisansGamma"] = "𝞒"
ABBREVS["bfY"] = "𝐘"
ABBREVS["sqcap"] = "⊓"
ABBREVS["succnapprox"] = "⪺"
ABBREVS["nleq"] = "≰"
ABBREVS["bbsix"] = "𝟞"
ABBREVS["bfW"] = "𝐖"
ABBREVS["biPhi"] = "𝜱"
ABBREVS["pprime"] = "″"
ABBREVS["bfO"] = "𝐎"
ABBREVS["vee"] = "∨"
ABBREVS["bivarkappa"] = "𝝒"
ABBREVS["bbe"] = "𝕖"
ABBREVS["^s"] = "ˢ"
ABBREVS["frakv"] = "𝔳"
ABBREVS["isansf"] = "𝘧"
ABBREVS["ttL"] = "𝙻"
ABBREVS["^9"] = "⁹"
ABBREVS["approxeq"] = "≊"
ABBREVS["RightTeeVector"] = "⥛"
ABBREVS["_h"] = "ₕ"
ABBREVS["ttR"] = "𝚁"
ABBREVS["rightharpoonup"] = "⇀"
ABBREVS["dlcorn"] = "⎣"
ABBREVS["rightarrowbar"] = "⇥"
ABBREVS["hermitconjmatrix"] = "⊹"
ABBREVS["notslash"] = "⌿"
ABBREVS["rightarrow"] = "→"
ABBREVS["bisigma"] = "𝝈"
ABBREVS["upand"] = "⅋"
ABBREVS["frakB"] = "𝔅"
ABBREVS["geqq"] = "≧"
ABBREVS["rightpentagon"] = "⭔"
ABBREVS["Mapsfrom"] = "⤆"
ABBREVS["itB"] = "𝐵"
ABBREVS["circletophalfblack"] = "◓"
ABBREVS["rmoustache"] = "⎱"
ABBREVS["u"] = "˘"
ABBREVS["bbpi"] = "ℼ"
ABBREVS["intBar"] = "⨎"
ABBREVS["Epsilon"] = "Ε"
ABBREVS["1/10"] = "⅒"
ABBREVS["1/3"] = "⅓"
ABBREVS["leftrightharpoondownup"] = "⥋"
ABBREVS["rightharpoonaccent"] = "⃑"
ABBREVS["itJ"] = "𝐽"
ABBREVS["_l"] = "ₗ"
ABBREVS["RightDownTeeVector"] = "⥝"
ABBREVS["viewdata"] = "⌗"
ABBREVS["overbar"] = "̅"
ABBREVS["bisansw"] = "𝙬"
ABBREVS["mu"] = "μ"
ABBREVS["sansI"] = "𝖨"
ABBREVS["ttv"] = "𝚟"
ABBREVS["diamondleftarrowbar"] = "⤟"
ABBREVS["bisansO"] = "𝙊"
ABBREVS["zeta"] = "ζ"
ABBREVS["1/7"] = "⅐"
ABBREVS["diamondrightblack"] = "⬗"
ABBREVS["bbPi"] = "ℿ"
ABBREVS["bfx"] = "𝐱"
ABBREVS["exclamdown"] = "¡"
ABBREVS["biRho"] = "𝜬"
ABBREVS["itv"] = "𝑣"
ABBREVS["gneq"] = "⪈"
ABBREVS["itn"] = "𝑛"
ABBREVS["curvearrowleft"] = "↶"
ABBREVS["nlesssim"] = "≴"
ABBREVS["frakp"] = "𝔭"
ABBREVS["mercury"] = "☿"
ABBREVS["^O"] = "ᴼ"
ABBREVS["lpargt"] = "⦠"
ABBREVS["le"] = "≤"
ABBREVS["bscrF"] = "𝓕"
ABBREVS["leftcurvedarrow"] = "⬿"
ABBREVS["bscrm"] = "𝓶"
ABBREVS["bfD"] = "𝐃"
ABBREVS["isansW"] = "𝘞"
ABBREVS["^7"] = "⁷"
ABBREVS["tttwo"] = "𝟸"
ABBREVS["bfupsilon"] = "𝛖"
ABBREVS["hermaphrodite"] = "⚥"
ABBREVS["candra"] = "̐"
ABBREVS["triangleplus"] = "⨹"
ABBREVS["ulcorner"] = "⌜"
ABBREVS["bbI"] = "𝕀"
ABBREVS["hbar"] = "ħ"
ABBREVS["itZ"] = "𝑍"
ABBREVS["sansP"] = "𝖯"
ABBREVS["bffour"] = "𝟒"
ABBREVS["tteight"] = "𝟾"
ABBREVS["varepsilon"] = "ε"
ABBREVS["tty"] = "𝚢"
ABBREVS["bsansTau"] = "𝝩"
ABBREVS["bisanslambda"] = "𝞴"
ABBREVS["yogh"] = "ʒ"
ABBREVS["bsansi"] = "𝗶"
ABBREVS["glst"] = "ʔ"
ABBREVS["intprodr"] = "⨽"
ABBREVS["annuity"] = "⃧"
ABBREVS["bsimilarrightarrow"] = "⭇"
ABBREVS["sanssix"] = "𝟨"
ABBREVS["blackrighthalfcircle"] = "◗"
ABBREVS["downarrow"] = "↓"
ABBREVS["eulermascheroni"] = "ℇ"
ABBREVS["minusdot"] = "⨪"
ABBREVS["revangle"] = "⦣"
ABBREVS["gtrdot"] = "⋗"
ABBREVS["circledR"] = "®"
ABBREVS["nVdash"] = "⊮"
ABBREVS["downarrowbarred"] = "⤈"
ABBREVS["veeodot"] = "⩒"
ABBREVS["leq"] = "≤"
ABBREVS["sansC"] = "𝖢"
ABBREVS["biupsilon"] = "𝝊"
ABBREVS["nsime"] = "≄"
ABBREVS["parallel"] = "∥"
ABBREVS["squarehfill"] = "▤"
ABBREVS["NotRightTriangleBar"] = "⧐̸"
ABBREVS["scru"] = "𝓊"
ABBREVS["Digamma"] = "Ϝ"
ABBREVS["bsansSigma"] = "𝝨"
ABBREVS["PropertyLine"] = "⅊"
ABBREVS["leftleftarrows"] = "⇇"
ABBREVS["nvDash"] = "⊭"
ABBREVS["frakm"] = "𝔪"
ABBREVS["bfC"] = "𝐂"
ABBREVS["verti"] = "ˌ"
ABBREVS["Rrightarrow"] = "⇛"
ABBREVS["eqless"] = "⋜"
ABBREVS["itsigma"] = "𝜎"
ABBREVS["bsansphi"] = "𝞅"
ABBREVS["toea"] = "⤨"
ABBREVS["itf"] = "𝑓"
ABBREVS["bbc"] = "𝕔"
ABBREVS["frakd"] = "𝔡"
ABBREVS["seovnearrow"] = "⤭"
ABBREVS["openo"] = "ɔ"
ABBREVS["gneqq"] = "≩"
ABBREVS["updasharrow"] = "⇡"
ABBREVS["bisansP"] = "𝙋"
ABBREVS["bsansx"] = "𝘅"
ABBREVS["^-"] = "⁻"
ABBREVS["dingasterisk"] = "✽"
ABBREVS["sansz"] = "𝗓"
ABBREVS["bfRho"] = "𝚸"
ABBREVS["1/4"] = "¼"
ABBREVS["ttZ"] = "𝚉"
ABBREVS["oplus"] = "⊕"
ABBREVS["rceil"] = "⌉"
ABBREVS["lesdoto"] = "⪁"
ABBREVS["uminus"] = "⩁"
ABBREVS["leftarrowonoplus"] = "⬲"
ABBREVS["ttV"] = "𝚅"
ABBREVS["bivarphi"] = "𝝓"
ABBREVS["itH"] = "𝐻"
ABBREVS["updownarrow"] = "↕"
ABBREVS["itG"] = "𝐺"
ABBREVS["sansW"] = "𝖶"
ABBREVS["cup"] = "∪"
ABBREVS["upin"] = "⟒"
ABBREVS["ringplus"] = "⨢"
ABBREVS["lsimg"] = "⪏"
ABBREVS["itm"] = "𝑚"
ABBREVS["itbeta"] = "𝛽"
ABBREVS["Or"] = "⩔"
ABBREVS["longrightsquigarrow"] = "⟿"
ABBREVS["rdiagovsearrow"] = "⤰"
ABBREVS["gtcir"] = "⩺"
ABBREVS["_e"] = "ₑ"
ABBREVS["lsqhook"] = "⫍"
ABBREVS["tesh"] = "ʧ"
ABBREVS["bscrp"] = "𝓹"
ABBREVS["varkappa"] = "ϰ"
ABBREVS["bbP"] = "ℙ"
ABBREVS["bbr"] = "𝕣"
ABBREVS["cbrt"] = "∛"
ABBREVS["trianglerighteq"] = "⊵"
ABBREVS["biF"] = "𝑭"
ABBREVS["emptysetocirc"] = "⦲"
ABBREVS["Coloneq"] = "⩴"
ABBREVS["scrG"] = "𝒢"
ABBREVS["euler"] = "ℯ"
ABBREVS["bscru"] = "𝓾"
ABBREVS["sansd"] = "𝖽"
ABBREVS["AA"] = "Å"
ABBREVS["frakj"] = "𝔧"
ABBREVS["bfalpha"] = "𝛂"
ABBREVS["biOmicron"] = "𝜪"
ABBREVS["bisansphi"] = "𝞿"
ABBREVS["ttone"] = "𝟷"
ABBREVS["_("] = "₍"
ABBREVS["bfB"] = "𝐁"
ABBREVS["exists"] = "∃"
ABBREVS["fhr"] = "ɾ"
ABBREVS["bscrJ"] = "𝓙"
ABBREVS["Uuparrow"] = "⤊"
ABBREVS["biMu"] = "𝜧"
ABBREVS["bsansomicron"] = "𝝾"
ABBREVS["thickspace"] = " "
ABBREVS["endash"] = "–"
ABBREVS["sansU"] = "𝖴"
ABBREVS["bisansN"] = "𝙉"
ABBREVS["blackcircleulquadwhite"] = "◕"
ABBREVS["ttl"] = "𝚕"
ABBREVS["bisansvartheta"] = "𝟅"
ABBREVS["bsansQ"] = "𝗤"
ABBREVS["bizeta"] = "𝜻"
ABBREVS["bsansvarTheta"] = "𝝧"
ABBREVS["bbsemi"] = "⨟"
ABBREVS["gesdoto"] = "⪂"
ABBREVS["bieta"] = "𝜼"
ABBREVS["oslash"] = "⊘"
ABBREVS["itZeta"] = "𝛧"
ABBREVS["itEpsilon"] = "𝛦"
ABBREVS["smt"] = "⪪"
ABBREVS["scrP"] = "𝒫"
ABBREVS["bscrb"] = "𝓫"
ABBREVS["sansp"] = "𝗉"
ABBREVS["trna"] = "ɐ"
ABBREVS["itY"] = "𝑌"
ABBREVS["bisanse"] = "𝙚"
ABBREVS["wideangledown"] = "⦦"
ABBREVS["bsanszero"] = "𝟬"
ABBREVS["bby"] = "𝕪"
ABBREVS["sblhr"] = "˓"
ABBREVS["simminussim"] = "⩬"
ABBREVS["subsetdot"] = "⪽"
ABBREVS["turnediota"] = "℩"
ABBREVS["bsansA"] = "𝗔"
ABBREVS["join"] = "⨝"
ABBREVS["bscrj"] = "𝓳"
ABBREVS["bot"] = "⊥"
ABBREVS["scrD"] = "𝒟"
ABBREVS["frakP"] = "𝔓"
ABBREVS["gnsim"] = "⋧"
ABBREVS["Chi"] = "Χ"
ABBREVS["biO"] = "𝑶"
ABBREVS["sqfl"] = "◧"
ABBREVS["vertoverlay"] = "⃒"
ABBREVS["tripleplus"] = "⧻"
ABBREVS["nabla"] = "∇"
ABBREVS["scrX"] = "𝒳"
ABBREVS["_m"] = "ₘ"
ABBREVS["models"] = "⊧"
ABBREVS["lneqq"] = "≨"
ABBREVS["trnrl"] = "ɺ"
ABBREVS["Cup"] = "⋓"
ABBREVS["propto"] = "∝"
ABBREVS["rtln"] = "ɳ"
ABBREVS["bbx"] = "𝕩"
ABBREVS["bfPsi"] = "𝚿"
ABBREVS["ite"] = "𝑒"
ABBREVS["biomega"] = "𝝎"
ABBREVS["bbij"] = "ⅉ"
ABBREVS["ttF"] = "𝙵"
ABBREVS["rq"] = "’"
ABBREVS["mlcp"] = "⫛"
ABBREVS["leftsquigarrow"] = "⇜"
ABBREVS["bsansy"] = "𝘆"
local lastBackslashX = -1
local lastBackslashY = -1
function cplen(c)
if c >= 192 and c < 224 then
return 2
elseif c >= 224 and c < 240 then
return 3
elseif c >= 240 and c < 248 then
return 4
end
return 1
end
-- 1-based, [b, e] inclusive range
function utf8substring(s, b, e)
local accum = ""
local pos = 1
local i = 1
while i <= #s do
local c = string.byte(string.sub(s, i, i))
if pos > e then
break
end
if pos >= b then
accum = accum .. string.sub(s, i, i + cplen(c) - 1)
end
i = i + cplen(c)
pos = pos + 1
end
return accum
end
function abbrevCompleter(buf)
local cur = buf:GetActiveCursor()
local completions = {}
local suggestions = {}
if lastBackslashX ~= -1 and cur.X - lastBackslashX > 0 and lastBackslashY == cur.Y then
local curLine = buf:Line(cur.Y)
local abbrev = utf8substring(curLine, lastBackslashX + 1, cur.X)
for a, s in pairs(ABBREVS) do
local i, j = string.find(a, abbrev, 1, true)
if i == 1 then
suggestions[#suggestions+1] = a
completions[#completions+1] = string.sub(a, j + 1)
end
end
end
return completions, suggestions
end
function onRune(bp, r)
if r == "\\" then
lastBackslashX = bp.Cursor.X
lastBackslashY = bp.Cursor.Y
elseif lastBackslashX == bp.Cursor.X then
lastBackslashX = lastBackslashX + 1
end
end
function preInsertTab(bp)
if lastBackslashX ~= -1 and bp.Cursor.X - lastBackslashX > 0 and lastBackslashY == bp.Cursor.Y then
local curLine = bp.Buf:Line(bp.Cursor.Y)
local abbrev = utf8substring(curLine, lastBackslashX + 1, bp.Cursor.X)
local substitution = ABBREVS[abbrev]
if substitution ~= nil then
local abbrevlen = bp.Cursor.X - lastBackslashX
-- +1 for the backslash
for i = 1,abbrevlen+1 do
bp:Backspace()
end
-- the `-` is here to dereference a pointer, blah blah
-- look at the autoclose plugin (autoclose.lua, line 32)
bp.Buf:Insert(-bp.Cursor.Loc, substitution)
return false
else
if bp.Buf:Autocomplete(abbrevCompleter) then
return false
end
end
end
return true
end
|
local module = {
Darken = require(script.Darken),
Emphasise = require(script.Emphasise),
GetContrastRatio = require(script.GetContrastRatio),
GetLuminance = require(script.GetLuminance),
Hex = require(script.Hex),
Int = require(script.Int),
Lighten = require(script.Lighten),
}
return module
|
local expand = require 'expand'
local gui = require 'gui'
renoise.tool():add_menu_entry {
name = 'Main Menu:Tools:Expand Song...',
invoke = gui.show_dialog,
}
renoise.tool():add_keybinding {
name = 'Pattern Editor:Expand:Expand Song...',
invoke = gui.show_dialog,
}
renoise.tool():add_keybinding {
name = 'Pattern Editor:Expand:Expand Song by 2x',
invoke = function()
expand.expand_song(2, true, true)
end,
}
|
Core.AllowUnmoddedClients = false
-- Limit all classes to two weapons
ServerSettings.DisabledEquipPoints.add("Light", Loadouts.EquipPoints.Tertiary)
ServerSettings.DisabledEquipPoints.add("Medium", Loadouts.EquipPoints.Tertiary)
ServerSettings.DisabledEquipPoints.add("Heavy", Loadouts.EquipPoints.Tertiary)
-- Weapon Bans
-- Mines
-- Packs
--ServerSettings.BannedItems.add("Light", "Stealth Pack")
-- Perks
defaultGotySettings = {
-- Time settings
TimeLimit = 25,
WarmupTime = 7,
RespawnTime = 5,
SniperRespawnDelay = 0,
EndMatchWaitTime = 12,
AmmoPickupLifespan = 60,
CTFFlagTimeout = 40,
-- Team settings
TeamAssignType = TeamAssignTypes.Unbalanced,
AutoBalanceTeams = false,
FriendlyFire = true,
FriendlyFireMultiplier = 1,
TeamCredits = true,
BaseAssets = false,
-- Score
CTFCapLimit = 7,
ArenaRounds = 1,
-- Flag
FlagDragLight = 0,
FlagDragMedium = 0,
FlagDragHeavy = 0,
FlagDragDeceleration = 0,
-- Vehicles
VehiclesEarnedWithCredits = true,
GravCycleLimit = 4,
BeowulfLimit = 1,
ShrikeLimit = 1,
GravCycleCost = 5000,
BeowulfCost = 35000,
ShrikeCost = 35000,
GravCycleEjectionSeat = false,
BeowulfEjectionSeat = false,
ShrikeEjectionSeat = false,
-- Inventory call-in
EnableInventoryCallIn = true,
InventoryStationsRestoreEnergy = true,
InventoryCallInBlocksPlayers = false,
InventoryCallInCost = 2000,
InventoryCallInBuildUpTime = 2.0,
InventoryCallInCooldownTime = 30.0,
-- GOTY fixes
UseGOTYShieldPack = true,
UseGOTYBXTCharging = true,
UseGOTYJackalAirburst = true,
RageThrustPackDependsOnCapperSpeed = true,
}
-- Function to set or override any settings
function applyServerSettings(settings)
for setting, value in pairs(settings) do
ServerSettings[setting] = value
end
end
-- Apply GOTY settings at preset load time
applyServerSettings(defaultGotySettings)
|
local capi = {timer=timer,client=client}
local awful = require( "awful" )
local color = require( "gears.color" )
local surface = require( "gears.surface" )
local cairo = require( "lgi" ).cairo
local tag = require( "awful.tag" )
local client = require( "awful.client" )
local themeutils = require( "blind.common.drawing" )
local wibox_w = require( "wibox.widget" )
local radical = require( "radical" )
local arrow = require("blind.arrow")
local debug = debug
local path = debug.getinfo(1,"S").source:gsub("theme.*",""):gsub("@","")
local theme = {}
arrow.task.theme,arrow.tag.theme = theme,theme
------------------------------------------------------------------------------------------------------
-- --
-- DEFAULT COLORS, FONT AND SIZE --
-- --
------------------------------------------------------------------------------------------------------
theme.default_height = 16
theme.font = "snap"
theme.path = path
theme.bg_normal = "#071504"
theme.bg_focus = "#00B400"
theme.bg_urgent = "#5B0000"
theme.bg_minimize = "#040A1A"
theme.bg_highlight = "#0E2051"
theme.bg_alternate = "#062709"
theme.fg_normal = "#00FF00"
theme.fg_focus = "#7ACE75"
theme.fg_urgent = "#FF7777"
theme.fg_minimize = "#1577D3"
--theme.border_width = "1"
--theme.border_normal = "#555555"
--theme.border_focus = "#535d6c"
--theme.border_marked = "#91231c"
theme.border_width = "0"
theme.border_width2 = "2"
theme.border_normal = "#555555"
theme.border_focus = "#535d6c"
theme.border_marked = "#91231c"
theme.tasklist_floating_icon = path .."Icon/titlebar/floating.png"
theme.tasklist_ontop_icon = path .."Icon/titlebar/ontop.png"
theme.tasklist_sticky_icon = path .."Icon/titlebar/sticky.png"
theme.tasklist_floating_focus_icon = path .."Icon/titlebar/floating_focus.png"
theme.tasklist_ontop_focus_icon = path .."Icon/titlebar/ontop_focus.png"
theme.tasklist_sticky_focus_icon = path .."Icon/titlebar/sticky_focus.png"
theme.tasklist_plain_task_name = true
------------------------------------------------------------------------------------------------------
-- --
-- TAG AND TASKLIST FUNCTIONS --
-- --
------------------------------------------------------------------------------------------------------
-- There are another variables sets
-- overriding the default one when
-- defined, the sets are:
-- [taglist|tasklist]_[bg|fg]_[focus|urgent]
-- titlebar_[bg|fg]_[normal|focus]
-- Example:
--taglist_bg_focus = #ff0000
------------------------------------------------------------------------------------------------------
-- --
-- TAGLIST/TASKLIST --
-- --
------------------------------------------------------------------------------------------------------
-- Display the taglist squares
theme.taglist_bg_image_empty = nil
theme.taglist_bg_image_selected = path .."Icon/bg/used_bg_green2.png"
theme.taglist_bg_image_used = path .."Icon/bg/used_bg_green.png"
theme.taglist_bg_image_urgent = path .."Icon/bg/urgent_bg.png"
theme.taglist_bg_image_remote_selected = path .."Icon/bg/selected_bg_green.png"
theme.taglist_bg_image_remote_used = path .."Icon/bg/used_bg_green.png"
theme.taglist_squares_unsel = function(wdg,m,t,objects,idx) return arrow.tag.gen_tag_bg(wdg,m,t,objects,idx,theme.taglist_bg_image_used) end
theme.taglist_squares_sel = function(wdg,m,t,objects,idx) return arrow.tag.gen_tag_bg(wdg,m,t,objects,idx,theme.taglist_bg_image_selected) end
theme.taglist_squares_sel_empty = function(wdg,m,t,objects,idx) return arrow.tag.gen_tag_bg(wdg,m,t,objects,idx,theme.taglist_bg_image_selected) end
theme.taglist_squares_unsel_empty = function(wdg,m,t,objects,idx) return arrow.tag.gen_tag_bg(wdg,m,t,objects,idx,nil) end
theme.taglist_disable_icon = true
theme.bg_image_normal = function(wdg,m,t,objects) return arrow.task.gen_task_bg(wdg,m,t,objects,nil) end
theme.bg_image_focus = function(wdg,m,t,objects) return arrow.task.gen_task_bg(wdg,m,t,objects,theme.taglist_bg_image_used) end
theme.bg_image_urgent = function(wdg,m,t,objects) return arrow.task.gen_task_bg(wdg,m,t,objects,theme.taglist_bg_image_urgent) end
theme.bg_image_minimize = function(wdg,m,t,objects) return arrow.task.gen_task_bg(wdg,m,t,objects,nil) end
theme.tasklist_disable_icon = true
theme.monochrome_icons = true
------------------------------------------------------------------------------------------------------
-- --
-- MENU --
-- --
------------------------------------------------------------------------------------------------------
-- Variables set for theming menu
-- menu_[bg|fg]_[normal|focus]
-- menu_[border_color|border_width]
theme.menu_submenu_icon = path .."Icon/tags/arrow.png"
theme.menu_scrollmenu_down_icon = path .."Icon/tags/arrow_down.png"
theme.menu_scrollmenu_up_icon = path .."Icon/tags/arrow_up.png"
theme.awesome_icon = path .."Icon/awesome2.png"
theme.menu_height = 20
theme.menu_width = 130
theme.menu_border_width = 2
theme.border_width = 1
theme.border_color = theme.fg_normal
theme.wallpaper = "/home/lepagee/bg/final/bin_ascii_ds.png"
------------------------------------------------------------------------------------------------------
-- --
-- TITLEBAR --
-- --
------------------------------------------------------------------------------------------------------
-- You can add as many variables as
-- you wish and access them by using
-- beautiful.variable in your rc.lua
--bg_widget = #cc0000
-- Define the image to load
theme.titlebar_close_button_normal = path .."Icon/titlebar/close_normal_inactive.png"
theme.titlebar_close_button_focus = path .."Icon/titlebar/close_focus_inactive.png"
theme.titlebar_ontop_button_normal_inactive = path .."Icon/titlebar/ontop_normal_inactive.png"
theme.titlebar_ontop_button_focus_inactive = path .."Icon/titlebar/ontop_focus_inactive.png"
theme.titlebar_ontop_button_normal_active = path .."Icon/titlebar/ontop_normal_active.png"
theme.titlebar_ontop_button_focus_active = path .."Icon/titlebar/ontop_focus_active.png"
theme.titlebar_sticky_button_normal_inactive = path .."Icon/titlebar/sticky_normal_inactive.png"
theme.titlebar_sticky_button_focus_inactive = path .."Icon/titlebar/sticky_focus_inactive.png"
theme.titlebar_sticky_button_normal_active = path .."Icon/titlebar/sticky_normal_active.png"
theme.titlebar_sticky_button_focus_active = path .."Icon/titlebar/sticky_focus_active.png"
theme.titlebar_floating_button_normal_inactive = path .."Icon/titlebar/floating_normal_inactive.png"
theme.titlebar_floating_button_focus_inactive = path .."Icon/titlebar/floating_focus_inactive.png"
theme.titlebar_floating_button_normal_active = path .."Icon/titlebar/floating_normal_active.png"
theme.titlebar_floating_button_focus_active = path .."Icon/titlebar/floating_focus_active.png"
theme.titlebar_maximized_button_normal_inactive = path .."Icon/titlebar/maximized_normal_inactive.png"
theme.titlebar_maximized_button_focus_inactive = path .."Icon/titlebar/maximized_focus_inactive.png"
theme.titlebar_maximized_button_normal_active = path .."Icon/titlebar/maximized_normal_active.png"
theme.titlebar_maximized_button_focus_active = path .."Icon/titlebar/maximized_focus_active.png"
theme.titlebar_resize = path .."Icon/titlebar/resize.png"
theme.titlebar_tag = path .."Icon/titlebar/tag.png"
theme.titlebar_bg_focus = theme.bg_normal
theme.titlebar_title_align = "left"
theme.titlebar_height = 16
------------------------------------------------------------------------------------------------------
-- --
-- LAYOUTS --
-- --
------------------------------------------------------------------------------------------------------
-- You can use your own layout icons like this:
theme.layout_fairh = path .."Icon/layouts/fairh.png"
theme.layout_fairv = path .."Icon/layouts/fairv.png"
theme.layout_floating = path .."Icon/layouts/floating.png"
theme.layout_magnifier = path .."Icon/layouts/magnifier.png"
theme.layout_max = path .."Icon/layouts/max.png"
theme.layout_fullscreen = path .."Icon/layouts/fullscreen.png"
theme.layout_tilebottom = path .."Icon/layouts/tilebottom.png"
theme.layout_tileleft = path .."Icon/layouts/tileleft.png"
theme.layout_tile = path .."Icon/layouts/tile.png"
theme.layout_tiletop = path .."Icon/layouts/tiletop.png"
theme.layout_spiral = path .."Icon/layouts/spiral.png"
theme.layout_spiraldwindle = path .."Icon/layouts/spiral_d.png"
theme.layout_fairh_s = path .."Icon/layouts_small/fairh.png"
theme.layout_fairv_s = path .."Icon/layouts_small/fairv.png"
theme.layout_floating_s = path .."Icon/layouts_small/floating.png"
theme.layout_magnifier_s = path .."Icon/layouts_small/magnifier.png"
theme.layout_max_s = path .."Icon/layouts_small/max.png"
theme.layout_fullscreen_s = path .."Icon/layouts_small/fullscreen.png"
theme.layout_tilebottom_s = path .."Icon/layouts_small/tilebottom.png"
theme.layout_tileleft_s = path .."Icon/layouts_small/tileleft.png"
theme.layout_tile_s = path .."Icon/layouts_small/tile.png"
theme.layout_tiletop_s = path .."Icon/layouts_small/tiletop.png"
theme.layout_spiral_s = path .."Icon/layouts_small/spiral.png"
theme.layout_spiraldwindle_s = path .."Icon/layouts_small/spiral_d.png"
return theme
-- vim: filetype=lua:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:encoding=utf-8:textwidth=80
|
local TriangleModule = {
--[[
Vector3 A, B, and C
DataModel Parent
[optional] Vector3 center
]]
DrawTriangle = function(a, b, c, parent, width)
local width = width and width or 0.2
local wedge = Instance.new("WedgePart") -- Make the wedge we'll need later
wedge.Anchored = true
wedge.TopSurface = Enum.SurfaceType.Smooth
wedge.BottomSurface = Enum.SurfaceType.Smooth
wedge.Material = "SmoothPlastic"
--wedge.Color = Color3.new(0, 110/255, 255/255)
wedge.Transparency = 0
wedge.CanCollide = true
local edges = {
{longest = (c - b), other = (a - b), position = b},
{longest = (a - c), other = (b - c), position = c},
{longest = (b - a), other = (c - a), position = a},
}
table.sort(edges, function(a, b) return a.longest.magnitude > b.longest.magnitude end)
local edge = edges[1]
-- get angle between two vectors
local theta = math.acos(edge.longest.unit:Dot(edge.other.unit)) -- angle between two vectors
-- SOHCAHTOA
local s1 = Vector2.new(edge.other.magnitude * math.cos(theta), edge.other.magnitude * math.sin(theta))
local s2 = Vector2.new(edge.longest.magnitude - s1.x, s1.y)
-- positions
local p1 = edge.position + edge.other * 0.5 -- wedge1's position
local p2 = edge.position + edge.longest + (edge.other - edge.longest) * 0.5 -- wedge2's position
-- rotation matrix facing directions
local right = edge.longest:Cross(edge.other).unit
local up = right:Cross(edge.longest).unit
local back = edge.longest.unit
-- put together the cframes
local cf1 = CFrame.new( -- wedge1 cframe
p1.x + (-right.x * (width/2)), p1.y + (-right.y * (width/2)), p1.z + (-right.z * (width/2)),
-right.x, up.x, back.x,
-right.y, up.y, back.y,
-right.z, up.z, back.z
)
local cf2 = CFrame.new( -- wedge2 cframe
p2.x + (right.x * (-width/2)), p2.y + (right.y * (-width/2)), p2.z + (right.z * (-width/2)),
right.x, up.x, -back.x,
right.y, up.y, -back.y,
right.z, up.z, -back.z
)
--]]
--[[
local cf1 = CFrame.new( -- wedge1 cframe
p1.x, p1.y, p1.z,
-right.x, up.x, back.x,
-right.y, up.y, back.y,
-right.z, up.z, back.z
)
local cf2 = CFrame.new( -- wedge2 cframe
p2.x, p2.y, p2.z,
right.x, up.x, -back.x,
right.y, up.y, -back.y,
right.z, up.z, -back.z
)
--]]
-- cf1 = cf1 + cf1.RightVector * (width/2)
-- cf2 = cf2 + cf2.RightVector * (-width/2)
-- put it all together by creating the wedges
local model = Instance.new("Model")
model.Parent = parent
model.Name = "Triangle"
local w1 = wedge:Clone()
w1.Name = "Wedge1"
local w2 = wedge:Clone()
w2.Name = "Wedge2"
w1.Size = Vector3.new(width, s1.y, s1.x)
w2.Size = Vector3.new(width, s2.y, s2.x)
w1.CFrame = cf1
w2.CFrame = cf2
w1.Parent = model
w2.Parent = model
return model
end,
--[[
Vector3 A, B, and C
Model Triangle
]]
UpdateTriangle = function(a, b, c, triangle)
local edges = {
{longest = (c - b), other = (a - b), position = b},
{longest = (a - c), other = (b - c), position = c},
{longest = (b - a), other = (c - a), position = a},
}
table.sort(edges, function(a, b) return a.longest.magnitude > b.longest.magnitude end)
local edge = edges[1]
-- get angle between two vectors
local theta = math.acos(edge.longest.unit:Dot(edge.other.unit)) -- angle between two vectors
-- SOHCAHTOA
local s1 = Vector2.new(edge.other.magnitude * math.cos(theta), edge.other.magnitude * math.sin(theta))
local s2 = Vector2.new(edge.longest.magnitude - s1.x, s1.y)
-- positions
local p1 = edge.position + edge.other * 0.5 -- wedge1's position
local p2 = edge.position + edge.longest + (edge.other - edge.longest) * 0.5 -- wedge2's position
-- rotation matrix facing directions
local right = edge.longest:Cross(edge.other).unit
local up = right:Cross(edge.longest).unit
local back = edge.longest.unit
-- put together the cframes
local cf1 = CFrame.new( -- wedge1 cframe
p1.x, p1.y, p1.z,
-right.x, up.x, back.x,
-right.y, up.y, back.y,
-right.z, up.z, back.z
)
local cf2 = CFrame.new( -- wedge2 cframe
p2.x, p2.y, p2.z,
right.x, up.x, -back.x,
right.y, up.y, -back.y,
right.z, up.z, -back.z
)
-- put it all together by creating the wedges
local w1 = triangle:FindFirstChild("Wedge1")
local w2 = triangle:FindFirstChild("Wedge2")
w1.Size = Vector3.new(0.2, s1.y, s1.x)
w2.Size = Vector3.new(0.2, s2.y, s2.x)
w1.CFrame = cf1
w2.CFrame = cf2
end
}
return TriangleModule |
function toto ()
print("toto")
end
tototututiti=tmr.create()
tmr.alarm(tototututiti, 1000, tmr.ALARM_AUTO, toto)
|
---@class CS.FairyGUI.GearDisplay : CS.FairyGUI.GearBase
---@field public pages String[]
---@field public connected boolean
---@type CS.FairyGUI.GearDisplay
CS.FairyGUI.GearDisplay = { }
---@return CS.FairyGUI.GearDisplay
---@param owner CS.FairyGUI.GObject
function CS.FairyGUI.GearDisplay.New(owner) end
function CS.FairyGUI.GearDisplay:Apply() end
function CS.FairyGUI.GearDisplay:UpdateState() end
---@return number
function CS.FairyGUI.GearDisplay:AddLock() end
---@param token number
function CS.FairyGUI.GearDisplay:ReleaseLock(token) end
return CS.FairyGUI.GearDisplay
|
artifactreward44 = {
minimumLevel = 0,
maximumLevel = -1,
customObjectName = "Artifact 44",
directObjectTemplate = "object/tangible/collection/col_jalopy_crate_10.iff",
craftingValues = {
},
customizationStringNames = {},
customizationValues = {}
}
addLootItemTemplate("artifactreward44", artifactreward44)
|
local CONFIG_FILE_PREFIX = minetest.get_current_modname().."_"
crafting.config = {}
local print_settingtypes = false
local function setting(stype, name, default, description)
local value
if stype == "bool" then
value = minetest.setting_getbool(CONFIG_FILE_PREFIX..name)
elseif stype == "string" then
value = minetest.setting_get(CONFIG_FILE_PREFIX..name)
elseif stype == "int" or stype == "float" then
value = tonumber(minetest.setting_get(CONFIG_FILE_PREFIX..name))
end
if value == nil then
value = default
end
crafting.config[name] = value
if print_settingtypes then
minetest.debug(CONFIG_FILE_PREFIX..name.." ("..description..") "..stype.." "..tostring(default))
end
end
setting("bool", "import_default_recipes", true, "Import default crafting system recipes")
setting("bool", "clear_default_crafting", false, "Clear default crafting system recipes")
setting("bool", "sort_alphabetically", false, "Sort crafting output list alphabetically")
setting("bool", "show_guides", true, "Show crafting guides")
|
---
-- @module window
local Rectangle = require("models.rectangle")
local window = {}
---
-- @treturn bool always true
-- @error error message
function window.enter_fullscreen()
local os = love.system.getOS()
local is_mobile_os = table.find({"Android", "iOS"}, os)
if not is_mobile_os then
return true
end
local ok = love.window.setFullscreen(true, "desktop")
if not ok then
return nil, "unable to enter fullscreen"
end
return true
end
---
-- @treturn Rectangle
function window.create_screen()
local x, y, width, height = love.window.getSafeArea()
return Rectangle:new(x, y, width, height)
end
return window
|
local Recount = _G.Recount
local AceLocale = LibStub("AceLocale-3.0")
local L = AceLocale:GetLocale( "Recount" )
local revision = tonumber(string.sub("$Revision: 1311 $", 12, -3))
if Recount.Version < revision then
Recount.Version = revision
end
local GameTooltip = GameTooltip
local dbCombatants
local srcRetention
local dstRetention
local DetailTitles = { }
DetailTitles.Interrupts = {
TopNames = L["Interrupted Who"],
TopCount = "",
TopAmount = L["Interrupts"],
BotNames = L["Interrupted"],
BotMin = "",
BotAvg = "",
BotMax = "",
BotAmount = L["Count"]
}
function Recount:SpellInterrupt(timestamp, eventtype, srcGUID, srcName, srcFlags, dstGUID, dstName, dstFlags, spellId, spellName, spellSchool, extraSpellId, extraSpellName, extraSpellSchool)
if not spellName then
spellName = "Melee"
end
local ability = extraSpellName .. " (" .. spellName .. ")"
Recount:AddInterruptData(srcName, dstName, ability, srcGUID, srcFlags, dstGUID, dstFlags, extraSpellId) -- Elsia: Keep both interrupting spell and interrupted spell
end
function Recount:AddInterruptData(source, victim, ability, srcGUID, srcFlags, dstGUID, dstFlags, spellId)
-- Friendly fire interrupt? (Duels)
local FriendlyFire = Recount:IsFriendlyFire(srcFlags, dstFlags)
-- Before any further processing need to check if we are going to be placed in combat or in combat
if not Recount.InCombat and Recount.db.profile.RecordCombatOnly then
if (not FriendlyFire) and (Recount:InGroup(srcFlags) or Recount:InGroup(dstFlags)) then
Recount:PutInCombat()
else
return
end
end
-- Need to add events for potential deaths
Recount.cleventtext = source.." interrupts "..victim.." "..ability
-- Name and ID of pet owners
local sourceowner
local sourceownerID
local victimowner
local victimownerID
source, sourceowner, sourceownerID = Recount:DetectPet(source, srcGUID, srcFlags)
victim, victimowner, victimownerID = Recount:DetectPet(victim, dstGUID, dstFlags)
srcRetention = Recount.srcRetention
if srcRetention then
if not dbCombatants[source] then
Recount:AddCombatant(source, sourceowner, srcGUID, srcFlags, sourceownerID)
end -- Elsia: Until here is if pets interupts anybody.
local sourceData = dbCombatants[source]
if sourceData then
Recount:SetActive(sourceData)
Recount:AddCurrentEvent(sourceData, "MISC", false, nil, Recount.cleventtext)
-- Fight tracking purposes to speed up leaving combat
sourceData.LastFightIn = Recount.db2.FightNum
Recount:AddAmount(sourceData, "Interrupts", 1)
Recount:AddTableDataSum(sourceData,"InterruptData",victim,ability,1)
end
end
dstRetention = Recount.dstRetention
if dstRetention then
if not dbCombatants[victim] then
Recount:AddCombatant(victim, victimowner, dstGUID, dstFlags, victimownerID) -- Elsia: Bug, owner missing here
end
local victimData = dbCombatants[victim]
if victimData then
Recount:SetActive(victimData)
Recount:AddCurrentEvent(victimData, "MISC", true, nil, Recount.cleventtext)
-- Fight tracking purposes to speed up leaving combat
victimData.LastFightIn = Recount.db2.FightNum
end
end
end
local DataModes = { }
function DataModes:InterruptReturner(data, num)
if not data then
return 0
end
if num == 1 then
return (data.Fights[Recount.db.profile.CurDataSet].Interrupts or 0)
end
return (data.Fights[Recount.db.profile.CurDataSet].Interrupts or 0), {{data.Fights[Recount.db.profile.CurDataSet].InterruptData, L["'s Interrupts"], DetailTitles.Interrupts}}
end
local TooltipFuncs = { }
function TooltipFuncs:Interrupts(name, data)
--local SortedData, total
GameTooltip:ClearLines()
GameTooltip:AddLine(name)
Recount:AddSortedTooltipData(L["Top 3"].." "..L["Interrupted"],data and data.Fights[Recount.db.profile.CurDataSet] and data.Fights[Recount.db.profile.CurDataSet].InterruptData, 3)
GameTooltip:AddLine("<"..L["Click for more Details"]..">", 0, 0.9, 0)
end
Recount:AddModeTooltip(L["Interrupts"], DataModes.InterruptReturner, TooltipFuncs.Interrupts, nil, nil, nil, nil)
local oldlocalizer = Recount.LocalizeCombatants
function Recount.LocalizeCombatants()
dbCombatants = Recount.db2.combatants
oldlocalizer()
end
|
---
--- Generated by MLN Team (https://www.immomo.com)
--- Created by MLN Team.
--- DateTime: 15-01-2020 17:35
---
---
--- 用于自适应Cell高度。需要配合自动布局使用
---
---@note 在init和fillData时候布局尽量不要获取cell.contentView的宽高,因为这时候有可能是不准确的
---@class TableViewAutoFitAdapter @parent class
---@public field name string
---@type TableViewAutoFitAdapter
local _class = {
_priveta_class_name = "TableViewAutoFitAdapter"}
---
--- 构造方法
---
---
--- 初始化一个适配器对象
---
---@return TableViewAutoFitAdapter
function TableViewAutoFitAdapter()
return _class
end
---
--- 根据复用ID回调高度
---
---@param reuseId string reuseId:复用ID
---@param callback fun(cell:table, row:number):void
--- 回调格式:
--- ```
--- function(table cell,number row)
--- ---cell:视图cell
--- ---row:视图页数
--- end
--- ```
---@return TableViewAutoFitAdapter
function _class:heightForCellByReuseId(reuseId, callback)
return self
end
---
--- 设置组数回调
---
---@param callback fun():void
--- 回调格式:
--- ```
--- function()
--- ---在回调中返回组数,默认为1
--- end
--- ```
---@return TableViewAutoFitAdapter
---@note 该方法不设置,默认组数为1
function _class:sectionCount(callback)
return self
end
---
--- 设置行数回调
---
---
--- 根据组数返回对应的行数
---
---@param callback fun(section:number):void
--- 回调格式:
--- ```
--- function(number section)
--- ---section:组数,根据组数返回对应的行数
--- end
--- ```
---@return TableViewAutoFitAdapter
function _class:rowCount(callback)
return self
end
---
--- 设置回调复用ID
---
---
--- 根据组数和行数返回对应cell的复用ID
---
---@param callback fun(section:number, row:number):void
--- 回调格式:
--- ```
--- function(number section,number row)
--- ---section:组数
--- ---row:行数
--- ---返回复用ID,string
--- end
--- ```
---@return TableViewAutoFitAdapter
---@note 使用该方法需要配合initCellByReuseId和fillCellDataByReuseId方法,默认id写法与此方法不要同时使用
function _class:reuseId(callback)
return self
end
---
--- 设置初始化cell的回调
---
---
--- 根据复用ID,组数和行数进行初始化cell的回调
---
---@param reuseId string reuseId:复用ID
---@param callback fun(cell:table):void
--- 回调格式:
--- ```
--- function(table cell)
--- ---cell:cell视图表, 类型为Lua中的table,表中仅存在一个元素contentView
--- end
--- ```
---@return TableViewAutoFitAdapter
---@note 使用该方法,配合fillCellDataByReuseId和reuseId方法,注意:方法中获取cell中控件宽/高是不准确的
function _class:initCellByReuseId(reuseId, callback)
return self
end
---
--- 设置进行数据赋值的回调
---
---
--- 根据复用ID,组数和行数进行cell的数据赋值操作
---
---@param reuseId string reuseId:复用ID
---@param callback fun(cell:table, section:number, row:number):void
--- 回调格式:
--- ```
--- function(table cell,number section,number row)
--- ---cell:cell视图表, 类型为Lua中的table,表中仅存在一个元素contentView
--- ---section:组数
--- ---row:行数
--- end
--- ```
---@return TableViewAutoFitAdapter
---@note 使用该方法,配合reuseId和initCellByReuseId方法,注意:方法中获取cell中控件宽/高是不准确的
function _class:fillCellDataByReuseId(reuseId, callback)
return self
end
---
--- 设置初始化cell的回调
---
---@param callback fun(cell:table):void
--- 回调格式:
--- ```
--- function(table cell)
--- ---cell:cell视图表, 类型为Lua中的table,表中仅存在一个元素contentView
--- end
--- ```
---@return TableViewAutoFitAdapter
---@note 注意:方法中获取cell中控件宽/高是不准确的
function _class:initCell(callback)
return self
end
---
--- 设置cell赋值的回调
---
---
--- 根据cell,组数和行数对cell进行赋值操作
---
---@param callback fun(cell:table, section:number, row:number):void
--- 回调格式:
--- ```
--- function(table cell,number section,number row)
--- ---cell:cell视图表, 类型为Lua中的table,表中仅存在一个元素contentView
--- ---section:组数
--- ---row:行数
--- end
--- ```
---@return TableViewAutoFitAdapter
---@note 注意:方法中获取cell中控件宽/高是不准确的
function _class:fillCellData(callback)
return self
end
---
--- 点击了某行
---
---@param reuseId string reuseId:复用ID
---@param callback fun(cell:table, section:number, row:number):void
--- 回调格式:
--- ```
--- function(table cell,number section,number row)
--- ---cell:cell视图表, 类型为Lua中的table,表中仅存在一个元素contentView
--- ---section:组数
--- ---row:行数
--- end
--- ```
---@return TableViewAutoFitAdapter
function _class:selectedRowByReuseId(reuseId, callback)
return self
end
---
--- 设置点击cell的回调
---
---@param callback fun(cell:table, section:number, row:number):void
--- 回调格式:
--- ```
--- function(table cell,number section,number row)
--- ---cell:cell视图表, 类型为Lua中的table,表中仅存在一个元素contentView
--- ---section:组数
--- ---row:行数
--- end
--- ```
---@return TableViewAutoFitAdapter
function _class:selectedRow(callback)
return self
end
---
--- 设置某个reuseID对应cell的长按回调
---
---
--- 设置某个reuseID对应cell的长按回调,触发时长0.5s
---
---@param reuseId string reuseId:复用ID
---@param callback fun(cell:table, section:number, row:number):void
--- 回调格式:
--- ```
--- function(table cell,number section,number row)
--- ---cell:cell视图表, 类型为Lua中的table,表中仅存在一个元素contentView
--- ---section:组数
--- ---row:行数
--- end
--- ```
---@return TableViewAutoFitAdapter
function _class:longPressRowByReuseId(reuseId, callback)
return self
end
---
--- 设置cell的长按回调
---
---
--- 设置cell的长按回调,触发时长0.5s
---
---@param callback fun(cell:table, section:number, row:number):void
--- 回调格式:
--- ```
--- function(table cell,number section,number row)
--- ---cell:cell视图表, 类型为Lua中的table,表中仅存在一个元素contentView
--- ---section:组数
--- ---row:行数
--- end
--- ```
---@return TableViewAutoFitAdapter
function _class:longPressRow(callback)
return self
end
---
--- 设置返回某行的高度的回调
---
---@param callback fun(section:number, row:number):void
--- 回调格式:
--- ```
--- function(number section,number row)
--- ---section:组数
--- ---row:行数
--- ---返回高度,number
--- end
--- ```
---@return TableViewAutoFitAdapter
function _class:heightForCell(callback)
return self
end
---
--- 设置返回某行的高度的回调
---
---@param reuseId string reuseId:复用ID
---@param callback fun(section:number, row:number):void
--- 回调格式:
--- ```
--- function(number section,number row)
--- ---section:组数
--- ---row:行数
--- ---返回高度,number
--- end
--- ```
---@return TableViewAutoFitAdapter
function _class:heightForCellByReuseId(reuseId, callback)
return self
end
---
--- cell将要展示的回调
---
---@param callback fun(cell:table, section:number, row:number):void
--- 回调格式:
--- ```
--- function(table cell,number section,number row)
--- ---cell:cell视图表, 类型为Lua中的table,表中仅存在一个元素contentView
--- ---section:组数
--- ---row:行数
--- end
--- ```
---@return TableViewAutoFitAdapter
---@note iOS端会在刚刚展示的时候就调用,Android会在完全展示后调用
function _class:cellWillAppear(callback)
return self
end
---
--- cell已经消失后的回调
---
---@param callback fun(cell:table, section:number, row:number):void
--- 回调格式:
--- ```
--- function(table cell,number section,number row)
--- ---cell:cell视图表, 类型为Lua中的table,表中仅存在一个元素contentView
--- ---section:组数
--- ---row:行数
--- end
--- ```
---@return TableViewAutoFitAdapter
---@note 注意时机问题,即该回调的调用时机是cell已经消失
function _class:cellDidDisappear(callback)
return self
end
---
--- cell将要展示时的回调
---
---@param reuseId string reuseId:复用ID
---@param callback fun(cell:table, section:number, row:number):void
--- 回调格式:
--- ```
--- function(table cell,number section,number row)
--- ---cell:cell视图表, 类型为Lua中的table,表中仅存在一个元素contentView
--- ---section:组数
--- ---row:行数
--- end
--- ```
---@return TableViewAutoFitAdapter
---@note 需配合reuseId方法使用,iOS端会在刚刚展示的时候就调用,Android会在完全展示后调用
function _class:cellWillAppearByReuseId(reuseId, callback)
return self
end
---
--- cell已经消失后的回调
---
---@param reuseId string reuseId:复用ID
---@param callback fun(cell:table, section:number, row:number):void
--- 回调格式:
--- ```
--- function(table cell,number section,number row)
--- ---cell:cell视图表, 类型为Lua中的table,表中仅存在一个元素contentView
--- ---section:组数
--- ---row:行数
--- end
--- ```
---@return TableViewAutoFitAdapter
---@note 需配合reuseId方法使用
function _class:cellDidDisappearByReuseId(reuseId, callback)
return self
end
---
--- 点击Cell后高亮
---
---@param isShow boolean 是否开启,默认关闭
---@return TableViewAutoFitAdapter
function _class:showPressed(isShow)
return self
end
---
--- 获取是否开启了高亮效果
---
---@return boolean 布尔值
function _class:showPressed()
return true
end
---
--- 点击后的高亮颜色
---
---@param pressedColor Color 设置cell点击后的高亮颜色
---@return TableViewAutoFitAdapter
function _class:pressedColor(pressedColor)
return self
end
---
--- 获取高亮颜色
---
---@return Color 色值
function _class:pressedColor()
return Color()
end
return _class |
local t = {}
t.init = {x = 1, y = 1}
t.layout = {}
t.layout[1] = {
{2, 3, 2},
{1, 2, 1},
{1, 5, 1}
}
t.moves = {5, 6}
t.message = {
en = "Orange blocks are similar to other color blocks",
es = "Los bloques naranjas son similares a otros bloques de color",
}
return t
|
local Blueprint = require('motras_blueprint')
local Slot = require('motras_slot')
local TallPlatformStationPattern = require('motras_blueprint_patterns.tall_platform_station')
local WidePlatformStationPattern = require('motras_blueprint_patterns.wide_platform_station')
local c = require('motras_constants')
local t = require('motras_types')
describe('Blueprint', function ()
describe('createStation', function ()
it('creates station with small platforms (prefer side)', function ()
local blueprint1 = Blueprint:new{}:createStation(
TallPlatformStationPattern:new{platformModule = 'platform.module', trackModule = 'track.module', trackCount = 1, horizontalSize = 1}
);
assert.are.same({
[Slot.makeId({type = t.TRACK, gridX = 0, gridY = -1})] = 'track.module',
[Slot.makeId({type = t.PLATFORM, gridX = 0, gridY = 0})] = 'platform.module'
}, blueprint1:toTpf2Template())
local blueprint2 = Blueprint:new{}:createStation(
TallPlatformStationPattern:new{platformModule = 'platform.module', trackModule = 'track.module', trackCount = 2, horizontalSize = 3}
)
assert.are.same({
[Slot.makeId({type = t.PLATFORM, gridX = -1, gridY = -2})] = 'platform.module',
[Slot.makeId({type = t.PLATFORM, gridX = 0, gridY = -2})] = 'platform.module',
[Slot.makeId({type = t.PLATFORM, gridX = 1, gridY = -2})] = 'platform.module',
[Slot.makeId({type = t.TRACK, gridX = -1, gridY = -1})] = 'track.module',
[Slot.makeId({type = t.TRACK, gridX = 0, gridY = -1})] = 'track.module',
[Slot.makeId({type = t.TRACK, gridX = 1, gridY = -1})] = 'track.module',
[Slot.makeId({type = t.TRACK, gridX = -1, gridY = 0})] = 'track.module',
[Slot.makeId({type = t.TRACK, gridX = 0, gridY = 0})] = 'track.module',
[Slot.makeId({type = t.TRACK, gridX = 1, gridY = 0})] = 'track.module',
[Slot.makeId({type = t.PLATFORM, gridX = -1, gridY = 1})] = 'platform.module',
[Slot.makeId({type = t.PLATFORM, gridX = 0, gridY = 1})] = 'platform.module',
[Slot.makeId({type = t.PLATFORM, gridX = 1, gridY = 1})] = 'platform.module',
}, blueprint2:toTpf2Template())
end)
it('creates station with large platforms (prefer side)', function ()
local blueprint1 = Blueprint:new{}:createStation(
WidePlatformStationPattern:new{platformModule = 'platform.module', trackModule = 'track.module', trackCount = 1, horizontalSize = 1}
)
assert.are.same({
[Slot.makeId({type = t.TRACK, gridX = 0, gridY = -1})] = 'track.module',
[Slot.makeId({type = t.PLATFORM, gridX = 0, gridY = 0})] = 'platform.module'
}, blueprint1:toTpf2Template())
local blueprint2 = Blueprint:new{}:createStation(
WidePlatformStationPattern:new{platformModule = 'platform.module', trackModule = 'track.module', trackCount = 2, horizontalSize = 3}
)
assert.are.same({
[Slot.makeId({type = t.PLATFORM, gridX = -1, gridY = -2})] = 'platform.module',
[Slot.makeId({type = t.PLATFORM, gridX = 0, gridY = -2})] = 'platform.module',
[Slot.makeId({type = t.PLATFORM, gridX = 1, gridY = -2})] = 'platform.module',
[Slot.makeId({type = t.TRACK, gridX = -1, gridY = -1})] = 'track.module',
[Slot.makeId({type = t.TRACK, gridX = 0, gridY = -1})] = 'track.module',
[Slot.makeId({type = t.TRACK, gridX = 1, gridY = -1})] = 'track.module',
[Slot.makeId({type = t.TRACK, gridX = -1, gridY = 0})] = 'track.module',
[Slot.makeId({type = t.TRACK, gridX = 0, gridY = 0})] = 'track.module',
[Slot.makeId({type = t.TRACK, gridX = 1, gridY = 0})] = 'track.module',
[Slot.makeId({type = t.PLATFORM, gridX = -1, gridY = 1})] = 'platform.module',
[Slot.makeId({type = t.PLATFORM, gridX = 0, gridY = 1})] = 'platform.module',
[Slot.makeId({type = t.PLATFORM, gridX = 1, gridY = 1})] = 'platform.module',
}, blueprint2:toTpf2Template())
end)
end)
describe('addModuleToTemplate', function ()
it('adds module to template', function ()
local blueprint = Blueprint:new{}
blueprint:addModuleToTemplate(Slot.makeId({type = t.TRACK, gridX = 1, gridY = 1}), 'track.module')
assert.are.same({
[Slot.makeId({type = t.TRACK, gridX = 1, gridY = 1})] = 'track.module'
}, blueprint:toTpf2Template())
end)
end)
describe('decorateEachPlatform', function ()
it ('decorates all platform modules', function ()
local blueprint1 = Blueprint:new{}:decorateEachPlatform(function (platformBlueprint)
platformBlueprint:addAsset(t.DECORATION, 'bench.module', 7)
end):createStation(
TallPlatformStationPattern:new{platformModule = 'platform.module', trackModule = 'track.module', trackCount = 1, horizontalSize = 1}
);
assert.are.same({
[Slot.makeId({type = t.TRACK, gridX = 0, gridY = -1})] = 'track.module',
[Slot.makeId({type = t.PLATFORM, gridX = 0, gridY = 0})] = 'platform.module',
[Slot.makeId({type = t.DECORATION, gridX = 0, gridY = 0, assetId = 7})] = 'bench.module'
}, blueprint1:toTpf2Template())
end)
end)
describe('decorateEachTrack', function ()
it ('decorates all track modules', function ()
local blueprint1 = Blueprint:new{}:decorateEachTrack(function (trackBlueprint)
trackBlueprint:addAsset(t.DECORATION, 'sign.module', 7)
end):createStation(
TallPlatformStationPattern:new{platformModule = 'platform.module', trackModule = 'track.module', trackCount = 1, horizontalSize = 1}
);
assert.are.same({
[Slot.makeId({type = t.TRACK, gridX = 0, gridY = -1})] = 'track.module',
[Slot.makeId({type = t.PLATFORM, gridX = 0, gridY = 0})] = 'platform.module',
[Slot.makeId({type = t.DECORATION, gridX = 0, gridY = -1, assetId = 7})] = 'sign.module'
}, blueprint1:toTpf2Template())
end)
end)
end) |
function get_actions()
return "Attack", "Item", "Defend", "Run", ""
end
|
--
-- (C) 2013 Kriss@XIXs.com
--
local 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=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
--module
local M={ modname=(...) } ; package.loaded[M.modname]=M
function M.bake(oven,wpan)
local framebuffers=oven.rebake("wetgenes.gamecake.framebuffers")
local wfill=oven.rebake("wetgenes.gamecake.widgets.fill")
wpan=wpan or {}
function wpan.mouse(widget,act,_x,_y,keyname)
local x,y=widget:mousexy(_x,_y)
local tx=x-(widget.pan_px or 0)
local ty=y-(widget.pan_py or 0)
if tx>=0 and tx<widget.hx and ty>=0 and ty<widget.hy then
if widget and widget.parent and widget.parent.daty then
if keyname=="wheel_add" and act==-1 then
widget.parent.daty:dec()
return
elseif keyname=="wheel_sub" and act==-1 then
widget.parent.daty:inc()
return
end
end
end
return widget.meta.mouse(widget,act,_x,_y,keyname)
end
function wpan.update(widget)
return widget.meta.update(widget)
end
function wpan.draw(widget)
return widget.meta.draw(widget)
end
function wpan.setup(widget,def)
-- local it={}
-- widget.pan=it
widget.class="pan"
widget.pan_px=0
widget.pan_py=0
-- widget.clip=true
widget.key=wpan.key
widget.mouse=wpan.mouse
widget.update=wpan.update
widget.draw=wpan.draw
widget.layout=wfill.layout
widget.fbo=framebuffers.create(0,0,0)
-- widget.clip=true
return widget
end
return wpan
end
|
local log = require("structlog")
local sinks = log.sinks
describe("Module", function()
it("should expose interface details", function()
assert.equals("table", type(sinks.Console))
assert.equals("table", type(sinks.NvimNotify))
assert.equals("table", type(sinks.File))
assert.equals("table", type(sinks.RotatingFile))
end)
end)
|
--[[ Project Parser ]]--
local projParser = {}
--[[ Convert filesystem path to require path
> path (string) full path to .lua file
> rootPath (string) full path to the project root
< path (string)
]]
local function fs2reqPath(path, rootPath)
rootPath = rootPath
:gsub('\\\\', '/')
:gsub('\\', '/')
path = path
:gsub(rootPath..'/', '')
:gsub(rootPath, '')
:gsub('%.lua', '')
:gsub('/init', '')
:gsub('/', '.')
return path
end
--[[ Recursively scan directory and return list with each file path.
> folder (string) folder path
> fileTree (table) [{}] table to extend
< fileTree (table) result table
]]
local function scanDir(folder, fileTree)
if not fileTree then fileTree = {} end
local ostype = package.config:sub(1, 1)
if ostype == "\\" or ostype == "\\\\" then ostype "windows"
else ostype = "linux" end
folder = folder:gsub("\\\\", "/"):gsub("\\", "/")
-- Files --
local file
local command
if ostype == "windows" then
command = 'dir "'..folder..'" /b /a-d-h'
else
command = 'ls -p "'..folder..'" | grep -v /'
end
file = io.popen(command)
for item in file:lines() do
item = (folder.."/"..item):gsub("//", "/")
table.insert(fileTree, item)
end
file:close()
-- Folders --
if ostype == "windows" then
command = 'dir "'..folder..'" /b /ad-h'
else
command = 'ls -p "'..folder..'" | grep /'
end
file = io.popen(command)
for item in file:lines() do
item = item:gsub("\\", "")
fileTree = scanDir(folder.."/"..item, fileTree)
end
file:close()
return fileTree
end
--[[ Select and return only those files whose extensions are '.lua'.
> fileTree (table)
< fileTree (table)
]]
local function filterFiles(fileTree)
local set = {}
for _, path in ipairs(fileTree) do
if path:find('%.lua$') then table.insert(set, path) end
end
return set
end
--[[ Returns a new list consisting of all the given lists concatenated into one.
> ... ({integer=any}) lists
< result ({integer=any}) concatenated list
]]
local function concat(...)
local rtn = {}
for i = 1, select("#", ...) do
local t = select(i, ...)
if t ~= nil then
for _, v in ipairs(t) do
rtn[#rtn + 1] = v
end
end
end
return rtn
end
--[[ Get list of all parseable files in directory.
> rootPath (string) root directory full path
> pathFilters (table) [] search files only in these subdirs
< files ({integer=string}) list of fs-file paths
< requires (table) list of req-file paths
]]
function projParser.getFiles(rootPath, pathFilters)
local files = {}
if not pathFilters or #pathFilters == 0 then
files = filterFiles(scanDir(rootPath))
else
for _, filter in ipairs(pathFilters) do
local found = filterFiles(scanDir(rootPath .. '/' .. filter))
files = concat(files, found)
end
end
table.sort(files, function(a, b) return a:upper() < b:upper() end)
local requires = {}
for index, path in ipairs(files) do
path = fs2reqPath(path, rootPath)
requires[index] = path
end
return files, requires
end
return projParser
|
local t = Def.ActorFrame {};
t[#t+1] = Def.Sprite{
InitCommand=cmd(Center;diffuse,1,1,1,0.2;fadetop,1);
OnCommand=function(self)
self:LoadFromSongBackground(GAMESTATE:GetCurrentSong())
self:scaletoclipped(SCREEN_WIDTH,SCREEN_HEIGHT)
end;
};
t[#t+1] = Def.Quad{
InitCommand=cmd(zoomto,150,SCREEN_HEIGHT;diffuse,0,0,0,0.75;horizalign,left;x,SCREEN_LEFT;y,SCREEN_CENTER_Y);
};
t[#t+1] = Def.Quad{
InitCommand=cmd(zoomto,150,SCREEN_HEIGHT;diffuse,0,0,0,0.75;horizalign,right;x,SCREEN_RIGHT;y,SCREEN_CENTER_Y);
};
return t;
|
-- FIXME: Check for IsError?
local MATERIAL = FindMetaTable("IMaterial")
function MATERIAL:AlphaModulate(flAlpha)
self:SetFloat("$alpha", flAlpha / 255)
end
function MATERIAL:ColorModulate(col)
self:SetVector("$color", col:ToVector())
end
function MATERIAL:GetAlphaModulation()
return self:GetFloat("$alpha")
end
function MATERIAL:GetColorModulation()
return self:GetVector("$color"):ToColor() -- FIXME: Test if valid first?
end
function MATERIAL:GetMappingWidth()
return self:GetTexture("$basetexture"):GetMappingWidth()
end
function MATERIAL:GetMappingHeight()
return self:GetTexture("$basetexture"):GetMappingHeight()
end
-- Credits to Z0mb1n3: https://facepunch.com/showthread.php?t=1542841&p=51421705&viewfull=1#post51421705
local iOffset = 4 + 8 + 4 + 2 + 2 + 4
function MATERIAL:GetNumAnimationFrames()
-- FIXME: Check for error texture?
local File = file.Open("materials/" .. self:GetTexture("$basetexture"):GetName() .. ".vtf", "rb", "GAME")
if (File) then
File:Seek(iOffset)
local iRet = math.SignedToUnsigned(File:ReadShort(), 16)
File:Close()
return iRet
end
return 0
end
|
local _, _, majorv, minorv, rev = string.find(_VERSION, "(%d).(%d)[.]?([%d]?)")
local VersionNumber = tonumber(majorv) * 100 + tonumber(minorv) * 10 + (((string.len(rev) == 0) and 0) or tonumber(rev))
lua_declare("lua_version", VersionNumber)
lua_declare("lua_version_510", 510)
lua_declare("lua_version_520", 520)
lua_declare("lua_version_530", 530)
|
ability_culling_blade = class({})
LinkLuaModifier('modifier_ability_culling_blade_buff', 'heroes/axe/culling_blade', LUA_MODIFIER_MOTION_NONE)
function ability_culling_blade:OnSpellStart()
local target = self:GetCursorTarget()
local caster = self:GetCaster()
local kill_threshold = self:GetSpecialValueFor('kill_threshold')
local damage = self:GetSpecialValueFor('damage')
local speed_duration = self:GetSpecialValueFor('speed_duration')
local speed_aoe = self:GetSpecialValueFor('speed_aoe')
if target:GetHealth() <= kill_threshold then
target:Kill(self, attacker)
target:EmitSound('Hero_Axe.Culling_Blade_Success')
self:GetCaster():StartGestureWithPlaybackRate( ACT_DOTA_CAST_ABILITY_4, 1 )
if target:IsHero() then
self:EndCooldown()
end
local culling_kill_particle = ParticleManager:CreateParticle("particles/units/heroes/hero_axe/axe_culling_blade_kill.vpcf", PATTACH_CUSTOMORIGIN, target)
ParticleManager:SetParticleControl(culling_kill_particle, 4, target:GetOrigin())
ParticleManager:ReleaseParticleIndex(culling_kill_particle)
local enemies = FindUnitsInRadius(caster:GetTeamNumber(),
target:GetAbsOrigin(),
nil,
speed_aoe,
DOTA_UNIT_TARGET_TEAM_FRIENDLY,
DOTA_UNIT_TARGET_HERO + DOTA_UNIT_TARGET_BASIC,
DOTA_UNIT_TARGET_FLAG_MAGIC_IMMUNE_ENEMIES,
FIND_ANY_ORDER,
false)
for k,v in pairs(enemies) do
print(v:GetUnitName())
v:AddNewModifier(caster, self, 'modifier_ability_culling_blade_buff', {duration = speed_duration})
end
return
end
ApplyDamage({
victim = target,
attacker = caster,
ability = self,
damage = damage,
damage_type = self:GetAbilityDamageType(),
})
self:GetCaster():StartGestureWithPlaybackRate( ACT_DOTA_CAST_ABILITY_4, 1 )
target:EmitSound('Hero_Axe.Culling_Blade_Fail')
end
modifier_ability_culling_blade_buff = class({
IsHidden = function(self) return false end,
IsPurgable = function(self) return true end,
IsDebuff = function(self) return false end,
IsBuff = function(self) return true end,
RemoveOnDeath = function(self) return true end,
AllowIllusionDuplicate = function(self) return true end,
DeclareFunctions = function(self)
return {MODIFIER_PROPERTY_MOVESPEED_BONUS_PERCENTAGE,MODIFIER_PROPERTY_ATTACKSPEED_BONUS_CONSTANT}
end,
GetModifierMoveSpeedBonus_Percentage = function(self) return self.movespeed end,
GetModifierAttackSpeedBonus_Constant = function(self) return self.atkSpeed end,
})
function modifier_ability_culling_blade_buff:OnCreated()
self.movespeed = self:GetAbility():GetSpecialValueFor('speed_bonus')
self.atkSpeed = self:GetAbility():GetSpecialValueFor('atk_speed_bonus')
end |
slot0 = class("RollingBallGameView", import("..BaseMiniGameView"))
slot1 = "event:/ui/ddldaoshu2"
slot2 = "event:/ui/boat_drag"
slot3 = "event:/ui/break_out_full"
slot4 = "event:/ui/sx-good"
slot5 = "event:/ui/sx-perfect"
slot6 = "event:/ui/sx-jishu"
slot7 = "event:/ui/furnitrue_save"
slot0.getUIName = function (slot0)
return "RollingBallGameUI"
end
slot0.init = function (slot0)
slot1 = slot0:GetMGData()
slot2 = slot0:GetMGHubData()
slot0.tplScoreTip = findTF(slot0._tf, "tplScoreTip")
slot0.tplRemoveEffect = findTF(slot0._tf, "sanxiaoxiaoshi")
slot0.effectUI = findTF(slot0._tf, "effectUI")
slot0.tplEffect = findTF(slot0._tf, "tplEffect")
slot0.effectPoolTf = findTF(slot0._tf, "effectPool")
slot0.effectPool = {}
slot0.effectDatas = {}
slot0.effectTargetPosition = findTF(slot0.effectUI, "effectTargetPos").localPosition
slot0.rollingUI = findTF(slot0._tf, "rollingUI")
slot0.rollingEffectUI = findTF(slot0._tf, "rollingEffectUI")
slot0.tplGrid = findTF(slot0._tf, "tplRollingGrid")
slot0.gridPoolTf = findTF(slot0._tf, "gridPool")
slot0.gridsPool = {}
slot0.gridDic = {}
slot0.fillGridDic = {}
slot0.startFlag = false
slot0.dragAlphaGrid = RollingBallGrid.New(slot3)
setActive(slot0.dragAlphaGrid:getTf(), false)
slot0.timer = Timer.New(function ()
slot0:onTimer()
end, 0.016666666666666666, -1)
for slot7 = 1, RollingBallConst.horizontal, 1 do
slot0.gridDic[slot7] = {}
slot0.fillGridDic[slot7] = {}
for slot11 = 1, RollingBallConst.vertical, 1 do
table.insert(slot0.gridDic[slot7], false)
end
end
slot0.goodEffect = slot0.findTF(slot0, "sanxiaoGood")
slot0.greatEffect = slot0:findTF("sanxiaoGreat")
slot0.perfectEffect = slot0:findTF("sanxiaoPerfect")
slot0.caidaiTf = findTF(slot0._tf, "zhuanzhu_caidai")
setActive(slot0.caidaiTf, false)
slot0.startUI = findTF(slot0._tf, "startUI")
onButton(slot0, findTF(slot0.startUI, "btnStart"), function ()
if not slot0.startFlag then
setActive(slot0.startUI, false)
setActive:gameStart()
end
end, SFX_CONFIRM)
onButton(slot0, findTF(slot0.startUI, "btnRule"), function ()
pg.MsgboxMgr.GetInstance():ShowMsgBox({
type = MSGBOX_TYPE_HELP,
helps = pg.gametip.help_rollingBallGame.tip
})
end, SFX_CONFIRM)
setActive(slot0.startUI, true)
slot0.scoreUI = findTF(slot0._tf, "scoreUI")
slot0.labelCurScore = findTF(slot0.scoreUI, "labelCur")
slot0.labelHigh = findTF(slot0.scoreUI, "labelHigh")
slot0.scoreNew = findTF(slot0.scoreUI, "new")
onButton(slot0, findTF(slot0.scoreUI, "btnEnd"), function ()
setActive(slot0.scoreUI, false)
setActive(slot0.startUI, true)
end, SFX_CANCEL)
setActive(slot0.scoreUI, false)
slot0.downProgress = findTF(slot0._tf, "downProgress")
slot0.downTimeSlider = findTF(slot0.downProgress, "Slider").GetComponent(slot4, typeof(Slider))
slot0.labelGameTime = findTF(slot0._tf, "labelGameTime")
slot0.labelGameScore = findTF(slot0._tf, "labelGameScore")
slot0.endLess = findTF(slot0._tf, "endLess")
setActive(slot0.endLess, true)
slot0.closeUI = findTF(slot0._tf, "closeUI")
setActive(slot0.closeUI, false)
onButton(slot0, findTF(slot0.closeUI, "btnOk"), function ()
if not slot0.countStart then
slot0:closeView()
end
end, SFX_CONFIRM)
onButton(slot0, findTF(slot0.closeUI, "btnCancel"), function ()
setActive(slot0.closeUI, false)
end, SFX_CANCEL)
slot0.overLight = findTF(slot0._tf, "overLight")
setActive(slot0.overLight, false)
onButton(slot0, findTF(slot0._tf, "btnClose"), function ()
if not slot0.startFlag then
slot0:closeView()
else
setActive(slot0.closeUI, true)
end
end, SFX_CANCEL)
end
slot0.getGameTimes = function (slot0)
return slot0:GetMGHubData().count
end
slot0.showScoreUI = function (slot0, slot1)
if slot1 > ((slot0:GetMGData():GetRuntimeData("elements") and #slot2 > 0 and slot2[1]) or 0) then
setActive(slot0.scoreNew, true)
else
setActive(slot0.scoreNew, false)
end
setActive(slot0.scoreUI, true)
setText(slot0.labelCurScore, slot1)
setText(slot0.labelHigh, (slot1 < slot3 and slot3) or slot1)
slot0:StoreDataToServer({
(slot1 < slot3 and slot3) or slot1
})
if slot0:getGameTimes() > 0 then
slot0:SendSuccess(0)
end
end
slot0.showCountStart = function (slot0, slot1)
setActive(slot2, true)
slot0.countIndex = 3
slot0.countStart = true
pg.CriMgr.GetInstance():PlaySoundEffect_V3(slot0)
function slot3(slot0)
slot0.countIndex = slot0.countIndex - 1
slot3 = GetComponent(slot2, typeof(CanvasGroup))
seriesAsync({
function (slot0)
GetSpriteFromAtlasAsync("ui/rollingBallGame_atlas", "count_" .. slot0, function (slot0)
setImageSprite(slot0, slot0, true)
end)
LeanTween.value(go(slot1), 0, 1, 0.5).setOnUpdate(slot1, System.Action_float(function (slot0)
slot0.alpha = slot0
end)).setOnComplete(slot1, System.Action(function ()
slot0()
end))
end,
function (slot0)
LeanTween.value(go(slot0), 1, 0, 0.5):setOnUpdate(System.Action_float(function (slot0)
slot0.alpha = slot0
end)).setOnComplete(slot1, System.Action(function ()
slot0()
end))
end
}, slot0)
end
slot4 = {}
for slot8 = 1, 3, 1 do
table.insert(slot4, slot3)
end
seriesAsync(slot4, function ()
slot0.countStart = false
setActive(false, false)
false()
end)
end
slot0.gameStart = function (slot0)
slot0.startFlag = true
seriesAsync({
function (slot0)
slot0:showCountStart(slot0)
end,
function (slot0)
slot0.moveDatas = {}
slot0.selectGrid = nil
slot0.selectEnterGrid = nil
slot0.dragOffsetPos = Vector3(0, 0, 0)
slot0.changeGridsDic = nil
slot0.downTime = RollingBallConst.downTime
slot0.comboAmount = 0
slot0.stopFlag = false
slot0.onBeginDragTime = nil
if slot0:getGameTimes() > 0 then
slot0.gameTime = RollingBallConst.gameTime
else
slot0.gameTime = RollingBallConst.finishGameTime
end
slot0.gameTimeReal = Time.realtimeSinceStartup
slot0.gameTimeFlag = true
setActive(slot0.endLess, false)
slot0.gameScore = 0
slot0:firstInitGrid()
slot0:moveGridsBySelfPos(slot0.gridDic)
slot0:timerStart()
end
}, nil)
end
slot0.gameStop = function (slot0)
slot0:timerStop()
pg.CriMgr.GetInstance():PlaySoundEffect_V3(slot0)
for slot4 = #slot0.effectDatas, 1, -1 do
slot0:returnEffect(slot0.effectDatas[slot4].tf)
table.remove(slot0.effectDatas, slot4)
end
for slot4 = 1, RollingBallConst.horizontal, 1 do
for slot8 = 1, RollingBallConst.vertical, 1 do
if slot0.gridDic[slot4][slot8] then
slot0.gridDic[slot4][slot8]:setEventActive(false)
end
end
end
slot0:clearUI()
slot0:showScoreUI(slot0.gameScore, 1000)
end
slot0.timerStart = function (slot0)
if not slot0.timer.running then
slot0.timer:Start()
end
end
slot0.timerStop = function (slot0)
if slot0.timer.running then
slot0.timer:Stop()
end
end
slot0.fallingGridDic = function (slot0)
function slot1(slot0, slot1)
for slot5 = slot1 + 1, RollingBallConst.vertical, 1 do
if slot0.gridDic[slot0][slot5] then
return slot5
end
end
return 0
end
for slot5 = 1, RollingBallConst.horizontal, 1 do
for slot9 = 1, RollingBallConst.vertical, 1 do
if not slot0.gridDic[slot5][slot9] and RollingBallConst.vertical - slot9 > 0 and slot1(slot5, slot9) > 0 then
slot0.gridDic[slot5][slot11] = false
slot0.gridDic[slot5][slot9] = slot0.gridDic[slot5][slot11]
slot0.gridDic[slot5][slot9]:setPosData(slot5, slot9)
end
end
end
end
slot0.firstInitGrid = function (slot0)
for slot4 = 1, RollingBallConst.horizontal, 1 do
slot0.fillGridDic[slot4] = {}
for slot8 = 1, RollingBallConst.vertical, 1 do
if not slot0.gridDic[slot4][slot8] then
slot9 = {}
if slot4 > 2 and slot0.gridDic[slot4 - 2][slot8]:getType() == slot0.gridDic[slot4 - 1][slot8]:getType() then
table.insert(slot9, slot0.gridDic[slot4 - 2][slot8]:getType())
end
if slot8 > 2 and slot0.gridDic[slot4][slot8 - 2]:getType() == slot0.gridDic[slot4][slot8 - 1]:getType() then
table.insert(slot9, slot0.gridDic[slot4][slot8 - 2]:getType())
end
slot10 = slot0:createGrid(slot0:getRandomType(slot9), slot4, slot8)
slot0.gridDic[slot4][slot8] = slot10
slot0:setFillGridPosition(slot10, slot4, #slot0.fillGridDic[slot4])
table.insert(slot0.fillGridDic[slot4], slot10)
end
end
end
end
slot0.fillEmptyGrid = function (slot0)
for slot4 = 1, RollingBallConst.horizontal, 1 do
slot0.fillGridDic[slot4] = {}
for slot8 = 1, RollingBallConst.vertical, 1 do
if not slot0.gridDic[slot4][slot8] then
slot9 = slot0:createGrid(slot0:getRandomType(), slot4, slot8)
slot0.gridDic[slot4][slot8] = slot9
slot0:setFillGridPosition(slot9, slot4, #slot0.fillGridDic[slot4])
table.insert(slot0.fillGridDic[slot4], slot9)
end
end
end
end
slot0.setFillGridPosition = function (slot0, slot1, slot2, slot3)
slot1:setPosition((slot2 - 1) * RollingBallConst.grid_width, (RollingBallConst.vertical + slot3) * RollingBallConst.grid_height)
end
slot0.onTimer = function (slot0)
for slot4 = #slot0.moveDatas, 1, -1 do
slot8 = slot0.moveDatas[slot4].grid.getPosition(slot6).y
slot10 = slot0.moveDatas[slot4].endY
if slot0.moveDatas[slot4].grid.getPosition(slot6).x == slot0.moveDatas[slot4].endX and slot8 == slot10 then
slot6:setEventActive(true)
table.remove(slot0.moveDatas, slot4)
else
slot11, slot12 = nil
if math.abs(slot9 - slot7) < RollingBallConst.moveSpeed or slot9 == slot7 then
slot11 = slot9 - slot7
elseif slot7 < slot9 then
slot11 = RollingBallConst.moveSpeed
elseif slot9 < slot7 then
slot11 = -RollingBallConst.moveSpeed
end
if math.abs(slot10 - slot8) < RollingBallConst.moveSpeed or slot8 == slot10 then
slot12 = 0
slot8 = slot10
elseif slot8 < slot10 then
slot12 = RollingBallConst.moveSpeed
elseif slot10 < slot8 then
slot12 = -RollingBallConst.moveSpeed
end
slot6:setPosition(slot7 + slot11, slot8 + slot12)
end
end
for slot4 = #slot0.effectDatas, 1, -1 do
slot0.effectDatas[slot4].ax = (slot0.effectTargetPosition.x - slot0.effectDatas[slot4].tf.localPosition.x) * 0.002
slot0.effectDatas[slot4].ay = (slot0.effectTargetPosition.y - slot0.effectDatas[slot4].tf.localPosition.y) * 0.002
slot0.effectDatas[slot4].vx = slot0.effectDatas[slot4].vx + slot0.effectDatas[slot4].ax
slot0.effectDatas[slot4].vy = slot0.effectDatas[slot4].vy + slot0.effectDatas[slot4].ay
slot0.effectDatas[slot4].tf.localPosition.x = slot0.effectDatas[slot4].tf.localPosition.x + slot0.effectDatas[slot4].vx
slot0.effectDatas[slot4].tf.localPosition.y = slot0.effectDatas[slot4].tf.localPosition.y + slot0.effectDatas[slot4].vy
slot0.effectDatas[slot4].tf.localPosition = slot0.effectDatas[slot4].tf.localPosition
if slot0.effectDatas[slot4].tf.localPosition.x < slot0.effectTargetPosition.x then
slot0:returnEffect(slot5.tf)
table.remove(slot0.effectDatas, slot4)
end
end
if slot0.onBeginDragTime and slot0.downTime > 0 then
slot0.downTime = slot0.downTime - (Time.realtimeSinceStartup - slot0.onBeginDragTime) * 1000
slot0.onBeginDragTime = Time.realtimeSinceStartup
if slot0.downTime <= 0 then
slot0.downTime = 0
if slot0.selectGrid then
slot0.selectGrid.onEndDrag(slot2)
slot0:onGridUp(slot2)
slot0.selectGrid.addUpCallback(slot2, function (slot0, slot1)
slot0:onGridUp(slot1)
end)
slot0.selectGrid.addDragCallback(slot2, function (slot0, slot1)
slot0:onGridDrag(slot1, slot0, slot1)
end)
end
end
end
slot0.downTimeSlider.value = slot0.downTime / RollingBallConst.downTime
if slot0.gameTimeFlag and slot0.gameTime > 0 and not isActive(slot0.closeUI) then
slot0.gameTime = slot0.gameTime - (Time.realtimeSinceStartup - slot0.gameTimeReal) * 1000
if slot0.gameTime > 0 and slot0.gameTime <= 8000 and not isActive(slot0.overLight) then
setActive(slot0.overLight, true)
end
if slot0.gameTime <= 0 then
slot0.gameTime = 0
setActive(slot0.overLight, false)
slot0.stopFlag = true
end
end
slot0.gameTimeReal = Time.realtimeSinceStartup
if math.floor(slot0.gameTime / 60000) < 10 then
slot1 = "0" .. slot1 or slot1
end
if math.floor(slot0.gameTime % 60000 / 1000) < 10 then
slot2 = "0" .. slot2 or slot2
end
if math.floor(math.floor(slot0.gameTime % 1000) / 10) < 10 then
setText(slot0.labelGameTime, slot1 .. ":" .. slot2 .. ":" .. ("0" .. slot3 or slot3))
end
if #slot0.moveDatas == 0 then
if slot0.stopFlag then
slot0:gameStop()
return
end
if slot0.checkSuccesFlag then
slot0.checkSuccesFlag = false
slot0:checkSuccessGrid()
end
if slot0.isMoveing then
slot0.isMoveing = false
end
elseif not slot0.isMoveing then
slot0.isMoveing = true
end
end
slot0.moveGridsByChangeDic = function (slot0)
slot0.moveDatas = {}
for slot4 = 1, #slot0.changeGridsDic, 1 do
for slot9 = 1, #slot0.changeGridsDic[slot4], 1 do
if slot5[slot9].grid ~= slot0.selectGrid then
slot0:moveGridToPos(slot10.grid, slot10.posX, slot10.posY)
end
end
end
if #slot0.moveDatas > 0 then
slot0:timerStart()
end
end
slot0.moveGridsBySelfPos = function (slot0, slot1, slot2)
slot0.moveDatas = {}
for slot6 = 1, #slot1, 1 do
for slot10 = 1, #slot1[slot6], 1 do
if slot1[slot6][slot10] and slot11 ~= slot2 then
slot0:moveGridToPos(slot11, slot11:getPosData())
end
end
end
if #slot0.moveDatas > 0 then
slot0:timerStart()
end
end
slot0.moveGridToPos = function (slot0, slot1, slot2, slot3)
slot4 = slot1:getPosition().x
slot5 = slot1:getPosition().y
slot7 = (slot3 - 1) * RollingBallConst.grid_height
if math.floor(slot6) == math.floor(slot2) and math.floor(slot7) == math.floor(slot3) then
return
end
slot1:setEventActive(false)
table.insert(slot0.moveDatas, {
grid = slot1,
endX = slot6,
endY = slot7
})
end
slot0.updateMoveGridDic = function (slot0)
for slot4 = 1, #slot0.changeGridsDic, 1 do
for slot9 = 1, #slot0.changeGridsDic[slot4], 1 do
if slot5[slot9].grid then
slot10.grid:setPosData(slot10.posX, slot10.posY)
end
end
end
slot0:sortGridDic()
end
slot0.sortGridDic = function (slot0)
slot1 = {}
function slot2(slot0, slot1)
for slot5 = 1, #slot0, 1 do
slot6, slot7 = slot0[slot5]:getPosData()
if slot6 == slot0 and slot7 == slot1 then
return table.remove(slot0, slot5)
end
end
return nil
end
for slot6 = 1, #slot0.gridDic, 1 do
for slot10 = 1, #slot0.gridDic[slot6], 1 do
slot12 = nil
if slot0.gridDic[slot6][slot10] ~= slot6 or slot12 ~= slot10 then
table.insert(slot1, slot0.gridDic[slot6][slot10])
slot0.gridDic[slot6][slot10] = false
end
end
end
for slot6 = 1, #slot0.gridDic, 1 do
for slot10 = 1, #slot0.gridDic[slot6], 1 do
if slot0.gridDic[slot6][slot10] == false then
slot0.gridDic[slot6][slot10] = slot2(slot6, slot10)
end
end
end
end
slot0.checkSuccessGrid = function (slot0)
slot1 = nil
slot0:updateRemoveFlag()
slot0.gameTimeFlag = false
slot2 = {}
seriesAsync({
function (slot0)
for slot4 = 1, RollingBallConst.horizontal, 1 do
for slot8 = 1, RollingBallConst.vertical, 1 do
slot0.gridDic[slot4][slot8].setEventActive(slot9, false)
if slot0.gridDic[slot4][slot8]:getRemoveFlagV() or slot9:getRemoveFlagH() then
slot11, slot12 = slot9:getPosData()
if not slot1[slot9:getRemoveId()] then
slot1[slot10] = {
amount = 0,
posList = {}
}
end
slot1[slot10].amount = slot1[slot10].amount + 1
table.insert(slot1[slot10].posList, {
x = slot11,
y = slot12
})
slot0:returnGrid(slot9)
slot0.gridDic[slot4][slot8] = false
if not slot2 then
slot2 = true
end
end
end
end
slot0()
end,
function (slot0)
if slot0 then
LeanTween.delayedCall(go(slot1.rollingUI), 0.7, System.Action(function ()
slot0()
end))
LeanTween.delayedCall.updateScore(slot1, )
LeanTween.delayedCall.updateScore:updateCombo()
pg.CriMgr.GetInstance():PlaySoundEffect_V3(slot1)
else
slot1.comboAmount = 0
slot0()
end
end,
function (slot0)
if not slot0.stopFlag then
slot0:fallingGridDic()
slot0:fillEmptyGrid()
slot0:moveGridsBySelfPos(slot0.gridDic, nil)
if slot0.moveGridsBySelfPos then
slot0.checkSuccesFlag = true
end
end
slot0()
end
}, function ()
slot0.gameTimeFlag = true
end)
end
slot0.updateCombo = function (slot0)
setActive(slot0.goodEffect, false)
setActive(slot0.greatEffect, false)
setActive(slot0.perfectEffect, false)
if slot0.comboAmount == 2 then
setActive(slot0.goodEffect, true)
pg.CriMgr.GetInstance():PlaySoundEffect_V3(slot0)
elseif slot0.comboAmount == 3 then
setActive(slot0.greatEffect, true)
pg.CriMgr.GetInstance():PlaySoundEffect_V3(slot0)
elseif slot0.comboAmount >= 4 then
setActive(slot0.perfectEffect, true)
pg.CriMgr.GetInstance():PlaySoundEffect_V3(pg.CriMgr.GetInstance().PlaySoundEffect_V3)
end
if slot0.comboAmount > 1 then
if LeanTween.isTweening(go(slot0.caidaiTf)) then
LeanTween.cancel(go(slot0.caidaiTf))
end
LeanTween.delayedCall(go(slot0.caidaiTf), 3, System.Action(function ()
setActive(slot0.caidaiTf, false)
end))
setActive(slot0.caidaiTf, true)
end
end
slot0.updateScore = function (slot0, slot1)
for slot5, slot6 in pairs(slot1) do
slot0.comboAmount = slot0.comboAmount + 1
end
slot2 = 10 * slot0.comboAmount
slot3 = 0
for slot7, slot8 in pairs(slot1) do
slot9 = nil
slot3 = slot3 + slot2 * ((slot8.amount == 3 and 1) or (slot8.amount == 4 and 1.5) or 2) * slot8.amount
slot10 = slot2 * ((slot8.amount == 3 and 1) or (slot8.amount == 4 and 1.5) or 2)
for slot14 = 1, #slot8.posList, 1 do
slot0:addGridScoreTip(slot8.posList[slot14], slot10)
slot0:addRemoveEffect(slot8.posList[slot14])
end
end
LeanTween.delayedCall(go(slot0.labelGameScore), 0.7, System.Action(function ()
if LeanTween.isTweening(go(slot0.labelGameScore)) then
LeanTween.cancel(go(slot0.labelGameScore))
end
LeanTween.value(go(slot0.labelGameScore), slot0, slot1, 1.7):setOnUpdate(System.Action_float(function (slot0)
setText(slot0.labelGameScore, math.floor(slot0))
end)).setOnComplete(slot2, System.Action(function ()
setText(slot0.labelGameScore, )
end))
slot0.gameScore = slot0.gameScore +
pg.CriMgr.GetInstance().PlaySoundEffect_V3(slot2, pg.CriMgr.GetInstance().PlaySoundEffect_V3)
end))
end
slot0.updateRemoveFlag = function (slot0)
for slot4 = 1, RollingBallConst.horizontal, 1 do
for slot8 = 1, RollingBallConst.vertical, 1 do
slot0:checkGridRemove(slot0.gridDic[slot4][slot8], slot4, slot8)
end
end
end
slot0.checkGridRemove = function (slot0, slot1, slot2, slot3)
if not slot1:getRemoveFlagH() and slot2 < RollingBallConst.horizontal - 1 then
slot4 = 0
slot5 = true
slot6 = nil
slot7 = {}
for slot11 = slot2, RollingBallConst.horizontal, 1 do
if slot1:getType() == slot0.gridDic[slot11][slot3]:getType() and slot5 then
slot4 = slot4 + 1
table.insert(slot7, slot0.gridDic[slot11][slot3])
if slot0.gridDic[slot11][slot3]:getRemoveId() then
slot6 = slot0.gridDic[slot11][slot3]:getRemoveId()
end
else
slot5 = nil
end
end
if slot4 and slot4 >= 3 then
slot6 = slot6 or slot0:getGridRemoveId()
for slot11 = 1, #slot7, 1 do
slot7[slot11]:setRemoveFlagH(true, slot6)
end
end
end
if not slot1:getRemoveFlagV() and slot3 < RollingBallConst.vertical - 1 then
slot4 = 0
slot5 = true
slot6 = nil
slot7 = {}
for slot11 = slot3, RollingBallConst.vertical, 1 do
if slot1:getType() == slot0.gridDic[slot2][slot11]:getType() and slot5 then
slot4 = slot4 + 1
table.insert(slot7, slot0.gridDic[slot2][slot11])
if slot0.gridDic[slot2][slot11]:getRemoveId() then
slot6 = slot0.gridDic[slot2][slot11]:getRemoveId()
end
else
slot5 = nil
end
end
if slot4 and slot4 >= 3 then
slot6 = slot6 or slot0:getGridRemoveId()
for slot11 = 1, #slot7, 1 do
slot7[slot11]:setRemoveFlagV(true, slot6)
end
end
end
end
slot0.onGridDown = function (slot0, slot1)
if slot0.isMoveing or slot0.selectGrid or #slot0.moveDatas > 0 then
return
end
pg.CriMgr.GetInstance():PlaySoundEffect_V3(slot0)
slot0.selectGrid = slot1
slot0.selectGrid:getTf():SetAsLastSibling()
end
slot0.onGridUp = function (slot0, slot1)
slot0.selectGrid = nil
if slot0.changeGridsDic then
slot0:updateMoveGridDic()
slot0.changeGridsDic = nil
end
slot0:clearDragAlpha()
slot0.onBeginDragTime = nil
slot0:moveGridsBySelfPos(slot0.gridDic, nil)
slot0.checkSuccesFlag = true
slot0.downTime = RollingBallConst.downTime
end
slot0.checkChangePos = function (slot0, slot1)
slot2, slot3 = slot1:getPosData()
slot4, slot5 = slot0.selectGrid:getPosData()
if slot1 == slot0.selectGrid or (slot4 ~= slot2 and slot5 ~= slot3) then
slot0:moveGridsBySelfPos(slot0.gridDic, slot0.selectGrid, function ()
return
end)
slot0.selectEnterGrid = nil
slot0.changeGridsDic = nil
slot0.changePosX, slot0.changePosY = nil
else
if slot0.changePosX == slot2 and slot0.changePosY == slot3 then
return
end
slot0.changePosY = slot3
slot0.changePosX = slot2
slot0:updateEnterGrid(slot0.changePosX, slot0.changePosY)
slot0:moveGridsByChangeDic()
end
end
slot0.onGridBeginDrag = function (slot0, slot1, slot2, slot3)
if slot0.isMoveing or not slot0.selectGrid or slot1 ~= slot0.selectGrid then
return
end
slot0.onBeginDragTime = Time.realtimeSinceStartup
slot0.downTime = RollingBallConst.downTime
slot10, slot11 = slot0.selectGrid:getPosData()
slot0:setDragAlpha(slot5, slot6, slot0.selectGrid:getType())
slot0.changePosX, slot0.changePosY = nil
slot0.dragOffsetPos.x = slot3.position.x - slot0.selectGrid:getTf().transform.localPosition.x
slot0.dragOffsetPos.y = slot3.position.y - slot0.selectGrid.getTf().transform.localPosition.y
end
slot0.onGridDrag = function (slot0, slot1, slot2, slot3)
if not slot0.selectGrid or slot1 ~= slot0.selectGrid then
return
end
if not slot0.uiCam then
slot0.uiCam = GameObject.Find("UICamera"):GetComponent("Camera")
end
slot7 = slot0.rollingUI:InverseTransformPoint(slot4).y - RollingBallConst.grid_height / 2
if slot0.rollingUI.InverseTransformPoint(slot4).x - RollingBallConst.grid_width / 2 < 0 then
slot6 = 0
end
if slot7 < 0 then
slot7 = 0
end
if slot6 > (RollingBallConst.horizontal - 1) * RollingBallConst.grid_width then
slot6 = (RollingBallConst.horizontal - 1) * RollingBallConst.grid_width
end
if slot7 > (RollingBallConst.vertical - 1) * RollingBallConst.grid_height then
slot7 = (RollingBallConst.vertical - 1) * RollingBallConst.grid_height
end
slot0.selectGrid:changePosition(slot6, slot7)
if slot0:getGridByPosition(slot0.selectGrid:getPosition()) and slot8 ~= slot0.selectGrid then
slot9, slot10 = slot8:getPosData()
slot11, slot12 = slot0.selectGrid:getPosData()
if math.abs(slot13) + math.abs(slot10 - slot12) == 1 then
slot0:updateMove(slot9, slot10)
elseif math.abs(slot14) < math.abs(slot13) then
if slot13 > 0 then
slot9 = slot11 + 1
end
if slot13 < 0 then
slot9 = slot11 - 1
end
slot0:updateMove(slot9, slot12)
else
if slot14 > 0 then
slot10 = slot12 + 1
end
if slot14 < 0 then
slot10 = slot12 - 1
end
slot0:updateMove(slot11, slot10)
end
end
end
slot0.updateMove = function (slot0, slot1, slot2)
if RollingBallConst.horizontal < slot1 or RollingBallConst.vertical < slot2 then
return
end
slot0:changeDragGrid(slot1, slot2)
slot0:updateMoveGridDic()
slot0.changeGridsDic = nil
slot0:moveGridsBySelfPos(slot0.gridDic, slot0.selectGrid)
slot0:setDragAlpha(slot1, slot2, slot0.selectGrid:getType())
end
slot0.getGridByPosition = function (slot0, slot1)
slot3 = math.floor((slot1.y + RollingBallConst.grid_height / 2) / RollingBallConst.grid_height) + 1
if math.floor((slot1.x + RollingBallConst.grid_width / 2) / RollingBallConst.grid_width) + 1 >= 1 and slot2 <= RollingBallConst.horizontal and slot3 >= 1 and slot3 <= RollingBallConst.vertical then
return slot0.gridDic[slot2][slot3]
end
return nil
end
slot0.updateEnterGrid = function (slot0, slot1, slot2)
slot3, slot4 = slot0.selectGrid:getPosData()
slot0.changeGridsDic = {}
for slot8 = 1, #slot0.gridDic, 1 do
slot0.changeGridsDic[slot8] = {}
for slot12 = 1, #slot0.gridDic[slot8], 1 do
if slot8 ~= slot3 and slot12 ~= slot4 then
table.insert(slot0.changeGridsDic[slot8], {
grid = slot0.gridDic[slot8][slot12],
posX = slot8,
posY = slot12
})
elseif slot8 == slot3 and slot12 == slot4 then
table.insert(slot0.changeGridsDic[slot8], {
grid = slot0.gridDic[slot8][slot12],
posX = slot1,
posY = slot2
})
elseif slot8 == slot3 then
if slot4 < slot12 and slot12 <= slot2 then
table.insert(slot0.changeGridsDic[slot8], {
grid = slot0.gridDic[slot8][slot12],
posX = slot8,
posY = slot12 - 1
})
elseif slot12 < slot4 and slot2 <= slot12 then
table.insert(slot0.changeGridsDic[slot8], {
grid = slot0.gridDic[slot8][slot12],
posX = slot8,
posY = slot12 + 1
})
else
table.insert(slot0.changeGridsDic[slot8], {
grid = slot0.gridDic[slot8][slot12],
posX = slot8,
posY = slot12
})
end
elseif slot12 == slot4 then
if slot3 < slot8 and slot8 <= slot1 then
table.insert(slot0.changeGridsDic[slot8], {
grid = slot0.gridDic[slot8][slot12],
posX = slot8 - 1,
posY = slot12
})
elseif slot8 < slot3 and slot1 <= slot8 then
table.insert(slot0.changeGridsDic[slot8], {
grid = slot0.gridDic[slot8][slot12],
posX = slot8 + 1,
posY = slot12
})
else
table.insert(slot0.changeGridsDic[slot8], {
grid = slot0.gridDic[slot8][slot12],
posX = slot8,
posY = slot12
})
end
end
end
end
end
slot0.changeDragGrid = function (slot0, slot1, slot2)
slot3, slot4 = slot0.selectGrid:getPosData()
slot0.changeGridsDic = {}
for slot8 = 1, #slot0.gridDic, 1 do
slot0.changeGridsDic[slot8] = {}
for slot12 = 1, #slot0.gridDic[slot8], 1 do
if slot8 == slot1 and slot12 == slot2 then
table.insert(slot0.changeGridsDic[slot8], {
grid = slot0.gridDic[slot8][slot12],
posX = slot3,
posY = slot4
})
elseif slot8 == slot3 and slot12 == slot4 then
table.insert(slot0.changeGridsDic[slot8], {
grid = slot0.gridDic[slot8][slot12],
posX = slot1,
posY = slot2
})
else
table.insert(slot0.changeGridsDic[slot8], {
grid = slot0.gridDic[slot8][slot12],
posX = slot8,
posY = slot12
})
end
end
end
end
slot0.createGrid = function (slot0, slot1, slot2, slot3)
slot4 = nil
slot5 = #slot0.gridsPool
if #slot0.gridsPool > 0 then
slot4 = table.remove(slot0.gridsPool, 1)
else
RollingBallGrid.New(tf(Instantiate(slot0.tplGrid))).addDownCallback(slot4, function (slot0, slot1)
slot0:onGridDown(slot1)
end)
RollingBallGrid.New(tf(Instantiate(slot0.tplGrid))).addUpCallback(slot4, function (slot0, slot1)
slot0:onGridUp(slot1)
end)
RollingBallGrid.New(tf(Instantiate(slot0.tplGrid))).addBeginDragCallback(slot4, function (slot0, slot1)
slot0:onGridBeginDrag(slot1, slot0, slot1)
end)
RollingBallGrid.New(tf(Instantiate(slot0.tplGrid))).addDragCallback(slot4, function (slot0, slot1)
slot0:onGridDrag(slot1, slot0, slot1)
end)
setActive(RollingBallGrid.New(tf(Instantiate(slot0.tplGrid))).getTf(slot4), true)
end
slot4:setParent(slot0.rollingUI)
slot4:setType(slot1)
slot4:setPosData(slot2, slot3)
return slot4
end
slot0.setDragAlpha = function (slot0, slot1, slot2, slot3)
slot0.dragAlphaGrid:setPosition(slot4, (slot2 - 1) * RollingBallConst.grid_height)
slot0.dragAlphaGrid:setType(slot3)
setActive(slot0.dragAlphaGrid:getTf(), true)
end
slot0.clearDragAlpha = function (slot0)
setActive(slot0.dragAlphaGrid:getTf(), false)
end
slot0.returnGrid = function (slot0, slot1)
slot0:removeGrid(slot1)
slot1:clearData()
slot1:setParent(slot0.gridPoolTf)
slot1:setEventActive(false)
table.insert(slot0.gridsPool, slot1)
end
slot0.removeGrid = function (slot0, slot1)
slot2, slot3 = slot1:getPosData()
if not slot0.gridDic[slot2][slot3] then
slot0.gridDic[slot2][slot3] = false
end
end
slot0.getRandomType = function (slot0, slot1)
if slot1 then
slot2 = {}
for slot6 = 1, RollingBallConst.grid_type_amount, 1 do
if not table.contains(slot1, slot6) then
table.insert(slot2, slot6)
end
end
return slot2[math.random(1, #slot2)]
end
return math.random(1, RollingBallConst.grid_type_amount)
end
slot0.addGridScoreTip = function (slot0, slot1, slot2)
slot5 = slot0:getScoreTip()
slot5.localPosition = Vector3(slot6, slot7, 0)
setText(findTF(slot5, "text"), "+" .. slot2)
LeanTween.moveLocalY(go(slot5), (slot1.y - 1) * RollingBallConst.grid_height + 30, 0.5):setOnComplete(System.Action(function ()
slot0:returnScoreTip(slot0)
end))
end
slot0.addRemoveEffect = function (slot0, slot1)
slot0:getRemoveEffect().localPosition = Vector3((slot1.x - 1) * RollingBallConst.grid_width + 50, (slot1.y - 1) * RollingBallConst.grid_height + 50, -350)
LeanTween.delayedCall(go(slot4), 0.7, System.Action(function ()
slot0:returnRemoveEffect(slot0)
end))
end
slot0.getRemoveEffect = function (slot0)
if not slot0.removeEffectPool then
slot0.removeEffectPool = {}
slot0.removeEffects = {}
end
slot1 = nil
if #slot0.removeEffectPool > 1 then
slot1 = table.remove(slot0.removeEffectPool, #slot0.removeEffectPool)
else
setParent(slot1, slot0.rollingEffectUI, false)
table.insert(slot0.removeEffects, tf(Instantiate(slot0.tplRemoveEffect)))
end
setActive(slot1, true)
return slot1
end
slot0.returnRemoveEffect = function (slot0, slot1)
setActive(slot1, false)
table.insert(slot0.removeEffectPool, slot1)
end
slot0.getScoreTip = function (slot0)
if not slot0.scoreTipPool then
slot0.scoreTipPool = {}
slot0.scoreTips = {}
end
slot1 = nil
if #slot0.scoreTipPool > 1 then
slot1 = table.remove(slot0.scoreTipPool, #slot0.scoreTipPool)
else
setParent(slot1, slot0.rollingEffectUI, false)
table.insert(slot0.scoreTips, tf(Instantiate(slot0.tplScoreTip)))
end
setActive(slot1, true)
return slot1
end
slot0.returnScoreTip = function (slot0, slot1)
setActive(slot1, false)
table.insert(slot0.scoreTipPool, slot1)
end
slot0.addEffect = function (slot0, slot1)
slot3 = slot0:getEffect()
setParent(slot3, slot0.effectUI, false)
setActive(slot3, true)
slot3.localPosition = slot0.effectUI:InverseTransformPoint(slot1)
table.insert(slot0.effectDatas, {
vy = 2,
ay = 0,
vx = 2,
ax = 0,
tf = slot3
})
end
slot0.clearUI = function (slot0)
slot0.moveDatas = {}
slot0.startFlag = false
slot0.stopFlag = false
setText(slot0.labelGameScore, "0000")
setText(slot0.labelGameTime, "")
setActive(slot0.endLess, true)
slot0.downTimeSlider.value = 1
setActive(slot0.closeUI, false)
setActive(slot0.overLight, false)
slot0:clearDragAlpha()
for slot4 = #slot0.effectDatas, 1, -1 do
slot0:returnEffect(slot5)
table.remove(slot0.effectDatas, slot4)
end
for slot4 = 1, RollingBallConst.horizontal, 1 do
for slot8 = 1, RollingBallConst.vertical, 1 do
if slot0.gridDic[slot4][slot8] then
slot0:returnGrid(slot0.gridDic[slot4][slot8])
slot0.gridDic[slot4][slot8] = false
end
end
end
end
slot0.getEffect = function (slot0)
if #slot0.effectPool > 0 then
return table.remove(slot0.effectPool, #slot0.effectPool)
end
return tf(Instantiate(slot0.tplEffect))
end
slot0.returnEffect = function (slot0, slot1)
SetParent(slot1, slot0.effectPoolTf, false)
table.insert(slot0.effectPool, slot1)
end
slot0.getGridRemoveId = function (slot0)
if not slot0.removeId then
slot0.removeId = 0
end
slot0.removeId = slot0.removeId + 1
return tostring(slot0.removeId)
end
slot0.onBackPressed = function (slot0)
if not slot0.startFlag then
slot0:emit(slot0.ON_BACK_PRESSED)
end
end
slot0.willExit = function (slot0)
if slot0.timer and slot0.timer.running then
slot0.timer:Stop()
end
if LeanTween.isTweening(go(slot0.caidaiTf)) then
LeanTween.cancel(go(slot0.caidaiTf))
end
if LeanTween.isTweening(go(slot0.labelGameScore)) then
LeanTween.cancel(go(slot0.labelGameScore))
end
if LeanTween.isTweening(go(slot0.rollingUI)) then
LeanTween.cancel(go(slot0.rollingUI))
end
if slot0.scoreTips then
for slot4 = 1, #slot0.scoreTips, 1 do
if LeanTween.isTweening(go(slot0.scoreTips[slot4])) then
LeanTween.cancel(go(slot0.scoreTips[slot4]))
end
end
end
if slot0.removeEffects then
for slot4 = 1, #slot0.removeEffects, 1 do
if LeanTween.isTweening(go(slot0.removeEffects[slot4])) then
LeanTween.cancel(go(slot0.removeEffects[slot4]))
end
end
end
slot0.timer = nil
end
return slot0
|
local UpdateSystem = Tiny.processingSystem(Class "UpdateSystem")
UpdateSystem.filter = Tiny.requireAll("update")
function UpdateSystem:process(e, dt)
e:update(dt)
end
return UpdateSystem
|
Class = require("pl.class")
Script = require("speedwalking.script")
Types = require("pl.types")
Class.Avalon_Alotria_Tor_Innen(Script)
function Avalon_Alotria_Tor_Innen:setup()
world.AddTriggerEx("avalon_alotria_tor_innen_offen",
"*Es ist weit geoeffnet.*",
"speedwalk_active_script():success()",
trigger_flag.Enabled,
NOCHANGE,
0,
'',
'',
sendto.script,
100
)
world.AddTriggerEx("avalon_alotria_tor_innen_geoeffnet",
"Laut rasselnd oeffnet sich das Tor.",
"speedwalk_active_script():success()",
trigger_flag.Enabled,
NOCHANGE,
0,
'',
'',
sendto.script,
100
)
world.AddTriggerEx("avalon_alotria_tor_innen_geschlossen",
"*Es ist geschlossen.*",
"speedwalk_active_script():ziehe_hebel()",
trigger_flag.Enabled,
NOCHANGE,
0,
'',
'',
sendto.script,
100
)
self.time = get_unix_time()
self:add_command("betrachte tor")
end
function Avalon_Alotria_Tor_Innen:teardown()
world.DeleteTrigger("avalon_alotria_tor_innen_geoeffnet")
world.DeleteTrigger("avalon_alotria_tor_innen_geschlossen")
world.DeleteTrigger("avalon_alotria_tor_innen_offen")
end
function Avalon_Alotria_Tor_Innen:inverts(s)
return Types.type(s) == 'Avalon_Alotria_Tor_Aussen'
end
function Avalon_Alotria_Tor_Innen:ziehe_hebel()
self:add_command("ziehe hebel")
self.time = get_unix_time()
end
function Avalon_Alotria_Tor_Innen:pop_command()
cmd = self._base.pop_command(self)
if not Types.is_empty(cmd) then
return cmd
end
if get_unix_time()-self.time > 5 then
self:ziehe_hebel()
return self._base.pop_command(self)
end
end
function Avalon_Alotria_Tor_Innen:get_duration()
return 3.0
end
return Avalon_Alotria_Tor_Innen |
--[[
Localization.lua
Translations for Dominos Cast (German)
--]]
local L = LibStub('AceLocale-3.0'):NewLocale('Dominos-CastBar', 'deDE')
if not L then return end
L.Texture = 'Textur'
L.Width = 'Breite'
L.Height = 'H\195\182he'
L.Display_time = 'Zeige Zeit'
L.Padding = "Padding" --Needs Translation |
return {'lejeune'} |
function slot3()
return display.newLayer()
end
MyResTopBar = class(slot1, "MyResTopBar")
MyResTopBar.ctor = function (slot0, slot1)
slot0._resOrItemPanes = {}
slot0._curShowingResOrItemPanes = {}
slot0._resTypesOrItemVos = {}
slot5 = slot1
slot0.pushResesOrItemVos(slot3, slot0)
slot4 = slot0
slot0.retain(slot3)
end
MyResTopBar.createResOrItemPane = function (slot0, slot1)
slot2 = nil
slot5 = slot1
if type(slot4) == "table" then
slot8 = slot0
slot2 = ccsPoolMgr.get(slot4, ccsPoolMgr, "csb/common/MyItemTopPane.csb", false)
else
slot8 = slot0
slot2 = ccsPoolMgr.get(slot4, ccsPoolMgr, "csb/common/MyResTopPane.csb", false)
end
slot6 = slot2
table.insert(slot4, slot0._resOrItemPanes)
slot6 = slot2
slot0.addChild(slot4, slot0)
if slot2.setType then
slot6 = slot1
slot2.setType(slot4, slot2)
elseif slot2.setItemVo then
slot6 = slot1
slot2.setItemVo(slot4, slot2)
end
return slot2
end
MyResTopBar.pushResesOrItemVos = function (slot0, slot1)
slot4 = slot0
slot0.removeAllPanes(slot3)
if slot1 and #slot1 > 0 then
slot4 = slot1
for slot5, slot6 in ipairs(slot3) do
slot10 = slot6
slot11 = false
DisplayUtil.setVisible(slot0, slot7)
slot11 = slot6
table.insert(slot0, slot0._resTypesOrItemVos)
end
end
end
MyResTopBar.removeAllPanes = function (slot0)
slot3 = slot0._resOrItemPanes
for slot4, slot5 in pairs(slot2) do
if slot5.getType then
slot9 = slot5
slot12 = slot5
resTweenMgr.removeTempResPane(slot7, resTweenMgr, slot5.getType(slot11))
end
slot9 = slot5
ccsPoolMgr.put(slot7, ccsPoolMgr)
end
slot0._resOrItemPanes = {}
slot0._curShowingResOrItemPanes = {}
slot0._resTypesOrItemVos = {}
end
MyResTopBar.onHide = function (slot0, slot1)
slot2 = 0.2
if slot1 then
slot2 = 0
end
slot5 = slot0._curShowingResOrItemPanes
for slot6, slot7 in ipairs(slot4) do
if slot7.getType then
slot11 = slot7
slot14 = slot7
resTweenMgr.removeTempResPane(slot9, resTweenMgr, slot7.getType(slot13))
end
slot12 = {
autoAlpha = 0
}
TweenLite.to(slot9, slot7, slot2)
end
end
MyResTopBar.onShow = function (slot0, slot1)
slot2 = 0.2
if slot1 then
slot2 = 0
end
slot0._curShowingResOrItemPanes = {}
slot5 = slot0._resOrItemPanes
for slot6, slot7 in ipairs(slot4) do
slot8 = true
if slot7.getType then
slot11 = Hero
slot14 = slot7
slot8 = Hero.isMainResOpen(slot10, slot7.getType(slot13))
end
slot12 = slot8
slot7.setVisible(slot10, slot7)
if slot8 then
slot12 = slot7
table.insert(slot10, slot0._curShowingResOrItemPanes)
end
end
slot5 = slot0
slot0.checkPositions(slot4)
slot5 = slot0._curShowingResOrItemPanes
for slot6, slot7 in ipairs(slot4) do
if slot7.getType then
slot11 = slot7
slot14 = slot7
resTweenMgr.pushTempResPane(slot9, resTweenMgr, slot7.getType(slot13))
end
slot12 = {
autoAlpha = 1
}
TweenLite.to(slot9, slot7, slot2)
end
end
MyResTopBar.checkPositions = function (slot0)
if #slot0._curShowingResOrItemPanes > 0 then
slot5 = slot0._curShowingResOrItemPanes[1]
slot4 = (slot0._curShowingResOrItemPanes[1].getContentSize(slot4).width + 15) * slot1 - 15
slot7 = slot0._curShowingResOrItemPanes
for slot8, slot9 in ipairs(slot6) do
slot17 = slot8 - 1
slot13 = -0.5 * slot4 + (slot8 - 1) * slot3 + math.max(slot15, 0) * slot2
slot9.setPositionX(slot11, slot9)
end
end
end
MyResTopBar.destroy = function (slot0)
if slot0._resOrItemPanes then
slot3 = slot0._resOrItemPanes
for slot4, slot5 in ipairs(slot2) do
if slot5.getType then
slot9 = slot5
slot12 = slot5
resTweenMgr.removeTempResPane(slot7, resTweenMgr, slot5.getType(slot11))
end
slot9 = slot5
ccsPoolMgr.put(slot7, ccsPoolMgr)
end
slot0._curShowingResOrItemPanes = nil
slot0._resOrItemPanes = nil
end
slot3 = slot0
slot0.removeFromParent(slot2)
slot3 = slot0
slot0.release(slot2)
end
return
|
return function(children)
local index = 1
return function(entity, dt)
while index <= #children do
local current = children[index]
local result = current(entity, dt)
if result == 'success' then
index = 1
return 'success'
end
if result == 'running' then
return 'running'
end
index = index + 1
end
index = 1
return 'failure'
end
end
|
local logs = {}
local w, h = term.getSize()
local function log(text)
table.insert(logs, os.epoch('utc') .. " " .. text)
end
local function dumpLogs()
local f = fs.open("dump.log", "w")
f.write(table.concat(logs, "\n"))
f.close()
end
local function loadtable(path)
local file = fs.open(path, "r")
local content = textutils.unserialize(file.readAll())
file.close()
return content
end
term.clear()
term.setCursorPos(1, 1)
print("Bem Vindo ao NewOS!")
sleep(0.5)
print()
print("Caregando Lista de Pacotes...")
local packageDirs = loadtable("/boot/package.path")
for i, v in pairs(packageDirs) do
package.path = package.path .. ";" .. v
end
_G.package = package
print(package.path)
sleep(1)
-- animation
term.setBackgroundColor(colors.black)
term.clear()
term.setBackgroundColor(colors.green)
for i = 1, h do
term.setCursorPos(1, i)
term.clearLine()
sleep(0.05)
end
local opus = {
'555ddd5ddddddddddddddddddd55555ddd555555',
'5dd5dd5dddddddddddddddddd5ddddd5d5dddddd',
'5dd5dd5d55555555d5ddddd5d5ddddd5d5dddddd',
'5dd5dd5d5dddddd5d5ddddd5d5ddddd5dd55555d',
'5dd5dd5d5dddddd5d5ddddd5d5ddddd5ddddddd5',
'5dd5dd5d5d55555dd5dd5dd5d5ddddd5ddddddd5',
'5dd5dd5d5dddddddd5d5d5d5d5ddddd5ddddddd5',
'5ddd555d55555555dd5ddd5ddd55555dd555555d',
}
for k,line in ipairs(opus) do
term.setCursorPos((w - 38) / 2, k + (h - #opus) / 2)
term.blit(string.rep(' ', #line), string.rep('a', #line), line)
end
sleep(1)
--
local function main()
local processes = {}
local selectedProcessID = 0
local selectedProcess
local lastProcID = 0
local native = term.current()
local wm = {}
local w, h = term.getSize()
local titlebarID = 0
local keysDown = {}
local resizeStartX
local resizeStartY
local resizeStartW
local resizeStartH
local mvmtX = nil
local util = require("util")
local file = util.loadModule("file")
local theme = file.readTable("/etc/colors.cfg")
local serviceWindow = window.create(native, 1, 1, 1, 1, false)
local top = 0
local function updateProcesses()
for i, v in pairs(processes) do
term.redirect(v.window)
coroutine.resume(v.coroutine)
end
end
local function drawProcess(proc)
if proc.showTitlebar == false then
term.redirect(proc.window)
if proc.maximazed then
proc.window.reposition(1, 2, w, h - 1)
else
proc.window.reposition(proc.x, proc.y, proc.width, proc.height)
end
proc.window.redraw()
else
term.redirect(native)
if proc.maximazed then
proc.window.reposition(1, 3, w, h - 2)
if proc == selectedProcess then
paintutils.drawLine(1, 2, w, 2, theme.window.titlebar.backgroundSelected)
else
paintutils.drawLine(1, 2, w, 2, theme.window.titlebar.background)
end
term.setCursorPos(math.floor((w - string.len(proc.title) / 2) / 2), 2)
term.setTextColor(theme.window.titlebar.text)
term.write(proc.title)
if not proc.disableControls then
term.setCursorPos(1, 2)
if proc == selectedProcess then
term.setTextColor(theme.window.close)
else
term.setTextColor(theme.window.titlebar.text)
end
term.write("\7")
if proc == selectedProcess then
term.setTextColor(theme.window.minimize)
else
term.setTextColor(theme.window.titlebar.text)
end
term.write("\7")
if proc == selectedProcess then
term.setTextColor(theme.window.maximize)
else
term.setTextColor(theme.window.titlebar.text)
end
term.write("\7")
end
else
proc.window.reposition(proc.x, proc.y + 1, proc.width, proc.height)
if proc == selectedProcess then
paintutils.drawLine(proc.x, proc.y, proc.x + proc.width - 1, proc.y, theme.window.titlebar.backgroundSelected)
else
paintutils.drawLine(proc.x, proc.y, proc.x + proc.width - 1, proc.y, theme.window.titlebar.background)
end
term.setCursorPos(proc.x + math.floor((proc.width - string.len(proc.title)) / 2), proc.y)
term.setTextColor(theme.window.titlebar.text)
term.write(proc.title)
if not proc.disableControls then
term.setCursorPos(proc.x, proc.y)
if proc == selectedProcess then
term.setTextColor(theme.window.close)
else
term.setTextColor(theme.window.titlebar.text)
end
term.write("\7")
if proc == selectedProcess then
term.setTextColor(theme.window.minimize)
else
term.setTextColor(theme.window.titlebar.text)
end
term.write("\7")
if proc == selectedProcess then
term.setTextColor(theme.window.maximize)
else
term.setTextColor(theme.window.titlebar.text)
end
term.write("\7")
end
end
term.redirect(proc.window)
proc.window.redraw()
end
end
local function drawProcesses()
term.redirect(native)
term.setBackgroundColor(theme.desktop.background)
term.clear()
term.setCursorPos(33,19)
term.setTextColor(colors.lime)
term.write("Versão para testes\19")
term.setCursorPos(1,5)
if selectedProcess.minimized then
wm.selectProcess(titlebarID or 1)
else
drawProcess(selectedProcess)
end
if selectedProcess.minimized == true then
selectedProcessID = 1
selectedProcess = processes[1]
end
for i, v in pairs(processes) do
if i ~= selectedProcessID then
if v.minimized then
v.window.setVisible(false)
else
drawProcess(v)
end
end
end
drawProcess(selectedProcess)
updateProcesses()
end
function wm.selectProcess(pid)
if processes[pid] then
selectedProcessID = pid
selectedProcess = processes[pid]
selectedProcess.window.setVisible(true)
selectedProcess.window.redraw()
drawProcesses()
end
end
function wm.selectProcessAfter(pid, time)
sleep(time)
wm.selectProcess(pid)
end
function wm.unminimizeProcess(pid)
processes[pid].minimized = false
end
function wm.listProcesses()
return processes
end
function wm.getSelectedProcess()
return selectedProcess
end
function wm.getSelectedProcessID()
return selectedProcessID
end
function wm.endProcess(pid)
local proc = processes[pid]
if proc then
if pid == selectedProcessID then
wm.selectProcess(titlebarID)
end
proc.window.setVisible(false)
processes[pid] = nil
drawProcesses()
end
end
local function removeDeadProcesses()
for i, v in pairs(processes) do
if coroutine.status(v.coroutine) == "dead" then
wm.endProcess(i)
end
end
end
local function contains(tbl, elem)
for i, v in pairs(tbl) do
if elem == v then
return true
end
end
return false
end
local function isKeyDown(id)
for i, v in pairs(keysDown) do
if v == id then
return i
end
end
end
function wm.getSize()
return native.getSize()
end
function wm.changeSettings(pid, newSettings)
if not newSettings.title and type(path) == "string" then
newSettings.title = fs.getName(path)
if newSettings.title:sub(-4) == ".lua" then
newSettings.title = newSettings.title:sub(1, -5)
end
elseif type(path) ~= "string" then
newSettings.title = "Untitled"
end
if newSettings.showTitlebar == nil or newSettings.showTitlebar == true then
newSettings.showTitlebar = true
end
if not newSettings.width then
newSettings.width = 20
end
if not newSettings.height then
newSettings.height = 10
end
if not newSettings.x then
newSettings.x = math.ceil(w / 2 - (newSettings.width / 2))
end
if not newSettings.y then
if (newSettings.height % 2) == 0 then
newSettings.y = math.ceil(h / 2 - (newSettings.height / 2))
else
newSettings.y = math.ceil(h / 2 - (newSettings.height / 2)) + 1
end
end
local process = processes[pid]
newSettings.path = process.path
newSettings.window = process.window
newSettings.coroutine = process.coroutine
processes[pid] = newSettings
end
function wm.createProcess(path, settings)
lastProcID = lastProcID + 1
if not settings.title and type(path) == "string" then
settings.title = fs.getName(path)
if settings.title:sub(-4) == ".lua" then
settings.title = settings.title:sub(1, -5)
end
elseif type(path) ~= "string" then
settings.title = "Untitled"
end
if settings.showTitlebar == nil or settings.showTitlebar == true then
settings.showTitlebar = true
end
if not settings.width then
settings.width = 20
end
if not settings.height then
settings.height = 10
end
if not settings.x then
settings.x = math.ceil(w / 2 - (settings.width / 2))
end
if not settings.y then
if (settings.height % 2) == 0 then
settings.y = math.ceil(h / 2 - (settings.height / 2))
else
settings.y = math.ceil(h / 2 - (settings.height / 2)) + 1
end
end
settings.path = path
local newTable = table
newTable["contains"] = contains
local function run()
end
log(type(path))
local req = _G.require
if type(path) == "string" then
run = function()
_G.require = require
_G.wm = wm
_G.id = lastProcID
_G.table = newTable
_G.shell = shell
os.run({
_G = _G,
package = package
}, path)
sleep(1000)
end
elseif type(path) == "function" then
log("running as func")
run = function()
local wm = wm
local id = lastProcID
local table = newTable
local textbox = textbox
path(textbox)
end
end
settings.window = window.create(native, settings.x, settings.y, settings.width, settings.height)
term.redirect(settings.window)
settings.coroutine = coroutine.create(run)
coroutine.resume(settings.coroutine)
settings.window.redraw()
table.insert(processes, lastProcID, settings)
return lastProcID
end
function wm.createService(path)
lastProcID = lastProcID + 1
local function run() end
local ins = {}
if type(path) == "string" then
run = function()
_G.require = require
_G.wm = wm
_G.id = lastProcID
_G.table = newTable
_G.shell = shell
os.run({
_G = _G,
package = package
}, path)
sleep(1000)
end
elseif type(path) == "function" then
log("running as func")
run = function()
local wm = wm
local id = lastProcID
local table = newTable
local textbox = textbox
path(textbox)
end
end
ins.coroutine = coroutine.create(run)
ins.window = serviceWindow
return lastProcID
end
local loginID = wm.createProcess("/bin/ui/login.lua", {
showTitlebar = true,
dontShowInTitlebar = true,
disableControls = true,
title = "Login",
height = 7,
y = (h / 2) - 4
})
wm.selectProcess(loginID)
wm.createService(function()
sleep(5)
os.reboot()
end)
drawProcesses()
while true do
local e = {os.pullEvent()}
if string.sub(e[1], 1, 6) == "mouse_" and not selectedProcess.minimized then
local m, x, y = e[2], e[3], e[4]
-- Resize checking
if resizeStartX ~= nil and m == 2 then
log(e[1])
if e[1] == "mouse_up" then
resizeStartX = nil
resizeStartY = nil
resizeStartW = nil
resizeStartH = nil
drawProcesses()
elseif e[1] == "mouse_drag" then
selectedProcess.width = (resizeStartW + (x - resizeStartX))
selectedProcess.height = (resizeStartH + (y - resizeStartY))
term.redirect(selectedProcess.window)
coroutine.resume(selectedProcess.coroutine, "term_resize")
drawProcesses()
end
-- Moving windows & x and max / min buttons
elseif not selectedProcess.minimized and not selectedProcess.maximazed and selectedProcess.showTitlebar and x >= selectedProcess.x and x <= selectedProcess.x + selectedProcess.width - 1 and y == selectedProcess.y and e[1] == "mouse_click" and mvmtX == nil then
if not selectedProcess.disableControls and x == selectedProcess.x and e[1] == "mouse_click" then
wm.endProcess(selectedProcessID)
drawProcesses()
elseif not selectedProcess.disableControls and x == selectedProcess.x + 1 and e[1] == "mouse_click" then
selectedProcess.minimized = true
drawProcesses()
elseif not selectedProcess.disableControls and x == selectedProcess.x + 2 and e[1] == "mouse_click" then
selectedProcess.maximazed = true
term.redirect(selectedProcess.window)
coroutine.resume(selectedProcess.coroutine, "term_resize")
drawProcesses()
else
mvmtX = x - selectedProcess.x
drawProcesses()
end
-- Max window controls
elseif selectedProcess.maximazed == true and y == 2 then
if not selectedProcess.disableControls and x == 1 and e[1] == "mouse_click" then
wm.endProcess(selectedProcessID)
drawProcesses()
elseif not selectedProcess.disableControls and x == 2 and e[1] == "mouse_click" then
selectedProcess.minimized = true
drawProcesses()
elseif not selectedProcess.disableControls and x == 3 then
selectedProcess.maximazed = false
term.redirect(selectedProcess.window)
coroutine.resume(selectedProcess.coroutine, "term_resize")
drawProcesses()
end
-- Window movement
elseif not selectedProcess.maximazed and selectedProcess.showTitlebar and x >= selectedProcess.x - 1 and x <= selectedProcess.x + selectedProcess.width and y >= selectedProcess.y - 1 and y <= selectedProcess.y + 1 and e[1] == "mouse_drag" or e[1] == "mouse_up" and mvmtX ~= nil then
if e[1] == "mouse_drag" and mvmtX then
selectedProcess.x = x - mvmtX + 1
selectedProcess.y = y
drawProcesses()
else
mvmtX = nil
end
elseif not selectedProcess.disallowResizing and x == selectedProcess.x + selectedProcess.width - 1 and y == selectedProcess.y + selectedProcess.height and m == 2 then
if e[1] == "mouse_click" then
resizeStartX = x
resizeStartY = y
resizeStartW = selectedProcess.width
resizeStartH = selectedProcess.height
log("resize start")
end
-- Passing events (not maximazed)
elseif not selectedProcess.maximazed and x >= selectedProcess.x and x <= selectedProcess.x + selectedProcess.width - 1 and y >= selectedProcess.y and y <= selectedProcess.y + selectedProcess.height - 1 then
term.redirect(selectedProcess.window)
local pass = {}
if selectedProcess.showTitlebar == true then
pass = {
e[1],
m,
x - selectedProcess.x + 1,
y - selectedProcess.y
}
else
pass = {
e[1],
m,
x - selectedProcess.x + 1,
y - selectedProcess.y + 1
}
end
coroutine.resume(selectedProcess.coroutine, table.unpack(pass))
-- Passing events (maximazed)
elseif selectedProcess.maximazed and y > 2 then
term.redirect(selectedProcess.window)
local pass = {}
if selectedProcess.showTitlebar == true then
pass = {
e[1],
m,
x,
y - 2
}
else
pass = {
e[1],
m,
x,
y - 1
}
end
coroutine.resume(selectedProcess.coroutine, table.unpack(pass))
elseif e[1] == "mouse_click" then
for i, v in pairs(processes) do
if x >= v.x and x <= v.x + v.width - 1 and y >= v.y and y <= v.y + v.height - 1 then
wm.selectProcess(i)
local pass = {}
if selectedProcess.showTitlebar == true then
pass = {
e[1],
m,
x - selectedProcess.x + 1,
y - selectedProcess.y
}
else
pass = {
e[1],
m,
x - selectedProcess.x + 1,
y - selectedProcess.y + 1
}
end
term.redirect(selectedProcess.window)
coroutine.resume(selectedProcess.coroutine, table.unpack(pass))
break
end
end
end
elseif e[1] == "char" or string.sub(e[1], 1, 3) == "key" or e[1] == "paste" then
if e[1] == "key" then
table.insert(keysDown, e[2])
elseif e[1] == "key_up" then
if isKeyDown(e[2]) then
table.remove(keysDown, isKeyDown(e[2]))
end
end
if isKeyDown(keys.leftCtrl) and isKeyDown(keys.leftShift) and isKeyDown(keys.delete) then
wm.selectProcess(wm.createProcess("/bin/ui/tskmgr.lua", {
width = 30,
height = 15,
title = "Task Manager"
}))
drawProcesses()
end
term.redirect(selectedProcess.window)
coroutine.resume(selectedProcess.coroutine, table.unpack(e))
elseif e[1] == "wm_fancyshutdown" then
term.redirect(native)
shell.run("/bin/ui/fancyshutdown.lua", e[2])
elseif e[1] == "wm_login" then
titlebarID = wm.createProcess("/bin/ui/titlebar.lua", {
x = 1,
y = 1,
width = w,
height = 1,
showTitlebar = false,
dontShowInTitlebar = true
})
wm.selectProcess(titlebarID)
else
for i, v in pairs(processes) do
term.redirect(v.window)
coroutine.resume(v.coroutine, table.unpack(e))
v.window.redraw()
end
drawProcesses()
end
-- Update windows
term.redirect(selectedProcess.window)
removeDeadProcesses()
for i, v in pairs(processes) do
if i ~= selectedProcessID then
term.redirect(v.window)
coroutine.resume(v.coroutine, "keepalive")
end
end
if selectedProcess.minimized then
wm.selectProcess(titlebarID or 1)
else
drawProcess(selectedProcess)
end
log(tostring(selectedProcess.minimized))
end
end
local function split(inputstr, sep)
if sep == nil then
sep = "%s"
end
local t={}
for str in string.gmatch(inputstr, "([^"..sep.."]+)") do
table.insert(t, str)
end
return t
end
local ok, err = xpcall(main, function(err)
term.redirect(term.native())
term.setCursorPos(1, 3)
term.setTextColor(colors.white)
term.clear()
print("Fatal System Error:", err)
local w, h = term.getSize()
local tb = split(debug.traceback(), "\n")
for i, v in pairs(tb) do
if i >= 13 then
print("...")
return
else
print(v)
end
end
term.setCursorPos(1, 19)
read()
dumpLogs()
end)
|
--[[
INIT FUNCTIONS
]]
QhunCore.Addon.coreInit()
-- init the singleton of the core event emitter
QhunCore.EventEmitter.new(true)
|
--[[
#part of the 3DreamEngine by Luke100000
bake.lua - merges several materials into one
--]]
local lib = _3DreamEngine
function lib:bakeMaterial(o, ID)
return lib:bakeMaterials({o}, o.obj.path .. "_" .. (ID or o.name))
end
function lib:bakeMaterials(list, ID)
local atlas = {{0, 0, 1, 0}}
local uvs = { }
local uvo = { }
local used
if love.filesystem.getInfo("bakedMaterials/" .. ID .. ".atlas") then
local file = love.filesystem.read("bakedMaterials/" .. ID .. ".atlas")
atlas, uvs, uvo, used = unpack(packTable.unpack(file))
else
local found = false
local materials = { }
local materialsLookup = { }
for d,o in pairs(list) do
if o.materials then
found = true
--fetch all materials
for _,m in ipairs(o.materials) do
materials[m.name] = 0
materialsLookup[m.name] = m
end
--approximate per material area
for _,f in ipairs(o.faces) do
local m = o.materials[f[1]]
local a = vec3(o.vertices[f[1]])
local b = vec3(o.vertices[f[2]])
local c = vec3(o.vertices[f[3]])
local ab = b-a
local ac = c-a
local s = ab:cross(ac):length() / 2
materials[m.name] = materials[m.name] + s
end
--get UVs bounds
uvo[d] = { }
for _,f in ipairs(o.faces) do
local m = o.materials[f[1]]
uvs[m.name] = uvs[m.name] or {math.huge, math.huge, -math.huge, -math.huge}
local uv = {
o.texCoords[f[1]],
o.texCoords[f[2]],
o.texCoords[f[3]],
}
local cx = math.floor((uv[1][1] + uv[2][1] + uv[3][1]) / 3)
local cy = math.floor((uv[1][2] + uv[2][2] + uv[3][2]) / 3)
uvo[d][f[1]] = {cx, cy}
uvo[d][f[2]] = {cx, cy}
uvo[d][f[3]] = {cx, cy}
for v = 1, 3 do
local a = uv[v]
uvs[m.name][1] = math.min(uvs[m.name][1], a[1] - cx)
uvs[m.name][2] = math.min(uvs[m.name][2], a[2] - cy)
uvs[m.name][3] = math.max(uvs[m.name][3], a[1] - cx)
uvs[m.name][4] = math.max(uvs[m.name][4], a[2] - cy)
end
end
end
end
assert(found, "no material buffers found")
--get priority
local totalPriority = 0
local priority = { }
for m,p in pairs(materials) do
local area = math.sqrt((uvs[m][1] - uvs[m][3])^2 + (uvs[m][2] - uvs[m][4])^2)
local textures = materialsLookup[m].tex_albedo
local prio = p * area * (textures and 1.0 or 0.001)
priority[m] = prio
totalPriority = totalPriority + prio
end
--normalize priority
local count = 0
local priorities = { }
for m,p in pairs(materials) do
priority[m] = priority[m] / totalPriority
priorities[#priorities+1] = m
end
--aprox required subdivision counts based on priority
while #atlas < #priorities do
local a = table.remove(atlas, 1)
local h = a[3] / 2
table.insert(atlas, {a[1], a[2], h})
table.insert(atlas, {a[1]+h, a[2], h})
table.insert(atlas, {a[1]+h, a[2]+h, h})
table.insert(atlas, {a[1], a[2]+h, h})
end
--sort atlases by their size
table.sort(atlas, function(a, b) return a[3] > b[3] end)
--sort priorities
table.sort(priorities, function(a, b) return priority[a] > priority[b] end)
--insert
for i,m in pairs(priorities) do
atlas[i][4] = m
atlas[m] = atlas[i]
end
--bake
local res = 1024
local canvases = {
"tex_albedo",
"tex_material",
"tex_normal",
"tex_emission",
}
used = { }
love.filesystem.createDirectory(("bakedMaterials/" .. ID):match("(.*/)"))
--render individual images
for _, name in pairs(canvases) do
local canvas = love.graphics.newCanvas(res, res, {mipmaps = "manual"})
for i = 1, canvas:getMipmapCount() do
love.graphics.push("all")
love.graphics.setBlendMode("replace", "premultiplied")
love.graphics.setCanvas(canvas, i)
local w, h = canvas:getDimensions()
love.graphics.scale(w / 2^(i-1), h / 2^(i-1))
for d,s in ipairs(atlas) do
if s[4] then
local mat = materialsLookup[s[4]]
local tex = type(mat[name]) == "string" and self:getImage(mat[name], true)
local uv = uvs[s[4]]
local mesh = love.graphics.newMesh({
{0, 0, uv[1], uv[2]},
{1, 0, uv[3], uv[2]},
{1, 1, uv[3], uv[4]},
{0, 1, uv[1], uv[4]},
})
if name == "tex_albedo" then
love.graphics.setColor(mat.color)
used[name] = true
elseif name == "tex_material" then
love.graphics.setColor(mat.roughness, mat.metallic, 1.0)
used[name] = true
if type(mat[name]) == "table" then
for i = 1, 3 do
local tex = self:getImage(mat[name][i+2], true)
love.graphics.setColorMask(i == 1, i == 2, i == 3, false)
if tex then
mesh:setTexture(tex)
love.graphics.setColor(1, 1, 1)
else
mesh:setTexture()
love.graphics.setColor(mat.roughness, mat.metallic, 1.0)
end
love.graphics.draw(mesh, s[1], s[2], 0, s[3])
love.graphics.setColorMask(true, true, true, true)
end
mesh = false
end
elseif name == "tex_emission" then
love.graphics.setColor(mat.emission)
if tex or mat.emission[1] + mat.emission[2] + mat.emission[3] > 0 then
used[name] = true
end
elseif name == "tex_normal" then
if not tex then
love.graphics.setColor(0.5, 0.5, 1.0)
end
elseif tex then
love.graphics.setColor(1, 1, 1)
used[name] = true
end
if mesh then
if tex then
mesh:setTexture(tex)
end
love.graphics.draw(mesh, s[1], s[2], 0, s[3])
end
end
end
love.graphics.pop()
end
if used[name] then
canvas:newImageData():encode("tga", "bakedMaterials/" .. ID .. "_" .. name .. ".tga")
end
end
--export atlas data
local file = packTable.pack({atlas, uvs, uvo, used})
love.filesystem.write("bakedMaterials/" .. ID .. ".atlas", file)
end
--adapt UV
for d,o in pairs(list) do
for i,s in ipairs(o.texCoords) do
local m = o.materials[i]
local a = atlas[m.name]
local uv_origin = uvo[d][i] or {0, 0}
local uv = uvs[m.name] or {0, 0, 1, 1}
local x = (s[1] - uv_origin[1] - uv[1]) / (uv[3] - uv[1])
local y = (s[2] - uv_origin[2] - uv[2]) / (uv[4] - uv[2])
o.texCoords[i] = {
a[1] + math.clamp(x, 0, 1) * a[3],
a[2] + math.clamp(y, 0, 1) * a[3],
}
end
--set new material
o.material = self:newMaterial()
if used.tex_albedo then
o.material.tex_albedo = "bakedMaterials/" .. ID .. "_tex_albedo.tga"
o.material.color = {1, 1, 1, 1}
end
if used.tex_normal then
o.material.tex_normal = "bakedMaterials/" .. ID .. "_tex_normal.tga"
end
if used.tex_material then
o.material.tex_material = "bakedMaterials/" .. ID .. "_tex_material.tga"
o.material.roughness = 1.0
o.material.metallic = 1.0
end
if used.tex_emission then
o.material.tex_emission = "bakedMaterials/" .. ID .. "_tex_emission.tga"
o.material.emission = {1, 1, 1}
end
end
end |
function ShadowmoonRetainer_OnEnterCombat(Unit,Event)
Unit:RegisterEvent("ShadowmoonRetainer_Shoot", 4000, 0)
end
function ShadowmoonRetainer_Shoot(Unit,Event)
Unit:FullCastSpellOnTarget(15547,Unit:GetRandomPlayer(3))
end
function ShadowmoonRetainer_OnLeaveCombat(Unit,Event)
Unit:RemoveEvents()
end
function ShadowmoonRetainer_OnDied(Unit,Event)
Unit:RemoveEvents()
end
RegisterUnitEvent(22102, 1, "ShadowmoonRetainer_OnEnterCombat")
RegisterUnitEvent(22102, 2, "ShadowmoonRetainer_OnLeaveCombat")
RegisterUnitEvent(22102, 4, "ShadowmoonRetainer_OnDied") |
--[[ This function is executed every time you press the 'execute' button ]]
function init()
local forward_speed = 0.1 / 10 -- m 0.1m per 10s
local rotate_speed = math.pi * 0.0535 / 10 -- a full circle per 10s, 0.0535 is the distance between two wheels
settings = {
{'clockwise', rotate_speed, rotate_speed},
{'counter-clockwise', -rotate_speed, -rotate_speed},
{'forward', forward_speed, -forward_speed},
{'backwards', -forward_speed, forward_speed},
{'stop', 0, 0}
}
count = 1
end
--[[ This function is executed at each time step
It must contain the logic of your controller ]]
function step()
-- set velocity
local index = math.ceil(count / 50) -- 50 ticks = 10s
local desc, left, right = table.unpack(settings[index])
robot.differential_drive.set_linear_velocity(left, right)
print(string.format('--- step = %d, setting = %s ---', count, desc))
print(string.format('left: target_vel = %f, delta_pos = %f', left, robot.differential_drive.encoders.left))
print(string.format('right: target_vel = %f, delta_pos = %f', right, robot.differential_drive.encoders.right))
-- increment the config variable
if count < 201 then -- 50 ticks per state * 4 states + 1 stop state
count = count + 1
end
end
--[[ This function is executed every time you press the 'reset'
button in the GUI. It is supposed to restore the state
of the controller to whatever it was right after init() was
called. The state of sensors and actuators is reset
automatically by ARGoS. ]]
function reset()
count = 1
end
--[[ This function is executed only once, when the robot is removed
from the simulation ]]
function destroy()
end
|
--[[
Copyright 2017 wrxck <matthew@matthewhesketh.com>
This code is licensed under the MIT. See LICENSE for details.
]]
local setloc = {}
local mattata = require('mattata')
local http = require('socket.http')
local url = require('socket.url')
local json = require('dkjson')
local redis = require('mattata-redis')
local configuration = require('configuration')
function setloc:init()
setloc.commands = mattata.commands(
self.info.username
):command('setloc').table
setloc.help = [[/setloc <location> - Sets your location to the given value.]]
end
function setloc.check_loc(location)
local jstr, res = http.request('http://maps.googleapis.com/maps/api/geocode/json?address=' .. url.escape(location))
if res ~= 200 then
return false, configuration.errors.connection
end
local jdat = json.decode(jstr)
if jdat.status == 'ZERO_RESULTS' then
return false, configuration.errors.results
end
return true, jdat.results[1].geometry.location.lat .. ':' .. jdat.results[1].geometry.location.lng .. ':' .. jdat.results[1].formatted_address
end
function setloc.set_loc(user, location)
local validate, res = setloc.check_loc(location)
if not validate then
return res
end
local latitude, longitude, address = res:match('^(.-):(.-):(.-)$')
local user_loc = json.encode(
{
['latitude'] = latitude,
['longitude'] = longitude,
['address'] = address
}
)
local hash = mattata.get_user_redis_hash(
user,
'location'
)
if hash then
redis:hset(
hash,
'location',
user_loc
)
return 'Your location has been updated to: ' .. address .. '\nYou can now use commands such as /weather and /location, without needing to specify a location - your location will be used by default. Giving a different location as the command argument will override this.'
end
end
function setloc.get_loc(user)
local hash = mattata.get_user_redis_hash(
user,
'location'
)
if hash then
local location = redis:hget(
hash,
'location'
)
if not location or location == 'false' or location == nil then
return false
else
return location
end
end
end
function setloc:on_message(message, configuration)
local input = mattata.input(message.text)
if not input then
local location = setloc.get_loc(message.from)
if not location then
return mattata.send_reply(
message,
'You don\'t have a location set. Use /setloc <location> to set one.'
)
end
return mattata.send_reply(
message,
'Your location is currently set to: ' .. json.decode(location).address
)
end
return mattata.send_message(
message.chat.id,
setloc.set_loc(
message.from,
input
)
)
end
return setloc |
local Compression = require(script.Compression)
local Migration = require(script.Migration)
local Throttle = require(script.Throttle)
local Data = {}
function Data.unpack(value, migrations)
if value == nil then
return nil
end
return Migration.unpack(Compression.unpack(value), migrations)
end
function Data.pack(value, migrations)
return Compression.pack(Migration.pack(value, migrations))
end
function Data.update(collection, key, transform)
local data
local ok, err = Throttle.update(collection._dataStore, key, function(oldValue)
data = transform(Data.unpack(oldValue, collection.migrations))
if data == nil then
return nil
end
return Data.pack(data, collection.migrations)
end)
if not ok then
error(err)
end
return data
end
return Data
|
-- Gkyl ------------------------------------------------------------------------
--
-- Collide two gyriokinetic species with different mass, mean flow and/or
-- temperature with the multispecies LBO-G operator.
--
local Plasma = require("App.PlasmaOnCartGrid").Gyrokinetic()
local Constants = require "Lib.Constants"
-- Universal parameters (SI units).
local eps0, eV = Constants.EPSILON0, Constants.ELEMENTARY_CHARGE
local hbar = Constants.PLANCKS_CONSTANT_H/(2.*math.pi) -- (J s).
local qe, qi = -eV, eV
local mp = Constants.PROTON_MASS
local me = Constants.ELECTRON_MASS
n0 = 7e19 -- Number density (1/m^3).
local Te0 = 40*eV -- Electron temperature (J).
local Ti0 = 80*eV -- Ion temperature (J).
local mi = mp -- Ion mass (kg).
local massRatio = mi/me -- Ion to electron mass ratio.
local B0 = 1.2 -- External magnetic field amplitude (T).
local me = mi/massRatio -- Electron mass (kg).
local vte, vti = math.sqrt(Te0/me), math.sqrt(Ti0/mi) -- Thermal speeds (m/s).
local polyOrder = 1
local vMini, vMaxi = -5.*vti, 5.*vti -- Minimum and maximum ion velocity.
local vMine, vMaxe = -5.*vte, 5.*vte -- Minimum and maximum electron velocity.
local Nv = 8 -- Number of cells in one dim of velocity space.
-- Parameters defining the initial condition.
local A, delta = n0, 0.5
local kve, kvi = (2.*math.pi/(2.*vte)), (2.*math.pi/(2.*vti))
local betae, betai = 1.25*vti, 1.*vti
local sigmae, sigmai = vte, vti
local betaG = 0.0
local function coulombLog_sr(qs, qr, ms, mr, ns, nr, vts, vtr)
-- Coulomb logarithm in Gkeyll (see online documentation):
local m_sr, u_sr = ms*mr/(ms+mr), math.sqrt(3.*vts^2+3.*vtr^2)
local omega_ps, omega_pr = math.sqrt(ns*qs^2/(ms*eps0)), math.sqrt(nr*qr^2/(mr*eps0))
local omega_cs, omega_cr = math.abs(qs*B0/ms), math.abs(qr*B0/mr)
local rMax = 1./math.sqrt((omega_ps^2+omega_cs^2)/(vts^2+3.*vts^2)+(omega_pr^2+omega_cr^2)/(vtr^2+3.*vts^2))
local rMin = math.max(math.abs(qs*qr)/(4.*math.pi*eps0*m_sr*u_sr^2), hbar/(2.*math.exp(0.5)*u_sr*m_sr))
return 0.5*math.log(1. + (rMax/rMin)^2)
end
local function alpha_E(qs, qr, ms, mr, ns, nr, vts, vtr)
local logLambda = 0.5*( coulombLog_sr(qs, qr, ms, mr, ns, nr, vts, vtr)
+coulombLog_sr(qr, qs, mr, ms, nr, ns, vtr, vts) )
return (2.*ns*nr*(qs*qr)^2*logLambda)/(3.*(2.*math.pi)^(3./2.)*eps0^2*ms*mr*(vts^2+vtr^2)^(3./2.))
end
local function nuG_sr(qs, qr, ms, mr, ns, nr, vts, vtr, beta)
-- LBO-G collision frequency.
local alphaE = alpha_E(qs, qr, ms, mr, ns, nr, vts, vtr)
return alphaE*(ms+mr)/((1.+beta)*ms*ns)
end
local nuElcIon = nuG_sr(qe, qi, me, mi, n0, n0, vte, vti, betaG)
local nuIonElc = nuG_sr(qi, qe, mi, me, n0, n0, vti, vte, betaG)
local nuElcElc = nuG_sr(qe, qe, me, me, n0, n0, vte, vte, betaG)
local nuIonIon = nuG_sr(qi, qi, mi, mi, n0, n0, vti, vti, betaG)
print(" Collision frequencies (1/s):")
print(string.format(" nu_ei = %g", nuElcIon))
print(string.format(" nu_ie = %g", nuIonElc))
print(string.format(" nu_ee = %g", nuElcElc))
print(string.format(" nu_ii = %g", nuIonIon))
local dtMin = 4.e-13 -- Approx. dt needed in higher res sim (128x128 p=2).
-- Initial distribution function.
local function initDistF(A, delta, kv, beta, sigma, mass, v)
local vMag = math.sqrt(v[1]^2+2.*v[2]*B0/mass)
return (A*(1.+delta*math.cos(kv*vMag))/((2.*math.pi*sigma^2)^(3./2.)))
*math.exp(-((v[1]-beta)^2+2.*v[2]*B0/mass)/(2.*(sigma^2)))
end
vlasovApp = Plasma.App {
tEnd = 1.e4*dtMin, -- End time.
nFrame = 10, -- Number of frames to write.
lower = {-1.0}, -- Configuration space lower left.
upper = { 1.0}, -- Configuration space upper right.
cells = {1} , -- Configuration space cells.
basis = "serendipity", -- One of "serendipity" or "maximal-order".
polyOrder = polyOrder, -- Polynomial order.
timeStepper = "rk3", -- One of "rk2", "rk3" or "rk3s4".
maximumDt = dtMin,
cflFrac = 1.e6, -- To force dt=maximumDt.
decompCuts = {1}, -- Cuts in each configuration direction.
useShared = false, -- If to use shared memory.
-- Boundary conditions for configuration space.
periodicDirs = {1}, -- Periodic directions.
ion = Plasma.Species {
charge = qi, mass = mi,
-- Velocity space grid.
lower = {vMini, 0.},
upper = {vMaxi, 0.5*mi*(vMaxi^2)/B0},
cells = {Nv, Nv},
init = function(t, xn) -- Initial conditions.
x, v = xn[1], {xn[2], xn[3]}
return initDistF(A, delta, kvi, betai, sigmai, mi, v)
end,
evolve = true,
evolveCollisionless = false, -- No collisionless terms.
diagnostics = {"intM0", "intM1", "intM2"},
nDistFuncFrame = 1, -- Output a single distribution function.
-- Collisions.
coll = Plasma.LBOCollisions {
collideWith = { "elc" },
frequencies = { nuIonElc },
-- Optional arguments:
lboType = "LBO-G",
},
},
elc = Plasma.Species {
charge = qe, mass = me,
-- Velocity space grid.
lower = {vMine, 0.},
upper = {vMaxe, 0.5*me*(vMaxe^2)/B0},
cells = {Nv, Nv},
init = function(t, xn) -- Initial conditions.
x, v = xn[1], {xn[2], xn[3]}
return initDistF(A, delta, kve, betae, sigmae, me, v)
end,
evolve = true,
evolveCollisionless = false, -- No collisionless terms.
diagnostics = {"intM0", "intM1", "intM2"},
nDistFuncFrame = 1, -- Output a single distribution function.
-- Collisions.
coll = Plasma.LBOCollisions {
collideWith = { "ion"},
frequencies = { nuElcIon },
-- Optional arguments:
lboType = "LBO-G",
},
},
-- Field solver.
field = Plasma.Field {
evolve = false, -- Evolve fields?
externalPhi = function (t, xn) return 0.0 end,
kperp2 = 0.0
},
-- Magnetic geometry.
externalField = Plasma.Geometry {
-- Background magnetic field.
bmag = function (t, xn) return B0 end,
-- Geometry is not time-dependent.
evolve = false,
},
}
-- Run application.
vlasovApp:run()
|
include( "autorun/shared/sh_silentstep.lua" )
CreateClientConVar( "ss_walk_override_sprint", "1", true, true )
net.Receive( "SILENT_STEP_DATA", function( len )
local steamid = net.ReadString()
SStep.silent[steamid] = net.ReadBool()
SStep.rlysilent[steamid] = net.ReadBool()
end )
hook.Add( "CreateMove", "ss_walk_override_sprint", function( cmd )
local buttons = cmd:GetButtons()
if bit.band( buttons, IN_WALK ) > 0 and bit.band( buttons, IN_SPEED ) > 0 then
if GetConVar( "ss_walk_override_sprint" ):GetBool() then
cmd:SetButtons( bit.band( buttons, bit.bnot( IN_SPEED ) ) )
end
end
end ) |
-- toxic jungle object
local Jungle = {}
-- list of tree entities
Jungle.allowed_trees = {
--"dead-dry-hairy-tree",
--"dead-grey-trunk",
--"dead-tree",
--"dry-hairy-tree",
--"dry-tree",
--"green-coral",
"tree-01",
"tree-02",
"tree-02-red",
"tree-03",
"tree-04",
"tree-05",
"tree-06",
"tree-06-brown",
"tree-07",
"tree-08",
"tree-08-brown",
"tree-08-red",
"tree-09",
"tree-09-brown",
"tree-09-red"
}
-- list of surfaces allowed for jungles
Jungle.allowed_surfaces = {
"nauvis"
}
Jungle.generate_trees = function(event)
local surface = event.surface
local allowed = false
if settings.global[fcm_defines.keys.names.settings.jungle_enabled].value then
for _,s in pairs(Jungle.allowed_surfaces) do
if surface.name == s then
allowed = true
break
end
end
end
if fcm_debug then log("Jungle: generation on chunk ready, surface: "..tostring(allowed).."; mountains enabled: "..tostring(settings.global[fcm_defines.keys.names.settings.mountains_enabled].value).."; RSO remove trees: "..tostring(settings.global[fcm_defines.keys.names.settings.rso_remove_trees].value)) end
if not allowed then
return
end
-- top left of the chunk
local minx = event.area.left_top.x
local miny = event.area.left_top.y
-- bottom right of the chunk
local maxx = event.area.right_bottom.x
local maxy = event.area.right_bottom.y
local density = settings.global[fcm_defines.keys.names.settings.jungle_density].value
-- iterate left to right
for x = minx, maxx do
-- iterate up to down
for y = miny, maxy do
if math.random() < density then
-- chose random tree type
local tree_type = Jungle.allowed_trees[math.random(#Jungle.allowed_trees)]
-- spawn tree
local check_for_resources = surface.count_entities_filtered({type = "resource", area = {{x-2,y-2},{x+2,y+2}}})
--if fcm_debug then log("Jungle: tile have resources: "..check_for_resources) end
--if fcm_debug then log("Jungle: check to possible tree place: "..tostring(check_for_resources==0).."; "..tostring(not settings.global[fcm_defines.keys.names.settings.mountains_enabled].value).."; "..tostring(not settings.global[fcm_defines.keys.names.settings.rso_remove_trees].value)) end
if check_for_resources == 0 or ((not settings.global[fcm_defines.keys.names.settings.mountains_enabled].value) and (not settings.global[fcm_defines.keys.names.settings.rso_remove_trees].value)) then
if check_for_resources == 1 and fcm_debug then log("Jungle: mountains enabled: "..tostring(settings.global[fcm_defines.keys.names.settings.mountains_enabled].value).."; RSO remove trees: "..tostring(settings.global[fcm_defines.keys.names.settings.rso_remove_trees].value)) end
--if fcm_debug then log("Jungle: (Mountains disabled and RSO removing trees) or tile is not resource") end
if surface.can_place_entity{name = tree_type, position = {x, y}} then
--if fcm_debug then log("Jungle: can place_tree at "..x..","..y) end
surface.create_entity{name = tree_type, position = {x, y}}
end
end
end
end
end
if settings.global[fcm_defines.keys.names.settings.rso_remove_trees].value then
for _, entity in pairs(surface.find_entities_filtered({type = "tree", area = {{minx,miny},{maxx,maxy}}})) do
if entity.valid and surface.count_entities_filtered({type = "resource", area = {{entity.position.x-2,entity.position.y-2},{entity.position.x+2,entity.position.y+2}}}) ~= 0 then
entity.destroy()
end
end
end
end
Jungle.register_surface = function(surface_name)
if surface_name then
Jungle.allowed_surfaces[#Jungle.allowed_surfaces+1] = surface_name
if fcm_debug then log("Added jungle surface: "..surface_name) end
end
end
Jungle.unregister_surface = function(surface_name)
if surface_name then
for i,s in ipairs(Jungle.allowed_surfaces) do
if surface_name == s then
table.remove(Jungle.allowed_surfaces,i)
if fcm_debug then log("Removed jungle surface: "..surface_name) end
end
end
end
end
fcm_registry.events.on_chunk_generated[#fcm_registry.events.on_chunk_generated+1] = Jungle.generate_trees
remote.add_interface("fcm_jungle",{
register_surface = Jungle.register_surface,
unregister_surface = Jungle.unregister_surface
}) |
--- General LightingManager which can tween items in lighting
-- @classmod LightingManager
local require = require(game:GetService("ReplicatedStorage"):WaitForChild("Nevermore"))
local ObjectTweenManager = require("ObjectTweenManager")
local Lighting = game:GetService("Lighting")
local HttpService = game:GetService("HttpService")
local LightingManager = {}
LightingManager.__index = LightingManager
LightingManager.ClassName = "LightingManager"
function LightingManager.new()
local self = setmetatable({}, LightingManager)
self._objectTweenManager = ObjectTweenManager.new()
return self
end
--- Ain't sexy, but it'll do
function LightingManager:_getObject(path)
if not path:sub(1, #("Lighting.")) == "Lighting." then
error("Bad path")
end
local base_path = path:sub(#("Lighting.") + 1)
if base_path == "" then
return Lighting
end
local current = Lighting
for word in base_path:gmatch("%w+") do
local new_obj = current:FindFirstChild(word)
if not new_obj then
warn("Unable to find " .. path)
return nil
end
current = new_obj
end
return current
end
--- Tweens properties based upon a table with the following information
-- @param propertyTable Set of properties to tween
--[[
{
Priority = 0;
Id = "BASELINE";
Objects = {
["Lighting"] = {
Brightness = `Number`;
OutdoorAmbient = `Color3`;
FogColor = `Color3`;
FogStart = `Number;
FogEnd = `Number;
};
["Lighting.ColorCorrection"] = {
Saturation = `Number;
Contrast = `Number;
};
["Lighting.SunRays"] = {
Intensity = `Number;
};
};
--]]
function LightingManager:TweenProperties(propertyTable)
assert(propertyTable)
assert(propertyTable.Id)
assert(propertyTable.Objects)
assert(propertyTable.Priority)
local key = propertyTable.Id .. HttpService:GenerateGUID()
local priority = propertyTable.Priority
local objects = {}
for path, properties in pairs(propertyTable.Objects) do
assert(type(path) == "string")
assert(type(properties) == "table", "Not a table")
local object = self:_getObject(path)
if object then
assert(not objects[object])
objects[object] = true
self._objectTweenManager:TweenProperties(priority, key, object, properties)
end
end
return function()
for object, _ in pairs(objects) do
self._objectTweenManager:RemoveTween(key, object)
end
end
end
function LightingManager:Destroy()
self._objectTweenManager:Destroy()
setmetatable(self, nil)
end
return LightingManager.new() |
local class = require('middleclass')
local Engine = require('Engine')
local Entity = require('Entity')
local json = require('cjson')
local File = cc.FileUtils:getInstance()
local State = class('State')
function State:initialize()
self.engine = Engine()
for _, v in ipairs({'DisplaySystem', ''}) do
local Sys = require('app.systems.'..v)
local sys = Sys()
self.engine:addSystem(sys)
end
for _, v in ipairs(conf.entities) do
local entity = Entity()
for _, c in ipairs(v.components) do
local Com = require('app.components.'..c.class)
local com = Com(c)
entity:add(com)
end
entity.name = v.name
entity.tag = v.tag
print('add Entiry: ', v.name)
self.engine:addEntity(entity)
end
end
function State:update(dt)
self.engine:update(dt)
end
function State:draw()
self.engine:draw()
end
return State
|
local assert=assert;local a,b,c,d=math.sqrt,math.cos,math.sin,math.atan2;local e={}e.__index=e;local function f(g,h)return setmetatable({x=g or 0,y=h or 0},e)end;local i=f(0,0)local function j(k,l)return f(b(k)*l,c(k)*l)end;local function m(n)return type(n)=='table'and type(n.x)=='number'and type(n.y)=='number'end;function e:clone()return f(self.x,self.y)end;function e:unpack()return self.x,self.y end;function e:__tostring()return"("..tonumber(self.x)..","..tonumber(self.y)..")"end;function e.__unm(o)return f(-o.x,-o.y)end;function e.__add(o,p)assert(m(o)and m(p),"Add: wrong argument types (<vector> expected)")return f(o.x+p.x,o.y+p.y)end;function e.__sub(o,p)assert(m(o)and m(p),"Sub: wrong argument types (<vector> expected)")return f(o.x-p.x,o.y-p.y)end;function e.__mul(o,p)if type(o)=="number"then return f(o*p.x,o*p.y)elseif type(p)=="number"then return f(p*o.x,p*o.y)else assert(m(o)and m(p),"Mul: wrong argument types (<vector> or <number> expected)")return o.x*p.x+o.y*p.y end end;function e.__div(o,p)assert(m(o)and type(p)=="number","wrong argument types (expected <vector> / <number>)")return f(o.x/p,o.y/p)end;function e.__eq(o,p)return o.x==p.x and o.y==p.y end;function e.__lt(o,p)return o.x<p.x or o.x==p.x and o.y<p.y end;function e.__le(o,p)return o.x<=p.x and o.y<=p.y end;function e.permul(o,p)assert(m(o)and m(p),"permul: wrong argument types (<vector> expected)")return f(o.x*p.x,o.y*p.y)end;function e:toPolar()return f(d(self.x,self.y),self:len())end;function e:len2()return self.x*self.x+self.y*self.y end;function e:len()return a(self.x*self.x+self.y*self.y)end;function e.dist(o,p)assert(m(o)and m(p),"dist: wrong argument types (<vector> expected)")local q=o.x-p.x;local r=o.y-p.y;return a(q*q+r*r)end;function e.dist2(o,p)assert(m(o)and m(p),"dist: wrong argument types (<vector> expected)")local q=o.x-p.x;local r=o.y-p.y;return q*q+r*r end;function e:normalizeInplace()local s=self:len()if s>0 then self.x,self.y=self.x/s,self.y/s end;return self end;function e:normalized()return self:clone():normalizeInplace()end;function e:rotateInplace(t)local u,v=b(t),c(t)self.x,self.y=u*self.x-v*self.y,v*self.x+u*self.y;return self end;function e:rotated(t)local u,v=b(t),c(t)return f(u*self.x-v*self.y,v*self.x+u*self.y)end;function e:perpendicular()return f(-self.y,self.x)end;function e:projectOn(n)assert(m(n),"invalid argument: cannot project vector on "..type(n))local v=(self.x*n.x+self.y*n.y)/(n.x*n.x+n.y*n.y)return f(v*n.x,v*n.y)end;function e:mirrorOn(n)assert(m(n),"invalid argument: cannot mirror vector on "..type(n))local v=2*(self.x*n.x+self.y*n.y)/(n.x*n.x+n.y*n.y)return f(v*n.x-self.x,v*n.y-self.y)end;function e:cross(n)assert(m(n),"cross: wrong argument types (<vector> expected)")return self.x*n.y-self.y*n.x end;function e:trimInplace(w)local v=w*w/self:len2()v=v>1 and 1 or math.sqrt(v)self.x,self.y=self.x*v,self.y*v;return self end;function e:angleTo(x)if x then return d(self.y,self.x)-d(x.y,x.x)end;return d(self.y,self.x)end;function e:trimmed(w)return self:clone():trimInplace(w)end;return setmetatable({new=f,fromPolar=j,isvector=m,zero=i},{__call=function(y,...)return f(...)end})
|
local blips={}
local REFRESH_INTERVAL=10000
local function odswiez()
local pojazdy={}
local c = getElementData(localPlayer,"character")
if (c and c.gg_id) then
for i,v in ipairs(getElementsByType("vehicle")) do
local dbid=tonumber(getElementData(v,"dbid"))
local vgid = getElementData(v,"owning_gang") or 0
if c.gg_id == vgid and dbid then
table.insert(pojazdy,{gid=vgid, element = v})
end
end
for i,v in ipairs(pojazdy) do
if v.gid == c.gg_id and not blips[v.element] then
if getElementDimension(v.element)~=getElementDimension(localPlayer) or getElementInterior(v.element)~=getElementDimension(localPlayer) then return end
blips[v.element]=createBlipAttachedTo(v.element, 0, 1, 0,238,255, 255, 255)
setElementData(blips[v.element], "upd", getTickCount())
end
end
for i,v in ipairs(blips) do
if (getTickCount()-getElementData(v,"upd")>(REFRESH_INTERVAL*2)) then
destroyElement(v)
blips[i]=nil
end
end
end
end
setTimer(odswiez, REFRESH_INTERVAL, 0)
--[[
local pojazdy = {}
local c = getElementData(localPlayer,"character")
if (c and c.gg_id) then -- jesli jest w gangu,
for i,v in ipairs(getElementsByType("vehicle")) do
local dbid = tonumber(getElementData(v,"dbid"))
if c.gg_id == tonumber(getElementData())
]] |
kilnstrider = Creature:new {
objectName = "@npc_spawner_n:kilnstrider",
socialGroup = "imperial",
faction = "imperial",
level = 178,
chanceHit = 12.25,
damageMin = 1020,
damageMax = 1750,
baseXp = 16794,
baseHAM = 200000,
baseHAMmax = 200000,
armor = 2,
resists = {75,75,90,80,45,45,100,70,-1},
meatType = "",
meatAmount = 0,
hideType = "",
hideAmount = 0,
boneType = "",
boneAmount = 0,
milk = 0,
tamingChance = 0.0,
ferocity = 0,
pvpBitmask = NONE,
creatureBitmask = KILLER,
optionsBitmask = AIENABLED,
diet = HERBIVORE,
templates = {"object/mobile/space_imperial_tier4_tatooine_kilnstrider.iff"},
lootGroups = {},
weapons = {},
conversationTemplate = "",
attacks = {}
}
CreatureTemplates:addCreatureTemplate(kilnstrider, "kilnstrider")
|
--[[ Feature decoder generator. Given RNN state, produce categorical distribution over
tokens and features.
Implements $$[softmax(W^1 h + b^1), softmax(W^2 h + b^2), ..., softmax(W^n h + b^n)] $$.
--]]
local FeaturesGenerator, parent = torch.class('onmt.FeaturesGenerator', 'nn.Container')
--[[
Parameters:
* `rnnSize` - Input rnn size.
* `outputSize` - Output size (number of tokens).
* `features` - table of feature sizes.
--]]
function FeaturesGenerator:__init(rnnSize, outputSize, features)
parent.__init(self)
self.net = self:_buildGenerator(rnnSize, outputSize, features)
self:add(self.net)
end
function FeaturesGenerator:_buildGenerator(rnnSize, outputSize, features)
local generator = nn.ConcatTable()
-- Add default generator.
generator:add(nn.Sequential()
:add(onmt.Generator(rnnSize, outputSize))
:add(nn.SelectTable(1)))
-- Add a generator for each target feature.
for i = 1, #features do
generator:add(nn.Sequential()
:add(nn.Linear(rnnSize, features[i]:size()))
:add(nn.LogSoftMax()))
end
return generator
end
function FeaturesGenerator:updateOutput(input)
self.output = self.net:updateOutput(input)
return self.output
end
function FeaturesGenerator:updateGradInput(input, gradOutput)
self.gradInput = self.net:updateGradInput(input, gradOutput)
return self.gradInput
end
function FeaturesGenerator:accGradParameters(input, gradOutput, scale)
self.net:accGradParameters(input, gradOutput, scale)
end
|
--[[
ServerPaths
Contains resource paths for the server sided engine.
]]
---------------------
-- Roblox Services --
---------------------
local ServerScriptService=game:GetService("ServerScriptService")
return{
["ServerClasses"]={},
["SharedClasses"]={},
["Utils"]={},
["Services"]={ServerScriptService.Services}
} |
local function aggregateData(ids, namespace, aggregate, aggregateColumn, groupByColumn)
local result = {}
local total = {}
for i, id in ipairs(ids) do
local currEntityStorageKey = getEntityStorageKey(namespace, id)
local aggregateValue = false
local groupByValue = "*"
-- only non count aggregate need the count value
if aggregate ~= "count" then
aggregateValue = redis.call("HGET", currEntityStorageKey, aggregateColumn)
end
-- try to get the group by value
if isnotempty(groupByColumn) then
if groupByColumn == aggregateColumn then
groupByValue = aggregateValue
else
groupByValue = redis.call("HGET", currEntityStorageKey, groupByColumn)
end
if groupByValue == false then
groupByValue = ""
end
end
-- convert the value
aggregateValue = tonumber(aggregateValue)
if aggregate == "count" then
if result[groupByValue] then
result[groupByValue] = result[groupByValue] + 1
else
result[groupByValue] = 1
end
-- the rest of the aggregate must need a valid aggregate value
elseif aggregateValue ~= nil then
if aggregate == "min" then
if result[groupByValue] ~= nil then
result[groupByValue] = math.min(result[groupByValue], aggregateValue)
else
result[groupByValue] = aggregateValue
end
elseif aggregate == "max" then
if result[groupByValue] ~= nil then
result[groupByValue] = math.max(result[groupByValue], aggregateValue)
else
result[groupByValue] = aggregateValue
end
elseif aggregate == "sum" then
if result[groupByValue] ~= nil then
result[groupByValue] = result[groupByValue] + aggregateValue
else
result[groupByValue] = aggregateValue
end
elseif aggregate == "avg" then
if result[groupByValue] ~= nil then
result[groupByValue] = result[groupByValue] + aggregateValue
total[groupByValue] = total[groupByValue] + 1
else
result[groupByValue] = aggregateValue
total[groupByValue] = 1
end
end
end
end
-- do operation on avg
if aggregate == "avg" then
for key, value in pairs(result) do
result[key] = result[key] / total[key]
end
end
return result
end
local function finalOrderBy(ids, tableName, column, order, offset, limit)
local currTempStorageKey = getTempStorageKey(tableName, column)
-- remove temp table (if exist for some reason)
redis.call("DEL", currTempStorageKey)
-- add value into temp table
for i, id in ipairs(ids) do
local currEntityStorageKey = getEntityStorageKey(tableName, id)
local value = redis.call("HGET", currEntityStorageKey, column)
if not isnumeric(value) then
value = "-inf"
end
redis.call("ZADD", currTempStorageKey, value, id)
end
-- do sorting
local tempIds = {}
local min = "-inf"
local max = "+inf"
if order == "asc" then
tempIds = redis.call("ZRANGEBYSCORE", currTempStorageKey, min, max, "LIMIT", offset, limit)
else
tempIds = redis.call("ZREVRANGEBYSCORE", currTempStorageKey, max, min, "LIMIT", offset, limit)
end
-- remove temp table
redis.call("DEL", currTempStorageKey)
return tempIds
end
local function whereSearch(ids, namespace, whereArgvs)
local newIds = {}
for i, id in ipairs(ids) do
local condition = true
for ii, whereArgv in ipairs(whereArgvs) do
local currEntityStorageKey = getEntityStorageKey(namespace, id)
local attributeValue = redis.call("HGET", currEntityStorageKey, whereArgv["column"])
if attributeValue == false then
-- if we do not have the value, then it depends on the operator
if whereArgv["operator"] == "=" then
condition = false
break
elseif whereArgv["operator"] == "like" then
condition = false
break
elseif whereArgv["operator"] == "!=" then
condition = true
break
end
else
if whereArgv["operator"] == "=" and (attributeValue ~= whereArgv["searchValue"]) then
condition = false
break
elseif whereArgv["operator"] == "like" and (not string.find(attributeValue, whereArgv["searchValue"])) then
condition = false
break
elseif whereArgv["operator"] == "!=" and attributeValue == whereArgv["searchValue"] then
condition = false
break
end
end
end
if condition then
table.insert(newIds, id)
end
end
return newIds
end
-- keys
local indexCount = tonumber(ARGV[1])
local whereCount = tonumber(ARGV[2])
local offset = tonumber(ARGV[3])
local limit = tonumber(ARGV[4])
local tableName = ARGV[5]
local aggregate = ARGV[6]
local aggregateColumn = ARGV[7]
local groupByColumn = ARGV[8]
local finalSortByColumn = ARGV[9]
local finalSortByOrder = ARGV[10]
-- find the ids of the intersection of the indexes
local indexArr = {}
local indexTbls = {}
local index = 11
-- we only able to do sorting for the first where cause
local firstTable = true
for i = index, index + indexCount * 3 - 1, 3 do
-- increment for latter use
index = index + 3
local column = ARGV[i]
local min = ARGV[i + 1]
local max = ARGV[i + 2]
local indexStorageKey = getIndexStorageKey(tableName, column)
-- we do checking for the first sorted set only
if firstTable then
firstTable = false
local order = "asc"
-- override the order
if column == finalSortByColumn then
order = finalSortByOrder
-- we reset the final order
finalSortByColumn = ""
finalSortByOrder = ""
end
if order == "asc" then
indexArr = redis.call("ZRANGEBYSCORE", indexStorageKey, min, max)
else
indexArr = redis.call("ZREVRANGEBYSCORE", indexStorageKey, max, min)
end
else
local ids = redis.call("ZREVRANGEBYSCORE", indexStorageKey, max, min)
indexTbls[#indexTbls + 1] = table.toTable(ids)
end
end
-- find out all intersect id
local ids = table.whereIndexIntersect(indexArr, indexTbls)
-- do where search if needed
if whereCount > 0 then
local whereArgvs = {}
for i = index, index + whereCount * 3 - 1, 3 do
local whereArgv = {}
whereArgv["column"] = ARGV[i]
whereArgv["operator"] = ARGV[i + 1]
whereArgv["searchValue"] = ARGV[i + 2]
whereArgvs[#whereArgvs + 1] = whereArgv
end
ids = whereSearch(ids, tableName, whereArgvs)
end
-- do aggreate
if isnotempty(aggregate) then
local result = {}
if aggregate == "count" and isempty(groupByColumn) then
result["*"] = #ids
else
result = aggregateData(ids, tableName, aggregate, aggregateColumn, groupByColumn)
end
return cjson.encode(result)
else
if isnotempty(finalSortByColumn) and isnotempty(finalSortByOrder) then
-- do a final ordering
ids = finalOrderBy(ids, tableName, finalSortByColumn, finalSortByOrder, offset, limit)
elseif offset ~= 0 or limit ~= -1 then
-- offset and limit
-- the index starts at 1, but if you use 0, 2, it can also get the first 2 records
ids = table.slice(ids, 1 + offset, limit == -1 and #ids or offset + limit)
end
end
return ids
|
local has_telescope, telescope = pcall(require, "telescope")
-- TODO: make dependency errors occur in a better way
if not has_telescope then
error("This plugin requires telescope.nvim (https://github.com/nvim-telescope/telescope.nvim)")
end
-- start the database client
local db_client = require("telescope._extensions.frecency.db_client")
db_client.init()
-- finder code
local conf = require('telescope.config').values
local entry_display = require "telescope.pickers.entry_display"
local finders = require "telescope.finders"
local path = require('telescope.path')
local pickers = require "telescope.pickers"
local sorters = require "telescope._extensions.frecency.sorter"
local utils = require('telescope.utils')
local os_path_sep = vim.loop.os_uname().sysname == "Windows" and "\\" or "/"
local show_scores = false
local frecency = function(opts)
opts = opts or {}
local cwd = vim.fn.expand(opts.cwd or vim.fn.getcwd())
-- opts.lsp_workspace_filter = true
-- TODO: decide on how to handle cwd or lsp_workspace for pathname shorten?
local results = db_client.get_file_scores(opts) -- TODO: pass `filter_workspace` option
local display_cols = {}
display_cols[1] = show_scores and {width = 8} or nil
table.insert(display_cols, {remaining = true})
local displayer = entry_display.create {
separator = "",
hl_chars = {[os_path_sep] = "TelescopePathSeparator"},
items = display_cols
}
-- TODO: look into why this gets called so much
local bufnr, buf_is_loaded, filename, hl_filename, display_items
local make_display = function(entry)
bufnr = vim.fn.bufnr
buf_is_loaded = vim.api.nvim_buf_is_loaded
filename = entry.name
hl_filename = buf_is_loaded(bufnr(filename)) and "TelescopeBufferLoaded" or ""
if opts.tail_path then
filename = utils.path_tail(filename)
elseif opts.shorten_path then
filename = utils.path_shorten(filename)
end
filename = path.make_relative(filename, cwd)
display_items = show_scores and {{entry.score, "Directory"}} or {}
table.insert(display_items, {filename, hl_filename})
return displayer(display_items)
end
pickers.new(opts, {
prompt_title = "Frecency",
finder = finders.new_table {
results = results,
entry_maker = function(entry)
return {
value = entry.filename,
display = make_display,
ordinal = entry.filename,
name = entry.filename,
score = entry.score
}
end,
},
previewer = conf.file_previewer(opts),
sorter = sorters.get_substr_matcher(opts),
}):find()
end
return telescope.register_extension {
setup = function(ext_config)
show_scores = ext_config.show_scores or false
end,
exports = {
frecency = frecency,
},
}
|
local ros = require 'ros'
require 'ros.actionlib.SimpleActionServer'
local actionlib = ros.actionlib
local function SimpleActionServer_onGoal(as)
ros.INFO("SimpleActionServer_onGoal")
local g = as:acceptNewGoal()
print(g)
assert(as:isActive()) -- ensure goal is active
local r = as:createResult()
r.result = 123
print(r)
--as:setAborted(r, 'no')
as:setSucceeded(r, 'done')
end
local function SimpleActionServer_onPreempt(as)
ros.INFO("SimpleActionServer_onPreempt")
as:setPreempted(nil, 'blub')
end
local function testSimpleActionServer()
ros.init('test_action_server')
ros.console.setLoggerLevel('actionlib', ros.console.Level.Debug)
nh = ros.NodeHandle()
local as = actionlib.SimpleActionServer(nh, 'test_action', 'actionlib/Test')
as:registerGoalCallback(SimpleActionServer_onGoal)
as:registerPreemptCallback(SimpleActionServer_onPreempt)
print('Starting action server...')
as:start()
while ros.ok() do
ros.spinOnce()
sys.sleep(0.01)
end
as:shutdown()
nh:shutdown()
ros.shutdown()
end
testSimpleActionServer()
|
-- CopyOp example
-- See results in the console
local origNode = osg.Group()
origNode:setName("Original Node")
origNode:setUpdateCallback(osg.NodeCallback(function(node, noveVisitor)
loginfo("Updating '" .. node:getName() .. "'")
-- Since 3.3 must return bool
return true
end))
local clonedNode1 = origNode:clone(
osg.CopyOp(bit_or(osg.CopyOp.DEEP_COPY_NODES))):asNode()
clonedNode1:setName("Cloned Node 1")
local clonedNode2 = origNode:clone(
osg.CopyOp(bit_or(osg.CopyOp.DEEP_COPY_NODES,
osg.CopyOp.DEEP_COPY_CALLBACKS))):asNode()
clonedNode2:setName("Cloned Node 2")
local root = osg.Group()
root:addChild(origNode)
root:addChild(clonedNode1)
root:addChild(clonedNode2)
local scene = reactorController:getReactorByName("Scene")
scene.node:addChild(root)
|
local M = {}
local Path = require("plenary.path")
local workspaces = require("workspaces")
local _sessions = require("habitats.sessions")
local _util = require("habitats.util")
local config = {
path = Path:new(vim.fn.stdpath("data"), "habitats.nvim"),
global_cd = true,
sort = true,
notify_info = true,
hooks = {
add = {},
remove = {},
open_pre = {},
open = {},
}
}
function M.add(name, path)
if not name or not path then
_util.notify.err("Missing name or path!")
end
workspaces.add_swap(name, path)
end
function M.delete(name)
-- TODO: remove session data
workspaces.remove(name)
end
function M.rename(name, new_name)
-- TODO
_util.notify.warn("Not implemented!")
-- if config.notify_info then
-- _util.notify.info(string.format("habitat [%s -> %s] renamed", name, new_name))
-- end
end
function M.get()
return workspaces.get()
end
function M.list()
return workspaces.list()
end
function M.open(name)
workspaces.open(name)
-- Force normal mode in new workspace.
-- Recent telescope changes seem to keep insert mode at times.
vim.schedule(function()
local mode = vim.fn.mode()
if mode ~= "n" then
vim.api.nvim_input "<ESC>"
end
end)
end
local function init_files()
if not config.path:exists() then
config.path:mkdir()
end
if not config.habitats_path:exists() then
config.habitats_path:touch()
end
if not config.sessions_path:exists() then
config.sessions_path:mkdir()
end
end
function M.setup(opts)
config = vim.tbl_deep_extend('force', config, opts or {})
config.path = Path:new(config.path)
config.habitats_path = config.path:joinpath("habitats")
config.sessions_path = config.path:joinpath("sessions")
init_files()
workspaces.setup{
path = config.habitats_path.filename,
global_cd = config.global_cd,
sort = config.sort,
notify_info = false,
hooks = {
add = vim.tbl_flatten{
config.hooks.add,
function(name, path)
if config.notify_info then
_util.notify.info(string.format("habitat [%s -> %s] added", name, path))
end
end
},
remove = vim.tbl_flatten{
config.hooks.remove,
function(name, path)
if config.notify_info then
_util.notify.info(string.format("habitat [%s -> %s] deleted", name, path))
end
end
},
open_pre = vim.tbl_flatten{
function()
logger.debug("habitats.open_pre")
end,
config.hooks.open_pre,
function()
_sessions.save_and_stop()
for _, bufnr in ipairs(vim.api.nvim_list_bufs()) do
if vim.bo[bufnr].modified then
_util.notify.warn("Save your changes first!")
return false
end
if vim.bo[bufnr].filetype == "toggleterm" then
_util.notify.warn("One or more open terminals found!")
return false
end
end
for _, bufnr in ipairs(vim.api.nvim_list_bufs()) do
vim.api.nvim_buf_delete(bufnr, {})
end
end,
},
open = vim.tbl_flatten{
function(name)
logger.debug("habitats.open")
require("titan.lsp").reload_custom_commands()
_sessions.load(name)
-- Set kitty tab name
-- local result = vim.fn.system({"kitty", "@", "set-tab-title", "-m", "recent:0", name})
-- print(result)
end,
config.hooks.open,
},
}
}
_sessions.setup{
session_path = config.sessions_path.filename,
}
require("telescope").load_extension("habitats")
end
return M
|
Survival = class("Survival", Gamemode)
function Survival:initialize()
signal.register('newGame', self.setupWaves)
end
function Survival:reset()
game.firstWave = false
game.startingWave = 0
game.wave = game.startingWave
game.timeToNextWave = 3
game.waveTime = 0
game.waveStartTime = 0
game._postWaveCalled = false
game._preWaveCalled = false
game.boss = nil
game.waveTimer = nil
end
function Survival:update(dt)
if game.waveTimer then
game.prevT = game.waveTimer.running
if math.floor(game.prevT) ~= math.floor(game.prevT+dt) then
signal.emit('waveCountdown')
end
game.waveTimer:update(dt)
end
if game.boss then
if game.boss.health <= 0 then
game.boss = nil
end
end
if #objects == 1 and game.waves[game.wave+1] == nil and not (player.health <= 0) then
state.switch(gameover)
signal.emit('survivalVictory')
end
if #objects == 1 and not game.waveTimer and game.boss == nil then
if not game._postWaveCalled then
self:onWaveEnd()
end
end
end
function Survival:onWaveStart()
if game._preWaveCalled then return end
signal.emit('waveStart')
game.firstWave = false
self:startWave()
game.waveTimer = nil
if game.boss ~= nil then
signal.emit('bossSpawn')
end
game._postWaveCalled = false
game._preWaveCalled = true
end
function Survival:onWaveEnd()
if game._postWaveCalled then return end
signal.emit('waveEnded', game.wave, game.time - game.waveStartTime)
if game.waves[game.wave+1] ~= nil then
if game.waves[game.wave+1].boss ~= nil then
signal.emit('bossIncoming')
end
end
game.waveTimer = cron.after(game.timeToNextWave, function()
if not game._preWaveCalled then
self:onWaveStart()
end
end)
game._postWaveCalled = true
game._preWaveCalled = false
end
function Survival:setupWaves()
game.waves = {}
game.waves[1] = {
blobs = 10,
sweepers = 0,
healers = 0,
tanks = 0,
}
game.waves[2] = {
blobs = 0,
sweepers = 7,
tanks = 0,
ninjas = 0,
}
game.waves[3] = {
blobs = 20,
sweepers = 0,
healers = 2,
}
game.waves[4] = {
blobs = 25,
sweepers = 12,
healers = 2,
}
game.waves[5] = {
blobs = 0,
tanks = 1,
healers = 0,
}
game.waves[6] = {
blobs = 35,
sweepers = 0,
tanks = 2,
}
game.waves[7] = {
blobs = 25,
tanks = 3,
healers = 3,
}
game.waves[8] = {
blobs = 0,
sweepers = 12,
healers = 3,
tanks = 4,
}
game.waves[9] = {
blobs = 40,
healers = 4,
tanks = 5,
sweepers = 15,
}
game.waves[10] = {
boss = Megabyte,
}
end
function Survival:startWave()
game.waveTimer = nil
game.waveStartTime = game.time -- set the wave start time to the game time
if game.wave == nil then
game.wave = game.startingWave
elseif game.waves[game.wave+1] == nil then
state.switch(gameover)
else
game.wave = game.wave + 1
end
self:setPrimaryText("WAVE "..game.wave)
if game.waves[game.wave] ~= nil and game.wave ~= game.startingWave then
self:spawnEnemies()
end
end
function Survival:spawnEnemies()
local wave = nil
if w ~= nil then
wave = w
else
wave = game.wave
end
local currentWave = game.waves[wave]
if currentWave.blobs ~= nil then
for i=1, currentWave.blobs do
local p = vector(math.random(-game.worldSize.x/2, game.worldSize.x/2),
math.random(-game.worldSize.y/2, game.worldSize.y/2))
p = p + (p - player.position):normalized()*150
local b = Blob:new(p)
game:add(b)
end
end
if currentWave.sweepers ~= nil then
-- number of line enemies to spawn
local num = currentWave.sweepers
-- margin from the sides of the screen
local margin = 600
self:spawnSweepers(num, margin)
end
if currentWave.healers ~= nil then
for i=1, currentWave.healers do
local p = vector(math.random(-game.worldSize.x/2, game.worldSize.x/2),
math.random(-game.worldSize.y/2, game.worldSize.y/2))
p = p + (p - player.position):normalized()*250
local b = Healer:new(p)
game:add(b)
end
end
if currentWave.tanks ~= nil then
for i=1, currentWave.tanks do
local p = vector(math.random(-game.worldSize.x/2, game.worldSize.x/2),
math.random(-game.worldSize.y/2, game.worldSize.y/2))
p = p + (p - player.position):normalized()*150
local b = Tank:new(p)
game:add(b)
end
end
if currentWave.ninjas ~= nil then
for i=1, currentWave.ninjas do
local p = vector(math.random(-game.worldSize.x/2, game.worldSize.x/2),
math.random(-game.worldSize.y/2, game.worldSize.y/2))
p = p + (p - player.position):normalized()*150
local b = Ninja:new(p)
game:add(b)
end
end
if currentWave.boss ~= nil then
local b = currentWave.boss:new()
game.boss = game:add(b)
end
end
-- spawns sets of sweepers
function Survival:spawnSweepers(count, margin)
local minimumCount = math.min(2, count) -- minimum count will be 2, unless count is only 1
local circleCount = math.random(minimumCount, count/3) -- pick a random number of sweepers
if count - circleCount == 1 then -- ensure that after this, there won't be only one more sweeper to allocate. if there is, then add one more to this set instead
circleCount = circleCount + 1
end
local position = vector(math.random(-game.worldSize.x/2 + margin, game.worldSize.x/2 - margin),
math.random(-game.worldSize.y/2 + margin, game.worldSize.y/2 - margin))
local radius = math.random(200, 700)
for i = 1, circleCount do
radius = radius*.9 -- makes the circles for each sweeper get a bit smaller
local percent = i / (circleCount) -- used for circular movement
game:add(Sweeper:new(
position,
percent,
num,
radius
))
end
local newMargin = margin * 1.2 -- increase the margin with each iteration, so that it tends towards the center more
local newCount = count - circleCount
if newCount > 0 then
self:spawnSweepers(count - circleCount, newMargin)
end
end
function Survival:draw()
if game.waveText ~= nil and game.wave > 0 then
self:drawPrimaryText()
end
if game.boss ~= nil then
self:drawBossHealthBar()
end
self:drawPlayerHealthBar()
self:drawBossIncoming()
end
function Survival:drawBossIncoming()
love.graphics.setFont(font[48])
if game.waveTimer ~= nil and game.waveTimer.time - game.waveTimer.running <= 3 and #objects == 1 then
local t = game.waveTimer.time - game.waveTimer.running
love.graphics.print(math.ceil(t), love.graphics.getWidth()/2 - love.graphics.getFont():getWidth(math.ceil(t))/2, 150)
if game.waves[game.wave+1] ~= nil then
if game.waves[game.wave+1].boss ~= nil then
love.graphics.print("BOSS INCOMING", love.graphics.getWidth()/2 - love.graphics.getFont():getWidth("BOSS INCOMING")/2, 100)
end
end
end
end
function Survival:drawPlayerHealthBar()
if state.current() ~= game then return end
local height = 10
local multiplier = player.health / player.maxHealth
local width = love.graphics.getWidth() * multiplier
love.graphics.setColor(204/255, 15/255, 10/255, 1)
love.graphics.rectangle("fill", love.graphics.getWidth()/2 - width/2, love.graphics.getHeight()-height, width/2, height)
love.graphics.rectangle("fill", love.graphics.getWidth()/2, love.graphics.getHeight()-height, width/2, height)
love.graphics.setColor(1, 1, 1)
end
function Survival:drawBossHealthBar()
love.graphics.setColor(1, 1, 1)
local multiplier = game.boss.health/game.boss.maxHealth
love.graphics.rectangle("fill", 50, 50, (love.graphics.getWidth()-100)*multiplier, 25)
local text = string.upper(game.boss.name)
love.graphics.setFont(fontLight[24])
love.graphics.print(text, math.floor(love.graphics.getWidth()/2-love.graphics.getFont():getWidth(text)/2), 10)
end
function Survival:setPrimaryText(text)
game.waveText = text
game.waveTextTime = 3
end
function Survival:drawPrimaryText()
if game.waveTextTime <= 0 or game.firstWave then return end
game.waveTextTime = game.waveTextTime - love.timer.getDelta()
love.graphics.setLineWidth(1)
love.graphics.setFont(font[48])
love.graphics.setColor(1, 1, 1, 1)
love.graphics.print(game.waveText, love.graphics.getWidth()/2 - love.graphics.getFont():getWidth(game.waveText)/2, 100)
end
|
object_tangible_loot_creature_loot_collections_space_reactor_mark_01_cygnus = object_tangible_loot_creature_loot_collections_space_shared_reactor_mark_01_cygnus:new {
}
ObjectTemplates:addTemplate(object_tangible_loot_creature_loot_collections_space_reactor_mark_01_cygnus, "object/tangible/loot/creature/loot/collections/space/reactor_mark_01_cygnus.iff")
|
-- not working btw
_G.silentaim = true
local players = game:GetService("Players")
local plr = players.LocalPlayer
local mouse = plr:GetMouse()
local camera = game.Workspace.CurrentCamera
local teamcheck = true
function ClosestPlayerToMouse()
local dist = math.huge
local target = nil
for i,v in pairs(players:GetPlayers()) do
if v ~= plr and v.Character and v.Character:FindFirstChild("Head") and teamcheck and _G.silentaim and v.TeamColor ~= plr.TeamColor and v.Character.Humanoid.Health ~= 0 then
local screenpoint = camera:WorldToScreenPoint(v.Character.Head.Position)
local check = (Vector2.new(mouse.X,mouse.Y)-Vector2.new(screenpoint.X,screenpoint.Y)).magnitude
if check < dist then
check = dist
target = v
end
end
end
return target
end
local mt = getrawmetatable(game)
setreadonly(mt, false)
local namecall = mt.__namecall
mt.namecall = function(self,...)
local args = {...}
local method = getnamecallmethod()
if tostring(self) == "" and tostring(method) == "FireServer" then
args[1] = ClosestPlayerToMouse().Character.Humanoid
args[3] = "Head"
return self.FireServer(self,unpack(args))
end
return namecall(self,...)
end
end |
--[[
Map Tools: unbreakable default nodes
Copyright (c) 2012-2017 Hugo Locurcio and contributors.
Licensed under the zlib license. See LICENSE.md for more information.
--]]
local S = maptools.intllib
maptools.creative = maptools.config["hide_from_creative_inventory"]
minetest.register_node("maptools:stone", {
description = S("Unbreakable Stone"),
range = 12,
stack_max = 10000,
tiles = {"default_stone.png"},
drop = "",
groups = {unbreakable = 1, not_in_creative_inventory = maptools.creative},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("maptools:stonebrick", {
description = S("Unbreakable Stone Brick"),
range = 12,
stack_max = 10000,
tiles = {"default_stone_brick.png"},
drop = "",
groups = {unbreakable = 1, not_in_creative_inventory = maptools.creative},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("maptools:tree", {
description = S("Unbreakable Tree"),
range = 12,
stack_max = 10000,
tiles = {"default_tree_top.png", "default_tree_top.png", "default_tree.png"},
drop = "",
groups = {unbreakable = 1, not_in_creative_inventory = maptools.creative},
sounds = default.node_sound_wood_defaults(),
on_place = minetest.rotate_node
})
minetest.register_node("maptools:jungletree", {
description = S("Unbreakable Jungle Tree"),
range = 12,
stack_max = 10000,
tiles = {"default_jungletree_top.png", "default_jungletree_top.png", "default_jungletree.png"},
drop = "",
groups = {unbreakable = 1, not_in_creative_inventory = maptools.creative},
sounds = default.node_sound_wood_defaults(),
on_place = minetest.rotate_node
})
minetest.register_node("maptools:cactus", {
description = S("Unbreakable Cactus"),
range = 12,
stack_max = 10000,
tiles = {"default_cactus_top.png", "default_cactus_top.png", "default_cactus_side.png"},
drop = "",
groups = {unbreakable = 1, not_in_creative_inventory = maptools.creative},
sounds = default.node_sound_wood_defaults(),
on_place = minetest.rotate_node
})
minetest.register_node("maptools:papyrus", {
description = S("Unbreakable Papyrus"),
drawtype = "plantlike",
range = 12,
stack_max = 10000,
tiles = {"default_papyrus.png"},
inventory_image = "default_papyrus.png",
wield_image = "default_papyrus.png",
walkable = false,
paramtype = "light",
sunlight_propagates = true,
drop = "",
selection_box = {
type = "fixed",
fixed = {-0.375, -0.5, -0.375, 0.375, 0.5, 0.375}
},
groups = {unbreakable = 1, not_in_creative_inventory = maptools.creative},
sounds = default.node_sound_leaves_defaults(),
})
minetest.register_node("maptools:dirt", {
description = S("Unbreakable Dirt"),
range = 12,
stack_max = 10000,
tiles = {"default_dirt.png"},
drop = "",
groups = {unbreakable = 1, not_in_creative_inventory = maptools.creative},
sounds = default.node_sound_dirt_defaults(),
})
minetest.register_node("maptools:wood", {
description = S("Unbreakable Wooden Planks"),
range = 12,
stack_max = 10000,
tiles = {"default_wood.png"},
drop = "",
groups = {unbreakable = 1, not_in_creative_inventory = maptools.creative},
sounds = default.node_sound_wood_defaults(),
})
minetest.register_node("maptools:junglewood", {
description = S("Unbreakable Junglewood Planks"),
range = 12,
stack_max = 10000,
tiles = {"default_junglewood.png"},
drop = "",
groups = {unbreakable = 1, not_in_creative_inventory = maptools.creative},
sounds = default.node_sound_wood_defaults(),
})
minetest.register_node("maptools:glass", {
description = S("Unbreakable Glass"),
range = 12,
stack_max = 10000,
drawtype = "glasslike",
tiles = {"default_glass.png"},
paramtype = "light",
sunlight_propagates = true,
drop = "",
groups = {unbreakable = 1, not_in_creative_inventory = maptools.creative},
sounds = default.node_sound_glass_defaults(),
})
minetest.register_node("maptools:leaves", {
description = S("Unbreakable Leaves"),
range = 12,
stack_max = 10000,
drawtype = "allfaces_optional",
tiles = {"default_leaves.png"},
paramtype = "light",
drop = "",
groups = {unbreakable = 1, not_in_creative_inventory = maptools.creative},
sounds = default.node_sound_leaves_defaults(),
})
minetest.register_node("maptools:sand", {
description = S("Unbreakable Sand"),
range = 12,
stack_max = 10000,
tiles = {"default_sand.png"},
drop = "",
groups = {unbreakable = 1, not_in_creative_inventory = maptools.creative},
sounds = default.node_sound_sand_defaults(),
})
minetest.register_node("maptools:gravel", {
description = S("Unbreakable Gravel"),
range = 12,
stack_max = 10000,
tiles = {"default_gravel.png"},
drop = "",
groups = {unbreakable = 1, not_in_creative_inventory = maptools.creative},
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_gravel_footstep", gain=0.35},
dug = {name="default_gravel_footstep", gain=0.6},
}),
})
minetest.register_node("maptools:clay", {
description = S("Unbreakable Clay"),
range = 12,
stack_max = 10000,
tiles = {"default_clay.png"},
drop = "",
groups = {unbreakable = 1, not_in_creative_inventory = maptools.creative},
sounds = default.node_sound_dirt_defaults(),
})
minetest.register_node("maptools:desert_sand", {
description = S("Unbreakable Desert Sand"),
range = 12,
stack_max = 10000,
tiles = {"default_desert_sand.png"},
drop = "",
groups = {unbreakable = 1, not_in_creative_inventory = maptools.creative},
sounds = default.node_sound_sand_defaults(),
})
minetest.register_node("maptools:sandstone", {
description = S("Unbreakable Sandstone"),
range = 12,
stack_max = 10000,
tiles = {"default_sandstone.png"},
drop = "",
groups = {unbreakable = 1, not_in_creative_inventory = maptools.creative},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("maptools:sandstone_brick", {
description = S("Unbreakable Sandstone Brick"),
range = 12,
stack_max = 10000,
tiles = {"default_sandstone_brick.png"},
drop = "",
groups = {unbreakable = 1, not_in_creative_inventory = maptools.creative},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("maptools:desert_stone", {
description = S("Unbreakable Desert Stone"),
range = 12,
stack_max = 10000,
tiles = {"default_desert_stone.png"},
drop = "",
groups = {unbreakable = 1, not_in_creative_inventory = maptools.creative},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("maptools:desert_cobble", {
description = S("Unbreakable Desert Cobble"),
range = 12,
stack_max = 10000,
tiles = {"default_desert_cobble.png"},
drop = "",
groups = {unbreakable = 1, not_in_creative_inventory = maptools.creative},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("maptools:desert_stonebrick", {
description = S("Unbreakable Desert Stone Brick"),
range = 12,
stack_max = 10000,
tiles = {"default_desert_stone_brick.png"},
drop = "",
groups = {unbreakable = 1, not_in_creative_inventory = maptools.creative},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("maptools:grass", {
description = S("Unbreakable Dirt with Grass"),
range = 12,
stack_max = 10000,
tiles = {"default_grass.png", "default_dirt.png", "default_dirt.png^default_grass_side.png"},
paramtype2 = "facedir",
drop = "",
groups = {unbreakable = 1, not_in_creative_inventory = maptools.creative},
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_grass_footstep", gain = 0.4},
}),
})
minetest.register_node("maptools:fullgrass", {
description = S("Unbreakable Full Grass"),
range = 12,
stack_max = 10000,
tiles = {"default_grass.png"},
drop = "",
groups = {unbreakable = 1, not_in_creative_inventory = maptools.creative},
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_grass_footstep", gain=0.4},
}),
})
for slab_num = 1,3,1 do
minetest.register_node("maptools:slab_grass_" .. slab_num * 4, {
description = S("Grass Slab"),
range = 12,
stack_max = 10000,
tiles = {"default_grass.png", "default_dirt.png", "default_dirt.png^maptools_grass_side_" .. slab_num * 4 .. ".png"},
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, -0.5 + slab_num * 0.25, 0.5},
},
sunlight_propagates = true,
paramtype = "light",
paramtype2 = "facedir",
drop = "",
groups = {unbreakable = 1, not_in_creative_inventory = maptools.creative},
sounds = default.node_sound_dirt_defaults({footstep = {name="default_grass_footstep", gain = 0.4}}),
})
end
minetest.register_node("maptools:cobble", {
description = S("Unbreakable Cobblestone"),
range = 12,
stack_max = 10000,
tiles = {"default_cobble.png"},
drop = "",
groups = {unbreakable = 1, not_in_creative_inventory = maptools.creative},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("maptools:mossycobble", {
description = S("Unbreakable Mossy Cobblestone"),
range = 12,
stack_max = 10000,
tiles = {"default_mossycobble.png"},
drop = "",
groups = {unbreakable = 1, not_in_creative_inventory = maptools.creative},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("maptools:brick", {
description = S("Unbreakable Brick"),
range = 12,
stack_max = 10000,
tiles = {"default_brick.png"},
drop = "",
groups = {unbreakable = 1, not_in_creative_inventory = maptools.creative},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("maptools:coalblock", {
description = S("Unbreakable Coal Block"),
range = 12,
stack_max = 10000,
tiles = {"default_coal_block.png"},
drop = "",
groups = {unbreakable = 1, not_in_creative_inventory = maptools.creative},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("maptools:steelblock", {
description = S("Unbreakable Steel Block"),
range = 12,
stack_max = 10000,
tiles = {"default_steel_block.png"},
drop = "",
groups = {unbreakable = 1, not_in_creative_inventory = maptools.creative},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("maptools:goldblock", {
description = S("Unbreakable Gold Block"),
range = 12,
stack_max = 10000,
tiles = {"default_gold_block.png"},
drop = "",
groups = {unbreakable = 1, not_in_creative_inventory = maptools.creative},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("maptools:copperblock", {
description = S("Unbreakable Copper Block"),
range = 12,
stack_max = 10000,
tiles = {"default_copper_block.png"},
drop = "",
groups = {unbreakable = 1, not_in_creative_inventory = maptools.creative},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("maptools:bronzeblock", {
description = S("Unbreakable Bronze Block"),
range = 12,
stack_max = 10000,
tiles = {"default_bronze_block.png"},
drop = "",
groups = {unbreakable = 1, not_in_creative_inventory = maptools.creative},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("maptools:diamondblock", {
description = S("Unbreakable Diamond Block"),
range = 12,
stack_max = 10000,
tiles = {"default_diamond_block.png"},
drop = "",
groups = {unbreakable = 1, not_in_creative_inventory = maptools.creative},
sounds = default.node_sound_stone_defaults(),
})
-- Farming:
minetest.register_node("maptools:soil_wet", {
description = "Wet Soil",
range = 12,
stack_max = 10000,
tiles = {"default_dirt.png^farming_soil_wet.png", "default_dirt.png^farming_soil_wet_side.png"},
drop = "",
groups = {unbreakable = 1, not_in_creative_inventory = maptools.creative, soil = 3, wet = 1, grassland = 1},
sounds = default.node_sound_dirt_defaults(),
})
minetest.register_node("maptools:desert_sand_soil_wet", {
description = "Wet Desert Sand Soil",
range = 12,
stack_max = 10000,
drop = "",
tiles = {"farming_desert_sand_soil_wet.png", "farming_desert_sand_soil_wet_side.png"},
groups = {unbreakable = 1, not_in_creative_inventory = maptools.creative, soil = 3, wet = 1, desert = 1},
sounds = default.node_sound_sand_defaults(),
})
|
local PANEL = {}
function PANEL:Init()
//self:SetTitle( "" )
//self:ShowCloseButton( false )
//self:SetDraggable( false )
self.Items = {}
self.List = vgui.Create( "DListView", self )
local col1 = self.List:AddColumn( "Ordered Item" )
local col2 = self.List:AddColumn( "Cost" )
col1:SetMinWidth( 150 )
col2:SetMinWidth( 50 )
col2:SetMaxWidth( 100 )
self.Button = vgui.Create( "DImageButton", self )
self.Button:SetImage( "toxsin/airdrop" )
self.Button.OnMousePressed = function() self.List:Clear() self.Items = {} RunConsoleCommand( "ordershipment" ) RunConsoleCommand( "gm_showteam" ) end
end
function PANEL:AddItems( id, amt )
local tbl = item.GetByID( id )
if tbl.Price * amt > LocalPlayer():GetNWInt( "Cash", 0 ) then return end
for i=1,amt do
table.insert( self.Items, id )
end
self.List:Clear()
for k,v in pairs( self.Items ) do
local tbl = item.GetByID( v )
self.List:AddLine( tbl.Name, tbl.Price )
end
end
function PANEL:GetPadding()
return 5
end
function PANEL:PerformLayout()
local x,y = self:GetPadding(), self:GetPadding() + 30
self.List:SetSize( self:GetWide() * 0.5 - ( 2 * self:GetPadding() ), self:GetTall() - ( 2 * self:GetPadding() ) - 30 )
self.List:SetPos( x, y )
self.Button:SetSize( self:GetWide() * 0.5 - ( 2 * self:GetPadding() ), self:GetTall() - ( 2 * self:GetPadding() ) - 30 )
self.Button:SetPos( x + self.List:GetWide() + self:GetPadding(), self:GetPadding() + 30 )
self:SizeToContents()
end
function PANEL:Paint()
draw.RoundedBox( 4, 0, 0, self:GetWide(), self:GetTall(), Color( 0, 0, 0, 255 ) )
draw.RoundedBox( 4, 1, 1, self:GetWide() - 2, self:GetTall() - 2, Color( 150, 150, 150, 150 ) )
draw.SimpleText( "Shipment Display", "ItemDisplayFont", self:GetWide() * 0.5, 10, Color( 255, 255, 255, 255 ), TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER )
end
derma.DefineControl( "ShopMenu", "A shop menu.", PANEL, "PanelBase" )
|
local market_pin_map = require("qnFiles/qnPlist/hall/market_pin");
require("uiex/spannableText");
local RechargeVipItem = class(CommonGameLayer, false);
RechargeVipItem.s_vipNameMap =
{
["VIP月卡"] = "vip_month_title.png",
["VIP周卡"] = "vip_week_title.png",
["VIP体验卡"] = "vip_experience_title.png",
};
RechargeVipItem.s_controls =
{
itemBtn = 1,
vip_name = 2,
vip_type = 3,
vip_price_img = 4,
vip_price_txt = 5,
vip_info_txt = 6,
vip_img = 7,
};
RechargeVipItem.ctor = function(self, data)
super(self, require(RechargeViewPath.."rechargeVipItem") );
self:setSize( self.m_root:getSize() );
self.m_data = data;
self:showContent();
end
RechargeVipItem.dtor = function(self)
ImageCache.getInstance():cleanRef(self);
end
RechargeVipItem.showContent = function(self)
local vipName = self:findViewById(self.s_controls.vip_name);
vipName:setText(self.m_data.name);
local fileVipName = RechargeVipItem.s_vipNameMap[self.m_data.name];
local vipImage = self:findViewById(self.s_controls.vip_img);
if fileVipName then
vipImage:setFile(market_pin_map[fileVipName]);
vipImage:setVisible(true);
else
vipImage:setVisible(false);
vipName:setVisible(true);
end
local vip_price_img = self:findViewById(self.s_controls.vip_price_img);
local vip_price_txt = self:findViewById(self.s_controls.vip_price_txt);
local priceImage = RechargeDataInterface.getInstance():getGoodPriceImage(self.m_data.pamount);
if priceImage then
vip_price_img:setVisible(true);
vip_price_txt:setVisible(false);
vip_price_img:setFile(priceImage);
else
vip_price_img:setVisible(false);
vip_price_txt:setVisible(true);
vip_price_txt:setText(string.concat(self.m_data.pamount,"元"));
end
self:findViewById(self.s_controls.vip_info_txt):setText(self.m_data.desc);
self:findViewById(self.s_controls.vip_info_txt):setScrollBarWidth(0)
if not string.isEmpty(self.m_data.icon) then
ImageCache.getInstance():request(self.m_data.icon, self, self.onDownLoadIcon);
end
end
RechargeVipItem.onDownLoadIcon = function(self, url, imagePath, item)
if imagePath then
self:findViewById(self.s_controls.vip_type):setFile(imagePath);
end
end
RechargeVipItem.onPayVipClick = function(self)
if self.m_data then
EventDispatcher.getInstance():dispatch(RechargeController.s_pay, PayConfig.eGoodsListId.MarketVip, self.m_data);
UBReport.getInstance():report(UBConfig.kHallMallItemClick, self.m_data.id or "");
end
end
RechargeVipItem.s_controlConfig =
{
[RechargeVipItem.s_controls.itemBtn] = {"itemBtn"},
[RechargeVipItem.s_controls.vip_name] = {"itemBtn", "vip_name"},
[RechargeVipItem.s_controls.vip_type] = {"itemBtn","vip_type"},
[RechargeVipItem.s_controls.vip_price_img] = {"itemBtn", "vip_price_bg", "vip_price_img"},
[RechargeVipItem.s_controls.vip_price_txt] = {"itemBtn", "vip_price_bg", "vip_price_txt"},
[RechargeVipItem.s_controls.vip_info_txt] = {"itemBtn", "vip_desc_bg", "vip_info_txt"},
[RechargeVipItem.s_controls.vip_img] = {"itemBtn", "vip_img"},
};
RechargeVipItem.s_controlFuncMap =
{
[RechargeVipItem.s_controls.itemBtn] = RechargeVipItem.onPayVipClick,
};
return RechargeVipItem; |
--[[
temps v1.0
Copyright © 2017, Mojo
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
* Neither the name of temps nor the
names of its contributors may be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL Mojo BE LIABLE FOR ANY
DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
]]
_addon.name = 'temps'
_addon.author = 'Mojo'
_addon.version = '1.0'
_addon.command = 'temps'
require('chat')
require('logger')
require('pack')
config = require('config')
items = require('items')
packets = require('packets')
local help_text = [[
temps - Command List:
1. help - Displays this help menu.
2. buy - Buys all temporary items in an escha zone.
* buy - Buys all temporary items.
* buy radialens - Buys all temporary items and also
attempts to buy a radialens, even if it is on your
blacklist or if you already have one.
3. blacklist - Add(a)/Remove(r) items from your blacklist.
* blacklist add radialens - Adds radialens to your
blacklist.
* blacklist a radialens - Adds radialens to your blacklist.
* blacklist remove radialens - Removes radialens from
your blacklist.
* blacklist r radialens - Removes radialens from your
blacklist.
4. turbo - Toggle the turbo feature.
* turbo - Enables or disables the turbo feature.
Notes:
You must be near an escha NPC that sells temporary
items. A buy radialens command will refresh your
radialens duration in the event that you already have
one.
]]
local defaults = {
turbo = false,
blacklist = S{
'mollifier',
'primeval brew',
'radialens',
}
}
local settings = config.load('settings.xml', defaults)
local handlers = {}
local state = 'idle'
local zone = nil
local force = nil
local silt = 0
local key_ids = {}
local key_items = 0
local outstanding = 0
local inflight = {}
local temp_items = {
[1] = 0,
[2] = 0,
}
local conditions = {
temps = false,
busy = false,
}
local zones = {
[288] = {npc = "Affi", menu = 9701},
[289] = {npc = "Dremi", menu = 9701},
[291] = {npc = "Shiftrix", menu = 9701},
}
local function busy_wait(block, timeout, message)
local start = os.time()
while conditions[block] and ((os.time() - start) < timeout) do
coroutine.sleep(.1)
end
if os.time() - start >= timeout then
conditions[block] = false
return "timed out - %s":format(message)
end
end
local function validate(constrain)
zone = windower.ffxi.get_info()['zone']
if zones[zone] then
local npc = windower.ffxi.get_mob_by_name(zones[zone].npc)
if npc and ((math.sqrt(npc.distance) < 6) or (not constrain)) then
return npc
else
error("Too far from %s.":format(zones[zone].npc))
end
else
error("Not in an Escha zone.")
end
end
local function has_item(item)
if item.key_item then
return (math.floor(key_items/math.pow(2, item.offset)) % 2) == 1
else
return (math.floor(temp_items[math.floor(item.offset/32) + 1]/math.pow(2, item.offset % 32)) % 2) == 1
end
end
local function force_purchase(item)
return (item.name == force)
end
local function ignore_item(item)
return settings.blacklist:contains(item.name:lower())
end
local function purchase_items()
local npc = validate()
local count = 0
for item_id, item in pairs(items) do
if force_purchase(item) or (not has_item(item)) then
if ignore_item(item) and (not force_purchase(item)) then
windower.add_to_chat(100, string.format("Ignoring \30\2%s\30\43.", item.name))
else
local p = packets.new('outgoing', 0x5b, {
["Target"] = npc.id,
["Option Index"] = item.option,
["Target Index"] = npc.index,
["Automated Message"] = true,
["Zone"] = zone,
["Menu ID"] = zones[zone].menu,
})
windower.add_to_chat(100, string.format("Purchasing \30\2%s\30\43.", item.name))
packets.inject(p)
state = 'purchase'
inflight[item_id] = true
count = count + 1
if not settings.turbo then
coroutine.sleep(1)
end
end
end
end
if count == 0 then
windower.add_to_chat(100, "No temporary items to buy.")
else
outstanding = outstanding + count
if outstanding == 0 then
windower.add_to_chat(100, "Finished purchasing all temporary items.")
end
end
end
local function exit_menu(id, data, modified, injected, blocked)
if (id == 0x5b) and ((state == 'init') or (state == 'purchase')) then
local p = packets.parse('outgoing', data)
local npc = validate()
if (p['Target'] == npc.id) and not p['Automated Message'] then
outstanding = 0
state = 'idle'
end
end
end
local function observe_temps(id, data, modified, injected, blocked)
if (id == 0x5c) and conditions['temps'] then
local p = packets.parse('incoming', data)
temp_items[1] = p['Menu Parameters']:unpack('I', 1)
temp_items[2] = p['Menu Parameters']:unpack('I', 5)
conditions['temps'] = false
end
end
local function process_dialogue_event(id, data, modified, injected, blocked)
if (id == 0x34) and (state == 'init') then
local p = packets.parse('incoming', data)
state = 'purchase'
silt = p['Menu Parameters']:unpack('I', 5)
key_items = p['Menu Parameters']:unpack('I', 9)
conditions['temps'] = true
busy_wait('temps', 10, 'observe temp items')
purchase_items()
end
end
local function check_inflight(iid)
if (inflight[iid]) then
inflight[iid] = nil
outstanding = outstanding - 1
if outstanding == 0 then
windower.add_to_chat(100, "Finished purchasing all temporary items.")
end
end
end
local function receive_item(id, data, modified, injected, blocked)
if (id == 0x20) and (state == 'purchase') then
local p = packets.parse('incoming', data)
check_inflight(p['Item'])
end
end
local function obtained_key_item(p, item_id)
if (math.floor(item_id/512) == p['Type']) then
local bit = item_id % 512
local n = bit % 8
local character = math.floor(bit/8) + 1
return ((math.floor(p['Key item available']:byte(character)/math.pow(2, n)) % 2) == 1)
else
return false
end
end
local function receive_key_items(id, data, modified, injected, blocked)
if (id == 0x55) and (state == 'purchase') then
local p = packets.parse('incoming', data)
for k, v in pairs(inflight) do
if obtained_key_item(p, k) then
check_inflight(k)
end
end
end
end
local function validate_item(item)
for k, v in pairs(items) do
if item:lower() == v.name:lower() then
return v.name
end
end
error("%s not found in items list.":format(item))
end
local function start(override)
if not (state == 'idle') then
return error("Addon is busy.")
elseif override then
force = validate_item(override)
if not force then
return
else
notice("Override provided for %s.":format(force))
end
else
force = nil
end
local npc = validate(true)
if npc then
local p = packets.new('outgoing', 0x01a, {
["Target"] = npc.id,
["Target Index"] = npc.index,
})
packets.inject(p)
state = 'init'
else
state = 'idle'
end
end
local function help()
windower.add_to_chat(100, help_text)
end
local function blacklist(cmd, name)
if not cmd then
return error("No blacklist command provided.")
elseif not S{'add', 'a', 'remove', 'r'}:contains(cmd) then
return error("Unknown blacklist command %s.":format(cmd))
elseif not name then
return error("No blacklist command parameter provided.")
end
local item = validate_item(name)
if not item then
return
elseif S{'add', 'a'}:contains(cmd) then
notice("Adding %s to your blacklist.":format(item))
settings.blacklist:add(item:lower())
else
notice("Removing %s from your blacklist.":format(item))
settings.blacklist:remove(item:lower())
end
settings:save()
end
local function turbo()
if settings.turbo then
notice("Disabling turbo.")
settings.turbo = false
else
notice("Enabling turbo.")
settings.turbo = true
end
settings:save()
end
local function handle_command(cmd, ...)
local cmd = cmd and cmd:lower() or 'help'
if handlers[cmd] then
handlers[cmd](...)
else
error("Unknown command %s.":format(cmd))
end
end
handlers['buy'] = start
handlers['help'] = help
handlers['blacklist'] = blacklist
handlers['turbo'] = turbo
windower.register_event('incoming chunk', process_dialogue_event)
windower.register_event('incoming chunk', receive_item)
windower.register_event('incoming chunk', receive_key_items)
windower.register_event('incoming chunk', observe_temps)
windower.register_event('outgoing chunk', exit_menu)
windower.register_event('addon command', handle_command)
|
local cel = require 'cel'
local M = {
red=cel.color.rgb(1, 0, 0),
yellow=cel.color.rgb(1, 1, 0),
green=cel.color.rgb(0, 1, 0),
blue=cel.color.rgb(0, 0, 1),
blue5=cel.color.setsaturation(cel.color.rgb(0, 0, 1), .5),
cyan=cel.color.rgb(0, 1, 1),
cyan5=cel.color.setsaturation(cel.color.rgb(0, 1, 1), .5),
cyan8=cel.color.setsaturation(cel.color.rgb(0, 1, 1), .8),
black=cel.color.rgb(0, 0, 0),
gray1=cel.color.rgb(.1, .1, .1),
gray2=cel.color.rgb(.2, .2, .2),
gray3=cel.color.rgb(.3, .3, .3),
gray4=cel.color.rgb(.4, .4, .4),
gray5=cel.color.rgb(.5, .5, .5),
gray6=cel.color.rgb(.6, .6, .6),
gray7=cel.color.rgb(.7, .7, .7),
gray8=cel.color.rgb(.8, .8, .8),
gray9=cel.color.rgb(.9, .9, .9),
white=cel.color.rgb(1, 1, 1),
oceanblue=cel.color.rgb8(0, 136, 204),
}
M.themecolor = M.oceanblue
M.themebordercolor = M.white
M.themetextcolor = M.white
M.themecomplement = cel.color.getcomplement(M.themecolor, nil, .6, 1)
M.themecomplementlight = cel.color.getcomplement(M.themecolor, nil, .8, 1)
return M
|
PLUGIN.name = "Weapon Select"
PLUGIN.author = "STEAM_0:1:29606990"
PLUGIN.description = "A replacement for the default weapon selection."
if (SERVER) then return end
if (CLIENT) then
ix.hotbar = ix.hotbar or {
activeSlot = 0,
lastSwitch = 0,
animDelay = 2,
animLength = 1,
weaponSlots = {},
panel = nil
}
function PLUGIN:LoadFonts(font)
surface.CreateFont("GmodZ_HB_SlotLabel", {
font = font,
size = 16,
weight = 300
})
surface.CreateFont("GmodZ_HB_ActiveSlot", {
font = font,
size = ScreenScale(18),
weight = 0
})
surface.CreateFont("GmodZ_HB_InactiveSlot", {
font = font,
size = ScreenScale(12),
weight = 0
})
end
function ix.hotbar.OnIndexChanged(weapon)
if (IsValid(weapon)) then
ix.hotbar.lastSwitch = CurTime() + ix.hotbar.animDelay
if (!IsValid(ix.hotbar.panel)) then
ix.hotbar.panel = vgui.Create("gmodz_hotbar")
end
ix.hotbar.panel:InvalidateLayout(true)
end
end
function ix.hotbar.Hide()
if (!IsValid(ix.hotbar.panel)) then return end
ix.hotbar.panel:Remove()
ix.hotbar.panel = nil
end
function ix.hotbar.ReformatWeaponSelect()
if (IsValid(ix.hotbar.panel)) then return end
local items = {}
ix.hotbar.weaponSlots = {}
ix.hotbar.weaponSlots[1] = 0 -- hands
local weapons = LocalPlayer():GetWeapons()
local model, name
for k, v in pairs(LocalPlayer():GetItems() or {}) do
if (v.isWeapon and v:GetData("equip")) then
for k2, v2 in ipairs(weapons) do
if (v.class == v2:GetClass() and !items[v.class]) then
name = v2:GetPrintName():utf8upper()
model = #v2:GetWeaponWorldModel() > 0 and v2:GetWeaponWorldModel() or v:GetWeaponViewModel()
ix.hotbar.weaponSlots[#ix.hotbar.weaponSlots + 1] = {k2, v2, name, model}
items[v.class] = true
end
end
end
end
for k, v in ipairs(weapons) do
if (items[v:GetClass()]) then goto SKIP end
name = v:GetPrintName():utf8upper()
model = #v:GetWeaponWorldModel() > 0 and v:GetWeaponWorldModel() or v:GetWeaponViewModel()
if (v:GetClass() == "ix_hands") then
ix.hotbar.weaponSlots[1] = {k, v, name, model}
else
ix.hotbar.weaponSlots[#ix.hotbar.weaponSlots + 1] = {k, v, name, model}
end
::SKIP::
end
end
function PLUGIN:HUDShouldDraw(name)
if (name == "CHudWeaponSelection") then
return false
end
end
function PLUGIN:PlayerBindPress(client, bind, pressed)
bind = bind:lower()
if (!pressed or !bind:find("invprev") and !bind:find("invnext")
and !bind:find("slot") and !bind:find("attack")) then
return
end
local currentWeapon = client:GetActiveWeapon()
local bValid = IsValid(currentWeapon)
local bTool
if (client:InVehicle() or (bValid and currentWeapon:GetClass() == "weapon_physgun" and client:KeyDown(IN_ATTACK))) then
return
end
if (bValid and currentWeapon:GetClass() == "gmod_tool") then
local tool = client:GetTool()
bTool = tool and (tool.Scroll != nil)
end
if (!bind:find("attack")) then
ix.hotbar.ReformatWeaponSelect()
end
if (bind:find("invprev") and !bTool) then
local oldIndex = ix.hotbar.activeSlot
ix.hotbar.activeSlot = math.min(ix.hotbar.activeSlot + 1, #ix.hotbar.weaponSlots)
if (oldIndex != ix.hotbar.activeSlot and ix.hotbar.weaponSlots[ix.hotbar.activeSlot]) then
ix.hotbar.OnIndexChanged(ix.hotbar.weaponSlots[ix.hotbar.activeSlot][2])
end
return true
elseif (bind:find("invnext") and !bTool) then
local oldIndex = ix.hotbar.activeSlot
ix.hotbar.activeSlot = math.max(ix.hotbar.activeSlot - 1, 1)
if (oldIndex != ix.hotbar.activeSlot and ix.hotbar.weaponSlots[ix.hotbar.activeSlot]) then
ix.hotbar.OnIndexChanged(ix.hotbar.weaponSlots[ix.hotbar.activeSlot][2])
end
return true
elseif (bind:find("slot")) then
ix.hotbar.activeSlot = math.Clamp(tonumber(bind:match("slot(%d)")) or 1, 1, #ix.hotbar.weaponSlots)
if (ix.hotbar.weaponSlots[ix.hotbar.activeSlot]) then
ix.hotbar.OnIndexChanged(ix.hotbar.weaponSlots[ix.hotbar.activeSlot][2])
end
return true
elseif (bind:find("attack") and IsValid(ix.hotbar.panel)) then
local weapon = ix.hotbar.weaponSlots[ix.hotbar.activeSlot]
if (weapon and IsValid(weapon[2])) then
LocalPlayer():EmitSound(hook.Run("WeaponSelectSound", weapon[2]) or "HL2Player.Use")
input.SelectWeapon(weapon[2])
ix.hotbar.Hide()
end
return true
end
end
function PLUGIN:Think()
if (!IsValid(LocalPlayer()) or !LocalPlayer():Alive()) then
ix.hotbar.Hide()
end
end
function PLUGIN:ScoreboardShow()
ix.hotbar.Hide()
end
end
|
--LOVELY_WINDOWS, a window/screen manager module/library for Love2D
--FEATURES:
--easily switch window dimensions
--add key input
--handles ratio
--MIT LICENSE
--@flamendless
local WINDOW = {}
local _window = {}
local WIDTH = {}
local HEIGHT = {}
local currentMode = "f1"
function WINDOW.initialize(gameWidth,gameHeight)
_window.windowWidth = love.graphics.getWidth()
_window.windowHeight = love.graphics.getHeight()
_window.gameWidth = gameWidth or love.graphics.getWidth()
_window.gameHeight = gameHeight or love.graphics.getHeight()
_window.ratio = math.min(_window.windowWidth/_window.gameWidth,
_window.windowHeight/_window.gameHeight)
end
function WINDOW.getRatio()
return _window.ratio
end
function WINDOW.keyInput(key)
if WIDTH[key] ~= nil then
WINDOW.switch(key)
end
end
function WINDOW.switch(key)
if key ~= currentMode then
love.window.setMode(WIDTH[key], HEIGHT[key])
WINDOW.initialize(_window.gameWidth,_window.gameHeight)
currentMode = key
end
end
function WINDOW.addInputTable(tab)
if type(tab) == "table" then
for k,v in pairs(tab) do
WIDTH[k] = v[1]
HEIGHT[k] = v[2]
end
end
end
function WINDOW.listInput()
for k,v in pairs(WIDTH) do
print("WIDTH:KEY " .. k .. "|| SIZE: " .. v )
end
for k,v in pairs(HEIGHT) do
print("HEIGHT:KEY " .. k .. "|| SIZE: " .. v )
end
end
return WINDOW
|
ITEM.ID = "radio";
ITEM.Name = "Radio";
ITEM.Description = "A radio, with controllable frequency.";
ITEM.Model = "models/items/combine_rifle_cartridge01.mdl";
ITEM.Weight = 1;
ITEM.FOV = 10;
ITEM.CamPos = Vector( -0.08, 50, 50 );
ITEM.LookAt = Vector( 0, 0, 0 );
ITEM.BulkPrice = 250;
ITEM.License = LICENSE_BLACK;
ITEM.Usable = true;
ITEM.UseText = "Channel";
ITEM.OnPlayerUse = function( self, ply )
if( CLIENT ) then
if( GAMEMODE:LookupCombineFlag( ply:ActiveFlag() ) ) then
GAMEMODE:AddChat( Color( 200, 0, 0, 255 ), "CombineControl.ChatNormal", "Your Combine radio channel is hardcoded...", { CB_ALL, CB_IC } );
return;
end
CCP.RadioSelector = vgui.Create( "DFrame" );
CCP.RadioSelector:SetSize( 250, 114 );
CCP.RadioSelector:Center();
CCP.RadioSelector:SetTitle( "Change Channel (0-999)" );
CCP.RadioSelector.lblTitle:SetFont( "CombineControl.Window" );
CCP.RadioSelector:MakePopup();
CCP.RadioSelector.PerformLayout = CCFramePerformLayout;
CCP.RadioSelector:PerformLayout();
CCP.RadioSelector.Entry = vgui.Create( "DTextEntry", CCP.RadioSelector );
CCP.RadioSelector.Entry:SetFont( "CombineControl.LabelBig" );
CCP.RadioSelector.Entry:SetPos( 10, 34 );
CCP.RadioSelector.Entry:SetSize( 100, 30 );
CCP.RadioSelector.Entry:PerformLayout();
CCP.RadioSelector.Entry:RequestFocus();
CCP.RadioSelector.Entry:SetNumeric( true );
CCP.RadioSelector.Entry:SetValue( ply:RadioFreq() );
CCP.RadioSelector.Entry:SetCaretPos( string.len( CCP.RadioSelector.Entry:GetValue() ) );
CCP.RadioSelector.OK = vgui.Create( "DButton", CCP.RadioSelector );
CCP.RadioSelector.OK:SetFont( "CombineControl.LabelSmall" );
CCP.RadioSelector.OK:SetText( "OK" );
CCP.RadioSelector.OK:SetPos( 190, 74 );
CCP.RadioSelector.OK:SetSize( 50, 30 );
function CCP.RadioSelector.OK:DoClick()
local val = tonumber( CCP.RadioSelector.Entry:GetValue() );
if( val >= 0 ) then
if( val <= 999 ) then
CCP.RadioSelector:Remove();
GAMEMODE:AddChat( Color( 200, 200, 200, 255 ), "CombineControl.ChatNormal", "Your radio channel is now " .. tostring( val ) .. ".", { CB_ALL, CB_IC } );
net.Start( "nChangeRadio" );
net.WriteFloat( val );
net.SendToServer();
else
GAMEMODE:AddChat( Color( 200, 0, 0, 255 ), "CombineControl.ChatNormal", "Highest channel is 999.", { CB_ALL, CB_IC } );
end
else
GAMEMODE:AddChat( Color( 200, 0, 0, 255 ), "CombineControl.ChatNormal", "Lowest channel is 0.", { CB_ALL, CB_IC } );
end
end
CCP.RadioSelector.OK:PerformLayout();
CCP.RadioSelector.Entry.OnEnter = CCP.RadioSelector.OK.DoClick;
end
end |
-----------------------------------------
-- ID: 4265
-- Item: Black Drop
-- Transports the user to their Home Point
-----------------------------------------
require("scripts/globals/status")
require("scripts/globals/msg")
function onItemCheck(target)
if (target:hasStatusEffect(tpz.effect.MEDICINE)) then
return tpz.msg.basic.ITEM_NO_USE_MEDICATED
end
return 0
end
function onItemUse(target)
target:addStatusEffect(tpz.effect.MEDICINE, 0, 0, 3600)
target:warp()
end
|
--[[============================================================================
ProcessSlicer.lua
============================================================================]]--
--[[
ProcessSlicer allows you to slice up a function which takes a lot of
processing time into multiple calls via Lua coroutines.
* Example usage:
local slicer = ProcessSlicer(my_process_func, my_callback, arg1, argX)
-- The optional callback function will be called when the process has
-- finished. If the process has a return value, the callback will be
-- called with the return value as argument.
-- If you don't want a callback, but want to add arguments, replace
-- my_callback with nil.
-- This starts calling 'my_process_func' in idle, passing all arguments
-- you've specified in the ProcessSlicer constructor.
slicer:start()
-- To abort a running sliced process, you can call "stop" at any time
-- from within your processing function of outside of it in the main thread.
-- As soon as your process function returns, the slicer is automatically
-- stopped.
slicer:stop()
-- To give processing time back to Renoise, call 'coroutine.yield()'
-- anywhere in your process function to temporarily yield back to Renoise:
function my_process_func()
for j=1,100 do
-- do something that needs a lot of time, and periodically call
-- "coroutine.yield()" to give processing time back to Renoise. Renoise
-- will switch back to this point of the function as soon as has done
-- "its" job:
coroutine.yield()
end
end
* Drawbacks:
By slicing your processing function, you will also slice any changes that are
done to the Renoise song into multiple undo actions (one action per slice/yield).
Modal dialogs will block the slicer, cause on_idle notifications are not fired then.
It will even block your own process GUI when trying to show it modal.
]]
class "ProcessSlicer"
function ProcessSlicer:__init(process_func, callback, ...)
assert(type(process_func) == "function",
"expected a function as first argument")
assert(callback == nil or type(callback) == "function",
"expected nil or a function as second argument")
self.__process_func = process_func
self.__process_func_args = arg
self.__process_thread = nil
self.__callback = callback
self.__data = nil
end
--------------------------------------------------------------------------------
-- returns true when the current process currently is running
function ProcessSlicer:running()
return (self.__process_thread ~= nil)
end
--------------------------------------------------------------------------------
-- start a process
function ProcessSlicer:start()
assert(not self:running(), "process already running")
self.__process_thread = coroutine.create(self.__process_func)
renoise.tool().app_idle_observable:add_notifier(
ProcessSlicer.__on_idle, self)
end
--------------------------------------------------------------------------------
-- stop a running process
function ProcessSlicer:stop()
assert(self:running(), "process not running")
renoise.tool().app_idle_observable:remove_notifier(
ProcessSlicer.__on_idle, self)
self.__process_thread = nil
end
--------------------------------------------------------------------------------
-- reverse of unpack: puts any number of arguments into a table
local function pack(...)
return arg
end
--------------------------------------------------------------------------------
-- function that gets called from Renoise to do idle stuff. switches back
-- into the processing function or detaches the thread
function ProcessSlicer:__on_idle()
assert(self.__process_thread ~= nil, "ProcessSlicer internal error: "..
"expected no idle call with no thread running")
-- continue or start the process while its still active
if (coroutine.status(self.__process_thread) == 'suspended') then
local result = pack(coroutine.resume(
self.__process_thread, unpack(self.__process_func_args))
)
local succeeded = result[1]
table.remove(result,1)
result.n = nil
self.__data = result
if (not succeeded) then
-- stop the process on errors
self:stop()
-- and forward the error to the main thread
error(result[2])
end
-- stop when the process function completed
elseif (coroutine.status(self.__process_thread) == 'dead') then
self:stop()
if (self.__callback ~= nil) then
self.__callback(self.__data)
end
end
end
|
local AssistDescConfig=nil
local function loadAssistDescConfig(id)
AssistDescConfig= AssistDescConfig or LoadDatabaseWithKey("function_info", "function_id") or {}
if not AssistDescConfig[id] then
ERROR_LOG(id.."在配置表function_info的function_id列不存在")
end
return AssistDescConfig[id] or {}
end
local Tips_list_Config = nil
local function GetTipsConfig(gid)
if Tips_list_Config== nil then
Tips_list_Config = {}
DATABASE.ForEach("tips", function(row)
Tips_list_Config[row.gid] = row.tips
end)
end
if gid then
return Tips_list_Config[gid]
else
return Tips_list_Config
end
end
local consume_Config=nil
local function loadConsumeConfig(id)
consume_Config = consume_Config or LoadDatabaseWithKey("common_consume", "id") or {}
return consume_Config[id] or {}
end
local showItemDescConfig = nil;--节日商店类型描述
local function GetShowItemDescConfig(type)
if showItemDescConfig == nil then
showItemDescConfig = LoadDatabaseWithKey("show_wenzi", "type");
end
if type then
return showItemDescConfig[type];
else
return showItemDescConfig;
end
end
return {
GetAssistDescConfig = loadAssistDescConfig,--获取描述Text
GetTipsConfig=GetTipsConfig,--获取提示配置
GetConsumeConfig=loadConsumeConfig,
GetShowItemDescConfig=GetShowItemDescConfig,
}
|
mesecon.on_placenode = function (pos, node)
if mesecon:is_receptor_on(node.name) then
mesecon:receptor_on(pos, mesecon:receptor_get_rules(node))
elseif mesecon:is_powered(pos) then
if mesecon:is_conductor(node.name) then
mesecon:turnon (pos)
mesecon:receptor_on (pos, mesecon:conductor_get_rules(node))
else
mesecon:changesignal(pos, node)
mesecon:activate(pos, node)
end
elseif mesecon:is_conductor_on(node.name) then
mesecon:swap_node(pos, mesecon:get_conductor_off(node.name))
elseif mesecon:is_effector_on (node.name) then
mesecon:deactivate(pos, node)
end
end
mesecon.on_dignode = function (pos, node)
if mesecon:is_conductor_on(node.name) then
mesecon:receptor_off(pos, mesecon:conductor_get_rules(node))
elseif mesecon:is_receptor_on(node.name) then
mesecon:receptor_off(pos, mesecon:receptor_get_rules(node))
end
end
minetest.register_on_placenode(mesecon.on_placenode)
minetest.register_on_dignode(mesecon.on_dignode)
|
-- This file applies a patch from
-- https://github.com/3scale/lua-resty-limit-traffic/commit/c53f2240e953a9656580dbafcc142363ab063100
-- It can be removed when https://github.com/openresty/lua-resty-limit-traffic/pull/34 is merged and released.
local _M = {}
local resty_limit_count = require('resty.limit.count')
local setmetatable = setmetatable
local mt = {
__index = _M
}
function _M.new(...)
local lim, err = resty_limit_count.new(...)
if lim then
return setmetatable(lim, mt)
else
return nil, err
end
end
function _M.incoming(self, key, commit)
local dict = self.dict
local limit = self.limit
local window = self.window
local count, err
if commit then
count, err = dict:incr(key, 1, 0, window)
if not count then
return nil, err
end
if count > limit then
count, err = dict:incr(key, -1)
if not count then
return nil, err
end
return nil, "rejected"
end
else
count = (dict:get(key) or 0) + 1
end
if count > limit then
return nil, "rejected"
end
return 0, limit - count
end
-- uncommit remaining and return remaining value
function _M.uncommit(self, key)
assert(key)
local dict = self.dict
local limit = self.limit
local count, err = dict:incr(key, -1)
if not count then
if err == "not found" then
count = 0
else
return nil, err
end
end
return limit - count
end
return setmetatable(_M, { __index = resty_limit_count })
|
slot0 = class("AttachmentBombEnemyCell", import("view.level.cell.StaticCellView"))
slot0.StateLive = 1
slot0.StateDead = 2
slot0.GetOrder = function (slot0)
return ChapterConst.CellPriorityAttachment
end
slot0.Update = function (slot0)
slot1 = slot0.info
if IsNil(slot0.go) then
slot0:PrepareBase("bomb_enemy_" .. slot1.attachmentId)
end
slot2 = slot0.state
if slot1.flag == 0 and slot0.state ~= slot0.StateLive then
slot0.state = slot0.StateLive
slot0.dead = nil
slot0:ClearLoader()
slot3 = pg.specialunit_template[slot1.attachmentId]
slot0:GetLoader():GetPrefab("leveluiview/Tpl_Enemy", "Tpl_Enemy", function (slot0)
setParent(slot0, slot0.tf)
tf(slot0).anchoredPosition = Vector2(0, 10)
slot0:GetLoader():GetSprite("enemies/" .. slot1.prefab, "", findTF(slot0, "icon"))
slot1(findTF(slot0, "titleContain/bg_s"), slot1.enemy_point == 5)
slot1(findTF(slot0, "titleContain/bg_m"), slot1.enemy_point == 8)
slot1(findTF(slot0, "titleContain/bg_h"), slot1.enemy_point == 10)
slot0.enemy = slot0
slot0:ResetCanvasOrder()
slot0:Update()
end)
elseif slot1.flag == 1 and slot0.state ~= slot0.StateDead then
slot0.state = slot0.StateDead
slot0.enemy = nil
slot0.ClearLoader(slot0)
slot3 = pg.land_based_template[slot1.attachmentId]
slot0:GetLoader():GetPrefab("leveluiview/Tpl_Dead", "Tpl_Dead", function (slot0)
setParent(slot0, slot0.tf)
tf(slot0).anchoredPosition = Vector2(0, 10)
slot0:GetLoader():GetSprite("enemies/" .. slot1.prefab .. "_d_blue", "", findTF(slot0, "icon"))
setActive(findTF(slot0, "effect_not_open"), false)
setActive(findTF(slot0, "effect_open"), false)
setActive(slot2, findTF(slot0, "huoqiubaozha") == slot3.StateLive)
slot0.dead = slot0
slot0:ResetCanvasOrder()
slot0:Update()
end)
end
if slot1.flag == 0 and slot0.enemy then
setActive(findTF(slot0.enemy, "effect_found"), slot1.trait == ChapterConst.TraitVirgin)
if slot1.trait == ChapterConst.TraitVirgin then
pg.CriMgr.GetInstance().PlaySoundEffect_V3(slot3, SFX_UI_WEIGHANCHOR_ENEMY)
end
end
end
return slot0
|
-- ä | \195\164
-- ü | \195\188
-- ß | \195\159
if GetLocale() ~= "deDE" then return end
local L10N =
{ ["a#"] = "einem"
, ["absorbed"] = "absorbiert"
, ["a crit on"] = "einem Krit bei"
, ["and"] = "und"
, ["Attack (swing)"] = "Angriff"
, ["blocked"] = "verstopft"
, ["Close"] = "Schlie\195\159en"
, ["damage#"] = "Schadenpunkte"
, ["defeated_bythem"] = "besiegte"
, ["defeated_byyou"] = "besiegtest"
, ["No modifiers"] = "Keine Modifikatoren"
, ["Partially"] = "Teilweise"
, ["Rank"] = "Rang"
, ["resisted"] = "resistiert"
, ["Unknown command"] = "Unbekannter Befehl"
, ["with"] = "mit"
, ["you_accusative"] = "dich"
, ["you_nominative"] = "du"
, ["Your History"] = "Deine Geschichte"
}
KaydeeUF = select(2, ...)
KaydeeUF.L10N = setmetatable(L10N, { __index = KaydeeUF.L10N })
|
function class(init)
local c,mt = {},{}
c.__index = c
mt.__call = function(class_tbl, ...)
local obj = {}
setmetatable(obj,c)
init(obj,...)
return obj
end
setmetatable(c, mt)
return c
end
|
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