content stringlengths 5 1.05M |
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AuctionatorShoppingTabRecentsContainerMixin = {}
function AuctionatorShoppingTabRecentsContainerMixin:OnLoad()
self.Tabs = {self.ListTab, self.RecentsTab}
self.numTabs = #self.Tabs
Auctionator.EventBus:RegisterSource(self, "List Search Button")
Auctionator.EventBus:Register(self, {
Auctionator.ShoppingLists.Events.ListSelected,
})
end
function AuctionatorShoppingTabRecentsContainerMixin:ReceiveEvent(eventName)
if eventName == Auctionator.ShoppingLists.Events.ListSelected then
self:SetView(Auctionator.Constants.ShoppingListViews.Lists)
end
end
function AuctionatorShoppingTabRecentsContainerMixin:SetView(viewIndex)
PanelTemplates_SetTab(self, viewIndex)
self:GetParent().ManualSearch:Hide()
self:GetParent().AddItem:Hide()
self:GetParent().SortItems:Hide()
if viewIndex == Auctionator.Constants.ShoppingListViews.Recents then
self:GetParent().ScrollListShoppingList:Hide()
self:GetParent().ScrollListRecents:Show()
elseif viewIndex == Auctionator.Constants.ShoppingListViews.Lists then
self:GetParent().ScrollListRecents:Hide()
self:GetParent().ScrollListShoppingList:Show()
self:GetParent().ManualSearch:Show()
self:GetParent().AddItem:Show()
self:GetParent().SortItems:Show()
end
end
|
-- local DeskView = class("DeskView", function()
-- bg = ccui.ImageView:create("DowneyTang/koprokdice/bet/koprok_dice_bet.png")
-- return bg
-- end)
local DeskView = class("DeskView",cc.load("boyaa").mvc.BoyaaView);
local BehaviorExtend = cc.load("boyaa").behavior.BehaviorExtend;
BehaviorExtend(DeskView);
function DeskView:addTouchSpace(spaceMap)
end
function DeskView:init()
local bg = ccui.ImageView:create("DowneyTang/koprokdice/bet/koprok_dice_bet.png")
bg:addTo(self)
--牌桌下方的提示文字
local deskTips = ccui.Text:create("hello", "Arial", 40)
deskTips:setString(" 單骰=1:1 雙骰=1:2 全骰=1:3 組合押注=1:5")
deskTips:setTextColor(cc.c3b(128, 0, 128))
deskTips:setPosition(240, 33)
deskTips:setFontSize(20)
deskTips:addTo(bg)
end
function DeskView:ctor()
self:init()
end
return DeskView; |
FrenchRP.addPlayerGesture = FrenchRP.stub{
name = "addPlayerGesture",
description = "Add a player gesture to the FrenchRP animations menu (the one that opens with the keys weapon.). Note: This function must be called BOTH serverside AND clientside!",
parameters = {
{
name = "anim",
description = "The gesture enumeration.",
type = "number",
optional = false
},
{
name = "text",
description = "The textual description of the animation. This is what players see on the button in the menu.",
type = "string",
optional = false
}
},
returns = {
},
metatable = FrenchRP
}
FrenchRP.removePlayerGesture = FrenchRP.stub{
name = "removePlayerGesture",
description = "Removes a player gesture from the FrenchRP animations menu (the one that opens with the keys weapon.). Note: This function must be called BOTH serverside AND clientside!",
parameters = {
{
name = "anim",
description = "The gesture enumeration.",
type = "number",
optional = false
}
},
returns = {
},
metatable = FrenchRP
}
|
--
function init()
self.energyCost = config.getParameter("energyCost", 10)
self.initialEnergyCost = config.getParameter("initialEnergyCost", self.energyCost)
self.drainBoost = 0
end
function update(args)
--
if not self.specialLast and args.moves["special"] == 1 then
tryActivate()
end
self.specialLast = args.moves["special"] == 1
if self.active then
local onHealth = false
-- consume energy
if self.energyDepleted or not status.overConsumeResource("energy", self.energyCost * args.dt) then
self.drainBoost = math.max(self.drainBoost - args.dt, 0)
local lifeDrainRate = 1.0 + self.drainBoost * 0.5
if status.resource("health") < 0.01 then -- energy overuse speeds up health drain
self.drainBoost = 2.5
end
-- keep draining from life
status.overConsumeResource("health", self.energyCost * args.dt * lifeDrainRate)
--status.modifyResource("energy", 5730) -- try force-recharge
status.setResource("energy", 0.01)
status.setResourceLocked("energy", false)
onHealth = true
self.energyDepleted = true
end
-- boost stats
status.setPersistentEffects("hypermode", {
{ stat = "fallDamageMultiplier", effectiveMultiplier = 0.0 },
{ stat = "protection", effectiveMultiplier = 3.0 }, --amount = 10 },
{ stat = "powerMultiplier", effectiveMultiplier = 3.0 },
--{ stat = "energyRegenBlockTime", effectiveMultiplier = 0 },
{ stat = "dummy", amount = 0 } -- dummy cap
})
-- and movement
mcontroller.controlModifiers({
speedModifier = 2.0,
airJumpModifier = 1.5
})
-- and apply visuals
applyFX(args.dt, onHealth)
else
status.clearPersistentEffects("hypermode")
tech.setParentDirectives("") -- blank out
self.energyDepleted = false
self.drainBoost = 0
end
animator.setLightActive("hyper", self.active)
end
function applyFX(dt, onHealth)
local blinkSpeed = 1.0
local color = {0x00, 0x7f, 0xff, 0xff} -- "008fffff"
if onHealth then
local healthPercent = status.resourcePercentage("health")
color = {0xff, 0x00, 0x00, 0xff} -- "ff0000ff"
if healthPercent <= 2.0/15.0 then color = {0xff, 0xff, 0xff, 0xff} end -- "ffffffff"
blinkSpeed = 1.0 - healthPercent
blinkSpeed = blinkSpeed * blinkSpeed * blinkSpeed
blinkSpeed = 1.0 + blinkSpeed * 5
end
self.blinkTimer = self.blinkTimer + dt * blinkSpeed
local blink = 0.5 + math.sin(math.pi * 2.0 * self.blinkTimer) * 0.5
animator.setLightColor("hyper", colorMult(color, 0.1 + blink * 0.4))
tech.setParentDirectives("?fade=" .. colorToString(color) .. "=" .. (blink * 0.32))
end
function tryActivate()
if self.active then deactivate() else activate() end
end
function activate()
-- fail if no energy
if not status.overConsumeResource("energy", self.initialEnergyCost) then return end
self.active = true
self.blinkTimer = 0
end
function deactivate()
self.active = false
end
function colorMult(color, mult)
return { color[1] * mult, color[2] * mult, color[3] * mult, color[4] * mult }
end
function colorToString(color)
return string.format("%x", color[1] * 16777216 + color[2] * 65536 + color[3] * 256 + color[4])
end
|
--@name cpuTime Example
--@author INP - Radon + Sparky
--@client
-- This function helps us check if we can run.
-- Use a mixture of quotaUsed() and quotaAverage()
-- quotaUsed() returns the value of the current buffer.
-- quotaAverage() gives the cpuTime average across the whole buffer.
-- Your chip will throw an error if quotaAverage() > quotaMax()
-- n is a parameter between 0 and 1 that represents the percent. 0.8 = 80%.
local function quotaCheck(n)
return math.max(quotaAverage(), quotaUsed()) < quotaMax() * n
end
render.createRenderTarget("Background")
-- Standard render hook.
hook.add("render", "", function ()
local maxQuota = 0.1
render.setColor(Color(255, 255, 255))
-- Print some stats to the screen
render.drawText(10, 10, "Quota Used: " .. math.round(quotaUsed() * 1000000) .. "us")
render.drawText(10, 30, "Quota Avg: " .. math.round(quotaAverage() * 1000000) .. "us")
render.drawText(10, 50, "Quota Max: " .. math.round(quotaMax() * 1000000) .. "us")
local quota = quotaAverage() / quotaMax()
if quota >= maxQuota then render.setColor(Color(255, 0, 0)) end
render.drawText(10, 70, "Percent: " .. math.round(quota * 100, 2) .. "%")
-- Set the rendertarget to our background so that we can make a bluring effect
render.selectRenderTarget("Background")
render.setColor(Color(0, 0, 0, 50))
render.drawRect(0, 0, 1024, 1024)
-- While our quota is less than 10%.
-- This will result in higher FPS, thus more render calls.
-- You'd think this would affect the rendering of the cube, it doesn't.
-- If you increase this check to 99%, FPS will significantly drop, and the movement would be slower.
-- Play with this value and see the effects on percentage and your FPS.
while quotaCheck(maxQuota) do
-- Now we can draw a funky box that oscillates back and forth in the middle of the screen.
render.setColor(Color(math.random(100, 255), math.random(100, 255), math.random(100, 255)))
render.drawRect(math.sin(timer.curtime() * 2) * 380 + (512 - 100), 512 / 2, 200, 400)
end
render.selectRenderTarget(nil)
-- Draw the resulting rendertarget
render.setRenderTargetTexture("Background")
render.setColor(Color(255, 255, 255))
render.drawTexturedRect(0, 128, 512, 384)
end)
|
-- a version of pairs()-like iteration over a table,
-- which doesn't leak a reference to the table itself.
-- this can be useful to prevent unwanted modification to the table.
-- next :: Table -> Maybe Key -> Maybe (Key, Value)
local nextkey = next
-- pairs :: Table -> Iterator (Key, Value)
local f = function() return nil, nil end
local pairs = function(table)
local t = type(table)
if t ~= "table" then
error("pairs(t): expected t to be a table, got "..t)
end
local ckey = nil
local stop = false
-- we're effectively mimicking the behaviour of normal pairs() here;
-- except we closure over state variables instead of being passed them.
-- this also has the benefit of being possible to pass around.
return function()
if stop then return f() end
local k, v = next(table, ckey)
if k == nil then
stop = true
return f()
end
ckey = k
return k, v
end
end
return pairs
|
local collisionFixtures = {}
function init(b2worldProxy)
end
function loadMapObject(objectName, mapObject)
end
function getFixturesInterestedInCollisions()
return collisionFixtures
end
function update()
end
function beginCollision(b2Contact)
end
function endCollision(b2Contact)
end
|
--# Monster converted using Devm monster converter #--
local mType = Game.createMonsterType("Draken Elite")
local monster = {}
monster.description = "a draken elite"
monster.experience = 4200
monster.outfit = {
lookType = 362,
lookHead = 0,
lookBody = 0,
lookLegs = 0,
lookFeet = 0,
lookAddons = 0,
lookMount = 0
}
monster.raceId = 672
monster.Bestiary = {
class = "Dragon",
race = BESTY_RACE_DRAGON,
toKill = 2500,
FirstUnlock = 100,
SecondUnlock = 1000,
CharmsPoints = 50,
Stars = 4,
Occurrence = 0,
Locations = "Razachai, including the Crystal Column chambers in the Inner Sanctum."
}
monster.health = 5550
monster.maxHealth = 5550
monster.race = "blood"
monster.corpse = 11653
monster.speed = 332
monster.manaCost = 0
monster.maxSummons = 0
monster.changeTarget = {
interval = 5000,
chance = 10
}
monster.strategiesTarget = {
nearest = 100,
}
monster.flags = {
summonable = false,
attackable = true,
hostile = true,
convinceable = false,
pushable = false,
rewardBoss = false,
illusionable = true,
canPushItems = true,
canPushCreatures = false,
staticAttackChance = 90,
targetDistance = 1,
runHealth = 0,
healthHidden = false,
isBlockable = false,
canWalkOnEnergy = true,
canWalkOnFire = true,
canWalkOnPoison = true,
pet = false
}
monster.light = {
level = 0,
color = 0
}
monster.voices = {
interval = 5000,
chance = 10,
{text = "For ze emperor!", yell = false},
{text = "You will die zhouzandz deazhz!", yell = false}
}
monster.loot = {
{id = 3028, chance = 2440, maxCount = 4}, -- small diamond
{id = 3031, chance = 50000, maxCount = 100}, -- gold coin
{id = 3031, chance = 47000, maxCount = 100}, -- gold coin
{id = 3035, chance = 50360, maxCount = 8}, -- platinum coin
{id = 3577, chance = 30175}, -- meat
{id = 5904, chance = 2100}, -- magic sulphur
{id = 7404, chance = 980}, -- assassin dagger
{id = 238, chance = 9340, maxCount = 3}, -- great mana potion
{id = 7643, chance = 9250, maxCount = 3}, -- ultimate health potion
{id = 10384, chance = 490}, -- Zaoan armor
{id = 10385, chance = 150}, -- Zaoan helmet
{id = 10387, chance = 770}, -- Zaoan legs
{id = 10390, chance = 490}, -- Zaoan sword
{id = 11651, chance = 110}, -- elite draken mail
{id = 11657, chance = 910}, -- twiceslicer
{id = 11658, chance = 7600}, -- draken sulphur
{id = 11659, chance = 14030}, -- draken wristbands
{id = 11660, chance = 16930}, -- broken draken mail
{id = 11661, chance = 24670}, -- broken slicer
{id = 11674, chance = 10}, -- cobra crown
{id = 4033, chance = 600}, -- draken boots
{id = 11691, chance = 80}, -- snake god's wristguard
{id = 11693, chance = 20} -- blade of corruption
}
monster.attacks = {
{name ="melee", interval = 2000, chance = 100, minDamage = 0, maxDamage = -354},
{name ="combat", interval = 2000, chance = 10, type = COMBAT_FIREDAMAGE, minDamage = -240, maxDamage = -550, length = 4, spread = 3, effect = CONST_ME_EXPLOSIONHIT, target = false},
{name ="combat", interval = 2000, chance = 15, type = COMBAT_FIREDAMAGE, minDamage = -200, maxDamage = -300, range = 7, shootEffect = CONST_ANI_FIRE, effect = CONST_ME_FIREAREA, target = true},
{name ="combat", interval = 2000, chance = 15, type = COMBAT_EARTHDAMAGE, minDamage = -280, maxDamage = -410, radius = 4, effect = CONST_ME_POFF, target = true},
-- {name ="soulfire", interval = 2000, chance = 10, target = false},
-- poison
{name ="condition", type = CONDITION_POISON, interval = 2000, chance = 10, minDamage = -250, maxDamage = -320, range = 7, shootEffect = CONST_ANI_POISON, target = true}
}
monster.defenses = {
defense = 45,
armor = 45,
{name ="combat", interval = 2000, chance = 15, type = COMBAT_HEALING, minDamage = 510, maxDamage = 600, effect = CONST_ME_MAGIC_BLUE, target = false}
}
monster.elements = {
{type = COMBAT_PHYSICALDAMAGE, percent = 0},
{type = COMBAT_ENERGYDAMAGE, percent = 40},
{type = COMBAT_EARTHDAMAGE, percent = 100},
{type = COMBAT_FIREDAMAGE, percent = 100},
{type = COMBAT_LIFEDRAIN, percent = 0},
{type = COMBAT_MANADRAIN, percent = 0},
{type = COMBAT_DROWNDAMAGE, percent = 0},
{type = COMBAT_ICEDAMAGE, percent = 0},
{type = COMBAT_HOLYDAMAGE , percent = 30},
{type = COMBAT_DEATHDAMAGE , percent = 30}
}
monster.immunities = {
{type = "paralyze", condition = false},
{type = "outfit", condition = false},
{type = "invisible", condition = true},
{type = "bleed", condition = false}
}
mType:register(monster)
|
--[[
Author: tochonement
Email: tochonement@gmail.com
12.03.2021
--]]
function gfconsole.show()
if IsValid(gfconsole.frame) then
return
end
gfconsole.frame = vgui.Create("GFConsole")
end
function gfconsole.reload_frame()
local frame = gfconsole.frame
if IsValid(frame) then
frame:Remove()
end
gfconsole.show()
end
concommand.Add("gfconsole_reload_frame", gfconsole.reload_frame)
local function toggle(_, cmd)
local enable = (cmd == "+gfconsole")
gfconsole.holding = enable
if enable then
gfconsole.show()
end
gui.EnableScreenClicker(enable)
end
concommand.Add("+gfconsole", toggle)
concommand.Add("-gfconsole", toggle) |
return require('lib.oop.generated.timerdialog')
|
local ObjectManager = require("managers.object.object_manager")
buff = ScreenPlay:new {
numberOfActs = 1,
questString = "buff",
questdata = Object:new {
activePlayerName = "initial",
}
}
registerScreenPlay("buff", true)
function buff:start()
self:spawnActiveAreas()
end
function buff:spawnActiveAreas()
local pSpawnArea = spawnSceneObject("tatooine", "object/active_area.iff", 3441, 4, -4825, 0, 0, 0, 0, 0)
if (pSpawnArea ~= nil) then
local activeArea = LuaActiveArea(pSpawnArea)
activeArea:setCellObjectID(0)
activeArea:setRadius(25)
createObserver(ENTEREDAREA, "buff", "notifySpawnArea", pSpawnArea)
createObserver(EXITEDAREA, "buff", "notifySpawnAreaLeave", pSpawnArea)
end
end
function buff:notifySpawnArea(pActiveArea, pMovingObject)
if (not SceneObject(pMovingObject):isCreatureObject()) then
return 0
end
return ObjectManager.withCreatureObject(pMovingObject, function(player)
if (player:isAiAgent()) then
return 0
end
if (player:isInCombat() ~= true) then
--player:broadcastToServer("\\#00E604" .. player:getFirstName() .. "\\#63C8F9 Has entered the buff Zone!")
player:sendSystemMessage("You have entered the buff zone!")
player:removeAllStructureSkillMod()
player:addStructureSkillMod("private_buff_mind", 125)
player:addStructureSkillMod("private_med_battle_fatigue", 15)
player:addStructureSkillMod("private_med_wound_mind", 15)
player:addStructureSkillMod("private_medical_rating", 125)
player:addStructureSkillMod("private_med_wound_mind", 20)
player:addStructureSkillMod("private_buff_mind", 125)
player:addStructureSkillMod("private_med_battle_fatigue", 5)
player:addStructureSkillMod("private_med_wound_health", 125)
player:addStructureSkillMod("private_med_wound_action", 125)
player:addStructureSkillMod("private_safe_logout", 1)
else
player:sendSystemMessage("You must be out of combat to enter the buff zone!")
player:teleport(3469, 5, -4883, 0)
end
return 0
end)
end
function buff:notifySpawnAreaLeave(pActiveArea, pMovingObject)
if (not SceneObject(pMovingObject):isCreatureObject()) then
return 0
end
return ObjectManager.withCreatureObject(pMovingObject, function(player)
if (player:isAiAgent()) then
return 0
end
if (player:isImperial() or player:isRebel() or player:isNeutral()) then
player:sendSystemMessage("You have left the buff zone!")
player:removeAllStructureSkillMod()
end
return 0
end)
end |
//-----------------------------------------------------------------------------
// Name: CC_StringToChars
// Desc: Converts a string or a single character into the appropriate character
// codes, can output as a list of codes or a packet for the E-Gate.
//-----------------------------------------------------------------------------
local function CC_StringToChars (player, command, args)
local adj = 0
local out = "%s"
// Output usage
if (table.getn (args) == 0) then
Msg ("USAGE: stringtochars [PACKET] \"string\"\n Use PACKET to output in expression gate packet form.\n")
return
end
// Select output mode
if (string.upper (args[1]) == "PACKET") then
adj = 1
out = "send(%s)"
end
// Loop through the arguments
for i = 1 + adj, table.getn (args) do
local fmt = ""
local chars = { string.byte (args[i], 1, string.len (args[i])) }
for j = 1, table.getn (chars) do
if (string.len (fmt) > 0) then
fmt = fmt .. ", "
end
fmt = fmt .. tostring (chars[j])
end
Msg (string.format ("'%s' = %s\n", args[i], string.format (out, fmt)))
end
end
concommand.Add ('stringtochars', CC_StringToChars)
|
--------------------------------------------------------------------------------
-- 81-717 Moscow controller panel
--------------------------------------------------------------------------------
-- Copyright (C) 2013-2018 Metrostroi Team & FoxWorks Aerospace s.r.o.
-- Contains proprietary code. See license.txt for additional information.
--------------------------------------------------------------------------------
Metrostroi.DefineSystem("81_717_Panel")
function TRAIN_SYSTEM:Initialize()
-- Выключатель батареи (ВБ)
self.Train:LoadSystem("VB","Relay","Switch",{bass = true})
-- Buttons on the panel
--self.Train:LoadSystem("DIPon","Relay","Switch", {bass = true})
self.Train:LoadSystem("Ring","Relay","Switch", {bass = true})
self.Train:LoadSystem("VozvratRP","Relay","Switch", {bass = true})
self.Train:LoadSystem("OtklBV","Relay","Switch", {bass = true})
self.Train:LoadSystem("OtklBVK","Relay","Switch", {normally_closed=true,bass = true})
self.Train:LoadSystem("RezMK","Relay","Switch", {bass = true})
self.Train:LoadSystem("VMK","Relay","Switch", {bass = true})
self.Train:LoadSystem("VAH","Relay","Switch", {bass = true})
self.Train:LoadSystem("VAD","Relay","Switch", {bass = true})
self.Train:LoadSystem("VUS","Relay","Switch", {bass = true})
self.Train:LoadSystem("VUD1","Relay","Switch", {bass = true })
self.Train:LoadSystem("VUD2","Relay","Switch", {normally_closed=true,bass = true }) -- Doors close
self.Train:LoadSystem("VDL","Relay","Switch", {bass = true}) -- Doors left open
self.Train:LoadSystem("KDL","Relay","Switch", {bass = true})
self.Train:LoadSystem("KDLR","Relay","Switch", {bass = true})
self.Train:LoadSystem("KDP","Relay","Switch", {bass = true})
self.Train:LoadSystem("KRZD","Relay","Switch", {bass = true})
self.Train:LoadSystem("KSN","Relay","Switch", {bass = true})
self.Train:LoadSystem("OtklAVU","Relay","Switch", {bass = true})
self.Train:LoadSystem("OVT","Relay","Switch", {bass = true})
self.Train:LoadSystem("ARS","Relay","Switch", {bass = true})
self.Train:LoadSystem("ARSR","Relay","Switch", {bass = true})
self.Train:LoadSystem("UOS","Relay","Switch", {bass = true})
self.Train:LoadSystem("VP","Relay","Switch", {bass = true})
self.Train:LoadSystem("ALSFreq","Relay","Switch",{bass=true})
self.Train:LoadSystem("ALS","Relay","Switch", {bass = true,normally_closed=true})
self.Train:LoadSystem("KVT","Relay","Switch", {bass = true})
self.Train:LoadSystem("KVTR","Relay","Switch", {bass = true})
self.Train:LoadSystem("KRP","Relay","Switch", {bass = true})
self.Train:LoadSystem("R_UNch","Relay","Switch", {bass = true})
self.Train:LoadSystem("R_ZS","Relay","Switch", {bass = true})
self.Train:LoadSystem("R_G","Relay","Switch", {bass = true})
self.Train:LoadSystem("R_Radio","Relay","Switch", {bass = true})
self.Train:LoadSystem("R_VPR","Relay","Switch", {bass = true,normally_closed = true})
self.Train:LoadSystem("R_Program1","Relay","Switch", {bass = true})
self.Train:LoadSystem("R_Program2","Relay","Switch", {bass = true})
self.Train:LoadSystem("R_Program1H","Relay","Switch", {bass = true})
self.Train:LoadSystem("R_Program2H","Relay","Switch", {bass = true})
self.Train:LoadSystem("RC1","Relay","Switch",{ bass = true,normally_closed = true })
self.Train:LoadSystem("Radio13","Relay","Switch", {bass = true})
self.Train:LoadSystem("ARS13","Relay","Switch", {bass = true})
-- Педаль бдительности (ПБ)
self.Train:LoadSystem("PB","Relay","Switch", {bass = true})
----------------- БЗОС ----------------
self.Train:LoadSystem("SAB1","Relay","Switch",{normally_closed=true, bass=true}) --Охранная сигнализация
self.Train:LoadSystem("AIS","Relay","VA21-29")
-- Автоматические выключатели (АВ)
self.Train:LoadSystem("A11","Relay","VA21-29")
self.Train:LoadSystem("A17","Relay","VA21-29")
self.Train:LoadSystem("A44","Relay","VA21-29")
self.Train:LoadSystem("A26","Relay","VA21-29")
self.Train:LoadSystem("AR63","Relay","VA21-29")
self.Train:LoadSystem("AS1","Relay","VA21-29")
self.Train:LoadSystem("A21","Relay","VA21-29")
self.Train:LoadSystem("A49","Relay","VA21-29")
self.Train:LoadSystem("A27","Relay","VA21-29")
self.Train:LoadSystem("A10","Relay","VA21-29")
self.Train:LoadSystem("A53","Relay","VA21-29")
self.Train:LoadSystem("A54","Relay","VA21-29")
self.Train:LoadSystem("A84","Relay","VA21-29")
self.Train:LoadSystem("A76","Relay","VA21-29")
self.Train:LoadSystem("A48","Relay","VA21-29")
self.Train:LoadSystem("A29","Relay","VA21-29")
self.Train:LoadSystem("A46","Relay","VA21-29")
self.Train:LoadSystem("A47","Relay","VA21-29")
self.Train:LoadSystem("A79","Relay","VA21-29")
self.Train:LoadSystem("A42","Relay","VA21-29")
self.Train:LoadSystem("A74","Relay","VA21-29")
self.Train:LoadSystem("A73","Relay","VA21-29")
self.Train:LoadSystem("A71","Relay","VA21-29")
self.Train:LoadSystem("A41","Relay","VA21-29")
self.Train:LoadSystem("A45","Relay","VA21-29")
self.Train:LoadSystem("A75","Relay","VA21-29")
self.Train:LoadSystem("A58","Relay","VA21-29")
self.Train:LoadSystem("A59","Relay","VA21-29")
self.Train:LoadSystem("A43","Relay","VA21-29")
self.Train:LoadSystem("A31","Relay","VA21-29")
self.Train:LoadSystem("A32","Relay","VA21-29")
self.Train:LoadSystem("A13","Relay","VA21-29")
self.Train:LoadSystem("A1","Relay","VA21-29")
self.Train:LoadSystem("A20","Relay","VA21-29")
self.Train:LoadSystem("A25","Relay","VA21-29")
self.Train:LoadSystem("A30","Relay","VA21-29")
self.Train:LoadSystem("A56","Relay","VA21-29")
self.Train:LoadSystem("A65","Relay","VA21-29")
self.Train:LoadSystem("A2","Relay","VA21-29")
self.Train:LoadSystem("A3","Relay","VA21-29")
self.Train:LoadSystem("A4","Relay","VA21-29")
self.Train:LoadSystem("A5","Relay","VA21-29")
self.Train:LoadSystem("A6","Relay","VA21-29")
self.Train:LoadSystem("A70","Relay","VA21-29")
self.Train:LoadSystem("A14","Relay","VA21-29")
self.Train:LoadSystem("A39","Relay","VA21-29")
self.Train:LoadSystem("A28","Relay","VA21-29")
self.Train:LoadSystem("A38","Relay","VA21-29")
self.Train:LoadSystem("A22","Relay","VA21-29")
self.Train:LoadSystem("A8","Relay","VA21-29")
self.Train:LoadSystem("A12","Relay","VA21-29")
self.Train:LoadSystem("A16","Relay","VA21-29")
self.Train:LoadSystem("A37","Relay","VA21-29")
self.Train:LoadSystem("A51","Relay","VA21-29")
self.Train:LoadSystem("A24","Relay","VA21-29")
self.Train:LoadSystem("A19","Relay","VA21-29")
self.Train:LoadSystem("A66","Relay","VA21-29")
self.Train:LoadSystem("A18","Relay","VA21-29")
self.Train:LoadSystem("A40","Relay","VA21-29")
self.Train:LoadSystem("A80","Relay","VA21-29")
self.Train:LoadSystem("A50","Relay","VA21-29")
self.Train:LoadSystem("A52","Relay","VA21-29")
self.Train:LoadSystem("AV2","Relay","VA21-29")
self.Train:LoadSystem("AV3","Relay","VA21-29")
self.Train:LoadSystem("AV4","Relay","VA21-29")
self.Train:LoadSystem("AV5","Relay","VA21-29")
self.Train:LoadSystem("AV6","Relay","VA21-29")
self.Train:LoadSystem("AV1","Relay","VA21-29")
self.Train:LoadSystem("A55","Relay","VA21-29")
self.Train:LoadSystem("A57","Relay","VA21-29")
self.Train:LoadSystem("A60","Relay","VA21-29")
self.Train:LoadSystem("A81","Relay","VA21-29")
self.Train:LoadSystem("A7","Relay","VA21-29")
self.Train:LoadSystem("A9","Relay","VA21-29")
self.Train:LoadSystem("A68","Relay","VA21-29")
self.Train:LoadSystem("A72","Relay","VA21-29")
--Вагонные
self.Train:LoadSystem("A15","Relay","VA21-29")
self.Train:LoadSystem("KDLK","Relay","Switch", { bass = true,normally_closed = true })
self.Train:LoadSystem("KDLRK","Relay","Switch", { bass = true,normally_closed = true })
self.Train:LoadSystem("KDPK","Relay","Switch", { bass = true,normally_closed = true })
self.Train:LoadSystem("KAHK","Relay","Switch", { bass = true,normally_closed = true })
-- 81-717 special
self.Train:LoadSystem("BPSNon","Relay","Switch", { bass = true })
self.Train:LoadSystem("L_1","Relay","Switch",{bass = true})
self.Train:LoadSystem("L_2","Relay","Switch",{bass = true})
self.Train:LoadSystem("L_3","Relay","Switch",{bass = true})
self.Train:LoadSystem("L_4","Relay","Switch",{bass = true})
self.Train:LoadSystem("DoorSelect","Relay","Switch", { bass = true, normally_closed = false })
self.Train:LoadSystem("VZ1","Relay","Switch", {bass = true})
self.Train:LoadSystem("KAH","Relay","Switch", {bass = true})
self.Train:LoadSystem("VBD","Relay","Switch",{bass = true,normally_closed=true})
self.Train:LoadSystem("Wiper","Relay","Switch")
self.Train:LoadSystem("PVK","Relay","Switch",{maxvalue=2,bass=true})
self.Train:LoadSystem("V11","Relay","Switch",{bass=true})
self.Train:LoadSystem("V12","Relay","Switch",{bass=true})
self.Train:LoadSystem("V13","Relay","Switch",{bass=true})
self.Train:LoadSystem("KV1","Relay","Switch",{bass=true})
self.Train:LoadSystem("KV2","Relay","Switch",{bass=true})
self.Train:LoadSystem("KV3","Relay","Switch",{bass=true})
self.Train:LoadSystem("R1","Relay","Switch",{bass=true,close_time=2.3})
self.V1 = 0
self.LUDS = 0
self.RedLight2 = 0
self.RedLight1 = 0
self.Headlights1 = 0
self.Headlights2 = 0
self.EqLights = 0
self.CabLights = 0
self.PanelLights = 0
self.CabinLight = 0
self.EmergencyLights = 0
self.MainLights = 0
self.DoorsLeft = 0
self.DoorsRight = 0
self.DoorsW = 0
self.GreenRP = 0
self.BrW = 0
self.AVU = 0
self.L1 = 0
self.LKVP = 0
self.RZP = 0
self.KUP = 0
self.BrT = 0
self.LSN = 0
self.Ring = 0
self.SD = 0
self.LST = 0
self.LVD = 0
self.LKVD = 0
self.LhRK = 0
self.KVC = 0
self.SD = 0
self.TW18 = 0
self.KT = 0
self.LN = 0
self.RS = 0
self.AR04 = 0
self.AR0 = 0
self.AR40 = 0
self.AR60 = 0
self.AR70 = 0
self.AR80 = 0
self.M1_3 = 0
self.M4_7 = 0
self.M8 = 0
self.AnnouncerPlaying = 0
self.AnnouncerBuzz = 0
self.VPR = 0
self.CBKIPower = 0
self.PCBKPower = 0
end
function TRAIN_SYSTEM:Outputs()
return { "V1","LUDS","RedLight2","RedLight1","Headlights1","Headlights2","EqLights","CabLights","EqLights","PanelLights","CabinLight","EmergencyLights","MainLights","DoorsLeft","DoorsRight","DoorsW","GreenRP","BrW","AVU","LKVP","RZP","KUP","BrT","LSN","Ring","SD","LST","LVD","LhRK","KVC","SD","TW18", "KT",
"LKVD","LN","RS","AR04","AR0","AR40","AR60","AR70","AR80","L1","M1_3","M4_7","M8",
"AnnouncerPlaying","AnnouncerBuzz","VPR",
"CBKIPower","PCBKPower"}
end
TRAIN_SYSTEM.AVMap = {
"A11","A17","A44","A26","AR63","A61",
"A21","A49","A27","A10","A53","A54",
"A84","A76","A48","AV1","A29","A46",
"A47","A79","A42","A74","A73","A71",
"A41","A45","A75","A58","A59","A43",
"A31","A32","A13","A1","A20","A25",
"A30","A56","A65","A2","A3","A4","A5",
"A6","A70","A14","A39","A28","A38","A22",
"A8","A12","A16","A37","A51","A24","A19",
"A66","A18","A40","A80","A50","A52","AV2",
"AV3","AV4","AV5","AV6","A55","A57","A60",
"A81","A7","A9","A68","A72","A15",
} |
require 'torch'
require 'image'
require 'paths'
require 'nn'
require 'inn'
require 'image'
require 'xlua'
require 'nn'
require 'loadcaffe'
local gp = require 'gpath'
local nn_utils = {}
nn_utils.mean = torch.Tensor({129.67, 114.43, 107.26})
nn_utils.nmean = nn_utils.mean:clone():div(255)
-------------------------------------------------------------------
-- generate an image of a particular size with values scaled in [0, 1] and
-- then mean substracted
function nn_utils.normalize(im, width, height, nmean)
nmean = nmean or nn_utils.nmean
assert((#im)[1] == (#nmean)[1])
-- scale the image
local normalized = image.scale(im, width, height)
-- normalize it to [0, 1]
if normalized:max() > 1 then
normalized:div(255)
end
-- mean subtraction
for i = 1, (#nmean)[1] do
normalized[i]:csub(nmean[i])
end
return normalized
end
-- add mean value back
function nn_utils.unnormalize(im, nmean)
nmean = nmean or nn_utils.nmean
assert((#im)[1] == (#nmean)[1])
local unnorm = im:clone()
for i = 1, (#nmean)[1] do
unnorm[i]:add(nmean[i])
end
return unnorm
end
function nn_utils.loadNormalizeIm(imName, numChn, width, height)
numChn = numChn or 3
local im = image.load(imName)
if im:size(1) == 1 and numChn == 3 then
im = torch.repeatTensor(im, 3, 1, 1)
end
-- normalize image
im = nn_utils.normalize(im, width, height, mean)
return im
end
function nn_utils.toCaffeInput(input, fullScale, swapChn, width, height, mean)
assert(input:dim() == 4 and input:size(2) == 3 or
input:dim() == 3 and input:size(1) == 3)
fullScale = fullScale or true
swapChn = swapChn or true
width = width or 227
height = height or 227
mean = mean or nn_utils.mean
if input:dim() == 4 then
local bs = input:size(1)
local ch = input:size(2)
local ht = input:size(3)
local wd = input:size(4)
input = image.scale(input:view(bs * ch, ht, wd),
width, height):view(bs, ch, height, width)
else
local ch = input:size(1)
local ht = input:size(2)
local wd = input:size(3)
input = image.scale(input, width, height)
end
local maxV = input:max()
local minV = input:min()
if fullScale then
if math.abs(maxV) <= 1 and math.abs(minV) <= 1 then
input:mul(255)
end
if maxV >= 0.5 and minV >= 0 then
if input:dim() == 4 then
for i = 1, 3 do
input[{{}, i, {}, {}}]:csub(mean[i])
end
else
for i = 1, 3 do
input[{i, {}, {}}]:csub(mean[i])
end
end
end
else
if math.abs(maxV) > 1 or math.abs(minV) > 1 then
input:div(255)
end
if maxV >= 0.5 and minV >= 0 then
if input:dim() == 4 then
for i = 1, 3 do
input[{{}, i, {}, {}}]:csub(mean[i]/255)
end
else
for i = 1, 3 do
input[{i, {}, {}}]:csub(mean[i]/255)
end
end
end
end
if swapChn then
if input:dim() == 4 then
local tmp = input[{{}, 1, {}, {}}]:clone()
input[{{}, 1, {}, {}}] = input[{{}, 3, {}, {}}]
input[{{}, 3, {}, {}}] = tmp
else
local tmp = input[{1, {}, {}}]:clone()
input[{1, {}, {}}] = input[{3, {}, {}}]
input[{3, {}, {}}] = tmp
end
end
return input
end
-----------------------------------------------------------------------------
--
function nn_utils.loadLeNet(net)
net = net or 'nn'
local modelPath = paths.concat(gp.caffe_model, 'lenet')
return loadcaffe.load(paths.concat(modelPath, 'lenet.prototxt'),
paths.concat(modelPath, 'lenet_iter_10000.caffemodel'), net)
end
function nn_utils.loadAlexNet(net)
net = net or 'nn'
local modelPath = paths.concat(gp.caffe_model, 'bvlc_alexnet')
return loadcaffe.load(paths.concat(modelPath, 'deploy.prototxt'),
paths.concat(modelPath, 'bvlc_alexnet.caffemodel'), net)
end
-- not working
function nn_utils.loadPlacesAlexNet(net)
print('Warning: loadFasterRCNNZF is not working')
local net = net or 'nn'
local modelPath = paths.concat(gp.caffe_model, 'places205_alexnet')
return loadcaffe.load(paths.concat(modelPath, 'places205CNN_deploy_torch.prototxt'),
paths.concat(modelPath, 'places205CNN_iter_300000.caffemodel'), net)
end
-- not working
function nn_utils.loadHybridAlexNet(net)
print('Warning: loadFasterRCNNZF is not working')
local net = net or 'nn'
local modelPath = paths.concat(gp.caffe_model, 'hybrid_alexnet')
return loadcaffe.load(paths.concat(modelPath, 'hybridCNN_deploy.prototxt'),
paths.concat(modelPath, 'hybridCNN_iter_700000.caffemodel'), net)
end
function nn_utils.loadCaffeNet(net)
local net = net or 'nn'
local modelPath = paths.concat(gp.caffe_model, 'bvlc_reference_caffenet')
return loadcaffe.load(paths.concat(modelPath, 'deploy.prototxt'),
paths.concat(modelPath, 'bvlc_reference_caffenet.caffemodel'), net)
end
function nn_utils.loadVGG16(net)
local net = net or 'nn'
local modelPath = paths.concat(gp.caffe_model, 'vgg_16')
return loadcaffe.load(paths.concat(modelPath, 'VGG_ILSVRC_16_layers_deploy.prototxt'),
paths.concat(modelPath, 'VGG_ILSVRC_16_layers.caffemodel'), net)
end
function nn_utils.loadVGG19(net)
local net = net or 'nn'
local modelPath = paths.concat(gp.caffe_model, 'vgg_19')
return loadcaffe.load(paths.concat(modelPath, 'VGG_ILSVRC_19_layers_deploy.prototxt'),
paths.concat(modelPath, 'VGG_ILSVRC_19_layers.caffemodel'), net)
end
function nn_utils.loadGoogleNet(net)
local modelPath = paths.concat(gp.caffe_model, 'googlenet')
return torch.load(paths.concat(modelPath, 'inceptionv3.net'))
end
function nn_utils.loadResNet18()
local modelPath = paths.concat(gp.caffe_model, 'resnet_18')
return torch.load(paths.concat(modelPath, 'resnet-18.t7'))
end
function nn_utils.loadResNet34()
local modelPath = paths.concat(gp.caffe_model, 'resnet_34')
return torch.load(paths.concat(modelPath, 'resnet-34.t7'))
end
function nn_utils.loadResNet50()
local modelPath = paths.concat(gp.caffe_model, 'resnet_50')
return torch.load(paths.concat(modelPath, 'resnet-50.t7'))
end
function nn_utils.loadResNet101()
local modelPath = paths.concat(gp.caffe_model, 'resnet_101')
return torch.load(paths.concat(modelPath, 'resnet-101.t7'))
end
function nn_utils.loadResNet152()
local modelPath = paths.concat(gp.caffe_model, 'resnet_152')
return torch.load(paths.concat(modelPath, 'resnet-152.t7'))
end
function nn_utils.loadResNet200()
local modelPath = paths.concat(gp.caffe_model, 'resnet_200')
return torch.load(paths.concat(modelPath, 'resnet-200.t7'))
end
function nn_utils.loadRCNN(net)
local net = net or 'nn'
local modelPath = paths.concat(gp.caffe_model, 'bvlc_reference_rcnn_ilsvrc13')
return loadcaffe.load(paths.concat(modelPath, 'deploy.prototxt'),
paths.concat(modelPath, 'bvlc_reference_rcnn_ilsvrc13.caffemodel'), net)
end
function nn_utils.loadFastRCNNCaffeNet()
local modelPath = paths.concat(gp.caffe_model, 'fastrcnn')
return torch.load(paths.concat(modelPath, 'caffenet_fast_rcnn_iter_40000.t7')):unpack()
end
function nn_utils.loadFastRCNNVGG16()
local modelPath = paths.concat(gp.caffe_model, 'fastrcnn')
return torch.load(paths.concat(modelPath, 'vgg16_fast_rcnn_iter_40000.t7')):unpack()
end
function nn_utils.loadFCN32s(net)
local modelPath = paths.concat(gp.caffe_model, 'fcn_32s_pascal')
return torch.load(paths.concat(modelPath, 'fcn_32s_pascal.t7'))
end
function nn_utils.loadFCN32sRaw(net)
local net = net or 'nn'
local modelPath = paths.concat(gp.caffe_model, 'fcn_32s_pascal')
return loadcaffe.load(paths.concat(modelPath, 'fcn-32s-pascal-deploy.prototxt'),
paths.concat(modelPath, 'fcn-32s-pascal.caffemodel'), net)
end
function nn_utils.loadNIN(net)
local net = net or 'nn'
local modelPath = paths.concat(gp.caffe_model, 'nin')
return loadcaffe.load(paths.concat(modelPath, 'train_val.prototxt'),
paths.concat(modelPath, 'nin_imagenet_conv.caffemodel'), net)
end
-- not working
function nn_utils.loadFasterRCNNZF(net)
print('Warning: loadFasterRCNNZF is not working')
local net = net or 'nn'
local modelPath = paths.concat(gp.caffe_model, 'faster_rcnn_VOC0712_ZF')
return loadcaffe.load(paths.concat(modelPath, 'deploy.prototxt'),
paths.concat(modelPath, 'ZF_faster_rcnn_final.caffemodel'), net)
end
-- not working
function nn_utils.loadFasterRCNNVGG(net)
print('Warning: loadFasterRCNNVGG is not working')
local net = net or 'nn'
local modelPath = paths.concat(gp.caffe_model, 'faster_rcnn_VOC0712_vgg_16layers')
return loadcaffe.load(paths.concat(modelPath, 'deploy.prototxt'),
paths.concat(modelPath, 'VGG16_faster_rcnn_final.caffemodel'), net)
end
-- not working
function nn_utils.loadHED(net)
print('Warning: loadHED is not working')
local net = net or 'nn'
local modelPath = paths.concat(gp.caffe_model, 'hed')
return loadcaffe.load(paths.concat(modelPath, 'hed.prototxt'),
paths.concat(modelPath, 'hed_bsds.caffemodel'), net)
end
------------------------------------------------------------------------
function nn_utils.sanitize(net)
local list = net:listModules()
for nameL, val in ipairs(list) do
for name, field in pairs(val) do
if torch.type(field) == 'cdata' then val[name] = nil end
if name == 'homeGradBuffers' then val[name] = nil end
if name == 'input_gpu' then val['input_gpu'] = {} end
if name == 'gradOutput_gpu' then val['gradOutput_gpu'] = {} end
if name == 'gradInput_gpu' then val['gradInput_gpu'] = {} end
--if (name == 'output' or name == 'gradInput' or
-- name == 'fgradInput' or name == 'finput' or
-- name == 'gradWeight' or name == 'gradBias') then
if (name == 'output' or name == 'gradInput' or
name == 'fgradInput' or name == 'finput') then
if torch.type(field) == 'table' then
val[name] = {}
else
val[name] = field.new()
end
end
if name == 'buffer' or name == 'buffer2' or name == 'normalized'
or name == 'centered' or name == 'addBuffer' then
val[name] = nil
end
end
end
return net
end
-------------------------------------------------------------------------
function nn_utils.tensorDimsStr (A)
if torch.isTensor(A) then
local tmp = A:size(1)
for iDim = 2,A:nDimension() do
tmp = tmp .. ' x ' .. A:size(iDim)
end
return tmp
else
local tmp = 'Length ' .. #A .. ' Table\n'
for i = 1, #A do
tmp = tmp .. 'Table[' .. i ..']: ' .. nn_utils.tensorDimsStr(A[i]) .. '\n'
end
return tmp
end
end
-- A multi-concat function.
-- Replaces the 'concat' in torch, which can't deal with cuda tensors
function nn_utils.concatTensors (tensors, outputDimension)
local nTensors = table.getn(tensors)
local sumOutputSizes = 0
for iTensor = 1,nTensors do
sumOutputSizes = sumOutputSizes + tensors[iTensor]:size(outputDimension)
end
local outputSize = tensors[1]:size()
outputSize[outputDimension] = sumOutputSizes
-- We clone and then resize to make sure it's the right kind of tensor.
-- TODO is there a better way to do this?
local res = tensors[1]:clone()
res:resize (outputSize)
local curOutputOffset = 1
for iTensor = 1,nTensors do
local accessor = {}
for j = 1,outputSize:size() do
accessor[j] = {}
end
local outputDimSize = tensors[iTensor]:size(outputDimension)
accessor[outputDimension] = {curOutputOffset, curOutputOffset + outputDimSize - 1}
res[accessor]:copy(tensors[iTensor])
curOutputOffset = curOutputOffset + outputDimSize
end
return res
end
function nn_utils.dumpNetwork (layer, inputData, prefix)
prefix = prefix or ''
local prefixExtension = " "
local output
local strLayer = tostring(layer)
if (strLayer:sub(1,13) == 'nn.Sequential') then
local nLayers = layer:size()
print (prefix .. 'Layer type: nn.Sequential (' .. nLayers .. ')')
print (prefix .. 'Input: ' .. nn_utils.tensorDimsStr(inputData))
local layerInput = inputData
for iLayer = 1,nLayers do
print (prefix .. 'Sequential layer ' .. iLayer)
local curLayer = layer:get(iLayer)
local res = nn_utils.dumpNetwork (curLayer, layerInput, prefix .. prefixExtension)
layerInput = res
end
output = layerInput
elseif (strLayer:sub(1,16) ~= "nn.ParallelTable" and strLayer:sub(1,11) == "nn.Parallel") then
local nLayers = table.getn(layer.modules)
print (prefix .. 'Layer type: nn.Parallel (' .. nLayers .. ')')
local inputDimension = layer.inputDimension
local outputDimension = layer.outputDimension
print (prefix .. 'Split on ' .. inputDimension)
print (prefix .. 'Input: ' .. nn_utils.tensorDimsStr(inputData))
local layerRes = {}
local sumOutputSizes = 0
for iLayer = 1,nLayers do
print (prefix .. 'Parallel layer ' .. iLayer)
local curLayer = layer:get(iLayer)
local curInput = inputData:select(inputDimension, iLayer)
local res = nn_utils.dumpNetwork (curLayer, curInput, prefix .. prefixExtension)
layerRes[iLayer] = res
end
output = nn_utils.concatTensors (layerRes, outputDimension)
else
print (prefix .. 'Layer type: ' .. strLayer)
print (prefix .. 'Input: ' .. nn_utils.tensorDimsStr(inputData))
output = layer:forward(inputData)
end
if torch.isTensor(output) and output:ne(output):sum() > 0 then
print( prefix .. '!!!!!!!!!!!!!!!!!!!!!!! Found NaN in output !!!!!!!!!!!!!!!!!!!!!!!')
end
print (prefix .. 'Output: ' .. nn_utils.tensorDimsStr(output))
return output
end
local function appendToPrefix (oldPrefix, newStuff)
if (oldPrefix and oldPrefix ~= '') then
return oldPrefix .. '_' .. newStuff;
else
return newStuff;
end
end
-- Assumes that the data matrix is set up as
-- level 1, channel 1
-- level 1, channel 2
-- ...
-- level 2, channel 1
-- level 2, channel 2
-- ...
function nn_utils.dumpIntermediateWeights (layer, inputData, pyramidLevelSizes, channelNames, outputImagesDir, filePrefix)
local output
local strLayer = tostring(layer)
if (strLayer:sub(1,13) == 'nn.Sequential') then
local nLayers = layer:size()
local layerInput = inputData
for iLayer = 1,nLayers do
local curLayer = layer:get(iLayer)
local newPrefix = appendToPrefix (filePrefix, 'layer' .. iLayer)
local res = nn_utils.dumpIntermediateWeights (curLayer, layerInput, pyramidLevelSizes, channelNames, outputImagesDir, newPrefix)
layerInput = res
end
output = layerInput
elseif (strLayer:sub(1,11) == "nn.Parallel") then
local nLayers = table.getn(layer.modules)
local inputDimension = layer.inputDimension
local outputDimension = layer.outputDimension
local combinedRes;
local nPyramidLevels = table.getn (pyramidLevelSizes)
local nChannels = table.getn (channelNames)
local layerRes = {}
assert (nLayers == nPyramidLevels * nChannels)
for iLevel = 1,nPyramidLevels do
for jChannel = 1,nChannels do
local iLayer = (iLevel-1) * nChannels + jChannel
local curLayer = layer:get(iLayer)
local curInput = inputData:select(inputDimension, iLayer)
local newPrefix = appendToPrefix (filePrefix, 'level' .. iLevel .. '_' .. channelNames[jChannel])
local res = nn_utils.dumpIntermediateWeights (curLayer, curInput, pyramidLevelSizes, channelNames, outputImagesDir, newPrefix)
layerRes[iLayer] = res
end
end
output = nn_utils.concatTensors (layerRes, outputDimension)
elseif (strLayer == "nn.SpatialConvolution" or
strLayer == "nn.SpatialConvolutionMM") then
-- For convolution layers, save out the weights and stuff:
local nInputPlane = layer["nInputPlane"]
local nOutputPlane = layer["nOutputPlane"]
local kw = layer["kW"]
local kh = layer["kH"]
local weightOrig = layer["weight"]
local w = torch.reshape (weightOrig, torch.LongStorage{nOutputPlane,nInputPlane,kw,kh})
local nChannels = table.getn (channelNames)
-- Only do this for the first layer:
if (w:size(2) == nChannels) then
local filename = appendToPrefix (filePrefix, '_weights.png')
image.save (paths.concat(outputImagesDir, filename),
image.toDisplayTensor {input=w:select(2,1), padding=3})
end
-- Only show the first 10 activations:
local nActivationImages = math.min (nOutputPlane, 10)
output = layer:forward(inputData)
for iOutputPlane = 1,nActivationImages do
local filename = appendToPrefix (filePrefix, '_activations_plane' .. iOutputPlane .. '.png')
image.save (paths.concat (outputImagesDir, filename),
image.toDisplayTensor {input=output[{{},iOutputPlane,{},{}}], padding=3})
end
elseif (strLayer == 'nn.View') then
output = layer:forward(inputData)
if (output:nDimension() == 4 and output:size(2) == 1) then
local filename = appendToPrefix (filePrefix, '_view.png')
image.save (paths.concat (outputImagesDir, filename),
image.toDisplayTensor {input=output[{{},1,{},{}}], padding=0})
end
else
output = layer:forward(inputData)
end
return output
end
function nn_utils.customLCN(inputs, kernel, threshold, thresval)
assert (inputs:dim() == 4, "Input should be of the form nSamples x nChannels x width x height")
local padH = math.floor(kernel:size(1)/2)
local padW = padH
-- normalize the kernel
kernel:div(kernel:sum())
local meanestimator = nn.Sequential()
meanestimator:add(nn.SpatialZeroPadding(padW, padW, padH, padH))
meanestimator:add(nn.SpatialConvolutionMap(nn.tables.oneToOne(1), kernel:size(1), 1))
meanestimator:add(nn.SpatialConvolution(1, 1, 1, kernel:size(1), 1))
local stdestimator = nn.Sequential()
stdestimator:add(nn.Square())
stdestimator:add(nn.SpatialZeroPadding(padW, padW, padH, padH))
stdestimator:add(nn.SpatialConvolutionMap(nn.tables.oneToOne(1), kernel:size(1), 1))
stdestimator:add(nn.SpatialConvolution(1, 1, 1, kernel:size(1)))
stdestimator:add(nn.Sqrt())
for i = 1,1 do
meanestimator.modules[2].weight[i]:copy(kernel)
meanestimator.modules[3].weight[1][i]:copy(kernel)
stdestimator.modules[3].weight[i]:copy(kernel)
stdestimator.modules[4].weight[1][i]:copy(kernel)
end
meanestimator.modules[2].bias:zero()
meanestimator.modules[3].bias:zero()
stdestimator.modules[3].bias:zero()
stdestimator.modules[4].bias:zero()
-- Run the meanestimator on a bunch of ones to figure out the sum of the kenrel
-- (This is pretty wasteful for large number of samples N of Nx1xKxK.)
local coef = meanestimator:updateOutput(inputs.new():resizeAs(inputs):fill(1))
coef = coef:clone()
-- Take the kernel weighted local sums
local localSums = meanestimator:updateOutput(inputs)
-- Divide by the response of the kernel on ones (effectively, dividing by the kernel sum)
local adjustedSums = nn.CDivTable():updateOutput{localSums, coef}
-- Subtract tout the kernel weigthed adjusted sums
local meanSubtracted = nn.CSubTable():updateOutput{inputs, adjustedSums}
-- Take the mean subtracted output and divide out the kernel weighted standard deviation
local localStds = stdestimator:updateOutput(meanSubtracted)
local adjustedStds = nn.CDivTable():updateOutput{localStds, coef}
local thresholdedStds = nn.Threshold(threshold, thresval):updateOutput(adjustedStds)
local outputs = nn.CDivTable():updateOutput{meanSubtracted, thresholdedStds}
return outputs
end
function nn_utils.originalLCN(inputs, kernel, threshold, thresval)
local normalization = nn.SpatialContrastiveNormalization(1, kernel, threshold, thresval)
local outputs = inputs:clone()
for i=1,inputs:size(1) do
outputs[i] = normalization:forward(inputs[i])
xlua.progress(i, inputs:size(1))
end
return outputs
end
function nn_utils.testLCN()
local neighborhood = image.gaussian1D(7)
local inputs = torch.randn(100, 1, 50, 50)
local timer = torch.Timer()
timer:reset()
local originalOutputs = nn_utils.originalLCN(inputs, neighborhood, 1, 1)
print('Original LCN took : ' .. timer:time().real .. ' seconds')
timer:reset()
local customOutputs = nn_utils.customLCN(inputs, neighborhood, 1, 1)
print(' Custom LCN took : ' .. timer:time().real .. ' seconds')
local norm = (customOutputs - originalOutputs):norm()
print('Difference between original and custom LCN implementations : '..norm)
end
local function ConvInit(model, name)
for k, v in pairs(model:findModules(name)) do
local n = v.kW * v.kH * v.nOutputPlane
v.weight:normal(0, math.sqrt(2 / n))
if nn.version >= 4000 then
v.bias = nil
v.gradBias = nil
else
v.bias:zero()
end
end
end
local function BNInit(model, name)
for k, v in pairs(model:findModules(name)) do
v.weight:fill(1)
v.bias:zero()
end
end
function nn_utils.init(model, opt)
ConvInit(model, 'nn.SpatialConvolution')
ConvInit(model, 'nn.SpatialConvolution')
BNInit(model, 'fbnn.SpatialBatchNormalization')
BNInit(model, 'nn.SpatialBatchNormalization')
BNInit(model, 'nn.SpatialBatchNormalization')
for k, v in pairs(model:findModules('nn.Linear')) do
v.bias:zero()
end
end
function nn_utils.nnize(model, opt)
model:cuda()
nn.convert(model, nn)
if opt.nn == 'deterministic' then
model:apply(function(m)
if m.setMode then m:setMode(1,1,1) end
end)
end
end
return nn_utils
|
local exp_requirement_for_levelup={}
for i=1,100 do
exp_requirement_for_levelup[i]=200*i
end
local player=class()
function player:ctor()
self.class_name="player"
self.name="angus"
self.icon=nil
self.money=2000
self.level=1
self.exp=0
self.story=0
self.ship=_ship[1].new()
self.itembox={[1]={},[2]={},[3]={}}
end
function player:change_name(name)--改变玩家姓名
self.name=name
return true
end
function player:get_item(item)--获得道具
if item.class_name=="weapon" then
assert(table.insert(self.weapon_box,item),"weapon_box insert failed")
return true
elseif item.class_name=="member" then
assert(table.insert(self.member_box,item),"member_box insert failed")
return true
elseif item.class_name=="battleship" then
assert(table.insert(self.member_box,item),"battleship_box insert failed")
return true
end
end
function player:use_item(item)--使用道具
item.useon(self)
end
function player:get_exp(exp)--获得经验值
self.exp=self.exp+exp
if self.exp>=exp_requirement_for_levelup[self.level+1] then
self.exp=self.exp-exp_requirement_for_levelup[self.level+1]
self.level=self.level+1
end
return true
end
function player:get_money(money)--获得金钱
self.money=self.money+money
return true
end
function player:save_data()--存档
end
function player:load_data()--读档
end
return player
|
local null_ls = require("null-ls")
local helpers = require("null-ls.helpers")
return helpers.make_builtin({
name = "sqlfluff",
meta = {
url = "https://github.com/sqlfluff/sqlfluff",
description = "A SQL linter and auto-formatter for Humans",
notes = {
"SQLFluff needs a mandatory `--dialect` argument. Use `extra_args` to add yours. `extra_args` can also be a function to build more sophisticated logic.",
},
usage = [[
local sources = {
null_ls.builtins.diagnostics.sqlfluff.with({
extra_args = {"--dialect", "postgres"} -- change to your dialect
})
}]],
},
method = null_ls.methods.DIAGNOSTICS,
filetypes = { "sql" },
generator_opts = {
command = "sqlfluff",
args = {
"lint",
"-f",
"github-annotation",
"-n",
"--disable_progress_bar",
"-",
},
from_stderr = true,
to_stdin = true,
format = "json",
check_exit_code = function(c)
return c <= 1
end,
on_output = helpers.diagnostics.from_json({
attributes = {
row = "line",
col = "start_column",
end_col = "end_column",
severity = "annotation_level",
message = "message",
},
severities = {
helpers.diagnostics.severities["information"],
helpers.diagnostics.severities["warning"],
helpers.diagnostics.severities["error"],
helpers.diagnostics.severities["hint"],
},
}),
},
factory = helpers.generator_factory,
})
|
require "common/class"
require "Entity"
Camera = buildClass(Entity)
function Camera:_init( )
Entity._init(self)
-- auto-calculated values
self.scale = 1
self.offset = {}
self.offset.x = 0
self.offset.y = 0
self.width = 1
self.height = 1
self.subject = nil
self.bound = {}
self.bound.xmin = 0
self.bound.xmax = 0
self.bound.ymax = 0
self.bound.ymin = 0
end
--
-- Adjust to window resizes
--
function Camera:onWindowResize( w, h )
local room_ratio = self.width / self.height
local calc_width = h * room_ratio
local calc_height = w / room_ratio
if calc_height > h then -- window height is smaller of the two, so scale from that
self.scale = h / self.height
self.offset.y = 0
self.offset.x = (w - (self.width * self.scale)) / 2
else -- window width is smaller, of the two, so scale from that
self.scale = w / self.width
self.offset.x = 0
self.offset.y = (h - (self.height * self.scale)) / 2
end
end
function Camera:registerWithSecretary(secretary)
Entity.registerWithSecretary(self, secretary)
-- Register for event callbacks
secretary:registerEventListener(self, self.adjustCanvas, EventType.PRE_DRAW)
secretary:registerEventListener(self, self.onWindowResize, EventType.WINDOW_RESIZE)
secretary:registerEventListener(self, self.onStep, EventType.STEP)
return self
end
function Camera:drawingPoint(x, y)
x = x or 0
y = y or 0
return (x - self.offset.x) / self.scale, (y + self.offset.y) / self.scale
end
function Camera:drawingScale(w, h)
w = w or 1
h = h or 1
return w * self.scale, h * self.scale
end
-- Adjust love's drawing offset and scale
function Camera:adjustCanvas( )
love.graphics.origin()
love.graphics.translate( -self.offset.x, -self.offset.y )
love.graphics.scale( self.scale, self.scale )
end
function Camera:setDimensions(w, h)
self.width = w or 1
self.height = h or 1
love.window.setMode(self.width, self.height, {resizable=true})
end
function Camera:onStep( )
if self.subject ~= nil then
local x, y, z = self.subject:getPosition()
self.offset.y = y - self.height / 2
end
if self.offset.y < self.bound.ymin then
self.offset.y = self.bound.ymin
elseif self.offset.y + self.height > self.bound.ymax then
self.offset.y = self.bound.ymax - self.height
elseif self.offset.x < self.bound.xmin then
self.offset.x = self.bound.xmin
elseif self.offset.x > self.bound.xmax - self.width then
self.offset.x = self.bound.xmax - self.width
end
end
function Camera:track(object)
assertType(object, "object", PhysObject)
self.subject = object
end |
------------------------
-- Graphics functions.
-- @util graphics
local graphics = {}
local lg = love.graphics
-- http://love2d.org/forums/viewtopic.php?f=4&t=77599
function graphics.roundRectangle(mode, x, y, w, h, rd, s)
local r, g, b, a = lg.getColor()
local rd = rd or math.min(w, h)/4
local s = s or 32
local l = lg.getLineWidth()
local corner = 1
local function mystencil()
lg.setColor(255, 255, 255, 255)
if corner == 1 then
lg.rectangle("fill", x-l, y-l, rd+l, rd+l)
elseif corner == 2 then
lg.rectangle("fill", x+w-rd+l, y-l, rd+l, rd+l)
elseif corner == 3 then
lg.rectangle("fill", x-l, y+h-rd+l, rd+l, rd+l)
elseif corner == 4 then
lg.rectangle("fill", x+w-rd+l, y+h-rd+l, rd+l, rd+l)
elseif corner == 0 then
lg.rectangle("fill", x+rd, y-l, w-2*rd+l, h+2*l)
lg.rectangle("fill", x-l, y+rd, w+2*l, h-2*rd+l)
end
end
lg.setStencil(mystencil)
lg.setColor(r, g, b, a)
lg.circle(mode, x+rd, y+rd, rd, s)
lg.setStencil()
corner = 2
lg.setStencil(mystencil)
lg.setColor(r, g, b, a)
lg.circle(mode, x+w-rd, y+rd, rd, s)
lg.setStencil()
corner = 3
lg.setStencil(mystencil)
lg.setColor(r, g, b, a)
lg.circle(mode, x+rd, y+h-rd, rd, s)
lg.setStencil()
corner = 4
lg.setStencil(mystencil)
lg.setColor(r, g, b, a)
lg.circle(mode, x+w-rd, y+h-rd, rd, s)
lg.setStencil()
corner = 0
lg.setStencil(mystencil)
lg.setColor(r, g, b, a)
lg.rectangle(mode, x, y, w, h)
lg.setStencil()
end
function graphics.ellipse( mode, x, y, rx, ry, angle, ox, oy )
-- x & y are upper left corner
-- for centering ox = rx/2 & oy = ry/2
ry = ry or rx
ox = ox or 0
oy = oy or 0
angle = angle or 0
lg.push()
lg.translate( x, y )
lg.rotate( angle )
local segments = ( rx + ry ) / 10
local vertices = {}
for i = 0, 2 * math.pi * ( 1 - 1 / segments ), 2 * math.pi / segments do
vertices[#vertices+1] = rx * (1 + math.cos(i) ) / 2 - ox
vertices[#vertices+1] = ry * (1 + math.sin(i) ) / 2 - oy
end
lg.polygon( mode, vertices )
lg.pop()
end
function graphics.arrow( x1, y1, x2, y2, arrow_head_length, arrow_head_width )
local v1 = Vector(x1, y1)
local v2 = Vector(x2, y2)
local lv = v2 - v1
lv:trim( lv:length() - arrow_head_length )
local bv = Vector(v1.x+lv.x, v1.y+lv.y)
local pv = lv:normalize():perpendicular()
local t1x, t1y = (bv + (pv * (arrow_head_width / 2))):unpack()
local t2x, t2y = (bv - (pv * (arrow_head_width / 2))):unpack()
lg.line(v1.x, v1.y, bv.x, bv.y)
lg.polygon("fill", t1x, t1y, t2x, t2y, x2, y2)
end
return graphics |
--------------------------------------------------------------------------------
-- ZASM2 compatible syntax
--------------------------------------------------------------------------------
-- Syntax lookup for vector definitions
local VectorSyntax = {
FLOAT = { {} },
SCALAR = { {} },
VECTOR1F = { {"x"} },
VECTOR2F = { {"x"},{"y"} },
VECTOR3F = { {"x"},{"y"},{"z"} },
VECTOR4F = { {"x"},{"y"},{"z"},{"w"} },
VEC1F = { {"x"} },
VEC2F = { {"x"},{"y"} },
VEC3F = { {"x"},{"y"},{"z"} },
VEC4F = { {"x"},{"y"},{"z"},{"w"} },
UV = { {"x","u"},{"y","v"} },
COLOR = { {"x","r"},{"y","g"},{"z","b"},{"w","a"} },
MATRIX = {},
}
for i=0,15 do VectorSyntax.MATRIX[i+1] = {tostring(i)} end
--------------------------------------------------------------------------------
-- Compile an opcode (called after if self:MatchToken(TOKEN.OPCODE))
function HCOMP:Opcode() local TOKEN = self.TOKEN
local opcodeName = self.TokenData
local opcodeNo = self.OpcodeNumber[self.TokenData]
local operandCount = self.OperandCount[opcodeNo]
-- Check if opcode is obsolete or old
if self.OpcodeObsolete[opcodeName] then
self:Warning("Instruction \""..opcodeName.."\" is obsolete")
end
if self.OpcodeOld[opcodeName] then
self:Warning("Mnemonic \""..opcodeName.."\" is an old mnemonic for this instruction. Please use the newer mnemonic \""..self.OpcodeOld[opcodeName].."\".")
end
-- Create leaf
local opcodeLeaf = self:NewLeaf()
opcodeLeaf.Opcode = opcodeName
opcodeLeaf.ExplictAssign = true
-- Parse operands
for i=1,operandCount do
local segmentOffset,constantValue,expressionLeaf
local isMemoryReference,useSpecialMemorySyntax
-- Check if it's a special memory reference ([<...>])
if self:MatchToken(TOKEN.LSUBSCR) then
isMemoryReference = true
useSpecialMemorySyntax = true
end
-- Check for segment prefix (ES:<...> or ES+<...>)
if ((self:PeekToken() == TOKEN.SEGMENT) or (self:PeekToken() == TOKEN.REGISTER)) and
((self:PeekToken(1) == TOKEN.DCOLON) or
(useSpecialMemorySyntax and (self:PeekToken(1) == TOKEN.PLUS))) then -- next character is : or +
if self:MatchToken(TOKEN.SEGMENT) then
-- 1 to 8: CS .. LS
segmentOffset = self.TokenData
elseif self:MatchToken(TOKEN.REGISTER) then
if self.TokenData >= 96 then -- 17+: extended registers
segmentOffset = 17 + self.TokenData - 96
else -- 9 to 16: EAX .. EBP
segmentOffset = self.TokenData + 8
end
end
if useSpecialMemorySyntax then
if not self:MatchToken(TOKEN.DCOLON) then self:ExpectToken(TOKEN.PLUS) end
else
self:ExpectToken(TOKEN.DCOLON)
end
end
-- Check if it's a memory reference (#<...>)
if not useSpecialMemorySyntax then
if self:MatchToken(TOKEN.HASH) then isMemoryReference = true end
end
-- Parse operand expression (use previous result if previous const wasnt related to seg offset)
local c,v,e = self:ConstantExpression()
if c then -- Constant value
if v
then constantValue = v -- Exact value
else constantValue = e -- Expression to be recalculated later
end
else -- Expression
expressionLeaf = self:Expression()
if expressionLeaf.Opcode then
self:Warning("Using complex expression as operand: might corrupt user register")
end
-- FIXME: warning about using extra registers?
end
-- Check for segment prefix again (reversed syntax <...>:ES)
if self:MatchToken(TOKEN.DCOLON) then
if (not segmentOffset) and
((self:PeekToken() == TOKEN.SEGMENT) or (self:PeekToken() == TOKEN.REGISTER)) then
if self:MatchToken(TOKEN.SEGMENT) then
-- 1 to 8: CS .. LS
segmentOffset = self.TokenData
elseif self:MatchToken(TOKEN.REGISTER) then
if self.TokenData >= 96 then -- 17+: extended registers
segmentOffset = 17 + self.TokenData - 96
else -- 9 to 16: EAX .. EBP
segmentOffset = self.TokenData + 8
end
end
else
self:Error("Invalid segment offset syntax")
end
end
-- Trailing bracket for [...] memory syntax
if useSpecialMemorySyntax then
self:ExpectToken(TOKEN.RSUBSCR)
end
-- Create operand
if isMemoryReference then
if expressionLeaf then
if expressionLeaf.Register then
opcodeLeaf.Operands[i] = { MemoryRegister = expressionLeaf.Register, Segment = segmentOffset }
else
opcodeLeaf.Operands[i] = { MemoryPointer = expressionLeaf, Segment = segmentOffset }
end
else
opcodeLeaf.Operands[i] = { MemoryPointer = constantValue, Segment = segmentOffset }
end
else
if expressionLeaf then
if expressionLeaf.Register then
if (expressionLeaf.Register >= 16) and (expressionLeaf.Register <= 23) and (segmentOffset) then
-- Swap EBX:ES with ES:EBX (because the former one is invalid in ZCPU)
local register = expressionLeaf.Register
local segment = segmentOffset
-- Convert segment register index to register index
if (segment >= 1) and (segment <= 8) then expressionLeaf.Register = segment + 15 end
if (segment >= 9) and (segment <= 16) then expressionLeaf.Register = segment - 8 end
-- Convert register index to segment register index
if (register >= 1) and (register <= 8) then segmentOffset = register + 8 end
if (register >= 16) and (register <= 23) then segmentOffset = register - 15 end
end
opcodeLeaf.Operands[i] = { Register = expressionLeaf.Register, Segment = segmentOffset }
else
if segmentOffset then
opcodeLeaf.Operands[i] = self:NewLeaf()
opcodeLeaf.Operands[i].Opcode = "add"
opcodeLeaf.Operands[i].Operands[1] = { Register = segmentOffset+15 }
opcodeLeaf.Operands[i].Operands[2] = expressionLeaf
else
opcodeLeaf.Operands[i] = expressionLeaf
end
end
else
opcodeLeaf.Operands[i] = { Constant = constantValue, Segment = segmentOffset }
end
end
-- Attach information from expression
if expressionLeaf then
opcodeLeaf.Operands[i].PreviousLeaf = expressionLeaf.PreviousLeaf
end
-- Syntax
if i < operandCount then
self:ExpectToken(TOKEN.COMMA)
else
if self:MatchToken(TOKEN.COMMA) then
self:Error("Invalid operand count")
end
end
end
-- Check if first operand is a non-preserved register
if self.BusyRegisters then
if opcodeLeaf.Operands[1] and opcodeLeaf.Operands[1].Register and
(self.BusyRegisters[opcodeLeaf.Operands[1].Register] == false) and
(self.BlockDepth > 0) then
self:Warning("Warning: using an unpreserved register")
end
if opcodeLeaf.Operands[1] and opcodeLeaf.Operands[1].MemoryRegister and
(self.BusyRegisters[opcodeLeaf.Operands[1].MemoryRegister] == false) and
(self.BlockDepth > 0) then
self:Warning("Warning: using an unpreserved register")
end
end
-- Add opcode to tail
self:AddLeafToTail(opcodeLeaf)
self:MatchToken(TOKEN.COLON)
return true
end
--------------------------------------------------------------------------------
-- Start a new block
function HCOMP:BlockStart(blockType)
if self.BlockDepth == 0 then
-- Create leaf that corresponds to ENTER instruction
self.HeadLeaf = self:NewLeaf()
self.HeadLeaf.Opcode = "enter"
self.HeadLeaf.Operands[1] = { Constant = self.Settings.MagicValue }
self:AddLeafToTail(self.HeadLeaf)
self.LocalLabels = {}
self.StackPointer = 0
if self.GenerateInlineFunction then
self.ParameterPointer = 0 -- Skip EBP
else
self.ParameterPointer = 1 -- Skip EBP and return address
end
self.StringsTable = {}
self.BlockType = {}
self.SpecialLeaf = {}
-- Create busy registers list
self.BusyRegisters = { false,false,false,false,false,false,true,true }
end
-- Create a leaf that corresponds to label for BREAK
local breakLeaf = self:NewLeaf()
breakLeaf.Opcode = "LABEL"
breakLeaf.Label = self:GetTempLabel()
breakLeaf.Label.Type = "Pointer"
breakLeaf.Label.Leaf = breakLeaf
-- Create a leaf that corresponds to label for CONTINUE
local continueLeaf = self:NewLeaf()
continueLeaf.Opcode = "LABEL"
continueLeaf.Label = self:GetTempLabel()
continueLeaf.Label.Type = "Pointer"
continueLeaf.Label.Leaf = continueLeaf
self:AddLeafToTail(continueLeaf)
-- Only FOR loops have step code
if (blockType == "WHILE") or
(blockType == "DO") then
self.CurrentStepLeaf = nil
end
self.SpecialLeaf[#self.SpecialLeaf+1] = {
Break = breakLeaf,
Continue = continueLeaf,
JumpBack = self:NewLeaf(),
Step = self.CurrentStepLeaf,
}
if (blockType == "FOR") or
(blockType == "WHILE") or
(blockType == "DO") then
self.CurrentContinueLeaf = self.SpecialLeaf[#self.SpecialLeaf].Continue
self.CurrentBreakLeaf = self.SpecialLeaf[#self.SpecialLeaf].Break
end
-- Push block type
table.insert(self.BlockType,blockType or "FUNCTION")
self.BlockDepth = self.BlockDepth + 1
end
--------------------------------------------------------------------------------
-- End the block
function HCOMP:BlockEnd()
-- If required, end the previous block
local endPreviousBlock = self.SpecialLeaf[#self.SpecialLeaf].EndPreviousBlock
-- If required, add leaf that jumps back to block start
if self.SpecialLeaf[#self.SpecialLeaf].JumpBack.Opcode ~= "INVALID" then
self.SpecialLeaf[#self.SpecialLeaf].JumpBack.CurrentPosition = self:CurrentSourcePosition()
self:AddLeafToTail(self.SpecialLeaf[#self.SpecialLeaf].JumpBack)
end
-- Add leaf that corresponds to break label
self.SpecialLeaf[#self.SpecialLeaf].Break.CurrentPosition = self:CurrentSourcePosition()
self:AddLeafToTail(self.SpecialLeaf[#self.SpecialLeaf].Break)
-- Pop current continue leaf if required
if self.CurrentContinueLeaf == self.SpecialLeaf[#self.SpecialLeaf].Continue then
if self.SpecialLeaf[#self.SpecialLeaf-1] then
self.CurrentContinueLeaf = self.SpecialLeaf[#self.SpecialLeaf-1].Continue
self.CurrentBreakLeaf = self.SpecialLeaf[#self.SpecialLeaf-1].Break
self.CurrentStepLeaf = self.SpecialLeaf[#self.SpecialLeaf-1].Step
else
self.CurrentContinueLeaf = nil
self.CurrentBreakLeaf = nil
self.CurrentStepLeaf = nil
end
end
-- Pop unused leaves
self.SpecialLeaf[#self.SpecialLeaf] = nil
-- Pop block type
local blockType = self.BlockType[#self.BlockType]
self.BlockType[#self.BlockType] = nil
self.BlockDepth = self.BlockDepth - 1
if self.BlockDepth == 0 then
-- Update head leaf with new stack data
self.HeadLeaf.Operands[1].Constant = -self.StackPointer
if (self.StackPointer == 0) and
(self.ParameterPointer == 0) and
(not self.Settings.AlwaysEnterLeave) then self.HeadLeaf.Opcode = "DATA" end
-- Create leaf for exiting local scope
local leaveLeaf = self:NewLeaf()
leaveLeaf.Opcode = "leave"
if (self.StackPointer ~= 0) or
(self.ParameterPointer ~= 0) or
(self.Settings.AlwaysEnterLeave) then
self:AddLeafToTail(leaveLeaf)
end
-- Create leaf for returning from call
if blockType == "FUNCTION" then
if not self.GenerateInlineFunction then
local retLeaf = self:NewLeaf()
retLeaf.Opcode = "ret"
self:AddLeafToTail(retLeaf)
end
end
-- Write down strings table
for string,leaf in pairs(self.StringsTable) do
self:AddLeafToTail(leaf)
end
self.StringsTable = nil
-- Add local labels to lookup list
for labelName,labelData in pairs(self.LocalLabels) do
self.DebugInfo.Labels["local."..labelName] = { StackOffset = labelData.StackOffset }
end
self.LocalLabels = nil
self.StackPointer = nil
self.ParameterPointer = nil
self.BlockType = nil
self.SpecialLeaf = nil
-- Zap all registers preserved inside the function
self.BusyRegisters = nil
-- Disable inlining
if self.GenerateInlineFunction then
self.Functions[self.GenerateInlineFunction].InlineCode = self.InlineFunctionCode
self.GenerateInlineFunction = nil
self.InlineFunctionCode = nil
end
-- Disable parent label
self.CurrentParentLabel = nil
end
-- End it, see first line of the function
if endPreviousBlock then
self:BlockEnd()
end
end
--------------------------------------------------------------------------------
-- Parse ELSE clause
function HCOMP:ParseElse(parentBlockExists)
-- Add a jump over the else clause
local jumpLeaf = self:NewLeaf()
jumpLeaf.Opcode = "jmp"
self:AddLeafToTail(jumpLeaf)
-- Alter the conditional jump so it goes to else clause
local jumpOverLabelLeaf = self:NewLeaf()
local jumpOverLabel = self:GetTempLabel()
jumpOverLabelLeaf.Opcode = "LABEL"
jumpOverLabel.Type = "Pointer"
jumpOverLabel.Leaf = jumpOverLabelLeaf
jumpOverLabelLeaf.Label = jumpOverLabel
self:AddLeafToTail(jumpOverLabelLeaf)
if parentBlockExists and self.SpecialLeaf[#self.SpecialLeaf].ConditionalBreak then
self:AddLeafToTail(self.SpecialLeaf[#self.SpecialLeaf].ConditionalBreak)
end
-- Enter the ELSE block
local needBlock = self:MatchToken(self.TOKEN.LBRACKET)
self:BlockStart("ELSE")
-- Update properly the jump leaf
jumpLeaf.Operands[1] = { PointerToLabel = self.SpecialLeaf[#self.SpecialLeaf].Break.Label }
if needBlock then
-- Special marker that means that ending this block ends previous one too
self.SpecialLeaf[#self.SpecialLeaf].EndPreviousBlock = parentBlockExists
else
-- Parse next statement if dont need a block
local previousBlockDepth = #self.BlockType
self:Statement()
-- If did not enter any new blocks, it was a plain statement. Pop ELSE block
if #self.BlockType == previousBlockDepth then
-- End the ELSE block
self:BlockEnd()
-- End the IF block, if required
if parentBlockExists then self:BlockEnd() end
else
-- Special marker that means that ending this block ends ELSE block early too
self.SpecialLeaf[#self.SpecialLeaf].EndPreviousBlock = true
-- Special marker that means that ending ELSE block ends previous one too
self.SpecialLeaf[#self.SpecialLeaf-1].EndPreviousBlock = parentBlockExists
end
end
end
--------------------------------------------------------------------------------
function HCOMP:DeclareRegisterVariable()
if self.BlockDepth > 0 then
for reg=1,6 do
if not self.BusyRegisters[reg] then
self.BusyRegisters[reg] = true
return reg
end
end
self:Error("Out of free registers for declaring local variables")
else
self:Error("Unable to declare a register variable")
end
end
--------------------------------------------------------------------------------
-- Compile a variable/function. Returns corresponding labels
function HCOMP:DefineVariable(isFunctionParam,isForwardDecl,isRegisterDecl,isStructMember) local TOKEN = self.TOKEN
local varType,varSize,isStruct
if self:MatchToken(TOKEN.IDENT) then -- Define structure
varType = self.TokenData
varSize = 0 -- Depends on pointer level
isStruct = true
else -- Define variable
self:ExpectToken(TOKEN.TYPE)
varType = self.TokenData
varSize = 1
if varType == 5 then varSize = 4 end
end
-- Variable labels list
local labelsList = {}
-- Parse all variables to define
while true do
-- Get pointer level (0, *, **, ***, etc)
local pointerLevel = 0
while self:MatchToken(TOKEN.TIMES) do pointerLevel = pointerLevel + 1 end
-- Fix structure size
if isStruct then
if pointerLevel > 0
then varSize = 1
else varSize = self.StructSize[varType]
end
end
-- Get variable name
self:ExpectToken(TOKEN.IDENT)
local varName = self.TokenData
-- Try to read information about array size, stuff
local arraySize
while self:MatchToken(TOKEN.LSUBSCR) do -- varname[<arr size>]
if self:MatchToken(TOKEN.RSUBSCR) then -- varname[]
if isFunctionParam then -- just a pointer to an array
pointerLevel = 1
end
else
local c,v = self:ConstantExpression(true) -- need precise value here, no ptrs allowed
if c then
if not arraySize then arraySize = {} end
arraySize[#arraySize+1] = v
else
self:Error("Array size must be constant")
end
self:ExpectToken(TOKEN.RSUBSCR)
end
end
-- Calculate size of array
local bytesArraySize
if arraySize then
for k,v in pairs(arraySize) do
bytesArraySize = (bytesArraySize or 0) + v*varSize
end
end
-- Add to global list
table.insert(labelsList,{ Name = varName, Type = varType, PtrLevel = pointerLevel, Size = bytesArraySize or varSize })
if not isStructMember then -- Do not define struct members
if self:MatchToken(TOKEN.LPAREN) then -- Define function
-- Create function entrypoint
local label
label = self:DefineLabel(varName)
label.Type = "Pointer"
label.Defined = true
-- Make all further leaves parented to this label
self.CurrentParentLabel = label
-- Create label leaf
label.Leaf = self:NewLeaf()
label.Leaf.Opcode = "LABEL"
label.Leaf.Label = label
self:AddLeafToTail(label.Leaf) --isInlined
-- Define a function
local _,functionVariables = nil,{}
self:BlockStart()
if not self:MatchToken(TOKEN.RPAREN) then
_,functionVariables = self:DefineVariable(true)
self:ExpectToken(TOKEN.RPAREN)
-- Add comments about function into assembly listing
if self.Settings.GenerateComments then
for i=1,#functionVariables do
label.Leaf.Comment = (label.Leaf.Comment or "")..(functionVariables[i].Name)
if i < #functionVariables then label.Leaf.Comment = label.Leaf.Comment.."," end
end
end
end
-- Forward declaration, mess up label name
if isForwardDecl then
local newName = label.Name.."@"
for i=1,#functionVariables do
newName = newName..functionVariables[i].Name..functionVariables[i].Type
if i < #functionVariables then
newName = newName.."_"
end
end
self:RedefineLabel(label.Name,newName)
end
-- Generate comment if required
if self.Settings.GenerateComments then label.Leaf.Comment = varName.."("..(label.Leaf.Comment or "")..")" end
self:ExpectToken(TOKEN.LBRACKET)
return true,functionVariables,varName,varType,pointerLevel
else -- Define variable
-- Check if there's an initializer
local initializerLeaves,initializerValues
if self:MatchToken(TOKEN.EQUAL) then
if not self.LocalLabels then -- Check rules for global init
if self:MatchToken(TOKEN.LBRACKET) then -- Array initializer
if not bytesArraySize then self:Error("Cannot initialize value: not an array") end
initializerValues = {}
while not self:MatchToken(TOKEN.RBRACKET) do
local c,v = self:ConstantExpression(true)
if not c
then self:Error("Cannot have expressions in global initializers")
else table.insert(initializerValues,v)
end
self:MatchToken(TOKEN.COMMA)
end
else -- Single initializer
if bytesArraySize then self:Error("Cannot initialize value: is an array") end
local c,v = self:ConstantExpression(true)
if not c then
-- initializerLeaves = { self:Expression() }
self:Error("Cannot have expressions in global initializers")
else
initializerValues = { v }
end
end
else -- Local init always an expression
if self:MatchToken(TOKEN.LBRACKET) then -- Array initializer
if not bytesArraySize then self:Error("Cannot initialize value: not an array") end
initializerLeaves = {}
while not self:MatchToken(TOKEN.RBRACKET) do
table.insert(initializerLeaves,self:Expression())
self:MatchToken(TOKEN.COMMA)
end
if #initializerLeaves > 256 then
self:Error("Too much local variable initializers")
end
else
if bytesArraySize then self:Error("Cannot initialize value: is an array") end
initializerLeaves = { self:Expression() }
end
end
end
-- Define a variable
if self.LocalLabels then -- check if var is local
local label = self:DefineLabel(varName,true)
if isRegisterDecl then
label.Type = "Register"
label.Value = self:DeclareRegisterVariable()
if isStruct then self:Error("Cannot hold structure variables in registers - yet") end
else
label.Type = "Stack"
if isStruct and (pointerLevel > 0) then label.PointerToStruct = true end
end
label.Defined = true
if varType == 5 then label.ForceType = "vector" end
if isStruct then label.Struct = varType end
-- If label has associated array size, mark it as an array
if bytesArraySize then label.Array = bytesArraySize end
if not isRegisterDecl then
if not isFunctionParam then
-- Add a new local variable (stack pointer increments)
self.StackPointer = self.StackPointer - (bytesArraySize or varSize)
label.StackOffset = self.StackPointer
else
-- Add a new function variable
self.ParameterPointer = self.ParameterPointer + (bytesArraySize or varSize)
label.StackOffset = self.ParameterPointer
end
end
-- Initialize local variable
if isRegisterDecl then
if initializerLeaves then
local movLeaf = self:NewLeaf()
movLeaf.Opcode = "mov"
movLeaf.Operands[1] = { Register = label.Value }
movLeaf.Operands[2] = initializerLeaves[1]
movLeaf.ExplictAssign = true
self:AddLeafToTail(movLeaf)
end
else
if initializerLeaves then
for i=1,#initializerLeaves do -- FIXME: find a nicer way to initialize
local movLeaf = self:NewLeaf()
movLeaf.Opcode = "mov"
movLeaf.Operands[1] = { Stack = label.StackOffset+i-1 }
movLeaf.Operands[2] = initializerLeaves[i]
movLeaf.ExplictAssign = true
self:AddLeafToTail(movLeaf)
end
for i=#initializerLeaves+1,bytesArraySize or 1 do
local movLeaf = self:NewLeaf()
movLeaf.Opcode = "mov"
movLeaf.Operands[1] = { Stack = label.StackOffset+i-1 }
movLeaf.Operands[2] = { Constant = 0 }
movLeaf.ExplictAssign = true
self:AddLeafToTail(movLeaf)
end
end
end
else
-- Define a new global variable
local label = self:DefineLabel(varName)
if isRegisterDecl then
label.Type = "Register"
label.Value = self:DeclareRegisterVariable()
else
label.Type = "Variable"
if isStruct and (pointerLevel > 0) then label.PointerToStruct = true end
end
label.Defined = true
if varType == 5 then label.ForceType = "vector" end
if isStruct then label.Struct = varType end
-- If label has associated array size, mark it as an array
if bytesArraySize then label.Array = bytesArraySize end
-- Create initialization leaf
label.Leaf = self:NewLeaf()
label.Leaf.ParentLabel = self.CurrentParentLabel or label
label.Leaf.Opcode = "DATA"
if initializerValues then
label.Leaf.Data = initializerValues
label.Leaf.ZeroPadding = (bytesArraySize or varSize) - #initializerValues
else
label.Leaf.ZeroPadding = bytesArraySize or varSize
end
label.Leaf.Label = label
self:AddLeafToTail(label.Leaf)
end
end
else -- Struct member
-- Do nothing right now
end
if not self:MatchToken(TOKEN.COMMA) then
return true,labelsList
else --int x, char y, float z
local nextToken,structName = self:PeekToken(0,true)
if (nextToken == TOKEN.IDENT) and (self.Structs[structName]) then
self:MatchToken(TOKEN.IDENT)
local structData = self.Structs[structName]
varType = self.TokenData
varSize = 0
isStruct = true
elseif self:MatchToken(TOKEN.TYPE) then
varType = self.TokenData
varSize = 1
if varType == 5 then varSize = 4 end
isStruct = false
end
end
end
end
--------------------------------------------------------------------------------
-- Compile a single statement
function HCOMP:Statement() local TOKEN = self.TOKEN
-- Parse end of line colon
if self:MatchToken(TOKEN.COLON) then return true end
-- Check for EOF
if self:MatchToken(TOKEN.EOF) then return false end
-- Parse variable/function definition
local exportSymbol = self:MatchToken(TOKEN.EXPORT)
local inlineFunction = self:MatchToken(TOKEN.INLINE)
local forwardFunction = self:MatchToken(TOKEN.FORWARD)
local registerValue = self:MatchToken(TOKEN.LREGISTER)
if self:PeekToken() == TOKEN.TYPE then
if inlineFunction then
self.GenerateInlineFunction = true
self.InlineFunctionCode = {}
end
local isDefined,variableList,functionName,returnType,returnPtrLevel = self:DefineVariable(false,forwardFunction,registerValue)
if isDefined then
if functionName then
self.Functions[functionName] = {
FunctionName = functionName,
Parameters = variableList,
ReturnType = returnType,
ReturnPtrLevel = returnPtrLevel,
}
if exportSymbol then
self.ExportedSymbols[functionName] = self.Functions[functionName]
end
if inlineFunction then
self.GenerateInlineFunction = functionName
end
else
if exportSymbol then
self:Error("Exporting variables not supported right now by the compiler")
end
end
end
if inlineFunction and (not functionName) then
self:Error("Can only inline functions")
end
if forwardFunction and (not functionName) then
self:Error("Can only forward-declare functions")
end
return isDefined
end
-- Peek structure definition
local nextToken,structName = self:PeekToken(0,true)
if (nextToken == TOKEN.IDENT) and (self.Structs[structName]) then
self:DefineVariable()
return true
end
if inlineFunction or exportSymbol or forwardFunction or registerValue then
self:Error("Function definition or symbol definition expected")
end
-- Parse preserve/zap
if self:MatchToken(TOKEN.PRESERVE) or self:MatchToken(TOKEN.ZAP) then
local tokenType = self.TokenType
if self.BlockDepth > 0 then
while self:MatchToken(TOKEN.REGISTER) do
self.BusyRegisters[self.TokenData] = tokenType == TOKEN.PRESERVE
self:MatchToken(TOKEN.COMMA)
end
self:MatchToken(TOKEN.COLON)
return true
else
self:Error("Can only zap/preserve registers inside functions/local blocks")
end
end
-- Parse assembly instruction
if self:MatchToken(TOKEN.OPCODE) then return self:Opcode() end
-- Parse STRUCT macro
if self:MatchToken(TOKEN.STRUCT) then
self:ExpectToken(TOKEN.IDENT)
local structName = self.TokenData
-- Create structure
self.Structs[structName] = {}
self.StructSize[structName] = 0
-- Populate structure
self:ExpectToken(TOKEN.LBRACKET)
while (not self:MatchToken(TOKEN.RBRACKET)) and (not self:MatchToken(TOKEN.EOF)) do
local _,variableList = self:DefineVariable(false,false,false,true)
for _,variableData in ipairs(variableList) do
variableData.Offset = self.StructSize[structName]
self.Structs[structName][variableData.Name] = variableData
self.StructSize[structName] = self.StructSize[structName] + variableData.Size
end
self:ExpectToken(TOKEN.COLON)
end
return true
end
-- Parse VECTOR macro
if self:MatchToken(TOKEN.VECTOR) then
if self.BlockDepth > 0 then
self:Warning("Defining a vector inside a function block might cause issues")
end
-- Vector type (VEC2F, etc)
local vectorType = self.TokenData
-- Vector name
self:ExpectToken(TOKEN.IDENT)
local vectorName = self.TokenData
-- Create leaf and label for vector name
local vectorNameLabelLeaf = self:NewLeaf()
vectorNameLabelLeaf.Opcode = "LABEL"
local vectorNameLabel = self:DefineLabel(vectorName)
vectorNameLabel.Type = "Pointer"
vectorNameLabel.Defined = true
vectorNameLabel.Leaf = vectorNameLabelLeaf
vectorNameLabel.DebugAsVector = #VectorSyntax[vectorType]
vectorNameLabelLeaf.Label = vectorNameLabel
self:AddLeafToTail(vectorNameLabelLeaf)
-- Create leaves for all vector labels and their data
local vectorLeaves = {}
for index,labelNames in pairs(VectorSyntax[vectorType]) do
-- Create leaves for labels
for labelIndex,labelName in pairs(labelNames) do
local vectorLabelLeaf = self:NewLeaf()
vectorLabelLeaf.Opcode = "LABEL"
local vectorLabel = self:GetLabel(vectorName.."."..labelName)
vectorLabel.Type = "Pointer"
vectorLabel.Defined = true
vectorLabel.Leaf = vectorLabelLeaf
vectorLabelLeaf.Label = vectorLabel
self:AddLeafToTail(vectorLabelLeaf)
end
-- Create leaf for data
vectorLeaves[index] = self:NewLeaf()
vectorLeaves[index].Opcode = "DATA"
vectorLeaves[index].Data = { 0 }
self:AddLeafToTail(vectorLeaves[index])
if vectorType == "COLOR" then
vectorLeaves[index].Data = { 255 }
end
end
-- Parse initialization
self.MostLikelyConstantExpression = true
if self:MatchToken(TOKEN.COMMA) then
for index,labelNames in pairs(VectorSyntax[vectorType]) do
local c,v,e = self:ConstantExpression(false)
if c then
vectorLeaves[index].Data[1] = v or e
else
self:Error("Vector initialization must be constant")
end
if (index == #VectorSyntax[vectorType]) and self:MatchToken(TOKEN.COMMA) then
self:Error("Too much values for intialization")
end
if (index < #VectorSyntax[vectorType]) and (not self:MatchToken(TOKEN.COMMA)) then
return true
end
end
end
self.MostLikelyConstantExpression = false
return true
end
-- Parse DATA macro
if self:MatchToken(TOKEN.DATA) then
local jmpLeaf = self:NewLeaf()
jmpLeaf.Opcode = "jmp"
jmpLeaf.Operands[1] = {
Constant = {{ Type = TOKEN.IDENT, Data = "_code", Position = self:CurrentSourcePosition() }}
}
self:AddLeafToTail(jmpLeaf)
return true
end
-- Parse CODE macro
if self:MatchToken(TOKEN.CODE) then
local label = self:DefineLabel("_code")
label.Type = "Pointer"
label.Leaf = self:NewLeaf()
label.Leaf.Opcode = "LABEL"
label.Leaf.Label = label
self:AddLeafToTail(label.Leaf)
return true
end
-- Parse ORG macro
if self:MatchToken(TOKEN.ORG) then
-- org x
local markerLeaf = self:NewLeaf()
markerLeaf.Opcode = "MARKER"
local c,v = self:ConstantExpression(true)
if c then markerLeaf.SetWritePointer = v
else self:Error("ORG offset must be constant") end
self:AddLeafToTail(markerLeaf)
return true
end
-- Parse OFFSET macro
if self:MatchToken(TOKEN.OFFSET) then
-- offset x
local markerLeaf = self:NewLeaf()
markerLeaf.Opcode = "MARKER"
local c,v = self:ConstantExpression(true)
if c then markerLeaf.SetPointerOffset = v
else self:Error("OFFSET offset must be constant") end
self:AddLeafToTail(markerLeaf)
return true
end
-- Parse DB macro
if self:MatchToken(TOKEN.DB) then
-- db 1,...
self.IgnoreStringInExpression = true
self.MostLikelyConstantExpression = true
local dbLeaf = self:NewLeaf()
dbLeaf.Opcode = "DATA"
dbLeaf.Data = {}
local c,v,e = self:ConstantExpression(false)
while c or (self:PeekToken() == TOKEN.STRING) do
-- Insert data into leaf
if self:MatchToken(TOKEN.STRING) then
table.insert(dbLeaf.Data,self.TokenData)
else
table.insert(dbLeaf.Data,v or e)
end
-- Only keep parsing if next token is comma
if self:MatchToken(TOKEN.COMMA) then
c,v,e = self:ConstantExpression(false)
else
c = false
end
end
self.IgnoreStringInExpression = false
self.MostLikelyConstantExpression = false
self:AddLeafToTail(dbLeaf)
return true
end
-- Parse STRING macro
if self:MatchToken(TOKEN.STRALLOC) then
-- string name,1,...
self:ExpectToken(TOKEN.IDENT)
-- Create leaf and label for vector name
local stringNameLabelLeaf = self:NewLeaf()
stringNameLabelLeaf.Opcode = "LABEL"
local stringNameLabel = self:DefineLabel(self.TokenData)
stringNameLabel.Type = "Pointer"
stringNameLabel.Defined = true
stringNameLabel.Leaf = stringNameLabelLeaf
stringNameLabelLeaf.Label = stringNameLabel
self:AddLeafToTail(stringNameLabelLeaf)
self:ExpectToken(TOKEN.COMMA)
self.IgnoreStringInExpression = true
self.MostLikelyConstantExpression = true
local stringLeaf = self:NewLeaf()
stringLeaf.Opcode = "DATA"
stringLeaf.Data = {}
local c,v,e = self:ConstantExpression(false)
while c or (self:PeekToken() == TOKEN.STRING) do
-- Insert data into leaf
if self:MatchToken(TOKEN.STRING) then
table.insert(stringLeaf.Data,self.TokenData)
else
table.insert(stringLeaf.Data,v or e)
end
-- Only keep parsing if next token is comma
if self:MatchToken(TOKEN.COMMA) then
c,v,e = self:ConstantExpression(false)
else
c = false
end
end
table.insert(stringLeaf.Data,0)
self.IgnoreStringInExpression = false
self.MostLikelyConstantExpression = false
self:AddLeafToTail(stringLeaf)
return true
end
-- Parse DEFINE macro
if self:MatchToken(TOKEN.DEFINE) then
-- define label,value
self:ExpectToken(TOKEN.IDENT)
local defineLabel = self:DefineLabel(self.TokenData)
defineLabel.Type = "Pointer"
defineLabel.Defined = true
self:ExpectToken(TOKEN.COMMA)
self.MostLikelyConstantExpression = true
local c,v,e = self:ConstantExpression(false)
if c then
if v then
defineLabel.Value = v
else
defineLabel.Expression = e
end
else
self:Error("Define value must be constant")
end
self.MostLikelyConstantExpression = false
return true
end
-- Parse ALLOC macro
if self:MatchToken(TOKEN.ALLOC) then
-- alloc label,size,value
-- alloc label,value
-- alloc label
-- alloc size
local allocLeaf = self:NewLeaf()
local allocLabel,allocSize,allocValue = nil,1,0
local expectSize = false
allocLeaf.Opcode = "DATA"
-- Add a label to this alloc
if self:MatchToken(TOKEN.IDENT) then
allocLabel = self:DefineLabel(self.TokenData)
allocLabel.Type = "Pointer"
allocLabel.Defined = true
allocLabel.DebugAsVariable = true
allocLabel.Leaf = allocLeaf
allocLeaf.Label = allocLabel
if self:MatchToken(TOKEN.COMMA) then expectSize = true end
end
-- Read size
self.MostLikelyConstantExpression = true
if (not allocLabel) or (expectSize) then
local c,v = self:ConstantExpression(true) -- need precise value here, no ptrs allowed
if c then allocSize = v
else self:Error("Alloc size must be constant") end
end
if allocLabel and expectSize then
if self:MatchToken(TOKEN.COMMA) then
local c,v = self:ConstantExpression(true) -- need precise value here, no ptrs allowed
if c then allocValue = v
else self:Error("Alloc value must be constant") end
else
allocValue = allocSize
allocSize = 1
end
end
self.MostLikelyConstantExpression = false
-- Initialize alloc
allocLeaf.ZeroPadding = allocSize
self:AddLeafToTail(allocLeaf)
return true
end
-- Parse RETURN
if self:MatchToken(TOKEN.RETURN) and self.HeadLeaf then
if not self:MatchToken(TOKEN.COLON) then
local returnExpression = self:Expression()
local returnLeaf = self:NewLeaf()
returnLeaf.Opcode = "mov"
returnLeaf.Operands[1] = { Register = 1 }
returnLeaf.Operands[2] = returnExpression
returnLeaf.ExplictAssign = true
self:AddLeafToTail(returnLeaf)
end
self:MatchToken(TOKEN.COLON)
-- Check if this is the last return in the function
-- if self:MatchToken(TOKEN.RBRACKET) then
-- if self.BlockDepth > 0 then
-- self:BlockEnd()
-- return true
-- else
-- self:Error("Unexpected bracket")
-- end
-- end
if not self.GenerateInlineFunction then
-- Create leaf for exiting local scope
local leaveLeaf = self:NewLeaf()
leaveLeaf.Opcode = "leave"
if (self.StackPointer ~= 0) or
(self.ParameterPointer ~= 0) or
(self.Settings.AlwaysEnterLeave) then
self:AddLeafToTail(leaveLeaf)
end
-- Create leaf for returning from call
local retLeaf = self:NewLeaf()
retLeaf.Opcode = "ret"
self:AddLeafToTail(retLeaf)
end
return true
end
-- Parse IF syntax
if self:MatchToken(TOKEN.IF) then
-- Parse condition
self:ExpectToken(TOKEN.LPAREN)
local firstToken = self.CurrentToken
self:SaveParserState()
local conditionLeaf = self:Expression()
local conditionText = "if ("..self:PrintTokens(self:GetSavedTokens(firstToken))..")"
self:ExpectToken(TOKEN.RPAREN)
-- Enter the IF block
local needBlock = self:MatchToken(TOKEN.LBRACKET)
self:BlockStart("IF")
-- Calculate condition
local cmpLeaf = self:NewLeaf()
cmpLeaf.Opcode = "cmp"
cmpLeaf.Operands[1] = { Constant = 0 }
cmpLeaf.Operands[2] = conditionLeaf
cmpLeaf.Comment = conditionText
self:AddLeafToTail(cmpLeaf)
-- Create label for conditional break (if condition is false)
local conditionalBreakLeaf = self:NewLeaf()
local conditionalBreak = self:GetTempLabel()
conditionalBreakLeaf.Opcode = "LABEL"
conditionalBreak.Type = "Pointer"
conditionalBreak.Leaf = conditionalBreakLeaf
conditionalBreakLeaf.Label = conditionalBreak
self.SpecialLeaf[#self.SpecialLeaf].ConditionalBreak = conditionalBreakLeaf
-- self:AddLeafToTail(conditionalBreakLeaf)
-- Generate conditional jump over the block
local jumpLeaf = self:NewLeaf()
jumpLeaf.Opcode = "jge"
jumpLeaf.Operands[1] = { PointerToLabel = conditionalBreakLeaf.Label }
self:AddLeafToTail(jumpLeaf)
if not needBlock then
-- Parse next statement if dont need a block
self:Statement()
-- End the IF block early
self:BlockEnd()
-- Add exit label
self:AddLeafToTail(conditionalBreakLeaf)
-- Check for out-of-block ELSE
if self:MatchToken(TOKEN.ELSE) then
self:ParseElse(false)
end
-- else
-- self:AddLeafToTail(conditionalBreak)
-- self.SpecialLeaf[#self.SpecialLeaf].ConditionalBreak = jumpLeaf
end
return true
end
-- Parse WHILE syntax
if self:MatchToken(TOKEN.WHILE) then
local returnLabel
-- Parse condition
self:ExpectToken(TOKEN.LPAREN)
local firstToken = self.CurrentToken
self:SaveParserState()
local conditionLeaf = self:Expression()
local conditionText = "if ("..self:PrintTokens(self:GetSavedTokens(firstToken))
self:ExpectToken(TOKEN.RPAREN)
-- Enter the WHILE block
local needBlock = self:MatchToken(TOKEN.LBRACKET)
if needBlock then
self:BlockStart("WHILE")
end
if not needBlock then
-- Generate return label
local returnLabelLeaf = self:NewLeaf()
returnLabel = self:GetTempLabel()
returnLabelLeaf.Opcode = "LABEL"
returnLabel.Type = "Pointer"
returnLabel.Leaf = returnLabelLeaf
returnLabelLeaf.Label = returnLabel
self:AddLeafToTail(returnLabelLeaf)
end
-- Calculate condition
local cmpLeaf = self:NewLeaf()
cmpLeaf.Opcode = "cmp"
cmpLeaf.Operands[1] = { Constant = 0 }
cmpLeaf.Operands[2] = conditionLeaf
cmpLeaf.Comment = conditionText
self:AddLeafToTail(cmpLeaf)
if not needBlock then
-- Generate conditional jump over the block
local jumpOverLabelLeaf = self:NewLeaf()
local jumpOverLabel = self:GetTempLabel()
jumpOverLabelLeaf.Opcode = "LABEL"
jumpOverLabel.Type = "Pointer"
jumpOverLabel.Leaf = jumpOverLabelLeaf
jumpOverLabelLeaf.Label = jumpOverLabel
local jumpOverLeaf = self:NewLeaf()
jumpOverLeaf.Opcode = "jz"
jumpOverLeaf.Operands[1] = { PointerToLabel = jumpOverLabel }
self:AddLeafToTail(jumpOverLeaf)
-- Parse next statement if dont need a block
self:Statement()
-- Generate the jump back leaf
local jumpBackLeaf = self:NewLeaf()
jumpBackLeaf.Opcode = "jmp"
jumpBackLeaf.Operands[1] = { PointerToLabel = returnLabel }
self:AddLeafToTail(jumpBackLeaf)
-- Add exit label
self:AddLeafToTail(jumpOverLabelLeaf)
else
-- Generate conditional jump over the block
local jumpOverLeaf = self:NewLeaf()
jumpOverLeaf.Opcode = "jz"
jumpOverLeaf.Operands[1] = { PointerToLabel = self.SpecialLeaf[#self.SpecialLeaf].Break.Label }
self:AddLeafToTail(jumpOverLeaf)
-- Set the jump back leaf
self.SpecialLeaf[#self.SpecialLeaf].JumpBack.Opcode = "jmp"
self.SpecialLeaf[#self.SpecialLeaf].JumpBack.Operands[1] = { PointerToLabel = self.SpecialLeaf[#self.SpecialLeaf].Continue.Label }
end
return true
end
-- Parse FOR syntax
if self:MatchToken(TOKEN.FOR) then
local returnLabel
-- Parse syntax
self:ExpectToken(TOKEN.LPAREN)
local initLeaf = self:Expression()
initLeaf.Comment = "init loop"
self:ExpectToken(TOKEN.COLON)
local conditionLeaf = self:Expression()
conditionLeaf.Comment = "condition"
self:ExpectToken(TOKEN.COLON)
local stepLeaf = self:Expression()
stepLeaf.Comment = "loop step"
self:ExpectToken(TOKEN.RPAREN)
self:AddLeafToTail(initLeaf)
-- Save stepLeaf for inlining continue
self.CurrentStepLeaf = stepLeaf
-- Enter the FOR block
local needBlock = self:MatchToken(TOKEN.LBRACKET)
if needBlock then
self:BlockStart("FOR")
end
if not needBlock then
-- Generate return label
local returnLabelLeaf = self:NewLeaf()
returnLabel = self:GetTempLabel()
returnLabelLeaf.Opcode = "LABEL"
returnLabel.Type = "Pointer"
returnLabel.Leaf = returnLabelLeaf
returnLabelLeaf.Label = returnLabel
self:AddLeafToTail(returnLabelLeaf)
end
-- Calculate condition
local cmpLeaf = self:NewLeaf()
cmpLeaf.Opcode = "cmp"
cmpLeaf.Operands[1] = { Constant = 0 }
cmpLeaf.Operands[2] = conditionLeaf
self:AddLeafToTail(cmpLeaf)
if not needBlock then
-- Generate conditional jump over the block
local jumpOverLabelLeaf = self:NewLeaf()
local jumpOverLabel = self:GetTempLabel()
jumpOverLabelLeaf.Opcode = "LABEL"
jumpOverLabel.Type = "Pointer"
jumpOverLabel.Leaf = jumpOverLabelLeaf
jumpOverLabelLeaf.Label = jumpOverLabel
local jumpOverLeaf = self:NewLeaf()
jumpOverLeaf.Opcode = "jz"
jumpOverLeaf.Operands[1] = { PointerToLabel = jumpOverLabel }
self:AddLeafToTail(jumpOverLeaf)
-- Parse next statement if dont need a block
self:Statement()
-- Generate the jump back leaf
local jumpBackLeaf = self:NewLeaf()
jumpBackLeaf.Opcode = "jmp"
jumpBackLeaf.Operands[1] = { PointerToLabel = returnLabel }
self:AddLeafToTail(stepLeaf)
self:AddLeafToTail(jumpBackLeaf)
-- Add exit label
self:AddLeafToTail(jumpOverLabelLeaf)
else
-- Generate conditional jump over the block
local jumpOverLeaf = self:NewLeaf()
jumpOverLeaf.Opcode = "jz"
jumpOverLeaf.Operands[1] = { PointerToLabel = self.SpecialLeaf[#self.SpecialLeaf].Break.Label }
self:AddLeafToTail(jumpOverLeaf)
-- Set the jump back leaf
self.SpecialLeaf[#self.SpecialLeaf].JumpBack.Opcode = "jmp"
self.SpecialLeaf[#self.SpecialLeaf].JumpBack.Operands[1] = { PointerToLabel = self.SpecialLeaf[#self.SpecialLeaf].Continue.Label }
self.SpecialLeaf[#self.SpecialLeaf].JumpBack.PreviousLeaf = stepLeaf
end
return true
end
-- Parse CONTINUE
if self:MatchToken(TOKEN.CONTINUE) then
if (self.BlockDepth > 0) and (self.CurrentContinueLeaf) then
local jumpBackLeaf = self:NewLeaf()
jumpBackLeaf.Opcode = "jmp"
jumpBackLeaf.Operands[1] = { PointerToLabel = self.CurrentContinueLeaf.Label }
if (self.CurrentStepLeaf) then
self:AddLeafToTail(self.CurrentStepLeaf)
end
self:AddLeafToTail(jumpBackLeaf)
return true
else
self:Error("Nowhere to continue here")
end
end
-- Parse BREAK
if self:MatchToken(TOKEN.BREAK) then
if (self.BlockDepth > 0) and (self.CurrentBreakLeaf) then
local jumpLeaf = self:NewLeaf()
jumpLeaf.Opcode = "jmp"
jumpLeaf.Operands[1] = { PointerToLabel = self.CurrentBreakLeaf.Label }
self:AddLeafToTail(jumpLeaf)
return true
else
self:Error("Nowhere to break from here")
end
end
-- Parse GOTO
if self:MatchToken(TOKEN.GOTO) then
local gotoExpression = self:Expression()
local jumpLeaf = self:NewLeaf()
jumpLeaf.Opcode = "jmp"
jumpLeaf.Operands[1] = gotoExpression
self:AddLeafToTail(jumpLeaf)
return true
end
-- Parse block open bracket
if self:MatchToken(TOKEN.LBRACKET) then
self:BlockStart("LBLOCK")
return true
end
-- Parse block close bracket
if self:MatchToken(TOKEN.RBRACKET) then
if self.BlockDepth > 0 then
local blockType = self.BlockType[#self.BlockType]
if (blockType == "IF") and self:MatchToken(TOKEN.ELSE) then -- Add ELSE block, IF remains in stack
self:ParseElse(true)
else
if blockType == "IF" then -- FIXME: It kind of is redundant
self:AddLeafToTail(self.SpecialLeaf[#self.SpecialLeaf].ConditionalBreak)
end
self:BlockEnd()
end
return true
else
self:Error("Unexpected bracket")
end
end
-- Parse possible label definition
local firstToken = self.CurrentToken
self:SaveParserState()
if self:MatchToken(TOKEN.IDENT) then
if (self:PeekToken() == TOKEN.COMMA) or (self:PeekToken() == TOKEN.DCOLON) then
-- Label definition for sure
while true do
local label = self:DefineLabel(self.TokenData)
label.Type = "Pointer"
label.Defined = true
label.Leaf = self:NewLeaf()
label.Leaf.Opcode = "LABEL"
label.Leaf.Label = label
self:AddLeafToTail(label.Leaf)
self:MatchToken(TOKEN.COMMA)
if not self:MatchToken(TOKEN.IDENT) then break end
end
self:ExpectToken(TOKEN.DCOLON)
self:MatchToken(TOKEN.COLON)
return true
else
self:RestoreParserState()
end
end
-- If nothing else, must be some kind of an expression
local expressionLeaf = self:Expression()
self:AddLeafToTail(expressionLeaf)
-- Add expression to leaf comment
if self.Settings.GenerateComments then
expressionLeaf.Comment = self:PrintTokens(self:GetSavedTokens(firstToken))
end
-- Skip a colon
self:MatchToken(TOKEN.COLON)
return true
end
|
ESX = nil
local PlayerLoaded = false
vip = false
Citizen.CreateThread(function()
while ESX == nil do
TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end)
Citizen.Wait(0)
end
PlayerLoaded = true
ESX.PlayerData = ESX.GetPlayerData()
end)
RegisterNetEvent('esx:playerLoaded')
AddEventHandler('esx:playerLoaded', function(xPlayer)
ESX.PlayerData = xPlayer
PlayerLoaded = true
end)
AddEventHandler('playerSpawned', function()
vip = false
ESX.TriggerServerCallback('pxrp_vip:getVIPStatus', function(vip)
if vip then
while not PlayerLoaded do
Citizen.Wait(1000)
end
ESX.ShowNotification("Status VIP: Activé")
end
end)
end)
function addVIPStatus()
TriggerServerEvent('pxrp_vip:setVIPStatus', true)
vip = true
end
function removeVIPStatus()
TriggerServerEvent('pxrp_vip:setVIPStatus', false)
vip = false
end
RegisterNetEvent('pxrp_vip:addVIPStatus')
AddEventHandler('pxrp_vip:addVIPStatus', function()
addVIPStatus()
end)
RegisterNetEvent('pxrp_vip:removeVIPStatus')
AddEventHandler('pxrp_vip:removeVIPStatus', function()
removeVIPStatus()
end)
|
include("shared.lua")
-- Define GM12 fonts for compatibility
surface.CreateFont("DefaultBold", {
font = "Tahoma",
size = 13,
weight = 1000
})
surface.CreateFont("TabLarge", {
font = "Tahoma",
size = 13,
weight = 700,
shadow = true,
antialias = false
})
surface.CreateFont("Trebuchet22", {
font = "Trebuchet MS",
size = 22,
weight = 900
})
include("scoring_shd.lua")
include("corpse_shd.lua")
include("player_ext_shd.lua")
include("weaponry_shd.lua")
include("vgui/ColoredBox.lua")
include("vgui/SimpleIcon.lua")
include("vgui/ProgressBar.lua")
include("vgui/ScrollLabel.lua")
include("cl_radio.lua")
include("cl_disguise.lua")
include("cl_transfer.lua")
include("cl_targetid.lua")
include("cl_search.lua")
include("cl_radar.lua")
include("cl_tbuttons.lua")
include("cl_scoreboard.lua")
include("cl_tips.lua")
include("cl_help.lua")
include("cl_hud.lua")
include("cl_msgstack.lua")
include("cl_hudpickup.lua")
include("cl_keys.lua")
include("cl_wepswitch.lua")
include("cl_scoring.lua")
include("cl_scoring_events.lua")
include("cl_popups.lua")
include("cl_equip.lua")
include("cl_voice.lua")
CreateClientConVar("ttt_role_symbols", 0, true, false, "Shows symbols instead of letters in role icons.")
CreateClientConVar("ttt_export_player_data", 0, true, false)
function GM:Initialize()
MsgN("TTT Client initializing...")
GAMEMODE.round_state = ROUND_WAIT
LANG.Init()
self.BaseClass:Initialize()
end
function GM:InitPostEntity()
MsgN("TTT Client post-init...")
net.Start("TTT_Spectate")
net.WriteBool(GetConVar("ttt_spectator_mode"):GetBool())
net.SendToServer()
if not game.SinglePlayer() then
timer.Create("idlecheck", 5, 0, CheckIdle)
end
-- make sure player class extensions are loaded up, and then do some
-- initialization on them
if IsValid(LocalPlayer()) and LocalPlayer().GetTraitor then
GAMEMODE:ClearClientState()
end
timer.Create("cache_ents", 1, 0, GAMEMODE.DoCacheEnts)
RunConsoleCommand("_ttt_request_serverlang")
RunConsoleCommand("_ttt_request_rolelist")
end
function GM:DoCacheEnts()
RADAR:CacheEnts()
TBHUD:CacheEnts()
end
function GM:HUDClear()
RADAR:Clear()
TBHUD:Clear()
end
KARMA = {}
function KARMA.IsEnabled() return GetGlobalBool("ttt_karma", false) end
DRINKS = {}
function DRINKS.IsEnabled() return GetGlobalBool("ttt_drinking_enabled", false) end
function GetRoundState() return GAMEMODE.round_state end
local function RoundStateChange(o, n)
if n == ROUND_PREP then
-- prep starts
GAMEMODE:ClearClientState()
GAMEMODE:CleanUpMap()
-- show warning to spec mode players
if GetConVar("ttt_spectator_mode"):GetBool() and IsValid(LocalPlayer()) then
LANG.Msg("spec_mode_warning")
end
-- reset cached server language in case it has changed
RunConsoleCommand("_ttt_request_serverlang")
elseif n == ROUND_ACTIVE then
-- round starts
VOICE.CycleMuteState(MUTE_NONE)
CLSCORE:ClearPanel()
-- people may have died and been searched during prep
for _, p in pairs(player.GetAll()) do
p.search_result = nil
end
-- clear blood decals produced during prep
RunConsoleCommand("r_cleardecals")
GAMEMODE.StartingPlayers = #util.GetAlivePlayers()
elseif n == ROUND_POST then
RunConsoleCommand("ttt_cl_traitorpopup_close")
end
-- stricter checks when we're talking about hooks, because this function may
-- be called with for example o = WAIT and n = POST, for newly connecting
-- players, which hooking code may not expect
if n == ROUND_PREP then
-- can enter PREP from any phase due to ttt_roundrestart
hook.Call("TTTPrepareRound", GAMEMODE)
elseif (o == ROUND_PREP) and (n == ROUND_ACTIVE) then
hook.Call("TTTBeginRound", GAMEMODE)
elseif (o == ROUND_ACTIVE) and (n == ROUND_POST) then
hook.Call("TTTEndRound", GAMEMODE)
end
-- whatever round state we get, clear out the voice flags
for k, v in pairs(player.GetAll()) do
v.traitor_gvoice = false
end
end
concommand.Add("ttt_print_playercount", function() print(GAMEMODE.StartingPlayers) end)
--- optional sound cues on round start and end
CreateConVar("ttt_cl_soundcues", "0", FCVAR_ARCHIVE)
local cues = {
Sound("ttt/thump01e.mp3"),
Sound("ttt/thump02e.mp3")
};
local function PlaySoundCue()
if GetConVar("ttt_cl_soundcues"):GetBool() then
surface.PlaySound(table.Random(cues))
end
end
GM.TTTBeginRound = PlaySoundCue
GM.TTTEndRound = PlaySoundCue
local confetti = Material("confetti.png")
net.Receive("TTT_Birthday", function()
local ent = net.ReadEntity()
ent:EmitSound("birthday.wav")
local pos = ent:GetPos() + Vector(0, 0, ent:OBBMaxs().z)
if ent.GetShootPos then
pos = ent:GetShootPos()
end
local velMax = 200
local gravMax = 50
local gravity = Vector(math.random(-gravMax, gravMax), math.random(-gravMax, gravMax), math.random(-gravMax, 0))
--Handles particles
local emitter = ParticleEmitter(pos, true)
for I = 1, 150 do
local p = emitter:Add(confetti, pos)
p:SetStartSize(math.random(6, 10))
p:SetEndSize(0)
p:SetAngles(Angle(math.random(0, 360), math.random(0, 360), math.random(0, 360)))
p:SetAngleVelocity(Angle(math.random(5, 50), math.random(5, 50), math.random(5, 50)))
p:SetVelocity(Vector(math.random(-velMax, velMax), math.random(-velMax, velMax), math.random(-velMax, velMax)))
p:SetColor(255, 255, 255)
p:SetDieTime(math.random(4, 7))
p:SetGravity(gravity)
p:SetAirResistance(125)
end
end)
--- usermessages
local function ReceiveRole()
local client = LocalPlayer()
local role = net.ReadUInt(4)
-- after a mapswitch, server might have sent us this before we are even done
-- loading our code
if not client.SetRole then return end
client:SetRole(role)
Msg("You are: ")
if client:IsTraitor() then MsgN("TRAITOR")
elseif client:IsDetective() then MsgN("DETECTIVE")
elseif client:IsMercenary() then MsgN("MERCENARY")
elseif client:IsHypnotist() then MsgN("HYPNOTIST")
elseif client:IsGlitch() then MsgN("GLITCH")
elseif client:IsJester() then MsgN("JESTER")
elseif client:IsPhantom() then MsgN("PHANTOM")
elseif client:IsZombie() then MsgN("ZOMBIE")
elseif client:IsVampire() then MsgN("VAMPIRE")
elseif client:IsSwapper() then MsgN("SWAPPER")
elseif client:IsAssassin() then MsgN("ASSASSIN")
elseif client:IsKiller() then MsgN("KILLER")
elseif client:IsCannibal() then MsgN("CANNIBAL")
elseif client:IsCrookedCop() then MsgN("CROOKED COP")
else MsgN("INNOCENT")
end
end
net.Receive("TTT_Role", ReceiveRole)
local function ReceiveRoleList()
local role = net.ReadUInt(4)
local num_ids = net.ReadUInt(8)
for i = 1, num_ids do
local eidx = net.ReadUInt(7) + 1 -- we - 1 worldspawn=0
local ply = player.GetByID(eidx)
if IsValid(ply) and ply.SetRole then
ply:SetRole(role)
if ply:IsTraitor() or ply:IsHypnotist() or ply:IsVampire() or ply:IsAssassin() or ply:IsZombie() then
ply.traitor_gvoice = false -- assume traitorchat by default
end
end
end
end
net.Receive("TTT_RoleList", ReceiveRoleList)
-- Round state comm
local function ReceiveRoundState()
local o = GetRoundState()
GAMEMODE.round_state = net.ReadUInt(3)
if o ~= GAMEMODE.round_state then
RoundStateChange(o, GAMEMODE.round_state)
end
MsgN("Round state: " .. GAMEMODE.round_state)
end
net.Receive("TTT_RoundState", ReceiveRoundState)
-- Cleanup at start of new round
function GM:ClearClientState()
GAMEMODE:HUDClear()
local client = LocalPlayer()
if not client.SetRole then return end -- code not loaded yet
client:SetRole(ROLE_INNOCENT)
client.equipment_items = EQUIP_NONE
client.equipment_credits = 0
client.bought = {}
client.last_id = nil
client.radio = nil
client.called_corpses = {}
VOICE.InitBattery()
for _, p in pairs(player.GetAll()) do
if IsValid(p) then
p.sb_tag = nil
p:SetRole(ROLE_INNOCENT)
p.search_result = nil
end
end
VOICE.CycleMuteState(MUTE_NONE)
RunConsoleCommand("ttt_mute_team_check", "0")
if GAMEMODE.ForcedMouse then
gui.EnableScreenClicker(false)
end
end
net.Receive("TTT_ClearClientState", GM.ClearClientState)
function GM:CleanUpMap()
-- Ragdolls sometimes stay around on clients. Deleting them can create issues
-- so all we can do is try to hide them.
for _, ent in pairs(ents.FindByClass("prop_ragdoll")) do
if IsValid(ent) and CORPSE.GetPlayerNick(ent, "") ~= "" then
ent:SetNoDraw(true)
ent:SetSolid(SOLID_NONE)
ent:SetColor(Color(0, 0, 0, 0))
-- Horrible hack to make targetid ignore this ent, because we can't
-- modify the collision group clientside.
ent.NoTarget = true
end
end
-- This cleans up decals since GMod v100
game.CleanUpMap()
end
-- server tells us to call this when our LocalPlayer has spawned
local function PlayerSpawn()
local as_spec = net.ReadBit() == 1
if as_spec then
TIPS.Show()
else
TIPS.Hide()
end
end
net.Receive("TTT_PlayerSpawned", PlayerSpawn)
local function PlayerDeath()
TIPS.Show()
end
net.Receive("TTT_PlayerDied", PlayerDeath)
function GM:ShouldDrawLocalPlayer(ply) return false end
local view = { origin = vector_origin, angles = angle_zero, fov = 0 }
function GM:CalcView(ply, origin, angles, fov)
view.origin = origin
view.angles = angles
view.fov = fov
-- first person ragdolling
if ply:Team() == TEAM_SPEC and ply:GetObserverMode() == OBS_MODE_IN_EYE then
local tgt = ply:GetObserverTarget()
if IsValid(tgt) and (not tgt:IsPlayer()) then
-- assume if we are in_eye and not speccing a player, we spec a ragdoll
local eyes = tgt:LookupAttachment("eyes") or 0
eyes = tgt:GetAttachment(eyes)
if eyes then
view.origin = eyes.Pos
view.angles = eyes.Ang
end
end
end
local wep = ply:GetActiveWeapon()
if IsValid(wep) then
local func = wep.CalcView
if func then
view.origin, view.angles, view.fov = func(wep, ply, origin * 1, angles * 1, fov)
end
end
return view
end
function GM:AddDeathNotice() end
function GM:DrawDeathNotice() end
function GM:Think()
for k, v in pairs(player.GetAll()) do
if v:Alive() and v:GetNWBool("HauntedSmoke") then
if not v.SmokeEmitter then v.SmokeEmitter = ParticleEmitter(v:GetPos()) end
if not v.SmokeNextPart then v.SmokeNextPart = CurTime() end
local pos = v:GetPos() + Vector(0, 0, 30)
local client = LocalPlayer()
if v.SmokeNextPart < CurTime() then
if client:GetPos():Distance(pos) > 1000 then return end
v.SmokeEmitter:SetPos(pos)
v.SmokeNextPart = CurTime() + math.Rand(0.003, 0.01)
local vec = Vector(math.Rand(-8, 8), math.Rand(-8, 8), math.Rand(10, 55))
local pos = v:LocalToWorld(vec)
local particle = v.SmokeEmitter:Add("particle/snow.vmt", pos)
particle:SetVelocity(Vector(0, 0, 4) + VectorRand() * 3)
particle:SetDieTime(math.Rand(0.5, 2))
particle:SetStartAlpha(math.random(150, 220))
particle:SetEndAlpha(0)
local size = math.random(4, 7)
particle:SetStartSize(size)
particle:SetEndSize(size + 1)
particle:SetRoll(0)
particle:SetRollDelta(0)
particle:SetColor(0, 0, 0)
end
else
if v.SmokeEmitter then
v.SmokeEmitter:Finish()
v.SmokeEmitter = nil
end
end
end
if GetConVar("ttt_export_player_data"):GetBool() then
local client = LocalPlayer()
local state = GetRoundState() == 3 and "1" or "0"
local role = tostring(client:GetRole())
local alive = client:IsActive() and "1" or "0"
local health = tostring(client:Health())
local data = state .. "," .. role .. "," .. alive .. "," .. health
file.Write("playerdata/data.txt", data)
end
end
function GM:Tick()
local client = LocalPlayer()
if IsValid(client) then
if client:Alive() and client:Team() ~= TEAM_SPEC then
WSWITCH:Think()
RADIO:StoreTarget()
end
VOICE.Tick()
end
end
-- Simple client-based idle checking
local idle = { ang = nil, pos = nil, mx = 0, my = 0, t = 0 }
function CheckIdle()
local client = LocalPlayer()
if not IsValid(client) then return end
if not idle.ang or not idle.pos then
-- init things
idle.ang = client:GetAngles()
idle.pos = client:GetPos()
idle.mx = gui.MouseX()
idle.my = gui.MouseY()
idle.t = CurTime()
return
end
if GetRoundState() == ROUND_ACTIVE and client:IsTerror() and client:Alive() then
local idle_limit = GetGlobalInt("ttt_idle_limit", 300) or 300
if idle_limit <= 0 then idle_limit = 300 end -- networking sucks sometimes
if client:GetAngles() ~= idle.ang then
-- Normal players will move their viewing angles all the time
idle.ang = client:GetAngles()
idle.t = CurTime()
elseif gui.MouseX() ~= idle.mx or gui.MouseY() ~= idle.my then
-- Players in eg. the Help will move their mouse occasionally
idle.mx = gui.MouseX()
idle.my = gui.MouseY()
idle.t = CurTime()
elseif client:GetPos():Distance(idle.pos) > 10 then
-- Even if players don't move their mouse, they might still walk
idle.pos = client:GetPos()
idle.t = CurTime()
elseif CurTime() > (idle.t + idle_limit) then
RunConsoleCommand("say", "(AUTOMATED MESSAGE) I have been moved to the Spectator team because I was idle/AFK.")
timer.Simple(0.3, function()
RunConsoleCommand("ttt_spectator_mode", 1)
net.Start("TTT_Spectate")
net.WriteBool(true)
net.SendToServer()
RunConsoleCommand("ttt_cl_idlepopup")
end)
elseif CurTime() > (idle.t + (idle_limit / 2)) then
-- will repeat
LANG.Msg("idle_warning")
end
end
end
function GM:OnEntityCreated(ent)
-- Make ragdolls look like the player that has died
if ent:IsRagdoll() then
local ply = CORPSE.GetPlayer(ent)
if IsValid(ply) then
-- Only copy any decals if this ragdoll was recently created
if ent:GetCreationTime() > CurTime() - 1 then
ent:SnatchModelInstance(ply)
end
-- Copy the color for the PlayerColor matproxy
local playerColor = ply:GetPlayerColor()
ent.GetPlayerColor = function()
return playerColor
end
end
end
return self.BaseClass.OnEntityCreated(self, ent)
end
|
---
--- Generated by EmmyLua(https://github.com/EmmyLua)
--- Created by heyqule.
--- DateTime: 9/6/2021 1:34 AM
---
local Table = require('__stdlib__/stdlib/utils/table')
local ErmConfig = require('__enemyracemanager__/lib/global_config')
local ErmForceHelper = require('__enemyracemanager__/lib/helper/force_helper')
local AttackGroupChunkProcessor = {}
AttackGroupChunkProcessor.CHUNK_SEARCH_RADIUS = 5
AttackGroupChunkProcessor.CHUNK_SIZE = 32
AttackGroupChunkProcessor.CHUNK_CENTER_POINT_RADIUS = AttackGroupChunkProcessor.CHUNK_SEARCH_RADIUS * 2
AttackGroupChunkProcessor.CHUNK_SEARCH_AREA = AttackGroupChunkProcessor.CHUNK_SEARCH_RADIUS * AttackGroupChunkProcessor.CHUNK_SIZE
AttackGroupChunkProcessor.MINIMUM_SPAWNABLE = 10
AttackGroupChunkProcessor.RETRY = 4
AttackGroupChunkProcessor.AREA_NORTH = {1,2}
AttackGroupChunkProcessor.AREA_SOUTH = {3,4}
AttackGroupChunkProcessor.AREA_WEST = {1,4}
AttackGroupChunkProcessor.AREA_EAST = {2,3}
AttackGroupChunkProcessor.DIRECTION_CURSOR = {'northwest', 'northeast', 'southeast', 'southwest'}
AttackGroupChunkProcessor.NORMAL_PRECISION_TARGET_TYPES = {
'mining-drill',
'rocket-silo',
'artillery-turret',
}
AttackGroupChunkProcessor.HARDCORE_PRECISION_TARGET_TYPES = {
'lab',
'furnace',
}
AttackGroupChunkProcessor.EXTREME_PRECISION_TARGET_TYPES = {
'assembling-machine',
'generator',
'solar-panel',
'accumulator',
}
local create_race_cursor_node = function()
return {
current_direction = 1, -- corresponding to DIRECTION_CURSOR
rotatable_directions = {1, 2, 3, 4},
current_node_name = {
northwest = nil,
northeast = nil,
southeast = nil,
southwest = nil,
}
}
end
local get_chunk_node_list = function()
return {
chunks = {},
head_node_name = nil,
new_node_name = nil,
}
end
local get_spawn_area = function(position)
local distance = AttackGroupChunkProcessor.CHUNK_SEARCH_AREA
local area = {
{position.x - distance, position.y - distance},
{position.x + distance, position.y + distance}
}
return area
end
local get_attack_area = function(position)
local distance = 32
local area = {
{position.x, position.y},
{position.x + distance, position.y + distance}
}
return area
end
local set_up_rotatable_direction = function(race_cursor, race_name, surface)
if ErmConfig.mapgen_is_2_races_split() then
if settings.startup['enemyracemanager-2way-group-enemy-orientation'].value == X_AXIS then
if ErmConfig.positive_axis_race() == race_name then
race_cursor.rotatable_directions = AttackGroupChunkProcessor.AREA_WEST
elseif ErmConfig.negative_axis_race() == race_name then
race_cursor.rotatable_directions = AttackGroupChunkProcessor.AREA_EAST
else
race_cursor.rotatable_directions = {}
end
else
if ErmConfig.positive_axis_race() == race_name then
race_cursor.rotatable_directions = AttackGroupChunkProcessor.AREA_SOUTH
elseif ErmConfig.negative_axis_race() == race_name then
race_cursor.rotatable_directions = AttackGroupChunkProcessor.AREA_NORTH
else
race_cursor.rotatable_directions = {}
end
end
end
end
local init_spawnable_chunk = function(surface, forced_init)
if global.attack_group_spawnable_chunk[surface.name] == nil or forced_init then
global.attack_group_spawnable_chunk[surface.name] = {
northwest = get_chunk_node_list(),
northeast = get_chunk_node_list(),
southeast = get_chunk_node_list(),
southwest = get_chunk_node_list(),
race_cursors = { },
}
for _, race in pairs(ErmConfig.get_enemy_races()) do
global.attack_group_spawnable_chunk[surface.name].race_cursors[race] = create_race_cursor_node()
set_up_rotatable_direction(global.attack_group_spawnable_chunk[surface.name].race_cursors[race], race, surface)
end
end
end
local is_cachable_spawn_position = function(position)
return position.x % AttackGroupChunkProcessor.CHUNK_CENTER_POINT_RADIUS == 0 and
position.y % AttackGroupChunkProcessor.CHUNK_CENTER_POINT_RADIUS == 0
end
--- Weird ass Double Linked List LOL
local create_spawnable_node = function(x, y)
return {
x = x,
y = y,
next_node_name = nil,
prev_node_name = nil,
}
end
local get_location_name = function(x, y)
return tostring(x)..'/'..tostring(y)
end
local append_chunk = function(chunk_data, x, y)
local node_name = get_location_name(x,y)
if chunk_data.chunks[node_name] then
return
end
local node = create_spawnable_node(x, y)
local prev_name = nil
if chunk_data.head_node_name == nil then
chunk_data.head_node_name = node_name
else
prev_name = chunk_data.new_node_name
node.prev_node_name = chunk_data.new_node_name
end
if chunk_data.chunks[prev_name] then
chunk_data.chunks[prev_name].next_node_name = node_name
end
chunk_data.chunks[node_name] = node
chunk_data.new_node_name = node_name
end
local remove_chunk_from_list = function(chunk_set, node, node_name)
local next_node_name = node.next_node_name
local prev_node_name = node.prev_node_name
if node_name == chunk_set.head_node_name then
--- Reset Head and the next node to be head
chunk_set.head_node_name = next_node_name
if chunk_set.chunks[next_node_name] then
chunk_set.chunks[next_node_name].prev_node_name = nil
end
elseif node.next_node_name == nil then
--- Change Last node
if chunk_set.chunks[prev_node_name] then
chunk_set.chunks[prev_node_name].next_node_name = nil
end
else
--- Rewire next/prev in middle node
local prev_node = chunk_set.chunks[prev_node_name]
local next_node = chunk_set.chunks[next_node_name]
if prev_node then
chunk_set.chunks[prev_node_name].next_node_name =
get_location_name(next_node.x, next_node.y)
end
if next_node then
chunk_set.chunks[next_node_name].prev_node_name =
get_location_name(prev_node.x, prev_node.y)
end
end
chunk_set.chunks[node_name] = nil
local new_node_length = Table.count_keys(chunk_set.chunks)
if new_node_length == 0 then
chunk_set.head_node_name = nil
chunk_set.new_node_name = nil
end
end
----- Start Spawnable Chunk Private Functions -----
---
--- Remove chunk that is no longer have spawner on it. But it preserve at least 5 blocks to track enemy expansions.
---
local remove_spawnable_chunk = function(surface, direction, position)
local chunk_set = global.attack_group_spawnable_chunk[surface.name][direction]
local node_name = get_location_name(position.x, position.y)
local node_length = Table.count_keys(chunk_set.chunks)
local node = chunk_set.chunks[node_name]
if node == nil and node_length < AttackGroupChunkProcessor.MINIMUM_SPAWNABLE then
return
end
remove_chunk_from_list(chunk_set, node, node_name)
end
local add_spawnable_chunk_to_list = function(surface, x, y)
if y < 0 then
if x < 0 then
append_chunk(global.attack_group_spawnable_chunk[surface.name].northwest, x, y)
else
append_chunk(global.attack_group_spawnable_chunk[surface.name].northeast, x, y)
end
else
if x < 0 then
append_chunk(global.attack_group_spawnable_chunk[surface.name].southwest, x, y)
else
append_chunk(global.attack_group_spawnable_chunk[surface.name].southeast, x, y)
end
end
end
local add_spawnable_chunk = function(surface, chunk)
local position = {
x = chunk.x * AttackGroupChunkProcessor.CHUNK_SIZE,
y = chunk.y * AttackGroupChunkProcessor.CHUNK_SIZE
}
local spawner = surface.find_entities_filtered
({
area = get_spawn_area(position),
type = 'unit-spawner',
limit = 1
})
local total_spawner = #spawner
if total_spawner > 0 then
add_spawnable_chunk_to_list(surface, position.x, position.y)
return true
end
return false
end
local remove_chunk_without_spawner = function(surface, position, race_name)
local spawner = surface.find_entities_filtered
({
area = get_spawn_area(position),
force = ErmForceHelper.get_all_enemy_forces(),
type = 'unit-spawner',
limit = 1
})
if #spawner == 0 then
local race_cursor = global.attack_group_spawnable_chunk[surface.name].race_cursors[race_name]
local current_direction = AttackGroupChunkProcessor.DIRECTION_CURSOR[
race_cursor.rotatable_directions[race_cursor.current_direction]
]
remove_spawnable_chunk(surface, current_direction, position)
end
end
local find_spawn_position = function(surface, race_name)
local position = nil
local position_node = nil
local race_cursor = global.attack_group_spawnable_chunk[surface.name].race_cursors[race_name]
local total_rotatable_directions = #race_cursor.rotatable_directions
if total_rotatable_directions == 0 then
return nil
end
--- Swap spawn direction
local rotatable_direction = race_cursor.current_direction % total_rotatable_directions + 1
race_cursor.current_direction = rotatable_direction
local current_direction = AttackGroupChunkProcessor.DIRECTION_CURSOR[
race_cursor.rotatable_directions[race_cursor.current_direction]
]
local current_chunk_list = global.attack_group_spawnable_chunk[surface.name][current_direction]
local current_race_cursor_name = race_cursor.current_node_name[current_direction]
if current_race_cursor_name == nil and current_chunk_list.head_node_name ~= nil then
--- Pick head node
race_cursor.current_node_name[current_direction] = current_chunk_list.head_node_name
position_node = current_chunk_list.chunks[current_chunk_list.head_node_name]
elseif current_race_cursor_name ~= '' and current_chunk_list.head_node_name ~= nil then
position_node = current_chunk_list.chunks[current_race_cursor_name]
--- Pick Next node until the end, then pick head and start again
if position_node and position_node.next_node_name then
race_cursor.current_node_name[current_direction] = position_node.next_node_name
elseif position_node then
race_cursor.current_node_name[current_direction] = current_chunk_list.head_node_name
end
end
if position_node then
position = {x = position_node.x, y = position_node.y}
return position
end
return nil
end
----- End Spawnable Chunk Private Functions -----
----- Start Attackable Chunk Private Functions -----
local init_attackable_chunk = function(surface, forced_init)
if global.attack_group_attackable_chunk[surface.name] == nil or forced_init then
global.attack_group_attackable_chunk[surface.name] = get_chunk_node_list()
global.attack_group_attackable_chunk[surface.name].current_node_name = nil
global.attack_group_attackable_chunk[surface.name].current_direction = 1
end
end
local is_cachable_attack_position = function(surface, area)
local entities = surface.find_entities_filtered
({
area = area,
type = AttackGroupChunkProcessor.NORMAL_PRECISION_TARGET_TYPES,
limit = 1
})
if #entities ~= 0 then
return true
end
return false
end
local add_attackable_chunk = function(surface, chunk)
local position = {
x = chunk.x * AttackGroupChunkProcessor.CHUNK_SIZE,
y = chunk.y * AttackGroupChunkProcessor.CHUNK_SIZE
}
local node_name = get_location_name(position.x, position.y)
if global.attack_group_attackable_chunk[surface.name].chunks[node_name] == nil then
append_chunk(global.attack_group_attackable_chunk[surface.name], position.x, position.y)
return true
end
return false
end
local find_attack_position = function(surface)
local surface_data = global.attack_group_attackable_chunk[surface.name]
if surface_data.current_node_name == nil and surface_data.head_node_name then
surface_data.current_node_name = surface_data.head_node_name
return surface_data.chunks[surface_data.current_node_name]
end
if surface_data.current_node_name ~= nil then
surface_data.current_node_name = surface_data.chunks[surface_data.current_node_name].next_node_name
if surface_data.current_node_name == nil then
surface_data.current_node_name = surface_data.head_node_name
end
return surface_data.chunks[surface_data.current_node_name]
end
return nil
end
local reindex_surface = function(surface)
init_spawnable_chunk(surface, true)
init_attackable_chunk(surface, true)
local spawn_chunk = 0
local attack_chunk = 0
for chunk in surface.get_chunks() do
if is_cachable_spawn_position(chunk) then
if add_spawnable_chunk(surface, chunk) then
spawn_chunk = spawn_chunk + 1
end
end
if is_cachable_attack_position(surface, chunk.area) then
if add_attackable_chunk(surface, chunk) then
attack_chunk = attack_chunk + 1
end
end
end
if spawn_chunk == 0 then
global.attack_group_spawnable_chunk[surface.name] = nil
spawn_chunk = 0
end
if attack_chunk == 0 then
global.attack_group_attackable_chunk[surface.name] = nil
attack_chunk = 0
end
return spawn_chunk, attack_chunk
end
----- End Attackable Chunk Private Functions -----
function AttackGroupChunkProcessor.init_globals()
global.attack_group_spawnable_chunk = global.attack_group_spawnable_chunk or {}
global.attack_group_attackable_chunk = global.attack_group_attackable_chunk or {}
end
function AttackGroupChunkProcessor.init_index()
game.print('[ERM] Re-indexing Attack Group Chunks...')
local profiler = game.create_profiler()
local spawn_chunk = 0
local attack_chunk = 0
local total_surfaces = 0
for _, surface in pairs(game.surfaces) do
if surface.valid then
current_spawn_chunk, current_attack_chunk = reindex_surface(surface)
spawn_chunk = spawn_chunk + current_spawn_chunk
attack_chunk = attack_chunk + current_attack_chunk
total_surfaces = total_surfaces + 1
end
end
profiler.stop()
game.print('[ERM] Total Processed Surfaces: '..tostring(total_surfaces))
game.print('[ERM] Total Cached Spawnable Chunks: '..tostring(spawn_chunk))
game.print('[ERM] Total Cached Attackable Chunks: '..tostring(attack_chunk))
game.print({'', '[ERM] Attack Group Chunk Re-indexed: ', profiler})
end
--- on_robot_built_entity and on_built_entity
--- https://lua-api.factorio.com/latest/events.html#on_built_entity
--- https://lua-api.factorio.com/latest/events.html#on_robot_built_entity
function AttackGroupChunkProcessor.add_attackable_chunk_by_entity(entity)
local surface = entity.surface
local position = entity.position
position = {
x = math.floor(position.x / AttackGroupChunkProcessor.CHUNK_SIZE),
y = math.floor(position.y / AttackGroupChunkProcessor.CHUNK_SIZE)
}
init_attackable_chunk(surface)
add_attackable_chunk(surface, position)
end
function AttackGroupChunkProcessor.add_spawnable_chunk(surface, position)
if is_cachable_spawn_position(position) then
init_spawnable_chunk(surface)
add_spawnable_chunk(surface, position)
end
end
function AttackGroupChunkProcessor.get_built_entity_event_filter()
local filter = {}
for _, type in pairs(AttackGroupChunkProcessor.NORMAL_PRECISION_TARGET_TYPES) do
table.insert(filter, {filter = "type", type = type})
end
return filter
end
function AttackGroupChunkProcessor.pick_spawn_location(surface, force)
local race_name = ErmForceHelper.extract_race_name_from(force.name)
local i = 0
local entities = {}
repeat
local position = find_spawn_position(surface, race_name)
if position then
entities = surface.find_entities_filtered
({
area = get_spawn_area(position),
force = force,
type = 'unit-spawner',
limit = 10
})
end
if position and next(entities) == nil then
remove_chunk_without_spawner(surface, position, race_name)
end
i = i + 1
until i == AttackGroupChunkProcessor.RETRY or next(entities) ~= nil
if next(entities) == nil then
return nil
end
local entity = entities[math.random(1, #entities)]
return entity
end
function AttackGroupChunkProcessor.pick_attack_location(surface, group)
local position_node = nil
local retry = 0
repeat
local entities = nil
position_node = find_attack_position(surface)
if position_node then
entities = surface.find_entities_filtered
({
area = get_attack_area(position_node),
type = AttackGroupChunkProcessor.NORMAL_PRECISION_TARGET_TYPES,
limit = 1
})
end
if position_node and next(entities) == nil then
local surface_data = global.attack_group_attackable_chunk[surface.name]
remove_chunk_from_list(surface_data, position_node, get_location_name(position_node.x, position_node.y))
surface_data.current_node_name = nil
position_node = nil
end
retry = retry + 1
until position_node ~= nil or retry == AttackGroupChunkProcessor.RETRY
if position_node then
return {x = position_node.x, y = position_node.y}
else
local enemy = group.surface.find_nearest_enemy {
position = group.position,
force = group.force,
max_distance = 3200
}
if enemy then
return enemy.position
end
end
return nil
end
AttackGroupChunkProcessor.can_attack = function(surface)
if global.attack_group_spawnable_chunk[surface.name] ~= nil and global.attack_group_attackable_chunk[surface.name] ~= nil then
return true
end
return false
end
AttackGroupChunkProcessor.remove_surface = function(surface_name)
if global.attack_group_spawnable_chunk[surface_name] ~= nil then
global.attack_group_spawnable_chunk[surface_name] = nil
end
if global.attack_group_attackable_chunk[surface_name] ~= nil then
global.attack_group_attackable_chunk[surface_name] = nil
end
end
return AttackGroupChunkProcessor |
local image_component = {
image_component = "image",
load_image = function(self, name)
self._image = love.graphics.newImage(name)
self._image:setFilter("nearest", "nearest")
end,
draw_image = function(self, x, y)
love.graphics.draw(self._image, x, y)
end,
image_width = function(self) return self._image:getWidth() end,
image_height = function(self) return self._image:getHeight() end,
}
return image_component
|
-- Run this test with :source %
local idx = 1
local cases = {
{
prompt = "Complete file: ",
completion = "file",
},
{
prompt = "Complete cmd: ",
completion = "command",
},
{
prompt = "Complete custom: ",
completion = "custom,CustomComplete",
},
{
prompt = "Complete customlist: ",
completion = "customlist,CustomCompleteList",
},
}
vim.cmd([[
function! CustomComplete(arglead, cmdline, cursorpos)
return "first\nsecond\nthird"
endfunction
function! CustomCompleteList(arglead, cmdline, cursorpos)
return ['first', 'second', 'third']
endfunction
]])
local function next()
local opts = cases[idx]
if opts then
idx = idx + 1
vim.ui.input(opts, next)
end
end
next()
|
local function doTransformCoalBasins(cbPos)
local tile = Position(cbPos):getTile()
if tile then
local thing = tile:getItemById(1485)
if thing then
thing:transform(1484)
end
end
end
local config = {
[0] = 50015,
[1] = 50016,
[2] = 50017,
[3] = 50018,
[4] = 50019,
coalBasins = {
{x = 32214, y = 31850, z = 15},
{x = 32215, y = 31850, z = 15},
{x = 32216, y = 31850, z = 15}
},
effects = {
[0] = {
{x= 32217, y= 31845, z= 14},
{x= 32218, y= 31845, z= 14},
{x= 32219, y= 31845, z= 14},
{x= 32220, y= 31845, z= 14},
{x= 32217, y= 31843, z= 14},
{x= 32218, y= 31842, z= 14},
{x= 32219, y= 31841, z= 14}
},
[1] = {
{x= 32217, y= 31844, z= 14},
{x= 32218, y= 31844, z= 14},
{x= 32219, y= 31843, z= 14},
{x= 32220, y= 31845, z= 14},
{x= 32219, y= 31845, z= 14}
},
[2] = {
{x= 32217, y= 31842, z= 14},
{x= 32219, y= 31843, z= 14},
{x= 32219, y= 31845, z= 14},
{x= 32218, y= 31844, z= 14},
{x= 32217, y= 31844, z= 14},
{x= 32217, y= 31845, z= 14}
},
[3] = {
{x= 32217, y= 31845, z= 14},
{x= 32218, y= 31846, z= 14},
{x= 32218, y= 31844, z= 14},
{x= 32219, y= 31845, z= 14},
{x= 32220, y= 31846, z= 14}
},
[4] = {
{x= 32219, y= 31841, z= 14},
{x= 32219, y= 31842, z= 14},
{x= 32219, y= 31846, z= 14},
{x= 32217, y= 31843, z= 14},
{x= 32217, y= 31844, z= 14},
{x= 32217, y= 31845, z= 14},
{x= 32218, y= 31843, z= 14},
{x= 32218, y= 31845, z= 14}
},
},
}
function onUse(player, item, fromPosition, target, toPosition, isHotkey)
local switchNum = Game.getStorageValue("switchNum")
if switchNum == -1 then
Game.setStorageValue("switchNum", 0)
end
local table = config[switchNum]
if not table then
return true
end
if player:getStorageValue(Storage.QueenOfBansheesQuest.ThirdSeal) < 1 then
if item.uid == table then
item:transform(1945)
Game.setStorageValue("switchNum", math.max(1, Game.getStorageValue("switchNum") + 1))
toPosition:sendMagicEffect(CONST_ME_MAGIC_BLUE)
for i = 1, #config.effects[switchNum] do
Position(config.effects[switchNum][i]):sendMagicEffect(CONST_ME_ENERGYHIT)
end
if Game.getStorageValue("switchNum") == 5 then
for i = 1, #config.coalBasins do
doTransformCoalBasins(config.coalBasins[i])
end
end
else
toPosition:sendMagicEffect(CONST_ME_ENERGYHIT)
end
else
return false
end
return true
end
|
local LoginSelectRoleView = BaseClass()
function LoginSelectRoleView:DefaultVar( )
require("Game/Login/LoginSceneBgView"):SetActive(true)
return {
UIConfig = {
prefab_path = "Assets/AssetBundleRes/ui/login/LoginSelectRoleView.prefab",
canvas_name = "Normal",
components = {
{UI.HideOtherView},
{UI.DelayDestroy, {delay_time=5}},
},
},
}
end
function LoginSelectRoleView:OnLoad( )
local names = {
"item_scroll","role_con","role_tip","start:obj","item_scroll/Viewport/item_con",
}
UI.GetChildren(self, self.transform, names)
self.transform.sizeDelta = Vector2.zero
self:AddEvents()
self:UpdateView()
end
function LoginSelectRoleView:AddEvents( )
local on_click = function ( click_btn )
if click_btn == self.start_obj then
GlobalEventSystem:Fire(LoginConst.Event.SelectRoleEnterGame, self.select_role_id)
CookieWrapper:GetInstance():SaveCookie(CookieLevelType.Common, CookieTimeType.TYPE_ALWAYS, CookieKey.LastSelectRoleID, self.select_role_id)
end
end
UIHelper.BindClickEvent(self.start_obj, on_click)
end
function LoginSelectRoleView:UpdateView()
local role_list = LoginModel:GetInstance():GetRoleList()
self.data = role_list
if not role_list or #role_list <= 0 then
return
end
self.role_item_com = self.role_item_com or UIMgr:AddUIComponent(self, UI.ItemListCreator)
--最少要显示3个
local min_role_num = 3
if #self.data < min_role_num then
for i=1,min_role_num - #self.data do
table.insert(self.data, false)
end
end
local info = {
data_list = self.data,
item_con = self.item_con,
prefab_path = GameResPath.GetFullUIPath("login/LoginSelectRoleItem.prefab"),
item_height = 121,
space_y = 15,
scroll_view = self.item_scroll,
child_names = {
"head_bg:img:obj","name_bg:img:obj","role_lv:txt","role_name:txt","role_head:raw:obj",
},
on_update_item = function(item, i, v)
self:UpdateRoleHeadItems(item, i, v)
end,
}
self.role_item_com:UpdateItems(info)
local best_role_id = nil
local last_role_id = CookieWrapper.Instance:GetCookie(CookieLevelType.Common, CookieKey.LastSelectRoleID)
if last_role_id then
for i,v in ipairs(self.data) do
if v and v.role_id == last_role_id then
best_role_id = v.role_id
break
end
end
end
if #self.data > 0 and not best_role_id then
best_role_id = self.data[1].role_id
end
if best_role_id then
self:SetCurSelectRoleID(best_role_id)
end
end
function LoginSelectRoleView:UpdateRoleHeadItems( item, index, v )
item.data = v
if item.data then
item.role_name_txt.text = item.data.name
local curLv = item.data.base_info and item.data.base_info.level or 0
item.role_lv_txt.text = curLv.."级"
local headRes = GameResPath.GetRoleHeadRes(item.data.career, 0)
UIHelper.SetRawImage(item.role_head_raw, headRes)
item.role_head_obj:SetActive(true)
item.name_bg_obj:SetActive(true)
else
item.role_name_txt.text = ""
item.role_lv_txt.text = ""
item.role_head_obj:SetActive(false)
UIHelper.SetImage(item.head_img, "login/login_circle_head1_1.png")
item.name_bg_obj:SetActive(false)
end
if not item.UpdateSelect and item.data then
item.UpdateSelect = function (item)
local is_cur_select = self.select_role_id == item.data.role_id
UIHelper.SetImage(item.name_bg_img, is_cur_select and "login/login_role_name_bg_sel.png" or "login/login_role_name_bg_nor.png", true)
UIHelper.SetImage(item.head_bg_img, is_cur_select and "login/login_role_item_bg_sel.png" or "login/login_role_item_bg_nor.png", true)
-- self.outline_color_sel = self.outline_color_sel or Color(143/255, 40/255, 75/255, 1)
-- self.outline_color_nor = self.outline_color_nor or Color(84/255, 31/255, 49/255, 1)
-- item.role_name_outline.effectColor = is_cur_select and self.outline_color_sel or self.outline_color_nor
-- item.role_lv_outline.effectColor = is_cur_select and self.outline_color_sel or self.outline_color_nor
end
end
if item.data then
item:UpdateSelect()
end
if not item.had_bind_click then
item.had_bind_click = true
local on_item_click = function ( )
if item.data then
self:SetCurSelectRoleID(item.data.role_id)
else
--显示创建角色界面
local view = require("Game/Login/LoginCreateRoleView").New()
UIMgr:Show(view)
end
end
UIHelper.BindClickEvent(item.gameObject, on_item_click)
end
end
function LoginSelectRoleView:GetRoleInfoByID( role_id )
for k,v in pairs(self.data) do
if v.role_id == role_id then
return v
end
end
return nil
end
function LoginSelectRoleView:SetPlayModelInfo( role_vo )
local show_data = {
layer_name = self.layer_name,
action_name_list = {"show"},
can_rotate = true,
scale = 200,
position = Vector3(0, 0, 0),
need_replay_action = "show", --界面从隐藏到显示,需要重新摆pose
}
-- lua_resM:SetRoleModelByVo(self, self.role_con, role_vo, show_data)
end
function LoginSelectRoleView:SetCurSelectRoleID( role_id )
if self.select_role_id == role_id or not self.data then
return
end
self.select_role_id = role_id
self.select_role_info = self:GetRoleInfoByID(role_id)
if not self.select_role_info then return end
self.role_item_com:IterateItems(function(item, i)
if item.UpdateSelect then
item:UpdateSelect()
end
end)
self.select_role_career = self.select_role_info.career
UIHelper.SetImage(self.role_tip_img, "login/login_role_tip_"..self.select_role_career..".png", true)
-- self.select_role_login_day = self.select_role_info.login_day
-- self.select_role_Create_time = self.select_role_info.create_role_time
self:SetPlayModelInfo(self.select_role_info)
end
function LoginSelectRoleView:OnClose( )
require("Game/Login/LoginSceneBgView"):SetActive(false)
end
return LoginSelectRoleView |
function orcworg_OnCombat(pUnit, event)
pUnit:RegisterEvent("orcworg_Transform",1000,0)
end
function orcworg_Transform(pUnit, event)
if pUnit:GetHealthPct() < 45 then
pUnit:RemoveEvents()
pUnit:FullCastSpell(14202)
pUnit:SetModel(11419)
pUnit:SetScale(2)
end
end
function orcworg_OnDied(pUnit, event)
pUnit:RemoveEvents()
end
RegisterUnitEvent(65006, 1, "orcworg_OnCombat")
RegisterUnitEvent(65006, 4, "orcworg_OnDied") |
return {
dice = {
grims = 0,
tomes = 0,
bonus = 0
},
short_title = "",
title_placement = "after",
difficulty_levels = {
"easy",
"normal",
"hard",
"harder",
"hardest",
"survival_hard",
"survival_harder",
"survival_hardest"
},
incompatible_with_all = false,
compatible_with_all = false,
incompatible_with = {},
compatible_with = {},
enable_before_these = {},
enable_after_these = {}
}
|
return 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ankan','aanklagende','aanklik','aanklikbare','aanklikt','aankomsthallen','aankoopbudgetten','aankoopsommen','aanlegvergunningen','aanleunend','aanleunwoningen','aanleverde','aanleverden','aanleverende','aanlevert','aanlopende','aanmeldende','aanmelders','aanminnigheden','aanmoest','aannemingsbedrijven','aanraakschermen','aanraders','aanrijdend','aanrijdende','aanrollende','aanscherpingen','aanschurkt','aanslagregelaars','aanslepend','aanslepende','aanspeelbare','aansprakelijkheidsverzekeraars','aanstellingsbrieven','aanstellingskeuringen','aanstromende','aansturende','aantastende','aantekenschriften','aantel','aantredend','aantredende','aantrekkelijks','aanvalsacties','aanvalsgolven','aanvalspogingen','aanvalsseinen','aanvangsklassen','aanvinkt','aanvoelende','aanvoerende','aanvoerhavens','aanvoerwegen','aanvragende','aanwakkerende','aanwezigheden','aanwijzingsbevoegdheden','aanwijzingsborden','aanzaten','aanzettend','aanzettende','aanzuigende','aanzwengelde','aanspreekpunten','aanloopfasen','aanbeeldsblokken','aangesteven','aanvalletje','aanbevelingscomites','aanspeelpunten','aanpassingsklassen','aanvalslinies','aanloopfases','aanvliegrouten','aanvallender','aanvalletjes','aanbestedingstrajecten','aanbiedingsvormen','aandachtsgeile','aandachtspuntje','aandachtspuntjes','aandelenportefeuilles','aandrijfkrachten','aandrijfsystemen','aanhoudingseenheden','aankoopbonnen','aankoopfacturen','aanlooproutes','aannemersbedrijven','aanpassingsprogrammas','aanraakgevoelige','aansprakelijkheidsverzekeringen','aantrekkingspolen','aanvalsdoelen','aanvraagdossiers','aanwijzingsbesluiten','aandrijflijnen','aanjaagteams','aanrijdtijden','aanslagvoeten','aantekeningenboekje','aantrekkingspunten','aanwinstenlijsten','aankondigingsborden','aanbiddingsleiders','aandelenemissies','aanpassingsprocessen','aantekenboekjes','aandrijftechnieken','aankoopsystemen','aansluitnetten','aanwervingsprocedures','aandelenposities','aanbestedingsdossiers','aansluitstukken','aanmeldingsprocedures','aandeelhoudersverenigingen','aanvalsopzetten','aandelenplannen','aankoopopties','aandelenuitgiftes','aandelenoptieplannen','aanmeldformulieren','aansprakelijkheidsbeperkingen','aanlegsteigertjes','aanwijsbaars','aankoopkeuringen','aanschafprijzen','aansluitschemas','aansluitvergunningen','aanvraagdata','aandeelhoudertjes','aanlegsteigertje','aandrijfriemen','aanvalspartijen','aandachtstrainingen','aanbiedingsprijzen','aanbiedingsfolders','aandrijfmechanismen','aankoopdata','aandelenpakketje','aanloopjes','aandrukrolletjes','aanslagtermijnen','aankoopdirecteurs','aandelenuitgiften','aankomstplaatsen','aantoonbaars','aanvalstactieken','aanloopschalen','aanvraagperiodes','aansluitnummers','aantekeningenboekjes','aankomstdagen','aankomstdata','aanlooptijden','aandeelhouderscommissies','aanvalsspelletje','aanknopingspuntje','aanvangsuren','aanvraagtermijnen','aanloopprobleempjes','aanvaardbaars','aanvalsvrije','aanbestedingsprocessen','aankomstpunten','aangifteprogrammas','aandelenpakketjes','aanbevelingsbriefje','aandelenverkopen','aansluitwaarden','aanvraagperioden','aangiftetermijnen','aanvangsfasen','aanvalsdriften','aandeelhoudersregisters','aanbodgestuurde','aanwezigheidsdiensten','aandweil','aanklooi','aansprakelijkgestelden'} |
-- Copyright (c) 2021 Trevor Redfern
--
-- This software is released under the MIT License.
-- https://opensource.org/licenses/MIT
local factory = require "game.rules.character.factory"
return {
actions = require "game.rules.character.actions",
attributes = require "game.rules.character.attributes",
create = factory.newCharacter,
reducer = require "game.rules.character.reducer",
selectors = require "game.rules.character.selectors"
} |
#!/usr/bin/env texlua
-- Build script for "biblatex-ext" files
-- Identify the bundle and module
module = "biblatex-ext"
unpackfiles = { }
-- Install biblatex style files and use these as the sources
installfiles = {"*.cbx", "*.bbx", "*.def", "*.sty", "blxextdoiapi.lua"}
sourcefiles = installfiles
typesetfiles = {"biblatex-ext.tex"}
textfiles = {"README.md", "CHANGES.md"}
checkconfigs = {"build", "config-luatex"}
checkengines = {"pdftex"}
checkruns = 3
function runtest_tasks(name, run)
local run = run or 1
if run == 1 or not fileexists(testdir .. "/" .. name .. ".bbl") then
return "biber -q " .. name
else
return ""
end
end
-- Release a TDS-style zip
packtdszip = false
tagfiles = {"*.bbx", "*.cbx", "*.def", "*.tex", "*.md", "*.sty",
"blxextdoiapi.lua"}
function update_tag(file, content, tagname, tagdate)
local isodate_scheme = "%d%d%d%d%-%d%d%-%d%d"
local ltxdate_scheme = string.gsub(isodate_scheme, "%-", "/")
local version_scheme = "%d+%.%d+%.?%d?%w?"
local tagdate_ltx = string.gsub(tagdate, "%-", "/")
local tagyear = string.match(tagdate, "%d%d%d%d")
local tagname_safe = string.gsub(tagname, "^v", "")
if string.match(file, "^ext%-standard%.bbx$") then
content = string.gsub(content,
"v" .. version_scheme
.. " %(" .. isodate_scheme .. "%)",
"v" .. tagname_safe .. " (" .. tagdate .. ")")
content = string.gsub(content,
ltxdate_scheme .. " v" .. version_scheme,
tagdate_ltx .. " v" .. tagname_safe)
content = string.gsub(content,
"Copyright 2017%-%d%d%d%d",
"Copyright 2017-" .. tagyear)
return content
elseif string.match(file, "%.bbx$") or string.match(file, "%.cbx$")
or string.match(file, "%.def$") or string.match(file, "%.sty$") then
content = string.gsub(content,
"\\ProvidesExplPackage {(.-)}\n {" .. ltxdate_scheme
.. "} {" .. version_scheme .. "}",
"\\ProvidesExplPackage {%1}\n {" .. tagdate_ltx
.. "} {" .. tagname_safe .. "}")
content = string.gsub(content,
ltxdate_scheme .. " v" .. version_scheme,
tagdate_ltx .. " v" .. tagname_safe)
return content
elseif string.match(file, "%.tex$") then
content = string.gsub(content,
"\n\\newcommand%*{\\extblxversion}{"
.. version_scheme .."}\n",
"\n\\newcommand*{\\extblxversion}{"
.. tagname_safe .. "}\n")
content = string.gsub(content,
"\n\\begin{release}{<version>}{<date>}\n",
"\n\\begin{release}{" .. tagname_safe .. "}{"
.. tagdate .."}\n")
content = string.gsub(content,
"date%s*=%s*{\\DTMDate{" .. isodate_scheme .. "}}",
"date = {\\DTMDate{" .. tagdate .."}}")
content = string.gsub(content,
"\\textcopyright 2017%-%-%d%d%d%d",
"\\textcopyright 2017--" .. tagyear)
return content
elseif string.match(file, "%.lua$") then
content = string.gsub(content,
'(version%s*=%s"v)' .. version_scheme .. '"',
'%1' .. tagname_safe .. '"')
content = string.gsub(content,
'(date%s*=%s")' .. ltxdate_scheme .. '"',
'%1' .. tagdate_ltx .. '"')
return content
elseif string.match(file, "^README%.md$") then
content = string.gsub(content,
"Copyright 2017%-%d%d%d%d",
"Copyright 2017-" .. tagyear)
return content
elseif string.match(file, "^CHANGES%.md$") then
content = string.gsub(content,
"## Unreleased\n",
"## Version " .. tagname_safe
.. " (" .. tagdate .. ")\n")
if string.match(content,
"https://github.com/moewew/biblatex%-ext"
.. "/compare/v" .. version_scheme .. "...HEAD") then
content = string.gsub(content,
"...HEAD",
"...v" .. tagname_safe)
end
return content
end
return content
end
kpse.set_program_name ("kpsewhich")
if not release_date then
dofile(kpse.lookup("l3build.lua"))
end
|
-- Author : Bobby
-- Create Date : 8/5/2012 4:28:09 PM
BobsActionBars = BobbyCode:CreateFrame("BobsActionBarsFrame", UIParent);
local UnitEventHandlers = {};
function BobsActionBars:Initialize()
for eventname, _ in pairs(UnitEventHandlers) do
BobsActionBars:RegisterEvent(eventname);
end
BobsActionBars:ClearAllPoints();
BobsActionBars:SetPoint("BOTTOM", UIParent);
BobsActionBars:SetHeight(1);
BobsActionBars:SetWidth(1);
--BobsActionBars:ShowBackground(true);
--BobsActionBars:EnableMouse(true);
BobbyCode:CreateFrame("MainBar", BobsActionBars);
MainBar.Buttons = {};
MultiBarRight.Buttons = {};
MultiBarBottomLeft.Buttons = {};
MultiBarBottomRight.Buttons = {};
StanceBarFrame.Buttons = {};
for i = 1, 12 do
MainBar.Buttons[i] = _G["ActionButton" .. i];
--MainBar.Buttons[i]:SetParent(MainBar);
MultiBarRight.Buttons[i] = _G["MultiBarRightButton" .. i];
MultiBarBottomLeft.Buttons[i] = _G["MultiBarBottomLeftButton" .. i];
MultiBarBottomRight.Buttons[i] = _G["MultiBarBottomRightButton" .. i];
end
for i = 1, NUM_STANCE_SLOTS do
StanceBarFrame.Buttons[i] = _G["StanceButton" .. i];
if (StanceBarFrame.Buttons[i]) then
_G["StanceButton" .. i .. "NormalTexture2"]:Hide();
end
end
for i = 1, 12 do
BobsActionBars:SetupHiddenFrameButton(MainBar, MainBar.Buttons[i], BobsToolboxSettings.ActionBars.HideMainBarOutOfCombat);
BobsActionBars:SetupHiddenFrameButton(MultiBarRight, MultiBarRight.Buttons[i], BobsToolboxSettings.ActionBars.HideMultiBarRightOutOfCombat);
BobsActionBars:SetupHiddenFrameButton(MultiBarBottomLeft, MultiBarBottomLeft.Buttons[i], BobsToolboxSettings.ActionBars.HideMultiBarBottomLeftOutOfCombat);
BobsActionBars:SetupHiddenFrameButton(MultiBarBottomRight, MultiBarBottomRight.Buttons[i], BobsToolboxSettings.ActionBars.HideMultiBarBottomRightOutOfCombat);
end
BobsActionBars:SetupHiddenBar(MainBar, BobsToolboxSettings.ActionBars.HideMainBarOutOfCombat);
BobsActionBars:SetupHiddenBar(MultiBarRight, BobsToolboxSettings.ActionBars.HideMultiBarRightOutOfCombat);
BobsActionBars:SetupHiddenBar(MultiBarBottomLeft, BobsToolboxSettings.ActionBars.HideMultiBarBottomLeftOutOfCombat);
BobsActionBars:SetupHiddenBar(MultiBarBottomRight, BobsToolboxSettings.ActionBars.HideMultiBarBottomRightOutOfCombat);
BobsActionBars:ResizeFrames();
BobsToolbox:RegisterTask("BobsActionBars", BobsActionBars.Timer, 1/20);
end
function BobsActionBars:ApplySettings()
MainBar.FadeLevel = 0;
MultiBarRight.FadeLevel = 0;
MultiBarBottomLeft.FadeLevel = 0;
MultiBarBottomRight.FadeLevel = 0;
end
function BobsActionBars:ResizeFrames()
local HiddenFrame = BobbyCode:CreateFrame(BobsActionBars:GetName() .. "Hidden", nil)
end
function BobsActionBars:ResizeWatchBar(bar)
bar:SetHeight(12);
if (bar.StatusBar) then
bar.StatusBar:SetAllPoints(bar);
bar.StatusBar.SetAllPoints = function() end;
bar.StatusBar.SetPoint = function() end;
bar.StatusBar.WatchBarTexture0:SetAlpha(0);
bar.StatusBar.WatchBarTexture1:SetAlpha(0);
bar.StatusBar.WatchBarTexture2:SetAlpha(0);
bar.StatusBar.WatchBarTexture3:SetAlpha(0);
bar.StatusBar.XPBarTexture0:SetAlpha(0);
bar.StatusBar.XPBarTexture1:SetAlpha(0);
bar.StatusBar.XPBarTexture2:SetAlpha(0);
bar.StatusBar.XPBarTexture3:SetAlpha(0);
end
if (bar.OverlayFrame) then
bar.OverlayFrame:ClearAllPoints();
bar.OverlayFrame:SetAllPoints(bar);
bar.OverlayFrame.SetAllPoints = function() end;
bar.OverlayFrame.SetPoint = function() end;
bar.OverlayFrame:Show();
bar.OverlayFrame.Text:ClearAllPoints();
bar.OverlayFrame.Text:SetAllPoints(bar.OverlayFrame);
bar.OverlayFrame.Text.SetAllPoints = function() end;
bar.OverlayFrame.Text.SetPoint = function() end;
bar.OverlayFrame.Text:Show();
end
end
function BobsActionBars:SetupHiddenBar(bar, hide)
bar:HookScript("OnEnter", function(self)
BobbyCode:Unfade(self);
end);
end
function BobsActionBars:SetupHiddenFrameButton(frame, button, hide)
button:HookScript("OnEnter", function(self)
BobbyCode:Unfade(frame);
end);
end
function BobsActionBars:Unfade()
BobbyCode:Unfade(StanceBarFrame);
BobbyCode:Unfade(MainMenuBar);
BobbyCode:Unfade(MultiBarLeft);
BobbyCode:Unfade(MultiBarRight);
BobbyCode:Unfade(MultiBarBottomLeft);
BobbyCode:Unfade(MultiBarBottomRight);
end
function BobsActionBars:OnEvent(event, ...)
UnitEventHandlers[event](self, ...);
end
UnitEventHandlers.PLAYER_REGEN_DISABLED = BobsActionBars.Unfade;
BobsActionBars:SetScript("OnEvent", BobsActionBars.OnEvent);
function BobsActionBars:Timer()
if InCombatLockdown() then
return;
end
BobbyCode:FadeRegion(MainBar);
BobbyCode:FadeRegion(MultiBarRight);
BobbyCode:FadeRegion(MultiBarBottomLeft);
BobbyCode:FadeRegion(MultiBarBottomRight);
local f = GetMouseFocus();
if (not f) then
return;
end
for i = 1, NUM_STANCE_SLOTS do
if (_G["StanceButton" .. i]) then
_G["StanceButton" .. i .. "NormalTexture2"]:Hide();
end
end
if (f == WorldFrame) then
if (BobsToolboxSettings.ActionBars.HideMainBarOutOfCombat) then
BobbyCode:StartFade(MainBar);
end
if (BobsToolboxSettings.ActionBars.HideMultiBarRightOutOfCombat) then
BobbyCode:StartFade(MultiBarRight);
end
if (BobsToolboxSettings.ActionBars.HideMultiBarBottomLeftOutOfCombat) then
BobbyCode:StartFade(MultiBarBottomLeft);
end
if (BobsToolboxSettings.ActionBars.HideMultiBarBottomRightOutOfCombat) then
BobbyCode:StartFade(MultiBarBottomRight);
end
end
end |
-----------------------------------------------------------------------------
-- configuration values which you can adjust according to your liking
-----------------------------------------------------------------------------
-- set to false if you do not want to have any villages spawning
mg_villages.ENABLE_VILLAGES = true;
-- generate one random building for each mg_villages.INVERSE_HOUSE_DENSITY th mapchunk;
-- set to 0 in order to disable spawning of these lone buildings outside villages
mg_villages.INVERSE_HOUSE_DENSITY = 0;
-- cover some villages with artificial snow; probability: 1/mg_villages.artificial_snow_probability
mg_villages.artificial_snow_probability = 0;
-- if set to true, soil around villaes will get special soil-snow instead of plant + snow cover
mg_villages.use_soil_snow = false;
-- only place roads if there are at least that many buildings in the village
mg_villages.MINIMAL_BUILDUNGS_FOR_ROAD_PLACEMENT = 4;
-- players without the mg_villages priv can only see villages which are less than that many blocks away
-- from them when using the /vmap command
mg_villages.VILLAGE_DETECT_RANGE = 400;
-- if set to true, only players which have the mg_villages priv can use the "/visit <village nr>"
-- command which allows teleporting to the village with the given number
mg_villages.REQUIRE_PRIV_FOR_TELEPORT = true;
-- if set to true, players cannot modify spawned villages without buying the house from the village first
mg_villages.ENABLE_PROTECTION = true;
-- the first village - the one the player spawns in - will be of this type
mg_villages.FIRST_VILLAGE_TYPE = 'medieval';
-- the mapgen will disregard mapchunks where min.y > mg_villages.MAX_HEIGHT_TREATED;
-- you can set this value to 64 if you have a slow machine and a mapgen which does not create extreme mountains
-- (or if you don't care if extreme mountains may create burried villages occasionally)
mg_villages.MAX_HEIGHT_TREATED = 300;
-- choose the debug level you want
mg_villages.DEBUG_LEVEL = mg_villages.DEBUG_LEVEL_NONE
-- if set to true (or anything else but nil or false), highlandpools by paramat (see
-- https://forum.minetest.net/viewtopic.php?t=8400) will be created
mg_villages.CREATE_HIGHLANDPOOLS = true
-- background image for the /vmap command
-- RealTest comes with a diffrent texture
if( minetest.get_modpath('grounds') and minetest.get_modpath('joiner_table')) then
mg_villages.MAP_BACKGROUND_IMAGE = "default_dirt_grass.png";
elseif( minetest.registered_nodes[ 'default:dirt_with_grass'] ) then
mg_villages.MAP_BACKGROUND_IMAGE = "default_grass.png";
else
mg_villages.MAP_BACKGROUND_IMAGE = "";
end
-- if set to true, the outer buildings in medieval villages will be fields; this is not very convincing yet
-- currently not really used; does not look as good as expected
mg_villages.medieval_subtype = false;
-- set this to true if you want to use normal lava - but beware: charachoal villages may cause bushfires!
--mg_villages.use_normal_unsafe_lava = false;
-----------------------------------------------------------------------------
-- decrese these values slightly if you want MORE trees around your villages;
-- increase it if you want to DECREASE the amount of trees around villages
-----------------------------------------------------------------------------
-- on average, every n.th node inside a village area may be one of these trees - and it will be a relatively dense packed forrest
mg_villages.sapling_probability = {};
mg_villages.sapling_probability[ minetest.get_content_id( 'default:sapling' ) ] = 25; -- suitable for a relatively dense forrest of normal trees
mg_villages.sapling_probability[ minetest.get_content_id( 'default:junglesapling' ) ] = 40; -- jungletrees are a bit bigger and need more space
mg_villages.sapling_probability[ minetest.get_content_id( 'default:pinesapling' ) ] = 30;
if( minetest.get_modpath( 'mg' )) then
mg_villages.sapling_probability[ minetest.get_content_id( 'mg:savannasapling' ) ] = 30;
mg_villages.sapling_probability[ minetest.get_content_id( 'mg:pinesapling' ) ] = 35;
end
mg_villages.moretrees_treelist = nil;
if( minetest.get_modpath( 'moretrees' )) then
mg_villages.moretrees_treelist = moretrees.treelist;
mg_villages.sapling_probability[ minetest.get_content_id( 'moretrees:birch_sapling_ongen' ) ] = 200;
mg_villages.sapling_probability[ minetest.get_content_id( 'moretrees:spruce_sapling_ongen' ) ] = 200;
mg_villages.sapling_probability[ minetest.get_content_id( 'moretrees:fir_sapling_ongen' ) ] = 90;
mg_villages.sapling_probability[ minetest.get_content_id( 'moretrees:jungletree_sapling_ongen' ) ] = 200;
mg_villages.sapling_probability[ minetest.get_content_id( 'moretrees:beech_sapling_ongen' ) ] = 30;
mg_villages.sapling_probability[ minetest.get_content_id( 'moretrees:apple_sapling_ongen' ) ] = 380;
mg_villages.sapling_probability[ minetest.get_content_id( 'moretrees:oak_sapling_ongen' ) ] = 380; -- ca 20x20; height: 10
mg_villages.sapling_probability[ minetest.get_content_id( 'moretrees:sequoia_sapling_ongen' ) ] = 90; -- ca 10x10
mg_villages.sapling_probability[ minetest.get_content_id( 'moretrees:palm_sapling_ongen' ) ] = 90;
mg_villages.sapling_probability[ minetest.get_content_id( 'moretrees:pine_sapling_ongen' ) ] = 200;
mg_villages.sapling_probability[ minetest.get_content_id( 'moretrees:willow_sapling_ongen' ) ] = 380;
mg_villages.sapling_probability[ minetest.get_content_id( 'moretrees:rubber_tree_sapling_ongen' ) ] = 380;
end
-----------------------------------------------------------------------------
-- no need to change this, unless you add new farming_plus fruits
-----------------------------------------------------------------------------
-- the schematics for buildings of type 'farm_tiny' grow cotton; the farming_plus fruits would be far more fitting
mg_villages.fruit_list = {'carrot','potatoe','orange','rhubarb','strawberry','tomato','cotton'};
-- is farming_plus available? If not, we can't use this
if( not( minetest.get_modpath("farming_plus"))) then
mg_villages.fruit_list = nil;
end
-----------------------------------------------------------------------------
-- players can buy plots in villages with houses on for this price;
-- set according to your liking
-----------------------------------------------------------------------------
-- how much does the player have to pay for a plot with a building?
mg_villages.prices = {
empty = "default:copper_ingot 1", -- plot to build on
-- building types which usually have inhabitants (and thus allow the player
-- who bought the building to modifiy the entire village area minus other
-- buildings)
tent = "default:copper_ingot 1",
hut = "default:copper_ingot 1",
farm_full = "default:gold_ingot 4",
farm_tiny = "default:gold_ingot 2",
lumberjack = "default:gold_ingot 2",
house = "default:gold_ingot 2",
house_large = "default:gold_ingot 4",
tavern = "default:gold_ingot 12",
trader = "default:gold_ingot 2",
-- more or less community buildings
well = "default:gold_ingot 1",
village_square = "default:goldblock 1",
secular = "default:goldblock 2", -- secular buildings, such as libraries ec.
church = "default:goldblock 10",
-- places for mobs to work at; usually without inhabitants
tower = "default:copper_ingot 1",
shed = "default:copper_ingot 2",
pit = "default:copper_ingot 3", -- claytrader pit
mill = "default:gold_ingot 10",
forge = "default:gold_ingot 10",
bakery = "default:gold_ingot 10",
shop = "default:gold_ingot 20",
sawmill = "default:gold_ingot 30",
-- decoration
wagon = "default:tree 10",
bench = "default:tree 4",
-- seperate fields
pasture = "default:copper_ingot 2",
field = "default:copper_ingot 2",
-- chateaus are expensive
chateau = "default:diamondblock 5",
}
-----------------------------------------------------------------------------
-- The values below seldom need adjustment; don't change them unless you
-- know exactly what you are doing.
-----------------------------------------------------------------------------
-- if set to false, villages will not be integrated into the terrain - which looks very bad
mg_villages.ENABLE_TERRAIN_BLEND = true;
-- if set to false, holes digged by cavegen and mudflow inside the village will not be repaired; houses will be destroyed
mg_villages.UNDO_CAVEGEN_AND_MUDFLOW = true;
-- internal variables for village generation
mg_villages.VILLAGE_CHECK_RADIUS = 2
mg_villages.VILLAGE_CHECK_COUNT = 1
--mg_villages.VILLAGE_CHANCE = 28
--mg_villages.VILLAGE_MIN_SIZE = 20
--mg_villages.VILLAGE_MAX_SIZE = 40
mg_villages.VILLAGE_CHANCE = 28
-- min and max size are only used in case of them beeing not provided by the village type (see buildings.lua)
mg_villages.VILLAGE_MIN_SIZE = 10
mg_villages.VILLAGE_MAX_SIZE = 15 --55
mg_villages.FIRST_ROADSIZE = 3
mg_villages.BIG_ROAD_CHANCE = 0
-- Enable that for really big villages (there are also really slow to generate)
--[[mg_villages.VILLAGE_CHECK_RADIUS = 3
mg_villages.VILLAGE_CHECK_COUNT = 3
mg_villages.VILLAGE_CHANCE = 28
mg_villages.VILLAGE_MIN_SIZE = 100
mg_villages.VILLAGE_MAX_SIZE = 150
mg_villages.FIRST_ROADSIZE = 5
mg_villages.BIG_ROAD_CHANCE = 50]]
|
object_tangible_furniture_all_uber_desk_map_table = object_tangible_furniture_all_shared_uber_desk_map_table:new {
}
ObjectTemplates:addTemplate(object_tangible_furniture_all_uber_desk_map_table, "object/tangible/furniture/all/uber_desk_map_table.iff")
|
local Plugin = SS.Plugins:New("Block")
// When player spawns
function Plugin.PlayerSpawn(Player)
Player:SetCollisionGroup(11)
end
Plugin:Create() |
the_curse_of_agony_the_curse_modifier = class({})
function the_curse_of_agony_the_curse_modifier:OnCreated( kv )
self.duration = self:GetAbility():GetSpecialValueFor("duration")
end
function the_curse_of_agony_the_curse_modifier:GetState( kv )
self.duration = self:GetAbility():GetSpecialValueFor("duration")
end
function the_curse_of_agony_the_curse_modifier:CheckState()
local state = {
[MODIFIER_STATE_NOT_ON_MINIMAP] = true,
[MODIFIER_STATE_INVULNERABLE] = true,
[MODIFIER_STATE_NO_HEALTH_BAR] = true,
[MODIFIER_STATE_NO_UNIT_COLLISION] = true
}
return state
end
function the_curse_of_agony_the_curse_modifier:DeclareFunctions()
local funcs = {
MODIFIER_PROPERTY_TOOLTIP,
}
return funcs
end
function the_curse_of_agony_the_curse_modifier:OnTooltip( params )
return self.duration
end
function the_curse_of_agony_the_curse_modifier:GetAttributes()
return MODIFIER_ATTRIBUTE_IGNORE_INVULNERABLE
end
function the_curse_of_agony_the_curse_modifier:IsHidden()
return false
end
function the_curse_of_agony_the_curse_modifier:IsPurgable()
return false
end
function the_curse_of_agony_the_curse_modifier:IsPurgeException()
return false
end
function the_curse_of_agony_the_curse_modifier:IsStunDebuff()
return false
end
function the_curse_of_agony_the_curse_modifier:IsDebuff()
return false
end |
local example = {}
example.title = "Slider"
example.category = "Object Demonstrations"
function example.func(loveframes, centerarea)
local frame = loveframes.create("frame")
frame:setName("Slider")
frame:setSize(300, 275)
frame:centerWithinArea(unpack(centerarea))
local slider1 = loveframes.create("slider", frame)
slider1:setPosition(5, 30)
slider1:setWidth(290)
slider1:setMinMax(0, 100)
local slider2 = loveframes.create("slider", frame)
slider2:setPosition(5, 60)
slider2:setHeight(200)
slider2:setMinMax(0, 100)
slider2:setButtonSize(20, 10)
slider2:setSlideType("vertical")
slider2.update = function(object, dt)
object:centerX()
end
end
return example |
local M = {}
function M.get_colors()
return require("catppuccin.core.color_palette")
end
return M
|
-- Note -- the prime factorization really needs to be made
-- much more efficient. This is good enough for this problem
-- but it lags far behind Python (sympy.factorint).
--
-- It would help if the division only used prime numbers
-- instead of trying every odd value
--
-- I improved it in fermat2.lua which uses prime.lua but it
-- only slightly outperforms sympy.factorint
--
-- Lua version of the Fermat problem solution
--
-- Search for numbers that have an interesting property noted by
-- Fermat. The sum of the factors of the square of a number are
-- a perfect cube. The first of these numbers is 1. What is the
-- next larger integer with this property?
dumpfactor = function(x)
for i,j in pairs(x) do
print(j[1],j[2])
end
end
-- Calculate the prime factors and multiplicities
-- for the given integer. Returns a list of lists.
-- The primitive list is {prime_factor, multiplicity}.
factorint = function(n)
local x
local m
x={}
m=0
while (n%2 == 0) do
m=m+1
n=n/2
end
if (m ~= 0) then
table.insert(x,{2,m})
end
for i=3,n/2,2 do
m=0
while (n%i == 0) do
m=m+1
n=n/i
end
if (m ~= 0) then
table.insert(x,{i,m})
end
if n==1 then
break
end
end
if (n ~= 1) then
table.insert(x,{n,1})
end
return(x)
end
sumfactors = function(x)
local s
local t
s=1
for i,j in pairs(x) do
t=1
for k=1,j[2] do
t=t*j[1]+1
end
s=s*t
end
return(s)
end
search_solution = function(n1,n2)
local eps
local x
local c
local n
eps=1e-6 -- need this to prevent round-off error from truncating results
n1=n1 or 1
n2=n2 or 100
for n=n1,n2 do
x=factorint(n)
for k=1,#x do x[k][2]=2*x[k][2] end
target=sumfactors(x)
c=math.floor(math.pow(target,1/3)+eps)
if (c*c*c == target) then
print("Solution = " .. n)
end
end
end
|
function love.load()
math.randomseed(os.time())
highscores = {}
love.graphics.setDefaultFilter("linear", "nearest")
require "load.rpc"
require "load.graphics"
require "load.fonts"
require "load.sounds"
require "load.bgm"
require "load.save"
require "load.bigint"
require "load.version"
loadSave()
require "funcs"
require "scene"
require "threaded_replay_code"
--config["side_next"] = false
--config["reverse_rotate"] = true
--config["das_last_key"] = false
--config["fullscreen"] = false
love.window.setMode(love.graphics.getWidth(), love.graphics.getHeight(), {resizable = true});
-- used for screenshots
GLOBAL_CANVAS = love.graphics.newCanvas()
-- init config
initConfig()
love.window.setFullscreen(config["fullscreen"])
if config.secret then playSE("welcome") end
-- import custom modules
initModules()
generateSoundTable()
loadReplayList()
end
function initModules()
game_modes = {}
mode_list = love.filesystem.getDirectoryItems("tetris/modes")
for i=1,#mode_list do
if(mode_list[i] ~= "gamemode.lua" and string.sub(mode_list[i], -4) == ".lua") then
game_modes[#game_modes+1] = require ("tetris.modes."..string.sub(mode_list[i],1,-5))
end
end
rulesets = {}
rule_list = love.filesystem.getDirectoryItems("tetris/rulesets")
for i=1,#rule_list do
if(rule_list[i] ~= "ruleset.lua" and string.sub(rule_list[i], -4) == ".lua") then
rulesets[#rulesets+1] = require ("tetris.rulesets."..string.sub(rule_list[i],1,-5))
end
end
--sort mode/rule lists
local function padnum(d) return ("%03d%s"):format(#d, d) end
table.sort(game_modes, function(a,b)
return tostring(a.name):gsub("%d+",padnum) < tostring(b.name):gsub("%d+",padnum) end)
table.sort(rulesets, function(a,b)
return tostring(a.name):gsub("%d+",padnum) < tostring(b.name):gsub("%d+",padnum) end)
end
--#region Tetro48's code
local io_thread
function loadReplayList()
replays = {}
replay_tree = {{name = "All"}}
dict_ref = {}
loaded_replays = false
io_thread = love.thread.newThread( replay_load_code )
local mode_names = {}
for key, value in pairs(game_modes) do
table.insert(mode_names, value.name)
end
io_thread:start(mode_names)
end
function nilCheck(input, default)
if input == nil then
return default
end
return input
end
function popFromChannel(channel_name)
local load_from = love.thread.getChannel(channel_name):pop()
if load_from then
return load_from
end
end
left_clicked_before = false
right_clicked_before = false
prev_cur_pos_x, prev_cur_pos_y = 0, 0
is_cursor_visible = true
mouse_idle = 0
TAS_mode = false
frame_steps = 0
loaded_replays = false
-- For when mouse controls are part of menu controls
function getScaledPos(cursor_x, cursor_y)
local screen_x, screen_y = love.graphics.getDimensions()
local scale_factor = math.min(screen_x / 640, screen_y / 480)
return (cursor_x - (screen_x - scale_factor * 640) / 2)/scale_factor, (cursor_y - (screen_y - scale_factor * 480) / 2)/scale_factor
end
function CursorHighlight(x,y,w,h)
local mouse_x, mouse_y = getScaledPos(love.mouse.getPosition())
if mouse_idle > 2 or config.visualsettings.cursor_highlight ~= 1 then
return 1
end
if mouse_x > x and mouse_x < x+w and mouse_y > y and mouse_y < y+h then
return 0
else
return 1
end
end
--Interpolates in a smooth fashion.
function interpolateListPos(input, from)
if config.visualsettings["smooth_scroll"] == 2 then
return from
end
if from > input then
input = input + (from - input) / 4
if input > from - 0.02 then
input = from
end
elseif from < input then
input = input + (from - input) / 4
if input < from + 0.02 then
input = from
end
end
return input
end
function drawT48Cursor(x, y, a)
if a <= 0 then return end
love.graphics.setColor(1,1,1,a)
love.graphics.polygon("fill", x + 5, y + 0, x + 0, y + 10, x + 5, y + 8, x + 8, y + 20, x + 12, y + 18, x + 10, y + 7, x + 15, y + 5)
love.graphics.setColor(0,0,0,a)
love.graphics.polygon("line", x + 5, y + 0, x + 0, y + 10, x + 5, y + 8, x + 8, y + 20, x + 12, y + 18, x + 10, y + 7, x + 15, y + 5)
love.graphics.setColor(1,1,1,a)
end
--#endregion
function love.draw()
love.graphics.setCanvas(GLOBAL_CANVAS)
love.graphics.clear()
love.graphics.push()
-- get offset matrix
local width = love.graphics.getWidth()
local height = love.graphics.getHeight()
local scale_factor = math.min(width / 640, height / 480)
love.graphics.translate(
(width - scale_factor * 640) / 2,
(height - scale_factor * 480) / 2
)
love.graphics.scale(scale_factor)
scene:render()
if TAS_mode then
love.graphics.setColor(1, 1, 1, love.timer.getTime() % 2 < 1 and 1 or 0)
love.graphics.setFont(font_3x5_3)
love.graphics.printf(
"TAS MODE ON", 240, 0, 160, "center"
)
end
if config.visualsettings.display_gamemode == 1 or scene.title == "Title" then
love.graphics.setFont(font_3x5_2)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(
string.format("%.2f", 1 / love.timer.getAverageDelta()) ..
"fps - " .. version, 0, 460, 635, "right"
)
end
if scene.title == "Game" or scene.title == "Replay" then
-- if config.visualsettings.cursor_type ~= 1 then
-- is_cursor_visible = true
-- else
-- is_cursor_visible = love.mouse.isVisible()
-- end
-- config.visualsettings.cursor_type = 0
-- love.mouse.setVisible(is_cursor_visible)
else
love.mouse.setVisible(config.visualsettings.cursor_type == 1)
if config.visualsettings.cursor_type ~= 1 then
local lx, ly = getScaledPos(love.mouse.getPosition())
drawT48Cursor(lx, ly, 9 - mouse_idle * 4)
end
end
love.graphics.pop()
love.graphics.setCanvas()
love.graphics.setColor(1,1,1,1)
love.graphics.draw(GLOBAL_CANVAS)
end
function love.keypressed(key, scancode)
-- global hotkeys
if scancode == "f11" then
config["fullscreen"] = not config["fullscreen"]
saveConfig()
love.window.setFullscreen(config["fullscreen"])
elseif scancode == "f1" then
TAS_mode = not TAS_mode
elseif scancode == "f2" and scene.title ~= "Input Config" and scene.title ~= "Game" then
scene = InputConfigScene()
switchBGM(nil)
loadSave()
elseif scancode == "f3" and TAS_mode and scene.title == "Game" then
frame_steps = frame_steps + 1
-- secret sound playing :eyes:
elseif scancode == "f8" and scene.title == "Title" then
config.secret = not config.secret
saveConfig()
scene.restart_message = true
if config.secret then playSE("mode_decide")
else playSE("erase") end
-- f12 is reserved for saving screenshots
elseif scancode == "f12" then
local ss_name = os.date("ss/%Y-%m-%d_%H-%M-%S.png")
local info = love.filesystem.getInfo("ss", "directory")
if not info then
love.filesystem.remove("ss")
love.filesystem.createDirectory("ss")
end
print("Saving screenshot as "..love.filesystem.getSaveDirectory().."/"..ss_name)
GLOBAL_CANVAS:newImageData():encode("png", ss_name)
-- function keys are reserved
elseif string.match(scancode, "^f[1-9]$") or string.match(scancode, "^f[1-9][0-9]+$") then
return
-- escape is reserved for menu_back
elseif scancode == "escape" then
scene:onInputPress({input="menu_back", type="key", key=key, scancode=scancode})
-- pass any other key to the scene, with its configured mapping
else
local input_pressed = nil
if config.input and config.input.keys then
input_pressed = config.input.keys[scancode]
end
scene:onInputPress({input=input_pressed, type="key", key=key, scancode=scancode})
end
end
function love.keyreleased(key, scancode)
-- escape is reserved for menu_back
if scancode == "escape" then
scene:onInputRelease({input="menu_back", type="key", key=key, scancode=scancode})
-- function keys are reserved
elseif string.match(scancode, "^f[1-9]$") or string.match(scancode, "^f[1-9][0-9]+$") then
return
-- handle all other keys; tab is reserved, but the input config scene keeps it from getting configured as a game input, so pass tab to the scene here
else
local input_released = nil
if config.input and config.input.keys then
input_released = config.input.keys[scancode]
end
scene:onInputRelease({input=input_released, type="key", key=key, scancode=scancode})
end
end
function love.joystickpressed(joystick, button)
local input_pressed = nil
if
config.input and
config.input.joysticks and
config.input.joysticks[joystick:getName()] and
config.input.joysticks[joystick:getName()].buttons
then
input_pressed = config.input.joysticks[joystick:getName()].buttons[button]
end
scene:onInputPress({input=input_pressed, type="joybutton", name=joystick:getName(), button=button})
end
function love.joystickreleased(joystick, button)
local input_released = nil
if
config.input and
config.input.joysticks and
config.input.joysticks[joystick:getName()] and
config.input.joysticks[joystick:getName()].buttons
then
input_released = config.input.joysticks[joystick:getName()].buttons[button]
end
scene:onInputRelease({input=input_released, type="joybutton", name=joystick:getName(), button=button})
end
function love.joystickaxis(joystick, axis, value)
local input_pressed = nil
local positive_released = nil
local negative_released = nil
if
config.input and
config.input.joysticks and
config.input.joysticks[joystick:getName()] and
config.input.joysticks[joystick:getName()].axes and
config.input.joysticks[joystick:getName()].axes[axis]
then
if math.abs(value) >= 1 then
input_pressed = config.input.joysticks[joystick:getName()].axes[axis][value >= 1 and "positive" or "negative"]
end
positive_released = config.input.joysticks[joystick:getName()].axes[axis].positive
negative_released = config.input.joysticks[joystick:getName()].axes[axis].negative
end
if math.abs(value) >= 1 then
scene:onInputPress({input=input_pressed, type="joyaxis", name=joystick:getName(), axis=axis, value=value})
else
scene:onInputRelease({input=positive_released, type="joyaxis", name=joystick:getName(), axis=axis, value=value})
scene:onInputRelease({input=negative_released, type="joyaxis", name=joystick:getName(), axis=axis, value=value})
end
end
local last_hat_direction = ""
local directions = {
["u"] = "up",
["d"] = "down",
["l"] = "left",
["r"] = "right",
}
function love.joystickhat(joystick, hat, direction)
local input_pressed = nil
local has_hat = false
if
config.input and
config.input.joysticks and
config.input.joysticks[joystick:getName()] and
config.input.joysticks[joystick:getName()].hats and
config.input.joysticks[joystick:getName()].hats[hat]
then
if direction ~= "c" then
input_pressed = config.input.joysticks[joystick:getName()].hats[hat][direction]
end
has_hat = true
end
if input_pressed then
for i = 1, #direction do
local char = direction:sub(i, i)
local _, count = last_hat_direction:gsub(char, char)
if count == 0 then
scene:onInputPress({input=config.input.joysticks[joystick:getName()].hats[hat][char], type="joyhat", name=joystick:getName(), hat=hat, direction=char})
end
end
for i = 1, #last_hat_direction do
local char = last_hat_direction:sub(i, i)
local _, count = direction:gsub(char, char)
if count == 0 then
scene:onInputRelease({input=config.input.joysticks[joystick:getName()].hats[hat][char], type="joyhat", name=joystick:getName(), hat=hat, direction=char})
end
end
last_hat_direction = direction
elseif has_hat then
for i, direction in ipairs{"d", "l", "ld", "lu", "r", "rd", "ru", "u"} do
scene:onInputRelease({input=config.input.joysticks[joystick:getName()].hats[hat][direction], type="joyhat", name=joystick:getName(), hat=hat, direction=direction})
end
last_hat_direction = ""
elseif direction ~= "c" then
for i = 1, #direction do
local char = direction:sub(i, i)
local _, count = last_hat_direction:gsub(char, char)
if count == 0 then
scene:onInputPress({input=directions[char], type="joyhat", name=joystick:getName(), hat=hat, direction=char})
end
end
for i = 1, #last_hat_direction do
local char = last_hat_direction:sub(i, i)
local _, count = direction:gsub(char, char)
if count == 0 then
scene:onInputRelease({input=directions[char], type="joyhat", name=joystick:getName(), hat=hat, direction=char})
end
end
last_hat_direction = direction
else
for i, direction in ipairs{"d", "l", "ld", "lu", "r", "rd", "ru", "u"} do
scene:onInputRelease({input=nil, type="joyhat", name=joystick:getName(), hat=hat, direction=direction})
end
last_hat_direction = ""
end
end
function love.wheelmoved(x, y)
scene:onInputPress({input=nil, type="wheel", x=x, y=y})
end
function love.focus(f)
if f then
resumeBGM(true)
else
pauseBGM(true)
end
end
function love.resize(w, h)
GLOBAL_CANVAS:release()
GLOBAL_CANVAS = love.graphics.newCanvas(w, h)
end
local TARGET_FPS = 60
function love.run()
if love.load then love.load(love.arg.parseGameArguments(arg), arg) end
if love.timer then love.timer.step() end
local dt = 0
local last_time = love.timer.getTime()
local time_accumulator = 0
return function()
if love.event then
love.event.pump()
for name, a,b,c,d,e,f in love.event.poll() do
if name == "quit" then
if not love.quit or not love.quit() then
return a or 0
end
end
love.handlers[name](a,b,c,d,e,f)
end
end
if love.timer then
processBGMFadeout(love.timer.step())
end
if scene and scene.update and love.timer then
scene:update()
local frame_duration = 1.0 / TARGET_FPS
if time_accumulator < frame_duration then
if love.graphics and love.graphics.isActive() and love.draw then
love.graphics.origin()
love.graphics.clear(love.graphics.getBackgroundColor())
love.draw()
love.graphics.present()
end
local end_time = last_time + frame_duration
local time = love.timer.getTime()
while time < end_time do
love.timer.sleep(0.001)
time = love.timer.getTime()
end
time_accumulator = time_accumulator + time - last_time
end
time_accumulator = time_accumulator - frame_duration
if love.mouse then
left_clicked_before = love.mouse.isDown(1) or mouse_idle > 2
right_clicked_before = love.mouse.isDown(2) or mouse_idle > 2
if prev_cur_pos_x == love.mouse.getX() and prev_cur_pos_y == love.mouse.getY() then
mouse_idle = mouse_idle + love.timer.getDelta()
else
mouse_idle = 0
end
prev_cur_pos_x, prev_cur_pos_y = love.mouse.getPosition()
end
end
last_time = love.timer.getTime()
end
end
|
--ナチュル・レディバグ
function c19605133.initial_effect(c)
--special summon
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(19605133,0))
e1:SetCategory(CATEGORY_SPECIAL_SUMMON)
e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O)
e1:SetRange(LOCATION_GRAVE)
e1:SetCode(EVENT_SPSUMMON_SUCCESS)
e1:SetCondition(c19605133.spcon)
e1:SetTarget(c19605133.sptg)
e1:SetOperation(c19605133.spop)
c:RegisterEffect(e1)
--atkup
local e2=Effect.CreateEffect(c)
e2:SetDescription(aux.Stringid(19605133,1))
e2:SetCategory(CATEGORY_ATKCHANGE)
e2:SetType(EFFECT_TYPE_IGNITION)
e2:SetProperty(EFFECT_FLAG_CARD_TARGET)
e2:SetRange(LOCATION_MZONE)
e2:SetCost(c19605133.atcost)
e2:SetTarget(c19605133.attg)
e2:SetOperation(c19605133.atop)
c:RegisterEffect(e2)
end
function c19605133.spcon(e,tp,eg,ep,ev,re,r,rp)
local ec=eg:GetFirst()
return ec:IsSetCard(0x2a) and ec:IsSummonType(SUMMON_TYPE_SYNCHRO) and ec:IsSummonPlayer(tp)
end
function c19605133.sptg(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>0
and e:GetHandler():IsCanBeSpecialSummoned(e,0,tp,false,false) end
Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,e:GetHandler(),1,0,0)
end
function c19605133.spop(e,tp,eg,ep,ev,re,r,rp)
if e:GetHandler():IsRelateToEffect(e) then
Duel.SpecialSummon(e:GetHandler(),0,tp,tp,false,false,POS_FACEUP)
end
end
function c19605133.atcost(e,tp,eg,ep,ev,re,r,rp,chk)
local c=e:GetHandler()
local fe=Duel.IsPlayerAffectedByEffect(tp,101110021)
local b1=fe and Duel.IsPlayerCanDiscardDeckAsCost(tp,2)
local b2=c:IsReleasable()
if chk==0 then return b1 or b2 end
if b1 and (not b2 or Duel.SelectYesNo(tp,fe:GetDescription())) then
Duel.Hint(HINT_CARD,0,101110021)
fe:UseCountLimit(tp)
Duel.DiscardDeck(tp,2,REASON_COST)
else
Duel.Release(c,REASON_COST)
end
end
function c19605133.filter(c)
return c:IsFaceup() and c:IsSetCard(0x2a)
end
function c19605133.attg(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
if chkc then return chkc:IsControler(tp) and chkc:IsLocation(LOCATION_MZONE) and c19605133.filter(chkc) end
if chk==0 then return Duel.IsExistingTarget(c19605133.filter,tp,LOCATION_MZONE,0,1,e:GetHandler()) end
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_FACEUP)
local g=Duel.SelectTarget(tp,c19605133.filter,tp,LOCATION_MZONE,0,1,1,nil)
end
function c19605133.atop(e,tp,eg,ep,ev,re,r,rp)
local tc=Duel.GetFirstTarget()
if tc:IsFaceup() and tc:IsRelateToEffect(e) then
local e1=Effect.CreateEffect(e:GetHandler())
e1:SetType(EFFECT_TYPE_SINGLE)
e1:SetCode(EFFECT_UPDATE_ATTACK)
e1:SetValue(1000)
e1:SetReset(RESET_EVENT+RESETS_STANDARD+RESET_PHASE+PHASE_END)
tc:RegisterEffect(e1)
end
end
|
depends_on("Dependency/5.6")
|
deepboof = {}
local function log10(n)
if math.log10 then
return math.log10(n)
else
return math.log(n) / math.log(10)
end
end
-- Converts the confusion matrix into an easy to parse string
function deepboof.confusionToString( confusion )
confusion:updateValids()
local str = {''}
local nclasses = confusion.nclasses
-- Print all the classes on the first line
for t = 1,nclasses do
if t == nclasses then
table.insert(str,confusion.classes[t] .. '\n')
else
table.insert(str,confusion.classes[t] .. ' ')
end
end
-- Now print the actual table
for t = 1,nclasses do
for p = 1,nclasses do
table.insert(str, string.format('%d', confusion.mat[t][p]) .. ' ')
end
table.insert(str,'\n')
end
return table.concat(str)
end |
local skynet = require "skynet"
local mt19937 = require "extlib.mt19937"
skynet.start(function()
-- random seed
mt19937.init(tostring(os.time()):reverse():sub(1, 6))
-- random integer of range [1, 1000)
for i = 1, 10 do
print(mt19937.randi(1, 1000))
end
-- random real of range [0, 1)
for j = 1, 10 do
print(mt19937.randr())
end
skynet.exit()
end) |
gl.setup(1024, 768)
local interval = 5
local json = require "json"
util.loaders.json = function(filename)
return json.decode(resource.load_file(filename))
end
util.auto_loader(_G)
local stats = {
function ()
bold:write(10, 150, "GSM", 150, 1,1,1,1)
regular:write(10, 350, gsm.active_subscribers .. " subscribers", 90, 1,1,1,1)
regular:write(10, 450, gsm.sms_delivered.. " SMS delivered", 90, 1,1,1,1)
end;
function ()
bold:write(10, 150, "Wlan", 150, 1,1,1,1)
regular:write(10, 350, dash.clients.value[2] .. " Clients", 100, 1,1,1,1)
end;
function ()
bold:write(10, 150, "POC", 150, 1,1,1,1)
regular:write(10, 350, dash.poc.value[1] .. " Phones", 100, 1,1,1,1)
end;
function ()
bold:write(10, 150, "Bandwidth", 150, 1,1,1,1)
regular:write(10, 350, dash.bw.value[1] .. " Mbps down", 100, 1,1,1,1)
regular:write(10, 450, dash.bw.value[2] .. " Mbps up", 100, 1,1,1,1)
end;
}
function node.render()
stats[math.floor((sys.now() / interval) % #stats)+1]()
end
|
--- fs operations implemented with third-party tools for Windows platform abstractions.
-- Download http://unxutils.sourceforge.net/ for Windows GNU utilities
-- used by this module.
local tools = {}
local fs = require("luarocks.fs")
local dir = require("luarocks.dir")
local cfg = require("luarocks.core.cfg")
local vars = setmetatable({}, { __index = function(_,k) return cfg.variables[k] end })
--- Adds prefix to command to make it run from a directory.
-- @param directory string: Path to a directory.
-- @param cmd string: A command-line string.
-- @param exit_on_error bool: Exits immediately if entering the directory failed.
-- @return string: The command-line with prefix.
function tools.command_at(directory, cmd, exit_on_error)
local drive = directory:match("^([A-Za-z]:)")
local op = " & "
if exit_on_error then
op = " && "
end
local cmd = "cd " .. fs.Q(directory) .. op .. cmd
if drive then
cmd = drive .. " & " .. cmd
end
return cmd
end
--- Create a directory if it does not already exist.
-- If any of the higher levels in the path name does not exist
-- too, they are created as well.
-- @param directory string: pathname of directory to create.
-- @return boolean: true on success, false on failure.
function tools.make_dir(directory)
assert(directory)
directory = dir.normalize(directory)
fs.execute_quiet(fs.Q(vars.MKDIR).." -p ", directory)
if not fs.is_dir(directory) then
return false, "failed making directory "..directory
end
return true
end
--- Remove a directory if it is empty.
-- Does not return errors (for example, if directory is not empty or
-- if already does not exist)
-- @param directory string: pathname of directory to remove.
function tools.remove_dir_if_empty(directory)
assert(directory)
fs.execute_quiet(fs.Q(vars.RMDIR), directory)
end
--- Remove a directory if it is empty.
-- Does not return errors (for example, if directory is not empty or
-- if already does not exist)
-- @param directory string: pathname of directory to remove.
function tools.remove_dir_tree_if_empty(directory)
assert(directory)
fs.execute_quiet(fs.Q(vars.RMDIR), directory)
end
--- Copy a file.
-- @param src string: Pathname of source
-- @param dest string: Pathname of destination
-- @return boolean or (boolean, string): true on success, false on failure,
-- plus an error message.
function tools.copy(src, dest)
assert(src and dest)
if dest:match("[/\\]$") then dest = dest:sub(1, -2) end
local ok = fs.execute(fs.Q(vars.CP), src, dest)
if ok then
return true
else
return false, "Failed copying "..src.." to "..dest
end
end
--- Recursively copy the contents of a directory.
-- @param src string: Pathname of source
-- @param dest string: Pathname of destination
-- @return boolean or (boolean, string): true on success, false on failure,
-- plus an error message.
function tools.copy_contents(src, dest)
assert(src and dest)
if not fs.is_dir(src) then
return false, src .. " is not a directory"
end
if fs.make_dir(dest) and fs.execute_quiet(fs.Q(vars.CP), "-dR", src.."\\*.*", dest) then
return true
else
return false, "Failed copying "..src.." to "..dest
end
end
--- Delete a file or a directory and all its contents.
-- For safety, this only accepts absolute paths.
-- @param arg string: Pathname of source
-- @return nil
function tools.delete(arg)
assert(arg)
assert(arg:match("^[a-zA-Z]?:?[\\/]"))
fs.execute_quiet("if exist "..fs.Q(arg.."\\*").." ( RMDIR /S /Q "..fs.Q(arg).." ) else ( DEL /Q /F "..fs.Q(arg).." )")
end
--- Recursively scan the contents of a directory.
-- @param at string or nil: directory to scan (will be the current
-- directory if none is given).
-- @return table: an array of strings with the filenames representing
-- the contents of a directory. Paths are returned with forward slashes.
function tools.find(at)
assert(type(at) == "string" or not at)
if not at then
at = fs.current_dir()
end
if not fs.is_dir(at) then
return {}
end
local result = {}
local pipe = io.popen(fs.command_at(at, fs.quiet_stderr(fs.Q(vars.FIND)), true))
for file in pipe:lines() do
-- Windows find is a bit different
local first_two = file:sub(1,2)
if first_two == ".\\" or first_two == "./" then file=file:sub(3) end
if file ~= "." then
table.insert(result, (file:gsub("\\", "/")))
end
end
pipe:close()
return result
end
--- Compress files in a .zip archive.
-- @param zipfile string: pathname of .zip archive to be created.
-- @param ... Filenames to be stored in the archive are given as
-- additional arguments.
-- @return boolean: true on success, nil and error message on failure.
function tools.zip(zipfile, ...)
if fs.execute_quiet(fs.Q(vars.SEVENZ).." -aoa a -tzip", zipfile, ...) then
return true
else
return nil, "failed compressing " .. zipfile
end
end
--- Uncompress files from a .zip archive.
-- @param zipfile string: pathname of .zip archive to be extracted.
-- @return boolean: true on success, nil and error message on failure.
function tools.unzip(zipfile)
assert(zipfile)
if fs.execute_quiet(fs.Q(vars.SEVENZ).." -aoa x", zipfile) then
return true
else
return nil, "failed extracting " .. zipfile
end
end
local function sevenz(default_ext, infile, outfile)
assert(type(infile) == "string")
assert(outfile == nil or type(outfile) == "string")
local dropext = infile:gsub("%."..default_ext.."$", "")
local outdir = dir.dir_name(dropext)
infile = fs.absolute_name(infile)
local cmdline = fs.Q(vars.SEVENZ).." -aoa -t* -o"..fs.Q(outdir).." x "..fs.Q(infile)
local ok, err = fs.execute_quiet(cmdline)
if not ok then
return nil, "failed extracting " .. infile
end
if outfile then
outfile = fs.absolute_name(outfile)
dropext = fs.absolute_name(dropext)
ok, err = os.rename(dropext, outfile)
if not ok then
return nil, "failed creating new file " .. outfile
end
end
return true
end
--- Uncompresses a .gz file.
-- @param infile string: pathname of .gz file to be extracted.
-- @param outfile string or nil: pathname of output file to be produced.
-- If not given, name is derived from input file.
-- @return boolean: true on success; nil and error message on failure.
function tools.gunzip(infile, outfile)
return sevenz("gz", infile, outfile)
end
--- Uncompresses a .bz2 file.
-- @param infile string: pathname of .bz2 file to be extracted.
-- @param outfile string or nil: pathname of output file to be produced.
-- If not given, name is derived from input file.
-- @return boolean: true on success; nil and error message on failure.
function tools.bunzip2(infile, outfile)
return sevenz("bz2", infile, outfile)
end
--- Test is pathname is a directory.
-- @param file string: pathname to test
-- @return boolean: true if it is a directory, false otherwise.
function tools.is_dir(file)
assert(file)
return fs.execute_quiet("if not exist " .. fs.Q(file.."\\").." invalidcommandname")
end
--- Test is pathname is a regular file.
-- @param file string: pathname to test
-- @return boolean: true if it is a regular file, false otherwise.
function tools.is_file(file)
assert(file)
return fs.execute(fs.Q(vars.TEST).." -f", file)
end
--- Helper function for fs.set_permissions
-- @return table: an array of all system users
local function get_system_users()
local result = {}
local fd = assert(io.popen("wmic UserAccount get name"))
for user in fd:lines() do
user = user:gsub("%s+$", "")
if user ~= "" and user ~= "Name" and user ~= "Administrator" then
table.insert(result, user)
end
end
return result
end
--- Set permissions for file or directory
-- @param filename string: filename whose permissions are to be modified
-- @param mode string ("read" or "exec"): permission to set
-- @param scope string ("user" or "all"): the user(s) to whom the permission applies
-- @return boolean or (boolean, string): true on success, false on failure,
-- plus an error message
function tools.set_permissions(filename, mode, scope)
assert(filename and mode and scope)
if scope == "user" then
local perms
if mode == "read" then
perms = "(R,W,M)"
elseif mode == "exec" then
perms = "(F)"
end
local ok
-- Take ownership of the given file
ok = fs.execute_quiet("takeown /f " .. fs.Q(filename))
if not ok then
return false, "Could not take ownership of the given file"
end
-- Grant the current user the proper rights
ok = fs.execute_quiet(fs.Q(vars.ICACLS) .. " " .. fs.Q(filename) .. " /inheritance:d /grant:r %USERNAME%:" .. perms)
if not ok then
return false, "Failed setting permission " .. mode .. " for " .. scope
end
-- Finally, remove all the other users from the ACL in order to deny them access to the file
for _, user in pairs(get_system_users()) do
local ok = fs.execute_quiet(fs.Q(vars.ICACLS) .. " " .. fs.Q(filename) .. " /remove " .. fs.Q(user))
if not ok then
return false, "Failed setting permission " .. mode .. " for " .. scope
end
end
elseif scope == "all" then
local my_perms, others_perms
if mode == "read" then
my_perms = "(R,W,M)"
others_perms = "(R)"
elseif mode == "exec" then
my_perms = "(F)"
others_perms = "(RX)"
end
local ok
-- Grant permissions available to all users
ok = fs.execute_quiet(fs.Q(vars.ICACLS) .. " " .. fs.Q(filename) .. " /inheritance:d /grant:r *S-1-1-0:" .. others_perms)
if not ok then
return false, "Failed setting permission " .. mode .. " for " .. scope
end
-- Grant permissions available only to the current user
ok = fs.execute_quiet(fs.Q(vars.ICACLS) .. " " .. fs.Q(filename) .. " /inheritance:d /grant %USERNAME%:" .. my_perms)
if not ok then
return false, "Failed setting permission " .. mode .. " for " .. scope
end
end
return true
end
--- Test for existence of a file.
-- @param file string: filename to test
-- @return boolean: true if file exists, false otherwise.
function tools.exists(file)
assert(file)
return fs.execute_quiet("if not exist " .. fs.Q(file) .. " invalidcommandname")
end
function tools.browser(url)
return fs.execute(cfg.web_browser..' "Starting docs..." '..fs.Q(url))
end
-- Set access and modification times for a file.
-- @param filename File to set access and modification times for.
-- @param time may be a string or number containing the format returned
-- by os.time, or a table ready to be processed via os.time; if
-- nil, current time is assumed.
function tools.set_time(filename, time)
return true -- FIXME
end
return tools
|
local function test1()
local function plus(a, b)
return a + b
end
local function varargs(a, ...)
return a + plus(...)
end
return varargs(1, 2, 3) == 6
end
local function test2()
local function varargs(a, b, ...)
local i, j, k, l = a, b, ...
return i + j + k + l
end
return
varargs(1, 2, 3, 4) == 10 and
varargs(0, 1, 1, 2, 3, 5) == 4
end
return
test1() and
test2()
|
local K, _, L = unpack(KkthnxUI)
local Module = K:GetModule("AurasTable")
if K.Class ~= "ROGUE" then
return
end
local list = {
["Player Aura"] = { -- 玩家光环组
{ AuraID = 1784, UnitID = "player" }, -- 潜行
{ AuraID = 115191, UnitID = "player" }, -- 潜行
{ AuraID = 2983, UnitID = "player" }, -- 疾跑
{ AuraID = 36554, UnitID = "player" }, -- 暗影步
{ AuraID = 197603, UnitID = "player" }, -- 黑暗之拥
{ AuraID = 270070, UnitID = "player" }, -- 隐藏之刃
},
["Target Aura"] = { -- 目标光环组
{ AuraID = 408, UnitID = "target", Caster = "player" }, -- 肾击
{ AuraID = 703, UnitID = "target", Caster = "player" }, -- 锁喉
{ AuraID = 1833, UnitID = "target", Caster = "player" }, -- 偷袭
{ AuraID = 6770, UnitID = "target", Caster = "player" }, -- 闷棍
{ AuraID = 2094, UnitID = "target", Caster = "player" }, -- 致盲
{ AuraID = 1330, UnitID = "target", Caster = "player" }, -- 锁喉
{ AuraID = 1776, UnitID = "target", Caster = "player" }, -- 凿击
{ AuraID = 1943, UnitID = "target", Caster = "player" }, -- 割裂
{ AuraID = 79140, UnitID = "target", Caster = "player" }, -- 宿敌
{ AuraID = 16511, UnitID = "target", Caster = "player" }, -- 出血
{ AuraID = 192759, UnitID = "target", Caster = "player" }, -- 君王之灾
{ AuraID = 192425, UnitID = "target", Caster = "player" }, -- 毒素冲动
{ AuraID = 200803, UnitID = "target", Caster = "player" }, -- 苦痛毒液
{ AuraID = 137619, UnitID = "target", Caster = "player" }, -- 死亡标记
{ AuraID = 195452, UnitID = "target", Caster = "player" }, -- 夜刃
{ AuraID = 209786, UnitID = "target", Caster = "player" }, -- 赤喉之咬
{ AuraID = 196958, UnitID = "target", Caster = "player" }, -- 暗影打击
{ AuraID = 196937, UnitID = "target", Caster = "player" }, -- 鬼魅攻击
{ AuraID = 192925, UnitID = "target", Caster = "player" }, -- 遇刺者之血
{ AuraID = 245389, UnitID = "target", Caster = "player" }, -- 淬毒之刃
{ AuraID = 121411, UnitID = "target", Caster = "player" }, -- 猩红风暴
{ AuraID = 255909, UnitID = "target", Caster = "player" }, -- 欺凌
{ AuraID = 316220, UnitID = "target", Caster = "player" }, -- 洞悉弱点
{ AuraID = 315341, UnitID = "target", Caster = "player" }, -- 正中眉心
{ AuraID = 328305, UnitID = "target", Caster = "player" }, -- 败血刃伤
{ AuraID = 323654, UnitID = "target", Caster = "player" }, -- Flagellation
{ AuraID = 324073, UnitID = "target", Caster = "player" }, -- 锯齿骨刺
},
["Special Aura"] = { -- 玩家重要光环组
{ AuraID = 1966, UnitID = "player" }, -- 佯攻
{ AuraID = 5171, UnitID = "player" }, -- 切割
{ AuraID = 5277, UnitID = "player" }, -- 闪避
{ AuraID = 11327, UnitID = "player" }, -- 消失
{ AuraID = 13750, UnitID = "player" }, -- 冲动
{ AuraID = 13877, UnitID = "player" }, -- 剑刃乱舞
{ AuraID = 31224, UnitID = "player" }, -- 暗影斗篷
{ AuraID = 32645, UnitID = "player" }, -- 毒伤
{ AuraID = 45182, UnitID = "player" }, -- 装死
{ AuraID = 31665, UnitID = "player" }, -- 敏锐大师
{ AuraID = 185311, UnitID = "player" }, -- 猩红之瓶
{ AuraID = 193641, UnitID = "player" }, -- 深谋远虑
{ AuraID = 115192, UnitID = "player" }, -- 诡诈
{ AuraID = 193538, UnitID = "player" }, -- 敏锐
{ AuraID = 121471, UnitID = "player" }, -- 暗影之刃
{ AuraID = 185422, UnitID = "player" }, -- 影舞
{ AuraID = 212283, UnitID = "player" }, -- 死亡标记
{ AuraID = 202754, UnitID = "player" }, -- 隐秘刀刃
{ AuraID = 193356, UnitID = "player", Text = L["Combo"] }, -- 强势连击,骰子
{ AuraID = 193357, UnitID = "player", Text = L["Crit"] }, -- 暗鲨涌动,骰子
{ AuraID = 193358, UnitID = "player", Text = L["AttackSpeed"] }, -- 大乱斗,骰子
{ AuraID = 193359, UnitID = "player", Text = L["CD"] }, -- 双巧手,骰子
{ AuraID = 199603, UnitID = "player", Text = L["Strike"] }, -- 骷髅黑帆,骰子
{ AuraID = 199600, UnitID = "player", Text = L["Power"] }, -- 埋藏的宝藏,骰子
{ AuraID = 202665, UnitID = "player" }, -- 恐惧之刃诅咒
{ AuraID = 199754, UnitID = "player" }, -- 还击
{ AuraID = 195627, UnitID = "player" }, -- 可乘之机
{ AuraID = 121153, UnitID = "player" }, -- 侧袭
{ AuraID = 256735, UnitID = "player", Combat = true }, -- 刺客大师
{ AuraID = 271896, UnitID = "player" }, -- 刀锋冲刺
{ AuraID = 51690, UnitID = "player" }, -- 影舞步
{ AuraID = 277925, UnitID = "player" }, -- 袖剑旋风
{ AuraID = 196980, UnitID = "player" }, -- 暗影大师
{ AuraID = 315496, UnitID = "player" }, -- 切割
{ AuraID = 343142, UnitID = "player" }, -- 恐惧之刃
},
["Focus Aura"] = { -- 焦点光环组
{ AuraID = 6770, UnitID = "focus", Caster = "player" }, -- 闷棍
{ AuraID = 2094, UnitID = "focus", Caster = "player" }, -- 致盲
},
["Spell Cooldown"] = { -- 冷却计时组
{ SlotID = 13 }, -- 饰品1
{ SlotID = 14 }, -- 饰品2
{ SpellID = 13750 }, -- 冲动
{ SpellID = 79140 }, -- 宿敌
{ SpellID = 121471 }, -- 暗影之刃
},
}
Module:AddNewAuraWatch("ROGUE", list)
|
local bmp_exporter = require "bmp_exporter"
local CHIP_PICTURE_DEFS = {}
local NUM_COLORS_PER_PALETTE = 16
function convert_gba_to_argb(gba_color)
local red = bit.lshift(bit.band(gba_color, 31), 3)
local green = bit.lshift(bit.band(bit.rshift(gba_color, 5), 31), 3)
local blue = bit.lshift(bit.band(bit.rshift(gba_color, 10), 31), 3)
local alpha = 255
return bit.bor(bit.bor(bit.bor(bit.lshift(alpha, 24), bit.lshift(red, 16)), bit.lshift(green, 8)), blue)
end
function get_palette_argb(palette_address)
-- Just read words from the address until we got 16 words. We store them in a keyed table by their index
local argb_table = {}
local working_address = palette_address - 0x08000000
for i = 0, NUM_COLORS_PER_PALETTE - 1 do
local palette_val = memory.read_u16_le(working_address, "ROM")
working_address = working_address + 2
argb_table[i] = convert_gba_to_argb(palette_val)
--print("PALETTE: ", bizstring.hex(palette_val), " = ", bizstring.hex(convert_gba_to_argb(palette_val)))
end
return argb_table
end
-- Notes: Each image is rendered as 8x8 tiles of 32 bytes, where each byte describes 2 pixels.
-- The render order is row wise per tile, and rows of tiles first.
-- Each tile is stored row-wise.
CHIP_PICTURE_DEFS.TILES_PER_CHIP = 64
CHIP_PICTURE_DEFS.TILES_PER_DIMENSION = 8
CHIP_PICTURE_DEFS.BYTES_PER_TILE = 32
CHIP_PICTURE_DEFS.BYTES_PER_TILE_LINE = 4
CHIP_PICTURE_DEFS.PIXELS_PER_TILE_LINE = 8
CHIP_PICTURE_DEFS.WIDTH = 64
CHIP_PICTURE_DEFS.HEIGHT = 64
function file_exists(name)
local f=io.open(name,"r")
if f~=nil then io.close(f) return true else return false end
end
function CHIP_PICTURE_DEFS.generate_image_cache(CHIP_DATA, CHIP_ID)
for key, value in pairs(CHIP_ID) do
--local file_name = "Lua/mmbn3_draft_gauntlet/chip_images/" .. value .. ".bmp"
local file_name = "chip_images/" .. value .. ".bmp"
if not file_exists(file_name) then
local chip_address = CHIP_DATA[value].CHIP_PICTURE_OFFSET
local chip_palette_address = CHIP_DATA[value].CHIP_PICTURE_PALETTE_OFFSET
local argb_array = CHIP_PICTURE_DEFS.get_argb_2d_array_for_image_address(chip_address, chip_palette_address)
-- TODO: generate bitmap and store it in the cache.
bmp_exporter.export_argb_table_to_bitmap(file_name, argb_array, 64, 56)
end
end
end
function CHIP_PICTURE_DEFS.get_argb_2d_array_for_image_address(image_address, palette_address)
local argb_array = {}
for i = 1, CHIP_PICTURE_DEFS.WIDTH do
argb_array[i] = {}
for j = 1, CHIP_PICTURE_DEFS.HEIGHT do
argb_array[i][j] = 0
end
end
-- tile 1:
local working_address = image_address
local working_address = working_address - 0x08000000
local current_x_offset = 0
local current_y_offset = 1
local byte_counter_per_line = 0
local x_index = 1
local y_index = 1
local palette_table = get_palette_argb(palette_address)
for tile_y = 0, CHIP_PICTURE_DEFS.TILES_PER_DIMENSION - 1 do
local tile_y_offset = tile_y * CHIP_PICTURE_DEFS.PIXELS_PER_TILE_LINE
for tile_x = 0, CHIP_PICTURE_DEFS.TILES_PER_DIMENSION - 1 do
local tile_x_offset = (tile_x * CHIP_PICTURE_DEFS.PIXELS_PER_TILE_LINE)
current_y_offset = 1
for byte_index = 1, CHIP_PICTURE_DEFS.BYTES_PER_TILE do
local read_byte = memory.readbyte(working_address, "ROM")
working_address = working_address + 1
-- Dissect the byte into high/low. Low byte is always the first one, high byte the second one.
local color_palette_byte_1 = bit.band(read_byte, 0x0F)
local color_palette_byte_2 = bit.rshift(bit.band(read_byte, 0xF0), 4)
current_x_offset = current_x_offset + 1
x_index = tile_x_offset + current_x_offset
y_index = tile_y_offset + current_y_offset
argb_array[x_index][y_index] = palette_table[color_palette_byte_1]
current_x_offset = current_x_offset + 1
x_index = tile_x_offset + current_x_offset
y_index = tile_y_offset + current_y_offset
argb_array[x_index][y_index] = palette_table[color_palette_byte_2]
if current_x_offset >= CHIP_PICTURE_DEFS.PIXELS_PER_TILE_LINE then
current_x_offset = 0
current_y_offset = current_y_offset + 1
end
end
end
end
return argb_array
end
return CHIP_PICTURE_DEFS |
local Settings = {
--Should the scoreboard draw wanted level?
["WantedStars"] = false,
--Should the scoreboard draw player ID?
["PlayerID"] = true,
--Should the scoreboard draw voice indicator?
["VoiceIndicator"] = true,
--Display time in milliseconds
["DisplayTime"] = 5000,
--Keys that will activate the scoreboard.
--Change only the number value, NOT the 'true'
--Multiple keys can be used, simply add another row with another number
--See: https://wiki.gtanet.work/index.php?title=Game_Controls
--MultiplayerInfo / Z
[20] = true,
--Detonate / G
--[47] = true,
}
-- END OF SETTINGS --
local function DrawPlayerList()
local players = {}
for i = 0, 31 do
if NetworkIsPlayerActive( i ) then
table.insert( players, i )
end
end
--Top bar
DrawRect( 0.11, 0.025, 0.2, 0.03, 0, 0, 0, 220 )
--Top bar title
SetTextFont( 4 )
SetTextProportional( 0 )
SetTextScale( 0.45, 0.45 )
SetTextColour( 255, 255, 255, 255 )
SetTextDropShadow( 0, 0, 0, 0, 255 )
SetTextEdge( 1, 0, 0, 0, 255 )
SetTextEntry( "STRING" )
AddTextComponentString( "Players: " .. #players )
DrawText( 0.015, 0.007 )
for k, v in pairs( players ) do
local r
local g
local b
if k % 2 == 0 then
r = 28
g = 47
b = 68
else
r = 38
g = 57
b = 74
end
--Row BG
DrawRect( 0.11, 0.025 + ( k * 0.03 ), 0.2, 0.03, r, g, b, 220 )
--Name Label
SetTextFont( 4 )
SetTextScale( 0.45, 0.45 )
SetTextColour( 255, 255, 255, 255 )
SetTextEntry( "STRING" )
if Settings["PlayerID"] then
local pid = GetPlayerServerId(v)
AddTextComponentString(pid .. " ".. GetPlayerName(v))
else
AddTextComponentString(GetPlayerName(v))
end
DrawText( 0.015, 0.007 + ( k * 0.03 ) )
--Voice Indicator
if Settings["VoiceIndicator"] then
local transparency = 60
if NetworkIsPlayerTalking( v ) then
transparency = 255
end
DrawSprite( "mplobby", "mp_charcard_stats_icons9", 0.2, 0.024 + ( k * 0.03 ), 0.015, 0.025, 0, 255, 255, 255, transparency )
end
--Wanted Stars
if Settings["WantedStars"] then
local wantedLevel = GetPlayerWantedLevel( v ) or 0
wantedLevel = wantedLevel
for i=1, 5 do
local transparency = 60
if wantedLevel >= i then
transparency = 255
end
DrawSprite( "mpleaderboard", "leaderboard_star_icon", 0.195 - ( i * 0.010 ), 0.024 + ( k * 0.03 ), 0.0175, 0.0275, 0, 255, 255, 255, transparency )
end
end
end
end
local LastPress = 0
Citizen.CreateThread( function()
RequestStreamedTextureDict( "mplobby" )
RequestStreamedTextureDict( "mpleaderboard" )
while true do
Wait( 0 )
for k, v in pairs( Settings ) do
if type( k ) == "number" and v == true then
if IsControlPressed( 0, k ) then
LastPress = GetGameTimer()
end
end
end
if GetGameTimer() < LastPress + Settings["DisplayTime"] then
DrawPlayerList()
end
end
end )
|
turtles = {}
local modpath = minetest.get_modpath("turtle")
-- Database handler (for turtles and floppies)
dofile(modpath .. "/db.lua")
-- Initial computer state: bootloader
dofile(modpath .. "/computer_memory.lua")
-- Data for the forth floppy, created from forth.fth file by f.py
dofile(modpath .. "/forth_floppy.lua")
-- Computer simulation code
dofile(modpath .. "/cptr.lua")
-- Screen handler for formspec
dofile(modpath .. "/screen.lua")
-- Floppy, floppy programmator, and disk
dofile(modpath .. "/floppy.lua")
-- Turtle code
dofile(modpath .. "/t2.lua")
|
local row_mgmt = system_load("wm.lua")() -- 'mini-WM'
system_load("cells/shared/base.lua")() -- basic interface for a cell
return
function(anchor, conf)
local ctx = row_mgmt(anchor, conf)
ctx:add_cell_type("cli", system_load("cells/cli.lua")())
ctx:add_cell_type("terminal", system_load("cells/term.lua")())
ctx:add_cell_type("image", system_load("cells/image.lua")())
ctx:add_cell_type("expression", system_load("cells/expression.lua")())
ctx:add_cell_type("capture", system_load("cells/capture.lua")())
ctx:add_cell_type("compose", system_load("cells/compose.lua")())
ctx:add_cell_type("listen", system_load("cells/listen.lua")())
ctx:add_cell_type("debug", system_load("cells/debug.lua")())
ctx:add_cell_type("target", system_load("cells/target.lua")())
ctx:add_cell_type("adopt", system_load("cells/adopt.lua")())
return ctx
end
|
-------------------------------------------------
-- Controller hints/input handler for ConsolePort
-------------------------------------------------
-- This file manages support for controller input
-- using ConsolePort, providing input handler and
-- displaying on-screen hints.
-------------------------------------------------
-- Initialization
-------------------------------------------------
local NPC, API, _, L = ImmersionFrame, ImmersionAPI, ...
local HANDLE, KEY
do
-- list of functions existing on the HANDLE
local HANDLE_functions = {
'AddHint';
'RemoveHint';
'IsHintFocus';
'SetHintDisabled';
'GetHintForKey';
'ClearHintsForFrame';
}
-- list of local functions that need to exist
local NPC_functions = {
'ToggleHintState';
'SetImmersionFocus';
'ClearImmersionFocus';
'ParseControllerCommand';
}
-- For programming convenience, set all these functions to no-op
-- if ConsolePort isn't loaded, since they won't be doing anything useful.
if (not ConsolePortUIHandle) then
local function noop() end
for _, funcID in ipairs(HANDLE_functions) do
NPC[funcID] = noop
end
for _, funcID in ipairs(NPC_functions) do
NPC[funcID] = noop
end
return
else
HANDLE, KEY = ConsolePortUIHandle, ConsolePort:GetData().KEY
-- If any of the HANDLE functions are missing, bail out.
for _, funcID in ipairs(HANDLE_functions) do
if not HANDLE[funcID] then
return
end
end
end
end
-------------------------------------------------
local Inspector = NPC.Inspector
local Titles = NPC.TitleButtons
local controllerInterrupt
-------------------------------------------------
-------------------------------------------------
-- Hint management
-------------------------------------------------
function NPC:AddHint(buttonID, text)
if controllerInterrupt then
return HANDLE:AddHint(KEY[buttonID], text)
end
end
function NPC:RemoveHint(buttonID)
if controllerInterrupt then
return HANDLE:RemoveHint(KEY[buttonID])
end
end
function NPC:SetHintEnabled(buttonID)
if controllerInterrupt then
return HANDLE:SetHintEnabled(KEY[buttonID])
end
end
function NPC:SetHintDisabled(buttonID)
if controllerInterrupt then
return HANDLE:SetHintDisabled(KEY[buttonID])
end
end
function NPC:ToggleHintState(buttonID, enabled)
if controllerInterrupt then
if enabled then
return self:SetHintEnabled(buttonID)
else
return self:SetHintDisabled(buttonID)
end
end
end
function NPC:GetHintForKey(buttonID)
return HANDLE:GetHintForKey(KEY[buttonID])
end
-------------------------------------------------
-- Handle hintbar focus set/release
-------------------------------------------------
function NPC:SetImmersionFocus()
controllerInterrupt = true
if not L('hideui') then
HANDLE:ShowUI()
HANDLE:HideUI(ImmersionFrame, true)
end
return HANDLE:SetHintFocus(ImmersionFrame)
end
function NPC:ClearImmersionFocus()
controllerInterrupt = false
if HANDLE:IsHintFocus(ImmersionFrame) then
HANDLE:HideHintBar()
if not L('hideui') then
HANDLE:ShowUI()
end
end
return HANDLE:ClearHintsForFrame(ImmersionFrame)
end
---------------------------------------------------------
local ControllerInput = { -- return true when propagating
---------------------------------------------------------
[KEY.UP] = function(self)
if self.TitleButtons:IsVisible() then
self.TitleButtons:SetPrevious()
else
return true
end
end;
[KEY.DOWN] = function(self)
if self.TitleButtons:IsVisible() then
self.TitleButtons:SetNext()
else
return true
end
end;
[KEY.LEFT] = function(self)
if self.isInspecting then
self.Inspector:SetPrevious()
else
return true
end
end;
[KEY.RIGHT] = function(self)
if self.isInspecting then
self.Inspector:SetNext()
else
return true
end
end;
[KEY.SQUARE] = function(self)
if self.isInspecting then
local focus = self.Inspector:GetFocus()
if focus and focus.ModifiedClick then
focus:ModifiedClick()
end
else
local text = self.TalkBox.TextFrame.Text
if text:IsSequence() then
if text:GetNumRemaining() <= 1 then
text:RepeatTexts()
else
text:ForceNext()
end
end
end
end;
[KEY.CIRCLE] = function(self)
if self.isInspecting then
self.Inspector:Hide()
elseif self.hasItems then
self:ShowItems()
end
end;
[KEY.CROSS] = function(self)
-- Gossip/multiple quest choices
if self.TitleButtons:GetMaxIndex() > 0 then
self.TitleButtons:ClickFocused()
-- Item inspection
elseif self.isInspecting then
self.Inspector:ClickFocused()
self.Inspector:Hide()
-- Complete quest
elseif self.lastEvent == 'QUEST_COMPLETE' then
-- if multiple items to choose between and none chosen
if self.TalkBox.Elements.itemChoice == 0 and GetNumQuestChoices() > 1 then
self:ShowItems()
else
self.TalkBox.Elements:CompleteQuest()
end
-- Accept quest
elseif ( self.lastEvent == 'QUEST_DETAIL' or self.lastEvent == 'QUEST_ACCEPTED' ) then
self.TalkBox.Elements:AcceptQuest()
-- Progress quest (why are these functions named like this?)
elseif IsQuestCompletable() then
CompleteQuest()
end
end;
[KEY.TRIANGLE] = function(self) API:CloseGossip() API:CloseQuest() end;
[KEY.OPTIONS] = function(self) API:CloseGossip() API:CloseQuest() end;
[KEY.CENTER] = function(self) API:CloseGossip() API:CloseQuest() end;
[KEY.SHARE] = function(self) API:CloseGossip() API:CloseQuest() end;
-------------------------------------------------
} -----------------------------------------------
-------------------------------------------------
-- HACK: count popups for gossip edge case.
local popupCounter = 0
do
local function PopupFixOnShow() popupCounter = popupCounter + 1 end
local function PopupFixOnHide() popupCounter = popupCounter - 1 end
for i=1, 4 do
_G['StaticPopup'..i]:HookScript('OnShow', PopupFixOnShow)
_G['StaticPopup'..i]:HookScript('OnHide', PopupFixOnHide)
end
end
local function GetUIControlKey(button)
if ConsolePort.GetUIControlKey then
return ConsolePort:GetUIControlKey(GetBindingAction(button))
elseif ConsolePortUIHandle.GetUIControlBinding then
return ConsolePortUIHandle:GetUIControlBinding(button)
end
end
function NPC:ParseControllerCommand(button)
if controllerInterrupt then
-- Handle edge case when CP cursor should precede Immersion input.
if not ConsolePort:GetData()('disableUI') then
if ( popupCounter > 0 ) or ( AzeriteEmpoweredItemUI and AzeriteEmpoweredItemUI:IsVisible() ) then
return false
end
end
-- Handle case when the inspect binding or M1 is pressed,
-- in which case it should show the item inspector.
if self:IsInspectModifier(button) or button:match('SHIFT') then
self.Inspector:ShowFocusedTooltip(true)
return true
end
-- Handle every other case of possible controller inputs.
local keyID = GetUIControlKey(button)
local func = keyID and ControllerInput[keyID]
if func then
return not func(self)
end
end
end
----------------------------------
-- Button selector
----------------------------------
local Selector = {}
function Selector:SetFocus(index)
if index then --self:IsVisible() and index then
local focus = self:GetFocus()
if focus then
focus:UnlockHighlight()
focus:OnLeave()
end
local max = self:GetMaxIndex()
self.index = ( index > max and max ) or ( index < 1 and 1 ) or index
self:SetFocusHighlight()
if max > 0 and self.HintText then
NPC:AddHint('CROSS', self.HintText)
else
NPC:RemoveHint('CROSS')
end
end
end
function Selector:SetNext()
local nextButton = self:GetNextButton(self.index, 1)
self:SetFocus(nextButton and (nextButton.idx or nextButton:GetID()))
end
function Selector:SetPrevious()
local prevButton = self:GetNextButton(self.index, -1)
self:SetFocus(prevButton and (prevButton.idx or prevButton:GetID()))
end
function Selector:ClickFocused()
local focus = self:GetFocus()
if focus then
focus:Click()
end
end
function Selector:SetFocusHighlight()
local focus = self:GetFocus()
if focus then
focus:LockHighlight()
focus:OnEnter()
end
end
function Selector:GetFocus()
return self.Active[self.index]
end
function Selector:GetActive()
return pairs(self.Active)
end
function Selector:GetNextButton(index, delta)
if index then
local modifier = delta
while true do
local key = index + delta
if key < 1 or key > self:GetMaxIndex() then
return self.Active[self.index]
end
if self.Active[key] then
return self.Active[key]
else
delta = delta + modifier
end
end
end
end
function Selector:GetMaxIndex()
local maxIndex = 0
if self:IsShown() then
for i, button in pairs(self.Active) do
maxIndex = i > maxIndex and i or maxIndex
end
end
return maxIndex
end
function Selector:OnHide()
end
L.Mixin(Inspector, Selector)
L.Mixin(Titles, Selector)
----------------------------------
-- Extended script handlers
----------------------------------
-- Inspector
Inspector.Buttons = {}
Inspector.ignoreModifier = true
Inspector:HookScript('OnShow', function(self)
local parent = self.parent
self.CROSS = select(2, parent:GetHintForKey('CROSS'))
self.CIRCLE = select(2, parent:GetHintForKey('CIRCLE'))
self.SQUARE = select(2, parent:GetHintForKey('SQUARE'))
parent.isInspecting = true
parent:RemoveHint('SQUARE')
parent:AddHint('CIRCLE', CLOSE)
if ( parent.lastEvent == 'QUEST_PROGRESS' ) then
parent:RemoveHint('CROSS')
else
parent:AddHint('CROSS', CHOOSE)
HANDLE:AddHint('M1', CURRENTLY_EQUIPPED)
end
end)
Inspector:HookScript('OnHide', function(self)
local parent = self.parent
parent.isInspecting = false
HANDLE:RemoveHint('M1')
if self.CROSS then
parent:AddHint('CROSS', self.CROSS)
end
if self.SQUARE then
parent:AddHint('SQUARE', self.SQUARE)
end
if self.CIRCLE then
parent:AddHint('CIRCLE', self.CIRCLE)
end
self.CROSS = nil
self.SQUARE = nil
self.CIRCLE = nil
end)
function Inspector:ShowFocusedTooltip(showTooltip)
local button = self:GetFocus()
if button then
if showTooltip then
button:SetFocus()
else
button:ClearFocus()
end
end
end
-- Handle custom modified clicks on item popups:
-- Return itemLink and display text for SQUARE (modified clicks)
local function GetModifiedClickInfo(item)
local link = item and GetQuestItemLink(item.type, item:GetID())
if link and ImmersionAPI:IsAzeriteItem(link) then
----------------------------------------
return link, LFG_LIST_DETAILS
end
end
function L.TooltipMixin:ModifiedClick(...)
local azeriteItemLink = GetModifiedClickInfo(self.item)
if azeriteItemLink then
----------------------------------------
OpenAzeriteEmpoweredItemUIFromLink(azeriteItemLink)
self.inspector:Hide()
end
end
hooksecurefunc(L.TooltipMixin, 'OnEnter', function(self)
local _, hintText = GetModifiedClickInfo(self.item)
if hintText then
Inspector.parent:AddHint('SQUARE', hintText)
end
end)
hooksecurefunc(L.TooltipMixin, 'OnLeave', function(self)
Inspector.parent:RemoveHint('SQUARE')
end)
-- Titles
Titles.HintText = ACCEPT |
--
-- hammerspoon.lua
-- hammerspoon basic keybindings
--
local helpers = require("helpers")
local hyper = require("modules.hyper")
-- =============================================================================
-- Definitions
-- =============================================================================
-- reload configs
hyper:bind({ "shift" }, "r", function ()
hs.reload()
end)
-- toggle console
hyper:bind({ "shift" }, "t", function ()
hs.console.clearConsole()
hs.toggleConsole()
-- focus next available window
helpers.get_active_window(function (win) win:focus() end)
end)
|
-- Helper module for 200_to_210 migration operations.
--
-- Operations are versioned and specific to a migration so they remain
-- fixed in time and are not modified for use in future migrations.
--
-- If you want to reuse these operations in a future migration,
-- copy the functions over to a new versioned module.
local operations_200_210 = require "kong.db.migrations.operations.200_to_210"
--------------------------------------------------------------------------------
-- Postgres operations for Workspace migration
--------------------------------------------------------------------------------
local postgres = {
up = [[
]],
teardown = {
-- These migrations were fixed since they were originally released,
-- thus those that have updated already, need to re-run it.
ws_update_composite_cache_key = operations_200_210.postgres.teardown.ws_update_composite_cache_key,
},
}
--------------------------------------------------------------------------------
-- Cassandra operations for Workspace migration
--------------------------------------------------------------------------------
local cassandra = {
up = [[
]],
teardown = {
-- These migrations were fixed since they were originally released,
-- thus those that have updated already, need to re-run it.
ws_update_composite_cache_key = operations_200_210.cassandra.teardown.ws_update_composite_cache_key,
}
}
--------------------------------------------------------------------------------
-- Higher-level operations for Workspace migration
--------------------------------------------------------------------------------
local function ws_adjust_data(ops, connector, entities)
for _, entity in ipairs(entities) do
if entity.cache_key and #entity.cache_key > 1 then
local _, err = ops:ws_update_composite_cache_key(connector, entity.name, entity.partitioned)
if err then
return nil, err
end
end
end
return true
end
postgres.teardown.ws_adjust_data = ws_adjust_data
cassandra.teardown.ws_adjust_data = ws_adjust_data
--------------------------------------------------------------------------------
return {
postgres = postgres,
cassandra = cassandra,
}
|
ESX = nil
TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end)
ESX.RegisterServerCallback('esx_roubarnpc:giveMoney', function(source, callback)
local xPlayer = ESX.GetPlayerFromId(source)
local money = math.random(Config.MinMoney, Config.MaxMoney)
xPlayer.addMoney(money)
callback(money)
end) |
local require = using("BodyEditor.Script")
local CCScene = require("CCScene")
local oVec2 = require("oVec2")
local oContent = require("oContent")
local CCScheduler = require("CCScheduler")
local oWorld = require("oWorld")
local CCDirector = require("CCDirector")
local CCNode = require("CCNode")
local CCMenu = require("CCMenu")
local CCSize = require("CCSize")
local oBodyDef = require("oBodyDef")
local oBody = require("oBody")
local oJoint = require("oJoint")
local emit = require("emit")
local CCSprite = require("CCSprite")
local oModel = require("oModel")
local tolua = require("tolua")
local oCache = require("oCache")
local once = require("once")
local oRoutine = require("oRoutine")
local oEditor = CCScene()
oEditor.standAlone = true
oEditor.quitable = false
oEditor.isLoaded = false
oEditor.isPlaying = false
oEditor.origin = oVec2(60+(-120-180)*0.5,0)
oEditor.currentData = nil
oEditor.isFixed = true
oEditor.scale = 1
oEditor.names = {}
oEditor.bodyData = {}
oEditor.items = {}
oEditor.input = oContent.writablePath.."Body/Input/"
oEditor.output = oContent.writablePath.."Body/Output/"
oEditor.prefix = ""
oEditor.topMost = 9999
oEditor.currentFile = nil
oEditor.fixX = false
oEditor.fixY = false
oEditor.round = function(self,val)
if type(val) == "number" then
return val > 0 and math.floor(val+0.5) or math.ceil(val-0.5)
else
return oVec2(val.x > 0 and math.floor(val.x+0.5) or math.ceil(val.x-0.5),
val.y > 0 and math.floor(val.y+0.5) or math.ceil(val.y-0.5))
end
end
local worldScheduler = CCScheduler()
worldScheduler.timeScale = 0
oEditor.worldScheduler = worldScheduler
oEditor.world = oWorld()
oEditor.world.scheduler = oEditor.worldScheduler
oEditor.world.showDebug = true
oEditor.world:setShouldContact(0,0,true)
oEditor:slot("Cleanup",function()
if not oEditor.world.parent then
oEditor.world:cleanup()
end
CCDirector.scheduler:unschedule(oEditor.worldScheduler)
oEditor:clearData()
end)
local worldNode = CCNode()
oEditor.world:addChild(worldNode)
oEditor.worldNode = worldNode
oEditor.touchPriorityEditMenu = CCMenu.DefaultHandlerPriority
oEditor.touchPrioritySettingPanel = CCMenu.DefaultHandlerPriority+1
oEditor.touchPriorityViewPanel = CCMenu.DefaultHandlerPriority+3
oEditor.touchPriorityVRuler = CCMenu.DefaultHandlerPriority+5
oEditor.touchPriorityHRuler = CCMenu.DefaultHandlerPriority+6
oEditor.touchPriorityEditControl = CCMenu.DefaultHandlerPriority+8
oEditor.touchPriorityViewArea = CCMenu.DefaultHandlerPriority+10
local function Point(x,y)
return function()
return oVec2(x,y)
end
end
local PointZero = Point(0,0)
local function Size(width,height)
return function()
return CCSize(width,height)
end
end
local function rename(self,oldName,newName)
local change = false
if self:get("BodyA") == oldName then
self:set("BodyA",newName)
change = true
elseif self:get("BodyB") == oldName then
self:set("BodyB",newName)
change = true
end
if change then
oEditor:resetItem(self)
end
end
local resetEnable = false
local function reset(self,args)
if resetEnable and args.type == "Body" and (self:get("BodyA") == args.name or self:get("BodyB") == args.name) then
oEditor:resetItem(self)
end
end
local types =
{
Rectangle = 1,
Circle = 2,
Polygon = 3,
Chain = 4,
Loop = 5,
SubRectangle = 6,
SubCircle = 7,
SubPolygon = 8,
SubChain = 9,
SubLoop = 10,
Distance = 11,
Friction = 12,
Gear = 13,
Spring = 14,
Prismatic = 15,
Pulley = 16,
Revolute = 17,
Rope = 18,
Weld = 19,
Wheel = 20,
}
local typeNames = {}
for k,v in pairs(types) do
typeNames[v] = k
end
local defaultShapeData =
{
Rectangle =
{
{"ItemType","Rectangle"}, -- 1
{"Name","rect"}, -- 2
{"Type",oBodyDef.Dynamic}, -- 3
{"Position",PointZero}, -- 4
{"Angle",0}, -- 5
{"Center",PointZero}, -- 6
{"Size",Size(100,100)}, -- 7
{"Density",1}, -- 8
{"Friction",0.4}, -- 9
{"Restitution",0.4}, -- 10
{"LinearDamping", 0}, -- 11
{"AngularDamping",0}, -- 12
{"FixedRotation",false}, -- 13
{"GravityScale",1}, -- 14
{"Bullet",false}, -- 15
{"Sensor",false}, -- 16
{"SensorTag",0}, -- 17
{"SubShapes",false}, -- 18
{"Face",""}, -- 19
{"FacePos",PointZero}, -- 20
create = function(self)
local Rectangle = oEditor.Rectangle
if self[Rectangle.Size].width <= 0 or self[Rectangle.Size].height <= 0 then
return nil
end
local bodyDef = oBodyDef()
if self[Rectangle.Sensor] then
bodyDef:attachPolygonSensor(
self[Rectangle.SensorTag],
self[Rectangle.Size].width,
self[Rectangle.Size].height,
self[Rectangle.Center],
0)
else
bodyDef:attachPolygon(
self[Rectangle.Center],
self[Rectangle.Size].width,
self[Rectangle.Size].height,
0,
self[Rectangle.Density],
self[Rectangle.Friction],
self[Rectangle.Restitution])
end
bodyDef.type = self[Rectangle.Type]
bodyDef.isBullet = self[Rectangle.Bullet]
bodyDef.gravityScale = self[Rectangle.GravityScale]
bodyDef.fixedRotation = self[Rectangle.FixedRotation]
bodyDef.linearDamping = self[Rectangle.LinearDamping]
bodyDef.angularDamping = self[Rectangle.AngularDamping]
local body = oBody(bodyDef,oEditor.world,
self[Rectangle.Position],
self[Rectangle.Angle])
if self[Rectangle.SubShapes] then
for _,subShape in ipairs(self[Rectangle.SubShapes]) do
subShape:create(body)
end
end
body.scheduler = oEditor.worldScheduler
oEditor.world:addChild(body)
return body
end,
},
Circle =
{
{"ItemType","Circle"}, -- 1
{"Name","circle"}, -- 2
{"Type",oBodyDef.Dynamic}, -- 3
{"Position",PointZero}, -- 4
{"Angle",0}, -- 5
{"Center",PointZero}, -- 6
{"Radius",50}, -- 7
{"Density",1}, -- 8
{"Friction",0.4}, -- 9
{"Restitution",0.4}, -- 10
{"LinearDamping",0}, -- 11
{"AngularDamping",0}, -- 12
{"FixedRotation",false}, -- 13
{"GravityScale",1}, -- 14
{"Bullet",false}, -- 15
{"Sensor",false}, -- 16
{"SensorTag",0}, -- 17
{"SubShapes",false}, -- 18
{"Face",""}, -- 19
{"FacePos",PointZero}, -- 20
create = function(self)
local Circle = oEditor.Circle
if self[Circle.Radius] <= 0 then return nil end
local bodyDef = oBodyDef()
if self[Circle.Sensor] then
bodyDef:attachCircleSensor(
self[Circle.SensorTag],
self[Circle.Center],
self[Circle.Radius])
else
bodyDef:attachCircle(
self[Circle.Center],
self[Circle.Radius],
self[Circle.Density],
self[Circle.Friction],
self[Circle.Restitution])
end
bodyDef.type = self[Circle.Type]
bodyDef.isBullet = self[Circle.Bullet]
bodyDef.gravityScale = self[Circle.GravityScale]
bodyDef.fixedRotation = self[Circle.FixedRotation]
bodyDef.linearDamping = self[Circle.LinearDamping]
bodyDef.angularDamping = self[Circle.AngularDamping]
local body = oBody(bodyDef,oEditor.world,
self[Circle.Position],
self[Circle.Angle])
if self[Circle.SubShapes] then
for _,subShape in ipairs(self[Circle.SubShapes]) do
subShape:create(body)
end
end
body.scheduler = oEditor.worldScheduler
oEditor.world:addChild(body)
return body
end,
},
Polygon =
{
{"ItemType","Polygon"}, -- 1
{"Name","poly"}, -- 2
{"Type",oBodyDef.Dynamic}, -- 3
{"Position",PointZero}, -- 4
{"Angle",0}, -- 5
{"Vertices",false}, -- 6
{"Density",1}, -- 7
{"Friction",0.4}, -- 8
{"Restitution",0.4}, -- 9
{"LinearDamping",0}, -- 10
{"AngularDamping",0}, -- 11
{"FixedRotation",false}, -- 12
{"GravityScale",1}, -- 13
{"Bullet",false}, -- 14
{"Sensor",false}, -- 15
{"SensorTag",0}, -- 16
{"SubShapes",false}, -- 17
{"Face",""}, -- 18
{"FacePos",PointZero}, -- 19
create = function(self)
local Polygon = oEditor.Polygon
if not self[Polygon.Vertices] or #self[Polygon.Vertices] < 3 then return nil end
local bodyDef = oBodyDef()
if self[Polygon.Sensor] then
bodyDef:attachPolygonSensor(
self[Polygon.SensorTag],
self[Polygon.Vertices])
else
bodyDef:attachPolygon(
self[Polygon.Vertices],
self[Polygon.Density],
self[Polygon.Friction],
self[Polygon.Restitution])
end
bodyDef.type = self[Polygon.Type]
bodyDef.isBullet = self[Polygon.Bullet]
bodyDef.gravityScale = self[Polygon.GravityScale]
bodyDef.fixedRotation = self[Polygon.FixedRotation]
bodyDef.linearDamping = self[Polygon.LinearDamping]
bodyDef.angularDamping = self[Polygon.AngularDamping]
local body = oBody(bodyDef,oEditor.world,
self[Polygon.Position],
self[Polygon.Angle])
if self[Polygon.SubShapes] then
for _,subShape in ipairs(self[Polygon.SubShapes]) do
subShape:create(body)
end
end
body.scheduler = oEditor.worldScheduler
oEditor.world:addChild(body)
return body
end,
},
Chain =
{
{"ItemType","Chain"}, -- 1
{"Name","chain"}, -- 2
{"Type",oBodyDef.Dynamic}, -- 3
{"Position",PointZero}, -- 4
{"Angle",0}, -- 5
{"Vertices",false}, -- 6
{"Friction",0.4}, -- 7
{"Restitution",0.4}, -- 8
{"LinearDamping",0}, -- 9
{"AngularDamping",0}, -- 10
{"FixedRotation",false}, -- 11
{"GravityScale",1}, -- 12
{"Bullet",false}, -- 13
{"SubShapes",false}, -- 14
{"Face",""}, -- 15
{"FacePos",PointZero}, -- 16
create = function(self)
local Chain = oEditor.Chain
if not self[Chain.Vertices] or #self[Chain.Vertices] < 2 then return nil end
local bodyDef = oBodyDef()
bodyDef:attachChain(
self[Chain.Vertices],
self[Chain.Friction],
self[Chain.Restitution])
bodyDef.type = self[Chain.Type]
bodyDef.isBullet = self[Chain.Bullet]
bodyDef.gravityScale = self[Chain.GravityScale]
bodyDef.fixedRotation = self[Chain.FixedRotation]
bodyDef.linearDamping = self[Chain.LinearDamping]
bodyDef.angularDamping = self[Chain.AngularDamping]
local body = oBody(bodyDef,oEditor.world,
self[Chain.Position],
self[Chain.Angle])
if self[Chain.SubShapes] then
for _,subShape in ipairs(self[Chain.SubShapes]) do
subShape:create(body)
end
end
body.scheduler = oEditor.worldScheduler
oEditor.world:addChild(body)
return body
end,
},
Loop =
{
{"ItemType","Loop"}, -- 1
{"Name","loop"}, -- 2
{"Type",oBodyDef.Dynamic}, -- 3
{"Position",PointZero}, -- 4
{"Angle",0}, -- 5
{"Vertices",false}, -- 6
{"Friction",0.4}, -- 7
{"Restitution",0.4}, -- 8
{"LinearDamping",0}, -- 9
{"AngularDamping",0}, -- 10
{"FixedRotation",false}, -- 11
{"GravityScale",1}, -- 12
{"Bullet",false}, -- 13
{"SubShapes",false}, -- 14
{"Face",""}, -- 15
{"FacePos",PointZero}, -- 16
create = function(self)
local Loop = oEditor.Loop
if not self[Loop.Vertices] or #self[Loop.Vertices] < 3 then return nil end
local bodyDef = oBodyDef()
bodyDef:attachLoop(
self[Loop.Vertices],
self[Loop.Friction],
self[Loop.Restitution])
bodyDef.type = self[Loop.Type]
bodyDef.isBullet = self[Loop.Bullet]
bodyDef.gravityScale = self[Loop.GravityScale]
bodyDef.fixedRotation = self[Loop.FixedRotation]
bodyDef.linearDamping = self[Loop.LinearDamping]
bodyDef.angularDamping = self[Loop.AngularDamping]
local body = oBody(bodyDef,oEditor.world,
self[Loop.Position],
self[Loop.Angle])
if self[Loop.SubShapes] then
for _,subShape in ipairs(self[Loop.SubShapes]) do
subShape:create(body)
end
end
body.scheduler = oEditor.worldScheduler
oEditor.world:addChild(body)
return body
end,
},
SubRectangle =
{
{"ItemType","SubRectangle"}, -- 1
{"Center",PointZero}, -- 2
{"Angle",0}, -- 3
{"Size",Size(100,100)}, -- 4
{"Density",1}, -- 5
{"Friction",0.4}, -- 6
{"Restitution",0.4}, -- 7
{"Sensor",false}, -- 8
{"SensorTag",0}, -- 9
create = function(self,body)
local SubRectangle = oEditor.SubRectangle
if self[SubRectangle.Size].width <= 0 or self[SubRectangle.Size].height <= 0 then
return
end
if self[SubRectangle.Sensor] then
body:attachSensor(
self[SubRectangle.SensorTag],
oBodyDef:polygon(
self[SubRectangle.Center],
self[SubRectangle.Size].width,
self[SubRectangle.Size].height,
self[SubRectangle.Angle]))
else
body:attach(
oBodyDef:polygon(
self[SubRectangle.Center],
self[SubRectangle.Size].width,
self[SubRectangle.Size].height,
self[SubRectangle.Angle],
self[SubRectangle.Density],
self[SubRectangle.Friction],
self[SubRectangle.Restitution]))
end
end,
},
SubCircle =
{
{"ItemType","SubCircle"}, -- 1
{"Center",PointZero}, -- 2
{"Radius",50}, -- 3
{"Density",1}, -- 4
{"Friction",0.4}, -- 5
{"Restitution",0.4}, -- 6
{"Sensor",false}, -- 7
{"SensorTag",0}, -- 8
create = function(self,body)
local SubCircle = oEditor.SubCircle
if self[SubCircle.Radius] <= 0 then
return
end
if self[SubCircle.Sensor] then
body:attachSensor(
self[SubCircle.SensorTag],
oBodyDef:circle(
self[SubCircle.Center],
self[SubCircle.Radius]))
else
body:attach(
oBodyDef:circle(
self[SubCircle.Center],
self[SubCircle.Radius],
self[SubCircle.Density],
self[SubCircle.Friction],
self[SubCircle.Restitution]))
end
end,
},
SubPolygon =
{
{"ItemType","SubPolygon"}, -- 1
{"Vertices",false}, -- 2
{"Density",1}, -- 3
{"Friction",0.4}, -- 4
{"Restitution",0.4}, -- 5
{"Sensor",false}, -- 6
{"SensorTag",0}, -- 7
create = function(self,body)
local SubPolygon = oEditor.SubPolygon
if not self[SubPolygon.Vertices] or #self[SubPolygon.Vertices] < 3 then
return
end
if self[SubPolygon.Sensor] then
body:attachSensor(
self[SubPolygon.SensorTag],
oBodyDef:polygon(
self[SubPolygon.Vertices]))
else
body:attach(
oBodyDef:polygon(
self[SubPolygon.Vertices],
self[SubPolygon.Density],
self[SubPolygon.Friction],
self[SubPolygon.Restitution]))
end
end,
},
SubChain =
{
{"ItemType","SubChain"}, -- 1
{"Vertices",false}, -- 2
{"Friction",0.4}, -- 3
{"Restitution",0.4}, -- 4
create = function(self,body)
local SubChain = oEditor.SubChain
if not self[SubChain.Vertices] or #self[SubChain.Vertices] < 2 then
return
end
body:attach(
oBodyDef:chain(
self[SubChain.Vertices],
self[SubChain.Friction],
self[SubChain.Restitution]))
end,
},
SubLoop =
{
{"ItemType","SubLoop"}, -- 1
{"Vertices",false}, -- 2
{"Friction",0.4}, -- 3
{"Restitution",0.4}, -- 4
create = function(self,body)
local SubLoop = oEditor.SubLoop
if not self[SubLoop.Vertices] or #self[SubLoop.Vertices] < 3 then
return
end
body:attach(
oBodyDef:loop(
self[SubLoop.Vertices],
self[SubLoop.Friction],
self[SubLoop.Restitution]))
end,
},
Distance =
{
{"ItemType","Distance"}, -- 1
{"Name","distance"}, -- 2
{"Collision",false}, -- 3
{"BodyA",""}, -- 4
{"BodyB",""}, -- 5
{"AnchorA",PointZero}, -- 6
{"AnchorB",PointZero}, -- 7
{"Frequency",0}, -- 8
{"Damping",0}, -- 9
create = function(self)
local Distance = oEditor.Distance
local bodyA = oEditor:getItem(self[Distance.BodyA])
local bodyB = oEditor:getItem(self[Distance.BodyB])
if not bodyA or not bodyB or bodyA == bodyB then
return nil
end
return oJoint:distance(
self[Distance.Collision],
bodyA,bodyB,
self[Distance.AnchorA],
self[Distance.AnchorB],
self[Distance.Frequency],
self[Distance.Damping])
end,
rename = rename,
reset = reset,
},
Friction =
{
{"ItemType","Friction"}, -- 1
{"Name","friction"}, -- 2
{"Collision",false}, -- 3
{"BodyA",""}, -- 4
{"BodyB",""}, -- 5
{"WorldPos",PointZero}, -- 6
{"MaxForce",0}, -- 7
{"MaxTorque",0}, -- 8
create = function(self)
local Friction = oEditor.Friction
local bodyA = oEditor:getItem(self[Friction.BodyA])
local bodyB = oEditor:getItem(self[Friction.BodyB])
if not bodyA or not bodyB or bodyA == bodyB then
return nil
end
return oJoint:friction(
self[Friction.Collision],
bodyA,bodyB,
self[Friction.WorldPos],
self[Friction.MaxForce],
self[Friction.MaxTorque])
end,
rename = rename,
reset = reset,
},
Gear =
{
{"ItemType","Gear"}, -- 1
{"Name","gear"}, -- 2
{"Collision",false}, -- 3
{"JointA",""}, -- 4
{"JointB",""}, -- 5
{"Ratio",1}, -- 6
create = function(self)
local Gear = oEditor.Gear
local jointA = oEditor:getItem(self[Gear.JointA])
local jointB = oEditor:getItem(self[Gear.JointB])
if not jointA or not jointB or jointA == jointB then
return nil
end
return oJoint:gear(
self[Gear.Collision],
jointA,jointB,
self[Gear.Ratio])
end,
rename = function(self,oldName,newName)
local Gear = oEditor.Gear
if self[Gear.JointA] == oldName then self[Gear.JointA] = newName end
if self[Gear.JointB] == oldName then self[Gear.JointB] = newName end
end,
reset = function(self,args)
if resetEnable and args.type == "Joint" and (self:get("JointA") == args.name or self:get("JointB") == args.name) then
oEditor:resetItem(self)
end
end,
},
Spring =
{
{"ItemType","Spring"}, -- 1
{"Name","spring"}, -- 2
{"Collision",false}, -- 3
{"BodyA",""}, -- 4
{"BodyB",""}, -- 5
{"Offset",PointZero}, -- 6
{"AngularOffset",0}, -- 7
{"MaxForce",0}, -- 8
{"MaxTorque",0}, -- 9
{"CorrectionFactor",0.3}, -- 10
create = function(self)
local Spring = oEditor.Spring
local bodyA = oEditor:getItem(self[Spring.BodyA])
local bodyB = oEditor:getItem(self[Spring.BodyB])
if not bodyA or not bodyB or bodyA == bodyB then
return nil
end
return oJoint:spring(
self[Spring.Collision],
bodyA,bodyB,
self[Spring.Offset],
self[Spring.AngularOffset],
self[Spring.MaxForce],
self[Spring.MaxTorque],
self[Spring.CorrectionFactor])
end,
rename = rename,
reset = reset,
},
Prismatic =
{
{"ItemType","Prismatic"}, -- 1
{"Name","prism"}, -- 2
{"Collision",false}, -- 3
{"BodyA",""}, -- 4
{"BodyB",""}, -- 5
{"WorldPos",PointZero}, -- 6
{"Axis",Point(1,0)}, -- 7
{"Lower",0}, -- 8
{"Upper",0}, -- 9
{"MaxMotorForce",0}, -- 10
{"MotorSpeed",0}, -- 11
create = function(self)
local Prismatic = oEditor.Prismatic
local bodyA = oEditor:getItem(self[Prismatic.BodyA])
local bodyB = oEditor:getItem(self[Prismatic.BodyB])
if not bodyA or not bodyB or bodyA == bodyB then
return nil
end
return oJoint:prismatic(
self[Prismatic.Collision],
bodyA,bodyB,
self[Prismatic.WorldPos],
self[Prismatic.Axis],
self[Prismatic.Lower],
self[Prismatic.Upper],
self[Prismatic.MaxMotorForce],
self[Prismatic.MotorSpeed])
end,
rename = rename,
reset = reset,
},
Pulley =
{
{"ItemType","Pulley"}, -- 1
{"Name","pulley"}, -- 2
{"Collision",true}, -- 3
{"BodyA",""}, -- 4
{"BodyB",""}, -- 5
{"AnchorA",PointZero}, -- 6
{"AnchorB",PointZero}, -- 7
{"GroundA",Point(-100,100)}, -- 8
{"GroundB",Point(100,100)}, -- 9
{"Ratio",1}, -- 9
create = function(self)
local Pulley = oEditor.Pulley
local bodyA = oEditor:getItem(self[Pulley.BodyA])
local bodyB = oEditor:getItem(self[Pulley.BodyB])
if not bodyA or not bodyB or bodyA == bodyB then
return nil
end
return oJoint:pulley(
self[Pulley.Collision],
bodyA,bodyB,
self[Pulley.AnchorA],
self[Pulley.AnchorB],
self[Pulley.GroundA],
self[Pulley.GroundB],
self[Pulley.Ratio])
end,
rename = rename,
reset = reset,
},
Revolute =
{
{"ItemType","Revolute"}, -- 1
{"Name","revolute"}, -- 2
{"Collision",false}, -- 3
{"BodyA",""}, -- 4
{"BodyB",""}, -- 5
{"WorldPos",PointZero}, -- 6
{"LowerAngle",0}, -- 7
{"UpperAngle",0}, -- 8
{"MaxMotorTorque",0}, -- 9
{"MotorSpeed",0}, -- 10
create = function(self)
local Revolute = oEditor.Revolute
local bodyA = oEditor:getItem(self[Revolute.BodyA])
local bodyB = oEditor:getItem(self[Revolute.BodyB])
if not bodyA or not bodyB or bodyA == bodyB then
return nil
end
return oJoint:revolute(
self[Revolute.Collision],
bodyA,bodyB,
self[Revolute.WorldPos],
self[Revolute.LowerAngle],
self[Revolute.UpperAngle],
self[Revolute.MaxMotorTorque],
self[Revolute.MotorSpeed])
end,
rename = rename,
reset = reset,
},
Rope =
{
{"ItemType","Rope"}, -- 1
{"Name","rope"}, -- 2
{"Collision",false}, -- 3
{"BodyA",""}, -- 4
{"BodyB",""}, -- 5
{"AnchorA",PointZero}, -- 6
{"AnchorB",PointZero}, -- 7
{"MaxLength",100}, -- 8
create = function(self)
local Rope = oEditor.Rope
local bodyA = oEditor:getItem(self[Rope.BodyA])
local bodyB = oEditor:getItem(self[Rope.BodyB])
if not bodyA or not bodyB or bodyA == bodyB then
return nil
end
return oJoint:rope(
self[Rope.Collision],
bodyA,bodyB,
self[Rope.AnchorA],
self[Rope.AnchorB],
self[Rope.MaxLength])
end,
rename = rename,
reset = reset,
},
Weld =
{
{"ItemType","Weld"}, -- 1
{"Name","weld"}, -- 2
{"Collision",false}, -- 3
{"BodyA",""}, -- 4
{"BodyB",""}, -- 5
{"WorldPos",PointZero}, -- 6
{"Frequency",0}, -- 7
{"Damping",0}, -- 8
create = function(self)
local Weld = oEditor.Weld
local bodyA = oEditor:getItem(self[Weld.BodyA])
local bodyB = oEditor:getItem(self[Weld.BodyB])
if not bodyA or not bodyB or bodyA == bodyB then
return nil
end
return oJoint:weld(
self[Weld.Collision],
bodyA,bodyB,
self[Weld.WorldPos],
self[Weld.Frequency],
self[Weld.Damping])
end,
rename = rename,
reset = reset,
},
Wheel =
{
{"ItemType","Wheel"}, -- 1
{"Name","wheel"}, -- 2
{"Collision",false}, -- 3
{"BodyA",""}, -- 4
{"BodyB",""}, -- 5
{"WorldPos",PointZero}, -- 6
{"Axis",Point(1,0)}, -- 7
{"MaxMotorTorque",0}, -- 8
{"MotorSpeed",0}, -- 9
{"Frequency",2}, -- 10
{"Damping",0.7}, -- 11
create = function(self)
local Wheel = oEditor.Wheel
local bodyA = oEditor:getItem(self[Wheel.BodyA])
local bodyB = oEditor:getItem(self[Wheel.BodyB])
if not bodyA or not bodyB or bodyA == bodyB then
return nil
end
return oJoint:wheel(
self[Wheel.Collision],
bodyA,bodyB,
self[Wheel.WorldPos],
self[Wheel.Axis],
self[Wheel.MaxMotorTorque],
self[Wheel.MotorSpeed],
self[Wheel.Frequency],
self[Wheel.Damping])
end,
rename = rename,
reset = reset,
},
}
local function setFunc(data,name,value)
data[oEditor[data[1]][name]] = value
emit("Body.editor.change")
end
local function getFunc(data,name)
return data[oEditor[data[1]][name]]
end
local function hasFunc(data,name)
return oEditor[data[1]][name] ~= nil
end
for shapeName,shapeDefine in pairs(defaultShapeData) do
oEditor[shapeName] = {}
for index,property in ipairs(shapeDefine) do
local createFunc = shapeDefine.create
local renameFunc = shapeDefine.rename
local resetFunc = shapeDefine.reset
oEditor[shapeName][property[1]] = index
oEditor[shapeName].create = createFunc
oEditor[shapeName].rename = renameFunc
oEditor[shapeName].reset = resetFunc
oEditor["new"..shapeName] = function(self)
local newData = {}
for i,v in ipairs(shapeDefine) do
newData[i] = type(v[2]) == "function" and v[2]() or v[2]
end
newData.create = createFunc
newData.set = setFunc
newData.get = getFunc
newData.has = hasFunc
if renameFunc then
newData.renameListener = oEditor:gslot("Body.editor.rename",function(args)
renameFunc(newData,args.oldName,args.newName)
end)
end
if resetFunc then
newData.resetListener = oEditor:gslot("Body.editor.reset",function(args)
resetFunc(newData,args)
end)
end
return newData
end
end
end
oEditor.addSubData = function(self,data,subData)
local subShapes = data:get("SubShapes")
if not subShapes then
subShapes = {subData,}
data:set("SubShapes",subShapes)
else
table.insert(subShapes,subData)
end
for _,shape in ipairs(subShapes) do
shape.parent = data
shape.set = setFunc
shape.get = getFunc
shape.has = hasFunc
end
oEditor:resetItem(data)
emit("Body.editor.bodyData",self.bodyData)
end
oEditor.addData = function(self,data)
local bodyData = self.bodyData
if not data.resetListener then
if #bodyData > 0 then
local inserted = false
for i = #bodyData,1,-1 do
if not bodyData[i].resetListener then
inserted = true
table.insert(bodyData,i+1,data)
break
end
end
if not inserted then
table.insert(bodyData,1,data)
end
else
table.insert(bodyData,data)
end
else
if #bodyData > 0 then
local inserted = false
for i = #bodyData,1,-1 do
if bodyData[i]:get("ItemType") ~= "Gear" then
inserted = true
table.insert(bodyData,i+1,data)
break
end
end
if not inserted then
table.insert(bodyData,1,data)
end
else
table.insert(bodyData,data)
end
end
oEditor:checkName(data)
local subShapes = data:get("SubShapes")
if subShapes then
for _,shape in ipairs(subShapes) do
shape.parent = data
shape.set = setFunc
shape.get = getFunc
shape.has = hasFunc
end
end
oEditor:resetItem(data)
emit("Body.editor.bodyData",bodyData)
end
oEditor.getData = function(self,name)
for _,data in ipairs(self.bodyData) do
if data:get("Name") == name then
return data
end
end
return nil
end
oEditor.removeData = function(self,data)
local item = data.parent or data
for i,v in ipairs(self.bodyData) do
if v == item then
if data.parent then
local subShapes = data.parent:get("SubShapes")
for index,sb in ipairs(subShapes) do
if sb == data then
table.remove(subShapes,index)
if #subShapes == 0 then
data.parent:set("SubShapes",false)
end
break
end
end
oEditor:resetItem(data.parent)
else
local name = data:get("Name")
table.remove(self.bodyData,i)
if data.renameListener then
oEditor:gslot(data.renameListener,nil)
end
if data.resetListener then
oEditor:gslot(data.resetListener,nil)
end
oEditor.names[name] = nil
local item = oEditor.items[name]
if item then
item:destroy()
oEditor.items[name] = nil
end
end
emit("Body.editor.bodyData",self.bodyData)
break
end
end
end
oEditor.clearData = function(self)
for _,data in ipairs(oEditor.bodyData) do
if data.renameListener then
oEditor:gslot(data.renameListener,nil)
end
if data.resetListener then
oEditor:gslot(data.resetListener,nil)
end
end
self.bodyData = {}
oEditor.names = {}
oEditor:clearItems()
emit("Body.editor.bodyData",self.bodyData)
end
oEditor.resetItem = function(self,data,resetFace)
if data.parent then data = data.parent end
local face = oEditor:removeItem(data)
local item = data:create()
if not resetFace and face then
if item then
item:addChild(face)
else
item = face
item.position = data:get("Position")
item.angle = data:get("Angle")
oEditor.world:addChild(item)
end
else
if data:has("Face") then
local faceStr = data:get("Face")
if faceStr ~= "" then
faceStr = oEditor.input..faceStr
if faceStr:match("|") then
face = CCSprite(faceStr)
elseif oContent:exist(faceStr) then
local extension = string.match(faceStr,"%.([^%.\\/]*)$")
if extension then
extension = extension:lower()
if extension == "png" then
face = CCSprite(faceStr)
elseif extension == "model" then
face = oModel(faceStr)
end
end
else
face = nil
end
else
face = nil
end
if face then
face.position = data:get("FacePos")
if item then
item:addChild(face)
else
item = face
item.position = data:get("Position")
item.angle = data:get("Angle")
oEditor.world:addChild(item)
end
end
end
end
local name = data:get("Name")
oEditor.items[name] = item
if item then item.dataItem = data end
emit("Body.editor.reset",{name=name,type=(data.resetListener and "Joint" or "Body")})
return item
end
oEditor.resetItems = function(self)
self:clearItems()
resetEnable = false
for _,data in ipairs(self.bodyData) do
self:resetItem(data)
end
resetEnable = true
end
oEditor.removeItem = function(self,data)
if data.parent then data = data.parent end
local name = data:get("Name")
local item = oEditor.items[name]
local face
if item then
if item.children then
face = item.children[1]
if face then
item:removeChild(face)
end
end
if item.destroy then
item:destroy()
else
item.parent:removeChild(item)
end
end
self.items[name] = nil
return face
end
oEditor.rename = function(self,oldName,newName)
if oldName == newName then return end
local item = self.items[oldName]
self.items[oldName] = nil
self.items[newName] = item
self.names[oldName] = nil
self.names[newName] = true
emit("Body.editor.rename",{oldName=oldName,newName=newName})
end
oEditor.getItem = function(self,arg) -- arg: name or data
if type(arg) == "string" then
return self.items[arg]
else
if arg.parent then arg = arg.parent end
return self.items[arg:get("Name")]
end
end
oEditor.clearItems = function(self)
for _,item in pairs(self.items) do
item:destroy()
end
self.items = {}
end
oEditor.getUsableName = function(self,originalName)
if originalName == "" then originalName = "name" end
if self.names[originalName] then
local counter = 1
local nawName = nil
local usable = false
repeat
nawName = originalName..tostring(counter)
usable = (self.names[nawName] == nil)
counter = counter+1
until usable
return nawName
else
return originalName
end
end
oEditor.checkName = function(self,data)
local oldName = data:get("Name")
local newName = oEditor:getUsableName(oldName)
oEditor.names[newName] = true
if newName ~= oldName then
data:set("Name",newName)
end
end
local itemToString = nil
local valueToString = nil
valueToString = function(value)
local str = ""
local typeName = tolua.type(value)
if typeName == "table" then
str = str.."{"
local len = #value
for i,v in ipairs(value) do
local typeName = tolua.type(v)
if typeName == "oVec2" then
str = str..string.format("v(%.2f,%.2f)",v.x,v.y)
elseif typeName == "table" then
str = str..itemToString(v)
end
if i ~= len then
str = str..","
end
end
str = str.."}"
elseif typeName == "oVec2" then
str = str..string.format("v(%.2f,%.2f)",value.x,value.y)
elseif typeName == "CCSize" then
str = str..string.format("s(%d,%d)",value.width,value.height)
elseif typeName == "string" then
str = str.."\""..value.."\""
elseif typeName == "boolean" then
str = str..(value and "t" or "f")
else
str = str..tostring(value)
end
return str
end
itemToString = function(item)
local str = ""
str = str.."{"
local len = #item
for i,v in ipairs(item) do
str = str..valueToString(i == 1 and types[v] or v)
if i ~= len then
str = str..","
end
end
str = str.."}"
return str
end
oEditor.dumpData = function(self,filename)
local str = [[local v,s,t,f = require("oVec2"),require("CCSize"),true,false
return {]]
local len = #oEditor.bodyData
for i,data in ipairs(oEditor.bodyData) do
str = str..itemToString(data)
if i ~= len then
str = str..","
end
end
str = str.."}"
str = str:gsub("%.00","")
oContent:saveToFile(oEditor.output..filename,str)
if oCache.Body then
oCache.Body:unload(filename)
end
end
oEditor.transformData = function(self,bodyData)
for _,data in ipairs(bodyData) do
data[1] = typeNames[data[1]]
local shapeName = data[1]
data.set = setFunc
data.get = getFunc
data.has = hasFunc
local subShapes = data[oEditor[shapeName].SubShapes]
if subShapes then
for _,subShape in ipairs(subShapes) do
subShape[1] = typeNames[subShape[1]]
subShape.parent = data
subShape.set = setFunc
subShape.get = getFunc
subShape.has = hasFunc
end
end
end
return bodyData
end
oEditor.loadData = function(self,filename)
self:clearData()
oEditor.currentData = nil
if not filename then return end
self.bodyData = dofile(oEditor.output..filename)
if not self.bodyData then return end
oEditor.names = {}
for _,data in ipairs(self.bodyData) do
data[1] = typeNames[data[1]]
local shapeName = data[1]
local createFunc = oEditor[shapeName].create
local renameFunc = oEditor[shapeName].rename
local resetFunc = oEditor[shapeName].reset
data.create = createFunc
data.set = setFunc
data.get = getFunc
data.has = hasFunc
local subShapes = data[oEditor[shapeName].SubShapes]
if subShapes then
for _,subShape in ipairs(subShapes) do
subShape[1] = typeNames[subShape[1]]
local subShapeName = subShape[1]
subShape.create = oEditor[subShapeName].create
subShape.parent = data
subShape.set = setFunc
subShape.get = getFunc
subShape.has = hasFunc
end
end
if renameFunc then
data.renameListener = oEditor:gslot("Body.editor.rename",function(args)
renameFunc(data,args.oldName,args.newName)
end)
end
if resetFunc then
data.resetListener = oEditor:gslot("Body.editor.reset",function(args)
resetFunc(data,args)
end)
end
oEditor:checkName(data)
end
oEditor:resetItems()
emit("Body.editor.bodyData",self.bodyData)
-- TODO
end
oEditor.resetEditor = function(self)
emit("Body.viewArea.create",nil)
emit("Body.viewArea.toPos",oEditor.origin)
emit("Body.editMenu.created")
emit("Body.editMenu.reset")
emit("Body.editControl.hide")
emit("Body.settingPanel.toState",nil)
emit("Body.settingPanel.enable",true)
emit("Body.viewPanel.choose",nil)
emit("Body.editor.isPlaying",false)
end
oEditor.edit = function(self, file)
oEditor:resetEditor()
oEditor.currentFile = file
oEditor:loadData(file)
end
oEditor.new = function(self, file)
oEditor:resetEditor()
oEditor.currentFile = file
oEditor:clearData()
oEditor:dumpData(oEditor.currentFile)
oEditor:emit("Edited",oEditor.currentFile)
end
oEditor.hideEditor = function(self,hide,instant)
if instant == nil then instant = true end
emit("Body.settingPanel.edit",nil)
emit("Body.hideEditor",{hide,instant})
end
-- bodyData[1]: ShapeName
-- bodyData[2]: ItemName -- SubShapes don`t have names
local controls =
{
"oViewArea",
"oVRuler",
"oHRuler",
"oEditControl",
"oEditMenu",
"oSettingPanel",
"oViewPanel",
}
oEditor:schedule(once(function()
local require = using("BodyEditor.Script")
for index,name in ipairs(controls) do
local createFunc = require(name)
coroutine.yield()
name = name:sub(2,2):lower()..name:sub(3,-1)
oEditor[name] = createFunc() -- keep lua reference for control items
coroutine.yield()
oEditor:addChild(oEditor[name],index)
coroutine.yield()
end
if oEditor.standAlone then
oEditor:gslot("Editor.ItemChooser",function(args)
local oSpriteChooser = require("oSpriteChooser")
args[#args](oSpriteChooser())
end)
local resPath = "BodyEditor/Body"
local writePath = oContent.writablePath.."Body"
if not oContent:exist(writePath) and oContent:exist(resPath) then
oContent:copyAsync(resPath,writePath)
end
if not oContent:exist(oEditor.input) then
oContent:mkdir(oEditor.input)
end
if not oContent:exist(oEditor.output) then
oContent:mkdir(oEditor.output)
end
local oFileChooser = require("oFileChooser")
coroutine.yield()
oEditor:addChild(oFileChooser(),oEditor.topMost)
end
local CCUserDefault = require("CCUserDefault")
local oVec2 = require("oVec2")
if CCUserDefault.G == "" then
CCUserDefault.G = -10
end
oEditor.world.gravity = oVec2(0,CCUserDefault.G)
--dofile("BodyEditor/Script/generateLoader.lua")
if not oEditor.isLoaded then
oEditor.isLoaded = true
end
end))
oEditor:slot("Entering",function()
if oEditor.isLoaded then
oEditor:emit("Activated")
CCDirector.scheduler:schedule(oEditor.worldScheduler)
else
oRoutine(once(function()
repeat
coroutine.yield()
until oEditor.isLoaded
oEditor:emit("Activated")
CCDirector.scheduler:schedule(oEditor.worldScheduler)
end))
end
end)
oEditor:slot("Exiting",function()
CCDirector.scheduler:unschedule(oEditor.worldScheduler)
end)
return oEditor
|
-- Copyright (c) Jérémie N'gadi
--
-- All rights reserved.
--
-- Even if 'All rights reserved' is very clear :
--
-- You shall not use any piece of this software in a commercial product / service
-- You shall not resell this software
-- You shall not provide any facility to install this particular software in a commercial product / service
-- If you redistribute this software, you must link to ORIGINAL repository at https://github.com/ESX-Org/es_extended
-- This copyright should appear in every part of the project code
self.Frame = nil
self.RegisteredElements = {}
self.SetDisplay = function(opacity)
self.Frame:postMessage({
action = 'setHUDDisplay',
opacity = opacity
})
end
self.RegisterElement = function(name, index, priority, html, data)
local found = false
for i=1, #self.RegisteredElements, 1 do
if self.RegisteredElements[i] == name then
found = true
break
end
end
if found then
return
end
table.insert(self.RegisteredElements, name)
self.Frame:postMessage({
action = 'insertHUDElement',
name = name,
index = index,
priority = priority,
html = html,
data = data
})
self.UpdateElement(name, data)
end
self.RemoveElement = function(name)
for i=1, #self.RegisteredElements, 1 do
if self.RegisteredElements[i] == name then
table.remove(self.RegisteredElements, i)
break
end
end
self.Frame:postMessage({
action = 'deleteHUDElement',
name = name
})
end
self.UpdateElement = function(name, data)
self.Frame:postMessage({
action = 'updateHUDElement',
name = name,
data = data
})
end
|
--scripts/modtools/transform-unit.lua
--author expwnent
--based on shapechange by Putnam
--[[=begin
modtools/transform-unit
=======================
Transforms a unit into another unit type, possibly permanently.
Warning: this will crash arena mode if you view the unit on the
same tick that it transforms. If you wait until later, it will be fine.
=end]]
local utils = require 'utils'
normalRace = normalRace or {}
local function transform(unit,race,caste)
unit.enemy.normal_race = race
unit.enemy.normal_caste = caste
unit.enemy.were_race = race
unit.enemy.were_caste = caste
end
validArgs = validArgs or utils.invert({
'clear',
'help',
'unit',
'duration',
'setPrevRace',
'keepInventory',
'race',
'caste',
'suppressAnnouncement',
'untransform',
})
local args = utils.processArgs({...}, validArgs)
if args.help then
print([[scripts/modtools/transform-unit.lua
arguments
-help
print this help message
-clear
clear records of normal races
-unit id
set the target unit
-duration ticks
how long it should last, or "forever"
-setPrevRace
make a record of the previous race so that you can change it back with -untransform
-keepInventory
move items back into inventory after transformation
-race raceName
-caste casteName
-suppressAnnouncement
don't show the Unit has transformed into a Blah! event
-untransform
turn the unit back into what it was before
]])
return
end
if args.clear then
normalRace = {}
end
if not args.unit then
error 'Specify a unit.'
end
if not args.duration then
args.duration = 'forever'
end
local raceIndex
local race
local caste
if args.untransform then
local unit = df.unit.find(tonumber(args.unit))
raceIndex = normalRace[args.unit].race
race = df.creature_raw.find(raceIndex)
caste = normalRace[args.unit].caste
normalRace[args.unit] = nil
else
if not args.race or not args.caste then
error 'Specficy a target form.'
end
--find race
for i,v in ipairs(df.global.world.raws.creatures.all) do
if v.creature_id == args.race then
raceIndex = i
race = v
break
end
end
if not race then
error 'Invalid race.'
end
for i,v in ipairs(race.caste) do
if v.caste_id == args.caste then
caste = i
break
end
end
if not caste then
error 'Invalid caste.'
end
end
local unit = df.unit.find(tonumber(args.unit))
local oldRace = unit.enemy.normal_race
local oldCaste = unit.enemy.normal_caste
if args.setPrevRace then
normalRace[args.unit] = {}
normalRace[args.unit].race = oldRace
normalRace[args.unit].caste = oldCaste
end
transform(unit,raceIndex,caste,args.setPrevRace)
local inventoryItems = {}
local function getInventory()
local result = {}
for _,item in ipairs(unit.inventory) do
table.insert(result, item:new());
end
return result
end
local function restoreInventory()
dfhack.timeout(1, 'ticks', function()
for _,item in ipairs(inventoryItems) do
dfhack.items.moveToInventory(item.item, unit, item.mode, item.body_part_id)
item:delete()
end
inventoryItems = {}
end)
end
if args.keepInventory then
inventoryItems = getInventory()
end
if args.keepInventory then
restoreInventory()
end
if args.duration and args.duration ~= 'forever' then
--when the timeout ticks down, transform them back
dfhack.timeout(tonumber(args.duration), 'ticks', function()
if args.keepInventory then
inventoryItems = getInventory()
end
transform(unit,oldRace,oldCaste)
if args.keepInventory then
restoreInventory()
end
end)
end
|
function onCreate()
-- background shit
makeLuaSprite('black', 'black', -600, -300);
setScrollFactor('black', 0.9, 0.9);
addLuaSprite('black', false);
close(true); --For performance reasons, close this script once the stage is fully loaded, as this script won't be used anymore after loading the stage
end |
object_tangible_food_spice_spice_yarrock_01 = object_tangible_food_spice_shared_spice_yarrock_01:new {
}
ObjectTemplates:addTemplate(object_tangible_food_spice_spice_yarrock_01, "object/tangible/food/spice/spice_yarrock_01.iff")
|
--[[
Copyright (c) 2019 igor725, scaledteam
released under The MIT license http://opensource.org/licenses/MIT
]]
local sc = {
global = true
}
function sc:load()
registerSvPacket(0x1A, '>bbc64hhhhhhhhhh')
registerSvPacket(0x1B, 'bb')
end
function sc:create(player, id, label, p1, p2, r, g, b, a)
if not player:isSupported('SelectionCuboid')then
return false
end
label = label or'New selection'
r = r or 20
g = g or 250
b = b or 20
a = a or 100
x1, y1, z1, x2, y2, z2 = makeNormalCube(p1, p2)
player:sendPacket(
false,
0x1A,
id,
label,
x1, y1, z1,
x2, y2, z2,
r, g, b, a
)
end
function sc:remove(player, id)
if not player:isSupported('SelectionCuboid')then
return false
end
player:sendPacket(false, 0x1B, id)
return true
end
return sc
|
-- not sure how to approach this
local m = {}
m.data = {
["CVarDocumentation.lua"] = {
GetCVar = {ParamType = "Arguments", Index = 1, Type = "CVar"},
GetCVarBitfield = {ParamType = "Arguments", Index = 1, Type = "CVar"},
GetCVarBool = {ParamType = "Arguments", Index = 1, Type = "CVar"},
GetCVarDefault = {ParamType = "Arguments", Index = 1, Type = "CVar"},
RegisterCVar = {ParamType = "Arguments", Index = 1, Type = "CVar"},
SetCVar = {ParamType = "Arguments", Index = 1, Type = "CVar"},
SetCVarBitfield = {ParamType = "Arguments", Index = 1, Type = "CVar"},
}
}
-- change the type of a documented param
function m:ApplyPatch(blizzard, patch)
for _, func in pairs(blizzard.Functions) do
local entry = patch[func.Name]
if entry then
func[entry.ParamType][entry.Index].Type = entry.Type
end
end
end
return m
|
--[[
Copyright (c) 2014 Francisco Zamora-Martinez (pakozm@gmail.com)
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.
]]
-- DOCUMENTATION AT README.md
-- https://github.com/pakozm/lua-oop-iter/blob/master/README.md class module
-- section.
-----------------------------
-- class module definition --
-----------------------------
local class = {
_NAME = "class",
_VERSION = "0.4",
}
-- a list of class tables declared using class function
local class_tables_list = setmetatable({}, { __mode = "k" })
local function register_class_table(class_table, class_name)
assert(not class_tables_list[class_name],
string.format("%s class name exists", class_name))
class_tables_list[class_name] = class_table
end
-----------------------
-- Private functions --
-----------------------
-- Detect if APRIL-ANN is available.
local type = type
local aprilann_available = (aprilann ~= nil)
if aprilann_available then type = luatype or type end
-- Given two object meta_instance, sets the second as parent of the first.
local function set_parent(child, parent)
setmetatable(child.index_table, parent)
end
-- Checks if the type of the given object is "table"
local function is_table(t) return type(t) == "table" end
-- Checks if the given Lua object is a class table and returns its meta_instance
-- table.
local function has_metainstance(t)
return is_table(t) and t.meta_instance
end
-- Checks if the given object is a class table and returns its
-- meta_instance.index_table.
local function has_class_instance_index_metamethod(t)
return has_metainstance(t) and t.meta_instance.index_table
end
-- Checks if the given object is a class instance and returns its index_table
-- metamethod.
local function has_instance_index_metamethod(t)
return t and getmetatable(t) and getmetatable(t).index_table
end
-- Converts a Lua object in an instance of the given class.
local function class_instance(obj, class)
setmetatable(obj, assert(has_metainstance(class),
"2nd argument needs to be a class table"))
obj.__instance__ = true
return obj
end
----------------------
-- Public functions --
----------------------
-- Returns the class table associated with the given class_name.
--
-- @param class_name - A Lua string with the class_name.
-- @return class_table,methods_table - A Lua class table, and its methods table.
function class.find(class_name)
local cls = class_tables_list[class_name]
if cls then
return class_tables_list[class_name],cls.meta_instance.index_table
end
end
-- Removes the given class name from the auxiliary class table.
--
-- @param class_name - A Lua string with the class_name.
function class.forget(class_name)
class_tables_list[class_name] = nil
end
-- Predicate which returns true if a given object instance is a subclass of a
-- given Lua class table.
--
-- @param object_instance - A class instance object.
-- @param base_class_table - A class table.
-- @return boolean
function class.is_a(object_instance, base_class_table)
if not class.of(object_instance) then return false end
assert(has_metainstance(base_class_table),
"Needs a class table as 2nd parameter")
local id = (base_class_table.meta_instance or {}).id
local ok,result = pcall(function() return object_instance["is_" .. id] ~= nil end)
return ok and result
end
-- Returns the super class table of a given derived class table. Throws an error
-- if the given class has not a super class.
--
-- @param class_table - A class table.
-- @return super_class_table - The parent (super) class table.
function class.super(class_table)
assert(has_metainstance(class_table),
"Needs a class table as 1st parameter")
return assert( (getmetatable(class_table) or {}).parent,
"The given class hasn't a super-class" )
end
-- Returns the class table of the given object instance.
--
-- @param obj - A Lua object.
-- @return class_table - The class table of the given object.
function class.of(obj)
return (getmetatable(obj) or {}).cls
end
-- Returns the value associated with the given key at the given
-- class_table. Throws an error if the 1st parameter is not a class table.
--
-- @param class_table - A Lua class table.
-- @param key - A Lua string with the name you want to consult.
-- @return value - The Lua value associated to the given key name.
function class.consult(class_table, key)
local index = has_class_instance_index_metamethod(class_table)
assert(index, "The given object is not a class")
if type(index) == "function" then
return index(nil,key)
else
return index[key]
end
end
-- Returns the value associated with the given key at the given class_table
-- meta_instance. Throws an error if the 1st parameter is not a class table.
--
-- @param class_table - A Lua class table.
-- @param key - A Lua string with the name you want to consult at the meta_instance.
-- @return value - The Lua value associated to the given key name.
function class.consult_metamethod(class_table, key)
return assert(has_metainstance(class_table),
"The given object is not a class")[key]
end
-- Calls a method in a given class_table using the given vararg arguments. It
-- throws an error if the 1st parameter is not a class table or if the given
-- method doesn't exist.
--
-- @param class_table - A Lua class_table.
-- @param method - A Lua value with the method key.
-- @param ... - A vararg list which will be passed to the method call.
-- @return value - The value returned by the method call.
function class.call(class_table, method, ...)
local method = assert(class.consult(class_table, method),
"Method " .. method .. " not implemented")
return method(...)
end
-- Extends the given class table with the addition of a new key = value pair
-- into the object instance table. It throws an error if the 1st parameter is
-- not a class table.
--
-- @param class_table - A Lua class table.
-- @param key - A Lua key used as index.
-- @param value - A Lua value which will be stored at the given key.
function class.extend(class_table, key, value)
local index = has_class_instance_index_metamethod(class_table)
assert(index, "The given 1st parameter is not a class")
assert(type(index) == "table")
index[key] = value
end
-- Extends the given class table with the addition of a new key = value pair
-- into the object meta_instance table, where metamethods are stored. It throws
-- an error if the 1st parameter is not a class table. Be careful, several
-- metamethods (__index, __gc) are defined by default in order to implement OOP,
-- overwritten them will produce unexpected errors. However, __tostring
-- metamethod is also defined but it is totally safe to overwrite it.
--
-- @param class_table - A Lua class table.
-- @param key - A Lua key used as index.
-- @param value - A Lua value which will be stored at the given key.
function class.extend_metamethod(class_table, key, value)
assert(key ~= "__index" and key ~= "__gc",
"__index and __gc metamethods are forbidden")
assert(key ~= "id" and key ~= "cls", "id and cls keys are forbidden")
assert(has_metainstance(class_table),
"The given 1st parameter is not a class")[key] = value
end
-- Returns true/false if the given instance object is an instance of a derived
-- class.
--
-- @param obj - A Lua class instance.
-- @return boolean
function class.is_derived(obj)
return getmetatable((getmetatable(obj) or {}).cls or {}).parent ~= nil
end
-- Returns true/false if the given Lua value is a class table.
--
-- @param t - A Lua value.
-- @return boolean
function class.is_class(t)
-- not not allows to transform the returned value into boolean
return not not has_class_instance_index_metamethod(t)
end
-- Changes the __index table by a given function, in case the function
-- returns "nil", the key would be searched at the old index field
function class.declare_functional_index(cls, func)
assert(class.is_class(cls), "Needs a class as first argument")
assert(type(func) == "function", "Needs a function as second argument")
local old_index = cls.meta_instance.__index
if type(old_index) ~= "function" then
cls.meta_instance.__index = function(self,key)
local v = func(self,key)
return v~=nil and v or old_index[key]
end
else
cls.meta_instance.__index = function(self,key)
local v = func(self,key)
return v~=nil and v or old_index(self,key)
end
end
end
-- TODO: reimplement this function
--
-- makes a wrapper around an object, delegating the function calls to the given
-- object if they are not implemented in the given wrapper table
local function wrapper(obj,wrapper)
local wrapper = wrapper or {}
local current = obj
while class.of(current) do
-- and not rawequal(getmetatable(current).__index,current) do
current = instance_index_metamethod(current)
for i,v in pairs(current) do
if wrapper[i] == nil then
if type(v) == "function" then
wrapper[i] =
function(first, ...)
if rawequal(first,wrapper) then
return obj[i](obj, ...)
else
return obj[i](...)
end
end -- function
elseif getmetatable(v) and getmetatable(v).__call then
error("Not implemented wrapper for callable tables")
else -- if type(v) == "function"
wrapper[i] = v
end -- if type(v) == "function" ... else
end -- if wrapper[i] == nil
end -- for
end -- while
if class.of(wrapper) then
if class.is_derived(wrapper) then
error("class_wrapper not works with derived or nil_safe objects")
else
set_parent(getmetatable(wrapper),getmetatable(obj))
end
else
wrapper = class_instance(wrapper, class.of(obj))
end
return wrapper
end
-- Creates a class table with a given class_name. It receives an optional parent
-- class to implement simple heritance. It returns the class table; another
-- table which will contain the methods of the object. Constructor and
-- destructor methods will be declared into the class table as
-- class_name:constructor(...) and class_name:destructor(). Additionally, a
-- third optional argument is given, which allows to give a predefined
-- class_table, useful is you want to make global instead of local variables.
local class_call_metamethod = function(self, class_name, parentclass, class_table)
local class_table = class_table or {}
assert(not class_table.constructor and not class_table.destructor and not class_table.meta_instance,
"3rd argument has a constructor, destructor or meta_instance field")
class_table.constructor = function() end
class_table.destructor = function() end
--
register_class_table(class_table, class_name)
-- local class_table = get_table_from_dotted_string(class_name, true)
-- if type(parentclass) == "string" then
-- parentclass = get_table_from_dotted_string(parentclass)
-- end
assert(parentclass==nil or has_metainstance(parentclass),
"The parentclass must be defined by 'class' function")
-- local t = string.tokenize(class_name,".")
--
local meta_instance = {
id = class_name,
cls = class_table,
__tostring = function(self) return "instance of " .. class_name end,
__index = { ["is_"..class_name] = true },
}
meta_instance.index_table = meta_instance.__index
meta_instance.__gc = function(self)
if self.__instance__ then
class_table.destructor(self)
if parentclass then parentclass.meta_instance.__gc(self) end
end
end
local class_metatable = {
id = class_name .. " class",
parent = parentclass,
__tostring = function() return "class ".. class_name .. " class" end,
__concat = function(a,b)
assert(type(b) == "string", "Needs a string as second argument")
return class.consult(a,b)
end,
__call = function(self, ...)
local obj = class_instance({}, self)
class_table.constructor(obj, ...)
return obj
end,
-- __index = function(t,k)
-- local aux = rawget(t,k)
-- if aux then return aux else return t.meta_instance.__index[k] end
-- end,
}
if parentclass then
set_parent(meta_instance, parentclass.meta_instance)
end
--
class_table.meta_instance = meta_instance
setmetatable(class_table, class_metatable)
return class_table, class_table.meta_instance.__index
end
setmetatable(class, { __call = class_call_metamethod })
-- In APRIL-ANN this module is defined at global environment
if aprilann_available then
_G.class = class
_G.class_instance = class_instance
end
return class
|
--- Secure wrapper for raw cdata buffers.
--
-- Note: This is very experimental.
--
-- See `RawBuffer`.
--
-- @module dslib:raw_buffer
-- TODO: fill, memcpy, memmove, write_and_append_buf
-- TODO: string buffers (read and copy from)
-- TODO: fixed-size buffer with faster, non-atomar functions
local load_vars = ...
local IE = load_vars.IE
_G.assert(IE ~= nil, "This module needs the insecure environment.")
local ffi = IE.dslib_ie.internal.require_with_IE_env("ffi") -- TODO: use IE.dslib_ie.internal.ffi, for luajit or cffi
IE.assert(ffi ~= nil, "This module needs the ffi (ie. from LuaJIT).")
IE.assert(ffi.istype("size_t", 1ULL), "Non 64-bit systems are currently not supported.")
ffi.cdef([[
void *malloc(size_t size);
void free(void *ptr);
void *calloc(size_t nmemb, size_t size);
void *realloc(void *ptr, size_t size);
void *memmove(void *dest, const void *src, size_t n);
int abs(int j); // TODO
struct DSlibBuf {
uint8_t *m_buffer;
size_t m_capacity;
size_t m_size;
};
]])
local ctype_uint8_t_ptr = ffi.typeof("uint8_t *")
local ctype_uint64_t = ffi.typeof("uint64_t")
local ctype_int64_t = ffi.typeof("int64_t")
local int_ranges_mins = {uint8_t = 0, uint16_t = 0, uint32_t = 0, uint64_t = 0ULL,
int8_t = -0x1p7, int16_t = -0x1p15, int32_t = -0x1p31, int64_t = -0x1p63+0LL}
local int_ranges_maxs = {uint8_t = 0x1p8-1, uint16_t = 0x1p16-1, uint32_t = 0x1p32-1, uint64_t = 0x1p64-1ULL,
int8_t = 0x1p7-1, int16_t = 0x1p15-1, int32_t = 0x1p31-1, int64_t = 0x1p63-1LL}
local C = ffi.C
local ffi_cast = ffi.cast
local ffi_gc = ffi.gc
local ffi_fill = ffi.fill
local ffi_copy = ffi.copy
local ffi_sizeof = ffi.sizeof
local ffi_istype = ffi.istype
local ffi_string = ffi.string
local ffi_NULL = nil
local assert = IE.assert
local error = IE.error
local type = IE.type
local math_floor = IE.math.floor
local math_huge = IE.math.huge
local string_format = IE.string.format
local bor = IE.bit.bor
-- the module table
local raw_buffer = {}
raw_buffer.version = "0.1.0"
local RawBuffer_methods = {}
local RawBuffer_metatable = {__index = RawBuffer_methods}
-- holds secret objects per buffer
-- Note: hiding something in the buffer's metatable wouldn't work because mods
-- have `debug.g/setmetatable`. If you have suggestions on how to do it better
-- (or differently) than with a key-weak static table, please tell me.
local s_RawBuffer_secrets = IE.setmetatable({}, {__mode = "k"})
-- checks that arg:
-- * is a number or 64 bit cdata
-- * is not NaN
-- * is integral
-- * is in the range [min_incl, max_incl] (TODO: remove this)
--
-- Note: do not remove the type check. if arg is set to some arbitrary user-controlled
-- value, most operators (ie. `<`) are compromised
local function check_int(arg, min_incl, max_incl, new_type)
local is_number = type(arg) == "number"
if not (is_number or ffi_istype(arg, ctype_uint64_t)
or ffi_istype(arg, ctype_int64_t)) then
error(string_format("arg is not number, but %s", type(arg)))
end
if is_number then
if arg ~= arg then
error("arg is NaN")
end
if arg ~= math_floor(arg) or arg == math_huge or arg == -math_huge then
error(string_format("arg is not integral (%f)", arg))
end
end
-- cast now to avoid wrong implicit cast at comparison (ie. min_incl to u64 at
-- write_i64 with arg=1ULL)
local ret_arg = ffi_cast(new_type, arg)
if ret_arg < min_incl or ret_arg > max_incl then
-- (use tostring because string.format with %d doesn't add the LL and ULL,
-- but seems to cast to int64_t first, which can be confusing when trying
-- to write a uint64_t >=0x1p63 as i64)
error(string_format("arg is outside of range (%s is not in [%s, %s])",
IE.tostring(arg), IE.tostring(min_incl), IE.tostring(max_incl)))
end
return ret_arg
end
--- Creates a new `RawBuffer`.
-- @treturn RawBuffer The new buffer.
-- @function new_RawBuffer
raw_buffer.new_RawBuffer = function()
local buf = IE.setmetatable({}, RawBuffer_metatable)
s_RawBuffer_secrets[buf] = { -- TODO: don't name the fields with strings
m_struct = ffi_gc(ffi.new("struct DSlibBuf", {ffi_NULL, 0ULL, 0ULL}),
function(strct) C.free(strct.m_buffer) end),
m_next_lock_owner = nil, -- see set_lock(), unset_lock() for details
m_locked = false,
}
return buf
end
--- A byte-addressable secure wrapper for a cdata buffer.
--
-- Maximum size is currently about `0x1p60` bytes.
--
-- Integer types can be numbers or 64 bit LuaJIT cdata integers (ie. 1ULL).
--
-- Note: The API is very unstable.
--
-- @type RawBuffer
--[[
Security notes on debug hooks and pcall:
========================================
Untrusted mods have access to debug.sethook, coroutines and pcall. This means:
* Buffers can still be used after calls to error and assert (removing them from
s_RawBuffer_secrets would not help because of hooks).
* Any function can stopped and later continued at every function call, function
return or new line. The only exception to this is if the debug hook is removed
before (via `IE.debug.sethook()`), but that's a NYI. (One could try to check in
the registry whether there's a hook set from lua (see luajit src), but that's
even more ugly, and I'm not sure if it works with coroutines.)
We must therefore ensure that: (you can actually skip this list because of the locking)
* The capacity *never* decreases. Otherwise an attacker could stop execution of a
writing function after capacity checks, then decrease the capacity, and then
write outside of the buffer.
* `m_capacity` is *always* smaller or equal to the actual buffer capacity. We
therefore write the capacity *after* the realloc.
* `m_size` is updated *after* the write (or other initialization) happened.
* Read operations must only be able to read initialized data. Checks of old `m_size`
values are ok here because the size of initialized data also never shrinks.
* Allocated memory blocks must always stay valid as long as can be accessed by any
function. Hence, `C.realloc()` can not be used.
As we do use `C.realloc()`, we instead have to make sure, that only one function
invocation is in a critical section (a code section that accesses the C buffer)
at all time, we call these functions then atomar.
The `set_lock()` and `unset_lock()` functions below are used to ensure this.
Note: The lock is not unset if an error happens. This causes lock poisoning, which
means that buffers can't be used anymore after an error happened, this is a good
thing.
]]
-- sets the lock on s. if not possible, raises an error and possibly poisons the
-- lock. (this is just for detection of atomarity violations, not for synchronization)
-- (a ffi call would be slower, when jited)
local function set_lock(s)
--~ C.abs(1)
--~ do return end
local me = {}
s.m_next_lock_owner = me
assert(not s.m_locked, "set_lock() failed: already locked")
-- Anyone who wants to lock, must have conquered the assert above, and hence
-- also set themselves as owner *before* the next line happens.
s.m_locked = true
-- Nobody can set themselves to m_next_lock_owner and enter this section now
-- anymore.
-- And anyone in this section can no longer modify m_next_lock_owner.
-- Hence, only one can pass the next assert.
assert(s.m_next_lock_owner == me, "set_lock() failed: someone else locked")
-- Now nobody is the next owner.
s.m_next_lock_owner = nil
end
local function unset_lock(s)
s.m_locked = false
end
local function wrap_secret_and_atomar(func)
return function(self, ...)
local s = assert(s_RawBuffer_secrets[self])
set_lock(s)
local ret = func(s.m_struct, ...)
unset_lock(s)
return ret
end
end
--- Returns the size of a buffer.
-- You can not read or write outside of this size.
-- @treturn int The size.
-- @function size
function RawBuffer_methods:size()
local s = assert(s_RawBuffer_secrets[self]).m_struct
return s.m_size
end
--- Returns the capacity of a buffer.
-- @treturn int The capacity.
-- @function capacity
function RawBuffer_methods:capacity()
local s = assert(s_RawBuffer_secrets[self]).m_struct
return s.m_capacity
end
--- Increases the capacity of the buffer.
-- Size is not influenced.
-- Capacity is never decreased.
-- @tparam int new_capacity The requested minimal new capacity.
-- @function reserve
local function RawBuffer_methods_reserve(s, new_capacity)
if s.m_capacity >= new_capacity then
return
end
-- be more restrictive than 0x1p64 to avoid negative numbers in int64_t, even
-- after we multiply by 4
new_capacity = check_int(new_capacity, 0ULL, 0x1p60-1ULL, ctype_uint64_t)
-- increase capacity by factor 2 (TODO: choose better factor?)
local actual_new_capacity = s.m_capacity * 2ULL
-- increase more if it was not enough
if new_capacity > actual_new_capacity then
-- round to multiple of 0x10 (TODO: remove premature opti)
-- (new_capacity - 1 >= 0 holds because of 0 <= s.m_capacity < new_capacity)
actual_new_capacity = bor(new_capacity - 1, 0xfULL) + 1
end
local new_buf = C.realloc(s.m_buffer, actual_new_capacity)
if new_buf == ffi_NULL then
-- realloc() failed. the original buffer is untouched
error("realloc() failed")
end
s.m_buffer = ffi_cast(ctype_uint8_t_ptr, new_buf)
s.m_capacity = actual_new_capacity
end
RawBuffer_methods.reserve = wrap_secret_and_atomar(RawBuffer_methods_reserve)
--- In- or decreases the size of the buffer.
-- If size is increased, new data is filled with `0`s.
-- @tparam int new_size The new size.
-- @function resize
RawBuffer_methods.resize = wrap_secret_and_atomar(function(s, new_size)
new_size = check_int(new_size, 0ULL, 0x1p60-1ULL, ctype_uint64_t)
if s.m_size >= new_size then
s.m_size = new_size
return
end
-- Note: doing self:reserve(...) or RawBuffer_methods.reserve(...) would be
-- insecure
RawBuffer_methods_reserve(s, new_size)
ffi_fill(s.m_buffer + s.m_size, new_size - s.m_size)
s.m_size = new_size
end)
local function check_offset(s, offset, value_size)
assert(s.m_size >= value_size, "calculation would overflow. Are you trying to read from / write to empty buffer?")
return check_int(offset, 0ULL, s.m_size - value_size, ctype_uint64_t)
end
-- read methods
do
local function make_read_func(type_str)
local type_size = ffi_sizeof(type_str)
local ctype_ptr = ffi.typeof(type_str.." *")
return wrap_secret_and_atomar(function(s, offset)
offset = check_offset(s, offset, type_size)
return ffi_cast(ctype_ptr, s.m_buffer + offset)[0]
end)
end
for _, i in IE.ipairs({1, 2, 4, 8}) do
local type_str = string_format("int%d_t", i * 8)
RawBuffer_methods["read_u"..(8*i)] = make_read_func("u"..type_str)
RawBuffer_methods["read_i"..(8*i)] = make_read_func(type_str)
end
--- Reads an unsigned 8-bit integer at a given byte-offset.
-- @tparam int offset Byte-offset in the buffer.
-- @treturn int The `u8` value at the given offset.
-- @function read_u8
--- Reads an unsigned 16-bit integer at a given byte-offset.
-- @tparam int offset Byte-offset in the buffer.
-- @treturn int The `u16` value at the given offset.
-- @function read_u16
--- Reads an unsigned 32-bit integer at a given byte-offset.
-- @tparam int offset Byte-offset in the buffer.
-- @treturn int The `u32` value at the given offset.
-- @function read_u32
--- Reads an unsigned 64-bit integer at a given byte-offset.
-- @tparam int offset Byte-offset in the buffer.
-- @treturn int The `u64` value at the given offset. It is a `uint64_t` cdata value.
-- @function read_u64
--- Reads a signed 8-bit integer at a given byte-offset.
-- @tparam int offset Byte-offset in the buffer.
-- @treturn int The `i8` value at the given offset.
-- @function read_i8
--- Reads a signed 16-bit integer at a given byte-offset.
-- @tparam int offset Byte-offset in the buffer.
-- @treturn int The `i16` value at the given offset.
-- @function read_i16
--- Reads a signed 32-bit integer at a given byte-offset.
-- @tparam int offset Byte-offset in the buffer.
-- @treturn int The `i32` value at the given offset.
-- @function read_i32
--- Reads a signed 64-bit integer at a given byte-offset.
-- @tparam int offset Byte-offset in the buffer
-- @treturn int The `i64` value at the given offset. It is an `int64_t` cdata value.
-- @function read_i64
--- Reads a 32-bit floating-point number (a `float`) at a given byte-offset.
-- @tparam int offset Byte-offset in the buffer.
-- @treturn number The `f32` value at the given offset.
-- @function read_f32
RawBuffer_methods.read_f32 = make_read_func("float")
--- Reads a 64-bit floating-point number (a `double`) at a given byte-offset.
-- @tparam int offset Byte-offset in the buffer.
-- @treturn number The `f64` value at the given offset.
-- @function read_f64
RawBuffer_methods.read_f64 = make_read_func("double")
--- Reads a string of a given length at a given byte-offset.
-- @tparam int offset Byte-offset in the buffer.
-- @tparam int len Length of the string. Must not exceed buffer size.
-- @treturn string A copy of the data as string.
-- @function read_string
RawBuffer_methods.read_string = wrap_secret_and_atomar(function(s, offset, len)
len = check_int(len, 0ULL, int_ranges_maxs.uint64_t, ctype_uint64_t)
offset = check_offset(s, offset, len)
return ffi_string(s.m_buffer + offset, len)
end)
end
-- TODO: remove append and make write to:
-- * resize until offset if big
-- * reserve
-- * write and possibly increase size
-- or not?
-- write methods
do
local function make_write_func(type_str, value_checker)
local type_size = ffi_sizeof(type_str)
local ctype_ptr = ffi.typeof(type_str.." *")
value_checker = value_checker or function(v) return v end
return wrap_secret_and_atomar(function(s, offset, value)
offset = check_offset(s, offset, type_size)
value = value_checker(value)
ffi_cast(ctype_ptr, s.m_buffer + offset)[0] = value
end)
end
local function make_int_write_func(type_str)
local min = assert(int_ranges_mins[type_str])
local max = assert(int_ranges_maxs[type_str])
local c_type = ffi.typeof(type_str)
return make_write_func(type_str, function(value)
return check_int(value, min, max, c_type)
end)
end
for _, i in IE.ipairs({1, 2, 4, 8}) do
local type_str = string_format("int%d_t", i * 8)
RawBuffer_methods["write_u"..(8*i)] = make_int_write_func("u"..type_str)
RawBuffer_methods["write_i"..(8*i)] = make_int_write_func(type_str)
end
--- Writes an unsigned 8-bit integer at a given byte-offset.
-- @tparam int offset Byte-offset in the buffer
-- @tparam int value The `u8` value to write.
-- @function write_u8
--- Writes an unsigned 16-bit integer at a given byte-offset.
-- @tparam int offset Byte-offset in the buffer
-- @tparam int value The `u16` value to write.
-- @function write_u16
--- Writes an unsigned 32-bit integer at a given byte-offset.
-- @tparam int offset Byte-offset in the buffer
-- @tparam int value The `u32` value to write.
-- @function write_u32
--- Writes an unsigned 64-bit integer at a given byte-offset.
-- @tparam int offset Byte-offset in the buffer
-- @tparam int value The `u64` value to write. Can be a `uint64_t` cdata value.
-- @function write_u64
--- Writes a signed 8-bit integer at a given byte-offset.
-- @tparam int offset Byte-offset in the buffer
-- @tparam int value The `i8` value to write.
-- @function write_i8
--- Writes a signed 16-bit integer at a given byte-offset.
-- @tparam int offset Byte-offset in the buffer
-- @tparam int value The `i16` value to write.
-- @function write_i16
--- Writes a signed 32-bit integer at a given byte-offset.
-- @tparam int offset Byte-offset in the buffer
-- @tparam int value The `i32` value to write.
-- @function write_i32
--- Writes a signed 64-bit integer at a given byte-offset.
-- @tparam int offset Byte-offset in the buffer
-- @tparam int value The `i64` value to write. Can be an `int64_t` cdata value.
-- @function write_i64
--- Writes a 32-bit floating-point number (a `float`) at a given byte-offset.
-- @tparam int offset Byte-offset in the buffer
-- @tparam number value The `f32` value to write.
-- @function write_f32
RawBuffer_methods.write_f32 = make_write_func("float")
--- Writes a 64-bit floating-point number (a `double`) at a given byte-offset.
-- @tparam int offset Byte-offset in the buffer
-- @tparam number value The `f64` value to write.
-- @function write_f64
RawBuffer_methods.write_f64 = make_write_func("double")
--- TODO
-- @function copy_from
local function RawBuffer_methods_copy_from_inner(s_dst, dst_offset, s_src, src_offset, len)
len = check_int(len, 0ULL, int_ranges_maxs.uint64_t, ctype_uint64_t)
dst_offset = check_offset(s_dst, dst_offset, len)
src_offset = check_offset(s_src, src_offset, len)
if s_dst == s_src
-- if they overlap, each start must be before the other's end
-- if they don't overlap, one comes after the other
and dst_offset < src_offset + len and src_offset < dst_offset + len then
C.memmove(s_dst.m_buffer + dst_offset, s_src.m_buffer + src_offset, len)
else
ffi_copy(s_dst.m_buffer + dst_offset, s_src.m_buffer + src_offset, len)
end
end
function RawBuffer_methods:copy_from(dst_offset, src_buf, src_offset, len)
local s_dst = assert(s_RawBuffer_secrets[self])
local s_src = assert(s_RawBuffer_secrets[src_buf])
set_lock(s_dst)
set_lock(s_src)
RawBuffer_methods_copy_from_inner(s_dst.m_struct, dst_offset,
s_src.m_struct, src_offset, len)
unset_lock(s_src)
unset_lock(s_dst)
end
end
-- append methods
do
local function make_append_func(type_str, value_checker)
local type_size = ffi_sizeof(type_str)
local ctype_ptr = ffi.typeof(type_str.." *")
value_checker = value_checker or function(v) return v end
return wrap_secret_and_atomar(function(s, value)
value = value_checker(value)
RawBuffer_methods_reserve(s, s.m_size + type_size)
ffi_cast(ctype_ptr, s.m_buffer + s.m_size)[0] = value
s.m_size = s.m_size + type_size
end)
end
local function make_int_append_func(type_str)
local min = assert(int_ranges_mins[type_str])
local max = assert(int_ranges_maxs[type_str])
local c_type = ffi.typeof(type_str)
return make_append_func(type_str, function(value)
return check_int(value, min, max, c_type)
end)
end
for _, i in IE.ipairs({1, 2, 4, 8}) do
local type_str = string_format("int%d_t", i * 8)
RawBuffer_methods["append_u"..(8*i)] = make_int_append_func("u"..type_str)
RawBuffer_methods["append_i"..(8*i)] = make_int_append_func(type_str)
end
--- Appends an unsigned 8-bit integer to the end of the buffer.
-- @tparam int value The `u8` value to write.
-- @function append_u8
--- Appends an unsigned 16-bit integer to the end of the buffer.
-- @tparam int value The `u16` value to write.
-- @function append_u16
--- Appends an unsigned 32-bit integer to the end of the buffer.
-- @tparam int value The `u32` value to write.
-- @function append_u32
--- Appends an unsigned 64-bit integer to the end of the buffer.
-- @tparam int value The `u64` value to write. Can be a `uint64_t` cdata value.
-- @function append_u64
--- Appends a signed 8-bit integer to the end of the buffer.
-- @tparam int value The `i8` value to write.
-- @function append_i8
--- Appends a signed 16-bit integer to the end of the buffer.
-- @tparam int value The `i16` value to write.
-- @function append_i16
--- Appends a signed 32-bit integer to the end of the buffer.
-- @tparam int value The `i32` value to write.
-- @function append_i32
--- Appends a signed 64-bit integer to the end of the buffer.
-- @tparam int value The `i64` value to write. Can be an `int64_t` cdata value.
-- @function append_i64
--- Appends a 32-bit floating-point number (a `float`) to the end of the buffer.
-- @tparam number value The `f32` value to write.
-- @function append_f32
RawBuffer_methods.append_f32 = make_append_func("float")
--- Appends a 64-bit floating-point number (a `double`) to the end of the buffer.
-- @tparam number value The `f64` value to write.
-- @function append_f64
RawBuffer_methods.append_f64 = make_append_func("double")
end
return raw_buffer
|
local t = ...;
assert( type(t) == "table" );
return t .. {
InitCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'InitCommand');
MissCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'MissCommand');
NoneCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'NoneCommand');
HitMineCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'HitMineCommand');
W5Command=NOTESKIN:GetMetricA('ReceptorArrow', 'W5Command');
W4Command=NOTESKIN:GetMetricA('ReceptorArrow', 'W4Command');
W3Command=NOTESKIN:GetMetricA('ReceptorArrow', 'W3Command');
W2Command=NOTESKIN:GetMetricA('ReceptorArrow', 'W2Command');
W1Command=NOTESKIN:GetMetricA('ReceptorArrow', 'W1Command');
};
|
function apply_target(keys)
local caster = keys.caster
local modifier = "berserker_ignite_target"
local ability = keys.ability
local level = (ability:GetLevel()-1)
local duration_d = ability:GetLevelSpecialValueFor("duration_target", level)
local target = keys.target
ability:ApplyDataDrivenModifier(caster, target, modifier, {duration = duration_d})
end
function area_ignite(keys)
local caster = keys.caster
local ability = caster:FindAbilityByName("berserker_ignite")
local modifier = "berserker_fury_buff"
if caster:HasModifier(modifier) then
local level = (ability:GetLevel()-1)
local modifier_target = "berserker_ignite_target"
local duration_d = ability:GetLevelSpecialValueFor("duration_target", level)
local target = keys.target
ability:ApplyDataDrivenModifier(caster, target, modifier_target, {duration = duration_d})
end
end
|
--Designed by Donrskbb--
Config = {}
Config.Locale = 'en' --EN is the Dutch Translated Version. Would you like the English Version,replace the EN with EN-EN version and rename it--
Config.green = 56108
Config.grey = 8421504
Config.red = 16711680
Config.orange = 16744192
Config.blue = 2061822
Config.purple = 6965387
Config.pink = 11750815
Config.yellow = 16449301
Config.white = 16777215
Config.black = 0
Config.bluetweet = 4436965
Config.webhook = "YOUR WEBHOOK"
Config.Image = "YOUR IMAGE"
--Just change true for monitor and false to ignore--
settings = {
LogKills = false, -- Log when a player kill an other player.
LogEnterPoliceVehicle = true, -- Log when an player enter in a police vehicle.
LogEnterBlackListedVehicle = true, -- Log when a player enter in a blacklisted vehicle.
LogPedJacking = true, -- Log when a player is jacking a car
LogChatServer = true, -- Log when a player is talking in the chat , /command works too.
LogLoginServer = false, -- Log when a player is connecting/disconnecting to the server.
LogItemTransfer = true, -- Log when a player is giving an item.
LogItemDrop = true,-- Log when a player drop an item.
LogItemPickup = true,-- Log when a player pick an item.
LogWeaponTransfer = true, -- Log when a player is giving a weapon.
LogWeaponDrop = true, -- Log when a player drop a weapon.
LogMoneyTransfer = true, -- Log when a player is giving money
LogMoneyDrop = true, -- Log when a player drop money
LogMoneyPickup = true, -- Log when a player pick money
LogDirtyMoneyTransfer = true, -- Log when a player is giving dirty money
LogDirtyMoneyDrop = true, -- Log when a player drop dirty money
LogDirtyMoneyPickup = true, -- Log when a player pick dirty money
LogTweetServer = true, -- Log when a player is tweeting in the chat.
LogBanhammer = true, -- Log when a player is banned.
LogBankWithdraw = true, -- Log when a player is transfering account money.
LogBankDeposit = true, -- Log when a player is transfering account money.
}
--Just add vehicles for blacklist announce--
blacklistedModels = {
"APC",
"BARRACKS",
"BARRACKS2",
"RHINO",
"CRUSADER",
"CARGOBOB",
"SAVAGE",
"TITAN",
"LAZER",
"VALKYRIE",
"VALKYRIE2",
}
|
---------------------------------------------------------------------------
-- DPI detection code. --
---------------------------------------------------------------------------
local capi = {screen = screen}
local gtable = require("gears.table")
local grect = require("gears.geometry").rectangle
local gdebug = require("gears.debug")
local module = {}
local ascreen, data = nil, nil
-- Metric to Imperial conversion constant.
local mm_per_inch = 25.4
local xft_dpi, fallback_dpi
local function get_fallback_dpi()
-- Following Keith Packard's whitepaper on Xft,
-- https://keithp.com/~keithp/talks/xtc2001/paper/xft.html#sec-editing
-- the proper fallback for Xft.dpi is the vertical DPI reported by
-- the X server. This will generally be 96 on Xorg, unless the user
-- has configured it differently
if not fallback_dpi then
local _, h = root.size()
local _, hmm = root.size_mm()
fallback_dpi = hmm ~= 0 and h * mm_per_inch / hmm
end
return fallback_dpi or 96
end
local function dpi_for_output(viewport, output)
local dpi = nil
local geo = viewport.geometry
-- Ignore outputs with width/height 0
if output.mm_width ~= 0 and output.mm_height ~= 0 then
local dpix = geo.width * mm_per_inch / output.mm_width
local dpiy = geo.height * mm_per_inch / output.mm_height
dpi = math.min(dpix, dpiy, dpi or dpix)
elseif ascreen._get_xft_dpi() then
dpi = ascreen._get_xft_dpi()
end
return dpi or get_fallback_dpi()
end
local function dpis_for_outputs(viewport)
local max_dpi, min_dpi, max_size, min_size = 0, math.huge, 0, math.huge
for _, o in pairs(viewport.outputs) do
local dpi = dpi_for_output(viewport, o)
o.dpi = dpi
max_dpi = math.max(max_dpi, dpi)
min_dpi = math.min(min_dpi, dpi)
-- Compute the diagonal size.
if o.mm_width and o.mm_height then
o.mm_size = math.sqrt(o.mm_width^2 + o.mm_height^2)
o.inch_size = o.mm_size/mm_per_inch
max_size = math.max(max_size, o.mm_size)
min_size = math.min(min_size, o.mm_size)
end
end
-- When there is no output.
if min_dpi == math.huge then
min_dpi = get_fallback_dpi()
max_dpi = min_dpi
end
--TODO Some output may have a lower resolution than the viewport, so their
-- DPI is currently wrong. Once fixed, the preferred DPI can become
-- different from the minimum one.
local pref_dpi = min_dpi
viewport.minimum_dpi = min_dpi
viewport.maximum_dpi = max_dpi
viewport.preferred_dpi = pref_dpi
-- Guess the diagonal size using the DPI.
if min_size == math.huge then
for _, o in pairs(viewport.outputs) do
local geo = o.geometry
if geo then
o.mm_size = math.sqrt(geo.width^2 + geo.height^2)/o.dpi
max_size = math.max(max_size, o.mm_size)
min_size = math.min(min_size, o.mm_size)
end
end
-- In case there is no output information.
if min_size == math.huge then
local geo = viewport.geometry
local size = math.sqrt(geo.width^2 + geo.height^2)/max_dpi
max_size, min_size = size, size
end
end
viewport.mm_minimum_size = min_size
viewport.mm_maximum_size = max_size
viewport.inch_minimum_size = min_size/mm_per_inch
viewport.inch_maximum_size = max_size/mm_per_inch
return max_dpi, min_dpi, pref_dpi
end
local function update_outputs(old_viewport, new_viewport)
gtable.diff_merge(
old_viewport.outputs,
new_viewport.outputs,
function(o)
return o.name or (
(o.mm_height or -7)*9999 * (o.mm_width or 5)*123
)
end,
gtable.crush
)
end
-- Fetch the current viewports and compare them to the caches ones.
--
-- The idea is to keep whatever metadata kept within the existing ones and know
-- what is added and removed.
local function update_viewports(force)
if #ascreen._viewports > 0 and not force then return ascreen._viewports end
local new = ascreen._get_viewports()
local _, add, rem = gtable.diff_merge(
ascreen._viewports,
new,
function(a) return a.id end,
update_outputs
)
for _, viewport in ipairs(ascreen._viewports) do
dpis_for_outputs(viewport)
end
assert(#ascreen._viewports > 0 or #new == 0)
return ascreen._viewports, add, rem
end
-- Compute more useful viewport metadata frrom_sparse(add)om the list of output.
-- @treturn table An viewport with more information.
local function update_screen_viewport(s)
local viewport = s._private.viewport
if #ascreen._viewports == 0 then
ascreen._viewports = update_viewports(false)
end
-- The maximum is equal to the screen viewport, so no need for many loops.
if not viewport then
local big_a, i_size = nil, 0
for _, a in ipairs(ascreen._viewports) do
local int = grect.get_intersection(a.geometry, s.geometry)
if int.width*int.height > i_size then
big_a, i_size = a, int.width*int.height
end
if i_size == s.geometry.width*s.geometry.height then break end
end
if big_a then
viewport, s._private.viewport = big_a, big_a
end
end
if not viewport then
gdebug.print_warning("Screen "..tostring(s)..
" doesn't overlap a known physical monitor")
end
end
function module.create_screen_handler(viewport)
local geo = viewport.geometry
local s = capi.screen.fake_add(
geo.x,
geo.y,
geo.width,
geo.height,
{_managed = true}
)
update_screen_viewport(s)
s:emit_signal("request::desktop_decoration")
s:emit_signal("request::wallpaper")
-- Will call all `connect_for_each_screen`.
s:emit_signal("added")
end
function module.remove_screen_handler(viewport)
for s in capi.screen do
if s._private.viewport and s._private.viewport.id == viewport.id then
s:fake_remove()
return
end
end
end
function module.resize_screen_handler(old_viewport, new_viewport)
for s in capi.screen do
if s._private.viewport and s._private.viewport.id == old_viewport.id then
local ngeo = new_viewport.geometry
s:fake_resize(
ngeo.x, ngeo.y, ngeo.width, ngeo.height
)
s._private.viewport = new_viewport
return
end
end
end
-- Xft.dpi is explicit user configuration, so honor it.
-- (It isn't a local function to allow the tests to replace it)
function module._get_xft_dpi()
if not xft_dpi then
xft_dpi = tonumber(awesome.xrdb_get_value("", "Xft.dpi")) or false
end
return xft_dpi
end
-- Some of them may be present twice or a giant viewport may exist which
-- encompasses everything.
local function deduplicate_viewports(vps)
local min_x, min_y, max_x, max_y = math.huge, math.huge, 0, 0
-- Sort the viewports by `x`.
for _, vp in ipairs(vps) do
local geo = vp.geometry
min_x = math.min(min_x, geo.x)
max_x = math.max(max_x, geo.x+geo.width)
min_y = math.min(min_y, geo.y)
max_y = math.max(max_y, geo.y+geo.height)
end
-- Remove the "encompass everything" viewport (if any).
if #vps > 1 then
for k, vp in ipairs(vps) do
local geo = vp.geometry
if geo.x == min_x and geo.y == min_y
and geo.x+geo.width == max_x and geo.y+geo.height == max_y then
table.remove(vps, k)
break
end
end
end
--TODO when the rules are added, mark the viewports that are embedded into
-- each other so the rules can decide to use the smaller or larger viewport
-- when creating the screen. This happens a lot then connecting to
-- projectors when doing presentations.
return vps
end
-- Provide a way for the tests to replace `capi.screen._viewports`.
function module._get_viewports()
assert(type(capi.screen._viewports()) == "table")
return deduplicate_viewports(capi.screen._viewports())
end
local function get_dpi(s)
if s._private.dpi or s._private.dpi_cache then
return s._private.dpi or s._private.dpi_cache
end
if not s._private.viewport then
update_screen_viewport(s)
end
-- Pick a DPI (from best to worst).
local dpi = ascreen._get_xft_dpi()
or (s._private.viewport and s._private.viewport.preferred_dpi or nil)
or get_fallback_dpi()
-- Pick the screen DPI depending on the `autodpi` settings.
-- Historically, AwesomeWM size unit was the pixel. This assumption is
-- present in a lot, if not most, user config and is why this cannot be
-- enable by default for existing users.
s._private.dpi_cache = data.autodpi and dpi
or ascreen._get_xft_dpi()
or get_fallback_dpi()
return s._private.dpi_cache
end
local function set_dpi(s, dpi)
s._private.dpi = dpi
end
screen.connect_signal("request::create", module.create_screen_handler)
screen.connect_signal("request::remove", module.remove_screen_handler)
screen.connect_signal("request::resize", module.resize_screen_handler)
-- Create some screens when none exist. This can happen when AwesomeWM is
-- started with `--screen manual` and no handler is used.
capi.screen.connect_signal("scanned", function()
if capi.screen.count() == 0 then
-- Private API to scan for screens now.
if #ascreen._get_viewports() == 0 then
capi.screen._scan_quiet()
end
local cur_viewports = ascreen._get_viewports()
if #cur_viewports > 0 then
for _, viewport in ipairs(cur_viewports) do
module.create_screen_handler(viewport)
end
else
capi.screen.fake_add(0, 0, 640, 480)
end
assert(capi.screen.count() > 0, "Creating screens failed")
end
end)
-- This is the (undocumented) signal sent by capi.
capi.screen.connect_signal("property::_viewports", function(a)
if capi.screen.automatic_factory then return end
assert(#a > 0)
local _, added, removed = update_viewports(true)
local resized = {}
-- Try to detect viewports being replaced or resized.
for k2, viewport in ipairs(removed) do
local candidate, best_size, best_idx = {}, 0, nil
for k, viewport2 in ipairs(added) do
local int = grect.get_intersection(viewport.geometry, viewport2.geometry)
if (int.width*int.height) > best_size then
best_size, best_idx, candidate = (int.width*int.height), k, viewport2
end
end
if candidate and best_size > 0 then
table.insert(resized, {removed[k2], added[best_idx]})
removed[k2] = nil
table.remove(added , best_idx)
end
end
gtable.from_sparse(removed)
-- Drop the cache.
for s in capi.screen do
s._private.dpi_cache = nil
end
capi.screen.emit_signal("property::viewports", ascreen._get_viewports())
-- First, ask for screens for these new viewport.
for _, viewport in ipairs(added) do
capi.screen.emit_signal("request::create", viewport, {context="viewports_changed"})
end
-- Before removing anything, make sure to resize existing screen as it may
-- affect where clients will go when the screens are removed.
for _, p in ipairs(resized) do
capi.screen.emit_signal("request::resize", p[1], p[2], {context="viewports_changed"})
end
-- Remove the now out-of-view screens.
for _, viewport in ipairs(removed) do
capi.screen.emit_signal("request::remove", viewport, {context="viewports_changed"})
end
end)
-- Add the DPI related properties
return function(screen, d)
ascreen, data = screen, d
-- "Lua" copy of the CAPI viewports. It has more metadata.
ascreen._viewports = {}
gtable.crush(ascreen, module, true)
ascreen.object.set_dpi = set_dpi
ascreen.object.get_dpi = get_dpi
for _, prop in ipairs {"minimum_dpi" , "maximum_dpi" ,
"mm_maximum_width" , "mm_minimum_width" ,
"inch_maximum_width", "inch_minimum_width",
"preferred_dpi" } do
screen.object["get_"..prop] = function(s)
if not s._private.viewport then
update_screen_viewport(s)
end
local a = s._private.viewport or {}
return a[prop] or nil
end
end
end
|
if AkDebugLoad then print("[#Start] Loading ak.data.AkSlotNamesParser ...") end
local SlotNamesParser = {}
local function isModuleAvailable(name)
if package.loaded[name] then
return true
else
for _, searcher in ipairs(package.searchers) do
local loader = searcher(name)
if type(loader) == "function" then
package.preload[name] = loader
return true
end
end
return false
end
end
local namesToSlots = {}
local slotTable
local _
local SlotFuncs
function SlotNamesParser.updateSlotNames()
if slotTable then
local function recursiveLookup(currentSlotTable, prefix, ...)
for k, v in pairs(currentSlotTable) do
local path = ... and {table.unpack(...)} or {}
table.insert(path, k)
local pathString = table.concat(path, ".")
if type(v) == "table" then
-- print("[#SlotNameParser]" .. pathString .. '> Lookup Table ' .. pathString)
recursiveLookup(v, prefix .. "--", path)
else
local slotNumber = SlotFuncs.lookupSlotNr(table.unpack(path))
-- print("[#SlotNameParser]" .. pathString .. '> Found Slot: ' .. tostring(s))
namesToSlots[tostring(slotNumber)] = pathString
end
end
end
recursiveLookup(slotTable, "#", {})
end
end
if isModuleAvailable("SlotNames_BH2") then
slotTable, _, SlotFuncs = require("SlotNames_BH2")()
SlotNamesParser.updateSlotNames()
end
function SlotNamesParser.getSlotName(slot)
if slotTable then
return namesToSlots[tostring(slot)]
else
return nil
end
end
return SlotNamesParser
|
local local0 = 0.3
local local1 = 0.3 - local0
local local2 = 0.3 - local0
local local3 = 0.3 - local0
local local4 = 0.3 - local0
local local5 = 3.4 - local0
local local6 = 0.3 - local0
local local7 = 4.2 - local0
local local8 = 0.3 - local0
local local9 = 0.3 - local0
local local10 = 0.3 - local0
local local11 = 6.6 - local0
local local12 = 0.3 - local0
local local13 = 0.3 - local0
function OnIf_303020(arg0, arg1, arg2)
if arg2 == 0 then
DungeonResident_Madman_TwoSickle303020_ActAfter_RealTime(arg0, arg1)
end
return
end
local0 = local11
function DungeonResident_Madman_TwoSickle303020Battle_Activate(arg0, arg1)
local local0 = {}
local local1 = {}
local local2 = {}
Common_Clear_Param(local0, local1, local2)
local local3 = arg0:GetDist(TARGET_ENE_0)
local local4 = arg0:GetEventRequest()
local local5 = arg0:GetRandam_Int(1, 100)
local local6 = arg0:GetHpRate(TARGET_SELF)
local local7 = 1
local local8 = 1
local local9 = 1
if arg0:IsFinishTimer(0) == false then
local7 = 0
else
local7 = 1
end
if arg0:IsFinishTimer(1) == false then
local8 = 0
else
local8 = 1
end
if arg0:IsFinishTimer(2) == false then
local9 = 0
else
local9 = 1
end
arg0:AddObserveArea(0, TARGET_SELF, TARGET_ENE_0, AI_DIR_TYPE_F, 360, UPVAL0)
if arg0:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 165) then
local0[10] = 100
elseif 9 <= local3 then
local0[1] = 10
local0[2] = 0
local0[3] = 10
local0[4] = 35
local0[5] = 25 * local9
local0[6] = 10
local0[7] = 0 * local7
local0[11] = 10 * local8
elseif 4.5 <= local3 then
local0[1] = 20
local0[2] = 0
local0[3] = 0
local0[4] = 15
local0[5] = 40 * local9
local0[6] = 15
local0[7] = 10 * local7
local0[11] = 0 * local8
else
local0[1] = 5
local0[2] = 25
local0[3] = 5
local0[4] = 0
local0[5] = 35 * local9
local0[6] = 15
local0[7] = 15 * local7
local0[11] = 0 * local8
end
local1[1] = REGIST_FUNC(arg0, arg1, DungeonResident_Madman_TwoSickle303020_Act01)
local1[2] = REGIST_FUNC(arg0, arg1, DungeonResident_Madman_TwoSickle303020_Act02)
local1[3] = REGIST_FUNC(arg0, arg1, DungeonResident_Madman_TwoSickle303020_Act03)
local1[4] = REGIST_FUNC(arg0, arg1, DungeonResident_Madman_TwoSickle303020_Act04)
local1[5] = REGIST_FUNC(arg0, arg1, DungeonResident_Madman_TwoSickle303020_Act05)
local1[6] = REGIST_FUNC(arg0, arg1, DungeonResident_Madman_TwoSickle303020_Act06)
local1[7] = REGIST_FUNC(arg0, arg1, DungeonResident_Madman_TwoSickle303020_Act07)
local1[9] = REGIST_FUNC(arg0, arg1, DungeonResident_Madman_TwoSickle303020_Act09)
local1[10] = REGIST_FUNC(arg0, arg1, DungeonResident_Madman_TwoSickle303020_Act10)
local1[11] = REGIST_FUNC(arg0, arg1, DungeonResident_Madman_TwoSickle303020_Act11)
Common_Battle_Activate(arg0, arg1, local0, local1, REGIST_FUNC(arg0, arg1, DungeonResident_Madman_TwoSickle303020_ActAfter_AdjustSpace), local2)
return
end
local0 = 3.4 - local0
local0 = 4.1 - local0
local0 = 4.1 - local0
function DungeonResident_Madman_TwoSickle303020_Act01(arg0, arg1, arg2)
local local0 = arg0:GetRandam_Int(1, 100)
local local1 = UPVAL0 + 5
local local2 = UPVAL1 + 5
local local3 = UPVAL2 + 0.5
local local4 = UPVAL0 - 1
if local4 <= arg0:GetDist(TARGET_ENE_0) then
Approach_Act(arg0, arg1, local4, 0, 0, 3)
end
if arg0:HasSpecialEffectId(TARGET_SELF, 5734) == true then
if local0 <= 20 then
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, local1, 0, 360)
elseif local0 <= 40 then
arg1:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, local1, 0, 360)
arg1:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3010, TARGET_ENE_0, local3, 0)
else
arg1:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, local1, 0, 360)
arg1:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3010, TARGET_ENE_0, local2, 0, 360)
arg1:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3011, TARGET_ENE_0, local3, 0)
end
elseif local0 <= 20 then
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, local1, 0, 360)
elseif local0 <= 40 then
arg1:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, local1, 0, 360)
arg1:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3001, TARGET_ENE_0, local3, 0)
else
arg1:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, local1, 0, 360)
arg1:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3001, TARGET_ENE_0, local2, 0, 360)
arg1:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3002, TARGET_ENE_0, local3, 0)
end
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
local0 = local5
local0 = local7
function DungeonResident_Madman_TwoSickle303020_Act02(arg0, arg1, arg2)
local local0 = arg0:GetRandam_Int(1, 100)
local local1 = UPVAL0 - 1
if local1 <= arg0:GetDist(TARGET_ENE_0) then
Approach_Act(arg0, arg1, local1, 0, 0, 3)
end
arg1:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3003, TARGET_ENE_0, UPVAL0 + 5, 0)
arg1:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3004, TARGET_ENE_0, UPVAL1 + 0.5, 0)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
local0 = 2.9 - local0
function DungeonResident_Madman_TwoSickle303020_Act03(arg0, arg1, arg2)
local local0 = arg0:GetRandam_Int(1, 100)
local local1 = UPVAL0 - 1
if local1 <= arg0:GetDist(TARGET_ENE_0) then
Approach_Act(arg0, arg1, local1, 0, 0, 3)
end
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3005, TARGET_ENE_0, UPVAL0, 0, 0)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
local0 = 6.3 - local0
function DungeonResident_Madman_TwoSickle303020_Act04(arg0, arg1, arg2)
local local0 = arg0:GetRandam_Int(1, 100)
local local1 = UPVAL0 - 1
if local1 <= arg0:GetDist(TARGET_ENE_0) then
Approach_Act(arg0, arg1, local1, 0, 0, 3)
end
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3006, TARGET_ENE_0, UPVAL0 + 0.5, 0, 0)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
local0 = local11
function DungeonResident_Madman_TwoSickle303020_Act05(arg0, arg1, arg2)
local local0 = arg0:GetRandam_Int(1, 100)
local local1 = UPVAL0 + 2
local local2 = UPVAL0 - 1
if local2 <= arg0:GetDist(TARGET_ENE_0) then
Approach_Act(arg0, arg1, local2, 0, 0, 3)
end
if arg0:HasSpecialEffectId(TARGET_SELF, 5734) == true then
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3016, TARGET_ENE_0, local1, 0, 0)
else
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3007, TARGET_ENE_0, local1, 0, 0)
end
arg0:SetTimer(2, 10)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
local0 = 4 - local0
function DungeonResident_Madman_TwoSickle303020_Act06(arg0, arg1, arg2)
local local0 = arg0:GetRandam_Int(1, 100)
local local1 = UPVAL0 + 0.5
local local2 = UPVAL0 - 2
if local2 <= arg0:GetDist(TARGET_ENE_0) then
Approach_Act(arg0, arg1, local2, 0, 0, 3)
end
if arg0:HasSpecialEffectId(TARGET_SELF, 5734) == true then
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3013, TARGET_ENE_0, local1, 0, 0)
else
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3008, TARGET_ENE_0, local1, 0, 0)
end
arg0:SetTimer(0, 10)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
local0 = 3.5 - local0
function DungeonResident_Madman_TwoSickle303020_Act07(arg0, arg1, arg2)
local local0 = arg0:GetRandam_Int(1, 100)
local local1 = UPVAL0 - 1.3
if local1 <= arg0:GetDist(TARGET_ENE_0) then
Approach_Act(arg0, arg1, local1, 0, 0, 3)
end
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3009, TARGET_ENE_0, UPVAL0 + 0.5, 0, 0)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
function DungeonResident_Madman_TwoSickle303020_Act09(arg0, arg1, arg2)
local local0 = arg0:GetRandam_Float(2, 6)
if local0 <= arg0:GetDist(TARGET_ENE_0) then
Approach_Act(arg0, arg1, local0, 0, 0, 3)
end
local local1 = 1
for local2 = arg0:GetRandam_Int(1, 3) - local1, 3, local1 do
local local3 = 0
local local4 = AI_DIR_TYPE_L
if arg0:GetRandam_Int(1, 100) <= 50 then
local3 = 702
local4 = AI_DIR_TYPE_L
else
local3 = 703
local4 = AI_DIR_TYPE_R
end
arg1:AddSubGoal(GOAL_COMMON_SpinStep, 5, local3, TARGET_ENE_0, 0, local4, 4)
end
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
function DungeonResident_Madman_TwoSickle303020_Act10(arg0, arg1, arg2)
local local0 = arg0:GetDist(TARGET_ENE_0)
local local1 = arg0:GetRandam_Int(1, 100)
local local2 = 0
arg1:AddSubGoal(GOAL_COMMON_Turn, 1, TARGET_ENE_0, 0, 0, 0)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
function DungeonResident_Madman_TwoSickle303020_Act11(arg0, arg1, arg2)
local local0 = arg0:GetDist(TARGET_ENE_0)
local local1 = arg0:GetRandam_Int(1, 100)
local local2 = 0
arg1:AddSubGoal(GOAL_COMMON_SidewayMove, arg0:GetRandam_Int(1.5, 3), TARGET_ENE_0, arg0:GetRandam_Int(0, 1), arg0:GetRandam_Int(45, 60), true, true, -1)
arg1:AddSubGoal(GOAL_COMMON_SidewayMove, arg0:GetRandam_Int(1.5, 2), TARGET_ENE_0, arg0:GetRandam_Int(0, 1), arg0:GetRandam_Int(45, 60), true, true, -1)
arg0:SetTimer(1, 10)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
function DungeonResident_Madman_TwoSickle303020_ActStep(arg0, arg1)
local local0 = arg0:GetDist(TARGET_ENE_0)
local local1 = 4
local local2 = 4
local local3 = arg0:IsOnNearMesh(TARGET_SELF, AI_DIR_TYPE_L, local1, 5)
local local4 = arg0:IsOnNearMesh(TARGET_SELF, AI_DIR_TYPE_R, local2, 5)
if local3 and local4 then
if arg0:GetRandam_Int(1, 100) <= 50 then
arg1:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, local1)
else
arg1:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, local2)
end
elseif local3 then
arg1:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, local1)
elseif local4 then
arg1:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, local2)
else
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3009, TARGET_ENE_0, AttDist, 0, 0)
end
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
function DungeonResident_Madman_TwoSickle303020_ActAfter_AdjustSpace(arg0, arg1, arg2)
return
end
function DungeonResident_Madman_TwoSickle303020_ActAfter_RealTime(arg0, arg1)
local local0 = arg0:GetDist(TARGET_ENE_0)
local local1 = arg0:GetRandam_Int(1, 100)
local local2 = arg0:GetRandam_Int(0, 1)
local local3 = arg0:GetRandam_Float(1, 2)
local local4 = arg0:GetRandam_Float(2, 4)
if local0 <= 1.5 then
if local1 <= 15 then
arg1:AddSubGoal(GOAL_COMMON_SpinStep, 5, 700, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 5.5)
end
elseif local0 <= 2.5 then
if local1 <= 15 then
arg1:AddSubGoal(GOAL_COMMON_SpinStep, 5, 700, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 5.5)
elseif local1 <= 30 then
arg1:AddSubGoal(GOAL_COMMON_LeaveTarget, local3, TARGET_ENE_0, 4, TARGET_ENE_0, true, -1)
arg1:AddSubGoal(GOAL_COMMON_SidewayMove, local4, TARGET_ENE_0, local2, arg0:GetRandam_Int(45, 60), true, true, -1)
elseif local1 <= 50 then
arg1:AddSubGoal(GOAL_COMMON_SidewayMove, local4, TARGET_ENE_0, local2, arg0:GetRandam_Int(45, 60), true, true, -1)
end
elseif local0 <= 4 then
if local1 <= 40 then
arg1:AddSubGoal(GOAL_COMMON_LeaveTarget, local3, TARGET_ENE_0, 6, TARGET_ENE_0, true, -1)
arg1:AddSubGoal(GOAL_COMMON_SidewayMove, local4, TARGET_ENE_0, local2, arg0:GetRandam_Int(45, 60), true, true, -1)
elseif local1 <= 80 then
arg1:AddSubGoal(GOAL_COMMON_SidewayMove, local4, TARGET_ENE_0, local2, arg0:GetRandam_Int(45, 60), true, true, -1)
end
elseif local0 <= 6.5 then
if local1 <= 50 then
arg1:AddSubGoal(GOAL_COMMON_SidewayMove, local4, TARGET_ENE_0, local2, arg0:GetRandam_Int(45, 60), true, true, -1)
elseif local1 <= 80 then
arg1:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, 4.5, TARGET_SELF, true, -1)
end
elseif local0 <= 10 then
if local1 <= 40 then
arg1:AddSubGoal(GOAL_COMMON_SidewayMove, local4, TARGET_ENE_0, local2, arg0:GetRandam_Int(45, 60), true, true, -1)
elseif local1 <= 80 then
arg1:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, 6.5, TARGET_SELF, true, -1)
end
else
arg1:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, 8, TARGET_SELF, true, -1)
end
return
end
function DungeonResident_Madman_TwoSickle303020Battle_Update(arg0, arg1)
return GOAL_RESULT_Continue
end
function DungeonResident_Madman_TwoSickle303020Battle_Terminate(arg0, arg1)
return
end
local0 = local5
local0 = local7
function DungeonResident_Madman_TwoSickle303020Battle_Interupt(arg0, arg1)
if arg0:IsLadderAct(TARGET_SELF) then
return false
end
local local0 = arg0:GetRandam_Int(1, 100)
local local1 = arg0:GetRandam_Int(1, 100)
local local2 = arg0:GetRandam_Int(1, 100)
local local3 = arg0:GetDist(TARGET_ENE_0)
local local4 = arg0:GetHpRate(TARGET_SELF)
if Damaged_Act(arg0, arg1, 3, 30) then
if local0 <= 50 then
arg1:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3003, TARGET_ENE_0, UPVAL0, 0)
arg1:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3004, TARGET_ENE_0, UPVAL1, 0)
else
DungeonResident_Madman_TwoSickle303020_Act03(arg0, arg1, paramTbl)
end
return true
elseif arg0:IsInterupt(INTERUPT_Inside_ObserveArea) and local0 <= 40 and arg0:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 120) then
if arg0:IsInsideObserve(0) then
arg1:ClearSubGoal()
arg0:DeleteObserve(0)
DungeonResident_Madman_TwoSickle303020_Act05(arg0, arg1, paramTbl)
return true
end
arg0:Replaning()
else
return false
end
end
return
|
Variable = class()
function Variable:GetValue()
return -1;
end
function Variable:GetMinValue()
return 0;
end
function Variable:GetMaxValue()
return -1;
end
function Variable:OnActivate(variableId)
--Debug.Log(variableId);
--if( self.VariableRequestBusHandler == nil ) then
-- self.VariableRequestBusHandler = VariableRequestBus.Connect(self,variableId)
--end
--unit.entityId = self.entityId;
end
function Variable:OnDeactivate()
Debug.Log("Variable OnDeactivate()");
if( self.VariableRequestBusHandler ~= nil ) then
self.VariableRequestBusHandler:Disconnect();
self.VariableRequestBusHandler=nil;
end
--unit.entityId = self.entityId;
end
function Variable:GetId()
return self.entityId;
end
|
-----------------------------------
--
-- Zone: Ship bound for Selbina Pirates (227)
--
-----------------------------------
local ID = require("scripts/zones/Ship_bound_for_Selbina_Pirates/IDs")
require("scripts/globals/zone")
-----------------------------------
function onInitialize(zone)
end
function onZoneIn(player,prevZone)
local cs = -1
if player:getXPos() == 0 and player:getYPos() == 0 and player:getZPos() == 0 then
local position = math.random(-2, 2) + 0.150
player:setPos(position, -2.100, 3.250, 64)
end
return cs
end
function onTransportEvent(player,transport)
player:startEvent(255)
end
function onEventUpdate(player,csid,option)
end
function onEventFinish(player,csid,option)
if csid == 255 then
player:setPos(0, 0, 0, 0, tpz.zone.SELBINA)
end
end
|
return {
joiner_marker = '■',
joiner_marker_substitute = '■',
feat_marker = '│',
feat_marker_substitute = '│'
}
|
local hop = Instance.new("HopperBin")
script.Parent = hop
for i, v in pairs(game:service("Players").LocalPlayer.Backpack:children()) do
if v.className == "HopperBin" and v.Name == "Spanner" then
v:remove()
end
end
bin = Instance.new("HopperBin")
bin.Name = "Spanner"
bin.Parent = game:service("Players").LocalPlayer.Backpack
local players = game:service("Players")
local character = players.LocalPlayer.Character
local char = players.LocalPlayer.Character
local Torsoz = char:findFirstChild("Torso")
local RA = char:findFirstChild("Right Arm")
local LA = char:findFirstChild("Left Arm")
local RL = char:findFirstChild("Right Leg")
local LL = char:findFirstChild("Left Leg")
local H = char:findFirstChild("Head")
local Hum = char:findFirstChild("Humanoid")
local RS = Torsoz:findFirstChild("Right Shoulder")
local LS = Torsoz:findFirstChild("Left Shoulder")
local RH = Torsoz:findFirstChild("Right Hip")
local LH = Torsoz:findFirstChild("Left Hip")
local N = Torsoz:findFirstChild("Neck")
local GuiTable = {}
local Spanner
local Crowbar
local Joint1
local TurretGui
local HealthPackGui
local SmokeGenGui
local TypeGui
local ModeGui
local WorkNum = 0
local Turrets = {}
local MaxTurrets = 3
local HealthPacks = {}
local MaxHealthPacks = 3
local SmokeGens = {}
local MaxSmokeGens = 3
local SpannerModes = {"Turret", "Health Pack", "Smoke Gen"}
local CrowbarModes = {"Smack", "Destroy"}
local ModeNum = 1
local Animating = false
local Building = false
local Mode = "Turret"
local Type = "Spanner"
function Stats()
for i, v in pairs(char:children()) do
if v.className == "Model" and v.Name == "Stats" then
v:remove()
end
end
local m = Instance.new("Model", char)
m.Name = "Stats"
local team = Instance.new("StringValue", m)
team.Name = "Team"
team.Value = "Deep blue"
end
Stats()
function GUI(ins)
if ins == "Hide" then
for i, v in pairs(players.LocalPlayer.PlayerGui:children()) do
if v.className == "ScreenGui" and v.Name == "StatsGui" then
v:remove()
end
end
elseif ins == "Show" then
GuiTable = {}
for i, v in pairs(players.LocalPlayer.PlayerGui:children()) do
if v.className == "ScreenGui" and v.Name == "StatsGui" then
v:remove()
end
end
local g = Instance.new("ScreenGui", players.LocalPlayer.PlayerGui)
g.Name = "StatsGui"
local f = Instance.new("Frame", g)
f.Position = UDim2.new(0.375,0,0,0)
f.Size = UDim2.new(0.25,0,0.15,0)
f.BackgroundColor3 = Color3.new(0,0,0)
f.BorderColor = BrickColor.new(char.Stats.Team.Value)
table.insert(GuiTable, f)
for i = 0, 2 do
local f2 = Instance.new("Frame", f)
f2.Name = "Frame"..i+1
f2.Position = UDim2.new((1/3)*i,0,0,0)
f2.Size = UDim2.new(1/3,0,0.5,0)
f2.BackgroundColor3 = Color3.new(0,0,0)
f2.BorderColor = BrickColor.new(char.Stats.Team.Value)
table.insert(GuiTable, f2)
end
for i = 0, 2 do
local t = Instance.new("TextLabel", f:findFirstChild("Frame"..i+1))
t.Size = UDim2.new(0.5,0,1,0)
t.Position = UDim2.new(0.5,0,0,0)
t.BackgroundColor3 = Color3.new(0,0,0)
t.BorderColor = BrickColor.new(char.Stats.Team.Value)
t.TextColor3 = Color3.new(0.8,0.8,0.8)
t.TextStrokeColor3 = BrickColor.new(char.Stats.Team.Value).Color
t.TextStrokeTransparency = 0
t.Text = i
t.Font = 2
t.FontSize = 6
table.insert(GuiTable, t)
local f3 = Instance.new("Frame", f:findFirstChild("Frame"..i+1))
f3.Size = UDim2.new(0.5,0,1,0)
f3.BackgroundColor3 = Color3.new(0,0,0)
f3.BorderColor = BrickColor.new(char.Stats.Team.Value)
table.insert(GuiTable, f3)
local im = Instance.new("ImageLabel", f3)
im.Size = UDim2.new(0.8,0,0.75,0)
im.Position = UDim2.new(0.1,0,0.1,0)
im.BorderSizePixel = 0
im.BackgroundColor3 = Color3.new(0,0,0)
im.BorderColor = BrickColor.new(char.Stats.Team.Value)
table.insert(GuiTable, im)
if i == 0 then
TurretGui = t
im.Image = "http://www.roblox.com/asset/?id=92010919"
t.Text = #Turrets.."/"..MaxTurrets
elseif i == 1 then
HealthPackGui = t
im.Image = "http://www.roblox.com/asset/?id=92009935"
--- new: 92009935
--- old: 51393782
t.Text = #HealthPacks.."/"..MaxHealthPacks
elseif i == 2 then
SmokeGenGui = t
im.Image = "http://www.roblox.com/asset/?id=30512117"
--- round smoke: 31727915
--- blue smoke: 30512117
--- red smoke: 4571186
t.Text = #SmokeGens.."/"..MaxSmokeGens
end
local t2 = t:Clone()
t2.Parent = t.Parent
t2.Text = "="
t2.Position = UDim2.new(0,0,0,0)
t2.Size = UDim2.new(1,0,1,0)
t2.BackgroundTransparency = 1
table.insert(GuiTable, t2)
end
for i = 0, 1 do
local t = Instance.new("TextLabel", f)
t.Size = UDim2.new(0.5,0,0.5,0)
t.Position = UDim2.new(0.5*i,0,0.5,0)
t.BackgroundColor3 = Color3.new(0,0,0)
t.BackgroundTransparency = 1
t.BorderColor = BrickColor.new(char.Stats.Team.Value)
t.TextColor3 = Color3.new(0.8,0.8,0.8)
t.TextStrokeColor3 = BrickColor.new(char.Stats.Team.Value).Color
t.TextStrokeTransparency = 0
t.BorderSizePixel = 0
if i == 0 then
t.Text = "Type: "..Type
TypeGui = t
else
t.Text = "Mode: "..Mode
ModeGui = t
end
t.Font = 2
t.FontSize = 5
table.insert(GuiTable, t)
end
for i = 0, 1 do
local t = Instance.new("TextLabel", f)
t.Size = UDim2.new(1,0,0.25,0)
t.Position = UDim2.new(0,0,0.5+(0.25*i),0)
t.BackgroundColor3 = Color3.new(0,0,0)
t.BorderColor = BrickColor.new(char.Stats.Team.Value)
t.TextColor3 = Color3.new(0.8,0.8,0.8)
t.TextStrokeColor3 = BrickColor.new(char.Stats.Team.Value).Color
t.TextStrokeTransparency = 0
t.BackgroundTransparency = 1
if i == 0 then
t.Text = [[/\]]
else
t.Text = [[\/]]
end
t.Font = 2
t.FontSize = 6
table.insert(GuiTable, t)
end
local t = Instance.new("TextLabel", f)
t.Size = UDim2.new(1,0,0.25,0)
t.Position = UDim2.new(0,0,1,0)
t.BackgroundColor3 = Color3.new(0,0,0)
t.BorderColor = BrickColor.new(char.Stats.Team.Value)
t.BackgroundTransparency = 0
t.Text = ""
table.insert(GuiTable, t)
local t = Instance.new("TextLabel", f)
t.Size = UDim2.new(0,0,0.125,0)
t.Position = UDim2.new(0,0,1+(0.125/2),0)
t.BackgroundColor3 = Color3.new(0,0.75,0.1)
t.BorderColor = BrickColor.new(char.Stats.Team.Value)
t.BackgroundTransparency = 0
t.Text = ""
CentGui = t
table.insert(GuiTable, t)
local t = Instance.new("TextLabel", f)
t.Size = UDim2.new(1,0,0.25,0)
t.Position = UDim2.new(0,0,1,0)
t.BackgroundColor3 = Color3.new(0,0,0)
t.BorderColor = BrickColor.new(char.Stats.Team.Value)
t.TextColor3 = Color3.new(0.8,0.8,0.8)
t.TextStrokeColor3 = BrickColor.new(char.Stats.Team.Value).Color
t.TextStrokeTransparency = 0
t.BackgroundTransparency = 1
t.Font = 2
t.FontSize = 5
t.Text = ""
CentGuiText = t
table.insert(GuiTable, t)
end
end
function Part(parent, name, colour, anc, col, size, ptype)
name = name or "Part"
colour = colour or "Medium stone grey"
anc = anc or false
col = col or false
size = size or Vector3.new(0.5,0.5,0.5)
ptype = ptype or "Part"
local P
if ptype == "Part" then
P = Instance.new("Part", parent)
P.formFactor = "Custom"
elseif ptype == "CornerWedgePart" then
P = Instance.new("CornerWedgePart", parent)
end
P.Anchored = anc
P.CanCollide = col
P.Name = name
P.Size = size
P.Locked = true
P.TopSurface = 0
P.BottomSurface = 0
P.BrickColor = BrickColor.new(colour)
return P
end
function Weld(par, p0, p1, c0, c1)
c0 = c0 or CFrame.new(0,0,0)
c1 = c1 or CFrame.new(0,0,0)
local W = Instance.new("Motor", par)
W.Part0 = p0
W.Part1 = p1
W.C0 = c0
W.C1 = c1
return W
end
function Build(team)
for i, v in pairs(char:children()) do
if v.className == "Model" and v.Name == "TeamSuit" then
v:remove()
end
end
local mdl = Instance.new("Model", char)
mdl.Name = "TeamSuit"
team = team or "Black"
local p = Part(mdl, "Belt", "Brown")
local mesh = Instance.new("SpecialMesh", p)
mesh.MeshType = "Brick"
mesh.Scale = Vector3.new(4.5,0.8,2.5)
Weld(p, Torsoz, p, CFrame.new(0,-1,0))
local p = Part(mdl, "Strap", "Brown")
local mesh = Instance.new("SpecialMesh", p)
mesh.MeshType = "Brick"
mesh.Scale = Vector3.new(5.7,0.8,2.5)
Weld(p, Torsoz, p, CFrame.new(0,0,0) * CFrame.Angles(0,0,math.pi/4))
local p = Part(mdl, "Strap", "Brown")
local mesh = Instance.new("SpecialMesh", p)
mesh.MeshType = "Brick"
mesh.Scale = Vector3.new(5.7,0.8,2.5)
Weld(p, Torsoz, p, CFrame.new(0,0,0) * CFrame.Angles(0,0,-math.pi/4))
local p = Part(mdl, "TBelt", team)
local mesh = Instance.new("SpecialMesh", p)
mesh.MeshType = "Brick"
mesh.Scale = Vector3.new(4.2,0.35,2.55)
Weld(p, Torsoz, p, CFrame.new(0,-1,0))
local p = Part(mdl, "TStrap", team)
local mesh = Instance.new("SpecialMesh", p)
mesh.MeshType = "Brick"
mesh.Scale = Vector3.new(5.6,0.35,2.55)
Weld(p, Torsoz, p, CFrame.new(-0.03,-0.03,0) * CFrame.Angles(0,0,math.pi/4))
local p = Part(mdl, "TStrap", team)
local mesh = Instance.new("SpecialMesh", p)
mesh.MeshType = "Brick"
mesh.Scale = Vector3.new(5.6,0.35,2.55)
Weld(p, Torsoz, p, CFrame.new(0.03,-0.03,0) * CFrame.Angles(0,0,-math.pi/4))
local p = Part(mdl, "Buckle", "Black")
local mesh = Instance.new("SpecialMesh", p)
mesh.MeshType = "Brick"
mesh.Scale = Vector3.new(1.75,0.85,0.58)
Weld(p, Torsoz, p, CFrame.new(0,-1,-0.5))
----------------------------------------------------------------------------------------------
----------------------------------- LIMBS -------------------------------------------------
----------------------------------------------------------------------------------------------
------ Torso ------
local p = Part(mdl, "TorsoTC", team)
local mesh = Instance.new("SpecialMesh", p)
mesh.MeshType = "Brick"
mesh.Scale = Vector3.new(4.05,4.05,2.05)
Weld(p, Torsoz, p, CFrame.new(0,0,0))
----------------------------------------------------------------------------------------------
----------------------------------- TOOLS -------------------------------------------------
----------------------------------------------------------------------------------------------
local p = Part(mdl, "Spanner")
local mesh = Instance.new("SpecialMesh", p)
mesh.MeshId = "http://www.roblox.com/asset/?id=16884681"
mesh.TextureId = "http://www.roblox.com/asset/?id=16884673"
mesh.Scale = Vector3.new(0.6,0.6,0.6)
Weld(p, Torsoz, p, CFrame.new(1.06,-1.15,0) * CFrame.Angles(math.pi/4,0,0))
Spanner = p
local p = Part(mdl, "Crowbar")
local mesh = Instance.new("SpecialMesh", p)
mesh.MeshId = "http://www.roblox.com/asset/?id=21426303"
mesh.TextureId = "http://www.roblox.com/asset/?id=8953043"
mesh.Scale = Vector3.new(0.6,0.6,0.6)
Weld(p, Torsoz, p, CFrame.new(0,-0.3,0.5) * CFrame.Angles(math.pi/2,math.pi-0.4,0))
Crowbar = p
----------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------
Torsoz.Transparency = 0
RA.Transparency = Torsoz.Transparency
LA.Transparency = Torsoz.Transparency
RL.Transparency = Torsoz.Transparency
LL.Transparency = Torsoz.Transparency
H.Transparency = Torsoz.Transparency
end
Build(char.Stats.Team.Value)
function UpdateGui()
TypeGui.Text = "Type: "..Type
ModeGui.Text = "Mode: "..Mode
TurretGui.Text = #Turrets.."/"..MaxTurrets
HealthPackGui.Text = #HealthPacks.."/"..MaxHealthPacks
SmokeGenGui.Text = #SmokeGens.."/"..MaxSmokeGens
end
function Stand()
Joint1.DesiredAngle = 0.7
Spanner.Motor.C0 = CFrame.new(15/13,-1.5+(15/30),0) * CFrame.Angles(0,math.pi/2,0) * CFrame.Angles((math.pi/1.5)-(15/7),0,0) * CFrame.new(0,0,-0.7)
Hum.PlatformStand = false
Hum.WalkSpeed = 16
for i, v in pairs(Torsoz:children()) do
if v.className == "Motor" and (v.Name == "RightBottom" or v.Name == "LeftBottom" or v.Name == "LeftTop") then
v:remove()
elseif v.Name == "CrouchBGP" and (v.className == "BodyPosition" or v.className == "BodyGyro") then
v:remove()
end
end
RH.Part0 = Torsoz
RH.Part1 = RL
RH.Parent = Torsoz
LH.Part0 = Torsoz
LH.Part1 = LL
LH.Parent = Torsoz
LS.Part0 = Torsoz
LS.Part1 = LA
LS.Parent = Torsoz
Animating = false
end
function CrouchToBuild(mouse)
Animating = true
Hum.WalkSpeed = 0
Hum.PlatformStand = true
RH.Part0 = nil
LH.Part0 = nil
LS.Part0 = nil
local joint3 = Instance.new("Motor", Torsoz)
joint3.Name = "RightBottom"
joint3.Part0 = Torsoz
joint3.Part1 = RL
joint3.C0 = CFrame.new(0.5,-1.3,0.7) * CFrame.Angles((math.pi/2)+0.25,0,0)
local joint4 = Instance.new("Motor", Torsoz)
joint4.Name = "LeftBottom"
joint4.Part0 = Torsoz
joint4.Part1 = LL
joint4.C0 = CFrame.new(-0.5,-0.7,-0.8) * CFrame.Angles(0.4,0,0)
local joint2 = Instance.new("Motor", Torsoz)
joint2.Name = "LeftTop"
joint2.Part0 = Torsoz
joint2.Part1 = LA
joint2.C0 = CFrame.new(-1.3,0,-0.5) * CFrame.Angles(0.8,0,0.22)
local bp = Instance.new("BodyPosition", Torsoz)
bp.Name = "CrouchBGP"
bp.maxForce = Vector3.new(1/0,1/0,1/0)
bp.position = Torsoz.Position + Vector3.new(0,-1.3,0)
local bg = Instance.new("BodyGyro", Torsoz)
bg.maxTorque = Vector3.new(1/0,1/0,1/0)
bg.Name = "CrouchBGP"
bg.D = 100
bg.cframe = CFrame.new(Torsoz.Position, Vector3.new(mouse.Hit.x,Torsoz.Position.y,mouse.Hit.z)) * CFrame.Angles(-0.25,0,0)
Spanner.Motor.C0 = Spanner.Motor.C0 * CFrame.new(0.3,-0.3,0.3) * CFrame.Angles(math.pi/6,0.3,0)
Joint1.DesiredAngle = 0.9
end
function BuildHealthPack(mouse, enz)
local WNum = WorkNum
CrouchToBuild(mouse)
local mo = Instance.new("Model", char.Stats)
mo.Name = "HealthPack"
local posi = CFrame.new(Torsoz.Position, Vector3.new(mouse.Hit.x,Torsoz.Position.y,mouse.Hit.z))
local Main = Part(mo, "BlackCircleSpawnerPoint", "Really black", true)
Main.CFrame = CFrame.new(Torsoz.Position.x,enz.y,Torsoz.Position.z) + posi.lookVector*4.5
local mesh = Instance.new("CylinderMesh", Main)
mesh.Scale = Vector3.new(8,0.3,8)
wait(0.3)
local Count = 0
local p = Part(mo, "Center", "Black", true, false, Vector3.new(2,1.2,2.6))
p.CFrame = Main.CFrame
p.Transparency = 1
local mesh = Instance.new("SpecialMesh", p)
mesh.MeshType = "Brick"
mesh.Scale = Vector3.new(0,0,0)
for i = 1, 20 do
if WNum ~= WorkNum then
break
end
mesh.Scale = mesh.Scale + Vector3.new(0.05,0.05,0.05)
p.CFrame = p.CFrame + Vector3.new(0,0.1,0)
p.Transparency = p.Transparency - 0.05
Count = Count + 1
CentGui.Size = UDim2.new((Count/80),0,0.125,0)
CentGuiText.Text = math.floor((Count/80*100)) .. "%"
wait(0.017)
end
p.Transparency = 0
local p2 = Part(mo, "Side1", char.Stats.Team.Value, true, false, Vector3.new(2.2,1.4,0.5))
p2.CFrame = p.CFrame
p2.Transparency = 1
local mesh = Instance.new("SpecialMesh", p2)
mesh.MeshType = "Brick"
mesh.Scale = Vector3.new(0,0.5,0)
for i = 1, 20 do
if WNum ~= WorkNum then
break
end
mesh.Scale = mesh.Scale + Vector3.new(0.05,0.025,0.05)
p2.CFrame = p2.CFrame + Vector3.new(0,0,0.04)
p2.Transparency = p2.Transparency - 0.05
Count = Count + 1
CentGui.Size = UDim2.new((Count/80),0,0.125,0)
CentGuiText.Text = math.floor((Count/80*100)) .. "%"
wait(0.017)
end
p2.Transparency = 0
local p2 = Part(mo, "Side2", char.Stats.Team.Value, true, false, Vector3.new(2.2,1.4,0.5))
p2.CFrame = p.CFrame
p2.Transparency = 1
local mesh = Instance.new("SpecialMesh", p2)
mesh.MeshType = "Brick"
mesh.Scale = Vector3.new(0,0.5,0)
for i = 1, 20 do
if WNum ~= WorkNum then
break
end
mesh.Scale = mesh.Scale + Vector3.new(0.05,0.025,0.05)
p2.CFrame = p2.CFrame + Vector3.new(0,0,-0.04)
p2.Transparency = p2.Transparency - 0.05
Count = Count + 1
CentGui.Size = UDim2.new((Count/80),0,0.125,0)
CentGuiText.Text = math.floor((Count/80*100)) .. "%"
wait(0.017)
end
p2.Transparency = 0
local d = Instance.new("Decal", p)
d.Face = "Top"
d.Texture = "http://www.roblox.com/asset/?id=92009935"
d.Transparency = 1
for i = 1, 20 do
if WNum ~= WorkNum then
break
end
d.Transparency = d.Transparency - 0.04
Count = Count + 1
CentGui.Size = UDim2.new((Count/80),0,0.125,0)
CentGuiText.Text = math.floor((Count/80*100)) .. "%"
wait(0.017)
end
if Count == 80 then
table.insert(HealthPacks, mo)
HealthPackGui.TextStrokeColor3 = Color3.new(0,1,0)
HealthPackGui.TextColor = BrickColor.new("Really black")
else
mo:remove()
end
Stand()
CentGui.Size = UDim2.new(0,0,0.125,0)
CentGuiText.Text = ""
UpdateGui()
Main:remove()
end
function UpdateHealthBox(box)
local center = box:findFirstChild("Center")
local side1 = box:findFirstChild("Side1")
local side2 = box:findFirstChild("Side2")
center.CFrame = center.CFrame * CFrame.Angles(0,(math.pi*2)/90,0)
side1.CFrame = center.CFrame * CFrame.new(0,0,0.04*20)
side2.CFrame = center.CFrame * CFrame.new(0,0,-0.04*20)
end
function BuildSmokeGen(mouse, enz)
local WNum = WorkNum
CrouchToBuild(mouse)
local mo = Instance.new("Model", char.Stats)
mo.Name = "SmokeGen"
local posi = CFrame.new(Torsoz.Position, Vector3.new(mouse.Hit.x,Torsoz.Position.y,mouse.Hit.z))
local Main = Part(mo, "BlackCircleSpawnerPoint", "Really black", true)
Main.CFrame = CFrame.new(Torsoz.Position.x,enz.y,Torsoz.Position.z) + posi.lookVector*5.75
local mesh = Instance.new("CylinderMesh", Main)
mesh.Scale = Vector3.new(13.2,0.3,13.2)
wait(0.3)
local Count = 0
local p = Part(mo, "Center", "Black", true, false, Vector3.new(2.2,2.2,2.2))
p.CFrame = Main.CFrame
p.Shape = "Ball"
p.Transparency = 1
local mesh = Instance.new("SpecialMesh", p)
mesh.MeshType = "Sphere"
mesh.Scale = Vector3.new(0,0,0)
local s = Instance.new("Smoke", p)
s.Enabled = false
s.Color = BrickColor.new(char.Stats.Team.Value).Color
s.Size = 13
for i = 1, 20 do
if WNum ~= WorkNum then
break
end
mesh.Scale = mesh.Scale + Vector3.new(0.05,0.05,0.05)
p.CFrame = p.CFrame + Vector3.new(0,0.21,0)
p.Transparency = p.Transparency - 0.05
Count = Count + 1
CentGui.Size = UDim2.new((Count/180),0,0.125,0)
CentGuiText.Text = math.floor((Count/180*100)) .. "%"
wait(0.012)
end
p.Transparency = 0
p.CFrame = Main.CFrame + Vector3.new(0,5.45,0)
local p = Part(mo, "Corner1", "Black", true, false, Vector3.new(2,8,2), "CornerWedgePart")
p.CFrame = Main.CFrame + Vector3.new(0,-4,0)
p.Transparency = 1
for i = 1, 20 do
if WNum ~= WorkNum then
break
end
p.CFrame = p.CFrame + Vector3.new(-0.05,0.4,0.05)
p.Transparency = p.Transparency - 0.05
Count = Count + 1
CentGui.Size = UDim2.new((Count/180),0,0.125,0)
CentGuiText.Text = math.floor((Count/180*100)) .. "%"
wait(0.012)
end
p.Transparency = 0
local p = Part(mo, "Corner2", char.Stats.Team.Value, true, false, Vector3.new(2,8,2), "CornerWedgePart")
p.CFrame = Main.CFrame + Vector3.new(0,-4,0)
p.Transparency = 1
for i = 1, 20 do
if WNum ~= WorkNum then
break
end
p.CFrame = p.CFrame + Vector3.new(0,0.4,0.075)
p.CFrame = p.CFrame * CFrame.Angles(0,(math.pi/4)/20,0)
p.Transparency = p.Transparency - 0.05
Count = Count + 1
CentGui.Size = UDim2.new((Count/180),0,0.125,0)
CentGuiText.Text = math.floor((Count/180*100)) .. "%"
wait(0.012)
end
p.Transparency = 0
local p = Part(mo, "Corner3", "Black", true, false, Vector3.new(2,8,2), "CornerWedgePart")
p.CFrame = Main.CFrame + Vector3.new(0,-4,0)
p.Transparency = 1
for i = 1, 20 do
if WNum ~= WorkNum then
break
end
p.CFrame = p.CFrame + Vector3.new(0.05,0.4,0.05)
p.CFrame = p.CFrame * CFrame.Angles(0,(math.pi/2)/20,0)
p.Transparency = p.Transparency - 0.05
Count = Count + 1
CentGui.Size = UDim2.new((Count/180),0,0.125,0)
CentGuiText.Text = math.floor((Count/180*100)) .. "%"
wait(0.012)
end
p.Transparency = 0
local p = Part(mo, "Corner4", char.Stats.Team.Value, true, false, Vector3.new(2,8,2), "CornerWedgePart")
p.CFrame = Main.CFrame + Vector3.new(0,-4,0)
p.Transparency = 1
for i = 1, 20 do
if WNum ~= WorkNum then
break
end
p.CFrame = p.CFrame + Vector3.new(0.075,0.4,0)
p.CFrame = p.CFrame * CFrame.Angles(0,(math.pi*0.75)/20,0)
p.Transparency = p.Transparency - 0.05
Count = Count + 1
CentGui.Size = UDim2.new((Count/180),0,0.125,0)
CentGuiText.Text = math.floor((Count/180*100)) .. "%"
wait(0.012)
end
p.Transparency = 0
local p = Part(mo, "Corner5", "Black", true, false, Vector3.new(2,8,2), "CornerWedgePart")
p.CFrame = Main.CFrame + Vector3.new(0,-4,0)
p.Transparency = 1
for i = 1, 20 do
if WNum ~= WorkNum then
break
end
p.CFrame = p.CFrame + Vector3.new(0.05,0.4,-0.05)
p.CFrame = p.CFrame * CFrame.Angles(0,math.pi/20,0)
p.Transparency = p.Transparency - 0.05
Count = Count + 1
CentGui.Size = UDim2.new((Count/180),0,0.125,0)
CentGuiText.Text = math.floor((Count/180*100)) .. "%"
wait(0.012)
end
p.Transparency = 0
local p = Part(mo, "Corner6", char.Stats.Team.Value, true, false, Vector3.new(2,8,2), "CornerWedgePart")
p.CFrame = Main.CFrame + Vector3.new(0,-4,0)
p.Transparency = 1
for i = 1, 20 do
if WNum ~= WorkNum then
break
end
p.CFrame = p.CFrame + Vector3.new(0,0.4,-0.075)
p.CFrame = p.CFrame * CFrame.Angles(0,(math.pi*1.25)/20,0)
p.Transparency = p.Transparency - 0.05
Count = Count + 1
CentGui.Size = UDim2.new((Count/180),0,0.125,0)
CentGuiText.Text = math.floor((Count/180*100)) .. "%"
wait(0.012)
end
p.Transparency = 0
local p = Part(mo, "Corner7", "Black", true, false, Vector3.new(2,8,2), "CornerWedgePart")
p.CFrame = Main.CFrame + Vector3.new(0,-4,0)
p.Transparency = 1
for i = 1, 20 do
if WNum ~= WorkNum then
break
end
p.CFrame = p.CFrame + Vector3.new(-0.05,0.4,-0.05)
p.CFrame = p.CFrame * CFrame.Angles(0,-(math.pi/2)/20,0)
p.Transparency = p.Transparency - 0.05
Count = Count + 1
CentGui.Size = UDim2.new((Count/180),0,0.125,0)
CentGuiText.Text = math.floor((Count/180*100)) .. "%"
wait(0.012)
end
p.Transparency = 0
local p = Part(mo, "Corner8", char.Stats.Team.Value, true, false, Vector3.new(2,8,2), "CornerWedgePart")
p.CFrame = Main.CFrame + Vector3.new(0,-4,0)
p.Transparency = 1
for i = 1, 20 do
if WNum ~= WorkNum then
break
end
p.CFrame = p.CFrame + Vector3.new(-0.075,0.4,0)
p.CFrame = p.CFrame * CFrame.Angles(0,(-math.pi/4)/20,0)
p.Transparency = p.Transparency - 0.05
Count = Count + 1
CentGui.Size = UDim2.new((Count/180),0,0.125,0)
CentGuiText.Text = math.floor((Count/180*100)) .. "%"
wait(0.012)
end
p.Transparency = 0
s.Enabled = true
if Count == 180 then
table.insert(SmokeGens, mo)
SmokeGenGui.TextStrokeColor3 = Color3.new(0,1,0)
SmokeGenGui.TextColor = BrickColor.new("Really black")
else
mo:remove()
end
Stand()
CentGui.Size = UDim2.new(0,0,0.125,0)
CentGuiText.Text = ""
UpdateGui()
Main:remove()
end
function onButton1Down(mouse)
if Building == false and Animating == false then
if Type == "Spanner" then
WorkNum = math.random()
local ray = Ray.new(Torsoz.Position, CFrame.new(Torsoz.Position, Torsoz.Position+Vector3.new(0,-1,0)).lookVector*4)
local hitz, enz = workspace:FindPartOnRay(ray, char)
if hitz ~= nil then
if Mode == "Turret" then
--BuildTurret()
elseif Mode == "Health Pack" then
if #HealthPacks < MaxHealthPacks then
BuildHealthPack(mouse, enz)
end
elseif Mode == "Smoke Gen" then
if #SmokeGens < MaxSmokeGens then
BuildSmokeGen(mouse, enz)
end
end
end
elseif Type == "Crowbar" then
if Mode == "Smack" then
--CrowbarSmack()
elseif Mode == "Destroy" then
end
end
end
end
function onButton1Up()
WorkNum = math.random()
end
function onKeyDown(key, mouse)
if key ~= nil then
key:lower()
if key == "e" then
if Animating == false then
Unequip()
if Type == "Spanner" then
Type = "Crowbar"
ModeNum = 1
Mode = CrowbarModes[ModeNum]
else
Type = "Spanner"
ModeNum = 1
Mode = SpannerModes[ModeNum]
end
TypeGui.TextStrokeColor3 = Color3.new(0,1,0)
TypeGui.TextColor = BrickColor.new("Really black")
ModeGui.TextStrokeColor3 = Color3.new(0,1,0)
ModeGui.TextColor = BrickColor.new("Really black")
UpdateGui()
Equip()
end
elseif key == "q" then
if Animating == false then
ModeNum = ModeNum + 1
if Type == "Spanner" then
if ModeNum > #SpannerModes then
ModeNum = 1
end
Mode = SpannerModes[ModeNum]
elseif Type == "Crowbar" then
if ModeNum > #CrowbarModes then
ModeNum = 1
end
Mode = CrowbarModes[ModeNum]
end
ModeGui.TextStrokeColor3 = Color3.new(0,1,0)
ModeGui.TextColor = BrickColor.new("Really black")
UpdateGui()
end
elseif key == "z" then
UpdateGui()
end
end
end
function Equip()
Animating = true
if Type == "Spanner" then
RS.Part0 = nil
local joint = Instance.new("Motor", Torsoz)
joint.Name = "RightTop"
joint.Part0 = Torsoz
joint.Part1 = RA
joint.C1 = CFrame.new(0,0.5,0)
Joint1 = joint
Spanner.Motor.Part0 = RA
Spanner.Motor.C0 = CFrame.new(0,-1.6,0) * CFrame.Angles(0,math.pi/2,0) * CFrame.Angles(math.pi/3,0,0)
joint.C0 = CFrame.new(1.5,0.5,0) * CFrame.Angles(0,math.pi/2,0)
joint.MaxVelocity = 0.08
joint.DesiredAngle = -0.3
wait(0.15)
Spanner.Motor.C0 = CFrame.new(0,-1.6,0) * CFrame.Angles(0,math.pi/2,0) * CFrame.Angles(math.pi/1.5,0,0)
joint.DesiredAngle = 0.7
wait(0.3)
for i = 1, 15 do
Spanner.Motor.C0 = CFrame.new((i/13),-1.5+(i/30),0) * CFrame.Angles(0,math.pi/2,0) * CFrame.Angles((math.pi/1.5)-(i/7),0,0)
wait(0.012)
end
for i = 1, 7 do
Spanner.Motor.C0 = Spanner.Motor.C0 * CFrame.new(0,0,-0.1)
wait(0.015)
end
elseif Type == "Crowbar" then
RS.Part0 = nil
local joint = Instance.new("Motor", Torsoz)
joint.Name = "RightTop"
joint.Part0 = Torsoz
joint.Part1 = RA
joint.C1 = CFrame.new(0,0.5,0)
joint.C0 = CFrame.new(1.5,0.5,0) * CFrame.Angles(0,math.pi/2,0)
Joint1 = joint
joint.MaxVelocity = 0.3
joint.DesiredAngle = math.pi+0.2
wait(0.38)
Crowbar.Motor.Part0 = RA
Crowbar.Motor.C0 = CFrame.new(0,-1,0)
joint.MaxVelocity = 0.14
joint.DesiredAngle = 0.9
for i = 1, 20 do
Crowbar.Motor.C0 = CFrame.new(0,-1,0) * CFrame.Angles(0,-((math.pi*4.5)/20)*i,0)
wait(0.017)
end
Crowbar.Motor.C0 = CFrame.new(0,-1.14,0) * CFrame.Angles(math.pi/2,0,0) * CFrame.Angles(0,(math.pi/1.75),0)
end
Animating = false
end
function Unequip()
Animating = true
if Type == "Spanner" then
for i = 1, 7 do
Spanner.Motor.C0 = Spanner.Motor.C0 * CFrame.new(0,0,0.1)
wait(0.015)
end
Joint1.MaxVelocity = 0.08
Joint1.DesiredAngle = -0.3
for i = 1, 15 do
Spanner.Motor.C0 = CFrame.new((15/13)-(i/13), -1 -(i/30),0) * CFrame.Angles(0,math.pi/2,0) * CFrame.Angles(((math.pi/1.5)-(15/7))+(i/7),0,0)
wait(0.012)
end
Spanner.Motor.Part0 = Torsoz
Spanner.Motor.C0 = CFrame.new(1.06,-1.15,0) * CFrame.Angles(math.pi/4,0,0)
elseif Type == "Crowbar" then
Joint1.MaxVelocity = 0.14
Joint1.DesiredAngle = math.pi+0.2
for i = 1, 20 do
Crowbar.Motor.C0 = CFrame.new(0,-1,0) * CFrame.Angles(0,((math.pi*4.5)/20)*i,0)
wait(0.017)
end
Crowbar.Motor.Part0 = Torsoz
Crowbar.Motor.C0 = CFrame.new(0,-0.3,0.5) * CFrame.Angles(math.pi/2,math.pi-0.4,0)
Joint1.MaxVelocity = 0.28
Joint1.DesiredAngle = 0
wait(0.4)
end
for i, v in pairs(Torsoz:children()) do
if v.className == "Motor" and v.Name == "RightTop" then
v:remove()
end
end
RS.Part0 = Torsoz
RS.Part1 = RA
RS.Parent = Torsoz
Animating = false
end
bin.Selected:connect(function(mouse)
mouse.Icon = "rbxasset://textures\\GunCursor.png"
mouse.Button1Down:connect(function() onButton1Down(mouse) end)
mouse.Button1Up:connect(function() onButton1Up() end)
mouse.KeyDown:connect(function(key) onKeyDown(key, mouse) end)
GUI("Show")
if Animating == true then
while Animating == true do
wait()
end
end
Equip()
if players.LocalPlayer.PlayerGui:findFirstChild("StatsGui") == nil then
GUI("Show")
end
end)
bin.Deselected:connect(function()
if Animating == true then
while Animating == true do
wait()
end
end
Unequip()
Stand()
Build(char.Stats.Team.Value)
GUI("Hide")
end)
local NUUUM = 0
while true do
for i, v in pairs(HealthPacks) do
if v.className == "Model" then
UpdateHealthBox(v)
if v:findFirstChild("Center") ~= nil then
for _, vv in pairs(workspace:children()) do
if vv:findFirstChild("Stats") ~= nil and vv:findFirstChild("Humanoid") ~= nil and vv:findFirstChild("Torso") ~= nil then
if (v:findFirstChild("Center").Position - vv:findFirstChild("Torso").Position).magnitude < 2.3 then
if vv:findFirstChild("Stats").Team.Value == char:findFirstChild("Stats").Team.Value then
v:remove()
table.remove(HealthPacks, i)
vv:findFirstChild("Humanoid").Health = vv:findFirstChild("Humanoid").Health + 28
break
end
end
end
end
UpdateGui()
end
end
end
if NUUUM%12 == 0 then
for i, v in pairs(GuiTable) do
if v.className == "TextLabel" or v.className == "TextButton" then
v.TextStrokeColor3 = BrickColor.new(char.Stats.Team.Value).Color
v.TextColor = BrickColor.new("White")
end
end
end
NUUUM = NUUUM + 1
wait(0.03)
end
--mediafire gtfo password |
--[[-----------------------------------------------------------------------
* | Copyright (C) Shaobo Wan (Tinywan)
* |------------------------------------------------------------------------
* | Author: Tinywan
* | Date Time : 2019/5/28 16:25
* | Email: Overcome.wan@Gmail.com
* |------------------------------------------------------------------------
--]]
-- redis config
local redis = require "resty.redis"
local red = redis:new()
-- 容器内部
-- local ok, err = red:connect("172.19.0.2", 6379)
local ok, err = red:connect("dnmp-redis-v2", 6379)
-- 通过宿主机链接
-- local ok, err = red:connect("172.19.0.1", 6379)
-- local ok, err = red:connect("dnmp-redis-v1", 6379)
if not ok then
ngx.say("failed to connect1: ", err)
return
end
ok, err = red:set("dog", "an animal1")
if not ok then
ngx.say("failed to set dog: ", err)
return
end
ngx.say("set result: ", ok)
local res, err = red:get("dog")
if not res then
ngx.say("failed to get dog: ", err)
return
end
if res == ngx.null then
ngx.say("dog not found.")
return
end
ngx.say("dog: ", res)
|
return {
id = "FUYINGYINGHUA3",
mode = 2,
once = true,
fadeType = 1,
fadein = 1.5,
scripts = {
{
expression = 4,
side = 2,
actor = 306070,
nameColor = "#a9f548",
dir = 1,
say = "诸位,请留步。",
bgm = "story-4",
typewriter = {
speed = 0.05,
speedUp = 0.01
},
painting = {
alpha = 0.3,
time = 1
}
},
{
actor = 307010,
side = 2,
nameColor = "#a9f548",
dir = 1,
say = "哦?迎接的人是{namecode:179}么?",
typewriter = {
speed = 0.05,
speedUp = 0.01
},
painting = {
alpha = 0.3,
time = 1
}
},
{
expression = 5,
nameColor = "#a9f548",
side = 2,
actor = 306070,
dir = 1,
say = "好久不见,{namecode:91}大人,{namecode:92}大人。",
typewriter = {
speed = 0.05,
speedUp = 0.01
},
painting = {
alpha = 0.3,
time = 1
}
},
{
actor = 307020,
side = 2,
nameColor = "#a9f548",
dir = 1,
say = "天宇启户祭的规矩我们都明白。寒暄一会再说,按流程开始演武吧,代主祭。",
typewriter = {
speed = 0.05,
speedUp = 0.01
},
painting = {
alpha = 0.3,
time = 1
}
},
{
actor = 307010,
side = 2,
nameColor = "#a9f548",
dir = 1,
say = "呵呵,一上来就是主菜吗?{namecode:179}可比看起来难对付很多,大家不要轻敌哦~",
typewriter = {
speed = 0.05,
speedUp = 0.01
},
painting = {
alpha = 0.3,
time = 1
}
},
{
expression = 4,
nameColor = "#a9f548",
side = 2,
actor = 306070,
dir = 1,
say = "…向神明展现勇武,向神明纳奉才智,向神明给予信仰!",
typewriter = {
speed = 0.05,
speedUp = 0.01
},
painting = {
alpha = 0.3,
time = 1
}
},
{
expression = 4,
nameColor = "#a9f548",
side = 2,
actor = 306070,
dir = 1,
say = "{namecode:179}号航空母舰,参上!",
typewriter = {
speed = 0.05,
speedUp = 0.01
},
painting = {
alpha = 0.3,
time = 1
}
}
}
}
|
resource_manifest_version '44febabe-d386-4d18-afbe-5e627f4af937'
description 'ESX Borrmaskin'
server_scripts {
'server/main.lua'
}
client_scripts {
'client/main.lua'
} |
VIRUS.Name = "Malaria"
VIRUS.Chance = 60
VIRUS.Infectious = true
VIRUS.Nausea = true
VIRUS.Vomiting = true
VIRUS.Diarrhea = true
VIRUS.Weakness = true
VIRUS.Cold = true |
AddCSLuaFile("shared.lua")
AddCSLuaFile("cl_init.lua")
include("shared.lua")
function ENT:Initialize()
self:SetModel("models/blues_pharm/book.mdl")
self:PhysicsInit( SOLID_VPHYSICS )
self:SetMoveType( MOVETYPE_VPHYSICS )
self:SetSolid( SOLID_VPHYSICS )
local physics = self:GetPhysicsObject()
if (physics:IsValid()) then
physics:Wake()
end
self:SetUseType(SIMPLE_USE)
--Stores the next CurTime that they can reset angles to prevent spam
self.angleResetCooldown = 0
--Allow destuction
self:SetHealth(25)
end
function ENT:Use(act, caller)
--Shift + E = Upright
if caller:KeyDown(IN_SPEED) and self.angleResetCooldown < CurTime() then
self:SetAngles(Angle(0,caller:GetAngles().y + 180,0))
self.angleResetCooldown = CurTime() + 1
self:GetPhysicsObject():Wake()
else
net.Start("BLUES_PHARMA_OPEN_BOOK")
net.Send(caller)
end
end |
local map = vim.api.nvim_set_keymap
map('n', '<Space>cf', '<cmd>Clap files<cr>', { noremap = true, silent = true })
map('n', '<Space>cg', '<cmd>Clap grep<cr>', { noremap = true, silent = true })
map('n', '<Space>cd', '<cmd>Clap grep ++query=<cword><cr>', { noremap = true, silent = true })
map('n', '<Space>cb', '<cmd>Clap buffers<cr>', { noremap = true, silent = true })
|
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Code, data for a expandable (horizontally) titlebar
--
-- Broken off from interface_util.lua for better encapsulation
-- fnSetSize for a TitleBar's Skin. Pulled out so its
-- implementation could be properly shared (refcounted) among all
-- instances. Bugs: 32x32 is the smallest size possible
function TitleBarSkin_fnSetSize(this,w,h)
-- Massive duplication. Sorry. :(
local x1 = (w * -0.5)
local x2 = x1 + 64
local x3 = (w * 0.5) - 32
local x4 = x3 + 32
IFImage_fnSetTexturePos(this.ChunkL ,x1 ,-16,x2+1,16)
IFImage_fnSetTexturePos(this.ChunkC ,x2-1,-16,x3,16) -- slightly overlap to avoid gap
IFImage_fnSetTexturePos(this.ChunkR ,x3 ,-16,x4,16)
end
-- fnSelect for a TitleBar's Skin. Pulled out so its
-- implementation could be properly shared (refcounted) among all
-- instances
function TitleBarSkin_fnSelect(this,NewTexture,NewAlpha)
IFImage_fnSetTexture(this.ChunkL,NewTexture,NewAlpha)
IFImage_fnSetTexture(this.ChunkC,NewTexture,NewAlpha)
IFImage_fnSetTexture(this.ChunkR,NewTexture,NewAlpha)
end
-- fnSetSize for a TitleBar's Label. Pulled out so its
-- implementation could be properly shared (refcounted) among all
-- instances
function TitleBarLabel_fnSetSize(this,w,h)
this.label.x = w * -0.5
this.label.y = h * -0.5
this.label.textw = w
this.label.texth = h
end
function TitleBarLabel_fnSetString(this,str)
IFText_fnSetString(this.labels.label,str)
end
function TitleBarLabel_fnSetUString(this,str)
IFText_fnSetUString(this.labels.label,str)
end
function TitleBarLabel_fnHilight(this,on,fDt,w,h)
if(on) then
-- gButton_CurSizeAdd = gButton_CurSizeAdd + fDt * gButton_CurDir
-- if(gButton_CurSizeAdd > 1) then
-- gButton_CurSizeAdd = 1
-- gButton_CurDir = -math.abs(gButton_CurDir)
-- elseif (gButton_CurSizeAdd < 0.3) then
-- gButton_CurSizeAdd = 0.3
-- gButton_CurDir = math.abs(gButton_CurDir)
-- end
-- Shell has label2 background text. Game doesn't. Blink one of them
IFObj_fnSetAlpha(this.label,gButton_CurSizeAdd)
end
end
function TitleBarSkin_fnHilight(this,on,fDt,w,h)
TitleBarSkin_fnSetSize(this,w,h) -- Off? Revert to standard size.
end
function NewIFTitleBar(Template)
local temp = Template
temp.skin = NewIFContainer {
ZPos = 140, -- Text will be at 128 by default, be a bit behind it
-- 8 chunks for the pieces of the texture. Note: no texture is specified,
-- as that's done in fnSelect
ChunkL = NewIFImage { texture = "titlebar_l", uvs_l = 0.0, uvs_r = 1.0, uvs_t = 0.00, uvs_b = 1.00, inert_all = 1, ZPos = 190},
ChunkC = NewIFImage { texture = "titlebar_r", uvs_l = 0.0, uvs_r = 0.5, uvs_t = 0.00, uvs_b = 1.00, inert_all = 1, ZPos = 190},
ChunkR = NewIFImage { texture = "titlebar_r", uvs_l = 0.5, uvs_r = 1.0, uvs_t = 0.00, uvs_b = 1.00, inert_all = 1, ZPos = 190},
} -- end of skin
if(Template.yFlip) then
temp.skin.ChunkL.uvs_t,temp.skin.ChunkL.uvs_b = temp.skin.ChunkL.uvs_b,temp.skin.ChunkL.uvs_t
temp.skin.ChunkR.uvs_t,temp.skin.ChunkR.uvs_b = temp.skin.ChunkR.uvs_b,temp.skin.ChunkR.uvs_t
Template.yFlip = nil
end
temp.labels = NewIFContainer {
y = -2,
label = NewIFText {
valign = "vcenter",
inert_all = 1,
font = Template.font,
-- ColorR = 255, ColorG = 255, ColorB = 255,
}, -- end of label
}
local Width = Template.width or 200
TitleBarSkin_fnSetSize(temp.skin,Width,32)
TitleBarLabel_fnSetSize(temp.labels,Width,32)
if(Template.string) then
TitleBarLabel_fnSetString(temp,Template.string)
Template.string = nil
end
if(Template.ustring) then
TitleBarLabel_fnSetUString(temp,Template.ustring)
Template.ustring = nil
end
-- Make a button from this expanded template
return NewIFContainer(temp)
end
|
--------------------------------
-- @module EventKeyboard
-- @extend Event
-- @parent_module cc
--------------------------------
-- Constructor.<br>
-- param keyCode A given keycode.<br>
-- param isPressed True if the key is pressed.<br>
-- js ctor
-- @function [parent=#EventKeyboard] EventKeyboard
-- @param self
-- @param #int keyCode
-- @param #bool isPressed
-- @return EventKeyboard#EventKeyboard self (return value: cc.EventKeyboard)
return nil
|
local filter = EasyDestroyFilterCriteria:New("Ignore BOE Items By Quality", "boequality", 65)
function filter:GetItemInfo(itemLink, bag, slot)
local itemLoc = ItemLocation:CreateFromBagAndSlot(bag, slot)
local isBound = C_Item.IsBound(itemLoc)
return isBound
end
-- There's no reason a filter should show up more than once
-- So we can treat it as a singleton and just use this to
-- get any previous creations of the filter frame, or
-- create it if it's not yet been made
function filter:Initialize()
-- We create the frame here, we'll leave the details on size/anchors to the Filters window.
self.frame = self.frame or CreateFrame("Frame", "EDFilterSoulbound", self.parent, "EasyDestroyRarityFilter")
self.frame.label:SetText( self.name )
self.frame.common:SetLabel("|c11ffffff" .. "Common" .. "|r")
self.frame.rare:SetLabel("|c110070dd" .. "Rare" .. "|r")
self.frame.uncommon:SetLabel("|c111eff00" .. "Uncommon" .. "|r")
self.frame.epic:SetLabel("|c11a335ee" .. "Epic" .. "|r")
self.frame:Hide()
self.scripts.OnClick = { self.frame.common, self.frame.uncommon, self.frame.rare, self.frame.epic }
end
-- check input vs item values
function filter:Check(inputquality, item)
if filter.frame then
local itemquality = item.quality
local itembound = item.boequality
local bindtype = item.bindtype
if bindtype == LE_ITEM_BIND_ON_EQUIP then
if tContains(inputquality, itemquality) and not(itembound) then
return false
end
end
end
return true
end
function filter:Blacklist(inputquality, item)
if filter.frame then
local itemquality = item.quality
local itembound = item.boequality
local bindtype = item.bindtype
if bindtype == LE_ITEM_BIND_ON_EQUIP then
if tContains(inputquality, itemquality) and not(itembound) then
return true
end
end
end
return false
end
function filter:GetRarityChecked(rarityType)
rarityType = string.lower(rarityType)
if self.frame then
if self.frame[rarityType] then
if self.frame[rarityType]:GetChecked() then
return true
end
end
return false
end
return nil
end
function filter:GetValues()
if self.frame then
local quality = {}
for key, value in pairs(Enum.ItemQuality) do
if self:GetRarityChecked(key) then
tinsert(quality, value)
end
end
if next(quality) == nil then
return nil
else
return quality
end
end
return nil
end
function filter:SetValues(values)
if self.frame and values ~= nil then
for iqname, iqvalue in pairs(Enum.ItemQuality) do
if tContains(values, iqvalue) then
local quality = string.lower(iqname)
if self.frame[quality] then
self.frame[quality]:SetChecked(true)
end
end
end
end
end
function filter:Clear()
if self.frame then
for iqname, iqvalue in pairs(Enum.ItemQuality) do
local quality = string.lower(iqname)
if self.frame[quality] then
self.frame[quality]:SetChecked(false)
end
end
end
end
EasyDestroy.Filters.RegisterCriteria(filter) |
--
-- Created by IntelliJ IDEA.
-- User: kavraham
-- Date: 2/9/2016
-- Time: 9:56 AM
-- To change this template use File | Settings | File Templates.
--
local windowsOS = {}
local _helper = require('pluginHelper')
local apacheProperties = {}
local apache_exe_path = nil
local apache_root_directory = nil
local serverVersion = nil
local serverArchitecture = nil
local serverConfigFile = nil
local serverConfigFilePath = nil
local fileLocation = "http://vw-tlv-ad-qa18/Apache/"
local downloadFileDestination = "C:/tmp/Apache/"
local installFileDestination = "C:/tmp/Apache/"
local fileNameApache22_64bit = "Apache22Win64bit.zip"
local fileNameApache24_64bit = "Apache24Win64bit.zip"
local fileNameApache22_32bit = "Apache22Win32bit.zip"
local fileNameApache24_32bit = "Apache24Win32bit.zip"
local confFileNameApache22 = "bmc-aeuem-apache22.conf"
local confFileNameApache24 = "bmc-aeuem-apache24.conf"
local function execute()
if (_helper.isSupportedWinOSVersion() and _helper.is64BitWinOSVersion()) then
apache_exe_path = _helper.get_win_binary_path()
apache_root_directory = _helper.get_win_apache_root_directory(apache_exe_path)
apacheProperties = _helper.get_win_apache_properties(apache_exe_path)
serverVersion = apacheProperties["serverVersion"]
serverArchitecture = apacheProperties["serverArchitecture"]
serverConfigFile = apacheProperties["serverConfigFile"]
serverConfigFilePath = apache_root_directory..serverConfigFile
local downloadFileName = nil
local confFileName = nil
if(string.find(serverVersion, "2.4.")) then
confFileName = confFileNameApache24
if(serverArchitecture == "64") then
downloadFileName = fileNameApache24_64bit
else
downloadFileName = fileNameApache24_32bit
end
elseif (string.find(serverVersion, "2.2.")) then
confFileName = confFileNameApache22
if(serverArchitecture == "64") then
downloadFileName = fileNameApache22_64bit
else
downloadFileName = fileNameApache22_32bit
end
end
_helper.downloadFile(fileLocation, downloadFileDestination, downloadFileName)
_helper.Extract(downloadFileDestination, downloadFileName, installFileDestination)
_helper.updateModuleConfFile(confFileName, installFileDestination)
_helper.createBackupHttpdConfFile(serverConfigFilePath)
_helper.updateHttpdConfFile(serverConfigFilePath, installFileDestination..confFileName)
print(_helper.winApacheRestart(apache_root_directory))
end
end
windowsOS.execute = execute
return windowsOS
|
Network:Subscribe( 'DamageObject', function( WNO, sender )
if not sender or not IsValid( sender ) then return end
if not WNO or not IsValid( WNO ) then return end
local obj = IM.items_id[WNO:GetId()]
if not obj then return end
-- if you tracked player ammo server side, you would do
-- an ammo check here to verify the player has ammo
-- to cause damage to the object.
obj:Damage( sender )
end )
-- if you wanted to track player accuracy
-- Network:Subscribe( 'BulletMissed', BulletMissed ) |
--
-- MobDebug -- Lua remote debugger
-- Copyright 2011-15 Paul Kulchenko
-- Based on RemDebug 1.0 Copyright Kepler Project 2005
--
-- use loaded modules or load explicitly on those systems that require that
local require = require
local io = io or require "io"
local table = table or require "table"
local string = string or require "string"
local coroutine = coroutine or require "coroutine"
local debug = require "debug"
-- protect require "os" as it may fail on embedded systems without os module
local os = os or (function(module)
local ok, res = pcall(require, module)
return ok and res or nil
end)("os")
local mobdebug = {
_NAME = "mobdebug",
_VERSION = "0.64",
_COPYRIGHT = "Paul Kulchenko",
_DESCRIPTION = "Mobile Remote Debugger for the Lua programming language",
port = os and os.getenv and tonumber((os.getenv("MOBDEBUG_PORT"))) or 8172,
checkcount = 200,
yieldtimeout = 0.02, -- yield timeout (s)
connecttimeout = 2, -- connect timeout (s)
}
local HOOKMASK = "lcr"
local error = error
local getfenv = getfenv
local setfenv = setfenv
local loadstring = loadstring or load -- "load" replaced "loadstring" in Lua 5.2
local pairs = pairs
local setmetatable = setmetatable
local tonumber = tonumber
local unpack = table.unpack or unpack
local rawget = rawget
local gsub, sub, find = string.gsub, string.sub, string.find
-- if strict.lua is used, then need to avoid referencing some global
-- variables, as they can be undefined;
-- use rawget to avoid complaints from strict.lua at run-time.
-- it's safe to do the initialization here as all these variables
-- should get defined values (if any) before the debugging starts.
-- there is also global 'wx' variable, which is checked as part of
-- the debug loop as 'wx' can be loaded at any time during debugging.
local genv = _G or _ENV
local jit = rawget(genv, "jit")
local MOAICoroutine = rawget(genv, "MOAICoroutine")
-- ngx_lua debugging requires a special handling as its coroutine.*
-- methods use a different mechanism that doesn't allow resume calls
-- from debug hook handlers.
-- Instead, the "original" coroutine.* methods are used.
-- `rawget` needs to be used to protect against `strict` checks, but
-- ngx_lua hides those in a metatable, so need to use that.
local metagindex = getmetatable(genv) and getmetatable(genv).__index
local ngx = type(metagindex) == "table" and metagindex.rawget and metagindex:rawget("ngx") or nil
local corocreate = ngx and coroutine._create or coroutine.create
local cororesume = ngx and coroutine._resume or coroutine.resume
local coroyield = ngx and coroutine._yield or coroutine.yield
local corostatus = ngx and coroutine._status or coroutine.status
local corowrap = coroutine.wrap
if not setfenv then -- Lua 5.2+
-- based on http://lua-users.org/lists/lua-l/2010-06/msg00314.html
-- this assumes f is a function
local function findenv(f)
local level = 1
repeat
local name, value = debug.getupvalue(f, level)
if name == '_ENV' then return level, value end
level = level + 1
until name == nil
return nil end
getfenv = function (f) return(select(2, findenv(f)) or _G) end
setfenv = function (f, t)
local level = findenv(f)
if level then debug.setupvalue(f, level, t) end
return f end
end
-- check for OS and convert file names to lower case on windows
-- (its file system is case insensitive, but case preserving), as setting a
-- breakpoint on x:\Foo.lua will not work if the file was loaded as X:\foo.lua.
-- OSX and Windows behave the same way (case insensitive, but case preserving).
-- OSX can be configured to be case-sensitive, so check for that. This doesn't
-- handle the case of different partitions having different case-sensitivity.
local win = os and os.getenv and (os.getenv('WINDIR') or (os.getenv('OS') or ''):match('[Ww]indows')) and true or false
local mac = not win and (os and os.getenv and os.getenv('DYLD_LIBRARY_PATH') or not io.open("/proc")) and true or false
local iscasepreserving = win or (mac and io.open('/library') ~= nil)
-- turn jit off based on Mike Pall's comment in this discussion:
-- http://www.freelists.org/post/luajit/Debug-hooks-and-JIT,2
-- "You need to turn it off at the start if you plan to receive
-- reliable hook calls at any later point in time."
if jit and jit.off then jit.off() end
local socket = require "socket"
local coro_debugger
local coro_debugee
local coroutines = {}; setmetatable(coroutines, {__mode = "k"}) -- "weak" keys
local events = { BREAK = 1, WATCH = 2, RESTART = 3, STACK = 4 }
local breakpoints = {}
local watches = {}
local lastsource
local lastfile
local watchescnt = 0
local abort -- default value is nil; this is used in start/loop distinction
local seen_hook = false
local checkcount = 0
local step_into = false
local step_over = false
local step_level = 0
local stack_level = 0
local server
local buf
local outputs = {}
local iobase = {print = print}
local basedir = ""
local deferror = "execution aborted at default debugee"
local debugee = function ()
local a = 1
for _ = 1, 10 do a = a + 1 end
error(deferror)
end
local function q(s) return string.gsub(s, '([%(%)%.%%%+%-%*%?%[%^%$%]])','%%%1') end
local serpent = (function() ---- include Serpent module for serialization
local n, v = "serpent", 0.285 -- (C) 2012-15 Paul Kulchenko; MIT License
local c, d = "Paul Kulchenko", "Lua serializer and pretty printer"
local snum = {[tostring(1/0)]='1/0 --[[math.huge]]',[tostring(-1/0)]='-1/0 --[[-math.huge]]',[tostring(0/0)]='0/0'}
local badtype = {thread = true, userdata = true, cdata = true}
local getmetatable = debug and debug.getmetatable or getmetatable
local keyword, globals, G = {}, {}, (_G or _ENV)
for _,k in ipairs({'and', 'break', 'do', 'else', 'elseif', 'end', 'false',
'for', 'function', 'goto', 'if', 'in', 'local', 'nil', 'not', 'or', 'repeat',
'return', 'then', 'true', 'until', 'while'}) do keyword[k] = true end
for k,v in pairs(G) do globals[v] = k end -- build func to name mapping
for _,g in ipairs({'coroutine', 'debug', 'io', 'math', 'string', 'table', 'os'}) do
for k,v in pairs(type(G[g]) == 'table' and G[g] or {}) do globals[v] = g..'.'..k end end
local function s(t, opts)
local name, indent, fatal, maxnum = opts.name, opts.indent, opts.fatal, opts.maxnum
local sparse, custom, huge = opts.sparse, opts.custom, not opts.nohuge
local space, maxl = (opts.compact and '' or ' '), (opts.maxlevel or math.huge)
local iname, comm = '_'..(name or ''), opts.comment and (tonumber(opts.comment) or math.huge)
local numformat = opts.numformat or "%.17g"
local seen, sref, syms, symn = {}, {'local '..iname..'={}'}, {}, 0
local function gensym(val) return '_'..(tostring(tostring(val)):gsub("[^%w]",""):gsub("(%d%w+)",
-- tostring(val) is needed because __tostring may return a non-string value
function(s) if not syms[s] then symn = symn+1; syms[s] = symn end return tostring(syms[s]) end)) end
local function safestr(s) return type(s) == "number" and tostring(huge and snum[tostring(s)] or numformat:format(s))
or type(s) ~= "string" and tostring(s) -- escape NEWLINE/010 and EOF/026
or ("%q"):format(s):gsub("\010","n"):gsub("\026","\\026") end
local function comment(s,l) return comm and (l or 0) < comm and ' --[['..select(2, pcall(tostring, s))..']]' or '' end
local function globerr(s,l) return globals[s] and globals[s]..comment(s,l) or not fatal
and safestr(select(2, pcall(tostring, s))) or error("Can't serialize "..tostring(s)) end
local function safename(path, name) -- generates foo.bar, foo[3], or foo['b a r']
local n = name == nil and '' or name
local plain = type(n) == "string" and n:match("^[%l%u_][%w_]*$") and not keyword[n]
local safe = plain and n or '['..safestr(n)..']'
return (path or '')..(plain and path and '.' or '')..safe, safe end
local alphanumsort = type(opts.sortkeys) == 'function' and opts.sortkeys or function(k, o, n) -- k=keys, o=originaltable, n=padding
local maxn, to = tonumber(n) or 12, {number = 'a', string = 'b'}
local function padnum(d) return ("%0"..tostring(maxn).."d"):format(tonumber(d)) end
table.sort(k, function(a,b)
-- sort numeric keys first: k[key] is not nil for numerical keys
return (k[a] ~= nil and 0 or to[type(a)] or 'z')..(tostring(a):gsub("%d+",padnum))
< (k[b] ~= nil and 0 or to[type(b)] or 'z')..(tostring(b):gsub("%d+",padnum)) end) end
local function val2str(t, name, indent, insref, path, plainindex, level)
local ttype, level, mt = type(t), (level or 0), getmetatable(t)
local spath, sname = safename(path, name)
local tag = plainindex and
((type(name) == "number") and '' or name..space..'='..space) or
(name ~= nil and sname..space..'='..space or '')
if seen[t] then -- already seen this element
sref[#sref+1] = spath..space..'='..space..seen[t]
return tag..'nil'..comment('ref', level) end
-- protect from those cases where __tostring may fail
if type(mt) == 'table' and pcall(function() return mt.__tostring and mt.__tostring(t) end)
and (mt.__serialize or mt.__tostring) then -- knows how to serialize itself
seen[t] = insref or spath
if mt.__serialize then t = mt.__serialize(t) else t = tostring(t) end
ttype = type(t) end -- new value falls through to be serialized
if ttype == "table" then
if level >= maxl then return tag..'{}'..comment('max', level) end
seen[t] = insref or spath
if next(t) == nil then return tag..'{}'..comment(t, level) end -- table empty
local maxn, o, out = math.min(#t, maxnum or #t), {}, {}
for key = 1, maxn do o[key] = key end
if not maxnum or #o < maxnum then
local n = #o -- n = n + 1; o[n] is much faster than o[#o+1] on large tables
for key in pairs(t) do if o[key] ~= key then n = n + 1; o[n] = key end end end
if maxnum and #o > maxnum then o[maxnum+1] = nil end
if opts.sortkeys and #o > maxn then alphanumsort(o, t, opts.sortkeys) end
local sparse = sparse and #o > maxn -- disable sparsness if only numeric keys (shorter output)
for n, key in ipairs(o) do
local value, ktype, plainindex = t[key], type(key), n <= maxn and not sparse
if opts.valignore and opts.valignore[value] -- skip ignored values; do nothing
or opts.keyallow and not opts.keyallow[key]
or opts.keyignore and opts.keyignore[key]
or opts.valtypeignore and opts.valtypeignore[type(value)] -- skipping ignored value types
or sparse and value == nil then -- skipping nils; do nothing
elseif ktype == 'table' or ktype == 'function' or badtype[ktype] then
if not seen[key] and not globals[key] then
sref[#sref+1] = 'placeholder'
local sname = safename(iname, gensym(key)) -- iname is table for local variables
sref[#sref] = val2str(key,sname,indent,sname,iname,true) end
sref[#sref+1] = 'placeholder'
local path = seen[t]..'['..tostring(seen[key] or globals[key] or gensym(key))..']'
sref[#sref] = path..space..'='..space..tostring(seen[value] or val2str(value,nil,indent,path))
else
out[#out+1] = val2str(value,key,indent,insref,seen[t],plainindex,level+1)
end
end
local prefix = string.rep(indent or '', level)
local head = indent and '{\n'..prefix..indent or '{'
local body = table.concat(out, ','..(indent and '\n'..prefix..indent or space))
local tail = indent and "\n"..prefix..'}' or '}'
return (custom and custom(tag,head,body,tail) or tag..head..body..tail)..comment(t, level)
elseif badtype[ttype] then
seen[t] = insref or spath
return tag..globerr(t, level)
elseif ttype == 'function' then
seen[t] = insref or spath
local ok, res = pcall(string.dump, t)
local func = ok and ((opts.nocode and "function() --[[..skipped..]] end" or
"((loadstring or load)("..safestr(res)..",'@serialized'))")..comment(t, level))
return tag..(func or globerr(t, level))
else return tag..safestr(t) end -- handle all other types
end
local sepr = indent and "\n" or ";"..space
local body = val2str(t, name, indent) -- this call also populates sref
local tail = #sref>1 and table.concat(sref, sepr)..sepr or ''
local warn = opts.comment and #sref>1 and space.."--[[incomplete output with shared/self-references skipped]]" or ''
return not name and body..warn or "do local "..body..sepr..tail.."return "..name..sepr.."end"
end
local function deserialize(data, opts)
local env = (opts and opts.safe == false) and G
or setmetatable({}, {
__index = function(t,k) return t end,
__call = function(t,...) error("cannot call functions") end
})
local f, res = (loadstring or load)('return '..data, nil, nil, env)
if not f then f, res = (loadstring or load)(data, nil, nil, env) end
if not f then return f, res end
if setfenv then setfenv(f, env) end
return pcall(f)
end
local function merge(a, b) if b then for k,v in pairs(b) do a[k] = v end end; return a; end
return { _NAME = n, _COPYRIGHT = c, _DESCRIPTION = d, _VERSION = v, serialize = s,
load = deserialize,
dump = function(a, opts) return s(a, merge({name = '_', compact = true, sparse = true}, opts)) end,
line = function(a, opts) return s(a, merge({sortkeys = true, comment = true}, opts)) end,
block = function(a, opts) return s(a, merge({indent = ' ', sortkeys = true, comment = true}, opts)) end }
end)() ---- end of Serpent module
mobdebug.line = serpent.line
mobdebug.dump = serpent.dump
mobdebug.linemap = nil
mobdebug.loadstring = loadstring
local function removebasedir(path, basedir)
if iscasepreserving then
-- check if the lowercased path matches the basedir
-- if so, return substring of the original path (to not lowercase it)
return path:lower():find('^'..q(basedir:lower()))
and path:sub(#basedir+1) or path
else
return string.gsub(path, '^'..q(basedir), '')
end
end
local function stack(start)
local function vars(f)
local func = debug.getinfo(f, "f").func
local i = 1
local locals = {}
-- get locals
while true do
local name, value = debug.getlocal(f, i)
if not name then break end
if string.sub(name, 1, 1) ~= '(' then locals[name] = {value, tostring(value)} end
i = i + 1
end
-- get varargs (these use negative indices)
i = 1
while true do
local name, value = debug.getlocal(f, -i)
-- `not name` should be enough, but LuaJIT 2.0.0 incorrectly reports `(*temporary)` names here
if not name or name ~= "(*vararg)" then break end
locals[name:gsub("%)$"," "..i..")")] = {value, tostring(value)}
i = i + 1
end
-- get upvalues
i = 1
local ups = {}
while func do -- check for func as it may be nil for tail calls
local name, value = debug.getupvalue(func, i)
if not name then break end
ups[name] = {value, tostring(value)}
i = i + 1
end
return locals, ups
end
local stack = {}
local linemap = mobdebug.linemap
for i = (start or 0), 100 do
local source = debug.getinfo(i, "Snl")
if not source then break end
local src = source.source
if src:find("@") == 1 then
src = src:sub(2):gsub("\\", "/")
if src:find("%./") == 1 then src = src:sub(3) end
end
table.insert(stack, { -- remove basedir from source
{source.name, removebasedir(src, basedir),
linemap and linemap(source.linedefined, source.source) or source.linedefined,
linemap and linemap(source.currentline, source.source) or source.currentline,
source.what, source.namewhat, source.short_src},
vars(i+1)})
if source.what == 'main' then break end
end
return stack
end
local function set_breakpoint(file, line)
if file == '-' and lastfile then file = lastfile
elseif iscasepreserving then file = string.lower(file) end
if not breakpoints[line] then breakpoints[line] = {} end
breakpoints[line][file] = true
end
local function remove_breakpoint(file, line)
if file == '-' and lastfile then file = lastfile
elseif file == '*' and line == 0 then breakpoints = {}
elseif iscasepreserving then file = string.lower(file) end
if breakpoints[line] then breakpoints[line][file] = nil end
end
local function has_breakpoint(file, line)
return breakpoints[line]
and breakpoints[line][iscasepreserving and string.lower(file) or file]
end
local function restore_vars(vars)
if type(vars) ~= 'table' then return end
-- locals need to be processed in the reverse order, starting from
-- the inner block out, to make sure that the localized variables
-- are correctly updated with only the closest variable with
-- the same name being changed
-- first loop find how many local variables there is, while
-- the second loop processes them from i to 1
local i = 1
while true do
local name = debug.getlocal(3, i)
if not name then break end
i = i + 1
end
i = i - 1
local written_vars = {}
while i > 0 do
local name = debug.getlocal(3, i)
if not written_vars[name] then
if string.sub(name, 1, 1) ~= '(' then
debug.setlocal(3, i, rawget(vars, name))
end
written_vars[name] = true
end
i = i - 1
end
i = 1
local func = debug.getinfo(3, "f").func
while true do
local name = debug.getupvalue(func, i)
if not name then break end
if not written_vars[name] then
if string.sub(name, 1, 1) ~= '(' then
debug.setupvalue(func, i, rawget(vars, name))
end
written_vars[name] = true
end
i = i + 1
end
end
local function capture_vars(level)
local vars = {}
local func = debug.getinfo(level or 3, "f").func
local i = 1
while true do
local name, value = debug.getupvalue(func, i)
if not name then break end
if string.sub(name, 1, 1) ~= '(' then vars[name] = value end
i = i + 1
end
i = 1
while true do
local name, value = debug.getlocal(level or 3, i)
if not name then break end
if string.sub(name, 1, 1) ~= '(' then vars[name] = value end
i = i + 1
end
-- returned 'vars' table plays a dual role: (1) it captures local values
-- and upvalues to be restored later (in case they are modified in "eval"),
-- and (2) it provides an environment for evaluated chunks.
-- getfenv(func) is needed to provide proper environment for functions,
-- including access to globals, but this causes vars[name] to fail in
-- restore_vars on local variables or upvalues with `nil` values when
-- 'strict' is in effect. To avoid this `rawget` is used in restore_vars.
setmetatable(vars, { __index = getfenv(func), __newindex = getfenv(func) })
return vars
end
local function stack_depth(start_depth)
for i = start_depth, 0, -1 do
if debug.getinfo(i, "l") then return i+1 end
end
return start_depth
end
local function is_safe(stack_level)
-- the stack grows up: 0 is getinfo, 1 is is_safe, 2 is debug_hook, 3 is user function
if stack_level == 3 then return true end
for i = 3, stack_level do
-- return if it is not safe to abort
local info = debug.getinfo(i, "S")
if not info then return true end
if info.what == "C" then return false end
end
return true
end
local function in_debugger()
local this = debug.getinfo(1, "S").source
-- only need to check few frames as mobdebug frames should be close
for i = 3, 7 do
local info = debug.getinfo(i, "S")
if not info then return false end
if info.source == this then return true end
end
return false
end
local function is_pending(peer)
-- if there is something already in the buffer, skip check
if not buf and checkcount >= mobdebug.checkcount then
peer:settimeout(0) -- non-blocking
buf = peer:receive(1)
peer:settimeout() -- back to blocking
checkcount = 0
end
return buf
end
local function readnext(peer, num)
peer:settimeout(0) -- non-blocking
local res, err, partial = peer:receive(num)
peer:settimeout() -- back to blocking
return res or partial or '', err
end
local function handle_breakpoint(peer)
-- check if the buffer has the beginning of SETB/DELB command;
-- this is to avoid reading the entire line for commands that
-- don't need to be handled here.
if not buf or not (buf:sub(1,1) == 'S' or buf:sub(1,1) == 'D') then return end
-- check second character to avoid reading STEP or other S* and D* commands
if #buf == 1 then buf = buf .. readnext(peer, 1) end
if buf:sub(2,2) ~= 'E' then return end
-- need to read few more characters
buf = buf .. readnext(peer, 5-#buf)
if buf ~= 'SETB ' and buf ~= 'DELB ' then return end
local res, _, partial = peer:receive() -- get the rest of the line; blocking
if not res then
if partial then buf = buf .. partial end
return
end
local _, _, cmd, file, line = (buf..res):find("^([A-Z]+)%s+(.-)%s+(%d+)%s*$")
if cmd == 'SETB' then set_breakpoint(file, tonumber(line))
elseif cmd == 'DELB' then remove_breakpoint(file, tonumber(line))
else
-- this looks like a breakpoint command, but something went wrong;
-- return here to let the "normal" processing to handle,
-- although this is likely to not go well.
return
end
buf = nil
end
local function normalize_path(file)
local n
repeat
file, n = file:gsub("/+%.?/+","/") -- remove all `//` and `/./` references
until n == 0
-- collapse all up-dir references: this will clobber UNC prefix (\\?\)
-- and disk on Windows when there are too many up-dir references: `D:\foo\..\..\bar`;
-- handle the case of multiple up-dir references: `foo/bar/baz/../../../more`;
-- only remove one at a time as otherwise `../../` could be removed;
repeat
file, n = file:gsub("[^/]+/%.%./", "", 1)
until n == 0
-- there may still be a leading up-dir reference left (as `/../` or `../`); remove it
return (file:gsub("%.%./", "", 1))
end
local function debug_hook(event, line)
-- (1) LuaJIT needs special treatment. Because debug_hook is set for
-- *all* coroutines, and not just the one being debugged as in regular Lua
-- (http://lua-users.org/lists/lua-l/2011-06/msg00513.html),
-- need to avoid debugging mobdebug's own code as LuaJIT doesn't
-- always correctly generate call/return hook events (there are more
-- calls than returns, which breaks stack depth calculation and
-- 'step' and 'step over' commands stop working; possibly because
-- 'tail return' events are not generated by LuaJIT).
-- the next line checks if the debugger is run under LuaJIT and if
-- one of debugger methods is present in the stack, it simply returns.
if jit then
-- when luajit is compiled with LUAJIT_ENABLE_LUA52COMPAT,
-- coroutine.running() returns non-nil for the main thread.
local coro, main = coroutine.running()
if not coro or main then coro = 'main' end
local disabled = coroutines[coro] == false
or coroutines[coro] == nil and coro ~= (coro_debugee or 'main')
if coro_debugee and disabled or not coro_debugee and (disabled or in_debugger())
then return end
end
-- (2) check if abort has been requested and it's safe to abort
if abort and is_safe(stack_level) then error(abort) end
-- (3) also check if this debug hook has not been visited for any reason.
-- this check is needed to avoid stepping in too early
-- (for example, when coroutine.resume() is executed inside start()).
if not seen_hook and in_debugger() then return end
if event == "call" then
stack_level = stack_level + 1
elseif event == "return" or event == "tail return" then
stack_level = stack_level - 1
elseif event == "line" then
if mobdebug.linemap then
local ok, mappedline = pcall(mobdebug.linemap, line, debug.getinfo(2, "S").source)
if ok then line = mappedline end
if not line then return end
end
-- may need to fall through because of the following:
-- (1) step_into
-- (2) step_over and stack_level <= step_level (need stack_level)
-- (3) breakpoint; check for line first as it's known; then for file
-- (4) socket call (only do every Xth check)
-- (5) at least one watch is registered
if not (
step_into or step_over or breakpoints[line] or watchescnt > 0
or is_pending(server)
) then checkcount = checkcount + 1; return end
checkcount = mobdebug.checkcount -- force check on the next command
-- this is needed to check if the stack got shorter or longer.
-- unfortunately counting call/return calls is not reliable.
-- the discrepancy may happen when "pcall(load, '')" call is made
-- or when "error()" is called in a function.
-- in either case there are more "call" than "return" events reported.
-- this validation is done for every "line" event, but should be "cheap"
-- as it checks for the stack to get shorter (or longer by one call).
-- start from one level higher just in case we need to grow the stack.
-- this may happen after coroutine.resume call to a function that doesn't
-- have any other instructions to execute. it triggers three returns:
-- "return, tail return, return", which needs to be accounted for.
stack_level = stack_depth(stack_level+1)
local caller = debug.getinfo(2, "S")
-- grab the filename and fix it if needed
local file = lastfile
if (lastsource ~= caller.source) then
file, lastsource = caller.source, caller.source
-- technically, users can supply names that may not use '@',
-- for example when they call loadstring('...', 'filename.lua').
-- Unfortunately, there is no reliable/quick way to figure out
-- what is the filename and what is the source code.
-- If the name doesn't start with `@`, assume it's a file name if it's all on one line.
if find(file, "^@") or not find(file, "[\r\n]") then
file = gsub(gsub(file, "^@", ""), "\\", "/")
-- normalize paths that may include up-dir or same-dir references
-- if the path starts from the up-dir or reference,
-- prepend `basedir` to generate absolute path to keep breakpoints working.
-- ignore qualified relative path (`D:../`) and UNC paths (`\\?\`)
if find(file, "^%.%./") then file = basedir..file end
if find(file, "/%.%.?/") then file = normalize_path(file) end
-- need this conversion to be applied to relative and absolute
-- file names as you may write "require 'Foo'" to
-- load "foo.lua" (on a case insensitive file system) and breakpoints
-- set on foo.lua will not work if not converted to the same case.
if iscasepreserving then file = string.lower(file) end
if find(file, "^%./") then file = sub(file, 3)
else file = gsub(file, "^"..q(basedir), "") end
-- some file systems allow newlines in file names; remove these.
file = gsub(file, "\n", ' ')
else
file = mobdebug.line(file)
end
-- set to true if we got here; this only needs to be done once per
-- session, so do it here to at least avoid setting it for every line.
seen_hook = true
lastfile = file
end
if is_pending(server) then handle_breakpoint(server) end
local vars, status, res
if (watchescnt > 0) then
vars = capture_vars()
for index, value in pairs(watches) do
setfenv(value, vars)
local ok, fired = pcall(value)
if ok and fired then
status, res = cororesume(coro_debugger, events.WATCH, vars, file, line, index)
break -- any one watch is enough; don't check multiple times
end
end
end
-- need to get into the "regular" debug handler, but only if there was
-- no watch that was fired. If there was a watch, handle its result.
local getin = (status == nil) and
(step_into
-- when coroutine.running() return `nil` (main thread in Lua 5.1),
-- step_over will equal 'main', so need to check for that explicitly.
or (step_over and step_over == (coroutine.running() or 'main') and stack_level <= step_level)
or has_breakpoint(file, line)
or is_pending(server))
if getin then
vars = vars or capture_vars()
step_into = false
step_over = false
status, res = cororesume(coro_debugger, events.BREAK, vars, file, line)
end
-- handle 'stack' command that provides stack() information to the debugger
if status and res == 'stack' then
while status and res == 'stack' do
-- resume with the stack trace and variables
if vars then restore_vars(vars) end -- restore vars so they are reflected in stack values
-- this may fail if __tostring method fails at run-time
local ok, snapshot = pcall(stack, ngx and 5 or 4)
status, res = cororesume(coro_debugger, ok and events.STACK or events.BREAK, snapshot, file, line)
end
end
-- need to recheck once more as resume after 'stack' command may
-- return something else (for example, 'exit'), which needs to be handled
if status and res and res ~= 'stack' then
if not abort and res == "exit" then mobdebug.onexit(1, true); return end
if not abort and res == "done" then mobdebug.done(); return end
abort = res
-- only abort if safe; if not, there is another (earlier) check inside
-- debug_hook, which will abort execution at the first safe opportunity
if is_safe(stack_level) then error(abort) end
elseif not status and res then
error(res, 2) -- report any other (internal) errors back to the application
end
if vars then restore_vars(vars) end
-- last command requested Step Over/Out; store the current thread
if step_over == true then step_over = coroutine.running() or 'main' end
end
end
local function stringify_results(status, ...)
if not status then return status, ... end -- on error report as it
local t = {...}
for i,v in pairs(t) do -- stringify each of the returned values
local ok, res = pcall(mobdebug.line, v, {nocode = true, comment = 1})
t[i] = ok and res or ("%q"):format(res):gsub("\010","n"):gsub("\026","\\026")
end
-- stringify table with all returned values
-- this is done to allow each returned value to be used (serialized or not)
-- intependently and to preserve "original" comments
return pcall(mobdebug.dump, t, {sparse = false})
end
local function isrunning()
return coro_debugger and (corostatus(coro_debugger) == 'suspended' or corostatus(coro_debugger) == 'running')
end
-- this is a function that removes all hooks and closes the socket to
-- report back to the controller that the debugging is done.
-- the script that called `done` can still continue.
local function done()
if not (isrunning() and server) then return end
if not jit then
for co, debugged in pairs(coroutines) do
if debugged then debug.sethook(co) end
end
end
debug.sethook()
server:close()
coro_debugger = nil -- to make sure isrunning() returns `false`
seen_hook = nil -- to make sure that the next start() call works
abort = nil -- to make sure that callback calls use proper "abort" value
end
local function debugger_loop(sev, svars, sfile, sline)
local command
local app, osname
local eval_env = svars or {}
local function emptyWatch () return false end
local loaded = {}
for k in pairs(package.loaded) do loaded[k] = true end
while true do
local line, err
local wx = rawget(genv, "wx") -- use rawread to make strict.lua happy
if (wx or mobdebug.yield) and server.settimeout then server:settimeout(mobdebug.yieldtimeout) end
while true do
line, err = server:receive()
if not line and err == "timeout" then
-- yield for wx GUI applications if possible to avoid "busyness"
app = app or (wx and wx.wxGetApp and wx.wxGetApp())
if app then
local win = app:GetTopWindow()
local inloop = app:IsMainLoopRunning()
osname = osname or wx.wxPlatformInfo.Get():GetOperatingSystemFamilyName()
if win and not inloop then
-- process messages in a regular way
-- and exit as soon as the event loop is idle
if osname == 'Unix' then wx.wxTimer(app):Start(10, true) end
local exitLoop = function()
win:Disconnect(wx.wxID_ANY, wx.wxID_ANY, wx.wxEVT_IDLE)
win:Disconnect(wx.wxID_ANY, wx.wxID_ANY, wx.wxEVT_TIMER)
app:ExitMainLoop()
end
win:Connect(wx.wxEVT_IDLE, exitLoop)
win:Connect(wx.wxEVT_TIMER, exitLoop)
app:MainLoop()
end
elseif mobdebug.yield then mobdebug.yield()
end
elseif not line and err == "closed" then
error("Debugger connection closed", 0)
else
-- if there is something in the pending buffer, prepend it to the line
if buf then line = buf .. line; buf = nil end
break
end
end
if server.settimeout then server:settimeout() end -- back to blocking
command = string.sub(line, string.find(line, "^[A-Z]+"))
if command == "SETB" then
local _, _, _, file, line = string.find(line, "^([A-Z]+)%s+(.-)%s+(%d+)%s*$")
if file and line then
set_breakpoint(file, tonumber(line))
server:send("200 OK\n")
else
server:send("400 Bad Request\n")
end
elseif command == "DELB" then
local _, _, _, file, line = string.find(line, "^([A-Z]+)%s+(.-)%s+(%d+)%s*$")
if file and line then
remove_breakpoint(file, tonumber(line))
server:send("200 OK\n")
else
server:send("400 Bad Request\n")
end
elseif command == "EXEC" then
local _, _, chunk = string.find(line, "^[A-Z]+%s+(.+)$")
if chunk then
local func, res = mobdebug.loadstring(chunk)
local status
if func then
setfenv(func, eval_env)
status, res = stringify_results(pcall(func))
end
if status then
if mobdebug.onscratch then mobdebug.onscratch(res) end
server:send("200 OK " .. tostring(#res) .. "\n")
server:send(res)
else
-- fix error if not set (for example, when loadstring is not present)
if not res then res = "Unknown error" end
server:send("401 Error in Expression " .. tostring(#res) .. "\n")
server:send(res)
end
else
server:send("400 Bad Request\n")
end
elseif command == "LOAD" then
local _, _, size, name = string.find(line, "^[A-Z]+%s+(%d+)%s+(%S.-)%s*$")
size = tonumber(size)
if abort == nil then -- no LOAD/RELOAD allowed inside start()
if size > 0 then server:receive(size) end
if sfile and sline then
server:send("201 Started " .. sfile .. " " .. tostring(sline) .. "\n")
else
server:send("200 OK 0\n")
end
else
-- reset environment to allow required modules to load again
-- remove those packages that weren't loaded when debugger started
for k in pairs(package.loaded) do
if not loaded[k] then package.loaded[k] = nil end
end
if size == 0 and name == '-' then -- RELOAD the current script being debugged
server:send("200 OK 0\n")
coroyield("load")
else
-- receiving 0 bytes blocks (at least in luasocket 2.0.2), so skip reading
local chunk = size == 0 and "" or server:receive(size)
if chunk then -- LOAD a new script for debugging
local func, res = mobdebug.loadstring(chunk, "@"..name)
if func then
server:send("200 OK 0\n")
debugee = func
coroyield("load")
else
server:send("401 Error in Expression " .. tostring(#res) .. "\n")
server:send(res)
end
else
server:send("400 Bad Request\n")
end
end
end
elseif command == "SETW" then
local _, _, exp = string.find(line, "^[A-Z]+%s+(.+)%s*$")
if exp then
local func, res = mobdebug.loadstring("return(" .. exp .. ")")
if func then
watchescnt = watchescnt + 1
local newidx = #watches + 1
watches[newidx] = func
server:send("200 OK " .. tostring(newidx) .. "\n")
else
server:send("401 Error in Expression " .. tostring(#res) .. "\n")
server:send(res)
end
else
server:send("400 Bad Request\n")
end
elseif command == "DELW" then
local _, _, index = string.find(line, "^[A-Z]+%s+(%d+)%s*$")
index = tonumber(index)
if index > 0 and index <= #watches then
watchescnt = watchescnt - (watches[index] ~= emptyWatch and 1 or 0)
watches[index] = emptyWatch
server:send("200 OK\n")
else
server:send("400 Bad Request\n")
end
elseif command == "RUN" then
server:send("200 OK\n")
local ev, vars, file, line, idx_watch = coroyield()
eval_env = vars
if ev == events.BREAK then
server:send("202 Paused " .. file .. " " .. tostring(line) .. "\n")
elseif ev == events.WATCH then
server:send("203 Paused " .. file .. " " .. tostring(line) .. " " .. tostring(idx_watch) .. "\n")
elseif ev == events.RESTART then
-- nothing to do
else
server:send("401 Error in Execution " .. tostring(#file) .. "\n")
server:send(file)
end
elseif command == "STEP" then
server:send("200 OK\n")
step_into = true
local ev, vars, file, line, idx_watch = coroyield()
eval_env = vars
if ev == events.BREAK then
server:send("202 Paused " .. file .. " " .. tostring(line) .. "\n")
elseif ev == events.WATCH then
server:send("203 Paused " .. file .. " " .. tostring(line) .. " " .. tostring(idx_watch) .. "\n")
elseif ev == events.RESTART then
-- nothing to do
else
server:send("401 Error in Execution " .. tostring(#file) .. "\n")
server:send(file)
end
elseif command == "OVER" or command == "OUT" then
server:send("200 OK\n")
step_over = true
-- OVER and OUT are very similar except for
-- the stack level value at which to stop
if command == "OUT" then step_level = stack_level - 1
else step_level = stack_level end
local ev, vars, file, line, idx_watch = coroyield()
eval_env = vars
if ev == events.BREAK then
server:send("202 Paused " .. file .. " " .. tostring(line) .. "\n")
elseif ev == events.WATCH then
server:send("203 Paused " .. file .. " " .. tostring(line) .. " " .. tostring(idx_watch) .. "\n")
elseif ev == events.RESTART then
-- nothing to do
else
server:send("401 Error in Execution " .. tostring(#file) .. "\n")
server:send(file)
end
elseif command == "BASEDIR" then
local _, _, dir = string.find(line, "^[A-Z]+%s+(.+)%s*$")
if dir then
basedir = iscasepreserving and string.lower(dir) or dir
-- reset cached source as it may change with basedir
lastsource = nil
server:send("200 OK\n")
else
server:send("400 Bad Request\n")
end
elseif command == "SUSPEND" then
-- do nothing; it already fulfilled its role
elseif command == "DONE" then
coroyield("done")
return -- done with all the debugging
elseif command == "STACK" then
-- first check if we can execute the stack command
-- as it requires yielding back to debug_hook it cannot be executed
-- if we have not seen the hook yet as happens after start().
-- in this case we simply return an empty result
local vars, ev = {}
if seen_hook then
ev, vars = coroyield("stack")
end
if ev and ev ~= events.STACK then
server:send("401 Error in Execution " .. tostring(#vars) .. "\n")
server:send(vars)
else
local ok, res = pcall(mobdebug.dump, vars, {nocode = true, sparse = false})
if ok then
server:send("200 OK " .. tostring(res) .. "\n")
else
server:send("401 Error in Execution " .. tostring(#res) .. "\n")
server:send(res)
end
end
elseif command == "OUTPUT" then
local _, _, stream, mode = string.find(line, "^[A-Z]+%s+(%w+)%s+([dcr])%s*$")
if stream and mode and stream == "stdout" then
-- assign "print" in the global environment
local default = mode == 'd'
genv.print = default and iobase.print or corowrap(function()
-- wrapping into coroutine.wrap protects this function from
-- being stepped through in the debugger.
-- don't use vararg (...) as it adds a reference for its values,
-- which may affect how they are garbage collected
while true do
local tbl = {coroutine.yield()}
if mode == 'c' then iobase.print(unpack(tbl)) end
for n = 1, #tbl do
tbl[n] = select(2, pcall(mobdebug.line, tbl[n], {nocode = true, comment = false})) end
local file = table.concat(tbl, "\t").."\n"
server:send("204 Output " .. stream .. " " .. tostring(#file) .. "\n" .. file)
end
end)
if not default then genv.print() end -- "fake" print to start printing loop
server:send("200 OK\n")
else
server:send("400 Bad Request\n")
end
elseif command == "EXIT" then
server:send("200 OK\n")
coroyield("exit")
else
server:send("400 Bad Request\n")
end
end
end
local function output(stream, data)
if server then return server:send("204 Output "..stream.." "..tostring(#data).."\n"..data) end
end
local function connect(controller_host, controller_port)
local sock, err = socket.tcp()
if not sock then return nil, err end
if sock.settimeout then sock:settimeout(mobdebug.connecttimeout) end
local res, err = sock:connect(controller_host, tostring(controller_port))
if sock.settimeout then sock:settimeout() end
if not res then return nil, err end
return sock
end
local lasthost, lastport
-- Starts a debug session by connecting to a controller
local function start(controller_host, controller_port)
-- only one debugging session can be run (as there is only one debug hook)
if isrunning() then return end
lasthost = controller_host or lasthost
lastport = controller_port or lastport
controller_host = lasthost or "localhost"
controller_port = lastport or mobdebug.port
local err
server, err = mobdebug.connect(controller_host, controller_port)
if server then
-- correct stack depth which already has some calls on it
-- so it doesn't go into negative when those calls return
-- as this breaks subsequence checks in stack_depth().
-- start from 16th frame, which is sufficiently large for this check.
stack_level = stack_depth(16)
-- provide our own traceback function to report the error remotely
do
local dtraceback = debug.traceback
debug.traceback = function (...)
if select('#', ...) >= 1 then
local err, lvl = ...
if err and type(err) ~= 'thread' then
local trace = dtraceback(err, (lvl or 2)+1)
if genv.print == iobase.print then -- no remote redirect
return trace
else
genv.print(trace) -- report the error remotely
return -- don't report locally to avoid double reporting
end
end
end
-- direct call to debug.traceback: return the original.
-- debug.traceback(nil, level) doesn't work in Lua 5.1
-- (http://lua-users.org/lists/lua-l/2011-06/msg00574.html), so
-- simply remove first frame from the stack trace
return (dtraceback(...):gsub("(stack traceback:\n)[^\n]*\n", "%1"))
end
end
coro_debugger = corocreate(debugger_loop)
debug.sethook(debug_hook, HOOKMASK)
seen_hook = nil -- reset in case the last start() call was refused
step_into = true -- start with step command
return true
else
print(("Could not connect to %s:%s: %s")
:format(controller_host, controller_port, err or "unknown error"))
end
end
local function controller(controller_host, controller_port, scratchpad)
-- only one debugging session can be run (as there is only one debug hook)
if isrunning() then return end
lasthost = controller_host or lasthost
lastport = controller_port or lastport
controller_host = lasthost or "localhost"
controller_port = lastport or mobdebug.port
local exitonerror = not scratchpad
local err
server, err = mobdebug.connect(controller_host, controller_port)
if server then
local function report(trace, err)
local msg = err .. "\n" .. trace
server:send("401 Error in Execution " .. tostring(#msg) .. "\n")
server:send(msg)
return err
end
seen_hook = true -- allow to accept all commands
coro_debugger = corocreate(debugger_loop)
while true do
step_into = true -- start with step command
abort = false -- reset abort flag from the previous loop
if scratchpad then checkcount = mobdebug.checkcount end -- force suspend right away
coro_debugee = corocreate(debugee)
debug.sethook(coro_debugee, debug_hook, HOOKMASK)
local status, err = cororesume(coro_debugee, unpack(arg or {}))
-- was there an error or is the script done?
-- 'abort' state is allowed here; ignore it
if abort then
if tostring(abort) == 'exit' then break end
else
if status then -- normal execution is done
break
elseif err and not string.find(tostring(err), deferror) then
-- report the error back
-- err is not necessarily a string, so convert to string to report
report(debug.traceback(coro_debugee), tostring(err))
if exitonerror then break end
-- check if the debugging is done (coro_debugger is nil)
if not coro_debugger then break end
-- resume once more to clear the response the debugger wants to send
-- need to use capture_vars(2) as three would be the level of
-- the caller for controller(), but because of the tail call,
-- the caller may not exist;
-- This is not entirely safe as the user may see the local
-- variable from console, but they will be reset anyway.
-- This functionality is used when scratchpad is paused to
-- gain access to remote console to modify global variables.
local status, err = cororesume(coro_debugger, events.RESTART, capture_vars(2))
if not status or status and err == "exit" then break end
end
end
end
else
print(("Could not connect to %s:%s: %s")
:format(controller_host, controller_port, err or "unknown error"))
return false
end
return true
end
local function scratchpad(controller_host, controller_port)
return controller(controller_host, controller_port, true)
end
local function loop(controller_host, controller_port)
return controller(controller_host, controller_port, false)
end
local function on()
if not (isrunning() and server) then return end
-- main is set to true under Lua5.2 for the "main" chunk.
-- Lua5.1 returns co as `nil` in that case.
local co, main = coroutine.running()
if main then co = nil end
if co then
coroutines[co] = true
debug.sethook(co, debug_hook, HOOKMASK)
else
if jit then coroutines.main = true end
debug.sethook(debug_hook, HOOKMASK)
end
end
local function off()
if not (isrunning() and server) then return end
-- main is set to true under Lua5.2 for the "main" chunk.
-- Lua5.1 returns co as `nil` in that case.
local co, main = coroutine.running()
if main then co = nil end
-- don't remove coroutine hook under LuaJIT as there is only one (global) hook
if co then
coroutines[co] = false
if not jit then debug.sethook(co) end
else
if jit then coroutines.main = false end
if not jit then debug.sethook() end
end
-- check if there is any thread that is still being debugged under LuaJIT;
-- if not, turn the debugging off
if jit then
local remove = true
for _, debugged in pairs(coroutines) do
if debugged then remove = false; break end
end
if remove then debug.sethook() end
end
end
-- Handles server debugging commands
local function handle(params, client, options)
-- when `options.verbose` is not provided, use normal `print`; verbose output can be
-- disabled (`options.verbose == false`) or redirected (`options.verbose == function()...end`)
local verbose = not options or options.verbose ~= nil and options.verbose
local print = verbose and (type(verbose) == "function" and verbose or print) or function() end
local file, line, watch_idx
local _, _, command = string.find(params, "^([a-z]+)")
if command == "run" or command == "step" or command == "out"
or command == "over" or command == "exit" then
client:send(string.upper(command) .. "\n")
client:receive() -- this should consume the first '200 OK' response
while true do
local done = true
local breakpoint = client:receive()
if not breakpoint then
print("Program finished")
return nil, nil, false
end
local _, _, status = string.find(breakpoint, "^(%d+)")
if status == "200" then
-- don't need to do anything
elseif status == "202" then
_, _, file, line = string.find(breakpoint, "^202 Paused%s+(.-)%s+(%d+)%s*$")
if file and line then
print("Paused at file " .. file .. " line " .. line)
end
elseif status == "203" then
_, _, file, line, watch_idx = string.find(breakpoint, "^203 Paused%s+(.-)%s+(%d+)%s+(%d+)%s*$")
if file and line and watch_idx then
print("Paused at file " .. file .. " line " .. line .. " (watch expression " .. watch_idx .. ": [" .. watches[watch_idx] .. "])")
end
elseif status == "204" then
local _, _, stream, size = string.find(breakpoint, "^204 Output (%w+) (%d+)$")
if stream and size then
local size = tonumber(size)
local msg = size > 0 and client:receive(size) or ""
print(msg)
if outputs[stream] then outputs[stream](msg) end
-- this was just the output, so go back reading the response
done = false
end
elseif status == "401" then
local _, _, size = string.find(breakpoint, "^401 Error in Execution (%d+)$")
if size then
local msg = client:receive(tonumber(size))
print("Error in remote application: " .. msg)
return nil, nil, msg
end
else
print("Unknown error")
return nil, nil, "Debugger error: unexpected response '" .. breakpoint .. "'"
end
if done then break end
end
elseif command == "done" then
client:send(string.upper(command) .. "\n")
-- no response is expected
elseif command == "setb" or command == "asetb" then
_, _, _, file, line = string.find(params, "^([a-z]+)%s+(.-)%s+(%d+)%s*$")
if file and line then
-- if this is a file name, and not a file source
if not file:find('^".*"$') then
file = string.gsub(file, "\\", "/") -- convert slash
file = removebasedir(file, basedir)
end
client:send("SETB " .. file .. " " .. line .. "\n")
if command == "asetb" or client:receive() == "200 OK" then
set_breakpoint(file, line)
else
print("Error: breakpoint not inserted")
end
else
print("Invalid command")
end
elseif command == "setw" then
local _, _, exp = string.find(params, "^[a-z]+%s+(.+)$")
if exp then
client:send("SETW " .. exp .. "\n")
local answer = client:receive()
local _, _, watch_idx = string.find(answer, "^200 OK (%d+)%s*$")
if watch_idx then
watches[watch_idx] = exp
print("Inserted watch exp no. " .. watch_idx)
else
local _, _, size = string.find(answer, "^401 Error in Expression (%d+)$")
if size then
local err = client:receive(tonumber(size)):gsub(".-:%d+:%s*","")
print("Error: watch expression not set: " .. err)
else
print("Error: watch expression not set")
end
end
else
print("Invalid command")
end
elseif command == "delb" or command == "adelb" then
_, _, _, file, line = string.find(params, "^([a-z]+)%s+(.-)%s+(%d+)%s*$")
if file and line then
-- if this is a file name, and not a file source
if not file:find('^".*"$') then
file = string.gsub(file, "\\", "/") -- convert slash
file = removebasedir(file, basedir)
end
client:send("DELB " .. file .. " " .. line .. "\n")
if command == "adelb" or client:receive() == "200 OK" then
remove_breakpoint(file, line)
else
print("Error: breakpoint not removed")
end
else
print("Invalid command")
end
elseif command == "delallb" then
local file, line = "*", 0
client:send("DELB " .. file .. " " .. tostring(line) .. "\n")
if client:receive() == "200 OK" then
remove_breakpoint(file, line)
else
print("Error: all breakpoints not removed")
end
elseif command == "delw" then
local _, _, index = string.find(params, "^[a-z]+%s+(%d+)%s*$")
if index then
client:send("DELW " .. index .. "\n")
if client:receive() == "200 OK" then
watches[index] = nil
else
print("Error: watch expression not removed")
end
else
print("Invalid command")
end
elseif command == "delallw" then
for index, exp in pairs(watches) do
client:send("DELW " .. index .. "\n")
if client:receive() == "200 OK" then
watches[index] = nil
else
print("Error: watch expression at index " .. index .. " [" .. exp .. "] not removed")
end
end
elseif command == "eval" or command == "exec"
or command == "load" or command == "loadstring"
or command == "reload" then
local _, _, exp = string.find(params, "^[a-z]+%s+(.+)$")
if exp or (command == "reload") then
if command == "eval" or command == "exec" then
exp = (exp:gsub("%-%-%[(=*)%[.-%]%1%]", "") -- remove comments
:gsub("%-%-.-\n", " ") -- remove line comments
:gsub("\n", " ")) -- convert new lines
if command == "eval" then exp = "return " .. exp end
client:send("EXEC " .. exp .. "\n")
elseif command == "reload" then
client:send("LOAD 0 -\n")
elseif command == "loadstring" then
local _, _, _, file, lines = string.find(exp, "^([\"'])(.-)%1%s+(.+)")
if not file then
_, _, file, lines = string.find(exp, "^(%S+)%s+(.+)")
end
client:send("LOAD " .. tostring(#lines) .. " " .. file .. "\n")
client:send(lines)
else
local file = io.open(exp, "r")
if not file and pcall(require, "winapi") then
-- if file is not open and winapi is there, try with a short path;
-- this may be needed for unicode paths on windows
winapi.set_encoding(winapi.CP_UTF8)
local shortp = winapi.short_path(exp)
file = shortp and io.open(shortp, "r")
end
if not file then return nil, nil, "Cannot open file " .. exp end
-- read the file and remove the shebang line as it causes a compilation error
local lines = file:read("*all"):gsub("^#!.-\n", "\n")
file:close()
local file = string.gsub(exp, "\\", "/") -- convert slash
file = removebasedir(file, basedir)
client:send("LOAD " .. tostring(#lines) .. " " .. file .. "\n")
if #lines > 0 then client:send(lines) end
end
while true do
local params, err = client:receive()
if not params then
return nil, nil, "Debugger connection " .. (err or "error")
end
local done = true
local _, _, status, len = string.find(params, "^(%d+).-%s+(%d+)%s*$")
if status == "200" then
len = tonumber(len)
if len > 0 then
local status, res
local str = client:receive(len)
-- handle serialized table with results
local func, err = loadstring(str)
if func then
status, res = pcall(func)
if not status then err = res
elseif type(res) ~= "table" then
err = "received "..type(res).." instead of expected 'table'"
end
end
if err then
print("Error in processing results: " .. err)
return nil, nil, "Error in processing results: " .. err
end
print(unpack(res))
return res[1], res
end
elseif status == "201" then
_, _, file, line = string.find(params, "^201 Started%s+(.-)%s+(%d+)%s*$")
elseif status == "202" or params == "200 OK" then
-- do nothing; this only happens when RE/LOAD command gets the response
-- that was for the original command that was aborted
elseif status == "204" then
local _, _, stream, size = string.find(params, "^204 Output (%w+) (%d+)$")
if stream and size then
local size = tonumber(size)
local msg = size > 0 and client:receive(size) or ""
print(msg)
if outputs[stream] then outputs[stream](msg) end
-- this was just the output, so go back reading the response
done = false
end
elseif status == "401" then
len = tonumber(len)
local res = client:receive(len)
print("Error in expression: " .. res)
return nil, nil, res
else
print("Unknown error")
return nil, nil, "Debugger error: unexpected response after EXEC/LOAD '" .. params .. "'"
end
if done then break end
end
else
print("Invalid command")
end
elseif command == "listb" then
for l, v in pairs(breakpoints) do
for f in pairs(v) do
print(f .. ": " .. l)
end
end
elseif command == "listw" then
for i, v in pairs(watches) do
print("Watch exp. " .. i .. ": " .. v)
end
elseif command == "suspend" then
client:send("SUSPEND\n")
elseif command == "stack" then
client:send("STACK\n")
local resp = client:receive()
local _, _, status, res = string.find(resp, "^(%d+)%s+%w+%s+(.+)%s*$")
if status == "200" then
local func, err = loadstring(res)
if func == nil then
print("Error in stack information: " .. err)
return nil, nil, err
end
local ok, stack = pcall(func)
if not ok then
print("Error in stack information: " .. stack)
return nil, nil, stack
end
for _,frame in ipairs(stack) do
print(mobdebug.line(frame[1], {comment = false}))
end
return stack
elseif status == "401" then
local _, _, len = string.find(resp, "%s+(%d+)%s*$")
len = tonumber(len)
local res = len > 0 and client:receive(len) or "Invalid stack information."
print("Error in expression: " .. res)
return nil, nil, res
else
print("Unknown error")
return nil, nil, "Debugger error: unexpected response after STACK"
end
elseif command == "output" then
local _, _, stream, mode = string.find(params, "^[a-z]+%s+(%w+)%s+([dcr])%s*$")
if stream and mode then
client:send("OUTPUT "..stream.." "..mode.."\n")
local resp, err = client:receive()
if not resp then
print("Unknown error: "..err)
return nil, nil, "Debugger connection error: "..err
end
local _, _, status = string.find(resp, "^(%d+)%s+%w+%s*$")
if status == "200" then
print("Stream "..stream.." redirected")
outputs[stream] = type(options) == 'table' and options.handler or nil
-- the client knows when she is doing, so install the handler
elseif type(options) == 'table' and options.handler then
outputs[stream] = options.handler
else
print("Unknown error")
return nil, nil, "Debugger error: can't redirect "..stream
end
else
print("Invalid command")
end
elseif command == "basedir" then
local _, _, dir = string.find(params, "^[a-z]+%s+(.+)$")
if dir then
dir = string.gsub(dir, "\\", "/") -- convert slash
if not string.find(dir, "/$") then dir = dir .. "/" end
local remdir = dir:match("\t(.+)")
if remdir then dir = dir:gsub("/?\t.+", "/") end
basedir = dir
client:send("BASEDIR "..(remdir or dir).."\n")
local resp, err = client:receive()
if not resp then
print("Unknown error: "..err)
return nil, nil, "Debugger connection error: "..err
end
local _, _, status = string.find(resp, "^(%d+)%s+%w+%s*$")
if status == "200" then
print("New base directory is " .. basedir)
else
print("Unknown error")
return nil, nil, "Debugger error: unexpected response after BASEDIR"
end
else
print(basedir)
end
elseif command == "help" then
print("setb <file> <line> -- sets a breakpoint")
print("delb <file> <line> -- removes a breakpoint")
print("delallb -- removes all breakpoints")
print("setw <exp> -- adds a new watch expression")
print("delw <index> -- removes the watch expression at index")
print("delallw -- removes all watch expressions")
print("run -- runs until next breakpoint")
print("step -- runs until next line, stepping into function calls")
print("over -- runs until next line, stepping over function calls")
print("out -- runs until line after returning from current function")
print("listb -- lists breakpoints")
print("listw -- lists watch expressions")
print("eval <exp> -- evaluates expression on the current context and returns its value")
print("exec <stmt> -- executes statement on the current context")
print("load <file> -- loads a local file for debugging")
print("reload -- restarts the current debugging session")
print("stack -- reports stack trace")
print("output stdout <d|c|r> -- capture and redirect io stream (default|copy|redirect)")
print("basedir [<path>] -- sets the base path of the remote application, or shows the current one")
print("done -- stops the debugger and continues application execution")
print("exit -- exits debugger and the application")
else
local _, _, spaces = string.find(params, "^(%s*)$")
if spaces then
return nil, nil, "Empty command"
else
print("Invalid command")
return nil, nil, "Invalid command"
end
end
return file, line
end
-- Starts debugging server
local function listen(host, port)
host = host or "*"
port = port or mobdebug.port
local socket = require "socket"
print("Lua Remote Debugger")
print("Run the program you wish to debug")
local server = socket.bind(host, port)
local client = server:accept()
client:send("STEP\n")
client:receive()
local breakpoint = client:receive()
local _, _, file, line = string.find(breakpoint, "^202 Paused%s+(.-)%s+(%d+)%s*$")
if file and line then
print("Paused at file " .. file )
print("Type 'help' for commands")
else
local _, _, size = string.find(breakpoint, "^401 Error in Execution (%d+)%s*$")
if size then
print("Error in remote application: ")
print(client:receive(size))
end
end
while true do
io.write("> ")
local file, line, err = handle(io.read("*line"), client)
if not file and err == false then break end -- completed debugging
end
client:close()
end
local cocreate
local function coro()
if cocreate then return end -- only set once
cocreate = cocreate or coroutine.create
coroutine.create = function(f, ...)
return cocreate(function(...)
mobdebug.on()
return f(...)
end, ...)
end
end
local moconew
local function moai()
if moconew then return end -- only set once
moconew = moconew or (MOAICoroutine and MOAICoroutine.new)
if not moconew then return end
MOAICoroutine.new = function(...)
local thread = moconew(...)
-- need to support both thread.run and getmetatable(thread).run, which
-- was used in earlier MOAI versions
local mt = thread.run and thread or getmetatable(thread)
local patched = mt.run
mt.run = function(self, f, ...)
return patched(self, function(...)
mobdebug.on()
return f(...)
end, ...)
end
return thread
end
end
-- make public functions available
mobdebug.setbreakpoint = set_breakpoint
mobdebug.removebreakpoint = remove_breakpoint
mobdebug.listen = listen
mobdebug.loop = loop
mobdebug.scratchpad = scratchpad
mobdebug.handle = handle
mobdebug.connect = connect
mobdebug.start = start
mobdebug.on = on
mobdebug.off = off
mobdebug.moai = moai
mobdebug.coro = coro
mobdebug.done = done
mobdebug.pause = function() step_into = true end
mobdebug.yield = nil -- callback
mobdebug.output = output
mobdebug.onexit = os and os.exit or done
mobdebug.onscratch = nil -- callback
mobdebug.basedir = function(b) if b then basedir = b end return basedir end
return mobdebug
|
local class = require 'class'
local greedy = class('GreedyPolicy')
function greedy:__init(params)
self.net = params.net
self.actionDim = params.actionDim
end
function greedy:evaluate()
self.net:evaluate()
end
function greedy:training()
self.net:training()
end
function greedy:action(obs)
local q = self.net:forward(obs:cuda()):float()
local _, maxIdT = torch.max(q,1)
return maxIdT[1]
end
function greedy:actions(batch)
local _, maxIdT = torch.max(self.net:forward(batch):float(), 2)
return maxIdT:select(2,1)
end
function greedy:probs(batch)
if batch:dim() > 1 then
local nBatch = batch:size(1)
local probs = torch.Tensor(nBatch, self.actionDim):zero()
local actions = self:actions(batch)
for i=1,nBatch do
probs[i][actions[i]] = 1
end
return probs
else
local probs = torch.Tensor(self.actionDim):zero()
probs[self:action(batch)] = 1
return probs
end
end
function greedy:setExploration(explo)
error("Greedy policy does not have an exploration term")
end
local epsgreedy = class('EpsGreedyPolicy')
function epsgreedy:__init(params)
self.net = params.net
self.epsilon = params.epsilon
self.actionDim = params.actionDim
end
function epsgreedy:evaluate()
self.net:evaluate()
end
function epsgreedy:training()
self.net:training()
end
local function sampleEpsGreedy(q, eps, actionDim)
if torch.FloatTensor.torch.uniform() < eps then
return torch.FloatTensor.torch.random(actionDim)
else
local _, maxIdT = torch.max(q,1)
return maxIdT[1]
end
end
function epsgreedy:action(obs)
if torch.FloatTensor.torch.uniform() < self.epsilon then
return torch.FloatTensor.torch.random(self.actionDim)
else
local q = self.net:forward(obs):float()
local _, maxIdT = torch.max(q,1)
return maxIdT[1]
end
end
function epsgreedy:actions(batch)
local q = self.net:forward(batch):float()
local nBatch = batch:size(1)
local actions = torch.LongTensor(nBatch)
for i=1,nBatch do
actions[i] = sampleEpsGreedy(q[i], self.epsilon, self.actionDim)
end
return actions
end
function epsgreedy:probs(batch)
if batch:dim() > 1 then
local q = self.net:forward(batch:cuda()):float()
local nBatch = batch:size(1)
local nonGreedy = self.epsilon/self.actionDim
local greedy = 1-self.epsilon + nonGreedy
local probs = torch.Tensor(nBatch, self.actionDim):fill(nonGreedy)
local _, maxIdT = torch.max(q, 2)
for i=1,nBatch do
probs[i][maxIdT[i][1]] = greedy
end
return probs
else
local probs = torch.Tensor(self.actionDim):fill(self.epsilon/self.actionDim)
local q = self.net:forward(batch:cuda()):float()
local _, maxIdT = torch.max(q,1)
probs[maxIdT[1]] = probs[maxIdT[1]] + 1 - self.epsilon
return probs
end
end
function epsgreedy:setExploration(explo)
self.epsilon = explo
end
local light_epsgreedy = class('LightEpsGreedyPolicy')
function light_epsgreedy:__init(params)
self.batch_net = params.net -- network that runs forward batches for multiple policies
self.policy_no = params.policy_no -- no of this policy, to pick correct row of output
self.epsilon = params.epsilon
self.actionDim = params.actionDim
end
function light_epsgreedy:light_clone(policy_no)
return light_epsgreedy{net = self.batch_net, policy_no = policy_no, epsilon = self.epsilon, actionDim = self.actionDim}
end
function light_epsgreedy:action()
if torch.FloatTensor.torch.uniform() < self.epsilon then
return torch.FloatTensor.torch.random(self.actionDim)
else
local _, maxIdT = self.batch_net.output[self.policy_no]:max(1)
return maxIdT[1]
end
end
function light_epsgreedy:probs()
self._probs = self.batch_net.output[self.policy_no] -- inplace, replacing Q values as probs
local _, maxIdT = self._probs:max(1)
self._probs:fill(self.epsilon/self.actionDim)
self._probs[maxIdT[1]] = 1-self.epsilon + self.epsilon/self.actionDim
return self._probs
end
function light_epsgreedy:setExploration(explo)
self.epsilon = explo
end
local light_greedy = class('LightGreedyPolicy')
function light_greedy:__init(params)
self.batch_net = params.net -- network that runs forward batches for multiple policies
self.policy_no = params.policy_no -- no of this policy, to pick correct row of output
end
function light_greedy:light_clone(policy_no)
return light_greedy{net = self.batch_net, policy_no = policy_no}
end
function light_greedy:action()
local _, maxIdT = self.batch_net.output[self.policy_no]:max(1)
return maxIdT[1]
end
function light_greedy:setExploration(explo)
end
return {Greedy = greedy, EpsGreedy = epsgreedy, LightEpsGreedy = light_epsgreedy, LightGreedy = light_greedy}
|
local options = {
backup = false,
clipboard = "unnamedplus",
cmdheight = 2,
completeopt = { "menu", "menuone", "noselect", "noinsert" },
conceallevel = 0,
fileencoding = "utf-8",
hlsearch = true,
ignorecase = true,
mouse = "a",
pumheight = 10,
showmode = false,
showtabline = 2,
smartcase = true,
smartindent = true,
splitbelow = true,
splitright = true,
swapfile = false,
termguicolors = true,
timeoutlen = 1000,
undofile = true,
updatetime = 300,
writebackup = false,
expandtab = true,
shiftwidth = 2,
tabstop = 2,
cursorline = true,
number = true,
relativenumber = true,
numberwidth = 2,
signcolumn = "yes",
wrap = true,
scrolloff = 8,
guifont = "monospace:h17",
}
for option, value in pairs(options) do
vim.opt[option] = value
end
-- wrap lines movement (move back/forward oneline using h/l)
vim.opt.whichwrap:append "<>[]hl"
-- remember folding
vim.opt.viewoptions:remove "options"
vim.api.nvim_exec([[
augroup remember_folds
autocmd!
autocmd BufWinLeave *.* if &ft !=# 'help' | mkview | endif
autocmd BufWinEnter *.* if &ft !=# 'help' | silent! loadview | endif
augroup END
]], false)
vim.opt.shortmess:append "c"
-- vim.opt.listchars = { lead = "·" }
-- don't auto comment new line
--[=[
vim.api.nvim_exec([[
augroup no_auto_comment
autocmd!
au BufNewFile,BufRead * setlocal formatoptions-=c formatoptions-=r formatoptions-=o
augroup END
]], false)
--]=]
vim.opt.formatoptions:append { c = false, r = false, o = false }
-- highlight when yanking
vim.api.nvim_exec([[
augroup highlight_yank
autocmd!
au TextYankPost * silent! lua vim.highlight.on_yank { higroup='IncSearch', timeout=200 }
augroup END
]], false)
-- -- add node provider
-- --[=[
-- vim.api.nvim_exec([[
-- let g:node_host_prog = expand("~/.config/nvim/provider_nodejs/bin/node")
-- ]], false)
-- --]=]
-- for option, value in pairs(options) do
-- vim.opt[option] = value
-- end
-- -- from nvchad
-- local disabled_built_ins = {
-- "netrw",
-- "netrwPlugin",
-- "netrwSettings",
-- "netrwFileHandlers",
-- "gzip",
-- "zip",
-- "zipPlugin",
-- "tar",
-- "tarPlugin",
-- "getscript",
-- "getscriptPlugin",
-- "vimball",
-- "vimballPlugin",
-- "2html_plugin",
-- "logipat",
-- "rrhelper",
-- "spellfile_plugin",
-- "matchit"
-- }
-- for _, plugin in pairs(disabled_built_ins) do
-- vim.g["loaded_" .. plugin] = 1
-- end
-- -- others
|
local Suite=CreateTestSuite("wow/api/Frame");
function Suite:TestCreateFrame()
assert(CreateFrame("Frame"), "CreateFrame must return a value for valid frame types");
Assert.Exception("CreateFrame must throw on zero-args", CreateFrame);
Assert.Exception("CreateFrame must throw on unknown type", CreateFrame, "unknown");
Assert.Succeeds("CreateFrame's type is case-insensitive", CreateFrame, "FrAMe");
end;
|
--- @module DragUI 枪械模块:拖动UI
--- @copyright Lilith Games, Avatar Team
--- @author RopzTao
local DragUI, this = {}, nil
---屏幕参数
local VPX, VPY, X_2000, Y_1000, PixelX, PixelY = nil, nil, nil, nil, nil, nil
---UIanchors的x和y值
local function AnchorsXY(_tarUI)
return Vector2(_tarUI.AnchorsX.x, _tarUI.AnchorsY.y)
end
---UI拖放初始化
function DragUI:Init()
self.root = world:CreateInstance('TestScr', 'TestScr', localPlayer.Local)
self.MouseIn = false
self.root:SetActive(false)
invoke(
function()
---创建拖动UI
local testBtn = world:CreateInstance('TestBtn', 'TestBtn', self.root)
local DragUIEntity = DragUI:New(testBtn)
testBtn:ToTop()
testBtn:SetActive(false)
---DragUIEntity:Inititial()
end,
5
)
end
---Update函数
function DragUI:Update(_deltaTime)
end
function DragUI:New(_obj)
---初始化底板参数
VPX = self.root.Size.x
VPY = self.root.Size.y
local tDragUI = {}
setmetatable(tDragUI, self)
self.__index = self
---目标显示ui
tDragUI.Base = _obj
---手指识别范围
tDragUI.BtnIdentify = _obj.BtnIdentify
return tDragUI
end
---析构解绑函数
function DragUI:Destructor()
self.BtnIdentify.OnTouched:Clear()
---鼠标滑动逻辑,测试用,上线请注释掉
self.BtnIdentify.OnEnter:Clear()
self.BtnIdentify.OnLeave:Clear()
end
---拖动UI的初始化函数
function DragUI:Inititial()
---1.判断鼠标和手指是否在指定UI范围内..手指
self.BtnIdentify.OnTouched:Connect(
function(_touchInfo)
self:GetFingerPos(_touchInfo)
end
)
---识别区域逻辑
self.BtnIdentify.OnDown:Connect(
function()
self.BtnIdentify.Size = Vector2(700, 700)
if world:GetDevicePlatform() == Enum.Platform.Windows then
self.MouseIn = true
end
self:OnDragBegin()
end
)
self.BtnIdentify.OnUp:Connect(
function()
self.BtnIdentify.Size = Vector2(200, 200)
if world:GetDevicePlatform() == Enum.Platform.Windows then
self.MouseIn = false
end
self:OnDragEnd()
---松手判断是否要媳妇
self:DragBox(self.Base, self.root.TarBox)
end
)
---无法释放,保留在外部Connect便于析构
world.OnRenderStepped:Connect(
function()
if self.MouseIn then
self:GetMousePos()
end
end
)
end
---2.获取鼠标和手指的位置(屏幕坐标)..手指
function DragUI:GetFingerPos(_touchInfo)
local fingerPos, tarPos
for k, v in pairs(_touchInfo) do
---触摸信息
fingerPos = v.Position
end
tarPos = Vector2(fingerPos.x / VPX, fingerPos.y / VPY)
self:DisplayUIAtTarPos(tarPos)
end
---2.获取鼠标和手指的位置(屏幕坐标)..鼠标
function DragUI:GetMousePos()
local mousePos, tarPos
mousePos = Input.GetMouseScreenPos()
tarPos = Vector2(mousePos.x / VPX, mousePos.y / VPY)
self:DisplayUIAtTarPos(tarPos)
end
---3.让UI显示在鼠标和手指的位置..手指
function DragUI:DisplayUIAtTarPos(_tarPos)
self.Base.AnchorsX = Vector2(_tarPos.x, _tarPos.x)
self.Base.AnchorsY = Vector2(_tarPos.y, _tarPos.y)
end
---4.按下,松开执行函数
function DragUI:OnDragBegin()
end
function DragUI:OnDragEnd()
end
---5.防止出屏幕,设定可拖拽范围
function DragUI:DragRange()
end
---6.拖选框,吸附功能
---@param _tarBox UiObject 目标框
function DragUI:DragBox(_tarUI, _tarBox)
if (AnchorsXY(_tarUI) - AnchorsXY(_tarBox)).Magnitude < 0.12 then
_tarUI.AnchorsX = _tarBox.AnchorsX
_tarUI.AnchorsY = _tarBox.AnchorsY
end
end
---UI拖动至有内容的框内,内容互换
function DragUI:ContentExchange()
end
--TODO
---按住一个UI,移动鼠标(手指)时拖拽它(可能新一个新的图标),
---松开时候根据鼠标(手指)的位置做不同的处理,如果在鼠标(手指)在目标槽范围内,则替换目标位置的UI
---注意:
---1.如按住不直接出icon,而是按住后鼠标出了当前按住的技能icon范围后再显示
return DragUI
|
--
-- main.lua
-- Main entry-point for the file.
--
-- ========================
--
-- GLOBAL LIBRARIES/CLASSES
--
-- ========================
Class = require('vendor/nomoon/class')
Set = require('vendor/nomoon/set')
JSON = require('vendor/dkjson')
SLAXML = require('vendor/slaxml/slaxdom')
Sfxr = require('vendor/sfxr')
LPegLJ = require('vendor/lpeglj/lpeglj')
-- Kikito's best libraries
kikito = {
anim8 = require('vendor/kikito/anim8'),
bump = require('vendor/kikito/bump'),
inspect = require('vendor/kikito/inspect'),
loader = require('vendor/kikito/love-loader'),
md5 = require('vendor/kikito/md5'),
sha1 = require('vendor/kikito/sha1'),
tween = require('vendor/kikito/tween')
}
-- Parts of the HUMP library
hump = {
Camera = require('vendor/hump/camera'),
GS = require('vendor/hump/gamestate'),
Signal = require('vendor/hump/signal'),
Timer = require('vendor/hump/timer'),
Vector = require('vendor/hump/vector')
}
-- Helper methods
serialize = require('vendor/ser')
inspect = kikito.inspect
math.round = require('vendor/nomoon/round')
--[[ .... ]] require('vendor/deepcopy') -- table.deepcopy
table.copy = table.deepcopy
-- ========================
--
-- LÖVE2D ENGINE/GAME STUFF
--
-- ========================
-- This table can store important "global" objects for the game
-- (and keep the global namespace cleaner)
game = {
states = {},
objects = {},
graphics = {} -- Just some ideas...
}
-- conf.lua -- Initial configuration (already loaded)
-- Exports:
-- love.conf(t) - ran already
-- conf (table of love configuration settings)
-- debug.lua -- Debug flags/output for Love2d
-- Exports:
-- love.debug, etc. (see file)
require('love/debug')
love.debug.setFlag('all') -- Comment this out to stop seeing everything.
-- load.lua -- Loaded on game start
-- Exports:
-- love.load()
require('love/load')
-- update.lua -- Update method
-- Exports:
-- love.update(dt)
require('love/update')
-- draw.lua -- Draw method
-- Exports:
-- love.viewport -- Viewport singleton
-- love.draw()
require('love/draw')
-- input.lua -- Input callbacks
-- Exports:
-- love.inputman -- InputMan singleton
-- love.inputpressed(state, value)
-- love.inputreleased(state, value)
-- love.joystickadded(k)
-- love.joystickremoved(j)
require('love/input')
-- sound.lua -- Sound methods
-- Exports:
-- love.soundman -- SoundMan singleton
require('love/sound')
-- events.lua -- Love2d Event processing
-- Exports:
-- love.processevents()
require('love/events')
-- misc.lua -- Miscellaneous Love2d events
-- Exports:
-- love.threaderror(thread, errorstr)
require('love/misc')
-- run.lua -- Main loop
-- Exports:
-- love.run()
require('love/run')
|
XYZParty.Core.Parties = XYZParty.Core.Parties or {}
XYZParty.Core.Passwords = XYZParty.Core.Passwords or {}
hook.Add("PlayerSay", "xyz_party_chat_command", function(ply, msg)
if string.lower(msg) == "!party" then
if not table.HasValue(XYZShit.Jobs.Government.Police, ply:Team()) then
net.Start("xyz_party_open")
net.WriteTable(XYZParty.Core.Parties)
net.Send(ply)
else
XYZShit.Msg("Party", Color(100, 160, 40), "Use the government assigned partner system if you want to team up.", ply)
end
end
end)
local function getUsersParty(ply)
for k, v in pairs(XYZParty.Core.Parties) do
if v.leader == ply then
return k, true
end
for n, m in pairs(v.members) do
if m == ply then
return k, false
end
end
end
return false
end
-- So we can use it in the quest system
XYZParty.Core.GetParty = getUsersParty
local function addtoParty(ply, key)
local targetParty = XYZParty.Core.Parties[key]
if not targetParty then return end
XYZShit.Msg("Party", Color(100, 160, 40), ply:Name().." has joined the party.", targetParty.members)
hook.Call("XYZPartyJoin", nil, ply, targetParty.name)
table.insert(XYZParty.Core.Parties[key].members, ply)
net.Start("xyz_party_data")
net.WriteTable(XYZParty.Core.Parties[key])
net.Send(targetParty.members)
end
local function removeFromParty(ply, key)
local targetParty = XYZParty.Core.Parties[key]
if not targetParty then return end
for k, v in pairs(XYZParty.Core.Parties[key].members) do
if v == ply then
table.remove(XYZParty.Core.Parties[key].members, k)
break
end
end
XYZShit.Msg("Party", Color(100, 160, 40), ply:Name().." has left the party. (or was kicked)", targetParty.members)
hook.Call("XYZPartyLeave", nil, ply, targetParty.name)
net.Start("xyz_party_data")
net.WriteTable(XYZParty.Core.Parties[key])
net.Send(targetParty.members)
net.Start("xyz_party_data_wipe")
net.Send(ply)
end
local function endParty(key)
local targetParty = XYZParty.Core.Parties[key]
if not targetParty then return end
XYZShit.Msg("Party", Color(100, 160, 40), "Your party has been disbanded.", targetParty.members)
hook.Call("XYZPartyDisband", nil, targetParty.name)
XYZParty.Core.Parties[key] = nil
XYZParty.Core.Passwords[key] = nil
net.Start("xyz_party_data_wipe")
net.Send(targetParty.members)
end
local function startParty(ply, data)
data.name = data.name or "My party"
data.password = data.password or false
data.color = data.color or Color(100, 255, 100)
data.leader = ply
data.members = {ply}
if data.orgOnly then
data.orgOnly = XYZ_ORGS.Core.Members[ply:SteamID64()]
data.password = false
data.name = XYZ_ORGS.Core.Orgs[XYZ_ORGS.Core.Members[ply:SteamID64()]].name
end
local key = table.insert(XYZParty.Core.Parties, data)
XYZParty.Core.Passwords[key] = data.password
if data.password then
XYZParty.Core.Parties[key].password = true
else
XYZParty.Core.Parties[key].password = false
end
XYZShit.Msg("Party", Color(100, 160, 40), ply:Name().." has started a party called '"..data.name.."'.")
hook.Call("XYZPartyStart", nil, ply, data.name)
net.Start("xyz_party_data")
net.WriteTable(XYZParty.Core.Parties[key])
net.Send(ply)
end
local function editParty(partyKey, data)
data.name = data.name or "My party"
data.password = data.password or false
data.color = data.color or Color(100, 255, 100)
local targetParty = XYZParty.Core.Parties[partyKey]
if not targetParty then return end
targetParty.name = data.name
targetParty.password = data.password
targetParty.color = data.color
if data.password then
XYZParty.Core.Parties[partyKey].password = true
XYZParty.Core.Passwords[partyKey] = data.password
end
net.Start("xyz_party_edit_share")
net.WriteTable(data)
net.Send(targetParty.members)
end
net.Receive("xyz_party_request", function(_, ply)
if XYZShit.CoolDown.Check("xyz_party_request", 1, ply) then return end
local partyKey = net.ReadInt(32)
local party = XYZParty.Core.Parties[partyKey]
if table.HasValue(XYZShit.Jobs.Government.Police, ply:Team()) then return end
if not party then
XYZShit.Msg("Party", Color(100, 160, 40), "Seems the party you're requesting doesn't exist anymore...", ply)
return
end
if party.password then
local recPassword = net.ReadString() or ""
if not (recPassword == XYZParty.Core.Passwords[partyKey]) then
XYZShit.Msg("Party", Color(100, 160, 40), "Seems the password you gave is wrong. Remember, it's case sensitive", ply)
return
end
end
if party.orgOnly then
if not XYZ_ORGS.Core.Members[ply:SteamID64()] then
XYZShit.Msg("Party", Color(100, 160, 40), "This is an org-only party. You are not in an organization.", ply)
return
else
if party.orgOnly ~= XYZ_ORGS.Core.Members[ply:SteamID64()] then
XYZShit.Msg("Party", Color(100, 160, 40), "This is an org-only party. You are not in the correct organization.", ply)
return
end
end
end
local curParty, curPartyLeader = getUsersParty(ply)
if curParty then
XYZShit.Msg("Party", Color(100, 160, 40), "Leave your current party before you try to join a new one...", ply)
return
end
addtoParty(ply, partyKey)
XYZShit.Msg("Party", Color(100, 160, 40), "You have joined the party '"..party.name.."'", ply)
end)
net.Receive("xyz_party_leave", function(_, ply)
if XYZShit.CoolDown.Check("xyz_party_leave", 1, ply) then return end
local plysParty, plyLeader = getUsersParty(ply)
if plyLeader then
endParty(plysParty)
elseif plysParty then
removeFromParty(ply, plysParty)
XYZShit.Msg("Party", Color(100, 160, 40), "You have left the party.", ply)
end
end)
net.Receive("xyz_party_create", function(_, ply)
if XYZShit.CoolDown.Check("xyz_party_create", 1, ply) then return end
local data = net.ReadTable()
data.name = string.sub(data.name, 0, 20) or "My party"
if not data.password or (data.password == "") then
data.password = false
end
data.color = data.color or Color(100, 255, 100)
if table.HasValue(XYZShit.Jobs.Government.Police, ply:Team()) then return end
local curParty, curPartyLeader = getUsersParty(ply)
if curParty then
XYZShit.Msg("Party", Color(100, 160, 40), "Leave your current party before you try to start a new one...", ply)
return
end
startParty(ply, data)
end)
net.Receive("xyz_party_kick", function(_, ply)
if XYZShit.CoolDown.Check("xyz_party_kick", 1, ply) then return end
local target = net.ReadEntity()
if target == ply then return end
local plysParty, plyLeader = getUsersParty(ply)
if not plyLeader then return end
local kickable = false
for k, v in pairs(XYZParty.Core.Parties[plysParty].members) do
if v == target then kickable = true break end
end
if not kickable then return end
XYZShit.Msg("Party", Color(100, 160, 40), "You have been kicked from the party.", target)
removeFromParty(target, plysParty)
end)
hook.Add("OnPlayerChangedTeam", "xyz_party_team_change", function(ply, old, new)
if table.HasValue(XYZShit.Jobs.Government.Police, new) then
local plysParty, plyLeader = getUsersParty(ply)
if plyLeader then
XYZShit.Msg("Party", Color(100, 160, 40), "You have joined a job that does not support parties. Your party has been ended.", ply)
endParty(plysParty)
elseif plysParty then
XYZShit.Msg("Party", Color(100, 160, 40), "You have joined a job that does not support parties. You have been removed from the party.", ply)
removeFromParty(ply, plysParty)
end
end
end)
hook.Add("PlayerShouldTakeDamage", "xyz_party_no_team_damange", function(victim, attacker)
if not attacker then return end
if not IsValid(attacker) then return end
if not attacker:IsPlayer() then return end
if not IsValid(attacker:GetActiveWeapon()) then return end
if attacker:GetActiveWeapon():GetClass() == "xyz_suicide_vest" then return end
local plysParty, plyLeader = getUsersParty(attacker)
local party = XYZParty.Core.Parties[plysParty]
if party then
if table.HasValue(party.members, victim) then
return false
end
end
end)
hook.Add("PlayerDisconnected", "xyz_party_team_change", function(ply)
local plysParty, plyLeader = getUsersParty(ply)
if plyLeader then
endParty(plysParty)
elseif plysParty then
removeFromParty(ply, plysParty)
end
end)
hook.Add("PlayerSay", "xyz_party_chat", function(ply, msg)
if string.sub(string.lower(msg), 1, 3) == "!p " then
local plysParty, plyLeader = getUsersParty(ply)
if not plysParty then return end
net.Start("xyz_party_chat")
net.WriteEntity(ply)
net.WriteString(string.sub(msg, 4))
net.Send(XYZParty.Core.Parties[plysParty].members)
return ""
end
end)
net.Receive("xyz_party_ping_send", function(_, ply)
if XYZShit.CoolDown.Check("xyz_party_ping_send", 1, ply) then return end
if ply:GetActiveWeapon() and (ply:GetActiveWeapon():GetClass() == "weapon_ziptied") then return end
local curParty, curPartyLeader = getUsersParty(ply)
if not curParty then return end
local targetParty = XYZParty.Core.Parties[curParty]
if not targetParty then return end
local pingPos = net.ReadVector()
if not pingPos then return end
net.Start("xyz_party_ping_broadcast")
net.WriteEntity(ply)
net.WriteVector(pingPos)
net.Send(targetParty.members)
end)
net.Receive("xyz_party_edit", function(_, ply)
if XYZShit.CoolDown.Check("xyz_party_edit", 1, ply) then return end
local plysParty, plyLeader = getUsersParty(ply)
if not plyLeader then return end
local data = net.ReadTable()
data.name = string.sub(data.name, 0, 20) or "My party"
if not data.password or (data.password == "") then
data.password = false
end
data.color = data.color or Color(100, 255, 100)
editParty(plysParty, data)
end) |
local class = require "utils.class"
local M = class();
function M:_init_(duration)
self.duration = duration or 0;
self.timeout_tick = nil;
self.last_timeout_tick = nil;
end
function M:Serialize()
return {self.timeout_tick}
end
function M:DeSerialize(data)
self.timeout_tick = data[1]
end
function M:SerializeChange()
if self.last_timeout_tick ~= self.timeout_tick then
self.last_timeout_tick = self.timeout_tick;
return {self.timeout_tick}
end
end
function M:ApplyChange(changes)
self.timeout_tick = changes[1];
end
return M;
|
return function(player)
return Def.ActorFrame {
LoadFont("Common Normal") .. {
InitCommand=cmd(x,-35;y,5;horizalign,left);
ComboCommand=function(self, param)
local oldMaxCombo = tonumber(string.match( self:GetText(),"%d+")) or 0
local newMaxCombo = param.Combo or 0
if newMaxCombo > oldMaxCombo then
self:stopeffect():finishtweening():diffusealpha(1):rotationz(-2):skewx(-0.125):addx(7):addy(2):decelerate(0.05*2.5):rotationz(0):addx(-7):skewx(0):addy(-2)
:sleep(2):decelerate(0.1):diffusealpha(0):rotationz(10)
self:settextf("MC : %d", newMaxCombo)
end
end;
};
};
end |
function fact(x)
if x <= 1 then
return 1
else
return x * fact(x - 1)
end
end
print(fact(5)) |
--[[ Boss - Priestess Delrissa Adds AI.lua
This script was written and is protected
by the GPL v2. This script was released
by BrantX of the Blua Scripting
Project. Please give proper accredidations
when re-releasing or sharing this script
with others in the emulation commUnity.
~~End of License Agreement
-- Azolex, August 29, 2008. ]]
--Fizzle-Warlocks Pet-Imp
function Fizzle_OnCombat(Unit, Event)
Unit:RegisterEvent("Fizzle_Fireball", 5000, 0)
end
function Fizzle_Fireball(pUnit, Event)
pUnit:FullCastSpellOnTarget(44164, pUnit:GetRandomPlayer(0))
end
function Fizzle_LeaveCombat(Unit, Event)
Unit:RemoveEvents()
end
function Fizzle_Died(Unit, Event)
Unit:RemoveEvents()
end
RegisterUnitEvent(24656, 1, "Fizzle_OnCombat")
RegisterUnitEvent(24656, 2, "Fizzle_LeaveCombat")
RegisterUnitEvent(24656, 4, "Fizzle_Died")
--Ellrys Duskhallow-warlock
function warlockadd_OnCombat(Unit, Event)
Unit:RegisterEvent("warlockadd_Fear", 7500, 0)
Unit:RegisterEvent("warlockadd_ShadowBolt", 4500, 0)
Unit:RegisterEvent("warlockadd_Curse", 10000, 0)
end
function warlockadd_Fear(pUnit, Event)
pUnit:FullCastSpellOnTarget(38595, pUnit:GetRandomPlayer(0))
end
function warlockadd_ShadowBolt(pUnit, Event)
pUnit:FullCastSpellOnTarget(15232, pUnit:GetRandomPlayer(0))
end
function warlockadd_Curse(pUnit, Event)
pUnit:FullCastSpellOnTarget(46190, pUnit:GetRandomPlayer(0))
end
function warlockadd_LeaveCombat(Unit, Event)
Unit:RemoveEvents()
end
function warlockadd_Died(Unit, Event)
Unit:RemoveEvents()
end
RegisterUnitEvent(24558, 1, "warlockadd_OnCombat")
RegisterUnitEvent(24558, 2, "warlockadd_LeaveCombat")
RegisterUnitEvent(24558, 4, "warlockadd_Died")
--Yazzai-Mage
function MageAdd_OnCombat(Unit, Event)
Unit:RegisterEvent("MageAdd_Polymorph", 10000, 0)
Unit:RegisterEvent("MageAdd_FrostBolt", 4500, 0)
Unit:RegisterEvent("MageAdd_ConeOfCold", 10000, 0)
end
function MageAdd_Polymorph(pUnit, Event)
pUnit:FullCastSpellOnTarget(13323, pUnit:GetRandomPlayer(0))
end
function MageAdd_FrostBolt(pUnit, Event)
pUnit:FullCastSpellOnTarget(15043, pUnit:GetRandomPlayer(0))
end
function MageAdd_ConeOfCold(pUnit, Event)
pUnit:FullCastSpell(38384)
end
function MageAdd_LeaveCombat(Unit, Event)
Unit:RemoveEvents()
end
function MageAdd_Died(Unit, Event)
Unit:RemoveEvents()
end
RegisterUnitEvent(24561, 1, "MageAdd_OnCombat")
RegisterUnitEvent(24561, 2, "MageAdd_LeaveCombat")
RegisterUnitEvent(24561, 4, "MageAdd_Died")
--Warlord Salaris-Warrior
function WarriorAdd_OnCombat(Unit, Event)
Unit:RegisterEvent("WarriorAdd_MortalStrike", 10000, 0)
Unit:RegisterEvent("WarriorAdd_Hamstring", 5000, 0)
Unit:RegisterEvent("WarriorAdd_Daze", 21000, 0)
Unit:RegisterEvent("WarriorAdd_FrighteningShout", 1, 0)
end
function WarriorAdd_MortalStrike(pUnit, Event)
pUnit:FullCastSpellOnTarget(44268, pUnit:GetMainTank())
end
function WarriorAdd_Hamstring(pUnit, Event)
pUnit:FullCastSpellOnTarget(27584, pUnit:GetRandomPlayer(0))
end
function WarriorAdd_Daze(pUnit, Event)
pUnit:FullCastSpell(23600)
end
function WarriorAdd_FrighteningShout(pUnit, Event)
if(pUnit:GetHealthPct() == 20) then
pUnit:FullCastSpell(19134)
end
end
function WarriorAdd_LeaveCombat(Unit, Event)
Unit:RemoveEvents()
end
function WarriorAdd_Died(Unit, Event)
Unit:RemoveEvents()
end
RegisterUnitEvent(24559, 1, "WarriorAdd_OnCombat")
RegisterUnitEvent(24559, 2, "WarriorAdd_LeaveCombat")
RegisterUnitEvent(24559, 4, "WarriorAdd_Died")
--Garaxxas-Hunter
function HunterAdd_OnCombat(Unit, Event)
Unit:RegisterEvent("HunterAdd_AutoShoot", 2200, 0)
Unit:RegisterEvent("HunterAdd_MultiShoot", 8000, 0)
Unit:RegisterEvent("HunterAdd_Trap", 18000, 0)
Unit:RegisterEvent("HunterAdd_AimedShoot", 1, 0)
Unit:RegisterEvent("HunterAdd_Clip", 14000, 0)
end
function HunterAdd_AutoShoot(pUnit, Event)
pUnit:FullCastSpellOnTarget(15620, pUnit:GetRandomPlayer(0))
end
function HunterAdd_MultiShoot(pUnit, Event)
pUnit:FullCastSpellOnTarget(44285, pUnit:GetRandomPlayer(0))
end
function HunterAdd_Trap(pUnit, Event)
pUnit:FullCastSpell(44136)
end
function HunterAdd_AimedShoot(pUnit, Event)
if(pUnit:GetHealthPct() == 32) then
pUnit:FullCastSpellOnTarget(44271, pUnit:GetRandomPlayer(0))
end
end
function WarriorAdd_Clip(pUnit, Event)
pUnit:FullCastSpellOnTarget(44286, pUnit:GetMainTank())
end
function HunterAdd_LeaveCombat(Unit, Event)
Unit:RemoveEvents()
end
function HunterAdd_Died(Unit, Event)
Unit:RemoveEvents()
end
RegisterUnitEvent(24555, 1, "HunterAdd_OnCombat")
RegisterUnitEvent(24555, 2, "HunterAdd_LeaveCombat")
RegisterUnitEvent(24555, 4, "HunterAdd_Died")
--Eramas Brightblaze-Monk
function Monkadd_OnCombat(Unit, Event)
Unit:RegisterEvent("Monkadd_Stun", 9500, 0)
Unit:RegisterEvent("Monkadd_Kick", 7200, 0)
end
function Monkadd_Stun(pUnit, Event)
pUnit:FullCastSpellOnTarget(46183, pUnit:GetRandomPlayer(1))
end
function Monkadd_Kick(pUnit, Event)
pUnit:FullCastSpellOnTarget(46182, pUnit:GetRandomPlayer(1))
end
function Monkadd_LeaveCombat(Unit, Event)
Unit:RemoveEvents()
end
function Monkadd_Died(Unit, Event)
Unit:RemoveEvents()
end
RegisterUnitEvent(24554, 1, "Monkadd_OnCombat")
RegisterUnitEvent(24554, 2, "Monkadd_LeaveCombat")
RegisterUnitEvent(24554, 4, "Monkadd_Died") |
-- cutitout: automatically cut silence from videos
-- Copyright (C) 2020 Wolf Clement
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU Affero General Public License as published
-- by the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU Affero General Public License for more details.
-- You should have received a copy of the GNU Affero General Public License
-- along with this program. If not, see <https://www.gnu.org/licenses/>.
local enabled = false
local skips = {}
-- Whenever time updates, we check if we should skip
mp.observe_property("time-pos", "native", function (_, pos)
if pos == nil then return end
if not enabled then return end
for _, t in pairs(skips) do
-- t[1] == start time of the skip
-- t[2] == end time of the skip
if t[1] <= pos and t[2] > pos then
mp.set_property("time-pos", t[2])
return
end
end
end)
function reload_skips()
if not enabled then return end
local utils = require("mp.utils")
local scripts_dir = mp.find_config_file("scripts")
local cutitoutpy = utils.join_path(scripts_dir, "cutitout_shared/cutitout.py")
-- Reset global skips table
skips = {}
local video_path = mp.get_property("path")
mp.command_native_async({
name = "subprocess",
capture_stdout = true,
playback_only = false,
args = { "python3", cutitoutpy, video_path }
}, function(res, val, err)
-- The string sets the "skips" table
skips = loadstring(val.stdout)()
print(tostring(#skips) .. " skips loaded")
local time_saved = 0.0
for _, t in pairs(skips) do
time_saved = time_saved + (t[2] - t[1])
end
print("Time saved: " .. tostring(time_saved) .. " seconds")
mp.osd_message("Silence skipping enabled.")
end)
end
-- F12 toggles silence skipping (off by default)
mp.add_key_binding("F12", "toggle_silence_skip", function ()
enabled = not enabled
if enabled then
if next(skips) == nil then
mp.osd_message("Enabling silence skipping...")
reload_skips()
else
mp.osd_message("Silence skipping enabled.")
end
else
mp.osd_message("Silence skipping disabled.")
end
end)
-- Whenever we load another file, we reload skips
mp.register_event("file-loaded", reload_skips)
|
-- arcify
-- test script
--
-- go to the PARAMS page to assign
-- params to your Arc
engine.name = "TestSine"
-- create Arcify class and arcify object
Amotion = include("lib/amotion")
function init ()
params:add_number("demo_param", "Demo Param", 0, 100, 50)
local amotion = Amotion.new()
end |
local mod = RegisterMod("StageAPI", 1)
--[[ FUNCTIONALITY
Basic Features:
Commands:
cstage or customstage <StageName> -- Warps to new stage.
nstage or nextstage -- Warps to next stage.
extraroom <ExtraRoomName> -- Warps to extra room
extraroomexit -- Cleanly exits extra room to previous room.
creseed -- Akin to reseed, but guaranteed to work for and only work for custom stages.
Classes:
StageAPI.Class("Name", AllowMultipleInit) -- Returns a Class object, actually is one itself.
Classes can be constructed simply by calling them with (), i.e,
local myClass = StageAPI.Class("MyClass")
local myClassInst = myClass()
Classes can have a couple of functions, Init, PostInit, and InheritInit.
When called like in the example above, Init and PostInit are called, passing in whatever args.
However, you can keep going deeper, i.e,
local myClassInstCopy = myClassInst()
Which will generate another copy that inherits from myClassInst that inherits from myClass which inherits from StageAPI.Class.
In that case, InheritInit will be called instead of Init and PostInit, unless AllowMultipleInit was passed in to the initial myClass definition.
Classes are used for a majority of StageAPI objects.
Callbacks:
StageAPI.AddCallback(modID, id, priority, function, params...) -- Stores a function and its params in a table indexed by ID and sorted by priority, where low priority is at the start.
StageAPI.GetCallbacks(id) -- Gets a list of callbacks from the table by the ID, sorted by priority.
StageAPI.UnregisterCallbacks(modID) -- Unregisters all mod callbacks, should be used when a mod loads, useful for luamod.
Individual callbacks tables are arranged like so
{
Priority = integer,
Function = function,
Params = {params...},
ModID = modID
}
StageAPI.CallCallbacks(id, breakOnFirstReturn, params...) -- Calls all callbacks with ID, passing in additional params. If breakOnFirstReturn is defined, breaks and returns the first non-nil return value.
StageAPI callbacks all use string IDs, i.e, AddCallback("POST_CHECK_VALID_ROOM", 1, function, params)
Callback List:
- POST_CHECK_VALID_ROOM(layout, roomList, seed, shape, rtype, requireRoomType)
-- Return false to invalidate a room layout, return integer to specify new weight.
- PRE_SELECT_GRIDENTITY_LIST(GridDataList, spawnIndex)
-- Takes 1 return value. If false, cancels selecting the list. If GridData, selects it to spawn.
-- With no value, picks at random.
- PRE_SELECT_ENTITY_LIST(entityList, spawnIndex, addEntities)
-- Takes 4 return values, AddEntities, EntityList, StillAddRandom, and NoBreak. If the first value is false, cancels selecting the list.
-- AddEntities and EntityList are lists of EntityData tables, described below.
-- Usually StageAPI will pick one entity from the EntityList to add to the AddEntities table at random, but that can be changed with this callback.
-- If StillAddRandom is true, StageAPI will still add a random entity from the entitylist to addentities, alongside ones you returned.
- PRE_SPAWN_ENTITY_LIST(entityList, spawnIndex, doGrids, doPersistentOnly, doAutoPersistent, avoidSpawning, persistentPositions)
-- Takes 1 return value. If false, cancels spawning the entity list. If a table, uses it as the entity list. Any return value breaks out of future callbacks.
-- Every entity in the final entity list is spawned.
-- Note that this entity list contains EntityInfo tables rather than EntityData, which contain persistent room-specific data. Both detailed below.
- PRE_SPAWN_ENTITY(entityInfo, entityList, index, doGrids, doPersistentOnly, doAutoPersistent, avoidSpawning, persistentPositions, shouldSpawnEntity)
-- Takes 1 return value. If false, cancels spawning the entity info. If a table, uses it as the entity info. Any return value breaks out of future callbacks.
- PRE_SPAWN_GRID(gridData, gridInformation, entities, gridSpawnRNG)
-- Takes 1 return value. If false, cancels spawning the grid. If a table, uses it as the grid data. Any return value breaks out of future callbacks.
- PRE_ROOM_LAYOUT_CHOOSE(currentRoom, roomsList)
-- Takes 1 return value. If a table, uses it as the current room layout. Otherwise, chooses from the roomslist with seeded RNG. Breaks on first return.
-- Called both on initial room load and when continuing game, before INIT.
- POST_ROOM_INIT(currentRoom, fromSaveData, saveData)
-- Called when a room initializes. Can occur at two times, when a room is initially entered or when a room is loaded from save data. Takes no return values.
- POST_ROOM_LOAD(currentRoom, isFirstLoad, isExtraRoom)
-- Called when a room is loaded. Takes no return value.
- POST_SPAWN_CUSTOM_GRID(spawnIndex, force, reSpawning, grid, persistentData, CustomGrid)
-- Takes CustomGridTypeName as first callback parameter, and will only run if parameter not supplied or matches current grid.
- POST_CUSTOM_GRID_UPDATE(grid, spawnIndex, persistData, CustomGrid, customGridTypeName)
-- Takes CustomGridTypeName as first callback parameter, and will only run if parameter not supplied or matches current grid.
- POST_CUSTOM_GRID_REMOVE(spawnIndex, persistData, CustomGrid, customGridTypeName)
-- Takes CustomGridTypeName as first callback parameter, and will only run if parameter not supplied or matches current grid.
- PRE_TRANSITION_RENDER()
-- Called before the custom room transition would render, for effects that should render before it.
- POST_SPAWN_CUSTOM_DOOR(door, data, sprite, CustomDoor, persistData, index, force, respawning, grid, CustomGrid)
-- Takes CustomDoorName as first callback parameter, and will only run if parameter not supplied or matches current door.
- POST_CUSTOM_DOOR_UPDATE(door, data, sprite, CustomDoor, persistData)
-- Takes CustomDoorName as first callback parameter, and will only run if parameter not supplied or matches current door.
- PRE_SELECT_BOSS(bosses, allowHorseman, rng)
-- If a boss is returned, uses it instead.
- POST_OVERRIDDEN_GRID_BREAK(grindex, grid, justBrokenGridSpawns)
-- Called when an overridden grid reaches its break state and is considered broken. justBrokenGridSpawns contains all deleted spawns from the grid. Breaks on first non-nil return.
- POST_GRID_UPDATE()
-- Calls when the number of grids changes or grids are reprocessed. This is when room grid graphics are changed.
- PRE_UPDATE_GRID_GFX()
-- Allows returning gridgfx to use in place of the stage's.
- PRE_CHANGE_ROOM_GFX(currentRoom)
-- Allows returning roomgfx to use in place of the stage's.
- POST_CHANGE_ROOM_GFX()
- PRE_STAGEAPI_NEW_ROOM()
-- runs before most but not all stageapi room functionality. guaranteed to run before any room loads.
- POST_STAGEAPI_NEW_ROOM_GENERATION(justGenerated, currentRoom)
-- allows returning justGenerated and currentRoom. run after normal room generation but before reloading old rooms.
- POST_STAGEAPI_NEW_ROOM()
-- all loading and processing of new room generation and old room loading is done, but the gfx hasn't changed yet
- PRE_SELECT_NEXT_STAGE(currentstage)
-- return a stage to go to instead of currentstage.NextStage or none.
- PRE_SHADING_RENDER(shadingEntity)
- POST_SHADING_RENDER(shadingEntity)
-- StageAPI Structures:
EntityData {
Type = integer,
Variant = integer,
SubType = integer,
GridX = integer,
GridY = integer,
Index = integer
}
GridData {
Type = integer,
Variant = integer,
GridX = integer,
GridY = integer,
Index = integer
}
EntityInfo {
Data = EntityData,
PersistentIndex = integer,
Persistent = boolean,
PersistenceData = PersistenceData
}
PersistenceData {
Type = etype,
Variant = variant,
SubType = subtype,
AutoPersists = autoPersists,
RemoveOnRemove = removeOnRemove,
RemoveOnDeath = removeOnDeath,
UpdatePosition = updatePosition,
StoreCheck = storeCheck
}
PersistenceFunction(EntityData)
return PersistenceData
end
Backdrop {
NFloors = {filenames},
LFloors = {filenames},
Corners = {filenames},
Walls = {filenames}
}
BossData {
Name = string,
NameTwo = string,
Portrait = string,
PortraitTwo = string,
Weight = integer,
Horseman = boolean,
Rooms = RoomsList,
Shapes = {RoomShapes}
}
Bosses {
BossDataID,
...
}
DoorInfo {
RequireCurrent = {RoomTypes},
RequireTarget = {RoomTypes},
RequireEither = {RoomTypes},
NotCurrent = {RoomTypes},
NotTarget = {RoomTypes},
NotEither = {RoomTypes}
}
VanillaStage {
NormalStage = true,
Stage = LevelStage,
StageType = StageType
}
CustomGridIndexData {
Name = CustomGridName,
PersistData = persistData,
Data = CustomGrid,
Index = gridIndex
}
GridContainer {
Grid = GridEntity,
Type = GridEntityType,
Desc = GridEntityDesc,
Index = gridIndex
}
StageOverrideStage {
OverrideStage = LevelStage.STAGE2_1,
OverrideStageType = StageType.STAGETYPE_WOTL,
ReplaceWith = CustomStage
}
Shading = shadingPrefix .. "_RoomShape" .. shadingName
StageAPI Variables:
StageOverride {
CatacombsOne = StageOverrideStage,
CatacombsTwo = StageOverrideStage
}
DefaultDoorSpawn = DoorInfo -- where default doors should spawn
SecretDoorSpawn = DoorInfo -- where secret room doors should spawn
StageAPI Objects:
- GridGfx()
-- SetGrid(filename, GridEntityType, variant)
-- SetRocks(filename)
-- SetPits(filename, altpitsfilename, hasExtraFrames) -- Alt Pits are used where water pits would be. HasExtraFrames controls for situations where the base game would not normally tile pits specially
-- OR, with lists of { File, HasExtraFrames }
-- SetPits(filenames, altpitsfilenames) (see utero override)
-- SetBridges(filename)
-- SetDecorations(filename)
-- AddDoors(filename, DoorInfo)
-- SetPayToPlayDoor(filename)
- RoomGfx(Backdrop, GridGfx, shadingName, shadingPrefix)
- RoomsList(name, roomfiles...) -- NAME IS NOT OPTIONAL. USED FOR SAVING / LOADING ROOMS.
-- AddRooms(roomfiles...) -- automatically called on init.
- LevelRoom(layoutName, roomsList, seed, shape, roomType, isExtraRoom, saveData, requireRoomType)
-- PostGetLayout(seed) -- second part of init that is called both when loaded from save and normally, after most other things are initialized. gets spawn ents and grids
-- RemovePersistentIndex(persistentIndex)
-- RemovePersistentEntity(entity)
-- Load(isExtraRoom)
-- SaveGridInformation() -- Save functions only called for extra rooms, usually.
-- SavePersistentEntities()
-- Save()
-- GetSaveData()
-- LoadSaveData(saveData)
-- SetTypeOverride(override)
- CustomStage(name, StageOverrideStage, noSetReplaces) -- replaces defaults to catacombs one if noSetReplaces is not set.
-- NAME IS NOT OPTIONAL. USED TO IDENTIFY STAGE AND FOR SAVING CURRENT STAGE.
-- InheritInit(name, noSetAlias) -- automatically aliases the new stage to the old one, if noSetAlias is not set, meaning that IsStage calls on either will return true if either is active. STILL NEEDS A UNIQUE NAME.
-- SetName(name)
-- SetDisplayName(name)
-- SetReplace(StageOverrideStage)
-- SetNextStage(CustomStage)
-- SetRoomGfx(RoomGfx)
-- SetRooms(RoomsList)
-- SetMusic(musicID, RoomType)
-- SetBossMusic(musicID, clearedMusicID)
-- SetSpots(bossSpot, playerSpot)
-- SetBosses(Bosses)
-- GetPlayingMusic()
-- OverrideRockAltEffects()
-- SetTransitionIcon(icon)
-- IsStage(noAlias)
- CustomGrid(name, GridEntityType, baseVariant, anm2, animation, frame, variantFrames, offset, overrideGridSpawns, overrideGridSpawnAtState, forceSpawning)
-- NAME IS NOT OPTIONAL. USED FOR IDENTIFICATION AFTER SAVING.
-- Spawn(grindex, force, reSpawning, initialPersistData) -- only sets persistData if not already defined.
- CustomDoor(name, anm2, openAnim, closeAnim, openedAnim, closedAnim, noAutoHandling, alwaysOpen)
-- NAME IS NOT OPTIONAL. USED FOR IDENTIFICATION AFTER SAVING.
- Overlay(anm2, velocity, offset, size)
-- SetAlpha(alpha, noCancelFade)
-- Fade(total, time, step) -- Fades from time to total incrementing by step. Use a step of -1 and a time equal to total to fade out.
-- Render(noCenterCorrect)
Various useful tools:
Random(min, max, rng)
WeightedRNG(table, rng, weightKey, preCalculatedWeight)
GotoCustomStage(CustomStage, playTransition) -- also accepts VanillaStage
SpawnCustomTrapdoor(position, goesTo<CustomStage>, anm2, size, alreadyEntering)
AddBossData(id, BossData) -- ID is needed for save / resume.
GetBossData(id)
IsDoorSlotAllowed(slot) -- needed in custom rooms
SetExtraRoom(name, room)
GetExtraRoom(name)
InOrTransitioningToExtraRoom()
TransitioningToOrFromExtraRoom()
TransitionToExtraRoom(name, exitSlot)
TransitionFromExtraRoom(toNormalRoomIndex, exitSlot)
SpawnCustomDoor(slot, leadsToExtraRoomName, leadsToNormalRoomIndex, CustomDoorName, data(at persistData.Data), exitSlot)
SetDoorOpen(open, door)
GetCustomGridIndicesByName(name)
GetCustomGridsByName(name) -- returns list of CustomGridIndexData
GetCustomGrids() -- returns list of CustomGridIndexData
GetCustomDoors(doorDataName) -- returns list of CustomGridIndexData
IsCustomGrid(index, name) -- if name not specified just returns if there is a custom grid at index
InOverriddenStage() -- true if in new stage or in override stage
InOverrideStage() -- true if in override stage
InNewStage() -- true only if inoverriddenstage and not inoverridestage.
GetCurrentStage()
GetCurrentStageDisplayName() -- used for streaks
GetCurrentListIndex()
GetCurrentRoomID() -- returns list index or extra room name
SetCurrentRoom(LevelRoom)
GetCurrentRoom()
GetCurrentRoomType() -- returns TypeOverride, or RoomType, or room:GetType()
GetRooms()
AddEntityPersistenceData(PersistenceData)
AddPersistenceCheck(PersistenceFunction)
CheckPersistence(id, variant, subtype) -- returns PersistenceData
SetRoomFromList(roomsList, roomType, requireRoomType, isExtraRoom, load, seed, shape, fromSaveData) -- full room generation package. Initializes it, sets it, loads it, and returns it.
RemovePersistentEntity(entity) -- mapped directly to LevelRoom function of the same name
ChangeRock(GridContainer)
ChangeDecoration(GridContainer, filename)
ChangePit(GridContainer, filename, bridgefilename, altfilename)
CheckBridge(GridEntity, gridIndex, bridgefilename)
ChangeDoor(GridContainer, DoorInfo, payToPlayFilename)
DoesDoorMatch(GridEntityDoor, DoorSpawn)
ChangeGrid(GridContainer, filename)
ChangeSingleGrid(GridEntity, GridGfx, gridIndex)
ChangeGrids(GridGfx)
ChangeBackdrop(Backdrop)
ChangeShading(name, prefix)
ChangeRoomGfx(RoomGfx)
PlayTextStreak(params)
-- returns params, use as a reference to update Hold, etc
-- text values cannot be changed after init
params = {
Text = Main text, supports newlines (\n)
TextOffset = positional offset for main text
BaseFontScale = scale for main text, vector
Font = Font used for main text, defaults to upheaval
LineSpacing = spacing between newlines, defaults to 1
ExtraText = additional text usually used for item descriptions, unused by stageapi
ExtraOffset = positional offset for extra text
ExtraFontScale = scale for extra text, vector
SmallFont = Font used for extra text, defaults to pftempestasevencondensed (item description font)
Spritesheet = sprite for the streak bg, defaults to vanilla item streak
SpriteOffset = positional offset for the streak bg
Color = text color, used for all text
RenderPos = Position the streak will be rendered at, defaults to item/new floor streak position
Hold = set to true to hold streak indefinitely once it reaches default position, set to false when ready to continue
HoldFrames = number of frames to hold the streak, defaults to 52
}
IsIn(table, value, iterator) -- iterator defaults to ipairs
GetPlayingAnimation(sprite, animationList)
VectorToGrid(x, y, width)
GridToVector(index, width)
GetScreenCenterPosition()
GetScreenBottomRight()
Lerp(first, second, percent)
ReverseIterate() -- in place of ipairs / pairs.
]]
Isaac.DebugString("[StageAPI] Loading Core Definitions")
do -- Core Definitions
if not StageAPI then
StageAPI = {}
end
function StageAPI.Log(str)
str = '[StageAPI] ' .. str
Isaac.ConsoleOutput(str .. '\n')
Isaac.DebugString(str)
end
StageAPI.RockTypes = {
[GridEntityType.GRID_ROCK] = true,
[GridEntityType.GRID_ROCKB] = true,
[GridEntityType.GRID_ROCKT] = true,
[GridEntityType.GRID_ROCK_BOMB] = true,
[GridEntityType.GRID_ROCK_ALT] = true,
[GridEntityType.GRID_ROCK_SS] = true,
[GridEntityType.GRID_PILLAR] = true,
[GridEntityType.GRID_ROCK_SPIKED] = true,
[GridEntityType.GRID_ROCK_ALT2] = true,
[GridEntityType.GRID_ROCK_GOLD] = true,
}
StageAPI.PoopVariant = {
Normal = 0,
Red = 1,
Eternal = 2,
Golden = 3,
Rainbow = 4,
Black = 5,
White = 6,
Charming = 11
}
StageAPI.CorrectedGridTypes = {
[1000]=GridEntityType.GRID_ROCK,
[1001]=GridEntityType.GRID_ROCK_BOMB,
[1002]=GridEntityType.GRID_ROCK_ALT,
[1008]=GridEntityType.GRID_ROCK_ALT2,
[1010]=GridEntityType.GRID_ROCK_SPIKED,
[1011]=GridEntityType.GRID_ROCK_GOLD,
[1300]=GridEntityType.GRID_TNT,
[1499]={Type = GridEntityType.GRID_POOP, Variant = StageAPI.PoopVariant.Normal}, -- giant, does not work
[1498]={Type = GridEntityType.GRID_POOP, Variant = StageAPI.PoopVariant.White},
[1497]={Type = GridEntityType.GRID_POOP, Variant = StageAPI.PoopVariant.Black},
[1496]={Type = GridEntityType.GRID_POOP, Variant = StageAPI.PoopVariant.Golden},
[1495]={Type = GridEntityType.GRID_POOP, Variant = StageAPI.PoopVariant.Eternal},
[1494]={Type = GridEntityType.GRID_POOP, Variant = StageAPI.PoopVariant.Rainbow},
[1490]={Type = GridEntityType.GRID_POOP, Variant = StageAPI.PoopVariant.Red},
[1500]=GridEntityType.GRID_POOP,
[1501]={Type = GridEntityType.GRID_POOP, Variant = StageAPI.PoopVariant.Charming},
[1900]=GridEntityType.GRID_ROCKB,
[1901]=GridEntityType.GRID_PILLAR,
[1930]=GridEntityType.GRID_SPIKES,
[1931]=GridEntityType.GRID_SPIKES_ONOFF,
[1940]=GridEntityType.GRID_SPIDERWEB,
[1999]=GridEntityType.GRID_WALL,
[3000]=GridEntityType.GRID_PIT,
[4000]=GridEntityType.GRID_LOCK,
[4500]=GridEntityType.GRID_PRESSURE_PLATE,
[5000]=GridEntityType.GRID_STATUE,
[5001]={Type = GridEntityType.GRID_STATUE, Variant = 1},
[9000]=GridEntityType.GRID_TRAPDOOR,
[9100]=GridEntityType.GRID_STAIRS,
[10000]=GridEntityType.GRID_GRAVITY
}
StageAPI.E = {
MetaEntity = "StageAPIMetaEntity",
Backdrop = "StageAPIBackdrop",
Shading = "StageAPIShading",
StageShadow = "StageAPIStageShadow",
GenericEffect = "StageAPIGenericEffect",
FloorEffect = "StageAPIFloorEffect",
Trapdoor = "StageAPITrapdoor",
Door = "StageAPIDoor",
DeleteMeEffect = "StageAPIDeleteMeEffect",
DeleteMeNPC = "StageAPIDeleteMeNPC",
DeleteMeProjectile = "StageAPIDeleteMeProjectile",
DeleteMePickup = "StageAPIDeleteMePickup",
RandomRune = "StageAPIRandomRune"
}
StageAPI.S = {
BossIntro = Isaac.GetSoundIdByName("StageAPI Boss Intro")
}
StageAPI.Game = Game()
StageAPI.Players = {}
function StageAPI.TryLoadModData(continued)
if Isaac.HasModData(mod) and continued then
local data = Isaac.LoadModData(mod)
StageAPI.LoadSaveString(data)
else
StageAPI.CurrentStage = nil
StageAPI.LevelRooms = {}
StageAPI.RoomGrids = {}
StageAPI.CustomGrids = {}
StageAPI.CurrentExtraRoom = nil
StageAPI.CurrentExtraRoomName = nil
end
end
function StageAPI.SaveModData()
Isaac.SaveModData(mod, StageAPI.GetSaveString())
end
if Isaac.GetPlayer(0) then
StageAPI.Room = StageAPI.Game:GetRoom()
StageAPI.Level = StageAPI.Game:GetLevel()
local numPlayers = StageAPI.Game:GetNumPlayers()
if numPlayers > 0 then
for i = 1, numPlayers do
StageAPI.Players[i] = Isaac.GetPlayer(i - 1)
end
end
end
StageAPI.ZeroVector = Vector(0, 0)
mod:AddCallback(ModCallbacks.MC_POST_PLAYER_INIT, function()
StageAPI.Level = StageAPI.Game:GetLevel()
StageAPI.Room = StageAPI.Game:GetRoom()
local highestPlayerFrame
for i = 1, StageAPI.Game:GetNumPlayers() do
StageAPI.Players[i] = Isaac.GetPlayer(i - 1)
local frame = StageAPI.Players[i].FrameCount
if not highestPlayerFrame or frame > highestPlayerFrame then
highestPlayerFrame = frame
end
end
if highestPlayerFrame < 3 then
StageAPI.TryLoadModData(StageAPI.Game:GetFrameCount() > 2)
end
end)
mod:AddCallback(ModCallbacks.MC_POST_UPDATE, function()
local numPlayers = StageAPI.Game:GetNumPlayers()
if numPlayers ~= #StageAPI.Players then
StageAPI.Players = {}
for i = 1, numPlayers do
StageAPI.Players[i] = Isaac.GetPlayer(i - 1)
end
end
end)
mod:AddCallback(ModCallbacks.MC_POST_NEW_ROOM, function()
StageAPI.Level = StageAPI.Game:GetLevel()
StageAPI.Room = StageAPI.Game:GetRoom()
end)
end
-- local, so needs to be outside of do/end
local localToStageAPIMap = {
game = "Game",
room = "Room",
level = "Level",
players = "Players",
zeroVector = "ZeroVector"
}
local sfx = SFXManager()
local oldENV = _ENV
local _ENV = {}
oldENV.setmetatable(_ENV, {
__index = function(tbl, k)
if localToStageAPIMap[k] then
return StageAPI[localToStageAPIMap[k]]
elseif oldENV[k] then
return oldENV[k]
end
end
})
--local game, room, level, players, zeroVector = StageAPI.Game, StageAPI.Room, StageAPI.Level, StageAPI.Players, StageAPI.ZeroVector
Isaac.DebugString("[StageAPI] Loading Core Functions")
do -- Core Functions
mod:AddCallback(ModCallbacks.MC_PRE_GAME_EXIT, function(_, shouldSave)
StageAPI.Players = {}
players = StageAPI.Players
if shouldSave then
StageAPI.SaveModData()
end
end)
mod:AddCallback(ModCallbacks.MC_POST_NEW_LEVEL, function()
StageAPI.SaveModData()
end)
StageAPI.RandomRNG = RNG()
StageAPI.RandomRNG:SetSeed(Random(), 0)
function StageAPI.Random(a, b, rng)
rng = rng or StageAPI.RandomRNG
if a and b then
-- TODO remove after Rev update
if b - a < 0 then
StageAPI.Log('Bad Random Range! ' .. a .. ', ' .. b)
return b - a
end
return rng:Next() % (b - a + 1) + a
elseif a then
-- TODO remove after Rev update
if a < 0 then
StageAPI.Log('Bad Random Max! ' .. a)
return a
end
return rng:Next() % (a + 1)
end
return rng:Next()
end
function StageAPI.WeightedRNG(args, rng, key, preCalculatedWeight) -- takes tables {{obj, weight}, {"pie", 3}, {555, 0}}
local weight_value = preCalculatedWeight or 0
local iterated_weight = 1
if not preCalculatedWeight then
for _, potentialObject in ipairs(args) do
if key then
weight_value = weight_value + potentialObject[key]
else
weight_value = weight_value + potentialObject[2]
end
end
end
rng = rng or StageAPI.RandomRNG
local random_chance = StageAPI.Random(1, weight_value, rng)
for i, potentialObject in ipairs(args) do
if key then
iterated_weight = iterated_weight + potentialObject[key]
else
iterated_weight = iterated_weight + potentialObject[2]
end
if iterated_weight > random_chance then
local ret = potentialObject
if key then
return ret, i
else
return ret[1], i
end
end
end
end
StageAPI.Class = {}
function StageAPI.ClassInit(tbl, ...)
local inst = {}
setmetatable(inst, tbl)
tbl.__index = tbl
tbl.__call = StageAPI.ClassInit
if inst.AllowMultipleInit or not inst.Initialized then
inst.Initialized = true
if inst.Init then
inst:Init(...)
end
if inst.PostInit then
inst:PostInit(...)
end
else
if inst.InheritInit then
inst:InheritInit(...)
end
end
return inst
end
function StageAPI.Class:Init(Type, AllowMultipleInit)
self.Type = Type
self.AllowMultipleInit = AllowMultipleInit
self.Initialized = false
end
setmetatable(StageAPI.Class, {
__call = StageAPI.ClassInit
})
StageAPI.Callbacks = {}
local function Reverse_Iterator(t,i)
i=i-1
local v=t[i]
if v==nil then return v end
return i,v
end
function StageAPI.ReverseIterate(t)
return Reverse_Iterator, t, #t+1
end
function StageAPI.AddCallback(modID, id, priority, fn, ...)
if not StageAPI.Callbacks[id] then
StageAPI.Callbacks[id] = {}
end
local index = 1
for i, callback in StageAPI.ReverseIterate(StageAPI.Callbacks[id]) do
if priority > callback.Priority then
index = i + 1
break
end
end
table.insert(StageAPI.Callbacks[id], index, {
Priority = priority,
Function = fn,
ModID = modID,
Params = {...}
})
end
function StageAPI.UnregisterCallbacks(modID)
for id, callbacks in pairs(StageAPI.Callbacks) do
for i, callback in StageAPI.ReverseIterate(callbacks) do
if callback.ModID == modID then
table.remove(callbacks, i)
end
end
end
end
StageAPI.UnregisterCallbacks("StageAPI")
function StageAPI.GetCallbacks(id)
return StageAPI.Callbacks[id] or {}
end
function StageAPI.CallCallbacks(id, breakOnFirstReturn, ...)
for _, callback in ipairs(StageAPI.GetCallbacks(id)) do
local ret = callback.Function(...)
if breakOnFirstReturn and ret ~= nil then
return ret
end
end
end
function StageAPI.IsIn(tbl, v, fn)
fn = fn or ipairs
for k, v2 in fn(tbl) do
if v2 == v then
return k or true
end
end
end
function StageAPI.Copy(tbl)
local t = {}
for k, v in pairs(tbl) do
t[k] = v
end
return t
end
function StageAPI.GetPlayingAnimation(sprite, animations)
for _, anim in ipairs(animations) do
if sprite:IsPlaying(anim) then
return anim
end
end
end
function StageAPI.VectorToGrid(x, y, width)
width = width or room:GetGridWidth()
return width + 1 + (x + width * y)
end
function StageAPI.GridToVector(index, width)
width = width or room:GetGridWidth()
return (index % width) - 1, (math.floor(index / width)) - 1
end
function StageAPI.GetScreenBottomRight()
return room:GetRenderSurfaceTopLeft() * 2 + Vector(442,286)
end
function StageAPI.GetScreenCenterPosition()
return StageAPI.GetScreenBottomRight() / 2
end
StageAPI.DefaultScreenSize = Vector(480, 270)
function StageAPI.GetScreenScale(vec)
local bottomRight = StageAPI.GetScreenBottomRight()
if vec then
return Vector(bottomRight.X / StageAPI.DefaultScreenSize.X, bottomRight.Y / StageAPI.DefaultScreenSize.Y)
else
return bottomRight.X / StageAPI.DefaultScreenSize.X, bottomRight.Y / StageAPI.DefaultScreenSize.Y
end
end
function StageAPI.Lerp(first, second, percent)
return first * (1 - percent) + second * percent
end
local TextStreakScales = {
[0] = Vector(3,0.2), [1] = Vector(2.6,0.36),
[2] = Vector(2.2,0.52), [3] = Vector(1.8,0.68),
[4] = Vector(1.4,0.84), [5] = Vector(0.95,1.05),
[6] = Vector(0.97,1.03), [7] = Vector(0.98,1.02),
-- frame 8 is the hold frame
[9] = Vector(0.99,1.03), [10] = Vector(0.98,1.05),
[11] = Vector(0.96,1.08), [12] = Vector(0.95,1.1),
[13] = Vector(1.36,0.92), [14] = Vector(1.77,0.74),
[15] = Vector(2.18,0.56), [16] = Vector(2.59,0.38),
[17] = Vector(3,0.2)
}
local TextStreakPositions = {
[0] = -800, [1] = -639,
[2] = -450, [3] = -250,
[4] = -70, [5] = 10,
[6] = 6, [7] = 3,
[9] = -5, [10] = -10,
[11] = -15, [12] = -20,
[13] = 144, [14] = 308,
[15] = 472, [16] = 636,
[17] =800
}
local StreakSprites = {}
local Streaks = {}
local streakFont = Font()
streakFont:Load("font/upheaval.fnt")
local streakSmallFont = Font()
streakSmallFont:Load("font/pftempestasevencondensed.fnt")
local streakDefaultHoldFrames = 52
local streakDefaultSpritesheet = "stageapi/streak.png"
local streakDefaultColor = KColor(1,1,1,1,0,0,0)
local streakDefaultPos = Vector(240, 48)
local oneVector = Vector(1, 1)
function StageAPI.PlayTextStreak(text, extratext, extratextOffset, extratextScaleMulti, replaceSpritesheet, spriteOffset, font, smallFont, color)
local streak
if type(text) == "table" then
streak = text
else
streak = {
Text = text,
ExtraText = extratext,
Color = color,
Font = font,
SpriteOffset = spriteOffset,
SmallFont = smallFont,
ExtraFontScale = extratextScaleMulti,
ExtraOffset = extratextOffset,
Spritesheet = replaceSpritesheet
}
end
local splitLines = {}
streak.Text:gsub("([^\n]+)", function(c) table.insert(splitLines, { Text = c }) end)
streak.Text = splitLines
streak.Color = streak.Color or streakDefaultColor
streak.Font = streak.Font or streakFont
streak.SmallFont = streak.SmallFont or streakSmallFont
streak.RenderPos = streak.RenderPos or streakDefaultPos
--streak.BaseFontScale = streak.BaseFontScale or oneVector
streak.ExtraFontScale = streak.ExtraFontScale or oneVector
streak.SpriteOffset = streak.SpriteOffset or zeroVector
streak.TextOffset = streak.TextOffset or zeroVector
streak.ExtraOffset = streak.ExtraOffset or zeroVector
streak.Spritesheet = streak.Spritesheet or streakDefaultSpritesheet
streak.LineSpacing = streak.LineSpacing or 1
streak.Hold = streak.Hold or false
streak.HoldFrames = streak.HoldFrames or streakDefaultHoldFrames
streak.Frame = 0
for _, line in pairs(streak.Text) do
line.Width = streak.Font:GetStringWidth(line.Text) / 2
end
streak.ExtraWidth = streak.SmallFont:GetStringWidth(streak.ExtraText or "") / 2
local index = #Streaks + 1
streak.SpriteIndex = index
local streakSprite = StreakSprites[index]
if not streakSprite then -- this system loads as many sprites as it has to play at once
StreakSprites[index] = {}
streakSprite = StreakSprites[index]
streakSprite.Sprite = Sprite()
streakSprite.Sprite:Load("stageapi/streak.anm2", true)
streakSprite.Spritesheet = streakDefaultSpritesheet
end
if streak.Spritesheet ~= streakSprite.Spritesheet then
streakSprite.Spritesheet = streak.Spritesheet
streakSprite.Sprite:ReplaceSpritesheet(0, streak.Spritesheet)
streakSprite.Sprite:LoadGraphics()
end
streakSprite.Sprite.Offset = streak.SpriteOffset
streakSprite.Sprite:Play("Text", true)
Streaks[index] = streak
return streak
end
function StageAPI.UpdateTextStreak()
for index, streakPlaying in StageAPI.ReverseIterate(Streaks) do
local sprite = StreakSprites[streakPlaying.SpriteIndex].Sprite
if streakPlaying.Frame == 8 then
if streakPlaying.Hold then
sprite.PlaybackSpeed = 0
elseif streakPlaying.HoldFrames > 0 then
sprite.PlaybackSpeed = 0
streakPlaying.HoldFrames = streakPlaying.HoldFrames - 1
else
sprite.PlaybackSpeed = 1
end
end
sprite:Update()
streakPlaying.Frame = sprite:GetFrame()
if streakPlaying.Frame >= 17 then
sprite:Stop()
table.remove(Streaks, index)
streakPlaying.Finished = true
end
streakPlaying.FontScale = (TextStreakScales[streakPlaying.Frame] or oneVector)
if streakPlaying.BaseFontScale then
streakPlaying.FontScale = Vector(streakPlaying.FontScale.X * streakPlaying.BaseFontScale.X, streakPlaying.FontScale.X * streakPlaying.BaseFontScale.Y)
end
local screenX = StageAPI.GetScreenCenterPosition().X
streakPlaying.RenderPos.X = screenX
for _, line in ipairs(streakPlaying.Text) do
line.PositionX = (TextStreakPositions[streakPlaying.Frame] or 0) - line.Width * streakPlaying.FontScale.X + screenX + 0.25
end
streakPlaying.ExtraPositionX = (TextStreakPositions[streakPlaying.Frame] or 0) - (streakPlaying.ExtraWidth / 2) * streakPlaying.FontScale.X + screenX + 0.25
streakPlaying.Updated = true
end
end
function StageAPI.RenderTextStreak()
for index, streakPlaying in StageAPI.ReverseIterate(Streaks) do
if streakPlaying.Updated then
local sprite = StreakSprites[streakPlaying.SpriteIndex].Sprite
sprite:Render(streakPlaying.RenderPos, zeroVector, zeroVector)
local height = streakPlaying.Font:GetLineHeight() * streakPlaying.LineSpacing * streakPlaying.FontScale.Y
for i, line in ipairs(streakPlaying.Text) do
streakPlaying.Font:DrawStringScaled(line.Text,
line.PositionX + streakPlaying.TextOffset.X,
streakPlaying.RenderPos.Y - 9 + (i - 1) * height + streakPlaying.TextOffset.Y,
streakPlaying.FontScale.X, streakPlaying.FontScale.Y,
streakPlaying.Color, 0, true)
end
if streakPlaying.ExtraText then
streakPlaying.SmallFont:DrawStringScaled(streakPlaying.ExtraText, streakPlaying.ExtraPositionX + streakPlaying.ExtraOffset.X, (streakPlaying.RenderPos.Y - 9) + streakPlaying.ExtraOffset.Y, streakPlaying.FontScale.X * streakPlaying.ExtraFontScale.X, 1 * streakPlaying.ExtraFontScale.Y, streakPlaying.Color, 0, true)
end
end
end
end
mod:AddCallback(ModCallbacks.MC_POST_UPDATE, StageAPI.UpdateTextStreak)
mod:AddCallback(ModCallbacks.MC_POST_RENDER, StageAPI.RenderTextStreak)
for k, v in pairs(StageAPI.E) do
StageAPI.E[k] = {
T = Isaac.GetEntityTypeByName(v),
V = Isaac.GetEntityVariantByName(v),
S = 0
}
end
StageAPI.E.FloorEffectCreep = {
T = EntityType.ENTITY_EFFECT,
V = EffectVariant.CREEP_RED,
S = 12545
}
function StageAPI.SpawnFloorEffect(pos, velocity, spawner, anm2, loadGraphics, variant)
local eff = Isaac.Spawn(StageAPI.E.FloorEffectCreep.T, StageAPI.E.FloorEffectCreep.V, StageAPI.E.FloorEffectCreep.S, pos or zeroVector, velocity or zeroVector, spawner)
eff.Variant = variant or StageAPI.E.FloorEffect.V
if anm2 then
eff:GetSprite():Load(anm2, loadGraphics)
end
return eff
end
end
Isaac.DebugString("[StageAPI] Loading Overlay System")
do -- Overlays
StageAPI.DebugTiling = false
function StageAPI.RenderSpriteTiled(sprite, position, size, centerCorrect)
local screenBottomRight = StageAPI.GetScreenBottomRight()
local screenFitX = screenBottomRight.X / size.X
local screenFitY = screenBottomRight.Y / size.Y
local timesRendered = 0
for x = -1, math.ceil(screenFitX) do
for y = -1, math.ceil(screenFitY) do
local pos = position + Vector(size.X * x, size.Y * y):Rotated(sprite.Rotation)
if centerCorrect then
pos = pos + Vector(
size.X * x,
size.Y * y
):Rotated(sprite.Rotation)
end
sprite:Render(pos, zeroVector, zeroVector)
if StageAPI.DebugTiling then
timesRendered = timesRendered + 1
Isaac.RenderText("RenderPoint (" .. tostring(timesRendered) .. "): " .. tostring(x) .. ", " .. tostring(y), pos.X, pos.Y, 255, 0, 0, 1)
end
end
end
end
StageAPI.OverlayDefaultSize = Vector(512, 512)
StageAPI.Overlay = StageAPI.Class("Overlay")
function StageAPI.Overlay:Init(file, velocity, offset, size, alpha)
self.Sprite = Sprite()
self.Sprite:Load(file, true)
self.Sprite:Play("Idle", true)
self.Position = zeroVector
self.Velocity = velocity or zeroVector
self.Offset = offset or zeroVector
self.Size = size or StageAPI.OverlayDefaultSize
if alpha then
self:SetAlpha(alpha, true)
end
end
function StageAPI.Overlay:SetAlpha(alpha, noCancelFade)
local sprite = self.Sprite
self.Alpha = alpha
sprite.Color = Color(sprite.Color.R, sprite.Color.G, sprite.Color.B, alpha, sprite.Color.RO, sprite.Color.GO, sprite.Color.BO)
if not noCancelFade then
self.Fading = false
self.FadingFinished = nil
self.FadeTime = nil
self.FadeTotal = nil
self.FadeStep = nil
end
end
function StageAPI.Overlay:Fade(total, time, step) -- use a step of -1 to fade out
step = step or 1
self.FadeTotal = total
self.FadeTime = time
self.FadeStep = step
self.Fading = true
self.FadingFinished = false
end
function StageAPI.Overlay:Update()
if self.Velocity then
self.Position = self.Position + self.Velocity
self.Position = self.Position:Rotated(-self.Sprite.Rotation)
if self.Position.X >= self.Size.X then
self.Position = Vector(self.Position.X - self.Size.X, self.Position.Y)
end
if self.Position.Y >= self.Size.Y then
self.Position = Vector(self.Position.X, self.Position.Y - self.Size.Y)
end
if self.Position.X < 0 then
self.Position = Vector(self.Position.X + self.Size.X, self.Position.Y)
end
if self.Position.Y < 0 then
self.Position = Vector(self.Position.X, self.Position.Y + self.Size.Y)
end
self.Position = self.Position:Rotated(self.Sprite.Rotation)
end
end
function StageAPI.Overlay:Render(noCenterCorrect, additionalOffset, noUpdate)
local centerCorrect = not noCenterCorrect
if self.Fading and self.FadeTime and self.FadeTotal and self.FadeStep then
self.FadeTime = self.FadeTime + self.FadeStep
if self.FadeTime < 0 then
self.FadeTime = 0
self.Fading = false
self.FadingFinished = true
end
if self.FadeTime > self.FadeTotal then
self.FadeTime = self.FadeTotal
self.Fading = false
self.FadingFinished = true
end
self:SetAlpha(self.FadeTime / self.FadeTotal, true)
end
if not noUpdate then
self:Update()
end
StageAPI.RenderSpriteTiled(self.Sprite, self.Position + (self.Offset or zeroVector) + (additionalOffset or zeroVector), self.Size, centerCorrect)
if StageAPI.DebugTiling then
Isaac.RenderText("OriginPoint: " .. tostring(self.Position.X) .. ", " .. tostring(self.Position.Y), self.Position.X, self.Position.Y, 0, 255, 0, 1)
end
end
end
Isaac.DebugString("[StageAPI] Loading Room Handler")
do -- RoomsList
StageAPI.RemappedEntities = {}
function StageAPI.RemapEntity(t1, v1, s1, t2, v2, s2)
v1 = v1 or "Default"
s1 = s1 or "Default"
if not StageAPI.RemappedEntities[t1] then
StageAPI.RemappedEntities[t1] = {}
end
if v1 and not StageAPI.RemappedEntities[t1][v1] then
StageAPI.RemappedEntities[t1][v1] = {}
end
StageAPI.RemappedEntities[t1][v1][s1] = {
Type = t2,
Variant = v2,
SubType = s2
}
end
StageAPI.RoomShapeToWidthHeight = {
[RoomShape.ROOMSHAPE_1x1] = {
Width = 15,
Height = 9,
Slots = {DoorSlot.UP0, DoorSlot.LEFT0, DoorSlot.RIGHT0, DoorSlot.DOWN0}
},
[RoomShape.ROOMSHAPE_IV] = {
Width = 15,
Height = 9,
Slots = {DoorSlot.UP0, DoorSlot.DOWN0}
},
[RoomShape.ROOMSHAPE_IH] = {
Width = 15,
Height = 9,
Slots = {DoorSlot.LEFT0, DoorSlot.RIGHT0}
},
[RoomShape.ROOMSHAPE_2x2] = {
Width = 28,
Height = 16,
Slots = {DoorSlot.UP0, DoorSlot.UP1, DoorSlot.LEFT0, DoorSlot.LEFT1, DoorSlot.RIGHT0, DoorSlot.RIGHT1, DoorSlot.DOWN0, DoorSlot.DOWN1}
},
[RoomShape.ROOMSHAPE_2x1] = {
Width = 28,
Height = 9,
Slots = {DoorSlot.UP0, DoorSlot.UP1, DoorSlot.LEFT0, DoorSlot.RIGHT0, DoorSlot.DOWN0, DoorSlot.DOWN1}
},
[RoomShape.ROOMSHAPE_1x2] = {
Width = 15,
Height = 16,
Slots = {DoorSlot.UP0, DoorSlot.LEFT0, DoorSlot.LEFT1, DoorSlot.RIGHT0, DoorSlot.RIGHT1, DoorSlot.DOWN0}
},
[RoomShape.ROOMSHAPE_IIV] = {
Width = 15,
Height = 16,
Slots = {DoorSlot.UP0, DoorSlot.DOWN0}
},
[RoomShape.ROOMSHAPE_LTL] = {
Width = 28,
Height = 16,
LWidthEnd = 14,
LHeightEnd = 8,
Slots = {DoorSlot.UP0, DoorSlot.UP1, DoorSlot.LEFT0, DoorSlot.LEFT1, DoorSlot.RIGHT0, DoorSlot.RIGHT1, DoorSlot.DOWN0, DoorSlot.DOWN1}
},
[RoomShape.ROOMSHAPE_LBL] = {
Width = 28,
Height = 16,
LWidthEnd = 14,
LHeightStart = 8,
Slots = {DoorSlot.UP0, DoorSlot.UP1, DoorSlot.LEFT0, DoorSlot.LEFT1, DoorSlot.RIGHT0, DoorSlot.RIGHT1, DoorSlot.DOWN0, DoorSlot.DOWN1}
},
[RoomShape.ROOMSHAPE_LBR] = {
Width = 28,
Height = 16,
LWidthStart = 14,
LHeightStart = 8,
Slots = {DoorSlot.UP0, DoorSlot.UP1, DoorSlot.LEFT0, DoorSlot.LEFT1, DoorSlot.RIGHT0, DoorSlot.RIGHT1, DoorSlot.DOWN0, DoorSlot.DOWN1}
},
[RoomShape.ROOMSHAPE_LTR] = {
Width = 28,
Height = 16,
LWidthStart = 14,
LHeightEnd = 8,
Slots = {DoorSlot.UP0, DoorSlot.UP1, DoorSlot.LEFT0, DoorSlot.LEFT1, DoorSlot.RIGHT0, DoorSlot.RIGHT1, DoorSlot.DOWN0, DoorSlot.DOWN1}
},
[RoomShape.ROOMSHAPE_IIH] = {
Width = 28,
Height = 9,
Slots = {DoorSlot.LEFT0, DoorSlot.RIGHT0}
}
}
function StageAPI.AddObjectToRoomLayout(layout, index, objtype, variant, subtype, gridX, gridY)
if gridX and gridY and not index then
index = StageAPI.VectorToGrid(gridX, gridY, layout.Width)
end
if StageAPI.CorrectedGridTypes[objtype] then
local t, v = StageAPI.CorrectedGridTypes[objtype], variant
if type(t) == "table" then
v = t.Variant
t = t.Type
end
local gridData = {
Type = t,
Variant = v,
GridX = gridX,
GridY = gridY,
Index = index
}
layout.GridEntities[#layout.GridEntities + 1] = gridData
if not layout.GridEntitiesByIndex[gridData.Index] then
layout.GridEntitiesByIndex[gridData.Index] = {}
end
layout.GridEntitiesByIndex[gridData.Index][#layout.GridEntitiesByIndex[gridData.Index] + 1] = gridData
elseif objtype ~= 0 then
local entData = {
Type = objtype,
Variant = variant,
SubType = subtype,
GridX = gridX,
GridY = gridY,
Index = index
}
if entData.Type == 1400 or entData.Type == 1410 then
entData.Type = EntityType.ENTITY_FIREPLACE
if entData.Type == 1410 then
entData.Variant = 1
else
entData.Variant = 0
end
end
if entData.Type == 999 then
entData.Type = 1000
end
if StageAPI.RemappedEntities[entData.Type] then
local remapTo
if entData.Variant and StageAPI.RemappedEntities[entData.Type][entData.Variant] then
if entData.SubType and StageAPI.RemappedEntities[entData.Type][entData.Variant][entData.SubType] then
remapTo = StageAPI.RemappedEntities[entData.Type][entData.Variant][entData.SubType]
elseif StageAPI.RemappedEntities[entData.Type][entData.Variant]["Default"] then
remapTo = StageAPI.RemappedEntities[entData.Type][entData.Variant]["Default"]
end
elseif StageAPI.RemappedEntities[entData.Type]["Default"] then
remapTo = StageAPI.RemappedEntities[entData.Type]["Default"]["Default"]
end
if remapTo then
entData.Type = remapTo.Type
if remapTo.Variant then
entData.Variant = remapTo.Variant
end
if remapTo.SubType then
entData.SubType = remapTo.SubType
end
end
end
if not layout.EntitiesByIndex[entData.Index] then
layout.EntitiesByIndex[entData.Index] = {}
end
layout.EntitiesByIndex[entData.Index][#layout.EntitiesByIndex[entData.Index] + 1] = entData
layout.Entities[#layout.Entities + 1] = entData
end
end
StageAPI.LastRoomID = 0
function StageAPI.SimplifyRoomLayout(layout)
local outLayout = {
GridEntities = {},
GridEntitiesByIndex = {},
Entities = {},
EntitiesByIndex = {},
Doors = {},
Shape = layout.SHAPE,
Weight = layout.WEIGHT,
Difficulty = layout.DIFFICULTY,
Name = layout.NAME,
Width = layout.WIDTH + 2,
Height = layout.HEIGHT + 2,
Type = layout.TYPE,
Variant = layout.VARIANT,
SubType = layout.SUBTYPE,
StageAPIID = StageAPI.LastRoomID + 1,
PreSimplified = true
}
StageAPI.LastRoomID = outLayout.StageAPIID
local widthHeight = StageAPI.RoomShapeToWidthHeight[outLayout.Shape]
if widthHeight then
outLayout.LWidthStart = widthHeight.LWidthStart
outLayout.LWidthEnd = widthHeight.LWidthEnd
outLayout.LHeightStart = widthHeight.LHeightStart
outLayout.LHeightEnd = widthHeight.LHeightEnd
end
for _, object in ipairs(layout) do
if not object.ISDOOR then
local index = StageAPI.VectorToGrid(object.GRIDX, object.GRIDY, outLayout.Width)
for _, entityData in ipairs(object) do
StageAPI.AddObjectToRoomLayout(outLayout, index, entityData.TYPE, entityData.VARIANT, entityData.SUBTYPE, object.GRIDX, object.GRIDY)
end
else
outLayout.Doors[#outLayout.Doors + 1] = {
Slot = object.SLOT,
Exists = object.EXISTS
}
end
end
return outLayout
end
function StageAPI.CreateEmptyRoomLayout(shape)
shape = shape or RoomShape.ROOMSHAPE_1x1
local widthHeight = StageAPI.RoomShapeToWidthHeight[shape]
local width, height, lWidthStart, lWidthEnd, lHeightStart, lHeightEnd, slots
if not widthHeight then
width, height, slots = StageAPI.RoomShapeToWidthHeight[RoomShape.ROOMSHAPE_1x1].Width, StageAPI.RoomShapeToWidthHeight[RoomShape.ROOMSHAPE_1x1].Height, StageAPI.RoomShapeToWidthHeight[RoomShape.ROOMSHAPE_1x1].Slots
else
width, height, lWidthStart, lWidthEnd, lHeightStart, lHeightEnd, slots = widthHeight.Width, widthHeight.Height, widthHeight.LWidthStart, widthHeight.LWidthEnd, widthHeight.LHeightStart, widthHeight.LHeightEnd, widthHeight.Slots
end
local newRoom = {
Name = "Empty",
RoomFilename = "Special",
Type = 1,
Variant = 0,
SubType = 0,
Shape = shape,
Difficulty = 1,
Width = width,
Height = height,
LWidthStart = lWidthStart,
LWidthEnd = lWidthEnd,
LHeightStart = lHeightStart,
LHeightEnd = lHeightEnd,
Weight = 1,
GridEntities = {},
GridEntitiesByIndex = {},
Entities = {},
EntitiesByIndex = {},
Doors = {},
StageAPIID = StageAPI.LastRoomID + 1,
PreSimplified = true
}
StageAPI.LastRoomID = newRoom.StageAPIID
for _, slot in ipairs(slots) do
newRoom.Doors[#newRoom.Doors + 1] = {
Slot = slot,
Exists = true
}
end
return newRoom
end
StageAPI.DoorsBitwise = {
[DoorSlot.LEFT0] = 1,
[DoorSlot.UP0] = 1 << 1,
[DoorSlot.RIGHT0] = 1 << 2,
[DoorSlot.DOWN0] = 1 << 3,
[DoorSlot.LEFT1] = 1 << 4,
[DoorSlot.UP1] = 1 << 5,
[DoorSlot.RIGHT1] = 1 << 6,
[DoorSlot.DOWN1] = 1 << 7,
}
function StageAPI.GenerateRoomLayoutFromData(data) -- converts RoomDescriptor.Data to a StageAPI layout
local layout = StageAPI.CreateEmptyRoomLayout(data.Shape)
layout.Name = data.Name
layout.RoomFilename = "Special"
layout.Type = data.Type
layout.Variant = data.Variant
layout.SubType = data.Subtype
layout.Difficulty = data.Difficulty
layout.Weight = data.InitialWeight
for _, door in ipairs(layout.Doors) do
door.Exists = data.Doors & StageAPI.DoorsBitwise[door.Slot] ~= 0
end
local spawns = data.Spawns
for i = 0, spawns.Size do
local spawn = spawns:Get(i)
if spawn then
local sumWeight = spawn.SumWeights
local weight = 0
for i = 1, spawn.EntryCount do
local entry = spawn:PickEntry(weight)
weight = weight + entry.Weight / sumWeight
StageAPI.AddObjectToRoomLayout(layout, index, entry.Type, entry.Variant, entry.Subtype, spawn.X, spawn.Y)
end
end
end
return layout
end
StageAPI.Layouts = {}
function StageAPI.RegisterLayout(name, layout)
StageAPI.Layouts[name] = layout
end
StageAPI.RoomsLists = {}
StageAPI.RoomsList = StageAPI.Class("RoomsList")
function StageAPI.RoomsList:Init(name, ...)
self.Name = name
StageAPI.RoomsLists[name] = self
self.All = {}
self.ByShape = {}
self.Shapes = {}
self.NotSimplifiedFiles = {}
self:AddRooms(...)
end
function StageAPI.RoomsList:AddRooms(...)
local roomfiles = {...}
for _, rooms in ipairs(roomfiles) do
local roomfile, waitToSimplify = "N/A", false
if type(rooms) == "table" and rooms.Rooms then
roomfile = rooms.Name
waitToSimplify = rooms.WaitToSimplify
rooms = rooms.Rooms
end
if waitToSimplify then
self.NotSimplifiedFiles[#self.NotSimplifiedFiles + 1] = rooms
else
for _, room in ipairs(rooms) do
local simplified
if not room.PreSimplified then
simplified = StageAPI.SimplifyRoomLayout(room)
else
simplified = room
end
simplified.RoomFilename = not waitToSimplify and room.RoomFilename or roomfile
self.All[#self.All + 1] = simplified
if not self.ByShape[simplified.Shape] then
self.Shapes[#self.Shapes + 1] = simplified.Shape
self.ByShape[simplified.Shape] = {}
end
self.ByShape[simplified.Shape][#self.ByShape[simplified.Shape] + 1] = simplified
end
end
end
end
function StageAPI.RoomsList:CopyRooms(roomsList)
self:AddRooms(roomsList.All)
end
function StageAPI.CreateSingleEntityLayout(t, v, s, name, rtype, shape)
local layout = StageAPI.CreateEmptyRoomLayout(shape)
layout.Type = rtype or RoomType.ROOM_DEFAULT
layout.Name = name or "N/A"
local centerX, centerY = math.floor((layout.Width - 2) / 2), math.floor((layout.Height - 2) / 2)
local centerIndex = StageAPI.VectorToGrid(centerX, centerY, layout.Width)
layout.EntitiesByIndex[centerIndex] = {
{
Type = t or EntityType.ENTITY_MONSTRO,
Variant = v or 0,
SubType = s or 0,
GridX = centerX,
GridY = centerY,
Index = centerIndex
}
}
return layout
end
function StageAPI.CreateSingleEntityRoomList(t, v, s, name, rtype, individualRoomName)
local layouts = {}
for name, shape in pairs(RoomShape) do
local layout = StageAPI.CreateSingleEntityLayout(t, v, s, individualRoomName, rtype, shape)
layouts[#layouts + 1] = layout
end
return StageAPI.RoomsList(name, layouts)
end
--[[ Entity Splitting Data
{
Type = ,
Variant = ,
SubType = ,
ListName =
}
]]
function StageAPI.SplitRoomsOnEntities(rooms, entities, roomEntityPairs)
local singleMode = false
if #entities == 0 then
singleMode = true
entities = {entities}
end
roomEntityPairs = roomEntityPairs or {}
for _, room in ipairs(rooms) do
local hasEntities = {}
for _, object in ipairs(room) do
for _, entData in ipairs(object) do
for i, entity in ipairs(entities) do
local useEnt = entity.Entity or entity
if entData.TYPE == useEnt.Type and (not useEnt.Variant or entData.VARIANT == useEnt.Variant) and (not useEnt.SubType or entData.SUBTYPE == useEnt.SubType) then
if not hasEntities[i] then
hasEntities[i] = 0
end
hasEntities[i] = hasEntities[i] + 1
break
end
end
end
end
for ind, count in pairs(hasEntities) do
local entity = entities[ind]
local listName = entity.ListName
if entity.MultipleListName and count > 1 then
listName = entity.MultipleListName
end
if not roomEntityPairs[listName] then
roomEntityPairs[listName] = {}
end
roomEntityPairs[listName][#roomEntityPairs[listName] + 1] = room
end
end
return roomEntityPairs
end
--[[ Type Splitting Data
{
Type = RoomType,
ListName =
}
]]
function StageAPI.SplitRoomsOnTypes(rooms, types, roomTypePairs)
roomTypePairs = roomTypePairs or {}
for _, room in ipairs(rooms) do
for _, rtype in ipairs(types) do
if room.TYPE == rtype then
if not roomTypePairs[rtype.ListName] then
roomTypePairs[rtype.ListName] = {}
end
roomTypePairs[rtype.ListName][#roomTypePairs[rtype.ListName] + 1] = room
end
end
end
return roomTypePairs
end
--[[ Splitting List Data
{
ListName = ,
SplitBy = Entity Splitting Data or Type Splitting Data
}
]]
function StageAPI.SplitRoomsIntoLists(roomsList, splitBy, splitByType, createEntityPlaceholders, listNamePrefix)
listNamePrefix = listNamePrefix or ""
local roomPairs
if roomsList[1] and roomsList[1].TYPE then
roomsList = {roomsList}
end
if splitByType then
for _, rooms in ipairs(roomsList) do
roomPairs = StageAPI.SplitRoomsOnTypes(rooms, splitBy, roomPairs)
end
else
for _, rooms in ipairs(roomsList) do
roomPairs = StageAPI.SplitRoomsOnEntities(rooms, splitBy, roomPairs)
end
end
if roomPairs then
for listName, rooms in pairs(roomPairs) do
if StageAPI.RoomsLists[listNamePrefix .. listName] then
StageAPI.RoomsLists[listNamePrefix .. listName]:AddRooms(rooms)
else
StageAPI.RoomsList(listNamePrefix .. listName, rooms)
end
end
end
if not splitByType and createEntityPlaceholders then
for _, splitData in ipairs(splitBy) do
if not StageAPI.RoomsLists[listNamePrefix .. splitData.ListName] then
local entity = splitData.Entity or splitData
StageAPI.CreateSingleEntityRoomList(entity.Type, entity.Variant, entity.SubType, listNamePrefix .. splitData.ListName, splitData.RoomType or entity.RoomType, splitData.RoomName or entity.RoomName)
end
end
end
end
StageAPI.SinsSplitData = {
{
Type = EntityType.ENTITY_GLUTTONY,
Variant = 0,
ListName = "Gluttony",
MultipleListName = "SuperGluttony"
},
{
Type = EntityType.ENTITY_ENVY,
Variant = 0,
ListName = "Envy",
MultipleListName = "SuperEnvy"
},
{
Type = EntityType.ENTITY_GREED,
Variant = 0,
ListName = "Greed",
MultipleListName = "SuperGreed"
},
{
Type = EntityType.ENTITY_WRATH,
Variant = 0,
ListName = "Wrath",
MultipleListName = "SuperWrath"
},
{
Type = EntityType.ENTITY_PRIDE,
Variant = 0,
ListName = "Pride",
MultipleListName = "SuperPride"
},
{
Type = EntityType.ENTITY_LUST,
Variant = 0,
ListName = "Lust",
MultipleListName = "SuperLust"
},
{
Type = EntityType.ENTITY_SLOTH,
Variant = 0,
ListName = "Sloth",
MultipleListName = "SuperSloth"
},
{
Type = EntityType.ENTITY_GLUTTONY,
Variant = 1,
ListName = "SuperGluttony"
},
{
Type = EntityType.ENTITY_ENVY,
Variant = 1,
ListName = "SuperEnvy"
},
{
Type = EntityType.ENTITY_GREED,
Variant = 1,
ListName = "SuperGreed"
},
{
Type = EntityType.ENTITY_WRATH,
Variant = 1,
ListName = "SuperWrath"
},
{
Type = EntityType.ENTITY_PRIDE,
Variant = 1,
ListName = "SuperPride"
},
{
Type = EntityType.ENTITY_LUST,
Variant = 1,
ListName = "SuperLust"
},
{
Type = EntityType.ENTITY_SLOTH,
Variant = 1,
ListName = "SuperSloth"
},
{
Type = EntityType.ENTITY_SLOTH,
Variant = 2,
ListName = "UltraPride"
}
}
--[[ BossData
{
{
Bosses = {
{
Type = ,
Variant = ,
SubType = ,
Count =
}
},
Name,
Weight,
Horseman,
Portrait,
Bossname,
NameTwo,
PortraitTwo,
RoomListName
}
}
]]
function StageAPI.SeparateRoomListToBossData(roomlist, bossdata)
if roomlist.Name and StageAPI.RoomsLists[roomlist.Name] then
StageAPI.RoomsLists[roomlist.Name] = nil
end
local retBossData = {}
for _, boss in ipairs(bossdata) do
for _, bossEntData in ipairs(boss.Bosses) do
if not bossEntData.Count then
bossEntData.Count = 1
end
end
local matchingLayouts = {}
for _, layout in ipairs(roomlist.All) do
local countsFound = {}
for i, bossEntData in ipairs(boss.Bosses) do
countsFound[i] = 0
end
for index, entities in pairs(layout.EntitiesByIndex) do
for _, entityData in ipairs(entities) do
for i, bossEntData in ipairs(boss.Bosses) do
if not bossEntData.Type or entityData.Type == bossEntData.Type
and not bossEntData.Variant or entityData.Variant == bossEntData.Variant
and not bossEntData.SubType or entityData.SubType == bossEntData.SubType then
countsFound[i] = countsFound[i] + 1
end
end
end
end
local matches = true
for i, bossEntData in ipairs(boss.Bosses) do
if bossEntData.Count ~= countsFound[i] then
matches = false
end
end
if matches then
matchingLayouts[#matchingLayouts + 1] = layout
end
end
if #matchingLayouts > 0 then
local list = StageAPI.RoomsList(boss.RoomListName or (boss.Name .. (boss.NameTwo or "")), matchingLayouts)
retBossData[#retBossData + 1] = {
Name = boss.Name,
Weight = boss.Weight,
Horseman = boss.Horseman,
Portrait = boss.Portrait,
Bossname = boss.Bossname,
NameTwo = boss.NameTwo,
PortraitTwo = boss.PortraitTwo,
Rooms = list
}
end
end
return retBossData
end
function StageAPI.IsIndexInLayout(layout, x, y)
if not y then
x, y = StageAPI.GridToVector(x, layout.Width)
end
if x < 0 or x > layout.Width - 3 or y < 0 or y > layout.Height - 3 then
return false
elseif layout.LWidthStart or layout.LWidthEnd or layout.LHeightStart or layout.lHeightEnd then
local inHole = true
if layout.LWidthEnd and x > layout.LWidthEnd - 2 then
inHole = false
elseif layout.LWidthStart and x < layout.LWidthStart - 1 then
inHole = false
elseif layout.LHeightEnd and y > layout.LHeightEnd - 2 then
inHole = false
elseif layout.LHeightStart and y < layout.LHeightStart - 1 then
inHole = false
end
return not inHole
end
return true
end
function StageAPI.DoesEntityDataMatchParameters(param, data)
return (not param.Type or param.Type == data.Type) and (not param.Variant or param.Variant == data.Variant) and (not param.SubType or param.SubType == data.SubType)
end
function StageAPI.CountLayoutEntities(layout, entities, notIncluding)
local count = 0
for _, ent in ipairs(layout.Entities) do
for _, entity in ipairs(entities) do
if StageAPI.DoesEntityDataMatchParameters(entity, ent) then
local dontCount
if notIncluding then
for _, noInclude in ipairs(notIncluding) do
if StageAPI.DoesEntityDataMatchParameters(noInclude, ent) then
dontCount = true
break
end
end
end
if not dontCount then
count = count + 1
break
end
end
end
end
return count
end
function StageAPI.DoesLayoutContainEntities(layout, mustIncludeAny, mustExclude, mustIncludeAll, notIncluding)
local includesAny = not mustIncludeAny
local mustIncludeAllCopy = {}
if mustIncludeAll then
for _, include in ipairs(mustIncludeAll) do
mustIncludeAllCopy[#mustIncludeAllCopy + 1] = include
end
end
for _, ent in ipairs(layout.Entities) do
if not includesAny then
for _, include in ipairs(mustIncludeAny) do
if StageAPI.DoesEntityDataMatchParameters(include, ent) then
local dontCount
if notIncluding then
for _, noInclude in ipairs(notIncluding) do
if StageAPI.DoesEntityDataMatchParameters(noInclude, ent) then
dontCount = true
break
end
end
end
if not dontCount then
includesAny = true
break
end
end
end
end
if mustExclude then
for _, exclude in ipairs(mustExclude) do
if StageAPI.DoesEntityDataMatchParameters(exclude, ent) then
return false
end
end
end
if #mustIncludeAllCopy > 0 then
for i, include in StageAPI.ReverseIterate(mustIncludeAllCopy) do
if StageAPI.DoesEntityDataMatchParameters(include, ent) then
local dontCount
if notIncluding then
for _, noInclude in ipairs(notIncluding) do
if StageAPI.DoesEntityDataMatchParameters(noInclude, ent) then
dontCount = true
break
end
end
end
if not dontCount then
table.remove(mustIncludeAllCopy, i)
break
end
end
end
end
end
return includesAny and #mustIncludeAllCopy == 0
end
local excludeTypesFromClearing = {
[EntityType.ENTITY_FAMILIAR] = true,
[EntityType.ENTITY_PLAYER] = true,
[EntityType.ENTITY_KNIFE] = true,
[EntityType.ENTITY_DARK_ESAU] = true,
[EntityType.ENTITY_MOTHERS_SHADOW] = true
}
function StageAPI.ClearRoomLayout(keepDecoration, doGrids, doEnts, doPersistentEnts, onlyRemoveTheseDecorations, doWalls, doDoors)
if doEnts or doPersistentEnts then
for _, ent in ipairs(Isaac.GetRoomEntities()) do
local etype = ent.Type
if not excludeTypesFromClearing[etype] and not (etype == StageAPI.E.Shading.T and ent.Variant == StageAPI.E.Shading.V) then
local persistentData = StageAPI.CheckPersistence(ent.Type, ent.Variant, ent.SubType)
if (doPersistentEnts or (ent:ToNPC() and (not persistentData or not persistentData.AutoPersists))) and not (ent:HasEntityFlags(EntityFlag.FLAG_CHARM) or ent:HasEntityFlags(EntityFlag.FLAG_FRIENDLY) or ent:HasEntityFlags(EntityFlag.FLAG_PERSISTENT)) then
ent:Remove()
end
end
end
end
if doGrids then
local lindex = StageAPI.GetCurrentRoomID()
StageAPI.CustomGrids[lindex] = {}
StageAPI.RoomGrids[lindex] = {}
for i = 0, room:GetGridSize() do
local grid = room:GetGridEntity(i)
if grid then
local gtype = grid.Desc.Type
if (doWalls or gtype ~= GridEntityType.GRID_WALL or room:IsPositionInRoom(grid.Position, 0)) -- this allows custom wall grids to exist
and (doDoors or gtype ~= GridEntityType.GRID_DOOR)
and (not onlyRemoveTheseDecorations or gtype ~= GridEntityType.GRID_DECORATION or onlyRemoveTheseDecorations[i]) then
StageAPI.Room:RemoveGridEntity(i, 0, keepDecoration)
end
end
end
end
StageAPI.CalledRoomUpdate = true
room:Update()
StageAPI.CalledRoomUpdate = false
end
function StageAPI.DoLayoutDoorsMatch(layout, doors)
local numNonExistingDoors = 0
local doesLayoutMatch = true
for _, door in ipairs(layout.Doors) do
if door.Slot and not door.Exists then
if ((not doors and room:GetDoor(door.Slot)) or (doors and doors[door.Slot])) then
doesLayoutMatch = false
end
numNonExistingDoors = numNonExistingDoors + 1
end
end
return doesLayoutMatch, numNonExistingDoors
end
-- returns list of rooms, error message if no rooms valid
function StageAPI.GetValidRoomsForLayout(args)
local roomList = args.RoomList
local shape = args.Shape or room:GetRoomShape()
local callbacks = StageAPI.GetCallbacks("POST_CHECK_VALID_ROOM")
local validRooms = {}
local possibleRooms
if shape == -1 then
possibleRooms = roomList.All
else
possibleRooms = roomList.ByShape[shape]
end
if not possibleRooms then
return {}, "No rooms for shape!"
end
local requireRoomType = args.RequireRoomType
local rtype
if requireRoomType then
rtype = args.RoomType or room:GetType()
end
local ignoreDoors = args.IgnoreDoors
local doors = args.Doors
if not doors then
doors = StageAPI.GetDoorsForRoom()
end
local seed = args.Seed or room:GetSpawnSeed()
local disallowIDs = args.DisallowIDs
for _, layout in ipairs(possibleRooms) do
shape = layout.Shape
local isValid = true
local numNonExistingDoors = 0
if requireRoomType and layout.Type ~= rtype then
isValid = false
elseif not ignoreDoors then
isValid, numNonExistingDoors = StageAPI.DoLayoutDoorsMatch(layout, doors)
end
if isValid and disallowIDs then
for _, id in ipairs(disallowIDs) do
if layout.StageAPIID == id then
isValid = false
break
end
end
end
local weight = layout.Weight
if isValid then
for _, callback in ipairs(callbacks) do
local ret = callback.Function(layout, roomList, seed, shape, rtype, requireRoomType)
if ret == false then
isValid = false
break
elseif type(ret) == "number" then
weight = ret
end
end
end
if isValid then
if StageAPI.CurrentlyInitializing and not StageAPI.CurrentlyInitializing.IsExtraRoom and rtype == RoomType.ROOM_DEFAULT then
local originalWeight = weight
weight = weight * 2 ^ numNonExistingDoors
if shape == RoomShape.ROOMSHAPE_1x1 and numNonExistingDoors > 0 then
weight = weight + math.min(originalWeight * 4, 4)
end
end
end
if isValid then
validRooms[#validRooms + 1] = {layout, weight}
end
end
return validRooms, nil
end
StageAPI.RoomChooseRNG = RNG()
function StageAPI.ChooseRoomLayout(roomList, seed, shape, rtype, requireRoomType, ignoreDoors, doors, disallowIDs)
local validRooms, err = StageAPI.GetValidRoomsForLayout({
RoomList = roomList,
Seed = seed,
Shape = shape,
RoomType = rtype,
RequireRoomType = requireRoomType,
IgnoreDoors = ignoreDoors,
Doors = doors,
DisallowIDs = disallowIDs
})
if err then StageAPI.Log(err) end
local totalWeight = 0
for _, layout in ipairs(validRooms) do
local weight = layout[2]
totalWeight = totalWeight + weight
end
if #validRooms > 0 then
StageAPI.RoomChooseRNG:SetSeed(seed, 0)
return StageAPI.WeightedRNG(validRooms, StageAPI.RoomChooseRNG, nil, totalWeight)
else
StageAPI.Log("No rooms with correct shape and doors!")
end
end
--[[ options
{
Type = etype,
Variant = variant,
SubType = subtype,
AutoPersists = autoPersists,
RemoveOnRemove = removeOnRemove,
RemoveOnDeath = removeOnDeath,
UpdatePosition = updatePosition,
StoreCheck = storeCheck
}
]]
StageAPI.PersistentEntities = {}
function StageAPI.AddEntityPersistenceData(persistenceData)
StageAPI.PersistentEntities[#StageAPI.PersistentEntities + 1] = persistenceData
end
StageAPI.AddEntityPersistenceData({Type = EntityType.ENTITY_STONEHEAD})
StageAPI.AddEntityPersistenceData({Type = EntityType.ENTITY_CONSTANT_STONE_SHOOTER})
StageAPI.AddEntityPersistenceData({Type = EntityType.ENTITY_STONE_EYE})
StageAPI.AddEntityPersistenceData({Type = EntityType.ENTITY_BRIMSTONE_HEAD})
StageAPI.AddEntityPersistenceData({Type = EntityType.ENTITY_WALL_HUGGER})
StageAPI.AddEntityPersistenceData({Type = EntityType.ENTITY_POKY, Variant = 1})
StageAPI.PersistenceChecks = {}
function StageAPI.AddPersistenceCheck(fn)
StageAPI.PersistenceChecks[#StageAPI.PersistenceChecks + 1] = fn
end
StageAPI.DynamicPersistentTypes = {
EntityType.ENTITY_BOMBDROP,
EntityType.ENTITY_PICKUP,
EntityType.ENTITY_SLOT,
EntityType.ENTITY_MOVABLE_TNT,
EntityType.ENTITY_SHOPKEEPER,
EntityType.ENTITY_PITFALL,
EntityType.ENTITY_FIREPLACE,
EntityType.ENTITY_ETERNALFLY,
}
StageAPI.AddPersistenceCheck(function(entData)
local isDynamicPersistent = false
for _, type in ipairs(StageAPI.DynamicPersistentTypes) do
isDynamicPersistent = entData.Type == type
if isDynamicPersistent then break end
end
if isDynamicPersistent then
return {
AutoPersists = true,
UpdatePosition = true,
RemoveOnRemove = true,
StoreCheck = function(entity)
if entity.Type == EntityType.ENTITY_PICKUP then
local variant = entity.Variant
if variant == PickupVariant.PICKUP_COLLECTIBLE then
return entity.SubType == 0
else
local sprite = entity:GetSprite()
if sprite:IsPlaying("Open") or sprite:IsPlaying("Opened") or sprite:IsPlaying("Collect") or sprite:IsFinished("Open") or sprite:IsFinished("Opened") or sprite:IsFinished("Collect") then
return true
end
if entity:IsDead() then
return true
end
end
elseif entity.Type == EntityType.ENTITY_FIREPLACE then
return entity.HitPoints <= 2
elseif entity.Type == EntityType.ENTITY_SLOT then
return entity:GetSprite():IsPlaying("Death") or entity:GetSprite():IsPlaying("Broken") or entity:GetSprite():IsFinished("Death") or entity:GetSprite():IsFinished("Broken")
end
end
}
end
end)
function StageAPI.CheckPersistence(id, variant, subtype)
local persistentData
for _, persistData in ipairs(StageAPI.PersistentEntities) do
if (not persistData.Type or id == persistData.Type)
and (not persistData.Variant or variant == persistData.Variant)
and (not persistData.SubType or subtype == persistData.SubType) then
persistentData = persistData
end
end
if not persistentData then
for _, check in ipairs(StageAPI.PersistenceChecks) do
local persistData = check({Type = id, Variant = variant, SubType = subtype})
if persistData then
persistentData = persistData
break
end
end
end
return persistentData
end
StageAPI.RoomLoadRNG = RNG()
StageAPI.MetadataEntities = {
[199] = {
[0] = {
Name = "Group 0",
Group = "Groups",
Conflicts = true,
StoreAsGroup = true,
OnlyConflictWith = "RandomizeGroup"
},
[1] = {
Name = "Group 1",
Group = "Groups",
Conflicts = true,
StoreAsGroup = true,
OnlyConflictWith = "RandomizeGroup"
},
[2] = {
Name = "Group 2",
Group = "Groups",
Conflicts = true,
StoreAsGroup = true,
OnlyConflictWith = "RandomizeGroup"
},
[3] = {
Name = "Group 3",
Group = "Groups",
Conflicts = true,
StoreAsGroup = true,
OnlyConflictWith = "RandomizeGroup"
},
[4] = {
Name = "Group 4",
Group = "Groups",
Conflicts = true,
StoreAsGroup = true,
OnlyConflictWith = "RandomizeGroup"
},
[5] = {
Name = "Group 5",
Group = "Groups",
Conflicts = true,
StoreAsGroup = true,
OnlyConflictWith = "RandomizeGroup"
},
[6] = {
Name = "Group 6",
Group = "Groups",
Conflicts = true,
StoreAsGroup = true,
OnlyConflictWith = "RandomizeGroup"
},
[7] = {
Name = "Group 7",
Group = "Groups",
Conflicts = true,
StoreAsGroup = true,
OnlyConflictWith = "RandomizeGroup"
},
[8] = {
Name = "Group 8",
Group = "Groups",
Conflicts = true,
StoreAsGroup = true,
OnlyConflictWith = "RandomizeGroup"
},
[9] = {
Name = "Group 9",
Group = "Groups",
Conflicts = true,
StoreAsGroup = true,
OnlyConflictWith = "RandomizeGroup"
},
[10] = {
Name = "RandomizeGroup"
},
[11] = {
Name = "Left",
Group = "Direction",
Conflicts = true,
PreventConflictWith = "PreventDirectionConflict"
},
[12] = {
Name = "Right",
Group = "Direction",
Conflicts = true,
PreventConflictWith = "PreventDirectionConflict"
},
[13] = {
Name = "Up",
Group = "Direction",
Conflicts = true,
PreventConflictWith = "PreventDirectionConflict"
},
[14] = {
Name = "Down",
Group = "Direction",
Conflicts = true,
PreventConflictWith = "PreventDirectionConflict"
},
[15] = {
Name = "UpLeft",
Group = "Direction",
Conflicts = true,
PreventConflictWith = "PreventDirectionConflict"
},
[16] = {
Name = "UpRight",
Group = "Direction",
Conflicts = true,
PreventConflictWith = "PreventDirectionConflict"
},
[17] = {
Name = "DownLeft",
Group = "Direction",
Conflicts = true,
PreventConflictWith = "PreventDirectionConflict"
},
[18] = {
Name = "DownRight",
Group = "Direction",
Conflicts = true,
PreventConflictWith = "PreventDirectionConflict"
},
[19] = {
Name = "PreventDirectionConflict"
},
[20] = {
Name = "Swapper"
},
[21] = {
Name = "Detonator"
},
[22] = {
Name = "RoomClearTrigger",
Trigger = true
},
[23] = {
Name = "Spawner",
BlockEntities = true
},
[24] = {
Name = "PreventRandomization"
},
[25] = {
Name = "BridgeFailsafe"
},
[26] = {
Name = "DetonatorTrigger",
Trigger = true
},
[27] = {
Name = "DoorLocker"
},
[28] = {
Name = "GridDestroyer"
}
}
}
mod:AddCallback(ModCallbacks.MC_NPC_UPDATE, function(_, npc)
if npc.Variant ~= StageAPI.E.DeleteMeNPC.Variant then
print("Something is wrong! A StageAPI metadata entity has spawned when it should have been removed.")
end
end, StageAPI.E.MetaEntity.T)
StageAPI.MetadataEntitiesByName = {}
StageAPI.UnblockableEntities = {}
for id, variants in pairs(StageAPI.MetadataEntities) do
for variant, metadata in pairs(variants) do
metadata.Variant = variant
metadata.Type = id
StageAPI.MetadataEntitiesByName[metadata.Name] = metadata
end
end
function StageAPI.AddMetadataEntities(tbl)
if type(next(tbl)) == "table" and next(tbl).Name then
for variant, data in pairs(tbl) do
data.Type = 199
data.Variant = variant
StageAPI.MetadataEntities[199][variant] = data
StageAPI.MetadataEntitiesByName[data.Name] = data
end
else
for id, variantTable in pairs(tbl) do
if StageAPI.MetadataEntities[id] then
for variant, data in pairs(variantTable) do
data.Variant = variant
data.Type = id
StageAPI.MetadataEntities[id][variant] = data
StageAPI.MetadataEntitiesByName[data.Name] = data
end
else
StageAPI.MetadataEntities[id] = {}
for variant, data in pairs(variantTable) do
data.Variant = variant
data.Type = id
StageAPI.MetadataEntities[id][variant] = data
StageAPI.MetadataEntitiesByName[data.Name] = data
end
end
end
end
end
function StageAPI.IsMetadataEntity(etype, variant)
if type(etype) == "table" then
variant = etype.Variant
etype = etype.Type
end
return StageAPI.MetadataEntities[etype] and StageAPI.MetadataEntities[etype][variant]
end
function StageAPI.RoomDataHasMetadataEntity(data)
local spawns = data.Spawns
for i = 0, spawns.Size do
local spawn = spawns:Get(i)
if spawn then
local sumWeight = spawn.SumWeights
local weight = 0
for i = 1, spawn.EntryCount do
local entry = spawn:PickEntry(weight)
weight = weight + entry.Weight / sumWeight
if StageAPI.IsMetadataEntity(entry.Type, entry.Variant) then
return true
end
end
end
end
return false
end
function StageAPI.AddUnblockableEntities(etype, variant, subtype) -- an entity that will not be blocked by the Spawner or other BlockEntities triggers
if type(etype) == "table" then
for _, ent in ipairs(etype) do
StageAPI.AddUnblockableEntities(ent[1], ent[2], ent[3])
end
else
if not StageAPI.UnblockableEntities[etype] then
if variant then
StageAPI.UnblockableEntities[etype] = {}
if subtype then
StageAPI.UnblockableEntities[etype][variant] = {}
StageAPI.UnblockableEntities[etype][variant][subtype] = true
else
StageAPI.UnblockableEntities[etype][variant] = true
end
else
StageAPI.UnblockableEntities[etype] = true
end
end
end
end
function StageAPI.SeparateEntityMetadata(entities, grids, seed)
StageAPI.RoomLoadRNG:SetSeed(seed or room:GetSpawnSeed(), 1)
local outEntities, entityMeta = {}, {}
for index, entityList in pairs(entities) do
local outList = {}
for _, entity in ipairs(entityList) do
if StageAPI.MetadataEntities[entity.Type] and entity.Variant and StageAPI.MetadataEntities[entity.Type][entity.Variant] and (not entity.SubType or entity.SubType == 0) then
local metadata = StageAPI.MetadataEntities[entity.Type][entity.Variant]
if not entityMeta[index] then
entityMeta[index] = {}
end
if not entityMeta[index][metadata.Name] then
entityMeta[index][metadata.Name] = 0
end
entityMeta[index][metadata.Name] = entityMeta[index][metadata.Name] + 1
else
outList[#outList + 1] = entity
end
end
outEntities[index] = outList
end
local swapIndexToGroups = {}
local swapGroupToIndices = {}
local blockedEntities = {}
for index, metadataSet in pairs(entityMeta) do
local setsOfConflicting = {}
for name, count in pairs(metadataSet) do
local metadata = StageAPI.MetadataEntitiesByName[name]
if metadata.BlockEntities and outEntities[index] then
blockedEntities[index] = {}
for i, entity in StageAPI.ReverseIterate(outEntities[index]) do
if not (StageAPI.UnblockableEntities[entity.Type] and (StageAPI.UnblockableEntities[entity.Type] == true
or (StageAPI.UnblockableEntities[entity.Type][entity.Variant] and (StageAPI.UnblockableEntities[entity.Type][entity.Variant] == true
or StageAPI.UnblockableEntities[entity.Type][entity.Variant][entity.SubType] == true)))) then
blockedEntities[index][#blockedEntities[index] + 1] = entity
table.remove(outEntities[index], i)
end
end
if #blockedEntities[index] == 0 then
blockedEntities[index] = nil
end
if #outEntities[index] == 0 then
outEntities[index] = nil
end
end
if metadata.Group then
if metadata.Conflicts and not setsOfConflicting[metadata.Group] then
local shouldConflict = true
if metadata.PreventConflictWith or metadata.OnlyConflictWith then
if metadata.PreventConflictWith then
local noConflictWith = metadata.PreventConflictWith
if type(noConflictWith) ~= "table" then
noConflictWith = {noConflictWith}
end
for _, preventName in ipairs(noConflictWith) do
if metadataSet[preventName] then
shouldConflict = false
end
end
elseif metadata.OnlyConflictWith then
shouldConflict = false
local needsToConflict = metadata.OnlyConflictWith
if type(needsToConflict) ~= "table" then
needsToConflict = {needsToConflict}
end
for _, needsName in ipairs(needsToConflict) do
if metadataSet[needsName] then
shouldConflict = true
end
end
end
end
if shouldConflict then
setsOfConflicting[metadata.Group] = {}
for name2, count2 in pairs(metadataSet) do
local metadata2 = StageAPI.MetadataEntitiesByName[name2]
if metadata2.Conflicts and metadata2.Group == metadata.Group then
setsOfConflicting[metadata.Group][#setsOfConflicting[metadata.Group] + 1] = name2
end
end
end
end
end
end
for group, conflicts in pairs(setsOfConflicting) do
local use = conflicts[StageAPI.Random(1, #conflicts, StageAPI.RoomLoadRNG)]
for _, conflictName in ipairs(conflicts) do
if conflictName ~= use then
metadataSet[conflictName] = nil
end
end
end
for name, count in pairs(metadataSet) do
local metadata = StageAPI.MetadataEntitiesByName[name]
if metadata and metadata.Group then
if metadata.StoreAsGroup then
if not metadataSet[metadata.Group] then
metadataSet[metadata.Group] = {}
end
if not metadataSet[metadata.Group][name] then
metadataSet[metadata.Group][name] = 0
end
metadataSet[metadata.Group][name] = metadataSet[metadata.Group][name] + 1
elseif type(metadataSet[metadata.Group]) ~= "table" then
if not metadataSet[metadata.Group] then
metadataSet[metadata.Group] = 0
end
metadataSet[metadata.Group] = metadataSet[metadata.Group] + 1
end
end
end
if metadataSet["Swapper"] then
if metadataSet["Groups"] then
local groupList = {}
for group, count in pairs(metadataSet["Groups"]) do
groupList[#groupList + 1] = group
if not swapGroupToIndices[group] then
swapGroupToIndices[group] = {}
end
swapGroupToIndices[group][#swapGroupToIndices[group] + 1] = index
end
swapIndexToGroups[index] = groupList
else
if not swapGroupToIndices["None"] then
swapGroupToIndices["None"] = {}
end
swapGroupToIndices["None"][#swapGroupToIndices["None"] + 1] = index
swapIndexToGroups[index] = {"None"}
end
end
end
local outGrids = {}
for index, gridList in pairs(grids) do
outGrids[index] = gridList
end
for index, groups in pairs(swapIndexToGroups) do
local canSwapWith = {}
for _, group in ipairs(groups) do
local indices = swapGroupToIndices[group]
for _, index2 in ipairs(indices) do
canSwapWith[#canSwapWith + 1] = index2
end
end
if #canSwapWith > 0 then
local swapWith = canSwapWith[StageAPI.Random(1, #canSwapWith)]
local swappingEntityList = outEntities[swapWith]
outEntities[swapWith] = outEntities[index]
outEntities[index] = swappingEntityList
local swappingEntityMeta = entityMeta[swapWith]
entityMeta[swapWith] = entityMeta[index]
entityMeta[index] = swappingEntityMeta
local swappingGrid = outGrids[swapWith]
outGrids[swapWith] = outGrids[index]
outGrids[index] = swappingGrid
end
end
entityMeta.BlockedEntities = blockedEntities
entityMeta.Triggers = {}
entityMeta.RecentTriggers = {}
return outEntities, outGrids, entityMeta
end
function StageAPI.AddEntityToSpawnList(tbl, entData, persistentIndex, index)
local currentRoom = StageAPI.CurrentlyInitializing or StageAPI.GetCurrentRoom()
if persistentIndex == nil and currentRoom then
persistentIndex = currentRoom.LastPersistentIndex
if currentRoom.LastPersistentIndex then
currentRoom.LastPersistentIndex = currentRoom.LastPersistentIndex + 1
end
end
if index and (tbl[index] and type(tbl[index]) == "table") then
tbl = tbl[index]
end
entData = StageAPI.Copy(entData)
entData.Type = entData.Type or 10
entData.Variant = entData.Variant or 0
entData.SubType = entData.SubType or 0
entData.Index = entData.Index or index or 0
if not entData.GridX or not entData.GridY then
local width
if currentRoom and currentRoom.Layout and currentRoom.Layout.Width then
width = currentRoom.Layout.Width
else
width = room:GetGridWidth()
end
entData.GridX, entData.GridY = StageAPI.GridToVector(index, width)
end
persistentIndex = persistentIndex + 1
local persistentData = StageAPI.CheckPersistence(entData.Type, entData.Variant, entData.SubType)
tbl[#tbl + 1] = {
Data = entData,
PersistentIndex = persistentIndex,
Persistent = not not persistentData,
PersistenceData = persistentData
}
return persistentIndex
end
function StageAPI.SelectSpawnEntities(entities, seed, entityMeta)
StageAPI.RoomLoadRNG:SetSeed(seed or room:GetSpawnSeed(), 1)
local entitiesToSpawn = {}
local callbacks = StageAPI.GetCallbacks("PRE_SELECT_ENTITY_LIST")
local persistentIndex = 0
for index, entityList in pairs(entities) do
if #entityList > 0 then
local addEntities = {}
local overridden, stillAddRandom = false, nil
for _, callback in ipairs(callbacks) do
local retAdd, retList, retRandom = callback.Function(entityList, index, entityMeta)
if retRandom ~= nil and stillAddRandom == nil then
stillAddRandom = retRandom
end
if retAdd == false then
overridden = true
else
if retAdd and type(retAdd) == "table" then
addEntities = retAdd
overridden = true
end
if retList and type(retList) == "table" then
entityList = retList
overridden = true
end
end
if overridden then
break
end
end
if not overridden or (stillAddRandom and #entityList > 0) then
addEntities[#addEntities + 1] = entityList[StageAPI.Random(1, #entityList, StageAPI.RoomLoadRNG)]
end
if #addEntities > 0 then
if not entitiesToSpawn[index] then
entitiesToSpawn[index] = {}
end
for _, entData in ipairs(addEntities) do
persistentIndex = StageAPI.AddEntityToSpawnList(entitiesToSpawn[index], entData, persistentIndex)
--[[
persistentIndex = persistentIndex + 1
local persistentData = StageAPI.CheckPersistence(entData.Type, entData.Variant, entData.SubType)
entitiesToSpawn[index][#entitiesToSpawn[index] + 1] = {
Data = entData,
PersistentIndex = persistentIndex,
Persistent = not not persistentData,
PersistenceData = persistentData
}]]
end
end
end
end
return entitiesToSpawn, persistentIndex
end
function StageAPI.SelectSpawnGrids(gridsByIndex, seed)
StageAPI.RoomLoadRNG:SetSeed(seed or room:GetSpawnSeed(), 1)
local spawnGrids = {}
local callbacks = StageAPI.GetCallbacks("PRE_SELECT_GRIDENTITY_LIST")
for index, grids in pairs(gridsByIndex) do
if #grids > 0 then
local spawnGrid, noSpawnGrid
for _, callback in ipairs(callbacks) do
local ret = callback.Function(grids, index)
if ret == false then
noSpawnGrid = true
break
elseif type(ret) == "table" then
if ret.Index then
spawnGrid = ret
else
grids = ret
end
break
end
end
if not noSpawnGrid then
if not spawnGrid then
spawnGrid = grids[StageAPI.Random(1, #grids, StageAPI.RoomLoadRNG)]
end
if spawnGrid then
spawnGrids[index] = spawnGrid
end
end
end
end
return spawnGrids
end
function StageAPI.ObtainSpawnObjects(layout, seed)
local entitiesByIndex, gridsByIndex, entityMeta = StageAPI.SeparateEntityMetadata(layout.EntitiesByIndex, layout.GridEntitiesByIndex, seed)
local spawnEntities, lastPersistentIndex = StageAPI.SelectSpawnEntities(entitiesByIndex, seed, entityMeta)
local spawnGrids = StageAPI.SelectSpawnGrids(gridsByIndex, seed)
local gridTakenIndices = {}
local entityTakenIndices = {}
for index, entity in pairs(spawnEntities) do
entityTakenIndices[index] = true
end
for index, gridData in pairs(spawnGrids) do
gridTakenIndices[index] = true
end
return spawnEntities, spawnGrids, entityTakenIndices, gridTakenIndices, lastPersistentIndex, entityMeta
end
StageAPI.ActiveEntityPersistenceData = {}
mod:AddCallback(ModCallbacks.MC_POST_NEW_ROOM, function()
StageAPI.ActiveEntityPersistenceData = {}
end)
function StageAPI.GetEntityPersistenceData(entity)
return StageAPI.ActiveEntityPersistenceData[GetPtrHash(entity)]
end
function StageAPI.SetEntityPersistenceData(entity, persistentIndex, persistentData)
StageAPI.ActiveEntityPersistenceData[GetPtrHash(entity)] = {
PersistentIndex = persistentIndex,
PersistenceData = persistentData
}
end
function StageAPI.LoadEntitiesFromEntitySets(entitysets, doGrids, doPersistentOnly, doAutoPersistent, avoidSpawning, persistentPositions, loadingWave)
local ents_spawned = {}
local listCallbacks = StageAPI.GetCallbacks("PRE_SPAWN_ENTITY_LIST")
local entCallbacks = StageAPI.GetCallbacks("PRE_SPAWN_ENTITY")
if type(entitysets) ~= "table" then
entitysets = {entitysets}
end
for _, entities in ipairs(entitysets) do
for index, entityList in pairs(entities) do
if #entityList > 0 then
local shouldSpawn = true
for _, callback in ipairs(listCallbacks) do
local ret = callback.Function(entityList, index, doGrids, doPersistentOnly, doAutoPersistent, avoidSpawning, persistentPositions)
if ret == false then
shouldSpawn = false
break
elseif ret and type(ret) == "table" then
entityList = ret
break
end
end
if shouldSpawn and #entityList > 0 then
local roomType = room:GetType()
for _, entityInfo in ipairs(entityList) do
local shouldSpawnEntity = true
if shouldSpawnEntity and avoidSpawning and avoidSpawning[entityInfo.PersistentIndex] then
shouldSpawnEntity = false
end
if shouldSpawnEntity and doPersistentOnly and not entityInfo.PersistenceData then
shouldSpawnEntity = false
end
if shouldSpawnEntity and entityInfo.Persistent and entityInfo.PersistenceData.AutoPersists and not doAutoPersistent then
shouldSpawnEntity = false
end
if entityInfo.PersistentIndex and persistentPositions and persistentPositions[entityInfo.PersistentIndex] then
entityInfo.Position = Vector(persistentPositions[entityInfo.PersistentIndex].X, persistentPositions[entityInfo.PersistentIndex].Y)
end
if not entityInfo.Position then
entityInfo.Position = room:GetGridPosition(index)
end
for _, callback in ipairs(entCallbacks) do
if not callback.Params[1] or (entityInfo.Data.Type and callback.Params[1] == entityInfo.Data.Type)
and not callback.Params[2] or (entityInfo.Data.Variant and callback.Params[2] == entityInfo.Data.Variant)
and not callback.Params[3] or (entityInfo.Data.SubType and callback.Params[3] == entityInfo.Data.SubType) then
local ret = callback.Function(entityInfo, entityList, index, doGrids, doPersistentOnly, doAutoPersistent, avoidSpawning, persistentPositions, shouldSpawnEntity)
if ret == false or ret == true then
shouldSpawnEntity = ret
break
elseif ret and type(ret) == "table" then
if ret.Data then
entityInfo = ret
else
entityInfo.Data.Type = ret[1] == 999 and 1000 or ret[1]
entityInfo.Data.Variant = ret[2]
entityInfo.Data.SubType = ret[3]
end
break
end
end
end
if shouldSpawnEntity then
local entityData = entityInfo.Data
if doGrids or (entityData.Type > 9 and entityData.Type ~= EntityType.ENTITY_FIREPLACE) then
local ent = Isaac.Spawn(
entityData.Type or 20,
entityData.Variant or 0,
entityData.SubType or 0,
entityInfo.Position or StageAPI.ZeroVector,
StageAPI.ZeroVector,
nil
)
local currentRoom = StageAPI.GetCurrentRoom()
if currentRoom and not currentRoom.IgnoreRoomRules then
if entityData.Type == EntityType.ENTITY_PICKUP and entityData.Variant == PickupVariant.PICKUP_COLLECTIBLE then
if currentRoom.RoomType == RoomType.ROOM_TREASURE and (currentRoom.Layout.Variant > 0 or string.find(string.lower(currentRoom.Layout.Name), "choice") or string.find(string.lower(currentRoom.Layout.Name), "choose")) then
ent:ToPickup().OptionsPickupIndex = 1
end
end
end
ent:GetData().StageAPISpawnedPosition = entityInfo.Position or StageAPI.ZeroVector
ent:GetData().StageAPIEntityListIndex = index
if entityInfo.Persistent then
StageAPI.SetEntityPersistenceData(ent, entityInfo.PersistentIndex, entityInfo.PersistenceData)
end
if not loadingWave and ent:CanShutDoors() then
StageAPI.Room:SetClear(false)
end
StageAPI.CallCallbacks("POST_SPAWN_ENTITY", false, ent, entityInfo, entityList, index, doGrids, doPersistentOnly, doAutoPersistent, avoidSpawning, persistentPositions, shouldSpawnEntity)
ents_spawned[#ents_spawned + 1] = ent
end
end
end
end
end
end
end
return ents_spawned
end
function StageAPI.CallGridPostInit()
for i = 0, room:GetGridSize() do
local grid = room:GetGridEntity(i)
if grid then
grid:PostInit()
if StageAPI.RockTypes[grid.Desc.Type] then
grid:ToRock():UpdateAnimFrame()
end
end
end
end
StageAPI.GridSpawnRNG = RNG()
function StageAPI.LoadGridsFromDataList(grids, gridInformation, entities)
local grids_spawned = {}
StageAPI.GridSpawnRNG:SetSeed(room:GetSpawnSeed(), 0)
local callbacks = StageAPI.GetCallbacks("PRE_SPAWN_GRID")
for index, gridData in pairs(grids) do
local shouldSpawn = true
for _, callback in ipairs(callbacks) do
local ret = callback.Function(gridData, gridInformation, entities, StageAPI.GridSpawnRNG)
if ret == false then
shouldSpawn = false
break
elseif type(ret) == "table" then
gridData = ret
end
end
if shouldSpawn and StageAPI.Room:IsPositionInRoom(StageAPI.Room:GetGridPosition(index), 0) then
room:RemoveGridEntity(index, 0, false)
local grid = Isaac.GridSpawn(gridData.Type, gridData.Variant, StageAPI.Room:GetGridPosition(index), true)
if grid then
if gridInformation and gridInformation[index] then
local grinformation = gridInformation[index]
if grinformation.State ~= nil then
grid.State = grinformation.State
if grinformation.State == 4 and gridData.Type == GridEntityType.GRID_TNT then
grid:ToTNT().FrameCnt = -1
end
end
if grinformation.VarData ~= nil then
grid.VarData = grinformation.VarData
end
end
grids_spawned[#grids_spawned + 1] = grid
end
if gridData.Type == GridEntityType.GRID_PRESSURE_PLATE and gridData.Variant == 0 then
StageAPI.Room:SetClear(false)
end
end
end
return grids_spawned
end
function StageAPI.GetGridInformation()
local gridInformation = {}
for i = 0, room:GetGridSize() do
local grid = room:GetGridEntity(i)
if grid then
gridInformation[i] = {
State = grid.State,
VarData = grid.VarData
}
end
end
return gridInformation
end
function StageAPI.LoadRoomLayout(grids, entities, doGrids, doEntities, doPersistentOnly, doAutoPersistent, gridData, avoidSpawning, persistentPositions, loadingWave)
local grids_spawned = {}
local ents_spawned = {}
if grids and doGrids then
grids_spawned = StageAPI.LoadGridsFromDataList(grids, gridData, entities)
end
if entities and doEntities then
ents_spawned = StageAPI.LoadEntitiesFromEntitySets(entities, doGrids, doPersistentOnly, doAutoPersistent, avoidSpawning, persistentPositions, loadingWave)
end
StageAPI.CallGridPostInit()
return ents_spawned, grids_spawned
end
function StageAPI.GetCurrentRoomID()
if StageAPI.InExtraRoom then
return StageAPI.CurrentExtraRoomName
else
return StageAPI.GetCurrentListIndex()
end
end
StageAPI.LevelRooms = {}
function StageAPI.SetCurrentRoom(room)
StageAPI.ActiveEntityPersistenceData = {}
StageAPI.LevelRooms[StageAPI.GetCurrentRoomID()] = room
end
function StageAPI.GetCurrentRoom()
return StageAPI.LevelRooms[StageAPI.GetCurrentRoomID()]
end
function StageAPI.GetCurrentRoomType()
local currentRoom = StageAPI.GetCurrentRoom()
if currentRoom then
return currentRoom.TypeOverride or currentRoom.RoomType or room:GetType()
else
return room:GetType()
end
end
function StageAPI.GetRooms()
return StageAPI.LevelRooms
end
function StageAPI.CloseDoors()
for i = 0, 7 do
local door = room:GetDoor(i)
if door then
door:Close()
end
end
end
function StageAPI.GetDoorsForRoom()
doors = {}
for i = 0, 7 do
doors[i] = not not room:GetDoor(i)
end
return doors
end
StageAPI.LevelRoom = StageAPI.Class("LevelRoom")
StageAPI.NextUniqueRoomIdentifier = 0
function StageAPI.LevelRoom:Init(layoutName, roomsList, seed, shape, roomType, isExtraRoom, fromSaveData, requireRoomType, ignoreDoors, doors, levelIndex, ignoreRoomRules)
Isaac.DebugString("[StageAPI] Initializing room")
StageAPI.CurrentlyInitializing = self
self.UniqueRoomIdentifier = StageAPI.NextUniqueRoomIdentifier
StageAPI.NextUniqueRoomIdentifier = StageAPI.NextUniqueRoomIdentifier + 1
if fromSaveData then
Isaac.DebugString("[StageAPI] Loading from save data")
self.LevelIndex = levelIndex
self:LoadSaveData(fromSaveData)
else
Isaac.DebugString("[StageAPI] Generating room")
roomType = roomType or room:GetType()
shape = shape or room:GetRoomShape()
seed = seed or room:GetSpawnSeed()
if not doors then
doors = StageAPI.GetDoorsForRoom()
end
self.Data = {}
self.PersistentData = {}
self.IsExtraRoom = isExtraRoom
self.LevelIndex = levelIndex
self.Doors = doors
self.Shape = shape
self.RoomType = roomType
self.Seed = seed
self.LayoutName = layoutName
self.AvoidSpawning = {}
self.ExtraSpawn = {}
self.PersistentPositions = {}
self.FirstLoad = true
self.RequireRoomType = requireRoomType
self.IgnoreRoomRules = ignoreRoomRules
local replaceLayoutName = StageAPI.CallCallbacks("PRE_ROOM_LAYOUT_CHOOSE", true, self)
if replaceLayoutName then
Isaac.DebugString("[StageAPI] Layout replaced")
self.LayoutName = replaceLayoutName
end
local layout
if self.LayoutName then
layout = StageAPI.Layouts[self.LayoutName]
end
if not layout then
roomsList = StageAPI.CallCallbacks("PRE_ROOMS_LIST_USE", true, self) or roomsList
self.RoomsListName = roomsList.Name
layout = StageAPI.ChooseRoomLayout(roomsList, seed, shape, roomType, requireRoomType, ignoreDoors, self.Doors)
end
self.Layout = layout
self:PostGetLayout(seed)
end
StageAPI.CallCallbacks("POST_ROOM_INIT", false, self, not not fromSaveData, fromSaveData)
StageAPI.CurrentlyInitializing = nil
end
function StageAPI.LevelRoom:PostGetLayout(seed)
if not self.Layout then
if self.Shape == -1 then
self.Shape = RoomShape.ROOMSHAPE_1x1
end
self.Layout = StageAPI.CreateEmptyRoomLayout(self.Shape)
StageAPI.Log("No layout!")
end
Isaac.DebugString("[StageAPI] Initialized room " .. self.Layout.Name .. "." .. tostring(self.Layout.Variant) .. " from file " .. tostring(self.Layout.RoomFilename)
.. (roomsList and (' from list ' .. roomsList.Name) or ''))
if self.Shape == -1 then
self.Shape = self.Layout.Shape
end
self.SpawnEntities, self.SpawnGrids, self.EntityTakenIndices, self.GridTakenIndices, self.LastPersistentIndex, self.EntityMetadata = StageAPI.ObtainSpawnObjects(self.Layout, seed)
--[[
self.SpawnEntities, self.LastPersistentIndex = StageAPI.SelectSpawnEntities(self.Layout.EntitiesByIndex, seed)
self.SpawnGrids = StageAPI.SelectSpawnGrids(self.Layout.GridEntitiesByIndex, seed)
self.GridTakenIndices = {}
self.EntityTakenIndices = {}
for index, entity in pairs(self.SpawnEntities) do
self.EntityTakenIndices[index] = true
end
for _, grid in ipairs(self.SpawnGrids) do
self.GridTakenIndices[grid.Index] = true
end]]
end
function StageAPI.LevelRoom:SetEntityMetadata(index, name, value)
if not self.EntityMetadata[index] then
self.EntityMetadata[index] = {}
end
if not value and not self.EntityMetadata[index][name] then
self.EntityMetadata[index][name] = 0
end
if not value then
self.EntityMetadata[index][name] = self.EntityMetadata[index][name] + 1
else
self.EntityMetadata[index][name] = value
end
end
function StageAPI.LevelRoom:HasEntityMetadata(index, name)
return self.EntityMetadata[index] and (not name or self.EntityMetadata[index][name])
end
function StageAPI.LevelRoom:GetEntityMetadata(index, name)
if not name then
return self.EntityMetadata[index]
elseif not index then
local indicesWithMetadata = {}
for index, metadataSet in pairs(self.EntityMetadata) do
if metadataSet[name] then
indicesWithMetadata[index] = metadataSet[name]
end
end
return indicesWithMetadata
elseif self.EntityMetadata[index] and self.EntityMetadata[index][name] then
return self.EntityMetadata[index][name]
end
end
function StageAPI.LevelRoom:GetEntityMetadataOfType(metatype, index)
if index then
local includedMetadata = {}
if self.EntityMetadata[index] then
for name, val in pairs(self.EntityMetadata[index]) do
if type(val) == "table" and name == metatype then
for _, v in ipairs(val) do
includedMetadata[#includedMetadata + 1] = v
end
elseif type(val) ~= "table" then
if StageAPI.MetadataEntitiesByName[name] and StageAPI.MetadataEntitiesByName[name].Group == metatype then
includedMetadata[#includedMetadata + 1] = name
end
end
end
end
return includedMetadata
else
local includedMetadataByIndex = {}
for index, metadataSet in pairs(self.EntityMetadata) do
local includedMetadata = self:GetEntityMetadataOfType(metatype, index)
if #includedMetadata > 0 then
includedMetadataByIndex[index] = includedMetadata
end
end
return includedMetadataByIndex
end
end
function StageAPI.LevelRoom:GetEntityMetadataGroups(index)
local groups = {}
if index then
local groupTbl = self:GetEntityMetadata(index, "Groups")
if groupTbl then
for group, count in pairs(groupTbl) do
groups[#groups + 1] = group
end
end
else
for index, metadataSet in pairs(self.EntityMetadata) do
if metadataSet["Groups"] then
for group, count in pairs(metadataSet["Groups"]) do
if not StageAPI.IsIn(groups, group) then
groups[#groups + 1] = group
end
end
end
end
end
return groups
end
function StageAPI.LevelRoom:IndicesShareGroup(index, index2, specificGroup)
if specificGroup then
return self:HasEntityMetadata(index, specificGroup) and self:HasEntityMetadata(index2, specificGroup)
else
local groups = self:GetEntityMetadataGroups(index)
for _, group in ipairs(groups) do
if self:HasEntityMetadata(index2, group) then
return true
end
end
end
return false
end
function StageAPI.LevelRoom:GetIndicesInGroup(group)
local indices = {}
for index, metadataSet in pairs(self.EntityMetadata) do
if metadataSet[group] then
indices[#indices + 1] = index
end
end
return indices
end
function StageAPI.LevelRoom:GroupHasMetadata(group, name)
for index, metadataSet in pairs(self.EntityMetadata) do
if metadataSet[group] and metadataSet[name] then
return true
end
end
return false
end
function StageAPI.LevelRoom:IndexSharesGroupWithMetadata(index, name)
local groups = self:GetEntityMetadataGroups(index)
for _, group in ipairs(groups) do
if self:GroupHasMetadata(group, name) then
return true
end
end
return false
end
function StageAPI.LevelRoom:IndexIsAssociatedWithMetadata(index, name)
return self:HasEntityMetadata(index, name) or self:IndexSharesGroupWithMetadata(index, name)
end
function StageAPI.LevelRoom:SetMetadataTrigger(name, index, groups, value)
if not groups then
groups = {index}
elseif index then
groups[#groups + 1] = index
end
for _, group in ipairs(groups) do
if not self.EntityMetadata.Triggers[group] then
self.EntityMetadata.Triggers[group] = {}
self.EntityMetadata.RecentTriggers[group] = {}
end
if value then
self.EntityMetadata.Triggers[group][name] = value
self.EntityMetadata.RecentTriggers[group][name] = 0
else
self.EntityMetadata.Triggers[group][name] = nil
self.EntityMetadata.RecentTriggers[group][name] = nil
end
end
end
function StageAPI.LevelRoom:WasMetadataTriggered(name, frames, index, groups, exactFrame)
frames = frames or 0
if not groups then
groups = {index}
elseif index then
groups[#groups + 1] = index
end
for group, names in pairs(self.EntityMetadata.RecentTriggers) do
if not groups or StageAPI.IsIn(groups, group) then
for name2, timeSince in pairs(names) do
if (not name or name2 == name) and (timeSince == exactFrame or timeSince <= frames) then
return true
end
end
end
end
end
function StageAPI.LevelRoom:TriggerIndexMetadata(index, name, value)
if value == nil then
value = true
end
local groups = self:GetEntityMetadataGroups(index)
self:SetMetadataTrigger(name, index, groups, value)
end
function StageAPI.LevelRoom:WasIndexTriggered(index, frames, exactFrame)
return self:WasMetadataTriggered(nil, frames, index, self:GetEntityMetadataGroups(index), exactFrame)
end
function StageAPI.LevelRoom:IsGridIndexFree(index, ignoreEntities, ignoreGrids)
return (ignoreEntities or not self.EntityTakenIndices[index]) and (ignoreGrids or not self.GridTakenIndices[index])
end
function StageAPI.LevelRoom:SaveGridInformation()
self.GridInformation = StageAPI.GetGridInformation()
end
function StageAPI.LevelRoom:SavePersistentEntities()
for index, spawns in pairs(self.ExtraSpawn) do
for _, spawn in ipairs(spawns) do
if spawn.PersistenceData.RemoveOnRemove then
local hasMatch = false
local matching = Isaac.FindByType(spawn.Data.Type, spawn.Data.Variant, spawn.Data.SubType, false, false)
for _, match in ipairs(matching) do
if not spawn.PersistenceData.StoreCheck or not spawn.PersistenceData.StoreCheck(match, match:GetData()) then
hasMatch = true
end
end
if not hasMatch then
self.AvoidSpawning[spawn.PersistentIndex] = true
end
end
end
end
for index, spawns in pairs(self.SpawnEntities) do
for _, spawn in ipairs(spawns) do
if spawn.PersistenceData and spawn.PersistenceData.RemoveOnRemove then
local hasMatch = false
local matching = Isaac.FindByType(spawn.Data.Type, spawn.Data.Variant, spawn.Data.SubType, false, false)
for _, match in ipairs(matching) do
if not spawn.PersistenceData.StoreCheck or not spawn.PersistenceData.StoreCheck(match, match:GetData()) then
hasMatch = true
end
end
if not hasMatch then
self.AvoidSpawning[spawn.PersistentIndex] = true
end
end
end
end
for _, entity in ipairs(Isaac.GetRoomEntities()) do
local data = entity:GetData()
local entityPersistData = StageAPI.GetEntityPersistenceData(entity)
if entityPersistData then
if entityPersistData.PersistenceData.UpdatePosition then
self.PersistentPositions[entityPersistData.PersistentIndex] = {X = entity.Position.X, Y = entity.Position.Y}
end
if entityPersistData.PersistenceData.StoreCheck and entityPersistData.PersistenceData.StoreCheck(entity, data) then
self.AvoidSpawning[entityPersistData.PersistentIndex] = true
end
else
local persistentData = StageAPI.CheckPersistence(entity.Type, entity.Variant, entity.SubType)
if persistentData then
if not persistentData.StoreCheck or not persistentData.StoreCheck(entity, data) then
local index = self.LastPersistentIndex + 1
self.LastPersistentIndex = index
local grindex = room:GetGridIndex(entity.Position)
if not self.ExtraSpawn[grindex] then
self.ExtraSpawn[grindex] = {}
end
self.ExtraSpawn[grindex][#self.ExtraSpawn[grindex] + 1] = {
Data = {
Type = entity.Type,
Variant = entity.Variant,
SubType = entity.SubType,
Index = grindex
},
Persistent = true,
PersistentIndex = index,
PersistenceData = persistentData
}
if persistentData.UpdatePosition then
self.PersistentPositions[index] = {X = entity.Position.X, Y = entity.Position.Y}
end
StageAPI.SetEntityPersistenceData(entity, index, persistentData)
end
end
end
end
end
function StageAPI.LevelRoom:RemovePersistentIndex(persistentIndex)
self.AvoidSpawning[persistentIndex] = true
end
function StageAPI.LevelRoom:RemovePersistentEntity(entity)
local data = StageAPI.GetEntityPersistenceData(entity)
if data and data.PersistenceData then
self:RemovePersistentIndex(data.PersistentIndex)
end
end
function StageAPI.LevelRoom:Load(isExtraRoom)
Isaac.DebugString("[StageAPI] Loading room " .. self.Layout.Name .. "." .. tostring(self.Layout.Variant) .. " from file " .. tostring(self.Layout.RoomFilename))
if isExtraRoom == nil then
isExtraRoom = self.IsExtraRoom
end
room:SetClear(true)
local wasFirstLoad = self.FirstLoad
StageAPI.ClearRoomLayout(false, self.FirstLoad or isExtraRoom, true, self.FirstLoad or isExtraRoom, self.GridTakenIndices)
if self.FirstLoad then
StageAPI.LoadRoomLayout(self.SpawnGrids, {self.SpawnEntities, self.ExtraSpawn}, true, true, false, true, self.GridInformation, self.AvoidSpawning, self.PersistentPositions)
self.WasClearAtStart = room:IsClear()
self.IsClear = self.WasClearAtStart
self.FirstLoad = false
self.HasEnemies = room:GetAliveEnemiesCount() > 0
else
StageAPI.LoadRoomLayout(self.SpawnGrids, {self.SpawnEntities, self.ExtraSpawn}, isExtraRoom, true, self.IsClear, isExtraRoom, self.GridInformation, self.AvoidSpawning, self.PersistentPositions)
self.IsClear = room:IsClear()
end
StageAPI.CalledRoomUpdate = true
room:Update()
StageAPI.CalledRoomUpdate = false
if not self.IsClear then
StageAPI.CloseDoors()
end
StageAPI.CallCallbacks("POST_ROOM_LOAD", false, self, wasFirstLoad, isExtraRoom)
StageAPI.StoreRoomGrids()
end
function StageAPI.LevelRoom:Save()
self:SavePersistentEntities()
self:SaveGridInformation()
end
function StageAPI.LevelRoom:GetSaveData(isExtraRoom)
if isExtraRoom == nil then
isExtraRoom = self.IsExtraRoom
end
local saveData = {}
saveData.IsClear = self.IsClear
saveData.WasClearAtStart = self.WasClearAtStart
saveData.RoomsListName = self.RoomsListName
saveData.LayoutName = self.LayoutName
saveData.Seed = self.Seed
saveData.FirstLoad = self.FirstLoad
saveData.Shape = self.Shape
saveData.RoomType = self.RoomType
saveData.TypeOverride = self.TypeOverride
saveData.PersistentData = self.PersistentData
saveData.IsExtraRoom = isExtraRoom
saveData.LastPersistentIndex = self.LastPersistentIndex
saveData.RequireRoomType = self.RequireRoomType
saveData.IgnoreRoomRules = self.IgnoreRoomRules
if self.GridInformation then
for index, gridInfo in pairs(self.GridInformation) do
if not saveData.GridInformation then
saveData.GridInformation = {}
end
saveData.GridInformation[tostring(index)] = gridInfo
end
end
for index, avoid in pairs(self.AvoidSpawning) do
if avoid then
if not saveData.AvoidSpawning then
saveData.AvoidSpawning = {}
end
saveData.AvoidSpawning[#saveData.AvoidSpawning + 1] = index
end
end
for pindex, position in pairs(self.PersistentPositions) do
if not saveData.PersistentPositions then
saveData.PersistentPositions = {}
end
saveData.PersistentPositions[tostring(pindex)] = position
end
for index, entities in pairs(self.ExtraSpawn) do
if not saveData.ExtraSpawn then
saveData.ExtraSpawn = {}
end
saveData.ExtraSpawn[tostring(index)] = entities
end
return saveData
end
function StageAPI.LevelRoom:LoadSaveData(saveData)
self.Data = {}
self.PersistentData = saveData.PersistentData or {}
self.AvoidSpawning = {}
self.PersistentPositions = {}
self.ExtraSpawn = {}
self.RoomsListName = saveData.RoomsListName
self.LayoutName = saveData.LayoutName
self.Seed = saveData.Seed
self.Shape = saveData.Shape
self.RoomType = saveData.RoomType
self.RequireRoomType = saveData.RequireRoomType
self.TypeOverride = saveData.TypeOverride
self.IgnoreRoomRules = saveData.IgnoreRoomRules
if saveData.Doors then
self.Doors = {}
for _, door in ipairs(saveData.Doors) do
self.Doors[door] = true
end
end
local layout
if self.LayoutName then
layout = StageAPI.Layouts[layoutName]
end
if self.RoomsListName and not layout then
local roomsList = StageAPI.RoomsLists[self.RoomsListName]
if roomsList then
local retLayout = StageAPI.CallCallbacks("PRE_ROOM_LAYOUT_CHOOSE", true, self, roomsList)
if retLayout then
layout = retLayout
else
layout = StageAPI.ChooseRoomLayout(roomsList, self.Seed, self.Shape, self.RoomType, self.RequireRoomType, false, self.Doors)
end
end
end
self.Layout = layout
self:PostGetLayout(self.Seed)
self.LastPersistentIndex = saveData.LastPersistentIndex or self.LastPersistentIndex
self.IsClear = saveData.IsClear
self.WasClearAtStart = saveData.WasClearAtStart
self.FirstLoad = saveData.FirstLoad
self.IsExtraRoom = saveData.IsExtraRoom
if saveData.GridInformation then
for strindex, gridInfo in pairs(saveData.GridInformation) do
if not self.GridInformation then
self.GridInformation = {}
end
self.GridInformation[tonumber(strindex)] = gridInfo
end
end
if saveData.AvoidSpawning then
for _, index in ipairs(saveData.AvoidSpawning) do
self.AvoidSpawning[index] = true
end
end
if saveData.PersistentPositions then
for strindex, position in pairs(saveData.PersistentPositions) do
self.PersistentPositions[tonumber(strindex)] = position
end
end
if saveData.ExtraSpawn then
for strindex, entities in pairs(saveData.ExtraSpawn) do
self.ExtraSpawn[tonumber(strindex)] = entities
end
end
end
function StageAPI.LevelRoom:SetTypeOverride(override)
self.TypeOverride = override
end
function StageAPI.LevelRoom:GetType()
return self.TypeOverride or self.RoomType
end
function StageAPI.RemovePersistentEntity(entity)
local currentRoom = StageAPI.GetCurrentRoom()
if currentRoom then
currentRoom:RemovePersistentEntity(entity)
end
end
mod:AddCallback(ModCallbacks.MC_POST_ENTITY_REMOVE, function(_, ent)
local data = StageAPI.GetEntityPersistenceData(ent)
-- Entities are removed whenever you exit the room, in this time the game is paused, which we can use to stop removing persistent entities on room exit.
if data and data.PersistenceData and data.PersistenceData.RemoveOnRemove and not game:IsPaused() then
StageAPI.RemovePersistentEntity(ent)
end
end)
mod:AddCallback(ModCallbacks.MC_POST_ENTITY_KILL, function(_, ent)
local data = StageAPI.GetEntityPersistenceData(ent)
if data and data.PersistenceData and data.PersistenceData.RemoveOnDeath then
StageAPI.RemovePersistentEntity(ent)
end
end)
function StageAPI.IsDoorSlotAllowed(slot)
local currentRoom = StageAPI.GetCurrentRoom()
if currentRoom and currentRoom.Layout and currentRoom.Layout.Doors then
for _, door in ipairs(currentRoom.Layout.Doors) do
if door.Slot == slot and door.Exists then
return true
end
end
else
return room:IsDoorSlotAllowed(slot)
end
end
function StageAPI.SetRoomFromList(roomsList, roomType, requireRoomType, isExtraRoom, load, seed, shape, fromSaveData)
local levelIndex = StageAPI.GetCurrentRoomID()
local newRoom = StageAPI.LevelRoom(nil, roomsList, seed, shape, roomType, isExtraRoom, fromSaveData, requireRoomType, nil, nil, levelIndex)
StageAPI.SetCurrentRoom(newRoom)
if load then
newRoom:Load(isExtraRoom)
end
return newRoom
end
end
Isaac.DebugString("[StageAPI] Loading Custom Grid System")
do -- Custom Grid Entities
StageAPI.CustomGridTypes = {}
StageAPI.CustomGrid = StageAPI.Class("CustomGrid")
function StageAPI.CustomGrid:Init(name, baseType, baseVariant, anm2, animation, frame, variantFrames, offset, overrideGridSpawns, overrideGridSpawnAtState, forceSpawning, noOverrideGridSprite)
self.Name = name
self.BaseType = baseType
self.BaseVariant = baseVariant
self.Anm2 = anm2
self.Animation = animation
self.Frame = frame
self.VariantFrames = variantFrames
self.OverrideGridSpawns = overrideGridSpawns
self.OverrideGridSpawnState = overrideGridSpawnAtState
self.NoOverrideGridSprite = noOverrideGridSprite
self.ForceSpawning = forceSpawning
self.Offset = offset
StageAPI.CustomGridTypes[name] = self
end
StageAPI.DefaultBrokenGridStateByType = {
[GridEntityType.GRID_ROCK] = 2,
[GridEntityType.GRID_ROCKB] = 2,
[GridEntityType.GRID_ROCKT] = 2,
[GridEntityType.GRID_ROCK_SS] = 2,
[GridEntityType.GRID_ROCK_BOMB] = 2,
[GridEntityType.GRID_ROCK_ALT] = 2,
[GridEntityType.GRID_SPIDERWEB] = 1,
[GridEntityType.GRID_LOCK] = 1,
[GridEntityType.GRID_TNT] = 4,
[GridEntityType.GRID_FIREPLACE] = 4,
[GridEntityType.GRID_POOP] = 1000,
}
StageAPI.CustomGrids = {}
StageAPI.CustomGridIndices = {}
function StageAPI.CustomGrid:Spawn(grindex, force, reSpawning, startPersistData)
local grid
if self.BaseType then
if not reSpawning then
force = force or self.ForceSpawning
grid = Isaac.GridSpawn(self.BaseType, self.BaseVariant or 0, room:GetGridPosition(grindex), force)
else
grid = room:GetGridEntity(grindex)
end
if self.OverrideGridSpawns and grid then
local overrideState = self.OverrideGridSpawnState or StageAPI.DefaultBrokenGridStateByType[grid.Desc.Type] or 2
if grid.State ~= overrideState then
StageAPI.SpawnOverriddenGrids[grindex] = self.OverrideGridSpawnState or overrideState
end
end
if self.Anm2 and grid then
local sprite = grid:GetSprite()
sprite:Load(self.Anm2, true)
if self.VariantFrames or self.Frame then
local animation = self.Animation or sprite:GetDefaultAnimation()
if self.VariantFrames then
sprite:SetFrame(animation, StageAPI.Random(0, self.VariantFrames))
else
sprite:SetFrame(animation, self.Frame)
end
elseif self.Animation then
sprite:Play(self.Animation, true)
end
if self.Offset then
sprite.Offset = self.Offset
end
end
end
local lindex = StageAPI.GetCurrentRoomID()
if not StageAPI.CustomGrids[lindex] then
StageAPI.CustomGrids[lindex] = {}
end
if not StageAPI.CustomGrids[lindex][self.Name] then
StageAPI.CustomGrids[lindex][self.Name] = {}
end
if not StageAPI.CustomGrids[lindex][self.Name][grindex] then
StageAPI.CustomGrids[lindex][self.Name][grindex] = startPersistData or {}
end
StageAPI.CustomGridIndices[grindex] = true
for _, callback in ipairs(StageAPI.GetCallbacks("POST_SPAWN_CUSTOM_GRID")) do
if not callback.Params[1] or callback.Params[1] == self.Name then
callback.Function(grindex, force, reSpawning, grid, StageAPI.CustomGrids[lindex][self.Name][grindex], self)
end
end
return grid
end
function StageAPI.GetCustomGridIndicesByName(name)
local lindex = StageAPI.GetCurrentRoomID()
if StageAPI.CustomGrids[lindex] and StageAPI.CustomGrids[lindex][name] then
local ret = {}
for grindex, exists in pairs(StageAPI.CustomGrids[lindex][name]) do
ret[#ret + 1] = grindex
end
return ret
end
return {}
end
function StageAPI.GetCustomGridsByName(name)
local lindex = StageAPI.GetCurrentRoomID()
if StageAPI.CustomGrids[lindex] and StageAPI.CustomGrids[lindex][name] then
local ret = {}
for grindex, persistData in pairs(StageAPI.CustomGrids[lindex][name]) do
ret[#ret + 1] = {
Name = name,
PersistData = persistData,
Data = StageAPI.CustomGridTypes[name],
Index = grindex
}
end
return ret
end
return {}
end
function StageAPI.GetCustomGrids()
local lindex = StageAPI.GetCurrentRoomID()
if StageAPI.CustomGrids[lindex] then
local ret = {}
for name, grindices in pairs(StageAPI.CustomGrids[lindex]) do
for grindex, persistData in pairs(grindices) do
ret[#ret + 1] = {
Name = name,
PersistData = persistData,
Data = StageAPI.CustomGridTypes[name],
Index = grindex
}
end
end
return ret
end
return {}
end
function StageAPI.GetCustomGrid(index, name)
local lindex = StageAPI.GetCurrentRoomID()
if StageAPI.CustomGrids[lindex] and StageAPI.CustomGrids[lindex][name] and StageAPI.CustomGrids[lindex][name][index] then
return {
Name = name,
PersistData = StageAPI.CustomGrids[lindex][name][index],
Data = StageAPI.CustomGridTypes[name],
Index = index
}
end
end
function StageAPI.GetCustomGridsAtIndex(index)
local lindex = StageAPI.GetCurrentRoomID()
local grids = {}
if StageAPI.CustomGrids[lindex] then
for k, v in pairs(StageAPI.CustomGrids[lindex]) do
if v[index] then
grids[#grids + 1] = {
Name = k,
PersistData = v[index],
Data = StageAPI.CustomGridTypes[k],
Index = index
}
end
end
end
return grids
end
function StageAPI.RemoveCustomGrid(index, name, keepVanillaGrid)
local lindex = StageAPI.GetCurrentRoomID()
if StageAPI.CustomGrids[lindex] and StageAPI.CustomGrids[lindex][name] and StageAPI.CustomGrids[lindex][name][index] then
local persistData = StageAPI.CustomGrids[lindex][name][index]
StageAPI.CustomGrids[lindex][name][index] = nil
StageAPI.CustomGridIndices[index] = nil
if not keepVanillaGrid then
room:RemoveGridEntity(index, 0, false)
end
local callbacks = StageAPI.GetCallbacks("POST_CUSTOM_GRID_REMOVE")
for _, callback in ipairs(callbacks) do
if not callback.Params[1] or callback.Params[1] == name then
callback.Function(grindex, persistData, StageAPI.CustomGridTypes[name], name)
end
end
end
end
function StageAPI.IsCustomGrid(index, name)
if not name then
return StageAPI.CustomGridIndices[index]
else
local lindex = StageAPI.GetCurrentRoomID()
return StageAPI.CustomGrids[lindex] and StageAPI.CustomGrids[lindex][name] and not not StageAPI.CustomGrids[lindex][name][index]
end
end
mod:AddCallback(ModCallbacks.MC_POST_UPDATE, function()
local lindex = StageAPI.GetCurrentRoomID()
if StageAPI.CustomGrids[lindex] then
for name, grindices in pairs(StageAPI.CustomGrids[lindex]) do
local customGridType = StageAPI.CustomGridTypes[name]
for grindex, persistData in pairs(grindices) do
local grid = room:GetGridEntity(grindex)
if not grid and customGridType.BaseType then
StageAPI.RemoveCustomGrid(grindex, name, true)
else
local callbacks = StageAPI.GetCallbacks("POST_CUSTOM_GRID_UPDATE")
for _, callback in ipairs(callbacks) do
if not callback.Params[1] or callback.Params[1] == name then
callback.Function(grid, grindex, persistData, StageAPI.CustomGridTypes[name], name)
end
end
end
end
end
end
end)
end
do -- Extra Rooms
StageAPI.InExtraRoom = false
StageAPI.LoadedExtraRoom = false
StageAPI.CurrentExtraRoom = nil
StageAPI.CurrentExtraRoomName = nil
function StageAPI.SetExtraRoom(name, room)
StageAPI.LevelRooms[name] = room
end
function StageAPI.GetExtraRoom(name)
return StageAPI.LevelRooms[name]
end
function StageAPI.InOrTransitioningToExtraRoom()
return StageAPI.TransitionTimer or StageAPI.InExtraRoom
end
function StageAPI.TransitioningToOrFromExtraRoom()
return not not StageAPI.TransitionTimer
end
function StageAPI.TransitioningToExtraRoom()
return StageAPI.TransitioningToOrFromExtraRoom() and StageAPI.TransitionToExtra
end
function StageAPI.TransitioningFromExtraRoom()
return StageAPI.TransitioningToOrFromExtraRoom() and not StageAPI.TransitionToExtra
end
StageAPI.RoomTransitionOverlay = Sprite()
StageAPI.RoomTransitionOverlay:Load("stageapi/overlay_black.anm2", false)
StageAPI.RoomTransitionOverlay:ReplaceSpritesheet(0, "stageapi/overlay_black.png")
StageAPI.RoomTransitionOverlay:LoadGraphics()
StageAPI.RoomTransitionOverlay:Play("Idle", true)
function StageAPI.RenderBlackScreen(alpha)
alpha = alpha or 1
StageAPI.RoomTransitionOverlay.Scale = StageAPI.GetScreenScale(true) * 8
StageAPI.RoomTransitionOverlay.Color = Color(1, 1, 1, alpha, 0, 0, 0)
StageAPI.RoomTransitionOverlay:Render(StageAPI.GetScreenCenterPosition(), zeroVector, zeroVector)
end
StageAPI.TransitionFadeTime = 30
StageAPI.TransitionTimer = nil
StageAPI.TransitioningTo = nil
StageAPI.TransitioningFromTo = nil
StageAPI.TransitionExitSlot = nil
StageAPI.TransitionToExtra = nil
StageAPI.SkipExtraRoomTransition = nil
StageAPI.ExtraRoomBaseType = "Barren"
function StageAPI.TransitionToExtraRoom(name, exitSlot, skipTransition, extraRoomBaseType)
StageAPI.TransitionTimer = 0
StageAPI.TransitioningTo = name
StageAPI.TransitionExitSlot = exitSlot
StageAPI.TransitionToExtra = true
StageAPI.SkipExtraRoomTransition = skipTransition
StageAPI.ExtraRoomBaseType = extraRoomBaseType or "Barren"
end
function StageAPI.TransitionFromExtraRoom(toIndex, exitSlot)
StageAPI.TransitionTimer = 0
StageAPI.TransitioningFromTo = toIndex
StageAPI.TransitionExitSlot = exitSlot
StageAPI.TransitionToExtra = false
end
StageAPI.RoomShapeToGotoID = {
[RoomShape.ROOMSHAPE_1x1] = {
Barren = "4550",
Boss = "1010",
Stage = {
{
Stages = {LevelStage.STAGE1_1, LevelStage.STAGE1_2, LevelStage.STAGE2_1, LevelStage.STAGE2_2, LevelStage.STAGE3_1, LevelStage.STAGE3_2, LevelStage.STAGE4_1, LevelStage.STAGE4_2, LevelStage.STAGE5, LevelStage.STAGE6, LevelStage.STAGE7},
StageTypes = {StageType.STAGETYPE_ORIGINAL, StageType.STAGETYPE_WOTL, StageType.STAGETYPE_AFTERBIRTH},
ID = "0"
}
}
},
[RoomShape.ROOMSHAPE_IH] = {
Barren = "4551",
Boss = "1077",
Stage = {
{
Stages = {LevelStage.STAGE1_1, LevelStage.STAGE1_2, LevelStage.STAGE7},
StageTypes = {StageType.STAGETYPE_ORIGINAL, StageType.STAGETYPE_WOTL, StageType.STAGETYPE_AFTERBIRTH},
ID = "569"
},
{
Stages = {LevelStage.STAGE2_1, LevelStage.STAGE2_2, LevelStage.STAGE3_1, LevelStage.STAGE3_2, LevelStage.STAGE4_1, LevelStage.STAGE4_2},
StageTypes = {StageType.STAGETYPE_ORIGINAL, StageType.STAGETYPE_WOTL, StageType.STAGETYPE_AFTERBIRTH},
ID = "616"
},
{
Stages = {LevelStage.STAGE5, LevelStage.STAGE6},
StageTypes = {StageType.STAGETYPE_ORIGINAL, StageType.STAGETYPE_WOTL, StageType.STAGETYPE_AFTERBIRTH},
ID = "254"
}
}
},
[RoomShape.ROOMSHAPE_IV] = {
Barren = "4552",
Boss = "1078",
Stage = {
{
Stages = {LevelStage.STAGE1_1, LevelStage.STAGE1_2, LevelStage.STAGE7},
StageTypes = {StageType.STAGETYPE_ORIGINAL, StageType.STAGETYPE_WOTL, StageType.STAGETYPE_AFTERBIRTH},
ID = "578"
},
{
Stages = {LevelStage.STAGE2_1, LevelStage.STAGE2_2, LevelStage.STAGE3_1, LevelStage.STAGE3_2, LevelStage.STAGE4_1, LevelStage.STAGE4_2},
StageTypes = {StageType.STAGETYPE_ORIGINAL, StageType.STAGETYPE_WOTL, StageType.STAGETYPE_AFTERBIRTH},
ID = "638"
},
{
Stages = {LevelStage.STAGE5, LevelStage.STAGE6},
StageTypes = {StageType.STAGETYPE_ORIGINAL, StageType.STAGETYPE_WOTL, StageType.STAGETYPE_AFTERBIRTH},
ID = "270"
}
}
},
[RoomShape.ROOMSHAPE_1x2] = {
Barren = "4553",
Boss = "3702",
Stage = {
{
Stages = {LevelStage.STAGE1_1, LevelStage.STAGE1_2, LevelStage.STAGE7},
StageTypes = {StageType.STAGETYPE_ORIGINAL, StageType.STAGETYPE_WOTL, StageType.STAGETYPE_AFTERBIRTH},
ID = "780"
},
{
Stages = {LevelStage.STAGE2_1, LevelStage.STAGE2_2},
StageTypes = {StageType.STAGETYPE_ORIGINAL, StageType.STAGETYPE_WOTL, StageType.STAGETYPE_AFTERBIRTH},
ID = "863"
},
{
Stages = {LevelStage.STAGE3_1, LevelStage.STAGE3_2},
StageTypes = {StageType.STAGETYPE_ORIGINAL, StageType.STAGETYPE_WOTL, StageType.STAGETYPE_AFTERBIRTH},
ID = "775"
},
{
Stages = {LevelStage.STAGE4_1, LevelStage.STAGE4_2},
StageTypes = {StageType.STAGETYPE_ORIGINAL, StageType.STAGETYPE_WOTL, StageType.STAGETYPE_AFTERBIRTH},
ID = "797"
},
{
Stages = {LevelStage.STAGE5},
StageTypes = {StageType.STAGETYPE_ORIGINAL, StageType.STAGETYPE_WOTL, StageType.STAGETYPE_AFTERBIRTH},
ID = "346"
},
{
Stages = {LevelStage.STAGE6},
StageTypes = {StageType.STAGETYPE_ORIGINAL, StageType.STAGETYPE_WOTL, StageType.STAGETYPE_AFTERBIRTH},
ID = "318"
}
}
},
[RoomShape.ROOMSHAPE_IIV] = {
Barren = "4554",
Boss = "4554",
Stage = {
{
Stages = {LevelStage.STAGE1_1, LevelStage.STAGE1_2, LevelStage.STAGE7},
StageTypes = {StageType.STAGETYPE_ORIGINAL, StageType.STAGETYPE_WOTL, StageType.STAGETYPE_AFTERBIRTH},
ID = "700"
},
{
Stages = {LevelStage.STAGE2_1, LevelStage.STAGE2_2, LevelStage.STAGE3_1, LevelStage.STAGE3_2, LevelStage.STAGE4_1, LevelStage.STAGE4_2},
StageTypes = {StageType.STAGETYPE_ORIGINAL, StageType.STAGETYPE_WOTL, StageType.STAGETYPE_AFTERBIRTH},
ID = "654"
},
{
Stages = {LevelStage.STAGE5, LevelStage.STAGE6},
StageTypes = {StageType.STAGETYPE_ORIGINAL, StageType.STAGETYPE_WOTL, StageType.STAGETYPE_AFTERBIRTH},
ID = "306"
}
}
},
[RoomShape.ROOMSHAPE_2x1] = {
Barren = "4555",
Boss = "3700",
Stage = {
{
Stages = {LevelStage.STAGE1_1, LevelStage.STAGE1_2, LevelStage.STAGE7},
StageTypes = {StageType.STAGETYPE_ORIGINAL, StageType.STAGETYPE_WOTL, StageType.STAGETYPE_AFTERBIRTH},
ID = "785"
},
{
Stages = {LevelStage.STAGE2_1, LevelStage.STAGE2_2, LevelStage.STAGE3_1, LevelStage.STAGE3_2},
StageTypes = {StageType.STAGETYPE_ORIGINAL, StageType.STAGETYPE_WOTL, StageType.STAGETYPE_AFTERBIRTH},
ID = "729"
},
{
Stages = {LevelStage.STAGE4_1, LevelStage.STAGE4_2},
StageTypes = {StageType.STAGETYPE_ORIGINAL, StageType.STAGETYPE_WOTL, StageType.STAGETYPE_AFTERBIRTH},
ID = "733"
},
{
Stages = {LevelStage.STAGE5},
StageTypes = {StageType.STAGETYPE_ORIGINAL},
ID = "180"
},
{
Stages = {LevelStage.STAGE5},
StageTypes = {StageType.STAGETYPE_WOTL},
ID = "145"
},
{
Stages = {LevelStage.STAGE6},
StageTypes = {StageType.STAGETYPE_ORIGINAL, StageType.STAGETYPE_WOTL, StageType.STAGETYPE_AFTERBIRTH},
ID = "58"
}
}
},
[RoomShape.ROOMSHAPE_IIH] = {
Barren = "4556",
Boss = "4556",
Stage = {
{
Stages = {LevelStage.STAGE1_1, LevelStage.STAGE1_2, LevelStage.STAGE7},
StageTypes = {StageType.STAGETYPE_ORIGINAL, StageType.STAGETYPE_WOTL, StageType.STAGETYPE_AFTERBIRTH},
ID = "712"
},
{
Stages = {LevelStage.STAGE2_1, LevelStage.STAGE2_2, LevelStage.STAGE3_1, LevelStage.STAGE3_2, LevelStage.STAGE4_1, LevelStage.STAGE4_2},
StageTypes = {StageType.STAGETYPE_ORIGINAL, StageType.STAGETYPE_WOTL, StageType.STAGETYPE_AFTERBIRTH},
ID = "669"
},
{
Stages = {LevelStage.STAGE5, LevelStage.STAGE6},
StageTypes = {StageType.STAGETYPE_ORIGINAL, StageType.STAGETYPE_WOTL, StageType.STAGETYPE_AFTERBIRTH},
ID = "310"
}
}
},
[RoomShape.ROOMSHAPE_2x2] = {
Barren = "4557",
Boss = "3414",
Stage = {
{
Stages = {LevelStage.STAGE1_1, LevelStage.STAGE1_2, LevelStage.STAGE7},
StageTypes = {StageType.STAGETYPE_ORIGINAL, StageType.STAGETYPE_WOTL, StageType.STAGETYPE_AFTERBIRTH},
ID = "774"
},
{
Stages = {LevelStage.STAGE2_1, LevelStage.STAGE2_2, LevelStage.STAGE3_1, LevelStage.STAGE3_2, LevelStage.STAGE4_1, LevelStage.STAGE4_2},
StageTypes = {StageType.STAGETYPE_ORIGINAL, StageType.STAGETYPE_WOTL, StageType.STAGETYPE_AFTERBIRTH},
ID = "730"
},
{
Stages = {LevelStage.STAGE5},
StageTypes = {StageType.STAGETYPE_ORIGINAL},
ID = "223"
},
{
Stages = {LevelStage.STAGE5},
StageTypes = {StageType.STAGETYPE_WOTL},
ID = "172"
},
{
Stages = {LevelStage.STAGE6},
StageTypes = {StageType.STAGETYPE_ORIGINAL, StageType.STAGETYPE_WOTL, StageType.STAGETYPE_AFTERBIRTH},
ID = "77"
}
}
},
[RoomShape.ROOMSHAPE_LTL] = {
Barren = "4558",
Boss = "4558",
Stage = {
{
Stages = {LevelStage.STAGE1_1, LevelStage.STAGE1_2, LevelStage.STAGE7},
StageTypes = {StageType.STAGETYPE_ORIGINAL, StageType.STAGETYPE_WOTL, StageType.STAGETYPE_AFTERBIRTH},
ID = "814"
},
{
Stages = {LevelStage.STAGE2_1, LevelStage.STAGE2_2, LevelStage.STAGE3_1, LevelStage.STAGE3_2, LevelStage.STAGE4_1, LevelStage.STAGE4_2},
StageTypes = {StageType.STAGETYPE_ORIGINAL, StageType.STAGETYPE_WOTL, StageType.STAGETYPE_AFTERBIRTH},
ID = "751"
},
{
Stages = {LevelStage.STAGE5, LevelStage.STAGE6},
StageTypes = {StageType.STAGETYPE_ORIGINAL},
ID = "295"
},
{
Stages = {LevelStage.STAGE5, LevelStage.STAGE6},
StageTypes = {StageType.STAGETYPE_WOTL},
ID = "296"
}
}
},
[RoomShape.ROOMSHAPE_LTR] = {
Barren = "4559",
Boss = "4559",
Stage = {
{
Stages = {LevelStage.STAGE1_1, LevelStage.STAGE1_2, LevelStage.STAGE7},
StageTypes = {StageType.STAGETYPE_ORIGINAL, StageType.STAGETYPE_WOTL, StageType.STAGETYPE_AFTERBIRTH},
ID = "820"
},
{
Stages = {LevelStage.STAGE2_1, LevelStage.STAGE2_2, LevelStage.STAGE3_1, LevelStage.STAGE3_2, LevelStage.STAGE4_1, LevelStage.STAGE4_2},
StageTypes = {StageType.STAGETYPE_ORIGINAL, StageType.STAGETYPE_WOTL, StageType.STAGETYPE_AFTERBIRTH},
ID = "757"
},
{
Stages = {LevelStage.STAGE5, LevelStage.STAGE6},
StageTypes = {StageType.STAGETYPE_ORIGINAL},
ID = "299"
},
{
Stages = {LevelStage.STAGE5, LevelStage.STAGE6},
StageTypes = {StageType.STAGETYPE_WOTL},
ID = "297"
}
}
},
[RoomShape.ROOMSHAPE_LBL] = {
Barren = "4560",
Boss = "4560",
Stage = {
{
Stages = {LevelStage.STAGE1_1, LevelStage.STAGE1_2, LevelStage.STAGE7},
StageTypes = {StageType.STAGETYPE_ORIGINAL, StageType.STAGETYPE_WOTL, StageType.STAGETYPE_AFTERBIRTH},
ID = "828"
},
{
Stages = {LevelStage.STAGE2_1, LevelStage.STAGE2_2, LevelStage.STAGE3_1, LevelStage.STAGE3_2, LevelStage.STAGE4_1, LevelStage.STAGE4_2},
StageTypes = {StageType.STAGETYPE_ORIGINAL, StageType.STAGETYPE_WOTL, StageType.STAGETYPE_AFTERBIRTH},
ID = "763"
},
{
Stages = {LevelStage.STAGE5, LevelStage.STAGE6},
StageTypes = {StageType.STAGETYPE_ORIGINAL, StageType.STAGETYPE_WOTL, StageType.STAGETYPE_AFTERBIRTH},
ID = "300"
}
}
},
[RoomShape.ROOMSHAPE_LBR] = {
Barren = "4561",
Boss = "4561",
Stage = {
{
Stages = {LevelStage.STAGE1_1, LevelStage.STAGE1_2, LevelStage.STAGE7},
StageTypes = {StageType.STAGETYPE_ORIGINAL, StageType.STAGETYPE_WOTL, StageType.STAGETYPE_AFTERBIRTH},
ID = "830"
},
{
Stages = {LevelStage.STAGE2_1, LevelStage.STAGE2_2, LevelStage.STAGE3_1, LevelStage.STAGE3_2, LevelStage.STAGE4_1, LevelStage.STAGE4_2},
StageTypes = {StageType.STAGETYPE_ORIGINAL, StageType.STAGETYPE_WOTL, StageType.STAGETYPE_AFTERBIRTH},
ID = "769"
},
{
Stages = {LevelStage.STAGE5, LevelStage.STAGE6},
StageTypes = {StageType.STAGETYPE_ORIGINAL, StageType.STAGETYPE_WOTL, StageType.STAGETYPE_AFTERBIRTH},
ID = "303"
}
}
}
}
function StageAPI.GetGotoIDForStage(shape, stage, stagetype)
local stagesets = StageAPI.RoomShapeToGotoID[shape].Stage
for _, stageset in ipairs(stagesets) do
local isIn
for _, lvlstage in ipairs(stageset.Stages) do
if stage == lvlstage then
isIn = true
break
end
end
if isIn then
for _, stgtype in ipairs(stageset.StageTypes) do
if stagetype == stgtype then
return stageset.ID
end
end
end
end
end
local shadowSprite = Sprite()
shadowSprite:Load("stageapi/stage_shadow.anm2", false)
shadowSprite:Play("1x1", true)
local lastUsedShadowSpritesheet
StageAPI.StoredExtraRoomThisPause = false
mod:AddCallback(ModCallbacks.MC_POST_RENDER, function()
if not game:IsPaused() then
StageAPI.StoredExtraRoomThisPause = false
if StageAPI.TransitioningTo or StageAPI.TransitioningFromTo then
StageAPI.TransitionTimer = StageAPI.TransitionTimer + 1
if StageAPI.TransitionTimer == StageAPI.TransitionFadeTime or StageAPI.SkipExtraRoomTransition then
if StageAPI.CurrentExtraRoom then
StageAPI.CurrentExtraRoom:SaveGridInformation()
StageAPI.CurrentExtraRoom:SavePersistentEntities()
end
if StageAPI.TransitioningTo then
if not StageAPI.InExtraRoom then
StageAPI.LastNonExtraRoom = level:GetCurrentRoomIndex()
end
local extraRoom = StageAPI.GetExtraRoom(StageAPI.TransitioningTo)
StageAPI.InExtraRoom = true
StageAPI.CurrentExtraRoom = extraRoom
StageAPI.CurrentExtraRoomName = StageAPI.TransitioningTo
StageAPI.TransitioningTo = nil
if StageAPI.ExtraRoomBaseType == "Barren" then
local id = StageAPI.RoomShapeToGotoID[extraRoom.Shape].Barren
Isaac.ExecuteCommand("goto s.barren." .. id)
elseif StageAPI.ExtraRoomBaseType == "Stage" then
local id = StageAPI.GetGotoIDForStage(extraRoom.Shape, level:GetStage(), level:GetStageType())
Isaac.ExecuteCommand("goto d." .. id)
elseif StageAPI.ExtraRoomBaseType == "Boss" then
local id = StageAPI.RoomShapeToGotoID[extraRoom.Shape].Boss
Isaac.ExecuteCommand("goto s.boss." .. id)
end
elseif StageAPI.TransitioningFromTo then
StageAPI.InExtraRoom = nil
StageAPI.CurrentExtraRoom = nil
StageAPI.CurrentExtraRoomName = nil
game:StartRoomTransition(StageAPI.TransitioningFromTo, Direction.NO_DIRECTION, 0)
StageAPI.TransitioningFromTo = nil
end
StageAPI.LoadedExtraRoom = false
end
elseif StageAPI.TransitionTimer then
StageAPI.TransitionTimer = StageAPI.TransitionTimer - 1
if StageAPI.TransitionTimer <= 0 or StageAPI.SkipExtraRoomTransition then
StageAPI.TransitionTimer = nil
StageAPI.TransitionToExtra = nil
StageAPI.SkipExtraRoomTransition = nil
end
end
elseif StageAPI.LoadedExtraRoom and not StageAPI.StoredExtraRoomThisPause then
StageAPI.StoredExtraRoomThisPause = true
StageAPI.CurrentExtraRoom:SaveGridInformation()
StageAPI.CurrentExtraRoom:SavePersistentEntities()
end
if not StageAPI.IsHUDAnimationPlaying() then
if not StageAPI.InNewStage() then
local btype, stage, stype = room:GetBackdropType(), level:GetStage(), level:GetStageType()
if (btype == 7 or btype == 8 or btype == 16) and (stage == LevelStage.STAGE3_1 or stage == LevelStage.STAGE3_2 or stage == LevelStage.STAGE6) then
for _, overlay in ipairs(StageAPI.NecropolisOverlays) do
if not game:IsPaused() then
overlay:Update()
end
overlay:Render(nil, nil, true)
end
end
end
local shadows = Isaac.FindByType(StageAPI.E.StageShadow.T, StageAPI.E.StageShadow.V, -1, false, false)
local shadow = shadows[1]
if shadow then
local shadowSheet, shadowAnim = shadow:GetData().Sheet, shadow:GetData().Animation
if shadowSheet and shadowSheet ~= lastUsedShadowSpritesheet then
shadowSprite:ReplaceSpritesheet(0, shadowSheet)
shadowSprite:LoadGraphics()
lastUsedShadowSpritesheet = shadowSheet
end
if shadowAnim and not (shadowSprite:IsPlaying(shadowAnim) or shadowSprite:IsFinished(shadowAnim)) then
shadowSprite:Play(shadowAnim, true)
end
shadowSprite:Render(Isaac.WorldToRenderPosition(shadow.Position) + room:GetRenderScrollOffset(), zeroVector, zeroVector)
end
end
StageAPI.CallCallbacks("PRE_TRANSITION_RENDER")
if StageAPI.TransitionTimer then
for _, player in ipairs(players) do
player.ControlsCooldown = 2
end
StageAPI.RenderBlackScreen(StageAPI.TransitionTimer / StageAPI.TransitionFadeTime)
end
end)
StageAPI.DoorToDirection = {
[DoorSlot.DOWN0] = Direction.DOWN,
[DoorSlot.DOWN1] = Direction.DOWN,
[DoorSlot.LEFT0] = Direction.LEFT,
[DoorSlot.LEFT1] = Direction.LEFT,
[DoorSlot.RIGHT0] = Direction.RIGHT,
[DoorSlot.RIGHT1] = Direction.RIGHT,
[DoorSlot.UP0] = Direction.UP,
[DoorSlot.UP1] = Direction.UP
}
StageAPI.DoorOffsetsByDirection = {
[Direction.DOWN] = Vector(0, -15),
[Direction.UP] = Vector(0, 15),
[Direction.LEFT] = Vector(15, 0),
[Direction.RIGHT] = Vector(-15, 0)
}
function StageAPI.DirectionToDegrees(dir)
return dir * 90 - 90
end
StageAPI.CustomDoorGrid = StageAPI.CustomGrid("CustomDoor")
StageAPI.DoorTypes = {}
StageAPI.CustomDoor = StageAPI.Class("CustomDoor")
function StageAPI.CustomDoor:Init(name, anm2, openAnim, closeAnim, openedAnim, closedAnim, noAutoHandling, alwaysOpen)
self.NoAutoHandling = noAutoHandling
self.AlwaysOpen = alwaysOpen
self.Anm2 = anm2 or "gfx/grid/door_01_normaldoor.anm2"
self.OpenAnim = openAnim or "Open"
self.CloseAnim = closeAnim or "Close"
self.OpenedAnim = openedAnim or "Opened"
self.ClosedAnim = closedAnim or "Closed"
self.Name = name
StageAPI.DoorTypes[name] = self
end
StageAPI.DefaultDoor = StageAPI.CustomDoor("DefaultDoor")
function StageAPI.SpawnCustomDoor(slot, leadsToExtra, leadsToNormal, doorDataName, data, exitSlot)
local index = room:GetGridIndex(room:GetDoorSlotPosition(slot))
StageAPI.CustomDoorGrid:Spawn(index, nil, false, {
Slot = slot,
ExitSlot = exitSlot or (slot + 2) % 4,
LeadsToExtra = leadsToExtra,
LeadsToNormal = leadsToNormal,
DoorDataName = doorDataName,
Data = data
})
end
function StageAPI.GetCustomDoors(doorDataName)
local ret = {}
local doors = StageAPI.GetCustomGridsByName("CustomDoor")
for _, door in ipairs(doors) do
if not doorDataName or door.PersistData.DoorDataName == doorDataName then
ret[#ret + 1] = door
end
end
return ret
end
StageAPI.AddCallback("StageAPI", "POST_SPAWN_CUSTOM_GRID", 0, function(index, force, respawning, grid, persistData, customGrid)
local doorData
if persistData.DoorDataName and StageAPI.DoorTypes[persistData.DoorDataName] then
doorData = StageAPI.DoorTypes[persistData.DoorDataName]
else
doorData = StageAPI.DefaultDoor
end
local door = Isaac.Spawn(StageAPI.E.Door.T, StageAPI.E.Door.V, 0, room:GetGridPosition(index), zeroVector, nil)
door.Visible = false
local data, sprite = door:GetData(), door:GetSprite()
sprite:Load(doorData.Anm2, true)
door.RenderZOffset = -10000
sprite.Rotation = persistData.Slot * 90 - 90
sprite.Offset = StageAPI.DoorOffsetsByDirection[StageAPI.DoorToDirection[persistData.Slot]]
if not doorData.NoAutoHandling then
if doorData.AlwaysOpen then
sprite:Play(doorData.OpenedAnim, true)
elseif doorData.AlwaysOpen == false then
sprite:Play(doorData.ClosedAnim, true)
else
if room:IsClear() then
sprite:Play(doorData.OpenedAnim, true)
else
sprite:Play(doorData.ClosedAnim, true)
end
end
end
local opened = sprite:IsPlaying(doorData.OpenedAnim) or sprite:IsFinished(doorData.OpenedAnim)
local grid = room:GetGridEntity(index)
if opened then
grid.CollisionClass = GridCollisionClass.COLLISION_WALL_EXCEPT_PLAYER
else
grid.CollisionClass = GridCollisionClass.COLLISION_WALL
end
data.DoorGridData = persistData
data.DoorData = doorData
data.Opened = opened
local callbacks = StageAPI.GetCallbacks("POST_SPAWN_CUSTOM_DOOR")
for _, callback in ipairs(callbacks) do
if not callback.Params[1] or callback.Params[1] == persistData.DoorDataName then
callback.Function(door, data, sprite, doorData, persistData, index, force, respawning, grid, customGrid)
end
end
end, "CustomDoor")
StageAPI.AddCallback("StageAPI", "PRE_SHADING_RENDER", 0, function(shading)
for _, door in ipairs(Isaac.FindByType(StageAPI.E.Door.T, StageAPI.E.Door.V, -1, false, false)) do
door:GetSprite():Render(Isaac.WorldToRenderPosition(door.Position) + room:GetRenderScrollOffset(), zeroVector, zeroVector)
end
end)
function StageAPI.SetDoorOpen(open, door)
local grid = room:GetGridEntityFromPos(door.Position)
if open then
grid.CollisionClass = GridCollisionClass.COLLISION_WALL_EXCEPT_PLAYER
else
grid.CollisionClass = GridCollisionClass.COLLISION_WALL
end
end
local framesWithoutDoorData = 0
local hadFrameWithoutDoorData = false
mod:AddCallback(ModCallbacks.MC_POST_EFFECT_UPDATE, function(_, door)
local data, sprite = door:GetData(), door:GetSprite()
local doorData = data.DoorData
if StageAPI.TransitioningToOrFromExtraRoom() then
return
end
if not doorData then
framesWithoutDoorData = framesWithoutDoorData + 1
hadFrameWithoutDoorData = true
return
end
if not doorData.NoAutoHandling and doorData.AlwaysOpen == nil then
if sprite:IsFinished(doorData.OpenAnim) then
StageAPI.SetDoorOpen(true, door)
sprite:Play(doorData.OpenedAnim, true)
elseif sprite:IsFinished(doorData.CloseAnim) then
StageAPI.SetDoorOpen(false, door)
sprite:Play(doorData.ClosedAnim, true)
end
if room:IsClear() and not data.Opened then
data.Opened = true
sprite:Play(doorData.OpenAnim, true)
elseif not room:IsClear() and data.Opened then
data.Opened = false
sprite:Play(doorData.CloseAnim, true)
end
end
local transitionStarted
for _, player in ipairs(players) do
local size = 32 + player.Size
if not room:IsPositionInRoom(player.Position, -16) and player.Position:DistanceSquared(door.Position) < size * size then
if data.DoorGridData.LeadsToExtra then
transitionStarted = true
StageAPI.TransitionToExtraRoom(data.DoorGridData.LeadsToExtra, data.DoorGridData.ExitSlot)
elseif data.DoorGridData.LeadsToNormal then
transitionStarted = true
StageAPI.TransitionFromExtraRoom(data.DoorGridData.LeadsToNormal, data.DoorGridData.ExitSlot)
end
end
end
if transitionStarted then
for _, player in ipairs(players) do
player.Velocity = zeroVector
end
end
local callbacks = StageAPI.GetCallbacks("POST_CUSTOM_DOOR_UPDATE")
for _, callback in ipairs(callbacks) do
if not callback.Params[1] or callback.Params[1] == data.DoorGridData.DoorDataName then
callback.Function(door, data, sprite, doorData, data.DoorGridData)
end
end
end, StageAPI.E.Door.V)
mod:AddCallback(ModCallbacks.MC_POST_UPDATE, function()
if hadFrameWithoutDoorData then
hadFrameWithoutDoorData = false
elseif framesWithoutDoorData > 0 then
StageAPI.Log("Had no door data for " .. tostring(framesWithoutDoorData) .. " frames")
framesWithoutDoorData = 0
end
end)
end
Isaac.DebugString("[StageAPI] Loading GridGfx Handler")
do -- GridGfx
StageAPI.GridGfx = StageAPI.Class("GridGfx")
function StageAPI.GridGfx:Init()
self.Grids = false
self.Doors = false
end
function StageAPI.GridGfx:SetRocks(filename, noBridge)
self.Rocks = filename
if not self.Bridges and not noBridge then
self.Bridges = filename
end
end
function StageAPI.GridGfx:SetGrid(filename, t, v)
if not self.Grids then
self.Grids = {}
self.GridsByVariant = {}
end
if v then
if not self.GridsByVariant[t] then
self.GridsByVariant[t] = {}
end
self.GridsByVariant[t][v] = filename
else
self.Grids[t] = filename
end
end
function StageAPI.GridGfx:SetPits(filenames, alts, hasExtraFrames)
if type(filenames) == 'string' then
filenames = { {
File = filenames,
HasExtraFrames = hasExtraFrames
} }
end
if type(alts) == 'string' then
alts = { {
File = alts,
HasExtraFrames = hasExtraFrames
} }
end
self.PitFiles = filenames
self.AltPitFiles = alts
end
function StageAPI.GridGfx:SetBridges(filename)
self.Bridges = filename
end
function StageAPI.GridGfx:SetDecorations(filename, anm2, propCount, prefix, suffix)
self.Decorations = {
Png = filename,
Anm2 = anm2 or "gfx/grid/props_03_caves.anm2",
PropCount = propCount or 42,
Prefix = prefix or "Prop",
Suffix = suffix or ""
}
end
-- No SetPoop, do GridGfx:SetGrid(filename, GridEntityType.GRID_POOP, StageAPI.PoopVariant.Normal)
StageAPI.DefaultDoorSpawn = {
RequireCurrent = {RoomType.ROOM_DEFAULT, RoomType.ROOM_MINIBOSS, RoomType.ROOM_SACRIFICE, RoomType.ROOM_SHOP, RoomType.ROOM_LIBRARY, RoomType.ROOM_BARREN, RoomType.ROOM_ISAACS, RoomType.ROOM_DICE, RoomType.ROOM_CHEST},
RequireTarget = {RoomType.ROOM_DEFAULT, RoomType.ROOM_MINIBOSS, RoomType.ROOM_SACRIFICE, RoomType.ROOM_SHOP, RoomType.ROOM_LIBRARY, RoomType.ROOM_BARREN, RoomType.ROOM_ISAACS, RoomType.ROOM_DICE, RoomType.ROOM_CHEST}
}
StageAPI.SecretDoorSpawn = {
RequireTarget = {RoomType.ROOM_SECRET, RoomType.ROOM_SUPERSECRET},
NotCurrent = {RoomType.ROOM_SECRET, RoomType.ROOM_SUPERSECRET}
}
--[[
DoorInfo
{
RequireCurrent = {},
RequireTarget = {},
RequireEither = {},
NotCurrent = {},
NotTarget = {},
NotEither = {}
}
]]
function StageAPI.GridGfx:AddDoors(filename, doorInfo)
if not self.Doors then
self.Doors = {}
end
if doorInfo.IsBossAmbush then
self.HasBossAmbushDoor = true
end
self.Doors[#self.Doors + 1] = {
File = filename,
RequireCurrent = doorInfo.RequireCurrent,
RequireTarget = doorInfo.RequireTarget,
RequireEither = doorInfo.RequireEither,
NotCurrent = doorInfo.NotCurrent,
NotTarget = doorInfo.NotTarget,
NotEither = doorInfo.NotEither,
IsBossAmbush = doorInfo.IsBossAmbush
}
end
function StageAPI.GridGfx:SetPayToPlayDoor(filename)
self.PayToPlayDoor = filename
end
StageAPI.GridGfxRNG = RNG()
function StageAPI.ChangeRock(rock, filename)
local grid = rock.Grid
local gsprite = grid:GetSprite()
for i = 0, 4 do
gsprite:ReplaceSpritesheet(i, filename)
end
gsprite:LoadGraphics()
grid:ToRock():UpdateAnimFrame()
end
StageAPI.BridgedPits = {}
mod:AddCallback(ModCallbacks.MC_POST_NEW_ROOM, function()
StageAPI.BridgedPits = {}
end)
function StageAPI.CheckBridge(grid, index, bridgefilename)
if grid.State == 1 and bridgefilename and not StageAPI.BridgedPits[index] then
local sprite = grid:GetSprite()
sprite:ReplaceSpritesheet(1, bridgefilename)
sprite:LoadGraphics()
StageAPI.BridgedPits[index] = true
end
end
function StageAPI.ChangePit(pit, pitFile, bridgefilename, alt)
local grid = pit.Grid
local gsprite = grid:GetSprite()
if gsprite:GetFilename() ~= "stageapi/pit.anm2" then
gsprite:Load("stageapi/pit.anm2", true)
end
if alt and room:HasWaterPits() then
gsprite:ReplaceSpritesheet(0, alt.File)
else
gsprite:ReplaceSpritesheet(0, pitFile.File)
end
if bridgefilename then
gsprite:ReplaceSpritesheet(1, bridgefilename)
end
gsprite:LoadGraphics()
end
StageAPI.DecorationSprites = {}
function StageAPI.ChangeDecoration(decoration, decorations)
local grid = decoration.Grid
local gsprite = grid:GetSprite()
gsprite:Load(decorations.Anm2, false)
gsprite:ReplaceSpritesheet(0, decorations.Png)
gsprite:LoadGraphics()
local prop = StageAPI.Random(1, decorations.PropCount, StageAPI.GridGfxRNG)
if prop < 10 then
prop = "0" .. tostring(prop)
end
gsprite:Play(decorations.Prefix .. tostring(prop) .. decorations.Suffix, true)
end
StageAPI.DoorAnimationMap = {
"Opened",
"Closed",
"Open",
"Close",
"Break",
"KeyOpen",
"KeyClose",
"BrokenOpen",
"KeyClosed",
"Hidden",
"GoldenKeyOpen",
"KeyOpenNoKey",
"GoldKeyOpen",
"ArcadeSign"
}
function StageAPI.DoesDoorMatch(door, doorSpawn, current, target, hasBossAmbushDoor)
current = current or door.CurrentRoomType
target = target or door.TargetRoomType
local valid = true
local isChallengeRequired = false
if doorSpawn.RequireCurrent then
local has = false
for _, roomType in ipairs(doorSpawn.RequireCurrent) do
if current == roomType then
if roomType == RoomType.ROOM_CHALLENGE then
isChallengeRequired = true
end
has = true
end
end
if not has then
valid = false
end
end
if doorSpawn.RequireTarget then
local has = false
for _, roomType in ipairs(doorSpawn.RequireTarget) do
if target == roomType then
if roomType == RoomType.ROOM_CHALLENGE then
isChallengeRequired = true
end
has = true
end
end
if not has then
valid = false
end
end
if doorSpawn.RequireEither then
local has = false
for _, roomType in ipairs(doorSpawn.RequireEither) do
if current == roomType or target == roomType then
if roomType == RoomType.ROOM_CHALLENGE then
isChallengeRequired = true
end
has = true
end
end
if not has then
valid = false
end
end
if doorSpawn.NotCurrent then
local has = false
for _, roomType in ipairs(doorSpawn.NotCurrent) do
if current == roomType then
has = true
end
end
if has then
valid = false
end
end
if doorSpawn.NotTarget then
local has = false
for _, roomType in ipairs(doorSpawn.NotTarget) do
if target == roomType then
has = true
end
end
if has then
valid = false
end
end
if doorSpawn.NotEither then
local has = false
for _, roomType in ipairs(doorSpawn.NotEither) do
if current == roomType or target == roomType then
has = true
end
end
if has then
valid = false
end
end
if isChallengeRequired and (current == RoomType.ROOM_CHALLENGE or target == RoomType.ROOM_CHALLENGE) and ((doorSpawn.IsBossAmbush and not level:HasBossChallenge()) or (not doorSpawn.IsBossAmbush and hasBossAmbushDoor and level:HasBossChallenge())) then
valid = false
end
return valid
end
StageAPI.DoorSprite = Sprite()
function StageAPI.ChangeDoor(door, doors, payToPlay, hasBossAmbushDoor)
local grid = door.Grid:ToDoor()
local gsprite = grid:GetSprite()
local current = grid.CurrentRoomType
local target = grid.TargetRoomType
local isPayToPlay = grid:IsTargetRoomArcade() and target ~= RoomType.ROOM_ARCADE
if isPayToPlay then
if payToPlay then
for i = 0, 5 do
gsprite:ReplaceSpritesheet(i, payToPlay)
end
gsprite:LoadGraphics()
end
return
end
for _, doorOption in ipairs(doors) do
if StageAPI.DoesDoorMatch(grid, doorOption, current, target, hasBossAmbushDoor) then
for i = 0, 5 do
gsprite:ReplaceSpritesheet(i, doorOption.File)
end
gsprite:LoadGraphics()
break
end
end
end
function StageAPI.ChangeGrid(sent, filename)
local grid = sent.Grid
local sprite = grid:GetSprite()
if type(filename) == "table" then
filename = filename[StageAPI.Random(1, #filename, StageAPI.GridGfxRNG)]
end
sprite:ReplaceSpritesheet(0, filename)
sprite:LoadGraphics()
end
function StageAPI.ChangeSingleGrid(grid, grids, i)
local desc = grid.Desc
local gtype = desc.Type
local send = {Grid = grid, Index = i, Type = gtype, Desc = desc}
if gtype == GridEntityType.GRID_DOOR and grids.Doors then
StageAPI.ChangeDoor(send, grids.Doors, grids.PayToPlayDoor, grids.HasBossAmbushDoor)
elseif StageAPI.RockTypes[gtype] and grids.Rocks then
StageAPI.ChangeRock(send, grids.Rocks)
elseif gtype == GridEntityType.GRID_PIT and grids.Pits then
StageAPI.ChangePit(send, grids.Pits, grids.Bridges, grids.AltPits)
elseif gtype == GridEntityType.GRID_DECORATION and grids.Decorations then
StageAPI.ChangeDecoration(send, grids.Decorations)
elseif grids.Grids or grids.GridsByVariant then
local variant = send.Desc.Variant
if grids.GridsByVariant and grids.GridsByVariant[send.Type] and grids.GridsByVariant[send.Type][variant] then
StageAPI.ChangeGrid(send, grids.GridsByVariant[send.Type][variant])
elseif grids.Grids and grids.Grids[send.Type] then
StageAPI.ChangeGrid(send, grids.Grids[send.Type])
end
end
end
function StageAPI.ChangeDoors(doors)
if doors then
local payToPlay
if doors.Type == "GridGfx" then
doors = doors.Doors
payToPlay = doors.PayToPlayDoor
elseif doors.Type == "CustomStage" and doors.RoomGfx then
local roomgfx = doors.RoomGfx[room:GetType()]
if roomgfx and roomgfx.Grids then
doors = roomgfx.Grids.Doors
payToPlay = roomgfx.Grids.PayToPlayDoor
end
elseif doors.Type == "RoomGfx" and doors.Grids then
payToPlay = doors.Grids.PayToPlayDoor
doors = doors.Grids.Doors
end
if doors then
for i = 0, 7 do
local door = room:GetDoor(i)
if door then
StageAPI.ChangeDoor({Grid = door}, doors, payToPlay)
end
end
end
end
end
function StageAPI.ChangeGrids(grids)
StageAPI.GridGfxRNG:SetSeed(room:GetDecorationSeed(), 0)
if grids.PitFiles then
grids.Pits = grids.PitFiles[StageAPI.Random(1, #grids.PitFiles, StageAPI.GridGfxRNG)]
end
if grids.AltPitFiles then
grids.AltPits = grids.AltPitFiles[StageAPI.Random(1, #grids.AltPitFiles, StageAPI.GridGfxRNG)]
end
local pitsToUse = room:HasWaterPits() and grids.AltPits or grids.Pits
local hasExtraPitFrames = pitsToUse and pitsToUse.HasExtraFrames
local gridCount = 0
local pits = {}
for i = 0, room:GetGridSize() do
local customGrids = StageAPI.GetCustomGridsAtIndex(i)
local customGridBlocking = false
for _, cgrid in ipairs(customGrids) do
if not cgrid.Data.NoOverrideGridSprite then
customGridBlocking = true
end
end
if not customGridBlocking then
local grid = room:GetGridEntity(i)
if grid then
if hasExtraPitFrames and grid.Desc.Type == GridEntityType.GRID_PIT then
pits[i] = grid
else
StageAPI.ChangeSingleGrid(grid, grids, i)
end
end
end
end
StageAPI.CallGridPostInit()
if hasExtraPitFrames and next(pits) then
local width = room:GetGridWidth()
for index, pit in pairs(pits) do
StageAPI.ChangePit({Grid = pit, Index = index}, grids.Pits, grids.Bridges, grids.AltPits)
local sprite = pit:GetSprite()
local adj = {index - 1, index + 1, index - width, index + width, index - width - 1, index + width - 1, index - width + 1, index + width + 1}
local adjPits = {}
for _, ind in ipairs(adj) do
local grid = room:GetGridEntity(ind)
adjPits[#adjPits + 1] = not not (grid and grid.Desc.Type == GridEntityType.GRID_PIT)
end
adjPits[#adjPits + 1] = true
sprite:SetFrame("pit", StageAPI.GetPitFrame(table.unpack(adjPits)))
end
end
end
end
Isaac.DebugString("[StageAPI] Loading Backdrop & RoomGfx Handling")
do -- Backdrop & RoomGfx
StageAPI.BackdropRNG = RNG()
local backdropDefaultOffset = Vector(260,0)
local backdropIvOffset = Vector(113,0)
local lRooms = {
RoomShape.ROOMSHAPE_LTL,
RoomShape.ROOMSHAPE_LTR,
RoomShape.ROOMSHAPE_LBL,
RoomShape.ROOMSHAPE_LBR
}
for _, roomsh in ipairs(lRooms) do
lRooms[roomsh] = true
end
StageAPI.ShapeToWallAnm2Layers = {
["1x2"] = 58,
["2x2"] = 63,
["2x2X"] = 21,
["IIH"] = 62,
["LTR"] = 63,
["LTRX"] = 19,
["2x1"] = 63,
["2x1X"] = 7,
["1x1"] = 44,
["LTL"] = 63,
["LTLX"] = 19,
["LBR"] = 63,
["LBRX"] = 19,
["LBL"] = 63,
["LBLX"] = 19,
["IIV"] = 42,
["IH"] = 36,
["IV"] = 28
}
StageAPI.ShapeToName = {
[RoomShape.ROOMSHAPE_IV] = "IV",
[RoomShape.ROOMSHAPE_1x2] = "1x2",
[RoomShape.ROOMSHAPE_2x2] = "2x2",
[RoomShape.ROOMSHAPE_IH] = "IH",
[RoomShape.ROOMSHAPE_LTR] = "LTR",
[RoomShape.ROOMSHAPE_LTL] = "LTL",
[RoomShape.ROOMSHAPE_2x1] = "2x1",
[RoomShape.ROOMSHAPE_1x1] = "1x1",
[RoomShape.ROOMSHAPE_LBL] = "LBL",
[RoomShape.ROOMSHAPE_LBR] = "LBR",
[RoomShape.ROOMSHAPE_IIH] = "IIH",
[RoomShape.ROOMSHAPE_IIV] = "IIV"
}
function StageAPI.LoadBackdropSprite(sprite, backdrop, mode) -- modes are 1 (walls A), 2 (floors), 3 (walls B)
sprite = sprite or Sprite()
local needsExtra
local roomShape = room:GetRoomShape()
local shapeName = StageAPI.ShapeToName[roomShape]
if StageAPI.ShapeToWallAnm2Layers[shapeName .. "X"] then
needsExtra = true
end
if mode == 3 then
shapeName = shapeName .. "X"
end
if mode == 1 or mode == 3 then
sprite:Load("stageapi/WallBackdrop.anm2", false)
if backdrop.Walls then
for num = 1, StageAPI.ShapeToWallAnm2Layers[shapeName] do
local wall_to_use = backdrop.Walls[StageAPI.Random(1, #backdrop.Walls, backdropRNG)]
sprite:ReplaceSpritesheet(num, wall_to_use)
end
end
if backdrop.Corners and string.sub(shapeName, 1, 1) == "L" then
local corner_to_use = backdrop.Corners[StageAPI.Random(1, #backdrop.Corners, backdropRNG)]
sprite:ReplaceSpritesheet(0, corner_to_use)
end
else
sprite:Load("stageapi/FloorBackdrop.anm2", false)
local floors
if backdrop.FloorVariants then
floors = backdrop.FloorVariants[StageAPI.Random(1, #backdrop.FloorVariants, backdropRNG)]
else
floors = backdrop.Floors or backdrop.Walls
end
if floors then
local numWalls
if roomShape == RoomShape.ROOMSHAPE_1x1 then
numWalls = 4
elseif roomShape == RoomShape.ROOMSHAPE_1x2 or roomShape == RoomShape.ROOMSHAPE_2x1 then
numWalls = 8
elseif roomShape == RoomShape.ROOMSHAPE_2x2 then
numWalls = 16
end
if numWalls then
for i = 0, numWalls - 1 do
sprite:ReplaceSpritesheet(i, floors[StageAPI.Random(1, #floors, backdropRNG)])
end
end
end
if backdrop.NFloors and string.sub(shapeName, 1, 1) == "I" then
for num = 18, 19 do
sprite:ReplaceSpritesheet(num, backdrop.NFloors[StageAPI.Random(1, #backdrop.NFloors, backdropRNG)])
end
end
if backdrop.LFloors and string.sub(shapeName, 1, 1) == "L" then
for num = 16, 17 do
sprite:ReplaceSpritesheet(num, backdrop.LFloors[StageAPI.Random(1, #backdrop.LFloors, backdropRNG)])
end
end
end
sprite:LoadGraphics()
local renderPos = room:GetTopLeftPos()
if mode ~= 2 then
renderPos = renderPos - Vector(80, 80)
end
sprite:Play(shapeName, true)
return renderPos, needsExtra
end
function StageAPI.ChangeBackdrop(backdrop, justWalls, storeBackdropEnts)
StageAPI.BackdropRNG:SetSeed(room:GetDecorationSeed(), 1)
local needsExtra, backdropEnts
if storeBackdropEnts then
backdropEnts = {}
end
for i = 1, 3 do
if justWalls and i == 2 then
i = 3
end
if i == 3 and not needsExtra then
break
end
local backdropEntity = Isaac.Spawn(StageAPI.E.Backdrop.T, StageAPI.E.Backdrop.V, 0, zeroVector, zeroVector, nil)
local sprite = backdropEntity:GetSprite()
local renderPos
renderPos, needsExtra = StageAPI.LoadBackdropSprite(sprite, backdrop, i)
backdropEntity.Position = renderPos
if i == 1 or i == 3 then
backdropEntity:AddEntityFlags(EntityFlag.FLAG_RENDER_WALL)
else
backdropEntity:AddEntityFlags(EntityFlag.FLAG_RENDER_FLOOR)
end
if storeBackdropEnts then
backdropEnts[#backdropEnts + 1] = backdropEntity
end
end
return backdropEnts
end
StageAPI.StageShadowRNG = RNG()
function StageAPI.ChangeStageShadow(prefix, count)
prefix = prefix or "stageapi/floors/catacombs/overlays/"
count = count or 5
local shadows = Isaac.FindByType(StageAPI.E.StageShadow.T, StageAPI.E.StageShadow.V, -1, false, false)
for _, e in ipairs(shadows) do
e:Remove()
end
local roomShape = room:GetRoomShape()
local anim
if roomShape == RoomShape.ROOMSHAPE_1x1 or roomShape == RoomShape.ROOMSHAPE_IH or roomShape == RoomShape.ROOMSHAPE_IV then anim = "1x1"
elseif roomShape == RoomShape.ROOMSHAPE_1x2 or roomShape == RoomShape.ROOMSHAPE_IIV then anim = "1x2"
elseif roomShape == RoomShape.ROOMSHAPE_2x1 or roomShape == RoomShape.ROOMSHAPE_IIH then anim = "2x1"
elseif roomShape == RoomShape.ROOMSHAPE_2x2 or roomShape == RoomShape.ROOMSHAPE_LBL or roomShape == RoomShape.ROOMSHAPE_LBR or roomShape == RoomShape.ROOMSHAPE_LTL or roomShape == RoomShape.ROOMSHAPE_LTR then anim = "2x2"
end
if anim then
StageAPI.StageShadowRNG:SetSeed(room:GetDecorationSeed(), 0)
local usingShadow = StageAPI.Random(1, count, StageAPI.StageShadowRNG)
local sheet = prefix .. anim .. "_overlay_" .. tostring(usingShadow) .. ".png"
local shadowEntity = Isaac.Spawn(StageAPI.E.StageShadow.T, StageAPI.E.StageShadow.V, 0, zeroVector, zeroVector, nil)
shadowEntity:GetData().Sheet = sheet
shadowEntity:GetData().Animation = anim
shadowEntity.Position = StageAPI.Lerp(room:GetTopLeftPos(), room:GetBottomRightPos(), 0.5)
shadowEntity:AddEntityFlags(EntityFlag.FLAG_DONT_OVERWRITE)
end
end
local shadingDefaultOffset = Vector(-80,-80)
local shadingIhOffset = Vector(-80,-160)
local shadingIvOffset = Vector(-240,-80)
function StageAPI.ChangeShading(name, prefix)
prefix = prefix or "stageapi/shading/shading"
local shading = Isaac.FindByType(StageAPI.E.Shading.T, StageAPI.E.Shading.V, -1, false, false)
for _, e in ipairs(shading) do
e:Remove()
end
local shadingEntity = Isaac.Spawn(StageAPI.E.Shading.T, StageAPI.E.Shading.V, 0, zeroVector, zeroVector, nil)
local roomShape = room:GetRoomShape()
local topLeft = room:GetTopLeftPos()
local renderPos = topLeft + shadingDefaultOffset
local sheet
if roomShape == RoomShape.ROOMSHAPE_1x1 then sheet = ""
elseif roomShape == RoomShape.ROOMSHAPE_1x2 then sheet = "_1x2"
elseif roomShape == RoomShape.ROOMSHAPE_2x1 then sheet = "_2x1"
elseif roomShape == RoomShape.ROOMSHAPE_2x2 then sheet = "_2x2"
elseif roomShape == RoomShape.ROOMSHAPE_IH then
sheet = "_ih"
renderPos = topLeft + shadingIhOffset
elseif roomShape == RoomShape.ROOMSHAPE_IIH then
sheet = "_iih"
renderPos = topLeft + shadingIhOffset
elseif roomShape == RoomShape.ROOMSHAPE_IV then
sheet = "_iv"
renderPos = topLeft + shadingIvOffset
elseif roomShape == RoomShape.ROOMSHAPE_IIV then
sheet = "_iiv"
renderPos = topLeft + shadingIvOffset
elseif roomShape == RoomShape.ROOMSHAPE_LBL then sheet = "_lbl"
elseif roomShape == RoomShape.ROOMSHAPE_LBR then sheet = "_lbr"
elseif roomShape == RoomShape.ROOMSHAPE_LTL then sheet = "_ltl"
elseif roomShape == RoomShape.ROOMSHAPE_LTR then sheet = "_ltr"
end
sheet = prefix .. sheet .. name .. ".png"
--[[
local sprite = shadingEntity:GetSprite()
sprite:Load("stageapi/Shading.anm2", false)
sprite:ReplaceSpritesheet(0, sheet)
sprite:LoadGraphics()
sprite:Play("Default", true)]]
shadingEntity:GetData().Sheet = sheet
shadingEntity.Position = renderPos
shadingEntity:AddEntityFlags(EntityFlag.FLAG_DONT_OVERWRITE)
end
local shadingSprite = Sprite()
shadingSprite:Load("stageapi/Shading.anm2", false)
shadingSprite:Play("Default", true)
local lastUsedShadingSpritesheet
mod:AddCallback(ModCallbacks.MC_POST_EFFECT_RENDER, function(_, eff)
StageAPI.CallCallbacks("PRE_SHADING_RENDER", false, eff)
local sheet = eff:GetData().Sheet
if sheet and sheet ~= lastUsedShadingSpritesheet then
shadingSprite:ReplaceSpritesheet(0, sheet)
shadingSprite:LoadGraphics()
lastUsedShadingSpritesheet = sheet
end
shadingSprite:Render(Isaac.WorldToRenderPosition(eff.Position) + room:GetRenderScrollOffset(), zeroVector, zeroVector)
StageAPI.CallCallbacks("POST_SHADING_RENDER", false, eff)
end, StageAPI.E.Shading.V)
function StageAPI.ChangeRoomGfx(roomgfx)
StageAPI.BackdropRNG:SetSeed(room:GetDecorationSeed(), 0)
if roomgfx.Backdrops then
if #roomgfx.Backdrops > 0 then
local backdrop = StageAPI.Random(1, #roomgfx.Backdrops, StageAPI.BackdropRNG)
StageAPI.ChangeBackdrop(roomgfx.Backdrops[backdrop])
else
StageAPI.ChangeBackdrop(roomgfx.Backdrops)
end
end
if roomgfx.Grids then
StageAPI.ChangeGrids(roomgfx.Grids)
end
if roomgfx.Shading and roomgfx.Shading.Name then
StageAPI.ChangeShading(roomgfx.Shading.Name, roomgfx.Shading.Prefix)
end
end
StageAPI.RoomGfx = StageAPI.Class("RoomGfx")
function StageAPI.RoomGfx:Init(backdrops, grids, shading, shadingPrefix)
self.Backdrops = backdrops
self.Grids = grids
self.Shading = {
Name = shading,
Prefix = shadingPrefix
}
end
StageAPI.AddCallback("StageAPI", "POST_STAGEAPI_NEW_ROOM", 0, function()
if not game:IsGreedMode()
and StageAPI.ShouldRenderStartingRoomControls()
and level:GetCurrentRoomIndex() == level:GetStartingRoomIndex() then
local p1 = players[1]
if not p1 then return end
local gfxData = StageAPI.TryGetPlayerGraphicsInfo(p1)
local controls = gfxData.Controls or 'stageapi/controls.png'
local controlsFrame = gfxData.ControlsFrame or 0
local controlsOffset = gfxData.ControlsOffset or StageAPI.ZeroVector
local eff = StageAPI.SpawnFloorEffect(room:GetCenterPos() + controlsOffset, StageAPI.ZeroVector, nil, 'stageapi/controls.anm2', true)
local sprite = eff:GetSprite()
sprite:ReplaceSpritesheet(0, controls)
sprite:LoadGraphics()
sprite:Play("Controls")
sprite:SetLayerFrame(0, controlsFrame)
sprite:Stop()
local color = StageAPI.GetStageFloorTextColor()
if color then
sprite.Color = color
end
end
end)
end
Isaac.DebugString("[StageAPI] Loading CustomStage Handler")
do -- Custom Stage
StageAPI.CustomStages = {}
StageAPI.CustomStage = StageAPI.Class("CustomStage")
function StageAPI.CustomStage:Init(name, replaces, noSetReplaces)
self.Name = name
self.Alias = name
if not noSetReplaces then
self.Replaces = replaces or StageAPI.StageOverride.CatacombsOne
end
if name then
StageAPI.CustomStages[name] = self
end
end
function StageAPI.CustomStage:InheritInit(name, noSetAlias)
if not noSetAlias then
self.Alias = self.Name
end
self.Name = name
if name then
StageAPI.CustomStages[name] = self
end
end
function StageAPI.CustomStage:SetName(name)
self.Name = name or self.Name
if self.Name then
StageAPI.CustomStages[self.Name] = self
end
end
function StageAPI.CustomStage:GetDisplayName()
return self.DisplayName or self.Name
end
function StageAPI.CustomStage:SetDisplayName(name)
self.DisplayName = name or self.DisplayName or self.Name
end
function StageAPI.CustomStage:SetReplace(replaces)
self.Replaces = replaces
end
function StageAPI.CustomStage:SetNextStage(stage)
self.NextStage = stage
end
function StageAPI.CustomStage:SetXLStage(stage)
self.XLStage = stage
end
function StageAPI.CustomStage:SetStageNumber(num)
self.StageNumber = num
end
function StageAPI.CustomStage:SetIsSecondStage(isSecondStage)
self.IsSecondStage = isSecondStage
end
function StageAPI.CustomStage:SetRoomGfx(gfx, rtype)
if not self.RoomGfx then
self.RoomGfx = {}
end
if type(rtype) == "table" then
for _, roomtype in ipairs(rtype) do
self.RoomGfx[roomtype] = gfx
end
else
self.RoomGfx[rtype] = gfx
end
end
function StageAPI.CustomStage:SetRooms(rooms, rtype)
if not self.Rooms then
self.Rooms = {}
end
if type(rooms) == "table" and rooms.Type ~= "RoomsList" then
for rtype, rooms in pairs(rooms) do
self.Rooms[rtype] = rooms
end
else
rtype = rtype or RoomType.ROOM_DEFAULT
self.Rooms[rtype] = rooms
end
end
function StageAPI.CustomStage:SetChallengeWaves(rooms, bossChallengeRooms)
self.ChallengeWaves = {
Normal = rooms,
Boss = bossChallengeRooms
}
end
function StageAPI.CustomStage:SetMusic(music, rtype)
if not self.Music then
self.Music = {}
end
if type(rtype) == "table" then
for _, roomtype in ipairs(rtype) do
self.Music[roomtype] = music
end
else
self.Music[rtype] = music
end
end
function StageAPI.CustomStage:SetStageMusic(music)
self:SetMusic(music, {RoomType.ROOM_DEFAULT, RoomType.ROOM_TREASURE})
end
function StageAPI.CustomStage:SetTransitionMusic(music)
self.TransitionMusic = music
StageAPI.StopOverridingMusic(music)
end
function StageAPI.CustomStage:SetBossMusic(music, clearedMusic, intro, outro)
self.BossMusic = {
Fight = music,
Cleared = clearedMusic,
Intro = intro,
Outro = outro
}
end
function StageAPI.CustomStage:SetRenderStartingRoomControls(doRender)
self.RenderStartingRoomControls = doRender
end
function StageAPI.CustomStage:SetFloorTextColor(color)
self.FloorTextColor = color
end
function StageAPI.CustomStage:SetSpots(bossSpot, playerSpot)
self.BossSpot = bossSpot
self.PlayerSpot = playerSpot
end
function StageAPI.CustomStage:SetTrueCoopSpots(twoPlayersSpot, fourPlayersSpot, threePlayersSpot) -- if a three player spot is not defined, uses four instead.
self.CoopSpot2P = twoPlayersSpot
self.CoopSpot3P = threePlayersSpot
self.CoopSpot4P = fourPlayersSpot
end
function StageAPI.CustomStage:SetBosses(bosses)
for _, bossID in ipairs(bosses) do
local boss = StageAPI.GetBossData(bossID)
if boss.Horseman then
bosses.HasHorseman = true
end
end
self.Bosses = bosses
end
function StageAPI.CustomStage:SetSinRooms(sins)
if type(sins) == "string" then -- allows passing in a prefix to a room list name, which all sins can be grabbed from
self.SinRooms = {}
for _, sin in ipairs(StageAPI.SinsSplitData) do
self.SinRooms[sin.ListName] = StageAPI.RoomsLists[sins .. sin.ListName]
end
else
self.SinRooms = sins
end
end
function StageAPI.CustomStage:GetPlayingMusic()
local roomType = room:GetType()
local id = StageAPI.Music:GetCurrentMusicID()
if roomType == RoomType.ROOM_BOSS then
if self.BossMusic then
local music = self.BossMusic
local musicID, queue, disregardNonOverride
if (music.Outro and (id == Music.MUSIC_JINGLE_BOSS_OVER or id == Music.MUSIC_JINGLE_BOSS_OVER2 or id == music.Outro or (type(music.Outro) == "table" and StageAPI.IsIn(music.Outro, id))))
or (music.Intro and (id == Music.MUSIC_JINGLE_BOSS or id == music.Intro or (type(music.Intro) == "table" and StageAPI.IsIn(music.Intro, id)))) then
if id == Music.MUSIC_JINGLE_BOSS or id == music.Intro or (type(music.Intro) == "table" and StageAPI.IsIn(music.Intro, id)) then
musicID, queue = music.Intro, music.Fight
else
musicID, queue = music.Outro, music.Cleared
end
disregardNonOverride = true
else
local isCleared = room:GetAliveBossesCount() < 1 or room:IsClear()
if isCleared then
musicID = music.Cleared
else
musicID = music.Fight
end
end
if type(musicID) == "table" then
StageAPI.MusicRNG:SetSeed(room:GetDecorationSeed(), 0)
musicID = musicID[StageAPI.Random(1, #musicID, StageAPI.MusicRNG)]
end
local newMusicID = StageAPI.CallCallbacks("POST_SELECT_BOSS_MUSIC", true, self, musicID, isCleared, StageAPI.MusicRNG)
if newMusicID then
musicID = newMusicID
end
if musicID then
return musicID, not room:IsClear(), queue, disregardNonOverride
end
end
else
local music = self.Music
if music then
local musicID = music[roomType]
local newMusicID = StageAPI.CallCallbacks("POST_SELECT_STAGE_MUSIC", true, self, musicID, roomType, StageAPI.MusicRNG)
if newMusicID then
musicID = newMusicID
end
if musicID then
return musicID, not room:IsClear()
end
end
end
end
function StageAPI.CustomStage:OverrideRockAltEffects(rooms)
self.OverridingRockAltEffects = rooms or true
end
function StageAPI.CustomStage:OverrideTrapdoors()
self.OverridingTrapdoors = true
end
function StageAPI.CustomStage:SetTransitionIcon(icon)
self.TransitionIcon = icon
end
function StageAPI.IsSameStage(base, comp, noAlias)
if not base then return false end
return base.Name == comp.Name or (not noAlias and base.Alias == comp.Alias)
end
function StageAPI.CustomStage:IsStage(noAlias)
return StageAPI.IsSameStage(StageAPI.CurrentStage, self, noAlias)
end
function StageAPI.CustomStage:IsNextStage(noAlias)
return StageAPI.IsSameStage(StageAPI.NextStage, self, noAlias)
end
function StageAPI.CustomStage:SetRequireRoomTypeMatching()
self.RequireRoomTypeMatching = true
end
function StageAPI.CustomStage:SetRequireRoomTypeBoss()
self.RequireRoomTypeBoss = true
end
function StageAPI.CustomStage:SetRequireRoomTypeSin()
self.RequireRoomTypeSin = true
end
function StageAPI.ShouldPlayStageMusic()
return room:GetType() == RoomType.ROOM_DEFAULT or room:GetType() == RoomType.ROOM_TREASURE, not room:IsClear()
end
end
Isaac.DebugString("[StageAPI] Loading Stage Override Definitions")
do -- Definitions
function StageAPI.BackdropHelper(backdrop, prefix, suffix)
if #backdrop < 1 then
backdrop = {backdrop}
end
for i, backdropVariant in ipairs(backdrop) do
for k, backdropFiles in pairs(backdropVariant) do
for i2, file in ipairs(backdropFiles) do
if type(file) == "table" then
for i3, file2 in ipairs(file) do
backdrop[i][k][i2][i3] = prefix .. file2 .. suffix
end
else
backdrop[i][k][i2] = prefix .. file .. suffix
end
end
end
end
return backdrop
end
StageAPI.CatacombsGridGfx = StageAPI.GridGfx()
StageAPI.CatacombsGridGfx:SetRocks("gfx/grid/rocks_catacombs.png")
StageAPI.CatacombsGridGfx:SetPits("gfx/grid/grid_pit_catacombs.png", "gfx/grid/grid_pit_water_catacombs.png")
StageAPI.CatacombsGridGfx:SetDecorations("gfx/grid/props_03_caves.png")
StageAPI.CatacombsFloors = {
{"Catacombs1_1", "Catacombs1_2"},
{"Catacombs2_1", "Catacombs2_2"},
{"CatacombsExtraFloor_1", "CatacombsExtraFloor_2"}
}
StageAPI.CatacombsBackdrop = {
{
Walls = {"Catacombs1_1", "Catacombs1_2"},
FloorVariants = StageAPI.CatacombsFloors,
NFloors = {"Catacombs_nfloor"},
LFloors = {"Catacombs_lfloor"},
Corners = {"Catacombs1_corner"}
},
{
Walls = {"Catacombs2_1", "Catacombs2_2"},
FloorVariants = StageAPI.CatacombsFloors,
NFloors = {"Catacombs_nfloor"},
LFloors = {"Catacombs_lfloor"},
Corners = {"Catacombs2_corner"}
}
}
StageAPI.CatacombsBackdrop = StageAPI.BackdropHelper(StageAPI.CatacombsBackdrop, "stageapi/floors/catacombs/", ".png")
StageAPI.CatacombsRoomGfx = StageAPI.RoomGfx(--[[StageAPI.CatacombsBackdrop]] nil, StageAPI.CatacombsGridGfx, "_default")
StageAPI.Catacombs = StageAPI.CustomStage("Catacombs", nil, true)
StageAPI.Catacombs:SetStageMusic(Music.MUSIC_CATACOMBS)
StageAPI.Catacombs:SetBossMusic({Music.MUSIC_BOSS, Music.MUSIC_BOSS2}, Music.MUSIC_BOSS_OVER)
StageAPI.Catacombs:SetRoomGfx(StageAPI.CatacombsRoomGfx, {RoomType.ROOM_DEFAULT, RoomType.ROOM_TREASURE, RoomType.ROOM_MINIBOSS, RoomType.ROOM_BOSS})
StageAPI.Catacombs.DisplayName = "Catacombs I"
StageAPI.CatacombsTwo = StageAPI.Catacombs("Catacombs 2")
StageAPI.CatacombsTwo.DisplayName = "Catacombs II"
StageAPI.CatacombsXL = StageAPI.Catacombs("Catacombs XL")
StageAPI.CatacombsXL.DisplayName = "Catacombs XL"
StageAPI.Catacombs:SetXLStage(StageAPI.CatacombsXL)
StageAPI.CatacombsGreed = StageAPI.Catacombs("Catacombs Greed")
StageAPI.CatacombsGreed.DisplayName = "Catacombs"
StageAPI.NecropolisGridGfx = StageAPI.GridGfx()
StageAPI.NecropolisGridGfx:SetRocks("gfx/grid/rocks_depths.png")
StageAPI.NecropolisGridGfx:SetPits("gfx/grid/grid_pit_necropolis.png")
StageAPI.NecropolisGridGfx:SetDecorations("gfx/grid/props_05_depths.png", "gfx/grid/props_05_depths.anm2", 43)
StageAPI.NecropolisBackdrop = {
{
Walls = {"necropolis1_1"},
NFloors = {"necropolis_nfloor1", "necropolis_nfloor2"},
LFloors = {"necropolis_lfloor"},
Corners = {"necropolis1_corner"}
}
}
StageAPI.NecropolisOverlays = {
StageAPI.Overlay("stageapi/floors/necropolis/overlay.anm2", Vector(0.33, -0.15), nil, nil, 0.5),
StageAPI.Overlay("stageapi/floors/necropolis/overlay.anm2", Vector(-0.33, -0.15), Vector(128, 128), nil, 0.5),
StageAPI.Overlay("stageapi/floors/necropolis/overlay.anm2", Vector(0.33, 0.1), nil, nil, 0.5),
}
StageAPI.NecropolisBackdrop = StageAPI.BackdropHelper(StageAPI.NecropolisBackdrop, "stageapi/floors/necropolis/", ".png")
StageAPI.NecropolisRoomGfx = StageAPI.RoomGfx(--[[StageAPI.NecropolisBackdrop]] nil, StageAPI.NecropolisGridGfx, "_default")
StageAPI.Necropolis = StageAPI.CustomStage("Necropolis", nil, true)
StageAPI.Necropolis:SetStageMusic(Music.MUSIC_NECROPOLIS)
StageAPI.Necropolis:SetBossMusic({Music.MUSIC_BOSS, Music.MUSIC_BOSS2}, Music.MUSIC_BOSS_OVER)
StageAPI.Necropolis:SetRoomGfx(StageAPI.NecropolisRoomGfx, {RoomType.ROOM_DEFAULT, RoomType.ROOM_TREASURE, RoomType.ROOM_MINIBOSS, RoomType.ROOM_BOSS})
StageAPI.Necropolis.DisplayName = "Necropolis I"
StageAPI.NecropolisTwo = StageAPI.Necropolis("Necropolis 2")
StageAPI.NecropolisTwo.DisplayName = "Necropolis II"
StageAPI.NecropolisXL = StageAPI.Necropolis("Necropolis XL")
StageAPI.NecropolisXL.DisplayName = "Necropolis XL"
StageAPI.Necropolis:SetXLStage(StageAPI.NecropolisXL)
StageAPI.NecropolisGreed = StageAPI.Necropolis("Necropolis Greed")
StageAPI.NecropolisGreed.DisplayName = "Necropolis"
StageAPI.UteroGridGfx = StageAPI.GridGfx()
StageAPI.UteroGridGfx:SetRocks("gfx/grid/rocks_utero.png")
StageAPI.UteroGridGfx:SetPits("gfx/grid/grid_pit_utero.png")
StageAPI.UteroGridGfx:SetDecorations("gfx/grid/props_07_utero.png", "gfx/grid/props_07_utero.anm2", 43)
StageAPI.UteroBackdrop = {
{
Walls = {"utero1_1", "utero1_2", "utero1_3", "utero1_4"},
NFloors = {"utero_nfloor"},
LFloors = {"utero_lfloor"},
Corners = {"utero1_corner"}
}
}
StageAPI.UteroBackdrop = StageAPI.BackdropHelper(StageAPI.UteroBackdrop, "stageapi/floors/utero/", ".png")
StageAPI.UteroRoomGfx = StageAPI.RoomGfx(--[[StageAPI.UteroBackdrop]] nil, StageAPI.UteroGridGfx, "_default")
StageAPI.Utero = StageAPI.CustomStage("Utero", nil, true)
StageAPI.Utero:SetStageMusic(Music.MUSIC_UTERO)
StageAPI.Utero:SetBossMusic({Music.MUSIC_BOSS, Music.MUSIC_BOSS2}, Music.MUSIC_BOSS_OVER)
StageAPI.Utero:SetRoomGfx(StageAPI.UteroRoomGfx, {RoomType.ROOM_DEFAULT, RoomType.ROOM_TREASURE, RoomType.ROOM_MINIBOSS, RoomType.ROOM_BOSS})
StageAPI.Utero.DisplayName = "Utero I"
StageAPI.UteroTwo = StageAPI.Utero("Utero 2")
StageAPI.UteroTwo.DisplayName = "Utero II"
StageAPI.UteroXL = StageAPI.Utero("Utero XL")
StageAPI.UteroXL.DisplayName = "Utero XL"
StageAPI.Utero:SetXLStage(StageAPI.UteroXL)
StageAPI.UteroGreed = StageAPI.Utero("Utero Greed")
StageAPI.UteroGreed.DisplayName = "Utero"
StageAPI.StageOverride = {
CatacombsOne = {
OverrideStage = LevelStage.STAGE2_1,
OverrideStageType = StageType.STAGETYPE_WOTL,
ReplaceWith = StageAPI.Catacombs
},
CatacombsTwo = {
OverrideStage = LevelStage.STAGE2_2,
OverrideStageType = StageType.STAGETYPE_WOTL,
ReplaceWith = StageAPI.CatacombsTwo
},
CatacombsGreed = {
OverrideStage = LevelStage.STAGE2_GREED,
OverrideStageType = StageType.STAGETYPE_WOTL,
GreedMode = true,
ReplaceWith = StageAPI.CatacombsGreed
},
NecropolisOne = {
OverrideStage = LevelStage.STAGE3_1,
OverrideStageType = StageType.STAGETYPE_WOTL,
ReplaceWith = StageAPI.Necropolis
},
NecropolisTwo = {
OverrideStage = LevelStage.STAGE3_2,
OverrideStageType = StageType.STAGETYPE_WOTL,
ReplaceWith = StageAPI.NecropolisTwo
},
NecropolisGreed = {
OverrideStage = LevelStage.STAGE3_GREED,
OverrideStageType = StageType.STAGETYPE_WOTL,
GreedMode = true,
ReplaceWith = StageAPI.NecropolisGreed
},
UteroOne = {
OverrideStage = LevelStage.STAGE4_1,
OverrideStageType = StageType.STAGETYPE_WOTL,
ReplaceWith = StageAPI.Utero
},
UteroTwo = {
OverrideStage = LevelStage.STAGE4_2,
OverrideStageType = StageType.STAGETYPE_WOTL,
ReplaceWith = StageAPI.UteroTwo
},
UteroGreed = {
OverrideStage = LevelStage.STAGE4_GREED,
OverrideStageType = StageType.STAGETYPE_WOTL,
GreedMode = true,
ReplaceWith = StageAPI.UteroGreed
}
}
StageAPI.Catacombs:SetReplace(StageAPI.StageOverride.CatacombsOne)
StageAPI.CatacombsTwo:SetReplace(StageAPI.StageOverride.CatacombsTwo)
StageAPI.CatacombsGreed:SetReplace(StageAPI.StageOverride.CatacombsGreed)
StageAPI.Necropolis:SetReplace(StageAPI.StageOverride.NecropolisOne)
StageAPI.NecropolisTwo:SetReplace(StageAPI.StageOverride.NecropolisTwo)
StageAPI.NecropolisGreed:SetReplace(StageAPI.StageOverride.NecropolisGreed)
StageAPI.Utero:SetReplace(StageAPI.StageOverride.UteroOne)
StageAPI.UteroTwo:SetReplace(StageAPI.StageOverride.UteroTwo)
StageAPI.UteroGreed:SetReplace(StageAPI.StageOverride.UteroGreed)
function StageAPI.InOverriddenStage()
for name, override in pairs(StageAPI.StageOverride) do
if (not not override.GreedMode) == game:IsGreedMode() then
local isStage = level:GetStage() == override.OverrideStage and
level:GetStageType() == override.OverrideStageType
if isStage then
return true, override, name
end
end
end
end
function StageAPI.InOverrideStage()
for name, override in pairs(StageAPI.StageOverride) do
if override.ReplaceWith:IsStage() then
return true
end
end
end
StageAPI.NextStage = nil
StageAPI.CurrentStage = nil
function StageAPI.InNewStage()
return StageAPI.CurrentStage and not StageAPI.InOverrideStage()
end
function StageAPI.GetCurrentStage()
return StageAPI.CurrentStage
end
function StageAPI.GetNextStage()
return StageAPI.NextStage
end
function StageAPI.GetCurrentStageDisplayName()
if StageAPI.CurrentStage then
return StageAPI.CurrentStage:GetDisplayName()
end
end
function StageAPI.GetCurrentListIndex()
return level:GetCurrentRoomDesc().SafeGridIndex
end
end
Isaac.DebugString("[StageAPI] Loading Boss Handler")
do -- Bosses
StageAPI.FloorInfo = {
[LevelStage.STAGE1_1] = {
[StageType.STAGETYPE_ORIGINAL] = {
Prefix = "01_basement",
},
[StageType.STAGETYPE_WOTL] = {
Prefix = "02_cellar",
},
[StageType.STAGETYPE_AFTERBIRTH] = {
Prefix = "13_burning_basement",
FloorTextColor = Color(0.5,0.5,0.5,1,0,0,0),
},
[StageType.STAGETYPE_GREEDMODE] = {
Prefix = "01_basement",
},
[StageType.STAGETYPE_REPENTANCE] = {
Prefix = "01x_downpour",
},
[StageType.STAGETYPE_REPENTANCE_B] = {
Prefix = "02x_dross",
},
},
[LevelStage.STAGE2_1] = {
[StageType.STAGETYPE_ORIGINAL] = {
Prefix = "03_caves",
},
[StageType.STAGETYPE_WOTL] = {
Prefix = "04_catacombs",
},
[StageType.STAGETYPE_AFTERBIRTH] = {
Prefix = "14_drowned_caves",
},
[StageType.STAGETYPE_GREEDMODE] = {
Prefix = "03_caves",
},
[StageType.STAGETYPE_REPENTANCE] = {
Prefix = "03x_mines",
},
[StageType.STAGETYPE_REPENTANCE_B] = {
Prefix = "04x_ashpit",
},
},
[LevelStage.STAGE3_1] = {
[StageType.STAGETYPE_ORIGINAL] = {
Prefix = "05_depths",
},
[StageType.STAGETYPE_WOTL] = {
Prefix = "06_necropolis",
},
[StageType.STAGETYPE_AFTERBIRTH] = {
Prefix = "15_dank_depths",
},
[StageType.STAGETYPE_GREEDMODE] = {
Prefix = "05_depths",
},
[StageType.STAGETYPE_REPENTANCE] = {
Prefix = "05x_mausoleum",
},
[StageType.STAGETYPE_REPENTANCE_B] = {
Prefix = "06x_gehenna",
},
},
[LevelStage.STAGE4_1] = {
[StageType.STAGETYPE_ORIGINAL] = {
Prefix = "07_womb",
},
[StageType.STAGETYPE_WOTL] = {
Prefix = "07_womb",
},
[StageType.STAGETYPE_AFTERBIRTH] = {
Prefix = "16_scarred_womb",
},
[StageType.STAGETYPE_GREEDMODE] = {
Prefix = "07_womb",
},
[StageType.STAGETYPE_REPENTANCE] = {
Prefix = "07x_corpse",
},
[StageType.STAGETYPE_REPENTANCE_B] = {
Prefix = "07x_corpse",
},
},
[LevelStage.STAGE4_3] = {
[StageType.STAGETYPE_ORIGINAL] = {
Prefix = "17_blue_womb",
},
[StageType.STAGETYPE_WOTL] = {
Prefix = "17_blue_womb",
},
[StageType.STAGETYPE_AFTERBIRTH] = {
Prefix = "17_blue_womb",
},
[StageType.STAGETYPE_GREEDMODE] = {
Prefix = "17_blue_womb",
},
},
[LevelStage.STAGE5] = {
[StageType.STAGETYPE_ORIGINAL] = {
Prefix = "09_sheol",
},
[StageType.STAGETYPE_WOTL] = {
Prefix = "10_cathedral",
},
[StageType.STAGETYPE_AFTERBIRTH] = {
Prefix = "09_sheol",
},
[StageType.STAGETYPE_GREEDMODE] = {
Prefix = "09_sheol",
},
},
[LevelStage.STAGE6] = {
[StageType.STAGETYPE_ORIGINAL] = {
Prefix = "11_darkroom",
},
[StageType.STAGETYPE_WOTL] = {
Prefix = "12_chest",
},
[StageType.STAGETYPE_AFTERBIRTH] = {
Prefix = "11_darkroom",
},
[StageType.STAGETYPE_GREEDMODE] = {
Prefix = "18_shop",
},
},
[LevelStage.STAGE7] = {
[StageType.STAGETYPE_ORIGINAL] = {
Prefix = "19_void",
},
[StageType.STAGETYPE_WOTL] = {
Prefix = "19_void",
},
[StageType.STAGETYPE_AFTERBIRTH] = {
Prefix = "19_void",
},
[StageType.STAGETYPE_GREEDMODE] = {
Prefix = "18_shop",
},
}
}
StageAPI.FloorInfo[LevelStage.STAGE1_2] = StageAPI.FloorInfo[LevelStage.STAGE1_1]
StageAPI.FloorInfo[LevelStage.STAGE2_2] = StageAPI.FloorInfo[LevelStage.STAGE2_1]
StageAPI.FloorInfo[LevelStage.STAGE3_2] = StageAPI.FloorInfo[LevelStage.STAGE3_1]
StageAPI.FloorInfo[LevelStage.STAGE4_2] = StageAPI.FloorInfo[LevelStage.STAGE4_1]
StageAPI.PlayerBossInfo = {
isaac = "01",
magdalene = "02",
cain = "03",
judas = "04",
eve = "05",
["???"] = "06",
samson = "07",
azazel = "08",
eden = "09",
thelost = "12",
lilith = "13",
keeper = "14",
apollyon = "15",
theforgotten = "16",
thesoul = "16",
bethany = "18",
jacob = "19",
esau = "19"
}
for k, v in pairs(StageAPI.PlayerBossInfo) do
local use = k
if k == "???" then
use = "bluebaby"
end
if k == "thesoul" then
use = "theforgotten"
end
local portraitbig
if k == "lilith" or k == "keeper" then
portraitbig = "gfx/ui/stage/playerportraitbig_" .. use .. ".png"
else
portraitbig = "gfx/ui/stage/playerportraitbig_" .. v .. "_" .. use .. ".png"
end
local name
if k == "keeper" then
name = "gfx/ui/boss/playername_" .. v .. "_the" .. use .. ".png"
else
name = "gfx/ui/boss/playername_" .. v .. "_" .. use .. ".png"
end
StageAPI.PlayerBossInfo[k] = {
Portrait = "gfx/ui/boss/playerportrait_" .. v .. "_" .. use .. ".png",
Name = name,
PortraitBig = portraitbig
}
end
StageAPI.PlayerBossInfo["???"].NoShake = true
StageAPI.PlayerBossInfo.keeper.NoShake = true
StageAPI.PlayerBossInfo.theforgotten.NoShake = true
StageAPI.PlayerBossInfo.thesoul.NoShake = true
StageAPI.PlayerBossInfo.theforgotten.ControlsFrame = 1
StageAPI.PlayerBossInfo.thesoul.ControlsFrame = 1
StageAPI.PlayerBossInfo.jacob.ControlsFrame = 2
StageAPI.PlayerBossInfo.esau.ControlsFrame = 2
StageAPI.PlayerBossInfo.thelost.NoShake = true
function StageAPI.AddPlayerGraphicsInfo(name, portrait, namefile, portraitbig, noshake)
local args = portrait
if type(args) ~= "table" then
args = {
Portrait = portrait,
Name = namefile,
PortraitBig = portraitbig,
NoShake = noshake,
Controls = nil,
ControlsFrame = 0,
ControlsOffset = nil,
}
end
StageAPI.PlayerBossInfo[string.gsub(string.lower(name), "%s+", "")] = args
end
StageAPI.AddPlayerGraphicsInfo("Black Judas", "gfx/ui/boss/playerportrait_blackjudas.png", "gfx/ui/boss/playername_04_judas.png", "gfx/ui/stage/playerportraitbig_blackjudas.png")
StageAPI.AddPlayerGraphicsInfo("Lazarus", "gfx/ui/boss/playerportrait_09_lazarus.png", "gfx/ui/boss/playername_10_lazarus.png", "gfx/ui/stage/playerportraitbig_09_lazarus.png")
StageAPI.AddPlayerGraphicsInfo("Lazarus II", "gfx/ui/boss/playerportrait_10_lazarus2.png", "gfx/ui/boss/playername_10_lazarus.png", "gfx/ui/stage/playerportraitbig_10_lazarus2.png")
function StageAPI.GetStageSpot()
if StageAPI.InNewStage() then
return StageAPI.CurrentStage.BossSpot or "gfx/ui/boss/bossspot.png", StageAPI.CurrentStage.PlayerSpot or "gfx/ui/boss/playerspot.png"
else
local stage, stype = level:GetStage(), level:GetStageType()
local spot = StageAPI.FloorInfo[stage][stype].Prefix
return "gfx/ui/boss/bossspot_" .. spot .. ".png", "gfx/ui/boss/playerspot_" .. spot .. ".png"
end
end
function StageAPI.ShouldRenderStartingRoomControls()
if StageAPI.InNewStage() then
return StageAPI.CurrentStage.RenderStartingRoomControls
else
return level:GetStage() == 1 and level:GetStageType() < StageType.STAGETYPE_REPENTANCE
end
end
-- returns nil if no special color
function StageAPI.GetStageFloorTextColor()
if StageAPI.InNewStage() then
return StageAPI.CurrentStage.FloorTextColor
else
local stage, stype = level:GetStage(), level:GetStageType()
return StageAPI.FloorInfo[stage][stype].FloorTextColor
end
end
function StageAPI.TryGetPlayerGraphicsInfo(player)
local playerName
if type(player) == "string" then
playerName = player
else
playerName = player:GetName()
end
playerName = string.gsub(string.lower(playerName), "%s+", "")
if StageAPI.PlayerBossInfo[playerName] then
return StageAPI.PlayerBossInfo[playerName]
else -- worth a shot, most common naming convention
return {
Portrait = "gfx/ui/boss/playerportrait_" .. playerName .. ".png",
Name = "gfx/ui/boss/playername_" .. playerName .. ".png",
PortraitBig = "gfx/ui/stage/playerportraitbig_" .. playerName .. ".png"
}
end
end
StageAPI.BossSprite = Sprite()
StageAPI.BossSprite:Load("gfx/ui/boss/versusscreen.anm2", false)
StageAPI.BossSprite:ReplaceSpritesheet(0, "gfx/ui/boss/bgblack.png")
StageAPI.PlayingBossSprite = nil
StageAPI.UnskippableBossAnim = nil
StageAPI.BossOffset = nil
function StageAPI.PlayBossAnimationManual(portrait, name, spot, playerPortrait, playerName, playerSpot, portraitTwo, unskippable)
local paramTable = portrait
if type(paramTable) ~= "table" then
paramTable = {
BossPortrait = portrait,
BossPortraitTwo = portraitTwo,
BossName = name,
BossSpot = spot,
PlayerPortrait = playerPortrait,
PlayerName = playerName,
PlayerSpot = playerSpot,
Unskippable = unskippable
}
end
if paramTable.Sprite then -- if you need to use a different sprite (ex for a special boss animation) this could help
StageAPI.PlayingBossSprite = paramTable.Sprite
else
StageAPI.PlayingBossSprite = StageAPI.BossSprite
end
if not paramTable.NoLoadGraphics then
StageAPI.PlayingBossSprite:ReplaceSpritesheet(2, paramTable.BossSpot or "gfx/ui/boss/bossspot.png")
StageAPI.PlayingBossSprite:ReplaceSpritesheet(3, paramTable.PlayerSpot or "gfx/ui/boss/bossspot.png")
StageAPI.PlayingBossSprite:ReplaceSpritesheet(4, paramTable.BossPortrait or "gfx/ui/boss/portrait_20.0_monstro.png")
StageAPI.PlayingBossSprite:ReplaceSpritesheet(5, paramTable.PlayerPortrait or "gfx/ui/boss/portrait_20.0_monstro.png")
StageAPI.PlayingBossSprite:ReplaceSpritesheet(6, paramTable.PlayerName or "gfx/ui/boss/bossname_20.0_monstro.png")
StageAPI.PlayingBossSprite:ReplaceSpritesheet(7, paramTable.BossName or "gfx/ui/boss/bossname_20.0_monstro.png")
if paramTable.BossPortraitTwo then
StageAPI.PlayingBossSprite:ReplaceSpritesheet(9, paramTable.BossPortraitTwo)
paramTable.Animation = paramTable.Animation or "DoubleTrouble"
end
StageAPI.PlayingBossSprite:Play(paramTable.Animation or "Scene", true)
StageAPI.PlayingBossSprite:LoadGraphics()
end
if paramTable.BossOffset then
StageAPI.BossOffset = paramTable.BossOffset
else
StageAPI.BossOffset = nil
end
StageAPI.UnskippableBossAnim = unskippable
end
StageAPI.IsOddRenderFrame = nil
local menuConfirmTriggered
mod:AddCallback(ModCallbacks.MC_POST_RENDER, function()
StageAPI.IsOddRenderFrame = not StageAPI.IsOddRenderFrame
local isPlaying = StageAPI.PlayingBossSprite
if isPlaying and ((game:IsPaused() and not menuConfirmTriggered) or StageAPI.UnskippableBossAnim) then
if StageAPI.IsOddRenderFrame then
StageAPI.PlayingBossSprite:Update()
end
local centerPos = StageAPI.GetScreenCenterPosition()
local layerRenderOrder = {0,1,2,3,14,9,13,4,12,6,7,8,10}
for _, layer in ipairs(layerRenderOrder) do
local pos = centerPos
if StageAPI.BossOffset then
local isDoubleTrouble = StageAPI.BossOffset.One or StageAPI.BossOffset.Two
if isDoubleTrouble then -- Double trouble, table {One = Vector, Two = Vector}
if layer == 4 then
pos = pos + StageAPI.BossOffset.One or zeroVector
elseif layer == 9 then
pos = pos + StageAPI.BossOffset.Two or zeroVector
end
elseif layer == 4 then
pos = pos + StageAPI.BossOffset
end
end
StageAPI.PlayingBossSprite:RenderLayer(layer, pos)
end
elseif isPlaying then
StageAPI.PlayingBossSprite:Stop()
StageAPI.PlayingBossSprite = nil
end
if not isPlaying then
StageAPI.UnskippableBossAnim = nil
StageAPI.BossOffset = nil
end
menuConfirmTriggered = nil
for _, player in ipairs(players) do
if Input.IsActionTriggered(ButtonAction.ACTION_MENUCONFIRM, player.ControllerIndex) then
menuConfirmTriggered = true
break
end
end
end)
StageAPI.Bosses = {}
function StageAPI.AddBossData(id, bossData)
StageAPI.Bosses[id] = bossData
if not bossData.Shapes then
bossData.Shapes = {}
for shape, rooms in pairs(bossData.Rooms.ByShape) do
bossData.Shapes[#bossData.Shapes + 1] = shape
end
end
if not bossData.Weight then
bossData.Weight = 1
end
return id
end
function StageAPI.GetBossData(id)
return StageAPI.Bosses[id]
end
StageAPI.DummyBoss = {}
function StageAPI.PlayBossAnimation(boss, unskippable)
local bSpot, pSpot = StageAPI.GetStageSpot()
local gfxData = StageAPI.TryGetPlayerGraphicsInfo(StageAPI.Players[1])
StageAPI.PlayBossAnimationManual({
BossPortrait = boss.Portrait,
BossPortraitTwo = boss.PortraitTwo,
BossName = boss.BossName or boss.Bossname,
BossSpot = boss.Spot or bSpot,
PlayerPortrait = gfxData.Portrait,
PlayerName = gfxData.Name,
PlayerSpot = pSpot,
Unskippable = unskippable,
BossOffset = boss.Offset
})
end
local horsemanTypes = {
EntityType.ENTITY_WAR,
EntityType.ENTITY_FAMINE,
EntityType.ENTITY_DEATH,
EntityType.ENTITY_HEADLESS_HORSEMAN,
EntityType.ENTITY_PESTILENCE
}
StageAPI.EncounteredBosses = {}
function StageAPI.SetBossEncountered(name, encountered)
if encountered == nil then
encountered = true
end
StageAPI.EncounteredBosses[name] = encountered
end
function StageAPI.GetBossEncountered(name)
return StageAPI.EncounteredBosses[name]
end
mod:AddCallback(ModCallbacks.MC_POST_GAME_STARTED, function(_, continued)
if not continued then
StageAPI.EncounteredBosses = {}
end
end)
StageAPI.BossSelectRNG = RNG()
function StageAPI.SelectBoss(bosses, allowHorseman, rng)
local bossID = StageAPI.CallCallbacks("PRE_BOSS_SELECT", true, bosses, allowHorseman, rng)
if not bossID then
local forceHorseman = false
if allowHorseman then
for _, t in ipairs(horsemanTypes) do
if #Isaac.FindByType(t, -1, -1, false, false) > 0 then
forceHorseman = true
end
end
end
local totalUnencounteredWeight = 0
local totalValidWeight = 0
local unencounteredBosses = {}
local validBosses = {}
for _, potentialBossID in ipairs(bosses) do
local potentialBoss = StageAPI.GetBossData(potentialBossID)
if StageAPI.IsIn(potentialBoss.Shapes, room:GetRoomShape()) then
local encountered = StageAPI.GetBossEncountered(potentialBoss.Name)
if not encountered and potentialBoss.NameTwo then
encountered = StageAPI.GetBossEncountered(potentialBoss.NameTwo)
end
local weight = potentialBoss.Weight or 1
if forceHorseman and potentialBoss.Horseman then
weight = weight + 100
end
if not encountered then
totalUnencounteredWeight = totalUnencounteredWeight + weight
unencounteredBosses[#unencounteredBosses + 1] = {potentialBossID, weight}
end
totalValidWeight = totalValidWeight + weight
validBosses[#validBosses + 1] = {potentialBossID, weight}
end
end
if not rng then
rng = StageAPI.BossSelectRNG
rng:SetSeed(room:GetSpawnSeed(), 0)
end
if #unencounteredBosses > 0 then
bossID = StageAPI.WeightedRNG(unencounteredBosses, rng, nil, totalUnencounteredWeight)
elseif #validBosses > 0 then
bossID = StageAPI.WeightedRNG(validBosses, rng, nil, totalValidWeight)
else
Isaac.ConsoleOutput("[StageAPI] Trying to select boss, but none are valid!!\n")
for _, potentialBossID in ipairs(bosses) do
Isaac.ConsoleOutput(potentialBossID .. "\n")
end
Isaac.ConsoleOutput("Were the options\n")
end
end
return bossID
end
end
Isaac.DebugString("[StageAPI] Loading Transition Handler")
do -- Transition
StageAPI.StageTypeToString = {
[StageType.STAGETYPE_ORIGINAL] = "",
[StageType.STAGETYPE_WOTL] = "a",
[StageType.STAGETYPE_AFTERBIRTH] = "b"
}
StageAPI.StageTypes = {
StageType.STAGETYPE_ORIGINAL,
StageType.STAGETYPE_WOTL,
StageType.STAGETYPE_AFTERBIRTH
}
StageAPI.TransitionAnimation = Sprite()
StageAPI.TransitionAnimation:Load("stageapi/transition/customnightmare.anm2", true)
StageAPI.RemovedHUD = false
StageAPI.TransitionIsPlaying = false
StageAPI.Seeds = game:GetSeeds()
mod:AddCallback(ModCallbacks.MC_POST_RENDER, function()
if StageAPI.TransitionAnimation:IsPlaying("Scene") or StageAPI.TransitionAnimation:IsPlaying("SceneNoShake") then
if StageAPI.IsOddRenderFrame then
StageAPI.TransitionAnimation:Update()
end
local stop
for _, player in ipairs(players) do
player.ControlsCooldown = 80
if Input.IsActionTriggered(ButtonAction.ACTION_MENUCONFIRM, player.ControllerIndex) or
Input.IsActionTriggered(ButtonAction.ACTION_MENUBACK, player.ControllerIndex) then
stop = true
end
end
if stop or StageAPI.TransitionAnimation:IsEventTriggered("LastFrame") then
for _, player in ipairs(players) do
player.Position = room:GetCenterPos()
player:AnimateAppear()
end
StageAPI.TransitionAnimation:Stop()
end
StageAPI.TransitionIsPlaying = true
StageAPI.RenderBlackScreen()
StageAPI.TransitionAnimation:Render(StageAPI.GetScreenCenterPosition(), zeroVector, zeroVector)
elseif StageAPI.TransitionIsPlaying then -- Finished transition
StageAPI.TransitionIsPlaying = false
if StageAPI.CurrentStage then
local name = StageAPI.CurrentStage:GetDisplayName()
StageAPI.PlayTextStreak(name)
end
end
if StageAPI.IsHUDAnimationPlaying() then
if not StageAPI.Seeds:HasSeedEffect(SeedEffect.SEED_NO_HUD) then
StageAPI.Seeds:AddSeedEffect(SeedEffect.SEED_NO_HUD)
StageAPI.RemovedHUD = true
end
elseif StageAPI.Seeds:HasSeedEffect(SeedEffect.SEED_NO_HUD) and StageAPI.RemovedHUD then
StageAPI.Seeds:RemoveSeedEffect(SeedEffect.SEED_NO_HUD)
StageAPI.RemovedHUD = false
end
end)
function StageAPI.IsHUDAnimationPlaying(spriteOnly)
return StageAPI.TransitionAnimation:IsPlaying("Scene") or StageAPI.TransitionAnimation:IsPlaying("SceneNoShake") or StageAPI.BossSprite:IsPlaying("Scene") or StageAPI.BossSprite:IsPlaying("DoubleTrouble") or (room:GetType() == RoomType.ROOM_BOSS and room:GetFrameCount() <= 0 and game:IsPaused() and not spriteOnly)
end
mod:AddCallback(ModCallbacks.MC_PRE_USE_ITEM, function()
if StageAPI.IsHUDAnimationPlaying() then
return true
end
end)
mod:AddCallback(ModCallbacks.MC_ENTITY_TAKE_DMG, function(_, e)
if StageAPI.IsHUDAnimationPlaying() then
return false
end
end, EntityType.ENTITY_PLAYER)
mod:AddCallback(ModCallbacks.MC_POST_EFFECT_INIT, function(_, eff)
if StageAPI.IsHUDAnimationPlaying() then
eff:Remove()
end
end, EffectVariant.MOM_FOOT_STOMP)
function StageAPI.GetLevelTransitionIcon(stage, stype)
local base = StageAPI.FloorInfo[stage][stype].Prefix
if base == "07_womb" and stype == StageType.STAGETYPE_WOTL then
base = "utero"
end
return "stageapi/transition/levelicons/" .. base .. ".png"
end
function StageAPI.PlayTransitionAnimationManual(portraitbig, icon, transitionmusic, queue, noshake)
portraitbig = portraitbig or "gfx/ui/stage/playerportraitbig_01_isaac.png"
icon = icon or "stageapi/transition/levelicons/unknown.png"
transitionmusic = transitionmusic or Music.MUSIC_JINGLE_NIGHTMARE
if queue ~= false then
queue = queue or StageAPI.Music:GetCurrentMusicID()
end
StageAPI.TransitionAnimation:ReplaceSpritesheet(1, portraitbig)
StageAPI.TransitionAnimation:ReplaceSpritesheet(2, icon)
StageAPI.TransitionAnimation:LoadGraphics()
if noshake then
StageAPI.TransitionAnimation:Play("SceneNoShake", true)
else
StageAPI.TransitionAnimation:Play("Scene", true)
end
StageAPI.Music:Play(transitionmusic, 0)
StageAPI.Music:UpdateVolume()
if queue ~= false then
StageAPI.Music:Queue(queue)
end
end
function StageAPI.PlayTransitionAnimation(stage)
local gfxData = StageAPI.TryGetPlayerGraphicsInfo(players[1])
StageAPI.PlayTransitionAnimationManual(gfxData.PortraitBig, stage.TransitionIcon, stage.TransitionMusic, stage.Music[RoomType.ROOM_DEFAULT], gfxData.NoShake)
end
StageAPI.StageRNG = RNG()
function StageAPI.GotoCustomStage(stage, playTransition, noForgetSeed)
if not noForgetSeed then
local realstage
if stage.NormalStage then
realstage = stage.Stage
else
realstage = stage.Replaces.OverrideStage
end
StageAPI.Seeds:ForgetStageSeed(realstage)
end
if stage.NormalStage then
StageAPI.PreReseed = true
local stageType = stage.StageType
if not stageType then
StageAPI.StageRNG:SetSeed(StageAPI.Seeds:GetStageSeed(stage.Stage), 0)
stageType = StageAPI.StageTypes[StageAPI.Random(1, #StageAPI.StageTypes, StageAPI.StageRNG)]
end
if playTransition then
local gfxData = StageAPI.TryGetPlayerGraphicsInfo(players[1])
StageAPI.PlayTransitionAnimationManual(gfxData.PortraitBig, StageAPI.GetLevelTransitionIcon(stage.Stage, stageType), nil, nil, gfxData.NoShake)
end
Isaac.ExecuteCommand("stage " .. tostring(stage.Stage) .. StageAPI.StageTypeToString[stageType])
else
local replace = stage.Replaces
local absolute = replace.OverrideStage
StageAPI.NextStage = stage
if playTransition then
StageAPI.PlayTransitionAnimation(stage)
end
Isaac.ExecuteCommand("stage " .. tostring(absolute) .. StageAPI.StageTypeToString[replace.OverrideStageType])
end
end
function StageAPI.SpawnCustomTrapdoor(position, goesTo, anm2, size, alreadyEntering)
anm2 = anm2 or "gfx/grid/door_11_trapdoor.anm2"
size = size or 24
local trapdoor = Isaac.Spawn(StageAPI.E.FloorEffectCreep.T, StageAPI.E.FloorEffectCreep.V, StageAPI.E.FloorEffectCreep.S, position, zeroVector, nil)
trapdoor.Variant = StageAPI.E.Trapdoor.V
trapdoor.SubType = StageAPI.E.Trapdoor.S
trapdoor.Size = size
local sprite, data = trapdoor:GetSprite(), trapdoor:GetData()
sprite:Load(anm2, true)
if alreadyEntering then
sprite:Play("Opened", true)
data.BeingEntered = true
for _, player in ipairs(players) do
player:AnimateTrapdoor()
end
else
sprite:Play("Closed", true)
end
data.GoesTo = goesTo
return trapdoor
end
mod:AddCallback(ModCallbacks.MC_POST_EFFECT_UPDATE, function(_, eff)
local sprite, data = eff:GetSprite(), eff:GetData()
if sprite:IsFinished("Open Animation") then
sprite:Play("Opened", true)
elseif (sprite:IsPlaying("Closed") or sprite:IsFinished("Closed")) and room:IsClear() then
local playerTooClose
for _, player in ipairs(players) do
local size = (eff.Size + player.Size)
if player.Position:DistanceSquared(eff.Position) < size * size then
playerTooClose = true
end
end
if not playerTooClose then
sprite:Play("Open Animation", true)
end
elseif sprite:IsPlaying("Opened") or sprite:IsFinished("Opened") then
if not data.BeingEntered then
local touchingTrapdoor
for _, player in ipairs(players) do
local size = (eff.Size + player.Size)
if player.Position:DistanceSquared(eff.Position) < size * size then
touchingTrapdoor = true
end
end
if touchingTrapdoor then
data.BeingEntered = true
for _, player in ipairs(players) do
player:AnimateTrapdoor()
end
end
else
local animationOver
for _, player in ipairs(players) do
player.ControlsCooldown = 5
player.Velocity = (StageAPI.Lerp(player.Position, eff.Position, 0.5) - player.Position) / 2
if player:IsExtraAnimationFinished() then
animationOver = true
end
end
if animationOver then
StageAPI.GotoCustomStage(data.GoesTo, true)
end
end
end
end, StageAPI.E.Trapdoor.V)
end
Isaac.DebugString("[StageAPI] Loading Rock Alt Breaking Override")
do -- Rock Alt Override
StageAPI.SpawnOverriddenGrids = {}
StageAPI.JustBrokenGridSpawns = {}
StageAPI.RecentFarts = {}
StageAPI.LastRockAltCheckedRoom = nil
mod:AddCallback(ModCallbacks.MC_PRE_ENTITY_SPAWN, function(_, id, variant, subtype, position, velocity, spawner, seed)
if StageAPI.LastRockAltCheckedRoom ~= level:GetCurrentRoomIndex() then
StageAPI.LastRockAltCheckedRoom = level:GetCurrentRoomIndex()
StageAPI.SpawnOverriddenGrids = {}
end
local lindex = StageAPI.GetCurrentRoomID()
local grindex = room:GetGridIndex(position)
if StageAPI.SpawnOverriddenGrids[grindex] then
local grid = room:GetGridEntity(grindex)
local stateCheck
if type(StageAPI.SpawnOverriddenGrids[grindex]) == "number" then
stateCheck = StageAPI.SpawnOverriddenGrids[grindex]
elseif grid then
stateCheck = StageAPI.DefaultBrokenGridStateByType[grid.Type] or 2
end
if not grid or grid.State == stateCheck then
if (id == EntityType.ENTITY_PICKUP and (variant == PickupVariant.PICKUP_COLLECTIBLE or variant == PickupVariant.PICKUP_TAROTCARD or variant == PickupVariant.PICKUP_HEART or variant == PickupVariant.PICKUP_COIN or variant == PickupVariant.PICKUP_TRINKET or variant == PickupVariant.PICKUP_PILL))
or id == EntityType.ENTITY_SPIDER
or (id == EntityType.ENTITY_EFFECT and (variant == EffectVariant.FART or variant == EffectVariant.POOF01 or variant == EffectVariant.CREEP_RED))
or id == EntityType.ENTITY_PROJECTILE
or id == EntityType.ENTITY_HOST
or id == EntityType.ENTITY_MUSHROOM then
if id == EntityType.ENTITY_EFFECT and variant == EffectVariant.FART then
StageAPI.RecentFarts[grindex] = 2
sfx:Stop(SoundEffect.SOUND_FART)
end
if not StageAPI.JustBrokenGridSpawns[grindex] then
StageAPI.JustBrokenGridSpawns[grindex] = {}
end
StageAPI.JustBrokenGridSpawns[grindex][#StageAPI.JustBrokenGridSpawns[grindex] + 1] = {
Type = id,
Variant = variant,
SubType = subtype,
Position = position,
Velocity = velocity,
Spawner = spawner,
Seed = seed
}
if id == EntityType.ENTITY_EFFECT then
return {
StageAPI.E.DeleteMeEffect.T,
StageAPI.E.DeleteMeEffect.V,
0,
seed
}
elseif id == EntityType.ENTITY_PICKUP then
return {
StageAPI.E.DeleteMePickup.T,
StageAPI.E.DeleteMePickup.V,
0,
seed
}
elseif id == EntityType.ENTITY_PROJECTILE then
return {
StageAPI.E.DeleteMeProjectile.T,
StageAPI.E.DeleteMeProjectile.V,
0,
seed
}
else
return {
StageAPI.E.DeleteMeNPC.T,
StageAPI.E.DeleteMeNPC.V,
0,
seed
}
end
end
end
end
end)
mod:AddCallback(ModCallbacks.MC_ENTITY_TAKE_DMG, function(_, e, amount, flag, source)
if flag == 0 and source and source.Type == 0 and not e:GetData().TrueFart then
local hasFarts = next(StageAPI.RecentFarts) ~= nil
if hasFarts then
e:GetData().Farted = {amount, source}
return false
end
end
end)
mod:AddCallback(ModCallbacks.MC_POST_PLAYER_RENDER, function(_, npc)
local data = npc:GetData()
if data.Farted then
local stoppedFart
for fart, timer in pairs(StageAPI.RecentFarts) do
if room:GetGridPosition(fart):Distance(npc.Position) < 150 + npc.Size then
stoppedFart = true
break
end
end
if not stoppedFart then
data.TrueFart = true
npc:TakeDamage(data.Farted[1], 0, EntityRef(npc), 0)
data.TrueFart = nil
end
data.Farted = nil
end
end)
mod:AddCallback(ModCallbacks.MC_POST_NPC_RENDER, function(_, npc)
local data = npc:GetData()
if data.Farted then
local stoppedFart
for fart, timer in pairs(StageAPI.RecentFarts) do
if room:GetGridPosition(fart):Distance(npc.Position) < 150 + npc.Size then
stoppedFart = true
break
end
end
if not stoppedFart then
data.TrueFart = true
npc:TakeDamage(data.Farted[1], 0, EntityRef(npc), 0)
data.TrueFart = nil
end
data.Farted = nil
end
for fart, timer in pairs(StageAPI.RecentFarts) do
if npc:HasEntityFlags(EntityFlag.FLAG_POISON) and room:GetGridPosition(fart):Distance(npc.Position) < 150 + npc.Size then
npc:RemoveStatusEffects()
break
end
end
end)
function StageAPI.DeleteEntity(entA, entB)
local ent
if entA.Remove then
ent = entA
else
ent = entB
end
ent:ClearEntityFlags(EntityFlag.FLAG_APPEAR)
ent:Remove()
end
mod:AddCallback(ModCallbacks.MC_POST_NPC_INIT, function(_, npc)
if npc.Variant == StageAPI.E.DeleteMeNPC.V then
StageAPI.DeleteEntity(npc)
end
end, StageAPI.E.DeleteMeNPC.T)
mod:AddCallback(ModCallbacks.MC_POST_EFFECT_INIT, StageAPI.DeleteEntity, StageAPI.E.DeleteMeEffect.V)
mod:AddCallback(ModCallbacks.MC_POST_PROJECTILE_INIT, StageAPI.DeleteEntity, StageAPI.E.DeleteMeProjectile.V)
mod:AddCallback(ModCallbacks.MC_POST_PICKUP_INIT, StageAPI.DeleteEntity, StageAPI.E.DeleteMePickup.V)
StageAPI.PickupChooseRNG = RNG()
mod:AddCallback(ModCallbacks.MC_POST_NEW_ROOM, function()
StageAPI.PickupChooseRNG:SetSeed(room:GetSpawnSeed(), 0)
end)
mod:AddCallback(ModCallbacks.MC_POST_PICKUP_UPDATE, function(_, pickup)
if not pickup:Exists() then return end
local card = game:GetItemPool():GetCard(StageAPI.PickupChooseRNG:Next(), false, true, true)
local spawned = Isaac.Spawn(EntityType.ENTITY_PICKUP, PickupVariant.PICKUP_TAROTCARD, card, pickup.Position, zeroVector, nil)
spawned:Update() -- get the spawned pickup up to speed with the original
StageAPI.DeleteEntity(pickup)
end, StageAPI.E.RandomRune.V)
mod:AddCallback(ModCallbacks.MC_POST_UPDATE, function()
for fart, timer in pairs(StageAPI.RecentFarts) do
StageAPI.RecentFarts[fart] = timer - 1
if timer <= 1 then
StageAPI.RecentFarts[fart] = nil
end
end
for grindex, exists in pairs(StageAPI.SpawnOverriddenGrids) do
local grid = room:GetGridEntity(grindex)
local stateCheck = 2
if type(exists) == "number" then
stateCheck = exists
end
if not grid or grid.State == stateCheck then
StageAPI.SpawnOverriddenGrids[grindex] = nil
StageAPI.CallCallbacks("POST_OVERRIDDEN_GRID_BREAK", true, grindex, grid, StageAPI.JustBrokenGridSpawns[grindex])
end
end
StageAPI.JustBrokenGridSpawns = {}
end)
function StageAPI.AreRockAltEffectsOverridden()
if (StageAPI.CurrentStage and StageAPI.CurrentStage.OverridingRockAltEffects) or StageAPI.TemporaryOverrideRockAltEffects then
local isOverridden = true
if not StageAPI.TemporaryOverrideRockAltEffects then
if type(StageAPI.CurrentStage.OverridingRockAltEffects) == "table" then
isOverridden = StageAPI.IsIn(StageAPI.CurrentStage.OverridingRockAltEffects, StageAPI.GetCurrentRoomType())
end
end
return isOverridden
end
end
function StageAPI.TemporarilyOverrideRockAltEffects()
StageAPI.TemporaryOverrideRockAltEffects = true
end
mod:AddCallback(ModCallbacks.MC_POST_NEW_ROOM, function()
StageAPI.TemporaryOverrideRockAltEffects = nil
StageAPI.RecentFarts = {}
StageAPI.SpawnOverriddenGrids = {}
StageAPI.JustBrokenGridSpawns = {}
end)
StageAPI.AddCallback("StageAPI", "POST_GRID_UPDATE", 0, function()
if StageAPI.AreRockAltEffectsOverridden() then
for i = room:GetGridWidth(), room:GetGridSize() do
local grid = room:GetGridEntity(i)
if not StageAPI.SpawnOverriddenGrids[i] and grid and (grid.Desc.Type == GridEntityType.GRID_ROCK_ALT and grid.State ~= 2) then
StageAPI.SpawnOverriddenGrids[i] = true
end
end
end
end)
end
Isaac.DebugString("[StageAPI] Loading Core Callbacks")
do -- Callbacks
StageAPI.NonOverrideMusic = {
{Music.MUSIC_GAME_OVER, false, true},
Music.MUSIC_JINGLE_GAME_OVER,
Music.MUSIC_JINGLE_SECRETROOM_FIND,
{Music.MUSIC_JINGLE_NIGHTMARE, true},
Music.MUSIC_JINGLE_GAME_START,
Music.MUSIC_JINGLE_BOSS,
Music.MUSIC_JINGLE_BOSS_OVER,
Music.MUSIC_JINGLE_BOSS_OVER2,
Music.MUSIC_JINGLE_DEVILROOM_FIND,
Music.MUSIC_JINGLE_HOLYROOM_FIND,
Music.MUSIC_JINGLE_TREASUREROOM_ENTRY_0,
Music.MUSIC_JINGLE_TREASUREROOM_ENTRY_1,
Music.MUSIC_JINGLE_TREASUREROOM_ENTRY_2,
Music.MUSIC_JINGLE_TREASUREROOM_ENTRY_3,
-- Rep
Music.MUSIC_JINGLE_BOSS_RUSH_OUTRO,
Music.MUSIC_JINGLE_BOSS_OVER3,
Music.MUSIC_JINGLE_MOTHER_OVER,
Music.MUSIC_JINGLE_DOGMA_OVER,
Music.MUSIC_JINGLE_BEAST_OVER,
Music.MUSIC_JINGLE_CHALLENGE_ENTRY,
Music.MUSIC_JINGLE_CHALLENGE_OUTRO
}
function StageAPI.StopOverridingMusic(music, allowOverrideQueue, neverOverrideQueue)
if allowOverrideQueue ~= nil or neverOverrideQueue ~= nil then
StageAPI.NonOverrideMusic[#StageAPI.NonOverrideMusic + 1] = {music, allowOverrideQueue, neverOverrideQueue}
else
StageAPI.NonOverrideMusic[#StageAPI.NonOverrideMusic + 1] = music
end
end
function StageAPI.CanOverrideMusic(music)
for _, id in ipairs(StageAPI.NonOverrideMusic) do
if type(id) == "number" then
if music == id then
return false
end
else
if music == id[1] then
return false, id[2], id[3]
end
end
end
return true
end
mod:AddCallback(ModCallbacks.MC_POST_UPDATE, function()
local currentRoom = StageAPI.GetCurrentRoom()
if currentRoom then
local isClear = currentRoom.IsClear
currentRoom.IsClear = room:IsClear()
currentRoom.JustCleared = nil
if not isClear and currentRoom.IsClear then
StageAPI.CallCallbacks("POST_ROOM_CLEAR", false)
currentRoom.JustCleared = true
end
end
end)
StageAPI.RoomGrids = {}
function StageAPI.PreventRoomGridRegrowth()
StageAPI.RoomGrids[StageAPI.GetCurrentRoomID()] = {}
end
function StageAPI.StoreRoomGrids()
local roomIndex = StageAPI.GetCurrentRoomID()
local grids = {}
for i = 0, room:GetGridSize() do
local grid = room:GetGridEntity(i)
if grid and grid.Desc.Type ~= GridEntityType.GRID_WALL and grid.Desc.Type ~= GridEntityType.GRID_DOOR then
grids[i] = true
end
end
StageAPI.RoomGrids[roomIndex] = grids
end
function StageAPI.RemoveExtraGrids(grids)
for i = 0, room:GetGridSize() do
if not grids[i] then
local grid = room:GetGridEntity(i)
if grid and grid.Desc.Type ~= GridEntityType.GRID_WALL and grid.Desc.Type ~= GridEntityType.GRID_DOOR then
room:RemoveGridEntity(i, 0, false)
end
end
end
StageAPI.CalledRoomUpdate = true
room:Update()
StageAPI.CalledRoomUpdate = false
end
mod:AddCallback(ModCallbacks.MC_PRE_USE_ITEM, function()
if StageAPI.CalledRoomUpdate then
return true
end
end)
mod:AddCallback(ModCallbacks.MC_POST_NEW_LEVEL, function()
StageAPI.RoomGrids = {}
end)
StageAPI.RoomNamesEnabled = false
StageAPI.PreviousGridCount = nil
function StageAPI.ReprocessRoomGrids()
StageAPI.PreviousGridCount = nil
end
mod:AddCallback(ModCallbacks.MC_PRE_USE_ITEM, StageAPI.ReprocessRoomGrids, CollectibleType.COLLECTIBLE_D12)
function StageAPI.UseD7()
local currentRoom = StageAPI.GetCurrentRoom()
if currentRoom then
if room:GetType() == RoomType.ROOM_BOSS then
game:MoveToRandomRoom(false, room:GetSpawnSeed())
else
StageAPI.JustUsedD7 = true
end
for _, player in ipairs(players) do
if player:HasCollectible(CollectibleType.COLLECTIBLE_D7) and Input.IsActionTriggered(ButtonAction.ACTION_ITEM, player.ControllerIndex) then
player:AnimateCollectible(CollectibleType.COLLECTIBLE_D7, "UseItem", "PlayerPickup")
end
end
return true
end
end
mod:AddCallback(ModCallbacks.MC_PRE_USE_ITEM, StageAPI.UseD7, CollectibleType.COLLECTIBLE_D7)
mod:AddCallback(ModCallbacks.MC_PRE_USE_ITEM, function()
if StageAPI.InNewStage() then
for _, player in ipairs(players) do
if player:HasCollectible(CollectibleType.COLLECTIBLE_FORGET_ME_NOW) and Input.IsActionTriggered(ButtonAction.ACTION_ITEM, player.ControllerIndex) then
player:RemoveCollectible(CollectibleType.COLLECTIBLE_FORGET_ME_NOW)
end
end
StageAPI.GotoCustomStage(StageAPI.CurrentStage, true)
return true
end
end, CollectibleType.COLLECTIBLE_FORGET_ME_NOW)
mod:AddCallback(ModCallbacks.MC_POST_EFFECT_INIT, function(_, eff)
if StageAPI.InNewStage() and not eff:GetData().StageAPIDoNotDelete then
eff:Remove()
end
end, EffectVariant.WATER_DROPLET)
mod:AddCallback(ModCallbacks.MC_POST_UPDATE, function()
if StageAPI.JustUsedD7 then
StageAPI.JustUsedD7 = nil
local currentRoom = StageAPI.GetCurrentRoom()
if currentRoom then
currentRoom.IsClear = currentRoom.WasClearAtStart
currentRoom:Load()
end
end
end)
function StageAPI.ShouldOverrideRoom(inStartingRoom, currentRoom)
if inStartingRoom == nil then
inStartingRoom = level:GetCurrentRoomIndex() == level:GetStartingRoomIndex()
end
if currentRoom == nil then
currentRoom = StageAPI.GetCurrentRoom()
end
if currentRoom or StageAPI.InExtraRoom or (not inStartingRoom and StageAPI.InNewStage() and ((StageAPI.CurrentStage.Rooms and StageAPI.CurrentStage.Rooms[room:GetType()]) or (StageAPI.CurrentStage.Bosses and room:GetType() == RoomType.ROOM_BOSS))) then
return true
end
end
StageAPI.AddCallback("StageAPI", "POST_SELECT_BOSS_MUSIC", 0, function(stage, usingMusic, isCleared)
if not isCleared then
if stage.Name == "Necropolis" or stage.Alias == "Necropolis" then
if room:IsCurrentRoomLastBoss() and (level:GetCurses() & LevelCurse.CURSE_OF_LABYRINTH ~= 0 or level:GetStage() == LevelStage.STAGE3_2) then
return Music.MUSIC_MOM_BOSS
end
elseif stage.Name == "Utero" or stage.Alias == "Utero" then
if room:IsCurrentRoomLastBoss() and (level:GetCurses() & LevelCurse.CURSE_OF_LABYRINTH ~= 0 or level:GetStage() == LevelStage.STAGE4_2) then
return Music.MUSIC_MOMS_HEART_BOSS
end
end
end
end)
StageAPI.NonOverrideTrapdoors = {
["gfx/grid/trapdoor_downpour.anm2"] = true,
["gfx/grid/trapdoor_mines.anm2"] = true,
["gfx/grid/trapdoor_mausoleum.anm2"] = true,
}
function StageAPI.CheckStageTrapdoor(grid, index)
if not (grid.Desc.Type == GridEntityType.GRID_TRAPDOOR and grid.State == 1) or StageAPI.NonOverrideTrapdoors[grid:GetSprite():GetFilename()] then
return
end
local entering = false
for _, player in ipairs(players) do
local dist = player.Position:DistanceSquared(grid.Position)
local size = player.Size + 32
if dist < size * size then
entering = true
break
end
end
if not entering then return end
local currStage = StageAPI.CurrentStage or {}
local nextStage = StageAPI.CallCallbacks("PRE_SELECT_NEXT_STAGE", true, StageAPI.CurrentStage) or currStage.NextStage
if nextStage and not currStage.OverridingTrapdoors then
StageAPI.SpawnCustomTrapdoor(room:GetGridPosition(index), nextStage, grid:GetSprite():GetFilename(), 32, true)
room:RemoveGridEntity(index, 0, false)
end
end
StageAPI.Music = MusicManager()
StageAPI.MusicRNG = RNG()
mod:AddCallback(ModCallbacks.MC_POST_RENDER, function()
if game:GetFrameCount() <= 0 then
return
end
local currentListIndex = StageAPI.GetCurrentRoomID()
local stage = level:GetStage()
local stype = level:GetStageType()
local updatedGrids
local gridCount = 0
local pits = {}
for i = 0, room:GetGridSize() do
local grid = room:GetGridEntity(i)
if grid then
if grid.Desc.Type == GridEntityType.GRID_PIT then
pits[#pits + 1] = {grid, i}
end
StageAPI.CheckStageTrapdoor(grid, i)
gridCount = gridCount + 1
end
end
if gridCount ~= StageAPI.PreviousGridCount then
local gridCallbacks = StageAPI.CallCallbacks("POST_GRID_UPDATE")
updatedGrids = true
if StageAPI.RoomGrids[currentListIndex] then
StageAPI.StoreRoomGrids()
end
StageAPI.PreviousGridCount = gridCount
end
if sfx:IsPlaying(SoundEffect.SOUND_CASTLEPORTCULLIS) and not (StageAPI.CurrentStage and StageAPI.CurrentStage.BossMusic and StageAPI.CurrentStage.BossMusic.Intro) then
sfx:Stop(SoundEffect.SOUND_CASTLEPORTCULLIS)
sfx:Play(StageAPI.S.BossIntro, 1, 0, false, 1)
end
if StageAPI.InOverriddenStage() and StageAPI.CurrentStage then
local roomType = room:GetType()
local rtype = StageAPI.GetCurrentRoomType()
local grids
local gridsOverride = StageAPI.CallCallbacks("PRE_UPDATE_GRID_GFX", false)
local currentRoom = StageAPI.GetCurrentRoom()
if gridsOverride then
grids = gridsOverride
elseif currentRoom and currentRoom.Data.RoomGfx then
grids = currentRoom.Data.RoomGfx.Grids
elseif StageAPI.CurrentStage.RoomGfx and StageAPI.CurrentStage.RoomGfx[rtype] and StageAPI.CurrentStage.RoomGfx[rtype].Grids then
grids = StageAPI.CurrentStage.RoomGfx[rtype].Grids
end
if grids then
if grids.Bridges then
for _, grid in ipairs(pits) do
StageAPI.CheckBridge(grid[1], grid[2], grids.Bridges)
end
end
if not StageAPI.RoomRendered and updatedGrids then
StageAPI.ChangeGrids(grids)
end
end
local id = StageAPI.Music:GetCurrentMusicID()
local musicID, shouldLayer, shouldQueue, disregardNonOverride = StageAPI.CurrentStage:GetPlayingMusic()
if musicID then
if not shouldQueue then
shouldQueue = musicID
end
local queuedID = StageAPI.Music:GetQueuedMusicID()
local canOverride, canOverrideQueue, neverOverrideQueue = StageAPI.CanOverrideMusic(queuedID)
local shouldOverrideQueue = shouldQueue and (canOverride or canOverrideQueue or disregardNonOverride)
if not neverOverrideQueue and shouldQueue then
shouldOverrideQueue = shouldOverrideQueue or (id == queuedID)
end
if queuedID ~= shouldQueue and shouldOverrideQueue then
StageAPI.Music:Queue(shouldQueue)
end
local canOverride = StageAPI.CanOverrideMusic(id)
if id ~= musicID and (canOverride or disregardNonOverride) then
StageAPI.Music:Play(musicID, 0)
end
StageAPI.Music:UpdateVolume()
if shouldLayer and not StageAPI.Music:IsLayerEnabled() then
StageAPI.Music:EnableLayer()
elseif not shouldLayer and StageAPI.Music:IsLayerEnabled() then
StageAPI.Music:DisableLayer()
end
end
StageAPI.RoomRendered = true
end
if StageAPI.RoomNamesEnabled then
local currentRoom = StageAPI.LevelRooms[currentListIndex]
local roomDescriptorData = level:GetCurrentRoomDesc().Data
local scale = 0.5
local base, custom
if StageAPI.RoomNamesEnabled == 2 then
base = tostring(roomDescriptorData.StageID) .. "." .. tostring(roomDescriptorData.Variant) .. "." .. tostring(roomDescriptorData.Subtype) .. " " .. roomDescriptorData.Name
else
base = "Base Room Stage ID: " .. tostring(roomDescriptorData.StageID) .. ", Name: " .. roomDescriptorData.Name .. ", ID: " .. tostring(roomDescriptorData.Variant) .. ", Difficulty: " .. tostring(roomDescriptorData.Difficulty) .. ", Subtype: " .. tostring(roomDescriptorData.Subtype)
end
if currentRoom and currentRoom.Layout.RoomFilename and currentRoom.Layout.Name and currentRoom.Layout.Variant then
if StageAPI.RoomNamesEnabled == 2 then
custom = "Room File: " .. currentRoom.Layout.RoomFilename .. ", Name: " .. currentRoom.Layout.Name .. ", ID: " .. tostring(currentRoom.Layout.Variant)
else
custom = "Room File: " .. currentRoom.Layout.RoomFilename .. ", Name: " .. currentRoom.Layout.Name .. ", ID: " .. tostring(currentRoom.Layout.Variant) .. ", Difficulty: " .. tostring(currentRoom.Layout.Difficulty) .. ", Subtype: " .. tostring(currentRoom.Layout.SubType)
end
else
custom = "Room names enabled, custom room N/A"
end
Isaac.RenderScaledText(custom, 60, 35, scale, scale, 255, 255, 255, 0.75)
Isaac.RenderScaledText(base, 60, 45, scale, scale, 255, 255, 255, 0.75)
end
end)
function StageAPI.SetCurrentBossRoomInPlace(bossID, room)
local boss = StageAPI.GetBossData(bossID)
if not boss then
StageAPI.Log("Trying to set boss with invalid ID: " .. tostring(bossID))
return
end
room.PersistentData.BossID = bossID
StageAPI.CallCallbacks("POST_BOSS_ROOM_INIT", false, room, boss, bossID)
end
function StageAPI.GenerateBossRoom(bossID, checkEncountered, bosses, hasHorseman, requireRoomTypeBoss, noPlayBossAnim, unskippableBossAnim, isExtraRoom, shape, ignoreDoors)
if not bossID then
bossID = StageAPI.SelectBoss(bosses, hasHorseman)
elseif checkEncountered then
if StageAPI.GetBossEncountered(bossID) then
StageAPI.Log("Trying to generate boss room for encountered boss: " .. tostring(bossID))
return
end
end
local boss = StageAPI.GetBossData(bossID)
if not boss then
StageAPI.Log("Trying to set boss with invalid ID: " .. tostring(bossID))
return
end
StageAPI.SetBossEncountered(boss.Name)
if boss.NameTwo then
StageAPI.SetBossEncountered(boss.NameTwo)
end
local levelIndex = StageAPI.GetCurrentRoomID()
local newRoom = StageAPI.LevelRoom(nil, boss.Rooms, nil, shape, nil, isExtraRoom, nil, requireRoomTypeBoss, ignoreDoors, nil, levelIndex)
newRoom.PersistentData.BossID = bossID
StageAPI.CallCallbacks("POST_BOSS_ROOM_INIT", false, newRoom, boss, bossID)
if noPlayBossAnim == nil then
noPlayBossAnim = boss.IsMiniboss
end
if not noPlayBossAnim then
StageAPI.PlayBossAnimation(boss, unskippableBossAnim)
elseif noPlayBossAnim ~= 2 then
StageAPI.PlayTextStreak(players[1]:GetName() .. " VS " .. boss.Name)
end
return newRoom, boss
end
function StageAPI.SetCurrentBossRoom(bossID, checkEncountered, bosses, hasHorseman, requireRoomTypeBoss, noPlayBossAnim)
local newRoom, boss = StageAPI.GenerateBossRoom(bossID, checkEncountered, bosses, hasHorseman, requireRoomTypeBoss, noPlayBossAnim)
if not newRoom then
StageAPI.Log('Could not generate room for boss: ID: ' .. bossID .. ' List Length: ' .. tostring(bosses and #bosses or 0))
return nil, nil
end
StageAPI.SetCurrentRoom(newRoom)
newRoom:Load()
return newRoom, boss
end
mod:AddCallback(ModCallbacks.MC_POST_NEW_ROOM, function()
StageAPI.CallCallbacks("PRE_STAGEAPI_NEW_ROOM", false)
local isNewStage, override = StageAPI.InOverriddenStage()
local inStartingRoom = level:GetCurrentRoomIndex() == level:GetStartingRoomIndex()
StageAPI.CustomGridIndices = {}
if inStartingRoom and room:IsFirstVisit() then
StageAPI.CustomGrids = {}
StageAPI.LevelRooms = {}
StageAPI.CurrentStage = nil
if isNewStage then
if not StageAPI.NextStage then
StageAPI.CurrentStage = override.ReplaceWith
else
StageAPI.CurrentStage = StageAPI.NextStage
end
if level:GetCurses() & LevelCurse.CURSE_OF_LABYRINTH ~= 0 and StageAPI.CurrentStage.XLStage then
StageAPI.CurrentStage = StageAPI.CurrentStage.XLStage
end
end
StageAPI.NextStage = nil
if StageAPI.CurrentStage and StageAPI.CurrentStage.GetPlayingMusic then
local musicID = StageAPI.CurrentStage:GetPlayingMusic()
if musicID then
StageAPI.Music:Queue(musicID)
end
end
end
local enteringExtraRoomFromOffGridRoom
if StageAPI.PreviousExtraRoom and level:GetCurrentRoomIndex() == -3 then
StageAPI.CurrentExtraRoom = StageAPI.PreviousExtraRoom
StageAPI.CurrentExtraRoomName = StageAPI.PreviousExtraRoomName
StageAPI.InExtraRoom = true
StageAPI.TransitionExitSlot = level.LeaveDoor
StageAPI.PreviousExtraRoom = nil
StageAPI.PreviousExtraRoomName = nil
enteringExtraRoomFromOffGridRoom = true
end
if not StageAPI.TransitioningToExtraRoom() and not enteringExtraRoomFromOffGridRoom and not StageAPI.LoadingExtraRoomFromSave then
if StageAPI.InExtraRoom and level:GetCurrentRoomIndex() < 0 then
StageAPI.PreviousExtraRoom = StageAPI.CurrentExtraRoom
StageAPI.PreviousExtraRoomName = StageAPI.CurrentExtraRoomName
else
StageAPI.PreviousExtraRoom = nil
StageAPI.PreviousExtraRoomName = nil
end
StageAPI.CurrentExtraRoom = nil
StageAPI.CurrentExtraRoomName = nil
StageAPI.InExtraRoom = false
StageAPI.LoadedExtraRoom = false
end
StageAPI.LoadingExtraRoomFromSave = nil
if StageAPI.TransitionExitSlot then
local pos = room:GetDoorSlotPosition(StageAPI.TransitionExitSlot) + (StageAPI.DoorOffsetsByDirection[StageAPI.DoorToDirection[StageAPI.TransitionExitSlot]] * 3)
for _, player in ipairs(players) do
player.Position = pos
end
StageAPI.TransitionExitSlot = nil
end
if StageAPI.CurrentExtraRoom then
for i = 0, 7 do
if room:GetDoor(i) then
room:RemoveDoor(i)
end
end
StageAPI.CurrentExtraRoom:Load(true)
StageAPI.LoadedExtraRoom = true
StageAPI.PreviousExtraRoom = nil
StageAPI.PreviousExtraRoomName = nil
justGenerated = true
else
StageAPI.LoadedExtraRoom = false
end
local currentListIndex = StageAPI.GetCurrentRoomID()
local currentRoom, justGenerated, boss = StageAPI.GetCurrentRoom(), nil, nil
local retCurrentRoom, retJustGenerated, retBoss = StageAPI.CallCallbacks("PRE_STAGEAPI_NEW_ROOM_GENERATION", true, currentRoom, justGenerated, currentListIndex)
local prevRoom = currentRoom
currentRoom, justGenerated, boss = retCurrentRoom or currentRoom, retJustGenerated or justGenerated, retBoss or boss
if prevRoom ~= currentRoom then
StageAPI.SetCurrentRoom(currentRoom)
end
if not StageAPI.InExtraRoom and StageAPI.InNewStage() then
local rtype = room:GetType()
if not currentRoom and StageAPI.CurrentStage.SinRooms and (rtype == RoomType.ROOM_MINIBOSS or rtype == RoomType.ROOM_SECRET or rtype == RoomType.ROOM_SHOP) then
local usingRoomsList
local includedSins = {}
for _, entity in ipairs(Isaac.GetRoomEntities()) do
for i, sin in ipairs(StageAPI.SinsSplitData) do
if entity.Type == sin.Type and (sin.Variant and entity.Variant == sin.Variant) and ((sin.ListName and StageAPI.CurrentStage.SinRooms[sin.ListName]) or (sin.MultipleListName and StageAPI.CurrentStage.SinRooms[sin.MultipleListName])) then
if not includedSins[i] then
includedSins[i] = 0
end
includedSins[i] = includedSins[i] + 1
break
end
end
end
for ind, count in pairs(includedSins) do
local sin = StageAPI.SinsSplitData[ind]
local listName = sin.ListName
if count > 1 and sin.MultipleListName then
listName = sin.MultipleListName
end
usingRoomsList = StageAPI.CurrentStage.SinRooms[listName]
end
if usingRoomsList then
local shape = room:GetRoomShape()
if #usingRoomsList.ByShape[shape] > 0 then
local levelIndex = StageAPI.GetCurrentRoomID()
local newRoom = StageAPI.LevelRoom(nil, usingRoomsList, nil, nil, nil, nil, nil, StageAPI.CurrentStage.RequireRoomTypeSin, nil, nil, levelIndex)
StageAPI.SetCurrentRoom(newRoom)
newRoom:Load()
currentRoom = newRoom
justGenerated = true
end
end
end
if not inStartingRoom and not currentRoom and StageAPI.CurrentStage.Rooms and StageAPI.CurrentStage.Rooms[rtype] then
local levelIndex = StageAPI.GetCurrentRoomID()
local newRoom = StageAPI.LevelRoom(nil, StageAPI.CurrentStage.Rooms[rtype], nil, nil, nil, nil, nil, StageAPI.CurrentStage.RequireRoomTypeMatching, nil, nil, levelIndex)
StageAPI.SetCurrentRoom(newRoom)
newRoom:Load()
currentRoom = newRoom
justGenerated = true
end
if not currentRoom and StageAPI.CurrentStage.Bosses and rtype == RoomType.ROOM_BOSS then
local newRoom
newRoom, boss = StageAPI.SetCurrentBossRoom(nil, true, StageAPI.CurrentStage.Bosses, StageAPI.CurrentStage.Bosses.HasHorseman, StageAPI.CurrentStage.RequireRoomTypeBoss)
currentRoom = newRoom
justGenerated = true
end
end
retCurrentRoom, retJustGenerated, retBoss = StageAPI.CallCallbacks("POST_STAGEAPI_NEW_ROOM_GENERATION", true, currentRoom, justGenerated, currentListIndex, boss)
prevRoom = currentRoom
currentRoom, justGenerated, boss = retCurrentRoom or currentRoom, retJustGenerated or justGenerated, retBoss or boss
if prevRoom ~= currentRoom then
StageAPI.SetCurrentRoom(currentRoom)
end
if not boss and currentRoom and currentRoom.PersistentData.BossID then
boss = StageAPI.GetBossData(currentRoom.PersistentData.BossID)
end
--[[
if StageAPI.RoomGrids[currentListIndex] and not justGenerated then
StageAPI.RemoveExtraGrids(StageAPI.RoomGrids[currentListIndex])
end]]
if currentRoom and not StageAPI.InExtraRoom and not justGenerated then
currentRoom:Load()
if not room:IsClear() and boss then
if not boss.IsMiniboss then
StageAPI.PlayBossAnimation(boss)
else
StageAPI.PlayTextStreak(players[1]:GetName() .. " VS " .. boss.Name)
end
end
end
if not justGenerated then
if StageAPI.CustomGrids[currentListIndex] then
for name, grindices in pairs(StageAPI.CustomGrids[currentListIndex]) do
for grindex, exists in pairs(grindices) do
StageAPI.CustomGridTypes[name]:Spawn(grindex, nil, true)
StageAPI.CustomGridIndices[grindex] = true
end
end
end
end
if currentRoom then
local invalidEntrance
local validDoors = {}
for _, door in ipairs(currentRoom.Layout.Doors) do
if door.Slot then
if not door.Exists and level.EnterDoor == door.Slot then
invalidEntrance = true
elseif door.Exists then
validDoors[#validDoors + 1] = door.Slot
end
end
end
if invalidEntrance and #validDoors > 0 and not currentRoom.Data.PreventDoorFix then
local changeEntrance = validDoors[StageAPI.Random(1, #validDoors)]
for _, player in ipairs(players) do
player.Position = room:GetDoorSlotPosition(changeEntrance)
end
end
end
StageAPI.CallCallbacks("POST_STAGEAPI_NEW_ROOM", false, justGenerated)
if not StageAPI.InNewStage() then
local stage = level:GetStage()
if stage == LevelStage.STAGE2_1 or stage == LevelStage.STAGE2_2 then
StageAPI.ChangeStageShadow("stageapi/floors/catacombs/overlays/", 5)
elseif stage == LevelStage.STAGE3_1 or stage == LevelStage.STAGE3_2 then
StageAPI.ChangeStageShadow("stageapi/floors/necropolis/overlays/", 5)
elseif stage == LevelStage.STAGE4_1 or stage == LevelStage.STAGE4_2 then
StageAPI.ChangeStageShadow("stageapi/floors/utero/overlays/", 5)
end
end
local usingGfx
if currentRoom and currentRoom.Data.RoomGfx then
usingGfx = currentRoom.Data.RoomGfx
elseif isNewStage then
local rtype = StageAPI.GetCurrentRoomType()
usingGfx = StageAPI.CurrentStage.RoomGfx[rtype]
end
if usingGfx then
local callbacks = StageAPI.GetCallbacks("PRE_CHANGE_ROOM_GFX")
for _, callback in ipairs(callbacks) do
local ret = callback.Function(currentRoom, usingGfx)
if ret ~= nil then
usingGfx = ret
end
end
if usingGfx then
StageAPI.ChangeRoomGfx(usingGfx)
if currentRoom then
currentRoom.Data.RoomGfx = usingGfx
end
end
local callbacks = StageAPI.GetCallbacks("POST_CHANGE_ROOM_GFX")
for _, callback in ipairs(callbacks) do
callback.Function()
end
else
if room:GetType() ~= RoomType.ROOM_DUNGEON and room:GetBackdropType() ~= 16 then
StageAPI.ChangeShading("_default")
end
end
StageAPI.RoomRendered = false
end)
function StageAPI.GetGridPosition(index, width)
local x, y = StageAPI.GridToVector(i, width)
y = y + 4
x = x + 2
return x * 40, y * 40
end
mod:AddCallback(ModCallbacks.MC_EXECUTE_CMD, function(_, cmd, params)
if (cmd == "cstage" or cmd == "customstage") and StageAPI.CustomStages[params] then
if StageAPI.CustomStages[params] then
StageAPI.GotoCustomStage(StageAPI.CustomStages[params])
else
Isaac.ConsoleOutput("No CustomStage " .. params)
end
elseif (cmd == "nstage" or cmd == "nextstage") and StageAPI.CurrentStage and StageAPI.CurrentStage.NextStage then
StageAPI.GotoCustomStage(StageAPI.CurrentStage.NextStage)
elseif cmd == "reload" then
StageAPI.LoadSaveString(StageAPI.GetSaveString())
elseif cmd == "printsave" then
Isaac.DebugString(StageAPI.GetSaveString())
elseif cmd == "extraroom" then
if StageAPI.GetExtraRoom(params) then
StageAPI.TransitionToExtraRoom(params)
end
elseif cmd == "extraroomexit" then
StageAPI.TransitionFromExtraRoom(StageAPI.LastNonExtraRoom)
elseif cmd == "croom" then
local paramTable = {}
for word in params:gmatch("%S+") do paramTable[#paramTable + 1] = word end
local name = tonumber(paramTable[1]) or paramTable[1]
local listName = paramTable[2]
if name then
local list
if listName then
listName = string.gsub(listName, "_", " ")
if StageAPI.RoomsLists[listName] then
list = StageAPI.RoomsLists[listName]
else
Isaac.ConsoleOutput("Room List name invalid.")
return
end
elseif StageAPI.CurrentStage and StageAPI.CurrentStage.Rooms and StageAPI.CurrentStage.Rooms[RoomType.ROOM_DEFAULT] then
list = StageAPI.CurrentStage.Rooms[RoomType.ROOM_DEFAULT]
else
Isaac.ConsoleOutput("Must supply Room List name or be in a custom stage with rooms.")
return
end
if type(name) == "string" then
name = string.gsub(name, "_", " ")
end
local selectedLayout
for _, room in ipairs(list.All) do
if room.Name == name or room.Variant == name then
selectedLayout = room
break
end
end
if selectedLayout then
StageAPI.RegisterLayout("StageAPITest", selectedLayout)
local testRoom = StageAPI.LevelRoom("StageAPITest", nil, room:GetSpawnSeed(), selectedLayout.Shape, selectedLayout.Variant)
testRoom.RoomType = selectedLayout.Type
StageAPI.SetExtraRoom("StageAPITest", testRoom)
local doors = {}
for _, door in ipairs(selectedLayout.Doors) do
if door.Exists then
doors[#doors + 1] = door.Slot
end
end
StageAPI.TransitionToExtraRoom("StageAPITest", doors[StageAPI.Random(1, #doors)])
else
Isaac.ConsoleOutput("Room with ID or name " .. tostring(name) .. " does not exist.")
end
else
Isaac.ConsoleOutput("A room ID or name is required.")
end
elseif cmd == "creseed" then
if StageAPI.CurrentStage then
StageAPI.GotoCustomStage(StageAPI.CurrentStage)
end
elseif cmd == "roomnames" then
if StageAPI.RoomNamesEnabled then
StageAPI.RoomNamesEnabled = false
else
StageAPI.RoomNamesEnabled = 1
end
elseif cmd == "trimroomnames" then
if StageAPI.RoomNamesEnabled then
StageAPI.RoomNamesEnabled = false
else
StageAPI.RoomNamesEnabled = 2
end
elseif cmd == "modversion" then
for name, modData in pairs(StageAPI.LoadedMods) do
if modData.Version then
Isaac.ConsoleOutput(name .. " " .. modData.Prefix .. modData.Version .. "\n")
end
end
elseif cmd == "roomtest" then
local roomsList = level:GetRooms()
for i = 0, roomsList.Size do
local roomDesc = roomsList:Get(i)
if roomDesc and roomDesc.Data.Type == RoomType.ROOM_DEFAULT then
game:ChangeRoom(roomDesc.SafeGridIndex)
end
end
elseif cmd == "clearroom" then
StageAPI.ClearRoomLayout(false, true, true, true)
elseif cmd == "superclearroom" then
StageAPI.ClearRoomLayout(false, true, true, true, nil, true, true)
elseif cmd == "crashit" then
game:ShowHallucination(0, 0)
elseif cmd == "testgotorooms" then
StageAPI.TestGotoRoomShapes = {}
for _, shape in pairs(RoomShape) do
if StageAPI.RoomShapeToGotoID[shape] then
StageAPI.TestGotoRoomShapes[#StageAPI.TestGotoRoomShapes + 1] = shape
end
end
end
end)
local gridBlacklist = {
[EntityType.ENTITY_STONEHEAD] = true,
[EntityType.ENTITY_CONSTANT_STONE_SHOOTER] = true,
[EntityType.ENTITY_STONE_EYE] = true,
[EntityType.ENTITY_BRIMSTONE_HEAD] = true,
[EntityType.ENTITY_GAPING_MAW] = true,
[EntityType.ENTITY_BROKEN_GAPING_MAW] = true
}
mod:AddCallback(ModCallbacks.MC_PRE_ROOM_ENTITY_SPAWN, function(_, t, v, s, index, seed)
if StageAPI.ShouldOverrideRoom() and (t >= 1000 or gridBlacklist[t]) and not StageAPI.InExtraRoom then
local shouldReturn
if room:IsFirstVisit() then
shouldReturn = true
else
local currentListIndex = StageAPI.GetCurrentRoomID()
if StageAPI.RoomGrids[currentListIndex] and not StageAPI.RoomGrids[currentListIndex][index] then
shouldReturn = true
end
end
if shouldReturn then
return {
999,
StageAPI.E.DeleteMeEffect.V,
0
}
end
end
end)
StageAPI.LoadedMods = {}
StageAPI.RunWhenLoaded = {}
function StageAPI.MarkLoaded(name, version, prntVersionOnNewGame, prntVersion, prefix)
StageAPI.LoadedMods[name] = {Name = name, Version = version, PrintVersion = prntVersionOnNewGame, Prefix = prefix or "v"}
if StageAPI.RunWhenLoaded[name] then
for _, fn in ipairs(StageAPI.RunWhenLoaded[name]) do
fn()
end
end
if prntVersion then
prefix = prefix or "v"
StageAPI.Log(name .. " Loaded " .. prefix .. version)
end
end
local versionPrintTimer = 0
mod:AddCallback(ModCallbacks.MC_POST_GAME_STARTED, function()
versionPrintTimer = 60
end)
mod:AddCallback(ModCallbacks.MC_POST_UPDATE, function()
if versionPrintTimer > 0 then
versionPrintTimer = versionPrintTimer - 1
end
end)
mod:AddCallback(ModCallbacks.MC_POST_RENDER, function()
if versionPrintTimer > 0 then
local bottomRight = StageAPI.GetScreenBottomRight()
local renderY = bottomRight.Y - 12
local renderX = 12
local isFirst = true
for name, modData in pairs(StageAPI.LoadedMods) do
if modData.PrintVersion then
local text = name .. " " .. modData.Prefix .. modData.Version
if isFirst then
isFirst = false
else
text = ", " .. text
end
Isaac.RenderScaledText(text, renderX, renderY, 0.5, 0.5, 1, 1, 1, (versionPrintTimer / 60) * 0.5)
renderX = renderX + Isaac.GetTextWidth(text) * 0.5
end
end
end
if StageAPI.TestGotoRoomShapes then
if Input.IsButtonTriggered(Keyboard.KEY_N, players[1].ControllerIndex) then
local shape = StageAPI.TestGotoRoomShapes[#StageAPI.TestGotoRoomShapes]
local layout = StageAPI.CreateEmptyRoomLayout(shape)
StageAPI.RegisterLayout("StageAPITest", layout)
local testRoom = StageAPI.LevelRoom("StageAPITest", nil, room:GetSpawnSeed(), shape, RoomType.ROOM_DEFAULT)
StageAPI.SetExtraRoom("StageAPITest", testRoom)
StageAPI.TransitionToExtraRoom("StageAPITest", layout.Doors[StageAPI.Random(1, #layout.Doors)].Slot, true, "Stage")
StageAPI.TestGotoRoomShapes[#StageAPI.TestGotoRoomShapes] = nil
if #StageAPI.TestGotoRoomShapes == 0 then
StageAPI.TestGotoRoomShapes = nil
end
end
end
end)
function StageAPI.RunWhenMarkedLoaded(name, fn)
if StageAPI.LoadedMods[name] then
fn()
else
if not StageAPI.RunWhenLoaded[name] then
StageAPI.RunWhenLoaded[name] = {}
end
StageAPI.RunWhenLoaded[name][#StageAPI.RunWhenLoaded[name] + 1] = fn
end
end
end
Isaac.DebugString("[StageAPI] Loading Save System")
do
StageAPI.json = require("json")
function StageAPI.GetSaveString()
local levelSaveData = {}
for index, roomGrids in pairs(StageAPI.RoomGrids) do
local strindex = tostring(index)
if not levelSaveData[strindex] then
levelSaveData[strindex] = {}
end
for grindex, exists in pairs(roomGrids) do
if exists then
if not levelSaveData[strindex].Grids then
levelSaveData[strindex].Grids = {}
end
levelSaveData[strindex].Grids[#levelSaveData[strindex].Grids + 1] = grindex
end
end
end
for lindex, customGrids in pairs(StageAPI.CustomGrids) do
local strindex = tostring(lindex)
if not levelSaveData[strindex] then
levelSaveData[strindex] = {}
end
for name, indices in pairs(customGrids) do
for index, value in pairs(indices) do
if not levelSaveData[strindex].CustomGrids then
levelSaveData[strindex].CustomGrids = {}
end
if not levelSaveData[strindex].CustomGrids[name] then
levelSaveData[strindex].CustomGrids[name] = {}
end
if value == true then
levelSaveData[strindex].CustomGrids[name][#levelSaveData[strindex].CustomGrids[name] + 1] = index
else
levelSaveData[strindex].CustomGrids[name][#levelSaveData[strindex].CustomGrids[name] + 1] = {index, value}
end
end
end
end
for index, customRoom in pairs(StageAPI.LevelRooms) do
local strindex = tostring(index)
if not levelSaveData[strindex] then
levelSaveData[strindex] = {}
end
levelSaveData[strindex].Room = customRoom:GetSaveData()
end
local stage = StageAPI.CurrentStage
if stage then
stage = stage.Name
end
local encounteredBosses = {}
for boss, encountered in pairs(StageAPI.EncounteredBosses) do
if encountered then
encounteredBosses[#encounteredBosses + 1] = boss
end
end
return StageAPI.json.encode({
LevelInfo = levelSaveData,
Stage = stage,
ExtraRoomName = StageAPI.CurrentExtraRoomName,
EncounteredBosses = encounteredBosses
})
end
function StageAPI.LoadSaveString(str)
StageAPI.CallCallbacks("PRE_STAGEAPI_LOAD_SAVE", false)
local retLevelRooms = {}
local retRoomGrids = {}
local retCustomGrids = {}
local retEncounteredBosses = {}
local decoded = StageAPI.json.decode(str)
StageAPI.CurrentStage = nil
StageAPI.CurrentExtraRoom = nil
StageAPI.CurrentExtraRoomName = decoded.ExtraRoomName
if decoded.Stage then
StageAPI.CurrentStage = StageAPI.CustomStages[decoded.Stage]
else
local inOverriddenStage, override = StageAPI.InOverriddenStage()
if inOverriddenStage then
StageAPI.CurrentStage = override
end
end
StageAPI.EncounteredBosses = {}
if decoded.EncounteredBosses then
for _, boss in ipairs(decoded.EncounteredBosses) do
StageAPI.EncounteredBosses[boss] = true
end
end
for strindex, roomSaveData in pairs(decoded.LevelInfo) do
local lindex = tonumber(strindex) or strindex
if roomSaveData.Grids then
retRoomGrids[lindex] = {}
for _, grindex in ipairs(roomSaveData.Grids) do
retRoomGrids[lindex][grindex] = true
end
end
if roomSaveData.CustomGrids then
retCustomGrids[lindex] = {}
for name, indices in pairs(roomSaveData.CustomGrids) do
for _, index in ipairs(indices) do
if not retCustomGrids[lindex][name] then
retCustomGrids[lindex][name] = {}
end
if type(index) == "table" then
retCustomGrids[lindex][name][index[1]] = index[2]
else
retCustomGrids[lindex][name][index] = true
end
end
end
end
if roomSaveData.Room then
local customRoom = StageAPI.LevelRoom(nil, nil, nil, nil, nil, nil, roomSaveData.Room, nil, nil, nil, lindex)
retLevelRooms[lindex] = customRoom
end
end
if StageAPI.CurrentExtraRoomName then
StageAPI.CurrentExtraRoom = retLevelRooms[StageAPI.CurrentExtraRoomName]
StageAPI.InExtraRoom = true
StageAPI.LoadingExtraRoomFromSave = true
end
StageAPI.RoomGrids = retRoomGrids
StageAPI.LevelRooms = retLevelRooms
StageAPI.CustomGrids = retCustomGrids
StageAPI.CallCallbacks("POST_STAGEAPI_LOAD_SAVE", false)
end
end
Isaac.DebugString("[StageAPI] Loading Miscellaneous Functions")
do -- Misc helpful functions
-- Takes whether or not there is a pit in each adjacent space, returns frame to set pit sprite to.
function StageAPI.GetPitFrame(L, R, U, D, UL, DL, UR, DR, hasExtraFrames)
-- Words were shortened to make writing code simpler.
local F = 0 -- Sprite frame to set
-- First bitwise frames (works for all combinations of just left up right and down)
if L then F = F | 1 end
if U then F = F | 2 end
if R then F = F | 4 end
if D then F = F | 8 end
-- Then a bunch of other combinations
if U and L and not UL and not R and not D then F = 17 end
if U and R and not UR and not L and not D then F = 18 end
if L and D and not DL and not U and not R then F = 19 end
if R and D and not DR and not L and not U then F = 20 end
if L and U and R and D and not UL then F = 21 end
if L and U and R and D and not UR then F = 22 end
if U and R and D and not L and not UR then F = 25 end
if L and U and D and not R and not UL then F = 26 end
if hasExtraFrames then
if U and L and D and UL and not DL then F = 35 end
if U and R and D and UR and not DR then F = 36 end
end
if L and U and R and D and not DL and not DR then F = 24 end
if L and U and R and D and not UR and not UL then F = 23 end
if L and U and R and UL and not UR and not D then F = 27 end
if L and U and R and UR and not UL and not D then F = 28 end
if L and U and R and not D and not UR and not UL then F = 29 end
if L and R and D and DL and not U and not DR then F = 30 end
if L and R and D and DR and not U and not DL then F = 31 end
if L and R and D and not U and not DL and not DR then F = 32 end
if hasExtraFrames then
if U and R and D and not L and not UR and not DR then F = 33 end
if U and L and D and not R and not UL and not DL then F = 34 end
if U and R and D and L and UL and UR and DL and not DR then F = 37 end
if U and R and D and L and UL and UR and DR and not DL then F = 38 end
if U and R and D and L and not UL and not UR and not DR and not DL then F = 39 end
if U and R and D and L and DL and DR and not UL and not UR then F = 40 end
if U and R and D and L and DL and UR and not UL and not DR then F = 41 end
if U and R and D and L and UL and DR and not DL and not UR then F = 42 end
if U and R and D and L and UL and not DL and not UR and not DR then F = 43 end
if U and R and D and L and UR and not UL and not DL and not DR then F = 44 end
if U and R and D and L and DL and not UL and not UR and not DR then F = 45 end
if U and R and D and L and DR and not UL and not UR and not DL then F = 46 end
if U and R and D and L and DL and DR and not UL and not UR then F = 47 end
if U and R and D and L and DL and UL and not UR and not DR then F = 48 end
if U and R and D and L and DR and UR and not UL and not DL then F = 49 end
end
return F
end
local AdjacentAdjustments = {
{X = -1, Y = 0},
{X = 1, Y = 0},
{X = 0, Y = -1},
{X = 0, Y = 1},
{X = -1, Y = -1},
{X = -1, Y = 1},
{X = 1, Y = -1},
{X = 1, Y = 1}
}
function StageAPI.GetPitFramesFromIndices(indices, width, height, hasExtraFrames)
local frames = {}
for index, _ in pairs(indices) do
local x, y = StageAPI.GridToVector(index, width)
local adjIndices = {}
for _, adjust in ipairs(AdjacentAdjustments) do
local nX, nY = x + adjust.X, y + adjust.Y
if (nX >= 0 and nX <= width) and (nY >= 0 and nY <= height) then
local backToGrid = StageAPI.VectorToGrid(nX, nY, width)
if indices[backToGrid] then
adjIndices[#adjIndices + 1] = true
else
adjIndices[#adjIndices + 1] = false
end
else
adjIndices[#adjIndices + 1] = false
end
end
adjIndices[#adjIndices + 1] = hasExtraFrames
frames[tostring(index)] = StageAPI.GetPitFrame(table.unpack(adjIndices))
end
return frames
end
function StageAPI.GetIndicesWithEntity(t, v, s, entities)
local indicesWithEntity = {}
for index, entityList in pairs(entities) do
for _, entityInfo in ipairs(entityList) do
local entityData = entityInfo.Data
if not t or entityData.Type == t
and not v or entityData.Variant == v
and not s or entityData.SubType == s then
indicesWithEntity[index] = true
end
end
end
return indicesWithEntity
end
function StageAPI.GetPitFramesForLayoutEntities(t, v, s, entities, width, height, hasExtraFrames)
width = width or room:GetGridWidth()
height = height or room:GetGridHeight()
local indicesWithEntity = StageAPI.GetIndicesWithEntity(t, v, s, entities)
return StageAPI.GetPitFramesFromIndices(indicesWithEntity, width, height, hasExtraFrames)
end
end
Isaac.DebugString("[StageAPI] Loading Editor Features")
do
local recentlyDetonated = {}
local d12Used = false
mod:AddCallback(ModCallbacks.MC_USE_ITEM, function()
d12Used = true
end, CollectibleType.COLLECTIBLE_D12)
mod:AddCallback(ModCallbacks.MC_POST_UPDATE, function()
local currentRoom = StageAPI.GetCurrentRoom()
if not currentRoom then
return
end
for index, timer in pairs(recentlyDetonated) do
recentlyDetonated[index] = timer - 1
if recentlyDetonated[index] <= 0 then
recentlyDetonated[index] = nil
end
end
for group, names in pairs(currentRoom.EntityMetadata.RecentTriggers) do
for name, timer in pairs(names) do
names[name] = timer + 1
end
end
local width = room:GetGridWidth()
for index, metadataSet in pairs(currentRoom.EntityMetadata) do
if type(index) == "number" then
if metadataSet["RoomClearTrigger"] and currentRoom.JustCleared then
currentRoom:TriggerIndexMetadata(index, "RoomClearTrigger")
end
if metadataSet["BridgeFailsafe"] then
if room:GetGridCollision(index) ~= 0 then
if d12Used then
local grid = room:GetGridEntity(index)
grid:ToPit():MakeBridge(grid)
else
local adjacent = {index - 1, index + 1, index - width, index + width}
for _, index2 in ipairs(adjacent) do
local grid = room:GetGridEntity(index2)
if grid and room:GetGridCollision(index2) == 0 and (StageAPI.RockTypes[grid.Desc.Type] or grid.Desc.Type == GridEntityType.GRID_POOP) then
local pit = room:GetGridEntity(index)
pit:ToPit():MakeBridge(pit)
break
end
end
end
end
end
if metadataSet["GridDestroyer"] then
if currentRoom:WasIndexTriggered(index, 100) then
local grid = room:GetGridEntity(index)
if grid and room:GetGridCollision(index) ~= 0 then
if StageAPI.RockTypes[grid.Desc.Type] then
grid:Destroy()
elseif grid.Desc.Type == GridEntityType.GRID_PIT then
grid:ToPit():MakeBridge(grid)
end
end
end
end
if metadataSet["Detonator"] then
if room:GetGridCollision(index) ~= 0 then
local checking = room:GetGridEntity(index)
local shouldDetonate = currentRoom:WasIndexTriggered(index, 100)
if not shouldDetonate then
local adjacent = {index - 1, index + 1, index - width, index + width}
for _, index2 in ipairs(adjacent) do
if not recentlyDetonated[index2] and currentRoom.EntityMetadata[index2] and currentRoom.EntityMetadata[index2]["Detonator"] then
if room:GetGridCollision(index2) == 0 then
local grid = room:GetGridEntity(index2)
if grid then
if StageAPI.RockTypes[checking.Desc.Type] and StageAPI.RockTypes[grid.Desc.Type] then
checking:Destroy()
elseif checking.Desc.Type == GridEntityType.GRID_PIT and grid.Desc.Type == GridEntityType.GRID_PIT then
checking:ToPit():MakeBridge(checking)
end
Isaac.Spawn(EntityType.ENTITY_EFFECT, EffectVariant.POOF01, 0, room:GetGridPosition(index), zeroVector, nil)
recentlyDetonated[index] = 5
if metadataSet["DetonatorTrigger"] then
currentRoom:TriggerIndexMetadata(index, "DetonatorTrigger")
end
end
end
end
end
end
if shouldDetonate then
if StageAPI.RockTypes[checking.Desc.Type] then
checking:Destroy()
elseif checking.Desc.Type == GridEntityType.GRID_PIT then
checking:ToPit():MakeBridge(checking)
end
Isaac.Spawn(EntityType.ENTITY_EFFECT, EffectVariant.POOF01, 0, room:GetGridPosition(index), zeroVector, nil)
recentlyDetonated[index] = 5
if metadataSet["DetonatorTrigger"] then
currentRoom:TriggerIndexMetadata(index, "DetonatorTrigger")
end
end
end
end
if metadataSet["Spawner"] then
if currentRoom:WasIndexTriggered(index, nil, 1) then
local blockedEntities = currentRoom.EntityMetadata.BlockedEntities[index]
if blockedEntities then
if #blockedEntities > 0 then
local spawn = blockedEntities[StageAPI.Random(1, #blockedEntities)]
Isaac.Spawn(spawn.Type or 20, spawn.Variant or 0, spawn.SubType or 0, room:GetGridPosition(index), zeroVector, nil)
end
end
end
end
--[[
if metadataSet["DoorLocker"] then
if room:IsClear() then
local isClear = true
for _, entity in ipairs(Isaac.GetRoomEntities()) do
if entity:CanShutDoors() then
isClear = false
break
end
end
if isClear then
for i = 0, room:GetGridSize() do
local grid = room:GetGridEntity(i)
if grid and grid:ToPressurePlate() and grid:GetVariant() == 0 and grid.State ~= 3 then
isClear = false
break
end
end
end
if not isClear then
room:SetClear(false)
StageAPI.CloseDoors()
end
end
end]]
end
end
end)
end
do -- Challenge Rooms
--[[
Custom Challenge Waves
CustomStage:SetChallengeWaves(RoomsList, BossChallengeRoomsList)
Challenge waves must be rooms with only entities, and no metadata entities, to properly merge into the existing room.
If the challenge room has a non-zero SubType, only challenge waves with a SubType that matches or is zero will be selected.
This allows the editor to design waves that fit each room layout, or some with SubType 0 that fit all.
If a challenge room layout can fit any one set of waves, just use SubType 0.
]]
StageAPI.Challenge = {
WaveChanged = false,
WaveSpawnFrame = nil,
WaveSubtype = nil
}
mod:AddCallback(ModCallbacks.MC_POST_NPC_INIT, function(_, npc)
if room:GetType() == RoomType.ROOM_CHALLENGE and not StageAPI.Challenge.WaveSpawnFrame
and room:IsAmbushActive() and not room:IsAmbushDone() then
if npc.CanShutDoors
and not (npc:HasEntityFlags(EntityFlag.FLAG_FRIENDLY) or npc:HasEntityFlags(EntityFlag.FLAG_PERSISTENT) or npc:HasEntityFlags(EntityFlag.FLAG_NO_TARGET)) then
local preventCounting
for _, entity in ipairs(Isaac.FindInRadius(StageAPI.ZeroVector, 9999, EntityPartition.ENEMY)) do
if entity:ToNPC() and entity:CanShutDoors()
and not (entity:HasEntityFlags(EntityFlag.FLAG_FRIENDLY) or entity:HasEntityFlags(EntityFlag.FLAG_PERSISTENT) or entity:HasEntityFlags(EntityFlag.FLAG_NO_TARGET))
and entity.FrameCount ~= npc.FrameCount then
preventCounting = true
break
end
end
if not preventCounting then
StageAPI.Challenge.WaveChanged = true
end
if StageAPI.Challenge.WaveChanged and StageAPI.CurrentStage and StageAPI.CurrentStage.ChallengeWaves then
npc:ClearEntityFlags(EntityFlag.FLAG_APPEAR)
npc.Visible = false
for _, effect in ipairs(Isaac.FindByType(EntityType.ENTITY_EFFECT, EffectVariant.POOF01, -1, false, false)) do
if effect.Position.X == npc.Position.X and effect.Position.Y == npc.Position.Y then
effect:Remove()
end
end
npc:Remove()
end
end
end
end)
StageAPI.ChallengeWaveRNG = RNG()
mod:AddCallback(ModCallbacks.MC_POST_NEW_ROOM, function()
for k, v in pairs(StageAPI.Challenge) do
StageAPI.Challenge[k] = nil
end
StageAPI.ChallengeWaveRNG:SetSeed(room:GetSpawnSeed(), 0)
local currentRoom = StageAPI.GetCurrentRoom()
if currentRoom and currentRoom.Data.ChallengeWaveIDs then
currentRoom.Data.ChallengeWaveIDs = nil
end
end)
-- prevent waves of the wrong subtype from appearing
StageAPI.AddCallback("StageAPI", "POST_CHECK_VALID_ROOM", 0, function(layout)
if StageAPI.Challenge.WaveSubtype then
if not (layout.SubType == 0 or layout.SubType == StageAPI.Challenge.WaveSubtype) then
return 0
end
end
end)
mod:AddCallback(ModCallbacks.MC_POST_UPDATE, function()
if StageAPI.Challenge.WaveSpawnFrame and game:GetFrameCount() > StageAPI.Challenge.WaveSpawnFrame then
StageAPI.Challenge.WaveSpawnFrame = nil
end
if StageAPI.Challenge.WaveChanged then
if room:GetType() ~= RoomType.ROOM_CHALLENGE then
StageAPI.Challenge.WaveChanged = false
StageAPI.Challenge.WaveSubtype = nil
return
end
if StageAPI.CurrentStage and StageAPI.CurrentStage.ChallengeWaves then
StageAPI.Challenge.WaveSpawnFrame = game:GetFrameCount()
local currentRoom = StageAPI.GetCurrentRoom()
local challengeWaveIDs
if currentRoom then
if not StageAPI.Challenge.WaveSubtype and currentRoom.Layout.SubType ~= 0 then
StageAPI.Challenge.WaveSubtype = currentRoom.Layout.SubType
end
if not currentRoom.Data.ChallengeWaveIDs then
currentRoom.Data.ChallengeWaveIDs = {}
end
challengeWaveIDs = currentRoom.Data.ChallengeWaveIDs
end
local seed = StageAPI.ChallengeWaveRNG:Next()
local useWaves = StageAPI.CurrentStage.ChallengeWaves.Normal
if level:HasBossChallenge() then
useWaves = StageAPI.CurrentStage.ChallengeWaves.Boss
end
local wave = StageAPI.ChooseRoomLayout(useWaves, seed, room:GetRoomShape(), room:GetType(), false, false, nil, challengeWaveIDs)
if currentRoom then
table.insert(currentRoom.Data.ChallengeWaveIDs, wave.StageAPIID)
if not StageAPI.Challenge.WaveSubtype
and currentRoom.Layout.SubType == 0 and wave.SubType ~= 0 then
StageAPI.Challenge.WaveSubtype = wave.SubType
end
end
local spawnEntities = StageAPI.ObtainSpawnObjects(wave, seed)
StageAPI.SpawningChallengeEnemies = true
StageAPI.LoadRoomLayout(nil, {spawnEntities}, false, true, false, true, nil, nil, nil, true)
StageAPI.SpawningChallengeEnemies = false
end
StageAPI.CallCallbacks("CHALLENGE_WAVE_CHANGED")
StageAPI.Challenge.WaveChanged = false
end
end)
end
Isaac.DebugString("[StageAPI] Loading BR Compatibility")
do -- BR Compatibility
StageAPI.InTestMode = false
StageAPI.OverrideTestRoom = false -- toggle this value in console to force enable stageapi override
local status, brTestRooms = pcall(require, 'basementrenovator.roomTest')
if not status then
StageAPI.Log("Could not load BR compatibility file; (basementrenovator/roomTest.lua) this will disable testing StageAPI rooms. No other features will be affected. Check log.txt for full error. To suppress this message, delete the compat file and replace it with a renamed copy of blankRoomTest.lua.")
Isaac.DebugString('Error loading BR compatibility file: ' .. tostring(brTestRooms))
elseif brTestRooms then
local testList = StageAPI.RoomsList("BRTest", brTestRooms)
for i, testLayout in ipairs(testList.All) do
StageAPI.RegisterLayout("BRTest-" .. i, testLayout)
end
BasementRenovator = BasementRenovator or { subscribers = {} }
BasementRenovator.subscribers['StageAPI'] = {
PostTestInit = function(testData)
local test = testData.Rooms and testData.Rooms[1] or testData
local testLayout = brTestRooms[1]
if test.Type ~= testLayout.TYPE
or test.Variant ~= testLayout.VARIANT
or test.Subtype ~= testLayout.SUBTYPE
or test.Name ~= testLayout.NAME
or (testData.Rooms and #testData.Rooms ~= #brTestRooms) then
StageAPI.Log("basementrenovator/roomTest.lua did not have values matching the BR test! Make sure your hooks are set up properly")
StageAPI.BadTestFile = true
return
end
StageAPI.InTestMode = true
StageAPI.InTestRoom = function() return BasementRenovator.InTestRoom() end
StageAPI.Log("Basement Renovator test mode")
end,
TestStage = function(test)
if StageAPI.BadTestFile or not BasementRenovator.TestRoomData then return end
-- TestStage fires in post_curse_eval,
-- before StageAPI's normal stage handling code
if test.IsModStage then
StageAPI.NextStage = StageAPI.CustomStages[test.StageName]
StageAPI.OverrideTestRoom = true -- must be turned on for custom stages
end
end,
TestRoomEntitySpawn = function()
if StageAPI.BadTestFile then return end
if not StageAPI.OverrideTestRoom then return end
-- makes sure placeholder/meta entities can't spawn
return { 999, StageAPI.E.DeleteMeEffect.V, 0 }
end
}
local function GetBRRoom(foo)
if StageAPI.BadTestFile or not BasementRenovator.TestRoomData then return end
if not StageAPI.OverrideTestRoom then return end
if BasementRenovator.InTestStage() and room:IsFirstVisit() then
local brRoom = BasementRenovator.InTestRoom()
if brRoom then
return brRoom
end
end
end
StageAPI.AddCallback("StageAPI", "PRE_STAGEAPI_NEW_ROOM_GENERATION", 0, function()
local brRoom = GetBRRoom()
if brRoom then
local testRoom = StageAPI.LevelRoom("BRTest-" .. (brRoom.Index or 1), nil, room:GetSpawnSeed(), brRoom.Shape, brRoom.Type, nil, nil, nil, nil, nil, StageAPI.GetCurrentRoomID())
return testRoom
end
end)
StageAPI.AddCallback("StageAPI", "POST_STAGEAPI_NEW_ROOM", 0, function()
if GetBRRoom() then
if BasementRenovator.RenderDoorSlots then
BasementRenovator.RenderDoorSlots()
end
end
end)
end
end
do -- Mod Compatibility
local latestChangelog
local function TryAddChangelog(ver, log)
if not latestChangelog then
latestChangelog = ver
end
if DeadSeaScrollsMenu and DeadSeaScrollsMenu.AddChangelog then
log = string.gsub(log, "%*%*", "{FSIZE2}")
if latestChangelog == ver then
Isaac.DebugString(log)
end
DeadSeaScrollsMenu.AddChangelog("StageAPI", ver, log, false, latestChangelog == ver, false)
elseif REVEL and REVEL.AddChangelog then
REVEL.AddChangelog("StageAPI " .. ver, log)
end
end
mod:AddCallback(ModCallbacks.MC_POST_GAME_STARTED, function()
if (DeadSeaScrollsMenu and DeadSeaScrollsMenu.AddChangelog) or (REVEL and REVEL.AddChangelog and not REVEL.AddedStageAPIChangelogs) then
if not (DeadSeaScrollsMenu and DeadSeaScrollsMenu.AddChangelog) then
REVEL.AddedStageAPIChangelogs = true
end
TryAddChangelog("v1.92", [[- Fixed bridges not
functioning in Catacombs,
Necropolis, and Utero
- Fixed Downpour, Mines,
and Mausoleum trapdoors
being overridden in
custom stages
- Updated StageAPI Utero
backdrop to match new version
in Repentance
- StageAPI now enables sprite
suffix replacements for
all base game floors
- StageAPI now loads before
most or all other mods
]])
TryAddChangelog("v1.89 - 91", [[- Updated StageAPI to
function with Repentance.
Note that it is still
a work in progress, and
may have some bugs. Please
report any issues at
StageAPI's github page,
linked in the steam
description.
- StageAPI no longer
overrides the D7
- StageAPI now supports
Dead Sea Scrolls
changelogs
- Custom grids can now
disable the usual grid
sprite replacement that
custom stages do, via
a new argument to CustomGrid()
- Fixed an issue with
overridden RoomGfx not
using the correct GridGfx
on custom stages
- Fixed the base game's
black market crawlspace
leading to an error room
- StageAPI no longer
overrides music.xml, which
should allow for considerably
more compatibility with
music replacing mods
]])
TryAddChangelog("v1.86 - 88", [[- Added functions
AddObjectToRoomLayout,
GenerateRoomLayoutFromData,
IsMetadataEntity,
RoomDataHasMetadataEntity
for interaction with
RoomDescriptor.Data
- Add compatibility with
Classy Vs Screen and
fix double trouble
rendering bug
- Add Starting Room
Controls rendering API
per character
]])
TryAddChangelog("v1.85", [[- Add convenience function
GetIndicesWithEntity
- Improve womb overlay visuals
in curse of darkness
]])
TryAddChangelog("v1.84", [[- Fix issue with room test file
that was causing startup crashes
- Add POST_CUSTOM_GRID_REMOVE
callback
- StageAPI is now off by default
when testing rooms outside custom
floors
- Add StageAPI.OverrideTestRoom
switch as an explicit override
for that
- Enhance PRE_SPAWN_ENTITY compat
with PRE_ROOM_ENTITY_SPAWN so
effects are automatically
converted to type 1000
- Only prevent clearing wall grids
"outside" the room. this allows
custom grids based on GRID_WALL
- Improved the accuracy of
Depths and Womb overlays
- Add RemoveCustomGrid function
- CurrentRoom.Data.RoomGfx is set
to whatever RoomGfx was applied
to the room after callbacks
- Fix a bug that crashed the game
when a coop player exited
- Fix save and continue so rooms
are loaded in the correct positions
- Remove all vanilla closet
boss rooms
- Add detonator meta entity
that when triggered destroys
its grid or creates a bridge,
and detonated trigger that
triggers when detonated in
that way
- Add default broken states
for alt grids with
overridden spawns
]])
TryAddChangelog("v1.83", [[- Fix a bug with
PRE_SPAWN_ENTITY that caused
replacements to persist
between runs
- Make compatible with
multi-room Basement Renovator
tests
- Add GetValidRoomsForLayout
and GetDoorsForRoom
- Fix bug where missing door
weights were unused
]])
TryAddChangelog("v1.80 - 82", [[- Extra rooms can now use
default or boss room types
from the current floor
as a base for their backdrop
and music
- Upgraded streak system to allow
larger base sprites, and holding
in place for as long as needed
- Boss rooms can be set in place
for boss testing with
basement renovator
- Movable TNT and shopkeepers are
now properly persistent
- Added a triggerable grid destroyer
metadata entity that can create
bridges and destroy rocks
- Fixed bosses marked as horsemen
not taking the place of
horsemen in their floors
- Various changes to room layout
picking including a setting to pick
from all shapes, doors now more
easily associated with empty room
layouts, and boss room initialization
without loading
- Added GetDisplayName, IsNextStage,
and IsSameStage functions
- Fixed custom doors and
shading moving incorrectly
during screenshake
**v1.81
- Pitfalls and eternal flies are now
persistent
- Separated room type requiring
for sin rooms and special rooms,
so that you do not need
secret / shop sin rooms
- Added DoLayoutDoorsMatch for
convenience
**v1.82
- Update BR scripts for Basement
Renovator xml format and add setup
script
- Improve accuracy of floor anm2 to
match with the base game
- Add hook for custom boss portrait
sprite and portrait offset
- Fixed animation for trapdoors
overridden with PRE_SELECT_NEXT_STAGE
- Add setter functions for
IsSecondStage and StageNumber
]])
TryAddChangelog("v1.78 - 79", [[-Fixed an issue where "fart damage" was
cancelled even with none in the room,
which broke Sharp Plug.
- StageAPI's PRE_SPAWN_ENTITY is
compatible with the return value of
PRE_ROOM_ENTITY_SPAWN
- Allow multiple pit spritesheets
- Improve RNG (?)
]])
TryAddChangelog("v1.75 - 78", [[-Fixed an issue with nightmare
jingle not being overridden
-Relocated test room lua, fixing
harmless error on game start
-"roomnames" command now
displays base rooms
as well as difficulty and stage id.
a new command "trimroomnames" has
been added which cuts out
everything other than name and id
-Overridden d7 no
longer force-plays
active use animation
-Added several new
entity metadata features
-- AddUnblockableEntities allows
setting unblockable entities,
like custom grids
-- GetEntityMetadata allows
specifying name but not index,
to get all metadata entities
with a particular name
-- GetEntityMetadataOfType allows
getting all metadata entities
within a certain group, like
directions
-GotoCustomStage now allows
not forgetting the stage
seed, in case mods want to
do special stage RNG
-Included XML to Lua script
is now much faster
- Enhanced Basement Renovator
compatibility: layout will now
load directly so roomlist callbacks
can't interfere, set up stage
support
-Fixed extra rooms not
being loaded on save
and continue
]])
TryAddChangelog("v1.72 - 74", [[-Basement renovator integration
-Added stb converter to mod folder,
contained within scripts zip
-StageAPI now saved on new level,
fixing some issues with
lingering custom stages
after a crash
-Added room splitting by
type or entities functionality,
used for sins
-Custom stages can now set
sin rooms to take the place
of base minibosses
-Fixed The Soul not counting
as The Forgotten in
transitions
-An additional offset can
now be added to custom
overlays
-Custom stages can now
override StageAPI's default
trapdoor replacement system
]])
TryAddChangelog("v1.69 - 71", [[-Fixed transitions out of special rooms
not properly resetting the music
-Allowed following base game
room rules such as multiple
choice treasure rooms when filling
a special room layout
-Added support for all special rooms
to be easily overriden by a
custom stage like default rooms
-Extra rooms now properly
save when moving from
one extra room to another
-Added support for custom
challenge waves (details
can be found in main.lua)
-Added support for tying
RoomGfx to a specific
room, which takes
priority over stage
-Text for "roomnames" command
is now rendered at 50% scale
and includes room subtype
-Fixed first transition from
extra room to normal room
improperly acting like
a transition from an
extra room to
an off-grid room
-Added support for custom
boss intro and outro music
for custom stages
-Added support for custom
level transition stingers
for custom stages
-Added a miniboss flag
for bosses that plays
a text streak rather than
a boss animation
-Added functions
-- IsIndexInLayout
-- GetCustomGrid
-- AddEntityToSpawnList
-Fixed teleportation cards
and items potentially
sending the player to
invalid door slots
-Fixed rooms only being accepted
as a table rather than alone
]])
TryAddChangelog("v1.68", [[-Fixed some persistent entities
duplicating or respawning
when they shouldn't
in extra rooms
-Fixed escaping from an
extra room to a base
game off-grid room
(such as devil via joker)
then re-entering the extra
room resulting in an infinitely
looping bedroom
]])
TryAddChangelog("v1.67", [[-Missing door weight is now
scaled correctly by original weight
]])
TryAddChangelog("v1.66", [[-Fixed persistent entity data
not always unloading when
the room changes
-Room weight is now scaled
by number of unavailable
doors to make rooms
with a large amount
of unavailable doors
more likely to appear
]])
TryAddChangelog("v1.65", [[-Fixed dead slot machines
respawning in extra rooms
]])
TryAddChangelog("v1.64", [[-Disabled backdrop setting
on non-custom floors
]])
TryAddChangelog("v1.63", [[-Fixed stage shadows not
being properly centered
in some L shaped rooms
-Fixed black overlay in
stage and room transitions
not scaling with screen.
]])
TryAddChangelog("v1.62", [[-Fixed extra rooms containing
persistent entities from the
previous room, after you
re-enter the room twice
]])
TryAddChangelog("v1.61", [[-Fixed extra rooms containing
persistent entities from the
previous room
]])
TryAddChangelog("v1.60", [[-Fixed Mom's Heart track
not playing properly in Utero 2
-Fixed extra rooms (for example
revelations' mirror room)
not correctly unloading
when exited by means
other than a door
]])
end
end)
end
Isaac.DebugString("[StageAPI] Fully Loaded, loading dependent mods.")
StageAPI.MarkLoaded("StageAPI", "1.92", true, true)
StageAPI.Loaded = true
if StageAPI.ToCall then
for _, fn in ipairs(StageAPI.ToCall) do
fn()
end
end
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