content stringlengths 5 1.05M |
|---|
local stone = 0
local grass = stone + 1
local grass2 = grass + 1
local grass3 = grass2 + 1
teal_tileset_core = -- Indexes for the normal map tileset, modify this if the tileset changes
{
{
name = "stone",
index = stone
},
{
name = "grass",
index = grass
},
{
name = "grass2",
index = grass2
},
{
name = "grass3",
index = grass3
},
}
teal_fight_tileset_core = -- Indexes for the fight tileset, internally used by the MapComponent
{ -- This must not be modified
walk = 0,
empty = 1,
red = 2,
blue = 3
} |
object_tangible_quest_outbreak_outbreak_facility_vent_02 = object_tangible_quest_outbreak_shared_outbreak_facility_vent_02:new {
}
ObjectTemplates:addTemplate(object_tangible_quest_outbreak_outbreak_facility_vent_02, "object/tangible/quest/outbreak/outbreak_facility_vent_02.iff")
|
--[[
Copyright (c) 2016 Technicolor Delivery Technologies, SAS
The source code form of this Transformer component is subject
to the terms of the Clear BSD license.
You can redistribute it and/or modify it under the terms of the
Clear BSD License (http://directory.fsf.org/wiki/License:ClearBSD)
See LICENSE file for more details.
]]
local proxy = require("datamodel-bck")
local fd = assert(io.open("/proc/sys/kernel/random/uuid", "r"))
local uuid = fd:read('*l')
uuid = string.gsub(uuid,"-","")
fd:close()
local M = {}
M.__index = function (table, key)
local f = function(...)
return proxy[key](uuid, ...)
end
table[key] = f
return f
end
return setmetatable({},M)
|
local FrameCounter = require("frame_counter/frame_counter")
local utils = require("utils/utils")
local settings = require("settings/settings")
local Action = require("controller/action")
local Controller = {}
function Controller:new(board)
local controller = {
board = board,
frameCounters = {
moveLeft = FrameCounter:new(1/settings.leftRightSpeed),
moveRight = FrameCounter:new(1/settings.leftRightSpeed),
moveDown = FrameCounter:new(1/settings.softDropSpeed),
},
actions = {
moveLeft = Action:new(settings.keyBindings.moveLeft, "self.board.movement:moveLeft()"),
moveRight = Action:new(settings.keyBindings.moveRight, "self.board.movement:moveRight()"),
moveDown = Action:new(settings.keyBindings.moveDown, "self.board.movement:moveDown()"),
rotateCw = Action:new(settings.keyBindings.rotateCw, "self.board.movement:rotateCw()"),
rotateCcw = Action:new(settings.keyBindings.rotateCcw, "self.board.movement:rotateCcw()"),
hardDrop = Action:new(settings.keyBindings.hardDrop, "self.board.movement:hardDrop()"),
hold = Action:new(settings.keyBindings.hold, "self.board:holdCurrentTetromino()"),
}
}
self.__index = self
setmetatable(controller, self)
return controller
end
function Controller:run(action)
if action ~= nil then
loadstring("local self = ...; " .. self.actions[action].funcStr)(self)
end
end
function Controller:handleNonRepeatKeys(key, scancode, isrepeat)
self:run(utils.getKeyFromValue(settings.keyBindings, key))
end
function Controller:handleRepeatKeys(frames)
for action, _ in pairs(self.frameCounters) do
if love.keyboard.isDown(settings.keyBindings[action]) then
self.frameCounters[action]:add(frames)
if self.frameCounters[action]:exceeds(settings.autoShiftDelay) then
self.frameCounters[action]:subtract(self.frameCounters[action].maxFrames)
self:run(action)
end
else
self.frameCounters[action]:reset()
end
end
end
return Controller
|
local boxer = {}
function boxer.new_box(boxes, font)
local ret = {}
table.insert(boxes, ret)
ret.lines = {}
ret.padding = 10
ret.line_height = 20
ret.width = 180
ret.color = { 50, 50, 50, 200 }
ret.font = font
return ret
end
function boxer.new_line(box, text, color)
table.insert(box.lines, { color = color or { 0, 0, 0, 255 }, text = text })
end
function boxer.draw(boxes)
local function draw_box(box, position)
love.graphics.setFont(box.font)
love.graphics.setColor(box.color[1], box.color[2], box.color[3], box.color[4])
love.graphics.rectangle("fill", position.x, position.y, box.width + box.padding * 2, #box.lines * box.line_height + box.padding * 2)
local last_color
for i, line in ipairs(box.lines) do
if line.color ~= last_color then
love.graphics.setColor(line.color[1], line.color[2], line.color[3], line.color[4])
end
love.graphics.print(line.text, position.x + box.padding, position.y + box.padding + (i-1) * box.line_height)
end
love.graphics.setColor(255, 255, 255, 255)
end
local offset = 0
for i, box in ipairs(boxes) do
local position = { x = box.padding, y = box.padding }
if i > 1 then
local prev_box = boxes[i-1]
position.y = #prev_box.lines * prev_box.line_height + prev_box.padding * 4
position.y = position.y + offset
offset = position.y - box.padding
end
draw_box(box, position)
end
end
return boxer
|
-- Holds custom descriptions for view-item-info
-- Originally by PeridexisErrant
-- Mod-specific overrides for The Earth Strikes Back! mod by Dirst
--[[=begin
item-descriptions
=================
Exports a table with custom description text for every item in the game.
Used by `view-item-info`; see instructions there for how to override
for mods.
=end]]
-- Each line near the bottom has 53 characters of room until
-- it starts clipping over the UI in an ugly fashion.
-- For proper spacing, 50 characters is the maximum.
-- Descriptions which aren't pushed down the page by
-- barrel contents or such line up with the UI on the
-- 11th line down. There is room for a 10th long line
-- without clipping, but stopping at 9 leaves enough space
-- for ideal legibility.
-- The following people contributed descriptions:
-- Raideau, PeridexisErrant, /u/Puffin4Tom, /u/KroyMortlach
-- /u/genieus, /u/TeamsOnlyMedic, /u/johny5w, /u/DerTanni
-- /u/schmee101, /u/coaldiamond, /u/stolencatkarma, /u/sylth01
-- /u/MperorM, /u/SockHoarder, /u/_enclave_, WesQ3
-- /u/Xen0nex, /u/Jurph
if not moduleMode then
print("scripts/more-item-descriptions.lua is a content library; calling it does nothing.")
end
local help --[[
This script has a single function: to return a custom description for certain
items in The Earth Strikes Back! mod.
If "raw/scripts/item-descriptions.lua" exists, it will entirely replace this one.
Instead, mods should use "raw/scripts/more-item-descriptions.lua" to add content or replace
descriptions on a case-by-case basis. If an item description cannot be found in
the latter script, view-item-info will fall back to the former.
]]
-- see http://dwarffortresswiki.org/index.php/cv:Item_token
descriptions = {
BLOCKS = { "Blocks can be used for constructions in place of raw materials such",
"as logs or bars. Cutting boulders into blocks gives four times as",
"many items, all of which are lighter for faster hauling and yield",
"smooth constructions.",
"Three blocks of the same layer stone can be used to build a Tribute."},
BOULDER = { "Mining may yield loose stones for industry. There are four categories:",
"non-economic stones for building materials, ores for metal industry,",
"gems, and special-purpose economic stones like flux/coal/lignite.",
"An Awakened Stone that is slain will revert to a normal boulder."},
GEM = { "A large gem. It can be sacrificed at a Tribute or used as a trade good."},
ROCK = { "A small rock, sharpened as a weapon in Adventure mode.",
"A Pet Rock that is slain will revert to a normal rock."},
ROUGH = { "Rough gemstones and raw glass are cut by a Gem Cutter at a Jeweler's",
"Workshop into small decorative gems.",
"A miner can attempt to extract a Gem Seed from a rough Hidden Gem in an",
"appropriate Tribute.",
"A cut Hidden Gem can be sacrificed at an appropriate Tribute."},
SMALLGEM = {"Cut gemstones and the odd gizzard stone (a product of butchering",
"certain species of animals) are used by a Gem Setter to decorate items",
"at a Jeweler's Workshop.",
"A cut Hidden Gem can be sacrificed at a Tribute of the associated ",
"layer stone."}
}
|
-- autocmd BufWritePre <buffer> <cmd>EslintFixAll<CR>
require'lspconfig'.eslint.setup{
-- on_attach = require('lsp').on_attach,
}
-- capabilities = require('coq').capabilities,
-- require'lspconfig'.eslint.setup(require "coq".lsp_ensure_capabilities())
|
-- 補充lua沒有的數學庫
local math = math
local Math = {
__index = math,
e = math.exp(1)
}
setmetatable(Math, Math)
function Math.round(num)
if num >= 0 then
return math.floor(num + 0.5)
else
return math.ceil(num - 0.5)
end
end
-- 無參數 產生(0, 1)的隨機整數
-- 只有參數n 產生[1, n]的隨機整數
-- 兩個參數 產生[n, m]的隨機整數
-- n, m 非整數會報錯
math.randomseed(tonumber(tostring(os.time()):reverse():sub(1, 6)))
function Math.rand(n, m)
local modf = math.modf
if not n then
return math.random()
end
if not m then
n = modf(n)
return math.random(n)
end
n = modf(n)
m = modf(m)
return math.random(n, m)
end
-- 確認值是否超出最大或最小值
function Math.bound(value_min, value, value_max)
-- 沒有上下限,直接回傳值
if not (value_min or value_max) then
return value
end
if not value_min then
return math.min(value_max, value)
end
if not value_max then
return math.max(value_min, value)
end
return math.min(value_max, math.max(value_min, value))
end
-- 此函數計算最大公因數(GreatestCommonFactor)
-- 遞歸比起for會慢很多,這裡把較大的數當作迴圈次數,才不會出現迴圈結束卻還沒得到結果的問題
function Math.gcf(num1, num2)
local big_num, small_num
if num1 > num2 then
big_num = num1
small_num = num2
else
big_num = num2
small_num = num1
end
for i = 1, big_num do
big_num = big_num % small_num
if big_num == 0 then
return small_num
end
-- 保證big_num > small_num
big_num, small_num = small_num, big_num
end
end
function Math.angle(s_x, s_y, t_x, t_y)
local theta = math.atan(t_y - s_y, t_x - s_x)
return theta < 0 and 2 * math.pi + theta or theta
end
function Math.inRange(x, lower, higher)
return (x >= lower) and x <= higher
end
-- 以p為起點,向右作一條射線,看射線跟邊相交的點的數量是奇還偶
function Math.inPolygon(p, points)
local in_poly = false -- 奇數次表示在裡面,偶數次表示在外面
local next, x
for i, pt in ipairs(points) do
next = points[i == #points and 1 or i+1]
-- 點在頂點上
if (p.x == pt.x and p.y == pt.y) or (p.x ==next.x and p.y == next.y) then
return true
end
-- 點經過水平的邊不算
-- 點的y座標比兩端點都低或都高,都代表碰不到邊
-- 如果經過頂點,會把頂點歸類在射線的上側
if p.y > math.min(pt.y, next.y) and
p.y <= math.max(pt.y, next.y) then
-- 射線與線段相交的x
x = pt.x + (p.y - pt.y) * (next.x - pt.x) / (next.y - pt.y)
-- 點在線上
if x == p.x then
return true
end
-- 透過判斷射線起始點在預期的x的左右邊,可以知道它有無跨過線段
if x > p.x then
in_poly = not in_poly
end
end
end
return in_poly
end
return Math
|
--[[ Generated with https://github.com/TypeScriptToLua/TypeScriptToLua ]]
require("lualib_bundle");
local ____exports = {}
local ____log = require("lib.log")
local Log = ____log.default
local ____game = require("lib.game")
local getPlayers = ____game.getPlayers
local ____player_2Ddata = require("data.player-data")
local getPlayerData = ____player_2Ddata.getPlayerData
local initPlayer = ____player_2Ddata.initPlayer
local ____global_2Dsave_2Ddata = require("data.global-save-data")
local Global = ____global_2Dsave_2Ddata.default
local ____resource_2Dsite_2Dcreator = require("lib.resource-site-creator")
local clearDraftResourceSite = ____resource_2Dsite_2Dcreator.clearDraftResourceSite
local finalizeResourceSite = ____resource_2Dsite_2Dcreator.finalizeResourceSite
local registerResourceSite = ____resource_2Dsite_2Dcreator.registerResourceSite
local scanResourceSite = ____resource_2Dsite_2Dcreator.scanResourceSite
local ____settings_2Ddata = require("data.settings-data")
local SettingsData = ____settings_2Ddata.default
____exports.ResourceTracker = __TS__Class()
local ResourceTracker = ____exports.ResourceTracker
ResourceTracker.name = "ResourceTracker"
function ResourceTracker.prototype.____constructor(self)
end
function ResourceTracker.prototype.OnTick(self, event)
local forceKeys = __TS__ObjectKeys(Global.forceData)
local ticksBetweenChecks = SettingsData.TickBetweenChecks
local currentTick = event.tick
for ____, forceKey in ipairs(forceKeys) do
local resourceSites = Global.forceData[forceKey].resourceSites
for ____, resourceSite in __TS__Iterator(resourceSites) do
if currentTick - resourceSite.lastResourceCheckTick > ticksBetweenChecks then
local totalAmount = 0
for ____, ____value in ipairs(__TS__ObjectEntries(resourceSite.trackedPositionKeys)) do
local key = ____value[1]
local value = ____value[2]
totalAmount = totalAmount + Global.trackedResources[key].resourceAmount
end
resourceSite.totalAmount = totalAmount
end
end
end
end
function ResourceTracker.prototype.updateResourceAmounts(self)
local cacheIteration = Global.cacheIteration
if not cacheIteration then
return
end
if not cacheIteration.force then
end
do
local i = 0
while i < 50 do
i = i + 1
end
end
end
function ResourceTracker.prototype.updatePlayers(self, event)
if not Global.valid or not Global.playerData then
Log:warnAll("updatePlayers() => Either Global or Global.playerData was invalid")
return
end
local players = getPlayers(nil)
for ____, player in ipairs(players) do
local playerData = getPlayerData(nil, player.index)
if not playerData then
initPlayer(nil, player.index)
playerData = getPlayerData(nil, player.index)
elseif not player.connected and playerData.draftResourceSite then
clearDraftResourceSite(nil, player.index)
end
local ____playerData_draftResourceSite_0 = playerData
if ____playerData_draftResourceSite_0 ~= nil then
____playerData_draftResourceSite_0 = ____playerData_draftResourceSite_0.draftResourceSite
end
if ____playerData_draftResourceSite_0 then
local resourceSite = playerData.draftResourceSite
if #resourceSite.nextToScan > 0 then
scanResourceSite(nil, player.index)
elseif not resourceSite.finalizing then
finalizeResourceSite(nil, player.index)
elseif resourceSite.finalizingSince + 120 == event.tick then
registerResourceSite(nil, player.index)
end
if resourceSite.isOverlayBeingCreated then
self:processOverlayForExistingResourceSite(player.index)
end
end
if playerData and event.tick % playerData.guiUpdateTicks == 15 + player.index then
self:updateUi(player.index)
end
end
end
function ResourceTracker.prototype.updateUi(self, playerIndex)
end
function ResourceTracker.prototype.processOverlayForExistingResourceSite(self, index)
end
local resourceCache = __TS__New(____exports.ResourceTracker)
____exports.default = resourceCache
return ____exports
|
local data
local ffi
if type(rawget(_G, "jit")) == 'table' then
ffi = require("ffi")
data = ffi.new("char[32768]")
else
data = {}
local i = 0
while i < 32768 do
data[i] = 0
i = i + 1
end
end
local i = 0
local w = function(c)
io.write(string.char(c))
end
local r = function() return io.read(1):byte() end
i = i + 121
data[i] = 0
i = i + 41
data[i] = 0
i = i + 41
data[i] = 0
i = i + 41
data[i] = 0
i = i + 1
data[i] = 27
w(data[i])
data[i] = data[i] + 64
w(data[i])
data[i] = data[i] - 19
w(data[i])
data[i] = data[i] - 45
w(data[i])
data[i] = data[i] + 64
w(data[i])
data[i] = data[i] - 41
w(data[i])
data[i] = data[i] + 24
w(data[i])
data[i] = 27
w(data[i])
data[i] = data[i] + 64
w(data[i])
data[i] = data[i] - 41
w(data[i])
data[i] = data[i] + 9
w(data[i])
data[i] = data[i] - 9
w(data[i])
data[i] = data[i] + 5
w(data[i])
data[i] = data[i] + 17
w(data[i])
data[i] = data[i] + 12
w(data[i])
data[i] = data[i] + 27
w(data[i])
data[i] = data[i] + 8
w(data[i])
data[i] = data[i] - 18
w(data[i])
data[i] = data[i] + 13
w(data[i])
data[i] = data[i] + 1
w(data[i])
data[i] = data[i] - 83
w(data[i])
data[i] = data[i] + 79
w(data[i])
data[i] = data[i] - 9
w(data[i])
data[i] = data[i] - 70
w(data[i])
data[i] = data[i] + 40
w(data[i])
data[i] = data[i] + 25
w(data[i])
data[i] = data[i] + 13
w(data[i])
data[i] = data[i] + 1
w(data[i])
data[i] = data[i] - 6
w(data[i])
data[i] = data[i] - 73
w(data[i])
data[i] = data[i] + 73
w(data[i])
data[i] = data[i] + 5
w(data[i])
data[i] = data[i] - 78
w(data[i])
data[i] = data[i] + 34
w(data[i])
data[i] = data[i] + 48
w(data[i])
data[i] = data[i] - 17
w(data[i])
data[i] = data[i] + 8
w(data[i])
data[i] = data[i] + 5
w(data[i])
data[i] = data[i] - 8
w(data[i])
data[i] = data[i] - 60
w(data[i])
data[i] = data[i] + 57
w(data[i])
data[i] = data[i] + 8
w(data[i])
data[i] = 27
w(data[i])
data[i] = data[i] + 64
w(data[i])
data[i] = data[i] - 40
w(data[i])
data[i] = data[i] + 8
w(data[i])
data[i] = data[i] - 10
w(data[i])
data[i] = data[i] + 4
w(data[i])
data[i] = data[i] + 19
w(data[i])
data[i] = data[i] + 15
w(data[i])
data[i] = data[i] + 27
w(data[i])
data[i] = data[i] - 9
w(data[i])
data[i] = data[i] + 11
w(data[i])
w(data[i])
data[i] = data[i] - 15
w(data[i])
data[i] = data[i] + 9
w(data[i])
data[i] = data[i] - 78
w(data[i])
data[i] = data[i] + 66
w(data[i])
data[i] = data[i] + 23
w(data[i])
data[i] = data[i] - 89
w(data[i])
data[i] = data[i] + 35
w(data[i])
data[i] = data[i] + 41
w(data[i])
data[i] = data[i] - 3
w(data[i])
data[i] = data[i] - 3
w(data[i])
w(data[i])
data[i] = data[i] + 9
w(data[i])
data[i] = data[i] + 3
w(data[i])
data[i] = data[i] - 14
w(data[i])
data[i] = data[i] - 68
w(data[i])
data[i] = data[i] + 55
w(data[i])
data[i] = data[i] + 24
w(data[i])
data[i] = data[i] - 3
w(data[i])
data[i] = data[i] - 6
w(data[i])
data[i] = data[i] - 70
w(data[i])
data[i] = data[i] + 28
w(data[i])
data[i] = data[i] + 44
w(data[i])
data[i] = data[i] + 12
w(data[i])
w(data[i])
data[i] = data[i] - 4
w(data[i])
data[i] = data[i] - 54
w(data[i])
data[i] = data[i] - 11
w(data[i])
w(data[i])
data[i] = data[i] + 72
w(data[i])
w(data[i])
w(data[i])
data[i] = data[i] - 73
w(data[i])
data[i] = data[i] + 53
w(data[i])
data[i] = data[i] + 9
w(data[i])
data[i] = data[i] - 3
w(data[i])
data[i] = data[i] - 3
w(data[i])
w(data[i])
data[i] = data[i] + 9
w(data[i])
data[i] = data[i] + 3
w(data[i])
data[i] = data[i] - 14
w(data[i])
data[i] = data[i] - 54
w(data[i])
data[i] = data[i] + 51
w(data[i])
data[i] = data[i] + 19
w(data[i])
data[i] = data[i] - 69
w(data[i])
data[i] = data[i] + 51
w(data[i])
data[i] = data[i] + 4
w(data[i])
data[i] = data[i] - 3
w(data[i])
data[i] = data[i] + 13
w(data[i])
data[i] = data[i] + 5
w(data[i])
data[i] = data[i] - 70
w(data[i])
data[i] = data[i] + 15
w(data[i])
data[i] = 0
i = i + 1
data[i] = 9
i = i + 1
data[i] = 3
i = i + 2
data[i] = 0
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 10
i = i - 2
data[i] = 0
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 2
data[i] = data[i] - 1
i = i + 1
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 1
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 1
i = i + 3
end
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 1
i = i + 3
end
i = i - 3
while data[i] ~= 0 do
i = i + 1
data[i] = 45
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
data[i] = data[i] + 43
i = i + 1
end
i = i - 3
while data[i] ~= 0 do
i = i + 3
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = data[i] - 1
i = i + 3
end
data[i] = 16
i = i + 1
data[i] = 14
i = i + 4
data[i] = 0
i = i + 1
data[i] = 0
i = i - 9
if (data[i] ~= 0) then
data[i + 9] = data[i + 9] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 9
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 9] = data[i - 9] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i - 2
data[i] = 1
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 2
data[i] = data[i] - 1
i = i + 1
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 1
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
i = i - 3
while data[i] ~= 0 do
data[i] = 0
i = i - 4
data[i] = data[i] + 5
i = i + 4
end
ffi.fill(data + i + 1, 2, 0)
i = i - 7
if (data[i] ~= 0) then
data[i + 9] = data[i + 9] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 9
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 9] = data[i - 9] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 1
i = i - 2
data[i] = 1
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 2
data[i] = data[i] - 1
i = i + 1
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 1
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
i = i - 3
while data[i] ~= 0 do
data[i] = 0
i = i - 3
data[i] = data[i] + 10
i = i + 3
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 8
if (data[i] ~= 0) then
data[i + 8] = data[i + 8] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 8
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 8] = data[i - 8] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 25
i = i - 3
data[i] = 0
i = i + 2
while data[i] ~= 0 do
i = i + 2
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = data[i] - 1
end
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i - 8
if (data[i] ~= 0) then
data[i + 8] = data[i + 8] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 8
if (data[i] ~= 0) then
data[i - 8] = data[i - 8] + (-(data[i] / -1)) * 1
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * -1
data[i] = 0
end
data[i] = 0
i = i - 8
if (data[i] ~= 0) then
data[i + 8] = data[i + 8] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 8
if (data[i] ~= 0) then
data[i - 8] = data[i - 8] + (-(data[i] / -1)) * 1
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * -1
data[i] = 0
end
ffi.fill(data + i + 1, 2, 0)
i = i - 7
if (data[i] ~= 0) then
data[i + 9] = data[i + 9] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 9
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 9] = data[i - 9] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 2
i = i - 2
data[i] = 1
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 2
data[i] = data[i] - 1
i = i + 1
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 1
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
i = i - 3
while data[i] ~= 0 do
data[i] = 0
i = i - 4
data[i] = data[i] - 5
i = i + 4
end
data[i] = 0
i = i - 9
if (data[i] ~= 0) then
data[i + 9] = data[i + 9] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 9
if (data[i] ~= 0) then
data[i - 9] = data[i - 9] + (-(data[i] / -1)) * 1
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * -1
data[i] = 0
end
data[i] = 27
w(data[i])
data[i] = data[i] + 64
w(data[i])
ffi.fill(data + i + 1, 2, 0)
i = i - 3
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 10
i = i + 1
data[i] = 0
i = i - 2
while data[i] ~= 0 do
i = i + 3
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i + 1
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 3
data[i] = data[i] - 1
i = i + 2
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
i = i - 3
end
i = i - 3
data[i] = 0
i = i + 6
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i - 7] = data[i - 7] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
if (data[i] ~= 0) then
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * -1
data[i] = 0
end
i = i + 1
end
i = i - 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 10
i = i - 5
data[i] = 0
i = i + 4
while data[i] ~= 0 do
i = i + 3
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i + 1
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 3
data[i] = data[i] - 1
i = i + 2
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 1
i = i + 1
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
data[i] = 0
i = i + 1
end
i = i - 1
while data[i] ~= 0 do
data[i] = 0
i = i - 7
data[i] = data[i] + 1
i = i + 7
end
i = i - 3
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 10
i = i + 1
data[i] = 0
i = i - 2
while data[i] ~= 0 do
i = i + 3
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i + 1
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 3
data[i] = data[i] - 1
i = i + 2
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
i = i - 3
end
i = i - 2
data[i] = 0
i = i + 5
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i - 6] = data[i - 6] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * -1
data[i] = 0
end
i = i + 1
end
i = i - 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 10
i = i - 5
data[i] = 0
i = i + 4
while data[i] ~= 0 do
i = i + 3
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i + 1
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 3
data[i] = data[i] - 1
i = i + 2
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 1
i = i + 1
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
data[i] = 0
i = i + 1
end
i = i - 1
while data[i] ~= 0 do
data[i] = 0
i = i - 7
data[i] = data[i] + 1
i = i + 7
end
i = i - 3
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 10
i = i + 1
data[i] = 0
i = i - 2
while data[i] ~= 0 do
i = i + 3
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i + 1
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 3
data[i] = data[i] - 1
i = i + 2
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
i = i - 3
end
i = i - 1
data[i] = 0
i = i + 4
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * -1
data[i] = 0
end
i = i + 1
end
i = i - 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 10
i = i - 5
data[i] = 0
i = i + 4
while data[i] ~= 0 do
i = i + 3
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i + 1
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 3
data[i] = data[i] - 1
i = i + 2
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 1
i = i + 1
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
data[i] = 0
i = i + 1
end
i = i - 1
while data[i] ~= 0 do
data[i] = 0
i = i - 7
data[i] = data[i] + 1
i = i + 7
end
i = i - 3
end
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
data[i] = 1
i = i - 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
data[i] = data[i] + 48
w(data[i])
i = i - 1
data[i] = data[i] + 48
w(data[i])
i = i - 1
data[i] = data[i] + 48
w(data[i])
i = i + 4
data[i] = data[i] - 1
i = i - 1
end
i = i + 1
while data[i] ~= 0 do
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
data[i] = 1
i = i - 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 4
data[i] = data[i] + 48
w(data[i])
i = i - 1
data[i] = data[i] + 48
w(data[i])
i = i + 6
data[i] = data[i] - 1
i = i - 1
end
i = i + 1
while data[i] ~= 0 do
data[i] = 0
i = i - 6
data[i] = data[i] + 48
w(data[i])
i = i + 6
end
i = i - 2
end
i = i - 6
data[i] = data[i] - 32
w(data[i])
ffi.fill(data + i + 1, 2, 0)
i = i - 4
if (data[i] ~= 0) then
data[i + 6] = data[i + 6] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 6
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 6] = data[i - 6] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 10
i = i + 1
data[i] = 0
i = i - 2
while data[i] ~= 0 do
i = i + 3
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i + 1
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 3
data[i] = data[i] - 1
i = i + 2
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
i = i - 3
end
i = i - 3
data[i] = 0
i = i + 6
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i - 7] = data[i - 7] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
if (data[i] ~= 0) then
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * -1
data[i] = 0
end
i = i + 1
end
i = i - 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 10
i = i - 5
data[i] = 0
i = i + 4
while data[i] ~= 0 do
i = i + 3
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i + 1
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 3
data[i] = data[i] - 1
i = i + 2
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 1
i = i + 1
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
data[i] = 0
i = i + 1
end
i = i - 1
while data[i] ~= 0 do
data[i] = 0
i = i - 7
data[i] = data[i] + 1
i = i + 7
end
i = i - 3
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 10
i = i + 1
data[i] = 0
i = i - 2
while data[i] ~= 0 do
i = i + 3
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i + 1
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 3
data[i] = data[i] - 1
i = i + 2
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
i = i - 3
end
i = i - 2
data[i] = 0
i = i + 5
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i - 6] = data[i - 6] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * -1
data[i] = 0
end
i = i + 1
end
i = i - 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 10
i = i - 5
data[i] = 0
i = i + 4
while data[i] ~= 0 do
i = i + 3
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i + 1
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 3
data[i] = data[i] - 1
i = i + 2
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 1
i = i + 1
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
data[i] = 0
i = i + 1
end
i = i - 1
while data[i] ~= 0 do
data[i] = 0
i = i - 7
data[i] = data[i] + 1
i = i + 7
end
i = i - 3
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 10
i = i + 1
data[i] = 0
i = i - 2
while data[i] ~= 0 do
i = i + 3
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i + 1
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 3
data[i] = data[i] - 1
i = i + 2
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
i = i - 3
end
i = i - 1
data[i] = 0
i = i + 4
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * -1
data[i] = 0
end
i = i + 1
end
i = i - 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 10
i = i - 5
data[i] = 0
i = i + 4
while data[i] ~= 0 do
i = i + 3
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i + 1
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 3
data[i] = data[i] - 1
i = i + 2
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 1
i = i + 1
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
data[i] = 0
i = i + 1
end
i = i - 1
while data[i] ~= 0 do
data[i] = 0
i = i - 7
data[i] = data[i] + 1
i = i + 7
end
i = i - 3
end
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
data[i] = 1
i = i - 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
data[i] = data[i] + 48
w(data[i])
i = i - 1
data[i] = data[i] + 48
w(data[i])
i = i - 1
data[i] = data[i] + 48
w(data[i])
i = i + 4
data[i] = data[i] - 1
i = i - 1
end
i = i + 1
while data[i] ~= 0 do
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
data[i] = 1
i = i - 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 4
data[i] = data[i] + 48
w(data[i])
i = i - 1
data[i] = data[i] + 48
w(data[i])
i = i + 6
data[i] = data[i] - 1
i = i - 1
end
i = i + 1
while data[i] ~= 0 do
data[i] = 0
i = i - 6
data[i] = data[i] + 48
w(data[i])
i = i + 6
end
i = i - 2
end
i = i - 6
data[i] = data[i] + 13
w(data[i])
ffi.fill(data + i + 1, 2, 0)
i = i - 5
if (data[i] ~= 0) then
data[i + 7] = data[i + 7] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 7
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 7] = data[i - 7] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 88
i = i - 2
data[i] = 1
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 2
data[i] = data[i] - 1
i = i + 1
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 1
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
i = i - 2
data[i] = 1
i = i - 1
while data[i] ~= 0 do
data[i] = 0
i = i + 2
data[i] = 120
w(data[i])
i = i - 1
data[i] = data[i] - 1
i = i - 1
end
i = i + 1
while data[i] ~= 0 do
data[i] = 0
i = i - 6
w(data[i])
i = i + 6
end
i = i - 1
data[i] = 0
i = i - 8
if (data[i] ~= 0) then
data[i + 8] = data[i + 8] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 6
data[i] = 0
i = i + 2
if (data[i] ~= 0) then
data[i - 8] = data[i - 8] + (-(data[i] / -1)) * 1
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = data[i] - 1
i = i + 2
end
i = i - 2
while data[i] ~= 0 do
i = i - 3
w(data[i])
w(data[i])
i = i + 3
data[i] = data[i] - 1
end
i = i - 3
w(data[i])
i = i + 5
data[i] = 0
i = i - 8
if (data[i] ~= 0) then
data[i + 8] = data[i + 8] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 6
data[i] = 0
i = i + 2
if (data[i] ~= 0) then
data[i - 8] = data[i - 8] + (-(data[i] / -1)) * 1
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = data[i] - 1
i = i + 2
end
i = i - 2
while data[i] ~= 0 do
i = i - 3
w(data[i])
w(data[i])
i = i + 3
data[i] = data[i] - 1
end
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 7
if (data[i] ~= 0) then
data[i + 7] = data[i + 7] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 7
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 7] = data[i - 7] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 88
i = i - 2
data[i] = 1
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 2
data[i] = data[i] - 1
i = i + 1
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 1
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
i = i - 2
data[i] = 1
i = i - 1
while data[i] ~= 0 do
data[i] = 0
i = i + 2
data[i] = 120
w(data[i])
i = i - 1
data[i] = data[i] - 1
i = i - 1
end
i = i + 1
while data[i] ~= 0 do
data[i] = 0
i = i - 6
w(data[i])
i = i + 6
end
i = i - 8
end
i = i + 3
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 7
data[i] = 0
i = i - 1
data[i] = 0
i = i - 1
data[i] = 0
i = i + 10
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 8] = data[i - 8] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i - 48
if (data[i] ~= 0) then
data[i + 48] = data[i + 48] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 48
if (data[i] ~= 0) then
data[i - 48] = data[i - 48] + (-(data[i] / -1)) * 1
data[i - 9] = data[i - 9] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 9
while data[i] ~= 0 do
i = i - 3
data[i] = 0
i = i - 1
data[i] = 0
i = i - 1
data[i] = 1
i = i + 6
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
data[i] = data[i] - 1
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 4
end
i = i - 2
data[i] = 0
i = i + 3
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
while data[i] ~= 0 do
i = i + 4
end
i = i - 38
data[i] = data[i] + 1
i = i + 48
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 5
data[i] = data[i] - 1
i = i + 5
end
i = i - 1
end
i = i - 5
data[i] = data[i] + 1
i = i + 2
data[i] = 1
i = i + 2
data[i] = 0
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 10
i = i - 2
data[i] = 0
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 2
data[i] = data[i] - 1
i = i + 1
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 1
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 1
i = i + 3
end
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 1
i = i + 3
end
i = i - 3
end
i = i - 3
data[i] = 0
i = i + 1
data[i] = 1
i = i + 1
data[i] = 2
i = i + 1
data[i] = 8
ffi.fill(data + i + 1, 2, 1)
i = i + 2
while data[i] ~= 0 do
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 4
i = i - 2
data[i] = 0
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 2
data[i] = data[i] - 1
i = i + 1
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 1
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 1
i = i + 3
end
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 1
i = i + 3
end
i = i - 3
while data[i] ~= 0 do
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
ffi.fill(data + i + 1, 3, 0)
i = i + 5
data[i] = 0
i = i + 1
data[i] = 0
i = i - 10
if (data[i] ~= 0) then
data[i + 10] = data[i + 10] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 10
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 10] = data[i - 10] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 1
i = i - 2
data[i] = 1
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 2
data[i] = data[i] - 1
i = i + 1
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 1
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
i = i - 3
while data[i] ~= 0 do
data[i] = 0
i = i - 3
data[i] = 1
i = i + 1
data[i] = 1
i = i + 2
end
ffi.fill(data + i + 1, 2, 0)
i = i - 8
if (data[i] ~= 0) then
data[i + 10] = data[i + 10] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 10
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 10] = data[i - 10] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 3
i = i - 2
data[i] = 1
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 2
data[i] = data[i] - 1
i = i + 1
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 1
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
i = i - 3
while data[i] ~= 0 do
data[i] = 0
i = i - 3
data[i] = 1
i = i + 2
data[i] = 1
i = i + 1
end
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i + 2
data[i] = 0
i = i - 15
if (data[i] ~= 0) then
data[i + 15] = data[i + 15] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 14
data[i] = 0
i = i + 1
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 15] = data[i - 15] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 14
if (data[i] ~= 0) then
data[i + 14] = data[i + 14] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 13
data[i] = 0
i = i + 1
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 14] = data[i - 14] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 3
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 13
if (data[i] ~= 0) then
data[i + 13] = data[i + 13] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 12
data[i] = 0
i = i + 1
if (data[i] ~= 0) then
data[i - 13] = data[i - 13] + (-(data[i] / -1)) * 1
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 9
data[i] = 0
end
i = i - 219
data[i] = 0
i = i - 1
data[i] = 0
i = i - 1
data[i] = 0
i = i + 222
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i - 220] = data[i - 220] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i - 16
if (data[i] ~= 0) then
data[i + 16] = data[i + 16] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 16
if (data[i] ~= 0) then
data[i - 16] = data[i - 16] + (-(data[i] / -1)) * 1
data[i - 221] = data[i - 221] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 221
while data[i] ~= 0 do
i = i - 3
data[i] = 0
i = i - 1
data[i] = 0
i = i - 1
data[i] = 1
i = i + 6
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
data[i] = data[i] - 1
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 4
end
i = i - 2
data[i] = 0
i = i + 3
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
while data[i] ~= 0 do
i = i + 4
end
i = i + 42
data[i] = 0
i = i - 1
data[i] = 0
i = i - 1
data[i] = 0
i = i + 182
data[i] = 0
i = i - 12
if (data[i] ~= 0) then
data[i + 12] = data[i + 12] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 12
if (data[i] ~= 0) then
data[i - 12] = data[i - 12] + (-(data[i] / -1)) * 1
data[i - 180] = data[i - 180] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i - 16
if (data[i] ~= 0) then
data[i + 16] = data[i + 16] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 16
if (data[i] ~= 0) then
data[i - 16] = data[i - 16] + (-(data[i] / -1)) * 1
data[i - 181] = data[i - 181] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 181
while data[i] ~= 0 do
i = i - 3
data[i] = 0
i = i - 1
data[i] = 0
i = i - 1
data[i] = 1
i = i + 6
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
data[i] = data[i] - 1
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 4
end
i = i - 2
data[i] = 0
i = i + 3
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
while data[i] ~= 0 do
i = i + 4
end
i = i + 42
data[i] = 0
i = i - 1
data[i] = 0
i = i - 1
data[i] = 0
i = i + 142
data[i] = 0
i = i - 11
if (data[i] ~= 0) then
data[i + 11] = data[i + 11] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 11
if (data[i] ~= 0) then
data[i - 140] = data[i - 140] + (-(data[i] / -1)) * 1
data[i - 11] = data[i - 11] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i - 16
if (data[i] ~= 0) then
data[i + 16] = data[i + 16] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 16
if (data[i] ~= 0) then
data[i - 16] = data[i - 16] + (-(data[i] / -1)) * 1
data[i - 141] = data[i - 141] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 141
while data[i] ~= 0 do
i = i - 3
data[i] = 0
i = i - 1
data[i] = 0
i = i - 1
data[i] = 1
i = i + 6
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
data[i] = data[i] - 1
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 4
end
i = i - 2
data[i] = 0
i = i + 3
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
while data[i] ~= 0 do
i = i + 4
end
i = i + 126
data[i] = data[i] + 1
i = i + 13
end
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 12
if (data[i] ~= 0) then
data[i + 12] = data[i + 12] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
data[i] = 0
i = i + 7
if (data[i] ~= 0) then
data[i - 12] = data[i - 12] + (-(data[i] / -1)) * 1
data[i - 7] = data[i - 7] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i - 11
if (data[i] ~= 0) then
data[i + 11] = data[i + 11] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
data[i] = 0
i = i + 12
if (data[i] ~= 0) then
data[i - 12] = data[i - 12] + (-(data[i] / -1)) * 1
data[i - 11] = data[i - 11] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i - 7
if (data[i] ~= 0) then
data[i + 7] = data[i + 7] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 4
data[i] = 0
i = i + 11
if (data[i] ~= 0) then
data[i - 11] = data[i - 11] + (-(data[i] / -1)) * 1
data[i - 7] = data[i - 7] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 10
data[i] = data[i] - 1
i = i + 1
data[i] = 0
i = i + 1
data[i] = data[i] + 1
i = i + 7
end
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 12
if (data[i] ~= 0) then
data[i + 12] = data[i + 12] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
data[i] = 0
i = i + 7
if (data[i] ~= 0) then
data[i - 12] = data[i - 12] + (-(data[i] / -1)) * 1
data[i - 7] = data[i - 7] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i - 13
if (data[i] ~= 0) then
data[i + 13] = data[i + 13] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i + 12
if (data[i] ~= 0) then
data[i - 13] = data[i - 13] + (-(data[i] / -1)) * 1
data[i - 12] = data[i - 12] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i - 7
if (data[i] ~= 0) then
data[i + 7] = data[i + 7] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 6
data[i] = 0
i = i + 13
if (data[i] ~= 0) then
data[i - 13] = data[i - 13] + (-(data[i] / -1)) * 1
data[i - 7] = data[i - 7] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 10
data[i] = data[i] - 1
i = i + 1
data[i] = 0
i = i + 1
data[i] = data[i] + 1
i = i + 7
end
i = i - 4
end
ffi.fill(data + i + 1, 2, 0)
i = i - 4
if (data[i] ~= 0) then
data[i + 6] = data[i + 6] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 6
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 6] = data[i - 6] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 2
i = i - 2
data[i] = 1
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 2
data[i] = data[i] - 1
i = i + 1
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 1
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
i = i - 3
while data[i] ~= 0 do
data[i] = 0
i = i + 4
data[i] = 2
i = i + 2
data[i] = 0
i = i + 1
data[i] = 0
i = i - 15
if (data[i] ~= 0) then
data[i + 15] = data[i + 15] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 15
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 15] = data[i - 15] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i - 2
data[i] = 1
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 2
data[i] = data[i] - 1
i = i + 1
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 1
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
i = i - 3
while data[i] ~= 0 do
data[i] = 0
i = i + 1
data[i] = 0
i = i - 56
if (data[i] ~= 0) then
data[i + 56] = data[i + 56] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 52
data[i] = 0
i = i + 4
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i - 56] = data[i - 56] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
end
ffi.fill(data + i + 1, 2, 0)
i = i - 13
if (data[i] ~= 0) then
data[i + 15] = data[i + 15] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 15
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 15] = data[i - 15] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 1
i = i - 2
data[i] = 1
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 2
data[i] = data[i] - 1
i = i + 1
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 1
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
i = i - 3
while data[i] ~= 0 do
data[i] = 0
i = i + 1
data[i] = 0
i = i - 138
if (data[i] ~= 0) then
data[i + 138] = data[i + 138] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 134
data[i] = 0
i = i + 4
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i - 138] = data[i - 138] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
end
ffi.fill(data + i + 1, 2, 0)
i = i - 13
if (data[i] ~= 0) then
data[i + 15] = data[i + 15] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 15
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 15] = data[i - 15] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 2
i = i - 2
data[i] = 1
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 2
data[i] = data[i] - 1
i = i + 1
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 1
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
i = i - 3
while data[i] ~= 0 do
data[i] = 0
i = i + 1
data[i] = 0
i = i - 97
if (data[i] ~= 0) then
data[i + 97] = data[i + 97] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 93
data[i] = 0
i = i + 4
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i - 97] = data[i - 97] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
end
ffi.fill(data + i + 1, 2, 0)
i = i - 13
if (data[i] ~= 0) then
data[i + 15] = data[i + 15] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 15
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 15] = data[i - 15] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i - 2
data[i] = 1
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 2
data[i] = data[i] - 1
i = i + 1
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 1
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
i = i - 3
while data[i] ~= 0 do
data[i] = 0
i = i - 55
data[i] = data[i] - 1
i = i + 40
data[i] = 0
i = i - 1
data[i] = 0
i = i - 1
data[i] = 0
i = i + 13
data[i] = 0
i = i + 5
data[i] = 0
i = i - 56
if (data[i] ~= 0) then
data[i + 56] = data[i + 56] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 56
if (data[i] ~= 0) then
data[i - 17] = data[i - 17] + (-(data[i] / -1)) * 1
data[i - 56] = data[i - 56] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 17
while data[i] ~= 0 do
i = i - 3
data[i] = 0
i = i - 1
data[i] = 0
i = i - 1
data[i] = 1
i = i + 5
data[i] = data[i] - 1
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 4
end
i = i - 2
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
while data[i] ~= 0 do
i = i + 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
end
i = i + 2
if (data[i] ~= 0) then
data[i + 11] = data[i + 11] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 15
end
ffi.fill(data + i + 1, 2, 0)
i = i - 13
if (data[i] ~= 0) then
data[i + 15] = data[i + 15] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 15
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 15] = data[i - 15] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 1
i = i - 2
data[i] = 1
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 2
data[i] = data[i] - 1
i = i + 1
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 1
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
i = i - 3
while data[i] ~= 0 do
data[i] = 0
i = i - 137
data[i] = data[i] - 1
i = i + 40
data[i] = 0
i = i - 1
data[i] = 0
i = i - 1
data[i] = 0
i = i + 95
data[i] = 0
i = i + 5
data[i] = 0
i = i - 138
if (data[i] ~= 0) then
data[i + 138] = data[i + 138] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 138
if (data[i] ~= 0) then
data[i - 99] = data[i - 99] + (-(data[i] / -1)) * 1
data[i - 138] = data[i - 138] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 99
while data[i] ~= 0 do
i = i - 3
data[i] = 0
i = i - 1
data[i] = 0
i = i - 1
data[i] = 1
i = i + 5
data[i] = data[i] - 1
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 4
end
i = i - 2
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
while data[i] ~= 0 do
i = i + 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
end
i = i + 2
if (data[i] ~= 0) then
data[i + 93] = data[i + 93] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 97
end
ffi.fill(data + i + 1, 2, 0)
i = i - 13
if (data[i] ~= 0) then
data[i + 15] = data[i + 15] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 15
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 15] = data[i - 15] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 2
i = i - 2
data[i] = 1
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 2
data[i] = data[i] - 1
i = i + 1
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 1
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
i = i - 3
while data[i] ~= 0 do
data[i] = 0
i = i - 96
data[i] = data[i] - 1
i = i + 40
data[i] = 0
i = i - 1
data[i] = 0
i = i - 1
data[i] = 0
i = i + 54
data[i] = 0
i = i + 5
data[i] = 0
i = i - 97
if (data[i] ~= 0) then
data[i + 97] = data[i + 97] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 97
if (data[i] ~= 0) then
data[i - 58] = data[i - 58] + (-(data[i] / -1)) * 1
data[i - 97] = data[i - 97] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 58
while data[i] ~= 0 do
i = i - 3
data[i] = 0
i = i - 1
data[i] = 0
i = i - 1
data[i] = 1
i = i + 5
data[i] = data[i] - 1
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 4
end
i = i - 2
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
while data[i] ~= 0 do
i = i + 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
end
i = i + 2
if (data[i] ~= 0) then
data[i + 52] = data[i + 52] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 56
end
ffi.fill(data + i + 1, 2, 0)
i = i - 11
if (data[i] ~= 0) then
data[i + 13] = data[i + 13] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 13
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 13] = data[i - 13] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i - 2
data[i] = 1
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 2
data[i] = data[i] - 1
i = i + 1
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 1
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
i = i - 3
while data[i] ~= 0 do
data[i] = 0
i = i - 15
data[i] = 0
i = i - 1
data[i] = 0
i = i - 1
data[i] = 0
i = i + 18
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 16] = data[i - 16] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i - 56
if (data[i] ~= 0) then
data[i + 56] = data[i + 56] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 56
if (data[i] ~= 0) then
data[i - 17] = data[i - 17] + (-(data[i] / -1)) * 1
data[i - 56] = data[i - 56] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 17
while data[i] ~= 0 do
i = i - 3
data[i] = 0
i = i - 1
data[i] = 0
i = i - 1
data[i] = 1
i = i + 6
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
data[i] = data[i] - 1
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 4
end
i = i - 2
data[i] = 0
i = i + 3
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
while data[i] ~= 0 do
i = i + 4
end
i = i - 38
data[i] = data[i] + 1
i = i + 55
end
ffi.fill(data + i + 1, 2, 0)
i = i - 11
if (data[i] ~= 0) then
data[i + 13] = data[i + 13] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 13
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 13] = data[i - 13] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 1
i = i - 2
data[i] = 1
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 2
data[i] = data[i] - 1
i = i + 1
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 1
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
i = i - 3
while data[i] ~= 0 do
data[i] = 0
i = i - 97
data[i] = 0
i = i - 1
data[i] = 0
i = i - 1
data[i] = 0
i = i + 100
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 98] = data[i - 98] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i - 138
if (data[i] ~= 0) then
data[i + 138] = data[i + 138] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 138
if (data[i] ~= 0) then
data[i - 99] = data[i - 99] + (-(data[i] / -1)) * 1
data[i - 138] = data[i - 138] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 99
while data[i] ~= 0 do
i = i - 3
data[i] = 0
i = i - 1
data[i] = 0
i = i - 1
data[i] = 1
i = i + 6
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
data[i] = data[i] - 1
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 4
end
i = i - 2
data[i] = 0
i = i + 3
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
while data[i] ~= 0 do
i = i + 4
end
i = i - 38
data[i] = data[i] + 1
i = i + 137
end
ffi.fill(data + i + 1, 2, 0)
i = i - 11
if (data[i] ~= 0) then
data[i + 13] = data[i + 13] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 13
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 13] = data[i - 13] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 2
i = i - 2
data[i] = 1
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 2
data[i] = data[i] - 1
i = i + 1
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 1
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
i = i - 3
while data[i] ~= 0 do
data[i] = 0
i = i - 56
data[i] = 0
i = i - 1
data[i] = 0
i = i - 1
data[i] = 0
i = i + 59
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 57] = data[i - 57] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i - 97
if (data[i] ~= 0) then
data[i + 97] = data[i + 97] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 97
if (data[i] ~= 0) then
data[i - 58] = data[i - 58] + (-(data[i] / -1)) * 1
data[i - 97] = data[i - 97] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 58
while data[i] ~= 0 do
i = i - 3
data[i] = 0
i = i - 1
data[i] = 0
i = i - 1
data[i] = 1
i = i + 6
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
data[i] = data[i] - 1
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 4
end
i = i - 2
data[i] = 0
i = i + 3
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
while data[i] ~= 0 do
i = i + 4
end
i = i - 38
data[i] = data[i] + 1
i = i + 96
end
ffi.fill(data + i + 1, 2, 0)
i = i - 11
if (data[i] ~= 0) then
data[i + 13] = data[i + 13] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 13
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 13] = data[i - 13] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i - 2
data[i] = 1
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 2
data[i] = data[i] - 1
i = i + 1
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 1
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
i = i - 3
while data[i] ~= 0 do
data[i] = 0
i = i + 1
data[i] = 0
i = i - 56
if (data[i] ~= 0) then
data[i + 56] = data[i + 56] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 53
data[i] = 0
i = i + 3
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i - 56] = data[i - 56] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
end
ffi.fill(data + i + 1, 2, 0)
i = i - 11
if (data[i] ~= 0) then
data[i + 13] = data[i + 13] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 13
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 13] = data[i - 13] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 1
i = i - 2
data[i] = 1
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 2
data[i] = data[i] - 1
i = i + 1
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 1
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
i = i - 3
while data[i] ~= 0 do
data[i] = 0
i = i + 1
data[i] = 0
i = i - 138
if (data[i] ~= 0) then
data[i + 138] = data[i + 138] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 135
data[i] = 0
i = i + 3
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i - 138] = data[i - 138] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
end
ffi.fill(data + i + 1, 2, 0)
i = i - 11
if (data[i] ~= 0) then
data[i + 13] = data[i + 13] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 13
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 13] = data[i - 13] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 2
i = i - 2
data[i] = 1
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 2
data[i] = data[i] - 1
i = i + 1
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 1
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
i = i - 3
while data[i] ~= 0 do
data[i] = 0
i = i + 1
data[i] = 0
i = i - 97
if (data[i] ~= 0) then
data[i + 97] = data[i + 97] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 94
data[i] = 0
i = i + 3
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i - 97] = data[i - 97] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
data[i] = data[i] - 1
i = i + 4
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
data[i] = 1
i = i - 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
data[i] = 0
i = i - 18
if (data[i] ~= 0) then
data[i + 18] = data[i + 18] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 13
data[i] = 0
i = i + 5
if (data[i] ~= 0) then
data[i - 18] = data[i - 18] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i - 8
if (data[i] ~= 0) then
data[i + 8] = data[i + 8] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
data[i] = 0
i = i + 4
if (data[i] ~= 0) then
data[i - 8] = data[i - 8] + (-(data[i] / -1)) * 1
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 32
i = i + 2
data[i] = data[i] - 1
i = i - 1
end
i = i + 1
while data[i] ~= 0 do
data[i] = 0
i = i + 1
data[i] = 0
i = i - 16
if (data[i] ~= 0) then
data[i + 16] = data[i + 16] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 11
data[i] = 0
i = i + 5
if (data[i] ~= 0) then
data[i - 16] = data[i - 16] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i - 7
if (data[i] ~= 0) then
data[i + 7] = data[i + 7] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
data[i] = 0
i = i + 4
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i - 7] = data[i - 7] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 88
i = i + 2
end
i = i - 1
data[i] = 16
i = i + 1
data[i] = 14
i = i + 4
data[i] = 0
i = i + 1
data[i] = 0
i = i - 9
if (data[i] ~= 0) then
data[i + 9] = data[i + 9] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 9
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 9] = data[i - 9] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i - 2
data[i] = 1
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 2
data[i] = data[i] - 1
i = i + 1
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 1
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
i = i - 3
while data[i] ~= 0 do
data[i] = 0
i = i - 4
data[i] = data[i] + 5
i = i + 4
end
ffi.fill(data + i + 1, 2, 0)
i = i - 7
if (data[i] ~= 0) then
data[i + 9] = data[i + 9] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 9
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 9] = data[i - 9] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 1
i = i - 2
data[i] = 1
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 2
data[i] = data[i] - 1
i = i + 1
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 1
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
i = i - 3
while data[i] ~= 0 do
data[i] = 0
i = i - 3
data[i] = data[i] + 10
i = i + 3
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 8
if (data[i] ~= 0) then
data[i + 8] = data[i + 8] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 8
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 8] = data[i - 8] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 25
i = i - 3
data[i] = 0
i = i + 2
while data[i] ~= 0 do
i = i + 2
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = data[i] - 1
end
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i - 11
if (data[i] ~= 0) then
data[i + 11] = data[i + 11] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 11
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * -1
data[i - 11] = data[i - 11] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i - 11
if (data[i] ~= 0) then
data[i + 11] = data[i + 11] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 11
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * -1
data[i - 11] = data[i - 11] + (-(data[i] / -1)) * 1
data[i] = 0
end
ffi.fill(data + i + 1, 2, 0)
i = i - 7
if (data[i] ~= 0) then
data[i + 9] = data[i + 9] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 9
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 9] = data[i - 9] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 2
i = i - 2
data[i] = 1
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 2
data[i] = data[i] - 1
i = i + 1
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 1
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
i = i - 3
while data[i] ~= 0 do
data[i] = 0
i = i - 4
data[i] = data[i] - 5
i = i + 4
end
data[i] = 0
i = i - 6
if (data[i] ~= 0) then
data[i + 6] = data[i + 6] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 6
if (data[i] ~= 0) then
data[i - 6] = data[i - 6] + (-(data[i] / -1)) * 1
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * -1
data[i] = 0
end
data[i] = 27
w(data[i])
data[i] = data[i] + 64
w(data[i])
ffi.fill(data + i + 1, 2, 0)
i = i - 3
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 10
i = i + 1
data[i] = 0
i = i - 2
while data[i] ~= 0 do
i = i + 3
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i + 1
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 3
data[i] = data[i] - 1
i = i + 2
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
i = i - 3
end
i = i - 3
data[i] = 0
i = i + 6
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i - 7] = data[i - 7] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
if (data[i] ~= 0) then
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * -1
data[i] = 0
end
i = i + 1
end
i = i - 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 10
i = i - 5
data[i] = 0
i = i + 4
while data[i] ~= 0 do
i = i + 3
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i + 1
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 3
data[i] = data[i] - 1
i = i + 2
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 1
i = i + 1
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
data[i] = 0
i = i + 1
end
i = i - 1
while data[i] ~= 0 do
data[i] = 0
i = i - 7
data[i] = data[i] + 1
i = i + 7
end
i = i - 3
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 10
i = i + 1
data[i] = 0
i = i - 2
while data[i] ~= 0 do
i = i + 3
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i + 1
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 3
data[i] = data[i] - 1
i = i + 2
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
i = i - 3
end
i = i - 2
data[i] = 0
i = i + 5
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i - 6] = data[i - 6] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * -1
data[i] = 0
end
i = i + 1
end
i = i - 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 10
i = i - 5
data[i] = 0
i = i + 4
while data[i] ~= 0 do
i = i + 3
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i + 1
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 3
data[i] = data[i] - 1
i = i + 2
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 1
i = i + 1
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
data[i] = 0
i = i + 1
end
i = i - 1
while data[i] ~= 0 do
data[i] = 0
i = i - 7
data[i] = data[i] + 1
i = i + 7
end
i = i - 3
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 10
i = i + 1
data[i] = 0
i = i - 2
while data[i] ~= 0 do
i = i + 3
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i + 1
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 3
data[i] = data[i] - 1
i = i + 2
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
i = i - 3
end
i = i - 1
data[i] = 0
i = i + 4
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * -1
data[i] = 0
end
i = i + 1
end
i = i - 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 10
i = i - 5
data[i] = 0
i = i + 4
while data[i] ~= 0 do
i = i + 3
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i + 1
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 3
data[i] = data[i] - 1
i = i + 2
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 1
i = i + 1
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
data[i] = 0
i = i + 1
end
i = i - 1
while data[i] ~= 0 do
data[i] = 0
i = i - 7
data[i] = data[i] + 1
i = i + 7
end
i = i - 3
end
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
data[i] = 1
i = i - 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
data[i] = data[i] + 48
w(data[i])
i = i - 1
data[i] = data[i] + 48
w(data[i])
i = i - 1
data[i] = data[i] + 48
w(data[i])
i = i + 4
data[i] = data[i] - 1
i = i - 1
end
i = i + 1
while data[i] ~= 0 do
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
data[i] = 1
i = i - 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 4
data[i] = data[i] + 48
w(data[i])
i = i - 1
data[i] = data[i] + 48
w(data[i])
i = i + 6
data[i] = data[i] - 1
i = i - 1
end
i = i + 1
while data[i] ~= 0 do
data[i] = 0
i = i - 6
data[i] = data[i] + 48
w(data[i])
i = i + 6
end
i = i - 2
end
i = i - 6
data[i] = data[i] - 32
w(data[i])
ffi.fill(data + i + 1, 2, 0)
i = i - 4
if (data[i] ~= 0) then
data[i + 6] = data[i + 6] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 6
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 6] = data[i - 6] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 10
i = i + 1
data[i] = 0
i = i - 2
while data[i] ~= 0 do
i = i + 3
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i + 1
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 3
data[i] = data[i] - 1
i = i + 2
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
i = i - 3
end
i = i - 3
data[i] = 0
i = i + 6
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i - 7] = data[i - 7] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
if (data[i] ~= 0) then
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * -1
data[i] = 0
end
i = i + 1
end
i = i - 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 10
i = i - 5
data[i] = 0
i = i + 4
while data[i] ~= 0 do
i = i + 3
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i + 1
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 3
data[i] = data[i] - 1
i = i + 2
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 1
i = i + 1
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
data[i] = 0
i = i + 1
end
i = i - 1
while data[i] ~= 0 do
data[i] = 0
i = i - 7
data[i] = data[i] + 1
i = i + 7
end
i = i - 3
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 10
i = i + 1
data[i] = 0
i = i - 2
while data[i] ~= 0 do
i = i + 3
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i + 1
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 3
data[i] = data[i] - 1
i = i + 2
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
i = i - 3
end
i = i - 2
data[i] = 0
i = i + 5
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i - 6] = data[i - 6] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * -1
data[i] = 0
end
i = i + 1
end
i = i - 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 10
i = i - 5
data[i] = 0
i = i + 4
while data[i] ~= 0 do
i = i + 3
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i + 1
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 3
data[i] = data[i] - 1
i = i + 2
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 1
i = i + 1
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
data[i] = 0
i = i + 1
end
i = i - 1
while data[i] ~= 0 do
data[i] = 0
i = i - 7
data[i] = data[i] + 1
i = i + 7
end
i = i - 3
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 10
i = i + 1
data[i] = 0
i = i - 2
while data[i] ~= 0 do
i = i + 3
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i + 1
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 3
data[i] = data[i] - 1
i = i + 2
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
i = i - 3
end
i = i - 1
data[i] = 0
i = i + 4
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * -1
data[i] = 0
end
i = i + 1
end
i = i - 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 10
i = i - 5
data[i] = 0
i = i + 4
while data[i] ~= 0 do
i = i + 3
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i + 1
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 3
data[i] = data[i] - 1
i = i + 2
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 1
i = i + 1
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
data[i] = 0
i = i + 1
end
i = i - 1
while data[i] ~= 0 do
data[i] = 0
i = i - 7
data[i] = data[i] + 1
i = i + 7
end
i = i - 3
end
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
data[i] = 1
i = i - 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
data[i] = data[i] + 48
w(data[i])
i = i - 1
data[i] = data[i] + 48
w(data[i])
i = i - 1
data[i] = data[i] + 48
w(data[i])
i = i + 4
data[i] = data[i] - 1
i = i - 1
end
i = i + 1
while data[i] ~= 0 do
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
data[i] = 1
i = i - 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 4
data[i] = data[i] + 48
w(data[i])
i = i - 1
data[i] = data[i] + 48
w(data[i])
i = i + 6
data[i] = data[i] - 1
i = i - 1
end
i = i + 1
while data[i] ~= 0 do
data[i] = 0
i = i - 6
data[i] = data[i] + 48
w(data[i])
i = i + 6
end
i = i - 2
end
i = i - 6
data[i] = data[i] + 13
w(data[i])
ffi.fill(data + i + 1, 2, 0)
i = i - 5
if (data[i] ~= 0) then
data[i + 7] = data[i + 7] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 7
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 7] = data[i - 7] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 88
i = i - 2
data[i] = 1
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 2
data[i] = data[i] - 1
i = i + 1
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 1
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
i = i - 2
data[i] = 1
i = i - 1
while data[i] ~= 0 do
data[i] = 0
i = i + 2
data[i] = 120
w(data[i])
i = i - 1
data[i] = data[i] - 1
i = i - 1
end
i = i + 1
while data[i] ~= 0 do
data[i] = 0
i = i - 6
w(data[i])
i = i + 6
end
i = i - 1
data[i] = 0
i = i - 11
if (data[i] ~= 0) then
data[i + 11] = data[i + 11] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 9
data[i] = 0
i = i + 2
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i - 11] = data[i - 11] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = data[i] - 1
i = i + 2
end
i = i - 2
while data[i] ~= 0 do
i = i - 3
w(data[i])
w(data[i])
i = i + 3
data[i] = data[i] - 1
end
i = i - 3
w(data[i])
i = i + 5
data[i] = 0
i = i - 11
if (data[i] ~= 0) then
data[i + 11] = data[i + 11] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 9
data[i] = 0
i = i + 2
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i - 11] = data[i - 11] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = data[i] - 1
i = i + 2
end
i = i - 2
while data[i] ~= 0 do
i = i - 3
w(data[i])
w(data[i])
i = i + 3
data[i] = data[i] - 1
end
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 7
if (data[i] ~= 0) then
data[i + 7] = data[i + 7] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 7
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 7] = data[i - 7] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 88
i = i - 2
data[i] = 1
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 2
data[i] = data[i] - 1
i = i + 1
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 1
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
end
i = i - 2
data[i] = 1
i = i - 1
while data[i] ~= 0 do
data[i] = 0
i = i + 2
data[i] = 120
w(data[i])
i = i - 1
data[i] = data[i] - 1
i = i - 1
end
i = i + 1
while data[i] ~= 0 do
data[i] = 0
i = i - 6
w(data[i])
i = i + 6
end
i = i - 9
end
i = i + 1
data[i] = 10
w(data[i])
data[i] = 1
i = i + 1
data[i] = 1
i = i + 1
data[i] = 27
w(data[i])
data[i] = data[i] + 64
w(data[i])
ffi.fill(data + i + 1, 2, 0)
i = i - 1
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 10
i = i + 1
data[i] = 0
i = i - 2
while data[i] ~= 0 do
i = i + 3
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i + 1
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 3
data[i] = data[i] - 1
i = i + 2
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
i = i - 3
end
i = i - 3
data[i] = 0
i = i + 6
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i - 7] = data[i - 7] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
if (data[i] ~= 0) then
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * -1
data[i] = 0
end
i = i + 1
end
i = i - 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 10
i = i - 5
data[i] = 0
i = i + 4
while data[i] ~= 0 do
i = i + 3
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i + 1
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 3
data[i] = data[i] - 1
i = i + 2
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 1
i = i + 1
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
data[i] = 0
i = i + 1
end
i = i - 1
while data[i] ~= 0 do
data[i] = 0
i = i - 7
data[i] = data[i] + 1
i = i + 7
end
i = i - 3
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 10
i = i + 1
data[i] = 0
i = i - 2
while data[i] ~= 0 do
i = i + 3
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i + 1
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 3
data[i] = data[i] - 1
i = i + 2
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
i = i - 3
end
i = i - 2
data[i] = 0
i = i + 5
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i - 6] = data[i - 6] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * -1
data[i] = 0
end
i = i + 1
end
i = i - 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 10
i = i - 5
data[i] = 0
i = i + 4
while data[i] ~= 0 do
i = i + 3
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i + 1
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 3
data[i] = data[i] - 1
i = i + 2
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 1
i = i + 1
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
data[i] = 0
i = i + 1
end
i = i - 1
while data[i] ~= 0 do
data[i] = 0
i = i - 7
data[i] = data[i] + 1
i = i + 7
end
i = i - 3
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 10
i = i + 1
data[i] = 0
i = i - 2
while data[i] ~= 0 do
i = i + 3
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i + 1
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 3
data[i] = data[i] - 1
i = i + 2
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
i = i - 3
end
i = i - 1
data[i] = 0
i = i + 4
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * -1
data[i] = 0
end
i = i + 1
end
i = i - 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 10
i = i - 5
data[i] = 0
i = i + 4
while data[i] ~= 0 do
i = i + 3
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i + 1
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 3
data[i] = data[i] - 1
i = i + 2
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 1
i = i + 1
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
data[i] = 0
i = i + 1
end
i = i - 1
while data[i] ~= 0 do
data[i] = 0
i = i - 7
data[i] = data[i] + 1
i = i + 7
end
i = i - 3
end
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
data[i] = 1
i = i - 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
data[i] = data[i] + 48
w(data[i])
i = i - 1
data[i] = data[i] + 48
w(data[i])
i = i - 1
data[i] = data[i] + 48
w(data[i])
i = i + 4
data[i] = data[i] - 1
i = i - 1
end
i = i + 1
while data[i] ~= 0 do
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
data[i] = 1
i = i - 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 4
data[i] = data[i] + 48
w(data[i])
i = i - 1
data[i] = data[i] + 48
w(data[i])
i = i + 6
data[i] = data[i] - 1
i = i - 1
end
i = i + 1
while data[i] ~= 0 do
data[i] = 0
i = i - 6
data[i] = data[i] + 48
w(data[i])
i = i + 6
end
i = i - 2
end
i = i - 6
data[i] = data[i] - 32
w(data[i])
ffi.fill(data + i + 1, 2, 0)
i = i - 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 10
i = i + 1
data[i] = 0
i = i - 2
while data[i] ~= 0 do
i = i + 3
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i + 1
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 3
data[i] = data[i] - 1
i = i + 2
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
i = i - 3
end
i = i - 3
data[i] = 0
i = i + 6
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i - 7] = data[i - 7] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
if (data[i] ~= 0) then
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * -1
data[i] = 0
end
i = i + 1
end
i = i - 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 10
i = i - 5
data[i] = 0
i = i + 4
while data[i] ~= 0 do
i = i + 3
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i + 1
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 3
data[i] = data[i] - 1
i = i + 2
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 1
i = i + 1
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
data[i] = 0
i = i + 1
end
i = i - 1
while data[i] ~= 0 do
data[i] = 0
i = i - 7
data[i] = data[i] + 1
i = i + 7
end
i = i - 3
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 10
i = i + 1
data[i] = 0
i = i - 2
while data[i] ~= 0 do
i = i + 3
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i + 1
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 3
data[i] = data[i] - 1
i = i + 2
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
i = i - 3
end
i = i - 2
data[i] = 0
i = i + 5
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i - 6] = data[i - 6] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * -1
data[i] = 0
end
i = i + 1
end
i = i - 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 10
i = i - 5
data[i] = 0
i = i + 4
while data[i] ~= 0 do
i = i + 3
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i + 1
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 3
data[i] = data[i] - 1
i = i + 2
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 1
i = i + 1
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
data[i] = 0
i = i + 1
end
i = i - 1
while data[i] ~= 0 do
data[i] = 0
i = i - 7
data[i] = data[i] + 1
i = i + 7
end
i = i - 3
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 10
i = i + 1
data[i] = 0
i = i - 2
while data[i] ~= 0 do
i = i + 3
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i + 1
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 3
data[i] = data[i] - 1
i = i + 2
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
i = i - 3
end
i = i - 1
data[i] = 0
i = i + 4
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * -1
data[i] = 0
end
i = i + 1
end
i = i - 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 10
i = i - 5
data[i] = 0
i = i + 4
while data[i] ~= 0 do
i = i + 3
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i + 1
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 3
data[i] = data[i] - 1
i = i + 2
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 4
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 1
i = i + 1
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
data[i] = 0
i = i + 1
end
i = i - 1
while data[i] ~= 0 do
data[i] = 0
i = i - 7
data[i] = data[i] + 1
i = i + 7
end
i = i - 3
end
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
data[i] = 1
i = i - 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
data[i] = data[i] + 48
w(data[i])
i = i - 1
data[i] = data[i] + 48
w(data[i])
i = i - 1
data[i] = data[i] + 48
w(data[i])
i = i + 4
data[i] = data[i] - 1
i = i - 1
end
i = i + 1
while data[i] ~= 0 do
data[i] = 0
i = i + 1
data[i] = 0
i = i - 4
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
data[i] = 1
i = i - 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 4
data[i] = data[i] + 48
w(data[i])
i = i - 1
data[i] = data[i] + 48
w(data[i])
i = i + 6
data[i] = data[i] - 1
i = i - 1
end
i = i + 1
while data[i] ~= 0 do
data[i] = 0
i = i - 6
data[i] = data[i] + 48
w(data[i])
i = i + 6
end
i = i - 2
end
i = i - 6
data[i] = data[i] + 13
w(data[i])
i = i - 2
data[i] = 200
while data[i] ~= 0 do
i = i + 1
data[i] = 200
while data[i] ~= 0 do
i = i + 1
data[i] = 100
data[i] = 0
i = i - 1
data[i] = data[i] - 1
end
i = i - 1
data[i] = data[i] - 1
end
i = i - 5
end
i = i - 4
data[i] = data[i] + 1
i = i + 4
data[i] = 0
i = i + 1
data[i] = 0
i = i - 5
if (data[i] ~= 0) then
data[i + 5] = data[i + 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 5
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 5] = data[i - 5] + (-(data[i] / -1)) * 1
data[i] = 0
end
data[i] = 4
i = i - 2
data[i] = 0
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 2
data[i] = data[i] - 1
i = i + 1
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 1
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 1
i = i + 3
end
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 1
i = i + 3
end
i = i - 3
end
i = i - 2
data[i] = data[i] - 1
i = i + 2
data[i] = 0
i = i - 2
if (data[i] ~= 0) then
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 8
data[i] = data[i] - 1
i = i - 204
data[i] = 0
i = i - 1
data[i] = 0
i = i - 1
data[i] = 0
i = i + 207
data[i] = 0
i = i + 8
data[i] = 0
i = i - 9
if (data[i] ~= 0) then
data[i + 9] = data[i + 9] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 9
if (data[i] ~= 0) then
data[i - 9] = data[i - 9] + (-(data[i] / -1)) * 1
data[i - 214] = data[i - 214] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 214
while data[i] ~= 0 do
i = i - 3
data[i] = 0
i = i - 1
data[i] = 0
i = i - 1
data[i] = 1
i = i + 5
data[i] = data[i] - 1
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 4
end
i = i - 2
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
while data[i] ~= 0 do
i = i + 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
end
i = i + 2
if (data[i] ~= 0) then
data[i + 205] = data[i + 205] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 40
data[i] = 0
i = i - 1
data[i] = 0
i = i - 1
data[i] = 0
i = i + 170
data[i] = 0
i = i + 5
data[i] = 0
i = i - 9
if (data[i] ~= 0) then
data[i + 9] = data[i + 9] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 9
if (data[i] ~= 0) then
data[i - 9] = data[i - 9] + (-(data[i] / -1)) * 1
data[i - 174] = data[i - 174] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 174
while data[i] ~= 0 do
i = i - 3
data[i] = 0
i = i - 1
data[i] = 0
i = i - 1
data[i] = 1
i = i + 5
data[i] = data[i] - 1
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 4
end
i = i - 2
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
while data[i] ~= 0 do
i = i + 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
end
i = i + 2
if (data[i] ~= 0) then
data[i + 168] = data[i + 168] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 40
data[i] = 0
i = i - 1
data[i] = 0
i = i - 1
data[i] = 0
i = i + 131
data[i] = 0
i = i + 4
data[i] = 0
i = i - 9
if (data[i] ~= 0) then
data[i + 9] = data[i + 9] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 9
if (data[i] ~= 0) then
data[i - 9] = data[i - 9] + (-(data[i] / -1)) * 1
data[i - 134] = data[i - 134] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 134
while data[i] ~= 0 do
i = i - 3
data[i] = 0
i = i - 1
data[i] = 0
i = i - 1
data[i] = 1
i = i + 5
data[i] = data[i] - 1
if (data[i] ~= 0) then
data[i - 4] = data[i - 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 4
end
i = i - 2
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i + 2] = data[i + 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
if (data[i] ~= 0) then
data[i - 2] = data[i - 2] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 1
while data[i] ~= 0 do
i = i + 2
if (data[i] ~= 0) then
data[i + 4] = data[i + 4] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 2
end
i = i + 2
if (data[i] ~= 0) then
data[i + 129] = data[i + 129] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 126
data[i] = 0
i = i + 1
data[i] = 0
i = i + 7
data[i] = 8
ffi.fill(data + i + 1, 2, 0)
i = i - 9
if (data[i] ~= 0) then
data[i + 11] = data[i + 11] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 11
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 11] = data[i - 11] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 2
data[i] = data[i] - 1
i = i + 1
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 1
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 1
i = i + 3
end
i = i - 3
while data[i] ~= 0 do
i = i - 8
data[i] = data[i] - 9
i = i + 2
data[i] = data[i] + 1
i = i + 7
data[i] = 8
ffi.fill(data + i + 1, 2, 0)
i = i - 9
if (data[i] ~= 0) then
data[i + 11] = data[i + 11] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 11
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 11] = data[i - 11] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 2
data[i] = data[i] - 1
i = i + 1
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 1
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 1
i = i + 3
end
i = i - 3
end
i = i + 1
data[i] = 2
ffi.fill(data + i + 1, 2, 0)
i = i - 9
if (data[i] ~= 0) then
data[i + 11] = data[i + 11] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 11
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 11] = data[i - 11] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 2
data[i] = data[i] - 1
i = i + 1
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 1
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 1
i = i + 3
end
i = i - 3
while data[i] ~= 0 do
i = i - 8
data[i] = data[i] - 3
i = i + 1
data[i] = data[i] + 1
i = i + 8
data[i] = 2
ffi.fill(data + i + 1, 2, 0)
i = i - 9
if (data[i] ~= 0) then
data[i + 11] = data[i + 11] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 11
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i - 11] = data[i - 11] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 0
i = i + 3
data[i] = 0
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
while data[i] ~= 0 do
i = i - 2
data[i] = data[i] - 1
i = i + 1
data[i] = data[i] - 1
ffi.fill(data + i + 1, 2, 0)
i = i - 1
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
data[i] = 0
i = i - 3
if (data[i] ~= 0) then
data[i + 3] = data[i + 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 3
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 3] = data[i - 3] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 2
data[i] = 1
i = i + 2
end
i = i - 1
end
i = i - 1
end
data[i] = 0
i = i - 1
if (data[i] ~= 0) then
data[i + 1] = data[i + 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i + 1
while data[i] ~= 0 do
if (data[i] ~= 0) then
data[i - 1] = data[i - 1] + (-(data[i] / -1)) * 1
data[i] = 0
end
i = i - 3
data[i] = 1
i = i + 3
end
i = i - 3
end
i = i - 4
data[i] = data[i] + 1
i = i + 3
end
i = i - 2
end |
-- import
local TaskModule = require 'candy.task.Task'
local Task = TaskModule.Task
---@class AsyncImageLoadTask : Task
local AsyncImageLoadTask = CLASS:AsyncImageLoadTask ( Task )
:MODEL {}
function AsyncImageLoadTask:__init ( path, transform )
self.imagePath = path
self.imageTransform = transform
end
local n = 0
function AsyncImageLoadTask:onExec ( queue )
if not self.imagePath then
return self:fail ()
end
local img = MOAIImage.new ()
self.img = img
function self.callback ()
if img:getSize () <= 0 then
return self:fail ()
else
return self:complete ( img )
end
end
img:loadAsync(self.imagePath, self:requestThreadTaskQueue(), self.callback, self.imageTransform)
end
function AsyncImageLoadTask:toString ()
return "<imageLoadTask>" .. self.imagePath
end
return AsyncImageLoadTask |
modifier_puck_dream_coil_lua = class({})
--------------------------------------------------------------------------------
-- Classifications
function modifier_puck_dream_coil_lua:IsHidden()
return false
end
function modifier_puck_dream_coil_lua:IsDebuff()
return true
end
function modifier_puck_dream_coil_lua:IsStunDebuff()
return false
end
function modifier_puck_dream_coil_lua:GetAttributes()
return MODIFIER_ATTRIBUTE_MULTIPLE
end
function modifier_puck_dream_coil_lua:IsPurgable()
return false
end
--------------------------------------------------------------------------------
-- Initializations
function modifier_puck_dream_coil_lua:OnCreated( kv )
-- references
self.center = Vector( kv.coil_x, kv.coil_y, kv.coil_z )
if self:GetCaster():HasScepter() then
self.break_radius = self:GetAbility():GetSpecialValueFor( "coil_break_radius" ) -- special value
self.break_stun = self:GetAbility():GetSpecialValueFor( "coil_stun_duration_scepter" ) -- special value
self.break_damage = self:GetAbility():GetSpecialValueFor( "coil_break_damage_scepter" ) -- special value
self.scepter = true
else
self.break_radius = self:GetAbility():GetSpecialValueFor( "coil_break_radius" ) -- special value
self.break_stun = self:GetAbility():GetSpecialValueFor( "coil_stun_duration" ) -- special value
self.break_damage = self:GetAbility():GetSpecialValueFor( "coil_break_damage" ) -- special value
end
if IsServer() then
self:PlayEffects()
end
end
function modifier_puck_dream_coil_lua:OnRefresh( kv )
end
function modifier_puck_dream_coil_lua:OnDestroy( kv )
end
--------------------------------------------------------------------------------
-- Modifier Effects
function modifier_puck_dream_coil_lua:DeclareFunctions()
local funcs = {
MODIFIER_EVENT_ON_UNIT_MOVED,
}
return funcs
end
function modifier_puck_dream_coil_lua:OnUnitMoved( params )
if IsServer() then
if params.unit~=self:GetParent() then
return
end
-- if too far
if (params.new_pos-self.center):Length2D()>self.break_radius then
-- damage
local damageTable = {
victim = self:GetParent(),
attacker = self:GetCaster(),
damage = self.break_damage,
damage_type = DAMAGE_TYPE_MAGICAL,
ability = self:GetAbility(), --Optional.
}
ApplyDamage(damageTable)
-- stun
if not self:GetParent():IsMagicImmune() or self.scepter then
self:GetParent():AddNewModifier(
self:GetCaster(), -- player source
self, -- ability source
"modifier_generic_stunned_lua", -- modifier name
{ duration = self.break_stun } -- kv
)
end
-- effects
local sound_cast = "Hero_Puck.Dream_Coil_Snap"
EmitSoundOn( sound_cast, self:GetParent() )
-- destroy
self:Destroy()
end
end
end
--------------------------------------------------------------------------------
-- Graphics & Animations
function modifier_puck_dream_coil_lua:PlayEffects()
-- Get Resources
local particle_cast = "particles/units/heroes/hero_puck/puck_dreamcoil_tether.vpcf"
-- Create Particle
-- local effect_cast = ParticleManager:CreateParticle( particle_cast, PATTACH_ABSORIGIN, self:GetParent() )
local effect_cast = assert(loadfile("lua_abilities/rubick_spell_steal_lua/rubick_spell_steal_lua_arcana"))(self, particle_cast, PATTACH_ABSORIGIN, self:GetParent() )
ParticleManager:SetParticleControl( effect_cast, 0, self.center )
ParticleManager:SetParticleControlEnt(
effect_cast,
1,
self:GetParent(),
PATTACH_POINT_FOLLOW,
"attach_hitloc",
self:GetParent():GetOrigin(), -- unknown
true -- unknown, true
)
-- buff particle
self:AddParticle(
effect_cast,
false,
false,
-1,
false,
false
)
end |
require 'lfs'
-- Ensure the test is launched within the specs/ folder
assert(string.match(lfs.currentdir(), "specs")~=nil, "You must run this test in specs folder")
local initial_dir = lfs.currentdir()
-- Go to specs folder
while (not string.match(lfs.currentdir(), "/specs$")) do
lfs.chdir("..")
end
local specs_dir = lfs.currentdir()
lfs.chdir("..")-- one more directory and it is lib root
-- Include Dataframe lib
dofile("init.lua")
-- Go back into initial dir
lfs.chdir(initial_dir)
describe("Indexing the dataframe", function()
describe("Retrieving index",function()
local df = Dataframe(specs_dir.."/data/simple_short.csv")
assert.are.same(df["$Col A"], df:get_column('Col A'))
assert.are.same(df["$Col C"], df:get_column('Col C'))
end)
describe("Retrieving index",function()
local df = Dataframe(specs_dir.."/data/simple_short.csv")
-- Wait until https://github.com/torch/torch7/issues/693 is resolved
it("Retrieves a single row",function()
local subset = df[1]
assert.is.truthy(subset, "Fails to subset row")
assert.are.same(subset["Col A"], 1)
assert.are.same(subset["Col C"], 1000)
end)
it("Retrieves a several rows",function()
local subset = df[Df_Array(1, 3)]
assert.is.truthy(subset, "Fails to subset rows")
assert.are.same(subset:size(1), 2)
assert.are.same(subset:size(2), df:size(2))
end)
it("Retrieves a continuous set of rows",function()
local subset = df["1:4"]
assert.is.truthy(subset, "Fails to subset rows with continuous syntax")
assert.are.same(subset:size(1), 4)
assert.are.same(subset:size(2), df:size(2))
end)
end)
describe("Set row via the newindex",function()
local df = Dataframe(specs_dir.."/data/simple_short.csv")
it("Set a single row",function()
df[1]= {["Col A"] = 3231}
assert.are.same(df[1]["Col A"], 3231)
end)
end)
describe("Create a copy of the table",function()
local df = Dataframe(Df_Dict({a={1,2,3}}))
it("Check that it's a true copy and not a reference",function()
local new_df = df:copy()
new_df[1] = {a=2}
assert.are.same(new_df:size(1), df:size(1))
assert.are.same(new_df:size(2), df:size(2))
assert.is_false(new_df[1].a == df[1].a)
-- Check that htis matches also the shape
assert.are.same(new_df:shape(), df:shape())
end)
end)
it("Returns the size of the Dataframe",function()
local a = Dataframe(Df_Dict({test = {1,nil,3, 4}, test2 = {5, 9, 99, 88}}))
assert.are.same(a:size(1), 4)
assert.are.same(a:size(2), 2)
end)
describe("Gets the version number",function()
local df = Dataframe()
it("The torch.version goes to version()",function()
assert.are.same(torch.version(df), df:version())
end)
end)
describe("Check the __len__",function()
local df = Dataframe(Df_Dict{a={1,2,3,4,5}})
it("__len__ should return the n_rows",function()
assert.are.same(df:__len__(), df.n_rows)
end)
it("# should return the n_rows #skip_version_LUA51",function()
assert.are.same(#df, df.n_rows)
end)
end)
describe("Check the __eq__",function()
it("Should be equal",function()
local a = Dataframe(Df_Dict{a={1,2,3,4,5}})
local b = Dataframe(Df_Dict{a={1,2,3,4,5}})
assert.is_true(a == b)
assert.is_false(a ~= b)
a:set(2, Df_Dict{a=0/0})
b:set(2, Df_Dict{a=0/0})
assert.is_true(a == b, "Fails with nan values")
assert.is_false(a ~= b, "Fails with nan values")
end)
it("Should not be equal",function()
local a = Dataframe(Df_Dict{a={1,2,3,4,5}})
local b = Dataframe(Df_Dict{a={1,3,4,5}})
local c = Dataframe(Df_Dict{a={1,2,3,4,6}})
local d = Dataframe(Df_Dict{a={1,2,3,0/0,6}})
local e = Dataframe(Df_Dict{b={1,2,3,4,5}})
local f = Dataframe(Df_Dict{a={1,2,3,4,5},
b={1,2,3,4,5}})
assert.is_true(a ~= b, "Fail to differ row length")
assert.is_true(a ~= c, "Fail to differ values")
assert.is_true(a ~= d, "Fail to differ nan")
assert.is_true(a ~= e, "Fail to differ column names")
assert.is_true(a ~= f, "Fail to differ number of columns")
end)
end)
end)
|
ITEM.name = "Darkness"
ITEM.desc = "A story of a man and his realizations"
ITEM.price = 0
ITEM.flag = "3"
ITEM.iconCam = {
pos = Vector(0, 200, 6),
ang = Angle(0, 270, 0),
fov = 4.5,
}
ITEM.contents = [[
<p align="center"><font color='red' size='6'>DARKNESS</font></p><br/>
<font color='black' size='3'>
Brian 'Joker' Doughty says "Holy fucking shit."<br/><br/>
Brian 'Joker' Doughty says "People."<br/><br/>
Brian 'Joker' Doughty says "Then again, you guys probably are the ones who just stand around and act like they're alive."<br/><br/>
Brian 'Joker' Doughty says "When really you're just robots holding weapons and planning on the human's untimely death."<br/><br/>
Brian 'Joker' Doughty says "I bet one of you are about to turn around and shoot me right now for unfolding your plans."<br/><br/>
**Brian 'Joker' Doughty glances around. "Anyone? Huh?"<br/><br/>
**One of the guards just nods to the other. They both turn to look at Brian.<br/><br/>
Brian 'Joker' Doughty says "I fucking knew it."<br/><br/>
**They both look back at each other and nod once again.<br/><br/>
Brian 'Joker' Doughty says "You two have been planning since day one."<br/><br/>
Brian 'Joker' Doughty says "Since this whole thing started."<br/><br/>
Brian 'Joker' Doughty says "It's a conspiracy."<br/><br/>
**One of the guards begins making clicking noises to the other.<br/><br/>
Brian 'Joker' Doughty says "Anyone out there really isn't dead. Us humans are hallucinating."<br/><br/>
Brian 'Joker' Doughty says "You've drugged us to think they're flesh-eating parasitic zom-zoms."<br/><br/>
**The guards are just clicking back and forth now.<br/><br/>
Brian 'Joker' Doughty says "And they're the ones truly suffering."<br/><br/>
**They're still clicking.<br/><br/>
Brian 'Joker' Doughty says "They come to us for help, and we see them attacking."<br/><br/>
**Suddenly, people.<br/><br/>
**Brian 'Joker' Doughty glances around.<br/><br/>
Brian 'Joker' Doughty says "WHO ARE YOU PEOPLE."<br/><br/>
**Brian 'Joker' Doughty raises his hands up to his chest, glancing down at them,<br/><br/>
Brian 'Joker' Doughty says "This whole fucking life has been a lie."<br/><br/>
Brian 'Joker' Doughty says "I am not a nineteen-year-old American jackass."<br/><br/>
**The one black man closest to Brian just stares at him.<br/><br/>
**Lovingly.<br/><br/>
Brian 'Joker' Doughty says "I am not living in the middle of an apocalypse- well, actually, yes I am."<br/><br/>
**Brian 'Joker' Doughty glances up at he man. "STOP IT."<br/><br/>
**The man winks.<br/><br/>
Brian 'Joker' Doughty says "What I truly am is-"<br/><br/>
**Brian 'Joker' Doughty gasps, soon falling onto his knees as he pulls out his copy of Metro 2033. "I AM REALLY ARTYOM."<br/><br/>
Brian 'Joker' Doughty says "THIS BOOK IS JUST A RECOLLECTION OF MY LIFE IN THE PAST EIGHT DAYS."<br/><br/>
**The black man makes a clicking noise and nods, "Metro for the pure race."<br/><br/>
Brian 'Joker' Doughty says "THE DARK ONES DID ACTUALLY STOP ME FROM LAUNCHING THE NUKES AND NOW I'M IN THEIR VERSION OF PURGATORIAL HELL."<br/><br/>
Brian 'Joker' Doughty yells "MILLER! KHAN! ULHMAN? ANYBODY?"<br/><br/>
**One of the guards just furrows his brow as he watches Brian in amusement. The black man just seems terrified of him now.<br/><br/>
Brian 'Joker' Doughty yells "I NEED HELP! PLEASE, DON'T LEAVE ME TO DIE LIKE THIS!"<br/><br/>
**Brian 'Joker' Doughty soon jumps up to his feet, glancing around in a panicked way. "No. NO! YOU'RE ALL NOT REAL! YOU'REALLNOTREAL!" He soon bolts off, screaming.<br/><br/>
**Brian 'Joker' Doughty slams into a wall, grunting heavily as he falls backwards onto the floor, unconscious.<br/><br/>
**What with this kind of commotion, it wouldn't be hard to believe that a guard would come up to check Brian, scan him and then sit him up against a wall or something.<br/><br/>
**Which they do. The guard that does arrive also slaps Brian in the face and leaves quickly.
</font>
]] |
if string.sub(UI.GetAppVersion(),1,9) ~= "1.0.0.262" then
-- ===========================================================================
-- Production Panel / Purchase Panel
-- ===========================================================================
include( "ToolTipHelper" );
include( "InstanceManager" );
include( "TabSupport" );
include( "Civ6Common" );
include( "SupportFunctions" );
include( "AdjacencyBonusSupport");
include( "DragSupport" );
include( "CitySupport" );
-- ===========================================================================
-- Constants
-- ===========================================================================
local RELOAD_CACHE_ID :string = "ProductionPanel";
local COLOR_LOW_OPACITY :number = 0x3fffffff;
local HEADER_Y :number = 41;
local WINDOW_HEADER_Y :number = 150;
local TOPBAR_Y :number = 28;
local SEPARATOR_Y :number = 20;
local BUTTON_Y :number = 48;
local DISABLED_PADDING_Y:number = 10;
local TEXTURE_BASE :string = "UnitFlagBase";
local TEXTURE_CIVILIAN :string = "UnitFlagCivilian";
local TEXTURE_RELIGION :string = "UnitFlagReligion";
local TEXTURE_EMBARK :string = "UnitFlagEmbark";
local TEXTURE_FORTIFY :string = "UnitFlagFortify";
local TEXTURE_NAVAL :string = "UnitFlagNaval";
local TEXTURE_SUPPORT :string = "UnitFlagSupport";
local TEXTURE_TRADE :string = "UnitFlagTrade";
local BUILDING_IM_PREFIX :string = "buildingListingIM_";
local BUILDING_DRAWER_PREFIX :string = "buildingDrawer_";
local ICON_PREFIX :string = "ICON_";
local LISTMODE :table = {PRODUCTION = 1, PURCHASE_GOLD = 2, PURCHASE_FAITH=3};
local EXTENDED_BUTTON_HEIGHT = 60;
local DEFAULT_BUTTON_HEIGHT = 48;
local PRODUCTION_TYPE :table = {
BUILDING = 1,
UNIT = 2,
CORPS = 3,
ARMY = 4,
PLACED = 5,
PROJECT = 6
};
-- ===========================================================================
-- Members
-- ===========================================================================
local m_queueIM = InstanceManager:new( "UnnestedList", "Top", Controls.ProductionQueueList );
local m_listIM = InstanceManager:new( "NestedList", "Top", Controls.ProductionList );
local m_purchaseListIM = InstanceManager:new( "NestedList", "Top", Controls.PurchaseList );
local m_purchaseFaithListIM = InstanceManager:new( "NestedList", "Top", Controls.PurchaseFaithList );
local m_tabs;
local m_productionTab; -- Additional tracking of the tab control data so that we can select between graphical tabs and label tabs
local m_purchaseTab;
local m_faithTab;
local m_maxProductionSize :number = 0;
local m_maxPurchaseSize :number = 0;
local m_isQueueMode :boolean = false;
local m_TypeNames :table = {};
local m_kClickedInstance;
local m_isCONTROLpressed :boolean = false;
local prodBuildingList;
local prodWonderList;
local prodUnitList;
local prodDistrictList;
local prodProjectList;
local purchBuildingList;
local purchGoldBuildingList;
local purchFaithBuildingList;
local purchUnitList;
local purchGoldUnitList
local purchFaithUnitList
local showDisabled :boolean = true;
local m_recommendedItems:table;
-- Production Queue
local nextDistrictSkipToFront = false;
local showStandaloneQueueWindow = true;
local _, screenHeight = UIManager:GetScreenSizeVal();
local quickRefresh = true;
local lastProductionCompletePerCity = {};
local buildingPrereqs = {};
local mutuallyExclusiveBuildings = {};
local m_PrevDropTargetSlot = -1;
local m_PrevDropTargetInstance = nil;
local m_Districts : number = UILens.CreateLensLayerHash("Districts");
------------------------------------------------------------------------------
-- Collapsible List Handling
------------------------------------------------------------------------------
function OnCollapseTheList()
m_kClickedInstance.List:SetHide(true);
m_kClickedInstance.ListSlide:SetSizeY(0);
m_kClickedInstance.ListAlpha:SetSizeY(0);
Controls.PauseCollapseList:SetToBeginning();
m_kClickedInstance.ListSlide:SetToBeginning();
m_kClickedInstance.ListAlpha:SetToBeginning();
Controls.ProductionList:CalculateSize();
Controls.PurchaseList:CalculateSize();
Controls.ProductionList:ReprocessAnchoring();
Controls.PurchaseList:ReprocessAnchoring();
Controls.ProductionListScroll:CalculateInternalSize();
Controls.PurchaseListScroll:CalculateInternalSize();
end
-- ===========================================================================
function OnCollapse(instance:table)
m_kClickedInstance = instance;
instance.ListSlide:Reverse();
instance.ListAlpha:Reverse();
instance.ListSlide:SetSpeed(15.0);
instance.ListAlpha:SetSpeed(15.0);
instance.ListSlide:Play();
instance.ListAlpha:Play();
instance.HeaderOn:SetHide(true);
instance.Header:SetHide(false);
Controls.PauseCollapseList:Play(); --By doing this we can delay collapsing the list until the "out" sequence has finished playing
end
-- ===========================================================================
function OnExpand(instance:table)
if(quickRefresh) then
instance.ListSlide:SetSpeed(100);
instance.ListAlpha:SetSpeed(100);
else
instance.ListSlide:SetSpeed(3.5);
instance.ListAlpha:SetSpeed(4);
end
m_kClickedInstance = instance;
instance.HeaderOn:SetHide(false);
instance.Header:SetHide(true);
instance.List:SetHide(false);
instance.ListSlide:SetSizeY(instance.List:GetSizeY());
instance.ListAlpha:SetSizeY(instance.List:GetSizeY());
instance.ListSlide:SetToBeginning();
instance.ListAlpha:SetToBeginning();
instance.ListSlide:Play();
instance.ListAlpha:Play();
Controls.ProductionList:CalculateSize();
Controls.PurchaseList:CalculateSize();
Controls.ProductionList:ReprocessAnchoring();
Controls.PurchaseList:ReprocessAnchoring();
Controls.ProductionListScroll:CalculateInternalSize();
Controls.PurchaseListScroll:CalculateInternalSize();
end
-- ===========================================================================
function OnTabChangeProduction()
Controls.MiniProductionTab:SetSelected(true);
Controls.MiniPurchaseTab:SetSelected(false);
Controls.MiniPurchaseFaithTab:SetSelected(false);
Controls.PurchaseFaithMenu:SetHide(true);
Controls.PurchaseMenu:SetHide(true);
Controls.ChooseProductionMenu:SetHide(false);
if (Controls.SlideIn:IsStopped()) then
UI.PlaySound("Production_Panel_ButtonClick");
UI.PlaySound("Production_Panel_Open");
end
end
-- ===========================================================================
function OnTabChangePurchase()
Controls.MiniProductionTab:SetSelected(false);
Controls.MiniPurchaseTab:SetSelected(true);
Controls.MiniPurchaseFaithTab:SetSelected(false);
Controls.ChooseProductionMenu:SetHide(true);
Controls.PurchaseFaithMenu:SetHide(true);
Controls.PurchaseMenu:SetHide(false);
UI.PlaySound("Production_Panel_ButtonClick");
end
-- ===========================================================================
function OnTabChangePurchaseFaith()
Controls.MiniProductionTab:SetSelected(false);
Controls.MiniPurchaseTab:SetSelected(false);
Controls.MiniPurchaseFaithTab:SetSelected(true);
Controls.ChooseProductionMenu:SetHide(true);
Controls.PurchaseMenu:SetHide(true);
Controls.PurchaseFaithMenu:SetHide(false);
UI.PlaySound("Production_Panel_ButtonClick");
end
-- ===========================================================================
-- Placement/Selection
-- ===========================================================================
function BuildUnit(city, unitEntry)
local tParameters = {};
tParameters[CityOperationTypes.PARAM_UNIT_TYPE] = unitEntry.Hash;
tParameters[CityOperationTypes.PARAM_INSERT_MODE] = CityOperationTypes.VALUE_EXCLUSIVE;
CityManager.RequestOperation(city, CityOperationTypes.BUILD, tParameters);
end
-- ===========================================================================
function BuildUnitCorps(city, unitEntry)
local tParameters = {};
tParameters[CityOperationTypes.PARAM_UNIT_TYPE] = unitEntry.Hash;
tParameters[CityOperationTypes.PARAM_INSERT_MODE] = CityOperationTypes.VALUE_EXCLUSIVE;
tParameters[CityOperationTypes.MILITARY_FORMATION_TYPE] = MilitaryFormationTypes.CORPS_MILITARY_FORMATION;
CityManager.RequestOperation(city, CityOperationTypes.BUILD, tParameters);
end
-- ===========================================================================
function BuildUnitArmy(city, unitEntry)
local tParameters = {};
tParameters[CityOperationTypes.PARAM_UNIT_TYPE] = unitEntry.Hash;
tParameters[CityOperationTypes.PARAM_INSERT_MODE] = CityOperationTypes.VALUE_EXCLUSIVE;
tParameters[CityOperationTypes.MILITARY_FORMATION_TYPE] = MilitaryFormationTypes.ARMY_MILITARY_FORMATION;
CityManager.RequestOperation(city, CityOperationTypes.BUILD, tParameters);
end
-- ===========================================================================
function BuildBuilding(city, buildingEntry)
local building :table = GameInfo.Buildings[buildingEntry.Hash];
local bNeedsPlacement :boolean = building.RequiresPlacement;
UI.SetInterfaceMode(InterfaceModeTypes.SELECTION);
local pBuildQueue = city:GetBuildQueue();
if (pBuildQueue:HasBeenPlaced(buildingEntry.Hash)) then
bNeedsPlacement = false;
end
-- If it's a Wonder and the city already has the building then it doesn't need to be replaced.
if (bNeedsPlacement) then
local cityBuildings = city:GetBuildings();
if (cityBuildings:HasBuilding(buildingEntry.Hash)) then
bNeedsPlacement = false;
end
end
if(not pBuildQueue:CanProduce(buildingEntry.Hash, true)) then
-- For one reason or another we can't produce this, so remove it
RemoveFromQueue(city:GetID(), 1, true);
BuildFirstQueued(city);
return;
end
if ( bNeedsPlacement ) then
-- If so, set the placement mode
local tParameters = {};
tParameters[CityOperationTypes.PARAM_BUILDING_TYPE] = buildingEntry.Hash;
tParameters[CityOperationTypes.PARAM_INSERT_MODE] = CityOperationTypes.VALUE_EXCLUSIVE;
UI.SetInterfaceMode(InterfaceModeTypes.BUILDING_PLACEMENT, tParameters);
else
local tParameters = {};
tParameters[CityOperationTypes.PARAM_BUILDING_TYPE] = buildingEntry.Hash;
tParameters[CityOperationTypes.PARAM_INSERT_MODE] = CityOperationTypes.VALUE_EXCLUSIVE;
CityManager.RequestOperation(city, CityOperationTypes.BUILD, tParameters);
end
end
-- ===========================================================================
function ZoneDistrict(city, districtEntry)
local district :table = GameInfo.Districts[districtEntry.Hash];
local bNeedsPlacement :boolean = district.RequiresPlacement;
local pBuildQueue :table = city:GetBuildQueue();
if (pBuildQueue:HasBeenPlaced(districtEntry.Hash)) then
bNeedsPlacement = false;
end
-- Almost all districts need to be placed, but just in case let's check anyway
if (bNeedsPlacement ) then
-- If so, set the placement mode
local tParameters = {};
tParameters[CityOperationTypes.PARAM_DISTRICT_TYPE] = districtEntry.Hash;
tParameters[CityOperationTypes.PARAM_INSERT_MODE] = CityOperationTypes.VALUE_EXCLUSIVE;
UI.SetInterfaceMode(InterfaceModeTypes.DISTRICT_PLACEMENT, tParameters);
else
-- If not, add it to the queue.
local tParameters = {};
tParameters[CityOperationTypes.PARAM_DISTRICT_TYPE] = districtEntry.Hash;
tParameters[CityOperationTypes.PARAM_INSERT_MODE] = CityOperationTypes.VALUE_EXCLUSIVE;
CityManager.RequestOperation(city, CityOperationTypes.BUILD, tParameters);
UI.PlaySound("Confirm_Production");
end
end
-- ===========================================================================
function AdvanceProject(city, projectEntry)
local tParameters = {};
tParameters[CityOperationTypes.PARAM_PROJECT_TYPE] = projectEntry.Hash;
tParameters[CityOperationTypes.PARAM_INSERT_MODE] = CityOperationTypes.VALUE_EXCLUSIVE;
CityManager.RequestOperation(city, CityOperationTypes.BUILD, tParameters);
end
-- ===========================================================================
function PurchaseUnit(city, unitEntry)
local tParameters = {};
tParameters[CityCommandTypes.PARAM_UNIT_TYPE] = unitEntry.Hash;
tParameters[CityCommandTypes.PARAM_MILITARY_FORMATION_TYPE] = MilitaryFormationTypes.STANDARD_MILITARY_FORMATION;
if (unitEntry.Yield == "YIELD_GOLD") then
tParameters[CityCommandTypes.PARAM_YIELD_TYPE] = GameInfo.Yields["YIELD_GOLD"].Index;
UI.PlaySound("Purchase_With_Gold");
else
tParameters[CityCommandTypes.PARAM_YIELD_TYPE] = GameInfo.Yields["YIELD_FAITH"].Index;
UI.PlaySound("Purchase_With_Faith");
end
CityManager.RequestCommand(city, CityCommandTypes.PURCHASE, tParameters);
end
-- ===========================================================================
function PurchaseUnitCorps(city, unitEntry)
local tParameters = {};
tParameters[CityCommandTypes.PARAM_UNIT_TYPE] = unitEntry.Hash;
tParameters[CityCommandTypes.PARAM_MILITARY_FORMATION_TYPE] = MilitaryFormationTypes.CORPS_MILITARY_FORMATION;
if (unitEntry.Yield == "YIELD_GOLD") then
tParameters[CityCommandTypes.PARAM_YIELD_TYPE] = GameInfo.Yields["YIELD_GOLD"].Index;
UI.PlaySound("Purchase_With_Gold");
else
tParameters[CityCommandTypes.PARAM_YIELD_TYPE] = GameInfo.Yields["YIELD_FAITH"].Index;
UI.PlaySound("Purchase_With_Faith");
end
CityManager.RequestCommand(city, CityCommandTypes.PURCHASE, tParameters);
end
-- ===========================================================================
function PurchaseUnitArmy(city, unitEntry)
local tParameters = {};
tParameters[CityCommandTypes.PARAM_UNIT_TYPE] = unitEntry.Hash;
tParameters[CityCommandTypes.PARAM_MILITARY_FORMATION_TYPE] = MilitaryFormationTypes.ARMY_MILITARY_FORMATION;
if (unitEntry.Yield == "YIELD_GOLD") then
tParameters[CityCommandTypes.PARAM_YIELD_TYPE] = GameInfo.Yields["YIELD_GOLD"].Index;
UI.PlaySound("Purchase_With_Gold");
else
tParameters[CityCommandTypes.PARAM_YIELD_TYPE] = GameInfo.Yields["YIELD_FAITH"].Index;
UI.PlaySound("Purchase_With_Faith");
end
CityManager.RequestCommand(city, CityCommandTypes.PURCHASE, tParameters);
end
-- ===========================================================================
function PurchaseBuilding(city, buildingEntry)
local tParameters = {};
tParameters[CityCommandTypes.PARAM_BUILDING_TYPE] = buildingEntry.Hash;
if (buildingEntry.Yield == "YIELD_GOLD") then
tParameters[CityCommandTypes.PARAM_YIELD_TYPE] = GameInfo.Yields["YIELD_GOLD"].Index;
UI.PlaySound("Purchase_With_Gold");
else
tParameters[CityCommandTypes.PARAM_YIELD_TYPE] = GameInfo.Yields["YIELD_FAITH"].Index;
UI.PlaySound("Purchase_With_Faith");
end
CityManager.RequestCommand(city, CityCommandTypes.PURCHASE, tParameters);
end
-- ===========================================================================
function PurchaseDistrict(city, districtEntry)
local district :table = GameInfo.Districts[districtEntry.Type];
local bNeedsPlacement :boolean = district.RequiresPlacement;
local pBuildQueue :table = city:GetBuildQueue();
if (pBuildQueue:HasBeenPlaced(districtEntry.Hash)) then
bNeedsPlacement = false;
end
-- Almost all districts need to be placed, but just in case let's check anyway
if (bNeedsPlacement ) then
-- If so, set the placement mode
local tParameters = {};
tParameters[CityOperationTypes.PARAM_DISTRICT_TYPE] = districtEntry.Hash;
tParameters[CityCommandTypes.PARAM_YIELD_TYPE] = GameInfo.Yields["YIELD_GOLD"].Index;
UI.SetInterfaceMode(InterfaceModeTypes.DISTRICT_PLACEMENT, tParameters);
else
-- If not, add it to the queue.
local tParameters = {};
tParameters[CityOperationTypes.PARAM_DISTRICT_TYPE] = districtEntry.Hash;
tParameters[CityCommandTypes.PARAM_YIELD_TYPE] = GameInfo.Yields["YIELD_GOLD"].Index;
CityManager.RequestCommand(city, CityCommandTypes.PURCHASE, tParameters);
UI.PlaySound("Purchase_With_Gold");
end
end
-- ===========================================================================
-- GAME Event
-- City was selected.
-- ===========================================================================
function OnCitySelectionChanged( owner:number, cityID:number, i, j, k, isSelected:boolean, isEditable:boolean)
local localPlayerId:number = Game.GetLocalPlayer();
if owner == localPlayerId and isSelected then
-- Already open then populate with newly selected city's data...
if (ContextPtr:IsHidden() == false) and Controls.PauseDismissWindow:IsStopped() and Controls.AlphaIn:IsStopped() then
Refresh();
end
end
end
-- ===========================================================================
-- GAME Event
-- eOldMode, mode the engine was formally in
-- eNewMode, new mode the engine has just changed to
-- ===========================================================================
function OnInterfaceModeChanged( eOldMode:number, eNewMode:number )
-- If this is raised while the city panel is up; selecting to purchase a
-- plot or manage citizens will close it.
if eNewMode == InterfaceModeTypes.CITY_MANAGEMENT or eNewMode == InterfaceModeTypes.VIEW_MODAL_LENS then
if not ContextPtr:IsHidden() then
Close();
end
end
end
-- ===========================================================================
-- GAME Event
-- Unit was selected (impossible for a production panel to be up; close it
-- ===========================================================================
function OnUnitSelectionChanged( playerID : number, unitID : number, hexI : number, hexJ : number, hexK : number, bSelected : boolean, bEditable : boolean )
local localPlayer = Game.GetLocalPlayer();
if playerID == localPlayer then
-- If a unit is selected and this is showing; hide it.
local pSelectedUnit:table = UI.GetHeadSelectedUnit();
if pSelectedUnit ~= nil and not ContextPtr:IsHidden() then
OnHide();
end
end
end
-- ===========================================================================
-- Actual closing function, may have been called via click, keyboard input,
-- or an external system call.
-- ===========================================================================
function Close()
if (Controls.SlideIn:IsStopped()) then -- Need to check to make sure that we have not already begun the transition before attempting to close the panel.
UI.PlaySound("Production_Panel_Closed");
Controls.SlideIn:Reverse();
Controls.AlphaIn:Reverse();
if(showStandaloneQueueWindow) then
Controls.QueueSlideIn:Reverse();
Controls.QueueAlphaIn:Reverse();
else
Controls.QueueAlphaIn:SetAlpha(0);
end
Controls.PauseDismissWindow:Play();
LuaEvents.ProductionPanel_Close();
end
end
-- ===========================================================================
-- Close via click
function OnClose()
Close();
end
-- ===========================================================================
-- Open the panel
-- ===========================================================================
function Open()
if ContextPtr:IsHidden() then -- The ContextPtr is only hidden as a callback to the finished SlideIn animation, so this check should be sufficient to ensure that we are not animating.
-- Sets up proper selection AND the associated lens so it's not stuck "on".
UI.PlaySound("Production_Panel_Open");
LuaEvents.ProductionPanel_Open();
UI.SetInterfaceMode(InterfaceModeTypes.SELECTION);
Refresh();
ContextPtr:SetHide(false);
Controls.ProductionListScroll:SetScrollValue(0);
-- Size the panel to the maximum Y value of the expanded content
Controls.AlphaIn:SetToBeginning();
Controls.SlideIn:SetToBeginning();
Controls.AlphaIn:Play();
Controls.SlideIn:Play();
if(showStandaloneQueueWindow) then
Controls.QueueAlphaIn:SetToBeginning();
Controls.QueueSlideIn:SetToBeginning();
Controls.QueueAlphaIn:Play();
Controls.QueueSlideIn:Play();
ResizeQueueWindow();
end
end
end
-- ===========================================================================
function OnHide()
ContextPtr:SetHide(true);
Controls.PauseDismissWindow:SetToBeginning();
end
-- ===========================================================================
-- Initialize, Refresh, Populate, View
-- Update the layout based on the view model
-- ===========================================================================
function View(data, persistCollapse)
local selectedCity = UI.GetHeadSelectedCity();
-- Get the hashes for the top three recommended items
m_recommendedItems = selectedCity:GetCityAI():GetBuildRecommendations();
PopulateList(data, LISTMODE.PRODUCTION, m_listIM);
PopulateList(data, LISTMODE.PURCHASE_GOLD, m_purchaseListIM);
PopulateList(data, LISTMODE.PURCHASE_FAITH, m_purchaseFaithListIM);
if(persistCollapse) then
if(prodDistrictList ~= nil and not prodDistrictList.HeaderOn:IsHidden()) then
OnExpand(prodDistrictList);
end
if(prodWonderList ~= nil and not prodWonderList.HeaderOn:IsHidden()) then
OnExpand(prodWonderList);
end
if(prodUnitList ~= nil and not prodUnitList.HeaderOn:IsHidden()) then
OnExpand(prodUnitList);
end
if(prodProjectList ~= nil and not prodProjectList.HeaderOn:IsHidden()) then
OnExpand(prodProjectList);
end
if(purchFaithBuildingList ~= nil and not purchFaithBuildingList.HeaderOn:IsHidden()) then
OnExpand(purchFaithBuildingList);
end
if(purchGoldBuildingList ~= nil and not purchGoldBuildingList.HeaderOn:IsHidden()) then
OnExpand(purchGoldBuildingList);
end
if(purchFaithUnitList ~= nil and not purchFaithUnitList.HeaderOn:IsHidden()) then
OnExpand(purchFaithUnitList);
end
if(purchGoldUnitList ~= nil and not purchGoldUnitList.HeaderOn:IsHidden()) then
OnExpand(purchGoldUnitList);
end
else
if(prodDistrictList ~= nil) then
OnExpand(prodDistrictList);
end
if(prodWonderList ~= nil) then
OnExpand(prodWonderList);
end
if(prodUnitList ~= nil) then
OnExpand(prodUnitList);
end
if(prodProjectList ~= nil) then
OnExpand(prodProjectList);
end
if(purchFaithBuildingList ~= nil) then
OnExpand(purchFaithBuildingList);
end
if(purchGoldBuildingList ~= nil) then
OnExpand(purchGoldBuildingList);
end
if(purchFaithUnitList ~= nil ) then
OnExpand(purchFaithUnitList);
end
if(purchGoldUnitList ~= nil) then
OnExpand(purchGoldUnitList);
end
m_tabs.SelectTab(m_productionTab);
end
--
if( Controls.PurchaseList:GetSizeY() == 0 ) then
Controls.NoGoldContent:SetHide(false);
else
Controls.NoGoldContent:SetHide(true);
end
if( Controls.PurchaseFaithList:GetSizeY() == 0 ) then
Controls.NoFaithContent:SetHide(false);
else
Controls.NoFaithContent:SetHide(true);
end
end
function ResetInstanceVisibility(productionItem: table)
if (productionItem.ArmyCorpsDrawer ~= nil) then
productionItem.ArmyCorpsDrawer:SetHide(true);
productionItem.CorpsArmyArrow:SetSelected(true);
productionItem.CorpsRecommendedIcon:SetHide(true);
productionItem.CorpsButtonContainer:SetHide(true);
productionItem.CorpsDisabled:SetHide(true);
productionItem.ArmyRecommendedIcon:SetHide(true);
productionItem.ArmyButtonContainer:SetHide(true);
productionItem.ArmyDisabled:SetHide(true);
productionItem.CorpsArmyDropdownArea:SetHide(true);
end
if (productionItem.BuildingDrawer ~= nil) then
productionItem.BuildingDrawer:SetHide(true);
productionItem.CompletedArea:SetHide(true);
end
productionItem.RecommendedIcon:SetHide(true);
productionItem.Disabled:SetHide(true);
end
-- ===========================================================================
function PopulateList(data, listMode, listIM)
listIM:ResetInstances();
local districtList;
local buildingList;
local wonderList;
local projectList;
local unitList;
local queueList;
Controls.PauseCollapseList:Stop();
local selectedCity = UI.GetHeadSelectedCity();
local pBuildings = selectedCity:GetBuildings();
local cityID = selectedCity:GetID();
local cityData = GetCityData(selectedCity);
local localPlayer = Players[Game.GetLocalPlayer()];
if(listMode == LISTMODE.PRODUCTION) then
m_maxProductionSize = 0;
-- Populate Current Item
local buildQueue = selectedCity:GetBuildQueue();
local productionHash = 0;
local completedStr = "";
local currentProductionHash = buildQueue:GetCurrentProductionTypeHash();
local previousProductionHash = buildQueue:GetPreviousProductionTypeHash();
local screenX, screenY:number = UIManager:GetScreenSizeVal()
if( currentProductionHash == 0 and previousProductionHash == 0 ) then
Controls.CurrentProductionArea:SetHide(true);
Controls.ProductionListScroll:SetSizeY(screenY-120);
Controls.ProductionListScroll:CalculateSize();
Controls.ProductionListScroll:SetOffsetY(10);
completedStr = "";
else
Controls.CurrentProductionArea:SetHide(false);
Controls.ProductionListScroll:SetSizeY(screenY-175);
Controls.ProductionListScroll:CalculateSize();
Controls.ProductionListScroll:SetOffsetY(65);
if( currentProductionHash == 0 ) then
productionHash = previousProductionHash;
Controls.CompletedArea:SetHide(false);
completedStr = Locale.ToUpper(Locale.Lookup("LOC_TECH_KEY_COMPLETED"));
else
Controls.CompletedArea:SetHide(true);
productionHash = currentProductionHash;
completedStr = ""
end
end
local currentProductionInfo :table = GetProductionInfoOfCity( data.City, productionHash );
if (currentProductionInfo.Icons ~= nil) then
Controls.CurrentProductionName:SetText(Locale.ToUpper(Locale.Lookup(currentProductionInfo.Name)).." "..completedStr);
Controls.CurrentProductionProgress:SetPercent(currentProductionInfo.PercentComplete);
Controls.CurrentProductionProgress:SetShadowPercent(currentProductionInfo.PercentCompleteNextTurn);
Controls.CurrentProductionIcon:SetIcon(currentProductionInfo.Icons[#currentProductionInfo.Icons]);
if(currentProductionInfo.Description ~= nil) then
Controls.CurrentProductionIcon:SetToolTipString(Locale.Lookup(currentProductionInfo.Description));
else
Controls.CurrentProductionIcon:SetToolTipString();
end
local numberOfTurns = currentProductionInfo.Turns;
if numberOfTurns == -1 then
numberOfTurns = "999+";
end;
Controls.CurrentProductionCost:SetText("[ICON_Turn]".. numberOfTurns);
Controls.CurrentProductionProgressString:SetText("[ICON_ProductionLarge]"..currentProductionInfo.Progress.."/"..currentProductionInfo.Cost);
end
-- Populate Districts ------------------------ CANNOT purchase districts
districtList = listIM:GetInstance();
districtList.Header:SetText(Locale.ToUpper(Locale.Lookup("LOC_HUD_DISTRICTS_BUILDINGS")));
districtList.HeaderOn:SetText(Locale.ToUpper(Locale.Lookup("LOC_HUD_DISTRICTS_BUILDINGS")));
local dL = districtList; -- Due to lambda capture, we need to copy this for callback
if ( districtList.districtListIM ~= nil ) then
districtList.districtListIM:ResetInstances();
else
districtList.districtListIM = InstanceManager:new( "DistrictListInstance", "Root", districtList.List);
end
-- In the interest of performance, we're keeping the instances that we created and resetting the data.
-- This requires a little bit of footwork to remember the instances that have been modified and to manually reset them.
for _,type in ipairs(m_TypeNames) do
if ( districtList[BUILDING_IM_PREFIX..type] ~= nil) then --Reset the states for the building instance managers
districtList[BUILDING_IM_PREFIX..type]:ResetInstances();
end
if ( districtList[BUILDING_DRAWER_PREFIX..type] ~= nil) then --Reset the states of the drawers
districtList[BUILDING_DRAWER_PREFIX..type]:SetHide(true);
end
end
for i, item in ipairs(data.DistrictItems) do
if(GameInfo.Districts[item.Hash].RequiresPopulation and cityData.DistrictsNum < cityData.DistrictsPossibleNum) then
if(GetNumDistrictsInCityQueue(selectedCity) + cityData.DistrictsNum >= cityData.DistrictsPossibleNum) then
item.Disabled = true;
if(not string.find(item.ToolTip, "COLOR:Red")) then
item.ToolTip = item.ToolTip .. "[NEWLINE][NEWLINE][COLOR:Red]" .. Locale.Lookup("LOC_DISTRICT_ZONE_POPULATION_TOO_LOW_SHORT", cityData.DistrictsPossibleNum * 3 + 1);
end
end
end
local districtListing = districtList["districtListIM"]:GetInstance();
ResetInstanceVisibility(districtListing);
-- Check to see if this district item is one of the items that is recommended:
for _,hash in ipairs( m_recommendedItems) do
if(item.Hash == hash.BuildItemHash) then
districtListing.RecommendedIcon:SetHide(false);
end
end
local nameStr = Locale.Lookup("{1_Name}", item.Name);
if (item.Repair) then
nameStr = nameStr .. "[NEWLINE]" .. Locale.Lookup("LOC_PRODUCTION_ITEM_REPAIR");
end
if (item.Contaminated) then
nameStr = nameStr .. Locale.Lookup("LOC_PRODUCTION_ITEM_DECONTAMINATE");
end
districtListing.LabelText:SetText(nameStr);
local turnsStrTT:string = "";
local turnsStr:string = "";
if(item.HasBeenBuilt and GameInfo.Districts[item.Type].OnePerCity == true and not item.Repair and not item.Contaminated and item.Progress == 0 and not item.TurnsLeft) then
turnsStrTT = Locale.Lookup("LOC_HUD_CITY_DISTRICT_BUILT_TT");
turnsStr = "[ICON_Checkmark]";
districtListing.RecommendedIcon:SetHide(true);
else
if(item.TurnsLeft) then
local numberOfTurns = item.TurnsLeft;
if numberOfTurns == -1 then
numberOfTurns = "999+";
turnsStrTT = Locale.Lookup("LOC_HUD_CITY_WILL_NOT_COMPLETE");
else
turnsStrTT = numberOfTurns .. Locale.Lookup("LOC_HUD_CITY_TURNS_TO_COMPLETE", item.TurnsLeft);
end
turnsStr = numberOfTurns .. "[ICON_Turn]";
else
turnsStrTT = Locale.Lookup("LOC_HUD_CITY_DISTRICT_BUILT_TT");
turnsStr = "[ICON_Checkmark]";
districtListing.RecommendedIcon:SetHide(true);
end
end
if (item.Disabled) then
if(item.HasBeenBuilt and GameInfo.Districts[item.Type].OnePerCity == true) then
turnsStrTT = Locale.Lookup("LOC_HUD_CITY_DISTRICT_BUILT_TT");
turnsStr = "[ICON_Checkmark]";
end
end
if(item.Progress > 0) then
districtListing.ProductionProgressArea:SetHide(false);
local districtProgress = item.Progress/item.Cost;
if (districtProgress < 1) then
districtListing.ProductionProgress:SetPercent(districtProgress);
else
districtListing.ProductionProgressArea:SetHide(true);
end
else
districtListing.ProductionProgressArea:SetHide(true);
end
districtListing.CostText:SetToolTipString(turnsStrTT);
districtListing.CostText:SetText(turnsStr);
districtListing.Button:SetToolTipString(item.ToolTip);
districtListing.Disabled:SetToolTipString(item.ToolTip);
districtListing.Icon:SetIcon(ICON_PREFIX..item.Type);
local districtType = item.Type;
-- Check to see if this is a unique district that will be substituted for another kind of district
if(GameInfo.DistrictReplaces[item.Type] ~= nil) then
districtType = GameInfo.DistrictReplaces[item.Type].ReplacesDistrictType;
end
local uniqueBuildingIMName = BUILDING_IM_PREFIX..districtType;
local uniqueBuildingAreaName = BUILDING_DRAWER_PREFIX..districtType;
table.insert(m_TypeNames, districtType);
districtList[uniqueBuildingIMName] = InstanceManager:new( "BuildingListInstance", "Root", districtListing.BuildingStack);
districtList[uniqueBuildingAreaName] = districtListing.BuildingDrawer;
districtListing.CompletedArea:SetHide(true);
if (item.Disabled) then
if(item.HasBeenBuilt and GameInfo.Districts[item.Type].OnePerCity == true) then
districtListing.CompletedArea:SetHide(false);
districtListing.Disabled:SetHide(true);
else
if(showDisabled) then
districtListing.Disabled:SetHide(false);
districtListing.Button:SetColor(COLOR_LOW_OPACITY);
else
districtListing.Root:SetHide(true);
end
end
else
districtListing.Root:SetHide(false);
districtListing.Disabled:SetHide(true);
districtListing.Button:SetColor(0xFFFFFFFF);
end
districtListing.Button:SetDisabled(item.Disabled);
districtListing.Button:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
districtListing.Button:RegisterCallback( Mouse.eLClick, function()
if(m_isCONTROLpressed) then
nextDistrictSkipToFront = true;
else
nextDistrictSkipToFront = false;
end
QueueDistrict(data.City, item, nextDistrictSkipToFront);
end);
districtListing.Button:RegisterCallback( Mouse.eMClick, function()
nextDistrictSkipToFront = true;
QueueDistrict(data.City, item, true);
RecenterCameraToSelectedCity();
end);
if(not IsTutorialRunning()) then
districtListing.Button:RegisterCallback( Mouse.eRClick, function()
LuaEvents.OpenCivilopedia(item.Type);
end);
end
districtListing.Root:SetTag(UITutorialManager:GetHash(item.Type));
end
districtList.List:CalculateSize();
districtList.List:ReprocessAnchoring();
if (districtList.List:GetSizeY()==0) then
districtList.Top:SetHide(true);
else
m_maxProductionSize = m_maxProductionSize + HEADER_Y + SEPARATOR_Y;
districtList.Header:RegisterCallback( Mouse.eLClick, function()
OnExpand(dL);
end);
districtList.Header:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
districtList.HeaderOn:RegisterCallback( Mouse.eLClick, function()
OnCollapse(dL);
end);
districtList.HeaderOn:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
end
prodDistrictList = dL;
-- Populate Nested Buildings -----------------
for i, buildingItem in ipairs(data.BuildingItems) do
local displayItem = true;
-- PQ: Check if this building is mutually exclusive with another
if(mutuallyExclusiveBuildings[buildingItem.Type]) then
for mutuallyExclusiveBuilding in GameInfo.MutuallyExclusiveBuildings() do
if(mutuallyExclusiveBuilding.Building == buildingItem.Type) then
if(IsBuildingInQueue(selectedCity, GameInfo.Buildings[mutuallyExclusiveBuilding.MutuallyExclusiveBuilding].Hash) or pBuildings:HasBuilding(GameInfo.Buildings[mutuallyExclusiveBuilding.MutuallyExclusiveBuilding].Index)) then
displayItem = false;
end
elseif(mutuallyExclusiveBuilding.MutuallyExclusiveBuilding == buildingItem.Type) then
if(IsBuildingInQueue(selectedCity, GameInfo.Buildings[mutuallyExclusiveBuilding.Building].Hash) or pBuildings:HasBuilding(GameInfo.Buildings[mutuallyExclusiveBuilding.Building].Index)) then
displayItem = false;
end
end
end
end
if(buildingItem.Hash == GameInfo.Buildings["BUILDING_PALACE"].Hash) then
displayItem = false;
end
if(not buildingItem.IsWonder and not IsBuildingInQueue(selectedCity, buildingItem.Hash) and displayItem) then
local uniqueDrawerName = BUILDING_DRAWER_PREFIX..buildingItem.PrereqDistrict;
local uniqueIMName = BUILDING_IM_PREFIX..buildingItem.PrereqDistrict;
if (districtList[uniqueIMName] ~= nil) then
local buildingListing = districtList[uniqueIMName]:GetInstance();
ResetInstanceVisibility(buildingListing);
-- Check to see if this is one of the recommended items
for _,hash in ipairs( m_recommendedItems) do
if(buildingItem.Hash == hash.BuildItemHash) then
buildingListing.RecommendedIcon:SetHide(false);
end
end
buildingListing.Root:SetSizeX(305);
buildingListing.Button:SetSizeX(305);
local districtBuildingAreaControl = districtList[uniqueDrawerName];
districtBuildingAreaControl:SetHide(false);
--Fill the meter if there is any progress, hide it if not
if(buildingItem.Progress > 0) then
buildingListing.ProductionProgressArea:SetHide(false);
local buildingProgress = buildingItem.Progress/buildingItem.Cost;
if (buildingProgress < 1) then
buildingListing.ProductionProgress:SetPercent(buildingProgress);
else
buildingListing.ProductionProgressArea:SetHide(true);
end
else
buildingListing.ProductionProgressArea:SetHide(true);
end
local nameStr = Locale.Lookup("{1_Name}", buildingItem.Name);
if (buildingItem.Repair) then
nameStr = nameStr .. "[NEWLINE]" .. Locale.Lookup("LOC_PRODUCTION_ITEM_REPAIR");
end
buildingListing.LabelText:SetText(nameStr);
local turnsStrTT:string = "";
local turnsStr:string = "";
local numberOfTurns = buildingItem.TurnsLeft;
if numberOfTurns == -1 then
numberOfTurns = "999+";
turnsStrTT = Locale.Lookup("LOC_HUD_CITY_WILL_NOT_COMPLETE");
else
turnsStrTT = numberOfTurns .. Locale.Lookup("LOC_HUD_CITY_TURNS_TO_COMPLETE", buildingItem.TurnsLeft);
end
turnsStr = numberOfTurns .. "[ICON_Turn]";
buildingListing.CostText:SetToolTipString(turnsStrTT);
buildingListing.CostText:SetText(turnsStr);
buildingListing.Button:SetToolTipString(buildingItem.ToolTip);
buildingListing.Disabled:SetToolTipString(buildingItem.ToolTip);
buildingListing.Icon:SetIcon(ICON_PREFIX..buildingItem.Type);
if (buildingItem.Disabled) then
if(showDisabled) then
buildingListing.Disabled:SetHide(false);
buildingListing.Button:SetColor(COLOR_LOW_OPACITY);
else
buildingListing.Button:SetHide(true);
end
else
buildingListing.Button:SetHide(false);
buildingListing.Disabled:SetHide(true);
buildingListing.Button:SetSizeY(BUTTON_Y);
buildingListing.Button:SetColor(0xffffffff);
end
buildingListing.Button:SetDisabled(buildingItem.Disabled);
buildingListing.Button:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
buildingListing.Button:RegisterCallback( Mouse.eLClick, function()
QueueBuilding(data.City, buildingItem);
end);
buildingListing.Button:RegisterCallback( Mouse.eMClick, function()
QueueBuilding(data.City, buildingItem, true);
RecenterCameraToSelectedCity();
end);
if(not IsTutorialRunning()) then
buildingListing.Button:RegisterCallback( Mouse.eRClick, function()
LuaEvents.OpenCivilopedia(buildingItem.Type);
end);
end
buildingListing.Button:SetTag(UITutorialManager:GetHash(buildingItem.Type));
end
end
end
-- Populate Wonders ------------------------ CANNOT purchase wonders
wonderList = listIM:GetInstance();
wonderList.Header:SetText(Locale.ToUpper(Locale.Lookup("LOC_HUD_CITY_WONDERS")));
wonderList.HeaderOn:SetText(Locale.ToUpper(Locale.Lookup("LOC_HUD_CITY_WONDERS")));
local wL = wonderList;
if ( wonderList.wonderListIM ~= nil ) then
wonderList.wonderListIM:ResetInstances()
else
wonderList.wonderListIM = InstanceManager:new( "BuildingListInstance", "Root", wonderList.List);
end
for i, item in ipairs(data.BuildingItems) do
if(item.IsWonder and not IsWonderInQueue(item.Hash)) then
local wonderListing = wonderList["wonderListIM"]:GetInstance();
ResetInstanceVisibility(wonderListing);
for _,hash in ipairs( m_recommendedItems) do
if(item.Hash == hash.BuildItemHash) then
wonderListing.RecommendedIcon:SetHide(false);
end
end
local nameStr = Locale.Lookup("{1_Name}", item.Name);
if (item.Repair) then
nameStr = nameStr .. "[NEWLINE]" .. Locale.Lookup("LOC_PRODUCTION_ITEM_REPAIR");
end
wonderListing.LabelText:SetText(nameStr);
if(item.Progress > 0) then
wonderListing.ProductionProgressArea:SetHide(false);
local wonderProgress = item.Progress/item.Cost;
if (wonderProgress < 1) then
wonderListing.ProductionProgress:SetPercent(wonderProgress);
else
wonderListing.ProductionProgressArea:SetHide(true);
end
else
wonderListing.ProductionProgressArea:SetHide(true);
end
local turnsStrTT:string = "";
local turnsStr:string = "";
local numberOfTurns = item.TurnsLeft;
if numberOfTurns == -1 then
numberOfTurns = "999+";
turnsStrTT = Locale.Lookup("LOC_HUD_CITY_WILL_NOT_COMPLETE");
else
turnsStrTT = numberOfTurns .. Locale.Lookup("LOC_HUD_CITY_TURNS_TO_COMPLETE", item.TurnsLeft);
end
turnsStr = numberOfTurns .. "[ICON_Turn]";
wonderListing.CostText:SetText(turnsStr);
wonderListing.CostText:SetToolTipString(turnsStrTT);
wonderListing.Button:SetToolTipString(item.ToolTip);
wonderListing.Disabled:SetToolTipString(item.ToolTip);
wonderListing.Icon:SetIcon(ICON_PREFIX..item.Type);
if (item.Disabled) then
if(showDisabled) then
wonderListing.Disabled:SetHide(false);
wonderListing.Button:SetColor(COLOR_LOW_OPACITY);
else
wonderListing.Button:SetHide(true);
end
else
wonderListing.Button:SetHide(false);
wonderListing.Disabled:SetHide(true);
wonderListing.Button:SetSizeY(BUTTON_Y);
wonderListing.Button:SetColor(0xffffffff);
end
wonderListing.Button:SetDisabled(item.Disabled);
wonderListing.Button:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
wonderListing.Button:RegisterCallback( Mouse.eLClick, function()
nextDistrictSkipToFront = false;
QueueBuilding(data.City, item);
end);
wonderListing.Button:RegisterCallback( Mouse.eMClick, function()
nextDistrictSkipToFront = true;
QueueBuilding(data.City, item, true);
RecenterCameraToSelectedCity();
end);
if(not IsTutorialRunning()) then
wonderListing.Button:RegisterCallback( Mouse.eRClick, function()
LuaEvents.OpenCivilopedia(item.Type);
end);
end
wonderListing.Button:SetTag(UITutorialManager:GetHash(item.Type));
end
end
wonderList.List:CalculateSize();
wonderList.List:ReprocessAnchoring();
if (wonderList.List:GetSizeY()==0) then
wonderList.Top:SetHide(true);
else
m_maxProductionSize = m_maxProductionSize + HEADER_Y + SEPARATOR_Y;
wonderList.Header:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
wonderList.Header:RegisterCallback( Mouse.eLClick, function()
OnExpand(wL);
end);
wonderList.HeaderOn:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
wonderList.HeaderOn:RegisterCallback( Mouse.eLClick, function()
OnCollapse(wL);
end);
end
prodWonderList = wL;
--===================================================================================================================
------------------------------------------ Populate the Production Queue --------------------------------------------
--===================================================================================================================
m_queueIM:ResetInstances();
if(#prodQueue[cityID] > 0) then
queueList = m_queueIM:GetInstance();
if (queueList.queueListIM ~= nil) then
queueList.queueListIM:ResetInstances();
else
queueList.queueListIM = InstanceManager:new("QueueListInstance", "Root", queueList.List);
end
local itemEncountered = {};
for i, qi in pairs(prodQueue[cityID]) do
local queueListing = queueList["queueListIM"]:GetInstance();
ResetInstanceVisibility(queueListing);
queueListing.ProductionProgressArea:SetHide(true);
if(qi.entry) then
local info = GetProductionInfoOfCity(selectedCity, qi.entry.Hash);
local turnsText = info.Turns;
if(itemEncountered[qi.entry.Hash]) then
turnsText = math.ceil(info.Cost / cityData.ProductionPerTurn);
else
if(info.Progress > 0) then
queueListing.ProductionProgressArea:SetHide(false);
local progress = info.Progress/info.Cost;
if (progress < 1) then
queueListing.ProductionProgress:SetPercent(progress);
else
queueListing.ProductionProgressArea:SetHide(true);
end
end
end
local suffix = "";
if(GameInfo.Units[qi.entry.Hash]) then
local unitDef = GameInfo.Units[qi.entry.Hash];
local cost = 0;
if(prodQueue[cityID][i].type == PRODUCTION_TYPE.CORPS) then
cost = qi.entry.CorpsCost;
if(unitDef.Domain == "DOMAIN_SEA") then
suffix = " " .. Locale.Lookup("LOC_UNITFLAG_FLEET_SUFFIX");
else
suffix = " " .. Locale.Lookup("LOC_UNITFLAG_CORPS_SUFFIX");
end
elseif(qi.type == PRODUCTION_TYPE.ARMY) then
cost = qi.entry.ArmyCost;
if(unitDef.Domain == "DOMAIN_SEA") then
suffix = " " .. Locale.Lookup("LOC_UNITFLAG_ARMADA_SUFFIX");
else
suffix = " " .. Locale.Lookup("LOC_UNITFLAG_ARMY_SUFFIX");
end
elseif(qi.type == PRODUCTION_TYPE.UNIT) then
cost = qi.entry.Cost;
end
if(itemEncountered[qi.entry.Hash] and info.Progress ~= 0) then
turnsText = math.ceil(cost / cityData.ProductionPerTurn);
local percentPerTurn = info.PercentCompleteNextTurn - info.PercentComplete;
if(info.PercentCompleteNextTurn < 1) then
turnsText = math.ceil(1/percentPerTurn);
else
turnsText = "~" .. turnsText;
end
else
turnsText = info.Turns;
local progress = info.Progress / cost;
if (progress < 1) then
queueListing.ProductionProgress:SetPercent(progress);
end
end
end
if(qi.entry.Repair) then suffix = " (" .. Locale.Lookup("LOC_UNITOPERATION_REPAIR_DESCRIPTION") .. ")" end
queueListing.LabelText:SetText(Locale.Lookup(qi.entry.Name) .. suffix);
queueListing.Icon:SetIcon(info.Icons[#info.Icons])
queueListing.CostText:SetText(turnsText .. "[ICON_Turn]");
if(i == 1) then queueListing.Active:SetHide(false); end
itemEncountered[qi.entry.Hash] = true;
end
-- EVENT HANDLERS --
queueListing.Button:RegisterCallback( Mouse.eRClick, function()
if(CanRemoveFromQueue(cityID, i)) then
if(RemoveFromQueue(cityID, i)) then
if(i == 1) then
BuildFirstQueued(selectedCity);
else
Refresh(true);
end
end
end
end);
queueListing.Button:RegisterCallback( Mouse.eMouseEnter, function()
if(UI.GetInterfaceMode() ~= InterfaceModeTypes.DISTRICT_PLACEMENT and qi.plotID > -1) then
UILens.SetAdjacencyBonusDistict(qi.plotID, "Placement_Valid", {})
end
end);
queueListing.Button:RegisterCallback( Mouse.eMouseExit, function()
if(UI.GetInterfaceMode() ~= InterfaceModeTypes.DISTRICT_PLACEMENT) then
UILens.ClearLayerHexes( m_Districts );
end
end);
queueListing.Button:RegisterCallback( Mouse.eLDblClick, function()
MoveQueueIndex(cityID, i, 1);
BuildFirstQueued(selectedCity);
end);
queueListing.Button:RegisterCallback( Mouse.eMClick, function()
MoveQueueIndex(cityID, i, 1);
BuildFirstQueued(selectedCity);
RecenterCameraToSelectedCity();
end);
queueListing.Draggable:RegisterCallback( Drag.eDown, function(dragStruct) OnDownInQueue(dragStruct, queueListing, i); end );
queueListing.Draggable:RegisterCallback( Drag.eDrag, function(dragStruct) OnDragInQueue(dragStruct, queueListing, i); end );
queueListing.Draggable:RegisterCallback( Drag.eDrop, function(dragStruct) OnDropInQueue(dragStruct, queueListing, i); end );
end
end
end --End if LISTMODE.PRODUCTION - display districts, NESTED buildings, and wonders
if(listMode ~= LISTMODE.PRODUCTION) then --If we are purchasing, then buildings don't have to be displayed in a nested way
-- Populate Districts ------------------------
districtList = listIM:GetInstance();
districtList.Header:SetText(Locale.ToUpper(Locale.Lookup("LOC_HUD_DISTRICTS")));
districtList.HeaderOn:SetText(Locale.ToUpper(Locale.Lookup("LOC_HUD_DISTRICTS")));
local dL = districtList;
if ( districtList.districtListIM ~= nil) then
districtList.districtListIM:ResetInstances();
else
districtList.districtListIM = InstanceManager:new( "DistrictListInstance", "Root", districtList.List);
end
for i, item in ipairs(data.DistrictPurchases) do
if (item.Yield == "YIELD_GOLD" and listMode == LISTMODE.PURCHASE_GOLD) then
local districtListing = districtList["districtListIM"]:GetInstance();
ResetInstanceVisibility(districtListing);
districtListing.ProductionProgressArea:SetHide(true);
local nameStr = Locale.Lookup(item.Name);
local costStr = Locale.Lookup("LOC_PRODUCTION_PURCHASE_GOLD_TEXT", item.Cost);
if (item.CantAfford) then
costStr = "[COLOR:Red]" .. costStr .. "[ENDCOLOR]";
end
for _,hash in ipairs( m_recommendedItems) do
if (item.Hash == hash.BuildItemHash) then
districtListing.RecommendedIcon:SetHide(false);
end
end
districtListing.LabelText:SetText(nameStr);
districtListing.CostText:SetText(costStr);
districtListing.Button:SetToolTipString(item.ToolTip);
districtListing.Disabled:SetToolTipString(item.ToolTip);
districtListing.Icon:SetIcon(ICON_PREFIX..item.Type);
if (item.Disabled) then
if(showDisabled) then
districtListing.Disabled:SetHide(false);
districtListing.Button:SetColor(COLOR_LOW_OPACITY);
else
districtListing.Button:SetHide(true);
end
else
districtListing.Button:SetHide(false);
districtListing.Disabled:SetHide(true);
districtListing.Button:SetColor(0xffffffff);
end
districtListing.Button:SetDisabled(item.Disabled);
districtListing.Button:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
districtListing.Button:RegisterCallback( Mouse.eLClick, function()
PurchaseDistrict(data.City, item);
end);
end
end
-- Populate Buildings ------------------------
buildingList = listIM:GetInstance();
buildingList.Header:SetText(Locale.ToUpper(Locale.Lookup("LOC_HUD_BUILDINGS")));
buildingList.HeaderOn:SetText(Locale.ToUpper(Locale.Lookup("LOC_HUD_BUILDINGS")));
local bL = buildingList;
if ( buildingList.buildingListIM ~= nil ) then
buildingList.buildingListIM:ResetInstances();
else
buildingList.buildingListIM = InstanceManager:new( "BuildingListInstance", "Root", buildingList.List);
end
for i, item in ipairs(data.BuildingPurchases) do
if ((item.Yield == "YIELD_GOLD" and listMode == LISTMODE.PURCHASE_GOLD) or (item.Yield == "YIELD_FAITH" and listMode == LISTMODE.PURCHASE_FAITH)) then
local buildingListing = buildingList["buildingListIM"]:GetInstance();
ResetInstanceVisibility(buildingListing);
buildingListing.ProductionProgressArea:SetHide(true); -- Since this is DEFINITELY a purchase instance, hide the progress bar
local nameStr = Locale.Lookup(item.Name);
local costStr;
if (item.Yield == "YIELD_GOLD") then
costStr = Locale.Lookup("LOC_PRODUCTION_PURCHASE_GOLD_TEXT", item.Cost);
else
costStr = Locale.Lookup("LOC_PRODUCTION_PURCHASE_FAITH_TEXT", item.Cost);
end
if item.CantAfford then
costStr = "[COLOR:Red]" .. costStr .. "[ENDCOLOR]";
end
for _,hash in ipairs( m_recommendedItems) do
if(item.Hash == hash.BuildItemHash) then
buildingListing.RecommendedIcon:SetHide(false);
end
end
buildingListing.LabelText:SetText(nameStr);
buildingListing.CostText:SetText(costStr);
buildingListing.Button:SetToolTipString(item.ToolTip);
buildingListing.Disabled:SetToolTipString(item.ToolTip);
buildingListing.Icon:SetIcon(ICON_PREFIX..item.Type);
if (item.Disabled) then
if(showDisabled) then
buildingListing.Disabled:SetHide(false);
buildingListing.Button:SetColor(COLOR_LOW_OPACITY);
else
buildingListing.Button:SetHide(true);
end
else
buildingListing.Button:SetHide(false);
buildingListing.Disabled:SetHide(true);
buildingListing.Button:SetColor(0xffffffff);
end
buildingListing.Button:SetDisabled(item.Disabled);
if(not IsTutorialRunning()) then
buildingListing.Button:RegisterCallback( Mouse.eRClick, function()
LuaEvents.OpenCivilopedia(item.Type);
end);
end
buildingListing.Button:RegisterCallback( Mouse.eLClick, function()
PurchaseBuilding(data.City, item);
end);
end
end
buildingList.List:CalculateSize();
buildingList.List:ReprocessAnchoring();
if (buildingList.List:GetSizeY()==0) then
buildingList.Top:SetHide(true);
else
m_maxPurchaseSize = m_maxPurchaseSize + HEADER_Y + SEPARATOR_Y;
buildingList.Header:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
buildingList.Header:RegisterCallback( Mouse.eLClick, function()
OnExpand(bL);
end);
buildingList.HeaderOn:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
buildingList.HeaderOn:RegisterCallback( Mouse.eLClick, function()
OnCollapse(bL);
end);
end
if( listMode== LISTMODE.PURCHASE_GOLD) then
purchGoldBuildingList = bL;
elseif (listMode == LISTMODE.PURCHASE_FAITH) then
purchFaithBuildingList = bL;
end
end -- End if NOT LISTMODE.PRODUCTION
-- Populate Units ------------------------
local primaryColor, secondaryColor = UI.GetPlayerColors( Players[Game.GetLocalPlayer()]:GetID() );
local darkerFlagColor :number = DarkenLightenColor(primaryColor,(-85),255);
local brighterFlagColor :number = DarkenLightenColor(primaryColor,90,255);
local brighterIconColor :number = DarkenLightenColor(secondaryColor,20,255);
local darkerIconColor :number = DarkenLightenColor(secondaryColor,-30,255);
unitList = listIM:GetInstance();
unitList.Header:SetText(Locale.ToUpper(Locale.Lookup("LOC_TECH_FILTER_UNITS")));
unitList.HeaderOn:SetText(Locale.ToUpper(Locale.Lookup("LOC_TECH_FILTER_UNITS")));
local uL = unitList;
if ( unitList.unitListIM ~= nil ) then
unitList.unitListIM:ResetInstances();
else
unitList.unitListIM = InstanceManager:new( "UnitListInstance", "Root", unitList.List);
end
if ( unitList.civilianListIM ~= nil ) then
unitList.civilianListIM:ResetInstances();
else
unitList.civilianListIM = InstanceManager:new( "CivilianListInstance", "Root", unitList.List);
end
local unitData;
if(listMode == LISTMODE.PRODUCTION) then
unitData = data.UnitItems;
else
unitData = data.UnitPurchases;
end
for i, item in ipairs(unitData) do
local unitListing;
if ((item.Yield == "YIELD_GOLD" and listMode == LISTMODE.PURCHASE_GOLD) or (item.Yield == "YIELD_FAITH" and listMode == LISTMODE.PURCHASE_FAITH) or listMode == LISTMODE.PRODUCTION) then
if (item.Civilian) then
unitListing = unitList["civilianListIM"]:GetInstance();
else
unitListing = unitList["unitListIM"]:GetInstance();
end
ResetInstanceVisibility(unitListing);
-- Check to see if this item is recommended
for _,hash in ipairs( m_recommendedItems) do
if(item.Hash == hash.BuildItemHash) then
unitListing.RecommendedIcon:SetHide(false);
end
end
local costStr = "";
local costStrTT = "";
if(listMode == LISTMODE.PRODUCTION) then
-- ProductionQueue: We need to check that there isn't already one of these in the queue
if(prodQueue[cityID][1] and prodQueue[cityID][1].entry.Hash == item.Hash) then
item.TurnsLeft = math.ceil(item.Cost / cityData.ProductionPerTurn);
item.Progress = 0;
end
-- Production meter progress for parent unit
if(item.Progress > 0) then
unitListing.ProductionProgressArea:SetHide(false);
local unitProgress = item.Progress/item.Cost;
if (unitProgress < 1) then
unitListing.ProductionProgress:SetPercent(unitProgress);
else
unitListing.ProductionProgressArea:SetHide(true);
end
else
unitListing.ProductionProgressArea:SetHide(true);
end
local numberOfTurns = item.TurnsLeft;
if numberOfTurns == -1 then
numberOfTurns = "999+";
costStrTT = Locale.Lookup("LOC_HUD_CITY_WILL_NOT_COMPLETE");
else
costStrTT = numberOfTurns .. Locale.Lookup("LOC_HUD_CITY_TURNS_TO_COMPLETE", item.TurnsLeft);
end
costStr = numberOfTurns .. "[ICON_Turn]";
else
unitListing.ProductionProgressArea:SetHide(true);
if (item.Yield == "YIELD_GOLD") then
costStr = Locale.Lookup("LOC_PRODUCTION_PURCHASE_GOLD_TEXT", item.Cost);
else
costStr = Locale.Lookup("LOC_PRODUCTION_PURCHASE_FAITH_TEXT", item.Cost);
end
if item.CantAfford then
costStr = "[COLOR:Red]" .. costStr .. "[ENDCOLOR]";
end
end
-- PQ: Check if we already have max spies including queued
if(item.Hash == GameInfo.Units["UNIT_SPY"].Hash) then
local localDiplomacy = localPlayer:GetDiplomacy();
local spyCap = localDiplomacy:GetSpyCapacity();
local numberOfSpies = 0;
-- Count our spies
local localPlayerUnits:table = localPlayer:GetUnits();
for i, unit in localPlayerUnits:Members() do
local unitInfo:table = GameInfo.Units[unit:GetUnitType()];
if unitInfo.Spy then
numberOfSpies = numberOfSpies + 1;
end
end
-- Loop through all players to see if they have any of our captured spies
local players:table = Game.GetPlayers();
for i, player in ipairs(players) do
local playerDiplomacy:table = player:GetDiplomacy();
local numCapturedSpies:number = playerDiplomacy:GetNumSpiesCaptured();
for i=0,numCapturedSpies-1,1 do
local spyInfo:table = playerDiplomacy:GetNthCapturedSpy(player:GetID(), i);
if spyInfo and spyInfo.OwningPlayer == Game.GetLocalPlayer() then
numberOfSpies = numberOfSpies + 1;
end
end
end
-- Count travelling spies
if localDiplomacy then
local numSpiesOffMap:number = localDiplomacy:GetNumSpiesOffMap();
for i=0,numSpiesOffMap-1,1 do
local spyOffMapInfo:table = localDiplomacy:GetNthOffMapSpy(Game.GetLocalPlayer(), i);
if spyOffMapInfo and spyOffMapInfo.ReturnTurn ~= -1 then
numberOfSpies = numberOfSpies + 1;
end
end
end
if(spyCap > numberOfSpies) then
for _,city in pairs(prodQueue) do
for _,qi in pairs(city) do
if(qi.entry.Hash == item.Hash) then
numberOfSpies = numberOfSpies + 1;
end
end
end
if(numberOfSpies >= spyCap) then
item.Disabled = true;
-- No existing localization string for "Need more spy slots" so we'll just gray it out
-- item.ToolTip = item.ToolTip .. "[NEWLINE][NEWLINE][COLOR:Red]" .. Locale.Lookup("???");
end
end
end
-- PQ: Check if we already have max traders queued
if(item.Hash == GameInfo.Units["UNIT_TRADER"].Hash) then
local playerTrade :table = localPlayer:GetTrade();
local routesActive :number = playerTrade:GetNumOutgoingRoutes();
local routesCapacity:number = playerTrade:GetOutgoingRouteCapacity();
local routesQueued :number = 0;
if(routesCapacity >= routesActive) then
for _,city in pairs(prodQueue) do
for _,qi in pairs(city) do
if(qi.entry.Hash == item.Hash) then
routesQueued = routesQueued + 1;
end
end
end
if(routesActive + routesQueued >= routesCapacity) then
item.Disabled = true;
if(not string.find(item.ToolTip, "[COLOR:Red]")) then
item.ToolTip = item.ToolTip .. "[NEWLINE][NEWLINE][COLOR:Red]" .. Locale.Lookup("LOC_UNIT_TRAIN_FULL_TRADE_ROUTE_CAPACITY");
end
end
end
end
local nameStr = Locale.Lookup("{1_Name}", item.Name);
unitListing.LabelText:SetText(nameStr);
unitListing.CostText:SetText(costStr);
if(costStrTT ~= "") then
unitListing.CostText:SetToolTipString(costStrTT);
end
unitListing.TrainUnit:SetToolTipString(item.ToolTip);
unitListing.Disabled:SetToolTipString(item.ToolTip);
-- Show/hide religion indicator icon
if unitListing.ReligionIcon then
local showReligionIcon:boolean = false;
if item.ReligiousStrength and item.ReligiousStrength > 0 then
if unitListing.ReligionIcon then
local religionType = data.City:GetReligion():GetMajorityReligion();
if religionType > 0 then
local religion:table = GameInfo.Religions[religionType];
local religionIcon:string = "ICON_" .. religion.ReligionType;
local religionColor:number = UI.GetColorValue(religion.Color);
unitListing.ReligionIcon:SetIcon(religionIcon);
unitListing.ReligionIcon:SetColor(religionColor);
unitListing.ReligionIcon:LocalizeAndSetToolTip(religion.Name);
unitListing.ReligionIcon:SetHide(false);
showReligionIcon = true;
end
end
end
unitListing.ReligionIcon:SetHide(not showReligionIcon);
end
-- Set Icon color and backing
local textureName = TEXTURE_BASE;
if item.Type ~= -1 then
if (GameInfo.Units[item.Type].Combat ~= 0 or GameInfo.Units[item.Type].RangedCombat ~= 0) then -- Need a simpler what to test if the unit is a combat unit or not.
if "DOMAIN_SEA" == GameInfo.Units[item.Type].Domain then
textureName = TEXTURE_NAVAL;
else
textureName = TEXTURE_BASE;
end
else
if GameInfo.Units[item.Type].MakeTradeRoute then
textureName = TEXTURE_TRADE;
elseif "FORMATION_CLASS_SUPPORT" == GameInfo.Units[item.Type].FormationClass then
textureName = TEXTURE_SUPPORT;
elseif item.ReligiousStrength > 0 then
textureName = TEXTURE_RELIGION;
else
textureName = TEXTURE_CIVILIAN;
end
end
end
-- Set colors and icons for the flag instance
unitListing.FlagBase:SetTexture(textureName);
unitListing.FlagBaseOutline:SetTexture(textureName);
unitListing.FlagBaseDarken:SetTexture(textureName);
unitListing.FlagBaseLighten:SetTexture(textureName);
unitListing.FlagBase:SetColor( primaryColor );
unitListing.FlagBaseOutline:SetColor( primaryColor );
unitListing.FlagBaseDarken:SetColor( darkerFlagColor );
unitListing.FlagBaseLighten:SetColor( brighterFlagColor );
unitListing.Icon:SetColor( secondaryColor );
unitListing.Icon:SetIcon(ICON_PREFIX..item.Type);
-- Handle if the item is disabled
if (item.Disabled) then
if(showDisabled) then
unitListing.Disabled:SetHide(false);
unitListing.TrainUnit:SetColor(COLOR_LOW_OPACITY);
unitListing.RecommendedIcon:SetHide(true);
else
unitListing.TrainUnit:SetHide(true);
end
else
unitListing.TrainUnit:SetHide(false);
unitListing.Disabled:SetHide(true);
unitListing.TrainUnit:SetColor(0xffffffff);
end
unitListing.TrainUnit:SetDisabled(item.Disabled);
unitListing.TrainUnit:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
if (listMode == LISTMODE.PRODUCTION) then
unitListing.TrainUnit:RegisterCallback( Mouse.eLClick, function()
QueueUnit(data.City, item, m_isCONTROLpressed);
end);
unitListing.TrainUnit:RegisterCallback( Mouse.eMClick, function()
QueueUnit(data.City, item, true);
RecenterCameraToSelectedCity();
end);
else
unitListing.TrainUnit:RegisterCallback( Mouse.eLClick, function()
PurchaseUnit(data.City, item);
end);
end
if(not IsTutorialRunning()) then
unitListing.TrainUnit:RegisterCallback( Mouse.eRClick, function()
LuaEvents.OpenCivilopedia(item.Type);
end);
end
unitListing.TrainUnit:SetTag(UITutorialManager:GetHash(item.Type));
-- Controls for training unit corps and armies.
-- Want a special text string for this!! #NEW TEXT #LOCALIZATION - "You can only directly build corps and armies once you have constructed a military academy."
-- LOC_UNIT_TRAIN_NEED_MILITARY_ACADEMY
if item.Corps or item.Army then
--if (item.Disabled) then
-- if(showDisabled) then
-- unitListing.CorpsDisabled:SetHide(false);
-- unitListing.ArmyDisabled:SetHide(false);
-- end
--end
unitListing.CorpsArmyDropdownArea:SetHide(false);
unitListing.CorpsArmyDropdownButton:RegisterCallback( Mouse.eLClick, function()
local isExpanded = unitListing.CorpsArmyArrow:IsSelected();
unitListing.CorpsArmyArrow:SetSelected(not isExpanded);
unitListing.ArmyCorpsDrawer:SetHide(not isExpanded);
unitList.List:CalculateSize();
unitList.List:ReprocessAnchoring();
unitList.Top:CalculateSize();
unitList.Top:ReprocessAnchoring();
if(listMode == LISTMODE.PRODUCTION) then
Controls.ProductionList:CalculateSize();
Controls.ProductionListScroll:CalculateSize();
elseif(listMode == LISTMODE.PURCHASE_GOLD) then
Controls.PurchaseList:CalculateSize();
Controls.PurchaseListScroll:CalculateSize();
elseif(listMode == LISTMODE.PURCHASE_FAITH) then
Controls.PurchaseFaithList:CalculateSize();
Controls.PurchaseFaithListScroll:CalculateSize();
end
end);
end
if item.Corps then
-- Check to see if this item is recommended
for _,hash in ipairs( m_recommendedItems) do
if(item.Hash == hash.BuildItemHash) then
unitListing.CorpsRecommendedIcon:SetHide(false);
end
end
unitListing.CorpsButtonContainer:SetHide(false);
-- Production meter progress for corps unit
if (listMode == LISTMODE.PRODUCTION) then
-- ProductionQueue: We need to check that there isn't already one of these in the queue
if(IsHashInQueue(selectedCity, item.Hash)) then
item.CorpsTurnsLeft = math.ceil(item.CorpsCost / cityData.ProductionPerTurn);
item.Progress = 0;
end
if(item.Progress > 0) then
unitListing.ProductionCorpsProgressArea:SetHide(false);
local unitProgress = item.Progress/item.CorpsCost;
if (unitProgress < 1) then
unitListing.ProductionCorpsProgress:SetPercent(unitProgress);
else
unitListing.ProductionCorpsProgressArea:SetHide(true);
end
else
unitListing.ProductionCorpsProgressArea:SetHide(true);
end
local turnsStr = item.CorpsTurnsLeft .. "[ICON_Turn]";
local turnsStrTT = item.CorpsTurnsLeft .. Locale.Lookup("LOC_HUD_CITY_TURNS_TO_COMPLETE", item.CorpsTurnsLeft);
unitListing.CorpsCostText:SetText(turnsStr);
unitListing.CorpsCostText:SetToolTipString(turnsStrTT);
else
unitListing.ProductionCorpsProgressArea:SetHide(true);
if (item.Yield == "YIELD_GOLD") then
costStr = Locale.Lookup("LOC_PRODUCTION_PURCHASE_GOLD_TEXT", item.CorpsCost);
else
costStr = Locale.Lookup("LOC_PRODUCTION_PURCHASE_FAITH_TEXT", item.CorpsCost);
end
if (item.CorpsDisabled) then
if (showDisabled) then
unitListing.CorpsDisabled:SetHide(false);
end
costStr = "[COLOR:Red]" .. costStr .. "[ENDCOLOR]";
end
unitListing.CorpsCostText:SetText(costStr);
end
unitListing.CorpsLabelIcon:SetText(item.CorpsName);
unitListing.CorpsLabelText:SetText(nameStr);
unitListing.CorpsFlagBase:SetTexture(textureName);
unitListing.CorpsFlagBaseOutline:SetTexture(textureName);
unitListing.CorpsFlagBaseDarken:SetTexture(textureName);
unitListing.CorpsFlagBaseLighten:SetTexture(textureName);
unitListing.CorpsFlagBase:SetColor( primaryColor );
unitListing.CorpsFlagBaseOutline:SetColor( primaryColor );
unitListing.CorpsFlagBaseDarken:SetColor( darkerFlagColor );
unitListing.CorpsFlagBaseLighten:SetColor( brighterFlagColor );
unitListing.CorpsIcon:SetColor( secondaryColor );
unitListing.CorpsIcon:SetIcon(ICON_PREFIX..item.Type);
unitListing.TrainCorpsButton:SetToolTipString(item.CorpsTooltip);
unitListing.CorpsDisabled:SetToolTipString(item.CorpsTooltip);
if (listMode == LISTMODE.PRODUCTION) then
unitListing.TrainCorpsButton:RegisterCallback( Mouse.eLClick, function()
QueueUnitCorps(data.City, item);
end);
unitListing.TrainCorpsButton:RegisterCallback( Mouse.eMClick, function()
QueueUnitCorps(data.City, item, true);
RecenterCameraToSelectedCity();
end);
else
unitListing.TrainCorpsButton:RegisterCallback( Mouse.eLClick, function()
PurchaseUnitCorps(data.City, item);
end);
end
end
if item.Army then
-- Check to see if this item is recommended
for _,hash in ipairs( m_recommendedItems) do
if(item.Hash == hash.BuildItemHash) then
unitListing.ArmyRecommendedIcon:SetHide(false);
end
end
unitListing.ArmyButtonContainer:SetHide(false);
if (listMode == LISTMODE.PRODUCTION) then
-- ProductionQueue: We need to check that there isn't already one of these in the queue
if(IsHashInQueue(selectedCity, item.Hash)) then
item.ArmyTurnsLeft = math.ceil(item.ArmyCost / cityData.ProductionPerTurn);
item.Progress = 0;
end
if(item.Progress > 0) then
unitListing.ProductionArmyProgressArea:SetHide(false);
local unitProgress = item.Progress/item.ArmyCost;
unitListing.ProductionArmyProgress:SetPercent(unitProgress);
if (unitProgress < 1) then
unitListing.ProductionArmyProgress:SetPercent(unitProgress);
else
unitListing.ProductionArmyProgressArea:SetHide(true);
end
else
unitListing.ProductionArmyProgressArea:SetHide(true);
end
local turnsStrTT:string = "";
local turnsStr:string = "";
local numberOfTurns = item.ArmyTurnsLeft;
if numberOfTurns == -1 then
numberOfTurns = "999+";
turnsStrTT = Locale.Lookup("LOC_HUD_CITY_WILL_NOT_COMPLETE");
else
turnsStrTT = numberOfTurns .. Locale.Lookup("LOC_HUD_CITY_TURNS_TO_COMPLETE", item.ArmyTurnsLeft);
end
turnsStr = numberOfTurns .. "[ICON_Turn]";
unitListing.ArmyCostText:SetText(turnsStr);
unitListing.ArmyCostText:SetToolTipString(turnsStrTT);
else
unitListing.ProductionArmyProgressArea:SetHide(true);
if (item.Yield == "YIELD_GOLD") then
costStr = Locale.Lookup("LOC_PRODUCTION_PURCHASE_GOLD_TEXT", item.ArmyCost);
else
costStr = Locale.Lookup("LOC_PRODUCTION_PURCHASE_FAITH_TEXT", item.ArmyCost);
end
if (item.ArmyDisabled) then
if (showDisabled) then
unitListing.ArmyDisabled:SetHide(false);
end
costStr = "[COLOR:Red]" .. costStr .. "[ENDCOLOR]";
end
unitListing.ArmyCostText:SetText(costStr);
end
unitListing.ArmyLabelIcon:SetText(item.ArmyName);
unitListing.ArmyLabelText:SetText(nameStr);
unitListing.ArmyFlagBase:SetTexture(textureName);
unitListing.ArmyFlagBaseOutline:SetTexture(textureName);
unitListing.ArmyFlagBaseDarken:SetTexture(textureName);
unitListing.ArmyFlagBaseLighten:SetTexture(textureName);
unitListing.ArmyFlagBase:SetColor( primaryColor );
unitListing.ArmyFlagBaseOutline:SetColor( primaryColor );
unitListing.ArmyFlagBaseDarken:SetColor( darkerFlagColor );
unitListing.ArmyFlagBaseLighten:SetColor( brighterFlagColor );
unitListing.ArmyIcon:SetColor( secondaryColor );
unitListing.ArmyIcon:SetIcon(ICON_PREFIX..item.Type);
unitListing.TrainArmyButton:SetToolTipString(item.ArmyTooltip);
unitListing.ArmyDisabled:SetToolTipString(item.ArmyTooltip);
if (listMode == LISTMODE.PRODUCTION) then
unitListing.TrainArmyButton:RegisterCallback( Mouse.eLClick, function()
QueueUnitArmy(data.City, item);
end);
unitListing.TrainArmyButton:RegisterCallback( Mouse.eMClick, function()
QueueUnitArmy(data.City, item, true);
RecenterCameraToSelectedCity();
end);
else
unitListing.TrainArmyButton:RegisterCallback( Mouse.eLClick, function()
PurchaseUnitArmy(data.City, item);
end);
end
end
end -- end faith/gold check
end -- end iteration through units
unitList.List:CalculateSize();
unitList.List:ReprocessAnchoring();
if (unitList.List:GetSizeY()==0) then
unitList.Top:SetHide(true);
else
m_maxProductionSize = m_maxProductionSize + HEADER_Y + SEPARATOR_Y;
unitList.Header:RegisterCallback( Mouse.eLClick, function()
OnExpand(uL);
end);
unitList.HeaderOn:RegisterCallback( Mouse.eLClick, function()
OnCollapse(uL);
end);
end
if( listMode== LISTMODE.PURCHASE_GOLD) then
purchGoldUnitList = uL;
elseif (listMode == LISTMODE.PURCHASE_FAITH) then
purchFaithUnitList = uL;
else
prodUnitList = uL;
end
if(listMode == LISTMODE.PRODUCTION) then --Projects can only be produced, not purchased
-- Populate Projects ------------------------
projectList = listIM:GetInstance();
projectList.Header:SetText(Locale.ToUpper(Locale.Lookup("LOC_HUD_PROJECTS")));
projectList.HeaderOn:SetText(Locale.ToUpper(Locale.Lookup("LOC_HUD_PROJECTS")));
local pL = projectList;
if ( projectList.projectListIM ~= nil ) then
projectList.projectListIM:ResetInstances();
else
projectList.projectListIM = InstanceManager:new( "ProjectListInstance", "Root", projectList.List);
end
-- Check for queued project and list it as well
-- if(prodQueue[cityID] and prodQueue[cityID][1] and GameInfo.Projects[prodQueue[cityID][1].entry.Hash]) then
-- local activeQueueItem = prodQueue[cityID][1].entry;
-- table.insert(data.ProjectItems, activeQueueItem);
-- end
for i, item in ipairs(data.ProjectItems) do
local projectListing = projectList.projectListIM:GetInstance();
ResetInstanceVisibility(projectListing);
-- Check to see if this item is recommended
for _,hash in ipairs( m_recommendedItems) do
if(item.Hash == hash.BuildItemHash) then
projectListing.RecommendedIcon:SetHide(false);
end
end
-- ProductionQueue: We need to check that there isn't already one of these in the queue
if(IsHashInQueue(selectedCity, item.Hash)) then
item.TurnsLeft = math.ceil(item.Cost / cityData.ProductionPerTurn);
item.Progress = 0;
end
-- Production meter progress for project
if(item.Progress > 0) then
projectListing.ProductionProgressArea:SetHide(false);
local projectProgress = item.Progress/item.Cost;
if (projectProgress < 1) then
projectListing.ProductionProgress:SetPercent(projectProgress);
else
projectListing.ProductionProgressArea:SetHide(true);
end
else
projectListing.ProductionProgressArea:SetHide(true);
end
local numberOfTurns = item.TurnsLeft;
if numberOfTurns == -1 then
numberOfTurns = "999+";
end;
local nameStr = Locale.Lookup("{1_Name}", item.Name);
local turnsStr = numberOfTurns .. "[ICON_Turn]";
projectListing.LabelText:SetText(nameStr);
projectListing.CostText:SetText(turnsStr);
projectListing.Button:SetToolTipString(item.ToolTip);
projectListing.Disabled:SetToolTipString(item.ToolTip);
projectListing.Icon:SetIcon(ICON_PREFIX..item.Type);
if (item.Disabled) then
if(showDisabled) then
projectListing.Disabled:SetHide(false);
projectListing.Button:SetColor(COLOR_LOW_OPACITY);
else
projectListing.Button:SetHide(true);
end
else
projectListing.Button:SetHide(false);
projectListing.Disabled:SetHide(true);
projectListing.Button:SetColor(0xffffffff);
end
projectListing.Button:SetDisabled(item.Disabled);
projectListing.Button:RegisterCallback( Mouse.eLClick, function()
QueueProject(data.City, item);
end);
projectListing.Button:RegisterCallback( Mouse.eMClick, function()
QueueProject(data.City, item, true);
RecenterCameraToSelectedCity();
end);
if(not IsTutorialRunning()) then
projectListing.Button:RegisterCallback( Mouse.eRClick, function()
LuaEvents.OpenCivilopedia(item.Type);
end);
end
projectListing.Button:SetTag(UITutorialManager:GetHash(item.Type));
end
projectList.List:CalculateSize();
projectList.List:ReprocessAnchoring();
if (projectList.List:GetSizeY()==0) then
projectList.Top:SetHide(true);
else
m_maxProductionSize = m_maxProductionSize + HEADER_Y + SEPARATOR_Y;
projectList.Header:RegisterCallback( Mouse.eLClick, function()
OnExpand(pL);
end);
projectList.HeaderOn:RegisterCallback( Mouse.eLClick, function()
OnCollapse(pL);
end);
end
prodProjectList = pL;
end -- end if LISTMODE.PRODUCTION
-----------------------------------
if( listMode == LISTMODE.PRODUCTION) then
m_maxProductionSize = m_maxProductionSize + districtList.List:GetSizeY() + unitList.List:GetSizeY() + projectList.List:GetSizeY();
end
Controls.ProductionList:CalculateSize();
Controls.ProductionListScroll:CalculateSize();
Controls.PurchaseList:CalculateSize();
Controls.PurchaseListScroll:CalculateSize();
Controls.PurchaseFaithList:CalculateSize();
Controls.PurchaseFaithListScroll:CalculateSize();
-- DEBUG %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
--for _,data in ipairs( m_recommendedItems) do
-- if(GameInfo.Types[data.BuildItemHash].Type ~= nil) then
-- print("Hash = ".. GameInfo.Types[data.BuildItemHash].Type);
-- else
-- print("Invalid hash received = " .. data.BuildItemHash);
-- end
--end
-- DEBUG %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
end
function OnLocalPlayerChanged()
Refresh();
end
function OnPlayerTurnActivated(player, isFirstTimeThisTurn)
if (isFirstTimeThisTurn and Game.GetLocalPlayer() == player) then
CheckAndReplaceAllQueuesForUpgrades();
Refresh();
lastProductionCompletePerCity = {};
end
end
-- Returns ( allReasons:string )
function ComposeFailureReasonStrings( isDisabled:boolean, results:table )
if isDisabled and results ~= nil then
-- Are there any failure reasons?
local pFailureReasons : table = results[CityCommandResults.FAILURE_REASONS];
if pFailureReasons ~= nil and table.count( pFailureReasons ) > 0 then
-- Collect them all!
local allReasons : string = "";
for i,v in ipairs(pFailureReasons) do
allReasons = allReasons .. "[NEWLINE][NEWLINE][COLOR:Red]" .. Locale.Lookup(v) .. "[ENDCOLOR]";
end
return allReasons;
end
end
return "";
end
function ComposeProductionCostString( iProductionProgress:number, iProductionCost:number)
-- Show production progress only if there is progress present
if iProductionCost ~= 0 then
local TXT_COST :string = Locale.Lookup( "LOC_HUD_PRODUCTION_COST" );
local TXT_PRODUCTION :string = Locale.Lookup( "LOC_HUD_PRODUCTION" );
local costString :string = tostring(iProductionCost);
if iProductionProgress > 0 then -- Only show fraction if build progress has been made.
costString = tostring(iProductionProgress) .. "/" .. costString;
end
return "[NEWLINE][NEWLINE]" .. TXT_COST .. ": " .. costString .. " [ICON_Production] " .. TXT_PRODUCTION;
end
return "";
end
-- Returns ( tooltip:string, subtitle:string )
function ComposeUnitCorpsStrings( sUnitName:string, sUnitDomain:string, iProdProgress:number, iCorpsCost:number )
local tooltip :string = Locale.Lookup( sUnitName ) .. " ";
local subtitle :string = "";
if sUnitDomain == "DOMAIN_SEA" then
tooltip = tooltip .. Locale.Lookup("LOC_UNITFLAG_FLEET_SUFFIX");
subtitle = "(" .. Locale.Lookup("LOC_HUD_UNIT_PANEL_FLEET_SUFFIX") .. ")";
else
tooltip = tooltip .. Locale.Lookup("LOC_UNITFLAG_CORPS_SUFFIX");
subtitle = "(" .. Locale.Lookup("LOC_HUD_UNIT_PANEL_CORPS_SUFFIX") .. ")";
end
tooltip = tooltip .. "[NEWLINE]---" .. ComposeProductionCostString( iProdProgress, iCorpsCost );
return tooltip, subtitle;
end
function ComposeUnitArmyStrings( sUnitName:string, sUnitDomain:string, iProdProgress:number, iArmyCost:number )
local tooltip :string = Locale.Lookup( sUnitName ) .. " ";
local subtitle :string = "";
if sUnitDomain == "DOMAIN_SEA" then
tooltip = tooltip .. Locale.Lookup("LOC_UNITFLAG_ARMADA_SUFFIX");
subtitle = "("..Locale.Lookup("LOC_HUD_UNIT_PANEL_ARMADA_SUFFIX")..")";
else
tooltip = tooltip .. Locale.Lookup("LOC_UNITFLAG_ARMY_SUFFIX");
subtitle = "("..Locale.Lookup("LOC_HUD_UNIT_PANEL_ARMY_SUFFIX")..")";
end
tooltip = tooltip .. "[NEWLINE]---" .. ComposeProductionCostString( iProdProgress, iArmyCost );
return tooltip, subtitle;
end
-- Returns ( isPurchaseable:boolean, kEntry:table )
function ComposeUnitForPurchase( row:table, pCity:table, sYield:string, pYieldSource:table, sCantAffordKey:string )
local YIELD_TYPE :number = GameInfo.Yields[sYield].Index;
-- Should we display this option to the player?
local tParameters = {};
tParameters[CityCommandTypes.PARAM_UNIT_TYPE] = row.Hash;
tParameters[CityCommandTypes.PARAM_YIELD_TYPE] = YIELD_TYPE;
if CityManager.CanStartCommand( pCity, CityCommandTypes.PURCHASE, true, tParameters, false ) then
local isCanStart, results = CityManager.CanStartCommand( pCity, CityCommandTypes.PURCHASE, false, tParameters, true );
local isDisabled :boolean = not isCanStart;
local allReasons :string = ComposeFailureReasonStrings( isDisabled, results );
local sToolTip :string = ToolTipHelper.GetUnitToolTip( row.Hash ) .. allReasons;
local isCantAfford :boolean = false;
--print ( "UnitBuy ", row.UnitType,isCanStart );
-- Collect some constants so we don't need to keep calling out to get them.
local nCityID :number = pCity:GetID();
local pCityGold :table = pCity:GetGold();
local TXT_INSUFFIENT_YIELD :string = "[NEWLINE][NEWLINE][COLOR:Red]" .. Locale.Lookup( sCantAffordKey ) .. "[ENDCOLOR]";
-- Affordability check
if not pYieldSource:CanAfford( nCityID, row.Hash ) then
sToolTip = sToolTip .. TXT_INSUFFIENT_YIELD;
isDisabled = true;
isCantAfford = true;
end
local pBuildQueue :table = pCity:GetBuildQueue();
local nProductionCost :number = pBuildQueue:GetUnitCost( row.Index );
local nProductionProgress :number = pBuildQueue:GetUnitProgress( row.Index );
sToolTip = sToolTip .. ComposeProductionCostString( nProductionProgress, nProductionCost );
local kUnit :table = {
Type = row.UnitType;
Name = row.Name;
ToolTip = sToolTip;
Hash = row.Hash;
Kind = row.Kind;
Civilian = row.FormationClass == "FORMATION_CLASS_CIVILIAN";
Disabled = isDisabled;
CantAfford = isCantAfford,
Yield = sYield;
Cost = pCityGold:GetPurchaseCost( YIELD_TYPE, row.Hash, MilitaryFormationTypes.STANDARD_MILITARY_FORMATION );
ReligiousStrength = row.ReligiousStrength;
CorpsTurnsLeft = 0;
ArmyTurnsLeft = 0;
Progress = 0;
};
-- Should we present options for building Corps or Army versions?
if results ~= nil then
kUnit.Corps = results[CityOperationResults.CAN_TRAIN_CORPS];
kUnit.Army = results[CityOperationResults.CAN_TRAIN_ARMY];
local nProdProgress :number = pBuildQueue:GetUnitProgress( row.Index );
if kUnit.Corps then
local nCost = pBuildQueue:GetUnitCorpsCost( row.Index );
kUnit.CorpsCost = pCityGold:GetPurchaseCost( YIELD_TYPE, row.Hash, MilitaryFormationTypes.CORPS_MILITARY_FORMATION );
kUnit.CorpsTooltip, kUnit.CorpsName = ComposeUnitCorpsStrings( row.Name, row.Domain, nProdProgress, nCost );
kUnit.CorpsDisabled = not pYieldSource:CanAfford( nCityID, row.Hash, MilitaryFormationTypes.CORPS_MILITARY_FORMATION );
if kUnit.CorpsDisabled then
kUnit.CorpsTooltip = kUnit.CorpsTooltip .. TXT_INSUFFIENT_YIELD;
end
end
if kUnit.Army then
local nCost = pBuildQueue:GetUnitArmyCost( row.Index );
kUnit.ArmyCost = pCityGold:GetPurchaseCost( YIELD_TYPE, row.Hash, MilitaryFormationTypes.ARMY_MILITARY_FORMATION );
kUnit.ArmyTooltip, kUnit.ArmyName = ComposeUnitArmyStrings( row.Name, row.Domain, nProdProgress, nCost );
kUnit.ArmyDisabled = not pYieldSource:CanAfford( nCityID, row.Hash, MilitaryFormationTypes.ARMY_MILITARY_FORMATION );
if kUnit.ArmyDisabled then
kUnit.ArmyTooltip = kUnit.ArmyTooltip .. TXT_INSUFFIENT_YIELD;
end
end
end
return true, kUnit;
end
return false, nil;
end
function ComposeBldgForPurchase( pRow:table, pCity:table, sYield:string, pYieldSource:table, sCantAffordKey:string )
local YIELD_TYPE :number = GameInfo.Yields[sYield].Index;
local tParameters = {};
tParameters[CityCommandTypes.PARAM_BUILDING_TYPE] = pRow.Hash;
tParameters[CityCommandTypes.PARAM_YIELD_TYPE] = YIELD_TYPE;
if CityManager.CanStartCommand( pCity, CityCommandTypes.PURCHASE, true, tParameters, false ) then
local isCanStart, pResults = CityManager.CanStartCommand( pCity, CityCommandTypes.PURCHASE, false, tParameters, true );
local isDisabled :boolean = not isCanStart;
local sAllReasons :string = ComposeFailureReasonStrings( isDisabled, pResults );
local sToolTip :string = ToolTipHelper.GetBuildingToolTip( pRow.Hash, playerID, pCity ) .. sAllReasons;
local isCantAfford :boolean = false;
-- Affordability check
if not pYieldSource:CanAfford( cityID, pRow.Hash ) then
sToolTip = sToolTip .. "[NEWLINE][NEWLINE][COLOR:Red]" .. Locale.Lookup(sCantAffordKey) .. "[ENDCOLOR]";
isDisabled = true;
isCantAfford = true;
end
local pBuildQueue :table = pCity:GetBuildQueue();
local iProductionCost :number = pBuildQueue:GetBuildingCost( pRow.Index );
local iProductionProgress :number = pBuildQueue:GetBuildingProgress( pRow.Index );
sToolTip = sToolTip .. ComposeProductionCostString( iProductionProgress, iProductionCost );
local kBuilding :table = {
Type = pRow.BuildingType,
Name = pRow.Name,
ToolTip = sToolTip,
Hash = pRow.Hash,
Kind = pRow.Kind,
Disabled = isDisabled,
CantAfford = isCantAfford,
Cost = pCity:GetGold():GetPurchaseCost( YIELD_TYPE, pRow.Hash ),
Yield = sYield
};
return true, kBuilding;
end
return false, nil;
end
function ComposeDistrictForPurchase( pRow:table, pCity:table, sYield:string, pYieldSource:table, sCantAffordKey:string )
local YIELD_TYPE :number = GameInfo.Yields[sYield].Index;
local tParameters = {};
tParameters[CityCommandTypes.PARAM_DISTRICT_TYPE] = pRow.Hash;
tParameters[CityCommandTypes.PARAM_YIELD_TYPE] = YIELD_TYPE;
if CityManager.CanStartCommand( pCity, CityCommandTypes.PURCHASE, true, tParameters, false ) then
local isCanStart, pResults = CityManager.CanStartCommand( pCity, CityCommandTypes.PURCHASE, false, tParameters, true );
local isDisabled :boolean = not isCanStart;
local sAllReasons :string = ComposeFailureReasonStrings( isDisabled, pResults );
local sToolTip :string = ToolTipHelper.GetDistrictToolTip( pRow.Hash ) .. sAllReasons;
local isCantAfford :boolean = false;
-- Affordability check
if not pYieldSource:CanAfford( cityID, pRow.Hash ) then
sToolTip = sToolTip .. "[NEWLINE][NEWLINE][COLOR:Red]" .. Locale.Lookup(sCantAffordKey) .. "[ENDCOLOR]";
isDisabled = true;
isCantAfford = true;
end
local pBuildQueue :table = pCity:GetBuildQueue();
local iProductionCost :number = pBuildQueue:GetDistrictCost( pRow.Index );
local iProductionProgress :number = pBuildQueue:GetDistrictProgress( pRow.Index );
sToolTip = sToolTip .. ComposeProductionCostString( iProductionProgress, iProductionCost );
local kDistrict :table = {
Type = pRow.DistrictType,
Name = pRow.Name,
ToolTip = sToolTip,
Hash = pRow.Hash,
Kind = pRow.Kind,
Disabled = isDisabled,
CantAfford = isCantAfford,
Cost = pCity:GetGold():GetPurchaseCost( YIELD_TYPE, pRow.Hash ),
Yield = sYield
};
return true, kDistrict;
end
return false, nil;
end
-- ===========================================================================
function Refresh(persistCollapse)
local playerID :number = Game.GetLocalPlayer();
local pPlayer :table = Players[playerID];
if (pPlayer == nil) then
return;
end
local selectedCity = UI.GetHeadSelectedCity();
if (selectedCity ~= nil) then
local cityGrowth = selectedCity:GetGrowth();
local cityCulture = selectedCity:GetCulture();
local buildQueue = selectedCity:GetBuildQueue();
local playerTreasury= pPlayer:GetTreasury();
local playerReligion= pPlayer:GetReligion();
local cityGold = selectedCity:GetGold();
local cityBuildings = selectedCity:GetBuildings();
local cityDistricts = selectedCity:GetDistricts();
local cityID = selectedCity:GetID();
local cityData = GetCityData(selectedCity);
local cityPlot = Map.GetPlot(selectedCity:GetX(), selectedCity:GetY());
if(not prodQueue[cityID]) then prodQueue[cityID] = {}; end
CheckAndReplaceQueueForUpgrades(selectedCity);
local new_data = {
City = selectedCity,
Population = selectedCity:GetPopulation(),
Owner = selectedCity:GetOwner(),
Damage = pPlayer:GetDistricts():FindID( selectedCity:GetDistrictID() ):GetDamage(),
TurnsUntilGrowth = cityGrowth:GetTurnsUntilGrowth(),
CurrentTurnsLeft = buildQueue:GetTurnsLeft(),
FoodSurplus = cityGrowth:GetFoodSurplus(),
CulturePerTurn = cityCulture:GetCultureYield(),
TurnsUntilExpansion = cityCulture:GetTurnsUntilExpansion(),
DistrictItems = {},
BuildingItems = {},
UnitItems = {},
ProjectItems = {},
BuildingPurchases = {},
UnitPurchases = {},
DistrictPurchases = {},
};
local currentProductionHash = buildQueue:GetCurrentProductionTypeHash();
for row in GameInfo.Districts() do
if row.Hash == currentProductionHash then
new_data.CurrentProduction = row.Name;
end
local isInPanelList :boolean = not row.InternalOnly;
local bHasProducedDistrict :boolean = cityDistricts:HasDistrict( row.Index );
local isInQueue :boolean = IsHashInQueue( selectedCity, row.Hash );
local turnsLeft :number = buildQueue:GetTurnsLeft( row.DistrictType );
if (isInPanelList or isInQueue) and ( buildQueue:CanProduce( row.Hash, true ) or bHasProducedDistrict or isInQueue ) then
local isCanProduceExclusion, results = buildQueue:CanProduce( row.Hash, false, true );
local isDisabled :boolean = not isCanProduceExclusion;
if(isInQueue) then
bHasProducedDistrict = true;
turnsLeft = nil;
isDisabled = true;
end
-- If at least one valid plot is found where the district can be built, consider it buildable.
local plots :table = GetCityRelatedPlotIndexesDistrictsAlternative( selectedCity, row.Hash );
if plots == nil or table.count(plots) == 0 then
-- No plots available for district. Has player had already started building it?
local isPlotAllocated :boolean = false;
local pDistricts :table = selectedCity:GetDistricts();
for _, pCityDistrict in pDistricts:Members() do
if row.Index == pCityDistrict:GetType() then
isPlotAllocated = true;
break;
end
end
-- If not, this district can't be built. Guarantee that isDisabled is set.
if not isPlotAllocated then
isDisabled = true;
end
end
local allReasons :string = ComposeFailureReasonStrings( isDisabled, results );
local sToolTip :string = ToolTipHelper.GetToolTip(row.DistrictType, Game.GetLocalPlayer()) .. allReasons;
local iProductionCost :number = buildQueue:GetDistrictCost( row.Index );
local iProductionProgress :number = buildQueue:GetDistrictProgress( row.Index );
sToolTip = sToolTip .. ComposeProductionCostString( iProductionProgress, iProductionCost );
table.insert( new_data.DistrictItems, {
Type = row.DistrictType,
Name = row.Name,
ToolTip = sToolTip,
Hash = row.Hash,
Kind = row.Kind,
TurnsLeft = turnsLeft,
Disabled = isDisabled,
Repair = cityDistricts:IsPillaged( row.Index ),
Contaminated = cityDistricts:IsContaminated( row.Index ),
Cost = iProductionCost,
Progress = iProductionProgress,
HasBeenBuilt = bHasProducedDistrict
});
end
-- Can it be purchased with gold?
local isAllowed, kDistrict = ComposeDistrictForPurchase( row, selectedCity, "YIELD_GOLD", playerTreasury, "LOC_BUILDING_INSUFFICIENT_FUNDS" );
if isAllowed then
table.insert( new_data.DistrictPurchases, kDistrict );
end
end
for row in GameInfo.Buildings() do
if row.Hash == currentProductionHash then
new_data.CurrentProduction = row.Name;
end
-- PQ: Determine if we have requirements in the queue
local hasPrereqTech = row.PrereqTech == nil;
local hasPrereqCivic = row.PrereqCivic == nil;
local isPrereqDistrictInQueue = false;
local disabledTooltip = nil;
local doShow = true;
if(not row.IsWonder) then
local prereqTech = GameInfo.Technologies[row.PrereqTech];
local prereqCivic = GameInfo.Civics[row.PrereqCivic];
local prereqDistrict = GameInfo.Districts[row.PrereqDistrict];
if(prereqTech and pPlayer:GetTechs():HasTech(prereqTech.Index)) then hasPrereqTech = true; end
if(prereqCivic and pPlayer:GetCulture():HasCivic(prereqCivic.Index)) then hasPrereqCivic = true; end
if((prereqDistrict and IsHashInQueue( selectedCity, prereqDistrict.Hash)) or cityDistricts:HasDistrict(prereqDistrict.Index, true)) then
isPrereqDistrictInQueue = true;
if(not IsHashInQueue( selectedCity, prereqDistrict.Hash )) then
if(cityDistricts:IsPillaged(prereqDistrict.Index)) then
disabledTooltip = Locale.Lookup("LOC_BUILDING_CONSTRUCT_DISTRICT_IS_PILLAGED");
elseif(cityDistricts:IsContaminated(prereqDistrict.Index)) then
disabledTooltip = Locale.Lookup("LOC_BUILDING_CONSTRUCT_DISTRICT_IS_CONTAMINATED");
end
end
end
if(not isPrereqDistrictInQueue) then
for replacesRow in GameInfo.DistrictReplaces() do
if(row.PrereqDistrict == replacesRow.ReplacesDistrictType) then
local replacementDistrict = GameInfo.Districts[replacesRow.CivUniqueDistrictType];
if((replacementDistrict and IsHashInQueue( selectedCity, replacementDistrict.Hash)) or cityDistricts:HasDistrict(replacementDistrict.Index, true)) then
isPrereqDistrictInQueue = true;
if(not IsHashInQueue( selectedCity, replacementDistrict.Hash )) then
if(cityDistricts:IsPillaged(replacementDistrict.Index)) then
disabledTooltip = Locale.Lookup("LOC_BUILDING_CONSTRUCT_DISTRICT_IS_PILLAGED");
elseif(cityDistricts:IsContaminated(replacementDistrict.Index)) then
disabledTooltip = Locale.Lookup("LOC_BUILDING_CONSTRUCT_DISTRICT_IS_CONTAMINATED");
end
end
end
break;
end
end
end
if(not isPrereqDistrictInQueue) then
local canBuild, reasons = buildQueue:CanProduce(row.BuildingType, false, true);
if(not canBuild and reasons) then
local pFailureReasons = reasons[CityCommandResults.FAILURE_REASONS];
if pFailureReasons ~= nil and table.count( pFailureReasons ) > 0 then
for i,v in ipairs(pFailureReasons) do
if("LOC_BUILDING_CONSTRUCT_IS_OCCUPIED" == v) then
disabledTooltip = Locale.Lookup("LOC_BUILDING_CONSTRUCT_IS_OCCUPIED");
end
end
end
end
end
local civTypeName = PlayerConfigurations[playerID]:GetCivilizationTypeName();
-- Check for unique buildings
for replaceRow in GameInfo.BuildingReplaces() do
if(replaceRow.CivUniqueBuildingType == row.BuildingType) then
local traitName = "TRAIT_CIVILIZATION_" .. row.BuildingType;
local isCorrectCiv = false;
for traitRow in GameInfo.CivilizationTraits() do
if(traitRow.TraitType == traitName and traitRow.CivilizationType == civTypeName) then
isCorrectCiv = true;
break;
end
end
if(not isCorrectCiv) then
doShow = false;
end
end
if(replaceRow.ReplacesBuildingType == row.BuildingType) then
local traitName = "TRAIT_CIVILIZATION_" .. replaceRow.CivUniqueBuildingType;
local isCorrectCiv = false;
for traitRow in GameInfo.CivilizationTraits() do
if(traitRow.TraitType == traitName and traitRow.CivilizationType == civTypeName) then
isCorrectCiv = true;
break;
end
end
if(isCorrectCiv) then
doShow = false;
end
end
end
-- Check for building prereqs
if(buildingPrereqs[row.BuildingType]) then
local prereqInQueue = false;
for prereqRow in GameInfo.BuildingPrereqs() do
if(prereqRow.Building == row.BuildingType) then
for replaceRow in GameInfo.BuildingReplaces() do
if(replaceRow.ReplacesBuildingType == prereqRow.PrereqBuilding and IsHashInQueue(selectedCity, GameInfo.Buildings[replaceRow.CivUniqueBuildingType].Hash)) then
prereqInQueue = true;
break;
end
end
if(prereqInQueue or IsHashInQueue(selectedCity, GameInfo.Buildings[prereqRow.PrereqBuilding].Hash)) then
prereqInQueue = true;
-- Check for buildings enabled by dominant religious beliefs
if(GameInfo.Buildings[row.Hash].EnabledByReligion) then
doShow = false;
if ((table.count(cityData.Religions) > 1) or (cityData.PantheonBelief > -1)) then
local modifierIDs = {};
if cityData.PantheonBelief > -1 then
local beliefType = GameInfo.Beliefs[cityData.PantheonBelief].BeliefType;
for belief in GameInfo.BeliefModifiers() do
if belief.BeliefType == beliefType then
table.insert(modifierIDs, belief.ModifierID);
break;
end
end
end
if (table.count(cityData.Religions) > 0) then
for _, beliefIndex in ipairs(cityData.BeliefsOfDominantReligion) do
local beliefType = GameInfo.Beliefs[beliefIndex].BeliefType;
for belief in GameInfo.BeliefModifiers() do
if belief.BeliefType == beliefType then
table.insert(modifierIDs, belief.ModifierID);
end
end
end
end
if(#modifierIDs > 0) then
for i=#modifierIDs, 1, -1 do
if(string.find(modifierIDs[i], "ALLOW_")) then
modifierIDs[i] = string.gsub(modifierIDs[i], "ALLOW", "BUILDING");
if(row.BuildingType == string.gsub(modifierIDs[i], "ALLOW", "BUILDING")) then
doShow = true;
end
end
end
end
end
end
break;
end
end
end
if(not prereqInQueue) then doShow = false; end
end
-- Check for river adjacency requirement
if (row.RequiresAdjacentRiver and not cityPlot:IsRiver()) then
doShow = false;
end
-- Check for wall obsolescence
if(row.OuterDefenseHitPoints and pPlayer:GetCulture():HasCivic(GameInfo.Civics["CIVIC_CIVIL_ENGINEERING"].Index)) then
doShow = false;
end
-- Check for internal only buildings
if(row.InternalOnly) then doShow = false end
-- Check that the player has a government of an adequate tier
if(row.GovernmentTierRequirement) then
local eSelectedPlayerGovernmentId:number = pPlayer:GetCulture():GetCurrentGovernment();
if eSelectedPlayerGovernmentId ~= -1 then
local selectedPlayerGovernment = GameInfo.Governments[eSelectedPlayerGovernmentId];
if(selectedPlayerGovernment.Tier) then
local eSelectedPlayerGovernmentTier:number = tonumber(string.sub(selectedPlayerGovernment.Tier, 5));
local buildingGovernmentTierRequirement:number = tonumber(string.sub(row.GovernmentTierRequirement, 5));
if(eSelectedPlayerGovernmentTier < buildingGovernmentTierRequirement) then
doShow = false;
end
else
doShow = false;
end
else
doShow = false;
end
end
-- Check if it's been built already
if(hasPrereqTech and hasPrereqCivic and isPrereqDistrictInQueue and doShow) then
for _, district in ipairs(cityData.BuildingsAndDistricts) do
if district.isBuilt then
local match = false;
for _,building in ipairs(district.Buildings) do
if(building.Name == Locale.Lookup(row.Name)) then
if(building.isBuilt and not building.isPillaged) then
doShow = false;
else
doShow = true;
end
match = true;
break;
end
end
if(match) then break; end
end
end
else
doShow = false;
end
end
if not row.MustPurchase and ( buildQueue:CanProduce( row.Hash, true ) or (doShow and not row.IsWonder) ) then
local isCanStart, results = buildQueue:CanProduce( row.Hash, false, true );
local isDisabled :boolean = false;
if(row.IsWonder or not doShow) then
isDisabled = not isCanStart;
end
local allReasons :string = ComposeFailureReasonStrings( isDisabled, results );
local sToolTip :string = ToolTipHelper.GetBuildingToolTip( row.Hash, playerID, selectedCity ) .. allReasons;
local iProductionCost :number = buildQueue:GetBuildingCost( row.Index );
local iProductionProgress :number = buildQueue:GetBuildingProgress( row.Index );
if(disabledTooltip) then
isDisabled = true;
if(not string.find(sToolTip, "COLOR:Red")) then
sToolTip = sToolTip .. "[NEWLINE][NEWLINE][COLOR:Red]" .. disabledTooltip .. "[ENDCOLOR]";
end
end
sToolTip = sToolTip .. ComposeProductionCostString( iProductionProgress, iProductionCost );
local iPrereqDistrict = "";
if row.PrereqDistrict ~= nil then
iPrereqDistrict = row.PrereqDistrict;
end
table.insert( new_data.BuildingItems, {
Type = row.BuildingType,
Name = row.Name,
ToolTip = sToolTip,
Hash = row.Hash,
Kind = row.Kind,
TurnsLeft = buildQueue:GetTurnsLeft( row.Hash ),
Disabled = isDisabled,
Repair = cityBuildings:IsPillaged( row.Hash ),
Cost = iProductionCost,
Progress = iProductionProgress,
IsWonder = row.IsWonder,
PrereqDistrict = iPrereqDistrict }
);
end
-- Can it be purchased with gold?
if row.PurchaseYield == "YIELD_GOLD" then
local isAllowed, kBldg = ComposeBldgForPurchase( row, selectedCity, "YIELD_GOLD", playerTreasury, "LOC_BUILDING_INSUFFICIENT_FUNDS" );
if isAllowed then
table.insert( new_data.BuildingPurchases, kBldg );
end
end
-- Can it be purchased with faith?
if row.PurchaseYield == "YIELD_FAITH" or cityGold:IsBuildingFaithPurchaseEnabled( row.Hash ) then
local isAllowed, kBldg = ComposeBldgForPurchase( row, selectedCity, "YIELD_FAITH", playerReligion, "LOC_BUILDING_INSUFFICIENT_FAITH" );
if isAllowed then
table.insert( new_data.BuildingPurchases, kBldg );
end
end
end
for row in GameInfo.Units() do
if row.Hash == currentProductionHash then
new_data.CurrentProduction = row.Name;
end
-- Can it be built normally?
if not row.MustPurchase and buildQueue:CanProduce( row.Hash, true ) then
local isCanProduceExclusion, results = buildQueue:CanProduce( row.Hash, false, true );
local isDisabled :boolean = not isCanProduceExclusion;
local sAllReasons :string = ComposeFailureReasonStrings( isDisabled, results );
local sToolTip :string = ToolTipHelper.GetUnitToolTip( row.Hash ) .. sAllReasons;
local nProductionCost :number = buildQueue:GetUnitCost( row.Index );
local nProductionProgress :number = buildQueue:GetUnitProgress( row.Index );
sToolTip = sToolTip .. ComposeProductionCostString( nProductionProgress, nProductionCost );
local kUnit :table = {
Type = row.UnitType,
Name = row.Name,
ToolTip = sToolTip,
Hash = row.Hash,
Kind = row.Kind,
TurnsLeft = buildQueue:GetTurnsLeft( row.Hash ),
Disabled = isDisabled,
Civilian = row.FormationClass == "FORMATION_CLASS_CIVILIAN",
Cost = nProductionCost,
Progress = nProductionProgress,
Corps = false,
CorpsCost = 0,
CorpsTurnsLeft = 1,
CorpsTooltip = "",
CorpsName = "",
Army = false,
ArmyCost = 0,
ArmyTurnsLeft = 1,
ArmyTooltip = "",
ArmyName = "",
ReligiousStrength = row.ReligiousStrength
};
-- Should we present options for building Corps or Army versions?
if results ~= nil then
if results[CityOperationResults.CAN_TRAIN_CORPS] then
kUnit.Corps = true;
kUnit.CorpsCost = buildQueue:GetUnitCorpsCost( row.Index );
kUnit.CorpsTurnsLeft = buildQueue:GetTurnsLeft( row.Hash, MilitaryFormationTypes.CORPS_MILITARY_FORMATION );
kUnit.CorpsTooltip, kUnit.CorpsName = ComposeUnitCorpsStrings( row.Name, row.Domain, nProductionProgress, kUnit.CorpsCost );
end
if results[CityOperationResults.CAN_TRAIN_ARMY] then
kUnit.Army = true;
kUnit.ArmyCost = buildQueue:GetUnitArmyCost( row.Index );
kUnit.ArmyTurnsLeft = buildQueue:GetTurnsLeft( row.Hash, MilitaryFormationTypes.ARMY_MILITARY_FORMATION );
kUnit.ArmyTooltip, kUnit.ArmyName = ComposeUnitArmyStrings( row.Name, row.Domain, nProductionProgress, kUnit.ArmyCost );
end
end
table.insert(new_data.UnitItems, kUnit );
end
-- Can it be purchased with gold?
if row.PurchaseYield == "YIELD_GOLD" then
local isAllowed, kUnit = ComposeUnitForPurchase( row, selectedCity, "YIELD_GOLD", playerTreasury, "LOC_BUILDING_INSUFFICIENT_FUNDS" );
if isAllowed then
table.insert( new_data.UnitPurchases, kUnit );
end
end
-- Can it be purchased with faith?
if row.PurchaseYield == "YIELD_FAITH" or cityGold:IsUnitFaithPurchaseEnabled( row.Hash ) then
local isAllowed, kUnit = ComposeUnitForPurchase( row, selectedCity, "YIELD_FAITH", playerReligion, "LOC_BUILDING_INSUFFICIENT_FAITH" );
if isAllowed then
table.insert( new_data.UnitPurchases, kUnit );
end
end
end
for row in GameInfo.Projects() do
if row.Hash == currentProductionHash then
new_data.CurrentProduction = row.Name;
end
if buildQueue:CanProduce( row.Hash, true ) and not (row.MaxPlayerInstances and IsHashInAnyQueue(row.Hash)) then
local isCanProduceExclusion, results = buildQueue:CanProduce( row.Hash, false, true );
local isDisabled :boolean = not isCanProduceExclusion;
local allReasons :string = ComposeFailureReasonStrings( isDisabled, results );
local sToolTip :string = ToolTipHelper.GetProjectToolTip( row.Hash ) .. allReasons;
local iProductionCost :number = buildQueue:GetProjectCost( row.Index );
local iProductionProgress :number = buildQueue:GetProjectProgress( row.Index );
sToolTip = sToolTip .. ComposeProductionCostString( iProductionProgress, iProductionCost );
table.insert(new_data.ProjectItems, {
Type = row.ProjectType,
Name = row.Name,
ToolTip = sToolTip,
Hash = row.Hash,
Kind = row.Kind,
TurnsLeft = buildQueue:GetTurnsLeft( row.ProjectType ),
Disabled = isDisabled,
Cost = iProductionCost,
Progress = iProductionProgress
});
end
end
View(new_data, persistCollapse);
ResizeQueueWindow();
SaveQueues();
end
end
-- ===========================================================================
function ShowHideDisabled()
--Controls.HideDisabled:SetSelected(showDisabled);
showDisabled = not showDisabled;
Refresh();
end
-- ===========================================================================
-- LUA Event
-- ===========================================================================
function OnCityPanelChooseProduction()
if (ContextPtr:IsHidden()) then
Refresh();
else
if (m_tabs.selectedControl ~= m_productionTab) then
m_tabs.SelectTab(m_productionTab);
end
end
end
-- ===========================================================================
-- LUA Event
-- ===========================================================================
function OnNotificationPanelChooseProduction()
if ContextPtr:IsHidden() then
Open();
--else --TESTING TO SEE IF THIS FIXES OUR TUTORIAL BUG.
-- if Controls.PauseDismissWindow:IsStopped() then
-- Close();
-- else
-- Controls.PauseDismissWindow:Stop();
-- Open();
-- end
end
end
-- ===========================================================================
-- LUA Event
-- ===========================================================================
function OnCityPanelChoosePurchase()
if (ContextPtr:IsHidden()) then
Refresh();
OnTabChangePurchase();
m_tabs.SelectTab(m_purchaseTab);
else
if (m_tabs.selectedControl ~= m_purchaseTab) then
OnTabChangePurchase();
m_tabs.SelectTab(m_purchaseTab);
end
end
end
-- ===========================================================================
-- LUA Event
-- ===========================================================================
function OnCityPanelChoosePurchaseFaith()
if (ContextPtr:IsHidden()) then
Refresh();
OnTabChangePurchaseFaith();
m_tabs.SelectTab(m_faithTab);
else
if (m_tabs.selectedControl ~= m_faithTab) then
OnTabChangePurchaseFaith();
m_tabs.SelectTab(m_faithTab);
end
end
end
-- ===========================================================================
-- LUA Event
-- Outside source is signaling production should be closed if open.
-- ===========================================================================
function OnProductionClose()
if not ContextPtr:IsHidden() then
Close();
end
end
-- ===========================================================================
-- LUA Event
-- Production opened from city banner (anchored to world view)
-- ===========================================================================
function OnCityBannerManagerProductionToggle()
m_isQueueMode = false;
if(ContextPtr:IsHidden()) then
Open();
else
end
end
-- ===========================================================================
-- LUA Event
-- Production opened from city information panel
-- ===========================================================================
function OnCityPanelProductionOpen()
m_isQueueMode = false;
Open();
end
-- ===========================================================================
-- LUA Event
-- Production opened from city information panel - Purchase with faith check
-- ===========================================================================
function OnCityPanelPurchaseFaithOpen()
m_isQueueMode = false;
Open();
m_tabs.SelectTab(m_faithTab);
end
-- ===========================================================================
-- LUA Event
-- Production opened from city information panel - Purchase with gold check
-- ===========================================================================
function OnCityPanelPurchaseGoldOpen()
m_isQueueMode = false;
Open();
m_tabs.SelectTab(m_purchaseTab);
end
-- ===========================================================================
-- LUA Event
-- Production opened from a placement
-- ===========================================================================
function OnStrategicViewMapPlacementProductionOpen()
m_isQueueMode = false;
Open();
end
-- ===========================================================================
-- LUA Event
-- ===========================================================================
function OnTutorialProductionOpen()
m_isQueueMode = false;
Open();
end
-- ===========================================================================
-- LUA Event
-- ===========================================================================
function OnProductionOpenForQueue()
m_isQueueMode = true;
Open();
end
-- ===========================================================================
-- LUA Event
-- ===========================================================================
function OnCityPanelPurchasePlot()
Close();
end
-- ===========================================================================
-- LUA Event
-- Set cached values back after a hotload.
-- ===========================================================================
function OnGameDebugReturn( context:string, contextTable:table )
if context ~= RELOAD_CACHE_ID then return; end
m_isQueueMode = contextTable["m_isQueueMode"];
local isHidden:boolean = contextTable["isHidden"];
if not isHidden then
Refresh();
end
end
-- ===========================================================================
-- Keyboard INPUT Up Handler
-- ===========================================================================
function KeyUpHandler( key:number )
if (key == Keys.VK_ESCAPE) then Close(); return true; end
if (key == Keys.VK_CONTROL) then m_isCONTROLpressed = false; return true; end
return false;
end
-- ===========================================================================
-- Keyboard INPUT Down Handler
-- ===========================================================================
function KeyDownHandler( key:number )
if (key == Keys.VK_CONTROL) then m_isCONTROLpressed = true; return true; end
return false;
end
-- ===========================================================================
-- UI Event
-- ===========================================================================
function OnInputHandler( pInputStruct:table )
local uiMsg = pInputStruct:GetMessageType();
if uiMsg == KeyEvents.KeyUp then return KeyUpHandler( pInputStruct:GetKey() ); end;
if uiMsg == KeyEvents.KeyDown then return KeyDownHandler( pInputStruct:GetKey() ); end;
return false;
end
-- ===========================================================================
-- UI Event
-- ===========================================================================
function OnInit( isReload:boolean )
if isReload then
LuaEvents.GameDebug_GetValues( RELOAD_CACHE_ID );
end
end
-- ===========================================================================
-- UI Event
-- ===========================================================================
function OnShutdown()
LuaEvents.GameDebug_AddValue(RELOAD_CACHE_ID, "m_isQueueMode", m_isQueueMode );
LuaEvents.GameDebug_AddValue(RELOAD_CACHE_ID, "prodQueue", prodQueue );
LuaEvents.GameDebug_AddValue(RELOAD_CACHE_ID, "isHidden", ContextPtr:IsHidden() );
end
-- ===========================================================================
-- ===========================================================================
function Resize()
--local contentSize = (m_maxProductionSize > m_maxPurchaseSize) and m_maxProductionSize or m_maxPurchaseSize;
--contentSize = contentSize + WINDOW_HEADER_Y;
--local w,h = UIManager:GetScreenSizeVal();
--local maxAllowable = h - Controls.Window:GetOffsetY() - TOPBAR_Y;
--local panelSizeY = (contentSize < maxAllowable) and contentSize or maxAllowable;
--Controls.Window:SetSizeY(panelSizeY);
--Controls.ProductionListScroll:SetSizeY(panelSizeY-Controls.WindowContent:GetOffsetY());
--Controls.PurchaseListScroll:SetSizeY(panelSizeY-Controls.WindowContent:GetOffsetY());
--Controls.DropShadow:SetSizeY(panelSizeY+100);
end
-- ===========================================================================
-- ===========================================================================
function CreateCorrectTabs()
local MAX_TAB_LABEL_WIDTH = 273;
local productionLabelX = Controls.ProductionTab:GetTextControl():GetSizeX();
local purchaseLabelX = Controls.PurchaseTab:GetTextControl():GetSizeX();
local purchaseFaithLabelX = Controls.PurchaseFaithTab:GetTextControl():GetSizeX();
local tabAnimControl;
local tabArrowControl;
local tabSizeX;
local tabSizeY;
Controls.ProductionTab:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
Controls.PurchaseTab:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
Controls.PurchaseFaithTab:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
Controls.MiniProductionTab:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
Controls.MiniPurchaseTab:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
Controls.MiniPurchaseFaithTab:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
Controls.MiniProductionTab:SetHide(true);
Controls.MiniPurchaseTab:SetHide(true);
Controls.MiniPurchaseFaithTab:SetHide(true);
Controls.ProductionTab:SetHide(true);
Controls.PurchaseTab:SetHide(true);
Controls.PurchaseFaithTab:SetHide(true);
Controls.MiniTabAnim:SetHide(true);
Controls.MiniTabArrow:SetHide(true);
Controls.TabAnim:SetHide(true);
Controls.TabArrow:SetHide(true);
local labelWidth = productionLabelX + purchaseLabelX;
if GameCapabilities.HasCapability("CAPABILITY_FAITH") then
labelWidth = labelWidth + purchaseFaithLabelX;
end
if(labelWidth > MAX_TAB_LABEL_WIDTH) then
tabSizeX = 44;
tabSizeY = 44;
Controls.MiniProductionTab:SetHide(false);
Controls.MiniPurchaseTab:SetHide(false);
Controls.MiniPurchaseFaithTab:SetHide(false);
Controls.MiniTabAnim:SetHide(false);
Controls.MiniTabArrow:SetHide(false);
m_productionTab = Controls.MiniProductionTab;
m_purchaseTab = Controls.MiniPurchaseTab;
m_faithTab = Controls.MiniPurchaseFaithTab;
tabAnimControl = Controls.MiniTabAnim;
tabArrowControl = Controls.MiniTabArrow;
else
tabSizeX = 42;
tabSizeY = 34;
Controls.ProductionTab:SetHide(false);
Controls.PurchaseTab:SetHide(false);
Controls.PurchaseFaithTab:SetHide(false);
Controls.TabAnim:SetHide(false);
Controls.TabArrow:SetHide(false);
m_productionTab = Controls.ProductionTab;
m_purchaseTab = Controls.PurchaseTab;
m_faithTab = Controls.PurchaseFaithTab;
tabAnimControl = Controls.TabAnim;
tabArrowControl = Controls.TabArrow;
end
m_tabs = CreateTabs( Controls.TabRow, tabSizeX, tabSizeY, 0xFF331D05 );
m_tabs.AddTab( m_productionTab, OnTabChangeProduction );
if GameCapabilities.HasCapability("CAPABILITY_GOLD") then
m_tabs.AddTab( m_purchaseTab, OnTabChangePurchase );
else
Controls.PurchaseTab:SetHide(true);
Controls.MiniPurchaseTab:SetHide(true);
end
if GameCapabilities.HasCapability("CAPABILITY_FAITH") then
m_tabs.AddTab( m_faithTab, OnTabChangePurchaseFaith );
else
Controls.MiniPurchaseFaithTab:SetHide(true);
Controls.PurchaseFaithTab:SetHide(true);
end
m_tabs.CenterAlignTabs(0);
m_tabs.SelectTab( m_productionTab );
m_tabs.AddAnimDeco(tabAnimControl, tabArrowControl);
end
--- =========================================================================================================
-- ====================================== PRODUCTION QUEUE MOD FUNCTIONS ===================================
--- =========================================================================================================
--- =======================================================================================================
-- === Production event handlers
--- =======================================================================================================
--- ===========================================================================
-- Fires when a city's current production changes
--- ===========================================================================
function OnCityProductionChanged(playerID:number, cityID:number)
Refresh();
end
function OnCityProductionUpdated( ownerPlayerID:number, cityID:number, eProductionType, eProductionObject)
if(ownerPlayerID ~= Game.GetLocalPlayer()) then return end
lastProductionCompletePerCity[cityID] = nil;
end
--- ===========================================================================
-- Fires when a city's production is completed
-- Note: This seems to sometimes fire more than once for a turn
--- ===========================================================================
function OnCityProductionCompleted(playerID, cityID, orderType, unitType, canceled, typeModifier)
if (playerID ~= Game.GetLocalPlayer()) then return end;
local pPlayer = Players[ playerID ];
if (pPlayer == nil) then return end;
local pCity = pPlayer:GetCities():FindID(cityID);
if (pCity == nil) then return end;
local currentTurn = Game.GetCurrentGameTurn();
-- Only one item can be produced per turn per city
if(lastProductionCompletePerCity[cityID] and lastProductionCompletePerCity[cityID] == currentTurn) then
return;
end
if(prodQueue[cityID] and prodQueue[cityID][1]) then
-- Check that the production is actually completed
local productionInfo = GetProductionInfoOfCity(pCity, prodQueue[cityID][1].entry.Hash);
local pDistricts = pCity:GetDistricts();
local pBuildings = pCity:GetBuildings();
local isComplete = false;
if(prodQueue[cityID][1].type == PRODUCTION_TYPE.BUILDING or prodQueue[cityID][1].type == PRODUCTION_TYPE.PLACED) then
if(GameInfo.Districts[prodQueue[cityID][1].entry.Hash] and pDistricts:HasDistrict(GameInfo.Districts[prodQueue[cityID][1].entry.Hash].Index, true)) then
isComplete = true;
elseif(GameInfo.Buildings[prodQueue[cityID][1].entry.Hash] and pBuildings:HasBuilding(GameInfo.Buildings[prodQueue[cityID][1].entry.Hash].Index)) then
isComplete = true;
elseif(productionInfo.PercentComplete >= 1) then
isComplete = true;
end
if(not isComplete) then
return;
end
end
-- PQ: Experimental
local productionType = prodQueue[cityID][1].type;
if(orderType == 0) then
if(productionType == PRODUCTION_TYPE.UNIT or productionType == PRODUCTION_TYPE.CORPS or productionType == PRODUCTION_TYPE.ARMY) then
if(GameInfo.Units[prodQueue[cityID][1].entry.Hash].Index == unitType) then
isComplete = true;
end
end
elseif(orderType == 1) then
-- Building/wonder
if(productionType == PRODUCTION_TYPE.BUILDING or productionType == PRODUCTION_TYPE.PLACED) then
local buildingInfo = GameInfo.Buildings[prodQueue[cityID][1].entry.Hash];
if(buildingInfo and buildingInfo.Index == unitType) then
isComplete = true;
end
end
-- Check if this building is in our queue at all
if(not isComplete and IsHashInQueue(pCity, GameInfo.Buildings[unitType].Hash)) then
local removeIndex = GetIndexOfHashInQueue(pCity, GameInfo.Buildings[unitType].Hash);
RemoveFromQueue(cityID, removeIndex, true);
if(removeIndex == 1) then
BuildFirstQueued(pCity);
else
Refresh(true);
end
SaveQueues();
return;
end
elseif(orderType == 2) then
-- District
if(productionType == PRODUCTION_TYPE.PLACED) then
local districtInfo = GameInfo.Districts[prodQueue[cityID][1].entry.Hash];
if(districtInfo and districtInfo.Index == unitType) then
isComplete = true;
end
end
elseif(orderType == 3) then
-- Project
if(productionType == PRODUCTION_TYPE.PROJECT) then
local projectInfo = GameInfo.Projects[prodQueue[cityID][1].entry.Hash];
if(projectInfo and projectInfo.Index == unitType) then
isComplete = true;
end
end
end
if(not isComplete) then
Refresh(true);
return;
end
table.remove(prodQueue[cityID], 1);
if(#prodQueue[cityID] > 0) then
BuildFirstQueued(pCity);
end
lastProductionCompletePerCity[cityID] = currentTurn;
SaveQueues();
end
end
--- =======================================================================================================
-- === Load/Save
--- =======================================================================================================
--- ==========================================================================
-- Updates the PlayerConfiguration with all ProductionQueue data
--- ==========================================================================
function SaveQueues()
PlayerConfigurations[Game.GetLocalPlayer()]:SetValue("ZenProductionQueue", DataDumper(prodQueue, "prodQueue"));
end
--- ==========================================================================
-- Loads ProductionQueue data from PlayerConfiguration, and populates the
-- queue with current production information if saved info not present
--- ==========================================================================
function LoadQueues()
local localPlayerID = Game.GetLocalPlayer();
if(PlayerConfigurations[localPlayerID]:GetValue("ZenProductionQueue") ~= nil) then
loadstring(PlayerConfigurations[localPlayerID]:GetValue("ZenProductionQueue"))();
end
if(not prodQueue) then
prodQueue = {};
end
local player = Players[localPlayerID];
local cities = player:GetCities();
for j, city in cities:Members() do
local cityID = city:GetID();
local buildQueue = city:GetBuildQueue();
local currentProductionHash = buildQueue:GetCurrentProductionTypeHash();
local plotID = -1;
if(not prodQueue[cityID]) then
prodQueue[cityID] = {};
end
if(not prodQueue[cityID][1] and currentProductionHash ~= 0) then
-- Determine the type of the item
local currentType = 0;
local productionInfo = GetProductionInfoOfCity(city, currentProductionHash);
productionInfo.Hash = currentProductionHash;
if(productionInfo.Type == "UNIT") then
currentType = buildQueue:GetCurrentProductionTypeModifier() + 2;
elseif(productionInfo.Type == "BUILDING") then
if(GameInfo.Buildings[currentProductionHash].MaxWorldInstances == 1) then
currentType = PRODUCTION_TYPE.PLACED;
local pCityBuildings :table = city:GetBuildings();
local kCityPlots :table = Map.GetCityPlots():GetPurchasedPlots( city );
if (kCityPlots ~= nil) then
for _,plot in pairs(kCityPlots) do
local kPlot:table = Map.GetPlotByIndex(plot);
local wonderType = kPlot:GetWonderType();
if(wonderType ~= -1 and GameInfo.Buildings[wonderType].BuildingType == GameInfo.Buildings[currentProductionHash].BuildingType) then
plotID = plot;
end
end
end
else
currentType = PRODUCTION_TYPE.BUILDING;
end
elseif(productionInfo.Type == "DISTRICT") then
currentType = PRODUCTION_TYPE.PLACED;
elseif(productionInfo.Type == "PROJECT") then
currentType = PRODUCTION_TYPE.PROJECT;
end
if(currentType == 0) then
print("Could not find production type for hash: " .. currentProductionHash);
end
prodQueue[cityID][1] = {
entry=productionInfo,
type=currentType,
plotID=plotID
}
elseif(currentProductionHash == 0) then
end
end
-- Populate our table for building prerequisites
for prereqRow in GameInfo.BuildingPrereqs() do
buildingPrereqs[prereqRow.Building] = 1;
end
for building in GameInfo.MutuallyExclusiveBuildings() do
mutuallyExclusiveBuildings[building.Building] = 1;
end
end
--- =======================================================================================================
-- === Queue information
--- =======================================================================================================
--- ===========================================================================
-- Checks if there is a specific building hash in a city's Production Queue
--- ===========================================================================
function IsBuildingInQueue(city, buildingHash)
local cityID = city:GetID();
if(prodQueue and #prodQueue[cityID] > 0) then
for _, qi in pairs(prodQueue[cityID]) do
if(qi.entry and qi.entry.Hash == buildingHash) then
if(qi.type == PRODUCTION_TYPE.BUILDING or qi.type == PRODUCTION_TYPE.PLACED) then
return true;
end
end
end
end
return false;
end
--- ===========================================================================
-- Checks if there is a specific wonder hash in all Production Queues
--- ===========================================================================
function IsWonderInQueue(wonderHash)
for _,city in pairs(prodQueue) do
for _, qi in pairs(city) do
if(qi.entry and qi.entry.Hash == wonderHash) then
if(qi.type == PRODUCTION_TYPE.PLACED) then
return true;
end
end
end
end
return false;
end
--- ===========================================================================
-- Checks if there is a specific hash in all Production Queues
--- ===========================================================================
function IsHashInAnyQueue(hash)
for _,city in pairs(prodQueue) do
for _, qi in pairs(city) do
if(qi.entry and qi.entry.Hash == hash) then
return true;
end
end
end
return false;
end
--- ===========================================================================
-- Checks if there is a specific item hash in a city's Production Queue
--- ===========================================================================
function IsHashInQueue(city, hash)
local cityID = city:GetID();
if(prodQueue and #prodQueue[cityID] > 0) then
for i, qi in pairs(prodQueue[cityID]) do
if(qi.entry and qi.entry.Hash == hash) then
return true;
end
end
end
return false;
end
--- ===========================================================================
-- Returns the first instance of a hash in a city's Production Queue
--- ===========================================================================
function GetIndexOfHashInQueue(city, hash)
local cityID = city:GetID();
if(prodQueue and #prodQueue[cityID] > 0) then
for i, qi in pairs(prodQueue[cityID]) do
if(qi.entry and qi.entry.Hash == hash) then
return i;
end
end
end
return nil;
end
--- ===========================================================================
-- Get the total number of districts (requiring population)
-- in a city's Production Queue still requiring placement
--- ===========================================================================
function GetNumDistrictsInCityQueue(city)
local numDistricts = 0;
local cityID = city:GetID();
local pBuildQueue = city:GetBuildQueue();
if(#prodQueue[cityID] > 0) then
for _,qi in pairs(prodQueue[cityID]) do
if(GameInfo.Districts[qi.entry.Hash] and GameInfo.Districts[qi.entry.Hash].RequiresPopulation) then
if (not pBuildQueue:HasBeenPlaced(qi.entry.Hash)) then
numDistricts = numDistricts + 1;
end
end
end
end
return numDistricts;
end
--- =============================================================================
-- [Doing it this way is ridiculous and hacky but I am tired; Please forgive me]
-- Checks the Production Queue for matching reserved plots
--- =============================================================================
GameInfo.Districts['DISTRICT_CITY_CENTER'].IsPlotValid = function(pCity, plotID)
local cityID = pCity:GetID();
if(#prodQueue[cityID] > 0) then
for j,item in ipairs(prodQueue[cityID]) do
if(item.plotID == plotID) then
return false;
end
end
end
return true;
end
--- =======================================================================================================
-- === Drag and Drop - Highlighting
--- =======================================================================================================
function HighlightActiveQueueItem_DropTarget( tTargetInstance:table )
local nTargetSlot :number = tTargetInstance and tTargetInstance.ButtonContainer.id or -1;
if( nTargetSlot ~= m_PrevDropTargetSlot) then
if ( m_PrevDropTargetSlot ~= -1 ) then
-- m_PrevDropTargetInstance.HoverArrow:SetShow( false );
m_PrevDropTargetInstance.Draggable:SetOffsetX(0);
end
if ( tTargetInstance ) then
-- tTargetInstance.HoverArrow:SetShow( true );
tTargetInstance.Draggable:SetOffsetX(-10);
end
m_PrevDropTargetSlot = nTargetSlot;
m_PrevDropTargetInstance = tTargetInstance;
end
end
--- =======================================================================================================
-- === Drag and Drop
--- =======================================================================================================
function GetCurrentDragTarget( tDraggedControl:table, index:number )
local tViableDragTargets :table = {}; -- also is its own map to get parent table from specific control.
local cityID = UI.GetHeadSelectedCity():GetID();
-- We now need to loop through the controls for each queue item to pass to the new Drag'n'Drop system
if(#m_queueIM.m_AllocatedInstances < 1) then
-- There are no queue instances... bail
else
for i,tQueueControl in ipairs(m_queueIM.m_AllocatedInstances[1].queueListIM.m_AllocatedInstances) do
if(i ~= index) then
tQueueControl.ButtonContainer.id = i;
tQueueControl.ButtonContainer.Instance = tQueueControl;
table.insert( tViableDragTargets, tQueueControl.ButtonContainer );
end
end
end
local tBestTarget :table = DragSupport_GetBestOverlappingControl( tDraggedControl, tViableDragTargets );
return tBestTarget;
end
--- ===========================================================================
-- Fires when picking up an item in the Production Queue
--- ===========================================================================
function OnDownInQueue( dragStruct:table, queueListing:table, index:number )
UI.PlaySound("Play_UI_Click");
HighlightActiveQueueItem_DropTarget(nil);
end
--- ===========================================================================
-- Fires when dragging an item in the Production Queue
--- ===========================================================================
function OnDragInQueue( dragStruct:table, queueListing:table, index:number )
local dragControl:table = dragStruct:GetControl();
local tAcceptableTarget :table = nil;
if dragControl then
tAcceptableTarget = GetCurrentDragTarget( dragControl, index );
tAcceptableTarget = tAcceptableTarget and tAcceptableTarget.Instance or nil;
end
HighlightActiveQueueItem_DropTarget( tAcceptableTarget );
end
--- ===========================================================================
-- Fires when dropping an item in the Production Queue
--- ===========================================================================
function OnDropInQueue( dragStruct:table, queueListing:table, index:number )
local dragControl:table = dragStruct:GetControl();
local tViableDragTargets :table = {};
local city = UI.GetHeadSelectedCity();
local cityID = city:GetID();
table.insert( tViableDragTargets, Controls.ProductionQueuePanel );
local tBest :table = DragSupport_GetBestOverlappingControl( dragControl, tViableDragTargets );
if(tBest ~= nil) then
local tTargetQueueItem :table = GetCurrentDragTarget(dragControl, index);
if(tTargetQueueItem ~= nil and index ~= tTargetQueueItem.id) then
-- If the target is valid, swap them
MoveQueueIndex(cityID, index, tTargetQueueItem.id);
dragControl:StopSnapBack();
if(index == 1 or tTargetQueueItem.id == 1) then
BuildFirstQueued(city);
else
Refresh(true);
end
elseif(not tTargetQueueItem or index == tTargetQueueItem.id) then
-- Dropped on itself, just abort
end
else
-- Dropped off the panel entirely; remove from queue
dragControl:StopSnapBack();
RemoveFromQueue(cityID, index);
BuildFirstQueued(city);
Refresh();
end
HighlightActiveQueueItem_DropTarget(nil);
UI.PlaySound("Main_Menu_Mouse_Over");
end
--- =======================================================================================================
-- === Queueing/Building
--- =======================================================================================================
--- ==========================================================================
-- Adds unit of given type to the Production Queue and builds it if requested
--- ==========================================================================
function QueueUnitOfType(city, unitEntry, unitType, skipToFront)
local cityID = city:GetID();
local index = 1;
if(not prodQueue[cityID]) then prodQueue[cityID] = {}; end
if(not skipToFront) then index = #prodQueue[cityID] + 1; end
table.insert(prodQueue[cityID], index, {
entry=unitEntry,
type=unitType,
plotID=-1
});
if(#prodQueue[cityID] == 1 or skipToFront) then
BuildFirstQueued(city);
else
Refresh(true);
end
UI.PlaySound("Confirm_Production");
end
--- ==========================================================================
-- Adds unit to the Production Queue and builds if requested
--- ==========================================================================
function QueueUnit(city, unitEntry, skipToFront)
QueueUnitOfType(city, unitEntry, PRODUCTION_TYPE.UNIT, skipToFront);
end
--- ==========================================================================
-- Adds corps to the Production Queue and builds if requested
--- ==========================================================================
function QueueUnitCorps(city, unitEntry, skipToFront)
QueueUnitOfType(city, unitEntry, PRODUCTION_TYPE.CORPS, skipToFront);
end
--- ==========================================================================
-- Adds army to the Production Queue and builds if requested
--- ==========================================================================
function QueueUnitArmy(city, unitEntry, skipToFront)
QueueUnitOfType(city, unitEntry, PRODUCTION_TYPE.ARMY, skipToFront);
end
--- ==========================================================================
-- Adds building to the Production Queue and builds if requested
--- ==========================================================================
function QueueBuilding(city, buildingEntry, skipToFront)
local building :table = GameInfo.Buildings[buildingEntry.Type];
local bNeedsPlacement :boolean = building.RequiresPlacement;
local pBuildQueue = city:GetBuildQueue();
if (pBuildQueue:HasBeenPlaced(buildingEntry.Hash)) then
bNeedsPlacement = false;
end
UI.SetInterfaceMode(InterfaceModeTypes.SELECTION);
if (bNeedsPlacement) then
local tParameters = {};
tParameters[CityOperationTypes.PARAM_BUILDING_TYPE] = buildingEntry.Hash;
tParameters[CityOperationTypes.PARAM_INSERT_MODE] = CityOperationTypes.VALUE_EXCLUSIVE;
UI.SetInterfaceMode(InterfaceModeTypes.BUILDING_PLACEMENT, tParameters);
else
local cityID = city:GetID();
local plotID = -1;
local buildingType = PRODUCTION_TYPE.BUILDING;
if(not prodQueue[cityID]) then
prodQueue[cityID] = {};
end
if(building.RequiresPlacement) then
local pCityBuildings :table = city:GetBuildings();
local kCityPlots :table = Map.GetCityPlots():GetPurchasedPlots( city );
if (kCityPlots ~= nil) then
for _,plot in pairs(kCityPlots) do
local kPlot:table = Map.GetPlotByIndex(plot);
local wonderType = kPlot:GetWonderType();
if(wonderType ~= -1 and GameInfo.Buildings[wonderType].BuildingType == building.BuildingType) then
plotID = plot;
buildingType = PRODUCTION_TYPE.PLACED;
end
end
end
end
table.insert(prodQueue[cityID], {
entry=buildingEntry,
type=buildingType,
plotID=plotID
});
if(skipToFront) then
if(MoveQueueIndex(cityID, #prodQueue[cityID], 1) ~= 0) then
Refresh(true);
else
BuildFirstQueued(city);
end
elseif(#prodQueue[cityID] == 1) then
BuildFirstQueued(city);
else
Refresh(true);
end
UI.PlaySound("Confirm_Production");
end
end
--- ==========================================================================
-- Adds district to the Production Queue and builds if requested
--- ==========================================================================
function QueueDistrict(city, districtEntry, skipToFront)
UI.SetInterfaceMode(InterfaceModeTypes.SELECTION);
local district :table = GameInfo.Districts[districtEntry.Type];
local bNeedsPlacement :boolean = district.RequiresPlacement;
local pBuildQueue :table = city:GetBuildQueue();
if (pBuildQueue:HasBeenPlaced(districtEntry.Hash)) then
bNeedsPlacement = false;
end
if (bNeedsPlacement) then
local tParameters = {};
tParameters[CityOperationTypes.PARAM_DISTRICT_TYPE] = districtEntry.Hash;
tParameters[CityOperationTypes.PARAM_INSERT_MODE] = CityOperationTypes.VALUE_EXCLUSIVE;
UI.SetInterfaceMode(InterfaceModeTypes.DISTRICT_PLACEMENT, tParameters);
else
local tParameters = {};
tParameters[CityOperationTypes.PARAM_DISTRICT_TYPE] = districtEntry.Hash;
tParameters[CityOperationTypes.PARAM_INSERT_MODE] = CityOperationTypes.VALUE_EXCLUSIVE;
local cityID = city:GetID();
if(not prodQueue[cityID]) then
prodQueue[cityID] = {};
end
local index = 1;
if(not skipToFront) then index = #prodQueue[cityID] + 1; end
table.insert(prodQueue[cityID], index, {
entry=districtEntry,
type=PRODUCTION_TYPE.PLACED,
plotID=-1,
tParameters=tParameters
});
if(#prodQueue[cityID] == 1 or skipToFront) then
BuildFirstQueued(city);
else
Refresh(true);
end
UI.PlaySound("Confirm_Production");
end
end
--- ==========================================================================
-- Adds project to the Production Queue and builds if requested
--- ==========================================================================
function QueueProject(city, projectEntry, skipToFront)
local cityID = city:GetID();
if(not prodQueue[cityID]) then
prodQueue[cityID] = {};
end
local index = 1;
if(not skipToFront) then index = #prodQueue[cityID] + 1; end
table.insert(prodQueue[cityID], index, {
entry=projectEntry,
type=PRODUCTION_TYPE.PROJECT,
plotID=-1
});
if(#prodQueue[cityID] == 1 or skipToFront) then
BuildFirstQueued(city);
else
Refresh(true);
end
UI.PlaySound("Confirm_Production");
end
--- ===========================================================================
-- Check if removing an index would result in an empty queue
--- ===========================================================================
function CanRemoveFromQueue(cityID, index)
local totalItemsToRemove = 1;
if(prodQueue[cityID] and #prodQueue[cityID] > 1 and prodQueue[cityID][index]) then
local destIndex = MoveQueueIndex(cityID, index, #prodQueue[cityID], true);
if(destIndex > 0) then
totalItemsToRemove = totalItemsToRemove + 1;
CanRemoveFromQueue(cityID, destIndex + 1);
end
end
if(totalItemsToRemove == #prodQueue[cityID]) then
return false;
else
return true;
end
end
--- ===========================================================================
-- Remove a specific index from a city's Production Queue
--- ===========================================================================
function RemoveFromQueue(cityID, index, force)
if(prodQueue[cityID] and (#prodQueue[cityID] > 1 or force) and prodQueue[cityID][index]) then
local destIndex = MoveQueueIndex(cityID, index, #prodQueue[cityID]);
if(destIndex > 0) then
-- There was a conflict
RemoveFromQueue(cityID, destIndex + 1);
table.remove(prodQueue[cityID], destIndex);
else
table.remove(prodQueue[cityID], #prodQueue[cityID]);
end
return true;
end
return false;
end
--- ==========================================================================
-- Directly requests the city to build a placed district/wonder using
-- tParameters provided from the StrategicView callback event
--- ==========================================================================
function BuildPlaced(city, tParameters)
-- Check if we still have enough population for a district we're about to place
local districtHash = tParameters[CityOperationTypes.PARAM_DISTRICT_TYPE];
if(districtHash) then
local pCityDistricts = city:GetDistricts();
local numDistricts = pCityDistricts:GetNumZonedDistrictsRequiringPopulation();
local numPossibleDistricts = pCityDistricts:GetNumAllowedDistrictsRequiringPopulation();
if(GameInfo.Districts[districtHash] and GameInfo.Districts[districtHash].RequiresPopulation and numDistricts <= numPossibleDistricts) then
if(GetNumDistrictsInCityQueue(city) + numDistricts > numPossibleDistricts) then
RemoveFromQueue(city:GetID(), 1);
BuildFirstQueued(city);
return;
end
end
end
CityManager.RequestOperation(city, CityOperationTypes.BUILD, tParameters);
end
--- ==========================================================================
-- Builds the first item in the Production Queue
--- ==========================================================================
function BuildFirstQueued(pCity)
local cityID = pCity:GetID();
if(prodQueue[cityID][1]) then
if(prodQueue[cityID][1].type == PRODUCTION_TYPE.BUILDING) then
BuildBuilding(pCity, prodQueue[cityID][1].entry);
elseif(prodQueue[cityID][1].type == PRODUCTION_TYPE.UNIT) then
BuildUnit(pCity, prodQueue[cityID][1].entry);
elseif(prodQueue[cityID][1].type == PRODUCTION_TYPE.ARMY) then
BuildUnitArmy(pCity, prodQueue[cityID][1].entry);
elseif(prodQueue[cityID][1].type == PRODUCTION_TYPE.CORPS) then
BuildUnitCorps(pCity, prodQueue[cityID][1].entry);
elseif(prodQueue[cityID][1].type == PRODUCTION_TYPE.PLACED) then
if(not prodQueue[cityID][1].tParameters) then
if(GameInfo.Buildings[prodQueue[cityID][1].entry.Hash]) then
BuildBuilding(pCity, prodQueue[cityID][1].entry);
else
ZoneDistrict(pCity, prodQueue[cityID][1].entry);
end
else
BuildPlaced(pCity, prodQueue[cityID][1].tParameters);
end
elseif(prodQueue[cityID][1].type == PRODUCTION_TYPE.PROJECT) then
AdvanceProject(pCity, prodQueue[cityID][1].entry);
end
else
Refresh(true);
end
end
--- ============================================================================
-- Lua Event
-- This is fired when a district or wonder plot has been selected and confirmed
--- ============================================================================
function OnStrategicViewMapPlacementProductionClose(tProductionQueueParameters)
local cityID = tProductionQueueParameters.pSelectedCity:GetID();
local entry = GetProductionInfoOfCity(tProductionQueueParameters.pSelectedCity, tProductionQueueParameters.buildingHash);
entry.Hash = tProductionQueueParameters.buildingHash;
if(not prodQueue[cityID]) then prodQueue[cityID] = {}; end
local index = 1;
if(not nextDistrictSkipToFront) then index = #prodQueue[cityID] + 1; end
table.insert(prodQueue[cityID], index, {
entry=entry,
type=PRODUCTION_TYPE.PLACED,
plotID=tProductionQueueParameters.plotId,
tParameters=tProductionQueueParameters.tParameters
});
if(nextDistrictSkipToFront or #prodQueue[cityID] == 1) then BuildFirstQueued(tProductionQueueParameters.pSelectedCity); end
Refresh(true);
UI.PlaySound("Confirm_Production");
end
--- ===========================================================================
-- Move a city's queue item from one index to another
--- ===========================================================================
function MoveQueueIndex(cityID, sourceIndex, destIndex, noMove)
local direction = -1;
local actualDest = 0;
local sourceInfo = prodQueue[cityID][sourceIndex];
if(sourceIndex < destIndex) then direction = 1; end
for i=sourceIndex, math.max(destIndex-direction, 1), direction do
-- Each time we swap, we need to check that there isn't a prereq that would break
if(sourceInfo.type == PRODUCTION_TYPE.BUILDING and prodQueue[cityID][i+direction].type == PRODUCTION_TYPE.PLACED) then
local buildingInfo = GameInfo.Buildings[sourceInfo.entry.Hash];
if(buildingInfo and buildingInfo.PrereqDistrict) then
local districtInfo = GameInfo.Districts[prodQueue[cityID][i+direction].entry.Hash];
if(districtInfo and (districtInfo.DistrictType == buildingInfo.PrereqDistrict or (GameInfo.DistrictReplaces[prodQueue[cityID][i+direction].entry.Hash] and GameInfo.DistrictReplaces[prodQueue[cityID][i+direction].entry.Hash].ReplacesDistrictType == buildingInfo.PrereqDistrict))) then
actualDest = i;
break;
end
end
elseif(sourceInfo.type == PRODUCTION_TYPE.PLACED and prodQueue[cityID][i+direction].type == PRODUCTION_TYPE.BUILDING) then
local buildingInfo = GameInfo.Buildings[prodQueue[cityID][i+direction].entry.Hash];
local districtInfo = GameInfo.Districts[sourceInfo.entry.Hash];
if(buildingInfo and buildingInfo.PrereqDistrict) then
if(districtInfo and (districtInfo.DistrictType == buildingInfo.PrereqDistrict or (GameInfo.DistrictReplaces[sourceInfo.entry.Hash] and GameInfo.DistrictReplaces[sourceInfo.entry.Hash].ReplacesDistrictType == buildingInfo.PrereqDistrict))) then
actualDest = i;
break;
end
end
elseif(sourceInfo.type == PRODUCTION_TYPE.BUILDING and prodQueue[cityID][i+direction].type == PRODUCTION_TYPE.BUILDING) then
local destInfo = GameInfo.Buildings[prodQueue[cityID][i+direction].entry.Hash];
local sourceBuildingInfo = GameInfo.Buildings[sourceInfo.entry.Hash];
if(GameInfo.BuildingReplaces[destInfo.BuildingType]) then
destInfo = GameInfo.Buildings[GameInfo.BuildingReplaces[destInfo.BuildingType].ReplacesBuildingType];
end
if(GameInfo.BuildingReplaces[sourceBuildingInfo.BuildingType]) then
sourceBuildingInfo = GameInfo.Buildings[GameInfo.BuildingReplaces[sourceBuildingInfo.BuildingType].ReplacesBuildingType];
end
local halt = false;
for prereqRow in GameInfo.BuildingPrereqs() do
if(prereqRow.Building == sourceBuildingInfo.BuildingType) then
if(destInfo.BuildingType == prereqRow.PrereqBuilding) then
halt = true;
actualDest = i;
break;
end
end
if(prereqRow.PrereqBuilding == sourceBuildingInfo.BuildingType) then
if(destInfo.BuildingType == prereqRow.Building) then
halt = true;
actualDest = i;
break;
end
end
end
if(halt == true) then break; end
end
if(not noMove) then
prodQueue[cityID][i], prodQueue[cityID][i+direction] = prodQueue[cityID][i+direction], prodQueue[cityID][i];
end
end
return actualDest;
end
--- ===========================================================================
-- Check the entire queue for mandatory item upgrades
--- ===========================================================================
function CheckAndReplaceAllQueuesForUpgrades()
local localPlayerId:number = Game.GetLocalPlayer();
local player = Players[localPlayerId];
if(player == nil) then
return;
end
local cities = player:GetCities();
for j, city in cities:Members() do
CheckAndReplaceQueueForUpgrades(city);
end
end
--- ===========================================================================
-- Check a city's queue for items that must be upgraded or removed
-- as per tech/civic knowledge
--- ===========================================================================
function CheckAndReplaceQueueForUpgrades(city)
local playerID = Game.GetLocalPlayer();
local pPlayer = Players[playerID];
local pTech = pPlayer:GetTechs();
local pCulture = pPlayer:GetCulture();
local buildQueue = city:GetBuildQueue();
local cityID = city:GetID();
local pBuildings = city:GetBuildings();
local civTypeName = PlayerConfigurations[playerID]:GetCivilizationTypeName();
local removeUnits = {};
if(not prodQueue[cityID]) then prodQueue[cityID] = {} end
for i, qi in pairs(prodQueue[cityID]) do
if(qi.type == PRODUCTION_TYPE.UNIT or qi.type == PRODUCTION_TYPE.CORPS or qi.type == PRODUCTION_TYPE.ARMY) then
local unitUpgrades = GameInfo.UnitUpgrades[qi.entry.Hash];
if(unitUpgrades) then
local upgradeUnit = GameInfo.Units[unitUpgrades.UpgradeUnit];
-- Check for unique units
for unitReplaces in GameInfo.UnitReplaces() do
if(unitReplaces.ReplacesUnitType == unitUpgrades.UpgradeUnit) then
local match = false;
for civTraits in GameInfo.CivilizationTraits() do
if(civTraits.TraitType == "TRAIT_CIVILIZATION_" .. unitReplaces.CivUniqueUnitType and civTraits.CivilizationType == civTypeName) then
upgradeUnit = GameInfo.Units[unitReplaces.CivUniqueUnitType];
match = true;
break;
end
end
if(match) then break; end
end
end
if(upgradeUnit) then
local canUpgrade = true;
if(upgradeUnit.PrereqTech and not pTech:HasTech(GameInfo.Technologies[upgradeUnit.PrereqTech].Index)) then
canUpgrade = false;
end
if(upgradeUnit.PrereqCivic and not pCulture:HasCivic(GameInfo.Civics[upgradeUnit.PrereqCivic].Index)) then
canUpgrade = false;
end
local canBuildNewUnit = buildQueue:CanProduce( upgradeUnit.Hash, false, true );
-- Only auto replace if we CAN'T queue the old unit
if(not buildQueue:CanProduce( qi.entry.Hash, true ) and canUpgrade and canBuildNewUnit) then
local isCanProduceExclusion, results = buildQueue:CanProduce( upgradeUnit.Hash, false, true );
local isDisabled :boolean = not isCanProduceExclusion;
local sAllReasons :string = ComposeFailureReasonStrings( isDisabled, results );
local sToolTip :string = ToolTipHelper.GetUnitToolTip( upgradeUnit.Hash ) .. sAllReasons;
local nProductionCost :number = buildQueue:GetUnitCost( upgradeUnit.Index );
local nProductionProgress :number = buildQueue:GetUnitProgress( upgradeUnit.Index );
sToolTip = sToolTip .. ComposeProductionCostString( nProductionProgress, nProductionCost );
prodQueue[cityID][i].entry = {
Type = upgradeUnit.UnitType,
Name = upgradeUnit.Name,
ToolTip = sToolTip,
Hash = upgradeUnit.Hash,
Kind = upgradeUnit.Kind,
TurnsLeft = buildQueue:GetTurnsLeft( upgradeUnit.Hash ),
Disabled = isDisabled,
Civilian = upgradeUnit.FormationClass == "FORMATION_CLASS_CIVILIAN",
Cost = nProductionCost,
Progress = nProductionProgress,
Corps = false,
CorpsCost = 0,
CorpsTurnsLeft = 1,
CorpsTooltip = "",
CorpsName = "",
Army = false,
ArmyCost = 0,
ArmyTurnsLeft = 1,
ArmyTooltip = "",
ArmyName = ""
};
if results ~= nil then
if results[CityOperationResults.CAN_TRAIN_CORPS] then
kUnit.Corps = true;
kUnit.CorpsCost = buildQueue:GetUnitCorpsCost( upgradeUnit.Index );
kUnit.CorpsTurnsLeft = buildQueue:GetTurnsLeft( upgradeUnit.Hash, MilitaryFormationTypes.CORPS_MILITARY_FORMATION );
kUnit.CorpsTooltip, kUnit.CorpsName = ComposeUnitCorpsStrings( upgradeUnit.Name, upgradeUnit.Domain, nProductionProgress, kUnit.CorpsCost );
end
if results[CityOperationResults.CAN_TRAIN_ARMY] then
kUnit.Army = true;
kUnit.ArmyCost = buildQueue:GetUnitArmyCost( upgradeUnit.Index );
kUnit.ArmyTurnsLeft = buildQueue:GetTurnsLeft( upgradeUnit.Hash, MilitaryFormationTypes.ARMY_MILITARY_FORMATION );
kUnit.ArmyTooltip, kUnit.ArmyName = ComposeUnitArmyStrings( upgradeUnit.Name, upgradeUnit.Domain, nProductionProgress, kUnit.ArmyCost );
end
end
elseif(canUpgrade and not canBuildNewUnit) then
-- Can't build the old or new unit. Probably missing a resource. Remove from queue.
table.insert(removeUnits, i);
end
end
else
local canBuildUnit = buildQueue:CanProduce( qi.entry.Hash, false, true );
if(not canBuildUnit) then
table.insert(removeUnits, i);
end
end
elseif(qi.type == PRODUCTION_TYPE.BUILDING or qi.type == PRODUCTION_TYPE.PLACED) then
if(qi.entry.Repair == true and GameInfo.Buildings[qi.entry.Hash]) then
local isPillaged = pBuildings:IsPillaged(GameInfo.Buildings[qi.entry.Hash].Index);
if(not isPillaged) then
-- Repair complete, remove from queue
table.insert(removeUnits, i);
end
end
-- Check if a queued wonder is still available
if(GameInfo.Buildings[qi.entry.Hash] and GameInfo.Buildings[qi.entry.Hash].MaxWorldInstances == 1) then
if(not buildQueue:CanProduce(qi.entry.Hash, true)) then
table.insert(removeUnits, i);
elseif(not IsCityPlotValidForWonderPlacement(city, qi.plotID, GameInfo.Buildings[qi.entry.Hash]) and not buildQueue:HasBeenPlaced(qi.entry.Hash)) then
table.insert(removeUnits, i);
end
end
end
end
if(#removeUnits > 0) then
for i=#removeUnits, 1, -1 do
local success = RemoveFromQueue(cityID, removeUnits[i]);
if(success and removeUnits[i] == 1) then
BuildFirstQueued(city);
end
end
end
end
function IsCityPlotValidForWonderPlacement(city, plotID, wonder)
if(not plotID or plotID == -1) then return true end
if Map.GetPlotByIndex(plotID):CanHaveWonder(wonder.Index, city:GetOwner(), city:GetID()) then
return true;
else
return false;
end
end
--- =======================================================================================================
-- === UI handling
--- =======================================================================================================
--- ==========================================================================
-- Resize the Production Queue window to fit the items
--- ==========================================================================
function ResizeQueueWindow()
Controls.QueueWindow:SetSizeY(1);
local windowHeight = math.min(math.max(#prodQueue[UI.GetHeadSelectedCity():GetID()] * 32 + 38, 70), screenHeight-300);
Controls.QueueWindow:SetSizeY(windowHeight);
Controls.ProductionQueueListScroll:SetSizeY(windowHeight-38);
Controls.ProductionQueueListScroll:CalculateSize();
end
--- ==========================================================================
-- Slide-in/hide the Production Queue panel
--- ==========================================================================
function CloseQueueWindow()
Controls.QueueSlideIn:Reverse();
Controls.QueueWindowToggleDirection:SetText("<");
end
--- ==========================================================================
-- Slide-out/show the Production Queue panel
--- ==========================================================================
function OpenQueueWindow()
Controls.QueueSlideIn:SetToBeginning();
Controls.QueueSlideIn:Play();
Controls.QueueWindowToggleDirection:SetText(">");
end
--- ==========================================================================
-- Toggle the visibility of the Production Queue panel
--- ==========================================================================
function ToggleQueueWindow()
showStandaloneQueueWindow = not showStandaloneQueueWindow;
if(showStandaloneQueueWindow) then
OpenQueueWindow();
else
CloseQueueWindow();
end
end
--- ===============================================================================
-- Control Event
-- Fires when the production panel has finished fading in
-- Use this to, if it is toggled off, delay showing the Production Queue panel
-- (and therefore toggle tab) unitl after the production panel is there to
-- cover it up
--- ===============================================================================
function OnPanelFadeInComplete()
if(not showStandaloneQueueWindow) then
Controls.QueueAlphaIn:Play();
end
end
--- ===========================================================================
-- Recenter the camera over the selected city
-- This is here for the sake of middle mouse clicking on a production item
-- which ordinarily recenters the map to the cursor position
--- ===========================================================================
function RecenterCameraToSelectedCity()
local kCity:table = UI.GetHeadSelectedCity();
UI.LookAtPlot( kCity:GetX(), kCity:GetY() );
end
function ResetSelectedCityQueue()
local selectedCity = UI.GetHeadSelectedCity();
if(not selectedCity) then return end
local cityID = selectedCity:GetID();
if(not cityID) then return end
local buildQueue = selectedCity:GetBuildQueue();
local currentProductionHash = buildQueue:GetCurrentProductionTypeHash();
local plotID = -1;
if(prodQueue[cityID]) then prodQueue[cityID] = {}; end
if(currentProductionHash ~= 0) then
-- Determine the type of the item
local currentType = 0;
local productionInfo = GetProductionInfoOfCity(selectedCity, currentProductionHash);
productionInfo.Hash = currentProductionHash;
if(productionInfo.Type == "UNIT") then
currentType = buildQueue:GetCurrentProductionTypeModifier() + 2;
elseif(productionInfo.Type == "BUILDING") then
if(GameInfo.Buildings[currentProductionHash].MaxWorldInstances == 1) then
currentType = PRODUCTION_TYPE.PLACED;
local pCityBuildings :table = selectedCity:GetBuildings();
local kCityPlots :table = Map.GetCityPlots():GetPurchasedPlots( selectedCity );
if (kCityPlots ~= nil) then
for _,plot in pairs(kCityPlots) do
local kPlot:table = Map.GetPlotByIndex(plot);
local wonderType = kPlot:GetWonderType();
if(wonderType ~= -1 and GameInfo.Buildings[wonderType].BuildingType == GameInfo.Buildings[currentProductionHash].BuildingType) then
plotID = plot;
end
end
end
else
currentType = PRODUCTION_TYPE.BUILDING;
end
elseif(productionInfo.Type == "DISTRICT") then
currentType = PRODUCTION_TYPE.PLACED;
elseif(productionInfo.Type == "PROJECT") then
currentType = PRODUCTION_TYPE.PROJECT;
end
if(currentType == 0) then
print("Could not find production type for hash: " .. currentProductionHash);
end
prodQueue[cityID][1] = {
entry=productionInfo,
type=currentType,
plotID=plotID
}
end
Refresh();
end
--- =========================================================================================================
--- =========================================================================================================
--- =========================================================================================================
--- =========================================================================================================
-- ============================================= MODULE INITIALIZATION =====================================
--- =========================================================================================================
function Initialize()
LoadQueues();
Controls.PauseCollapseList:Stop();
Controls.PauseDismissWindow:Stop();
CreateCorrectTabs();
Resize();
-- ===== Event listeners =====
Controls.CloseButton:RegisterCallback(Mouse.eLClick, OnClose);
Controls.CloseButton:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
Controls.PauseCollapseList:RegisterEndCallback( OnCollapseTheList );
Controls.PauseDismissWindow:RegisterEndCallback( OnHide );
Controls.QueueWindowToggle:RegisterCallback(Mouse.eLClick, ToggleQueueWindow);
Controls.AlphaIn:RegisterEndCallback( OnPanelFadeInComplete )
Controls.ProductionTabSelected:SetSpeed(100);
Controls.QueueWindowReset:RegisterCallback(Mouse.eLClick, ResetSelectedCityQueue);
ContextPtr:SetInitHandler( OnInit );
ContextPtr:SetInputHandler( OnInputHandler, true );
ContextPtr:SetShutdown( OnShutdown );
Events.CitySelectionChanged.Add( OnCitySelectionChanged );
Events.InterfaceModeChanged.Add( OnInterfaceModeChanged );
Events.UnitSelectionChanged.Add( OnUnitSelectionChanged );
Events.LocalPlayerChanged.Add( OnLocalPlayerChanged );
Events.PlayerTurnActivated.Add( OnPlayerTurnActivated );
LuaEvents.CityBannerManager_ProductionToggle.Add( OnCityBannerManagerProductionToggle );
LuaEvents.CityPanel_ChooseProduction.Add( OnCityPanelChooseProduction );
LuaEvents.CityPanel_ChoosePurchase.Add( OnCityPanelChoosePurchase );
LuaEvents.CityPanel_ProductionClose.Add( OnProductionClose );
LuaEvents.CityPanel_ProductionOpen.Add( OnCityPanelProductionOpen );
LuaEvents.CityPanel_PurchaseGoldOpen.Add( OnCityPanelPurchaseGoldOpen );
LuaEvents.CityPanel_PurchaseFaithOpen.Add( OnCityPanelPurchaseFaithOpen );
LuaEvents.CityPanel_ProductionOpenForQueue.Add( OnProductionOpenForQueue );
LuaEvents.CityPanel_PurchasePlot.Add( OnCityPanelPurchasePlot );
LuaEvents.GameDebug_Return.Add( OnGameDebugReturn );
LuaEvents.NotificationPanel_ChooseProduction.Add( OnNotificationPanelChooseProduction );
LuaEvents.StrageticView_MapPlacement_ProductionOpen.Add( OnStrategicViewMapPlacementProductionOpen );
LuaEvents.StrageticView_MapPlacement_ProductionClose.Add( OnStrategicViewMapPlacementProductionClose );
LuaEvents.Tutorial_ProductionOpen.Add( OnTutorialProductionOpen );
Events.CityProductionChanged.Add( OnCityProductionChanged );
Events.CityProductionCompleted.Add(OnCityProductionCompleted);
Events.CityProductionUpdated.Add(OnCityProductionUpdated);
Events.CityMadePurchase.Add(Refresh);
end
Initialize();
else
-- ===========================================================================
-- Production Panel / Purchase Panel
-- ===========================================================================
include( "ToolTipHelper" );
include( "InstanceManager" );
include( "TabSupport" );
include( "Civ6Common" );
include( "SupportFunctions" );
include( "AdjacencyBonusSupport");
include( "DragSupport" );
include( "CitySupport" );
-- ===========================================================================
-- Constants
-- ===========================================================================
local RELOAD_CACHE_ID :string = "ProductionPanel";
local COLOR_LOW_OPACITY :number = 0x3fffffff;
local HEADER_Y :number = 41;
local WINDOW_HEADER_Y :number = 150;
local TOPBAR_Y :number = 28;
local SEPARATOR_Y :number = 20;
local BUTTON_Y :number = 48;
local DISABLED_PADDING_Y:number = 10;
local TEXTURE_BASE :string = "UnitFlagBase";
local TEXTURE_CIVILIAN :string = "UnitFlagCivilian";
local TEXTURE_RELIGION :string = "UnitFlagReligion";
local TEXTURE_EMBARK :string = "UnitFlagEmbark";
local TEXTURE_FORTIFY :string = "UnitFlagFortify";
local TEXTURE_NAVAL :string = "UnitFlagNaval";
local TEXTURE_SUPPORT :string = "UnitFlagSupport";
local TEXTURE_TRADE :string = "UnitFlagTrade";
local BUILDING_IM_PREFIX :string = "buildingListingIM_";
local BUILDING_DRAWER_PREFIX :string = "buildingDrawer_";
local ICON_PREFIX :string = "ICON_";
local LISTMODE :table = {PRODUCTION = 1, PURCHASE_GOLD = 2, PURCHASE_FAITH=3};
local EXTENDED_BUTTON_HEIGHT = 60;
local DEFAULT_BUTTON_HEIGHT = 48;
local PRODUCTION_TYPE :table = {
BUILDING = 1,
UNIT = 2,
CORPS = 3,
ARMY = 4,
PLACED = 5,
PROJECT = 6
};
-- ===========================================================================
-- Members
-- ===========================================================================
local m_queueIM = InstanceManager:new( "UnnestedList", "Top", Controls.ProductionQueueList );
local m_listIM = InstanceManager:new( "NestedList", "Top", Controls.ProductionList );
local m_purchaseListIM = InstanceManager:new( "NestedList", "Top", Controls.PurchaseList );
local m_purchaseFaithListIM = InstanceManager:new( "NestedList", "Top", Controls.PurchaseFaithList );
local m_tabs;
local m_productionTab; -- Additional tracking of the tab control data so that we can select between graphical tabs and label tabs
local m_purchaseTab;
local m_faithTab;
local m_maxProductionSize :number = 0;
local m_maxPurchaseSize :number = 0;
local m_isQueueMode :boolean = false;
local m_TypeNames :table = {};
local m_kClickedInstance;
local m_isCONTROLpressed :boolean = false;
local prodBuildingList;
local prodWonderList;
local prodUnitList;
local prodDistrictList;
local prodProjectList;
local purchBuildingList;
local purchGoldBuildingList;
local purchFaithBuildingList;
local purchUnitList;
local purchGoldUnitList
local purchFaithUnitList
local showDisabled :boolean = true;
local m_recommendedItems:table;
-- Production Queue
local nextDistrictSkipToFront = false;
local showStandaloneQueueWindow = true;
local _, screenHeight = UIManager:GetScreenSizeVal();
local quickRefresh = true;
local lastProductionCompletePerCity = {};
local buildingPrereqs = {};
local mutuallyExclusiveBuildings = {};
local m_PrevDropTargetSlot = -1;
local m_PrevDropTargetInstance = nil;
------------------------------------------------------------------------------
-- Collapsible List Handling
------------------------------------------------------------------------------
function OnCollapseTheList()
m_kClickedInstance.List:SetHide(true);
m_kClickedInstance.ListSlide:SetSizeY(0);
m_kClickedInstance.ListAlpha:SetSizeY(0);
Controls.PauseCollapseList:SetToBeginning();
m_kClickedInstance.ListSlide:SetToBeginning();
m_kClickedInstance.ListAlpha:SetToBeginning();
Controls.ProductionList:CalculateSize();
Controls.PurchaseList:CalculateSize();
Controls.ProductionList:ReprocessAnchoring();
Controls.PurchaseList:ReprocessAnchoring();
Controls.ProductionListScroll:CalculateInternalSize();
Controls.PurchaseListScroll:CalculateInternalSize();
end
-- ===========================================================================
function OnCollapse(instance:table)
m_kClickedInstance = instance;
instance.ListSlide:Reverse();
instance.ListAlpha:Reverse();
instance.ListSlide:SetSpeed(15.0);
instance.ListAlpha:SetSpeed(15.0);
instance.ListSlide:Play();
instance.ListAlpha:Play();
instance.HeaderOn:SetHide(true);
instance.Header:SetHide(false);
Controls.PauseCollapseList:Play(); --By doing this we can delay collapsing the list until the "out" sequence has finished playing
end
-- ===========================================================================
function OnExpand(instance:table)
if(quickRefresh) then
instance.ListSlide:SetSpeed(100);
instance.ListAlpha:SetSpeed(100);
else
instance.ListSlide:SetSpeed(3.5);
instance.ListAlpha:SetSpeed(4);
end
m_kClickedInstance = instance;
instance.HeaderOn:SetHide(false);
instance.Header:SetHide(true);
instance.List:SetHide(false);
instance.ListSlide:SetSizeY(instance.List:GetSizeY());
instance.ListAlpha:SetSizeY(instance.List:GetSizeY());
instance.ListSlide:SetToBeginning();
instance.ListAlpha:SetToBeginning();
instance.ListSlide:Play();
instance.ListAlpha:Play();
Controls.ProductionList:CalculateSize();
Controls.PurchaseList:CalculateSize();
Controls.ProductionList:ReprocessAnchoring();
Controls.PurchaseList:ReprocessAnchoring();
Controls.ProductionListScroll:CalculateInternalSize();
Controls.PurchaseListScroll:CalculateInternalSize();
end
-- ===========================================================================
function OnTabChangeProduction()
Controls.MiniProductionTab:SetSelected(true);
Controls.MiniPurchaseTab:SetSelected(false);
Controls.MiniPurchaseFaithTab:SetSelected(false);
Controls.PurchaseFaithMenu:SetHide(true);
Controls.PurchaseMenu:SetHide(true);
Controls.ChooseProductionMenu:SetHide(false);
if (Controls.SlideIn:IsStopped()) then
UI.PlaySound("Production_Panel_ButtonClick");
UI.PlaySound("Production_Panel_Open");
end
end
-- ===========================================================================
function OnTabChangePurchase()
Controls.MiniProductionTab:SetSelected(false);
Controls.MiniPurchaseTab:SetSelected(true);
Controls.MiniPurchaseFaithTab:SetSelected(false);
Controls.ChooseProductionMenu:SetHide(true);
Controls.PurchaseFaithMenu:SetHide(true);
Controls.PurchaseMenu:SetHide(false);
UI.PlaySound("Production_Panel_ButtonClick");
end
-- ===========================================================================
function OnTabChangePurchaseFaith()
Controls.MiniProductionTab:SetSelected(false);
Controls.MiniPurchaseTab:SetSelected(false);
Controls.MiniPurchaseFaithTab:SetSelected(true);
Controls.ChooseProductionMenu:SetHide(true);
Controls.PurchaseMenu:SetHide(true);
Controls.PurchaseFaithMenu:SetHide(false);
UI.PlaySound("Production_Panel_ButtonClick");
end
-- ===========================================================================
-- Placement/Selection
-- ===========================================================================
function BuildUnit(city, unitEntry)
local tParameters = {};
tParameters[CityOperationTypes.PARAM_UNIT_TYPE] = unitEntry.Hash;
tParameters[CityOperationTypes.PARAM_INSERT_MODE] = CityOperationTypes.VALUE_EXCLUSIVE;
CityManager.RequestOperation(city, CityOperationTypes.BUILD, tParameters);
end
-- ===========================================================================
function BuildUnitCorps(city, unitEntry)
local tParameters = {};
tParameters[CityOperationTypes.PARAM_UNIT_TYPE] = unitEntry.Hash;
tParameters[CityOperationTypes.PARAM_INSERT_MODE] = CityOperationTypes.VALUE_EXCLUSIVE;
tParameters[CityOperationTypes.MILITARY_FORMATION_TYPE] = MilitaryFormationTypes.CORPS_MILITARY_FORMATION;
CityManager.RequestOperation(city, CityOperationTypes.BUILD, tParameters);
end
-- ===========================================================================
function BuildUnitArmy(city, unitEntry)
local tParameters = {};
tParameters[CityOperationTypes.PARAM_UNIT_TYPE] = unitEntry.Hash;
tParameters[CityOperationTypes.PARAM_INSERT_MODE] = CityOperationTypes.VALUE_EXCLUSIVE;
tParameters[CityOperationTypes.MILITARY_FORMATION_TYPE] = MilitaryFormationTypes.ARMY_MILITARY_FORMATION;
CityManager.RequestOperation(city, CityOperationTypes.BUILD, tParameters);
end
-- ===========================================================================
function BuildBuilding(city, buildingEntry)
local building :table = GameInfo.Buildings[buildingEntry.Hash];
local bNeedsPlacement :boolean = building.RequiresPlacement;
UI.SetInterfaceMode(InterfaceModeTypes.SELECTION);
local pBuildQueue = city:GetBuildQueue();
if (pBuildQueue:HasBeenPlaced(buildingEntry.Hash)) then
bNeedsPlacement = false;
end
-- If it's a Wonder and the city already has the building then it doesn't need to be replaced.
if (bNeedsPlacement) then
local cityBuildings = city:GetBuildings();
if (cityBuildings:HasBuilding(buildingEntry.Hash)) then
bNeedsPlacement = false;
end
end
if(not pBuildQueue:CanProduce(buildingEntry.Hash, true)) then
-- For one reason or another we can't produce this, so remove it
RemoveFromQueue(city:GetID(), 1, true);
BuildFirstQueued(city);
return;
end
if ( bNeedsPlacement ) then
-- If so, set the placement mode
local tParameters = {};
tParameters[CityOperationTypes.PARAM_BUILDING_TYPE] = buildingEntry.Hash;
tParameters[CityOperationTypes.PARAM_INSERT_MODE] = CityOperationTypes.VALUE_EXCLUSIVE;
UI.SetInterfaceMode(InterfaceModeTypes.BUILDING_PLACEMENT, tParameters);
else
local tParameters = {};
tParameters[CityOperationTypes.PARAM_BUILDING_TYPE] = buildingEntry.Hash;
tParameters[CityOperationTypes.PARAM_INSERT_MODE] = CityOperationTypes.VALUE_EXCLUSIVE;
CityManager.RequestOperation(city, CityOperationTypes.BUILD, tParameters);
end
end
-- ===========================================================================
function ZoneDistrict(city, districtEntry)
local district :table = GameInfo.Districts[districtEntry.Hash];
local bNeedsPlacement :boolean = district.RequiresPlacement;
local pBuildQueue :table = city:GetBuildQueue();
if (pBuildQueue:HasBeenPlaced(districtEntry.Hash)) then
bNeedsPlacement = false;
end
-- Almost all districts need to be placed, but just in case let's check anyway
if (bNeedsPlacement ) then
-- If so, set the placement mode
local tParameters = {};
tParameters[CityOperationTypes.PARAM_DISTRICT_TYPE] = districtEntry.Hash;
tParameters[CityOperationTypes.PARAM_INSERT_MODE] = CityOperationTypes.VALUE_EXCLUSIVE;
UI.SetInterfaceMode(InterfaceModeTypes.DISTRICT_PLACEMENT, tParameters);
else
-- If not, add it to the queue.
local tParameters = {};
tParameters[CityOperationTypes.PARAM_DISTRICT_TYPE] = districtEntry.Hash;
tParameters[CityOperationTypes.PARAM_INSERT_MODE] = CityOperationTypes.VALUE_EXCLUSIVE;
CityManager.RequestOperation(city, CityOperationTypes.BUILD, tParameters);
UI.PlaySound("Confirm_Production");
end
end
-- ===========================================================================
function AdvanceProject(city, projectEntry)
local tParameters = {};
tParameters[CityOperationTypes.PARAM_PROJECT_TYPE] = projectEntry.Hash;
tParameters[CityOperationTypes.PARAM_INSERT_MODE] = CityOperationTypes.VALUE_EXCLUSIVE;
CityManager.RequestOperation(city, CityOperationTypes.BUILD, tParameters);
end
-- ===========================================================================
function PurchaseUnit(city, unitEntry)
local tParameters = {};
tParameters[CityCommandTypes.PARAM_UNIT_TYPE] = unitEntry.Hash;
tParameters[CityCommandTypes.PARAM_MILITARY_FORMATION_TYPE] = MilitaryFormationTypes.STANDARD_MILITARY_FORMATION;
if (unitEntry.Yield == "YIELD_GOLD") then
tParameters[CityCommandTypes.PARAM_YIELD_TYPE] = GameInfo.Yields["YIELD_GOLD"].Index;
UI.PlaySound("Purchase_With_Gold");
else
tParameters[CityCommandTypes.PARAM_YIELD_TYPE] = GameInfo.Yields["YIELD_FAITH"].Index;
UI.PlaySound("Purchase_With_Faith");
end
CityManager.RequestCommand(city, CityCommandTypes.PURCHASE, tParameters);
end
-- ===========================================================================
function PurchaseUnitCorps(city, unitEntry)
local tParameters = {};
tParameters[CityCommandTypes.PARAM_UNIT_TYPE] = unitEntry.Hash;
tParameters[CityCommandTypes.PARAM_MILITARY_FORMATION_TYPE] = MilitaryFormationTypes.CORPS_MILITARY_FORMATION;
if (unitEntry.Yield == "YIELD_GOLD") then
tParameters[CityCommandTypes.PARAM_YIELD_TYPE] = GameInfo.Yields["YIELD_GOLD"].Index;
UI.PlaySound("Purchase_With_Gold");
else
tParameters[CityCommandTypes.PARAM_YIELD_TYPE] = GameInfo.Yields["YIELD_FAITH"].Index;
UI.PlaySound("Purchase_With_Faith");
end
CityManager.RequestCommand(city, CityCommandTypes.PURCHASE, tParameters);
end
-- ===========================================================================
function PurchaseUnitArmy(city, unitEntry)
local tParameters = {};
tParameters[CityCommandTypes.PARAM_UNIT_TYPE] = unitEntry.Hash;
tParameters[CityCommandTypes.PARAM_MILITARY_FORMATION_TYPE] = MilitaryFormationTypes.ARMY_MILITARY_FORMATION;
if (unitEntry.Yield == "YIELD_GOLD") then
tParameters[CityCommandTypes.PARAM_YIELD_TYPE] = GameInfo.Yields["YIELD_GOLD"].Index;
UI.PlaySound("Purchase_With_Gold");
else
tParameters[CityCommandTypes.PARAM_YIELD_TYPE] = GameInfo.Yields["YIELD_FAITH"].Index;
UI.PlaySound("Purchase_With_Faith");
end
CityManager.RequestCommand(city, CityCommandTypes.PURCHASE, tParameters);
end
-- ===========================================================================
function PurchaseBuilding(city, buildingEntry)
local tParameters = {};
tParameters[CityCommandTypes.PARAM_BUILDING_TYPE] = buildingEntry.Hash;
if (buildingEntry.Yield == "YIELD_GOLD") then
tParameters[CityCommandTypes.PARAM_YIELD_TYPE] = GameInfo.Yields["YIELD_GOLD"].Index;
UI.PlaySound("Purchase_With_Gold");
else
tParameters[CityCommandTypes.PARAM_YIELD_TYPE] = GameInfo.Yields["YIELD_FAITH"].Index;
UI.PlaySound("Purchase_With_Faith");
end
CityManager.RequestCommand(city, CityCommandTypes.PURCHASE, tParameters);
end
-- ===========================================================================
function PurchaseDistrict(city, districtEntry)
local district :table = GameInfo.Districts[districtEntry.Type];
local bNeedsPlacement :boolean = district.RequiresPlacement;
local pBuildQueue :table = city:GetBuildQueue();
if (pBuildQueue:HasBeenPlaced(districtEntry.Hash)) then
bNeedsPlacement = false;
end
-- Almost all districts need to be placed, but just in case let's check anyway
if (bNeedsPlacement ) then
-- If so, set the placement mode
local tParameters = {};
tParameters[CityOperationTypes.PARAM_DISTRICT_TYPE] = districtEntry.Hash;
tParameters[CityCommandTypes.PARAM_YIELD_TYPE] = GameInfo.Yields["YIELD_GOLD"].Index;
UI.SetInterfaceMode(InterfaceModeTypes.DISTRICT_PLACEMENT, tParameters);
else
-- If not, add it to the queue.
local tParameters = {};
tParameters[CityOperationTypes.PARAM_DISTRICT_TYPE] = districtEntry.Hash;
tParameters[CityCommandTypes.PARAM_YIELD_TYPE] = GameInfo.Yields["YIELD_GOLD"].Index;
CityManager.RequestCommand(city, CityCommandTypes.PURCHASE, tParameters);
UI.PlaySound("Purchase_With_Gold");
end
end
-- ===========================================================================
-- GAME Event
-- City was selected.
-- ===========================================================================
function OnCitySelectionChanged( owner:number, cityID:number, i, j, k, isSelected:boolean, isEditable:boolean)
local localPlayerId:number = Game.GetLocalPlayer();
if owner == localPlayerId and isSelected then
-- Already open then populate with newly selected city's data...
if (ContextPtr:IsHidden() == false) and Controls.PauseDismissWindow:IsStopped() and Controls.AlphaIn:IsStopped() then
Refresh();
end
end
end
-- ===========================================================================
-- GAME Event
-- eOldMode, mode the engine was formally in
-- eNewMode, new mode the engine has just changed to
-- ===========================================================================
function OnInterfaceModeChanged( eOldMode:number, eNewMode:number )
-- If this is raised while the city panel is up; selecting to purchase a
-- plot or manage citizens will close it.
if eNewMode == InterfaceModeTypes.CITY_MANAGEMENT or eNewMode == InterfaceModeTypes.VIEW_MODAL_LENS then
if not ContextPtr:IsHidden() then
Close();
end
end
end
-- ===========================================================================
-- GAME Event
-- Unit was selected (impossible for a production panel to be up; close it
-- ===========================================================================
function OnUnitSelectionChanged( playerID : number, unitID : number, hexI : number, hexJ : number, hexK : number, bSelected : boolean, bEditable : boolean )
local localPlayer = Game.GetLocalPlayer();
if playerID == localPlayer then
-- If a unit is selected and this is showing; hide it.
local pSelectedUnit:table = UI.GetHeadSelectedUnit();
if pSelectedUnit ~= nil and not ContextPtr:IsHidden() then
OnHide();
end
end
end
-- ===========================================================================
-- Actual closing function, may have been called via click, keyboard input,
-- or an external system call.
-- ===========================================================================
function Close()
if (Controls.SlideIn:IsStopped()) then -- Need to check to make sure that we have not already begun the transition before attempting to close the panel.
UI.PlaySound("Production_Panel_Closed");
Controls.SlideIn:Reverse();
Controls.AlphaIn:Reverse();
if(showStandaloneQueueWindow) then
Controls.QueueSlideIn:Reverse();
Controls.QueueAlphaIn:Reverse();
else
Controls.QueueAlphaIn:SetAlpha(0);
end
Controls.PauseDismissWindow:Play();
LuaEvents.ProductionPanel_Close();
end
end
-- ===========================================================================
-- Close via click
function OnClose()
Close();
end
-- ===========================================================================
-- Open the panel
-- ===========================================================================
function Open()
if ContextPtr:IsHidden() then -- The ContextPtr is only hidden as a callback to the finished SlideIn animation, so this check should be sufficient to ensure that we are not animating.
-- Sets up proper selection AND the associated lens so it's not stuck "on".
UI.PlaySound("Production_Panel_Open");
LuaEvents.ProductionPanel_Open();
UI.SetInterfaceMode(InterfaceModeTypes.SELECTION);
Refresh();
ContextPtr:SetHide(false);
Controls.ProductionListScroll:SetScrollValue(0);
-- Size the panel to the maximum Y value of the expanded content
Controls.AlphaIn:SetToBeginning();
Controls.SlideIn:SetToBeginning();
Controls.AlphaIn:Play();
Controls.SlideIn:Play();
if(showStandaloneQueueWindow) then
Controls.QueueAlphaIn:SetToBeginning();
Controls.QueueSlideIn:SetToBeginning();
Controls.QueueAlphaIn:Play();
Controls.QueueSlideIn:Play();
ResizeQueueWindow();
end
end
end
-- ===========================================================================
function OnHide()
ContextPtr:SetHide(true);
Controls.PauseDismissWindow:SetToBeginning();
end
-- ===========================================================================
-- Initialize, Refresh, Populate, View
-- Update the layout based on the view model
-- ===========================================================================
function View(data, persistCollapse)
local selectedCity = UI.GetHeadSelectedCity();
-- Get the hashes for the top three recommended items
m_recommendedItems = selectedCity:GetCityAI():GetBuildRecommendations();
PopulateList(data, LISTMODE.PRODUCTION, m_listIM);
PopulateList(data, LISTMODE.PURCHASE_GOLD, m_purchaseListIM);
PopulateList(data, LISTMODE.PURCHASE_FAITH, m_purchaseFaithListIM);
if(persistCollapse) then
if(prodDistrictList ~= nil and not prodDistrictList.HeaderOn:IsHidden()) then
OnExpand(prodDistrictList);
end
if(prodWonderList ~= nil and not prodWonderList.HeaderOn:IsHidden()) then
OnExpand(prodWonderList);
end
if(prodUnitList ~= nil and not prodUnitList.HeaderOn:IsHidden()) then
OnExpand(prodUnitList);
end
if(prodProjectList ~= nil and not prodProjectList.HeaderOn:IsHidden()) then
OnExpand(prodProjectList);
end
if(purchFaithBuildingList ~= nil and not purchFaithBuildingList.HeaderOn:IsHidden()) then
OnExpand(purchFaithBuildingList);
end
if(purchGoldBuildingList ~= nil and not purchGoldBuildingList.HeaderOn:IsHidden()) then
OnExpand(purchGoldBuildingList);
end
if(purchFaithUnitList ~= nil and not purchFaithUnitList.HeaderOn:IsHidden()) then
OnExpand(purchFaithUnitList);
end
if(purchGoldUnitList ~= nil and not purchGoldUnitList.HeaderOn:IsHidden()) then
OnExpand(purchGoldUnitList);
end
else
if(prodDistrictList ~= nil) then
OnExpand(prodDistrictList);
end
if(prodWonderList ~= nil) then
OnExpand(prodWonderList);
end
if(prodUnitList ~= nil) then
OnExpand(prodUnitList);
end
if(prodProjectList ~= nil) then
OnExpand(prodProjectList);
end
if(purchFaithBuildingList ~= nil) then
OnExpand(purchFaithBuildingList);
end
if(purchGoldBuildingList ~= nil) then
OnExpand(purchGoldBuildingList);
end
if(purchFaithUnitList ~= nil ) then
OnExpand(purchFaithUnitList);
end
if(purchGoldUnitList ~= nil) then
OnExpand(purchGoldUnitList);
end
m_tabs.SelectTab(m_productionTab);
end
--
if( Controls.PurchaseList:GetSizeY() == 0 ) then
Controls.NoGoldContent:SetHide(false);
else
Controls.NoGoldContent:SetHide(true);
end
if( Controls.PurchaseFaithList:GetSizeY() == 0 ) then
Controls.NoFaithContent:SetHide(false);
else
Controls.NoFaithContent:SetHide(true);
end
end
function ResetInstanceVisibility(productionItem: table)
if (productionItem.ArmyCorpsDrawer ~= nil) then
productionItem.ArmyCorpsDrawer:SetHide(true);
productionItem.CorpsArmyArrow:SetSelected(true);
productionItem.CorpsRecommendedIcon:SetHide(true);
productionItem.CorpsButtonContainer:SetHide(true);
productionItem.CorpsDisabled:SetHide(true);
productionItem.ArmyRecommendedIcon:SetHide(true);
productionItem.ArmyButtonContainer:SetHide(true);
productionItem.ArmyDisabled:SetHide(true);
productionItem.CorpsArmyDropdownArea:SetHide(true);
end
if (productionItem.BuildingDrawer ~= nil) then
productionItem.BuildingDrawer:SetHide(true);
productionItem.CompletedArea:SetHide(true);
end
productionItem.RecommendedIcon:SetHide(true);
productionItem.Disabled:SetHide(true);
end
-- ===========================================================================
function PopulateList(data, listMode, listIM)
listIM:ResetInstances();
local districtList;
local buildingList;
local wonderList;
local projectList;
local unitList;
local queueList;
Controls.PauseCollapseList:Stop();
local selectedCity = UI.GetHeadSelectedCity();
local pBuildings = selectedCity:GetBuildings();
local cityID = selectedCity:GetID();
local cityData = GetCityData(selectedCity);
local localPlayer = Players[Game.GetLocalPlayer()];
if(listMode == LISTMODE.PRODUCTION) then
m_maxProductionSize = 0;
-- Populate Current Item
local buildQueue = selectedCity:GetBuildQueue();
local productionHash = 0;
local completedStr = "";
local currentProductionHash = buildQueue:GetCurrentProductionTypeHash();
local previousProductionHash = buildQueue:GetPreviousProductionTypeHash();
local screenX, screenY:number = UIManager:GetScreenSizeVal()
if( currentProductionHash == 0 and previousProductionHash == 0 ) then
Controls.CurrentProductionArea:SetHide(true);
Controls.ProductionListScroll:SetSizeY(screenY-120);
Controls.ProductionListScroll:CalculateSize();
Controls.ProductionListScroll:SetOffsetY(10);
completedStr = "";
else
Controls.CurrentProductionArea:SetHide(false);
Controls.ProductionListScroll:SetSizeY(screenY-175);
Controls.ProductionListScroll:CalculateSize();
Controls.ProductionListScroll:SetOffsetY(65);
if( currentProductionHash == 0 ) then
productionHash = previousProductionHash;
Controls.CompletedArea:SetHide(false);
completedStr = Locale.ToUpper(Locale.Lookup("LOC_TECH_KEY_COMPLETED"));
else
Controls.CompletedArea:SetHide(true);
productionHash = currentProductionHash;
completedStr = ""
end
end
local currentProductionInfo :table = GetProductionInfoOfCity( data.City, productionHash );
if (currentProductionInfo.Icon ~= nil) then
Controls.CurrentProductionName:SetText(Locale.ToUpper(Locale.Lookup(currentProductionInfo.Name)).." "..completedStr);
Controls.CurrentProductionProgress:SetPercent(currentProductionInfo.PercentComplete);
Controls.CurrentProductionProgress:SetShadowPercent(currentProductionInfo.PercentCompleteNextTurn);
Controls.CurrentProductionIcon:SetIcon(currentProductionInfo.Icon);
if(currentProductionInfo.Description ~= nil) then
Controls.CurrentProductionIcon:SetToolTipString(Locale.Lookup(currentProductionInfo.Description));
else
Controls.CurrentProductionIcon:SetToolTipString();
end
local numberOfTurns = currentProductionInfo.Turns;
if numberOfTurns == -1 then
numberOfTurns = "999+";
end;
Controls.CurrentProductionCost:SetText("[ICON_Turn]".. numberOfTurns);
Controls.CurrentProductionProgressString:SetText("[ICON_ProductionLarge]"..currentProductionInfo.Progress.."/"..currentProductionInfo.Cost);
end
-- Populate Districts ------------------------ CANNOT purchase districts
districtList = listIM:GetInstance();
districtList.Header:SetText(Locale.ToUpper(Locale.Lookup("LOC_HUD_DISTRICTS_BUILDINGS")));
districtList.HeaderOn:SetText(Locale.ToUpper(Locale.Lookup("LOC_HUD_DISTRICTS_BUILDINGS")));
local dL = districtList; -- Due to lambda capture, we need to copy this for callback
if ( districtList.districtListIM ~= nil ) then
districtList.districtListIM:ResetInstances();
else
districtList.districtListIM = InstanceManager:new( "DistrictListInstance", "Root", districtList.List);
end
-- In the interest of performance, we're keeping the instances that we created and resetting the data.
-- This requires a little bit of footwork to remember the instances that have been modified and to manually reset them.
for _,type in ipairs(m_TypeNames) do
if ( districtList[BUILDING_IM_PREFIX..type] ~= nil) then --Reset the states for the building instance managers
districtList[BUILDING_IM_PREFIX..type]:ResetInstances();
end
if ( districtList[BUILDING_DRAWER_PREFIX..type] ~= nil) then --Reset the states of the drawers
districtList[BUILDING_DRAWER_PREFIX..type]:SetHide(true);
end
end
for i, item in ipairs(data.DistrictItems) do
if(GameInfo.Districts[item.Hash].RequiresPopulation and cityData.DistrictsNum < cityData.DistrictsPossibleNum) then
if(GetNumDistrictsInCityQueue(selectedCity) + cityData.DistrictsNum >= cityData.DistrictsPossibleNum) then
item.Disabled = true;
if(not string.find(item.ToolTip, "COLOR:Red")) then
item.ToolTip = item.ToolTip .. "[NEWLINE][NEWLINE][COLOR:Red]" .. Locale.Lookup("LOC_DISTRICT_ZONE_POPULATION_TOO_LOW_SHORT", cityData.DistrictsPossibleNum * 3 + 1);
end
end
end
local districtListing = districtList["districtListIM"]:GetInstance();
ResetInstanceVisibility(districtListing);
-- Check to see if this district item is one of the items that is recommended:
for _,hash in ipairs( m_recommendedItems) do
if(item.Hash == hash.BuildItemHash) then
districtListing.RecommendedIcon:SetHide(false);
end
end
local nameStr = Locale.Lookup("{1_Name}", item.Name);
if (item.Repair) then
nameStr = nameStr .. "[NEWLINE]" .. Locale.Lookup("LOC_PRODUCTION_ITEM_REPAIR");
end
if (item.Contaminated) then
nameStr = nameStr .. Locale.Lookup("LOC_PRODUCTION_ITEM_DECONTAMINATE");
end
districtListing.LabelText:SetText(nameStr);
local turnsStrTT:string = "";
local turnsStr:string = "";
if(item.HasBeenBuilt and GameInfo.Districts[item.Type].OnePerCity == true and not item.Repair and not item.Contaminated and item.Progress == 0 and not item.TurnsLeft) then
turnsStrTT = Locale.Lookup("LOC_HUD_CITY_DISTRICT_BUILT_TT");
turnsStr = "[ICON_Checkmark]";
districtListing.RecommendedIcon:SetHide(true);
else
if(item.TurnsLeft) then
local numberOfTurns = item.TurnsLeft;
if numberOfTurns == -1 then
numberOfTurns = "999+";
turnsStrTT = Locale.Lookup("LOC_HUD_CITY_WILL_NOT_COMPLETE");
else
turnsStrTT = numberOfTurns .. Locale.Lookup("LOC_HUD_CITY_TURNS_TO_COMPLETE", item.TurnsLeft);
end
turnsStr = numberOfTurns .. "[ICON_Turn]";
else
turnsStrTT = Locale.Lookup("LOC_HUD_CITY_DISTRICT_BUILT_TT");
turnsStr = "[ICON_Checkmark]";
districtListing.RecommendedIcon:SetHide(true);
end
end
if (item.Disabled) then
if(item.HasBeenBuilt and GameInfo.Districts[item.Type].OnePerCity == true) then
turnsStrTT = Locale.Lookup("LOC_HUD_CITY_DISTRICT_BUILT_TT");
turnsStr = "[ICON_Checkmark]";
end
end
if(item.Progress > 0) then
districtListing.ProductionProgressArea:SetHide(false);
local districtProgress = item.Progress/item.Cost;
if (districtProgress < 1) then
districtListing.ProductionProgress:SetPercent(districtProgress);
else
districtListing.ProductionProgressArea:SetHide(true);
end
else
districtListing.ProductionProgressArea:SetHide(true);
end
districtListing.CostText:SetToolTipString(turnsStrTT);
districtListing.CostText:SetText(turnsStr);
districtListing.Button:SetToolTipString(item.ToolTip);
districtListing.Disabled:SetToolTipString(item.ToolTip);
districtListing.Icon:SetIcon(ICON_PREFIX..item.Type);
local districtType = item.Type;
-- Check to see if this is a unique district that will be substituted for another kind of district
if(GameInfo.DistrictReplaces[item.Type] ~= nil) then
districtType = GameInfo.DistrictReplaces[item.Type].ReplacesDistrictType;
end
local uniqueBuildingIMName = BUILDING_IM_PREFIX..districtType;
local uniqueBuildingAreaName = BUILDING_DRAWER_PREFIX..districtType;
table.insert(m_TypeNames, districtType);
districtList[uniqueBuildingIMName] = InstanceManager:new( "BuildingListInstance", "Root", districtListing.BuildingStack);
districtList[uniqueBuildingAreaName] = districtListing.BuildingDrawer;
districtListing.CompletedArea:SetHide(true);
if (item.Disabled) then
if(item.HasBeenBuilt and GameInfo.Districts[item.Type].OnePerCity == true) then
districtListing.CompletedArea:SetHide(false);
districtListing.Disabled:SetHide(true);
else
if(showDisabled) then
districtListing.Disabled:SetHide(false);
districtListing.Button:SetColor(COLOR_LOW_OPACITY);
else
districtListing.Root:SetHide(true);
end
end
else
districtListing.Root:SetHide(false);
districtListing.Disabled:SetHide(true);
districtListing.Button:SetColor(0xFFFFFFFF);
end
districtListing.Button:SetDisabled(item.Disabled);
districtListing.Button:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
districtListing.Button:RegisterCallback( Mouse.eLClick, function()
if(m_isCONTROLpressed) then
nextDistrictSkipToFront = true;
else
nextDistrictSkipToFront = false;
end
QueueDistrict(data.City, item, nextDistrictSkipToFront);
end);
districtListing.Button:RegisterCallback( Mouse.eMClick, function()
nextDistrictSkipToFront = true;
QueueDistrict(data.City, item, true);
RecenterCameraToSelectedCity();
end);
if(not IsTutorialRunning()) then
districtListing.Button:RegisterCallback( Mouse.eRClick, function()
LuaEvents.OpenCivilopedia(item.Type);
end);
end
districtListing.Root:SetTag(UITutorialManager:GetHash(item.Type));
end
districtList.List:CalculateSize();
districtList.List:ReprocessAnchoring();
if (districtList.List:GetSizeY()==0) then
districtList.Top:SetHide(true);
else
m_maxProductionSize = m_maxProductionSize + HEADER_Y + SEPARATOR_Y;
districtList.Header:RegisterCallback( Mouse.eLClick, function()
OnExpand(dL);
end);
districtList.Header:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
districtList.HeaderOn:RegisterCallback( Mouse.eLClick, function()
OnCollapse(dL);
end);
districtList.HeaderOn:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
end
prodDistrictList = dL;
-- Populate Nested Buildings -----------------
for i, buildingItem in ipairs(data.BuildingItems) do
local displayItem = true;
-- PQ: Check if this building is mutually exclusive with another
if(mutuallyExclusiveBuildings[buildingItem.Type]) then
for mutuallyExclusiveBuilding in GameInfo.MutuallyExclusiveBuildings() do
if(mutuallyExclusiveBuilding.Building == buildingItem.Type) then
if(IsBuildingInQueue(selectedCity, GameInfo.Buildings[mutuallyExclusiveBuilding.MutuallyExclusiveBuilding].Hash) or pBuildings:HasBuilding(GameInfo.Buildings[mutuallyExclusiveBuilding.MutuallyExclusiveBuilding].Index)) then
displayItem = false;
end
elseif(mutuallyExclusiveBuilding.MutuallyExclusiveBuilding == buildingItem.Type) then
if(IsBuildingInQueue(selectedCity, GameInfo.Buildings[mutuallyExclusiveBuilding.Building].Hash) or pBuildings:HasBuilding(GameInfo.Buildings[mutuallyExclusiveBuilding.Building].Index)) then
displayItem = false;
end
end
end
end
if(buildingItem.Hash == GameInfo.Buildings["BUILDING_PALACE"].Hash) then
displayItem = false;
end
if(not buildingItem.IsWonder and not IsBuildingInQueue(selectedCity, buildingItem.Hash) and displayItem) then
local uniqueDrawerName = BUILDING_DRAWER_PREFIX..buildingItem.PrereqDistrict;
local uniqueIMName = BUILDING_IM_PREFIX..buildingItem.PrereqDistrict;
if (districtList[uniqueIMName] ~= nil) then
local buildingListing = districtList[uniqueIMName]:GetInstance();
ResetInstanceVisibility(buildingListing);
-- Check to see if this is one of the recommended items
for _,hash in ipairs( m_recommendedItems) do
if(buildingItem.Hash == hash.BuildItemHash) then
buildingListing.RecommendedIcon:SetHide(false);
end
end
buildingListing.Root:SetSizeX(305);
buildingListing.Button:SetSizeX(305);
local districtBuildingAreaControl = districtList[uniqueDrawerName];
districtBuildingAreaControl:SetHide(false);
--Fill the meter if there is any progress, hide it if not
if(buildingItem.Progress > 0) then
buildingListing.ProductionProgressArea:SetHide(false);
local buildingProgress = buildingItem.Progress/buildingItem.Cost;
if (buildingProgress < 1) then
buildingListing.ProductionProgress:SetPercent(buildingProgress);
else
buildingListing.ProductionProgressArea:SetHide(true);
end
else
buildingListing.ProductionProgressArea:SetHide(true);
end
local nameStr = Locale.Lookup("{1_Name}", buildingItem.Name);
if (buildingItem.Repair) then
nameStr = nameStr .. "[NEWLINE]" .. Locale.Lookup("LOC_PRODUCTION_ITEM_REPAIR");
end
buildingListing.LabelText:SetText(nameStr);
local turnsStrTT:string = "";
local turnsStr:string = "";
local numberOfTurns = buildingItem.TurnsLeft;
if numberOfTurns == -1 then
numberOfTurns = "999+";
turnsStrTT = Locale.Lookup("LOC_HUD_CITY_WILL_NOT_COMPLETE");
else
turnsStrTT = numberOfTurns .. Locale.Lookup("LOC_HUD_CITY_TURNS_TO_COMPLETE", buildingItem.TurnsLeft);
end
turnsStr = numberOfTurns .. "[ICON_Turn]";
buildingListing.CostText:SetToolTipString(turnsStrTT);
buildingListing.CostText:SetText(turnsStr);
buildingListing.Button:SetToolTipString(buildingItem.ToolTip);
buildingListing.Disabled:SetToolTipString(buildingItem.ToolTip);
buildingListing.Icon:SetIcon(ICON_PREFIX..buildingItem.Type);
if (buildingItem.Disabled) then
if(showDisabled) then
buildingListing.Disabled:SetHide(false);
buildingListing.Button:SetColor(COLOR_LOW_OPACITY);
else
buildingListing.Button:SetHide(true);
end
else
buildingListing.Button:SetHide(false);
buildingListing.Disabled:SetHide(true);
buildingListing.Button:SetSizeY(BUTTON_Y);
buildingListing.Button:SetColor(0xffffffff);
end
buildingListing.Button:SetDisabled(buildingItem.Disabled);
buildingListing.Button:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
buildingListing.Button:RegisterCallback( Mouse.eLClick, function()
QueueBuilding(data.City, buildingItem);
end);
buildingListing.Button:RegisterCallback( Mouse.eMClick, function()
QueueBuilding(data.City, buildingItem, true);
RecenterCameraToSelectedCity();
end);
if(not IsTutorialRunning()) then
buildingListing.Button:RegisterCallback( Mouse.eRClick, function()
LuaEvents.OpenCivilopedia(buildingItem.Type);
end);
end
buildingListing.Button:SetTag(UITutorialManager:GetHash(buildingItem.Type));
end
end
end
-- Populate Wonders ------------------------ CANNOT purchase wonders
wonderList = listIM:GetInstance();
wonderList.Header:SetText(Locale.ToUpper(Locale.Lookup("LOC_HUD_CITY_WONDERS")));
wonderList.HeaderOn:SetText(Locale.ToUpper(Locale.Lookup("LOC_HUD_CITY_WONDERS")));
local wL = wonderList;
if ( wonderList.wonderListIM ~= nil ) then
wonderList.wonderListIM:ResetInstances()
else
wonderList.wonderListIM = InstanceManager:new( "BuildingListInstance", "Root", wonderList.List);
end
for i, item in ipairs(data.BuildingItems) do
if(item.IsWonder and not IsWonderInQueue(item.Hash)) then
local wonderListing = wonderList["wonderListIM"]:GetInstance();
ResetInstanceVisibility(wonderListing);
for _,hash in ipairs( m_recommendedItems) do
if(item.Hash == hash.BuildItemHash) then
wonderListing.RecommendedIcon:SetHide(false);
end
end
local nameStr = Locale.Lookup("{1_Name}", item.Name);
if (item.Repair) then
nameStr = nameStr .. "[NEWLINE]" .. Locale.Lookup("LOC_PRODUCTION_ITEM_REPAIR");
end
wonderListing.LabelText:SetText(nameStr);
if(item.Progress > 0) then
wonderListing.ProductionProgressArea:SetHide(false);
local wonderProgress = item.Progress/item.Cost;
if (wonderProgress < 1) then
wonderListing.ProductionProgress:SetPercent(wonderProgress);
else
wonderListing.ProductionProgressArea:SetHide(true);
end
else
wonderListing.ProductionProgressArea:SetHide(true);
end
local turnsStrTT:string = "";
local turnsStr:string = "";
local numberOfTurns = item.TurnsLeft;
if numberOfTurns == -1 then
numberOfTurns = "999+";
turnsStrTT = Locale.Lookup("LOC_HUD_CITY_WILL_NOT_COMPLETE");
else
turnsStrTT = numberOfTurns .. Locale.Lookup("LOC_HUD_CITY_TURNS_TO_COMPLETE", item.TurnsLeft);
end
turnsStr = numberOfTurns .. "[ICON_Turn]";
wonderListing.CostText:SetText(turnsStr);
wonderListing.CostText:SetToolTipString(turnsStrTT);
wonderListing.Button:SetToolTipString(item.ToolTip);
wonderListing.Disabled:SetToolTipString(item.ToolTip);
wonderListing.Icon:SetIcon(ICON_PREFIX..item.Type);
if (item.Disabled) then
if(showDisabled) then
wonderListing.Disabled:SetHide(false);
wonderListing.Button:SetColor(COLOR_LOW_OPACITY);
else
wonderListing.Button:SetHide(true);
end
else
wonderListing.Button:SetHide(false);
wonderListing.Disabled:SetHide(true);
wonderListing.Button:SetSizeY(BUTTON_Y);
wonderListing.Button:SetColor(0xffffffff);
end
wonderListing.Button:SetDisabled(item.Disabled);
wonderListing.Button:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
wonderListing.Button:RegisterCallback( Mouse.eLClick, function()
nextDistrictSkipToFront = false;
QueueBuilding(data.City, item);
end);
wonderListing.Button:RegisterCallback( Mouse.eMClick, function()
nextDistrictSkipToFront = true;
QueueBuilding(data.City, item, true);
RecenterCameraToSelectedCity();
end);
if(not IsTutorialRunning()) then
wonderListing.Button:RegisterCallback( Mouse.eRClick, function()
LuaEvents.OpenCivilopedia(item.Type);
end);
end
wonderListing.Button:SetTag(UITutorialManager:GetHash(item.Type));
end
end
wonderList.List:CalculateSize();
wonderList.List:ReprocessAnchoring();
if (wonderList.List:GetSizeY()==0) then
wonderList.Top:SetHide(true);
else
m_maxProductionSize = m_maxProductionSize + HEADER_Y + SEPARATOR_Y;
wonderList.Header:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
wonderList.Header:RegisterCallback( Mouse.eLClick, function()
OnExpand(wL);
end);
wonderList.HeaderOn:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
wonderList.HeaderOn:RegisterCallback( Mouse.eLClick, function()
OnCollapse(wL);
end);
end
prodWonderList = wL;
--===================================================================================================================
------------------------------------------ Populate the Production Queue --------------------------------------------
--===================================================================================================================
m_queueIM:ResetInstances();
if(#prodQueue[cityID] > 0) then
queueList = m_queueIM:GetInstance();
if (queueList.queueListIM ~= nil) then
queueList.queueListIM:ResetInstances();
else
queueList.queueListIM = InstanceManager:new("QueueListInstance", "Root", queueList.List);
end
local itemEncountered = {};
for i, qi in pairs(prodQueue[cityID]) do
local queueListing = queueList["queueListIM"]:GetInstance();
ResetInstanceVisibility(queueListing);
queueListing.ProductionProgressArea:SetHide(true);
if(qi.entry) then
local info = GetProductionInfoOfCity(selectedCity, qi.entry.Hash);
local turnsText = info.Turns;
if(itemEncountered[qi.entry.Hash]) then
turnsText = math.ceil(info.Cost / cityData.ProductionPerTurn);
else
if(info.Progress > 0) then
queueListing.ProductionProgressArea:SetHide(false);
local progress = info.Progress/info.Cost;
if (progress < 1) then
queueListing.ProductionProgress:SetPercent(progress);
else
queueListing.ProductionProgressArea:SetHide(true);
end
end
end
local suffix = "";
if(GameInfo.Units[qi.entry.Hash]) then
local unitDef = GameInfo.Units[qi.entry.Hash];
local cost = 0;
if(prodQueue[cityID][i].type == PRODUCTION_TYPE.CORPS) then
cost = qi.entry.CorpsCost;
if(unitDef.Domain == "DOMAIN_SEA") then
suffix = " " .. Locale.Lookup("LOC_UNITFLAG_FLEET_SUFFIX");
else
suffix = " " .. Locale.Lookup("LOC_UNITFLAG_CORPS_SUFFIX");
end
elseif(qi.type == PRODUCTION_TYPE.ARMY) then
cost = qi.entry.ArmyCost;
if(unitDef.Domain == "DOMAIN_SEA") then
suffix = " " .. Locale.Lookup("LOC_UNITFLAG_ARMADA_SUFFIX");
else
suffix = " " .. Locale.Lookup("LOC_UNITFLAG_ARMY_SUFFIX");
end
elseif(qi.type == PRODUCTION_TYPE.UNIT) then
cost = qi.entry.Cost;
end
if(itemEncountered[qi.entry.Hash] and info.Progress ~= 0) then
turnsText = math.ceil(cost / cityData.ProductionPerTurn);
local percentPerTurn = info.PercentCompleteNextTurn - info.PercentComplete;
if(info.PercentCompleteNextTurn < 1) then
turnsText = math.ceil(1/percentPerTurn);
else
turnsText = "~" .. turnsText;
end
else
turnsText = info.Turns;
local progress = info.Progress / cost;
if (progress < 1) then
queueListing.ProductionProgress:SetPercent(progress);
end
end
end
if(qi.entry.Repair) then suffix = " (" .. Locale.Lookup("LOC_UNITOPERATION_REPAIR_DESCRIPTION") .. ")" end
queueListing.LabelText:SetText(Locale.Lookup(qi.entry.Name) .. suffix);
queueListing.Icon:SetIcon(info.Icon)
queueListing.CostText:SetText(turnsText .. "[ICON_Turn]");
if(i == 1) then queueListing.Active:SetHide(false); end
itemEncountered[qi.entry.Hash] = true;
end
-- EVENT HANDLERS --
queueListing.Button:RegisterCallback( Mouse.eRClick, function()
if(CanRemoveFromQueue(cityID, i)) then
if(RemoveFromQueue(cityID, i)) then
if(i == 1) then
BuildFirstQueued(selectedCity);
else
Refresh(true);
end
end
end
end);
queueListing.Button:RegisterCallback( Mouse.eMouseEnter, function()
if(not UILens.IsLayerOn( LensLayers.DISTRICTS ) and qi.plotID > -1) then
UILens.SetAdjacencyBonusDistict(qi.plotID, "Placement_Valid", {})
end
end);
queueListing.Button:RegisterCallback( Mouse.eMouseExit, function()
if(not UILens.IsLayerOn( LensLayers.DISTRICTS )) then
UILens.ClearLayerHexes( LensLayers.DISTRICTS );
end
end);
queueListing.Button:RegisterCallback( Mouse.eLDblClick, function()
MoveQueueIndex(cityID, i, 1);
BuildFirstQueued(selectedCity);
end);
queueListing.Button:RegisterCallback( Mouse.eMClick, function()
MoveQueueIndex(cityID, i, 1);
BuildFirstQueued(selectedCity);
RecenterCameraToSelectedCity();
end);
queueListing.Draggable:RegisterCallback( Drag.eDown, function(dragStruct) OnDownInQueue(dragStruct, queueListing, i); end );
queueListing.Draggable:RegisterCallback( Drag.eDrag, function(dragStruct) OnDragInQueue(dragStruct, queueListing, i); end );
queueListing.Draggable:RegisterCallback( Drag.eDrop, function(dragStruct) OnDropInQueue(dragStruct, queueListing, i); end );
end
end
end --End if LISTMODE.PRODUCTION - display districts, NESTED buildings, and wonders
if(listMode ~= LISTMODE.PRODUCTION) then --If we are purchasing, then buildings don't have to be displayed in a nested way
-- Populate Districts ------------------------
districtList = listIM:GetInstance();
districtList.Header:SetText(Locale.ToUpper(Locale.Lookup("LOC_HUD_DISTRICTS")));
districtList.HeaderOn:SetText(Locale.ToUpper(Locale.Lookup("LOC_HUD_DISTRICTS")));
local dL = districtList;
if ( districtList.districtListIM ~= nil) then
districtList.districtListIM:ResetInstances();
else
districtList.districtListIM = InstanceManager:new( "DistrictListInstance", "Root", districtList.List);
end
for i, item in ipairs(data.DistrictPurchases) do
if (item.Yield == "YIELD_GOLD" and listMode == LISTMODE.PURCHASE_GOLD) then
local districtListing = districtList["districtListIM"]:GetInstance();
ResetInstanceVisibility(districtListing);
districtListing.ProductionProgressArea:SetHide(true);
local nameStr = Locale.Lookup(item.Name);
local costStr = Locale.Lookup("LOC_PRODUCTION_PURCHASE_GOLD_TEXT", item.Cost);
if (item.CantAfford) then
costStr = "[COLOR:Red]" .. costStr .. "[ENDCOLOR]";
end
for _,hash in ipairs( m_recommendedItems) do
if (item.Hash == hash.BuildItemHash) then
districtListing.RecommendedIcon:SetHide(false);
end
end
districtListing.LabelText:SetText(nameStr);
districtListing.CostText:SetText(costStr);
districtListing.Button:SetToolTipString(item.ToolTip);
districtListing.Disabled:SetToolTipString(item.ToolTip);
districtListing.Icon:SetIcon(ICON_PREFIX..item.Type);
if (item.Disabled) then
if(showDisabled) then
districtListing.Disabled:SetHide(false);
districtListing.Button:SetColor(COLOR_LOW_OPACITY);
else
districtListing.Button:SetHide(true);
end
else
districtListing.Button:SetHide(false);
districtListing.Disabled:SetHide(true);
districtListing.Button:SetColor(0xffffffff);
end
districtListing.Button:SetDisabled(item.Disabled);
districtListing.Button:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
districtListing.Button:RegisterCallback( Mouse.eLClick, function()
PurchaseDistrict(data.City, item);
end);
end
end
-- Populate Buildings ------------------------
buildingList = listIM:GetInstance();
buildingList.Header:SetText(Locale.ToUpper(Locale.Lookup("LOC_HUD_BUILDINGS")));
buildingList.HeaderOn:SetText(Locale.ToUpper(Locale.Lookup("LOC_HUD_BUILDINGS")));
local bL = buildingList;
if ( buildingList.buildingListIM ~= nil ) then
buildingList.buildingListIM:ResetInstances();
else
buildingList.buildingListIM = InstanceManager:new( "BuildingListInstance", "Root", buildingList.List);
end
for i, item in ipairs(data.BuildingPurchases) do
if ((item.Yield == "YIELD_GOLD" and listMode == LISTMODE.PURCHASE_GOLD) or (item.Yield == "YIELD_FAITH" and listMode == LISTMODE.PURCHASE_FAITH)) then
local buildingListing = buildingList["buildingListIM"]:GetInstance();
ResetInstanceVisibility(buildingListing);
buildingListing.ProductionProgressArea:SetHide(true); -- Since this is DEFINITELY a purchase instance, hide the progress bar
local nameStr = Locale.Lookup(item.Name);
local costStr;
if (item.Yield == "YIELD_GOLD") then
costStr = Locale.Lookup("LOC_PRODUCTION_PURCHASE_GOLD_TEXT", item.Cost);
else
costStr = Locale.Lookup("LOC_PRODUCTION_PURCHASE_FAITH_TEXT", item.Cost);
end
if item.CantAfford then
costStr = "[COLOR:Red]" .. costStr .. "[ENDCOLOR]";
end
for _,hash in ipairs( m_recommendedItems) do
if(item.Hash == hash.BuildItemHash) then
buildingListing.RecommendedIcon:SetHide(false);
end
end
buildingListing.LabelText:SetText(nameStr);
buildingListing.CostText:SetText(costStr);
buildingListing.Button:SetToolTipString(item.ToolTip);
buildingListing.Disabled:SetToolTipString(item.ToolTip);
buildingListing.Icon:SetIcon(ICON_PREFIX..item.Type);
if (item.Disabled) then
if(showDisabled) then
buildingListing.Disabled:SetHide(false);
buildingListing.Button:SetColor(COLOR_LOW_OPACITY);
else
buildingListing.Button:SetHide(true);
end
else
buildingListing.Button:SetHide(false);
buildingListing.Disabled:SetHide(true);
buildingListing.Button:SetColor(0xffffffff);
end
buildingListing.Button:SetDisabled(item.Disabled);
if(not IsTutorialRunning()) then
buildingListing.Button:RegisterCallback( Mouse.eRClick, function()
LuaEvents.OpenCivilopedia(item.Type);
end);
end
buildingListing.Button:RegisterCallback( Mouse.eLClick, function()
PurchaseBuilding(data.City, item);
end);
end
end
buildingList.List:CalculateSize();
buildingList.List:ReprocessAnchoring();
if (buildingList.List:GetSizeY()==0) then
buildingList.Top:SetHide(true);
else
m_maxPurchaseSize = m_maxPurchaseSize + HEADER_Y + SEPARATOR_Y;
buildingList.Header:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
buildingList.Header:RegisterCallback( Mouse.eLClick, function()
OnExpand(bL);
end);
buildingList.HeaderOn:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
buildingList.HeaderOn:RegisterCallback( Mouse.eLClick, function()
OnCollapse(bL);
end);
end
if( listMode== LISTMODE.PURCHASE_GOLD) then
purchGoldBuildingList = bL;
elseif (listMode == LISTMODE.PURCHASE_FAITH) then
purchFaithBuildingList = bL;
end
end -- End if NOT LISTMODE.PRODUCTION
-- Populate Units ------------------------
local primaryColor, secondaryColor = UI.GetPlayerColors( Players[Game.GetLocalPlayer()]:GetID() );
local darkerFlagColor :number = DarkenLightenColor(primaryColor,(-85),255);
local brighterFlagColor :number = DarkenLightenColor(primaryColor,90,255);
local brighterIconColor :number = DarkenLightenColor(secondaryColor,20,255);
local darkerIconColor :number = DarkenLightenColor(secondaryColor,-30,255);
unitList = listIM:GetInstance();
unitList.Header:SetText(Locale.ToUpper(Locale.Lookup("LOC_TECH_FILTER_UNITS")));
unitList.HeaderOn:SetText(Locale.ToUpper(Locale.Lookup("LOC_TECH_FILTER_UNITS")));
local uL = unitList;
if ( unitList.unitListIM ~= nil ) then
unitList.unitListIM:ResetInstances();
else
unitList.unitListIM = InstanceManager:new( "UnitListInstance", "Root", unitList.List);
end
if ( unitList.civilianListIM ~= nil ) then
unitList.civilianListIM:ResetInstances();
else
unitList.civilianListIM = InstanceManager:new( "CivilianListInstance", "Root", unitList.List);
end
local unitData;
if(listMode == LISTMODE.PRODUCTION) then
unitData = data.UnitItems;
else
unitData = data.UnitPurchases;
end
for i, item in ipairs(unitData) do
local unitListing;
if ((item.Yield == "YIELD_GOLD" and listMode == LISTMODE.PURCHASE_GOLD) or (item.Yield == "YIELD_FAITH" and listMode == LISTMODE.PURCHASE_FAITH) or listMode == LISTMODE.PRODUCTION) then
if (item.Civilian) then
unitListing = unitList["civilianListIM"]:GetInstance();
else
unitListing = unitList["unitListIM"]:GetInstance();
end
ResetInstanceVisibility(unitListing);
-- Check to see if this item is recommended
for _,hash in ipairs( m_recommendedItems) do
if(item.Hash == hash.BuildItemHash) then
unitListing.RecommendedIcon:SetHide(false);
end
end
local costStr = "";
local costStrTT = "";
if(listMode == LISTMODE.PRODUCTION) then
-- ProductionQueue: We need to check that there isn't already one of these in the queue
if(prodQueue[cityID][1] and prodQueue[cityID][1].entry.Hash == item.Hash) then
item.TurnsLeft = math.ceil(item.Cost / cityData.ProductionPerTurn);
item.Progress = 0;
end
-- Production meter progress for parent unit
if(item.Progress > 0) then
unitListing.ProductionProgressArea:SetHide(false);
local unitProgress = item.Progress/item.Cost;
if (unitProgress < 1) then
unitListing.ProductionProgress:SetPercent(unitProgress);
else
unitListing.ProductionProgressArea:SetHide(true);
end
else
unitListing.ProductionProgressArea:SetHide(true);
end
local numberOfTurns = item.TurnsLeft;
if numberOfTurns == -1 then
numberOfTurns = "999+";
costStrTT = Locale.Lookup("LOC_HUD_CITY_WILL_NOT_COMPLETE");
else
costStrTT = numberOfTurns .. Locale.Lookup("LOC_HUD_CITY_TURNS_TO_COMPLETE", item.TurnsLeft);
end
costStr = numberOfTurns .. "[ICON_Turn]";
else
unitListing.ProductionProgressArea:SetHide(true);
if (item.Yield == "YIELD_GOLD") then
costStr = Locale.Lookup("LOC_PRODUCTION_PURCHASE_GOLD_TEXT", item.Cost);
else
costStr = Locale.Lookup("LOC_PRODUCTION_PURCHASE_FAITH_TEXT", item.Cost);
end
if item.CantAfford then
costStr = "[COLOR:Red]" .. costStr .. "[ENDCOLOR]";
end
end
-- PQ: Check if we already have max spies including queued
if(item.Hash == GameInfo.Units["UNIT_SPY"].Hash) then
local localDiplomacy = localPlayer:GetDiplomacy();
local spyCap = localDiplomacy:GetSpyCapacity();
local numberOfSpies = 0;
-- Count our spies
local localPlayerUnits:table = localPlayer:GetUnits();
for i, unit in localPlayerUnits:Members() do
local unitInfo:table = GameInfo.Units[unit:GetUnitType()];
if unitInfo.Spy then
numberOfSpies = numberOfSpies + 1;
end
end
-- Loop through all players to see if they have any of our captured spies
local players:table = Game.GetPlayers();
for i, player in ipairs(players) do
local playerDiplomacy:table = player:GetDiplomacy();
local numCapturedSpies:number = playerDiplomacy:GetNumSpiesCaptured();
for i=0,numCapturedSpies-1,1 do
local spyInfo:table = playerDiplomacy:GetNthCapturedSpy(player:GetID(), i);
if spyInfo and spyInfo.OwningPlayer == Game.GetLocalPlayer() then
numberOfSpies = numberOfSpies + 1;
end
end
end
-- Count travelling spies
if localDiplomacy then
local numSpiesOffMap:number = localDiplomacy:GetNumSpiesOffMap();
for i=0,numSpiesOffMap-1,1 do
local spyOffMapInfo:table = localDiplomacy:GetNthOffMapSpy(Game.GetLocalPlayer(), i);
if spyOffMapInfo and spyOffMapInfo.ReturnTurn ~= -1 then
numberOfSpies = numberOfSpies + 1;
end
end
end
if(spyCap > numberOfSpies) then
for _,city in pairs(prodQueue) do
for _,qi in pairs(city) do
if(qi.entry.Hash == item.Hash) then
numberOfSpies = numberOfSpies + 1;
end
end
end
if(numberOfSpies >= spyCap) then
item.Disabled = true;
-- No existing localization string for "Need more spy slots" so we'll just gray it out
-- item.ToolTip = item.ToolTip .. "[NEWLINE][NEWLINE][COLOR:Red]" .. Locale.Lookup("???");
end
end
end
-- PQ: Check if we already have max traders queued
if(item.Hash == GameInfo.Units["UNIT_TRADER"].Hash) then
local playerTrade :table = localPlayer:GetTrade();
local routesActive :number = playerTrade:GetNumOutgoingRoutes();
local routesCapacity:number = playerTrade:GetOutgoingRouteCapacity();
local routesQueued :number = 0;
if(routesCapacity >= routesActive) then
for _,city in pairs(prodQueue) do
for _,qi in pairs(city) do
if(qi.entry.Hash == item.Hash) then
routesQueued = routesQueued + 1;
end
end
end
if(routesActive + routesQueued >= routesCapacity) then
item.Disabled = true;
if(not string.find(item.ToolTip, "[COLOR:Red]")) then
item.ToolTip = item.ToolTip .. "[NEWLINE][NEWLINE][COLOR:Red]" .. Locale.Lookup("LOC_UNIT_TRAIN_FULL_TRADE_ROUTE_CAPACITY");
end
end
end
end
local nameStr = Locale.Lookup("{1_Name}", item.Name);
unitListing.LabelText:SetText(nameStr);
unitListing.CostText:SetText(costStr);
if(costStrTT ~= "") then
unitListing.CostText:SetToolTipString(costStrTT);
end
unitListing.TrainUnit:SetToolTipString(item.ToolTip);
unitListing.Disabled:SetToolTipString(item.ToolTip);
-- Show/hide religion indicator icon
if unitListing.ReligionIcon then
local showReligionIcon:boolean = false;
if item.ReligiousStrength and item.ReligiousStrength > 0 then
if unitListing.ReligionIcon then
local religionType = data.City:GetReligion():GetMajorityReligion();
if religionType > 0 then
local religion:table = GameInfo.Religions[religionType];
local religionIcon:string = "ICON_" .. religion.ReligionType;
local religionColor:number = UI.GetColorValue(religion.Color);
unitListing.ReligionIcon:SetIcon(religionIcon);
unitListing.ReligionIcon:SetColor(religionColor);
unitListing.ReligionIcon:LocalizeAndSetToolTip(religion.Name);
unitListing.ReligionIcon:SetHide(false);
showReligionIcon = true;
end
end
end
unitListing.ReligionIcon:SetHide(not showReligionIcon);
end
-- Set Icon color and backing
local textureName = TEXTURE_BASE;
if item.Type ~= -1 then
if (GameInfo.Units[item.Type].Combat ~= 0 or GameInfo.Units[item.Type].RangedCombat ~= 0) then -- Need a simpler what to test if the unit is a combat unit or not.
if "DOMAIN_SEA" == GameInfo.Units[item.Type].Domain then
textureName = TEXTURE_NAVAL;
else
textureName = TEXTURE_BASE;
end
else
if GameInfo.Units[item.Type].MakeTradeRoute then
textureName = TEXTURE_TRADE;
elseif "FORMATION_CLASS_SUPPORT" == GameInfo.Units[item.Type].FormationClass then
textureName = TEXTURE_SUPPORT;
elseif item.ReligiousStrength > 0 then
textureName = TEXTURE_RELIGION;
else
textureName = TEXTURE_CIVILIAN;
end
end
end
-- Set colors and icons for the flag instance
unitListing.FlagBase:SetTexture(textureName);
unitListing.FlagBaseOutline:SetTexture(textureName);
unitListing.FlagBaseDarken:SetTexture(textureName);
unitListing.FlagBaseLighten:SetTexture(textureName);
unitListing.FlagBase:SetColor( primaryColor );
unitListing.FlagBaseOutline:SetColor( primaryColor );
unitListing.FlagBaseDarken:SetColor( darkerFlagColor );
unitListing.FlagBaseLighten:SetColor( brighterFlagColor );
unitListing.Icon:SetColor( secondaryColor );
unitListing.Icon:SetIcon(ICON_PREFIX..item.Type);
-- Handle if the item is disabled
if (item.Disabled) then
if(showDisabled) then
unitListing.Disabled:SetHide(false);
unitListing.TrainUnit:SetColor(COLOR_LOW_OPACITY);
unitListing.RecommendedIcon:SetHide(true);
else
unitListing.TrainUnit:SetHide(true);
end
else
unitListing.TrainUnit:SetHide(false);
unitListing.Disabled:SetHide(true);
unitListing.TrainUnit:SetColor(0xffffffff);
end
unitListing.TrainUnit:SetDisabled(item.Disabled);
unitListing.TrainUnit:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
if (listMode == LISTMODE.PRODUCTION) then
unitListing.TrainUnit:RegisterCallback( Mouse.eLClick, function()
QueueUnit(data.City, item, m_isCONTROLpressed);
end);
unitListing.TrainUnit:RegisterCallback( Mouse.eMClick, function()
QueueUnit(data.City, item, true);
RecenterCameraToSelectedCity();
end);
else
unitListing.TrainUnit:RegisterCallback( Mouse.eLClick, function()
PurchaseUnit(data.City, item);
end);
end
if(not IsTutorialRunning()) then
unitListing.TrainUnit:RegisterCallback( Mouse.eRClick, function()
LuaEvents.OpenCivilopedia(item.Type);
end);
end
unitListing.TrainUnit:SetTag(UITutorialManager:GetHash(item.Type));
-- Controls for training unit corps and armies.
-- Want a special text string for this!! #NEW TEXT #LOCALIZATION - "You can only directly build corps and armies once you have constructed a military academy."
-- LOC_UNIT_TRAIN_NEED_MILITARY_ACADEMY
if item.Corps or item.Army then
--if (item.Disabled) then
-- if(showDisabled) then
-- unitListing.CorpsDisabled:SetHide(false);
-- unitListing.ArmyDisabled:SetHide(false);
-- end
--end
unitListing.CorpsArmyDropdownArea:SetHide(false);
unitListing.CorpsArmyDropdownButton:RegisterCallback( Mouse.eLClick, function()
local isExpanded = unitListing.CorpsArmyArrow:IsSelected();
unitListing.CorpsArmyArrow:SetSelected(not isExpanded);
unitListing.ArmyCorpsDrawer:SetHide(not isExpanded);
unitList.List:CalculateSize();
unitList.List:ReprocessAnchoring();
unitList.Top:CalculateSize();
unitList.Top:ReprocessAnchoring();
if(listMode == LISTMODE.PRODUCTION) then
Controls.ProductionList:CalculateSize();
Controls.ProductionListScroll:CalculateSize();
elseif(listMode == LISTMODE.PURCHASE_GOLD) then
Controls.PurchaseList:CalculateSize();
Controls.PurchaseListScroll:CalculateSize();
elseif(listMode == LISTMODE.PURCHASE_FAITH) then
Controls.PurchaseFaithList:CalculateSize();
Controls.PurchaseFaithListScroll:CalculateSize();
end
end);
end
if item.Corps then
-- Check to see if this item is recommended
for _,hash in ipairs( m_recommendedItems) do
if(item.Hash == hash.BuildItemHash) then
unitListing.CorpsRecommendedIcon:SetHide(false);
end
end
unitListing.CorpsButtonContainer:SetHide(false);
-- Production meter progress for corps unit
if (listMode == LISTMODE.PRODUCTION) then
-- ProductionQueue: We need to check that there isn't already one of these in the queue
if(IsHashInQueue(selectedCity, item.Hash)) then
item.CorpsTurnsLeft = math.ceil(item.CorpsCost / cityData.ProductionPerTurn);
item.Progress = 0;
end
if(item.Progress > 0) then
unitListing.ProductionCorpsProgressArea:SetHide(false);
local unitProgress = item.Progress/item.CorpsCost;
if (unitProgress < 1) then
unitListing.ProductionCorpsProgress:SetPercent(unitProgress);
else
unitListing.ProductionCorpsProgressArea:SetHide(true);
end
else
unitListing.ProductionCorpsProgressArea:SetHide(true);
end
local turnsStr = item.CorpsTurnsLeft .. "[ICON_Turn]";
local turnsStrTT = item.CorpsTurnsLeft .. Locale.Lookup("LOC_HUD_CITY_TURNS_TO_COMPLETE", item.CorpsTurnsLeft);
unitListing.CorpsCostText:SetText(turnsStr);
unitListing.CorpsCostText:SetToolTipString(turnsStrTT);
else
unitListing.ProductionCorpsProgressArea:SetHide(true);
if (item.Yield == "YIELD_GOLD") then
costStr = Locale.Lookup("LOC_PRODUCTION_PURCHASE_GOLD_TEXT", item.CorpsCost);
else
costStr = Locale.Lookup("LOC_PRODUCTION_PURCHASE_FAITH_TEXT", item.CorpsCost);
end
if (item.CorpsDisabled) then
if (showDisabled) then
unitListing.CorpsDisabled:SetHide(false);
end
costStr = "[COLOR:Red]" .. costStr .. "[ENDCOLOR]";
end
unitListing.CorpsCostText:SetText(costStr);
end
unitListing.CorpsLabelIcon:SetText(item.CorpsName);
unitListing.CorpsLabelText:SetText(nameStr);
unitListing.CorpsFlagBase:SetTexture(textureName);
unitListing.CorpsFlagBaseOutline:SetTexture(textureName);
unitListing.CorpsFlagBaseDarken:SetTexture(textureName);
unitListing.CorpsFlagBaseLighten:SetTexture(textureName);
unitListing.CorpsFlagBase:SetColor( primaryColor );
unitListing.CorpsFlagBaseOutline:SetColor( primaryColor );
unitListing.CorpsFlagBaseDarken:SetColor( darkerFlagColor );
unitListing.CorpsFlagBaseLighten:SetColor( brighterFlagColor );
unitListing.CorpsIcon:SetColor( secondaryColor );
unitListing.CorpsIcon:SetIcon(ICON_PREFIX..item.Type);
unitListing.TrainCorpsButton:SetToolTipString(item.CorpsTooltip);
unitListing.CorpsDisabled:SetToolTipString(item.CorpsTooltip);
if (listMode == LISTMODE.PRODUCTION) then
unitListing.TrainCorpsButton:RegisterCallback( Mouse.eLClick, function()
QueueUnitCorps(data.City, item);
end);
unitListing.TrainCorpsButton:RegisterCallback( Mouse.eMClick, function()
QueueUnitCorps(data.City, item, true);
RecenterCameraToSelectedCity();
end);
else
unitListing.TrainCorpsButton:RegisterCallback( Mouse.eLClick, function()
PurchaseUnitCorps(data.City, item);
end);
end
end
if item.Army then
-- Check to see if this item is recommended
for _,hash in ipairs( m_recommendedItems) do
if(item.Hash == hash.BuildItemHash) then
unitListing.ArmyRecommendedIcon:SetHide(false);
end
end
unitListing.ArmyButtonContainer:SetHide(false);
if (listMode == LISTMODE.PRODUCTION) then
-- ProductionQueue: We need to check that there isn't already one of these in the queue
if(IsHashInQueue(selectedCity, item.Hash)) then
item.ArmyTurnsLeft = math.ceil(item.ArmyCost / cityData.ProductionPerTurn);
item.Progress = 0;
end
if(item.Progress > 0) then
unitListing.ProductionArmyProgressArea:SetHide(false);
local unitProgress = item.Progress/item.ArmyCost;
unitListing.ProductionArmyProgress:SetPercent(unitProgress);
if (unitProgress < 1) then
unitListing.ProductionArmyProgress:SetPercent(unitProgress);
else
unitListing.ProductionArmyProgressArea:SetHide(true);
end
else
unitListing.ProductionArmyProgressArea:SetHide(true);
end
local turnsStrTT:string = "";
local turnsStr:string = "";
local numberOfTurns = item.ArmyTurnsLeft;
if numberOfTurns == -1 then
numberOfTurns = "999+";
turnsStrTT = Locale.Lookup("LOC_HUD_CITY_WILL_NOT_COMPLETE");
else
turnsStrTT = numberOfTurns .. Locale.Lookup("LOC_HUD_CITY_TURNS_TO_COMPLETE", item.ArmyTurnsLeft);
end
turnsStr = numberOfTurns .. "[ICON_Turn]";
unitListing.ArmyCostText:SetText(turnsStr);
unitListing.ArmyCostText:SetToolTipString(turnsStrTT);
else
unitListing.ProductionArmyProgressArea:SetHide(true);
if (item.Yield == "YIELD_GOLD") then
costStr = Locale.Lookup("LOC_PRODUCTION_PURCHASE_GOLD_TEXT", item.ArmyCost);
else
costStr = Locale.Lookup("LOC_PRODUCTION_PURCHASE_FAITH_TEXT", item.ArmyCost);
end
if (item.ArmyDisabled) then
if (showDisabled) then
unitListing.ArmyDisabled:SetHide(false);
end
costStr = "[COLOR:Red]" .. costStr .. "[ENDCOLOR]";
end
unitListing.ArmyCostText:SetText(costStr);
end
unitListing.ArmyLabelIcon:SetText(item.ArmyName);
unitListing.ArmyLabelText:SetText(nameStr);
unitListing.ArmyFlagBase:SetTexture(textureName);
unitListing.ArmyFlagBaseOutline:SetTexture(textureName);
unitListing.ArmyFlagBaseDarken:SetTexture(textureName);
unitListing.ArmyFlagBaseLighten:SetTexture(textureName);
unitListing.ArmyFlagBase:SetColor( primaryColor );
unitListing.ArmyFlagBaseOutline:SetColor( primaryColor );
unitListing.ArmyFlagBaseDarken:SetColor( darkerFlagColor );
unitListing.ArmyFlagBaseLighten:SetColor( brighterFlagColor );
unitListing.ArmyIcon:SetColor( secondaryColor );
unitListing.ArmyIcon:SetIcon(ICON_PREFIX..item.Type);
unitListing.TrainArmyButton:SetToolTipString(item.ArmyTooltip);
unitListing.ArmyDisabled:SetToolTipString(item.ArmyTooltip);
if (listMode == LISTMODE.PRODUCTION) then
unitListing.TrainArmyButton:RegisterCallback( Mouse.eLClick, function()
QueueUnitArmy(data.City, item);
end);
unitListing.TrainArmyButton:RegisterCallback( Mouse.eMClick, function()
QueueUnitArmy(data.City, item, true);
RecenterCameraToSelectedCity();
end);
else
unitListing.TrainArmyButton:RegisterCallback( Mouse.eLClick, function()
PurchaseUnitArmy(data.City, item);
end);
end
end
end -- end faith/gold check
end -- end iteration through units
unitList.List:CalculateSize();
unitList.List:ReprocessAnchoring();
if (unitList.List:GetSizeY()==0) then
unitList.Top:SetHide(true);
else
m_maxProductionSize = m_maxProductionSize + HEADER_Y + SEPARATOR_Y;
unitList.Header:RegisterCallback( Mouse.eLClick, function()
OnExpand(uL);
end);
unitList.HeaderOn:RegisterCallback( Mouse.eLClick, function()
OnCollapse(uL);
end);
end
if( listMode== LISTMODE.PURCHASE_GOLD) then
purchGoldUnitList = uL;
elseif (listMode == LISTMODE.PURCHASE_FAITH) then
purchFaithUnitList = uL;
else
prodUnitList = uL;
end
if(listMode == LISTMODE.PRODUCTION) then --Projects can only be produced, not purchased
-- Populate Projects ------------------------
projectList = listIM:GetInstance();
projectList.Header:SetText(Locale.ToUpper(Locale.Lookup("LOC_HUD_PROJECTS")));
projectList.HeaderOn:SetText(Locale.ToUpper(Locale.Lookup("LOC_HUD_PROJECTS")));
local pL = projectList;
if ( projectList.projectListIM ~= nil ) then
projectList.projectListIM:ResetInstances();
else
projectList.projectListIM = InstanceManager:new( "ProjectListInstance", "Root", projectList.List);
end
-- Check for queued project and list it as well
-- if(prodQueue[cityID] and prodQueue[cityID][1] and GameInfo.Projects[prodQueue[cityID][1].entry.Hash]) then
-- local activeQueueItem = prodQueue[cityID][1].entry;
-- table.insert(data.ProjectItems, activeQueueItem);
-- end
for i, item in ipairs(data.ProjectItems) do
local projectListing = projectList.projectListIM:GetInstance();
ResetInstanceVisibility(projectListing);
-- Check to see if this item is recommended
for _,hash in ipairs( m_recommendedItems) do
if(item.Hash == hash.BuildItemHash) then
projectListing.RecommendedIcon:SetHide(false);
end
end
-- ProductionQueue: We need to check that there isn't already one of these in the queue
if(IsHashInQueue(selectedCity, item.Hash)) then
item.TurnsLeft = math.ceil(item.Cost / cityData.ProductionPerTurn);
item.Progress = 0;
end
-- Production meter progress for project
if(item.Progress > 0) then
projectListing.ProductionProgressArea:SetHide(false);
local projectProgress = item.Progress/item.Cost;
if (projectProgress < 1) then
projectListing.ProductionProgress:SetPercent(projectProgress);
else
projectListing.ProductionProgressArea:SetHide(true);
end
else
projectListing.ProductionProgressArea:SetHide(true);
end
local numberOfTurns = item.TurnsLeft;
if numberOfTurns == -1 then
numberOfTurns = "999+";
end;
local nameStr = Locale.Lookup("{1_Name}", item.Name);
local turnsStr = numberOfTurns .. "[ICON_Turn]";
projectListing.LabelText:SetText(nameStr);
projectListing.CostText:SetText(turnsStr);
projectListing.Button:SetToolTipString(item.ToolTip);
projectListing.Disabled:SetToolTipString(item.ToolTip);
projectListing.Icon:SetIcon(ICON_PREFIX..item.Type);
if (item.Disabled) then
if(showDisabled) then
projectListing.Disabled:SetHide(false);
projectListing.Button:SetColor(COLOR_LOW_OPACITY);
else
projectListing.Button:SetHide(true);
end
else
projectListing.Button:SetHide(false);
projectListing.Disabled:SetHide(true);
projectListing.Button:SetColor(0xffffffff);
end
projectListing.Button:SetDisabled(item.Disabled);
projectListing.Button:RegisterCallback( Mouse.eLClick, function()
QueueProject(data.City, item);
end);
projectListing.Button:RegisterCallback( Mouse.eMClick, function()
QueueProject(data.City, item, true);
RecenterCameraToSelectedCity();
end);
if(not IsTutorialRunning()) then
projectListing.Button:RegisterCallback( Mouse.eRClick, function()
LuaEvents.OpenCivilopedia(item.Type);
end);
end
projectListing.Button:SetTag(UITutorialManager:GetHash(item.Type));
end
projectList.List:CalculateSize();
projectList.List:ReprocessAnchoring();
if (projectList.List:GetSizeY()==0) then
projectList.Top:SetHide(true);
else
m_maxProductionSize = m_maxProductionSize + HEADER_Y + SEPARATOR_Y;
projectList.Header:RegisterCallback( Mouse.eLClick, function()
OnExpand(pL);
end);
projectList.HeaderOn:RegisterCallback( Mouse.eLClick, function()
OnCollapse(pL);
end);
end
prodProjectList = pL;
end -- end if LISTMODE.PRODUCTION
-----------------------------------
if( listMode == LISTMODE.PRODUCTION) then
m_maxProductionSize = m_maxProductionSize + districtList.List:GetSizeY() + unitList.List:GetSizeY() + projectList.List:GetSizeY();
end
Controls.ProductionList:CalculateSize();
Controls.ProductionListScroll:CalculateSize();
Controls.PurchaseList:CalculateSize();
Controls.PurchaseListScroll:CalculateSize();
Controls.PurchaseFaithList:CalculateSize();
Controls.PurchaseFaithListScroll:CalculateSize();
-- DEBUG %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
--for _,data in ipairs( m_recommendedItems) do
-- if(GameInfo.Types[data.BuildItemHash].Type ~= nil) then
-- print("Hash = ".. GameInfo.Types[data.BuildItemHash].Type);
-- else
-- print("Invalid hash received = " .. data.BuildItemHash);
-- end
--end
-- DEBUG %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
end
function OnLocalPlayerChanged()
Refresh();
end
function OnPlayerTurnActivated(player, isFirstTimeThisTurn)
if (isFirstTimeThisTurn and Game.GetLocalPlayer() == player) then
CheckAndReplaceAllQueuesForUpgrades();
Refresh();
lastProductionCompletePerCity = {};
end
end
-- Returns ( allReasons:string )
function ComposeFailureReasonStrings( isDisabled:boolean, results:table )
if isDisabled and results ~= nil then
-- Are there any failure reasons?
local pFailureReasons : table = results[CityCommandResults.FAILURE_REASONS];
if pFailureReasons ~= nil and table.count( pFailureReasons ) > 0 then
-- Collect them all!
local allReasons : string = "";
for i,v in ipairs(pFailureReasons) do
allReasons = allReasons .. "[NEWLINE][NEWLINE][COLOR:Red]" .. Locale.Lookup(v) .. "[ENDCOLOR]";
end
return allReasons;
end
end
return "";
end
function ComposeProductionCostString( iProductionProgress:number, iProductionCost:number)
-- Show production progress only if there is progress present
if iProductionCost ~= 0 then
local TXT_COST :string = Locale.Lookup( "LOC_HUD_PRODUCTION_COST" );
local TXT_PRODUCTION :string = Locale.Lookup( "LOC_HUD_PRODUCTION" );
local costString :string = tostring(iProductionCost);
if iProductionProgress > 0 then -- Only show fraction if build progress has been made.
costString = tostring(iProductionProgress) .. "/" .. costString;
end
return "[NEWLINE][NEWLINE]" .. TXT_COST .. ": " .. costString .. " [ICON_Production] " .. TXT_PRODUCTION;
end
return "";
end
-- Returns ( tooltip:string, subtitle:string )
function ComposeUnitCorpsStrings( sUnitName:string, sUnitDomain:string, iProdProgress:number, iCorpsCost:number )
local tooltip :string = Locale.Lookup( sUnitName ) .. " ";
local subtitle :string = "";
if sUnitDomain == "DOMAIN_SEA" then
tooltip = tooltip .. Locale.Lookup("LOC_UNITFLAG_FLEET_SUFFIX");
subtitle = "(" .. Locale.Lookup("LOC_HUD_UNIT_PANEL_FLEET_SUFFIX") .. ")";
else
tooltip = tooltip .. Locale.Lookup("LOC_UNITFLAG_CORPS_SUFFIX");
subtitle = "(" .. Locale.Lookup("LOC_HUD_UNIT_PANEL_CORPS_SUFFIX") .. ")";
end
tooltip = tooltip .. "[NEWLINE]---" .. ComposeProductionCostString( iProdProgress, iCorpsCost );
return tooltip, subtitle;
end
function ComposeUnitArmyStrings( sUnitName:string, sUnitDomain:string, iProdProgress:number, iArmyCost:number )
local tooltip :string = Locale.Lookup( sUnitName ) .. " ";
local subtitle :string = "";
if sUnitDomain == "DOMAIN_SEA" then
tooltip = tooltip .. Locale.Lookup("LOC_UNITFLAG_ARMADA_SUFFIX");
subtitle = "("..Locale.Lookup("LOC_HUD_UNIT_PANEL_ARMADA_SUFFIX")..")";
else
tooltip = tooltip .. Locale.Lookup("LOC_UNITFLAG_ARMY_SUFFIX");
subtitle = "("..Locale.Lookup("LOC_HUD_UNIT_PANEL_ARMY_SUFFIX")..")";
end
tooltip = tooltip .. "[NEWLINE]---" .. ComposeProductionCostString( iProdProgress, iArmyCost );
return tooltip, subtitle;
end
-- Returns ( isPurchaseable:boolean, kEntry:table )
function ComposeUnitForPurchase( row:table, pCity:table, sYield:string, pYieldSource:table, sCantAffordKey:string )
local YIELD_TYPE :number = GameInfo.Yields[sYield].Index;
-- Should we display this option to the player?
local tParameters = {};
tParameters[CityCommandTypes.PARAM_UNIT_TYPE] = row.Hash;
tParameters[CityCommandTypes.PARAM_YIELD_TYPE] = YIELD_TYPE;
if CityManager.CanStartCommand( pCity, CityCommandTypes.PURCHASE, true, tParameters, false ) then
local isCanStart, results = CityManager.CanStartCommand( pCity, CityCommandTypes.PURCHASE, false, tParameters, true );
local isDisabled :boolean = not isCanStart;
local allReasons :string = ComposeFailureReasonStrings( isDisabled, results );
local sToolTip :string = ToolTipHelper.GetUnitToolTip( row.Hash ) .. allReasons;
local isCantAfford :boolean = false;
--print ( "UnitBuy ", row.UnitType,isCanStart );
-- Collect some constants so we don't need to keep calling out to get them.
local nCityID :number = pCity:GetID();
local pCityGold :table = pCity:GetGold();
local TXT_INSUFFIENT_YIELD :string = "[NEWLINE][NEWLINE][COLOR:Red]" .. Locale.Lookup( sCantAffordKey ) .. "[ENDCOLOR]";
-- Affordability check
if not pYieldSource:CanAfford( nCityID, row.Hash ) then
sToolTip = sToolTip .. TXT_INSUFFIENT_YIELD;
isDisabled = true;
isCantAfford = true;
end
local pBuildQueue :table = pCity:GetBuildQueue();
local nProductionCost :number = pBuildQueue:GetUnitCost( row.Index );
local nProductionProgress :number = pBuildQueue:GetUnitProgress( row.Index );
sToolTip = sToolTip .. ComposeProductionCostString( nProductionProgress, nProductionCost );
local kUnit :table = {
Type = row.UnitType;
Name = row.Name;
ToolTip = sToolTip;
Hash = row.Hash;
Kind = row.Kind;
Civilian = row.FormationClass == "FORMATION_CLASS_CIVILIAN";
Disabled = isDisabled;
CantAfford = isCantAfford,
Yield = sYield;
Cost = pCityGold:GetPurchaseCost( YIELD_TYPE, row.Hash, MilitaryFormationTypes.STANDARD_MILITARY_FORMATION );
ReligiousStrength = row.ReligiousStrength;
CorpsTurnsLeft = 0;
ArmyTurnsLeft = 0;
Progress = 0;
};
-- Should we present options for building Corps or Army versions?
if results ~= nil then
kUnit.Corps = results[CityOperationResults.CAN_TRAIN_CORPS];
kUnit.Army = results[CityOperationResults.CAN_TRAIN_ARMY];
local nProdProgress :number = pBuildQueue:GetUnitProgress( row.Index );
if kUnit.Corps then
local nCost = pBuildQueue:GetUnitCorpsCost( row.Index );
kUnit.CorpsCost = pCityGold:GetPurchaseCost( YIELD_TYPE, row.Hash, MilitaryFormationTypes.CORPS_MILITARY_FORMATION );
kUnit.CorpsTooltip, kUnit.CorpsName = ComposeUnitCorpsStrings( row.Name, row.Domain, nProdProgress, nCost );
kUnit.CorpsDisabled = not pYieldSource:CanAfford( nCityID, row.Hash, MilitaryFormationTypes.CORPS_MILITARY_FORMATION );
if kUnit.CorpsDisabled then
kUnit.CorpsTooltip = kUnit.CorpsTooltip .. TXT_INSUFFIENT_YIELD;
end
end
if kUnit.Army then
local nCost = pBuildQueue:GetUnitArmyCost( row.Index );
kUnit.ArmyCost = pCityGold:GetPurchaseCost( YIELD_TYPE, row.Hash, MilitaryFormationTypes.ARMY_MILITARY_FORMATION );
kUnit.ArmyTooltip, kUnit.ArmyName = ComposeUnitArmyStrings( row.Name, row.Domain, nProdProgress, nCost );
kUnit.ArmyDisabled = not pYieldSource:CanAfford( nCityID, row.Hash, MilitaryFormationTypes.ARMY_MILITARY_FORMATION );
if kUnit.ArmyDisabled then
kUnit.ArmyTooltip = kUnit.ArmyTooltip .. TXT_INSUFFIENT_YIELD;
end
end
end
return true, kUnit;
end
return false, nil;
end
function ComposeBldgForPurchase( pRow:table, pCity:table, sYield:string, pYieldSource:table, sCantAffordKey:string )
local YIELD_TYPE :number = GameInfo.Yields[sYield].Index;
local tParameters = {};
tParameters[CityCommandTypes.PARAM_BUILDING_TYPE] = pRow.Hash;
tParameters[CityCommandTypes.PARAM_YIELD_TYPE] = YIELD_TYPE;
if CityManager.CanStartCommand( pCity, CityCommandTypes.PURCHASE, true, tParameters, false ) then
local isCanStart, pResults = CityManager.CanStartCommand( pCity, CityCommandTypes.PURCHASE, false, tParameters, true );
local isDisabled :boolean = not isCanStart;
local sAllReasons :string = ComposeFailureReasonStrings( isDisabled, pResults );
local sToolTip :string = ToolTipHelper.GetBuildingToolTip( pRow.Hash, playerID, pCity ) .. sAllReasons;
local isCantAfford :boolean = false;
-- Affordability check
if not pYieldSource:CanAfford( cityID, pRow.Hash ) then
sToolTip = sToolTip .. "[NEWLINE][NEWLINE][COLOR:Red]" .. Locale.Lookup(sCantAffordKey) .. "[ENDCOLOR]";
isDisabled = true;
isCantAfford = true;
end
local pBuildQueue :table = pCity:GetBuildQueue();
local iProductionCost :number = pBuildQueue:GetBuildingCost( pRow.Index );
local iProductionProgress :number = pBuildQueue:GetBuildingProgress( pRow.Index );
sToolTip = sToolTip .. ComposeProductionCostString( iProductionProgress, iProductionCost );
local kBuilding :table = {
Type = pRow.BuildingType,
Name = pRow.Name,
ToolTip = sToolTip,
Hash = pRow.Hash,
Kind = pRow.Kind,
Disabled = isDisabled,
CantAfford = isCantAfford,
Cost = pCity:GetGold():GetPurchaseCost( YIELD_TYPE, pRow.Hash ),
Yield = sYield
};
return true, kBuilding;
end
return false, nil;
end
function ComposeDistrictForPurchase( pRow:table, pCity:table, sYield:string, pYieldSource:table, sCantAffordKey:string )
local YIELD_TYPE :number = GameInfo.Yields[sYield].Index;
local tParameters = {};
tParameters[CityCommandTypes.PARAM_DISTRICT_TYPE] = pRow.Hash;
tParameters[CityCommandTypes.PARAM_YIELD_TYPE] = YIELD_TYPE;
if CityManager.CanStartCommand( pCity, CityCommandTypes.PURCHASE, true, tParameters, false ) then
local isCanStart, pResults = CityManager.CanStartCommand( pCity, CityCommandTypes.PURCHASE, false, tParameters, true );
local isDisabled :boolean = not isCanStart;
local sAllReasons :string = ComposeFailureReasonStrings( isDisabled, pResults );
local sToolTip :string = ToolTipHelper.GetDistrictToolTip( pRow.Hash ) .. sAllReasons;
local isCantAfford :boolean = false;
-- Affordability check
if not pYieldSource:CanAfford( cityID, pRow.Hash ) then
sToolTip = sToolTip .. "[NEWLINE][NEWLINE][COLOR:Red]" .. Locale.Lookup(sCantAffordKey) .. "[ENDCOLOR]";
isDisabled = true;
isCantAfford = true;
end
local pBuildQueue :table = pCity:GetBuildQueue();
local iProductionCost :number = pBuildQueue:GetDistrictCost( pRow.Index );
local iProductionProgress :number = pBuildQueue:GetDistrictProgress( pRow.Index );
sToolTip = sToolTip .. ComposeProductionCostString( iProductionProgress, iProductionCost );
local kDistrict :table = {
Type = pRow.DistrictType,
Name = pRow.Name,
ToolTip = sToolTip,
Hash = pRow.Hash,
Kind = pRow.Kind,
Disabled = isDisabled,
CantAfford = isCantAfford,
Cost = pCity:GetGold():GetPurchaseCost( YIELD_TYPE, pRow.Hash ),
Yield = sYield
};
return true, kDistrict;
end
return false, nil;
end
-- ===========================================================================
function Refresh(persistCollapse)
local playerID :number = Game.GetLocalPlayer();
local pPlayer :table = Players[playerID];
if (pPlayer == nil) then
return;
end
local selectedCity = UI.GetHeadSelectedCity();
if (selectedCity ~= nil) then
local cityGrowth = selectedCity:GetGrowth();
local cityCulture = selectedCity:GetCulture();
local buildQueue = selectedCity:GetBuildQueue();
local playerTreasury= pPlayer:GetTreasury();
local playerReligion= pPlayer:GetReligion();
local cityGold = selectedCity:GetGold();
local cityBuildings = selectedCity:GetBuildings();
local cityDistricts = selectedCity:GetDistricts();
local cityID = selectedCity:GetID();
local cityData = GetCityData(selectedCity);
local cityPlot = Map.GetPlot(selectedCity:GetX(), selectedCity:GetY());
if(not prodQueue[cityID]) then prodQueue[cityID] = {}; end
CheckAndReplaceQueueForUpgrades(selectedCity);
local new_data = {
City = selectedCity,
Population = selectedCity:GetPopulation(),
Owner = selectedCity:GetOwner(),
Damage = pPlayer:GetDistricts():FindID( selectedCity:GetDistrictID() ):GetDamage(),
TurnsUntilGrowth = cityGrowth:GetTurnsUntilGrowth(),
CurrentTurnsLeft = buildQueue:GetTurnsLeft(),
FoodSurplus = cityGrowth:GetFoodSurplus(),
CulturePerTurn = cityCulture:GetCultureYield(),
TurnsUntilExpansion = cityCulture:GetTurnsUntilExpansion(),
DistrictItems = {},
BuildingItems = {},
UnitItems = {},
ProjectItems = {},
BuildingPurchases = {},
UnitPurchases = {},
DistrictPurchases = {},
};
local currentProductionHash = buildQueue:GetCurrentProductionTypeHash();
for row in GameInfo.Districts() do
if row.Hash == currentProductionHash then
new_data.CurrentProduction = row.Name;
end
local isInPanelList :boolean = not row.InternalOnly;
local bHasProducedDistrict :boolean = cityDistricts:HasDistrict( row.Index );
local isInQueue :boolean = IsHashInQueue( selectedCity, row.Hash );
local turnsLeft :number = buildQueue:GetTurnsLeft( row.DistrictType );
if (isInPanelList or isInQueue) and ( buildQueue:CanProduce( row.Hash, true ) or bHasProducedDistrict or isInQueue ) then
local isCanProduceExclusion, results = buildQueue:CanProduce( row.Hash, false, true );
local isDisabled :boolean = not isCanProduceExclusion;
if(isInQueue) then
bHasProducedDistrict = true;
turnsLeft = nil;
isDisabled = true;
end
-- If at least one valid plot is found where the district can be built, consider it buildable.
local plots :table = GetCityRelatedPlotIndexesDistrictsAlternative( selectedCity, row.Hash );
if plots == nil or table.count(plots) == 0 then
-- No plots available for district. Has player had already started building it?
local isPlotAllocated :boolean = false;
local pDistricts :table = selectedCity:GetDistricts();
for _, pCityDistrict in pDistricts:Members() do
if row.Index == pCityDistrict:GetType() then
isPlotAllocated = true;
break;
end
end
-- If not, this district can't be built. Guarantee that isDisabled is set.
if not isPlotAllocated then
isDisabled = true;
end
end
local allReasons :string = ComposeFailureReasonStrings( isDisabled, results );
local sToolTip :string = ToolTipHelper.GetToolTip(row.DistrictType, Game.GetLocalPlayer()) .. allReasons;
local iProductionCost :number = buildQueue:GetDistrictCost( row.Index );
local iProductionProgress :number = buildQueue:GetDistrictProgress( row.Index );
sToolTip = sToolTip .. ComposeProductionCostString( iProductionProgress, iProductionCost );
table.insert( new_data.DistrictItems, {
Type = row.DistrictType,
Name = row.Name,
ToolTip = sToolTip,
Hash = row.Hash,
Kind = row.Kind,
TurnsLeft = turnsLeft,
Disabled = isDisabled,
Repair = cityDistricts:IsPillaged( row.Index ),
Contaminated = cityDistricts:IsContaminated( row.Index ),
Cost = iProductionCost,
Progress = iProductionProgress,
HasBeenBuilt = bHasProducedDistrict
});
end
-- Can it be purchased with gold?
local isAllowed, kDistrict = ComposeDistrictForPurchase( row, selectedCity, "YIELD_GOLD", playerTreasury, "LOC_BUILDING_INSUFFICIENT_FUNDS" );
if isAllowed then
table.insert( new_data.DistrictPurchases, kDistrict );
end
end
for row in GameInfo.Buildings() do
if row.Hash == currentProductionHash then
new_data.CurrentProduction = row.Name;
end
-- PQ: Determine if we have requirements in the queue
local hasPrereqTech = row.PrereqTech == nil;
local hasPrereqCivic = row.PrereqCivic == nil;
local isPrereqDistrictInQueue = false;
local disabledTooltip = nil;
local doShow = true;
if(not row.IsWonder) then
local prereqTech = GameInfo.Technologies[row.PrereqTech];
local prereqCivic = GameInfo.Civics[row.PrereqCivic];
local prereqDistrict = GameInfo.Districts[row.PrereqDistrict];
if(prereqTech and pPlayer:GetTechs():HasTech(prereqTech.Index)) then hasPrereqTech = true; end
if(prereqCivic and pPlayer:GetCulture():HasCivic(prereqCivic.Index)) then hasPrereqCivic = true; end
if((prereqDistrict and IsHashInQueue( selectedCity, prereqDistrict.Hash)) or cityDistricts:HasDistrict(prereqDistrict.Index, true)) then
isPrereqDistrictInQueue = true;
if(not IsHashInQueue( selectedCity, prereqDistrict.Hash )) then
if(cityDistricts:IsPillaged(prereqDistrict.Index)) then
disabledTooltip = Locale.Lookup("LOC_BUILDING_CONSTRUCT_DISTRICT_IS_PILLAGED");
elseif(cityDistricts:IsContaminated(prereqDistrict.Index)) then
disabledTooltip = Locale.Lookup("LOC_BUILDING_CONSTRUCT_DISTRICT_IS_CONTAMINATED");
end
end
end
if(not isPrereqDistrictInQueue) then
for replacesRow in GameInfo.DistrictReplaces() do
if(row.PrereqDistrict == replacesRow.ReplacesDistrictType) then
local replacementDistrict = GameInfo.Districts[replacesRow.CivUniqueDistrictType];
if((replacementDistrict and IsHashInQueue( selectedCity, replacementDistrict.Hash)) or cityDistricts:HasDistrict(replacementDistrict.Index, true)) then
isPrereqDistrictInQueue = true;
if(not IsHashInQueue( selectedCity, replacementDistrict.Hash )) then
if(cityDistricts:IsPillaged(replacementDistrict.Index)) then
disabledTooltip = Locale.Lookup("LOC_BUILDING_CONSTRUCT_DISTRICT_IS_PILLAGED");
elseif(cityDistricts:IsContaminated(replacementDistrict.Index)) then
disabledTooltip = Locale.Lookup("LOC_BUILDING_CONSTRUCT_DISTRICT_IS_CONTAMINATED");
end
end
end
break;
end
end
end
if(not isPrereqDistrictInQueue) then
local canBuild, reasons = buildQueue:CanProduce(row.BuildingType, false, true);
if(not canBuild and reasons) then
local pFailureReasons = reasons[CityCommandResults.FAILURE_REASONS];
if pFailureReasons ~= nil and table.count( pFailureReasons ) > 0 then
for i,v in ipairs(pFailureReasons) do
if("LOC_BUILDING_CONSTRUCT_IS_OCCUPIED" == v) then
disabledTooltip = Locale.Lookup("LOC_BUILDING_CONSTRUCT_IS_OCCUPIED");
end
end
end
end
end
local civTypeName = PlayerConfigurations[playerID]:GetCivilizationTypeName();
-- Check for unique buildings
for replaceRow in GameInfo.BuildingReplaces() do
if(replaceRow.CivUniqueBuildingType == row.BuildingType) then
local traitName = "TRAIT_CIVILIZATION_" .. row.BuildingType;
local isCorrectCiv = false;
for traitRow in GameInfo.CivilizationTraits() do
if(traitRow.TraitType == traitName and traitRow.CivilizationType == civTypeName) then
isCorrectCiv = true;
break;
end
end
if(not isCorrectCiv) then
doShow = false;
end
end
if(replaceRow.ReplacesBuildingType == row.BuildingType) then
local traitName = "TRAIT_CIVILIZATION_" .. replaceRow.CivUniqueBuildingType;
local isCorrectCiv = false;
for traitRow in GameInfo.CivilizationTraits() do
if(traitRow.TraitType == traitName and traitRow.CivilizationType == civTypeName) then
isCorrectCiv = true;
break;
end
end
if(isCorrectCiv) then
doShow = false;
end
end
end
-- Check for building prereqs
if(buildingPrereqs[row.BuildingType]) then
local prereqInQueue = false;
for prereqRow in GameInfo.BuildingPrereqs() do
if(prereqRow.Building == row.BuildingType) then
for replaceRow in GameInfo.BuildingReplaces() do
if(replaceRow.ReplacesBuildingType == prereqRow.PrereqBuilding and IsHashInQueue(selectedCity, GameInfo.Buildings[replaceRow.CivUniqueBuildingType].Hash)) then
prereqInQueue = true;
break;
end
end
if(prereqInQueue or IsHashInQueue(selectedCity, GameInfo.Buildings[prereqRow.PrereqBuilding].Hash)) then
prereqInQueue = true;
-- Check for buildings enabled by dominant religious beliefs
if(GameInfo.Buildings[row.Hash].EnabledByReligion) then
doShow = false;
if ((table.count(cityData.Religions) > 1) or (cityData.PantheonBelief > -1)) then
local modifierIDs = {};
if cityData.PantheonBelief > -1 then
local beliefType = GameInfo.Beliefs[cityData.PantheonBelief].BeliefType;
for belief in GameInfo.BeliefModifiers() do
if belief.BeliefType == beliefType then
table.insert(modifierIDs, belief.ModifierID);
break;
end
end
end
if (table.count(cityData.Religions) > 0) then
for _, beliefIndex in ipairs(cityData.BeliefsOfDominantReligion) do
local beliefType = GameInfo.Beliefs[beliefIndex].BeliefType;
for belief in GameInfo.BeliefModifiers() do
if belief.BeliefType == beliefType then
table.insert(modifierIDs, belief.ModifierID);
end
end
end
end
if(#modifierIDs > 0) then
for i=#modifierIDs, 1, -1 do
if(string.find(modifierIDs[i], "ALLOW_")) then
modifierIDs[i] = string.gsub(modifierIDs[i], "ALLOW", "BUILDING");
if(row.BuildingType == string.gsub(modifierIDs[i], "ALLOW", "BUILDING")) then
doShow = true;
end
end
end
end
end
end
break;
end
end
end
if(not prereqInQueue) then doShow = false; end
end
-- Check for river adjacency requirement
if (row.RequiresAdjacentRiver and not cityPlot:IsRiver()) then
doShow = false;
end
-- Check for wall obsolescence
if(row.OuterDefenseHitPoints and pPlayer:GetCulture():HasCivic(GameInfo.Civics["CIVIC_CIVIL_ENGINEERING"].Index)) then
doShow = false;
end
-- Check for internal only buildings
if(row.InternalOnly) then doShow = false end
-- Check that the player has a government of an adequate tier
if(row.GovernmentTierRequirement) then
local eSelectedPlayerGovernmentId:number = pPlayer:GetCulture():GetCurrentGovernment();
if eSelectedPlayerGovernmentId ~= -1 then
local selectedPlayerGovernment = GameInfo.Governments[eSelectedPlayerGovernmentId];
if(selectedPlayerGovernment.Tier) then
local eSelectedPlayerGovernmentTier:number = tonumber(string.sub(selectedPlayerGovernment.Tier, 5));
local buildingGovernmentTierRequirement:number = tonumber(string.sub(row.GovernmentTierRequirement, 5));
if(eSelectedPlayerGovernmentTier < buildingGovernmentTierRequirement) then
doShow = false;
end
else
doShow = false;
end
else
doShow = false;
end
end
-- Check if it's been built already
if(hasPrereqTech and hasPrereqCivic and isPrereqDistrictInQueue and doShow) then
for _, district in ipairs(cityData.BuildingsAndDistricts) do
if district.isBuilt then
local match = false;
for _,building in ipairs(district.Buildings) do
if(building.Name == Locale.Lookup(row.Name)) then
if(building.isBuilt and not building.isPillaged) then
doShow = false;
else
doShow = true;
end
match = true;
break;
end
end
if(match) then break; end
end
end
else
doShow = false;
end
end
if not row.MustPurchase and ( buildQueue:CanProduce( row.Hash, true ) or (doShow and not row.IsWonder) ) then
local isCanStart, results = buildQueue:CanProduce( row.Hash, false, true );
local isDisabled :boolean = false;
if(row.IsWonder or not doShow) then
isDisabled = not isCanStart;
end
local allReasons :string = ComposeFailureReasonStrings( isDisabled, results );
local sToolTip :string = ToolTipHelper.GetBuildingToolTip( row.Hash, playerID, selectedCity ) .. allReasons;
local iProductionCost :number = buildQueue:GetBuildingCost( row.Index );
local iProductionProgress :number = buildQueue:GetBuildingProgress( row.Index );
if(disabledTooltip) then
isDisabled = true;
if(not string.find(sToolTip, "COLOR:Red")) then
sToolTip = sToolTip .. "[NEWLINE][NEWLINE][COLOR:Red]" .. disabledTooltip .. "[ENDCOLOR]";
end
end
sToolTip = sToolTip .. ComposeProductionCostString( iProductionProgress, iProductionCost );
local iPrereqDistrict = "";
if row.PrereqDistrict ~= nil then
iPrereqDistrict = row.PrereqDistrict;
end
table.insert( new_data.BuildingItems, {
Type = row.BuildingType,
Name = row.Name,
ToolTip = sToolTip,
Hash = row.Hash,
Kind = row.Kind,
TurnsLeft = buildQueue:GetTurnsLeft( row.Hash ),
Disabled = isDisabled,
Repair = cityBuildings:IsPillaged( row.Hash ),
Cost = iProductionCost,
Progress = iProductionProgress,
IsWonder = row.IsWonder,
PrereqDistrict = iPrereqDistrict }
);
end
-- Can it be purchased with gold?
if row.PurchaseYield == "YIELD_GOLD" then
local isAllowed, kBldg = ComposeBldgForPurchase( row, selectedCity, "YIELD_GOLD", playerTreasury, "LOC_BUILDING_INSUFFICIENT_FUNDS" );
if isAllowed then
table.insert( new_data.BuildingPurchases, kBldg );
end
end
-- Can it be purchased with faith?
if row.PurchaseYield == "YIELD_FAITH" or cityGold:IsBuildingFaithPurchaseEnabled( row.Hash ) then
local isAllowed, kBldg = ComposeBldgForPurchase( row, selectedCity, "YIELD_FAITH", playerReligion, "LOC_BUILDING_INSUFFICIENT_FAITH" );
if isAllowed then
table.insert( new_data.BuildingPurchases, kBldg );
end
end
end
for row in GameInfo.Units() do
if row.Hash == currentProductionHash then
new_data.CurrentProduction = row.Name;
end
-- Can it be built normally?
if not row.MustPurchase and buildQueue:CanProduce( row.Hash, true ) then
local isCanProduceExclusion, results = buildQueue:CanProduce( row.Hash, false, true );
local isDisabled :boolean = not isCanProduceExclusion;
local sAllReasons :string = ComposeFailureReasonStrings( isDisabled, results );
local sToolTip :string = ToolTipHelper.GetUnitToolTip( row.Hash ) .. sAllReasons;
local nProductionCost :number = buildQueue:GetUnitCost( row.Index );
local nProductionProgress :number = buildQueue:GetUnitProgress( row.Index );
sToolTip = sToolTip .. ComposeProductionCostString( nProductionProgress, nProductionCost );
local kUnit :table = {
Type = row.UnitType,
Name = row.Name,
ToolTip = sToolTip,
Hash = row.Hash,
Kind = row.Kind,
TurnsLeft = buildQueue:GetTurnsLeft( row.Hash ),
Disabled = isDisabled,
Civilian = row.FormationClass == "FORMATION_CLASS_CIVILIAN",
Cost = nProductionCost,
Progress = nProductionProgress,
Corps = false,
CorpsCost = 0,
CorpsTurnsLeft = 1,
CorpsTooltip = "",
CorpsName = "",
Army = false,
ArmyCost = 0,
ArmyTurnsLeft = 1,
ArmyTooltip = "",
ArmyName = "",
ReligiousStrength = row.ReligiousStrength
};
-- Should we present options for building Corps or Army versions?
if results ~= nil then
if results[CityOperationResults.CAN_TRAIN_CORPS] then
kUnit.Corps = true;
kUnit.CorpsCost = buildQueue:GetUnitCorpsCost( row.Index );
kUnit.CorpsTurnsLeft = buildQueue:GetTurnsLeft( row.Hash, MilitaryFormationTypes.CORPS_MILITARY_FORMATION );
kUnit.CorpsTooltip, kUnit.CorpsName = ComposeUnitCorpsStrings( row.Name, row.Domain, nProductionProgress, kUnit.CorpsCost );
end
if results[CityOperationResults.CAN_TRAIN_ARMY] then
kUnit.Army = true;
kUnit.ArmyCost = buildQueue:GetUnitArmyCost( row.Index );
kUnit.ArmyTurnsLeft = buildQueue:GetTurnsLeft( row.Hash, MilitaryFormationTypes.ARMY_MILITARY_FORMATION );
kUnit.ArmyTooltip, kUnit.ArmyName = ComposeUnitArmyStrings( row.Name, row.Domain, nProductionProgress, kUnit.ArmyCost );
end
end
table.insert(new_data.UnitItems, kUnit );
end
-- Can it be purchased with gold?
if row.PurchaseYield == "YIELD_GOLD" then
local isAllowed, kUnit = ComposeUnitForPurchase( row, selectedCity, "YIELD_GOLD", playerTreasury, "LOC_BUILDING_INSUFFICIENT_FUNDS" );
if isAllowed then
table.insert( new_data.UnitPurchases, kUnit );
end
end
-- Can it be purchased with faith?
if row.PurchaseYield == "YIELD_FAITH" or cityGold:IsUnitFaithPurchaseEnabled( row.Hash ) then
local isAllowed, kUnit = ComposeUnitForPurchase( row, selectedCity, "YIELD_FAITH", playerReligion, "LOC_BUILDING_INSUFFICIENT_FAITH" );
if isAllowed then
table.insert( new_data.UnitPurchases, kUnit );
end
end
end
for row in GameInfo.Projects() do
if row.Hash == currentProductionHash then
new_data.CurrentProduction = row.Name;
end
if buildQueue:CanProduce( row.Hash, true ) and not (row.MaxPlayerInstances and IsHashInAnyQueue(row.Hash)) then
local isCanProduceExclusion, results = buildQueue:CanProduce( row.Hash, false, true );
local isDisabled :boolean = not isCanProduceExclusion;
local allReasons :string = ComposeFailureReasonStrings( isDisabled, results );
local sToolTip :string = ToolTipHelper.GetProjectToolTip( row.Hash ) .. allReasons;
local iProductionCost :number = buildQueue:GetProjectCost( row.Index );
local iProductionProgress :number = buildQueue:GetProjectProgress( row.Index );
sToolTip = sToolTip .. ComposeProductionCostString( iProductionProgress, iProductionCost );
table.insert(new_data.ProjectItems, {
Type = row.ProjectType,
Name = row.Name,
ToolTip = sToolTip,
Hash = row.Hash,
Kind = row.Kind,
TurnsLeft = buildQueue:GetTurnsLeft( row.ProjectType ),
Disabled = isDisabled,
Cost = iProductionCost,
Progress = iProductionProgress
});
end
end
View(new_data, persistCollapse);
ResizeQueueWindow();
SaveQueues();
end
end
-- ===========================================================================
function ShowHideDisabled()
--Controls.HideDisabled:SetSelected(showDisabled);
showDisabled = not showDisabled;
Refresh();
end
-- ===========================================================================
-- LUA Event
-- ===========================================================================
function OnCityPanelChooseProduction()
if (ContextPtr:IsHidden()) then
Refresh();
else
if (m_tabs.selectedControl ~= m_productionTab) then
m_tabs.SelectTab(m_productionTab);
end
end
end
-- ===========================================================================
-- LUA Event
-- ===========================================================================
function OnNotificationPanelChooseProduction()
if ContextPtr:IsHidden() then
Open();
--else --TESTING TO SEE IF THIS FIXES OUR TUTORIAL BUG.
-- if Controls.PauseDismissWindow:IsStopped() then
-- Close();
-- else
-- Controls.PauseDismissWindow:Stop();
-- Open();
-- end
end
end
-- ===========================================================================
-- LUA Event
-- ===========================================================================
function OnCityPanelChoosePurchase()
if (ContextPtr:IsHidden()) then
Refresh();
OnTabChangePurchase();
m_tabs.SelectTab(m_purchaseTab);
else
if (m_tabs.selectedControl ~= m_purchaseTab) then
OnTabChangePurchase();
m_tabs.SelectTab(m_purchaseTab);
end
end
end
-- ===========================================================================
-- LUA Event
-- ===========================================================================
function OnCityPanelChoosePurchaseFaith()
if (ContextPtr:IsHidden()) then
Refresh();
OnTabChangePurchaseFaith();
m_tabs.SelectTab(m_faithTab);
else
if (m_tabs.selectedControl ~= m_faithTab) then
OnTabChangePurchaseFaith();
m_tabs.SelectTab(m_faithTab);
end
end
end
-- ===========================================================================
-- LUA Event
-- Outside source is signaling production should be closed if open.
-- ===========================================================================
function OnProductionClose()
if not ContextPtr:IsHidden() then
Close();
end
end
-- ===========================================================================
-- LUA Event
-- Production opened from city banner (anchored to world view)
-- ===========================================================================
function OnCityBannerManagerProductionToggle()
m_isQueueMode = false;
if(ContextPtr:IsHidden()) then
Open();
else
end
end
-- ===========================================================================
-- LUA Event
-- Production opened from city information panel
-- ===========================================================================
function OnCityPanelProductionOpen()
m_isQueueMode = false;
Open();
end
-- ===========================================================================
-- LUA Event
-- Production opened from city information panel - Purchase with faith check
-- ===========================================================================
function OnCityPanelPurchaseFaithOpen()
m_isQueueMode = false;
Open();
m_tabs.SelectTab(m_faithTab);
end
-- ===========================================================================
-- LUA Event
-- Production opened from city information panel - Purchase with gold check
-- ===========================================================================
function OnCityPanelPurchaseGoldOpen()
m_isQueueMode = false;
Open();
m_tabs.SelectTab(m_purchaseTab);
end
-- ===========================================================================
-- LUA Event
-- Production opened from a placement
-- ===========================================================================
function OnStrategicViewMapPlacementProductionOpen()
m_isQueueMode = false;
Open();
end
-- ===========================================================================
-- LUA Event
-- ===========================================================================
function OnTutorialProductionOpen()
m_isQueueMode = false;
Open();
end
-- ===========================================================================
-- LUA Event
-- ===========================================================================
function OnProductionOpenForQueue()
m_isQueueMode = true;
Open();
end
-- ===========================================================================
-- LUA Event
-- ===========================================================================
function OnCityPanelPurchasePlot()
Close();
end
-- ===========================================================================
-- LUA Event
-- Set cached values back after a hotload.
-- ===========================================================================
function OnGameDebugReturn( context:string, contextTable:table )
if context ~= RELOAD_CACHE_ID then return; end
m_isQueueMode = contextTable["m_isQueueMode"];
local isHidden:boolean = contextTable["isHidden"];
if not isHidden then
Refresh();
end
end
-- ===========================================================================
-- Keyboard INPUT Up Handler
-- ===========================================================================
function KeyUpHandler( key:number )
if (key == Keys.VK_ESCAPE) then Close(); return true; end
if (key == Keys.VK_CONTROL) then m_isCONTROLpressed = false; return true; end
return false;
end
-- ===========================================================================
-- Keyboard INPUT Down Handler
-- ===========================================================================
function KeyDownHandler( key:number )
if (key == Keys.VK_CONTROL) then m_isCONTROLpressed = true; return true; end
return false;
end
-- ===========================================================================
-- UI Event
-- ===========================================================================
function OnInputHandler( pInputStruct:table )
local uiMsg = pInputStruct:GetMessageType();
if uiMsg == KeyEvents.KeyUp then return KeyUpHandler( pInputStruct:GetKey() ); end;
if uiMsg == KeyEvents.KeyDown then return KeyDownHandler( pInputStruct:GetKey() ); end;
return false;
end
-- ===========================================================================
-- UI Event
-- ===========================================================================
function OnInit( isReload:boolean )
if isReload then
LuaEvents.GameDebug_GetValues( RELOAD_CACHE_ID );
end
end
-- ===========================================================================
-- UI Event
-- ===========================================================================
function OnShutdown()
LuaEvents.GameDebug_AddValue(RELOAD_CACHE_ID, "m_isQueueMode", m_isQueueMode );
LuaEvents.GameDebug_AddValue(RELOAD_CACHE_ID, "prodQueue", prodQueue );
LuaEvents.GameDebug_AddValue(RELOAD_CACHE_ID, "isHidden", ContextPtr:IsHidden() );
end
-- ===========================================================================
-- ===========================================================================
function Resize()
--local contentSize = (m_maxProductionSize > m_maxPurchaseSize) and m_maxProductionSize or m_maxPurchaseSize;
--contentSize = contentSize + WINDOW_HEADER_Y;
--local w,h = UIManager:GetScreenSizeVal();
--local maxAllowable = h - Controls.Window:GetOffsetY() - TOPBAR_Y;
--local panelSizeY = (contentSize < maxAllowable) and contentSize or maxAllowable;
--Controls.Window:SetSizeY(panelSizeY);
--Controls.ProductionListScroll:SetSizeY(panelSizeY-Controls.WindowContent:GetOffsetY());
--Controls.PurchaseListScroll:SetSizeY(panelSizeY-Controls.WindowContent:GetOffsetY());
--Controls.DropShadow:SetSizeY(panelSizeY+100);
end
-- ===========================================================================
-- ===========================================================================
function CreateCorrectTabs()
local MAX_TAB_LABEL_WIDTH = 273;
local productionLabelX = Controls.ProductionTab:GetTextControl():GetSizeX();
local purchaseLabelX = Controls.PurchaseTab:GetTextControl():GetSizeX();
local purchaseFaithLabelX = Controls.PurchaseFaithTab:GetTextControl():GetSizeX();
local tabAnimControl;
local tabArrowControl;
local tabSizeX;
local tabSizeY;
Controls.ProductionTab:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
Controls.PurchaseTab:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
Controls.PurchaseFaithTab:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
Controls.MiniProductionTab:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
Controls.MiniPurchaseTab:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
Controls.MiniPurchaseFaithTab:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
Controls.MiniProductionTab:SetHide(true);
Controls.MiniPurchaseTab:SetHide(true);
Controls.MiniPurchaseFaithTab:SetHide(true);
Controls.ProductionTab:SetHide(true);
Controls.PurchaseTab:SetHide(true);
Controls.PurchaseFaithTab:SetHide(true);
Controls.MiniTabAnim:SetHide(true);
Controls.MiniTabArrow:SetHide(true);
Controls.TabAnim:SetHide(true);
Controls.TabArrow:SetHide(true);
local labelWidth = productionLabelX + purchaseLabelX;
if GameCapabilities.HasCapability("CAPABILITY_FAITH") then
labelWidth = labelWidth + purchaseFaithLabelX;
end
if(labelWidth > MAX_TAB_LABEL_WIDTH) then
tabSizeX = 44;
tabSizeY = 44;
Controls.MiniProductionTab:SetHide(false);
Controls.MiniPurchaseTab:SetHide(false);
Controls.MiniPurchaseFaithTab:SetHide(false);
Controls.MiniTabAnim:SetHide(false);
Controls.MiniTabArrow:SetHide(false);
m_productionTab = Controls.MiniProductionTab;
m_purchaseTab = Controls.MiniPurchaseTab;
m_faithTab = Controls.MiniPurchaseFaithTab;
tabAnimControl = Controls.MiniTabAnim;
tabArrowControl = Controls.MiniTabArrow;
else
tabSizeX = 42;
tabSizeY = 34;
Controls.ProductionTab:SetHide(false);
Controls.PurchaseTab:SetHide(false);
Controls.PurchaseFaithTab:SetHide(false);
Controls.TabAnim:SetHide(false);
Controls.TabArrow:SetHide(false);
m_productionTab = Controls.ProductionTab;
m_purchaseTab = Controls.PurchaseTab;
m_faithTab = Controls.PurchaseFaithTab;
tabAnimControl = Controls.TabAnim;
tabArrowControl = Controls.TabArrow;
end
m_tabs = CreateTabs( Controls.TabRow, tabSizeX, tabSizeY, 0xFF331D05 );
m_tabs.AddTab( m_productionTab, OnTabChangeProduction );
if GameCapabilities.HasCapability("CAPABILITY_GOLD") then
m_tabs.AddTab( m_purchaseTab, OnTabChangePurchase );
else
Controls.PurchaseTab:SetHide(true);
Controls.MiniPurchaseTab:SetHide(true);
end
if GameCapabilities.HasCapability("CAPABILITY_FAITH") then
m_tabs.AddTab( m_faithTab, OnTabChangePurchaseFaith );
else
Controls.MiniPurchaseFaithTab:SetHide(true);
Controls.PurchaseFaithTab:SetHide(true);
end
m_tabs.CenterAlignTabs(0);
m_tabs.SelectTab( m_productionTab );
m_tabs.AddAnimDeco(tabAnimControl, tabArrowControl);
end
--- =========================================================================================================
-- ====================================== PRODUCTION QUEUE MOD FUNCTIONS ===================================
--- =========================================================================================================
--- =======================================================================================================
-- === Production event handlers
--- =======================================================================================================
--- ===========================================================================
-- Fires when a city's current production changes
--- ===========================================================================
function OnCityProductionChanged(playerID:number, cityID:number)
Refresh();
end
function OnCityProductionUpdated( ownerPlayerID:number, cityID:number, eProductionType, eProductionObject)
if(ownerPlayerID ~= Game.GetLocalPlayer()) then return end
lastProductionCompletePerCity[cityID] = nil;
end
--- ===========================================================================
-- Fires when a city's production is completed
-- Note: This seems to sometimes fire more than once for a turn
--- ===========================================================================
function OnCityProductionCompleted(playerID, cityID, orderType, unitType, canceled, typeModifier)
if (playerID ~= Game.GetLocalPlayer()) then return end;
local pPlayer = Players[ playerID ];
if (pPlayer == nil) then return end;
local pCity = pPlayer:GetCities():FindID(cityID);
if (pCity == nil) then return end;
local currentTurn = Game.GetCurrentGameTurn();
-- Only one item can be produced per turn per city
if(lastProductionCompletePerCity[cityID] and lastProductionCompletePerCity[cityID] == currentTurn) then
return;
end
if(prodQueue[cityID] and prodQueue[cityID][1]) then
-- Check that the production is actually completed
local productionInfo = GetProductionInfoOfCity(pCity, prodQueue[cityID][1].entry.Hash);
local pDistricts = pCity:GetDistricts();
local pBuildings = pCity:GetBuildings();
local isComplete = false;
if(prodQueue[cityID][1].type == PRODUCTION_TYPE.BUILDING or prodQueue[cityID][1].type == PRODUCTION_TYPE.PLACED) then
if(GameInfo.Districts[prodQueue[cityID][1].entry.Hash] and pDistricts:HasDistrict(GameInfo.Districts[prodQueue[cityID][1].entry.Hash].Index, true)) then
isComplete = true;
elseif(GameInfo.Buildings[prodQueue[cityID][1].entry.Hash] and pBuildings:HasBuilding(GameInfo.Buildings[prodQueue[cityID][1].entry.Hash].Index)) then
isComplete = true;
elseif(productionInfo.PercentComplete >= 1) then
isComplete = true;
end
if(not isComplete) then
return;
end
end
-- PQ: Experimental
local productionType = prodQueue[cityID][1].type;
if(orderType == 0) then
if(productionType == PRODUCTION_TYPE.UNIT or productionType == PRODUCTION_TYPE.CORPS or productionType == PRODUCTION_TYPE.ARMY) then
if(GameInfo.Units[prodQueue[cityID][1].entry.Hash].Index == unitType) then
isComplete = true;
end
end
elseif(orderType == 1) then
-- Building/wonder
if(productionType == PRODUCTION_TYPE.BUILDING or productionType == PRODUCTION_TYPE.PLACED) then
local buildingInfo = GameInfo.Buildings[prodQueue[cityID][1].entry.Hash];
if(buildingInfo and buildingInfo.Index == unitType) then
isComplete = true;
end
end
-- Check if this building is in our queue at all
if(not isComplete and IsHashInQueue(pCity, GameInfo.Buildings[unitType].Hash)) then
local removeIndex = GetIndexOfHashInQueue(pCity, GameInfo.Buildings[unitType].Hash);
RemoveFromQueue(cityID, removeIndex, true);
if(removeIndex == 1) then
BuildFirstQueued(pCity);
else
Refresh(true);
end
SaveQueues();
return;
end
elseif(orderType == 2) then
-- District
if(productionType == PRODUCTION_TYPE.PLACED) then
local districtInfo = GameInfo.Districts[prodQueue[cityID][1].entry.Hash];
if(districtInfo and districtInfo.Index == unitType) then
isComplete = true;
end
end
elseif(orderType == 3) then
-- Project
if(productionType == PRODUCTION_TYPE.PROJECT) then
local projectInfo = GameInfo.Projects[prodQueue[cityID][1].entry.Hash];
if(projectInfo and projectInfo.Index == unitType) then
isComplete = true;
end
end
end
if(not isComplete) then
Refresh(true);
return;
end
table.remove(prodQueue[cityID], 1);
if(#prodQueue[cityID] > 0) then
BuildFirstQueued(pCity);
end
lastProductionCompletePerCity[cityID] = currentTurn;
SaveQueues();
end
end
--- =======================================================================================================
-- === Load/Save
--- =======================================================================================================
--- ==========================================================================
-- Updates the PlayerConfiguration with all ProductionQueue data
--- ==========================================================================
function SaveQueues()
PlayerConfigurations[Game.GetLocalPlayer()]:SetValue("ZenProductionQueue", DataDumper(prodQueue, "prodQueue"));
end
--- ==========================================================================
-- Loads ProductionQueue data from PlayerConfiguration, and populates the
-- queue with current production information if saved info not present
--- ==========================================================================
function LoadQueues()
local localPlayerID = Game.GetLocalPlayer();
if(PlayerConfigurations[localPlayerID]:GetValue("ZenProductionQueue") ~= nil) then
loadstring(PlayerConfigurations[localPlayerID]:GetValue("ZenProductionQueue"))();
end
if(not prodQueue) then
prodQueue = {};
end
local player = Players[localPlayerID];
local cities = player:GetCities();
for j, city in cities:Members() do
local cityID = city:GetID();
local buildQueue = city:GetBuildQueue();
local currentProductionHash = buildQueue:GetCurrentProductionTypeHash();
local plotID = -1;
if(not prodQueue[cityID]) then
prodQueue[cityID] = {};
end
if(not prodQueue[cityID][1] and currentProductionHash ~= 0) then
-- Determine the type of the item
local currentType = 0;
local productionInfo = GetProductionInfoOfCity(city, currentProductionHash);
productionInfo.Hash = currentProductionHash;
if(productionInfo.Type == "UNIT") then
currentType = buildQueue:GetCurrentProductionTypeModifier() + 2;
elseif(productionInfo.Type == "BUILDING") then
if(GameInfo.Buildings[currentProductionHash].MaxWorldInstances == 1) then
currentType = PRODUCTION_TYPE.PLACED;
local pCityBuildings :table = city:GetBuildings();
local kCityPlots :table = Map.GetCityPlots():GetPurchasedPlots( city );
if (kCityPlots ~= nil) then
for _,plot in pairs(kCityPlots) do
local kPlot:table = Map.GetPlotByIndex(plot);
local wonderType = kPlot:GetWonderType();
if(wonderType ~= -1 and GameInfo.Buildings[wonderType].BuildingType == GameInfo.Buildings[currentProductionHash].BuildingType) then
plotID = plot;
end
end
end
else
currentType = PRODUCTION_TYPE.BUILDING;
end
elseif(productionInfo.Type == "DISTRICT") then
currentType = PRODUCTION_TYPE.PLACED;
elseif(productionInfo.Type == "PROJECT") then
currentType = PRODUCTION_TYPE.PROJECT;
end
if(currentType == 0) then
print("Could not find production type for hash: " .. currentProductionHash);
end
prodQueue[cityID][1] = {
entry=productionInfo,
type=currentType,
plotID=plotID
}
elseif(currentProductionHash == 0) then
end
end
-- Populate our table for building prerequisites
for prereqRow in GameInfo.BuildingPrereqs() do
buildingPrereqs[prereqRow.Building] = 1;
end
for building in GameInfo.MutuallyExclusiveBuildings() do
mutuallyExclusiveBuildings[building.Building] = 1;
end
end
--- =======================================================================================================
-- === Queue information
--- =======================================================================================================
--- ===========================================================================
-- Checks if there is a specific building hash in a city's Production Queue
--- ===========================================================================
function IsBuildingInQueue(city, buildingHash)
local cityID = city:GetID();
if(prodQueue and #prodQueue[cityID] > 0) then
for _, qi in pairs(prodQueue[cityID]) do
if(qi.entry and qi.entry.Hash == buildingHash) then
if(qi.type == PRODUCTION_TYPE.BUILDING or qi.type == PRODUCTION_TYPE.PLACED) then
return true;
end
end
end
end
return false;
end
--- ===========================================================================
-- Checks if there is a specific wonder hash in all Production Queues
--- ===========================================================================
function IsWonderInQueue(wonderHash)
for _,city in pairs(prodQueue) do
for _, qi in pairs(city) do
if(qi.entry and qi.entry.Hash == wonderHash) then
if(qi.type == PRODUCTION_TYPE.PLACED) then
return true;
end
end
end
end
return false;
end
--- ===========================================================================
-- Checks if there is a specific hash in all Production Queues
--- ===========================================================================
function IsHashInAnyQueue(hash)
for _,city in pairs(prodQueue) do
for _, qi in pairs(city) do
if(qi.entry and qi.entry.Hash == hash) then
return true;
end
end
end
return false;
end
--- ===========================================================================
-- Checks if there is a specific item hash in a city's Production Queue
--- ===========================================================================
function IsHashInQueue(city, hash)
local cityID = city:GetID();
if(prodQueue and #prodQueue[cityID] > 0) then
for i, qi in pairs(prodQueue[cityID]) do
if(qi.entry and qi.entry.Hash == hash) then
return true;
end
end
end
return false;
end
--- ===========================================================================
-- Returns the first instance of a hash in a city's Production Queue
--- ===========================================================================
function GetIndexOfHashInQueue(city, hash)
local cityID = city:GetID();
if(prodQueue and #prodQueue[cityID] > 0) then
for i, qi in pairs(prodQueue[cityID]) do
if(qi.entry and qi.entry.Hash == hash) then
return i;
end
end
end
return nil;
end
--- ===========================================================================
-- Get the total number of districts (requiring population)
-- in a city's Production Queue still requiring placement
--- ===========================================================================
function GetNumDistrictsInCityQueue(city)
local numDistricts = 0;
local cityID = city:GetID();
local pBuildQueue = city:GetBuildQueue();
if(#prodQueue[cityID] > 0) then
for _,qi in pairs(prodQueue[cityID]) do
if(GameInfo.Districts[qi.entry.Hash] and GameInfo.Districts[qi.entry.Hash].RequiresPopulation) then
if (not pBuildQueue:HasBeenPlaced(qi.entry.Hash)) then
numDistricts = numDistricts + 1;
end
end
end
end
return numDistricts;
end
--- =============================================================================
-- [Doing it this way is ridiculous and hacky but I am tired; Please forgive me]
-- Checks the Production Queue for matching reserved plots
--- =============================================================================
GameInfo.Districts['DISTRICT_CITY_CENTER'].IsPlotValid = function(pCity, plotID)
local cityID = pCity:GetID();
if(#prodQueue[cityID] > 0) then
for j,item in ipairs(prodQueue[cityID]) do
if(item.plotID == plotID) then
return false;
end
end
end
return true;
end
--- =======================================================================================================
-- === Drag and Drop - Highlighting
--- =======================================================================================================
function HighlightActiveQueueItem_DropTarget( tTargetInstance:table )
local nTargetSlot :number = tTargetInstance and tTargetInstance.ButtonContainer.id or -1;
if( nTargetSlot ~= m_PrevDropTargetSlot) then
if ( m_PrevDropTargetSlot ~= -1 ) then
-- m_PrevDropTargetInstance.HoverArrow:SetShow( false );
m_PrevDropTargetInstance.Draggable:SetOffsetX(0);
end
if ( tTargetInstance ) then
-- tTargetInstance.HoverArrow:SetShow( true );
tTargetInstance.Draggable:SetOffsetX(-10);
end
m_PrevDropTargetSlot = nTargetSlot;
m_PrevDropTargetInstance = tTargetInstance;
end
end
--- =======================================================================================================
-- === Drag and Drop
--- =======================================================================================================
function GetCurrentDragTarget( tDraggedControl:table, index:number )
local tViableDragTargets :table = {}; -- also is its own map to get parent table from specific control.
local cityID = UI.GetHeadSelectedCity():GetID();
-- We now need to loop through the controls for each queue item to pass to the new Drag'n'Drop system
if(#m_queueIM.m_AllocatedInstances < 1) then
-- There are no queue instances... bail
else
for i,tQueueControl in ipairs(m_queueIM.m_AllocatedInstances[1].queueListIM.m_AllocatedInstances) do
if(i ~= index) then
tQueueControl.ButtonContainer.id = i;
tQueueControl.ButtonContainer.Instance = tQueueControl;
table.insert( tViableDragTargets, tQueueControl.ButtonContainer );
end
end
end
local tBestTarget :table = DragSupport_GetBestOverlappingControl( tDraggedControl, tViableDragTargets );
return tBestTarget;
end
--- ===========================================================================
-- Fires when picking up an item in the Production Queue
--- ===========================================================================
function OnDownInQueue( dragStruct:table, queueListing:table, index:number )
UI.PlaySound("Play_UI_Click");
HighlightActiveQueueItem_DropTarget(nil);
end
--- ===========================================================================
-- Fires when dragging an item in the Production Queue
--- ===========================================================================
function OnDragInQueue( dragStruct:table, queueListing:table, index:number )
local dragControl:table = dragStruct:GetControl();
local tAcceptableTarget :table = nil;
if dragControl then
tAcceptableTarget = GetCurrentDragTarget( dragControl, index );
tAcceptableTarget = tAcceptableTarget and tAcceptableTarget.Instance or nil;
end
HighlightActiveQueueItem_DropTarget( tAcceptableTarget );
end
--- ===========================================================================
-- Fires when dropping an item in the Production Queue
--- ===========================================================================
function OnDropInQueue( dragStruct:table, queueListing:table, index:number )
local dragControl:table = dragStruct:GetControl();
local tViableDragTargets :table = {};
local city = UI.GetHeadSelectedCity();
local cityID = city:GetID();
table.insert( tViableDragTargets, Controls.ProductionQueuePanel );
local tBest :table = DragSupport_GetBestOverlappingControl( dragControl, tViableDragTargets );
if(tBest ~= nil) then
local tTargetQueueItem :table = GetCurrentDragTarget(dragControl, index);
if(tTargetQueueItem ~= nil and index ~= tTargetQueueItem.id) then
-- If the target is valid, swap them
MoveQueueIndex(cityID, index, tTargetQueueItem.id);
dragControl:StopSnapBack();
if(index == 1 or tTargetQueueItem.id == 1) then
BuildFirstQueued(city);
else
Refresh(true);
end
elseif(not tTargetQueueItem or index == tTargetQueueItem.id) then
-- Dropped on itself, just abort
end
else
-- Dropped off the panel entirely; remove from queue
dragControl:StopSnapBack();
RemoveFromQueue(cityID, index);
BuildFirstQueued(city);
Refresh();
end
HighlightActiveQueueItem_DropTarget(nil);
UI.PlaySound("Main_Menu_Mouse_Over");
end
--- =======================================================================================================
-- === Queueing/Building
--- =======================================================================================================
--- ==========================================================================
-- Adds unit of given type to the Production Queue and builds it if requested
--- ==========================================================================
function QueueUnitOfType(city, unitEntry, unitType, skipToFront)
local cityID = city:GetID();
local index = 1;
if(not prodQueue[cityID]) then prodQueue[cityID] = {}; end
if(not skipToFront) then index = #prodQueue[cityID] + 1; end
table.insert(prodQueue[cityID], index, {
entry=unitEntry,
type=unitType,
plotID=-1
});
if(#prodQueue[cityID] == 1 or skipToFront) then
BuildFirstQueued(city);
else
Refresh(true);
end
UI.PlaySound("Confirm_Production");
end
--- ==========================================================================
-- Adds unit to the Production Queue and builds if requested
--- ==========================================================================
function QueueUnit(city, unitEntry, skipToFront)
QueueUnitOfType(city, unitEntry, PRODUCTION_TYPE.UNIT, skipToFront);
end
--- ==========================================================================
-- Adds corps to the Production Queue and builds if requested
--- ==========================================================================
function QueueUnitCorps(city, unitEntry, skipToFront)
QueueUnitOfType(city, unitEntry, PRODUCTION_TYPE.CORPS, skipToFront);
end
--- ==========================================================================
-- Adds army to the Production Queue and builds if requested
--- ==========================================================================
function QueueUnitArmy(city, unitEntry, skipToFront)
QueueUnitOfType(city, unitEntry, PRODUCTION_TYPE.ARMY, skipToFront);
end
--- ==========================================================================
-- Adds building to the Production Queue and builds if requested
--- ==========================================================================
function QueueBuilding(city, buildingEntry, skipToFront)
local building :table = GameInfo.Buildings[buildingEntry.Type];
local bNeedsPlacement :boolean = building.RequiresPlacement;
local pBuildQueue = city:GetBuildQueue();
if (pBuildQueue:HasBeenPlaced(buildingEntry.Hash)) then
bNeedsPlacement = false;
end
UI.SetInterfaceMode(InterfaceModeTypes.SELECTION);
if (bNeedsPlacement) then
local tParameters = {};
tParameters[CityOperationTypes.PARAM_BUILDING_TYPE] = buildingEntry.Hash;
tParameters[CityOperationTypes.PARAM_INSERT_MODE] = CityOperationTypes.VALUE_EXCLUSIVE;
UI.SetInterfaceMode(InterfaceModeTypes.BUILDING_PLACEMENT, tParameters);
else
local cityID = city:GetID();
local plotID = -1;
local buildingType = PRODUCTION_TYPE.BUILDING;
if(not prodQueue[cityID]) then
prodQueue[cityID] = {};
end
if(building.RequiresPlacement) then
local pCityBuildings :table = city:GetBuildings();
local kCityPlots :table = Map.GetCityPlots():GetPurchasedPlots( city );
if (kCityPlots ~= nil) then
for _,plot in pairs(kCityPlots) do
local kPlot:table = Map.GetPlotByIndex(plot);
local wonderType = kPlot:GetWonderType();
if(wonderType ~= -1 and GameInfo.Buildings[wonderType].BuildingType == building.BuildingType) then
plotID = plot;
buildingType = PRODUCTION_TYPE.PLACED;
end
end
end
end
table.insert(prodQueue[cityID], {
entry=buildingEntry,
type=buildingType,
plotID=plotID
});
if(skipToFront) then
if(MoveQueueIndex(cityID, #prodQueue[cityID], 1) ~= 0) then
Refresh(true);
else
BuildFirstQueued(city);
end
elseif(#prodQueue[cityID] == 1) then
BuildFirstQueued(city);
else
Refresh(true);
end
UI.PlaySound("Confirm_Production");
end
end
--- ==========================================================================
-- Adds district to the Production Queue and builds if requested
--- ==========================================================================
function QueueDistrict(city, districtEntry, skipToFront)
UI.SetInterfaceMode(InterfaceModeTypes.SELECTION);
local district :table = GameInfo.Districts[districtEntry.Type];
local bNeedsPlacement :boolean = district.RequiresPlacement;
local pBuildQueue :table = city:GetBuildQueue();
if (pBuildQueue:HasBeenPlaced(districtEntry.Hash)) then
bNeedsPlacement = false;
end
if (bNeedsPlacement) then
local tParameters = {};
tParameters[CityOperationTypes.PARAM_DISTRICT_TYPE] = districtEntry.Hash;
tParameters[CityOperationTypes.PARAM_INSERT_MODE] = CityOperationTypes.VALUE_EXCLUSIVE;
UI.SetInterfaceMode(InterfaceModeTypes.DISTRICT_PLACEMENT, tParameters);
else
local tParameters = {};
tParameters[CityOperationTypes.PARAM_DISTRICT_TYPE] = districtEntry.Hash;
tParameters[CityOperationTypes.PARAM_INSERT_MODE] = CityOperationTypes.VALUE_EXCLUSIVE;
local cityID = city:GetID();
if(not prodQueue[cityID]) then
prodQueue[cityID] = {};
end
local index = 1;
if(not skipToFront) then index = #prodQueue[cityID] + 1; end
table.insert(prodQueue[cityID], index, {
entry=districtEntry,
type=PRODUCTION_TYPE.PLACED,
plotID=-1,
tParameters=tParameters
});
if(#prodQueue[cityID] == 1 or skipToFront) then
BuildFirstQueued(city);
else
Refresh(true);
end
UI.PlaySound("Confirm_Production");
end
end
--- ==========================================================================
-- Adds project to the Production Queue and builds if requested
--- ==========================================================================
function QueueProject(city, projectEntry, skipToFront)
local cityID = city:GetID();
if(not prodQueue[cityID]) then
prodQueue[cityID] = {};
end
local index = 1;
if(not skipToFront) then index = #prodQueue[cityID] + 1; end
table.insert(prodQueue[cityID], index, {
entry=projectEntry,
type=PRODUCTION_TYPE.PROJECT,
plotID=-1
});
if(#prodQueue[cityID] == 1 or skipToFront) then
BuildFirstQueued(city);
else
Refresh(true);
end
UI.PlaySound("Confirm_Production");
end
--- ===========================================================================
-- Check if removing an index would result in an empty queue
--- ===========================================================================
function CanRemoveFromQueue(cityID, index)
local totalItemsToRemove = 1;
if(prodQueue[cityID] and #prodQueue[cityID] > 1 and prodQueue[cityID][index]) then
local destIndex = MoveQueueIndex(cityID, index, #prodQueue[cityID], true);
if(destIndex > 0) then
totalItemsToRemove = totalItemsToRemove + 1;
CanRemoveFromQueue(cityID, destIndex + 1);
end
end
if(totalItemsToRemove == #prodQueue[cityID]) then
return false;
else
return true;
end
end
--- ===========================================================================
-- Remove a specific index from a city's Production Queue
--- ===========================================================================
function RemoveFromQueue(cityID, index, force)
if(prodQueue[cityID] and (#prodQueue[cityID] > 1 or force) and prodQueue[cityID][index]) then
local destIndex = MoveQueueIndex(cityID, index, #prodQueue[cityID]);
if(destIndex > 0) then
-- There was a conflict
RemoveFromQueue(cityID, destIndex + 1);
table.remove(prodQueue[cityID], destIndex);
else
table.remove(prodQueue[cityID], #prodQueue[cityID]);
end
return true;
end
return false;
end
--- ==========================================================================
-- Directly requests the city to build a placed district/wonder using
-- tParameters provided from the StrategicView callback event
--- ==========================================================================
function BuildPlaced(city, tParameters)
-- Check if we still have enough population for a district we're about to place
local districtHash = tParameters[CityOperationTypes.PARAM_DISTRICT_TYPE];
if(districtHash) then
local pCityDistricts = city:GetDistricts();
local numDistricts = pCityDistricts:GetNumZonedDistrictsRequiringPopulation();
local numPossibleDistricts = pCityDistricts:GetNumAllowedDistrictsRequiringPopulation();
if(GameInfo.Districts[districtHash] and GameInfo.Districts[districtHash].RequiresPopulation and numDistricts <= numPossibleDistricts) then
if(GetNumDistrictsInCityQueue(city) + numDistricts > numPossibleDistricts) then
RemoveFromQueue(city:GetID(), 1);
BuildFirstQueued(city);
return;
end
end
end
CityManager.RequestOperation(city, CityOperationTypes.BUILD, tParameters);
end
--- ==========================================================================
-- Builds the first item in the Production Queue
--- ==========================================================================
function BuildFirstQueued(pCity)
local cityID = pCity:GetID();
if(prodQueue[cityID][1]) then
if(prodQueue[cityID][1].type == PRODUCTION_TYPE.BUILDING) then
BuildBuilding(pCity, prodQueue[cityID][1].entry);
elseif(prodQueue[cityID][1].type == PRODUCTION_TYPE.UNIT) then
BuildUnit(pCity, prodQueue[cityID][1].entry);
elseif(prodQueue[cityID][1].type == PRODUCTION_TYPE.ARMY) then
BuildUnitArmy(pCity, prodQueue[cityID][1].entry);
elseif(prodQueue[cityID][1].type == PRODUCTION_TYPE.CORPS) then
BuildUnitCorps(pCity, prodQueue[cityID][1].entry);
elseif(prodQueue[cityID][1].type == PRODUCTION_TYPE.PLACED) then
if(not prodQueue[cityID][1].tParameters) then
if(GameInfo.Buildings[prodQueue[cityID][1].entry.Hash]) then
BuildBuilding(pCity, prodQueue[cityID][1].entry);
else
ZoneDistrict(pCity, prodQueue[cityID][1].entry);
end
else
BuildPlaced(pCity, prodQueue[cityID][1].tParameters);
end
elseif(prodQueue[cityID][1].type == PRODUCTION_TYPE.PROJECT) then
AdvanceProject(pCity, prodQueue[cityID][1].entry);
end
else
Refresh(true);
end
end
--- ============================================================================
-- Lua Event
-- This is fired when a district or wonder plot has been selected and confirmed
--- ============================================================================
function OnStrategicViewMapPlacementProductionClose(tProductionQueueParameters)
local cityID = tProductionQueueParameters.pSelectedCity:GetID();
local entry = GetProductionInfoOfCity(tProductionQueueParameters.pSelectedCity, tProductionQueueParameters.buildingHash);
entry.Hash = tProductionQueueParameters.buildingHash;
if(not prodQueue[cityID]) then prodQueue[cityID] = {}; end
local index = 1;
if(not nextDistrictSkipToFront) then index = #prodQueue[cityID] + 1; end
table.insert(prodQueue[cityID], index, {
entry=entry,
type=PRODUCTION_TYPE.PLACED,
plotID=tProductionQueueParameters.plotId,
tParameters=tProductionQueueParameters.tParameters
});
if(nextDistrictSkipToFront or #prodQueue[cityID] == 1) then BuildFirstQueued(tProductionQueueParameters.pSelectedCity); end
Refresh(true);
UI.PlaySound("Confirm_Production");
end
--- ===========================================================================
-- Move a city's queue item from one index to another
--- ===========================================================================
function MoveQueueIndex(cityID, sourceIndex, destIndex, noMove)
local direction = -1;
local actualDest = 0;
local sourceInfo = prodQueue[cityID][sourceIndex];
if(sourceIndex < destIndex) then direction = 1; end
for i=sourceIndex, math.max(destIndex-direction, 1), direction do
-- Each time we swap, we need to check that there isn't a prereq that would break
if(sourceInfo.type == PRODUCTION_TYPE.BUILDING and prodQueue[cityID][i+direction].type == PRODUCTION_TYPE.PLACED) then
local buildingInfo = GameInfo.Buildings[sourceInfo.entry.Hash];
if(buildingInfo and buildingInfo.PrereqDistrict) then
local districtInfo = GameInfo.Districts[prodQueue[cityID][i+direction].entry.Hash];
if(districtInfo and (districtInfo.DistrictType == buildingInfo.PrereqDistrict or (GameInfo.DistrictReplaces[prodQueue[cityID][i+direction].entry.Hash] and GameInfo.DistrictReplaces[prodQueue[cityID][i+direction].entry.Hash].ReplacesDistrictType == buildingInfo.PrereqDistrict))) then
actualDest = i;
break;
end
end
elseif(sourceInfo.type == PRODUCTION_TYPE.PLACED and prodQueue[cityID][i+direction].type == PRODUCTION_TYPE.BUILDING) then
local buildingInfo = GameInfo.Buildings[prodQueue[cityID][i+direction].entry.Hash];
local districtInfo = GameInfo.Districts[sourceInfo.entry.Hash];
if(buildingInfo and buildingInfo.PrereqDistrict) then
if(districtInfo and (districtInfo.DistrictType == buildingInfo.PrereqDistrict or (GameInfo.DistrictReplaces[sourceInfo.entry.Hash] and GameInfo.DistrictReplaces[sourceInfo.entry.Hash].ReplacesDistrictType == buildingInfo.PrereqDistrict))) then
actualDest = i;
break;
end
end
elseif(sourceInfo.type == PRODUCTION_TYPE.BUILDING and prodQueue[cityID][i+direction].type == PRODUCTION_TYPE.BUILDING) then
local destInfo = GameInfo.Buildings[prodQueue[cityID][i+direction].entry.Hash];
local sourceBuildingInfo = GameInfo.Buildings[sourceInfo.entry.Hash];
if(GameInfo.BuildingReplaces[destInfo.BuildingType]) then
destInfo = GameInfo.Buildings[GameInfo.BuildingReplaces[destInfo.BuildingType].ReplacesBuildingType];
end
if(GameInfo.BuildingReplaces[sourceBuildingInfo.BuildingType]) then
sourceBuildingInfo = GameInfo.Buildings[GameInfo.BuildingReplaces[sourceBuildingInfo.BuildingType].ReplacesBuildingType];
end
local halt = false;
for prereqRow in GameInfo.BuildingPrereqs() do
if(prereqRow.Building == sourceBuildingInfo.BuildingType) then
if(destInfo.BuildingType == prereqRow.PrereqBuilding) then
halt = true;
actualDest = i;
break;
end
end
if(prereqRow.PrereqBuilding == sourceBuildingInfo.BuildingType) then
if(destInfo.BuildingType == prereqRow.Building) then
halt = true;
actualDest = i;
break;
end
end
end
if(halt == true) then break; end
end
if(not noMove) then
prodQueue[cityID][i], prodQueue[cityID][i+direction] = prodQueue[cityID][i+direction], prodQueue[cityID][i];
end
end
return actualDest;
end
--- ===========================================================================
-- Check the entire queue for mandatory item upgrades
--- ===========================================================================
function CheckAndReplaceAllQueuesForUpgrades()
local localPlayerId:number = Game.GetLocalPlayer();
local player = Players[localPlayerId];
if(player == nil) then
return;
end
local cities = player:GetCities();
for j, city in cities:Members() do
CheckAndReplaceQueueForUpgrades(city);
end
end
--- ===========================================================================
-- Check a city's queue for items that must be upgraded or removed
-- as per tech/civic knowledge
--- ===========================================================================
function CheckAndReplaceQueueForUpgrades(city)
local playerID = Game.GetLocalPlayer();
local pPlayer = Players[playerID];
local pTech = pPlayer:GetTechs();
local pCulture = pPlayer:GetCulture();
local buildQueue = city:GetBuildQueue();
local cityID = city:GetID();
local pBuildings = city:GetBuildings();
local civTypeName = PlayerConfigurations[playerID]:GetCivilizationTypeName();
local removeUnits = {};
if(not prodQueue[cityID]) then prodQueue[cityID] = {} end
for i, qi in pairs(prodQueue[cityID]) do
if(qi.type == PRODUCTION_TYPE.UNIT or qi.type == PRODUCTION_TYPE.CORPS or qi.type == PRODUCTION_TYPE.ARMY) then
local unitUpgrades = GameInfo.UnitUpgrades[qi.entry.Hash];
if(unitUpgrades) then
local upgradeUnit = GameInfo.Units[unitUpgrades.UpgradeUnit];
-- Check for unique units
for unitReplaces in GameInfo.UnitReplaces() do
if(unitReplaces.ReplacesUnitType == unitUpgrades.UpgradeUnit) then
local match = false;
for civTraits in GameInfo.CivilizationTraits() do
if(civTraits.TraitType == "TRAIT_CIVILIZATION_" .. unitReplaces.CivUniqueUnitType and civTraits.CivilizationType == civTypeName) then
upgradeUnit = GameInfo.Units[unitReplaces.CivUniqueUnitType];
match = true;
break;
end
end
if(match) then break; end
end
end
if(upgradeUnit) then
local canUpgrade = true;
if(upgradeUnit.PrereqTech and not pTech:HasTech(GameInfo.Technologies[upgradeUnit.PrereqTech].Index)) then
canUpgrade = false;
end
if(upgradeUnit.PrereqCivic and not pCulture:HasCivic(GameInfo.Civics[upgradeUnit.PrereqCivic].Index)) then
canUpgrade = false;
end
local canBuildNewUnit = buildQueue:CanProduce( upgradeUnit.Hash, false, true );
-- Only auto replace if we CAN'T queue the old unit
if(not buildQueue:CanProduce( qi.entry.Hash, true ) and canUpgrade and canBuildNewUnit) then
local isCanProduceExclusion, results = buildQueue:CanProduce( upgradeUnit.Hash, false, true );
local isDisabled :boolean = not isCanProduceExclusion;
local sAllReasons :string = ComposeFailureReasonStrings( isDisabled, results );
local sToolTip :string = ToolTipHelper.GetUnitToolTip( upgradeUnit.Hash ) .. sAllReasons;
local nProductionCost :number = buildQueue:GetUnitCost( upgradeUnit.Index );
local nProductionProgress :number = buildQueue:GetUnitProgress( upgradeUnit.Index );
sToolTip = sToolTip .. ComposeProductionCostString( nProductionProgress, nProductionCost );
prodQueue[cityID][i].entry = {
Type = upgradeUnit.UnitType,
Name = upgradeUnit.Name,
ToolTip = sToolTip,
Hash = upgradeUnit.Hash,
Kind = upgradeUnit.Kind,
TurnsLeft = buildQueue:GetTurnsLeft( upgradeUnit.Hash ),
Disabled = isDisabled,
Civilian = upgradeUnit.FormationClass == "FORMATION_CLASS_CIVILIAN",
Cost = nProductionCost,
Progress = nProductionProgress,
Corps = false,
CorpsCost = 0,
CorpsTurnsLeft = 1,
CorpsTooltip = "",
CorpsName = "",
Army = false,
ArmyCost = 0,
ArmyTurnsLeft = 1,
ArmyTooltip = "",
ArmyName = ""
};
if results ~= nil then
if results[CityOperationResults.CAN_TRAIN_CORPS] then
kUnit.Corps = true;
kUnit.CorpsCost = buildQueue:GetUnitCorpsCost( upgradeUnit.Index );
kUnit.CorpsTurnsLeft = buildQueue:GetTurnsLeft( upgradeUnit.Hash, MilitaryFormationTypes.CORPS_MILITARY_FORMATION );
kUnit.CorpsTooltip, kUnit.CorpsName = ComposeUnitCorpsStrings( upgradeUnit.Name, upgradeUnit.Domain, nProductionProgress, kUnit.CorpsCost );
end
if results[CityOperationResults.CAN_TRAIN_ARMY] then
kUnit.Army = true;
kUnit.ArmyCost = buildQueue:GetUnitArmyCost( upgradeUnit.Index );
kUnit.ArmyTurnsLeft = buildQueue:GetTurnsLeft( upgradeUnit.Hash, MilitaryFormationTypes.ARMY_MILITARY_FORMATION );
kUnit.ArmyTooltip, kUnit.ArmyName = ComposeUnitArmyStrings( upgradeUnit.Name, upgradeUnit.Domain, nProductionProgress, kUnit.ArmyCost );
end
end
elseif(canUpgrade and not canBuildNewUnit) then
-- Can't build the old or new unit. Probably missing a resource. Remove from queue.
table.insert(removeUnits, i);
end
end
else
local canBuildUnit = buildQueue:CanProduce( qi.entry.Hash, false, true );
if(not canBuildUnit) then
table.insert(removeUnits, i);
end
end
elseif(qi.type == PRODUCTION_TYPE.BUILDING or qi.type == PRODUCTION_TYPE.PLACED) then
if(qi.entry.Repair == true and GameInfo.Buildings[qi.entry.Hash]) then
local isPillaged = pBuildings:IsPillaged(GameInfo.Buildings[qi.entry.Hash].Index);
if(not isPillaged) then
-- Repair complete, remove from queue
table.insert(removeUnits, i);
end
end
-- Check if a queued wonder is still available
if(GameInfo.Buildings[qi.entry.Hash] and GameInfo.Buildings[qi.entry.Hash].MaxWorldInstances == 1) then
if(not buildQueue:CanProduce(qi.entry.Hash, true)) then
table.insert(removeUnits, i);
elseif(not IsCityPlotValidForWonderPlacement(city, qi.plotID, GameInfo.Buildings[qi.entry.Hash]) and not buildQueue:HasBeenPlaced(qi.entry.Hash)) then
table.insert(removeUnits, i);
end
end
end
end
if(#removeUnits > 0) then
for i=#removeUnits, 1, -1 do
local success = RemoveFromQueue(cityID, removeUnits[i]);
if(success and removeUnits[i] == 1) then
BuildFirstQueued(city);
end
end
end
end
function IsCityPlotValidForWonderPlacement(city, plotID, wonder)
if(not plotID or plotID == -1) then return true end
if Map.GetPlotByIndex(plotID):CanHaveWonder(wonder.Index, city:GetOwner(), city:GetID()) then
return true;
else
return false;
end
end
--- =======================================================================================================
-- === UI handling
--- =======================================================================================================
--- ==========================================================================
-- Resize the Production Queue window to fit the items
--- ==========================================================================
function ResizeQueueWindow()
Controls.QueueWindow:SetSizeY(1);
local windowHeight = math.min(math.max(#prodQueue[UI.GetHeadSelectedCity():GetID()] * 32 + 38, 70), screenHeight-300);
Controls.QueueWindow:SetSizeY(windowHeight);
Controls.ProductionQueueListScroll:SetSizeY(windowHeight-38);
Controls.ProductionQueueListScroll:CalculateSize();
end
--- ==========================================================================
-- Slide-in/hide the Production Queue panel
--- ==========================================================================
function CloseQueueWindow()
Controls.QueueSlideIn:Reverse();
Controls.QueueWindowToggleDirection:SetText("<");
end
--- ==========================================================================
-- Slide-out/show the Production Queue panel
--- ==========================================================================
function OpenQueueWindow()
Controls.QueueSlideIn:SetToBeginning();
Controls.QueueSlideIn:Play();
Controls.QueueWindowToggleDirection:SetText(">");
end
--- ==========================================================================
-- Toggle the visibility of the Production Queue panel
--- ==========================================================================
function ToggleQueueWindow()
showStandaloneQueueWindow = not showStandaloneQueueWindow;
if(showStandaloneQueueWindow) then
OpenQueueWindow();
else
CloseQueueWindow();
end
end
--- ===============================================================================
-- Control Event
-- Fires when the production panel has finished fading in
-- Use this to, if it is toggled off, delay showing the Production Queue panel
-- (and therefore toggle tab) unitl after the production panel is there to
-- cover it up
--- ===============================================================================
function OnPanelFadeInComplete()
if(not showStandaloneQueueWindow) then
Controls.QueueAlphaIn:Play();
end
end
--- ===========================================================================
-- Recenter the camera over the selected city
-- This is here for the sake of middle mouse clicking on a production item
-- which ordinarily recenters the map to the cursor position
--- ===========================================================================
function RecenterCameraToSelectedCity()
local kCity:table = UI.GetHeadSelectedCity();
UI.LookAtPlot( kCity:GetX(), kCity:GetY() );
end
function ResetSelectedCityQueue()
local selectedCity = UI.GetHeadSelectedCity();
if(not selectedCity) then return end
local cityID = selectedCity:GetID();
if(not cityID) then return end
local buildQueue = selectedCity:GetBuildQueue();
local currentProductionHash = buildQueue:GetCurrentProductionTypeHash();
local plotID = -1;
if(prodQueue[cityID]) then prodQueue[cityID] = {}; end
if(currentProductionHash ~= 0) then
-- Determine the type of the item
local currentType = 0;
local productionInfo = GetProductionInfoOfCity(selectedCity, currentProductionHash);
productionInfo.Hash = currentProductionHash;
if(productionInfo.Type == "UNIT") then
currentType = buildQueue:GetCurrentProductionTypeModifier() + 2;
elseif(productionInfo.Type == "BUILDING") then
if(GameInfo.Buildings[currentProductionHash].MaxWorldInstances == 1) then
currentType = PRODUCTION_TYPE.PLACED;
local pCityBuildings :table = selectedCity:GetBuildings();
local kCityPlots :table = Map.GetCityPlots():GetPurchasedPlots( selectedCity );
if (kCityPlots ~= nil) then
for _,plot in pairs(kCityPlots) do
local kPlot:table = Map.GetPlotByIndex(plot);
local wonderType = kPlot:GetWonderType();
if(wonderType ~= -1 and GameInfo.Buildings[wonderType].BuildingType == GameInfo.Buildings[currentProductionHash].BuildingType) then
plotID = plot;
end
end
end
else
currentType = PRODUCTION_TYPE.BUILDING;
end
elseif(productionInfo.Type == "DISTRICT") then
currentType = PRODUCTION_TYPE.PLACED;
elseif(productionInfo.Type == "PROJECT") then
currentType = PRODUCTION_TYPE.PROJECT;
end
if(currentType == 0) then
print("Could not find production type for hash: " .. currentProductionHash);
end
prodQueue[cityID][1] = {
entry=productionInfo,
type=currentType,
plotID=plotID
}
end
Refresh();
end
--- =========================================================================================================
--- =========================================================================================================
--- =========================================================================================================
--- =========================================================================================================
-- ============================================= MODULE INITIALIZATION =====================================
--- =========================================================================================================
function Initialize()
LoadQueues();
Controls.PauseCollapseList:Stop();
Controls.PauseDismissWindow:Stop();
CreateCorrectTabs();
Resize();
-- ===== Event listeners =====
Controls.CloseButton:RegisterCallback(Mouse.eLClick, OnClose);
Controls.CloseButton:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
Controls.PauseCollapseList:RegisterEndCallback( OnCollapseTheList );
Controls.PauseDismissWindow:RegisterEndCallback( OnHide );
Controls.QueueWindowToggle:RegisterCallback(Mouse.eLClick, ToggleQueueWindow);
Controls.AlphaIn:RegisterEndCallback( OnPanelFadeInComplete )
Controls.ProductionTabSelected:SetSpeed(100);
Controls.QueueWindowReset:RegisterCallback(Mouse.eLClick, ResetSelectedCityQueue);
ContextPtr:SetInitHandler( OnInit );
ContextPtr:SetInputHandler( OnInputHandler, true );
ContextPtr:SetShutdown( OnShutdown );
Events.CitySelectionChanged.Add( OnCitySelectionChanged );
Events.InterfaceModeChanged.Add( OnInterfaceModeChanged );
Events.UnitSelectionChanged.Add( OnUnitSelectionChanged );
Events.LocalPlayerChanged.Add( OnLocalPlayerChanged );
Events.PlayerTurnActivated.Add( OnPlayerTurnActivated );
LuaEvents.CityBannerManager_ProductionToggle.Add( OnCityBannerManagerProductionToggle );
LuaEvents.CityPanel_ChooseProduction.Add( OnCityPanelChooseProduction );
LuaEvents.CityPanel_ChoosePurchase.Add( OnCityPanelChoosePurchase );
LuaEvents.CityPanel_ProductionClose.Add( OnProductionClose );
LuaEvents.CityPanel_ProductionOpen.Add( OnCityPanelProductionOpen );
LuaEvents.CityPanel_PurchaseGoldOpen.Add( OnCityPanelPurchaseGoldOpen );
LuaEvents.CityPanel_PurchaseFaithOpen.Add( OnCityPanelPurchaseFaithOpen );
LuaEvents.CityPanel_ProductionOpenForQueue.Add( OnProductionOpenForQueue );
LuaEvents.CityPanel_PurchasePlot.Add( OnCityPanelPurchasePlot );
LuaEvents.GameDebug_Return.Add( OnGameDebugReturn );
LuaEvents.NotificationPanel_ChooseProduction.Add( OnNotificationPanelChooseProduction );
LuaEvents.StrageticView_MapPlacement_ProductionOpen.Add( OnStrategicViewMapPlacementProductionOpen );
LuaEvents.StrageticView_MapPlacement_ProductionClose.Add( OnStrategicViewMapPlacementProductionClose );
LuaEvents.Tutorial_ProductionOpen.Add( OnTutorialProductionOpen );
Events.CityProductionChanged.Add( OnCityProductionChanged );
Events.CityProductionCompleted.Add(OnCityProductionCompleted);
Events.CityProductionUpdated.Add(OnCityProductionUpdated);
Events.CityMadePurchase.Add(Refresh);
end
Initialize();
end |
--[[--ldoc desc
@module ClockCountDown
@author JrueZhu
Date 2018-11-01 19:21:54
Last Modified by JrueZhu
Last Modified time 2018-11-01 20:43:47
]]
local ClockCountDown = class("ClockCountDown", function()
local layout = ccui.Layout:create();
layout:setLayoutType(ccui.LayoutType.RELATIVE)
return layout;
end)
local clockBgPath = "Images/JrueZhu/countdown_bg.png";
local clockProgressPath = "Images/JrueZhu/countdown_green.png";
local mkproperty = function(getFun, setFun)
local instance = {property = true}
instance.get = getFun
instance.set = setFun
setmetatable(instance, {__newIndex = function()
error()
end})
return instance;
end
local function setPeerSemetable(object)
local peer = tolua.getpeer(object)
local mt = getmetatable(peer)
local __index = mt.__index
mt.__index = function(_, k)
if type(ClockCountDown[k]) == "table" and ClockCountDown[k].property == true then
return ClockCountDown[k].get(object)
elseif __index then
if type(__index) == "table" then
return __index[k]
elseif type(__index) == "function" then
return __index(_, k)
end
end
end
mt.__newindex = function(_, k, v)
if type(ClockCountDown[k]) == "table" and ClockCountDown[k].property == true then
return ClockCountDown[k].set(object, k, v)
else
rawset(_, k, v)
end
end
end
ClockCountDown.timer = mkproperty(function(self)
return self.timeData.timer;
end, function ( self, _, value )
self:updateView({timer = value});
end)
function ClockCountDown:ctor(data)
setPeerSemetable(self);
self.timeData = {
timer = 60;
}
self:updateView(data);
local entry;
local function update(dt)
if self.timeData.timer > 0 then
self.timeData.timer = self.timeData.timer - dt;
local numLabel = self:getChildByTag(3);
numLabel:setString(tostring(self.timeData.timer))
else
cc.Director:getInstance():getScheduler():unscheduleScriptEntry(entry);
if self.listener then
self.listener();
end
end
end
entry = cc.Director:getInstance():getScheduler():scheduleScriptFunc(update, 1, false)
end
function ClockCountDown:setTimeEndListener(func)
self.listener = func;
end
local function checkLegalData(self, data)
if data then
if data.timer and type(data.timer) ~= "number" then
error("传入的时间参数不合法!!!")
else
self.timeData.timer = data.timer;
end
end
end
function ClockCountDown:updateView(data)
checkLegalData(self, data);
local countDownBg = cc.Sprite:create(clockBgPath);
countDownBg:setAnchorPoint(0.5, 0.5);
self:addChild(countDownBg, 0, 1);
local clockProgress = self:getChildByTag(2);
if clockProgress then
local to = cc.ProgressTo:create(data.timer, 0);
clockProgress:runAction(cc.RepeatForever:create(to));
else
local progressImg = cc.Sprite:create(clockProgressPath);
clockProgress = cc.ProgressTimer:create(progressImg);
clockProgress:setPercentage(100);
clockProgress:setReverseProgress(true);
local to = cc.ProgressTo:create(data.timer, 0);
clockProgress:setType(cc.PROGRESS_TIMER_TYPE_RADIAL);
clockProgress:runAction(cc.RepeatForever:create(to));
clockProgress:setAnchorPoint(0.5, 0.5);
self:addChild(clockProgress, 0, 2);
end
local numLabel = self:getChildByTag(3);
if numLabel then
numLabel:setString(tostring(data.timer));
else
numLabel = cc.Label:createWithSystemFont(tostring(data.timer), "Arial", 35);
numLabel:setAnchorPoint(0.5, 0.5);
self:addChild(numLabel, 0, 3)
end
end
return ClockCountDown; |
--- the moduler to builder the raw tags.
-- @author [Alejandro Baez](https://keybase.io/baez)
-- @copyright 2014-2016
-- @licence MIT (see LICENSE)
-- @module raw
local _CTAGS = _USERHOME .. "/modules/rust/ctags.rust"
--- gets project name from **pwd** or from vcs root.
-- @function get_project_name
-- @return project_name, project_full_path
local function get_project_name()
local check = io.open("../Cargo.toml") ~= nil and
(buffer.filename or ''):match('^(.+)%/.+]') or
io.get_project_root()
return check and check:match('^.+%/(%w+)') or nil, check
end
--- converts ctags.rust into correct formatting for use.
-- @function parse_ctags
-- @param f the path of the ctags.rust file.
local function parse_ctags(f)
local ctag_options = ""
for line in io.input(f):lines("*l") do
local _, cut = line:find("regex.Rust.")
if cut then
ctag_options = string.format("%s %s'%s'", ctag_options,
line:sub(1,cut), line:sub(cut+1))
else
ctag_options = string.format("%s %s", ctag_options, line)
end
end
return ctag_options
end
--- builds raw tag for use with api/tags modules.
-- @param project_full_path see @{api.build}.
local function build(project_full_path)
os.execute(string.format(
"ctags -f %s %s --languages=Rust -R --rust-kinds=-c-d-T %s/*",
project_full_path .. "/tags",
parse_ctags(_CTAGS),
project_full_path
), 'w')
return project_full_path .. "/tags"
end
return {
build = build,
get_project_name = get_project_name
}
|
addEvent("admin:setClipboardText", true)
addEventHandler("admin:setClipboardText", resourceRoot, function(data)
setClipboard(tostring(data))
end) |
require "/scripts/dpxObject.lua"
function init()
object.setInteractive(true)
dpx.init()
storage.pixels = storage.pixels or 0
end
function update(dt)
-- Request power
if storage.dpx < dpx.maxStore then -- ensure we dont just eat power
for id, node in pairs(self.dpxInputConnections) do
dpx.sendRequest(id, node, dpx.ALL) -- draw 5 dPx
end
end
-- Attempt to generate pixels & update animation state
if storage.dpx >= config.getParameter("dpxPixelRatio") then
storage.dpx = storage.dpx - config.getParameter("dpxPixelRatio")
storage.pixels = storage.pixels + 1
animator.setAnimationState("crankState", "active")
else
animator.setAnimationState("crankState", "idle")
end
end
function onInteraction(args)
if storage.pixels > 0 then
world.spawnItem({name="money", count=storage.pixels}, entity.position())
storage.pixels = 0
else
animator.playSound("error")
end
end |
-- internationalization boilerplate
local MP = minetest.get_modpath(minetest.get_current_modname())
local S, NS = dofile(MP.."/intllib.lua")
-- A convenienence function that attempts to do a generic crafting operation.
-- "request_stack" is an item stack that it is assumed the player has removed from a set of possible outputs, it is assumed that the contents of request_stack will be added to the destination inventory as a result of an existing inventory transfer and it will be deducted from the craft result.
-- source_inv, source_listname are where the raw materials will be taken from
-- destination_inv, destination_listname are where the crafting outputs will be placed.
-- player_or_pos is either a player object or a pos table. This is used for logging purposes and as a place to put output in the event that destination_inv can't hold it all.
simplecrafting_lib.craft_stack = function(crafting_type, request_stack, source_inv, source_listname, destination_inv, destination_listname, player_or_pos)
local player
local pos
if type(player_or_pos) == "userdata" then
player = player_or_pos
elseif type(player_or_pos) == "table" then
pos = player_or_pos
end
local craft_result = simplecrafting_lib.get_crafting_result(crafting_type, source_inv:get_list(source_listname), request_stack)
if craft_result then
if simplecrafting_lib.remove_items(source_inv, source_listname, craft_result.input) then
-- We've successfully paid for this craft's output.
-- log it
if player then
minetest.log("action", player:get_player_name() .. " crafts " .. craft_result.output:to_string())
elseif pos then
minetest.log("action", craft_result.output:to_string() .. " was crafted at " .. minetest.pos_to_string(pos))
else
minetest.log("action", craft_result.output:to_string() .. "was crafted somewhere by someone.")
end
local total_output = simplecrafting_lib.count_list_add(
-- subtract the amount of output that the player's getting anyway (due to having taken it from the inventory of outputs)
{[craft_result.output:get_name()]=craft_result.output:get_count() - request_stack:get_count()},
craft_result.returns)
-- stuff the output in the target inventory, or the player's inventory if it doesn't fit, finally dropping anything that doesn't fit at the player's location
local leftover = simplecrafting_lib.add_items(destination_inv, destination_listname, total_output)
simplecrafting_lib.execute_post_craft(crafting_type, craft_result, request_stack, source_inv, source_listname, destination_inv, destination_listname)
if player then
leftover = simplecrafting_lib.add_items(player:get_inventory(), "main", leftover)
simplecrafting_lib.drop_items(player:getpos(), leftover)
elseif pos then
simplecrafting_lib.drop_items(pos, leftover)
else
local still_has_leftovers = false
for item, count in pairs(leftover) do
still_has_leftovers = true
break
end
if still_has_leftovers then
minetest.log("error", "After crafting " .. craft_result.output:to_string() ..
" some output items could not be placed into an inventory or dropped in world, and were lost.")
end
end
return true
end
end
return false
end |
ItemConfig["banana"] = {
name = "Banana",
type = "usable",
category = "Grocery",
price = 3,
interactions = {
use = {
use_label = "Eat",
sound = "sounds/eat.wav",
animation = { name = "DRINKING" },
event = "EatBanana"
},
},
modelid = 1622,
max_use = 3,
max_carry = 2,
attachment = {
x = -6,
y = 4,
z = -1,
rx = -64,
ry = 1,
rz = 0,
bone = "hand_r"
}
}
|
local IncarnateBuffs = {
INCARNATE_S = {
FireCursed = "INF_NECROFIRE",
FrozenBlessed = "INF_BLESSED_ICE",
PoisonCursed = "INF_ACID",
ElectrifiedCursed = "INF_CURSED_ELECTRIC",
Electrified = "INF_ELECTRIC",
Fire = "INF_FIRE",
Poison = "INF_POISON",
Oil = "INF_OIL",
Blood = "INF_BLOOD",
Water = "INF_WATER",
},
INCARNATE_G = {
FireCursed = "INF_NECROFIRE_G",
FrozenBlessed = "INF_BLESSED_ICE_G",
PoisonCursed = "INF_ACID_G",
ElectrifiedCursed = "INF_CURSED_ELECTRIC_G",
Electrified = "INF_ELECTRIC_G",
Fire = "INF_FIRE_G",
Poison = "INF_POISON_G",
Oil = "INF_OIL_G",
Blood = "INF_BLOOD_G",
Water = "INF_WATER_G",
}
}
local function ApplyIncarnateElementalBuff(summon, owner)
local surface = GetSurfaceGroundAt(summon) or "SurfaceNone"
local cloud = GetSurfaceCloudAt(summon) or "SurfaceNone"
if surface == "SurfaceNone" and cloud == "SurfaceNone" then
return false
end
for tag,surfaceNames in pairs(IncarnateBuffs) do
if IsTagged(summon, tag) == 1 then
-- Prioritize ground surfaces
for surfaceCheck,status in pairs(surfaceNames) do
if string.find(surface, surfaceCheck) then
ApplyStatus(summon, status, -1.0, 0, owner)
return true
end
end
-- Fallback to cloud checks
for surfaceCheck,status in pairs(surfaceNames) do
if string.find(cloud, surfaceCheck) then
ApplyStatus(summon, status, -1.0, 0, owner)
return true
end
end
end
end
return false
end
function SetIncarnateSurfaceBuff(summon, owner)
ApplyStatus(summon, "LLENEMY_INF_RANGED", -1.0, 0, owner)
ApplyStatus(summon, "LLENEMY_INF_POWER", -1.0, 0, owner)
if IsTagged(owner, "LLENEMY_Duplicant") == 1 then
ApplyStatus(summon, "INF_SHADOW", -1.0, 0, owner)
end
ApplyIncarnateElementalBuff(summon, owner)
end
function ModifySummoningAbility(uuid)
-- For allowing them to summon an Incarnate Champion
if CharacterGetAbility(uuid, "Summoning") < 10 and (IsBoss(uuid) == 1 or CharacterGetLevel(uuid) >= 12) then
CharacterAddAbility(uuid, "Summoning", 4)
end
end
--Mods.EnemyUpgradeOverhaul.SummonAutomaton("08348b3a-bded-4811-92ce-f127aa4310e0")
--Mods.EnemyUpgradeOverhaul.SummonAutomaton(CharacterGetHostCharacter())
function SummonAutomaton(uuid)
if HasActiveStatus(uuid, "LLENEMY_SUMMONING_CAP_INCREASE") == 0 then
ApplyStatus(uuid, "LLENEMY_SUMMONING_CAP_INCREASE", 54.0, 0, uuid)
end
local x,y,z = GetPosition(uuid)
-- local combatid = CombatGetIDForCharacter(uuid)
-- if combatid ~= nil then
-- local combatEntries = Osi.DB_CombatCharacters:Get(nil,combatid)
-- local randomEntry = LeaderLib.Common.GetRandomTableEntry(combatEntries)
-- if randomEntry ~= nil then
-- x,y,z = GetPosition(randomEntry[1])
-- x,y,z = FindValidPosition(x,y,z, 12.0, uuid)
-- end
-- end
-- if x == nil or y == nil or z == nil then
-- x,y,z = GetPosition(uuid)
-- end
local handle = NRD_CreateStorm(uuid, "Storm_LLENEMY_SpawnAutomaton", x,y,z)
NRD_GameActionSetLifeTime(handle, 48.0)
--local sx,sy,sz = GetPosition(uuid)
--GameHelpers.ShootProjectile(uuid, {x,y,z}, "ProjectileStrike_LLENEMY_SummonAutomaton", false, {sx,sy,sz})
end
function SummonSetFaction(uuid)
local character = Ext.GetCharacter(uuid)
if character ~= nil and character.HasOwner and character.OwnerHandle ~= nil then
local owner = Ext.GetCharacter(character.OwnerHandle)
if owner ~= nil then
SetFaction(character, GetFaction(owner.MyGuid))
end
end
end |
return {
tag = 'vectors',
summary = 'Create a new Quat.',
description = 'Creates a new quaternion. This function takes the same arguments as `Quat:set`.',
arguments = {},
returns = {},
related = {
'lovr.math.quat',
'Quat'
}
}
|
local Class = require("tabula.Class")
local PrimitiveType = require("tabula.PrimitiveType")
local StructType = require("tabula.StructType")
local tableMod = require("tabula.table")
local TagType = require("tabula.TagType")
local lton = require("lton")
local ValueType = require("tabula.ValueType")
local keys = assert(tableMod.keys)
local keySet = assert(tableMod.keySet)
local sortedKeys = assert(tableMod.sortedKeys)
local M = Class.new()
function M:init()
print("Adding tablet #1 for archetype {}")
self.rootTablet = {
index = 1,
archetype = {},
shardSize = 256,
shards = {},
parents = {},
children = {},
}
self.tablets = {self.rootTablet}
self.shards = {}
self.entityType = PrimitiveType.new("int32_t")
self.lifecycleType = StructType.new("lifecycle", [[
int16_t shardIndex;
int16_t rowIndex;
int16_t generation;
]])
self.minEntity = 1
self.maxEntity = 1024 * 1024 - 1
self.entities = self.lifecycleType:allocateArray(self.maxEntity + 1)
self.nextEntity = self.minEntity
self.dataTypes = {}
self.componentTypes = {}
self.names = {}
self.eventSystems = {}
self.queries = {}
self:bootstrap()
end
function M:bootstrap()
self.dataTypes.tag = TagType.new()
self.dataTypes.value = ValueType.new()
self.componentTypes.dataType = "value"
self.componentTypes.name = "value"
end
function M:addEntity(components)
local entity = self.nextEntity
while true do
local nextEntity = entity + 1
if nextEntity > self.maxEntity then
nextEntity = self.minEntity
end
if self.entities[entity].generation <= 0 then
self.nextEntity = nextEntity
break
end
entity = nextEntity
if entity == self.nextEntity then
error("Too many entities")
end
end
local archetype = keySet(components)
local tablet = self:addTablet(archetype)
local shard = tablet.shards[#tablet.shards]
if shard == nil or shard.rowCount == tablet.shardSize then
shard = self:addShard(tablet)
end
local rowIndex = shard.rowCount
shard.rowCount = shard.rowCount + 1
shard.entities[rowIndex] = entity
for component in pairs(archetype) do
local column = shard.columns[component]
local value = components[component]
column[rowIndex] = value
end
self.entities[entity] = {
shardIndex = shard.index,
rowIndex = rowIndex,
generation = 1 - self.entities[entity].generation,
}
return entity
end
function M:removeEntity(entity)
local lifecycle = self.entities[entity]
if lifecycle.generation <= 0 then
error("No such entity: " .. entity)
end
local shard = self.shards[lifecycle.shardIndex]
if lifecycle.rowIndex == shard.rowCount - 1 then
shard.rowCount = shard.rowCount - 1
else
shard.entities[lifecycle.rowIndex] = 0
shard.tombstoneCount = shard.tombstoneCount + 1
end
lifecycle.generation = -lifecycle.generation
end
function M:addTablet(archetype)
local parentTablet = self.rootTablet
local sortedComponents = sortedKeys(archetype)
for i, component in ipairs(sortedComponents) do
local childTablet = parentTablet.children[component]
if not childTablet then
local childArchetype = {}
for j = 1, i do
local childComponent = sortedComponents[j]
childArchetype[childComponent] = true
end
local tabletIndex = #self.tablets + 1
print("Adding tablet #" .. tabletIndex .. " for archetype {" .. table.concat(sortedKeys(childArchetype), ", ") .. "}")
childTablet = {
index = tabletIndex,
archetype = childArchetype,
shardSize = 256,
shards = {},
parents = {},
children = {},
}
parentTablet.children[component] = childTablet
childTablet.parents[component] = parentTablet
table.insert(self.tablets, childTablet)
end
parentTablet = childTablet
end
return parentTablet
end
function M:addShard(tablet)
local shardIndex = #self.shards + 1
print("Adding shard #" .. shardIndex .. " for archetype {" .. table.concat(sortedKeys(tablet.archetype), ", ") .. "}")
local entities = self.entityType:allocateArray(tablet.shardSize)
local columns = {}
for component in pairs(tablet.archetype) do
local typeName = self.componentTypes[component]
if not typeName then
error("No such component: " .. component)
end
local dataType = self.dataTypes[typeName]
columns[component] = dataType:allocateArray(tablet.shardSize)
end
shard = {
index = shardIndex,
tablet = tablet,
rowCount = 0,
tombstoneCount = 0,
entities = entities,
columns = columns,
}
table.insert(tablet.shards, shard)
table.insert(self.shards, shard)
return shard
end
function M:addEvent(event)
if self.eventSystems[event] then
error("Duplicate event: " .. event)
end
self.eventSystems[event] = {}
end
function M:addSystem(event, system)
if not self.eventSystems[event] then
error("No such event: " .. event)
end
assert(type(system) == "function", "Invalid system")
table.insert(self.eventSystems[event], system)
end
function M:handleEvent(event, ...)
local systems = self.eventSystems[event]
if not systems then
error("No such event: " .. event)
end
for _, system in ipairs(systems) do
system(self, ...)
end
end
return M
|
local E, L, V, P, G = unpack(select(2, ...)); --Import: Engine, Locales, PrivateDB, ProfileDB, GlobalDB
local S = E:GetModule('Skins')
--Cache global variables
--Lua functions
local _G = _G
--WoW API / Variables
local hooksecurefunc = hooksecurefunc
--Global variables that we don't cache, list them here for mikk's FindGlobals script
-- GLOBALS: BattlefieldMapTab, BattlefieldMapOptions, OpacityFrame
-- GLOBALS: SHOW_BATTLEFIELDMINIMAP_PLAYERS, LOCK_BATTLEFIELDMINIMAP, BATTLEFIELDMINIMAP_OPACITY_LABEL
-- GLOBALS: UIDROPDOWNMENU_MENU_LEVEL, UIParent, ToggleDropDownMenu, UIDropDownMenu_Initialize
local function LoadSkin()
if E.private.skins.blizzard.enable ~= true or E.private.skins.blizzard.bgmap ~= true then return end
local function GetOpacity()
return 1 - (BattlefieldMapOptions and BattlefieldMapOptions.opacity or 1)
end
local oldAlpha = GetOpacity()
local BattlefieldMapFrame = _G["BattlefieldMapFrame"]
BattlefieldMapFrame:SetClampedToScreen(true)
BattlefieldMapFrame:StripTextures()
BattlefieldMapFrame:CreateBackdrop('Default')
BattlefieldMapFrame:SetFrameStrata('LOW')
BattlefieldMapFrame.backdrop:SetOutside(BattlefieldMapFrame.ScrollContainer)
BattlefieldMapFrame.backdrop:SetBackdropColor(0, 0, 0, oldAlpha)
BattlefieldMapFrame.backdrop.backdropTexture:SetTexture(nil)
hooksecurefunc(BattlefieldMapFrame.backdrop.backdropTexture, "SetTexture", function(self, texture)
if texture ~= nil then self:SetTexture(nil) end
end)
BattlefieldMapFrame:EnableMouse(true)
BattlefieldMapFrame:SetMovable(true)
BattlefieldMapFrame.BorderFrame:StripTextures()
BattlefieldMapFrame.BorderFrame.CloseButton:SetFrameLevel(BattlefieldMapFrame.BorderFrame.CloseButton:GetFrameLevel()+1)
S:HandleCloseButton(BattlefieldMapFrame.BorderFrame.CloseButton)
BattlefieldMapTab:Kill()
local function InitializeOptionsDropDown()
BattlefieldMapTab:InitializeOptionsDropDown()
end
BattlefieldMapFrame.ScrollContainer:HookScript("OnMouseUp", function(_, btn)
if btn == "LeftButton" then
BattlefieldMapTab:StopMovingOrSizing()
BattlefieldMapTab:SetUserPlaced(true)
elseif btn == "RightButton" then
UIDropDownMenu_Initialize(BattlefieldMapTab.OptionsDropDown, InitializeOptionsDropDown, "MENU")
ToggleDropDownMenu(1, nil, BattlefieldMapTab.OptionsDropDown, BattlefieldMapFrame:GetName(), 0, -4)
end
if OpacityFrame:IsShown() then
OpacityFrame:Hide()
end
end)
BattlefieldMapFrame.ScrollContainer:HookScript("OnMouseDown", function(_, btn)
if btn == "LeftButton" and (BattlefieldMapOptions and not BattlefieldMapOptions.locked) then
BattlefieldMapTab:StartMoving()
end
end)
local function setBackdropAlpha()
if BattlefieldMapFrame.backdrop then
BattlefieldMapFrame.backdrop:SetBackdropColor(0, 0, 0, GetOpacity())
end
end
hooksecurefunc(BattlefieldMapFrame, "SetGlobalAlpha", setBackdropAlpha)
hooksecurefunc(BattlefieldMapFrame, "RefreshAlpha", function()
oldAlpha = GetOpacity()
end)
local function setOldAlpha()
if oldAlpha then
BattlefieldMapFrame:SetGlobalAlpha(oldAlpha)
oldAlpha = nil
end
end
local function setRealAlpha()
oldAlpha = GetOpacity()
BattlefieldMapFrame:SetGlobalAlpha(1)
end
BattlefieldMapFrame:HookScript('OnShow', setBackdropAlpha)
BattlefieldMapFrame.ScrollContainer:HookScript('OnLeave', setOldAlpha)
BattlefieldMapFrame.ScrollContainer:HookScript('OnEnter', setRealAlpha)
BattlefieldMapFrame.BorderFrame.CloseButton:HookScript('OnLeave', setOldAlpha)
BattlefieldMapFrame.BorderFrame.CloseButton:HookScript('OnEnter', setRealAlpha)
end
S:AddCallbackForAddon("Blizzard_BattlefieldMap", "BattlefieldMap", LoadSkin)
|
local _, addon = ...;
-- https://onlinetexttools.com/split-text?input=&split-by-char=false&char=%20&split-by-regex=false®ex=%2F%5Cs%2B%2F&split-by-length=true&length=110&separator=%2C%5Cn&symbol-before-chunk=%22&symbol-after-chunk=%22
table.insert(addon.officialCourses, table.concat({
"!WOP:2!0xD3E05B04!nI1xSXXrzC124MWgAjPvPvQqOtQIKDGZBV7SVl2ji568h8LGGA5AQfQisMDV5UD8T3otNz2765QkHsrcecesH)ubp5A1",
"xQAfGQekbEGgjEiiOfTQ0(qRe)5ba1Ge5biQnQsLY3mZU7DN91E8KZTZUZ333VF)((9ntULFKNplwijVv1l6ZAZdjks9GYX06x(227HpATf(BU",
"VW)6hs)g1w4nJFLn)EpZR8VXcbTdoSovQWr(KjUOpom0d73sw9czp0r0MgrBJ5oR0LjcR7SfNiKWIKivqYUp)R5hsWIS3(aROOQqIyzgnsHkDI",
"gcir23A6peXAGwglAbPi)UmBfSPNJ6ZIoNKUb8L(c8g9opF)PXBGLs2Z5praSH8h6ruyHcHvivabDswKKi6GvmHEZ1pArHpoIua9fX(tUOGqqk",
"siHZGVHRZi3Qj3AqYTLIh)97zJN87(4psTf(J)3h7VE8F7tLSRjsMOAYT7KSBNK94K8X01xIZbs2BA9uo5osUZKpXbs235t2VoRsUl(HwJmzyi",
"YJ0KgzsbEiw1GPrTMOaIGSTyE)lnZZ9L(51w41XpWtDZdEZXgZzgrmN)lljMyfsQ3KirybloQo8eQ(FtWifd1KOqSifJNbnDbUD4C5FCFV0p53",
"8NVmu)tn3wF2p3eJnxMDe5YlSsCechYGQnlkO1JBZ1LFEEbOcnmelKzzg8h9tJipHcjj(kklsNNMCe9vyXiGgrQECQwr2dPfxGaYcWRhdvwSsM",
"9BjTor)XeSFqwXMfopIQlHez2y52Q(nVX1E5FW5GQ)DV4Rp73(pm2QVYiQ(YAMOhiPZRzzli0YrWaa3Stk4TFMZ(NUYI7hKdp77D9L(lF)XMev",
"3zs8e3YNEvTqd4Eeyaa99qG6nukydpvgcWybD(AXxrV80w3O2Navb40oguf4ZG9OakwAOuieT9y6s6u1qypAivrHqp1PyXEqKplSFfqpkjQjPr",
"CiAfIc0JQcOppb(rSmOaAPqGV6)GJ464Kr44qjdIdbHJ6H8IPGZuuZ8cXpKbT7zshBXaem0RzOauBCRb4ceRd8Y7Sb8T)pj9M4vNhq8t)(F1lE",
"1Rowe)OJG2)cRcqNfq05ING1cezBtJNc8euDIujy9i1rANOuP(OBjVMh)RDPV5g1w4n29Uw4hFKF)yZU5gLEykJEqBfaGcaLBxomKNGLSncelJ",
"B4BxxxKJZdhz0sOUS4qnwNTjyjkG2mq)3mXuAZyguSZcfPPRozcdHvy0hKgcdT5eKiWiGiWEaGU0xtVtfs7MO6nnmK11KeWleG7y9fdiq2zCzi",
"yjnSxQI4J2o8AV1b)v39w)Aqz8Tw7mp9h)xowSF(rOmU3ZMR9YA7grKU(gx74V3KqKEOFXRw4o4F4r6cPdslocAExV4Q2UABjddHbDwghAzd75",
"baU02JzqSiIfnfg)Y8PidJoP0a2JLIOMIWXzzMus9Som5E5qwCmNsUOLgqzKkhSeFUkX6TBtdMI6tsj6gMxqatsI5dqZPF1KkROZOvTHogmzsR",
"XgmTeWy9QiCzb0z0ZJHnOLvweadH0s1btz7ceadaelxq0BWOJ6gqb8jfDBrY(wLos5Qwl0112Rb(PghHSrCUoLD7BfMP41TbzMFi9HT6cmNS)w",
"Mc9moNjPkl6ZI(qcI(RCDMzySFOUYmvODBDDM19JWDwhSi0APUU2eZWqXC4uFTzA9L(ayd2w3vNAqIXeu4iq9hxBXjDVQEv9jtqsol)WBqhIgs",
"5aotsnWn6cJtpow3(cUqObL4gsqNnd05hVt7wdN46uXf9WWjsn7Sg4Y3uZlzki0iROc9tMSELbgUz4plcbtESq0uyT4jFeQfQpsH(nieBKS2sf",
"SO8Jht9BbG12zJb0et1NdY3v9M6JvyECOrhd93HngU5nfaCodQvearPZ(1hsdITxScL5U2nOx)vnoiPoghYI7gmGlyEypirv65RswBqdsBtm4a",
"xG91TX2TToZ0Qs7OHxtR(KPekvDOHma)N7zZB8gBDbWa0j8jF(R80J3aS0i8ANCP(NKul87B)LsYPA(H9EV0N5D8p4TxBHxR4Kv)PFYF24d9Oo",
"1)x))JZ9z5cg0CmKeRHUjjl1q6dsKQUwp)OtIX2DUTA6M)UI3zPNdQPMLE5d)MFW4RPrDRIVt2Tkeu7TkSk3DovOVjQv8LwQWlQ7xHu0ibGLnR",
"IHQpNr0AB4CeqVOm7qBWH3b5b60rRZ6zDgOKUUVemmZxq56trW3C1Cr6PiTHTQwCKcG10XBooM1T)YitL6BHb9(qGZVjimUyrrZyPl6e24qIm3",
"jLQmn8zsvOyKeRJBAv7P1v6KsQFIDpCCoPGuNQogAzAZM9EaAD(HRuU6mZwSI30ZvSmE6zl2OY0ZvYhpDrF8mvMVuv)5QI57lelvTz1PnOK61X",
"WeR9xCMhS88py5sGi)yvo6XknZfAtuyynCv(94dDLqpgrCAiAaZFstrER8pv(cY1OQa7JxuUi0o2H4SfvEY0)hac2cIvdQpyx07e1Gw8K9YVVL",
"h4oQaJHwwGjWTOPXT3QlRBh9f8zrRmVBr3kcFTiKj437zWWn(f4q4JMEvy2ilQo8fY)3"
}))
|
local Colors = require(script.Parent.Colors)
local CompactView = {
ContainerBackgroundTransparency = 0,
ContainerBackgroundColor = Colors.Carbon,
UseContainerAspectRatio = false,
ContainerAspectRatio = nil,
MaxAssetCardsPerRow = 3,
ContainerSize = UDim2.new(1, 0, 1, -36),
ContainerAnchorPoint = Vector2.new(0.5, 0),
ContainerPosition = UDim2.new(0.5, 0, 0, 36),
AvatarHeadShotSize = 48,
TopSizeY = 90,
ClipsDescendants = false,
PlayerViewportSize = UDim2.new(1, 0, 0.41, 0),
AssetListSize = UDim2.new(1, 0, 0.59, -42),
AssetListPosition = UDim2.new(0, 0, 0.41, 42),
CloseButtonPosition = UDim2.new(0, 6, 0, -20),
DetailsThumbnailFrameSize = UDim2.new(1, 0, 0.4, 0),
DetailsThumbnailFramePosition = UDim2.new(0, 0, 0, 15),
DetailsThumbnailAnchorPoint = Vector2.new(0.5, 0.5),
DetailsThumbnailPosition = UDim2.new(0.5, 0, 0.5, 0),
DetailsThumbnailARDominantAxis = Enum.DominantAxis.Height,
DetailsFramePosition = UDim2.new(0, 15, 0.4, 15),
DetailsFrameSize = UDim2.new(1, -30, 0.6, -30),
AssetCardMaxSizeX = 108,
AssetCardMaxSizeY = 157,
DefaultCameraOffset = CFrame.new(0, 2, -5),
ToolOffset = CFrame.new(0, 2, -8),
TryOnPosition = UDim2.new(0, 0, 0, 15),
TryOnSize = UDim2.new(1, 0, 0.4, 0),
BorderPaddingSize = 20,
AssetTextMaxSize = 14,
}
setmetatable(CompactView,
{
__newindex = function(t, key, index)
end,
__index = function(t, index)
error("CompactView table has no value: " .. tostring(index))
end
}
)
return CompactView |
IncludeDirectories = {}
IncludeDirectories["yaml"] = "%{wks.location}/MangaList/vendor/yaml-cpp/include"
IncludeDirectories["spdlog"] = "%{wks.location}/MangaList/vendor/spdlog/include"
IncludeDirectories["debugbreak"] = "%{wks.location}/MangaList/vendor/debugbreak"
IncludeDirectories["glfw"] = "%{wks.location}/GUI/vendor/glfw"
IncludeDirectories["imgui"] = "%{wks.location}/GUI/vendor/imgui"
|
function updateRendererLayeredBSDFList(layered_bsdf)
_G["__RENDERER_ELEMENTS__"]["__LAYERED_BSDF_COUNT__"] = _G["__RENDERER_ELEMENTS__"]["__LAYERED_BSDF_COUNT__"] + 1
_G["__RENDERER_ELEMENTS__"]["__LAYERED_BSDFS__"][_G["__RENDERER_ELEMENTS__"]["__LAYERED_BSDF_COUNT__"]] = layered_bsdf
return _G["__RENDERER_ELEMENTS__"]["__LAYERED_BSDF_COUNT__"]
end
function LayeredBSDF(self)
self.num_layers = #self
for layer_count = 1, self.num_layers do
if (not (type(self[layer_count]) == "number")) then
print("Lua ERROR: Invalid layered BSDF layer. Exiting...")
os.exit()
end
if (self[layer_count] < 1) or (self[layer_count] > _G["__RENDERER_ELEMENTS__"]["__BSDF_COUNT__"]) then
print("Lua ERROR: Invalid layered BSDF layer: index out of range. Exiting...")
os.exit()
end
end
return updateRendererLayeredBSDFList(self)
end
|
--text.lua
local utils = require("euler.utils")
local Widget = require("euler.widget")
local Text = class(Widget)
local prop = property(Text)
prop:reader("scroll_view", nil)
function Text:__init(id, txt)
self.root = gui.get_node(id .. "/text")
self.label = gui.get_node(id .. "/label")
local text = gui.getlab
self:set_label(txt or gui.get_text(self.label))
end
function Text:setup(euler)
local size = gui.get_size(self.root)
local lsize = gui.get_size(self.label)
local content = gui.get_node(self.id .. "/content")
self.scroll_view = euler:init_scroll_view(self.id .. "/scroll_view", content)
self.scroll_view:set_size(size)
self.scroll_view:set_contont_size(lsize)
self.scroll_view:register_vertical(function(view, percent)
local csize = gui.get_size(content)
local pos = gui.get_position(self.label)
pos.y = (lsize.y - csize.y) * percent / 100
gui.set_position(self.label, pos)
end)
self.scroll_view:register_horizontal(function(view, percent)
local csize = gui.get_size(content)
local pos = gui.get_position(self.label)
pos.x = (lsize.x - csize.x) * percent / -100
gui.set_position(self.label, pos)
end)
end
function Text:on_label_changed(label, text)
local lsize = gui.get_size(label)
local metrics = utils.get_text_metrics(self.label, text)
lsize.x = metrics.width
lsize.y = metrics.height
gui.set_size(label, lsize)
if self.scroll_view then
self.scroll_view:set_contont_size(lsize)
end
end
return Text
|
do
--this class is currently used for AWACS and Ships, at a latter date a separate class for ships could be created, currently not needed
SkynetIADSAWACSRadar = {}
SkynetIADSAWACSRadar = inheritsFrom(SkynetIADSAbstractRadarElement)
function SkynetIADSAWACSRadar:create(radarUnit, iads)
local instance = self:superClass():create(radarUnit, iads)
setmetatable(instance, self)
self.__index = self
instance.lastUpdatePosition = nil
return instance
end
function SkynetIADSAWACSRadar:setupElements()
local unit = self:getDCSRepresentation()
local radar = SkynetIADSSAMSearchRadar:create(unit)
radar:setupRangeData()
table.insert(self.searchRadars, radar)
end
function SkynetIADSAWACSRadar:getNatoName()
return self:getDCSRepresentation():getTypeName()
end
-- AWACs will not scan for HARMS
function SkynetIADSAWACSRadar:scanForHarms()
end
function SkynetIADSAWACSRadar:getMaxAllowedMovementForAutonomousUpdateInNM()
local radarRange = mist.utils.metersToNM(self.searchRadars[1]:getMaxRangeFindingTarget())
return mist.utils.round(radarRange / 10)
end
function SkynetIADSAWACSRadar:isUpdateOfAutonomousStateOfSAMSitesRequired()
return self:getDistanceTraveledSinceLastUpdate() > self:getMaxAllowedMovementForAutonomousUpdateInNM()
end
function SkynetIADSAWACSRadar:getDistanceTraveledSinceLastUpdate()
local currentPosition = nil
if self.lastUpdatePosition == nil and self:getDCSRepresentation():isExist() then
self.lastUpdatePosition = self:getDCSRepresentation():getPosition().p
end
if self:getDCSRepresentation():isExist() then
currentPosition = self:getDCSRepresentation():getPosition().p
end
return mist.utils.round(mist.utils.metersToNM(self:getDistanceToUnit(self.lastUpdatePosition, currentPosition)))
end
end
|
if not modules then modules = { } end modules ['scrp-ini'] = {
version = 1.001,
comment = "companion to scrp-ini.mkiv",
author = "Hans Hagen, PRAGMA-ADE, Hasselt NL",
copyright = "PRAGMA ADE / ConTeXt Development Team",
license = "see context related readme files"
}
-- We need to rewrite this a bit ... rather old code ... will be done when japanese
-- is finished.
local tonumber, next = tonumber, next
local trace_analyzing = false trackers.register("scripts.analyzing", function(v) trace_analyzing = v end)
local trace_injections = false trackers.register("scripts.injections", function(v) trace_injections = v end)
local trace_splitting = false trackers.register("scripts.splitting", function(v) trace_splitting = v end)
local trace_splitdetail = false trackers.register("scripts.splitting.detail", function(v) trace_splitdetail = v end)
local report_preprocessing = logs.reporter("scripts","preprocessing")
local report_splitting = logs.reporter("scripts","splitting")
local utfbyte, utfsplit = utf.byte, utf.split
local gmatch = string.gmatch
local attributes = attributes
local nodes = nodes
local context = context
local texsetattribute = tex.setattribute
local nodecodes = nodes.nodecodes
local unsetvalue = attributes.unsetvalue
local implement = interfaces.implement
local glyph_code = nodecodes.glyph
local glue_code = nodecodes.glue
local emwidths = fonts.hashes.emwidths
local exheights = fonts.hashes.exheights
local a_scriptinjection = attributes.private('scriptinjection')
local a_scriptsplitting = attributes.private('scriptsplitting')
local a_scriptstatus = attributes.private('scriptstatus')
local fontdata = fonts.hashes.identifiers
local allocate = utilities.storage.allocate
local setnodecolor = nodes.tracers.colors.set
local setmetatableindex = table.setmetatableindex
local enableaction = nodes.tasks.enableaction
local disableaction = nodes.tasks.disableaction
local nuts = nodes.nuts
local tonut = nuts.tonut
local tonode = nuts.tonode
local getnext = nuts.getnext
local getchar = nuts.getchar
local getfont = nuts.getfont
local getid = nuts.getid
local getattr = nuts.getattr
local setattr = nuts.setattr
local isglyph = nuts.isglyph
local insert_node_after = nuts.insert_after
local first_glyph = nuts.first_glyph
local traverse_id = nuts.traverse_id
local traverse_char = nuts.traverse_char
local nodepool = nuts.pool
local new_glue = nodepool.glue
local new_rule = nodepool.rule
local new_penalty = nodepool.penalty
scripts = scripts or { }
local scripts = scripts
scripts.hash = scripts.hash or { }
local hash = scripts.hash
local handlers = allocate()
scripts.handlers = handlers
local injectors = allocate()
scripts.injectors = handlers
local splitters = allocate()
scripts.splitters = splitters
local hash = { -- we could put these presets in char-def.lua
--
-- half width opening parenthesis
--
[0x0028] = "half_width_open",
[0x005B] = "half_width_open",
[0x007B] = "half_width_open",
[0x2018] = "half_width_open", -- ‘
[0x201C] = "half_width_open", -- “
--
-- full width opening parenthesis
--
[0x3008] = "full_width_open", -- 〈 Left book quote
[0x300A] = "full_width_open", -- 《 Left double book quote
[0x300C] = "full_width_open", -- 「 left quote
[0x300E] = "full_width_open", -- 『 left double quote
[0x3010] = "full_width_open", -- 【 left double book quote
[0x3014] = "full_width_open", -- 〔 left book quote
[0x3016] = "full_width_open", --〖 left double book quote
[0x3018] = "full_width_open", -- left tortoise bracket
[0x301A] = "full_width_open", -- left square bracket
[0x301D] = "full_width_open", -- reverse double prime qm
[0xFF08] = "full_width_open", -- ( left parenthesis
[0xFF3B] = "full_width_open", -- [ left square brackets
[0xFF5B] = "full_width_open", -- { left curve bracket
--
-- half width closing parenthesis
--
[0x0029] = "half_width_close",
[0x005D] = "half_width_close",
[0x007D] = "half_width_close",
[0x2019] = "half_width_close", -- ’ right quote, right
[0x201D] = "half_width_close", -- ” right double quote
--
-- full width closing parenthesis
--
[0x3009] = "full_width_close", -- 〉 book quote
[0x300B] = "full_width_close", -- 》 double book quote
[0x300D] = "full_width_close", -- 」 right quote, right
[0x300F] = "full_width_close", -- 』 right double quote
[0x3011] = "full_width_close", -- 】 right double book quote
[0x3015] = "full_width_close", -- 〕 right book quote
[0x3017] = "full_width_close", -- 〗 right double book quote
[0x3019] = "full_width_close", -- right tortoise bracket
[0x301B] = "full_width_close", -- right square bracket
[0x301E] = "full_width_close", -- double prime qm
[0x301F] = "full_width_close", -- low double prime qm
[0xFF09] = "full_width_close", -- ) right parenthesis
[0xFF3D] = "full_width_close", -- ] right square brackets
[0xFF5D] = "full_width_close", -- } right curve brackets
--
[0xFF62] = "half_width_open", -- left corner bracket
[0xFF63] = "half_width_close", -- right corner bracket
--
-- vertical opening vertical
--
-- 0xFE35, 0xFE37, 0xFE39, 0xFE3B, 0xFE3D, 0xFE3F, 0xFE41, 0xFE43, 0xFE47,
--
-- vertical closing
--
-- 0xFE36, 0xFE38, 0xFE3A, 0xFE3C, 0xFE3E, 0xFE40, 0xFE42, 0xFE44, 0xFE48,
--
-- half width opening punctuation
--
-- <empty>
--
-- full width opening punctuation
--
-- 0x2236, -- ∶
-- 0xFF0C, -- ,
--
-- half width closing punctuation_hw
--
[0x0021] = "half_width_close", -- !
[0x002C] = "half_width_close", -- ,
[0x002E] = "half_width_close", -- .
[0x003A] = "half_width_close", -- :
[0x003B] = "half_width_close", -- ;
[0x003F] = "half_width_close", -- ?
[0xFF61] = "half_width_close", -- hw full stop
--
-- full width closing punctuation
--
[0x3001] = "full_width_close", -- 、
[0x3002] = "full_width_close", -- 。
[0xFF0C] = "full_width_close", -- ,
[0xFF0E] = "full_width_close", --
--
-- depends on font
--
[0xFF01] = "full_width_close", -- !
[0xFF1F] = "full_width_close", -- ?
--
[0xFF1A] = "full_width_punct", -- :
[0xFF1B] = "full_width_punct", -- ;
--
-- non starter
--
[0x3005] = "non_starter", [0x3041] = "non_starter", [0x3043] = "non_starter", [0x3045] = "non_starter", [0x3047] = "non_starter",
[0x3049] = "non_starter", [0x3063] = "non_starter", [0x3083] = "non_starter", [0x3085] = "non_starter", [0x3087] = "non_starter",
[0x308E] = "non_starter", [0x3095] = "non_starter", [0x3096] = "non_starter", [0x309B] = "non_starter", [0x309C] = "non_starter",
[0x309D] = "non_starter", [0x309E] = "non_starter", [0x30A0] = "non_starter", [0x30A1] = "non_starter", [0x30A3] = "non_starter",
[0x30A5] = "non_starter", [0x30A7] = "non_starter", [0x30A9] = "non_starter", [0x30C3] = "non_starter", [0x30E3] = "non_starter",
[0x30E5] = "non_starter", [0x30E7] = "non_starter", [0x30EE] = "non_starter", [0x30F5] = "non_starter", [0x30F6] = "non_starter",
[0x30FC] = "non_starter", [0x30FD] = "non_starter", [0x30FE] = "non_starter", [0x31F0] = "non_starter", [0x31F1] = "non_starter",
[0x30F2] = "non_starter", [0x30F3] = "non_starter", [0x30F4] = "non_starter", [0x31F5] = "non_starter", [0x31F6] = "non_starter",
[0x30F7] = "non_starter", [0x30F8] = "non_starter", [0x30F9] = "non_starter", [0x31FA] = "non_starter", [0x31FB] = "non_starter",
[0x30FC] = "non_starter", [0x30FD] = "non_starter", [0x30FE] = "non_starter", [0x31FF] = "non_starter",
--
-- hyphenation
--
[0x2026] = "hyphen", -- … ellipsis
[0x2014] = "hyphen", -- — hyphen
--
[0x1361] = "ethiopic_word",
[0x1362] = "ethiopic_sentence",
--
}
local function provide(t,k)
local v
if not tonumber(k) then v = false
elseif (k >= 0x03040 and k <= 0x030FF)
or (k >= 0x031F0 and k <= 0x031FF)
or (k >= 0x032D0 and k <= 0x032FE)
or (k >= 0x0FF00 and k <= 0x0FFEF) then v = "katakana"
elseif (k >= 0x03400 and k <= 0x04DFF)
or (k >= 0x04E00 and k <= 0x09FFF)
or (k >= 0x0F900 and k <= 0x0FAFF)
or (k >= 0x20000 and k <= 0x2A6DF)
or (k >= 0x2F800 and k <= 0x2FA1F) then v = "chinese"
elseif (k >= 0x0AC00 and k <= 0x0D7A3) then v = "korean"
elseif (k >= 0x01100 and k <= 0x0115F) then v = "jamo_initial"
elseif (k >= 0x01160 and k <= 0x011A7) then v = "jamo_medial"
elseif (k >= 0x011A8 and k <= 0x011FF) then v = "jamo_final"
elseif (k >= 0x01200 and k <= 0x0139F) then v = "ethiopic_syllable"
else v = false
end
t[k] = v
return v
end
setmetatableindex(hash,provide) -- should come from char-def
scripts.hash = hash
local numbertodataset = allocate()
local numbertohandler = allocate()
--~ storage.register("scripts/hash", hash, "scripts.hash")
scripts.numbertodataset = numbertodataset
scripts.numbertohandler = numbertohandler
local defaults = {
inter_char_shrink_factor = 0,
inter_char_shrink_factor = 0,
inter_char_stretch_factor = 0,
inter_char_half_shrink_factor = 0,
inter_char_half_stretch_factor = 0,
inter_char_quarter_shrink_factor = 0,
inter_char_quarter_stretch_factor = 0,
inter_char_hangul_penalty = 0,
inter_word_stretch_factor = 0,
}
scripts.defaults = defaults -- so we can add more
function scripts.installmethod(handler)
local name = handler.name
handlers[name] = handler
local attributes = { }
local datasets = handler.datasets
if not datasets or not datasets.default then
report_preprocessing("missing (default) dataset in script %a",name)
datasets.default = { } -- slower but an error anyway
end
for k, v in next, datasets do
setmetatableindex(v,defaults)
end
setmetatable(attributes, {
__index = function(t,k)
local v = datasets[k] or datasets.default
local a = unsetvalue
if v then
v.name = name -- for tracing
a = #numbertodataset + 1
numbertodataset[a] = v
numbertohandler[a] = handler
end
t[k] = a
return a
end
} )
handler.attributes = attributes
end
function scripts.installdataset(specification) -- global overload
local method = specification.method
local name = specification.name
local dataset = specification.dataset
if method and name and dataset then
local parent = specification.parent or ""
local handler = handlers[method]
if handler then
local datasets = handler.datasets
if datasets then
local defaultset = datasets.default
if defaultset then
if parent ~= "" then
local p = datasets[parent]
if p then
defaultset = p
else
report_preprocessing("dataset, unknown parent %a for method %a",parent,method)
end
end
setmetatable(dataset,defaultset)
local existing = datasets[name]
if existing then
for k, v in next, existing do
existing[k] = dataset
end
else
datasets[name] = dataset
end
else
report_preprocessing("dataset, no default for method %a",method)
end
else
report_preprocessing("dataset, no datasets for method %a",method)
end
else
report_preprocessing("dataset, no method %a",method)
end
else
report_preprocessing("dataset, invalid specification") -- maybe report table
end
end
local injectorenabled = false
local splitterenabled = false
function scripts.set(name,method,preset)
local handler = handlers[method]
if handler then
if handler.injector then
if not injectorenabled then
enableaction("processors","scripts.injectors.handler")
injectorenabled = true
end
texsetattribute(a_scriptinjection,handler.attributes[preset] or unsetvalue)
end
if handler.splitter then
if not splitterenabled then
enableaction("processors","scripts.splitters.handler")
splitterenabled = true
end
texsetattribute(a_scriptsplitting,handler.attributes[preset] or unsetvalue)
end
if handler.initializer then
handler.initializer(handler)
handler.initializer = nil
end
else
texsetattribute(a_scriptinjection,unsetvalue)
texsetattribute(a_scriptsplitting,unsetvalue)
end
end
function scripts.reset()
texsetattribute(a_scriptinjection,unsetvalue)
texsetattribute(a_scriptsplitting,unsetvalue)
end
-- the following tables will become a proper installer (move to cjk/eth)
--
-- 0=gray 1=red 2=green 3=blue 4=yellow 5=magenta 6=cyan 7=x-yellow 8=x-magenta 9=x-cyan
local scriptcolors = allocate { -- todo: just named colors
korean = "trace:0",
chinese = "trace:0",
katakana = "trace:0",
hiragana = "trace:0",
full_width_open = "trace:1",
full_width_close = "trace:2",
half_width_open = "trace:3",
half_width_close = "trace:4",
full_width_punct = "trace:5",
hyphen = "trace:5",
non_starter = "trace:6",
jamo_initial = "trace:7",
jamo_medial = "trace:8",
jamo_final = "trace:9",
ethiopic_syllable = "trace:1",
ethiopic_word = "trace:2",
ethiopic_sentence = "trace:3",
}
scripts.colors = scriptcolors
local numbertocategory = allocate { -- rather bound to cjk ... will be generalized
"korean",
"chinese",
"katakana",
"hiragana",
"full_width_open",
"full_width_close",
"half_width_open",
"half_width_close",
"full_width_punct",
"hyphen",
"non_starter",
"jamo_initial",
"jamo_medial",
"jamo_final",
"ethiopic_syllable",
"ethiopic_word",
"ethiopic_sentence",
}
local categorytonumber = allocate(table.swapped(numbertocategory)) -- could be one table
scripts.categorytonumber = categorytonumber
scripts.numbertocategory = numbertocategory
local function colorize(start,stop)
for n in traverse_id(glyph_code,start) do
local kind = numbertocategory[getattr(n,a_scriptstatus)]
if kind then
local ac = scriptcolors[kind]
if ac then
setnodecolor(n,ac)
end
end
if n == stop then
break
end
end
end
local function traced_process(head,first,last,process,a)
if start ~= last then
local f, l = first, last
local name = numbertodataset[a]
name = name and name.name or "?"
report_preprocessing("before %s: %s",name,nodes.tosequence(f,l))
process(head,first,last)
report_preprocessing("after %s: %s", name,nodes.tosequence(f,l))
end
end
-- eventually we might end up with more extensive parsing
-- todo: pass t[start..stop] == original
--
-- one of the time consuming functions:
-- we can have a fonts.hashes.originals
function scripts.injectors.handler(head)
head = tonut(head)
local start = first_glyph(head) -- we already have glyphs here (subtype 1)
if not start then
return tonode(head), false
else
local last_a, normal_process, lastfont, originals = nil, nil, nil, nil
local done, first, last, ok = false, nil, nil, false
while start do
local char, id = isglyph(start)
if char then
local a = getattr(start,a_scriptinjection)
if a then
if a ~= last_a then
if first then
if ok then
if trace_analyzing then
colorize(first,last)
end
if trace_injections then
traced_process(head,first,last,normal_process,last_a)
else
normal_process(head,first,last)
end
ok, done = false, true
end
first, last = nil, nil
end
last_a = a
local handler = numbertohandler[a]
normal_process = handler.injector
end
if normal_process then
-- wrong: originals are indices !
local font = getfont(start)
if font ~= lastfont then
originals = fontdata[font].resources
if resources then
originals = resources.originals
else
originals = nil -- can't happen
end
lastfont = font
end
if originals and type(originals) == "number" then
char = originals[char] or char
end
local h = hash[char]
if h then
setattr(start,a_scriptstatus,categorytonumber[h])
if not first then
first, last = start, start
else
last = start
end
-- if cjk == "chinese" or cjk == "korean" then -- we need to prevent too much ( ) processing
ok = true
-- end
elseif first then
if ok then
if trace_analyzing then
colorize(first,last)
end
if trace_injections then
traced_process(head,first,last,normal_process,last_a)
else
normal_process(head,first,last)
end
ok, done = false, true
end
first, last = nil, nil
end
end
elseif first then
if ok then
if trace_analyzing then
colorize(first,last)
end
if trace_injections then
traced_process(head,first,last,normal_process,last_a)
else
normal_process(head,first,last)
end
ok, done = false, true
end
first, last = nil, nil
end
elseif id == glue_code then
if ok then
-- continue
elseif first then
-- no chinese or korean
first, last = nil, nil
end
elseif first then
if ok then
-- some chinese or korean
if trace_analyzing then
colorize(first,last)
end
if trace_injections then
traced_process(head,first,last,normal_process,last_a)
else
normal_process(head,first,last)
end
first, last, ok, done = nil, nil, false, true
elseif first then
first, last = nil, nil
end
end
start = getnext(start)
end
if ok then
if trace_analyzing then
colorize(first,last)
end
if trace_injections then
traced_process(head,first,last,normal_process,last_a)
else
normal_process(head,first,last)
end
done = true
end
return tonode(head), done
end
end
-- kind of experimental .. might move to it's own module
-- function scripts.splitters.handler(head)
-- return head, false
-- end
local function addwords(tree,data)
if not tree then
tree = { }
end
for word in gmatch(data,"%S+") do
local root = tree
local list = utfsplit(word,true)
for i=1,#list do
local l = utfbyte(list[i])
local r = root[l]
if not r then
r = { }
root[l] = r
end
if i == #list then
r.final = word -- true -- could be something else, like word in case of tracing
else
root = r
end
end
end
return tree
end
local loaded = { }
function splitters.load(handler,files)
local files = handler.files
local tree = handler.tree or { }
handler.tree = tree
if not files then
return
elseif type(files) == "string" then
files = { files }
handler.files = files
end
if trace_splitting then
report_splitting("loading splitter data for language/script %a",handler.name)
end
loaded[handler.name or "unknown"] = (loaded[handler.name or "unknown"] or 0) + 1
statistics.starttiming(loaded)
for i=1,#files do
local filename = files[i]
local fullname = resolvers.findfile(filename)
if fullname == "" then
fullname = resolvers.findfile(filename .. ".gz")
end
if fullname ~= "" then
if trace_splitting then
report_splitting("loading file %a",fullname)
end
local suffix, gzipped = gzip.suffix(fullname)
if suffix == "lua" then
local specification = table.load(fullname,gzipped and gzip.load)
if specification then
local lists = specification.lists
if lists then
for i=1,#lists do
local entry = lists[i]
local data = entry.data
if data then
if entry.compression == "zlib" then
data = zlib.decompress(data)
if entry.length and entry.length ~= #data then
report_splitting("compression error in file %a",fullname)
end
end
if data then
addwords(tree,data)
end
end
end
end
end
else
local data = gzipped and io.loadgzip(fullname) or io.loaddata(fullname)
if data then
addwords(tree,data)
end
end
else
report_splitting("unknown file %a",filename)
end
end
statistics.stoptiming(loaded)
return tree
end
statistics.register("loaded split lists", function()
if next(loaded) then
return string.format("%s, load time: %s",table.sequenced(loaded),statistics.elapsedtime(loaded))
end
end)
-- function splitters.addlist(name,filename)
-- local handler = scripts.handlers[name]
-- if handler and filename then
-- local files = handler.files
-- if not files then
-- files = { }
-- elseif type(files) == "string" then
-- files = { files }
-- end
-- handler.files = files
-- if type(filename) == "string" then
-- filename = utilities.parsers.settings_to_array(filename)
-- end
-- if type(filename) == "table" then
-- for i=1,#filename do
-- files[#files+1] = filenames[i]
-- end
-- end
-- end
-- end
--
-- commands.setscriptsplitterlist = splitters.addlist
local categories = characters.categories or { }
-- local function hit(root,head)
-- local current = getnext(head)
-- local lastrun = false
-- local lastfinal = false
-- while current and getid(current) == glyph_code do
-- local char = getchar(current)
-- local newroot = root[char]
-- if newroot then
-- local final = newroot.final
-- if final then
-- lastrun = current
-- lastfinal = final
-- end
-- root = newroot
-- elseif categories[char] == "mn" then
-- -- continue
-- else
-- return lastrun, lastfinal
-- end
-- current = getnext(current)
-- end
-- if lastrun then
-- return lastrun, lastfinal
-- end
-- end
local function hit(root,head)
local current = getnext(head)
local lastrun = false
local lastfinal = false
while current do
local char = isglyph(current)
if char then
local newroot = root[char]
if newroot then
local final = newroot.final
if final then
lastrun = current
lastfinal = final
end
root = newroot
elseif categories[char] == "mn" then
-- continue
else
return lastrun, lastfinal
end
else
break
end
end
if lastrun then
return lastrun, lastfinal
end
end
local tree, attr, proc
function splitters.handler(head) -- todo: also first_glyph test
head = tonut(head)
local current = head
local done = false
while current do
if getid(current) == glyph_code then
local a = getattr(current,a_scriptsplitting)
if a then
if a ~= attr then
local handler = numbertohandler[a]
tree = handler.tree or { }
attr = a
proc = handler.splitter
end
if proc then
local root = tree[getchar(current)]
if root then
-- we don't check for attributes in the hitter (yet)
local last, final = hit(root,current)
if last then
local next = getnext(last)
if next then
local nextchar = isglyph(next)
if not nextchar then
-- we're done
elseif tree[nextchar] then
if trace_splitdetail then
if type(final) == "string" then
report_splitting("advance %s processing between <%s> and <%c>","with",final,nextchar)
else
report_splitting("advance %s processing between <%c> and <%c>","with",char,nextchar)
end
end
head, current = proc(handler,head,current,last,1)
done = true
else
if trace_splitdetail then
-- could be punctuation
if type(final) == "string" then
report_splitting("advance %s processing between <%s> and <%c>","without",final,nextchar)
else
report_splitting("advance %s processing between <%c> and <%c>","without",char,nextchar)
end
end
head, current = proc(handler,head,current,last,2)
done = true
end
end
end
end
end
end
end
current = getnext(current)
end
return tonode(head), done
end
local function marker(head,current,font,color) -- could become: nodes.tracers.marker
local ex = exheights[font]
local em = emwidths [font]
head, current = insert_node_after(head,current,new_penalty(10000))
head, current = insert_node_after(head,current,new_glue(-0.05*em))
head, current = insert_node_after(head,current,new_rule(0.05*em,1.5*ex,0.5*ex))
setnodecolor(current,color)
return head, current
end
local last_a, last_f, last_s, last_q
function splitters.insertafter(handler,head,first,last,detail)
local a = getattr(first,a_scriptsplitting)
local f = getfont(first)
if a ~= last_a or f ~= last_f then
last_s = emwidths[f] * numbertodataset[a].inter_word_stretch_factor
last_a = a
last_f = f
end
if trace_splitting then
head, last = marker(head,last,f,detail == 2 and "trace:r" or "trace:g")
end
if ignore then
return head, last
else
return insert_node_after(head,last,new_glue(0,last_s))
end
end
-- word-xx.lua:
--
-- return {
-- comment = "test",
-- copyright = "not relevant",
-- language = "en",
-- timestamp = "2013-05-20 14:15:21",
-- version = "1.00",
-- lists = {
-- {
-- -- data = "we thrive information in thick worlds because of our marvelous and everyday capacity to select edit single out structure highlight group pair merge harmonize synthesize focus organize condense reduce boil down choose categorize catalog classify list abstract scan look into idealize isolate discriminate distinguish screen pigeonhole pick over sort integrate blend inspect filter lump skip smooth chunk average approximate cluster aggregate outline summarize itemize review dip into flip through browse glance into leaf through skim refine enumerate glean synopsize winnow the wheat from the chaff and separate the sheep from the goats",
-- data = "abstract aggregate and approximate average because blend boil browse capacity catalog categorize chaff choose chunk classify cluster condense dip discriminate distinguish down edit enumerate everyday filter flip focus from glance glean goats group harmonize highlight idealize in information inspect integrate into isolate itemize leaf list look lump marvelous merge of organize our out outline over pair pick pigeonhole reduce refine review scan screen select separate sheep single skim skip smooth sort structure summarize synopsize synthesize the thick thrive through to we wheat winnow worlds",
-- },
-- },
-- }
scripts.installmethod {
name = "test",
splitter = splitters.insertafter,
initializer = splitters.load,
files = {
-- "scrp-imp-word-test.lua",
"word-xx.lua",
},
datasets = {
default = {
inter_word_stretch_factor = 0.25, -- of quad
},
},
}
-- new plugin:
local registercontext = fonts.specifiers.registercontext
local mergecontext = fonts.specifiers.mergecontext
local otfscripts = characters.otfscripts
local report_scripts = logs.reporter("scripts","auto feature")
local trace_scripts = false trackers.register("scripts.autofeature",function(v) trace_scripts = v end)
local autofontfeature = scripts.autofontfeature or { }
scripts.autofontfeature = autofontfeature
local cache_yes = { }
local cache_nop = { }
setmetatableindex(cache_yes,function(t,k) local v = { } t[k] = v return v end)
setmetatableindex(cache_nop,function(t,k) local v = { } t[k] = v return v end)
-- beware: we need to tag a done (otherwise too many extra instances ... but how
-- often unpack? wait till we have a bitmap
--
-- we can consider merging this in handlers.characters(head) at some point as there
-- already check for the dynamic attribute so it saves a pass, however, then we also
-- need to check for a_scriptinjection there which nils the benefit
--
-- we can consider cheating: set all glyphs in a word as the first one but it's not
-- playing nice
function autofontfeature.handler(head)
for n in traverse_char(tonut(head)) do
-- if getattr(n,a_scriptinjection) then
-- -- already tagged by script feature, maybe some day adapt
-- else
local char = getchar(n)
local script = otfscripts[char]
if script then
local dynamic = getattr(n,0) or 0
local font = getfont(n)
if dynamic > 0 then
local slot = cache_yes[font]
local attr = slot[script]
if not attr then
attr = mergecontext(dynamic,name,2)
slot[script] = attr
if trace_scripts then
report_scripts("script: %s, trigger %C, dynamic: %a, variant: %a",script,char,attr,"extended")
end
end
if attr ~= 0 then
n[0] = attr
-- maybe set scriptinjection when associated
end
else
local slot = cache_nop[font]
local attr = slot[script]
if not attr then
attr = registercontext(font,script,2)
slot[script] = attr
if trace_scripts then
report_scripts("script: %s, trigger %C, dynamic: %s, variant: %a",script,char,attr,"normal")
end
end
if attr ~= 0 then
setattr(n,0,attr)
-- maybe set scriptinjection when associated
end
end
end
-- end
end
return head
end
function autofontfeature.enable()
report_scripts("globally enabled")
enableaction("processors","scripts.autofontfeature.handler")
end
function autofontfeature.disable()
report_scripts("globally disabled")
disableaction("processors","scripts.autofontfeature.handler")
end
implement {
name = "enableautofontscript",
actions = autofontfeature.enable
}
implement {
name = "disableautofontscript",
actions = autofontfeature.disable }
implement {
name = "setscript",
actions = scripts.set,
arguments = "3 strings",
}
implement {
name = "resetscript",
actions = scripts.reset
}
|
local function create()
local en = CreateEntity()
en.transform = CreateComponent("transform")
function en:render() self.transform:draw() end
return en
end
return create |
require 'cunn'
require 'ccn2'
-- Very Deep model
local model = nn.Sequential()
local final_mlpconv_layer = nil
-- Convolution Layers
model:add(nn.Transpose({1,4},{1,3},{1,2}))
model:add(ccn2.SpatialConvolution(3, 64, 3, 1, 1))
model:add(nn.ReLU())
model:add(ccn2.SpatialConvolution(64, 64, 3, 1, 1))
model:add(nn.ReLU())
model:add(ccn2.SpatialMaxPooling(2, 2))
model:add(nn.Dropout(0.25))
model:add(ccn2.SpatialConvolution(64, 128, 3, 1, 1))
model:add(nn.ReLU())
model:add(ccn2.SpatialConvolution(128, 128, 3, 1, 1))
model:add(nn.ReLU())
model:add(ccn2.SpatialMaxPooling(2, 2))
model:add(nn.Dropout(0.25))
model:add(ccn2.SpatialConvolution(128, 256, 3, 1, 1))
model:add(nn.ReLU())
model:add(ccn2.SpatialConvolution(256, 256, 3, 1, 1))
model:add(nn.ReLU())
model:add(ccn2.SpatialConvolution(256, 256, 3, 1, 1))
model:add(nn.ReLU())
model:add(ccn2.SpatialConvolution(256, 256, 3, 1, 1))
model:add(nn.ReLU())
model:add(ccn2.SpatialMaxPooling(2, 2))
model:add(nn.Dropout(0.25))
-- Fully Connected Layers
model:add(ccn2.SpatialConvolution(256, 1024, 3, 1, 0))
model:add(nn.ReLU())
model:add(nn.Dropout(0.5))
model:add(ccn2.SpatialConvolution(1024, 1024, 1, 1, 0))
model:add(nn.ReLU())
model:add(nn.Dropout(0.5))
model:add(nn.Transpose({4,1},{4,2},{4,3}))
model:add(nn.SpatialConvolutionMM(1024, 10, 2,2))
model:add(nn.Reshape(10))
model:add(nn.LogSoftMax())
return model
|
util.AddNetworkString("bSecure.OpenMenu")
bSecure.ConCommandAdd("menu", function(ply)
if not ply:IsAdmin() then return bSecure.ChatPrint(ply, "Insufficient access") end
bSecure.ChatPrint(ply, "Opening the menu...")
net.Start("bSecure.OpenMenu")
net.Send(ply)
end) |
-- Copyright (c) 2015 Pwootage
--
-- Permission is hereby granted, free of charge, to any person obtaining a copy
-- of this software and associated documentation files (the "Software"), to deal
-- in the Software without restriction, including without limitation the rights
-- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-- copies of the Software, and to permit persons to whom the Software is
-- furnished to do so, subject to the following conditions:
--
-- The above copyright notice and this permission notice shall be included in
-- all copies or substantial portions of the Software.
--
-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-- THE SOFTWARE.
local function main()
local event = require("event")
local term = require("term")
local filesystem = require("filesystem")
local serialization = require("serialization")
term.clear()
-- Add pacyak's lib to the lib path
package.path = package.path .. ";/usr/share/pacyak/pacyak/lib/?.lua"
local json = require("json")
local libpacyak = require("libpacyak")
local packageDir = "/usr/share/pacyak/"
for package in filesystem.list(packageDir) do
if filesystem.isDirectory(packageDir..package) and filesystem.exists(packageDir..package .. "package.json") then
print("Loading package: " .. package)
libpacyak.loadPackage(packageDir..package)
end
end
-- event.pull("key_down")
end
-- Main entry point
local status, err = pcall(main)
if status then
else
print("Error booting")
print(err)
require("event").pull("key_down")
end
|
/* NetRexx */
options replace format comments java crossref symbols nobinary
ir = InetAddress
addresses = InetAddress[] InetAddress.getAllByName('www.kame.net')
loop ir over addresses
if ir <= Inet4Address then do
say 'IPv4 :' ir.getHostAddress
end
if ir <= Inet6Address then do
say 'IPv6 :' ir.getHostAddress
end
end ir
|
local _, ADDON = ...
------------------------------------------------------------
local items = {
-- Druid T2:
[16897] = {boss = 617, slot = 5, xtype = 2, xclass = 1, account = 2, cost = 160}, -- Stormrage Chestguard
[16898] = {boss = 612, slot = 10, xtype = 2, xclass = 1, account = 2, cost = 120}, -- Stormrage Boots
[16899] = {boss = 2, slot = 7, xtype = 2, xclass = 1, account = 2, cost = 120}, -- Stormrage Handguards
[16902] = {boss = 616, slot = 3, xtype = 2, xclass = 1, account = 2, cost = 160}, -- Stormrage Pauldrons
[16903] = {boss = 611, slot = 8, xtype = 2, xclass = 1, account = 2, cost = 80}, -- Stormrage Belt
[16904] = {boss = 610, slot = 6, xtype = 2, xclass = 1, account = 2, cost = 80}, -- Stormrage Bracers
-- Hunter T2:
[16935] = {boss = 610, slot = 6, xtype = 3, xclass = 2, account = 2, cost = 80}, -- Dragonstalker's Bracers
[16936] = {boss = 611, slot = 8, xtype = 3, xclass = 2, account = 2, cost = 80}, -- Dragonstalker's Belt
[16937] = {boss = 616, slot = 3, xtype = 3, xclass = 2, account = 2, cost = 160}, -- Dragonstalker's Spaulders
[16940] = {boss = 2, slot = 7, xtype = 3, xclass = 2, account = 2, cost = 120}, -- Dragonstalker's Gauntlets
[16941] = {boss = 612, slot = 10, xtype = 3, xclass = 2, account = 2, cost = 120}, -- Dragonstalker's Greaves
[16942] = {boss = 617, slot = 5, xtype = 3, xclass = 2, account = 2, cost = 160}, -- Dragonstalker's Breastplate
-- Mage T2:
[16818] = {boss = 611, slot = 8, xtype = 1, xclass = 3, account = 2, cost = 80}, -- Netherwind Belt
[16912] = {boss = 612, slot = 10, xtype = 1, xclass = 3, account = 2, cost = 120}, -- Netherwind Boots
[16913] = {boss = 2, slot = 7, xtype = 1, xclass = 3, account = 2, cost = 120}, -- Netherwind Gloves
[16916] = {boss = 617, slot = 5, xtype = 1, xclass = 3, account = 2, cost = 160}, -- Netherwind Robes
[16917] = {boss = 616, slot = 3, xtype = 1, xclass = 3, account = 2, cost = 160}, -- Netherwind Mantle
[16918] = {boss = 610, slot = 6, xtype = 1, xclass = 3, account = 2, cost = 80}, -- Netherwind Bindings
-- Paladin T2:
[16951] = {boss = 610, slot = 6, xtype = 4, xclass = 4, account = 2, cost = 80}, -- Judgement Bindings
[16952] = {boss = 611, slot = 8, xtype = 4, xclass = 4, account = 2, cost = 80}, -- Judgement Belt
[16953] = {boss = 616, slot = 3, xtype = 4, xclass = 4, account = 2, cost = 160}, -- Judgement Spaulders
[16956] = {boss = 2, slot = 7, xtype = 4, xclass = 4, account = 2, cost = 120}, -- Judgement Gauntlets
[16957] = {boss = 612, slot = 10, xtype = 4, xclass = 4, account = 2, cost = 120}, -- Judgement Sabatons
[16958] = {boss = 617, slot = 5, xtype = 4, xclass = 4, account = 2, cost = 160}, -- Judgement Breastplate
-- Priest T2:
[16919] = {boss = 612, slot = 10, xtype = 1, xclass = 5, account = 2, cost = 120}, -- Boots of Transcendence
[16920] = {boss = 2, slot = 7, xtype = 1, xclass = 5, account = 2, cost = 120}, -- Handguards of Transcendence
[16923] = {boss = 617, slot = 5, xtype = 1, xclass = 5, account = 2, cost = 160}, -- Robes of Transcendence
[16924] = {boss = 616, slot = 3, xtype = 1, xclass = 5, account = 2, cost = 160}, -- Pauldrons of Transcendence
[16925] = {boss = 611, slot = 8, xtype = 1, xclass = 5, account = 2, cost = 80}, -- Belt of Transcendence
[16926] = {boss = 610, slot = 6, xtype = 1, xclass = 5, account = 2, cost = 80}, -- Bindings of Transcendence
-- Rogue T2:
[16832] = {boss = 616, slot = 3, xtype = 2, xclass = 6, account = 2, cost = 160}, -- Bloodfang Spaulders
[16905] = {boss = 617, slot = 5, xtype = 2, xclass = 6, account = 2, cost = 160}, -- Bloodfang Chestpiece
[16906] = {boss = 612, slot = 10, xtype = 2, xclass = 6, account = 2, cost = 120}, -- Bloodfang Boots
[16907] = {boss = 2, slot = 7, xtype = 2, xclass = 6, account = 2, cost = 120}, -- Bloodfang Gloves
[16910] = {boss = 611, slot = 8, xtype = 2, xclass = 6, account = 2, cost = 80}, -- Bloodfang Belt
[16911] = {boss = 610, slot = 6, xtype = 2, xclass = 6, account = 2, cost = 80}, -- Bloodfang Bracers
-- Shaman T2:
[16944] = {boss = 611, slot = 8, xtype = 3, xclass = 7, account = 2, cost = 80}, -- Belt of Ten Storms
[16943] = {boss = 610, slot = 6, xtype = 3, xclass = 7, account = 2, cost = 80}, -- Bracers of Ten Storms
[16950] = {boss = 617, slot = 5, xtype = 3, xclass = 7, account = 2, cost = 160}, -- Breastplate of Ten Storms
[16945] = {boss = 616, slot = 3, xtype = 3, xclass = 7, account = 2, cost = 160}, -- Epaulets of Ten Storms
[16948] = {boss = 2, slot = 7, xtype = 3, xclass = 7, account = 2, cost = 120}, -- Gauntlets of Ten Storms
[16949] = {boss = 612, slot = 10, xtype = 3, xclass = 7, account = 2, cost = 120}, -- Greaves of Ten Storms
-- Warlock T2:
[16927] = {boss = 612, slot = 10, xtype = 1, xclass = 8, account = 2, cost = 120}, -- Nemesis Boots
[16928] = {boss = 2, slot = 7, xtype = 1, xclass = 8, account = 2, cost = 120}, -- Nemesis Gloves
[16931] = {boss = 617, slot = 5, xtype = 1, xclass = 8, account = 2, cost = 160}, -- Nemesis Robes
[16932] = {boss = 616, slot = 3, xtype = 1, xclass = 8, account = 2, cost = 160}, -- Nemesis Spaulders
[16933] = {boss = 611, slot = 8, xtype = 1, xclass = 8, account = 2, cost = 80}, -- Nemesis Belt
[16934] = {boss = 610, slot = 6, xtype = 1, xclass = 8, account = 2, cost = 80}, -- Nemesis Bracers
-- Warrior T2:
[16959] = {boss = 610, slot = 6, xtype = 4, xclass = 9, account = 2, cost = 80}, -- Bracelets of Wrath
[16960] = {boss = 611, slot = 8, xtype = 4, xclass = 9, account = 2, cost = 80}, -- Waistband of Wrath
[16961] = {boss = 616, slot = 3, xtype = 4, xclass = 9, account = 2, cost = 160}, -- Pauldrons of Wrath
[16964] = {boss = 2, slot = 7, xtype = 4, xclass = 9, account = 2, cost = 120}, -- Gauntlets of Wrath
[16965] = {boss = 612, slot = 10, xtype = 4, xclass = 9, account = 2, cost = 120}, -- Sabatons of Wrath
[16966] = {boss = 617, slot = 5, xtype = 4, xclass = 9, account = 2, cost = 160}, -- Breastplate of Wrath
-- Trinkets:
[19336] = {boss = 610, slot = 12, xtype = 0, xclass = 2, account = 2, cost = 20}, -- Arcane Infused Gem
[19337] = {boss = 610, slot = 12, xtype = 0, xclass = 8, account = 2, cost = 20}, -- The Black Book
[19339] = {boss = 611, slot = 12, xtype = 0, xclass = 3, account = 2, cost = 200}, -- Mind Quickening Gem
[19340] = {boss = 611, slot = 12, xtype = 0, xclass = 1, account = 2, cost = 20}, -- Rune of Metamorphosis
[19341] = {boss = 612, slot = 12, xtype = 0, xclass = 9, account = 2, cost = 80}, -- Lifegiving Gem
[19342] = {boss = 612, slot = 12, xtype = 0, xclass = 6, account = 2, cost = 20}, -- Venomous Totem
[19343] = {boss = 615, slot = 12, xtype = 0, xclass = 4, account = 2, cost = 80}, -- Scrolls of Blinding Light
[19344] = {boss = 615, slot = 12, xtype = 0, xclass = 7, account = 2, cost = 80}, -- Natural Alignment Crystal
[19345] = {boss = 614, slot = 12, xtype = 0, xclass = 5, account = 2, cost = 20}, -- Aegis of Preservation
-- Razorgore:
[19369] = {boss = 610, slot = 7, xtype = 1, account = 2, cost = 20, note = "Crap"}, -- Gloves of Rapid Evolution
[19370] = {boss = 610, slot = 3, xtype = 1, account = 2, cost = 200, note = "Mage/WL/Shadow BiS"}, -- Mantle of the Blackwing Cabal
[19335] = {boss = 610, slot = 14, xtype = 8, account = 2, cost = 120, note = "Human-Fury, whatever"}, -- Spineshatter
[19334] = {boss = 610, slot = 16, xtype = 6, account = 2, cost = 200, note = "Cool Proc"}, -- The Untamed Blade
-- Vaelastrasz:
[19371] = {boss = 611, slot = 2, xtype = 0, account = 2, cost = 40, note = "Crap"}, -- Pendant of the Fallen Dragon
[19372] = {boss = 611, slot = 1, xtype = 4, account = 2, cost = 80, note = "Tank > PvP"}, -- Helm of Endless Rage
[19346] = {boss = 611, slot = 13, xtype = 5, account = 2, cost = 160, note = "Tank, Rogue, Hunter"}, -- Dragonfang Blade
[19348] = {boss = 611, slot = 15, xtype = 17, account = 2, cost = 120, note = "Heal-Paladin"}, -- Red Dragonscale Protector
-- Broodlord:
[19373] = {boss = 612, slot = 3, xtype = 3, account = 2, cost = 20, note = "Crap"}, -- Black Brood Pauldrons
[19374] = {boss = 612, slot = 6, xtype = 1, account = 2, cost = 280, note = "WL, Mage"}, -- Bracers of Arcane Accuracy
[19350] = {boss = 612, slot = 17, xtype = 12, account = 2, cost = 80, note = "Whatever"}, -- Heartstriker
[19351] = {boss = 612, slot = 13, xtype = 6, account = 2, cost = 280, note = "Human-Warrior/Tank"}, -- Maladath, Runed Blade of the Black Flight
-- The Three Drakes:
[19397] = {boss = 2, slot = 11, xtype = 0, account = 2, cost = 80, note = "Shadow > Mage, WL"}, -- Ring of Blackrock
[19395] = {boss = 2, slot = 12, xtype = 0, account = 2, cost = 400, note = "Heal"}, -- Rejuvenating Gem
[19353] = {boss = 2, slot = 16, xtype = 7, account = 2, cost = 20, note = "PvP"}, -- Drake Talon Cleaver
[19394] = {boss = 2, slot = 3, xtype = 4, account = 2, cost = 160, note = "Fury-Prot, good until Naxx"}, -- Drake Talon Pauldrons
[19396] = {boss = 2, slot = 8, xtype = 2, account = 2, cost = 80, note = "Bear"}, -- Taut Dragonhide Belt
[19355] = {boss = 2, slot = 16, xtype = 10, account = 2, cost = 80, note = "Heal-Druid In-Between-Item"}, -- Shadow Wing Focus Staff
-- Firemaw:
[19399] = {boss = 615, slot = 5, xtype = 1, account = 2, cost = 80, note = "FR Bear"}, -- Black Ash Robe
[19400] = {boss = 615, slot = 8, xtype = 1, account = 2, cost = 120, note = "Shadow"}, -- Firemaw's Clutch
[19365] = {boss = 615, slot = 14, xtype = 11, account = 2, cost = 120, note = "Fury, Rogue"}, -- Claw of the Black Drake
[19398] = {boss = 615, slot = 4, xtype = 0, account = 2, cost = 160, note = "Melee > Hunter"}, -- Cloak of Firemaw
[19402] = {boss = 615, slot = 9, xtype = 4, account = 2, cost = 160, note = "Tank > DPS"}, -- Legguards of the Fallen Crusader
[19401] = {boss = 615, slot = 9, xtype = 3, account = 2, cost = 80, note = "Shaman"}, -- Primalist's Linked Legguards
-- Ebonroc:
[19403] = {boss = 614, slot = 11, xtype = 0, account = 2, cost = 200, note = "Mage, WL"}, -- Band of Forced Concentration
[19406] = {boss = 614, slot = 12, xtype = 0, account = 2, cost = 400, note = "Tank, Melee"}, -- Drake Fang Talisman
[19407] = {boss = 614, slot = 7, xtype = 1, account = 2, cost = 120, note = "Shadow, WL"}, -- Ebony Flame Gloves
[19405] = {boss = 614, slot = 5, xtype = 2, account = 2, cost = 120, note = "Bear"}, -- Malfurion's Blessed Bulwark
[19368] = {boss = 614, slot = 17, xtype = 14, account = 2, cost = 80, note = "Tank first"}, -- Dragonbreath Hand Cannon
-- Flamegore:
[19430] = {boss = 613, slot = 4, xtype = 0, account = 2, cost = 160, note = "Heal"}, -- Shroud of Pure Thought
[19432] = {boss = 613, slot = 11, xtype = 0, account = 2, cost = 120, note = "Tank/Bear first"}, -- Circle of Applied Force
[19433] = {boss = 613, slot = 9, xtype = 3, account = 2, cost = 80, note = "Tank"}, -- Emberweave Leggings
[19431] = {boss = 613, slot = 12, xtype = 0, account = 2, cost = 120, note = "Tank"}, -- Styleen's Impeding Scarab
[19367] = {boss = 613, slot = 17, xtype = 15, account = 2, cost = 120, note = "Caster"}, -- Dragon's Touch
[19357] = {boss = 613, slot = 16, xtype = 8, account = 2, cost = 20, note = "Paladin, PvP"}, -- Herald of Woe
-- Chromaggus:
[19388] = {boss = 616, slot = 8, xtype = 1, account = 2, cost = 200, note = "WL, Moonkin"}, -- Angelista's Grasp
[19389] = {boss = 616, slot = 3, xtype = 2, account = 2, cost = 80, note = "Rogue, Feral"}, -- Taut Dragonhide Shoulderpads
[19387] = {boss = 616, slot = 10, xtype = 4, account = 2, cost = 280, note = "Warrior"}, -- Chromatic Boots
[19390] = {boss = 616, slot = 7, xtype = 2, account = 2, cost = 80, note = "Whatever"}, -- Taut Dragonhide Gloves
[19391] = {boss = 616, slot = 10, xtype = 1, account = 2, cost = 20, note = "Whatever"}, -- Shimmering Geta
[19386] = {boss = 616, slot = 4, xtype = 0, account = 2, cost = 80, note = "Tank, Feral"}, -- Elementium Threaded Cloak
[19392] = {boss = 616, slot = 8, xtype = 4, account = 2, cost = 20, note = "Paladin"}, -- Girdle of the Fallen Crusader
[19385] = {boss = 616, slot = 9, xtype = 1, account = 2, cost = 200, note = "Heal"}, -- Empowered Leggings
[19352] = {boss = 616, slot = 13, xtype = 6, account = 2, cost = 280, note = "Warrior, Rogue, only Human/Edgemaster"}, -- Chromatically Tempered Sword
[19393] = {boss = 616, slot = 8, xtype = 3, account = 2, cost = 20, note = "Shaman"}, -- Primalist's Linked Waistguard
[19347] = {boss = 616, slot = 13, xtype = 5, account = 2, cost = 280, note = "Caster"}, -- Claw of Chromaggus
[19361] = {boss = 616, slot = 17, xtype = 13, account = 2, cost = 80, note = "Hunter"}, -- Ashjre'thul, Crossbow of Smiting
[19349] = {boss = 616, slot = 15, xtype = 17, account = 2, cost = 120, note = "Tank, Off-Tank"}, -- Elementium Reinforced Bulwark
-- Nefarian:
[19003] = {boss = 617, slot = 0, xtype = 0, account = 2, cost = 160, note = "Melee/Hunter Ring"}, -- Head of Nefarian
[19378] = {boss = 617, slot = 4, xtype = 0, account = 2, cost = 200, note = "Shadow/Caster"}, -- Cloak of the Brood Lord
[19381] = {boss = 617, slot = 10, xtype = 2, account = 2, cost = 200, note = "Bear > Rogue"}, -- Boots of the Shadow Flame
[19380] = {boss = 617, slot = 8, xtype = 3, account = 2, cost = 120, note = "Whatever"}, -- Therazane's Link
[19376] = {boss = 617, slot = 11, xtype = 0, account = 2, cost = 80, note = "Tank, Feral > PvP"}, -- Archimtiros' Ring of Reckoning
[19382] = {boss = 617, slot = 11, xtype = 0, account = 2, cost = 400, note = "Heal"}, -- Pure Elementium Band
[19379] = {boss = 617, slot = 12, xtype = 0, account = 2, cost = 400, note = "Mage, WL, Shadow"}, -- Neltharion's Tear
[19375] = {boss = 617, slot = 1, xtype = 1, account = 2, cost = 280, note = "Mage, WL > Heal-Paladin"}, -- Mish'undare, Circlet of the Mind Flayer
[19377] = {boss = 617, slot = 2, xtype = 0, account = 2, cost = 200, note = "Hunter > Rogue, Feral"}, -- Prestor's Talisman of Connivery
[19356] = {boss = 617, slot = 16, xtype = 10, account = 2, cost = 400, note = "Mage, WL"}, -- Staff of the Shadow Flame
[19364] = {boss = 617, slot = 16, xtype = 6, account = 2, cost = 400, note = "Warrior > Hunter"}, -- Ashkandi, Greatsword of the Brotherhood
[19363] = {boss = 617, slot = 13, xtype = 7, account = 2, cost = 280, note = "Tank, Fury"}, -- Crul'shorukh, Edge of Chaos
[19360] = {boss = 617, slot = 14, xtype = 8, account = 2, cost = 400, note = "Paladin, Druid > Priest"}, -- Lok'amir il Romathis
-- Trash:
[19436] = {boss = 1, slot = 4, xtype = 0, account = 2, cost = 120, note = "Fury > Tank"}, -- Cloak of Draconic Might
[19439] = {boss = 1, slot = 5, xtype = 2, account = 2, cost = 20, note = "Druid In-Between-Item"}, -- Interlaced Shadow Jerkin
[19437] = {boss = 1, slot = 10, xtype = 1, account = 2, cost = 200, note = "BiS Heal"}, -- Boots of Pure Thought
[19438] = {boss = 1, slot = 10, xtype = 1, account = 2, cost = 120, note = "Mage"}, -- Ringo's Blizzard Boots
[19434] = {boss = 1, slot = 11, xtype = 0, account = 2, cost = 120, note = "Shadow, WL"}, -- Band of Dark Dominion
[19435] = {boss = 1, slot = 17, xtype = 15, account = 2, cost = 80, note = "Priest"}, -- Essence Gatherer
[19362] = {boss = 1, slot = 13, xtype = 7, account = 2, cost = 160, note = "Tank > DPS, no Humans"}, -- Doom's Edge
[19354] = {boss = 1, slot = 16, xtype = 7, account = 2, cost = 20, note = "Crap, maybe Hunter"}, -- Draconic Avenger
[19358] = {boss = 1, slot = 16, xtype = 8, account = 2, cost = 200, note = "Feral"}, -- Draconic Maul
}
------------------------------------------------------------
-- export items
ADDON.InitGroup.Items = ADDON.InitGroup.Items or {}
for k,v in pairs(items) do
ADDON.InitGroup.Items[k] = v
end
items = nil
|
-- Copyright 2017-2019 Xingwang Liao <kuoruan@gmail.com>
-- Licensed to the public under the MIT License.
local m, s, o
local fs = require "nixio.fs"
local util = require "luci.util"
local uci = require "luci.model.uci".cursor()
local config_dir = uci:get("aria2", "main", "config_dir") or "/var/etc/aria2"
local config_file = "%s/aria2.conf.main" % config_dir
local session_file = "%s/aria2.session.main" % config_dir
m = SimpleForm("aria2", "%s - %s" % { translate("Aria2"), translate("Files") },
translate("Here shows the files used by aria2."))
m.reset = false
m.submit = false
s = m:section(SimpleSection, nil, translatef("Content of config file: <code>%s</code>", config_file))
o = s:option(TextValue, "_config")
o.rows = 20
o.readonly = true
o.cfgvalue = function()
local v = fs.readfile(config_file) or translate("File does not exist.")
return util.trim(v) ~= "" and v or translate("Empty file.")
end
s = m:section(SimpleSection, nil, translatef("Content of session file: <code>%s</code>", session_file))
o = s:option(TextValue, "_session")
o.rows = 20
o.readonly = true
o.cfgvalue = function()
local v = fs.readfile(session_file) or translate("File does not exist.")
return util.trim(v) ~= "" and v or translate("Empty file.")
end
return m
|
local Class = require("CoreLib.SimpleLuaClasses.Class")
local Delaunay = require("Utils.Delaunay")
local AsteroidSet = Class()
function AsteroidSet:init(asteroidConfig)
self.config = asteroidConfig or {
numPoints = 6,
numInSet = 5,
minVariance = -0.25,
maxVariance = 0.25,
arrangements = {
radius = 1
}
}
self.asteroids = {}
end
function AsteroidSet:Generate()
local config = self.config
local arrangement = config.arrangements
self.asteroids = {}
--generate set of random asteroids to generate models from
for aIndex=1, self.config.numInSet, 1 do
local asteroid = {}
local points = {}
--generate random points for an asteroid starting in a circle arrangement
local radius = arrangement.radius
local angleInc = 360 / self.config.numPoints
for pIndex=1, self.config.numPoints, 1 do
local vec = Vector3()
vec.x = Cos(pIndex*(angleInc))*radius+Random(config.minVariance, config.maxVariance)
vec.y = Sin(pIndex*(angleInc))*radius+Random(config.minVariance, config.maxVariance)
table.insert(points, vec)
end
asteroid.data = Delaunay(points, config.minVariance-radius, config.maxVariance+radius)
table.insert(self.asteroids, asteroid)
end
local vertexData = {}
local lastVertex = 1
local indexData = {}
local lastIndex = 1
local currentIndex = 0
for aIndex, asteroid in ipairs(self.asteroids) do
local data = asteroid.data
local boundingBox = BoundingBox()
local firstIndex = currentIndex
--print("firstIndex: "..firstIndex)
for vIndex, vertex in ipairs(data.vertices) do
boundingBox:Merge(vertex)
-- position
vertexData[lastVertex] = vertex.x
vertexData[lastVertex+1] = vertex.y
vertexData[lastVertex+2] = vertex.z
-- normal
vertexData[lastVertex+3] = Random(-0.5, 0)
vertexData[lastVertex+4] = Random(-0.5, 0)
vertexData[lastVertex+5] = -1
-- texcoord
vertexData[lastVertex+6] = vertex.x
vertexData[lastVertex+7] = vertex.y
lastVertex = lastVertex + 8
currentIndex = currentIndex + 1
end
asteroid.boundingBox = boundingBox
asteroid.startIndex = lastIndex-1 --firstIndex
asteroid.shards = {}
for tIndex, tri in ipairs(data.triangles) do
local shardBounds = BoundingBox()
local crumbs = {}
shardBounds:Merge(tri.a)
shardBounds:Merge(tri.b)
shardBounds:Merge(tri.c)
table.insert(asteroid.shards, {
startIndex = lastIndex-1,
boundingBox = shardBounds,
a = tri.a,
b = tri.b,
c = tri.c,
crumbs = crumbs
})
indexData[lastIndex] = firstIndex+tri.ai-1
indexData[lastIndex+1] = firstIndex+tri.bi-1
indexData[lastIndex+2] = firstIndex+tri.ci-1
lastIndex = lastIndex + 3
end
asteroid.indexCount = lastIndex-asteroid.startIndex
print("startIndex: "..asteroid.startIndex..", indexCount: "..asteroid.indexCount)
end
local numVertices = lastVertex --#meshData.vertices
local numIndexes = lastIndex -- #indexData
--print("numVertices: "..numVertices)
--print("numIndexes: "..numIndexes)
--print("lastVertex: "..lastVertex)
self.vBuffer = VertexBuffer:new()
self.iBuffer = IndexBuffer:new()
-- Shadowed buffer needed for raycasts to work, and so that data can be automatically restored on device loss
self.vBuffer.shadowed = true
-- We could use the "legacy" element bitmask to define elements for more compact code, but let's demonstrate
-- defining the vertex elements explicitly to allow any element types and order
local elements = {
VertexElement(TYPE_VECTOR3, SEM_POSITION),
VertexElement(TYPE_VECTOR3, SEM_NORMAL),
VertexElement(TYPE_VECTOR2, SEM_TEXCOORD)
}
self.vBuffer:SetSize(numVertices, elements)
local temp = VectorBuffer()
for i = 1, numVertices * 8 do
temp:WriteFloat(vertexData[i])
end
self.vBuffer:SetData(temp)
self.iBuffer.shadowed = true
self.iBuffer:SetSize(numIndexes, false)
temp:Clear()
for i = 1, numIndexes do
temp:WriteUShort(indexData[i])
end
self.iBuffer:SetData(temp)
end
function AsteroidSet:GetAsteroidData(asteroidIndex)
return self.asteroids[asteroidIndex]
end
function AsteroidSet:GetShardData(asteroidIndex, shardIndex)
return self.asteroids[asteroidIndex].shards[shardIndex]
end
function AsteroidSet:GetCrumbData(asteroidIndex, shardIndex, crumbIndex)
return self.asteroids[asteroidIndex].shards[shardIndex].crumbs[crumbIndex]
end
function AsteroidSet:GetRandomIndex()
return RandomInt(1, #self.asteroids)
end
function AsteroidSet:GetWholeModel(asteroidIndex)
local asteroid = self.asteroids[asteroidIndex]
--if asteroid.model == nil then
-- Create model, buffers and geometry without garbage collection, as they will be managed
-- by the StaticModel component once assigned to it
asteroid.model = Model:new()
local geom = Geometry:new()
geom:SetVertexBuffer(0, self.vBuffer)
geom:SetIndexBuffer(self.iBuffer)
geom:SetDrawRange(TRIANGLE_LIST, asteroid.startIndex, asteroid.indexCount)
asteroid.model.numGeometries = 1
asteroid.model:SetGeometry(0, 0, geom)
asteroid.model.boundingBox = asteroid.boundingBox
-- Though not necessary to render, the vertex & index buffers must be listed in the model so that it can be saved properly
local vertexBuffers = {}
local indexBuffers = {}
table.insert(vertexBuffers, self.vBuffer)
table.insert(indexBuffers, self.iBuffer)
-- Morph ranges could also be not defined. Here we simply define a zero range (no morphing) for the vertex buffer
local morphRangeStarts = {}
local morphRangeCounts = {}
table.insert(morphRangeStarts, 0)
table.insert(morphRangeCounts, 0)
asteroid.model:SetVertexBuffers(vertexBuffers, morphRangeStarts, morphRangeCounts)
asteroid.model:SetIndexBuffers(indexBuffers)
--end
return asteroid.model
end
function AsteroidSet:GetShardModel(asteroidIndex, shardIndex)
local asteroid = self.asteroids[asteroidIndex]
local shard = asteroid.shards[shardIndex]
--if shard.model == nil then
-- Create model, buffers and geometry without garbage collection, as they will be managed
-- by the StaticModel component once assigned to it
shard.model = Model:new()
local geom = Geometry:new()
geom:SetVertexBuffer(0, self.vBuffer)
geom:SetIndexBuffer(self.iBuffer)
geom:SetDrawRange(TRIANGLE_LIST, shard.startIndex, 3)
shard.model.numGeometries = 1
shard.model:SetGeometry(0, 0, geom)
shard.model.boundingBox = shard.boundingBox
-- Though not necessary to render, the vertex & index buffers must be listed in the model so that it can be saved properly
local vertexBuffers = {}
local indexBuffers = {}
table.insert(vertexBuffers, self.vBuffer)
table.insert(indexBuffers, self.iBuffer)
-- Morph ranges could also be not defined. Here we simply define a zero range (no morphing) for the vertex buffer
local morphRangeStarts = {}
local morphRangeCounts = {}
table.insert(morphRangeStarts, 0)
table.insert(morphRangeCounts, 0)
shard.model:SetVertexBuffers(vertexBuffers, morphRangeStarts, morphRangeCounts)
shard.model:SetIndexBuffers(indexBuffers)
--end
return shard.model
end
function AsteroidSet:GetCrumbModel(asteroidIndex, shardIndex, crumbIndex)
local asteroid = self.asteroids[asteroidIndex]
local shard = asteroid.shards[shardIndex]
local crumb = shard.crumbs[crumbIndex]
if crumb.model == nil then
-- Create model, buffers and geometry without garbage collection, as they will be managed
-- by the StaticModel component once assigned to it
crumb.model = Model:new()
local geom = Geometry:new()
geom:SetVertexBuffer(0, self.vBuffer)
geom:SetIndexBuffer(self.iBuffer)
geom:SetDrawRange(TRIANGLE_LIST, crumb.startIndex, 3)
crumb.model.numGeometries = 1
crumb.model:SetGeometry(0, 0, geom)
crumb.model.boundingBox = crumb.boundingBox
-- Though not necessary to render, the vertex & index buffers must be listed in the model so that it can be saved properly
local vertexBuffers = {}
local indexBuffers = {}
table.insert(vertexBuffers, self.vBuffer)
table.insert(indexBuffers, self.iBuffer)
-- Morph ranges could also be not defined. Here we simply define a zero range (no morphing) for the vertex buffer
local morphRangeStarts = {}
local morphRangeCounts = {}
table.insert(morphRangeStarts, 0)
table.insert(morphRangeCounts, 0)
crumb.model:SetVertexBuffers(vertexBuffers, morphRangeStarts, morphRangeCounts)
crumb.model:SetIndexBuffers(indexBuffers)
end
return crumb.model
end
return AsteroidSet
|
---
--- Generated by EmmyLua(https://github.com/EmmyLua)
--- Created by Administrator.
--- DateTime: 2018/6/14 21:41
---
require("Core.class")
function pTable(Lua_table)
-- do
-- return
-- end
local function define_print(_tab,str)
str = str .. " "
for k,v in pairs(_tab) do
if type(v) == "table" then
if not tonumber(k) then
print(str.. k .."{")
else
print(str .."{")
end
define_print(v,str)
print( str.."}")
else
print(str .. tostring(k) .. " " .. tostring(v))
end
end
end
if type(Lua_table) == "table" then
define_print(Lua_table," ")
else
print(tostring(Lua_table))
end
end
local ThreeEliminateScene = require("Game.ThreeEliminate.ThreeEliminateScene")
local fgui = require("FGUI.FairyGUI")
local YK = require("Core.YK")
local Main = {}
function Main.Main()
print("开始")
fgui.Init()
YK.Init()
--fgui.GRoot.inst:SetContentScaleFactor(1242, 2208)
YK.YKSupportLua.GotoScene("Test",nil,ThreeEliminateScene)
end
function Main.OnDestroy()
end
function Main.OnShowExit()
end
return Main |
-------------------------------------------------------------------------------
-- Mob Framework Mod by Sapier
--
-- You may copy, use, modify or do nearly anything except removing this
-- copyright notice.
-- And of course you are NOT allowed to pretend you have written it.
--
--! @file generic_functions.lua
--! @brief generic functions used in many different places
--! @copyright Sapier
--! @author Sapier
--! @date 2012-08-09
--!
-- Contact sapier a t gmx net
-------------------------------------------------------------------------------
--! @defgroup gen_func Generic functions
--! @brief functions for various tasks
--! @ingroup framework_int
--! @{
-------------------------------------------------------------------------------
-- name: mobf_get_time_ms()
--
--! @brief get current time in ms
--
--! @return current time in ms
-------------------------------------------------------------------------------
function mobf_get_time_ms()
--this fct is overwritten on init with best timesource available atm
return os.clock() * 1000
end
-------------------------------------------------------------------------------
-- name: mobf_contains(cur_table,element)
--
--! @brief check if element is in table
--
--! @param cur_table table to look in
--! @param element element to look for
--! @return true/false
-------------------------------------------------------------------------------
function mobf_contains(cur_table,element)
if cur_table == nil then
return false
end
for i,v in ipairs(cur_table) do
if v == element then
return true
end
end
return false
end
-------------------------------------------------------------------------------
-- name: MIN(a,b)
--
--! @brief minimum of two numbers
--
--! @param a number 1
--! @param b number 2
--! @return minimum
-------------------------------------------------------------------------------
function MIN(a,b)
mobf_assert_backtrace(type(a) == "number")
mobf_assert_backtrace(type(b) == "number")
if a > b then
return b
else
return a
end
end
-------------------------------------------------------------------------------
-- name: MAX(a,b)
--
--! @brief maximum of two numbers
--
--! @param a number 1
--! @param b number 2
--! @return maximum
-------------------------------------------------------------------------------
function MAX(a,b)
mobf_assert_backtrace(type(a) == "number")
mobf_assert_backtrace(type(b) == "number")
if a > b then
return a
else
return b
end
end
-------------------------------------------------------------------------------
-- name: DELTA(a,b)
--
--! @brief delta of two numbers
--
--! @param a number 1
--! @param b number 2
--! @return delta
-------------------------------------------------------------------------------
function DELTA(a,b)
return math.abs(a-b)
end
-------------------------------------------------------------------------------
-- name: mobf_is_walkable(node)
--
--! @brief check if walkable flag is set for a node
--
--! @param node to check
--! @return true/false
-------------------------------------------------------------------------------
function mobf_is_walkable(node)
return (node and node.name and minetest.registered_nodes[node.name] and
minetest.registered_nodes[node.name].walkable == false)
end
-------------------------------------------------------------------------------
-- name: mobf_get_current_time()
--
--! @brief alias to get current time
--
--! @return current time in seconds
-------------------------------------------------------------------------------
function mobf_get_current_time()
if type(minetest.get_time) == "function" then
return minetest.get_time()
else
return os.time(os.date('*t'))
end
end
-------------------------------------------------------------------------------
-- name: mobf_round_pos(pos)
--
--! @brief calculate integer position
--
--! @param pos position to be rounded
--! @return rounded position
-------------------------------------------------------------------------------
function mobf_round_pos(pos)
if pos == nil then
return pos
end
return { x=math.floor(pos.x + 0.5),
y=math.floor(pos.y + 0.5),
z=math.floor(pos.z + 0.5)
}
end
-------------------------------------------------------------------------------
-- name: mobf_find_entity(newobject) DEPRECATED
--
--! @brief find entity by object reference
--
--! @param newobject r object reference
--! @return entity object reference points at or nil on error
-------------------------------------------------------------------------------
function mobf_find_entity(newobject)
return newobject:get_luaentity()
end
-------------------------------------------------------------------------------
-- name: mobf_max_light_around(pos,range,daytime)
--
--! @brief get maximum light level around specified position
--
--! @param pos center of area to search
--! @param distance radius of area
--! @param daytime time of day to check
--! @return highest detected light level
-------------------------------------------------------------------------------
function mobf_max_light_around(pos,distance,daytime)
mobf_assert_validpos(pos)
local max_light = 0
for y_run=pos.y-distance,pos.y+distance,1 do
for z_run=pos.z-distance,pos.z+distance,1 do
for x_run=pos.x-distance,pos.x+distance,1 do
local current_pos = {x=x_run,y=y_run,z=z_run }
local node = minetest.get_node(current_pos)
if node.name == "air" then
local current_light = minetest.get_node_light(current_pos,daytime)
if current_light > max_light then
max_light = current_light
end
end
end
end
end
return max_light
end
-------------------------------------------------------------------------------
-- name: mobf_min_light_around(pos,range,daytime)
--
--! @brief get minimum light level around specified position
--
--! @param pos center of area to search
--! @param distance radius of area
--! @param daytime time of day to check
--! @return highest detected light level
-------------------------------------------------------------------------------
function mobf_min_light_around(pos,distance,daytime)
mobf_assert_validpos(pos)
local min_light = LIGHT_MAX+1
for y_run=pos.y-distance,pos.y+distance,1 do
for z_run=pos.z-distance,pos.z+distance,1 do
for x_run=pos.x-distance,pos.x+distance,1 do
local current_pos = {x=x_run,y=y_run,z=z_run }
local node = minetest.get_node(current_pos)
if node.name == "air" then
local current_light = minetest.get_node_light(current_pos,daytime)
if current_light < min_light then
min_light = current_light
end
end
end
end
end
return min_light
end
-------------------------------------------------------------------------------
-- name: mobf_objects_around(pos,range,ignorelist)
--
--! @brief get number of objects within a certain range
--
--! @param pos position to look around
--! @param range range to check
--! @param ignorelist list of entitynames to ignore
--! @return count of objects
-------------------------------------------------------------------------------
function mobf_objects_around(pos,range,ignorelist)
local objectlist = minetest.get_objects_inside_radius(pos,range)
local cleaned_objectcount = 0
for i=1,#objectlist,1 do
local luaentity = objectlist[i]:get_luaentity()
if luaentity ~= nil then
if not luaentity.mobf_spawner and
not mobf_contains(ignorelist,luaentity.name) then
cleaned_objectcount = cleaned_objectcount + 1
end
else
cleaned_objectcount = cleaned_objectcount + 1
end
end
return cleaned_objectcount
end
-------------------------------------------------------------------------------
-- name: mobf_mob_around(mob_name,mob_transform_name,pos,range,)
--
--! @brief get number of mobs of specified type within range of pos
--
--! @param mob_name basic name of mob
--! @param mob_transform secondary name of mob
--! @param pos position to check
--! @param range range to check
--! @param ignore_playerspawned ignore mob spawned by players for check
--! @return number of mob found
-------------------------------------------------------------------------------
function mobf_mob_around(mob_name,mob_transform,pos,range,ignore_playerspawned)
local count = 0
local objectcount = 0
mobf_assert_backtrace(range ~= nil)
mobf_assert_backtrace(pos ~= nil)
local objectlist = minetest.get_objects_inside_radius(pos,range)
if mob_transform == nil then
mob_transform = ""
end
local objcount = 0
if objectlist ~= nil then
objcount = #objectlist
end
dbg_mobf.generic_lvl1("MOBF: entity at "..printpos(pos)..
" looking for: "..mob_name ..
" or " .. mob_transform ..
" within " .. objcount .. " objects" )
for index,value in pairs(objectlist) do
local entity = mobf_find_entity(value)
--any mob is required to have a name so we may use this to decide
--if an entity is an mob or not
if entity ~= nil and
entity.data ~= nil and
entity.dynamic_data ~= nil then
if entity.removed == false then
if entity.data.modname..":"..entity.data.name == mob_name or
entity.data.modname..":"..entity.data.name == mob_transform then
-- oops we don't yet know if this is playerspawned,
-- for performance reasons assume it isn't
if entity.dynamic_data.spawning == nil then
count = count + 1
else
if (ignore_playerspawned and entity.dynamic_data.spawning.player_spawned) or
ignore_playerspawned ~= false then
dbg_mobf.generic_lvl1("MOBF: Found "..mob_name.. " or "
..mob_transform .. " within specified range of "..range)
count = count + 1
end
end
end
end
end
objectcount = objectcount +1
end
dbg_mobf.generic_lvl2("MOBF: found " .. objectcount .. " within range "
.. count .. " of them are relevant mobs ")
return count
end
-------------------------------------------------------------------------------
-- name: mobf_spawner_around(mob_name,pos,range)
--
--! @brief get number of mobs of specified type within range of pos
--
--! @param mob_name basic name of mob
--! @param pos position to check
--! @param range range to check
--! @return number of mob found
-------------------------------------------------------------------------------
function mobf_spawner_around(mob_name,pos,range)
mobf_assert_validpos(pos)
dbg_mobf.generic_lvl2("MOBF: mobf_spawner_around param: ".. dump(mob_name)
.. " "..dump(pos).. " " .. dump(range))
local count = 0
local objectcount = 0
local objectlist = minetest.get_objects_inside_radius(pos,range)
for index,value in pairs(objectlist) do
local entity = value:get_luaentity()
dbg_mobf.generic_lvl3("MOBF: entity at: "..dump(value:getpos())..
" looking for: "..mob_name .. " " ..
dump(value) .. " " ..
dump(entity))
--any mob is required to have a name so we may use this to decide
--if an entity is an mob or not
if entity ~= nil and
entity.spawner_mob_name ~= nil then
if entity.spawner_mob_name == mob_name then
dbg_mobf.generic_lvl2("MOBF: Found "..mob_name
.. " within specified range of "..range)
count = count + 1
end
end
objectcount = objectcount +1
end
dbg_mobf.generic_lvl2("MOBF: found " .. objectcount .. " within range "
.. count .. " of them are relevant spawners ")
return count
end
-------------------------------------------------------------------------------
-- name: mobf_line_of_sight(pos1,pos2)
--
--! @brief is there a line of sight between two specified positions
--
--! @param pos1 start position of los check
--! @param pos2 end position of los check
--! @return: true/false
-------------------------------------------------------------------------------
function mobf_line_of_sight(pos1,pos2)
--print("Checking line of sight between "..printpos(pos1).." and "..printpos(pos2))
local distance = mobf_calc_distance(pos1,pos2)
local normalized_vector = { x=(pos2.x-pos1.x)/distance,
y=(pos2.y-pos1.y)/distance,
z=(pos2.z-pos1.z)/distance}
local line_of_sight = true
for i=1,distance, 1 do
local tocheck = { x=pos1.x + (normalized_vector.x * i),
y=pos1.y + (normalized_vector.y *i),
z=pos1.z + (normalized_vector.z *i)}
local node = minetest.get_node(tocheck)
if minetest.registered_nodes[node.name] == nil or
minetest.registered_nodes[node.name].sunlight_propagates ~= true then
line_of_sight = false
break
end
end
return line_of_sight
end
function mobf_line_of_sightX(pos1,pos2)
return minetest.line_of_sight(pos1,pos2)
end
-------------------------------------------------------------------------------
-- name: mobf_pos_is_zero(pos)
--
--! @brief check if position is (0,0,0)
--
--! @param pos position to check
--! @return true/false
-------------------------------------------------------------------------------
function mobf_pos_is_zero(pos)
if pos.x ~= 0 then return false end
if pos.y ~= 0 then return false end
if pos.z ~= 0 then return false end
return true
end
-------------------------------------------------------------------------------
-- name: mobf_air_above(pos,height)
--
--! @brief check if theres at least height air abov pos
--
--! @param pos position to check
--! @param height min number of air to check
--! @return true/false
-------------------------------------------------------------------------------
function mobf_air_above(pos,height)
mobf_assert_validpos(pos)
for i=0, height, 1 do
local pos_above = {
x = pos.x,
y = pos.y + 1,
z = pos.z
}
local node_above = minetest.get_node(pos_above)
if node_above.name ~= "air" then
return false
end
end
return true
end
-------------------------------------------------------------------------------
-- name: mobf_ground_distance(pos,media)
--
--! @brief get number of blocks above solid ground
--
--! @param pos_raw position to check
--! @param media table of blocks not considered to be ground
--! @param max_check_height abort looking for ground after this number of nodes
--
--! @return number of blocks to ground
-------------------------------------------------------------------------------
function mobf_ground_distance(pos_raw,media,max_check_height)
local pos = {
x=pos_raw.x,
y=math.floor(pos_raw.y + 0.5),
z=pos_raw.z
}
local node_to_check = minetest.get_node(pos)
local count = 0
if max_check_height == nil then
max_check_height = 32
end
while node_to_check ~= nil and mobf_contains(media,node_to_check.name) and
count < max_check_height do
count = count +1
pos = {x=pos.x,y=pos.y-1,z=pos.z};
node_to_check = minetest.get_node(pos)
end
return count
end
-------------------------------------------------------------------------------
-- name: mobf_surface_distance(pos)
--
--! @brief get number of blocks above surface (solid or fluid!)
--
--! @param pos position to check
--! @return number of blocks to ground
-------------------------------------------------------------------------------
function mobf_surface_distance(pos)
local node_to_check = minetest.get_node(pos)
local count = 0
while node_to_check ~= nil and
node_to_check.name == "air" and
count < 32 do
count = count +1
pos = {x=pos.x,y=pos.y-1,z=pos.z};
node_to_check = minetest.get_node(pos)
end
return count
end
-------------------------------------------------------------------------------
-- name: mobf_air_distance(pos)
--
--! @brief get number of blocks below waterline
--
--! @param pos position to check
--! @return number of blocks to air
-------------------------------------------------------------------------------
function mobf_air_distance(pos)
mobf_assert_validpos(pos)
local node_to_check = minetest.get_node(pos)
local count = 0
while node_to_check ~= nil and (
node_to_check.name == "default:water_source" or
node_to_check.name == "default:water_flowing") do
count = count +1
pos = {x=pos.x,y=pos.y+1,z=pos.z};
node_to_check = minetest.get_node(pos)
end
if node_to_check.name == "air" then
return count
else
return -1
end
end
-------------------------------------------------------------------------------
-- name: mobf_above_water(pos)
--
--! @brief check if next non-air block below mob is a water block
--
--! @param pos position to check
--! @return true/false
-------------------------------------------------------------------------------
function mobf_above_water(pos)
local node_to_check = minetest.get_node(pos)
while node_to_check ~= nil and
node_to_check.name == "air" do
pos = {x=pos.x,y=pos.y-1,z=pos.z};
node_to_check = minetest.get_node(pos)
end
if node_to_check.name == "default:water_source" or
node_to_check.name == "default:water_flowing" then
return true
end
return false
end
-------------------------------------------------------------------------------
-- name: get_sunlight_surface(x,z, min_y, max_y)
--
--! @brief get surface for x/z coordinates
--
--! @param x x-coordinate
--! @param z z-coordinate
--! @param min_y minimum y-coordinate to consider
--! @param max_y maximum y-coordinate to consider
--! @return y value of surface or nil
-------------------------------------------------------------------------------
function mobf_get_sunlight_surface(x,z, min_y, max_y)
for runy = min_y, max_y,1 do
local pos = { x=x,y=runy, z=z }
local node_to_check = minetest.get_node(pos)
if node_to_check.name == "default:dirt_with_grass" then
return pos.y
end
end
return nil
end
-------------------------------------------------------------------------------
-- name: get_surface(x,z, min_y, max_y)
--
--! @brief get surface for x/z coordinates
--
--! @param x x-coordinate
--! @param z z-coordinate
--! @param min_y minimum y-coordinate to consider
--! @param max_y maximum y-coordinate to consider
--! @return y value of surface (first air node) or nil
-------------------------------------------------------------------------------
function mobf_get_surface(x,z, min_y, max_y)
mobf_assert_backtrace(min_y ~= nil)
mobf_assert_backtrace(max_y ~= nil)
mobf_assert_backtrace(x ~= nil)
mobf_assert_backtrace(z ~= nil)
if type(minetest.get_surface) == "function" then
local basepos = {x=x,y=min_y,z=z}
local offset = max_y-min_y
local retval = minetest.get_surface(basepos,offset)
return retval
end
local last_node = minetest.get_node({ x=x,y=min_y, z=z })
for runy = min_y+1, max_y,1 do
local pos = { x=x,y=runy, z=z }
local node_to_check = minetest.get_node(pos)
if node_to_check.name == "air" and
last_node.name ~= "air" and
last_node.mame ~= "ignore" then
return pos.y
end
last_node = node_to_check
end
return nil
end
-------------------------------------------------------------------------------
-- name: entity_at_loaded_pos(entity.mobname)
--
--! @brief check if entity is activated at already loaded pos
--
--! @param pos to check
--! @param mobname name of mob
--! @return true/false
-------------------------------------------------------------------------------
function entity_at_loaded_pos(pos,mobname)
local current_node = minetest.get_node(pos)
if mobname == nil then
mobname = ""
end
if current_node ~= nil then
if current_node.name == "ignore" then
minetest.log(LOGLEVEL_WARNING,"MOBF: " ..mobname .. " spawned at unloaded pos! : "
.. dump(pos) .. " node: " .. dump(current_node))
return false
else
return true
end
end
minetest.log(LOGLEVEL_WARNING,"MOBF: spawned at invalid pos!")
return false
end
-------------------------------------------------------------------------------
-- name: mobf_random_direction()
--
--! @brief get a random (blocked) 3d direction
--
--! @return 3d dir value
-------------------------------------------------------------------------------
function mobf_random_direction()
local retval = {}
retval.x=math.random(-1,1)
retval.y=math.random(-1,1)
retval.z=math.random(-1,1)
return retval
end
-------------------------------------------------------------------------------
-- name: mobf_pos_is_same(pos1,pos2)
--
--! @brief check if two positions are equal
--
--! @param pos1
--! @param pos2
--
--! @return true/false
-------------------------------------------------------------------------------
function mobf_pos_is_same(pos1,pos2)
if pos1 == nil or
pos2 == nil then
return false
end
if pos1.x ~= pos2.x or
pos1.y ~= pos2.y or
pos1.z ~= pos2.z or
pos1.x == nil or
pos1.y == nil or
pos1.z == nil or
pos2.x == nil or
pos2.y == nil or
pos2.z == nil then
return false
end
return true
end
-------------------------------------------------------------------------------
-- name: mobf_is_pos(value)
--
--! @brief check if a given value is a position
--
--! @param value to check
--
--! @return true/false
-------------------------------------------------------------------------------
function mobf_is_pos(value)
if value == nil or
type(value) ~= "table" then
return false
end
if value.x == nil or
tonumber(value.x) == nil then
return false
end
if value.y == nil or
tonumber(value.y) == nil then
return false
end
if value.z == nil or
tonumber(value.z) == nil then
return false
end
return true
end
-------------------------------------------------------------------------------
-- name: mobf_hash_to_pos(hash)
--
--! @brief restore a position from a pos hash value
--
--! @param hash to restore pos from
--
--! @return posistion reconstructed from hash
-------------------------------------------------------------------------------
function mobf_hash_to_pos(hash)
local retval = {}
local raw_x = (hash % 65536)
local raw_y = ((hash - raw_x) % (65536*65536)) / 65536
local raw_z = ((hash - raw_x - raw_y) / 65536) / 65536
local mobpos = {}
retval.x = raw_x - 32768
retval.y = raw_y - 32768
retval.z = math.floor(raw_z - 32768)
return retval
end
--!@}
|
app_config = {
ssid ="",passwd = "",
ip={192,168,0,9},
bc_port=1999,
data_port=2012,
baud=115200,
dhcp=true,
apmode=true,
cast_delay = 3000
}
|
--[[
tp8_grass
TODO:
models/props_foliage/grass3.mdl
models/props_foliage/grass_cluster01.mdl
models/props_foliage/grass_cluster01a.mdl
models/props_foliage/swamp_grass01.mdl
models/props_foliage/swamp_grass_row01.mdl
Flowers:
models/props_foliage/potted_plant1_p1.mdl --dirt --CS:S
models/props_foliage/potted_plant2.mdl --pot --CS:S
models/props_foliage/potted_plant3.mdl --pot --CS:S
Bushes:
models/props_foliage/urban_bigplant01.mdl
models/props_foliage/mall_bigleaves_plant01_medium.mdl
models/props_foliage/mall_bigleaves_plant01.mdl
HAS DIRT BALL!
models/props_foliage/mall_big_plant01_dirt.mdl
models/props_foliage/mall_bigleaves_plant03_dirt.mdl --make bigger?
possible grass replacement? models/props_foliage/mall_grass_bush01_dirt.mdl
]]
AddCSLuaFile()
ENT.Type = "anim"
ENT.Base = "tp8_tree"
ENT.seedModel = "models/hunter/plates/plate.mdl"
--ENT.models = { "models/props_foliage/mall_big_plant01_dirt.mdl", "models/props_foliage/mall_bigleaves_plant03_dirt.mdl", "models/props_foliage/mall_grass_bush01_dirt.mdl"}
ENT.models = { "models/props_foliage/swamp_grass01.mdl", "models/props_foliage/swamp_grass_row01.mdl"}
--ENT.meme = nil
function ENT:Initialize()
if CLIENT then return end
GLOBAL_grass = GLOBAL_grass + 1
self:SetModel(self.seedModel)
self:SetMaterial("models/alyx/hairbits")
self.health = 25
self.isPlanted = false
--self:PhysicsInitStandard()
self:SetMoveType(0)
self.numberOfFruitMax = 1
self.treeLevel = 0
--self.plantTime = math.random(10, 50)
self.angle1 = math.random(-3,3) --pitch
self.angle2 = math.random(-179,180) --yaw
self.timer = 0
self.fruitLifeExpectancy = 1
self.longTimer = 0
self.lifeExpectancy = 10
self.kids = 0
self.maxKids = 20
self.growthTime = 1 + (GLOBAL_grass / GLOBAL_grass_max)*(60 + math.random(0,60))
self.minSize = 80
self.maxSize = 160
self.entName = "tp8_grass"
-- if GLOBAL_grass <= 100 then
-- self.growthTime = 1 + math.random(0,9)
-- self.maxKids = 100
-- end
self.heightOfTree = 5
--used these rather than local variables because not sure if local variables screw things up
self.testVal = 0
self.randoPos = Vector(0,0,0)
self.done = false
self.xDelta = 0
self.yDelta = 0
self.zDelta = 0
self.randoArray = {}
self.randoPosAr = {}
self.newX = 0
self.newY = 0
self.newZ = 0
self.tr = nil
--grass timer
local timer_name = "grass_" .. self:EntIndex()
timer.Create(timer_name,self.growthTime,0, function()
if IsValid(self) then
if self:IsOnFire() then
self:Ignite(15, 100)
self:Remove()
end
if !self.isPlanted then
if self.timer == self.fruitLifeExpectancy then
self:Remove()
end
self.timer = self.timer + 1
end
if self.isPlanted && self.longTimer >= self.lifeExpectancy then
self:Remove()
elseif self.isPlanted then
self.longTimer = self.longTimer + 1
end
--try to autoplant, otherwise if it is planted, upgrayed
if !self.isPlanted then
--self:Upgrayed()
self:lookForAValidPlantPositionAndSendSelfThere(self:GetPos())
elseif self.isPlanted && GLOBAL_grass < GLOBAL_grass_max then
self:Upgrayed()
end
elseif !IsValid(self) then
timer.Remove(timer_name)
end
end)
end
function ENT:Upgrayed()
if self.treeLevel == 0 --[[&& self:OnGroundNotStupidEdition(self:GetPos())]] then
--plant the seed
self.isPlanted = true
local coords = self:GetPos()
local xPos = math.floor(coords.x / GLOBAL_divisionsXY)
local yPos = math.floor(coords.y / GLOBAL_divisionsXY)
local zPos = math.floor(coords.z / GLOBAL_divisionsZ)
GLOBAL_grassGrid[xPos][yPos][zPos] = GLOBAL_grassGrid[xPos][yPos][zPos] - 1
self:SetModel(self.models[math.random(#self.models)])
self:SetModelScale( 0.01, 0) --make the model really small to start
self:SetMaterial() --should set the material to the model's material
--rotate the thing to be upwards
self:SetAngles( Angle(self.angle1,self.angle2,0))
self.treeLevel = self.treeLevel + 1 --1
--start scaling
self:SetModelScale( math.random(self.minSize,self.maxSize)/100, self.growthTime) --grow the model over self.growthTime time. COOL!
elseif self.treeLevel == 1 && self.longTimer < 0.75*self.lifeExpectancy then
--rebroduce
for i = 1,math.random(1,self.numberOfFruitMax) do
newFruit = ents.Create(self.entName)
if ( !IsValid( newFruit ) ) then return end
newFruit:SetPos(self:GetPos() + Vector(math.random(-24,24),math.random(-24,24),self.heightOfTree))
newFruit:SetAngles(Angle(math.random(-5,5),math.random(-179,180),0))
newFruit:Spawn()
self.kids = self.kids + 1
end
if self.kids >= self.maxKids then
self:Remove()
end
end
end
function ENT:lookForAValidPlantPositionAndSendSelfThere(coords)
--follows the numpad order
for i=1,27 do
self.randoArray[i] = 0
self.randoPosAr[i] = Vector(0,0,0)
end
--get current tree pos in terms of self.globalForest
local xPos = math.floor(coords.x / GLOBAL_divisionsXY)
local yPos = math.floor(coords.y / GLOBAL_divisionsXY)
local zPos = math.floor(coords.z / GLOBAL_divisionsZ)
--check surrounding XY spots for > 0 value
--can grow up/down on a slope this way... the tree would go above or below the height threshold
local i = 1
for dx=-1,1 do
for dy=-1,1 do
for dz=-1,1 do
if xPos+dx >= GLOBAL_grassXYMin && xPos+dx < GLOBAL_grassXYMax &&
yPos+dy >= GLOBAL_grassXYMin && yPos+dy < GLOBAL_grassXYMax &&
zPos+dz >= GLOBAL_grassZMin && zPos+dz < GLOBAL_grassZMax &&
GLOBAL_grassGrid[xPos+dx][yPos+dy][zPos+dz] > 0 && self:hasAValidPosition(dx,dy,dz, xPos, yPos, zPos) then
self.randoArray[i] = 1
self.randoPosAr[i] = self.randoPos
end
i = i+1
end
end
end
local containsAOne = false
for i=1,27 do
if (self.randoArray[i] == 1) then containsAOne = true end
end
--pick a random value in self.randoArray to pick the cube to plant the tree in
if containsAOne then
local valid = false
self.testVal = 0
while !valid do
self.testVal = math.random(27)
if self.randoArray[self.testVal] == 1 then
valid = true
end
end
-- print("Direction going: "..self.testVal)
local x = self.randoPosAr[self.testVal].x
local y = self.randoPosAr[self.testVal].y
local z = self.randoPosAr[self.testVal].z
--plant self at the TRACE'S x, y, z
self:SetPos(Vector(x, y, z))
self:Upgrayed()
end
end
if SERVER then
function ENT:OnRemove()
GLOBAL_grass = GLOBAL_grass - 1
if (self.isPlanted) then
local coords = self:GetPos()
local xPos = math.floor(coords.x / GLOBAL_divisionsXY)
local yPos = math.floor(coords.y / GLOBAL_divisionsXY)
local zPos = math.floor(coords.z / GLOBAL_divisionsZ)
GLOBAL_grassGrid[xPos][yPos][zPos] = GLOBAL_grassGrid[xPos][yPos][zPos] + 1
end
end
end
|
--
-- tests/base/test_tree.lua
-- Automated test suite source code tree handling.
-- Copyright (c) 2009-2012 Jason Perkins and the Premake project
--
local suite = test.declare("base_tree")
local tree = premake.tree
--
-- Setup/teardown
--
local tr
function suite.setup()
tr = tree.new()
end
local function prepare()
tree.traverse(tr, {
onnode = function(node, depth)
_p(depth + 2, node.name)
end
})
end
--
-- Tests for tree.new()
--
function suite.NewReturnsObject()
test.isnotnil(tr)
end
--
-- Tests for tree.add()
--
function suite.CanAddAtRoot()
tree.add(tr, "Root")
prepare()
test.capture [[
Root
]]
end
function suite.CanAddAtChild()
tree.add(tr, "Root/Child")
prepare()
test.capture [[
Root
Child
]]
end
function suite.CanAddAtGrandchild()
tree.add(tr, "Root/Child/Grandchild")
prepare()
test.capture [[
Root
Child
Grandchild
]]
end
--
-- Tests for tree.getlocalpath()
--
function suite.GetLocalPath_ReturnsPath_OnNoParentPath()
local c = tree.add(tr, "Root/Child")
c.parent.path = nil
test.isequal("Root/Child", tree.getlocalpath(c))
end
function suite.GetLocalPath_ReturnsName_OnParentPathSet()
local c = tree.add(tr, "Root/Child")
test.isequal("Child", tree.getlocalpath(c))
end
--
-- Tests for tree.remove()
--
function suite.Remove_RemovesNodes()
local n1 = tree.add(tr, "1")
local n2 = tree.add(tr, "2")
local n3 = tree.add(tr, "3")
tree.remove(n2)
local r = ""
for _, n in ipairs(tr.children) do r = r .. n.name end
test.isequal("13", r)
end
function suite.Remove_WorksInTraversal()
tree.add(tr, "Root/1")
tree.add(tr, "Root/2")
tree.add(tr, "Root/3")
local r = ""
tree.traverse(tr, {
onleaf = function(node)
r = r .. node.name
tree.remove(node)
end
})
test.isequal("123", r)
test.isequal(0, #tr.children[1])
end
--
-- Tests for tree.sort()
--
function suite.Sort_SortsAllLevels()
tree.add(tr, "B/3")
tree.add(tr, "B/1")
tree.add(tr, "A/2")
tree.add(tr, "A/1")
tree.add(tr, "B/2")
tree.sort(tr)
prepare()
test.capture [[
A
1
2
B
1
2
3
]]
end
--
-- If the root of the tree contains multiple items, it should not
-- be removed by trimroot()
--
function suite.trimroot_onItemsAtRoot()
tree.add(tr, "A/1")
tree.add(tr, "B/1")
tree.trimroot(tr)
prepare()
test.capture [[
A
1
B
1
]]
end
--
-- Should trim to first level with multiple items.
--
function suite.trimroot_onItemsInFirstNode()
tree.add(tr, "A/1")
tree.add(tr, "A/2")
tree.trimroot(tr)
prepare()
test.capture [[
1
2
]]
end
--
-- If the tree contains only a single node, don't trim it.
--
function suite.trimroot_onSingleNode()
tree.add(tr, "A")
tree.trimroot(tr)
prepare()
test.capture [[
A
]]
end
--
-- If the tree contains only a single node, don't trim it.
--
function suite.trimroot_onSingleLeafNode()
tree.add(tr, "A/1")
tree.trimroot(tr)
prepare()
test.capture [[
1
]]
end
--
-- A ".." folder containing a single subfolder should never appear
-- at the top of the source tree.
--
function suite.trimroot_removesDotDot_onTopLevelSiblings()
tree.add(tr, "../../tests/test_hello.c")
tree.add(tr, "../src/test.c")
tree.trimroot(tr)
prepare()
test.capture [[
tests
test_hello.c
src
test.c
]]
end
function suite.trimroot_removesDotDot_onTopLevel()
tree.add(tr, "../tests/test_hello.c")
tree.add(tr, "src/test.c")
tree.trimroot(tr)
prepare()
test.capture [[
tests
test_hello.c
src
test.c
]]
end
function suite.trimroot_removesDotDot_onMultipleNestings()
tree.add(tr, "../../../tests/test_hello.c")
tree.add(tr, "../src/test.c")
tree.trimroot(tr)
prepare()
test.capture [[
tests
test_hello.c
src
test.c
]]
end
--
-- When nodes are trimmed, the paths on the remaining nodes should
-- be updated to reflect the new hierarchy.
--
function suite.trimroot_updatesPaths_onNodesRemoved()
tree.add(tr, "A/1")
tree.add(tr, "A/2")
tree.trimroot(tr)
test.isequal("1", tr.children[1].path)
end
function suite.trimroot_updatesPaths_onDotDotRemoved()
tree.add(tr, "../../../tests/test_hello.c")
tree.add(tr, "../src/test.c")
tree.trimroot(tr)
test.isequal("tests", tr.children[1].path)
end
--
-- Nodes with the key "trim" set to false should be removed.
--
function suite.trimroot_respectsTrimFlag()
local n = tree.add(tr, "A")
tree.add(tr, "A/1")
n.trim = false
tree.trimroot(tr)
prepare()
test.capture [[
A
1
]]
end
|
local Ui = {}
function Ui.devicons()
return { "kyazdani42/nvim-web-devicons", opt = true }
end
function Ui.bufferline()
return {
"romgrk/barbar.nvim",
wants = "nvim-web-devicons",
requires = Ui.devicons(),
config = require("modules.ui.bufferline")(),
}
end
function Ui.statusline()
return {
"glepnir/galaxyline.nvim",
wants = "nvim-web-devicons",
requires = Ui.devicons(),
config = require("modules.ui.statusline")(),
}
end
function Ui.indentline()
return {
"lukas-reineke/indent-blankline.nvim",
setup = require("modules.ui.indentline")(),
}
end
function Ui.filemanager()
return {
"kyazdani42/nvim-tree.lua",
wants = "nvim-web-devicons",
requires = Ui.devicons(),
config = require("modules.ui.filemanager")(),
}
end
function Ui.telescope()
return {
"nvim-telescope/telescope.nvim",
wants = "nvim-web-devicons",
requires = {
"nvim-lua/popup.nvim",
"nvim-lua/plenary.nvim",
"nvim-telescope/telescope-fzy-native.nvim",
Ui.devicons(),
},
config = require("modules.ui.telescope")(),
}
end
function Ui.treesitter()
return {
"nvim-treesitter/nvim-treesitter",
run = ":TSUpdate",
wants = {
"nvim-ts-rainbow",
"nvim-ts-autotag",
},
requires = {
{ "p00f/nvim-ts-rainbow", opt = true },
{ "windwp/nvim-ts-autotag", opt = true },
},
config = require("modules.ui.treesitter")(),
}
end
function Ui.colorizer()
return {
"norcalli/nvim-colorizer.lua",
config = require("modules.ui.colorizer")(),
}
end
function Ui.colorscheme()
-- note: if you want use gruvboy.nvim please change to mnabila/gruvboy.nvim
return {
"rktjmp/lush.nvim",
wants = "gruvboy.nvim",
requires = { "~/git/gruvboy.nvim", opt = true },
}
end
return Ui
|
set_xmakever("2.2.5")
-- project
set_project("hikyuu")
-- version
set_version("1.1.5")
set_configvar("USE_ASYNC_LOGGER", 0)
set_configvar("SPDLOG_ACTIVE_LEVEL", 2)
set_configvar("CHECK_ACCESS_BOUND", 1)
set_configvar("SUPPORT_SERIALIZATION", 1)
set_configvar("SUPPORT_TEXT_ARCHIVE", 0)
set_configvar("SUPPORT_XML_ARCHIVE", 1)
set_configvar("SUPPORT_BINARY_ARCHIVE", 1)
-- set warning all as error
if is_plat("windows") then
set_warnings("all", "error")
else
set_warnings("all")
end
-- set language: C99, c++ standard
set_languages("cxx17", "C99")
add_plugindirs("./xmake_plugins")
add_requires("fmt", {configs = {header_only = false, vs_runtime = "MD"}})
add_requires("spdlog", {configs = {header_only = false, vs_runtime = "MD"}})
set_objectdir("$(buildir)/$(mode)/$(plat)/$(arch)/.objs")
set_targetdir("$(buildir)/$(mode)/$(plat)/$(arch)/lib")
add_includedirs("hikyuu_extern_libs/inc")
add_includedirs("$(env BOOST_ROOT)")
add_linkdirs("$(env BOOST_LIB)")
-- modifed to use boost static library, except boost.python
--add_defines("BOOST_ALL_DYN_LINK")
add_defines("BOOST_SERIALIZATION_DYN_LINK")
if is_host("linux") then
if is_arch("x86_64") then
add_linkdirs("/usr/lib/x86_64-linux-gnu")
end
end
if is_mode("debug") then
set_symbols("debug")
set_optimize("none")
end
-- is release now
if is_mode("release") then
if is_plat("windows") then
--Unix-like systems hidden symbols will cause the link dynamic libraries to failed!
set_symbols("hidden")
end
set_optimize("fastest")
set_strip("all")
end
-- for the windows platform (msvc)
if is_plat("windows") then
add_packagedirs("./hikyuu_extern_libs/pkg")
-- add some defines only for windows
add_defines("NOCRYPT", "NOGDI")
add_cxflags("-EHsc", "/Zc:__cplusplus")
add_cxflags("-wd4819") --template dll export warning
add_defines("WIN32_LEAN_AND_MEAN")
if is_mode("release") then
add_cxflags("-MD")
elseif is_mode("debug") then
add_cxflags("-Gs", "-RTC1")
add_cxflags("-MDd")
end
end
if not is_plat("windows") then
-- disable some compiler errors
add_cxflags("-Wno-error=deprecated-declarations", "-fno-strict-aliasing")
add_cxflags("-ftemplate-depth=1023", "-pthread")
add_shflags("-pthread")
add_ldflags("-pthread")
end
add_vectorexts("sse", "sse2", "sse3", "ssse3", "mmx", "avx")
if is_plat("windows") then
add_subdirs("./hikyuu_extern_libs/src/sqlite3")
end
add_subdirs("./hikyuu_cpp/hikyuu")
add_subdirs("./hikyuu_pywrap")
add_subdirs("./hikyuu_cpp/unit_test")
add_subdirs("./hikyuu_cpp/demo")
after_build("scripts.after_build")
before_install("scripts.before_install")
on_install("scripts.on_install")
before_run("scripts.before_run")
|
--[[
DEVELOPED BY BORKEDsetup
LAST COMMIT: 2021/03/18
SCRIPT TESTED WITH: Synapse X
Most full/near full lua executors should be able to handle it.
Make sure you have a gun out while executing and throughout the entire operation.
Read the README and LICENSE for more information.
]]--
print('INITIALIZED')
local NighthawkTeam = game.Teams:FindFirstChild('Nighthawk')
local PlayerService = game:GetService('Players')
local PlayersTable = {}
for i,v in pairs (PlayerService:GetChildren()) do
if v.Team == NighthawkTeam then
table.insert(PlayersTable, v.Name)
print('ADDED PLAYER TO TABLE: '..v.Name)
wait(0.05)
end
end
print('DONE PLACING PLAYERS IN TABLES')
for t,p in pairs (PlayersTable) do
local args = {
[1] = {
["Victim"] = game:GetService("Players"):FindFirstChild(p).Character.Humanoid,
["Amount"] = 100
}
}
game:GetService("ReplicatedStorage").RemoteEvents.Guns.Damage:FireServer(unpack(args))
print('Killed: '..p)
wait(1)
end
print('COMPLETED') |
local Event = require("api.Event")
local I18N = require("api.I18N")
local Gui = require("api.Gui")
local Rand = require("api.Rand")
local Chara = require("api.Chara")
local Effect = require("mod.elona.api.Effect")
local Log = require("api.Log")
local World = require("api.World")
local Ui = require("api.Ui")
local Enum = require("api.Enum")
local Skill = require("mod.elona_sys.api.Skill")
local Const = require("api.Const")
local Weather = require("mod.elona.api.Weather")
local IItemFood = require("mod.elona.api.aspect.IItemFood")
local function make_potion_throwable(item)
if item:has_category("elona.drink") then
item.can_throw = true
end
end
Event.register("base.on_item_instantiated", "Make potion throwable", make_potion_throwable)
local function make_potion_dip_sourceable(item)
if item:has_category("elona.drink") then
item.can_dip_source = true
end
end
Event.register("base.on_item_instantiated", "Make potion dip sourceable", make_potion_dip_sourceable)
local function on_potion_thrown(item, params, result)
if result or not item:has_category("elona.drink") or item.proto.on_throw then
return result
end
-- >>>>>>>> shade2/action.hsp:60 snd seCrush2 ...
Gui.play_sound("base.crush2", params.x, params.y)
-- <<<<<<<< shade2/action.hsp:60 snd seCrush2 ..
-- >>>>>>>> shade2/action.hsp:62 if map(tlocX,tlocY,1)!0{ ...
local chara = params.chara
local map = chara:current_map()
local target = Chara.at(params.x, params.y, map)
if target then
Gui.mes("action.throw.hits", target)
Effect.get_wet(target, 25)
target:interrupt_activity()
-- <<<<<<<< shade2/action.hsp:65 rowAct_Check tc ...
-- >>>>>>>> shade2/action.hsp:78 if tc>=maxFollower :hostileAction cc,tc ...
if not chara:is_in_same_party(target) then
chara:act_hostile_towards(target)
end
if item.proto.on_drink then
local drink_params = {
chara = target,
item = item,
triggered_by = "potion_thrown"
}
item.proto.on_drink(item, drink_params)
else
Log.warn("Potion mef '%s' missing 'on_drink' callback", item.proto._id)
end
return "turn_end"
-- <<<<<<<< shade2/action.hsp:83 goto *turn_end ..
end
-- >>>>>>>> shade2/action.hsp:111 efP=50+sThrow(cc)*10 ...
Effect.create_potion_puddle(params.x, params.y, item, chara)
return "turn_end"
-- <<<<<<<< shade2/action.hsp:115 goto *turn_end ..
end
Event.register("elona_sys.on_item_throw", "On potion thrown", on_potion_thrown)
local function check_item_cooldown_time(item, params, result)
-- >>>>>>>> shade2/action.hsp:1719 if iBit(iPeriod,ci)=true{ ...
if item.cooldown_hours then
assert(type(item.cooldown_hours) == "number")
item.next_use_date = item.next_use_date or 0
local date_hours = World.date_hours()
if date_hours < item.next_use_date then
Gui.mes("action.use.useable_again_at", Ui.format_date(item.next_use_date, true))
return "player_turn_query", "blocked"
end
local sep = item:separate()
sep.next_use_date = date_hours + (item:calc("cooldown_hours") or 0)
end
-- <<<<<<<< shade2/action.hsp:1723 } ..
end
Event.register("elona_sys.on_item_use", "Check item cooldown time and maybe prevent use", check_item_cooldown_time, { priority = 10000})
local function proc_item_eaten_is_poisoned(food, params, result)
-- >>>>>>>> shade2/item.hsp:1140 if iBit(iPoisonBlend,ci)=true{ ...
if not food:calc("is_mixed_with_poison") then
return result
end
local chara = params.chara
if chara:is_in_fov() then
Gui.mes("food.effect.poisoned.text", chara)
Gui.mes("food.effect.poisoned.dialog", chara)
end
chara:damage_hp(Rand.rnd(250) + 250, "elona.poison")
if not Chara.is_alive(chara) then
if not chara:is_player() and chara:relation_towards(Chara.player()) >= Enum.Relation.Neutral then
Effect.modify_karma(Chara.player(), -1)
end
return result, "blocked"
end
-- <<<<<<<< shade2/item.hsp:1150 } ..
end
Event.register("elona_sys.on_item_eat", "Proc is poisoned eating effect", proc_item_eaten_is_poisoned, { priority = 120000 })
local function proc_item_eaten_is_spiked_with_love_potion(food, params, result)
-- >>>>>>>> shade2/item.hsp:1152 if iBit(iLoveBlend,ci)=true{ ...
if not food:calc("is_spiked_with_love_potion") then
return result
end
local chara = params.chara
if chara:is_player() then
Gui.mes("food.effect.spiked.self")
else
Gui.mes_c("food.effect.spiked.other", "SkyBlue", chara)
Skill.modify_impression(chara, 30)
Effect.modify_karma(Chara.player(), -10)
Effect.love_miracle(chara)
end
chara:apply_effect("elona.dimming", 500)
chara:set_emotion_icon("elona.heart", 3)
-- <<<<<<<< shade2/item.hsp:1163 } ..
end
Event.register("elona_sys.on_item_eat", "Proc is spiked with love potion eating effect", proc_item_eaten_is_spiked_with_love_potion, { priority = 130000 })
local function make_bed_useable(item)
if item:has_category("elona.furniture_bed") then
item.can_use = true
end
end
Event.register("base.on_item_instantiated", "Make bed useable", make_bed_useable)
local function use_bed(item, params)
-- >>>>>>>> shade2/action.hsp:1732 if iTypeMinor(ci)=fltBed{ ...
if not item:has_category("elona.furniture_bed") then
return
end
-- <<<<<<<< shade2/action.hsp:1735 } ..
if save.elona_sys.awake_hours < Const.SLEEP_THRESHOLD_LIGHT then
Gui.mes("action.use.not_sleepy")
return "player_turn_query"
end
params.chara:start_activity("elona.preparing_to_sleep", { bed = item })
end
Event.register("elona_sys.on_item_use", "Use bed", use_bed, { priority = 200000 })
local function turn_to_jerky(item, params, result)
local map = params.owning_map
if not map then
return result
end
if not (item._id == "elona.corpse" and map:tile(item.x, item.y).kind == Enum.TileRole.Dryground) then
return result
end
if Weather.is("elona.sunny") then
Gui.mes("misc.corpse_is_dried_up", item:build_name(), item.amount)
local food = item:get_aspect_or_default(IItemFood)
item.image = "elona.item_jerky"
item:change_prototype("elona.jerky")
food.spoilage_date = World.date_hours() + 2160
food.food_type = nil
food.food_quality = 5
item:refresh_cell_on_map()
end
return result, Event.Result.Blocked
end
Event.register("elona.on_item_rot", "Turn corpses to jerky on drygrounds", turn_to_jerky, { priority = 50000 })
local function default_item_rot(item, params)
if params.owning_chara then
if params.owning_chara:is_in_player_party() then
Gui.mes("misc.get_rotten", item:build_name(), item.amount)
end
end
local food = item:get_aspect(IItemFood)
food:rot(item)
if params.owning_map then
item:refresh_cell_on_map()
end
end
Event.register("elona.on_item_rot", "Default item rot", default_item_rot, { priority = 100000 })
|
local pedWeps =
{
"WEAPON_PISTOL",
"WEAPON_PUMPSHOTGUN",
"WEAPON_SAWNOFFSHOTGUN",
"WEAPON_MICROSMG",
"WEAPON_COMPACTRIFLE",
"WEAPON_COMBATPISTOL",
"WEAPON_BULLPUPRIFLE",
"WEAPON_ASSAULTSHOTGUN",
"WEAPON_REVOLVER",
"WEAPON_COMBATPDW",
"WEAPON_ASSAULTSMG",
"WEAPON_ASSAULTRIFLE",
"weapon_Pistol_Mk2",
"weapon_AssaultRifle_Mk2",
"weapon_SMG_Mk2"
}
local pedModels =
{
"S_M_Y_BlackOps_01",
"S_M_Y_BlackOps_02",
"S_M_Y_BlackOps_03",
}
-- CODE --
banditcamps = {}
bandits = {}
Citizen.CreateThread(function()
AddRelationshipGroup("bandit")
SetRelationshipBetweenGroups(5, GetHashKey("bandit"), GetHashKey("PLAYER"))
SetRelationshipBetweenGroups(0, GetHashKey("bandit"), GetHashKey("bandit"))
SetRelationshipBetweenGroups(5, GetHashKey("bandit"), GetHashKey("zombeez"))
SetRelationshipBetweenGroups(5, GetHashKey("PLAYER"), GetHashKey("bandit"))
while true do
Wait(100)
local px,py,pz = table.unpack(GetEntityCoords(PlayerPedId(),false))
for i, camp in ipairs(banditcamps) do
for i,ped in ipairs(camp.peds) do
if NetworkHasControlOfEntity(ped) and #(vector3(camp.coords.x, camp.coords.y, camp.coords.z) - vector3(px,py,pz)) > 400 then
DeleteEntity(ped)
table.remove(camp.peds,i)
elseif NetworkHasControlOfEntity(ped) and IsPedDeadOrDying(ped, true) then
local pedX,pedY,pedZ=table.unpack(GetEntityCoords(ped,true) )
TriggerServerEvent("ForceCreateWeaponPickupAtLocation", pedX,pedY,pedZ)
table.remove(camp.peds,i)
writeLog("ped dead", 1)
local cod = GetPedSourceOfDeath(ped)
local weap = GetPedCauseOfDeath(ped)
if cod ~= 0 and NetworkGetPlayerIndexFromPed(cod) then
TriggerServerEvent("s_killedBanditPed",GetPlayerServerId(NetworkGetPlayerIndexFromPed(cod)),weap)
end
elseif #(vector3(camp.coords.x, camp.coords.y, camp.coords.z) - vector3(px,py,pz)) < 300 and not DoesEntityExist(ped) then
table.remove(camp.peds,i)
end
Wait(1)
end
if #camp.peds == 0 then
TriggerServerEvent("RemoveOldCamp", camp.id)
end
end
end
end)
function GenerateBanditCamp(campinfo)
x, y, z = table.unpack(GetEntityCoords(PlayerPedId(), true))
local campx,campy,campz = campinfo.coords.x, campinfo.coords.y, campinfo.coords.z
_,campz = GetGroundZFor_3dCoord(campx+.0,campy+.0,9999.0, 0)
for i, model in ipairs(pedModels) do
RequestModel(model)
while not HasModelLoaded(model) or not HasCollisionForModelLoaded(model) do
Wait(200)
end
end
campinfo.peds = {}
for i=1, campinfo.pedcount do
choosenPed1 = pedModels[math.random(1, #pedModels)]
choosenPed1 = string.upper(choosenPed1)
ped = CreatePed(4, GetHashKey(choosenPed1), campx+math.random(-3,3),campy+math.random(-3,3),campz, 0.0, true, false)
Entity(ped).state:set("C8pE53jw", true, true)
Entity(ped).state:set("bandit", true, true)
SetPedArmour(ped, 20.0)
local health = math.random(200,600)
SetPedMaxHealth(ped, health)
SetEntityHealth(ped, health)
--SetPedAccuracy(ped, 25)
SetPedSeeingRange(ped, 80.0)
SetPedHearingRange(ped, 30.0)
SetPedFleeAttributes(ped, 0, 0)
SetPedCombatAttributes(ped, 0, 1)
SetPedCombatAttributes(ped, 16, 1)
SetPedCombatAttributes(ped, 46, 1)
SetPedCombatAttributes(ped, 1424, 1)
SetPedCombatAttributes(ped, 5, 1)
SetPedCombatMovement(ped, 3)
--SetPedCombatRange(ped,1)
--SetPedDiesInstantlyInWater(ped,true)
SetPedDropsWeaponsWhenDead(ped, false)
SetPedRelationshipGroupHash(ped, GetHashKey("bandit"))
TaskGuardCurrentPosition(ped, 35.0, 35.0, 1)
randomWep = math.random(1, #pedWeps)
GiveWeaponToPed(ped, GetHashKey(pedWeps[randomWep]), 9999, true, true)
repeat
Wait(500)
if not NetworkGetEntityIsNetworked(ped) then
NetworkRegisterEntityAsNetworked(ped)
end
netid = NetworkGetNetworkIdFromEntity(ped)
until (netid and NetworkGetEntityFromNetworkId(netid) == ped)
table.insert(campinfo.peds, NetworkGetNetworkIdFromEntity(ped))
end
TriggerServerEvent("RegisterNewBanditCamp", campinfo)
writeLog("\nGenerated New Bandit Camp", 1)
end
RegisterNetEvent("GenerateBanditCamp")
AddEventHandler("GenerateBanditCamp", GenerateBanditCamp)
RegisterNetEvent("RegisterNewBanditCamp")
AddEventHandler("RegisterNewBanditCamp", function(data)
-- {netid = netid, id = #spawnedCars+1}
for i, ped in ipairs(data.peds) do
data.peds[i] = NetworkGetEntityFromNetworkId(ped)
writeLog("netid:"..ped, 1)
end
data.blip = AddBlipForRadius(data.coords.x, data.coords.y, data.coords.z, 30.0)
SetBlipAsShortRange(data.blip, true)
SetBlipColour(data.blip, 1)
SetBlipDisplay(data.blip, 2)
SetBlipAlpha(data.blip, 180)
data.blip2 = AddBlipForCoord(data.coords.x, data.coords.y, data.coords.z)
SetBlipAsShortRange(data.blip2, true)
SetBlipColour(data.blip2, 1)
SetBlipDisplay(data.blip2, 2)
SetBlipSprite(data.blip2, 119)
BeginTextCommandSetBlipName("STRING")
AddTextComponentString("Enemy Outpost")
EndTextCommandSetBlipName(data.blip2)
table.insert(banditcamps, data)
end)
RegisterNetEvent("LoadCamps")
AddEventHandler("LoadCamps", function(data)
banditcamps = data
end)
RegisterNetEvent("RemoveOldCamp")
AddEventHandler("RemoveOldCamp", function(campid)
for i,camp in pairs(banditcamps) do
if camp.id == campid then
local playerCoords = GetEntityCoords(PlayerPedId(), false)
if #(playerCoords - vector3(camp.coords.x, camp.coords.y, camp.coords.z)) < 100 then
if currentQuest.active then
if Quests[currentQuest.id].finishrequirements.stopCamps and not IsPlayerDead(PlayerId()) then
currentQuest.progress.stopCamps = currentQuest.progress.stopCamps+1
end
end
end
RemoveBlip(camp.blip)
RemoveBlip(camp.blip2)
table.remove(banditcamps,i)
writeLog("camp removed", 1)
end
end
end)
-- ped assignment
Citizen.CreateThread(function()
while true do
Wait(1500)
local handle, ped = FindFirstPed()
local finished = false -- FindNextPed will turn the first variable to false when it fails to find another ped in the index
repeat
Wait(20)
if not IsPedAPlayer(ped) and NetworkHasControlOfEntity(ped) and not Entity(ped).state.zombie and not Entity(ped).state.MissionPed then
local ownedByMe = false
local CanNotControl = false
for i,camp in pairs(banditcamps) do
for i,bandit in pairs(camp.peds) do
if ped == bandit then
ownedByMe = true
end
end
end
for i,animal in pairs(animals) do
if ped == animal then
CanNotControl = true
end
end
for i,zombie in pairs(zombies) do
if ped == zombie then
CanNotControl = true
end
end
if NetworkHasControlOfEntity(ped) and not ownedByMe and not CanNotControl then
TaskGuardCurrentPosition(ped, 35.0, 35.0, 1)
end
end
finished, ped = FindNextPed(handle) -- first param returns true while entities are found
until not finished
EndFindPed(handle)
end
end)
|
game = {}
love.filesystem.setRequirePath(love.filesystem.getRequirePath()..";lib/?.lua;lib/")
love.filesystem.setCRequirePath(love.filesystem.getCRequirePath()..";lib/?.dll;lib/?/?.dll;lib/?/?.so")
-- Globals (yikes)
debug = false
cameraController = {}
inputController = {}
uiController = {}
animationController = {}
roundController = {}
audioController = {}
configController = {}
helpController = {}
world = {}
TOWER_STATS = {}
function game:init()
love.graphics.setFont(assets.ui.neuropoliticalRg(12))
love.graphics.setDefaultFilter('nearest')
love.keyboard.setKeyRepeat(true) -- For nuklear
nk.init()
TOWER_STATS = require("src.tower-stats")
configController = ConfigController()
configController:fetchUserSettings()
uiController = UiController()
audioController = AudioController(settings)
inputController = InputController()
playerController = PlayerController()
animationController = AnimationController()
roundController = RoundController()
helpController = HelpController(Vector(love.graphics.getWidth()*constants.UI.HELPLOG.X, love.graphics.getHeight()*constants.UI.HELPLOG.Y))
if not configController.settings.seenMazingTutorial then
helpController:addText('Construct a maze of towers to defeat blobs and gain valuable resources to upgrade your towers!', 10, {0.2,0.8,0})
configController:updateSetting('seenMazingTutorial', true)
end
world = World(Vector(0,0), constants.GRID.ROWS, constants.GRID.COLUMNS)
cameraController = CameraController(Vector(world.origin.x + constants.GRID.COLUMNS/2*constants.GRID.CELL_SIZE, world.origin.y + constants.GRID.ROWS/1.5*constants.GRID.CELL_SIZE))
end
function game:update(dt)
dt = math.min(dt, 0.1) -- Prevent weirdness with dragging the window. Might need to be reconsidered
if roundController:isEnemyPhase() then
dt = dt * playerController.timeDilation
end
world:update(dt)
Timer.update(dt) --the global version is used mostly for tweening/small use-cases
if not playerController.hasWon and not playerController.hasLost then
uiController:update(dt)
roundController:update(dt)
inputController:update(dt)
cameraController:update(dt)
helpController:update(dt)
end
playerController:update(dt)
end
function game:draw()
Util.l.resetColour()
cameraController:attach()
world:draw()
playerController:draw()
cameraController:detach()
uiController:draw()
helpController:draw()
if debug then
love.graphics.print("Current FPS: "..tostring(love.timer.getFPS( )), 10, love.graphics.getHeight()*0.3)
inputController:draw()
Util.l.resetColour()
Util.l.renderStats(10, 80)
end
end
function game:keypressed(key, scancode, isrepeat)
if key == "f1" then
debug = not debug
end
inputController:keypressed(key)
nk.keypressed(key, scancode, isrepeat)
end
function game:resize(w, h)
uiController:triggerResize()
end
function game:keyreleased(key, scancode)
nk.keyreleased(key, scancode)
end
function game:mousepressed(x, y, button, istouch, presses)
nk.mousepressed(x, y, button, istouch)
inputController:mousepressed(Vector(x, y), button)
end
function game:mousereleased(x, y, button, istouch)
nk.mousereleased(x, y, button, istouch)
end
function game:mousemoved(x, y, dx, dy, istouch)
nk.mousemoved(x, y, dx, dy, istouch)
end
function game:textinput(text)
nk.textinput(text)
end
function game:wheelmoved(x, y)
nk.wheelmoved(x, y)
end
|
// Wildfire Black Mesa Roleplay
// File description: BMRP server-side crystal storage entity script
// Copyright (c) 2022 KiwifruitDev
// Licensed under the MIT License.
//*********************************************************************************************
// 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.
//*********************************************************************************************
AddCSLuaFile("cl_init.lua")
AddCSLuaFile("shared.lua")
include("shared.lua")
util.AddNetworkString("CrystalRackUI")
function ENT:Initialize()
self:SetModel("models/props_generic/storage_shelf.mdl")
self:PhysicsInit(SOLID_VPHYSICS)
self:SetMoveType(MOVETYPE_VPHYSICS)
self:SetSolid(SOLID_VPHYSICS)
self:SetUseType(SIMPLE_USE)
local phys = self:GetPhysicsObject()
if phys:IsValid() then
phys:Wake()
end
end
|
return {
["comment"]="% generated by mtxrun --script pattern --convert",
["exceptions"]={
["n"]=0,
},
["metadata"]={
["mnemonic"]="tk",
["source"]="hyph-tk",
["texcomment"]="% copyright: Copyright (c) 2010-2015 Nazar Annagurban\
% title: Hyphenation patterns for Turkmen language\
% version: 0.1 16 March 2010\
% notice: >\
% This file is part of the hyph-utf8 package.\
% See http://www.hyphenation.org for more information.\
% license:\
% name: MIT\
% url: https://opensource.org/licenses/MIT\
% text: >\
% 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.\
%\
% ",
},
["patterns"]={
["characters"]="-abdefghijklmnoprstuwyzäçöüýňşž",
["data"]="1-4 ä1bä ä1be ä1bi ä1bö ä1bü ä1çä ä1çe ä1çi ä1çö ä1çü ä1dä ä1de ä1di ä1dö ä1dü ä1fä ä1fe ä1fi ä1fö ä1fü ä1gä ä1ge ä1gi ä1gö ä1gü ä1hä ä1he ä1hi ä1hö ä1hü ä1jä ä1je ä1ji ä1jö ä1jü ä1kä ä1ke ä1ki ä1kö ä1kü ä1lä ä1le ä1li ä1lö ä1lü ä1mä ä1me ä1mi ä1mö ä1mü ä1nä ä1ne ä1ni ä1nö ä1nü ä1pä ä1pe ä1pi ä1pö ä1pü ä1rä ä1re ä1ri ä1rö ä1rü ä1sä ä1se ä1si ä1sö ä1sü ä1tä ä1te ä1ti ä1tö ä1tü ä1wä ä1we ä1wi ä1wö ä1wü ä1ýä ä1ýe ä1ýi ä1ýö ä1ýü ä1zä ä1ze ä1zi ä1zö ä1zü ä1ňä ä1ňe ä1ňi ä1ňö ä1ňü ä1žä ä1že ä1ži ä1žö ä1žü ä1şä ä1şe ä1şi ä1şö ä1şü e1bä e1be e1bi e1bö e1bü e1çä e1çe e1çi e1çö e1çü e1dä e1de e1di e1dö e1dü e1fä e1fe e1fi e1fö e1fü e1gä e1ge e1gi e1gö e1gü e1hä e1he e1hi e1hö e1hü e1jä e1je e1ji e1jö e1jü e1kä e1ke e1ki e1kö e1kü e1lä e1le e1li e1lö e1lü e1mä e1me e1mi e1mö e1mü e1nä e1ne e1ni e1nö e1nü e1pä e1pe e1pi e1pö e1pü e1rä e1re e1ri e1rö e1rü e1sä e1se e1si e1sö e1sü e1tä e1te e1ti e1tö e1tü e1wä e1we e1wi e1wö e1wü e1ýä e1ýe e1ýi e1ýö e1ýü e1zä e1ze e1zi e1zö e1zü e1ňä e1ňe 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ö1ýi ö1ýö ö1ýü ö1zä ö1ze ö1zi ö1zö ö1zü ö1ňä ö1ňe ö1ňi ö1ňö ö1ňü ö1žä ö1že ö1ži ö1žö ö1žü ö1şä ö1şe ö1şi ö1şö ö1şü ü1bä ü1be ü1bi ü1bö ü1bü ü1çä ü1çe ü1çi ü1çö ü1çü ü1dä ü1de ü1di ü1dö ü1dü ü1fä ü1fe ü1fi ü1fö ü1fü ü1gä ü1ge ü1gi ü1gö ü1gü ü1hä ü1he ü1hi ü1hö ü1hü ü1jä ü1je ü1ji ü1jö ü1jü ü1kä ü1ke ü1ki ü1kö ü1kü ü1lä ü1le ü1li ü1lö ü1lü ü1mä ü1me ü1mi ü1mö ü1mü ü1nä ü1ne ü1ni ü1nö ü1nü ü1pä ü1pe ü1pi ü1pö ü1pü ü1rä ü1re ü1ri ü1rö ü1rü ü1sä ü1se ü1si ü1sö ü1sü ü1tä ü1te ü1ti ü1tö ü1tü ü1wä ü1we ü1wi ü1wö ü1wü ü1ýä ü1ýe ü1ýi ü1ýö ü1ýü ü1zä ü1ze ü1zi ü1zö ü1zü ü1ňä ü1ňe ü1ňi ü1ňö ü1ňü ü1žä ü1že ü1ži ü1žö ü1žü ü1şä ü1şe ü1şi ü1şö ü1şü a1ba a1by a1bo a1bu a1ça a1çy a1ço a1çu a1da a1dy a1do a1du a1fa a1fy a1fo a1fu a1ga a1gy a1go a1gu a1ha a1hy a1ho a1hu a1ja a1jy a1jo a1ju a1ka a1ky a1ko a1ku a1la a1ly a1lo a1lu a1ma a1my a1mo a1mu a1na a1ny a1no a1nu a1pa a1py a1po a1pu a1ra a1ry a1ro a1ru a1sa a1sy a1so a1su a1ta a1ty a1to a1tu a1wa a1wy a1wo a1wu a1ýa a1ýy a1ýo a1ýu a1za a1zy a1zo a1zu 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u1ha u1hy u1ho u1hu u1ja u1jy u1jo u1ju u1ka u1ky u1ko u1ku u1la u1ly u1lo u1lu u1ma u1my u1mo u1mu u1na u1ny u1no u1nu u1pa u1py u1po u1pu u1ra u1ry u1ro u1ru u1sa u1sy u1so u1su u1ta u1ty u1to u1tu u1wa u1wy u1wo u1wu u1ýa u1ýy u1ýo u1ýu u1za u1zy u1zo u1zu u1ňa u1ňy u1ňo u1ňu u1ža u1žy u1žo u1žu u1şa u1şy u1şo u1şu a1bi a1be y1bä y1bi y1be o1bi o1be u1bi u1be i1ba i1bo e1ba e1bo ä1bo ä1ba ö1ba a1çi a1çe y1çä y1çi y1çe o1çi o1çe u1çi u1çe i1ça i1ço e1ça e1ço ä1ço ä1ça ö1ça a1di a1de y1dä y1di y1de o1di o1de u1di u1de i1da i1do e1da e1do ä1do ä1da ö1da a1fi a1fe y1fä y1fi y1fe o1fi o1fe u1fi u1fe i1fa i1fo e1fa e1fo ä1fo ä1fa ö1fa a1gi a1ge y1gä y1gi y1ge o1gi o1ge u1gi u1ge i1ga i1go e1ga e1go ä1go ä1ga ö1ga a1hi a1he y1hä y1hi y1he o1hi o1he u1hi u1he i1ha i1ho e1ha e1ho ä1ho ä1ha ö1ha a1ji a1je y1jä y1ji y1je o1ji o1je u1ji u1je i1ja i1jo e1ja e1jo ä1jo ä1ja ö1ja a1ki a1ke y1kä y1ki y1ke o1ki o1ke u1ki u1ke i1ka i1ko e1ka e1ko ä1ko ä1ka ö1ka a1li a1le y1lä y1li y1le o1li o1le u1li u1le i1la i1lo e1la e1lo ä1lo ä1la ö1la a1mi a1me y1mä y1mi y1me o1mi o1me u1mi u1me i1ma i1mo e1ma e1mo ä1mo ä1ma ö1ma a1ni a1ne y1nä y1ni y1ne o1ni o1ne u1ni u1ne i1na i1no e1na e1no ä1no ä1na ö1na a1pi a1pe y1pä y1pi y1pe o1pi o1pe u1pi u1pe i1pa i1po e1pa e1po ä1po ä1pa ö1pa a1ri a1re y1rä y1ri y1re o1ri o1re u1ri u1re i1ra i1ro e1ra e1ro ä1ro ä1ra ö1ra a1si a1se y1sä y1si y1se o1si o1se u1si u1se i1sa i1so e1sa e1so ä1so ä1sa ö1sa a1ti a1te y1tä y1ti y1te o1ti o1te u1ti u1te i1ta i1to e1ta e1to ä1to ä1ta ö1ta a1wi a1we y1wä y1wi y1we o1wi o1we u1wi u1we i1wa i1wo e1wa e1wo ä1wo ä1wa ö1wa a1ýi a1ýe y1ýä y1ýi y1ýe o1ýi o1ýe u1ýi u1ýe i1ýa i1ýo e1ýa e1ýo ä1ýo ä1ýa ö1ýa a1zi a1ze y1zä y1zi y1ze o1zi o1ze u1zi u1ze i1za i1zo e1za e1zo ä1zo ä1za ö1za a1ňi a1ňe y1ňä y1ňi y1ňe o1ňi o1ňe u1ňi u1ňe i1ňa i1ňo e1ňa e1ňo ä1ňo ä1ňa ö1ňa a1ži a1že y1žä y1ži y1že o1ži o1že u1ži u1že i1ža i1žo e1ža e1žo ä1žo ä1ža ö1ža a1şi a1şe y1şä y1şi y1şe o1şi o1şe u1şi u1şe i1şa i1şo e1şa e1şo ä1şo ä1şa ö1şa b1b .b2b b1ç .b2ç b1d .b2d b1f .b2f b1g .b2g b1h .b2h b1j .b2j b1k .b2k b1l .b2l b1m .b2m b1n .b2n b1p .b2p b1r .b2r b1s .b2s b1t .b2t b1w .b2w b1ý .b2ý b1z .b2z b1ň .b2ň b1ž .b2ž b1ş .b2ş ç1b .ç2b ç1ç .ç2ç ç1d .ç2d ç1f .ç2f ç1g .ç2g ç1h .ç2h ç1j .ç2j ç1k .ç2k ç1l .ç2l ç1m .ç2m ç1n .ç2n ç1p .ç2p ç1r .ç2r ç1s .ç2s ç1t .ç2t ç1w .ç2w ç1ý .ç2ý ç1z .ç2z ç1ň .ç2ň ç1ž .ç2ž ç1ş .ç2ş d1b .d2b d1ç .d2ç d1d .d2d d1f .d2f d1g .d2g d1h .d2h d1j .d2j d1k .d2k d1l .d2l d1m .d2m d1n .d2n d1p .d2p d1r .d2r d1s .d2s d1t .d2t d1w .d2w d1ý .d2ý d1z .d2z d1ň .d2ň d1ž .d2ž d1ş .d2ş f1b .f2b f1ç .f2ç f1d .f2d f1f .f2f f1g .f2g f1h .f2h f1j .f2j f1k .f2k f1l .f2l f1m .f2m f1n .f2n f1p .f2p f1r .f2r f1s .f2s f1t .f2t f1w .f2w f1ý .f2ý f1z .f2z f1ň .f2ň f1ž .f2ž f1ş .f2ş g1b .g2b g1ç .g2ç g1d .g2d g1f .g2f g1g .g2g g1h .g2h g1j .g2j g1k .g2k g1l .g2l g1m .g2m g1n .g2n g1p .g2p g1r .g2r g1s .g2s g1t .g2t g1w .g2w g1ý .g2ý g1z .g2z g1ň .g2ň g1ž .g2ž g1ş .g2ş h1b .h2b h1ç .h2ç h1d .h2d h1f .h2f h1g .h2g h1h .h2h h1j .h2j h1k .h2k h1l .h2l h1m .h2m h1n .h2n h1p .h2p h1r .h2r h1s .h2s h1t .h2t h1w .h2w h1ý .h2ý h1z .h2z h1ň .h2ň h1ž .h2ž h1ş .h2ş j1b .j2b j1ç .j2ç j1d .j2d j1f .j2f j1g .j2g j1h .j2h j1j .j2j j1k .j2k j1l .j2l j1m .j2m j1n .j2n j1p .j2p j1r .j2r j1s .j2s j1t .j2t j1w .j2w j1ý .j2ý j1z .j2z j1ň .j2ň j1ž .j2ž j1ş .j2ş k1b .k2b k1ç .k2ç k1d .k2d k1f .k2f k1g .k2g k1h .k2h k1j .k2j k1k .k2k k1l .k2l k1m .k2m k1n .k2n k1p .k2p k1r .k2r k1s .k2s k1t .k2t k1w .k2w k1ý .k2ý k1z .k2z k1ň .k2ň k1ž .k2ž k1ş .k2ş l1b .l2b l1ç .l2ç l1d .l2d l1f .l2f l1g .l2g l1h .l2h l1j .l2j l1k .l2k l1l .l2l l1m .l2m l1n .l2n l1p .l2p l1r .l2r l1s .l2s l1t .l2t l1w .l2w l1ý .l2ý l1z .l2z l1ň .l2ň l1ž .l2ž l1ş .l2ş m1b .m2b m1ç .m2ç m1d .m2d m1f .m2f m1g .m2g m1h .m2h m1j .m2j m1k .m2k m1l .m2l m1m .m2m m1n .m2n m1p .m2p m1r .m2r m1s .m2s m1t .m2t m1w .m2w m1ý .m2ý m1z .m2z m1ň .m2ň m1ž .m2ž m1ş .m2ş n1b .n2b n1ç .n2ç n1d .n2d n1f .n2f n1g .n2g n1h .n2h n1j .n2j n1k .n2k n1l .n2l n1m .n2m n1n .n2n n1p .n2p n1r .n2r n1s .n2s n1t .n2t n1w .n2w n1ý .n2ý n1z .n2z n1ň .n2ň n1ž .n2ž n1ş .n2ş p1b .p2b p1ç .p2ç p1d .p2d p1f .p2f p1g .p2g p1h .p2h p1j .p2j p1k .p2k p1l .p2l p1m .p2m p1n .p2n p1p .p2p p1r .p2r p1s .p2s p1t .p2t p1w .p2w p1ý .p2ý p1z .p2z p1ň .p2ň p1ž .p2ž p1ş .p2ş r1b .r2b r1ç .r2ç r1d .r2d r1f .r2f r1g .r2g r1h .r2h r1j .r2j r1k .r2k r1l .r2l r1m .r2m r1n .r2n r1p .r2p r1r .r2r r1s .r2s r1t .r2t r1w .r2w r1ý .r2ý r1z .r2z r1ň .r2ň r1ž .r2ž r1ş .r2ş s1b .s2b s1ç .s2ç s1d .s2d s1f .s2f s1g .s2g s1h .s2h s1j .s2j s1k .s2k s1l .s2l s1m .s2m s1n .s2n s1p .s2p s1r .s2r s1s .s2s s1t .s2t s1w .s2w s1ý .s2ý s1z .s2z s1ň .s2ň s1ž .s2ž s1ş .s2ş t1b .t2b t1ç .t2ç t1d .t2d t1f .t2f t1g .t2g t1h .t2h t1j .t2j t1k .t2k t1l .t2l t1m .t2m t1n .t2n t1p .t2p t1r .t2r t1s .t2s t1t .t2t t1w .t2w t1ý .t2ý t1z .t2z t1ň .t2ň t1ž .t2ž t1ş .t2ş w1b .w2b w1ç .w2ç w1d .w2d w1f .w2f w1g .w2g w1h .w2h w1j .w2j w1k .w2k w1l .w2l w1m .w2m w1n .w2n w1p .w2p w1r .w2r w1s .w2s w1t .w2t w1w .w2w w1ý .w2ý w1z .w2z w1ň .w2ň w1ž .w2ž w1ş .w2ş ý1b .ý2b ý1ç .ý2ç ý1d .ý2d ý1f .ý2f ý1g .ý2g ý1h .ý2h ý1j .ý2j ý1k .ý2k ý1l .ý2l ý1m .ý2m ý1n .ý2n ý1p .ý2p ý1r .ý2r ý1s .ý2s ý1t .ý2t ý1w .ý2w ý1ý .ý2ý ý1z .ý2z ý1ň .ý2ň ý1ž .ý2ž ý1ş .ý2ş z1b .z2b z1ç .z2ç z1d .z2d z1f .z2f z1g .z2g z1h .z2h z1j .z2j z1k .z2k z1l .z2l z1m .z2m z1n .z2n z1p .z2p z1r .z2r z1s .z2s z1t .z2t z1w .z2w z1ý .z2ý z1z .z2z z1ň .z2ň z1ž .z2ž z1ş .z2ş ň1b .ň2b ň1ç .ň2ç ň1d .ň2d ň1f .ň2f ň1g .ň2g ň1h .ň2h ň1j .ň2j ň1k .ň2k ň1l .ň2l ň1m .ň2m ň1n .ň2n ň1p .ň2p ň1r .ň2r ň1s .ň2s ň1t .ň2t ň1w .ň2w ň1ý .ň2ý ň1z .ň2z ň1ň .ň2ň ň1ž .ň2ž ň1ş .ň2ş ž1b .ž2b ž1ç .ž2ç ž1d .ž2d ž1f .ž2f ž1g .ž2g ž1h .ž2h ž1j .ž2j ž1k .ž2k ž1l .ž2l ž1m .ž2m ž1n .ž2n ž1p .ž2p ž1r .ž2r ž1s .ž2s ž1t .ž2t ž1w .ž2w ž1ý .ž2ý ž1z .ž2z ž1ň .ž2ň ž1ž .ž2ž ž1ş .ž2ş ş1b .ş2b ş1ç .ş2ç ş1d .ş2d ş1f .ş2f ş1g .ş2g ş1h .ş2h ş1j .ş2j ş1k .ş2k ş1l .ş2l ş1m .ş2m ş1n .ş2n ş1p .ş2p ş1r .ş2r ş1s .ş2s ş1t .ş2t ş1w .ş2w ş1ý .ş2ý ş1z .ş2z ş1ň .ş2ň ş1ž .ş2ž ş1ş .ş2ş ý2t1b ý2n1b ý2d1b r2t1b ý2p1b l2p1b l2t1b g2t1b n2t1b r2k1b r2p1b k2t1b r2h1b s2t1b l2k1b w2p1b n2s1b r2s1b l2m1b ý2t1ç ý2n1ç ý2d1ç r2t1ç ý2p1ç l2p1ç l2t1ç g2t1ç n2t1ç r2k1ç r2p1ç k2t1ç r2h1ç s2t1ç l2k1ç w2p1ç n2s1ç r2s1ç l2m1ç ý2t1d ý2n1d ý2d1d r2t1d ý2p1d l2p1d l2t1d g2t1d n2t1d r2k1d r2p1d k2t1d r2h1d s2t1d l2k1d w2p1d n2s1d r2s1d l2m1d ý2t1g ý2n1g ý2d1g r2t1g ý2p1g l2p1g l2t1g g2t1g n2t1g r2k1g r2p1g k2t1g r2h1g s2t1g l2k1g w2p1g n2s1g r2s1g l2m1g ý2t1j ý2n1j ý2d1j r2t1j ý2p1j l2p1j l2t1j g2t1j n2t1j r2k1j r2p1j k2t1j r2h1j s2t1j l2k1j w2p1j n2s1j r2s1j l2m1j ý2t1k ý2n1k ý2d1k r2t1k ý2p1k l2p1k l2t1k g2t1k n2t1k r2k1k r2p1k k2t1k r2h1k s2t1k l2k1k w2p1k n2s1k r2s1k l2m1k ý2t1l ý2n1l ý2d1l r2t1l ý2p1l l2p1l l2t1l g2t1l n2t1l r2k1l r2p1l k2t1l r2h1l s2t1l l2k1l w2p1l n2s1l r2s1l l2m1l ý2t1m ý2n1m ý2d1m r2t1m ý2p1m l2p1m l2t1m g2t1m n2t1m r2k1m r2p1m k2t1m r2h1m s2t1m l2k1m w2p1m n2s1m r2s1m l2m1m ý2t1n ý2n1n ý2d1n r2t1n ý2p1n l2p1n l2t1n g2t1n n2t1n r2k1n r2p1n k2t1n r2h1n s2t1n l2k1n w2p1n n2s1n r2s1n l2m1n ý2t1p ý2n1p ý2d1p r2t1p ý2p1p l2p1p l2t1p g2t1p n2t1p r2k1p r2p1p k2t1p r2h1p s2t1p l2k1p w2p1p n2s1p r2s1p l2m1p ý2t1s ý2n1s ý2d1s r2t1s ý2p1s l2p1s l2t1s g2t1s n2t1s r2k1s r2p1s k2t1s r2h1s s2t1s l2k1s w2p1s n2s1s r2s1s l2m1s ý2t1t ý2n1t ý2d1t r2t1t ý2p1t l2p1t l2t1t g2t1t n2t1t r2k1t r2p1t k2t1t r2h1t s2t1t l2k1t w2p1t n2s1t r2s1t l2m1t ý2t1ý ý2n1ý ý2d1ý r2t1ý ý2p1ý l2p1ý l2t1ý g2t1ý n2t1ý r2k1ý r2p1ý k2t1ý r2h1ý s2t1ý l2k1ý w2p1ý n2s1ý r2s1ý l2m1ý ý2t1z ý2n1z ý2d1z r2t1z ý2p1z l2p1z l2t1z g2t1z n2t1z r2k1z r2p1z k2t1z r2h1z s2t1z l2k1z w2p1z n2s1z r2s1z l2m1z ý2t1ş ý2n1ş ý2d1ş r2t1ş ý2p1ş l2p1ş l2t1ş g2t1ş n2t1ş r2k1ş r2p1ş k2t1ş r2h1ş s2t1ş l2k1ş w2p1ş n2s1ş r2s1ş l2m1ş s2k1d l1s2k l1s2t s1t2r n2g1l n1g2r s2k1w",
["lefthyphenmin"]=1,
["length"]=13245,
["n"]=2372,
["righthyphenmax"]=1,
},
["version"]="1.001",
} |
--[[
A non-doc comment
multi-line
probably containing license information!
Doesn't use module(), but module name is inferred from file name.
If you have initial licence comments that look like doc comments,
then set `boilerplate=true`
]]
------------
-- Test module,
-- Actual blurb here!
----
local one = {}
--- answer to everything.
function one.answer ()
return 42
end
return one
|
local M = {}
function M.seconds_to_string(seconds)
if seconds < 60 * 60 then -- MM:SS
return string.format("%02d:%02d", math.floor(seconds / 60), seconds % 60 )
elseif seconds < 60 * 60 * 24 then -- HH:MM:SS
return string.format("%02d:%02d:%02d", math.floor(seconds / 3600), math.floor(seconds / 60) % 60, seconds % 60)
else -- DD:HH:MM:SS
return string.format("%02d:%02d:%02d:%02d", math.floor(seconds / (3600 * 24)), math.floor(seconds / 3600) % 24, math.floor(seconds / 60) % 60, seconds % 60)
end
end
return M |
function GM:LoadClient()
local data = util.JSONToTable(file.Read("rotgb_tg_data.dat", "DATA") or "")
if data then
local ply = LocalPlayer()
ply.rtg_PreviousXP = tonumber(data.xp) or 0
local skills = data.skills
net.Start("rotgb_statchanged")
net.WriteUInt(RTG_STAT_INIT, 4)
net.WriteDouble(ply.rtg_PreviousXP)
if (skills and next(skills)) then
local validatedSkills = {}
local skillsToAdd = {}
local skillNames = hook.Run("GetSkillNames")
for k,v in pairs(skills) do
local id = skillNames[k]
if id then
table.insert(validatedSkills, id-1)
skillsToAdd[id] = v
end
end
ply:RTG_AddSkills(skillsToAdd)
net.WriteUInt(RTG_SKILL_MULTIPLE, 2)
net.WriteUInt(#validatedSkills-1, 12)
for k,v in pairs(validatedSkills) do
net.WriteUInt(v, 12)
end
else
net.WriteUInt(RTG_SKILL_CLEAR, 2)
end
local statisticAmounts = hook.Run("LoadStatistics", data.statsitics)
net.WriteUInt(#statisticAmounts, 16)
for k,v in pairs(statisticAmounts) do
net.WriteUInt(k-1, 16)
net.WriteDouble(v)
end
net.SendToServer()
hook.Run("SetCompletedDifficulties", data.completedDifficulties or {})
end
end
function GM:SaveClient()
local ply = LocalPlayer()
local plySkills = ply:RTG_GetSkills()
local data = {}
data.xp = ply:RTG_GetExperience()
data.skills = {}
for k,v in pairs(hook.Run("GetSkillNames")) do
if ply:RTG_HasSkill(v) then
data.skills[k] = plySkills[v]
end
end
data.completedDifficulties = hook.Run("GetCompletedDifficulties")
data.statsitics = hook.Run("GetStatisticsSaveTable")
file.Write("rotgb_tg_data.dat", util.TableToJSON(data))
end
|
local bit32 = require("bit")
local oam = {}
oam.width = 320
oam.init = function(gameboy)
oam.canvas = love.graphics.newCanvas(160, 400)
oam.gameboy = gameboy
oam.sprite_imagedata = love.image.newImageData(8, 16)
oam.sprite_image = love.graphics.newImage(oam.sprite_imagedata)
oam.background_8x8_image = love.graphics.newImage("images/debug_oam_8x8_background.png")
oam.background_8x16_image = love.graphics.newImage("images/debug_oam_8x16_background.png")
end
oam.draw_sprite = function(sprite_address, sx, sy, sprite_size)
local graphics = oam.gameboy.graphics
local io = oam.gameboy.io
local ports = oam.gameboy.io.ports
local sprite = graphics.cache.oam[(sprite_address - 0xFE00) / 4]
local sprite_flags = graphics.oam[sprite_address + 3]
for y = 0, (sprite_size - 1) do
for x = 0, 7 do
local color
if y < 8 then
if sprite_size == 8 then
color = sprite.palette[sprite.tile[x][y]]
else
color = sprite.palette[sprite.upper_tile[x][y]]
end
else
color = sprite.palette[sprite.lower_tile[x][y - 8]]
end
oam.sprite_imagedata:setPixel(sx + x, sy + y, color[1] / 255, color[2] / 255, color[3] / 255, 1)
end
end
return sprite_tile, sprite.x, sprite.y, sprite_flags
end
oam.draw_sprites = function()
-- Clear out the sprite buffer before we start
oam.sprite_imagedata:mapPixel(function()
return 0, 0, 0, 0
end)
local cell_width = 40
local cell_height = 24
local sprites_per_row = 4
local sprite_scaling = 2
local sprite_size = 8
if oam.gameboy.graphics.registers.large_sprites then
sprite_size = 16
sprite_scaling = 1
end
love.graphics.setColor(1, 1, 1)
if sprite_size == 8 then
love.graphics.draw(oam.background_8x8_image, 0, 0)
else
love.graphics.draw(oam.background_8x16_image, 0, 0)
end
local x = 0
local y = 0
for i = 0, 39 do
-- draw the sprite
local tile, sprite_x, sprite_y, flags = oam.draw_sprite(0xFE00 + (i * 4), 0, 0, sprite_size)
love.graphics.setCanvas(oam.canvas)
love.graphics.push()
love.graphics.scale(sprite_scaling, sprite_scaling)
love.graphics.setColor(1, 1, 1)
oam.sprite_image:replacePixels(oam.sprite_imagedata)
love.graphics.draw(oam.sprite_image, ((3 + x * cell_width) / sprite_scaling), ((10 + y * cell_height) / sprite_scaling))
love.graphics.pop()
-- draw info about this sprite
love.graphics.setColor(0, 0, 0)
love.graphics.print(string.format("X:%02X", bit32.band(sprite_x, 0xFF)), x * cell_width + cell_width - 17, y * cell_height + 9)
love.graphics.print(string.format("Y:%02X", bit32.band(sprite_y, 0xFF)), x * cell_width + cell_width - 17, y * cell_height + 16)
love.graphics.print(string.format("F:%02X", flags ), x * cell_width + cell_width - 17, y * cell_height + 23)
x = x + 1
if x >= sprites_per_row then
x = 0
y = y + 1
end
end
end
oam.draw = function(x, y)
love.graphics.setCanvas(oam.canvas)
love.graphics.clear()
love.graphics.setColor(0.75, 0.75, 0.75)
love.graphics.rectangle("fill", 0, 0, 160, 400)
oam.draw_sprites()
love.graphics.setCanvas() -- reset to main FB
love.graphics.setColor(1, 1, 1)
love.graphics.push()
love.graphics.scale(2, 2)
love.graphics.draw(oam.canvas, x / 2, y / 2)
love.graphics.pop()
end
return oam
|
-----------------------------------
-- Area: Vunkerl Inlet [S]
-- NM: Big Bang
-----------------------------------
require("scripts/globals/hunts")
require("scripts/globals/status")
-----------------------------------
function onMobInitialize(mob)
mob:setMod(tpz.mod.MOVE, 12)
end
function onMobDeath(mob, player, isKiller)
tpz.hunts.checkHunt(mob, player, 488)
end
|
local RunService = game:GetService("RunService")
local Signal = require(script.Parent.Signal)
local NoYield = require(script.Parent.NoYield)
local Store = {}
-- This value is exposed as a private value so that the test code can stay in
-- sync with what event we listen to for dispatching the Changed event.
-- It may not be Heartbeat in the future.
Store._flushEvent = RunService.Heartbeat
Store.__index = Store
--[[
Create a new Store whose state is transformed by the given reducer function.
Each time an action is dispatched to the store, the new state of the store
is given by:
state = reducer(state, action)
Reducers do not mutate the state object, so the original state is still
valid.
]]
function Store.new(reducer, initialState, middlewares)
assert(typeof(reducer) == "function", "Bad argument #1 to Store.new, expected function.")
assert(middlewares == nil or typeof(middlewares) == "table", "Bad argument #3 to Store.new, expected nil or table.")
local self = {}
self._reducer = reducer
self._state =
reducer(
initialState,
{
type = "@@INIT"
}
)
self._lastState = self._state
self._mutatedSinceFlush = false
self._connections = {}
self.changed = Signal.new()
setmetatable(self, Store)
local connection =
self._flushEvent:Connect(
function()
self:flush()
end
)
table.insert(self._connections, connection)
if middlewares then
local unboundDispatch = self.dispatch
local dispatch = function(...)
return unboundDispatch(self, ...)
end
for i = #middlewares, 1, -1 do
local middleware = middlewares[i]
dispatch = middleware(dispatch, self)
end
self.dispatch = function(self, ...)
return dispatch(...)
end
end
return self
end
--[[
Get the current state of the Store. Do not mutate this!
]]
function Store:getState()
return self._state
end
--[[
Dispatch an action to the store. This allows the store's reducer to mutate
the state of the application by creating a new copy of the state.
Listeners on the changed event of the store are notified when the state
changes, but not necessarily on every Dispatch.
]]
function Store:dispatch(action)
if typeof(action) == "table" then
if action.type == nil then
error("action does not have a type field", 2)
end
self._state = self._reducer(self._state, action)
self._mutatedSinceFlush = true
else
error(("actions of type %q are not permitted"):format(typeof(action)), 2)
end
end
--[[
Marks the store as deleted, disconnecting any outstanding connections.
]]
function Store:destruct()
for _, connection in ipairs(self._connections) do
connection:Disconnect()
end
self._connections = nil
end
--[[
Flush all pending actions since the last change event was dispatched.
]]
function Store:flush()
if not self._mutatedSinceFlush then
return
end
self._mutatedSinceFlush = false
-- On self.changed:fire(), further actions may be immediately dispatched, in
-- which case self._lastState will be set to the most recent self._state,
-- unless we cache this value first
local state = self._state
-- If a changed listener yields, *very* surprising bugs can ensue.
-- Because of that, changed listeners cannot yield.
NoYield(
function()
self.changed:fire(state, self._lastState)
end
)
self._lastState = state
end
return Store
|
require "GThieves/G_OnDismantleTimedAction"
require "GThieves/G_OnPickLockTimedAction"
G_OnRightClickContextMenu = {};
G_OnRightClickContextMenu.doMenu = function(player, context, worldobjects)
for i,v in ipairs(worldobjects) do
local checkObject = nil;
local ojects = v:getSquare():getObjects();
if ojects:size() > 0 then
for i2=0, ojects:size()-1 do
checkObject = v:getSquare():getObjects():get(i2);
local spr = checkObject:getSprite();
local sprn = spr:getName();
if string.find(sprn, "appliances_telev") then -- appliances_television
G_OnRightClickContextMenu._ctxa_Dismantle(context, checkObject, player, "tv")
elseif string.find(sprn, "appliances_laundry") then
G_OnRightClickContextMenu._ctxa_Dismantle(context, checkObject, player, "laundry")
elseif string.find(sprn, "location_shop_accessories_01") then
G_OnRightClickContextMenu._ctxa_Dismantle(context, checkObject, player, "cashreg")
elseif instanceof(checkObject, "IsoDoor") or (instanceof(checkObject, "IsoThumpable") and v:isDoor()) then
G_OnRightClickContextMenu._ctxa_PickLock(context, checkObject, player)
end
end
end
end
end
G_OnRightClickContextMenu.onDismantleObject = function(object, player, kind)
local playerObj = getSpecificPlayer(player);
if luautils.walkToObject(playerObj, object, false) then
ISTimedActionQueue.add(G_OnDismantleTimedAction:new(playerObj, object, kind));
end
end
G_OnRightClickContextMenu.onPickLock = function(object, player)
local playerObj = getSpecificPlayer(player);
local perkLvl = playerObj:getPerkLevel(Perks.Lightfoot)
if luautils.walkAdj(playerObj, object:getSquare()) then
local time0 = 350 - 300 * (perkLvl / 10)
if playerObj:getDescriptor():getProfession() == "burglar" and time0 > 80 then
time0 = 80
end
ISTimedActionQueue.add(G_OnPickLockTimedAction:new(playerObj, object, time0));
end
end
G_OnRightClickContextMenu._ctxa_Dismantle = function(context, object, playerId, kind)
local label = "Hardware"
if kind == "laundry" then
label = "Laundry Machine"
elseif kind == "tv" then
label = "TV"
elseif kind == "cashreg" then
label = "Cash Register"
end
local addedOption = context:addOption("Dismantle " .. label, object, G_OnRightClickContextMenu.onDismantleObject, playerId, kind);
if addedOption and not getSpecificPlayer(playerId):getInventory():contains("Screwdriver") then
addedOption.onSelect = nil;
addedOption.notAvailable = true;
end
end
G_OnRightClickContextMenu._ctxa_PickLock = function(context, object, playerId)
local doorKeyId = nil
if instanceof(object, "IsoDoor") then
doorKeyId = object:checkKeyId()
if doorKeyId == -1 then doorKeyId = nil end
elseif instanceof(v, "IsoThumpable") then
doorKeyId = object:getKeyId()
end
if doorKeyId == nil then return end
local character = getSpecificPlayer(playerId)
if not object:IsOpen() and not character:getInventory():haveThisKeyId(doorKeyId) and object:isLocked() then
-- player doesn't have a key
local addedOption = context:addOption("Pick Lock", object, G_OnRightClickContextMenu.onPickLock, playerId);
if not character:getDescriptor():getProfession() == "burglar" and not character:getKnownRecipes():contains("PickLock") then
addedOption.onSelect = nil;
addedOption.notAvailable = true;
end
if not character:getInventory():contains("Paperclip") or not character:getInventory():contains("Screwdriver") then
addedOption.onSelect = nil;
addedOption.notAvailable = true;
end
end
end
Events.OnFillWorldObjectContextMenu.Add(G_OnRightClickContextMenu.doMenu); |
require("core.lsp").run("css")
|
---@class CS.UnityEngine.ImageConversion
---@type CS.UnityEngine.ImageConversion
CS.UnityEngine.ImageConversion = { }
---@return Byte[]
function CS.UnityEngine.ImageConversion.EncodeToTGA() end
---@return Byte[]
function CS.UnityEngine.ImageConversion.EncodeToPNG() end
---@overload fun(): Byte[]
---@return Byte[]
---@param quality number
function CS.UnityEngine.ImageConversion.EncodeToJPG(quality) end
---@overload fun(): Byte[]
---@return Byte[]
---@param flags number
function CS.UnityEngine.ImageConversion.EncodeToEXR(flags) end
---@overload fun(data:Byte[]): boolean
---@return boolean
---@param data Byte[]
---@param markNonReadable boolean
function CS.UnityEngine.ImageConversion.LoadImage(data, markNonReadable) end
return CS.UnityEngine.ImageConversion
|
require("libs.cocos.ui.experimentalUIConstants")
|
-- Hojicha localization strings for English (default)
local AddonName = ...
local L = LibStub('AceLocale-3.0'):NewLocale(AddonName, 'enUS', true)
L.AddonUpgradedToVersion = "Upgraded to v%s-%s"
|
function getInfo()
return {
onNoUnits = SUCCESS, -- instant success
tooltip = "Move a group of units along a path (not in any specified formation).",
parameterDefs = {
{
name = "unitsToMove",
variableType = "expression",
componentType = "editBox",
defaultValue = "",
},
{
name = "path",
variableType = "expression",
componentType = "editBox",
defaultValue = "",
},
}
}
end
-- constants
local THRESHOLD = 1024
-- speed-ups
local SpringGetUnitPosition = Spring.GetUnitPosition
local SpringGiveOrderToUnit = Spring.GiveOrderToUnit
local SpringGetUnitHealth = Spring.GetUnitHealth
commandsIssued = false
function Run(self, units, parameter)
local unitsToMove = parameter.unitsToMove
local path = parameter.path
local cmdID = CMD.MOVE
if not commandsIssued then
for i=1, #unitsToMove do
local currUid = unitsToMove[i]
for j=1, #path do
SpringGiveOrderToUnit(currUid, cmdID, path[j]:AsSpringVector(), {"shift"})
end
end
commandsIssued = true
return RUNNING
end
for i=1, #unitsToMove do
local currUid = unitsToMove[i]
local pointX, pointY, pointZ = SpringGetUnitPosition(currUid)
local currUidLoc = Vec3(pointX, pointY, pointZ)
if currUidLoc:Distance(path[#path]) > THRESHOLD then
if SpringGetUnitHealth(currUid) ~= nil then
return RUNNING
end
end
end
return SUCCESS
end
function Reset(self)
commandsIssued = false
end
|
---------------------------------
--! @file InPortConnectorBase.lua
--! @brief InPortコネクタ基底クラス定義
---------------------------------
--[[
Copyright (c) 2017 Nobuhiko Miyamoto
]]
local InPortConnector= {}
--_G["openrtm.InPortConnectorBase"] = InPortConnector
local ConnectorBase = require "openrtm.ConnectorBase"
InPortConnector = {}
-- InPortコネクタ基底オブジェクト初期化
-- @param info プロファイル
-- @param buffer バッファ
-- @return InPortコネクタ
InPortConnector.new = function(info, buffer)
local obj = {}
setmetatable(obj, {__index=ConnectorBase.new()})
local Manager = require "openrtm.Manager"
obj._rtcout = Manager:instance():getLogbuf("InPortConnector")
obj._ReturnCode_t = Manager:instance():getORB().types:lookup("::RTC::ReturnCode_t").labelvalue
obj._profile = info
obj._buffer = buffer
obj._dataType = nil
obj._endian = true
-- プロファイル取得
-- @return プロファイル
function obj:profile()
self._rtcout:RTC_TRACE("profile()")
return self._profile
end
-- コネクタID取得
-- @return コネクタID
function obj:id()
self._rtcout:RTC_TRACE("id() = "..self:profile().id)
return self:profile().id
end
-- コネクタ名取得
-- @return コネクタ名
function obj:name()
self._rtcout:RTC_TRACE("name() = "..self:profile().name)
return self:profile().name
end
-- コネクタ切断
-- @return リターンコード
function obj:disconnect()
return DataPortStatus.PORT_OK
end
-- バッファ取得
-- @return バッファ
function obj:getBuffer()
return self._buffer
end
-- データ読み込み
-- @param data data._data:データ格納オブジェクト
-- @return リターンコード
function obj:read(data)
return DataPortStatus.PORT_ERROR
end
-- プロファイル設定
-- @param profile プロファイル
-- @return リターンコード
function obj:setConnectorInfo(profile)
self._profile = profile
return self._ReturnCode_t.RTC_OK
end
-- データ型設定
-- @param data データ型
function obj:setDataType(data)
self._dataType = data
--print(self._dataType)
end
return obj
end
return InPortConnector
|
function Update_Drone0(CustomGroup, playerIndex, shipID)
SobGroup_CreateIfNotExist("dronefrigate_temp")
SobGroup_Clear("dronefrigate_temp")
SobGroup_FillShipsByType("dronefrigate_temp", "Player_Ships"..playerIndex, "kus_dronefrigate")
if SobGroup_FillProximitySobGroup ("temp", "dronefrigate_temp", CustomGroup, 1000) == 0 then
SobGroup_TakeDamage(CustomGroup, 1)
end
end |
-----------------------------------
-- Area: Valley of Sorrows
-- NPC: qm1 (???)
-- Spawns Adamantoise or Aspidochelone
-- !pos 0 0 -37 59
-----------------------------------
local ID = require("scripts/zones/Valley_of_Sorrows/IDs")
require("scripts/globals/npc_util")
require("scripts/globals/settings")
require("scripts/globals/status")
-----------------------------------
function onSpawn(npc)
if LandKingSystem_NQ < 1 and LandKingSystem_HQ < 1 then
npc:setStatus(tpz.status.DISAPPEAR)
end
end
function onTrade(player,npc,trade)
if not GetMobByID(ID.mob.ADAMANTOISE):isSpawned() and not GetMobByID(ID.mob.ASPIDOCHELONE):isSpawned() then
if LandKingSystem_NQ ~= 0 and npcUtil.tradeHas(trade, 3343) and npcUtil.popFromQM(player, npc, ID.mob.ADAMANTOISE) then
player:confirmTrade()
elseif LandKingSystem_HQ ~= 0 and npcUtil.tradeHas(trade, 3344) and npcUtil.popFromQM(player, npc, ID.mob.ASPIDOCHELONE) then
player:confirmTrade()
end
end
end
function onTrigger(player,npc)
player:messageSpecial(ID.text.NOTHING_OUT_OF_ORDINARY)
end
function onEventUpdate(player,csid,option)
end
function onEventFinish(player,csid,option)
end
|
module(..., package.seeall)
function new(mainCharStatus)
local group = display.newGroup()
local speed = 0.5
local hostage
local clickMeImage
function group:spawnHostage()
hasCheckedStatus = false
local options = {
width = 128,
height = 128,
numFrames = 16,
sheetContentWidth = 512,
sheetContentHeight = 512
}
local imageSheet = graphics.newImageSheet("images/mm.png", options)
local sequenceData = {
{name="crying", start=1, count=4, time=400, loopCount = 0},
{name="releasing", start=5, count=4, time=1000, loopCount = 1},
{name="kissing", start=9, count=4, time=1300, loopCount = 1},
{name="laughing", start=13, count=4, time=400, loopCount = 0},
}
hostage = display.newSprite(imageSheet, sequenceData)
hostage:play()
hostage.x = 400
hostage.y = 70
hostage.xScale = 0.35
hostage.yScale = 0.35
hostage.isClicked = false
hostage.clickMeHasShown = false
group:insert(hostage)
end
local function moveUpAndDown(target)
transition.to(target, {time=500, y=target.y+10})
transition.to(target, {time=500, delay=500, y=target.y, onComplete=function() moveUpAndDown(target) end})
end
local function clickMeListener(event)
if event.phase == "began" and not hasCheckedStatus then
if clickMeImage then
clickMeImage:removeSelf()
clickMeImage = nil
end
hostage.isClicked = true
end
end
function group:addClickMe()
clickMeImage = display.newImage("images/buttons/buttonHostage.png")
clickMeImage.x = hostage.x
clickMeImage.y = hostage.y -30
moveUpAndDown(clickMeImage)
clickMeImage:addEventListener("touch", clickMeListener)
hostage:addEventListener("touch", clickMeListener)
group:insert(clickMeImage)
end
function group:updateHostage(collisionRectX, shouldMove)
if hostage then
if not hostage.clickMeHasShown and hostage.x <= collisionRectX + 120 then
self.addClickMe()
hostage.clickMeHasShown = true
end
collisionRectX = collisionRectX + 15
if shouldMove then
hostage.x = hostage.x - speed
if hostage.clickMeHasShown and clickMeImage then
clickMeImage.x = clickMeImage.x - speed
end
end
if hostage.x <= collisionRectX and hostage.sequence == "crying" and hostage.isClicked then
hostage:setSequence("releasing")
hostage:play()
elseif hostage.sequence == "releasing" and not hostage.isPlaying then
hostage:setSequence("kissing")
hostage:play()
elseif hostage.sequence == "kissing" and not hostage.isPlaying then
hostage:setSequence("laughing")
mainCharStatus["coins"]:increaseCoinsByN(math.random(3,5))
hostage:play()
end
if not hasCheckedStatus and hostage.x <= collisionRectX then
hasCheckedStatus = true
if clickMeImage then
clickMeImage:removeSelf()
clickMeImage = nil
end
end
if hostage.x <= -100 then
group:removeHostage()
end
if hostage then
return (hostage.sequence == "releasing" or hostage.sequence == "kissing")
else
return nil
end
end
end
function group:isExist()
if hostage then return true else return false end
end
function group:removeHostage()
if clickMeImage then
clickMeImage:removeSelf()
clickMeImage = nil
end
hostage:removeSelf()
hostage = nil
end
return group
end
|
---
-- Pass a signal through, performing no operation.
--
-- $$ y[n] = x[n] $$
--
-- @category Miscellaneous
-- @block NopBlock
--
-- @signature in:any > out:copy
--
-- @usage
-- local nop = radio.NopBlock()
-- top:connect(src, nop, snk)
local ffi = require('ffi')
local block = require('radio.core.block')
local NopBlock = block.factory("NopBlock")
function NopBlock:instantiate()
self:add_type_signature({block.Input("in", function (type) return true end)}, {block.Output("out", "copy")})
end
function NopBlock:process(x)
return x
end
return NopBlock
|
-- видеоскрипт для сайта https://www.youtube.com (12/3/21)
-- https://github.com/Nexterr-origin/simpleTV-YouTube
--[[
Copyright © 2017-2021 Nexterr
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
]]
-- UTF-8 without BOM
-- поиск из окна "Открыть URL" (Ctrl+N), префиксы: - (видео), -- (плейлисты), --- (каналы), -+ (прямые трансляции)
-- авторизаця: файл формата "Netscape HTTP Cookie File" - cookies.txt поместить в папку 'work'
-- показать на OSD плейлист / выбор качества: Ctrl+M
--------------------------------------------------------------------
local infoInFile = false
--------------------------------------------------------------------
if m_simpleTV.Control.ChangeAddress ~= 'No' then return end
if not m_simpleTV.Control.CurrentAddress:match('^[%p%a%s]*https?://[%a.]*youtu[.combe]')
and not m_simpleTV.Control.CurrentAddress:match('^https?://[%w.]*hooktube%.com')
and not m_simpleTV.Control.CurrentAddress:match('^https?://[%w.]*invidio[%a]*%.')
and not m_simpleTV.Control.CurrentAddress:match('^[%p%a%s]*https?://y2u%.be')
and not m_simpleTV.Control.CurrentAddress_UTF8:match('^%-')
then
return
end
if infoInFile then
infoInFile = os.clock()
end
local inAdr
if m_simpleTV.Control.CurrentAddress_UTF8:match('^%-') then
inAdr = m_simpleTV.Control.CurrentAddress_UTF8
else
inAdr = m_simpleTV.Control.CurrentAddress
end
local urlAdr = inAdr
m_simpleTV.Control.ChangeAddress = 'Yes'
m_simpleTV.Control.CurrentAddress = 'error'
if not m_simpleTV.User then
m_simpleTV.User = {}
end
if not m_simpleTV.User.YT then
m_simpleTV.User.YT = {}
end
if not m_simpleTV.User.YT.VersionCheck then
local _, strVer = m_simpleTV.Common.GetVersion()
local vlcVer = m_simpleTV.Common.GetVlcVersion()
if not (strVer:match('b12%.7%.7')
or strVer:match('b12%.7%.7 test')
or strVer:match('b12%.7%.6'))
or vlcVer < 3000
then
local msg = 'simpleTV need 0.5.0 b12.7.6 (vlc 3.0.11)'
local link = 'https://mega.nz/folder/G74EBKDQ#77wUEcj-IfrmghM8QVti3w/folder/C2o21LZL'
m_simpleTV.Interface.MessageBox(msg, 'YouTube', 0x10)
m_simpleTV.Interface.OpenLink(link)
return
end
m_simpleTV.User.YT.VersionCheck = true
end
htmlEntities = require 'htmlEntities'
require 'lfs'
require 'asynPlsLoaderHelper'
if not m_simpleTV.User then
m_simpleTV.User = {}
end
if not m_simpleTV.User.YT then
m_simpleTV.User.YT = {}
end
if not m_simpleTV.User.YT.logoPicFromDisk then
local path = m_simpleTV.Common.GetMainPath(1) .. 'Channel/'
local f = path .. 'logo/Icons/YT_logo.png'
local size = lfs.attributes(f, 'size')
if not size then
lfs.mkdir(path)
local pathL = path .. 'logo/'
lfs.mkdir(pathL)
local pathI = pathL .. 'Icons/'
lfs.mkdir(pathI)
local fhandle = io.open(f, 'w+b')
if fhandle then
local logo = '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'
logo = decode64(logo)
fhandle:write(logo)
fhandle:close()
end
end
m_simpleTV.User.YT.logoPicFromDisk = f
end
if not m_simpleTV.User.YT.playPicFromDisk then
local path = m_simpleTV.Common.GetMainPath(1) .. 'Channel/'
local f = path .. 'logo/Icons/YT_play.png'
local size = lfs.attributes(f, 'size')
if not size then
lfs.mkdir(path)
local pathL = path .. 'logo/'
lfs.mkdir(pathL)
local pathI = pathL .. 'Icons/'
lfs.mkdir(pathI)
local fhandle = io.open(f, 'w+b')
if fhandle then
local logo = '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'
logo = decode64(logo)
fhandle:write(logo)
fhandle:close()
end
end
m_simpleTV.User.YT.playPicFromDisk = f
end
local function inAdr_clean(inAdr)
if not m_simpleTV.Common.isUTF8(inAdr) then
inAdr = m_simpleTV.Common.multiByteToUTF8(inAdr)
end
inAdr = inAdr:gsub('^.-https?://', 'https://')
inAdr = inAdr:gsub('[\'"%[%]()]+.-$', '')
inAdr = m_simpleTV.Common.fromPercentEncoding(inAdr)
inAdr = inAdr:gsub('[\'"]+.-$', '')
inAdr = inAdr:gsub('amp;', '')
inAdr = inAdr:gsub('\\', '/')
inAdr = inAdr:gsub('$OPT:.-$', '')
inAdr = inAdr:gsub('disable_polymer=%w+', '')
inAdr = inAdr:gsub('%?pbjreload=.-$', '')
inAdr = inAdr:gsub('%?action=%w+', '')
inAdr = inAdr:gsub('%?sub_confirmation=%w+', '')
inAdr = inAdr:gsub('flow=list', '')
inAdr = inAdr:gsub('no_autoplay=%w+', '')
inAdr = inAdr:gsub('start_radio=%d+', '')
inAdr = inAdr:gsub('time_continue=', 't=')
inAdr = inAdr:gsub('/videoseries', '/playlist')
inAdr = inAdr:gsub('list_id=', 'list=')
inAdr = inAdr:gsub('/feed%?', '?')
inAdr = inAdr:gsub('//gaming%.', '//www.')
inAdr = inAdr:gsub('/featured%?*', '')
inAdr = inAdr:gsub('&nohtml5=%w+', '')
inAdr = inAdr:gsub('&feature=[^&]*', '')
inAdr = inAdr:gsub('&playnext=%w+', '')
inAdr = inAdr:gsub('/tv%#/.-%?', '/watch?')
inAdr = inAdr:gsub('&resume', '')
inAdr = inAdr:gsub('&spf=%w+', '')
inAdr = inAdr:gsub('/live%?.-$', '/live')
inAdr = inAdr:gsub('%#t=', '&t=')
inAdr = inAdr:gsub('&t=0s', '')
inAdr = inAdr:gsub('&+', '&')
inAdr = inAdr:gsub('%?+', '?')
inAdr = inAdr:gsub('[&?/]+$', '')
inAdr = inAdr:gsub('%s+', '')
inAdr = inAdr:gsub('/([?=&])', '%1')
if not inAdr:match('^https://[%a.]*youtu[.combe]') and not inAdr:match('^https://y[2out]*u%.be/') then
inAdr = inAdr:gsub('^https://[^/]+(/.+)', 'https://www.youtube.com%1')
end
if not inAdr:match('music%.youtube%.com/browse') then
inAdr = inAdr:gsub('//music%.', '//www.')
end
inAdr = inAdr:gsub('//youtube%.', '//www.youtube.')
local id = inAdr:match('/playlist%?list=RD([^&]*)')
if id and #id == 11 then
inAdr = inAdr:gsub('/playlist%?list=RD[^&]*', '/watch?v='.. id .. '&list=RD' .. id)
end
return inAdr
end
local function SetBackground(pic, use)
if m_simpleTV.Control.MainMode == 0 then
use = use or 3
pic = pic or ''
m_simpleTV.Interface.SetBackground({BackColor = 0, PictFileName = pic, TypeBackColor = 0, UseLogo = use, Once = 1})
end
end
local function infoPanelCheck()
local infoPanel = tonumber(m_simpleTV.Config.GetValue('mainOsd/showTimeInfoPanel', 'simpleTVConfig') or 0)
if infoPanel > 0 then
return true
end
return false
end
if inAdr:match('https?://')
and not inAdr:match('&is%a+=%a+')
then
inAdr = inAdr_clean(inAdr)
end
if not (inAdr:match('/user/')
or inAdr:match('/channel/')
or inAdr:match('/c/')
or inAdr:match('&numVideo=')
or inAdr:match('youtube%.com/%w+$')
or inAdr:match('youtube%.com/[^/]+/playlists')
or inAdr:match('&isRestart=true')
or inAdr:match('/youtubei/')
or inAdr:match('/watch_videos')
or inAdr:match('music%.youtube%.com/browse')
)
then
if inAdr:match('&isPlst=')
or inAdr:match('&isLogo=false')
or m_simpleTV.Control.ChannelID ~= 268435455
then
SetBackground()
else
if not inAdr:match('&isPlstsCh=true') then
SetBackground(m_simpleTV.User.YT.logoPicFromDisk, 3)
end
end
elseif inAdr:match('/videos') then
SetBackground(m_simpleTV.User.YT.logoPicFromDisk, 3)
elseif inAdr:match('/channel/') and inAdr:match('&isLogo=false') then
SetBackground()
end
if not (m_simpleTV.Control.GetState() == 3 and m_simpleTV.User.YT.isVideo == false) then
m_simpleTV.User.YT.isVideo = true
end
if not m_simpleTV.User.YT.Lng then
m_simpleTV.User.YT.Lng = {}
if m_simpleTV.Interface.GetLanguage() == 'ru' then
m_simpleTV.User.YT.Lng.adaptiv = 'адаптивное'
m_simpleTV.User.YT.Lng.desc = 'описание'
m_simpleTV.User.YT.Lng.qlty = 'качество'
m_simpleTV.User.YT.Lng.savePlstFolder = 'сохраненые плейлисты'
m_simpleTV.User.YT.Lng.savePlst_1 = 'плейлист сохранен в файл'
m_simpleTV.User.YT.Lng.savePlst_2 = 'в папку'
m_simpleTV.User.YT.Lng.savePlst_3 = 'невозможно сохранить плейлист'
m_simpleTV.User.YT.Lng.sub = 'субтитры'
m_simpleTV.User.YT.Lng.subTr = 'перевод'
m_simpleTV.User.YT.Lng.preview = 'предосмотр'
m_simpleTV.User.YT.Lng.audio = 'аудио'
m_simpleTV.User.YT.Lng.noAudio = 'нет аудио'
m_simpleTV.User.YT.Lng.plst = 'плейлист'
m_simpleTV.User.YT.Lng.error = 'ошибка'
m_simpleTV.User.YT.Lng.live = 'прямая трансляция'
m_simpleTV.User.YT.Lng.upLoadOnCh = 'загружено на канал'
m_simpleTV.User.YT.Lng.loading = 'загрузка'
m_simpleTV.User.YT.Lng.videoNotAvail = 'видео не доступно'
m_simpleTV.User.YT.Lng.videoNotExst = 'видео не существует'
m_simpleTV.User.YT.Lng.page = 'стр.'
m_simpleTV.User.YT.Lng.hl = 'ru_RU'
m_simpleTV.User.YT.Lng.hl_sub = 'ru'
m_simpleTV.User.YT.Lng.camera = 'вид с видеокамеры'
m_simpleTV.User.YT.Lng.camera_plst_title = 'список видеокамер'
m_simpleTV.User.YT.Lng.channel = 'канал'
m_simpleTV.User.YT.Lng.video = 'видео'
m_simpleTV.User.YT.Lng.search = 'поиск'
m_simpleTV.User.YT.Lng.notFound = 'не найдено'
m_simpleTV.User.YT.Lng.started = 'начало в'
m_simpleTV.User.YT.Lng.published = 'опубликовано'
m_simpleTV.User.YT.Lng.duration = 'продолжительность'
m_simpleTV.User.YT.Lng.relatedVideos = 'похожие видео'
m_simpleTV.User.YT.Lng.link = 'открыть в браузере'
m_simpleTV.User.YT.Lng.noCookies = 'ТРЕБУЕТСЯ ВХОД: используйте "cookies файл" для авторизации'
m_simpleTV.User.YT.Lng.chapter = 'главы'
elseif m_simpleTV.Interface.GetLanguage() == 'pt' then
m_simpleTV.User.YT.Lng.adaptiv = 'adaptável'
m_simpleTV.User.YT.Lng.desc = 'descrição'
m_simpleTV.User.YT.Lng.qlty = 'qualidade'
m_simpleTV.User.YT.Lng.savePlstFolder = 'playlists salvas'
m_simpleTV.User.YT.Lng.savePlst_1 = 'lista de reprodução salva em arquivo'
m_simpleTV.User.YT.Lng.savePlst_2 = 'para pasta'
m_simpleTV.User.YT.Lng.savePlst_3 = 'não é possível salvar a playlist'
m_simpleTV.User.YT.Lng.sub = 'legendas'
m_simpleTV.User.YT.Lng.subTr = 'traduzido'
m_simpleTV.User.YT.Lng.preview = 'preview'
m_simpleTV.User.YT.Lng.audio = 'áudio'
m_simpleTV.User.YT.Lng.noAudio = 'sem áudio'
m_simpleTV.User.YT.Lng.plst = 'lista de reprodução'
m_simpleTV.User.YT.Lng.error = 'erro'
m_simpleTV.User.YT.Lng.live = 'em direto'
m_simpleTV.User.YT.Lng.upLoadOnCh = 'uploads do canal'
m_simpleTV.User.YT.Lng.loading = 'a carregar'
m_simpleTV.User.YT.Lng.videoNotAvail = 'vídeo não disponível'
m_simpleTV.User.YT.Lng.videoNotExst = 'vídeo não existe'
m_simpleTV.User.YT.Lng.page = 'página'
m_simpleTV.User.YT.Lng.hl = 'pt_PT'
m_simpleTV.User.YT.Lng.hl_sub = 'pt'
m_simpleTV.User.YT.Lng.camera = 'visão da câmera'
m_simpleTV.User.YT.Lng.camera_plst_title = 'álternar câmera'
m_simpleTV.User.YT.Lng.channel = 'chanel'
m_simpleTV.User.YT.Lng.video = 'vídeo'
m_simpleTV.User.YT.Lng.search = 'procurar'
m_simpleTV.User.YT.Lng.notFound = 'não encontrado'
m_simpleTV.User.YT.Lng.started = 'started'
m_simpleTV.User.YT.Lng.published = 'published'
m_simpleTV.User.YT.Lng.duration = 'duration'
m_simpleTV.User.YT.Lng.relatedVideos = 'vídeos relacionados'
m_simpleTV.User.YT.Lng.link = 'abra no navegador'
m_simpleTV.User.YT.Lng.noCookies = 'LOGIN NECESSÁRIO: usar "cookies file" para autorização'
m_simpleTV.User.YT.Lng.chapter = 'chapters'
elseif m_simpleTV.Interface.GetLanguage() == 'vi' then
m_simpleTV.User.YT.Lng.adaptiv = 'Thích nghi'
m_simpleTV.User.YT.Lng.desc = 'Sự miêu tả'
m_simpleTV.User.YT.Lng.qlty = 'Chất lượng'
m_simpleTV.User.YT.Lng.savePlstFolder = 'Đã lưu danh sách phát'
m_simpleTV.User.YT.Lng.savePlst_1 = 'Danh sách phát được lưu thành file'
m_simpleTV.User.YT.Lng.savePlst_2 = 'vào thư mục'
m_simpleTV.User.YT.Lng.savePlst_3 = 'Không thể lưu'
m_simpleTV.User.YT.Lng.sub = 'Phụ đề'
m_simpleTV.User.YT.Lng.subTr = 'Google dịch'
m_simpleTV.User.YT.Lng.preview = 'Xem lại'
m_simpleTV.User.YT.Lng.audio = 'Âm thanh'
m_simpleTV.User.YT.Lng.noAudio = 'Không có âm thanh'
m_simpleTV.User.YT.Lng.plst = 'Danh sách phát'
m_simpleTV.User.YT.Lng.error = 'Lỗi'
m_simpleTV.User.YT.Lng.live = 'Trực tiếp'
m_simpleTV.User.YT.Lng.upLoadOnCh = 'Kênh'
m_simpleTV.User.YT.Lng.loading = 'Đang tải'
m_simpleTV.User.YT.Lng.videoNotAvail = 'Video không có sẵn'
m_simpleTV.User.YT.Lng.videoNotExst = 'Video không tồn tại'
m_simpleTV.User.YT.Lng.page = 'Trang.'
m_simpleTV.User.YT.Lng.hl = 'vi'
m_simpleTV.User.YT.Lng.hl_sub = 'vi'
m_simpleTV.User.YT.Lng.camera = 'Xem camera'
m_simpleTV.User.YT.Lng.camera_plst_title = 'Đổi camera'
m_simpleTV.User.YT.Lng.channel = 'Kênh'
m_simpleTV.User.YT.Lng.video = 'Video'
m_simpleTV.User.YT.Lng.search = 'Tìm kiếm'
m_simpleTV.User.YT.Lng.notFound = 'Không tìm thấy'
m_simpleTV.User.YT.Lng.started = 'Bắt đầu'
m_simpleTV.User.YT.Lng.published = 'Xuất bản'
m_simpleTV.User.YT.Lng.duration = 'Thời lượng'
m_simpleTV.User.YT.Lng.relatedVideos = 'Video liên quan'
m_simpleTV.User.YT.Lng.link = 'Mở trong trình duyệt'
m_simpleTV.User.YT.Lng.noCookies = 'YÊU CẦU ĐĂNG NHẬP: sử dụng "cookies file" để ủy quyền'
m_simpleTV.User.YT.Lng.chapter = 'Chươngi'
elseif m_simpleTV.Interface.GetLanguage() == 'pl' then
m_simpleTV.User.YT.Lng.adaptiv = 'adaptacyjny'
m_simpleTV.User.YT.Lng.desc = 'opis'
m_simpleTV.User.YT.Lng.qlty = 'jakość'
m_simpleTV.User.YT.Lng.savePlstFolder = 'zapisane listy odtwarzania'
m_simpleTV.User.YT.Lng.savePlst_1 = 'lista odtwarzania zapisana do pliku'
m_simpleTV.User.YT.Lng.savePlst_2 = 'do folderu'
m_simpleTV.User.YT.Lng.savePlst_3 = 'nie można zapisać listy odtwarzania'
m_simpleTV.User.YT.Lng.sub = 'napisy na filmie obcojęzycznym'
m_simpleTV.User.YT.Lng.subTr = 'przetłumaczony'
m_simpleTV.User.YT.Lng.preview = 'zapowiedź'
m_simpleTV.User.YT.Lng.audio = 'audio'
m_simpleTV.User.YT.Lng.noAudio = 'brak dźwięku'
m_simpleTV.User.YT.Lng.plst = 'lista odtwarzania'
m_simpleTV.User.YT.Lng.error = 'błąd'
m_simpleTV.User.YT.Lng.live = 'relacja na żywo'
m_simpleTV.User.YT.Lng.upLoadOnCh = 'przesłane z kanału'
m_simpleTV.User.YT.Lng.loading = 'Ładowanie'
m_simpleTV.User.YT.Lng.videoNotAvail = 'video not available'
m_simpleTV.User.YT.Lng.videoNotExst = 'wideo niedostępne'
m_simpleTV.User.YT.Lng.page = 'strona'
m_simpleTV.User.YT.Lng.hl = 'pl'
m_simpleTV.User.YT.Lng.hl_sub = 'pl'
m_simpleTV.User.YT.Lng.camera = 'widok z kamery'
m_simpleTV.User.YT.Lng.camera_plst_title = 'przełącz aparat'
m_simpleTV.User.YT.Lng.channel = 'kanał'
m_simpleTV.User.YT.Lng.video = 'wideo'
m_simpleTV.User.YT.Lng.search = 'Szukaj'
m_simpleTV.User.YT.Lng.notFound = 'nie znaleziono'
m_simpleTV.User.YT.Lng.started = 'started'
m_simpleTV.User.YT.Lng.published = 'Rozpoczęty'
m_simpleTV.User.YT.Lng.duration = 'Trwanie'
m_simpleTV.User.YT.Lng.relatedVideos = 'powiązane wideo'
m_simpleTV.User.YT.Lng.link = 'Otwórz w przeglądarce'
m_simpleTV.User.YT.Lng.noCookies = 'WYMAGANE LOGOWANIE: użyj „pliku cookie” do autoryzacji'
m_simpleTV.User.YT.Lng.chapter = 'rozdziałi'
else
m_simpleTV.User.YT.Lng.adaptiv = 'adaptive'
m_simpleTV.User.YT.Lng.desc = 'description'
m_simpleTV.User.YT.Lng.qlty = 'quality'
m_simpleTV.User.YT.Lng.savePlstFolder = 'saved playlists'
m_simpleTV.User.YT.Lng.savePlst_1 = 'playlist saved to file'
m_simpleTV.User.YT.Lng.savePlst_2 = 'to folder'
m_simpleTV.User.YT.Lng.savePlst_3 = 'unable to save playlist'
m_simpleTV.User.YT.Lng.sub = 'subtitles'
m_simpleTV.User.YT.Lng.subTr = 'translated'
m_simpleTV.User.YT.Lng.preview = 'preview'
m_simpleTV.User.YT.Lng.audio = 'audio'
m_simpleTV.User.YT.Lng.noAudio = 'no audio'
m_simpleTV.User.YT.Lng.plst = 'playlist'
m_simpleTV.User.YT.Lng.error = 'error'
m_simpleTV.User.YT.Lng.live = 'live'
m_simpleTV.User.YT.Lng.upLoadOnCh = 'uploads from channel'
m_simpleTV.User.YT.Lng.loading = 'loading'
m_simpleTV.User.YT.Lng.videoNotAvail = 'video not available'
m_simpleTV.User.YT.Lng.videoNotExst = 'video does not exist'
m_simpleTV.User.YT.Lng.page = 'page'
m_simpleTV.User.YT.Lng.hl = 'en_US'
m_simpleTV.User.YT.Lng.hl_sub = 'en'
m_simpleTV.User.YT.Lng.camera = 'camera view'
m_simpleTV.User.YT.Lng.camera_plst_title = 'switch camera'
m_simpleTV.User.YT.Lng.channel = 'channel'
m_simpleTV.User.YT.Lng.video = 'video'
m_simpleTV.User.YT.Lng.search = 'search'
m_simpleTV.User.YT.Lng.notFound = 'not found'
m_simpleTV.User.YT.Lng.started = 'started'
m_simpleTV.User.YT.Lng.published = 'published'
m_simpleTV.User.YT.Lng.duration = 'duration'
m_simpleTV.User.YT.Lng.relatedVideos = 'related videos'
m_simpleTV.User.YT.Lng.link = 'open in browser'
m_simpleTV.User.YT.Lng.noCookies = 'LOGIN REQUIRED: use "cookies file" for authorization'
m_simpleTV.User.YT.Lng.chapter = 'chapters'
end
end
if not m_simpleTV.User.YT.OpenUrlHelpCheck then
if m_simpleTV.PlayList.GetOpenUrlHelp() == '' then
local help_text = '<html><body><h3>🔎 ' .. m_simpleTV.User.YT.Lng.search .. '</h3><p></p><p><strong>YouTube</strong></p><table border="1"><tbody><tr><td> <strong>- ' .. m_simpleTV.User.YT.Lng.video .. '</strong> </td><td> <strong>-- ' .. m_simpleTV.User.YT.Lng.plst .. '</strong> </td></tr><tr><td> <strong>--- ' .. m_simpleTV.User.YT.Lng.channel .. '</strong> </td><td> <strong>-+ ' .. m_simpleTV.User.YT.Lng.live .. '</strong> </td></tr></tbody></table></body></html>'
m_simpleTV.PlayList.SetOpenUrlHelp(help_text)
end
m_simpleTV.User.YT.OpenUrlHelpCheck = true
end
if not m_simpleTV.User.YT.cookies then
local function cookiesFromFile()
local f = string.format('%scookies.txt', m_simpleTV.Common.GetMainPath(1))
local fhandle = io.open(f, 'r')
if not fhandle then return end
local YT_Cookies = {'SID', 'HSID', 'SSID', 'SAPISID', 'APISID'}
local cookie_SAPISID
local t = {}
for line in fhandle:lines() do
local name, val = line:match('youtube%.com.+%s(%S+)%s+(%S+)')
if name and val then
for i = 1, #YT_Cookies do
if name == YT_Cookies[i] then
t[#t + 1] = string.format('%s=%s', name, val)
if not cookie_SAPISID and name == 'SAPISID' then
cookie_SAPISID = val
end
break
end
end
end
if #t == 5 then break end
end
fhandle:close()
if #t < 5 then return end
m_simpleTV.User.YT.isAuth = cookie_SAPISID
return table.concat(t, ';')
end
m_simpleTV.User.YT.cookies = string.format('%s;PREF=hl=%s;', (cookiesFromFile() or ''), m_simpleTV.User.YT.Lng.hl)
end
if not m_simpleTV.User.YT.PlstsCh then
m_simpleTV.User.YT.PlstsCh = {}
end
if not m_simpleTV.User.YT.PlstsCh.Urls then
m_simpleTV.User.YT.PlstsCh.Urls = {}
end
if not m_simpleTV.User.YT.Plst then
m_simpleTV.User.YT.Plst = {}
end
if not m_simpleTV.User.YT.qlty then
m_simpleTV.User.YT.qlty = tonumber(m_simpleTV.Config.GetValue('YT_qlty') or '1080')
end
if not m_simpleTV.User.YT.qlty_live then
m_simpleTV.User.YT.qlty_live = tonumber(m_simpleTV.Config.GetValue('YT_qlty_live') or '10000')
end
if m_simpleTV.User.YT.isPlstsCh then
m_simpleTV.User.YT.isPlstsCh = nil
end
local userAgent = 'Mozilla/5.0 (Windows NT 10.0; rv:86.0) Gecko/20100101 Firefox/86.0'
local session = m_simpleTV.Http.New(userAgent)
if not session then return end
m_simpleTV.Http.SetTimeout(session, 14000)
m_simpleTV.User.YT.DelayedAddress = nil
m_simpleTV.User.YT.isChapters = false
local inf0, inf01
local isInfoPanel = infoPanelCheck()
local videoId = inAdr:match('[?&/]v[=/](.+)')
or inAdr:match('/embed/(.+)')
or inAdr:match('/watch/(.+)')
or inAdr:match('y[2out]*u%.be/(.+)')
or inAdr:match('video_id=(.+)')
or ''
videoId = videoId:sub(1, 11)
local function ShowMsg(msg, reason, qlty)
if reason then
msg = msg .. '\n' .. reason
end
local t = {}
for m in msg:gmatch('[^\n]+') do
t[#t + 1] = m
end
for j = #t, 1, -1 do
local imageParam, color, id
local once = true
if j == 1 then
imageParam = 'vSizeFactor="0.5" src="https://s.ytimg.com/yts/img/favicon_48-vfl1s0rGh.png"'
color = ARGB(255, 128, 128, 255)
id = 'channelName'
else
color = ARGB(255, 139, 135, 135)
id = j - 1
end
if qlty then
once = false
color = ARGB(255, 139, 135, 135)
imageParam = 'src=""'
id = 'channelName'
end
m_simpleTV.OSD.ShowMessageT({imageParam = imageParam, text = t[j], color = color, showTime = 1000 * 6, id = id, once = once})
end
end
local function lunaJson_decode(json_, pos_, nullv_, arraylen_)
--[[The MIT License (MIT)
Copyright (c) 2015-2017 Shunsuke Shimizu (grafi)
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.
https://github.com/grafi-tt/lunaJson
]]
local setmetatable, tonumber, tostring = setmetatable, tonumber, tostring
local floor, inf = math.floor, math.huge
local mininteger, tointeger = math.mininteger or nil, math.tointeger or nil
local byte, char, find, gsub, match, sub = string.byte, string.char, string.find, string.gsub, string.match, string.sub
local function _decode_error(pos, errmsg)
error("json parse error at " .. pos .. " pos.: " .. errmsg, 2)
end
local f_str_ctrl_pat
if _VERSION == "Lua 5.1" then
f_str_ctrl_pat = '[^\32-\255]'
else
f_str_ctrl_pat = '[\0-\31]'
end
local _ENV = nil
local json, pos, nullv, arraylen, rec_depth
local dispatcher, f
local function decode_error(errmsg)
return _decode_error(pos, errmsg)
end
local function f_err()
decode_error('invalid value')
end
local function f_nul()
if sub(json, pos, pos+2) == 'ull' then
pos = pos+3
return nullv
end
decode_error('invalid value')
end
local function f_fls()
if sub(json, pos, pos+3) == 'alse' then
pos = pos+4
return false
end
decode_error('invalid value')
end
local function f_tru()
if sub(json, pos, pos+2) == 'rue' then
pos = pos+3
return true
end
decode_error('invalid value')
end
local radixmark = match(tostring(0.5), '[^0-9]')
local fixedtonumber = tonumber
if radixmark ~= '.' then
if find(radixmark, '%W') then
radixmark = '%' .. radixmark
end
fixedtonumber = function(s)
return tonumber(gsub(s, '.', radixmark))
end
end
local function number_error()
return decode_error('invalid number')
end
local function f_zro(mns)
local num, c = match(json, '^(%.?[0-9]*)([-+.A-Za-z]?)', pos)
if num == '' then
if c == '' then
if mns then
return -0.0
end
return 0
end
if c == 'e' or c == 'E' then
num, c = match(json, '^([^eE]*[eE][-+]?[0-9]+)([-+.A-Za-z]?)', pos)
if c == '' then
pos = pos + #num
if mns then
return -0.0
end
return 0.0
end
end
number_error()
end
if byte(num) ~= 0x2E or byte(num, -1) == 0x2E then
number_error()
end
if c ~= '' then
if c == 'e' or c == 'E' then
num, c = match(json, '^([^eE]*[eE][-+]?[0-9]+)([-+.A-Za-z]?)', pos)
end
if c ~= '' then
number_error()
end
end
pos = pos + #num
c = fixedtonumber(num)
if mns then
c = -c
end
return c
end
local function f_num(mns)
pos = pos-1
local num, c = match(json, '^([0-9]+%.?[0-9]*)([-+.A-Za-z]?)', pos)
if byte(num, -1) == 0x2E then
number_error()
end
if c ~= '' then
if c ~= 'e' and c ~= 'E' then
number_error()
end
num, c = match(json, '^([^eE]*[eE][-+]?[0-9]+)([-+.A-Za-z]?)', pos)
if not num or c ~= '' then
number_error()
end
end
pos = pos + #num
c = fixedtonumber(num)
if mns then
c = -c
if c == mininteger and not find(num, '[^0-9]') then
c = mininteger
end
end
return c
end
local function f_mns()
local c = byte(json, pos)
if c then
pos = pos+1
if c > 0x30 then
if c < 0x3A then
return f_num(true)
end
else
if c > 0x2F then
return f_zro(true)
end
end
end
decode_error('invalid number')
end
local f_str_hextbl = {
0x0, 0x1, 0x2, 0x3, 0x4, 0x5, 0x6, 0x7,
0x8, 0x9, inf, inf, inf, inf, inf, inf,
inf, 0xA, 0xB, 0xC, 0xD, 0xE, 0xF, inf,
inf, inf, inf, inf, inf, inf, inf, inf,
inf, inf, inf, inf, inf, inf, inf, inf,
inf, inf, inf, inf, inf, inf, inf, inf,
inf, 0xA, 0xB, 0xC, 0xD, 0xE, 0xF,
__index = function()
return inf
end
}
setmetatable(f_str_hextbl, f_str_hextbl)
local f_str_escapetbl = {
['"'] = '"',
['\\'] = '\\',
['/'] = '/',
['b'] = '\b',
['f'] = '\f',
['n'] = '\n',
['r'] = '\r',
['t'] = '\t',
__index = function()
decode_error("invalid escape sequence")
end
}
setmetatable(f_str_escapetbl, f_str_escapetbl)
local function surrogate_first_error()
return decode_error("1st surrogate pair byte not continued by 2nd")
end
local f_str_surrogate_prev = 0
local function f_str_subst(ch, ucode)
if ch == 'u' then
local c1, c2, c3, c4, rest = byte(ucode, 1, 5)
ucode = f_str_hextbl[c1-47] * 0x1000 +
f_str_hextbl[c2-47] * 0x100 +
f_str_hextbl[c3-47] * 0x10 +
f_str_hextbl[c4-47]
if ucode ~= inf then
if ucode < 0x80 then
if rest then
return char(ucode, rest)
end
return char(ucode)
elseif ucode < 0x800 then
c1 = floor(ucode / 0x40)
c2 = ucode - c1 * 0x40
c1 = c1 + 0xC0
c2 = c2 + 0x80
if rest then
return char(c1, c2, rest)
end
return char(c1, c2)
elseif ucode < 0xD800 or 0xE000 <= ucode then
c1 = floor(ucode / 0x1000)
ucode = ucode - c1 * 0x1000
c2 = floor(ucode / 0x40)
c3 = ucode - c2 * 0x40
c1 = c1 + 0xE0
c2 = c2 + 0x80
c3 = c3 + 0x80
if rest then
return char(c1, c2, c3, rest)
end
return char(c1, c2, c3)
elseif 0xD800 <= ucode and ucode < 0xDC00 then
if f_str_surrogate_prev == 0 then
f_str_surrogate_prev = ucode
if not rest then
return ''
end
surrogate_first_error()
end
f_str_surrogate_prev = 0
surrogate_first_error()
else
if f_str_surrogate_prev ~= 0 then
ucode = 0x10000 +
(f_str_surrogate_prev - 0xD800) * 0x400 +
(ucode - 0xDC00)
f_str_surrogate_prev = 0
c1 = floor(ucode / 0x40000)
ucode = ucode - c1 * 0x40000
c2 = floor(ucode / 0x1000)
ucode = ucode - c2 * 0x1000
c3 = floor(ucode / 0x40)
c4 = ucode - c3 * 0x40
c1 = c1 + 0xF0
c2 = c2 + 0x80
c3 = c3 + 0x80
c4 = c4 + 0x80
if rest then
return char(c1, c2, c3, c4, rest)
end
return char(c1, c2, c3, c4)
end
decode_error("2nd surrogate pair byte appeared without 1st")
end
end
decode_error("invalid unicode codepoint literal")
end
if f_str_surrogate_prev ~= 0 then
f_str_surrogate_prev = 0
surrogate_first_error()
end
return f_str_escapetbl[ch] .. ucode
end
local f_str_keycache = setmetatable({}, {__mode="v"})
local function f_str(iskey)
local newpos = pos
local tmppos, c1, c2
repeat
newpos = find(json, '"', newpos, true)
if not newpos then
decode_error("unterminated string")
end
tmppos = newpos-1
newpos = newpos+1
c1, c2 = byte(json, tmppos-1, tmppos)
if c2 == 0x5C and c1 == 0x5C then
repeat
tmppos = tmppos-2
c1, c2 = byte(json, tmppos-1, tmppos)
until c2 ~= 0x5C or c1 ~= 0x5C
tmppos = newpos-2
end
until c2 ~= 0x5C
local str = sub(json, pos, tmppos)
pos = newpos
if iskey then
tmppos = f_str_keycache[str]
if tmppos then
return tmppos
end
tmppos = str
end
if find(str, f_str_ctrl_pat) then
decode_error("unescaped control string")
end
if find(str, '\\', 1, true) then
str = gsub(str, '\\(.)([^\\]?[^\\]?[^\\]?[^\\]?[^\\]?)', f_str_subst)
if f_str_surrogate_prev ~= 0 then
f_str_surrogate_prev = 0
decode_error("1st surrogate pair byte not continued by 2nd")
end
end
if iskey then
f_str_keycache[tmppos] = str
end
return str
end
local function f_ary()
rec_depth = rec_depth + 1
if rec_depth > 1000 then
decode_error('too deeply nested json (> 1000)')
end
local ary = {}
pos = match(json, '^[ \n\r\t]*()', pos)
local i = 0
if byte(json, pos) == 0x5D then
pos = pos+1
else
local newpos = pos
repeat
i = i+1
f = dispatcher[byte(json,newpos)]
pos = newpos+1
ary[i] = f()
newpos = match(json, '^[ \n\r\t]*,[ \n\r\t]*()', pos)
until not newpos
newpos = match(json, '^[ \n\r\t]*%]()', pos)
if not newpos then
decode_error("no closing bracket of an array")
end
pos = newpos
end
if arraylen then
ary[0] = i
end
rec_depth = rec_depth - 1
return ary
end
local function f_obj()
rec_depth = rec_depth + 1
if rec_depth > 1000 then
decode_error('too deeply nested json (> 1000)')
end
local obj = {}
pos = match(json, '^[ \n\r\t]*()', pos)
if byte(json, pos) == 0x7D then
pos = pos+1
else
local newpos = pos
repeat
if byte(json, newpos) ~= 0x22 then
decode_error("not key")
end
pos = newpos+1
local key = f_str(true)
f = f_err
local c1, c2, c3 = byte(json, pos, pos+3)
if c1 == 0x3A then
if c2 ~= 0x20 then
f = dispatcher[c2]
newpos = pos+2
else
f = dispatcher[c3]
newpos = pos+3
end
end
if f == f_err then
newpos = match(json, '^[ \n\r\t]*:[ \n\r\t]*()', pos)
if not newpos then
decode_error("no colon after a key")
end
f = dispatcher[byte(json, newpos)]
newpos = newpos+1
end
pos = newpos
obj[key] = f()
newpos = match(json, '^[ \n\r\t]*,[ \n\r\t]*()', pos)
until not newpos
newpos = match(json, '^[ \n\r\t]*}()', pos)
if not newpos then
decode_error("no closing bracket of an object")
end
pos = newpos
end
rec_depth = rec_depth - 1
return obj
end
dispatcher = { [0] =
f_err, f_err, f_err, f_err, f_err, f_err, f_err, f_err,
f_err, f_err, f_err, f_err, f_err, f_err, f_err, f_err,
f_err, f_err, f_err, f_err, f_err, f_err, f_err, f_err,
f_err, f_err, f_err, f_err, f_err, f_err, f_err, f_err,
f_err, f_err, f_str, f_err, f_err, f_err, f_err, f_err,
f_err, f_err, f_err, f_err, f_err, f_mns, f_err, f_err,
f_zro, f_num, f_num, f_num, f_num, f_num, f_num, f_num,
f_num, f_num, f_err, f_err, f_err, f_err, f_err, f_err,
f_err, f_err, f_err, f_err, f_err, f_err, f_err, f_err,
f_err, f_err, f_err, f_err, f_err, f_err, f_err, f_err,
f_err, f_err, f_err, f_err, f_err, f_err, f_err, f_err,
f_err, f_err, f_err, f_ary, f_err, f_err, f_err, f_err,
f_err, f_err, f_err, f_err, f_err, f_err, f_fls, f_err,
f_err, f_err, f_err, f_err, f_err, f_err, f_nul, f_err,
f_err, f_err, f_err, f_err, f_tru, f_err, f_err, f_err,
f_err, f_err, f_err, f_obj, f_err, f_err, f_err, f_err,
__index = function()
decode_error("unexpected termination")
end
}
setmetatable(dispatcher, dispatcher)
json, pos, nullv, arraylen = json_, pos_, nullv_, arraylen_
rec_depth = 0
pos = match(json, '^[ \n\r\t]*()', pos)
f = dispatcher[byte(json, pos)]
pos = pos+1
local v = f()
if pos_ then
return v, pos
else
f, pos = find(json, '^[ \n\r\t]*', pos)
if pos ~= #json then
-- decode_error('json ended')
end
return v
end
return decode
end
local function GetApiKey()
local function webApiKey()
local session = m_simpleTV.Http.New(userAgent)
if not session then return end
m_simpleTV.Http.SetTimeout(session, 14000)
local url = decode64('aHR0cHM6Ly93d3cueW91dHViZS5jb20vcy9fL2thYnVraS9fL2pzL2s9a2FidWtpLmJhc2VfemRzLmVuX1VTLi1KcDN1bDRMbzBZLk8vYW09SW9BQVFnQUUvcnQ9ai9kPTEvZGc9MC9jdD16Z21zL3JzPUFOalJoVmtmazRsbnFhWXlZX05MTzV4QmhpTGdXYkYzMGcvbT1iYXNl')
local rc, answer = m_simpleTV.Http.Request(session, {url = url})
m_simpleTV.Http.Close(session)
if rc ~= 200 then return end
return answer:match('ya%("INNERTUBE_API_KEY","([^"]+)')
end
local key = webApiKey()
if not key then
ShowMsg(m_simpleTV.User.YT.Lng.error .. '\nAPI Key not found')
m_simpleTV.Common.Sleep(2000)
end
m_simpleTV.User.YT.apiKey = key or ''
m_simpleTV.User.YT.apiKeyHeader = decode64('UmVmZXJlcjogaHR0cHM6Ly93d3cueW91dHViZS5jb20vdHY')
end
local function table_reversa(t)
local tbl = {}
local p = #tbl
for i = #t, 1, -1 do
p = p + 1
tbl[p] = t[i]
end
return tbl
end
local function urls_encode(str)
str = string.gsub(str, '([^%w:/=.&%-?_])',
function(c)
return string.format('%%%02X', string.byte(c))
end)
return string.gsub(str, ' ', '+')
end
local function stringToHex(str)
return (str:gsub('.',
function (c)
return string.format('\\x%02X', string.byte(c))
end))
end
local function stringFromHex(str)
return (str:gsub('\\x(..)',
function (c)
return string.char(tonumber(c, 16))
end))
end
local function split_str(source, delimiters)
local elements = {}
local pattern
if not delimiters or delimiters == '' then
pattern = '.'
else
pattern = '([^' .. delimiters .. ']+)'
end
source:gsub(pattern, function(value) elements[#elements + 1] = value end)
return elements
end
local function timeStamp(isodt)
local pattern = '(%d+)%-(%d+)%-(%d+)T(%d+):(%d+)'
local xyear, xmonth, xday, xhour, xminute = isodt:match(pattern)
if not (xyear or xmonth or xday or xhour or xminute) then
return ''
end
local currenttime = os.time()
local datetime = os.date('!*t', currenttime)
datetime.isdst = true
local offset = currenttime - os.time(datetime)
local convertedTimestamp = os.time({year = xyear, month = xmonth, day = xday, hour = xhour, min = xminute})
return (convertedTimestamp + offset)
end
local function secondsToClock(sec)
if not sec or sec < 3 then
return ''
end
sec = string.format('%01d:%02d:%02d',
math.floor(sec / 3600),
math.floor(sec / 60) % 60,
math.floor(sec % 60))
return sec:gsub('^0[0:]+(.+:)', '%1')
end
local function unescape_html(str)
return htmlEntities.decode(str)
end
local function title_clean(s)
s = s:gsub('%c', ' ')
s = s:gsub('%%22', '"')
s = s:gsub('\\u0026', '&')
s = s:gsub('\\u2060', '')
s = s:gsub('\\u200%a', '')
s = unescape_html(s)
s = s:gsub('%s+', ' ')
s = s:gsub('\\', '\\')
return s
end
local function desc_clean(d)
d = d:gsub('%%22', '"')
d = d:gsub('\\u200%a', '')
d = d:gsub('\\u202%a', '')
d = d:gsub('\\u00ad', '')
d = d:gsub('\\r', '')
d = d:gsub('\r', '')
d = d:gsub('\\n', '\n')
d = d:gsub('\n\n[\n]+', '\n\n')
d = unescape3(d)
d = unescape_html(d)
d = d:gsub('\\', '\\')
return d
end
local function desc_format_text(desc, isSearch)
desc = desc_clean(desc)
desc = string.gsub(desc, '(https?://%S+)',
function(c)
c = c:gsub('#', '%%23')
if c:match('%.%.%p*$') then
c = string.format('<span style="color:%%23817c76; font-size:small;">%s</span>', c)
else
c = string.format('<a href="%s" style="color:%%23319785; font-size:small; text-decoration:none">%s</a>', c, c)
end
return c:gsub('([.,)]+)"', '"%1'):gsub('([.,)]+)</a>', '</a>%1')
end)
desc = string.gsub(desc, '(%d+[:%d+]+)',
function(c)
if not (c:match('%d+:%d+$')
or c:match('%d+:%d+:%d+$'))
or c:match('::')
then
return
end
return string.format('<span style="color:%%23e6e76d; font-size:small;">%s</span>', c)
end)
if not isSearch then
desc = string.gsub(desc, 'none">(https?://[%a.]*youtu[.combe][^<]+)<',
function(c)
if c:match('sub_confirmation')
or c:match('subscription_center')
or c:match('/join$')
then
return
end
return string.format('none">%s</a> <a href="simpleTVLua:PlayAddressT_YT(\'%s\')"><img src="' .. m_simpleTV.User.YT.playPicFromDisk ..'" height="32" valign="top"><', c, stringToHex(c))
end)
desc = string.gsub(desc, '#([^\'%s%c/#,:%-?)]+)',
function(c)
if c:match('%.%.$') then
c = string.format('<span style="color:%%23817c76; font-size:small;">#%s</span>', c)
elseif (c:match('^%d+%p*$') and #c < 6) or c:match('%.[^.]+$') then
return
else
c = string.format('<a href="simpleTVLua:PlayAddressT_YT(\'https://www.youtube.com/hashtag/%s\')" style="color:#436FAF; font-size:small; text-decoration:none">#%s</a>', stringToHex(c:gsub('%p+$', '')), c)
end
return c:gsub('(%p+)</a>', '</a>%1')
end)
else
desc = string.gsub(desc, '#([^\'%s%c/#,:%-?)]+)',
function(c)
if c:match('%.%.$') then
c = string.format('<span style="color:%%23817c76; font-size:small;">#%s</span>', c)
elseif (c:match('^%d+%p*$') and #c < 6) or c:match('%.[^.]+$') then
return
else
c = string.format('<a href="https://www.youtube.com/hashtag/%s" style="color:%%23154C9C; font-size:small; text-decoration:none">#%s</a>', c:gsub('%p+$', ''), c)
end
return c:gsub('(%p+)</a>', '</a>%1')
end)
end
desc = desc:gsub('%%23', '#')
desc = desc:gsub('"+', '"')
desc = desc:gsub('\n', '<br>')
desc = string.format('<p>%s</p>', desc)
return desc
end
local function desc_html(desc, logo, name, adr, isSearch)
desc = desc or ''
if desc ~= '' then
local err, d = pcall(desc_format_text, desc, isSearch)
if err == false then
desc = string.format('<p style="color:#ff0000; font-size:small">%s: %s</p>', m_simpleTV.User.YT.Lng.desc, m_simpleTV.User.YT.Lng.error)
else
desc = d
end
end
adr = adr:gsub('&is%a+=%a+', '')
local link = string.format('<a href="%s" style="color:#154C9C; font-size:small; text-decoration:none">🌎 %s</a>', adr, m_simpleTV.User.YT.Lng.link)
if m_simpleTV.User.YT.isVideo == true and m_simpleTV.User.YT.isChapters then
link = string.format('%s<br><a href="simpleTVLua:m_simpleTV.Control.ExecuteAction(37) m_simpleTV.Control.ExecuteAction(116)" style="color:#436FAF; font-size: small; text-decoration:none">🕜 %s</a>', link, m_simpleTV.User.YT.Lng.chapter)
end
desc = string.format('<html><body bgcolor="#181818"><table width="99%%"><tr><td style="padding: 10px 10px 10px;"><a href="%s"><img src="%s"</a></td><td style="padding: 10px 10px 10px; color:#ebebeb; vertical-align:middle;"><h4><font color="#ebeb00">%s</h4><hr>%s%s</td></tr></table></body></html>', adr, logo, name, link, desc)
return desc
end
local function ShowInfo(info, bcolor, txtparm, color)
local function datScr()
local f = m_simpleTV.MainScriptDir .. 'user/video/YT.lua'
local fhandle = io.open(f, 'r')
if not fhandle then
return ''
end
local dat = fhandle:read(100)
fhandle:close()
dat = ' [' .. (dat:match('%d+[/.%-]%d+[/.%-]%d+') or '') .. ']'
return decode64('WW91VHViZSBieSBOZXh0ZXJyIGVkaXRpb24') .. dat
end
m_simpleTV.Control.ExecuteAction(37)
if not info then
local function truncateUtf8(str, n)
if m_simpleTV.Common.midUTF8 then
return m_simpleTV.Common.midUTF8(str, 0, n)
end
str = m_simpleTV.Common.UTF8ToUTF16(str)
str = str:sub(1, n)
str = m_simpleTV.Common.UTF16ToUTF8(str)
return str
end
color = ARGB(255, 128, 128, 255)
bcolor = ARGB(144, 0, 0, 0)
txtparm = 1 + 4
local codec = ''
local title
if #m_simpleTV.User.YT.title > 70 then
title = truncateUtf8(m_simpleTV.User.YT.title, 55) .. '...'
else
title = m_simpleTV.User.YT.title
end
local ti = m_simpleTV.Control.GetCodecInfo()
if ti then
local codecD, typeD, resD
local t, i = {}, 1
for w in dumpValue(ti):gmatch('{.-}') do
t[i] = {}
codecD = w:match('%["Codec"%] = ([^,}]+)')
typeD = w:match('%["Type"%] = ([^,}]+)')
if codecD and typeD then
typeD = typeD:gsub('Video', m_simpleTV.User.YT.Lng.video .. ': ')
typeD = typeD:gsub('Audio', m_simpleTV.User.YT.Lng.audio .. ': ')
typeD = typeD:gsub('Subtitle', m_simpleTV.User.YT.Lng.sub .. ': ')
codecD = typeD .. codecD
codecD = '\n' .. codecD
end
resD = w:match('%["Video resolution"%] = ([^,}]+)')
if resD then
resD = m_simpleTV.User.YT.Lng.qlty .. ': ' .. resD
resD = '\n' .. resD
end
t[i] = (codecD or '') .. (resD or '')
i = i + 1
end
codec = table.concat(t)
end
local dur, publishedAt, author
if m_simpleTV.User.YT.isLive == true then
dur = ''
author = m_simpleTV.User.YT.Lng.live .. ' | '
.. m_simpleTV.User.YT.Lng.channel .. ': '
.. m_simpleTV.User.YT.author
local timeSt = timeStamp(m_simpleTV.User.YT.actualStartTime)
timeSt = os.date('%y %d %m %H %M', tonumber(timeSt))
local year, day, month, hour, min = timeSt:match('(%d+) (%d+) (%d+) (%d+) (%d+)')
publishedAt = m_simpleTV.User.YT.Lng.started .. ': '
.. string.format('%d:%02d (%d/%d/%02d)', hour, min, day, month, year)
else
dur = m_simpleTV.User.YT.Lng.duration .. ': ' .. secondsToClock(m_simpleTV.User.YT.duration)
author = m_simpleTV.User.YT.Lng.upLoadOnCh .. ': ' .. m_simpleTV.User.YT.author
local year, month, day = m_simpleTV.User.YT.publishedAt:match('(%d+)%-(%d+)%-(%d+)')
year = year:sub(2, 4)
publishedAt = m_simpleTV.User.YT.Lng.published .. ': '
.. string.format('%d/%d/%02d', day, month, year)
end
info = title .. '\n'
.. author .. '\n'
.. publishedAt .. '\n'
.. dur .. '\n'
.. codec
info = info:gsub('[%\n]+', '\n')
info = info:gsub('%\n$', '')
end
local addElement = m_simpleTV.OSD.AddElement
local removeElement = m_simpleTV.OSD.RemoveElement
local q = {}
q.once = 1
q.zorder = 0
q.cx = 0
q.cy = 0
q.id = 'YT_TEXT_INFO'
q.class = 'TEXT'
q.align = 0x0202
q.top = 0
q.color = color or ARGB(255, 255, 255, 255)
q.font_italic = 0
q.font_addheight = 6
q.padding = 20
q.textparam = txtparm or (1 + 4)
q.text = info
q.background = 0
q.backcolor0 = bcolor or ARGB(144, 153, 0, 0)
q.isInteractive = true
q.color_UnderMouse = m_simpleTV.Interface.ColorBrightness(q.color, 50)
addElement(q)
q = {}
q.id = 'YT_DIV_CR'
q.cx = 200
q.cy = 200
q.class = 'DIV'
q.minresx = 800
q.minresy = 600
q.align = 0x0103
q.left = 0
q.once = 1
q.zorder = 1
q.background = -1
addElement(q)
q = {}
q.id = 'YT_DIV_CR_TEXT'
q.cx = 0
q.cy = 0
q.class = 'TEXT'
q.minresx = 0
q.minresy = 0
q.align = 0x0103
q.text = datScr()
q.color = ARGB(64, 250, 250, 250)
q.font_height = -15
q.font_weight = 700
q.font_underline = 0
q.font_italic = 0
q.font_name = 'Arial'
q.textparam = 0
q.left = 5
q.top = 5
q.glow = 1
q.glowcolor = ARGB(144, 0, 0, 0)
addElement(q,'YT_DIV_CR')
local function elementsRemove()
removeElement('YT_TEXT_INFO')
removeElement('YT_DIV_CR')
if m_simpleTV.Control.GetState() == 0 then
m_simpleTV.Control.ExecuteAction(108)
end
end
if m_simpleTV.Common.WaitUserInput(5000) == 1 then
elementsRemove()
return
end
if m_simpleTV.Common.WaitUserInput(3000) == 1 then
elementsRemove()
return
end
elementsRemove()
end
local function StopOnErr(n, txt)
if urlAdr:match('PARAMS=psevdotv') then return end
if session then
m_simpleTV.Http.Close(session)
end
m_simpleTV.Control.CurrentAddress = m_simpleTV.User.YT.logoPicFromDisk .. '$OPT:video-filter=adjust$OPT:saturation=0$OPT:video-filter=gaussianblur$OPT:image-duration=5'
local mes
if m_simpleTV.User.YT.isAuth
and (inAdr:match('list=WL')
or inAdr:match('list=LL')
or inAdr:match('list=LM')
or (inAdr:match('/feed/')
and not inAdr:match('/feed/storefront')
and not inAdr:match('/feed/trending')))
then
mes = '\n' .. m_simpleTV.User.YT.Lng.noCookies
m_simpleTV.Control.ExecuteAction(11)
else
mes = ' [' .. n .. ']\n' .. (txt or '')
end
mes = m_simpleTV.User.YT.Lng.error .. mes
ShowMsg(mes)
m_simpleTV.Control.SetTitle(m_simpleTV.User.YT.Lng.error .. ' [' .. n .. ']')
end
local function Search(sAdr)
local types, yt, header, url
local eventType = ''
if sAdr:match('^%s*%-%s*%-%s*%-') then
types = 'channel'
header = m_simpleTV.User.YT.Lng.channel
yt = 'channel/'
elseif sAdr:match('^%s*%-%s*%-') then
types = 'playlist'
header = m_simpleTV.User.YT.Lng.plst
yt = 'playlist?list='
elseif sAdr:match('^%s*%-%s*%+') then
eventType = '&eventType=live'
types = 'video'
header = m_simpleTV.User.YT.Lng.live
yt = 'watch?v='
elseif sAdr:match('^%-related=') then
types = 'related'
header = m_simpleTV.User.YT.Lng.relatedVideos
yt = 'watch?v='
else
types = 'video&videoDimension=2d'
header = m_simpleTV.User.YT.Lng.video
yt = 'watch?v='
end
if not m_simpleTV.User.YT.apiKey then
GetApiKey()
end
if types == 'related' then
sAdr = sAdr:gsub('%-related=', '')
url = 'https://www.googleapis.com/youtube/v3/search?part=snippet&maxResults=50&fields=nextPageToken,items/snippet/title,items/id/videoId,items/snippet/thumbnails/default/url,items/snippet/description,items/snippet/liveBroadcastContent,items/snippet/channelTitle&type=video&relatedToVideoId=' .. sAdr .. '&key=' .. m_simpleTV.User.YT.apiKey .. '&relevanceLanguage=' .. m_simpleTV.User.YT.Lng.hl
else
sAdr = sAdr:gsub('^[%-%+%s]+(.-)%s*$', '%1')
if sAdr == '' then return end
sAdr = m_simpleTV.Common.toPercentEncoding(sAdr)
url = 'https://www.googleapis.com/youtube/v3/search?part=snippet&q=' .. sAdr .. '&type=' .. types .. '&fields=nextPageToken,items/id,items/snippet/title,items/snippet/thumbnails/default/url,items/snippet/description,items/snippet/liveBroadcastContent,items/snippet/channelTitle&maxResults=50' .. eventType .. '&key=' .. m_simpleTV.User.YT.apiKey .. '&relevanceLanguage=' .. m_simpleTV.User.YT.Lng.hl
end
local t = {}
local k, i = 1, 1
local adrUrl = url
while true do
if k > 200 then break end
local rc, answer = m_simpleTV.Http.Request(session, {url = adrUrl, headers = m_simpleTV.User.YT.apiKeyHeader})
if rc ~= 200 then break end
if not answer:match('"id"') then break end
local err, tab = pcall(lunaJson_decode, answer)
if err == false
or not tab.items
then
break
end
local j = 1
while true do
if not tab.items[j] or k > 200 then break end
if eventType == '&eventType=live'
or (eventType == ''
and tab.items[j].snippet
and tab.items[j].snippet.liveBroadcastContent
and tab.items[j].snippet.liveBroadcastContent ~= 'live')
then
local name = title_clean(tab.items[j].snippet.title)
t[k] = {}
t[k].Id = k
t[k].Name = name
t[k].Address = 'https://www.youtube.com/' .. yt .. (tab.items[j].id.videoId or tab.items[j].id.playlistId or tab.items[j].id.channelId)
if isInfoPanel == true then
if tab.items[j].snippet
and tab.items[j].snippet.thumbnails
and tab.items[j].snippet.thumbnails.default
and tab.items[j].snippet.thumbnails.default.url
then
t[k].InfoPanelLogo = tab.items[j].snippet.thumbnails.default.url
else
t[k].InfoPanelLogo = m_simpleTV.User.YT.logoPicFromDisk
end
t[k].InfoPanelName = name
t[k].InfoPanelShowTime = 10000
local desc = tab.items[j].snippet.description
local panelDescName
if desc and desc ~= '' then
panelDescName = m_simpleTV.User.YT.Lng.desc .. ' | '
end
t[k].InfoPanelDesc = desc_html(desc, t[k].InfoPanelLogo, name, t[k].Address, true)
if tab.items[j].snippet.channelTitle then
t[k].InfoPanelTitle = (panelDescName or '')
.. m_simpleTV.User.YT.Lng.channel
.. ': ' .. title_clean(tab.items[j].snippet.channelTitle)
end
end
k = k + 1
end
j = j + 1
end
local nextPageToken = answer:match('"nextPageToken": "([^"]+)')
if not nextPageToken then break end
adrUrl = url .. '&pageToken=' .. nextPageToken
end
return t, types, header
end
local function header_Auth()
if m_simpleTV.User.YT.isAuth then
local ostime = os.time()
local origin = 'https://www.youtube.com'
local toHash = string.format('%s %s %s', ostime, m_simpleTV.User.YT.isAuth, origin)
local hash = m_simpleTV.Common.CryptographicHash(toHash, 'Sha1', true)
return string.format('\nAuthorization: SAPISIDHASH %s_%s', ostime, hash)
end
return ''
end
local function GetUrlWatchVideos(url)
local session = m_simpleTV.Http.New(userAgent, nil, true)
if not session then return end
m_simpleTV.Http.SetTimeout(session, 14000)
m_simpleTV.Http.SetRedirectAllow(session, false)
m_simpleTV.Http.SetCookies(session, url, m_simpleTV.User.YT.cookies, '')
m_simpleTV.Http.Request(session, {url = url})
local raw = m_simpleTV.Http.GetRawHeader(session)
m_simpleTV.Http.Close(session)
if not raw then return end
return raw:match('Location: (.-)\n')
end
local function Chapters()
local function chapTab(t)
local tab = {}
local seekp = -1
local duration = m_simpleTV.User.YT.duration
for i = 1, #t do
if t[i]:match('%d+:%d+')
and not t[i]:match('://')
then
t[i] = t[i]:gsub('^(.-)([%d:]*%d+:%d+)(.-)$', ' %1 %2 %3 ')
local sec = t[i]:match(':(%d+)%s')
local min = t[i]:match('(%d+):%d+%s')
local hour = t[i]:match('(%d+):%d+:%d+') or 0
local seekpoint = (sec + (min * 60) + (hour * 3600))
local title = t[i]:gsub('[%d:]*%d+:%d+', '')
if title ~= ''
and not title:match('^[%p%s]+$')
and seekpoint < duration
and seekp < seekpoint
then
table.insert(tab, {seekpoint = seekpoint, title = title})
seekp = seekpoint
end
if #tab == 2 and tab[1].seekpoint >= tab[2].seekpoint then
table.remove(tab, 1)
end
end
end
return tab
end
local d = desc_clean(m_simpleTV.User.YT.desc)
d = split_str(d, '\n')
local t = chapTab(d)
if #t < 3 then return end
if t[1].seekpoint ~= 0 then
table.insert(t, 1, {seekpoint = 0, title = ''})
end
local chaptersT = {}
chaptersT.chapters = {}
for i = 1, #t do
local title = t[i].title
title = title:gsub('%s+', ' ')
title = title:gsub('–', '-')
title = title:gsub('^%s*"(.-)"%s*$', '%1')
title = title:gsub('[(%[][%s%-]*[%])]', '')
title = title:gsub('^[|:%s%-.]*(.-)[|:%s%-.]*$', '%1')
chaptersT.chapters[i] = {}
chaptersT.chapters[i].seekpoint = t[i].seekpoint * 1000
chaptersT.chapters[i].name = title
end
m_simpleTV.Control.SetChaptersDesc(chaptersT)
m_simpleTV.User.YT.isChapters = true
end
local function Thumbs(storyboards)
if m_simpleTV.Control.MainMode ~= 0 then return end
local t = split_str(storyboards, '|')
if not t or #t < 2 then return end
local urlPattern = t[1]
if urlPattern == '' then return end
local q = split_str(t[#t], '#')
if not q or #q < 8 then return end
local samplingFrequency = tonumber(q[6]) or 0
local thumbsPerImage = (tonumber(q[4]) or 0) * (tonumber(q[5]) or 0)
local thumbWidth = tonumber(q[1]) or 0
local thumbHeight = tonumber(q[2]) or 0
local NPattern = q[7]
if samplingFrequency == 0
or thumbsPerImage == 0
or thumbWidth == 0
or thumbHeight == 0
or NPattern == nil
then
return
end
urlPattern = urlPattern:gsub('$L', #t - 2)
urlPattern = urlPattern .. '&sigh=' .. m_simpleTV.Common.toPercentEncoding(q[8])
m_simpleTV.User.YT.ThumbsInfo = {}
m_simpleTV.User.YT.ThumbsInfo.samplingFrequency = samplingFrequency
m_simpleTV.User.YT.ThumbsInfo.thumbsPerImage = thumbsPerImage
m_simpleTV.User.YT.ThumbsInfo.thumbWidth = thumbWidth
m_simpleTV.User.YT.ThumbsInfo.thumbHeight = thumbHeight
m_simpleTV.User.YT.ThumbsInfo.urlPattern = urlPattern
m_simpleTV.User.YT.ThumbsInfo.NPattern = NPattern
if not m_simpleTV.User.YT.PositionThumbsHandler then
local handlerInfo = {}
handlerInfo.luaFunction = 'PositionThumbs_YT'
handlerInfo.regexString = '.*youtu[\.combe]|//y2u\.be|.*invidio\.|.*hooktube\.com'
handlerInfo.sizeFactor = m_simpleTV.User.paramScriptForSkin_thumbsSizeFactor or 0.20
handlerInfo.backColor = m_simpleTV.User.paramScriptForSkin_thumbsBackColor or ARGB(255, 0, 0, 0)
handlerInfo.textColor = m_simpleTV.User.paramScriptForSkin_thumbsTextColor or ARGB(240, 127, 255, 0)
handlerInfo.glowParams = m_simpleTV.User.paramScriptForSkin_thumbsGlowParams or 'glow="7" samples="5" extent="4" color="0xB0000000"'
handlerInfo.marginBottom = m_simpleTV.User.paramScriptForSkin_thumbsMarginBottom or 0
handlerInfo.showPreviewWhileSeek = true
handlerInfo.clearImgCacheOnStop = false
handlerInfo.minImageWidth = 80
handlerInfo.minImageHeight = 44
m_simpleTV.User.YT.PositionThumbsHandler = m_simpleTV.PositionThumbs.AddHandler(handlerInfo)
end
end
local function title_is_no_infoPanel(title, name)
if m_simpleTV.User.YT.isTrailer == true then
title = title .. '\n☑ ' .. m_simpleTV.User.YT.Lng.preview
end
if m_simpleTV.User.YT.isChapters == true then
title = title .. '\n☑ ' .. m_simpleTV.User.YT.Lng.chapter
end
local fps = name:match('%d+ FPS')
if fps then
title = title .. '\n☑ ' .. fps
end
return title
end
local function MarkWatch_YT()
if m_simpleTV.User.YT.videostats and not inAdr:match('&isPlst=history') then
local sessionMarkWatch = m_simpleTV.Http.New(userAgent)
if not sessionMarkWatch then return end
m_simpleTV.Http.SetTimeout(sessionMarkWatch, 14000)
local cpn_alphabet = 'abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_'
local t = {}
local math_random = math.random
local cpn_l = #cpn_alphabet
for i = 1, 16 do
local random_d = math_random(1, cpn_l)
t[i] = {}
t[i] = cpn_alphabet:sub(random_d, random_d)
end
local url = m_simpleTV.User.YT.videostats
.. '&ver=2&fs=0&volume=100&muted=0&cpn='
.. table.concat(t)
m_simpleTV.Http.SetCookies(sessionMarkWatch, url, m_simpleTV.User.YT.cookies, '')
m_simpleTV.Http.RequestA(sessionMarkWatch, {callback = 'MarkWatched_YT', url = url})
end
end
local function StreamFormat(url, isCipher)
if isCipher then
url = m_simpleTV.Common.fromPercentEncoding(url)
url = url:gsub('(.-)url=(.+)', '%2&%1')
end
if not url:match('ratebypass=') then
url = url:gsub('&', '&ratebypass=yes&', 1)
end
return url
end
local function GetSignScr()
local sessionGetSignScr = m_simpleTV.Http.New(userAgent)
if not sessionGetSignScr then return end
m_simpleTV.Http.SetTimeout(sessionGetSignScr, 14000)
local url = string.format('https://www.youtube.com/embed/%s', m_simpleTV.User.YT.vId)
local rc, answer = m_simpleTV.Http.Request(sessionGetSignScr, {url = url})
if rc ~= 200 then return end
url = answer:match('[^"\']+base%.js')
if not url then return end
url = string.format('https://www.youtube.com%s', url)
rc, answer = m_simpleTV.Http.Request(sessionGetSignScr, {url = url})
m_simpleTV.Http.Close(sessionGetSignScr)
if rc ~= 200 then return end
local f, var = answer:match('split%(""%);((%a%w)%p%S+)')
if not f or not var then return end
f = f:gsub('%]', '')
local signScr = {}
for param in f:gmatch(var .. '%p([^)]+)') do
local func, p = param:match('([^(]+)%(a,(%d+)')
func = answer:match('[%p%s]' .. func .. ':function([^}]+)')
if func:match('a%.reverse') then
p = 0
elseif func:match('a%.splice') then
p = '-' .. p
end
signScr[#signScr + 1] = tonumber(p)
end
m_simpleTV.User.YT.sts = answer:match('signatureTimestamp[=:](%d+)') or answer:match('[.,]sts:["]*(%d+)')
m_simpleTV.User.YT.signScr = signScr
end
local function Subtitle(tab)
local subt = {}
local subtList = tostring(m_simpleTV.Config.GetValue('subtitle/lang', 'simpleTVConfig') or '')
if subtList == 'none'
or subtList == ''
then
subt[1] = m_simpleTV.User.YT.Lng.hl_sub
else
subtList = subtList:gsub('%s', ',')
subtList = subtList:gsub('[^%d%a,%-_]', '')
subtList = subtList:gsub('_', '-')
subtList = subtList:gsub(',+', ',')
subt = split_str(subtList, ',')
if #subt == 0 then
subt[1] = m_simpleTV.User.YT.Lng.hl_sub
end
end
local r = 1
local languageCode, kind, q, subtAdr
while true do
if not subt[r] or subtAdr then break end
q = 1
while true do
if not tab.captions.playerCaptionsTracklistRenderer.captionTracks[q] then break end
languageCode = tab.captions.playerCaptionsTracklistRenderer.captionTracks[q].languageCode
kind = tab.captions.playerCaptionsTracklistRenderer.captionTracks[q].kind
if languageCode
and (not kind or kind ~= 'asr')
and languageCode == subt[r]
then
subtAdr = '#' .. tab.captions.playerCaptionsTracklistRenderer.captionTracks[q].baseUrl .. '&fmt=vtt'
break
end
q = q + 1
end
r = r + 1
end
if subtAdr then
return subtAdr, ''
end
if not tab.captions.playerCaptionsTracklistRenderer.translationLanguages
or not tab.captions.playerCaptionsTracklistRenderer.translationLanguages[1]
then
return
end
r = 1
local lngCodeTr
while true do
if not subt[r] or lngCodeTr then break end
q = 1
while true do
if not tab.captions.playerCaptionsTracklistRenderer.translationLanguages[q] then break end
languageCode = tab.captions.playerCaptionsTracklistRenderer.translationLanguages[q].languageCode
if languageCode
and languageCode == subt[r]
then
lngCodeTr = languageCode
break
end
q = q + 1
end
r = r + 1
end
if not lngCodeTr then return end
r = 1
while true do
if not tab.captions.playerCaptionsTracklistRenderer.captionTracks[r] then break end
languageCode = tab.captions.playerCaptionsTracklistRenderer.captionTracks[r].languageCode
kind = tab.captions.playerCaptionsTracklistRenderer.captionTracks[r].kind
if languageCode
and (not kind or kind ~= 'asr')
and languageCode ~= 'na'
then
subtAdr = '#' .. tab.captions.playerCaptionsTracklistRenderer.captionTracks[r].baseUrl .. '&tlang=' .. lngCodeTr .. '&fmt=vtt'
break
end
r = r + 1
end
if not subtAdr then return end
return subtAdr, ' (' .. m_simpleTV.User.YT.Lng.subTr .. ')'
end
local function positionToContinue(p)
if m_simpleTV.User.YT.duration then
if m_simpleTV.User.YT.duration < 600 and m_simpleTV.User.YT.isMusic == true then
p = p .. '$OPT:POSITIONTOCONTINUE=0'
elseif m_simpleTV.User.YT.duration < 300 then
p = p .. '$OPT:POSITIONTOCONTINUE=0'
end
end
return p
end
local function ItagRemove(z, e)
for k, v in pairs(z) do
if v == e then
table.remove(z, k)
return z
end
end
return z
end
local function StreamStart(adrStart)
local h = adrStart:match('(%d+)h') or 0
local m = adrStart:match('(%d+)m') or 0
local s = adrStart:match('(%d+)s') or 0
local d = adrStart:match('(%d+)') or 0
local st = (h * 3600) + (m * 60) + s
if st ~= 0 then
adrStart = st
else
adrStart = d
end
return '$OPT:start-time=' .. adrStart
end
local function StreamError(tab, title)
if not tab.playabilityStatus then
return nil, '⚠️ ' .. m_simpleTV.User.YT.Lng.videoNotExst
end
local title_err, stream_tab_err
if tab.playabilityStatus.status == 'LOGIN_REQUIRED'
then
title_err = m_simpleTV.User.YT.Lng.noCookies
elseif tab.playabilityStatus.errorScreen
and tab.playabilityStatus.errorScreen.playerErrorMessageRenderer
and tab.playabilityStatus.errorScreen.playerErrorMessageRenderer.subreason
and tab.playabilityStatus.errorScreen.playerErrorMessageRenderer.subreason.runs
and tab.playabilityStatus.errorScreen.playerErrorMessageRenderer.subreason.runs[1]
then
local t, i = {}, 1
for i = 1, #tab.playabilityStatus.errorScreen.playerErrorMessageRenderer.subreason.runs do
t[i] = {}
t[i] = tab.playabilityStatus.errorScreen.playerErrorMessageRenderer.subreason.runs[i].text
end
title_err = table.concat(t)
elseif tab.playabilityStatus.errorScreen
and tab.playabilityStatus.errorScreen.playerErrorMessageRenderer
and tab.playabilityStatus.errorScreen.playerErrorMessageRenderer.subreason
and tab.playabilityStatus.errorScreen.playerErrorMessageRenderer.subreason.simpleText
then
title_err = tab.playabilityStatus.errorScreen.playerErrorMessageRenderer.subreason.simpleText
elseif tab.playabilityStatus.liveStreamability
and tab.playabilityStatus.liveStreamability.liveStreamabilityRenderer
and tab.playabilityStatus.liveStreamability.liveStreamabilityRenderer.offlineSlate
and tab.playabilityStatus.liveStreamability.liveStreamabilityRenderer.offlineSlate.liveStreamOfflineSlateRenderer
and tab.playabilityStatus.liveStreamability.liveStreamabilityRenderer.offlineSlate.liveStreamOfflineSlateRenderer.mainText
and tab.playabilityStatus.liveStreamability.liveStreamabilityRenderer.offlineSlate.liveStreamOfflineSlateRenderer.mainText.runs[1]
then
local t, i = {}, 1
for i = 1, #tab.playabilityStatus.liveStreamability.liveStreamabilityRenderer.offlineSlate.liveStreamOfflineSlateRenderer.mainText.runs do
t[i] = {}
t[i] = tab.playabilityStatus.liveStreamability.liveStreamabilityRenderer.offlineSlate.liveStreamOfflineSlateRenderer.mainText.runs[i].text
end
title_err = table.concat(t)
else
title_err = tab.playabilityStatus.reason or m_simpleTV.User.YT.Lng.videoNotAvail
end
if not title or title == '' then
title = ''
end
if title_err then
if title ~= '' then
title_err = '\nℹ️ ' .. title_err
else
title_err = 'ℹ️ ' .. title_err
end
end
title_err = title .. (title_err or '')
if m_simpleTV.User.YT.pic then
stream_tab_err = {{Name = '', Address = m_simpleTV.User.YT.pic .. '$OPT:NO-STIMESHIFT$OPT:image-duration=6'}}
end
return stream_tab_err, title_err
end
local function DeCipherSign(adr)
local function table_swap(t, a)
if a >= #t then return end
local c = t[1]
local p = (a % #t) + 1
t[1] = t[p]
t[p] = c
return t
end
local function table_slica(tbl, first, last, step)
local sliced = {}
local p = #sliced
for i = first or 1, last or #tbl, step or 1 do
p = p + 1
sliced[p] = tbl[i]
end
return sliced
end
local function sign_decode(s, signScr)
local t = split_str(s)
if #t == 0 or not signScr then
return s
end
local math_abs = math.abs
for i = 1, #signScr do
local a = signScr[i]
if a == 0 then
t = table_reversa(t)
else
if a > 0 then
t = table_swap(t, a)
else
t = table_slica(t, math_abs(a) + 1)
end
end
end
return table.concat(t)
end
if not m_simpleTV.User.YT.signScr then
ShowInfo('error DeCipherSign', ARGB(255, 153, 0, 0), nil, nil, 0x0102)
return 'vlc://pause:5'
end
for cipherSign in adr:gmatch('&s=([^&]*)') do
local signature = sign_decode(cipherSign, m_simpleTV.User.YT.signScr)
adr = adr:gsub('&s=[^&]*', '&sig=' .. signature, 1)
end
return adr
end
local function StreamLive(hls, isLive, title)
local session = m_simpleTV.Http.New(userAgent)
if not session then return end
m_simpleTV.Http.SetTimeout(session, 14000)
local extOpt = '$OPT:adaptive-use-access'
local rc, answer = m_simpleTV.Http.Request(session, {url = hls})
m_simpleTV.Http.Close(session)
if rc ~= 200 then
return nil, 'GetStreamsTab live Error 1'
end
local t, i = {}, 1
for name, fps, adr in answer:gmatch('RESOLUTION=(.-),.-RATE=(%d+).-\n(.-)\n') do
name = tonumber(name:match('x(%d+)') or '0')
local qlty
if name > 240 then
if tonumber(fps) > 30 then
qlty = name + 6
fps = ' ' .. fps .. ' FPS'
else
qlty = name
fps = ''
end
t[i] = {}
t[i].Id = i
t[i].Name = name .. 'p' .. fps
t[i].Address = adr .. extOpt
t[i].qltyLive = qlty
i = i + 1
end
end
if #t == 0 then
return nil, 'GetStreamsTab live Error 2'
end
t[#t + 1] = {}
t[#t].Id = #t
t[#t].qltyLive = 10000
t[#t].Name = '▫ ' .. m_simpleTV.User.YT.Lng.adaptiv
t[#t].Address = hls .. extOpt
if isLive == true and not isInfoPanel then
title = title .. '\n☑ ' .. m_simpleTV.User.YT.Lng.live
end
return t, title
end
local function GetQltyIndex(t)
if (m_simpleTV.User.YT.qlty < 300
and m_simpleTV.User.YT.qlty > 100)
then
m_simpleTV.User.YT.qlty = m_simpleTV.User.YT.qlty0
or tonumber(m_simpleTV.Config.GetValue('YT_qlty') or '1080')
end
local index
for u = 1, #t do
if t[u].qltyLive
and m_simpleTV.User.YT.qlty_live < t[u].qltyLive
then
return index or 1
end
if t[u].qlty
and m_simpleTV.User.YT.qlty < t[u].qlty
then
break
end
index = u
end
if index == 1
and m_simpleTV.User.YT.qlty > 100
then
if #t > 1 then
index = 2
end
end
return index or 1
end
local function StreamCheck(t, index)
local url = t[index].Address
if t[index].isCipher then
url = DeCipherSign(url)
end
if index == 1
or (t[index].itag and t[index].itag ~= 22)
then
return url
end
local session = m_simpleTV.Http.New(userAgent, nil, true)
if not session then
return url
end
m_simpleTV.Http.SetTimeout(session, 14000)
m_simpleTV.Http.Request(session, {url = url:gsub('$.+',''), method = 'head'})
local raw = m_simpleTV.Http.GetRawHeader(session)
m_simpleTV.Http.Close(session)
if raw:match('Content%-Length: 0') then
if index > 2 then
index = index - 1
elseif #t > index then
index = index + 1
else
return m_simpleTV.User.YT.logoPicFromDisk .. '$OPT:video-filter=adjust$OPT:saturation=0$OPT:video-filter=gaussianblur$OPT:image-duration=5'
end
url = t[index].Address
if t[index].isCipher then
url = DeCipherSign(url)
end
return url, index
end
return url
end
local function Stream(v, adrStart, aAdr, aItag, aAdr_opus, aItag_opus, captions)
local adr = StreamFormat(v.Address, v.isCipher)
.. (adrStart or '')
.. '$OPT:sub-track=0$OPT:NO-STIMESHIFT$OPT:input-slave='
if v.isAdaptive == true and aItag then
local extOpt_demux, adr_audio, itag_audio, adr_captions
if (aItag_opus and captions)
and not (v.qlty > 1080 or v.itag == 302 or v.itag == 334)
then
adr_audio = aAdr_opus
itag_audio = aItag_opus
adr_captions = captions
else
adr_audio = aAdr
itag_audio = aItag
extOpt_demux = '$OPT:demux=avcodec,any'
end
v.aItag = itag_audio
v.Address = adr .. adr_audio .. (adr_captions or '') .. (extOpt_demux or '')
else
v.Address = adr .. (captions or '')
end
return v
end
local function GetStreamsTab(vId)
m_simpleTV.Http.Close(session)
m_simpleTV.User.YT.ThumbsInfo = nil
m_simpleTV.User.YT.vId = vId
m_simpleTV.User.YT.chId = ''
m_simpleTV.User.YT.title = ''
m_simpleTV.User.YT.publishedAt = ''
m_simpleTV.User.YT.actualStartTime = ''
m_simpleTV.User.YT.duration = nil
m_simpleTV.User.YT.pic = nil
m_simpleTV.User.YT.videostats = nil
m_simpleTV.User.YT.isLive = false
m_simpleTV.User.YT.isLiveContent = false
m_simpleTV.User.YT.isTrailer = false
m_simpleTV.User.YT.desc = ''
m_simpleTV.User.YT.isMusic = false
local adrStart = inAdr:match('[?&]t=[^&]*')
if adrStart and videoId == m_simpleTV.User.YT.vId then
adrStart = StreamStart(adrStart)
else
adrStart = nil
end
local session = m_simpleTV.Http.New(userAgent)
if not session then
return nil, 'GetStreamsTab session error 1'
end
m_simpleTV.Http.SetTimeout(session, 14000)
if not m_simpleTV.User.YT.signScr then
pcall(GetSignScr)
end
local referer = urlAdr:match('$OPT:http%-referrer=(.+)') or 'https://music.youtube.com/'
local url = 'https://www.youtube.com/get_video_info?'
.. 'eurl=' .. referer
.. '&hl=' .. m_simpleTV.User.YT.Lng.hl
.. '&sts=' .. (m_simpleTV.User.YT.sts or '')
.. '&video_id='
m_simpleTV.Http.SetCookies(session, url, m_simpleTV.User.YT.cookies, '')
if infoInFile then
inf0 = os.clock()
end
local rc, answer = m_simpleTV.Http.Request(session, {url = url .. m_simpleTV.User.YT.vId})
if infoInFile then
inf0 = string.format('%.3f', (os.clock() - inf0))
end
answer = answer or ''
local trailer = answer:match('trailerVideoId%%22%%3A%%22(.-)%%22')
if trailer then
m_simpleTV.User.YT.vId = trailer
m_simpleTV.User.YT.isTrailer = true
rc, answer = m_simpleTV.Http.Request(session, {url = url .. m_simpleTV.User.YT.vId})
answer = answer or ''
end
if not answer:match('status%%22%%3A%%22OK') then
if m_simpleTV.User.YT.isAuth then
m_simpleTV.Http.Close(session)
session = m_simpleTV.Http.New(userAgent)
if not session then
return nil, 'GetStreamsTab session error 2'
end
m_simpleTV.Http.SetTimeout(session, 14000)
end
url = 'https://www.youtube.com/get_video_info?'
.. 'el=detailpage'
.. '&cco=1'
.. '&eurl=' .. referer
.. '&video_id=' .. m_simpleTV.User.YT.vId
.. '&hl=' .. m_simpleTV.User.YT.Lng.hl
.. '&sts=' .. (m_simpleTV.User.YT.sts or '')
m_simpleTV.Http.SetCookies(session, url, m_simpleTV.User.YT.cookies:gsub(';$', '&gl=US;'), '')
rc, answer = m_simpleTV.Http.Request(session, {url = url})
answer = answer or ''
end
local player_response = answer:match('player_response=([^&]*)')
if not player_response then
local httpErr
if rc == 429 then
httpErr = 'HTTP Error 429: Too Many Requests\n\n'
.. m_simpleTV.User.YT.Lng.noCookies
answer = httpErr
end
if infoInFile then
debug_in_file(answer, m_simpleTV.Common.GetMainPath(2) .. 'YT_player_response.txt', true)
end
return nil, '⚠️ ' .. (httpErr or m_simpleTV.User.YT.Lng.videoNotExst)
end
if infoInFile then
local response = player_response
response = m_simpleTV.Common.fromPercentEncoding(response)
response = m_simpleTV.Common.fromPercentEncoding(response)
response = m_simpleTV.Common.fromPercentEncoding(response)
response = response:gsub('\\u0026', '&')
response = response:gsub('++', ' ')
debug_in_file(response, m_simpleTV.Common.GetMainPath(2) .. 'YT_player_response.txt', true)
end
if player_response:match('drmFamilies') then
return nil, '⚠️ DRM'
end
player_response = player_response:gsub('++', ' ')
player_response = m_simpleTV.Common.fromPercentEncoding(player_response)
local err, tab = pcall(lunaJson_decode, player_response)
if err == false then
if infoInFile then
debug_in_file(answer, m_simpleTV.Common.GetMainPath(2) .. 'YT_player_response.txt', true)
end
return nil, 'Json decode error'
end
if tab.multicamera
and m_simpleTV.User.YT.isVideo == true
and tab.multicamera.playerLegacyMulticameraRenderer
and tab.multicamera.playerLegacyMulticameraRenderer.metadataList
and not inAdr:match('&isRestart=true')
and not inAdr:match('&isPlst=')
and not inAdr:match('list=')
then
local t, i = {}, 1
local metadataList = tab.multicamera.playerLegacyMulticameraRenderer.metadataList
metadataList = m_simpleTV.Common.fromPercentEncoding(metadataList)
for vId in metadataList:gmatch('/vi/([^/]+)') do
t[i] = {}
t[i] = vId
i = i + 1
end
if i == 1 then
return nil, 'no list multicamers'
end
t = table.concat(t, ',')
inAdr = 'https://www.youtube.com/watch_videos?video_ids=' .. t .. '&title=' .. m_simpleTV.User.YT.Lng.camera_plst_title:gsub('%s', '%+')
inAdr = GetUrlWatchVideos(inAdr)
m_simpleTV.Http.Close(session)
if not inAdr then
return nil, 'not get adrs multicamers'
end
inAdr = inAdr .. '&isLogo=false'
return inAdr
end
if tab.videoDetails then
if tab.videoDetails.author then
m_simpleTV.User.YT.author = tab.videoDetails.author
end
if tab.videoDetails.channelId then
m_simpleTV.User.YT.chId = tab.videoDetails.channelId
end
if tab.videoDetails.isLive == true then
m_simpleTV.User.YT.isLive = true
end
if tab.videoDetails.isLiveContent == true then
m_simpleTV.User.YT.isLiveContent = true
end
if tab.videoDetails.lengthSeconds then
m_simpleTV.User.YT.duration = tonumber(tab.videoDetails.lengthSeconds)
end
end
if tab.microformat
and tab.microformat.playerMicroformatRenderer
then
if m_simpleTV.User.YT.isLive
and tab.microformat.playerMicroformatRenderer.liveBroadcastDetails
and tab.microformat.playerMicroformatRenderer.liveBroadcastDetails.startTimestamp
then
m_simpleTV.User.YT.isLive = true
m_simpleTV.User.YT.actualStartTime = tab.microformat.playerMicroformatRenderer.liveBroadcastDetails.startTimestamp
end
if m_simpleTV.User.YT.duration == nil
and tab.microformat.playerMicroformatRenderer.lengthSeconds
then
m_simpleTV.User.YT.duration = tonumber(tab.microformat.playerMicroformatRenderer.lengthSeconds)
end
if tab.microformat.playerMicroformatRenderer.publishDate then
m_simpleTV.User.YT.publishedAt = tab.microformat.playerMicroformatRenderer.publishDate
end
if tab.microformat.playerMicroformatRenderer.thumbnail
and tab.microformat.playerMicroformatRenderer.thumbnail.thumbnails
and tab.microformat.playerMicroformatRenderer.thumbnail.thumbnails[1]
and tab.microformat.playerMicroformatRenderer.thumbnail.thumbnails[1].url
then
m_simpleTV.User.YT.pic = tab.microformat.playerMicroformatRenderer.thumbnail.thumbnails[1].url
end
if tab.microformat.playerMicroformatRenderer.category == 'Music' then
m_simpleTV.User.YT.isMusic = true
end
if tab.microformat.playerMicroformatRenderer.description
and tab.microformat.playerMicroformatRenderer.description.simpleText
and not tab.microformat.playerMicroformatRenderer.description.simpleText:match('^[%s%c]+$')
then
m_simpleTV.User.YT.desc = tab.microformat.playerMicroformatRenderer.description.simpleText
end
if tab.microformat.playerMicroformatRenderer.title
and tab.microformat.playerMicroformatRenderer.title.simpleText
then
m_simpleTV.User.YT.title = tab.microformat.playerMicroformatRenderer.title.simpleText
end
end
if tab.videoDetails then
if m_simpleTV.User.YT.desc == ''
and tab.videoDetails.shortDescription
and not tab.videoDetails.shortDescription:match('^[%s%c]+$')
then
m_simpleTV.User.YT.desc = tab.videoDetails.shortDescription
end
if m_simpleTV.User.YT.title == ''
and tab.videoDetails.title
then
m_simpleTV.User.YT.title = tab.videoDetails.title
end
end
local title = title_clean(m_simpleTV.User.YT.title)
if tab.multicamera and not isInfoPanel then
title = title .. '\n☑ ' .. m_simpleTV.User.YT.Lng.camera
end
local t, i = {}, 1
if tab.storyboards
and tab.storyboards.playerStoryboardSpecRenderer
and tab.storyboards.playerStoryboardSpecRenderer.spec
then
Thumbs(tab.storyboards.playerStoryboardSpecRenderer.spec)
end
if tab.streamingData and tab.streamingData.hlsManifestUrl
and (tab.videoDetails.isLiveContent == true or tab.videoDetails.isLive == true)
then
m_simpleTV.Http.Close(session)
return StreamLive(tab.streamingData.hlsManifestUrl, tab.videoDetails.isLive, title)
end
if tab.streamingData and tab.streamingData.formats then
local k = 1
while tab.streamingData.formats[k] do
t[i] = {}
t[i].itag = tab.streamingData.formats[k].itag
t[i].fps = tab.streamingData.formats[k].fps
t[i].qlty = tab.streamingData.formats[k].height
t[i].width = tab.streamingData.formats[k].width
t[i].Address = tab.streamingData.formats[k].url or tab.streamingData.formats[k].signatureCipher
t[i].isAdaptive = false
if tab.streamingData.formats[k].signatureCipher then
t[i].isCipher = true
end
k = k + 1
i = k
end
end
local audioTracks
if tab.streamingData and tab.streamingData.adaptiveFormats then
local k = 1
while tab.streamingData.adaptiveFormats[k] do
if tab.streamingData.adaptiveFormats[k].contentLength then
t[i] = {}
t[i].itag = tab.streamingData.adaptiveFormats[k].itag
t[i].qlty = tab.streamingData.adaptiveFormats[k].height
t[i].width = tab.streamingData.adaptiveFormats[k].width
t[i].fps = tab.streamingData.adaptiveFormats[k].fps
t[i].Address = tab.streamingData.adaptiveFormats[k].url or tab.streamingData.adaptiveFormats[k].signatureCipher
t[i].isAdaptive = true
if tab.streamingData.adaptiveFormats[k].signatureCipher then
t[i].isCipher = true
end
if tab.streamingData.adaptiveFormats[k].audioTrack
and tab.streamingData.adaptiveFormats[k].audioTrack.audioIsDefault == true
then
t[i].audioIsDefault = true
if not audioTracks then
audioTracks = true
end
end
i = i + 1
end
k = k + 1
end
end
if #t == 0 then
if urlAdr:match('PARAMS=psevdotv') then return end
isInfoPanel = false
m_simpleTV.Http.Close(session)
return StreamError(tab, title)
end
local captions, captions_title
local subtitle_config = m_simpleTV.Config.GetValue('subtitle/disableAtStart', 'simpleTVConfig') or 'true'
if tab.captions
and tab.captions.playerCaptionsTracklistRenderer
and tab.captions.playerCaptionsTracklistRenderer.captionTracks
and subtitle_config == 'true'
then
captions, captions_title = Subtitle(tab)
end
for i = 1, #t do
t[i].qlty = tonumber(t[i].qlty or '0')
t[i].width = tonumber(t[i].width or '0')
t[i].fps = tonumber(t[i].fps or '0')
t[i].itag = tonumber(t[i].itag or '0')
if (t[i].qlty > 340 and t[i].qlty < 500) and t[i].width > 640 then
t[i].qlty = 480
end
if (t[i].qlty > 250 and t[i].qlty < 300) and t[i].width > 600 then
t[i].qlty = 360
end
if (t[i].qlty > 760 and t[i].qlty < 1200) and t[i].width > 1600 then
t[i].qlty = 1080
end
if t[i].qlty > 0 and t[i].qlty <= 180 then
t[i].qlty = 144
elseif t[i].qlty > 180 and t[i].qlty <= 300 then
t[i].qlty = 240
elseif t[i].qlty > 300 and t[i].qlty <= 400 then
t[i].qlty = 360
elseif t[i].qlty > 400 and t[i].qlty <= 500 then
t[i].qlty = 480
elseif t[i].qlty > 500 and t[i].qlty <= 780 then
t[i].qlty = 720
elseif t[i].qlty > 780 and t[i].qlty <= 1200 then
t[i].qlty = 1080
elseif t[i].qlty > 1200 and t[i].qlty <= 1500 then
t[i].qlty = 1440
elseif t[i].qlty > 1500 and t[i].qlty <= 2800 then
t[i].qlty = 2160
elseif t[i].qlty > 2160 and t[i].qlty < 5000 then
t[i].qlty = 4320
else
t[i].qlty = 0
end
t[i].Name = t[i].qlty .. 'p'
if t[i].fps > 30 then
t[i].Name = t[i].Name .. ' ' .. t[i].fps .. ' FPS'
if t[i].itag == 334
or t[i].itag == 335
or t[i].itag == 336
or t[i].itag == 337
then
t[i].qlty = t[i].qlty + 7
t[i].Name = t[i].Name .. ' HDR'
else
t[i].qlty = t[i].qlty + 6
end
end
end
local aAdr, aItag, aAdr_isCipher, aItag_opus, aAdr_opus
local video_itags = {
394, 160, 278, -- 144
395, 133, 242, -- 240
18, 134, 243, -- 360
135, 244, -- 480
136, 247, 22, -- 720
298, -- 720 (60 fps)
302, 334, -- 720 (60 fps, HDR)
137, 248, -- 1080
299, 335, -- 1080 (60 fps, HDR)
271, 308, 336, -- 1440 (60 fps, HDR)
313, 315, 337, -- 2160 (60 fps, HDR)
272 -- 4320 (60 fps)
}
local audio_itags = {
258, -- MP4 AAC (LC) 384 Kbps Surround (5.1)
141, -- MP4 AAC (LC) 256 Kbps Stereo (2)
140, -- MP4 AAC (LC) 128 Kbps Stereo (2)
251, -- WebM Opus (VBR) ~160 Kbps Stereo (2)
}
if (m_simpleTV.User.YT.isVideo == true and m_simpleTV.Control.ChannelID ~= 268435455)
or m_simpleTV.User.YT.isVideo == false
then
video_itags = ItagRemove(video_itags, 22)
end
if audioTracks then
video_itags = ItagRemove(video_itags, 18)
for i = 1, #audio_itags do
for z = 1, #t do
if t[z].audioIsDefault == true then
if audio_itags[i] == t[z].itag then
if audio_itags[i] == 251 then
aAdr_opus = StreamFormat(t[z].Address, t[z].isCipher)
aItag_opus = t[z].itag
aAdr_isCipher = t[z].isCipher
elseif not aItag then
aAdr = StreamFormat(t[z].Address, t[z].isCipher)
aItag = t[z].itag
aAdr_isCipher = t[z].isCipher
end
break
end
end
end
end
else
for i = 1, #audio_itags do
for z = 1, #t do
if audio_itags[i] == t[z].itag then
if audio_itags[i] == 251 then
aAdr_opus = StreamFormat(t[z].Address, t[z].isCipher)
aItag_opus = t[z].itag
aAdr_isCipher = t[z].isCipher
elseif not aItag then
aAdr = StreamFormat(t[z].Address, t[z].isCipher)
aItag = t[z].itag
aAdr_isCipher = t[z].isCipher
end
break
end
end
end
end
local sort = {}
for i = 1, #video_itags do
for z = 1, #t do
if video_itags[i] == t[z].itag then
sort[#sort + 1] = t[z]
break
end
end
end
if #sort == 0 then
sort = t
end
local hash, noDuplicate = {}, {}
for i = 1, #sort do
if not hash[sort[i].Name] then
noDuplicate[#noDuplicate + 1] = sort[i]
hash[sort[i].Name] = true
end
end
t = {}
for i = 1, #noDuplicate do
if noDuplicate[i].qlty > 300 then
t[#t + 1] = Stream(noDuplicate[i], adrStart, aAdr, aItag, aAdr_opus, aItag_opus, captions)
end
end
if #t == 0 then
for i = 1, #noDuplicate do
t[#t + 1] = Stream(noDuplicate[i], adrStart, aAdr, aItag, aAdr_opus, aItag_opus, captions)
end
end
if #t == 0 then
m_simpleTV.Http.Close(session)
return nil, 'GetStreamsTab Error 2'
end
if aAdr then
local audioItag = tonumber(aAdr:match('itag=(%d+)') or 0)
if audioItag == 258 then
aAdr_opus = aAdr
end
end
local aAdrName, audioId, itag_a
if aAdr_opus or aAdr then
aAdr = (aAdr_opus or aAdr) .. (adrStart or '') .. '$OPT:NO-STIMESHIFT'
aAdrName = '🔉 ' .. m_simpleTV.User.YT.Lng.audio
audioId = 99
if infoInFile then
itag_a = aAdr:match('itag=(%d+)')
end
else
aAdr = 'vlc://pause:5'
aAdrName = '🔇 ' .. m_simpleTV.User.YT.Lng.noAudio
audioId = 10
end
t[#t + 1] = {Name = aAdrName, qlty = audioId, Address = aAdr, isCipher = aAdr_isCipher, aItag = itag_a}
table.sort(t, function(a, b) return a.qlty < b.qlty end)
inf01 = {}
for i = 1, #t do
t[i].Id = i
if infoInFile then
if i == 1 then
inf01[1] = '[1] audio itag = ' .. tostring(t[1].aItag )
else
inf01[i] = '[' .. i .. '] qlty: ' .. tostring(t[i].qlty)
.. ' | video itag: ' .. tostring(t[i].itag) .. ' | audio itag: ' .. tostring(t[i].aItag)
end
end
end
if infoInFile then
inf01 = table.concat(inf01, '\n')
end
if m_simpleTV.User.YT.qlty < 100 then
if audioId == 99 and not isInfoPanel then
title = title .. '\n☑ ' .. m_simpleTV.User.YT.Lng.audio
else
title = title .. '\n☐ ' .. m_simpleTV.User.YT.Lng.noAudio
end
if not m_simpleTV.User.YT.DelayedAddress then
local visual = tostring(m_simpleTV.Config.GetValue('vlc/audio/visual/module', 'simpleTVConfig') or '')
if visual == 'none'
or visual == ''
then
SetBackground(m_simpleTV.User.YT.pic or m_simpleTV.User.YT.logoPicFromDisk)
else
SetBackground()
end
end
elseif captions_title and not isInfoPanel then
title = title .. '\n☑ ' .. m_simpleTV.User.YT.Lng.sub .. captions_title
end
if m_simpleTV.User.YT.isAuth
and m_simpleTV.User.YT.isLive == false
and m_simpleTV.User.YT.isTrailer == false
and tab.playbackTracking
and tab.playbackTracking.videostatsPlaybackUrl
and tab.playbackTracking.videostatsPlaybackUrl.baseUrl
then
m_simpleTV.User.YT.videostats = tab.playbackTracking.videostatsPlaybackUrl.baseUrl
end
m_simpleTV.Http.Close(session)
if m_simpleTV.User.YT.duration
and m_simpleTV.User.YT.duration > 120
and m_simpleTV.User.YT.desc ~= ''
and m_simpleTV.User.YT.desc:match('%d+:%d+')
then
Chapters()
end
return t, title
end
local function plst_channels(str, tab, typePlst, i)
local ret = false
local desc, count, count2, subCount, logo, name, adr
for g in str:gmatch('"channelRenderer".-"subscribeButton"') do
name = g:match('"simpleText":"([^"]+)')
adr = g:match('"channelId":"([^"]+)')
if name and adr then
tab[i] = {}
tab[i].Id = i
if typePlst == 'channels' then
tab[i].Address = 'https://www.youtube.com/channel/' .. adr .. '&isLogo=false'
else
tab[i].Address = 'https://www.youtube.com/feeds/videos.xml?channel_id=' .. adr .. '&isLogo=false&isRestart=true'
end
name = title_clean(name)
tab[i].Name = name
if isInfoPanel == true then
desc = g:match('"descriptionSnippet":{"runs":%[{"text":"([^"]+)')
count, count2 = g:match('"videoCountText":{"runs":%[{"text":"([^"]+)"},{"text":"([^"]+)')
subCount = g:match('"subscriberCountText":{"simpleText":"([^"]+)')
logo = g:match('"thumbnails":%[{"url":"[^%]]+"url":"([^"]+)') or g:match('"thumbnails":%[{"url":"([^"]+)') or ''
logo = logo:gsub('^//', 'https://')
tab[i].InfoPanelLogo = logo
tab[i].InfoPanelShowTime = 10000
tab[i].InfoPanelName = m_simpleTV.User.YT.Lng.channel .. ': ' .. name
local panelDescName
if desc and desc ~= '' then
panelDescName = m_simpleTV.User.YT.Lng.desc .. ' | '
end
tab[i].InfoPanelDesc = desc_html(desc, logo, name, tab[i].Address)
count = (count or '') .. (count2 or '')
if subCount and subCount ~= '' then
if count and count ~= '' then
subCount = ' | ' .. subCount
end
else
subCount = nil
end
tab[i].InfoPanelTitle = (panelDescName or ' ')
.. (count or '')
.. (subCount or '')
end
i = i + 1
ret = true
end
end
return ret
end
local function plst_rss(str, tab, typePlst, i)
local ret = false
local name, published, adr, desc, panelDescName
for g in str:gmatch('<entry>.-</entry>') do
name = g:match('<title>([^<]+)')
adr = g:match('<yt:videoId>([^<]+)')
published = g:match('<published>([^<]+)')
if name and adr and published then
tab[i] = {}
tab[i].Id = i
name = title_clean(name)
tab[i].Address = string.format('https://www.youtube.com/watch?v=%s&isPlst=true', adr)
published = timeStamp(published)
published = os.date('%y %d %m %H %M', tonumber(published))
local year, day, month, hour, min = published:match('(%d+) (%d+) (%d+) (%d+) (%d+)')
published = string.format('%d/%d/%02d %d:%02d', day, month, year, hour, min)
if isInfoPanel == false then
tab[i].Name = name .. ' (' .. published .. ')'
else
tab[i].Name = name
tab[i].InfoPanelName = name
tab[i].InfoPanelLogo = string.format('https://i.ytimg.com/vi/%s/default.jpg', adr)
tab[i].InfoPanelShowTime = 10000
panelDescName = nil
desc = g:match('<media:description>([^<]+)')
tab[i].InfoPanelDesc = desc_html(desc, tab[i].InfoPanelLogo, name, tab[i].Address)
if desc and desc ~= '' then
panelDescName = m_simpleTV.User.YT.Lng.desc
end
tab[i].InfoPanelTitle = (panelDescName or '') .. ' | ' .. published
end
i = i + 1
ret = true
end
end
return ret
end
local function plst_video(str, tab, typePlst, i)
local ret = false
local render
if typePlst == 'panel_videos' then
if str:match('"twoColumnBrowseResultsRenderer"') then
render = 'playlistVideo'
else
render = 'playlistPanelVideo'
end
else
if str:match('"gridVideoRenderer"') and str:match('"videoRenderer"') then
render = '"video'
else
render = '[eod]'
end
end
if typePlst == 'main' then
render = '"video'
end
local times, count, publis, channel, name, adr, desc, panelDescName, selected
for g in str:gmatch(render .. 'Renderer".-"thumbnailOverlayNowPlayingRenderer"') do
if render == 'playlistPanelVideo' then
name = g:match('"title".-"simpleText":"([^"]+)')
else
name = g:match('"title":%s*{%s*"runs":%s*%[%s*{%s*"text":%s*"([^"]+)') or g:match('"simpleText":%s*"([^"]+)')
end
adr = g:match('"videoId":%s*"([^"]+)')
if name and adr then
times = g:match('"thumbnailOverlayTimeStatusRenderer".-"simpleText":%s*"([^"]+)')
name = title_clean(name)
tab[i] = {}
tab[i].Id = i
tab[i].Address = string.format('https://www.youtube.com/watch?v=%s&isPlst=' .. typePlst, adr)
if isInfoPanel == false then
if not times then
times = m_simpleTV.User.YT.Lng.live
end
tab[i].Name = string.format('%s [%s]', name, times)
else
if times then
tab[i].Name = name
else
times = m_simpleTV.User.YT.Lng.live
tab[i].Name = string.format('%s [%s]', name, times)
end
count = g:match('"shortViewCountText":%s*{%s*"simpleText":%s*"([^"]+)')
or g:match('iewCountText":%s*{%s*"simpleText":%s*"([^"]+)')
publis = g:match('"publishedTimeText":%s*{%s*"simpleText":%s*"([^"]+)')
if count and publis then
count = publis .. ' ◽ ' .. count
else
count = count or publis
end
if count then
count = ' | ' .. count
else
count = ''
end
channel = g:match('"shortBylineText":%s*{%s*"runs":%s*%[%s*{%s*"text":%s*"([^"]+)')
if channel then
channel = ' | ' .. title_clean(channel)
else
channel = ''
end
desc = g:match('"descriptionSnippet":%s*{%s*"runs":%s*%[%s*{%s*"text":%s*"([^"]+)')
or g:match('"descriptionSnippet":%s*{%s*"simpleText":%s*"([^"]+)')
if desc and desc ~= '' then
panelDescName = m_simpleTV.User.YT.Lng.desc
else
panelDescName = ''
end
tab[i].InfoPanelLogo = string.format('https://i.ytimg.com/vi/%s/default.jpg', adr)
tab[i].InfoPanelName = name
tab[i].InfoPanelDesc = desc_html(desc, tab[i].InfoPanelLogo, name, tab[i].Address)
if typePlst ~= 'panel_videos' then
tab[i].InfoPanelTitle = string.format('%s%s%s | %s', panelDescName, count, channel, times)
else
tab[i].InfoPanelTitle = string.format('| %s', times)
end
tab[i].InfoPanelShowTime = 10000
end
if not selected and adr == videoId then
selected = true
m_simpleTV.User.YT.plstPos = i
end
i = i + 1
ret = true
end
end
return ret
end
local function AddInPl_Plst_YT(str, tab, typePlst)
local i = #tab + 1
local ret = false
str = str:gsub('\\"', '%%22')
if typePlst == 'channels'
or typePlst == 'rss_channels'
then
ret = plst_channels(str, tab, typePlst, i)
elseif typePlst == 'rss_videos' then
ret = plst_rss(str, tab, typePlst, i)
else
ret = plst_video(str, tab, typePlst, i)
end
return ret
end
local function AddInPl_PlstApi_YT(str, tab)
local i = #tab + 1
local ret = false
local selected
str = str:gsub('\\"', '%%22')
for name, desc, adr in str:gmatch('"title": "([^"]+).-"description": "([^"]*).-"videoId": "([^"]+)') do
if name ~= 'Deleted video' and name ~= 'Private video' then
name = title_clean(name)
tab[i] = {}
tab[i].Id = i
if not selected and adr == videoId then
selected = true
m_simpleTV.User.YT.plstPos = i
end
adr = string.format('https://www.youtube.com/watch?v=%s&isPlst=true', adr)
if m_simpleTV.User.YT.isPlstsCh == true then
adr = adr .. '&isPlstsCh=true'
end
tab[i].Address = adr
tab[i].Name = name
if isInfoPanel == true then
tab[i].InfoPanelLogo = string.format('https://i.ytimg.com/vi/%s/default.jpg', adr)
tab[i].InfoPanelName = name
local panelDescName
if desc and desc ~= '' then
panelDescName = m_simpleTV.User.YT.Lng.desc
end
tab[i].InfoPanelDesc = desc_html(desc, tab[i].InfoPanelLogo, name, tab[i].Address)
tab[i].InfoPanelTitle = (panelDescName or ' ')
tab[i].InfoPanelShowTime = 10000
end
i = i + 1
ret = true
end
end
return ret
end
local function PlstApi(inAdr)
local plstId = inAdr:match('list=([^&]*)')
m_simpleTV.User.YT.plstPos = nil
m_simpleTV.User.YT.isVideo = false
if not m_simpleTV.User.YT.isPlstsCh then
m_simpleTV.User.YT.PlstsCh.chTitle = nil
end
m_simpleTV.Control.ExecuteAction(37)
if not m_simpleTV.User.YT.apiKey then
GetApiKey()
end
local url = 'https://www.googleapis.com/youtube/v3/playlists?part=snippet&fields=items/snippet/localized/title&id=' .. plstId .. '&hl=' .. m_simpleTV.User.YT.Lng.hl .. '&key=' .. m_simpleTV.User.YT.apiKey
local rc, answer = m_simpleTV.Http.Request(session, {url = url, headers = m_simpleTV.User.YT.apiKeyHeader})
if rc ~= 200 then
answer = ''
end
answer = answer:gsub('\\"', '%%22')
local header = answer:match('"title": "([^"]+)') or m_simpleTV.User.YT.Lng.plst
header = title_clean(header)
m_simpleTV.User.YT.plstHeader = header
url = 'https://www.googleapis.com/youtube/v3/playlistItems?part=snippet&maxResults=50&fields=pageInfo&playlistId=' .. plstId .. '&key=' .. m_simpleTV.User.YT.apiKey
rc, answer = m_simpleTV.Http.Request(session, {url = url, headers = m_simpleTV.User.YT.apiKeyHeader})
if rc ~= 200 then
answer = ''
end
local plstTotalResults = tonumber(answer:match('"totalResults": (%d+)') or '1')
if m_simpleTV.User.YT.isPlstsCh
and not m_simpleTV.User.YT.is_channel_banner
then
SetBackground((m_simpleTV.User.YT.channel_banner or m_simpleTV.User.YT.logoPicFromDisk), 3)
end
m_simpleTV.User.YT.is_channel_banner = nil
local t0 = {}
t0.url = 'https://www.googleapis.com/youtube/v3/playlistItems?part=snippet&maxResults=50&fields=nextPageToken,items(snippet/title,snippet/resourceId/videoId,snippet/description)&playlistId=' .. plstId .. '&key=' .. m_simpleTV.User.YT.apiKey
t0.method = 'get'
t0.headers = m_simpleTV.User.YT.apiKeyHeader
local params = {}
params.Message = '⇩ ' .. m_simpleTV.User.YT.Lng.loading
params.Callback = AsynPlsCallb_PlstApi_YT
params.ProgressColor = ARGB(128, 255, 0, 0)
params.User = {}
params.User.tab = {}
params.User.rc = nil
params.User.plstId = plstId
params.User.plstTotalResults = plstTotalResults
params.ProgressEnabled = true
if plstTotalResults < 301 then
params.delayedShow = 1500
end
asynPlsLoaderHelper.Work(session, t0, params)
local tab = params.User.tab
rc = params.User.rc
if rc == 400 or rc == - 1 then
StopOnErr(8)
return
end
if #tab == 0 and rc then
if rc == 404 and not inAdr:match('&isRestart=true') then
if plstId:match('^RD') then
inAdr = 'https://www.youtube.com/watch?v='
.. plstId:gsub('^RD', '') ..'&list=' .. plstId
else
inAdr = inAdr .. '&index=1'
end
elseif (rc == 404 or rc == 403) and inAdr:match('&isRestart=true') then
inAdr = inAdr:gsub('[?&]list=[%w_%-]+', '')
end
m_simpleTV.Http.Close(session)
m_simpleTV.Control.ChangeAddress = 'No'
inAdr = inAdr .. '&isRestart=true'
if urlAdr:match('&isLogo=false') then
inAdr = inAdr .. '&isLogo=false'
end
m_simpleTV.Control.CurrentAddress = inAdr
dofile(m_simpleTV.MainScriptDir .. 'user/video/YT.lua')
return
end
if #tab == 0 and not rc then
StopOnErr(9, m_simpleTV.User.YT.Lng.videoNotAvail)
if m_simpleTV.User.YT.isPlstsCh == true then
m_simpleTV.Common.Sleep(2000)
m_simpleTV.Control.ChangeAddress = 'No'
m_simpleTV.Control.CurrentAddress = m_simpleTV.User.YT.PlstsCh.MainUrl .. '&isRestart=true'
dofile(m_simpleTV.MainScriptDir .. 'user/video/YT.lua')
end
return
end
if not plstPos and videoId and inAdr:match('[?&]t=') then
inAdr = inAdr:gsub('[?&]list=[%w_%-]+', '')
m_simpleTV.Http.Close(session)
m_simpleTV.Control.ChangeAddress = 'No'
m_simpleTV.Control.CurrentAddress = inAdr .. '&isRestart=true'
dofile(m_simpleTV.MainScriptDir .. 'user/video/YT.lua')
return
end
m_simpleTV.User.YT.Plst = tab
local plstPos = m_simpleTV.User.YT.plstPos or 1
local pl = 0
if plstPos > 1 or inAdr:match('[?&]t=') or #tab == 1 then
pl = 32
end
local FilterType, AutoNumberFormat, Random, PlayMode
if #tab > 2 then
if #tab < 15 then
FilterType = 2
else
FilterType = 1
end
AutoNumberFormat = '%1. %2'
else
FilterType = 2
AutoNumberFormat = ''
end
if plstId:match('^RD') and urlAdr:match('isLogo=false') then
if #tab > 2 then
plstPos = math.random(3, #tab)
end
pl = 32
Random = 1
PlayMode = 1
else
Random = - 1
PlayMode = - 1
end
if m_simpleTV.User.paramScriptForSkin_buttonOptions then
tab.ExtButton0 = {ButtonEnable = true, ButtonImageCx = 30, ButtonImageCy = 30, ButtonImage = m_simpleTV.User.paramScriptForSkin_buttonOptions, ButtonScript = 'Qlty_YT()'}
else
tab.ExtButton0 = {ButtonEnable = true, ButtonName = '⚙', ButtonScript = 'Qlty_YT()'}
end
if m_simpleTV.User.YT.isPlstsCh
then
if m_simpleTV.User.paramScriptForSkin_buttonPlst then
tab.ExtButton1 = {ButtonEnable = true, ButtonImageCx = 30, ButtonImageCy = 30, ButtonImage = m_simpleTV.User.paramScriptForSkin_buttonPlst, ButtonScript = 'PlstsCh_YT()'}
else
tab.ExtButton1 = {ButtonEnable = true, ButtonName = '📋', ButtonScript = 'PlstsCh_YT()'}
end
else
local ButtonScript1 = [[
m_simpleTV.Control.ExecuteAction(37)
m_simpleTV.Control.ChangeAddress = 'No'
m_simpleTV.Control.CurrentAddress = 'https://www.youtube.com/channel/' .. m_simpleTV.User.YT.chId .. '&isRestart=true'
dofile(m_simpleTV.MainScriptDir .. 'user/video/YT.lua')
]]
if m_simpleTV.User.paramScriptForSkin_buttonPlst then
tab.ExtButton1 = {ButtonEnable = true, ButtonImageCx = 30, ButtonImageCy = 30, ButtonImage = m_simpleTV.User.paramScriptForSkin_buttonPlst, ButtonScript = ButtonScript1}
else
tab.ExtButton1 = {ButtonEnable = true, ButtonName = '📋', ButtonScript = ButtonScript1}
end
end
if m_simpleTV.User.paramScriptForSkin_buttonOk then
tab.OkButton = {ButtonImageCx = 30, ButtonImageCy = 30, ButtonImage = m_simpleTV.User.paramScriptForSkin_buttonOk}
end
local retAdr
tab.ExtParams = {}
tab.ExtParams.FilterType = FilterType
tab.ExtParams.Random = Random
tab.ExtParams.PlayMode = PlayMode
tab.ExtParams.AutoNumberFormat = AutoNumberFormat
tab.ExtParams.LuaOnCancelFunName = 'OnMultiAddressCancel_YT'
tab.ExtParams.LuaOnOkFunName = 'OnMultiAddressOk_YT'
tab.ExtParams.LuaOnTimeoutFunName = 'OnMultiAddressCancel_YT'
local vId = tab[plstPos].Address:match('watch%?v=([^&]+)')
if (#tab > 1
and plstPos == 1)
or m_simpleTV.User.YT.isPlstsCh
then
m_simpleTV.User.YT.DelayedAddress = tab[1].Address
m_simpleTV.OSD.ShowSelect_UTF8(header, 0, tab, 10000, 2)
retAdr = 'wait'
else
m_simpleTV.OSD.ShowSelect_UTF8(header, plstPos - 1, tab, 10000, pl)
end
local t, title = GetStreamsTab(vId)
if not t or type(t) ~= 'table' then
StopOnErr(10, title)
return
end
m_simpleTV.User.YT.QltyTab = t
local index = GetQltyIndex(t)
if not retAdr then
m_simpleTV.Control.CurrentTitle_UTF8 = header .. ' (' .. title:gsub('\n.-$', '') .. ')'
MarkWatch_YT()
if infoPanelCheck() == false then
title = title_is_no_infoPanel(title, t[index].Name)
ShowMsg(title .. '\n☑ ' .. m_simpleTV.User.YT.Lng.plst)
end
end
m_simpleTV.User.YT.QltyIndex = index
retAdr = retAdr or StreamCheck(t, index)
local plstPicId
if plstId:match('^RD') then
local plstPicIdRD = plstId:gsub('^RD', '')
m_simpleTV.User.YT.AddToBaseUrlinAdr = 'https://www.youtube.com/embed?listType=playlist&list=' .. plstId
plstPicId = plstPicIdRD
m_simpleTV.User.YT.AddToBaseVideoIdPlst = plstPicIdRD
else
m_simpleTV.User.YT.AddToBaseUrlinAdr = 'https://www.youtube.com/playlist?list=' .. plstId
plstPicId = tab[1].Address:match('watch%?v=([^&]+)')
m_simpleTV.User.YT.AddToBaseVideoIdPlst = plstPicId
end
if #tab == 1 then
retAdr = positionToContinue(retAdr)
else
retAdr = retAdr .. '$OPT:POSITIONTOCONTINUE=0'
end
m_simpleTV.Control.CurrentAddress = retAdr
if m_simpleTV.User.YT.isPlstsCh then
m_simpleTV.Control.SetNewAddressT({address = m_simpleTV.Control.CurrentAddress})
m_simpleTV.Control.CurrentTitle_UTF8 = ''
else
if m_simpleTV.Control.MainMode == 0 then
if not urlAdr:match('isLogo=false') and not urlAdr:match('&isRestart=true') then
m_simpleTV.Control.ChangeChannelLogo(m_simpleTV.User.paramScriptForSkin_logoYT
or 'https://i.ytimg.com/vi/' .. plstPicId .. '/hqdefault.jpg'
, m_simpleTV.Control.ChannelID
, 'CHANGE_IF_NOT_EQUAL')
end
if not urlAdr:match('isLogo=false') or urlAdr:match('isSearch=true') then
m_simpleTV.Control.ChangeChannelName(header, m_simpleTV.Control.ChannelID, false)
end
end
if not urlAdr:match('isLogo=false') then
m_simpleTV.Control.CurrentTitle_UTF8 = header
else
m_simpleTV.Control.SetTitle(header .. ' (' .. title .. ')')
end
end
return
end
local function Plst(inAdr)
m_simpleTV.Control.ExecuteAction(37)
if not m_simpleTV.User.YT.isPlstsCh then
m_simpleTV.User.YT.PlstsCh.chTitle = nil
end
m_simpleTV.User.YT.isVideo = false
m_simpleTV.User.YT.plstPos = nil
if m_simpleTV.User.YT.isPlstsCh
and not m_simpleTV.User.YT.is_channel_banner
then
SetBackground((m_simpleTV.User.YT.channel_banner or m_simpleTV.User.YT.logoPicFromDisk), 3)
end
m_simpleTV.User.YT.is_channel_banner = nil
local url = inAdr:gsub('&is%a+=%a+', '')
local params = {}
params.Message = '⇩ ' .. m_simpleTV.User.YT.Lng.loading
params.Callback = AsynPlsCallb_Plst_YT
params.ProgressColor = ARGB(128, 255, 0, 0)
params.User = {}
params.User.tab = {}
params.delayedShow = 1800
params.User.Title = ''
params.User.First = true
params.User.setTitle = true
if inAdr:match('&isPlstsCh=true')
then
params.User.setTitle = false
videoId = m_simpleTV.User.YT.vId
end
if url:match('/feed/history') then
params.User.typePlst = 'history'
elseif url:match('/feed/channels') then
params.User.typePlst = 'channels'
elseif url:match('/feed/rss_channels') then
params.User.typePlst = 'rss_channels'
elseif url:match('/feeds/videos%.xml') then
params.User.typePlst = 'rss_videos'
elseif url:match('list=')
and not ((url:match('list=WL')
or url:match('list=LL')
or url:match('list=LM'))
and not url:match('index='))
then
params.User.typePlst = 'panel_videos'
elseif url:match('youtube%.com$') then
params.User.typePlst = 'main'
elseif url:match('/feed/subscriptions') then
params.User.typePlst = 'subscriptions'
else
params.User.typePlst = 'true'
end
local logo
if url:match('/feed/subscriptions') then
url = url:gsub('^(.-/feed/subscriptions).-$', '%1?flow=2')
logo = 'https://s.ytimg.com/yts/img/favicon_144-vfliLAfaB.png'
elseif url:match('/feed/history') then
logo = 'https://s.ytimg.com/yts/img/reporthistory/land-img-vfl_eF5BA.png'
elseif url:match('/feed/rss_channels') then
url = url:gsub('rss_', '')
logo = 'https://s.ytimg.com/yts/img/favicon_144-vfliLAfaB.png'
elseif url:match('/feed/channels') then
logo = 'https://s.ytimg.com/yts/img/favicon_144-vfliLAfaB.png'
elseif url:match('youtube%.com$') then
logo = 'https://s.ytimg.com/yts/img/favicon_144-vfliLAfaB.png'
end
if url:match('list=WL')
or url:match('list=LL')
or url:match('list=LM')
then
params.ProgressEnabled = true
params.ProgressColor = ARGB(128, 255, 0, 0)
end
local t0 = {}
t0.url = url
t0.method = 'get'
m_simpleTV.Http.SetCookies(session, url, m_simpleTV.User.YT.cookies, '')
asynPlsLoaderHelper.Work(session, t0, params)
local header = params.User.Title
local tab = params.User.tab
if #tab == 0 then
StopOnErr(1)
return
end
if params.User.typePlst == 'channels'
or params.User.typePlst == 'rss_channels'
then
local FilterType, SortOrder, AutoNumberFormat
if #tab > 1 then
FilterType = 1
SortOrder = 1
AutoNumberFormat = '%1. %2'
else
FilterType = 2
SortOrder = 0
AutoNumberFormat = ''
end
tab.ExtParams = {FilterType = FilterType, SortOrder = SortOrder, AutoNumberFormat = AutoNumberFormat}
if m_simpleTV.User.paramScriptForSkin_buttonClose then
tab.ExtButton1 = {ButtonEnable = true, ButtonImageCx = 30, ButtonImageCy = 30, ButtonImage = m_simpleTV.User.paramScriptForSkin_buttonClose}
else
tab.ExtButton1 = {ButtonEnable = true, ButtonName = '✕'}
end
if m_simpleTV.User.paramScriptForSkin_buttonOk then
tab.OkButton = {ButtonImageCx = 30, ButtonImageCy = 30, ButtonImage = m_simpleTV.User.paramScriptForSkin_buttonOk}
end
local ret, id = m_simpleTV.OSD.ShowSelect_UTF8(header, -1, tab, 30000, 1 + 4 + 8 + 2)
m_simpleTV.Control.ExecuteAction(37)
if not id or ret == 3 then
m_simpleTV.Control.ExecuteAction(37)
m_simpleTV.Control.ExecuteAction(11)
return
end
PlayAddressT_YT(tab[id].Address, false)
if m_simpleTV.Control.MainMode == 0 then
logo = m_simpleTV.User.paramScriptForSkin_logoYT or logo
m_simpleTV.Control.ChangeChannelLogo(logo, m_simpleTV.Control.ChannelID, 'CHANGE_IF_NOT_EQUAL')
m_simpleTV.Control.ChangeChannelName(header, m_simpleTV.Control.ChannelID, false)
end
return
end
local plstPos = m_simpleTV.User.YT.plstPos or 1
m_simpleTV.User.YT.Plst = tab
m_simpleTV.User.YT.plstHeader = header
if m_simpleTV.User.paramScriptForSkin_buttonOptions then
tab.ExtButton0 = {ButtonEnable = true, ButtonImageCx = 30, ButtonImageCy = 30, ButtonImage = m_simpleTV.User.paramScriptForSkin_buttonOptions, ButtonScript = 'Qlty_YT()'}
else
tab.ExtButton0 = {ButtonEnable = true, ButtonName = '⚙', ButtonScript = 'Qlty_YT()'}
end
local FilterType, AutoNumberFormat, pl
if #tab > 1 then
FilterType = 1
AutoNumberFormat = '%1. %2'
pl = 0
else
FilterType = 2
AutoNumberFormat = ''
pl = 32
end
if plstPos > 1
or url:match('[?&]t=')
or #tab == 1
then
pl = 32
end
if plstPos > 1
and inAdr:match('&isPlstsCh=true')
then
pl = 0
end
local ButtonScript1
if m_simpleTV.User.YT.isPlstsCh
then
if m_simpleTV.User.paramScriptForSkin_buttonPlst then
tab.ExtButton1 = {ButtonEnable = true, ButtonImageCx = 30, ButtonImageCy = 30, ButtonImage = m_simpleTV.User.paramScriptForSkin_buttonPlst, ButtonScript = 'PlstsCh_YT()'}
else
tab.ExtButton1 = {ButtonEnable = true, ButtonName = '📋', ButtonScript = 'PlstsCh_YT()'}
end
elseif not inAdr:match('&isPlstsCh=true') then
local ButtonScript1 = [[
m_simpleTV.Control.ExecuteAction(37)
m_simpleTV.Control.ChangeAddress = 'No'
m_simpleTV.Control.CurrentAddress = 'https://www.youtube.com/channel/' .. m_simpleTV.User.YT.chId .. '&isRestart=true'
dofile(m_simpleTV.MainScriptDir .. 'user/video/YT.lua')
]]
if m_simpleTV.User.paramScriptForSkin_buttonPlst then
tab.ExtButton1 = {ButtonEnable = true, ButtonImageCx = 30, ButtonImageCy = 30, ButtonImage = m_simpleTV.User.paramScriptForSkin_buttonPlst, ButtonScript = ButtonScript1}
else
tab.ExtButton1 = {ButtonEnable = true, ButtonName = '📋', ButtonScript = ButtonScript1}
end
end
if m_simpleTV.User.paramScriptForSkin_buttonOk then
tab.OkButton = {ButtonImageCx = 30, ButtonImageCy = 30, ButtonImage = m_simpleTV.User.paramScriptForSkin_buttonOk}
end
local retAdr
tab.ExtParams = {}
tab.ExtParams.FilterType = FilterType
tab.ExtParams.AutoNumberFormat = AutoNumberFormat
tab.ExtParams.LuaOnCancelFunName = 'OnMultiAddressCancel_YT'
tab.ExtParams.LuaOnOkFunName = 'OnMultiAddressOk_YT'
tab.ExtParams.LuaOnTimeoutFunName = 'OnMultiAddressCancel_YT'
local vId = tab[plstPos].Address:match('v=([^&]+)')
m_simpleTV.User.YT.AddToBaseUrlinAdr = url
m_simpleTV.User.YT.AddToBaseVideoIdPlst = vId
if #tab > 1
and plstPos == 1
then
m_simpleTV.User.YT.DelayedAddress = tab[1].Address
m_simpleTV.OSD.ShowSelect_UTF8(header, 0, tab, 10000, 2)
retAdr = 'wait'
else
m_simpleTV.OSD.ShowSelect_UTF8(header, plstPos - 1, tab, 10000, pl)
end
local t, title = GetStreamsTab(vId)
if not t or type(t) ~= 'table' then
StopOnErr(2, title)
return
end
m_simpleTV.User.YT.QltyTab = t
local index = GetQltyIndex(t)
if not retAdr then
m_simpleTV.Control.CurrentTitle_UTF8 = header .. ' (' .. title:gsub('\n.-$', '') .. ')'
MarkWatch_YT()
if infoPanelCheck() == false then
title = title_is_no_infoPanel(title, t[index].Name)
ShowMsg(title .. '\n☑ ' .. m_simpleTV.User.YT.Lng.plst)
end
else
m_simpleTV.Control.CurrentTitle_UTF8 = header
end
m_simpleTV.User.YT.QltyIndex = index
retAdr = retAdr or StreamCheck(t, index)
if #tab == 1 then
retAdr = positionToContinue(retAdr)
else
retAdr = retAdr .. '$OPT:POSITIONTOCONTINUE=0'
end
m_simpleTV.Control.CurrentAddress = retAdr
if m_simpleTV.User.YT.isPlstsCh then
m_simpleTV.Control.SetNewAddressT({address = m_simpleTV.Control.CurrentAddress})
else
if m_simpleTV.Control.MainMode == 0 then
logo = m_simpleTV.User.paramScriptForSkin_logoYT
or logo
or 'https://i.ytimg.com/vi/' .. vId .. '/hqdefault.jpg'
m_simpleTV.Control.ChangeChannelLogo(logo, m_simpleTV.Control.ChannelID, 'CHANGE_IF_NOT_EQUAL')
m_simpleTV.Control.ChangeChannelName(header, m_simpleTV.Control.ChannelID, false)
end
end
return
end
local function PlstsCh(inAdr)
if (m_simpleTV.Control.Reason == 'Stopped' or m_simpleTV.Control.Reason == 'EndReached')
and
(inAdr:match('isPlstsCh=true') or (inAdr:match('&isRestart=true') and not inAdr:match('/youtubei/') and not inAdr:match('&sort=.-&isRestart=true')))
then
m_simpleTV.Control.ExecuteAction(63)
return
end
local url = inAdr
url = url:gsub('%?view=1$', '?view=1&sort=dd&shelf_id=0')
if url:match('/live$') or url:match('/embed/live_stream') then
local rc, answer = m_simpleTV.Http.Request(session, {url = url})
if rc ~= 200 then
StopOnErr(3)
return
end
if inAdr:match('/live$') then
liveId = answer:match('"liveStreamabilityRenderer":{"videoId":"([^"]+)')
else
liveId = answer:match('"watchEndpoint\\":{\\"videoId\\":\\"([^\\]+)')
end
if liveId then
m_simpleTV.Http.Close(session)
m_simpleTV.Control.ChangeAddress = 'No'
m_simpleTV.Control.CurrentAddress = 'https://www.youtube.com/watch?v=' .. liveId .. '&isRestart=true'
dofile(m_simpleTV.MainScriptDir .. 'user/video/YT.lua')
return
end
url = url:gsub('/live$', '')
url = url:gsub('embed/live_stream%?channel=', 'channel/')
end
if not url:match('/youtubei/') and not url:match('/playlists') then
url = url:gsub('/?$', '') .. '/playlists'
end
if not url:match('sort=') and not url:match('/youtubei/') then
url = url:gsub('^(.-/playlists).-$', '%1') .. '?view=1&sort=lad&shelf_id=0'
end
url = url:gsub('&is%a+=%a+', '') .. '&isRestart=true'
if not m_simpleTV.User.YT.PlstsCh.MainUrl then
m_simpleTV.User.YT.PlstsCh.MainUrl = url
end
if #m_simpleTV.User.YT.PlstsCh.Urls > 0 then
if m_simpleTV.User.YT.PlstsCh.MainUrl == url then
m_simpleTV.User.YT.PlstsCh.Urls = nil
m_simpleTV.User.YT.PlstsCh.FirstUrl = nil
m_simpleTV.User.YT.PlstsCh.Num = nil
m_simpleTV.User.YT.upLoadOnCh = false
end
end
if m_simpleTV.User.YT.PlstsCh.MainUrl ~= url then
if not url:match('/youtubei/') then
m_simpleTV.User.YT.PlstsCh.MainUrl = url
m_simpleTV.User.YT.PlstsCh.Urls = nil
m_simpleTV.User.YT.PlstsCh.FirstUrl = nil
m_simpleTV.User.YT.PlstsCh.Num = nil
end
end
if not m_simpleTV.User.YT.PlstsCh.Urls then
m_simpleTV.User.YT.PlstsCh.Urls = {}
end
local num = 0
local method = 'get'
local body = ''
if url:match('/youtubei/') then
method = 'post'
body = m_simpleTV.User.YT.PlstsCh.body
url, num = url:match('^(.-)&numVideo=(%d+)')
if not url or not num then
StopOnErr(3.1)
return
end
body = url:match('body=([^&]*)') or ''
body = decode64(body)
end
if not url:match('/youtubei/') then
m_simpleTV.User.YT.PlstsCh.visitorData = nil
end
local headers = 'X-Origin: https://www.youtube.com\nContent-Type: application/json\nX-Youtube-Client-Name: 1\nX-YouTube-Client-Version: 2.20210302.07.01\nX-Goog-Visitor-Id: ' .. (m_simpleTV.User.YT.PlstsCh.visitorData or '') .. header_Auth()
m_simpleTV.Http.SetCookies(session, url, m_simpleTV.User.YT.cookies, '')
local rc, answer = m_simpleTV.Http.Request(session, {body = body, method = method, url = url:gsub('&isRestart=true', ''), headers = headers})
if rc ~= 200 then
StopOnErr(4, 'cant load channal page')
return
end
answer = answer:gsub('\\"', '%%22')
answer = answer:gsub('\\/', '/')
if not url:match('/youtubei/') then
m_simpleTV.User.YT.PlstsCh.visitorData = answer:match('"visitorData":"([^"]+)') or ''
end
local chTitle = answer:match('channelMetadataRenderer.-"title":%s*"([^"]+)')
or answer:match('"topicChannelDetailsRenderer":{"title":%s*{%s*"simpleText":"([^"]+)')
or 'Playlists'
chTitle = title_clean(chTitle)
local channel_banner = answer:match('"tvBanner":{"thumbnails":%[.-:480},{"url":"(.-)%-fcrop')
local channel_avatar = answer:match('"thumbnails":%[{"url":"[^%]]+"url":"([^"]+)') or answer:match('"avatar":{"thumbnails":%[{"url":"([^"]+)')
if channel_banner then
channel_banner = channel_banner:gsub('^//', 'https://')
end
if channel_avatar then
channel_avatar = channel_avatar:gsub('^//', 'https://')
end
if not url:match('/youtubei/') and not inAdr:match('&isRestart=true') then
SetBackground(channel_banner or m_simpleTV.User.YT.logoPicFromDisk)
m_simpleTV.Control.SetTitle(chTitle)
m_simpleTV.User.YT.is_channel_banner = true
end
if not url:match('/youtubei/') then
m_simpleTV.User.YT.channel_banner = channel_banner
end
local buttonNext = false
local continuation = answer:match('"continuation":%s*"([^"]+)') or answer:match('"continuationCommand":%s*{%s*"token":%s*"([^"]+)')
if continuation then
url = 'https://www.youtube.com/youtubei/v1/browse?key=AIzaSyAO_FJ2SlqU8Q4STEHLGCilw_Y9_11qcW8 &body=' .. encode64('{"context":{"client":{"clientName":"WEB","clientVersion":"2.20201021.03.00","hl":"' .. m_simpleTV.User.YT.Lng.hl ..'",}},"continuation":"' .. continuation .. '"}')
buttonNext = true
end
answer = answer:gsub('"title":%s*{%s*"simpleText"', '"text"')
answer = answer:gsub('{', '')
answer = answer:gsub('}', '')
local chId
if not inAdr:match('/youtubei/') then
chId = inAdr:match('/channel/([^/]+)') or answer:match('"browseId":"([^"]+)')
end
local tab, i = {}, 1
local j = 1 + tonumber(num)
local shelf = inAdr:match('shelf_id=(%d+)') or '0'
if j == 1 and chId and shelf == '0' then
if not m_simpleTV.User.YT.apiKey then
GetApiKey()
end
if m_simpleTV.User.YT.apiKey then
local function PlstTotalResults()
local plstId = string.format('UU%s', chId:sub(3))
local url = string.format('https://www.googleapis.com/youtube/v3/playlistItems?part=snippet&fields=pageInfo&playlistId=%s&key=%s', plstId, m_simpleTV.User.YT.apiKey)
local rc, answer = m_simpleTV.Http.Request(session, {url = url, headers = m_simpleTV.User.YT.apiKeyHeader})
if rc ~= 200 then return end
local plstTotalResults = tonumber(answer:match('"totalResults": (%d+)') or '0')
if plstTotalResults > 0 then
local t = {}
t[1] = {}
t[1].Id = 1
t[1].Address = string.format('https://www.youtube.com/playlist?list=%s&isPlstsCh=true', plstId)
t[1].Name = string.format('🔺 %s (%s)', m_simpleTV.User.YT.Lng.upLoadOnCh, plstTotalResults)
t[1].count = plstTotalResults
if isInfoPanel == true then
t[1].InfoPanelLogo = channel_avatar or channel_banner or m_simpleTV.User.YT.logoPicFromDisk
t[1].InfoPanelShowTime = 10000
t[1].InfoPanelName = m_simpleTV.User.YT.Lng.channel .. ': ' .. chTitle
t[1].InfoPanelDesc = desc_html(nil, t[1].InfoPanelLogo, m_simpleTV.User.YT.Lng.upLoadOnCh .. ' ' .. chTitle, t[1].Address)
t[1].InfoPanelTitle = ' | ' .. m_simpleTV.User.YT.Lng.plst .. ': '
.. m_simpleTV.User.YT.Lng.upLoadOnCh
.. ' (' .. plstTotalResults .. ' ' .. m_simpleTV.User.YT.Lng.video .. ')'
end
return t
end
return
end
local plstTotalResults = PlstTotalResults()
if plstTotalResults then
tab = plstTotalResults
i = 2
m_simpleTV.User.YT.upLoadOnCh = true
end
end
end
if m_simpleTV.User.YT.upLoadOnCh and j > 1 then
j = j - 1
end
for adr, logo, name, count in answer:gmatch('PlaylistRenderer":%s*"playlistId":%s*"([^"]+).-"thumbnails":%s*%[%s*"url":%s*"([^"]+).-"text":%s*"([^"]+).-"videoCountShortText":%s*"simpleText":%s*"([^"]+)') do
tab[i] = {}
tab[i].Id = i
tab[i].count = count or '0'
name = title_clean(name)
tab[i].Name = j .. '. ' .. name .. ' (' .. count .. ')'
tab[i].Address = string.format('https://www.youtube.com/playlist?list=%s&isPlstsCh=true', adr)
if isInfoPanel == true then
logo = logo:gsub('hqdefault', 'default')
logo = logo:gsub('^//', 'https://')
logo = logo:gsub('/vi_webp/', '/vi/')
logo = logo:gsub('movieposter%.webp', 'default.jpg')
tab[i].InfoPanelLogo = logo
tab[i].InfoPanelShowTime = 10000
tab[i].InfoPanelName = m_simpleTV.User.YT.Lng.channel .. ': ' .. chTitle
tab[i].InfoPanelDesc = desc_html(nil, logo, name, tab[i].Address)
tab[i].InfoPanelTitle = ' | ' .. m_simpleTV.User.YT.Lng.plst .. ': '
.. name
.. ' (' .. count .. ' ' .. m_simpleTV.User.YT.Lng.video .. ')'
end
j = j + 1
i = i + 1
end
if #tab == 0 then
for w in answer:gmatch('"itemSectionRenderer":%s*".-"thumbnails":%s*%[%s*"url":%s*"[^"]+') do
name = w:match('"title":%s*"runs":%s*%[%s*"text":%s*"([^"]+)')
adr = w:match('"webCommandMetadata":%s*"url":%s*"([^"]+)')
if not adr or not name then break end
tab[i] = {}
tab[i].Id = i
name = title_clean(name)
tab[i].Name = j .. '. ' .. name
tab[i].Address = string.format('https://www.youtube.com%s&isPlstsCh=true', adr)
if isInfoPanel == true then
logo = w:match('"thumbnails":%s*%[%s*"url":%s*"([^"]+)') or ''
logo = logo:gsub('hqdefault', 'default')
logo = logo:gsub('^//', 'https://')
logo = logo:gsub('/vi_webp/', '/vi/')
logo = logo:gsub('movieposter%.webp', 'default.jpg')
tab[i].InfoPanelLogo = logo
tab[i].InfoPanelShowTime = 10000
tab[i].InfoPanelName = m_simpleTV.User.YT.Lng.channel .. ': ' .. chTitle
tab[i].InfoPanelDesc = desc_html(nil, logo, name, tab[i].Address)
tab[i].InfoPanelTitle = ' | ' .. m_simpleTV.User.YT.Lng.plst .. ': ' .. name
end
j = j + 1
i = i + 1
end
buttonNext = false
end
if #tab == 0 and url:match('/youtubei/') then
PrevPlstsCh_YT()
return
elseif #tab == 0 then
inAdr = inAdr:gsub('/playlists.-$', '') .. '&isPlstsCh=true'
Plst(inAdr)
return
end
m_simpleTV.User.YT.ChTitle = chTitle
m_simpleTV.User.YT.PlstsChTab = tab
m_simpleTV.User.YT.isPlstsCh = true
local buttonPrev = false
if #m_simpleTV.User.YT.PlstsCh.Urls >= 1 then
buttonPrev = true
end
if m_simpleTV.User.paramScriptForSkin_buttonPrev then
tab.ExtButton0 = {ButtonEnable = buttonPrev, ButtonImageCx = 30, ButtonImageCy = 30, ButtonImage = m_simpleTV.User.paramScriptForSkin_buttonPrev}
else
tab.ExtButton0 = {ButtonEnable = buttonPrev, ButtonName = '🢀'}
end
if m_simpleTV.User.paramScriptForSkin_buttonNext then
tab.ExtButton1 = {ButtonEnable = buttonNext, ButtonImageCx = 30, ButtonImageCy = 30, ButtonImage = m_simpleTV.User.paramScriptForSkin_buttonNext}
else
tab.ExtButton1 = {ButtonEnable = buttonNext, ButtonName = '🢂'}
end
if m_simpleTV.User.paramScriptForSkin_buttonOk then
tab.OkButton = {ButtonImageCx = 30, ButtonImageCy = 30, ButtonImage = m_simpleTV.User.paramScriptForSkin_buttonOk}
end
num = #tab + tonumber(num)
local nom1PlstsChTab = tonumber(tab[1].Name:match('^(%d+)') or '1')
if nom1PlstsChTab == 1 then
m_simpleTV.User.YT.Nom1PlstsChTab = 1
m_simpleTV.User.YT.pagePlstsCh = 1
end
if nom1PlstsChTab > m_simpleTV.User.YT.Nom1PlstsChTab then
m_simpleTV.User.YT.pagePlstsCh = m_simpleTV.User.YT.pagePlstsCh + 1
end
if nom1PlstsChTab < m_simpleTV.User.YT.Nom1PlstsChTab then
m_simpleTV.User.YT.pagePlstsCh = m_simpleTV.User.YT.pagePlstsCh - 1
end
m_simpleTV.User.YT.Nom1PlstsChTab = nom1PlstsChTab
if m_simpleTV.User.YT.pagePlstsCh > 1 then
m_simpleTV.User.YT.ChTitle = m_simpleTV.User.YT.ChTitle .. ' (' .. m_simpleTV.User.YT.Lng.page .. ' ' .. m_simpleTV.User.YT.pagePlstsCh .. ')'
end
url = url .. '&numVideo=' .. num
table.insert(m_simpleTV.User.YT.PlstsCh.Urls, url)
if not m_simpleTV.User.YT.PlstsCh.FirstUrl then
m_simpleTV.User.YT.PlstsCh.FirstUrl = url
end
if not m_simpleTV.User.YT.PlstsCh.Num then
m_simpleTV.User.YT.PlstsCh.Num = 0
end
local index = 0
if m_simpleTV.User.YT.PlstsCh.Refresh then
index = 0
end
num = m_simpleTV.User.YT.PlstsCh.Num
for k, v in ipairs(tab) do
if tonumber(num) == tonumber(v.Name:match('^(%d+)')) then
index = k
end
end
tab.ExtParams = {FilterType = 2, LuaOnCancelFunName = 'OnMultiAddressCancel_YT'}
m_simpleTV.User.YT.PlstsCh.chTitle = chTitle
local ret, id = m_simpleTV.OSD.ShowSelect_UTF8('📋 ' .. m_simpleTV.User.YT.ChTitle, index - 1, tab, 30000, 1 + 4 + 8 + 2 + 128)
m_simpleTV.Control.CurrentTitle_UTF8 = chTitle
if m_simpleTV.Control.MainMode == 0 then
if not (inAdr:match('&isRestart=true') or inAdr:match('/youtubei/')) then
m_simpleTV.Control.ChangeChannelLogo(m_simpleTV.User.paramScriptForSkin_logoYT
or channel_avatar
or channel_banner
or m_simpleTV.User.YT.logoPicFromDisk
, m_simpleTV.Control.ChannelID
, 'CHANGE_IF_NOT_EQUAL')
m_simpleTV.Control.ChangeChannelName(m_simpleTV.User.YT.ChTitle, m_simpleTV.Control.ChannelID, false)
end
end
if not id then
m_simpleTV.Control.ExecuteAction(37)
m_simpleTV.Http.Close(session)
return
end
if ret == 1 then
m_simpleTV.User.YT.PlstsCh.Num = tab[id].Name:match('^(%d+)') or tab[1].Name
m_simpleTV.User.YT.PlstsCh.Header = tab[id].Name:match('^%d+%. (.+)') or tab[1].Name
m_simpleTV.User.YT.PlstsCh.Refresh = false
PlstApi(tab[id].Address)
return
end
if ret == 2 then
PrevPlstsCh_YT()
return
end
if ret == 3 then
NextPlstsCh_YT()
return
end
end
local function Video()
local t, title = GetStreamsTab(videoId)
if not t then
StopOnErr(12, title)
return
end
if type(t) ~= 'table' then
PlayAddressT_YT(t)
return
end
m_simpleTV.User.YT.QltyTab = t
local index = GetQltyIndex(t)
local retAdr, noItag22 = StreamCheck(t, index)
m_simpleTV.User.YT.QltyIndex = index
if m_simpleTV.User.YT.isVideo == true then
local name = title:gsub('%c.-$', '')
if not (m_simpleTV.User.YT.isLive
and m_simpleTV.Control.ChannelID ~= 268435455)
then
if m_simpleTV.Control.MainMode == 0 then
m_simpleTV.Control.ChangeChannelLogo('https://i.ytimg.com/vi/'
.. m_simpleTV.User.YT.vId .. '/hqdefault.jpg'
, m_simpleTV.Control.ChannelID
, 'CHANGE_IF_NOT_EQUAL')
m_simpleTV.Control.ChangeChannelName(name, m_simpleTV.Control.ChannelID, false)
end
end
m_simpleTV.Control.SetTitle(name)
m_simpleTV.Control.CurrentTitle_UTF8 = name
local header, name_header, ap_header, desc, panelDescName
local publishedAt = ''
if m_simpleTV.User.YT.author
and m_simpleTV.User.YT.isTrailer == false
then
name_header = m_simpleTV.User.YT.Lng.upLoadOnCh
.. ': '
.. m_simpleTV.User.YT.author
elseif m_simpleTV.User.YT.isTrailer == true then
name_header = m_simpleTV.User.YT.Lng.preview
else
name_header = ''
end
if m_simpleTV.User.YT.isLive == true then
if isInfoPanel == false then
ap_header = ' (' .. m_simpleTV.User.YT.Lng.live .. ')'
else
if m_simpleTV.User.YT.actualStartTime then
local timeSt = timeStamp(m_simpleTV.User.YT.actualStartTime)
timeSt = os.date('%y %d %m %H %M', tonumber(timeSt))
local year, day, month, hour, min = timeSt:match('(%d+) (%d+) (%d+) (%d+) (%d+)')
publishedAt = ' | ' .. m_simpleTV.User.YT.Lng.started .. ': '
.. string.format('%d:%02d (%d/%d/%02d)', hour, min, day, month, year)
end
end
else
if isInfoPanel == false then
if m_simpleTV.User.YT.duration and m_simpleTV.User.YT.duration > 2 then
ap_header = ' (' .. secondsToClock(m_simpleTV.User.YT.duration) .. ')'
end
end
end
local t1 = {}
t1[1] = {}
t1[1].Id = 1
t1[1].Address = 'https://www.youtube.com/watch?v=' .. m_simpleTV.User.YT.vId
t1[1].Name = name
if isInfoPanel == false then
header = name_header .. (ap_header or '')
else
if m_simpleTV.User.YT.isTrailer == true then
ap_header = m_simpleTV.User.YT.Lng.preview
elseif m_simpleTV.User.YT.isLive == true then
ap_header = m_simpleTV.User.YT.Lng.live
else
ap_header = m_simpleTV.User.YT.Lng.video
end
if m_simpleTV.User.YT.isLive == false then
if m_simpleTV.User.YT.duration and m_simpleTV.User.YT.duration > 2 then
publishedAt = ' | ' .. secondsToClock(m_simpleTV.User.YT.duration)
end
end
header = 'YouTube - ' .. ap_header
t1[1].InfoPanelLogo = 'https://i.ytimg.com/vi/' .. m_simpleTV.User.YT.vId .. '/default.jpg'
t1[1].InfoPanelName = name
t1[1].InfoPanelShowTime = 8000
desc = m_simpleTV.User.YT.desc
panelDescName = nil
if desc and desc ~= '' then
panelDescName = m_simpleTV.User.YT.Lng.desc .. ' | '
end
t1[1].InfoPanelDesc = desc_html(desc, t1[1].InfoPanelLogo, name, t1[1].Address)
t1[1].InfoPanelTitle = (panelDescName or '')
.. m_simpleTV.User.YT.Lng.channel .. ': '
.. title_clean(m_simpleTV.User.YT.author)
.. publishedAt
end
if m_simpleTV.User.YT.isLiveContent == false
and m_simpleTV.User.YT.isTrailer == false
then
t1[2] = {}
t1[2].Id = 2
t1[2].Name = '🔎 ' .. m_simpleTV.User.YT.Lng.search .. ': ' .. m_simpleTV.User.YT.Lng.relatedVideos
t1[2].Address = '-related=' .. m_simpleTV.User.YT.vId .. '&isLogo=false'
if m_simpleTV.User.YT.isMusic == true then
t1[3] = {}
t1[3].Id = 3
t1[3].Name = '🎵🔀 Music-Mix ' .. m_simpleTV.User.YT.Lng.plst
t1[3].Address = 'https://www.youtube.com/embed?listType=playlist&list=RD'
.. m_simpleTV.User.YT.vId
.. '&isLogo=false'
m_simpleTV.User.YT.PlstsCh.chTitle = nil
end
end
t1.ExtParams = {FilterType = 2, LuaOnCancelFunName = 'OnMultiAddressCancel_YT'}
if m_simpleTV.User.paramScriptForSkin_buttonOptions then
t1.ExtButton0 = {ButtonEnable = true, ButtonImageCx = 30, ButtonImageCy = 30, ButtonImage = m_simpleTV.User.paramScriptForSkin_buttonOptions, ButtonScript = 'Qlty_YT()'}
else
t1.ExtButton0 = {ButtonEnable = true, ButtonName = '⚙', ButtonScript = 'Qlty_YT()'}
end
local ButtonScript1 = [[
m_simpleTV.Control.ExecuteAction(37)
m_simpleTV.Control.ChangeAddress = 'No'
m_simpleTV.Control.CurrentAddress = 'https://www.youtube.com/channel/' .. m_simpleTV.User.YT.chId .. '&isRestart=true'
dofile(m_simpleTV.MainScriptDir .. 'user/video/YT.lua')
]]
if m_simpleTV.User.paramScriptForSkin_buttonPlst then
t1.ExtButton1 = {ButtonEnable = true, ButtonImageCx = 30, ButtonImageCy = 30, ButtonImage = m_simpleTV.User.paramScriptForSkin_buttonPlst, ButtonScript = ButtonScript1}
else
t1.ExtButton1 = {ButtonEnable = true, ButtonName = '📋', ButtonScript = ButtonScript1}
end
if m_simpleTV.User.paramScriptForSkin_buttonOk then
t1.OkButton = {ButtonImageCx = 30, ButtonImageCy = 30, ButtonImage = m_simpleTV.User.paramScriptForSkin_buttonOk}
end
m_simpleTV.OSD.ShowSelect_UTF8(header, 0, t1, 8000, 32 + 64 + 128)
retAdr = positionToContinue(retAdr)
else
if urlAdr:match('PARAMS=psevdotv') then
local t = m_simpleTV.Control.GetCurrentChannelInfo()
if t and t.MultiHeader then
title = t.MultiHeader .. ': ' .. title
end
local name = title:gsub('%c.-$', '')
m_simpleTV.Control.SetTitle(name)
retAdr = retAdr .. '$OPT:NO-SEEKABLE'
else
m_simpleTV.Control.CurrentTitle_UTF8 = ''
end
retAdr = retAdr .. '$OPT:POSITIONTOCONTINUE=0'
end
MarkWatch_YT()
if isInfoPanel == false then
title = title_is_no_infoPanel(title, t[index].Name)
ShowMsg(title)
end
m_simpleTV.Http.Close(session)
m_simpleTV.Control.CurrentAddress = retAdr
if infoInFile then
local scr_time = string.format('%.3f', (os.clock() - infoInFile))
local calc = scr_time - inf0
local adr = m_simpleTV.Common.fromPercentEncoding(retAdr)
local string_rep = string.rep('–', 70) .. '\n'
index = noItag22 or index
local qlty = t[index].qlty
if qlty and qlty < 100 then
qlty = nil
end
infoInFile = string_rep
.. 'url: https://www.youtube.com/watch?v=' .. m_simpleTV.User.YT.vId .. '\n'
.. string_rep
.. 'qlty: ' .. tostring(qlty)
.. ' | video itag: ' .. tostring(t[index].itag)
.. ' | audio itag: ' .. tostring(t[index].aItag) .. '\n'
.. string_rep
.. 'cipher: ' .. tostring(t[index].isCipher)
.. ' | sts: ' .. tostring(m_simpleTV.User.YT.sts) .. '\n'
.. string_rep
.. 'time: ' .. scr_time .. ' s.'
.. ' | request: ' .. inf0 .. ' s.'
.. ' | calc: ' .. calc .. ' s.\n'
.. string_rep
.. 'title: ' .. title:gsub('%c', ' ') .. '\n'
.. string_rep
.. 'description:\n\n'
.. m_simpleTV.User.YT.desc .. '\n'
.. string_rep
.. 'qlty table:\n\n'
.. (inf01 or '') .. '\n'
.. string_rep
.. 'cookies:\n\n'
.. m_simpleTV.User.YT.cookies:gsub('^[;]*(.-)[;]$', '%1'):gsub(';+', '\n') .. '\n'
.. string_rep
.. 'address:\n\n'
.. adr:gsub('%$', '\n\n$'):gsub('slave=', 'slave=\n\n'):gsub('%#', '\n\n#\n\n') .. '\n'
debug_in_file(infoInFile, m_simpleTV.Common.GetMainPath(2) .. 'YT_play_info.txt', true)
end
return
end
function AsynPlsCallb_Plst_YT(session, rc, answer, userstring, params)
local ret = {}
if rc ~= 200 then
ret.Cancel = true
return ret
end
if params.User.First == true then
answer = answer:gsub('\\"', '%%22')
params.User.headers = 'X-Origin: https://www.youtube.com\nContent-Type: application/json\nX-Youtube-Client-Name: 1\nX-YouTube-Client-Version: 2.20210302.07.01' .. '\nX-Goog-Visitor-Id: ' .. (answer:match('"visitorData":"([^"]+)') or '') .. header_Auth()
params.User.First = false
local title
if params.User.typePlst == 'rss_videos' then
title = (answer:match('<title>([^<]+)') or '')
else
title = answer:match('MetadataRenderer":{"title":"([^"]+)')
or answer:match('"playlist":{"playlist":{"title":"([^"]+)')
or answer:match('"hashtagHeaderRenderer":{"hashtag":{"simpleText":"([^"]+)')
or answer:match('"subFeedOptionRenderer":{"name":{"runs":%[{"text":"([^"]+)')
or answer:match('HeaderRenderer":{"title":{"simpleText":"([^"]+)')
or answer:match('HeaderRenderer":{"title":{"runs":%[{"text":"([^"]+)')
or answer:match('HeaderRenderer":{"title":"([^"]+)')
or answer:match('"topicChannelDetailsRenderer":{"title":{"simpleText":"([^"]+)')
or 'not found title'
end
title = title_clean(title)
if m_simpleTV.User.YT.isAuth and inAdr:match('list=LM') then
title = title .. ' 🎵'
end
if params.User.typePlst ~= 'true'
and params.User.typePlst ~= 'panel_videos'
then
if params.User.typePlst:match('rss_') then
title = '[RSS Feed] ' .. title
end
title = 'YouTube - ' .. title
end
if params.User.setTitle == true then
m_simpleTV.Control.SetTitle(m_simpleTV.User.YT.PlstsCh.chTitle or title)
end
params.User.Title = title
if params.ProgressEnabled == true then
params.User.plstTotalResults = answer:match('"stats":%[{"runs":%[{"text":"(%d+)')
end
end
if not AddInPl_Plst_YT(answer, params.User.tab, params.User.typePlst) then
ret.Done = true
return ret
end
local continuation = answer:match('"continuation":%s*"([^"]+)') or answer:match('"continuationCommand":%s*{%s*"token":%s*"([^"]+)')
if not continuation then
ret.Done = true
return ret
end
ret.request = {}
ret.request.url = 'https://www.youtube.com/youtubei/v1/browse?key=AIzaSyAO_FJ2SlqU8Q4STEHLGCilw_Y9_11qcW8'
ret.request.method = 'post'
ret.request.body = '{"context":{"client":{"clientName":"WEB","clientVersion":"2.20210302.07.01","hl":"' .. m_simpleTV.User.YT.Lng.hl ..'",}},"continuation":"' .. continuation .. '"}'
ret.request.headers = params.User.headers
ret.Count = #params.User.tab
if params.User.plstTotalResults then
ret.Progress = ret.Count / tonumber(params.User.plstTotalResults)
end
return ret
end
function AsynPlsCallb_PlstApi_YT(session, rc, answer, userstring, params)
local ret = {}
if rc ~= 200 then
params.User.rc = rc
ret.Cancel = true
return ret
end
if not AddInPl_PlstApi_YT(answer, params.User.tab) then
ret.Done = true
return ret
end
local nextPageToken = answer:match('"nextPageToken": "([^"]+)')
if not nextPageToken then
ret.Done = true
return ret
end
ret.request = {}
ret.request.url = string.format('https://www.googleapis.com/youtube/v3/playlistItems?part=snippet&maxResults=50&fields=nextPageToken,items(snippet/title,snippet/resourceId/videoId,snippet/description)&playlistId=%s&key=%s&pageToken=%s', params.User.plstId, m_simpleTV.User.YT.apiKey, nextPageToken)
ret.request.headers = m_simpleTV.User.YT.apiKeyHeader
ret.Count = #params.User.tab
ret.Progress = ret.Count / params.User.plstTotalResults
return ret
end
function PositionThumbs_YT(queryType, address, forTime)
if queryType == 'testAddress' then
return false
end
if queryType == 'getThumbs' then
if not m_simpleTV.User.YT.ThumbsInfo then
return true
end
local imgLen = m_simpleTV.User.YT.ThumbsInfo.samplingFrequency * m_simpleTV.User.YT.ThumbsInfo.thumbsPerImage
local index = math.floor(forTime / imgLen)
local t = {}
t.playAddress = address
local NPattern = m_simpleTV.User.YT.ThumbsInfo.NPattern:gsub('$M', index)
t.url = m_simpleTV.User.YT.ThumbsInfo.urlPattern:gsub('$N', NPattern)
t.httpParams = {}
t.httpParams.userAgent = userAgent
t.httpParams.extHeader = 'Referer: https://www.youtube.com/'
t.elementWidth = m_simpleTV.User.YT.ThumbsInfo.thumbWidth
t.elementHeight = m_simpleTV.User.YT.ThumbsInfo.thumbHeight
t.startTime = index * imgLen
t.length = imgLen
t.marginLeft = 0
t.marginRight = 3
t.marginTop = 0
t.marginBottom = 0
m_simpleTV.PositionThumbs.AppendThumb(t)
return true
end
end
function PlayAddressT_YT(address, resent)
address = m_simpleTV.Common.fromPercentEncoding(address)
address = stringFromHex(address)
address = urls_encode(address)
m_simpleTV.Control.PlayAddressT({address = address, insertInRecent = resent})
end
function SavePlst_YT()
if m_simpleTV.User.YT.Plst and m_simpleTV.User.YT.plstHeader then
local t = m_simpleTV.User.YT.Plst
local header = m_simpleTV.User.YT.plstHeader
local adr, name, logo
local m3ustr = '#EXTM3U $ExtFilter="YouTube" $BorpasFileFormat="1"\n'
for i = 1, #t do
name = t[i].Name
logo = t[i].Address:match('v=([^&]*)') or ''
adr = t[i].Address:gsub('&is%a+=%a+', '')
m3ustr = m3ustr
.. '#EXTINF:-1'
.. ' group-title="' .. header .. '"'
.. ' tvg-logo="https://i.ytimg.com/vi/' .. logo .. '/hqdefault.jpg"'
.. ','
.. name
.. '\n' .. adr .. '\n'
end
if m_simpleTV.User.YT.PlstsCh.chTitle then
header = header .. ' [' .. m_simpleTV.User.YT.Lng.channel
.. ' - ' .. m_simpleTV.User.YT.PlstsCh.chTitle .. '] '
end
header = m_simpleTV.Common.UTF8ToMultiByte(header)
header = header:gsub('%c', '')
header = header:gsub('[\/"*:<>|?]+', ' ')
header = header:gsub('%s+', ' ')
header = header:gsub('^%s*(.-)%s*$', '%1')
local fileEnd = ' (youtube ' .. os.date('%d.%m.%y') .. ').m3u8'
local folder = m_simpleTV.Common.GetMainPath(1) .. m_simpleTV.Common.UTF8ToMultiByte(m_simpleTV.User.YT.Lng.savePlstFolder) .. '/'
lfs.mkdir(folder)
local folderYT = folder .. 'YouTube/'
lfs.mkdir(folderYT)
local filePath = folderYT .. header .. fileEnd
local fhandle = io.open(filePath, 'w+')
if fhandle then
fhandle:write(m3ustr)
fhandle:close()
ShowInfo(
m_simpleTV.User.YT.Lng.savePlst_1 .. '\n'
.. m_simpleTV.Common.multiByteToUTF8(header .. fileEnd) .. '\n'
.. m_simpleTV.User.YT.Lng.savePlst_2 .. '\n'
.. m_simpleTV.Common.multiByteToUTF8(folderYT)
)
else
ShowInfo(m_simpleTV.User.YT.Lng.savePlst_3)
end
end
end
function Qlty_YT()
local t = m_simpleTV.User.YT.QltyTab
if not t or #t < 2 then
m_simpleTV.Control.ExecuteAction(37)
return
end
if m_simpleTV.User.paramScriptForSkin_buttonInfo then
t.ExtButton1 = {ButtonEnable = true, ButtonImageCx = 30, ButtonImageCy = 30, ButtonImage = m_simpleTV.User.paramScriptForSkin_buttonInfo, ButtonScript = 'Qlty_YT()'}
else
t.ExtButton1 = {ButtonEnable = true, ButtonName = 'ℹ️'}
end
t.ExtParams = {FilterType = 2}
if m_simpleTV.User.paramScriptForSkin_buttonOk then
t.OkButton = {ButtonImageCx = 30, ButtonImageCy = 30, ButtonImage = m_simpleTV.User.paramScriptForSkin_buttonOk}
end
if not m_simpleTV.User.YT.isVideo then
if m_simpleTV.User.paramScriptForSkin_buttonSave then
t.ExtButton0 = {ButtonEnable = true, ButtonImageCx = 30, ButtonImageCy = 30, ButtonImage = m_simpleTV.User.paramScriptForSkin_buttonSave}
else
t.ExtButton0 = {ButtonEnable = true, ButtonName = '💾'}
end
else
if m_simpleTV.User.paramScriptForSkin_buttonSearch then
t.ExtButton0 = {ButtonEnable = true, ButtonImageCx = 30, ButtonImageCy = 30, ButtonImage = m_simpleTV.User.paramScriptForSkin_buttonSearch}
else
t.ExtButton0 = {ButtonEnable = true, ButtonName = '🔎'}
end
end
m_simpleTV.Control.ExecuteAction(37)
local ret, id = m_simpleTV.OSD.ShowSelect_UTF8('⚙ ' .. m_simpleTV.User.YT.Lng.qlty
, m_simpleTV.User.YT.QltyIndex - 1, t, 5000, 1 + 4 + 2)
if m_simpleTV.Control.GetState() == 0 and ret == 0 then
m_simpleTV.Control.ExecuteAction(108)
end
if ret == 1 then
if t[id].qltyLive then
m_simpleTV.Config.SetValue('YT_qlty_live', t[id].qltyLive)
m_simpleTV.User.YT.qlty_live = t[id].qltyLive
else
if t[id].qlty > 300 then
m_simpleTV.Config.SetValue('YT_qlty', t[id].qlty)
m_simpleTV.User.YT.qlty0 = t[id].qlty
end
if t[id].qlty < 100 then
local visual = tostring(m_simpleTV.Config.GetValue('vlc/audio/visual/module', 'simpleTVConfig') or '')
if visual == 'none'
or visual == ''
then
SetBackground(m_simpleTV.User.YT.pic or m_simpleTV.User.YT.logoPicFromDisk)
else
SetBackground()
end
end
m_simpleTV.User.YT.qlty = t[id].qlty
end
if (t[id].qlty and t[id].qlty > 100) or t[id].qltyLive then
SetBackground()
end
m_simpleTV.User.YT.QltyIndex = id
if isInfoPanel == false then
ShowMsg(t[id].Name, nil, true)
end
local retAdr = t[id].Address:gsub('$OPT:start%-time=%d+', '')
retAdr = StreamCheck(t, id)
m_simpleTV.Control.SetNewAddressT({address = retAdr, position = m_simpleTV.Control.GetPosition()})
if m_simpleTV.Control.GetState() == 0 then
m_simpleTV.Control.Restart(false)
end
end
if ret == 2
and not m_simpleTV.User.YT.isVideo
then
SavePlst_YT()
elseif ret == 2 and m_simpleTV.User.YT.isVideo and id then
m_simpleTV.Control.ExecuteAction(105)
end
if ret == 3
then
ShowInfo()
end
end
function PlstsCh_YT()
if m_simpleTV.Control.Reason == 'Stopped'
or m_simpleTV.Control.Reason == 'EndReached'
then
m_simpleTV.Control.ExecuteAction(63)
return
end
local tab = m_simpleTV.User.YT.PlstsChTab
if not tab then return end
local num = m_simpleTV.User.YT.PlstsCh.Num
local index = 0
for k, v in ipairs(tab) do
if tonumber(num) == tonumber(v.Name:match('^(%d+)')) then
index = k
end
end
tab.ExtParams = {FilterType = 2}
if m_simpleTV.User.paramScriptForSkin_buttonOk then
tab.OkButton = {ButtonImageCx = 30, ButtonImageCy = 30, ButtonImage = m_simpleTV.User.paramScriptForSkin_buttonOk}
end
local ret, id = m_simpleTV.OSD.ShowSelect_UTF8('📋 ' .. m_simpleTV.User.YT.ChTitle, index - 1, tab, 30000, 1 + 4 + 2 + 128)
if not id then
m_simpleTV.Control.ExecuteAction(37)
if m_simpleTV.Control.GetState() == 0 then
m_simpleTV.Control.RestoreBackground()
end
end
if ret == 1 then
m_simpleTV.User.YT.PlstsCh.Refresh = true
m_simpleTV.User.YT.PlstsCh.Num = tab[id].Name:match('^(%d+)') or tab[1].Name
m_simpleTV.User.YT.PlstsCh.Header = tab[id].Name:match('^%d+%. (.+)') or tab[1].Name
m_simpleTV.Control.SetNewAddressT({address = tab[id].Address})
return
end
if ret == 2 then
PrevPlstsCh_YT()
return
end
if ret == 3 then
NextPlstsCh_YT()
return
end
end
function NextPlstsCh_YT()
m_simpleTV.User.YT.PlstsCh.Refresh = true
local tab = table_reversa(m_simpleTV.User.YT.PlstsCh.Urls)
if #tab == 0 then
tab[1] = m_simpleTV.User.YT.PlstsCh.FirstUrl
end
m_simpleTV.Control.ChangeAddress = 'No'
m_simpleTV.Control.CurrentAddress = tab[1] .. '&isRestart=true'
dofile(m_simpleTV.MainScriptDir .. 'user/video/YT.lua')
end
function PrevPlstsCh_YT()
m_simpleTV.User.YT.PlstsCh.Refresh = false
local tab = m_simpleTV.User.YT.PlstsCh.Urls
if #tab > 1 then
tab[#tab] = nil
tab[#tab] = nil
end
if #tab == 0 then
m_simpleTV.Control.CurrentAddress = m_simpleTV.User.YT.PlstsCh.MainUrl
else
m_simpleTV.Control.CurrentAddress = tab[#tab]
end
m_simpleTV.User.YT.PlstsCh.Urls = tab
m_simpleTV.Control.ChangeAddress = 'No'
dofile(m_simpleTV.MainScriptDir .. 'user/video/YT.lua')
end
function MarkWatched_YT(sessionMarkWatch)
m_simpleTV.Http.Close(sessionMarkWatch)
end
function OnMultiAddressOk_YT(Object, id)
if id == 0 then
OnMultiAddressCancel_YT(Object)
else
m_simpleTV.User.YT.DelayedAddress = nil
end
end
function OnMultiAddressCancel_YT(Object)
if m_simpleTV.User.YT.DelayedAddress then
if m_simpleTV.Control.GetState() == 0 then
m_simpleTV.Control.SetNewAddressT({address = m_simpleTV.User.YT.DelayedAddress})
if m_simpleTV.User.YT.qlty < 100 then
local visual = tostring(m_simpleTV.Config.GetValue('vlc/audio/visual/module', 'simpleTVConfig') or '')
if visual == 'none'
or visual == ''
then
SetBackground(m_simpleTV.User.YT.pic or m_simpleTV.User.YT.logoPicFromDisk)
else
SetBackground()
end
end
end
m_simpleTV.User.YT.DelayedAddress = nil
end
m_simpleTV.Control.ExecuteAction(36, 0)
end
if not m_simpleTV.User.YT.isAuth
and (inAdr:match('list=WL')
or inAdr:match('list=LL')
or inAdr:match('list=LM')
or (inAdr:match('/feed/')
and not inAdr:match('/feed/storefront')
and not inAdr:match('/feed/trending')))
then
local err = '⚠️ ' .. m_simpleTV.User.YT.Lng.noCookies
StopOnErr(100, err)
return
end
if inAdr:match('isPlstsCh=true') then
m_simpleTV.User.YT.isPlstsCh = true
end
if inAdr:match('music%.youtube%.com/browse/')
then
local rc, answer = m_simpleTV.Http.Request(session, {url = inAdr})
m_simpleTV.Http.Close(session)
if rc ~= 200 then
StopOnErr(0.4)
return
end
local plst = answer:match('radioPlaylistMixPlaylistId\\x22:\\x22RDAMPL(.-)\\')
if not plst then
StopOnErr(0.5)
return
end
plst = 'https://www.youtube.com/playlist?list=' .. plst .. '&isLogo=true'
m_simpleTV.Control.ChangeAddress = 'No'
m_simpleTV.Control.CurrentAddress = plst
dofile(m_simpleTV.MainScriptDir .. 'user/video/YT.lua')
return
end
if inAdr:match('/watch_videos')
then
inAdr = GetUrlWatchVideos(inAdr)
if not inAdr then
StopOnErr(0.8)
return
end
m_simpleTV.Http.Close(session)
PlayAddressT_YT(inAdr)
return
end
if inAdr:match('^%-') then
if m_simpleTV.Control.MainMode == 0 then
if not inAdr:match('^%-related=') then
m_simpleTV.Control.ChangeChannelLogo('https://s.ytimg.com/yts/img/reporthistory/land-img-vfl_eF5BA.png', m_simpleTV.Control.ChannelID)
else
m_simpleTV.Control.ExecuteAction(37)
end
end
local t, types, header = Search(inAdr)
m_simpleTV.Http.Close(session)
if not t or #t == 0 then
StopOnErr(5.1, m_simpleTV.User.YT.Lng.notFound)
return
end
local title
if types == 'related' then
title = m_simpleTV.User.YT.title
title = title_clean(title)
else
title = inAdr:gsub('^[%-%+%s]+(.-)%s*$', '%1')
end
title = m_simpleTV.User.YT.Lng.search .. ' YouTube (' .. header .. '): ' .. title
m_simpleTV.Control.SetTitle(title)
local FilterType, AutoNumberFormat
if #t > 5 then
FilterType = 1
AutoNumberFormat = '%1. %2'
else
FilterType = 2
AutoNumberFormat = ''
end
t.ExtParams = {FilterType = FilterType, AutoNumberFormat = AutoNumberFormat}
if m_simpleTV.User.paramScriptForSkin_buttonClose then
t.ExtButton1 = {ButtonEnable = true, ButtonImageCx = 30, ButtonImageCy = 30, ButtonImage = m_simpleTV.User.paramScriptForSkin_buttonClose}
else
t.ExtButton1 = {ButtonEnable = true, ButtonName = '✕'}
end
if m_simpleTV.User.paramScriptForSkin_buttonOk then
t.OkButton = {ButtonImageCx = 30, ButtonImageCy = 30, ButtonImage = m_simpleTV.User.paramScriptForSkin_buttonOk}
end
local ret, id = m_simpleTV.OSD.ShowSelect_UTF8('🔎 ' .. title, 0, t, 30000, 1 + 4 + 8 + 2)
m_simpleTV.Control.ExecuteAction(37)
if not id or ret == 3 then
m_simpleTV.Control.ExecuteAction(11)
return
end
t = t[id].Address .. '&isSearch=true&isLogo=false'
PlayAddressT_YT(t)
return
end
if inAdr:match('isPlst=') then
m_simpleTV.User.YT.isVideo = false
end
if inAdr:match('/user/[^/]+/videos')
or inAdr:match('/channel/[^/]+/videos')
or inAdr:match('/c/[^/]+/videos')
or inAdr:match('index=')
or inAdr:match('/feed/')
or inAdr:match('/hashtag/')
or inAdr:match('youtube%.com$')
or ((inAdr:match('list=RD')
or inAdr:match('list=TL'))
and not inAdr:match('/embed'))
or inAdr:match('list=WL')
or inAdr:match('list=OL')
or inAdr:match('list=LM')
or inAdr:match('list=LL')
or inAdr:match('youtube%.com/[^/]+/videos')
then
Plst(inAdr)
elseif inAdr:match('/user/')
or inAdr:match('/channel/')
or inAdr:match('/c/')
or inAdr:match('/youtubei/')
or inAdr:match('youtube%.com/%w+$')
or inAdr:match('youtube%.com/[^/]+/playlists')
or inAdr:match('/live$')
or inAdr:match('/embed/live_stream')
then
PlstsCh(inAdr)
elseif inAdr:match('list=') then
PlstApi(inAdr)
else
Video()
end
|
-- General settings
-- Set options
vim.o.clipboard = "unnamedplus"
vim.o.encoding = "UTF-8"
vim.o.signcolumn = "no"
-- vim.o.signcolumn = "number"
-- vim.o.number = true
-- vim.o.relativenumber = true
vim.o.numberwidth = 2
vim.o.shiftwidth = 4
vim.o.tabstop = 4
vim.o.autoindent = true
vim.o.smartindent = true
vim.o.cindent = true
vim.o.expandtab = true
vim.o.mouse = "a"
vim.o.incsearch = true
-- vim.o.cursorline = true
vim.o.hidden = true
-- vim.o.textwidth = 92
vim.o.updatetime = 300
vim.o.timeoutlen = 500
vim.o.foldenable = false
vim.g.python3_host_prog = "/usr/bin/python"
vim.o.splitright = true
vim.o.splitbelow = true
-- vim.o.winblend = 10
vim.o.autoread = true
vim.o.showbreak = "↪ "
vim.o.breakindent = true
vim.o.linebreak = true
vim.o.wrap = true
-- vim.o.laststatus = 3
-- vim.cmd("set laststatus=3")
vim.g.loaded_perl_provider = false
-- Highlight on yank
vim.cmd([[
augroup YankHighlight
autocmd!
autocmd TextYankPost * silent! lua vim.highlight.on_yank()
augroup end
]])
-- Gitsigns
require("gitsigns").setup({
-- signs = {
-- add = { text = "+" },
-- change = { text = "~" },
-- delete = { text = "_" },
-- topdelete = { text = "‾" },
-- changedelete = { text = "~" },
-- },
})
-- Slime
vim.g.slime_target = "tmux"
-- vim.g.slime_target = "vimterminal"
-- vim.g.slime_target = "x11"
local function reloadconfig()
for name, _ in pairs(package.loaded) do
if name:match("^config") then
package.loaded[name] = nil
end
end
package.loaded["colorloaders/colors"] = nil
dofile(vim.env.MYVIMRC)
end
WhichKey.register({
r = { reloadconfig, "Reload Neovim config" },
e = { ":edit $MYVIMRC<CR>", "Edit Neovim config" },
}, { prefix = "<leader>q", noremap = true })
|
aura_env.active = 0
aura_env.spellSchool = {}
aura_env.currentAbsorb = {}
aura_env.maxAbsorb = {}
aura_env.totalAbsorb = 0
aura_env.schoolAbsorb = {0, 0, 0, 0, 0, 0, 0, 0, 0}
local function improvedPowerWordShieldMultiplier()
-- FIXME: GetTalentInfo(1, 5)
return 1.15
end
aura_env.talentMultiplier = {
[ 17] = improvedPowerWordShieldMultiplier,
[ 592] = improvedPowerWordShieldMultiplier,
[ 600] = improvedPowerWordShieldMultiplier,
[ 3747] = improvedPowerWordShieldMultiplier,
[ 6065] = improvedPowerWordShieldMultiplier,
[ 6066] = improvedPowerWordShieldMultiplier,
[10898] = improvedPowerWordShieldMultiplier,
[10899] = improvedPowerWordShieldMultiplier,
[10900] = improvedPowerWordShieldMultiplier,
[10901] = improvedPowerWordShieldMultiplier,
}
function aura_env:CalculateAbsorbValue(spellName, spellId, absorbInfo)
-- FIXME: if caster != player
local value = 0
local keys = self.absorbDbKeys
local bonusHealing = GetSpellBonusHealing()
local level = UnitLevel("player")
local base = absorbInfo[keys.basePoints]
local perLevel = absorbInfo[keys.pointsPerLevel]
local baseLevel = absorbInfo[keys.baseLevel]
local maxLevel = absorbInfo[keys.maxLevel]
local spellLevel = absorbInfo[keys.spellLevel]
local bonusMult = absorbInfo[keys.healingMultiplier]
local baseMultFn = self.talentMultiplier[spellId]
local levelPenalty = min(1, 1 - (20 - spellLevel) * .0375)
local levels = max(0, min(level, maxLevel) - baseLevel)
local baseMult = baseMultFn and baseMultFn() or 1
value = (
baseMult * (base + levels * perLevel) +
bonusHealing * bonusMult * levelPenalty
)
self:log('CalculateAbsorbValue', spellName,
value, base, perLevel, levels, baseMult,
bonusHealing, bonusMult, levelPenalty)
return value
end
function aura_env:GetBuffId(spellName)
local auraName, spellId
for i = 1, 255 do
auraName, _, _, _, _, _, _, _, _, spellId = UnitBuff("player", i)
if auraName == spellName then
break
elseif not auraName then
spellId = nil
break
end
end
return spellId
end
function aura_env:ApplyAura(spellName)
local school = self.spellSchool[spellName]
self:log('ApplyAura', spellName, school)
if 0 ~= school then
local spellId = self:GetBuffId(spellName)
local absorbInfo = self.absorbDb[spellId]
self:log('ApplyAuraAbsorbOrNew', spellId)
if absorbInfo then
local value = self:CalculateAbsorbValue(
spellName, spellId, absorbInfo)
self:log('ApplyAuraSchool', school)
if nil == school then
school = absorbInfo[self.absorbDbKeys.school]
self.spellSchool[spellName] = school
end
if self.maxAbsorb[spellName] then
self:log('ApplyAuraUpdateCurrent', spellName, value)
self.currentAbsorb[spellName] = value
else
self:log('ApplyAuraSetCurrent', spellName, value)
self.active = self.active + 1
-- If damage event happened before aura was removed
local prevValue = self.currentAbsorb[spellName]
self.currentAbsorb[spellName] = value + (prevValue or 0)
end
self:log('ApplyAuraSetMax', spellName, value)
self.maxAbsorb[spellName] = value
self:UpdateValues()
end
end
end
function aura_env:RemoveAura(spellName)
self:log('RemoveAura', spellName)
if self.currentAbsorb[spellName] then
self.currentAbsorb[spellName] = nil
self.active = self.active - 1
self:log('RemoveAuraRemaining', self.active)
if self.active < 1 then
self.active = 0
wipe(self.maxAbsorb)
end
self:UpdateValues()
end
end
function aura_env:ApplyDamage(spellName, value)
self:log('ApplyDamage', spellName, value)
local newValue = (self.currentAbsorb[spellName] or 0) - value
if self.maxAbsorb[spellName] then
self.currentAbsorb[spellName] = max(0, newValue)
self:UpdateValues()
else
self.currentAbsorb[spellName] = newValue
end
end
function aura_env:ResetValues()
self:log('ResetValues')
local spellName
wipe(self.currentAbsorb)
wipe(self.maxAbsorb)
self.active = 0
for i = 1, 255 do
spellName = UnitBuff("player", i)
if not spellName then
break
end
self:ApplyAura(spellName)
end
self:UpdateValues()
end
function aura_env:UpdateValues()
self:log('UpdateValues')
local values = self.schoolAbsorb
local keys = self.schoolIdx
local spellSchool = self.spellSchool
local current = self.currentAbsorb
local total = 0
local key, value, school
for i = 1, #values do
values[i] = 0
end
for spell, maxValue in pairs(self.maxAbsorb) do
school = spellSchool[spell]
key = keys[school]
total = total + maxValue
value = (current[spell] or 0)
values[key] = values[key] + value
self:log('UpdateValues', spell, school, key, maxValue, value)
end
self.totalAbsorb = total
WeakAuras.ScanEvents("WA_NAN_SHIELD", total, unpack(values))
self:log('UpdateValues', total > 0)
end
|
local options = {
term = {
position = "belowright",
size = 8,
},
filetype_path = vim.fn.stdpath("data") .. "/site/pack/packer/start/code_runner.nvim/lua/code_runner/code_runner.json",
filetype = {},
project_path = vim.fn.stdpath("data") .. "/site/pack/packer/start/code_runner.nvim/lua/code_runner/project_manager.json",
project = {},
}
local M = {}
-- set user config
M.set = function(user_options)
options = vim.tbl_deep_extend("force", options, user_options)
end
M.get = function()
return options
end
return M
|
local ATTEMPTS_MAX = 40
local ignored_skills = Ext.Require("Server/BonusSkills/IgnoredSkills.lua")
local ignored_skillwords = Ext.Require("Server/BonusSkills/IgnoredSkillWords.lua")
local ignored_parents = {
Target_SourceVampirism = true
}
local redirected_skills = {
Rain_Oil = "Rain_LLENEMY_EnemyOil"
}
-- Has a mod already added to IgnoredSkills?
if IgnoredSkills ~= nil then
for skill,b in pairs(IgnoredSkills) do
ignored_skills[skill] = b
end
end
IgnoredSkills = ignored_skills
if IgnoredWords ~= nil then
for i,word in pairs(IgnoredWords) do
table.insert(ignored_skillwords, word)
end
end
IgnoredWords = ignored_skillwords
---@type SkillEntry
local SkillEntry = Classes.SkillEntry
---@type SkillGroup
local SkillGroup = Classes.SkillGroup
---@param ability string
---@return SkillGroup
local function GetSkillGroup(self, ability)
for _,v in pairs(self) do
if v.ability == ability then return v end
end
return nil
end
local function IsSummmonSkill(skill)
if Ext.StatGetAttribute(skill, "SkillType") == "Summon" then
return true
else
---@type StatProperty[]
local props = Ext.StatGetAttribute(skill, "SkillProperties")
if props ~= nil and #props > 0 then
for i,v in pairs(props) do
if v.Type == "Summon" then
return true
end
end
end
end
end
function IgnoreSkill(skill)
if IgnoredSkills[skill] == false then return false end
if IgnoredSkills[skill] == true then return true end
if string.sub(skill,1,1) == "_" then
return true
end
if IsSummmonSkill(skill) then
return true
end
local parent = Ext.StatGetAttribute(skill, "Using")
if parent ~= nil and ignored_parents[parent] == true then
return true
end
for _,word in pairs(ignored_skillwords) do
if string.find(skill, word) then return true end
end
return false
end
local function IgnoreSkill_QRY(skill)
if IgnoreSkill(skill) then
return 1
end
return 0
end
Ext.NewQuery(IgnoreSkill_QRY, "LLENEMY_Ext_QRY_IgnoreSkill", "[in](STRING)_Skill, [out](INTEGER)_Ignored")
local function TotalSkills_QRY(uuid)
local char = Ext.GetCharacter(uuid)
if char ~= nil then
return #char:GetSkills()
end
end
Ext.NewQuery(TotalSkills_QRY, "LLENEMY_Ext_QRY_GetTotalSkills", "[in](CHARACTERGUID)_Character, [out](INTEGER)_TotalSkills")
local AIFLAG_CANNOT_USE = 140689826905584
local function LLENEMY_ParentSkillIsInvalid(skill)
local parent = Ext.StatGetAttribute(skill, "Using")
if parent ~= nil then
if Ext.StatGetAttribute(parent, "SkillType") == nil then
Ext.Print("[LLENEMY_BonusSkills.lua] [*ERROR*] Parent skill for '" .. tostring(skill) .. "' does not exist! Skipping!")
return true
end
end
return false
end
---@param requirementsTable StatRequirement[]
---@return boolean
local function HasTagRequirement(requirementsTable)
for i,v in pairs(requirementsTable) do
if v.Requirement == "Tag" then
return true
end
end
return false
end
function BuildEnemySkills()
EnemySkills = {
SkillGroup:Create("None", "None"),
SkillGroup:Create("WarriorLore", "Warrior"),
SkillGroup:Create("RangerLore", "Ranger"),
SkillGroup:Create("RogueLore", "Rogue"),
SkillGroup:Create("AirSpecialist", "Air"),
SkillGroup:Create("EarthSpecialist", "Earth"),
SkillGroup:Create("FireSpecialist", "Fire"),
SkillGroup:Create("WaterSpecialist", "Water"),
SkillGroup:Create("Necromancy", "Death"),
SkillGroup:Create("Polymorph", "Polymorph"),
SkillGroup:Create("Summoning", "Summoning"),
SkillGroup:Create("Sourcery", "Source"),
}
local skills = Ext.GetStatEntries("SkillData")
for k,skill in pairs(skills) do
if redirected_skills[skill] ~= nil then
local swapped_skill = redirected_skills[skill]
LeaderLib.PrintDebug("[LLENEMY_BonusSkills.lua] Swapping skill '" .. tostring(skill) .. "' for '"..swapped_skill .. "'")
skill = swapped_skill
end
local isenemy = Ext.StatGetAttribute(skill, "IsEnemySkill")
local aiflags = Ext.StatGetAttribute(skill, "AIFlags")
local ap = Ext.StatGetAttribute(skill, "ActionPoints")
local cd = Ext.StatGetAttribute(skill, "Cooldown")
if not IgnoreSkill(skill) then
if aiflags ~= AIFLAG_CANNOT_USE and (isenemy == "Yes" and string.find(skill, "Enemy")) then
if ap > 0 or cd > 0 then
local b,invalidSkill = pcall(LLENEMY_ParentSkillIsInvalid, skill)
if not b then invalidSkill = true end
if not invalidSkill then
local ability = Ext.StatGetAttribute(skill, "Ability")
local requirement = Ext.StatGetAttribute(skill, "Requirement")
local sp = Ext.StatGetAttribute(skill, "Magic Cost")
if sp == nil then sp = 0 end
local tier = Ext.StatGetAttribute(skill, "Tier")
if IsSummmonSkill(skill) then
EnemySummonSkills[skill] = SkillEntry:Create(skill, requirement, sp, tier)
else
local skillgroup = GetSkillGroup(EnemySkills, ability)
if skillgroup ~= nil then
skillgroup:Add(SkillEntry:Create(skill, requirement, sp, tier))
end
end
else
LeaderLib.PrintDebug("[LLENEMY_BonusSkills.lua] Skill '" .. tostring(skill) .. "' is invalid? pcall (".. tostring(b) ..") invalidSkill(".. tostring(invalidSkill)..")")
end
end
else
if Ext.StatGetAttribute(skill, "ForGameMaster") == "Yes" and isenemy ~= "Yes" and Ext.StatGetAttribute(skill, "Memory Cost") > 0 then
local tier = Ext.StatGetAttribute(skill, "Tier")
if LeaderLib.Data.OriginalSkillTiers ~= nil and LeaderLib.Data.OriginalSkillTiers[skill] ~= nil then
tier = LeaderLib.Data.OriginalSkillTiers[skill]
end
if tier ~= nil and tier ~= "" and tier ~= "None" then
---@type StatRequirement[]
local requirements = Ext.StatGetAttribute(skill, "Requirements")
---@type StatRequirement[]
local memorizationRequirements = Ext.StatGetAttribute(skill, "MemorizationRequirements")
-- Skills with tag requirements tend to be special and shouldn't be randomly added
if not HasTagRequirement(requirements) and not HasTagRequirement(memorizationRequirements) then
local ability = Ext.StatGetAttribute(skill, "Ability")
if ability ~= "" and ability ~= "None" then
-- Poison skills being under the Earth Ability
if ability == "Earth" then
if string.find(skill, "Poison") or Ext.StatGetAttribute(skill, "DamageType") == "Poison" then
ability = "Poison"
end
end
if ItemCorruption.Boosts.BonusSkills[ability] == nil then
ItemCorruption.Boosts.BonusSkills[ability] = {}
end
table.insert(ItemCorruption.Boosts.BonusSkills[ability], skill)
end
end
end
end
end
end
end
end
local function GetHighestAbility(enemy)
local last_highest_ability = "None"
local last_highest_val = 0
for _,skillgroup in pairs(EnemySkills) do
if skillgroup.id ~= "None" then
local ability_val = CharacterGetAbility(enemy, tostring(skillgroup.id))
---LeaderLib.PrintDebug("[LLENEMY_BonusSkills.lua:GetHighestAbility] ---- Ability (" .. tostring(skillgroup.id) .. ") = ("..tostring(ability_val)..")")
if ability_val ~= nil and ability_val > 0 and ability_val > last_highest_val then
last_highest_ability = skillgroup.id
last_highest_val = ability_val
end
end
end
return last_highest_ability
end
local weapontype_requirements = {
Sword = "MeleeWeapon",
Club = "MeleeWeapon",
Axe = "MeleeWeapon",
Knife = {"DaggerWeapon", "MeleeWeapon"},
Spear = "MeleeWeapon",
Staff = {"StaffWeapon", "MeleeWeapon"},
Bow = "RangedWeapon",
Crossbow = "RangedWeapon",
Rifle = {"RifleWeapon", "RangedWeapon"},
--Wand = {"MeleeWeapon"},
}
---@class WeaponRequirementFlag
local WeaponRequirementFlag = {
flag = "",
requirements = "None",
}
WeaponRequirementFlag.__index = WeaponRequirementFlag
function WeaponRequirementFlag:Create(flag, requirements)
local this =
{
flag = flag,
requirements = requirements
}
setmetatable(this, self)
return this
end
local weapontype_requirements_flags = {}
weapontype_requirements_flags[#weapontype_requirements_flags+1] = WeaponRequirementFlag:Create("LeaderLib_SkillRequirement_DaggerWeapon", {"DaggerWeapon", "MeleeWeapon"})
weapontype_requirements_flags[#weapontype_requirements_flags+1] = WeaponRequirementFlag:Create("LeaderLib_SkillRequirement_StaffWeapon", {"StaffWeapon", "MeleeWeapon"})
weapontype_requirements_flags[#weapontype_requirements_flags+1] = WeaponRequirementFlag:Create("LeaderLib_SkillRequirement_MeleeWeapon", "MeleeWeapon")
weapontype_requirements_flags[#weapontype_requirements_flags+1] = WeaponRequirementFlag:Create("LeaderLib_SkillRequirement_RangedWeapon", "RangedWeapon")
--weapontype_requirements_flags[#weapontype_requirements_flags+1] = WeaponRequirementFlag:Create("LeaderLib_SkillRequirement_WandWeapon", "WandWeapon")
local function GetWeaponRequirement(enemy)
for i,v in pairs(weapontype_requirements_flags) do
if ObjectGetFlag(enemy, v.flag) == 1 then
return v.requirements
end
end
--[[ local weapon = CharacterGetEquippedWeapon(enemy)
if weapon ~= nil then
local stat = NRD_ItemGetStatsId(weapon)
local weapontype = NRD_StatGetString(stat, "WeaponType")
local req_entry = weapontype_requirements[weapontype]
if req_entry ~= nil then
return req_entry
end
end ]]
return "None"
end
local function GetPreferredSkillGroup(ability,requirement,lastgroup)
--LeaderLib.PrintDebug("EnemySkills count: " .. tostring(#EnemySkills) .. " | Looking for " .. ability)
if ability ~= "None" and (lastgroup == nil or lastgroup ~= nil and lastgroup.id ~= ability) then
for k,v in pairs(EnemySkills) do
if v.id == ability or v.ability == ability then return v end
end
else
local attempts = 0
while attempts < 20 do
local rantable = LeaderLib.Common.GetRandomTableEntry(EnemySkills)
if rantable ~= nil then
local ranskill = LeaderLib.Common.GetRandomTableEntry(rantable.skills)
if ranskill ~= nil then
if ranskill.requirement == "None" then
return rantable
end
if type(requirement) == "string" and ranskill.requirement == requirement then
--LeaderLib.PrintDebug("[LLENEMY_BonusSkills.lua:GetPreferredSkillGroup] ---- Matched skill (" .. tostring(ranskill.id) .. ") to requirement ("..requirement..") for group ("..rantable.id..")")
return rantable
elseif type(requirement) == "table" then
for k,v in pairs(requirement) do
if v == ranskill.requirement then
--LeaderLib.PrintDebug("[LLENEMY_BonusSkills.lua:GetPreferredSkillGroup] ---- Matched skill (" .. tostring(ranskill.id) .. ") to requirement ("..v..") for group ("..rantable.id..")")
return rantable
end
end
end
else
print("Failed to get random skill:")
print(Ext.JsonStringify(rantable))
end
end
attempts = attempts + 1
end
end
return nil
end
local function SkillIsBlockedByUser(skill)
local userList = Settings.Global.Variables.EnemySkillIgnoreList
if userList ~= nil and #userList > 0 then
for i,v in pairs(userList) do
if v == skill or string.find(skill, v) then
return true
end
end
end
return false
end
function AddBonusSkills(enemy,remainingstr,source_skills_remainingstr)
local remaining = math.max(tonumber(remainingstr), 1)
local source_skills_remaining = math.max(tonumber(source_skills_remainingstr), 0)
local preferred_ability = GetHighestAbility(enemy)
local preferred_requirement = GetWeaponRequirement(enemy)
--local sp_max = CharacterGetMaxSourcePoints(enemy)
local level = CharacterGetLevel(enemy)
LeaderLib.PrintDebug("[LLENEMY_BonusSkills.lua] Enemy '" .. tostring(enemy) .. "' preferred Ability (".. tostring(preferred_ability) ..") Requirement (".. tostring(LeaderLib.Common.Dump(preferred_requirement)) ..") Bonus Skills ("..tostring(remaining)..") Source Skills ("..tostring(source_skills_remaining)..").")
local skillgroup = GetPreferredSkillGroup(preferred_ability, preferred_requirement, nil)
if skillgroup == nil then
LeaderLib.PrintDebug("[LLENEMY_BonusSkills.lua] -- Can't get a skillgroup for Enemy '" .. tostring(enemy) .. "'. Skipping.")
return false
end
local attempts = 0
while remaining > 0 and attempts < ATTEMPTS_MAX do
local success = false
local skill = skillgroup:GetRandomSkill(enemy, preferred_requirement, level, source_skills_remaining)
if skill ~= nil and not SkillIsBlockedByUser(skill) then
if skill.sp > 0 then
source_skills_remaining = source_skills_remaining - 1
end
LeaderLib.PrintDebug("[LLENEMY_BonusSkills.lua] -- Adding skill (".. tostring(skill.id) ..") to enemy '" .. tostring(enemy) .. "'.")
CharacterAddSkill(enemy, skill.id, 0)
success = true
end
if success == true then
remaining = remaining - 1
--- Get another random skillgroup when no preference is set
if remaining > 0 and preferred_ability == "None" then
local nextskillgroup = GetPreferredSkillGroup(preferred_ability, preferred_requirement, skillgroup)
if nextskillgroup ~= nil then
skillgroup = nextskillgroup
end
end
end
attempts = attempts + 1
end
if attempts >= ATTEMPTS_MAX then
LeaderLib.PrintDebug("[LLENEMY_BonusSkills.lua] Enemy '" .. tostring(enemy) .. "' hit the maximum amount of random attempts when getting a skill from group ("..skillgroup.id..").")
end
end
function AddSummonSkill(enemy, amountStr)
local skills = {}
for skill,v in pairs(EnemySummonSkills) do
table.insert(skills, skill)
end
skills = Common.ShuffleTable(skills)
local addSkill = Common.GetRandomTableEntry(skills)
if not StringHelpers.IsNullOrEmpty(addSkill) then
CharacterAddSkill(enemy, addSkill, 0)
end
end |
local odimension, ointerior, ox, oy, oz, orot, oskin
local localPlayer = getLocalPlayer()
local team = 0
local factionrank
local skins
local skincount
local curr
function changeDutySkin()
local factionid = getElementData(localPlayer, "faction")
factionrank = getElementData(localPlayer, "factionrank")
curr = 1
if (factionid==1) then
team = 1
skins = { }
skins[1] = { }
skins[1][1] = 71
skins[1][2] = 1
skins[2] = { }
skins[2][1] = 280
skins[2][2] = 2
skins[3] = { }
skins[3][1] = 281
skins[3][2] = 10
skins[4] = { }
skins[4][1] = 282
skins[4][2] = 12
skins[5] = { }
skins[5][1] = 283
skins[5][2] = 15
skins[6] = { }
skins[6][1] = 284
skins[6][2] = 2
skins[7] = { }
skins[7][1] = 288
skins[7][2] = 13
skincount = 7
elseif (factionid==2) then
team = 2
skins = { }
skins[1] = { }
skins[1][1] = 274
skins[1][2] = 1
skins[2] = { }
skins[2][1] = 275
skins[2][2] = 1
skins[3] = { }
skins[3][1] = 276
skins[3][2] = 1
skins[4] = { }
skins[4][1] = 277
skins[4][2] = 1
skins[5] = { }
skins[5][1] = 278
skins[5][2] = 1
skins[6] = { }
skins[6][1] = 279
skins[6][2] = 1
skincount = 6
elseif (factionid==4) then
team = 4
skins = { }
skins[1] = { }
skins[1][1] = 163
skins[1][2] = 1
skins[2] = { }
skins[2][1] = 164
skins[2][2] = 1
skins[3] = { }
skins[3][1] = 165
skins[3][2] = 1
skins[4] = { }
skins[4][1] = 166
skins[4][2] = 1
skins[5] = { }
skins[5][1] = 286
skins[5][2] = 1
skincount = 5
else
return
end
odimension = getElementDimension(localPlayer)
ointerior = getElementInterior(localPlayer)
ox, oy, oz = getElementPosition(localPlayer)
orot = getPedRotation(localPlayer)
oskin = getElementModel(localPlayer)
local dimension = 65000 + getElementData(localPlayer, "gameaccountid")
setElementDimension(localPlayer, dimension)
setElementInterior(localPlayer, 0)
setElementPosition(localPlayer, 2373.1181640625, 972.830078125, 18.318904876709)
setPedRotation(localPlayer, 0)
setCameraMatrix(2373.0029296875, 976.880859375, 18.318904876709, 2373.1181640625, 972.830078125, 18.318904876709)
bindKey("Enter", "down", finishDutySkin)
addEventHandler("onClientRender", getRootElement(), displayHelpText)
unbindKey("F4", "down", changeDutySkin)
bindKey("arrow_l", "down", prevDutySkin)
bindKey("arrow_r", "down", nextDutySkin)
setElementModel(localPlayer, skins[1][1])
toggleAllControls(false, true, false)
end
bindKey("F4", "down", changeDutySkin)
function prevDutySkin()
curr = curr - 1
if (curr<1) then
curr = skincount
end
setElementModel(localPlayer, skins[curr][1])
end
function nextDutySkin()
curr = curr + 1
if (curr>skincount) then
curr = 1
end
setElementModel(localPlayer, skins[curr][1])
end
function displayHelpText()
local screenWidth, screenHeight = guiGetScreenSize()
dxDrawText("Use arrow keys to pick a skin. Enter to select that skin.", screenHeight-380, screenHeight-93, screenWidth-30, screenHeight, tocolor ( 255, 255, 255, 255 ), 1, "pricedown")
if (skins[curr][2]>factionrank) then
dxDrawText("You are not a high enough rank to use this skin.", screenHeight-380, screenHeight-120, screenWidth-30, screenHeight, tocolor ( 255, 0, 0, 255 ), 1, "pricedown")
end
end
function finishDutySkin()
if (skins[curr][2]>factionrank) then
playSoundFrontEnd(7)
else
toggleAllControls(true, true, false)
bindKey("F4", "down", changeDutySkin)
unbindKey("arrow_l", "down", prevDutySkin)
unbindKey("arrow_r", "down", nextDutySkin)
removeEventHandler("onClientRender", getRootElement(), displayHelpText)
setElementDimension(localPlayer, odimension)
setElementInterior(localPlayer, ointerior)
triggerServerEvent("finishDutySkin", localPlayer, ox, oy, oz, orot, odimension, ointerior, skins[curr][1])
setElementModel(localPlayer, oskin)
unbindKey("Enter", "down", finishDutySkin)
end
end |
return {
uiEffect = "",
name = "受伤瞬移",
cd = 5,
painting = 0,
id = 79075,
picture = "0",
aniEffect = "",
desc = "瞬移",
effect_list = {
{
type = "BattleSkillTeleport",
target_choise = {
"TargetHarmNearest"
},
arg_list = {
delay = 1.6,
targetRelativeRandom = {
rear = 16,
upper = 4,
lower = 0,
front = 8
}
}
},
{
type = "BattleSkillPlayFX",
target_choise = {},
arg_list = {
delay = 1.5,
effect = "shanshuo",
casterRelativeCorrdinate = {
hrz = 0,
vrt = 0
}
}
}
}
}
|
-- choose correct ffi functions for OS
-- TODO many are common and can be shared here
local require, error, assert, tonumber, tostring,
setmetatable, pairs, ipairs, unpack, rawget, rawset,
pcall, type, table, string =
require, error, assert, tonumber, tostring,
setmetatable, pairs, ipairs, unpack, rawget, rawset,
pcall, type, table, string
local cdef = require "ffi".cdef
-- common functions for BSD, OSX and and Linux
-- note that some functions may not be available in all, but so long as prototype is standard they can go here
cdef[[
int open(const char *pathname, int flags, mode_t mode);
int close(int fd);
int chdir(const char *path);
int fchdir(int fd);
int mkdir(const char *pathname, mode_t mode);
int rmdir(const char *pathname);
int unlink(const char *pathname);
int rename(const char *oldpath, const char *newpath);
int chmod(const char *path, mode_t mode);
int fchmod(int fd, mode_t mode);
int chown(const char *path, uid_t owner, gid_t group);
int fchown(int fd, uid_t owner, gid_t group);
int lchown(const char *path, uid_t owner, gid_t group);
int link(const char *oldpath, const char *newpath);
int linkat(int olddirfd, const char *oldpath, int newdirfd, const char *newpath, int flags);
int symlink(const char *oldpath, const char *newpath);
int chroot(const char *path);
mode_t umask(mode_t mask);
void sync(void);
int mknod(const char *pathname, mode_t mode, dev_t dev);
int mkfifo(const char *path, mode_t mode);
ssize_t read(int fd, void *buf, size_t count);
ssize_t readv(int fd, const struct iovec *iov, int iovcnt);
ssize_t write(int fd, const void *buf, size_t count);
ssize_t writev(int fd, const struct iovec *iov, int iovcnt);
ssize_t pread(int fd, void *buf, size_t count, off_t offset);
ssize_t pwrite(int fd, const void *buf, size_t count, off_t offset);
ssize_t preadv(int fd, const struct iovec *iov, int iovcnt, off_t offset);
ssize_t pwritev(int fd, const struct iovec *iov, int iovcnt, off_t offset);
int access(const char *pathname, int mode);
off_t lseek(int fd, off_t offset, int whence);
ssize_t readlink(const char *path, char *buf, size_t bufsiz);
int fsync(int fd);
int fdatasync(int fd);
int fcntl(int fd, int cmd, void *arg); /* arg is long or pointer */
int stat(const char *path, struct stat *sb);
int lstat(const char *path, struct stat *sb);
int fstat(int fd, struct stat *sb);
int truncate(const char *path, off_t length);
int ftruncate(int fd, off_t length);
int shm_open(const char *pathname, int flags, mode_t mode);
int shm_unlink(const char *name);
int flock(int fd, int operation);
int socket(int domain, int type, int protocol);
int socketpair(int domain, int type, int protocol, int sv[2]);
int pipe2(int pipefd[2], int flags);
int dup(int oldfd);
int dup2(int oldfd, int newfd);
int dup3(int oldfd, int newfd, int flags);
ssize_t recv(int sockfd, void *buf, size_t len, int flags);
ssize_t send(int sockfd, const void *buf, size_t len, int flags);
ssize_t sendto(int sockfd, const void *buf, size_t len, int flags, const struct sockaddr *dest_addr, socklen_t addrlen);
ssize_t recvfrom(int sockfd, void *buf, size_t len, int flags, struct sockaddr *src_addr, socklen_t *addrlen);
ssize_t sendmsg(int sockfd, const struct msghdr *msg, int flags);
ssize_t recvmsg(int sockfd, struct msghdr *msg, int flags);
int getsockopt(int sockfd, int level, int optname, void *optval, socklen_t *optlen);
int setsockopt(int sockfd, int level, int optname, const void *optval, socklen_t optlen);
int bind(int sockfd, const struct sockaddr *addr, socklen_t addrlen);
int listen(int sockfd, int backlog);
int connect(int sockfd, const struct sockaddr *addr, socklen_t addrlen);
int accept(int sockfd, struct sockaddr *addr, socklen_t *addrlen);
int accept4(int sockfd, void *addr, socklen_t *addrlen, int flags);
int getsockname(int sockfd, struct sockaddr *addr, socklen_t *addrlen);
int getpeername(int sockfd, struct sockaddr *addr, socklen_t *addrlen);
int shutdown(int sockfd, int how);
int pipe(int pipefd[2]);
int select(int nfds, fd_set *readfds, fd_set *writefds, fd_set *exceptfds, struct timeval *timeout);
int poll(struct pollfd *fds, nfds_t nfds, int timeout);
int pselect(int nfds, fd_set *readfds, fd_set *writefds, fd_set *exceptfds, const struct timespec *timeout, const sigset_t *sigmask);
int nanosleep(const struct timespec *req, struct timespec *rem);
int getrusage(int who, struct rusage *usage);
int getpriority(int which, int who);
int setpriority(int which, int who, int prio);
uid_t getuid(void);
uid_t geteuid(void);
pid_t getpid(void);
pid_t getppid(void);
gid_t getgid(void);
gid_t getegid(void);
int setuid(uid_t uid);
int setgid(gid_t gid);
int seteuid(uid_t euid);
int setegid(gid_t egid);
pid_t getsid(pid_t pid);
pid_t setsid(void);
int setpgid(pid_t pid, pid_t pgid);
pid_t getpgid(pid_t pid);
pid_t getpgrp(void);
pid_t fork(void);
int execve(const char *filename, const char *argv[], const char *envp[]);
void exit(int status);
void _exit(int status);
int sigaction(int signum, const struct sigaction *act, struct sigaction *oldact);
int sigprocmask(int how, const sigset_t *set, sigset_t *oldset);
int sigpending(sigset_t *set);
int sigsuspend(const sigset_t *mask);
int kill(pid_t pid, int sig);
int getgroups(int size, gid_t list[]);
int setgroups(size_t size, const gid_t *list);
int gettimeofday(struct timeval *tv, void *tz);
int settimeofday(const struct timeval *tv, const void *tz);
int getitimer(int which, struct itimerval *curr_value);
int setitimer(int which, const struct itimerval *new_value, struct itimerval *old_value);
int acct(const char *filename);
void *mmap(void *addr, size_t length, int prot, int flags, int fd, off_t offset);
int munmap(void *addr, size_t length);
int msync(void *addr, size_t length, int flags);
int madvise(void *addr, size_t length, int advice);
int mlock(const void *addr, size_t len);
int munlock(const void *addr, size_t len);
int mlockall(int flags);
int munlockall(void);
int openat(int dirfd, const char *pathname, int flags, mode_t mode);
int mkdirat(int dirfd, const char *pathname, mode_t mode);
int unlinkat(int dirfd, const char *pathname, int flags);
int renameat(int olddirfd, const char *oldpath, int newdirfd, const char *newpath);
int fchownat(int dirfd, const char *pathname, uid_t owner, gid_t group, int flags);
int symlinkat(const char *oldpath, int newdirfd, const char *newpath);
int mknodat(int dirfd, const char *pathname, mode_t mode, dev_t dev);
int mkfifoat(int dirfd, const char *pathname, mode_t mode);
int fchmodat(int dirfd, const char *pathname, mode_t mode, int flags);
int readlinkat(int dirfd, const char *pathname, char *buf, size_t bufsiz);
int faccessat(int dirfd, const char *pathname, int mode, int flags);
int fstatat(int dirfd, const char *pathname, struct stat *buf, int flags);
int futimens(int fd, const struct timespec times[2]);
int utimensat(int dirfd, const char *pathname, const struct timespec times[2], int flags);
int lchmod(const char *path, mode_t mode);
int fchroot(int fd);
int utimes(const char *filename, const struct timeval times[2]);
int futimes(int, const struct timeval times[2]);
int lutimes(const char *filename, const struct timeval times[2]);
pid_t wait4(pid_t wpid, int *status, int options, struct rusage *rusage);
int posix_openpt(int oflag);
int clock_getres(clockid_t clk_id, struct timespec *res);
int clock_gettime(clockid_t clk_id, struct timespec *tp);
int clock_settime(clockid_t clk_id, const struct timespec *tp);
int clock_nanosleep(clockid_t clock_id, int flags, const struct timespec *request, struct timespec *remain);
ssize_t listxattr(const char *path, char *list, size_t size);
ssize_t llistxattr(const char *path, char *list, size_t size);
ssize_t flistxattr(int fd, char *list, size_t size);
ssize_t getxattr(const char *path, const char *name, void *value, size_t size);
ssize_t lgetxattr(const char *path, const char *name, void *value, size_t size);
ssize_t fgetxattr(int fd, const char *name, void *value, size_t size);
int setxattr(const char *path, const char *name, const void *value, size_t size, int flags);
int lsetxattr(const char *path, const char *name, const void *value, size_t size, int flags);
int fsetxattr(int fd, const char *name, const void *value, size_t size, int flags);
int removexattr(const char *path, const char *name);
int lremovexattr(const char *path, const char *name);
int fremovexattr(int fd, const char *name);
]]
|
target("quark-base")
set_symbols("debug")
set_kind("static")
--add_includedirs("$(projectdir)/deps/easyloggingpp")
add_links("uring")
add_linkdirs("$(projectdir)/deps/liburing/lib")
add_files("*.cpp")
add_files("$(projectdir)/deps/easyloggingpp/easylogging++.cc")
|
--[[-----------------------------------------------------------------------------
* Infected Wars, an open source Garry's Mod game-mode.
*
* Infected Wars is the work of multiple authors,
* a full list can be found in CONTRIBUTORS.md.
* For more information, visit https://github.com/JarnoVgr/InfectedWars
*
* Infected Wars is free software: you can redistribute it and/or modify
* it under the terms of the MIT License.
*
* A full copy of the MIT License can be found in LICENSE.txt.
-----------------------------------------------------------------------------]]
include('shared.lua')
local matPentagram = Material( "infectedwars/pentagram" )
function ENT:Name()
return "< Sacrifical Baby >"
end
function ENT:Team()
return TEAM_UNDEAD
end
function ENT:Initialize()
self.emitter = ParticleEmitter( self.Entity:GetPos() )
end
function ENT:Think()
self.endpos = self.Entity:GetDTVector( 0 )
if not self.Entity:GetDTBool( 0 ) then return end
local hp = self.Entity:GetDTFloat( 0 )
-- Particle timer
self.ParticleTimer = self.ParticleTimer or (CurTime()+0.01)
if ( self.ParticleTimer <= CurTime() ) then
self.ParticleTimer = CurTime() + 0.01 + 0.02/hp
-- Smoke effects
local spawnPos = self.endpos+((math.random(0,25)/math.random(1,2))*(Vector(math.Rand(-1,1),math.Rand(-1,1),0):Normalize()))
if self.emitter then -- make sure that the emitter was created
local particle = self.emitter:Add( "particle/fire", spawnPos )
particle:SetVelocity( Vector(0,0,15+math.random(0,10)) )
particle:SetDieTime( 0.5 + math.Rand(0,0.5) + (hp/100) )
particle:SetStartAlpha( math.Rand( 100, 150 ) )
particle:SetEndAlpha( 0 )
particle:SetStartSize( math.Rand( 5, 10 ) )
particle:SetEndSize( math.Rand( 5, 10 ) )
particle:SetRoll( math.Rand( -0.2, 0.2 ) )
local ran = math.random(0,20)
particle:SetColor( 255, 20+ran, 20+ran )
end
end
end
function ENT:OnRemove()
self.emitter:Finish()
end
function ENT:Draw()
self.Entity:DrawModel()
if not self.Entity:GetDTBool( 1 ) or not self.endpos then return end
render.SetMaterial( matPentagram )
local Size = 50 + 10*math.sin(CurTime())
render.DrawQuadEasy( self.endpos, Vector(0,0,1), Size, Size, Color(255,255,255,255), 0 )
local Jump = CurTime()%5*4
render.DrawQuadEasy( self.endpos+Vector(0,0,Jump*1.5), Vector(0,0,1), 40, 40, Color(255,255,255,math.max(10-Jump,0)*(255/20)), 0 )
end
|
Script.Load("lua/%__MODNAME__%/ModFramework/Modules/FrameworkModule.lua")
class 'EnumUtilitiesModule' (FrameworkModule)
function EnumUtilitiesModule:Initialize(framework)
FrameworkModule.Initialize(self, "enumutilities", framework, false)
end
--[[
Append key to enum
tbl: Enum
key: Key
]]
function EnumUtilitiesModule:AppendToEnum(tbl, key)
fw_assert_not_nil(tbl, "Enum cannot be nil", self)
fw_assert_type(tbl, "table", "Enum", self)
fw_assert_not_nil(key, "Key cannot be nil", self)
fw_assert_nil(rawget(tbl,key), "Key already exists in enum.")
local maxVal
if tbl == kTechId then
maxVal = tbl.Max
-- Delete old max
rawset(tbl, rawget(tbl, maxVal), nil)
rawset(tbl, maxVal, nil)
-- Move max down
rawset(tbl, 'Max', maxVal + 1)
rawset(tbl, maxVal + 1, 'Max')
else
maxVal = -1
for k, v in next, tbl do
if type(v) == "number" and v > maxVal then
maxVal = v
end
end
maxVal = maxVal + 1
end
fw_assert_not_nil(maxVal, "Failed to get next value for enum")
rawset(tbl, key, maxVal)
rawset(tbl, maxVal, key)
end
--[[
Delete key from enum
tbl: Enum
key: Key
]]
function EnumUtilitiesModule:RemoveFromEnum(tbl, key)
fw_assert_not_nil(tbl, "Enum cannot be nil", self)
fw_assert_type(tbl, "table", "Enum", self)
fw_assert_not_nil(key, "Key cannot be nil", self)
fw_assert_not_nil(rawget(tbl, key), "Key doesn't exist in enum", self)
-- Delete enum entry
rawset(tbl, rawget(tbl, key), nil)
rawset(tbl, key, nil)
-- If we modified the kTechId eunm, we need to update kTechId.Max too.
if tbl == kTechId then
local maxVal = tbl.Max
-- delete old max
rawset(tbl, rawget(tbl, maxVal), nil)
rawset(tbl, maxVal, nil)
-- move max down
rawset(tbl, 'Max', maxVal - 1)
rawset(tbl, maxVal - 1, 'Max')
end
end
|
-- WIP Hashed Queue
local function NtoZ_c(x, y)
return (x >= 0 and x or (-0.5 - x)), (y >= 0 and y or (-0.5 - y))
end
local function cantorPair_v7(pos)
local x, y = NtoZ_c(math.floor(pos.x), math.floor(pos.y))
local s = x + y
local h = s * (s + 0.5) + x
return h + h
end
local Queue = {}
function Queue.new()
return {_hash={}}
end
function Queue.set_hash(t, data)
local index = data.entity.unit_number or cantorPair_v7(data.entity.position)
local hash = t._hash
hash[index] = hash[index] or {}
hash[index].count = (hash[index].count or 0) + 1
hash[index][data.hash] = data.hash
return index
end
function Queue.get_hash(t, entity)
local index = entity.unit_number or cantorPair_v7(entity.position)
return t._hash[index]
end
function Queue.insert(t, data, tick, count)
data.hash = Queue.set_hash(t, data)
t[tick] = t[tick] or {}
t[tick][#t[tick] + 1] = data
return t, count
end
function Queue.next(t, _next_tick, tick_spacing, dont_combine)
tick_spacing = tick_spacing or 1
local count = 0
local tick = (_next_tick and _next_tick >= game.tick and _next_tick) or game.tick
local next_tick = function(really_dont_combine)
tick = tick + tick_spacing
while (dont_combine or really_dont_combine) and t[tick] do
tick = tick + 1
end
count = count + 1
return tick, count
end
local queue_count = function(num)
count = count + (num or 0)
return count
end
return next_tick, queue_count
end
--Tick handler, handles executing multiple data tables in a queue
function Queue.execute(event, queue)
if queue[event.tick] then
for _, data in ipairs(queue[event.tick]) do
local hash, index = queue._hash, data.hash
if Queue[data.action] then
Queue[data.action](data)
end
hash[index][data.action] = nil
hash[index].count = hash[index].count - 1
if hash[index].count <= 0 then
hash[index] = nil
end
end
queue[event.tick] = nil
end
end
return Queue
|
target("CoreTest")
set_kind("binary")
set_group("Test")
add_files("**.cpp")
add_headerfiles("**.hpp")
add_deps("Core")
add_packages("gtest", {public = true})
add_includedirs("$(projectdir)/test/core_test", {public = true})
target_end() |
require "keycodes"
--- org author mafins
function SetupText()
ui.SET_TEXT_FONT(0)
ui.SET_TEXT_SCALE(0.4, 0.4)
ui.SET_TEXT_COLOUR(255, 255, 255, 255)
ui.SET_TEXT_WRAP(0.0, 1.0)
ui.SET_TEXT_CENTRE(0)
ui.SET_TEXT_DROPSHADOW(0, 0, 0, 0, 0)
ui.SET_TEXT_EDGE(0, 0, 0, 0, 0)
ui.SET_TEXT_OUTLINE()
end
function DrawString(text, x, y)
ui._SET_TEXT_ENTRY("STRING")
ui._ADD_TEXT_COMPONENT_STRING(text)
ui._DRAW_TEXT(x, y)
end
local grav_target_locked = false
local grav_entity = 0
local grav_partfx = 0
function GetCoordsFromCam(distance)
local rot = cam.GET_GAMEPLAY_CAM_ROT(2)
local coord = cam.GET_GAMEPLAY_CAM_COORD()
local tZ = rot.z * 0.0174532924;
local tX = rot.x * 0.0174532924;
local num = math.abs(math.cos(tX));
coord.x = coord.x + (-math.sin(tZ)) * (num + distance)
coord.y = coord.y + (math.cos(tZ)) * (num + distance)
coord.z = coord.z + math.sin(tX) * 8
return coord
end
function GetDirectionFromCam()
local rot = cam.GET_GAMEPLAY_CAM_ROT(2)
local coord = cam.GET_GAMEPLAY_CAM_COORD()
local tZ = rot.z * 0.0174532924;
local tX = rot.x * 0.0174532924;
local num = math.abs(math.cos(tX));
coord.x = (-math.sin(tZ)) * (num)
coord.y = (math.cos(tZ)) * (num)
coord.z = math.sin(tX)
return coord
end
function RequestControlEntity(entity)
local tick = 0
while network.NETWORK_HAS_CONTROL_OF_ENTITY(entity) == false and tick <= 12 do
network.NETWORK_REQUEST_CONTROL_OF_ENTITY(entity)
tick = tick + 1
end
return entity
end
local spawn_car = "ambulance"
function OnScriptTick()
if ped.IS_PED_SHOOTING(player.PLAYER_PED_ID()) == 1 then
local id = player.PLAYER_PED_ID()
local hash = gameplay.GET_HASH_KEY(spawn_car)
if hash > 0 and id > 0 then
streaming.REQUEST_MODEL(hash)
if streaming.HAS_MODEL_LOADED(hash) then
local coords = GetCoordsFromCam(6)
local vehicle_id = vehicle.CREATE_VEHICLE(hash, coords.x, coords.y, coords.z, 0, 1, 0)
local net_id = network.VEH_TO_NET(vehicle_id)
network.SET_NETWORK_ID_EXISTS_ON_ALL_MACHINES(net_id, 1)
audio.PLAY_SOUND_FROM_ENTITY(-1, "Foot_Swish", vehicle_id, "docks_heist_finale_2a_sounds", 0, 0)
entity.SET_ENTITY_HEADING(vehicle_id, entity.GET_ENTITY_HEADING(player.PLAYER_PED_ID()))
if network.NETWORK_HAS_CONTROL_OF_ENTITY(RequestControlEntity(vehicle_id)) == false then return end
local direction = GetDirectionFromCam()
entity.APPLY_FORCE_TO_ENTITY(vehicle_id, 1, 0, 150 + math.abs(direction.y) * 50, direction.z * 130, 0, 0, 0, 0, 1, 1, 1, 0, 1)
system.WAIT(10)
end
end
end
end
function OnDrawTick()
end
function Initialize()
end |
local instances = {}
return instances |
victorQuestpSlumsConvoTemplate = ConvoTemplate:new {
initialScreen = "",
templateType = "Lua",
luaClassHandler = "victorQuestpSlumsConvoHandler",
screens = {}
}
init_joined_victor = ConvoScreen:new {
id = "init_joined_victor",
leftDialog = "@conversation/victor_questp_slums:s_f25283c7", -- I knew you'd come. The story should be told to everyone. It has a good moral to it, I think.
stopConversation = "false",
options = {
{"@conversation/victor_questp_slums:s_8611417a", "tuskens_came"}, -- What story?
}
}
victorQuestpSlumsConvoTemplate:addScreen(init_joined_victor);
tuskens_came = ConvoScreen:new {
id = "tuskens_came",
leftDialog = "@conversation/victor_questp_slums:s_222d159b", -- Listen closely. The Sand People have been attacking the outskirts of the city. For some reason, the Empire has hidden this fact from those who do not live in the slums... not to panic everyone else, I guess. It's hard to live here. One particular night, a couple of months back, the Tuskens came. They killed several of us here. They took my son. I--I just don't want to think about it... about what could have happened that night.
stopConversation = "false",
options = {
{"@conversation/victor_questp_slums:s_540ac7e9", "poor_woman"}, -- Continue.
}
}
victorQuestpSlumsConvoTemplate:addScreen(tuskens_came);
poor_woman = ConvoScreen:new {
id = "poor_woman",
leftDialog = "@conversation/victor_questp_slums:s_41e66644", -- I'm just a poor woman. I'm not significant in this life, or to this city. But Victor Visalis heard of my misfortune and took pity on me. He took his own soldiers and destroyed the Tuskens. He returned my son to me! Can you believe that? I'm so grateful.
stopConversation = "false",
options = {
{"@conversation/victor_questp_slums:s_d5f19466", "would_do_anything"}, -- I need your help.
}
}
victorQuestpSlumsConvoTemplate:addScreen(poor_woman);
would_do_anything = ConvoScreen:new {
id = "would_do_anything",
leftDialog = "@conversation/victor_questp_slums:s_41330c9c", -- I will help you as well as I can. What do you need? Oh? I would do anything for Victor. I'd be happy to write my account of the happenings for you. Luckily, I know how to write. Victor funded my education as well. He's done so much for us. Give me a second..
stopConversation = "false",
options = {
--{"@conversation/victor_questp_slums:s_67e6df55", ""}, -- Okay.
}
}
victorQuestpSlumsConvoTemplate:addScreen(would_do_anything);
give_evidence = ConvoScreen:new {
id = "give_evidence",
leftDialog = "@conversation/victor_questp_slums:s_22977a6d", -- Done! Please take this written testimony. I hope it helps you and, most of all, helps Victor. I hope you have a good day.
stopConversation = "true",
options = {}
}
victorQuestpSlumsConvoTemplate:addScreen(give_evidence);
inv_full = ConvoScreen:new {
id = "inv_full",
leftDialog = "@conversation/victor_questp_slums:s_4f9d0087", -- Please take this written testimony--oh wait. You don't have enough room to accept it. Hmm... you should come back when you do.
stopConversation = "true",
options = {}
}
victorQuestpSlumsConvoTemplate:addScreen(inv_full);
init_office_phase = ConvoScreen:new {
id = "init_office_phase",
leftDialog = "@conversation/victor_questp_slums:s_f8cdce4", -- I can barely go outside anymore to do my chores. I fear for my child. I don't want him to be kidnapped again. An election should be coming up soon. I'd choose Victor Visalis. He would keep us poor citizens safe.
stopConversation = "true",
options = {}
}
victorQuestpSlumsConvoTemplate:addScreen(init_office_phase);
init_election_phase = ConvoScreen:new {
id = "init_election_phase",
leftDialog = "@conversation/victor_questp_slums:s_dcb207ac", -- I don't recognize you. You don't belong in this part of town. I hear there's a lot of commotion at the capitol. Something about an election. You should go and see what it's all about.
stopConversation = "true",
options = {}
}
victorQuestpSlumsConvoTemplate:addScreen(init_election_phase);
init_already_has_evidence = ConvoScreen:new {
id = "init_already_has_evidence",
leftDialog = "@conversation/victor_questp_slums:s_4117e563", -- Why are you back? I've already given you my testimony. Why haven't you shown it to the governor? What are you waiting for? She needs to know this.
stopConversation = "true",
options = {}
}
victorQuestpSlumsConvoTemplate:addScreen(init_already_has_evidence);
init_inv_was_full = ConvoScreen:new {
id = "init_inv_was_full",
leftDialog = "@conversation/victor_questp_slums:s_b6d2944c", -- I'm glad you've returned. Did you want your evidence now? I hope you have enough room.
stopConversation = "false",
options = {
--{"@conversation/victor_questp_slums:s_ee6997ba", "great_man"}, -- I do, thank you.
--{"@conversation/victor_questp_slums:s_76cc19da", "come_back_later"}, -- No, I still don't have room.
}
}
victorQuestpSlumsConvoTemplate:addScreen(init_inv_was_full);
was_full_give_evidence = ConvoScreen:new {
id = "was_full_give_evidence",
leftDialog = "@conversation/victor_questp_slums:s_b8dac377", -- I'm so glad! Please take this testimony. I wish you well in your life!
stopConversation = "true",
options = {}
}
victorQuestpSlumsConvoTemplate:addScreen(was_full_give_evidence);
inv_still_full = ConvoScreen:new {
id = "inv_still_full",
leftDialog = "@conversation/victor_questp_slums:s_585b9214", -- Oh no. You don't have enough room again. Please come back when you do. I hope to see you soon.
stopConversation = "true",
options = {}
}
victorQuestpSlumsConvoTemplate:addScreen(inv_still_full);
come_back_later = ConvoScreen:new {
id = "come_back_later",
leftDialog = "@conversation/victor_questp_slums:s_6ec1e03e", -- Okay then, come back later when you have more room.
stopConversation = "true",
options = {}
}
victorQuestpSlumsConvoTemplate:addScreen(come_back_later);
addConversationTemplate("victorQuestpSlumsConvoTemplate", victorQuestpSlumsConvoTemplate);
|
local pcall, dofile, _G = pcall, dofile, _G
module "luci.version"
if pcall(dofile, "/etc/openwrt_release") and _G.DISTRIB_DESCRIPTION then
distname = ""
distversion = _G.DISTRIB_DESCRIPTION
if _G.DISTRIB_REVISION then
distrevision = _G.DISTRIB_REVISION
if not distversion:find(distrevision,1,true) then
distversion = distversion .. " " .. distrevision
end
end
else
distname = "OpenWrt"
distversion = "Development Snapshot"
end
luciname = "LuCI lede-17.01 branch"
luciversion = "git-17.051.53299-a100738"
|
local core = require 'core'
local parser = require 'parser'
local buildVM = require 'vm'
local function catch_target(script)
local list = {}
local cur = 1
while true do
local start, finish = script:find('<[!?].-[!?]>', cur)
if not start then
break
end
list[#list+1] = { start + 2, finish - 2 }
cur = finish + 1
end
return list
end
local function founded(targets, results)
if #targets ~= #results then
return false
end
for _, target in ipairs(targets) do
for _, result in ipairs(results) do
if target[1] == result[1] and target[2] == result[2] then
goto NEXT
end
end
do return false end
::NEXT::
end
return true
end
function TEST(script)
local target = catch_target(script)
local start = script:find('<?', 1, true)
local finish = script:find('?>', 1, true)
local pos = (start + finish) // 2 + 1
local new_script = script:gsub('<[!?]', ' '):gsub('[!?]>', ' ')
local ast = parser:ast(new_script, 'lua', 'Lua 5.3')
assert(ast)
local vm = buildVM(ast)
assert(vm)
local positions = core.definition(vm, pos, 'reference')
if positions then
assert(founded(target, positions))
else
assert(#target == 0)
end
end
TEST [[
local <?a?> = 1
<!a!> = <!a!>
]]
TEST [[
t.<?a?> = 1
t.<!a!> = t.<!a!>
]]
TEST [[
:: <!LABEL!> ::
goto <?LABEL?>
]]
TEST [[
local a = 1
local <?a?> = 1
<!a!> = <!a!>
]]
TEST [[
local t = {
<?a?> = 1
}
print(t.<!a!>)
]]
TEST [[
local <!mt!> = {}
function <!mt!>:a()
<?self?>:remove()
end
]]
TEST [[
local function f()
return <?function ()
end?>
end
local <!f2!> = f()
]]
TEST [[
table.<!dump!>()
function table.<?dump?>()
end
]]
TEST [[
---@class <!Class!>
---@type <?Class?>
---@type <!Class!>
]]
TEST [[
---@class <?Class?>
---@type <!Class!>
---@type <!Class!>
]]
|
object_tangible_tcg_series3_decorative_jango_fett_memorial_statue = object_tangible_tcg_series3_shared_decorative_jango_fett_memorial_statue:new {
}
ObjectTemplates:addTemplate(object_tangible_tcg_series3_decorative_jango_fett_memorial_statue, "object/tangible/tcg/series3/decorative_jango_fett_memorial_statue.iff") |
local URL = require('url')
local qs = require('querystring')
-- helper to find elements by its values
local function _indexOf (target, field)
if type(target) == 'string' then
return target:find(field, 1, true)
end
for index, value in pairs(target) do
if value == field then return index end
end
return nil
end
-- list of supported methods to override
local function _supportMethod (method)
local methods = {
'get',
'post',
'put',
'head',
'delete',
'options',
'trace',
'copy',
'lock',
'mkcol',
'move',
'propfind',
'proppatch',
'unlock',
'report',
'mkactivity',
'checkout',
'merge',
'm-search',
'notify',
'subscribe',
'unsubscribe',
'patch'
}
return _indexOf(methods, method) ~= nil
end
-- create a getter for a given string
local function _createGetter (key)
return function (req, res)
if _indexOf(key:upper(), 'X-') == 1 then
return req.headers[key:lower()] or ''
else
local parsedURL = URL.parse(req.url)
if parsedURL.query and parsedURL.query ~= '' then
local query = qs.parse(parsedURL.query)
return query[key]
end
return ''
end
end
end
-- provides faux http method support
-- pass optional key param to use when checking for a method override, defaults to '_method'
local function methodOverride (key)
key = key or 'X-HTTP-Method-Override'
return function (req, res, nxt)
req.originalMethod = req.originalMethod or req.method
local get = _createGetter(key)
local method = get(req, res)
if _supportMethod(method:lower()) then
req.method = method:upper()
end
nxt()
end
end
return methodOverride
|
local args = ...
local player = args.player
local af = Def.ActorFrame{
--Name="Pane2_SideP1",
InitCommand=function(self) self:visible(false) end
}
af[#af+1] = LoadActor(THEME:GetPathB("ScreenEvaluation", "common/Panes/Pane1"), {player, args.player})
local position = player == "PlayerNumber_P1" and (_screen.cx - 155 + WideScale(115,0)) or -330
af[#af+1] = LoadActor("./ExperimentPercents.lua", player)..{InitCommand=function(self) self:x(position) end}
return af |
include("/scripts/includes/consts.lua")
name = ""
level = 20
itemIndex = 11
creatureState = CREATURESTATE_IDLE
function onInit()
-- Player collides with BB. Make it a bit larget than the default BB.
self:SetBoundingSize({1.0, 2.0, 2.0})
self:SetUndestroyable(true)
-- Even when the collision mask is zero, it still calls the trigger even
self:SetCollisionMask(0)
-- Will call onTrigger() when it collides
self:SetTrigger(true)
return true
end
function onTrigger(creature)
local player = creature:AsPlayer()
if (player ~= nil) then
local party = player:GetParty()
if (party ~= nil) then
party:ChangeInstance(self:GetVarString("destination"))
end
end
end
|
Heresy = class("Heresy")
function Heresy:init(data)
local heresyTable = loadjson(".\\tables\\heresy.JSON")
self.founder = choice(heresyTable["founder"])
self.major_heresy = choice(heresyTable["major_heresy"])
self.attitude = choice(heresyTable["attitude"])
self.quirk = choice(heresyTable["quirk"])
if(debug)then
logger("Heresy:")
logger("Founder: "..self.founder)
logger("Major Heresy: "..self.major_heresy)
logger("Attitude: "..self.attitude)
logger("Quirk: "..self.quirk)
end
end
function Heresy:Serialize()
return self.element
end
--= Return Factory
return Heresy |
-- It's possible for players to edit their Simply Love UserPrefs.ini file
-- in various ways that might break the theme. Also, sometimes theme-specific mods
-- are deprecated or change their internal name, leaving old values behind in player profiles
-- that might break the theme as well. Use this table to validate settings read in
-- from and written out to player profiles.
--
-- For now, this table is local to this file, but might be moved into the SL table (or something)
-- in the future to facilitate type checking in ./Scripts/SL-PlayerOptions.lua and elsewhere.
local permitted_profile_settings = {
----------------------------------
-- "Main Modifiers"
-- OptionRows that appear in SL's first page of PlayerOptions
SpeedModType = "string",
SpeedMod = "number",
Mini = "string",
NoteSkin = "string",
JudgmentGraphic = "string",
ComboFont = "string",
HoldJudgment = "string",
BackgroundFilter = "string",
BackgroundColor = "string",
----------------------------------
-- "Advanced Modifiers"
-- OptionRows that appear in SL's second page of PlayerOptions
HideTargets = "boolean",
HideSongBG = "boolean",
HideCombo = "boolean",
HideLifebar = "boolean",
HideScore = "boolean",
HideDanger = "boolean",
HideComboExplosions = "boolean",
LifeMeterType = "string",
DataVisualizations = "string",
TargetScore = "number",
ActionOnMissedTarget = "string",
MeasureCounter = "string",
MeasureCounterLeft = "boolean",
MeasureCounterUp = "boolean",
HideLookahead = "boolean",
ColumnFlashOnMiss = "boolean",
SubtractiveScoring = "boolean",
Pacemaker = "boolean",
MissBecauseHeld = "boolean",
NPSGraphAtTop = "boolean",
JudgmentTilt = "boolean",
ColumnCues = "boolean",
DisplayScorebox = "boolean",
ErrorBar = "string",
ErrorBarUp = "boolean",
ErrorBarMultiTick = "boolean",
ShowFaPlusWindow = "boolean",
ShowEXScore = "boolean",
HideFaPlusPane = "boolean",
ReceptorArrowsPosition = "string",
----------------------------------
-- Profile Settings without OptionRows
-- these settings are saved per-profile, but are transparently managed by the theme
-- they have no player-facing OptionRows
PlayerOptionsString = "string",
EvalPanePrimary = "number",
EvalPaneSecondary = "number",
}
-- -----------------------------------------------------------------------
local theme_name = THEME:GetThemeDisplayName()
local filename = theme_name .. " UserPrefs.ini"
LoadVirtualProfileCustom = function(p, index)
local id = PROFILEMAN:GetLocalProfileIDFromIndex(index)
local profile = PROFILEMAN:GetLocalProfileFromIndex(index)
local dir = PROFILEMAN:LocalProfileIDToDir(id)
local path = dir .. filename
local player, pn, filecontents
player = p
pn = ToEnumShortString(p)
if pn and FILEMAN:DoesFileExist(path) then
filecontents = IniFile.ReadFile(path)[theme_name]
-- for each key/value pair read in from the player's profile
for k,v in pairs(filecontents) do
-- ensure that the key has a corresponding key in permitted_profile_settings
if permitted_profile_settings[k]
-- ensure that the datatype of the value matches the datatype specified in permitted_profile_settings
and type(v)==permitted_profile_settings[k] then
-- if the datatype is string and this key corresponds with an OptionRow in ScreenPlayerOptions
-- ensure that the string read in from the player's profile
-- is a valid value (or choice) for the corresponding OptionRow
if type(v) == "string" and CustomOptionRow(k) and FindInTable(v, CustomOptionRow(k).Values or CustomOptionRow(k).Choices)
or type(v) ~= "string" then
SL[pn].ActiveModifiers[k] = v
end
-- special-case PlayerOptionsString for now
-- it is saved to and read from profile as a string, but doesn't have a corresponding
-- OptionRow in ScreenPlayerOptions, so it will fail validation above
-- we want engine-defined mods (e.g. dizzy) to be applied as well, not just SL-defined mods
if k=="PlayerOptionsString" and type(v)=="string" then
-- v here is the comma-delimited set of modifiers the engine's PlayerOptions interface understands
-- update the SL table so that this PlayerOptionsString value is easily accessible throughout the theme
SL[pn].PlayerOptionsString = v
-- use the engine's SetPlayerOptions() method to set a whole bunch of mods in the engine all at once
GAMESTATE:GetPlayerState(player):SetPlayerOptions("ModsLevel_Preferred", v)
-- However! It's quite likely that a FailType mod could be in that^ string, meaning a player could
-- have their own setting for FailType saved to their profile. I think it makes more sense to let
-- machine operators specify a default FailType at a global/machine level, so use this opportunity to
-- use the PlayerOptions interface to set FailSetting() using the default FailType setting from
-- the operator menu's Advanced Options
GAMESTATE:GetPlayerState(player):GetPlayerOptions("ModsLevel_Preferred"):FailSetting( GetDefaultFailType() )
end
if k=="EvalPaneSecondary" and type(v)==permitted_profile_settings.EvalPaneSecondary then
SL[pn].EvalPaneSecondary = v
elseif k=="EvalPanePrimary" and type(v)==permitted_profile_settings.EvalPanePrimary then
SL[pn].EvalPanePrimary = v
end
end
end
end
return true
end
-- function assigned to "CustomLoadFunction" under [Profile] in metrics.ini
LoadProfileCustom = function(profile, dir)
local path = dir .. filename
local player, pn, filecontents
-- we've been passed a profile object as the variable "profile"
-- see if it matches against anything returned by PROFILEMAN:GetProfile(player)
for p in ivalues( GAMESTATE:GetHumanPlayers() ) do
if profile == PROFILEMAN:GetProfile(p) then
player = p
pn = ToEnumShortString(p)
break
end
end
if pn then
ParseGrooveStatsIni(player)
end
if pn and FILEMAN:DoesFileExist(path) then
filecontents = IniFile.ReadFile(path)[theme_name]
-- for each key/value pair read in from the player's profile
for k,v in pairs(filecontents) do
-- ensure that the key has a corresponding key in permitted_profile_settings
if permitted_profile_settings[k]
-- ensure that the datatype of the value matches the datatype specified in permitted_profile_settings
and type(v)==permitted_profile_settings[k] then
-- if the datatype is string and this key corresponds with an OptionRow in ScreenPlayerOptions
-- ensure that the string read in from the player's profile
-- is a valid value (or choice) for the corresponding OptionRow
if type(v) == "string" and CustomOptionRow(k) and FindInTable(v, CustomOptionRow(k).Values or CustomOptionRow(k).Choices)
or type(v) ~= "string" then
SL[pn].ActiveModifiers[k] = v
end
-- special-case PlayerOptionsString for now
-- it is saved to and read from profile as a string, but doesn't have a corresponding
-- OptionRow in ScreenPlayerOptions, so it will fail validation above
-- we want engine-defined mods (e.g. dizzy) to be applied as well, not just SL-defined mods
if k=="PlayerOptionsString" and type(v)=="string" then
-- v here is the comma-delimited set of modifiers the engine's PlayerOptions interface understands
-- update the SL table so that this PlayerOptionsString value is easily accessible throughout the theme
SL[pn].PlayerOptionsString = v
-- use the engine's SetPlayerOptions() method to set a whole bunch of mods in the engine all at once
GAMESTATE:GetPlayerState(player):SetPlayerOptions("ModsLevel_Preferred", v)
-- However! It's quite likely that a FailType mod could be in that^ string, meaning a player could
-- have their own setting for FailType saved to their profile. I think it makes more sense to let
-- machine operators specify a default FailType at a global/machine level, so use this opportunity to
-- use the PlayerOptions interface to set FailSetting() using the default FailType setting from
-- the operator menu's Advanced Options
GAMESTATE:GetPlayerState(player):GetPlayerOptions("ModsLevel_Preferred"):FailSetting( GetDefaultFailType() )
end
end
end
end
return true
end
-- function assigned to "CustomSaveFunction" under [Profile] in metrics.ini
SaveProfileCustom = function(profile, dir)
local path = dir .. filename
for player in ivalues( GAMESTATE:GetHumanPlayers() ) do
if profile == PROFILEMAN:GetProfile(player) then
local pn = ToEnumShortString(player)
local output = {}
for k,v in pairs(SL[pn].ActiveModifiers) do
if permitted_profile_settings[k] and type(v)==permitted_profile_settings[k] then
output[k] = v
end
end
-- these values are saved outside the SL[pn].ActiveModifiers tables
-- and thus won't be handled in the loop above
output.PlayerOptionsString = SL[pn].PlayerOptionsString
IniFile.WriteFile( path, {[theme_name]=output} )
-- Write to the ITL file if we need to.
-- The ITLData table will only contain data for memory cards.
if #SL[pn].ITLData ~= 0 then
WriteItlFile(dir, table.concat(SL[pn].ITLData, ""))
end
break
end
end
return true
end
-- -----------------------------------------------------------------------
-- returns a path to a profile avatar, or nil if none is found
GetAvatarPath = function(profileDirectory, displayName)
if type(profileDirectory) ~= "string" then return end
local path = nil
-- sequence matters here
-- prefer png first, then jpg, then jpeg, etc.
-- (note that SM5 does not support animated gifs at this time, so SL doesn't either)
-- TODO: investigate effects (memory footprint, fps) of allowing movie files as avatars in SL
local extensions = { "png", "jpg", "jpeg", "bmp", "gif", "mp4" }
-- prefer an avatar named:
-- "avatar" in the player's profile directory (preferred by Simply Love)
-- then "profile picture" in the player's profile directory (used by Digital Dance)
-- then (whatever the profile's DisplayName is) in /Appearance/Avatars/ (used in OutFox?)
local paths = {
("%savatar"):format(profileDirectory),
("%sprofile picture"):format(profileDirectory),
("/Appearance/Avatars/%s"):format(displayName)
}
for _, path in ipairs(paths) do
for _, extension in ipairs(extensions) do
local avatar_path = ("%s.%s"):format(path, extension)
if FILEMAN:DoesFileExist(avatar_path)
and (ActorUtil.GetFileType(avatar_path) == "FileType_Bitmap"
or ActorUtil.GetFileType(avatar_path) == "FileType_Movie")
then
-- return the first valid avatar path that is found
return avatar_path
end
end
end
-- or, return nil if no avatars were found in any of the permitted paths
return nil
end
-- -----------------------------------------------------------------------
-- returns a path to a player's profile avatar, or nil if none is found
GetPlayerAvatarPath = function(player)
if not player then return end
local profile_slot = {
[PLAYER_1] = "ProfileSlot_Player1",
[PLAYER_2] = "ProfileSlot_Player2"
}
if not profile_slot[player] then return end
local dir = PROFILEMAN:GetProfileDir(profile_slot[player])
local name = PROFILEMAN:GetProfile(player):GetDisplayName()
return GetAvatarPath(dir, name)
end
GetScreenshotsPath = function(profileDirectory, displayName)
if type(profileDirectory) ~= "string" then return end
local path = nil
-- sequence matters here
-- prefer png first, then jpg, then jpeg, etc.
-- (note that SM5 does not support animated gifs at this time, so SL doesn't either)
-- TODO: investigate effects (memory footprint, fps) of allowing movie files as avatars in SL
local extensions = { "png", "jpg", "jpeg", "bmp", "gif", "mp4" }
-- prefer an avatar named:
-- "avatar" in the player's profile directory (preferred by Simply Love)
-- then "profile picture" in the player's profile directory (used by Digital Dance)
-- then (whatever the profile's DisplayName is) in /Appearance/Avatars/ (used in OutFox?)
local dascreens = {}
path = ("%s/Screenshots/Simply_love/"):format(profileDirectory)
local pathos = " "
local year = FILEMAN:GetDirListing(path.."/", true, true)
if year then
for _, monthInYear in ipairs(year) do
local months = FILEMAN:GetDirListing(monthInYear.."/", true, true)
if months then
for _, month in ipairs(months) do
local screenies = FILEMAN:GetDirListing(month.."/", false, true)
if screenies then
for _, screenshot in ipairs(screenies) do
table.insert(dascreens, screenshot)
end
end
end
end
end
end
return dascreens
-- or, return nil if no avatars were found in any of the permitted paths
--return pathos
end
GetPlayerScreenshotsPath = function(player)
if not player then return end
local profile_slot = {
[PLAYER_1] = "ProfileSlot_Player1",
[PLAYER_2] = "ProfileSlot_Player2"
}
if not profile_slot[player] then return end
local dir = PROFILEMAN:GetProfileDir(profile_slot[player])
local name = PROFILEMAN:GetProfile(player):GetDisplayName()
return GetScreenshotsPath(dir, name)
end
|
return function(location, pattern)
return location == pattern and location or nil
end |
-- title: entity.lua
-- author: Samy Bencherif
-- desc: Parent class of all game entities
Object = require "libraries/classic/classic"
assets = require("libraries/cargo/cargo").init("assets")
Entity = Object:extend()
function Entity:new()
self.t = 0
end
function Entity:update(dt)
self.t = self.t + dt
end
function Entity:draw()
love.graphics.draw(
assets.entity,
--[[ x-pos ]] 100,
--[[ y-pos ]] 100,
self.t * 6
)
end
|
package.path = "../?.lua;"..package.path;
require("p5")
function setup()
background(0xff, 0x20, 0x20)
clear();
end
go()
|
local _M = {}
_M.__index = _M
function _M.new(cookieString)
local self = setmetatable({}, _M)
self.data = {}
self.flags = {}
if cookieString ~= nil then
for keyValue in string.gmatch(cookieString, "([^;]+)") do
key, value = string.match(keyValue, " *([^=]+)=(.+)")
if key == nil or value == nil then
self.flags[string.match(keyValue, " *([^=]+)")] = true
else
self.data[key] = value
end
end
end
return self
end
function _M:toString()
local first = true
local buffer = {}
for key, value in pairs(self.data) do
if first then
first = false
else
table.insert(buffer, "; ")
end
table.insert(buffer, key .. "=" .. value)
end
for key, value in pairs(self.flags) do
if value == true then
if first then
first = false
else
table.insert(buffer, "; ")
end
table.insert(buffer, key)
end
end
return table.concat(buffer)
end
return _M
|
-- Function Availability
FileWriteLineFast("test/output.txt", "Function Availability", FM_WRITE);
local fa = dofile("test/common/function_availability.lua");
fa.FunctionSupported(MouseInit, "MTR_MouseInit", MouseFunctionSupported);
fa.FunctionSupported(MouseRefresh, "MTR_MouseRefresh", MouseFunctionSupported);
fa.FunctionSupported(MousePress, "MTR_MousePress", MouseFunctionSupported);
fa.FunctionSupported(MouseRelease, "MTR_MouseRelease", MouseFunctionSupported);
fa.FunctionSupported(MousePressed, "MTR_MousePressed", MouseFunctionSupported);
fa.FunctionSupported(MouseGetWheelRelative, "MTR_MouseGetWheelRelative",
MouseFunctionSupported);
fa.FunctionSupported(MouseMoving, "MTR_MouseMoving", MouseFunctionSupported);
fa.FunctionSupported(MouseGetX, "MTR_MouseGetX", MouseFunctionSupported);
fa.FunctionSupported(MouseGetY, "MTR_MouseGetY", MouseFunctionSupported);
fa.FunctionSupported(MouseGetXY, "MTR_MouseGetXY", MouseFunctionSupported);
fa.FunctionSupported(MouseGetDeltaX, "MTR_MouseGetDeltaX",
MouseFunctionSupported);
fa.FunctionSupported(MouseGetDeltaY, "MTR_MouseGetDeltaY",
MouseFunctionSupported);
fa.FunctionSupported(MouseGetDeltaXY, "MTR_MouseGetDeltaXY",
MouseFunctionSupported);
fa.FunctionSupported(MouseCursorShow, "MTR_MouseCursorShow",
MouseFunctionSupported);
fa.FunctionSupported(MouseCursorHide, "MTR_MouseCursorHide",
MouseFunctionSupported);
|
local on_attach = require('lsp.on_attach')
local lsp = vim.lsp
-- config that activates keymaps and enables snippet support
local function base_config()
local capabilities = require('cmp_nvim_lsp').update_capabilities(
vim.lsp.protocol.make_client_capabilities()
)
capabilities.textDocument.completion.completionItem.snippetSupport = true
capabilities.textDocument.completion.completionItem.resolveSupport = {
properties = { 'documentation', 'detail', 'additionalTextEdits' },
}
return {
-- enable snippet support
capabilities = capabilities,
-- map buffer local keybindings when the language server attaches
on_attach = on_attach,
}
end
local function set_sign(type, icon)
local sign = string.format('DiagnosticSign%s', type)
local texthl = string.format('DiagnosticDefault%s', type)
vim.fn.sign_define(sign, { text = icon, texthl = texthl })
end
set_sign('Hint', '')
set_sign('Information', '')
set_sign('Warning', '')
set_sign('Error', '')
lsp.set_log_level('error')
lsp.handlers['textDocument/publishDiagnostics'] = lsp.with(lsp.diagnostic.on_publish_diagnostics, {
underline = { severity_limit = 'Warning' },
virtual_text = { prefix = '●', spacing = 2, severity_limit = 'Warning' },
signs = { severity_limit = 'Warning' },
})
return base_config
|
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