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-------------- COPYRIGHT AND CONFIDENTIALITY INFORMATION NOTICE -------------
-- Copyright (c) [2019] – [Technicolor Delivery Technologies, SAS] -
-- All Rights Reserved -
-- The source code form of this Open Source Project components -
-- is subject to the terms of the BSD-2-Clause-Patent. -
-- You can redistribute it and/or modify it under the terms of -
-- the BSD-2-Clause-Patent. (https://opensource.org/licenses/BSDplusPatent) -
-- See COPYING file/LICENSE file for more details. -
-----------------------------------------------------------------------------
local ubus = require("libubus_map_tch")
local proxy = require("datamodel")
local json = require ("dkjson")
local uci = require("uci")
local format = string.format
function get_ap_from_if(if_name)
local ap
cursor = uci.cursor()
cursor:foreach("wireless", "wifi-ap", function(s)
for key, value in pairs(s) do
if value == if_name then
ap = s[".name"]
end
end
end)
cursor:close()
return ap
end
function set_controller_link_name (if_name)
local cursor = uci.cursor()
if if_name ~= nil then
local config, section = "multiap", "agent"
cursor:set(config,section,"backhaul_link",if_name)
cursor:commit(config)
end
cursor:close()
return nil
end
function set_wifi_params(data_str)
local ssid, passwd, if_name, ssid_path, passwd_path, ap, old_ssid, old_password, flag, auth_type, old_auth, auth_type_path
local fronthaul_path, backhaul_path, old_fronthaul, old_backhaul, fronthaul, backhaul
fronthaul = nil
backhaul = nil
flag = 0
if (data_str == nil) then
print("Input Data is NULL")
return nil
end
local data = json.decode(data_str)
if (type(data) == "table") then
ssid = data["ssid"]
passwd = data["passwd"]
if_name = data["interface"]
auth_type = data["auth_type"]
fronthaul = data["fronthaul_bit"]
backhaul = data["backhaul_bit"]
end
if ((if_name ~= nil) and (passwd ~= nil) and (if_name ~= nil)) then
if_name = if_name:gsub(" ","")
ssid_path = format ('rpc.wireless.ssid.@%s.ssid', if_name)
old_ssid = proxy.get(ssid_path)[1].value
if (old_ssid ~= ssid) then
print("Changing ssid...")
proxy.set(ssid_path,ssid)
flag = 1
end
ap = get_ap_from_if(if_name)
passwd_path = format ('rpc.wireless.ap.@%s.security.wpa_psk_passphrase',ap)
old_passwd = proxy.get(passwd_path)[1].value
if( old_passwd ~= passwd) then
print("Changing password...")
proxy.set(passwd_path,passwd)
flag = 1
end
auth_type_path = format ('rpc.wireless.ap.@%s.security.mode',ap)
old_auth = proxy.get(auth_type_path)[1].value
if(auth_type ~= old_auth)then
proxy.set(auth_type_path,auth_type)
flag = 1
end
if fronthaul ~= nil then
fronthaul_path = format ('uci.wireless.wifi-iface.@%s.fronthaul', if_name)
old_fronthaul = proxy.get(fronthaul_path)[1].value
if (old_fronthaul ~= fronthaul) then
print("Changing fronthaul...")
proxy.set(fronthaul_path,tostring(fronthaul))
flag = 1
end
end
if backhaul ~= nil then
backhaul_path = format ('uci.wireless.wifi-iface.@%s.backhaul', if_name)
old_backhaul = proxy.get(backhaul_path)[1].value
if (old_backhaul ~= backhaul) then
print("Changing backhaul...")
proxy.set(backhaul_path,tostring(backhaul))
flag = 1
end
end
if flag == 1 then
proxy.apply()
end
end
return nil
end
function get_ap_from_bssid(bssid)
if (bssid == nil) then
return nil
end
ubus_conn,txt = ubus.connecttch()
if not ubus_conn then
ubus_conn = ubus.connect()
if not ubus_conn then
log:error("Failed to connect to ubus")
return nil
end
end
ssid_table = ubus_conn:call("wireless.ssid","get",{}) or {}
ap_table = ubus_conn:call("wireless.accesspoint","get",{}) or {}
ubus_conn:close()
if (type(ssid_table) == "table") then
for if_nam, params in pairs(ssid_table) do
if (params["bssid"] == bssid) then
ifname = if_nam
break
end
end
end
if (type(ap_table) == "table") then
for ap_name, ap_data in pairs(ap_table) do
if (ap_data["ssid"] == ifname) then
return ap_name
end
end
end
return nil
end
function map_apply_acl(acl_data)
if (acl_data == nil) then
print("Acl data is NULL")
return nil
end
local data = json.decode(acl_data)
if (type(data) == "table") then
ap = get_ap_from_bssid(data["bssid"])
if (ap == nil) then
return nil
end
ubus_conn,txt = ubus.connecttch()
if not ubus_conn then
ubus_conn = ubus.connect()
if not ubus_conn then
log:error("Failed to connect to ubus")
return nil
end
end
if (data["block"] == 1) then
action = "deny"
elseif(data["block"] == 0) then
action = "delete"
else
return nil
end
for _, value in pairs(data["stations"]) do
if (type(value) == "table") then
for _,mac in pairs(value) do
local acl_req = {}
acl_req["name"] = ap
acl_req["macaddr"] = mac
ubus_conn:call("wireless.accesspoint.acl",action,acl_req)
end
end
end
ubus_conn:close()
end
return nil
end
function get_radio_from_if(interface_name)
ubus_conn,txt = ubus.connecttch()
if not ubus_conn then
ubus_conn = ubus.connect()
if not ubus_conn then
log:error("Failed to connect to ubus")
return nil
end
end
local data = ubus_conn:call("wireless.ssid", "get", {})
if (type(data) == "table") then
if_data = data[interface_name]
radio_name = if_data["radio"]
end
ubus_conn:close()
return radio_name
end
function switch_off_bss(data_str)
if (data_str == nil) then
print("Input Data is NULL")
return nil
end
local data = json.decode(data_str)
local if_name,path
if (type(data) == "table") then
if_name = data["interface"]
-- fronthaul = data["fronthaul_bit"]
-- backhaul = data["backhaul_bit"]
end
if(if_name ~= nil) then
path = format("uci.wireless.wifi-iface.@%s.state",if_name)
proxy.set(path,"0")
proxy.apply()
end
end
function switch_off_radio(data_str)
if (data_str == nil) then
print("Input Data is NULL")
return nil
end
local if_name,radio,path
local data = json.decode(data_str)
if (type(data) == "table") then
if_name = data["interface"]
end
radio = get_radio_from_if(if_name)
path = format ("uci.wireless.wifi-device.@%s.state", radio)
proxy.set(path,"0")
proxy.apply()
end
|
-- ============================= --
-- Copyright 2018 FiatAccompli --
-- ============================= --
-- A very simple example of using mod setting provided by the Mod Settings Manager mod.
-- All this does is print out the values of the declared settings when they are changed.
include("mod_settings");
include("mod_settings_key_binding_helper");
local actionSetting = ModSettings.Action:new(
"LOC_MOD_SETTING_EXAMPLE_CATEGORY", "LOC_MOD_SETTING_EXAMPLE_KEY_ACTION_SETTING", "LOC_MOD_SETTING_EXAMPLE_SETTING_TOOLTIP");
local booleanSetting = ModSettings.Boolean:new(false, "LOC_MOD_SETTING_EXAMPLE_CATEGORY",
"LOC_MOD_SETTING_EXAMPLE_BOOLEAN_SETTING", "LOC_MOD_SETTING_EXAMPLE_SETTING_TOOLTIP");
local booleanSetting2 = ModSettings.Boolean:new(false, "LOC_MOD_SETTING_EXAMPLE_CATEGORY",
"LOC_MOD_SETTING_EXAMPLE_BOOLEAN_SETTING_2", "LOC_MOD_SETTING_EXAMPLE_SETTING_TOOLTIP");
local steppedRangeSetting = ModSettings.Range:new(50, 0, 100, "LOC_MOD_SETTING_EXAMPLE_CATEGORY",
"LOC_MOD_SETTING_EXAMPLE_STEPPED_RANGE_SETTING", "LOC_MOD_SETTING_EXAMPLE_SETTING_TOOLTIP",
{ Steps = 10, ValueFormatter = ModSettings.Range.PERCENT_FORMATTER });
local rangeSetting = ModSettings.Range:new(0, 0, 100, "LOC_MOD_SETTING_EXAMPLE_CATEGORY",
"LOC_MOD_SETTING_EXAMPLE_RANGE_SETTING", "LOC_MOD_SETTING_EXAMPLE_SETTING_TOOLTIP");
local textSetting = ModSettings.Text:new("Default value", "LOC_MOD_SETTING_EXAMPLE_CATEGORY",
"LOC_MOD_SETTING_EXAMPLE_TEXT_SETTING", "LOC_MOD_SETTING_EXAMPLE_SETTING_TOOLTIP");
local selectValues = {"LOC_MOD_SETTING_EXAMPLE_SELECT_SETTING_VALUE_1",
"LOC_MOD_SETTING_EXAMPLE_SELECT_SETTING_VALUE_2",
"LOC_MOD_SETTING_EXAMPLE_SELECT_SETTING_VALUE_3"};
local selectSetting = ModSettings.Select:new(selectValues, 2, "LOC_MOD_SETTING_EXAMPLE_CATEGORY",
"LOC_MOD_SETTING_EXAMPLE_SELECT_SETTING", "LOC_MOD_SETTING_EXAMPLE_SETTING_TOOLTIP");
local headerSetting = ModSettings.Header:new(
"LOC_MOD_SETTING_EXAMPLE_CATEGORY", "LOC_MOD_SETTING_EXAMPLE_HEADER_SETTING", "LOC_MOD_SETTING_EXAMPLE_SETTING_TOOLTIP");
local keybindSetting = ModSettings.KeyBinding:new(ModSettings.KeyBinding.MakeValue(Keys.B, {Alt=true, Ctrl=true}),
"LOC_MOD_SETTING_EXAMPLE_CATEGORY", "LOC_MOD_SETTING_EXAMPLE_KEY_BINDING_SETTING", "LOC_MOD_SETTING_EXAMPLE_SETTING_TOOLTIP");
-- Note that this will show the "conflict" UI for key bindings since it conflicts with a base game binding.
local keybindSetting2 = ModSettings.KeyBinding:new(ModSettings.KeyBinding.MakeValue(Keys.B),
"LOC_MOD_SETTING_EXAMPLE_CATEGORY", "LOC_MOD_SETTING_EXAMPLE_KEY_BINDING_SETTING_2", "LOC_MOD_SETTING_EXAMPLE_SETTING_TOOLTIP");
-- Create enough category tabs that it will have to scroll. And also add a bunch of settings to the example category.
for i = 1, 20 do
ModSettings.Boolean:new(math.fmod(i, 2) == 0, "z" .. tostring(i),
"LOC_MOD_SETTING_EXAMPLE_BOOLEAN_SETTING", "LOC_MOD_SETTING_EXAMPLE_SETTING_TOOLTIP");
local booleanSetting = ModSettings.Boolean:new(math.fmod(i, 2) == 0, "LOC_MOD_SETTING_EXAMPLE_CATEGORY",
tostring(i), "LOC_MOD_SETTING_EXAMPLE_SETTING_TOOLTIP");
local keybindSetting = ModSettings.KeyBinding:new(ModSettings.KeyBinding.MakeValue(Keys.K, {Alt=true, Ctrl=true}),
"z" .. tostring(i), "LOC_MOD_SETTING_EXAMPLE_KEY_BINDING_SETTING", "LOC_MOD_SETTING_EXAMPLE_SETTING_TOOLTIP");
end
local function PrintSettings()
print("Settings are: ---------------------------------------");
print("Boolean: ", booleanSetting.Value);
print("Boolean2: ", booleanSetting2.Value);
print("Range: ", rangeSetting.Value);
print("Stepped range: ", steppedRangeSetting.Value);
print("Text: ", textSetting.Value);
print("Select: ", selectSetting.Value);
print("-----------------------------------------------------");
end
booleanSetting:AddChangedHandler(PrintSettings);
booleanSetting2:AddChangedHandler(PrintSettings);
rangeSetting:AddChangedHandler(PrintSettings);
steppedRangeSetting:AddChangedHandler(PrintSettings);
textSetting:AddChangedHandler(PrintSettings);
selectSetting:AddChangedHandler(PrintSettings);
actionSetting:AddChangedHandler(
function()
print("Action!!!!!!");
booleanSetting:Change(not booleanSetting.Value);
booleanSetting2:Change(not booleanSetting2.Value);
rangeSetting:Change(math.max(rangeSetting.Value - 10, 0));
textSetting:Change(textSetting.Value .. '+');
end);
ContextPtr:SetInputHandler(
function(input)
--[[
local count = 100000;
local start = os.clock();
for i = 1,count do
KeyBindingHelper.InputMatches(keybindSetting.Value, input);
end
print("Processed input events", count, os.clock() - start);
--]]
if KeyBindingHelper.InputMatches(keybindSetting.Value, input) then
print("The bound key was pressed!");
return true;
end
end, true); |
local Knit = require(game:GetService("ReplicatedStorage").Test.Knit)
local MyService = Knit.CreateService {
Name = "MyService";
Client = {
TestEvent = Knit.CreateSignal();
};
}
MyService.Client.TestEvent:Connect(function(player, msg)
print("Got message from client event:", player, msg)
MyService.Client.TestEvent:Fire(player, msg:lower())
end)
function MyService.Client:TestMethod(player, msg)
print("TestMethod from client:", player, msg)
return msg:upper()
end
Knit.Start():andThen(function()
print("KnitServer started")
end):catch(warn)
|
data:extend({
-- Item
{
type = "item",
name = "5d-furnace",
icon = "__5dim_resources__/graphics/icon/icon_5d_steel-furnace_3_.png",
flags = {"goes-to-quickbar"},
icon_size = 32,
subgroup = "furnace-coal",
order = "c",
place_result = "5d-furnace",
stack_size = 50
},
--Recipe
{
type = "recipe",
name = "5d-furnace",
enabled = "false",
ingredients =
{
{"steel-furnace", 1},
{"steel-plate", 10},
{"stone-brick", 7}
},
result = "5d-furnace",
energy_required = 3,
},
--Entity
{
type = "furnace",
name = "5d-furnace",
icon = "__5dim_resources__/graphics/icon/icon_5d_steel-furnace_3_.png",
flags = {"placeable-neutral", "placeable-player", "player-creation"},
minable = {mining_time = 1, result = "5d-furnace"},
icon_size = 32,
max_health = 200,
corpse = "medium-remnants",
working_sound =
{
sound = { filename = "__base__/sound/furnace.ogg" }
},
resistances =
{
{
type = "fire",
percent = 100
}
},
collision_box = {{-0.7, -0.7}, {0.7, 0.7}},
selection_box = {{-0.8, -1}, {0.8, 1}},
crafting_categories = {"smelting"},
result_inventory_size = 1,
energy_usage = "270kW",
crafting_speed = 3,
source_inventory_size = 1,
energy_source =
{
type = "burner",
effectivity = 1,
emissions = 0.02,
fuel_inventory_size = 1,
smoke =
{
{
name = "smoke",
deviation = {0.1, 0.1},
frequency = 0.5,
position = {0, 0},
starting_vertical_speed = 0.05
}
}
},
animation =
{
filename = "__5dim_resources__/graphics/icon/icon_5d_steel-furnace_3.png",
priority = "high",
width = 91,
height = 69,
frame_count = 1,
shift = {0.5, 0.05}
},
working_visualisations =
{
{
north_position = {0.0, 0.0},
east_position = {0.0, 0.0},
south_position = {0.0, 0.0},
west_position = {0.0, 0.0},
animation =
{
filename = "__5dim_resources__/graphics/icon/icon_5d_steel-furnace-fire_3.png",
priority = "high",
width = 36,
height = 19,
frame_count = 12,
shift = { 0.0625, 0.375}
},
light = {intensity = 1, size = 1}
}
},
fast_replaceable_group = "furnace"
},
}) |
wait(.2)
lp=game.Players.LocalPlayer
pl=lp.Character
tor=pl.Torso
mouse=lp:GetMouse()
rw2=tor['Right Hip']
lw2=tor['Left Hip']
mo=Instance.new("Model",pl)
dednum=math.huge
pi=math.pi
Key={}
sec=5
cleanup=sec*10
a=false
deb=false
hitdeb=false
isblocking=false
swing=1
equi=false
smode='knife'
rad=math.rad
ca=CFrame.Angles
cf=CFrame.new
skull=30
bg = Instance.new("BodyGyro")
bg.P = 20e+003
bg.maxTorque = Vector3.new(4e+005,4e+005,4e+005)*math.huge
descro=pl
lwc1=cf(-0.5,1,0,-0,-0,-1,0,1,0,1,0,0)
rwc1=cf(0.5,1,0,0,0,1,0,1,0,-1,-0,-0)
Part = function(x,y,z,color,tr,cc,an,parent)
local p = Instance.new('Part',parent or Weapon)
p.formFactor = 'Custom'
p.Size = Vector3.new(x,y,z)
p.BrickColor = BrickColor.new(color)
p.CanCollide = cc
p.Transparency = tr
p.Anchored = an
p.TopSurface,p.BottomSurface = 0,0
p.Locked=true
p:BreakJoints()
return p
end
so = function(id,par,lo,pi,tm)
local s = Instance.new("Sound",par)
s.Looped=lo
s.Pitch=pi
s.SoundId = "http://roblox.com/asset/?id="..id
s:play()
s.Volume=.1
game.Debris:AddItem(s,tm)
return s
end
so2 = function(id,par,lo,pi,tm)
s = Instance.new("Sound",par)
s.Looped=lo
s.Pitch=pi
s.SoundId = id
s:play()
s.Volume=.1
game.Debris:AddItem(s,tm)
end
wPart = function(x,y,z,color,tr,cc,an,parent)
local wp = Instance.new('WedgePart',parent or Weapon)
wp.formFactor = 'Custom'
wp.Size = Vector3.new(x,y,z)
wp.BrickColor = BrickColor.new(color)
wp.CanCollide = cc
wp.Transparency = tr
wp.Locked=true
wp.Anchored = an
wp.TopSurface,wp.BottomSurface = 0,0
wp:BreakJoints()
return wp
end
Weld = function(p0,p1,x,y,z,rx,ry,rz,par)
local w = Instance.new('Motor',par or p0)
w.Part0 = p0
w.Part1 = p1
w.C1 = CFrame.new(x,y,z)*CFrame.Angles(rx,ry,rz)
return w
end
Mesh = function(par,num,x,y,z)
local msh = nil
if num == 1 then
msh = Instance.new("CylinderMesh",par)
elseif num == 2 then
msh = Instance.new("SpecialMesh",par)
msh.MeshType = 3
elseif num == 3 then
msh = Instance.new("BlockMesh",par)
elseif num == 4 then
msh = Instance.new("SpecialMesh",par)
msh.MeshType = "Wedge"
elseif type(num) == 'string' then
msh = Instance.new("SpecialMesh",par)
msh.MeshId = num
end
msh.Scale = Vector3.new(x,y,z)
return msh
end
Tween = function(Weld, Stop, Step,a)
ypcall(function()
local func = function()
local Start = Weld.C1
local X1, Y1, Z1 = Start:toEulerAnglesXYZ()
local Stop = Stop
local X2, Y2, Z2 = Stop:toEulerAnglesXYZ()
Spawn(function()
for i = 0, 1, Step or .1 do
wait()
Weld.C1 = cf( (Start.p.X * (1 - i)) + (Stop.p.X * i),(Start.p.Y * (1 - i)) + (Stop.p.Y * i),(Start.p.Z * (1 - i)) + (Stop.p.Z * i)) * ca((X1 * (1 - i)) + (X2 * i), (Y1 * (1 - i)) + (Y2 * i),(Z1 * (1 - i)) + (Z2 * i) )
end
Weld.C1 = Stop
end)
end
if a then
coroutine.wrap(func)()
else
func()
end
end)
end
Lightning = function(Start,End,Times,Offset,Color,Thickness,Transparency)
local magz = (Start - End).magnitude
local curpos = Start
local trz = {-Offset,Offset}
Spawn(function()
for i=1,Times do wait()
local li = Instance.new("Part",workspace)
li.TopSurface =0
li.BottomSurface = 0
li.Anchored = true
li.Transparency = Transparency or 0.4
li.BrickColor = Color
li.formFactor = "Custom"
li.CanCollide = false
li.Size = Vector3.new(1,1,1)
li.Material="Neon"
Instance.new('BlockMesh',li).Scale = Vector3.new(Thickness,Thickness,magz/Times)
local ofz = Vector3.new(trz[math.random(1,2)],trz[math.random(1,2)],trz[math.random(1,2)])
local trolpos = CFrame.new(curpos,End)*CFrame.new(0,0,magz/Times).p+ofz
if Times == i then
local magz2 = (curpos - End).magnitude
li.Mesh.Scale = Vector3.new(Thickness,Thickness,magz2)
li.CFrame = CFrame.new(curpos,End)*CFrame.new(0,0,-magz2/2)
else
li.CFrame = CFrame.new(curpos,trolpos)*CFrame.new(0,0,magz/Times/2)
end
curpos = li.CFrame*CFrame.new(0,0,magz/Times/2).p
Spawn(function() for i=1,10 do
wait()
li.Transparency = li.Transparency+.1
end li:Destroy() end)
end
end)
end
function ani(val)
if val==true then
la = Part(.1,.1,.1,'',0,false,false,mo)
ra = Part(.1,.1,.1,'',0,false,false,mo)
hp = Part(.1,.1,.1,'',1,false,false,mo)
prj = Part(.1,.1,.1,'',1,false,false,mo)
lw = Weld(la,pl.Torso,-1.5,.5,0,0,0,0,mo)
rw = Weld(ra,pl.Torso,1.5,.5,0,0,0,0,mo)
hw = Weld(hp,pl.Torso,0,2,0,0,0,0,mo)
rj = Weld(prj,pl.HumanoidRootPart,0,0,0,0,0,0,mo)
Weld(pl['Right Arm'],ra,0,-.5,0,0,0,0,mo)
Weld(pl['Left Arm'],la,0,-.5,0,0,0,0,mo)
Weld(pl.Torso,prj,0,0,0,0,0,0,mo)
Weld(pl.Head,hp,0,-.5,0,0,0,0,mo)
else
ra:Destroy()la:Destroy()hp:Destroy()prj:Destroy()rw2.C1=rwc1 lw2.C1=lwc1
end
end
function gradient(prnt,col,rng,brt,tm)
local f=Instance.new('PointLight',prnt)
f.Color=col
f.Range=rng
f.Brightness=brt
Spawn(function()
while wait(tm) do
if f.Brightness <= 0 then f:Destroy() break end
f.Brightness=f.Brightness-0.05
end
end)
end
function skul(v)
if v:findFirstChild("Torso") ~= nil then
for i=1,30 do
local prt= Part(1,.2,1,'Black',0,true,false,workspace)
prt.Material='Concrete'
prt.CFrame=v.Torso.CFrame*CFrame.new(math.random(-30,30)/10,math.random(-20,30)/10,math.random(-20,20)/10)
game.Debris:AddItem(prt,math.random(50,70)/10)
end
ypcall(function()v.Head.face:Destroy()end)
local ms= Mesh(v.Head,'http://www.roblox.com/asset/?id=4770583',3.2,3.2,3.2)
ms.TextureId='http://www.roblox.com/asset/?id=4770560'
local ded=so('16433289',v.Head,false,1,1)
ded.Volume=100
for _,a in pairs(v:GetChildren()) do if a.Name ~= 'Head' and a.Name ~= 'Humanoid' then a:remove() end end
end
end
function trail(pos,tim,col)
Spawn(function()
for i=1,tim do
local oldpos=pos.CFrame.p wait()
local newpos=pos.CFrame.p
local mag = (oldpos-newpos).magnitude
local a= Part(1,1,1,col,0,false,true,mo)
local m= Mesh(a,1,.25,mag,.25)
a.CFrame=cf(oldpos,newpos)*cf(0,0,-mag/2)*ca(pi/2,0,0)
a.Material="Neon"
Spawn(function()
for i=1,10 do
wait()
m.Scale=m.Scale-Vector3.new(0.025,0,0.025)
end
wait(.5)
a:Destroy()
end)
end
end)
end
function mgblock(pa,cfr,tm,col1,col2,sz,wa)
local cols={col1,col2}
Spawn(function()
for i=1,tm do
local a= Part(1,1,1,cols[math.random(1,2)],0,false,true,mo)
a.Material="Neon"
curre=a
v1,v2,v3=sz.x,sz.y,sz.z
local m= Mesh(a,3,v1,v2,v3)
a.CFrame=pa.CFrame*cfr*ca(math.random(),math.random(),math.random())
Spawn(function()
while wait() do
if a.Transparency >= 1 then a:Destroy() break end
m.Scale=m.Scale-Vector3.new(.1,0.1,0.1)
a.CFrame=a.CFrame+Vector3.new(0,0.1,0)
a.Transparency=a.Transparency+0.05
end
end)
wait(wa)
end
end)
return curre
end
function explosion(col1,col2,cfr,sz,rng,dmg)
local a= Part(1,1,1,col1,.5,false,true,mo)
local a2= Part(1,1,1,col2,.5,false,true,mo)
local a3= Part(1,1,1,col2,.5,false,true,mo)
a.Material="Neon"
a2.Material="Neon"
a3.Material="Neon"
v1,v2,v3=sz.x,sz.y,sz.z
local m= Mesh(a,'http://www.roblox.com/asset/?id=1185246',v1,v2,v3)
local m2= Mesh(a2,3,v1/3,v2/3,v3/3)
local m3= Mesh(a3,3,v1/3,v2/3,v3/3)
a.CFrame=cfr
a2.CFrame=cfr*ca(math.random(),math.random(),math.random())
a3.CFrame=cfr*ca(math.random(),math.random(),math.random())
so('219338733',a,false,1,1)
for i,v in pairs(workspace:children()) do
if v:IsA("Model") and v:findFirstChild("Humanoid") then
if v:findFirstChild("Head") and v:findFirstChild("Torso") then
if (v:findFirstChild("Torso").Position - a.Position).magnitude < rng and v.Name ~= pl.Name then
v.Humanoid.Health=v.Humanoid.Health-dmg
end
end
end
end
Spawn(function()
while wait() do
if a.Transparency >= 1 then a:Destroy() a2:Destroy() a3:Destroy() break end
m.Scale=m.Scale+Vector3.new(.1,0.1,0.1)
m2.Scale=m2.Scale+Vector3.new(.1,0.1,0.1)
m3.Scale=m3.Scale+Vector3.new(.1,0.1,0.1)
a.Transparency=a.Transparency+0.05
a2.Transparency=a2.Transparency+0.05
a3.Transparency=a3.Transparency+0.05
end
end)
end
function hit(tm,parent,dmg)
local dodmg=parent.Touched:connect(function(hit)
if hit.Parent:findFirstChild("Humanoid") ~= nil and hit.Parent.Name ~= pl.Name and hitdeb==false then
hitdeb=true
hit.Parent.Humanoid.Health=hit.Parent.Humanoid.Health-dmg
so('46153268',hit.Parent,false,math.random(50,100)/100,1)
if hit.Parent.Humanoid.Health<=dednum then skul(hit.Parent) end
wait(.1)
hitdeb=false
end
end)
Spawn(function()
wait(tm)
dodmg:disconnect()
end)
end
Lightning2 = function(Start,End,Times,Offset,Color,Thickness)
local magz = (Start - End).magnitude local curpos = Start local trz = {-Offset,Offset}
for i=1,Times do
local li = Instance.new("Part",workspace) li.TopSurface =0 li.BottomSurface = 0 li.Anchored = true li.Transparency = 0 li.BrickColor = Color
li.formFactor = "Custom" li.CanCollide = false li.Size = Vector3.new(Thickness,Thickness,magz/Times) local ofz = Vector3.new(trz[math.random(1,2)],trz[math.random(1,2)],trz[math.random(1,2)]) li.Material="Neon"
local trolpos = CFrame.new(curpos,End)*CFrame.new(0,0,magz/Times).p+ofz
if Times == i then
local magz2 = (curpos - End).magnitude li.Size = Vector3.new(Thickness,Thickness,magz2)
li.CFrame = CFrame.new(curpos,End)*CFrame.new(0,0,-magz2/2)
else
li.CFrame = CFrame.new(curpos,trolpos)*CFrame.new(0,0,magz/Times/2)
end
curpos = li.CFrame*CFrame.new(0,0,magz/Times/2).p Spawn(function() for i=1,10 do wait() li.Transparency = li.Transparency+.1 end li:Destroy() end)
end
end
function tmdmg(tm,pa,dmg,rng)
Spawn(function()
for i=1,tm do wait()
for i,v in pairs(workspace:children()) do
if v:IsA("Model") and v:findFirstChild("Humanoid") then
if v:findFirstChild("Head") and v:findFirstChild("Torso") then
if (v:findFirstChild("Torso").Position - pa.Position).magnitude < rng and v.Name ~= pl.Name then
v.Humanoid:TakeDamage(dmg)
end
end
end
end
end
end)
end
function stratle()
Tween(rw,cf(1.5,.75,0)*ca(0,0,rad(120)),.2)
so('206083107',tor,false,.7,1)
Spawn(function()
for i=1,7 do wait(.1)
for i=1,math.random(3,7) do
mgblock(dmnd,cf(math.random(-3,3),math.random(-3,3),math.random(-3,3)),2,'Lime green','White',Vector3.new(1,1,1),0)
end
end
end)
wait(.2)
mgblock(pl['Right Arm'],cf(0,-1,0),10,'Lime green','White',Vector3.new(1.5,1.5,1.5),0)
so('200633433',tor,false,1,1)
wait(1)
Tween(rw,cf(1.5,.5,0)*ca(0,0,rad(18)),.2)
for i=1,3 do
local pa= Part(1,1,1,'Lime green',0,false,true,workspace)
pa.Reflectance=1
pa.CFrame=dmnd.CFrame*CFrame.Angles(math.random(),math.random(),math.random())
local ms=Mesh(pa,'http://www.roblox.com/asset/?id=3270017',2,2,.02)
Spawn(function()
for i=1,20 do wait()
pa.Reflectance=pa.Reflectance-.05
pa.Transparency=pa.Transparency+.05
ms.Scale=ms.Scale+Vector3.new(.5,.5,0)
end
pa:Destroy()
end)
end
wait(.1)
local goto=dmnd.Position+Vector3.new(0,1000,0)
Lightning2(dmnd.Position,goto,math.random(5,10),math.random(-2.5,2.5),BrickColor.new'Lime green',2)
so('219338923',tor,false,1,1)
so('206083093',tor,false,1,1)
wait(2)
for i=1,math.random(4,7) do
local start=dmnd.Position+Vector3.new(math.random(-50,50),1000,math.random(-50,50))
local goto=mouse.Hit.p+Vector3.new(math.random(-15,15),1,math.random(-15,15))
so('219339064',workspace,false,1,1)
Lightning2(start,goto,math.random(5,10),math.random(-2.5,2.5),BrickColor.new'Lime green',.2)
explosion('Really black','Lime green',CFrame.new(goto),Vector3.new(10,10,10),15,30)
wait(math.random(1,10)/10)
end
end
function plc()
if x then
Tween(lw,cf(-1,.5,-.5)*ca(rad(120),0,rad(45)),.2)
Tween(rw,cf(1,.5,-.5)*ca(rad(120),0,-rad(45)),.2)
so('206083107',tor,false,.7,1)
wait(.4)
so('206083107',tor,false,.5,1)
Tween(lw,cf(-1,.5,-.5)*ca(rad(90),0,rad(45)),.4)
Tween(rw,cf(1,.5,-.5)*ca(rad(90),0,-rad(45)),.4)
Tween(rj,cf(0,-1.3,0)*ca(0,0,0),.4)
Tween(rw2,rwc1*cf(-.75,-1.3,0),.4)
Tween(lw2,lwc1*cf(0,-.7,0)*ca(0,0,-rad(60)),.4)
wait(.5)
mwl:Destroy()
mpa.Anchored=true
so('219338674',tor,false,1,1)
for i=1,3 do
for i=1,math.random(3,7) do
mgblock(dmnd,cf(math.random(-3,3),math.random(-3,3),math.random(-3,3)),2,'Lime green','White',Vector3.new(1,1,1),0)
end
local pa= Part(1,1,1,'Lime green',0,false,true,workspace)
pa.Reflectance=1
pa.CFrame=dmnd.CFrame*CFrame.Angles(math.random(),math.random(),math.random())
local ms=Mesh(pa,'http://www.roblox.com/asset/?id=3270017',5,5,.02)
Spawn(function()
for i=1,20 do wait()
pa.Reflectance=pa.Reflectance-.05
pa.Transparency=pa.Transparency+.05
ms.Scale=ms.Scale+Vector3.new(.5,.5,0)
end
pa:Destroy()
end)
end
wait(.1)
Tween(mwl2,cf(0,-1,-0.2)*ca(-pi/2,0,0),.5)
Tween(mowl3,cf(-0.0125,.9+.75,-0.075)*ca(0,0,pi/2),.1)
Tween(mowl4,cf(0.0125,.9+.75,-0.075)*ca(pi/1,pi/1,pi/2),.1)
Tween(mowl5,cf(0.0125,.9+.75,0.075)*ca(0,pi/1,pi/2),.1)
Tween(mowl6,cf(-0.0125,.9+.75,0.075)*ca(pi/1,0,pi/2),.1)
Tween(mowl7,cf(0,1.4+1.5,0),.1)
Spawn(function()
for i=1,5 do wait()
mom3.Scale=mom3.Scale+Vector3.new(0.3,0,0)
mom4.Scale=mom4.Scale+Vector3.new(0.3,0,0)
mom5.Scale=mom5.Scale+Vector3.new(0.3,0,0)
mom6.Scale=mom6.Scale+Vector3.new(0.3,0,0)
end
end)
smode='sword'
so('219339134',tor,false,1,1)
--Tween(mwl,cf(0,-1,0)*ca(-pi/2,pi/2,0),.1)
Tween(rw,cf(1.5,.5,0)*ca(0,0,rad(18)),.1)
Tween(lw,cf(-1.5,.5,0)*ca(0,0,-rad(18)),.1)
Tween(rj,cf(0,0,0)*ca(0,0,0),.2)
Tween(rw2,rwc1,.2)
Tween(lw2,lwc1,.2)
else
for i=1,10 do wait()
for _,v in pairs(mo:GetChildren()) do if v.ClassName=="Part" then v.Reflectance=v.Reflectance-.1 v.Transparency=v.Transparency+.1 end end
end
mpa.Anchored=false
mwl= Weld(mpa,pl['Right Arm'],0,-1,0,-pi/2,0,0,mo)
for i=1,10 do wait()
for _,v in pairs(mo:GetChildren()) do if v.ClassName=="Part" then v.Reflectance=v.Reflectance+.1 v.Transparency=v.Transparency-.1 end end
end
Tween(mwl2,cf(0,-1,-0.2)*ca(-pi/2,0,0),.5)
Tween(mowl3,cf(-0.0125,.9,-0.075)*ca(0,0,pi/2),.2)
Tween(mowl4,cf(0.0125,.9,-0.075)*ca(pi/1,pi/1,pi/2),.2)
Tween(mowl5,cf(0.0125,.9,0.075)*ca(0,pi/1,pi/2),.2)
Tween(mowl6,cf(-0.0125,.9,0.075)*ca(pi/1,0,pi/2),.2)
Tween(mowl7,cf(0,1.4,0),.2)
Spawn(function()
for i=1,5 do wait()
mom3.Scale=mom3.Scale-Vector3.new(0.3,0,0)
mom4.Scale=mom4.Scale-Vector3.new(0.3,0,0)
mom5.Scale=mom5.Scale-Vector3.new(0.3,0,0)
mom6.Scale=mom6.Scale-Vector3.new(0.3,0,0)
end
end)
so('206083252',tor,false,.9,1)
for i=1,3 do
for i=1,math.random(3,7) do
mgblock(tp,cf(math.random(-3,3)/2,math.random(-3,3)/2,math.random(-3,3)/2),2,'Lime green','White',Vector3.new(.1,.1,.1),0)
end
end
Tween(mwl2,cf(0,-1,0.2)*ca(pi/2,0,0),.1)
smode='knife'
end
end
function eq()
deb=true
so('31758934',pl.Torso,false,1,1)
ani(true)
Tween(rw,cf(1.5,.5,0)*ca(-rad(60),0,-rad(50)),.1)
Tween(lw,cf(-1.5,.5,0)*ca(-rad(60),0,rad(50)),.1)
wait(.4)
mwl.Part1 = pl['Right Arm']
Tween(mwl,cf(0,-1,0)*ca(-pi/2,pi/2,0),.1)
Tween(rw,cf(1.5,.5,0)*ca(0,0,rad(18)),.1)
mwl2.Part1 = pl['Left Arm']
Tween(mwl2,cf(0,-1,0.2)*ca(pi/2,0,0),.1)
Tween(lw,cf(-1.5,.5,0)*ca(0,0,-rad(18)),.1)
wait(.4)
equi=true
deb=false
end
function dc()
deb=true
equi=false
so('31758934',pl.Torso,false,1,1)
Tween(rw,cf(1.5,.5,0)*ca(-rad(60),0,-rad(50)),.1)
Tween(lw,cf(-1.5,.5,0)*ca(-rad(60),0,rad(50)),.1)
wait(.4)
mwl.Part1 = tor
Tween(mwl,cf(0,0,0.5)*ca(0,0,rad(45)),.5)
Tween(rw,cf(1.5,.5,0)*ca(0,0,0),.1)
mwl2.Part1 = tor
Tween(mwl2,cf(-.5,-1,.5)*ca(pi/2,0,-pi/2),.5)
Tween(lw,cf(-1.5,.5,0)*ca(0,0,0),.1)
wait(.4)
ani(false)
deb=false
end
mo=Instance.new("Model",pl)
mo.Name='s_Celestial'
-- staff
mpa= Part(1,1,1,'Black',0,false,false,mo)
Mesh(mpa,1,.15,4,.15)
mwl= Weld(mpa,tor,0,0,0.5,0,0,rad(45),mo)--0,-1,0,-pi/2,0,0
pa= Part(1,1,1,'New Yeller',0,false,false,mo)
pa.Reflectance=.75
Mesh(pa,1,.175,.75,.175)
wl= Weld(pa,mpa,0,0,0,0,0,0,mo)
pa= Part(1,1,1,'New Yeller',0,false,false,mo)
pa.Reflectance=.75
Mesh(pa,3,.175,.05,.175)
wl= Weld(pa,mpa,0,.375,0,0,0,0,mo)
pa= Part(1,1,1,'New Yeller',0,false,false,mo)
pa.Reflectance=.75
Mesh(pa,3,.175,.05,.175)
wl= Weld(pa,mpa,0,-.375,0,0,0,0,mo)
pa= Part(1,1,1,'Black',0,false,false,mo)
Mesh(pa,'http://www.roblox.com/asset/?id=1778999',.17,.2,.17)
wl= Weld(pa,mpa,0,-1.7,0,0,0,0,mo)
pa= Part(1,1,1,'New Yeller',0,false,false,mo)
pa.Reflectance=.75
Mesh(pa,1,.225,.2,.225)
wl= Weld(pa,mpa,0,-1.967,0,0,0,0,mo)
pa= Part(1,1,1,'New Yeller',0,false,false,mo)
pa.Reflectance=.75
Mesh(pa,'http://www.roblox.com/asset/?id=1778999',.17,.2,.17)
wl= Weld(pa,mpa,0,-2.22,0,pi/1,0,0,mo)
pa= Part(1,1,1,'Lime green',0,false,false,mo)
pa.Material='Granite'
Mesh(pa,1,.1,.27,.1)
wl= Weld(pa,mpa,0,-1.967,0,pi/2,0,0,mo)
pa= Part(1,1,1,'Lime green',0,false,false,mo)
pa.Material='Granite'
Mesh(pa,1,.1,.27,.1)
wl= Weld(pa,mpa,0,-1.967,0,pi/2,0,pi/2,mo)
pa= Part(1,1,1,'New Yeller',0,false,false,mo)
pa.Reflectance=.75
Mesh(pa,'http://www.roblox.com/asset/?id=1778999',.17,.2,.17)
wl= Weld(pa,mpa,0,1.7,0,pi/1,0,0,mo)
pa= Part(1,1,1,'New Yeller',0,false,false,mo)
pa.Reflectance=.75
Mesh(pa,1,.225,.2,.225)
wl= Weld(pa,mpa,0,1.967,0,0,0,0,mo)
pa= Part(1,1,1,'New Yeller',0,false,false,mo)
pa.Reflectance=.75
Mesh(pa,'http://www.roblox.com/Asset/?id=9756362',.255,.05,.255)
wl= Weld(pa,mpa,0,2.05,0,0,rad(45),0,mo)
dmnd= Part(.25,.25,.25,'Lime green',1,false,false,mo)
dmndwl= Weld(dmnd,mpa,0,2.2,0,0,0,0,mo)
dmndp= Part(.25,.25,.25,'Lime green',0,false,false,mo)
dmndp.Material="Neon"
dmndpwl= Weld(dmndp,dmnd,0,0,0,rad(45),rad(45),rad(90),mo)
pa= Part(1,1,1,'Black',0,false,false,mo)
pa.Reflectance=.75
Mesh(pa,'http://www.roblox.com/asset/?id=3270017',1.5,1.5,.2)
wl= Weld(pa,dmnd,0,0,0,0,0,0,mo)
pa= Part(1,1,1,'Black',0,false,false,mo)
pa.Reflectance=.75
Mesh(pa,'http://www.roblox.com/asset/?id=3270017',1.5,1.5,.2)
wl= Weld(pa,dmnd,0,0,0,0,pi/2,0,mo)
for i=1,3 do
for i = 1, 360, 24 do
local pa= Part(.2,.2,.2,'New Yeller',0.5,false,false,mo)
m=Mesh(pa,'http://www.roblox.com/Asset/?id=9756362',.05,.1,.05)
pa.Material="Neon"
pa.Reflectance=.75
local weld = Instance.new("Weld")
weld.Parent = mo
weld.Part0 = dmnd
weld.Part1 = pa
weld.C0 = CFrame.Angles(0,-rad(i),0) * CFrame.new(0.25*math.cos(rad(i/100)),-0.75,0.25*math.sin(rad(i/100))) * CFrame.Angles(0,0,pi/2)
local pa= Part(.2,.2,.2,'New Yeller',0.5,false,false,mo)
m=Mesh(pa,'http://www.roblox.com/Asset/?id=9756362',.05,.1,.05)
pa.Material="Neon"
pa.Reflectance=.75
local weld = Instance.new("Weld")
weld.Parent = mo
weld.Part0 = dmnd
weld.Part1 = pa
weld.C0 = CFrame.Angles(0,0,-math.rad(i)) * CFrame.new(0.25*math.cos(math.rad(i/100)),0.25*math.sin(math.rad(i/100))-0.75,0)
local pa= Part(.2,.2,.2,'New Yeller',0.5,false,false,mo)
m=Mesh(pa,'http://www.roblox.com/Asset/?id=9756362',.05,.1,.05)
pa.Material="Neon"
pa.Reflectance=.75
local weld = Instance.new("Weld")
weld.Parent = mo
weld.Part0 = dmnd
weld.Part1 = pa
weld.C0 = CFrame.Angles(0,pi/2,-math.rad(i)) * CFrame.new(0.25*math.cos(math.rad(i/100)),0.25*math.sin(math.rad(i/100))-0.75,0)
end
end
--knife
mo2=Instance.new('Model',pl)
mo2.Name='k_Celestial'
mpa2= Part(1,1,1,'Black',0,false,false,mo2)
Mesh(mpa2,1,.15,.75,.15)
mwl2= Weld(mpa2,tor,-.5,-1,.5,pi/2,0,-pi/2,mo2)--0,-1,-0.2,-pi/2,0,0
pa= Part(1,1,1,'New Yeller',0,false,false,mo2)
pa.Reflectance=.75
Mesh(pa,'http://www.roblox.com/asset/?id=3270017',.175,.6,.175)
wl= Weld(pa,mpa2,0,0,0,rad(15),0,0,mo2)
pa= Part(1,1,1,'New Yeller',0,false,false,mo2)
pa.Reflectance=.75
Mesh(pa,'http://www.roblox.com/asset/?id=3270017',.175,.6,.175)
wl= Weld(pa,mpa2,0,0,0,-rad(15),0,0,mo2)
pa= Part(1,1,1,'New Yeller',0,false,false,mo2)
pa.Reflectance=.75
Mesh(pa,'http://www.roblox.com/asset/?id=3270017',.175,.6,.175)
wl= Weld(pa,mpa2,0,0,0,rad(15),pi/2,0,mo2)
pa= Part(1,1,1,'New Yeller',0,false,false,mo2)
pa.Reflectance=.75
Mesh(pa,'http://www.roblox.com/asset/?id=3270017',.175,.6,.175)
wl= Weld(pa,mpa2,0,0,0,-rad(15),pi/2,0,mo2)
pa= Part(1,1,1,'Black',0,false,false,mo2)
Mesh(pa,'http://www.roblox.com/asset/?id=1778999',.17,.2,.17)
wl= Weld(pa,mpa2,0,-.25,0,0,0,0,mo2)
pa= Part(1,1,1,'New Yeller',0,false,false,mo2)
pa.Reflectance=.75
Mesh(pa,1,.225,.2,.225)
wl= Weld(pa,mpa2,0,-.515,0,0,0,0,mo2)
pa= Part(1,1,1,'New Yeller',0,false,false,mo2)
pa.Reflectance=.75
Mesh(pa,'http://www.roblox.com/asset/?id=1778999',.17,.2,.17)
wl= Weld(pa,mpa2,0,-.775,0,pi/1,0,0,mo2)
pa= Part(1,1,1,'Lime green',0,false,false,mo2)
pa.Material='Granite'
Mesh(pa,1,.1,.27,.1)
wl= Weld(pa,mpa2,0,-.515,0,pi/2,0,0,mo2)
pa= Part(1,1,1,'Lime green',0,false,false,mo2)
pa.Material='Granite'
Mesh(pa,1,.1,.27,.1)
wl= Weld(pa,mpa2,0,-.515,0,pi/2,0,pi/2,mo2)
pa= Part(1,1,1,'Black',0,false,false,mo2)
mom1=Mesh(pa,3,.5,.15,.15)
mowl1= Weld(pa,mpa2,0,.5,-0.15,0,pi/2,rad(45),mo2)
pa= Part(1,1,1,'Black',0,false,false,mo2)
mom2=Mesh(pa,3,.5,.15,.15)
mowl2= Weld(pa,mpa2,0,.5,0.15,0,pi/2,-rad(45),mo2)
pa= Part(1,1,1,'Lime green',0,false,false,mo2)
pa.Reflectance=.75
mom3=Mesh(pa,4,1,.025,.15)
mowl3= Weld(pa,mpa2,-0.0125,.9,-0.075,0,0,pi/2,mo2)
pa= Part(1,1,1,'Lime green',0,false,false,mo2)
pa.Reflectance=.75
mom4=Mesh(pa,4,1,.025,.15)
mowl4= Weld(pa,mpa2,0.0125,.9,-0.075,pi/1,pi/1,pi/2,mo2)
pa= Part(1,1,1,'Lime green',0,false,false,mo2)
pa.Reflectance=.75
mom5=Mesh(pa,4,1,.025,.15)
mowl5= Weld(pa,mpa2,0.0125,.9,0.075,0,pi/1,pi/2,mo2)
pa= Part(1,1,1,'Lime green',0,false,false,mo2)
pa.Reflectance=.75
mom6=Mesh(pa,4,1,.025,.15)
mowl6= Weld(pa,mpa2,-0.0125,.9,0.075,pi/1,0,pi/2,mo2)
tp= Part(1,1,1,'Lime green',0,false,false,mo2)
tp.Reflectance=.75
Mesh(tp,'http://www.roblox.com/Asset/?id=9756362',.035,.5,.2)
mowl7= Weld(tp,mpa2,0,1.4,0,0,0,0,mo2)
--pa.Material='Granite'
function onKeyDown(key)
key = key:lower()
if deb==true then return end
if key == "q" then a=not a
if a then eq()else dc()end
elseif key == "x" then
if equi==false then return end
x=not x
plc()
elseif key == "c" then
if equi==false or smode=='knife' then return end
c=c
stratle()
end
end
--so('62777105',tor,false,1)
function onClicked()
if equi==false or deb==true then return end
if smode=='knife' then deb=true
Tween(lw,cf(-1.5,.5,0)*ca(0,0,-rad(90)),.2)
wait(.3)
trail(tp,7,'White')
tmdmg(10,tp,4,2)
so('206083107',tor,false,.9,1)
Tween(lw,cf(-1.5,.5,0)*ca(0,-rad(90),-rad(90)),.2)
Tween(rj,cf(0,0,0)*ca(0,-rad(90),0),.2)
Tween(hw,cf(0,2,0)*ca(0,rad(90),0),.2)
wait(.3)
Tween(mwl2,cf(0,-1,-0.2)*ca(-pi/2,0,0),.5)
wait(.05)
tmdmg(10,tp,4,2)
so('206083107',tor,false,.7,1)
Tween(lw,cf(-1.5,.5,0)*ca(0,rad(30),-rad(90)),.2)
wait(.001)
trail(tp,7,'White')
wait(.3)
so('206083107',tor,false,.5,1)
Tween(rj,cf(0,0,0)*ca(0,rad(90),0),.2)
Tween(rw,cf(1.5,.5,0)*ca(0,0,rad(90)),.2)
Tween(mwl,cf(0,-1,0)*ca(-pi/1,pi/2,0),.2)
Tween(hw,cf(0,2,0)*ca(0,-rad(90),0),.2)
wait(.3)
for i=1,5 do
so('206083293',tor,false,1,100)
end
for i,v in pairs(workspace:children()) do
if v:IsA("Model") and v:findFirstChild("Humanoid") then
if v:findFirstChild("Head") and v:findFirstChild("Torso") then
if (v:findFirstChild("Torso").Position - dmnd.Position).magnitude < 8 and v.Name ~= pl.Name then
for i=1,5 do wait()
local goto=v.Torso.Position+Vector3.new(math.random(-1,1),math.random(-1,1),math.random(-1,1))
Lightning(dmnd.Position,goto,math.random(5,10),math.random(-2.5,2.5),BrickColor.new'Lime green',.1)
v.Humanoid:TakeDamage(4)
end
end
end
end
end
Tween(mwl,cf(0,-1,0)*ca(-pi/2,pi/2,0),.1)
Tween(rw,cf(1.5,.5,0)*ca(0,0,rad(18)),.1)
Tween(mwl2,cf(0,-1,0.2)*ca(pi/2,0,0),.1)
Tween(lw,cf(-1.5,.5,0)*ca(0,0,-rad(18)),.1)
Tween(rj,cf(0,0,0)*ca(0,0,0),.2)
Tween(hw,cf(0,2,0)*ca(0,0,0),.2)
wait(.3)
deb=false
elseif smode=='sword' then
deb=true
Tween(lw,cf(-1.5,.5,0)*ca(rad(120),0,-rad(40)),.3)
Tween(rw,cf(1.5,.5,0)*ca(rad(20),0,rad(20)),.3)
wait(.18)
so('206083107',pl.Torso,false,.6,1)
trail(tp,7,'White')
tmdmg(10,tp,4,2)
Tween(lw,cf(-1.5,.5,0)*ca(rad(15),0,rad(30)),.3)
Tween(rw,cf(1.5,.5,0)*ca(-rad(20),0,rad(20)),.3)
wait(.18)
Tween(rw,cf(1.5,.5,0)*ca(0,0,rad(18)),.3)
Tween(lw,cf(-1.5,.5,0)*ca(0,0,-rad(18)),.3)
wait(.18)
Tween(lw,cf(-1.5,.5,0)*ca(rad(120),0,rad(40)),.3)
Tween(rw,cf(1.5,.5,0)*ca(rad(20),0,rad(20)),.3)
wait(.18)
so('206083107',pl.Torso,false,.45,1)
trail(tp,7,'White')
tmdmg(10,tp,4,2)
Tween(lw,cf(-1.5,.5,0)*ca(rad(15),0,-rad(30)),.3)
Tween(rw,cf(1.5,.5,0)*ca(-rad(20),0,rad(20)),.3)
wait(.18)
Tween(rw,cf(1.5,.5,0)*ca(0,0,rad(18)),.3)
Tween(lw,cf(-1.5,.5,0)*ca(0,0,-rad(18)),.3)
wait(.18)
Tween(rw,cf(1.5,.5,0)*ca(0,-rad(30),rad(90)),.3)
its=so('219338993',pl.Torso,false,1,3)
for i=1,15 do wait(.1)
local goto=mgblock(pl['Right Arm'],cf(0,-1,0),2,'Lime green','White',Vector3.new(1.5,1.5,1.5),0)
Lightning2(dmnd.Position,goto.Position,math.random(5,10),math.random(-2.5,2.5),BrickColor.new'Lime green',.2)
end
mgblock(pl['Right Arm'],cf(0,-1,0),7,'Lime green','White',Vector3.new(1.5,1.5,1.5),0)
Tween(rw,cf(1.5,.5,0)*ca(0,0,rad(90)),.3)
Tween(rj,cf(0,0,0)*ca(0,rad(90),0),.3)
Tween(hw,cf(0,2,0)*ca(0,-rad(90),0),.3)
wait(.3)
its:Stop()
explosion('Really black','Lime green',pl['Right Arm'].CFrame*CFrame.new(0,-2,0),Vector3.new(5,5,5),10,20)
Tween(rw,cf(1.5,.5,0)*ca(0,0,rad(18)),.1)
Tween(lw,cf(-1.5,.5,0)*ca(0,0,-rad(18)),.1)
Tween(rj,cf(0,0,0)*ca(0,0,0),.2)
Tween(hw,cf(0,2,0)*ca(0,0,0),.2)
wait(.3)
deb=false
end
end
mouse.Button1Down:connect(function() onClicked(mouse) end)
mouse.KeyDown:connect(onKeyDown)
|
-----------------------------------------
-- ID: 4666
-- Scroll of Paralyze
-- Teaches the white magic Paralyze
-----------------------------------------
function onItemCheck(target)
return target:canLearnSpell(58)
end
function onItemUse(target)
target:addSpell(58)
end |
local dap = require('dap')
dap.adapters.node2 = {
type = 'executable',
command = 'node',
args = {os.getenv('HOME') .. '.local/share/dap/vscode-node-debug2/out/src/nodeDebug.js'}
}
dap.configurations.javascript = {
{
type = 'node2',
request = 'launch',
program = '${workspaceFolder}/${file}',
cwd = vim.fn.getcwd(),
sourceMaps = true,
protocol = 'inspector',
console = 'integratedTerminal',
}
}
dap.adapters.firefox = {
type = 'executable',
command = 'node',
args = {os.getenv('HOME') .. '.local/share/dap/vscode-firefox-debug/dist/adapter.bundle.js'}
}
dap.adapters.chrome = {
type = 'executable',
command = 'node',
args = {os.getenv('HOME') .. '.local/share/dap/vscode-chrome-debug/out/src/chromeDebug.js'}
}
dap.configurations.javascript = {
{
name = 'node',
type = 'node2',
request = 'launch',
program = '${workspaceFolder}/${file}',
cwd = vim.fn.getcwd(),
sourceMaps = true,
protocol = 'inspector',
console = 'integratedTerminal',
},
{
name = 'firefox',
type = 'firefox',
request = 'launch',
reAttach = true,
url = 'http://localhost:5000',
webRoot = '${workspaceFolder}',
firefoxExecutable = '/usr/bin/firefox'
},
-- chrome must be started with a remote debugging port:
-- google-chrome-stable --remote-debugging-port=9222
{
type = "chrome",
request = "attach",
program = "${file}",
cwd = vim.fn.getcwd(),
sourceMaps = true,
protocol = "inspector",
port = 9222,
webRoot = "${workspaceFolder}"
}
}
|
local cf = require "cf"
local cf_fork = cf.fork
local cf_sleep = cf.sleep
local wbproto = require "protocol.websocket.protocol"
local _recv_frame = wbproto.recv_frame
local _send_frame = wbproto.send_frame
local Log = require "logging":new { dump = true, path = 'protocol-websocket-server'}
local type = type
local pcall = pcall
local ipairs = ipairs
local assert = assert
local insert = table.insert
local char = string.char
local class = require "class"
local ws = class("ws")
function ws:ctor(opt)
self.sock = opt.sock
self.send_masked = nil
self.max_payload_len = 65535
self.ext = opt.ext
end
-- 设置发送掩码
function ws:set_send_masked(send_masked)
self.send_masked = send_masked
end
-- 设置最大数据载荷长度
function ws:set_max_payload_len(max_payload_len)
self.max_payload_len = max_payload_len
end
-- 异步消息发送
function ws:add_to_queue (f)
if not self.queue then
self.queue = {f}
return cf_fork(function (...)
for index, func in ipairs(self.queue) do
local ok, writeable = pcall(func)
if not ok then
Log:ERROR(writeable)
end
if not ok or not writeable then
break
end
end
self.queue = nil
end)
end
return self.queue and insert(self.queue, f)
end
-- 发送text/binary消息
function ws:send (data, binary)
if self.closed then
return
end
assert(type(data) == 'string' and data ~= '', "websoket error: send need string data.")
self:add_to_queue(function ()
return _send_frame(self.sock, true, binary and 0x2 or 0x1, data, self.max_payload_len, self.send_masked, self.ext)
end)
end
-- 发送close帧
function ws:close(data)
if self.closed then
return
end
self.closed = true
self:add_to_queue(function ()
return _send_frame(self.sock, true, 0x8, char(((1000 >> 8) & 0xff), (1000 & 0xff))..(type(data) == 'string' and data or ""), self.max_payload_len, self.send_masked, self.ext)
end)
self:add_to_queue(function ()
return self.sock:close()
end)
end
local Websocket = { __Version__ = 1.0 }
-- Websocket Server 事件循环
function Websocket.start(opt)
local sock = opt.sock
local ext = opt.ext
local w = ws:new { sock = sock, ext = ext }
local cls = opt.cls:new { ws = w }
local on_open = assert(type(cls.on_open) == 'function' and cls.on_open, "'on_open' method is not implemented.")
local on_message = assert(type(cls.on_message) == 'function' and cls.on_message, "'on_message' method is not implemented.")
local on_error = assert(type(cls.on_error) == 'function' and cls.on_error, "'on_error' method is not implemented.")
local on_close = assert(type(cls.on_close) == 'function' and cls.on_close, "'on_close' method is not implemented.")
sock._timeout = cls.timeout or nil
local send_masked = cls.send_masked or nil
local max_payload_len = cls.max_payload_len or 65535
w:set_send_masked(send_masked)
w:set_max_payload_len(max_payload_len)
local ok, err = pcall(on_open, cls)
if not ok then
Log:ERROR(err)
return
end
while 1 do
local data, typ, err = _recv_frame(sock, max_payload_len, send_masked)
if (not data and not typ) or typ == 'close' then
w.closed = true
if err and err ~= 'read timeout' then
local ok, err = pcall(on_error, cls, err)
if not ok then
Log:ERROR(err)
end
end
local ok, err = pcall(on_close, cls, data or err)
if not ok then
Log:ERROR(err)
end
break
end
if typ == 'ping' then
w:add_to_queue(function () return _send_frame(sock, true, 0xA, data or '', max_payload_len, send_masked, ext) end)
end
if typ == 'text' or typ == 'binary' then
cf_fork(on_message, cls, data, typ == 'binary')
end
end
return
end
return Websocket |
print("Better Trade Screen loaded")
-- ===========================================================================
-- SETTINGS
-- ===========================================================================
local alignTradeYields = true
local showNoBenefitsString = false
local showSortOrdersPermanently = false
local hideTradingPostIcon = false
local blockPanelInBetweenTurns = true
-- Color Settings for Headers
local colorCityPlayerHeader = true
local backdropGridColorOffset = 20
local backdropGridColorOpacity = 140
local backdropColorOffset = -15
local backdropColorOpacity = 55
local labelColorOffset = -27
local labelColorOpacity = 255
-- Color Settings for Route Entry
local hideHeaderOpaqueBackdrop = false
local tintTradeRouteEntry = true
local tintColorOffset = 80
local tintColorOpacity = 205
local tintLabelColorOffset = 10
local tintLabelColorOpacity = 210
-- ===========================================================================
-- INCLUDES
-- ===========================================================================
include("AnimSidePanelSupport");
include("InstanceManager");
include("SupportFunctions");
include("TradeSupport");
-- ===========================================================================
-- CONSTANTS
-- ===========================================================================
local RELOAD_CACHE_ID :string = "TradeOverview"; -- Must be unique (usually the same as the file name)
local OUTSIDE_SUPPORT_CACHE_ID :string = "TradeOverviewSupport";
local DATA_ICON_PREFIX :string = "ICON_";
local TRADE_TABS :table = {
MY_ROUTES = 0;
ROUTES_TO_CITIES = 1;
AVAILABLE_ROUTES = 2;
};
local GROUP_BY_SETTINGS :table = {
NONE = 1;
ORIGIN = 2;
DESTINATION = 3;
};
local SORT_BY_ID :table = {
FOOD = 1;
PRODUCTION = 2;
GOLD = 3;
SCIENCE = 4;
CULTURE = 5;
FAITH = 6;
TURNS_TO_COMPLETE = 7;
}
local SORT_ASCENDING = 1
local SORT_DESCENDING = 2
local GROUP_DESTINATION_ROUTE_SHOW_COUNT :number = 2;
local GROUP_ORIGIN_ROUTE_SHOW_COUNT :number = 4;
local GROUP_NONE_ROUTE_SHOW_COUNT :number = 100;
local m_shiftDown :boolean = false;
local m_ctrlDown :boolean = false;
-- ===========================================================================
-- VARIABLES
-- ===========================================================================
local m_RouteInstanceIM :table = InstanceManager:new("RouteInstance", "Top", Controls.BodyStack);
local m_HeaderInstanceIM :table = InstanceManager:new("HeaderInstance", "Top", Controls.BodyStack);
local m_SimpleButtonInstanceIM :table = InstanceManager:new("SimpleButtonInstance", "Top", Controls.BodyStack);
local m_AnimSupport :table; -- AnimSidePanelSupport
local m_currentTab :number = TRADE_TABS.MY_ROUTES;
local m_processingTurn :boolean = false;
-- Trade Routes Tables
local m_AvailableTradeRoutes :table = {}; -- Stores all available routes
local m_LocalPlayerRunningRoutes :table = {}; -- Stores the current running routes
local m_TraderAutomated :table = {};
-- Stores filter list and tracks the currently selected list
local m_filterList :table = {};
local m_filterCount :number = 0;
local m_filterSelected :number = 1;
local m_groupBySelected :number = 1;
local m_groupByList :table = {};
local m_cityRouteLimitExclusionList :table = {};
-- Variables used for cycle trade units function
local m_TradeUnitIndex :number = 0;
local m_CurrentCyclingUnitsTradeRoute :number = -1;
local m_DisplayedTradeRoutes :number = 0;
local m_HasBuiltTradeRouteTable :boolean = false;
local m_LastTurnBuiltTradeRouteTable :number = -1;
local m_LastTurnUpdatedMyRoutes :number = -1;
local m_GroupShowAll :boolean = false;
-- Stores the sort settings.
local m_SortBySettings = {};
local m_GroupSortBySettings = {};
-- Default is ascending in turns to complete trade route
m_SortBySettings[1] = {
SortByID = SORT_BY_ID.TURNS_TO_COMPLETE;
SortOrder = SORT_ASCENDING;
};
-- Default is ascending in turns to complete trade route
m_GroupSortBySettings[1] = {
SortByID = SORT_BY_ID.GOLD;
SortOrder = SORT_DESCENDING;
};
local m_CompareFunctionByID = {};
m_CompareFunctionByID[SORT_BY_ID.FOOD] = function(a, b) return CompareByFood(a, b) end;
m_CompareFunctionByID[SORT_BY_ID.PRODUCTION] = function(a, b) return CompareByProduction(a, b) end;
m_CompareFunctionByID[SORT_BY_ID.GOLD] = function(a, b) return CompareByGold(a, b) end;
m_CompareFunctionByID[SORT_BY_ID.SCIENCE] = function(a, b) return CompareByScience(a, b) end;
m_CompareFunctionByID[SORT_BY_ID.CULTURE] = function(a, b) return CompareByCulture(a, b) end;
m_CompareFunctionByID[SORT_BY_ID.FAITH] = function(a, b) return CompareByFaith(a, b) end;
m_CompareFunctionByID[SORT_BY_ID.TURNS_TO_COMPLETE] = function(a, b) return CompareByTurnsToComplete(a, b) end;
-- Finds and adds all possible trade routes
function RebuildAvailableTradeRoutesTable()
print("Rebuilding Trade Routes table");
m_AvailableTradeRoutes = {};
local sourceCities :table = Players[Game.GetLocalPlayer()]:GetCities();
local players :table = Game:GetPlayers();
local tradeManager :table = Game.GetTradeManager();
print("Group setting: " .. m_groupByList[m_groupBySelected].groupByString);
-- Build tables differently for group settings
if m_groupByList[m_groupBySelected].groupByID == GROUP_BY_SETTINGS.ORIGIN then
for i, sourceCity in sourceCities:Members() do
m_AvailableTradeRoutes[i] = {};
local hasTradeRoute = false
for j, destinationPlayer in ipairs(players) do
local destinationCities :table = destinationPlayer:GetCities();
for k, destinationCity in destinationCities:Members() do
-- Can we trade with this city / civ
if tradeManager:CanStartRoute(sourceCity:GetOwner(), sourceCity:GetID(), destinationCity:GetOwner(), destinationCity:GetID()) then
hasTradeRoute = true
-- Create the trade route entry
local tradeRoute = {
OriginCityPlayer = Game.GetLocalPlayer(),
OriginCityID = sourceCity:GetID(),
DestinationCityPlayer = destinationPlayer:GetID(),
DestinationCityID = destinationCity:GetID()
};
table.insert(m_AvailableTradeRoutes[i], tradeRoute);
end
end
end
-- Remove entry if no trade route existed
if not hasTradeRoute then
table.remove(m_AvailableTradeRoutes, i);
end
end
elseif m_groupByList[m_groupBySelected].groupByID == GROUP_BY_SETTINGS.DESTINATION then
local destinationCityCounter :number = 0;
for i, destinationPlayer in ipairs(players) do
local destinationCities :table = destinationPlayer:GetCities();
for j, destinationCity in destinationCities:Members() do
local hasTradeRoute = false
destinationCityCounter = destinationCityCounter + 1;
m_AvailableTradeRoutes[destinationCityCounter] = {};
for k, sourceCity in sourceCities:Members() do
-- Can we trade with this city / civ
if tradeManager:CanStartRoute(sourceCity:GetOwner(), sourceCity:GetID(), destinationCity:GetOwner(), destinationCity:GetID()) then
hasTradeRoute = true
-- Create the trade route entry
local tradeRoute = {
OriginCityPlayer = Game.GetLocalPlayer(),
OriginCityID = sourceCity:GetID(),
DestinationCityPlayer = destinationPlayer:GetID(),
DestinationCityID = destinationCity:GetID()
};
table.insert(m_AvailableTradeRoutes[destinationCityCounter], tradeRoute);
end
end
-- Remove entry if no trade route existed
if not hasTradeRoute then
table.remove(m_AvailableTradeRoutes, destinationCityCounter);
destinationCityCounter = destinationCityCounter - 1;
end
end
end
else
for i, sourceCity in sourceCities:Members() do
for j, destinationPlayer in ipairs(players) do
local destinationCities :table = destinationPlayer:GetCities();
for k, destinationCity in destinationCities:Members() do
-- Can we trade with this city / civ
if tradeManager:CanStartRoute(sourceCity:GetOwner(), sourceCity:GetID(), destinationCity:GetOwner(), destinationCity:GetID()) then
-- Create the trade route entry
local tradeRoute = {
OriginCityPlayer = Game.GetLocalPlayer(),
OriginCityID = sourceCity:GetID(),
DestinationCityPlayer = destinationPlayer:GetID(),
DestinationCityID = destinationCity:GetID()
};
table.insert(m_AvailableTradeRoutes, tradeRoute);
end
end
end
end
end
m_HasBuiltTradeRouteTable = true;
m_LastTurnBuiltTradeRouteTable = Game.GetCurrentGameTurn();
end
function Refresh()
PreRefresh();
RefreshGroupByPulldown();
RefreshFilters();
RefreshSortBar();
if m_currentTab == TRADE_TABS.MY_ROUTES then
ViewMyRoutes();
elseif m_currentTab == TRADE_TABS.ROUTES_TO_CITIES then
ViewRoutesToCities();
elseif m_currentTab == TRADE_TABS.AVAILABLE_ROUTES then
ViewAvailableRoutes();
else
ViewMyRoutes();
end
PostRefresh();
end
function PreRefresh()
-- Reset Stack
m_RouteInstanceIM:ResetInstances();
m_HeaderInstanceIM:ResetInstances();
m_SimpleButtonInstanceIM:ResetInstances();
end
function PostRefresh()
-- Calculate Stack Sizess
Controls.HeaderStack:CalculateSize();
Controls.HeaderStack:ReprocessAnchoring();
Controls.BodyScrollPanel:CalculateSize();
Controls.BodyScrollPanel:ReprocessAnchoring();
Controls.BodyScrollPanel:CalculateInternalSize();
end
-- ===========================================================================
-- Tab functions
-- ===========================================================================
-- Show My Routes Tab
function ViewMyRoutes()
m_DisplayedTradeRoutes = 0;
-- Update Tabs
SetMyRoutesTabSelected(true);
SetRoutesToCitiesTabSelected(false);
SetAvailableRoutesTabSelected(false);
-- Update Header
local playerTrade :table = Players[Game.GetLocalPlayer()]:GetTrade();
local routesActive :number = playerTrade:GetNumOutgoingRoutes();
local routesCapacity :number = playerTrade:GetOutgoingRouteCapacity();
Controls.HeaderLabel:SetText(Locale.ToUpper("LOC_TRADE_OVERVIEW_MY_ROUTES"));
Controls.ActiveRoutesLabel:SetHide(false);
-- If our active routes exceed our route capacity then color active route number red
local routesActiveText :string = ""
if routesActive > routesCapacity then
routesActiveText = "[COLOR_RED]" .. tostring(routesActive) .. "[ENDCOLOR]";
else
routesActiveText = tostring(routesActive);
end
Controls.ActiveRoutesLabel:SetText(Locale.Lookup("LOC_TRADE_OVERVIEW_ACTIVE_ROUTES", routesActiveText, routesCapacity));
-- Run a safety check, to make all running routes are present in table,
-- and routes completed are removed.
CheckConsistencyWithMyRunningRoutes(m_LocalPlayerRunningRoutes);
-- Gather data and apply filter
local routesSortedByPlayer :table = {};
for i, route in ipairs(m_LocalPlayerRunningRoutes) do
if m_filterList[m_filterSelected].FilterFunction and m_filterList[m_filterSelected].FilterFunction(Players[route.DestinationCityPlayer]) then
-- Make sure we have a table for each destination player
if routesSortedByPlayer[route.DestinationCityPlayer] == nil then
routesSortedByPlayer[route.DestinationCityPlayer] = {};
end
table.insert(routesSortedByPlayer[route.DestinationCityPlayer], route);
end
end
-- Add routes to local player cities
if routesSortedByPlayer[Game.GetLocalPlayer()] ~= nil then
CreatePlayerHeader(Players[Game.GetLocalPlayer()]);
SortTradeRoutes(routesSortedByPlayer[Game.GetLocalPlayer()]);
for i, route in ipairs(routesSortedByPlayer[Game.GetLocalPlayer()]) do
AddRouteInstanceFromRouteInfo(route);
end
end
-- Add routes to other civs
local haveAddedCityStateHeader :boolean = false;
for playerID, routes in pairs(routesSortedByPlayer) do
if playerID ~= Game.GetLocalPlayer() then
SortTradeRoutes(routes);
-- Skip City States as these are added below
local playerInfluence :table = Players[playerID]:GetInfluence();
if not playerInfluence:CanReceiveInfluence() then
CreatePlayerHeader(Players[playerID]);
for i, route in ipairs(routes) do
AddRouteInstanceFromRouteInfo(route);
end
else
-- Add city state routes
if not haveAddedCityStateHeader then
haveAddedCityStateHeader = true;
CreateCityStateHeader();
end
for i, route in ipairs(routes) do
AddRouteInstanceFromRouteInfo(route);
end
end
end
end
-- Determine how many unused routes we have
local unusedRoutes :number = routesCapacity - routesActive;
if unusedRoutes > 0 then
CreateUnusedRoutesHeader();
local idleTradeUnits :table = GetIdleTradeUnits(Game.GetLocalPlayer());
-- Assign idle trade units to unused routes
for i = 1, unusedRoutes, 1 do
if #idleTradeUnits > 0 then
-- Add button to choose a route for this trader
AddChooseRouteButtonInstance(idleTradeUnits[1]);
table.remove(idleTradeUnits, 1);
else
-- Add button to produce new trade unit
AddProduceTradeUnitButtonInstance();
end
end
end
end
-- Show Routes To My Cities Tab
function ViewRoutesToCities()
m_DisplayedTradeRoutes = 0;
-- Update Tabs
SetMyRoutesTabSelected(false);
SetRoutesToCitiesTabSelected(true);
SetAvailableRoutesTabSelected(false);
-- Update Header
Controls.HeaderLabel:SetText(Locale.ToUpper("LOC_TRADE_OVERVIEW_ROUTES_TO_MY_CITIES"));
Controls.ActiveRoutesLabel:SetHide(true);
-- Gather data
local routesSortedByPlayer :table = {};
local players = Game.GetPlayers();
for i, player in ipairs(players) do
if m_filterList[m_filterSelected].FilterFunction and m_filterList[m_filterSelected].FilterFunction(player) then
local playerCities :table = player:GetCities();
for i, city in playerCities:Members() do
local outgoingRoutes = city:GetTrade():GetOutgoingRoutes();
for i, route in ipairs(outgoingRoutes) do
-- Check that the destination city owner is the local palyer
local isDestinationOwnedByLocalPlayer :boolean = false;
if route.DestinationCityPlayer == Game.GetLocalPlayer() then
isDestinationOwnedByLocalPlayer = true;
end
if isDestinationOwnedByLocalPlayer then
-- Make sure we have a table for each destination player
if routesSortedByPlayer[route.OriginCityPlayer] == nil then
local routes :table = {};
routesSortedByPlayer[route.OriginCityPlayer] = {};
end
table.insert(routesSortedByPlayer[route.OriginCityPlayer], route);
end
end
end
end
end
-- Add routes to stack
for playerID, routes in pairs(routesSortedByPlayer) do
CreatePlayerHeader(Players[playerID]);
-- Sort the routes
SortTradeRoutes(routes)
for i, route in ipairs(routes) do
AddRouteInstanceFromRouteInfo(route);
end
end
end
-- Show Available Routes Tab
function ViewAvailableRoutes()
m_DisplayedTradeRoutes = 0;
-- Update Tabs
SetMyRoutesTabSelected(false);
SetRoutesToCitiesTabSelected(false);
SetAvailableRoutesTabSelected(true);
-- Update Header
Controls.HeaderLabel:SetText(Locale.ToUpper("LOC_TRADE_OVERVIEW_AVAILABLE_ROUTES"));
Controls.ActiveRoutesLabel:SetHide(true);
-- Dont rebuild if the turn has not advanced
if (not m_HasBuiltTradeRouteTable) or Game.GetCurrentGameTurn() > m_LastTurnBuiltTradeRouteTable then
print("Trade Route table last built on: " .. m_LastTurnBuiltTradeRouteTable .. ". Current game turn: " .. Game.GetCurrentGameTurn());
RebuildAvailableTradeRoutesTable();
end
if m_groupByList[m_groupBySelected].groupByID ~= GROUP_BY_SETTINGS.NONE then
-- Sort and filter the routes within each group
local filteredAndSortedRoutes :table = {};
for i, groupedRoutes in ipairs(m_AvailableTradeRoutes) do
local filteredRoutes :table = FilterTradeRoutes(groupedRoutes);
if tableLength(filteredRoutes) > 0 then
SortTradeRoutes(filteredRoutes);
table.insert(filteredAndSortedRoutes, filteredRoutes);
end
end
-- Sort the order of groups
SortGroupedRoutes(filteredAndSortedRoutes);
for i, filteredSortedRoutes in ipairs(filteredAndSortedRoutes) do
if m_groupByList[m_groupBySelected].groupByID == GROUP_BY_SETTINGS.ORIGIN then
local originPlayer :table = Players[filteredSortedRoutes[1].OriginCityPlayer];
local originCity :table = originPlayer:GetCities():FindID(filteredSortedRoutes[1].OriginCityID);
local routeCount :number = tableLength(filteredSortedRoutes);
if routeCount > 0 then
-- Find if the city is in exclusion list
local originCityEntry :table = {
OwnerID = originPlayer:GetID(),
CityID = originCity:GetID()
};
local cityExclusionIndex = findIndex(m_cityRouteLimitExclusionList, originCityEntry, CompareCityEntries);
if (cityExclusionIndex > 0) then
CreateCityHeader(originCity, routeCount, routeCount);
AddRouteInstancesFromTable(filteredSortedRoutes);
else
if not m_GroupShowAll then
CreateCityHeader(originCity, math.min(GROUP_ORIGIN_ROUTE_SHOW_COUNT, routeCount), routeCount);
AddRouteInstancesFromTable(filteredSortedRoutes, GROUP_ORIGIN_ROUTE_SHOW_COUNT);
else
-- If showing all, add city to exclusion list, and display all
table.insert(m_cityRouteLimitExclusionList, originCityEntry);
CreateCityHeader(originCity, routeCount, routeCount);
AddRouteInstancesFromTable(filteredSortedRoutes);
end
end
end
elseif m_groupByList[m_groupBySelected].groupByID == GROUP_BY_SETTINGS.DESTINATION then
local destinationPlayer :table = Players[filteredSortedRoutes[1].DestinationCityPlayer];
local destinationCity :table = destinationPlayer:GetCities():FindID(filteredSortedRoutes[1].DestinationCityID);
local routeCount :number = tableLength(filteredSortedRoutes);
if routeCount > 0 then
-- Find if the city is in exclusion list
local destinationCityEntry :table = {
OwnerID = destinationPlayer:GetID(),
CityID = destinationCity:GetID()
};
local cityExclusionIndex = findIndex(m_cityRouteLimitExclusionList, destinationCityEntry, CompareCityEntries);
if (cityExclusionIndex > 0) then
CreateCityHeader(destinationCity, routeCount, routeCount);
AddRouteInstancesFromTable(filteredSortedRoutes);
else
if m_GroupShowAll then
-- If showing all, add city to exclusion list, and display all
table.insert(m_cityRouteLimitExclusionList, destinationCityEntry);
CreateCityHeader(destinationCity, routeCount, routeCount);
AddRouteInstancesFromTable(filteredSortedRoutes);
else
CreateCityHeader(destinationCity, math.min(GROUP_DESTINATION_ROUTE_SHOW_COUNT, routeCount), routeCount);
AddRouteInstancesFromTable(filteredSortedRoutes, GROUP_DESTINATION_ROUTE_SHOW_COUNT);
end
end
end
end
end
else
local filteredRoutes :table = FilterTradeRoutes(m_AvailableTradeRoutes);
if tableLength(filteredRoutes) > 0 then
SortTradeRoutes(filteredRoutes);
AddRouteInstancesFromTable(filteredRoutes, GROUP_NONE_ROUTE_SHOW_COUNT);
end
end
end
-- ---------------------------------------------------------------------------
-- Tab UI Helpers
-- ---------------------------------------------------------------------------
function SetMyRoutesTabSelected(isSelected: boolean)
Controls.MyRoutesButton:SetSelected(isSelected);
Controls.MyRoutesTabLabel:SetHide(isSelected);
Controls.MyRoutesSelectedArrow:SetHide(not isSelected);
Controls.MyRoutesTabSelectedLabel:SetHide(not isSelected);
end
function SetRoutesToCitiesTabSelected(isSelected: boolean)
Controls.RoutesToCitiesButton:SetSelected(isSelected);
Controls.RoutesToCitiesTabLabel:SetHide(isSelected);
Controls.RoutesToCitiesSelectedArrow:SetHide(not isSelected);
Controls.RoutesToCitiesTabSelectedLabel:SetHide(not isSelected);
end
function SetAvailableRoutesTabSelected(isSelected: boolean)
Controls.AvailableRoutesButton:SetSelected(isSelected);
Controls.AvailableRoutesTabLabel:SetHide(isSelected);
Controls.AvailableRoutesSelectedArrow:SetHide(not isSelected);
Controls.AvailableRoutesTabSelectedLabel:SetHide(not isSelected);
end
-- ===========================================================================
-- Route Instance Creators
-- ===========================================================================
function AddChooseRouteButtonInstance(tradeUnit: table)
local simpleButtonInstance :table = m_SimpleButtonInstanceIM:GetInstance();
simpleButtonInstance.GridButton:SetText(Locale.Lookup("LOC_TRADE_OVERVIEW_CHOOSE_ROUTE"));
simpleButtonInstance.GridButton:RegisterCallback(Mouse.eLClick,
function()
SelectUnit(tradeUnit);
end);
end
function AddProduceTradeUnitButtonInstance()
local simpleButtonInstance :table = m_SimpleButtonInstanceIM:GetInstance();
simpleButtonInstance.GridButton:SetText(Locale.Lookup("LOC_TRADE_OVERVIEW_PRODUCE_TRADE_UNIT"));
simpleButtonInstance.GridButton:SetDisabled(true);
end
function AddRouteInstancesFromTable(tradeRoutes: table, showCount:number)
for index, tradeRoute in ipairs(tradeRoutes) do
if showCount then
if index <= showCount then
AddRouteInstanceFromRouteInfo(tradeRoute);
end
else
AddRouteInstanceFromRouteInfo(tradeRoute);
end
end
end
function AddRouteInstanceFromRouteInfo(routeInfo: table)
local originPlayer :table = Players[routeInfo.OriginCityPlayer];
local originCity :table = originPlayer:GetCities():FindID(routeInfo.OriginCityID);
local destinationPlayer :table = Players[routeInfo.DestinationCityPlayer];
local destinationCity :table = destinationPlayer:GetCities():FindID(routeInfo.DestinationCityID);
AddRouteInstance(originPlayer, originCity, destinationPlayer, destinationCity, routeInfo.TraderUnitID, routeInfo.TurnsRemaining, routeInfo.AddedFromCheck);
end
function AddRouteInstance(originPlayer: table, originCity:table, destinationPlayer:table, destinationCity:table, traderUnitID:number, TurnsRemaining:number, AddedFromCheck:boolean)
m_DisplayedTradeRoutes = m_DisplayedTradeRoutes + 1;
-- print("Adding route: " .. Locale.Lookup(originCity:GetName()) .. " to " .. Locale.Lookup(destinationCity:GetName()));
local routeInstance :table = m_RouteInstanceIM:GetInstance();
local backColor, frontColor = UI.GetPlayerColors(destinationPlayer:GetID());
local darkerBackColor :number = DarkenLightenColor(backColor, (-85), 238);
local brighterBackColor :number = DarkenLightenColor(backColor, 90, 250);
-- Update colors
if tintTradeRouteEntry then
tintBackColor = DarkenLightenColor(backColor, tintColorOffset, tintColorOpacity);
tintFrontColor = DarkenLightenColor(frontColor, tintLabelColorOffset, tintLabelColorOpacity);
routeInstance.GridButton:SetColor(tintBackColor);
routeInstance.RouteLabel:SetColor(tintFrontColor);
routeInstance.RouteLabel2:SetColor(tintFrontColor);
routeInstance.TurnsToComplete:SetColor(frontColor);
routeInstance.BannerBase:SetColor(DarkenLightenColor(backColor, -10, 200));
routeInstance.BannerDarker:SetColor(darkerBackColor);
routeInstance.BannerLighter:SetColor(brighterBackColor);
if hideHeaderOpaqueBackdrop then
routeInstance.BannerBase:SetHide(true);
routeInstance.BannerDarker:SetHide(true);
routeInstance.BannerLighter:SetHide(true);
routeInstance.DividerLine:SetHide(false);
else
routeInstance.RouteLabel:SetColor(frontColor);
routeInstance.RouteLabel2:SetColor(frontColor);
routeInstance.BannerBase:SetHide(false);
routeInstance.BannerDarker:SetHide(false);
routeInstance.BannerLighter:SetHide(false);
routeInstance.RouteLabel2:SetHide(true);
routeInstance.DividerLine:SetHide(true);
end
else
routeInstance.BannerBase:SetHide(true);
routeInstance.BannerDarker:SetHide(true);
routeInstance.BannerLighter:SetHide(true);
routeInstance.RouteLabel2:SetHide(false);
end
-- Update Route Label
routeInstance.RouteLabel:SetText(Locale.ToUpper(originCity:GetName()) .. " " .. Locale.ToUpper("LOC_TRADE_OVERVIEW_TO") .. " " .. Locale.ToUpper(destinationCity:GetName()));
routeInstance.RouteLabel2:SetText(Locale.ToUpper(originCity:GetName()) .. " " .. Locale.ToUpper("LOC_TRADE_OVERVIEW_TO") .. " " .. Locale.ToUpper(destinationCity:GetName()));
-- Update yield directional arrows
local originBackColor, originFrontColor = UI.GetPlayerColors(originPlayer:GetID());
local destinationBackColor, destinationFrontColor = UI.GetPlayerColors(destinationPlayer:GetID());
routeInstance.OriginCivArrow:SetColor(DarkenLightenColor(originFrontColor, 30, 255));
routeInstance.DestinationCivArrow:SetColor(DarkenLightenColor(destinationFrontColor, 30, 255));
-- Update Route Yields
routeInstance.OriginResourceStack:DestroyAllChildren();
routeInstance.DestinationResourceStack:DestroyAllChildren();
if showNoBenefitsString then
routeInstance.OriginResourceStack:SetHide(true);
routeInstance.DestinationResourceStack:SetHide(true);
routeInstance.OriginNoBenefitsLabel:SetHide(false);
routeInstance.OriginNoBenefitsLabel:SetString(Locale.Lookup(originCity:GetName()) .. " gains no benefits from this route.")
routeInstance.DestinationNoBenefitsLabel:SetHide(false);
routeInstance.DestinationNoBenefitsLabel:SetString(Locale.Lookup(destinationCity:GetName()) .. " gains no benefits from this route.")
else
routeInstance.OriginNoBenefitsLabel:SetHide(true);
routeInstance.DestinationNoBenefitsLabel:SetHide(true);
end
for yieldInfo in GameInfo.Yields() do
local originCityYieldValue = GetYieldFromCity(yieldInfo.Index, originCity, destinationCity);
local destinationCityYieldValue = GetYieldForDestinationCity(yieldInfo.Index, originCity, destinationCity);
local originResourceInstance :table = {};
local destinationResourceInstance :table = {};
if alignTradeYields then
ContextPtr:BuildInstanceForControl("ResourceInstance", originResourceInstance, routeInstance.OriginResourceStack);
ContextPtr:BuildInstanceForControl("ResourceInstance", destinationResourceInstance, routeInstance.DestinationResourceStack);
end
if (originCityYieldValue ~= 0) then
routeInstance.OriginResourceStack:SetHide(false);
if not alignTradeYields then
ContextPtr:BuildInstanceForControl("ResourceInstance", originResourceInstance, routeInstance.OriginResourceStack);
end
originResourceInstance.ResourceIconLabel:SetText(yieldInfo.IconString);
originResourceInstance.ResourceValueLabel:SetText("+" .. originCityYieldValue);
-- Set tooltip to resource name
originResourceInstance.Top:LocalizeAndSetToolTip(yieldInfo.Name);
-- Update Label Color
if (yieldInfo.YieldType == "YIELD_FOOD") then
originResourceInstance.ResourceValueLabel:SetColorByName("ResFoodLabelCS");
elseif (yieldInfo.YieldType == "YIELD_PRODUCTION") then
originResourceInstance.ResourceValueLabel:SetColorByName("ResProductionLabelCS");
elseif (yieldInfo.YieldType == "YIELD_GOLD") then
originResourceInstance.ResourceValueLabel:SetColorByName("ResGoldLabelCS");
elseif (yieldInfo.YieldType == "YIELD_SCIENCE") then
originResourceInstance.ResourceValueLabel:SetColorByName("ResScienceLabelCS");
elseif (yieldInfo.YieldType == "YIELD_CULTURE") then
originResourceInstance.ResourceValueLabel:SetColorByName("ResCultureLabelCS");
elseif (yieldInfo.YieldType == "YIELD_FAITH") then
originResourceInstance.ResourceValueLabel:SetColorByName("ResFaithLabelCS");
end
routeInstance.OriginNoBenefitsLabel:SetHide(true);
elseif alignTradeYields then
originResourceInstance.ResourceIconLabel:SetHide(true);
originResourceInstance.ResourceValueLabel:SetHide(true);
end
if (destinationCityYieldValue ~= 0) then
routeInstance.DestinationResourceStack:SetHide(false);
if not alignTradeYields then
ContextPtr:BuildInstanceForControl("ResourceInstance", destinationResourceInstance, routeInstance.DestinationResourceStack);
end
destinationResourceInstance.ResourceIconLabel:SetText(yieldInfo.IconString);
destinationResourceInstance.ResourceValueLabel:SetText("+" .. destinationCityYieldValue);
-- Set tooltip to resouce name
destinationResourceInstance.Top:LocalizeAndSetToolTip(yieldInfo.Name);
-- Update Label Color
if (yieldInfo.YieldType == "YIELD_FOOD") then
destinationResourceInstance.ResourceValueLabel:SetColorByName("ResFoodLabelCS");
elseif (yieldInfo.YieldType == "YIELD_PRODUCTION") then
destinationResourceInstance.ResourceValueLabel:SetColorByName("ResProductionLabelCS");
elseif (yieldInfo.YieldType == "YIELD_GOLD") then
destinationResourceInstance.ResourceValueLabel:SetColorByName("ResGoldLabelCS");
elseif (yieldInfo.YieldType == "YIELD_SCIENCE") then
destinationResourceInstance.ResourceValueLabel:SetColorByName("ResScienceLabelCS");
elseif (yieldInfo.YieldType == "YIELD_CULTURE") then
destinationResourceInstance.ResourceValueLabel:SetColorByName("ResCultureLabelCS");
elseif (yieldInfo.YieldType == "YIELD_FAITH") then
destinationResourceInstance.ResourceValueLabel:SetColorByName("ResFaithLabelCS");
end
routeInstance.DestinationNoBenefitsLabel:SetHide(true);
elseif alignTradeYields then
destinationResourceInstance.ResourceIconLabel:SetHide(true);
destinationResourceInstance.ResourceValueLabel:SetHide(true);
end
end
routeInstance.OriginResourceStack:CalculateSize();
routeInstance.DestinationResourceStack:CalculateSize();
-- Update City State Quest Icon
routeInstance.CityStateQuestIcon:SetHide(true);
local questTooltip :string = Locale.Lookup("LOC_CITY_STATES_QUESTS");
local tradeRouteQuestInfo :table = GameInfo.Quests["QUEST_SEND_TRADE_ROUTE"];
local questsManager :table = Game.GetQuestsManager();
if IsCityStateWithTradeQuest(destinationPlayer) then
questTooltip = questTooltip .. "[NEWLINE]" .. tradeRouteQuestInfo.IconString .. questsManager:GetActiveQuestName(Game.GetLocalPlayer(), destinationCity:GetOwner(), tradeRouteQuestInfo.Index);
routeInstance.CityStateQuestIcon:SetHide(false);
routeInstance.CityStateQuestIcon:SetToolTipString(questTooltip);
end
-- Update Diplomatic Visibility
routeInstance.VisibilityBonusGrid:SetHide(false);
routeInstance.TourismBonusGrid:SetHide(false);
-- Do we display the tourism or visibilty bonus? Hide them if we are showing them somewhere else, or it is a city state, or it is domestic route
if IsCityState(originPlayer) or IsCityState(destinationPlayer) or originPlayer:GetID() == destinationPlayer:GetID() or m_groupByList[m_groupBySelected].groupByID == GROUP_BY_SETTINGS.DESTINATION or m_currentTab ~= TRADE_TABS.AVAILABLE_ROUTES then
routeInstance.VisibilityBonusGrid:SetHide(true);
routeInstance.TourismBonusGrid:SetHide(true);
-- Also hide the trading post if grouping by destination (will be shown in the header)
if m_groupByList[m_groupBySelected].groupByID == GROUP_BY_SETTINGS.DESTINATION then
routeInstance.TradingPostIndicator:SetHide(true);
elseif not hideTradingPostIcon then
routeInstance.TradingPostIndicator:SetHide(false);
end
else
-- Determine are diplomatic visibility status
local visibilityIndex :number = Players[Game.GetLocalPlayer()]:GetDiplomacy():GetVisibilityOn(destinationPlayer);
-- Determine this player has a trade route with the local player
local hasTradeRoute :boolean = false;
local playerCities :table = destinationPlayer:GetCities();
for i, city in playerCities:Members() do
if city:GetTrade():HasActiveTradingPost(Game.GetLocalPlayer()) then
hasTradeRoute = true;
end
end
-- Display trade route tourism modifier
local baseTourismModifier = GlobalParameters.TOURISM_TRADE_ROUTE_BONUS;
local extraTourismModifier = Players[Game.GetLocalPlayer()]:GetCulture():GetExtraTradeRouteTourismModifier();
-- TODO: Use LOC_TRADE_OVERVIEW_TOURISM_BONUS when we can update the text
routeInstance.TourismBonusPercentage:SetText("+" .. Locale.ToPercent((baseTourismModifier + extraTourismModifier) / 100));
if hasTradeRoute then
routeInstance.TourismBonusPercentage:SetColorByName("TradeOverviewTextCS");
routeInstance.TourismBonusIcon:SetTexture(0, 0, "Tourism_VisitingSmall");
routeInstance.TourismBonusGrid:LocalizeAndSetToolTip("LOC_TRADE_OVERVIEW_TOOLTIP_TOURISM_BONUS");
routeInstance.VisibilityBonusIcon:SetTexture("Diplomacy_VisibilityIcons");
routeInstance.VisibilityBonusIcon:SetVisState(math.min(math.max(visibilityIndex - 1, 0), 3));
routeInstance.VisibilityBonusGrid:LocalizeAndSetToolTip("LOC_TRADE_OVERVIEW_TOOLTIP_DIPLOMATIC_VIS_BONUS");
else
routeInstance.TourismBonusPercentage:SetColorByName("TradeOverviewTextDisabledCS");
routeInstance.TourismBonusIcon:SetTexture(0, 0, "Tourism_VisitingSmallGrey");
routeInstance.TourismBonusGrid:LocalizeAndSetToolTip("LOC_TRADE_OVERVIEW_TOOLTIP_NO_TOURISM_BONUS");
routeInstance.VisibilityBonusIcon:SetTexture("Diplomacy_VisibilityIconsGrey");
routeInstance.VisibilityBonusIcon:SetVisState(math.min(math.max(visibilityIndex, 0), 3));
routeInstance.VisibilityBonusGrid:LocalizeAndSetToolTip("LOC_TRADE_OVERVIEW_TOOLTIP_NO_DIPLOMATIC_VIS_BONUS");
end
end
-- Update Trading Post Icon
if m_groupBySelected == GROUP_BY_SETTINGS.NONE or m_groupBySelected == GROUP_BY_SETTINGS.ORIGIN then
routeInstance.TradingPostIndicator:SetHide(false);
else
routeInstance.TradingPostIndicator:SetHide(true);
end
if destinationCity:GetTrade():HasActiveTradingPost(originPlayer) then
routeInstance.TradingPostIndicator:SetAlpha(1.0);
routeInstance.TradingPostIndicator:LocalizeAndSetToolTip("LOC_TRADE_OVERVIEW_TOOLTIP_TRADE_POST_ESTABLISHED");
else
routeInstance.TradingPostIndicator:SetAlpha(0.2);
routeInstance.TradingPostIndicator:LocalizeAndSetToolTip("LOC_TRADE_OVERVIEW_TOOLTIP_NO_TRADE_POST");
end
-- Update turns to complete route
local tooltipString :string;
local tradePathLength, tripsToDestination, turnsToCompleteRoute = GetRouteInfo(originCity, destinationCity);
if TurnsRemaining then
if AddedFromCheck then
routeInstance.TurnsToComplete:SetText("< " .. TurnsRemaining);
tooltipString = (Locale.Lookup("LOC_TRADE_TURNS_REMAINING_ALT2_HELP_TOOLTIP", TurnsRemaining) .. "[NEWLINE]" ..
Locale.Lookup("LOC_TRADE_TURNS_REMAINING_TOOLTIP_BREAKER") .. "[NEWLINE]" ..
Locale.Lookup("LOC_TRADE_TURNS_REMAINING_ROUTE_LENGTH_TOOLTIP", tradePathLength) .. "[NEWLINE]" ..
Locale.Lookup("LOC_TRADE_TURNS_REMAINING_TRIPS_COUNT_TOOLTIP", tripsToDestination));
else
routeInstance.TurnsToComplete:SetText(TurnsRemaining);
tooltipString = (Locale.Lookup("LOC_TRADE_TURNS_REMAINING_ALT_HELP_TOOLTIP", TurnsRemaining) .. "[NEWLINE]" ..
Locale.Lookup("LOC_TRADE_TURNS_REMAINING_TOOLTIP_BREAKER") .. "[NEWLINE]" ..
Locale.Lookup("LOC_TRADE_TURNS_REMAINING_ROUTE_LENGTH_TOOLTIP", tradePathLength) .. "[NEWLINE]" ..
Locale.Lookup("LOC_TRADE_TURNS_REMAINING_TRIPS_COUNT_TOOLTIP", tripsToDestination) .. "[NEWLINE]" ..
Locale.Lookup("LOC_TRADE_TURNS_REMAINING_TURN_COMPLETION_TOOLTIP", (Game.GetCurrentGameTurn() + TurnsRemaining)));
end
elseif m_currentTab == TRADE_TABS.ROUTES_TO_CITIES then
routeInstance.TurnsToComplete:SetText(turnsToCompleteRoute);
tooltipString = (Locale.Lookup("LOC_TRADE_TURNS_REMAINING_HELP_TOOLTIP") .. "[NEWLINE]" ..
Locale.Lookup("LOC_TRADE_TURNS_REMAINING_TOOLTIP_BREAKER") .. "[NEWLINE]" ..
Locale.Lookup("LOC_TRADE_TURNS_REMAINING_ROUTE_LENGTH_TOOLTIP", tradePathLength) .. "[NEWLINE]" ..
Locale.Lookup("LOC_TRADE_TURNS_REMAINING_TRIPS_COUNT_TOOLTIP", tripsToDestination));
else
routeInstance.TurnsToComplete:SetText(turnsToCompleteRoute);
tooltipString = (Locale.Lookup("LOC_TRADE_TURNS_REMAINING_HELP_TOOLTIP") .. "[NEWLINE]" ..
Locale.Lookup("LOC_TRADE_TURNS_REMAINING_TOOLTIP_BREAKER") .. "[NEWLINE]" ..
Locale.Lookup("LOC_TRADE_TURNS_REMAINING_ROUTE_LENGTH_TOOLTIP", tradePathLength) .. "[NEWLINE]" ..
Locale.Lookup("LOC_TRADE_TURNS_REMAINING_TRIPS_COUNT_TOOLTIP", tripsToDestination) .. "[NEWLINE]" ..
Locale.Lookup("LOC_TRADE_TURNS_REMAINING_TURN_COMPLETION_ALT_TOOLTIP", (Game.GetCurrentGameTurn() + turnsToCompleteRoute)));
end
routeInstance.TurnsToComplete:SetToolTipString(tooltipString);
-- Update Origin Civ Icon
local originPlayerConfig :table = PlayerConfigurations[originPlayer:GetID()];
local originPlayerIconString :string = "ICON_" .. originPlayerConfig:GetCivilizationTypeName();
local textureOffsetX, textureOffsetY, textureSheet = IconManager:FindIconAtlas(originPlayerIconString, 30);
local secondaryColor, primaryColor = UI.GetPlayerColors(originPlayer:GetID());
routeInstance.OriginCivIcon:SetTexture(textureOffsetX, textureOffsetY, textureSheet);
routeInstance.OriginCivIcon:LocalizeAndSetToolTip(originPlayerConfig:GetCivilizationDescription());
routeInstance.OriginCivIcon:SetColor(primaryColor);
routeInstance.OriginCivIconBacking:SetColor(secondaryColor);
local destinationPlayerConfig :table = PlayerConfigurations[destinationPlayer:GetID()];
local destinationPlayerInfluence :table = Players[destinationPlayer:GetID()]:GetInfluence();
if not destinationPlayerInfluence:CanReceiveInfluence() then
-- Destination Icon for Civilizations
if destinationPlayerConfig ~= nil then
local iconString :string = "ICON_" .. destinationPlayerConfig:GetCivilizationTypeName();
local textureOffsetX, textureOffsetY, textureSheet = IconManager:FindIconAtlas(iconString, 30);
routeInstance.DestinationCivIcon:SetTexture(textureOffsetX, textureOffsetY, textureSheet);
routeInstance.DestinationCivIcon:LocalizeAndSetToolTip(destinationPlayerConfig:GetCivilizationDescription());
end
local secondaryColor, primaryColor = UI.GetPlayerColors(destinationPlayer:GetID());
routeInstance.DestinationCivIcon:SetColor(primaryColor);
routeInstance.DestinationCivIconBacking:SetColor(secondaryColor);
else
-- Destination Icon for City States
if destinationPlayerConfig ~= nil then
local secondaryColor, primaryColor = UI.GetPlayerColors(destinationPlayer:GetID());
local leader :string = destinationPlayerConfig:GetLeaderTypeName();
local leaderInfo :table = GameInfo.Leaders[leader];
local iconString :string;
if (leader == "LEADER_MINOR_CIV_SCIENTIFIC" or leaderInfo.InheritFrom == "LEADER_MINOR_CIV_SCIENTIFIC") then
iconString = "ICON_CITYSTATE_SCIENCE";
elseif (leader == "LEADER_MINOR_CIV_RELIGIOUS" or leaderInfo.InheritFrom == "LEADER_MINOR_CIV_RELIGIOUS") then
iconString = "ICON_CITYSTATE_FAITH";
elseif (leader == "LEADER_MINOR_CIV_TRADE" or leaderInfo.InheritFrom == "LEADER_MINOR_CIV_TRADE") then
iconString = "ICON_CITYSTATE_TRADE";
elseif (leader == "LEADER_MINOR_CIV_CULTURAL" or leaderInfo.InheritFrom == "LEADER_MINOR_CIV_CULTURAL") then
iconString = "ICON_CITYSTATE_CULTURE";
elseif (leader == "LEADER_MINOR_CIV_MILITARISTIC" or leaderInfo.InheritFrom == "LEADER_MINOR_CIV_MILITARISTIC") then
iconString = "ICON_CITYSTATE_MILITARISTIC";
elseif (leader == "LEADER_MINOR_CIV_INDUSTRIAL" or leaderInfo.InheritFrom == "LEADER_MINOR_CIV_INDUSTRIAL") then
iconString = "ICON_CITYSTATE_INDUSTRIAL";
end
if iconString ~= nil then
local textureOffsetX, textureOffsetY, textureSheet = IconManager:FindIconAtlas(iconString, 30);
routeInstance.DestinationCivIcon:SetTexture(textureOffsetX, textureOffsetY, textureSheet);
routeInstance.DestinationCivIcon:SetColor(primaryColor);
routeInstance.DestinationCivIconBacking:SetColor(secondaryColor);
routeInstance.DestinationCivIcon:LocalizeAndSetToolTip(destinationCity:GetName());
end
end
end
-- Should we display the cancel automation?
if (m_currentTab == TRADE_TABS.MY_ROUTES) and (traderUnitID ~= nil and m_TraderAutomated[traderUnitID]) then
-- Unhide the cancel automation
routeInstance.CancelAutomation:SetHide(false);
-- Add button callback
routeInstance.CancelAutomation:RegisterCallback(Mouse.eLClick,
function()
LuaEvents.TraderOverview_SetTraderAutomated(traderUnitID, false);
m_TraderAutomated[traderUnitID] = false;
Refresh();
end);
else
-- Hide the cancel automation button
routeInstance.CancelAutomation:SetHide(true);
end
-- Add buttton hookups
if m_currentTab == TRADE_TABS.AVAILABLE_ROUTES then
-- Find trader unit / units and set button callback to select that unit
local tradeUnits = {};
local pPlayerUnits :table = Players[Game.GetLocalPlayer()]:GetUnits();
for i, pUnit in pPlayerUnits:Members() do
-- Ignore trade units that have a pending operation
if not pUnit:HasPendingOperations() then
-- Find Each Trade Unit
local unitInfo :table = GameInfo.Units[pUnit:GetUnitType()];
if unitInfo.MakeTradeRoute == true then
local tradeUnitEntry :table = {
OwnerID = pUnit:GetOwner();
UnitID = pUnit:GetID();
};
table.insert(tradeUnits, tradeUnitEntry);
-- Find if the current location of the trade unit matches the origin city
if pUnit:GetX() == originCity:GetX() and pUnit:GetY() == originCity:GetY() then
-- If selecting an available route, select unit and select route in route chooser
routeInstance.GridButton:RegisterCallback(Mouse.eLClick,
function()
SelectUnit(pUnit);
LuaEvents.TradeOverview_SelectRouteFromOverview(destinationPlayer:GetID(), destinationCity:GetID());
end);
return;
end
end
end
end
-- Cycle through trade units on mouse click, if no local trade unit was found
routeInstance.GridButton:RegisterCallback(Mouse.eLClick,
function()
CycleTradeUnit(tradeUnits, m_DisplayedTradeRoutes, originCity);
end);
else
if traderUnitID then
local tradeUnit :table = originPlayer:GetUnits():FindID(traderUnitID);
routeInstance.GridButton:RegisterCallback(Mouse.eLClick,
function()
SelectUnit(tradeUnit);
end);
end
end
end
-- ---------------------------------------------------------------------------
-- Route button hookups
-- ---------------------------------------------------------------------------
function CycleTradeUnit(tradeUnits: table, tradeRouteID:number, newOriginCity:table)
-- Did we just start a new cycle?
if m_CurrentCyclingUnitsTradeRoute ~= tradeRouteID then
m_TradeUnitIndex = 1;
m_CurrentCyclingUnitsTradeRoute = tradeRouteID;
end
print("Cycling units. Select unit with index: " .. m_TradeUnitIndex .. " and length: " .. tableLength(tradeUnits))
local pPlayer = Players[tradeUnits[m_TradeUnitIndex].OwnerID];
local pUnit = pPlayer:GetUnits():FindID(tradeUnits[m_TradeUnitIndex].UnitID);
-- Open the change origin city window, and select the new city
-- FIXME: Bug, sometimes, the choose a route opens, and you need to click again.
-- The issue lies in when the trade unit gets selected, it auto opens the choose a route screen.
SelectUnit(pUnit);
LuaEvents.TradeOverview_ChangeOriginCityFromOverview(newOriginCity);
m_TradeUnitIndex = m_TradeUnitIndex + 1;
if m_TradeUnitIndex > tableLength(tradeUnits) then
m_TradeUnitIndex = 1;
end
end
-- ===========================================================================
-- Header Instance Creators
-- ===========================================================================
function CreatePlayerHeader(player: table)
local headerInstance :table = m_HeaderInstanceIM:GetInstance();
local pPlayerConfig :table = PlayerConfigurations[player:GetID()];
headerInstance.HeaderLabel:SetText(Locale.ToUpper(pPlayerConfig:GetPlayerName()));
-- If the current tab is not available routes, hide the collapse button, and trading post
if m_currentTab ~= TRADE_TABS.AVAILABLE_ROUTES then
headerInstance.RoutesExpand:SetHide(true);
headerInstance.RouteCountLabel:SetHide(true);
headerInstance.TradingPostIndicator:SetHide(true);
end
if colorCityPlayerHeader then
headerInstance.CityBannerFill:SetHide(false);
local backColor, frontColor = UI.GetPlayerColors(player:GetID());
headerBackColor = DarkenLightenColor(backColor, backdropColorOffset, backdropColorOpacity);
headerFrontColor = DarkenLightenColor(frontColor, labelColorOffset, labelColorOpacity);
gridBackColor = DarkenLightenColor(backColor, backdropGridColorOffset, backdropGridColorOpacity);
headerInstance.CityBannerFill:SetColor(headerBackColor);
headerInstance.HeaderLabel:SetColor(headerFrontColor);
headerInstance.HeaderGrid:SetColor(gridBackColor);
else
-- Hide the colored UI elements
headerInstance.CityBannerFill:SetHide(true);
end
-- If not local player or a city state
if (player:GetID() ~= Game.GetLocalPlayer() and (not IsCityState(player))) then
-- Determine are diplomatic visibility status
headerInstance.TourismBonusGrid:SetHide(false);
headerInstance.VisibilityBonusGrid:SetHide(false)
local visibilityIndex :number = Players[Game.GetLocalPlayer()]:GetDiplomacy():GetVisibilityOn(player);
-- Determine this player has a trade route with the local player
local hasTradeRoute :boolean = false;
local playerCities :table = player:GetCities();
for i, city in playerCities:Members() do
if city:GetTrade():HasActiveTradingPost(Game.GetLocalPlayer()) then
hasTradeRoute = true;
end
end
-- Display trade route tourism modifier
local baseTourismModifier = GlobalParameters.TOURISM_TRADE_ROUTE_BONUS;
local extraTourismModifier = Players[Game.GetLocalPlayer()]:GetCulture():GetExtraTradeRouteTourismModifier();
-- TODO: Use LOC_TRADE_OVERVIEW_TOURISM_BONUS when we can update the text
headerInstance.TourismBonusPercentage:SetText("+" .. Locale.ToPercent((baseTourismModifier + extraTourismModifier) / 100));
if hasTradeRoute then
headerInstance.TourismBonusPercentage:SetColorByName("TradeOverviewTextCS");
headerInstance.TourismBonusIcon:SetTexture(0, 0, "Tourism_VisitingSmall");
headerInstance.TourismBonusGrid:LocalizeAndSetToolTip("LOC_TRADE_OVERVIEW_TOOLTIP_TOURISM_BONUS");
headerInstance.VisibilityBonusIcon:SetTexture("Diplomacy_VisibilityIcons");
headerInstance.VisibilityBonusIcon:SetVisState(math.min(math.max(visibilityIndex - 1, 0), 3));
headerInstance.VisibilityBonusGrid:LocalizeAndSetToolTip("LOC_TRADE_OVERVIEW_TOOLTIP_DIPLOMATIC_VIS_BONUS");
else
headerInstance.TourismBonusPercentage:SetColorByName("TradeOverviewTextDisabledCS");
headerInstance.TourismBonusIcon:SetTexture(0, 0, "Tourism_VisitingSmallGrey");
headerInstance.TourismBonusGrid:LocalizeAndSetToolTip("LOC_TRADE_OVERVIEW_TOOLTIP_NO_TOURISM_BONUS");
headerInstance.VisibilityBonusIcon:SetTexture("Diplomacy_VisibilityIconsGrey");
headerInstance.VisibilityBonusIcon:SetVisState(math.min(math.max(visibilityIndex, 0), 3));
headerInstance.VisibilityBonusGrid:LocalizeAndSetToolTip("LOC_TRADE_OVERVIEW_TOOLTIP_NO_DIPLOMATIC_VIS_BONUS");
end
else
-- print("Not displaying vis bonuses")
headerInstance.TourismBonusGrid:SetHide(true);
headerInstance.VisibilityBonusGrid:SetHide(true);
end
end
function CreateCityStateHeader()
local headerInstance :table = m_HeaderInstanceIM:GetInstance();
-- If the current tab is not available routes, hide the collapse button, and trading post
if m_currentTab ~= TRADE_TABS.AVAILABLE_ROUTES then
headerInstance.RoutesExpand:SetHide(true);
headerInstance.RouteCountLabel:SetHide(true);
headerInstance.TradingPostIndicator:SetHide(true);
end
-- Reset Color for city states
headerInstance.HeaderGrid:SetColor(0xFF666666);
headerInstance.CityBannerFill:SetHide(true);
headerInstance.HeaderLabel:SetColorByName("Beige");
headerInstance.HeaderLabel:SetText(Locale.ToUpper("LOC_TRADE_OVERVIEW_CITY_STATES"));
headerInstance.VisibilityBonusGrid:SetHide(true);
headerInstance.TourismBonusGrid:SetHide(true);
end
function CreateUnusedRoutesHeader()
local headerInstance :table = m_HeaderInstanceIM:GetInstance();
headerInstance.HeaderLabel:SetText(Locale.ToUpper("LOC_TRADE_OVERVIEW_UNUSED_ROUTES"));
-- Reset Color for city states
headerInstance.HeaderGrid:SetColor(0xFF666666);
headerInstance.CityBannerFill:SetHide(true);
headerInstance.HeaderLabel:SetColorByName("Beige");
headerInstance.RoutesExpand:SetHide(true);
headerInstance.RouteCountLabel:SetHide(true);
headerInstance.TradingPostIndicator:SetHide(true);
headerInstance.VisibilityBonusGrid:SetHide(true);
headerInstance.TourismBonusGrid:SetHide(true);
end
function CreateCityHeader(city: table, currentRouteShowCount:number, totalRoutes:number)
local headerInstance :table = m_HeaderInstanceIM:GetInstance();
local playerID :number = city:GetOwner();
local pPlayer = Players[playerID];
headerInstance.HeaderLabel:SetText(Locale.ToUpper(city:GetName()));
if m_currentTab == TRADE_TABS.AVAILABLE_ROUTES then
headerInstance.RoutesExpand:SetHide(false);
headerInstance.RouteCountLabel:SetHide(false);
headerInstance.TradingPostIndicator:SetHide(false);
end
headerInstance.RouteCountLabel:SetText(currentRouteShowCount .. " / " .. totalRoutes);
-- If grouping by destination, show and refresh bonuses
if m_groupByList[m_groupBySelected].groupByID == GROUP_BY_SETTINGS.DESTINATION then
-- Update Trading Post Icon
headerInstance.TradingPostIndicator:SetHide(false);
if city:GetTrade():HasActiveTradingPost(Players[Game.GetLocalPlayer()]) then
headerInstance.TradingPostIndicator:SetAlpha(1.0);
headerInstance.TradingPostIndicator:LocalizeAndSetToolTip("LOC_TRADE_OVERVIEW_TOOLTIP_TRADE_POST_ESTABLISHED");
else
headerInstance.TradingPostIndicator:SetAlpha(0.2);
headerInstance.TradingPostIndicator:LocalizeAndSetToolTip("LOC_TRADE_OVERVIEW_TOOLTIP_NO_TRADE_POST");
end
-- Update Diplomatic Visibility
headerInstance.VisibilityBonusGrid:SetHide(false);
headerInstance.TourismBonusGrid:SetHide(false);
-- Do we display the tourism or visibilty bonus? Hide them if it is a city state, or it is domestic route
if IsCityState(pPlayer) or pPlayer:GetID() == Game.GetLocalPlayer() then
headerInstance.VisibilityBonusGrid:SetHide(true);
headerInstance.TourismBonusGrid:SetHide(true);
else
-- Determine are diplomatic visibility status
local visibilityIndex :number = Players[Game.GetLocalPlayer()]:GetDiplomacy():GetVisibilityOn(pPlayer);
-- Determine this player has a trade route with the local player
local hasTradeRoute :boolean = false;
local playerCities :table = pPlayer:GetCities();
for i, pCity in playerCities:Members() do
if pCity:GetTrade():HasActiveTradingPost(Game.GetLocalPlayer()) then
hasTradeRoute = true;
end
end
-- Display trade route tourism modifier
local baseTourismModifier = GlobalParameters.TOURISM_TRADE_ROUTE_BONUS;
local extraTourismModifier = Players[Game.GetLocalPlayer()]:GetCulture():GetExtraTradeRouteTourismModifier();
-- TODO: Use LOC_TRADE_OVERVIEW_TOURISM_BONUS when we can update the text
headerInstance.TourismBonusPercentage:SetText("+" .. Locale.ToPercent((baseTourismModifier + extraTourismModifier) / 100));
if hasTradeRoute then
headerInstance.TourismBonusPercentage:SetColorByName("TradeOverviewTextCS");
headerInstance.TourismBonusIcon:SetTexture(0, 0, "Tourism_VisitingSmall");
headerInstance.TourismBonusGrid:LocalizeAndSetToolTip("LOC_TRADE_OVERVIEW_TOOLTIP_TOURISM_BONUS");
headerInstance.VisibilityBonusIcon:SetTexture("Diplomacy_VisibilityIcons");
headerInstance.VisibilityBonusIcon:SetVisState(math.min(math.max(visibilityIndex - 1, 0), 3));
headerInstance.VisibilityBonusGrid:LocalizeAndSetToolTip("LOC_TRADE_OVERVIEW_TOOLTIP_DIPLOMATIC_VIS_BONUS");
else
headerInstance.TourismBonusPercentage:SetColorByName("TradeOverviewTextDisabledCS");
headerInstance.TourismBonusIcon:SetTexture(0, 0, "Tourism_VisitingSmallGrey");
headerInstance.TourismBonusGrid:LocalizeAndSetToolTip("LOC_TRADE_OVERVIEW_TOOLTIP_NO_TOURISM_BONUS");
headerInstance.VisibilityBonusIcon:SetTexture("Diplomacy_VisibilityIconsGrey");
headerInstance.VisibilityBonusIcon:SetVisState(math.min(math.max(visibilityIndex, 0), 3));
headerInstance.VisibilityBonusGrid:LocalizeAndSetToolTip("LOC_TRADE_OVERVIEW_TOOLTIP_NO_DIPLOMATIC_VIS_BONUS");
end
end
else
headerInstance.TourismBonusGrid:SetHide(true);
headerInstance.VisibilityBonusGrid:SetHide(true);
headerInstance.TradingPostIndicator:SetHide(true);
end
local cityEntry :table = {
OwnerID = playerID,
CityID = city:GetID()
};
local cityExclusionIndex = findIndex(m_cityRouteLimitExclusionList, cityEntry, CompareCityEntries);
if cityExclusionIndex == -1 then
headerInstance.RoutesExpand:SetCheck(false);
headerInstance.RoutesExpand:SetCheckTextureOffsetVal(0, 0);
else
headerInstance.RoutesExpand:SetCheck(true);
headerInstance.RoutesExpand:SetCheckTextureOffsetVal(0, 22);
end
headerInstance.RoutesExpand:RegisterCallback(Mouse.eLClick, function() OnExpandRoutes(headerInstance.RoutesExpand, city:GetOwner(), city:GetID()); end);
headerInstance.RoutesExpand:RegisterCallback(Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
if colorCityPlayerHeader then
headerInstance.CityBannerFill:SetHide(false);
local backColor, frontColor = UI.GetPlayerColors(playerID);
-- local darkerBackColor = DarkenLightenColor(backColor,(-85),238);
-- local brighterBackColor = DarkenLightenColor(backColor,90,255);
headerBackColor = DarkenLightenColor(backColor, backdropColorOffset, backdropColorOpacity);
headerFrontColor = DarkenLightenColor(frontColor, labelColorOffset, labelColorOpacity);
gridBackColor = DarkenLightenColor(backColor, backdropGridColorOffset, backdropGridColorOpacity);
headerInstance.CityBannerFill:SetColor(gridBackColor);
-- headerInstance.CityBannerFill2:SetColor( darkerBackColor );
-- headerInstance.CityBannerFill3:SetColor( brighterBackColor );
headerInstance.HeaderLabel:SetColor(headerFrontColor);
--headerInstance.RouteCountLabel:SetColor(frontColor);
headerInstance.CityBannerFill:SetColor(headerBackColor);
headerInstance.HeaderGrid:SetColor(gridBackColor);
else
-- Hide the colored UI elements
headerInstance.CityBannerFill:SetHide(true);
end
end
function OnExpandRoutes(checkbox, cityOwnerID: number, cityID:number)
-- If expand button clicked with the expand all selected, unselect it
if m_GroupShowAll then
m_GroupShowAll = false;
Controls.GroupShowAllCheckBox:SetCheck(false);
Controls.GroupShowAllCheckBoxLabel:SetText(Locale.Lookup("LOC_TRADE_EXPAND_ALL_BUTTON_TEXT"));
end
-- For some reason the Uncheck texture does not apply, so I had to hard code the offset in.
-- TODO: Find a fix for this
if (checkbox:IsChecked()) then
Controls.GroupShowAllCheckBox:SetCheck(true);
Controls.GroupShowAllCheckBoxLabel:SetText(Locale.Lookup("LOC_TRADE_COLLAPSE_ALL_BUTTON_TEXT"));
checkbox:SetCheckTextureOffsetVal(0, 22);
local cityEntry = {
OwnerID = cityOwnerID,
CityID = cityID
};
-- Only add entry if it isn't already in the list
if findIndex(m_cityRouteLimitExclusionList, cityEntry, CompareCityEntries) == -1 then
print("Adding " .. GetCityEntryString(cityEntry) .. " to the exclusion list");
table.insert(m_cityRouteLimitExclusionList, cityEntry);
else
print("City already exists in exclusion list");
end
else
checkbox:SetCheckTextureOffsetVal(0, 0);
local cityEntry = {
OwnerID = cityOwnerID,
CityID = cityID
};
local cityIndex = findIndex(m_cityRouteLimitExclusionList, cityEntry, CompareCityEntries)
if findIndex(m_cityRouteLimitExclusionList, cityEntry, CompareCityEntries) > 0 then
print("Removing " .. GetCityEntryString(cityEntry) .. " to the exclusion list");
table.remove(m_cityRouteLimitExclusionList, cityIndex);
-- If the exclusion list is empty, update the collapse all button
if tableLength(m_cityRouteLimitExclusionList) <= 0 then
Controls.GroupShowAllCheckBox:SetCheck(false);
Controls.GroupShowAllCheckBoxLabel:SetText(Locale.Lookup("LOC_TRADE_EXPAND_ALL_BUTTON_TEXT"));
end
else
print("City does not exist in exclusion list");
end
end
Refresh();
end
function CompareCityEntries(cityEntry1: table, cityEntry2:table)
if (cityEntry1.OwnerID == cityEntry2.OwnerID) then
if (cityEntry1.CityID == cityEntry2.CityID) then
return true;
end
end
return false;
end
function GetCityEntryString(cityEntry: table)
local pPlayer :table = Players[cityEntry.OwnerID];
local pCity :table = pPlayer:GetCities():FindID(cityEntry.CityID);
return Locale.Lookup(pCity:GetName());
end
-- ===========================================================================
-- Trade Route Tracker
-- ===========================================================================
-- ---------------------------------------------------------------------------
-- Current running routes tracker
-- ---------------------------------------------------------------------------
-- Adds the route turns remaining to the table, if it does not exist already
function AddRouteWithTurnsRemaining(routeInfo: table, routesTable:table, addedFromConsistencyCheck:boolean)
print("Adding route: " .. GetTradeRouteString(routeInfo));
local originPlayer :table = Players[routeInfo.OriginCityPlayer];
local originCity :table = originPlayer:GetCities():FindID(routeInfo.OriginCityID);
local destinationPlayer :table = Players[routeInfo.DestinationCityPlayer];
local destinationCity :table = destinationPlayer:GetCities():FindID(routeInfo.DestinationCityID);
local tradePathLength, tripsToDestination, turnsToCompleteRoute = GetRouteInfo(originCity, destinationCity);
local routeIndex = findIndex(routesTable, routeInfo, CheckRouteEquality);
if routeIndex == -1 then
-- Build entry
local routeEntry :table = {
OriginCityPlayer = routeInfo.OriginCityPlayer;
OriginCityID = routeInfo.OriginCityID;
DestinationCityPlayer = routeInfo.DestinationCityPlayer;
DestinationCityID = routeInfo.DestinationCityID;
TraderUnitID = routeInfo.TraderUnitID;
TurnsRemaining = turnsToCompleteRoute;
};
-- Optional flag
if addedFromConsistencyCheck ~= nil then
routeEntry.AddedFromCheck = addedFromConsistencyCheck;
end
-- Append entry
table.insert(routesTable, routeEntry);
SaveRunningRoutesInfo();
else
print("Route already exists in table.");
end
end
-- Returns the remaining turns, if it exists in the table. Else returns -1
function GetRouteTurnsRemaining(routeInfo: table)
local routeIndex = findIndex(m_LocalPlayerRunningRoutes, routeInfo, CheckRouteEquality);
if routeIndex > 0 then
return m_LocalPlayerRunningRoutes[routeIndex].TurnsRemaining;
end
return -1;
end
-- Decrements routes present. Removes those that completed
function UpdateRoutesWithTurnsRemaining(routesTable: table)
-- Manually control the indices, so that you can iterate over the table while deleting items within it
local i = 1;
while i <= tableLength(routesTable) do
routesTable[i].TurnsRemaining = routesTable[i].TurnsRemaining - 1;
print("Updated route " .. GetTradeRouteString(routesTable[i]) .. " with turns remaining " .. routesTable[i].TurnsRemaining)
if routesTable[i].TurnsRemaining <= 0 then
print("Removing route: " .. GetTradeRouteString(routesTable[i]));
LuaEvents.TradeOverview_SetLastRoute(routesTable[i]);
table.remove(routesTable, i);
else
i = i + 1;
end
end
m_LastTurnUpdatedMyRoutes = Game.GetCurrentGameTurn();
end
-- Checks if routes running in game and the routesTable are consistent with each other
function CheckConsistencyWithMyRunningRoutes(routesTable: table)
-- Build currently running routes
local routesCurrentlyRunning :table = {};
local localPlayerCities :table = Players[Game.GetLocalPlayer()]:GetCities();
for i, city in localPlayerCities:Members() do
local outgoingRoutes = city:GetTrade():GetOutgoingRoutes();
for j, routeInfo in ipairs(outgoingRoutes) do
table.insert(routesCurrentlyRunning, routeInfo);
end
end
-- Add all routes in routesCurrentlyRunning table that are not in routesTable
for i, route in ipairs(routesCurrentlyRunning) do
local routeIndex = findIndex(routesTable, route, CheckRouteEquality);
-- Is the route not present?
if routeIndex == -1 then
-- Add it to the list, and set the optional flag
print(GetTradeRouteString(route) .. " was not present. Adding it to the table.");
AddRouteWithTurnsRemaining(route, routesTable, true);
end
end
-- Remove all routes in routesTable, that are not in routesCurrentlyRunning.
-- Manually control the indices, so that you can iterate over the table while deleting items within it
local i = 1;
while i <= tableLength(routesTable) do
local routeIndex = findIndex(routesCurrentlyRunning, routesTable[i], CheckRouteEquality);
-- Is the route not present?
if routeIndex == -1 then
print("Route " .. GetTradeRouteString(routesTable[i]) .. " is no longer running. Removing it.");
-- Send info trade overview screen
LuaEvents.TradeOverview_SetLastRoute(routesTable[i]);
table.remove(routesTable, i)
else
i = i + 1
end
end
SaveRunningRoutesInfo();
end
function SaveRunningRoutesInfo()
-- Dump active routes info
print("Dumping routes in PlayerConfig database")
local dataDump = DataDumper(m_LocalPlayerRunningRoutes, "localPlayerRunningRoutes", true);
-- print(dataDump);
PlayerConfigurations[Game.GetLocalPlayer()]:SetValue("BTS_LocalPlayerRunningRotues", dataDump);
end
function LoadRunningRoutesInfo()
local localPlayerID = Game.GetLocalPlayer();
if (PlayerConfigurations[localPlayerID]:GetValue("BTS_LocalPlayerRunningRotues") ~= nil) then
print("Retrieving previous routes PlayerConfig database")
local dataDump = PlayerConfigurations[localPlayerID]:GetValue("BTS_LocalPlayerRunningRotues");
-- print(dataDump);
loadstring(dataDump)();
m_LocalPlayerRunningRoutes = localPlayerRunningRoutes;
else
print("No running route data was found, on load.")
end
-- Check for consistency
CheckConsistencyWithMyRunningRoutes(m_LocalPlayerRunningRoutes);
end
-- ---------------------------------------------------------------------------
-- Trader Route history tracker
-- ---------------------------------------------------------------------------
function UpdateRouteHistoryForTrader(routeInfo: table, routesTable:table)
if routeInfo.TraderUnitID ~= nil then
print("Updating trader " .. routeInfo.TraderUnitID .. " with route history: " .. GetTradeRouteString(routeInfo));
routesTable[routeInfo.TraderUnitID] = routeInfo;
else
print("Could not find the trader unit")
end
end
-- ===========================================================================
-- Group By Pulldown functions
-- ===========================================================================
function RefreshGroupByPulldown()
-- Clear current group by entries
Controls.OverviewGroupByPulldown:ClearEntries();
m_groupByList = {};
-- Build entries
AddGroupByEntry("无", GROUP_BY_SETTINGS.NONE);
AddGroupByEntry("起始城市", GROUP_BY_SETTINGS.ORIGIN);
AddGroupByEntry("目标城市", GROUP_BY_SETTINGS.DESTINATION);
-- Calculate Internals
Controls.OverviewGroupByPulldown:CalculateInternals();
Controls.OverviewGroupByButton:SetText(m_groupByList[m_groupBySelected].groupByString);
UpdateGroupByArrow();
end
function AddGroupByEntry(text: string, id:number)
local entry :table = {
groupByString = text,
groupByID = id
};
table.insert(m_groupByList, entry);
AddPulldownEntry(text, id);
end
function AddPulldownEntry(pulldownText: string, index:number)
local groupByPulldownEntry :table = {};
Controls.OverviewGroupByPulldown:BuildEntry("OverviewGroupByEntry", groupByPulldownEntry);
groupByPulldownEntry.Button:SetText(pulldownText);
groupByPulldownEntry.Button:SetVoids(i, index);
end
function UpdateGroupByArrow()
if Controls.OverviewGroupByPulldown:IsOpen() then
Controls.OverviewGroupByPulldownOpenedArrow:SetHide(true);
Controls.OverviewGroupByPulldownClosedArrow:SetHide(false);
else
Controls.OverviewGroupByPulldownOpenedArrow:SetHide(false);
Controls.OverviewGroupByPulldownClosedArrow:SetHide(true);
end
end
-- ===========================================================================
-- Filter, Filter Pulldown functions
-- ===========================================================================
function FilterTradeRoutes(tradeRoutes: table)
-- print("Current filter: " .. m_filterList[m_filterSelected].FilterText);
local filtertedRoutes :table = {};
for index, tradeRoute in ipairs(tradeRoutes) do
local pPlayer = Players[tradeRoute.DestinationCityPlayer];
if m_filterList[m_filterSelected].FilterFunction and m_filterList[m_filterSelected].FilterFunction(pPlayer) then
table.insert(filtertedRoutes, tradeRoute);
end
end
return filtertedRoutes;
end
-- ---------------------------------------------------------------------------
-- Filter pulldown functions
-- ---------------------------------------------------------------------------
function RefreshFilters()
-- Clear current filters
Controls.OverviewDestinationFilterPulldown:ClearEntries();
m_filterList = {};
m_filterCount = 0;
-- Add "All" Filter
AddFilter(Locale.Lookup("LOC_ROUTECHOOSER_FILTER_ALL"), function(a) return true; end);
-- Add "International Routes" Filter
AddFilter(Locale.Lookup("LOC_TRADE_FILTER_INTERNATIONAL_ROUTES_TEXT"), IsOtherCiv);
-- Add "City States with Trade Quest" Filter
AddFilter(Locale.Lookup("LOC_TRADE_FILTER_CS_WITH_QUEST_TOOLTIP"), IsCityStateWithTradeQuest);
-- Add Local Player Filter
local localPlayerConfig :table = PlayerConfigurations[Game.GetLocalPlayer()];
local localPlayerName = Locale.Lookup(GameInfo.Civilizations[localPlayerConfig:GetCivilizationTypeID()].Name);
AddFilter(localPlayerName, function(a) return a:GetID() == Game.GetLocalPlayer(); end);
-- Add Filters by Civ
local players :table = Game.GetPlayers();
for index, pPlayer in ipairs(players) do
if pPlayer and pPlayer:IsAlive() and pPlayer:IsMajor() then
-- Has the local player met the civ?
if pPlayer:GetDiplomacy():HasMet(Game.GetLocalPlayer()) then
local playerConfig :table = PlayerConfigurations[pPlayer:GetID()];
local name = Locale.Lookup(GameInfo.Civilizations[playerConfig:GetCivilizationTypeID()].Name);
AddFilter(name, function(a) return a:GetID() == pPlayer:GetID() end);
end
end
end
-- Add "City States" Filter
AddFilter("城市状态", IsCityState);
-- Add filters to pulldown
for index, filter in ipairs(m_filterList) do
AddFilterEntry(index);
end
-- Select first filter
Controls.OverviewFilterButton:SetText(m_filterList[m_filterSelected].FilterText);
-- Calculate Internals
Controls.OverviewDestinationFilterPulldown:CalculateInternals();
UpdateFilterArrow();
end
function AddFilter(filterName: string, filterFunction)
-- Make sure we don't add duplicate filters
for index, filter in ipairs(m_filterList) do
if filter.FilterText == filterName then
return;
end
end
m_filterCount = m_filterCount + 1;
m_filterList[m_filterCount] = { FilterText = filterName, FilterFunction = filterFunction };
end
function AddFilterEntry(filterIndex: number)
local filterEntry :table = {};
Controls.OverviewDestinationFilterPulldown:BuildEntry("OverviewFilterEntry", filterEntry);
filterEntry.Button:SetText(m_filterList[filterIndex].FilterText);
filterEntry.Button:SetVoids(i, filterIndex);
end
function UpdateFilterArrow()
if Controls.OverviewDestinationFilterPulldown:IsOpen() then
Controls.OverviewFilterPulldownOpenedArrow:SetHide(true);
Controls.OverviewFilterPulldownClosedArrow:SetHide(false);
else
Controls.OverviewFilterPulldownOpenedArrow:SetHide(false);
Controls.OverviewFilterPulldownClosedArrow:SetHide(true);
end
end
-- ===========================================================================
-- Trade Routes Sorter
-- ===========================================================================
function SortTradeRoutes(tradeRoutes: table)
if tableLength(m_SortBySettings) > 0 then
-- If we are grouping by none, apply sort for groups
if m_groupBySelected == GROUP_BY_SETTINGS.NONE then
table.sort(tradeRoutes, CompleteGroupCompareBy)
else
table.sort(tradeRoutes, CompleteCompareBy)
end
end
end
function SortGroupedRoutes(groupedRoutes: table)
if tableLength(m_GroupSortBySettings) > 0 then
table.sort(groupedRoutes, CompareGroupedRoutes)
end
end
function InsertSortEntry(sortByID: number, sortOrder:number, sortSettings:table)
local sortEntry = {
SortByID = sortByID,
SortOrder = sortOrder
};
-- Only insert if it does not exist
local sortEntryIndex = findIndex(sortSettings, sortEntry, CompareSortEntries);
if sortEntryIndex == -1 then
print("Inserting " .. sortEntry.SortByID);
table.insert(sortSettings, sortEntry);
else
-- If it exists, just update the sort oder
print("Index: " .. sortEntryIndex);
sortSettings[sortEntryIndex].SortOrder = sortOrder;
end
end
function RemoveSortEntry(sortByID: number, sortSettings:table)
local sortEntry = {
SortByID = sortByID,
SortOrder = sortOrder
};
-- Only delete if it exists
local sortEntryIndex :number = findIndex(sortSettings, sortEntry, CompareSortEntries);
if (sortEntryIndex > 0) then
table.remove(sortSettings, sortEntryIndex);
end
end
-- ---------------------------------------------------------------------------
-- Compare functions
-- ---------------------------------------------------------------------------
-- Checks for the same ID, not the same order
function CompareSortEntries(sortEntry1: table, sortEntry2:table)
if sortEntry1.SortByID == sortEntry2.SortByID then
return true;
end
return false;
end
-- Compares the top route of passed groups
function CompareGroupedRoutes(groupedRoutes1: table, groupedRoutes2:table)
return CompleteGroupCompareBy(groupedRoutes1[1], groupedRoutes2[1]);
end
-- Identitical to CompleteCompareBy but uses the group sort settings
function CompleteGroupCompareBy(tradeRoute1: table, tradeRoute2:table)
for index, sortEntry in ipairs(m_GroupSortBySettings) do
local compareFunction = m_CompareFunctionByID[sortEntry.SortByID];
local compareResult :boolean = compareFunction(tradeRoute1, tradeRoute2);
if compareResult then
if (sortEntry.SortOrder == SORT_DESCENDING) then
return false;
else
return true;
end
elseif not CheckEquality(tradeRoute1, tradeRoute2, compareFunction) then
if (sortEntry.SortOrder == SORT_DESCENDING) then
return true;
else
return false;
end
end
end
-- If it reaches here, we used all the settings, and all of them were equal.
-- Do net yield compare. 'not' because order should be in descending
return CompareByNetYield(tradeRoute1, tradeRoute2);
end
-- Uses the list of compare functions, to make one global compare function
function CompleteCompareBy(tradeRoute1: table, tradeRoute2:table)
for index, sortEntry in ipairs(m_SortBySettings) do
local compareFunction = m_CompareFunctionByID[sortEntry.SortByID];
local compareResult :boolean = compareFunction(tradeRoute1, tradeRoute2);
if compareResult then
if (sortEntry.SortOrder == SORT_DESCENDING) then
return false;
else
return true;
end
elseif not CheckEquality(tradeRoute1, tradeRoute2, compareFunction) then
if (sortEntry.SortOrder == SORT_DESCENDING) then
return true;
else
return false;
end
end
end
-- If it reaches here, we used all the settings, and all of them were equal.
-- Do net yield compare. 'not' because order should be in descending
return CompareByNetYield(tradeRoute1, tradeRoute2);
end
function CompareByFood(tradeRoute1: table, tradeRoute2:table)
return CompareByYield(GameInfo.Yields["YIELD_FOOD"].Index, tradeRoute1, tradeRoute2);
end
function CompareByProduction(tradeRoute1: table, tradeRoute2:table)
return CompareByYield(GameInfo.Yields["YIELD_PRODUCTION"].Index, tradeRoute1, tradeRoute2);
end
function CompareByGold(tradeRoute1: table, tradeRoute2:table)
return CompareByYield(GameInfo.Yields["YIELD_GOLD"].Index, tradeRoute1, tradeRoute2);
end
function CompareByScience(tradeRoute1: table, tradeRoute2:table)
return CompareByYield(GameInfo.Yields["YIELD_SCIENCE"].Index, tradeRoute1, tradeRoute2);
end
function CompareByCulture(tradeRoute1: table, tradeRoute2:table)
return CompareByYield(GameInfo.Yields["YIELD_CULTURE"].Index, tradeRoute1, tradeRoute2);
end
function CompareByFaith(tradeRoute1: table, tradeRoute2:table)
return CompareByYield(GameInfo.Yields["YIELD_FAITH"].Index, tradeRoute1, tradeRoute2);
end
function CompareByYield(yieldIndex: number, tradeRoute1:table, tradeRoute2:table)
local originPlayer1 :table = Players[tradeRoute1.OriginCityPlayer];
local destinationPlayer1 :table = Players[tradeRoute1.DestinationCityPlayer];
local originCity1 :table = originPlayer1:GetCities():FindID(tradeRoute1.OriginCityID);
local destinationCity1 :table = destinationPlayer1:GetCities():FindID(tradeRoute1.DestinationCityID);
local originPlayer2 :table = Players[tradeRoute2.OriginCityPlayer];
local destinationPlayer2 :table = Players[tradeRoute2.DestinationCityPlayer];
local originCity2 :table = originPlayer2:GetCities():FindID(tradeRoute2.OriginCityID);
local destinationCity2 :table = destinationPlayer2:GetCities():FindID(tradeRoute2.DestinationCityID);
local yieldForRoute1 = GetYieldFromCity(yieldIndex, originCity1, destinationCity1);
local yieldForRoute2 = GetYieldFromCity(yieldIndex, originCity2, destinationCity2);
return yieldForRoute1 < yieldForRoute2;
end
function CompareByTurnsToComplete(tradeRoute1: table, tradeRoute2:table)
if m_currentTab == TRADE_TABS.MY_ROUTES then
return GetRouteTurnsRemaining(tradeRoute1) < GetRouteTurnsRemaining(tradeRoute2);
end
local originPlayer1 :table = Players[tradeRoute1.OriginCityPlayer];
local destinationPlayer1 :table = Players[tradeRoute1.DestinationCityPlayer];
local originCity1 :table = originPlayer1:GetCities():FindID(tradeRoute1.OriginCityID);
local destinationCity1 :table = destinationPlayer1:GetCities():FindID(tradeRoute1.DestinationCityID);
local originPlayer2 :table = Players[tradeRoute2.OriginCityPlayer];
local destinationPlayer2 :table = Players[tradeRoute2.DestinationCityPlayer];
local originCity2 :table = originPlayer2:GetCities():FindID(tradeRoute2.OriginCityID);
local destinationCity2 :table = destinationPlayer2:GetCities():FindID(tradeRoute2.DestinationCityID);
local tradePathLength1, tripsToDestination1, turnsToCompleteRoute1 = GetRouteInfo(originCity1, destinationCity1);
local tradePathLength2, tripsToDestination2, turnsToCompleteRoute2 = GetRouteInfo(originCity2, destinationCity2);
return turnsToCompleteRoute1 < turnsToCompleteRoute2;
end
function CompareByNetYield(tradeRoute1: table, tradeRoute2:table)
local originPlayer1 :table = Players[tradeRoute1.OriginCityPlayer];
local destinationPlayer1 :table = Players[tradeRoute1.DestinationCityPlayer];
local originCity1 :table = originPlayer1:GetCities():FindID(tradeRoute1.OriginCityID);
local destinationCity1 :table = destinationPlayer1:GetCities():FindID(tradeRoute1.DestinationCityID);
local originPlayer2 :table = Players[tradeRoute2.OriginCityPlayer];
local destinationPlayer2 :table = Players[tradeRoute2.DestinationCityPlayer];
local originCity2 :table = originPlayer2:GetCities():FindID(tradeRoute2.OriginCityID);
local destinationCity2 :table = destinationPlayer2:GetCities():FindID(tradeRoute2.DestinationCityID);
local yieldForRoute1 :number = 0;
local yieldForRoute2 :number = 0;
for yieldInfo in GameInfo.Yields() do
yieldForRoute1 = yieldForRoute1 + GetYieldFromCity(yieldInfo.Index, originCity1, destinationCity1);
yieldForRoute2 = yieldForRoute2 + GetYieldFromCity(yieldInfo.Index, originCity2, destinationCity2);
end
return yieldForRoute1 > yieldForRoute2;
end
-- ===========================================================================
-- Sort bar functions
-- ===========================================================================
-- Hides all the ascending/descending arrows
function ResetSortBar()
Controls.FoodDescArrow:SetHide(true);
Controls.ProductionDescArrow:SetHide(true);
Controls.GoldDescArrow:SetHide(true);
Controls.ScienceDescArrow:SetHide(true);
Controls.CultureDescArrow:SetHide(true);
Controls.FaithDescArrow:SetHide(true);
Controls.TurnsToCompleteDescArrow:SetHide(true);
Controls.FoodAscArrow:SetHide(true);
Controls.ProductionAscArrow:SetHide(true);
Controls.GoldAscArrow:SetHide(true);
Controls.ScienceAscArrow:SetHide(true);
Controls.CultureAscArrow:SetHide(true);
Controls.FaithAscArrow:SetHide(true);
Controls.TurnsToCompleteAscArrow:SetHide(true);
end
function RefreshSortBar()
if m_ctrlDown then
RefreshSortButtons(m_SortBySettings);
else
RefreshSortButtons(m_GroupSortBySettings);
end
if showSortOrdersPermanently or m_shiftDown then
-- Hide the order texts
HideSortOrderLabels();
-- Show them based on current settings
ShowSortOrderLabels();
end
end
function ShowSortOrderLabels()
-- Refresh and show sort orders
if m_ctrlDown then
RefreshSortOrderLabels(m_SortBySettings);
else
RefreshSortOrderLabels(m_GroupSortBySettings);
end
end
function HideSortOrderLabels()
Controls.FoodSortOrder:SetHide(true);
Controls.ProductionSortOrder:SetHide(true);
Controls.GoldSortOrder:SetHide(true);
Controls.ScienceSortOrder:SetHide(true);
Controls.CultureSortOrder:SetHide(true);
Controls.FaithSortOrder:SetHide(true);
Controls.TurnsToCompleteSortOrder:SetHide(true);
end
-- Shows and hides arrows based on the passed sort order
function SetSortArrow(ascArrow: table, descArrow:table, sortOrder:number)
if sortOrder == SORT_ASCENDING then
descArrow:SetHide(true);
ascArrow:SetHide(false);
else
descArrow:SetHide(false);
ascArrow:SetHide(true);
end
end
function RefreshSortButtons(sortSettings: table)
-- Hide all arrows
ResetSortBar();
-- Set disabled color
Controls.FoodSortButton:SetColorByName("ButtonDisabledCS");
Controls.ProductionSortButton:SetColorByName("ButtonDisabledCS");
Controls.GoldSortButton:SetColorByName("ButtonDisabledCS");
Controls.ScienceSortButton:SetColorByName("ButtonDisabledCS");
Controls.CultureSortButton:SetColorByName("ButtonDisabledCS");
Controls.FaithSortButton:SetColorByName("ButtonDisabledCS");
Controls.TurnsToCompleteSortButton:SetColorByName("ButtonDisabledCS");
-- Go through settings and display arrows
for index, sortEntry in ipairs(sortSettings) do
if sortEntry.SortByID == SORT_BY_ID.FOOD then
SetSortArrow(Controls.FoodAscArrow, Controls.FoodDescArrow, sortEntry.SortOrder)
Controls.FoodSortButton:SetColorByName("ButtonCS");
elseif sortEntry.SortByID == SORT_BY_ID.PRODUCTION then
SetSortArrow(Controls.ProductionAscArrow, Controls.ProductionDescArrow, sortEntry.SortOrder)
Controls.ProductionSortButton:SetColorByName("ButtonCS");
elseif sortEntry.SortByID == SORT_BY_ID.GOLD then
SetSortArrow(Controls.GoldAscArrow, Controls.GoldDescArrow, sortEntry.SortOrder)
Controls.GoldSortButton:SetColorByName("ButtonCS");
elseif sortEntry.SortByID == SORT_BY_ID.SCIENCE then
SetSortArrow(Controls.ScienceAscArrow, Controls.ScienceDescArrow, sortEntry.SortOrder)
Controls.ScienceSortButton:SetColorByName("ButtonCS");
elseif sortEntry.SortByID == SORT_BY_ID.CULTURE then
SetSortArrow(Controls.CultureAscArrow, Controls.CultureDescArrow, sortEntry.SortOrder)
Controls.CultureSortButton:SetColorByName("ButtonCS");
elseif sortEntry.SortByID == SORT_BY_ID.FAITH then
SetSortArrow(Controls.FaithAscArrow, Controls.FaithDescArrow, sortEntry.SortOrder)
Controls.FaithSortButton:SetColorByName("ButtonCS");
elseif sortEntry.SortByID == SORT_BY_ID.TURNS_TO_COMPLETE then
SetSortArrow(Controls.TurnsToCompleteAscArrow, Controls.TurnsToCompleteDescArrow, sortEntry.SortOrder)
Controls.TurnsToCompleteSortButton:SetColorByName("ButtonCS");
end
end
end
function RefreshSortOrderLabels(sortSettings: table)
for index, sortEntry in ipairs(sortSettings) do
if sortEntry.SortByID == SORT_BY_ID.FOOD then
Controls.FoodSortOrder:SetHide(false);
Controls.FoodSortOrder:SetText(index);
Controls.FoodSortOrder:SetColorByName("ResFoodLabelCS");
elseif sortEntry.SortByID == SORT_BY_ID.PRODUCTION then
Controls.ProductionSortOrder:SetHide(false);
Controls.ProductionSortOrder:SetText(index);
Controls.ProductionSortOrder:SetColorByName("ResProductionLabelCS");
elseif sortEntry.SortByID == SORT_BY_ID.GOLD then
Controls.GoldSortOrder:SetHide(false);
Controls.GoldSortOrder:SetText(index);
Controls.GoldSortOrder:SetColorByName("ResGoldLabelCS");
elseif sortEntry.SortByID == SORT_BY_ID.SCIENCE then
Controls.ScienceSortOrder:SetHide(false);
Controls.ScienceSortOrder:SetText(index);
Controls.ScienceSortOrder:SetColorByName("ResScienceLabelCS");
elseif sortEntry.SortByID == SORT_BY_ID.CULTURE then
Controls.CultureSortOrder:SetHide(false);
Controls.CultureSortOrder:SetText(index);
Controls.CultureSortOrder:SetColorByName("ResCultureLabelCS");
elseif sortEntry.SortByID == SORT_BY_ID.FAITH then
Controls.FaithSortOrder:SetHide(false);
Controls.FaithSortOrder:SetText(index);
Controls.FaithSortOrder:SetColorByName("ResFaithLabelCS");
elseif sortEntry.SortByID == SORT_BY_ID.TURNS_TO_COMPLETE then
Controls.TurnsToCompleteSortOrder:SetHide(false);
Controls.TurnsToCompleteSortOrder:SetText(index);
end
end
end
-- ===========================================================================
-- Applicaton level functions
-- ===========================================================================
function Open()
m_AnimSupport.Show();
UI.PlaySound("CityStates_Panel_Open");
LuaEvents.TradeOverview_UpdateContextStatus(true);
Refresh();
end
function Close()
if not ContextPtr:IsHidden() then
UI.PlaySound("CityStates_Panel_Close");
end
m_AnimSupport.Hide();
LuaEvents.TradeOverview_UpdateContextStatus(false);
end
-- ===========================================================================
-- General helper functions
-- ===========================================================================
function SelectUnit(unit: table)
local localPlayer = Game.GetLocalPlayer();
if UI.GetHeadSelectedUnit() ~= unit and localPlayer ~= -1 and localPlayer == unit:GetOwner() then
UI.DeselectAllUnits();
UI.DeselectAllCities();
UI.SelectUnit(unit);
end
UI.LookAtPlotScreenPosition(unit:GetX(), unit:GetY(), 0.42, 0.5);
end
function IsCityState(player: table)
local playerInfluence :table = player:GetInfluence();
if playerInfluence:CanReceiveInfluence() then
return true
end
return false
end
-- Checks if the player is a city state, with "Send a trade route" quest
function IsCityStateWithTradeQuest(player: table)
local questsManager :table = Game.GetQuestsManager();
local questTooltip :string = Locale.Lookup("LOC_CITY_STATES_QUESTS");
if (questsManager ~= nil and Game.GetLocalPlayer() ~= nil) then
local tradeRouteQuestInfo :table = GameInfo.Quests["QUEST_SEND_TRADE_ROUTE"];
if (tradeRouteQuestInfo ~= nil) then
if (questsManager:HasActiveQuestFromPlayer(Game.GetLocalPlayer(), player:GetID(), tradeRouteQuestInfo.Index)) then
return true
end
end
end
return false
end
-- Checks if the player is a civ, other than the local player
function IsOtherCiv(player: table)
if player:GetID() ~= Game.GetLocalPlayer() then
return true
end
return false
end
-- ---------------------------------------------------------------------------
-- Trade route helper functions
-- ---------------------------------------------------------------------------
-- Returns yield for the origin city
function GetYieldFromCity(yieldIndex: number, originCity:table, destinationCity:table)
local tradeManager = Game.GetTradeManager();
-- From route
local yieldValue = tradeManager:CalculateOriginYieldFromPotentialRoute(originCity:GetOwner(), originCity:GetID(), destinationCity:GetOwner(), destinationCity:GetID(), yieldIndex);
-- From path
yieldValue = yieldValue + tradeManager:CalculateOriginYieldFromPath(originCity:GetOwner(), originCity:GetID(), destinationCity:GetOwner(), destinationCity:GetID(), yieldIndex);
-- From modifiers
local resourceID = -1;
yieldValue = yieldValue + tradeManager:CalculateOriginYieldFromModifiers(originCity:GetOwner(), originCity:GetID(), destinationCity:GetOwner(), destinationCity:GetID(), yieldIndex, resourceID);
return yieldValue;
end
-- Returns yield for the destination city
function GetYieldForDestinationCity(yieldIndex: number, originCity:table, destinationCity:table)
local tradeManager = Game.GetTradeManager();
-- From route
local yieldValue = tradeManager:CalculateDestinationYieldFromPotentialRoute(originCity:GetOwner(), originCity:GetID(), destinationCity:GetOwner(), destinationCity:GetID(), yieldIndex);
-- From path
yieldValue = yieldValue + tradeManager:CalculateDestinationYieldFromPath(originCity:GetOwner(), originCity:GetID(), destinationCity:GetOwner(), destinationCity:GetID(), yieldIndex);
-- From modifiers
local resourceID = -1;
yieldValue = yieldValue + tradeManager:CalculateDestinationYieldFromModifiers(originCity:GetOwner(), originCity:GetID(), destinationCity:GetOwner(), destinationCity:GetID(), yieldIndex, resourceID);
return yieldValue;
end
-- Returns length of trade path, number of trips to destination, turns to complete route
function GetRouteInfo(originCity: table, destinationCity:table)
local eSpeed = GameConfiguration.GetGameSpeedType();
if GameInfo.GameSpeeds[eSpeed] ~= nil then
local iSpeedCostMultiplier = GameInfo.GameSpeeds[eSpeed].CostMultiplier;
local tradeManager = Game.GetTradeManager();
local pathPlots = tradeManager:GetTradeRoutePath(originCity:GetOwner(), originCity:GetID(), destinationCity:GetOwner(), destinationCity:GetID());
local tradePathLength :number = tableLength(pathPlots) - 1;
local multiplierConstant :number = 0.1;
local tripsToDestination = 1 + math.floor(iSpeedCostMultiplier / tradePathLength * multiplierConstant);
--print("Error: Playing on an unrecognized speed. Defaulting to standard for route turns calculation");
local turnsToCompleteRoute = (tradePathLength * 2 * tripsToDestination);
return tradePathLength, tripsToDestination, turnsToCompleteRoute;
else
print("Speed type index " .. eSpeed);
print("Error: Could not find game speed type. Defaulting to first entry in table");
local iSpeedCostMultiplier = GameInfo.GameSpeeds[1].CostMultiplier;
local tradeManager = Game.GetTradeManager();
local pathPlots = tradeManager:GetTradeRoutePath(originCity:GetOwner(), originCity:GetID(), destinationCity:GetOwner(), destinationCity:GetID());
local tradePathLength :number = tableLength(pathPlots) - 1;
local multiplierConstant :number = 0.1;
local tripsToDestination = 1 + math.floor(iSpeedCostMultiplier / tradePathLength * multiplierConstant);
local turnsToCompleteRoute = (tradePathLength * 2 * tripsToDestination);
return tradePathLength, tripsToDestination, turnsToCompleteRoute;
end
end
-- Finds and removes routeToDelete from routeTable
function RemoveRouteFromTable(routeToDelete: table, routeTable:table)
if m_groupBySelected == GROUP_BY_SETTINGS.NONE then
local targetIndex :number;
for i, route in ipairs(routeTable) do
if CheckRouteEquality(route, routeToDelete) then
targetIndex = i;
end
end
-- Remove route
if targetIndex then
table.remove(routeTable, targetIndex);
end
-- If grouping by something, go one level deeper
else
local targetIndex :number;
local targetGroupIndex :number;
for i, groupedRoutes in ipairs(routeTable) do
for j, route in ipairs(groupedRoutes) do
if CheckRouteEquality(route, routeToDelete) then
targetIndex = j;
targetGroupIndex = i;
end
end
end
-- Remove route
if targetIndex then
table.remove(routeTable[targetGroupIndex], targetIndex);
end
-- If that group is empty, remove that group
if tableLength(routeTable[targetGroupIndex]) <= 0 then
if targetGroupIndex then
table.remove(routeTable, targetGroupIndex);
end
end
end
end
-- Returns a string of the route in format "[ORIGIN_CITY_NAME]-[DESTINATION_CITY_NAME]"
function GetTradeRouteString(routeInfo: table)
local originPlayer :table = Players[routeInfo.OriginCityPlayer];
local originCity :table = originPlayer:GetCities():FindID(routeInfo.OriginCityID);
local destinationPlayer :table = Players[routeInfo.DestinationCityPlayer];
local destinationCity :table = destinationPlayer:GetCities():FindID(routeInfo.DestinationCityID);
local s :string = Locale.Lookup(originCity:GetName()) .. "-" .. Locale.Lookup(destinationCity:GetName())
return s;
end
-- Checks if the two routes are the same (does not compare traderUnit)
function CheckRouteEquality(tradeRoute1: table, tradeRoute2:table)
if (tradeRoute1.OriginCityPlayer == tradeRoute2.OriginCityPlayer and
tradeRoute1.OriginCityID == tradeRoute2.OriginCityID and
tradeRoute1.DestinationCityPlayer == tradeRoute2.DestinationCityPlayer and
tradeRoute1.DestinationCityID == tradeRoute2.DestinationCityID) then
return true;
end
return false;
end
-- Checks equality with the passed sorting compare function
function CheckEquality(tradeRoute1: table, tradeRoute2:table, compareFunction)
if not compareFunction(tradeRoute1, tradeRoute2) then
if not compareFunction(tradeRoute2, tradeRoute1) then
return true;
end
end
return false;
end
-- ===========================================================================
-- Button handler functions
-- ===========================================================================
function OnOpen()
if blockPanelInBetweenTurns then
if not m_processingTurn then
Open();
else
print("In between turns. Blocking Trade Panel from opening.")
end
else
Open();
end
end
function OnClose()
Close();
end
-- ---------------------------------------------------------------------------
-- Tab buttons
-- ---------------------------------------------------------------------------
function OnMyRoutesButton()
m_currentTab = TRADE_TABS.MY_ROUTES;
Refresh();
end
function OnRoutesToCitiesButton()
m_currentTab = TRADE_TABS.ROUTES_TO_CITIES;
Refresh();
end
function OnAvailableRoutesButton()
m_currentTab = TRADE_TABS.AVAILABLE_ROUTES;
Refresh();
end
-- ---------------------------------------------------------------------------
-- Pulldowns
-- ---------------------------------------------------------------------------
function OnFilterSelected(index: number, filterIndex:number)
m_filterSelected = filterIndex;
Controls.OverviewFilterButton:SetText(m_filterList[m_filterSelected].FilterText);
Refresh();
end
function OnGroupBySelected(index: number, groupByIndex:number)
m_groupBySelected = groupByIndex;
Controls.OverviewGroupByButton:SetText(m_groupByList[m_groupBySelected].groupByString);
-- Have to rebuild table
m_HasBuiltTradeRouteTable = false;
Refresh();
end
-- ---------------------------------------------------------------------------
-- Checkbox
-- ---------------------------------------------------------------------------
function OnGroupShowAll()
-- Dont do anything, if grouping is none
if m_groupBySelected == GROUP_BY_SETTINGS.NONE then
return;
end
m_GroupShowAll = Controls.GroupShowAllCheckBox:IsChecked();
if not m_GroupShowAll then
Controls.GroupShowAllCheckBoxLabel:LocalizeAndSetText("LOC_TRADE_EXPAND_ALL_BUTTON_TEXT");
m_cityRouteLimitExclusionList = {};
else
Controls.GroupShowAllCheckBoxLabel:LocalizeAndSetText("LOC_TRADE_COLLAPSE_ALL_BUTTON_TEXT");
m_cityRouteLimitExclusionList = {};
end
Refresh();
end
-- ---------------------------------------------------------------------------
-- Sort bar insert buttons
-- ---------------------------------------------------------------------------
function OnSortByFood()
-- If shift is not being pressed, reset sort settings
if not m_shiftDown then
if m_ctrlDown then
m_SortBySettings = {};
else
m_GroupSortBySettings = {};
end
end
-- Sort based on currently showing icon toggled
if Controls.FoodDescArrow:IsHidden() then
if m_ctrlDown then
InsertSortEntry(SORT_BY_ID.FOOD, SORT_DESCENDING, m_SortBySettings);
else
InsertSortEntry(SORT_BY_ID.FOOD, SORT_DESCENDING, m_GroupSortBySettings);
end
else
if m_ctrlDown then
InsertSortEntry(SORT_BY_ID.FOOD, SORT_ASCENDING, m_SortBySettings);
else
InsertSortEntry(SORT_BY_ID.FOOD, SORT_ASCENDING, m_GroupSortBySettings);
end
end
Refresh();
end
function OnSortByProduction()
-- If shift is not being pressed, reset sort settings
if not m_shiftDown then
if m_ctrlDown then
m_SortBySettings = {};
else
m_GroupSortBySettings = {};
end
end
-- Sort based on currently showing icon toggled
if Controls.ProductionDescArrow:IsHidden() then
if m_ctrlDown then
InsertSortEntry(SORT_BY_ID.PRODUCTION, SORT_DESCENDING, m_SortBySettings);
else
InsertSortEntry(SORT_BY_ID.PRODUCTION, SORT_DESCENDING, m_GroupSortBySettings);
end
else
if m_ctrlDown then
InsertSortEntry(SORT_BY_ID.PRODUCTION, SORT_ASCENDING, m_SortBySettings);
else
InsertSortEntry(SORT_BY_ID.PRODUCTION, SORT_ASCENDING, m_GroupSortBySettings);
end
end
Refresh();
end
function OnSortByGold()
-- If shift is not being pressed, reset sort settings
if not m_shiftDown then
if m_ctrlDown then
m_SortBySettings = {};
else
m_GroupSortBySettings = {};
end
end
-- Sort based on currently showing icon toggled
if Controls.GoldDescArrow:IsHidden() then
if m_ctrlDown then
InsertSortEntry(SORT_BY_ID.GOLD, SORT_DESCENDING, m_SortBySettings);
else
InsertSortEntry(SORT_BY_ID.GOLD, SORT_DESCENDING, m_GroupSortBySettings);
end
else
if m_ctrlDown then
InsertSortEntry(SORT_BY_ID.GOLD, SORT_ASCENDING, m_SortBySettings);
else
InsertSortEntry(SORT_BY_ID.GOLD, SORT_ASCENDING, m_GroupSortBySettings);
end
end
Refresh();
end
function OnSortByScience()
-- If shift is not being pressed, reset sort settings
if not m_shiftDown then
if m_ctrlDown then
m_SortBySettings = {};
else
m_GroupSortBySettings = {};
end
end
-- Sort based on currently showing icon toggled
if Controls.ScienceDescArrow:IsHidden() then
if m_ctrlDown then
InsertSortEntry(SORT_BY_ID.SCIENCE, SORT_DESCENDING, m_SortBySettings);
else
InsertSortEntry(SORT_BY_ID.SCIENCE, SORT_DESCENDING, m_GroupSortBySettings);
end
else
if m_ctrlDown then
InsertSortEntry(SORT_BY_ID.SCIENCE, SORT_ASCENDING, m_SortBySettings);
else
InsertSortEntry(SORT_BY_ID.SCIENCE, SORT_ASCENDING, m_GroupSortBySettings);
end
end
Refresh();
end
function OnSortByCulture()
-- If shift is not being pressed, reset sort settings
if not m_shiftDown then
if m_ctrlDown then
m_SortBySettings = {};
else
m_GroupSortBySettings = {};
end
end
-- Sort based on currently showing icon toggled
if Controls.CultureDescArrow:IsHidden() then
if m_ctrlDown then
InsertSortEntry(SORT_BY_ID.CULTURE, SORT_DESCENDING, m_SortBySettings);
else
InsertSortEntry(SORT_BY_ID.CULTURE, SORT_DESCENDING, m_GroupSortBySettings);
end
else
if m_ctrlDown then
InsertSortEntry(SORT_BY_ID.CULTURE, SORT_ASCENDING, m_SortBySettings);
else
InsertSortEntry(SORT_BY_ID.CULTURE, SORT_ASCENDING, m_GroupSortBySettings);
end
end
Refresh();
end
function OnSortByFaith()
-- If shift is not being pressed, reset sort settings
if not m_shiftDown then
if m_ctrlDown then
m_SortBySettings = {};
else
m_GroupSortBySettings = {};
end
end
-- Sort based on currently showing icon toggled
if Controls.FaithDescArrow:IsHidden() then
if m_ctrlDown then
InsertSortEntry(SORT_BY_ID.FAITH, SORT_DESCENDING, m_SortBySettings);
else
InsertSortEntry(SORT_BY_ID.FAITH, SORT_DESCENDING, m_GroupSortBySettings);
end
else
if m_ctrlDown then
InsertSortEntry(SORT_BY_ID.FAITH, SORT_ASCENDING, m_SortBySettings);
else
InsertSortEntry(SORT_BY_ID.FAITH, SORT_ASCENDING, m_GroupSortBySettings);
end
end
Refresh();
end
function OnSortByTurnsToComplete()
-- If shift is not being pressed, reset sort settings
if not m_shiftDown then
if m_ctrlDown then
m_SortBySettings = {};
else
m_GroupSortBySettings = {};
end
end
-- Sort based on currently showing icon toggled
if Controls.TurnsToCompleteDescArrow:IsHidden() then
if m_ctrlDown then
InsertSortEntry(SORT_BY_ID.TURNS_TO_COMPLETE, SORT_DESCENDING, m_SortBySettings);
else
InsertSortEntry(SORT_BY_ID.TURNS_TO_COMPLETE, SORT_DESCENDING, m_GroupSortBySettings);
end
else
if m_ctrlDown then
InsertSortEntry(SORT_BY_ID.TURNS_TO_COMPLETE, SORT_ASCENDING, m_SortBySettings);
else
InsertSortEntry(SORT_BY_ID.TURNS_TO_COMPLETE, SORT_ASCENDING, m_GroupSortBySettings);
end
end
Refresh();
end
-- ---------------------------------------------------------------------------
-- Sort bar delete buttons
-- ---------------------------------------------------------------------------
function OnNotSortByFood()
if m_ctrlDown then
RemoveSortEntry(SORT_BY_ID.FOOD, m_SortBySettings);
else
RemoveSortEntry(SORT_BY_ID.FOOD, m_GroupSortBySettings);
end
Refresh();
end
function OnNotSortByProduction()
if m_ctrlDown then
RemoveSortEntry(SORT_BY_ID.PRODUCTION, m_SortBySettings);
else
RemoveSortEntry(SORT_BY_ID.PRODUCTION, m_GroupSortBySettings);
end
Refresh();
end
function OnNotSortByGold()
if m_ctrlDown then
RemoveSortEntry(SORT_BY_ID.GOLD, m_SortBySettings);
else
RemoveSortEntry(SORT_BY_ID.GOLD, m_GroupSortBySettings);
end
Refresh();
end
function OnNotSortByScience()
if m_ctrlDown then
RemoveSortEntry(SORT_BY_ID.SCIENCE, m_SortBySettings);
else
RemoveSortEntry(SORT_BY_ID.SCIENCE, m_GroupSortBySettings);
end
Refresh();
end
function OnNotSortByCulture()
if m_ctrlDown then
RemoveSortEntry(SORT_BY_ID.CULTURE, m_SortBySettings);
else
RemoveSortEntry(SORT_BY_ID.CULTURE, m_GroupSortBySettings);
end
Refresh();
end
function OnNotSortByFaith()
if m_ctrlDown then
RemoveSortEntry(SORT_BY_ID.FAITH, m_SortBySettings);
else
RemoveSortEntry(SORT_BY_ID.FAITH, m_GroupSortBySettings);
end
Refresh();
end
function OnNotSortByTurnsToComplete()
if m_ctrlDown then
RemoveSortEntry(SORT_BY_ID.TURNS_TO_COMPLETE, m_SortBySettings);
else
RemoveSortEntry(SORT_BY_ID.TURNS_TO_COMPLETE, m_GroupSortBySettings);
end
Refresh();
end
-- ===========================================================================
-- Helper Utility functions
-- ===========================================================================
function tableLength(T)
local count = 0
for _ in pairs(T) do count = count + 1 end
return count
end
function reverseTable(T)
table_length = tableLength(T);
for i = 1, math.floor(table_length / 2) do
local tmp = T[i]
T[i] = T[table_length - i + 1]
T[table_length - i + 1] = tmp
end
end
function findIndex(T, searchItem, compareFunc)
for index, item in ipairs(T) do
if compareFunc(item, searchItem) then
return index;
end
end
return -1;
end
-- TODO: Move these to external file, when Firaxis patches the gameplay scripts not loading bug
-- ========== START OF DataDumper.lua =================
--[[ License DataDumper.lua
Copyright (c) 2007 Olivetti-Engineering SA
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.
]]
function dump(...)
print(DataDumper(...), "\n---")
end
local dumplua_closure = [[
local closures = {}
local function closure(t)
closures[#closures+1] = t
t[1] = assert(loadstring(t[1]))
return t[1]
end
for _,t in pairs(closures) do
for i = 2,#t do
debug.setupvalue(t[1], i-1, t[i])
end
end
]]
local lua_reserved_keywords = {
'and', 'break', 'do', 'else', 'elseif', 'end', 'false', 'for',
'function', 'if', 'in', 'local', 'nil', 'not', 'or', 'repeat',
'return', 'then', 'true', 'until', 'while'
}
local function keys(t)
local res = {}
local oktypes = { stringstring = true, numbernumber = true }
local function cmpfct(a, b)
if oktypes[type(a) .. type(b)] then
return a < b
else
return type(a) < type(b)
end
end
for k in pairs(t) do
res[#res + 1] = k
end
table.sort(res, cmpfct)
return res
end
local c_functions = {}
for _, lib in pairs {
'_G', 'string', 'table', 'math',
'io', 'os', 'coroutine', 'package', 'debug'
} do
local t = {}
lib = lib .. "."
if lib == "_G." then lib = "" end
for k, v in pairs(t) do
if type(v) == 'function' and not pcall(string.dump, v) then
c_functions[v] = lib .. k
end
end
end
function DataDumper(value, varname, fastmode, ident)
local defined, dumplua = {}
-- Local variables for speed optimization
local string_format, type, string_dump, string_rep =
string.format, type, string.dump, string.rep
local tostring, pairs, table_concat =
tostring, pairs, table.concat
local keycache, strvalcache, out, closure_cnt = {}, {}, {}, 0
setmetatable(strvalcache, {
__index = function(t, value)
local res = string_format('%q', value)
t[value] = res
return res
end
})
local fcts = {
string = function(value) return strvalcache[value] end,
number = function(value) return value end,
boolean = function(value) return tostring(value) end,
['nil'] = function(value) return 'nil' end,
['function'] = function(value)
return string_format("loadstring(%q)", string_dump(value))
end,
userdata = function() error("Cannot dump userdata") end,
thread = function() error("Cannot dump threads") end,
}
local function test_defined(value, path)
if defined[value] then
if path:match("^getmetatable.*%)$") then
out[#out + 1] = string_format("s%s, %s)\n", path:sub(2, -2), defined[value])
else
out[#out + 1] = path .. " = " .. defined[value] .. "\n"
end
return true
end
defined[value] = path
end
local function make_key(t, key)
local s
if type(key) == 'string' and key:match('^[_%a][_%w]*$') then
s = key .. "="
else
s = "[" .. dumplua(key, 0) .. "]="
end
t[key] = s
return s
end
for _, k in ipairs(lua_reserved_keywords) do
keycache[k] = '["' .. k .. '"] = '
end
if fastmode then
fcts.table = function(value)
-- Table value
local numidx = 1
out[#out + 1] = "{"
for key, val in pairs(value) do
if key == numidx then
numidx = numidx + 1
else
out[#out + 1] = keycache[key]
end
local str = dumplua(val)
out[#out + 1] = str .. ","
end
if string.sub(out[#out], -1) == "," then
out[#out] = string.sub(out[#out], 1, -2);
end
out[#out + 1] = "}"
return ""
end
else
fcts.table = function(value, ident, path)
if test_defined(value, path) then return "nil" end
-- Table value
local sep, str, numidx, totallen = " ", {}, 1, 0
local meta, metastr = getmetatable(value)
if meta then
ident = ident + 1
metastr = dumplua(meta, ident, "getmetatable(" .. path .. ")")
totallen = totallen + #metastr + 16
end
for _, key in pairs(keys(value)) do
local val = value[key]
local s = ""
local subpath = path or ""
if key == numidx then
subpath = subpath .. "[" .. numidx .. "]"
numidx = numidx + 1
else
s = keycache[key]
if not s:match "^%[" then subpath = subpath .. "." end
subpath = subpath .. s:gsub("%s*=%s*$", "")
end
s = s .. dumplua(val, ident + 1, subpath)
str[#str + 1] = s
totallen = totallen + #s + 2
end
if totallen > 80 then
sep = "\n" .. string_rep(" ", ident + 1)
end
str = "{" .. sep .. table_concat(str, "," .. sep) .. " " .. sep:sub(1, -3) .. "}"
if meta then
sep = sep:sub(1, -3)
return "setmetatable(" .. sep .. str .. "," .. sep .. metastr .. sep:sub(1, -3) .. ")"
end
return str
end
fcts['function'] = function(value, ident, path)
if test_defined(value, path) then return "nil" end
if c_functions[value] then
return c_functions[value]
elseif debug == nil or debug.getupvalue(value, 1) == nil then
return string_format("loadstring(%q)", string_dump(value))
end
closure_cnt = closure_cnt + 1
local res = { string.dump(value) }
for i = 1, math.huge do
local name, v = debug.getupvalue(value, i)
if name == nil then break end
res[i + 1] = v
end
return "closure " .. dumplua(res, ident, "closures[" .. closure_cnt .. "]")
end
end
function dumplua(value, ident, path)
return fcts[type(value)](value, ident, path)
end
if varname == nil then
varname = ""
elseif varname:match("^[%a_][%w_]*$") then
varname = varname .. " = "
end
if fastmode then
setmetatable(keycache, { __index = make_key })
out[1] = varname
table.insert(out, dumplua(value, 0))
return table.concat(out)
else
setmetatable(keycache, { __index = make_key })
local items = {}
for i = 1, 10 do items[i] = '' end
items[3] = dumplua(value, ident or 0, "t")
if closure_cnt > 0 then
items[1], items[6] = dumplua_closure:match("(.*\n)\n(.*)")
out[#out + 1] = ""
end
if #out > 0 then
items[2], items[4] = "local t = ", "\n"
items[5] = table.concat(out)
items[7] = varname .. "t"
else
items[2] = varname
end
return table.concat(items)
end
end
-- ========== END OF DataDumper.lua =================
-- ===========================================================================
-- LUA Event
-- Explicit close (from partial screen hooks), part of closing everything,
-- ===========================================================================
function OnCloseAllExcept(contextToStayOpen: string)
if contextToStayOpen == ContextPtr:GetID() then return; end
Close();
end
function OnTraderAutomated(traderID: number, isAutomated:boolean)
m_TraderAutomated[traderID] = isAutomated;
end
-- ===========================================================================
-- Game Event
-- ===========================================================================
function OnInterfaceModeChanged(eOldMode: number, eNewMode:number)
if eNewMode == InterfaceModeTypes.VIEW_MODAL_LENS then
Close();
end
end
function OnLocalPlayerTurnEnd()
if (GameConfiguration.IsHotseat()) then
Close();
end
m_HasBuiltTradeRouteTable = false;
m_processingTurn = true;
end
function OnLocalPlayerTurnBegin()
-- Dont call update, if game turn has not changed. Needs this check, otherwise it calls this hook
-- even if the turn has not started.
if m_LastTurnUpdatedMyRoutes < Game.GetCurrentGameTurn() then
UpdateRoutesWithTurnsRemaining(m_LocalPlayerRunningRoutes);
end
m_processingTurn = false;
end
function OnUnitOperationsCleared(playerID, unitID, hOperation, iData1)
if playerID == Game.GetLocalPlayer() then
local pPlayer :table = Players[playerID];
local pUnit :table = pPlayer:GetUnits():FindID(unitID);
if pUnit ~= nil then
local unitInfo :table = GameInfo.Units[pUnit:GetUnitType()];
if (unitInfo.MakeTradeRoute == true) then
-- Remove entry from local players running routes
for i, route in ipairs(m_LocalPlayerRunningRoutes) do
if route.TraderUnitID == unitID then
print("Removing route: " .. GetTradeRouteString(route) .. " since it completed.");
LuaEvents.TradeOverview_SetLastRoute(route);
table.remove(m_LocalPlayerRunningRoutes, i);
return;
end
end
print("Error: Could not find the route in m_LocalPlayerRunningRoutes");
end
end
end
end
-- ===========================================================================
-- UI EVENTS
-- ===========================================================================
function OnInit(isReload: boolean)
if isReload then
LuaEvents.GameDebug_GetValues(RELOAD_CACHE_ID);
end
end
function OnShutdown()
LuaEvents.GameDebug_AddValue(RELOAD_CACHE_ID, "isHidden", ContextPtr:IsHidden());
LuaEvents.GameDebug_AddValue(RELOAD_CACHE_ID, "currentTab", m_currentTab);
LuaEvents.GameDebug_AddValue(RELOAD_CACHE_ID, "filterSelected", m_filterSelected);
LuaEvents.GameDebug_AddValue(RELOAD_CACHE_ID, "groupBySelected", m_groupBySelected);
end
-- ---------------------------------------------------------------------------
-- Input handlers.
-- ---------------------------------------------------------------------------
function KeyDownHandler(key: number)
if key == Keys.VK_SHIFT then
m_shiftDown = true;
if not showSortOrdersPermanently then
ShowSortOrderLabels();
end
-- let it fall through
end
if key == Keys.VK_CONTROL then
m_ctrlDown = true;
RefreshSortBar();
end
return false;
end
function KeyUpHandler(key: number)
if key == Keys.VK_SHIFT then
m_shiftDown = false;
if not showSortOrdersPermanently then
HideSortOrderLabels();
end
-- let it fall through
end
if key == Keys.VK_CONTROL then
m_ctrlDown = false;
RefreshSortBar();
end
if key == Keys.VK_ESCAPE then
Close();
return true;
end
if key == Keys.VK_RETURN then
-- Don't let enter propigate or it will hit action panel which will raise a screen (potentially this one again) tied to the action.
return true;
end
return false;
end
function OnInputHandler(pInputStruct: table)
-- Call the animation input handler
-- m_AnimSupport.OnInputHandler ( pInputStruct );
local uiMsg = pInputStruct:GetMessageType();
if uiMsg == KeyEvents.KeyDown then return KeyDownHandler(pInputStruct:GetKey()); end
if uiMsg == KeyEvents.KeyUp then return KeyUpHandler(pInputStruct:GetKey()); end
return false;
end
-- ===========================================================================
-- LUA EVENT
-- Reload support
-- ===========================================================================
function OnGameDebugReturn(context: string, contextTable:table)
if context == RELOAD_CACHE_ID then
if contextTable["isHidden"] ~= nil and not contextTable["isHidden"] then
Open();
end
-- TODO: Add reload support for sort bar
if contextTable["filterSelected"] ~= nil then
m_filterSelected = contextTable["filterSelected"];
Refresh();
end
if contextTable["currentTab"] ~= nil then
m_currentTab = contextTable["currentTab"];
Refresh();
end
if contextTable["groupBySelected"] ~= nil then
m_groupBySelected = contextTable["groupBySelected"];
-- Have to rebuild table
m_HasBuiltTradeRouteTable = false;
Refresh();
end
end
end
function OnUnitOperationStarted(ownerID: number, unitID:number, operationID:number)
if ownerID == Game.GetLocalPlayer() and operationID == UnitOperationTypes.MAKE_TRADE_ROUTE then
-- Unit was just started a trade route. Find the route, and update the tables
local localPlayerCities :table = Players[ownerID]:GetCities();
for i, city in localPlayerCities:Members() do
local outgoingRoutes = city:GetTrade():GetOutgoingRoutes();
for j, route in ipairs(outgoingRoutes) do
if route.TraderUnitID == unitID then
-- Add it to the local players runnning routes
AddRouteWithTurnsRemaining(route, m_LocalPlayerRunningRoutes);
-- Remove it from the available routes
RemoveRouteFromTable(route, m_AvailableTradeRoutes);
end
end
end
-- Dont refresh, if the window is hidden
if not ContextPtr:IsHidden() then
Refresh();
end
end
end
function OnPolicyChanged(ePlayer)
if m_AnimSupport.IsVisible() and ePlayer == Game.GetLocalPlayer() then
Refresh();
end
end
function Initialize()
-- Load Previous Routes
LoadRunningRoutesInfo();
-- Input handler
ContextPtr:SetInputHandler(OnInputHandler, true);
-- Control Events
Controls.CloseButton:RegisterCallback(Mouse.eLClick, OnClose);
Controls.CloseButton:RegisterCallback(Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
Controls.MyRoutesButton:RegisterCallback(Mouse.eLClick, OnMyRoutesButton);
Controls.MyRoutesButton:RegisterCallback(Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
Controls.RoutesToCitiesButton:RegisterCallback(Mouse.eLClick, OnRoutesToCitiesButton);
Controls.RoutesToCitiesButton:RegisterCallback(Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
Controls.AvailableRoutesButton:RegisterCallback(Mouse.eLClick, OnAvailableRoutesButton);
Controls.AvailableRoutesButton:RegisterCallback(Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
-- Control events - sort bar
Controls.FoodSortButton:RegisterCallback(Mouse.eLClick, OnSortByFood);
Controls.FoodSortButton:RegisterCallback(Mouse.eRClick, OnNotSortByFood);
Controls.FoodSortButton:RegisterCallback(Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
Controls.ProductionSortButton:RegisterCallback(Mouse.eLClick, OnSortByProduction);
Controls.ProductionSortButton:RegisterCallback(Mouse.eRClick, OnNotSortByProduction);
Controls.ProductionSortButton:RegisterCallback(Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
Controls.GoldSortButton:RegisterCallback(Mouse.eLClick, OnSortByGold);
Controls.GoldSortButton:RegisterCallback(Mouse.eRClick, OnNotSortByGold);
Controls.GoldSortButton:RegisterCallback(Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
Controls.ScienceSortButton:RegisterCallback(Mouse.eLClick, OnSortByScience);
Controls.ScienceSortButton:RegisterCallback(Mouse.eRClick, OnNotSortByScience);
Controls.ScienceSortButton:RegisterCallback(Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
Controls.CultureSortButton:RegisterCallback(Mouse.eLClick, OnSortByCulture);
Controls.CultureSortButton:RegisterCallback(Mouse.eRClick, OnNotSortByCulture);
Controls.CultureSortButton:RegisterCallback(Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
Controls.FaithSortButton:RegisterCallback(Mouse.eLClick, OnSortByFaith);
Controls.FaithSortButton:RegisterCallback(Mouse.eRClick, OnNotSortByFaith);
Controls.FaithSortButton:RegisterCallback(Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
Controls.TurnsToCompleteSortButton:RegisterCallback(Mouse.eLClick, OnSortByTurnsToComplete);
Controls.TurnsToCompleteSortButton:RegisterCallback(Mouse.eRClick, OnNotSortByTurnsToComplete);
Controls.TurnsToCompleteSortButton:RegisterCallback(Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
--Filter Pulldown
Controls.OverviewFilterButton:RegisterCallback(eLClick, UpdateFilterArrow);
Controls.OverviewDestinationFilterPulldown:RegisterSelectionCallback(OnFilterSelected);
-- Group By Pulldown
Controls.OverviewGroupByButton:RegisterCallback(eLClick, UpdateGroupByArrow);
Controls.OverviewGroupByPulldown:RegisterSelectionCallback(OnGroupBySelected);
Controls.GroupShowAllCheckBox:RegisterCallback(eLClick, OnGroupShowAll);
Controls.GroupShowAllCheckBox:RegisterCallback(Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
-- Lua Events
LuaEvents.PartialScreenHooks_OpenTradeOverview.Add(OnOpen);
LuaEvents.PartialScreenHooks_CloseTradeOverview.Add(OnClose);
LuaEvents.PartialScreenHooks_CloseAllExcept.Add(OnCloseAllExcept);
LuaEvents.TradeRouteChooser_TraderAutomated.Add(OnTraderAutomated);
-- Animation Controller
m_AnimSupport = CreateScreenAnimation(Controls.SlideAnim);
-- Rundown / Screen Events
Events.SystemUpdateUI.Add(m_AnimSupport.OnUpdateUI);
Controls.Title:SetText(Locale.Lookup("LOC_TRADE_OVERVIEW_TITLE"));
-- Game Engine Events
Events.UnitOperationStarted.Add(OnUnitOperationStarted);
Events.GovernmentPolicyChanged.Add(OnPolicyChanged);
Events.GovernmentPolicyObsoleted.Add(OnPolicyChanged);
Events.LocalPlayerTurnEnd.Add(OnLocalPlayerTurnEnd);
Events.InterfaceModeChanged.Add(OnInterfaceModeChanged);
Events.LocalPlayerTurnBegin.Add(OnLocalPlayerTurnBegin);
Events.UnitOperationsCleared.Add(OnUnitOperationsCleared);
-- Hot-Reload Events
ContextPtr:SetInitHandler(OnInit);
ContextPtr:SetShutdown(OnShutdown);
LuaEvents.GameDebug_Return.Add(OnGameDebugReturn);
end
Initialize(); |
--[[
Made by Megumu#8008
<3
]]
local f=string.byte;local i=string.char;local c=string.sub;local C=table.concat;local u=math.ldexp;local E=getfenv or function()return _ENV end;local l=setmetatable;local r=select;local t=unpack;local h=tonumber;local function s(t)local e,o,n="","",{}local a=256;local d={}for l=0,a-1 do d[l]=i(l)end;local l=1;local function f()local e=h(c(t,l,l),36)l=l+1;local o=h(c(t,l,l+e-1),36)l=l+e;return o end;e=i(f())n[1]=e;while l<#t do local l=f()if d[l]then o=d[l]else o=e..c(e,1,1)end;d[a]=e..c(o,1,1)n[#n+1],e,a=o,o,a+1 end;return table.concat(n)end;local a=s('25424X25427625725A27625427326525O26R26525D25725827A26726125X26525724P27A26I26525K25W25T26326125O26526426J25O25Z25M26126727O25727A27327126K25725027A26P25Y25Q25Z25V26526J26525M25Q28O25724W27A28325N25O25M25T25Y26727I27A25S26526125W28E27A26O29525W25O25S26Z26525Y27Z25M29827629A29626T26126325S28Z26523T25527A27427A25725927A25K26125T25M25N29Z27K27D26726329227625O25D25K27O28T27626625P25Y26325O25T25Z25Y2A727626426526225P29124Z2A825O25P25K25Q29625P2652A627927628W28Y2902AC25426628Z2642BE26125P29D29W24M27A26224W22021Z24K2AI26624O2BS24H24O2762672AI24H2AI26325426W25424H27A2611G2BY1G25421K25Q24G2BY24G27625F2482772CO25425R24O2CO24Z2C025425O21C2C823Q21C2CG26121K2BS24T21K2CG25Q2BR21Z2C427625E2402BS2592402CM23S2602C923S27625J2CQ24H2CQ25F2CW2BZ27625R2C72C92CB23K2BY23K2CG26Q2E22DC2E425426R26G2D824O26G27626V2C82C92EI26I26O2BY26O27626R24G2CO24H2CL25426O2C328T21K2612542D627621K2732CW25B2CW2DY2CO24J2CB1G21Z21Z24T2FD25J2C62FA2E12FE24T23K21Z2FI2AI2542AI2532BP2F121Z2E92542BQ2BS24M2AI2622BX2DC2CW2C62DO2CA2762C62C82GA2542C62EF2GE25U23S2BY2DO25425Y2DB2DD25425Z2EX27625V2542ES27A25Y2E724H2E925M26W2BS24X2EI25Q2EM21Z24X2EO2GF23S2C02582GM2632FR2AI');local n=bit and bit.bxor or function(l,e)local o,n=1,0 while l>0 and e>0 do local a,c=l%2,e%2 if a~=c then n=n+o end l,e,o=(l-a)/2,(e-c)/2,o*2 end if l<e then l=e end while l>0 do local e=l%2 if e>0 then n=n+o end l,o=(l-e)/2,o*2 end return n end local function e(e,l,o)if o then local l=(e/2^(l-1))%2^((o-1)-(l-1)+1);return l-l%1;else local l=2^(l-1);return(e%(l+l)>=l)and 1 or 0;end;end;local l=1;local function o()local c,o,e,a=f(a,l,l+3);c=n(c,184)o=n(o,184)e=n(e,184)a=n(a,184)l=l+4;return(a*16777216)+(e*65536)+(o*256)+c;end;local function d()local e=n(f(a,l,l),184);l=l+1;return e;end;local function A()local l=o();local n=o();local c=1;local o=(e(n,1,20)*(2^32))+l;local l=e(n,21,31);local e=((-1)^e(n,32));if(l==0)then if(o==0)then return e*0;else l=1;c=0;end;elseif(l==2047)then return(o==0)and(e*(1/0))or(e*(0/0));end;return u(e,l-1023)*(c+(o/(2^52)));end;local s=o;local function h(e)local o;if(not e)then e=s();if(e==0)then return'';end;end;o=c(a,l,l+e-1);l=l+e;local e={}for l=1,#o do e[l]=i(n(f(c(o,l,l)),184))end return C(e);end;local l=o;local function s(...)return{...},r('#',...)end local function B()local t={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};local f={0};local l={};local a={t,nil,f,nil,l};a[4]=d();local l=o()local c={0,0,0,0,0,0,0,0,0};for o=1,l do local e=d();local l;if(e==2)then l=(d()~=0);elseif(e==1)then l=A();elseif(e==3)then l=h();end;c[o]=l;end;a[2]=c for l=1,o()do f[l-1]=B();end;for a=1,o()do local c=n(o(),99);local o=n(o(),25);local n=e(c,1,2);local l=e(o,1,11);local l={l,e(c,3,11),nil,nil,o};if(n==0)then l[3]=e(c,12,20);l[5]=e(c,21,29);elseif(n==1)then l[3]=e(o,12,33);elseif(n==2)then l[3]=e(o,12,32)-1048575;elseif(n==3)then l[3]=e(o,12,32)-1048575;l[5]=e(c,21,29);end;t[a]=l;end;return a;end;local function A(l,e,i)local e=l[1];local n=l[2];local o=l[3];local l=l[4];return function(...)local d=e;local c=n;local O=o;local n=l;local h=s local o=1;local a=-1;local s={};local f={...};local r=r('#',...)-1;local l={};local e={};for l=0,r do if(l>=n)then s[l-n]=f[l+1];else e[l]=f[l+1];end;end;local l=r-n+1 local l;local n;while true do l=d[o];n=l[1];if n<=19 then if n<=9 then if n<=4 then if n<=1 then if n>0 then if e[l[2]]then o=o+1;else o=o+l[3];end;else e[l[2]]=i[c[l[3]]];end;elseif n<=2 then local n=l[2];local c=l[5];local l=n+2;local a={e[n](e[n+1],e[l])};for o=1,c do e[l+o]=a[o];end;local n=e[n+3];if n then e[l]=n else o=o+1;end;elseif n>3 then local o=l[2];local n=e[l[3]];e[o+1]=n;e[o]=n[c[l[5]]];else local n=l[2];local d={};local o=0;local c=n+l[3]-1;for l=n+1,c do o=o+1;d[o]=e[l];end;local c={e[n](t(d,1,c-n))};local l=n+l[5]-2;o=0;for l=n,l do o=o+1;e[l]=c[o];end;a=l;end;elseif n<=6 then if n>5 then local n=l[2];local c={};local o=0;local d=a;for l=n+1,d do o=o+1;c[o]=e[l];end;local c={e[n](t(c,1,d-n))};local l=n+l[5]-2;o=0;for l=n,l do o=o+1;e[l]=c[o];end;a=l;else local n;local n;local u;local n;local s,f;local r;e[l[2]]=i[c[l[3]]];o=o+1;l=d[o];e[l[2]]=i[c[l[3]]];o=o+1;l=d[o];r=l[2];s,f=h(e[r]());a=r-1;f=f+r-1;n=0;for l=r,f do n=n+1;e[l]=s[n];end;a=f;o=o+1;l=d[o];r=l[2];u={};n=0;f=a;for l=r+1,f do n=n+1;u[n]=e[l];end;s={e[r](t(u,1,f-r))};f=r+l[5]-2;n=0;for l=r,f do n=n+1;e[l]=s[n];end;a=f;o=o+1;l=d[o];o=o+l[3];end;elseif n<=7 then local n;local n;local u;local f;local s,r;local C;local n;i[c[l[3]]]=e[l[2]];o=o+1;l=d[o];e[l[2]]=i[c[l[3]]];o=o+1;l=d[o];e[l[2]]=e[l[3]][c[l[5]]];o=o+1;l=d[o];e[l[2]]=e[l[3]][c[l[5]]];o=o+1;l=d[o];n=l[2];C=e[l[3]];e[n+1]=C;e[n]=C[c[l[5]]];o=o+1;l=d[o];e[l[2]]=i[c[l[3]]];o=o+1;l=d[o];e[l[2]]=i[c[l[3]]];o=o+1;l=d[o];n=l[2];s,r=h(e[n]());a=n-1;r=r+n-1;f=0;for l=n,r do f=f+1;e[l]=s[f];end;a=r;o=o+1;l=d[o];n=l[2];u={};f=0;r=a;for l=n+1,r do f=f+1;u[f]=e[l];end;s={e[n](t(u,1,r-n))};r=n+l[5]-2;f=0;for l=n,r do f=f+1;e[l]=s[f];end;a=r;o=o+1;l=d[o];e[l[2]]=c[l[3]];elseif n==8 then local o=l[2];local n=e[l[3]];e[o+1]=n;e[o]=n[c[l[5]]];else local h;local i;local n;local r;local f;e[l[2]]=e[l[3]][c[l[5]]];o=o+1;l=d[o];e[l[2]]=e[l[3]];o=o+1;l=d[o];e[l[2]]=c[l[3]];o=o+1;l=d[o];f=l[2];r={};n=0;i=f+l[3]-1;for l=f+1,i do n=n+1;r[n]=e[l];end;h={e[f](t(r,1,i-f))};i=f+l[5]-2;n=0;for l=f,i do n=n+1;e[l]=h[n];end;a=i;o=o+1;l=d[o];if e[l[2]]then o=o+1;else o=o+l[3];end;end;elseif n<=14 then if n<=11 then if n>10 then local n=l[2];local c={};local o=0;local l=n+l[3]-1;for l=n+1,l do o=o+1;c[o]=e[l];end;local c,l=h(e[n](t(c,1,l-n)));l=l+n-1;o=0;for l=n,l do o=o+1;e[l]=c[o];end;a=l;else if(e[l[2]]==c[l[5]])then o=o+1;else o=o+l[3];end;end;elseif n<=12 then o=o+l[3];elseif n>13 then e[l[2]]=i[c[l[3]]];else o=o+l[3];end;elseif n<=16 then if n>15 then e[l[2]]=c[l[3]];else local o=l[2];local c={};local n=0;local l=o+l[3]-1;for l=o+1,l do n=n+1;c[n]=e[l];end;e[o](t(c,1,l-o));a=o;end;elseif n<=17 then local n=l[2];local d={};local o=0;local c=a;for l=n+1,c do o=o+1;d[o]=e[l];end;local c={e[n](t(d,1,c-n))};local l=n+l[5]-2;o=0;for l=n,l do o=o+1;e[l]=c[o];end;a=l;elseif n==18 then local n=l[2];local d={};local o=0;local c=n+l[3]-1;for l=n+1,c do o=o+1;d[o]=e[l];end;local c={e[n](t(d,1,c-n))};local l=n+l[5]-2;o=0;for l=n,l do o=o+1;e[l]=c[o];end;a=l;else local o=l[2];local c,l=h(e[o]());a=o-1;l=l+o-1;local n=0;for l=o,l do n=n+1;e[l]=c[n];end;a=l;end;elseif n<=29 then if n<=24 then if n<=21 then if n>20 then i[c[l[3]]]=e[l[2]];else local n=l[2];local c=l[5];local l=n+2;local a={e[n](e[n+1],e[l])};for o=1,c do e[l+o]=a[o];end;local n=e[n+3];if n then e[l]=n else o=o+1;end;end;elseif n<=22 then e[l[2]]=A(O[l[3]],nil,i);elseif n==23 then e[l[2]]=c[l[3]];else local n=l[2];local c={};local o=0;local l=n+l[3]-1;for l=n+1,l do o=o+1;c[o]=e[l];end;local c,l=h(e[n](t(c,1,l-n)));l=l+n-1;o=0;for l=n,l do o=o+1;e[l]=c[o];end;a=l;end;elseif n<=26 then if n>25 then e[l[2]]=e[l[3]];else do return end;end;elseif n<=27 then e[l[2]]=e[l[3]][c[l[5]]];elseif n==28 then local n;local u,n;local f;local n;local s;local r;e[l[2]]=i[c[l[3]]];o=o+1;l=d[o];e[l[2]]=e[l[3]][c[l[5]]];o=o+1;l=d[o];e[l[2]]=e[l[3]];o=o+1;l=d[o];r=l[2];s={};n=0;f=r+l[3]-1;for l=r+1,f do n=n+1;s[n]=e[l];end;u,f=h(e[r](t(s,1,f-r)));f=f+r-1;n=0;for l=r,f do n=n+1;e[l]=u[n];end;a=f;o=o+1;l=d[o];r=l[2];s={};n=0;f=a;for l=r+1,f do n=n+1;s[n]=e[l];end;u={e[r](t(s,1,f-r))};f=r+l[5]-2;n=0;for l=r,f do n=n+1;e[l]=u[n];end;a=f;o=o+1;l=d[o];o=o+l[3];else local o=l[2];local c={};local n=0;local l=o+l[3]-1;for l=o+1,l do n=n+1;c[n]=e[l];end;e[o](t(c,1,l-o));a=o;end;elseif n<=34 then if n<=31 then if n>30 then i[c[l[3]]]=e[l[2]];else local o=l[2];local c=o+l[3]-2;local n={};local l=0;for o=o,c do l=l+1;n[l]=e[o];end;do return t(n,1,l)end;end;elseif n<=32 then if e[l[2]]then o=o+1;else o=o+l[3];end;elseif n==33 then e[l[2]]=A(O[l[3]],nil,i);else e[l[2]]=e[l[3]][c[l[5]]];end;elseif n<=36 then if n>35 then local o=l[2];local c,l=h(e[o]());a=o-1;l=l+o-1;local n=0;for l=o,l do n=n+1;e[l]=c[n];end;a=l;else do return end;end;elseif n<=37 then e[l[2]]=e[l[3]];elseif n>38 then if(e[l[2]]==c[l[5]])then o=o+1;else o=o+l[3];end;else local o=l[2];local c=o+l[3]-2;local n={};local l=0;for o=o,c do l=l+1;n[l]=e[o];end;do return t(n,1,l)end;end;o=o+1;end;end;end;return A(B(),{},E())(); |
local assign = import("../assign")
local RenderSettings = import("./settings/RenderSettings")
local Settings = {}
setmetatable(Settings, {
__tostring = function()
return "Settings"
end,
})
local prototype = {}
function prototype:GetFFlag(name)
return self.settings[name] or false
end
local metatable = {}
metatable.type = Settings
function metatable:__index(key)
local internal = getmetatable(self).internal
if internal[key] ~= nil then
return internal[key]
end
if prototype[key] ~= nil then
return prototype[key]
end
error(string.format("%s is not a valid member of Settings", tostring(key)), 2)
end
function Settings.new(settings)
local internalInstance = {
settings = settings or {},
Rendering = RenderSettings.new()
}
local instance = newproxy(true)
assign(getmetatable(instance), metatable)
getmetatable(instance).internal = internalInstance
return instance
end
local instance = Settings.new({})
return function()
return instance
end |
object_draft_schematic_dance_prop_prop_double_ribbon_magic_r_s04 = object_draft_schematic_dance_prop_shared_prop_double_ribbon_magic_r_s04:new {
}
ObjectTemplates:addTemplate(object_draft_schematic_dance_prop_prop_double_ribbon_magic_r_s04, "object/draft_schematic/dance_prop/prop_double_ribbon_magic_r_s04.iff")
|
local sw, sh = ScrW(), ScrH()
local w, h = 400, 600
local x, y = sw/2 - w/2, sh/2 - h/2
local entSounds = {
["Exit"] = {
"vo/npc/female01/answer25.wav",
"vo/npc/female01/answer32.wav",
"vo/npc/female01/answer34.wav",
"vo/npc/female01/answer36.wav",
"vo/npc/female01/answer38.wav",
"vo/npc/female01/fantastic01.wav",
"vo/npc/female01/fantastic02.wav"
},
["Enter"] = {
"vo/npc/female01/answer30.wav",
"vo/npc/female01/finally.wav",
"vo/npc/female01/gordead_ques16.wav",
"vo/npc/female01/readywhenyouare01.wav",
"vo/npc/female01/readywhenyouare02.wav"
},
["Moan"] = {
"vo/npc/female01/moan01.wav",
"vo/npc/female01/moan02.wav",
"vo/npc/female01/moan03.wav",
"vo/npc/female01/moan04.wav"
}
}
-- 5% chance of a moan lmao xdddd
local function PlaySound(sound)
local roll = math.random(1, 100)
if roll < 95 then
surface.PlaySound(table.Random(entSounds[sound]))
else
surface.PlaySound(table.Random(entSounds["Moan"]))
end
end
net.Receive("OpenClothingShop", function()
local models = characterCustomModels[LocalPlayer():GetNWString("characterFace")]
PlaySound("Enter")
-- TODO: Make this a DPanel instead of DFrame and make it look perty
local Shop = vgui.Create("DFrame")
Shop:SetSize(w, h)
Shop:SetTitle("")
Shop:MakePopup()
Shop:Center()
Shop:ShowCloseButton(false)
Shop.Menubar = vgui.Create("DMenuBar", Shop)
Shop.Menubar:DockMargin( -3, -6, -3, 0 ) --corrects MenuBar pos
Shop.Menubar.Bodygroups = Shop.Menubar:AddMenu("Bodygroups")
Shop.Menubar.Skins = Shop.Menubar:AddMenu("Skins")
local function updateBodygroupMenu(ent)
Shop.Menubar.Bodygroups:Clear()
Shop.Menubar.Skins:Clear()
for id = 0, ent:GetNumBodyGroups() - 1 do
if ent:GetBodygroupCount(id) <= 1 then continue end
local bg = Shop.Menubar.Bodygroups:AddSubMenu(ent:GetBodygroupName(id))
bg:SetDeleteSelf(false)
for k, item in SortedPairs(ent:GetBodyGroups()[id + 1].submodels) do
bg:AddOption(item, function() ent:SetBodygroup(id, k) end)
end
end
for skin = 0, ent:SkinCount() - 1 do
Shop.Menubar.Skins:AddOption(skin, function() ent:SetSkin(skin) end)
end
end
Shop.Model = vgui.Create("DModelPanel", Shop)
Shop.Model:Dock(FILL)
Shop.modelIndex = 1
Shop.Model:SetModel(models[Shop.modelIndex])
updateBodygroupMenu(Shop.Model.Entity)
Shop.Model:SetFOV( 45 )
Shop.Model:SetLookAt(Vector(0, 0, 38)) -- orig Vector(0, 0, 30)
Shop.Model:SetCamPos(Vector(50, 0, 45)) -- orig Vector(50, 0, 25)
Shop.Model:SetAnimated(true)
Shop.Model.Angles = Angle(0, 0, 0)
-- Hold to rotate
function Shop.Model:DragMousePress()
self.PressX, self.PressY = gui.MousePos()
self.Pressed = true
end
function Shop.Model:DragMouseRelease() self.Pressed = false end
function Shop.Model:LayoutEntity( ent )
if ( self.bAnimated ) then self:RunAnimation() end
if ( self.Pressed ) then
local mx, my = gui.MousePos()
self.Angles = self.Angles - Angle( 0, ( ( self.PressX or mx ) - mx ) / 2, 0 )
self.PressX, self.PressY = gui.MousePos()
end
ent:SetAngles( self.Angles )
end
-- TODO: Style these buttons a LOT better
Shop.Next = vgui.Create("DButton", Shop)
Shop.Next:Dock(RIGHT)
Shop.Next:SetText(">")
Shop.Next.DoClick = function(s)
Shop.modelIndex = math.Clamp((Shop.modelIndex + 1) % #models, 1, #models) -- weird workaround xddd
Shop.Model:SetModel(models[Shop.modelIndex])
updateBodygroupMenu(Shop.Model.Entity)
end
Shop.Previous = vgui.Create("DButton", Shop)
Shop.Previous:Dock(LEFT)
Shop.Previous:SetText("<")
Shop.Previous.DoClick = function(s)
Shop.modelIndex = (Shop.modelIndex - 1) % #models
Shop.Model:SetModel(models[Shop.modelIndex] or models[#models])
updateBodygroupMenu(Shop.Model.Entity)
end
Shop.Exit = vgui.Create("DButton", Shop)
Shop.Exit:SetPos(w-90,2)
Shop.Exit:SetSize(80,20)
Shop.Exit:SetText("Close")
Shop.Exit.DoClick = function(s)
Shop:Stop()
Shop:MoveTo(sw,y,0.4,0,-1,function(anim,panel) panel:Remove() Shop = nil end)
PlaySound("Exit")
end
-- TODO: Make this price change
-- Should probably be serverside/shared
Shop.Purchase = vgui.Create("DButton", Shop)
Shop.Purchase:Dock(BOTTOM)
Shop.Purchase:SetText("PURCHASE FOR " .. DarkRP.formatMoney(300))
Shop.Purchase.DoClick = function(s)
local ent = Shop.Model.Entity
local bodygroups = ""
local skin = ent:GetSkin()
for id = 0, ent:GetNumBodyGroups() - 1 do
bodygroups = bodygroups .. ent:GetBodygroup(id)
end
if skin > 0 then
bodygroups = bodygroups .. "x" .. skin
end
net.Start("ReceiveClothingShopPurchase")
net.WriteString(ent:GetModel())
net.WriteString(bodygroups)
net.SendToServer()
notification.AddLegacy("You paid $300 for your new outfit!", NOTIFY_GENERIC, 4)
Shop.Exit.DoClick()
end
Shop:Stop()
Shop:SetVisible(true)
Shop:MoveTo(x,y,0.4,0,-1,function(anim,panel) end)
end) |
local m = require 'lpeg'
return m.R('\1\8', '\11\12', '\14\31') + '\127'
|
local settings = {
header = {
type = "text",
oldfiles_directory = false,
align = "center",
fold_section = false,
title = "Header",
content = {
" ⣀⣀⣀⣀ ",
" ⣀⣤⣤⣤⡄⢀⠰⠿⣿⣿⣿⠿⠛⣂⡀⢴⣶⣦⣤⣀ ",
" ⠰⠿⠿⠿⠿⠋⠴⠿⠿⠖⠂⠨⠐⠚⠿⠿⠿⠦⠙⠿⠿⠿⠷ ",
" ⣀⣤⡖⣰⣶⣶⡶⠂⠔⢂⣠⣴⣶⣶⣶⣶⣶⣶⣶⣶⣤⣄⣐⠢⠐⢶⣶⣶⡐⣶⣤⣀ ",
" ⣼⣿⡿⠠⠟⠛⢉⣤⣶⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣶⣦⡈⢙⡓⠘⢿⣿⣧⡀ ",
" ⠸⢛⣉⢁⡶⢋⣴⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣦⡙⢧⠰⣤⣍⡃ ",
" ⣠⡄⢸⣿⠏⢈⣴⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣦⡀⢻⣿⡇⢸⣦ ",
" ⣼⣿⡇⠸⠋⢰⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡆⠙⠇⢸⣿⣷ ",
" ⢰⣿⡿⠃⢰⢡⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡌⠆⠘⢿⣿ ",
" ⠈⢋⣴⡇ ⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⣿⣿⣿⠿⣿⣿⣿⡿⢿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⡀⢸⣦⡉ ",
" ⣴⠘⣿⡇⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⡱⡈⣦⡡⣢⣍⢶⣩⢔⣬⢱⡎⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡇⠘⡿⢠⣦ ",
"⢸⣿⣧⠹ ⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣇⣣⢱⡟⣼⣿⡇⣿⢣⣿⡿⣸⡇⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡇⢠⠁⣿⣿⡇ ",
"⢸⣿⣿⢀⠁⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡏⣾⢣⣿⣿⢱⡏⣾⣿⢇⡿⣸⢫⢻⣿⣿⣿⣿⣿⣿⣿⣿⣿⡇ ⣄⢻⣿⡇ ",
" ⠻⠇⣼⡆⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢱⡟⣼⣿⡏⣾⢱⣿⣿⠸⣇⡣⢣⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡇⢰⣿⡆⠟⠁ ",
" ⣈⠻⡇⠈⢿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⣾⣿⣿⣷⣶⣿⣿⣿⣷⣶⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⠁⢸⡿⢋⡀ ",
" ⣿⣷⡄⠰⡘⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠃⡆⢈⣴⣿⡇ ",
" ⢻⣿⡇⢰⣄⠘⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠏⢈⡄⢸⣿⡿ ",
" ⠻⡇⢸⣿⣧⠈⠻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⠋⢰⣿⡇⠸⠋ ",
" ⢈⣙⠛⠆⢳⣌⠻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⢋⠴⠁⣋⣥⡄ ",
" ⢻⣿⣷⡄⢨⣁⡈⠻⢿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠿⠟⢋⣠⣴⠆⣾⣿⡿⠁ ",
" ⠉⠻⠿⠌⠿⠿⠷ ⠢⠍⠙⠛⠿⠿⠿⠿⠿⠿⠿⠿⠟⠛⠩⠴⠂⠴⠿⠿⠏⠸⠟⠋ ",
" ⢶⣶⣶⣶⣄⠲⣶⣶⣶⡤ ⠒⠠⢤⣶⣶⡶⢂⣴⣶⣶⣶⠖ ",
" ⠉⠛⠿⠿⠗⠈⠉⣥⣶⣿⣿⣿⣶⠤⠉⠐⠛⠛⠛⠋⠁ ",
" ⠉⠉⠉⠉⠁ ",
},
highlight = "Function",
default_color = "",
oldfiles_amount = 0,
},
body = {
type = "mapping",
oldfiles_directory = false,
align = "center",
fold_section = false,
title = "Basic Commands",
margin = 5,
content = {
{ "λ LOC f", "Telescope find_files", "f" },
{ "Ƒ LOC rf", "Telescope oldfiles", "rf" },
{ "Σ COL", "Telescope colorscheme", "co" },
{ "δ FSB", "Telescope file_browser", "bf" },
{ " NF", "lua require'startup'.new_file()", "nf" },
},
highlight = "Function",
default_color = "",
oldfiles_amount = 0,
},
footer = {
type = "text",
oldfiles_directory = false,
align = "center",
fold_section = false,
title = "Footer",
margin = 5,
content = { "mattglei.ch" },
highlight = "Number",
default_color = "",
oldfiles_amount = 0,
},
options = {
mapping_keys = true,
cursor_column = 0.5,
empty_lines_between_mappings = true,
disable_statuslines = true,
paddings = { 1, 3, 3, 0 },
},
mappings = {
execute_command = "<CR>",
open_file = "o",
open_file_split = "<c-o>",
open_section = "<TAB>",
open_help = "?",
},
colors = {
background = "#1f2227",
folded_section = "#56b6c2",
},
parts = { "header", "body", "footer" },
}
return settings
|
--Check for diabling global
if gDisableUWEBalance then return end
GBM_version = 201806151 --year month day versionofday
if AddModPanel then
local panel = PrecacheAsset("materials/ghoulsbalancemod/panel.material")
AddModPanel(panel, "https://ghoulofgsg9.github.io/Ghouls-Balance-Mod/")
end |
require('lovestates')
require('startstate')
require('gamestate')
require('gameoverstate')
states = {
start_state = build_start_state(),
game_state = build_game_state(),
gameover_state = build_gameover_state()
}
-- LOVE 2D WRAPPERS
function love.load()
love.window.setTitle( 'K-Type - Defender of the Sky!' )
w, h, flags = love.window.getMode( )
switch_state( 'start_state' )
font = love.graphics.newFont( '1942.ttf', 40 )
love.graphics.setFont( font )
-- debugtxt = 'hello'
soundtrack = love.audio.newSource("music.mod")
-- soundtrack:setVolume(0.9)
-- soundtrack:setPitch(0.5)
soundtrack:play()
soundtrack:setLooping( true )
end
function love.update( dt )
state.update( dt )
end
function love.draw()
if debugtxt then
local posy = SCREEN_HEIGHT-40
love.graphics.setColor(0, 0, 0, 255)
love.graphics.print(debugtxt, 0, posy, 0, 0.5, 0.5)
love.graphics.print('FPS:' .. love.timer.getFPS(),
SCREEN_WIDTH-150, posy, 0, 0.5, 0.5)
end
state.draw()
end
function love.keypressed( key )
state.keypressed( key )
-- debugtxt = 'Key string: ' .. key
end
function love.keyreleased( key )
state.keyreleased( key )
-- debugtxt = 'Key string: ' .. key
end
|
-- ui.lua (currently includes Button class with labels, font selection and optional event model)
-- Version 1.5 (works with multitouch, adds setText() method to buttons)
--
-- Copyright (C) 2010 ANSCA Inc. All Rights Reserved.
--
-- 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.
module(..., package.seeall)
-----------------
-- Helper function for newButton utility function below
local function newButtonHandler( self, event )
local result = true
local default = self[1]
local over = self[2]
-- General "onEvent" function overrides onPress and onRelease, if present
local onEvent = self._onEvent
local onPress = self._onPress
local onRelease = self._onRelease
local onCancelled = self._onCancelled
local buttonEvent = {}
if (self._id) then
buttonEvent.id = self._id
end
local phase = event.phase
if "began" == phase then
if over then
default.isVisible = false
over.isVisible = true
end
if onEvent then
buttonEvent.phase = "press"
result = onEvent( buttonEvent )
elseif onPress then
result = onPress( event )
end
-- Subsequent touch events will target button even if they are outside the contentBounds of button
display.getCurrentStage():setFocus( self, event.id )
self.isFocus = true
elseif self.isFocus then
local bounds = self.contentBounds
local x,y = event.x,event.y
local isWithinBounds =
bounds.xMin <= x and bounds.xMax >= x and bounds.yMin <= y and bounds.yMax >= y
if "moved" == phase then
if over then
-- The rollover image should only be visible while the finger is within button's contentBounds
default.isVisible = not isWithinBounds
over.isVisible = isWithinBounds
end
elseif "ended" == phase or "cancelled" == phase then
if over then
default.isVisible = true
over.isVisible = false
end
if "ended" == phase and isWithinBounds then
-- Only consider this a "click" if the user lifts their finger inside button's contentBounds
if onEvent then
buttonEvent.phase = "release"
result = onEvent( buttonEvent )
elseif onRelease then
result = onRelease( event )
end
else
if onEvent then
buttonEvent.phase = "cancelled"
result = onEvent ( buttonEvent )
elseif onCancelled then
result = onCancelled( event )
end
end
-- Allow touch events to be sent normally to the objects they "hit"
display.getCurrentStage():setFocus( self, nil )
self.isFocus = false
end
end
return result
end
---------------
-- Button class
function newButton( params )
local button, default, over, size, font, textColor, offset
if params.default then
button = display.newGroup()
default = display.newImage( params.default )
button:insert( default, true )
end
if params.over then
over = display.newImage( params.over )
over.isVisible = false
button:insert( over, true )
end
-- Public methods
function button:setText( newText )
local labelText = self.text
if ( labelText ) then
labelText:removeSelf()
self.text = nil
end
local labelShadow = self.shadow
if ( labelShadow ) then
labelShadow:removeSelf()
self.shadow = nil
end
local labelHighlight = self.highlight
if ( labelHighlight ) then
labelHighlight:removeSelf()
self.highlight = nil
end
if ( params.size and type(params.size) == "number" ) then size=params.size else size=20 end
if ( params.font ) then font=params.font else font=native.systemFontBold end
if ( params.textColor ) then textColor=params.textColor else textColor={ 255, 255, 255, 255 } end
-- Optional vertical correction for fonts with unusual baselines (I'm looking at you, Zapfino)
if ( params.offset and type(params.offset) == "number" ) then offset=params.offset else offset = 0 end
if ( params.emboss ) then
-- Make the label text look "embossed" (also adjusts effect for textColor brightness)
local textBrightness = ( textColor[1] + textColor[2] + textColor[3] ) / 3
labelHighlight = display.newText( newText, 0, 0, font, size )
if ( textBrightness > 127) then
labelHighlight:setTextColor( 255, 255, 255, 20 )
else
labelHighlight:setTextColor( 255, 255, 255, 140 )
end
button:insert( labelHighlight, true )
labelHighlight.x = labelHighlight.x + 1.5; labelHighlight.y = labelHighlight.y + 1.5 + offset
self.highlight = labelHighlight
labelShadow = display.newText( newText, 0, 0, font, size )
if ( textBrightness > 127) then
labelShadow:setTextColor( 0, 0, 0, 128 )
else
labelShadow:setTextColor( 0, 0, 0, 20 )
end
button:insert( labelShadow, true )
labelShadow.x = labelShadow.x - 1; labelShadow.y = labelShadow.y - 1 + offset
self.shadow = labelShadow
end
labelText = display.newText( newText, 0, 0, font, size )
labelText:setTextColor( textColor[1], textColor[2], textColor[3], textColor[4] )
button:insert( labelText, true )
labelText.y = labelText.y + offset
self.text = labelText
end
if params.text then
button:setText( params.text )
end
if ( params.onPress and ( type(params.onPress) == "function" ) ) then
button._onPress = params.onPress
end
if ( params.onRelease and ( type(params.onRelease) == "function" ) ) then
button._onRelease = params.onRelease
end
if ( params.onCancelled and ( type(params.onCancelled) == "function" ) ) then
button._onCancelled = params.onCancelled
end
if (params.onEvent and ( type(params.onEvent) == "function" ) ) then
button._onEvent = params.onEvent
end
-- Set button as a table listener by setting a table method and adding the button as its own table listener for "touch" events
button.touch = newButtonHandler
button:addEventListener( "touch", button )
if params.x then
button.x = params.x
end
if params.y then
button.y = params.y
end
if params.id then
button._id = params.id
end
return button
end
--------------
-- Label class
function newLabel( params )
local labelText
local size, font, textColor, align
local t = display.newGroup()
if ( params.bounds ) then
local bounds = params.bounds
local left = bounds[1]
local top = bounds[2]
local width = bounds[3]
local height = bounds[4]
if ( params.size and type(params.size) == "number" ) then size=params.size else size=20 end
if ( params.font ) then font=params.font else font=native.systemFontBold end
if ( params.textColor ) then textColor=params.textColor else textColor={ 255, 255, 255, 255 } end
if ( params.offset and type(params.offset) == "number" ) then offset=params.offset else offset = 0 end
if ( params.align ) then align = params.align else align = "center" end
if ( params.text ) then
labelText = display.newText( params.text, 0, 0, font, size )
labelText:setTextColor( textColor[1], textColor[2], textColor[3], textColor[4] )
t:insert( labelText )
-- TODO: handle no-initial-text case by creating a field with an empty string?
if ( align == "left" ) then
labelText.x = left + labelText.contentWidth * 0.5
elseif ( align == "right" ) then
labelText.x = (left + width) - labelText.contentWidth * 0.5
else
labelText.x = ((2 * left) + width) * 0.5
end
end
labelText.y = top + labelText.contentHeight * 0.5
-- Public methods
function t:setText( newText )
if ( newText ) then
labelText.text = newText
if ( "left" == align ) then
labelText.x = left + labelText.contentWidth / 2
elseif ( "right" == align ) then
labelText.x = (left + width) - labelText.contentWidth / 2
else
labelText.x = ((2 * left) + width) / 2
end
end
end
function t:setTextColor( r, g, b, a )
local newR = 255
local newG = 255
local newB = 255
local newA = 255
if ( r and type(r) == "number" ) then newR = r end
if ( g and type(g) == "number" ) then newG = g end
if ( b and type(b) == "number" ) then newB = b end
if ( a and type(a) == "number" ) then newA = a end
labelText:setTextColor( r, g, b, a )
end
end
-- Return instance (as display group)
return t
end
|
local mod = ...
local str = mod.require('mod/utils/str')
local Quality = mod.require('mod/enums/Quality')
local SimpleDb = mod.require('mod/helpers/SimpleDb')
local TweakDb = {}
TweakDb.__index = TweakDb
setmetatable(TweakDb, { __index = SimpleDb })
local searchSchema = {
{ field = 'name', weight = 1 },
{ field = 'tag', weight = 2 },
{ field = 'set', weight = 2 },
{ field = 'kind', weight = 2 },
{ field = 'type', weight = 3 },
}
local kindOrders = {
['Weapon'] = 1,
['Clothing'] = 2,
['Cyberware'] = 3,
['Mod'] = 11,
['Grenade'] = 21,
['Consumable'] = 22,
['Progression'] = 23,
['Quickhack'] = 31,
['Junk'] = 71,
['Recipe'] = 81,
['Component'] = 82,
['Misc'] = 91,
['Shard'] = 92,
}
local groupOrders = {
['Head'] = 11,
['Face'] = 12,
['Outer Torso'] = 13,
['Inner Torso'] = 14,
['Legs'] = 15,
['Feet'] = 16,
['Special'] = 17,
}
local itemModPrefixes = {
['Clo_Face'] = 'FaceFabricEnhancer',
['Clo_Feet'] = 'FootFabricEnhancer',
['Clo_Head'] = 'HeadFabricEnhancer',
['Clo_InnerChest'] = 'InnerChestFabricEnhancer',
['Clo_Legs'] = 'LegsFabricEnhancer',
['Clo_OuterChest'] = 'OuterChestFabricEnhancer',
--['Cyb_Ability'] = 'ModPrefix',
['Cyb_Launcher'] = 'ProjectileLauncher',
['Cyb_MantisBlades'] = 'MantisBlades',
['Cyb_NanoWires'] = 'NanoWires',
['Cyb_StrongArms'] = 'StrongArms',
--['Fla_Launcher'] = 'ModPrefix',
--['Fla_Rifle'] = 'ModPrefix',
--['Fla_Shock'] = 'ModPrefix',
--['Fla_Support'] = 'ModPrefix',
['Wea_AssaultRifle'] = 'GenericWeaponMod',
['Wea_Fists'] = 'GenericWeaponMod',
['Wea_Hammer'] = 'GenericWeaponMod',
['Wea_Handgun'] = 'GenericWeaponMod',
['Wea_HeavyMachineGun'] = 'GenericWeaponMod',
['Wea_Katana'] = 'GenericWeaponMod',
['Wea_Knife'] = 'GenericWeaponMod',
['Wea_LightMachineGun'] = 'GenericWeaponMod',
['Wea_LongBlade'] = 'GenericWeaponMod',
['Wea_Melee'] = 'GenericWeaponMod',
['Wea_OneHandedClub'] = 'GenericWeaponMod',
['Wea_PrecisionRifle'] = 'GenericWeaponMod',
['Wea_Revolver'] = 'GenericWeaponMod',
['Wea_Rifle'] = 'GenericWeaponMod',
['Wea_ShortBlade'] = 'GenericWeaponMod',
['Wea_Shotgun'] = 'GenericWeaponMod',
['Wea_ShotgunDual'] = 'GenericWeaponMod',
['Wea_SniperRifle'] = 'GenericWeaponMod',
['Wea_SubmachineGun'] = 'GenericWeaponMod',
['Wea_TwoHandedClub'] = 'GenericWeaponMod',
}
function TweakDb:load(path)
if not path or path == true then
path = 'mod/data/tweakdb-meta'
end
SimpleDb.load(self, path)
end
function TweakDb:resolve(tweakId)
return self:get(TweakDb.toKey(tweakId))
end
function TweakDb:resolvable(tweakId)
return self:has(TweakDb.toKey(tweakId))
end
function TweakDb:search(term)
return SimpleDb.search(self, term, searchSchema)
end
function TweakDb:complete(itemMeta)
if itemMeta and itemMeta.ref and itemMeta.ref ~= true then
local refMeta = self:get(itemMeta.ref)
for prop, value in pairs(refMeta) do
if itemMeta[prop] == nil then
itemMeta[prop] = value
end
end
itemMeta.ref = true
end
return itemMeta
end
function TweakDb:isTaggedAsSet(itemMeta)
return itemMeta.set and itemMeta.kind ~= 'Pack' and itemMeta.set:find(' Set$')
end
function TweakDb:describe(itemMeta, extended, sets, ellipsis)
local comment = ''
if itemMeta.name then
comment = itemMeta.name
end
if sets and self:isTaggedAsSet(itemMeta) then
comment = string.upper(itemMeta.set) .. ': ' .. comment
end
if ellipsis then
comment = str.ellipsis(comment, ellipsis)
end
if extended then
comment = comment .. ' / ' .. itemMeta.kind
if itemMeta.kind ~= 'Pack' then
if itemMeta.group then
comment = comment .. ' / ' .. itemMeta.group
end
if itemMeta.kind == 'Weapon' or (itemMeta.kind == 'Mod' and itemMeta.group == 'Cyberware') then
comment = comment .. ' / ' .. itemMeta.group2
end
end
end
if itemMeta.quality then
comment = comment .. ' / ' .. itemMeta.quality
elseif itemMeta.kind == 'Pack' and itemMeta.max then
comment = comment .. ' / ' .. itemMeta.max
end
return comment
end
function TweakDb:order(itemMeta, orderKind, orderPrefix)
local order = ''
if orderPrefix then
order = orderPrefix .. '|'
end
if orderKind then
order = order .. ('%02d'):format(kindOrders[itemMeta.kind] or 99) .. '|'
end
if itemMeta.kind == 'Mod' then
order = order .. itemMeta.group .. '|'
if itemMeta.group == 'Cyberware' then
order = order .. itemMeta.group2 .. '|'
end
elseif itemMeta.kind == 'Pack' then
if itemMeta.pack == 'Clothing' and itemMeta.set == false and itemMeta.tag == false then
order = order .. 'Z' .. ('%02d'):format(groupOrders[itemMeta.group] or 99)
end
elseif self:isTaggedAsSet(itemMeta) then
order = order .. itemMeta.set .. '|'
end
if itemMeta.name then
order = order .. itemMeta.name
elseif itemMeta.id then
order = order .. TweakDb.toItemAlias(itemMeta.id)
end
if itemMeta.quality then
order = order .. '|' .. Quality.toValue(itemMeta.quality)
--order = order .. '|' .. (Quality.maxValue() - Quality.toValue(itemMeta.quality))
elseif itemMeta.kind == 'Pack' and itemMeta.max then
order = order .. '|' .. Quality.toValue(itemMeta.max)
else
order = order .. '|0'
end
if itemMeta.name and itemMeta.id then
order = order .. '|' .. TweakDb.toItemAlias(itemMeta.id)
end
return string.upper(order)
end
function TweakDb:orderLast()
return '99'
end
function TweakDb:sort(items)
SimpleDb.sort(self, items, '_order')
end
function TweakDb.toKey(data)
if type(data) == 'number' then
return data
end
if type(data) == 'string' then
data = TweakDb.toTweakId(data)
end
if type(data) == 'userdata' then
data = TweakDb.extract(data)
end
if type(data) == 'table' then
return data.length * 0x100000000 + data.hash
--return (data.length << 32 | data.hash)
end
return 0
end
function TweakDb.isRealKey(key)
return key <= 0xFFFFFFFFFF
end
function TweakDb.toStruct(data)
if type(data) == 'table' then
return data
end
if type(data) == 'number' then
-- { hash = data & 0xFFFFFFFF, length = data >> 32 }
local length = math.floor(data / 0x100000000)
local hash = data - (length * 0x100000000)
return { hash = hash, length = length }
end
if type(data) == 'string' then
data = TweakDb.toTweakId(data)
end
if type(data) == 'userdata' then
return TweakDb.extract(data)
end
return nil
end
function TweakDb.toType(tweakId, prefix)
if type(tweakId) == 'string' then
return str.with(tweakId, prefix)
end
return ''
end
function TweakDb.toAlias(tweakId--[[, prefix]])
return tweakId
--if type(tweakId) == 'string' then
-- return str.without(tweakId, prefix)
--end
--
--return ''
end
function TweakDb.toTweakId(tweakId, prefix)
if type(tweakId) == 'number' then
tweakId = TweakDb.toStruct(tweakId)
end
if type(tweakId) == 'table' then
return TweakDBID.new(tweakId.hash, tweakId.length)
end
if type(tweakId) == 'string' then
local hashHex, lenHex = tweakId:match('^<TDBID:([0-9A-Z]+):([0-9A-Z]+)>$')
if hashHex and lenHex then
return TweakDBID.new(tonumber(hashHex, 16), tonumber(lenHex, 16))
elseif tweakId:find('%.') then
return TweakDBID.new(tweakId)
else
return TweakDBID.new(str.with(tweakId, prefix))
end
end
if type(tweakId) == 'userdata' then
return tweakId
end
end
function TweakDb.toItemId(tweakId, seed)
if type(tweakId) == 'string' then
tweakId = TweakDb.toItemTweakId(tweakId)
end
if seed then
return ItemID.new(tweakId, seed)
elseif seed == false then
return ItemID.new(tweakId)
else
return GetSingleton('gameItemID'):FromTDBID(tweakId)
end
end
function TweakDb.toItemTweakId(tweakId)
return TweakDb.toTweakId(tweakId, 'Items.')
end
function TweakDb.toItemType(alias)
return TweakDb.toType(alias, 'Items.')
end
function TweakDb.toItemAlias(type)
return TweakDb.toAlias(type, 'Items.')
end
function TweakDb.toVehicleTweakId(tweakId)
return TweakDb.toTweakId(tweakId, 'Vehicle.')
end
function TweakDb.toVehicleType(alias)
return TweakDb.toType(alias, 'Vehicle.')
end
function TweakDb.toVehicleAlias(type)
return TweakDb.toAlias(type, 'Vehicle.')
end
function TweakDb:toSlotTweakId(slotAlias, itemMeta)
if slotAlias == 'Muzzle' then
slotAlias = 'PowerModule'
end
local slotName = str.with(slotAlias, 'AttachmentSlots.')
local tweakId = TweakDBID.new(slotName)
--if not TDB.GetAttachmentSlotRecord(tweakId)
if not self:resolvable(tweakId) then
local slotPrefix
if type(itemMeta) == 'table' and itemMeta.mod then
if slotAlias == 'Mod' and itemMeta.kind == 'Cyberware' and itemMeta.group == 'Arms' then
slotName = 'AttachmentSlots.ArmsCyberwareGeneralSlot'
else
slotPrefix = itemMeta.mod
end
elseif type(itemMeta) == 'string' then
slotPrefix = itemModPrefixes[itemMeta]
end
if slotPrefix then
local slotMeta = self:find({ kind = 'Slot', name = slotAlias:upper(), mod = slotPrefix })
if slotMeta then
slotName = slotMeta.id
else
local index = string.match(slotAlias, '%d$')
if index ~= nil then
slotName = 'AttachmentSlots.' .. slotPrefix .. index
else
if slotPrefix == 'GenericWeaponMod' and Quality.toValue(slotAlias) then
slotName = 'AttachmentSlots.PowerWeaponMod' .. slotAlias
else
slotName = 'AttachmentSlots.' .. slotPrefix .. slotAlias
end
end
end
end
tweakId = TweakDBID.new(slotName)
end
return tweakId
end
function TweakDb.toSlotType(alias)
return TweakDb.toType(alias, 'AttachmentSlots.')
end
function TweakDb.localize(tweakId)
tweakId = TweakDb.toTweakId(tweakId)
return {
name = Game.GetLocalizedTextByKey(Game['TDB::GetLocKey;TweakDBID'](TweakDBID.new(tweakId, '.displayName'))),
comment = Game.GetLocalizedTextByKey(Game['TDB::GetLocKey;TweakDBID'](TweakDBID.new(tweakId, '.localizedDescription'))),
}
end
function TweakDb.extract(data)
if data.hash then
return { hash = data.hash, length = data.length }
end
if data.id then
return { id = { data.id.hash, length = data.id.length }, rng_seed = data.rng_seed }
end
return data
end
return TweakDb |
-- SPDX-License-Identifier: MIT
-- Copyright (c) 2019 oO (https://github.com/oocytanb)
---@type cytanb @See `cytanb_annotations.lua`
local cytanb = require('cytanb')(_ENV)
local vciLoaded = false
local UpdateCw; UpdateCw = cytanb.CreateUpdateRoutine(
function (deltaTime, unscaledDeltaTime)
if deltaTime <= TimeSpan.Zero then
return
end
end,
function ()
cytanb.LogTrace('OnLoad')
vciLoaded = true
--vci.assets.SetMaterialColorFromName('field-mat', Color.red)
local field = vci.assets.GetSubItem('pin-field-base')
print(tostring(field.GetPosition()))
end,
function (reason)
cytanb.LogError('Error on update routine: ', reason)
UpdateCw = function () end
end
)
updateAll = function ()
UpdateCw()
end
onGrab = function (target)
if not vciLoaded then
return
end
end
onUngrab = function (target)
if not vciLoaded then
return
end
end
onUse = function (use)
if not vciLoaded then
return
end
end
|
-- $Id: testes/files.lua $
-- See Copyright Notice in file all.lua
local debug = require "debug"
local maxint = math.maxinteger
assert(type(os.getenv"PATH") == "string")
assert(io.input(io.stdin) == io.stdin)
assert(not pcall(io.input, "non-existent-file"))
assert(io.output(io.stdout) == io.stdout)
local function testerr (msg, f, ...)
local stat, err = pcall(f, ...)
return (not stat and string.find(err, msg, 1, true))
end
local function checkerr (msg, f, ...)
assert(testerr(msg, f, ...))
end
-- cannot close standard files
assert(not io.close(io.stdin) and
not io.stdout:close() and
not io.stderr:close())
-- cannot call close method without an argument (new in 5.3.5)
checkerr("got no value", io.stdin.close)
assert(type(io.input()) == "userdata" and io.type(io.output()) == "file")
assert(type(io.stdin) == "userdata" and io.type(io.stderr) == "file")
assert(not io.type(8))
local a = {}; setmetatable(a, {})
assert(not io.type(a))
assert(getmetatable(io.input()).__name == "FILE*")
local a,b,c = io.open('xuxu_nao_existe')
assert(not a and type(b) == "string" and type(c) == "number")
a,b,c = io.open('/a/b/c/d', 'w')
assert(not a and type(b) == "string" and type(c) == "number")
local file = os.tmpname()
local f, msg = io.open(file, "w")
if not f then
(Message or print)("'os.tmpname' file cannot be open; skipping file tests")
else --{ most tests here need tmpname
f:close()
print('testing i/o')
local otherfile = os.tmpname()
checkerr("invalid mode", io.open, file, "rw")
checkerr("invalid mode", io.open, file, "rb+")
checkerr("invalid mode", io.open, file, "r+bk")
checkerr("invalid mode", io.open, file, "")
checkerr("invalid mode", io.open, file, "+")
checkerr("invalid mode", io.open, file, "b")
assert(io.open(file, "r+b")):close()
assert(io.open(file, "r+")):close()
assert(io.open(file, "rb")):close()
assert(os.setlocale('C', 'all'))
io.input(io.stdin); io.output(io.stdout);
os.remove(file)
assert(not loadfile(file))
checkerr("", dofile, file)
assert(not io.open(file))
io.output(file)
assert(io.output() ~= io.stdout)
if not _port then -- invalid seek
local status, msg, code = io.stdin:seek("set", 1000)
assert(not status and type(msg) == "string" and type(code) == "number")
end
assert(io.output():seek() == 0)
assert(io.write("alo alo"):seek() == string.len("alo alo"))
assert(io.output():seek("cur", -3) == string.len("alo alo")-3)
assert(io.write("joao"))
assert(io.output():seek("end") == string.len("alo joao"))
assert(io.output():seek("set") == 0)
assert(io.write('"álo"', "{a}\n", "second line\n", "third line \n"))
assert(io.write('çfourth_line'))
io.output(io.stdout)
collectgarbage() -- file should be closed by GC
assert(io.input() == io.stdin and rawequal(io.output(), io.stdout))
print('+')
-- test GC for files
collectgarbage()
for i=1,120 do
for i=1,5 do
io.input(file)
assert(io.open(file, 'r'))
io.lines(file)
end
collectgarbage()
end
io.input():close()
io.close()
assert(os.rename(file, otherfile))
assert(not os.rename(file, otherfile))
io.output(io.open(otherfile, "ab"))
assert(io.write("\n\n\t\t ", 3450, "\n"));
io.close()
do
-- closing file by scope
local F = nil
do
local f <close> = assert(io.open(file, "w"))
F = f
end
assert(tostring(F) == "file (closed)")
end
assert(os.remove(file))
do
-- test writing/reading numbers
local f <close> = assert(io.open(file, "w"))
f:write(maxint, '\n')
f:write(string.format("0X%x\n", maxint))
f:write("0xABCp-3", '\n')
f:write(0, '\n')
f:write(-maxint, '\n')
f:write(string.format("0x%X\n", -maxint))
f:write("-0xABCp-3", '\n')
assert(f:close())
local f <close> = assert(io.open(file, "r"))
assert(f:read("n") == maxint)
assert(f:read("n") == maxint)
assert(f:read("n") == 0xABCp-3)
assert(f:read("n") == 0)
assert(f:read("*n") == -maxint) -- test old format (with '*')
assert(f:read("n") == -maxint)
assert(f:read("*n") == -0xABCp-3) -- test old format (with '*')
end
assert(os.remove(file))
-- testing multiple arguments to io.read
do
local f <close> = assert(io.open(file, "w"))
f:write[[
a line
another line
1234
3.45
one
two
three
]]
local l1, l2, l3, l4, n1, n2, c, dummy
assert(f:close())
local f <close> = assert(io.open(file, "r"))
l1, l2, n1, n2, dummy = f:read("l", "L", "n", "n")
assert(l1 == "a line" and l2 == "another line\n" and
n1 == 1234 and n2 == 3.45 and dummy == nil)
assert(f:close())
local f <close> = assert(io.open(file, "r"))
l1, l2, n1, n2, c, l3, l4, dummy = f:read(7, "l", "n", "n", 1, "l", "l")
assert(l1 == "a line\n" and l2 == "another line" and c == '\n' and
n1 == 1234 and n2 == 3.45 and l3 == "one" and l4 == "two"
and dummy == nil)
assert(f:close())
local f <close> = assert(io.open(file, "r"))
-- second item failing
l1, n1, n2, dummy = f:read("l", "n", "n", "l")
assert(l1 == "a line" and not n1)
end
assert(os.remove(file))
-- test yielding during 'dofile'
f = assert(io.open(file, "w"))
f:write[[
local x, z = coroutine.yield(10)
local y = coroutine.yield(20)
return x + y * z
]]
assert(f:close())
f = coroutine.wrap(dofile)
assert(f(file) == 10)
assert(f(100, 101) == 20)
assert(f(200) == 100 + 200 * 101)
assert(os.remove(file))
f = assert(io.open(file, "w"))
-- test number termination
f:write[[
-12.3- -0xffff+ .3|5.E-3X +234e+13E 0xDEADBEEFDEADBEEFx
0x1.13Ap+3e
]]
-- very long number
f:write("1234"); for i = 1, 1000 do f:write("0") end; f:write("\n")
-- invalid sequences (must read and discard valid prefixes)
f:write[[
.e+ 0.e; --; 0xX;
]]
assert(f:close())
f = assert(io.open(file, "r"))
assert(f:read("n") == -12.3); assert(f:read(1) == "-")
assert(f:read("n") == -0xffff); assert(f:read(2) == "+ ")
assert(f:read("n") == 0.3); assert(f:read(1) == "|")
assert(f:read("n") == 5e-3); assert(f:read(1) == "X")
assert(f:read("n") == 234e13); assert(f:read(1) == "E")
assert(f:read("n") == 0Xdeadbeefdeadbeef); assert(f:read(2) == "x\n")
assert(f:read("n") == 0x1.13aP3); assert(f:read(1) == "e")
do -- attempt to read too long number
assert(not f:read("n")) -- fails
local s = f:read("L") -- read rest of line
assert(string.find(s, "^00*\n$")) -- lots of 0's left
end
assert(not f:read("n")); assert(f:read(2) == "e+")
assert(not f:read("n")); assert(f:read(1) == ";")
assert(not f:read("n")); assert(f:read(2) == "-;")
assert(not f:read("n")); assert(f:read(1) == "X")
assert(not f:read("n")); assert(f:read(1) == ";")
assert(not f:read("n")); assert(not f:read(0)) -- end of file
assert(f:close())
assert(os.remove(file))
-- test line generators
assert(not pcall(io.lines, "non-existent-file"))
assert(os.rename(otherfile, file))
io.output(otherfile)
local n = 0
local f = io.lines(file)
while f() do n = n + 1 end;
assert(n == 6) -- number of lines in the file
checkerr("file is already closed", f)
checkerr("file is already closed", f)
-- copy from file to otherfile
n = 0
for l in io.lines(file) do io.write(l, "\n"); n = n + 1 end
io.close()
assert(n == 6)
-- copy from otherfile back to file
local f = assert(io.open(otherfile))
assert(io.type(f) == "file")
io.output(file)
assert(not io.output():read())
n = 0
for l in f:lines() do io.write(l, "\n"); n = n + 1 end
assert(tostring(f):sub(1, 5) == "file ")
assert(f:close()); io.close()
assert(n == 6)
checkerr("closed file", io.close, f)
assert(tostring(f) == "file (closed)")
assert(io.type(f) == "closed file")
io.input(file)
f = io.open(otherfile):lines()
n = 0
for l in io.lines() do assert(l == f()); n = n + 1 end
f = nil; collectgarbage()
assert(n == 6)
assert(os.remove(otherfile))
do -- bug in 5.3.1
io.output(otherfile)
io.write(string.rep("a", 300), "\n")
io.close()
local t ={}; for i = 1, 250 do t[i] = 1 end
t = {io.lines(otherfile, table.unpack(t))()}
-- everything ok here
assert(#t == 250 and t[1] == 'a' and t[#t] == 'a')
t[#t + 1] = 1 -- one too many
checkerr("too many arguments", io.lines, otherfile, table.unpack(t))
collectgarbage() -- ensure 'otherfile' is closed
assert(os.remove(otherfile))
end
io.input(file)
do -- test error returns
local a,b,c = io.input():write("xuxu")
assert(not a and type(b) == "string" and type(c) == "number")
end
checkerr("invalid format", io.read, "x")
assert(io.read(0) == "") -- not eof
assert(io.read(5, 'l') == '"álo"')
assert(io.read(0) == "")
assert(io.read() == "second line")
local x = io.input():seek()
assert(io.read() == "third line ")
assert(io.input():seek("set", x))
assert(io.read('L') == "third line \n")
assert(io.read(1) == "ç")
assert(io.read(string.len"fourth_line") == "fourth_line")
assert(io.input():seek("cur", -string.len"fourth_line"))
assert(io.read() == "fourth_line")
assert(io.read() == "") -- empty line
assert(io.read('n') == 3450)
assert(io.read(1) == '\n')
assert(not io.read(0)) -- end of file
assert(not io.read(1)) -- end of file
assert(not io.read(30000)) -- end of file
assert(({io.read(1)})[2] == undef)
assert(not io.read()) -- end of file
assert(({io.read()})[2] == undef)
assert(not io.read('n')) -- end of file
assert(({io.read('n')})[2] == undef)
assert(io.read('a') == '') -- end of file (OK for 'a')
assert(io.read('a') == '') -- end of file (OK for 'a')
collectgarbage()
print('+')
io.close(io.input())
checkerr(" input file is closed", io.read)
assert(os.remove(file))
local t = '0123456789'
for i=1,10 do t = t..t; end
assert(string.len(t) == 10*2^10)
io.output(file)
io.write("alo"):write("\n")
io.close()
checkerr(" output file is closed", io.write)
local f = io.open(file, "a+b")
io.output(f)
collectgarbage()
assert(io.write(' ' .. t .. ' '))
assert(io.write(';', 'end of file\n'))
f:flush(); io.flush()
f:close()
print('+')
io.input(file)
assert(io.read() == "alo")
assert(io.read(1) == ' ')
assert(io.read(string.len(t)) == t)
assert(io.read(1) == ' ')
assert(io.read(0))
assert(io.read('a') == ';end of file\n')
assert(not io.read(0))
assert(io.close(io.input()))
-- test errors in read/write
do
local function ismsg (m)
-- error message is not a code number
return (type(m) == "string" and not tonumber(m))
end
-- read
local f = io.open(file, "w")
local r, m, c = f:read()
assert(not r and ismsg(m) and type(c) == "number")
assert(f:close())
-- write
f = io.open(file, "r")
r, m, c = f:write("whatever")
assert(not r and ismsg(m) and type(c) == "number")
assert(f:close())
-- lines
f = io.open(file, "w")
r, m = pcall(f:lines())
assert(r == false and ismsg(m))
assert(f:close())
end
assert(os.remove(file))
-- test for L format
io.output(file); io.write"\n\nline\nother":close()
io.input(file)
assert(io.read"L" == "\n")
assert(io.read"L" == "\n")
assert(io.read"L" == "line\n")
assert(io.read"L" == "other")
assert(not io.read"L")
io.input():close()
local f = assert(io.open(file))
local s = ""
for l in f:lines("L") do s = s .. l end
assert(s == "\n\nline\nother")
f:close()
io.input(file)
s = ""
for l in io.lines(nil, "L") do s = s .. l end
assert(s == "\n\nline\nother")
io.input():close()
s = ""
for l in io.lines(file, "L") do s = s .. l end
assert(s == "\n\nline\nother")
s = ""
for l in io.lines(file, "l") do s = s .. l end
assert(s == "lineother")
io.output(file); io.write"a = 10 + 34\na = 2*a\na = -a\n":close()
local t = {}
assert(load(io.lines(file, "L"), nil, nil, t))()
assert(t.a == -((10 + 34) * 2))
do -- testing closing file in line iteration
-- get the to-be-closed variable from a loop
local function gettoclose (lv)
lv = lv + 1
local stvar = 0 -- to-be-closed is 4th state variable in the loop
for i = 1, 1000 do
local n, v = debug.getlocal(lv, i)
if n == "(for state)" then
stvar = stvar + 1
if stvar == 4 then return v end
end
end
end
local f
for l in io.lines(file) do
f = gettoclose(1)
assert(io.type(f) == "file")
break
end
assert(io.type(f) == "closed file")
f = nil
local function foo (name)
for l in io.lines(name) do
f = gettoclose(1)
assert(io.type(f) == "file")
error(f) -- exit loop with an error
end
end
local st, msg = pcall(foo, file)
assert(st == false and io.type(msg) == "closed file")
end
-- test for multipe arguments in 'lines'
io.output(file); io.write"0123456789\n":close()
for a,b in io.lines(file, 1, 1) do
if a == "\n" then assert(not b)
else assert(tonumber(a) == tonumber(b) - 1)
end
end
for a,b,c in io.lines(file, 1, 2, "a") do
assert(a == "0" and b == "12" and c == "3456789\n")
end
for a,b,c in io.lines(file, "a", 0, 1) do
if a == "" then break end
assert(a == "0123456789\n" and not b and not c)
end
collectgarbage() -- to close file in previous iteration
io.output(file); io.write"00\n10\n20\n30\n40\n":close()
for a, b in io.lines(file, "n", "n") do
if a == 40 then assert(not b)
else assert(a == b - 10)
end
end
-- test load x lines
io.output(file);
io.write[[
local y
= X
X =
X *
2 +
X;
X =
X
- y;
]]:close()
_G.X = 1
assert(not load((io.lines(file))))
collectgarbage() -- to close file in previous iteration
load((io.lines(file, "L")))()
assert(_G.X == 2)
load((io.lines(file, 1)))()
assert(_G.X == 4)
load((io.lines(file, 3)))()
assert(_G.X == 8)
print('+')
local x1 = "string\n\n\\com \"\"''coisas [[estranhas]] ]]'"
io.output(file)
assert(io.write(string.format("x2 = %q\n-- comment without ending EOS", x1)))
io.close()
assert(loadfile(file))()
assert(x1 == x2)
print('+')
assert(os.remove(file))
assert(not os.remove(file))
assert(not os.remove(otherfile))
-- testing loadfile
local function testloadfile (s, expres)
io.output(file)
if s then io.write(s) end
io.close()
local res = assert(loadfile(file))()
assert(os.remove(file))
assert(res == expres)
end
-- loading empty file
testloadfile(nil, nil)
-- loading file with initial comment without end of line
testloadfile("# a non-ending comment", nil)
-- checking Unicode BOM in files
testloadfile("\xEF\xBB\xBF# some comment\nreturn 234", 234)
testloadfile("\xEF\xBB\xBFreturn 239", 239)
testloadfile("\xEF\xBB\xBF", nil) -- empty file with a BOM
-- checking line numbers in files with initial comments
testloadfile("# a comment\nreturn require'debug'.getinfo(1).currentline", 2)
-- loading binary file
io.output(io.open(file, "wb"))
assert(io.write(string.dump(function () return 10, '\0alo\255', 'hi' end)))
io.close()
a, b, c = assert(loadfile(file))()
assert(a == 10 and b == "\0alo\255" and c == "hi")
assert(os.remove(file))
-- bug in 5.2.1
do
io.output(io.open(file, "wb"))
-- save function with no upvalues
assert(io.write(string.dump(function () return 1 end)))
io.close()
f = assert(loadfile(file, "b", {}))
assert(type(f) == "function" and f() == 1)
assert(os.remove(file))
end
-- loading binary file with initial comment
io.output(io.open(file, "wb"))
assert(io.write("#this is a comment for a binary file\0\n",
string.dump(function () return 20, '\0\0\0' end)))
io.close()
a, b, c = assert(loadfile(file))()
assert(a == 20 and b == "\0\0\0" and c == nil)
assert(os.remove(file))
-- 'loadfile' with 'env'
do
local f = io.open(file, 'w')
f:write[[
if (...) then a = 15; return b, c, d
else return _ENV
end
]]
f:close()
local t = {b = 12, c = "xuxu", d = print}
local f = assert(loadfile(file, 't', t))
local b, c, d = f(1)
assert(t.a == 15 and b == 12 and c == t.c and d == print)
assert(f() == t)
f = assert(loadfile(file, 't', nil))
assert(f() == nil)
f = assert(loadfile(file))
assert(f() == _G)
assert(os.remove(file))
end
-- 'loadfile' x modes
do
io.open(file, 'w'):write("return 10"):close()
local s, m = loadfile(file, 'b')
assert(not s and string.find(m, "a text chunk"))
io.open(file, 'w'):write("\27 return 10"):close()
local s, m = loadfile(file, 't')
assert(not s and string.find(m, "a binary chunk"))
assert(os.remove(file))
end
io.output(file)
assert(io.write("qualquer coisa\n"))
assert(io.write("mais qualquer coisa"))
io.close()
assert(io.output(assert(io.open(otherfile, 'wb')))
:write("outra coisa\0\1\3\0\0\0\0\255\0")
:close())
local filehandle = assert(io.open(file, 'r+'))
local otherfilehandle = assert(io.open(otherfile, 'rb'))
assert(filehandle ~= otherfilehandle)
assert(type(filehandle) == "userdata")
assert(filehandle:read('l') == "qualquer coisa")
io.input(otherfilehandle)
assert(io.read(string.len"outra coisa") == "outra coisa")
assert(filehandle:read('l') == "mais qualquer coisa")
filehandle:close();
assert(type(filehandle) == "userdata")
io.input(otherfilehandle)
assert(io.read(4) == "\0\1\3\0")
assert(io.read(3) == "\0\0\0")
assert(io.read(0) == "") -- 255 is not eof
assert(io.read(1) == "\255")
assert(io.read('a') == "\0")
assert(not io.read(0))
assert(otherfilehandle == io.input())
otherfilehandle:close()
assert(os.remove(file))
assert(os.remove(otherfile))
collectgarbage()
io.output(file)
:write[[
123.4 -56e-2 not a number
second line
third line
and the rest of the file
]]
:close()
io.input(file)
local _,a,b,c,d,e,h,__ = io.read(1, 'n', 'n', 'l', 'l', 'l', 'a', 10)
assert(io.close(io.input()))
assert(_ == ' ' and not __)
assert(type(a) == 'number' and a==123.4 and b==-56e-2)
assert(d=='second line' and e=='third line')
assert(h==[[
and the rest of the file
]])
assert(os.remove(file))
collectgarbage()
-- testing buffers
do
local f = assert(io.open(file, "w"))
local fr = assert(io.open(file, "r"))
assert(f:setvbuf("full", 2000))
f:write("x")
assert(fr:read("all") == "") -- full buffer; output not written yet
f:close()
fr:seek("set")
assert(fr:read("all") == "x") -- `close' flushes it
f = assert(io.open(file), "w")
assert(f:setvbuf("no"))
f:write("x")
fr:seek("set")
assert(fr:read("all") == "x") -- no buffer; output is ready
f:close()
f = assert(io.open(file, "a"))
assert(f:setvbuf("line"))
f:write("x")
fr:seek("set", 1)
assert(fr:read("all") == "") -- line buffer; no output without `\n'
f:write("a\n"):seek("set", 1)
assert(fr:read("all") == "xa\n") -- now we have a whole line
f:close(); fr:close()
assert(os.remove(file))
end
if not _soft then
print("testing large files (> BUFSIZ)")
io.output(file)
for i=1,5001 do io.write('0123456789123') end
io.write('\n12346'):close()
io.input(file)
local x = io.read('a')
io.input():seek('set', 0)
local y = io.read(30001)..io.read(1005)..io.read(0)..
io.read(1)..io.read(100003)
assert(x == y and string.len(x) == 5001*13 + 6)
io.input():seek('set', 0)
y = io.read() -- huge line
assert(x == y..'\n'..io.read())
assert(not io.read())
io.close(io.input())
assert(os.remove(file))
x = nil; y = nil
end
if not _port then
local progname
do -- get name of running executable
local arg = arg or ARG
local i = 0
while arg[i] do i = i - 1 end
progname = '"' .. arg[i + 1] .. '"'
end
print("testing popen/pclose and execute")
-- invalid mode for popen
checkerr("invalid mode", io.popen, "cat", "")
checkerr("invalid mode", io.popen, "cat", "r+")
checkerr("invalid mode", io.popen, "cat", "rw")
do -- basic tests for popen
local file = os.tmpname()
local f = assert(io.popen("cat - > " .. file, "w"))
f:write("a line")
assert(f:close())
local f = assert(io.popen("cat - < " .. file, "r"))
assert(f:read("a") == "a line")
assert(f:close())
assert(os.remove(file))
end
local tests = {
-- command, what, code
{"ls > /dev/null", "ok"},
{"not-to-be-found-command", "exit"},
{"exit 3", "exit", 3},
{"exit 129", "exit", 129},
{"kill -s HUP $$", "signal", 1},
{"kill -s KILL $$", "signal", 9},
{"sh -c 'kill -s HUP $$'", "exit"},
{progname .. ' -e " "', "ok"},
{progname .. ' -e "os.exit(0, true)"', "ok"},
{progname .. ' -e "os.exit(20, true)"', "exit", 20},
}
print("\n(some error messages are expected now)")
for _, v in ipairs(tests) do
local x, y, z = io.popen(v[1]):close()
local x1, y1, z1 = os.execute(v[1])
assert(x == x1 and y == y1 and z == z1)
if v[2] == "ok" then
assert(x and y == 'exit' and z == 0)
else
assert(not x and y == v[2]) -- correct status and 'what'
-- correct code if known (but always different from 0)
assert((v[3] == nil and z > 0) or v[3] == z)
end
end
end
-- testing tmpfile
f = io.tmpfile()
assert(io.type(f) == "file")
f:write("alo")
f:seek("set")
assert(f:read"a" == "alo")
end --}
print'+'
print("testing date/time")
assert(os.date("") == "")
assert(os.date("!") == "")
assert(os.date("\0\0") == "\0\0")
assert(os.date("!\0\0") == "\0\0")
local x = string.rep("a", 10000)
assert(os.date(x) == x)
local t = os.time()
D = os.date("*t", t)
assert(os.date(string.rep("%d", 1000), t) ==
string.rep(os.date("%d", t), 1000))
assert(os.date(string.rep("%", 200)) == string.rep("%", 100))
local function checkDateTable (t)
_G.D = os.date("*t", t)
assert(os.time(D) == t)
load(os.date([[assert(D.year==%Y and D.month==%m and D.day==%d and
D.hour==%H and D.min==%M and D.sec==%S and
D.wday==%w+1 and D.yday==%j)]], t))()
_G.D = nil
end
checkDateTable(os.time())
if not _port then
-- assume that time_t can represent these values
checkDateTable(0)
checkDateTable(1)
checkDateTable(1000)
checkDateTable(0x7fffffff)
checkDateTable(0x80000000)
end
checkerr("invalid conversion specifier", os.date, "%")
checkerr("invalid conversion specifier", os.date, "%9")
checkerr("invalid conversion specifier", os.date, "%")
checkerr("invalid conversion specifier", os.date, "%O")
checkerr("invalid conversion specifier", os.date, "%E")
checkerr("invalid conversion specifier", os.date, "%Ea")
checkerr("not an integer", os.time, {year=1000, month=1, day=1, hour='x'})
checkerr("not an integer", os.time, {year=1000, month=1, day=1, hour=1.5})
checkerr("missing", os.time, {hour = 12}) -- missing date
if string.packsize("i") == 4 then -- 4-byte ints
checkerr("field 'year' is out-of-bound", os.time,
{year = -(1 << 31) + 1899, month = 1, day = 1})
end
if not _port then
-- test Posix-specific modifiers
assert(type(os.date("%Ex")) == 'string')
assert(type(os.date("%Oy")) == 'string')
-- test large dates (assume at least 4-byte ints and time_t)
local t0 = os.time{year = 1970, month = 1, day = 0}
local t1 = os.time{year = 1970, month = 1, day = 0, sec = (1 << 31) - 1}
assert(t1 - t0 == (1 << 31) - 1)
t0 = os.time{year = 1970, month = 1, day = 1}
t1 = os.time{year = 1970, month = 1, day = 1, sec = -(1 << 31)}
assert(t1 - t0 == -(1 << 31))
-- test out-of-range dates (at least for Unix)
if maxint >= 2^62 then -- cannot do these tests in Small Lua
-- no arith overflows
checkerr("out-of-bound", os.time, {year = -maxint, month = 1, day = 1})
if string.packsize("i") == 4 then -- 4-byte ints
if testerr("out-of-bound", os.date, "%Y", 2^40) then
-- time_t has 4 bytes and therefore cannot represent year 4000
print(" 4-byte time_t")
checkerr("cannot be represented", os.time, {year=4000, month=1, day=1})
else
-- time_t has 8 bytes; an int year cannot represent a huge time
print(" 8-byte time_t")
checkerr("cannot be represented", os.date, "%Y", 2^60)
-- this is the maximum year
assert(tonumber(os.time
{year=(1 << 31) + 1899, month=12, day=31, hour=23, min=59, sec=59}))
-- this is too much
checkerr("represented", os.time,
{year=(1 << 31) + 1899, month=12, day=31, hour=23, min=59, sec=60})
end
-- internal 'int' fields cannot hold these values
checkerr("field 'day' is out-of-bound", os.time,
{year = 0, month = 1, day = 2^32})
checkerr("field 'month' is out-of-bound", os.time,
{year = 0, month = -((1 << 31) + 1), day = 1})
checkerr("field 'year' is out-of-bound", os.time,
{year = (1 << 31) + 1900, month = 1, day = 1})
else -- 8-byte ints
-- assume time_t has 8 bytes too
print(" 8-byte time_t")
assert(tonumber(os.date("%Y", 2^60)))
-- but still cannot represent a huge year
checkerr("cannot be represented", os.time, {year=2^60, month=1, day=1})
end
end
end
do
local D = os.date("*t")
local t = os.time(D)
if D.isdst == nil then
print("no daylight saving information")
else
assert(type(D.isdst) == 'boolean')
end
D.isdst = nil
local t1 = os.time(D)
assert(t == t1) -- if isdst is absent uses correct default
end
local D = os.date("*t")
t = os.time(D)
D.year = D.year-1;
local t1 = os.time(D)
-- allow for leap years
assert(math.abs(os.difftime(t,t1)/(24*3600) - 365) < 2)
-- should not take more than 1 second to execute these two lines
t = os.time()
t1 = os.time(os.date("*t"))
local diff = os.difftime(t1,t)
assert(0 <= diff and diff <= 1)
diff = os.difftime(t,t1)
assert(-1 <= diff and diff <= 0)
local t1 = os.time{year=2000, month=10, day=1, hour=23, min=12}
local t2 = os.time{year=2000, month=10, day=1, hour=23, min=10, sec=19}
assert(os.difftime(t1,t2) == 60*2-19)
-- since 5.3.3, 'os.time' normalizes table fields
t1 = {year = 2005, month = 1, day = 1, hour = 1, min = 0, sec = -3602}
os.time(t1)
assert(t1.day == 31 and t1.month == 12 and t1.year == 2004 and
t1.hour == 23 and t1.min == 59 and t1.sec == 58 and
t1.yday == 366)
io.output(io.stdout)
local t = os.date('%d %m %Y %H %M %S')
local d, m, a, h, min, s = string.match(t,
"(%d+) (%d+) (%d+) (%d+) (%d+) (%d+)")
d = tonumber(d)
m = tonumber(m)
a = tonumber(a)
h = tonumber(h)
min = tonumber(min)
s = tonumber(s)
io.write(string.format('test done on %2.2d/%2.2d/%d', d, m, a))
io.write(string.format(', at %2.2d:%2.2d:%2.2d\n', h, min, s))
io.write(string.format('%s\n', _VERSION))
|
local filename = ...
local file = io.open(filename, 'r')
local sum = nil
while true do
local num1, num2 = file:read("*n","*n")
if num1 or num2 then
if not sum then
sum = 0
end
if num1 then
sum = sum + num1
end
if num2 then
sum = sum + num2
end
else
break
end
end
io.close(file)
--print(sum)
return sum
|
local Collection = {}
function Collection:new ( type )
return
{
type = type,
}
end
return Collection |
local load_module = require('utils.helpers').load_module
local diffview = load_module 'diffview'
if diffview == nil then
return false
end
local nvim = require 'neovim'
local get_mapping = require('neovim.mappings').get_mapping
local cb = require('diffview.config').diffview_callback
local has_devicons = load_module 'nvim-web-devicons'
local M = {}
local mappings = {
['<leader>c'] = {
rhs = '<cmd>DiffviewClose<CR>',
args = { noremap = true, silent = true, nowait = true },
},
['<leader>q'] = {
rhs = '<cmd>DiffviewClose<CR>',
args = { noremap = true, silent = true, nowait = true },
},
}
local function is_diffview()
local ft = vim.opt_local.filetype:get()
local tab_diffview = (ft == 'DiffviewFiles' or ft == 'DiffFileHistory')
if not tab_diffview then
local current_tab = nvim.get_current_tabpage()
local wins = nvim.tab.list_wins(current_tab)
for _, win in pairs(wins) do
local buf_win_ft = nvim.buf.get_option(nvim.win.get_buf(win), 'filetype')
tab_diffview = buf_win_ft == 'DiffviewFiles' or buf_win_ft == 'DiffFileHistory'
if tab_diffview then
break
end
end
end
return tab_diffview
end
function M.set_mappings()
if is_diffview() and not vim.g.restore_diffview_maps then
local diff_mappings = {}
for map, args in pairs(mappings) do
table.insert(diff_mappings, get_mapping { mode = 'n', lhs = map })
pcall(vim.keymap.del, 'n', map)
vim.keymap.set('n', map, args.rhs, args.args)
end
vim.g.restore_diffview_maps = diff_mappings
local diff_ft = vim.opt_local.filetype:get()
if diff_ft == 'DiffviewFiles' or diff_ft == 'DiffFileHistory' then
pcall(vim.keymap.del, 'n', 'q')
vim.keymap.set(
'n',
'q',
'<cmd>DiffviewClose<CR>',
{ noremap = true, silent = true, nowait = true, buffer = true }
)
end
elseif vim.g.restore_diffview_maps then
for _, map in pairs(vim.g.restore_diffview_maps) do
local args = {
noremap = map.noremap,
expr = map.expr,
nowait = map.nowait,
silent = map.silent,
script = map.script,
}
pcall(vim.keymap.del, map.mode, map.lhs)
vim.keymap.set(map.mode, map.lhs, map.rhs, args)
end
vim.g.restore_diffview_maps = nil
end
end
diffview.setup {
diff_binaries = false, -- Show diffs for binaries
use_icons = has_devicons ~= nil, -- Requires nvim-web-devicons
file_panel = {
win_config = {
width = 35,
},
},
key_bindings = {
disable_defaults = false, -- Disable the default key bindings
-- The `view` bindings are active in the diff buffers, only when the current
-- tabpage is a Diffview.
-- stylua: ignore
view = {
['<tab>'] = cb 'select_next_entry', -- Open the diff for the next file
['<s-tab>'] = cb 'select_prev_entry', -- Open the diff for the previous file
['<C-j>'] = cb 'select_next_entry',
['<C-k>'] = cb 'select_prev_entry',
['<leader>p'] = cb 'focus_files', -- Bring focus to the files panel
['<leader>f'] = cb 'toggle_files', -- Toggle the files panel.
},
-- stylua: ignore
file_panel = {
['j'] = cb 'next_entry', -- Bring the cursor to the next file entry
['<down>'] = cb 'next_entry',
['k'] = cb 'prev_entry', -- Bring the cursor to the previous file entry.
['<up>'] = cb 'prev_entry',
['<cr>'] = cb 'select_entry', -- Open the diff for the selected entry.
['o'] = cb 'select_entry',
['<2-LeftMouse>'] = cb 'select_entry',
['-'] = cb 'toggle_stage_entry', -- Stage / unstage the selected entry.
['S'] = cb 'stage_all', -- Stage all entries.
['U'] = cb 'unstage_all', -- Unstage all entries.
['R'] = cb 'refresh_files', -- Update stats and entries in the file list.
['<tab>'] = cb 'select_next_entry',
['<s-tab>'] = cb 'select_prev_entry',
['<bs>'] = cb 'select_prev_entry',
['<C-j>'] = cb 'select_next_entry',
['<C-k>'] = cb 'select_prev_entry',
['<leader>p'] = cb 'focus_files', -- Bring focus to the files panel
['<leader>f'] = cb 'toggle_files', -- Toggle the files panel.
},
},
}
return M
|
--
-- Copyright (c) 2017, Jesse Freeman. All rights reserved.
--
-- Licensed under the Microsoft Public License (MS-PL) License.
-- See LICENSE file in the project root for full license information.
--
-- Contributors
-- --------------------------------------------------------
-- This is the official list of Pixel Vision 8 contributors:
--
-- Jesse Freeman - @JesseFreeman
-- Christer Kaitila - @McFunkypants
-- Pedro Medeiros - @saint11
-- Shawn Rakowski - @shwany
--
function EditorUI:CreateButton(flag, rect, spriteName, toolTip, forceDraw)
-- Create the button's default data
local data = self:CreateData(flag, rect, spriteName, toolTip, forceDraw)
data.doubleClick = false
data.doubleClickTime = 0
data.doubleClickDelay = .45
data.doubleClickActive = false
-- Customize the default name by adding Button to it
data.name = "Button" .. data.name
data.onClick = function(tmpData)
self:ClickButton(tmpData, true, tmpData.doubleClickActive and tmpData.doubleClickTime < tmpData.doubleClickDelay)
tmpData.doubleClickTime = 0
tmpData.doubleClickActive = true
-- self:ClickButton(tmpData)
end
-- Make sure the button correctly sizes itself based on the cached sprite data
self:UpdateButtonSizeFromCache(data)
return data
end
function EditorUI:UpdateButtonSizeFromCache(data)
local spriteData = nil
-- Get the default sprite data for the button
if(data.cachedSpriteData ~= nil) then
spriteData = data.cachedSpriteData.up or data.cachedSpriteData.disabled
end
-- Calculate rect and hit rect
if(spriteData ~= nil) then
-- Update the UI tile width and height
data.tiles.w = spriteData.width
data.tiles.h = math.floor(#spriteData.spriteIDs / spriteData.width)
-- Update the rect width and height with the new sprite size
data.rect.w = data.tiles.w * self.spriteSize.x
data.rect.h = data.tiles.h * self.spriteSize.y
-- Cache the tile draw arguments for rendering
data.spriteDrawArgs = {spriteData.spriteIDs, 0, 0, spriteData.width, false, false, DrawMode.SpriteAbove, 0, false, false}
data.tileDrawArgs = {spriteData.spriteIDs, data.tiles.c, data.tiles.r, spriteData.width, DrawMode.Tile, 0}--{0, 0, spriteData.width, spriteData.spriteIDs, 0, data.flagID}
-- self:SetUIFlags(data.tiles.c, data.tiles.r, data.tiles.w, data.tiles.h, data.flagID)
end
end
function EditorUI:UpdateButton(data, hitRect)
-- Make sure we have data to work with and the component isn't disabled, if not return out of the update method
if(data == nil) then
return
end
-- If the button has data but it's not enabled exit out of the update
if(data.enabled == false) then
-- If the button is disabled but still in focus we need to remove focus
if(data.inFocus == true) then
self:ClearFocus(data)
end
-- See if the button needs to be redrawn.
self:RedrawButton(data)
-- Shouldn't update the button if its disabled
return
end
-- Make sure we don't detect a collision if the mouse is down but not over this button
if(self.collisionManager.mouseDown and data.inFocus == false) then
-- See if the button needs to be redrawn.
self:RedrawButton(data)
return
end
-- If the hit rect hasn't been overridden, then use the buttons own hit rect
if(hitRect == nil) then
hitRect = data.hitRect or data.rect
end
local overrideFocus = (data.inFocus == true and self.collisionManager.mouseDown)
-- Ready to test finer collision if needed
if(self.collisionManager:MouseInRect(hitRect) == true or overrideFocus) then
if(data.doubleClick == true) then
-- If the button wasn't in focus before, reset the timer since it's about to get focus
if(data.inFocus == false) then
data.doubleClickTime = 0
data.doubleClickActive = false
end
data.doubleClickTime = data.doubleClickTime + self.timeDelta
if(data.doubleClickActive and data.doubleClickTime > data.doubleClickDelay) then
data.doubleClickActive = false
end
end
-- If we are in the collision area, set the focus
self:SetFocus(data)
-- calculate the correct button over state
local state = "over"
if(data.selected == true) then
state = "selected" .. state
end
local spriteData = data.cachedSpriteData[state]
if(spriteData ~= nil and data.spriteDrawArgs ~= nil) then
-- Sprite Data
data.spriteDrawArgs[1] = spriteData.spriteIDs
-- X pos
data.spriteDrawArgs[2] = data.rect.x
-- Y pos
data.spriteDrawArgs[3] = data.rect.y
-- Color Offset
data.spriteDrawArgs[8] = spriteData.colorOffset or 0
self:NewDraw("DrawSprites", data.spriteDrawArgs)
end
-- TODO need to make sure we only register a click when over the right button. If the mouse was down and rolls over then releases, that shouldn't trigger a click
-- Check to see if the button is pressed and has an onAction callback
if(self.collisionManager.mouseReleased == true) then
-- Click the button
data.onClick(data)
-- end
end
else
if(data.inFocus == true) then
-- If we are not in the button's rect, clear the focus
self:ClearFocus(data)
end
end
-- else
--
-- -- If the mouse is not over the button, clear the focus for this button
-- self:ClearFocus(data)
--
-- end
-- Make sure we don't need to redraw the button.
self:RedrawButton(data)
end
function EditorUI:RedrawButton(data)
if(data == nil) then
return
end
-- If the button changes state we need to redraw it to the tilemap
if(data.invalid == true) then
-- The default state is up
local state = "up"
-- If the button is selected, we will use the selected up state
if(data.selected == true) then
state = "selected" .. state
end
-- Test to see if the button is disabled. If there is a disabled sprite data, we'll change the state to disabled. By default, always use the up state.
if(data.enabled == false and data.cachedSpriteData["disabled"] ~= nil and data.selected ~= true) then --_G[spriteName .. "disabled"] ~= nil) then
state = "disabled"
end
-- Test to see if the sprite data exist before updating the tiles
if(data.cachedSpriteData[state] ~= nil and data.tileDrawArgs ~= nil) then
-- Update the tile draw arguments
data.tileDrawArgs[1] = data.cachedSpriteData[state].spriteIDs
-- Color offset
data.tileDrawArgs[6] = data.cachedSpriteData[state].colorOffset or 0
self:NewDraw("DrawTiles", data.tileDrawArgs)
end
self:ResetValidation(data)
end
end
-- TODO make sure this still works
function EditorUI:ClearButton(data, flag)
-- We want to clear the flag if no value is supplied
flag = flag or - 1
-- Get the cached empty sprite data
local spriteData = data.cachedSpriteData["empty"]
-- make sure we have sprite data to draw
if(spriteData ~= nil) then
-- Update the tile draw arguments
data.tileDrawArgs[1] = spriteData.spriteIDs
-- Color offset
data.tileDrawArgs[6] = spriteData.colorOffset or 0
self:NewDraw("DrawTiles", data.tileDrawArgs)
-- self:SetUIFlags(data.tiles.c, data.tiles.r, data.tiles.w, data.tiles.h, flag)
end
end
-- Use this to perform a click action on a button. It's used internally when a mouse click is detected.
function EditorUI:ClickButton(data, callAction, doubleClick)
if(data.onAction ~= nil and callAction ~= false) then
-- Trigger the onAction call back and pass in the double click value if the button is set up to use it
data.onAction(doubleClick)
end
end
function EditorUI:SelectButton(data, value)
data.selected = value
self:Invalidate(data)
end
|
module(..., package.seeall)
--;===========================================================
--; LOAD DATA
--;===========================================================
-- Data loading from data_sav.lua
local file = io.open("script/data_sav.lua","r")
s_dataLUA = file:read("*all")
file:close()
-- Data loading from config.ssz
local file = io.open("ssz/config.ssz","r")
s_configSSZ = file:read("*all")
file:close()
resolutionWidth = tonumber(s_configSSZ:match('const int Width%s*=%s*(%d+)'))
resolutionHeight = tonumber(s_configSSZ:match('const int Height%s*=%s*(%d+)'))
b_screenMode = (s_configSSZ:match('const bool FullScreen%s*=%s*([^;%s]+)'))
gl_vol = math.floor(tonumber(s_configSSZ:match('const float GlVol%s*=%s*(%d%.*%d*)') * 100))
se_vol = math.floor(tonumber(s_configSSZ:match('const float SEVol%s*=%s*(%d%.*%d*)') * 100))
bgm_vol = math.floor(tonumber(s_configSSZ:match('const float BGMVol%s*=%s*(%d%.*%d*)') * 100))
gameSpeed = tonumber(s_configSSZ:match('const int GameSpeed%s*=%s*(%d+)'))
b_saveMemory = s_configSSZ:match('const bool SaveMemory%s*=%s*([^;%s]+)')
b_openGL = s_configSSZ:match('const bool OpenGL%s*=%s*([^;%s]+)')
-- Data loading from sound.ssz
local file = io.open("lib/sound.ssz","r")
s_soundSSZ = file:read("*all")
file:close()
freq = tonumber(s_soundSSZ:match('const int Freq%s*=%s*(%d+)'))
channels = tonumber(s_soundSSZ:match('const int Channels%s*=%s*(%d+)'))
buffer = tonumber(s_soundSSZ:match('const int BufferSamples%s*=%s*(%d+)'))
-- Data loading from lifebar
local file = io.open(data.lifebar,"r")
s_lifebarDEF = file:read("*all")
file:close()
roundsNum = tonumber(s_lifebarDEF:match('match.wins%s*=%s*(%d+)'))
drawNum = tonumber(s_lifebarDEF:match('match.maxdrawgames%s*=%s*(%d+)'))
--Variable setting based on loaded data
if gameSpeed == 48 then
s_gameSpeed = 'Slow'
--elseif gameSpeed == 56 then
--s_gameSpeed = '93.33%'
elseif gameSpeed == 60 then
s_gameSpeed = 'Normal'
--elseif gameSpeed == 64 then
--s_gameSpeed = '106.66%'
elseif gameSpeed == 72 then
s_gameSpeed = 'Turbo'
end
if b_screenMode == 'true' then
b_screenMode = true
s_screenMode = 'Yes'
elseif b_screenMode == 'false' then
b_screenMode = false
s_screenMode = 'No'
end
if channels == 6 then
s_channels = '5.1'
elseif channels == 4 then
s_channels = 'Quad'
elseif channels == 2 then
s_channels = 'Stereo'
elseif channels == 1 then
s_channels = 'Mono'
end
if b_saveMemory == 'true' then
b_saveMemory = true
s_saveMemory = 'Yes'
elseif b_saveMemory == 'false' then
b_saveMemory = false
s_saveMemory = 'No'
end
if b_openGL == 'true' then
b_openGL = true
s_openGL = 'Yes'
elseif b_openGL == 'false' then
b_openGL = false
s_openGL = 'No'
end
if data.teamLifeShare then
s_teamLifeShare = 'Yes'
else
s_teamLifeShare = 'No'
end
if data.zoomActive then
s_zoomActive = 'Yes'
else
s_zoomActive = 'No'
end
if data.p1Controller == -1 then
s_p1Controller = 'Keyboard'
else
s_p1Controller = 'Gamepad'
end
if data.p2Controller == -1 then
s_p2Controller = 'Keyboard'
else
s_p2Controller = 'Gamepad'
end
if data.contSelection then
s_contSelection = 'Yes'
else
s_contSelection = 'No'
end
if data.aiRamping then
s_aiRamping = 'Yes'
else
s_aiRamping = 'No'
end
if data.autoguard then
s_autoguard = 'Yes'
else
s_autoguard = 'No'
end
if data.vsDisplayWin then
s_vsDisplayWin = 'Yes'
else
s_vsDisplayWin = 'No'
end
--;===========================================================
--; BACKGROUND DEFINITION
--;===========================================================
--Scrolling background
optionsBG0 = animNew(sysSff, [[
100,0, 0,0, -1
]])
animAddPos(optionsBG0, 160, 0)
animSetTile(optionsBG0, 1, 1)
animSetColorKey(optionsBG0, -1)
--Transparent background
optionsBG1 = animNew(sysSff, [[
100,1, 0,0, -1
]])
animSetTile(optionsBG1, 1, 1)
animSetAlpha(optionsBG1, 20, 100)
animUpdate(optionsBG1)
--;===========================================================
--; ON EXIT
--;===========================================================
modified = 0
needReload = 0
function f_strSub(str, t)
local txt = ''
for row, val in pairs(t) do
if type(val) == 'string' then
val = "'" .. tostring(val) .. "'"
elseif type(var) == 'number' then
val = var
else
val = tostring(val)
end
str = str:gsub(row .. '%s*=%s*[^\n]+', row .. ' = ' .. val)
txt = txt .. row .. ' = ' .. val .. '\n'
end
return str, txt
end
function f_saveCfg()
-- Data saving to data_sav.lua
local t_saves = {
['data.lifeMul'] = data.lifeMul,
['data.team1VS2Life'] = data.team1VS2Life,
['data.turnsRecoveryRate'] = data.turnsRecoveryRate,
['data.teamLifeShare'] = data.teamLifeShare,
['data.zoomActive'] = data.zoomActive,
['data.zoomMin'] = data.zoomMin,
['data.zoomMax'] = data.zoomMax,
['data.zoomSpeed'] = data.zoomSpeed,
['data.roundTime'] = data.roundTime,
['data.numTurns'] = data.numTurns,
['data.numSimul'] = data.numSimul,
['data.simulType'] = data.simulType,
['data.p1Controller'] = data.p1Controller,
['data.p2Controller'] = data.p2Controller,
['data.difficulty'] = data.difficulty,
['data.coins'] = data.coins,
['data.contSelection'] = data.contSelection,
['data.vsDisplayWin'] = data.vsDisplayWin,
['data.aiRamping'] = data.aiRamping,
['data.autoguard'] = data.autoguard,
['data.lifebar'] = data.lifebar,
['data.sffConversion'] = data.sffConversion
}
s_dataLUA = f_strSub(s_dataLUA, t_saves)
local file = io.open("script/data_sav.lua","w+")
file:write(s_dataLUA)
file:close()
-- Data saving to config.ssz
if b_saveMemory then
s_saveMemory = s_saveMemory:gsub('const bool SaveMemory%s*=%s*[^;%s]+', 'const bool SaveMemory = true')
else
s_saveMemory = s_saveMemory:gsub('const bool SaveMemory%s*=%s*[^;%s]+', 'const bool SaveMemory = false')
end
if b_openGL then
s_configSSZ = s_configSSZ:gsub('const bool OpenGL%s*=%s*[^;%s]+', 'const bool OpenGL = true')
else
s_configSSZ = s_configSSZ:gsub('const bool OpenGL%s*=%s*[^;%s]+', 'const bool OpenGL = false')
end
if b_screenMode then
s_configSSZ = s_configSSZ:gsub('const bool FullScreen%s*=%s*[^;%s]+', 'const bool FullScreen = true')
else
s_configSSZ = s_configSSZ:gsub('const bool FullScreen%s*=%s*[^;%s]+', 'const bool FullScreen = false')
end
s_configSSZ = s_configSSZ:gsub('const int Width%s*=%s*%d+', 'const int Width = ' .. resolutionWidth)
s_configSSZ = s_configSSZ:gsub('const int Height%s*=%s*%d+', 'const int Height = ' .. resolutionHeight)
s_configSSZ = s_configSSZ:gsub('const float GlVol%s*=%s*%d%.*%d*', 'const float GlVol = ' .. gl_vol / 100)
s_configSSZ = s_configSSZ:gsub('const float SEVol%s*=%s*%d%.*%d*', 'const float SEVol = ' .. se_vol / 100)
s_configSSZ = s_configSSZ:gsub('const float BGMVol%s*=%s*%d%.*%d*', 'const float BGMVol = ' .. bgm_vol / 100)
s_configSSZ = s_configSSZ:gsub('const int GameSpeed%s*=%s*%d+', 'const int GameSpeed = ' .. gameSpeed)
local file = io.open("ssz/config.ssz","w+")
file:write(s_configSSZ)
file:close()
-- Data saving to sound.ssz
s_soundSSZ = s_soundSSZ:gsub('const int Freq%s*=%s*%d+', 'const int Freq = ' .. freq)
s_soundSSZ = s_soundSSZ:gsub('const int Channels%s*=%s*%d+', 'const int Channels = ' .. channels)
s_soundSSZ = s_soundSSZ:gsub('const int BufferSamples%s*=%s*%d+', 'const int BufferSamples = ' .. buffer)
local file = io.open("lib/sound.ssz","w+")
file:write(s_soundSSZ)
file:close()
-- Data saving to lifebar
s_lifebarDEF = s_lifebarDEF:gsub('match.wins%s*=%s*%d+', 'match.wins = ' .. roundsNum)
s_lifebarDEF = s_lifebarDEF:gsub('match.maxdrawgames%s*=%s*%d+', 'match.maxdrawgames = ' .. drawNum)
local file = io.open(data.lifebar,"w+")
file:write(s_lifebarDEF)
file:close()
-- Reload lifebar
loadLifebar(data.lifebar)
-- Reload game if needed
if needReload == 1 then
os.execute("reload.bat")
os.exit()
end
end
--;===========================================================
--; INFO BOX
--;===========================================================
txt_exitInfo = createTextImg(jgFnt, 0, 0, 'INFORMATION', 159, 13)
t_exitInfo = {
{id = '', text = "Some selected options require restart Ikemen. Press"},
{id = '', text = "start key to reboot Ikemen and load your new settings."},
}
for i=1, #t_exitInfo do
t_exitInfo[i].id = createTextImg(font2, 0, 1, t_exitInfo[i].text, 25, 15+i*15)
end
function f_exitInfo()
cmdInput()
while true do
if btnPalNo(p1Cmd) > 0 or esc() then
sndPlay(sysSnd, 100, 2)
f_saveCfg()
break
end
animDraw(f_animVelocity(optionsBG0, -1, -1))
animSetWindow(optionsBG1, 20,20, 280,#t_exitInfo*15)
animDraw(f_animVelocity(optionsBG1, -1, -1))
textImgDraw(txt_exitInfo)
for i=1, #t_exitInfo do
textImgDraw(t_exitInfo[i].id)
end
cmdInput()
refresh()
end
end
t_restart = {
{id = '', text = "The changes that you have made"},
{id = '', text = "require Save and Back. "},
}
for i=1, #t_restart do
t_restart[i].id = createTextImg(font2, 0, -1, t_restart[i].text, 236, 155+i*15)
end
t_newinput = {
{id = '', text = "Press any key to assign"},--{id = '', text = "Enter new input..."},
}
for i=1, #t_newinput do
t_newinput[i].id = createTextImg(font2, 0, -1, t_newinput[i].text, 236, 180+i*15)
end
--;===========================================================
--; MAIN LOOP
--;===========================================================
txt_mainCfg = createTextImg(jgFnt, 0, 0, 'OPTIONS', 159, 13)
t_mainCfg = {
{id = '', text = 'Gameplay Settings'},
{id = '', text = 'Video Settings'},
{id = '', text = 'Audio Settings'},
{id = '', text = 'Input Settings'},
{id = '', text = 'Engine Settings'},
{id = '', text = 'Port Change', varID = textImgNew(), varText = getListenPort()},
{id = '', text = 'Default Values'},
{id = '', text = 'Save and Back'},
{id = '', text = 'Back Without Saving'},
}
for i=1, #t_mainCfg do
t_mainCfg[i].id = createTextImg(font2, 0, 1, t_mainCfg[i].text, 85, 15+i*15)
end
function f_mainCfg()
cmdInput()
local mainCfg = 1
data.fadeTitle = f_fadeAnim(10, 'fadein', 'black', fadeSff)
while true do
if esc() then
--data.fadeTitle = f_fadeAnim(10, 'fadein', 'black', fadeSff)
--sndPlay(sysSnd, 100, 2)
--if needReload == 1 then
--f_exitInfo()
--end
--break
elseif commandGetState(p1Cmd, 'u') then
sndPlay(sysSnd, 100, 0)
mainCfg = mainCfg - 1
if mainCfg < 1 then mainCfg = #t_mainCfg end
elseif commandGetState(p1Cmd, 'd') then
sndPlay(sysSnd, 100, 0)
mainCfg = mainCfg + 1
if mainCfg > #t_mainCfg then mainCfg = 1 end
--Port Change
elseif mainCfg == 6 and (btnPalNo(p1Cmd) > 0) then
sndPlay(sysSnd, 100, 1)
inputDialogPopup(inputdia, 'Introduce a new Port (Default: 7500)')
while not inputDialogIsDone(inputdia) do
animDraw(f_animVelocity(optionsBG0, -1, -1))
refresh()
end
setListenPort(inputDialogGetStr(inputdia))
modified = 1
elseif btnPalNo(p1Cmd) > 0 then
--Gameplay Settings
if mainCfg == 1 then
sndPlay(sysSnd, 100, 1)
f_gameCfg()
--Video Settings
elseif mainCfg == 2 then
sndPlay(sysSnd, 100, 1)
f_videoCfg()
--Audio Settings
elseif mainCfg == 3 then
sndPlay(sysSnd, 100, 1)
f_audioCfg()
--Input Settings
elseif mainCfg == 4 then
sndPlay(sysSnd, 100, 1)
f_inputCfg()
--Engine Settings
elseif mainCfg == 5 then
sndPlay(sysSnd, 100, 1)
f_engineCfg()
--Default Values
elseif mainCfg == 7 then
sndPlay(sysSnd, 100, 1)
--saves.ini
data.lifeMul = 100
data.team1VS2Life = 120
data.turnsRecoveryRate = 300
data.teamLifeShare = false
s_teamLifeShare = 'No'
data.zoomActive = true
s_zoomActive = 'Yes'
data.zoomMin = 0.75
data.zoomMax = 1.1
data.zoomSpeed = 1.0
data.roundTime = 99
data.numTurns = 4
data.numSimul = 4
data.simulType = 'Assist'
data.p1Controller = -1
data.p2Controller = -1
data.difficulty = 8
data.coins = 10
data.contSelection = true
s_contSelection = 'Yes'
data.aiRamping = true
s_aiRamping = 'Yes'
data.autoguard = false
s_autoguard = 'No'
data.vsDisplayWin = true
s_vsDisplayWin = 'Yes'
data.lifebar = 'data/fight.def'
data.sffConversion = true
--config.ssz
f_inputDefault()
--b_saveMemory = false
--s_saveMemory = 'No'
b_openGL = false
s_openGL = 'No'
resolutionWidth = 640
resolutionHeight = 480
b_screenMode = false
s_screenMode = 'No'
setScreenMode(b_screenMode)
gl_vol = 100
se_vol = 50
bgm_vol = 80
setVolume(gl_vol / 100, se_vol / 100, bgm_vol / 100)
gameSpeed = 60
s_gameSpeed = 'Normal'
--sound.ssz
freq = 48000
channels = 2
s_channels = 'Stereo'
buffer = 2048
--lifebar
roundsNum = 2
drawNum = 2
--other
setListenPort(7500)
modified = 1
needReload = 1
--Save and Back
elseif mainCfg == 8 then
data.fadeTitle = f_fadeAnim(10, 'fadein', 'black', fadeSff)
sndPlay(sysSnd, 100, 2)
if needReload == 1 then
f_exitInfo()
end
f_saveCfg()
break
--Back Without Save
else
data.fadeTitle = f_fadeAnim(10, 'fadein', 'black', fadeSff)
sndPlay(sysSnd, 100, 2)
break
end
end
animDraw(f_animVelocity(optionsBG0, -1, -1))
animSetWindow(optionsBG1, 80,20, 160,#t_mainCfg*15)
animDraw(f_animVelocity(optionsBG1, -1, -1))
textImgDraw(txt_mainCfg)
if needReload == 1 then
for i=1, #t_restart do
textImgDraw(t_restart[i].id)
end
end
t_mainCfg[6].varText = getListenPort()
for i=1, #t_mainCfg do
textImgDraw(t_mainCfg[i].id)
if t_mainCfg[i].varID ~= nil then
textImgDraw(f_updateTextImg(t_mainCfg[i].varID, font2, 0, -1, t_mainCfg[i].varText, 235, 15+i*15))
end
end
animSetWindow(cursorBox, 80,5+mainCfg*15, 160,15)
f_dynamicAlpha(cursorBox, 20,100,5, 255,255,0)
animDraw(f_animVelocity(cursorBox, -1, -1))
animDraw(data.fadeTitle)
animUpdate(data.fadeTitle)
cmdInput()
refresh()
end
end
function f_inputDefault()
if data.p1Controller ~= -1 then
data.p1Controller = -1
s_p1Controller = 'Keyboard'
f_swapController(0, 2, 0, -1)
end
if data.p2Controller ~= -1 then
data.p2Controller = -1
s_p2Controller = 'Keyboard'
f_swapController(1, 3, 1, -1)
end
t_keyCfg[1].varText = 'UP'
t_keyCfg[2].varText = 'DOWN'
t_keyCfg[3].varText = 'LEFT'
t_keyCfg[4].varText = 'RIGHT'
t_keyCfg[5].varText = 'z'
t_keyCfg[6].varText = 'x'
t_keyCfg[7].varText = 'c'
t_keyCfg[8].varText = 'a'
t_keyCfg[9].varText = 's'
t_keyCfg[10].varText = 'd'
t_keyCfg[11].varText = 'RETURN'
f_keySave(0,-1)
t_keyCfg[1].varText = 't'
t_keyCfg[2].varText = 'g'
t_keyCfg[3].varText = 'f'
t_keyCfg[4].varText = 'h'
t_keyCfg[5].varText = 'j'
t_keyCfg[6].varText = 'k'
t_keyCfg[7].varText = 'l'
t_keyCfg[8].varText = 'i'
t_keyCfg[9].varText = 'o'
t_keyCfg[10].varText = 'p'
t_keyCfg[11].varText = 'q'
f_keySave(1,-1)
t_keyCfg[1].varText = '-7'
t_keyCfg[2].varText = '-8'
t_keyCfg[3].varText = '-5'
t_keyCfg[4].varText = '-6'
t_keyCfg[5].varText = '0'
t_keyCfg[6].varText = '1'
t_keyCfg[7].varText = '4'
t_keyCfg[8].varText = '2'
t_keyCfg[9].varText = '3'
t_keyCfg[10].varText = '5'
t_keyCfg[11].varText = '7'
f_keySave(2,0)
t_keyCfg[1].varText = '-7'
t_keyCfg[2].varText = '-8'
t_keyCfg[3].varText = '-5'
t_keyCfg[4].varText = '-6'
t_keyCfg[5].varText = '0'
t_keyCfg[6].varText = '1'
t_keyCfg[7].varText = '4'
t_keyCfg[8].varText = '2'
t_keyCfg[9].varText = '3'
t_keyCfg[10].varText = '5'
t_keyCfg[11].varText = '7'
f_keySave(3,1)
end
--;===========================================================
--; GAMEPLAY SETTINGS
--;===========================================================
txt_gameCfg = createTextImg(jgFnt, 0, 0, 'GAMEPLAY SETTINGS', 159, 13)
t_gameCfg = {
{id = '', text = 'Difficulty Level', varID = textImgNew(), varText = data.difficulty},
{id = '', text = 'Round Time', varID = textImgNew(), varText = data.roundTime},
{id = '', text = 'Rounds to Win', varID = textImgNew(), varText = roundsNum},
{id = '', text = 'Max Draw Games', varID = textImgNew(), varText = drawNum},
{id = '', text = 'Life', varID = textImgNew(), varText = data.lifeMul .. '%'},
{id = '', text = 'Arcade Coins', varID = textImgNew(), varText = data.coins},
{id = '', text = 'Char change at Continue', varID = textImgNew(), varText = s_contSelection},
{id = '', text = 'Versus Win Counter', varID = textImgNew(), varText = s_vsDisplayWin},
{id = '', text = 'AI ramping', varID = textImgNew(), varText = s_aiRamping},
{id = '', text = 'Auto-Guard', varID = textImgNew(), varText = s_autoguard},
{id = '', text = 'Team Settings'},
{id = '', text = 'Back'},
}
for i=1, #t_gameCfg do
t_gameCfg[i].id = createTextImg(font2, 0, 1, t_gameCfg[i].text, 85, 15+i*15)
end
function f_gameCfg()
cmdInput()
local gameCfg = 1
local bufl = 0
local bufr = 0
while true do
if esc() then
sndPlay(sysSnd, 100, 2)
break
elseif commandGetState(p1Cmd, 'u') then
sndPlay(sysSnd, 100, 0)
gameCfg = gameCfg - 1
if gameCfg < 1 then gameCfg = #t_gameCfg end
if bufl then bufl = 0 end
if bufr then bufr = 0 end
elseif commandGetState(p1Cmd, 'd') then
sndPlay(sysSnd, 100, 0)
gameCfg = gameCfg + 1
if gameCfg > #t_gameCfg then gameCfg = 1 end
if bufl then bufl = 0 end
if bufr then bufr = 0 end
--Difficulty Level
elseif gameCfg == 1 then
if commandGetState(p1Cmd, 'r') and data.difficulty < 8 then
sndPlay(sysSnd, 100, 0)
data.difficulty = data.difficulty + 1
modified = 1
elseif commandGetState(p1Cmd, 'l') and data.difficulty > 1 then
sndPlay(sysSnd, 100, 0)
data.difficulty = data.difficulty - 1
modified = 1
end
--Round Time
elseif gameCfg == 2 then
if commandGetState(p1Cmd, 'r') or (commandGetState(p1Cmd, 'holdr') and bufr >= 30) then
if data.roundTime < 1000 then
data.roundTime = data.roundTime + 1
else
data.roundTime = -1
end
if commandGetState(p1Cmd, 'r') then sndPlay(sysSnd, 100, 0) end
modified = 1
elseif commandGetState(p1Cmd, 'l') or (commandGetState(p1Cmd, 'holdl') and bufl >= 30) then
if data.roundTime > -1 then
data.roundTime = data.roundTime - 1
else
data.roundTime = 1000
end
if commandGetState(p1Cmd, 'l') then sndPlay(sysSnd, 100, 0) end
modified = 1
end
if commandGetState(p1Cmd, 'holdr') then
bufl = 0
bufr = bufr + 1
elseif commandGetState(p1Cmd, 'holdl') then
bufr = 0
bufl = bufl + 1
else
bufr = 0
bufl = 0
end
--Rounds to Win
elseif gameCfg == 3 then
if commandGetState(p1Cmd, 'r') and roundsNum < 10 then
sndPlay(sysSnd, 100, 0)
roundsNum = roundsNum + 1
modified = 1
elseif commandGetState(p1Cmd, 'l') and roundsNum > 1 then
sndPlay(sysSnd, 100, 0)
roundsNum = roundsNum - 1
modified = 1
end
--Max Draw Games
elseif gameCfg == 4 then
if commandGetState(p1Cmd, 'r') and drawNum < 10 then
sndPlay(sysSnd, 100, 0)
drawNum = drawNum + 1
modified = 1
elseif commandGetState(p1Cmd, 'l') and drawNum > 0 then
sndPlay(sysSnd, 100, 0)
drawNum = drawNum - 1
modified = 1
end
--Life
elseif gameCfg == 5 then
if commandGetState(p1Cmd, 'r') and data.lifeMul < 300 then
sndPlay(sysSnd, 100, 0)
data.lifeMul = data.lifeMul + 10
modified = 1
elseif commandGetState(p1Cmd, 'l') and data.lifeMul > 10 then
sndPlay(sysSnd, 100, 0)
data.lifeMul = data.lifeMul - 10
modified = 1
end
--Arcade Coins
elseif gameCfg == 6 then
if commandGetState(p1Cmd, 'r') and data.coins < 99 then
sndPlay(sysSnd, 100, 0)
data.coins = data.coins + 1
modified = 1
elseif commandGetState(p1Cmd, 'l') and data.coins > 0 then
sndPlay(sysSnd, 100, 0)
data.coins = data.coins - 1
modified = 1
end
--Char change at Continue
elseif gameCfg == 7 and (commandGetState(p1Cmd, 'r') or commandGetState(p1Cmd, 'l') or btnPalNo(p1Cmd) > 0) then
sndPlay(sysSnd, 100, 0)
if data.contSelection then
data.contSelection = false
s_contSelection = 'No'
modified = 1
else
data.contSelection = true
s_contSelection = 'Yes'
modified = 1
end
--Display Versus Win Counter
elseif gameCfg == 8 and (commandGetState(p1Cmd, 'r') or commandGetState(p1Cmd, 'l') or btnPalNo(p1Cmd) > 0) then
sndPlay(sysSnd, 100, 0)
if data.vsDisplayWin then
data.vsDisplayWin = false
s_vsDisplayWin = 'No'
modified = 1
else
data.vsDisplayWin = true
s_vsDisplayWin = 'Yes'
modified = 1
end
--AI ramping
elseif gameCfg == 9 and (commandGetState(p1Cmd, 'r') or commandGetState(p1Cmd, 'l') or btnPalNo(p1Cmd) > 0) then
sndPlay(sysSnd, 100, 0)
if data.aiRamping then
data.aiRamping = false
s_aiRamping = 'No'
modified = 1
else
data.aiRamping = true
s_aiRamping = 'Yes'
modified = 1
end
--Auto-Guard
elseif gameCfg == 10 and (commandGetState(p1Cmd, 'r') or commandGetState(p1Cmd, 'l') or btnPalNo(p1Cmd) > 0) then
sndPlay(sysSnd, 100, 0)
if data.autoguard then
data.autoguard = false
s_autoguard = 'No'
modified = 1
else
data.autoguard = true
s_autoguard = 'Yes'
modified = 1
end
--Team Settings
elseif gameCfg == 11 and btnPalNo(p1Cmd) > 0 then
sndPlay(sysSnd, 100, 1)
f_teamCfg()
--Back
elseif gameCfg == 12 and btnPalNo(p1Cmd) > 0 then
sndPlay(sysSnd, 100, 2)
break
end
animDraw(f_animVelocity(optionsBG0, -1, -1))
animSetWindow(optionsBG1, 80,20, 160,#t_gameCfg*15)
animDraw(f_animVelocity(optionsBG1, -1, -1))
textImgDraw(txt_gameCfg)
t_gameCfg[1].varText = data.difficulty
if data.roundTime ~= -1 then
t_gameCfg[2].varText = data.roundTime
else
t_gameCfg[2].varText = 'Infinite'
end
t_gameCfg[3].varText = roundsNum
t_gameCfg[4].varText = drawNum
t_gameCfg[5].varText = data.lifeMul .. '%'
t_gameCfg[6].varText = data.coins
t_gameCfg[7].varText = s_contSelection
t_gameCfg[8].varText = s_vsDisplayWin
t_gameCfg[9].varText = s_aiRamping
t_gameCfg[10].varText = s_autoguard
for i=1, #t_gameCfg do
textImgDraw(t_gameCfg[i].id)
if t_gameCfg[i].varID ~= nil then
textImgDraw(f_updateTextImg(t_gameCfg[i].varID, font2, 0, -1, t_gameCfg[i].varText, 235, 15+i*15))
end
end
animSetWindow(cursorBox, 80,5+gameCfg*15, 160,15)
f_dynamicAlpha(cursorBox, 20,100,5, 255,255,0)
animDraw(f_animVelocity(cursorBox, -1, -1))
cmdInput()
refresh()
end
end
--;===========================================================
--; TEAM SETTINGS
--;===========================================================
txt_teamCfg = createTextImg(jgFnt, 0, 0, 'TEAM SETTINGS', 159, 13)
t_teamCfg = {
{id = '', text = 'Single Vs Team Life', varID = textImgNew(), varText = data.team1VS2Life .. '%'},
{id = '', text = 'Turns HP Recovery', varID = textImgNew(), varText = data.turnsRecoveryRate .. '%'},
{id = '', text = 'Disadvantage Life Share', varID = textImgNew(), varText = s_teamLifeShare},
{id = '', text = 'Turns Players Limit', varID = textImgNew(), varText = data.numTurns},
{id = '', text = 'Simul Players Limit', varID = textImgNew(), varText = data.numSimul},
{id = '', text = 'Simul Type', varID = textImgNew(), varText = data.simulType},
{id = '', text = 'Back'},
}
for i=1, #t_teamCfg do
t_teamCfg[i].id = createTextImg(font2, 0, 1, t_teamCfg[i].text, 85, 15+i*15)
end
function f_teamCfg()
cmdInput()
local teamCfg = 1
while true do
if esc() then
sndPlay(sysSnd, 100, 2)
break
elseif commandGetState(p1Cmd, 'u') then
sndPlay(sysSnd, 100, 0)
teamCfg = teamCfg - 1
if teamCfg < 1 then teamCfg = #t_teamCfg end
elseif commandGetState(p1Cmd, 'd') then
sndPlay(sysSnd, 100, 0)
teamCfg = teamCfg + 1
if teamCfg > #t_teamCfg then teamCfg = 1 end
--1P Vs Team Life
elseif teamCfg == 1 then
if commandGetState(p1Cmd, 'r') and data.team1VS2Life < 3000 then
sndPlay(sysSnd, 100, 0)
data.team1VS2Life = data.team1VS2Life + 10
modified = 1
elseif commandGetState(p1Cmd, 'l') and data.team1VS2Life > 10 then
sndPlay(sysSnd, 100, 0)
data.team1VS2Life = data.team1VS2Life - 10
modified = 1
end
--Turns HP Recovery
elseif teamCfg == 2 then
if commandGetState(p1Cmd, 'r') and data.turnsRecoveryRate < 3000 then
sndPlay(sysSnd, 100, 0)
data.turnsRecoveryRate = data.turnsRecoveryRate + 10
modified = 1
elseif commandGetState(p1Cmd, 'l') and data.turnsRecoveryRate > 10 then
sndPlay(sysSnd, 100, 0)
data.turnsRecoveryRate = data.turnsRecoveryRate - 10
modified = 1
end
--Disadvantage Life Share
elseif teamCfg == 3 and (commandGetState(p1Cmd, 'r') or commandGetState(p1Cmd, 'l') or btnPalNo(p1Cmd) > 0) then
sndPlay(sysSnd, 100, 0)
if data.teamLifeShare then
data.teamLifeShare = false
s_teamLifeShare = 'No'
modified = 1
else
data.teamLifeShare = true
s_teamLifeShare = 'Yes'
modified = 1
end
--Turns Limit (by default also requires editing 'if(!.m.inRange!int?(1, 4, nt)){' in ssz/system-script.ssz)
elseif teamCfg == 4 then
if commandGetState(p1Cmd, 'r') and data.numTurns < 4 then
sndPlay(sysSnd, 100, 0)
data.numTurns = data.numTurns + 1
modified = 1
elseif commandGetState(p1Cmd, 'l') and data.numTurns > 2 then
sndPlay(sysSnd, 100, 0)
data.numTurns = data.numTurns - 1
modified = 1
end
--Simul Limit (by default also requires editing 'const int maxSimul = 4;' in ssz/common.ssz)
elseif teamCfg == 5 then
if commandGetState(p1Cmd, 'r') and data.numSimul < 4 then
sndPlay(sysSnd, 100, 0)
data.numSimul = data.numSimul + 1
modified = 1
elseif commandGetState(p1Cmd, 'l') and data.numSimul > 2 then
sndPlay(sysSnd, 100, 0)
data.numSimul = data.numSimul - 1
modified = 1
end
--Simul Type
elseif teamCfg == 6 and (commandGetState(p1Cmd, 'r') or commandGetState(p1Cmd, 'l') or btnPalNo(p1Cmd) > 0) then
sndPlay(sysSnd, 100, 0)
if data.simulType == 'Tag' then
data.simulType = 'Assist'
modified = 1
else
data.simulType = 'Tag'
modified = 1
end
--Back
elseif teamCfg == 7 and btnPalNo(p1Cmd) > 0 then
sndPlay(sysSnd, 100, 2)
break
end
animDraw(f_animVelocity(optionsBG0, -1, -1))
animSetWindow(optionsBG1, 80,20, 160,#t_teamCfg*15)
animDraw(f_animVelocity(optionsBG1, -1, -1))
textImgDraw(txt_teamCfg)
t_teamCfg[1].varText = data.team1VS2Life .. '%'
t_teamCfg[2].varText = data.turnsRecoveryRate .. '%'
t_teamCfg[3].varText = s_teamLifeShare
t_teamCfg[4].varText = data.numTurns
t_teamCfg[5].varText = data.numSimul
t_teamCfg[6].varText = data.simulType
for i=1, #t_teamCfg do
textImgDraw(t_teamCfg[i].id)
if t_teamCfg[i].varID ~= nil then
textImgDraw(f_updateTextImg(t_teamCfg[i].varID, font2, 0, -1, t_teamCfg[i].varText, 235, 15+i*15))
end
end
animSetWindow(cursorBox, 80,5+teamCfg*15, 160,15)
f_dynamicAlpha(cursorBox, 20,100,5, 255,255,0)
animDraw(f_animVelocity(cursorBox, -1, -1))
cmdInput()
refresh()
end
end
--;===========================================================
--; VIDEO SETTINGS
--;===========================================================
txt_videoCfg = createTextImg(jgFnt, 0, 0, 'VIDEO SETTINGS', 159, 13)
t_videoCfg = {
{id = '', text = 'Resolution', varID = textImgNew(), varText = resolutionWidth .. 'x' .. resolutionHeight},
{id = '', text = 'Fullscreen', varID = textImgNew(), varText = s_screenMode},
{id = '', text = 'OpenGL 2.0', varID = textImgNew(), varText = s_openGL},
--{id = '', text = 'Save Memory', varID = textImgNew(), varText = s_saveMemory},
{id = '', text = 'Back'},
}
for i=1, #t_videoCfg do
t_videoCfg[i].id = createTextImg(font2, 0, 1, t_videoCfg[i].text, 85, 15+i*15)
end
function f_videoCfg()
cmdInput()
local videoCfg = 1
while true do
if esc() then
sndPlay(sysSnd, 100, 2)
break
elseif commandGetState(p1Cmd, 'u') then
sndPlay(sysSnd, 100, 0)
videoCfg = videoCfg - 1
if videoCfg < 1 then videoCfg = #t_videoCfg end
elseif commandGetState(p1Cmd, 'd') then
sndPlay(sysSnd, 100, 0)
videoCfg = videoCfg + 1
if videoCfg > #t_videoCfg then videoCfg = 1 end
--Resolution
elseif videoCfg == 1 and btnPalNo(p1Cmd) > 0 then
sndPlay(sysSnd, 100, 0)
f_resCfg()
--Fullscreen
elseif videoCfg == 2 and (commandGetState(p1Cmd, 'r') or commandGetState(p1Cmd, 'l')) then
sndPlay(sysSnd, 100, 0)
if b_screenMode == false then
b_screenMode = true
s_screenMode = 'Yes'
modified = 1
else
b_screenMode = false
s_screenMode = 'No'
modified = 1
end
--OpenGL 2.0
elseif videoCfg == 3 and (commandGetState(p1Cmd, 'r') or commandGetState(p1Cmd, 'l') or btnPalNo(p1Cmd) > 0) then
sndPlay(sysSnd, 100, 0)
if b_openGL == false then
b_openGL = true
s_openGL = 'Yes'
f_glWarning()
modified = 1
needReload = 1
else
b_openGL = false
s_openGL = 'No'
modified = 1
needReload = 0
end
--Save memory
--elseif videoCfg == 4 and (commandGetState(p1Cmd, 'r') or commandGetState(p1Cmd, 'l') or btnPalNo(p1Cmd) > 0) then
--sndPlay(sysSnd, 100, 0)
--if b_saveMemory == false then
--b_saveMemory = true
--s_saveMemory = 'Yes'
--f_memWarning()
--modified = 1
--needReload = 1
--else
--b_saveMemory = false
--s_saveMemory = 'No'
--f_memWarning()
--modified = 1
--needReload = 1
--end
--Back
elseif videoCfg == 4 and btnPalNo(p1Cmd) > 0 then
sndPlay(sysSnd, 100, 2)
break
end
animDraw(f_animVelocity(optionsBG0, -1, -1))
animSetWindow(optionsBG1, 80,20, 160,#t_videoCfg*15)
animDraw(f_animVelocity(optionsBG1, -1, -1))
textImgDraw(txt_videoCfg)
t_videoCfg[1].varText = resolutionWidth .. 'x' .. resolutionHeight
t_videoCfg[2].varText = s_screenMode
t_videoCfg[3].varText = s_openGL
--t_videoCfg[4].varText = s_saveMemory
setScreenMode(b_screenMode) --added via system-script.ssz
for i=1, #t_videoCfg do
textImgDraw(t_videoCfg[i].id)
if t_videoCfg[i].varID ~= nil then
textImgDraw(f_updateTextImg(t_videoCfg[i].varID, font2, 0, -1, t_videoCfg[i].varText, 235, 15+i*15))
end
end
animSetWindow(cursorBox, 80,5+videoCfg*15, 160,15)
f_dynamicAlpha(cursorBox, 20,100,5, 255,255,0)
animDraw(f_animVelocity(cursorBox, -1, -1))
cmdInput()
refresh()
end
end
txt_Warning = createTextImg(jgFnt, 0, 0, 'WARNING', 159, 13)
t_glWarning = {
{id = '', text = "You won't be able to start the game if your system"},
{id = '', text = "doesn't support OpenGL 2.0 or later."},
{id = '', text = " "},
{id = '', text = "In such case, you will need to edit ssz/config.ssz:"},
{id = '', text = "const bool OpenGL = false"},
}
for i=1, #t_glWarning do
t_glWarning[i].id = createTextImg(font2, 0, 1, t_glWarning[i].text, 25, 15+i*15)
end
function f_glWarning()
cmdInput()
while true do
if btnPalNo(p1Cmd) > 0 or esc() then
sndPlay(sysSnd, 100, 0)
break
end
animDraw(f_animVelocity(optionsBG0, -1, -1))
animSetWindow(optionsBG1, 20,20, 280,#t_glWarning*15)
animDraw(f_animVelocity(optionsBG1, -1, -1))
textImgDraw(txt_Warning)
for i=1, #t_glWarning do
textImgDraw(t_glWarning[i].id)
end
cmdInput()
refresh()
end
end
t_memWarning = {
{id = '', text = "Enabling 'Save memory' option negatively affects FPS."},
{id = '', text = "It's not yet known if disabling it has any drawbacks."},
}
for i=1, #t_memWarning do
t_memWarning[i].id = createTextImg(font2, 0, 1, t_memWarning[i].text, 25, 15+i*15)
end
function f_memWarning()
cmdInput()
while true do
if btnPalNo(p1Cmd) > 0 or esc() then
sndPlay(sysSnd, 100, 0)
break
end
animDraw(f_animVelocity(optionsBG0, -1, -1))
animSetWindow(optionsBG1, 20,20, 280,#t_memWarning*15)
animDraw(f_animVelocity(optionsBG1, -1, -1))
textImgDraw(txt_Warning)
for i=1, #t_memWarning do
textImgDraw(t_memWarning[i].id)
end
cmdInput()
refresh()
end
end
--;===========================================================
--; RESOLUTION SETTINGS
--;===========================================================
txt_resCfg = createTextImg(jgFnt, 0, 0, 'RESOLUTION SETTINGS', 159, 13)
t_resCfg = {
{id = '', x = 320, y = 240, text = '320x240 (4:3 QVGA)'},
{id = '', x = 512, y = 384, text = '512x384 (4:3 MACINTOSH)'},
{id = '', x = 640, y = 480, text = '640x480 (4:3 VGA)'},
{id = '', x = 800, y = 600, text = '800x600 (4:3 SVGA)'},
{id = '', x = 960, y = 720, text = '960x720 (4:3 HD)'},
{id = '', x = 1024, y = 768, text = '1024x768 (4:3 XGA)'},
{id = '', x = 1152, y = 864, text = '1152x864 (4:3 XGA+)'},
{id = '', x = 1200, y = 900, text = '1200x900 (4:3 HD+)'},
{id = '', x = 1280, y = 960, text = '1280x960 (4:3 Quad-VGA)'},
{id = '', x = 1440, y = 1080, text = '1440x1080 (4:3 FHD)'},
{id = '', x = 1600, y = 1200, text = '1600x1200 (4:3 XGA)'},
{id = '', x = 1920, y = 1440, text = '1920x1440 (4:3 UXGA+)'},
{id = '', x = 2048, y = 1536, text = '2048x1536 (4:3 QXGA)'},
{id = '', x = 3200, y = 2400, text = '3200x2400 (4:3 QUXGA)'},
{id = '', x = 6400, y = 4800, text = '6400x4800 (4:3 HUXGA)'},
{id = '', x = 1280, y = 720, text = '1280x720 (16:9 HD)'},
{id = '', x = 1600, y = 900, text = '1600x900 (16:9 HD+)'},
{id = '', x = 1920, y = 1080, text = '1920x1080 (16:9 FHD)'},
{id = '', x = 2560, y = 1440, text = '2560x1440 (16:9 2K)'},
{id = '', x = 3840, y = 2160, text = '3840x2160 (16:9 4K)'},
{id = '', x = 1280, y = 800, text = '1280x800 (16:10 WXGA)'},
{id = '', x = 1440, y = 900, text = '1440x900 (16:10 WXGA+)'},
{id = '', x = 1680, y = 1050, text = '1680x1050 (16:10 WSXGA+)'},
{id = '', x = 1920, y = 1200, text = '1920x1200 (16:10 WUXGA)'},
{id = '', x = 2560, y = 1600, text = '2560x1600 (16:10 WQXGA)'},
{id = '', x = 400, y = 254, text = '400x254 (Arcade)'},
{id = '', x = 800, y = 508, text = '400x508 (Arcade x2)'},
{id = '', x = 1200, y = 762, text = '1200x762 (Arcade x3)'},
{id = '', x = 1600, y = 1016, text = '1600x1016 (Arcade x4)'},
{id = '', text = 'Back'},
}
for i=1, #t_resCfg do
t_resCfg[i].id = createTextImg(font2, 0, 1, t_resCfg[i].text, 85, 15+i*15)
end
function f_resCfg()
cmdInput()
local cursorPosY = 1
local moveTxt = 0
local resCfg = 1
while true do
if esc() then
sndPlay(sysSnd, 100, 2)
break
elseif commandGetState(p1Cmd, 'u') then
sndPlay(sysSnd, 100, 0)
resCfg = resCfg - 1
elseif commandGetState(p1Cmd, 'd') then
sndPlay(sysSnd, 100, 0)
resCfg = resCfg + 1
end
--Cursor position calculation
if resCfg < 1 then
resCfg = #t_resCfg
if #t_resCfg > 14 then
cursorPosY = 14
else
cursorPosY = #t_resCfg
end
elseif resCfg > #t_resCfg then
resCfg = 1
cursorPosY = 1
elseif commandGetState(p1Cmd, 'u') and cursorPosY > 1 then
cursorPosY = cursorPosY - 1
elseif commandGetState(p1Cmd, 'd') and cursorPosY < 14 then
cursorPosY = cursorPosY + 1
end
if cursorPosY == 14 then
moveTxt = (resCfg - 14) * 15
elseif cursorPosY == 1 then
moveTxt = (resCfg - 1) * 15
end
--Options
if btnPalNo(p1Cmd) > 0 then
--Back
if resCfg == #t_resCfg then
sndPlay(sysSnd, 100, 2)
break
--Resolution
else
sndPlay(sysSnd, 100, 0)
resolutionWidth = t_resCfg[resCfg].x
resolutionHeight = t_resCfg[resCfg].y
if (resolutionHeight / 3 * 4) ~= resolutionWidth then
f_resWarning()
end
modified = 1
needReload = 1
break
end
end
animDraw(f_animVelocity(optionsBG0, -1, -1))
if moveTxt == 180 then
animSetWindow(optionsBG1, 80,20, 160,210)
else
animSetWindow(optionsBG1, 80,20, 160,#t_resCfg*15)
end
animDraw(f_animVelocity(optionsBG1, -1, -1))
textImgDraw(txt_resCfg)
for i=1, #t_resCfg do
if i > resCfg - cursorPosY then
textImgDraw(f_updateTextImg(t_resCfg[i].id, font2, 0, 1, t_resCfg[i].text, 85, 15+i*15-moveTxt))
end
end
animSetWindow(cursorBox, 80,5+cursorPosY*15, 160,15)
f_dynamicAlpha(cursorBox, 20,100,5, 255,255,0)
animDraw(f_animVelocity(cursorBox, -1, -1))
cmdInput()
refresh()
end
end
t_resWarning = {
{id = '', text = "Non 4:3 resolutions requires stages coded for different"},
{id = '', text = "aspect ratio. Change it back to 4:3 if stages look off."},
}
for i=1, #t_resWarning do
t_resWarning[i].id = createTextImg(font2, 0, 1, t_resWarning[i].text, 25, 15+i*15)
end
function f_resWarning()
cmdInput()
while true do
if btnPalNo(p1Cmd) > 0 or esc() then
sndPlay(sysSnd, 100, 0)
break
end
animDraw(f_animVelocity(optionsBG0, -1, -1))
animSetWindow(optionsBG1, 20,20, 280,#t_resWarning*15)
animDraw(f_animVelocity(optionsBG1, -1, -1))
textImgDraw(txt_Warning)
for i=1, #t_resWarning do
textImgDraw(t_resWarning[i].id)
end
cmdInput()
refresh()
end
end
--;===========================================================
--; AUDIO SETTINGS
--;===========================================================
txt_audioCfg = createTextImg(jgFnt, 0, 0, 'AUDIO SETTINGS', 159, 13)
t_audioCfg = {
{id = '', text = 'Master Volume', varID = textImgNew(), varText = gl_vol .. '%'},
{id = '', text = 'SFX Volume', varID = textImgNew(), varText = se_vol .. '%'},
{id = '', text = 'BGM Volume', varID = textImgNew(), varText = bgm_vol .. '%'},
{id = '', text = 'Sample Rate', varID = textImgNew(), varText = freq},
{id = '', text = 'Channels', varID = textImgNew(), varText = s_channels},
{id = '', text = 'Buffer Samples', varID = textImgNew(), varText = buffer},
{id = '', text = 'Back'},
}
for i=1, #t_audioCfg do
t_audioCfg[i].id = createTextImg(font2, 0, 1, t_audioCfg[i].text, 85, 15+i*15)
end
function f_audioCfg()
cmdInput()
local audioCfg = 1
while true do
if esc() then
sndPlay(sysSnd, 100, 2)
break
elseif commandGetState(p1Cmd, 'u') then
sndPlay(sysSnd, 100, 0)
audioCfg = audioCfg - 1
if audioCfg < 1 then audioCfg = #t_audioCfg end
if bufl then bufl = 0 end
if bufr then bufr = 0 end
elseif commandGetState(p1Cmd, 'd') then
sndPlay(sysSnd, 100, 0)
audioCfg = audioCfg + 1
if audioCfg > #t_audioCfg then audioCfg = 1 end
if bufl then bufl = 0 end
if bufr then bufr = 0 end
--Master Volume
elseif audioCfg == 1 then
if commandGetState(p1Cmd, 'r') or (commandGetState(p1Cmd, 'holdr') and bufr >= 30) then
if gl_vol < 100 then
gl_vol = gl_vol + 1
else
gl_vol = 0
end
if commandGetState(p1Cmd, 'r') then sndPlay(sysSnd, 100, 0) end
modified = 1
elseif commandGetState(p1Cmd, 'l') or (commandGetState(p1Cmd, 'holdl') and bufl >= 30) then
if gl_vol > 0 then
gl_vol = gl_vol - 1
else
gl_vol = 100
end
if commandGetState(p1Cmd, 'l') then sndPlay(sysSnd, 100, 0) end
modified = 1
end
if commandGetState(p1Cmd, 'holdr') then
bufl = 0
bufr = bufr + 1
elseif commandGetState(p1Cmd, 'holdl') then
bufr = 0
bufl = bufl + 1
else
bufr = 0
bufl = 0
end
--SFX Volume
elseif audioCfg == 2 then
if commandGetState(p1Cmd, 'r') or (commandGetState(p1Cmd, 'holdr') and bufr >= 30) then
if se_vol < 100 then
se_vol = se_vol + 1
else
se_vol = 0
end
if commandGetState(p1Cmd, 'r') then sndPlay(sysSnd, 100, 0) end
modified = 1
elseif commandGetState(p1Cmd, 'l') or (commandGetState(p1Cmd, 'holdl') and bufl >= 30) then
if se_vol > 0 then
se_vol = se_vol - 1
else
se_vol = 100
end
if commandGetState(p1Cmd, 'l') then sndPlay(sysSnd, 100, 0) end
modified = 1
end
if commandGetState(p1Cmd, 'holdr') then
bufl = 0
bufr = bufr + 1
elseif commandGetState(p1Cmd, 'holdl') then
bufr = 0
bufl = bufl + 1
else
bufr = 0
bufl = 0
end
--BGM Volume
elseif audioCfg == 3 then
if commandGetState(p1Cmd, 'r') or (commandGetState(p1Cmd, 'holdr') and bufr >= 30) then
if bgm_vol < 100 then
bgm_vol = bgm_vol + 1
else
bgm_vol = 0
end
if commandGetState(p1Cmd, 'r') then sndPlay(sysSnd, 100, 0) end
modified = 1
elseif commandGetState(p1Cmd, 'l') or (commandGetState(p1Cmd, 'holdl') and bufl >= 30) then
if bgm_vol > 0 then
bgm_vol = bgm_vol - 1
else
bgm_vol = 100
end
if commandGetState(p1Cmd, 'l') then sndPlay(sysSnd, 100, 0) end
modified = 1
end
if commandGetState(p1Cmd, 'holdr') then
bufl = 0
bufr = bufr + 1
elseif commandGetState(p1Cmd, 'holdl') then
bufr = 0
bufl = bufl + 1
else
bufr = 0
bufl = 0
end
--Sample Rate
elseif audioCfg == 4 then
if commandGetState(p1Cmd, 'r') and freq < 96000 then
sndPlay(sysSnd, 100, 0)
if freq < 22050 then
freq = 22050
elseif freq < 44100 then
freq = 44100
elseif freq < 48000 then
freq = 48000
elseif freq < 64000 then
freq = 64000
elseif freq < 88200 then
freq = 88200
elseif freq < 96000 then
freq = 96000
end
modified = 1
needReload = 1
elseif commandGetState(p1Cmd, 'l') and freq >= 22050 then
sndPlay(sysSnd, 100, 0)
if freq >= 96000 then
freq = 88200
elseif freq >= 88200 then
freq = 64000
elseif freq >= 64000 then
freq = 48000
elseif freq >= 48000 then
freq = 44100
elseif freq >= 44100 then
freq = 22050
elseif freq >= 22050 then
freq = 11025
end
modified = 1
needReload = 1
end
--Channels
elseif audioCfg == 5 then
if commandGetState(p1Cmd, 'r') and channels < 6 then
sndPlay(sysSnd, 100, 0)
if channels < 2 then
channels = 2
s_channels = 'Stereo'
elseif channels < 4 then
channels = 4
s_channels = 'Quad'
elseif channels < 6 then
channels = 6
s_channels = '5.1'
end
modified = 1
needReload = 1
elseif commandGetState(p1Cmd, 'l') and channels >= 2 then
sndPlay(sysSnd, 100, 0)
if channels >= 6 then
channels = 4
s_channels = 'Quad'
elseif channels >= 4 then
channels = 2
s_channels = 'Stereo'
elseif channels >= 2 then
channels = 1
s_channels = 'Mono'
end
modified = 1
needReload = 1
end
--Buffer Samples
elseif audioCfg == 6 then
if commandGetState(p1Cmd, 'r') and buffer < 8192 then
sndPlay(sysSnd, 100, 0)
buffer = buffer * 2
modified = 1
needReload = 1
elseif commandGetState(p1Cmd, 'l') and buffer >= 1024 then
sndPlay(sysSnd, 100, 0)
buffer = buffer / 2
modified = 1
needReload = 1
end
--Back
elseif audioCfg == 7 and btnPalNo(p1Cmd) > 0 then
sndPlay(sysSnd, 100, 2)
break
end
animDraw(f_animVelocity(optionsBG0, -1, -1))
animSetWindow(optionsBG1, 80,20, 160,#t_audioCfg*15)
animDraw(f_animVelocity(optionsBG1, -1, -1))
textImgDraw(txt_audioCfg)
t_audioCfg[1].varText = gl_vol .. '%'
t_audioCfg[2].varText = se_vol .. '%'
t_audioCfg[3].varText = bgm_vol .. '%'
t_audioCfg[4].varText = freq
t_audioCfg[5].varText = s_channels
t_audioCfg[6].varText = buffer
setVolume(gl_vol / 100, se_vol / 100, bgm_vol / 100)
for i=1, #t_audioCfg do
textImgDraw(t_audioCfg[i].id)
if t_audioCfg[i].varID ~= nil then
textImgDraw(f_updateTextImg(t_audioCfg[i].varID, font2, 0, -1, t_audioCfg[i].varText, 235, 15+i*15))
end
end
animSetWindow(cursorBox, 80,5+audioCfg*15, 160,15)
f_dynamicAlpha(cursorBox, 20,100,5, 255,255,0)
animDraw(f_animVelocity(cursorBox, -1, -1))
cmdInput()
refresh()
end
end
--;===========================================================
--; INPUT SETTINGS
--;===========================================================
txt_inputCfg = createTextImg(jgFnt, 0, 0, 'INPUT SETTINGS', 159, 13)
t_inputCfg = {
{id = '', text = 'Player 1 (Keyboard)'},
{id = '', text = 'Player 2 (Keyboard)'},
{id = '', text = 'Default Controls'},
{id = '', text = 'Back'},
}
for i=1, #t_inputCfg do
t_inputCfg[i].id = createTextImg(font2, 0, 1, t_inputCfg[i].text, 85, 15+i*15)
end
function f_inputCfg()
cmdInput()
local inputCfg = 1
while true do
if esc() then
sndPlay(sysSnd, 100, 2)
break
end
if commandGetState(p1Cmd, 'u') then
sndPlay(sysSnd, 100, 0)
inputCfg = inputCfg - 1
if inputCfg < 1 then inputCfg = #t_inputCfg end
elseif commandGetState(p1Cmd, 'd') then
sndPlay(sysSnd, 100, 0)
inputCfg = inputCfg + 1
if inputCfg > #t_inputCfg then inputCfg = 1 end
elseif btnPalNo(p1Cmd) > 0 then
if inputCfg == 1 then
sndPlay(sysSnd, 100, 1)
if data.p1Controller == -1 then
f_keyRead(0, -1)
f_keyCfg(0, -1)
else
f_keyRead(2, -1)
f_keyCfg(2, -1)
end
elseif inputCfg == 2 then
sndPlay(sysSnd, 100, 1)
if data.p2Controller == -1 then
f_keyRead(1, -1)
f_keyCfg(1, -1)
else
f_keyRead(3, -1)
f_keyCfg(3, -1)
end
elseif inputCfg == 3 then
sndPlay(sysSnd, 100, 1)
f_inputDefault()
else
sndPlay(sysSnd, 100, 2)
break
end
end
animDraw(f_animVelocity(optionsBG0, -1, -1))
animSetWindow(optionsBG1, 80,20, 160,#t_inputCfg*15)
animDraw(f_animVelocity(optionsBG1, -1, -1))
textImgDraw(txt_inputCfg)
for i=1, #t_inputCfg do
textImgDraw(t_inputCfg[i].id)
if t_inputCfg[i].varID ~= nil then
textImgDraw(f_updateTextImg(t_inputCfg[i].varID, font2, 0, -1, t_inputCfg[i].varText, 235, 15+i*15))
end
end
animSetWindow(cursorBox, 80,5+inputCfg*15, 160,15)
f_dynamicAlpha(cursorBox, 20,100,5, 255,255,0)
animDraw(f_animVelocity(cursorBox, -1, -1))
cmdInput()
refresh()
end
end
function f_swapController(playerOld, playerNew, controllerOld, controllerNew)
s_configSSZ = s_configSSZ:gsub('in.new%[' .. playerOld .. '%]%.set%(\n*%s*' .. controllerOld, 'in.new[' .. playerNew .. 'deleteMe].set(\n ' .. controllerOld)
s_configSSZ = s_configSSZ:gsub('in.new%[' .. playerNew .. '%]%.set%(\n*%s*' .. controllerNew, 'in.new[' .. playerOld .. '].set(\n ' .. controllerNew)
s_configSSZ = s_configSSZ:gsub('deleteMe', '')
end
txt_keyCfg = createTextImg(jgFnt, 0, 0, 'KEY SETTINGS', 159, 13)
t_keyCfg = {
{id = '', text = 'Up', varID = textImgNew(), varText = ''},
{id = '', text = 'Down', varID = textImgNew(), varText = ''},
{id = '', text = 'Left', varID = textImgNew(), varText = ''},
{id = '', text = 'Right', varID = textImgNew(), varText = ''},
{id = '', text = 'A', varID = textImgNew(), varText = ''},
{id = '', text = 'B', varID = textImgNew(), varText = ''},
{id = '', text = 'C', varID = textImgNew(), varText = ''},
{id = '', text = 'X', varID = textImgNew(), varText = ''},
{id = '', text = 'Y', varID = textImgNew(), varText = ''},
{id = '', text = 'Z', varID = textImgNew(), varText = ''},
{id = '', text = 'Start', varID = textImgNew(), varText = ''},
{id = '', text = 'Back'},
}
for i=1, #t_keyCfg do
t_keyCfg[i].id = createTextImg(font2, 0, 1, t_keyCfg[i].text, 85, 15+i*15)
end
function f_keyCfg(playerNo, controller)
cmdInput()
local keyCfg = 1
while true do
if esc() then
sndPlay(sysSnd, 100, 2)
f_keySave(playerNo, controller)
break
elseif commandGetState(p1Cmd, 'u') then
sndPlay(sysSnd, 100, 0)
keyCfg = keyCfg - 1
if keyCfg < 1 then keyCfg = #t_keyCfg end
elseif commandGetState(p1Cmd, 'd') then
sndPlay(sysSnd, 100, 0)
keyCfg = keyCfg + 1
if keyCfg > #t_keyCfg then keyCfg = 1 end
end
if btnPalNo(p1Cmd) > 0 then
if keyCfg < #t_keyCfg then
sndPlay(sysSnd, 100, 1)
t_keyCfg[keyCfg].varText = f_readInput(t_keyCfg[keyCfg].varText)
else
sndPlay(sysSnd, 100, 2)
f_keySave(playerNo, controller)
break
end
modified = 1
--needReload = 1
end
animDraw(f_animVelocity(optionsBG0, -1, -1))
animSetWindow(optionsBG1, 80,20, 160,#t_keyCfg*15)
animDraw(f_animVelocity(optionsBG1, -1, -1))
textImgDraw(txt_keyCfg)
for i=1, #t_keyCfg do
textImgDraw(t_keyCfg[i].id)
if t_keyCfg[i].varID ~= nil then
textImgDraw(f_updateTextImg(t_keyCfg[i].varID, font2, 0, -1, t_keyCfg[i].varText, 235, 15+i*15))
end
end
animSetWindow(cursorBox, 80,5+keyCfg*15, 160,15)
f_dynamicAlpha(cursorBox, 20,100,5, 255,255,0)
animDraw(f_animVelocity(cursorBox, -1, -1))
cmdInput()
refresh()
end
end
t_kpCfg = {
{id = '', text = 'Keyboard'},
{id = '', text = 'Keypad (Numpad)'},
}
for i=1, #t_kpCfg do
t_kpCfg[i].id = createTextImg(font2, 0, 1, t_kpCfg[i].text, 85, 15+i*15)
end
function f_kpCfg(swap1, swap2)
cmdInput()
local kpCfg = 1
while true do
if esc() then
sndPlay(sysSnd, 100, 2)
return swap1
elseif commandGetState(p1Cmd, 'u') then
sndPlay(sysSnd, 100, 0)
kpCfg = kpCfg - 1
if kpCfg < 1 then kpCfg = #t_kpCfg end
elseif commandGetState(p1Cmd, 'd') then
sndPlay(sysSnd, 100, 0)
kpCfg = kpCfg + 1
if kpCfg > #t_kpCfg then kpCfg = 1 end
end
if btnPalNo(p1Cmd) > 0 then
if kpCfg == 1 then
return swap1
else
return swap2
end
end
animDraw(f_animVelocity(optionsBG0, -1, -1))
animSetWindow(optionsBG1, 80,20, 160,#t_kpCfg*15)
animDraw(f_animVelocity(optionsBG1, -1, -1))
textImgDraw(txt_keyCfg)
for i=1, #t_kpCfg do
textImgDraw(t_kpCfg[i].id)
end
animSetWindow(cursorBox, 80,5+kpCfg*15, 160,15)
f_dynamicAlpha(cursorBox, 20,100,5, 255,255,0)
animDraw(f_animVelocity(cursorBox, -1, -1))
cmdInput()
refresh()
end
end
function f_keyRead(playerNo, controller)
local tmp = s_configSSZ:match('in.new%[' .. playerNo .. '%]%.set%(\n*%s*' .. controller .. ',\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^%)%s]*%s*%);')
local tmp = tmp:gsub('in.new%[' .. playerNo .. '%]%.set%(\n*%s*' .. controller .. ',\n*%s*', '')
local tmp = tmp:gsub('%(int%)k_t::([^,%s]*)%s*(,)\n*%s*', '%1%2')
local tmp = tmp:gsub('%(int%)k_t::([^%)%s]*)%s*%);', '%1')
for i, c
in ipairs(script.randomtest.strsplit(',', tmp))
do
t_keyCfg[i].varText = c
end
end
function f_padRead(playerNo, controller)
local tmp = s_configSSZ:match('in.new%[' .. playerNo .. '%]%.set%(\n*%s*' .. controller .. ',\n*%s*[^,%s]*%s*,\n*%s*[^,%s]*%s*,\n*%s*[^,%s]*%s*,\n*%s*[^,%s]*%s*,\n*%s*[^,%s]*%s*,\n*%s*[^,%s]*%s*,\n*%s*[^,%s]*%s*,\n*%s*[^,%s]*%s*,\n*%s*[^,%s]*%s*,\n*%s*[^,%s]*%s*,\n*%s*[^%)%s]*%s*%);')
local tmp = tmp:gsub('in.new%[' .. playerNo .. '%]%.set%(\n*%s*' .. controller .. ',\n*%s*', '')
local tmp = tmp:gsub('([^,%s]*)%s*(,)\n*%s*', '%1%2')
local tmp = tmp:gsub('([^%)%s]*)%s*%);', '%1')
for i, c
in ipairs(script.randomtest.strsplit(',', tmp))
do
t_keyCfg[i].varText = c
end
end
t_keySwap = {
{key = '`', swap1 = 'GRAVE'},
{key = '=', swap1 = 'EQUALS'},
{key = '[', swap1 = 'LEFTBRACKET'},
{key = ']', swap1 = 'RIGHTBRACKET'},
{key = '\\', swap1 = 'BACKSLASH'},
{key = ';', swap1 = 'SEMICOLON'},
{key = "'", swap1 = 'APOSTROPHE'},
{key = '*', swap1 = 'KP_MULTIPLY'},
{key = '+', swap1 = 'KP_PLUS'},
{key = '-', swap1 = 'MINUS', swap2 = 'KP_MINUS'},
{key = ',', swap1 = 'COMMA', swap2 = 'KP_PERIOD'},
{key = '.', swap1 = 'PERIOD', swap2 = 'KP_PERIOD'},
{key = '/', swap1 = 'SLASH', swap2 = 'KP_DIVIDE'},
{key = '0', swap1 = '0', swap2 = 'KP_0'},
{key = '1', swap1 = '1', swap2 = 'KP_1'},
{key = '2', swap1 = '2', swap2 = 'KP_2'},
{key = '3', swap1 = '3', swap2 = 'KP_3'},
{key = '4', swap1 = '4', swap2 = 'KP_4'},
{key = '5', swap1 = '5', swap2 = 'KP_5'},
{key = '6', swap1 = '6', swap2 = 'KP_6'},
{key = '7', swap1 = '7', swap2 = 'KP_7'},
{key = '8', swap1 = '8', swap2 = 'KP_8'},
{key = '9', swap1 = '9', swap2 = 'KP_9'},
}
function f_readInput(oldkey)
getKeyboard = ''
local readInput = 1
while true do
animDraw(f_animVelocity(optionsBG0, -1, -1))
animSetWindow(optionsBG1, 80,20, 160,#t_keyCfg*15)
animDraw(f_animVelocity(optionsBG1, -1, -1))
textImgDraw(txt_keyCfg)
if getKeyboard == '' then
for i=1, #t_newinput do
textImgDraw(t_newinput[i].id)
end
end
for i=1, #t_keyCfg do
textImgDraw(t_keyCfg[i].id)
if t_keyCfg[i].varID ~= nil then
textImgDraw(f_updateTextImg(t_keyCfg[i].varID, font2, 0, -1, t_keyCfg[i].varText, 235, 15+i*15))
end
end
cmdInput()
if upKey() then
getKeyboard = 'UP'
sndPlay(sysSnd, 100, 1)
break
end
if downKey() then
getKeyboard = 'DOWN'
sndPlay(sysSnd, 100, 1)
break
end
if leftKey() then
getKeyboard = 'LEFT'
sndPlay(sysSnd, 100, 1)
break
end
if rightKey() then
getKeyboard = 'RIGHT'
sndPlay(sysSnd, 100, 1)
break
end
if aKey() then
getKeyboard = 'a'
sndPlay(sysSnd, 100, 1)
break
end
if bKey() then
getKeyboard = 'b'
sndPlay(sysSnd, 100, 1)
break
end
if cKey() then
getKeyboard = 'c'
sndPlay(sysSnd, 100, 1)
break
end
if dKey() then
getKeyboard = 'd'
sndPlay(sysSnd, 100, 1)
break
end
if eKey() then
getKeyboard = 'e'
sndPlay(sysSnd, 100, 1)
break
end
if fKey() then
getKeyboard = 'f'
sndPlay(sysSnd, 100, 1)
break
end
if gKey() then
getKeyboard = 'g'
sndPlay(sysSnd, 100, 1)
break
end
if hKey() then
getKeyboard = 'h'
sndPlay(sysSnd, 100, 1)
break
end
if iKey() then
getKeyboard = 'i'
sndPlay(sysSnd, 100, 1)
break
end
if jKey() then
getKeyboard = 'j'
sndPlay(sysSnd, 100, 1)
break
end
if kKey() then
getKeyboard = 'k'
sndPlay(sysSnd, 100, 1)
break
end
if lKey() then
getKeyboard = 'l'
sndPlay(sysSnd, 100, 1)
break
end
if mKey() then
getKeyboard = 'm'
sndPlay(sysSnd, 100, 1)
break
end
if nKey() then
getKeyboard = 'n'
sndPlay(sysSnd, 100, 1)
break
end
if oKey() then
getKeyboard = 'o'
sndPlay(sysSnd, 100, 1)
break
end
if pKey() then
getKeyboard = 'p'
sndPlay(sysSnd, 100, 1)
break
end
if qKey() then
getKeyboard = 'q'
sndPlay(sysSnd, 100, 1)
break
end
if rKey() then
getKeyboard = 'r'
sndPlay(sysSnd, 100, 1)
break
end
if sKey() then
getKeyboard = 's'
sndPlay(sysSnd, 100, 1)
break
end
if tKey() then
getKeyboard = 't'
sndPlay(sysSnd, 100, 1)
break
end
if uKey() then
getKeyboard = 'u'
sndPlay(sysSnd, 100, 1)
break
end
if vKey() then
getKeyboard = 'v'
sndPlay(sysSnd, 100, 1)
break
end
if wKey() then
getKeyboard = 'w'
sndPlay(sysSnd, 100, 1)
break
end
if xKey() then
getKeyboard = 'x'
sndPlay(sysSnd, 100, 1)
break
end
if yKey() then
getKeyboard = 'y'
sndPlay(sysSnd, 100, 1)
break
end
if zKey() then
getKeyboard = 'z'
sndPlay(sysSnd, 100, 1)
break
end
if kzeroKey() then
getKeyboard = 'KP_0'
sndPlay(sysSnd, 100, 1)
break
end
if koneKey() then
getKeyboard = 'KP_1'
sndPlay(sysSnd, 100, 1)
break
end
if ktwoKey() then
getKeyboard = 'KP_2'
sndPlay(sysSnd, 100, 1)
break
end
if kthreeKey() then
getKeyboard = 'KP_3'
sndPlay(sysSnd, 100, 1)
break
end
if kfourKey() then
getKeyboard = 'KP_4'
sndPlay(sysSnd, 100, 1)
break
end
if kfiveKey() then
getKeyboard = 'KP_5'
sndPlay(sysSnd, 100, 1)
break
end
if ksixKey() then
getKeyboard = 'KP_6'
sndPlay(sysSnd, 100, 1)
break
end
if ksevenKey() then
getKeyboard = 'KP_7'
sndPlay(sysSnd, 100, 1)
break
end
if keightKey() then
getKeyboard = 'KP_8'
sndPlay(sysSnd, 100, 1)
break
end
if knineKey() then
getKeyboard = 'KP_9'
sndPlay(sysSnd, 100, 1)
break
end
if zeroKey() then
getKeyboard = '_0'
sndPlay(sysSnd, 100, 1)
break
end
if oneKey() then
getKeyboard = '_1'
sndPlay(sysSnd, 100, 1)
break
end
if twoKey() then
getKeyboard = '_2'
sndPlay(sysSnd, 100, 1)
break
end
if threeKey() then
getKeyboard = '_3'
sndPlay(sysSnd, 100, 1)
break
end
if fourKey() then
getKeyboard = '_4'
sndPlay(sysSnd, 100, 1)
break
end
if fiveKey() then
getKeyboard = '_5'
sndPlay(sysSnd, 100, 1)
break
end
if sixKey() then
getKeyboard = '_6'
sndPlay(sysSnd, 100, 1)
break
end
if sevenKey() then
getKeyboard = '_7'
sndPlay(sysSnd, 100, 1)
break
end
if eightKey() then
getKeyboard = '_8'
sndPlay(sysSnd, 100, 1)
break
end
if nineKey() then
getKeyboard = '_9'
sndPlay(sysSnd, 100, 1)
break
end
if returnKey() then
getKeyboard = 'RETURN'
sndPlay(sysSnd, 100, 1)
break
end
if lshiftKey() then
getKeyboard = 'LSHIFT'
sndPlay(sysSnd, 100, 1)
break
end
if rshiftKey() then
getKeyboard = 'RSHIFT'
sndPlay(sysSnd, 100, 1)
break
end
animDraw(data.fadeTitle)
animUpdate(data.fadeTitle)
refresh()
end
local key = getKeyboard
return key
end
function f_keySave(playerNo, controller)
s_configSSZ = s_configSSZ:gsub('in.new%[' .. playerNo .. '%]%.set%(\n*%s*' .. controller .. ',\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^%)%s]*%s*%);',
'in.new[' .. playerNo .. '].set(\n ' .. controller .. ',\n (int)k_t::' .. t_keyCfg[1].varText .. ',\n (int)k_t::' .. t_keyCfg[2].varText .. ',\n (int)k_t::' .. t_keyCfg[3].varText .. ',\n (int)k_t::' .. t_keyCfg[4].varText .. ',\n (int)k_t::' .. t_keyCfg[5].varText .. ',\n (int)k_t::' .. t_keyCfg[6].varText .. ',\n (int)k_t::' .. t_keyCfg[7].varText .. ',\n (int)k_t::' .. t_keyCfg[8].varText .. ',\n (int)k_t::' .. t_keyCfg[9].varText .. ',\n (int)k_t::' .. t_keyCfg[10].varText .. ',\n (int)k_t::' .. t_keyCfg[11].varText .. ');')
s_configSSZ = s_configSSZ:gsub('in.new%[' .. playerNo+2 .. '%]%.set%(\n*%s*' .. controller .. ',\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^%)%s]*%s*%);',
'in.new[' .. playerNo+2 .. '].set(\n ' .. controller .. ',\n (int)k_t::' .. t_keyCfg[1].varText .. ',\n (int)k_t::' .. t_keyCfg[2].varText .. ',\n (int)k_t::' .. t_keyCfg[3].varText .. ',\n (int)k_t::' .. t_keyCfg[4].varText .. ',\n (int)k_t::' .. t_keyCfg[5].varText .. ',\n (int)k_t::' .. t_keyCfg[6].varText .. ',\n (int)k_t::' .. t_keyCfg[7].varText .. ',\n (int)k_t::' .. t_keyCfg[8].varText .. ',\n (int)k_t::' .. t_keyCfg[9].varText .. ',\n (int)k_t::' .. t_keyCfg[10].varText .. ',\n (int)k_t::' .. t_keyCfg[11].varText .. ');')
s_configSSZ = s_configSSZ:gsub('in.new%[' .. playerNo+4 .. '%]%.set%(\n*%s*' .. controller .. ',\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^%)%s]*%s*%);',
'in.new[' .. playerNo+4 .. '].set(\n ' .. controller .. ',\n (int)k_t::' .. t_keyCfg[1].varText .. ',\n (int)k_t::' .. t_keyCfg[2].varText .. ',\n (int)k_t::' .. t_keyCfg[3].varText .. ',\n (int)k_t::' .. t_keyCfg[4].varText .. ',\n (int)k_t::' .. t_keyCfg[5].varText .. ',\n (int)k_t::' .. t_keyCfg[6].varText .. ',\n (int)k_t::' .. t_keyCfg[7].varText .. ',\n (int)k_t::' .. t_keyCfg[8].varText .. ',\n (int)k_t::' .. t_keyCfg[9].varText .. ',\n (int)k_t::' .. t_keyCfg[10].varText .. ',\n (int)k_t::' .. t_keyCfg[11].varText .. ');')
s_configSSZ = s_configSSZ:gsub('in.new%[' .. playerNo+6 .. '%]%.set%(\n*%s*' .. controller .. ',\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^,%s]*%s*,\n*%s*%(int%)k_t::[^%)%s]*%s*%);',
'in.new[' .. playerNo+6 .. '].set(\n ' .. controller .. ',\n (int)k_t::' .. t_keyCfg[1].varText .. ',\n (int)k_t::' .. t_keyCfg[2].varText .. ',\n (int)k_t::' .. t_keyCfg[3].varText .. ',\n (int)k_t::' .. t_keyCfg[4].varText .. ',\n (int)k_t::' .. t_keyCfg[5].varText .. ',\n (int)k_t::' .. t_keyCfg[6].varText .. ',\n (int)k_t::' .. t_keyCfg[7].varText .. ',\n (int)k_t::' .. t_keyCfg[8].varText .. ',\n (int)k_t::' .. t_keyCfg[9].varText .. ',\n (int)k_t::' .. t_keyCfg[10].varText .. ',\n (int)k_t::' .. t_keyCfg[11].varText .. ');')
s_configSSZ = s_configSSZ:gsub('in.new%[' .. playerNo .. '%]%.set%(\n*%s*' .. controller .. ',\n*%s*[^,%s]*%s*,\n*%s*[^,%s]*%s*,\n*%s*[^,%s]*%s*,\n*%s*[^,%s]*%s*,\n*%s*[^,%s]*%s*,\n*%s*[^,%s]*%s*,\n*%s*[^,%s]*%s*,\n*%s*[^,%s]*%s*,\n*%s*[^,%s]*%s*,\n*%s*[^,%s]*%s*,\n*%s*[^%)%s]*%s*%);',
'in.new[' .. playerNo .. '].set(\n ' .. controller .. ', ' .. t_keyCfg[1].varText .. ', ' .. t_keyCfg[2].varText .. ', ' .. t_keyCfg[3].varText .. ', ' .. t_keyCfg[4].varText .. ', ' .. t_keyCfg[5].varText .. ', ' .. t_keyCfg[6].varText .. ', ' .. t_keyCfg[7].varText .. ', ' .. t_keyCfg[8].varText .. ', ' .. t_keyCfg[9].varText .. ', ' .. t_keyCfg[10].varText .. ', ' .. t_keyCfg[11].varText .. ');')
end
--;===========================================================
--; ENGINE SETTINGS
--;===========================================================
txt_engineCfg = createTextImg(jgFnt, 0, 0, 'ENGINE SETTINGS', 159, 13)
t_engineCfg = {
{id = '', text = 'Game Speed', varID = textImgNew(), varText = s_gameSpeed},
{id = '', text = 'Zoom Settings'},
{id = '', text = 'Back'},
}
for i=1, #t_engineCfg do
t_engineCfg[i].id = createTextImg(font2, 0, 1, t_engineCfg[i].text, 85, 15+i*15)
end
function f_engineCfg()
cmdInput()
local engineCfg = 1
while true do
if esc() then
sndPlay(sysSnd, 100, 2)
break
elseif commandGetState(p1Cmd, 'u') then
sndPlay(sysSnd, 100, 0)
engineCfg = engineCfg - 1
if engineCfg < 1 then engineCfg = #t_engineCfg end
elseif commandGetState(p1Cmd, 'd') then
sndPlay(sysSnd, 100, 0)
engineCfg = engineCfg + 1
if engineCfg > #t_engineCfg then engineCfg = 1 end
--Game Speed
elseif engineCfg == 1 then
if commandGetState(p1Cmd, 'r') and gameSpeed < 72 then
sndPlay(sysSnd, 100, 0)
if gameSpeed < 48 then
gameSpeed = 48
s_gameSpeed = 'Slow'
--elseif gameSpeed < 56 then
--gameSpeed = 56
--s_gameSpeed = '93.33%'
elseif gameSpeed < 60 then
gameSpeed = 60
s_gameSpeed = 'Normal'
--elseif gameSpeed < 64 then
--gameSpeed = 64
--s_gameSpeed = '106.66%'
elseif gameSpeed < 72 then
gameSpeed = 72
s_gameSpeed = 'Turbo'
end
modified = 1
elseif commandGetState(p1Cmd, 'l') and gameSpeed > 48 then
sndPlay(sysSnd, 100, 0)
--if gameSpeed >= 72 then
--gameSpeed = 64
--s_gameSpeed = '106.66%'
if gameSpeed >= 64 then
gameSpeed = 60
s_gameSpeed = 'Normal'
--elseif gameSpeed >= 60 then
--gameSpeed = 56
--s_gameSpeed = '93.33%'
elseif gameSpeed >= 56 then
gameSpeed = 48
s_gameSpeed = 'Slow'
end
modified = 1
end
--Zoom Settings
elseif engineCfg == 2 and btnPalNo(p1Cmd) > 0 then
sndPlay(sysSnd, 100, 1)
f_zoomCfg()
--Back
elseif engineCfg == 3 and btnPalNo(p1Cmd) > 0 then
sndPlay(sysSnd, 100, 2)
break
end
animDraw(f_animVelocity(optionsBG0, -1, -1))
animSetWindow(optionsBG1, 80,20, 160,#t_engineCfg*15)
animDraw(f_animVelocity(optionsBG1, -1, -1))
textImgDraw(txt_engineCfg)
t_engineCfg[1].varText = s_gameSpeed
for i=1, #t_engineCfg do
textImgDraw(t_engineCfg[i].id)
if t_engineCfg[i].varID ~= nil then
textImgDraw(f_updateTextImg(t_engineCfg[i].varID, font2, 0, -1, t_engineCfg[i].varText, 235, 15+i*15))
end
end
animSetWindow(cursorBox, 80,5+engineCfg*15, 160,15)
f_dynamicAlpha(cursorBox, 20,100,5, 255,255,0)
animDraw(f_animVelocity(cursorBox, -1, -1))
cmdInput()
refresh()
end
end
--;===========================================================
--; ZOOM SETTINGS
--;===========================================================
txt_zoomCfg = createTextImg(jgFnt, 0, 0, 'ZOOM SETTINGS', 159, 13)
t_zoomCfg = {
{id = '', text = 'Zoom Active', varID = textImgNew(), varText = s_zoomActive},
{id = '', text = 'Max Zoom Out', varID = textImgNew(), varText = data.zoomMin},
{id = '', text = 'Max Zoom In', varID = textImgNew(), varText = data.zoomMax},
{id = '', text = 'Zoom Speed', varID = textImgNew(), varText = data.zoomSpeed},
{id = '', text = 'Back'},
}
for i=1, #t_zoomCfg do
t_zoomCfg[i].id = createTextImg(font2, 0, 1, t_zoomCfg[i].text, 85, 15+i*15)
end
function f_zoomCfg()
cmdInput()
local zoomCfg = 1
while true do
if esc() then
sndPlay(sysSnd, 100, 2)
break
elseif commandGetState(p1Cmd, 'u') then
sndPlay(sysSnd, 100, 0)
zoomCfg = zoomCfg - 1
if zoomCfg < 1 then zoomCfg = #t_zoomCfg end
elseif commandGetState(p1Cmd, 'd') then
sndPlay(sysSnd, 100, 0)
zoomCfg = zoomCfg + 1
if zoomCfg > #t_zoomCfg then zoomCfg = 1 end
--Zoom Active
elseif zoomCfg == 1 and (commandGetState(p1Cmd, 'r') or commandGetState(p1Cmd, 'l') or btnPalNo(p1Cmd) > 0) then
sndPlay(sysSnd, 100, 0)
if data.zoomActive then
data.zoomActive = false
s_zoomActive = 'No'
modified = 1
else
data.zoomActive = true
s_zoomActive = 'Yes'
modified = 1
end
--Max Zoom Out
elseif zoomCfg == 2 and data.zoomMin < 10 then
if commandGetState(p1Cmd, 'r') then
sndPlay(sysSnd, 100, 0)
data.zoomMin = data.zoomMin + 0.05
modified = 1
elseif commandGetState(p1Cmd, 'l') and data.zoomMin > 0.05 then
sndPlay(sysSnd, 100, 0)
data.zoomMin = data.zoomMin - 0.05
modified = 1
end
--Max Zoom In
elseif zoomCfg == 3 then
if commandGetState(p1Cmd, 'r') and data.zoomMax < 10 then
sndPlay(sysSnd, 100, 0)
data.zoomMax = data.zoomMax + 0.05
modified = 1
elseif commandGetState(p1Cmd, 'l') and data.zoomMax > 0.05 then
sndPlay(sysSnd, 100, 0)
data.zoomMax = data.zoomMax - 0.05
modified = 1
end
--Zoom Speed
elseif zoomCfg == 4 then
if commandGetState(p1Cmd, 'r') and data.zoomSpeed < 10 then
sndPlay(sysSnd, 100, 0)
data.zoomSpeed = data.zoomSpeed + 0.1
modified = 1
elseif commandGetState(p1Cmd, 'l') and data.zoomSpeed > 0.1 then
sndPlay(sysSnd, 100, 0)
data.zoomSpeed = data.zoomSpeed - 0.1
modified = 1
end
--Back
elseif zoomCfg == 5 and btnPalNo(p1Cmd) > 0 then
sndPlay(sysSnd, 100, 2)
break
end
animDraw(f_animVelocity(optionsBG0, -1, -1))
animSetWindow(optionsBG1, 80,20, 160,#t_zoomCfg*15)
animDraw(f_animVelocity(optionsBG1, -1, -1))
textImgDraw(txt_zoomCfg)
t_zoomCfg[1].varText = s_zoomActive
t_zoomCfg[2].varText = data.zoomMin
t_zoomCfg[3].varText = data.zoomMax
t_zoomCfg[4].varText = data.zoomSpeed
for i=1, #t_zoomCfg do
textImgDraw(t_zoomCfg[i].id)
if t_zoomCfg[i].varID ~= nil then
textImgDraw(f_updateTextImg(t_zoomCfg[i].varID, font2, 0, -1, t_zoomCfg[i].varText, 235, 15+i*15))
end
end
animSetWindow(cursorBox, 80,5+zoomCfg*15, 160,15)
f_dynamicAlpha(cursorBox, 20,100,5, 255,255,0)
animDraw(f_animVelocity(cursorBox, -1, -1))
cmdInput()
refresh()
end
end |
slot0 = class("ShipModLayer", import("..base.BaseUI"))
slot1 = 12
slot0.IGNORE_ID = 4
slot0.getUIName = function (slot0)
return "ShipModUI"
end
slot0.setShipVOs = function (slot0, slot1)
slot0.shipVOs = slot1
end
slot0.init = function (slot0)
slot0.blurPanelTF = slot0:findTF("blur_panel")
slot0.mainPanel = slot0:findTF("blur_panel/main")
slot0.shipContainer = slot0:findTF("bg/add_ship_panel/ships", slot0.mainPanel)
slot0.attrsPanel = slot0:findTF("bg/property_panel/attrs", slot0.mainPanel)
setText(slot0:findTF("bg/add_ship_panel/title/tip", slot0.mainPanel), i18n("ship_mod_exp_to_attr_tip"))
slot0.destoryConfirmWindow = ShipDestoryConfirmWindow.New(slot0._tf, slot0.event)
end
slot0.didEnter = function (slot0)
onButton(slot0, slot0:findTF("ok_btn", slot0.mainPanel), function ()
if slot0.shipVO.isActivityNpc(slot1) then
pg.MsgboxMgr.GetInstance():ShowMsgBox({
content = i18n("npc_strength_tip"),
onYes = slot0
})
else
slot0()
end
end, SFX_CONFIRM)
onButton(slot0, slot0:findTF("cancel_btn", slot0.mainPanel), function ()
if not slot0.contextData.materialShipIds or table.getCount(slot0) == 0 then
return
end
slot0:clearAllShip()
end, SFX_CANCEL)
onButton(slot0, slot0:findTF("select_btn", slot0.mainPanel), function ()
slot0:emit(ShipModMediator.ON_AUTO_SELECT_SHIP)
end, SFX_CANCEL)
slot0.initAttrs(slot0)
slot0.inited = true
slot0:emit(ShipModMediator.LOADEND, slot0.mainPanel)
slot0:blurPanel(true)
end
slot0.blurPanel = function (slot0, slot1)
slot2 = pg.UIMgr.GetInstance()
if slot1 then
slot2:OverlayPanelPB(slot0.blurPanelTF, {
pbList = {
slot0.mainPanel:Find("bg")
},
groupName = slot0:getGroupNameFromData(),
overlayType = LayerWeightConst.OVERLAY_UI_ADAPT
})
else
slot2:UnOverlayPanel(slot0.blurPanelTF, slot0._tf)
end
end
slot0.startModShip = function (slot0)
if not slot0.hasAddition then
pg.MsgboxMgr.GetInstance():ShowMsgBox({
content = i18n("ship_mod_no_addition_tip"),
onYes = function ()
slot0:emit(ShipModMediator.MOD_SHIP, slot0.shipVO.id)
end
})
else
slot0.emit(slot0, ShipModMediator.MOD_SHIP, slot0.shipVO.id)
end
end
slot0.setShip = function (slot0, slot1)
if slot0.shipVO and slot0.shipVO.id ~= slot1.id then
slot0:switchToPage()
end
slot0.shipVO = slot1
slot0:initSelectedShips()
if slot0.inited then
slot0:initAttrs()
end
end
slot0.clearAllShip = function (slot0)
for slot4 = 1, slot0, 1 do
slot5 = slot0.shipContainer:GetChild(slot4 - 1)
setActive(slot5:Find("IconTpl"), false)
onButton(slot0, slot5:Find("add"), function ()
slot0:emit(ShipModMediator.ON_SELECT_MATERIAL_SHIPS)
end, SFX_PANEL)
end
slot0.contextData.materialShipIds = nil
slot0.updateAttrs(slot0)
end
slot0.initSelectedShips = function (slot0)
slot2 = table.getCount(slot0.contextData.materialShipIds or {})
for slot6 = 1, slot0, 1 do
slot7 = slot0.shipContainer:GetChild(slot6 - 1)
if slot6 <= slot2 then
slot0:updateShip(slot7, slot1[slot6])
else
onButton(slot0, slot7:Find("add"), function ()
slot0:emit(ShipModMediator.ON_SELECT_MATERIAL_SHIPS)
end, SFX_PANEL)
end
setActive(slot7.Find(slot7, "IconTpl"), slot6 <= slot2)
end
end
slot0.updateShip = function (slot0, slot1, slot2)
onButton(slot0, slot1, function ()
for slot3, slot4 in ipairs(slot0.contextData.materialShipIds) do
if slot1 == slot4 then
setActive(slot2:Find("IconTpl"), false)
onButton(slot0, slot5, function ()
slot0:emit(ShipModMediator.ON_SELECT_MATERIAL_SHIPS)
end, SFX_PANEL)
table.remove(slot0.contextData.materialShipIds, slot3)
slot0:updateAttrs()
break
end
end
end, SFX_PANEL)
updateShip(slot0.findTF(slot0, "IconTpl", slot1), slot3, {
initStar = true
})
setText(slot1:Find("IconTpl/icon_bg/lv/Text"), slot0.shipVOs[slot2].level)
end
slot0.initAttrs = function (slot0)
slot0.attrTFs = {}
for slot4, slot5 in pairs(ShipModAttr.ID_TO_ATTR) do
if slot0.IGNORE_ID ~= slot4 then
slot0.attrTFs[slot4] = slot0.attrsPanel:Find("attr_" .. slot4)
end
end
slot0:updateAttrs()
end
slot0.updateAttrs = function (slot0)
slot0.hasAddition = nil
for slot4, slot5 in pairs(slot0.attrTFs) do
slot0:updateAttr(slot4)
end
end
slot0.updateAttr = function (slot0, slot1)
slot3 = slot0:findTF("info", slot2)
slot4 = slot0.attrTFs[slot1].GetComponent(slot2, typeof(CanvasGroup))
slot6 = slot0.shipVO:getModAttrTopLimit(slot5)
slot7 = intProperties(slot0.shipVO:getShipProperties())
slot10 = slot0.shipVO:getModExpRatio(slot5)
slot11 = math.max(slot0.shipVO:getModExpRatio(ShipModAttr.ID_TO_ATTR[slot1]), 1)
if slot0.getExpAddition(slot0.shipVO, slot8, slot5) ~= 0 then
slot0.hasAddition = true
end
setText(slot0:findTF("info_container/addition", slot3), "+" .. slot14)
setText(slot0:findTF("info_container/name", slot3), AttributeType.Type2Name(slot5))
setText(slot0:findTF("max_container/Text", slot3), slot12)
setText(slot0:findTF("info_container/value", slot3), slot7[slot5])
slot4.alpha = (slot7[slot5] == 0 and 0.3) or 1
slot0:setSliderValue((slot7[slot5] == 0 and 0.3) or 1, (slot9 + slot13) / slot11)
slot16 = slot13 / slot11
slot17 = slot13 + slot9 .. "/" .. slot10
if slot12 == slot7[slot5] and slot7[slot5] ~= 0 then
slot16 = 1
slot17 = "MAX"
end
slot0:setSliderValue(slot18, slot16)
setText(slot0:findTF("exp_container/Text", slot2), slot17)
end
slot0.modAttrAnim = function (slot0, slot1, slot2, slot3)
slot4 = slot3 or 0.3
slot5 = intProperties(slot1:getShipProperties())
slot6 = intProperties(slot2:getShipProperties())
slot0.tweens = {}
for slot10, slot11 in pairs(slot0.attrTFs) do
slot14 = slot0.shipVO:getModAttrBaseMax(ShipModAttr.ID_TO_ATTR[slot10])
if slot1:getModAttrTopLimit(slot12) == 0 then
slot0:updateAttr(slot10)
else
slot16 = slot0:findTF("info", slot15)
slot17 = slot0:findTF("info_container/value", slot16)
slot22 = slot0:findTF("cur_slider", slot16).GetComponent(slot20, typeof(Slider))
slot25 = slot0:findTF("info_container/addition", slot16)
slot26 = slot0:findTF("exp_container/Text", slot15)
slot0:setSliderValue(slot23, 0)
setText(slot0:findTF("exp_container/Text", slot15), slot24 .. "/" .. math.max(slot1:getModExpRatio(slot12), 1))
function slot27(slot0, slot1)
setText(slot0, slot0)
setText(slot1, "+" .. slot1)
end
if slot5[slot12] - slot6[slot12] >= 1 then
slot28 = slot6[slot12]
slot0.tweenValue(slot0, slot22, slot22.value, 1, slot4, nil, function (slot0)
slot0:setSliderValue(slot0.setSliderValue, slot0)
end, function ()
pg.CriMgr.GetInstance():PlaySoundEffect_V3(SFX_BREAK_OUT_FULL)
slot0 = pg.CriMgr.GetInstance().PlaySoundEffect_V3 + 1
pg.CriMgr.GetInstance()(pg.CriMgr.GetInstance(), SFX_BREAK_OUT_FULL[slot3] - pg.CriMgr.GetInstance())
if slot2[slot3] - > 0 then
slot4:tweenValue(slot5, 0, 1, slot6, nil, function (slot0)
slot0:setSliderValue(slot0.setSliderValue, slot0)
end, function ()
pg.CriMgr.GetInstance():PlaySoundEffect_V3(SFX_BREAK_OUT_FULL)
slot0 = pg.CriMgr.GetInstance().PlaySoundEffect_V3 + 1
pg.CriMgr.GetInstance()(pg.CriMgr.GetInstance(), SFX_BREAK_OUT_FULL[slot3] - pg.CriMgr.GetInstance())
if pg.CriMgr.GetInstance() == SFX_BREAK_OUT_FULL[slot3] - pg.CriMgr.GetInstance()[pg.CriMgr.GetInstance()] then
slot4:tweenValue(slot5, 0, slot6 / slot7, slot8, nil, function (slot0)
slot0:setSliderValue(slot0.setSliderValue, slot0)
end, function ()
if slot0 == slot1[slot2] then
slot3:setSliderValue(slot4, 1)
setText(slot5, "MAX")
end
end)
end
end, slot0)
else
slot4:tweenValue(slot5, 0, slot7 / slot8, slot8, nil, function (slot0)
slot0:setSliderValue(slot0.setSliderValue, slot0)
end, function ()
if slot0 == slot1[slot2] then
slot3:setSliderValue(slot4, 1)
setText(slot5, "MAX")
end
end)
end
end)
else
slot0.tweenValue(slot0, slot22, slot22.value, slot24 / slot19, slot4, nil, function (slot0)
slot0:setSliderValue(slot0.setSliderValue, slot0)
end, function ()
if slot0 == slot1[slot2] then
slot3:setSliderValue(slot4, 1)
setText(slot5, "MAX")
end
end)
end
end
end
end
slot0.tweenValue = function (slot0, slot1, slot2, slot3, slot4, slot5, slot6, slot7, slot8)
slot0.tweens[slot1] = slot1
slot9 = LeanTween.value(go(slot1), slot2, slot3, slot4):setOnUpdate(System.Action_float(function (slot0)
if slot0 then
slot0(slot0)
end
end)).setDelay(slot9, slot5 or 0):setOnComplete(System.Action(function ()
if slot0 then
slot0()
end
end))
if slot8 and slot8 > 0 then
slot9.setRepeat(slot9, slot8)
end
end
slot0.getModExpAdditions = function (slot0, slot1)
slot3 = pg.ship_data_template[slot0.configId].group_type
slot4 = pg.ship_data_strengthen
slot5 = {}
for slot9, slot10 in pairs(ShipModAttr.ID_TO_ATTR) do
slot11 = 0
if slot9 ~= ShipModLayer.IGNORE_ID then
for slot15, slot16 in pairs(slot1) do
slot19 = slot4[slot2[slot16.configId].strengthen_id].attr_exp[slot9 - 1]
if slot2[slot16.configId].group_type == slot3 then
slot19 = slot19 * 2
end
slot11 = slot11 + slot19
end
end
slot5[slot10] = slot11
end
return slot5
end
slot0.getMaterialShips = function (slot0, slot1)
slot2 = {}
slot3 = ipairs
slot4 = slot1 or {}
for slot6, slot7 in slot3(slot4) do
table.insert(slot2, slot0.shipVOs[slot7])
end
return slot2
end
slot0.getExpAddition = function (slot0, slot1, slot2)
slot3 = slot0:getModExpAdditions(slot1)
if slot0:getModAttrTopLimit(slot2) == 0 then
return 0, 0
else
slot4 = Clone(slot0)
slot4:addModAttrExp(slot2, slot3[slot2])
return slot4:getModProperties(slot2) - slot0:getModProperties(slot2)
end
end
slot0.getRemainExp = function (slot0, slot1)
return slot0:getModProperties(slot1) % math.max(slot0:getModExpRatio(slot1), 1)
end
slot0.setSliderValue = function (slot0, slot1, slot2)
slot1.value = (slot2 == 0 and slot2) or math.max(slot2, 0.08)
end
slot0.willExit = function (slot0)
slot0:blurPanel(false)
slot1 = pairs
slot2 = slot0.tweens or {}
for slot4, slot5 in slot1(slot2) do
if LeanTween.isTweening(go(slot5)) then
LeanTween.cancel(go(slot5))
end
end
slot0.tweens = nil
if slot0.destoryConfirmWindow then
slot0.destoryConfirmWindow:Destroy()
slot0.destoryConfirmWindow = nil
end
end
slot0.onBackPressed = function (slot0)
if slot0.destoryConfirmWindow and slot0.destoryConfirmWindow:GetLoaded() and slot0.destoryConfirmWindow:isShowing() then
slot0.destoryConfirmWindow:Hide()
return
end
slot0:emit(BaseUI.ON_BACK_PRESSED, true)
end
return slot0
|
resource_manifest_version '77731fab-63ca-442c-a67b-abc70f28dfa5'
files {
'vehicles.meta',
'carvariations.meta',
'carcols.meta',
'handling.meta',
'vehiclelayouts.meta'
}
data_file 'HANDLING_FILE' 'handling.meta'
data_file 'VEHICLE_METADATA_FILE' 'vehicles.meta'
data_file 'CARCOLS_FILE' 'carcols.meta'
data_file 'VEHICLE_VARIATION_FILE' 'carvariations.meta'
data_file 'VEHICLE_LAYOUTS_FILE' 'vehiclelayouts.META'
|
return {
init_effect = "",
name = "最终阶段",
time = 0,
picture = "",
desc = "最终阶段开始",
stack = 1,
id = 100005,
icon = 100005,
last_effect = "",
effect_list = {
{
type = "BattleBuffNewWeapon",
trigger = {
"onAttach"
},
arg_list = {
weapon_id = 311079
}
},
{
type = "BattleBuffNewWeapon",
trigger = {
"onAttach"
},
arg_list = {
weapon_id = 311080
}
},
{
type = "BattleBuffNewWeapon",
trigger = {
"onAttach"
},
arg_list = {
weapon_id = 311081
}
}
}
}
|
CloneClass(MenuSceneManager)
local ids_unit = Idstring("unit")
local sky_orientation_data_key = Idstring("sky_orientation/rotation"):key()
function MenuSceneManager:_setup_bg()
local yaw = 180
self._bg_unit = World:spawn_unit(Idstring("units/menu/menu_scene/menu_cylinder"), Vector3(0, 0, 0), Rotation(yaw, 0, 0))
self._menu_cylinder_pattern = World:spawn_unit(Idstring("units/menu/menu_scene/menu_cylinder_pattern"), Vector3(0, 0, 0), Rotation(yaw, 0, 0))
self._menu_cylinder1 = World:spawn_unit(Idstring("units/menu/menu_scene/menu_smokecylinder1"), Vector3(0, 0, 0), Rotation(yaw, 0, 0))
self._menu_cylinder2 = World:spawn_unit(Idstring("units/menu/menu_scene/menu_smokecylinder2"), Vector3(0, 0, 0), Rotation(yaw, 0, 0))
self._menu_cylinder3 = World:spawn_unit(Idstring("units/menu/menu_scene/menu_smokecylinder3"), Vector3(0, 0, 0), Rotation(yaw, 0, 0))
self._menu_logo = World:spawn_unit(Idstring("units/menu/menu_scene/menu_logo"), Vector3(0, 0, 0), Rotation(yaw, 0, 0))
self._menu_cylinder1:set_enabled(Poser.loaded_options.Menu.Smoke)
self._menu_cylinder2:set_enabled(Poser.loaded_options.Menu.Smoke)
self._menu_cylinder3:set_enabled(Poser.loaded_options.Menu.Smoke)
self._menu_logo:set_enabled(Poser.loaded_options.Menu.Logo)
self._menu_cylinder_pattern:set_enabled(Poser.loaded_options.Menu.Pattern)
for character_id, data in pairs(tweak_data.blackmarket.characters) do
if Global.blackmarket_manager.characters[character_id].equipped then
self:set_character(character_id)
end
end
--[[if managers.dlc:is_dlc_unlocked("complete_overkill_pack") then
local a = self._bg_unit:get_object(Idstring("a_reference"))
local rot = Rotation(60, 0, 0)
local pos = Vector3(-180, 160, -120)
self._complete_overkill_pack_safe = World:spawn_unit(Idstring("units/payday2/equipment/gen_interactable_sec_safe_overkill/gen_interactable_sec_safe_overkill"), pos, rot)
self._complete_overkill_pack_safe:set_enabled(Poser.loaded_options.Menu.COPSafe)
end]]--
--[[local a = self._bg_unit:get_object(Idstring("a_reference"))
self._snow_effect = World:effect_manager():spawn({
effect = Idstring("effects/payday2/menu/menu_snow_xmas_5x5"),
position = Vector3(0, 0, 0),
rotation = Rotation()
})
self._xmas_tree = World:spawn_unit(Idstring("units/pd2_dlc2/props/com_props_christmas_tree/com_prop_christmas_tree"), a:position() + Vector3(-150, 250, -50), Rotation(-45 + (math.random(2) - 1) * 180, 0, 0))
self._snow_pile = World:spawn_unit(Idstring("units/pd2_dlc_cane/props/cne_prop_snow_pile_01/cne_prop_snow_pile_01"), a:position() + Vector3(-35, 275, -75), Rotation(305, 0, 0))
World:effect_manager():set_hidden(self._snow_effect, not Poser.loaded_options.Menu.ChristmasEffect)
self._xmas_tree:set_enabled(Poser.loaded_options.Menu.ChristmasEffect)
self._snow_pile:set_enabled(Poser.loaded_options.Menu.ChristmasEffect)]]--
local e_money = self._bg_unit:effect_spawner(Idstring("e_money"))
if e_money then
e_money:set_enabled(Poser.loaded_options.Menu.Particles)
end
self:_setup_lobby_characters()
end
function MenuSceneManager:set_scene_template(template, data, custom_name, skip_transition)
if not skip_transition and (self._current_scene_template == template or self._current_scene_template == custom_name) then
return
end
local template_data
if not skip_transition then
managers.menu_component:play_transition()
self._fov_mod = 0
self._camera_object:set_fov(self._current_fov + (self._fov_mod or 0))
template_data = data or self._scene_templates[template]
self._current_scene_template = custom_name or template
self._character_values = self._character_values or {}
if self._character_unit then
self._character_values.pos_target = Poser.loaded_options.Menu.Position_save and Vector3(Poser.loaded_options.Menu.Position_x, Poser.loaded_options.Menu.Position_y, Poser.loaded_options.Menu.Position_z) or self._character_unit:position()
end
if self._character_values.pos_target then
self._character_values.pos_current = self._character_values.pos_current or Vector3()
mvector3.set(self._character_values.pos_current, self._character_values.pos_target)
elseif template_data.character_pos then
self._character_values.pos_current = self._character_values.pos_current or Vector3()
mvector3.set(self._character_values.pos_current, template_data.character_pos)
end
local set_character_position = false
if self._character_values.pos_current then
self._character_values.pos_target = self._character_values.pos_target or Vector3()
mvector3.set(self._character_values.pos_target, self._character_values.pos_current)
set_character_position = true
elseif template_data.character_pos then
self._character_values.pos_target = self._character_values.pos_target or Vector3()
mvector3.set(self._character_values.pos_target, template_data.character_pos)
set_character_position = true
end
if set_character_position and self._character_values.pos_target then
self._character_unit:set_position(self._character_values.pos_target)
end
if template_data.character_rot then
self._character_unit:set_rotation(Rotation(template_data.character_rot, self._character_pitch))
self._character_yaw = template_data.character_rot
end
self:_chk_character_visibility(self._character_unit)
--self:_chk_complete_overkill_pack_safe_visibility()
self:reset_character_deployables()
if self._lobby_characters then
for _, unit in pairs(self._lobby_characters) do
self:_chk_character_visibility(unit)
end
end
self:_use_environment(template_data.environment or "standard")
self:post_ambience_event(template_data.ambience_event or "menu_main_ambience")
self._camera_values.camera_pos_current = self._camera_values.camera_pos_target
self._camera_values.target_pos_current = self._camera_values.target_pos_target
self._camera_values.fov_current = self._camera_values.fov_target
if self._transition_time then
self:dispatch_transition_done()
end
self._transition_time = 1
self._camera_values.camera_pos_target = template_data.camera_pos or self._camera_values.camera_pos_current
self._camera_values.target_pos_target = template_data.target_pos or self._camera_values.target_pos_current
self._camera_values.fov_target = template_data.fov or self._standard_fov
self:_release_item_grab()
self:_release_character_grab()
self._use_item_grab = template_data.use_item_grab
self._use_character_grab = template_data.use_character_grab
self._use_character_grab2 = template_data.use_character_grab2
self._use_character_pan = template_data.use_character_pan
self._disable_rotate = template_data.disable_rotate or false
self._disable_item_updates = template_data.disable_item_updates or false
self._can_change_fov = template_data.can_change_fov or false
self._can_move_item = template_data.can_move_item or false
self._change_fov_sensitivity = template_data.change_fov_sensitivity or 1
self._characters_deployable_visible = template_data.characters_deployable_visible or false
self:set_character_deployable(Global.player_manager.kit.equipment_slots[1], false, 0)
if template_data.remove_infamy_card and self._card_units and self._card_units[self._character_unit:key()] then
local secondary = managers.blackmarket:equipped_secondary()
if secondary then
self:set_character_equipped_weapon(nil, secondary.factory_id, secondary.blueprint, "secondary", secondary.cosmetic)
end
end
if template_data._set_character_pose then
self:_select_character_pose()
end
if alive(self._menu_logo) then
self._menu_logo:set_visible(not template_data.hide_menu_logo)
end
end
if template_data and template_data.upgrade_object then
self._temp_upgrade_object = template_data.upgrade_object
self:_set_item_offset(template_data.upgrade_object:oobb())
elseif self._use_item_grab and self._item_unit then
if self._item_unit.unit then
managers.menu_scene:_set_weapon_upgrades(self._current_weapon_id)
self:_set_item_offset(self._current_item_oobb_object:oobb())
else
self._item_unit.scene_template = {
template = template,
data = data,
custom_name = custom_name
}
end
end
if not skip_transition then
local fade_lights = {}
for _, light in ipairs(self._fade_down_lights) do
if light:multiplier() ~= 0 and template_data.lights and not table.contains(template_data.lights, light) then
table.insert(fade_lights, light)
end
end
for _, light in ipairs(self._active_lights) do
table.insert(fade_lights, light)
end
self._fade_down_lights = fade_lights
self._active_lights = {}
if template_data.lights then
for _, light in ipairs(template_data.lights) do
light:set_enable(true)
table.insert(self._active_lights, light)
end
end
end
managers.network.account:inventory_load()
end
function MenuSceneManager:get_deployables(var)
local new_table = {}
for _, deployable in pairs(tweak_data.equipments) do
if deployable[var] then
table.insert(new_table, deployable[var])
end
end
return new_table
end
function MenuSceneManager.set_lobby_character_out_fit(self, i, outfit_string, rank)
self:reset_character_deployables(self._lobby_characters[i])
self.orig.set_lobby_character_out_fit(self, i, outfit_string, rank)
end
--[[function MenuSceneManager:set_lobby_character_visible(i, visible, no_state)
local unit = self._lobby_characters[i]
self._character_visibilities[unit:key()] = visible
self:_chk_character_visibility(unit)
if self._current_profile_slot == i then
managers.menu_component:close_lobby_profile_gui()
self._current_profile_slot = 0
end
end]]--
function MenuSceneManager:set_character_deployable(deployable_id, unit, peer_id)
unit = unit or self._character_unit
if self._deployable_equipped[peer_id] then
local tweak_data = tweak_data.equipments[self._deployable_equipped[peer_id]]
local object_name = tweak_data.visual_object
unit:get_object(Idstring(object_name)):set_visibility(false)
end
self:reset_character_deployables(unit)
if deployable_id and deployable_id ~= "nil" then
local tweak_data = tweak_data.equipments[deployable_id]
local object_name = tweak_data.visual_object
unit:get_object(Idstring(object_name)):set_visibility(self._characters_deployable_visible)
self._deployable_equipped[peer_id] = deployable_id
end
end
local deployables = MenuSceneManager:get_deployables("visual_object")
function MenuSceneManager:reset_character_deployables(unit)
unit = unit or self._character_unit
for _, deployable in pairs(deployables) do
unit:get_object(Idstring(deployable)):set_visibility(false)
end
end
function MenuSceneManager._select_character_pose(self, unit)
unit = unit or self._character_unit
if Poser.loaded_options.Menu.Pose_save then
local SavedPose = Poser.poses[Poser.loaded_options.Menu.SavedPose]
MenuCallbackHandler:poser_pose(nil, self, {Poser.loaded_options.Menu.SavedPose, SavedPose.weaptype}, unit, true)
return
end
self.orig._select_character_pose(self, unit)
end
function MenuSceneManager:set_character_equipped_card(unit, card, IsPoser)
unit = unit or self._character_unit
local card_unit = World:spawn_unit(Idstring("units/menu/menu_scene/infamy_card"), Vector3(0, 0, 0), Rotation(0, 0, 0))
card_unit:damage():run_sequence_simple("enable_card_" .. (card < 10 and "0" or "") .. tostring(math.min(card, 24)))
unit:link(Idstring("a_weapon_left_front"), card_unit, card_unit:orientation_object():name())
self:_delete_character_weapon(unit, "secondary")
self._card_units = self._card_units or {}
self._card_units[unit:key()] = card_unit
if not IsPoser then
self:_select_character_pose()
end
end
function MenuSceneManager:_set_character_unit_pose(pose, unit, IsPoser)
local new_pose = pose
if Poser.loaded_options.Menu.Pose_save and IsPoser ~= true then
new_pose = Poser.poses[tonumber(Poser.loaded_options.Menu.SavedPose)].name
end
local state = unit:play_redirect(Idstring("idle_menu"))
unit:anim_state_machine():set_parameter(state, new_pose, 1)
if self._character_unit == unit then
self:add_one_frame_delayed_clbk(callback(self, self, "_character_unit_pose_updated"))
end
Poser.current_pose = new_pose
end
function MenuSceneManager._setup_gui(self)
self.orig._setup_gui(self)
self._character_grab:set_w(750)
self._character_grab2:set_w(self._main_panel:w() * 0.8)
end
function MenuSceneManager._set_up_templates(self)
self.orig._set_up_templates(self)
local ref = self._bg_unit:get_object(Idstring("a_camera_reference"))
local c_ref = self._bg_unit:get_object(Idstring("a_reference"))
local target_pos = Vector3(0, 0, ref:position().z)
local offset = Vector3(ref:position().x, ref:position().y, 0)
self._scene_templates = self._scene_templates or {}
self._scene_templates.standard = self._scene_templates.standard or {}
self._scene_templates.standard.use_character_grab2 = true
self._scene_templates.standard.use_character_grab = true
self._scene_templates.standard.use_character_pan = true
self._scene_templates.standard.character_visible = true
self._scene_templates.standard.characters_deployable_visible = Poser.loaded_options.Menu.menu_deploy
self._scene_templates.standard.complete_overkill_pack_safe_visible = true
self._scene_templates.standard.camera_pos = ref:position()
self._scene_templates.standard.target_pos = target_pos
self._scene_templates.standard.character_rot = Poser.loaded_options.Menu.Save_yaw and Poser.loaded_options.Menu.SavedYaw or nil
self._scene_templates.standard.character_pos = Poser.loaded_options.Menu.Position_save and Vector3(Poser.loaded_options.Menu.Position_x, Poser.loaded_options.Menu.Position_y, Poser.loaded_options.Menu.Position_z) or c_ref:position()
local l_pos = self._scene_templates.standard.camera_pos
local rot = Rotation(self._scene_templates.standard.target_pos - l_pos, math.UP)
local l1_pos = l_pos + rot:x() * -200 + rot:y() * 200
self._scene_templates.standard.lights = {
self:_create_light({
far_range = 400,
color = Vector3(0.86, 0.37, 0.21) * 4,
position = Vector3(80, 33, 20)
}),
self:_create_light({
far_range = 180,
color = Vector3(0.3, 0.5, 0.8) * 6,
position = Vector3(-120, -6, 32),
specular_multiplier = 8
}),
self:_create_light({
far_range = 800,
color = Vector3(1, 1, 1) * 0.35,
position = Vector3(160, -250, -40),
specular_multiplier = 0
})
}
--[[self._scene_templates.blackmarket = {}
self._scene_templates.blackmarket.fov = 20
self._scene_templates.blackmarket.use_item_grab = true
self._scene_templates.blackmarket.camera_pos = offset:rotate_with(Rotation(90))
self._scene_templates.blackmarket.target_pos = Vector3(-100, -100, 0) + self._camera_start_rot:x() * 100 + self._camera_start_rot:y() * 6 + self._camera_start_rot:z() * 0
self._scene_templates.blackmarket.lights = {}
self._scene_templates.blackmarket_item = {}
self._scene_templates.blackmarket_item.fov = 40
self._scene_templates.blackmarket_item.can_change_fov = true
self._scene_templates.blackmarket_item.use_item_grab = true
self._scene_templates.blackmarket_item.camera_pos = offset:rotate_with(Rotation(45)) + Vector3(0, 0, 200)
self._scene_templates.blackmarket_item.target_pos = target_pos + Vector3(0, 0, 200)
self._scene_templates.blackmarket_item.character_pos = c_ref:position() + Vector3(0, 500, 0)
local l_pos = self._scene_templates.blackmarket_item.camera_pos
local rot = Rotation(self._scene_templates.blackmarket_item.target_pos - l_pos, math.UP)
local l1_pos = l_pos + rot:x() * 50 + rot:y() * 50
local l2_pos = l_pos + rot:x() * -50 + rot:y() * 100
self._scene_templates.blackmarket_item.lights = {
self:_create_light({
far_range = 270,
color = Vector3(0.86, 0.67, 0.31) * 3,
position = Vector3(160, -130, 220),
specular_multiplier = 155
}),
self:_create_light({
far_range = 270,
color = Vector3(0.86, 0.67, 0.41) * 2,
position = Vector3(50, -150, 220),
specular_multiplier = 155
}),
self:_create_light({
far_range = 270,
color = Vector3(0.86, 0.67, 0.41) * 2,
position = Vector3(160, 0, 220),
specular_multiplier = 155
}),
self:_create_light({
far_range = 250,
color = Vector3(0.5, 1.5, 2) * 2,
position = Vector3(50, -100, 280),
specular_multiplier = 55
}),
self:_create_light({
far_range = 370,
color = Vector3(1, 0.4, 0.04) * 1.5,
position = Vector3(200, 60, 180),
specular_multiplier = 55
})
}
self._scene_templates.blackmarket_mask = {}
self._scene_templates.blackmarket_mask.fov = 40
self._scene_templates.blackmarket_mask.can_change_fov = true
self._scene_templates.blackmarket_mask.use_item_grab = true
self._scene_templates.blackmarket_mask.camera_pos = offset:rotate_with(Rotation(45)) + Vector3(0, 0, 200)
self._scene_templates.blackmarket_mask.target_pos = target_pos + Vector3(0, 0, 200)
self._scene_templates.blackmarket_mask.character_pos = c_ref:position() + Vector3(0, 500, 0)
local l_pos = self._scene_templates.blackmarket_mask.camera_pos
local rot = Rotation(self._scene_templates.blackmarket_mask.target_pos - l_pos, math.UP)
local l1_pos = l_pos + rot:x() * 50 + rot:y() * 50
local l2_pos = l_pos + rot:x() * -50 + rot:y() * 100
self._scene_templates.blackmarket_mask.lights = {
self:_create_light({
far_range = 250,
color = Vector3(0.2, 0.5, 1) * 4.3,
position = Vector3(0, -200, 280),
specular_multiplier = 55
}),
self:_create_light({
far_range = 370,
color = Vector3(1, 0.7, 0.5) * 2.3,
position = Vector3(200, 60, 280),
specular_multiplier = 55
}),
self:_create_light({
far_range = 270,
color = Vector3(1, 1, 1) * 0.8,
position = Vector3(160, -130, 220),
specular_multiplier = 0
})
}
self._scene_templates.character_customization = {}
self._scene_templates.character_customization.use_character_grab = true
self._scene_templates.character_customization.camera_pos = Vector3(-73.1618, -168.021, -35.0786)
self._scene_templates.character_customization.target_pos = Vector3(-73.1618, -168.021, -35.0786) + Vector3(0.31113, 0.944697, -0.103666) * 100
self._scene_templates.character_customization.lights = {}
self._scene_templates.play_online = {}
self._scene_templates.play_online.camera_pos = offset:rotate_with(Rotation(90))
self._scene_templates.play_online.target_pos = Vector3(-206.4, 56.0677, -135.539) + Vector3(-0.418134, 0.889918, 0.182234) * 100
self._scene_templates.play_online.lights = {}
self._scene_templates.options = {}
self._scene_templates.options.use_character_grab = true
self._scene_templates.options.camera_pos = Vector3(0, 60, -60)
self._scene_templates.options.target_pos = self._camera_start_rot:y() * 100 + self._camera_start_rot:x() * -6 + self._camera_start_rot:z() * -60
self._scene_templates.options.lights = {}]]--
self._scene_templates.lobby = {}
self._scene_templates.lobby.use_character_grab = false
self._scene_templates.lobby.characters_deployable_visible = Poser.loaded_options.Menu.Deployables
self._scene_templates.lobby.camera_pos = offset:rotate_with(Rotation(90))
self._scene_templates.lobby.target_pos = target_pos
self._scene_templates.lobby.character_pos = c_ref:position() + Vector3(0, 500, 0)
self._scene_templates.lobby.lobby_characters_visible = true
self._scene_templates.lobby.fov = 40
self._scene_templates.lobby.lights = {
self:_create_light({
far_range = 300,
color = Vector3(0.86, 0.57, 0.31) * 3,
position = Vector3(56, 100, -10)
}),
self:_create_light({
far_range = 3000,
color = Vector3(1, 2.5, 4.5) * 3,
position = Vector3(-1000, -300, 800),
specular_multiplier = 6
}),
self:_create_light({
far_range = 800,
color = Vector3(1, 1, 1) * 0.35,
position = Vector3(300, 100, 0),
specular_multiplier = 0
})
}
--[[self._scene_templates.lobby1 = {}
self._scene_templates.lobby1.use_character_grab = false
self._scene_templates.lobby1.lobby_characters_visible = true
self._scene_templates.lobby1.camera_pos = Vector3(-90.5634, -157.226, -28.6729)
self._scene_templates.lobby1.target_pos = Vector3(-90.5634, -157.226, -28.6729) + Vector3(-0.58315, 0.781811, 0.220697) * 100
self._scene_templates.lobby1.fov = 30
self._scene_templates.lobby1.lights = clone(self._scene_templates.lobby.lights)
self._scene_templates.lobby2 = {}
self._scene_templates.lobby2.use_character_grab = false
self._scene_templates.lobby2.lobby_characters_visible = true
self._scene_templates.lobby2.camera_pos = Vector3(-21.2779, -264.36, -56.7304)
self._scene_templates.lobby2.target_pos = Vector3(-21.2779, -264.36, -56.7304) + Vector3(-0.633319, 0.758269, 0.154709) * 100
self._scene_templates.lobby2.fov = 30
self._scene_templates.lobby2.lights = clone(self._scene_templates.lobby.lights)
self._scene_templates.lobby3 = {}
self._scene_templates.lobby3.use_character_grab = false
self._scene_templates.lobby3.lobby_characters_visible = true
self._scene_templates.lobby3.camera_pos = Vector3(149.695, -363.069, -110.613)
self._scene_templates.lobby3.target_pos = Vector3(149.695, -363.069, -110.613) + Vector3(-0.648856, 0.748553, 0.136579) * 100
self._scene_templates.lobby3.fov = 30
self._scene_templates.lobby3.lights = clone(self._scene_templates.lobby.lights)
self._scene_templates.lobby4 = {}
self._scene_templates.lobby4.use_character_grab = false
self._scene_templates.lobby4.lobby_characters_visible = true
self._scene_templates.lobby4.camera_pos = Vector3(210.949, -449.61, -126.709)
self._scene_templates.lobby4.target_pos = Vector3(210.949, -449.61, -126.709) + Vector3(-0.668524, 0.734205, 0.118403) * 100
self._scene_templates.lobby4.fov = 30
self._scene_templates.lobby4.lights = clone(self._scene_templates.lobby.lights)]]--
self._scene_templates.inventory = {}
self._scene_templates.inventory.fov = 50
self._scene_templates.inventory.can_change_fov = true
self._scene_templates.inventory.change_fov_sensitivity = 3
self._scene_templates.inventory.use_character_grab2 = true
self._scene_templates.inventory.use_character_pan = true
self._scene_templates.inventory.character_visible = true
self._scene_templates.inventory.lobby_characters_visible = false
self._scene_templates.inventory.hide_menu_logo = true
self._scene_templates.inventory.characters_deployable_visible = Poser.loaded_options.Menu.menu_deploy
self._scene_templates.inventory.camera_pos = ref:position()
self._scene_templates.inventory.character_rot = Poser.loaded_options.Menu.Save_yaw and Poser.loaded_options.Menu.SavedYaw or nil
self._scene_templates.inventory.target_pos = target_pos - self._camera_start_rot:x() * 40 - self._camera_start_rot:z() * 5
--self._scene_templates.inventory.character_pos = c_ref:position()
--self._scene_templates.inventory.remove_infamy_card = true
if not managers.menu:is_pc_controller() then
end
local l_pos = self._scene_templates.inventory.camera_pos
local rot = Rotation(self._scene_templates.inventory.target_pos - l_pos, math.UP)
local l1_pos = l_pos + rot:x() * -200 + rot:y() * 200
self._scene_templates.inventory.lights = {
self:_create_light({
far_range = 400,
color = Vector3(0.86, 0.37, 0.21) * 4,
position = Vector3(80, 33, 20)
}),
self:_create_light({
far_range = 180,
color = Vector3(0.3, 0.5, 0.8) * 6,
position = Vector3(-120, -6, 32),
specular_multiplier = 8
}),
self:_create_light({
far_range = 800,
color = Vector3(1, 1, 1) * 0.35,
position = Vector3(160, -250, -40),
specular_multiplier = 0
})
}
end
function MenuSceneManager.mouse_pressed(self, o, button, x, y)
if button == Idstring("1") then
local pos = self._workspace:screen_to_world(self._camera_object, Vector3(x, y, 0))
local to = self._workspace:screen_to_world(self._camera_object, Vector3(x, y, 1000))
local data = World:raycast("ray", pos, to, "slot_mask", 16)
if data and data.unit then
local slot
for i, unit in ipairs(self._lobby_characters) do
if unit == data.unit and unit:visible() then
slot = i
end
end
if slot then
if self._current_profile_slot == slot then
managers.menu_component:close_lobby_profile_gui()
self._current_profile_slot = 0
else
local pos = data.unit:get_object(Idstring("Spine")):position()
pos = self._workspace:world_to_screen(self._camera_object, pos)
self._current_profile_slot = slot
end
end
end
if self._use_character_grab and self._character_grab:inside(x, y) then
self._character_grabbed_x = true
self._character_grabbed_current_x = x
self._character_grabbed_current_y = y
return true
end
if self._use_character_grab2 and self._character_grab2:inside(x, y) then
self._character_grabbed_x = true
self._character_grabbed_current_x = x
self._character_grabbed_current_y = y
return true
end
end
return self.orig.mouse_pressed(self, o, button, x, y)
end
function MenuSceneManager.mouse_released(self, o, button, x, y)
self.orig.mouse_released(self, o, button, x, y)
if button == Idstring("1") then
self._character_grabbed_x = false
end
end
function MenuSceneManager:mouse_moved(o, x, y)
if managers.menu_component:input_focus() == true or managers.menu_component:input_focus() == 1 then
return false, "arrow"
end
if self._character_grabbed then
self._character_yaw = self._character_yaw + (x - self._character_grabbed_current_x) / 4
if self._use_character_pan and self._character_values and self._scene_templates and self._scene_templates[self._current_scene_template] then
local new_z = mvector3.z(self._character_values.pos_target) - (y - self._character_grabbed_current_y) / 12
local default_z = mvector3.z(self._scene_templates and self._scene_templates[self._current_scene_template].character_pos or self._character_values.pos_current)
--new_z = math.clamp(new_z, default_z - 20, default_z + 10)
mvector3.set_z(self._character_values.pos_target, new_z)
end
if Poser.loaded_options.Menu.Position_save then
Poser.loaded_options.Menu.Position_x = self._character_values.pos_target.x
Poser.loaded_options.Menu.Position_y = self._character_values.pos_target.y
Poser.loaded_options.Menu.Position_z = self._character_values.pos_target.z
Poser:Save()
end
self._character_unit:set_rotation(Rotation(self._character_yaw, self._character_pitch))
if Poser.loaded_options.Menu.Save_yaw then
Poser.loaded_options.Menu.SavedYaw = self._character_yaw
self._scene_templates.inventory.character_rot = self._character_yaw
self._scene_templates.standard.character_rot = self._character_yaw
Poser:Save()
end
self._character_grabbed_current_x = x
self._character_grabbed_current_y = y
return true, "grab"
elseif self._character_grabbed_x then
if self._use_character_grab2 and self._character_values and self._scene_templates and self._scene_templates[self._current_scene_template] then
local new_x = mvector3.x(self._character_values.pos_target) + (x - self._character_grabbed_current_x) / 12
local default_x = mvector3.x(self._scene_templates and self._scene_templates[self._current_scene_template].character_pos or self._character_values.pos_current)
--new_x = math.clamp(new_x, default_x - 20, default_x + 10)
mvector3.set_x(self._character_values.pos_target, new_x)
local new_y = mvector3.y(self._character_values.pos_target) - (y - self._character_grabbed_current_y) / 12
local default_y = mvector3.y(self._scene_templates and self._scene_templates[self._current_scene_template].character_pos or self._character_values.pos_current)
--new_y = math.clamp(new_y, default_y - 20, default_y + 10)
mvector3.set_y(self._character_values.pos_target, new_y)
end
if Poser.loaded_options.Menu.Position_save then
Poser.loaded_options.Menu.Position_x = self._character_values.pos_target.x
Poser.loaded_options.Menu.Position_y = self._character_values.pos_target.y
Poser.loaded_options.Menu.Position_z = self._character_values.pos_target.z
Poser:Save()
end
self._character_grabbed_current_x = x
self._character_grabbed_current_y = y
return true, "grab"
end
if self._item_grabbed then
if self._item_unit and alive(self._item_unit.unit) then
local diff = (y - self._item_grabbed_current_y) / 4
self._item_yaw = (self._item_yaw + (x - self._item_grabbed_current_x) / 4) % 360
local yaw_sin = math.sin(self._item_yaw)
local yaw_cos = math.cos(self._item_yaw)
local treshhold = math.sin(45)
if yaw_cos > -treshhold and yaw_cos < treshhold then
else
self._item_pitch = math.clamp(self._item_pitch + diff * yaw_cos, -30, 30)
end
if yaw_sin > -treshhold and yaw_sin < treshhold then
else
self._item_roll = math.clamp(self._item_roll - diff * yaw_sin, -30, 30)
end
mrotation.set_yaw_pitch_roll(self._item_rot_temp, self._item_yaw, self._item_pitch, self._item_roll)
mrotation.set_zero(self._item_rot)
mrotation.multiply(self._item_rot, self._camera_object:rotation())
mrotation.multiply(self._item_rot, self._item_rot_temp)
mrotation.multiply(self._item_rot, self._item_rot_mod)
self._item_unit.unit:set_rotation(self._item_rot)
local new_pos = self._item_rot_pos + self._item_offset:rotate_with(self._item_rot)
self._item_unit.unit:set_position(new_pos)
self._item_unit.unit:set_moving(2)
end
self._item_grabbed_current_x = x
self._item_grabbed_current_y = y
return true, "grab"
elseif self._item_move_grabbed and self._item_unit and alive(self._item_unit.unit) then
local diff_x = (x - self._item_move_grabbed_current_x) / 4
local diff_y = (y - self._item_move_grabbed_current_y) / 4
local move_v = Vector3(diff_x, 0, -diff_y):rotate_with(self._camera_object:rotation())
mvector3.add(self._item_rot_pos, move_v)
local new_pos = self._item_rot_pos + self._item_offset:rotate_with(self._item_rot)
self._item_unit.unit:set_position(new_pos)
self._item_unit.unit:set_moving(2)
self._item_move_grabbed_current_x = x
self._item_move_grabbed_current_y = y
return true, "grab"
end
if self._use_item_grab and self._item_grab:inside(x, y) then
return true, "hand"
end
if self._use_character_grab and self._character_grab:inside(x, y) then
return true, "hand"
end
if self._use_character_grab2 and self._character_grab2:inside(x, y) then
return true, "hand"
end
end
function MenuSceneManager._set_up_environments(self)
self.orig._set_up_environments(self)
self._environments.standard.environment = "environments/pd2_cash/env_cash_02"
end
function MenuSceneManager:set_character_equipped_weapon(unit, factory_id, blueprint, type, cosmetics, poser, lobby)
if not Poser:ShouldUpdateWeap(type) and not poser and not lobby then
return
end
unit = unit or self._character_unit
self:_delete_character_weapon(unit, type)
if factory_id then
local factory_weapon = tweak_data.weapon.factory[factory_id]
local ids_unit_name = Idstring(factory_weapon.unit)
self._weapon_units[unit:key()] = self._weapon_units[unit:key()] or {}
self._weapon_units[unit:key()][type] = {
unit = false,
name = ids_unit_name,
assembly_complete = false
}
local clbk = callback(self, self, "clbk_weapon_base_unit_loaded", {
owner = unit,
factory_id = factory_id,
blueprint = blueprint,
cosmetics = cosmetics,
type = type,
poser = poser
})
managers.dyn_resource:load(ids_unit, ids_unit_name, DynamicResourceManager.DYN_RESOURCES_PACKAGE, clbk)
end
self:_chk_character_visibility(unit)
end
local null_vector = Vector3()
local null_rotation = Rotation()
function MenuSceneManager:clbk_weapon_base_unit_loaded(params, status, asset_type, asset_name)
local owner = params.owner
if not alive(owner) then
return
end
local owner_weapon_data = self._weapon_units[owner:key()]
if not owner_weapon_data or not owner_weapon_data[params.type] or owner_weapon_data[params.type].unit or owner_weapon_data[params.type].name ~= asset_name then
return
end
owner_weapon_data = owner_weapon_data[params.type]
local weapon_unit = World:spawn_unit(asset_name, null_vector, self.null_rotation)
owner_weapon_data.unit = weapon_unit
weapon_unit:base():set_npc(true)
weapon_unit:base():set_factory_data(params.factory_id)
weapon_unit:base():set_cosmetics_data(params.cosmetics)
if params.blueprint then
weapon_unit:base():assemble_from_blueprint(params.factory_id, params.blueprint, nil, callback(self, self, "clbk_weapon_assembly_complete", params))
else
weapon_unit:base():assemble(params.factory_id)
end
local align_name = params.type == "primary" and Idstring("a_weapon_right_front") or Idstring("a_weapon_left_front")
owner:link(align_name, weapon_unit, weapon_unit:orientation_object():name())
if not params.poser and Poser.loaded_options.Menu.Weapon_update and not Poser.loaded_options.Menu.Pose_save and owner == self._character_unit then
self:_select_character_pose()
end
self:_chk_character_visibility(owner)
end |
local debug = require("tw-debug")("devtool:ui:ConsoleComponent")
local devtool = require("devtool/devtool")
local removeComponent = require("devtool/utils/ui/removeComponent")
local positionComponentRelativeTo = require("devtool/utils/ui/positionComponentRelativeTo")
local resizeComponent = require("devtool/utils/ui/resizeComponent")
local createButton = require("devtool/utils/ui/createButton")
local _ = require("devtool/utils/ui/_")
local mixins = require("devtool/ui/mixins")
local includeMixins = mixins.includeMixins
local ComponentMixin = mixins.ComponentMixin
local ConsoleComponent = {
frameName = "devtool_text_tab_component",
devtool = nil,
component = nil,
textbox = nil,
listView = nil,
codeListView = nil,
codeListViewText = nil,
enterButton = nil,
executeButton = nil,
clearLogsButton = nil,
clearCodeButton = nil,
upButton = nil,
downButton = nil,
currentLineNumberComponent = nil,
secondPanelWidth = 600,
textPanes = {}
}
function ConsoleComponent:new(devtool)
self.devtool = devtool
self.isTroy = cm:get_campaign_name() == "main_troy"
self:createFrame()
self:createComponents()
return self
end
function ConsoleComponent:createFrame()
local content = self.devtool.component
content:CreateComponent(self.frameName, "script/ui/devtool/campaign ui/script_dummy")
self.component = find_uicomponent(content, self.frameName)
self.component:PropagatePriority(content:Priority())
content:Adopt(self.component:Address())
end
function ConsoleComponent:createComponents()
-- add the text box
self:addTextBox()
-- creating up / down arrow
self.upButton = self:createUpArrow()
self.downButton = self:createDownArrow()
-- create enter button
self.enterButton = self:createEnterButton()
-- create execute button
self.executeButton = self:createExecuteButton()
-- create clear logs button
self.clearLogsButton = self:createClearLogsButton()
-- create clear code button
self.clearCodeButton = self:createClearCodeButton()
-- create line numerical display
self:createLineNumberDisplay()
-- create input file hint
self:createInputFileHint()
-- creating list box for scrolling
self:createListView()
-- creating list box for code viewin
self:createCodeListView()
-- update up / down arrows state
self:updateUpDownArrowState()
end
function ConsoleComponent:addTextBox()
local name = self.frameName .. "_TextBox"
local filepath = "script/ui/devtool/common ui/file_requester"
local content = self.component
content:CreateComponent(name .. "_UITEMP", filepath)
local tempUI = UIComponent(content:Find(name .. "_UITEMP"))
local textbox = find_uicomponent(tempUI, "input_name")
self.textbox = textbox
textbox:PropagatePriority(content:Priority())
content:Adopt(textbox:Address())
removeComponent(find_uicomponent(textbox, "input_name_label"))
removeComponent(tempUI)
-- resize
local contentWidth, contentHeight = self.devtool.content:Bounds()
resizeComponent(textbox, contentWidth - self.secondPanelWidth)
positionComponentRelativeTo(textbox, self.devtool.content, 20, 20)
end
function ConsoleComponent:createUpArrow()
local name = self.frameName .. "_TextBox"
local content = self.component
local textbox = self.textbox
-- creating button
content:CreateComponent(name .. "_UpButton", "script/ui/devtool/templates/round_medium_button")
local upButton = UIComponent(content:Find(name .. "_UpButton"))
content:Adopt(upButton:Address())
upButton:PropagatePriority(content:Priority())
upButton:SetImagePath("ui/skins/default/parchment_sort_arrow_up.png")
resizeComponent(upButton, 17, 17)
self:positionComponentRelativeToWithOffset(upButton, textbox, 5, -30)
local listenerName = "ConsoleComponent_TextBox_UpButtonListener"
core:add_listener(
listenerName,
"ComponentLClickUp",
function(context)
return upButton == UIComponent(context.component)
end,
function(context)
self.devtool:decrementLines()
self:updateUpDownArrowState()
end,
true
)
return upButton
end
function ConsoleComponent:createDownArrow()
local name = self.frameName .. "_TextBox"
local content = self.component
local textbox = self.textbox
-- creating button
content:CreateComponent(name .. "_DownButton", "script/ui/devtool/templates/round_medium_button")
local downButton = UIComponent(content:Find(name .. "_DownButton"))
content:Adopt(downButton:Address())
downButton:PropagatePriority(content:Priority())
downButton:SetImagePath("ui/skins/default/parchment_sort_arrow_down.png")
resizeComponent(downButton, 17, 17)
self:positionComponentRelativeToWithOffset(downButton, textbox, 5, -15)
local listenerName = "ConsoleComponent_TextBox_DownButtonListener"
core:add_listener(
listenerName,
"ComponentLClickUp",
function(context)
return downButton == UIComponent(context.component)
end,
function(context)
self.devtool:incrementLines()
self:updateUpDownArrowState()
end,
true
)
return downButton
end
function ConsoleComponent:createLineNumberDisplay()
local componentName = self.frameName .. "_LineNumberComponent"
local content = self.component
content:CreateComponent(componentName .. "_UITEMP", "script/ui/devtool/campaign ui/mission_details")
local tempUI = UIComponent(content:Find(componentName .. "_UITEMP"))
local component = find_uicomponent(tempUI, "mission_details_child", "description_background", "description_view", "dy_description")
content:Adopt(component:Address())
component:PropagatePriority(content:Priority())
removeComponent(tempUI)
local contentWidth, contentHeight = content:Bounds()
resizeComponent(component, 250, 30)
positionComponentRelativeTo(component, self.textbox, 0, 35)
self.currentLineNumberComponent = component
self:updateLineNumberDisplay()
end
function ConsoleComponent:createInputFileHint()
local componentName = self.frameName .. "_inputfile_hint"
local content = self.component
content:CreateComponent(componentName .. "_UITEMP", "script/ui/devtool/campaign ui/mission_details")
local tempUI = UIComponent(content:Find(componentName .. "_UITEMP"))
local component = find_uicomponent(tempUI, "mission_details_child", "description_background", "description_view", "dy_description")
content:Adopt(component:Address())
component:PropagatePriority(content:Priority())
removeComponent(tempUI)
local contentWidth, contentHeight = content:Bounds()
local text = "You can also use the data/text/console_input.lua file"
local textWidth, textHeight = component:TextDimensionsForText(text)
resizeComponent(component, textWidth, textHeight)
local textboxWidth, textboxHeight = self.textbox:Bounds()
positionComponentRelativeTo(component, self.textbox, textboxWidth - textWidth, 35)
component:SetStateText("[[col:help_page_link]]" .. text .. "[[/col]]")
component:SetTooltipText("Open the file data/text/console_input.lua in your text editor, edit the content and save.\n\nThe content of the file will be executed on each save as if you were using the console textbox.", true)
local savedValue = cm:get_saved_value("devtool_options_fileWatch")
-- compare against false to account for nil value when saved value has not been saved yet
if savedValue == false then
component:SetVisible(false)
end
core:remove_listener("devtool_options_fileWatch_changed_hint_listener")
core:add_listener(
"devtool_options_fileWatch_changed_hint_listener",
"devtool_options_fileWatch_changed",
true,
function(context)
local shouldWatchFile = context.bool
debug("devtool_options_fileWatch_changed_hint_listener", shouldWatchFile)
component:SetVisible(shouldWatchFile)
end,
true
)
return component
end
function ConsoleComponent:createListView()
local content = self.component
content:CreateComponent(self.frameName .. "_ListBox_UITEMP", "script/ui/devtool/campaign ui/finance_screen")
-- content:CreateComponent(self.frameName .. "_ListBox_UITEMP", "script/ui/devtool/templates/finance_screen")
local tempUI = UIComponent(content:Find(self.frameName .. "_ListBox_UITEMP"))
local listView = find_uicomponent(tempUI, "tab_trade", "trade", "exports", "trade_partners_list", "listview")
removeComponent(find_uicomponent(listView, "headers"))
self.listView = listView
content:Adopt(listView:Address())
listView:PropagatePriority(content:Priority())
removeComponent(tempUI)
local contentWidth, contentHeight = self.devtool.content:Bounds()
local textboxWidth, textboxHeight = self.textbox:Bounds()
local lineNumberWidth, lineNumberHeight = self.currentLineNumberComponent:Bounds()
resizeComponent(listView, contentWidth - self.secondPanelWidth, contentHeight - (textboxHeight + lineNumberHeight + 40))
positionComponentRelativeTo(listView, self.textbox, 0, textboxHeight + lineNumberHeight + 10)
if self.isTroy then
local slider = _(listView, "vslider")
local w, h = slider:Bounds()
resizeComponent(slider, w, h + 100)
end
end
function ConsoleComponent:createCodeListView()
local content = self.component
local listViewWidth, listViewHeight = self.listView:Bounds()
-- list view title
local componentTitleName = self.frameName .. "ListBoxTextTitle_UITEMP"
content:CreateComponent(componentTitleName, "script/ui/devtool/campaign ui/mission_details")
-- content:CreateComponent(componentTitleName, "script/ui/devtool/templates/mission_details")
local tempTitleTextUI = UIComponent(content:Find(componentTitleName))
local title = find_uicomponent(tempTitleTextUI, "mission_details_child", "description_background", "description_view", "dy_description")
content:Adopt(title:Address())
title:PropagatePriority(content:Priority())
removeComponent(tempTitleTextUI)
title:SetStateText("Current Code:")
resizeComponent(title, self.secondPanelWidth, 30)
positionComponentRelativeTo(title, self.listView, listViewWidth, -self.currentLineNumberComponent:Height())
-- list view
content:CreateComponent(self.frameName .. "_ListBox_UITEMP", "script/ui/devtool/campaign ui/finance_screen")
-- content:CreateComponent(self.frameName .. "_ListBox_UITEMP", "script/ui/devtool/templates/finance_screen")
local tempUI = UIComponent(content:Find(self.frameName .. "_ListBox_UITEMP"))
local codeListView = find_uicomponent(tempUI, "tab_trade", "trade", "exports", "trade_partners_list", "listview")
removeComponent(find_uicomponent(codeListView, "headers"))
self.codeListView = codeListView
content:Adopt(codeListView:Address())
codeListView:PropagatePriority(content:Priority())
removeComponent(tempUI)
resizeComponent(codeListView, self.secondPanelWidth, listViewHeight)
positionComponentRelativeTo(codeListView, self.listView, listViewWidth, 0)
-- text code pane
local componentName = self.frameName .. "ListBoxText_UITEMP"
local listBoxContent = find_uicomponent(codeListView, "list_clip", "list_box")
listBoxContent:CreateComponent(componentName, "script/ui/devtool/campaign ui/mission_details")
-- listBoxContent:CreateComponent(componentName, "script/ui/devtool/templates/mission_details")
local tempTextUI = UIComponent(listBoxContent:Find(componentName))
local component = find_uicomponent(tempTextUI, "mission_details_child", "description_background", "description_view", "dy_description")
self.codeListViewText = component
listBoxContent:Adopt(component:Address())
component:PropagatePriority(listBoxContent:Priority())
removeComponent(tempTextUI)
if self.isTroy then
local slider = _(codeListView, "vslider")
local w, h = slider:Bounds()
resizeComponent(slider, w, h + 100)
local x, y = slider:Position()
slider:MoveTo(x - 30, y)
end
end
function ConsoleComponent:createEnterButton()
local upButton = self.upButton
local textbox = self.textbox
local id = self.frameName .. "_enter_btn"
local button = createButton(id, self.component, "Enter", "Save current line and go into next", 120, function(context)
self.devtool:incrementLines()
self:updateUpDownArrowState()
self.enterButton:SetState("down_off")
end)
self:positionComponentRelativeToWithOffset(button, upButton, 10, -(textbox:Height() / 2 + 5))
return button
end
function ConsoleComponent:createExecuteButton()
local textbox = self.textbox
local enterButton = self.enterButton
local id = self.frameName .. "_exec_btn"
local button = createButton(id, self.component, "Execute", "Execute Code", 120, function(context)
self.devtool:executeCode()
self.executeButton:SetState("down_off")
end)
local offset = self.isTroy and 10 or 0
self:positionComponentRelativeToWithOffset(button, enterButton, offset, -enterButton:Height())
return button
end
function ConsoleComponent:createClearLogsButton()
local executeButton = self.executeButton
local width = self.isTroy and 120 or 150
local id = self.frameName .. "_clear_logs_btn"
local button = createButton(id, self.component, "Clear Logs", "Clear all output lines below the textbox", width, function(context)
self:clearLogsOutput()
self.clearLogsButton:SetState("down_off")
end)
local offset = self.isTroy and 10 or 0
self:positionComponentRelativeToWithOffset(button, executeButton, offset, -executeButton:Height())
return button
end
function ConsoleComponent:createClearCodeButton()
local clearLogsButton = self.clearLogsButton
local width = self.isTroy and 120 or 150
local id = self.frameName .. "_clear_code_btn"
local button = createButton(id, self.component, "Clear Code", "Clear all previously entered code in the textbox", width, function(context)
self.devtool:clearCodeLines()
self.clearCodeButton:SetState("down_off")
end)
local offset = self.isTroy and 10 or 0
self:positionComponentRelativeToWithOffset(button, clearLogsButton, offset, -clearLogsButton:Height())
return button
end
function ConsoleComponent:addTextOutput(text)
local componentName = self.frameName .. "_Text" .. #self.textPanes
local content = find_uicomponent(self.listView, "list_clip", "list_box")
content:CreateComponent(componentName .. "_UITEMP", "script/ui/devtool/campaign ui/mission_details")
-- content:CreateComponent(componentName .. "_UITEMP", "script/ui/devtool/templates/mission_details")
local tempUI = UIComponent(content:Find(componentName .. "_UITEMP"))
local component = find_uicomponent(tempUI, "mission_details_child", "description_background", "description_view", "dy_description")
content:Adopt(component:Address())
component:PropagatePriority(content:Priority())
removeComponent(tempUI)
local contentWidth, contentHeight = content:Bounds()
local textWidth, textHeight = component:TextDimensionsForText(text)
resizeComponent(component, textWidth, textHeight)
local lastComponent = self.textPanes[#self.textPanes]
if not lastComponent then
positionComponentRelativeTo(component, self.listView, 0, 0)
else
local lastWidth, lastHeight = lastComponent:Bounds()
positionComponentRelativeTo(component, lastComponent, 0, lastHeight)
end
component:SetStateText(text)
table.insert(self.textPanes, component)
return component
end
function ConsoleComponent:updateUpDownArrowState()
local currentLineNumber = self.devtool.currentLineNumber
local lines = self.devtool.lines
if currentLineNumber == 1 then
self.upButton:SetState("inactive")
if #lines == 0 then
self.downButton:SetState("inactive")
else
self.downButton:SetState("active")
end
elseif currentLineNumber >= #lines then
self.upButton:SetState("active")
self.downButton:SetState("inactive")
else
self.upButton:SetState("active")
self.downButton:SetState("active")
end
end
function ConsoleComponent:updateLineNumberDisplay()
local component = self.currentLineNumberComponent
component:SetStateText("Current Line: " .. self.devtool.currentLineNumber)
end
function ConsoleComponent:updateTextBox()
local content = self.component
local text = self.devtool.lines[self.devtool.currentLineNumber] or ""
removeComponent(find_uicomponent(content, "input_name"))
self:addTextBox()
self.textbox:SimulateLClick()
for i in string.gmatch(text, ".") do
self.textbox:SimulateKey(i)
end
end
function ConsoleComponent:clearLogsOutput()
self.textPanes = {}
local toClear = find_uicomponent(self.listView, "list_clip", "list_box")
toClear:DestroyChildren()
end
function ConsoleComponent:hideFrame()
self.component:SetVisible(false)
end
function ConsoleComponent:showFrame()
self.component:SetVisible(true)
self:updateTextBox()
end
includeMixins(ConsoleComponent, ComponentMixin)
return ConsoleComponent |
local class = require 'libs.middleclass'
local Ship = class('Ship')
function Ship:initialize(x, y ,w, h)
self.x = x
self.y = y
self.w = w
self.h = h
end
function Ship:Move(dt)
if love.keyboard.isDown("d") then
self.x = self.x + 200 * dt
elseif love.keyboard.isDown("a") then
self.x = self.x - 200 * dt
end
end
function Ship:CheckCollision()
if self.x <= 0 then
self.x = 0
end
if self.x >= love.graphics.getWidth() - self.w then
self.x = love.graphics.getWidth() - self.w
end
end
function Ship:Draw()
love.graphics.setColor(255, 0, 0)
love.graphics.rectangle("fill", self.x, self.y, self.w, self.h)
end
return Ship |
---@class CS.UnityEngine.SliderJoint2D : CS.UnityEngine.AnchoredJoint2D
---@field public autoConfigureAngle boolean
---@field public angle number
---@field public useMotor boolean
---@field public useLimits boolean
---@field public motor CS.UnityEngine.JointMotor2D
---@field public limits CS.UnityEngine.JointTranslationLimits2D
---@field public limitState number
---@field public referenceAngle number
---@field public jointTranslation number
---@field public jointSpeed number
---@type CS.UnityEngine.SliderJoint2D
CS.UnityEngine.SliderJoint2D = { }
---@return CS.UnityEngine.SliderJoint2D
function CS.UnityEngine.SliderJoint2D.New() end
---@return number
---@param timeStep number
function CS.UnityEngine.SliderJoint2D:GetMotorForce(timeStep) end
return CS.UnityEngine.SliderJoint2D
|
------------------------------------------------------------------------------
-- Val class
------------------------------------------------------------------------------
local ctrl = {
nick = "val",
parent = WIDGET,
creation = "s",
callback = {
mousemove_cb = "d",
button_press_cb = "d",
button_release_cb = "d",
},
}
function ctrl.createElement(class, arg)
return Val(arg[1])
end
iupRegisterWidget(ctrl)
iupSetClass(ctrl, "iup widget")
|
local Selection = game:GetService("Selection")
local Plugin = script.Parent.Parent
local Constants = require(Plugin.Constants)
local Layers = require(Plugin.Layers)
local Roact = require(Plugin.Vendor.Roact)
local StudioComponents = require(Plugin.Vendor.StudioComponents)
local Button = StudioComponents.Button
local MainButton = StudioComponents.MainButton
local List = require(script.Parent.List)
local Move = require(script.Parent.Move)
local CreateLayerWidget = require(script.Parent.CreateLayerWidget)
local DeleteLayerWidget = require(script.Parent.DeleteLayerWidget)
local EditLayerWidget = require(script.Parent.EditLayerWidget)
local App = Roact.Component:extend("App")
function App:init()
self:setState({
Layers = Layers.Stack,
SelectedLayerId = 1,
CreatingLayer = false,
EditingLayer = false,
DeletingLayer = false,
MaxLayers = false
})
self.Connections = {}
self.batchSetLayer = function(instances, id)
Layers:AddChildren(id, instances)
self:update(id)
self:setState({ Layers = Layers.Stack })
end
self.setLayer = function(instance, id)
Layers:AddChild(id, instance)
self:update(id)
self:setState({ Layers = Layers.Stack })
end
self.removeFromLayer = function(instance, id)
Layers:RemoveChild(id, instance)
self:update(id)
self:setState({ Layers = Layers.Stack})
end
self.createLayer = function(name)
local res = Layers:New(name)
if res then
self:update(res)
self:setState({ Layers = Layers.Stack })
if res == Constants.MaxLayers then
self:setState({ MaxLayers = true })
end
else
warn(("Reached maximum number of layers (%s)."):format(Constants.MaxLayers))
end
end
self.editLayer = function(id, newProperties)
if newProperties.transparency then
newProperties.transparency = nil
end
Layers:Edit(id, newProperties)
end
self.deleteLayer = function(id)
local res = Layers:Remove(id)
if res then
self:update(res)
self:setState({
MaxLayers = false,
Layers = Layers.Stack
})
else
warn(("Id %s does not exist."):format(id)) -- this should never happen anyway
end
end
self.toggleVisibility = function(id)
Layers:ToggleProperty(id, "Visible")
self:setState({ Layers = Layers.Stack })
end
self.toggleLock = function(id)
Layers:ToggleProperty(id, "Locked")
self:setState({ Layers = Layers.Stack })
end
self.updateSelection = function()
--Layers.updateSelection(self.state.SelectedLayerId)
local objects = {}
for instance, _ in pairs(Layers.Stack[self.state.SelectedLayerId].Children) do
if instance.Parent ~= nil then
table.insert(objects, instance)
end
end
Selection:Set(objects)
self:setState({ Layers = Layers.Stack })
end
self.moveLayerUp = function(id)
if id ~= 1 and Layers.Stack[id + 1] then
Layers:Move(id, 1)
self:update(id + 1)
self:setState({ Layers = Layers.Stack })
end
end
self.moveLayerDown = function(id)
if id ~= 1 and id - 1 > 1 then
Layers:Move(id, -1)
self:update(id - 1)
self:setState({ Layers = Layers.Stack })
end
end
-- keybinds
table.insert(self.Connections, self.props.Actions["NewLayer"].Triggered:Connect(function()
if not self.state.CreatingLayer or self.state.DeletingLayer then
self:setState({ CreatingLayer = true })
end
end))
table.insert(self.Connections, self.props.Actions["RemoveLayer"].Triggered:Connect(function()
if not self.state.CreatingLayer or self.state.DeletingLayer then
self:setState({ DeletingLayer = true })
end
end))
table.insert(self.Connections, self.props.Actions["MoveLayerUp"].Triggered:Connect(function()
self.moveLayerUp(self.state.SelectedLayerId)
end))
table.insert(self.Connections, self.props.Actions["MoveLayerDown"].Triggered:Connect(function()
self.moveLayerDown(self.state.SelectedLayerId)
end))
table.insert(self.Connections, self.props.Actions["MoveActiveUp"].Triggered:Connect(function()
local newId = self.state.SelectedLayerId + 1
if newId <= #Layers.Stack then
self:update(newId)
end
end))
table.insert(self.Connections, self.props.Actions["MoveActiveDown"].Triggered:Connect(function()
local newId = self.state.SelectedLayerId - 1
if newId > 0 then
self:update(newId)
end
end))
table.insert(self.Connections, self.props.Actions["GetSelection"].Triggered:Connect(function()
self.updateSelection()
end))
table.insert(self.Connections, self.props.Actions["MoveSelection"].Triggered:Connect(function()
local targets = {}
for _, obj in pairs(Selection:Get()) do
if obj:IsA("BasePart") and obj.Parent ~= nil then
table.insert(targets, obj)
end
end
self.batchSetLayer(targets, self.state.SelectedLayerId)
end))
table.insert(self.Connections, self.props.Actions["ToggleVisibility"].Triggered:Connect(function()
self.toggleVisibility(self.state.SelectedLayerId)
end))
table.insert(self.Connections, self.props.Actions["ToggleLocked"].Triggered:Connect(function()
self.toggleLock(self.state.SelectedLayerId)
end))
end
function App:willUnmount()
for _, conn in pairs(self.Connections) do
conn:Disconnect()
end
end
function App:update(id)
self:setState({SelectedLayerId = id})
Layers:SetCurrentLayer(id)
end
function App:render()
local isModalActive = self.state.CreatingLayer or self.state.DeletingLayer
local selectedLayerName = Layers.Stack[self.state.SelectedLayerId].Name
local selectedLayerTransparency = Layers.Stack[self.state.SelectedLayerId].Properties.Transparency
return Roact.createFragment({
CreateWidget = self.state.CreatingLayer and Roact.createElement(CreateLayerWidget, {
Title = "Create Layer",
Layers = self.state.Layers,
OnClosed = function()
self:setState({ CreatingLayer = false })
end,
OnSubmitted = function(name)
self.createLayer(name)
self:setState({ CreatingLayer = false })
end
}),
DeleteWidget = self.state.DeletingLayer and Roact.createElement(DeleteLayerWidget, {
Title = ("Delete Layer (%s"):format(selectedLayerName),
LayerName = selectedLayerName,
OnClosed = function()
self:setState({ DeletingLayer = false })
end,
OnActivated = function()
self.deleteLayer(self.state.SelectedLayerId)
self:setState({ DeletingLayer = false })
end
}),
EditWidget = self.state.EditingLayer and Roact.createElement(EditLayerWidget, {
Title = ("Edit Layer (%s)"):format(selectedLayerName),
Layers = self.state.Layers,
LayerName = selectedLayerName,
Transparency = selectedLayerTransparency,
OnClosed = function()
self:setState({ EditingLayer = false })
--Layers.resetTransparency(self.state.SelectedLayerId)
self:update()
end,
OnUpdate = function(properties)
self.editLayer(self.state.SelectedLayerId, properties)
self:update()
end,
OnReset = function()
--Layers.resetTransparency(self.state.SelectedLayerId)
end,
OnSubmitted = function(properties)
self.editLayer(self.state.SelectedLayerId, properties)
self:setState({ EditingLayer = false })
self:update()
end
}),
UI = Roact.createElement("Frame", {
AnchorPoint = Vector2.new(0, 1),
BackgroundTransparency = 1,
Position = UDim2.fromScale(0, 1),
Size = UDim2.new(1, 0, 1, -5)
}, {
Padding = Roact.createElement("UIPadding", {
PaddingLeft = UDim.new(0, 4),
PaddingRight = UDim.new(0, 4),
PaddingTop = UDim.new(0, 4),
PaddingBottom = UDim.new(0, 4),
}),
List = Roact.createElement(List, {
Layers = self.state.Layers,
SelectedLayerId = self.state.SelectedLayerId,
Disabled = isModalActive,
Size = UDim2.new(1, 0, 1, -35),
SetSelectedLayerId = function(id)
self:update(id)
if self.state.EditingLayer then
self:setState({ EditingLayer = false })
self:setState({ EditingLayer = true })
end
end,
ToggleVisibility = function(id)
self.toggleVisibility(id)
end,
ToggleLock = function(id)
self.toggleLock(id)
end,
MoveLayerUp = function(id)
self.moveLayerUp(id)
end,
MoveLayerDown = function(id)
self.moveLayerDown(id)
end
}),
Bar = Roact.createElement("Frame", {
AnchorPoint = Vector2.new(0, 1),
Position = UDim2.fromScale(0, 1),
Size = UDim2.new(1, 0, 0, 28),
BackgroundTransparency = 1
}, {
Layout = Roact.createElement("UIListLayout", {
SortOrder = Enum.SortOrder.LayoutOrder,
FillDirection = Enum.FillDirection.Horizontal,
Padding = UDim.new(0, 6),
}),
Create = Roact.createElement(MainButton, {
LayoutOrder = 0,
Size = UDim2.new(0, 28, 1, 0),
Text = "",
OnActivated = function()
self:setState({ CreatingLayer = true })
end,
Disabled = isModalActive or self.state.MaxLayers,
}, {
Icon = Roact.createElement("ImageLabel", {
AnchorPoint = Vector2.new(0.5, 0.5),
Position = UDim2.fromScale(0.5, 0.5),
Size = UDim2.fromOffset(16, 16),
BackgroundTransparency = 1,
Image = "rbxassetid://6688839343",
ImageTransparency = (isModalActive or self.state.MaxLayers) and 0.75 or 0,
}),
}),
Delete = Roact.createElement(Button, {
LayoutOrder = 1,
Size = UDim2.new(0, 28, 1, 0),
Text = "",
OnActivated = function()
self:setState({ DeletingLayer = true })
end,
Disabled = self.state.SelectedLayerId == 1 or isModalActive
}, {
Icon = Roact.createElement("ImageLabel", {
AnchorPoint = Vector2.new(0.5, 0.5),
Position = UDim2.fromScale(0.5, 0.5),
Size = UDim2.fromOffset(32, 32),
BackgroundTransparency = 1,
Image = "rbxassetid://7203108940",
ImageColor3 = settings().Studio.Theme:GetColor(Enum.StudioStyleGuideColor.MainText),
ImageTransparency = (self.state.SelectedLayerId == 1 or isModalActive) and 0.75 or 0,
}),
}),
Edit = Roact.createElement(Button, {
LayoutOrder = 2,
Size = UDim2.new(0.3, -18, 1, 0),
Text = "Edit",
OnActivated = function()
--Layers.saveTransparency(self.state.SelectedLayerId)
self:setState({ EditingLayer = true })
end,
Disabled = isModalActive
}),
Move = Roact.createElement(Move, {
BatchSetLayer = function(targets)
self.batchSetLayer(targets, self.state.SelectedLayerId)
end
}),
Select = Roact.createElement(Button, {
LayoutOrder = 4,
Size = UDim2.new(0.3, -18, 1, 0),
Text = "Select All",
OnActivated = self.updateSelection,
Disabled = isModalActive
})
})
})
})
end
return App |
Auctionator.Constants = {
History = {
NUMBER_OF_LINES = 20
},
RESULTS_DISPLAY_LIMIT = 100,
AdvancedSearchDivider = ';',
PET_CAGE_ID = 82800,
WOW_TOKEN_ID = 122270,
SCAN_DAY_0 = time({year=2020, month=1, day=1, hour=0}),
SORT = {
ASCENDING = 1,
DESCENDING = 0
},
ITEM_TYPES = {
ITEM = 1,
COMMODITY = 2
},
ITEM_CLASS_IDS = {
Enum.ItemClass.Weapon,
Enum.ItemClass.Armor,
Enum.ItemClass.Container,
Enum.ItemClass.Gem,
Enum.ItemClass.ItemEnhancement,
Enum.ItemClass.Consumable,
Enum.ItemClass.Glyph,
Enum.ItemClass.Tradegoods,
Enum.ItemClass.Recipe,
Enum.ItemClass.Battlepet,
Enum.ItemClass.Questitem,
Enum.ItemClass.Miscellaneous
},
INVENTORY_TYPE_IDS = {
Enum.InventoryType.IndexHeadType,
Enum.InventoryType.IndexShoulderType,
Enum.InventoryType.IndexChestType,
Enum.InventoryType.IndexWaistType,
Enum.InventoryType.IndexLegsType,
Enum.InventoryType.IndexFeetType,
Enum.InventoryType.IndexWristType,
Enum.InventoryType.IndexHandType,
},
EXPORT_TYPES = {
STRING = 0,
WHISPER = 1
},
NO_LIST = "",
ITEM_LEVEL_THRESHOLD = 168,
SHOPPING_LIST_SORTS = {{sortOrder = Enum.AuctionHouseSortOrder.Name, reverseSort = false}, {sortOrder = Enum.AuctionHouseSortOrder.Price, reverseSort = true}},
ShoppingListViews = {
Lists = 1,
Recents = 2,
},
RecentsListLimit = 30,
}
|
--[[ 包管理器
]]
local THIS_MODULE = ...
local C_LOGTAG = "PackManager"
local utils = cc.safe_require("utils")
local PackLoader = import(".PackLoader")
local PackManager = class("PackManager")
-- 获得单例对象
local instance = nil
function PackManager:getInstance()
if instance == nil then
instance = PackManager:create()
end
return instance
end
-- 构造函数
function PackManager:ctor()
self._identify = 0
end
-- 创建指定包名的包加载器
function PackManager:createPackLoader(packname)
local plua = utils.get_real_luafile("app/" .. packname .. "/loader.lua")
local loadcls = plua and dofile(plua) or PackLoader
return loadcls:create(packname)
end
-- 加载指定包
function PackManager:loadPack(packname)
local pack = PACK.LOADED[packname]
if not pack then
local packpath = PACKSPATH .. packname .. PACK.FORMAT
if fileMgr:loadFilePack(packpath) then
pack = {
name = packname,
file = packname .. PACK.FORMAT,
path = packpath,
version = fileMgr:getPackVersion(packname),
loader = self:createPackLoader(packname)
}
PACK.LOADED[packname] = pack
pack.loader:onLoad()
logMgr:info(C_LOGTAG, "LOADED PACK { name=%s, version=%s }", pack.name, utils.get_version_name(pack.version))
self._identify = os.time()
end
end
return pack
end
-- 释放指定包
function PackManager:releasePack(packname)
local pack = PACK.LOADED[packname]
if pack then
pack.loader:onRelease()
fileMgr:releaseFilePack(packname)
PACK.LOADED[packname] = nil
utils.remove_module("^app[.]" .. packname .. "[.].*$")
logMgr:info(C_LOGTAG, "RELEASED PACK { name=%s, version=%s }", pack.name, utils.get_version_name(pack.version))
self._identify = os.time()
end
end
-- 获得加载的包
function PackManager:getPacks()
return PACK.LOADED
end
-- 获得指定加载的包
function PackManager:getPack(packname)
return PACK.LOADED[packname]
end
-- 获得启动包
function PackManager:getBootPack()
return PACK.BOOT
end
-- 检查是否是基础包
function PackManager:isBasePack(packname)
for _, pname in ipairs(PACK.BASES) do
if packname == pname then
return true
end
end
end
-- 获得当前包识别ID
function PackManager:getIdentify()
return self._identify
end
return PackManager
|
local PLUGIN = PLUGIN
ix.chat.Register("consulcast", {
format = "PA system broadcasts \"%s\"",
color = Color(175, 54, 45),
CanSay = function(_, speaker)
return not IsValid(speaker)
end,
OnChatAdd = function(self, _, text)
chat.AddText(self.color, string.format(self.format, text))
end
})
|
--
-- (C) 2013 [email protected]
--
local coroutine,package,string,table,math,io,os,debug,assert,dofile,error,_G,getfenv,getmetatable,ipairs,Gload,loadfile,loadstring,next,pairs,pcall,print,rawequal,rawget,rawset,select,setfenv,setmetatable,tonumber,tostring,type,unpack,_VERSION,xpcall,module,require=coroutine,package,string,table,math,io,os,debug,assert,dofile,error,_G,getfenv,getmetatable,ipairs,load,loadfile,loadstring,next,pairs,pcall,print,rawequal,rawget,rawset,select,setfenv,setmetatable,tonumber,tostring,type,unpack,_VERSION,xpcall,module,require
local log,dump=require("wetgenes.logs"):export("log","dump")
-- do a reverse enum lookup, get a name from a value
local lookup=function(tab,num)
for n,v in pairs(tab) do
if v==num then
return n end
end
end
local sdl={}
sdl.pads_map={}
sdl.pads={}
-- build a map of pads idx to player idx
sdl.pads_fix=function()
local idx=0
for i=1,#sdl.pads do
local v=sdl.pads[i]
if type(v)~="string" then
idx=idx+1
sdl.pads_map[i]=idx
else
sdl.pads_map[i]=nil
end
end
end
local SDL=require("SDL")
local wstr=require("wetgenes.string")
local dprint=function(a) print(wstr.dump(a)) end
sdl.print=print
sdl.video_init_done=false
sdl.video_init=function()
if not sdl.video_init_done then
sdl.video_init_done=true
SDL.init{ SDL.flags.Video, SDL.flags.Joystick, SDL.flags.GameController, SDL.flags.Events, }
-- SDL.init{ SDL.flags.Everything, }
-- SDL.videoInit()
end
end
sdl.screen=function()
-- print("SDL screen")
sdl.video_init()
local b=SDL.getDisplayBounds(0)
-- PI SDL may return nil at this point?
-- in which case just lie and return 640x480
if not b then return 640,480 end
return b.w,b.h
end
sdl.create=function(t)
-- print("SDL create")
sdl.video_init()
if not t.console then -- try and free the windows console unless asked not to
pcall( function() -- we dont care if this fails, just means we are not running on windows
local ffi=require("ffi")
ffi.cdef(" void FreeConsole(void); ")
if ffi.C.FreeConsole then
log( "oven","detaching from windows console")
ffi.C.FreeConsole()
end
end)
end
local it={}
sdl.it=it
local flags={ SDL.window.Resizable , SDL.window.OpenGL }
if jit and jit.os=="Windows" then -- windows does not do borderless resize, so, meh
else
if not t.border then
flags[#flags+1]=SDL.window.Borderless
end
end
--[[
if view=="full" then flags={SDL.window.Desktop,SDL.window.OpenGL}
elseif view=="max" then flags={SDL.window.Maximized,SDL.window.OpenGL}
end
]]
it.win= assert(SDL.createWindow {
title = t.title,
width = t.width,
height = t.height,
flags = flags,--{ SDL.window.Resizable , SDL.window.OpenGL },
x = t.x,
y = t.y,
})
if not t.border then
require("wetgenes.win.core").sdl_attach_resize_hax(it.win)
--[[
it.win:setHitTest(function(...)
print(...)
end)
]]
end
return it
end
sdl.destroy=function(it)
-- print("SDL destroy")
if it then
SDL.destroyWindow(it.win)
elseif sdl.it then
SDL.destroyWindow(sdl.it.win)
sdl.it=nil
end
return nil
end
sdl.info=function(it,w)
-- print("SDL info")
it=it or sdl.it
w=w or {}
w.width,w.height=it.win:getSize()
end
sdl.resize=function(it,w,h)
it=it or sdl.it
if it and it.win then it.win:setSize(w,h) end
end
sdl.show=function(it,view)
-- print("SDL show")
it=it or sdl.it
it.win:show()
if view=="full" then it.win:setFullscreen(SDL.window.Desktop)
-- if view=="full" then it.win:setFullscreen(SDL.window.Fullscreen)
elseif view=="max" then it.win:maximize()
else it.win:setFullscreen(0) it.win:restore()
end
-- sdl.mousexy_init()
return nil
end
sdl.context=function(it)
-- print("SDL context")
it=it or sdl.it
--[[
if string.find(SDL.getPlatform(),"Mac") then
-- OSX requires some fluffing to get a working GL context
print("SDL detected OSX : "..SDL.getPlatform())
SDL.glSetAttribute(SDL.glAttr.ContextProfileMask,SDL.glProfile.Core)
SDL.glSetAttribute(SDL.glAttr.ContextFlags,SDL.glFlags.ForwardCompatible)
SDL.glSetAttribute(SDL.glAttr.ContextMajorVersion,3)
SDL.glSetAttribute(SDL.glAttr.ContextMinorVersion,2)
elseif string.find(SDL.getPlatform(),"Emscripten") then
print("SDL detected EMCC : "..SDL.getPlatform())
--ask emscripten for a webgl 2.0 / es 3.0 context
SDL.glSetAttribute(SDL.glAttr.ContextMajorVersion,3)
end
]]
if not it.ctx then -- request an opengl 3.2 core context
SDL.glSetAttribute(SDL.glAttr.ContextProfileMask,SDL.glProfile.Core)
SDL.glSetAttribute(SDL.glAttr.ContextMajorVersion,3)
SDL.glSetAttribute(SDL.glAttr.ContextMinorVersion,2)
it.ctx=SDL.glCreateContext(it.win)
end
if not it.ctx then -- request an opengl es 3.0 context
SDL.glSetAttribute(SDL.glAttr.ContextProfileMask, SDL.glProfile.ES)
SDL.glSetAttribute(SDL.glAttr.ContextMajorVersion, 3)
SDL.glSetAttribute(SDL.glAttr.ContextMinorVersion, 0)
it.ctx=SDL.glCreateContext(it.win)
end
assert(it.ctx)
SDL.glMakeCurrent(it.win, it.ctx)
SDL.glSetSwapInterval(1) -- enable vsync by default
local gles=require("gles")
log( "oven","vendor",(gles.Get(gles.VENDOR) or ""))
log( "oven","render",(gles.Get(gles.RENDERER) or ""))
log( "oven","version",(gles.Get(gles.VERSION) or ""))
return it.ctx
end
sdl.swap=function(it)
it=it or sdl.it
SDL.glSwapWindow(it.win)
end
sdl.sleep=function(sec)
-- print("SDL sleep")
SDL.delay(sec*1000) -- convert seconds to milliseconds
return nil
end
sdl.time=function()
-- print("SDL time")
return SDL.getTicks()/1000
end
sdl.queue={}
sdl.msg=function()
-- print("SDL msg")
sdl.msg_fetch()
if sdl.queue[1] then
return table.remove(sdl.queue,1)
end
end
sdl.peek=function()
-- print("SDL peek")
sdl.msg_fetch()
return sdl.queue[1]
end
sdl.wait=function()
log("sdl","wait")
return nil
end
sdl.mousexy={-1,-1}
-- add current mouse position to the queue
-- this does not help, we still get 0,0 at the start until the mouse moves...
--[[
sdl.mousexy_init=function()
local b,x,y=SDL.getMouseState()
local t={}
t.time=sdl.time()
t.class="mouse"
t.action=0
t.x=x
t.y=y
sdl.queue[#sdl.queue+1]=t
sdl.mousexy[1]=t.x
sdl.mousexy[2]=t.y
print("MOUSE",t.x,t.y)
end
]]
sdl.msg_fetch=function()
for e in SDL.pollEvent() do
if (e.type == SDL.event.KeyDown) or
(e.type == SDL.event.KeyUp) then
local t={}
t.time=sdl.time()
t.class="key"
t.action=(e.type==SDL.event.KeyUp) and -1 or ( e["repeat"] and 0 or 1 )
t.keyname=SDL.getKeyName(e.keysym.sym)
-- dprint(t)
sdl.queue[#sdl.queue+1]=t
elseif (e.type == SDL.event.TextInput) then
local t={}
t.time=sdl.time()
t.class="text"
t.text=e.text
sdl.queue[#sdl.queue+1]=t
elseif (e.type == SDL.event.MouseWheel) then
-- dprint(e)
local t={}
t.time=sdl.time()
t.class="mouse"
t.action=0
t.x=sdl.mousexy[1]
t.y=sdl.mousexy[2]
if e.y>0 then t.keycode=4 t.action=-1
elseif e.y<0 then t.keycode=5 t.action=-1 end
-- dprint(t)
sdl.queue[#sdl.queue+1]=t
elseif (e.type == SDL.event.MouseButtonDown) or
(e.type == SDL.event.MouseButtonUp) or
(e.type == SDL.event.MouseMotion) then
local t={}
t.time=sdl.time()
t.class="mouse"
t.action=(e.type==SDL.event.MouseButtonUp) and -1 or ( (e.type==SDL.event.MouseButtonDown) and 1 or 0 )
t.x=e.x
t.y=e.y
t.keycode=e.button
-- dprint(t)
sdl.queue[#sdl.queue+1]=t
sdl.mousexy[1]=e.x
sdl.mousexy[2]=e.y
if not sdl.relative_mouse_mode then
if SDL.captureMouse then -- sanity test
if e.type == SDL.event.MouseButtonDown then SDL.captureMouse(true)
elseif e.type == SDL.event.MouseButtonUp then SDL.captureMouse(false)
end
end
end
elseif (e.type == SDL.event.FingerDown) or
(e.type == SDL.event.FingerUp) or
(e.type == SDL.event.FingerMotion) then
local t={}
t.time=sdl.time()
t.class="touch"
t.action=(e.type==SDL.event.FingerUp) and -1 or ( (e.type==SDL.event.FingerDown) and 1 or 0 )
t.x=e.x
t.y=e.y
t.id=e.fingerId
t.pressure=e.pressure
-- dprint(t)
sdl.queue[#sdl.queue+1]=t
-- sdl.mousexy[1]=e.x
-- sdl.mousexy[2]=e.y
elseif (e.type == SDL.event.WindowEvent) then -- window related, eg focus resize etc
if ( e.event == SDL.eventWindow.SizeChanged ) then
local t={}
t.time=sdl.time()
t.class="resize"
sdl.queue[#sdl.queue+1]=t
end
elseif (e.type == SDL.event.Quit) then -- window close button, or alt f4
local t={}
t.time=sdl.time()
t.class="close"
sdl.queue[#sdl.queue+1]=t
elseif (e.type == SDL.event.JoyDeviceAdded) then --ignore
elseif (e.type == SDL.event.ControllerDeviceAdded) then
sdl.pads[#sdl.pads+1]=SDL.gameControllerOpen(e.which)
sdl.pads_fix()
--print("SDL","Open",e.which)
elseif (e.type == SDL.event.JoyDeviceRemoved) then --ignore
elseif (e.type == SDL.event.ControllerDeviceRemoved) then
sdl.pads[e.which+1]="CLOSED"
sdl.pads_fix()
--print("SDL","Close",e.which)
elseif (e.type == SDL.event.JoyAxisMotion) then --ignore
elseif (e.type == SDL.event.ControllerAxisMotion) then
local dev=sdl.pads[e.which+1]
local id=sdl.pads_map[e.which+1]
--print("SDL","AXIS",e.which,id,lookup(SDL.controllerAxis,e.axis),e.value)
local t={}
t.time=sdl.time()
t.class="padaxis"
t.value=e.value
t.code=e.axis
t.name=lookup(SDL.controllerAxis,e.axis)
t.id=id
sdl.queue[#sdl.queue+1]=t
elseif (e.type == SDL.event.JoyButtonDown) or (e.type == SDL.event.JoyButtonUp) then --ignore
elseif (e.type == SDL.event.ControllerButtonDown) or (e.type == SDL.event.ControllerButtonUp) then
local dev=sdl.pads[e.which+1]
local id=sdl.pads_map[e.which+1]
--print("SDL","KEY",e.which,id,lookup(SDL.controllerButton,e.button),e.state)
local t={}
t.time=sdl.time()
t.class="padkey"
t.value=e.state and 1 or -1
t.code=e.button
t.name=lookup(SDL.controllerButton,e.button)
t.id=id
sdl.queue[#sdl.queue+1]=t
else
-- handle JoyHatMotion ?
-- local s=lookup(SDL.event,e.type)
-- print(s.." : "..e.type)
-- dprint(e)
end
end
end
sdl.relative_mouse_mode=false
sdl.relative_mouse=function(it,mode)
local oldmode=sdl.relative_mouse_mode
sdl.relative_mouse_mode=mode
SDL.setRelativeMouseMode(mode)
it.win:setGrab(mode and 1 or 0)
SDL.captureMouse(mode)
return oldmode
end
sdl.warp_mouse=function(it,x,y)
it=it or sdl.it
it.win:warpMouse(x,y)
return true
end
--
-- kinda hacky, but turn a grd into a surface via a bitmap structure...
--
local _grd_to_surface=function(g)
local wgrd=require("wetgenes.grd")
local pack=require("wetgenes.pack")
if type(g)=="string" then -- assume swanky32 bitdown format and convert to grd
g=require("wetgenes.gamecake.fun.bitdown").pix_grd(g) -- convert to grd
end
assert(g:convert(wgrd.U8_RGBA)) -- make sure it is this format
assert(g:flipy()) -- needs to be the other way up
local argb=g:pixels(0,0,g.width,g.height)
for i=0,g.width*g.height*4-1,4 do argb[i+1],argb[i+3]=argb[i+3],argb[i+1] end -- swap red and blue
-- create a bmp in memory
local bmp_data=pack.save_array(argb,"u8",0,#argb)
local bmp_file=pack.save{2,"BM","u32",14+40+#bmp_data,"u16",0,"u16",0,"u32",14+40}
local bmp_head=pack.save{"u32",40,"u32",g.width,"u32",g.height,"u16",1,"u16",32,"u32",0,"u32",#bmp_data,"u32",0,"u32",0,"u32",0,"u32",0}
-- create a bmp stream for SDL to read...
local it={}
it.dat=bmp_file..bmp_head..bmp_data
it.off=0
function it.size()
return #it.dat
end
function it.close()
end
function it.seek(offset, whence)
if whence == SDL.rwopsSeek.Set then
it.off=offset
elseif whence == SDL.rwopsSeek.Current then
it.off=it.off+offset
elseif whence == SDL.rwopsSeek.End then
it.off=#it.dat-offset
end
if it.off<0 then it.off=0 end
if it.off>#it.dat then it.off=#it.dat end
return it.off
end
function it.read(n, size)
local i=n*size
if i>0 then
local d=it.dat:sub(it.off+1,it.off+i)
it.off=it.off+i
return d,#d
else
return nil
end
end
function it.write(data, n, size)
end
local rw=assert(SDL.RWCreate(it))
local surf=assert(SDL.loadBMP_RW(rw))
return surf
end
sdl.icon=function(w,g)
w.win:setIcon(_grd_to_surface(g))
end
sdl.has_clipboard=function()
return SDL.hasClipboardText()
end
sdl.get_clipboard=function()
return SDL.getClipboardText()
end
sdl.set_clipboard=function(s)
return SDL.setClipboardText(s)
end
-- we want lowercase only, and map to these capitals
local _cursor_names={
"Arrow","Ibeam","Wait","Crosshair","WaitArrow",
"SizeNWSE","SizeNESW","SizeWE","SizeNS","SizeAll",
"No","Hand",
}
-- 24x24 is probably a safe and reasonable size?
--[=[
wwin.cursor("test",[[
0 0 0 0 . . . . . . . . . . . . 0 0 0 0 . . . .
0 7 7 0 . . . . . . . . . . . . 0 7 7 0 . . . .
0 7 7 0 . . . . . . . . . . . . 0 7 7 0 . . . .
0 0 0 7 . . . . . . . . . . . . 0 0 0 7 . . . .
. . . . 7 . . . . . . . . . . . . . . . 7 . . .
. . . . . 7 . . . . . . . . . . . . . . . 7 . .
. . . . . . R R R R . . . . . . . . . . . . R R
. . . . . . R R R R . . . . . . . . . . . . R R
. . . . . . R R R R . . . . . . . . . . . . R R
. . . . . . R R R R . . . . . . . . . . . . R R
. . . . . . . . . . 7 . . . . . . . . . . . . .
. . . . . . . . . . . 7 . . . . . . . . . . . .
. . . . . . . . . . . . 7 0 0 0 . . . . . . . .
. . . . . . . . . . . . 0 7 7 0 . . . . . . . .
. . . . . . . . . . . . 0 7 7 0 . . . . . . . .
. . . . . . . . . . . . 0 0 0 0 . . . . . . . .
0 0 0 0 . . . . . . . . . . . . 0 0 0 0 . . . .
0 7 7 0 . . . . . . . . . . . . 0 7 7 0 . . . .
0 7 7 0 . . . . . . . . . . . . 0 7 7 0 . . . .
0 0 0 7 . . . . . . . . . . . . 0 0 0 7 . . . .
. . . . 7 . . . . . . . . . . . . . . . 7 . . .
. . . . . 7 . . . . . . . . . . . . . . . 7 . .
. . . . . . 7 . . . . . . . . . . . . . . . 7 .
. . . . . . . 7 . . . . . . . . . . . . . . . 7
]])
]=]
local _cursors={}
local _cursor=function(s,dat,px,py)
if dat then -- remember a new one
dat=_grd_to_surface(dat) -- convert from grd to surface
_cursors[s]=assert(SDL.createColorCursor(dat , px or 0 , py or 0 ))
end
local v=_cursors[s]
if v then return v end
if type(s)~="string" then return end
local S=s -- fix capitals
for i,v in ipairs(_cursor_names) do
if v:lower()==s then S=v break end
end
v=assert( SDL.createSystemCursor( SDL.systemCursor[S] ) )
_cursors[s]=v
return v
end
sdl.cursor=function(s,dat,px,py)
local v=_cursor(s,dat,px,py)
if not dat then -- if not setting an image then change the actual cursor
if v then
SDL.setCursor(v)
else
if type(s)=="nil" then -- default
local v=_cursor("arrow")
if v then SDL.setCursor(v) end
SDL.showCursor(true)
elseif type(s)=="boolean" then -- show/hide
SDL.showCursor(s)
end
end
end
end
sdl.platform=SDL.getPlatform() -- remember platform
return sdl
|
-- ==========================
-- LSP-STATUS MESSAGES BUBBLE
-- ==========================
-- Created by kuznetsss <github.com/kuznetsss>
local settings = {
color = vim.g.bubbly_colors,
style = vim.g.bubbly_styles,
timing = vim.g.bubbly_timing,
filter = vim.g.bubbly_filter,
}
---@type fun(settings: table, module_name: string): table
local process_settings = require("bubbly.utils.module").process_settings
settings = process_settings(settings, "lsp_status.messages")
local lsp_status = require("bubbly.utils.prerequire")("lsp-status")
if not lsp_status then
require("bubbly.utils.io").error(
[[Couldn't load 'lsp-status' for the component 'lsp_status.messages', the component will be disabled.]]
)
end
---@type fun(filter: table): boolean
local process_filter = require("bubbly.utils.module").process_filter
local spinner_frames = { "⣷", "⣯", "⣟", "⡿", "⢿", "⣻", "⣾", "⣽" }
local timer = vim.loop.new_timer()
local show_new_messages_allowed = true
local last_messages = nil
-- Enables updates of new messages
local function allow_update()
show_new_messages_allowed = true
end
-- Returns bubble that shows lsp-status messages
---@param inactive boolean
---@return Segment[]
return function(inactive)
if inactive then
return nil
end
if lsp_status == nil then
return nil
end
if not process_filter(settings.filter) then
return nil
end
local messages = lsp_status.messages()
if not show_new_messages_allowed then
return last_messages
end
local contents = {}
for _, msg in ipairs(messages) do
local parsed_message = ""
if msg.progress then
parsed_message = parsed_message .. msg.title
if msg.message then
parsed_message = parsed_message .. " " .. msg.message
end
if msg.percentage then
parsed_message = parsed_message .. " (" .. math.floor(msg.percentage + 0.5) .. "%%)"
end
if msg.spinner then
parsed_message = spinner_frames[(msg.spinner % #spinner_frames) + 1] .. " " .. parsed_message
end
elseif msg.status then
parsed_message = parsed_message .. msg.content
else
parsed_message = parsed_message .. msg.content
end
if contents[msg.name] == nil then
contents[msg.name] = parsed_message
else
contents[msg.name] = contents[msg.name] .. ", " .. parsed_message
end
end
local result_str = ""
for name, msg in pairs(contents) do
result_str = result_str .. name .. ": " .. msg .. " | "
end
result_str = result_str:sub(1, -4)
local result = { {
data = result_str,
color = settings.color,
style = settings.style,
} }
show_new_messages_allowed = false
last_messages = result
timer:start(settings.timing.update_delay, 0, vim.schedule_wrap(allow_update))
return result
end
|
--↔
local obj = { __gc = true }
setmetatable(obj, obj)
obj.__gc = function(t)
t:endPresentation()
end
-- Metadata
obj.name = "BCSPresentation"
obj.version = "1.0"
obj.author = "Chris Jones <[email protected]>"
obj.homepage = "https://github.com/Hammerspoon/presentation"
obj.license = "MIT - https://opensource.org/licenses/MIT"
-- Internal function used to find our location, so we know where to load files from
local function script_path()
local str = debug.getinfo(2, "S").source:sub(2)
return str:match("(.*/)")
end
obj.spoonPath = script_path()
function obj:init()
-- Preload the modules we're going to need
require("hs.chooser")
require("hs.webview")
require("hs.canvas")
-- Create a menubar object to initiate the presentation
self.presentationControl = hs.menubar.new()
--presentationControl:setIcon(hs.image.imageFromName(hs.image.systemImageNames["EnterFullScreenTemplate"]))
--self.presentationControl:setIcon(hs.image.imageFromName("NSSecurity"))
self.presentationControl:setTitle("Presentation")
self.presentationControl:setMenu({{ title = "Start Presentation", fn = obj.setupPresentation }})
end
-- Storage for persistent screen objects
obj.presentationControl = nil
obj.presentationScreen = nil
obj.screenFrame = nil
obj.slideView = nil
obj.numDefaultElements = nil
obj.slideHeaderFrame = nil
obj.slideBodyFrame = nil
obj.slideFooterFrame = nil
obj.slideModal = nil
-- Configuration for persistent screen objects
obj.slideHeaderFont = nil
obj.slideHeaderSize = nil
obj.slideBodyFont = nil
obj.slideBodySize = nil
obj.slideFooterFont = nil
obj.slideFooterSize = nil
-- Metadata for slide progression
obj.startSlide = 1
obj.currentSlide = 0
-- Storage for transient screen objects
obj.refs = {}
function obj.setDefaultFontSizes()
obj.slideHeaderSize = obj.screenFrame["h"] / 15
obj.slideBodySize = obj.screenFrame["h"] / 22
obj.slideFooterSize = obj.screenFrame["h"] / 30
end
function obj.get_left_frame(percent)
local factor = percent/100
local fakeBodyFrame = obj.get_body_frame(obj.screenFrame, 100)
local x = fakeBodyFrame["x"]
local y = obj.slideHeaderFrame["y"] + obj.slideHeaderFrame["h"] + 10
local w = fakeBodyFrame["w"] * factor - 5
local h = fakeBodyFrame["h"]
return {x=x, y=y, w=w, h=h}
end
function obj.get_right_frame(percent)
local factor = percent/100
local fakeBodyFrame = obj.get_body_frame(obj.screenFrame, 100)
local x = fakeBodyFrame["x"] + (fakeBodyFrame["w"] *(1-factor)) + 5
local y = obj.slideHeaderFrame["y"] + obj.slideHeaderFrame["h"] + 10
local w = fakeBodyFrame["w"] * factor - 5
local h = fakeBodyFrame["h"]
return {x=x, y=y, w=w, h=h}
end
function obj.get_body_frame(frame, percent)
local factor = percent/100
local x = frame["x"] + 50
local y = obj.slideHeaderFrame["y"] + obj.slideHeaderFrame["h"] + 10
local w = (frame["w"] - 100)*factor
local h = obj.slideFooterFrame["y"] - y
return {x=x, y=y, w=w, h=h}
end
function obj.makecodeview(slideView, name, place, code, percent)
print("Creating codeview "..name)
local codeViewRect
if place == "right" then
codeViewRect = obj.get_right_frame(33)
elseif place == "righthalf" then
codeViewRect = obj.get_right_frame(50)
elseif place == "lefthalf" then
codeViewRect = obj.get_left_frame(50)
elseif place == "body" then
codeViewRect = obj.get_body_frame(obj.screenFrame, 100)
end
slideView:appendElements({action="fill",
type="rectangle",
frame=codeViewRect,
fillColor=hs.drawing.color.x11.white},
{action="fill",
type="text",
frame=codeViewRect,
text=code,
textSize=obj.slideBodySize*0.5,
textFont="SF Mono",
textColor=hs.drawing.color.x11.black})
end
function obj.makeimageview(slideView, name, place, imageName, percent)
print("Creating imageview"..name)
local imageViewRect
if place == "right" then
imageViewRect = obj.get_right_frame(33)
elseif place == "righthalf" then
imageViewRect = obj.get_right_frame(50)
elseif place == "body" then
imageViewRect = obj.get_body_frame(obj.screenFrame, 100)
end
local image = hs.image.imageFromPath(obj.spoonPath .. "/" .. imageName)
slideView:appendElements({action="fill",
type="image",
frame=imageViewRect,
image=image,
imageAnimates=true,
imageScaling="scaleProportionally"
})
end
function obj.makewebview(name, place, url, html)
if obj.refs[name] then
return obj.refs[name]
else
print("Creating webview "..name)
local webViewRect
if place == "right" then
webViewRect = obj.get_right_frame(33)
elseif place == "righthalf" then
webViewRect = obj.get_right_frame(50)
elseif place == "lefthalf" then
webViewRect = obj.get_left_frame(50)
elseif place == "body" then
webViewRect = obj.get_body_frame(obj.screenFrame, 100)
end
local webview = hs.webview.new(webViewRect)
webview:setLevel(hs.drawing.windowLevels["normal"]+1)
if url then
webview:url(url)
elseif html then
webview:html(html)
else
webview:html("NO CONTENT!")
end
obj.refs[name] = webview
return webview
end
end
-- Definitions of the slides
obj.slides = {
{
["header"] = "Hammerspoon - Chris Jones",
["body"] = [[
• Ng on IRC
• cmsj everywhere else
• Work at Red Hat on OpenStack
• Any Mac users in?
• Anyone used Objective C?
• Anyone used Lua?
]],
["enterFn"] = function()
obj.makeimageview(obj.slideView, "hammerspoon", "righthalf", "hammerspoon.png")
end,
["bodyWidth"] = 50,
},
{
["header"] = "Agenda",
["body"] = [[We will cover:
• A little Apple history
• How Hammerspoon came to exist
• What can it do?
• How Hammerspoon works
• Questions?
]],
},
{
["header"] = "A little Apple history",
["body"] = [[First party:
• 1991 - Apple Events (System 7)
• 1993 - AppleScript (System 7.1.1)
• 2005 - Automator (OS X 10.4)
• 2007 - ScriptingBridge (OS X 10.5)
Third party:
• 1991 onwards - AppleScript libraries, many utilities
• 2014 - Hammerspoon is forked from Mjolnir]]
},
-- {
-- ["header"] = "AppleScript",
-- ["enterFn"] = function()
-- obj.makecodeview(obj.slideView, "appleScriptCodeView", "righthalf", [[tell application "Hammerspoon"
-- execute lua code "hs.reload()"
-- end tell
--
-- tell application "Safari"
-- set currentURL to URL of document 1
-- end tell
-- return currentURL]])
-- end,
-- ["bodyWidth"] = 50,
-- ["body"] = [[ • Supposedly simple, natural language
-- • Very powerful despite its awful syntax
-- • High level messages passed to apps via Apple Events
-- • Apps expected to expose their functionality
-- • Apps can expose object hierarchies (e.g. a browser can expose page elements within tabs within windows)]]
-- },
-- {
-- ["header"] = "Receiving AppleScript events",
-- ["enterFn"] = function()
-- obj.makecodeview(obj.slideView, "appleScriptCodeView", "righthalf", [[@implementation executeLua
-- -(id)performDefaultImplementation {
-- // Get the arguments:
-- NSDictionary *args = [self evaluatedArguments];
-- NSString *stringToExecute = [args valueForKey:@""];
-- if (HSAppleScriptEnabled()) {
-- // Execute Lua Code:
-- return executeLua(self, stringToExecute);
-- } else {
-- // Raise AppleScript Error:
-- [self setScriptErrorNumber:-50];
-- [self setScriptErrorString:someErrorMessage];
-- return @"Error";
-- }
-- }
-- @end]])
-- end,
-- ["body"] = [[ • Application defines the commands it accepts (in this case "executeLua") in an XML "dictionary"
-- • Commands are mapped to Objective C interfaces (like protocols/traits in other languages)
-- • Foundation.framework calls the implementation method of the relevant interface
-- • Dictionaries can be browsed by the user using Script Editor.app]],
-- ["bodyWidth"] = 50
-- },
-- {
-- ["header"] = "How Hammerspoon came to exist: Motivation",
-- ["enterFn"] = function()
-- obj.makeimageview(obj.slideView, "keyboardMaestro", "righthalf", "keyboardmaestro.png")
-- end,
-- ["bodyWidth"] = 50,
-- ["body"] = [[ • I was using Keyboard Maestro to automate tasks
-- • Very powerful, can react to lots of system events
-- • Ideal for non-programmer power users
-- • As a programmer, became frustrated with graphical programming
-- • Not open source]]
-- },
-- {
-- ["header"] = "How Hammerspoon came to exist: Circumstance",
-- ["body"] = [[ • Others also wanted something programmable
-- • First notable app was Slate (used JavaScript)
-- • Quickly went unmaintained, never really recovered
-- • Steven Degutis began a series of open source experiments
-- • Hydra, Phoenix, Penknife (used various languages)
-- • Culminated in Mjolnir, simple bridge between Lua and OS X]]
-- },
{
["header"] = "How Hammerspoon came to exist: The Fork",
["body"] = [[ • Mjolnir is a very simple Lua ↔ ObjC bridge
• Shipped with no OS integrations
• They were supposed to be distributed separately
• Small group of us disagreed and decided to fork in October 2014
• Aim was a "batteries included" automation app
• Started with ~15000 lines of code (13000 being Lua)
• Now have ~100000 lines of code (37500 being OS integrations)]]
},
{
["header"] = "So what can it do?",
["body"] = [[• Reacting to all kinds of events
• WiFi, USB, path/file changes,
• Location, audio devices
• Keyboard/Mouse/Scroll inputs
• Application launch/hide/quit
• Battery, Screen, Speech
• Window management
• Interacting with applications (menus)
• Drawing custom interfaces on the screen
• HTTP client/server
• Raw socket client/server
• URL handling/mangling
• MIDI, SQLite3, Timers, Processes, etc.]],
["enterFn"] = function()
local webview = obj.makewebview("whatCanItDoWebview", "righthalf", "http://www.hammerspoon.org/docs/", nil)
webview:show(0.3)
local webviewRect = webview:frame()
local webviewCentrePoint = hs.geometry.point(webviewRect.x + webviewRect.w/2, webviewRect.y + webviewRect.h/2)
hs.mouse.setAbsolutePosition(webviewCentrePoint)
obj.refs["whatCanItDoCounter"] = 100
obj.refs["whatCanItDoTimer"] = hs.timer.doUntil(function()
return obj.refs["whatCanItDoCounter"] <= 0
end,
function()
obj.refs["whatCanItDoCounter"] = obj.refs["whatCanItDoCounter"] - 1
hs.eventtap.event.newScrollEvent({0, -100}, {}, "pixel"):post()
end,
0.1):start()
end,
["exitFn"] = function()
obj.refs["whatCanItDoTimer"]:stop()
local webview = obj.refs["whatCanItDoWebview"]
webview:hide(0.2)
end
},
{
["header"] = "How does it work?",
["body"] = [[• Lua is really easy to embed in C
• Lots of boilerplate
• Ripe for abstraction
• Handles errors with setjmp/longjmp
• We built "LuaSkin"
• Lua state lifecycle
• Argument checking
• Library/Object creation
• Lua ↔ ObjC type translation (including ObjC objects)
• Lua errors → ObjC exceptions
]],
},
-- {
-- ["header"] = "Lua vs LuaSkin - Lifecycle",
-- ["enterFn"] = function()
-- obj.makecodeview(obj.slideView, "LuaVsLuaSkinILeft", "lefthalf", [[lua_State *createLua() {
-- lua_State *L = luaL_newstate();
-- luaL_openlibs();
-- luaL_loadfile(L, "~/.hammerspoon/init.lua");
-- lua_pcall(L, 0, 0, 0);
-- return L;
--}
--
--void destroyLua(lua_State *L) {
-- lua_close(L);
-- L = NULL;
--}
--]])
-- obj.makecodeview(obj.slideView, "LuaVsLuaSkinIRight", "righthalf", [[LuaSkin *createLua() {
-- return [LuaSkin shared];
--}
--
--void destroyLua(LuaSkin *skin) {
-- [skin destroyLuaState];
--}
--]])
-- end,
-- },
{
["header"] = "Lua vs LuaSkin - Argument checking",
["enterFn"] = function()
obj.makecodeview(obj.slideView, "LuaVsLuaSkinArgCheckLeft", "lefthalf", [[static int foo(lua_State *L) {
if (lua_type(L, 1) != LUA_TINTEGER && \
lua_type(L, 1) != LUA_TSTRING) {
luaL_error(L, "argument 1 must be an integer or a string");
}
if (lua_type(L, 2) != LUA_TSTRING && \
lua_type(L, 2) != LUA_TBOOLEAN) {
luaL_error(L, "argument 2 must be a string or a boolean");
}
]])
obj.makecodeview(obj.slideView, "LuaVsLuaSkinArgCheckRight", "righthalf", [[LuaSkin *skin = [LuaSkin shared];
[skin argcheck:LS_TINTEGER|LS_TSTRING, LS_TSTRING|LS_TBOOLEAN, LS_TBREAK];
]])
end,
},
-- {
-- ["header"] = "Lua vs LuaSkin - Library creation",
-- ["enterFn"] = function()
-- obj.makecodeview(obj.slideView, "LuaVsLuaSkinLibCreationLeft", "lefthalf", [[luaL_Reg lib[] = {
-- {"someUsefulThing", someCFunction},
-- {NULL, NULL}
--};
--
--luaL_Reg lib_meta[] = {
-- {"__gc", someCleanupFunction},
-- {NULL, NULL}
--};
--
--luaL_newlib(L, lib);
--luaL_newlib(L, lib_meta);
--lua_setmetatable(L, -2);
--]])
-- obj.makecodeview(obj.slideView, "LuaVsLuaSkinLibCreationRight", "righthalf", [[luaL_Reg lib[] = {
-- {"someUsefulThing", someCFunction},
-- {NULL, NULL}
--};
--
--luaL_Reg lib_meta[] = {
-- {"__gc", someCleanupFunction},
-- {NULL, NULL}
--};
--
--LuaSkin *skin = [LuaSkin shared];
--[skin registerLibrary:lib metaFunctions:lib_meta];
--]])
-- end,
-- },
{
["header"] = "Lua vs LuaSkin - Object creation",
["enterFn"] = function()
obj.makecodeview(obj.slideView, "LuaVsLuaSkinObjCreationLeft", "lefthalf", [[luaL_Reg obj[] = {
{"methodA", someCFunction},
{"methodB", otherCFunction},
{NULL, NULL}
};
luaL_newlib(L, obj);
lua_pushvalue(L, -1);
lua_setfield(L, -2, "__index");
lua_pushstring(L, "objectName");
lua_setfield(L, -2, "__type");
lua_pushstring(L, "objectName");
lua_setfield(L, -2, "__name");
lua_setfield(L, LUA_REGISTRYINDEX, "objectName");
]])
obj.makecodeview(obj.slideView, "LuaVsLuaSkinObjCreationRight", "righthalf", [[luaL_Reg obj[] = {
{"methodA", someCFunction},
{"methodB", otherCFunction},
{NULL, NULL}
};
LuaSkin *skin = [LuaSkin shared];
[skin registerObject:"objectName" objectFunctions:obj];
]])
end
},
{
["header"] = "Lua vs LuaSkin - Type translation",
["enterFn"] = function()
obj.makecodeview(obj.slideView, "LuaVsLuaSkinTypeTransLeft", "lefthalf", [[NSString *obj = @"hello world";
size_t size = [obj lengthOfBytesUsingEncoding:NSUTF8StringEncoding];
lua_pushlstring(L, obj.UTF8String, size);
NSString *foo = [NSString stringWithUTF8String:lua_tostring(L, 1)];
NSArray *list = @[@"hi", @(42), [SomeClass newClass] ];
for (int i=0; i < list.allKeys; i++) {
id obj = [list objectAtIndex:i];
if ([obj isKindOfClass:[NSNull class] ])
lua_pushnil(L);
else if ([obj isKindOfClass:[NSNumber class] ])
lua_pushinteger(L, [(NSNumber *)obj intValue]);
else if ([obj isKindOfClass:[NSArray class] ]) {
// Oh no, we need to recurse
lua_pushSOMETHING(L, I_HATE_MY_LIFE);
}
// Repeat for every type of class and cry
}
]])
obj.makecodeview(obj.slideView, "LuaVsLuaSkinTypeTransRight", "righthalf", [[NSString *obj = @"hello world";
[skin pushNSObject:obj];
NSString *foo = [skin toNSObjectAtIndex:1];
NSArray *list = @[@"hi", @(42), [SomeClass newClass] ];
[skin pushNSObject:list];
]])
end
},
-- {
-- ["header"] = "Lua vs LuaSkin Part 2",
-- ["exitFn"] = function()
-- local webview = obj.refs["LuaVsLuaSkinIILeft"]
-- webview:hide(0.1)
-- end,
-- ["enterFn"] = function()
-- local webview = obj.makewebview("LuaVsLuaSkinIILeft", "lefthalf", nil, [[<html><head><style>
-- pre {
-- width: 100%;
-- font-size: 28px;
-- }
-- </style></head>
-- <body><pre>luaL_Reg lib[] = {{"new", new}, {NULL, NULL}};
-- luaL_Reg obj[] = {{"inc", inc}, {NULL, NULL}};
-- void main() {
-- lua_State *L = luaL_newstate(); luaL_openlibs();
-- luaL_newlib(L, lib);
-- luaL_newlib(L, obj);
-- lua_pushvalue(L, -1);
-- lua_setfield(L, -2, "__index");
-- lua_setfield(L, LUA_REGISTRYINDEX, "counter");
-- }
-- static int new(lua_State *L) {
-- if (lua_type(L, 1) != LUA_TINTEGER) {
-- lua_pushnil(L);
-- return;
-- }
-- int *c_ptr = lua_newuserdata(L, sizeof(int));
-- *c_ptr = lua_tointeger(L, 1);
-- luaL_getmetatable(L, "counter");
-- lua_setmetatable(L, -2);
-- return 1;
-- }
-- static int inc(lua_State *L) {
-- luaL_checktype(L, 1, LUA_TUSERDATA);
-- int *c_ptr = luaL_checkudata(L, 1, "counter");
-- if (!c_ptr) luaL_typerror(L, 1, "counter");
-- (*c_ptr)++;
-- return 0;
-- }
-- </pre></body></html>]])
-- webview:show(0.1)
-- obj.makecodeview(obj.slideView, "LuaVsLuaSkinIIRight", "righthalf", [[luaL_Reg lib[] = {{"new", new}, {NULL, NULL}};
-- luaL_Reg obj[] = {{"inc", inc}, {NULL, NULL}};
-- void main() {
-- LuaSkin *skin = [LuaSkin shared];
-- [skin registerLibrary:lib metaFunctions:nil];
-- [skin registerObject:"counter" objectFunctions:obj];
-- }
-- static int new(lua_State *L) {
-- LuaSkin *skin = [LuaSkin shared];
-- [skin checkArgs:LS_TINTEGER, LS_TBREAK];
-- Counter *c = [SomeCounterClass newClass];
-- c.value = lua_tointeger(L, 1);
-- [skin pushNSObject:c];
-- return 1;
-- }
-- static int inc(lua_State *L) {
-- LuaSkin *skin = [LuaSkin shared];
-- [skin checkArgs:LS_TUSERDATA, "counter", LS_TBREAK];
-- Counter *c = get_object(Counter, L, 1, "counter");
-- c.value++;
-- return 0;
-- }
-- ]])
-- end,
-- },
{
["header"] = "LuaSkin - Custom object translation",
["enterFn"] = function()
obj.makeimageview(obj.slideView, "streamdeck", "body", "streamdeck.jpg")
end,
},
{
["header"] = "LuaSkin - Custom object translation",
["enterFn"] = function()
obj.makecodeview(obj.slideView, "luaSkinPart2", "body", [[
static int pushHSStreamDeckDevice(lua_State *L, id obj) {
HSStreamDeckDevice *value = obj;
value.selfRefCount++;
void** valuePtr = lua_newuserdata(L, sizeof(HSStreamDeckDevice *));
*valuePtr = (__bridge_retained void *)value;
luaL_getmetatable(L, "hs.streamdeck");
lua_setmetatable(L, -2);
return 1;
}
static id toHSStreamDeckDeviceFromLua(lua_State *L, int idx) {
LuaSkin *skin = [LuaSkin shared];
HSStreamDeckDevice *value;
if (luaL_testudata(L, idx, "hs.streamdeck")) {
value = get_objectFromUserdata(__bridge HSStreamDeckDevice, L, idx, "hs.streamdeck");
} else {
[skin logError:[NSString stringWithFormat:@"expected %s object, found %s", "hs.streamdeck",
lua_typename(L, lua_type(L, idx))] ];
}
return value;
}
]])
end,
},
{
["header"] = "LuaSkin - Custom object translation",
["enterFn"] = function()
obj.makecodeview(obj.slideView, "luaSkinPart3", "body", [[
static int streamdeck_setButtonImage(lua_State *L __unused) {
LuaSkin *skin = [LuaSkin shared];
[skin checkArgs:LS_TUSERDATA, "hs.streamdeck", LS_TNUMBER, LS_TUSERDATA, "hs.image", LS_TBREAK];
HSStreamDeckDevice *device = [skin luaObjectAtIndex:1 toClass:"HSStreamDeckDevice"];
[device setImage:[skin luaObjectAtIndex:3 toClass:"NSImage"] forButton:(int)lua_tointeger(skin.L, 2)];
lua_pushvalue(skin.L, 1);
return 1;
}
]])
end,
},
{
["header"] = "Questions?",
["body"] = [[
Resources:
• http://www.hammerspoon.org/
• https://github.com/Hammerspoon/
• #hammerspoon on Freenode
]],
}
}
-- Draw a slide on the screen, creating persistent screen objects if necessary
function obj:renderSlide(slideNum)
print("renderSlide")
if not slideNum then
slideNum = self.currentSlide
end
print(" slide number: "..slideNum)
local slideData = self.slides[slideNum]
local frame = self.screenFrame
self.slideHeaderFrame = {x=frame["x"] + 50, y=frame["y"] + 50, w=frame["w"] - 100, h=frame["h"] / 10}
self.slideFooterFrame = {x=frame["x"] + 50, y=frame["y"] + frame["h"] - 50 - self.slideFooterSize, w=frame["w"] - 100, h=frame["h"] / 25}
self.slideBodyFrame = self.get_body_frame(frame, (slideData["bodyWidth"] or 100))
if not self.slideView then
self.slideView = hs.canvas.new(frame):level(hs.canvas.windowLevels["normal"] + 1)
end
if self.slideView:elementCount() == 0 then
self.slideView:appendElements({ action="fill",
type="rectangle",
fillColor=hs.drawing.color.hammerspoon.osx_yellow, },
{ action="fill",
type="text",
frame=self.slideFooterFrame,
text=("Hammerspoon: Staggeringly powerful macOS desktop automation"),
textColor=hs.drawing.color.x11.black,
textSize=self.slideFooterSize })
self.slideView:show(1.2)
self.numDefaultElements = self.slideView:elementCount()
end
if self.slideView:elementCount() > self.numDefaultElements then
print("Removing "..(self.slideView:elementCount() - self.numDefaultElements).." elements")
for i=self.numDefaultElements+1,self.slideView:elementCount() do
self.slideView:removeElement(self.numDefaultElements + 1)
end
end
-- Render the header
self.slideView:appendElements({ action="fill",
type="text",
frame=self.slideHeaderFrame,
text=(slideData["header"] or "Hammerspoon"),
textColor = hs.drawing.color.x11.black,
textSize=self.slideHeaderSize })
-- Render the body
--[[
self.slideView:appendElements({ action="fill",
type="rectangle",
frame=self.slideBodyFrame,
fillColor=hs.drawing.color.x11.white})
]]
self.slideView:appendElements({ action="fill",
type="text",
frame=self.slideBodyFrame,
text=(slideData["body"] or ""),
textColor = hs.drawing.color.x11.black,
textSize=self.slideBodySize })
end
-- Move one slide forward
function obj:nextSlide()
hs.mouse.setAbsolutePosition(hs.geometry.point(obj.screenFrame.x + obj.screenFrame.w, obj.screenFrame.y + obj.screenFrame.h/2))
if self.currentSlide < #self.slides then
if self.slides[self.currentSlide] and self.slides[self.currentSlide]["exitFn"] then
print("running exitFn for slide")
self.slides[self.currentSlide]["exitFn"]()
end
self.currentSlide = self.currentSlide + 1
self:renderSlide()
if self.slides[self.currentSlide] and self.slides[self.currentSlide]["enterFn"] then
print("running enterFn for slide")
self.slides[self.currentSlide]["enterFn"]()
end
end
end
-- Move one slide back
function obj:previousSlide()
if self.currentSlide > 1 then
if self.slides[self.currentSlide] and self.slides[self.currentSlide]["exitFn"] then
print("running exitFn for slide")
self.slides[self.currentSlide]["exitFn"]()
end
self.currentSlide = self.currentSlide - 1
self:renderSlide()
if self.slides[self.currentSlide] and self.slides[self.currentSlide]["enterFn"] then
print("running enterFn for slide")
self.slides[self.currentSlide]["enterFn"]()
end
end
end
-- Update the current slide
function obj:updateSlide()
self:renderSlide()
if self.slides[self.currentSlide] and self.slides[self.currentSlide]["enterFn"] then
print("running enterFn for slide")
self.slides[self.currentSlide]["enterFn"]()
end
end
-- Change font sizes
function obj:resizeFonts(delta)
self.slideHeaderSize = self.slideHeaderSize + delta
self.slideBodySize = self.slideBodySize + delta
self.slideFooterSize = self.slideFooterSize + delta
end
-- Increase font size
function obj:fontBigger()
self:resizeFonts(1)
self:updateSlide()
end
-- Decrease font size
function obj:fontSmaller()
self:resizeFonts(-1)
self:updateSlide()
end
-- Exit the presentation
function obj:endPresentation()
hs.caffeinate.set("displayIdle", false, true)
if self.slides[self.currentSlide] and self.slides[self.currentSlide]["exitFn"] then
print("running exitFn for slide")
self.slides[self.currentSlide]["exitFn"]()
end
obj.slideView:delete(1.2)
obj.slideView = nil
obj.refs = {}
if obj.slideModal.delete then
obj.slideModal:delete() -- FIXME: This isn't in the current release of Hammerspoon
end
obj.slideModal = nil
obj.currentSlide = 0
end
-- Prepare the modal hotkeys for the presentation
function obj.setupModal()
print("setupModal")
obj.slideModal = hs.hotkey.modal.new({}, nil, nil)
obj.slideModal:bind({}, "left", function() obj:previousSlide() end)
obj.slideModal:bind({}, "right", function() obj:nextSlide() end)
obj.slideModal:bind({}, "escape", function() obj:endPresentation() end)
obj.slideModal:bind({}, "=", function() obj:fontBigger() end)
obj.slideModal:bind({}, "-", function() obj:fontSmaller() end)
obj.slideModal:bind({}, "0", function() obj:setDefaultFontSizes() obj:updateSlide() end)
obj.slideModal:enter()
end
-- Callback for when we've chosen a screen to present on
function obj.didChooseScreen(choice)
if not choice then
print("Chooser cancelled")
return
end
print("didChooseScreen: "..choice["text"])
obj.presentationScreen = hs.screen.find(choice["uuid"])
if not obj.presentationScreen then
hs.notify.show("Unable to find that screen, using primary screen")
obj.presentationScreen = hs.screen.primaryScreen()
else
print("Found screen")
end
obj.screenFrame = obj.presentationScreen:fullFrame()
-- DEBUG OVERRIDE TO 1080p
obj.screenFrame = hs.geometry.rect(0, 0, 1920, 1080)
obj.setupModal()
obj.setDefaultFontSizes()
obj:nextSlide()
end
-- Prepare a table of screens for hs.chooser
function obj.screensToChoices()
print("screensToChoices")
local choices = hs.fnutils.map(hs.screen.allScreens(), function(screen)
local name = screen:name()
local id = screen:id()
local image = screen:snapshot()
local mode = screen:currentMode()["desc"]
return {
["text"] = name,
["subText"] = mode,
["uuid"] = id,
["image"] = image,
}
end)
return choices
end
-- Initiate the hs.chosoer for choosing a screen to present on
function obj.chooseScreen()
print("chooseScreen")
local chooser = hs.chooser.new(obj.didChooseScreen)
chooser:choices(obj.screensToChoices)
chooser:show()
end
-- Prepare the presentation
function obj.setupPresentation()
print("setupPresentation")
if #obj.slides == 0 then
hs.alert("No slides defined")
return
end
hs.caffeinate.set("displayIdle", true, true)
obj.chooseScreen()
end
return obj
|
-------- LIBRARY
------------------------------------------------------------------------------------
local cairo = require("lgi").cairo
local module = {}
function module:custom_shape(cr, width, height)
cr:move_to(0,0)
cr:line_to(width,0)
cr:line_to(width,height - height/4)
cr:line_to(width - height/4,height)
cr:line_to(0,height)
cr:close_path()
end
return module |
kill_spikes = {
wood_durability_index = 0.7,
iron_durability_index = 0.95,
dia_durability_index = 256
}
-- add damage to any object.
kill_spikes.do_damage = function(obj, durability_index)
if obj == nil then return end
if obj:is_player() or (obj:get_luaentity() ~= nil and obj:get_luaentity().name ~= "__builtin:item") then
obj:punch(obj, 1.0, {full_punch_interval = 1.0, damage_groups = {fleshy=5}}, nil)
if durability_index ~= nil and kill_spikes.is_broken(durability_index) then
return 1
end
end
return 0
end
-- check nodes below/above to forbid construct spikes in two vertical rows.
kill_spikes.is_allowed_position = function(pos)
local node = minetest.get_node({x = pos.x, y = pos.y - 1, z = pos.z})
if minetest.get_node_group(node.name, "spikes") > 0 then
return false
end
node = minetest.get_node({x = pos.x, y = pos.y + 1, z = pos.z})
if minetest.get_node_group(node.name, "spikes") > 0 then
return false
end
return true
end
--ramdomly decide if spike is broken.
kill_spikes.is_broken = function(durability_index)
if (durability_index < math.random()) then
return true
end
return false
end
minetest.register_node("kill_spikes:wood_spikes", {
description = "Wood spikes",
drawtype = "plantlike",
visual_scale = 1,
tile_images = {"kill_spikes_wood_spikes.png"},
inventory_image = ("kill_spikes_wood_spikes.png"),
paramtype = "light",
walkable = false,
drop = "default:stick 3",
sunlight_propagates = true,
groups = {spikes=1, flammable=2, choppy = 2, oddly_breakable_by_hand = 1},
on_punch = function(pos, node, puncher, tool_capabilities, pointed_thing)
kill_spikes.do_damage(puncher, nil)
end,
on_construct = function(pos)
if kill_spikes.is_allowed_position(pos) == false then
minetest.dig_node(pos)
end
end,
})
minetest.register_node("kill_spikes:broken_wood_spikes", {
description = "Broken wood spikes",
drawtype = "plantlike",
visual_scale = 1,
tile_images = {"kill_spikes_broken_wood_spikes.png"},
inventory_image = ("kill_spikes_broken_wood_spikes.png"),
paramtype = "light",
walkable = false,
sunlight_propagates = true,
drop = "default:stick 3",
groups = {spikes=1, flammable=2, choppy = 2, oddly_breakable_by_hand = 1},
})
minetest.register_craft({
output = 'kill_spikes:wood_spikes 4',
recipe = {
{'default:stick', '', 'default:stick'},
{'', 'default:stick', ''},
{'default:stick', '', 'default:stick'},
},
on_place = function(itemstack, placer, pointed_thing, param2)
if (kill_spikes.is_spikes_below(pointed_thing)) then
return
end
end,
})
minetest.register_node("kill_spikes:iron_spikes", {
description = "Iron spikes",
drawtype = "plantlike",
visual_scale = 1,
tile_images = {"kill_spikes_iron_spikes.png"},
inventory_image = ("kill_spikes_iron_spikes.png"),
paramtype = "light",
walkable = false,
sunlight_propagates = true,
drop = "default:steel_ingot 2",
groups = {cracky=2, spikes=1},
on_punch = function(pos, node, puncher, tool_capabilities, pointed_thing)
kill_spikes.do_damage(puncher, nil)
end,
on_construct = function(pos)
if kill_spikes.is_allowed_position(pos) == false then
minetest.dig_node(pos)
end
end,
})
minetest.register_node("kill_spikes:broken_iron_spikes", {
description = "Broken iron spikes",
drawtype = "plantlike",
visual_scale = 1,
tile_images = {"kill_spikes_broken_iron_spikes.png"},
inventory_image = ("kill_spikes_broken_iron_spikes.png"),
paramtype = "light",
walkable = false,
sunlight_propagates = true,
drop = "default:steel_ingot 2",
groups = {cracky=2, spikes=1},
})
minetest.register_craft({
output = 'kill_spikes:iron_spikes 4',
recipe = {
{'default:steel_ingot', '', 'default:steel_ingot'},
{'', 'kill_spikes:wood_spikes', ''},
{'default:steel_ingot', '', 'default:steel_ingot'},
},
on_place = function(itemstack, placer, pointed_thing, param2)
if (kill_spikes.is_spikes_below(pointed_thing)) then
return
end
end,
})
minetest.register_abm(
{nodenames = {"kill_spikes:wood_spikes"},
interval = 1.0,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local times_broken = 0
local objs = minetest.get_objects_inside_radius(pos, 1)
for k, obj in pairs(objs) do
times_broken = times_broken + kill_spikes.do_damage(obj, kill_spikes.wood_durability_index)
end
if times_broken > 0 then
minetest.remove_node(pos)
minetest.place_node(pos, {name="kill_spikes:broken_wood_spikes"})
end
end,
})
minetest.register_abm(
{nodenames = {"kill_spikes:iron_spikes"},
interval = 1.0,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local times_broken = 0
local objs = minetest.get_objects_inside_radius(pos, 1)
for k, obj in pairs(objs) do
times_broken = times_broken + kill_spikes.do_damage(obj, kill_spikes.iron_durability_index)
end
if times_broken > 0 then
minetest.remove_node(pos)
minetest.place_node(pos, {name="kill_spikes:broken_iron_spikes"})
end
end,
})
--Diamond spikes
minetest.register_node("kill_spikes:dia_spikes", {
description = "Diamond spikes",
drawtype = "plantlike",
visual_scale = 1,
tile_images = {"kill_spikes_dia_spikes.png"},
inventory_image = ("kill_spikes_dia_spikes.png"),
paramtype = "light",
walkable = false,
sunlight_propagates = true,
drop = "default:diamond 2",
groups = {cracky=2, spikes=1},
on_punch = function(pos, node, puncher, pointed_thing)
kill_spikes.do_damage(puncher, nil)
end,
on_construct = function(pos)
if kill_spikes.is_allowed_position(pos) == false then
minetest.dig_node(pos)
end
end,
})
minetest.register_node("kill_spikes:broken_dia_spikes", {
description = "Broken diamond spikes",
drawtype = "plantlike",
visual_scale = 1,
tile_images = {"kill_spikes_broken_dia_spikes.png"},
inventory_image = ("kill_spikes_broken_dia_spikes.png"),
paramtype = "light",
walkable = false,
sunlight_propagates = true,
drop = "default:diamond 2",
groups = {cracky=2, spikes=1},
})
minetest.register_craft({
output = 'kill_spikes:dia_spikes 4',
recipe = {
{'default:diamond', '', 'default:diamond'},
{'', 'kill_spikes:iron_spikes', ''},
{'default:diamond', '', 'default:diamond'},
},
on_place = function(itemstack, placer, pointed_thing, param2)
if (kill_spikes.is_spikes_below(pointed_thing)) then
return
end
end,
})
minetest.register_abm(
{nodenames = {"kill_spikes:dia_spikes"},
interval = 1.0,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local times_broken = 0
local objs = minetest.get_objects_inside_radius(pos, 1)
for k, obj in pairs(objs) do
times_broken = times_broken + kill_spikes.do_damage(obj, kill_spikes.dia_durability_index)
end
if times_broken > 0 then
minetest.remove_node(pos)
minetest.place_node(pos, {name="kill_spikes:broken_dia_spikes"})
end
end,
})
|
local tcheck = require 'tcheck'
local token = require 'tulip.pkg.token.token'
local xerror = require 'tulip.xerror'
local xtable = require 'tulip.xtable'
local function make_token(cfg)
local lookup_types
if cfg.allowed_types then
lookup_types = xtable.toset(cfg.allowed_types)
end
return function(app, t, conn, tok)
tcheck({'*', 'table', 'table|nil', 'string|nil'}, app, t, conn, tok)
if lookup_types then
local ok, err = xerror.inval(lookup_types[t.type],
'token type is invalid', 'type', t.type)
if not ok then
return nil, err
end
end
local close = not conn
if not conn then
local err; conn, err = app:db()
if not conn then
return nil, err
end
end
return conn:with(close, function()
if tok or t.delete then
-- validate or delete the token
return token.validate(t, conn, tok)
else
-- generate a token
return token.generate(t, conn)
end
end)
end
end
local M = {
requires = {
'tulip.pkg.database',
},
}
-- The token package registers an App:token method that either
-- generates a one-time secret token, validates such a token,
-- or deletes token(s).
--
-- Requires: database package
--
-- Config:
--
-- * allowed_types: array of string = if set, only those types
-- will be allowed for the tokens.
--
-- v, err = App:token(t[, conn[, tok]])
--
-- Generates a one-time secret token, validates such a token,
-- or deletes token(s).
--
-- If the generated token has 'once' set, then when it is validated,
-- its type and ref_id must match, and it must not be expired.
-- If it does not have 'once' set, then when validated only its
-- type must match, and it must not be expired. The ref_id value
-- is returned as second value when the token is valid (if the first
-- returned value is true). This is because the not-once tokens
-- are typically used to associate a token with an id (e.g. session
-- tokens), while once tokens are used for extra validation so the
-- ref_id must be provided and must be associated with that token
-- (e.g. reset password, change email address tokens, where the
-- relevant user ID is known).
--
-- > t: table = a table with the following fields:
-- * t.type: string = the type of the token (e.g. resetpwd)
-- * t.ref_id: number = the reference id of the token (e.g. user id)
-- * t.max_age: number = number of seconds before token expires
-- * t.once: boolean|nil = if true, generate a single-use token
-- that is deleted when validated. Otherwise the token stays
-- alive until expired (e.g. a session id token).
-- * t.delete: boolean|nil = if true, deletes the token upon validation,
-- even if it is not a single-use token (e.g. for logout behaviour).
-- If no tok value is provided and delete is true, deletes all tokens
-- associated with type and ref_id (without validation).
-- > conn: connection = optional database connection to use
-- > tok: string = if provided, validates that token, otherwise
-- generate a new token.
-- < v: bool|string|nil = if tok is provided, returns a boolean
-- that indicates if the token is valid, otherwise returns a
-- string that is the base64-encoded generated token. Is
-- nil on error or invalid token. If it returns true, returns the
-- associated ref_id as second value.
-- < err: string|nil = error message if v is nil.
function M.register(cfg, app)
tcheck({'table', 'tulip.App'}, cfg, app)
app.token = make_token(cfg)
app:register_migrations('tulip.pkg.token', token.migrations)
end
return M
|
local tools = require('Utils.ToolSet')
GGraph = class('GGraph', GObject)
local getters = GGraph.getters
local setters = GGraph.setters
function GGraph:ctor()
GGraph.super.ctor(self)
self._type = 0
end
function getters:color()
return self._fillColor or 0
end
function setters:color(value)
if self.displayObject then
self._fillColor = value
self.displayObject:setFillColor(tools.unpackColor(value))
end
end
function GGraph:drawRect(lineSize, lineColor, lineAlpha, fillColor, fillAlpha)
local w,h,offset = self:getDrawInfo(lineSize)
local obj = display.newRect(0,0,w,h)
obj:setFillColor(tools.unpackColor(fillColor, fillAlpha))
obj.strokeWidth = lineSize or 0
obj:setStrokeColor(tools.unpackColor(lineColor, lineAlpha))
obj.path.x1 = offset
obj.path.x2 = offset
obj.path.x3 = offset
obj.path.x4 = offset
obj.path.y1 = offset
obj.path.y2 = offset
obj.path.y3 = offset
obj.path.y4 = offset
self:updateGraphObj(1, obj, fillColor)
end
function GGraph:drawRoundRect(lineSize, lineColor, lineAlpha, fillColor, fillAlpha, cornerRadius )
local w,h,offset = self:getDrawInfo(lineSize)
local obj = display.newRoundedRect(0,0,w,h,cornerRadius )
obj:setFillColor(tools.unpackColor(fillColor, fillAlpha))
obj.strokeWidth = lineSize or 0
obj:setStrokeColor(tools.unpackColor(lineColor, lineAlpha))
self:updateGraphObj(2, obj, fillColor)
end
function GGraph:drawCircle(lineSize, lineColor, lineAlpha, fillColor, fillAlpha)
local w,h,offset = self:getDrawInfo(lineSize)
local obj = display.newCircle(w*0.5,h*0.5,w*0.5)
obj:setFillColor(tools.unpackColor(fillColor, fillAlpha))
obj.strokeWidth = lineSize or 0
obj:setStrokeColor(tools.unpackColor(lineColor, lineAlpha))
self:updateGraphObj(3, obj, fillColor)
end
function GGraph:drawPolygon(vertices, fillColor, fillAlpha)
local obj = display.newPolygon(0,0,vertices)
obj:setFillColor(tools.unpackColor(fillColor, fillAlpha))
obj.strokeWidth = lineSize or 0
obj:setStrokeColor(tools.unpackColor(lineColor, lineAlpha))
self:updateGraphObj(4, obj, fillColor)
end
function GGraph:clear()
self._type = 0
self:replaceDisplayObject(nil)
end
function getters:isEmpty()
return self._type==0
end
function GGraph:updateGraphObj(type, obj, fillColor)
self._type = type
self._sourceWidth = self._width
self._sourceHeight = self._height
self._fillColor = fillColor
self:replaceDisplayObject(obj)
obj:addEventListener("touch", self)
end
function GGraph:getDrawInfo(lineSize)
local w = self._width
local h = self._height
local offset = 0
--调整至描边为内包围
if lineSize>0 then
offset = math.ceil(lineSize*0.5)
w = w-offset*2
h = h-offset*2
end
if w<0 then w=0 end
if h<0 then h=0 end
return w,h,offset
end
function GGraph:setup_BeforeAdd(buffer, beginPos)
GGraph.super.setup_BeforeAdd(self, buffer, beginPos)
buffer:seek(beginPos, 5)
local type = buffer:readByte()
if type ~= 0 then
local lineSize = buffer:readInt()
local lineColor,lineAlpha = buffer:readColor()
local fillColor,fillAlpha = buffer:readColor()
local roundedRect = buffer:readBool()
local cornerRadius
if roundedRect then
cornerRadius = {}
for i=1,4 do
cornerRadius[i] = buffer:readFloat()
end
end
if type == 1 then
if roundedRect then
self:drawRoundRect(lineSize, lineColor, lineAlpha, fillColor, fillAlpha, cornerRadius[1])
else
self:drawRect(lineSize, lineColor, lineAlpha, fillColor, fillAlpha)
end
else
self:drawCircle(lineSize, lineColor, lineAlpha, fillColor, fillAlpha)
end
end
end
function GGraph:handlePivotChanged()
local obj = self.displayObject
if obj then
obj.anchorX = self._pivotX * (self._width / self._sourceWidth)
obj.anchorY = self._pivotY * (self._height / self._sourceHeight)
self:handlePositionChanged()
end
end
function GGraph:handleSizeChanged()
if self._type==0 then return end
local obj = self.displayObject
local w,h,offset = self:getDrawInfo(obj.strokeWidth)
if self._type==1 then
local dw = w - self._sourceWidth
local dh = h - self._sourceHeight
obj.path.x1 = offset
obj.path.x2 = offset
obj.path.x3 = offset+dw
obj.path.x4 = offset+dw
obj.path.y1 = offset
obj.path.y2 = offset+dh
obj.path.y3 = offset+dh
obj.path.y4 = offset
elseif self._type==2 then
obj.path.width = w
obj.path.height = h
elseif self._type==3 then
obj.path.radius = w*0.5
end
obj.anchorX = self._pivotX * (self._width / self._sourceWidth)
obj.anchorY = self._pivotY * (self._height / self._sourceHeight)
end |
-- Copyright 2014 Aedan Renner <[email protected]>
-- Copyright 2018 Florian Eckert <[email protected]>
-- Licensed to the public under the GNU General Public License v2.
local dsp = require "luci.dispatcher"
local m, s, o
m = Map("mwan3", translate("MWAN - Members"))
s = m:section(TypedSection, "member", nil,
translate("Members are profiles attaching a metric and weight to an MWAN interface<br />" ..
"Names may contain characters A-Z, a-z, 0-9, _ and no spaces<br />" ..
"Members may not share the same name as configured interfaces, policies or rules"))
s.addremove = true
s.dynamic = false
s.sectionhead = translate("Member")
s.sortable = true
s.template = "cbi/tblsection"
s.extedit = dsp.build_url("admin", "network", "mwan", "member", "%s")
function s.create(self, section)
TypedSection.create(self, section)
m.uci:save("mwan3")
luci.http.redirect(dsp.build_url("admin", "network", "mwan", "member", section))
end
o = s:option(DummyValue, "interface", translate("Interface"))
o.rawhtml = true
function o.cfgvalue(self, s)
return self.map:get(s, "interface") or "—"
end
o = s:option(DummyValue, "metric", translate("Metric"))
o.rawhtml = true
function o.cfgvalue(self, s)
return self.map:get(s, "metric") or "1"
end
o = s:option(DummyValue, "weight", translate("Weight"))
o.rawhtml = true
function o.cfgvalue(self, s)
return self.map:get(s, "weight") or "1"
end
return m
|
fx_version "adamant"
game "gta5"
client_scripts {"utk.lua", "client.lua"}
server_scripts {"utk.lua", "server.lua"} |
require "/scripts/util.lua"
function tileAnchors(grid, pos)
pos = copy(pos)
pos[1] = pos[1] < 0 and pos[1] + grid.size[1] or pos[1]
pos[1] = pos[1] >= grid.size[1] and pos[1] - grid.size[1] or pos[1]
return grid.tiles[tostring(pos[1])][tostring(pos[2])]
end
function claimTile(grid, pos, anchors)
pos = copy(pos)
pos[1] = pos[1] < 0 and pos[1] + grid.size[1] or pos[1]
pos[1] = pos[1] >= grid.size[1] and pos[1] - grid.size[1] or pos[1]
if not grid.tiles[tostring(pos[1])] then grid.tiles[tostring(pos[1])] = jobject() end
grid.tiles[tostring(pos[1])][tostring(pos[2])] = anchors
end
function tileAvailable(grid, pos)
pos = copy(pos)
pos[1] = pos[1] < 0 and pos[1] + grid.size[1] or pos[1]
pos[1] = pos[1] >= grid.size[1] and pos[1] - grid.size[1] or pos[1]
if not grid.tiles[tostring(pos[1])] then return true end
if not grid.tiles[tostring(pos[1])][tostring(pos[2])] then return true end
return false
end
function partSize(part)
local max = {0, 0}
for _,tile in pairs(part.tiles) do
if tile[1] + 1 > max[1] then
max[1] = tile[1] + 1
end
if tile[2] + 1 > max[2] then
max[2] = tile[2] + 1
end
end
return max
end
function partTiles(part, pos)
local tiles = {}
for _,tile in pairs(part.tiles) do
table.insert(tiles, vec2.add(pos, tile))
end
return tiles
end
function partTileAnchors(part, tile)
return util.map(util.filter(part.anchors, function(a)
return compare(a[2], tile)
end), function(a)
return a[1]
end)
end
-- returns the part offset if anchored to the specified direction
function anchoredPartOffset(part, direction)
local partAnchor = vec2.mul(direction, -1)
for _,v in pairs(part.anchors) do
local dir, offset = v[1], v[2]
if compare(dir, partAnchor) then
return vec2.mul(offset, -1)
end
end
end
-- A part can be placed if it doesn't overlap other parts
-- and all its anchors anchor to empty spaces or other anchors
function partAllowedAt(grid, part, tilePos)
for _,tile in pairs(part.tiles) do
if tile[2] + tilePos[2] < 0 or tile[2] + tilePos[2] > grid.size[2] then
return false, {"range", vec2.add(tile, tilePos)}
end
if not tileAvailable(grid, vec2.add(tile, tilePos)) then
return false, {"overlap", vec2.add(tile, tilePos)}
end
-- check all anchors lead to empty space or other parts' anchors
local matchingAnchors = {}
for _,anchor in pairs(partTileAnchors(part, tile)) do
local anchorTo = vec2.add(vec2.add(tile, tilePos), anchor)
if not tileAvailable(grid, anchorTo) then
local hasMatchingAnchor = false
for _,otherAnchor in pairs(tileAnchors(grid, anchorTo)) do
if compare(anchor, vec2.mul(otherAnchor, -1)) then
hasMatchingAnchor = true
table.insert(matchingAnchors, anchorTo)
end
end
if not hasMatchingAnchor then
return false, {"invalid", vec2.add(tile, tilePos), anchor}
end
end
end
-- check the part doesn't block anchors of other parts
for _,dir in pairs({{1, 0}, {0, 1}, {-1, 0}, {0, -1}}) do
local neighbor = vec2.add(vec2.add(tile, tilePos), dir)
if not tileAvailable(grid, neighbor) and not contains(matchingAnchors, neighbor) then
for _,anchor in pairs(tileAnchors(grid, neighbor)) do
if compare(anchor, vec2.mul(dir, -1)) then
return false, {"blocking", neighbor, anchor}
end
end
end
end
end
return true
end
function allowedParts(parts, grid, tilePos)
local parts = {}
for partName,part in (self.partConfig.parts) do
if part.placeable and partAllowedAt(grid, tilePos) then
table.insert(parts, partName)
end
end
return parts
end
function tileWorldPos(grid, tilePos)
local worldPos = vec2.add(grid.worldOffset, vec2.mul(tilePos, grid.tileSize))
return vec2.add(worldPos, vec2.mul(grid.tileBorder, tilePos))
end
-- nil means the position is at a seam between two tiles
function worldToTile(grid, worldPos)
local relativePos = world.distance(worldPos, grid.worldOffset)
-- no negative tile coordinates, they don't serialize well
if relativePos[1] < 0 then
relativePos[1] = relativePos[1] + world.size()[1]
end
if relativePos[1] % (grid.tileSize[1] + grid.tileBorder[1]) >= grid.tileSize[1]
or relativePos[2] % (grid.tileSize[2] + grid.tileBorder[2]) >= grid.tileSize[2] then
return nil
end
return {
math.floor(relativePos[1] / (grid.tileSize[1] + grid.tileBorder[1])),
math.floor(relativePos[2] / (grid.tileSize[2] + grid.tileBorder[2]))
}
end
|
temp = {}
cifre = {};
out = {};
order = {}
max = 8
for i = 1,10 do
temp[i] = i - 1
end
out = lib.math.random_shuffle(temp)
for i = 1,max do
cifre[i] = out[i]
end
order = lib.math.argsort(cifre)
numb = cifre[order[max]]
for i = 1,2 do
numb = numb * 10 + cifre[order[max-i]]
end
value_max = numb * 10 + cifre[order[max - 3]]
value_max1 = numb * 10 + cifre[order[max - 4]]
if (cifre[order[1]] == 0) then
numb = (cifre[order[2]] * 10 + cifre[order[1]]) * 10 + cifre[order[3]]
else
numb = (cifre[order[1]] * 10 + cifre[order[2]]) * 10 + cifre[order[3]]
end
value_min = numb * 10 + cifre[order[4]]
value_min1 = numb * 10 + cifre[order[5]]
summ_max = value_max + value_max1
summ_min = value_min + value_min1
diff_max = value_max - value_min
|
Common_UnitConsumeActPoint(attacker, 1);
if Common_Break_Skill(attacker, _Skill) then return end
local info = ...
-- [[
if attacker[30081] > 0 then
if not info.SingSkill then
Common_ChangeEp(attacker, -_Skill.skill_consume_ep)
Common_UnitConsumeActPoint(attacker, 1);
Common_Sleep(attacker, 0.3)
Common_UnitAddBuff(attacker, attacker, attacker[30081], 1, {
singskill_index = _Skill.sort_index
})
Common_Sleep(attacker, 0.4)
return
end
end
--]]
if not info.SingSkill then
Common_ChangeEp(attacker, -_Skill.skill_consume_ep)
end
local target, all_targets = Common_GetTargets(...)
Common_ShowCfgFlagEffect(_Skill)
Common_UnitPlayAttack(attacker, _Skill.id);
Common_ShowCfgStageEffect(_Skill)
OtherEffectInCfg(attacker, target, _Skill)
--[[子弹类型定义!!
1 普攻
2 单体攻击
3 群体攻击
4 召唤物攻击
5 dot伤害
6 反弹伤害
7 反击伤害
8 其他伤害来源,溅射,穿刺,链接
9 链接伤害
20 技能治疗
21 持续治疗
22 宠物治疗
23 其他治疗
30 其他效果---
]]
--[FindAllEnemy() FindAllPartner()]
Common_FireBullet(0, attacker, target, _Skill, {
-- Duration = 0.1, --子弹速度
-- Hurt = 10000, --伤害
-- Type = 1, --子弹类型
-- Attacks_Total = 3, --次数
-- Element = 6, --元素类型
-- parameter = {
-- damagePromote = 10000,
-- damageReduce = 10000,
-- critPer = 10000,
-- critValue = 10000,
-- ignoreArmor = 10000,
-- ignoreArmorPer = 10000,
-- shieldHurt = 10000,
-- shieldHurtPer = 10000,
-- healPromote = 10000,
-- healReduce = 10000,
-- damageAdd = 10000,
-- suck = 10000,
-- }
})
AddConfigBuff(attacker, target, _Skill)
Common_Sleep(attacker, 0.3)
|
--
-- Please see the license.html file included with this distribution for
-- attribution and copyright information.
--
function onDeliverMessage(messagedata, mode)
if super and super.onDeliverMessage then
local messagedata = super.onDeliverMessage(messagedata, mode);
if messagedata then
ChatManagerCL.resolveFont(messagedata);
end
return messagedata;
end
end |
if 1 ~= vim.fn.has "nvim-0.7.0" then
vim.api.nvim_err_writeln "Telescope.nvim requires at least nvim-0.7.0. See `:h telescope.changelog-1851`"
return
end
if vim.g.loaded_telescope == 1 then
return
end
vim.g.loaded_telescope = 1
local highlights = {
-- Sets the highlight for selected items within the picker.
TelescopeSelection = { default = true, link = "Visual" },
TelescopeSelectionCaret = { default = true, link = "TelescopeSelection" },
TelescopeMultiSelection = { default = true, link = "Type" },
TelescopeMultiIcon = { default = true, link = "Identifier" },
-- "Normal" in the floating windows created by telescope.
TelescopeNormal = { default = true, link = "Normal" },
TelescopePreviewNormal = { default = true, link = "TelescopeNormal" },
TelescopePromptNormal = { default = true, link = "TelescopeNormal" },
TelescopeResultsNormal = { default = true, link = "TelescopeNormal" },
-- Border highlight groups.
-- Use TelescopeBorder to override the default.
-- Otherwise set them specifically
TelescopeBorder = { default = true, link = "TelescopeNormal" },
TelescopePromptBorder = { default = true, link = "TelescopeBorder" },
TelescopeResultsBorder = { default = true, link = "TelescopeBorder" },
TelescopePreviewBorder = { default = true, link = "TelescopeBorder" },
-- Title highlight groups.
-- Use TelescopeTitle to override the default.
-- Otherwise set them specifically
TelescopeTitle = { default = true, link = "TelescopeBorder" },
TelescopePromptTitle = { default = true, link = "TelescopeTitle" },
TelescopeResultsTitle = { default = true, link = "TelescopeTitle" },
TelescopePreviewTitle = { default = true, link = "TelescopeTitle" },
TelescopePromptCounter = { default = true, link = "NonText" },
-- Used for highlighting characters that you match.
TelescopeMatching = { default = true, link = "Special" },
-- Used for the prompt prefix
TelescopePromptPrefix = { default = true, link = "Identifier" },
-- Used for highlighting the matched line inside Previewer. Works only for (vim_buffer_ previewer)
TelescopePreviewLine = { default = true, link = "Visual" },
TelescopePreviewMatch = { default = true, link = "Search" },
TelescopePreviewPipe = { default = true, link = "Constant" },
TelescopePreviewCharDev = { default = true, link = "Constant" },
TelescopePreviewDirectory = { default = true, link = "Directory" },
TelescopePreviewBlock = { default = true, link = "Constant" },
TelescopePreviewLink = { default = true, link = "Special" },
TelescopePreviewSocket = { default = true, link = "Statement" },
TelescopePreviewRead = { default = true, link = "Constant" },
TelescopePreviewWrite = { default = true, link = "Statement" },
TelescopePreviewExecute = { default = true, link = "String" },
TelescopePreviewHyphen = { default = true, link = "NonText" },
TelescopePreviewSticky = { default = true, link = "Keyword" },
TelescopePreviewSize = { default = true, link = "String" },
TelescopePreviewUser = { default = true, link = "Constant" },
TelescopePreviewGroup = { default = true, link = "Constant" },
TelescopePreviewDate = { default = true, link = "Directory" },
TelescopePreviewMessage = { default = true, link = "TelescopePreviewNormal" },
TelescopePreviewMessageFillchar = { default = true, link = "TelescopePreviewMessage" },
-- Used for Picker specific Results highlighting
TelescopeResultsClass = { default = true, link = "Function" },
TelescopeResultsConstant = { default = true, link = "Constant" },
TelescopeResultsField = { default = true, link = "Function" },
TelescopeResultsFunction = { default = true, link = "Function" },
TelescopeResultsMethod = { default = true, link = "Method" },
TelescopeResultsOperator = { default = true, link = "Operator" },
TelescopeResultsStruct = { default = true, link = "Struct" },
TelescopeResultsVariable = { default = true, link = "SpecialChar" },
TelescopeResultsLineNr = { default = true, link = "LineNr" },
TelescopeResultsIdentifier = { default = true, link = "Identifier" },
TelescopeResultsNumber = { default = true, link = "Number" },
TelescopeResultsComment = { default = true, link = "Comment" },
TelescopeResultsSpecialComment = { default = true, link = "SpecialComment" },
TelescopeResultsFileIcon = { default = true, link = "Normal" },
-- Used for git status Results highlighting
TelescopeResultsDiffChange = { default = true, link = "DiffChange" },
TelescopeResultsDiffAdd = { default = true, link = "DiffAdd" },
TelescopeResultsDiffDelete = { default = true, link = "DiffDelete" },
TelescopeResultsDiffUntracked = { default = true, link = "NonText" },
}
for k, v in pairs(highlights) do
vim.api.nvim_set_hl(0, k, v)
end
-- This is like "<C-R>" in your terminal.
-- To use it, do `cmap <C-R> <Plug>(TelescopeFuzzyCommandSearch)
vim.keymap.set(
"c",
"<Plug>(TelescopeFuzzyCommandSearch)",
"<C-\\>e \"lua require('telescope.builtin').command_history "
.. '{ default_text = [=[" . escape(getcmdline(), \'"\') . "]=] }"<CR><CR>',
{ silent = true, noremap = true }
)
vim.api.nvim_create_user_command("Telescope", function(opts)
require("telescope.command").load_command(unpack(opts.fargs))
end, {
nargs = "*",
complete = function(_, line)
local builtin_list = vim.tbl_keys(require "telescope.builtin")
local extensions_list = vim.tbl_keys(require("telescope._extensions").manager)
local l = vim.split(line, "%s+")
local n = #l - 2
if n == 0 then
return vim.tbl_filter(function(val)
return vim.startswith(val, l[2])
end, vim.tbl_extend("force", builtin_list, extensions_list))
end
if n == 1 then
local is_extension = vim.tbl_filter(function(val)
return val == l[2]
end, extensions_list)
if #is_extension > 0 then
local extensions_subcommand_dict = require("telescope.command").get_extensions_subcommand()
return vim.tbl_filter(function(val)
return vim.startswith(val, l[3])
end, extensions_subcommand_dict[l[2]])
end
end
local options_list = vim.tbl_keys(require("telescope.config").values)
return vim.tbl_filter(function(val)
return vim.startswith(val, l[#l])
end, options_list)
end,
})
|
globals("grammar")
local lpeg = require "lpeg"
local P = lpeg.P
local V = lpeg.V
local C = lpeg.C
local R = lpeg.R
local S = lpeg.S
local Ct = lpeg.Ct
local Cc = lpeg.Cc
local ESCAPES = {
["\\"] = "\\",
a="\x07",
n="\n",
t="\t",
r="\r",
}
grammar = P{
"loc";
loc = V"label" * (V"instruction" + V"eol");
label = (-1 * Cc"") + (C(V"identifier") * (P":")^-1 + Cc"") * (V"whitespace"^1+V"eol");
eol = V"whitespace"^0 * (P";" + -1);
identifier = (R("az","AZ")+S"_") * (R("az","AZ","09")+S"_")^0 + P"-"^1 + P"+"^1;
instruction = (Cc"instruction"*(C(V"identifier")/string.upper)*((P"."*C(V"identifier")/string.upper)+C"")*(P"?"*Cc(true)+Cc(false))+(Cc"directive"*P"."*(C(V"identifier")/string.upper)*Cc""*Cc(false))) * Ct(V"whitespace"^1 * V"nonterminal_parameter"^0 * V"parameter" + V"eol");
nonterminal_parameter = V"parameter" * V"whitespace"^0 * P"," * V"whitespace"^0;
parameter = V"param_string" + V"param_id" + V"param_literal";
param_string = V"squot_string" + V"dquot_string";
squot_string = Ct(Cc"string"*P"'"*C((P(1)-P"'")^0)*"'");
dquot_string = Ct(Cc"string"*P'"'*(Ct((V"dquot_string_char"-P'"')^0)/table.concat)*P'"');
dquot_string_char = V"dquot_escaped_char" + C(1);
dquot_escaped_char = P"\\" * (C(S"\\antr") / ESCAPES);
param_id = Ct(Cc"identifier"*C(V"identifier"));
param_literal = Ct(Cc"integer"*(V"num_hex" + V"num_bin" + V"num_dec"));
num_hex = P"0x" * C(R("09","AF","af")^1)/function(x) return tonumber(x,16) end;
num_bin = P"%" * C(S"01"^1)/function(x) return tonumber(x,2) end;
num_dec = C(P"-"^-1*R("09")^1)/function(x) return tonumber(x,10) end;
whitespace = S" \r\t";
}
|
function onPlayerQuit ( )
local playeraccount = getPlayerAccount ( source )
if ( playeraccount ) then
local playerskin = getPedSkin ( source )
setAccountData ( playeraccount, "skin", playerskin )
end
end
function onPlayerJoin ( )
local playeraccount = getPlayerAccount ( source )
if ( playeraccount ) then
local playerskin = getAccountData ( playeraccount, "skin" )
if ( playerskin ) then
setPedSkin ( source, playerskin )
end
end
end
function onPlayerSpawn ( )
local playeraccount = getPlayerAccount ( source )
if ( playeraccount ) then
local playerskin = getAccountData ( playeraccount, "skin" )
if ( playerskin ) then
setPedSkin ( source, playerskin )
end
end
end
function onPlayerWasted ( )
local playeraccount = getPlayerAccount ( source )
if ( playeraccount ) then
local playerskin = getPedSkin ( source )
setAccountData ( playeraccount, "skin", playerskin )
end
end
addEventHandler ( "onPlayerQuit", getRootElement ( ), onPlayerQuit )
addEventHandler ( "onPlayerJoin", getRootElement ( ), onPlayerJoin )
addEventHandler ( "onPlayerSpawn", getRootElement ( ), onPlayerSpawn )
addEventHandler ( "onPlayerWasted", getRootElement ( ), onPlayerWasted ) |
termID = nil
local function startTurtle(width, length, startx, starty)
while turtle.detect() do
end
--if the turtle needs fuel, get it
if turtle.getFuelLevel() < 100 and turtle.getItemCount(2) > 0 then
turtle.select(2)
turtle.placeUp()
turtle.suckUp()
turtle.refuel()
turtle.digUp()
turtle.select(1)
end
turtle.forward()
paramsFile = io.open(disk.getMountPath("bottom") .. "/params", "w")
if termID == nil then
paramsFile:write("-1\n")
else
paramsFile:write(termID .. "\n")
end
paramsFile:write(width .. "\n" .. length .. "\n" .. startx .. "\n" .. starty)
paramsFile:close()
turtle.back()
turtle.select(1)
if turtle.getItemCount(1) == 0 then
turtle.turnRight()
turtle.turnRight()
turtle.suck()
turtle.turnLeft()
turtle.turnLeft()
if turtle.getItemCount(1) == 0 then
if termID ~= nil then
rednet.send(termID, "ERRNOTUR")
else
print("ERROR: not enough turtles")
end
return false
end
end
turtle.place()
peripheral.call("front", "turnOn")
return true
end
local function distributeTurtles(numTurtles, width, length, startx, starty)
if numTurtles == 1 then
return startTurtle(width, length, startx, starty)
else
if width < length then
firstGood = distributeTurtles(math.floor(numTurtles/2), width, math.floor(length/2), startx, starty)
secondGood = distributeTurtles(math.ceil(numTurtles/2), width, math.ceil(length/2), startx, starty + math.floor(length/2))
return firstGood or secondGood
else
firstGood = distributeTurtles(math.floor(numTurtles/2), math.floor(width/2), length, startx, starty)
secondGood = distributeTurtles(math.ceil(numTurtles/2), math.ceil(width/2), length, startx + math.floor(width/2), starty)
return firstGood or secondGood
end
end
end
local argv = { ... }
if #argv > 3 or #argv == 2 then
print("Usage: startMaster [num_turtles [quarry_width quarry_length]]")
return
end
numTurtles = 2
width = 16
length = 16
if #argv == 0 then
rednet.open("right")
termID,message = rednet.receive()
while message ~= "QUARRYINIT" do
termID,message = rednet.receive()
end
rednet.send(termID, "QUARRYREPLY")
id, numTurtles = rednet.receive()
id, width = rednet.receive()
id, length = rednet.receive()
elseif #argv == 1 then
numTurtles = argv[1]
else
numTurtles = argv[1]
width = argv[2]
length = argv[3]
end
turtlesOut = distributeTurtles(tonumber(numTurtles), tonumber(width), tonumber(length), math.ceil(-1/2*tonumber(width)), 0)
if not turtlesOut then
return
end
if turtle.getItemCount(1) > 0 then
turtle.turnRight()
turtle.turnRight()
turtle.drop()
turtle.turnLeft()
turtle.turnLeft()
end
--wait for last turtle
while turtle.detect() do end
for i=1,tonumber(numTurtles),1 do
while not turtle.detect() do end
turtle.dig()
turtle.turnRight()
turtle.turnRight()
turtle.drop()
turtle.turnLeft()
turtle.turnLeft()
end
if termID ~= nil then --run through terminal
rednet.send(termID, "QUARRYDONE")
rednet.close("right")
end |
require('settings.options')
|
-- ========== THIS IS AN AUTOMATICALLY GENERATED FILE! ==========
PlaceObj('PopupNotificationPreset', {
group = "Default",
id = "AllMilestonesCompleted",
text = T(676455960275, --[[PopupNotificationPreset AllMilestonesCompleted text]] "Through the devotion and self-sacrifice of our Colonists and your vision and leadership, Commander, the dream has come true. \nThanks to you, humanity has a new future, a new path to follow."),
title = T(569680890599, --[[PopupNotificationPreset AllMilestonesCompleted title]] "A dream fulfilled"),
voiced_text = T(554780175922, --[[voice:narrator]] "In the beginning, it was just a dream - setting foot on another planet, surviving it, building a new future for humanity."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1000100,
choice1 = T(5685, --[[PopupNotificationPreset AnomalyAnalyzed choice1]] "Open Research Screen"),
choice2 = T(1011, --[[PopupNotificationPreset AnomalyAnalyzed choice2]] "Close"),
group = "Default",
id = "AnomalyAnalyzed",
image = "UI/Messages/exploration.tga",
text = T(5684, --[[PopupNotificationPreset AnomalyAnalyzed text]] "Even the tiniest, simple-looking rock can contain the answers to mysteries which perplexed the human mind for generations. Sometimes it takes just a simple discovery to assure us of the vastness of the Universe, an encouragement to make us look beyond the boundaries of our existence and into the future.\n\n<effect> The following Techs have been revealed on the Research screen:\n<list_text>"),
title = T(5683, --[[PopupNotificationPreset AnomalyAnalyzed title]] "New Techs Available for Research"),
voiced_text = T(7073, --[[voice:narrator]] "There's more to the barren environs of the Red Planet than meets the eye - a veritable treasure trove of undiscovered knowledge and wonder… So long as you know where to look."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1005300,
group = "Default",
id = "SuggestedBuildingConcreteExtractor",
image = "UI/Messages/deposits.tga",
text = T(7937, --[[PopupNotificationPreset SuggestedBuildingConcreteExtractor text]] "Many of the colony buildings require Concrete for their construction. Due to the heavy weight of the material continuous imports from Earth are not practical in the long run and we have to secure its production in the colony.\n\nConcrete extractors must be placed over or within proximity to sulfur-rich regolith deposits. Like many other colony buildings, concrete extractors will require Power and regular maintenance from Drones."),
title = T(5518, --[[PopupNotificationPreset SuggestedBuildingConcreteExtractor title]] "Suggested Building: Concrete Extractor"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1005305,
group = "Default",
id = "SuggestedShortcutBuildMenu",
image = "UI/Messages/deposits.tga",
text = T(152511844749, --[[PopupNotificationPreset SuggestedShortcutBuildMenu text]] "Commander, did you know that you can open the Build Menu with <right_click> or <em><ShortcutName('actionOpenBuildMenu', 'keyboard')></em>?\n\nThis is quicker and more efficient than using the HUD button."),
title = T(445678751622, --[[PopupNotificationPreset SuggestedShortcutBuildMenu title]] "Opening the Build Menu"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1005310,
group = "Default",
id = "SuggestedResupplyMission",
image = "UI/Messages/deposits.tga",
text = T(534811629364, --[[PopupNotificationPreset SuggestedResupplyMission text]] "Back on Earth, a dutiful team is standing by for our call. In mere hours they can prepare a new Rocket or Supply Pod and fill it with whatever resources we request, within the limits of the funding provided by our sponsor. Don’t hesitate to make the call and secure valuable resources which we still can’t produce ourselves, or we are deprived of on the surface of the Red Planet.\n\n<hint><if(gamepad)>You can open the Resupply screen from the <LT> menu and order a new Rocket or Supply Pod with resources, buildings and vehicles from Earth.</if><if(kbmouse)>You can open the Resupply screen from the <em>HUD button</em> and order a new Rocket or Supply Pod with resources, buildings and vehicles from Earth.</if>\n\n<hint>Resupply missions can be used as long as you have Funding to order a payload from Earth. Supply Pods cost extra, but Rockets will require refueling for the return trip."),
title = T(430535344144, --[[PopupNotificationPreset SuggestedResupplyMission title]] "Resupply"),
voiced_text = T(983388575800, --[[voice:narrator]] "Mission Control suggests that we order a Rocket or Supply Pod with valuable payload from Earth. We still need all the help we can get to survive the harsh environment of the Red Planet."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1007300,
choice1 = T(5755, --[[PopupNotificationPreset FirstDomeConstructed choice1]] "Continue playing"),
group = "Default",
id = "FirstDomeConstructed",
image = "UI/Messages/dome.tga",
log_entry = true,
text = T(5754, --[[PopupNotificationPreset FirstDomeConstructed text]] "Sol <day> of our mission will be remembered. Our greatest project to date has been completed – the Dome is ready to harbor the first Colonists on Mars. We, the team at Mission Control, are honored to be among the ones chosen to mark the beginning of a new age.\n\nWe created a place for humanity to call home, a place which reminds us of Earth. The Dome seems so fragile, like a glittering snow globe resting among the red sands. This makes us wonder – will our future be just as fragile? Would we be able to leave our cradle and thrive on this cold, distant world?"),
title = T(5753, --[[PopupNotificationPreset FirstDomeConstructed title]] "First Dome Constructed!"),
voiced_text = T(7125, --[[voice:narrator]] "It's been a stellar day. Not just for the mission, but for humanity itself."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1007900,
choice1 = T(1138, --[[PopupNotificationPreset RocketCancelWarning choice1]] "Yes"),
choice2 = T(4165, --[[PopupNotificationPreset RocketCancelWarning choice2]] "Back"),
group = "Default",
id = "RocketCancelWarning",
image = "UI/Messages/rocket.tga",
text = T(5761, --[[PopupNotificationPreset RocketCancelWarning text]] "Are you sure you want to cancel the Rocket’s launch order?"),
title = T(7129, --[[PopupNotificationPreset RocketCancelWarning title]] "Warning"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1017700,
choice1 = T(1011, --[[PopupNotificationPreset GameOver choice1]] "Close"),
group = "Default",
id = "GameOver",
image = "UI/Messages/game_over.tga",
start_minimized = false,
text = T(5766, --[[PopupNotificationPreset GameOver text]] "Failure's just another step in the process. The only thing is to dust ourselves off and try again. And when the future generations return to Mars, our experience, our mistakes and achievements will help them succeed where we could not.\n\n<effect> All Founders have either died or left Mars. The Colony couldn't live up to the dream of human colonization. Game over. But don't give up!"),
title = T(5765, --[[PopupNotificationPreset GameOver title]] "Game Over"),
voiced_text = T(7154, --[[voice:narrator]] "Humanity had such high hopes and we failed them. We failed the Founders. But is this really the end?"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1017800,
choice1 = T(1011, --[[PopupNotificationPreset GameOver_PostFounder choice1]] "Close"),
group = "Default",
id = "GameOver_PostFounder",
image = "UI/Messages/game_over.tga",
start_minimized = false,
text = T(8156, --[[PopupNotificationPreset GameOver_PostFounder text]] "Now, our goal as a species is to not despair. To not look away from the stars. The path has proven to be hard and rocky, but hardship had only made humans more determined – and that’s what defines us as a species! We are sure that one day people will walk the red sands and call Mars their home.\n\n<effect> All Colonists have either died or left Mars. Game over. But don't give up!"),
title = T(5765, --[[PopupNotificationPreset GameOver_PostFounder title]] "Game Over"),
voiced_text = T(8157, --[[voice:narrator]] "The Colony has failed. The lives and the dreams of our Colonists are lost, washed away by despair and grief."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1000200,
group = "Disaster",
id = "Disaster_DustStorm",
text = T(10477, --[[PopupNotificationPreset Disaster_DustStorm text]] "A Dust Storm is set to hit the colony soon. It will cause damage to Pipes and Cables and also will place a serious strain on all buildings – pushing them towards needing maintenance sooner than usual. \n\nStocking up on Power, Water and Oxygen in batteries and tanks is a wise precaution. Disabling non-vital buildings that consume these resources prior and during a Dust Storm will help get by on the available reserves. \n\nThe following buildings do not function during Dust Storms:\n- MOXIEs\n- Moisture Vaporators\n- Solar Panels outside Domes"),
title = T(4250, --[[PopupNotificationPreset Disaster_DustStorm title]] "Dust Storm"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1000300,
group = "Disaster",
id = "Disaster_MeteorStorm",
text = T(10478, --[[PopupNotificationPreset Disaster_MeteorStorm text]] "The region is about to experience a Meteor Storm. Buildings directly hit by meteors will be in need of repairs in order to function again while Pipes and Cables will get destroyed. Rovers hit by meteors will also need repairs while Drones may become irreversibly damaged. \n\nMeteor Storms cannot be avoided but some good practices may minimize their damage potential, such as not clustering vital buildings next to each other, Pipe and Cable redundancy and researching the tech for MDS Lasers from the Physics field."),
title = T(5620, --[[PopupNotificationPreset Disaster_MeteorStorm title]] "Meteor Storm"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1000400,
group = "Disaster",
id = "Disaster_ColdWave",
text = T(10479, --[[PopupNotificationPreset Disaster_ColdWave text]] "A Cold Wave is imminent. While most of our machinery is designed and able to function in such low temperatures, if a building outside stops working for more than a Sol, it will freeze and may not be repaired until after the Cold Wave has lifted.\n\nCold Waves put an extra strain on the electrical grid and buildings will consume more electricity. One way to negate the effects of a Cold Wave is to place Subsurface Heaters (researched from the Physics field) near vulnerable buildings.\n\nThe following buildings will freeze during a Cold Wave:\n- Water Tanks\n- Outside buildings that are not operational for more than a Sol"),
title = T(4149, --[[PopupNotificationPreset Disaster_ColdWave title]] "Cold Wave"),
})
PlaceObj('PopupNotificationPreset', {
group = "POI",
id = "CompletedCaptureMeteors",
minimized_notification_priority = "CriticalBlue",
text = T(768080004870, --[[PopupNotificationPreset CompletedCaptureMeteors text]] "Although this is a controlled operation, the exact impact locations are outside our control and may endanger our colony.\n"),
title = T(195953271943, --[[PopupNotificationPreset CompletedCaptureMeteors title]] "Capture Meteors"),
voiced_text = T(443985878555, --[[voice:narrator]] "We have succeeded in capturing and diverting meteors towards our general vicinity in a gambit to bring precious resources and even scientific insight withing our reach."),
})
PlaceObj('PopupNotificationPreset', {
group = "POI",
id = "CompletedHeighSpeedComSatellite",
minimized_notification_priority = "CriticalBlue",
text = T(491282077872, --[[PopupNotificationPreset CompletedHeighSpeedComSatellite text]] "The resulting speed at which data is now transferred makes everyone wonder how we got anything done before."),
title = T(201673496950, --[[PopupNotificationPreset CompletedHeighSpeedComSatellite title]] "High-speed Comm Satellite"),
voiced_text = T(12146, --[[voice:narrator]] "Our high-speed Comm Satellite is now online."),
})
PlaceObj('PopupNotificationPreset', {
group = "POI",
id = "CompletedSETISatellite",
minimized_notification_priority = "CriticalBlue",
text = T(392168173764, --[[PopupNotificationPreset CompletedSETISatellite text]] "It is now operational and will contribute towards the decades old mission of finding signs of intelligent life elsewhere in the galaxy."),
title = T(311475854684, --[[PopupNotificationPreset CompletedSETISatellite title]] "SETI Satellite"),
voiced_text = T(439602669281, --[[voice:narrator]] "Our very own SETI Satellite has been delivered and launched into Martian orbit."),
})
PlaceObj('PopupNotificationPreset', {
group = "POI",
id = "CompletedStoryBit_ContractExplorationAccess",
minimized_notification_priority = "CriticalTerraforming",
text = T(622650641152, --[[PopupNotificationPreset CompletedStoryBit_ContractExplorationAccess text]] "Our partners on Earth are delighted by the fulfillment of the contract and have expressed their gratitude in a hefty amount of Funding."),
title = T(949945570603, --[[PopupNotificationPreset CompletedStoryBit_ContractExplorationAccess title]] "Contract Exploration Access"),
voiced_text = T(948001628351, --[[voice:narrator]] "The remote scientific outpost is set and has started transmitting intriguing data from the Red Planet."),
})
PlaceObj('PopupNotificationPreset', {
group = "System",
id = "NewFeatures",
image = "UI/Messages/hints.tga",
no_ccc_button = true,
text = T(12420, --[[PopupNotificationPreset NewFeatures text]] "Free Update (Piazzi)\n- <em>Amphitheater</em> - a new building to comfort your colonists and increase tourists' satisfaction.\n- <em>UI Improvements</em> - you can see dust ranges during construction, reorder the research queue, see icons above cable and pipe leaks, cycle between grids with the top UI, and find more information per resource in the top UI.\n- <em>More Colony Control</em> - rename your colony, easily limit births when domes are full, and a new filter option to always include colonists with a specific trait or specialization.\n\nBelow and Beyond\n- <em>Underground</em> - a new area to explore right beneath your colony. Uncovering what the Martian Underground hid from us, and expand into the Underground for its resources and shelter from hazards. Just be careful of cave-ins.\n- <em>Asteroids</em> - a new environment to visit while they travel past Mars. Visit them with an <em>Asteroid Lander</em> to set up a temporary mining outpost. Gather as much as you can before the asteroid moves out of range again.\n- <em>Exotic Minerals</em> - a new resource obtained from <em>Asteroids</em>, required for several of the new buildings.\n- <em>Recon & Expansion Research</em> - new field that unlocks new buildings and upgrades for the underground and asteroids.\n- <em>Uncover new wonders</em> - buried deep below the Martian surface."),
title = T(428742818526, --[[PopupNotificationPreset NewFeatures title]] "New Update"),
voiced_text = T(562110201672, --[[voice:narrator]] "Surviving Mars has been recently updated. You can check the full patch notes online, but here are few highlights:"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1006400,
choice1 = T(7116, --[[PopupNotificationPreset ModsWarning choice1]] "OK"),
choice2 = T(4165, --[[PopupNotificationPreset ModsWarning choice2]] "Back"),
group = "System",
id = "ModsWarning",
image = "UI/Messages/space.tga",
no_ccc_button = true,
text = T(4164, --[[PopupNotificationPreset ModsWarning text]] "Mods are player created software packages that modify your game experience. USE THEM AT YOUR OWN RISK! We do not examine, monitor, support or guarantee this user created content. You should take all precautions you normally take regarding downloading files from the Internet before using mods."),
title = T(7115, --[[PopupNotificationPreset ModsWarning title]] "Warning"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1006500,
choice1 = T(1138, --[[PopupNotificationPreset SaveDeleteWarning choice1]] "Yes"),
choice2 = T(1139, --[[PopupNotificationPreset SaveDeleteWarning choice2]] "No"),
group = "System",
id = "SaveDeleteWarning",
image = "UI/Messages/space.tga",
no_ccc_button = true,
text = T(4189, --[[PopupNotificationPreset SaveDeleteWarning text]] "Are you sure you want to delete the savegame <savename>?"),
title = T(7117, --[[PopupNotificationPreset SaveDeleteWarning title]] "Warning"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1006600,
choice1 = T(1138, --[[PopupNotificationPreset SaveOverwriteWarning choice1]] "Yes"),
choice2 = T(1139, --[[PopupNotificationPreset SaveOverwriteWarning choice2]] "No"),
group = "System",
id = "SaveOverwriteWarning",
image = "UI/Messages/space.tga",
no_ccc_button = true,
text = T(4183, --[[PopupNotificationPreset SaveOverwriteWarning text]] "Are you sure you want to overwrite <savename>?"),
title = T(7118, --[[PopupNotificationPreset SaveOverwriteWarning title]] "Warning"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1006700,
choice1 = T(1000136, --[[PopupNotificationPreset SaveUnableToDelete choice1]] "OK"),
group = "System",
id = "SaveUnableToDelete",
image = "UI/Messages/space.tga",
no_ccc_button = true,
text = T(8049, --[[PopupNotificationPreset SaveUnableToDelete text]] "Unable to delete <name>."),
title = T(7119, --[[PopupNotificationPreset SaveUnableToDelete title]] "Warning"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1006800,
choice1 = T(1000136, --[[PopupNotificationPreset SaveUnableToLoad choice1]] "OK"),
group = "System",
id = "SaveUnableToLoad",
image = "UI/Messages/space.tga",
no_ccc_button = true,
text = T(4187, --[[PopupNotificationPreset SaveUnableToLoad text]] "Could not load <name>."),
title = T(7120, --[[PopupNotificationPreset SaveUnableToLoad title]] "Warning"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1006900,
choice1 = T(1000136, --[[PopupNotificationPreset SaveDiskFull choice1]] "OK"),
group = "System",
id = "SaveDiskFull",
image = "UI/Messages/space.tga",
no_ccc_button = true,
text = T(4184, --[[PopupNotificationPreset SaveDiskFull text]] "Not enough space to create savegame <savename>!"),
title = T(7121, --[[PopupNotificationPreset SaveDiskFull title]] "Warning"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1007000,
choice1 = T(1000136, --[[PopupNotificationPreset SaveUnknownError choice1]] "OK"),
group = "System",
id = "SaveUnknownError",
image = "UI/Messages/space.tga",
no_ccc_button = true,
text = T(5750, --[[PopupNotificationPreset SaveUnknownError text]] "Unidentified error while saving <savename>!"),
title = T(7122, --[[PopupNotificationPreset SaveUnknownError title]] "Warning"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1007100,
choice1 = T(1000136, --[[PopupNotificationPreset SaveFileCorrupted choice1]] "OK"),
group = "System",
id = "SaveFileCorrupted",
image = "UI/Messages/space.tga",
no_ccc_button = true,
text = T(4188, --[[PopupNotificationPreset SaveFileCorrupted text]] "The savegame is corrupted."),
title = T(7123, --[[PopupNotificationPreset SaveFileCorrupted title]] "Warning"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1008000,
choice1 = T(1138, --[[PopupNotificationPreset ExitGame choice1]] "Yes"),
choice2 = T(1139, --[[PopupNotificationPreset ExitGame choice2]] "No"),
group = "System",
id = "ExitGame",
image = "UI/Messages/outsource.tga",
no_ccc_button = true,
text = T(4168, --[[PopupNotificationPreset ExitGame text]] "Are you sure you want to exit the game?"),
title = T(5762, --[[PopupNotificationPreset ExitGame title]] "Exit game"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1009300,
choice1 = T(1138, --[[PopupNotificationPreset ExitToMainMenu choice1]] "Yes"),
choice2 = T(1139, --[[PopupNotificationPreset ExitToMainMenu choice2]] "No"),
group = "System",
id = "ExitToMainMenu",
image = "UI/Messages/space.tga",
no_ccc_button = true,
text = T(1141, --[[PopupNotificationPreset ExitToMainMenu text]] "Exit to the main menu?"),
title = T(7130, --[[PopupNotificationPreset ExitToMainMenu title]] "Warning"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1017400,
choice1 = T(7127, --[[PopupNotificationPreset AutosaveFailedNoSpace choice1]] "OK"),
group = "System",
id = "AutosaveFailedNoSpace",
image = "UI/Messages/space.tga",
no_ccc_button = true,
start_minimized = false,
text = T(7765, --[[PopupNotificationPreset AutosaveFailedNoSpace text]] "There is not enough storage space. Delete old save data or disable Autosave from the Options menu."),
title = T(7130, --[[PopupNotificationPreset AutosaveFailedNoSpace title]] "Warning"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1017500,
choice1 = T(7127, --[[PopupNotificationPreset AutosaveFailedNoSpacePS4 choice1]] "OK"),
group = "System",
id = "AutosaveFailedNoSpacePS4",
image = "UI/Messages/space.tga",
no_ccc_button = true,
start_minimized = false,
text = T(7766, --[[PopupNotificationPreset AutosaveFailedNoSpacePS4 text]] "The save data limit for this game was reached. Delete old save data or disable Autosave from the Options menu."),
title = T(7130, --[[PopupNotificationPreset AutosaveFailedNoSpacePS4 title]] "Warning"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1017600,
choice1 = T(7127, --[[PopupNotificationPreset AutosaveFailedGeneric choice1]] "OK"),
group = "System",
id = "AutosaveFailedGeneric",
image = "UI/Messages/space.tga",
no_ccc_button = true,
start_minimized = false,
text = T(7881, --[[PopupNotificationPreset AutosaveFailedGeneric text]] "Autosave failed.<newline>Error code: <error_code>."),
title = T(7130, --[[PopupNotificationPreset AutosaveFailedGeneric title]] "Warning"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1017900,
choice1 = T(1011, --[[PopupNotificationPreset WelcomeGameInfo choice1]] "Close"),
group = "System",
id = "WelcomeGameInfo",
log_entry = true,
no_ccc_button = true,
start_minimized = false,
text = T(5768, --[[PopupNotificationPreset WelcomeGameInfo text]] "Everyone at Mission Control is impatient to see the rocket touching down and unloading its precious cargo - our remotely controlled eyes and hands on the Red Planet - the drones and rovers. Our goal is to secure a foothold for humanity by building the first Martian Dome. This daunting endeavor will allow the brave pioneers - the Founders - to settle on Mars and prove that the colony is sustainable. But until then we have to make sure the colony has enough construction resources, Water, Oxygen and Power.\n\nMission Sponsor: <em><sponsor_name></em>\n\nCommander Profile: <em><commander_name></em>\n"),
title = T(5767, --[[PopupNotificationPreset WelcomeGameInfo title]] "Welcome to Mars, Commander!"),
voiced_text = T(7155, --[[voice:narrator]] "Welcome to Mars!"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1018000,
choice1 = T(7828, --[[PopupNotificationPreset LegalAgreement choice1]] "Read the Terms of Use (opens a web browser)"),
choice2 = T(7829, --[[PopupNotificationPreset LegalAgreement choice2]] "Read the Privacy Policy (opens a web browser)"),
choice3 = T(7830, --[[PopupNotificationPreset LegalAgreement choice3]] "I agree to the Terms of Use and the Privacy Policy"),
choice3_img = "UI/CommonNew/message_box_ok.tga",
choice4 = T(7831, --[[PopupNotificationPreset LegalAgreement choice4]] "I do not agree to the Terms of Use and the Privacy Policy"),
choice4_img = "UI/CommonNew/message_box_cancel.tga",
group = "System",
id = "LegalAgreement",
image = "UI/Messages/marsgate_mystery_02.tga",
no_ccc_button = true,
start_minimized = false,
text = T(7827, --[[PopupNotificationPreset LegalAgreement text]] "Welcome to Surviving Mars!\n\nBefore you get started, please take a moment to read our Terms of Use and Privacy Policy."),
title = T(7826, --[[PopupNotificationPreset LegalAgreement title]] "Legal Agreements"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1000500,
group = "Evaluation",
id = "Evaluation_Colonist_Deaths",
image = "UI/Messages/death.tga",
text = T(7789, --[[PopupNotificationPreset Evaluation_Colonist_Deaths text]] "While the Applicants who came to Mars were aware of the many risks that would await them, the near-criminal neglect from our side is something different. We cannot keep this information from the public – and opinions are swaying in the direction that our Colony is a “death trap”.\n\nThis troublesome rumor deters many valuable candidates from coming to the new frontier – and these are people we desperately need to fulfill the great mission of colonizing Mars and bringing our vision of the future closer.\n\n<hint> Each time a Colonist dies from a non-natural death, <ApplicantsLostOnColonistDeath> Applicants leave the pool."),
title = T(7788, --[[PopupNotificationPreset Evaluation_Colonist_Deaths title]] "A Mission In Jeopardy"),
voiced_text = T(8124, --[[voice:narrator]] "The recent Colonist deaths are a worrisome trend which cannot be ignored!"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1000600,
choice1 = T(7737, --[[PopupNotificationPreset Evaluation_Colonists_Beginning choice1]] "OK"),
group = "Evaluation",
id = "Evaluation_Colonists_Beginning",
image = "UI/Messages/hints.tga",
text = T(7736, --[[PopupNotificationPreset Evaluation_Colonists_Beginning text]] "The dwindling resources on our planet, overpopulation and environmental crisis, as well as the risk of a global-scale Armageddon create a powerful argument for anyone doubting the importance of our mission.\n\nIt is a well understood fact that it’s a matter of “when” not “if” for a major extinction event to happen. Having a self-sustaining population on a world other than Earth when the time comes should drastically increase humankind’s odds of survival.\n\n<goal><objective>"),
title = T(7735, --[[PopupNotificationPreset Evaluation_Colonists_Beginning title]] "Mission Evaluation: The Exodus"),
voiced_text = T(8125, --[[voice:narrator]] "Scientists and visionaries have promoted the idea of “Humanity as a multi-planetary species” as the only way to prevent a possible mass extinction."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1000700,
group = "Evaluation",
id = "Evaluation_Colonist_Bad_Fail",
image = "UI/Messages/debris.tga",
text = T(7738, --[[PopupNotificationPreset Evaluation_Colonist_Bad_Fail text]] "But this failure shouldn't throw us into despair. We still have to strive to create a stable, self-sustaining foothold from which humanity would reach the stars and conquer them.\n\n<effect>Mission Evaluation objective failed - you have <count> Colonists out of <target> present on the planet. Final Score: <Score>."),
title = T(7735, --[[PopupNotificationPreset Evaluation_Colonist_Bad_Fail title]] "Mission Evaluation: The Exodus"),
voiced_text = T(8126, --[[voice:narrator]] "We have to admit that we failed to accomplish one of the main goals set before our mission. Sadly, we underestimated the difficulties of sustaining a large population on the Red Planet."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1000800,
group = "Evaluation",
id = "Evaluation_Colonist_Good",
image = "UI/Messages/colonists.tga",
text = T(7739, --[[PopupNotificationPreset Evaluation_Colonist_Good text]] "Even that we didn't surpass the expectations, the stable trends of development of the colony are encouraging.\n\nOur achievement is still a tremendous success – we did something which no one imagined to be possible. The Colony would now be a symbol of hope and new beginning, a proof that humanity would persevere and live on regardless of the challenges we face.\n\n<effect> Mission Evaluation objective completed - you have <count> Colonists out of <target> present on the planet. Final Score: <Score>."),
title = T(7735, --[[PopupNotificationPreset Evaluation_Colonist_Good title]] "Mission Evaluation: The Exodus"),
voiced_text = T(8127, --[[voice:narrator]] "As the Evaluation Day dawns upon us we can clearly say that the mission to Mars was a success."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1000900,
group = "Evaluation",
id = "Evaluation_Colonist_Great",
image = "UI/Messages/colonists.tga",
text = T(7740, --[[PopupNotificationPreset Evaluation_Colonist_Great text]] "We managed not only to achieve our goals, but also to surpass all expectations as the size of our current Colony is far beyond the initial estimations. This day will be marked in human history by the importance of our accomplishment – we secured the future of humankind as interplanetary species. The Colony would now be a symbol of hope and new beginning, a proof that humanity would persevere and live on regardless of the challenges we face.\n\n<effect> Mission Evaluation objective completed - you have <count> Colonists out of <target> present on the planet. Final Score: <Score>."),
title = T(7735, --[[PopupNotificationPreset Evaluation_Colonist_Great title]] "Mission Evaluation: The Exodus"),
voiced_text = T(8128, --[[voice:narrator]] "Congratulations! Everyone at Mission Control rejoices as the Colony has been marked as “extremely successful” in the Evaluation Report."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1001000,
choice1 = T(7737, --[[PopupNotificationPreset Evaluation_Martianborn_Beginning choice1]] "OK"),
group = "Evaluation",
id = "Evaluation_Martianborn_Beginning",
image = "UI/Messages/hints.tga",
text = T(7742, --[[PopupNotificationPreset Evaluation_Martianborn_Beginning text]] "New horizons open new possibilities. Mars can be viewed as a blank canvas – a hostile, uncultivated place where humanity can start anew. A fresh start needs new people – people born on Mars, raised in a society where people cooperate and fight the odds instead of each other.\n\n<goal><objective>"),
title = T(7741, --[[PopupNotificationPreset Evaluation_Martianborn_Beginning title]] "Mission Evaluation: A Fresh Start"),
voiced_text = T(8129, --[[voice:narrator]] "Our civilization, in all its glory, still bears the mark of obsolete cultural and ideological beliefs, from times when people didn't know any better. If we remain ignorant of our own flaws we risk destroying the future for our children."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1001100,
group = "Evaluation",
id = "Evaluation_Matianborn_BadFail",
image = "UI/Messages/debris.tga",
text = T(7743, --[[PopupNotificationPreset Evaluation_Matianborn_BadFail text]] "Martian birthrate trends are still susceptible to malicious undercurrents and the Colony depends largely on the arrival of Applicants from Earth.\n\nThe Sponsors are disappointed that their program goal - a new human civilization on Mars - can't be achieved yet. Probably it was too early to expect that humanity can beat the odds of survival on such a hostile world and reach the level of everyday comfort required to start thinking about children and the future. The burden to disprove the evil tongues who would say this is impossible now lies on our shoulders. There's still work to be done\n\n<effect>Mission Evaluation objective failed - you have <count> Martianborn Colonists out of <target> present in the Colony. Final Score: <Score>."),
title = T(7741, --[[PopupNotificationPreset Evaluation_Matianborn_BadFail title]] "Mission Evaluation: A Fresh Start"),
voiced_text = T(8130, --[[voice:narrator]] "The Mission Evaluation period is over and the progress we've made was marked as... sub-optimal, to say the least."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1001200,
group = "Evaluation",
id = "Evaluation_Matianborn_Good",
image = "UI/Messages/dome.tga",
text = T(7744, --[[PopupNotificationPreset Evaluation_Matianborn_Good text]] "If we keep up the good work, in several generations the concept of the Martian civilization would exit the state of the hypothetical and become a reality.\n\n<effect> Mission Evaluation objective completed - you have <count> Colonists present on the planet out of the target <target>. Final Score: <Score>."),
title = T(7741, --[[PopupNotificationPreset Evaluation_Matianborn_Good title]] "Mission Evaluation: A Fresh Start"),
voiced_text = T(8131, --[[voice:narrator]] "The Mission Evaluation period is over and the results we have achieved are quite satisfactory."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1001300,
group = "Evaluation",
id = "Evaluation_Matianborn_Great",
image = "UI/Messages/dome.tga",
text = T(7745, --[[PopupNotificationPreset Evaluation_Matianborn_Great text]] "The number of Colonists born on Mars have reached beyond the wildest expectations! This solid base would serve us to promote new values of the new society, to allow the culture of the Red Planet to flourish and develop independent of the bad influence of Earth.\n\nThe path ahead of us is rough and uncertain, but who knows, maybe one day the people on Earth would admire the achievements of the Martians in awe, learning from them.\n\n<effect> Mission Evaluation objective completed - you have <count> Martianborn Colonists present on the planet out of the target <target>. Final Score: <Score>."),
title = T(7741, --[[PopupNotificationPreset Evaluation_Matianborn_Great title]] "Mission Evaluation: A Fresh Start"),
voiced_text = T(8132, --[[voice:narrator]] "The Mission Evaluation period is over and it’s not wrong to say that we managed to outdo ourselves."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1001400,
choice1 = T(7737, --[[PopupNotificationPreset Evaluation_Tech_Beginning choice1]] "OK"),
group = "Evaluation",
id = "Evaluation_Tech_Beginning",
image = "UI/Messages/hints.tga",
text = T(7747, --[[PopupNotificationPreset Evaluation_Tech_Beginning text]] "A new era of scientific discovery is ahead of us and we are the ones who are blessed with the opportunity to be on Mars – a completely new territory where new scientific discoveries lie behind the corner. We’re talking about new ideas which would sweep the human minds and the market and give us a tremendous head start in the future.\n\nThe primary reason behind the creation of this Colony is scientific and this is what we’re expected to do – to push the boundaries of human knowledge!\n\n<goal><objective>"),
title = T(7746, --[[PopupNotificationPreset Evaluation_Tech_Beginning title]] "Mission Evaluation: New Dawn"),
voiced_text = T(8133, --[[voice:narrator]] "Humankind might be on the verge of a new Golden Age! And we have to be the ones who ride the crest of that wave!"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1001500,
group = "Evaluation",
id = "Evaluation_Tech_BadFail",
image = "UI/Messages/debris.tga",
text = T(7748, --[[PopupNotificationPreset Evaluation_Tech_BadFail text]] "The harsh conditions of Mars proved too overwhelming and the technological leap desired is very far off.\n\n<effect>Mission Evaluation objective failed - you have <count> researched Technologies out of <target>. Final Score: <Score>."),
title = T(7746, --[[PopupNotificationPreset Evaluation_Tech_BadFail title]] "Mission Evaluation: New Dawn"),
voiced_text = T(8134, --[[voice:narrator]] "At the end of the Mission Evaluation period we have to admit that the pursuit of technological progress on a hostile alien world is an unaccessible luxury, when we're preoccupied with short-term survival."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1001600,
group = "Evaluation",
id = "Evaluation_Tech_Good",
image = "UI/Messages/research.tga",
text = T(7749, --[[PopupNotificationPreset Evaluation_Tech_Good text]] "The colony has proven its worth as a cradle of scientific thought and everyone is sure that the future is hiding more secrets to be uncovered and more mysteries solved.\n\n<effect> Mission Evaluation objective completed - you have <count> researched Technologies out of the target <target>. Final Score: <Score>."),
title = T(7746, --[[PopupNotificationPreset Evaluation_Tech_Good title]] "Mission Evaluation: New Dawn"),
voiced_text = T(8135, --[[voice:narrator]] "The Mission Evaluation period is over and the results of our efforts are visible – a steady track of technological milestones can be traced back to the moment the very first rocket landed on the Red Planet."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1001700,
group = "Evaluation",
id = "Evaluation_Tech_Great",
image = "UI/Messages/research.tga",
text = T(7750, --[[PopupNotificationPreset Evaluation_Tech_Great text]] "What’s more important is that we demonstrated to the world that the future is really just behind the corner. Our brightest minds have become icons of prosperity and progress, paving the way for future generations to create a better tomorrow – on Mars, on Earth or any other place in the Universe!\n\n<effect> Mission Evaluation objective completed - you have <count> researched Technologies out of the target <target>! Final Score: <Score>."),
title = T(7746, --[[PopupNotificationPreset Evaluation_Tech_Great title]] "Mission Evaluation: New Dawn"),
voiced_text = T(8136, --[[voice:narrator]] "Our contribution towards the scientific advancement of humankind will be forever remembered. The Evaluation Day report shows accomplishments beyond even our wildest expectations."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1001800,
choice1 = T(7737, --[[PopupNotificationPreset Evaluation_Anomalies_Beginning choice1]] "OK"),
group = "Evaluation",
id = "Evaluation_Anomalies_Beginning",
image = "UI/Messages/hints.tga",
text = T(7752, --[[PopupNotificationPreset Evaluation_Anomalies_Beginning text]] "Our nature is one of discovery and novelty – our curiosity will never be satisfied. To this we owe much of our civilization’s prosperity and progress.\n\nExploring the mysteries beyond our world caters to the best in us and by capturing our collective imagination as a species, we bring the focus back to what we can accomplish together instead of bickering and fighting amongst each other.\n\n<goal><objective>"),
title = T(7751, --[[PopupNotificationPreset Evaluation_Anomalies_Beginning title]] "Mission Evaluation: The Final Frontier"),
voiced_text = T(8137, --[[voice:narrator]] "We are all descendants of those who dared to look beyond the nice, cozy valley they inhabited and enter a world full of mystery and wonder. "),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1001900,
group = "Evaluation",
id = "Evaluation_Anomalies_BadFail",
image = "UI/Messages/debris.tga",
text = T(7753, --[[PopupNotificationPreset Evaluation_Anomalies_BadFail text]] "The planet turned out to be even more hostile and uninviting than we thought, thwarting any attempts to make a breakthrough in its exploration.\n\nIt seems that Mars will continue to be an uncharted territory for the next generations to explore. What matters now is to turn our failure into success by making sure that the Colony is a good starting point for these crews and expeditions that would set off into the red deserts to satisfy their wanderlust.\n\n<effect>Mission Evaluation objective failed – you have analyzed <count> Anomalies out of the target <target>. Final score: <Score>."),
title = T(7751, --[[PopupNotificationPreset Evaluation_Anomalies_BadFail title]] "Mission Evaluation: The Final Frontier"),
voiced_text = T(8138, --[[voice:narrator]] "The Mission Evaluation report confirms what we knew – the target goals were far off from the very beginning."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1002000,
group = "Evaluation",
id = "Evaluation_Anomalies_Good",
image = "UI/Messages/exploration.tga",
text = T(7754, --[[PopupNotificationPreset Evaluation_Anomalies_Good text]] "We found unexpected treasures buried in the sand of Mars and they only fueled our growing interest to find out more.\n\nWhat’s more important is that the wave of inspiration has swept over Earth, sparking immense interest and the desire to work together towards a common goal.\n\n<effect>Mission Evaluation objective completed – you have analyzed <count> Anomalies out of the target <target>. Final score: <Score>."),
title = T(7751, --[[PopupNotificationPreset Evaluation_Anomalies_Good title]] "Mission Evaluation: The Final Frontier"),
voiced_text = T(8139, --[[voice:narrator]] "The final Mission Evaluation report concludes that the Colony has scored a significant progress in the exploration of the Red Planet."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1002100,
choice1 = T(6294, --[[PopupNotificationPreset LaunchIssue_MissionSuspended choice1]] "OK"),
group = "Launch Issues",
id = "LaunchIssue_MissionSuspended",
image = "UI/Messages/rocket.tga",
no_ccc_button = true,
start_minimized = false,
text = T(8141, --[[PopupNotificationPreset LaunchIssue_MissionSuspended text]] "All resupply missions are temporarily suspended."),
title = T(8140, --[[PopupNotificationPreset LaunchIssue_MissionSuspended title]] "Launch Issue: Suspended Missions"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1002200,
choice1 = T(6294, --[[PopupNotificationPreset LaunchIssue_DustStorm choice1]] "OK"),
group = "Launch Issues",
id = "LaunchIssue_DustStorm",
image = "UI/Messages/dust_storm.tga",
start_minimized = false,
text = T(8143, --[[PopupNotificationPreset LaunchIssue_DustStorm text]] "Rockets cannot land or launch during Dust Storms. We will have to wait until the storm is over."),
title = T(8142, --[[PopupNotificationPreset LaunchIssue_DustStorm title]] "Launch Issue: Dust Storm"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1002300,
choice1 = T(6294, --[[PopupNotificationPreset LaunchIssue_Fuel choice1]] "OK"),
group = "Launch Issues",
id = "LaunchIssue_Fuel",
image = "UI/Messages/rocket.tga",
start_minimized = false,
text = T(8145, --[[PopupNotificationPreset LaunchIssue_Fuel text]] "This Rocket is not yet refueled for the next voyage.<newline><newline>Fuel is produced in a Fuel Refinery building supplied with Water. It is then transported by Drones to the Rocket."),
title = T(8144, --[[PopupNotificationPreset LaunchIssue_Fuel title]] "Launch Issue: Fuel"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1002400,
choice1 = T(6294, --[[PopupNotificationPreset LaunchIssue_NotLanded choice1]] "OK"),
group = "Launch Issues",
id = "LaunchIssue_NotLanded",
image = "UI/Messages/rocket.tga",
start_minimized = false,
text = T(8766, --[[PopupNotificationPreset LaunchIssue_NotLanded text]] "The Rocket is not currently landed. It will have to land and refuel for re-launch."),
title = T(8765, --[[PopupNotificationPreset LaunchIssue_NotLanded title]] "Launch Issue: Not Landed"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1002500,
group = "Launch Issues",
id = "LaunchIssue_Cargo",
image = "UI/Messages/rocket.tga",
start_minimized = false,
text = T(8147, --[[PopupNotificationPreset LaunchIssue_Cargo text]] "Not all resources from this Rocket have been unloaded yet. If the Rocket launches now, the remaining resources on board will be lost.<newline><newline>To complete the unloading process, make sure there is enough available storage space in the vicinity as well as operational Drones to transport the resources."),
title = T(8146, --[[PopupNotificationPreset LaunchIssue_Cargo title]] "Launch Issue: Remaining Resources on Board"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1002600,
group = "Launch Issues",
id = "LaunchIssue_Housing",
image = "UI/Messages/rocket.tga",
no_ccc_button = true,
start_minimized = false,
text = T(8148, --[[PopupNotificationPreset LaunchIssue_Housing text]] "There are <em><number1></em> passengers on board but there's only space for <em><number2></em> new residents in the Colony."),
title = T(648845139046, --[[PopupNotificationPreset LaunchIssue_Housing title]] "Launch Issue: Residential Space"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1002700,
choice1 = T(1000136, --[[PopupNotificationPreset LaunchIssue_Maintenance choice1]] "OK"),
group = "Launch Issues",
id = "LaunchIssue_Maintenance",
image = "UI/Messages/rocket.tga",
start_minimized = false,
text = T(809411461416, --[[PopupNotificationPreset LaunchIssue_Maintenance text]] "The Rocket has malfunctioned and needs repairs."),
title = T(623462076855, --[[PopupNotificationPreset LaunchIssue_Maintenance title]] "Launch Issue: Maintenance"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1002800,
choice1 = T(1000136, --[[PopupNotificationPreset LaunchIssue_Disabled choice1]] "OK"),
group = "Launch Issues",
id = "LaunchIssue_Disabled",
image = "UI/Messages/rocket.tga",
start_minimized = false,
text = T(229343936631, --[[PopupNotificationPreset LaunchIssue_Disabled text]] "You can't launch this rocket currently."),
title = T(622366848807, --[[PopupNotificationPreset LaunchIssue_Disabled title]] "Launch Issue: Launch Disabled"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1002900,
group = "Launch Issues",
id = "LaunchIssue_NoMatchingApplicants",
image = "UI/Messages/rocket.tga",
no_ccc_button = true,
start_minimized = false,
text = T(11602, --[[PopupNotificationPreset LaunchIssue_NoMatchingApplicants text]] "No applicants match the selected filters"),
title = T(11696, --[[PopupNotificationPreset LaunchIssue_NoMatchingApplicants title]] "Launch Issue: No Passengers"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1003000,
group = "Launch Issues",
id = "LaunchIssue_NoPassengers",
image = "UI/Messages/rocket.tga",
no_ccc_button = true,
start_minimized = false,
text = T(11695, --[[PopupNotificationPreset LaunchIssue_NoPassengers text]] "No applicants selected"),
title = T(11696, --[[PopupNotificationPreset LaunchIssue_NoPassengers title]] "Launch Issue: No Passengers"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1003400,
choice1 = T(5688, --[[PopupNotificationPreset Mystery3_PierceTheShell choice1]] "That is most worrying"),
group = "Mystery",
id = "Mystery3_PierceTheShell",
image = "UI/Messages/sphere_mystery_01.tga",
text = T(5687, --[[PopupNotificationPreset Mystery3_PierceTheShell text]] "Whatever lies within the Sphere is pretty capable of harnessing any energy projected at it. Furthermore, the energy used by our instruments seems to have furthered its power-up process.\n\n<effect>The Sphere charges a bit"),
title = T(5686, --[[PopupNotificationPreset Mystery3_PierceTheShell title]] "Spheres: The Trusty Screwdriver"),
voiced_text = T(7074, --[[voice:narrator]] "Our attempts to penetrate the outer layer of the Sphere were unsuccessful, though they did yield some interesting results."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1003500,
choice1 = T(5691, --[[PopupNotificationPreset Mystery3_Communicate choice1]] "I kinda hope it stays quiet"),
group = "Mystery",
id = "Mystery3_Communicate",
image = "UI/Messages/sphere_mystery_01.tga",
text = T(5690, --[[PopupNotificationPreset Mystery3_Communicate text]] "So thorough is the absorption process that we fail to detect even the slightest reflected wave being thrown back at us. Aside from that the Sphere remains, unsurprisingly, quiet.\n\n<effect>The Sphere charges a bit"),
title = T(5689, --[[PopupNotificationPreset Mystery3_Communicate title]] "Spheres: Metallic Silence"),
voiced_text = T(7075, --[[voice:narrator]] "Our test results tell us the Sphere accumulates energy by absorbing radio waves,"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1003600,
choice1 = T(5694, --[[PopupNotificationPreset Mystery3_FeedPower choice1]] "Whose idea was this anyway?"),
group = "Mystery",
id = "Mystery3_FeedPower",
image = "UI/Messages/sphere_mystery_01.tga",
text = T(5693, --[[PopupNotificationPreset Mystery3_FeedPower text]] "While energy direction by itself is not something so unusual, utilizing it for a purpose implies intent or at least programming of some kind. Our current test-grade proof will most certainly help encourage our scientists currently tackling this mystery.\n \n<effect>The Sphere charges a bit"),
title = T(5692, --[[PopupNotificationPreset Mystery3_FeedPower title]] "Spheres: Is it Alive?"),
voiced_text = T(7076, --[[voice:narrator]] "Our running hypothesis seems to be correct. It’s releasing energy to charge faster. Maybe it’s alive?"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1003700,
choice1 = T(5697, --[[PopupNotificationPreset Mystery3_OnAnomalyScanned choice1]] "Keep me up to speed on any finds."),
group = "Mystery",
id = "Mystery3_OnAnomalyScanned",
image = "UI/Messages/sphere_mystery_01.tga",
text = T(5696, --[[PopupNotificationPreset Mystery3_OnAnomalyScanned text]] "Its surface is perfectly smooth and also seems to sport mirror-like features.\n\nThe way this sphere reflects its surroundings has struck our team as being especially odd. It reflects not what one would expect, and in some instances seems to entirely ignore the observer from the reflection. \n\nThis has the potential to be something monumental. Further excavation is most definitely encouraged by everyone here at Mission Control.\n\n<effect> A half-buried sphere is revealed"),
title = T(5695, --[[PopupNotificationPreset Mystery3_OnAnomalyScanned title]] "Spheres: A Buried Secret"),
voiced_text = T(7077, --[[voice:narrator]] "A short dig following an off-the-charts reading revealed a metallic spheroid buried just beneath the surface."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1003800,
choice1 = T(5700, --[[PopupNotificationPreset Mystery3_FirstInteraction choice1]] "That’s some B-movie material right there."),
group = "Mystery",
id = "Mystery3_FirstInteraction",
image = "UI/Messages/sphere_mystery_01.tga",
text = T(5699, --[[PopupNotificationPreset Mystery3_FirstInteraction text]] "Our most sensitive instruments detect a very weak, yet constant low frequency vibration, giving the Sphere a sort of hum. At least no harmful particles are detected. \n\nWe will be waiting for further test results.\n\n<effect>The Sphere begins charging."),
title = T(5698, --[[PopupNotificationPreset Mystery3_FirstInteraction title]] "Spheres: System Shock"),
voiced_text = T(7078, --[[voice:narrator]] "We tried interacting with it, which triggered some sort of response. The Sphere isn’t dormant anymore."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1003900,
choice1 = T(5703, --[[PopupNotificationPreset Mystery3_SphereLaunch choice1]] "The Sphere should be watched closely at all times!"),
group = "Mystery",
id = "Mystery3_SphereLaunch",
image = "UI/Messages/sphere_mystery_01.tga",
text = T(5702, --[[PopupNotificationPreset Mystery3_SphereLaunch text]] "Mission Control was struck speechless as the half excavated Sphere finished the job itself and un-burrowed fully on its own, then began moving - levitating with the aid of some propulsion method unknown to us. \n\nAround it, temperatures fell drastically, creating a cold area that moved around with it. Mission Control is scrambling to predict where it’s headed to and if this cold zone is a byproduct of its propulsion method. Or more like its function. \n\nThese are exciting times – scary, but exciting.\n\n<effect>The Sphere begins moving."),
title = T(5701, --[[PopupNotificationPreset Mystery3_SphereLaunch title]] "Spheres: Hello, Goodbye"),
voiced_text = T(7079, --[[voice:narrator]] "Definitive contact with an extraterrestrial being, for the first time in the history of mankind."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1004000,
choice1 = T(5706, --[[PopupNotificationPreset Mystery3_FirstCharge choice1]] "Son of a…"),
group = "Mystery",
id = "Mystery3_FirstCharge",
image = "UI/Messages/sphere_mystery_02.tga",
text = T(5705, --[[PopupNotificationPreset Mystery3_FirstCharge text]] "While we aren’t sure if the Sphere has any set destination it is hovering towards, we have enough evidence to say that a new process has been initiated by the Sphere. For what purpose, we cannot say as of now.\n\n<hint> The Sphere drains batteries and charges quicker."),
title = T(5704, --[[PopupNotificationPreset Mystery3_FirstCharge title]] "Spheres: The Sphere is a Sucker!"),
voiced_text = T(7080, --[[voice:narrator]] "It seems to be absorbing any sort of electrical current in close proximity. In other words, it’s feeding on our batteries."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1004100,
choice1 = T(5709, --[[PopupNotificationPreset Mystery3_FirstDamage choice1]] "The safety of our citizens is always a priority!"),
group = "Mystery",
id = "Mystery3_FirstDamage",
image = "UI/Messages/sphere_mystery_02.tga",
text = T(5708, --[[PopupNotificationPreset Mystery3_FirstDamage text]] "While it does not seem to be lethal in any moderate doses, any Colonist, subject to the Sphere’s influence, shows signs of deteriorating health and needs a solid few days at the Infirmary.\n\nOur researchers have several theories on what this phenomenon is and should we prioritize it, we may be able to come up with a way to protect our citizens from the harmful influence of any such Sphere. \n\n<effect> <em>Sphere Protection</em> research available."),
title = T(5707, --[[PopupNotificationPreset Mystery3_FirstDamage title]] "Spheres: Bad Vibrations"),
voiced_text = T(7081, --[[voice:narrator]] "The humming’s less than subtle now, with the added bonus that it’s clearly harming any Colonists that come too close."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1005800,
choice1 = T(5734, --[[PopupNotificationPreset Mystery3_FirstSplit choice1]] "Well, this can’t be good..."),
group = "Mystery",
id = "Mystery3_FirstSplit",
image = "UI/Messages/sphere_mystery_02.tga",
text = T(5733, --[[PopupNotificationPreset Mystery3_FirstSplit text]] "In a moment of pure awesomeness the Sphere split into two identical Spheres. The new objects have grown to the exact same size as the previous one.\n\nThe second Sphere is now entirely independent from the first, moving in a direction of its own choosing, yet the two Spheres are clearly interacting with each other at a distance. Their humming frequencies are changing simultaneously and the more they resonate, the more a slight ionization of the atmosphere around them becomes evident.\n\nAt the moment of the splitting a vast amount of data was gathered by our instruments, so we may have the means to dig deeper within this mystery. Until then we can only predict that some event will trigger when a certain resonance frequency has been reached by both Spheres.\n\n<effect>The Sphere divided into two separate Spheres."),
title = T(5732, --[[PopupNotificationPreset Mystery3_FirstSplit title]] "Spheres: More to Come"),
voiced_text = T(7109, --[[voice:narrator]] "The Mirror Sphere has Mission Control in total chaos. Though that’s expected given what we saw."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1005900,
choice1 = T(5737, --[[PopupNotificationPreset Mystery3_FirstCatch choice1]] "Aced it!"),
group = "Mystery",
id = "Mystery3_FirstCatch",
image = "UI/Messages/sphere_mystery_02.tga",
text = T(5736, --[[PopupNotificationPreset Mystery3_FirstCatch text]] "Apart from controlling where it goes and what damage it does, this is of little use to us at the moment as we can’t dismantle them or even hinder their function in any way. \n\nHowever, this is critical for closer observation and research.\n\n<effect> A Sphere is being held motionless."),
title = T(5735, --[[PopupNotificationPreset Mystery3_FirstCatch title]] "Spheres: It Works!"),
voiced_text = T(7110, --[[voice:narrator]] "Those decoy buildings worked just like we planned, much to the dismay of our hardworking engineers. We've captured our first Sphere!"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1006000,
choice1 = T(5740, --[[PopupNotificationPreset Mystery3_FirstDeposit choice1]] "My thoughts exactly."),
group = "Mystery",
id = "Mystery3_FirstDeposit",
image = "UI/Messages/sphere_mystery_02.tga",
text = T(5739, --[[PopupNotificationPreset Mystery3_FirstDeposit text]] "The Sphere is converted back to its precious ingredients.\n\nOur scientists are quick to inform us that any Sphere free from our decoy buildings will roll back to its splitting phase and will most probably try to retrieve the critical amount needed for their collective purpose.\n\nWe feel we have gathered enough information from these Spheres. It’s been deemed that decomposing all the Spheres is our best road of action.\n\n<effect> A Sphere was converted into resources."),
title = T(5738, --[[PopupNotificationPreset Mystery3_FirstDeposit title]] "Spheres: Choose Your Poison"),
voiced_text = T(7111, --[[voice:narrator]] "Humanity applied its knowledge of an alien technology for the first time ever. And it was a complete success."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1006100,
choice1 = T(5743, --[[PopupNotificationPreset Mystery3_PowerDecoysTech choice1]] "Can’t decide if this is good news or bad."),
group = "Mystery",
id = "Mystery3_PowerDecoysTech",
image = "UI/Messages/sphere_mystery_02.tga",
text = T(5742, --[[PopupNotificationPreset Mystery3_PowerDecoysTech text]] "The new Sphere also exhibits the humming of the previous two and is also resonating with them and the atmosphere around it. We have adjusted the predicted trigger point of the unknown event, as now it is expected to come earlier due to the higher Sphere count. \n\nThe good news is that the more there are, the more observation material is available for our scientists.\n\nWe should be able to paint a general picture of their purpose after investing some time to research them. \n\n<effect> <em>Purpose of the Spheres</em> research available."),
title = T(5741, --[[PopupNotificationPreset Mystery3_PowerDecoysTech title]] "Spheres: 3 Up, More to Come"),
voiced_text = T(7112, --[[voice:narrator]] "The Spheres just keep dividing. This level of technology… We can't even begin to comprehend it."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1006200,
choice1 = T(5746, --[[PopupNotificationPreset Mystery3_ColdWave choice1]] "This is now officially a fight for survival."),
group = "Mystery",
id = "Mystery3_ColdWave",
image = "UI/Messages/sphere_mystery_02.tga",
text = T(5745, --[[PopupNotificationPreset Mystery3_ColdWave text]] "What or who needs to lower the atmospheric temperature of contemporary Mars is beyond any of us – yet it is most evident that the Spheres are effective at what they are doing. \n\nIf we want to stop the change, we must find a breakthrough based on what we already know and learn how to control or cancel this process.\n\n<effect> A prolonged, extremely strong Cold Wave has begun.\n<effect> <em>Xeno-Terraforming</em> research available."),
title = T(5744, --[[PopupNotificationPreset Mystery3_ColdWave title]] "Spheres: Climate Change "),
voiced_text = T(7113, --[[voice:narrator]] "The Colony is expecting some sort of artificial cold wave. How’s that even possible?"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1006300,
choice1 = T(5749, --[[PopupNotificationPreset Mystery3_Ending choice1]] "The end of an era."),
group = "Mystery",
id = "Mystery3_Ending",
image = "UI/Messages/sphere_mystery_02.tga",
text = T(5748, --[[PopupNotificationPreset Mystery3_Ending text]] "The Cold Wave that had gripped our Colony has finally been dispelled. Temperatures have returned to the normal, cruelly cold levels we are used to.\n\nOur scientists are confident that we have recorded and gathered all data necessary for making sense of this encounter in the coming decades. Also, they are confident that the Spheres themselves had overstayed their welcome. \n\nKeeping them around would have meant living with the ever-present danger of re-activating the endless Cold Wave once more, even if we had managed to find a way to halt it without destroying all the Spheres. \n\nAnd despite the risks, despite the purely pragmatic reasons for destroying all the Spheres, one can’t help but wonder how the generations to come will feel of this deed. Will we go down in history as cowards? Or maybe as too insensitive to the magnitude of the encounter, the very first non-man-made technology ever found?\n\nWhen our scientists give up on trying to determine the origin of these Spheres, will textbooks mention that because of the rash actions and fears of the few pioneers that lived on Mars at the time, the riddle will never be solved?\n\n<effect> No more Spheres are left.\n<effect> Cold Wave dispelled."),
title = T(5747, --[[PopupNotificationPreset Mystery3_Ending title]] "Spheres: To Future Generations"),
voiced_text = T(7114, --[[voice:narrator]] "We’ve dismantled the last Sphere, yet our unease with the alien technology still lingers."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1007800,
choice1 = T(1011, --[[PopupNotificationPreset MysteryLog choice1]] "Close"),
group = "Mystery",
id = "MysteryLog",
image = "UI/Messages/space.tga",
no_ccc_button = true,
text = T(5760, --[[PopupNotificationPreset MysteryLog text]] "...."),
title = T(5661, --[[PopupNotificationPreset MysteryLog title]] "Mystery Log"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1004200,
choice1 = T(7987, --[[PopupNotificationPreset FirstColonistDeath choice1]] "View."),
choice2 = T(5712, --[[PopupNotificationPreset FirstColonistDeath choice2]] "Thank you, fellow Colonists."),
group = "Colonist",
id = "FirstColonistDeath",
image = "UI/Messages/death.tga",
text = T(5711, --[[PopupNotificationPreset FirstColonistDeath text]] "As difficult and painful as it is, we must accept that <ColonistName(colonist)> is dead. As friends, as a community, we express our sadness, we acknowledge our loss, acknowledge the great importance of <ColonistName(colonist)>’s life.\n\n<ColonistName(colonist)>’s life has been a journey towards a vision, a journey which brought us all towards the possibility of living on the Red Planet, one small step after at a time. <ColonistName(colonist)> didn’t try to make their mark in human history, for there is no room for attempts in success. <ColonistName(colonist)> knew what the calling of fate was, knew the risks and the opportunities and made the best of it, for the good of us all.\n\nWhat is it that takes a person through all of this is a question only we can answer. This is a question whose answer is the spirit of <ColonistName(colonist)>, and this is a legacy for us.\n\n<effect><ColonistName(colonist)> has died. Cause: <reason>\n<hint> Each time a Colonist dies from a non-natural death, two Applicants leave the pool"),
title = T(5710, --[[PopupNotificationPreset FirstColonistDeath title]] "A Eulogy for an Everyday Hero"),
voiced_text = T(7082, --[[voice:narrator]] "We gather here today to bid a final farewell to one of our finest."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1004300,
choice1 = T(7987, --[[PopupNotificationPreset FirstStatusEffect_StressedOut choice1]] "View."),
choice2 = T(5715, --[[PopupNotificationPreset FirstStatusEffect_StressedOut choice2]] "Troubling."),
group = "Colonist",
id = "FirstStatusEffect_StressedOut",
image = "UI/Messages/colonists.tga",
text = T(5714, --[[PopupNotificationPreset FirstStatusEffect_StressedOut text]] "<ColonistName(colonist)>, as every other Colonist, went through psychological conditioning before arriving on Mars to guarantee their most basic ability to cope with the adverse environment. Indeed, the people live on a barren, dead-cold world with a toxic, almost non-existent atmosphere, protected only by a fragile-looking Dome and relying on machines to keep them alive.\n\nThe unparalleled everyday stress levels slowly drain the people of their resolve – thus even the slightest shock or frustration can send someone over the edge. On Earth entertainment and recreation are just for fun, but here they are a tool for basic survival.\n\n<hint> The Colonist <ColonistName(colonist)> has reached critically low Sanity. Provide operational Healthcare buildings in the Domes and avoid Heavy workload or Nighttime work to prevent this situation."),
title = T(5713, --[[PopupNotificationPreset FirstStatusEffect_StressedOut title]] "Mental Breakdown"),
voiced_text = T(7083, --[[voice:narrator]] "A Colonist just snapped!"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1004400,
choice1 = T(7987, --[[PopupNotificationPreset FirstStatusEffect_Suffocating choice1]] "View."),
choice2 = T(5715, --[[PopupNotificationPreset FirstStatusEffect_Suffocating choice2]] "Troubling."),
group = "Colonist",
id = "FirstStatusEffect_Suffocating",
image = "UI/Messages/colonists.tga",
text = T(5717, --[[PopupNotificationPreset FirstStatusEffect_Suffocating text]] "Our Domes are large enough to contain tons of breathable air, but when the systems fail to refresh the supply, the amount of carbon dioxide will steadily increase until the atmosphere becomes unbreathable.\n\n<hint> Colonists with the Suffocating status effect have no access to Oxygen and will die within a short time. Connect their Dome to operational MOXIEs and Oxygen Tanks or plant Oxygen-Producing Crops in Farms to supply them with Oxygen."),
title = T(5716, --[[PopupNotificationPreset FirstStatusEffect_Suffocating title]] "Suffocation!"),
voiced_text = T(7084, --[[voice:narrator]] "Our Colonists are suffocating! We only have a few hours to get them more Oxygen before they run out!"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1004500,
choice1 = T(7987, --[[PopupNotificationPreset FirstStatusEffect_Dehydrated choice1]] "View."),
choice2 = T(5720, --[[PopupNotificationPreset FirstStatusEffect_Dehydrated choice2]] "Oh my!"),
group = "Colonist",
id = "FirstStatusEffect_Dehydrated",
image = "UI/Messages/colonists.tga",
text = T(5719, --[[PopupNotificationPreset FirstStatusEffect_Dehydrated text]] "Water is the vital fluid which sustains all life. The human body requires a constant access to fresh, drinkable water and quickly deteriorates when none is present. Thus the extraction of Water is one of our utmost priorities.\n\n<hint> Colonists with the Dehydrated status effect have no access to Water and will die within a short time. Connect their Dome to operational Water Producers or filled Water Towers to supply them with Water."),
title = T(5718, --[[PopupNotificationPreset FirstStatusEffect_Dehydrated title]] "Dehydration!"),
voiced_text = T(7085, --[[voice:narrator]] "The Colonists are on the brink of dehydration! We need to figure out something quick before they die."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1004600,
choice1 = T(7987, --[[PopupNotificationPreset FirstStatusEffect_Freezing choice1]] "View."),
choice2 = T(5715, --[[PopupNotificationPreset FirstStatusEffect_Freezing choice2]] "Troubling."),
group = "Colonist",
id = "FirstStatusEffect_Freezing",
image = "UI/Messages/colonists.tga",
text = T(5722, --[[PopupNotificationPreset FirstStatusEffect_Freezing text]] "Domes feature heaters which maintain a pleasant temperature of 23 degrees Celsius around the clock, protecting against the fluctuating temperature of the fickle Martian atmosphere outside. The temperature inside the Dome quickly decreases when the power supply is cut and the Colonists sure do feel the effects. If the situation remains unchanged, I'm afraid that it could be fatal.\n\n<hint> Colonists with the Freezing status effect reside in a Dome with an insufficient supply of Power. Increase the amount of Power accessible to the Dome to prevent this."),
title = T(5721, --[[PopupNotificationPreset FirstStatusEffect_Freezing title]] "Hypothermia!"),
voiced_text = T(7086, --[[voice:narrator]] "Our Colonists are suffering from hypothermia!"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1004700,
choice1 = T(7987, --[[PopupNotificationPreset FirstStatusEffect_Starving choice1]] "View."),
choice2 = T(5715, --[[PopupNotificationPreset FirstStatusEffect_Starving choice2]] "Troubling."),
group = "Colonist",
id = "FirstStatusEffect_Starving",
image = "UI/Messages/colonists.tga",
text = T(5724, --[[PopupNotificationPreset FirstStatusEffect_Starving text]] "Constant supply of fresh nutrients is vital to the survival of the Colony. The Colonists can go on for some time before they suffer more adverse effects from the lack of food, but if you don't feed them soon, they will die.\n\n<hint> Colonists with the Starving status effect have no access to Food. Deliver Food from Earth or produce it by farming to supply the starving."),
title = T(5723, --[[PopupNotificationPreset FirstStatusEffect_Starving title]] "Starvation!"),
voiced_text = T(7087, --[[voice:narrator]] "Our Colonists are starving!"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1004800,
choice1 = T(7987, --[[PopupNotificationPreset LastFounderDies choice1]] "View."),
choice2 = T(5727, --[[PopupNotificationPreset LastFounderDies choice2]] "Rest in peace, friend."),
group = "Colonist",
id = "LastFounderDies",
image = "UI/Messages/death.tga",
text = T(5726, --[[PopupNotificationPreset LastFounderDies text]] "<ColonistName(colonist)> had a dream – to see humanity united, conquering the stars. And <ColonistName(colonist)> allowed nothing to stand in the path of this dream. No hardship, no loss, not even personal safety. What more can anyone be asked to do?\n\nWe had known many women and men of character, of strength and virtue. Any one of them might have stepped into <ColonistName(colonist)>'s place and we would be none the wiser. But we know why <ColonistName(colonist)> chose this path. When a heart as big and strong beats in one's chest it gives no other option but to follow its call.\n\nWhen <ColonistName(colonist)> fell, it left a void. Do not let it take over your hearts, friends. Do not mourn the icon of good that we have lost, rather rise up and become the icon yourself. Let this death be not a blow against the will of humanity to grow, learn and conquer new frontiers.\n\n<hint>The Founder <ColonistName(colonist)> died. Cause: <reason>."),
title = T(5725, --[[PopupNotificationPreset LastFounderDies title]] "End of an Age"),
voiced_text = T(7088, --[[voice:narrator]] "The day claimed our last living Founder, spelling the end of an era for us all."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1004900,
choice1 = T(7987, --[[PopupNotificationPreset FirstFounderDiesOfOldAge choice1]] "View."),
choice2 = T(5727, --[[PopupNotificationPreset FirstFounderDiesOfOldAge choice2]] "Rest in peace, friend."),
group = "Colonist",
id = "FirstFounderDiesOfOldAge",
image = "UI/Messages/death.tga",
text = T(5729, --[[PopupNotificationPreset FirstFounderDiesOfOldAge text]] "We will all have our own special memories of the mark <ColonistName(colonist)> left in our hearts and in our lives. I am certain that <ColonistName(colonist)> would have wanted us all to be here today filled not with grief but with strength, vision and hope for the future. This is what <ColonistName(colonist)> lived for and doing otherwise would make this cause pointless.\n\nWe are all here today not only because <ColonistName(colonist)> laid down the foundations of our Colony. We were all personally touched and inspired by their strong character, personality and presence. We were all very lucky to have had <ColonistName(colonist)> beside us in both good and bad moments and, as much as will be missing our comrade, their memory will live on as long as we remain united.\n\n<hint>The Founder <ColonistName(colonist)> passed away due to old age."),
title = T(5728, --[[PopupNotificationPreset FirstFounderDiesOfOldAge title]] "Do Not Go Gentle Into That Good Night"),
voiced_text = T(7089, --[[voice:narrator]] "Today was a tough one. We lost one of our Founders."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1005000,
choice1 = T(7987, --[[PopupNotificationPreset FirstFounderAlcoholic choice1]] "View."),
choice2 = T(7093, --[[PopupNotificationPreset FirstFounderAlcoholic choice2]] "Alcohol is not the answer."),
group = "Colonist",
id = "FirstFounderAlcoholic",
image = "UI/Messages/colonists.tga",
text = T(7091, --[[PopupNotificationPreset FirstFounderAlcoholic text]] "Despite the great lengths we go through to make it seem safe and as close as possible to home, one’s mind is never too far from the dangers that the privilege of being an interplanetary pioneer carries. We all find our own ways to cope with this pressure. <ColonistName(colonist)> finds it in the bottle.\n\n<hint>The Founder <ColonistName(colonist)> has the <em>Alcoholic</em> Trait."),
title = T(7090, --[[PopupNotificationPreset FirstFounderAlcoholic title]] "Nobody Knows The Trouble I've Seen..."),
voiced_text = T(7092, --[[voice:narrator]] "It's a rough life here on Mars. You can't prepare for addiction."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1005100,
choice1 = T(7987, --[[PopupNotificationPreset FirstFounderWhiner choice1]] "View."),
choice2 = T(7445, --[[PopupNotificationPreset FirstFounderWhiner choice2]] "Oh boy..."),
group = "Colonist",
id = "FirstFounderWhiner",
image = "UI/Messages/colonists.tga",
text = T(7443, --[[PopupNotificationPreset FirstFounderWhiner text]] "For they are meant to tread and live where no man has ever lived before – in an environment not meant for man to live in to begin with. This is why it came as a shock to us all when <ColonistName(colonist)> turned out to be such a whiner!\n\n<hint>The Founder <ColonistName(colonist)> has the <em>Whiner</em> Trait. "),
title = T(7442, --[[PopupNotificationPreset FirstFounderWhiner title]] "In Space, No One Can Hear you Whine"),
voiced_text = T(7444, --[[voice:narrator]] "The Founders are supposed to be the pillars of the future Colony – destined to be remembered for generations."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1005200,
choice1 = T(7987, --[[PopupNotificationPreset FirstFounderCoward choice1]] "View."),
choice2 = T(7097, --[[PopupNotificationPreset FirstFounderCoward choice2]] "Courage is finite."),
group = "Colonist",
id = "FirstFounderCoward",
image = "UI/Messages/colonists.tga",
text = T(7095, --[[PopupNotificationPreset FirstFounderCoward text]] "They face uncertainty which no humans have faced before. <ColonistName(colonist)> on the other hand, albeit a pioneer, doesn’t seem especially brave and makes jumping in fright after seeing one’s own shadow look like a normal thing. \n\n<hint>The Founder <ColonistName(colonist)> has the <em>Coward</em> Trait."),
title = T(7094, --[[PopupNotificationPreset FirstFounderCoward title]] "Courage Has Layers"),
voiced_text = T(7096, --[[voice:narrator]] "It takes more than bravery to be a pioneer of the Martian frontier. Or at least it should."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1005400,
choice1 = T(7987, --[[PopupNotificationPreset FirstFounderEnthusiast choice1]] "View."),
choice2 = T(7101, --[[PopupNotificationPreset FirstFounderEnthusiast choice2]] "That's the spirit!"),
group = "Colonist",
id = "FirstFounderEnthusiast",
image = "UI/Messages/colonists.tga",
text = T(7099, --[[PopupNotificationPreset FirstFounderEnthusiast text]] "After all, purpose is the strongest long-term driver. Since arriving on Mars, <ColonistName(colonist)>'s enthusiasm has proven to be above average, even by Founder norms, and the prodigious productivity displayed can be boiled down to one simple explanation – <ColonistName(colonist)> really loves doing what <ColonistName(colonist)>‘s doing.\n\n<hint>The Founder <ColonistName(colonist)> has the <em>Enthusiast</em> trait."),
title = T(7098, --[[PopupNotificationPreset FirstFounderEnthusiast title]] "When Life Gives You Lemons..."),
voiced_text = T(7100, --[[voice:narrator]] "Building a new home on an alien world? That takes guts, to say the least."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1005500,
choice1 = T(7987, --[[PopupNotificationPreset FirstFounderGambler choice1]] "View."),
choice2 = T(7446, --[[PopupNotificationPreset FirstFounderGambler choice2]] "OK"),
group = "Colonist",
id = "FirstFounderGambler",
image = "UI/Messages/colonists.tga",
text = T(7103, --[[PopupNotificationPreset FirstFounderGambler text]] "They travel through 50 million miles to a rocky, inhospitable world and try to bend it to humanity's will. <ColonistName(colonist)> , on the other hand, seems to also be a gambler in the more traditional sense. \n\nWe must not judge. On the contrary, we must be supportive and help our dear comrade with whom we’ve traversed the void, spearheaded humanity’s expansion on other worlds, only to find that we are no safer from vices so Earthly, it’s as if we never left.\n\n<hint>The Founder <ColonistName(colonist)> has the <em>Gambler</em> trait."),
title = T(7102, --[[PopupNotificationPreset FirstFounderGambler title]] "Gambling Midst The Stars "),
voiced_text = T(7104, --[[voice:narrator]] "The first Colonists are all gamblers coming to Mars. It's the ultimate roll of the dice."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1005600,
choice1 = T(7987, --[[PopupNotificationPreset FirstFounderIdiot choice1]] "View."),
choice2 = T(7447, --[[PopupNotificationPreset FirstFounderIdiot choice2]] "OK"),
group = "Colonist",
id = "FirstFounderIdiot",
image = "UI/Messages/colonists.tga",
text = T(7106, --[[PopupNotificationPreset FirstFounderIdiot text]] "Warning signs and instructions are, usually, enough to prevent most of them being done by most people. <ColonistName(colonist)> is not like most people and instructions and warnings seem to be of little to no use. \n\nWe, as a small community, have come to accept the obvious: \n\n<hint>The Founder <ColonistName(colonist)> has the <em>Idiot</em> trait."),
title = T(7105, --[[PopupNotificationPreset FirstFounderIdiot title]] "Call It What You Will"),
voiced_text = T(7107, --[[voice:narrator]] "Living in cramped quarters, tinkering with intricate machinery day-in, day-out. There's plenty of opportunities for slip-ups."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1005700,
choice1 = T(7987, --[[PopupNotificationPreset LastFounderLeavingMars choice1]] "View."),
choice2 = T(5731, --[[PopupNotificationPreset LastFounderLeavingMars choice2]] "Farewell, friend."),
group = "Colonist",
id = "LastFounderLeavingMars",
image = "UI/Messages/colonists.tga",
text = T(5730, --[[PopupNotificationPreset LastFounderLeavingMars text]] "The Founders had always been more than explorers and pioneers. They shared a vision of the future of the civilization on the Red Planet and worked ceaselessly towards their common goal.\n\nBut, as it often happens during the course of history the, societal standpoint changes. <ColonistName(colonist)> could not adapt to the changing times and decided to leave Mars. I know <ColonistName(colonist)> personally and I'm sure that this isn't caused by disappointment but instead is a rational decision. I remember one time when we talked about the future of the Colony and <ColonistName(colonist)>'s words: “We are the progenitors of the Colony but parents have to eventually step down and give way to their children.”\n\nAs I watch the rocket fly towards Earth I cannot force myself to think that <ColonistName(colonist)> is abandoning us. Something tells me that we will be in contact and will continue to receive wise council from our last Founder.\n\n<hint>The last Founder <ColonistName(colonist)> has left Mars."),
title = T(5725, --[[PopupNotificationPreset LastFounderLeavingMars title]] "End of an Age"),
voiced_text = T(7108, --[[voice:narrator]] "Mars has ways of crushing the hope out of our very best."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1007200,
choice1 = T(1011, --[[PopupNotificationPreset FirstPassengerRocket choice1]] "Close"),
group = "Colonist",
id = "FirstPassengerRocket",
image = "UI/Messages/colony_founding.tga",
text = T(5752, --[[PopupNotificationPreset FirstPassengerRocket text]] "The next 10 Sols will be full of difficulties and dangers, but also with great promises and opportunities. It is now to us to prove that Mars can be a doorway to greater riches and the future of the human civilization. Even the most epic adventures begin with a single step.\n\n<effect> Arrival of additional Colonists temporarily suspended until the Colony proves able to sustain human life. Your Founder Colonists must survive for 10 Sols before additional people can arrive.\n\n<hint> The Colony will be evaluated positively before the period ends in the event the first human is born on Mars. If you feel you are up to the challenge, try constructing a Medical Building and raising the Comfort of the Founders as much as possible with Service Buildings."),
title = T(5751, --[[PopupNotificationPreset FirstPassengerRocket title]] "A New Beginning"),
voiced_text = T(7124, --[[voice:narrator]] "Full of hope and determination, the first Founders have set foot on the Red Planet."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1007400,
choice1 = T(7127, --[[PopupNotificationPreset ColonyViabilityExit_MartianBorn choice1]] "OK"),
group = "Colonist",
id = "ColonyViabilityExit_MartianBorn",
image = "UI/Messages/birth.tga",
text = T(5757, --[[PopupNotificationPreset ColonyViabilityExit_MartianBorn text]] "The Colonists have always felt like a family. But what makes the family stronger and more united is the promise of new life and better future. We have truly been blessed with a rewarding responsibility – to carry the torch of hope.\n\nLet this blooming of life serve as a symbol for all humans. Mars is no longer a dead world.\n\n<effect> The Colony has been evaluated positively. Additional Colonists can be called from Earth."),
title = T(5756, --[[PopupNotificationPreset ColonyViabilityExit_MartianBorn title]] "The Door towards the Stars"),
voiced_text = T(7126, --[[voice:narrator]] "For the first time, a human has been born on Mars. It's truly a unique miracle."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1007500,
choice1 = T(6294, --[[PopupNotificationPreset ColonyViabilityExit_MartianBorn_LastArk choice1]] "OK"),
group = "Colonist",
id = "ColonyViabilityExit_MartianBorn_LastArk",
image = "UI/Messages/birth.tga",
text = T(8856, --[[PopupNotificationPreset ColonyViabilityExit_MartianBorn_LastArk text]] "The Colonists have always felt like a family. But what makes the family stronger and more united is the promise of new life and better future. We have truly been blessed with a rewarding responsibility – to carry the torch of hope.\n\nLet this blooming of life serve as a symbol for all humans. Mars is no longer a dead world.\n\n<effect> The Colony has been evaluated positively. You can't call anymore colonists from Earth due to the Last Ark game rule."),
title = T(5756, --[[PopupNotificationPreset ColonyViabilityExit_MartianBorn_LastArk title]] "The Door towards the Stars"),
voiced_text = T(7126, --[[voice:narrator]] "For the first time, a human has been born on Mars. It's truly a unique miracle."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1007600,
choice1 = T(5759, --[[PopupNotificationPreset ColonyViabilityExit_Delay choice1]] "Looks like we’ve got a serious adventure ahead of us!"),
group = "Colonist",
id = "ColonyViabilityExit_Delay",
image = "UI/Messages/hints.tga",
text = T(5758, --[[PopupNotificationPreset ColonyViabilityExit_Delay text]] "The long-time dream of the human civilization as a whole – to settle another world – has come true. To be among the people who made this happen makes me feel enthusiastic and proud.\n\nWe are already swarmed with applications for relocation on Mars and the wanderlust and enthusiasm of these people makes me proud to be a human being. The Red Planet continues to be inhospitable and even dangerous but we as a species had always displayed the ability to adapt and improve – the adverse conditions will only make us try harder. So I say bring it on!\n\n<effect> The Colony has been evaluated positively. Additional Colonists can be called from Earth."),
title = T(5756, --[[PopupNotificationPreset ColonyViabilityExit_Delay title]] "The Door towards the Stars"),
voiced_text = T(7128, --[[voice:narrator]] "This will go down in history."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1007700,
choice1 = T(5759, --[[PopupNotificationPreset ColonyViabilityExit_Delay_LastArk choice1]] "Looks like we’ve got a serious adventure ahead of us!"),
group = "Colonist",
id = "ColonyViabilityExit_Delay_LastArk",
image = "UI/Messages/hints.tga",
text = T(8857, --[[PopupNotificationPreset ColonyViabilityExit_Delay_LastArk text]] "The long-time dream of the human civilization as a whole – to settle another world – has come true. To be among the people who made this happen makes me feel enthusiastic and proud.\n\nWe are already swarmed with applications for relocation on Mars and the wanderlust and enthusiasm of these people makes me proud to be a human being. The Red Planet continues to be inhospitable and even dangerous but we as a species had always displayed the ability to adapt and improve – the adverse conditions will only make us try harder. So I say bring it on!\n\n<effect> The Colony has been evaluated positively. You can't call anymore colonists from Earth due to the Last Ark game rule."),
title = T(5756, --[[PopupNotificationPreset ColonyViabilityExit_Delay_LastArk title]] "The Door towards the Stars"),
voiced_text = T(7128, --[[voice:narrator]] "This will go down in history."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1009400,
group = "Tutorial",
id = "Tutorial1_Popup1_Intro",
image = "UI/Messages/outsource.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9229, --[[PopupNotificationPreset Tutorial1_Popup1_Intro text]] "In this training exercise you will learn how to gather basic resources from the Martian surface, how to construct a small base and how to refuel the Rocket in order to send it back to Earth.\n\nLet’s get started!\n\n<effect><TutorialDisabledAchievementsText()>"),
title = T(9227, --[[PopupNotificationPreset Tutorial1_Popup1_Intro title]] "IMM Training Simulation"),
voiced_text = T(7155, --[[voice:narrator]] "Welcome to Mars!"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1009500,
group = "Tutorial",
id = "Tutorial1_Popup2_ZoomAndCamera",
image = "UI/Messages/Tutorials/Tutorial1/Tutorial1_ZoomAndCamera.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9231, --[[PopupNotificationPreset Tutorial1_Popup2_ZoomAndCamera text]] "<goal>Zoom in towards the suggested landing site."),
title = T(5497, --[[PopupNotificationPreset Tutorial1_Popup2_ZoomAndCamera title]] "Camera Controls"),
voiced_text = T(9230, --[[voice:narrator]] "You need to master the camera controls and familiarize yourself with the terrain around the prospective colony site."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1009600,
group = "Tutorial",
id = "Tutorial1_Popup3_LandRocket",
image = "UI/Messages/Tutorials/Tutorial1/Tutorial1_LandRocket.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9234, --[[PopupNotificationPreset Tutorial1_Popup3_LandRocket text]] "Proceed by selecting the pinned icon representing the Rocket that is currently in orbit around Mars.\n\n<goal>Land the Rocket on Mars."),
title = T(9232, --[[PopupNotificationPreset Tutorial1_Popup3_LandRocket title]] "Landing the Rocket"),
voiced_text = T(9233, --[[voice:narrator]] "Now it's time to land your first Rocket."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1009700,
group = "Tutorial",
id = "Tutorial1_Popup4_DronesAndResources",
image = "UI/Messages/Tutorials/Tutorial1/Tutorial1_DronesAndResources.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9237, --[[PopupNotificationPreset Tutorial1_Popup4_DronesAndResources text]] "It carries Drones - remotely controlled robots which constitute your construction and resources gathering workforce.\n\nGathering basic resources for building construction is one of the first things our Martian base needs. Place a Metals Depot so the Drones begin automatically bringing Metals from the scattered surface deposits nearby.\n\n<goal>Gather 5 Metals in a Metals Depot."),
title = T(9235, --[[PopupNotificationPreset Tutorial1_Popup4_DronesAndResources title]] "Drones and Resources"),
voiced_text = T(9236, --[[voice:narrator]] "...and we have touchdown! The Rocket has landed on Mars."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1009800,
group = "Tutorial",
id = "Tutorial1_Popup5_UnloadRocket",
image = "UI/Messages/Tutorials/Tutorial1/Tutorial1_UnloadRocket.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9240, --[[PopupNotificationPreset Tutorial1_Popup5_UnloadRocket text]] "<goal>Place a Universal Depot near your Rocket."),
title = T(9238, --[[PopupNotificationPreset Tutorial1_Popup5_UnloadRocket title]] "Unloading the Payload"),
voiced_text = T(9239, --[[voice:narrator]] "Our Rocket carries valuable resources that will be essential for the construction and maintenance of the Colony. Initially it's best to designate a Universal Depot, so the Drones have a place to store them."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1009900,
group = "Tutorial",
id = "Tutorial1_Popup6_ConcreteExtractor",
image = "UI/Messages/Tutorials/Tutorial1/Tutorial1_ConcreteExtractor.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9242, --[[PopupNotificationPreset Tutorial1_Popup6_ConcreteExtractor text]] "The Concrete Extractor building must be placed over or within proximity of a Concrete deposit.\n\n<goal>From the build menu, select to build a Concrete Extractor and place it at the proposed location."),
title = T(5032, --[[PopupNotificationPreset Tutorial1_Popup6_ConcreteExtractor title]] "Concrete Extractor"),
voiced_text = T(9241, --[[voice:narrator]] "Along with Metals, Concrete is the other vital basic construction resource."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1010000,
group = "Tutorial",
id = "Tutorial1_Popup7_DroneRange",
image = "UI/Messages/Tutorials/Tutorial1/Tutorial1_DronesAndDroneHubs.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9245, --[[PopupNotificationPreset Tutorial1_Popup7_DroneRange text]] "Buildings are constructed by Drones. If you place a building outside the Drones' work range it won't be constructed. When placing buildings, make sure that those buildings are within range of drone controllers like the Rocket, Drone Hubs or RC Commanders.\n\nYou can select the Rocket to view its control radius."),
title = T(9243, --[[PopupNotificationPreset Tutorial1_Popup7_DroneRange title]] "Drone Range"),
voiced_text = T(9244, --[[voice:narrator]] "You are trying to place a construction outside of the work range of your Drones."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1010100,
group = "Tutorial",
id = "Tutorial1_Popup8_Power",
image = "UI/Messages/Tutorials/Tutorial1/Tutorial1_Power.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9247, --[[PopupNotificationPreset Tutorial1_Popup8_Power text]] "Stirling Generators are excellent power sources but they are too complex to be built on Mars during the early stages of our colonization effort. That is why we ship them from Earth partially assembled in prefabs. Prefabs do not require any resources, only drones to unpack and assemble them.\n\nWe've provided you with a Stirling Generator prefab.\n\n<goal>Construct a Stirling Generator and then connect it to the Concrete extractor with a Power Cable or place the Stirling Generator adjacent to the Concrete Extractor for a direct connection."),
title = T(79, --[[PopupNotificationPreset Tutorial1_Popup8_Power title]] "Power"),
voiced_text = T(9246, --[[voice:narrator]] "Like most buildings, the Concrete Extractor needs power in order to operate. Having a reliable electrical grid and supply is essential for the success of the colony."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1010200,
group = "Tutorial",
id = "Tutorial1_Popup9_WasteRockConcreteDepot",
image = "UI/Messages/Tutorials/Tutorial1/Tutorial1_WasteRockConcreteDepot.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9250, --[[PopupNotificationPreset Tutorial1_Popup9_WasteRockConcreteDepot text]] "The amount of Waste Rock per resource extracted depends on the Grade of the resource deposit. You can select a resource deposit to view its Grade and the amount of resources remaining in it.\n\n<goal>Place a Dumping Site and a Concrete Depot to store the extracted Concrete."),
title = T(9248, --[[PopupNotificationPreset Tutorial1_Popup9_WasteRockConcreteDepot title]] "Waste Rock and the Concrete Depot"),
voiced_text = T(9249, --[[voice:narrator]] "Waste Rock is a byproduct of all extractors and is best stored at designated locations. This way you can ensure that it will not be in the way of future construction."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1010300,
group = "Tutorial",
id = "Tutorial1_Popup10_DronesAndDroneHubs",
image = "UI/Messages/Tutorials/Tutorial1/Tutorial1_DronesAndDroneHubs.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9253, --[[PopupNotificationPreset Tutorial1_Popup10_DronesAndDroneHubs text]] "Currently all Drones are assigned to the Rocket. When the Rocket is selected the work range of all Drones assigned to it will be visualized. If the Rocket takes off, however, all these Drones will need another controller.\n\n<goal>Build a Drone Hub and make sure it is supplied with power."),
title = T(9251, --[[PopupNotificationPreset Tutorial1_Popup10_DronesAndDroneHubs title]] "Drones and Drone Hubs"),
voiced_text = T(9252, --[[voice:narrator]] "Drones will pick pending tasks on their own within the range of the drone controllers they are assigned to."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1010400,
group = "Tutorial",
id = "Tutorial1_Popup11_DroneBatteries",
image = "UI/Messages/Tutorials/Tutorial1/Tutorial1_DronesRecharge.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9255, --[[PopupNotificationPreset Tutorial1_Popup11_DroneBatteries text]] "Every Drone Hub has two Recharge Stations built-in, but you might need additional ones as the Colony spreads out. Constructing Recharge Stations, especially along areas with heavy Drone activity, will prove vital for maintaining an efficient work force.\n\n<goal>Build a Recharge Station near the Concrete Extractor."),
title = T(5541, --[[PopupNotificationPreset Tutorial1_Popup11_DroneBatteries title]] "Drone Batteries"),
voiced_text = T(9254, --[[voice:narrator]] "Drones run on batteries that have to be recharged periodically."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1010500,
group = "Tutorial",
id = "Tutorial1_Popup12_RefuelingRocket",
image = "UI/Messages/Tutorials/Tutorial1/Tutorial1_Pipes.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9257, --[[PopupNotificationPreset Tutorial1_Popup12_RefuelingRocket text]] "Every Rocket has enough fuel for a one-way trip to Mars and has to be refueled on site, so it can return to Earth and be reused.\n \nFuel is produced in a Fuel Refinery. To setup the production chain, we will also need Water.\n\n<goal>Build a Moisture Vaporator and then a Fuel Refinery."),
title = T(5503, --[[PopupNotificationPreset Tutorial1_Popup12_RefuelingRocket title]] "Refueling the Rocket"),
voiced_text = T(9256, --[[voice:narrator]] "Maintaining a steady supply chain between Earth and Mars is essential, especially during the early colonization stages. "),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1010600,
group = "Tutorial",
id = "Tutorial1_Popup12_RefuelingRocket_1",
image = "UI/Messages/Tutorials/Tutorial1/Tutorial1_DronesAndDroneHubs.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9260, --[[PopupNotificationPreset Tutorial1_Popup12_RefuelingRocket_1 text]] "Luckily, we have an extra Stirling Generator Prefab we could use.\n\n<goal>Build a new Stirling Generator along the power network."),
title = T(9258, --[[PopupNotificationPreset Tutorial1_Popup12_RefuelingRocket_1 title]] "Insufficient Power"),
voiced_text = T(9259, --[[voice:narrator]] "We don't have sufficient Power for all the buildings in the colony."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1010700,
group = "Tutorial",
id = "Tutorial1_Popup13_Pipes",
image = "UI/Messages/Tutorials/Tutorial1/Tutorial1_Pipes.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9262, --[[PopupNotificationPreset Tutorial1_Popup13_Pipes text]] "The Moisture Vaporator has to be connected with Pipes to the Fuel Refinery. \n\n<goal>Connect the Moisture Vaporator to the Fuel Refinery with Pipes."),
title = T(882, --[[PopupNotificationPreset Tutorial1_Popup13_Pipes title]] "Pipes"),
voiced_text = T(9261, --[[voice:narrator]] "A system of Pipes is used to deliver resources such as Water and Air where they are needed."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1010800,
group = "Tutorial",
id = "Tutorial1_Popup14_Fuel",
image = "UI/Messages/Tutorials/Tutorial1/Tutorial1_Fuel.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9264, --[[PopupNotificationPreset Tutorial1_Popup14_Fuel text]] "Use the Speed Controls to increase the game speed, so the Rocket refuels faster.\n\n<effect>For the purposes of this tutorial simulation the Rocket needs far less fuel (5) than it would during a normal playthrough (50).\n\n<goal>Refuel the Rocket."),
title = T(4765, --[[PopupNotificationPreset Tutorial1_Popup14_Fuel title]] "Fuel"),
voiced_text = T(9263, --[[voice:narrator]] "Fuel production is now underway and the Drones will begin to deliver the Fuel to the Rocket."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1010900,
choice1 = T(9268, --[[PopupNotificationPreset Tutorial1_Popup15_Epilogue choice1]] 'Play Next Tutorial - "Rovers, Exploration & Research"'),
choice2 = T(1010, --[[PopupNotificationPreset Tutorial1_Popup15_Epilogue choice2]] "Main Menu"),
group = "Tutorial",
id = "Tutorial1_Popup15_Epilogue",
image = "UI/Messages/space.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9267, --[[PopupNotificationPreset Tutorial1_Popup15_Epilogue text]] "You've learned how to setup a basic outpost on Mars that can gather resources for further expansion and refuel Rockets. Using Rockets to bring in additional supplies from Earth is essential for a fledgling colony."),
title = T(9265, --[[PopupNotificationPreset Tutorial1_Popup15_Epilogue title]] "Mission Complete!"),
voiced_text = T(9266, --[[voice:narrator]] "Congratulations, you have finished the first tutorial!"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1011000,
group = "Tutorial",
id = "Tutorial2_Popup1_Intro",
image = "UI/Messages/outsource.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9270, --[[PopupNotificationPreset Tutorial2_Popup1_Intro text]] "Rovers are vehicles with a variety of useful functions like transporting resources, commanding Drones and analyzing Anomalies. You have direct control over all Rovers in the colony.\n\n<goal>Select the RC Transport and move it to the designated area."),
title = T(5438, --[[PopupNotificationPreset Tutorial2_Popup1_Intro title]] "Rovers"),
voiced_text = T(9269, --[[voice:narrator]] "Welcome, Commander! In this training exercise you will get acquainted with one of your most valuable tools - Rovers."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1011200,
group = "Tutorial",
id = "Tutorial2_Popup3_RCTransport",
image = "UI/Messages/Tutorials/Tutorial2/Tutorial2_RCTransport.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9274, --[[PopupNotificationPreset Tutorial2_Popup3_RCTransport text]] "Use the RC Transport to load Fuel from the fuel depot in the base, then unload it close to the Rocket, so that its drones can load it into the rocket.\n\nDrones can also take resources directly from the RC Transport if they need them, however unloading the resources is quicker and will free up the RC Transport for other tasks.\n\n<goal>Load Fuel on to the RC Transport and unload it next to the Rocket."),
title = T(1683, --[[PopupNotificationPreset Tutorial2_Popup3_RCTransport title]] "RC Transport"),
voiced_text = T(9273, --[[voice:narrator]] "The RC Transport can load and carry resources around the map. Let's use it to refuel the nearby Rocket."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1011300,
group = "Tutorial",
id = "Tutorial2_Popup4_OrphanedDrones",
image = "UI/Messages/Tutorials/Tutorial2/Tutorial2_OrphanedDrones.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9276, --[[PopupNotificationPreset Tutorial2_Popup4_OrphanedDrones text]] "If Drones lose their controller they will look for new controllers nearby. However, when there are no controllers nearby you'll have to manually reassign them to a new controller.\n\nThe \"Reassign\" command also allows you to reassign Drones to understaffed controllers with heavy Drone load.\n\n<goal>Assign these Drones to the nearby Drone Hub."),
title = T(5672, --[[PopupNotificationPreset Tutorial2_Popup4_OrphanedDrones title]] "Orphaned Drones"),
voiced_text = T(9275, --[[voice:narrator]] "Some Drones are left without a controller after the Rocket launch."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1011400,
group = "Tutorial",
id = "Tutorial2_Popup4_1_Gathering Metals",
image = "UI/Messages/Tutorials/Tutorial2/Tutorial2_Gathering Metals.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9278, --[[PopupNotificationPreset Tutorial2_Popup4_1_Gathering Metals text]] "Send the RC Transport to gather some Metals from the deposit indicated by the arrow.\n\n<goal>Gather 5 Metals with the RC Transport."),
title = T(9096, --[[PopupNotificationPreset Tutorial2_Popup4_1_Gathering Metals title]] "RC Transport - Gathering Metals"),
voiced_text = T(9277, --[[voice:narrator]] "The RC Transport is able to gather resources directly from surface deposits without the help of Drones."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1011500,
group = "Tutorial",
id = "Tutorial2_Popup5_TransporRoute",
image = "UI/Messages/Tutorials/Tutorial2/Tutorial2_TransporRoute.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9280, --[[PopupNotificationPreset Tutorial2_Popup5_TransporRoute text]] 'We will need resources for the new base. The RC Transport can be ordered to transfer a large amount of resources in multiple goes via the "Create Transport Route" command.\n\n<goal>Set a transport route between the Universal Storage in the base and the marked location above the main base.'),
title = T(9099, --[[PopupNotificationPreset Tutorial2_Popup5_TransporRoute title]] "RC Transport - Transport Routes"),
voiced_text = T(9279, --[[voice:narrator]] "Let's set up a small expand some distance away from the main base."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1011600,
group = "Tutorial",
id = "Tutorial2_Popup6_RCRover",
image = "UI/Messages/Tutorials/Tutorial2/Tutorial2_RCRover.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9282, --[[PopupNotificationPreset Tutorial2_Popup6_RCRover text]] "The RC Commander is a mobile drone controller that carries its own drones. With its help you can gather resources from surface deposits, construct and maintain buildings.\n\nWhen moving far distances the RC Commander will first recall its drones before moving off to its destination.\n\n<goal>Move the RC Commander to the site of the expand."),
title = T(1682, --[[PopupNotificationPreset Tutorial2_Popup6_RCRover title]] "RC Commander"),
voiced_text = T(9429, --[[voice:narrator]] "Commander, one other thing."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1011700,
group = "Tutorial",
id = "Tutorial2_Popup7_SensorTower",
image = "UI/Messages/Tutorials/Tutorial2/Tutorial2_SensorTower.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9285, --[[PopupNotificationPreset Tutorial2_Popup7_SensorTower text]] "Use the resources that the RC Transport delivered to build and power a new Sensor Tower that will help us scan the nearby locations for new resources and Anomalies.\n\n<goal> Construct a Sensor Tower and a Stirling Generator to power it."),
title = T(9283, --[[PopupNotificationPreset Tutorial2_Popup7_SensorTower title]] "New Expand"),
voiced_text = T(9284, --[[voice:narrator]] "We need to construct a new Sensor Tower to scan the nearby environment."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1011800,
group = "Tutorial",
id = "Tutorial2_Popup8_GoToOverview",
image = "UI/Messages/Tutorials/Tutorial2/Tutorial2_GoToOverview.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9287, --[[PopupNotificationPreset Tutorial2_Popup8_GoToOverview text]] "You can scan new sectors to discover more resource deposits and Anomalies. This is done from the Map Overview.\n\n<goal>Go to the Map Overview."),
title = T(5422, --[[PopupNotificationPreset Tutorial2_Popup8_GoToOverview title]] "Exploration"),
voiced_text = T(9286, --[[voice:narrator]] "It is time to learn about scanning sectors and exploration."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1011900,
group = "Tutorial",
id = "Tutorial2_Popup9_Exploration",
image = "UI/Messages/Tutorials/Tutorial2/Tutorial2_Exploration.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9289, --[[PopupNotificationPreset Tutorial2_Popup9_Exploration text]] "There are two main ways to scan - one is to queue sectors for scanning. These sectors will be scanned one by one gradually over time. Sensor Towers speed up the scanning process of sectors near them.\n\nThe other way is to use Probes which you can buy using funding and bring on resupply Rockets from Earth.\n\n<goal>Use a Probe to explore a sector."),
title = T(5422, --[[PopupNotificationPreset Tutorial2_Popup9_Exploration title]] "Exploration"),
voiced_text = T(9288, --[[voice:narrator]] "You can scan sectors of the map to discover new resources and Anomalies."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1012000,
group = "Tutorial",
id = "Tutorial2_Popup11_AnalyzeAnomaly",
image = "UI/Messages/Tutorials/Tutorial2/Tutorial2_AnalyzeAnomaly.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9293, --[[PopupNotificationPreset Tutorial2_Popup11_AnalyzeAnomaly text]] 'Select the RC Explorer and use the "Move/Interact" action to order it to analyze the Anomaly. This will take a while, so consider increasing the game speed to fastest.\n\n<goal>Use the RC Explorer to analyze the Anomaly.'),
title = T(3984, --[[PopupNotificationPreset Tutorial2_Popup11_AnalyzeAnomaly title]] "Anomalies"),
voiced_text = T(9292, --[[voice:narrator]] "Well done! Now it's time to use our fully operational RC Explorer to analyze the Anomaly."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1012100,
group = "Tutorial",
id = "Tutorial2_Popup12_OpenResearch",
image = "UI/Messages/research.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9295, --[[PopupNotificationPreset Tutorial2_Popup12_OpenResearch text]] "Researching new technologies unlocks new options for the colony such as new Buildings, Domes and Upgrades.\n\nAnomalies often provide bonuses to research, such as unlocking new technologies for research or providing Research Points.\n\n<goal>Open the Research Screen."),
title = T(311, --[[PopupNotificationPreset Tutorial2_Popup12_OpenResearch title]] "Research"),
voiced_text = T(9294, --[[voice:narrator]] "The Anomaly has yielded interesting insights into new technologies."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1012200,
group = "Tutorial",
id = "Tutorial2_Popup13_Research",
image = "UI/Messages/hints.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9297, --[[PopupNotificationPreset Tutorial2_Popup13_Research text]] "Techs are divided into five basic fields and a field for special breakthrough Techs. When you research a Tech from a given basic field you will unlock a new tech in that field. Breakthrough techs are special unique techs that are unlocked via Anomalies.\n\n<goal>Queue at least one technology for research."),
title = T(311, --[[PopupNotificationPreset Tutorial2_Popup13_Research title]] "Research"),
voiced_text = T(9296, --[[voice:narrator]] "This is the Research screen. From here you can choose and queue techs for Research."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1012300,
group = "Tutorial",
id = "Tutorial2_Popup13_1_Research2",
image = "UI/Messages/research.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9756, --[[PopupNotificationPreset Tutorial2_Popup13_1_Research2 text]] "Each tech has a cost in Research Points which are generated in various ways. Your sponsor provides some Research Points to start with. Once colonists arrive you will be able to construct Research Labs which generate Research Points faster.\n\nYou can view a breakdown of the Research Points generated per Sol on the right side of the Research screen.\n\n<goal>Close the Research screen to complete this tutorial. "),
title = T(9755, --[[PopupNotificationPreset Tutorial2_Popup13_1_Research2 title]] "Research Points"),
voiced_text = T(9429, --[[voice:narrator]] "Commander, one other thing."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1012400,
choice1 = T(9300, --[[PopupNotificationPreset Tutorial2_Popup14_Epilogue choice1]] 'Play Next Tutorial - "Power, Water & Maintenance"'),
choice2 = T(1010, --[[PopupNotificationPreset Tutorial2_Popup14_Epilogue choice2]] "Main Menu"),
group = "Tutorial",
id = "Tutorial2_Popup14_Epilogue",
image = "UI/Messages/space.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9299, --[[PopupNotificationPreset Tutorial2_Popup14_Epilogue text]] "In this tutorial you learned how to command and use the different Rover vehicles at your disposal as well as how to scan sectors and how to research new technologies."),
title = T(9265, --[[PopupNotificationPreset Tutorial2_Popup14_Epilogue title]] "Mission Complete!"),
voiced_text = T(9298, --[[voice:narrator]] "Nice work! Now you know how to handle Rovers."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1012500,
group = "Tutorial",
id = "Tutorial3_Popup1_Intro",
image = "UI/Messages/outsource.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9303, --[[PopupNotificationPreset Tutorial3_Popup1_Intro text]] "Now it is your job to fix it up and prepare it for the first Colonists.\n\nIn this tutorial you will learn how to handle Power, Life Support grids and Building maintenance as well as how to construct your first Dome."),
title = T(9301, --[[PopupNotificationPreset Tutorial3_Popup1_Intro title]] "The Aftermath"),
voiced_text = T(9302, --[[voice:narrator]] "Welcome Commander! It looks like this forward base has gone through a major dust storm. "),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1012600,
group = "Tutorial",
id = "Tutorial3_Popup2_SalvageBuilding",
image = "UI/Messages/Tutorials/Tutorial3/Tutorial3_SalvageBuilding.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9306, --[[PopupNotificationPreset Tutorial3_Popup2_SalvageBuilding text]] "This Concrete Extractor has depleted its deposit and will be of no use now. We can salvage some construction materials from it.\n\n<goal>Salvage the Concrete Extractor."),
title = T(9304, --[[PopupNotificationPreset Tutorial3_Popup2_SalvageBuilding title]] "Salvaging Buildings"),
voiced_text = T(9305, --[[voice:narrator]] "First things first! Let's remove some unnecessary structures."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1012700,
group = "Tutorial",
id = "Tutorial3_Popup3_PowerDroneHub",
image = "UI/Messages/Tutorials/Tutorial3/Tutorial3_PowerDroneHub.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9309, --[[PopupNotificationPreset Tutorial3_Popup3_PowerDroneHub text]] "We need to supply the Drone Hub with Power. The resources from the salvaged Concrete Extractor should be enough to construct a Solar Panel. It would be best to use the existing Power Cables to connect the two buildings and avoid wasting more Metals on Cables.\n\n<goal>Power the Drone Hub with the help of a Solar Panel."),
title = T(9307, --[[PopupNotificationPreset Tutorial3_Popup3_PowerDroneHub title]] "Powering The Drone Hub"),
voiced_text = T(9308, --[[voice:narrator]] "Now let's get that Drone Hub operational."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1012800,
group = "Tutorial",
id = "Tutorial3_Popup4_Priority",
image = "UI/Messages/Tutorials/Tutorial3/Tutorial3_Priority.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9312, --[[PopupNotificationPreset Tutorial3_Popup4_Priority text]] "You can change the Priority of buildings manually. Buildings on higher Priority get Power, Maintenance and workers first. \n\n<goal>Set the Drone Hub to High Priority."),
title = T(9310, --[[PopupNotificationPreset Tutorial3_Popup4_Priority title]] "Building Priority"),
voiced_text = T(9311, --[[voice:narrator]] "We have some Power but it's not enough. We should prioritize the Drone Hub."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1012900,
group = "Tutorial",
id = "Tutorial3_Popup5_WindTurbine",
image = "UI/Messages/Tutorials/Tutorial3/Tutorial3_WindTurbine.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9314, --[[PopupNotificationPreset Tutorial3_Popup5_WindTurbine text]] "Wind Turbines are a good alternative to Solar Panels as they operate day and night. They also get bonus Power production if built on high ground. However Wind Turbines have high upkeep cost and require maintenance more often than Solar Panels.\n\n<goal>Construct a Wind Turbine and connect it to the existing Power network."),
title = T(5316, --[[PopupNotificationPreset Tutorial3_Popup5_WindTurbine title]] "Wind Turbines"),
voiced_text = T(9313, --[[voice:narrator]] "We can use the Machine Parts left from the Concrete Extractor to build a Wind Turbine."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1013000,
group = "Tutorial",
id = "Tutorial3_Popup6_NightShifts",
image = "UI/Messages/Tutorials/Tutorial3/Tutorial3_NightShifts.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9316, --[[PopupNotificationPreset Tutorial3_Popup6_NightShifts text]] "Solar Panels provide power only during the day and we don't have Accumulators to compensate at night. You can set some of the base buildings to automatically turn off at night using the building's shifts. \n\nThere are three shifts - First Shift, Second Shift and Night Shift. Buildings will require Power, Resources and workers only during their active shifts.\n\n<goal>Disable the Night Shifts of the Moisture Vaporator and Fuel Refinery."),
title = T(9137, --[[PopupNotificationPreset Tutorial3_Popup6_NightShifts title]] "Shifts & Power Management"),
voiced_text = T(9315, --[[voice:narrator]] "Even with the Wind Turbine there won't be enough electricity to power the base, especially during the night."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1013100,
group = "Tutorial",
id = "Tutorial3_Popup7_Maintenance",
image = "UI/Messages/Tutorials/Tutorial3/Tutorial3_Maintenance.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9318, --[[PopupNotificationPreset Tutorial3_Popup7_Maintenance text]] "Buildings require maintenance with Resources roughly every 6 or 7 Sols. Buildings that don't get maintenance break and won't function until repaired.\n\nTo showcase this we have simulated a breakdown of your Solar Panel. Drones will automatically repair this breakdown provided that there are Metals in range of their controller.\n\n<goal>Examine the broken down Solar Panel."),
title = T(619281504128, --[[PopupNotificationPreset Tutorial3_Popup7_Maintenance title]] "Maintenance"),
voiced_text = T(9317, --[[voice:narrator]] "You managed to get things operational, but this won't last as buildings require maintenance and we are out of Resources."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1013200,
group = "Tutorial",
id = "Tutorial3_Popup8_MoreMetals",
image = "UI/Messages/Tutorials/Tutorial3/Tutorial3_MoreMetals.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9320, --[[PopupNotificationPreset Tutorial3_Popup8_MoreMetals text]] "The RC Transport can mine surface Metal deposits. Use it to gather 20-30 Metals and bring them back to the base. \n\nYou can then use these Metals to setup additional Solar Panels and power up everything.\n\n<goal>Deliver at least 20 Metals to the base with the help of the RC Transport."),
title = T(9096, --[[PopupNotificationPreset Tutorial3_Popup8_MoreMetals title]] "RC Transport - Gathering Metals"),
voiced_text = T(9319, --[[voice:narrator]] "We need more Metals to secure this base. Use the RC Transport to collect some Metals and transport them back."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1013300,
group = "Tutorial",
id = "Tutorial3_Popup9_AdvancedResources",
image = "UI/Messages/universal_depot.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9323, --[[PopupNotificationPreset Tutorial3_Popup9_AdvancedResources text]] "Using Rockets to resupply from Earth is the best way to secure Resources early on. You'll need funding to buy the Resources but your sponsor usually will provide you with enough to get a basic colony up and running.\n\n<goal>Open the Resupply screen and order Advanced resources from Earth."),
title = T(9321, --[[PopupNotificationPreset Tutorial3_Popup9_AdvancedResources title]] "Advanced Resources and Resupply"),
voiced_text = T(9322, --[[voice:narrator]] "Good job! However we need more than just Metals. Fortunately we can call a resupply Rocket from Earth."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1013400,
group = "Tutorial",
id = "Tutorial3_Popup10_ClearingBuildings",
image = "UI/Messages/Tutorials/Tutorial3/Tutorial3_ClearingBuildings.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9325, --[[PopupNotificationPreset Tutorial3_Popup10_ClearingBuildings text]] "The remains of destroyed or salvaged Buildings will obstruct other constructions. To clear such ruins you'll need to research the \"Decommission Protocol\" technology in the Engineering field. For the purposes of this simulation we have provided you with the tech.\n\n<goal>Clear the ruins of the Concrete Extractor."),
title = T(9147, --[[PopupNotificationPreset Tutorial3_Popup10_ClearingBuildings title]] "Clearing Buildings"),
voiced_text = T(9324, --[[voice:narrator]] "Let's do some cleaning up around the base while we wait for the Rocket to arrive."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1013500,
group = "Tutorial",
id = "Tutorial3_Popup11_DeletingCables",
image = "UI/Messages/Tutorials/Tutorial3/Tutorial3_DeletingCables.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9328, --[[PopupNotificationPreset Tutorial3_Popup11_DeletingCables text]] "You can use the Salvage tools in the Build Menu to remove Cables and Pipes, as well as an alternative way to salvage Buildings.\n\n<goal>Remove the Cables that were connected to the Concrete Extractor."),
title = T(9326, --[[PopupNotificationPreset Tutorial3_Popup11_DeletingCables title]] "Deleting Cables & Pipes"),
voiced_text = T(9327, --[[voice:narrator]] "Now let's remove some of the unnecessary Cables."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1013600,
group = "Tutorial",
id = "Tutorial3_Popup12_Battery",
image = "UI/Messages/Tutorials/Tutorial3/Tutorial3_Battery.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9330, --[[PopupNotificationPreset Tutorial3_Popup12_Battery text]] "Let's start with a Power Accumulator - it allows you to store power for nighttime or emergencies. Keep in mind that accumulators have a capped maximum output so a single one may not be enough to power all Buildings at night.\n\n<goal>Construct a Power Accumulator and connect it to the Power grid.\n\n<hint>You may want to construct some additional Solar Panels and Wind Turbines in advance to sustain the base expansion."),
title = T(5206, --[[PopupNotificationPreset Tutorial3_Popup12_Battery title]] "Power Accumulators"),
voiced_text = T(9329, --[[voice:narrator]] "The supplies from Earth have arrived and we can use them to expand the base."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1013700,
group = "Tutorial",
id = "Tutorial3_Popup13_WaterExtractor",
image = "UI/Messages/Tutorials/Tutorial3/Tutorial3_WaterExtractor.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9333, --[[PopupNotificationPreset Tutorial3_Popup13_WaterExtractor text]] "Let us build a Water Extractor near the deposit. All Extractors must be placed near a deposit of the corresponding type. Remember to then connect it with Power. You may also have to build more Power producers to generate the required Power.\n\n<goal>Construct and power a Water Extractor."),
title = T(9331, --[[PopupNotificationPreset Tutorial3_Popup13_WaterExtractor title]] "Extracting Water"),
voiced_text = T(9332, --[[voice:narrator]] "Water is essential for a sustainable Martian colony. Fortunately there is a Water deposit nearby."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1013800,
group = "Tutorial",
id = "Tutorial3_Popup14_WaterTower",
image = "UI/Messages/Tutorials/Tutorial3/Tutorial3_WaterTower.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9335, --[[PopupNotificationPreset Tutorial3_Popup14_WaterTower text]] "We will need Water for Domes, Farming and Polymer production but for now we don't have any of that so we can store some water in a Water Tower. Storages are important safety measures for your colony as they will provide Water, Oxygen or Power in the case of a producer breaking down or ceasing operation during a disaster.\n\n<goal>Construct a Water Tower and connect it to the Water Extractor with Pipes."),
title = T(956519352717, --[[PopupNotificationPreset Tutorial3_Popup14_WaterTower title]] "Water Storage"),
voiced_text = T(9334, --[[voice:narrator]] "The Water Extractor is ready but we don't have a storage for the Water it will extract."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1013900,
group = "Tutorial",
id = "Tutorial3_Popup15_Dome",
image = "UI/Messages/Tutorials/Tutorial3/Tutorial3_Dome.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9337, --[[PopupNotificationPreset Tutorial3_Popup15_Dome text]] "Domes are large superstructures that house Colonists. You can construct many buildings inside Domes. Some of them will require Colonists as workforce. Domes have limited space but can be connected via Passages to form larger systems.\n\nRemember to use the RC Transport to mine Metals and to call resupply Rockets if you need Advanced resources to finish the Dome.\n\n<goal>Construct a Basic Dome. This will take a long time so you might wish to speed things up with the speed controls."),
title = T(83, --[[PopupNotificationPreset Tutorial3_Popup15_Dome title]] "Domes"),
voiced_text = T(9336, --[[voice:narrator]] "The time has finally come to build the first Dome that will house our Colonists."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1014000,
group = "Tutorial",
id = "Tutorial3_Popup16_DomeSupply",
image = "UI/Messages/Tutorials/Tutorial3/Tutorial3_DomeSupply.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9340, --[[PopupNotificationPreset Tutorial3_Popup16_DomeSupply text]] "Domes require life-support. Namely Water, Power and Oxygen. Connect the Dome to the existing Power and Water infrastructure. You may need to build additional Power producers.\n\nFor Oxygen you will need to construct a MOXIE - a device that extracts Oxygen from the carbon dioxide in the Martian atmosphere. Once the MOXIE is ready and powered up connect it to the Dome with Pipes. It may be wise to build an Oxygen Storage as well.\n\n<goal>Provide Water, Power and Oxygen to the Dome."),
title = T(9338, --[[PopupNotificationPreset Tutorial3_Popup16_DomeSupply title]] "Domes - Water, Power and Oxygen"),
voiced_text = T(9339, --[[voice:narrator]] "The Dome is complete but we have to supply it with Water, Power and Oxygen before we can use it."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1014100,
choice1 = T(9343, --[[PopupNotificationPreset Tutorial3_Popup17_Epilogue choice1]] 'Play Next Tutorial - "Colonists"'),
choice2 = T(1010, --[[PopupNotificationPreset Tutorial3_Popup17_Epilogue choice2]] "Main Menu"),
group = "Tutorial",
id = "Tutorial3_Popup17_Epilogue",
image = "UI/Messages/space.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9342, --[[PopupNotificationPreset Tutorial3_Popup17_Epilogue text]] "You have learned how to handle Power, Water and Oxygen, as well as how building maintenance works. You are ready to setup a basic colony, ready to accept the first human pioneers on Mars.\n\nThe next tutorial deals with Colonists and their needs. You can continue to it now or simply start a new game and return later when you are ready to learn more."),
title = T(9265, --[[PopupNotificationPreset Tutorial3_Popup17_Epilogue title]] "Mission Complete!"),
voiced_text = T(9341, --[[voice:narrator]] "Well done! You have completed the simulation successfully."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1014200,
group = "Tutorial",
id = "Tutorial4_Popup1_Intro",
image = "UI/Messages/outsource.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9346, --[[PopupNotificationPreset Tutorial4_Popup1_Intro text]] "Everything done beforehand was a prelude to this very moment – the arrival of The Founders. \n\nOur first Colonists are called Founders. After they set foot on Mars, a trial period meant to test how humans fare on Mars will begin. No more Colonists will arrive from Earth until the Founder stage ends. Be careful, if all of your Colonists die during this period the mission will be terminated. \n\nBest of luck, Commander!"),
title = T(9344, --[[PopupNotificationPreset Tutorial4_Popup1_Intro title]] "The Founders"),
voiced_text = T(9345, --[[voice:narrator]] "Welcome back, Commander! In this tutorial you will finally familiarize yourself with the challenges of sustaining a society on Mars."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1014300,
group = "Tutorial",
id = "Tutorial4_Popup2_Housing",
image = "UI/Messages/Tutorials/Tutorial4/Tutorial4_Housing.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9349, --[[PopupNotificationPreset Tutorial4_Popup2_Housing text]] "Living Complexes are built inside the Dome. The space within the Dome is limited, so each building has to be carefully planned.\n\n<goal>Construct a Living Complex at the indicated location."),
title = T(9347, --[[PopupNotificationPreset Tutorial4_Popup2_Housing title]] "Housing"),
voiced_text = T(9348, --[[voice:narrator]] "The foundations for bringing your first Colonists have already been laid down. One of the final things left to do is to provide the Founders with living space."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1014400,
group = "Tutorial",
id = "Tutorial4_Popup3_Founders",
image = "UI/Messages/Tutorials/Tutorial4/Tutorial4_Founders.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9351, --[[PopupNotificationPreset Tutorial4_Popup3_Founders text]] "<goal>Order a Passenger Rocket from the Resupply screen."),
title = T(1116, --[[PopupNotificationPreset Tutorial4_Popup3_Founders title]] "Passenger Rocket"),
voiced_text = T(9350, --[[voice:narrator]] "With all preparations complete, the Colony is ready for the arrival of the Founders."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1014500,
group = "Tutorial",
id = "Tutorial4_PopUp4_FilterUI",
image = "UI/Messages/research.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9354, --[[PopupNotificationPreset Tutorial4_PopUp4_FilterUI text]] "Colonists are organized by their age, specialization and various traits. You can set desired and undesired traits in every category using the Thumbs Up and Thumbs Down icons.\n\nColonists with MORE of the desired traits will board the Rocket while colonists with ANY undesired traits will be rejected."),
title = T(9352, --[[PopupNotificationPreset Tutorial4_PopUp4_FilterUI title]] "Applicants Filter"),
voiced_text = T(9353, --[[voice:narrator]] "From this screen you can inspect all available applicants and determine which ones will travel to the Colony."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1014600,
group = "Tutorial",
id = "Tutorial4_PopUp5_ReviewUI",
image = "UI/Messages/colonists.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9356, --[[PopupNotificationPreset Tutorial4_PopUp5_ReviewUI text]] "By highlighting individual applicants one by one you can review their Perks and Flaws. It may be a good idea to do this for the Founders in order to get an exact number of specialists you desire as well as hand pick the traits of these Colonists. "),
title = T(4071, --[[PopupNotificationPreset Tutorial4_PopUp5_ReviewUI title]] "Review Applicants"),
voiced_text = T(9355, --[[voice:narrator]] "You may want to review and hand pick individual candidates for the Founders."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1014700,
group = "Tutorial",
id = "Tutorial4_PopUp6_Food",
image = "UI/Messages/Tutorials/Tutorial4/Tutorial4_Food.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9358, --[[PopupNotificationPreset Tutorial4_PopUp6_Food text]] "<goal>Construct a Hydroponic Farm and a Grocer inside your Dome."),
title = T(1022, --[[PopupNotificationPreset Tutorial4_PopUp6_Food title]] "Food"),
voiced_text = T(9357, --[[voice:narrator]] "Colonists will arrive on Mars with a small amount of Food, but it will not last long. We need to make sure that they will be able to produce their own Food on the red planet. The Hydroponic Farm can produce Food. Although the Colonists can take Food directly from a Food Depot, they will be happier if they can pick it up from a Grocer."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1014800,
group = "Tutorial",
id = "Tutorial4_PopUp7_Services",
image = "UI/Messages/Tutorials/Tutorial4/Tutorial4_Services.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9360, --[[PopupNotificationPreset Tutorial4_PopUp7_Services text]] "Different services satisfy different interests colonists may have. A colonist will feel more comfortable inside a Dome which has his interests covered but you don't need to cover every interest and in smaller Dome this might not be even possible.\n\nIf the comfort of colonists falls too low they may become Earthsick and decide to leave Mars and go back to Earth. However, Martianborn colonists will never get Earthsick.\n\n<goal>Construct a Spacebar inside the Dome."),
title = T(5439, --[[PopupNotificationPreset Tutorial4_PopUp7_Services title]] "Service Buildings"),
voiced_text = T(9359, --[[voice:narrator]] "Colonists need service buildings to keep them comfortable on Mars. The Grocer that you already constructed is one such service building."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1014900,
group = "Tutorial",
id = "Tutorial4_PopUp8_ManagingJobs",
image = "UI/Messages/Tutorials/Tutorial4/Tutorial4_ManagingJobs.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9362, --[[PopupNotificationPreset Tutorial4_PopUp8_ManagingJobs text]] "The Founders that just arrived have taken available jobs automatically, but you can customize their work assignments.\n\nWith the building selected, notice the three available work shifts on the info panel. Two of them are active, with two workers employed at each shift.\n\nThe more workers assigned to a building, the better the building performes. Initially, however, we won’t be needing so many people working at the Space Bar as there will be other important jobs to fill and limited people to fill them – especially during the Founder Stage.\n\n<goal>Disable one job slot in every active shift."),
title = T(9177, --[[PopupNotificationPreset Tutorial4_PopUp8_ManagingJobs title]] "Managing Jobs"),
voiced_text = T(9361, --[[voice:narrator]] "Great! Now that you have a Spacebar you can customize its work settings."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1015000,
group = "Tutorial",
id = "Tutorial4_PopUp9_Research",
image = "UI/Messages/Tutorials/Tutorial4/Tutorial4_Research.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9365, --[[PopupNotificationPreset Tutorial4_PopUp9_Research text]] "Some buildings are more effective with workers with a certain specialization. For example, Scientists are the best workers for a Research Lab.\n\n<goal>Construct a Research Lab inside the Dome."),
title = T(9363, --[[PopupNotificationPreset Tutorial4_PopUp9_Research title]] "Colonist Specializations "),
voiced_text = T(9364, --[[voice:narrator]] "Healthy colonists at working age are able to fill any position but how well they perform at a certain position varies between colonists. "),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1015100,
group = "Tutorial",
id = "Tutorial4_PopUp10_Shifts",
image = "UI/Messages/emergency.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9367, --[[PopupNotificationPreset Tutorial4_PopUp10_Shifts text]] "Colonists don't like to work at night and will lose Sanity while doing so. Furthermore, you may activate the Heavy Workload option which boosts the performance of a building during that shift but inflicts Sanity and Health problems on the workers due to the increased stress at their job.\n\n<goal> With the Research Lab selected, activate the second Work Shift."),
title = T(217, --[[PopupNotificationPreset Tutorial4_PopUp10_Shifts title]] "Work Shifts"),
voiced_text = T(9366, --[[voice:narrator]] "Work Shifts, among other things, are a way to manage your work force. The more shifts a building has open the more colonists it will attract to work there. "),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1015200,
group = "Tutorial",
id = "Tutorial4_PopUp11_HightPriority",
image = "UI/Messages/research_lab.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9369, --[[PopupNotificationPreset Tutorial4_PopUp11_HightPriority text]] "On-site research is very important for the long-term prosperity and survival of your colony, so let us prioritize it!\n\n<goal>Set the priority of the Research Lab to High."),
title = T(9310, --[[PopupNotificationPreset Tutorial4_PopUp11_HightPriority title]] "Building Priority"),
voiced_text = T(9368, --[[voice:narrator]] "Buildings with higher priority will be allocated workers, Power and Maintenance before others. "),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1015300,
group = "Tutorial",
id = "Tutorial4_PopUp12_Research_2",
image = "UI/Messages/hints.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9371, --[[PopupNotificationPreset Tutorial4_PopUp12_Research_2 text]] "<goal>From the Research screen, queue at least three of the available technologies. "),
title = T(311, --[[PopupNotificationPreset Tutorial4_PopUp12_Research_2 title]] "Research"),
voiced_text = T(9370, --[[voice:narrator]] "With the Research Lab up and running let's begin researching some technologies."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1015400,
group = "Tutorial",
id = "Tutorial4_PopUp13_FounderStage",
image = "UI/Messages/Tutorials/Tutorial4/Tutorial4_Founders.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9374, --[[PopupNotificationPreset Tutorial4_PopUp13_FounderStage text]] "The Founder Stage takes ten Sols to complete. Be careful, if all of your colonists die during this period the mission will be terminated. \n\nHaving a baby born on Mars before the end of this period will also complete the Founder Stage. This can happen if the comfort of your Colonists is very high."),
title = T(9372, --[[PopupNotificationPreset Tutorial4_PopUp13_FounderStage title]] "The Founder Stage"),
voiced_text = T(9373, --[[voice:narrator]] "Congratulations! You have provided everything needed for a successful Founder Stage."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1015500,
group = "Tutorial",
id = "Tutorial4_PopUp13_FounderStage_2",
image = "UI/Messages/Tutorials/Tutorial4/Tutorial4_Founders.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9377, --[[PopupNotificationPreset Tutorial4_PopUp13_FounderStage_2 text]] "Normally the Founder Stage takes ten Sols to complete, but you have performed beyond expectations as the first born Martian baby proves. The founder stage is now over and you are free to invite more colonists to Mars. "),
title = T(9375, --[[PopupNotificationPreset Tutorial4_PopUp13_FounderStage_2 title]] "The First Baby"),
voiced_text = T(9376, --[[voice:narrator]] "Congratulations! A baby has been born on Mars and the Founder stage is completed!"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1015600,
choice1 = T(9380, --[[PopupNotificationPreset Tutorial4_PopUp14_Epilogue choice1]] 'Play Next Tutorial - "Multiple Domes"'),
choice2 = T(1010, --[[PopupNotificationPreset Tutorial4_PopUp14_Epilogue choice2]] "Main Menu"),
group = "Tutorial",
id = "Tutorial4_PopUp14_Epilogue",
image = "UI/Messages/space.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9379, --[[PopupNotificationPreset Tutorial4_PopUp14_Epilogue text]] "The Founder Stage takes ten Sols to complete normally, but for the purposes of this tutorial it has already been completed.\n\nIn the next and final tutorial you will learn how to manage a larger colony, consisting of multiple Domes."),
title = T(9265, --[[PopupNotificationPreset Tutorial4_PopUp14_Epilogue title]] "Mission Complete!"),
voiced_text = T(9378, --[[voice:narrator]] "You have completed the tutorial for the Founder Stage."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1015700,
group = "Tutorial",
id = "Tutorial5_Popup1_Intro",
image = "UI/Messages/outsource.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9383, --[[PopupNotificationPreset Tutorial5_Popup1_Intro text]] "As you expand your base and try to obtain various resources scattered across the map you will inevitably end up with a colony that consists of several Domes. This tutorial will introduce you to a lot of the typical situations that you can expect to come up in a big colony."),
title = T(9381, --[[PopupNotificationPreset Tutorial5_Popup1_Intro title]] "Multiple Domes Tutorial"),
voiced_text = T(9382, --[[voice:narrator]] "Welcome back, Commander! In this tutorial you will manage a larger colony that consists of multiple Domes."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1015800,
group = "Tutorial",
id = "Tutorial5_Popup2_Shuttles",
image = "UI/Messages/Tutorials/Tutorial5/Tutorial5_Popup2_Shuttles.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9385, --[[PopupNotificationPreset Tutorial5_Popup2_Shuttles text]] "The complex technology needed for Shuttles flying in the thin Martian atmosphere typically must be researched. For the purposes of this tutorial, however, it has been already granted to you.\n\n<goal>Construct a Shuttle Hub."),
title = T(745, --[[PopupNotificationPreset Tutorial5_Popup2_Shuttles title]] "Shuttles"),
voiced_text = T(9384, --[[voice:narrator]] "Shuttles can transport resources and colonists across great distances. "),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1015900,
group = "Tutorial",
id = "Tutorial5_Popup3_Mining",
image = "UI/Messages/Tutorials/Tutorial5/Tutorial5_Popup3_Mining.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9388, --[[PopupNotificationPreset Tutorial5_Popup3_Mining text]] "Colonists can work in some outside buildings placed close to their Domes - such as extractors for Metals and Rare Metals. Since colonists will be needed for the extraction of these underground deposits, it is a good practice to place Domes near such deposits, as is the case in this simulation.\n\n<goal>Construct a Rare Metals Extractor next to the Rare Metals Deposit and connect it to the power grid."),
title = T(9386, --[[PopupNotificationPreset Tutorial5_Popup3_Mining title]] "Workplaces Outside the Domes"),
voiced_text = T(9387, --[[voice:narrator]] "Now that we have operational Shuttles it's time to establish a mining Dome."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1016000,
group = "Tutorial",
id = "Tutorial5_Popup4_Housing",
image = "UI/Messages/Tutorials/Tutorial5/Tutorial5_Popup4_Housing.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9390, --[[PopupNotificationPreset Tutorial5_Popup4_Housing text]] "Once you have provided a Dome with living space, colonists from other Domes will be able to resettle in it, provided it is within walkable distance or there are available Shuttles to fly them there.\n\n<goal>Construct a Living Complex inside the mining Dome."),
title = T(9347, --[[PopupNotificationPreset Tutorial5_Popup4_Housing title]] "Housing"),
voiced_text = T(9389, --[[voice:narrator]] "There are no Colonists in the mining Dome. We must provide living space for the Colonists so they can move there."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1016100,
group = "Tutorial",
id = "Tutorial5_Popup5_FilterUI",
image = "UI/Messages/Tutorials/Tutorial5/Tutorial5_Popup5_FilterUI.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9393, --[[PopupNotificationPreset Tutorial5_Popup5_FilterUI text]] "<goal>Select a Dome and open the Filter Screen from its Info Panel."),
title = T(9391, --[[PopupNotificationPreset Tutorial5_Popup5_FilterUI title]] "Filter Colonists"),
voiced_text = T(9392, --[[voice:narrator]] "You can setup filters for every Dome to attract colonists with desired traits and block or push out colonists with undesired ones."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1016200,
group = "Tutorial",
id = "Tutorial5_Popup6_FilterUI_2_Research",
image = "UI/Messages/Tutorials/Tutorial5/Tutorial5_Popup6_FilterUI_2_Research.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9396, --[[PopupNotificationPreset Tutorial5_Popup6_FilterUI_2_Research text]] "And because we want to make sure that the mining Dome gets all the available Geologists (which are best suited for work inside extractor buildings) we will also ban Geologists from inhabiting this Dome.\n\n<goal> From the Specialization Category, activate the Thumbs Up icon for Scientists and the Thumbs Down one for Geologists."),
title = T(9394, --[[PopupNotificationPreset Tutorial5_Popup6_FilterUI_2_Research title]] "Research Dome"),
voiced_text = T(9395, --[[voice:narrator]] "This Dome has been designated for research purposes so it's best to attract more colonists with the Scientist specialization."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1016300,
group = "Tutorial",
id = "Tutorial5_Popup7_FilterUI_3_Mining",
image = "UI/Messages/Tutorials/Tutorial5/Tutorial5_Popup6_FilterUI_2_Research.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9399, --[[PopupNotificationPreset Tutorial5_Popup7_FilterUI_3_Mining text]] "And because we want to make sure that the research Dome gets all the available Scientists we will also ban Scientists from inhabiting this Dome.\n\n<goal> From the Specialization Category, activate the Thumbs Up icon for Geologists and the Thumbs Down one for Scientists."),
title = T(9397, --[[PopupNotificationPreset Tutorial5_Popup7_FilterUI_3_Mining title]] "Mining Dome"),
voiced_text = T(9398, --[[voice:narrator]] "Being near a Rare Metals Deposit, this Dome is best suited as a mining hub so it's best to encourage Geologists to migrate here."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1016400,
group = "Tutorial",
id = "Tutorial5_Popup8_NewDome",
image = "UI/Messages/Tutorials/Tutorial5/Tutorial5_Popup8_NewDome.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9402, --[[PopupNotificationPreset Tutorial5_Popup8_NewDome text]] "To demonstrate Dome connections, let's first build a new Dome near our research Dome.\n\n<goal>Construct a Dome at the indicated location."),
title = T(9400, --[[PopupNotificationPreset Tutorial5_Popup8_NewDome title]] "Third Dome"),
voiced_text = T(9401, --[[voice:narrator]] "Colonists can migrate between Domes using shuttles or walking when they are positioned close to one another. However, they cannot usually visit buildings in nearby Domes on a daily basis, unless they are connected to their own Dome."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1016500,
group = "Tutorial",
id = "Tutorial5_Popup9_Passages",
image = "UI/Messages/Tutorials/Tutorial5/Tutorial5_Popup9_Passages.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9404, --[[PopupNotificationPreset Tutorial5_Popup9_Passages text]] "Passages allow colonists to travel safely to Domes directly connected to their own, seeking work or services there.\n\n<goal>Connect the Research Dome and the newly constructed dome with a Passage."),
title = T(8776, --[[PopupNotificationPreset Tutorial5_Popup9_Passages title]] "Passages"),
voiced_text = T(9403, --[[voice:narrator]] "Domes positioned closely to each other may be connected with Passages."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1016600,
group = "Tutorial",
id = "Tutorial5_Popup10_Passages_2",
image = "UI/Messages/Tutorials/Tutorial5/Tutorial5_Popup9_Passages.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9406, --[[PopupNotificationPreset Tutorial5_Popup10_Passages_2 text]] "Now that the two Domes are connected, colonists from the first can start working on the newly built farms in the third Dome. The Passage will also connect the two Domes for the purposes of distributing Power, Water and Oxygen."),
title = T(8776, --[[PopupNotificationPreset Tutorial5_Popup10_Passages_2 title]] "Passages"),
voiced_text = T(9405, --[[voice:narrator]] "Good job!"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1016700,
group = "Tutorial",
id = "Tutorial5_Popup11_Upgrades",
image = "UI/Messages/Tutorials/Tutorial5/Tutorial5_Popup11_Upgrades.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9409, --[[PopupNotificationPreset Tutorial5_Popup11_Upgrades text]] "All upgrades become available after specific technologies are researched and have construction costs. Furthermore, some upgrades will increase the resource consumption of the building.\n\n<goal>Research the Extractor Amplification tech from the Research screen."),
title = T(9407, --[[PopupNotificationPreset Tutorial5_Popup11_Upgrades title]] "Upgrades"),
voiced_text = T(9408, --[[voice:narrator]] "Some buildings can have upgrades that can improve them in various ways."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1016800,
group = "Tutorial",
id = "Tutorial5_Popup12_Upgrades_2",
image = "UI/Messages/Tutorials/Tutorial5/Tutorial5_Popup12_Upgrades_2.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9412, --[[PopupNotificationPreset Tutorial5_Popup12_Upgrades_2 text]] "<goal>Select the Water Extractor and then select the indicated Upgrade Icon."),
title = T(9410, --[[PopupNotificationPreset Tutorial5_Popup12_Upgrades_2 title]] "Upgrades "),
voiced_text = T(9411, --[[voice:narrator]] "Congratulations - with the research complete, a new upgrade for your Extractors is now available. It is not automatically activated in your buildings, you must construct it first."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1016900,
group = "Tutorial",
id = "Tutorial5_Popup13_Upgrades_3",
image = "UI/Messages/Tutorials/Tutorial5/Tutorial5_Popup12_Upgrades_2.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9415, --[[PopupNotificationPreset Tutorial5_Popup13_Upgrades_3 text]] "Some Upgrades will consume more Power or Water while active. After an Upgrade has been constructed it may be turned On and Off from the same button that was used for its construction."),
title = T(9413, --[[PopupNotificationPreset Tutorial5_Popup13_Upgrades_3 title]] "Upgrade Complete"),
voiced_text = T(9414, --[[voice:narrator]] "The Upgrade has been constructed."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1017000,
group = "Tutorial",
id = "Tutorial5_Popup14_CommandCenterUI",
image = "UI/Messages/research.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9417, --[[PopupNotificationPreset Tutorial5_Popup14_CommandCenterUI text]] "It offers historical data for various colony metrics as well as overviews of Domes, Buildings, Colonists and transportation.\n\n<goal>Open the Command Center and try it out. "),
title = T(137542936955, --[[PopupNotificationPreset Tutorial5_Popup14_CommandCenterUI title]] "Command Center"),
voiced_text = T(9416, --[[voice:narrator]] "The Command Center is a treasure trove of information about the colony."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1017100,
choice1 = T(1010, --[[PopupNotificationPreset Tutorial5_Popup15_Epilogue choice1]] "Main Menu"),
group = "Tutorial",
id = "Tutorial5_Popup15_Epilogue",
image = "UI/Messages/space.tga",
no_ccc_button = true,
start_minimized = false,
text = T(9420, --[[PopupNotificationPreset Tutorial5_Popup15_Epilogue text]] "The team at Mission Control is eager to meet you and serve under your command. The challenge of conquering Mars for the sake of humankind is still a tough one, but with a Commander as skillful and resourceful as you the task seems a bit easier now.\n\nThe colonization of Mars awaits! Good luck, Commander, and may the Cosmos be with you!"),
title = T(9418, --[[PopupNotificationPreset Tutorial5_Popup15_Epilogue title]] "Mission Complete"),
voiced_text = T(9419, --[[voice:narrator]] "Congratulations, Commander! You have graduated from the International Mars Mission training simulation! "),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1017200,
choice1 = T(9423, --[[PopupNotificationPreset Tutorial_FirstTimePlayers choice1]] "Play the tutorials"),
choice2 = T(9424, --[[PopupNotificationPreset Tutorial_FirstTimePlayers choice2]] "Skip the tutorials"),
group = "Tutorial",
id = "Tutorial_FirstTimePlayers",
no_ccc_button = true,
start_minimized = false,
text = T(9422, --[[PopupNotificationPreset Tutorial_FirstTimePlayers text]] "Colonizing Mars is hard.<newline>Over 60% of all colonies fail even before a single human sets foot on the Red Planet.<newline>Several tutorials are available to familiarize you with Surviving Mars.<newline>Don't let the Red Planet defeat you! Play the tutorials."),
title = T(9421, --[[PopupNotificationPreset Tutorial_FirstTimePlayers title]] "Tutorials Save Lives!"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1017300,
choice1 = T(9427, --[[PopupNotificationPreset Tutorial_ActiveMods choice1]] "Disable All Mods"),
choice2 = T(9428, --[[PopupNotificationPreset Tutorial_ActiveMods choice2]] "Skip"),
group = "Tutorial",
id = "Tutorial_ActiveMods",
no_ccc_button = true,
start_minimized = false,
text = T(9426, --[[PopupNotificationPreset Tutorial_ActiveMods text]] "You have active mods that may affect the tutorial in unexpected ways and result in an unplayable tutorial. We recommend disabling all mods before continuing."),
title = T(9425, --[[PopupNotificationPreset Tutorial_ActiveMods title]] "Active Mods"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1018100,
group = "Placeholders",
id = "Placeholder_1",
voiced_text = T(9429, --[[voice:narrator]] "Commander, one other thing."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1018200,
group = "Placeholders",
id = "Placeholder_2",
voiced_text = T(9430, --[[voice:narrator]] "A new situation has arisen."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1018300,
group = "Placeholders",
id = "Placeholder_3",
voiced_text = T(9431, --[[voice:narrator]] "Commander, some interesting readings are just in."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1018400,
group = "Placeholders",
id = "Placeholder_4",
voiced_text = T(9432, --[[voice:narrator]] "On another note, Commander..."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1018500,
group = "Placeholders",
id = "Placeholder_5",
voiced_text = T(9433, --[[voice:narrator]] "Things just took a turn for the weird."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1018600,
group = "Placeholders",
id = "Placeholder_6",
voiced_text = T(9434, --[[voice:narrator]] "What just transpired has left us speechless."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1018700,
group = "Placeholders",
id = "Placeholder_7",
voiced_text = T(9435, --[[voice:narrator]] "Our Explorer just stumbled upon something fascinating."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1018800,
group = "Placeholders",
id = "Placeholder_8",
voiced_text = T(9436, --[[voice:narrator]] "Bad news, Commander!"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1018900,
group = "Placeholders",
id = "Placeholder_9",
voiced_text = T(9437, --[[voice:narrator]] "Commander, good news!"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1019000,
choice1 = T(10319, --[[PopupNotificationPreset Challenge_Failed choice1]] "Keep playing with this colony"),
choice2 = T(10480, --[[PopupNotificationPreset Challenge_Failed choice2]] "Retry the challenge"),
choice3 = T(10320, --[[PopupNotificationPreset Challenge_Failed choice3]] "Return to main menu"),
group = "Challenge",
id = "Challenge_Failed",
start_minimized = false,
text = T(10318, --[[PopupNotificationPreset Challenge_Failed text]] "We didn't manage to complete the <challenge_name> challenge within the <challenge_sols> Sols limit.\n\nAs a great man famously said, failure is not fatal, it is the courage to continue that counts. Let's take this opportunity to learn from our mistakes and try again."),
title = T(10316, --[[PopupNotificationPreset Challenge_Failed title]] "Challenge Failed"),
voiced_text = T(10317, --[[voice:narrator]] "Sadly, we have failed this challenge."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1019100,
choice1 = T(1011, --[[PopupNotificationPreset Challenge_Welcome choice1]] "Close"),
group = "Challenge",
id = "Challenge_Welcome",
start_minimized = false,
text = T(10481, --[[PopupNotificationPreset Challenge_Welcome text]] "Our mission should focus on a single objective: <challenge_objective>.\n\nWe have to accomplish this goal within <challenge_deadline> Sols or only <perfect_deadline> Sols for a perfect completion."),
title = T(10482, --[[PopupNotificationPreset Challenge_Welcome title]] "<challenge_name>"),
voiced_text = T(5500, --[[voice:narrator]] "Welcome to Mars!"),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1019200,
choice1 = T(10319, --[[PopupNotificationPreset Challenge_Completed choice1]] "Keep playing with this colony"),
choice2 = T(10324, --[[PopupNotificationPreset Challenge_Completed choice2]] "Take a screenshot (overwrites any existing screenshot for this Challenge)"),
choice3 = T(10320, --[[PopupNotificationPreset Challenge_Completed choice3]] "Return to main menu"),
group = "Challenge",
id = "Challenge_Completed",
start_minimized = false,
text = T(10323, --[[PopupNotificationPreset Challenge_Completed text]] "You have completed the <challenge_name> challenge for <elapsed_sols> Sols out of the <challenge_sols> Sols limit.\n\nThe score of our colony is <score>.\n\nIf you feel you can do even better, feel free to retry the challenge and complete the objective for under <perfected_sols> Sols for a perfect evaluation."),
title = T(10321, --[[PopupNotificationPreset Challenge_Completed title]] "Challenge Completed"),
voiced_text = T(10322, --[[voice:narrator]] "Good work, Commander! Your colony has passed the challenge."),
})
PlaceObj('PopupNotificationPreset', {
SortKey = 1019300,
choice1 = T(10319, --[[PopupNotificationPreset Challenge_Perfected choice1]] "Keep playing with this colony"),
choice2 = T(10324, --[[PopupNotificationPreset Challenge_Perfected choice2]] "Take a screenshot (overwrites any existing screenshot for this Challenge)"),
choice3 = T(10320, --[[PopupNotificationPreset Challenge_Perfected choice3]] "Return to main menu"),
group = "Challenge",
id = "Challenge_Perfected",
start_minimized = false,
text = T(10327, --[[PopupNotificationPreset Challenge_Perfected text]] "You have perfected the <challenge_name> challenge for <elapsed_sols> Sols out of the <perfected_sols> Sols limit for perfect score.\n\nThe score of our colony is <score>."),
title = T(10325, --[[PopupNotificationPreset Challenge_Perfected title]] "Challenge Perfected"),
voiced_text = T(10326, --[[voice:narrator]] "Congratulations are in order, Commander! Your colony has passed the challenge with flying colors."),
})
|
do
local keys = {}
for i=1,100 do keys[i] = "foo" end
keys[95] = "__index"
local function fidx(t, k) return 12345 end
local mt = { foo = 1, __index = "" }
local t = setmetatable({ 1 }, mt)
t[1] = nil
mt.__index = nil
local x = nil
for i=1,100 do
mt[keys[i]] = fidx
if t[1] then
if not x then x = i end
assert(t[1] == 12345)
end
end
assert(x == 95)
end
|
gavyn_sykes_missions =
{
{
missionType = "assassinate",
primarySpawns =
{
{ npcTemplate = "zim_zam_blattis", npcName = "Zim Zam Blattis" }
},
secondarySpawns = {},
itemSpawns = {},
rewards =
{
{ rewardType = "credits", amount = 50 }
}
},
{
missionType = "assassinate",
primarySpawns =
{
{ npcTemplate = "large_berzerk_ikopi", npcName = "Large Berzerk Ikopi" }
},
secondarySpawns = {},
itemSpawns = {},
rewards =
{
{ rewardType = "credits", amount = 100 },
}
},
{
missionType = "escort",
primarySpawns =
{
{ npcTemplate = "haf_mandrox", npcName = "Haf Mandrox" }
},
secondarySpawns = {
{ npcTemplate = "gungan_thug", npcName = "Gungan Thug" },
{ npcTemplate = "gungan_thug", npcName = "Gungan Thug" },
{ npcTemplate = "gungan_thug", npcName = "Gungan Thug" }
},
itemSpawns = {},
rewards =
{
{ rewardType = "credits", amount = 150 }
}
},
{
missionType = "assassinate",
primarySpawns =
{
{ npcTemplate = "gungan_leader", npcName = "Gungan Leader" }
},
secondarySpawns = {
{ npcTemplate = "gungan_thug", npcName = "Gungan Thug" },
{ npcTemplate = "gungan_thug", npcName = "Gungan Thug" },
{ npcTemplate = "gungan_thug", npcName = "Gungan Thug" }
},
itemSpawns = {},
rewards =
{
{ rewardType = "credits", amount = 200 }
}
}
}
npcMapGavynSykes =
{
{
spawnData = { npcTemplate = "gavyn_sykes", x = 8.5, z = 0.6, y = 66.7, direction = 110, cellID = 2125382, position = STAND },
worldPosition = { x = 1419.1, y = 2761.7 },
npcNumber = 1,
stfFile = "@static_npc/naboo/gavyn_sykes",
missions = gavyn_sykes_missions
},
}
GavynSykes = ThemeParkLogic:new {
npcMap = npcMapGavynSykes,
className = "GavynSykes",
screenPlayState = "gavyn_sykes_task",
planetName = "naboo",
distance = 800,
}
registerScreenPlay("GavynSykes", true)
gavyn_sykes_mission_giver_conv_handler = mission_giver_conv_handler:new {
themePark = GavynSykes
}
gavyn_sykes_mission_target_conv_handler = mission_target_conv_handler:new {
themePark = GavynSykes
}
|
gg_rct_Spawn0 = nil
gg_rct_Spawn1 = nil
gg_rct_Check0 = nil
gg_rct_Check1 = nil
gg_rct_Check2 = nil
gg_rct_Check3 = nil
gg_rct_Check4 = nil
gg_rct_Check5 = nil
gg_rct_PlayArea = nil
gg_rct_Spawn2 = nil
gg_rct_Spawn3 = nil
gg_rct_ClassSelection = nil
gg_rct_ModShops = nil
gg_trg_Untitled_Trigger_001 = nil
gg_trg_Untitled_Trigger_002 = nil
function InitGlobals()
end
function ItemTable000000_DropItems()
local trigWidget = nil
local trigUnit = nil
local itemID = 0
local canDrop = true
trigWidget = bj_lastDyingWidget
if (trigWidget == nil) then
trigUnit = GetTriggerUnit()
end
if (trigUnit ~= nil) then
canDrop = not IsUnitHidden(trigUnit)
if (canDrop and GetChangingUnit() ~= nil) then
canDrop = (GetChangingUnitPrevOwner() == Player(PLAYER_NEUTRAL_AGGRESSIVE))
end
end
if (canDrop) then
RandomDistReset()
RandomDistAddItem(FourCC("modt"), 20)
RandomDistAddItem(-1, 80)
itemID = RandomDistChoose()
if (trigUnit ~= nil) then
UnitDropItem(trigUnit, itemID)
else
WidgetDropItem(trigWidget, itemID)
end
end
bj_lastDyingWidget = nil
DestroyTrigger(GetTriggeringTrigger())
end
function CreateNeutralHostileBuildings()
local p = Player(PLAYER_NEUTRAL_AGGRESSIVE)
local u
local unitID
local t
local life
u = BlzCreateUnitWithSkin(p, FourCC("h001"), -4608.0, 4224.0, 270.000, FourCC("h001"))
u = BlzCreateUnitWithSkin(p, FourCC("h004"), -4480.0, 4416.0, 270.000, FourCC("h004"))
u = BlzCreateUnitWithSkin(p, FourCC("h003"), -4608.0, 4416.0, 270.000, FourCC("h003"))
u = BlzCreateUnitWithSkin(p, FourCC("h002"), -4736.0, 4416.0, 270.000, FourCC("h002"))
u = BlzCreateUnitWithSkin(p, FourCC("h00I"), -2560.0, 4416.0, 270.000, FourCC("h00I"))
u = BlzCreateUnitWithSkin(p, FourCC("h00J"), -2432.0, 4416.0, 270.000, FourCC("h00J"))
u = BlzCreateUnitWithSkin(p, FourCC("h006"), -3584.0, 4096.0, 270.000, FourCC("h006"))
u = BlzCreateUnitWithSkin(p, FourCC("h007"), -3584.0, 4416.0, 270.000, FourCC("h007"))
u = BlzCreateUnitWithSkin(p, FourCC("h008"), -3712.0, 4416.0, 270.000, FourCC("h008"))
u = BlzCreateUnitWithSkin(p, FourCC("h009"), -3456.0, 4416.0, 270.000, FourCC("h009"))
u = BlzCreateUnitWithSkin(p, FourCC("h00A"), -3584.0, 4288.0, 270.000, FourCC("h00A"))
u = BlzCreateUnitWithSkin(p, FourCC("h00B"), -3456.0, 4288.0, 270.000, FourCC("h00B"))
u = BlzCreateUnitWithSkin(p, FourCC("h00C"), -3712.0, 4288.0, 270.000, FourCC("h00C"))
u = BlzCreateUnitWithSkin(p, FourCC("h00D"), -3584.0, 4544.0, 270.000, FourCC("h00D"))
u = BlzCreateUnitWithSkin(p, FourCC("h00E"), -3456.0, 4544.0, 270.000, FourCC("h00E"))
u = BlzCreateUnitWithSkin(p, FourCC("h00F"), -3712.0, 4544.0, 270.000, FourCC("h00F"))
u = BlzCreateUnitWithSkin(p, FourCC("h00G"), -2560.0, 4096.0, 270.000, FourCC("h00G"))
u = BlzCreateUnitWithSkin(p, FourCC("h00H"), -1536.0, 4096.0, 270.000, FourCC("h00H"))
u = BlzCreateUnitWithSkin(p, FourCC("h00K"), -2688.0, 4416.0, 270.000, FourCC("h00K"))
u = BlzCreateUnitWithSkin(p, FourCC("h00L"), -2560.0, 4544.0, 270.000, FourCC("h00L"))
u = BlzCreateUnitWithSkin(p, FourCC("h00M"), -2688.0, 4544.0, 270.000, FourCC("h00M"))
u = BlzCreateUnitWithSkin(p, FourCC("h00N"), -2432.0, 4544.0, 270.000, FourCC("h00N"))
u = BlzCreateUnitWithSkin(p, FourCC("h00O"), -2560.0, 4288.0, 270.000, FourCC("h00O"))
u = BlzCreateUnitWithSkin(p, FourCC("h00Q"), -2688.0, 4288.0, 270.000, FourCC("h00Q"))
u = BlzCreateUnitWithSkin(p, FourCC("h00P"), -2432.0, 4288.0, 270.000, FourCC("h00P"))
u = BlzCreateUnitWithSkin(p, FourCC("h00R"), -1664.0, 4544.0, 270.000, FourCC("h00R"))
u = BlzCreateUnitWithSkin(p, FourCC("h00S"), -1536.0, 4544.0, 270.000, FourCC("h00S"))
u = BlzCreateUnitWithSkin(p, FourCC("h00T"), -1664.0, 4416.0, 270.000, FourCC("h00T"))
u = BlzCreateUnitWithSkin(p, FourCC("h00U"), -1536.0, 4416.0, 270.000, FourCC("h00U"))
u = BlzCreateUnitWithSkin(p, FourCC("h00V"), -1664.0, 4288.0, 270.000, FourCC("h00V"))
end
function CreateNeutralHostile()
local p = Player(PLAYER_NEUTRAL_AGGRESSIVE)
local u
local unitID
local t
local life
u = BlzCreateUnitWithSkin(p, FourCC("n001"), 4624.7, 4978.5, 270.000, FourCC("n001"))
u = BlzCreateUnitWithSkin(p, FourCC("n000"), 4712.7, 4990.7, 270.000, FourCC("n000"))
u = BlzCreateUnitWithSkin(p, FourCC("n007"), 4794.3, 4982.1, 270.000, FourCC("n007"))
u = BlzCreateUnitWithSkin(p, FourCC("n006"), 4873.9, 4996.1, 270.000, FourCC("n006"))
u = BlzCreateUnitWithSkin(p, FourCC("n005"), 4965.5, 4986.4, 270.000, FourCC("n005"))
u = BlzCreateUnitWithSkin(p, FourCC("n004"), 5068.3, 4999.0, 270.000, FourCC("n004"))
u = BlzCreateUnitWithSkin(p, FourCC("n003"), 5147.2, 4996.1, 270.000, FourCC("n003"))
u = BlzCreateUnitWithSkin(p, FourCC("n002"), 5232.9, 4996.6, 270.000, FourCC("n002"))
end
function CreateNeutralPassiveBuildings()
local p = Player(PLAYER_NEUTRAL_PASSIVE)
local u
local unitID
local t
local life
u = BlzCreateUnitWithSkin(p, FourCC("n008"), 4608.0, -4800.0, 270.000, FourCC("n008"))
SetUnitColor(u, ConvertPlayerColor(0))
u = BlzCreateUnitWithSkin(p, FourCC("n00C"), -3328.0, 192.0, 270.000, FourCC("n00C"))
u = BlzCreateUnitWithSkin(p, FourCC("n00A"), -3520.0, -768.0, 270.000, FourCC("n00A"))
u = BlzCreateUnitWithSkin(p, FourCC("n00B"), -3776.0, -384.0, 270.000, FourCC("n00B"))
u = BlzCreateUnitWithSkin(p, FourCC("n009"), -2880.0, -384.0, 270.000, FourCC("n009"))
u = BlzCreateUnitWithSkin(p, FourCC("n00D"), -3712.0, 0.0, 270.000, FourCC("n00D"))
u = BlzCreateUnitWithSkin(p, FourCC("n00E"), -3136.0, -768.0, 270.000, FourCC("n00E"))
u = BlzCreateUnitWithSkin(p, FourCC("n00F"), -2944.0, 0.0, 270.000, FourCC("n00F"))
end
function CreateNeutralPassive()
local p = Player(PLAYER_NEUTRAL_PASSIVE)
local u
local unitID
local t
local life
u = BlzCreateUnitWithSkin(p, FourCC("u001"), 4378.2, -4499.7, 270.000, FourCC("u001"))
u = BlzCreateUnitWithSkin(p, FourCC("u000"), 4476.1, -4502.2, 270.000, FourCC("u000"))
u = BlzCreateUnitWithSkin(p, FourCC("u003"), 4557.2, -4495.4, 270.000, FourCC("u003"))
u = BlzCreateUnitWithSkin(p, FourCC("u002"), 4658.2, -4501.4, 270.000, FourCC("u002"))
u = BlzCreateUnitWithSkin(p, FourCC("u004"), 4750.6, -4509.8, 271.870, FourCC("u004"))
u = BlzCreateUnitWithSkin(p, FourCC("u005"), 4834.3, -4508.1, 261.820, FourCC("u005"))
end
function CreatePlayerBuildings()
end
function CreatePlayerUnits()
end
function CreateAllUnits()
CreateNeutralHostileBuildings()
CreateNeutralPassiveBuildings()
CreatePlayerBuildings()
CreateNeutralHostile()
CreateNeutralPassive()
CreatePlayerUnits()
end
function CreateRegions()
local we
gg_rct_Spawn0 = Rect(1248.0, 3008.0, 1312.0, 3072.0)
gg_rct_Spawn1 = Rect(3008.0, -1312.0, 3072.0, -1248.0)
gg_rct_Check0 = Rect(-1312.0, -1312.0, -1248.0, -1248.0)
gg_rct_Check1 = Rect(-32.0, -1312.0, 32.0, -1248.0)
gg_rct_Check2 = Rect(-32.0, 1248.0, 32.0, 1312.0)
gg_rct_Check3 = Rect(1248.0, 1248.0, 1312.0, 1312.0)
gg_rct_Check4 = Rect(1248.0, -32.0, 1312.0, 32.0)
gg_rct_Check5 = Rect(-1312.0, -32.0, -1248.0, 32.0)
gg_rct_PlayArea = Rect(-2240.0, -2240.0, 2240.0, 2240.0)
gg_rct_Spawn2 = Rect(-1312.0, -3072.0, -1248.0, -3008.0)
gg_rct_Spawn3 = Rect(-3072.0, 1248.0, -3008.0, 1312.0)
gg_rct_ClassSelection = Rect(4192.0, -5280.0, 5024.0, -4448.0)
gg_rct_ModShops = Rect(-3872.0, -1376.0, -2592.0, 288.0)
end
function Trig_Untitled_Trigger_001_Actions()
end
function InitTrig_Untitled_Trigger_001()
gg_trg_Untitled_Trigger_001 = CreateTrigger()
TriggerAddAction(gg_trg_Untitled_Trigger_001, Trig_Untitled_Trigger_001_Actions)
end
function Trig_Untitled_Trigger_002_Actions()
BlzSetUnitWeaponRealFieldBJ(GetTriggerUnit(), UNIT_WEAPON_RF_ATTACK_RANGE, 0, 600.00)
end
function InitTrig_Untitled_Trigger_002()
gg_trg_Untitled_Trigger_002 = CreateTrigger()
TriggerAddAction(gg_trg_Untitled_Trigger_002, Trig_Untitled_Trigger_002_Actions)
end
function InitCustomTriggers()
InitTrig_Untitled_Trigger_001()
InitTrig_Untitled_Trigger_002()
end
function InitCustomPlayerSlots()
SetPlayerStartLocation(Player(0), 0)
ForcePlayerStartLocation(Player(0), 0)
SetPlayerColor(Player(0), ConvertPlayerColor(0))
SetPlayerRacePreference(Player(0), RACE_PREF_HUMAN)
SetPlayerRaceSelectable(Player(0), false)
SetPlayerController(Player(0), MAP_CONTROL_USER)
SetPlayerStartLocation(Player(1), 1)
ForcePlayerStartLocation(Player(1), 1)
SetPlayerColor(Player(1), ConvertPlayerColor(1))
SetPlayerRacePreference(Player(1), RACE_PREF_HUMAN)
SetPlayerRaceSelectable(Player(1), false)
SetPlayerController(Player(1), MAP_CONTROL_USER)
SetPlayerStartLocation(Player(2), 2)
ForcePlayerStartLocation(Player(2), 2)
SetPlayerColor(Player(2), ConvertPlayerColor(2))
SetPlayerRacePreference(Player(2), RACE_PREF_HUMAN)
SetPlayerRaceSelectable(Player(2), false)
SetPlayerController(Player(2), MAP_CONTROL_USER)
SetPlayerStartLocation(Player(3), 3)
ForcePlayerStartLocation(Player(3), 3)
SetPlayerColor(Player(3), ConvertPlayerColor(3))
SetPlayerRacePreference(Player(3), RACE_PREF_HUMAN)
SetPlayerRaceSelectable(Player(3), false)
SetPlayerController(Player(3), MAP_CONTROL_USER)
SetPlayerStartLocation(Player(4), 4)
ForcePlayerStartLocation(Player(4), 4)
SetPlayerColor(Player(4), ConvertPlayerColor(4))
SetPlayerRacePreference(Player(4), RACE_PREF_HUMAN)
SetPlayerRaceSelectable(Player(4), false)
SetPlayerController(Player(4), MAP_CONTROL_USER)
SetPlayerStartLocation(Player(5), 5)
ForcePlayerStartLocation(Player(5), 5)
SetPlayerColor(Player(5), ConvertPlayerColor(5))
SetPlayerRacePreference(Player(5), RACE_PREF_HUMAN)
SetPlayerRaceSelectable(Player(5), false)
SetPlayerController(Player(5), MAP_CONTROL_USER)
SetPlayerStartLocation(Player(10), 6)
ForcePlayerStartLocation(Player(10), 6)
SetPlayerColor(Player(10), ConvertPlayerColor(10))
SetPlayerRacePreference(Player(10), RACE_PREF_HUMAN)
SetPlayerRaceSelectable(Player(10), false)
SetPlayerController(Player(10), MAP_CONTROL_COMPUTER)
SetPlayerStartLocation(Player(11), 7)
ForcePlayerStartLocation(Player(11), 7)
SetPlayerColor(Player(11), ConvertPlayerColor(11))
SetPlayerRacePreference(Player(11), RACE_PREF_HUMAN)
SetPlayerRaceSelectable(Player(11), false)
SetPlayerController(Player(11), MAP_CONTROL_COMPUTER)
end
function InitCustomTeams()
SetPlayerTeam(Player(0), 0)
SetPlayerTeam(Player(1), 0)
SetPlayerTeam(Player(2), 0)
SetPlayerTeam(Player(3), 0)
SetPlayerTeam(Player(4), 0)
SetPlayerTeam(Player(5), 0)
SetPlayerAllianceStateAllyBJ(Player(0), Player(1), true)
SetPlayerAllianceStateAllyBJ(Player(0), Player(2), true)
SetPlayerAllianceStateAllyBJ(Player(0), Player(3), true)
SetPlayerAllianceStateAllyBJ(Player(0), Player(4), true)
SetPlayerAllianceStateAllyBJ(Player(0), Player(5), true)
SetPlayerAllianceStateAllyBJ(Player(1), Player(0), true)
SetPlayerAllianceStateAllyBJ(Player(1), Player(2), true)
SetPlayerAllianceStateAllyBJ(Player(1), Player(3), true)
SetPlayerAllianceStateAllyBJ(Player(1), Player(4), true)
SetPlayerAllianceStateAllyBJ(Player(1), Player(5), true)
SetPlayerAllianceStateAllyBJ(Player(2), Player(0), true)
SetPlayerAllianceStateAllyBJ(Player(2), Player(1), true)
SetPlayerAllianceStateAllyBJ(Player(2), Player(3), true)
SetPlayerAllianceStateAllyBJ(Player(2), Player(4), true)
SetPlayerAllianceStateAllyBJ(Player(2), Player(5), true)
SetPlayerAllianceStateAllyBJ(Player(3), Player(0), true)
SetPlayerAllianceStateAllyBJ(Player(3), Player(1), true)
SetPlayerAllianceStateAllyBJ(Player(3), Player(2), true)
SetPlayerAllianceStateAllyBJ(Player(3), Player(4), true)
SetPlayerAllianceStateAllyBJ(Player(3), Player(5), true)
SetPlayerAllianceStateAllyBJ(Player(4), Player(0), true)
SetPlayerAllianceStateAllyBJ(Player(4), Player(1), true)
SetPlayerAllianceStateAllyBJ(Player(4), Player(2), true)
SetPlayerAllianceStateAllyBJ(Player(4), Player(3), true)
SetPlayerAllianceStateAllyBJ(Player(4), Player(5), true)
SetPlayerAllianceStateAllyBJ(Player(5), Player(0), true)
SetPlayerAllianceStateAllyBJ(Player(5), Player(1), true)
SetPlayerAllianceStateAllyBJ(Player(5), Player(2), true)
SetPlayerAllianceStateAllyBJ(Player(5), Player(3), true)
SetPlayerAllianceStateAllyBJ(Player(5), Player(4), true)
SetPlayerAllianceStateVisionBJ(Player(0), Player(1), true)
SetPlayerAllianceStateVisionBJ(Player(0), Player(2), true)
SetPlayerAllianceStateVisionBJ(Player(0), Player(3), true)
SetPlayerAllianceStateVisionBJ(Player(0), Player(4), true)
SetPlayerAllianceStateVisionBJ(Player(0), Player(5), true)
SetPlayerAllianceStateVisionBJ(Player(1), Player(0), true)
SetPlayerAllianceStateVisionBJ(Player(1), Player(2), true)
SetPlayerAllianceStateVisionBJ(Player(1), Player(3), true)
SetPlayerAllianceStateVisionBJ(Player(1), Player(4), true)
SetPlayerAllianceStateVisionBJ(Player(1), Player(5), true)
SetPlayerAllianceStateVisionBJ(Player(2), Player(0), true)
SetPlayerAllianceStateVisionBJ(Player(2), Player(1), true)
SetPlayerAllianceStateVisionBJ(Player(2), Player(3), true)
SetPlayerAllianceStateVisionBJ(Player(2), Player(4), true)
SetPlayerAllianceStateVisionBJ(Player(2), Player(5), true)
SetPlayerAllianceStateVisionBJ(Player(3), Player(0), true)
SetPlayerAllianceStateVisionBJ(Player(3), Player(1), true)
SetPlayerAllianceStateVisionBJ(Player(3), Player(2), true)
SetPlayerAllianceStateVisionBJ(Player(3), Player(4), true)
SetPlayerAllianceStateVisionBJ(Player(3), Player(5), true)
SetPlayerAllianceStateVisionBJ(Player(4), Player(0), true)
SetPlayerAllianceStateVisionBJ(Player(4), Player(1), true)
SetPlayerAllianceStateVisionBJ(Player(4), Player(2), true)
SetPlayerAllianceStateVisionBJ(Player(4), Player(3), true)
SetPlayerAllianceStateVisionBJ(Player(4), Player(5), true)
SetPlayerAllianceStateVisionBJ(Player(5), Player(0), true)
SetPlayerAllianceStateVisionBJ(Player(5), Player(1), true)
SetPlayerAllianceStateVisionBJ(Player(5), Player(2), true)
SetPlayerAllianceStateVisionBJ(Player(5), Player(3), true)
SetPlayerAllianceStateVisionBJ(Player(5), Player(4), true)
SetPlayerTeam(Player(10), 1)
SetPlayerTeam(Player(11), 1)
SetPlayerAllianceStateAllyBJ(Player(10), Player(11), true)
SetPlayerAllianceStateAllyBJ(Player(11), Player(10), true)
SetPlayerAllianceStateVisionBJ(Player(10), Player(11), true)
SetPlayerAllianceStateVisionBJ(Player(11), Player(10), true)
end
function InitAllyPriorities()
SetStartLocPrioCount(0, 5)
SetStartLocPrio(0, 0, 1, MAP_LOC_PRIO_HIGH)
SetStartLocPrio(0, 1, 2, MAP_LOC_PRIO_HIGH)
SetStartLocPrio(0, 2, 3, MAP_LOC_PRIO_HIGH)
SetStartLocPrio(0, 3, 4, MAP_LOC_PRIO_HIGH)
SetStartLocPrio(0, 4, 5, MAP_LOC_PRIO_HIGH)
SetStartLocPrioCount(1, 5)
SetStartLocPrio(1, 0, 0, MAP_LOC_PRIO_HIGH)
SetStartLocPrio(1, 1, 2, MAP_LOC_PRIO_HIGH)
SetStartLocPrio(1, 2, 3, MAP_LOC_PRIO_HIGH)
SetStartLocPrio(1, 3, 4, MAP_LOC_PRIO_HIGH)
SetStartLocPrio(1, 4, 5, MAP_LOC_PRIO_HIGH)
SetStartLocPrioCount(2, 5)
SetStartLocPrio(2, 0, 0, MAP_LOC_PRIO_HIGH)
SetStartLocPrio(2, 1, 1, MAP_LOC_PRIO_HIGH)
SetStartLocPrio(2, 2, 3, MAP_LOC_PRIO_HIGH)
SetStartLocPrio(2, 3, 4, MAP_LOC_PRIO_HIGH)
SetStartLocPrio(2, 4, 5, MAP_LOC_PRIO_HIGH)
SetStartLocPrioCount(3, 5)
SetStartLocPrio(3, 0, 0, MAP_LOC_PRIO_HIGH)
SetStartLocPrio(3, 1, 1, MAP_LOC_PRIO_HIGH)
SetStartLocPrio(3, 2, 2, MAP_LOC_PRIO_HIGH)
SetStartLocPrio(3, 3, 4, MAP_LOC_PRIO_HIGH)
SetStartLocPrio(3, 4, 5, MAP_LOC_PRIO_HIGH)
SetStartLocPrioCount(4, 5)
SetStartLocPrio(4, 0, 0, MAP_LOC_PRIO_HIGH)
SetStartLocPrio(4, 1, 1, MAP_LOC_PRIO_HIGH)
SetStartLocPrio(4, 2, 2, MAP_LOC_PRIO_HIGH)
SetStartLocPrio(4, 3, 3, MAP_LOC_PRIO_HIGH)
SetStartLocPrio(4, 4, 5, MAP_LOC_PRIO_HIGH)
SetStartLocPrioCount(5, 5)
SetStartLocPrio(5, 0, 0, MAP_LOC_PRIO_HIGH)
SetStartLocPrio(5, 1, 1, MAP_LOC_PRIO_HIGH)
SetStartLocPrio(5, 2, 2, MAP_LOC_PRIO_HIGH)
SetStartLocPrio(5, 3, 3, MAP_LOC_PRIO_HIGH)
SetStartLocPrio(5, 4, 4, MAP_LOC_PRIO_HIGH)
SetStartLocPrioCount(6, 3)
SetStartLocPrio(6, 0, 0, MAP_LOC_PRIO_LOW)
SetStartLocPrio(6, 1, 1, MAP_LOC_PRIO_LOW)
SetStartLocPrio(6, 2, 7, MAP_LOC_PRIO_LOW)
SetEnemyStartLocPrioCount(6, 2)
SetEnemyStartLocPrio(6, 0, 1, MAP_LOC_PRIO_HIGH)
SetEnemyStartLocPrio(6, 1, 5, MAP_LOC_PRIO_HIGH)
SetStartLocPrioCount(7, 1)
SetStartLocPrio(7, 0, 5, MAP_LOC_PRIO_LOW)
SetEnemyStartLocPrioCount(7, 4)
SetEnemyStartLocPrio(7, 0, 0, MAP_LOC_PRIO_LOW)
SetEnemyStartLocPrio(7, 1, 1, MAP_LOC_PRIO_LOW)
SetEnemyStartLocPrio(7, 2, 5, MAP_LOC_PRIO_LOW)
end
function main()
SetCameraBounds(-5376.0 + GetCameraMargin(CAMERA_MARGIN_LEFT), -5632.0 + GetCameraMargin(CAMERA_MARGIN_BOTTOM), 5376.0 - GetCameraMargin(CAMERA_MARGIN_RIGHT), 5120.0 - GetCameraMargin(CAMERA_MARGIN_TOP), -5376.0 + GetCameraMargin(CAMERA_MARGIN_LEFT), 5120.0 - GetCameraMargin(CAMERA_MARGIN_TOP), 5376.0 - GetCameraMargin(CAMERA_MARGIN_RIGHT), -5632.0 + GetCameraMargin(CAMERA_MARGIN_BOTTOM))
SetDayNightModels("Environment\\DNC\\DNCDalaran\\DNCDalaranTerrain\\DNCDalaranTerrain.mdl", "Environment\\DNC\\DNCDalaran\\DNCDalaranUnit\\DNCDalaranUnit.mdl")
NewSoundEnvironment("Default")
SetAmbientDaySound("DalaranDay")
SetAmbientNightSound("DalaranNight")
SetMapMusic("Music", true, 0)
CreateRegions()
CreateAllUnits()
InitBlizzard()
InitGlobals()
InitCustomTriggers()
end
function config()
SetMapName("TRIGSTR_001")
SetMapDescription("")
SetPlayers(8)
SetTeams(8)
SetGamePlacement(MAP_PLACEMENT_TEAMS_TOGETHER)
DefineStartLocation(0, 0.0, 0.0)
DefineStartLocation(1, 0.0, 0.0)
DefineStartLocation(2, 0.0, 0.0)
DefineStartLocation(3, 0.0, 0.0)
DefineStartLocation(4, 0.0, 0.0)
DefineStartLocation(5, 0.0, 0.0)
DefineStartLocation(6, 1280.0, 2944.0)
DefineStartLocation(7, -1280.0, -3008.0)
InitCustomPlayerSlots()
InitCustomTeams()
InitAllyPriorities()
end
|
iggungan = Creature:new {
customName = "Gungan",
socialGroup = "mercenary",
faction = "",
level = 300,
chanceHit = 25.00,
damageMin = 100,
damageMax = 200,
baseXp = 100000,
baseHAM = 100000,
baseHAMmax = 110000,
armor = 0,
resists = {40,40,40,40,40,40,40,40,40},
meatType = "",
meatAmount = 0,
hideType = "",
hideAmount = 0,
boneType = "",
boneAmount = 0,
milk = 0,
tamingChance = 0,
ferocity = 0,
pvpBitmask = AGGRESSIVE + ATTACKABLE + ENEMY,
creatureBitmask = PACK + KILLER,
optionsBitmask = AIENABLED,
diet = HERBIVORE,
scale = 1.15,
templates = {"object/mobile/gungan_male.iff"},
lootGroups = {
},
weapons = {"tusken_weapons"},
reactionStf = "@npc_reaction/slang",
attacks = merge(commandomaster,marksmanmaster,tkamaster,brawlermaster,fencermaster,swordsmanmaster,pikemanmaster,riflemanmaster,pistoleermaster)
}
CreatureTemplates:addCreatureTemplate(iggungan, "iggungan")
|
local g = vim.g
g.gruvbox_contrast_dark = 'hard'
g.gruvbox_invert_selection = false
g.tokyonight_italic_functions = true
g.tokyonight_style = 'night'
|
--[[
FiveM Scripts
Copyright C 2018 Sighmir
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as published
by the Free Software Foundation, either version 3 of the License, or
at your option any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
]]
vRPidd = {}
Tunnel.bindInterface("vrp_id_display",vRPidd)
users = {}
blips = {}
myteam = nil
function vRPidd.insertUser(user_id,source)
users[user_id] = GetPlayerFromServerId(source)
end
function vRPidd.removeUser(user_id)
users[user_id] = nil
end
function vRPidd.insertBlip(user_id,source,group,btype)
blips[user_id] = {player = GetPlayerFromServerId(source), job = group, team = btype}
if GetPlayerPed( blips[user_id].player ) == GetPlayerPed( -1 ) then
myteam = btype
end
end
function vRPidd.removeBlip(user_id)
local blip = GetBlipFromEntity(ped)
RemoveBlip(blip)
blips[user_id] = {player = nil, job = nil, team = nil}
if ped == GetPlayerPed( -1 ) then
myteam = nil
end
end
function vRPidd.getGroupColour(group)
return cfg.blips[group].id.r, cfg.blips[group].id.g, cfg.blips[group].id.b
end
function DrawText3D(x,y,z, text, r,g,b) -- some useful function, use it if you want!
local onScreen,_x,_y=World3dToScreen2d(x,y,z)
local px,py,pz=table.unpack(GetGameplayCamCoords())
local dist = GetDistanceBetweenCoords(px,py,pz, x,y,z, 1)
local scale = (1/dist)*2
local fov = (1/GetGameplayCamFov())*100
local scale = scale*fov
if onScreen then
SetTextScale(0.0*scale, 0.55*scale)
SetTextFont(0)
SetTextProportional(1)
-- SetTextScale(0.0, 0.55)
SetTextColour(r, g, b, 255)
SetTextDropshadow(0, 0, 0, 0, 255)
SetTextEdge(2, 0, 0, 0, 150)
SetTextDropShadow()
SetTextOutline()
SetTextEntry("STRING")
SetTextCentre(1)
AddTextComponentString(text)
DrawText(_x,_y)
end
end
function UpdateBlip(player, blip, sprite, colour, alpha)
local blipSprite = GetBlipSprite( blip )
HideNumberOnBlip( blip )
if blipSprite ~= sprite then
SetBlipSprite( blip, sprite )
Citizen.InvokeNative( 0x5FBCA48327B914DF, blip, true )
end
SetBlipNameToPlayerName( blip, player )
SetBlipScale( blip, 0.85 )
SetBlipColour( blip, colour )
SetBlipAlpha( blip, alpha )
end
Citizen.CreateThread(function()
while true do
for i=0,255 do
N_0x31698aa80e0223f8(i)
end
for k,v in pairs(users) do
if v ~= nil then
if ((GetPlayerPed( v ) ~= GetPlayerPed( -1 )) or cfg.showself) then -- disable your own
x1, y1, z1 = table.unpack( GetEntityCoords( GetPlayerPed( -1 ), true ) )
x2, y2, z2 = table.unpack( GetEntityCoords( GetPlayerPed( v ), true ) )
distance = math.floor(GetDistanceBetweenCoords(x1, y1, z1, x2, y2, z2, true))
if IsControlPressed(0,173) then -- MOVE UP
showID = true
end
if IsControlReleased(0,173) then -- MOVE UP
showID = false
end
if ((distance < cfg.distance)) and showID == true then
if NetworkIsPlayerTalking( v ) then
DrawText3D(x2, y2, z2+1, k, cfg.talker.r, cfg.talker.g, cfg.talker.b) -- talker color
elseif blips[k].team ~= nil and (blips[k].team == myteam or cfg.showteam) and not cfg.hideteam then
DrawText3D(x2, y2, z2+1, k, cfg.blips[blips[k].job].id.r, cfg.blips[blips[k].job].id.g, cfg.blips[blips[k].job].id.b)
else
DrawText3D(x2, y2, z2+1, k, cfg.default.r, cfg.default.g, cfg.default.b)
end
end
end
end
end
Citizen.Wait(0)
end
end)
Citizen.CreateThread(function()
while true do
for k,v in pairs(blips) do
if v.player ~= nil then
local ped = GetPlayerPed( v.player )
if ((ped ~= GetPlayerPed( -1 )) or cfg.showself) then
local blip = GetBlipFromEntity(ped)
x1, y1, z1 = table.unpack( GetEntityCoords( GetPlayerPed( -1 ), true ) )
x2, y2, z2 = table.unpack( GetEntityCoords( ped, true ) )
distance = math.floor(GetDistanceBetweenCoords(x1, y1, z1, x2, y2, z2, true))
if v.job ~= nil then
if cfg.blips[v.job] ~= nil then
if distance < cfg.blips[v.job].distance and v.team == myteam then
local alpha = 255 - (255*(distance/cfg.blips[v.job].distance))
if not DoesBlipExist( blip ) then
blip = AddBlipForEntity( ped )
UpdateBlip(v.player, blip, cfg.blips[v.job].sprite, cfg.blips[v.job].colour, alpha)
else
UpdateBlip(v.player, blip, cfg.blips[v.job].sprite, cfg.blips[v.job].colour, alpha)
end
else
if DoesBlipExist( blip ) then
RemoveBlip(blip)
end
end
end
end
end
end
end
Citizen.Wait(0)
end
end) |
require("rrpg.lua");
local __o_rrpgObjs = require("rrpgObjs.lua");
require("rrpgGUI.lua");
require("rrpgDialogs.lua");
require("rrpgLFM.lua");
require("ndb.lua");
function newfrmBase()
__o_rrpgObjs.beginObjectsLoading();
local obj = gui.fromHandle(_obj_newObject("form"));
local self = obj;
local sheet = nil;
rawset(obj, "_oldSetNodeObjectFunction", rawget(obj, "setNodeObject"));
function obj:setNodeObject(nodeObject)
sheet = nodeObject;
self.sheet = nodeObject;
self:_oldSetNodeObjectFunction(nodeObject);
end;
function obj:setNodeDatabase(nodeObject)
self:setNodeObject(nodeObject);
end;
_gui_assignInitialParentForForm(obj.handle);
obj:beginUpdate();
obj:setName("frmBase");
obj:setAlign("client");
obj.scrollBox1 = gui.fromHandle(_obj_newObject("scrollBox"));
obj.scrollBox1:setParent(obj);
obj.scrollBox1:setAlign("client");
obj.scrollBox1:setName("scrollBox1");
obj.rectangle1 = gui.fromHandle(_obj_newObject("rectangle"));
obj.rectangle1:setParent(obj.scrollBox1);
obj.rectangle1:setLeft(0);
obj.rectangle1:setTop(0);
obj.rectangle1:setWidth(600);
obj.rectangle1:setHeight(60);
obj.rectangle1:setColor("black");
obj.rectangle1:setStrokeColor("white");
obj.rectangle1:setStrokeSize(1);
obj.rectangle1:setName("rectangle1");
obj.label1 = gui.fromHandle(_obj_newObject("label"));
obj.label1:setParent(obj.rectangle1);
obj.label1:setTop(5);
obj.label1:setWidth(100);
obj.label1:setHeight(25);
obj.label1:setHorzTextAlign("center");
obj.label1:setText("Nome");
obj.label1:setName("label1");
obj.edit1 = gui.fromHandle(_obj_newObject("edit"));
obj.edit1:setParent(obj.rectangle1);
obj.edit1:setLeft(105);
obj.edit1:setTop(5);
obj.edit1:setWidth(150);
obj.edit1:setHeight(25);
obj.edit1:setField("nome");
obj.edit1:setName("edit1");
obj.label2 = gui.fromHandle(_obj_newObject("label"));
obj.label2:setParent(obj.rectangle1);
obj.label2:setLeft(255);
obj.label2:setTop(5);
obj.label2:setWidth(100);
obj.label2:setHeight(25);
obj.label2:setHorzTextAlign("center");
obj.label2:setText("Nível");
obj.label2:setName("label2");
obj.rectangle2 = gui.fromHandle(_obj_newObject("rectangle"));
obj.rectangle2:setParent(obj.rectangle1);
obj.rectangle2:setLeft(355);
obj.rectangle2:setTop(5);
obj.rectangle2:setWidth(50);
obj.rectangle2:setHeight(25);
obj.rectangle2:setColor("black");
obj.rectangle2:setStrokeColor("white");
obj.rectangle2:setStrokeSize(1);
obj.rectangle2:setName("rectangle2");
obj.label3 = gui.fromHandle(_obj_newObject("label"));
obj.label3:setParent(obj.rectangle1);
obj.label3:setLeft(355);
obj.label3:setTop(5);
obj.label3:setWidth(50);
obj.label3:setHeight(25);
obj.label3:setHorzTextAlign("center");
obj.label3:setField("nivel");
obj.label3:setName("label3");
obj.label4 = gui.fromHandle(_obj_newObject("label"));
obj.label4:setParent(obj.rectangle1);
obj.label4:setLeft(405);
obj.label4:setTop(5);
obj.label4:setWidth(100);
obj.label4:setHeight(25);
obj.label4:setHorzTextAlign("center");
obj.label4:setText("Experiência");
obj.label4:setName("label4");
obj.edit2 = gui.fromHandle(_obj_newObject("edit"));
obj.edit2:setParent(obj.rectangle1);
obj.edit2:setLeft(505);
obj.edit2:setTop(5);
obj.edit2:setWidth(50);
obj.edit2:setHeight(25);
obj.edit2:setField("experiencia");
obj.edit2:setType("number");
obj.edit2:setName("edit2");
obj.label5 = gui.fromHandle(_obj_newObject("label"));
obj.label5:setParent(obj.rectangle1);
obj.label5:setTop(30);
obj.label5:setWidth(100);
obj.label5:setHeight(25);
obj.label5:setHorzTextAlign("center");
obj.label5:setText("Aptidão");
obj.label5:setName("label5");
obj.comboBox1 = gui.fromHandle(_obj_newObject("comboBox"));
obj.comboBox1:setParent(obj.rectangle1);
obj.comboBox1:setLeft(105);
obj.comboBox1:setTop(30);
obj.comboBox1:setWidth(150);
obj.comboBox1:setHeight(25);
obj.comboBox1:setField("aptidao");
obj.comboBox1:setItems({'Alquimista', 'Arcanista', 'Caçador', 'Cavaleiro', 'Monge', 'Necromante', 'Xamã'});
obj.comboBox1:setValues({'1', '2', '3', '4', '5', '6', '7'});
obj.comboBox1:setName("comboBox1");
obj.label6 = gui.fromHandle(_obj_newObject("label"));
obj.label6:setParent(obj.rectangle1);
obj.label6:setLeft(255);
obj.label6:setTop(30);
obj.label6:setWidth(100);
obj.label6:setHeight(25);
obj.label6:setHorzTextAlign("center");
obj.label6:setText("Rank");
obj.label6:setName("label6");
obj.rectangle3 = gui.fromHandle(_obj_newObject("rectangle"));
obj.rectangle3:setParent(obj.rectangle1);
obj.rectangle3:setLeft(355);
obj.rectangle3:setTop(30);
obj.rectangle3:setWidth(50);
obj.rectangle3:setHeight(25);
obj.rectangle3:setColor("black");
obj.rectangle3:setStrokeColor("white");
obj.rectangle3:setStrokeSize(1);
obj.rectangle3:setName("rectangle3");
obj.label7 = gui.fromHandle(_obj_newObject("label"));
obj.label7:setParent(obj.rectangle1);
obj.label7:setLeft(355);
obj.label7:setTop(30);
obj.label7:setWidth(50);
obj.label7:setHeight(25);
obj.label7:setHorzTextAlign("center");
obj.label7:setField("rank");
obj.label7:setName("label7");
obj.label8 = gui.fromHandle(_obj_newObject("label"));
obj.label8:setParent(obj.rectangle1);
obj.label8:setLeft(405);
obj.label8:setTop(30);
obj.label8:setWidth(100);
obj.label8:setHeight(25);
obj.label8:setHorzTextAlign("center");
obj.label8:setText("Progresso");
obj.label8:setName("label8");
obj.edit3 = gui.fromHandle(_obj_newObject("edit"));
obj.edit3:setParent(obj.rectangle1);
obj.edit3:setLeft(505);
obj.edit3:setTop(30);
obj.edit3:setWidth(50);
obj.edit3:setHeight(25);
obj.edit3:setField("progresso");
obj.edit3:setType("number");
obj.edit3:setName("edit3");
obj.dataLink1 = gui.fromHandle(_obj_newObject("dataLink"));
obj.dataLink1:setParent(obj.rectangle1);
obj.dataLink1:setField("nivel");
obj.dataLink1:setName("dataLink1");
obj.rectangle4 = gui.fromHandle(_obj_newObject("rectangle"));
obj.rectangle4:setParent(obj.scrollBox1);
obj.rectangle4:setLeft(0);
obj.rectangle4:setTop(65);
obj.rectangle4:setWidth(310);
obj.rectangle4:setHeight(85);
obj.rectangle4:setColor("black");
obj.rectangle4:setStrokeColor("white");
obj.rectangle4:setStrokeSize(1);
obj.rectangle4:setName("rectangle4");
obj.label9 = gui.fromHandle(_obj_newObject("label"));
obj.label9:setParent(obj.rectangle4);
obj.label9:setLeft(105);
obj.label9:setTop(5);
obj.label9:setWidth(75);
obj.label9:setHeight(25);
obj.label9:setHorzTextAlign("center");
obj.label9:setText("Naturais");
obj.label9:setName("label9");
obj.label10 = gui.fromHandle(_obj_newObject("label"));
obj.label10:setParent(obj.rectangle4);
obj.label10:setLeft(180);
obj.label10:setTop(5);
obj.label10:setWidth(75);
obj.label10:setHeight(25);
obj.label10:setHorzTextAlign("center");
obj.label10:setText("Adicional");
obj.label10:setName("label10");
obj.label11 = gui.fromHandle(_obj_newObject("label"));
obj.label11:setParent(obj.rectangle4);
obj.label11:setLeft(255);
obj.label11:setTop(5);
obj.label11:setWidth(50);
obj.label11:setHeight(25);
obj.label11:setHorzTextAlign("center");
obj.label11:setText("Atual");
obj.label11:setName("label11");
obj.label12 = gui.fromHandle(_obj_newObject("label"));
obj.label12:setParent(obj.rectangle4);
obj.label12:setLeft(5);
obj.label12:setTop(30);
obj.label12:setWidth(100);
obj.label12:setHeight(25);
obj.label12:setHorzTextAlign("center");
obj.label12:setText("Vida");
obj.label12:setName("label12");
obj.rectangle5 = gui.fromHandle(_obj_newObject("rectangle"));
obj.rectangle5:setParent(obj.rectangle4);
obj.rectangle5:setLeft(105);
obj.rectangle5:setTop(30);
obj.rectangle5:setWidth(75);
obj.rectangle5:setHeight(25);
obj.rectangle5:setColor("black");
obj.rectangle5:setStrokeColor("white");
obj.rectangle5:setStrokeSize(1);
obj.rectangle5:setName("rectangle5");
obj.label13 = gui.fromHandle(_obj_newObject("label"));
obj.label13:setParent(obj.rectangle4);
obj.label13:setLeft(105);
obj.label13:setTop(30);
obj.label13:setWidth(75);
obj.label13:setHeight(25);
obj.label13:setHorzTextAlign("center");
obj.label13:setField("vidaBase");
obj.label13:setName("label13");
obj.edit4 = gui.fromHandle(_obj_newObject("edit"));
obj.edit4:setParent(obj.rectangle4);
obj.edit4:setLeft(180);
obj.edit4:setTop(30);
obj.edit4:setWidth(75);
obj.edit4:setHeight(25);
obj.edit4:setField("vidaCompensacao");
obj.edit4:setHorzTextAlign("center");
obj.edit4:setType("number");
obj.edit4:setName("edit4");
obj.rectangle6 = gui.fromHandle(_obj_newObject("rectangle"));
obj.rectangle6:setParent(obj.rectangle4);
obj.rectangle6:setLeft(255);
obj.rectangle6:setTop(30);
obj.rectangle6:setWidth(50);
obj.rectangle6:setHeight(25);
obj.rectangle6:setColor("black");
obj.rectangle6:setStrokeColor("white");
obj.rectangle6:setStrokeSize(1);
obj.rectangle6:setName("rectangle6");
obj.label14 = gui.fromHandle(_obj_newObject("label"));
obj.label14:setParent(obj.rectangle4);
obj.label14:setLeft(255);
obj.label14:setTop(30);
obj.label14:setWidth(50);
obj.label14:setHeight(25);
obj.label14:setHorzTextAlign("center");
obj.label14:setField("vidaAtual");
obj.label14:setName("label14");
obj.dataLink2 = gui.fromHandle(_obj_newObject("dataLink"));
obj.dataLink2:setParent(obj.rectangle4);
obj.dataLink2:setFields({'vidaBase','vidaCompensacao'});
obj.dataLink2:setName("dataLink2");
obj.label15 = gui.fromHandle(_obj_newObject("label"));
obj.label15:setParent(obj.rectangle4);
obj.label15:setLeft(5);
obj.label15:setTop(55);
obj.label15:setWidth(100);
obj.label15:setHeight(25);
obj.label15:setHorzTextAlign("center");
obj.label15:setText("Fadiga");
obj.label15:setName("label15");
obj.rectangle7 = gui.fromHandle(_obj_newObject("rectangle"));
obj.rectangle7:setParent(obj.rectangle4);
obj.rectangle7:setLeft(105);
obj.rectangle7:setTop(55);
obj.rectangle7:setWidth(75);
obj.rectangle7:setHeight(25);
obj.rectangle7:setColor("black");
obj.rectangle7:setStrokeColor("white");
obj.rectangle7:setStrokeSize(1);
obj.rectangle7:setName("rectangle7");
obj.label16 = gui.fromHandle(_obj_newObject("label"));
obj.label16:setParent(obj.rectangle4);
obj.label16:setLeft(105);
obj.label16:setTop(55);
obj.label16:setWidth(75);
obj.label16:setHeight(25);
obj.label16:setHorzTextAlign("center");
obj.label16:setField("fadigaBase");
obj.label16:setName("label16");
obj.edit5 = gui.fromHandle(_obj_newObject("edit"));
obj.edit5:setParent(obj.rectangle4);
obj.edit5:setLeft(180);
obj.edit5:setTop(55);
obj.edit5:setWidth(75);
obj.edit5:setHeight(25);
obj.edit5:setField("fadigaCompensacao");
obj.edit5:setHorzTextAlign("center");
obj.edit5:setType("number");
obj.edit5:setName("edit5");
obj.rectangle8 = gui.fromHandle(_obj_newObject("rectangle"));
obj.rectangle8:setParent(obj.rectangle4);
obj.rectangle8:setLeft(255);
obj.rectangle8:setTop(55);
obj.rectangle8:setWidth(50);
obj.rectangle8:setHeight(25);
obj.rectangle8:setColor("black");
obj.rectangle8:setStrokeColor("white");
obj.rectangle8:setStrokeSize(1);
obj.rectangle8:setName("rectangle8");
obj.label17 = gui.fromHandle(_obj_newObject("label"));
obj.label17:setParent(obj.rectangle4);
obj.label17:setLeft(255);
obj.label17:setTop(55);
obj.label17:setWidth(50);
obj.label17:setHeight(25);
obj.label17:setHorzTextAlign("center");
obj.label17:setField("fadigaAtual");
obj.label17:setName("label17");
obj.dataLink3 = gui.fromHandle(_obj_newObject("dataLink"));
obj.dataLink3:setParent(obj.rectangle4);
obj.dataLink3:setFields({'fadigaBase','fadigaCompensacao'});
obj.dataLink3:setName("dataLink3");
obj.rectangle9 = gui.fromHandle(_obj_newObject("rectangle"));
obj.rectangle9:setParent(obj.scrollBox1);
obj.rectangle9:setLeft(0);
obj.rectangle9:setTop(155);
obj.rectangle9:setWidth(310);
obj.rectangle9:setHeight(35);
obj.rectangle9:setColor("black");
obj.rectangle9:setStrokeColor("white");
obj.rectangle9:setStrokeSize(1);
obj.rectangle9:setName("rectangle9");
obj.label18 = gui.fromHandle(_obj_newObject("label"));
obj.label18:setParent(obj.rectangle9);
obj.label18:setLeft(5);
obj.label18:setTop(5);
obj.label18:setWidth(150);
obj.label18:setHeight(25);
obj.label18:setHorzTextAlign("center");
obj.label18:setText("Peças de Aruman");
obj.label18:setFontSize(13);
obj.label18:setName("label18");
obj.edit6 = gui.fromHandle(_obj_newObject("edit"));
obj.edit6:setParent(obj.rectangle9);
obj.edit6:setLeft(155);
obj.edit6:setTop(5);
obj.edit6:setWidth(100);
obj.edit6:setHeight(25);
obj.edit6:setField("pecas");
obj.edit6:setHorzTextAlign("center");
obj.edit6:setType("number");
obj.edit6:setName("edit6");
obj.rectangle10 = gui.fromHandle(_obj_newObject("rectangle"));
obj.rectangle10:setParent(obj.scrollBox1);
obj.rectangle10:setLeft(0);
obj.rectangle10:setTop(195);
obj.rectangle10:setWidth(310);
obj.rectangle10:setHeight(35);
obj.rectangle10:setColor("black");
obj.rectangle10:setStrokeColor("white");
obj.rectangle10:setStrokeSize(1);
obj.rectangle10:setName("rectangle10");
obj.label19 = gui.fromHandle(_obj_newObject("label"));
obj.label19:setParent(obj.rectangle10);
obj.label19:setLeft(10);
obj.label19:setTop(5);
obj.label19:setWidth(310);
obj.label19:setHeight(25);
obj.label19:setText("Carma");
obj.label19:setName("label19");
obj.comboBox2 = gui.fromHandle(_obj_newObject("comboBox"));
obj.comboBox2:setParent(obj.rectangle10);
obj.comboBox2:setLeft(65);
obj.comboBox2:setTop(5);
obj.comboBox2:setWidth(200);
obj.comboBox2:setHeight(25);
obj.comboBox2:setField("carma");
obj.comboBox2:setItems({'Divino 2','Divino 1','Humano','Demoníaco 1','Demoníaco 2'});
obj.comboBox2:setName("comboBox2");
obj.rectangle11 = gui.fromHandle(_obj_newObject("rectangle"));
obj.rectangle11:setParent(obj.scrollBox1);
obj.rectangle11:setLeft(0);
obj.rectangle11:setTop(235);
obj.rectangle11:setWidth(310);
obj.rectangle11:setHeight(85);
obj.rectangle11:setColor("black");
obj.rectangle11:setStrokeColor("white");
obj.rectangle11:setStrokeSize(1);
obj.rectangle11:setName("rectangle11");
obj.label20 = gui.fromHandle(_obj_newObject("label"));
obj.label20:setParent(obj.rectangle11);
obj.label20:setLeft(0);
obj.label20:setTop(5);
obj.label20:setWidth(310);
obj.label20:setHeight(25);
obj.label20:setHorzTextAlign("center");
obj.label20:setText("Bençãos e Sentinelas");
obj.label20:setName("label20");
obj.edit7 = gui.fromHandle(_obj_newObject("edit"));
obj.edit7:setParent(obj.rectangle11);
obj.edit7:setLeft(5);
obj.edit7:setTop(30);
obj.edit7:setWidth(300);
obj.edit7:setHeight(25);
obj.edit7:setField("bencao1");
obj.edit7:setName("edit7");
obj.edit8 = gui.fromHandle(_obj_newObject("edit"));
obj.edit8:setParent(obj.rectangle11);
obj.edit8:setLeft(5);
obj.edit8:setTop(55);
obj.edit8:setWidth(300);
obj.edit8:setHeight(25);
obj.edit8:setField("bencao2");
obj.edit8:setName("edit8");
obj.rectangle12 = gui.fromHandle(_obj_newObject("rectangle"));
obj.rectangle12:setParent(obj.scrollBox1);
obj.rectangle12:setLeft(0);
obj.rectangle12:setTop(325);
obj.rectangle12:setWidth(310);
obj.rectangle12:setHeight(355);
obj.rectangle12:setColor("black");
obj.rectangle12:setStrokeColor("white");
obj.rectangle12:setStrokeSize(1);
obj.rectangle12:setName("rectangle12");
obj.label21 = gui.fromHandle(_obj_newObject("label"));
obj.label21:setParent(obj.rectangle12);
obj.label21:setLeft(0);
obj.label21:setTop(5);
obj.label21:setWidth(310);
obj.label21:setHeight(20);
obj.label21:setHorzTextAlign("center");
obj.label21:setText("Resistência");
obj.label21:setName("label21");
obj.layout1 = gui.fromHandle(_obj_newObject("layout"));
obj.layout1:setParent(obj.rectangle12);
obj.layout1:setLeft(0);
obj.layout1:setTop(25);
obj.layout1:setWidth(155);
obj.layout1:setHeight(25);
obj.layout1:setName("layout1");
obj.label22 = gui.fromHandle(_obj_newObject("label"));
obj.label22:setParent(obj.layout1);
obj.label22:setLeft(0);
obj.label22:setTop(0);
obj.label22:setWidth(100);
obj.label22:setHeight(25);
obj.label22:setHorzTextAlign("center");
obj.label22:setText("Física");
obj.label22:setName("label22");
obj.edit9 = gui.fromHandle(_obj_newObject("edit"));
obj.edit9:setParent(obj.layout1);
obj.edit9:setLeft(100);
obj.edit9:setTop(0);
obj.edit9:setWidth(50);
obj.edit9:setHeight(25);
obj.edit9:setHorzTextAlign("center");
obj.edit9:setField("resistenciaFisica");
obj.edit9:setName("edit9");
obj.layout2 = gui.fromHandle(_obj_newObject("layout"));
obj.layout2:setParent(obj.rectangle12);
obj.layout2:setLeft(0);
obj.layout2:setTop(50);
obj.layout2:setWidth(155);
obj.layout2:setHeight(25);
obj.layout2:setName("layout2");
obj.label23 = gui.fromHandle(_obj_newObject("label"));
obj.label23:setParent(obj.layout2);
obj.label23:setLeft(0);
obj.label23:setTop(0);
obj.label23:setWidth(100);
obj.label23:setHeight(25);
obj.label23:setHorzTextAlign("center");
obj.label23:setText("Desaceleração");
obj.label23:setName("label23");
obj.edit10 = gui.fromHandle(_obj_newObject("edit"));
obj.edit10:setParent(obj.layout2);
obj.edit10:setLeft(100);
obj.edit10:setTop(0);
obj.edit10:setWidth(50);
obj.edit10:setHeight(25);
obj.edit10:setHorzTextAlign("center");
obj.edit10:setField("resistenciaDesaceleracao");
obj.edit10:setName("edit10");
obj.layout3 = gui.fromHandle(_obj_newObject("layout"));
obj.layout3:setParent(obj.rectangle12);
obj.layout3:setLeft(0);
obj.layout3:setTop(75);
obj.layout3:setWidth(155);
obj.layout3:setHeight(25);
obj.layout3:setName("layout3");
obj.label24 = gui.fromHandle(_obj_newObject("label"));
obj.label24:setParent(obj.layout3);
obj.label24:setLeft(0);
obj.label24:setTop(0);
obj.label24:setWidth(100);
obj.label24:setHeight(25);
obj.label24:setHorzTextAlign("center");
obj.label24:setText("Sangramento");
obj.label24:setName("label24");
obj.edit11 = gui.fromHandle(_obj_newObject("edit"));
obj.edit11:setParent(obj.layout3);
obj.edit11:setLeft(100);
obj.edit11:setTop(0);
obj.edit11:setWidth(50);
obj.edit11:setHeight(25);
obj.edit11:setHorzTextAlign("center");
obj.edit11:setField("resistenciaSangramento");
obj.edit11:setName("edit11");
obj.layout4 = gui.fromHandle(_obj_newObject("layout"));
obj.layout4:setParent(obj.rectangle12);
obj.layout4:setLeft(0);
obj.layout4:setTop(100);
obj.layout4:setWidth(155);
obj.layout4:setHeight(25);
obj.layout4:setName("layout4");
obj.label25 = gui.fromHandle(_obj_newObject("label"));
obj.label25:setParent(obj.layout4);
obj.label25:setLeft(0);
obj.label25:setTop(0);
obj.label25:setWidth(100);
obj.label25:setHeight(25);
obj.label25:setHorzTextAlign("center");
obj.label25:setText("Impelimento");
obj.label25:setName("label25");
obj.edit12 = gui.fromHandle(_obj_newObject("edit"));
obj.edit12:setParent(obj.layout4);
obj.edit12:setLeft(100);
obj.edit12:setTop(0);
obj.edit12:setWidth(50);
obj.edit12:setHeight(25);
obj.edit12:setHorzTextAlign("center");
obj.edit12:setField("resistenciaImpelimento");
obj.edit12:setName("edit12");
obj.layout5 = gui.fromHandle(_obj_newObject("layout"));
obj.layout5:setParent(obj.rectangle12);
obj.layout5:setLeft(0);
obj.layout5:setTop(125);
obj.layout5:setWidth(155);
obj.layout5:setHeight(25);
obj.layout5:setName("layout5");
obj.label26 = gui.fromHandle(_obj_newObject("label"));
obj.label26:setParent(obj.layout5);
obj.label26:setLeft(0);
obj.label26:setTop(0);
obj.label26:setWidth(100);
obj.label26:setHeight(25);
obj.label26:setHorzTextAlign("center");
obj.label26:setText("Imobilização");
obj.label26:setName("label26");
obj.edit13 = gui.fromHandle(_obj_newObject("edit"));
obj.edit13:setParent(obj.layout5);
obj.edit13:setLeft(100);
obj.edit13:setTop(0);
obj.edit13:setWidth(50);
obj.edit13:setHeight(25);
obj.edit13:setHorzTextAlign("center");
obj.edit13:setField("resistenciaImobilizacao");
obj.edit13:setName("edit13");
obj.layout6 = gui.fromHandle(_obj_newObject("layout"));
obj.layout6:setParent(obj.rectangle12);
obj.layout6:setLeft(0);
obj.layout6:setTop(150);
obj.layout6:setWidth(155);
obj.layout6:setHeight(25);
obj.layout6:setName("layout6");
obj.label27 = gui.fromHandle(_obj_newObject("label"));
obj.label27:setParent(obj.layout6);
obj.label27:setLeft(0);
obj.label27:setTop(0);
obj.label27:setWidth(100);
obj.label27:setHeight(25);
obj.label27:setHorzTextAlign("center");
obj.label27:setText("Fratura");
obj.label27:setName("label27");
obj.edit14 = gui.fromHandle(_obj_newObject("edit"));
obj.edit14:setParent(obj.layout6);
obj.edit14:setLeft(100);
obj.edit14:setTop(0);
obj.edit14:setWidth(50);
obj.edit14:setHeight(25);
obj.edit14:setHorzTextAlign("center");
obj.edit14:setField("resistenciaFratura");
obj.edit14:setName("edit14");
obj.layout7 = gui.fromHandle(_obj_newObject("layout"));
obj.layout7:setParent(obj.rectangle12);
obj.layout7:setLeft(0);
obj.layout7:setTop(175);
obj.layout7:setWidth(155);
obj.layout7:setHeight(25);
obj.layout7:setName("layout7");
obj.label28 = gui.fromHandle(_obj_newObject("label"));
obj.label28:setParent(obj.layout7);
obj.label28:setLeft(0);
obj.label28:setTop(0);
obj.label28:setWidth(100);
obj.label28:setHeight(25);
obj.label28:setHorzTextAlign("center");
obj.label28:setText("Fragilização");
obj.label28:setName("label28");
obj.edit15 = gui.fromHandle(_obj_newObject("edit"));
obj.edit15:setParent(obj.layout7);
obj.edit15:setLeft(100);
obj.edit15:setTop(0);
obj.edit15:setWidth(50);
obj.edit15:setHeight(25);
obj.edit15:setHorzTextAlign("center");
obj.edit15:setField("resistenciaFragilizacao");
obj.edit15:setName("edit15");
obj.layout8 = gui.fromHandle(_obj_newObject("layout"));
obj.layout8:setParent(obj.rectangle12);
obj.layout8:setLeft(155);
obj.layout8:setTop(25);
obj.layout8:setWidth(155);
obj.layout8:setHeight(25);
obj.layout8:setName("layout8");
obj.label29 = gui.fromHandle(_obj_newObject("label"));
obj.label29:setParent(obj.layout8);
obj.label29:setLeft(0);
obj.label29:setTop(0);
obj.label29:setWidth(100);
obj.label29:setHeight(25);
obj.label29:setHorzTextAlign("center");
obj.label29:setText("Paranormal");
obj.label29:setName("label29");
obj.edit16 = gui.fromHandle(_obj_newObject("edit"));
obj.edit16:setParent(obj.layout8);
obj.edit16:setLeft(100);
obj.edit16:setTop(0);
obj.edit16:setWidth(50);
obj.edit16:setHeight(25);
obj.edit16:setHorzTextAlign("center");
obj.edit16:setField("resistenciaParanormal");
obj.edit16:setName("edit16");
obj.layout9 = gui.fromHandle(_obj_newObject("layout"));
obj.layout9:setParent(obj.rectangle12);
obj.layout9:setLeft(155);
obj.layout9:setTop(50);
obj.layout9:setWidth(155);
obj.layout9:setHeight(25);
obj.layout9:setName("layout9");
obj.label30 = gui.fromHandle(_obj_newObject("label"));
obj.label30:setParent(obj.layout9);
obj.label30:setLeft(0);
obj.label30:setTop(0);
obj.label30:setWidth(100);
obj.label30:setHeight(25);
obj.label30:setHorzTextAlign("center");
obj.label30:setText("Envenenamento");
obj.label30:setName("label30");
obj.edit17 = gui.fromHandle(_obj_newObject("edit"));
obj.edit17:setParent(obj.layout9);
obj.edit17:setLeft(100);
obj.edit17:setTop(0);
obj.edit17:setWidth(50);
obj.edit17:setHeight(25);
obj.edit17:setHorzTextAlign("center");
obj.edit17:setField("resistenciaEnvenenamento");
obj.edit17:setName("edit17");
obj.layout10 = gui.fromHandle(_obj_newObject("layout"));
obj.layout10:setParent(obj.rectangle12);
obj.layout10:setLeft(155);
obj.layout10:setTop(75);
obj.layout10:setWidth(155);
obj.layout10:setHeight(25);
obj.layout10:setName("layout10");
obj.label31 = gui.fromHandle(_obj_newObject("label"));
obj.label31:setParent(obj.layout10);
obj.label31:setLeft(0);
obj.label31:setTop(0);
obj.label31:setWidth(100);
obj.label31:setHeight(25);
obj.label31:setHorzTextAlign("center");
obj.label31:setText("Incendiado");
obj.label31:setName("label31");
obj.edit18 = gui.fromHandle(_obj_newObject("edit"));
obj.edit18:setParent(obj.layout10);
obj.edit18:setLeft(100);
obj.edit18:setTop(0);
obj.edit18:setWidth(50);
obj.edit18:setHeight(25);
obj.edit18:setHorzTextAlign("center");
obj.edit18:setField("resistenciaIncendiado");
obj.edit18:setName("edit18");
obj.layout11 = gui.fromHandle(_obj_newObject("layout"));
obj.layout11:setParent(obj.rectangle12);
obj.layout11:setLeft(155);
obj.layout11:setTop(100);
obj.layout11:setWidth(155);
obj.layout11:setHeight(25);
obj.layout11:setName("layout11");
obj.label32 = gui.fromHandle(_obj_newObject("label"));
obj.label32:setParent(obj.layout11);
obj.label32:setLeft(0);
obj.label32:setTop(0);
obj.label32:setWidth(100);
obj.label32:setHeight(25);
obj.label32:setHorzTextAlign("center");
obj.label32:setText("Atordoamento");
obj.label32:setName("label32");
obj.edit19 = gui.fromHandle(_obj_newObject("edit"));
obj.edit19:setParent(obj.layout11);
obj.edit19:setLeft(100);
obj.edit19:setTop(0);
obj.edit19:setWidth(50);
obj.edit19:setHeight(25);
obj.edit19:setHorzTextAlign("center");
obj.edit19:setField("resistenciaAtordoamento");
obj.edit19:setName("edit19");
obj.layout12 = gui.fromHandle(_obj_newObject("layout"));
obj.layout12:setParent(obj.rectangle12);
obj.layout12:setLeft(155);
obj.layout12:setTop(125);
obj.layout12:setWidth(155);
obj.layout12:setHeight(25);
obj.layout12:setName("layout12");
obj.label33 = gui.fromHandle(_obj_newObject("label"));
obj.label33:setParent(obj.layout12);
obj.label33:setLeft(0);
obj.label33:setTop(0);
obj.label33:setWidth(100);
obj.label33:setHeight(25);
obj.label33:setHorzTextAlign("center");
obj.label33:setText("Paralisação");
obj.label33:setName("label33");
obj.edit20 = gui.fromHandle(_obj_newObject("edit"));
obj.edit20:setParent(obj.layout12);
obj.edit20:setLeft(100);
obj.edit20:setTop(0);
obj.edit20:setWidth(50);
obj.edit20:setHeight(25);
obj.edit20:setHorzTextAlign("center");
obj.edit20:setField("resistenciaParalisacao");
obj.edit20:setName("edit20");
obj.layout13 = gui.fromHandle(_obj_newObject("layout"));
obj.layout13:setParent(obj.rectangle12);
obj.layout13:setLeft(155);
obj.layout13:setTop(150);
obj.layout13:setWidth(155);
obj.layout13:setHeight(25);
obj.layout13:setName("layout13");
obj.label34 = gui.fromHandle(_obj_newObject("label"));
obj.label34:setParent(obj.layout13);
obj.label34:setLeft(0);
obj.label34:setTop(0);
obj.label34:setWidth(100);
obj.label34:setHeight(25);
obj.label34:setHorzTextAlign("center");
obj.label34:setText("Provocação");
obj.label34:setName("label34");
obj.edit21 = gui.fromHandle(_obj_newObject("edit"));
obj.edit21:setParent(obj.layout13);
obj.edit21:setLeft(100);
obj.edit21:setTop(0);
obj.edit21:setWidth(50);
obj.edit21:setHeight(25);
obj.edit21:setHorzTextAlign("center");
obj.edit21:setField("resistenciaProvocacao");
obj.edit21:setName("edit21");
obj.layout14 = gui.fromHandle(_obj_newObject("layout"));
obj.layout14:setParent(obj.rectangle12);
obj.layout14:setLeft(155);
obj.layout14:setTop(175);
obj.layout14:setWidth(155);
obj.layout14:setHeight(25);
obj.layout14:setName("layout14");
obj.label35 = gui.fromHandle(_obj_newObject("label"));
obj.label35:setParent(obj.layout14);
obj.label35:setLeft(0);
obj.label35:setTop(0);
obj.label35:setWidth(100);
obj.label35:setHeight(25);
obj.label35:setHorzTextAlign("center");
obj.label35:setText("Silenciado");
obj.label35:setName("label35");
obj.edit22 = gui.fromHandle(_obj_newObject("edit"));
obj.edit22:setParent(obj.layout14);
obj.edit22:setLeft(100);
obj.edit22:setTop(0);
obj.edit22:setWidth(50);
obj.edit22:setHeight(25);
obj.edit22:setHorzTextAlign("center");
obj.edit22:setField("resistenciaSilenciado");
obj.edit22:setName("edit22");
obj.label36 = gui.fromHandle(_obj_newObject("label"));
obj.label36:setParent(obj.rectangle12);
obj.label36:setLeft(0);
obj.label36:setTop(200);
obj.label36:setWidth(310);
obj.label36:setHeight(20);
obj.label36:setHorzTextAlign("center");
obj.label36:setText("Benefícios");
obj.label36:setName("label36");
obj.layout15 = gui.fromHandle(_obj_newObject("layout"));
obj.layout15:setParent(obj.rectangle12);
obj.layout15:setLeft(0);
obj.layout15:setTop(225);
obj.layout15:setWidth(155);
obj.layout15:setHeight(25);
obj.layout15:setName("layout15");
obj.label37 = gui.fromHandle(_obj_newObject("label"));
obj.label37:setParent(obj.layout15);
obj.label37:setLeft(0);
obj.label37:setTop(0);
obj.label37:setWidth(100);
obj.label37:setHeight(25);
obj.label37:setHorzTextAlign("center");
obj.label37:setText("Reg. de Vida");
obj.label37:setName("label37");
obj.edit23 = gui.fromHandle(_obj_newObject("edit"));
obj.edit23:setParent(obj.layout15);
obj.edit23:setLeft(100);
obj.edit23:setTop(0);
obj.edit23:setWidth(50);
obj.edit23:setHeight(25);
obj.edit23:setHorzTextAlign("center");
obj.edit23:setField("beneficioRegVida");
obj.edit23:setName("edit23");
obj.layout16 = gui.fromHandle(_obj_newObject("layout"));
obj.layout16:setParent(obj.rectangle12);
obj.layout16:setLeft(0);
obj.layout16:setTop(250);
obj.layout16:setWidth(155);
obj.layout16:setHeight(25);
obj.layout16:setName("layout16");
obj.label38 = gui.fromHandle(_obj_newObject("label"));
obj.label38:setParent(obj.layout16);
obj.label38:setLeft(0);
obj.label38:setTop(0);
obj.label38:setWidth(100);
obj.label38:setHeight(25);
obj.label38:setHorzTextAlign("center");
obj.label38:setText("Reg. de Fadiga");
obj.label38:setName("label38");
obj.edit24 = gui.fromHandle(_obj_newObject("edit"));
obj.edit24:setParent(obj.layout16);
obj.edit24:setLeft(100);
obj.edit24:setTop(0);
obj.edit24:setWidth(50);
obj.edit24:setHeight(25);
obj.edit24:setHorzTextAlign("center");
obj.edit24:setField("beneficioRegFadiga");
obj.edit24:setName("edit24");
obj.layout17 = gui.fromHandle(_obj_newObject("layout"));
obj.layout17:setParent(obj.rectangle12);
obj.layout17:setLeft(0);
obj.layout17:setTop(275);
obj.layout17:setWidth(155);
obj.layout17:setHeight(25);
obj.layout17:setName("layout17");
obj.label39 = gui.fromHandle(_obj_newObject("label"));
obj.label39:setParent(obj.layout17);
obj.label39:setLeft(0);
obj.label39:setTop(0);
obj.label39:setWidth(100);
obj.label39:setHeight(25);
obj.label39:setHorzTextAlign("center");
obj.label39:setText("Conjuração");
obj.label39:setName("label39");
obj.edit25 = gui.fromHandle(_obj_newObject("edit"));
obj.edit25:setParent(obj.layout17);
obj.edit25:setLeft(100);
obj.edit25:setTop(0);
obj.edit25:setWidth(50);
obj.edit25:setHeight(25);
obj.edit25:setHorzTextAlign("center");
obj.edit25:setField("beneficioConjuração");
obj.edit25:setName("edit25");
obj.layout18 = gui.fromHandle(_obj_newObject("layout"));
obj.layout18:setParent(obj.rectangle12);
obj.layout18:setLeft(155);
obj.layout18:setTop(225);
obj.layout18:setWidth(155);
obj.layout18:setHeight(25);
obj.layout18:setName("layout18");
obj.label40 = gui.fromHandle(_obj_newObject("label"));
obj.label40:setParent(obj.layout18);
obj.label40:setLeft(0);
obj.label40:setTop(0);
obj.label40:setWidth(100);
obj.label40:setHeight(25);
obj.label40:setHorzTextAlign("center");
obj.label40:setText("Ampliação");
obj.label40:setName("label40");
obj.edit26 = gui.fromHandle(_obj_newObject("edit"));
obj.edit26:setParent(obj.layout18);
obj.edit26:setLeft(100);
obj.edit26:setTop(0);
obj.edit26:setWidth(50);
obj.edit26:setHeight(25);
obj.edit26:setHorzTextAlign("center");
obj.edit26:setField("beneficioAmpliacao");
obj.edit26:setName("edit26");
obj.layout19 = gui.fromHandle(_obj_newObject("layout"));
obj.layout19:setParent(obj.rectangle12);
obj.layout19:setLeft(155);
obj.layout19:setTop(250);
obj.layout19:setWidth(155);
obj.layout19:setHeight(25);
obj.layout19:setName("layout19");
obj.label41 = gui.fromHandle(_obj_newObject("label"));
obj.label41:setParent(obj.layout19);
obj.label41:setLeft(0);
obj.label41:setTop(0);
obj.label41:setWidth(100);
obj.label41:setHeight(25);
obj.label41:setHorzTextAlign("center");
obj.label41:setText("Negação");
obj.label41:setName("label41");
obj.edit27 = gui.fromHandle(_obj_newObject("edit"));
obj.edit27:setParent(obj.layout19);
obj.edit27:setLeft(100);
obj.edit27:setTop(0);
obj.edit27:setWidth(50);
obj.edit27:setHeight(25);
obj.edit27:setHorzTextAlign("center");
obj.edit27:setField("beneficioNegacao");
obj.edit27:setName("edit27");
obj.layout20 = gui.fromHandle(_obj_newObject("layout"));
obj.layout20:setParent(obj.rectangle12);
obj.layout20:setLeft(155);
obj.layout20:setTop(275);
obj.layout20:setWidth(155);
obj.layout20:setHeight(25);
obj.layout20:setName("layout20");
obj.label42 = gui.fromHandle(_obj_newObject("label"));
obj.label42:setParent(obj.layout20);
obj.label42:setLeft(0);
obj.label42:setTop(0);
obj.label42:setWidth(100);
obj.label42:setHeight(25);
obj.label42:setHorzTextAlign("center");
obj.label42:setText("Esquiva");
obj.label42:setName("label42");
obj.edit28 = gui.fromHandle(_obj_newObject("edit"));
obj.edit28:setParent(obj.layout20);
obj.edit28:setLeft(100);
obj.edit28:setTop(0);
obj.edit28:setWidth(50);
obj.edit28:setHeight(25);
obj.edit28:setHorzTextAlign("center");
obj.edit28:setField("beneficioEsquiva");
obj.edit28:setName("edit28");
obj.label43 = gui.fromHandle(_obj_newObject("label"));
obj.label43:setParent(obj.rectangle12);
obj.label43:setLeft(0);
obj.label43:setTop(300);
obj.label43:setWidth(310);
obj.label43:setHeight(20);
obj.label43:setHorzTextAlign("center");
obj.label43:setText("Redutores");
obj.label43:setName("label43");
obj.layout21 = gui.fromHandle(_obj_newObject("layout"));
obj.layout21:setParent(obj.rectangle12);
obj.layout21:setLeft(5);
obj.layout21:setTop(325);
obj.layout21:setWidth(75);
obj.layout21:setHeight(25);
obj.layout21:setName("layout21");
obj.label44 = gui.fromHandle(_obj_newObject("label"));
obj.label44:setParent(obj.layout21);
obj.label44:setLeft(0);
obj.label44:setTop(0);
obj.label44:setWidth(50);
obj.label44:setHeight(25);
obj.label44:setHorzTextAlign("center");
obj.label44:setText("Físi.");
obj.label44:setName("label44");
obj.edit29 = gui.fromHandle(_obj_newObject("edit"));
obj.edit29:setParent(obj.layout21);
obj.edit29:setLeft(50);
obj.edit29:setTop(0);
obj.edit29:setWidth(25);
obj.edit29:setHeight(25);
obj.edit29:setHorzTextAlign("center");
obj.edit29:setField("redutorFisico");
obj.edit29:setName("edit29");
obj.layout22 = gui.fromHandle(_obj_newObject("layout"));
obj.layout22:setParent(obj.rectangle12);
obj.layout22:setLeft(80);
obj.layout22:setTop(325);
obj.layout22:setWidth(75);
obj.layout22:setHeight(25);
obj.layout22:setName("layout22");
obj.label45 = gui.fromHandle(_obj_newObject("label"));
obj.label45:setParent(obj.layout22);
obj.label45:setLeft(0);
obj.label45:setTop(0);
obj.label45:setWidth(50);
obj.label45:setHeight(25);
obj.label45:setHorzTextAlign("center");
obj.label45:setText("Para.");
obj.label45:setName("label45");
obj.edit30 = gui.fromHandle(_obj_newObject("edit"));
obj.edit30:setParent(obj.layout22);
obj.edit30:setLeft(50);
obj.edit30:setTop(0);
obj.edit30:setWidth(25);
obj.edit30:setHeight(25);
obj.edit30:setHorzTextAlign("center");
obj.edit30:setField("redutorParanormal");
obj.edit30:setName("edit30");
obj.layout23 = gui.fromHandle(_obj_newObject("layout"));
obj.layout23:setParent(obj.rectangle12);
obj.layout23:setLeft(155);
obj.layout23:setTop(325);
obj.layout23:setWidth(75);
obj.layout23:setHeight(25);
obj.layout23:setName("layout23");
obj.label46 = gui.fromHandle(_obj_newObject("label"));
obj.label46:setParent(obj.layout23);
obj.label46:setLeft(0);
obj.label46:setTop(0);
obj.label46:setWidth(50);
obj.label46:setHeight(25);
obj.label46:setHorzTextAlign("center");
obj.label46:setText("Corr.");
obj.label46:setName("label46");
obj.edit31 = gui.fromHandle(_obj_newObject("edit"));
obj.edit31:setParent(obj.layout23);
obj.edit31:setLeft(50);
obj.edit31:setTop(0);
obj.edit31:setWidth(25);
obj.edit31:setHeight(25);
obj.edit31:setHorzTextAlign("center");
obj.edit31:setField("redutorCorrosivo");
obj.edit31:setName("edit31");
obj.layout24 = gui.fromHandle(_obj_newObject("layout"));
obj.layout24:setParent(obj.rectangle12);
obj.layout24:setLeft(230);
obj.layout24:setTop(325);
obj.layout24:setWidth(75);
obj.layout24:setHeight(25);
obj.layout24:setName("layout24");
obj.label47 = gui.fromHandle(_obj_newObject("label"));
obj.label47:setParent(obj.layout24);
obj.label47:setLeft(0);
obj.label47:setTop(0);
obj.label47:setWidth(50);
obj.label47:setHeight(25);
obj.label47:setHorzTextAlign("center");
obj.label47:setText("Proj.");
obj.label47:setName("label47");
obj.edit32 = gui.fromHandle(_obj_newObject("edit"));
obj.edit32:setParent(obj.layout24);
obj.edit32:setLeft(50);
obj.edit32:setTop(0);
obj.edit32:setWidth(25);
obj.edit32:setHeight(25);
obj.edit32:setHorzTextAlign("center");
obj.edit32:setField("redutorProjetil");
obj.edit32:setName("edit32");
obj.rectangle13 = gui.fromHandle(_obj_newObject("rectangle"));
obj.rectangle13:setParent(obj.scrollBox1);
obj.rectangle13:setLeft(315);
obj.rectangle13:setTop(65);
obj.rectangle13:setWidth(285);
obj.rectangle13:setHeight(240);
obj.rectangle13:setColor("black");
obj.rectangle13:setStrokeColor("white");
obj.rectangle13:setStrokeSize(1);
obj.rectangle13:setName("rectangle13");
obj.label48 = gui.fromHandle(_obj_newObject("label"));
obj.label48:setParent(obj.rectangle13);
obj.label48:setLeft(0);
obj.label48:setTop(5);
obj.label48:setWidth(285);
obj.label48:setHeight(25);
obj.label48:setHorzTextAlign("center");
obj.label48:setText("Atributos");
obj.label48:setName("label48");
obj.label49 = gui.fromHandle(_obj_newObject("label"));
obj.label49:setParent(obj.rectangle13);
obj.label49:setLeft(75);
obj.label49:setTop(30);
obj.label49:setWidth(50);
obj.label49:setHeight(25);
obj.label49:setHorzTextAlign("center");
obj.label49:setText("Total");
obj.label49:setName("label49");
obj.label50 = gui.fromHandle(_obj_newObject("label"));
obj.label50:setParent(obj.rectangle13);
obj.label50:setLeft(125);
obj.label50:setTop(30);
obj.label50:setWidth(50);
obj.label50:setHeight(25);
obj.label50:setHorzTextAlign("center");
obj.label50:setText("Perícia");
obj.label50:setName("label50");
obj.label51 = gui.fromHandle(_obj_newObject("label"));
obj.label51:setParent(obj.rectangle13);
obj.label51:setLeft(175);
obj.label51:setTop(30);
obj.label51:setWidth(50);
obj.label51:setHeight(25);
obj.label51:setHorzTextAlign("center");
obj.label51:setText("Nível");
obj.label51:setName("label51");
obj.label52 = gui.fromHandle(_obj_newObject("label"));
obj.label52:setParent(obj.rectangle13);
obj.label52:setLeft(225);
obj.label52:setTop(30);
obj.label52:setWidth(50);
obj.label52:setHeight(25);
obj.label52:setHorzTextAlign("center");
obj.label52:setText("Adicional");
obj.label52:setFontSize(11);
obj.label52:setName("label52");
obj.label53 = gui.fromHandle(_obj_newObject("label"));
obj.label53:setParent(obj.rectangle13);
obj.label53:setLeft(0);
obj.label53:setTop(55);
obj.label53:setWidth(75);
obj.label53:setHeight(25);
obj.label53:setHorzTextAlign("center");
obj.label53:setText("Agilidade");
obj.label53:setFontSize(13);
obj.label53:setName("label53");
obj.rectangle14 = gui.fromHandle(_obj_newObject("rectangle"));
obj.rectangle14:setParent(obj.rectangle13);
obj.rectangle14:setLeft(75);
obj.rectangle14:setTop(55);
obj.rectangle14:setWidth(50);
obj.rectangle14:setHeight(25);
obj.rectangle14:setColor("black");
obj.rectangle14:setStrokeColor("white");
obj.rectangle14:setStrokeSize(1);
obj.rectangle14:setName("rectangle14");
obj.label54 = gui.fromHandle(_obj_newObject("label"));
obj.label54:setParent(obj.rectangle13);
obj.label54:setLeft(75);
obj.label54:setTop(55);
obj.label54:setWidth(50);
obj.label54:setHeight(25);
obj.label54:setHorzTextAlign("center");
obj.label54:setField("agilidade_total");
obj.label54:setName("label54");
obj.rectangle15 = gui.fromHandle(_obj_newObject("rectangle"));
obj.rectangle15:setParent(obj.rectangle13);
obj.rectangle15:setLeft(125);
obj.rectangle15:setTop(55);
obj.rectangle15:setWidth(50);
obj.rectangle15:setHeight(25);
obj.rectangle15:setColor("black");
obj.rectangle15:setStrokeColor("white");
obj.rectangle15:setStrokeSize(1);
obj.rectangle15:setName("rectangle15");
obj.label55 = gui.fromHandle(_obj_newObject("label"));
obj.label55:setParent(obj.rectangle13);
obj.label55:setLeft(125);
obj.label55:setTop(55);
obj.label55:setWidth(50);
obj.label55:setHeight(25);
obj.label55:setHorzTextAlign("center");
obj.label55:setField("agilidade_inicial");
obj.label55:setName("label55");
obj.edit33 = gui.fromHandle(_obj_newObject("edit"));
obj.edit33:setParent(obj.rectangle13);
obj.edit33:setLeft(175);
obj.edit33:setTop(55);
obj.edit33:setWidth(50);
obj.edit33:setHeight(25);
obj.edit33:setField("agilidade_nivel");
obj.edit33:setHorzTextAlign("center");
obj.edit33:setType("number");
obj.edit33:setName("edit33");
obj.edit34 = gui.fromHandle(_obj_newObject("edit"));
obj.edit34:setParent(obj.rectangle13);
obj.edit34:setLeft(225);
obj.edit34:setTop(55);
obj.edit34:setWidth(50);
obj.edit34:setHeight(25);
obj.edit34:setField("agilidade_outros");
obj.edit34:setHorzTextAlign("center");
obj.edit34:setType("number");
obj.edit34:setName("edit34");
obj.dataLink4 = gui.fromHandle(_obj_newObject("dataLink"));
obj.dataLink4:setParent(obj.rectangle13);
obj.dataLink4:setFields({'agilidade_inicial', 'agilidade_nivel', 'agilidade_outros'});
obj.dataLink4:setName("dataLink4");
obj.label56 = gui.fromHandle(_obj_newObject("label"));
obj.label56:setParent(obj.rectangle13);
obj.label56:setLeft(0);
obj.label56:setTop(80);
obj.label56:setWidth(75);
obj.label56:setHeight(25);
obj.label56:setHorzTextAlign("center");
obj.label56:setText("Corpo-a-Corpo");
obj.label56:setFontSize(10);
obj.label56:setName("label56");
obj.rectangle16 = gui.fromHandle(_obj_newObject("rectangle"));
obj.rectangle16:setParent(obj.rectangle13);
obj.rectangle16:setLeft(75);
obj.rectangle16:setTop(80);
obj.rectangle16:setWidth(50);
obj.rectangle16:setHeight(25);
obj.rectangle16:setColor("black");
obj.rectangle16:setStrokeColor("white");
obj.rectangle16:setStrokeSize(1);
obj.rectangle16:setName("rectangle16");
obj.label57 = gui.fromHandle(_obj_newObject("label"));
obj.label57:setParent(obj.rectangle13);
obj.label57:setLeft(75);
obj.label57:setTop(80);
obj.label57:setWidth(50);
obj.label57:setHeight(25);
obj.label57:setHorzTextAlign("center");
obj.label57:setField("cac_total");
obj.label57:setName("label57");
obj.rectangle17 = gui.fromHandle(_obj_newObject("rectangle"));
obj.rectangle17:setParent(obj.rectangle13);
obj.rectangle17:setLeft(125);
obj.rectangle17:setTop(80);
obj.rectangle17:setWidth(50);
obj.rectangle17:setHeight(25);
obj.rectangle17:setColor("black");
obj.rectangle17:setStrokeColor("white");
obj.rectangle17:setStrokeSize(1);
obj.rectangle17:setName("rectangle17");
obj.label58 = gui.fromHandle(_obj_newObject("label"));
obj.label58:setParent(obj.rectangle13);
obj.label58:setLeft(125);
obj.label58:setTop(80);
obj.label58:setWidth(50);
obj.label58:setHeight(25);
obj.label58:setHorzTextAlign("center");
obj.label58:setField("cac_inicial");
obj.label58:setName("label58");
obj.edit35 = gui.fromHandle(_obj_newObject("edit"));
obj.edit35:setParent(obj.rectangle13);
obj.edit35:setLeft(175);
obj.edit35:setTop(80);
obj.edit35:setWidth(50);
obj.edit35:setHeight(25);
obj.edit35:setField("cac_nivel");
obj.edit35:setHorzTextAlign("center");
obj.edit35:setType("number");
obj.edit35:setName("edit35");
obj.edit36 = gui.fromHandle(_obj_newObject("edit"));
obj.edit36:setParent(obj.rectangle13);
obj.edit36:setLeft(225);
obj.edit36:setTop(80);
obj.edit36:setWidth(50);
obj.edit36:setHeight(25);
obj.edit36:setField("cac_outros");
obj.edit36:setHorzTextAlign("center");
obj.edit36:setType("number");
obj.edit36:setName("edit36");
obj.dataLink5 = gui.fromHandle(_obj_newObject("dataLink"));
obj.dataLink5:setParent(obj.rectangle13);
obj.dataLink5:setFields({'cac_inicial', 'cac_nivel', 'cac_outros'});
obj.dataLink5:setName("dataLink5");
obj.label59 = gui.fromHandle(_obj_newObject("label"));
obj.label59:setParent(obj.rectangle13);
obj.label59:setLeft(0);
obj.label59:setTop(105);
obj.label59:setWidth(75);
obj.label59:setHeight(25);
obj.label59:setHorzTextAlign("center");
obj.label59:setText("Manuseio");
obj.label59:setFontSize(13);
obj.label59:setName("label59");
obj.rectangle18 = gui.fromHandle(_obj_newObject("rectangle"));
obj.rectangle18:setParent(obj.rectangle13);
obj.rectangle18:setLeft(75);
obj.rectangle18:setTop(105);
obj.rectangle18:setWidth(50);
obj.rectangle18:setHeight(25);
obj.rectangle18:setColor("black");
obj.rectangle18:setStrokeColor("white");
obj.rectangle18:setStrokeSize(1);
obj.rectangle18:setName("rectangle18");
obj.label60 = gui.fromHandle(_obj_newObject("label"));
obj.label60:setParent(obj.rectangle13);
obj.label60:setLeft(75);
obj.label60:setTop(105);
obj.label60:setWidth(50);
obj.label60:setHeight(25);
obj.label60:setHorzTextAlign("center");
obj.label60:setField("manuseio_total");
obj.label60:setName("label60");
obj.rectangle19 = gui.fromHandle(_obj_newObject("rectangle"));
obj.rectangle19:setParent(obj.rectangle13);
obj.rectangle19:setLeft(125);
obj.rectangle19:setTop(105);
obj.rectangle19:setWidth(50);
obj.rectangle19:setHeight(25);
obj.rectangle19:setColor("black");
obj.rectangle19:setStrokeColor("white");
obj.rectangle19:setStrokeSize(1);
obj.rectangle19:setName("rectangle19");
obj.label61 = gui.fromHandle(_obj_newObject("label"));
obj.label61:setParent(obj.rectangle13);
obj.label61:setLeft(125);
obj.label61:setTop(105);
obj.label61:setWidth(50);
obj.label61:setHeight(25);
obj.label61:setHorzTextAlign("center");
obj.label61:setField("manuseio_inicial");
obj.label61:setName("label61");
obj.edit37 = gui.fromHandle(_obj_newObject("edit"));
obj.edit37:setParent(obj.rectangle13);
obj.edit37:setLeft(175);
obj.edit37:setTop(105);
obj.edit37:setWidth(50);
obj.edit37:setHeight(25);
obj.edit37:setField("manuseio_nivel");
obj.edit37:setHorzTextAlign("center");
obj.edit37:setType("number");
obj.edit37:setName("edit37");
obj.edit38 = gui.fromHandle(_obj_newObject("edit"));
obj.edit38:setParent(obj.rectangle13);
obj.edit38:setLeft(225);
obj.edit38:setTop(105);
obj.edit38:setWidth(50);
obj.edit38:setHeight(25);
obj.edit38:setField("manuseio_outros");
obj.edit38:setHorzTextAlign("center");
obj.edit38:setType("number");
obj.edit38:setName("edit38");
obj.dataLink6 = gui.fromHandle(_obj_newObject("dataLink"));
obj.dataLink6:setParent(obj.rectangle13);
obj.dataLink6:setFields({'manuseio_inicial', 'manuseio_nivel', 'manuseio_outros'});
obj.dataLink6:setName("dataLink6");
obj.label62 = gui.fromHandle(_obj_newObject("label"));
obj.label62:setParent(obj.rectangle13);
obj.label62:setLeft(0);
obj.label62:setTop(130);
obj.label62:setWidth(75);
obj.label62:setHeight(25);
obj.label62:setHorzTextAlign("center");
obj.label62:setText("Pontaria");
obj.label62:setFontSize(13);
obj.label62:setName("label62");
obj.rectangle20 = gui.fromHandle(_obj_newObject("rectangle"));
obj.rectangle20:setParent(obj.rectangle13);
obj.rectangle20:setLeft(75);
obj.rectangle20:setTop(130);
obj.rectangle20:setWidth(50);
obj.rectangle20:setHeight(25);
obj.rectangle20:setColor("black");
obj.rectangle20:setStrokeColor("white");
obj.rectangle20:setStrokeSize(1);
obj.rectangle20:setName("rectangle20");
obj.label63 = gui.fromHandle(_obj_newObject("label"));
obj.label63:setParent(obj.rectangle13);
obj.label63:setLeft(75);
obj.label63:setTop(130);
obj.label63:setWidth(50);
obj.label63:setHeight(25);
obj.label63:setHorzTextAlign("center");
obj.label63:setField("pontaria_total");
obj.label63:setName("label63");
obj.rectangle21 = gui.fromHandle(_obj_newObject("rectangle"));
obj.rectangle21:setParent(obj.rectangle13);
obj.rectangle21:setLeft(125);
obj.rectangle21:setTop(130);
obj.rectangle21:setWidth(50);
obj.rectangle21:setHeight(25);
obj.rectangle21:setColor("black");
obj.rectangle21:setStrokeColor("white");
obj.rectangle21:setStrokeSize(1);
obj.rectangle21:setName("rectangle21");
obj.label64 = gui.fromHandle(_obj_newObject("label"));
obj.label64:setParent(obj.rectangle13);
obj.label64:setLeft(125);
obj.label64:setTop(130);
obj.label64:setWidth(50);
obj.label64:setHeight(25);
obj.label64:setHorzTextAlign("center");
obj.label64:setField("pontaria_inicial");
obj.label64:setName("label64");
obj.edit39 = gui.fromHandle(_obj_newObject("edit"));
obj.edit39:setParent(obj.rectangle13);
obj.edit39:setLeft(175);
obj.edit39:setTop(130);
obj.edit39:setWidth(50);
obj.edit39:setHeight(25);
obj.edit39:setField("pontaria_nivel");
obj.edit39:setHorzTextAlign("center");
obj.edit39:setType("number");
obj.edit39:setName("edit39");
obj.edit40 = gui.fromHandle(_obj_newObject("edit"));
obj.edit40:setParent(obj.rectangle13);
obj.edit40:setLeft(225);
obj.edit40:setTop(130);
obj.edit40:setWidth(50);
obj.edit40:setHeight(25);
obj.edit40:setField("pontaria_outros");
obj.edit40:setHorzTextAlign("center");
obj.edit40:setType("number");
obj.edit40:setName("edit40");
obj.dataLink7 = gui.fromHandle(_obj_newObject("dataLink"));
obj.dataLink7:setParent(obj.rectangle13);
obj.dataLink7:setFields({'pontaria_inicial', 'pontaria_nivel', 'pontaria_outros'});
obj.dataLink7:setName("dataLink7");
obj.label65 = gui.fromHandle(_obj_newObject("label"));
obj.label65:setParent(obj.rectangle13);
obj.label65:setLeft(0);
obj.label65:setTop(155);
obj.label65:setWidth(75);
obj.label65:setHeight(25);
obj.label65:setHorzTextAlign("center");
obj.label65:setText("Paranormalidade");
obj.label65:setFontSize(9);
obj.label65:setName("label65");
obj.rectangle22 = gui.fromHandle(_obj_newObject("rectangle"));
obj.rectangle22:setParent(obj.rectangle13);
obj.rectangle22:setLeft(75);
obj.rectangle22:setTop(155);
obj.rectangle22:setWidth(50);
obj.rectangle22:setHeight(25);
obj.rectangle22:setColor("black");
obj.rectangle22:setStrokeColor("white");
obj.rectangle22:setStrokeSize(1);
obj.rectangle22:setName("rectangle22");
obj.label66 = gui.fromHandle(_obj_newObject("label"));
obj.label66:setParent(obj.rectangle13);
obj.label66:setLeft(75);
obj.label66:setTop(155);
obj.label66:setWidth(50);
obj.label66:setHeight(25);
obj.label66:setHorzTextAlign("center");
obj.label66:setField("paranormalidade_total");
obj.label66:setName("label66");
obj.rectangle23 = gui.fromHandle(_obj_newObject("rectangle"));
obj.rectangle23:setParent(obj.rectangle13);
obj.rectangle23:setLeft(125);
obj.rectangle23:setTop(155);
obj.rectangle23:setWidth(50);
obj.rectangle23:setHeight(25);
obj.rectangle23:setColor("black");
obj.rectangle23:setStrokeColor("white");
obj.rectangle23:setStrokeSize(1);
obj.rectangle23:setName("rectangle23");
obj.label67 = gui.fromHandle(_obj_newObject("label"));
obj.label67:setParent(obj.rectangle13);
obj.label67:setLeft(125);
obj.label67:setTop(155);
obj.label67:setWidth(50);
obj.label67:setHeight(25);
obj.label67:setHorzTextAlign("center");
obj.label67:setField("paranormalidade_inicial");
obj.label67:setName("label67");
obj.edit41 = gui.fromHandle(_obj_newObject("edit"));
obj.edit41:setParent(obj.rectangle13);
obj.edit41:setLeft(175);
obj.edit41:setTop(155);
obj.edit41:setWidth(50);
obj.edit41:setHeight(25);
obj.edit41:setField("paranormalidade_nivel");
obj.edit41:setHorzTextAlign("center");
obj.edit41:setType("number");
obj.edit41:setName("edit41");
obj.edit42 = gui.fromHandle(_obj_newObject("edit"));
obj.edit42:setParent(obj.rectangle13);
obj.edit42:setLeft(225);
obj.edit42:setTop(155);
obj.edit42:setWidth(50);
obj.edit42:setHeight(25);
obj.edit42:setField("paranormalidade_outros");
obj.edit42:setHorzTextAlign("center");
obj.edit42:setType("number");
obj.edit42:setName("edit42");
obj.dataLink8 = gui.fromHandle(_obj_newObject("dataLink"));
obj.dataLink8:setParent(obj.rectangle13);
obj.dataLink8:setFields({'paranormalidade_inicial', 'paranormalidade_nivel', 'paranormalidade_outros'});
obj.dataLink8:setName("dataLink8");
obj.label68 = gui.fromHandle(_obj_newObject("label"));
obj.label68:setParent(obj.rectangle13);
obj.label68:setLeft(0);
obj.label68:setTop(180);
obj.label68:setWidth(75);
obj.label68:setHeight(25);
obj.label68:setHorzTextAlign("center");
obj.label68:setText("Sorte");
obj.label68:setFontSize(13);
obj.label68:setName("label68");
obj.rectangle24 = gui.fromHandle(_obj_newObject("rectangle"));
obj.rectangle24:setParent(obj.rectangle13);
obj.rectangle24:setLeft(75);
obj.rectangle24:setTop(180);
obj.rectangle24:setWidth(50);
obj.rectangle24:setHeight(25);
obj.rectangle24:setColor("black");
obj.rectangle24:setStrokeColor("white");
obj.rectangle24:setStrokeSize(1);
obj.rectangle24:setName("rectangle24");
obj.label69 = gui.fromHandle(_obj_newObject("label"));
obj.label69:setParent(obj.rectangle13);
obj.label69:setLeft(75);
obj.label69:setTop(180);
obj.label69:setWidth(50);
obj.label69:setHeight(25);
obj.label69:setHorzTextAlign("center");
obj.label69:setField("sorte_total");
obj.label69:setName("label69");
obj.rectangle25 = gui.fromHandle(_obj_newObject("rectangle"));
obj.rectangle25:setParent(obj.rectangle13);
obj.rectangle25:setLeft(125);
obj.rectangle25:setTop(180);
obj.rectangle25:setWidth(50);
obj.rectangle25:setHeight(25);
obj.rectangle25:setColor("black");
obj.rectangle25:setStrokeColor("white");
obj.rectangle25:setStrokeSize(1);
obj.rectangle25:setName("rectangle25");
obj.label70 = gui.fromHandle(_obj_newObject("label"));
obj.label70:setParent(obj.rectangle13);
obj.label70:setLeft(125);
obj.label70:setTop(180);
obj.label70:setWidth(50);
obj.label70:setHeight(25);
obj.label70:setHorzTextAlign("center");
obj.label70:setField("sorte_inicial");
obj.label70:setName("label70");
obj.edit43 = gui.fromHandle(_obj_newObject("edit"));
obj.edit43:setParent(obj.rectangle13);
obj.edit43:setLeft(175);
obj.edit43:setTop(180);
obj.edit43:setWidth(50);
obj.edit43:setHeight(25);
obj.edit43:setField("sorte_nivel");
obj.edit43:setHorzTextAlign("center");
obj.edit43:setType("number");
obj.edit43:setName("edit43");
obj.edit44 = gui.fromHandle(_obj_newObject("edit"));
obj.edit44:setParent(obj.rectangle13);
obj.edit44:setLeft(225);
obj.edit44:setTop(180);
obj.edit44:setWidth(50);
obj.edit44:setHeight(25);
obj.edit44:setField("sorte_outros");
obj.edit44:setHorzTextAlign("center");
obj.edit44:setType("number");
obj.edit44:setName("edit44");
obj.dataLink9 = gui.fromHandle(_obj_newObject("dataLink"));
obj.dataLink9:setParent(obj.rectangle13);
obj.dataLink9:setFields({'sorte_inicial', 'sorte_nivel', 'sorte_outros'});
obj.dataLink9:setName("dataLink9");
obj.rectangle26 = gui.fromHandle(_obj_newObject("rectangle"));
obj.rectangle26:setParent(obj.rectangle13);
obj.rectangle26:setLeft(15);
obj.rectangle26:setTop(210);
obj.rectangle26:setWidth(50);
obj.rectangle26:setHeight(25);
obj.rectangle26:setColor("black");
obj.rectangle26:setStrokeColor("white");
obj.rectangle26:setStrokeSize(1);
obj.rectangle26:setName("rectangle26");
obj.atr_max = gui.fromHandle(_obj_newObject("label"));
obj.atr_max:setParent(obj.rectangle13);
obj.atr_max:setLeft(15);
obj.atr_max:setTop(210);
obj.atr_max:setWidth(50);
obj.atr_max:setHeight(25);
obj.atr_max:setHorzTextAlign("center");
obj.atr_max:setField("atr_max");
obj.atr_max:setName("atr_max");
obj.rectangle27 = gui.fromHandle(_obj_newObject("rectangle"));
obj.rectangle27:setParent(obj.rectangle13);
obj.rectangle27:setLeft(75);
obj.rectangle27:setTop(210);
obj.rectangle27:setWidth(50);
obj.rectangle27:setHeight(25);
obj.rectangle27:setColor("black");
obj.rectangle27:setStrokeColor("white");
obj.rectangle27:setStrokeSize(1);
obj.rectangle27:setName("rectangle27");
obj.label71 = gui.fromHandle(_obj_newObject("label"));
obj.label71:setParent(obj.rectangle13);
obj.label71:setLeft(75);
obj.label71:setTop(210);
obj.label71:setWidth(50);
obj.label71:setHeight(25);
obj.label71:setHorzTextAlign("center");
obj.label71:setField("sum_total");
obj.label71:setName("label71");
obj.rectangle28 = gui.fromHandle(_obj_newObject("rectangle"));
obj.rectangle28:setParent(obj.rectangle13);
obj.rectangle28:setLeft(125);
obj.rectangle28:setTop(210);
obj.rectangle28:setWidth(50);
obj.rectangle28:setHeight(25);
obj.rectangle28:setColor("black");
obj.rectangle28:setStrokeColor("white");
obj.rectangle28:setStrokeSize(1);
obj.rectangle28:setName("rectangle28");
obj.label72 = gui.fromHandle(_obj_newObject("label"));
obj.label72:setParent(obj.rectangle13);
obj.label72:setLeft(125);
obj.label72:setTop(210);
obj.label72:setWidth(50);
obj.label72:setHeight(25);
obj.label72:setHorzTextAlign("center");
obj.label72:setField("sum_inicial");
obj.label72:setName("label72");
obj.rectangle29 = gui.fromHandle(_obj_newObject("rectangle"));
obj.rectangle29:setParent(obj.rectangle13);
obj.rectangle29:setLeft(175);
obj.rectangle29:setTop(210);
obj.rectangle29:setWidth(50);
obj.rectangle29:setHeight(25);
obj.rectangle29:setColor("black");
obj.rectangle29:setStrokeColor("white");
obj.rectangle29:setStrokeSize(1);
obj.rectangle29:setName("rectangle29");
obj.label73 = gui.fromHandle(_obj_newObject("label"));
obj.label73:setParent(obj.rectangle13);
obj.label73:setLeft(175);
obj.label73:setTop(210);
obj.label73:setWidth(50);
obj.label73:setHeight(25);
obj.label73:setHorzTextAlign("center");
obj.label73:setField("sum_nivel");
obj.label73:setName("label73");
obj.dataLink10 = gui.fromHandle(_obj_newObject("dataLink"));
obj.dataLink10:setParent(obj.rectangle13);
obj.dataLink10:setFields({'atr_max','sum_total'});
obj.dataLink10:setName("dataLink10");
obj.dataLink11 = gui.fromHandle(_obj_newObject("dataLink"));
obj.dataLink11:setParent(obj.rectangle13);
obj.dataLink11:setFields({'cac_total'});
obj.dataLink11:setName("dataLink11");
obj.dataLink12 = gui.fromHandle(_obj_newObject("dataLink"));
obj.dataLink12:setParent(obj.rectangle13);
obj.dataLink12:setFields({'paranormalidade_total'});
obj.dataLink12:setName("dataLink12");
obj.dataLink13 = gui.fromHandle(_obj_newObject("dataLink"));
obj.dataLink13:setParent(obj.rectangle13);
obj.dataLink13:setFields({'sum_inicial', 'sum_nivel'});
obj.dataLink13:setName("dataLink13");
obj.dataLink14 = gui.fromHandle(_obj_newObject("dataLink"));
obj.dataLink14:setParent(obj.rectangle13);
obj.dataLink14:setFields({'agilidade_inicial', 'cac_inicial', 'manuseio_inicial', 'pontaria_inicial', 'paranormalidade_inicial', 'sorte_inicial'});
obj.dataLink14:setName("dataLink14");
obj.dataLink15 = gui.fromHandle(_obj_newObject("dataLink"));
obj.dataLink15:setParent(obj.rectangle13);
obj.dataLink15:setFields({'agilidade_nivel', 'cac_nivel', 'manuseio_nivel', 'pontaria_nivel', 'paranormalidade_nivel', 'sorte_nivel'});
obj.dataLink15:setName("dataLink15");
obj.rectangle30 = gui.fromHandle(_obj_newObject("rectangle"));
obj.rectangle30:setParent(obj.scrollBox1);
obj.rectangle30:setLeft(315);
obj.rectangle30:setTop(310);
obj.rectangle30:setWidth(910);
obj.rectangle30:setHeight(370);
obj.rectangle30:setColor("black");
obj.rectangle30:setStrokeColor("white");
obj.rectangle30:setStrokeSize(1);
obj.rectangle30:setName("rectangle30");
obj.label74 = gui.fromHandle(_obj_newObject("label"));
obj.label74:setParent(obj.rectangle30);
obj.label74:setLeft(0);
obj.label74:setTop(5);
obj.label74:setWidth(460);
obj.label74:setHeight(25);
obj.label74:setHorzTextAlign("trailing");
obj.label74:setText("Habilidades");
obj.label74:setName("label74");
obj.label75 = gui.fromHandle(_obj_newObject("label"));
obj.label75:setParent(obj.rectangle30);
obj.label75:setLeft(0);
obj.label75:setTop(5);
obj.label75:setWidth(870);
obj.label75:setHeight(25);
obj.label75:setHorzTextAlign("trailing");
obj.label75:setText("Estágio");
obj.label75:setFontSize(11);
obj.label75:setName("label75");
obj.rectangle31 = gui.fromHandle(_obj_newObject("rectangle"));
obj.rectangle31:setParent(obj.rectangle30);
obj.rectangle31:setLeft(460);
obj.rectangle31:setTop(5);
obj.rectangle31:setWidth(50);
obj.rectangle31:setHeight(25);
obj.rectangle31:setColor("black");
obj.rectangle31:setStrokeColor("white");
obj.rectangle31:setStrokeSize(1);
obj.rectangle31:setName("rectangle31");
obj.label76 = gui.fromHandle(_obj_newObject("label"));
obj.label76:setParent(obj.rectangle30);
obj.label76:setLeft(460);
obj.label76:setTop(5);
obj.label76:setWidth(50);
obj.label76:setHeight(25);
obj.label76:setHorzTextAlign("center");
obj.label76:setField("habilidadesNivel");
obj.label76:setName("label76");
obj.rectangle32 = gui.fromHandle(_obj_newObject("rectangle"));
obj.rectangle32:setParent(obj.rectangle30);
obj.rectangle32:setLeft(510);
obj.rectangle32:setTop(5);
obj.rectangle32:setWidth(50);
obj.rectangle32:setHeight(25);
obj.rectangle32:setColor("black");
obj.rectangle32:setStrokeColor("white");
obj.rectangle32:setStrokeSize(1);
obj.rectangle32:setName("rectangle32");
obj.label77 = gui.fromHandle(_obj_newObject("label"));
obj.label77:setParent(obj.rectangle30);
obj.label77:setLeft(510);
obj.label77:setTop(5);
obj.label77:setWidth(50);
obj.label77:setHeight(25);
obj.label77:setHorzTextAlign("center");
obj.label77:setField("habilidadesDisponivel");
obj.label77:setName("label77");
obj.rclHabilidades = gui.fromHandle(_obj_newObject("recordList"));
obj.rclHabilidades:setParent(obj.rectangle30);
obj.rclHabilidades:setLeft(5);
obj.rclHabilidades:setTop(30);
obj.rclHabilidades:setWidth(900);
obj.rclHabilidades:setHeight(335);
obj.rclHabilidades:setName("rclHabilidades");
obj.rclHabilidades:setField("listaDeHabilidades");
obj.rclHabilidades:setTemplateForm("frmAbilities");
obj.rclHabilidades:setLayout("vertical");
obj.rclHabilidades:setMinQt(5);
obj.rectangle33 = gui.fromHandle(_obj_newObject("rectangle"));
obj.rectangle33:setParent(obj.scrollBox1);
obj.rectangle33:setLeft(605);
obj.rectangle33:setTop(0);
obj.rectangle33:setWidth(305);
obj.rectangle33:setHeight(305);
obj.rectangle33:setColor("black");
obj.rectangle33:setStrokeColor("white");
obj.rectangle33:setStrokeSize(1);
obj.rectangle33:setName("rectangle33");
obj.image1 = gui.fromHandle(_obj_newObject("image"));
obj.image1:setParent(obj.scrollBox1);
obj.image1:setLeft(606);
obj.image1:setTop(1);
obj.image1:setWidth(303);
obj.image1:setHeight(303);
obj.image1:setField("avatar");
obj.image1:setEditable(true);
obj.image1:setStyle("autoFit");
obj.image1:setName("image1");
obj.rectangle34 = gui.fromHandle(_obj_newObject("rectangle"));
obj.rectangle34:setParent(obj.scrollBox1);
obj.rectangle34:setLeft(915);
obj.rectangle34:setTop(0);
obj.rectangle34:setWidth(310);
obj.rectangle34:setHeight(195);
obj.rectangle34:setColor("black");
obj.rectangle34:setStrokeColor("white");
obj.rectangle34:setStrokeSize(1);
obj.rectangle34:setName("rectangle34");
obj.label78 = gui.fromHandle(_obj_newObject("label"));
obj.label78:setParent(obj.rectangle34);
obj.label78:setLeft(0);
obj.label78:setTop(5);
obj.label78:setWidth(310);
obj.label78:setHeight(25);
obj.label78:setHorzTextAlign("center");
obj.label78:setText("Ultimato");
obj.label78:setName("label78");
obj.textEditor1 = gui.fromHandle(_obj_newObject("textEditor"));
obj.textEditor1:setParent(obj.rectangle34);
obj.textEditor1:setLeft(5);
obj.textEditor1:setTop(30);
obj.textEditor1:setWidth(300);
obj.textEditor1:setHeight(160);
obj.textEditor1:setField("ultimato");
obj.textEditor1:setName("textEditor1");
obj.rectangle35 = gui.fromHandle(_obj_newObject("rectangle"));
obj.rectangle35:setParent(obj.scrollBox1);
obj.rectangle35:setLeft(915);
obj.rectangle35:setTop(200);
obj.rectangle35:setWidth(310);
obj.rectangle35:setHeight(105);
obj.rectangle35:setColor("black");
obj.rectangle35:setStrokeColor("white");
obj.rectangle35:setStrokeSize(1);
obj.rectangle35:setName("rectangle35");
obj.label79 = gui.fromHandle(_obj_newObject("label"));
obj.label79:setParent(obj.rectangle35);
obj.label79:setLeft(0);
obj.label79:setTop(5);
obj.label79:setWidth(310);
obj.label79:setHeight(25);
obj.label79:setHorzTextAlign("center");
obj.label79:setText("Privilégio");
obj.label79:setName("label79");
obj.textEditor2 = gui.fromHandle(_obj_newObject("textEditor"));
obj.textEditor2:setParent(obj.rectangle35);
obj.textEditor2:setLeft(5);
obj.textEditor2:setTop(30);
obj.textEditor2:setWidth(300);
obj.textEditor2:setHeight(70);
obj.textEditor2:setField("privilegio");
obj.textEditor2:setName("textEditor2");
obj._e_event0 = obj.edit2:addEventListener("onChange",
function (self)
if sheet==nil then return end;
local mod = (tonumber(sheet.experiencia) or 0);
local mod2 = 0;
local mod3 = 0;
while mod>=mod2 do
mod3 = mod3+1;
mod2 = mod2 + mod3*5;
end
sheet.nivel = mod3;
end, obj);
obj._e_event1 = obj.comboBox1:addEventListener("onChange",
function (self)
if sheet==nil then return end;
-- Alquimista
if sheet.aptidao == "1" then
sheet.agilidade_inicial = 1;
sheet.cac_inicial = 1;
sheet.manuseio_inicial = 4;
sheet.pontaria_inicial = 2;
sheet.paranormalidade_inicial = 2;
sheet.sorte_inicial = 3;
local habilidades = ndb.getChildNodes(sheet.listaDeHabilidades);
if habilidades[1].habilidade == nil then
habilidades[1].habilidade = [[Optimização (Passiva)
Estágio 1-3: Itens Consumíveis têm seus efeitos ampliados a cada Estágio desta Habilidade.
Estágio 2: Recebe mais do mesmo Item do tipo Consumível.
Estágio 3: Equipamentos concedem 20% a mais de Resistência.]]
end;
if habilidades[2].habilidade == nil then
habilidades[2].habilidade = [[Círculo de Alquimia (Instantânea)
Estágio 1: Cria uma área que concede Vigor ao Personagem sobre ela (1-6pt + 1pt p/ Rodada).
Estágio 2-3(+1): Copia a última Habilidade usada por um Aliado no Círculo (+ efeito).
Estágio 3(+1): Receber Dano no Círculo restitui parte da Fadiga gasta na Rodada (+ efeito).]]
end;
if habilidades[3].habilidade == nil then
habilidades[3].habilidade = [[As Três Etapas
Estágio 1: Mistura Itens Consumíveis para lhes dar novos efeitos (1pt).
Estágio 2: A mistura de Itens libera Dano Paranormal em área no processo (2pt).
Estágio 3: Fundir Itens iguais concede a versão Superior que pode ser guardado (1pt).]]
end;
if habilidades[4].habilidade == nil then
habilidades[4].habilidade = [[Colecionador (Passiva)
Estágio 1: Aprimora o estaque de Itens iguais.
Estágio 2: Recebe Itens extras de Drops.
Estágio 3: Melhora as chances no texte de Drop. ]]
end;
if habilidades[5].habilidade == nil then
habilidades[5].habilidade = [[Transmutação
Estágio 1-3: Modifica a Arma que empunha para outra do mesmo tipo (1pt p/ Rodada).
Estágio 2(+1): Pode usar Transmutação na Arma do Aliado no Círculo (+ efeito).
Estágio 3(+1): Usa mais Fadiga para conceder Aprimoramentos à Arma (xpt). ]]
end;
-- Arcanista
elseif sheet.aptidao=="2" then
sheet.agilidade_inicial = 1;
sheet.cac_inicial = 1;
sheet.manuseio_inicial = 2;
sheet.pontaria_inicial = 3;
sheet.paranormalidade_inicial = 4;
sheet.sorte_inicial = 2;
local habilidades = ndb.getChildNodes(sheet.listaDeHabilidades);
if habilidades[1].habilidade == nil then
habilidades[1].habilidade = [[6º Sentido (Passiva):
Estágio 1-3: Ganha 2 pontos de Fadiga máximos a cada Estágio desta Habilidade.
Estágio 2: Concede bônus de Conjuração.
Estágio 3: Habilidades do Arcanista causam Dano Paranormal aumentado.]]
end;
if habilidades[2].habilidade == nil then
habilidades[2].habilidade = [[Aura Protetora (Instantânea):
Estágio 1: Concede uma Aura a um Personagem que nega Dano recebido (1pt).
Estágio 2(+1): Cria mais Auras Protetoras na mesma Ação (máx. 3pt).
Estágio 3(+1): Aumenta a força das Aura Protetoras (+ efeito)(máx. 3pt p/ Aura).]]
end;
if habilidades[3].habilidade == nil then
habilidades[3].habilidade = [[Símbolo Arcano:
Estágio 1: Concede uma marca de energia Paranormal a um Personagem (1pt p/ estaque)(máx. 3pt).
Estágio 2(+1): A marca concede bônus de Conjuração e Ampliação ao portador (+ efeito).
Estágio 3(+1): A marca concede Imunidade ao portador (+ efeito).]]
end;
if habilidades[4].habilidade == nil then
habilidades[4].habilidade = [[Essência Paranormal (Passiva):
Estágio 1: Concede Amplificação.
Estágio 2: Concede Negação passiva além de causar Negação escalável a cada Habilidade no mesmo Inimigo.
Estágio 3: Concede Regeneração de Fadiga baseado no Nível do Personagem.]]
end;
if habilidades[5].habilidade == nil then
habilidades[5].habilidade = [[Conjuração Telecinética:
Estágio 1: Usa Telecinese para flutuar um Inimigo ou um objeto (1pt p/ Rodada).
Estágio 2(+1): Telecinese Paralisa Inimigos e causa Dano Paranormal (2pt p/ Inimigo).
Estágio 3(+2): Gastar mais Fadiga aumenta o Dano Paranormal da Telecinese (+ efeito)(máx. 3pt p/ Telecinese).]]
end;
-- Caçador
elseif sheet.aptidao=="3" then
sheet.agilidade_inicial = 3;
sheet.cac_inicial = 1;
sheet.manuseio_inicial = 2;
sheet.pontaria_inicial = 4;
sheet.paranormalidade_inicial = 1;
sheet.sorte_inicial = 2;
local habilidades = ndb.getChildNodes(sheet.listaDeHabilidades);
if habilidades[1].habilidade == nil then
habilidades[1].habilidade = [[Focus (Passiva)
Estágio 1: O Caçador tem passivamente 40% de resistência a Desaceleração e Imobilização.
Estágio 1-3: Concede aumento da chance de Esquiva a cada Estágio desta Habilidade.
Estágio 3: Concede passivamente Dano ampliado para lançamentos de Pontaria.]]
end;
if habilidades[2].habilidade == nil then
habilidades[2].habilidade = [[Armadilha
Estágio 1: Em modo Furtivo posiciona até duas Armadilhas em campo (1 Mat.).
Estágio 2-3(+1): Causa Atordoamento e Desaceleração em Inimigos que ativarem uma Armadilha (+ efeito).
Estágio 3(+1): Confecciona Armadilhas mais fortes usando mais Materiais (+ efeito)(máx. 3 Mat. p/ Armadilha).]]
end;
if habilidades[3].habilidade == nil then
habilidades[3].habilidade = [[Veterano na Caçada (Passiva)
Estágio 1: Materiais para Armadilha não consomem espaço no Inventário.
Estágio 1-3: A cada Estágio melhora a técnica de Arrombamento.
Estágio 3: Amplifica os efeitos do modo Furtivo.]]
end;
if habilidades[4].habilidade == nil then
habilidades[4].habilidade = [[Furtividade (Instantânea)
Estágio 1: Entra em modo Furtivo se não for alvo de ataques (1pt p/ Rodada).
Estágio 2(+1): Entrar em modo Furtivo não consome a Ação (+ efeito).
Estágio 3(+1): Entrar em modo Furtivo retira Desaceleração, Paralização, Imobilização e Atordoamento (+ efeito)(2pt).]]
end;
if habilidades[5].habilidade == nil then
habilidades[5].habilidade = [[Letalidade Silenciosa
Estágio 1: Em modo Furtivo utiliza um ataque de Dano Físico elevado se estiver atrás do Inimigo (2pt).
Estágio 2(+1): Se esta Habilidade derrotar o Inimigo seu custo de Fadiga é restituído (+ efeito)
Estágio 3(+1): Se esta Habilidade derrotar o Inimigo Caçador não sai do modo Furtivo (+ efeito).]]
end;
-- Cavaleiro
elseif sheet.aptidao=="4" then
sheet.agilidade_inicial = 3;
sheet.cac_inicial = 4;
sheet.manuseio_inicial = 1;
sheet.pontaria_inicial = 2;
sheet.paranormalidade_inicial = 1;
sheet.sorte_inicial = 2;
local habilidades = ndb.getChildNodes(sheet.listaDeHabilidades);
if habilidades[1].habilidade == nil then
habilidades[1].habilidade = [[Constituição (Passiva)
Estágio 1: É Imune à Paralisação, Impelimento e Atordoamento proveniente de ataques Físicos.
Estágio 1-3: Concede aumento de Resistência Física a cada Estágio desta Habilidade.
Estágio 3: Concede passivamente Dano ampliado para lançamentos de Corpo-a-Corpo.]]
end;
if habilidades[2].habilidade == nil then
habilidades[2].habilidade = [[Brado de Glória
Estágio 1: Provoca Inimigos Físicos em campo e recebe redução de Dano Físico (2pt).
Estágio 2(+1): Concede Vigor de Corpo-a-Corpo contra Inimigos Provocados (+ efeito).
Estágio 3(+1): Enquanto houver Inimigos Provocados pelo Brado de Glória, concede Amplificação (+ efeito).]]
end;
if habilidades[3].habilidade == nil then
habilidades[3].habilidade = [[Força Destrutiva
Estágio 1: Aplica um golpe com Dano Físico elevado (1pt).
Estágio 2(+1): Pode concentrar mais Dano em Força Destrutiva (+ efeito)(máx. 3pt).
Estágio 3(+1): Esta Habilidade causa Paralisação e Fratura ao alvo (+ efeito).]]
end;
if habilidades[4].habilidade == nil then
habilidades[4].habilidade = [[Mestre da Batalha (Passiva)
Estágio 1: Concede Regeneração de Vida baseado no Nível do Personagem.
Estágio 2: Crítico de Corpo-a-Corpo causa ainda mais Dano Físico.
Estágio 3: Cavaleiro não pode perder mais de 30% da sua Vida máxima em uma Rodada. ]]
end;
if habilidades[5].habilidade == nil then
habilidades[5].habilidade = [[Defesa Inabalável (Instantânea)
Estágio 1: Concede um teste que reduz muito o Dano Físico recebido (1pt).
Estágio 2: Defesa não consome a Ação. (+ efeito).
Estágio 3: Concede Contra-Ataque após a Defesa. (+efeito).]]
end;
-- Monge
elseif sheet.aptidao=="5" then
sheet.agilidade_inicial = 4;
sheet.cac_inicial = 3;
sheet.manuseio_inicial = 2;
sheet.pontaria_inicial = 1;
sheet.paranormalidade_inicial = 2;
sheet.sorte_inicial = 1;
local habilidades = ndb.getChildNodes(sheet.listaDeHabilidades);
if habilidades[1].habilidade == nil then
habilidades[1].habilidade = [[Taijutsu (Passiva)
Estágio 1: Pode atacar sem usar Armas (2 de Dano Físico)(sem Dano Crítico).
Estágio 1-3: Aumenta a chance de Crítico para o lançamento de CaC a cada Estágio desta Habilidade.
Estágio 3: Consome menos Ação para dar Bloqueio.]]
end;
if habilidades[2].habilidade == nil then
habilidades[2].habilidade = [[O Estilo Secreto
Estágio 1: Acerto Crítico de Taijutsu concede chance de usar Taijutsu novamente (1pt).
Estágio 2-3(+1): O número de repetições desta Habilidade é o mesmo de seu Estágio (1pt p/ repetição).
Estágio 3: Acerto Crítico da Palma do Dragão e do Estilo do Leopardo ativam o Estilo Secreto (+efeito). ]]
end;
if habilidades[3].habilidade == nil then
habilidades[3].habilidade = [[Chacra (Passiva)
Estágio 1: Ataques do Monge causam Impelimento escalável a cada golpe no mesmo Inimigo.
Estágio 2: Concede Taijutsu Sacerdotal (Paranormalidade também ativa o Estilo Secreto).
Estágio 3: Causar três vezes Dano a um Inimigo, na mesma Rodada, o deixa Silenciado. ]]
end;
if habilidades[4].habilidade == nil then
habilidades[4].habilidade = [[A Palma do Dragão (Instantânea)
Estágio 1: Causa todo Dano Físico recebido na Rodada em Dano a um Inimigo + Dano do Taijutsu (2pt).
Estágio 2(+1): Palma do Dragão como Contra-Ataque não consome a Ação (+ efeito).
Estágio 3(+1): Reverte Status Anormais recebidos no ataque Inimigo (+efeito). ]]
end;
if habilidades[5].habilidade == nil then
habilidades[5].habilidade = [[O Estilo do Leopardo
Estágio 1: Ataca dois Inimigos com o Dano do Taijutsu (1pt).
Estágio 2(+1): Pode encadear mais Inimigos , porém, o lançamento fica mais difícil a cada golpe (1pt p/ repetição).
Estágio 3(+1): Depois de atacar três Inimigos pode atacar novamente o primeiro o deixando Fragilizado (+ efeito). ]]
end;
-- Necromante
elseif sheet.aptidao=="6" then
sheet.agilidade_inicial = 1;
sheet.cac_inicial = 1;
sheet.manuseio_inicial = 2;
sheet.pontaria_inicial = 3;
sheet.paranormalidade_inicial = 4;
sheet.sorte_inicial = 2;
local habilidades = ndb.getChildNodes(sheet.listaDeHabilidades);
if habilidades[1].habilidade == nil then
habilidades[1].habilidade = [[Profanador Sanguinolento (Passiva)
Estágio 1: Ataques e Habilidades do Necromante causam Dano do tipo Corrosivo, caso queira.
Estágio 1-3: Concede 10% de resistência a Status Anormais a cada Estágio desta Habilidade.
Estágio 3: Inimigos com Sangramento e Envenenamento recebem Dano ampliado do Necromante. ]]
end;
if habilidades[2].habilidade == nil then
habilidades[2].habilidade = [[Reanimação
Estágio 1: Reanima um Inimigo Inconsciente ao seu favor na Batalha (x pontos de Vida + 1 ponto de Vida p/ Rodada).
Estágio 2(+1): Ordena o Inimigo reanimado a utilizar uma Habilidade sua, porém, ele morre em seguida (1-3pt).
Estágio 3(+1): Reanima mais Inimigos Inconscientes em campo (+ efeito)(x pontos de Vida p/ Inimigo).]]
end;
if habilidades[3].habilidade == nil then
habilidades[3].habilidade = [[Exército de Almas (Instantânea)
Estágio 1: Invoca a alma dos Inimigos Inconscientes no campo para atacar adversários ou defender a si e Aliados (2pt).
Estágio 2(+1): Dependendo da quantidade de almas atacantes causa Status Anormais variados aos alvos (+ efeito)
Estágio 3(+1): Exército de Almas não consome a Ação (+ efeito).]]
end;
if habilidades[4].habilidade == nil then
habilidades[4].habilidade = [[Hemodominus
Estágio 1: Absorve parte da Vida de um Inimigo do tipo Físico em campo (1pt).
Estágio 2: Inimigos atingidos pelo Hemodominus recebem Sangramento (+efeito).
Estágio 3: Pode aumentar a quantidade de absorção de Vida (máx. 3pt).]]
end;
if habilidades[5].habilidade == nil then
habilidades[5].habilidade = [[Senhor da Morte (Passiva)
Estágio 1: Concede Negação baseada no Nível do Personagem.
Estágio 2: Concede aumento dos efeitos causados pelos Status Anormais aplicados pelas Habilidades do Necromante.
Estágio 3: Concede Regeneração de Vida e Fadiga (não regenera caso esteja usando "Reanimação").]]
end;
-- Xamã
elseif sheet.aptidao=="7" then
sheet.agilidade_inicial = 2;
sheet.cac_inicial = 3;
sheet.manuseio_inicial = 2;
sheet.pontaria_inicial = 2;
sheet.paranormalidade_inicial = 3;
sheet.sorte_inicial = 1;
local habilidades = ndb.getChildNodes(sheet.listaDeHabilidades);
if habilidades[1].habilidade == nil then
habilidades[1].habilidade = [[Tatuagem Rúnica (Passiva)
Estágio 1: Pode usar todos os pontos do Atributo nos testes de Resistência.
Estágio 2: Sobre efeito de Status Anormais Xamã ganha redução de Dano aumentado.
Estágio 1-3: Ganha 3 pontos de Vida máximos a cada Estágio desta Habilidade.
]]end;
if habilidades[2].habilidade == nil then
habilidades[2].habilidade = [[Oração Ancestral (Instantânea)
Estágio 1: Concede Vigor a Aliados, mas Xamã fica Atordoado (xpt + 1pt p/ Rodada).
Estágio 2(+1): Aliados com Vigor desta Habilidade recebem redução de Dano aumentado (+ efeito).
Estágio 3(+1): Aliados com Vigor desta Habilidade recebem Resistência a Status Anormais aumentado (+ efeito).]]
end;
if habilidades[3].habilidade == nil then
habilidades[3].habilidade = [[O Voo Sagrado do Condor
Estágio 1: Colide contra um Inimigo o Paralisando e Provocando os demais (1pt).
Estágio 2(+1): Inimigos Provocados ficam Atordoados para ataques sobre o Xamã (+ efeito).
Estágio 3(+1): O Inimigo colidido pelo Xamã perde Tenacidade, Aceleração e recebe Desaceleração (+ efeito).]]
end;
if habilidades[4].habilidade == nil then
habilidades[4].habilidade = [[O Chamado dos Espíritos (Passiva)
Estágio 1: Inimigos derrotados com ajuda de Oração Ancestral curam um pouco da Vida do Xamã.
Estágio 2: Curas excedentes desta Habilidade curam Aliados ao invés do Xamã.
Estágio 3: A cura desta Habilidade remove Status Anormais.]]
end;
if habilidades[5].habilidade == nil then
habilidades[5].habilidade = [[Chama Violeta
Estágio 1: Cura um pouco da Vida de um Aliado (1pt).
Estágio 2(+1): Aumenta a quantidade de Cura ou a quantidade de Aliados curados (máx. 3pt).
Estágio 3(+1): Chama Violeta concede Ampliação (+ efeito).]]
end;
end;
end, obj);
obj._e_event2 = obj.edit3:addEventListener("onChange",
function (self)
if sheet==nil then return end;
local mod = (tonumber(sheet.progresso) or 0);
local mod2 = 0;
local mod3 = 0;
while mod>=mod2 do
mod3 = mod3+1;
mod2 = mod2 + mod3*5;
end
sheet.rank = mod3;
end, obj);
obj._e_event3 = obj.dataLink1:addEventListener("onChange",
function (self, field, oldValue, newValue)
if sheet==nil then return end;
local nivel = (tonumber(sheet.nivel) or 0);
sheet.vidaBase = 5 + (nivel * 3);
sheet.fadigaBase = 1 + (nivel * 2);
sheet.atr_max = 64 + (nivel * 3);
sheet.habilidadesDisponivel = math.min((nivel * 2) + 1, 15);
end, obj);
obj._e_event4 = obj.dataLink2:addEventListener("onChange",
function (self, field, oldValue, newValue)
if sheet==nil then return end;
local vida = (tonumber(sheet.vidaBase) or 0) +
(tonumber(sheet.vidaCompensacao) or 0);
sheet.vidaAtual = vida;
end, obj);
obj._e_event5 = obj.dataLink3:addEventListener("onChange",
function (self, field, oldValue, newValue)
if sheet==nil then return end;
local fadiga = (tonumber(sheet.fadigaBase) or 0) +
(tonumber(sheet.fadigaCompensacao) or 0);
sheet.fadigaAtual = fadiga;
end, obj);
obj._e_event6 = obj.dataLink4:addEventListener("onChange",
function (self, field, oldValue, newValue)
if sheet==nil then return end;
local total = (tonumber(sheet.agilidade_inicial) or 0) +
(tonumber(sheet.agilidade_nivel) or 0) +
(tonumber(sheet.agilidade_outros) or 0);
sheet.agilidade_total = total;
end, obj);
obj._e_event7 = obj.dataLink5:addEventListener("onChange",
function (self, field, oldValue, newValue)
if sheet==nil then return end;
local total = (tonumber(sheet.cac_inicial) or 0) +
(tonumber(sheet.cac_nivel) or 0) +
(tonumber(sheet.cac_outros) or 0);
sheet.cac_total = total;
end, obj);
obj._e_event8 = obj.dataLink6:addEventListener("onChange",
function (self, field, oldValue, newValue)
if sheet==nil then return end;
local total = (tonumber(sheet.manuseio_inicial) or 0) +
(tonumber(sheet.manuseio_nivel) or 0) +
(tonumber(sheet.manuseio_outros) or 0);
sheet.manuseio_total = total;
end, obj);
obj._e_event9 = obj.dataLink7:addEventListener("onChange",
function (self, field, oldValue, newValue)
if sheet==nil then return end;
local total = (tonumber(sheet.pontaria_inicial) or 0) +
(tonumber(sheet.pontaria_nivel) or 0) +
(tonumber(sheet.pontaria_outros) or 0);
sheet.pontaria_total = total;
end, obj);
obj._e_event10 = obj.dataLink8:addEventListener("onChange",
function (self, field, oldValue, newValue)
if sheet==nil then return end;
local total = (tonumber(sheet.paranormalidade_inicial) or 0) +
(tonumber(sheet.paranormalidade_nivel) or 0) +
(tonumber(sheet.paranormalidade_outros) or 0);
sheet.paranormalidade_total = total;
end, obj);
obj._e_event11 = obj.dataLink9:addEventListener("onChange",
function (self, field, oldValue, newValue)
if sheet==nil then return end;
local total = (tonumber(sheet.sorte_inicial) or 0) +
(tonumber(sheet.sorte_nivel) or 0) +
(tonumber(sheet.sorte_outros) or 0);
sheet.sorte_total = total;
end, obj);
obj._e_event12 = obj.dataLink10:addEventListener("onChange",
function (self, field, oldValue, newValue)
if sheet==nil then return end;
local max = tonumber(sheet.atr_max) or 0;
local gastos = tonumber(sheet.sum_total) or 0;
if max > gastos then
self.atr_max.fontColor = "#00FF00";
elseif max < gastos then
self.atr_max.fontColor = "#FF0000";
else
self.atr_max.fontColor = "#FFFFFF";
end;
end, obj);
obj._e_event13 = obj.dataLink11:addEventListener("onChange",
function (self, field, oldValue, newValue)
if sheet==nil then return end;
local res = (tonumber(sheet.cac_total) or 0);
res = math.floor(res/2);
end, obj);
obj._e_event14 = obj.dataLink12:addEventListener("onChange",
function (self, field, oldValue, newValue)
if sheet==nil then return end;
local res = (tonumber(sheet.paranormalidade_total) or 0);
res = math.floor(res/2);
end, obj);
obj._e_event15 = obj.dataLink13:addEventListener("onChange",
function (self, field, oldValue, newValue)
if sheet==nil then return end;
local sum = (tonumber(sheet.sum_inicial) or 0) +
(tonumber(sheet.sum_nivel) or 0);
sheet.sum_total = sum;
end, obj);
obj._e_event16 = obj.dataLink14:addEventListener("onChange",
function (self, field, oldValue, newValue)
if sheet==nil then return end;
local sum = (tonumber(sheet.agilidade_inicial) or 0) +
(tonumber(sheet.cac_inicial) or 0) +
(tonumber(sheet.manuseio_inicial) or 0) +
(tonumber(sheet.pontaria_inicial) or 0) +
(tonumber(sheet.paranormalidade_inicial) or 0) +
(tonumber(sheet.sorte_inicial) or 0);
sheet.sum_inicial = sum;
end, obj);
obj._e_event17 = obj.dataLink15:addEventListener("onChange",
function (self, field, oldValue, newValue)
if sheet==nil then return end;
local sum = (tonumber(sheet.agilidade_nivel) or 0) +
(tonumber(sheet.cac_nivel) or 0) +
(tonumber(sheet.manuseio_nivel) or 0) +
(tonumber(sheet.pontaria_nivel) or 0) +
(tonumber(sheet.paranormalidade_nivel) or 0) +
(tonumber(sheet.sorte_nivel) or 0);
sheet.sum_nivel = sum;
end, obj);
obj._e_event18 = obj.rclHabilidades:addEventListener("onEndEnumeration",
function (self)
if sheet== nil then return end;
local objetos = ndb.getChildNodes(sheet.listaDeHabilidades);
if objetos[1].nivel == nil then
objetos[1].nivel = 1;
end;
end, obj);
obj._e_event19 = obj.image1:addEventListener("onStartDrag",
function (self, drag, x, y)
drag:addData("imageURL", sheet.avatar);
end, obj);
function obj:_releaseEvents()
__o_rrpgObjs.removeEventListenerById(self._e_event19);
__o_rrpgObjs.removeEventListenerById(self._e_event18);
__o_rrpgObjs.removeEventListenerById(self._e_event17);
__o_rrpgObjs.removeEventListenerById(self._e_event16);
__o_rrpgObjs.removeEventListenerById(self._e_event15);
__o_rrpgObjs.removeEventListenerById(self._e_event14);
__o_rrpgObjs.removeEventListenerById(self._e_event13);
__o_rrpgObjs.removeEventListenerById(self._e_event12);
__o_rrpgObjs.removeEventListenerById(self._e_event11);
__o_rrpgObjs.removeEventListenerById(self._e_event10);
__o_rrpgObjs.removeEventListenerById(self._e_event9);
__o_rrpgObjs.removeEventListenerById(self._e_event8);
__o_rrpgObjs.removeEventListenerById(self._e_event7);
__o_rrpgObjs.removeEventListenerById(self._e_event6);
__o_rrpgObjs.removeEventListenerById(self._e_event5);
__o_rrpgObjs.removeEventListenerById(self._e_event4);
__o_rrpgObjs.removeEventListenerById(self._e_event3);
__o_rrpgObjs.removeEventListenerById(self._e_event2);
__o_rrpgObjs.removeEventListenerById(self._e_event1);
__o_rrpgObjs.removeEventListenerById(self._e_event0);
end;
obj._oldLFMDestroy = obj.destroy;
function obj:destroy()
self:_releaseEvents();
if (self.handle ~= 0) and (self.setNodeDatabase ~= nil) then
self:setNodeDatabase(nil);
end;
if self.edit20 ~= nil then self.edit20:destroy(); self.edit20 = nil; end;
if self.rectangle34 ~= nil then self.rectangle34:destroy(); self.rectangle34 = nil; end;
if self.label14 ~= nil then self.label14:destroy(); self.label14 = nil; end;
if self.layout15 ~= nil then self.layout15:destroy(); self.layout15 = nil; end;
if self.edit41 ~= nil then self.edit41:destroy(); self.edit41 = nil; end;
if self.layout10 ~= nil then self.layout10:destroy(); self.layout10 = nil; end;
if self.edit36 ~= nil then self.edit36:destroy(); self.edit36 = nil; end;
if self.edit9 ~= nil then self.edit9:destroy(); self.edit9 = nil; end;
if self.label40 ~= nil then self.label40:destroy(); self.label40 = nil; end;
if self.label43 ~= nil then self.label43:destroy(); self.label43 = nil; end;
if self.edit33 ~= nil then self.edit33:destroy(); self.edit33 = nil; end;
if self.dataLink4 ~= nil then self.dataLink4:destroy(); self.dataLink4 = nil; end;
if self.edit29 ~= nil then self.edit29:destroy(); self.edit29 = nil; end;
if self.label77 ~= nil then self.label77:destroy(); self.label77 = nil; end;
if self.rectangle35 ~= nil then self.rectangle35:destroy(); self.rectangle35 = nil; end;
if self.layout17 ~= nil then self.layout17:destroy(); self.layout17 = nil; end;
if self.edit28 ~= nil then self.edit28:destroy(); self.edit28 = nil; end;
if self.label45 ~= nil then self.label45:destroy(); self.label45 = nil; end;
if self.label57 ~= nil then self.label57:destroy(); self.label57 = nil; end;
if self.label71 ~= nil then self.label71:destroy(); self.label71 = nil; end;
if self.rectangle16 ~= nil then self.rectangle16:destroy(); self.rectangle16 = nil; end;
if self.label75 ~= nil then self.label75:destroy(); self.label75 = nil; end;
if self.label63 ~= nil then self.label63:destroy(); self.label63 = nil; end;
if self.label22 ~= nil then self.label22:destroy(); self.label22 = nil; end;
if self.layout24 ~= nil then self.layout24:destroy(); self.layout24 = nil; end;
if self.label70 ~= nil then self.label70:destroy(); self.label70 = nil; end;
if self.layout13 ~= nil then self.layout13:destroy(); self.layout13 = nil; end;
if self.label35 ~= nil then self.label35:destroy(); self.label35 = nil; end;
if self.label13 ~= nil then self.label13:destroy(); self.label13 = nil; end;
if self.layout8 ~= nil then self.layout8:destroy(); self.layout8 = nil; end;
if self.label27 ~= nil then self.label27:destroy(); self.label27 = nil; end;
if self.label59 ~= nil then self.label59:destroy(); self.label59 = nil; end;
if self.layout23 ~= nil then self.layout23:destroy(); self.layout23 = nil; end;
if self.label68 ~= nil then self.label68:destroy(); self.label68 = nil; end;
if self.rclHabilidades ~= nil then self.rclHabilidades:destroy(); self.rclHabilidades = nil; end;
if self.label67 ~= nil then self.label67:destroy(); self.label67 = nil; end;
if self.rectangle5 ~= nil then self.rectangle5:destroy(); self.rectangle5 = nil; end;
if self.label8 ~= nil then self.label8:destroy(); self.label8 = nil; end;
if self.edit26 ~= nil then self.edit26:destroy(); self.edit26 = nil; end;
if self.label69 ~= nil then self.label69:destroy(); self.label69 = nil; end;
if self.edit34 ~= nil then self.edit34:destroy(); self.edit34 = nil; end;
if self.edit11 ~= nil then self.edit11:destroy(); self.edit11 = nil; end;
if self.layout9 ~= nil then self.layout9:destroy(); self.layout9 = nil; end;
if self.label31 ~= nil then self.label31:destroy(); self.label31 = nil; end;
if self.edit19 ~= nil then self.edit19:destroy(); self.edit19 = nil; end;
if self.image1 ~= nil then self.image1:destroy(); self.image1 = nil; end;
if self.rectangle17 ~= nil then self.rectangle17:destroy(); self.rectangle17 = nil; end;
if self.label34 ~= nil then self.label34:destroy(); self.label34 = nil; end;
if self.edit5 ~= nil then self.edit5:destroy(); self.edit5 = nil; end;
if self.label15 ~= nil then self.label15:destroy(); self.label15 = nil; end;
if self.dataLink9 ~= nil then self.dataLink9:destroy(); self.dataLink9 = nil; end;
if self.label41 ~= nil then self.label41:destroy(); self.label41 = nil; end;
if self.label49 ~= nil then self.label49:destroy(); self.label49 = nil; end;
if self.label72 ~= nil then self.label72:destroy(); self.label72 = nil; end;
if self.rectangle15 ~= nil then self.rectangle15:destroy(); self.rectangle15 = nil; end;
if self.label12 ~= nil then self.label12:destroy(); self.label12 = nil; end;
if self.rectangle33 ~= nil then self.rectangle33:destroy(); self.rectangle33 = nil; end;
if self.atr_max ~= nil then self.atr_max:destroy(); self.atr_max = nil; end;
if self.rectangle28 ~= nil then self.rectangle28:destroy(); self.rectangle28 = nil; end;
if self.label16 ~= nil then self.label16:destroy(); self.label16 = nil; end;
if self.label52 ~= nil then self.label52:destroy(); self.label52 = nil; end;
if self.edit10 ~= nil then self.edit10:destroy(); self.edit10 = nil; end;
if self.edit16 ~= nil then self.edit16:destroy(); self.edit16 = nil; end;
if self.edit31 ~= nil then self.edit31:destroy(); self.edit31 = nil; end;
if self.label47 ~= nil then self.label47:destroy(); self.label47 = nil; end;
if self.edit1 ~= nil then self.edit1:destroy(); self.edit1 = nil; end;
if self.label48 ~= nil then self.label48:destroy(); self.label48 = nil; end;
if self.comboBox2 ~= nil then self.comboBox2:destroy(); self.comboBox2 = nil; end;
if self.label76 ~= nil then self.label76:destroy(); self.label76 = nil; end;
if self.rectangle26 ~= nil then self.rectangle26:destroy(); self.rectangle26 = nil; end;
if self.label78 ~= nil then self.label78:destroy(); self.label78 = nil; end;
if self.label1 ~= nil then self.label1:destroy(); self.label1 = nil; end;
if self.rectangle7 ~= nil then self.rectangle7:destroy(); self.rectangle7 = nil; end;
if self.layout4 ~= nil then self.layout4:destroy(); self.layout4 = nil; end;
if self.label58 ~= nil then self.label58:destroy(); self.label58 = nil; end;
if self.comboBox1 ~= nil then self.comboBox1:destroy(); self.comboBox1 = nil; end;
if self.layout5 ~= nil then self.layout5:destroy(); self.layout5 = nil; end;
if self.layout20 ~= nil then self.layout20:destroy(); self.layout20 = nil; end;
if self.edit23 ~= nil then self.edit23:destroy(); self.edit23 = nil; end;
if self.layout18 ~= nil then self.layout18:destroy(); self.layout18 = nil; end;
if self.dataLink3 ~= nil then self.dataLink3:destroy(); self.dataLink3 = nil; end;
if self.label56 ~= nil then self.label56:destroy(); self.label56 = nil; end;
if self.label29 ~= nil then self.label29:destroy(); self.label29 = nil; end;
if self.dataLink7 ~= nil then self.dataLink7:destroy(); self.dataLink7 = nil; end;
if self.rectangle2 ~= nil then self.rectangle2:destroy(); self.rectangle2 = nil; end;
if self.rectangle6 ~= nil then self.rectangle6:destroy(); self.rectangle6 = nil; end;
if self.rectangle23 ~= nil then self.rectangle23:destroy(); self.rectangle23 = nil; end;
if self.label21 ~= nil then self.label21:destroy(); self.label21 = nil; end;
if self.edit40 ~= nil then self.edit40:destroy(); self.edit40 = nil; end;
if self.label30 ~= nil then self.label30:destroy(); self.label30 = nil; end;
if self.dataLink6 ~= nil then self.dataLink6:destroy(); self.dataLink6 = nil; end;
if self.dataLink2 ~= nil then self.dataLink2:destroy(); self.dataLink2 = nil; end;
if self.label51 ~= nil then self.label51:destroy(); self.label51 = nil; end;
if self.label19 ~= nil then self.label19:destroy(); self.label19 = nil; end;
if self.edit38 ~= nil then self.edit38:destroy(); self.edit38 = nil; end;
if self.dataLink15 ~= nil then self.dataLink15:destroy(); self.dataLink15 = nil; end;
if self.rectangle12 ~= nil then self.rectangle12:destroy(); self.rectangle12 = nil; end;
if self.label54 ~= nil then self.label54:destroy(); self.label54 = nil; end;
if self.layout11 ~= nil then self.layout11:destroy(); self.layout11 = nil; end;
if self.textEditor1 ~= nil then self.textEditor1:destroy(); self.textEditor1 = nil; end;
if self.rectangle18 ~= nil then self.rectangle18:destroy(); self.rectangle18 = nil; end;
if self.rectangle14 ~= nil then self.rectangle14:destroy(); self.rectangle14 = nil; end;
if self.edit6 ~= nil then self.edit6:destroy(); self.edit6 = nil; end;
if self.label18 ~= nil then self.label18:destroy(); self.label18 = nil; end;
if self.label2 ~= nil then self.label2:destroy(); self.label2 = nil; end;
if self.edit3 ~= nil then self.edit3:destroy(); self.edit3 = nil; end;
if self.label38 ~= nil then self.label38:destroy(); self.label38 = nil; end;
if self.label62 ~= nil then self.label62:destroy(); self.label62 = nil; end;
if self.rectangle32 ~= nil then self.rectangle32:destroy(); self.rectangle32 = nil; end;
if self.layout14 ~= nil then self.layout14:destroy(); self.layout14 = nil; end;
if self.edit27 ~= nil then self.edit27:destroy(); self.edit27 = nil; end;
if self.layout16 ~= nil then self.layout16:destroy(); self.layout16 = nil; end;
if self.layout21 ~= nil then self.layout21:destroy(); self.layout21 = nil; end;
if self.edit18 ~= nil then self.edit18:destroy(); self.edit18 = nil; end;
if self.edit25 ~= nil then self.edit25:destroy(); self.edit25 = nil; end;
if self.scrollBox1 ~= nil then self.scrollBox1:destroy(); self.scrollBox1 = nil; end;
if self.layout7 ~= nil then self.layout7:destroy(); self.layout7 = nil; end;
if self.label33 ~= nil then self.label33:destroy(); self.label33 = nil; end;
if self.rectangle11 ~= nil then self.rectangle11:destroy(); self.rectangle11 = nil; end;
if self.label44 ~= nil then self.label44:destroy(); self.label44 = nil; end;
if self.rectangle9 ~= nil then self.rectangle9:destroy(); self.rectangle9 = nil; end;
if self.edit7 ~= nil then self.edit7:destroy(); self.edit7 = nil; end;
if self.label55 ~= nil then self.label55:destroy(); self.label55 = nil; end;
if self.edit12 ~= nil then self.edit12:destroy(); self.edit12 = nil; end;
if self.rectangle21 ~= nil then self.rectangle21:destroy(); self.rectangle21 = nil; end;
if self.label66 ~= nil then self.label66:destroy(); self.label66 = nil; end;
if self.label73 ~= nil then self.label73:destroy(); self.label73 = nil; end;
if self.edit35 ~= nil then self.edit35:destroy(); self.edit35 = nil; end;
if self.label26 ~= nil then self.label26:destroy(); self.label26 = nil; end;
if self.dataLink13 ~= nil then self.dataLink13:destroy(); self.dataLink13 = nil; end;
if self.label23 ~= nil then self.label23:destroy(); self.label23 = nil; end;
if self.label32 ~= nil then self.label32:destroy(); self.label32 = nil; end;
if self.rectangle19 ~= nil then self.rectangle19:destroy(); self.rectangle19 = nil; end;
if self.dataLink10 ~= nil then self.dataLink10:destroy(); self.dataLink10 = nil; end;
if self.label24 ~= nil then self.label24:destroy(); self.label24 = nil; end;
if self.layout3 ~= nil then self.layout3:destroy(); self.layout3 = nil; end;
if self.dataLink5 ~= nil then self.dataLink5:destroy(); self.dataLink5 = nil; end;
if self.label61 ~= nil then self.label61:destroy(); self.label61 = nil; end;
if self.rectangle10 ~= nil then self.rectangle10:destroy(); self.rectangle10 = nil; end;
if self.label65 ~= nil then self.label65:destroy(); self.label65 = nil; end;
if self.layout1 ~= nil then self.layout1:destroy(); self.layout1 = nil; end;
if self.rectangle22 ~= nil then self.rectangle22:destroy(); self.rectangle22 = nil; end;
if self.rectangle1 ~= nil then self.rectangle1:destroy(); self.rectangle1 = nil; end;
if self.rectangle29 ~= nil then self.rectangle29:destroy(); self.rectangle29 = nil; end;
if self.label60 ~= nil then self.label60:destroy(); self.label60 = nil; end;
if self.label64 ~= nil then self.label64:destroy(); self.label64 = nil; end;
if self.edit24 ~= nil then self.edit24:destroy(); self.edit24 = nil; end;
if self.layout12 ~= nil then self.layout12:destroy(); self.layout12 = nil; end;
if self.edit14 ~= nil then self.edit14:destroy(); self.edit14 = nil; end;
if self.dataLink8 ~= nil then self.dataLink8:destroy(); self.dataLink8 = nil; end;
if self.edit4 ~= nil then self.edit4:destroy(); self.edit4 = nil; end;
if self.edit44 ~= nil then self.edit44:destroy(); self.edit44 = nil; end;
if self.dataLink14 ~= nil then self.dataLink14:destroy(); self.dataLink14 = nil; end;
if self.label6 ~= nil then self.label6:destroy(); self.label6 = nil; end;
if self.label4 ~= nil then self.label4:destroy(); self.label4 = nil; end;
if self.textEditor2 ~= nil then self.textEditor2:destroy(); self.textEditor2 = nil; end;
if self.rectangle25 ~= nil then self.rectangle25:destroy(); self.rectangle25 = nil; end;
if self.label74 ~= nil then self.label74:destroy(); self.label74 = nil; end;
if self.label37 ~= nil then self.label37:destroy(); self.label37 = nil; end;
if self.edit8 ~= nil then self.edit8:destroy(); self.edit8 = nil; end;
if self.layout19 ~= nil then self.layout19:destroy(); self.layout19 = nil; end;
if self.edit2 ~= nil then self.edit2:destroy(); self.edit2 = nil; end;
if self.label9 ~= nil then self.label9:destroy(); self.label9 = nil; end;
if self.rectangle8 ~= nil then self.rectangle8:destroy(); self.rectangle8 = nil; end;
if self.label28 ~= nil then self.label28:destroy(); self.label28 = nil; end;
if self.label53 ~= nil then self.label53:destroy(); self.label53 = nil; end;
if self.edit30 ~= nil then self.edit30:destroy(); self.edit30 = nil; end;
if self.edit21 ~= nil then self.edit21:destroy(); self.edit21 = nil; end;
if self.label42 ~= nil then self.label42:destroy(); self.label42 = nil; end;
if self.edit43 ~= nil then self.edit43:destroy(); self.edit43 = nil; end;
if self.rectangle20 ~= nil then self.rectangle20:destroy(); self.rectangle20 = nil; end;
if self.label17 ~= nil then self.label17:destroy(); self.label17 = nil; end;
if self.edit13 ~= nil then self.edit13:destroy(); self.edit13 = nil; end;
if self.edit39 ~= nil then self.edit39:destroy(); self.edit39 = nil; end;
if self.dataLink1 ~= nil then self.dataLink1:destroy(); self.dataLink1 = nil; end;
if self.rectangle27 ~= nil then self.rectangle27:destroy(); self.rectangle27 = nil; end;
if self.label36 ~= nil then self.label36:destroy(); self.label36 = nil; end;
if self.rectangle3 ~= nil then self.rectangle3:destroy(); self.rectangle3 = nil; end;
if self.edit37 ~= nil then self.edit37:destroy(); self.edit37 = nil; end;
if self.label10 ~= nil then self.label10:destroy(); self.label10 = nil; end;
if self.edit17 ~= nil then self.edit17:destroy(); self.edit17 = nil; end;
if self.layout2 ~= nil then self.layout2:destroy(); self.layout2 = nil; end;
if self.rectangle30 ~= nil then self.rectangle30:destroy(); self.rectangle30 = nil; end;
if self.label46 ~= nil then self.label46:destroy(); self.label46 = nil; end;
if self.label39 ~= nil then self.label39:destroy(); self.label39 = nil; end;
if self.label79 ~= nil then self.label79:destroy(); self.label79 = nil; end;
if self.rectangle31 ~= nil then self.rectangle31:destroy(); self.rectangle31 = nil; end;
if self.label11 ~= nil then self.label11:destroy(); self.label11 = nil; end;
if self.edit15 ~= nil then self.edit15:destroy(); self.edit15 = nil; end;
if self.label3 ~= nil then self.label3:destroy(); self.label3 = nil; end;
if self.label20 ~= nil then self.label20:destroy(); self.label20 = nil; end;
if self.label25 ~= nil then self.label25:destroy(); self.label25 = nil; end;
if self.label7 ~= nil then self.label7:destroy(); self.label7 = nil; end;
if self.label50 ~= nil then self.label50:destroy(); self.label50 = nil; end;
if self.edit42 ~= nil then self.edit42:destroy(); self.edit42 = nil; end;
if self.edit22 ~= nil then self.edit22:destroy(); self.edit22 = nil; end;
if self.label5 ~= nil then self.label5:destroy(); self.label5 = nil; end;
if self.layout6 ~= nil then self.layout6:destroy(); self.layout6 = nil; end;
if self.rectangle4 ~= nil then self.rectangle4:destroy(); self.rectangle4 = nil; end;
if self.layout22 ~= nil then self.layout22:destroy(); self.layout22 = nil; end;
if self.rectangle13 ~= nil then self.rectangle13:destroy(); self.rectangle13 = nil; end;
if self.dataLink11 ~= nil then self.dataLink11:destroy(); self.dataLink11 = nil; end;
if self.edit32 ~= nil then self.edit32:destroy(); self.edit32 = nil; end;
if self.rectangle24 ~= nil then self.rectangle24:destroy(); self.rectangle24 = nil; end;
if self.dataLink12 ~= nil then self.dataLink12:destroy(); self.dataLink12 = nil; end;
self:_oldLFMDestroy();
end;
obj:endUpdate();
__o_rrpgObjs.endObjectsLoading();
return obj;
end;
local _frmBase = {
newEditor = newfrmBase,
new = newfrmBase,
name = "frmBase",
dataType = "",
formType = "undefined",
formComponentName = "form",
title = "",
description=""};
frmBase = _frmBase;
rrpg.registrarForm(_frmBase);
return _frmBase;
|
--[[
Desc: Drawable base (high-layer)
Author: SerDing
Since: 2020-02-09
Alter: 2020-02-09
]]
local _Vector3 = require("utils.vector3")
local _Vector2 = require("utils.vector2")
local _Event = require("core.event")
local _GRAPHICS = require("engine.graphics")
local _Blendmode = require("engine.graphics.config.blendmode")
local _Color = require("engine.graphics.config.color")
local _Shader = require("engine.graphics.config.shader")
local _Radian = require("engine.graphics.config.radian")
---@class Engine.Graphics.Drawable.Base
---@field protected _quad Quad
---@field protected _children table<number, Engine.Graphics.Drawable.Base>
---@field public order number
local _Drawable = require("core.class")()
local _eventNotifyMap = {
position = "setPosition",
scale = "setScale",
origin = "setOrigin"
}
function _Drawable:Ctor()
self._baseValues = { -- basic render values
position = _Vector3.New(0, 0, 0),
radian = _Radian.New(),
scale = _Vector2.New(1, 1),
origin = _Vector2.New(0, 0),
blendmode = _Blendmode.New(),
color = _Color.White(),
shader = _Shader.New(),
}
self._upperValues = {}
self._actualValues = {
position = _Vector3.New(0, 0, 0),
radian = _Radian.New(),
scale = _Vector2.New(1, 1),
origin = self._baseValues.origin,
blendmode = self._baseValues.blendmode,
color = _Color.White(),
shader = self._baseValues.shader,
}
self._values = { -- simplified basic render values
x = 0,
y = 0,
r = 0,
sx = 1,
sy = 1,
ox = 0,
oy = 0
}
self.eventMap = {
setPosition = _Event.New(),
setScale = _Event.New(),
setOrigin = _Event.New(),
}
self._quad = nil
self._children = {}
self.order = 0
end
function _Drawable:Apply()
self._actualValues.color:Apply()
self._actualValues.blendmode:Apply()
self._actualValues.shader:Apply()
end
function _Drawable:Draw(...)
_Drawable.Apply(self)
self._OnDraw(self, ...)
_Drawable.Reset(self)
end
function _Drawable:Reset()
-- self._actualValues.color:Reset()
-- self._actualValues.blendmode:Reset()
-- self._actualValues.shader:Reset()
if self._upperValues.color then
self._upperValues.color:Apply()
end
if self._upperValues.blendmode then
self._upperValues.blendmode:Apply()
end
if self._upperValues.shader then
self._upperValues.shader:Apply()
end
end
--- draw an object of love2d drawable type
---@param obj Drawable
function _Drawable:DrawObj(obj)
local v = self._values
if self._quad then
_GRAPHICS.Draw(obj, self._quad, v.x, v.y, v.r, v.sx, v.sy, v.ox, v.oy)
else
_GRAPHICS.Draw(obj, v.x, v.y, v.r, v.sx, v.sy, v.ox, v.oy)
end
end
function _Drawable:_OnDraw(...)
end
---@param type string
---@param ... any
function _Drawable:SetRenderValue(type, ...)
self._baseValues[type]:Set(...)
self:Merge(type)
self:RefreshValues(type)
for i=1,#self._children do
self._children[i]:SetUpperValue(type, self._actualValues[type])
end
local eventKey = _eventNotifyMap[type]
if eventKey then
self.eventMap[eventKey]:Notify()
end
end
---@param type string
local function _NewValueObj(type, ...)
local _newValuefns = {
position = function ()
return _Vector3.New(0, 0, 0)
end,
radian = function ()
return _Radian.New(0)
end,
scale = function ()
return _Vector2.New(1, 1)
end,
origin = function ()
return _Vector2.New(0, 0)
end,
blendmode = function ()
return _Blendmode.New()
end,
color = function ()
return _Color.White()
end,
shader = function ()
return _Shader.New()
end
}
return _newValuefns[type]()
end
---@param type string
---@param value table
function _Drawable:SetUpperValue(type, value)
self._upperValues[type] = value
self:Merge(type)
self:RefreshValues(type)
for i=1,#self._children do
self._children[i]:SetUpperValue(type, self._actualValues[type])
end
local eventKey = _eventNotifyMap[type]
if eventKey then
self.eventMap[eventKey]:Notify()
end
end
---@param type string
function _Drawable:Merge(type)
local mergeFuncs = {
---@param obj Engine.Graphics.Drawable.Base
position = function (obj)
if obj._upperValues.position then
local bx, by, bz = obj._baseValues.position:Get()
local ux, uy, uz = obj._upperValues.position:Get()
obj._actualValues.position:Set(bx + ux, by + uy, bz + uz)
else
obj._actualValues.position:Set(obj._baseValues.position:Get())
end
end,
---@param obj Engine.Graphics.Drawable.Base
radian = function (obj)
if obj._upperValues.radian then
obj._actualValues.radian:Set(obj._baseValues.radian:Get(true) + obj._upperValues.radian:Get(true))
else
obj._actualValues.radian:Set(obj._baseValues.radian:Get(true))
end
end,
---@param obj Engine.Graphics.Drawable.Base
scale = function (obj)
if obj._upperValues.scale then
local bx, by = obj._baseValues.scale:Get()
local ux, uy = obj._upperValues.scale:Get()
obj._actualValues.scale:Set(bx * ux, by * uy)
else
obj._actualValues.scale:Set(obj._baseValues.scale:Get())
end
end,
---@param obj Engine.Graphics.Drawable.Base
origin = function (obj)
if obj._upperValues.origin then
local bx, by = obj._baseValues.origin:Get()
local ux, uy = obj._upperValues.origin:Get()
obj._actualValues.origin:Set(bx + ux, by + uy)
else
obj._actualValues.origin:Set(obj._baseValues.origin:Get())
end
end,
---@param obj Engine.Graphics.Drawable.Base
blendmode = function (obj)
obj._actualValues.blendmode = obj._baseValues.blendmode
end,
---@param obj Engine.Graphics.Drawable.Base
color = function (obj)
if obj._upperValues.color then
local br, bg, bb, ba = obj._baseValues.color:Get()
local ur, ug, ub, ua = obj._upperValues.color:Get()
obj._actualValues.color:Set(br * ur / 255, bg * ug / 255, bb * ub / 255, ba * ua / 255)
else
obj._actualValues.color:Set(obj._baseValues.color:Get())
end
end,
---@param obj Engine.Graphics.Drawable.Base
shader = function (obj)
obj._actualValues.shader = obj._baseValues.shader
end,
}
mergeFuncs[type](self)
end
---@param type string
function _Drawable:RefreshValues(type)
local refreshFuncs = {
---@param obj Engine.Graphics.Drawable.Base
position = function(obj)
obj._values.x = obj._actualValues.position.x
obj._values.y = obj._actualValues.position.y + obj._actualValues.position.z
end,
---@param obj Engine.Graphics.Drawable.Base
radian = function(obj)
obj._values.r = obj._actualValues.radian:Get()
end,
---@param obj Engine.Graphics.Drawable.Base
scale = function(obj)
obj._values.sx = obj._actualValues.scale.x
obj._values.sy = obj._actualValues.scale.y
end,
---@param obj Engine.Graphics.Drawable.Base
origin = function(obj)
obj._values.ox = obj._baseValues.origin.x
obj._values.oy = obj._baseValues.origin.y
end
}
if refreshFuncs[type] then
refreshFuncs[type](self)
end
end
---@param type string
---@param relative boolean
function _Drawable:GetRenderValue(type, relative)
if relative then
return self._baseValues[type]:Get()
else
return self._actualValues[type]:Get()
end
end
---@param quad Quad
function _Drawable:SetQuad(quad)
self._quad = quad
end
---@param parentObj Engine.Graphics.Drawable.Base
function _Drawable:SetParent(parentObj)
for key, _ in pairs(self._baseValues) do
self:SetUpperValue(key, parentObj._actualValues[key])
end
end
---@param child Engine.Graphics.Drawable.Base
function _Drawable:AddChild(child)
self._children[#self._children + 1] = child
end
---@param index int
---@return Engine.Graphics.Drawable.Base
function _Drawable:GetChild(index)
return self._children[index]
end
return _Drawable |
--
--
_Control = {
scene = {
--
-- Escape
ESC = function() Gamestate.current():onQuit() end,
-- Direction - Analog
AL = function(...) Gamestate.current():on('axis', ...) end,
-- Direction - Up
U = {
on = function() Gamestate.current():on('axis', { y = -1 }) end,
off = function() Gamestate.current():on('axis', { y = 0 }) end,
},
-- Direction - Down
D = {
on = {
function() Gamestate.current():on('axis', { y = 1 }) end,
function() Gamestate.current():on('crouch') end,
},
off = {
function() Gamestate.current():on('axis', { y = 0 }) end,
function() Gamestate.current():off('crouch') end,
}
},
-- Direction - Left
L = {
on = function() Gamestate.current():on('axis', { x = -1 }) end,
off = {
function() Gamestate.current():on('axis', { x = 0 }) end,
function() Gamestate.current():off('dash') end,
},
},
-- Direction - Right
R = {
on = function() Gamestate.current():on('axis', { x = 1 }) end,
off = {
function() Gamestate.current():on('axis', { x = 0 }) end,
function() Gamestate.current():off('dash') end,
},
},
-- (A) Attack Button
A = function() Gamestate.current():on('attack', 'slash') end,
-- (B) Jump Button
B = {
on = function() Gamestate.current():on('jump') end,
off = function() Gamestate.current():off('jump') end,
},
-- Reload Button
R1 = function() Gamestate.current():on('reload') end,
-- Aim Button
R2 = {
on = function() Gamestate.current():on('aim') end,
off = function() Gamestate.current():off('aim') end,
},
-- Combo - Aim/Fire
['R2+A'] = function() Gamestate.current():on('attack', 'arrow') end,
-- Guard Button
['L1'] = {
on = function() Gamestate.current():on('guard') end,
off = function() Gamestate.current():off('guard') end,
},
-- Combo - Roll
['D+J'] = function() Gamestate.current():on('roll') end,
-- Combo - Dash
['R,R'] = function() Gamestate.current():on('dash') end,
['L,L'] = function() Gamestate.current():on('dash') end,
}
}
|
-------------------------------------------------------------------------------
-- A test suite for Leg
--
-- Author: Humberto Anjos
-- Copyright (c) 2007 Leg
--
-- $Id: test.lua,v 1.4 2007/12/07 14:23:56 hanjos Exp $
--
-------------------------------------------------------------------------------
print '==================== PARSER ====================='
dofile 'test_parser.lua'
print ()
print 'All done!' |
function HealingWave( keys )
local caster = keys.caster
local caster_location = caster:GetAbsOrigin()
local target = keys.target
local target_location = target:GetAbsOrigin()
local ability = keys.ability
local ability_level = ability:GetLevel() - 1
-- Ability variables
local bounce_radius = ability:GetLevelSpecialValueFor("bounce_radius", ability_level)
local max_targets = ability:GetLevelSpecialValueFor("max_targets", ability_level)
local heal = ability:GetLevelSpecialValueFor("heal", ability_level)
local unit_healed = false
-- Particles
local shadow_wave_particle = keys.healing_wave_particle
-- Setting up the hit table
local hit_table = {}
-- If the target is not the caster then do the extra bounce for the caster
if target ~= caster then
-- Insert the caster into the hit table
table.insert(hit_table, caster)
-- Heal the caster
caster:Heal(heal, caster)
end
-- Mark the target as already hit
table.insert(hit_table, target)
-- Heal the initial target
target:Heal(heal, caster)
-- we start from 2 first because we healed 1 target already
for i = 2, max_targets do
-- Helper variable to keep track if we healed a unit already
unit_healed = false
-- Find all the heroes in bounce radius
local heroes = FindUnitsInRadius(caster:GetTeam(), target_location, nil, bounce_radius, ability:GetAbilityTargetTeam(), DOTA_UNIT_TARGET_HERO, 0, FIND_CLOSEST, false)
-- HURT HEROES --
-- First we check for hurt heroes
for _,unit in pairs(heroes) do
local check_unit = 0 -- Helper variable to determine if a unit has been hit or not
-- Checking the hit table to see if the unit is hit
for c = 0, #hit_table do
if hit_table[c] == unit then
check_unit = 1
end
end
-- If its not hit then check if the unit is hurt
if check_unit == 0 then
if unit:GetHealth() ~= unit:GetMaxHealth() then
-- After we find the hurt hero unit then we insert it into the hit table to keep track of it
-- and we also get the unit position
table.insert(hit_table, unit)
local unit_location = unit:GetAbsOrigin()
-- Create the particle for the visual effect
local particle = ParticleManager:CreateParticle(shadow_wave_particle, PATTACH_CUSTOMORIGIN, caster)
ParticleManager:SetParticleControlEnt(particle, 0, target, PATTACH_POINT_FOLLOW, "attach_hitloc", target_location, true)
ParticleManager:SetParticleControlEnt(particle, 1, unit, PATTACH_POINT_FOLLOW, "attach_hitloc", unit_location, true)
-- Set the unit as the new target
target = unit
target_location = unit_location
-- Heal it
target:Heal(heal, caster)
-- Set the helper variable to true
unit_healed = true
-- Exit the loop for finding hurt heroes
break
end
end
end
-- Find all the units in bounce radius
local units = FindUnitsInRadius(caster:GetTeam(), target_location, nil, bounce_radius, ability:GetAbilityTargetTeam(), DOTA_UNIT_TARGET_BASIC + DOTA_UNIT_TARGET_MECHANICAL, 0, FIND_CLOSEST, false)
-- HURT UNITS --
-- check for hurt units if we havent healed a unit yet
if not unit_healed then
for _,unit in pairs(units) do
local check_unit = 0 -- Helper variable to determine if the unit has been hit or not
-- Checking the hit table to see if the unit is hit
for c = 0, #hit_table do
if hit_table[c] == unit then
check_unit = 1
end
end
-- If its not hit then check if the unit is hurt
if check_unit == 0 then
if unit:GetHealth() ~= unit:GetMaxHealth() then
-- After we find the hurt hero unit then we insert it into the hit table to keep track of it
-- and we also get the unit position
table.insert(hit_table, unit)
local unit_location = unit:GetAbsOrigin()
-- Create the particle for the visual effect
local particle = ParticleManager:CreateParticle(shadow_wave_particle, PATTACH_CUSTOMORIGIN, caster)
ParticleManager:SetParticleControlEnt(particle, 0, target, PATTACH_POINT_FOLLOW, "attach_hitloc", target_location, true)
ParticleManager:SetParticleControlEnt(particle, 1, unit, PATTACH_POINT_FOLLOW, "attach_hitloc", unit_location, true)
-- Set the unit as the new target
target = unit
target_location = unit_location
-- Heal it
target:Heal(heal, caster)
-- Set the helper variable to true
unit_healed = true
-- Exit the loop for finding hurt heroes
break
end
end
end
end
-- HEROES --
-- In this loop we search for valid heroes regardless if it is hurt or not
-- Search only if we havent healed a unit yet
if not unit_healed then
for _,unit in pairs(heroes) do
local check_unit = 0 -- Helper variable to determine if a unit has been hit or not
-- Checking the hit table to see if the unit is hit
for c = 0, #hit_table do
if hit_table[c] == unit then
check_unit = 1
end
end
-- If its not hit then do the bounce
if check_unit == 0 then
-- Insert the found unit into the hit table
-- and we also get the unit position
table.insert(hit_table, unit)
local unit_location = unit:GetAbsOrigin()
-- Create the particle for the visual effect
local particle = ParticleManager:CreateParticle(shadow_wave_particle, PATTACH_CUSTOMORIGIN, caster)
ParticleManager:SetParticleControlEnt(particle, 0, target, PATTACH_POINT_FOLLOW, "attach_hitloc", target_location, true)
ParticleManager:SetParticleControlEnt(particle, 1, unit, PATTACH_POINT_FOLLOW, "attach_hitloc", unit_location, true)
-- Set the unit as the new target
target = unit
target_location = unit_location
-- Heal it
target:Heal(heal, caster)
-- Set the helper variable to true
unit_healed = true
-- Exit the loop
break
end
end
end
-- UNITS --
-- Search for units regardless if it is hurt or not
-- Search only if we havent healed a unit yet
if not unit_healed then
for _,unit in pairs(units) do
local check_unit = 0 -- Helper variable to determine if a unit has been hit or not
-- Checking the hit table to see if the unit is hit
for c = 0, #hit_table do
if hit_table[c] == unit then
check_unit = 1
end
end
-- If its not hit then do the bounce
if check_unit == 0 then
-- Insert the found unit into the hit table
-- and we also get the unit position
table.insert(hit_table, unit)
local unit_location = unit:GetAbsOrigin()
-- Create the particle for the visual effect
local particle = ParticleManager:CreateParticle(shadow_wave_particle, PATTACH_CUSTOMORIGIN, caster)
ParticleManager:SetParticleControlEnt(particle, 0, target, PATTACH_POINT_FOLLOW, "attach_hitloc", target_location, true)
ParticleManager:SetParticleControlEnt(particle, 1, unit, PATTACH_POINT_FOLLOW, "attach_hitloc", unit_location, true)
-- Set the unit as the new target
target = unit
target_location = unit_location
-- Heal it
target:Heal(heal, caster)
-- Set the helper variable to true
unit_healed = true
-- Exit the loop for finding hurt heroes
break
end
end
end
end
end
-- Handles AutoCast Logic
function HealAutocast( event )
local caster = event.caster
local ability = event.ability
local autocast_radius = ability:GetSpecialValueFor("autocast_radius")
-- Get if the ability is on autocast mode and cast the ability on a valid target
if ability:GetAutoCastState() and ability:IsFullyCastable() then
-- Find damaged targets in radius
local target
local allies = FindUnitsInRadius(caster:GetTeamNumber(), caster:GetAbsOrigin(), nil, autocast_radius, DOTA_UNIT_TARGET_TEAM_FRIENDLY, DOTA_UNIT_TARGET_BASIC + DOTA_UNIT_TARGET_HERO, 0, FIND_CLOSEST, false)
for k,unit in pairs(allies) do
if unit:GetHealthDeficit() > 150 then
target = unit
break
end
end
if not target then
return
else
caster:CastAbilityOnTarget(target, ability, caster:GetPlayerOwnerID())
end
end
end
-- Automatically toggled on
function ToggleOnAutocast( event )
local caster = event.caster
local ability = event.ability
ability:ToggleAutoCast()
end |
-- Copyright (c) 2019 Redfern, Trevor <[email protected]>
--
-- This software is released under the MIT License.
-- https://opensource.org/licenses/MIT
describe("Node", function()
local MockLove = require "moonpie.test_helpers.mock_love"
local Node = require "moonpie.ui.node"
local Styles = require "moonpie.ui.styles"
it("can be initialized with a parent node", function()
local p = Node({})
local c = Node({}, p)
assert.equals(p, c.parent)
assert.equals(p.box, c.box.parent)
end)
it("updates statistics when nodes are created and destroyed", function()
local stats = require "moonpie.statistics"
local start = stats.nodes or 0
local n = Node({})
Node({})
Node({})
assert.equals(start + 3, stats.nodes)
n:destroy()
assert.equals(start + 2, stats.nodes)
end)
it("can have child nodes", function()
local b = Node()
local c1, c2 = Node({}), Node({})
b:add(c1, c2)
assert.equals(c1, b.children[1])
assert.equals(c2, b.children[2])
assert.equals(b, b.children[1].parent)
assert.equals(b.box, b.children[1].box.parent)
end)
it("can remove children", function()
local b = Node()
local c1, c2 = Node({}), Node({})
b:add(c1, c2)
b:clear_children()
assert.equals(0, #b.children)
end)
it("calls destroy on all children when cleared", function()
local b = Node()
local c1, c2 = Node(), Node()
spy.on(c1, "destroy")
spy.on(c2, "destroy")
b:add(c1, c2)
b:clear_children()
assert.spy(c1.destroy).was.called()
assert.spy(c2.destroy).was.called()
end)
it("looks like the component plus any styles", function()
Styles.add("test1", { padding = 10 })
local c = { style = "test1", width = 100, click = spy.new(function() end) }
local n = Node(c)
assert.equals(10, n.padding)
assert.equals(100, n.width)
n:click()
assert.spy(c.click).was.called.with(n)
end)
it("passes the hover flag to the computed styles", function()
Styles.add("text", { color = "green", _hover_ = { color = "red" } })
local c = { style = "text" }
local n = Node(c)
n.hover = function() return true end -- just override the hover check
n:refreshStyle()
assert.equals("red", n.color)
end)
it("assigns itself to the component", function()
local c = { }
local n = Node(c)
assert.equals(n, c.node)
end)
describe("Initializing the box", function()
it("uses styles for box definition", function()
Styles.add("box_test", { padding = 10, margin = 20, width = 100 })
local b = Node({ style = "box_test" })
assert.equals(20, b.box.margin.left)
assert.equals(20, b.box.margin.top)
assert.equals(20, b.box.margin.bottom)
assert.equals(20, b.box.margin.right)
assert.equals(10, b.box.padding.right)
assert.equals(10, b.box.padding.left)
assert.equals(10, b.box.padding.bottom)
assert.equals(10, b.box.padding.top)
assert.equals(100, b.width)
end)
it("has the margins of the component", function()
local b = Node({ margin = 5 })
local b2 = Node({ margin = { left = 9 } })
assert.equals(5, b.box.margin.left)
assert.equals(5, b.box.margin.top)
assert.equals(5, b.box.margin.right)
assert.equals(5, b.box.margin.bottom)
assert.equals(9, b2.box.margin.left)
end)
end)
describe("Layout", function()
it("uses the layout defined in the component if available", function()
local c = { layout = spy.new(function() end) }
local n = Node(c)
n:layout("values")
assert.spy(c.layout).was.called.with(n, "values")
end)
end)
describe("Status Checks", function()
local b
before_each(function()
b = Node({ width = 20, height = 30 })
b:layout()
end)
it("can flag that the mouse is hovering", function()
MockLove.moveMouse(3, 5)
assert.is_true(b:hover())
end)
it("returns false for hover if mouse is outside the region", function()
MockLove.moveMouse(300, 500)
assert.is_false(b:hover())
end)
it("triggers the hover sound if this is the first time hovering", function()
MockLove.moveMouse(3, 5)
b.hoverSound = { play = spy.new(function() end)}
b:hover()
assert.spy(b.hoverSound.play).was.called(1)
b:hover()
assert.spy(b.hoverSound.play).was.called(1)
MockLove.moveMouse(300, 500)
b:hover()
assert.spy(b.hoverSound.play).was.called(1)
MockLove.moveMouse(3, 5)
b:hover()
assert.spy(b.hoverSound.play).was.called(2)
end)
end)
describe("Painting", function()
it("uses the components paint method if provided", function()
local c = { paint = spy.new(function() end) }
local n = Node(c)
n:paint()
assert.spy(c.paint).was.called_with(n)
end)
end)
describe("destroy", function()
it("sets the component and parent to nil", function()
local p = Node({})
local c = {}
local n = Node(c, p)
n:destroy()
assert.is_nil(n.c)
assert.is_nil(n.p)
assert.is_nil(c.node)
end)
it("calls destroy on it's children", function()
local p = Node({})
local c = Node({}, p)
p:add(c)
p:destroy()
assert.is_nil(c.parent)
end)
it("calls unmount on component if defined", function()
local unmount = spy.new(function() end)
local c = Node({ unmounted = unmount })
c:destroy()
assert.spy(unmount).was.called()
end)
end)
end)
|
--<<<WRATH OF THE LAMB>>>-- OLD VERSION (REPLACED BY SLIGHTLY BETTER WORKING VERSION)
function Exodus:wotlUpdate()
local player = Isaac.GetPlayer(0)
local level = game:GetLevel()
local room = game:GetRoom()
if ItemVariables.WRATH_OF_THE_LAMB.FrameCount ~= nil and player:HasCollectible(ItemId.WRATH_OF_THE_LAMB) then
local summonMark = Isaac.Spawn(Entities.SUMMONING_MARK.id, 0, 0, ItemVariables.WRATH_OF_THE_LAMB.Position, NullVector, player)
local sprite = summonMark:GetSprite()
sprite:Play("Idle", false)
sprite:SetFrame("Idle", (game:GetFrameCount() % 21))
summonMark:AddEntityFlags(EntityFlag.FLAG_RENDER_FLOOR)
room:SetClear(false)
if game:GetFrameCount() >= ItemVariables.WRATH_OF_THE_LAMB.FrameCount + 65 and ItemVariables.WRATH_OF_THE_LAMB.BossSpawned == false then
if music:GetCurrentMusicID() ~= MusicId.LOCUS then
music:PitchSlide(1)
music:Play(MusicId.LOCUS, 0.15)
end
ItemVariables.WRATH_OF_THE_LAMB.BossSpawned = true
ItemVariables.WRATH_OF_THE_LAMB.RoomIndex = game:GetLevel():GetCurrentRoomIndex()
local absoluteStage = level:GetAbsoluteStage()
local enemyPool = {}
for i, entity in pairs(Isaac.GetRoomEntities()) do
if entity.Type == Entities.SUMMONING_MARK.id then
if absoluteStage == 1 or absoluteStage == 2 then
enemyPool = {EntityType.ENTITY_THE_HAUNT, EntityType.ENTITY_DINGLE, EntityType.ENTITY_MONSTRO, EntityType.ENTITY_LITTLE_HORN,
EntityType.ENTITY_GURDY_JR, EntityType.ENTITY_FISTULA_BIG, EntityType.ENTITY_DUKE, EntityType.ENTITY_GEMINI, EntityType.ENTITY_RAG_MAN,
EntityType.ENTITY_PIN, EntityType.ENTITY_WIDOW, EntityType.ENTITY_FAMINE, EntityType.ENTITY_GREED}
elseif absoluteStage == 3 or absoluteStage == 4 then
enemyPool = {EntityType.ENTITY_CHUB, EntityType.ENTITY_POLYCEPHALUS, EntityType.ENTITY_RAG_MEGA, EntityType.ENTITY_DARK_ONE,
EntityType.ENTITY_MEGA_FATTY, EntityType.ENTITY_BIG_HORN, EntityType.ENTITY_MEGA_MAW, EntityType.ENTITY_PESTILENCE, EntityType.ENTITY_PEEP,
EntityType.ENTITY_GURDY }
elseif absoluteStage == 5 or absoluteStage == 6 then
enemyPool = {EntityType.ENTITY_MONSTRO2, EntityType.ENTITY_ADVERSARY, EntityType.ENTITY_GATE, EntityType.ENTITY_LOKI, EntityType.ENTITY_MONSTRO2,
EntityType.ENTITY_ADVERSARY, EntityType.ENTITY_BROWNIE, EntityType.ENTITY_WAR, EntityType.ENTITY_URIEL }
elseif absoluteStage == 7 or absoluteStage == 8 then
enemyPool = {EntityType.ENTITY_MR_FRED, EntityType.ENTITY_BLASTOCYST_BIG, EntityType.ENTITY_CAGE, EntityType.ENTITY_MASK_OF_INFAMY,
EntityType.ENTITY_GABRIEL, EntityType.ENTITY_MAMA_GURDY}
elseif absoluteStage == 9 then
enemyPool = {EntityType.ENTITY_FORSAKEN, EntityType.ENTITY_STAIN}
elseif absoluteStage == 10 then
enemyPool = {EntityType.ENTITY_DEATH, EntityType.ENTITY_DADDYLONGLEGS, EntityType.ENTITY_SISTERS_VIS}
elseif absoluteStage == 11 then
if level:GetStageType() == StageType.STAGETYPE_WOTL then
Isaac.ExecuteCommand("stage 11")
else
player:UseCard(Card.CARD_EMPEROR)
end
else
enemyPool = {EntityType.ENTITY_MOMS_HEART, EntityType.ENTITY_SATAN, EntityType.ENTITY_ISAAC}
end
Isaac.Spawn(enemyPool[rng:RandomInt(#enemyPool) + 1], 0, 0, entity.Position, NullVector, nil)
ItemVariables.WRATH_OF_THE_LAMB.FrameCount = nil
ItemVariables.WRATH_OF_THE_LAMB.BossSpawned = false
entity:Remove()
end
end
end
end
if ItemVariables.WRATH_OF_THE_LAMB.RoomIndex == level:GetCurrentRoomIndex() and player:HasCollectible(ItemId.WRATH_OF_THE_LAMB) then
if room:IsClear() then
music:Play(Music.MUSIC_BOSS_OVER, 0.1)
local limit = 1
if player:HasCollectible(CollectibleType.COLLECTIBLE_CAR_BATTERY) then
limit = 2
end
for i = 1, limit do
local payout = rng:RandomInt(100)
if payout < 70 then
Isaac.Spawn(EntityType.ENTITY_PICKUP, PickupVariant.PICKUP_COLLECTIBLE, 0, Isaac.GetFreeNearPosition(ItemVariables.WRATH_OF_THE_LAMB.Position, 20), Vector(0, 0), entity)
elseif payout < 75 then
Isaac.Spawn(EntityType.ENTITY_PICKUP, PickupVariant.PICKUP_COLLECTIBLE, 0, Isaac.GetFreeNearPosition(ItemVariables.WRATH_OF_THE_LAMB.Position, 20), Vector(0, 0), entity)
Isaac.Spawn(EntityType.ENTITY_PICKUP, PickupVariant.PICKUP_COLLECTIBLE, 0, Isaac.GetFreeNearPosition(ItemVariables.WRATH_OF_THE_LAMB.Position, 20), Vector(0, 0), entity)
elseif payout < 80 then
Isaac.Spawn(EntityType.ENTITY_PICKUP, PickupVariant.PICKUP_TRINKET, 0, Isaac.GetFreeNearPosition(ItemVariables.WRATH_OF_THE_LAMB.Position, 20), Vector(0, 0), entity)
elseif payout < 85 then
Isaac.Spawn(EntityType.ENTITY_PICKUP, PickupVariant.PICKUP_TRINKET, 0, Isaac.GetFreeNearPosition(ItemVariables.WRATH_OF_THE_LAMB.Position, 20), Vector(0, 0), entity)
Isaac.Spawn(EntityType.ENTITY_PICKUP, PickupVariant.PICKUP_TRINKET, 0, Isaac.GetFreeNearPosition(ItemVariables.WRATH_OF_THE_LAMB.Position, 20), Vector(0, 0), entity)
elseif payout < 90 then
Isaac.Spawn(EntityType.ENTITY_PICKUP, PickupVariant.PICKUP_GRAB_BAG, 0, Isaac.GetFreeNearPosition(ItemVariables.WRATH_OF_THE_LAMB.Position, 20), Vector(0, 0), entity)
Isaac.Spawn(EntityType.ENTITY_PICKUP, PickupVariant.PICKUP_GRAB_BAG, 0, Isaac.GetFreeNearPosition(ItemVariables.WRATH_OF_THE_LAMB.Position, 20), Vector(0, 0), entity)
Isaac.Spawn(EntityType.ENTITY_PICKUP, PickupVariant.PICKUP_GRAB_BAG, 0, Isaac.GetFreeNearPosition(ItemVariables.WRATH_OF_THE_LAMB.Position, 20), Vector(0, 0), entity)
elseif payout < 95 then
Isaac.Spawn(EntityType.ENTITY_PICKUP, PickupVariant.PICKUP_COLLECTIBLE, 0, Isaac.GetFreeNearPosition(ItemVariables.WRATH_OF_THE_LAMB.Position, 20), Vector(0, 0), entity)
Isaac.Spawn(EntityType.ENTITY_PICKUP, PickupVariant.PICKUP_GRAB_BAG, 0, Isaac.GetFreeNearPosition(ItemVariables.WRATH_OF_THE_LAMB.Position, 20), Vector(0, 0), entity)
else
Isaac.Spawn(EntityType.ENTITY_PICKUP, PickupVariant.PICKUP_COLLECTIBLE, 0, Isaac.GetFreeNearPosition(ItemVariables.WRATH_OF_THE_LAMB.Position, 20), Vector(0, 0), entity)
Isaac.Spawn(EntityType.ENTITY_PICKUP, PickupVariant.PICKUP_TRINKET, 0, Isaac.GetFreeNearPosition(ItemVariables.WRATH_OF_THE_LAMB.Position, 20), Vector(0, 0), entity)
end
end
ItemVariables.WRATH_OF_THE_LAMB.RoomIndex = nil
else
for i = 0, DoorSlot.NUM_DOOR_SLOTS - 1 do
local door = room:GetDoor(i)
if door ~= nil then
local tarType = door.TargetRoomType
local curType = door.CurrentRoomType
if tarType ~= RoomType.ROOM_SECRET and tarType ~= RoomType.ROOM_SUPERSECRET and curType ~= RoomType.ROOM_SECRET and curType ~= RoomType.ROOM_SUPERSECRET then
door:Bar()
elseif door:IsOpen() then
door:Bar()
end
end
end
end
end
end
Exodus:AddCallback(ModCallbacks.MC_POST_UPDATE, Exodus.wotlUpdate)
function Exodus:wotlCache(player, flag)
if flag == CacheFlag.CACHE_RANGE then
player.TearHeight = player.TearHeight + ItemVariables.WRATH_OF_THE_LAMB.RangeLost
end
if flag == CacheFlag.CACHE_DAMAGE then
player.Damage = player.Damage - ItemVariables.WRATH_OF_THE_LAMB.DamageLost
end
if flag == CacheFlag.CACHE_SPEED then
player.MoveSpeed = player.MoveSpeed - ItemVariables.WRATH_OF_THE_LAMB.SpeedLost
end
if flag == CacheFlag.CACHE_FIREDELAY then
player.MaxFireDelay = player.MaxFireDelay + ItemVariables.WRATH_OF_THE_LAMB.FireDelayLost
end
end
Exodus:AddCallback(ModCallbacks.MC_EVALUATE_CACHE, Exodus.wotlCache)
function Exodus:wotlUse()
local player = Isaac.GetPlayer(0)
local statdown = rng:RandomInt(4)
if statdown == 0 then
ItemVariables.WRATH_OF_THE_LAMB.DamageLost = ItemVariables.WRATH_OF_THE_LAMB.DamageLost + 0.5
player:AddCacheFlags(CacheFlag.CACHE_DAMAGE)
elseif statdown == 1 then
ItemVariables.WRATH_OF_THE_LAMB.FireDelayLost = ItemVariables.WRATH_OF_THE_LAMB.FireDelayLost + 2
player:AddCacheFlags(CacheFlag.CACHE_FIREDELAY)
elseif statdown == 2 then
ItemVariables.WRATH_OF_THE_LAMB.RangeLost = ItemVariables.WRATH_OF_THE_LAMB.RangeLost + 2.5
player:AddCacheFlags(CacheFlag.CACHE_RANGE)
elseif statdown == 3 then
ItemVariables.WRATH_OF_THE_LAMB.SpeedLost = ItemVariables.WRATH_OF_THE_LAMB.SpeedLost + 0.15
player:AddCacheFlags(CacheFlag.CACHE_SPEED)
end
player:EvaluateItems()
music:PitchSlide(0.5)
local room = game:GetRoom()
for i = 0, DoorSlot.NUM_DOOR_SLOTS - 1 do
local door = room:GetDoor(i)
if door ~= nil then
local tarType = door.TargetRoomType
local curType = door.CurrentRoomType
if tarType ~= RoomType.ROOM_SECRET and tarType ~= RoomType.ROOM_SUPERSECRET and curType ~= RoomType.ROOM_SECRET and curType ~= RoomType.ROOM_SUPERSECRET then
door:Bar()
elseif door:IsOpen() then
door:Bar()
end
end
end
local summonMark = Isaac.Spawn(Entities.SUMMONING_MARK.id, 0, 0, player.Position, NullVector, player)
local sprite = summonMark:GetSprite()
sprite:Play("Idle",false)
summonMark:AddEntityFlags(EntityFlag.FLAG_RENDER_FLOOR)
ItemVariables.WRATH_OF_THE_LAMB.Position = summonMark.Position
game:GetRoom():SetClear(false)
ItemVariables.WRATH_OF_THE_LAMB.FrameCount = game:GetFrameCount()
end
Exodus:AddCallback(ModCallbacks.MC_USE_ITEM, Exodus.wotlUse, ItemId.WRATH_OF_THE_LAMB)
--<<<DEFECATION>>>--
DEFECATION = Isaac.GetItemIdByName("Defecation"),
DEFECATION = { HasDefecation = false },
function Exodus:defecationUpdate()
local player = Isaac.GetPlayer(0)
if player:HasCollectible(ItemId.DEFECATION) and not ItemVariables.DEFECATION.HasDefecation then
ItemVariables.DEFECATION.HasDefecation = true
if player:GetPlayerType() == PlayerType.PLAYER_THELOST then
player:AddNullCostume(CostumeId.OWW_WHITE)
elseif player:GetPlayerType() == PlayerType.PLAYER_KEEPER or player:GetPlayerType() == PlayerType.PLAYER_APOLLYON then
player:AddNullCostume(CostumeId.OWW_GRAY)
elseif player:GetPlayerType() == PlayerType.PLAYER_BLACKJUDAS then
player:AddNullCostume(CostumeId.OWW_BLACK)
elseif player:GetPlayerType() == PlayerType.PLAYER_XXX then
player:AddNullCostume(CostumeId.OWW_BLUE)
elseif player:GetPlayerType() == PlayerType.PLAYER_AZAZEL then
player:AddNullCostume(CostumeId.OWW_BLACK_RED_EYES)
else
player:AddNullCostume(CostumeId.OWW)
end
for i, entity in pairs(Isaac.GetRoomEntities()) do
if entity:ToTear() then
local data = entity:GetData()
entity = entity:ToTear()
if data.HasReversed == nil then
entity.Velocity = entity.Velocity * -1
entity.Position = entity.Position + entity.Velocity
data.HasReversed = true
end
end
end
end
end
Exodus:AddCallback(ModCallbacks.MC_POST_UPDATE, Exodus.defecationUpdate)
function Exodus:defecationCache(player, flag)
if flag == CacheFlag.CACHE_FIREDELAY then
if player:HasCollectible(ItemId.DEFECATION) then
player.MaxFireDelay = player.MaxFireDelay + 12
end
end
if flag == CacheFlag.CACHE_DAMAGE then
if player:HasCollectible(ItemId.DEFECATION) then
player.Damage = player.Damage + 5
end
end
if flag == CacheFlag.CACHE_RANGE then
if player:HasCollectible(ItemId.DEFECATION) then
player.TearHeight = player.TearHeight + 12
end
end
if flag == CacheFlag.CACHE_TEARCOLOR then
if player:HasCollectible(ItemId.DEFECATION) then
player.TearColor = Color(0.545, 0.27, 0.075, 1, 0, 0, 0)
end
end
end
Exodus:AddCallback(ModCallbacks.MC_EVALUATE_CACHE, Exodus.defecationCache)
--<<<BEENADES>>>--
BEENADES = Isaac.GetItemIdByName("Beenades"),
BEENADES = Isaac.GetCostumeIdByPath("gfx/characters/costume_Beenades.anm2"),
BEENADES = { HasBeenades = false },
function Exodus:beenadesUpdate()
local player = Isaac.GetPlayer(0)
if player:HasCollectible(ItemId.BEENADES) then
if ItemVariables.BEENADES.HasBeenades == false then
player:AddNullCostume(CostumeId.BEENADES)
ItemVariables.BEENADES.HasBeenades = true
end
for i, entity in pairs(Isaac.GetRoomEntities()) do
local sprite = entity:GetSprite()
if entity.Type == EntityType.ENTITY_EFFECT and entity.Variant == EffectVariant.ROCKET and entity:IsDead() and player:HasCollectible(CollectibleType.COLLECTIBLE_EPIC_FETUS) then
if not string.find(sprite:GetFilename(), "gfx/effects/bee") then
sprite:ReplaceSpritesheet(0, "gfx/effects/effect_035_beemissile.png")
sprite:LoadGraphics()
end
Exodus:FireXHoney(15, entity)
end
if entity.Type == EntityType.ENTITY_BOMBDROP and (entity.SpawnerType == EntityType.ENTITY_PLAYER or entity.SpawnerType == EntityType.ENTITY_BOMBDROP) then
if string.find(sprite:GetFilename(), "gfx/004") then
sprite:ReplaceSpritesheet(0, "gfx/items/pick ups/pickup_016_beebomb.png")
sprite:LoadGraphics()
end
if entity:IsDead() then
entity:Remove()
Exodus:FireXHoney(15, entity)
end
end
if entity.Type == EntityType.ENTITY_EFFECT and entity.Variant == Entities.HONEY_POOF.variant and sprite:IsFinished("Poof") then
entity:Remove()
end
if entity.Type == EntityType.ENTITY_EFFECT and entity.Variant == Entities.HONEY_POOF.variant then
entity.SpriteRotation = entity.Velocity:GetAngleDegrees()
if entity:CollidesWithGrid() or entity.FrameCount > 15 then
Isaac.Spawn(EntityType.ENTITY_EFFECT, Entities.HONEY_POOF.variant, 0, entity.Position, NullVector, entity)
local creep = Isaac.Spawn(EntityType.ENTITY_EFFECT, EffectVariant.PLAYER_CREEP_BLACK, 0, entity.Position, NullVector, player):ToEffect()
creep:SetTimeout(200)
creep:SetColor(Color(0, 0, 0, 1, math.random(200,250), math.random(150,200), math.random(0,10)), -1, 1, false, false)
creep:GetData().IsHoneyCreep = true
entity:Remove()
if player:HasCollectible(CollectibleType.COLLECTIBLE_ANTI_GRAVITY) then
creep.Velocity = entity.Velocity * 100
end
if player:HasCollectible(CollectibleType.COLLECTIBLE_BRIMSTONE) then
local brim = player:FireBrimstone(RandomVector())
brim.Position = entity.Position
brim.DisableFollowParent = true
end
if player:HasCollectible(CollectibleType.COLLECTIBLE_TECHNOLOGY) then
local tech = player:FireTechLaser(entity.Position, 0, RandomVector(), false, false)
tech.DisableFollowParent = true
end
end
end
if player:HasCollectible(CollectibleType.COLLECTIBLE_BOBS_ROTTEN_HEAD) and entity.Type == EntityType.ENTITY_TEAR and entity.Variant == EntityType.ENTITY_BOMBDROP and entity:IsDead() then
Exodus:FireXHoney(15, entity)
end
if entity:GetData().IsHoneyCreep and entity.Type == EntityType.ENTITY_EFFECT and entity.Variant == EffectVariant.PLAYER_CREEP_BLACK then
for u, enemy in pairs(Isaac.GetRoomEntities()) do
if enemy:IsVulnerableEnemy() and enemy:IsActiveEnemy(false) and not enemy:IsFlying() then
if enemy:HasEntityFlags(EntityFlag.FLAG_SLOW) then
enemy:GetSprite():Stop()
enemy.Velocity = NullVector
enemy.Friction = enemy.Friction / 2
end
end
end
end
end
end
end
Exodus:AddCallback(ModCallbacks.MC_POST_UPDATE, Exodus.beenadesUpdate)
--<<<CANMAN>>>--
function Exodus:canmanTakeDamage(target, amount, flags, source, cdtimer)
if target.Variant == Entities.CANMAN.variant then
local data = target:GetData()
if data.ExplosionTimer == nil then
data.ExplosionTimer = 30
end
end
end
Exodus:AddCallback(ModCallbacks.MC_ENTITY_TAKE_DMG, Exodus.canmanTakeDamage, Entities.CANMAN.id)
function Exodus:canmanEntityUpdate(can)
if can.Variant == Entities.CANMAN.variant then
local sprite = can:GetSprite()
local data = can:GetData()
local player = Isaac.GetPlayer(0)
if not sprite:IsPlaying("Idle") or can.FrameCount == 1 then
sprite:Play("Idle",true)
end
if not can:HasEntityFlags(EntityFlag.FLAG_NO_FLASH_ON_DAMAGE) then
can:AddEntityFlags(EntityFlag.FLAG_NO_FLASH_ON_DAMAGE)
end
if not can:HasEntityFlags(EntityFlag.FLAG_NO_PHYSICS_KNOCKBACK) then
can:AddEntityFlags(EntityFlag.FLAG_NO_PHYSICS_KNOCKBACK)
end
if not can:HasEntityFlags(EntityFlag.FLAG_NO_BLOOD_SPLASH) then
can:AddEntityFlags(EntityFlag.FLAG_NO_BLOOD_SPLASH)
end
if (player.Position:DistanceSquared(can.Position) < 70^2 or math.random(200) == 1 and can.FrameCount > 200) and data.ExplosionTimer == nil then
data.ExplosionTimer = 30
end
if data.ExplosionTimer ~= nil then
can.Color = Color(1, 1, 1, 1, math.abs(math.ceil(math.sin(data.ExplosionTimer / 2) * 100)), 0, 0)
if data.ExplosionTimer > 0 then
data.ExplosionTimer = data.ExplosionTimer - 1
else
can:Die()
end
end
if can:IsDead() then
Isaac.Explode(can.Position, can, 60)
end
end
end
Exodus:AddCallback(ModCallbacks.MC_NPC_UPDATE, Exodus.canmanEntityUpdate, Entities.CANMAN.id)
--<<<SPOOK>>>--
function Exodus:spookEntityUpdate(spook)
if spook.Variant == Entities.SPOOK.variant then
local sprite = spook:GetSprite()
local data = spook:GetData()
local player = Isaac.GetPlayer(0)
local target = spook:GetPlayerTarget()
local angle = (target.Position - spook.Position):GetAngleDegrees()
if spook:IsDead() then
for i = 1, math.random(10, 20) do
local ectoexplosion = Isaac.Spawn(EntityType.ENTITY_EFFECT, EffectVariant.BLOOD_PARTICLE, 0, spook.Position, Vector(math.random(-5, 5), math.random(-5, 5)), player):GetSprite()
ectoexplosion.Color = Color(1, 1, 1, 0.4, 50, 128, 128)
ectoexplosion.Scale = ectoexplosion.Scale * 0.5
ectoexplosion.Rotation = math.random(1, 3600) / 10
ectoexplosion:Update()
end
end
if spook.State ~= 4 then
data.State4Frame = 0
end
if spook.FrameCount <= 1 then
spook.State = 2
data.State0Frame = 0
data.State3Countdown = 0
end
if spook.State == 2 then
sprite:Play("Appear",false)
if sprite:IsFinished("Appear") then
spook.State = 0
end
elseif spook.State == 0 then
if data.State0Frame then
data.State0Frame = data.State0Frame + 1
if (data.State0Frame % 30 or data.State0Frame == 0) and data.State0Frame <= 90 then
spook:AddVelocity((target.Position - spook.Position):Normalized() * 0.2)
elseif data.State0Frame > 90 then
spook.Velocity = (target.Position - spook.Position):Normalized() * 3
if player:GetHeadDirection() == Direction.LEFT or player:GetMovementDirection() == Direction.LEFT then
if spook.Position.X < player.Position.X and math.abs(player.Position.Y - spook.Position.Y) < 40 then
spook.State = 3
data.State0Frame = 0
data.State3Countdown = 60
end
elseif player:GetHeadDirection() == Direction.RIGHT or player:GetMovementDirection() == Direction.RIGHT then
if spook.Position.X > player.Position.X and math.abs(player.Position.Y - spook.Position.Y) < 40 then
spook.State = 3
data.State0Frame = 0
data.State3Countdown = 60
end
elseif player:GetHeadDirection() == Direction.UP or player:GetMovementDirection() == Direction.UP then
if spook.Position.Y < player.Position.Y and math.abs(player.Position.X - spook.Position.X) < 40 then
spook.State = 3
data.State0Frame = 0
data.State3Countdown = 60
end
elseif (player:GetHeadDirection() == Direction.DOWN or player:GetMovementDirection() == Direction.DOWN) or player:GetHeadDirection() == Direction.NO_DIRECTION then
if spook.Position.Y > player.Position.Y and math.abs(player.Position.X - spook.Position.X) < 40 then
spook.State = 3
data.State0Frame = 0
data.State3Countdown = 60
end
end
end
else
data.State0Frame = 0
end
spook:AnimWalkFrame("Float", "Float", 0.1)
elseif spook.State == 3 then
spook:AnimWalkFrame("FloatHide", "FloatHide", 0.1)
spook.Velocity = (spook.Position - player.Position):Resized(1)
data.State3Countdown = data.State3Countdown - 1
if data.State3Countdown <= 0 then
spook.State = 4
data.State0Frame = 0
data.State3Countdown = 60
end
if player:GetHeadDirection() == Direction.LEFT or player:GetMovementDirection() == Direction.LEFT then
if spook.Position.X < player.Position.X and math.abs(player.Position.Y - spook.Position.Y) < 40 then
data.State3Countdown = 60
end
elseif player:GetHeadDirection() == Direction.RIGHT or player:GetMovementDirection() == Direction.RIGHT then
if spook.Position.X > player.Position.X and math.abs(player.Position.Y - spook.Position.Y) < 40 then
data.State3Countdown = 60
end
elseif player:GetHeadDirection() == Direction.UP or player:GetMovementDirection() == Direction.UP then
if spook.Position.Y < player.Position.Y and math.abs(player.Position.X - spook.Position.X) < 40 then
data.State3Countdown = 60
end
elseif (player:GetHeadDirection() == Direction.DOWN or player:GetMovementDirection() == Direction.DOWN) or player:GetHeadDirection() == Direction.NO_DIRECTION then
if spook.Position.Y > player.Position.Y and math.abs(player.Position.X - spook.Position.X) < 40 then
data.State3Countdown = 60
end
end
elseif spook.State == 4 then
data.State4Frame = data.State4Frame + 1
if data.State4Frame < 31 or data.State4Frame > 63 then
spook.Velocity = (target.Position - spook.Position):Normalized() * 3
spook:AnimWalkFrame("Float", "Float", 0.1)
end
if data.State4Frame % 10 == 0 and data.State4Frame <= 30 then
local offset = Vector(0, 28)
if sprite.FlipX then
offset = Vector(-15, 28)
else
offset = Vector(15, 28)
end
sprite:Play("Shoot", false)
local shot = Isaac.Spawn(EntityType.ENTITY_PROJECTILE, 0, 0, spook.Position + offset, Vector.FromAngle(1 * angle):Resized(10), spook)
local shotSprite = shot:GetSprite()
local color = shotSprite.Color
shotSprite.Color = Color(color.R, color.G, color.B, 0.5, 0, 0, 0)
shotSprite:ReplaceSpritesheet(0,"gfx/Ghost Tear.png")
shotSprite:LoadGraphics()
shot.SplatColor = Color(0, 1, 1, 0.5, 0, 0, 0)
shot.GridCollisionClass = GridCollisionClass.COLLISION_NONE
sfx:Play(SoundEffect.SOUND_LITTLE_SPIT, 1, 0, false, 0.8)
end
if data.State4Frame >= 31 and data.State4Frame < 60 then
if data.State4Frame == 31 then
spook.Velocity = NullVector
sprite:Play("Disappear", false)
end
if sprite:IsFinished("Disappear") then
sprite:Play("Appear", false)
spook.Position = game:GetRoom():GetRandomPosition(1)
spook.CollisionDamage = 0
end
end
if data.State4Frame > 70 or data.State4Frame == 0 then
spook.CollisionDamage = 1
end
if data.State4Frame > 80 then
if player:GetHeadDirection() == Direction.LEFT or player:GetMovementDirection() == Direction.LEFT then
if spook.Position.X < player.Position.X and math.abs(player.Position.Y - spook.Position.Y) < 40 then
spook.State = 3
data.State0Frame = 0
data.State3Countdown = 60
end
elseif player:GetHeadDirection() == Direction.RIGHT or player:GetMovementDirection() == Direction.RIGHT then
if spook.Position.X > player.Position.X and math.abs(player.Position.Y - spook.Position.Y) < 40 then
spook.State = 3
data.State0Frame = 0
data.State3Countdown = 60
end
elseif player:GetHeadDirection() == Direction.UP or player:GetMovementDirection() == Direction.UP then
if spook.Position.Y < player.Position.Y and math.abs(player.Position.X - spook.Position.X) < 40 then
spook.State = 3
data.State0Frame = 0
data.State3Countdown = 60
end
elseif (player:GetHeadDirection() == Direction.DOWN or player:GetMovementDirection() == Direction.DOWN) or player:GetHeadDirection() == Direction.NO_DIRECTION then
if spook.Position.Y > player.Position.Y and math.abs(player.Position.X - spook.Position.X) < 40 then
spook.State = 3
data.State0Frame = 0
data.State3Countdown = 60
end
end
end
end
end
end
Exodus:AddCallback(ModCallbacks.MC_NPC_UPDATE, Exodus.spookEntityUpdate, Entities.SPOOK.id)
--<<<GRIDSIES>>>--
function Exodus:gridsieEntityUpdate(entity)
if entity.Variant == Entities.GRIDSIE.variant or entity.Variant == Entities.BOMB_GRIDSIE.variant or entity.Variant == Entities.POLYP_GRIDSIE.variant then
local sprite = entity:GetSprite()
local data = entity:GetData()
local target = entity:GetPlayerTarget()
local player = Isaac.GetPlayer(0)
if entity:HasEntityFlags(EntityFlag.FLAG_APPEAR) then
entity:ClearEntityFlags(EntityFlag.FLAG_APPEAR)
end
if not entity:HasEntityFlags(EntityFlag.FLAG_NO_PHYSICS_KNOCKBACK) then
entity:AddEntityFlags(EntityFlag.FLAG_NO_PHYSICS_KNOCKBACK)
end
if entity:IsDead() then
Isaac.Spawn(EntityType.ENTITY_EFFECT, EffectVariant.ROCK_PARTICLE, 0, entity.Position, NullVector, entity)
sfx:Play(SoundEffect.SOUND_ROCK_CRUMBLE, 1, 0, false, 1)
end
if (player:HasCollectible(CollectibleType.COLLECTIBLE_LEO) or player:HasCollectible(CollectibleType.COLLECTIBLE_THUNDER_THIGHS)) and entity.Position:DistanceSquared(player.Position) < 30^2 then
entity:Die()
end
if sprite:IsFinished("Appear") then
entity.CollisionDamage = 0
entity.Velocity = NullVector
entity.Friction = entity.Friction / 2
if (entity.FrameCount > 130 and entity.Position:DistanceSquared(player.Position) < 100^2) or entity.HitPoints <= entity.MaxHitPoints / 2 then
sprite:Play("Stand",true)
end
end
if sprite:IsFinished("Stand") or sprite:IsPlaying("WalkVert") or sprite:IsPlaying("WalkHori") then
if entity.Friction ~= 1 then
entity.Friction = 1
end
if entity.CollisionDamage ~= 1 then
entity.CollisionDamage = 1
end
if data.GridCountdown == nil then
data.GridCountdown = 0
end
if entity.Velocity:GetAngleDegrees() >= 45 and entity.Velocity:GetAngleDegrees() <= 135 then
sprite:Play("WalkVert",false)
else
sprite:Play("WalkHori",false)
end
if entity.Position.X < player.Position.X then
sprite.FlipX = false
else
sprite.FlipX = true
end
if entity:CollidesWithGrid() or data.GridCountdown > 0 then
if entity.Variant == Entities.POLYP_GRIDSIE.variant then
entity.Pathfinder:FindGridPath(player.Position, 0.8, 1, false)
else
entity.Pathfinder:FindGridPath(player.Position, 0.5, 1, false)
end
if data.GridCountdown <= 0 then
data.GridCountdown = 30
else
data.GridCountdown = data.GridCountdown - 1
end
else
if entity.Variant == Entities.POLYP_GRIDSIE.variant then
entity.Velocity = (player.Position - entity.Position):Resized(5)
else
entity.Velocity = (player.Position - entity.Position):Resized(3.5)
end
end
if entity.Variant == Entities.BOMB_GRIDSIE.variant and entity.Position:DistanceSquared(player.Position) <= 30^2 then
entity:Die()
end
end
if entity.Variant == Entities.GRIDSIE.variant then
if data.HasStateChange ~= true then
if math.random(20) == 1 then
entity:Remove()
Isaac.Spawn(Entities.BOMB_GRIDSIE.id, Entities.BOMB_GRISIDE.variant, 0, entity.Position, NullVector, entity)
else
local rand = math.random(3)
sprite:ReplaceSpritesheet(1, "gfx/monsters/Gridsie " .. rand .. ".png")
sprite:LoadGraphics()
end
entity:GetData().HasStateChange = true
end
elseif entity.Variant == Entities.POLYP_GRIDSIE.variant then
if entity.FrameCount == 1 then
local rand = math.random(2)
if rand == 1 then
sprite:ReplaceSpritesheet(1, "gfx/monsters/Gridsie Polyp.png")
sprite:LoadGraphics()
elseif rand == 2 then
sprite:ReplaceSpritesheet(1, "gfx/monsters/Gridsie Polyp 2.png")
sprite:LoadGraphics()
end
end
if entity:IsDead() then
for i = 1, 8 do
Isaac.Spawn(EntityType.ENTITY_PROJECTILE, ProjectileVariant.BLOOD, 0, entity.Position, Vector.FromAngle(i * 45):Resized(9), entity)
end
end
elseif entity.Variant == Entities.BOMB_GRIDSIE.variant then
if entity.FrameCount == 1 then
sprite:ReplaceSpritesheet(1, "gfx/monsters/Bomb Gridsie.png")
sprite:LoadGraphics()
end
if entity:IsDead() then
Isaac.Explode(entity.Position, entity, 60)
end
end
end
end
Exodus:AddCallback(ModCallbacks.MC_NPC_UPDATE, Exodus.gridsieEntityUpdate, Entities.GRIDSIE.id)
--<<<HUSHED HORF>>>--
function Exodus:hushedHorfUpdate()
local player = Isaac.GetPlayer(0)
for i, entity in pairs(Isaac.GetRoomEntities()) do
local data = entity:GetData()
if data.IsFromHushedHorfTear then
local degress = 0
if entity.Position.X < player.Position.X and not player:IsDead() then
degress = rng:RandomInt(3) + 6
else
degress = (rng:RandomInt(3) + 6) * -1
end
entity.Velocity = entity.Velocity:Rotated(degress):Resized(1.5 * (math.sqrt(player.Position:Distance(entity.Position) / 10))) + (player.Position - entity.Position):Resized(0.5)
if entity.FrameCount > 10 then
entity:Remove()
local tear = Isaac.Spawn(EntityType.ENTITY_PROJECTILE, ProjectileVariant.HUSH, 0, entity.Position + Vector(0, 6), entity.Velocity, entity)
tear:GetData().IsFromHushedHorfTear = true
tear.Color = Color(0.83529411764, 0.7294117647, 0, 1, 0, 0, 0)
end
end
if entity.Type == EntityType.ENTITY_PROJECTILE and entity.Variant == 0 and entity.SpawnerType == EntityType.ENTITY_HORF and entity.SpawnerVariant == Entities.HUSHED_HORF.variant then
entity:Remove()
local tear = Isaac.Spawn(EntityType.ENTITY_PROJECTILE, ProjectileVariant.HUSH, 0, entity.Position, entity.Velocity, entity)
tear:GetData().IsFromHushedHorfTear = true
tear.Color = Color(0.83529411764, 0.7294117647, 0, 1, 0, 0, 0)
end
end
end
Exodus:AddCallback(ModCallbacks.MC_POST_UPDATE, Exodus.hushedHorfUpdate)
--<<<BOTH SILENT ENEMIES>>>--
function Exodus:silentEnemiesUpdate()
local player = Isaac.GetPlayer(0)
for i, entity in pairs(Isaac.GetRoomEntities()) do
local data = entity:GetData()
if entity.SpawnerType == Entities.SILENT_FATTY.id and entity.SpawnerVariant == Entities.SILENT_FATTY.variant and entity.Type == EntityType.ENTITY_PROJECTILE and entity.Variant == 0 then
entity:Remove()
for u = 1, 8 do
local tear = Isaac.Spawn(EntityType.ENTITY_PROJECTILE, ProjectileVariant.HUSH, 0, entity.Position, entity.Velocity:Rotated(i * 45):Resized(6), entity)
tear.SpawnerType = Entities.SILENT_FATTY.id
end
end
if entity.Type == EntityType.ENTITY_PROJECTILE and entity.Variant == 6 then
if entity.SpawnerType == Entities.SILENT_FATTY.id then
entity.Velocity = (player.Position - entity.Position) / 50 + (entity.Velocity * 0.8)
if entity.FrameCount % 100 == 0 then
entity:Die()
elseif entity.FrameCount > 10 then
entity:Remove()
local tear = Isaac.Spawn(EntityType.ENTITY_PROJECTILE, ProjectileVariant.HUSH, 0, entity.Position, RandomVector() * 10, entity.Parent)
tear.SpawnerType = Entities.SILENT_FATTY.id
end
end
end
if entity.SpawnerType == Entities.SILENT_HOST.id and entity.SpawnerVariant == Entities.SILENT_HOST.variant and entity.Type == EntityType.ENTITY_PROJECTILE then
if entity.Variant == 6 then
entity.Velocity = entity.Velocity:Rotated(15):Resized(entity.FrameCount)
else
entity:Remove()
for i = 1, 4 do
local tear = Isaac.Spawn(EntityType.ENTITY_PROJECTILE, ProjectileVariant.HUSH, 0, entity.Position, entity.Velocity:Rotated(i * 90):Resized(10), entity)
tear.SpawnerType = Entities.SILENT_HOST.id
tear.SpawnerVariant = Entities.SILENT_HOST.variant
end
end
end
end
end
Exodus:AddCallback(ModCallbacks.MC_POST_UPDATE, Exodus.silentEnemiesUpdate) |
local settings = require('settings')
-- Return a name that doesn't appear in any of the provided tables' keys
local function getUniqueName(name, ...)
local function exists(key)
local match = nil
for i,tbl in ipairs(arg) do
match = match or tbl[key]
end
return match ~= nil
end
local index = 0
local newName = name
while exists(newName) do
index = index + 1
newName = name .. index
end
return newName
end
local function appendJsonChars(fileName)
-- Remove trailing comma
local fdr = file.open(fileName, 'r+')
fdr:seek('end', -2)
local isComma = file.read(1) == ','
if isComma then
fdr:seek('end', -2)
fdr:write(' ')
end
fdr:close()
-- Add array and object close
local fda = file.open(fileName, 'a+')
fda:writeline(']}')
fda:close()
end
local function prepDataFiles()
local dataPrefix = '^' .. settings.dataFilePrefix
local oldQueuedFiles = file.list('^' .. settings.queuedFilePrefix)
local newQueuedFiles = {}
for n,b in pairs(file.list(dataPrefix)) do
appendJsonChars(n)
local queuedName = n:gsub(dataPrefix, settings.queuedFilePrefix, 1)
queuedName = getUniqueName(queuedName, newQueuedFiles, oldQueuedFiles)
-- Store the new name for the next getUniqueName() and rename the file
newQueuedFiles[queuedName] = b
file.rename(n, queuedName)
end
end
local function queueFiles()
prepDataFiles()
QueuedFileNames = {}
local queuedFiles = file.list('^' .. settings.queuedFilePrefix)
for n,b in pairs(queuedFiles) do
table.insert(QueuedFileNames, n)
end
end
queueFiles() |
--[[
© 2020 TERRANOVA do not share, re-distribute or modify
without permission of its author.
--]]
local PANEL = {}
-- Called when the panel is first initialized.
function PANEL:Init()
self:Dock(FILL)
self:SetDrawBackground(false)
self.backHeader = self:Add(ix.gui.record:AddBackHeader(function()
ix.gui.record:SendToServer(VIEWDATA_UPDATEVAR, {
var = "note",
info = self.textEntry:GetText()
})
ix.gui.record:SetStage("Home")
end))
local title = self:Add(ix.gui.record:BuildLabel("Editing Note", true))
title:DockMargin(0,0,0,4)
local recordName = self:Add(ix.gui.record:BuildLabel("You can type up to 1024 characters."))
recordName:DockMargin(0,0,0,4)
self.textEntry = self:Add("DTextEntry")
self.textEntry:SetMultiline(true)
self.textEntry:DockMargin(8, 0, 8, 8)
self.textEntry:Dock(FILL)
self.textEntry:SetText(ix.gui.record:GetRecord().vars["note"] or "")
function self.textEntry:PerformLayout()
self:SetBGColor( Color(50, 50, 50, 50) )
end
-- A function to set the text entry's real value.
function self.textEntry:SetRealValue(text)
self:SetValue(text);
self:SetCaretPos( string.len(text) );
end;
-- Called each frame.
function self.textEntry:Think()
local text = self:GetValue();
if (string.len(text) > 1024) then
self:SetRealValue( string.sub(text, 0, 1024) );
surface.PlaySound("common/talk.wav");
end;
end;
end
vgui.Register("ixCombineViewDataViewNote", PANEL, "DPanel") |
local lunit, RUN = lunit do
RUN = lunit and function()end or function ()
local res = lunit.run()
if res.errors + res.failed > 0 then
os.exit(-1)
end
return os.exit(0)
end
lunit = require "lunit"
end
local _,luacov = pcall(require, "luacov")
local TEST_CASE = assert(lunit.TEST_CASE)
local skip = lunit.skip or function() end
local curl = require "cURL"
local scurl = require "cURL.safe"
local json = require "dkjson"
local fname = "./test.download"
local utils = require "utils"
local function weak_ptr(val)
return setmetatable({value = val},{__mode = 'v'})
end
local function gc_collect()
for i = 1, 5 do
collectgarbage("collect")
end
end
-- Bug. libcurl 7.56.0 does not add `Content-Type: text/plain`
local text_plain = utils.is_curl_eq(7,56,0) and 'test/plain' or 'text/plain'
local GET_URL = "http://127.0.0.1:7090/get"
local ENABLE = true
local _ENV = TEST_CASE'version' if ENABLE then
function test()
assert_match("^%d+%.%d+%.%d+%-?", curl._VERSION)
assert_equal("Lua-cURL", curl._NAME )
end
end
local _ENV = TEST_CASE'easy' if ENABLE then
local e1, e2
function teardown()
if e1 then e1:close() end
if e2 then e2:close() end
e1, e2 = nil
end
if curl.OPT_STREAM_DEPENDS then
function test_easy_setopt_stream_depends_1()
e1 = assert(scurl.easy())
e2 = assert(scurl.easy())
assert_pass(function()
e1:setopt_stream_depends(e2)
end)
end
function test_easy_setopt_stream_depends_2()
e1 = assert(scurl.easy())
e2 = assert(scurl.easy())
assert_pass(function()
e1:setopt(curl.OPT_STREAM_DEPENDS, e2)
end)
end
function test_easy_setopt_stream_depends_3()
e1 = assert(scurl.easy())
e2 = assert(scurl.easy())
assert_pass(function()
e1:setopt{[curl.OPT_STREAM_DEPENDS] = e2}
end)
end
function test_easy_setopt_stream_depends_4()
e1 = assert(scurl.easy())
e2 = assert(scurl.easy())
assert_pass(function()
e1:setopt{stream_depends = e2}
end)
end
function test_easy_setopt_stream_depends_e_1()
e1 = assert(scurl.easy())
e2 = assert(scurl.easy())
assert_pass(function()
e1:setopt_stream_depends_e(e2)
end)
end
function test_easy_setopt_stream_depends_e_2()
e1 = assert(scurl.easy())
e2 = assert(scurl.easy())
assert_pass(function()
e1:setopt(curl.OPT_STREAM_DEPENDS_E, e2)
end)
end
function test_easy_setopt_stream_depends_e_3()
e1 = assert(scurl.easy())
e2 = assert(scurl.easy())
assert_pass(function()
e1:setopt{[curl.OPT_STREAM_DEPENDS_E] = e2}
end)
end
function test_easy_setopt_stream_depends_e_4()
e1 = assert(scurl.easy())
e2 = assert(scurl.easy())
assert_pass(function()
e1:setopt{stream_depends_e = e2}
end)
end
end
function test_easy_setopt_share()
e1 = assert(scurl.easy())
e2 = assert(scurl.share())
assert_pass(function()
e1:setopt_share(e2)
end)
end
end
local _ENV = TEST_CASE'multi_iterator' if ENABLE then
local url = GET_URL
local c, t, m
local function json_data()
return json.decode(table.concat(t))
end
function setup()
t = {}
m = assert(scurl.multi())
end
function teardown()
if m then m:close() end
if c then c:close() end
m, c, t = nil
end
function test_add_handle()
local base_url = url .. '?key='
local urls = {
base_url .. "1",
base_url .. "2",
"###" .. base_url .. "3",
base_url .. "4",
base_url .. "5",
}
local i = 0
local function next_easy()
i = i + 1
local url = urls[i]
if url then
c = assert(scurl.easy{url = url})
t = {}
return c
end
end
assert_equal(m, m:add_handle(next_easy()))
for data, type, easy in m:iperform() do
if type == "done" or type == "error" then
assert_equal(urls[i], easy:getinfo_effective_url())
assert_equal(easy, c)
easy:close()
c = nil
if i == 3 then
assert_equal(curl.error(curl.ERROR_EASY, curl.E_UNSUPPORTED_PROTOCOL), data)
else
local data = json_data()
assert_table(data.args)
assert_equal(tostring(i), data.args.key)
end
easy = next_easy()
if easy then m:add_handle(easy) end
end
if type == "data" then table.insert(t, data) end
end
assert_equal(#urls + 1, i)
assert_nil(c)
end
function test_info_read()
local url = GET_URL .. '?key=1'
c = assert(curl.easy{url=url, writefunction=function() end})
assert_equal(m, m:add_handle(c))
while m:perform() > 0 do m:wait() end
local h, ok, err = m:info_read()
assert_equal(c, h)
local h, ok, err = m:info_read()
assert_equal(0, h)
end
end
local _ENV = TEST_CASE'multi memory leak' if ENABLE then
local m
function teardown()
if m then m:close() end
m = nil
end
function test_basic()
local ptr do
local multi = assert(scurl.multi())
ptr = weak_ptr(multi)
end
gc_collect()
assert_nil(ptr.value)
end
function test_socket_action()
local ptr do
local multi = assert(scurl.multi())
multi:setopt_socketfunction(function() end)
ptr = weak_ptr(multi)
end
gc_collect()
assert_nil(ptr.value)
end
end
local _ENV = TEST_CASE'form' if ENABLE then
local post
function teardown()
if post then post:free() end
post = nil
end
function test_content_01()
post = assert(scurl.form{name01 = 'value01'})
local data = assert_string(post:get())
assert_match("\r\n\r\nvalue01\r\n", data)
assert_match('name="name01"', data)
end
function test_content_02()
post = assert(scurl.form{name02 = {'value02', type = text_plain}})
local data = assert_string(post:get())
assert_match("\r\n\r\nvalue02\r\n", data)
assert_match('name="name02"', data)
assert_match('Content%-Type: ' .. text_plain .. '\r\n', data)
end
function test_content_03()
post = assert(scurl.form{name03 = {content = 'value03', headers = {"Content-Encoding: gzip"}}})
local data = assert_string(post:get())
assert_match("\r\n\r\nvalue03\r\n", data)
assert_match('name="name03"', data)
assert_match('Content%-Encoding: gzip\r\n', data)
end
function test_content_04()
post = assert(scurl.form{name04 = {'value04', type = text_plain, headers = {"Content-Encoding: gzip"}}})
local data = assert_string(post:get())
assert_match("\r\n\r\nvalue04\r\n", data)
assert_match('name="name04"', data)
assert_match('Content%-Encoding: gzip\r\n', data)
assert_match('Content%-Type: ' .. text_plain .. '\r\n', data)
end
function test_buffer_01()
post = assert(scurl.form{name01 = {
name = 'file01',
data = 'value01',
}})
local data = assert_string(post:get())
assert_match("\r\n\r\nvalue01\r\n", data)
assert_match('name="name01"', data)
assert_match('filename="file01"', data)
assert_match('Content%-Type: application/octet%-stream\r\n', data)
end
function test_buffer_02()
post = assert(scurl.form{name02 = {
name = 'file02',
data = 'value02',
type = text_plain,
}})
local data = assert_string(post:get())
assert_match("\r\n\r\nvalue02\r\n", data)
assert_match('name="name02"', data)
assert_match('filename="file02"', data)
assert_match('Content%-Type: ' .. text_plain .. '\r\n', data)
assert_not_match('Content%-Type: application/octet%-stream\r\n', data)
end
function test_buffer_03()
post = assert(scurl.form{name03 = {
name = 'file03',
data = 'value03',
headers = {"Content-Encoding: gzip"},
}})
local data = assert_string(post:get())
assert_match("\r\n\r\nvalue03\r\n", data)
assert_match('name="name03"', data)
assert_match('filename="file03"', data)
assert_match('Content%-Type: application/octet%-stream\r\n', data)
assert_match('Content%-Encoding: gzip\r\n', data)
end
function test_buffer_04()
post = assert(scurl.form{name04 = {
name = 'file04',
data = 'value04',
type = text_plain,
headers = {"Content-Encoding: gzip"},
}})
local data = assert_string(post:get())
assert_match("\r\n\r\nvalue04\r\n", data)
assert_match('name="name04"', data)
assert_match('filename="file04"', data)
assert_match('Content%-Type: ' .. text_plain .. '\r\n', data)
assert_not_match('Content%-Type: application/octet%-stream\r\n', data)
assert_match('Content%-Encoding: gzip\r\n', data)
end
function test_stream_01()
post = assert(scurl.form{name01 = {
stream = function() end,
length = 128,
}})
local data = assert_string(post:get())
assert_match('name="name01"', data)
assert_not_match('filename', data)
end
function test_stream_02()
post = assert(scurl.form{name02 = {
name = 'file02',
stream = function() end,
length = 128,
}})
local data = assert_string(post:get())
assert_match('name="name02"', data)
assert_match('filename="file02"', data)
end
function test_stream_03()
post = assert(scurl.form{name03 = {
name = 'file03',
stream = function() end,
length = 128,
type = text_plain,
}})
local data = assert_string(post:get())
assert_match('name="name03"', data)
assert_match('filename="file03"', data)
assert_match('Content%-Type: ' .. text_plain .. '\r\n', data)
end
function test_stream_04()
post = assert(scurl.form{name04 = {
name = 'file04',
stream = function() end,
length = 128,
type = text_plain,
headers = {"Content-Encoding: gzip"},
}})
local data = assert_string(post:get())
assert_match('name="name04"', data)
assert_match('filename="file04"', data)
assert_match('Content%-Type: ' .. text_plain .. '\r\n', data)
assert_match('Content%-Encoding: gzip\r\n', data)
end
function test_stream_05()
post = assert(scurl.form{name05 = {
stream = {
length = function() return 128 end;
read = function() end;
}
}})
local data = assert_string(post:get())
assert_match('name="name05"', data)
assert_not_match('filename', data)
end
function test_error()
assert_error(function() post = scurl.form{name = {content = 1}} end)
assert_error(function() post = scurl.form{name = {1}} end)
assert_error(function() post = scurl.form{name = {data = {}}} end)
assert_error(function() post = scurl.form{name = {file = true}} end)
assert_error(function() post = scurl.form{name = {stream = function() end}} end)
assert_error(function() post = scurl.form{name = {stream = {}}} end)
assert_error(function() post = scurl.form{name = {stream = {
read=function()end;length=function()end
}}}end)
assert_error(function() post = scurl.form{name = {stream = {
read=function()end;length=function() return "123" end
}}}end)
assert_error(function() post = scurl.form{name = {stream = {
read=function()end;length=function() return "hello" end
}}}end)
end
function test_ignore_unknown()
post = assert(scurl.form{
name01 = {},
name02 = {name = "helo"},
})
local data = assert_string(post:get())
assert_not_match('name="name01"', data)
assert_not_match('name="name02"', data)
end
function test_empty()
post = assert(scurl.form{})
end
end
RUN()
|
serial_version = 1.0
TILE = {}
TILE.initializeEnt = function (self,ent, x, y)
if ent.max_anims <= 1 then ent.anim_type = "" ent.variants = false else
ent.anim_type = math.floor((global_run_time + math.random() * 1000) % ent.max_anims)
end
end
TILE.executeAI = function (self,ent)
local pl = getPlayer()
local x = (ent.xpos + ent.col_width / 2) - (pl.xpos + pl.col_width / 2)
local y = (ent.ypos + ent.eye_height) - (pl.ypos + ent.col_height)
local dist = getDistance(ent, pl)
local size = math.sqrt(ent.col_width * ent.col_width + ent.eye_height * ent.eye_height)
if x + pl.col_width / 2 < ent.col_width + pl.col_width / 2 and x + pl.col_width / 2 > 0 then
ePrint("Height="..y)
if y < pl.col_height / -4 then
getPlayer().col_obj = ent
if x + pl.col_width / 2 > pl.col_width and getPlayer().right then
ent.allow_right_movement = false
ent.allow_left_movement = true
elseif x + pl.col_width / 2 <= pl.col_width and getPlayer().left then
ent.allow_right_movement = true
ent.allow_left_movement = false
end
else
ent.allow_right_movement = true
ent.allow_left_movement = true
if y > pl.col_height / -8 and y < pl.col_height and math.abs(x + pl.col_width / 2) > ent.col_width / 2 then
ent.allow_fall_movement = false
else
ent.allow_fall_movement = true
end
end
elseif getPlayer().col_obj == ent then getPlayer().col_obj = nil end
end
TILE.renderEnt = function (self,ent)
if ent.variants ~= nil and ent.variants == false then
renderAnimation(ent.animpath, "idle", ent.xpos, ent.ypos + ent.col_height / 2, ent.rot, 1.0, 1.0, ent.program_age)
else
renderAnimation(ent.animpath, "idle"..ent.anim_type, ent.xpos, ent.ypos + ent.col_height / 2, ent.rot, 1.0, 1.0, ent.program_age)
end
end
return TILE |
-- Niblib
-- Biblioteca de API utilitária para o Nibble
-- https://github.com/pongboy/nibble
-- Apaga variáveis globais desnecessárias
time = os.clock
os = nil
dprint = print
-- Cria esqueleto de funções
function init()
end
function update(dt)
end
function draw()
end
-- Importa implementação das funções
local gpu = require('frameworks/niblib/gpu')
local input = require('frameworks/niblib/input')
local vid = require('frameworks/niblib/vid')
local audio = require('frameworks/niblib/audio')
-- Helpers da linguagem
lang = require('frameworks/niblib/lang')
-- Exporta a API gráfica
-- Limpar a tela
clr = gpu.clr
-- Sprites
spr = gpu.spr
pspr = gpu.pspr
-- Cores
pal = gpu.pal
col = gpu.col
mix = gpu.mix
-- Formas
rectf = gpu.rectf
quadf = gpu.quadf
trif = gpu.trif
circf = gpu.circf
line = gpu.line
circ = gpu.circ
rect = gpu.rect
quad = gpu.quad
tri = gpu.tri
mask = gpu.mask
setcol = gpu.setcol
cppal = gpu.cppal
col = gpu.col
screen = gpu.screen
-- GIF
start_recording = gpu.start_recording
stop_recording = gpu.stop_recording
-- Print
print = gpu.print
-- Exporta a API de entrada
btd = function (b) return input.bt(b) == input.STDOWN; end
btu = function (b) return input.bt(b) == input.STUP; end
btp = function (b) return input.bt(b) == input.STPRESSED; end
btr = function (b) return input.bt(b) == input.STRELEASED; end
-- Manimulação direta da memória de vídeo
putp = vid.putp
getp = vid.getp
UP = input.UP
DOWN = input.DOWN
LEFT = input.LEFT
RIGHT = input.RIGHT
RED = input.RED
BLUE = input.BLUE
BLACK = input.BLACK
WHITE = input.WHITE
-- Áudio
snd = audio.snd
mksnd = audio.mksnd
note = audio.note
skip = audio.skip
rep = audio.rep
loop = audio.loop
stop = audio.stop
adsr = audio.adsr
|
local Assert = require('util.assert')
local ItemChestTransport = {}
function ItemChestTransport.update(portal)
Assert.Portal(portal)
local source_inv = portal.from_entity.get_inventory(portal.type_params.source_inventory_type or defines.inventory.chest)
local target_inv = portal.to_entity.get_inventory(portal.type_params.target_inventory_type or defines.inventory.chest)
local source_contents = source_inv.get_contents()
local start_rate = portal.type_params.rate
local rate = start_rate
for item, count in pairs(source_contents) do
local new_count = count
if start_rate then
if rate > 0 then
count = math.min(rate, count)
rate = rate - new_count
else
break
end
end
if count > 0 then
local target_count = target_inv.insert{name = item, count = count}
if target_count > 0 then
source_inv.remove{name = item, count = target_count}
end
end
end
return portal.type_params.delay or 60
end
return ItemChestTransport
|
if not nyagos then
print("This is a script for nyagos not lua.exe")
os.exit()
end
share.maincmds = {}
-- git
local githelp=io.popen("git help -a 2>nul","r")
if githelp then
local gitcmds={}
for line in githelp:lines() do
if string.match(line,"^ %S") then
for word in string.gmatch(line,"%S+") do
gitcmds[ #gitcmds+1 ] = word
end
end
end
githelp:close()
if #gitcmds > 1 then
local maincmds = share.maincmds
maincmds["git"] = gitcmds
maincmds["git.exe"] = gitcmds
share.maincmds = maincmds
end
end
-- Subversion
local svnhelp=io.popen("svn help 2>nul","r")
if svnhelp then
local svncmds={}
for line in svnhelp:lines() do
local m=string.match(line,"^ ([a-z]+)")
if m then
svncmds[ #svncmds+1 ] = m
end
end
svnhelp:close()
if #svncmds > 1 then
local maincmds = share.maincmds
maincmds["svn"] = svncmds
maincmds["svn.exe"] = svncmds
share.maincmds = maincmds
end
end
-- Mercurial
local hghelp=io.popen("hg debugcomplete 2>nul","r")
if hghelp then
local hgcmds={}
for line in hghelp:lines() do
for word in string.gmatch(line,"[a-z]+") do
hgcmds[#hgcmds+1] = word
end
end
hghelp:close()
if #hgcmds > 1 then
local maincmds=share.maincmds
maincmds["hg"] = hgcmds
maincmds["hg.exe"] = hgcmds
share.maincmds = maincmds
end
end
-- Rclone
local rclonehelp=io.popen("rclone --help 2>nul","r")
if rclonehelp then
local rclonecmds={}
local startflag = false
for line in rclonehelp:lines() do
if string.match(line,"Available Commands:") then
startflag = true
end
if string.match(line,"Flags:") then
break
end
if startflag then
local m=string.match(line,"^%s+([a-z]+)")
if m then
rclonecmds[ #rclonecmds+1 ] = m
end
end
end
rclonehelp:close()
if #rclonecmds > 1 then
local maincmds=share.maincmds
maincmds["rclone"] = rclonecmds
maincmds["rclone.exe"] = rclonecmds
share.maincmds = maincmds
end
end
if next(share.maincmds) then
nyagos.completion_hook = function(c)
if c.pos <= 1 then
return nil
end
local cmdname = string.match(c.text,"^%S+")
if not cmdname then
return nil
end
--[[
2nd command completion like :git bisect go[od]
user define-able
local subcommands={"good", "bad"}
local maincmds=share.maincmds
maincmds["git bisect"] = subcommands
share.maincmds = maincmds
--]]
local cmd2nd = string.match(c.text,"^%S+%s+%S+")
if share.maincmds[cmd2nd] then
cmdname = cmd2nd
end
local subcmds = {}
local subcmdData = share.maincmds[cmdname]
if not subcmdData then
return nil
end
local subcmdType = type(subcmdData)
if "table" == subcmdType then
subcmds = subcmdData
elseif "function" == subcmdType then
subcmds = subcmdData()
end
for i=1,#subcmds do
table.insert(c.list,subcmds[i])
end
return c.list
end
end
|
object_tangible_container_drum_shared_nonopening_treasure_drum = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/container/drum/shared_nonopening_treasure_drum.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_container_drum_shared_nonopening_treasure_drum, "object/tangible/container/drum/shared_nonopening_treasure_drum.iff")
------------------------------------------------------------------------------------------------------------------------------------
object_tangible_container_drum_shared_supply_drop_crate = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/container/drum/shared_supply_drop_crate.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_container_drum_shared_supply_drop_crate, "object/tangible/container/drum/shared_supply_drop_crate.iff")
------------------------------------------------------------------------------------------------------------------------------------
|
slot0 = class("FushunAdventureGameConst")
slot0.BGM_NAME = "main-chunjie2"
slot0.GAME_BGM_NAME = "bgm-cccp3"
slot0.A_BTN_VOICE = "event:/ui/quanji"
slot0.B_BTN_VOICE = "event:/ui/tiji"
slot0.COUNT_DOWN_VOICE = "event:/ui/ddldaoshu2"
slot0.ENTER_EX_VOICE = "event:/ui/baoqi"
slot0.EX_TIP_TIME = 3
slot0.EX_TIME = 10
slot0.EX_CLICK_SCORE = 10
slot0.COMBO_SCORE_TARGET = 20
slot0.COMBO_EXTRA_SCORE = 5
slot0.LEVEL_CNT = 7
slot0.SHAKE_RANGE = 0.1
slot0.SHAKE_TIME = 0.05
slot0.SHAKE_LOOP_CNT = 2
slot0.FUSHUN_INIT_POSITION = Vector2(-655.7, -205)
slot0.FUSHUN_ATTACK_DISTANCE = 230
slot0.FUSHUN_ATTACK_RANGE = 300
slot0.ENEMY_SPAWN_POSITION = Vector2(1300, -351)
slot0.EX_ENEMY_SPAWN_TIME = 0.5
slot0.SPEED_ADDITION = {
{
{
0,
1000
},
2.5
},
{
{
1001,
3000
},
3
},
{
{
3001,
6000
},
3.2
},
{
{
6001,
8000
},
3.4
}
}
slot0.PROPABILITES = {
{
{
0,
1000
},
60,
20,
20
},
{
{
1001,
3000
},
50,
30,
20
},
{
{
3001,
5000
},
40,
40,
20
},
{
{
5001,
8000
},
20,
50,
30
}
}
slot0.ENEMY_SPAWN_TIME_ADDITION = {
{
{
0,
1000
},
{
2.2,
2.6
}
},
{
{
1001,
3000
},
{
1.8,
2.2
}
},
{
{
3001,
5000
},
{
1.5,
1.8
}
},
{
{
5001,
8000
},
{
1,
1.6
}
}
}
slot0.ENEMYS = {
{
crazy_speed = 14,
name = "beast01",
hp = 1,
speed = 3,
id = 1,
score = 10,
attackDistance = 150,
energyScore = 3
},
{
crazy_speed = 13,
name = "beast02",
hp = 2,
speed = 3,
id = 2,
score = 20,
attackDistance = 150,
energyScore = 5
},
{
crazy_speed = 12,
name = "beast03",
hp = 3,
speed = 3,
id = 3,
score = 30,
attackDistance = 150,
energyScore = 8
}
}
return slot0
|
local condition = Condition(CONDITION_DROWN)
condition:setParameter(CONDITION_PARAM_PERIODICDAMAGE, -20)
condition:setParameter(CONDITION_PARAM_TICKS, -1)
condition:setParameter(CONDITION_PARAM_TICKINTERVAL, 2000)
function onStepIn(creature, item, position, fromPosition)
if creature:isPlayer() then
if math.random(1, 10) == 1 then
position:sendMagicEffect(CONST_ME_BUBBLES)
end
creature:addCondition(condition)
end
return true
end
function onStepOut(creature, item, position, fromPosition)
if not creature:isPlayer() then
creature:removeCondition(CONDITION_DROWN)
end
return true
end
|
--
-- tests/actions/vstudio/vc200x/test_assembly_refs.lua
-- Validate managed assembly references in Visual Studio 2010 C/C++ projects.
-- Copyright (c) 2013 Jason Perkins and the Premake project
--
local p = premake
local suite = test.declare("vs200x_assembly_refs")
local vc200x = p.vstudio.vc200x
--
-- Setup
--
local wks, prj
function suite.setup()
p.action.set("vs2005")
wks = test.createWorkspace()
clr "On"
end
local function prepare(platform)
prj = test.getproject(wks, 1)
vc200x.assemblyReferences(prj)
end
--
-- If there are no managed assemblies listed in links, output nothing.
--
function suite.noOutput_onNoAssemblies()
prepare()
test.isemptycapture()
end
--
-- To distinguish between managed and unmanaged libraries, the ".dll"
-- extension must be explicitly supplied.
--
function suite.listsAssemblies()
links { "System.dll", "System.Data.dll" }
prepare()
test.capture [[
<AssemblyReference
RelativePath="System.dll"
/>
<AssemblyReference
RelativePath="System.Data.dll"
/>
]]
end
--
-- Any unmanaged libraries included in the list should be ignored.
--
function suite.ignoresUnmanagedLibraries()
links { "m", "System.dll" }
prepare()
test.capture [[
<AssemblyReference
RelativePath="System.dll"
/>
]]
end
--
-- Local (non-system) assemblies can be referenced with a relative path.
--
function suite.canReferenceLocalAssembly()
links { "../nunit.framework.dll" }
prepare()
test.capture [[
<AssemblyReference
RelativePath="..\nunit.framework.dll"
/>
]]
end
|
local Format do
local lpeg = require "lpeg"
local P, C, Cs, Ct, Cp, S = lpeg.P, lpeg.C, lpeg.Cs, lpeg.Ct, lpeg.Cp, lpeg.S
local any = P(1)
local sym = any-S':}'
local esc = P'%%' / '%%'
local var = P'%{' * C(sym^1) * '}'
local fmt = P'%{' * C(sym^1) * ':' * C(sym^1) * '}'
local function LpegFormat(str, context)
local unknown
local function fmt_sub(k, fmt)
local v = context[k]
if v == nil then
local n = tonumber(k)
if n then v = context[n] end
end
if v ~= nil then
return string.format("%"..fmt, context[k])
end
unknown = unknown or {}
unknown[k] = ''
end
local function var_sub(k)
local v = context[k]
if v == nil then
local n = tonumber(k)
if n then v = context[n] end
end
if v ~= nil then
return tostring(v)
end
unknown = unknown or {}
unknown[k] = ''
end
local pattern = Cs((esc + (fmt / fmt_sub) + (var / var_sub) + any)^0)
return pattern:match(str), unknown
end
local function LuaFormat(str, context)
local unknown
-- %{name:format}
str = string.gsub(str, '%%%{([%w_][%w_]*)%:([-0-9%.]*[cdeEfgGiouxXsq])%}',
function(k, fmt)
local v = context[k]
if v == nil then
local n = tonumber(k)
if n then v = context[n] end
end
if v ~= nil then
return string.format("%"..fmt, context[k])
end
unknown = unknown or {}
unknown[k] = ''
end
)
-- %{name}
return str:gsub('%%%{([%w_][%w_]*)%}', function(k)
local v = context[k]
if v == nil then
local n = tonumber(k)
if n then v = context[n] end
end
if v ~= nil then
return tostring(v)
end
unknown = unknown or {}
unknown[k] = ''
end), unknown
end
Format = function(str, context)
if string.find(str, '%%', 1, true) then
return LpegFormat(str, context)
end
return LuaFormat(str, context)
end
end
local combine do
local mt = {
__index = function(self, k)
for i = 1, #self do
if self[i][k] ~= nil then
return self[i][k]
end
end
end
}
combine = function(t)
return setmetatable(t, mt)
end
end
return {
format = Format;
combine = combine;
} |
Citizen.CreateThread(function()
local cachedIndex = nil
for index, data in ipairs(Config.Zones) do
if (data.type == "yellow") then
cachedIndex = index
break
end
end
while true do
for _,vehicle in ipairs(GetAllVehicles()) do
for index, bubble in ipairs(Config.Zones[cachedIndex].bubbles) do
if Vdist(GetEntityCoords(vehicle), vector3(bubble.x, bubble.y, bubble.z)) < bubble.w then
if DoesEntityExist(vehicle) then
DeleteEntity(vehicle)
end
end
end
end
Citizen.Wait(500)
end
end)
Vdist = function(a, b)
return math.sqrt( ((b.x - a.x) ^ 2) + ((b.y - a.y) ^ 2) )
end |
EditorAlertTrigger = EditorAlertTrigger or class(MissionScriptEditor)
function EditorAlertTrigger:create_element()
self.super.create_element(self)
self._element.class = "ElementAlertTrigger"
self._element.values.filter = "0"
self._element.values.alert_types = {}
end
function EditorAlertTrigger:_build_panel()
self:_create_panel()
local alert_type_table = {
"footstep",
"vo_ntl",
"vo_cbt",
"vo_intimidate",
"vo_distress",
"bullet",
"aggression",
"explosion"
}
self._alert_type_check_boxes = {}
for i, o in ipairs(alert_type_table) do
local check = self._menu:Toggle({
name = o,
text = string.pretty(o, true),
value = table.contains(self._element.values.alert_types, o),
callback = callback(self, self, "on_alert_type_checkbox_changed"),
})
self._alert_type_check_boxes[o] = check
end
self._menu:ComboBox({
name = "preset",
text = "Preset:",
items = {"clear", "all"},
help = "Select a preset.",
callback = callback(self, self, "apply_preset"),
})
local opt = NavigationManager.ACCESS_FLAGS
local filter_table = managers.navigation:convert_access_filter_to_table(self._element.values.filter)
self._filter_check_boxes = {}
for i, o in ipairs(opt) do
local check = self._menu:Toggle({
name = o,
text = string.pretty(o, true),
value = table.contains(filter_table, o),
callback = callback(self, self, "on_filter_checkbox_changed"),
})
self._filter_check_boxes[o] = check
end
end
function EditorAlertTrigger:apply_preset(menu, item)
local value = item:SelectedItem()
BeardLibEditor.Utils:YesNoQuestion("This will apply the preset" .. (item:SelectedItem() or ""), function()
if value == "clear" then
self:_set_filter_none()
elseif value == "all" then
self:_set_filter_all()
else
BeardLibEditor:log(tostring(value) .. " Didn't have preset yet.")
end
end)
end
function EditorAlertTrigger:_set_filter_all()
for name, item in pairs(self._filter_check_boxes) do
item:SetValue(true)
end
self._element.values.filter = managers.navigation:convert_access_filter_to_string(managers.navigation.ACCESS_FLAGS)
end
function EditorAlertTrigger:_set_filter_none()
for name, item in pairs(self._filter_check_boxes) do
item:SetValue(false)
end
self._element.values.filter = "0"
end
function EditorAlertTrigger:on_filter_checkbox_changed(menu, item)
local filter_table = managers.navigation:convert_access_filter_to_table(self._element.values.filter)
local value = item.value
if value then
if table.contains(filter_table, item.name) then
return
end
table.insert(filter_table, item.name)
else
table.delete(filter_table, item.name)
end
self._element.values.filter = managers.navigation:convert_access_filter_to_string(filter_table)
local filter = managers.navigation:convert_access_filter_to_number(self._element.values.filter)
end
function EditorAlertTrigger:on_alert_type_checkbox_changed(menu, item)
local value = item.value
if value then
if table.contains(self._element.values.alert_types, item.name) then
return
end
table.insert(self._element.values.alert_types, item.name)
else
table.delete(self._element.values.alert_types, item.name)
end
end
|
local common = {}
function common.is_utf8_cont(char)
local byte = char:byte()
return byte >= 0x80 and byte < 0xc0
end
function common.utf8_chars(text)
return text:gmatch("[%z\001-\127\194-\244][\128-\191]*")
end
function common.clamp(n, lo, hi)
return math.max(math.min(n, hi), lo)
end
function common.round(n)
return n >= 0 and math.floor(n + 0.5) or math.ceil(n - 0.5)
end
function common.lerp(a, b, t)
if type(a) ~= "table" then
return a + (b - a) * t
end
local res = {}
for k, v in pairs(b) do
res[k] = common.lerp(a[k], v, t)
end
return res
end
function common.color(str)
local r, g, b, a = str:match("#(%x%x)(%x%x)(%x%x)")
if r then
r = tonumber(r, 16)
g = tonumber(g, 16)
b = tonumber(b, 16)
a = 1
elseif str:match("rgba?%s*%([%d%s%.,]+%)") then
local f = str:gmatch("[%d.]+")
r = (f() or 0)
g = (f() or 0)
b = (f() or 0)
a = f() or 1
else
error(string.format("bad color string '%s'", str))
end
return r, g, b, a * 0xff
end
local function compare_score(a, b)
return a.score > b.score
end
local function fuzzy_match_items(items, needle)
local res = {}
for _, item in ipairs(items) do
local score = system.fuzzy_match(tostring(item), needle)
if score then
table.insert(res, { text = item, score = score })
end
end
table.sort(res, compare_score)
for i, item in ipairs(res) do
res[i] = item.text
end
return res
end
function common.fuzzy_match(haystack, needle)
if type(haystack) == "table" then
return fuzzy_match_items(haystack, needle)
end
return system.fuzzy_match(haystack, needle)
end
function common.path_suggest(text)
local path, name = text:match("^(.-)([^/\\]*)$")
local files = system.list_dir(path == "" and "." or path) or {}
local res = {}
for _, file in ipairs(files) do
file = path .. file
local info = system.get_file_info(file)
if info then
if info.type == "dir" then
file = file .. PATHSEP
end
if file:lower():find(text:lower(), nil, true) == 1 then
table.insert(res, file)
end
end
end
return res
end
function common.match_pattern(text, pattern, ...)
if type(pattern) == "string" then
return text:find(pattern, ...)
end
for _, p in ipairs(pattern) do
local s, e = common.match_pattern(text, p, ...)
if s then return s, e end
end
return false
end
function common.draw_text(font, color, text, align, x,y,w,h)
local tw, th = font:get_width(text), font:get_height(text)
if align == "center" then
x = x + (w - tw) / 2
elseif align == "right" then
x = x + (w - tw)
end
y = common.round(y + (h - th) / 2)
return renderer.draw_text(font, text, x, y, color), y + th
end
function common.bench(name, fn, ...)
local start = system.get_time()
local res = fn(...)
local t = system.get_time() - start
local ms = t * 1000
local per = (t / (1 / 60)) * 100
print(string.format("*** %-16s : %8.3fms %6.2f%%", name, ms, per))
return res
end
return common
|
resource.AddWorkshop("403587498") |
local util = require ('gluon.util')
local math_polygon = require('math-polygon')
local json = require ('jsonc')
local uci = require('simple-uci').cursor()
local site = require ('gluon.site')
local M = {}
function M.get_domains()
local list = {}
for _, domain_path in ipairs(util.glob('/lib/gluon/domains/*.json')) do
table.insert(list, {
domain_code = domain_path:match('([^/]+)%.json$'),
domain = assert(json.load(domain_path)),
})
end
return list
end
-- Return the default domain from the domain list.
-- This method can return the following data:
-- * default domain
function M.get_default_domain(jdomains)
for _, domain in pairs(jdomains) do
if domain.domain_code == site.default_domain() then
return domain
end
end
end
-- Get Geoposition.
-- This method can return the following data:
-- * table {lat, lon}
function M.get_geolocation()
return {
lat = tonumber(uci:get('gluon-node-info', uci:get_first('gluon-node-info', 'location'), 'latitude')),
lon = tonumber(uci:get('gluon-node-info', uci:get_first('gluon-node-info', 'location'), 'longitude'))
}
end
-- Return domain from the domain list based on geo position or nil if no geo based domain could be
-- determined.
function M.get_domain_by_geo(jdomains, geo)
for _, domain in pairs(jdomains) do
if domain.domain_code ~= site.default_domain() then
-- Keep record of how many nested shapes we are in, e.g. a polyon with holes.
local nesting = 1
for _, area in pairs(domain.domain.hoodselector.shapes) do
-- Convert rectangle, defined by to points, into polygon
if #area == 2 then
area = math_polygon.two_point_rec_to_poly(area)
end
if (math_polygon.point_in_polygon(area, geo) == 1) then
nesting = nesting * (-1)
end
end
if nesting == -1 then return domain end
end
end
return nil
end
function M.set_domain_config(domain)
if uci:get('gluon', 'core', 'domain') ~= domain.domain_code then
os.execute(string.format("exec gluon-switch-domain --no-reboot '%s'", domain.domain_code))
util.log('Set domain "' .. domain.domain.domain_names[domain.domain_code] .. '"', true)
return true
end
return false
end
return M
|
function render()
newView(this, "imgui", "default")
setPass(this, "MAIN")
clear(this, CLEAR_COLOR | CLEAR_DEPTH, 0x303030ff)
setViewMode(this, VIEW_MODE_SEQUENTIAL)
end
|
-- Tests for alpha_beta_pruning.lua
local negamax = require 'negamax'
local total, pass = 0, 0
local function dec(str, len)
return #str < len
and str .. (('.'):rep(len-#str))
or str:sub(1,len)
end
local function run(message, f)
total = total + 1
local ok, err = pcall(f)
if ok then pass = pass + 1 end
local status = ok and 'PASSED' or 'FAILED'
print(('%02d. %68s: %s'):format(total, dec(message,68), status))
end
run('Testing Negamax', function()
local tree = require 'handlers.tree_handler'
local t = tree()
t:addNode('A',nil,0)
t:addNode('B1','A',0)
t:addNode('B2','A',0)
t:addNode('B3','A',0)
t:addNode('C1','B1',4)
t:addNode('C2','B1',12)
t:addNode('C3','B1',7)
t:addNode('C4','B2',10)
t:addNode('C5','B2',5)
t:addNode('C6','B2',6)
t:addNode('C7','B3',1)
t:addNode('C8','B3',2)
t:addNode('C9','B3',3)
local head = t:getNode('A')
assert(negamax(head, t, 3, 1) == 5)
assert(negamax(head, t, 3, -1) == -3)
end)
print(('-'):rep(80))
print(('Total : %02d: Pass: %02d - Failed : %02d - Success: %.2f %%')
:format(total, pass, total-pass, (pass*100/total)))
|
---@type Plugin
local plugin = ...
plugin.name = 'Whitelist'
plugin.author = 'jdb'
plugin.description = 'Only let in certain players.'
plugin.defaultConfig = {
-- How many people can be let in regardless of if they're whitelisted
maxPublicSlots = 0
}
local json = require 'main.json'
local whitelistPath = 'whitelist.json'
---@type integer[]
local whitelistedPhoneNumbers
local function getWhitelistIndex (phoneNumber)
for i, p in ipairs(whitelistedPhoneNumbers) do
if p == phoneNumber then return i end
end
return nil
end
---Check if a phone number is in the whitelist.
---@param phoneNumber integer The phone number to check.
---@return boolean isWhitelisted
function isNumberWhitelisted (phoneNumber)
if not plugin.isEnabled then
return false
end
local data = {
whitelisted = getWhitelistIndex(phoneNumber) ~= nil
}
if hook.run('WhitelistCheck', phoneNumber, data) then
return false
end
return not not data.whitelisted
end
local isNumberWhitelisted = isNumberWhitelisted
local function saveWhitelist ()
local f, errorMessage = io.open(whitelistPath, 'w')
if f then
f:write(json.encode(whitelistedPhoneNumbers))
f:close()
plugin:print('Saved phone numbers')
else
plugin:warn('Could not save phone numbers: ' .. errorMessage)
end
end
plugin:addEnableHandler(function ()
local f, errorMessage = io.open(whitelistPath, 'r')
if f then
whitelistedPhoneNumbers = json.decode(f:read('*all'))
f:close()
plugin:print('Loaded ' .. #whitelistedPhoneNumbers .. ' phone numbers')
else
whitelistedPhoneNumbers = {}
plugin:warn('Could not load phone numbers: ' .. errorMessage)
end
end)
plugin:addDisableHandler(function ()
whitelistedPhoneNumbers = nil
end)
plugin:addHook(
'AccountTicketFound',
---@param acc Account
function (acc)
local maxPublicSlots = plugin.config.maxPublicSlots
local playerCount = #players.getNonBots()
if playerCount >= maxPublicSlots then
if acc then
if isNumberWhitelisted(acc.phoneNumber) then
-- Let it through
return
end
hook.once(
'SendConnectResponse',
function (_, _, data)
if maxPublicSlots == 0 then
data.message = 'Whitelisted accounts only'
else
data.message = string.format('All public slots are taken (%i // %i)', playerCount, maxPublicSlots)
end
end
)
end
return hook.override
end
end
)
plugin.commands['listwhitelist'] = {
info = 'List all whitelisted players.',
call = function ()
print(table.concat(whitelistedPhoneNumbers, ', '))
end
}
plugin.commands['/whitelist'] = {
info = 'Add a player to the whitelist.',
usage = '<phoneNumber>',
canCall = function (ply) return ply.isConsole or ply.isAdmin end,
---@param ply Player
---@param args string[]
call = function (ply, _, args)
assert(#args >= 1, 'usage')
local phoneNumber = undashPhoneNumber(args[1])
assert(phoneNumber, 'Invalid phone number')
if getWhitelistIndex(phoneNumber) then
error('Phone number already whitelisted')
end
table.insert(whitelistedPhoneNumbers, phoneNumber)
saveWhitelist()
if adminLog then
adminLog('%s whitelisted %s', ply.name, dashPhoneNumber(phoneNumber))
end
end
}
plugin.commands['/unwhitelist'] = {
info = 'Remove a player from the whitelist.',
usage = '<phoneNumber>',
canCall = function (ply) return ply.isConsole or ply.isAdmin end,
---@param ply Player
---@param args string[]
call = function (ply, _, args)
assert(#args >= 1, 'usage')
local phoneNumber = undashPhoneNumber(args[1])
assert(phoneNumber, 'Invalid phone number')
local index = getWhitelistIndex(phoneNumber)
if not index then
error('Phone number not whitelisted')
end
table.remove(whitelistedPhoneNumbers, index)
saveWhitelist()
if adminLog then
adminLog('%s unwhitelisted %s', ply.name, dashPhoneNumber(phoneNumber))
end
end
} |
return { version = "1.1", luaversion = "5.1", orientation = "orthogonal", width = 30, height = 30, tilewidth = 32, tileheight = 32, properties = { ["blockx"] = "32", ["blocky"] = "32", ["format"] = ".png", ["numx"] = "8", ["numy"] = "8" }, tilesets = { { name = "tmw_desert_spacing", firstgid = 1, tilewidth = 32, tileheight = 32, spacing = 1, margin = 1, image = "../../../media/document/CloudCache/jyqx/tiled-qt-0.8.1/examples/tmw_desert_spacing.png", imagewidth = 265, imageheight = 199, properties = {}, tiles = {} } }, layers = { { type = "tilelayer", name = "Ground", x = 0, y = 0, width = 30, height = 30, visible = true, opacity = 1, properties = {}, encoding = "lua", data = { 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 14, 15, 16, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 46, 14, 15, 16, 30, 31, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 14, 15, 16, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 31, 22, 23, 24, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 1, 2, 3, 30, 30, 31, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 25, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 27, 9, 10, 11, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 33, 34, 34, 34, 34, 34, 34, 34, 34, 34, 34, 34, 35, 9, 10, 11, 30, 30, 30, 30, 30, 30, 30, 30, 30, 40, 30, 30, 30, 30, 33, 34, 36, 42, 37, 34, 34, 34, 34, 34, 34, 34, 35, 9, 10, 11, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 33, 34, 35, 30, 33, 34, 34, 34, 34, 34, 34, 34, 35, 9, 10, 11, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 38, 30, 30, 33, 34, 35, 30, 33, 34, 34, 34, 34, 34, 34, 34, 35, 9, 10, 11, 30, 30, 30, 30, 30, 30, 30, 30, 48, 38, 30, 30, 30, 30, 33, 34, 44, 26, 45, 34, 34, 34, 34, 34, 34, 34, 35, 9, 10, 11, 30, 30, 30, 30, 30, 30, 40, 30, 30, 30, 40, 30, 30, 30, 33, 34, 34, 34, 34, 34, 34, 34, 36, 42, 37, 34, 35, 9, 10, 11, 30, 30, 30, 40, 30, 30, 30, 30, 40, 38, 30, 30, 38, 30, 33, 34, 34, 34, 34, 34, 34, 34, 44, 26, 45, 34, 35, 9, 10, 11, 30, 30, 30, 30, 39, 30, 30, 30, 38, 30, 40, 30, 30, 30, 33, 34, 34, 34, 34, 34, 34, 34, 34, 34, 34, 34, 35, 9, 10, 11, 30, 30, 30, 30, 30, 30, 39, 30, 30, 30, 30, 30, 30, 30, 41, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 43, 9, 10, 11, 30, 30, 30, 7, 7, 8, 1, 2, 2, 2, 2, 2, 2, 2, 2, 3, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 29, 10, 11, 30, 30, 30, 15, 15, 16, 9, 10, 10, 10, 10, 10, 10, 10, 10, 11, 9, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 11, 30, 30, 30, 23, 23, 24, 17, 18, 18, 18, 18, 18, 18, 18, 18, 19, 17, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 19, 30, 30, 30, 30, 30, 39, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 39, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 39, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 25, 26, 26, 26, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 46, 30, 33, 34, 34, 34, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 33, 34, 34, 34, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 47, 33, 34, 34, 34, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 39, 30, 30, 30, 33, 34, 34, 34, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 33, 34, 34, 34, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 47, 30, 33, 34, 34, 34, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 33, 34, 34, 34, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 33, 34, 34, 34, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 41, 42, 42, 42 } } } }
|
----------------------------------------------------------------------------------------------------
--
-- Copyright (c) Contributors to the Open 3D Engine Project.
-- For complete copyright and license terms please see the LICENSE at the root of this distribution.
--
-- SPDX-License-Identifier: Apache-2.0 OR MIT
--
--
--
----------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
-- DropTargetCrossCanvas - script for a drop target element that can be dropped on from other
-- canvases. This script is designed to be used with DraggableCrossCanvasElement
----------------------------------------------------------------------------------------------------
local DropTargetCrossCanvas =
{
Properties =
{
},
}
function DropTargetCrossCanvas:OnActivate()
self.dropTargetHandler = UiDropTargetNotificationBus.Connect(self, self.entityId)
end
function DropTargetCrossCanvas:OnDeactivate()
self.dropTargetHandler:Disconnect()
end
function DropTargetCrossCanvas:OnDropHoverStart(draggable)
if (UiDraggableBus.Event.IsProxy(draggable)) then
if (UiElementBus.Event.GetNumChildElements(self.entityId) <= 0) then
UiDraggableBus.Event.SetDragState(draggable, eUiDragState_Valid)
UiDropTargetBus.Event.SetDropState(self.entityId, eUiDropState_Valid)
else
UiDraggableBus.Event.SetDragState(draggable, eUiDragState_Invalid)
UiDropTargetBus.Event.SetDropState(self.entityId, eUiDropState_Invalid)
end
end
end
function DropTargetCrossCanvas:OnDropHoverEnd(draggable)
if (UiDraggableBus.Event.IsProxy(draggable)) then
UiDraggableBus.Event.SetDragState(draggable, eUiDragState_Normal)
UiDropTargetBus.Event.SetDropState(self.entityId, eUiDropState_Normal)
else
UiDraggableBus.Event.SetDragState(draggable, eUiDragState_Normal)
UiDropTargetBus.Event.SetDropState(self.entityId, eUiDropState_Normal)
end
end
function DropTargetCrossCanvas:OnDrop(draggable)
if (not UiDraggableBus.Event.IsProxy(draggable)) then
if (UiElementBus.Event.GetNumChildElements(self.entityId) <= 0) then
local myCanvasEntity = UiElementBus.Event.GetCanvas(self.entityId)
local draggableCanvasEntity = UiElementBus.Event.GetCanvas(draggable)
if (myCanvasEntity == draggableCanvasEntity) then
UiElementBus.Event.Reparent(draggable, self.entityId, EntityId())
else
-- clone the draggable and remove it from its original canvas
UiCanvasBus.Event.CloneElement(myCanvasEntity, draggable, self.entityId, EntityId())
UiElementBus.Event.DestroyElement(draggable)
end
end
end
end
return DropTargetCrossCanvas
|
local http = require "http"
local os = require "os"
local shortport = require "shortport"
local stdnse = require "stdnse"
local string = require "string"
local vulns = require "vulns"
local openssl = stdnse.silent_require "openssl"
description = [[
Tests for the CVE-2011-3368 (Reverse Proxy Bypass) vulnerability in Apache HTTP server's reverse proxy mode.
The script will run 3 tests:
* the loopback test, with 3 payloads to handle different rewrite rules
* the internal hosts test. According to Contextis, we expect a delay before a server error.
* The external website test. This does not mean that you can reach a LAN ip, but this is a relevant issue anyway.
References:
* http://www.contextis.com/research/blog/reverseproxybypass/
]]
---
-- @usage
-- nmap --script http-vuln-cve2011-3368 <targets>
--
-- @output
-- PORT STATE SERVICE
-- 80/tcp open http
-- | http-vuln-cve2011-3368:
-- | VULNERABLE:
-- | Apache mod_proxy Reverse Proxy Security Bypass
-- | State: VULNERABLE
-- | IDs: CVE:CVE-2011-3368 OSVDB:76079
-- | Description:
-- | An exposure was reported affecting the use of Apache HTTP Server in
-- | reverse proxy mode. The exposure could inadvertently expose internal
-- | servers to remote users who send carefully crafted requests.
-- | Disclosure date: 2011-10-05
-- | Extra information:
-- | Proxy allows requests to external websites
-- | References:
-- | http://osvdb.org/76079
-- |_ http://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2011-3368
--
-- @args http-vuln-cve2011-3368.prefix sets the path prefix (directory) to check for the vulnerability.
--
author = {"Ange Gutek", "Patrik Karlsson"}
license = "Same as Nmap--See https://nmap.org/book/man-legal.html"
categories = {"intrusive", "vuln"}
portrule = shortport.http
action = function(host, port)
local vuln = {
title = 'Apache mod_proxy Reverse Proxy Security Bypass',
IDS = { CVE='CVE-2011-3368', OSVDB='76079'},
description = [[
An exposure was reported affecting the use of Apache HTTP Server in
reverse proxy mode. The exposure could inadvertently expose internal
servers to remote users who send carefully crafted requests.]],
references = { 'http://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2011-3368' },
dates = {
disclosure = { year='2011', month='10', day='05'}
},
}
local report = vulns.Report:new(SCRIPT_NAME, host, port)
local prefix = stdnse.get_script_args("http-vuln-cve2011-3368.prefix") or ""
-- Take a reference chrono for a 404
local start = os.time(os.date('*t'))
local random_page = stdnse.tohex(openssl.sha1(openssl.rand_pseudo_bytes(512)))
local reference = http.get(host,port,("%s/%s.htm"):format(prefix,random_page))
local chrono_404 = os.time(os.date('*t'))-start
-- TEST 1: the loopback test, with 3 payloads to handle different rewrite rules
local all
all = http.pipeline_add(("%s@localhost"):format(prefix),nil, all)
all = http.pipeline_add(("%s:@localhost"):format(prefix),nil, all)
all = http.pipeline_add(("%s:@localhost:80"):format(prefix), nil, all)
local bypass_request = http.pipeline_go(host,port, all)
if ( not(bypass_request) ) then
stdnse.debug1("got no answers from pipelined queries")
return stdnse.format_output(false, "Got no answers from pipelined queries")
end
-- going through the results of TEST 1 we could see
-- * 200 OK
-- o This could be the result of the server being vulnerable
-- o This could also be the result of a generic error page
-- * 40X Error
-- o This is most likely the result of the server NOT being vulnerable
--
-- We can not determine whether the server is vulnerable or not solely
-- by relying on the 200 OK. If we have no 200 OK abort, otherwise continue
local got_200_ok
for _, response in ipairs(bypass_request) do
if ( response.status == 200 ) then
got_200_ok = true
end
end
-- if we didn't get at least one 200 OK, the server is most like NOT vulnerable
if ( not(got_200_ok) ) then
vuln.state = vulns.STATE.NOT_VULN
return report:make_output(vuln)
end
for i=1, #bypass_request, 1 do
stdnse.debug1("test %d returned a %d",i,bypass_request[i].status)
-- here a 400 should be the evidence for a patched server.
if ( bypass_request[i].status == 200 and vuln.state ~= vulns.STATE.VULN ) then
-- TEST 2: the internal hosts test. According to Contextis, we expect a delay before a server error.
-- According to my (Patrik) tests, internal hosts reachable by the server may return instant responses
local tests = {
{ prefix = "", suffix = "" },
{ prefix = ":", suffix = ""},
{ prefix = ":", suffix = ":80"}
}
-- try a bunch of hosts, and hope we hit one that's
-- not on the network, this will give us the delay we're expecting
local hosts = {
"10.10.10.10",
"192.168.211.211",
"172.16.16.16"
}
-- perform one request for each host, and stop once we
-- receive a timeout for one of them
for _, h in ipairs(hosts) do
local response = http.get(
host,
port,
("%s%s@%s%s"):format(prefix, tests[i].prefix, h, tests[i].suffix),
{ timeout = ( chrono_404 + 5 ) * 1000 }
)
-- check if the GET timed out
if ( not(response.status) ) then
vuln.state = vulns.STATE.VULN
break
end
end
end
end
-- TEST 3: The external website test. This does not mean that you can reach a LAN ip, but this is a relevant issue anyway.
local external = http.get(host,port, ("%[email protected]"):format(prefix))
if ( external.status == 200 and string.match(external.body,"Go ahead and ScanMe") ) then
vuln.extra_info = "Proxy allows requests to external websites"
end
return report:make_output(vuln)
end
|
local default_dmg = DamageType("default")
skill_manager.RegisterDamageType( default_dmg ) |
--- Gather informations from the CLI
-- @module args
-- @usage args(project)
local argparse = require 'argparse'
local class = require 'middleclass'
local utils = require 'love-release.utils'
local Args = class('Args')
Args.pre = true
Args.args = nil
function Args:initialize()
self.pre = Args.pre
local parser = argparse()
:name "love-release"
:description "Makes LÖVE games releases easier !"
:epilog "For more info, see https://github.com/MisterDA/love-release"
parser:argument("release", "Project release directory.")
:args "?"
parser:argument("source", "Project source directory.")
:args "?"
parser:flag("-D", "Debian package.")
:target "debian"
parser:flag("-M", "MacOS X application.")
:target "macosx"
parser:option("-W", "Windows executable.")
:target "windows"
:args "0-1"
:count "0-2"
:argname "32|64"
parser:option("-a --author", "Author full name.")
parser:flag("-b", "Compile new or updated files to LuaJIT bytecode.")
:target("compile")
parser:option("-d --desc", "Project description.")
parser:option("-e --email", "Author email.")
parser:option("-l --love", "LÖVE version to use.")
:target("loveVersion")
parser:option("-p --package", "Package and command name.")
parser:option("-t --title", "Project title.")
parser:option("-u --url", "Project homepage url.")
parser:option("--uti", "Project Uniform Type Identifier.")
parser:option("-v", "Project version.")
:target("version")
parser:option("-x --exclude", "Exclude file patterns."):count("*")
:target("excludeFileList")
parser:flag("--version", "Show love-release version and exit.")
:target("love_release")
self.args = parser:parse()
end
function Args:__call(project)
local out = utils.io.out
local args = self.args
if self.pre then
if args.source then project:setProjectDirectory(args.source) end
if args.release then project:setReleaseDirectory(args.release) end
if args.love_release then
local show = require 'luarocks.show'
local _, version = show.pick_installed_rock("love-release")
out("love-release "..version.."\n")
os.exit(0)
end
self.pre = false
return project
end
if args.author then project:setAuthor(args.author) end
if args.compile then project:setCompile(true) end
if args.desc then project:setDescription(args.desc) end
if args.email then project:setEmail(args.email) end
if args.loveVersion then
assert(utils.love.isSupported(args.loveVersion),
"ARGS: "..args.loveVersion.." is not supported.\n")
project:setLoveVersion(args.loveVersion)
end
if args.package then project:setPackage(args.package) end
if args.title then project:setTitle(args.title) end
if args.url then project:setHomepage(args.url) end
if args.uti then project:setIdentifier(args.uti) end
if args.version then project:setVersion(args.version) end
if #args.excludeFileList >= 1 then project:setExcludeFileList(args.excludeFileList) end
if project.projectDirectory == project.releaseDirectory then
project:setReleaseDirectory(project.releaseDirectory.."/releases")
end
print(project)
local script
script = require 'love-release.scripts.love'
script(project)
if args.macosx then
script = require 'love-release.scripts.macosx'
script(project)
end
if #args.windows > 0 then
local win = args.windows
local win32 = win[1][1] == "32" or (win[2] and win[2][1] == "32")
local win64 = win[1][1] == "64" or (win[2] and win[2][1] == "64")
if not win32 and not win64 then
win32, win64 = true, true
end
script = require 'love-release.scripts.windows'
if win32 then script(project, 32) end
if win64 then script(project, 64) end
end
if args.debian then
script = require 'love-release.scripts.debian'
script(project)
end
return project
end
return Args
|
--this = SceneNode()
function create()
local towerList = {}
towerList[0] = "WallTower"
towerList[1] = "MinigunTower"
towerList[2] = "ArrowTower"
towerList[3] = "SwarmTower"
towerList[4] = "ElectricTower"
towerList[5] = "BladeTower"
towerList[6] = "missileTower"
local towerListSize = 1
local island = this:getRootNode():findAllNodeByNameTowardsLeaf("island1")
island:loadLuaScript()
return true
end
function update()
return false;
end |
local af = Def.ActorFrame{}
-- ---------------------------------------------
-- setup involving optional arguments that might have been passed in via a key/value table
local args = ...
-- a player object, indexed by "Player"; default to GAMESTATE's MasterPlayer if none is provided
local player = args.Player or GAMESTATE:GetMasterPlayerNumber()
if not player then return af end
local pss = STATSMAN:GetCurStageStats():GetPlayerStageStats(player)
-- the number of HighScores to retrieve, indexed by "NumHighScores"; default to 5 if none is provided
local NumHighScores = args.NumHighScores or 5
-- optionally provide a player profile; if none is provided, default to retrieving HighScores from
-- the MachineProfile for this stepchart; this is typically what we want
local profile = args.Profile or PROFILEMAN:GetMachineProfile()
-- optionally provide Song/Course and Steps/Trail objects; if none are provided
-- default to using whatever GAMESTATE currently thinks they are
local SongOrCourse = args.SongOrCourse or (GAMESTATE:IsCourseMode() and GAMESTATE:GetCurrentCourse() or GAMESTATE:GetCurrentSong())
local StepsOrTrail = args.StepsOrTrail or ((args.RoundsAgo==nil or args.RoundsAgo==1) and (GAMESTATE:IsCourseMode() and GAMESTATE:GetCurrentTrail(player) or GAMESTATE:GetCurrentSteps(player)))
if not (SongOrCourse and StepsOrTrail) then return af end
local Font = args.Font or "Common Normal"
local row_height = 22 -- sigh
-- ---------------------------------------------
-- setup that can occur now that the arguments have been handled
local experimentHighScores = GetScores(player,args.Hash)
--add our current song to the list of scores and mark it so we know which one it is
local currentScore = {current=true,score=pss:GetPercentDancePoints(),dateTime=GetCurrentDateTime(),rate=SL.Global.ActiveModifiers.MusicRate,grade=pss:GetFailed() and "Failed" or ""}
if not experimentHighScores then experimentHighScores = {} experimentHighScores[1]= currentScore
else
table.insert(experimentHighScores,currentScore)
table.sort(experimentHighScores,function(k1,k2) return tonumber(k1.score) > tonumber(k2.score) end)
end
-- don't attempt to retrieve more HighScores than are actually saved to the desired Profile (machine or player)
local MaxHighScores = PREFSMAN:GetPreference("MaxHighScoresPerListFor" .. (profile==PROFILEMAN:GetMachineProfile() and "Machine" or "Player"))
NumHighScores = math.min(NumHighScores, MaxHighScores)
local months = {}
for i=1,12 do
table.insert(months, THEME:GetString("HighScoreList", "Month"..i))
end
-- ---------------------------------------------
-- lower and upper will be used as loop start and end points
-- we'll loop through the the list of highscores from lower to upper indices
-- initialize them to 1 and NumHighScores now; they may change later
local lower = 1
local upper = NumHighScores
-- If the we're on Evaluation or EvaluationSummary, we might want to compare the player's recent
-- performance to the overall list of highscores.
-- ---------------------------------------------
for i=lower,upper do
local row_index = i-lower
local score, rate, date
local numbers = {}
if experimentHighScores[i] then
score = FormatPercentScore(experimentHighScores[i].score)
if experimentHighScores[i].grade == 'Failed' then score = score.." (F)" end
rate = experimentHighScores[i].rate
date = experimentHighScores[i].dateTime
-- make the date look nice
for number in string.gmatch(date, "%d+") do
numbers[#numbers+1] = number
end
date = months[tonumber(numbers[2])] .. " " .. numbers[3] .. ", " .. numbers[1]
else
rate = "----"
score = "------"
date = "----------"
end
local row = Def.ActorFrame{}
-- if we wanted to compare a player's performance against the list of highscores we are returning
if args.RoundsAgo then
-- then specify and OnCommand that will check if this row represents the player's performance for this round
row.OnCommand=function(self)
if experimentHighScores[i] and experimentHighScores[i].current then
-- apply a diffuseshift effect to draw attentiont to this row
self:diffuseshift():effectperiod(4/3)
self:effectcolor1( PlayerColor(player) )
self:effectcolor2( Color.White )
end
end
end
row[#row+1] = LoadFont(Font)..{
Text=i..". ",
InitCommand=function(self) self:horizalign(right):xy(-120, row_index*row_height) end
}
row[#row+1] = LoadFont(Font)..{
Text=score,
InitCommand=function(self) self:horizalign(left):xy(-110, row_index*row_height) end
}
row[#row+1] = LoadFont(Font)..{
Text=rate,
InitCommand=function(self) self:horizalign(left):xy(-24, row_index*row_height) end
}
row[#row+1] = LoadFont(Font)..{
Text=date,
InitCommand=function(self) self:horizalign(left):xy(50, row_index*row_height) end
}
af[#af+1] = row
row_index = row_index + 1
end
return af |
local Assert = require("api.test.Assert")
local TestUtil = require("api.test.TestUtil")
function test_ICharaSkills_init__prototype_default_skills()
local chara = TestUtil.stripped_chara("elona.zeome")
Assert.eq(true, chara:has_skill("elona.spell_cure_of_jure"))
Assert.eq(1, chara:skill_level("elona.spell_cure_of_jure"))
end
function test_ICharaSkills_init__initial_skills()
local chara = TestUtil.stripped_chara("elona.putit")
Assert.eq(true, chara:has_skill("elona.axe"))
Assert.eq(true, chara:has_skill("elona.blunt"))
Assert.eq(true, chara:has_skill("elona.bow"))
Assert.eq(true, chara:has_skill("elona.crossbow"))
Assert.eq(true, chara:has_skill("elona.evasion"))
Assert.eq(true, chara:has_skill("elona.faith"))
Assert.eq(true, chara:has_skill("elona.healing"))
Assert.eq(true, chara:has_skill("elona.heavy_armor"))
Assert.eq(true, chara:has_skill("elona.light_armor"))
Assert.eq(true, chara:has_skill("elona.long_sword"))
Assert.eq(true, chara:has_skill("elona.martial_arts"))
Assert.eq(true, chara:has_skill("elona.meditation"))
Assert.eq(true, chara:has_skill("elona.medium_armor"))
Assert.eq(true, chara:has_skill("elona.polearm"))
Assert.eq(true, chara:has_skill("elona.scythe"))
Assert.eq(true, chara:has_skill("elona.shield"))
Assert.eq(true, chara:has_skill("elona.short_sword"))
Assert.eq(true, chara:has_skill("elona.stat_luck"))
Assert.eq(true, chara:has_skill("elona.stave"))
Assert.eq(true, chara:has_skill("elona.stealth"))
Assert.eq(true, chara:has_skill("elona.throwing"))
end
|
require("prototypes.itemgroup.data")
require("prototypes.item.data")
require("prototypes.entity.data")
require("prototypes.resource.data")
require("prototypes.science.data")
require("prototypes.recipe.data")
require("prototypes.technology.data")
|
local t
-- standard constructor
t = {"a", 1, true}
assert(t[1] == "a")
assert(t[2] == 1)
assert(t[3] == true)
local function a()
return 2, 3
end
-- constructor with multiple return values from a function
t = {1, a()}
assert(t[1] == 1)
assert(t[2] == 2)
assert(t[3] == 3)
-- constructor with more than 50 elements to use C parameter
t = {1,2,3,4,5,6,7,8,9,0,1,2,3,4,5,6,7,8,9,0,
1,2,3,4,5,6,7,8,9,0,1,2,3,4,5,6,7,8,9,0,
1,2,3,4,5,6,7,8,9,10,11,12,13,14,15}
assert(t[1] == 1)
assert(t[49] == 9)
assert(t[50] == 10)
assert(t[51] == 11)
assert(t[55] == 15)
t = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,192,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207,208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223,224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239,240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255,256,257,258,259,260,261,262,263,264,265,266,267,268,269,270,271,272,273,274,275,276,277,278,279,280,281,282,283,284,285,286,287,288,289,290,291,292,293,294,295,296,297,298,299,300,301,302,303,304,305,306,307,308,309,310,311,312,313,314,315,316,317,318,319,320,321,322,323,324,325,326,327,328,329,330,331,332,333,334,335,336,337,338,339,340,341,342,343,344,345,346,347,348,349,350,351,352,353,354,355,356,357,358,359,360,361,362,363,364,365,366,367,368,369,370,371,372,373,374,375,376,377,378,379,380,381,382,383,384,385,386,387,388,389,390,391,392,393,394,395,396,397,398,399,400,401,402,403,404,405,406,407,408,409,410,411,412,413,414,415,416,417,418,419,420,421,422,423,424,425,426,427,428,429,430,431,432,433,434,435,436,437,438,439,440,441,442,443,444,445,446,447,448,449,450,451,452,453,454,455,456,457,458,459,460,461,462,463,464,465,466,467,468,469,470,471,472,473,474,475,476,477,478,479,480,481,482,483,484,485,486,487,488,489,490,491,492,493,494,495,496,497,498,499,500,501,502,503,504,505,506,507,508,509,510,511,512,513,514,515,516,517,518,519,520,521,522,523,524,525,526,527,528,529,530,531,532,533,534,535,536,537,538,539,540,541,542,543,544,545,546,547,548,549,550,551,552,553,554,555,556,557,558,559,560,561,562,563,564,565,566,567,568,569,570,571,572,573,574,575,576,577,578,579,580,581,582,583,584,585,586,587,588,589,590,591,592,593,594,595,596,597,598,599,600,601,602,603,604,605,606,607,608,609,610,611,612,613,614,615,616,617,618,619,620,621,622,623,624,625,626,627,628,629,630,631,632,633,634,635,636,637,638,639,640,641,642,643,644,645,646,647,648,649,650,651,652,653,654,655,656,657,658,659,660,661,662,663,664,665,666,667,668,669,670,671,672,673,674,675,676,677,678,679,680,681,682,683,684,685,686,687,688,689,690,691,692,693,694,695,696,697,698,699,700,701,702,703,704,705,706,707,708,709,710,711,712,713,714,715,716,717,718,719,720,721,722,723,724,725,726,727,728,729,730,731,732,733,734,735,736,737,738,739,740,741,742,743,744,745,746,747,748,749,750,751,752,753,754,755,756,757,758,759,760,761,762,763,764,765,766,767,768,769,770,771,772,773,774,775,776,777,778,779,780,781,782,783,784,785,786,787,788,789,790,791,792,793,794,795,796,797,798,799,800,801,802,803,804,805,806,807,808,809,810,811,812,813,814,815,816,817,818,819,820,821,822,823,824,825,826,827,828,829,830,831,832,833,834,835,836,837,838,839,840,841,842,843,844,845,846,847,848,849,850,851,852,853,854,855,856,857,858,859,860,861,862,863,864,865,866,867,868,869,870,871,872,873,874,875,876,877,878,879,880,881,882,883,884,885,886,887,888,889,890,891,892,893,894,895,896,897,898,899,900,901,902,903,904,905,906,907,908,909,910,911,912,913,914,915,916,917,918,919,920,921,922,923,924,925,926,927,928,929,930,931,932,933,934,935,936,937,938,939,940,941,942,943,944,945,946,947,948,949,950,951,952,953,954,955,956,957,958,959,960,961,962,963,964,965,966,967,968,969,970,971,972,973,974,975,976,977,978,979,980,981,982,983,984,985,986,987,988,989,990,991,992,993,994,995,996,997,998,999,1000,1001,1002,1003,1004,1005,1006,1007,1008,1009,1010,1011,1012,1013,1014,1015,1016,1017,1018,1019,1020,1021,1022,1023,1024,1025,1026,1027,1028,1029,1030,1031,1032,1033,1034,1035,1036,1037,1038,1039,1040,1041,1042,1043,1044,1045,1046,1047,1048,1049,1050,1051,1052,1053,1054,1055,1056,1057,1058,1059,1060,1061,1062,1063,1064,1065,1066,1067,1068,1069,1070,1071,1072,1073,1074,1075,1076,1077,1078,1079,1080,1081,1082,1083,1084,1085,1086,1087,1088,1089,1090,1091,1092,1093,1094,1095,1096,1097,1098,1099,1100,1101,1102,1103,1104,1105,1106,1107,1108,1109,1110,1111,1112,1113,1114,1115,1116,1117,1118,1119,1120,1121,1122,1123,1124,1125,1126,1127,1128,1129,1130,1131,1132,1133,1134,1135,1136,1137,1138,1139,1140,1141,1142,1143,1144,1145,1146,1147,1148,1149,1150,1151,1152,1153,1154,1155,1156,1157,1158,1159,1160,1161,1162,1163,1164,1165,1166,1167,1168,1169,1170,1171,1172,1173,1174,1175,1176,1177,1178,1179,1180,1181,1182,1183,1184,1185,1186,1187,1188,1189,1190,1191,1192,1193,1194,1195,1196,1197,1198,1199,1200,1201,1202,1203,1204,1205,1206,1207,1208,1209,1210,1211,1212,1213,1214,1215,1216,1217,1218,1219,1220,1221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,25185,25186,25187,25188,25189,25190,25191,25192,25193,25194,25195,25196,25197,25198,25199,25200,25201,25202,25203,25204,25205,25206,25207,25208,25209,25210,25211,25212,25213,25214,25215,25216,25217,25218,25219,25220,25221,25222,25223,25224,25225,25226,25227,25228,25229,25230,25231,25232,25233,25234,25235,25236,25237,25238,25239,25240,25241,25242,25243,25244,25245,25246,25247,25248,25249,25250,25251,25252,25253,25254,25255,25256,25257,25258,25259,25260,25261,25262,25263,25264,25265,25266,25267,25268,25269,25270,25271,25272,25273,25274,25275,25276,25277,25278,25279,25280,25281,25282,25283,25284,25285,25286,25287,25288,25289,25290,25291,25292,25293,25294,25295,25296,25297,25298,25299,25300,25301,25302,25303,25304,25305,25306,25307,25308,25309,25310,25311,25312,25313,25314,25315,25316,25317,25318,25319,25320,25321,25322,25323,25324,25325,25326,25327,25328,25329,25330,25331,25332,25333,25334,25335,25336,25337,25338,25339,25340,25341,25342,25343,25344,25345,25346,25347,25348,25349,25350,25351,25352,25353,25354,25355,25356,25357,25358,25359,25360,25361,25362,25363,25364,25365,25366,25367,25368,25369,25370,25371,25372,25373,25374,25375,25376,25377,25378,25379,25380,25381,25382,25383,25384,25385,25386,25387,25388,25389,25390,25391,25392,25393,25394,25395,25396,25397,25398,25399,25400,25401,25402,25403,25404,25405,25406,25407,25408,25409,25410,25411,25412,25413,25414,25415,25416,25417,25418,25419,25420,25421,25422,25423,25424,25425,25426,25427,25428,25429,25430,25431,25432,25433,25434,25435,25436,25437,25438,25439,25440,25441,25442,25443,25444,25445,25446,25447,25448,25449,25450,25451,25452,25453,25454,25455,25456,25457,25458,25459,25460,25461,25462,25463,25464,25465,25466,25467,25468,25469,25470,25471,25472,25473,25474,25475,25476,25477,25478,25479,25480,25481,25482,25483,25484,25485,25486,25487,25488,25489,25490,25491,25492,25493,25494,25495,25496,25497,25498,25499,25500,25501,25502,25503,25504,25505,25506,25507,25508,25509,25510,25511,25512,25513,25514,25515,25516,25517,25518,25519,25520,25521,25522,25523,25524,25525,25526,25527,25528,25529,25530,25531,25532,25533,25534,25535,25536,25537,25538,25539,25540,25541,25542,25543,25544,25545,25546,25547,25548,25549,25550,25551,25552,25553,25554,25555,25556,25557,25558,25559,25560,25561,25562,25563,25564,25565,25566,25567,25568,25569,25570,25571,25572,25573,25574,25575,25576,25577,25578,25579,25580,25581,25582,25583,25584,25585,25586,25587,25588,25589,25590,25591,25592,25593,25594,25595,25596,25597,25598,25599}
assert(t[1] == 0)
assert(t[25548] == 25547)
assert(t[25549] == 25548)
assert(t[25550] == 25549)
assert(t[25551] == 25550)
assert(t[25552] == 25551)
assert(t[25600] == 25599) |