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Dimbreath/AzurLaneData
12,773
ko-KR/view/equipment/equipmenttransformtreescene.lua
slot0 = class("EquipmentTransformTreeScene", import("view.base.BaseUI")) slot1 = require("Mgr/Pool/PoolPlural") slot2 = "ui/EquipmentTransformTreeUI_atlas" function slot0.getUIName(slot0) return "EquipmentTransformTreeUI" end slot0.optionsPath = { "blur_panel/adapt/top/option" } slot0.MODE_NORMAL = 1 slot0.MODE_HIDESIDE = 2 function slot0.init(slot0) slot0.leftPanel = slot0._tf:Find("Adapt/Left") slot0.rightPanel = slot0._tf:Find("Adapt/Right") slot0.nationToggleGroup = slot0.leftPanel:Find("Nations"):Find("ViewPort/Content") setActive(slot0.nationToggleGroup:GetChild(0), false) slot0.nationToggleGroup:GetChild(0):Find("selectedCursor").gameObject:SetActive(false) slot0.equipmentTypeToggleGroup = slot0.leftPanel:Find("EquipmentTypes"):Find("ViewPort/Content") setActive(slot0.equipmentTypeToggleGroup:GetChild(0), false) slot0.equipmentTypeToggleGroup:GetChild(0):Find("selectedframe").gameObject:SetActive(false) slot0.TreeCanvas = slot0.rightPanel:Find("ViewPort/Content") setActive(slot0.rightPanel:Find("EquipNode"), false) setActive(slot0.rightPanel:Find("Link"), false) slot0.nodes = {} slot0.links = {} slot0.plurals = { EquipNode = uv0.New(slot0.rightPanel:Find("EquipNode").gameObject, 5), Link = uv0.New(slot0.rightPanel:Find("Link").gameObject, 8) } slot0.pluralRoot = pg.PoolMgr.GetInstance().root slot0.top = slot0._tf:Find("blur_panel") slot0.loader = AutoLoader.New() end function slot0.GetEnv(slot0) slot0.env = slot0.env or {} return slot0.env end function slot0.SetEnv(slot0, slot1) slot0.env = slot1 end function slot0.didEnter(slot0) pg.UIMgr.GetInstance():OverlayPanel(slot0.top) onButton(slot0, slot0.top:Find("adapt/top/back"), function () uv0:closeView() end, SFX_CANCEL) if slot0.contextData.targetEquipId then slot1, slot2 = nil slot3 = false for slot7, slot8 in pairs(slot0.env.nationsTree) do for slot12, slot13 in pairs(slot8) do for slot17, slot18 in ipairs(slot13.equipments) do if slot18[3] == slot0.contextData.targetEquipId then slot2 = slot12 slot1 = slot7 slot3 = true break end end end if slot3 then break end end if slot3 then slot0.contextData.nation = slot1 slot0.contextData.equipmentTypeIndex = slot2 end end slot0:InitPage() if slot0.contextData.mode == uv0.MODE_HIDESIDE then setActive(slot0.leftPanel, false) slot1 = slot0.rightPanel.sizeDelta slot1.x = 0 slot0.rightPanel.sizeDelta = slot1 setAnchoredPosition(slot0.rightPanel, { x = 0 }) end end function slot0.GetSortKeys(slot0) slot1 = {} for slot5, slot6 in pairs(slot0) do table.insert(slot1, slot5) end table.sort(slot1, function (slot0, slot1) return slot0 < slot1 end) return slot1 end function slot0.InitPage(slot0) slot0.firstInit = true slot1.mode = slot0.contextData.mode or uv0.MODE_NORMAL slot4 = uv0.GetSortKeys(slot0.env.nationsTree) if not slot1.nation or not table.contains(slot4, slot3) then slot3 = slot4[1] end if next(slot2.nationsTree[slot3]) == nil then for slot8 = 2, #slot4 do if next(slot2.nationsTree[slot4[slot8]]) ~= nil then slot3 = slot4[slot8] break end end end slot1.nation = nil slot0:UpdateNations() triggerButton(slot0.nationToggles[table.indexof(slot4, slot3) or 1]) slot0.firstInit = nil end function slot0.UpdateNations(slot0) slot0.nationToggles = slot0.Clone2Full(slot0.nationToggleGroup, #uv0.GetSortKeys(slot0.env.nationsTree)) for slot5 = 1, #slot0.nationToggles do slot6 = slot0.nationToggles[slot5] slot0.loader:GetSprite(uv1, "nation" .. slot1[slot5] .. "_disable", slot6:Find("selectedIcon")) setActive(slot6:Find("selectedCursor"), false) onButton(slot0, slot6, function () if uv0.contextData.nation ~= uv1 then if next(uv0.env.nationsTree[uv1]) == nil then pg.TipsMgr.GetInstance():ShowTips(i18n("word_comingSoon")) return end uv0.loader:GetSprite(uv2, "nation" .. uv1, uv3:Find("selectedIcon")) if uv0.contextData.nation then slot0 = table.indexof(uv4, uv0.contextData.nation) setActive(uv0.nationToggles[slot0]:Find("selectedCursor"), false) uv0.loader:GetSprite(uv2, "nation" .. uv0.contextData.nation .. "_disable", uv0.nationToggles[slot0]:Find("selectedIcon")) end uv0.contextData.nation = uv1 uv0:UpdateEquipmentTypes() slot1 = uv5.GetSortKeys(uv0.env.nationsTree[uv1])[1] if uv0.firstInit and uv0.contextData.equipmentTypeIndex and table.contains(slot0, slot2) then slot1 = slot2 end uv0.contextData.equipmentTypeIndex = nil triggerToggle(uv0.equipmentTypeToggles[table.indexof(slot0, slot1) or 1], true) end end, SFX_UI_TAG) end end function slot0.UpdateEquipmentTypes(slot0) slot0.equipmentTypeToggles = slot0.Clone2Full(slot0.equipmentTypeToggleGroup, #uv0.GetSortKeys(slot0.env.nationsTree[slot0.contextData.nation])) for slot5 = 1, #slot0.equipmentTypeToggles do slot6 = slot0.equipmentTypeToggles[slot5] slot6:GetComponent(typeof(Toggle)).isOn = false slot0.loader:GetSprite(uv1, "equipmentType" .. slot1[slot5], slot6:Find("itemName")) setActive(slot6:Find("selectedframe"), false) onToggle(slot0, slot6, function (slot0) if slot0 and uv0.contextData.equipmentTypeIndex ~= uv1 then uv0.contextData.equipmentTypeIndex = uv1 uv0:ResetCanvas() end setActive(uv2:Find("selectedframe"), slot0) end, SFX_UI_TAG) end slot0.equipmentTypeToggleGroup.anchoredPosition = Vector2.zero slot0.leftPanel:Find("EquipmentTypes"):GetComponent(typeof(ScrollRect)).velocity = Vector2.zero end slot3 = { 15, -4, 15, 6 } function slot0.ResetCanvas(slot0) slot1 = EquipmentProxy.EquipmentTransformTreeTemplate[slot0.contextData.nation][slot0.contextData.equipmentTypeIndex] slot0.TreeCanvas.sizeDelta = Vector2(unpack(slot1.canvasSize)) slot0.TreeCanvas.anchoredPosition = Vector2.zero slot0.rightPanel:GetComponent(typeof(ScrollRect)).velocity = Vector2.zero slot0:ReturnCanvasItems() for slot6, slot7 in ipairs(slot1.equipments) do slot8 = slot0.plurals.EquipNode:Dequeue() setActive(slot8, true) setParent(slot8, slot0.TreeCanvas) table.insert(slot0.nodes, { id = slot7[3], cfg = slot7, go = slot8 }) slot8.name = slot7[3] slot0:UpdateItemNode(tf(slot8), slot7) end for slot6, slot7 in ipairs(slot1.links) do for slot11 = 1, #slot7 - 1 do slot12 = slot7[slot11] slot13 = slot7[slot11 + 1] slot14 = { slot13[1] - slot12[1], slot12[2] - slot13[2] } slot15 = math.abs(slot14[2]) < math.abs(slot14[1]) slot16 = slot15 and math.abs(slot14[1]) or math.abs(slot14[2]) if slot15 then slot14[2] = 0 else slot14[1] = 0 end slot18 = math.deg2Rad * 90 * (1 - math.sign(slot14[1]) ~= 1 and slot17 or 2 - math.sign(slot14[2])) if #slot7 == 2 then slot19 = slot0.plurals.Link:Dequeue() table.insert(slot0.links, go(slot19)) setActive(slot19, true) setParent(slot19, slot0.TreeCanvas) slot0.loader:GetSprite(uv0, slot14[2] == 0 and "wirehead" or "wireline", slot19) tf(slot19).sizeDelta = Vector2(28, 26) tf(slot19).pivot = Vector2(0.5, 0.5) tf(slot19).localRotation = Quaternion.Euler(0, 0, slot17 * 90) slot20 = Vector2(math.cos(slot18), math.sin(slot18)) * uv1[(slot17 - 1) % 4 + 1] tf(slot19).anchoredPosition = Vector2(slot12[1] + slot20.x, -slot12[2] + slot20.y) slot19 = slot0.plurals.Link:Dequeue() table.insert(slot0.links, go(slot19)) setActive(slot19, true) setParent(slot19, slot0.TreeCanvas) slot0.loader:GetSprite(uv0, "wiretail", slot19) tf(slot19).sizeDelta = Vector2(28, 26) tf(slot19).pivot = Vector2(0.5, 0.5) tf(slot19).localRotation = Quaternion.Euler(0, 0, slot17 * 90) slot21 = Vector2(math.cos(slot18), math.sin(slot18)) * -uv1[(slot17 + 1) % 4 + 1] tf(slot19).anchoredPosition = Vector2(slot13[1] + slot21.x, -slot13[2] + slot21.y) slot19 = slot0.plurals.Link:Dequeue() table.insert(slot0.links, go(slot19)) setActive(slot19, true) setParent(slot19, slot0.TreeCanvas) slot0.loader:GetSprite(uv0, "wireline", slot19) tf(slot19).sizeDelta = Vector2(math.max(0, slot16 - uv1[(slot17 - 1) % 4 + 1] - uv1[(slot17 + 1) % 4 + 1] - 28), 16) tf(slot19).pivot = Vector2(0, 0.5) tf(slot19).localRotation = Quaternion.Euler(0, 0, slot17 * 90) tf(slot19).anchoredPosition = Vector2(slot12[1] + slot20.x, -slot12[2] + slot20.y) + Vector2(math.cos(slot18), math.sin(slot18)) * 14 break end slot19 = slot0.plurals.Link:Dequeue() table.insert(slot0.links, go(slot19)) setActive(slot19, true) setParent(slot19, slot0.TreeCanvas) slot20 = 1 if slot11 == 1 then slot0.loader:GetSprite(uv0, slot14[2] == 0 and "wirehead" or "wireline", slot19) slot21 = slot16 + 14 + slot20 - uv1[(slot17 - 1) % 4 + 1] tf(slot19).sizeDelta = Vector2(slot21, 26) tf(slot19).pivot = Vector2((slot21 - slot20) / slot21, 0.5) tf(slot19).localRotation = Quaternion.Euler(0, 0, slot17 * 90) tf(slot19).anchoredPosition = Vector2(slot13[1], -slot13[2]) elseif slot11 + 1 == #slot7 then slot0.loader:GetSprite(uv0, "wiretail", slot19) tf(slot19).sizeDelta = Vector2(slot16 + 14 + slot20 - uv1[(slot17 + 1) % 4 + 1], 26) tf(slot19).pivot = Vector2(slot20 / (slot16 + 14 + slot20 - uv1[(slot17 + 1) % 4 + 1]), 0.5) tf(slot19).localRotation = Quaternion.Euler(0, 0, slot17 * 90) tf(slot19).anchoredPosition = Vector2(slot12[1], -slot12[2]) else slot0.loader:GetSprite(uv0, "wireline", slot19) tf(slot19).sizeDelta = Vector2(slot16 + slot20 * 2, 16) tf(slot19).pivot = Vector2(slot20 / (slot16 + slot20 * 2), 0.5) tf(slot19).localRotation = Quaternion.Euler(0, 0, slot17 * 90) tf(slot19).anchoredPosition = Vector2(slot12[1], -slot12[2]) end end end end function slot0.UpdateItemNode(slot0, slot1, slot2) slot1 = tf(slot1) slot1.anchoredPosition = Vector2(slot2[1], -slot2[2]) updateDrop(slot1:Find("Item"), { id = slot2[3], type = DROP_TYPE_EQUIP }) onButton(slot0, slot1:Find("Item"), function () if not EquipmentProxy.GetTransformSources(uv0[3])[1] then pg.TipsMgr.GetInstance():ShowTips(i18n("equipment_upgrade_initial_node")) return end uv1:emit(EquipmentTransformTreeMediator.OPEN_LAYER, Context.New({ mediator = EquipmentTransformMediator, viewComponent = EquipmentTransformLayer, data = { formulaId = slot0 } })) end, SFX_PANEL) slot1:Find("Mask/NameText"):GetComponent("ScrollText"):SetText(pg.equip_data_statistics[slot2[3]].name) setActive(slot1:Find("cratfable"), _.any(slot0.env.GetEquipTraceBack(slot2[3]), function (slot0) return slot0.candicates and #slot1 > 0 and TransformEquipmentCommand.CheckEquipmentFormulasSucceed(slot0.formulas, slot1[#slot1].id) end)) onButton(slot0, slot1:Find("cratfable"), function () uv0:emit(EquipmentTransformTreeMediator.OPEN_LAYER, Context.New({ mediator = EquipmentTraceBackMediator, viewComponent = EquipmentTraceBackLayer, data = { TargetEquipmentId = uv1[3] } })) end) setActive(slot1:Find("Item/new"), slot2[4] and PlayerPrefs.GetInt("ShowTransformTip_" .. slot2[3], 0) == 0) end function slot0.UpdateItemNodes(slot0) for slot4, slot5 in ipairs(slot0.nodes) do slot0:UpdateItemNode(slot5.go, slot5.cfg) end end function slot0.UpdateItemNodeByID(slot0, slot1) for slot5, slot6 in ipairs(slot0.nodes) do if slot1 == slot6.id then slot0:UpdateItemNode(slot6.go, slot6.cfg) break end end end function slot0.ReturnCanvasItems(slot0, slot1) for slot5, slot6 in ipairs(slot0.nodes) do if not slot0.plurals.EquipNode:Enqueue(slot6.go, slot1) then setParent(slot6.go, slot0.pluralRoot) end end table.clean(slot0.nodes) for slot5, slot6 in ipairs(slot0.links) do if not slot0.plurals.Link:Enqueue(slot6, slot1) then setParent(slot6, slot0.pluralRoot) end end table.clean(slot0.links) end function slot0.UpdateCanvas(slot0) slot1 = EquipmentProxy.EquipmentTransformTreeTemplate[slot0.contextData.nation][slot0.contextData.equipmentTypeIndex] end function slot0.willExit(slot0) slot4 = slot0._tf pg.UIMgr.GetInstance():UnOverlayPanel(slot0.top, slot4) slot0:ReturnCanvasItems(true) for slot4, slot5 in pairs(slot0.plurals) do slot5:Clear() end slot0.loader:Clear() end function slot0.Clone2Full(slot0, slot1) slot3 = slot0:GetChild(0) for slot8 = 0, slot0.childCount - 1 do table.insert({}, slot0:GetChild(slot8)) end for slot8 = slot4, slot1 - 1 do table.insert(slot2, tf(cloneTplTo(slot3, slot0))) end for slot8 = 0, slot0.childCount - 1 do setActive(slot0:GetChild(slot8), slot8 < slot1) end for slot8 = slot4, slot1 + 1, -1 do table.remove(slot2) end return slot2 end return slot0
411
0.582377
1
0.582377
game-dev
MEDIA
0.915278
game-dev
0.881796
1
0.881796
Joshua-F/osrs-dumps
2,189
script/[clientscript,forget_init_switches].cs2
// 1243 [clientscript,forget_init_switches](int $int0) if ($int0 = 1) { if_sethide(true, forget_puzzle1:switch_model_a); if_sethide(true, forget_puzzle1:switch_model_b); if_sethide(true, forget_puzzle1:switch_model_c); if_sethide(true, forget_puzzle1:switch_model_d); if_sethide(true, forget_puzzle1:switch_model_e); if_sethide(true, forget_puzzle1:switch_model_f); if_sethide(true, forget_puzzle1:switch_model_g); if_sethide(true, forget_puzzle1:switch_model_h); } else if ($int0 = 2) { if_sethide(true, forget_puzzle2:switch_model_a); if_sethide(true, forget_puzzle2:switch_model_b); if_sethide(true, forget_puzzle2:switch_model_c); if_sethide(true, forget_puzzle2:switch_model_d); if_sethide(true, forget_puzzle2:switch_model_e); if_sethide(true, forget_puzzle2:switch_model_f); if_sethide(true, forget_puzzle2:switch_model_g); if_sethide(true, forget_puzzle2:switch_model_h); if_sethide(true, forget_puzzle2:switch_model_i); if_sethide(true, forget_puzzle2:switch_model_j); if_sethide(true, forget_puzzle2:switch_model_k); if_sethide(true, forget_puzzle2:switch_model_l); } else if ($int0 = 3) { if_sethide(true, forget_puzzle3:switch_model_a); if_sethide(true, forget_puzzle3:switch_model_b); if_sethide(true, forget_puzzle3:switch_model_c); if_sethide(true, forget_puzzle3:switch_model_d); if_sethide(true, forget_puzzle3:switch_model_e); if_sethide(true, forget_puzzle3:switch_model_f); if_sethide(true, forget_puzzle3:switch_model_g); if_sethide(true, forget_puzzle3:switch_model_h); if_sethide(true, forget_puzzle3:switch_model_i); if_sethide(true, forget_puzzle3:switch_model_j); if_sethide(true, forget_puzzle3:switch_model_k); if_sethide(true, forget_puzzle3:switch_model_l); if_sethide(true, forget_puzzle3:switch_model_m); if_sethide(true, forget_puzzle3:switch_model_n); if_sethide(true, forget_puzzle3:switch_model_o); if_sethide(true, forget_puzzle3:switch_model_p); if_sethide(true, forget_puzzle3:switch_model_q); if_sethide(true, forget_puzzle3:switch_model_r); if_sethide(true, forget_puzzle3:switch_model_s); }
411
0.787882
1
0.787882
game-dev
MEDIA
0.727731
game-dev
0.895399
1
0.895399
mcMMO-Dev/mcMMO
87,489
src/main/resources/locale/locale_en_US.properties
Placeholder= This value is for any WIP locale entries that will not be displayed to users JSON.Rank=Rank JSON.DescriptionHeader=Description: JSON.JWrapper.Header=Details JSON.Type.Passive=Passive JSON.Type.Active=Active JSON.Type.SuperAbility=Super Ability JSON.Locked=-=[LOCKED]=- JSON.LevelRequirement=Level Requirement JSON.JWrapper.Target.Type=Target Type: JSON.JWrapper.Target.Block=Block JSON.JWrapper.Target.Player=Player JSON.JWrapper.Perks.Header=&6Lucky Perks JSON.JWrapper.Perks.Lucky={0}% Better Odds JSON.Hover.Tips=Tips JSON.Acrobatics=Acrobatics JSON.Alchemy=Alchemy JSON.Archery=Archery JSON.Axes=Axes JSON.Crossbows=Crossbows JSON.Excavation=Excavation JSON.Fishing=Fishing JSON.Herbalism=Herbalism JSON.Mining=Mining JSON.Repair=Repair JSON.Salvage=Salvage JSON.Swords=Swords JSON.Taming=Taming JSON.Tridents=Tridents JSON.Maces=Maces JSON.Unarmed=Unarmed JSON.Woodcutting=Woodcutting JSON.URL.Website=The official mcMMO Website! JSON.URL.Discord=The official mcMMO Discord server! JSON.URL.Patreon=Support nossr50 and his work for mcMMO on Patreon! JSON.URL.Spigot=The official mcMMO Spigot Resource Page! JSON.URL.Translation=Translate mcMMO into other languages! JSON.URL.Wiki=The official mcMMO wiki! JSON.SkillUnlockMessage=&6[ mcMMO&e @&3{0} &6Rank &3{1}&6 Unlocked! ] JSON.Hover.Rank=&e&lRank:&r &f{0} JSON.Hover.NextRank=&7&oNext upgrade at level {0} # for JSON.Hover.Mystery you can add {0} to insert the level required into the name, I don't like how that looks so I'm not doing that atm JSON.Hover.Mystery=&7??? JSON.Hover.Mystery2=&e[&8{0}&e]&8???&r JSON.Hover.SkillName=&3{0}&r JSON.Hover.SuperAbility=&5{0}&r JSON.Hover.MaxRankSkillName=&6{0}&r JSON.Hover.AtSymbolSkills=&e@ JSON.Hover.AtSymbolURL=&e@ #This is the message sent to players when an ability is activated JSON.Notification.SuperAbility={0} #These are the JSON Strings used for SubSkills JSON.Acrobatics.Roll.Interaction.Activated=Test &cRolled Test JSON.Acrobatics.SubSkill.Roll.Details.Tips=If you hold sneak while falling you can prevent up to twice the damage that you would normally take! Anvil.SingleItemStack=&cYou cannot salvage or repair item stacks that have more than one item, split the stack first. #DO NOT USE COLOR CODES IN THE JSON KEYS #COLORS ARE DEFINED IN advanced.yml IF YOU WISH TO CHANGE THEM mcMMO.Template.Prefix=&6(&amcMMO&6) &7{0} # BEGIN STYLING Ability.Generic.Refresh=&a**ABILITIES REFRESHED!** Ability.Generic.Template.Lock=&7{0} # Skill Command Styling Ability.Generic.Template=&3{0}: &a{1} Ability.Generic.Template.Custom=&3{0} Skills.Overhaul.Header=&c[]=====[]&a {0} &c[]=====[] Effects.Effects=EFFECTS Effects.SubSkills.Overhaul=Sub-Skills Effects.Child.Overhaul=&3Child Lv.&e {0}&3: {1} Effects.Child.ParentList=&a{0}&6(&3Lv.&e{1}&6) Effects.Level.Overhaul=&6LVL: &e{0} &3XP&e(&6{1}&e/&6{2}&e) Effects.Parent=&6{0} - Effects.Template=&3{0}: &a{1} Commands.Stats.Self.Overhaul=Stats Commands.XPGain.Overhaul=&6XP GAIN: &3{0} MOTD.Version.Overhaul=&6[mcMMO] &3Overhaul Era&6 - &3{0} Overhaul.mcMMO.Header=&c[]=====[]&a mcMMO - Overhaul Era &c[]=====[] Overhaul.mcMMO.Url.Wrap.Prefix=&c[| Overhaul.mcMMO.Url.Wrap.Suffix=&c|] Overhaul.mcMMO.MmoInfo.Wiki=&e[&fView this skill on the wiki!&e] # Overhaul.Levelup can take {0} - Skill Name defined in Overhaul.Name {1} - Amount of levels gained {2} - Level in skill Overhaul.Levelup=&l{0} increased to &r&a&l{2}&r&f. Overhaul.Name.Acrobatics=Acrobatics Overhaul.Name.Alchemy=Alchemy Overhaul.Name.Archery=Archery Overhaul.Name.Axes=Axes Overhaul.Name.Crossbows=Crossbows Overhaul.Name.Excavation=Excavation Overhaul.Name.Fishing=Fishing Overhaul.Name.Herbalism=Herbalism Overhaul.Name.Mining=Mining Overhaul.Name.Repair=Repair Overhaul.Name.Salvage=Salvage Overhaul.Name.Smelting=Smelting Overhaul.Name.Swords=Swords Overhaul.Name.Taming=Taming Overhaul.Name.Tridents=Tridents Overhaul.Name.Maces=Maces Overhaul.Name.Unarmed=Unarmed Overhaul.Name.Woodcutting=Woodcutting # /mcMMO Command Style Stuff Commands.mcc.Header=&c[]=====[] &amcMMO Commands &c[]=====[] Commands.Other=&c[]=====[] &aSPECIAL COMMANDS &c[]=====[] Commands.Party.Header=&c[]=====[] &aPARTY &c[]=====[] Commands.Party.Features.Header=&c[]=====[] &aFEATURES &c[]=====[] # XP BAR Allows for the following variables -- {0} = Skill Level, {1} Current XP, {2} XP Needed for next level, {3} Power Level, {4} Percentage of Level # Make sure you turn on Experience_Bars.ThisMayCauseLag.AlwaysUpdateTitlesWhenXPIsGained if you want the XP bar title to update every time a player gains XP! XPBar.Template={0} XPBar.Template.EarlyGameBoost=&6Learning a new skill... XPBar.Acrobatics=Acrobatics Lv.&6{0} XPBar.Alchemy=Alchemy Lv.&6{0} XPBar.Archery=Archery Lv.&6{0} XPBar.Axes=Axes Lv.&6{0} XPBar.Crossbows=Crossbows Lv.&6{0} XPBar.Excavation=Excavation Lv.&6{0} XPBar.Fishing=Fishing Lv.&6{0} XPBar.Herbalism=Herbalism Lv.&6{0} XPBar.Mining=Mining Lv.&6{0} XPBar.Repair=Repair Lv.&6{0} XPBar.Salvage=Salvage Lv.&6{0} XPBar.Smelting=Smelting Lv.&6{0} XPBar.Swords=Swords Lv.&6{0} XPBar.Taming=Taming Lv.&6{0} XPBar.Tridents=Tridents Lv.&6{0} XPBar.Maces=Maces Lv.&6{0} XPBar.Unarmed=Unarmed Lv.&6{0} XPBar.Woodcutting=Woodcutting Lv.&6{0} #This is just a preset template that gets used if the 'ExtraDetails' setting is turned on in experience.yml (off by default), you can ignore this template and just edit the strings above XPBar.Complex.Template={0} &3 {4}&f% &3(&f{1}&3/&f{2}&3) # XP BAR Allows for the following variables -- {0} = Skill Level, {1} Current XP, {2} XP Needed for next level, {3} Power Level, {4} Percentage of Level # Make sure you turn on Experience_Bars.ThisMayCauseLag.AlwaysUpdateTitlesWhenXPIsGained if you want the XP bar title to update every time a player gains XP! # END STYLING #ACROBATICS Acrobatics.Ability.Proc=&a**Graceful Landing** Acrobatics.Combat.Proc=&a**Dodged** Acrobatics.SubSkill.Roll.Stats=&6Roll Chance &e{0}%&6 Graceful Roll Chance&e {1}% Acrobatics.SubSkill.Roll.Stat=Roll Chance Acrobatics.SubSkill.Roll.Stat.Extra=Graceful Roll Chance Acrobatics.SubSkill.Roll.Name=Roll Acrobatics.SubSkill.Roll.Description=Land strategically to avoid damage. Acrobatics.SubSkill.Roll.Chance=Roll Chance: &e{0} Acrobatics.SubSkill.Roll.GraceChance=Graceful Roll Chance: &e{0} Acrobatics.SubSkill.Roll.Mechanics=&7Rolling is an active Sub-Skill with a passive component.\nWhenever you take fall damage you have a chance to completely negate the damage based on your skill level, at level &e{6}%&7 you have a &e{0}%&7 chance to prevent damage, and &e{1}%&7 if you activate Graceful Roll.\nThe chance for success is scaled against your skill level in a linear curve until level &e{2}&7 where it maxes out, every level in Acrobatics gives you a &e{3}%&7 chance to succeed.\nBy holding the sneak button you can double your odds to avoid fall damage and avoid up to twice the fall damage! Holding sneak will transform a normal roll into a Graceful Roll.\nRolling will only prevent up to &c{4}&7 damage. Graceful Rolls will prevent up to &a{5}&7 damage. Acrobatics.SubSkill.GracefulRoll.Name=Graceful Roll Acrobatics.SubSkill.GracefulRoll.Description=Twice as effective as a normal Roll Acrobatics.SubSkill.Dodge.Name=Dodge Acrobatics.SubSkill.Dodge.Description=Reduce attack damage by half Acrobatics.SubSkill.Dodge.Stat=Dodge Chance Acrobatics.Listener=Acrobatics: Acrobatics.Roll.Text=&o**Rolled** Acrobatics.SkillName=ACROBATICS #ALCHEMY Alchemy.SubSkill.Catalysis.Name=Catalysis Alchemy.SubSkill.Catalysis.Description=Increases potion brewing speed Alchemy.SubSkill.Catalysis.Stat=Brewing Speed Alchemy.SubSkill.Concoctions.Name=Concoctions Alchemy.SubSkill.Concoctions.Description=Brew potions with more ingredients Alchemy.SubSkill.Concoctions.Stat=Concoctions Rank: &a{0}&3/&a{1} Alchemy.SubSkill.Concoctions.Stat.Extra=Ingredients [&a{0}&3]: &a{1} Alchemy.Listener=Alchemy: Alchemy.Ability.Locked.0=LOCKED UNTIL {0}+ SKILL (CATALYSIS) Alchemy.SkillName=ALCHEMY #ARCHERY Archery.SubSkill.SkillShot.Name=Skill Shot Archery.SubSkill.SkillShot.Description=Increases damage done with bows Archery.SubSkill.SkillShot.Stat=Skill Shot Bonus Damage Archery.SubSkill.Daze.Name=Daze Archery.SubSkill.Daze.Description=Disorients foes and deals extra DMG Archery.SubSkill.Daze.Stat=Daze Chance Archery.SubSkill.ArrowRetrieval.Name=Arrow Retrieval Archery.SubSkill.ArrowRetrieval.Description=Chance to retrieve arrows from corpses Archery.SubSkill.ArrowRetrieval.Stat=Arrow Recovery Chance Archery.SubSkill.ArcheryLimitBreak.Name=Archery Limit Break Archery.SubSkill.ArcheryLimitBreak.Description=Breaking your limits. Increased damage against tough opponents. Intended for PVP, up to server settings for whether it will boost damage in PVE. Archery.SubSkill.ArcheryLimitBreak.Stat=Limit Break Max DMG Archery.Listener=Archery: Archery.SkillName=ARCHERY Archery.SubSkill.ExplosiveShot.Name=Explosive Shot Archery.SubSkill.ExplosiveShot.Description=Fire an explosive arrow Archery.Skills.ExplosiveShot.Off= Archery.Skills.ExplosiveShot.On=&a**EXPLOSIVE SHOT ACTIVATED** Archery.Skills.ExplosiveShot.Other.Off=Explosive Shot&a has worn off for &e{0} Archery.Skills.ExplosiveShot.Other.On=&a{0}&2 has used &cExplosive Shot! Archery.Skills.ExplosiveShot.Refresh=&aYour &Explosive Shot &ability is refreshed! #AXES Axes.Ability.Bonus.0=Axe Mastery Axes.Ability.Bonus.1=Bonus {0} damage Axes.Ability.Bonus.2=Armor Impact Axes.Ability.Bonus.3=Deal {0} Bonus DMG to armor Axes.Ability.Bonus.4=Greater Impact Axes.Ability.Bonus.5=Deal {0} Bonus DMG to unarmored foes Axes.Ability.Lower=&7You lower your Axe. Axes.Ability.Ready=&3You &6ready&3 your Axe. Axes.Ability.Ready.Extra=&3You &6ready&3 your Axe. &7({0} is on cooldown for {1}s) Axes.Combat.CritStruck=&4You were CRITICALLY hit! Axes.Combat.CriticalHit=CRITICAL HIT! Axes.Combat.GI.Proc=&a**STRUCK WITH GREAT FORCE** Axes.Combat.GI.Struck=**HIT BY GREATER IMPACT** Axes.Combat.SS.Struck=&4Struck by SKULL SPLITTER! Axes.SubSkill.SkullSplitter.Name=Skull Splitter Axes.SubSkill.SkullSplitter.Description=Deal AoE Damage Axes.SubSkill.SkullSplitter.Stat=Skull Splitter Duration Axes.SubSkill.CriticalStrikes.Name=Critical Strikes Axes.SubSkill.CriticalStrikes.Description=Double Damage Axes.SubSkill.CriticalStrikes.Stat=Critical Strike Chance Axes.SubSkill.AxeMastery.Name=Axe Mastery Axes.SubSkill.AxeMastery.Description=Adds bonus DMG Axes.SubSkill.AxesLimitBreak.Name=Axes Limit Break Axes.SubSkill.AxesLimitBreak.Description=Breaking your limits. Increased damage against tough opponents. Intended for PVP, up to server settings for whether it will boost damage in PVE. Axes.SubSkill.AxesLimitBreak.Stat=Limit Break Max DMG Axes.SubSkill.ArmorImpact.Name=Armor Impact Axes.SubSkill.ArmorImpact.Description=Strike with enough force to shatter armor Axes.SubSkill.GreaterImpact.Name=Greater Impact Axes.SubSkill.GreaterImpact.Description=Deal bonus damage to unarmored foes Axes.Listener=Axes: Axes.SkillName=AXES Axes.Skills.SS.Off=**Skull Splitter has worn off** Axes.Skills.SS.On=&a**Skull Splitter ACTIVATED** Axes.Skills.SS.Refresh=&aYour &eSkull Splitter &aability is refreshed! Axes.Skills.SS.Other.Off=Skull Splitter&a has worn off for &e{0} Axes.Skills.SS.Other.On=&a{0}&2 has used &cSkull Splitter! #EXCAVATION Excavation.Ability.Lower=&7You lower your shovel. Excavation.Ability.Ready=&3You &6ready&3 your Shovel. Excavation.SubSkill.GigaDrillBreaker.Name=Giga Drill Breaker Excavation.SubSkill.GigaDrillBreaker.Description=3x Drop Rate, 3x EXP, +Speed Excavation.SubSkill.GigaDrillBreaker.Stat=Giga Drill Breaker Duration Excavation.SubSkill.Archaeology.Name=Archaeology Excavation.SubSkill.Archaeology.Description=Unearth the secrets of the land! High skill levels increase your odds of finding experience orbs when you find treasure! Excavation.SubSkill.Archaeology.Stat=Archaeology Experience Orb Chance Excavation.SubSkill.Archaeology.Stat.Extra=Archaeology Experience Orb Amount Excavation.Listener=Excavation: Excavation.SkillName=EXCAVATION Excavation.Skills.GigaDrillBreaker.Off=**Giga Drill Breaker has worn off** Excavation.Skills.GigaDrillBreaker.On=&a**GIGA DRILL BREAKER ACTIVATED** Excavation.Skills.GigaDrillBreaker.Refresh=&aYour &eGiga Drill Breaker &aability is refreshed! Excavation.Skills.GigaDrillBreaker.Other.Off=Giga Drill Breaker&a has worn off for &e{0} Excavation.Skills.GigaDrillBreaker.Other.On=&a{0}&2 has used &cGiga Drill Breaker! #FISHING Fishing.ScarcityTip=&e&oThis area is suffering from overfishing, cast your rod in a different spot for more fish. At least {0} blocks away. Fishing.Scared=&7&oChaotic movements will scare fish! Fishing.Exhausting=&c&oImproper use of the fishing rod will cause fatigue and wear out the rod! Fishing.LowResourcesTip=&7You sense that there might not be many fish left in this area. Try fishing at least {0} blocks away. Fishing.Ability.Info=Magic Hunter: &7 **Improves With Treasure Hunter Rank** Fishing.Ability.Locked.0=LOCKED UNTIL {0}+ SKILL (SHAKE) Fishing.Ability.Locked.1=LOCKED UNTIL {0}+ SKILL (ICE FISHING) Fishing.Ability.Locked.2=LOCKED UNTIL {0}+ SKILL (MASTER ANGLER) Fishing.SubSkill.TreasureHunter.Name=Treasure Hunter Fishing.SubSkill.TreasureHunter.Description=Fish up misc. objects Fishing.SubSkill.TreasureHunter.Stat=Treasure Hunter Rank: &a{0}&3/&a{1} Fishing.SubSkill.TreasureHunter.Stat.Extra=Drop Rate: &7Common: &e{0} &aUncommon: &e{1}\n&9Rare: &e{2} &dEpic: &e{3} &6Legendary: &e{4} &bMythic: &e{5} Fishing.SubSkill.MagicHunter.Name=Magic Hunter Fishing.SubSkill.MagicHunter.Description=Find Enchanted Items Fishing.SubSkill.MagicHunter.Stat=Magic Hunter Chance Fishing.SubSkill.Shake.Name=Shake Fishing.SubSkill.Shake.Description=Shake items off of mobs or players w/ fishing pole Fishing.SubSkill.Shake.Stat=Shake Chance Fishing.SubSkill.FishermansDiet.Name=Fisherman's Diet Fishing.SubSkill.FishermansDiet.Description=Improves hunger restored from fished foods Fishing.SubSkill.FishermansDiet.Stat=Fisherman's Diet:&a Rank {0} Fishing.SubSkill.MasterAngler.Name=Master Angler Fishing.SubSkill.MasterAngler.Description=Fish are caught more frequently, works better when fishing from a boat. Fishing.SubSkill.MasterAngler.Stat=Fishing min wait time reduction: &a-{0} seconds Fishing.SubSkill.MasterAngler.Stat.Extra=Fishing max wait time reduction: &a-{0} seconds Fishing.SubSkill.IceFishing.Name=Ice Fishing Fishing.SubSkill.IceFishing.Description=Allows you to fish in icy biomes Fishing.SubSkill.IceFishing.Stat=Ice Fishing Fishing.Chance.Raining=&9 Rain Bonus Fishing.Listener=Fishing: Fishing.Ability.TH.MagicFound=&7You feel a touch of magic with this catch... Fishing.Ability.TH.Boom=&7BOOM TIME!!! Fishing.Ability.TH.Poison=&7Something doesn't smell quite right... Fishing.SkillName=FISHING #HERBALISM Herbalism.Ability.GTe.NeedMore=You need more seeds to spread Green Terra. Herbalism.Ability.GTh.Fail=**GREEN THUMB FAIL** Herbalism.Ability.GTh=&a**GREEN THUMB** Herbalism.Ability.Lower=&7You lower your Hoe. Herbalism.Ability.Ready=&3You &6ready&3 your Hoe. Herbalism.Ability.ShroomThumb.Fail=**SHROOM THUMB FAIL** Herbalism.SubSkill.GreenTerra.Name=Green Terra Herbalism.SubSkill.GreenTerra.Description=Spread the Terra, 3x Drops, Boosts Green Thumb Herbalism.SubSkill.GreenTerra.Stat=Green Terra Duration Herbalism.SubSkill.GreenThumb.Name=Green Thumb Herbalism.SubSkill.GreenThumb.Description=Auto-Plants crops when harvesting with hoe Herbalism.SubSkill.GreenThumb.Stat=Green Thumb Chance Herbalism.SubSkill.GreenThumb.Stat.Extra=Green Thumb Stage: &a Crops grow in stage {0} Herbalism.Effect.4=Green Thumb (Blocks) Herbalism.SubSkill.GreenThumb.Description.2=Make bricks mossy, or make grass grow Herbalism.SubSkill.FarmersDiet.Name=Farmer's Diet Herbalism.SubSkill.FarmersDiet.Description=Improves hunger restored from farmed foods Herbalism.SubSkill.FarmersDiet.Stat=Farmer's Diet: &aRank {0} Herbalism.SubSkill.DoubleDrops.Name=Double Drops Herbalism.SubSkill.DoubleDrops.Description=Skillfully harvest double the loot Herbalism.SubSkill.DoubleDrops.Stat=Double Drop Chance Herbalism.SubSkill.VerdantBounty.Name=Verdant Bounty Herbalism.SubSkill.VerdantBounty.Description=Masterfully harvest triple the loot Herbalism.SubSkill.VerdantBounty.Stat=Triple Drop Chance Herbalism.SubSkill.HylianLuck.Name=Hylian Luck Herbalism.SubSkill.HylianLuck.Description=Gives a small chance of finding rare items Herbalism.SubSkill.HylianLuck.Stat=Hylian Luck Chance Herbalism.SubSkill.ShroomThumb.Name=Shroom Thumb Herbalism.SubSkill.ShroomThumb.Description=Spread mycelium to dirt & grass Herbalism.SubSkill.ShroomThumb.Stat=Shroom Thumb Chance Herbalism.HylianLuck=&aThe luck of Hyrule is with you today! Herbalism.Listener=Herbalism: Herbalism.SkillName=HERBALISM Herbalism.Skills.GTe.Off=**Green Terra has worn off** Herbalism.Skills.GTe.On=&a**GREEN TERRA ACTIVATED** Herbalism.Skills.GTe.Refresh=&aYour &eGreen Terra &aability is refreshed! Herbalism.Skills.GTe.Other.Off=Green Terra&a has worn off for &e{0} Herbalism.Skills.GTe.Other.On=&a{0}&2 has used &cGreen Terra! #MINING Mining.Ability.Locked.0=LOCKED UNTIL {0}+ SKILL (BLAST MINING) Mining.Ability.Locked.1=LOCKED UNTIL {0}+ SKILL (BIGGER BOMBS) Mining.Ability.Locked.2=LOCKED UNTIL {0}+ SKILL (DEMOLITIONS EXPERTISE) Mining.Ability.Lower=&7You lower your Pickaxe. Mining.Ability.Ready=&3You &6ready&3 your pickaxe. Mining.SubSkill.SuperBreaker.Name=Super Breaker Mining.SubSkill.SuperBreaker.Description=Speed+, Triple Drop Chance Mining.SubSkill.SuperBreaker.Stat=Super Breaker Length Mining.SubSkill.DoubleDrops.Name=Double Drops Mining.SubSkill.DoubleDrops.Description=Skillfully mine double the loot Mining.SubSkill.DoubleDrops.Stat=Double Drop Chance Mining.SubSkill.MotherLode.Name=Mother Lode Mining.SubSkill.MotherLode.Description=Masterfully mine triple the loot Mining.SubSkill.MotherLode.Stat=Triple Drop Chance Mining.SubSkill.BlastMining.Name=Blast Mining Mining.SubSkill.BlastMining.Description=Bonuses to mining with TNT Mining.SubSkill.BlastMining.Stat=Blast Mining:&a Rank {0}/{1} &7({2}) Mining.SubSkill.BlastMining.Stat.Extra=Blast Radius Increase: &a+{0} Mining.SubSkill.BiggerBombs.Name=Bigger Bombs Mining.SubSkill.BiggerBombs.Description=Increases TNT explosion radius Mining.SubSkill.DemolitionsExpertise.Name=Demolitions Expertise Mining.SubSkill.DemolitionsExpertise.Description=Decreases damage from TNT explosions Mining.SubSkill.DemolitionsExpertise.Stat=Demolitions Expert Damage Decrease Mining.Listener=Mining: Mining.SkillName=MINING Mining.Skills.SuperBreaker.Off=**Super Breaker has worn off** Mining.Skills.SuperBreaker.On=&a**SUPER BREAKER ACTIVATED** Mining.Skills.SuperBreaker.Other.Off=Super Breaker&a has worn off for &e{0} Mining.Skills.SuperBreaker.Other.On=&a{0}&2 has used &cSuper Breaker! Mining.Skills.SuperBreaker.Refresh=&aYour &eSuper Breaker &aability is refreshed! #Blast Mining Mining.Blast.Boom=&7**BOOM** Mining.Blast.Cooldown= Mining.Blast.Effect=+{0} ore yield, {1}x drops Mining.Blast.Other.On=&a{0}&2 has used &cBlast Mining! Mining.Blast.Refresh=&aYour &eBlast Mining &aability is refreshed! #REPAIR Repair.SubSkill.Repair.Name=Repair Repair.SubSkill.Repair.Description=Repair Tools & Armor Repair.SubSkill.GoldRepair.Name=Gold Repair ({0}+ SKILL) Repair.SubSkill.GoldRepair.Description=Repair Gold Tools & Armor Repair.SubSkill.IronRepair.Name=Iron Repair ({0}+ SKILL) Repair.SubSkill.IronRepair.Description=Repair Iron Tools & Armor Repair.SubSkill.StoneRepair.Name=Stone Repair ({0}+ SKILL) Repair.SubSkill.StoneRepair.Description=Repair Stone Tools Repair.SubSkill.RepairMastery.Name=Repair Mastery Repair.SubSkill.RepairMastery.Description=Increased repair amount Repair.SubSkill.RepairMastery.Stat=Repair Mastery: &aExtra {0} durability restored Repair.SubSkill.SuperRepair.Name=Super Repair Repair.SubSkill.SuperRepair.Description=Double effectiveness Repair.SubSkill.SuperRepair.Stat=Super Repair Chance Repair.SubSkill.DiamondRepair.Name=Diamond Repair ({0}+ SKILL) Repair.SubSkill.DiamondRepair.Description=Repair Diamond Tools & Armor Repair.SubSkill.ArcaneForging.Name=Arcane Forging Repair.SubSkill.ArcaneForging.Description=Repair magic items Repair.SubSkill.ArcaneForging.Stat=Arcane Forging: &eRank {0}/{1} Repair.SubSkill.ArcaneForging.Stat.Extra=&3Arcane Forging Odds:&7 Success &a{0}&7%, Failure &c{1}&7% Repair.Error=&4mcMMO encountered an error attempting to repair this item! Repair.Listener.Anvil=&aYou have placed an anvil, anvils can repair tools and armor. Repair.Listener=Repair: Repair.SkillName=REPAIR Repair.Skills.AdeptDiamond=&4You're not skilled enough to repair Diamond. Repair.Skills.AdeptGold=&4You're not skilled enough to repair Gold. Repair.Skills.AdeptIron=&4You're not skilled enough to repair Iron. Repair.Skills.AdeptStone=&4You're not skilled enough to repair Stone. Repair.Skills.Adept=&cYou must be level &e{0}&c to repair &e{1} Repair.Skills.FeltEasy=&7That felt easy. Repair.Skills.FullDurability=&7That is at full durability. Repair.Skills.StackedItems=&4You can't repair stacked items. Repair.Pretty.Name=Repair #Arcane Forging Repair.Arcane.Downgrade=Arcane power has decreased for this item. Repair.Arcane.Fail=Arcane power has permanently left the item. Repair.Arcane.Lost=You were not skilled enough to keep any enchantments. Repair.Arcane.Perfect=&aYou have sustained the arcane energies in this item. #SALVAGE Salvage.Pretty.Name=Salvage Salvage.SubSkill.UnderstandingTheArt.Name=Understanding The Art Salvage.SubSkill.UnderstandingTheArt.Description=You're not just digging through your neighbors trash, you're taking care of the environment.\nPowers up various properties of Salvaging. Salvage.SubSkill.ScrapCollector.Name=Scrap Collector Salvage.SubSkill.ScrapCollector.Description=Salvage materials from an item, a perfect salvage depends on skill and luck. Salvage.SubSkill.ScrapCollector.Stat=Scrap Collector: &aSalvage up to &e{0}&a items. Salvage.SubSkill.ArcaneSalvage.Name=Arcane Salvaging Salvage.SubSkill.ArcaneSalvage.Description=Extract enchantments from items Salvage.SubSkill.ArcaneSalvage.Stat=Arcane Salvaging: &eRank {0}/{1} Salvage.Ability.Bonus.0=Scrap Collector Salvage.Ability.Bonus.1=Salvage up to &e{0}&a items. Some luck is involved. Salvage.Arcane.ExtractFull=&7AS Full-Enchant Chance Salvage.Arcane.ExtractPartial=&7AS Partial-Enchant Chance Salvage.Skills.Success=&aItem salvaged! Salvage.Skills.Adept.Damaged=&4You aren't skilled enough to salvage damaged items. Salvage.Skills.Adept.Level=You must be level &e{0}&c to salvage &e{1} Salvage.Skills.TooDamaged=&4This item is too damaged to be salvaged. Salvage.Skills.ArcaneFailed=&cYou were unable to extract the knowledge contained within this item. Salvage.Skills.ArcanePartial=&cYou were only able to extract some of the knowledge contained within this item. Salvage.Skills.ArcaneSuccess=&aYou were able to extract all the knowledge contained within this item! Salvage.Listener.Anvil=&aYou have placed a Salvage anvil, use this to Salvage tools and armor. Salvage.Listener=Salvage: Salvage.SkillName=SALVAGE Salvage.Skills.Lottery.Normal=&6You were able to salvage &3{0}&6 materials from &e{1}&6. Salvage.Skills.Lottery.Perfect=&a&lPerfect!&r&6 You salvaged &3{1}&6 effortlessly, retrieving &3{0}&6 materials. Salvage.Skills.Lottery.Untrained=&7You aren't properly trained in salvaging. You were only able to recover &c{0}&7 materials from &a{1}&7. #Anvil (Shared between SALVAGE and REPAIR) Anvil.Unbreakable=This item is unbreakable! Anvil.Repair.Reject.CustomModelData=A mysterious force prevents you from repairing this item... Anvil.Salvage.Reject.CustomModelData=A mysterious force prevents you from salvaging this item... #CROSSBOWS Crossbows.SkillName=CROSSBOWS Crossbows.Ability.Lower=&7You lower your crossbow. Crossbows.Ability.Ready=&3You &6ready&3 your Crossbow. Crossbows.Skills.SSG.Refresh=&aYour &eSuper Shotgun &aability is refreshed! Crossbows.Skills.SSG.Other.On=&a{0}&2 used &Super Shotgun! Crossbows.SubSkill.PoweredShot.Name=Powered Shot Crossbows.SubSkill.PoweredShot.Description=Increases damage done with crossbows Crossbows.SubSkill.PoweredShot.Stat=Powered Shot Bonus Damage Crossbows.SubSkill.CrossbowsLimitBreak.Name=Crossbows Limit Break Crossbows.SubSkill.CrossbowsLimitBreak.Description=Breaking your limits. Increased damage against tough opponents. Intended for PVP, up to server settings for whether it will boost damage in PVE. Crossbows.SubSkill.CrossbowsLimitBreak.Stat=Limit Break Max DMG Crossbows.SubSkill.TrickShot.Name=Trick Shot Crossbows.SubSkill.TrickShot.Description=Richochet arrows with steep angles Crossbows.SubSkill.TrickShot.Stat=Trick Shot Max Bounces Crossbows.SubSkill.TrickShot.Stat.Extra=Trick Shot Max Bounces: &a{0} Crossbows.SubSkill.TrickShot.Stat.Extra2=Trick Shot Reduced DMG per Bounce: &a{0} Crossbows.SubSkill.SuperShotgun.Name=Super Shotgun Crossbows.Listener=Crossbows: #TRIDENTS Tridents.SkillName=TRIDENTS Tridents.Ability.Lower=&7You lower your trident. Tridents.Ability.Ready=&3You &6ready&3 your Trident. Tridents.SubSkill.Impale.Name=Impale Tridents.SubSkill.Impale.Description=Increases damage done with tridents Tridents.SubSkill.Impale.Stat=Impale Bonus Damage Tridents.SubSkill.TridentsLimitBreak.Name=Tridents Limit Break Tridents.SubSkill.TridentsLimitBreak.Description=Breaking your limits. Increased damage against tough opponents. Intended for PVP, up to server settings for whether it will boost damage in PVE. Tridents.SubSkill.TridentsLimitBreak.Stat=Limit Break Max DMG Tridents.SubSkill.TridentAbility.Name=WIP Tridents.Listener=Tridents: #MACES Commands.McTop.MacesNotSupported=[[GREEN]]Maces are not supported in this version of Minecraft. Maces.SkillName=MACES Maces.Ability.Lower=&7You lower your mace. Maces.Ability.Ready=&3You &6ready&3 your Mace. Maces.SubSkill.MacesLimitBreak.Name=Maces Limit Break Maces.SubSkill.MacesLimitBreak.Description=Breaking your limits. Increased damage against tough opponents. Intended for PVP, up to server settings for whether it will boost damage in PVE. Maces.SubSkill.MacesLimitBreak.Stat=Limit Break Max DMG Maces.SubSkill.Crush.Name=Crush Maces.SubSkill.Crush.Description=Adds bonus damage to your attacks. Maces.SubSkill.Crush.Stat=Crush Damage Maces.SubSkill.Cripple.Proc=**CRIPPLED** Maces.SubSkill.Cripple.Activated=CRIPPLED TARGET! Maces.SubSkill.Cripple.Name=Cripple Maces.SubSkill.Cripple.Description=Adds a chance to cripple your target. Maces.SubSkill.Cripple.Stat=Cripple Chance Maces.SubSkill.Cripple.Stat.Extra=[[DARK_AQUA]]Cripple Duration: &e{0}s&a vs Players, &e{1}s&a vs Mobs. Maces.Listener=Maces: #SWORDS Swords.Ability.Lower=&7You lower your sword. Swords.Ability.Ready=&3You &6ready&3 your Sword. Swords.Combat.Rupture.Note.Update.One=&7(Rupture Note): Periodic damage is non-lethal occurring twice a second and bypasses armor Swords.Combat.Bleeding.Started=&4 You're bleeding! Swords.Combat.Bleeding.Stopped=&7The bleeding has &astopped&7! Swords.Combat.Bleeding=&a**ENEMY BLEEDING** Swords.Combat.Counter.Hit=&4Hit with a counter-attack! Swords.Combat.Countered=&a**COUNTER-ATTACKED** Swords.Combat.SS.Struck=&4Struck by SERRATED STRIKES! Swords.SubSkill.CounterAttack.Name=Counter Attack Swords.SubSkill.CounterAttack.Description=Reflect a portion of damage when attacked! Swords.SubSkill.CounterAttack.Stat=Counter Attack Chance Swords.SubSkill.SerratedStrikes.Name=Serrated Strikes Swords.SubSkill.SerratedStrikes.Description=Deal partial damage in an AOE with a chance to apply Rupture! Swords.SubSkill.SerratedStrikes.Stat=Serrated Strikes Length Swords.SubSkill.Rupture.Name=Rupture Swords.SubSkill.Rupture.Description=A damage over time effect that ends explosively Swords.SubSkill.Stab.Name=Stab Swords.SubSkill.Stab.Description=Adds bonus damage to your attacks. Swords.SubSkill.Stab.Stat=Stab Damage Swords.SubSkill.SwordsLimitBreak.Name=Swords Limit Break Swords.SubSkill.SwordsLimitBreak.Description=Breaking your limits. Increased damage against tough opponents. Intended for PVP, up to server settings for whether it will boost damage in PVE. Swords.SubSkill.SwordsLimitBreak.Stat=Limit Break Max DMG Swords.SubSkill.Rupture.Stat=Rupture Chance Swords.SubSkill.Rupture.Stat.Extra=[[DARK_AQUA]]Rupture Duration: &e{0}s&a vs Players, &e{1}s&a vs Mobs. Swords.SubSkill.Rupture.Stat.TickDamage=[[DARK_AQUA]]Rupture Pure Tick Damage: &e{0}&a vs Players, &e{1}&a vs Mobs. Swords.SubSkill.Rupture.Stat.ExplosionDamage=[[DARK_AQUA]]Rupture Explosion Damage: &e{0}&a vs Players, &e{1}&a vs Mobs Swords.Effect.4=Serrated Strikes Rupture+ Swords.Effect.5={0} Tick Rupture Swords.Listener=Swords: Swords.SkillName=SWORDS Swords.Skills.SS.Off=**Serrated Strikes has worn off** Swords.Skills.SS.On=&a**SERRATED STRIKES ACTIVATED** Swords.Skills.SS.Refresh=&aYour &eSerrated Strikes &aability is refreshed! Swords.Skills.SS.Other.Off=Serrated Strikes&a has worn off for &e{0} Swords.Skills.SS.Other.On=&a{0}&2 has used &cSerrated Strikes! #TAMING Taming.Ability.Bonus.0=Environmentally Aware Taming.Ability.Bonus.1=Wolves avoid danger Taming.Ability.Bonus.2=Thick Fur Taming.Ability.Bonus.3=1/{0} Damage, Fire Resistance Taming.Ability.Bonus.4=Shock Proof Taming.Ability.Bonus.5=Explosives do 1/{0} normal damage Taming.Ability.Bonus.6=Sharpened Claws Taming.Ability.Bonus.7=+{0} Damage Taming.Ability.Bonus.8=Fast Food Service Taming.Ability.Bonus.9={0} Chance for heal on attack Taming.Ability.Bonus.10=Holy Hound Taming.Ability.Bonus.11=Regain health when damaged by magic or poison Taming.Ability.Locked.0=LOCKED UNTIL {0}+ SKILL (ENVIRONMENTALLY AWARE) Taming.Ability.Locked.1=LOCKED UNTIL {0}+ SKILL (THICK FUR) Taming.Ability.Locked.2=LOCKED UNTIL {0}+ SKILL (SHOCK PROOF) Taming.Ability.Locked.3=LOCKED UNTIL {0}+ SKILL (SHARPENED CLAWS) Taming.Ability.Locked.4=LOCKED UNTIL {0}+ SKILL (FAST FOOD SERVICE) Taming.Ability.Locked.5=LOCKED UNTIL {0}+ SKILL (HOLY HOUND) Taming.Combat.Chance.Gore=Gore Chance Taming.SubSkill.BeastLore.Name=Beast Lore Taming.SubSkill.BeastLore.Description=Bone-whacking inspects wolves & ocelots Taming.SubSkill.ShockProof.Name=Shock Proof Taming.SubSkill.ShockProof.Description=Explosive Damage Reduction Taming.SubSkill.CallOfTheWild.Name=Call of the Wild Taming.SubSkill.CallOfTheWild.Description=Summon an animal to your side Taming.SubSkill.CallOfTheWild.Description.2=&7COTW: Crouch and left-click with\n {0} {1} (Ocelot), {2} {3} (Wolf), {4} {5} (Horse) Taming.SubSkill.FastFoodService.Name=Fast Food Service Taming.SubSkill.FastFoodService.Description=Chance for wolves to heal on attack Taming.SubSkill.HolyHound.Name=Holy Hound Taming.SubSkill.HolyHound.Description=Healed by Magic & Poison Taming.SubSkill.Gore.Name=Gore Taming.SubSkill.Gore.Description=Critical Strike that applies Rupture Taming.SubSkill.SharpenedClaws.Name=Sharpened Claws Taming.SubSkill.SharpenedClaws.Description=Damage Bonus Taming.SubSkill.EnvironmentallyAware.Name=Environmentally Aware Taming.SubSkill.EnvironmentallyAware.Description=Cactus/Lava Phobia, Fall DMG Immune Taming.SubSkill.ThickFur.Name=Thick Fur Taming.SubSkill.ThickFur.Description=DMG Reduction, Fire Resistance Taming.SubSkill.Pummel.Name=Pummel Taming.SubSkill.Pummel.Description=Your Wolves have a chance of knocking back foes Taming.SubSkill.Pummel.TargetMessage=You've been knocked back by a wolf! Taming.Listener.Wolf=&8Your wolf scurries back to you... Taming.Listener=Taming: Taming.SkillName=TAMING Taming.Summon.COTW.Success.WithoutLifespan=&a(Call Of The Wild) &7You have summoned a &6{0}&7 Taming.Summon.COTW.Success.WithLifespan=&a(Call Of The Wild) &7You have summoned a &6{0}&7 and it has a duration of &6{1}&7 seconds. Taming.Summon.COTW.Limit=&a(Call Of The Wild) &7You can only have &c{0} &7summoned &7{1} pets at the same time. Taming.Summon.COTW.TimeExpired=&a(Call Of The Wild) &7Time is up, your &6{0}&7 departs. Taming.Summon.COTW.Removed=&a(Call Of The Wild) &7Your summoned &6{0}&7 has vanished from this world. Taming.Summon.COTW.BreedingDisallowed=&a(Call Of The Wild) &cYou cannot breed a summoned animal. Taming.Summon.COTW.NeedMoreItems=&a(Call Of The Wild) &7You need &e{0}&7 more &3{1}&7(s) Taming.Summon.Name.Format=&6(COTW) &f{0}'s {1} #UNARMED Unarmed.Ability.Bonus.0=Steel Arm Style Unarmed.Ability.Bonus.1=+{0} DMG Upgrade Unarmed.Ability.IronGrip.Attacker=Your opponent has an iron grip! Unarmed.Ability.IronGrip.Defender=&aYour iron grip kept you from being disarmed! Unarmed.Ability.Lower=&7You lower your fists. Unarmed.Ability.Ready=&3You &6ready&3 your fists. Unarmed.SubSkill.Berserk.Name=Berserk Unarmed.SubSkill.Berserk.Description=+50% DMG, Breaks weak materials Unarmed.SubSkill.Berserk.Stat=Berserk Length Unarmed.SubSkill.Disarm.Name=Disarm Unarmed.SubSkill.Disarm.Description=Drops the foes item held in hand Unarmed.SubSkill.Disarm.Stat=Disarm Chance Unarmed.SubSkill.UnarmedLimitBreak.Name=Unarmed Limit Break Unarmed.SubSkill.UnarmedLimitBreak.Description=Breaking your limits. Increased damage against tough opponents. Intended for PVP, up to server settings for whether it will boost damage in PVE. Unarmed.SubSkill.UnarmedLimitBreak.Stat=Limit Break Max DMG Unarmed.SubSkill.SteelArmStyle.Name=Steel Arm Style Unarmed.SubSkill.SteelArmStyle.Description=Hardens your arm over time Unarmed.SubSkill.ArrowDeflect.Name=Arrow Deflect Unarmed.SubSkill.ArrowDeflect.Description=Deflect arrows Unarmed.SubSkill.ArrowDeflect.Stat=Arrow Deflect Chance Unarmed.SubSkill.IronGrip.Name=Iron Grip Unarmed.SubSkill.IronGrip.Description=Prevents you from being disarmed Unarmed.SubSkill.IronGrip.Stat=Iron Grip Chance Unarmed.SubSkill.BlockCracker.Name=Block Cracker Unarmed.SubSkill.BlockCracker.Description=Break rock with your fists Unarmed.Listener=Unarmed: Unarmed.SkillName=UNARMED Unarmed.Skills.Berserk.Off=**Berserk has worn off** Unarmed.Skills.Berserk.On=&a**BERSERK ACTIVATED** Unarmed.Skills.Berserk.Other.Off=Berserk&a has worn off for &e{0} Unarmed.Skills.Berserk.Other.On=&a{0}&2 has used &cBerserk! Unarmed.Skills.Berserk.Refresh=&aYour &eBerserk &aability is refreshed! #WOODCUTTING Woodcutting.Ability.0=Leaf Blower Woodcutting.Ability.1=Blow away leaves Woodcutting.Ability.Locked.0=LOCKED UNTIL {0}+ SKILL (LEAF BLOWER) Woodcutting.SubSkill.TreeFeller.Name=Tree Feller Woodcutting.SubSkill.TreeFeller.Description=Make trees explode Woodcutting.SubSkill.TreeFeller.Stat=Tree Feller Length Woodcutting.SubSkill.LeafBlower.Name=Leaf Blower Woodcutting.SubSkill.LeafBlower.Description=Blow Away Leaves Woodcutting.SubSkill.KnockOnWood.Name=Knock On Wood Woodcutting.SubSkill.KnockOnWood.Description=Find additional goodies when using Tree Feller Woodcutting.SubSkill.KnockOnWood.Stat=Knock on Wood Woodcutting.SubSkill.KnockOnWood.Loot.Normal=Standard loot from trees Woodcutting.SubSkill.KnockOnWood.Loot.Rank2=Standard loot from trees and experience orbs Woodcutting.SubSkill.HarvestLumber.Name=Harvest Lumber Woodcutting.SubSkill.HarvestLumber.Description=Skillfully extract up to double the Lumber Woodcutting.SubSkill.HarvestLumber.Stat=Double Drop Chance Woodcutting.SubSkill.CleanCuts.Name=Clean Cuts Woodcutting.SubSkill.CleanCuts.Description=Masterfully extract up to triple the Lumber Woodcutting.SubSkill.CleanCuts.Stat=Triple Drop Chance Woodcutting.SubSkill.Splinter.Name=Splinter Woodcutting.SubSkill.Splinter.Description=Cut down trees more efficiently. Woodcutting.SubSkill.BarkSurgeon.Name=Bark Surgeon Woodcutting.SubSkill.BarkSurgeon.Description=Extract useful materials when stripping trees. Woodcutting.SubSkill.NaturesBounty.Name=Nature's Bounty Woodcutting.SubSkill.NaturesBounty.Description=Gather experience from nature. Woodcutting.Listener=Woodcutting: Woodcutting.SkillName=WOODCUTTING Woodcutting.Skills.TreeFeller.Off=**Tree Feller has worn off** Woodcutting.Skills.TreeFeller.On=&a**TREE FELLER ACTIVATED** Woodcutting.Skills.TreeFeller.Refresh=&aYour &eTree Feller &aability is refreshed! Woodcutting.Skills.TreeFeller.Other.Off=Tree Feller&a has worn off for &e{0} Woodcutting.Skills.TreeFeller.Other.On=&a{0}&2 has used &cTree Feller! Woodcutting.Skills.TreeFeller.Splinter=YOUR AXE SPLINTERS INTO DOZENS OF PIECES! Woodcutting.Skills.TreeFeller.Threshold=That tree is too large! #ABILITIY #COMBAT Combat.ArrowDeflect=&f**ARROW DEFLECT** Combat.BeastLore=&a**BEAST LORE** Combat.BeastLoreHealth=&3Health (&a{0}&3/{1}) Combat.BeastLoreOwner=&3Owner (&c{0}&3) Combat.BeastLoreHorseSpeed=&3Horse Movement Speed (&a{0} blocks/s&3) Combat.BeastLoreHorseJumpStrength=&3Horse Jump Strength (&aMax {0} blocks&3) Combat.Gore=&a**GORED** Combat.StruckByGore=**YOU HAVE BEEN GORED** Combat.TargetDazed=Target was &4Dazed Combat.TouchedFuzzy=&4Touched Fuzzy. Felt Dizzy. #COMMANDS ##generic mcMMO.Description=&3About the &emcMMO&3 Project:,&6mcMMO is an &copen source&6 RPG mod created in February 2011,&6by &9nossr50&6. The goal is to provide a quality RPG experience.,&3Tips:,&6 - &aUse &c/mcmmo help&a to see commands,&6 - &aType &c/SKILLNAME&a to see detailed skill info,&3Developers:,&6 - &anossr50 &9(Creator & Project Lead),&6 - &aelectronicboy &9(Dev),&6 - &akashike &9(Dev),&6 - &at00thpick1 &9(Classic Maintainer) mcMMO.Description.FormerDevs=&3Former Devs: &aGJ, NuclearW, bm01, TfT_02, Glitchfinder Commands.addlevels.AwardAll.1=&aYou were awarded {0} levels in all skills! Commands.addlevels.AwardAll.2=All skills have been modified for {0}. Commands.addlevels.AwardSkill.1=&aYou were awarded {0} levels in {1}! Commands.addlevels.AwardSkill.2={0} has been modified for {1}. Commands.addxp.AwardAll=&aYou were awarded {0} experience in all skills! Commands.addxp.AwardSkill=&aYou were awarded {0} experience in {1}! Commands.Ability.Off=Ability use toggled &coff Commands.Ability.On=Ability use toggled &aon Commands.Ability.Toggle=Ability use has been toggled for &e{0} Commands.AdminChat.Off=Admin Chat only &cOff Commands.AdminChat.On=Admin Chat only &aOn Commands.AdminToggle=&3 /adminchat &a- Toggle admin chat Commands.Chat.Console=*Console* Commands.Cooldowns.Header=&6--= &amcMMO Ability Cooldowns&6 =-- Commands.Cooldowns.Row.N=\ &c{0}&f - &6{1} seconds left Commands.Cooldowns.Row.Y=\ &b{0}&f - &2Ready! Commands.Database.CooldownMS=You must wait {0} milliseconds before using this command again. Commands.Database.Cooldown=You must wait {0} seconds before using this command again. Commands.Database.Processing=Your previous command is still being processed. Please wait. Commands.Disabled=This command is disabled. Commands.DoesNotExist= &cPlayer does not exist in the database! Commands.GodMode.Disabled=mcMMO Godmode Disabled Commands.GodMode.Enabled=mcMMO Godmode Enabled Commands.AdminChatSpy.Enabled=mcMMO Party Chat Spy Enabled Commands.AdminChatSpy.Disabled=mcMMO Party Chat Spy Disabled Commands.AdminChatSpy.Toggle=mcMMO Party Chat has been toggled for &e{0} Commands.AdminChatSpy.Chat=&6[SPY: &a{0}&6] &f{1} Commands.GodMode.Forbidden=[mcMMO] God Mode not permitted on this world (See Permissions) Commands.GodMode.Toggle=God mode has been toggled for &e{0} Commands.Healthbars.Changed.HEARTS=[mcMMO] Your healthbar display type was changed to &cHearts&f. Commands.Healthbars.Changed.BAR=[mcMMO] Your healthbar display type was changed to &eBoxes&f. Commands.Healthbars.Changed.DISABLED=[mcMMO] Your mob healthbars have been &7disabled&f. Commands.Healthbars.Invalid=Invalid healthbar type! Commands.Inspect=&3 /inspect <player> &a- View detailed player info Commands.Invite.Success=&aInvite sent successfully. Commands.Leaderboards=&3 /mctop <skill> <page> &a- Leaderboards Commands.mcgod=&3 /mcgod &a- Toggle GodMode Commands.mchud.Invalid=That is not a valid HUD type. Commands.mcpurge.Success=&aThe database was successfully purged! Commands.mcrank.Heading=&6-=PERSONAL RANKINGS=- Commands.mcrank.Overall=Overall&a - &6Rank &f#&a{0} Commands.mcrank.Player=&eRankings for &f{0} Commands.mcrank.Skill=&e{0}&a - &6Rank &f#&a{1} Commands.mcrank.Unranked=&fUnranked Commands.mcrefresh.Success={0}''s cooldowns have been refreshed. Commands.mcremove.Success=&a{0} was successfully removed from the database! Commands.mctop.Tip=&6Tip: Use &c/mcrank&6 to view all of your personal rankings! Commands.mmoedit=&3 /mmoedit [player] <skill> <newvalue> &a - Modify target Commands.mmoedit.AllSkills.1=&aYour level in all skills was set to {0}! Commands.mmoedit.Modified.1=&aYour level in {0} was set to {1}! Commands.mmoedit.Modified.2={0} has been modified for {1}. Commands.mcconvert.Database.Same=You are already using the {0} database! Commands.mcconvert.Database.InvalidType={0} is not a valid database type. Commands.mcconvert.Database.Start=&7Starting conversion from {0} to {1}... Commands.mcconvert.Database.Finish=&7Database migration complete; the {1} database now has all data from the {0} database. Commands.mmoshowdb=The currently used database is &a{0} Commands.mcconvert.Experience.Invalid=Unknown formula type! Valid types are: &aLINEAR &cand &aEXPONENTIAL. Commands.mcconvert.Experience.Same=Already using formula type {0} Commands.mcconvert.Experience.Start=&7Starting conversion from {0} to {1} curve Commands.mcconvert.Experience.Finish=&7Formula conversion complete; now using {0} XP curve. Commands.ModDescription=&a- Read brief mod description Commands.NoConsole=This command does not support console usage. Commands.Notifications.Off=Ability notifications toggled &coff Commands.Notifications.On=Ability notifications toggled &aon Commands.Offline=This command does not work for offline players. Commands.NotLoaded=Player profile is not loaded yet. Commands.Party.Status=&8NAME: &f{0} {1} &8LEVEL: &3{2} Commands.Party.Status.Alliance=&8ALLY: &f{0} Commands.Party.UnlockedFeatures=&8Unlocked Features: &7&o{0} Commands.Party.ShareMode=&8SHARE MODE: Commands.Party.ItemShare=&7ITEM &3({0}) Commands.Party.ExpShare=&7EXP &3({0}) Commands.Party.ItemShareCategories=&8Sharing Items: &7&o{0} Commands.Party.MembersNear=&8NEAR YOU &3{0}&8/&3{1} Commands.Party.Accept=&3 /party accept &a- Accept party invite Commands.Party.Chat.Off=Party Chat only &cOff Commands.Party.Chat.On=Party Chat only &aOn Commands.Party.Commands=&c---[]&aPARTY COMMANDS&c[]--- Commands.Party.Invite.0=&cALERT: &aYou have received a party invite for {0} from {1} Commands.Party.Invite.1=&eType &a/party accept&e to accept the invite Commands.Party.Invite=&3 /party invite <player> &a- Send party invite Commands.Party.Invite.Accepted=&aInvite Accepted. You have joined party {0} Commands.Party.Join=&7Joined Party: {0} Commands.Party.PartyFull=&6{0}&c is full! Commands.Party.PartyFull.Invite=You cannot invite &e{0}&c to &a{1}&c because it already has &3{2}&c players in it! Commands.Party.PartyFull.InviteAccept=You cannot join &a{0}&c because it already has &3{1}&c players in it! Commands.Party.Create=&7Created Party: {0} Commands.Party.Rename=&7Party name changed to: &f{0} Commands.Party.SetSharing=&7Party {0} sharing set to: &3{1} Commands.Party.ToggleShareCategory=&7Party item sharing for &6{0} &7has been &3{1} Commands.Party.AlreadyExists=&4Party {0} already exists! Commands.Party.Kick=&cYou were kicked from party &a{0}&c! Commands.Party.Leave=&eYou have left that party Commands.Party.Members.Header=&c-----[]&aMEMBERS&c[]----- Commands.Party.None=&cYou are not in a party. Commands.Party.Quit=&3 /party quit &a- Leave your current party Commands.Party.Teleport=&3 /party teleport <player> &a- Teleport to party member Commands.Party.Toggle=&3 /party chat &a- Toggle Party Chat Commands.Party1=&3 /party create <name> &a- Create a new party Commands.Party2=&3 /party join <player> &a- Join a players party Commands.Party.Alliance.Header=&c-----[]&aPARTY ALLIANCE&c[]----- Commands.Party.Alliance.Ally=&f{0} &8IS ALLIED WITH: &f{1} Commands.Party.Alliance.Members.Header=&c-----[]&aALLIANCE MEMBERS&c[]----- Commands.Party.Alliance.Invite.0=ALERT: &aYou have received a party alliance invite for {0} from {1} Commands.Party.Alliance.Invite.1=Type &a/party alliance accept&e to accept the invite Commands.Party.Alliance.Invite.Accepted=&aAlliance invite Accepted. Commands.Party.Alliance.None=&cYour party does not have an ally. Commands.Party.Alliance.AlreadyAllies=&cYour party already has an ally. Disband with &3/party alliance disband Commands.Party.Alliance.Help.0=&cThis party hasn't formed an alliance. Invite a party leader Commands.Party.Alliance.Help.1=&c to an alliance with &3/party alliance invite <player>&c. Commands.ptp.Enabled=Party teleporting &aenabled Commands.ptp.Disabled=Party teleporting &cdisabled Commands.ptp.NoRequests=&cYou have no teleport requests at this time Commands.ptp.NoWorldPermissions=&c[mcMMO] You do not have permission to teleport to the world {0}. Commands.ptp.Request1=&e{0} &ahas requested to teleport to you. Commands.ptp.Request2=&aTo teleport, type &e/ptp accept&a. Request expires in &c{0} &aseconds. Commands.ptp.AcceptAny.Enabled=Party teleport request confirmation &aenabled Commands.ptp.AcceptAny.Disabled=Party teleport request confirmation &cdisabled Commands.ptp.RequestExpired=&cParty teleport request has expired! Commands.PowerLevel.Leaderboard=&e--mcMMO&9 Power Level &eLeaderboard-- Commands.PowerLevel.Capped=&4POWER LEVEL: &a{0} &4MAX LEVEL: &e{1} Commands.PowerLevel=&4POWER LEVEL: &a{0} Commands.Reset.All=&aAll of your skill levels have been reset successfully. Commands.Reset.Single=&aYour {0} skill level has been reset successfully. Commands.Reset=&3 /skillreset <skill|all> &a- Reset a skill's level to 0 Commands.Scoreboard.Clear=&3mcMMO scoreboard cleared. Commands.Scoreboard.NoBoard=&cThe mcMMO scoreboard is not active. Commands.Scoreboard.Keep=&3The mcMMO scoreboard will stay up until you use &a/mcscoreboard clear&3. Commands.Scoreboard.Timer=&3The mcMMO scoreboard will clear &6{0}&3 seconds from now. Commands.Scoreboard.Help.0=&6 == &aHelp for &c/mcscoreboard&6 == Commands.Scoreboard.Help.1=&3/mcscoreboard&b clear &f - clear the McMMO scoreboard Commands.Scoreboard.Help.2=&3/mcscoreboard&b keep &f - keep the mcMMO scoreboard up Commands.Scoreboard.Help.3=&3/mcscoreboard&b time [n] &f - clear the McMMO scoreboard after &dn&f seconds Commands.Scoreboard.Tip.Keep=&6Tip: Use &c/mcscoreboard keep&6 while the scoreboard is shown to keep it from going away. Commands.Scoreboard.Tip.Clear=&6Tip: Use &c/mcscoreboard clear&6 to get rid of the scoreboard. Commands.XPBar.Reset=&6XP Bar settings for mcMMO have been reset. Commands.XPBar.SettingChanged=&6XP Bar setting for &a{0}&6 is now set to &a{1} Commands.Skill.Invalid=That is not a valid skillname! Commands.Skill.ChildSkill=Child skills are not valid for this command! Commands.Skill.Leaderboard=-&e-mcMMO &9{0}&e Leaderboard-- Commands.SkillInfo=&3 /<skill> &a- View detailed information about a skill Commands.Stats=&3 /mcstats &a- View your mcMMO stats Commands.ToggleAbility=&3 /mcability &a- Toggle ability activation with right click Commands.Usage.0=&cProper usage is /{0} Commands.Usage.1=&cProper usage is /{0} {1} Commands.Usage.2=&cProper usage is /{0} {1} {2} Commands.Usage.3=&cProper usage is /{0} {1} {2} {3} Commands.Usage.3.XP=&cProper usage is /{0} {1} {2} {3}&7 (You can include -s at the end to execute the command without informing the player, effectively silencing it) Commands.Usage.FullClassName=classname Commands.Usage.Level=level Commands.Usage.Message=message Commands.Usage.Page=page Commands.Usage.PartyName=name Commands.Usage.Password=password Commands.Usage.Player=player Commands.Usage.Rate=rate Commands.Usage.Skill=skill Commands.Usage.SubSkill=subskill Commands.Usage.XP=xp Commands.Description.mmoinfo=Read details about a skill or mechanic. Commands.MmoInfo.Mystery=&7You haven't unlocked this skill yet, but when you do you will be able to read details about it here! Commands.MmoInfo.NoMatch=That subskill doesn't exist! Commands.MmoInfo.Header=&3-=[]=====[]&6 MMO Info &3[]=====[]=- Commands.MmoInfo.SubSkillHeader=&6Name:&e {0} Commands.MmoInfo.DetailsHeader=&3-=[]=====[]&a Details &3[]=====[]=- Commands.MmoInfo.OldSkill=&7mcMMO skills are being converted into an improved modular skill system, unfortunately this skill has not been converted yet and lacks detailed stats. The new system will allow for faster release times for new mcMMO skills and greater flexibility with existing skills. Commands.MmoInfo.Mechanics=&3-=[]=====[]&6 Mechanics &3[]=====[]=- Commands.MmoInfo.Stats=STATS: {0} Commands.Mmodebug.Toggle=mcMMO Debug Mode is now &6{0}&7, use this command again to toggle. With debug mode true, you can punch blocks to print useful information used for support. mcMMO.NoInvites=&cYou have no invites at this time mcMMO.NoPermission=&4Insufficient permissions. mcMMO.NoSkillNote=&8If you don't have access to a skill it will not be shown here. ##party Party.Forbidden=[mcMMO] Parties not permitted on this world (See Permissions) Party.Help.0=&cProper usage is &3{0} <player> [password]. Party.Help.1=&cTo create a party, use &3{0} <name> [password]. Party.Help.2=&cConsult &3{0} &cfor more information Party.Help.3=&cUse &3{0} <player> [password] &cto join or &3{1} &cto quit Party.Help.4=&cTo lock or unlock your party, use &3{0} Party.Help.5=&cTo password protect your party, use &3{0} <password> Party.Help.6=&cTo kick a player from your party, use &3{0} <player> Party.Help.7=&cTo transfer ownership of your party, use &3{0} <player> Party.Help.8=&cTo disband your party, use &3{0} Party.Help.9=&cUse &3{0} &cto share items with party members Party.Help.10=&cUse &3{0} &cto enable XP sharing with party members Party.InformedOnJoin={0} &ahas joined your party Party.InformedOnQuit={0} &ahas left your party Party.InformedOnNameChange=&6{0} &ahas set the party name to &f{1} Party.InvalidName=&4That is not a valid party name. Party.Invite.Self=&cYou can't invite yourself! Party.IsLocked=&cThis party is already locked! Party.IsntLocked=&cThis party is not locked! Party.Locked=&cParty is locked, only party leader may invite. Party.NotInYourParty=&4{0} is not in your party Party.NotOwner=&4You are not the party leader. Party.Target.NotOwner=&4{0} is not the party leader. Party.Owner.New=&a{0} is the new party leader. Party.Owner.NotLeader=&4You are no longer the party leader. Party.Owner.Player =&aYou are now the party leader. Party.Password.None=&cThis party is password protected. Please provide a password to join. Party.Password.Incorrect=&cParty password is incorrect. Party.Password.Set=&aParty password set to {0} Party.Password.Removed=&aParty password has been cleared. Party.Player.Invalid=&cThat is not a valid player. Party.NotOnline=&4{0} is not online! Party.Player.InSameParty=&c{0} already is in your party! Party.PlayerNotInParty=&4{0} is not in a party Party.Specify=&cYou must specify a party. Party.Teleport.Dead=&cYou can't teleport to a dead player. Party.Teleport.Hurt=&cYou have been hurt in the last {0} seconds and cannot teleport. Party.Teleport.Player=&aYou have teleported to {0}. Party.Teleport.Self=&cYou can't teleport to yourself! Party.Teleport.Target=&a{0} has teleported to you. Party.Teleport.Disabled=&c{0} doesn't allow party teleportation. Party.Rename.Same=&cThat is already the name of your party! Party.Join.Self=&cYou can't join yourself! Party.Unlocked=&7Party is unlocked Party.Disband=&7The party has been disbanded Party.Alliance.Formed=&7Your party is now allies with &a{0} Party.Alliance.Disband=&7Your party is no longer allies with &c{0} Party.Status.Locked=&4(INVITE-ONLY) Party.Status.Unlocked=&2(OPEN) Party.LevelUp=&eParty level increased by {0}. Total ({1}) Party.Feature.Chat=Party Chat Party.Feature.Teleport=Party Teleport Party.Feature.Alliance=Alliances Party.Feature.ItemShare=Item Sharing Party.Feature.XpShare=XP Sharing Party.Feature.Locked.Chat=LOCKED UNTIL {0}+ (PARTY CHAT) Party.Feature.Locked.Teleport=LOCKED UNTIL {0}+ (PARTY TELEPORT) Party.Feature.Locked.Alliance=LOCKED UNTIL {0}+ (ALLIANCES) Party.Feature.Locked.ItemShare=LOCKED UNTIL {0}+ (ITEM SHARING) Party.Feature.Locked.XpShare=LOCKED UNTIL {0}+ (XP SHARING) Party.Feature.Disabled.1=&cParty chat is not unlocked yet. Party.Feature.Disabled.2=&cParty teleport is not unlocked yet. Party.Feature.Disabled.3=&cParty alliances are not unlocked yet. Party.Feature.Disabled.4=&cParty item sharing is not unlocked yet. Party.Feature.Disabled.5=&cParty XP sharing is not unlocked yet. Party.ShareType.Xp=XP Party.ShareType.Item=ITEM Party.ShareMode.None=NONE Party.ShareMode.Equal=EQUAL Party.ShareMode.Random=RANDOM Party.ItemShare.Category.Loot=Loot Party.ItemShare.Category.Mining=Mining Party.ItemShare.Category.Herbalism=Herbalism Party.ItemShare.Category.Woodcutting=Woodcutting Party.ItemShare.Category.Misc=Misc ##xp Commands.XPGain.Acrobatics=Falling Commands.XPGain.Alchemy=Brewing Potions Commands.XPGain.Archery=Attacking Monsters Commands.XPGain.Axes=Attacking Monsters Commands.XPGain.Child=Gains levels from Parent Skills Commands.XPGain.Crossbows=Attacking Monsters Commands.XPGain.Excavation=Digging and finding treasures Commands.XPGain.Fishing=Fishing (Go figure!) Commands.XPGain.Herbalism=Harvesting Herbs Commands.XPGain.Maces=Attacking Monsters Commands.XPGain.Mining=Mining Stone & Ore Commands.XPGain.Repair=Repairing Commands.XPGain.Swords=Attacking Monsters Commands.XPGain.Taming=Animal Taming, or combat w/ your wolves Commands.XPGain.Tridents=Attacking Monsters Commands.XPGain.Unarmed=Attacking Monsters Commands.XPGain.Woodcutting=Chopping down trees Commands.XPGain=&8XP GAIN: &f{0} Commands.xplock.locked=&6Your XP BAR is now locked to {0}! Commands.xplock.unlocked=&6Your XP BAR is now &aUNLOCKED&6! Commands.xprate.modified=&cThe XP RATE was modified to {0} Commands.xprate.over=&cmcMMO XP Rate Event is OVER!! Commands.xprate.proper.0=&cProper usage to change the XP rate is /xprate <integer> <true/false> Commands.xprate.proper.1=&cProper usage to restore the XP rate to default is /xprate reset Commands.xprate.proper.2=&cPlease specify true or false to indicate if this is an xp event or not Commands.NegativeNumberWarn=Don't use negative numbers! Commands.Event.Start=&amcMMO&6 Event! Commands.Event.Stop=&amcMMO&3 Event Over! Commands.Event.Stop.Subtitle=&aI hope you had fun! Commands.Event.XP=&3XP Rate is now &6{0}&3x Commands.xprate.started.0=&6XP EVENT FOR mcMMO HAS STARTED! Commands.xprate.started.1=&6mcMMO XP RATE IS NOW {0}x! # Admin Notifications Server.ConsoleName=&e[Server] Notifications.Admin.XPRate.Start.Self=&7You have set the global XP rate multiplier to &6{0}x Notifications.Admin.XPRate.End.Self=&7You ended the XP rate event. Notifications.Admin.XPRate.End.Others={0} &7has ended the XP rate event Notifications.Admin.XPRate.Start.Others={0} &7has started or modified an XP rate event with global multiplier {1}x Notifications.Admin.Format.Others=&6(&amcMMO &3Admin&6) &7{0} Notifications.Admin.Format.Self=&6(&amcMMO&6) &7{0} # Event XPRate.Event=&6mcMMO is currently in an XP rate event! XP rate is {0}x! #GUIDES Guides.Available=&7Guide for {0} available - type /{1} ? [page] Guides.Header=&6-=&a{0} Guide&6=- Guides.Page.Invalid=Not a valid page number! Guides.Page.OutOfRange=That page does not exist, there are only {0} total pages. Guides.Usage= Usage is /{0} ? [page] ##Acrobatics Guides.Acrobatics.Section.0=&3About Acrobatics:\n&eAcrobatics is the art of moving Gracefuly in mcMMO.\n&eIt provides combat bonuses and environment damage bonuses.\n\n&3XP GAIN:\n&eTo gain XP in this skill you need to perform a dodge\n&ein combat or survive falls from heights that damage you. Guides.Acrobatics.Section.1=&3How does Rolling work?\n&eYou have a passive chance when you take fall damage\n&eto negate the damage done. You can hold the sneak button to\n&edouble your chances during the fall.\n&eThis triggers a Graceful Roll instead of a standard one.\n&eGraceful Rolls are like regular rolls but are twice as likely to\n&eoccur and provide more damage safety than regular rolls.\n&eRolling chance is tied to your skill level Guides.Acrobatics.Section.2=&3How does Dodge work?\n&eDodge is a passive chance when you are\n&einjured in combat to halve the damage taken.\n&eIt is tied to your skill level. ##Alchemy Guides.Alchemy.Section.0=[[DARK_AQUA]]About Alchemy:\n[[YELLOW]]Alchemy is about brewing potions.\n[[YELLOW]]It provides a speed increase in the potion brew time, as well\n[[YELLOW]]as the addition of new (previously) unobtainable potions.\n\n\n[[DARK_AQUA]]XP GAIN:\n[[YELLOW]]To gain XP in this skill you need to brew potions. Guides.Alchemy.Section.1=[[DARK_AQUA]]How does Catalysis work?\n[[YELLOW]]Catalysis speeds of the brewing process, with a\n[[YELLOW]]max speed of 4x at level 1000.\n[[YELLOW]]This ability is unlocked at level 100 by default. Guides.Alchemy.Section.2=[[DARK_AQUA]]How does Concoctions work?\n[[YELLOW]]Concoctions allows brewing of more potions with custom ingredients.\n[[YELLOW]]Which special ingredients are unlocked is determined\n[[YELLOW]]by your Rank. There are 8 ranks to unlock. Guides.Alchemy.Section.3=[[DARK_AQUA]]Concoctions tier 1 ingredients:\n[[YELLOW]]Blaze Powder, Fermented Spider Eye, Ghast Tear, Redstone,\n[[YELLOW]]Glowstone Dust, Sugar, Glistering Melon, Golden Carrot,\n[[YELLOW]]Magma Cream, Nether Wart, Spider Eye, Gunpowder, Rabbit's Foot,\n[[YELLOW]]Pufferfish\n[[YELLOW]](Vanilla Potions) Guides.Alchemy.Section.4=[[DARK_AQUA]]Concoctions tier 2 ingredients:\n[[YELLOW]]Carrot (Potion of Haste)\n[[YELLOW]]Slimeball (Potion of Dullness)\n\n[[DARK_AQUA]]Concoctions tier 3 ingredients:\n[[YELLOW]]Quartz (Potion of Absorption)\n[[YELLOW]] Guides.Alchemy.Section.5=[[DARK_AQUA]]Concoctions tier 4 ingredients:\n[[YELLOW]]Apple (Potion of Health Boost)\n[[YELLOW]]Rotten Flesh (Potion of Hunger)\n\n[[DARK_AQUA]]Concoctions tier 5 ingredients:\n[[YELLOW]]Brown Mushroom (Potion of Nausea)\n[[YELLOW]]Ink Sack (Potion of Blindness) Guides.Alchemy.Section.6=[[DARK_AQUA]]Concoctions tier 6 ingredients:\n[[YELLOW]]Fern (Potion of Saturation)\n\n[[DARK_AQUA]]Concoctions tier 7 ingredients:\n[[YELLOW]]Poisonous Potato (Potion of Decay)\n\n[[DARK_AQUA]]Concoctions tier 8 ingredients:\n[[YELLOW]]Regular Golden Apple (Potion of Resistance) ##Archery Guides.Archery.Section.0=&3About Archery:\n&eArchery is about shooting with your bow and arrow.\n&eIt provides various combat bonuses, such as a damage boost\n&ethat scales with your level and the ability to daze your\n&eopponents in PvP. In addition to this, you can retrieve\n&esome of your spent arrows from the corpses of your foes.\n\n\n&3XP GAIN:\n&eTo gain XP in this skill you need to shoot mobs or\n&eother players. Guides.Archery.Section.1=&3How does Skill Shot work?\n&eSkill Shot provides additional damage to your shots.\n&eThe bonus damage from Skill Shot increases as you\n&elevel in Archery.\n&eWith the default settings, your archery damage increases 10%\n&eevery 50 levels, to a maximum of 200% bonus damage. Guides.Archery.Section.2=&3How does Daze work?\n&eYou have a passive chance to daze other players when\n&eyou shoot them. When Daze triggers it forces your opponents\n&eto look straight up for a short duration.\n&eA Daze shot also deals an additional 4 damage (2 hearts). Guides.Archery.Section.3=&3How does Arrow Retrieval work?\n&eYou have a passive chance to retrieve some of your arrows\n&ewhen you kill a mob with your bow.\n&eThis chance increases as you level in Archery.\n&eBy default, this ability increases by 0.1% per level, up to 100%\n&eat level 1000. ##Axes Guides.Axes.Section.0=&3About Axes:\n&eWith the Axes skill you can use your axe for much more then\n&ejust deforesting! You can hack and chop away at mobs\n&eand players to gain XP, hitting mobs with the effect of\n&eknockback and inflicting DEADLY criticals on mobs and players.\n&eYour axe also becomes a hand-held woodchipper,\n&ebreaking down the enemy's armor with ease as your level\n&eincreases.\n&3XP GAIN:\n&eTo gain XP in this skill you need hit other mobs or players\n&ewith an Axe. Guides.Axes.Section.1=&3How does Skull Splitter work?\n&eThis ability allows you to deal an AoE (Area of Effect) hit.\n&eThis AoE hit will deal half as much damage as you did to the\n&emain target, so it's great for clearing out large piles of mobs. Guides.Axes.Section.2=&3How does Critical Strikes work?\n&eCritical Strikes is a passive ability which gives players a\n&echance to deal additional damage.\n&eWith the default settings, every 2 skill levels in Axes awards a\n&e0.1% chance to deal a Critical Strike, causing 2.0 times damage\n&eto mobs or 1.5 times damage against other players. Guides.Axes.Section.3=&3How does Axe Mastery work?\n&eAxe Mastery is a passive ability that will add additional damage\n&eto your hits when using Axes.\n&eBy default, the bonus damage increases by 1 every 50 levels,\n&eup to a cap of 4 extra damage at level 200. Guides.Axes.Section.4=&3How does Armor Impact work?\n&eStrike with enough force to shatter armor!\n&eArmor Impact has a passive chance to damage your\n&eopponent's armor. This damage increases as you level in Axes. Guides.Axes.Section.5=&3How does Greater Impact work?\n&eYou have a passive chance to achieve a greater impact when\n&ehitting mobs or players with your axe.\n&eBy default this chance is 25%. This passive ability has an\n&eextreme knockback effect, similar to the Knockback II\n&eenchantment. In addition, it deals bonus damage to the target. ##Excavation Guides.Excavation.Section.0=&3About Excavation:\n&eExcavation is the act of digging up dirt to find treasures.\n&eBy excavating the land you will find treasures.\n&eThe more you do this the more treasures you can find.\n\n&3XP GAIN:\n&eTo gain XP in this skill you must dig with a shovel in hand.\n&eOnly certain materials can be dug up for treasures and XP. Guides.Excavation.Section.1=&3Compatible Materials:\n&eGrass, Dirt, Sand, Clay, Gravel, Mycelium, Soul Sand, Snow Guides.Excavation.Section.2=&3How to use Giga Drill Breaker:\n&eWith a shovel in hand right click to ready your tool.\n&eOnce in this state you have about 4 seconds to make\n&econtact with Excavation compatible materials this will\n&eactivate Giga Drill Breaker. Guides.Excavation.Section.3=&3What is Giga Drill Breaker?\n&eGiga Drill Breaker is an ability with a cooldown\n&etied to Excavation skill. It triples your chance\n&eof finding treasures and enables instant break\n&eon Excavation materials. Guides.Excavation.Section.4=&3How does Archaeology work?\n&eEvery possible treasure for Excavation has its own\n&eskill level requirement for it to drop, as a result it's\n&edifficult to say how much it is helping you.\n&eJust keep in mind that the higher your Excavation skill\n&eis, the more treasures that can be found.\n&eAnd also keep in mind that each type of Excavation\n&ecompatible material has its own unique list of treasures.\n&eIn other words you will find different treasures in Dirt\n&ethan you would in Gravel. Guides.Excavation.Section.5=&3Notes about Excavation:\n&eExcavation drops are completely customizeable\n&eSo results vary server to server. ##Fishing Guides.Fishing.Section.0=&3About Fishing:\n&eWith the Fishing skill, Fishing is exciting again!\n&eFind hidden treasures, and shake items off mobs.\n\n&3XP GAIN:\n&eCatch fish. Guides.Fishing.Section.1=&3How does Treasure Hunter work?\n&eThis ability allows you to find treasure from fishing \n&ewith a small chance of the items being enchanted.\n&eEvery possible treasure for Fishing has a chance\n&eto drop on any level. It depends however\n&ewhat the rarity of the item is how often it will drop.\n&eThe higher your Fishing skill is, the better\n&eyour chances are to find better treasures. Guides.Fishing.Section.2=&3How does Ice Fishing work?\n&eThis passive skill allows you to fish in ice lakes!\n&eCast your fishing rod in an ice lake and the ability will\n&ecreate a small hole in the ice to fish in. Guides.Fishing.Section.3=&3How does Master Angler work?\n&eThis passive skill increases the bite chance while fishing.\n&eWhen you've unlocked this ability, fishing while in\n&ea boat improves odds of catching a fish. Guides.Fishing.Section.4=&3How does Shake work?\n&eThis active ability allows you to shake items loose from mobs\n&eby hooking them with the fishing rod. \n&eMobs will drop items they would normally drop on death.\n&eIt is also possible to acquire mob skulls, which are normally \n&eunobtainable in survival mode. Guides.Fishing.Section.5=&3How does Fisherman's Diet work?\n&eThis passive skill increases the amount of hunger restored \n&efrom eating fish. Guides.Fishing.Section.6=&3Notes about Fishing:\n&eFishing drops are completely customizable,\n&eso results vary server to server. ##Herbalism Guides.Herbalism.Section.0=&3About Herbalism:\n&eHerbalism is about collecting herbs and plants.\n\n\n&3XP GAIN:\n&eCollect plants and herbs. Guides.Herbalism.Section.1=&3Compatible Blocks\n&eWheat, Potatoes, Carrots, Melons, \n&ePumpkins, Sugar Canes, Cocoa Beans, Flowers, Cacti, Mushrooms,\n&eNether Wart, Lily Pads, and Vines. Guides.Herbalism.Section.2=&3How does Green Terra work?\n&eGreen Terra is an active ability, you can right-click\n&ewhile holding a hoe to activate Green Terra.\n&eGreen Terra grants players a chance to get 3x drops from\n&eharvesting plants. It also gives players the ability to\n&espread life into blocks and transform them using seeds\n&efrom your inventory. Guides.Herbalism.Section.3=&3How does Green Thumb (Crops) work?\n&eThis passive ability will automatically replant crops when\n&eharvesting.\n&eYour chance of success depends on your Herbalism skill. Guides.Herbalism.Section.4=&3How does Green Thumb (Cobble/Stone Brick/Dirt) work?\n&eThis active ability allows you to turn blocks into their\n&e"plant-related" counterparts. You can do this by right-clicking\n&ea block, while holding seeds. This will consume 1 seed. Guides.Herbalism.Section.5=&3How does Farmer's Diet work?\n&eThis passive skill increases the amount of hunger restored \n&ewhen eating Bread, Cookies, Melons, Mushroom Soup, Carrots,\n&eand Potatoes. Guides.Herbalism.Section.6=&3How does Hylian Luck work?\n&eThis passive ability gives you a chance to find rare items\n&ewhen certain blocks are broken with a sword. Guides.Herbalism.Section.7=&3How do Double Drops work?\n&eThis passive ability gives players more yield from their\n&eharvests. ##Mining Guides.Mining.Section.0=&3About Mining:\n&eMining consists of mining stone and ores. It provides bonuses\n&eto the amount of materials dropped while mining.\n\n&3XP GAIN:\n&eTo gain XP in this skill, you must mine with a pickaxe in hand.\n&eOnly certain blocks award XP. Guides.Mining.Section.1=&3Compatible Materials:\n&eStone, Coal Ore, Iron Ore, Gold Ore, Diamond Ore, Redstone Ore,\n&eLapis Ore, Obsidian, Mossy Cobblestone, Ender Stone,\n&eGlowstone, and Netherrack. Guides.Mining.Section.2=&3How to use Super Breaker:\n&eWith a pickaxe in your hand, right click to ready your tool.\n&eOnce in this state, you have about 4 seconds to make contact\n&ewith Mining compatible materials, which will activate Super\n&eBreaker. Guides.Mining.Section.3=&3What is Super Breaker?\n&eSuper Breaker is an ability with a cooldown tied to the Mining\n&eskill. It triples your chance of extra items dropping and\n&eenables instant break on Mining materials. Guides.Mining.Section.4=&3How to use Blast Mining:\n&eWith a pickaxe in hand,\n&ecrouch and right-click on TNT from a distance. This will cause the TNT\n&eto instantly explode. Guides.Mining.Section.5=&3How does Blast Mining work?\n&eBlast Mining is an ability with a cooldown tied to the Mining\n&eskill. It gives bonuses when mining with TNT and allows you\n&eto remote detonate TNT. There are three parts to Blast Mining.\n&eThe first part is Bigger Bombs, which increases blast radius.\n&eThe second is Demolitions Expert, which decreases damage\n&efrom TNT explosions. The third part simply increases the\n&eamount of ores dropped from TNT and decreases the\n&edebris dropped. ##Repair Guides.Repair.Section.0=&3About Repair:\n&eRepair allows you to use an iron block to repair armor and\n&etools.\n\n&3XP GAIN:\n&eRepair tools or armor using the mcMMO Anvil. This is an\n&eiron block by default and should not be confused with\n&ethe Vanilla Minecraft Anvil. Guides.Repair.Section.1=&3How can I use Repair?\n&ePlace down a mcMMO Anvil and right-click to repair the item \n&eyou're currently holding. This consumes 1 item on every use. Guides.Repair.Section.2=&3How does Repair Mastery work?\n&eRepair Mastery increases the repair amount. The extra amount\n&erepaired is influenced by your Repair skill level. Guides.Repair.Section.3=&3How does Super Repair work?\n&eSuper Repair is a passive ability. When repairing an item,\n&eit grants players a chance to repair an item with\n&edouble effectiveness. Guides.Repair.Section.4=&3How does Arcane Forging work?\n&eThis passive ability allows you to repair items with a certain\n&echance of maintaining its enchantments. The enchants may be\n&ekept at their existing levels, downgraded to a lower level,\n&eor lost entirely. ##Salvage Guides.Salvage.Section.0=&3About Salvage:\n&eSalvage allows you to use a gold block to salvage armor and\n&etools.\n\n&3XP GAIN:\n&eSalvage is a child skill of Repair and Fishing, your Salvage\n&eskill level is based on your Fishing and Repair skill levels. Guides.Salvage.Section.1=&3How can I use Salvage?\n&ePlace down a mcMMO Salvage Anvil and right-click to salvage\n&ethe item you're currently holding. This will break apart the item,\n&eand give back materials used to craft the item.\n\n&eFor example, salvaging an iron pickaxe will give you iron bars. Guides.Salvage.Section.2=&3How does Advanced Salvage work?\n&eWhen unlocked, this ability allows you to salvage damaged items.\n&eThe yield percentage increases as you level up. A higher yield\n&emeans that you can get more materials back.\n&eWith advanced salvage you will always get 1 material back,\n&eunless the item is too damaged. So you don't have to worry\n&eabout destroying items without getting anything in return. Guides.Salvage.Section.3=&3To illustrate how this works, here's an example:\n&eLet's say we salvage a gold pickaxe which is damaged for 20%,\n&ethis means that the maximum amount you could get is only 2\n&e(because the pick is crafted with 3 ingots - each worth\n&e33,33% durability) which is equal to 66%. If your yield\n&epercentage is below 66% you are not able to get 2 ingots.\n&eIf it is above this value you are able to gain the "full amount",\n&ewhich means that you will get 2 ingots. Guides.Salvage.Section.4=&3How does Arcane Salvage work?\n&eThis ability allows you to get enchanted books when salvaging\n&eenchanted items. Depending on your level the chance of\n&esuccessfully extracting a full or partial enchantment varies.\n\n&eWhen an enchantment is partially extracted, the enchantment\n&ebook will have a lower level enchantment compared to what\n&eit was on the item. ##Smelting Guides.Smelting.Section.0=Coming soon... ##Swords Guides.Swords.Section.0=&3About Swords:\n&eThis skill awards combat bonuses to anyone fighting with a\n&esword.\n\n&3XP GAIN:\n&eXP is gained based on the amount of damage dealt to mobs or \n&eother players when wielding a sword. Guides.Swords.Section.1=&3How does Serrated Strikes work?\n&eSerrated Strikes is an active ability, you can activate it by\n&eright-clicking with a sword. This ability allows you to deal \n&ean AoE (Area of Effect) hit. This AoE will do a bonus 25%\n&edamage and may apply Rupture Guides.Swords.Section.2=&3How does Counter Attack work?\n&eCounter Attack is an active ability. When blocking and taking\n&ehits from mobs, you will have a chance to reflect 50% of \n&ethe damage that was taken. Guides.Swords.Section.3=&3How does Rupture work?\n&eRupture causes enemies to take damage every two seconds. The \n&etarget will bleed until the effect wears off, or death, \n&ewhichever comes first.\n&eThe duration of the bleed is increased by your sword skill. ##Taming Guides.Taming.Section.0=&3About Taming:\n&eTaming will give players various combat bonuses when using\n&etamed wolves.\n\n&3XP GAIN:\n&eTo gain XP in this skill, you need to tame wolves/ocelots or\n&eget into combat with your wolves. Guides.Taming.Section.1=&3How does Call of the Wild work?\n&eCall of the Wild is an active ability that will allow you to summon\n&ea wolf or an ocelot by your side. You can do this by\n&esneaking + left-clicking while holding bones or fish. Guides.Taming.Section.2=&3How does Beast Lore work?\n&eBeast Lore allows players to inspect pets and to check the\n&estats of wolves and ocelots. Left-click a wolf or ocelot to use\n&eBeast Lore. Guides.Taming.Section.3=&3How does Gore work?\n&eGore is a passive ability that has a chance of inflicting a\n&ebleeding effect on your wolves' targets. Guides.Taming.Section.4=&3How does Sharpened Claws work?\n&eSharpened Claws provides a damage bonus to damage dealt\n&eby wolves. The damage bonus depends on your Taming level. Guides.Taming.Section.5=&3How does Environmentally Aware work?\n&eThis passive ability will allow wolves to teleport to you when\n&ethey get near hazards, such as Cacti/Lava. It will also give\n&ewolves fall damage immunity. Guides.Taming.Section.6=&3How does Thick Fur work?\n&eThis passive ability will reduce damage and make wolves\n&efire resistant. Guides.Taming.Section.7=&3How does Shock Proof work?\n&eThis passive ability reduces damage done to wolves\n&efrom explosions. Guides.Taming.Section.8=&3How does Fast Food Service work?\n&eThis passive ability gives wolves a chance to heal whenever\n&ethey perform an attack. ##Unarmed Guides.Unarmed.Section.0=&3About Unarmed:\n&eUnarmed will give players various combat bonuses when using\n&eyour fists as a weapon. \n\n&3XP GAIN:\n&eXP is gained based on the amount of damage dealt to mobs \n&eor other players when unarmed. Guides.Unarmed.Section.1=&3How does Berserk work?\n&eBeserk is an active ability that is activated by\n&eright-clicking. While in Beserk mode, you deal 50% more\n&edamage and you can break weak materials instantly, such as\n&eDirt and Grass. Guides.Unarmed.Section.2=&3How does Steel Arm Style work?\n&eSteel Arm Style increases the damage dealt when hitting mobs or\n&eplayers with your fists. Guides.Unarmed.Section.3=&3How does Arrow Deflect work?\n&eArrow Deflect is a passive ability that gives you a chance\n&eto deflect arrows shot by Skeletons or other players.\n&eThe arrow will fall harmlessly to the ground. Guides.Unarmed.Section.4=&3How does Iron Grip work?\n&eIron Grip is a passive ability that counters disarm. As your\n&eunarmed level increases, the chance of preventing a disarm increases. Guides.Unarmed.Section.5=&3How does Disarm work?\n&eThis passive ability allows players to disarm other players,\n&ecausing the target's equipped item to fall to the ground. ##Woodcutting Guides.Woodcutting.Section.0=&3About Woodcutting:\n&eWoodcutting is all about chopping down trees.\n\n&3XP GAIN:\n&eXP is gained whenever you break log blocks. Guides.Woodcutting.Section.1=&3How does Tree Feller work?\n&eTree Feller is an active ability, you can right-click\n&ewhile holding an ax to activate Tree Feller. This will\n&ecause the entire tree to break instantly, dropping all\n&eof its logs at once. Guides.Woodcutting.Section.2=&3How does Leaf Blower work?\n&eLeaf Blower is a passive ability that will cause leaf\n&eblocks to break instantly when hit with an axe. By default,\n&ethis ability unlocks at level 100. Guides.Woodcutting.Section.3=&3How do Double Drops work?\n&eThis passive ability gives you a chance to obtain an extra\n&eblock for every log you chop. # Crossbows Guides.Crossbows.Section.0=&3About Crossbows:\n&eCrossbows is all about shooting with your crossbow.\n\n&3XP GAIN:\n&eXP is gained whenever you shoot mobs with a crossbow.\nThis is a WIP skill and more information will be added soon. Guides.Crossbows.Section.1=&3How does Trickshot work?\n&eTrickshot is an passive ability, you shoot your bolts at a shallow angle with a crossbow to attempt a Trickshot. This will cause the arrow to ricochet off of blocks and potentially hit a target. The number of potential bounces from a ricochet depend on the rank of Trickshot. # Tridents Guides.Tridents.Section.0=&3About Tridents:\n&eTridents skill involves impaling foes with your trident.\n\n&3XP GAIN:\n&eXP is gained whenever you hit mobs with a trident.\nThis is a WIP skill and more information will be added soon. Guides.Maces.Section.0=&3About Maces:\n&eMaces is all about smashing your foes with a mace.\n\n&3XP GAIN:\n&eXP is gained whenever you hit mobs with a mace.\nThis is a WIP skill and more information will be added soon. #INSPECT Inspect.Offline= &cYou do not have permission to inspect offline players! Inspect.OfflineStats=mcMMO Stats for Offline Player &e{0} Inspect.Stats=&amcMMO Stats for &e{0} Inspect.TooFar=You are too far away to inspect that player! #ITEMS Item.ChimaeraWing.Fail=&c**CHIMAERA WING FAILED!** Item.ChimaeraWing.Pass=**CHIMAERA WING** Item.ChimaeraWing.Name=Chimaera Wing Item.ChimaeraWing.Lore=&7Teleports you to your bed. Item.ChimaeraWing.NotEnough=You need &e{0}&c more &6{1}&c! Item.NotEnough=You need &e{0}&c more &6{1}&c! Item.Generic.Wait=You need to wait before you can use this again! &e({0}s) Item.Injured.Wait=You were injured recently and must wait to use this. &e({0}s) Item.FluxPickaxe.Name=Flux Pickaxe Item.FluxPickaxe.Lore.1=&7Has a chance of instantly smelting ores. Item.FluxPickaxe.Lore.2=&7Requires Smelting level {0}+ #TELEPORTATION Teleport.Commencing=&7Commencing teleport in &6({0}) &7seconds, please stand still... Teleport.Cancelled=&4Teleportation canceled! #SKILLS Skills.Child=&6(CHILD SKILL) Skills.Disarmed=&4You have been disarmed! Skills.Header=-----[] &a{0}&c []----- Skills.NeedMore=&4You need more &7{0} Skills.NeedMore.Extra=&4You need more &7{0}{1} Skills.Parents= PARENTS Skills.Stats={0}&a{1}&3 XP(&7{2}&3/&7{3}&3) Skills.ChildStats={0}&a{1} Skills.MaxXP=Max Skills.TooTired=You are too tired to use that ability again. &e({0}s) Skills.TooTired.Named=&7(&6{0}&e {1}s&7) Skills.TooTired.Extra=&6{0} &eSuper Ability CDs - {1} Skills.Cancelled=&6{0} &ccancelled! Skills.ConfirmOrCancel=&aRight-click again to confirm &6{0}&a. Left-click to cancel. Skills.AbilityGateRequirementFail=&7You require &e{0}&7 more levels of &3{1}&7 to use this super ability. #STATISTICS Stats.Header.Combat=&6-=COMBAT SKILLS=- Stats.Header.Gathering=&6-=GATHERING SKILLS=- Stats.Header.Misc=&6-=MISC SKILLS=- Stats.Own.Stats=&a[mcMMO] Stats #PERKS Perks.XP.Name=Experience Perks.XP.Desc=Receive boosted XP in certain skills. Perks.Lucky.Name=Luck Perks.Lucky.Desc=Gives {0} skills and abilities a 33.3% better chance to activate. Perks.Lucky.Desc.Login=Gives certain skills and abilities a 33.3% better chance to activate. Perks.Lucky.Bonus=&6 ({0} with Lucky Perk) Perks.Cooldowns.Name=Fast Recovery Perks.Cooldowns.Desc=Cuts cooldown duration by {0}. Perks.ActivationTime.Name=Endurance Perks.ActivationTime.Desc=Increases ability activation time by {0} seconds. Perks.ActivationTime.Bonus=&6 ({0}s with Endurance Perk) #HARDCORE Hardcore.Mode.Disabled=&6[mcMMO] Hardcore mode {0} disabled for {1}. Hardcore.Mode.Enabled=&6[mcMMO] Hardcore mode {0} enabled for {1}. Hardcore.DeathStatLoss.Name=Skill Death Penalty Hardcore.DeathStatLoss.PlayerDeath=&6[mcMMO] &4You have lost &9{0}&4 levels from death. Hardcore.DeathStatLoss.PercentageChanged=&6[mcMMO] The stat loss percentage was changed to {0}. Hardcore.Vampirism.Name=Vampirism Hardcore.Vampirism.Killer.Failure=&6[mcMMO] &e{0}&7 was too unskilled to grant you any knowledge. Hardcore.Vampirism.Killer.Success=&6[mcMMO] &3You have stolen &9{0}&3 levels from &e{1}. Hardcore.Vampirism.Victim.Failure=&6[mcMMO] &e{0}&7 was unable to steal knowledge from you! Hardcore.Vampirism.Victim.Success=&6[mcMMO] &e{0}&4 has stolen &9{1}&4 levels from you! Hardcore.Vampirism.PercentageChanged=&6[mcMMO] The stat leech percentage was changed to {0}. #MOTD MOTD.Donate=&3Donation Info: MOTD.Hardcore.Enabled=&6[mcMMO] &3Hardcore Mode enabled: &4{0} MOTD.Hardcore.DeathStatLoss.Stats=&6[mcMMO] &3Skill Death Penalty: &4{0}% MOTD.Hardcore.Vampirism.Stats=&6[mcMMO] &3Vampirism Stat Leech: &4{0}% MOTD.PerksPrefix=&6[mcMMO Perks] MOTD.Version=&6[mcMMO] Running version &3{0} MOTD.Website=&6[mcMMO] &a{0}&e - mcMMO Website #SMELTING Smelting.SubSkill.UnderstandingTheArt.Name=Understanding The Art Smelting.SubSkill.UnderstandingTheArt.Description=Maybe you're spending a bit too much time smelting in the caves.\nPowers up various properties of Smelting. Smelting.SubSkill.UnderstandingTheArt.Stat=Vanilla XP Multiplier: &e{0}x Smelting.Ability.Locked.0=LOCKED UNTIL {0}+ SKILL (VANILLA XP BOOST) Smelting.Ability.Locked.1=LOCKED UNTIL {0}+ SKILL (FLUX MINING) Smelting.SubSkill.FuelEfficiency.Name=Fuel Efficiency Smelting.SubSkill.FuelEfficiency.Description=Increase the burn time of fuel used in furnaces when smelting Smelting.SubSkill.FuelEfficiency.Stat=Fuel Efficiency Multiplier: &e{0}x Smelting.SubSkill.SecondSmelt.Name=Second Smelt Smelting.SubSkill.SecondSmelt.Description=Double the resources gained from smelting Smelting.SubSkill.SecondSmelt.Stat=Second Smelt Chance Smelting.Effect.4=Vanilla XP Boost Smelting.Effect.5=Increase vanilla XP gained while smelting Smelting.SubSkill.FluxMining.Name=Flux Mining Smelting.SubSkill.FluxMining.Description=Chance for ores to be instantly smelted while mining Smelting.SubSkill.FluxMining.Stat=Flux Mining Chance Smelting.Listener=Smelting: Smelting.SkillName=SMELTING #COMMAND DESCRIPTIONS Commands.Description.addlevels=Add mcMMO levels to a user Commands.Description.adminchat=Toggle mcMMO admin chat on/off or send admin chat messages Commands.Description.addxp=Add mcMMO XP to a user Commands.Description.hardcore=Modify the mcMMO hardcore percentage or toggle hardcore mode on/off Commands.Description.inspect=View detailed mcMMO info on another player Commands.Description.mcability=Toggle mcMMO abilities being readied on right-click on/off Commands.Description.mccooldown=View all of the mcMMO ability cooldowns Commands.Description.mcchatspy=Toggle mcMMO party chat spying on or off Commands.Description.mcgod=Toggle mcMMO god-mode on/off Commands.Description.mchud=Change your mcMMO HUD style Commands.Description.mcmmo=Show a brief description of mcMMO Commands.Description.mcnotify=Toggle mcMMO abilities chat display notifications on/off Commands.Description.mcpurge=Purge users with no mcMMO levels and users who have not connected in over {0} months from the mcMMO database. Commands.Description.mcrank=Show mcMMO ranking for a player Commands.Description.mcrefresh=Refresh all cooldowns for mcMMO Commands.Description.mcremove=Remove a user from the mcMMO database Commands.Description.mcscoreboard=Manage your mcMMO Scoreboard Commands.Description.mcstats=Show your mcMMO levels and XP Commands.Description.mctop=Show mcMMO leader boards Commands.Description.mmoedit=Edit mcMMO levels for a user Commands.Description.mmodebug=Toggle a debug mode which prints useful information when you hit blocks Commands.Description.mmoupdate=Migrate mcMMO database from an old database into the current one Commands.Description.mcconvert=Converts database types or experience formula types Commands.Description.mmoshowdb=Show the name of the current database type (for later use with /mmoupdate) Commands.Description.party=Control various mcMMO party settings Commands.Description.partychat=Toggle mcMMO party chat on/off or send party chat messages Commands.Description.ptp=Teleport to an mcMMO party member Commands.Description.Skill=Display detailed mcMMO skill info for {0} Commands.Description.skillreset=Reset mcMMO levels for a user Commands.Description.vampirism=Modify the mcMMO vampirism percentage or toggle vampirism mode on/off Commands.Description.xplock=Lock your mcMMO XP bar to a specific mcMMO skill Commands.Description.xprate=Modify the mcMMO XP rate or start an mcMMO XP event #UPDATE CHECKER UpdateChecker.Outdated=You are using an outdated version of mcMMO! UpdateChecker.NewAvailable=There is a new version available on Spigot. #SCOREBOARD HEADERS Scoreboard.Header.PlayerStats=&emcMMO Stats Scoreboard.Header.PlayerCooldowns=&emcMMO Cooldowns Scoreboard.Header.PlayerRank=&emcMMO Rankings Scoreboard.Header.PlayerInspect=&emcMMO Stats: {0} Scoreboard.Header.PowerLevel=&cPower Level Scoreboard.Misc.PowerLevel=&6Power Level Scoreboard.Misc.Level=&3Level Scoreboard.Misc.CurrentXP=&aCurrent XP Scoreboard.Misc.RemainingXP=&eRemaining XP Scoreboard.Misc.Cooldown=&dCooldown Scoreboard.Misc.Overall=&6Overall Scoreboard.Misc.Ability=Ability #DATABASE RECOVERY Profile.PendingLoad=&cYour mcMMO player data has not yet been loaded. Profile.Loading.Success=&aYour mcMMO profile has been loaded. Profile.Loading.FailurePlayer=&cmcMMO is having trouble loading your data, we have attempted to load it &a{0}&c times.&c You may want to contact the server admins about this issue. mcMMO will attempt to load your data until you disconnect, you will not gain XP or be able to use skills while the data is not loaded. Profile.Loading.FailureNotice=&4[A]&c mcMMO was unable to load the player data for &e{0}&c. &dPlease inspect your database setup. Attempts made so far {1}. #Holiday Holiday.AprilFools.Levelup=&6{0} is now level &a{1}&6! Holiday.Anniversary=&9Happy {0} Year Anniversary!\n&9In honor of all of nossr50's work and all the devs, here's a firework show! #Reminder Messages Reminder.Squelched=&7Reminder: You are currently not receiving notifications from mcMMO, to enable notifications please run the /mcnotify command again. This is an automated hourly reminder. #Locale Locale.Reloaded=&aLocale reloaded! #Player Leveling Stuff LevelCap.PowerLevel=&6(&amcMMO&6) &eYou have reached the power level cap of &c{0}&e. You will cease to level in skills from this point on. LevelCap.Skill=&6(&amcMMO&6) &eYou have reached the level cap of &c{0}&e for &6{1}&e. You will cease to level in this skill from this point on. Commands.XPBar.Usage=Proper usage is /mmoxpbar <skillname | reset> <show | hide> Commands.Description.mmoxpbar=Player settings for mcMMO XP bars Commands.Description.mmocompat=Information about mcMMO and whether its in compatibility mode or fully functional. Compatibility.Layer.Unsupported=&6Compatibility for &a{0}&6 is not supported by this version of Minecraft. Compatibility.Layer.PartialSupport=&6Compatibility for &a{0}&6 is not fully supported by this version of Minecraft, but mcMMO is running a secondary system to emulate some of the missing features. Commands.XPBar.DisableAll=&6 All mcMMO XP bars are now disabled, use /mmoxpbar reset to restore default settings. #Modern Chat Settings Chat.Style.Admin=&b(A) &r{0} &b\u2192 &r{1} Chat.Style.Party=&a(P) &r{0} &a\u2192 &r{1} Chat.Style.Party.Leader=&a(P) &r{0} &6\u2192 &r{1} Chat.Identity.Console=&6* Console * Chat.Channel.On=&6(&amcMMO-Chat&6) &eYour chat messages will now be automatically delivered to the &a{0}&e chat channel. Chat.Channel.Off=&6(&amcMMO-Chat&6) &7Your chat messages will no longer be automatically delivered to specific chat channels. Chat.Spy.Party=&6[&eSPY&6-&a{2}&6] &r{0} &b\u2192 &r{1} Broadcasts.LevelUpMilestone=&6(&amcMMO&6) {0}&7 has reached level &a{1}&7 in &3{2}&7! Broadcasts.PowerLevelUpMilestone=&6(&amcMMO&6) {0}&7 has reached a Power level of &a{1}&7! Scoreboard.Recovery=Attempting to recover mcMMO scoreboard... Scoreboard.Disabled=The mcMMO scoreboards for this server are disabled, this setting is found in mcMMO/config.yml Scoreboard.NotSetupYet=Your mcMMO scoreboard has not been setup yet, try again later.
411
0.839531
1
0.839531
game-dev
MEDIA
0.761606
game-dev
0.781635
1
0.781635
spatialos/UnrealGDK
1,643
SpatialGDK/Source/SpatialGDK/Public/SpatialView/AuthorityRecord.h
#pragma once #include "SpatialView/EntityComponentId.h" #include "Containers/Array.h" namespace SpatialGDK { // A record of authority changes to entity-components. // Authority for an entity-component can be in at most one of the following states: // Recorded as gained. // Recorded as lost. // Recorded as lost-temporarily. class AuthorityRecord { public: // Record an authority change for an entity-component. // // The following values of `authority` will cause these respective state transitions: // WORKER_AUTHORITY_NOT_AUTHORITATIVE // not recorded -> lost // gained -> not recorded // lost -> UNDEFINED // lost-temporarily -> lost // WORKER_AUTHORITY_AUTHORITATIVE // not recorded -> gained // gained -> UNDEFINED // lost -> lost-temporarily // lost-temporarily -> UNDEFINED // WORKER_AUTHORITY_AUTHORITY_LOSS_IMMINENT // ignored void SetAuthority(Worker_EntityId EntityId, Worker_ComponentId ComponentId, Worker_Authority Authority); // Remove all records. void Clear(); // Get all entity-components with an authority change recorded as gained. const TArray<EntityComponentId>& GetAuthorityGained() const; // Get all entity-components with an authority change recorded as lost. const TArray<EntityComponentId>& GetAuthorityLost() const; // Get all entity-components with an authority change recorded as lost-temporarily. const TArray<EntityComponentId>& GetAuthorityLostTemporarily() const; private: TArray<EntityComponentId> AuthorityGained; TArray<EntityComponentId> AuthorityLost; TArray<EntityComponentId> AuthorityLossTemporary; }; } // namespace SpatialGDK
411
0.97038
1
0.97038
game-dev
MEDIA
0.747157
game-dev
0.950198
1
0.950198
r-lyeh-archived/scriptorium
23,094
ruby/mruby/mrbgems/mruby-struct/src/struct.c
/* ** struct.c - Struct class ** ** See Copyright Notice in mruby.h */ #include <string.h> #include "mruby.h" #include "mruby/array.h" #include "mruby/string.h" #include "mruby/class.h" #include "mruby/variable.h" #include "mruby/hash.h" #include "mruby/range.h" #define RSTRUCT_LEN(st) mrb_ary_ptr(st)->len #define RSTRUCT_PTR(st) mrb_ary_ptr(st)->ptr static struct RClass * struct_class(mrb_state *mrb) { return mrb_class_get(mrb, "Struct"); } static inline mrb_value struct_ivar_get(mrb_state *mrb, mrb_value c, mrb_sym id) { struct RClass* kclass; struct RClass* sclass = struct_class(mrb); mrb_value ans; for (;;) { ans = mrb_iv_get(mrb, c, id); if (!mrb_nil_p(ans)) return ans; kclass = RCLASS_SUPER(c); if (kclass == 0 || kclass == sclass) return mrb_nil_value(); c = mrb_obj_value(kclass); } } static mrb_value mrb_struct_s_members(mrb_state *mrb, mrb_value klass) { mrb_value members = struct_ivar_get(mrb, klass, mrb_intern_lit(mrb, "__members__")); if (mrb_nil_p(members)) { mrb_raise(mrb, E_TYPE_ERROR, "uninitialized struct"); } if (!mrb_array_p(members)) { mrb_raise(mrb, E_TYPE_ERROR, "corrupted struct"); } return members; } static mrb_value mrb_struct_members(mrb_state *mrb, mrb_value s) { mrb_value members = mrb_struct_s_members(mrb, mrb_obj_value(mrb_obj_class(mrb, s))); if (!strcmp(mrb_class_name(mrb, mrb_obj_class(mrb, s)), "Struct")) { if (RSTRUCT_LEN(s) != RARRAY_LEN(members)) { mrb_raisef(mrb, E_TYPE_ERROR, "struct size differs (%S required %S given)", mrb_fixnum_value(RARRAY_LEN(members)), mrb_fixnum_value(RSTRUCT_LEN(s))); } } return members; } static mrb_value mrb_struct_s_members_m(mrb_state *mrb, mrb_value klass) { mrb_value members, ary; members = mrb_struct_s_members(mrb, klass); ary = mrb_ary_new_capa(mrb, RARRAY_LEN(members)); mrb_ary_replace(mrb, ary, members); return ary; } /* 15.2.18.4.6 */ /* * call-seq: * struct.members -> array * * Returns an array of strings representing the names of the instance * variables. * * Customer = Struct.new(:name, :address, :zip) * joe = Customer.new("Joe Smith", "123 Maple, Anytown NC", 12345) * joe.members #=> [:name, :address, :zip] */ static mrb_value mrb_struct_members_m(mrb_state *mrb, mrb_value obj) { return mrb_struct_s_members_m(mrb, mrb_obj_value(mrb_obj_class(mrb, obj))); } static mrb_value mrb_struct_getmember(mrb_state *mrb, mrb_value obj, mrb_sym id) { mrb_value members, slot, *ptr; const mrb_value *ptr_members; mrb_int i, len; ptr = RSTRUCT_PTR(obj); members = mrb_struct_members(mrb, obj); ptr_members = RARRAY_PTR(members); slot = mrb_symbol_value(id); len = RARRAY_LEN(members); for (i=0; i<len; i++) { if (mrb_obj_equal(mrb, ptr_members[i], slot)) { return ptr[i]; } } mrb_raisef(mrb, E_INDEX_ERROR, "'%S' is not a struct member", mrb_sym2str(mrb, id)); return mrb_nil_value(); /* not reached */ } static mrb_value mrb_struct_ref(mrb_state *mrb, mrb_value obj) { return mrb_struct_getmember(mrb, obj, mrb->c->ci->mid); } static mrb_value mrb_struct_ref0(mrb_state* mrb, mrb_value obj) {return RSTRUCT_PTR(obj)[0];} static mrb_value mrb_struct_ref1(mrb_state* mrb, mrb_value obj) {return RSTRUCT_PTR(obj)[1];} static mrb_value mrb_struct_ref2(mrb_state* mrb, mrb_value obj) {return RSTRUCT_PTR(obj)[2];} static mrb_value mrb_struct_ref3(mrb_state* mrb, mrb_value obj) {return RSTRUCT_PTR(obj)[3];} static mrb_value mrb_struct_ref4(mrb_state* mrb, mrb_value obj) {return RSTRUCT_PTR(obj)[4];} static mrb_value mrb_struct_ref5(mrb_state* mrb, mrb_value obj) {return RSTRUCT_PTR(obj)[5];} static mrb_value mrb_struct_ref6(mrb_state* mrb, mrb_value obj) {return RSTRUCT_PTR(obj)[6];} static mrb_value mrb_struct_ref7(mrb_state* mrb, mrb_value obj) {return RSTRUCT_PTR(obj)[7];} static mrb_value mrb_struct_ref8(mrb_state* mrb, mrb_value obj) {return RSTRUCT_PTR(obj)[8];} static mrb_value mrb_struct_ref9(mrb_state* mrb, mrb_value obj) {return RSTRUCT_PTR(obj)[9];} #define numberof(array) (int)(sizeof(array) / sizeof((array)[0])) #define N_REF_FUNC numberof(ref_func) static const mrb_func_t ref_func[] = { mrb_struct_ref0, mrb_struct_ref1, mrb_struct_ref2, mrb_struct_ref3, mrb_struct_ref4, mrb_struct_ref5, mrb_struct_ref6, mrb_struct_ref7, mrb_struct_ref8, mrb_struct_ref9, }; static mrb_sym mrb_id_attrset(mrb_state *mrb, mrb_sym id) { const char *name; char *buf; mrb_int len; mrb_sym mid; name = mrb_sym2name_len(mrb, id, &len); buf = (char *)mrb_malloc(mrb, (size_t)len+2); memcpy(buf, name, (size_t)len); buf[len] = '='; buf[len+1] = '\0'; mid = mrb_intern(mrb, buf, len+1); mrb_free(mrb, buf); return mid; } static mrb_value mrb_struct_set(mrb_state *mrb, mrb_value obj, mrb_value val) { const char *name; mrb_int i, len, slen; mrb_sym mid; mrb_value members, slot, *ptr; const mrb_value *ptr_members; /* get base id */ name = mrb_sym2name_len(mrb, mrb->c->ci->mid, &slen); mid = mrb_intern(mrb, name, slen-1); /* omit last "=" */ members = mrb_struct_members(mrb, obj); ptr_members = RARRAY_PTR(members); len = RARRAY_LEN(members); ptr = RSTRUCT_PTR(obj); for (i=0; i<len; i++) { slot = ptr_members[i]; if (mrb_symbol(slot) == mid) { return ptr[i] = val; } } mrb_raisef(mrb, E_INDEX_ERROR, "'%S' is not a struct member", mrb_sym2str(mrb, mid)); return mrb_nil_value(); /* not reached */ } static mrb_value mrb_struct_set_m(mrb_state *mrb, mrb_value obj) { mrb_value val; mrb_get_args(mrb, "o", &val); return mrb_struct_set(mrb, obj, val); } static mrb_bool is_local_id(mrb_state *mrb, const char *name) { if (!name) return FALSE; return !ISUPPER(name[0]); } static mrb_bool is_const_id(mrb_state *mrb, const char *name) { if (!name) return FALSE; return ISUPPER(name[0]); } static void make_struct_define_accessors(mrb_state *mrb, mrb_value members, struct RClass *c) { const mrb_value *ptr_members = RARRAY_PTR(members); mrb_int i; mrb_int len = RARRAY_LEN(members); int ai = mrb_gc_arena_save(mrb); for (i=0; i<len; i++) { mrb_sym id = mrb_symbol(ptr_members[i]); const char *name = mrb_sym2name_len(mrb, id, NULL); if (is_local_id(mrb, name) || is_const_id(mrb, name)) { if (i < N_REF_FUNC) { mrb_define_method_id(mrb, c, id, ref_func[i], MRB_ARGS_NONE()); } else { mrb_define_method_id(mrb, c, id, mrb_struct_ref, MRB_ARGS_NONE()); } mrb_define_method_id(mrb, c, mrb_id_attrset(mrb, id), mrb_struct_set_m, MRB_ARGS_REQ(1)); mrb_gc_arena_restore(mrb, ai); } } } static mrb_value make_struct(mrb_state *mrb, mrb_value name, mrb_value members, struct RClass * klass) { mrb_value nstr; mrb_sym id; struct RClass *c; if (mrb_nil_p(name)) { c = mrb_class_new(mrb, klass); } else { /* old style: should we warn? */ name = mrb_str_to_str(mrb, name); id = mrb_obj_to_sym(mrb, name); if (!is_const_id(mrb, mrb_sym2name_len(mrb, id, NULL))) { mrb_name_error(mrb, id, "identifier %S needs to be constant", name); } if (mrb_const_defined_at(mrb, mrb_obj_value(klass), id)) { mrb_warn(mrb, "redefining constant Struct::%S", name); /* ?rb_mod_remove_const(klass, mrb_sym2name(mrb, id)); */ } c = mrb_define_class_under(mrb, klass, RSTRING_PTR(name), klass); } MRB_SET_INSTANCE_TT(c, MRB_TT_ARRAY); nstr = mrb_obj_value(c); mrb_iv_set(mrb, nstr, mrb_intern_lit(mrb, "__members__"), members); mrb_define_class_method(mrb, c, "new", mrb_instance_new, MRB_ARGS_ANY()); mrb_define_class_method(mrb, c, "[]", mrb_instance_new, MRB_ARGS_ANY()); mrb_define_class_method(mrb, c, "members", mrb_struct_s_members_m, MRB_ARGS_NONE()); /* RSTRUCT(nstr)->basic.c->super = c->c; */ make_struct_define_accessors(mrb, members, c); return nstr; } /* 15.2.18.3.1 */ /* * call-seq: * Struct.new( [aString] [, aSym]+> ) -> StructClass * StructClass.new(arg, ...) -> obj * StructClass[arg, ...] -> obj * * Creates a new class, named by <i>aString</i>, containing accessor * methods for the given symbols. If the name <i>aString</i> is * omitted, an anonymous structure class will be created. Otherwise, * the name of this struct will appear as a constant in class * <code>Struct</code>, so it must be unique for all * <code>Struct</code>s in the system and should start with a capital * letter. Assigning a structure class to a constant effectively gives * the class the name of the constant. * * <code>Struct::new</code> returns a new <code>Class</code> object, * which can then be used to create specific instances of the new * structure. The number of actual parameters must be * less than or equal to the number of attributes defined for this * class; unset parameters default to <code>nil</code>. Passing too many * parameters will raise an <code>ArgumentError</code>. * * The remaining methods listed in this section (class and instance) * are defined for this generated class. * * # Create a structure with a name in Struct * Struct.new("Customer", :name, :address) #=> Struct::Customer * Struct::Customer.new("Dave", "123 Main") #=> #<struct Struct::Customer name="Dave", address="123 Main"> * * # Create a structure named by its constant * Customer = Struct.new(:name, :address) #=> Customer * Customer.new("Dave", "123 Main") #=> #<struct Customer name="Dave", address="123 Main"> */ static mrb_value mrb_struct_s_def(mrb_state *mrb, mrb_value klass) { mrb_value name, rest; mrb_value *pargv; mrb_int argcnt; mrb_int i; mrb_value b, st; mrb_sym id; mrb_value *argv; mrb_int argc; name = mrb_nil_value(); rest = mrb_nil_value(); mrb_get_args(mrb, "*&", &argv, &argc, &b); if (argc == 0) { /* special case to avoid crash */ rest = mrb_ary_new(mrb); } else { if (argc > 0) name = argv[0]; if (argc > 1) rest = argv[1]; if (mrb_array_p(rest)) { if (!mrb_nil_p(name) && mrb_symbol_p(name)) { /* 1stArgument:symbol -> name=nil rest=argv[0]-[n] */ mrb_ary_unshift(mrb, rest, name); name = mrb_nil_value(); } } else { pargv = &argv[1]; argcnt = argc-1; if (!mrb_nil_p(name) && mrb_symbol_p(name)) { /* 1stArgument:symbol -> name=nil rest=argv[0]-[n] */ name = mrb_nil_value(); pargv = &argv[0]; argcnt++; } rest = mrb_ary_new_from_values(mrb, argcnt, pargv); } for (i=0; i<RARRAY_LEN(rest); i++) { id = mrb_obj_to_sym(mrb, RARRAY_PTR(rest)[i]); mrb_ary_set(mrb, rest, i, mrb_symbol_value(id)); } } st = make_struct(mrb, name, rest, struct_class(mrb)); if (!mrb_nil_p(b)) { mrb_yield_with_class(mrb, b, 1, &st, st, mrb_class_ptr(klass)); } return st; } static mrb_int num_members(mrb_state *mrb, struct RClass *klass) { mrb_value members; members = struct_ivar_get(mrb, mrb_obj_value(klass), mrb_intern_lit(mrb, "__members__")); if (!mrb_array_p(members)) { mrb_raise(mrb, E_TYPE_ERROR, "broken members"); } return RARRAY_LEN(members); } /* 15.2.18.4.8 */ /* */ static mrb_value mrb_struct_initialize_withArg(mrb_state *mrb, mrb_int argc, mrb_value *argv, mrb_value self) { struct RClass *klass = mrb_obj_class(mrb, self); mrb_int i, n; n = num_members(mrb, klass); if (n < argc) { mrb_raise(mrb, E_ARGUMENT_ERROR, "struct size differs"); } for (i = 0; i < argc; i++) { mrb_ary_set(mrb, self, i, argv[i]); } for (i = argc; i < n; i++) { mrb_ary_set(mrb, self, i, mrb_nil_value()); } return self; } static mrb_value mrb_struct_initialize_m(mrb_state *mrb, /*int argc, mrb_value *argv,*/ mrb_value self) { mrb_value *argv; mrb_int argc; mrb_get_args(mrb, "*", &argv, &argc); return mrb_struct_initialize_withArg(mrb, argc, argv, self); } /* 15.2.18.4.9 */ /* :nodoc: */ static mrb_value mrb_struct_init_copy(mrb_state *mrb, mrb_value copy) { mrb_value s; mrb_int i, len; mrb_get_args(mrb, "o", &s); if (mrb_obj_equal(mrb, copy, s)) return copy; if (!mrb_obj_is_instance_of(mrb, s, mrb_obj_class(mrb, copy))) { mrb_raise(mrb, E_TYPE_ERROR, "wrong argument class"); } if (!mrb_array_p(s)) { mrb_raise(mrb, E_TYPE_ERROR, "corrupted struct"); } if (RSTRUCT_LEN(copy) != RSTRUCT_LEN(s)) { mrb_raise(mrb, E_TYPE_ERROR, "struct size mismatch"); } len = RSTRUCT_LEN(copy); for (i = 0; i < len; i++) { mrb_ary_set(mrb, copy, i, RSTRUCT_PTR(s)[i]); } return copy; } static mrb_value struct_aref_sym(mrb_state *mrb, mrb_value s, mrb_sym id) { mrb_value *ptr, members; const mrb_value *ptr_members; mrb_int i, len; ptr = RSTRUCT_PTR(s); members = mrb_struct_members(mrb, s); ptr_members = RARRAY_PTR(members); len = RARRAY_LEN(members); for (i=0; i<len; i++) { if (mrb_symbol(ptr_members[i]) == id) { return ptr[i]; } } mrb_raisef(mrb, E_INDEX_ERROR, "no member '%S' in struct", mrb_sym2str(mrb, id)); return mrb_nil_value(); /* not reached */ } static mrb_value struct_aref_int(mrb_state *mrb, mrb_value s, mrb_int i) { if (i < 0) i = RSTRUCT_LEN(s) + i; if (i < 0) mrb_raisef(mrb, E_INDEX_ERROR, "offset %S too small for struct(size:%S)", mrb_fixnum_value(i), mrb_fixnum_value(RSTRUCT_LEN(s))); if (RSTRUCT_LEN(s) <= i) mrb_raisef(mrb, E_INDEX_ERROR, "offset %S too large for struct(size:%S)", mrb_fixnum_value(i), mrb_fixnum_value(RSTRUCT_LEN(s))); return RSTRUCT_PTR(s)[i]; } /* 15.2.18.4.2 */ /* * call-seq: * struct[symbol] -> anObject * struct[fixnum] -> anObject * * Attribute Reference---Returns the value of the instance variable * named by <i>symbol</i>, or indexed (0..length-1) by * <i>fixnum</i>. Will raise <code>NameError</code> if the named * variable does not exist, or <code>IndexError</code> if the index is * out of range. * * Customer = Struct.new(:name, :address, :zip) * joe = Customer.new("Joe Smith", "123 Maple, Anytown NC", 12345) * * joe["name"] #=> "Joe Smith" * joe[:name] #=> "Joe Smith" * joe[0] #=> "Joe Smith" */ static mrb_value mrb_struct_aref(mrb_state *mrb, mrb_value s) { mrb_value idx; mrb_get_args(mrb, "o", &idx); if (mrb_string_p(idx)) { mrb_value sym = mrb_check_intern_str(mrb, idx); if (mrb_nil_p(sym)) { mrb_raisef(mrb, E_INDEX_ERROR, "no member '%S' in struct", idx); } idx = sym; } if (mrb_symbol_p(idx)) { return struct_aref_sym(mrb, s, mrb_symbol(idx)); } return struct_aref_int(mrb, s, mrb_int(mrb, idx)); } static mrb_value mrb_struct_aset_sym(mrb_state *mrb, mrb_value s, mrb_sym id, mrb_value val) { mrb_value members, *ptr; const mrb_value *ptr_members; mrb_int i, len; members = mrb_struct_members(mrb, s); len = RARRAY_LEN(members); if (RSTRUCT_LEN(s) != len) { mrb_raisef(mrb, E_TYPE_ERROR, "struct size differs (%S required %S given)", mrb_fixnum_value(len), mrb_fixnum_value(RSTRUCT_LEN(s))); } ptr = RSTRUCT_PTR(s); ptr_members = RARRAY_PTR(members); for (i=0; i<len; i++) { if (mrb_symbol(ptr_members[i]) == id) { ptr[i] = val; return val; } } mrb_raisef(mrb, E_INDEX_ERROR, "no member '%S' in struct", mrb_sym2str(mrb, id)); return val; /* not reach */ } /* 15.2.18.4.3 */ /* * call-seq: * struct[symbol] = obj -> obj * struct[fixnum] = obj -> obj * * Attribute Assignment---Assigns to the instance variable named by * <i>symbol</i> or <i>fixnum</i> the value <i>obj</i> and * returns it. Will raise a <code>NameError</code> if the named * variable does not exist, or an <code>IndexError</code> if the index * is out of range. * * Customer = Struct.new(:name, :address, :zip) * joe = Customer.new("Joe Smith", "123 Maple, Anytown NC", 12345) * * joe["name"] = "Luke" * joe[:zip] = "90210" * * joe.name #=> "Luke" * joe.zip #=> "90210" */ static mrb_value mrb_struct_aset(mrb_state *mrb, mrb_value s) { mrb_int i; mrb_value idx; mrb_value val; mrb_get_args(mrb, "oo", &idx, &val); if (mrb_string_p(idx)) { mrb_value sym = mrb_check_intern_str(mrb, idx); if (mrb_nil_p(sym)) { mrb_raisef(mrb, E_INDEX_ERROR, "no member '%S' in struct", idx); } idx = sym; } if (mrb_symbol_p(idx)) { return mrb_struct_aset_sym(mrb, s, mrb_symbol(idx), val); } i = mrb_int(mrb, idx); if (i < 0) i = RSTRUCT_LEN(s) + i; if (i < 0) { mrb_raisef(mrb, E_INDEX_ERROR, "offset %S too small for struct(size:%S)", mrb_fixnum_value(i), mrb_fixnum_value(RSTRUCT_LEN(s))); } if (RSTRUCT_LEN(s) <= i) { mrb_raisef(mrb, E_INDEX_ERROR, "offset %S too large for struct(size:%S)", mrb_fixnum_value(i), mrb_fixnum_value(RSTRUCT_LEN(s))); } return RSTRUCT_PTR(s)[i] = val; } /* 15.2.18.4.1 */ /* * call-seq: * struct == other_struct -> true or false * * Equality---Returns <code>true</code> if <i>other_struct</i> is * equal to this one: they must be of the same class as generated by * <code>Struct::new</code>, and the values of all instance variables * must be equal (according to <code>Object#==</code>). * * Customer = Struct.new(:name, :address, :zip) * joe = Customer.new("Joe Smith", "123 Maple, Anytown NC", 12345) * joejr = Customer.new("Joe Smith", "123 Maple, Anytown NC", 12345) * jane = Customer.new("Jane Doe", "456 Elm, Anytown NC", 12345) * joe == joejr #=> true * joe == jane #=> false */ static mrb_value mrb_struct_equal(mrb_state *mrb, mrb_value s) { mrb_value s2; mrb_value *ptr, *ptr2; mrb_int i, len; mrb_get_args(mrb, "o", &s2); if (mrb_obj_equal(mrb, s, s2)) { return mrb_true_value(); } if (!strcmp(mrb_class_name(mrb, mrb_obj_class(mrb, s)), "Struct") || mrb_obj_class(mrb, s) != mrb_obj_class(mrb, s2)) { return mrb_false_value(); } if (RSTRUCT_LEN(s) != RSTRUCT_LEN(s2)) { mrb_bug(mrb, "inconsistent struct"); /* should never happen */ } ptr = RSTRUCT_PTR(s); ptr2 = RSTRUCT_PTR(s2); len = RSTRUCT_LEN(s); for (i=0; i<len; i++) { if (!mrb_equal(mrb, ptr[i], ptr2[i])) { return mrb_false_value(); } } return mrb_true_value(); } /* 15.2.18.4.12(x) */ /* * code-seq: * struct.eql?(other) -> true or false * * Two structures are equal if they are the same object, or if all their * fields are equal (using <code>eql?</code>). */ static mrb_value mrb_struct_eql(mrb_state *mrb, mrb_value s) { mrb_value s2; mrb_value *ptr, *ptr2; mrb_int i, len; mrb_get_args(mrb, "o", &s2); if (mrb_obj_equal(mrb, s, s2)) { return mrb_true_value(); } if (strcmp(mrb_class_name(mrb, mrb_obj_class(mrb, s2)), "Struct") || mrb_obj_class(mrb, s) != mrb_obj_class(mrb, s2)) { return mrb_false_value(); } if (RSTRUCT_LEN(s) != RSTRUCT_LEN(s2)) { mrb_bug(mrb, "inconsistent struct"); /* should never happen */ } ptr = RSTRUCT_PTR(s); ptr2 = RSTRUCT_PTR(s2); len = RSTRUCT_LEN(s); for (i=0; i<len; i++) { if (!mrb_eql(mrb, ptr[i], ptr2[i])) { return mrb_false_value(); } } return mrb_true_value(); } /* * call-seq: * struct.length -> Fixnum * struct.size -> Fixnum * * Returns number of struct members. */ static mrb_value mrb_struct_len(mrb_state *mrb, mrb_value self) { return mrb_fixnum_value(RSTRUCT_LEN(self)); } /* * call-seq: * struct.to_a -> array * struct.values -> array * * Create an array from struct values. */ static mrb_value mrb_struct_to_a(mrb_state *mrb, mrb_value self) { return mrb_ary_new_from_values(mrb, RSTRUCT_LEN(self), RSTRUCT_PTR(self)); } /* * call-seq: * struct.to_h -> hash * * Create a hash from member names and struct values. */ static mrb_value mrb_struct_to_h(mrb_state *mrb, mrb_value self) { mrb_value members, ret; mrb_int i; members = mrb_struct_s_members(mrb, mrb_obj_value(mrb_class(mrb, self))); ret = mrb_hash_new_capa(mrb, RARRAY_LEN(members)); for (i = 0; i < RARRAY_LEN(members); ++i) { mrb_hash_set(mrb, ret, RARRAY_PTR(members)[i], RSTRUCT_PTR(self)[i]); } return ret; } static mrb_value mrb_struct_values_at(mrb_state *mrb, mrb_value self) { mrb_int argc; mrb_value *argv; mrb_get_args(mrb, "*", &argv, &argc); return mrb_get_values_at(mrb, self, RSTRUCT_LEN(self), argc, argv, struct_aref_int); } /* * A <code>Struct</code> is a convenient way to bundle a number of * attributes together, using accessor methods, without having to write * an explicit class. * * The <code>Struct</code> class is a generator of specific classes, * each one of which is defined to hold a set of variables and their * accessors. In these examples, we'll call the generated class * "<i>Customer</i>Class," and we'll show an example instance of that * class as "<i>Customer</i>Inst." * * In the descriptions that follow, the parameter <i>symbol</i> refers * to a symbol, which is either a quoted string or a * <code>Symbol</code> (such as <code>:name</code>). */ void mrb_mruby_struct_gem_init(mrb_state* mrb) { struct RClass *st; st = mrb_define_class(mrb, "Struct", mrb->object_class); mrb_define_class_method(mrb, st, "new", mrb_struct_s_def, MRB_ARGS_ANY()); /* 15.2.18.3.1 */ mrb_define_method(mrb, st, "==", mrb_struct_equal, MRB_ARGS_REQ(1)); /* 15.2.18.4.1 */ mrb_define_method(mrb, st, "[]", mrb_struct_aref, MRB_ARGS_REQ(1)); /* 15.2.18.4.2 */ mrb_define_method(mrb, st, "[]=", mrb_struct_aset, MRB_ARGS_REQ(2)); /* 15.2.18.4.3 */ mrb_define_method(mrb, st, "members", mrb_struct_members_m, MRB_ARGS_NONE()); /* 15.2.18.4.6 */ mrb_define_method(mrb, st, "initialize", mrb_struct_initialize_m,MRB_ARGS_ANY()); /* 15.2.18.4.8 */ mrb_define_method(mrb, st, "initialize_copy", mrb_struct_init_copy, MRB_ARGS_REQ(1)); /* 15.2.18.4.9 */ mrb_define_method(mrb, st, "eql?", mrb_struct_eql, MRB_ARGS_REQ(1)); /* 15.2.18.4.12(x) */ mrb_define_method(mrb, st, "size", mrb_struct_len, MRB_ARGS_NONE()); mrb_define_method(mrb, st, "length", mrb_struct_len, MRB_ARGS_NONE()); mrb_define_method(mrb, st, "to_a", mrb_struct_to_a, MRB_ARGS_NONE()); mrb_define_method(mrb, st, "values", mrb_struct_to_a, MRB_ARGS_NONE()); mrb_define_method(mrb, st, "to_h", mrb_struct_to_h, MRB_ARGS_NONE()); mrb_define_method(mrb, st, "values_at", mrb_struct_values_at, MRB_ARGS_NONE()); } void mrb_mruby_struct_gem_final(mrb_state* mrb) { }
411
0.6308
1
0.6308
game-dev
MEDIA
0.167124
game-dev
0.666628
1
0.666628
RobertSkalko/Age-of-Exile
2,643
src/main/java/com/robertx22/age_of_exile/saveclasses/spells/ChargeData.java
package com.robertx22.age_of_exile.saveclasses.spells; import com.robertx22.age_of_exile.capability.player.EntitySpellCap; import com.robertx22.age_of_exile.database.data.spells.components.Spell; import com.robertx22.age_of_exile.uncommon.datasaving.Load; import info.loenwind.autosave.annotations.Storable; import info.loenwind.autosave.annotations.Store; import net.minecraft.entity.player.PlayerEntity; import net.minecraft.util.math.MathHelper; import java.util.ArrayList; import java.util.HashMap; import java.util.List; @Storable public class ChargeData { @Store private HashMap<String, Integer> charges = new HashMap<>(); @Store private HashMap<String, Integer> charge_regen = new HashMap<>(); public int getCurrentTicksChargingOf(String id) { return charge_regen.getOrDefault(id, 0); } public boolean hasCharge(String id) { return charges.getOrDefault(id, 0) > 0; } public void spendCharge(PlayerEntity player, String id) { if (player.level.isClientSide) { return; } charges.put(id, MathHelper.clamp(charges.getOrDefault(id, 0) - 1, 0, 100000)); Load.spells(player) .syncToClient(player); } public int getCharges(String id) { return charges.getOrDefault(id, 0); } public void addCharge(String id, Spell spell) { int charge = MathHelper.clamp(charges.getOrDefault(id, 0) + 1, 0, spell.config.charges); charges.put(id, charge); } public void onTicks(PlayerEntity player, int ticks) { if (player.level.isClientSide) { return; } boolean sync = false; EntitySpellCap.ISpellsCap sdata = Load.spells(player); List<String> chargesadded = new ArrayList<>(); // no duplicate charge regen for (Spell s : sdata.getLearnedSpells()) { String id = s.config.charge_name; if (getCharges(id) >= s.config.charges) { continue; } if (!chargesadded.contains(id)) { if (s.config.charges > 0) { chargesadded.add(id); charge_regen.put(s.config.charge_name, ticks + charge_regen.getOrDefault(s.config.charge_name, 0)); if (charge_regen.get(id) >= s.config.charge_regen) { charge_regen.put(id, 0); addCharge(id, s); sync = true; } } } } if (sync) { Load.spells(player) .syncToClient(player); } } }
411
0.961396
1
0.961396
game-dev
MEDIA
0.829762
game-dev
0.986994
1
0.986994
THEOplayer/react-native-theoplayer
8,346
ios/theoAds/THEOplayerRCTTHEOAdsEventHandler.swift
// THEOplayerRCTTHEOadsEventHandler.swift import Foundation import THEOplayerSDK #if canImport(THEOplayerTHEOadsIntegration) import THEOplayerTHEOadsIntegration #endif let EVENT_TYPE_ADD_INTERSTITIAL: String = "addinterstitial" let EVENT_TYPE_INTERSTITIAL_BEGIN: String = "interstitialbegin" let EVENT_TYPE_INTERSTITIAL_END: String = "interstitialend" let EVENT_TYPE_INTERSTITIAL_UPDATE: String = "interstitialupdate" let EVENT_TYPE_INTERSTITIAL_ERROR: String = "interstitialerror" let THEOADS_EVENT_PROP_TYPE: String = "type" let THEOADS_EVENT_PROP_INTERSTITIAL: String = "interstitial" let THEOADS_EVENT_PROP_MESSAGE: String = "message" class THEOplayerRCTTHEOadsEventHandler { // MARK: Members private weak var player: THEOplayer? // MARK: Events var onNativeTHEOadsEvent: RCTDirectEventBlock? // MARK: THEOAds Listeners private var addInterstitialListener: EventListener? private var interstitialBeginListener: EventListener? private var interstitialEndListener: EventListener? private var interstitialUpdateListener: EventListener? private var interstitialErrorListener: EventListener? // MARK: - destruction func destroy() { // dettach listeners self.dettachListeners() } // MARK: - player setup / breakdown func setPlayer(_ player: THEOplayer) { self.player = player; // attach listeners self.attachListeners() } // MARK: - attach/dettach Listeners private func attachListeners() { guard let player = self.player else { return } #if canImport(THEOplayerTHEOadsIntegration) // ADD_INTERSTITIAL self.addInterstitialListener = player.ads.theoAds?.addEventListener(type: THEOadsEventTypes.ADD_INTERSTITIAL) { [weak self] event in if DEBUG_THEOPLAYER_EVENTS { PrintUtils.printLog(logText: "[NATIVE] Received AddInterstitial event from THEOplayer.ads.theoAds") } if let forwardedTHEOadsEvent = self?.onNativeTHEOadsEvent { forwardedTHEOadsEvent([ THEOADS_EVENT_PROP_TYPE: EVENT_TYPE_ADD_INTERSTITIAL, THEOADS_EVENT_PROP_INTERSTITIAL: THEOplayerRCTTHEOadsEventAdapter.fromInterstitial(event.interstitial) ]) } } if DEBUG_EVENTHANDLER { PrintUtils.printLog(logText: "[NATIVE] AddInterstitial listener attached to THEOplayer.ads.theoAds") } // INTERSTITIAL_BEGIN self.interstitialBeginListener = player.ads.theoAds?.addEventListener(type: THEOadsEventTypes.INTERSTITIAL_BEGIN) { [weak self] event in if DEBUG_THEOPLAYER_EVENTS { PrintUtils.printLog(logText: "[NATIVE] Received InterstitialBegin event from THEOplayer.ads.theoAds") } if let forwardedTHEOadsEvent = self?.onNativeTHEOadsEvent { forwardedTHEOadsEvent([ THEOADS_EVENT_PROP_TYPE: EVENT_TYPE_INTERSTITIAL_BEGIN, THEOADS_EVENT_PROP_INTERSTITIAL: THEOplayerRCTTHEOadsEventAdapter.fromInterstitial(event.interstitial) ]) } } if DEBUG_EVENTHANDLER { PrintUtils.printLog(logText: "[NATIVE] InterstitialBegin listener attached to THEOplayer.ads.theoAds") } // INTERSTITIAL_END self.interstitialEndListener = player.ads.theoAds?.addEventListener(type: THEOadsEventTypes.INTERSTITIAL_END) { [weak self] event in if DEBUG_THEOPLAYER_EVENTS { PrintUtils.printLog(logText: "[NATIVE] Received InterstitialEnd event from THEOplayer.ads.theoAds") } if let forwardedTHEOadsEvent = self?.onNativeTHEOadsEvent { forwardedTHEOadsEvent([ THEOADS_EVENT_PROP_TYPE: EVENT_TYPE_INTERSTITIAL_END, THEOADS_EVENT_PROP_INTERSTITIAL: THEOplayerRCTTHEOadsEventAdapter.fromInterstitial(event.interstitial) ]) } } if DEBUG_EVENTHANDLER { PrintUtils.printLog(logText: "[NATIVE] InterstitialEnd listener attached to THEOplayer.ads.theoAds") } // INTERSTITIAL_UPDATE self.interstitialUpdateListener = player.ads.theoAds?.addEventListener(type: THEOadsEventTypes.INTERSTITIAL_UPDATE) { [weak self] event in if DEBUG_THEOPLAYER_EVENTS { PrintUtils.printLog(logText: "[NATIVE] Received InterstitialUpdate event from THEOplayer.ads.theoAds") } if let forwardedTHEOadsEvent = self?.onNativeTHEOadsEvent { forwardedTHEOadsEvent([ THEOADS_EVENT_PROP_TYPE: EVENT_TYPE_INTERSTITIAL_UPDATE, THEOADS_EVENT_PROP_INTERSTITIAL: THEOplayerRCTTHEOadsEventAdapter.fromInterstitial(event.interstitial) ]) } } if DEBUG_EVENTHANDLER { PrintUtils.printLog(logText: "[NATIVE] InterstitialUpdate listener attached to THEOplayer.ads.theoAds") } // INTERSTITIAL_ERROR self.interstitialErrorListener = player.ads.theoAds?.addEventListener(type: THEOadsEventTypes.INTERSTITIAL_ERROR) { [weak self] event in if DEBUG_THEOPLAYER_EVENTS { PrintUtils.printLog(logText: "[NATIVE] Received InterstitialError event from THEOplayer.ads.theoAds") } if let forwardedTHEOadsEvent = self?.onNativeTHEOadsEvent { var interstitialData: [String: Any] = [:] interstitialData[THEOADS_EVENT_PROP_TYPE] = EVENT_TYPE_INTERSTITIAL_ERROR interstitialData[THEOADS_EVENT_PROP_INTERSTITIAL] = THEOplayerRCTTHEOadsEventAdapter.fromInterstitial(event.interstitial) if let errorMessage = event.message { interstitialData[THEOADS_EVENT_PROP_MESSAGE] = errorMessage } forwardedTHEOadsEvent(interstitialData) } } if DEBUG_EVENTHANDLER { PrintUtils.printLog(logText: "[NATIVE] InterstitialError listener attached to THEOplayer.ads.theoAds") } #endif } private func dettachListeners() { guard let player = self.player else { return } #if canImport(THEOplayerTHEOadsIntegration) // ADD_INTERSTITIAL if let addInterstitialListener = self.addInterstitialListener { player.ads.theoAds?.removeEventListener( type: THEOadsEventTypes.ADD_INTERSTITIAL, listener: addInterstitialListener ) if DEBUG_EVENTHANDLER { PrintUtils.printLog(logText: "[NATIVE] AddInterstitial listener detached from THEOplayer.ads.theoAds") } } // INTERSTITIAL_BEGIN if let interstitialBeginListener = self.interstitialBeginListener { player.ads.theoAds?.removeEventListener( type: THEOadsEventTypes.INTERSTITIAL_BEGIN, listener: interstitialBeginListener ) if DEBUG_EVENTHANDLER { PrintUtils.printLog(logText: "[NATIVE] InterstitialBegin listener detached from THEOplayer.ads.theoAds") } } // INTERSTITIAL_END if let interstitialEndListener = self.interstitialEndListener { player.ads.theoAds?.removeEventListener( type: THEOadsEventTypes.INTERSTITIAL_END, listener: interstitialEndListener ) if DEBUG_EVENTHANDLER { PrintUtils.printLog(logText: "[NATIVE] InterstitialEnd listener detached from THEOplayer.ads.theoAds") } } // INTERSTITIAL_UPDATE if let interstitialUpdateListener = self.interstitialUpdateListener { player.ads.theoAds?.removeEventListener( type: THEOadsEventTypes.INTERSTITIAL_UPDATE, listener: interstitialUpdateListener ) if DEBUG_EVENTHANDLER { PrintUtils.printLog(logText: "[NATIVE] InterstitialUpdate listener detached from THEOplayer.ads.theoAds") } } // INTERSTITIAL_ERROR if let interstitialErrorListener = self.interstitialErrorListener { player.ads.theoAds?.removeEventListener( type: THEOadsEventTypes.INTERSTITIAL_ERROR, listener: interstitialErrorListener ) if DEBUG_EVENTHANDLER { PrintUtils.printLog(logText: "[NATIVE] InterstitialError listener detached from THEOplayer.ads.theoAds") } } #endif } }
411
0.909247
1
0.909247
game-dev
MEDIA
0.201814
game-dev
0.956986
1
0.956986
hughperkins/EasyCL
1,987
CLArrayFloat.h
// Copyright Hugh Perkins 2013 hughperkins at gmail // // This Source Code Form is subject to the terms of the Mozilla Public License, // v. 2.0. If a copy of the MPL was not distributed with this file, You can // obtain one at http://mozilla.org/MPL/2.0/. #pragma once #include <stdexcept> //#include <CL/cl.h> //#include "clcc/clew.h" #include "EasyCL.h" #include "CLArray.h" namespace easycl { class CLArrayFloat : public CLArray { protected: float *hostarray; public: CLArrayFloat(int N, EasyCL *easycl) : CLArray(N, easycl) { hostarray = 0; } CLArrayFloat(const CLArrayFloat &source) : CLArray(0, 0) { // copy constructor throw std::runtime_error("can't assign these..."); } CLArrayFloat &operator=(const CLArrayFloat &two) { // assignment operator if(this == &two) { // self-assignment return *this; } throw std::runtime_error("can't assign these..."); } virtual ~CLArrayFloat() { if(onHost) { deleteHostArray(); } } virtual void createOnHost() { assert(!onHost && !onDevice); allocateHostArray(N); } virtual void allocateHostArray(int N) { hostarray = new float[N]; onHost = true; } virtual void deleteHostArray() { delete[] hostarray; onHost = false; } virtual int getElementSize() { return sizeof(float); } virtual void *getHostArray() { return hostarray; } // float const &operator[](int n) { // if(!onHost) { // if(!onDevice) { // createOnHost(); // } else { // copyToHost(); // } // } // return hostarray[n]; // } float &operator[](int n) { if(!onHost) { if(!onDevice) { createOnHost(); } else { moveToHost(); } } return hostarray[n]; } }; }
411
0.649609
1
0.649609
game-dev
MEDIA
0.255922
game-dev
0.696709
1
0.696709
Citadel-Station-13/Citadel-Station-13
1,608
code/modules/antagonists/traitor/classes/subterfuge.dm
/datum/traitor_class/human/subterfuge name = "MI13 Operative" employer = "MI13" weight = 25 chaos = -5 var/assassin_prob = 25 /datum/traitor_class/human/subterfuge/forge_single_objective(datum/antagonist/traitor/T) var/datum/game_mode/dynamic/mode if(istype(SSticker.mode,/datum/game_mode/dynamic)) mode = SSticker.mode assassin_prob = max(0,mode.threat_level-20) if(prob(assassin_prob)) var/datum/objective/assassinate/once/kill_objective = new kill_objective.owner = T.owner kill_objective.find_target() T.add_objective(kill_objective) return TRUE else var/list/weights = list() var/datum/objective/sabotage/sabotage_objective = new sabotage_objective.owner = T.owner if(sabotage_objective.find_target()) weights["sabo"] = length(subtypesof(/datum/objective_item/steal)) var/datum/objective/steal/steal_objective = new steal_objective.owner = T.owner if(steal_objective.find_target()) weights["steal"] = length(subtypesof(/datum/objective_item/steal)) weights["download"] = !(locate(/datum/objective/download) in T.objectives || (T.owner.assigned_role in list("Research Director", "Scientist", "Roboticist"))) switch(pickweight(weights)) if("sabo") T.add_objective(sabotage_objective) qdel(steal_objective) return TRUE if("steal") T.add_objective(steal_objective) qdel(sabotage_objective) return TRUE if("download") var/datum/objective/download/download_objective = new download_objective.owner = T.owner download_objective.gen_amount_goal() T.add_objective(download_objective) return TRUE return FALSE
411
0.70531
1
0.70531
game-dev
MEDIA
0.958476
game-dev
0.67099
1
0.67099
SonicEraZoR/Portal-Base
13,162
sp/src/game/server/ai_task.h
//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Defines the tasks for default AI. // // $NoKeywords: $ //=============================================================================// #ifndef AI_TASK_H #define AI_TASK_H #ifdef _WIN32 #pragma once #endif class CStringRegistry; // ---------------------------------------------------------------------- // Failure messages // // UNDONE: do this diffently so when not in developer mode we can // not use any memory for these text strings // ---------------------------------------------------------------------- // Codes are either one of the enumerated types below, or a string (similar to Windows resource IDs) typedef int AI_TaskFailureCode_t; enum AI_BaseTaskFailureCodes_t { NO_TASK_FAILURE, FAIL_NO_TARGET, FAIL_WEAPON_OWNED, FAIL_ITEM_NO_FIND, FAIL_NO_HINT_NODE, FAIL_SCHEDULE_NOT_FOUND, FAIL_NO_ENEMY, FAIL_NO_BACKAWAY_NODE, FAIL_NO_COVER, FAIL_NO_FLANK, FAIL_NO_SHOOT, FAIL_NO_ROUTE, FAIL_NO_ROUTE_GOAL, FAIL_NO_ROUTE_BLOCKED, FAIL_NO_ROUTE_ILLEGAL, FAIL_NO_WALK, FAIL_ALREADY_LOCKED, FAIL_NO_SOUND, FAIL_NO_SCENT, FAIL_BAD_ACTIVITY, FAIL_NO_GOAL, FAIL_NO_PLAYER, FAIL_NO_REACHABLE_NODE, FAIL_NO_AI_NETWORK, FAIL_BAD_POSITION, FAIL_BAD_PATH_GOAL, FAIL_STUCK_ONTOP, FAIL_ITEM_TAKEN, NUM_FAIL_CODES, }; inline bool IsPathTaskFailure( AI_TaskFailureCode_t code ) { return ( code >= FAIL_NO_ROUTE && code <= FAIL_NO_ROUTE_ILLEGAL ); } const char *TaskFailureToString( AI_TaskFailureCode_t code ); inline int MakeFailCode( const char *pszGeneralError ) { return (int)pszGeneralError; } enum TaskStatus_e { TASKSTATUS_NEW = 0, // Just started TASKSTATUS_RUN_MOVE_AND_TASK = 1, // Running task & movement TASKSTATUS_RUN_MOVE = 2, // Just running movement TASKSTATUS_RUN_TASK = 3, // Just running task TASKSTATUS_COMPLETE = 4, // Completed, get next task }; // an array of tasks is a task list // an array of schedules is a schedule list struct Task_t { int iTask; float flTaskData; }; //========================================================= // These are the shared tasks //========================================================= enum sharedtasks_e { TASK_INVALID = 0, // Forces the activity to reset. TASK_RESET_ACTIVITY, // Waits for the specified number of seconds. TASK_WAIT, // Make announce attack sound TASK_ANNOUNCE_ATTACK, // Waits for the specified number of seconds. Will constantly turn to // face the enemy while waiting. TASK_WAIT_FACE_ENEMY, // Waits up to the specified number of seconds. Will constantly turn to // face the enemy while waiting. TASK_WAIT_FACE_ENEMY_RANDOM, // Wait until the player enters the same PVS as this character. TASK_WAIT_PVS, // DON'T use this, it needs to go away. TASK_SUGGEST_STATE, // Set m_hTargetEnt to nearest player TASK_TARGET_PLAYER, // Walk to m_hTargetEnt's location TASK_SCRIPT_WALK_TO_TARGET, // Run to m_hTargetEnt's location TASK_SCRIPT_RUN_TO_TARGET, // Move to m_hTargetEnt's location using the activity specified by m_hCine->m_iszCustomMove. TASK_SCRIPT_CUSTOM_MOVE_TO_TARGET, // Move to within specified range of m_hTargetEnt TASK_MOVE_TO_TARGET_RANGE, // Move to within specified range of our nav goal TASK_MOVE_TO_GOAL_RANGE, // Path that moves the character a few steps forward of where it is. TASK_MOVE_AWAY_PATH, TASK_GET_PATH_AWAY_FROM_BEST_SOUND, // Set the implied goal for TASK_GET_PATH_TO_GOAL TASK_SET_GOAL, // Get the path to the goal specified by TASK_SET_GOAL TASK_GET_PATH_TO_GOAL, // Path to the enemy's location. Even if the enemy is unseen! TASK_GET_PATH_TO_ENEMY, // Path to the last place this character saw the enemy TASK_GET_PATH_TO_ENEMY_LKP, // Path to the enemy's location or path to a LOS with the enemy's last known position, depending on range TASK_GET_CHASE_PATH_TO_ENEMY, // Path to a LOS with the enemy's last known position TASK_GET_PATH_TO_ENEMY_LKP_LOS, // Path to the dead enemy's carcass. TASK_GET_PATH_TO_ENEMY_CORPSE, // Path to the player's origin TASK_GET_PATH_TO_PLAYER, // Path to node with line of sight to enemy TASK_GET_PATH_TO_ENEMY_LOS, // Path to node with line of sight to enemy, at least flTaskData units away from m_vSavePosition TASK_GET_FLANK_RADIUS_PATH_TO_ENEMY_LOS, // Path to node with line of sight to enemy, at least flTaskData degrees away from m_vSavePosition from the enemy's POV TASK_GET_FLANK_ARC_PATH_TO_ENEMY_LOS, // Path to the within shot range of last place this character saw the enemy TASK_GET_PATH_TO_RANGE_ENEMY_LKP_LOS, // Build a path to m_hTargetEnt TASK_GET_PATH_TO_TARGET, // Allow a little slop, and allow for some Z offset (like the target is a gun on a table). TASK_GET_PATH_TO_TARGET_WEAPON, TASK_CREATE_PENDING_WEAPON, // Path to nodes[ m_pHintNode ] TASK_GET_PATH_TO_HINTNODE, // Store current position for later reference TASK_STORE_LASTPOSITION, // Clear stored position TASK_CLEAR_LASTPOSITION, // Store current position for later reference TASK_STORE_POSITION_IN_SAVEPOSITION, // Store best sound position for later reference TASK_STORE_BESTSOUND_IN_SAVEPOSITION, TASK_STORE_BESTSOUND_REACTORIGIN_IN_SAVEPOSITION, TASK_REACT_TO_COMBAT_SOUND, // Store current enemy position in saveposition TASK_STORE_ENEMY_POSITION_IN_SAVEPOSITION, // Move to the goal specified by the player in command mode. TASK_GET_PATH_TO_COMMAND_GOAL, TASK_MARK_COMMAND_GOAL_POS, TASK_CLEAR_COMMAND_GOAL, // Path to last position (Last position must be stored with TASK_STORE_LAST_POSITION) TASK_GET_PATH_TO_LASTPOSITION, // Path to saved position (Save position must by set in code or by a task) TASK_GET_PATH_TO_SAVEPOSITION, // Path to location that has line of sight to saved position (Save position must by set in code or by a task) TASK_GET_PATH_TO_SAVEPOSITION_LOS, // Path to random node TASK_GET_PATH_TO_RANDOM_NODE, // Path to source of loudest heard sound that I care about TASK_GET_PATH_TO_BESTSOUND, // Path to source of the strongest scend that I care about TASK_GET_PATH_TO_BESTSCENT, // Run the current path TASK_RUN_PATH, // Walk the current path TASK_WALK_PATH, // Walk the current path for a specified number of seconds TASK_WALK_PATH_TIMED, // Walk the current path until you are x units from the goal. TASK_WALK_PATH_WITHIN_DIST, // Walk the current path until for x units TASK_WALK_PATH_FOR_UNITS, // Rung the current path until you are x units from the goal. TASK_RUN_PATH_FLEE, // Run the current path for a specified number of seconds TASK_RUN_PATH_TIMED, // Run the current path until for x units TASK_RUN_PATH_FOR_UNITS, // Run the current path until you are x units from the goal. TASK_RUN_PATH_WITHIN_DIST, // Walk the current path sideways (must be supported by animation) TASK_STRAFE_PATH, // Clear m_flMoveWaitFinished (timer that inhibits movement) TASK_CLEAR_MOVE_WAIT, // Decide on the appropriate small flinch animation, and play it. TASK_SMALL_FLINCH, // Decide on the appropriate big flinch animation, and play it. TASK_BIG_FLINCH, // Prevent dodging for a certain amount of time. TASK_DEFER_DODGE, // Turn to face ideal yaw TASK_FACE_IDEAL, // Find an interesting direction to face. Don't face into walls, corners if you can help it. TASK_FACE_REASONABLE, // Turn to face the way I should walk or run TASK_FACE_PATH, // Turn to face a player TASK_FACE_PLAYER, // Turn to face the enemy TASK_FACE_ENEMY, // Turn to face nodes[ m_pHintNode ] TASK_FACE_HINTNODE, // Play activity associate with the current hint TASK_PLAY_HINT_ACTIVITY, // Turn to face m_hTargetEnt TASK_FACE_TARGET, // Turn to face stored last position (last position must be stored first!) TASK_FACE_LASTPOSITION, // Turn to face stored save position (save position must be stored first!) TASK_FACE_SAVEPOSITION, // Turn to face directly away from stored save position (save position must be stored first!) TASK_FACE_AWAY_FROM_SAVEPOSITION, // Set the current facing to be the ideal TASK_SET_IDEAL_YAW_TO_CURRENT, // Attack the enemy (should be facing the enemy) TASK_RANGE_ATTACK1, TASK_RANGE_ATTACK2, TASK_MELEE_ATTACK1, TASK_MELEE_ATTACK2, // Reload weapon TASK_RELOAD, // Execute special attack (user-defined) TASK_SPECIAL_ATTACK1, TASK_SPECIAL_ATTACK2, TASK_FIND_HINTNODE, TASK_FIND_LOCK_HINTNODE, TASK_CLEAR_HINTNODE, // Claim m_pHintNode exclusively for this NPC. TASK_LOCK_HINTNODE, // Emit an angry sound TASK_SOUND_ANGRY, // Emit a dying sound TASK_SOUND_DEATH, // Emit an idle sound TASK_SOUND_IDLE, // Emit a sound because you are pissed off because you just saw someone you don't like TASK_SOUND_WAKE, // Emit a pain sound TASK_SOUND_PAIN, // Emit a death sound TASK_SOUND_DIE, // Speak a sentence TASK_SPEAK_SENTENCE, // Wait for the current sentence I'm speaking to finish TASK_WAIT_FOR_SPEAK_FINISH, // Set current animation activity to the specified activity TASK_SET_ACTIVITY, // Adjust the framerate to plus/minus N% TASK_RANDOMIZE_FRAMERATE, // Immediately change to a schedule of the specified type TASK_SET_SCHEDULE, // Set the specified schedule to execute if the current schedule fails. TASK_SET_FAIL_SCHEDULE, // How close to route goal do I need to get TASK_SET_TOLERANCE_DISTANCE, // How many seconds should I spend search for a route TASK_SET_ROUTE_SEARCH_TIME, // Return to use of default fail schedule TASK_CLEAR_FAIL_SCHEDULE, // Play the specified animation sequence before continuing TASK_PLAY_SEQUENCE, // Play the specified private animation sequence before continuing TASK_PLAY_PRIVATE_SEQUENCE, // Turn to face the enemy while playing specified animation sequence TASK_PLAY_PRIVATE_SEQUENCE_FACE_ENEMY, TASK_PLAY_SEQUENCE_FACE_ENEMY, TASK_PLAY_SEQUENCE_FACE_TARGET, // tries lateral cover first, then node cover TASK_FIND_COVER_FROM_BEST_SOUND, // tries lateral cover first, then node cover TASK_FIND_COVER_FROM_ENEMY, // Find a place to hide from the enemy, somewhere on either side of me TASK_FIND_LATERAL_COVER_FROM_ENEMY, // Find a place further from the saved position TASK_FIND_BACKAWAY_FROM_SAVEPOSITION, // Fine a place to hide from the enemy, anywhere. Use the node system. TASK_FIND_NODE_COVER_FROM_ENEMY, // Find a place to hide from the enemy that's within the specified distance TASK_FIND_NEAR_NODE_COVER_FROM_ENEMY, // data for this one is there MINIMUM aceptable distance to the cover. TASK_FIND_FAR_NODE_COVER_FROM_ENEMY, // Find a place to go that can't see to where I am now. TASK_FIND_COVER_FROM_ORIGIN, // Unhook from the AI system. TASK_DIE, // Wait until scripted sequence plays TASK_WAIT_FOR_SCRIPT, // Play scripted sequence animation TASK_PUSH_SCRIPT_ARRIVAL_ACTIVITY, TASK_PLAY_SCRIPT, TASK_PLAY_SCRIPT_POST_IDLE, TASK_ENABLE_SCRIPT, TASK_PLANT_ON_SCRIPT, TASK_FACE_SCRIPT, // Wait for scene to complete TASK_PLAY_SCENE, // Wait for 0 to specified number of seconds TASK_WAIT_RANDOM, // Wait forever (until this schedule is interrupted) TASK_WAIT_INDEFINITE, TASK_STOP_MOVING, // Turn left the specified number of degrees TASK_TURN_LEFT, // Turn right the specified number of degrees TASK_TURN_RIGHT, // Remember the specified piece of data TASK_REMEMBER, // Forget the specified piece of data TASK_FORGET, // Wait until current movement is complete. TASK_WAIT_FOR_MOVEMENT, // Wait until a single-step movement is complete. TASK_WAIT_FOR_MOVEMENT_STEP, // Wait until I can't hear any danger sound. TASK_WAIT_UNTIL_NO_DANGER_SOUND, // Pick up new weapons: TASK_WEAPON_FIND, TASK_WEAPON_PICKUP, TASK_WEAPON_RUN_PATH, // run to weapon but break if someone else picks it up TASK_WEAPON_CREATE, TASK_ITEM_PICKUP, TASK_ITEM_RUN_PATH, // Use small hull for tight navigation TASK_USE_SMALL_HULL, // wait until you are on ground TASK_FALL_TO_GROUND, // Wander for a specfied amound of time TASK_WANDER, TASK_FREEZE, // regather conditions at the start of a schedule (all conditions are cleared between schedules) TASK_GATHER_CONDITIONS, // Require an enemy be seen after the task is run to be considered a candidate enemy TASK_IGNORE_OLD_ENEMIES, TASK_DEBUG_BREAK, // Add a specified amount of health to this NPC TASK_ADD_HEALTH, // Add a gesture layer and wait until it's finished TASK_ADD_GESTURE_WAIT, // Add a gesture layer TASK_ADD_GESTURE, // Get a path to my forced interaction partner TASK_GET_PATH_TO_INTERACTION_PARTNER, // First task of all schedules for playing back scripted sequences TASK_PRE_SCRIPT, // ====================================== // IMPORTANT: This must be the last enum // ====================================== LAST_SHARED_TASK }; #endif // AI_TASK_H
411
0.980059
1
0.980059
game-dev
MEDIA
0.978618
game-dev
0.982612
1
0.982612
Reava/UwUtils
2,185
Runtime/Scripts/MultiUISliderManager.cs
using UdonSharp; using UnityEngine; using UnityEngine.UI; using VRC.SDKBase; using VRC.Udon; using UwUtils; namespace UwUtils { [AddComponentMenu("UwUtils/Multi UI Slider Manager")] [UdonBehaviourSyncMode(BehaviourSyncMode.None)] public class MultiUISliderManager : UdonSharpBehaviour { [Space] public float DefaultSliderValue = 0.6f; [Space] [SerializeField] private Slider[] TargetSliders; [Header("Target behaviors to send an event on value change to")] [Space] [SerializeField] private UdonBehaviour[] TargetBehaviorUpdate; [SerializeField] private string eventName = "_interact"; [Space] [SerializeField] private bool enableLogging = true; void Start() { if (TargetSliders == null) return; foreach (Slider s in TargetSliders) { if (!s) continue; s.SetValueWithoutNotify(DefaultSliderValue); } } public override void Interact() => _SliderChange(); private void _SliderChange() { if (enableLogging) Debug.Log("[Reava_/UwUtils/SliderHub.cs]: Change detected, updating values from: " + gameObject.name + "", gameObject); if (TargetSliders == null) return; bool found = false; Slider tempSlider = null; foreach (Slider s in TargetSliders) { if (!s) continue; if (found) s.SetValueWithoutNotify(DefaultSliderValue); if (s.value != DefaultSliderValue) { DefaultSliderValue = s.value; tempSlider = s; found = true; } } foreach (Slider s in TargetSliders) { if (!s) continue; s.SetValueWithoutNotify(DefaultSliderValue); if (s == tempSlider) break; } foreach(UdonBehaviour target in TargetBehaviorUpdate) { if (!target) continue; target.SendCustomEvent(eventName); } } } }
411
0.892661
1
0.892661
game-dev
MEDIA
0.883712
game-dev
0.941487
1
0.941487
shxzu/Simp
1,684
src/main/java/net/minecraft/client/renderer/entity/RenderSkeleton.java
package net.minecraft.client.renderer.entity; import net.minecraft.client.model.ModelSkeleton; import net.minecraft.client.renderer.GlStateManager; import net.minecraft.client.renderer.entity.layers.LayerBipedArmor; import net.minecraft.client.renderer.entity.layers.LayerHeldItem; import net.minecraft.entity.monster.EntitySkeleton; import net.minecraft.util.ResourceLocation; public class RenderSkeleton extends RenderBiped<EntitySkeleton> { private static final ResourceLocation skeletonTextures = new ResourceLocation("textures/entity/skeleton/skeleton.png"); private static final ResourceLocation witherSkeletonTextures = new ResourceLocation("textures/entity/skeleton/wither_skeleton.png"); public RenderSkeleton(RenderManager renderManagerIn) { super(renderManagerIn, new ModelSkeleton(), 0.5F); this.addLayer(new LayerHeldItem(this)); this.addLayer(new LayerBipedArmor(this) { protected void initArmor() { this.modelLeggings = new ModelSkeleton(0.5F, true); this.modelArmor = new ModelSkeleton(1.0F, true); } }); } protected void preRenderCallback(EntitySkeleton entitylivingbaseIn, float partialTickTime) { if (entitylivingbaseIn.getSkeletonType() == 1) { GlStateManager.scale(1.2F, 1.2F, 1.2F); } } public void transformHeldFull3DItemLayer() { GlStateManager.translate(0.09375F, 0.1875F, 0.0F); } protected ResourceLocation getEntityTexture(EntitySkeleton entity) { return entity.getSkeletonType() == 1 ? witherSkeletonTextures : skeletonTextures; } }
411
0.66336
1
0.66336
game-dev
MEDIA
0.95378
game-dev
0.868193
1
0.868193
rwf93/Starbound
10,590
source/game/StarHumanoid.hpp
#ifndef STAR_HUMANOID_HPP #define STAR_HUMANOID_HPP #include "StarDataStream.hpp" #include "StarGameTypes.hpp" #include "StarDrawable.hpp" #include "StarParticle.hpp" namespace Star { // Required for renderDummy STAR_CLASS(HeadArmor); STAR_CLASS(ChestArmor); STAR_CLASS(LegsArmor); STAR_CLASS(BackArmor); STAR_CLASS(Humanoid); STAR_STRUCT(Dance); enum class HumanoidEmote { Idle, Blabbering, Shouting, Happy, Sad, NEUTRAL, Laugh, Annoyed, Oh, OOOH, Blink, Wink, Eat, Sleep }; extern EnumMap<HumanoidEmote> const HumanoidEmoteNames; size_t const EmoteSize = 14; struct Personality { String idle; String armIdle; Vec2F headOffset; Vec2F armOffset; }; Personality parsePersonality(Json const& config); struct HumanoidIdentity { explicit HumanoidIdentity(Json config = Json()); Json toJson() const; String name; // Must have :idle[1-5], :sit, :duck, :walk[1-8], :run[1-8], :jump[1-4], and // :fall[1-4] String species; Gender gender; String hairGroup; // Must have :normal and :climb String hairType; String hairDirectives; String bodyDirectives; String emoteDirectives; String facialHairGroup; String facialHairType; String facialHairDirectives; String facialMaskGroup; String facialMaskType; String facialMaskDirectives; Personality personality; Vec4B color; Maybe<String> imagePath; }; DataStream& operator>>(DataStream& ds, HumanoidIdentity& identity); DataStream& operator<<(DataStream& ds, HumanoidIdentity const& identity); class Humanoid { public: enum State { Idle, // 1 idle frame Walk, // 8 walking frames Run, // 8 run frames Jump, // 4 jump frames Fall, // 4 fall frames Swim, // 7 swim frames SwimIdle, // 2 swim idle frame Duck, // 1 ducking frame Sit, // 1 sitting frame Lay, // 1 laying frame STATESIZE }; static EnumMap<State> const StateNames; Humanoid(Json const& config); Humanoid(HumanoidIdentity const& identity); struct HumanoidTiming { explicit HumanoidTiming(Json config = Json()); static bool cyclicState(State state); static bool cyclicEmoteState(HumanoidEmote state); int stateSeq(float timer, State state) const; int emoteStateSeq(float timer, HumanoidEmote state) const; int danceSeq(float timer, DancePtr dance) const; int genericSeq(float timer, float cycle, unsigned frames, bool cyclic) const; Array<float, STATESIZE> stateCycle; Array<unsigned, STATESIZE> stateFrames; Array<float, EmoteSize> emoteCycle; Array<unsigned, EmoteSize> emoteFrames; }; void setIdentity(HumanoidIdentity const& identity); HumanoidIdentity const& identity() const; // All of the image identifiers here are meant to be image *base* names, with // a collection of frames specific to each piece. If an image is set to // empty string, it is disabled. // Asset directives for the head armor. void setHeadArmorDirectives(String directives); // Must have :normal, climb void setHeadArmorFrameset(String headFrameset); // Asset directives for the chest, back and front arms armor. void setChestArmorDirectives(String directives); // Will have :run, :normal, and :duck void setChestArmorFrameset(String chest); // Same as back arm image frames void setBackSleeveFrameset(String backSleeveFrameset); // Same as front arm image frames void setFrontSleeveFrameset(String frontSleeveFrameset); // Asset directives for the legs armor. void setLegsArmorDirectives(String directives); // Must have :idle, :duck, :walk[1-8], :run[1-8], :jump[1-4], :fall[1-4] void setLegsArmorFrameset(String legsFrameset); // Asset directives for the back armor. void setBackArmorDirectives(String directives); // Must have :idle, :duck, :walk[1-8], :run[1-8], :jump[1-4], :fall[1-4] void setBackArmorFrameset(String backFrameset); void setHelmetMaskDirectives(String helmetMaskDirectives); void setBodyHidden(bool hidden); void setState(State state); void setEmoteState(HumanoidEmote state); void setDance(Maybe<String> const& dance); void setFacingDirection(Direction facingDirection); void setMovingBackwards(bool movingBackwards); void setRotation(float rotation); void setVaporTrail(bool enabled); State state() const; HumanoidEmote emoteState() const; Maybe<String> dance() const; Direction facingDirection() const; bool movingBackwards() const; // If not rotating, then the arms follow normal movement animation. The // angle parameter should be in the range [-pi/2, pi/2] (the facing direction // should not be included in the angle). void setPrimaryHandParameters(bool holdingItem, float angle, float itemAngle, bool twoHanded, bool recoil, bool outsideOfHand); void setPrimaryHandFrameOverrides(String backFrameOverride, String frontFrameOverride); void setPrimaryHandDrawables(List<Drawable> drawables); void setPrimaryHandNonRotatedDrawables(List<Drawable> drawables); // Same as primary hand. void setAltHandParameters(bool holdingItem, float angle, float itemAngle, bool recoil, bool outsideOfHand); void setAltHandFrameOverrides(String backFrameOverride, String frontFrameOverride); void setAltHandDrawables(List<Drawable> drawables); void setAltHandNonRotatedDrawables(List<Drawable> drawables); // Updates the animation based on whatever the current animation state is, // wrapping or clamping animation time as appropriate. void animate(float dt); // Reset animation time to 0.0f void resetAnimation(); // Renders to centered drawables (centered on the normal image center for the // player graphics), (in world space, not pixels) List<Drawable> render(); // Renders to centered drawables (centered on the normal image center for the // player graphics), (in pixels, not world space) List<Drawable> renderPortrait(PortraitMode mode) const; List<Drawable> renderSkull() const; // Renders to centered drawables (centered on the normal image center for the // player graphics), (in pixels, not world space) static List<Drawable> renderDummy(Gender gender, HeadArmor const* head = nullptr, ChestArmor const* chest = nullptr, LegsArmor const* legs = nullptr, BackArmor const* back = nullptr); Vec2F primaryHandPosition(Vec2F const& offset) const; Vec2F altHandPosition(Vec2F const& offset) const; // Finds the arm position in world space if the humanoid was facing the given // direction and applying the given arm angle. The offset given is from the // rotation center of the arm. Vec2F primaryArmPosition(Direction facingDirection, float armAngle, Vec2F const& offset) const; Vec2F altArmPosition(Direction facingDirection, float armAngle, Vec2F const& offset) const; // Gives the offset of the hand from the arm rotation center Vec2F primaryHandOffset(Direction facingDirection) const; Vec2F altHandOffset(Direction facingDirection) const; Vec2F armAdjustment() const; Vec2F mouthOffset(bool ignoreAdjustments = false) const; float getBobYOffset() const; Vec2F feetOffset() const; Vec2F headArmorOffset() const; Vec2F chestArmorOffset() const; Vec2F legsArmorOffset() const; Vec2F backArmorOffset() const; String defaultDeathParticles() const; List<Particle> particles(String const& name) const; Json const& defaultMovementParameters() const; private: struct HandDrawingInfo { List<Drawable> itemDrawables; List<Drawable> nonRotatedDrawables; bool holdingItem = false; float angle = 0.0f; float itemAngle = 0.0f; String backFrame; String frontFrame; float frameAngleAdjust = 0.0f; bool recoil = false; bool outsideOfHand = false; }; String frameBase(State state) const; String emoteFrameBase(HumanoidEmote state) const; String getHeadFromIdentity() const; String getBodyFromIdentity() const; String getFacialEmotesFromIdentity() const; String getHairFromIdentity() const; String getFacialHairFromIdentity() const; String getFacialMaskFromIdentity() const; String getBackArmFromIdentity() const; String getFrontArmFromIdentity() const; String getVaporTrailFrameset() const; String getBodyDirectives() const; String getHairDirectives() const; String getEmoteDirectives() const; String getFacialHairDirectives() const; String getFacialMaskDirectives() const; String getHelmetMaskDirectives() const; String getHeadDirectives() const; String getChestDirectives() const; String getLegsDirectives() const; String getBackDirectives() const; int getEmoteStateSequence() const; int getArmStateSequence() const; int getBodyStateSequence() const; Maybe<DancePtr> getDance() const; Vec2F m_globalOffset; Vec2F m_headRunOffset; Vec2F m_headSwimOffset; Vec2F m_headDuckOffset; Vec2F m_headSitOffset; Vec2F m_headLayOffset; float m_runFallOffset; float m_duckOffset; float m_sitOffset; float m_layOffset; Vec2F m_recoilOffset; Vec2F m_mouthOffset; Vec2F m_feetOffset; Vec2F m_headArmorOffset; Vec2F m_chestArmorOffset; Vec2F m_legsArmorOffset; Vec2F m_backArmorOffset; bool m_bodyHidden; List<int> m_armWalkSeq; List<int> m_armRunSeq; List<float> m_walkBob; List<float> m_runBob; List<float> m_swimBob; float m_jumpBob; Vec2F m_frontArmRotationCenter; Vec2F m_backArmRotationCenter; Vec2F m_frontHandPosition; Vec2F m_backArmOffset; String m_headFrameset; String m_bodyFrameset; String m_backArmFrameset; String m_frontArmFrameset; String m_emoteFrameset; String m_hairFrameset; String m_facialHairFrameset; String m_facialMaskFrameset; bool m_bodyFullbright; String m_vaporTrailFrameset; unsigned m_vaporTrailFrames; float m_vaporTrailCycle; String m_backSleeveFrameset; String m_frontSleeveFrameset; String m_headArmorFrameset; String m_headArmorDirectives; String m_chestArmorFrameset; String m_chestArmorDirectives; String m_legsArmorFrameset; String m_legsArmorDirectives; String m_backArmorFrameset; String m_backArmorDirectives; String m_helmetMaskDirectives; State m_state; HumanoidEmote m_emoteState; Maybe<String> m_dance; Direction m_facingDirection; bool m_movingBackwards; float m_rotation; bool m_drawVaporTrail; HandDrawingInfo m_primaryHand; HandDrawingInfo m_altHand; bool m_twoHanded; HumanoidIdentity m_identity; HumanoidTiming m_timing; float m_animationTimer; float m_emoteAnimationTimer; float m_danceTimer; Json m_particleEmitters; String m_defaultDeathParticles; Json m_defaultMovementParameters; }; } #endif
411
0.89612
1
0.89612
game-dev
MEDIA
0.906235
game-dev
0.507604
1
0.507604
fireblade-engine/ecs
8,187
Tests/FirebladeECSTests/NexusEventDelegateTests.swift
// // NexusEventDelegateTests.swift // // // Created by Christian Treffs on 25.11.20. // import FirebladeECS import XCTest final class NexusEventDelegateTests: XCTestCase { lazy var nexus = Nexus() fileprivate var delegateTester: DelegateTester! override func setUp() { super.setUp() nexus = Nexus() delegateTester = nil } func testEventEntityCreated() { var entityCreatedEvents: [EntityCreated] = [] delegateTester = DelegateTester(onEvent: { event in switch event { case let entityCreated as EntityCreated: entityCreatedEvents.append(entityCreated) default: XCTFail("unexpected event \(event)") return } }) nexus.delegate = delegateTester XCTAssertEqual(entityCreatedEvents.count, 0) nexus.createEntity() XCTAssertEqual(entityCreatedEvents.count, 1) nexus.createEntities(count: 100) XCTAssertEqual(entityCreatedEvents.count, 101) } func testEventEntityDestroyed() { var events: [EntityDestroyed] = [] delegateTester = DelegateTester(onEvent: { event in switch event { case let event as EntityDestroyed: events.append(event) case _ as EntityCreated: break default: XCTFail("unexpected event \(event)") return } }) nexus.delegate = delegateTester XCTAssertEqual(events.count, 0) nexus.createEntities(count: 100) XCTAssertEqual(events.count, 0) for entitiy in nexus.makeEntitiesIterator() { entitiy.destroy() } XCTAssertEqual(events.count, 100) } func testEventComponentAdded() { var componentsAddedEvents: [ComponentAdded] = [] var entityCreatedEvents: [EntityCreated] = [] delegateTester = DelegateTester(onEvent: { event in switch event { case let compAdded as ComponentAdded: componentsAddedEvents.append(compAdded) case let entityCreated as EntityCreated: entityCreatedEvents.append(entityCreated) default: XCTFail("unexpected event \(event)") return } }) nexus.delegate = delegateTester XCTAssertEqual(componentsAddedEvents.count, 0) XCTAssertEqual(entityCreatedEvents.count, 0) let entity = nexus.createEntity() entity.assign(MyComponent(name: "0", flag: true)) XCTAssertEqual(componentsAddedEvents.count, 1) XCTAssertEqual(entityCreatedEvents.count, 1) let entity2 = nexus.createEntity() entity2.assign(MyComponent(name: "0", flag: true), YourComponent(number: 2)) XCTAssertEqual(componentsAddedEvents.count, 3) XCTAssertEqual(entityCreatedEvents.count, 2) } func testEventComponentRemoved() { var events: [ComponentRemoved] = [] delegateTester = DelegateTester(onEvent: { event in switch event { case let event as ComponentRemoved: events.append(event) default: XCTFail("unexpected event \(event)") return } }) let entity = nexus.createEntity() entity.assign( MyComponent(name: "Hello", flag: false), YourComponent(number: 3.14), EmptyComponent() ) XCTAssertEqual(entity.numComponents, 3) XCTAssertEqual(events.count, 0) nexus.delegate = delegateTester entity.remove(MyComponent.self) XCTAssertEqual(events.count, 1) XCTAssertEqual(entity.numComponents, 2) entity.remove(EmptyComponent.self) XCTAssertEqual(events.count, 2) XCTAssertEqual(entity.numComponents, 1) entity.remove(YourComponent.self) XCTAssertEqual(events.count, 3) XCTAssertEqual(entity.numComponents, 0) } func testFamilyMemeberAdded() { var eventsFamilyMemberRemoved: [FamilyMemberRemoved] = [] var eventsComponentRemoved: [ComponentRemoved] = [] var eventsEntityDestroyed: [EntityDestroyed] = [] delegateTester = DelegateTester(onEvent: { event in switch event { case is FamilyMemberAdded, is ComponentAdded, is EntityCreated: break case let event as FamilyMemberRemoved: eventsFamilyMemberRemoved.append(event) case let event as ComponentRemoved: eventsComponentRemoved.append(event) case let event as EntityDestroyed: eventsEntityDestroyed.append(event) default: XCTFail("unexpected event \(event)") return } }) let family = nexus.family(requiresAll: MyComponent.self, YourComponent.self) nexus.delegate = delegateTester family.createMember(with: (MyComponent(name: "Bla", flag: true), YourComponent(number: 85))) family.createMember(with: (MyComponent(name: "Hello", flag: false), YourComponent(number: 05050))) family.createMember(with: (MyComponent(name: "asdasd", flag: true), YourComponent(number: 9494949))) XCTAssertEqual(eventsFamilyMemberRemoved.count, 0) XCTAssertEqual(eventsComponentRemoved.count, 0) XCTAssertEqual(family.count, 3) XCTAssertEqual(eventsEntityDestroyed.count, 0) XCTAssertTrue(family.destroyMembers()) XCTAssertEqual(eventsFamilyMemberRemoved.count, 3) XCTAssertEqual(eventsComponentRemoved.count, 6) XCTAssertEqual(family.count, 0) XCTAssertEqual(eventsEntityDestroyed.count, 3) } func testFamilyMemberRemoved() { var eventsMemberAdded: [FamilyMemberAdded] = [] var eventsComponentAdded: [ComponentAdded] = [] var eventsEntityCreated: [EntityCreated] = [] delegateTester = DelegateTester(onEvent: { event in switch event { case let event as FamilyMemberAdded: eventsMemberAdded.append(event) case let event as ComponentAdded: eventsComponentAdded.append(event) case let event as EntityCreated: eventsEntityCreated.append(event) default: XCTFail("unexpected event \(event)") return } }) let family = nexus.family(requiresAll: MyComponent.self, YourComponent.self) nexus.delegate = delegateTester XCTAssertEqual(family.count, 0) XCTAssertEqual(eventsMemberAdded.count, 0) XCTAssertEqual(eventsComponentAdded.count, 0) XCTAssertEqual(eventsEntityCreated.count, 0) family.createMember(with: (MyComponent(name: "Bla", flag: true), YourComponent(number: 85))) XCTAssertEqual(family.count, 1) XCTAssertEqual(eventsMemberAdded.count, 1) XCTAssertEqual(eventsComponentAdded.count, 2) XCTAssertEqual(eventsEntityCreated.count, 1) family.createMember(with: (MyComponent(name: "Hello", flag: false), YourComponent(number: 05050))) XCTAssertEqual(family.count, 2) XCTAssertEqual(eventsMemberAdded.count, 2) XCTAssertEqual(eventsComponentAdded.count, 4) XCTAssertEqual(eventsEntityCreated.count, 2) } } fileprivate class DelegateTester: NexusEventDelegate { var onEvent: (NexusEvent) -> () var onNonFatal: (String) -> () init(onEvent: @escaping (NexusEvent) -> Void = { _ in }, onNonFatal: @escaping (String) -> Void = { _ in }) { self.onEvent = onEvent self.onNonFatal = onNonFatal } func nexusEvent(_ event: NexusEvent) { onEvent(event) } func nexusNonFatalError(_ message: String) { onNonFatal(message) } }
411
0.916615
1
0.916615
game-dev
MEDIA
0.642683
game-dev,testing-qa
0.82606
1
0.82606
Fluorohydride/ygopro-scripts
1,257
c15582767.lua
--連成する振動 function c15582767.initial_effect(c) --Activate local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_ACTIVATE) e1:SetCode(EVENT_FREE_CHAIN) c:RegisterEffect(e1) --destroy local e2=Effect.CreateEffect(c) e2:SetDescription(aux.Stringid(15582767,0)) e2:SetCategory(CATEGORY_DESTROY+CATEGORY_DRAW) e2:SetType(EFFECT_TYPE_QUICK_O) e2:SetRange(LOCATION_SZONE) e2:SetCode(EVENT_FREE_CHAIN) e2:SetProperty(EFFECT_FLAG_CARD_TARGET) e2:SetCountLimit(1,15582767) e2:SetTarget(c15582767.target) e2:SetOperation(c15582767.operation) c:RegisterEffect(e2) end function c15582767.target(e,tp,eg,ep,ev,re,r,rp,chk,chkc) if chkc then return chkc:IsLocation(LOCATION_PZONE) and chkc:IsControler(tp) end if chk==0 then return Duel.IsPlayerCanDraw(tp,1) and Duel.IsExistingTarget(nil,tp,LOCATION_PZONE,0,1,nil) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_DESTROY) local g=Duel.SelectTarget(tp,nil,tp,LOCATION_PZONE,0,1,1,nil) Duel.SetOperationInfo(0,CATEGORY_DESTROY,g,1,0,0) Duel.SetOperationInfo(0,CATEGORY_DRAW,nil,0,tp,1) end function c15582767.operation(e,tp,eg,ep,ev,re,r,rp) local tc=Duel.GetFirstTarget() if tc:IsRelateToEffect(e) and Duel.Destroy(tc,REASON_EFFECT)~=0 then Duel.BreakEffect() Duel.Draw(tp,1,REASON_EFFECT) end end
411
0.866334
1
0.866334
game-dev
MEDIA
0.982973
game-dev
0.70282
1
0.70282
andreakarasho/TinyEcs
64,117
src/TinyEcs.QueryIteratorEach.g.cs
#pragma warning disable 1591 #nullable enable using System; using System.Runtime.CompilerServices; namespace TinyEcs { #if NET9_0_OR_GREATER [SkipLocalsInit] public unsafe ref struct Data<T0> : IData<Data<T0>> where T0 : struct { private QueryIterator _iterator; private int _index, _count; private ReadOnlySpan<EntityView> _entities; private DataRow<T0> _current0; [MethodImpl(MethodImplOptions.AggressiveInlining)] internal Data(QueryIterator queryIterator) { _iterator = queryIterator; _index = -1; _count = -1; } public static void Build(QueryBuilder builder) { builder.With<T0>(); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static Data<T0> CreateIterator(QueryIterator iterator) => new Data<T0>(iterator); [System.Diagnostics.CodeAnalysis.UnscopedRef] public ref Data<T0> Current { [MethodImpl(MethodImplOptions.AggressiveInlining)] get => ref this; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly void Deconstruct(out Ptr<T0> ptr0) { ptr0 = _current0.Value; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly void Deconstruct(out PtrRO<EntityView> entity, out Ptr<T0> ptr0) { entity = new (in _entities[_index]); ptr0 = _current0.Value; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool MoveNext() { if (++_index >= _count) { if (!_iterator.Next()) return false; _current0 = _iterator.GetColumn<T0>(0); _entities = _iterator.Entities(); _index = 0; _count = _iterator.Count; } else { _current0.Next(); } return true; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly Data<T0> GetEnumerator() => this; } [SkipLocalsInit] public unsafe ref struct Data<T0, T1> : IData<Data<T0, T1>> where T0 : struct where T1 : struct { private QueryIterator _iterator; private int _index, _count; private ReadOnlySpan<EntityView> _entities; private DataRow<T0> _current0; private DataRow<T1> _current1; [MethodImpl(MethodImplOptions.AggressiveInlining)] internal Data(QueryIterator queryIterator) { _iterator = queryIterator; _index = -1; _count = -1; } public static void Build(QueryBuilder builder) { builder.With<T0>(); builder.With<T1>(); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static Data<T0, T1> CreateIterator(QueryIterator iterator) => new Data<T0, T1>(iterator); [System.Diagnostics.CodeAnalysis.UnscopedRef] public ref Data<T0, T1> Current { [MethodImpl(MethodImplOptions.AggressiveInlining)] get => ref this; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly void Deconstruct(out Ptr<T0> ptr0, out Ptr<T1> ptr1) { ptr0 = _current0.Value; ptr1 = _current1.Value; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly void Deconstruct(out PtrRO<EntityView> entity, out Ptr<T0> ptr0, out Ptr<T1> ptr1) { entity = new (in _entities[_index]); ptr0 = _current0.Value; ptr1 = _current1.Value; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool MoveNext() { if (++_index >= _count) { if (!_iterator.Next()) return false; _current0 = _iterator.GetColumn<T0>(0); _current1 = _iterator.GetColumn<T1>(1); _entities = _iterator.Entities(); _index = 0; _count = _iterator.Count; } else { _current0.Next(); _current1.Next(); } return true; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly Data<T0, T1> GetEnumerator() => this; } [SkipLocalsInit] public unsafe ref struct Data<T0, T1, T2> : IData<Data<T0, T1, T2>> where T0 : struct where T1 : struct where T2 : struct { private QueryIterator _iterator; private int _index, _count; private ReadOnlySpan<EntityView> _entities; private DataRow<T0> _current0; private DataRow<T1> _current1; private DataRow<T2> _current2; [MethodImpl(MethodImplOptions.AggressiveInlining)] internal Data(QueryIterator queryIterator) { _iterator = queryIterator; _index = -1; _count = -1; } public static void Build(QueryBuilder builder) { builder.With<T0>(); builder.With<T1>(); builder.With<T2>(); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static Data<T0, T1, T2> CreateIterator(QueryIterator iterator) => new Data<T0, T1, T2>(iterator); [System.Diagnostics.CodeAnalysis.UnscopedRef] public ref Data<T0, T1, T2> Current { [MethodImpl(MethodImplOptions.AggressiveInlining)] get => ref this; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly void Deconstruct(out Ptr<T0> ptr0, out Ptr<T1> ptr1, out Ptr<T2> ptr2) { ptr0 = _current0.Value; ptr1 = _current1.Value; ptr2 = _current2.Value; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly void Deconstruct(out PtrRO<EntityView> entity, out Ptr<T0> ptr0, out Ptr<T1> ptr1, out Ptr<T2> ptr2) { entity = new (in _entities[_index]); ptr0 = _current0.Value; ptr1 = _current1.Value; ptr2 = _current2.Value; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool MoveNext() { if (++_index >= _count) { if (!_iterator.Next()) return false; _current0 = _iterator.GetColumn<T0>(0); _current1 = _iterator.GetColumn<T1>(1); _current2 = _iterator.GetColumn<T2>(2); _entities = _iterator.Entities(); _index = 0; _count = _iterator.Count; } else { _current0.Next(); _current1.Next(); _current2.Next(); } return true; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly Data<T0, T1, T2> GetEnumerator() => this; } [SkipLocalsInit] public unsafe ref struct Data<T0, T1, T2, T3> : IData<Data<T0, T1, T2, T3>> where T0 : struct where T1 : struct where T2 : struct where T3 : struct { private QueryIterator _iterator; private int _index, _count; private ReadOnlySpan<EntityView> _entities; private DataRow<T0> _current0; private DataRow<T1> _current1; private DataRow<T2> _current2; private DataRow<T3> _current3; [MethodImpl(MethodImplOptions.AggressiveInlining)] internal Data(QueryIterator queryIterator) { _iterator = queryIterator; _index = -1; _count = -1; } public static void Build(QueryBuilder builder) { builder.With<T0>(); builder.With<T1>(); builder.With<T2>(); builder.With<T3>(); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static Data<T0, T1, T2, T3> CreateIterator(QueryIterator iterator) => new Data<T0, T1, T2, T3>(iterator); [System.Diagnostics.CodeAnalysis.UnscopedRef] public ref Data<T0, T1, T2, T3> Current { [MethodImpl(MethodImplOptions.AggressiveInlining)] get => ref this; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly void Deconstruct(out Ptr<T0> ptr0, out Ptr<T1> ptr1, out Ptr<T2> ptr2, out Ptr<T3> ptr3) { ptr0 = _current0.Value; ptr1 = _current1.Value; ptr2 = _current2.Value; ptr3 = _current3.Value; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly void Deconstruct(out PtrRO<EntityView> entity, out Ptr<T0> ptr0, out Ptr<T1> ptr1, out Ptr<T2> ptr2, out Ptr<T3> ptr3) { entity = new (in _entities[_index]); ptr0 = _current0.Value; ptr1 = _current1.Value; ptr2 = _current2.Value; ptr3 = _current3.Value; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool MoveNext() { if (++_index >= _count) { if (!_iterator.Next()) return false; _current0 = _iterator.GetColumn<T0>(0); _current1 = _iterator.GetColumn<T1>(1); _current2 = _iterator.GetColumn<T2>(2); _current3 = _iterator.GetColumn<T3>(3); _entities = _iterator.Entities(); _index = 0; _count = _iterator.Count; } else { _current0.Next(); _current1.Next(); _current2.Next(); _current3.Next(); } return true; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly Data<T0, T1, T2, T3> GetEnumerator() => this; } [SkipLocalsInit] public unsafe ref struct Data<T0, T1, T2, T3, T4> : IData<Data<T0, T1, T2, T3, T4>> where T0 : struct where T1 : struct where T2 : struct where T3 : struct where T4 : struct { private QueryIterator _iterator; private int _index, _count; private ReadOnlySpan<EntityView> _entities; private DataRow<T0> _current0; private DataRow<T1> _current1; private DataRow<T2> _current2; private DataRow<T3> _current3; private DataRow<T4> _current4; [MethodImpl(MethodImplOptions.AggressiveInlining)] internal Data(QueryIterator queryIterator) { _iterator = queryIterator; _index = -1; _count = -1; } public static void Build(QueryBuilder builder) { builder.With<T0>(); builder.With<T1>(); builder.With<T2>(); builder.With<T3>(); builder.With<T4>(); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static Data<T0, T1, T2, T3, T4> CreateIterator(QueryIterator iterator) => new Data<T0, T1, T2, T3, T4>(iterator); [System.Diagnostics.CodeAnalysis.UnscopedRef] public ref Data<T0, T1, T2, T3, T4> Current { [MethodImpl(MethodImplOptions.AggressiveInlining)] get => ref this; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly void Deconstruct(out Ptr<T0> ptr0, out Ptr<T1> ptr1, out Ptr<T2> ptr2, out Ptr<T3> ptr3, out Ptr<T4> ptr4) { ptr0 = _current0.Value; ptr1 = _current1.Value; ptr2 = _current2.Value; ptr3 = _current3.Value; ptr4 = _current4.Value; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly void Deconstruct(out PtrRO<EntityView> entity, out Ptr<T0> ptr0, out Ptr<T1> ptr1, out Ptr<T2> ptr2, out Ptr<T3> ptr3, out Ptr<T4> ptr4) { entity = new (in _entities[_index]); ptr0 = _current0.Value; ptr1 = _current1.Value; ptr2 = _current2.Value; ptr3 = _current3.Value; ptr4 = _current4.Value; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool MoveNext() { if (++_index >= _count) { if (!_iterator.Next()) return false; _current0 = _iterator.GetColumn<T0>(0); _current1 = _iterator.GetColumn<T1>(1); _current2 = _iterator.GetColumn<T2>(2); _current3 = _iterator.GetColumn<T3>(3); _current4 = _iterator.GetColumn<T4>(4); _entities = _iterator.Entities(); _index = 0; _count = _iterator.Count; } else { _current0.Next(); _current1.Next(); _current2.Next(); _current3.Next(); _current4.Next(); } return true; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly Data<T0, T1, T2, T3, T4> GetEnumerator() => this; } [SkipLocalsInit] public unsafe ref struct Data<T0, T1, T2, T3, T4, T5> : IData<Data<T0, T1, T2, T3, T4, T5>> where T0 : struct where T1 : struct where T2 : struct where T3 : struct where T4 : struct where T5 : struct { private QueryIterator _iterator; private int _index, _count; private ReadOnlySpan<EntityView> _entities; private DataRow<T0> _current0; private DataRow<T1> _current1; private DataRow<T2> _current2; private DataRow<T3> _current3; private DataRow<T4> _current4; private DataRow<T5> _current5; [MethodImpl(MethodImplOptions.AggressiveInlining)] internal Data(QueryIterator queryIterator) { _iterator = queryIterator; _index = -1; _count = -1; } public static void Build(QueryBuilder builder) { builder.With<T0>(); builder.With<T1>(); builder.With<T2>(); builder.With<T3>(); builder.With<T4>(); builder.With<T5>(); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static Data<T0, T1, T2, T3, T4, T5> CreateIterator(QueryIterator iterator) => new Data<T0, T1, T2, T3, T4, T5>(iterator); [System.Diagnostics.CodeAnalysis.UnscopedRef] public ref Data<T0, T1, T2, T3, T4, T5> Current { [MethodImpl(MethodImplOptions.AggressiveInlining)] get => ref this; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly void Deconstruct(out Ptr<T0> ptr0, out Ptr<T1> ptr1, out Ptr<T2> ptr2, out Ptr<T3> ptr3, out Ptr<T4> ptr4, out Ptr<T5> ptr5) { ptr0 = _current0.Value; ptr1 = _current1.Value; ptr2 = _current2.Value; ptr3 = _current3.Value; ptr4 = _current4.Value; ptr5 = _current5.Value; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly void Deconstruct(out PtrRO<EntityView> entity, out Ptr<T0> ptr0, out Ptr<T1> ptr1, out Ptr<T2> ptr2, out Ptr<T3> ptr3, out Ptr<T4> ptr4, out Ptr<T5> ptr5) { entity = new (in _entities[_index]); ptr0 = _current0.Value; ptr1 = _current1.Value; ptr2 = _current2.Value; ptr3 = _current3.Value; ptr4 = _current4.Value; ptr5 = _current5.Value; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool MoveNext() { if (++_index >= _count) { if (!_iterator.Next()) return false; _current0 = _iterator.GetColumn<T0>(0); _current1 = _iterator.GetColumn<T1>(1); _current2 = _iterator.GetColumn<T2>(2); _current3 = _iterator.GetColumn<T3>(3); _current4 = _iterator.GetColumn<T4>(4); _current5 = _iterator.GetColumn<T5>(5); _entities = _iterator.Entities(); _index = 0; _count = _iterator.Count; } else { _current0.Next(); _current1.Next(); _current2.Next(); _current3.Next(); _current4.Next(); _current5.Next(); } return true; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly Data<T0, T1, T2, T3, T4, T5> GetEnumerator() => this; } [SkipLocalsInit] public unsafe ref struct Data<T0, T1, T2, T3, T4, T5, T6> : IData<Data<T0, T1, T2, T3, T4, T5, T6>> where T0 : struct where T1 : struct where T2 : struct where T3 : struct where T4 : struct where T5 : struct where T6 : struct { private QueryIterator _iterator; private int _index, _count; private ReadOnlySpan<EntityView> _entities; private DataRow<T0> _current0; private DataRow<T1> _current1; private DataRow<T2> _current2; private DataRow<T3> _current3; private DataRow<T4> _current4; private DataRow<T5> _current5; private DataRow<T6> _current6; [MethodImpl(MethodImplOptions.AggressiveInlining)] internal Data(QueryIterator queryIterator) { _iterator = queryIterator; _index = -1; _count = -1; } public static void Build(QueryBuilder builder) { builder.With<T0>(); builder.With<T1>(); builder.With<T2>(); builder.With<T3>(); builder.With<T4>(); builder.With<T5>(); builder.With<T6>(); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static Data<T0, T1, T2, T3, T4, T5, T6> CreateIterator(QueryIterator iterator) => new Data<T0, T1, T2, T3, T4, T5, T6>(iterator); [System.Diagnostics.CodeAnalysis.UnscopedRef] public ref Data<T0, T1, T2, T3, T4, T5, T6> Current { [MethodImpl(MethodImplOptions.AggressiveInlining)] get => ref this; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly void Deconstruct(out Ptr<T0> ptr0, out Ptr<T1> ptr1, out Ptr<T2> ptr2, out Ptr<T3> ptr3, out Ptr<T4> ptr4, out Ptr<T5> ptr5, out Ptr<T6> ptr6) { ptr0 = _current0.Value; ptr1 = _current1.Value; ptr2 = _current2.Value; ptr3 = _current3.Value; ptr4 = _current4.Value; ptr5 = _current5.Value; ptr6 = _current6.Value; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly void Deconstruct(out PtrRO<EntityView> entity, out Ptr<T0> ptr0, out Ptr<T1> ptr1, out Ptr<T2> ptr2, out Ptr<T3> ptr3, out Ptr<T4> ptr4, out Ptr<T5> ptr5, out Ptr<T6> ptr6) { entity = new (in _entities[_index]); ptr0 = _current0.Value; ptr1 = _current1.Value; ptr2 = _current2.Value; ptr3 = _current3.Value; ptr4 = _current4.Value; ptr5 = _current5.Value; ptr6 = _current6.Value; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool MoveNext() { if (++_index >= _count) { if (!_iterator.Next()) return false; _current0 = _iterator.GetColumn<T0>(0); _current1 = _iterator.GetColumn<T1>(1); _current2 = _iterator.GetColumn<T2>(2); _current3 = _iterator.GetColumn<T3>(3); _current4 = _iterator.GetColumn<T4>(4); _current5 = _iterator.GetColumn<T5>(5); _current6 = _iterator.GetColumn<T6>(6); _entities = _iterator.Entities(); _index = 0; _count = _iterator.Count; } else { _current0.Next(); _current1.Next(); _current2.Next(); _current3.Next(); _current4.Next(); _current5.Next(); _current6.Next(); } return true; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly Data<T0, T1, T2, T3, T4, T5, T6> GetEnumerator() => this; } [SkipLocalsInit] public unsafe ref struct Data<T0, T1, T2, T3, T4, T5, T6, T7> : IData<Data<T0, T1, T2, T3, T4, T5, T6, T7>> where T0 : struct where T1 : struct where T2 : struct where T3 : struct where T4 : struct where T5 : struct where T6 : struct where T7 : struct { private QueryIterator _iterator; private int _index, _count; private ReadOnlySpan<EntityView> _entities; private DataRow<T0> _current0; private DataRow<T1> _current1; private DataRow<T2> _current2; private DataRow<T3> _current3; private DataRow<T4> _current4; private DataRow<T5> _current5; private DataRow<T6> _current6; private DataRow<T7> _current7; [MethodImpl(MethodImplOptions.AggressiveInlining)] internal Data(QueryIterator queryIterator) { _iterator = queryIterator; _index = -1; _count = -1; } public static void Build(QueryBuilder builder) { builder.With<T0>(); builder.With<T1>(); builder.With<T2>(); builder.With<T3>(); builder.With<T4>(); builder.With<T5>(); builder.With<T6>(); builder.With<T7>(); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static Data<T0, T1, T2, T3, T4, T5, T6, T7> CreateIterator(QueryIterator iterator) => new Data<T0, T1, T2, T3, T4, T5, T6, T7>(iterator); [System.Diagnostics.CodeAnalysis.UnscopedRef] public ref Data<T0, T1, T2, T3, T4, T5, T6, T7> Current { [MethodImpl(MethodImplOptions.AggressiveInlining)] get => ref this; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly void Deconstruct(out Ptr<T0> ptr0, out Ptr<T1> ptr1, out Ptr<T2> ptr2, out Ptr<T3> ptr3, out Ptr<T4> ptr4, out Ptr<T5> ptr5, out Ptr<T6> ptr6, out Ptr<T7> ptr7) { ptr0 = _current0.Value; ptr1 = _current1.Value; ptr2 = _current2.Value; ptr3 = _current3.Value; ptr4 = _current4.Value; ptr5 = _current5.Value; ptr6 = _current6.Value; ptr7 = _current7.Value; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly void Deconstruct(out PtrRO<EntityView> entity, out Ptr<T0> ptr0, out Ptr<T1> ptr1, out Ptr<T2> ptr2, out Ptr<T3> ptr3, out Ptr<T4> ptr4, out Ptr<T5> ptr5, out Ptr<T6> ptr6, out Ptr<T7> ptr7) { entity = new (in _entities[_index]); ptr0 = _current0.Value; ptr1 = _current1.Value; ptr2 = _current2.Value; ptr3 = _current3.Value; ptr4 = _current4.Value; ptr5 = _current5.Value; ptr6 = _current6.Value; ptr7 = _current7.Value; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool MoveNext() { if (++_index >= _count) { if (!_iterator.Next()) return false; _current0 = _iterator.GetColumn<T0>(0); _current1 = _iterator.GetColumn<T1>(1); _current2 = _iterator.GetColumn<T2>(2); _current3 = _iterator.GetColumn<T3>(3); _current4 = _iterator.GetColumn<T4>(4); _current5 = _iterator.GetColumn<T5>(5); _current6 = _iterator.GetColumn<T6>(6); _current7 = _iterator.GetColumn<T7>(7); _entities = _iterator.Entities(); _index = 0; _count = _iterator.Count; } else { _current0.Next(); _current1.Next(); _current2.Next(); _current3.Next(); _current4.Next(); _current5.Next(); _current6.Next(); _current7.Next(); } return true; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly Data<T0, T1, T2, T3, T4, T5, T6, T7> GetEnumerator() => this; } [SkipLocalsInit] public unsafe ref struct Data<T0, T1, T2, T3, T4, T5, T6, T7, T8> : IData<Data<T0, T1, T2, T3, T4, T5, T6, T7, T8>> where T0 : struct where T1 : struct where T2 : struct where T3 : struct where T4 : struct where T5 : struct where T6 : struct where T7 : struct where T8 : struct { private QueryIterator _iterator; private int _index, _count; private ReadOnlySpan<EntityView> _entities; private DataRow<T0> _current0; private DataRow<T1> _current1; private DataRow<T2> _current2; private DataRow<T3> _current3; private DataRow<T4> _current4; private DataRow<T5> _current5; private DataRow<T6> _current6; private DataRow<T7> _current7; private DataRow<T8> _current8; [MethodImpl(MethodImplOptions.AggressiveInlining)] internal Data(QueryIterator queryIterator) { _iterator = queryIterator; _index = -1; _count = -1; } public static void Build(QueryBuilder builder) { builder.With<T0>(); builder.With<T1>(); builder.With<T2>(); builder.With<T3>(); builder.With<T4>(); builder.With<T5>(); builder.With<T6>(); builder.With<T7>(); builder.With<T8>(); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static Data<T0, T1, T2, T3, T4, T5, T6, T7, T8> CreateIterator(QueryIterator iterator) => new Data<T0, T1, T2, T3, T4, T5, T6, T7, T8>(iterator); [System.Diagnostics.CodeAnalysis.UnscopedRef] public ref Data<T0, T1, T2, T3, T4, T5, T6, T7, T8> Current { [MethodImpl(MethodImplOptions.AggressiveInlining)] get => ref this; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly void Deconstruct(out Ptr<T0> ptr0, out Ptr<T1> ptr1, out Ptr<T2> ptr2, out Ptr<T3> ptr3, out Ptr<T4> ptr4, out Ptr<T5> ptr5, out Ptr<T6> ptr6, out Ptr<T7> ptr7, out Ptr<T8> ptr8) { ptr0 = _current0.Value; ptr1 = _current1.Value; ptr2 = _current2.Value; ptr3 = _current3.Value; ptr4 = _current4.Value; ptr5 = _current5.Value; ptr6 = _current6.Value; ptr7 = _current7.Value; ptr8 = _current8.Value; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly void Deconstruct(out PtrRO<EntityView> entity, out Ptr<T0> ptr0, out Ptr<T1> ptr1, out Ptr<T2> ptr2, out Ptr<T3> ptr3, out Ptr<T4> ptr4, out Ptr<T5> ptr5, out Ptr<T6> ptr6, out Ptr<T7> ptr7, out Ptr<T8> ptr8) { entity = new (in _entities[_index]); ptr0 = _current0.Value; ptr1 = _current1.Value; ptr2 = _current2.Value; ptr3 = _current3.Value; ptr4 = _current4.Value; ptr5 = _current5.Value; ptr6 = _current6.Value; ptr7 = _current7.Value; ptr8 = _current8.Value; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool MoveNext() { if (++_index >= _count) { if (!_iterator.Next()) return false; _current0 = _iterator.GetColumn<T0>(0); _current1 = _iterator.GetColumn<T1>(1); _current2 = _iterator.GetColumn<T2>(2); _current3 = _iterator.GetColumn<T3>(3); _current4 = _iterator.GetColumn<T4>(4); _current5 = _iterator.GetColumn<T5>(5); _current6 = _iterator.GetColumn<T6>(6); _current7 = _iterator.GetColumn<T7>(7); _current8 = _iterator.GetColumn<T8>(8); _entities = _iterator.Entities(); _index = 0; _count = _iterator.Count; } else { _current0.Next(); _current1.Next(); _current2.Next(); _current3.Next(); _current4.Next(); _current5.Next(); _current6.Next(); _current7.Next(); _current8.Next(); } return true; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly Data<T0, T1, T2, T3, T4, T5, T6, T7, T8> GetEnumerator() => this; } [SkipLocalsInit] public unsafe ref struct Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9> : IData<Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9>> where T0 : struct where T1 : struct where T2 : struct where T3 : struct where T4 : struct where T5 : struct where T6 : struct where T7 : struct where T8 : struct where T9 : struct { private QueryIterator _iterator; private int _index, _count; private ReadOnlySpan<EntityView> _entities; private DataRow<T0> _current0; private DataRow<T1> _current1; private DataRow<T2> _current2; private DataRow<T3> _current3; private DataRow<T4> _current4; private DataRow<T5> _current5; private DataRow<T6> _current6; private DataRow<T7> _current7; private DataRow<T8> _current8; private DataRow<T9> _current9; [MethodImpl(MethodImplOptions.AggressiveInlining)] internal Data(QueryIterator queryIterator) { _iterator = queryIterator; _index = -1; _count = -1; } public static void Build(QueryBuilder builder) { builder.With<T0>(); builder.With<T1>(); builder.With<T2>(); builder.With<T3>(); builder.With<T4>(); builder.With<T5>(); builder.With<T6>(); builder.With<T7>(); builder.With<T8>(); builder.With<T9>(); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9> CreateIterator(QueryIterator iterator) => new Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9>(iterator); [System.Diagnostics.CodeAnalysis.UnscopedRef] public ref Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9> Current { [MethodImpl(MethodImplOptions.AggressiveInlining)] get => ref this; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly void Deconstruct(out Ptr<T0> ptr0, out Ptr<T1> ptr1, out Ptr<T2> ptr2, out Ptr<T3> ptr3, out Ptr<T4> ptr4, out Ptr<T5> ptr5, out Ptr<T6> ptr6, out Ptr<T7> ptr7, out Ptr<T8> ptr8, out Ptr<T9> ptr9) { ptr0 = _current0.Value; ptr1 = _current1.Value; ptr2 = _current2.Value; ptr3 = _current3.Value; ptr4 = _current4.Value; ptr5 = _current5.Value; ptr6 = _current6.Value; ptr7 = _current7.Value; ptr8 = _current8.Value; ptr9 = _current9.Value; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly void Deconstruct(out PtrRO<EntityView> entity, out Ptr<T0> ptr0, out Ptr<T1> ptr1, out Ptr<T2> ptr2, out Ptr<T3> ptr3, out Ptr<T4> ptr4, out Ptr<T5> ptr5, out Ptr<T6> ptr6, out Ptr<T7> ptr7, out Ptr<T8> ptr8, out Ptr<T9> ptr9) { entity = new (in _entities[_index]); ptr0 = _current0.Value; ptr1 = _current1.Value; ptr2 = _current2.Value; ptr3 = _current3.Value; ptr4 = _current4.Value; ptr5 = _current5.Value; ptr6 = _current6.Value; ptr7 = _current7.Value; ptr8 = _current8.Value; ptr9 = _current9.Value; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool MoveNext() { if (++_index >= _count) { if (!_iterator.Next()) return false; _current0 = _iterator.GetColumn<T0>(0); _current1 = _iterator.GetColumn<T1>(1); _current2 = _iterator.GetColumn<T2>(2); _current3 = _iterator.GetColumn<T3>(3); _current4 = _iterator.GetColumn<T4>(4); _current5 = _iterator.GetColumn<T5>(5); _current6 = _iterator.GetColumn<T6>(6); _current7 = _iterator.GetColumn<T7>(7); _current8 = _iterator.GetColumn<T8>(8); _current9 = _iterator.GetColumn<T9>(9); _entities = _iterator.Entities(); _index = 0; _count = _iterator.Count; } else { _current0.Next(); _current1.Next(); _current2.Next(); _current3.Next(); _current4.Next(); _current5.Next(); _current6.Next(); _current7.Next(); _current8.Next(); _current9.Next(); } return true; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9> GetEnumerator() => this; } [SkipLocalsInit] public unsafe ref struct Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10> : IData<Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10>> where T0 : struct where T1 : struct where T2 : struct where T3 : struct where T4 : struct where T5 : struct where T6 : struct where T7 : struct where T8 : struct where T9 : struct where T10 : struct { private QueryIterator _iterator; private int _index, _count; private ReadOnlySpan<EntityView> _entities; private DataRow<T0> _current0; private DataRow<T1> _current1; private DataRow<T2> _current2; private DataRow<T3> _current3; private DataRow<T4> _current4; private DataRow<T5> _current5; private DataRow<T6> _current6; private DataRow<T7> _current7; private DataRow<T8> _current8; private DataRow<T9> _current9; private DataRow<T10> _current10; [MethodImpl(MethodImplOptions.AggressiveInlining)] internal Data(QueryIterator queryIterator) { _iterator = queryIterator; _index = -1; _count = -1; } public static void Build(QueryBuilder builder) { builder.With<T0>(); builder.With<T1>(); builder.With<T2>(); builder.With<T3>(); builder.With<T4>(); builder.With<T5>(); builder.With<T6>(); builder.With<T7>(); builder.With<T8>(); builder.With<T9>(); builder.With<T10>(); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10> CreateIterator(QueryIterator iterator) => new Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10>(iterator); [System.Diagnostics.CodeAnalysis.UnscopedRef] public ref Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10> Current { [MethodImpl(MethodImplOptions.AggressiveInlining)] get => ref this; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly void Deconstruct(out Ptr<T0> ptr0, out Ptr<T1> ptr1, out Ptr<T2> ptr2, out Ptr<T3> ptr3, out Ptr<T4> ptr4, out Ptr<T5> ptr5, out Ptr<T6> ptr6, out Ptr<T7> ptr7, out Ptr<T8> ptr8, out Ptr<T9> ptr9, out Ptr<T10> ptr10) { ptr0 = _current0.Value; ptr1 = _current1.Value; ptr2 = _current2.Value; ptr3 = _current3.Value; ptr4 = _current4.Value; ptr5 = _current5.Value; ptr6 = _current6.Value; ptr7 = _current7.Value; ptr8 = _current8.Value; ptr9 = _current9.Value; ptr10 = _current10.Value; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly void Deconstruct(out PtrRO<EntityView> entity, out Ptr<T0> ptr0, out Ptr<T1> ptr1, out Ptr<T2> ptr2, out Ptr<T3> ptr3, out Ptr<T4> ptr4, out Ptr<T5> ptr5, out Ptr<T6> ptr6, out Ptr<T7> ptr7, out Ptr<T8> ptr8, out Ptr<T9> ptr9, out Ptr<T10> ptr10) { entity = new (in _entities[_index]); ptr0 = _current0.Value; ptr1 = _current1.Value; ptr2 = _current2.Value; ptr3 = _current3.Value; ptr4 = _current4.Value; ptr5 = _current5.Value; ptr6 = _current6.Value; ptr7 = _current7.Value; ptr8 = _current8.Value; ptr9 = _current9.Value; ptr10 = _current10.Value; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool MoveNext() { if (++_index >= _count) { if (!_iterator.Next()) return false; _current0 = _iterator.GetColumn<T0>(0); _current1 = _iterator.GetColumn<T1>(1); _current2 = _iterator.GetColumn<T2>(2); _current3 = _iterator.GetColumn<T3>(3); _current4 = _iterator.GetColumn<T4>(4); _current5 = _iterator.GetColumn<T5>(5); _current6 = _iterator.GetColumn<T6>(6); _current7 = _iterator.GetColumn<T7>(7); _current8 = _iterator.GetColumn<T8>(8); _current9 = _iterator.GetColumn<T9>(9); _current10 = _iterator.GetColumn<T10>(10); _entities = _iterator.Entities(); _index = 0; _count = _iterator.Count; } else { _current0.Next(); _current1.Next(); _current2.Next(); _current3.Next(); _current4.Next(); _current5.Next(); _current6.Next(); _current7.Next(); _current8.Next(); _current9.Next(); _current10.Next(); } return true; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10> GetEnumerator() => this; } [SkipLocalsInit] public unsafe ref struct Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10, T11> : IData<Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10, T11>> where T0 : struct where T1 : struct where T2 : struct where T3 : struct where T4 : struct where T5 : struct where T6 : struct where T7 : struct where T8 : struct where T9 : struct where T10 : struct where T11 : struct { private QueryIterator _iterator; private int _index, _count; private ReadOnlySpan<EntityView> _entities; private DataRow<T0> _current0; private DataRow<T1> _current1; private DataRow<T2> _current2; private DataRow<T3> _current3; private DataRow<T4> _current4; private DataRow<T5> _current5; private DataRow<T6> _current6; private DataRow<T7> _current7; private DataRow<T8> _current8; private DataRow<T9> _current9; private DataRow<T10> _current10; private DataRow<T11> _current11; [MethodImpl(MethodImplOptions.AggressiveInlining)] internal Data(QueryIterator queryIterator) { _iterator = queryIterator; _index = -1; _count = -1; } public static void Build(QueryBuilder builder) { builder.With<T0>(); builder.With<T1>(); builder.With<T2>(); builder.With<T3>(); builder.With<T4>(); builder.With<T5>(); builder.With<T6>(); builder.With<T7>(); builder.With<T8>(); builder.With<T9>(); builder.With<T10>(); builder.With<T11>(); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10, T11> CreateIterator(QueryIterator iterator) => new Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10, T11>(iterator); [System.Diagnostics.CodeAnalysis.UnscopedRef] public ref Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10, T11> Current { [MethodImpl(MethodImplOptions.AggressiveInlining)] get => ref this; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly void Deconstruct(out Ptr<T0> ptr0, out Ptr<T1> ptr1, out Ptr<T2> ptr2, out Ptr<T3> ptr3, out Ptr<T4> ptr4, out Ptr<T5> ptr5, out Ptr<T6> ptr6, out Ptr<T7> ptr7, out Ptr<T8> ptr8, out Ptr<T9> ptr9, out Ptr<T10> ptr10, out Ptr<T11> ptr11) { ptr0 = _current0.Value; ptr1 = _current1.Value; ptr2 = _current2.Value; ptr3 = _current3.Value; ptr4 = _current4.Value; ptr5 = _current5.Value; ptr6 = _current6.Value; ptr7 = _current7.Value; ptr8 = _current8.Value; ptr9 = _current9.Value; ptr10 = _current10.Value; ptr11 = _current11.Value; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly void Deconstruct(out PtrRO<EntityView> entity, out Ptr<T0> ptr0, out Ptr<T1> ptr1, out Ptr<T2> ptr2, out Ptr<T3> ptr3, out Ptr<T4> ptr4, out Ptr<T5> ptr5, out Ptr<T6> ptr6, out Ptr<T7> ptr7, out Ptr<T8> ptr8, out Ptr<T9> ptr9, out Ptr<T10> ptr10, out Ptr<T11> ptr11) { entity = new (in _entities[_index]); ptr0 = _current0.Value; ptr1 = _current1.Value; ptr2 = _current2.Value; ptr3 = _current3.Value; ptr4 = _current4.Value; ptr5 = _current5.Value; ptr6 = _current6.Value; ptr7 = _current7.Value; ptr8 = _current8.Value; ptr9 = _current9.Value; ptr10 = _current10.Value; ptr11 = _current11.Value; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool MoveNext() { if (++_index >= _count) { if (!_iterator.Next()) return false; _current0 = _iterator.GetColumn<T0>(0); _current1 = _iterator.GetColumn<T1>(1); _current2 = _iterator.GetColumn<T2>(2); _current3 = _iterator.GetColumn<T3>(3); _current4 = _iterator.GetColumn<T4>(4); _current5 = _iterator.GetColumn<T5>(5); _current6 = _iterator.GetColumn<T6>(6); _current7 = _iterator.GetColumn<T7>(7); _current8 = _iterator.GetColumn<T8>(8); _current9 = _iterator.GetColumn<T9>(9); _current10 = _iterator.GetColumn<T10>(10); _current11 = _iterator.GetColumn<T11>(11); _entities = _iterator.Entities(); _index = 0; _count = _iterator.Count; } else { _current0.Next(); _current1.Next(); _current2.Next(); _current3.Next(); _current4.Next(); _current5.Next(); _current6.Next(); _current7.Next(); _current8.Next(); _current9.Next(); _current10.Next(); _current11.Next(); } return true; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10, T11> GetEnumerator() => this; } [SkipLocalsInit] public unsafe ref struct Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10, T11, T12> : IData<Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10, T11, T12>> where T0 : struct where T1 : struct where T2 : struct where T3 : struct where T4 : struct where T5 : struct where T6 : struct where T7 : struct where T8 : struct where T9 : struct where T10 : struct where T11 : struct where T12 : struct { private QueryIterator _iterator; private int _index, _count; private ReadOnlySpan<EntityView> _entities; private DataRow<T0> _current0; private DataRow<T1> _current1; private DataRow<T2> _current2; private DataRow<T3> _current3; private DataRow<T4> _current4; private DataRow<T5> _current5; private DataRow<T6> _current6; private DataRow<T7> _current7; private DataRow<T8> _current8; private DataRow<T9> _current9; private DataRow<T10> _current10; private DataRow<T11> _current11; private DataRow<T12> _current12; [MethodImpl(MethodImplOptions.AggressiveInlining)] internal Data(QueryIterator queryIterator) { _iterator = queryIterator; _index = -1; _count = -1; } public static void Build(QueryBuilder builder) { builder.With<T0>(); builder.With<T1>(); builder.With<T2>(); builder.With<T3>(); builder.With<T4>(); builder.With<T5>(); builder.With<T6>(); builder.With<T7>(); builder.With<T8>(); builder.With<T9>(); builder.With<T10>(); builder.With<T11>(); builder.With<T12>(); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10, T11, T12> CreateIterator(QueryIterator iterator) => new Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10, T11, T12>(iterator); [System.Diagnostics.CodeAnalysis.UnscopedRef] public ref Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10, T11, T12> Current { [MethodImpl(MethodImplOptions.AggressiveInlining)] get => ref this; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly void Deconstruct(out Ptr<T0> ptr0, out Ptr<T1> ptr1, out Ptr<T2> ptr2, out Ptr<T3> ptr3, out Ptr<T4> ptr4, out Ptr<T5> ptr5, out Ptr<T6> ptr6, out Ptr<T7> ptr7, out Ptr<T8> ptr8, out Ptr<T9> ptr9, out Ptr<T10> ptr10, out Ptr<T11> ptr11, out Ptr<T12> ptr12) { ptr0 = _current0.Value; ptr1 = _current1.Value; ptr2 = _current2.Value; ptr3 = _current3.Value; ptr4 = _current4.Value; ptr5 = _current5.Value; ptr6 = _current6.Value; ptr7 = _current7.Value; ptr8 = _current8.Value; ptr9 = _current9.Value; ptr10 = _current10.Value; ptr11 = _current11.Value; ptr12 = _current12.Value; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly void Deconstruct(out PtrRO<EntityView> entity, out Ptr<T0> ptr0, out Ptr<T1> ptr1, out Ptr<T2> ptr2, out Ptr<T3> ptr3, out Ptr<T4> ptr4, out Ptr<T5> ptr5, out Ptr<T6> ptr6, out Ptr<T7> ptr7, out Ptr<T8> ptr8, out Ptr<T9> ptr9, out Ptr<T10> ptr10, out Ptr<T11> ptr11, out Ptr<T12> ptr12) { entity = new (in _entities[_index]); ptr0 = _current0.Value; ptr1 = _current1.Value; ptr2 = _current2.Value; ptr3 = _current3.Value; ptr4 = _current4.Value; ptr5 = _current5.Value; ptr6 = _current6.Value; ptr7 = _current7.Value; ptr8 = _current8.Value; ptr9 = _current9.Value; ptr10 = _current10.Value; ptr11 = _current11.Value; ptr12 = _current12.Value; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool MoveNext() { if (++_index >= _count) { if (!_iterator.Next()) return false; _current0 = _iterator.GetColumn<T0>(0); _current1 = _iterator.GetColumn<T1>(1); _current2 = _iterator.GetColumn<T2>(2); _current3 = _iterator.GetColumn<T3>(3); _current4 = _iterator.GetColumn<T4>(4); _current5 = _iterator.GetColumn<T5>(5); _current6 = _iterator.GetColumn<T6>(6); _current7 = _iterator.GetColumn<T7>(7); _current8 = _iterator.GetColumn<T8>(8); _current9 = _iterator.GetColumn<T9>(9); _current10 = _iterator.GetColumn<T10>(10); _current11 = _iterator.GetColumn<T11>(11); _current12 = _iterator.GetColumn<T12>(12); _entities = _iterator.Entities(); _index = 0; _count = _iterator.Count; } else { _current0.Next(); _current1.Next(); _current2.Next(); _current3.Next(); _current4.Next(); _current5.Next(); _current6.Next(); _current7.Next(); _current8.Next(); _current9.Next(); _current10.Next(); _current11.Next(); _current12.Next(); } return true; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10, T11, T12> GetEnumerator() => this; } [SkipLocalsInit] public unsafe ref struct Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10, T11, T12, T13> : IData<Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10, T11, T12, T13>> where T0 : struct where T1 : struct where T2 : struct where T3 : struct where T4 : struct where T5 : struct where T6 : struct where T7 : struct where T8 : struct where T9 : struct where T10 : struct where T11 : struct where T12 : struct where T13 : struct { private QueryIterator _iterator; private int _index, _count; private ReadOnlySpan<EntityView> _entities; private DataRow<T0> _current0; private DataRow<T1> _current1; private DataRow<T2> _current2; private DataRow<T3> _current3; private DataRow<T4> _current4; private DataRow<T5> _current5; private DataRow<T6> _current6; private DataRow<T7> _current7; private DataRow<T8> _current8; private DataRow<T9> _current9; private DataRow<T10> _current10; private DataRow<T11> _current11; private DataRow<T12> _current12; private DataRow<T13> _current13; [MethodImpl(MethodImplOptions.AggressiveInlining)] internal Data(QueryIterator queryIterator) { _iterator = queryIterator; _index = -1; _count = -1; } public static void Build(QueryBuilder builder) { builder.With<T0>(); builder.With<T1>(); builder.With<T2>(); builder.With<T3>(); builder.With<T4>(); builder.With<T5>(); builder.With<T6>(); builder.With<T7>(); builder.With<T8>(); builder.With<T9>(); builder.With<T10>(); builder.With<T11>(); builder.With<T12>(); builder.With<T13>(); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10, T11, T12, T13> CreateIterator(QueryIterator iterator) => new Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10, T11, T12, T13>(iterator); [System.Diagnostics.CodeAnalysis.UnscopedRef] public ref Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10, T11, T12, T13> Current { [MethodImpl(MethodImplOptions.AggressiveInlining)] get => ref this; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly void Deconstruct(out Ptr<T0> ptr0, out Ptr<T1> ptr1, out Ptr<T2> ptr2, out Ptr<T3> ptr3, out Ptr<T4> ptr4, out Ptr<T5> ptr5, out Ptr<T6> ptr6, out Ptr<T7> ptr7, out Ptr<T8> ptr8, out Ptr<T9> ptr9, out Ptr<T10> ptr10, out Ptr<T11> ptr11, out Ptr<T12> ptr12, out Ptr<T13> ptr13) { ptr0 = _current0.Value; ptr1 = _current1.Value; ptr2 = _current2.Value; ptr3 = _current3.Value; ptr4 = _current4.Value; ptr5 = _current5.Value; ptr6 = _current6.Value; ptr7 = _current7.Value; ptr8 = _current8.Value; ptr9 = _current9.Value; ptr10 = _current10.Value; ptr11 = _current11.Value; ptr12 = _current12.Value; ptr13 = _current13.Value; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly void Deconstruct(out PtrRO<EntityView> entity, out Ptr<T0> ptr0, out Ptr<T1> ptr1, out Ptr<T2> ptr2, out Ptr<T3> ptr3, out Ptr<T4> ptr4, out Ptr<T5> ptr5, out Ptr<T6> ptr6, out Ptr<T7> ptr7, out Ptr<T8> ptr8, out Ptr<T9> ptr9, out Ptr<T10> ptr10, out Ptr<T11> ptr11, out Ptr<T12> ptr12, out Ptr<T13> ptr13) { entity = new (in _entities[_index]); ptr0 = _current0.Value; ptr1 = _current1.Value; ptr2 = _current2.Value; ptr3 = _current3.Value; ptr4 = _current4.Value; ptr5 = _current5.Value; ptr6 = _current6.Value; ptr7 = _current7.Value; ptr8 = _current8.Value; ptr9 = _current9.Value; ptr10 = _current10.Value; ptr11 = _current11.Value; ptr12 = _current12.Value; ptr13 = _current13.Value; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool MoveNext() { if (++_index >= _count) { if (!_iterator.Next()) return false; _current0 = _iterator.GetColumn<T0>(0); _current1 = _iterator.GetColumn<T1>(1); _current2 = _iterator.GetColumn<T2>(2); _current3 = _iterator.GetColumn<T3>(3); _current4 = _iterator.GetColumn<T4>(4); _current5 = _iterator.GetColumn<T5>(5); _current6 = _iterator.GetColumn<T6>(6); _current7 = _iterator.GetColumn<T7>(7); _current8 = _iterator.GetColumn<T8>(8); _current9 = _iterator.GetColumn<T9>(9); _current10 = _iterator.GetColumn<T10>(10); _current11 = _iterator.GetColumn<T11>(11); _current12 = _iterator.GetColumn<T12>(12); _current13 = _iterator.GetColumn<T13>(13); _entities = _iterator.Entities(); _index = 0; _count = _iterator.Count; } else { _current0.Next(); _current1.Next(); _current2.Next(); _current3.Next(); _current4.Next(); _current5.Next(); _current6.Next(); _current7.Next(); _current8.Next(); _current9.Next(); _current10.Next(); _current11.Next(); _current12.Next(); _current13.Next(); } return true; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10, T11, T12, T13> GetEnumerator() => this; } [SkipLocalsInit] public unsafe ref struct Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10, T11, T12, T13, T14> : IData<Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10, T11, T12, T13, T14>> where T0 : struct where T1 : struct where T2 : struct where T3 : struct where T4 : struct where T5 : struct where T6 : struct where T7 : struct where T8 : struct where T9 : struct where T10 : struct where T11 : struct where T12 : struct where T13 : struct where T14 : struct { private QueryIterator _iterator; private int _index, _count; private ReadOnlySpan<EntityView> _entities; private DataRow<T0> _current0; private DataRow<T1> _current1; private DataRow<T2> _current2; private DataRow<T3> _current3; private DataRow<T4> _current4; private DataRow<T5> _current5; private DataRow<T6> _current6; private DataRow<T7> _current7; private DataRow<T8> _current8; private DataRow<T9> _current9; private DataRow<T10> _current10; private DataRow<T11> _current11; private DataRow<T12> _current12; private DataRow<T13> _current13; private DataRow<T14> _current14; [MethodImpl(MethodImplOptions.AggressiveInlining)] internal Data(QueryIterator queryIterator) { _iterator = queryIterator; _index = -1; _count = -1; } public static void Build(QueryBuilder builder) { builder.With<T0>(); builder.With<T1>(); builder.With<T2>(); builder.With<T3>(); builder.With<T4>(); builder.With<T5>(); builder.With<T6>(); builder.With<T7>(); builder.With<T8>(); builder.With<T9>(); builder.With<T10>(); builder.With<T11>(); builder.With<T12>(); builder.With<T13>(); builder.With<T14>(); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10, T11, T12, T13, T14> CreateIterator(QueryIterator iterator) => new Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10, T11, T12, T13, T14>(iterator); [System.Diagnostics.CodeAnalysis.UnscopedRef] public ref Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10, T11, T12, T13, T14> Current { [MethodImpl(MethodImplOptions.AggressiveInlining)] get => ref this; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly void Deconstruct(out Ptr<T0> ptr0, out Ptr<T1> ptr1, out Ptr<T2> ptr2, out Ptr<T3> ptr3, out Ptr<T4> ptr4, out Ptr<T5> ptr5, out Ptr<T6> ptr6, out Ptr<T7> ptr7, out Ptr<T8> ptr8, out Ptr<T9> ptr9, out Ptr<T10> ptr10, out Ptr<T11> ptr11, out Ptr<T12> ptr12, out Ptr<T13> ptr13, out Ptr<T14> ptr14) { ptr0 = _current0.Value; ptr1 = _current1.Value; ptr2 = _current2.Value; ptr3 = _current3.Value; ptr4 = _current4.Value; ptr5 = _current5.Value; ptr6 = _current6.Value; ptr7 = _current7.Value; ptr8 = _current8.Value; ptr9 = _current9.Value; ptr10 = _current10.Value; ptr11 = _current11.Value; ptr12 = _current12.Value; ptr13 = _current13.Value; ptr14 = _current14.Value; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly void Deconstruct(out PtrRO<EntityView> entity, out Ptr<T0> ptr0, out Ptr<T1> ptr1, out Ptr<T2> ptr2, out Ptr<T3> ptr3, out Ptr<T4> ptr4, out Ptr<T5> ptr5, out Ptr<T6> ptr6, out Ptr<T7> ptr7, out Ptr<T8> ptr8, out Ptr<T9> ptr9, out Ptr<T10> ptr10, out Ptr<T11> ptr11, out Ptr<T12> ptr12, out Ptr<T13> ptr13, out Ptr<T14> ptr14) { entity = new (in _entities[_index]); ptr0 = _current0.Value; ptr1 = _current1.Value; ptr2 = _current2.Value; ptr3 = _current3.Value; ptr4 = _current4.Value; ptr5 = _current5.Value; ptr6 = _current6.Value; ptr7 = _current7.Value; ptr8 = _current8.Value; ptr9 = _current9.Value; ptr10 = _current10.Value; ptr11 = _current11.Value; ptr12 = _current12.Value; ptr13 = _current13.Value; ptr14 = _current14.Value; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool MoveNext() { if (++_index >= _count) { if (!_iterator.Next()) return false; _current0 = _iterator.GetColumn<T0>(0); _current1 = _iterator.GetColumn<T1>(1); _current2 = _iterator.GetColumn<T2>(2); _current3 = _iterator.GetColumn<T3>(3); _current4 = _iterator.GetColumn<T4>(4); _current5 = _iterator.GetColumn<T5>(5); _current6 = _iterator.GetColumn<T6>(6); _current7 = _iterator.GetColumn<T7>(7); _current8 = _iterator.GetColumn<T8>(8); _current9 = _iterator.GetColumn<T9>(9); _current10 = _iterator.GetColumn<T10>(10); _current11 = _iterator.GetColumn<T11>(11); _current12 = _iterator.GetColumn<T12>(12); _current13 = _iterator.GetColumn<T13>(13); _current14 = _iterator.GetColumn<T14>(14); _entities = _iterator.Entities(); _index = 0; _count = _iterator.Count; } else { _current0.Next(); _current1.Next(); _current2.Next(); _current3.Next(); _current4.Next(); _current5.Next(); _current6.Next(); _current7.Next(); _current8.Next(); _current9.Next(); _current10.Next(); _current11.Next(); _current12.Next(); _current13.Next(); _current14.Next(); } return true; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10, T11, T12, T13, T14> GetEnumerator() => this; } [SkipLocalsInit] public unsafe ref struct Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10, T11, T12, T13, T14, T15> : IData<Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10, T11, T12, T13, T14, T15>> where T0 : struct where T1 : struct where T2 : struct where T3 : struct where T4 : struct where T5 : struct where T6 : struct where T7 : struct where T8 : struct where T9 : struct where T10 : struct where T11 : struct where T12 : struct where T13 : struct where T14 : struct where T15 : struct { private QueryIterator _iterator; private int _index, _count; private ReadOnlySpan<EntityView> _entities; private DataRow<T0> _current0; private DataRow<T1> _current1; private DataRow<T2> _current2; private DataRow<T3> _current3; private DataRow<T4> _current4; private DataRow<T5> _current5; private DataRow<T6> _current6; private DataRow<T7> _current7; private DataRow<T8> _current8; private DataRow<T9> _current9; private DataRow<T10> _current10; private DataRow<T11> _current11; private DataRow<T12> _current12; private DataRow<T13> _current13; private DataRow<T14> _current14; private DataRow<T15> _current15; [MethodImpl(MethodImplOptions.AggressiveInlining)] internal Data(QueryIterator queryIterator) { _iterator = queryIterator; _index = -1; _count = -1; } public static void Build(QueryBuilder builder) { builder.With<T0>(); builder.With<T1>(); builder.With<T2>(); builder.With<T3>(); builder.With<T4>(); builder.With<T5>(); builder.With<T6>(); builder.With<T7>(); builder.With<T8>(); builder.With<T9>(); builder.With<T10>(); builder.With<T11>(); builder.With<T12>(); builder.With<T13>(); builder.With<T14>(); builder.With<T15>(); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10, T11, T12, T13, T14, T15> CreateIterator(QueryIterator iterator) => new Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10, T11, T12, T13, T14, T15>(iterator); [System.Diagnostics.CodeAnalysis.UnscopedRef] public ref Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10, T11, T12, T13, T14, T15> Current { [MethodImpl(MethodImplOptions.AggressiveInlining)] get => ref this; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly void Deconstruct(out Ptr<T0> ptr0, out Ptr<T1> ptr1, out Ptr<T2> ptr2, out Ptr<T3> ptr3, out Ptr<T4> ptr4, out Ptr<T5> ptr5, out Ptr<T6> ptr6, out Ptr<T7> ptr7, out Ptr<T8> ptr8, out Ptr<T9> ptr9, out Ptr<T10> ptr10, out Ptr<T11> ptr11, out Ptr<T12> ptr12, out Ptr<T13> ptr13, out Ptr<T14> ptr14, out Ptr<T15> ptr15) { ptr0 = _current0.Value; ptr1 = _current1.Value; ptr2 = _current2.Value; ptr3 = _current3.Value; ptr4 = _current4.Value; ptr5 = _current5.Value; ptr6 = _current6.Value; ptr7 = _current7.Value; ptr8 = _current8.Value; ptr9 = _current9.Value; ptr10 = _current10.Value; ptr11 = _current11.Value; ptr12 = _current12.Value; ptr13 = _current13.Value; ptr14 = _current14.Value; ptr15 = _current15.Value; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly void Deconstruct(out PtrRO<EntityView> entity, out Ptr<T0> ptr0, out Ptr<T1> ptr1, out Ptr<T2> ptr2, out Ptr<T3> ptr3, out Ptr<T4> ptr4, out Ptr<T5> ptr5, out Ptr<T6> ptr6, out Ptr<T7> ptr7, out Ptr<T8> ptr8, out Ptr<T9> ptr9, out Ptr<T10> ptr10, out Ptr<T11> ptr11, out Ptr<T12> ptr12, out Ptr<T13> ptr13, out Ptr<T14> ptr14, out Ptr<T15> ptr15) { entity = new (in _entities[_index]); ptr0 = _current0.Value; ptr1 = _current1.Value; ptr2 = _current2.Value; ptr3 = _current3.Value; ptr4 = _current4.Value; ptr5 = _current5.Value; ptr6 = _current6.Value; ptr7 = _current7.Value; ptr8 = _current8.Value; ptr9 = _current9.Value; ptr10 = _current10.Value; ptr11 = _current11.Value; ptr12 = _current12.Value; ptr13 = _current13.Value; ptr14 = _current14.Value; ptr15 = _current15.Value; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool MoveNext() { if (++_index >= _count) { if (!_iterator.Next()) return false; _current0 = _iterator.GetColumn<T0>(0); _current1 = _iterator.GetColumn<T1>(1); _current2 = _iterator.GetColumn<T2>(2); _current3 = _iterator.GetColumn<T3>(3); _current4 = _iterator.GetColumn<T4>(4); _current5 = _iterator.GetColumn<T5>(5); _current6 = _iterator.GetColumn<T6>(6); _current7 = _iterator.GetColumn<T7>(7); _current8 = _iterator.GetColumn<T8>(8); _current9 = _iterator.GetColumn<T9>(9); _current10 = _iterator.GetColumn<T10>(10); _current11 = _iterator.GetColumn<T11>(11); _current12 = _iterator.GetColumn<T12>(12); _current13 = _iterator.GetColumn<T13>(13); _current14 = _iterator.GetColumn<T14>(14); _current15 = _iterator.GetColumn<T15>(15); _entities = _iterator.Entities(); _index = 0; _count = _iterator.Count; } else { _current0.Next(); _current1.Next(); _current2.Next(); _current3.Next(); _current4.Next(); _current5.Next(); _current6.Next(); _current7.Next(); _current8.Next(); _current9.Next(); _current10.Next(); _current11.Next(); _current12.Next(); _current13.Next(); _current14.Next(); _current15.Next(); } return true; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly Data<T0, T1, T2, T3, T4, T5, T6, T7, T8, T9, T10, T11, T12, T13, T14, T15> GetEnumerator() => this; } #endif } #pragma warning restore 1591
411
0.732982
1
0.732982
game-dev
MEDIA
0.170033
game-dev
0.958537
1
0.958537
ErikOverflow/SimpleIncremental
1,317
Simple Incremental/Assets/Scripts/Editors/EditorEnemyStatsSystem.cs
using UnityEditor; using UnityEngine; #if UNITY_EDITOR [CustomEditor(typeof(EnemyStatsSystem))] public class EnemyStatsSystemEditor : Editor { EnemyStatsSystem myStatSystem; public override void OnInspectorGUI() //This is all just a fancy way to make a button to trigger "Recalculate" { DrawDefaultInspector(); myStatSystem = (EnemyStatsSystem)target; GUILayout.BeginVertical(); GUILayout.BeginHorizontal(); GUILayout.FlexibleSpace(); if (GUILayout.Button("Recalculate Stats", GUILayout.MaxWidth(200), GUILayout.Height(50))) { Recalculate(); } GUILayout.FlexibleSpace(); GUILayout.EndHorizontal(); GUILayout.EndVertical(); } //This is for initializing values in the editor only. ApplyAugments will be triggered during build by a GameEventListener listening for any type of stat changes public void Recalculate() { myStatSystem.Awake(); EnemyHook enemyHook = myStatSystem.GetComponent<EnemyHook>(); enemyHook.Awake(); StatAugment[] statAugments = myStatSystem.GetComponentsInChildren<StatAugment>(); foreach (StatAugment augment in statAugments) { augment.Awake(); } myStatSystem.ApplyAugments(); } } #endif
411
0.679429
1
0.679429
game-dev
MEDIA
0.916689
game-dev
0.889652
1
0.889652
PixieCatSupreme/AnodyneSharp
5,929
AnodyneSharp/AnodyneSharp.Shared/States/MainMenu/MainMenuState.cs
using AnodyneSharp.Dialogue; using AnodyneSharp.Input; using AnodyneSharp.Registry; using AnodyneSharp.Sounds; using AnodyneSharp.States.MenuSubstates; using AnodyneSharp.States.MenuSubstates.MainMenu; using AnodyneSharp.UI; using AnodyneSharp.UI.PauseMenu; using Microsoft.Xna.Framework; using RSG; using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace AnodyneSharp.States.MainMenu { public class MainMenuState : State { private static int _state = 0; List<(UILabel label, Func<Substate> create)> substates; private UILabel _inputLabel; private MenuSelector _selector; private int _lastState = _state; private bool _inSubstate; private Substate _substate; private float xOffset; public MainMenuState() { _selector = new MenuSelector(); _selector.Play("enabledRight"); UpdateEntities = false; SetLabels(); StateChanged(); } public override void Update() { base.Update(); if (GlobalState.RefreshLabels) { GlobalState.RefreshLabels = false; SetLabels(); } if (KeyInput.ControllerModeChanged) { _inputLabel.SetText($"{DialogueManager.GetDialogue("misc", "any", "secrets", 14)} {DialogueManager.GetDialogue("misc", "any", "secrets", 15)}"); } _selector.Update(); _selector.PostUpdate(); _substate.Update(); if (!_inSubstate && KeyInput.JustPressedRebindableKey(KeyFunctions.Cancel)) { SoundManager.PlayPitchedSoundEffect("pause_sound", -0.1f); GlobalState.GameState.SetState<TitleState>(); } else if (!_inSubstate) { BrowseInput(); } else { _substate.HandleInput(); if (_substate.Exit) { _inSubstate = false; _substate.Exit = false; _selector.Play("enabledRight"); } } if (_lastState != _state) { StateChanged(); } } public override void DrawUI() { base.DrawUI(); _selector.Draw(); foreach (var (label, _) in substates) { label.Draw(); } _inputLabel.Draw(); _substate.DrawUI(); } private void BrowseInput() { if (KeyInput.JustPressedRebindableKey(KeyFunctions.Accept) || KeyInput.JustPressedRebindableKey(KeyFunctions.Right)) { SoundManager.PlaySoundEffect("menu_select"); _inSubstate = true; _selector.Play("disabledRight"); _substate.GetControl(); } else if (KeyInput.JustPressedRebindableKey(KeyFunctions.Up)) { if (_state == 0) { SoundManager.PlaySoundEffect("menu_move"); return; } SoundManager.PlaySoundEffect("menu_move"); _state--; } else if (KeyInput.JustPressedRebindableKey(KeyFunctions.Down)) { if (_state == substates.Count-1) { SoundManager.PlaySoundEffect("menu_move"); return; } SoundManager.PlaySoundEffect("menu_move"); _state++; } } private void StateChanged() { _lastState = _state; _selector.Position = new Vector2(2 + xOffset, 34 + _state * 16); _substate = substates[_state].create(); } private void SetLabels() { xOffset = GlobalState.CurrentLanguage switch { Language.ES => -2, Language.IT => -2, Language.PT_BR => -2, _ => 0, }; float x = 10f + xOffset; float startY = GameConstants.HEADER_HEIGHT - GameConstants.LineOffset + 11 + (GlobalState.CurrentLanguage == Language.ZH_CN ? 1 : 0); float yStep = (GameConstants.FONT_LINE_HEIGHT - GameConstants.LineOffset) * 2; Color color = new Color(116, 140, 144); substates = GetLabels().Select((state, index) => (new UILabel(new(x, startY + yStep * index), false, state.name, color), state.create)).ToList(); Vector2 inputPos = Vector2.Zero; if (GlobalState.CurrentLanguage == Language.ZH_CN) { inputPos = new Vector2(2, 168 - GameConstants.LineOffset + 1); } else { inputPos = new Vector2(2, 168); if (GlobalState.CurrentLanguage == Language.KR) { inputPos.Y -= 1; } } _inputLabel = new UILabel(inputPos, false, $"{DialogueManager.GetDialogue("misc", "any", "secrets", 14)} {DialogueManager.GetDialogue("misc", "any", "secrets", 15)}", color); } private List<(string name, Func<Substate> create)> GetLabels() { List<(string name, Func<Substate> create)> ret = new() { ("1", () => new FileSubstate(0)), ("2", () => new FileSubstate(1)), ("3", () => new FileSubstate(2)), (DialogueManager.GetDialogue("misc", "any", "config", 0), () => new ConfigSubstate(true)), }; Modding.ModLoader.mods.ForEach(mod => mod.ChangeMainMenu(ref ret)); return ret; } } }
411
0.829455
1
0.829455
game-dev
MEDIA
0.797179
game-dev,desktop-app
0.887724
1
0.887724
11011010/BFA-Frankenstein-Core
7,626
src/server/scripts/Northrend/Naxxramas/boss_razuvious.cpp
/* * Copyright (C) 2020 BfaCore * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 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 General Public License for * more details. * * You should have received a copy of the GNU General Public License along * with this program. If not, see <http://www.gnu.org/licenses/>. */ #include "ScriptMgr.h" #include "InstanceScript.h" #include "MotionMaster.h" #include "naxxramas.h" #include "ObjectAccessor.h" #include "ScriptedCreature.h" #include "SpellInfo.h" enum Yells { SAY_AGGRO = 0, SAY_SLAY = 1, SAY_TAUNTED = 2, SAY_DEATH = 3 }; enum Spells { SPELL_UNBALANCING_STRIKE = 26613, SPELL_DISRUPTING_SHOUT = 29107, SPELL_JAGGED_KNIFE = 55550, SPELL_HOPELESS = 29125, SPELL_UNDERSTUDY_TAUNT = 29060, SPELL_UNDERSTUDY_BLOOD_STRIKE = 61696, SPELL_FORCE_OBEDIENCE = 55479 }; enum Events { EVENT_ATTACK = 1, EVENT_STRIKE, EVENT_SHOUT, EVENT_KNIFE }; enum SummonGroups { SUMMON_GROUP_10MAN = 1, SUMMON_GROUP_25MAN = 2 }; class boss_razuvious : public CreatureScript { public: boss_razuvious() : CreatureScript("boss_razuvious") { } CreatureAI* GetAI(Creature* creature) const override { return GetNaxxramasAI<boss_razuviousAI>(creature); } struct boss_razuviousAI : public BossAI { boss_razuviousAI(Creature* creature) : BossAI(creature, BOSS_RAZUVIOUS) { } void SummonAdds() { me->SummonCreatureGroup(SUMMON_GROUP_10MAN); if (Is25ManRaid()) me->SummonCreatureGroup(SUMMON_GROUP_25MAN); } void InitializeAI() override { if (!me->isDead()) { Reset(); SummonAdds(); } } void JustReachedHome() override { _JustReachedHome(); SummonAdds(); me->GetMotionMaster()->Initialize(); } void KilledUnit(Unit* victim) override { if (victim->GetTypeId() == TYPEID_PLAYER || (victim->GetTypeId() == TYPEID_UNIT && victim->GetEntry() == NPC_DK_UNDERSTUDY)) Talk(SAY_SLAY); } void SpellHit(Unit* caster, SpellInfo const* spell) override { if (spell->Id == SPELL_UNDERSTUDY_TAUNT) Talk(SAY_TAUNTED, caster); } void JustDied(Unit* /*killer*/) override { for (ObjectGuid summonGuid : summons) if (Creature* summon = ObjectAccessor::GetCreature(*me, summonGuid)) summon->RemoveCharmAuras(); Talk(SAY_DEATH); DoCastAOE(SPELL_HOPELESS, true); events.Reset(); instance->SetBossState(BOSS_RAZUVIOUS, DONE); } void EnterCombat(Unit* /*who*/) override { _EnterCombat(); me->StopMoving(); summons.DoZoneInCombat(); Talk(SAY_AGGRO); events.ScheduleEvent(EVENT_ATTACK, Seconds(7)); events.ScheduleEvent(EVENT_STRIKE, Seconds(21)); events.ScheduleEvent(EVENT_SHOUT, Seconds(16)); events.ScheduleEvent(EVENT_KNIFE, Seconds(10)); } void UpdateAI(uint32 diff) override { if (!UpdateVictim()) return; events.Update(diff); while (uint32 eventId = events.ExecuteEvent()) { switch (eventId) { case EVENT_ATTACK: SetCombatMovement(true); if (Unit* victim = me->GetVictim()) me->GetMotionMaster()->MoveChase(victim); break; case EVENT_STRIKE: DoCastVictim(SPELL_UNBALANCING_STRIKE); events.Repeat(Seconds(6)); return; case EVENT_SHOUT: DoCastAOE(SPELL_DISRUPTING_SHOUT); events.Repeat(Seconds(16)); return; case EVENT_KNIFE: if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 45.0f)) DoCast(target, SPELL_JAGGED_KNIFE); events.Repeat(randtime(Seconds(10), Seconds(15))); return; } } DoMeleeAttackIfReady(); } void Reset() override { SetCombatMovement(false); _Reset(); } }; }; class npc_dk_understudy : public CreatureScript { public: npc_dk_understudy() : CreatureScript("npc_dk_understudy") { } struct npc_dk_understudyAI : public ScriptedAI { npc_dk_understudyAI(Creature* creature) : ScriptedAI(creature), _instance(creature->GetInstanceScript()), bloodStrikeTimer(0) { creature->LoadEquipment(1); } void EnterCombat(Unit* /*who*/) override { me->SetEmoteState(EMOTE_ONESHOT_NONE); if (Creature* razuvious = ObjectAccessor::GetCreature(*me, _instance->GetGuidData(DATA_RAZUVIOUS))) razuvious->AI()->DoZoneInCombat(nullptr, 250.0f); } void JustReachedHome() override { if (_instance->GetBossState(BOSS_RAZUVIOUS) == DONE) me->DespawnOrUnsummon(); else ScriptedAI::JustReachedHome(); } void UpdateAI(uint32 diff) override { if (!me->isPossessedByPlayer() && !UpdateVictim()) return; if (!me->isPossessedByPlayer()) { if (diff < bloodStrikeTimer) bloodStrikeTimer -= diff; else DoCastVictim(SPELL_UNDERSTUDY_BLOOD_STRIKE); } DoMeleeAttackIfReady(); } void OnCharmed(bool apply) override { ScriptedAI::OnCharmed(apply); if (apply) { if (!me->IsInCombat()) EnterCombat(nullptr); me->StopMoving(); me->SetReactState(REACT_PASSIVE); _charmer = me->GetCharmerGUID(); } else { me->SetReactState(REACT_AGGRESSIVE); if (Unit* charmer = ObjectAccessor::GetUnit(*me, _charmer)) me->AddThreat(charmer, 100000.0f); DoZoneInCombat(nullptr, 250.0f); } } private: InstanceScript* const _instance; ObjectGuid _charmer; uint32 bloodStrikeTimer; }; CreatureAI* GetAI(Creature* creature) const override { return GetNaxxramasAI<npc_dk_understudyAI>(creature); } }; void AddSC_boss_razuvious() { new boss_razuvious(); new npc_dk_understudy(); }
411
0.972066
1
0.972066
game-dev
MEDIA
0.987581
game-dev
0.988534
1
0.988534
ansys/pydyna
13,940
src/ansys/dyna/core/keywords/keyword_classes/auto/chemistry_control_pyrptechnic.py
# Copyright (C) 2021 - 2024 ANSYS, Inc. and/or its affiliates. # SPDX-License-Identifier: MIT # # # 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 providing the ChemistryControlPyrptechnic class.""" import typing from ansys.dyna.core.lib.card import Card, Field, Flag from ansys.dyna.core.lib.keyword_base import KeywordBase class ChemistryControlPyrptechnic(KeywordBase): """DYNA CHEMISTRY_CONTROL_PYRPTECHNIC keyword""" keyword = "CHEMISTRY" subkeyword = "CONTROL_PYRPTECHNIC" def __init__(self, **kwargs): """Initialize the ChemistryControlPyrptechnic class.""" super().__init__(**kwargs) self._cards = [ Card( [ Field( "comp1id", int, 0, 10, **kwargs, ), Field( "vol1", float, 10, 10, **kwargs, ), Field( "area1", float, 20, 10, **kwargs, ), Field( "cd1", float, 30, 10, **kwargs, ), Field( "p1", float, 40, 10, **kwargs, ), Field( "t1", float, 50, 10, **kwargs, ), Field( "delp1", float, 60, 10, **kwargs, ), Field( "tflame", float, 70, 10, **kwargs, ), ], ), Card( [ Field( "comp2id", int, 0, 10, **kwargs, ), Field( "vol2", float, 10, 10, **kwargs, ), Field( "area2", float, 20, 10, **kwargs, ), Field( "cd2", float, 30, 10, **kwargs, ), Field( "p2", float, 40, 10, **kwargs, ), Field( "t2", float, 50, 10, **kwargs, ), Field( "delp2", float, 60, 10, **kwargs, ), Field( "truntime", float, 70, 10, **kwargs, ), ], ), Card( [ Field( "comp3id", int, 0, 10, **kwargs, ), Field( "vol3", float, 10, 10, **kwargs, ), Field( "p3", float, 20, 10, **kwargs, ), Field( "t3", float, 30, 10, **kwargs, ), Field( "ptime", float, 40, 10, **kwargs, ), ], ), Card( [ Field( "file", str, 0, 80, **kwargs, ), ], ), ] @property def comp1id(self) -> typing.Optional[int]: """Get or set the Chemical composition identifier of composition to use in the chamber """ # nopep8 return self._cards[0].get_value("comp1id") @comp1id.setter def comp1id(self, value: int) -> None: """Set the comp1id property.""" self._cards[0].set_value("comp1id", value) @property def vol1(self) -> typing.Optional[float]: """Get or set the Volume of the chamber. """ # nopep8 return self._cards[0].get_value("vol1") @vol1.setter def vol1(self, value: float) -> None: """Set the vol1 property.""" self._cards[0].set_value("vol1", value) @property def area1(self) -> typing.Optional[float]: """Get or set the Area of the chamber """ # nopep8 return self._cards[0].get_value("area1") @area1.setter def area1(self, value: float) -> None: """Set the area1 property.""" self._cards[0].set_value("area1", value) @property def cd1(self) -> typing.Optional[float]: """Get or set the Discharge coefficient of the chamber """ # nopep8 return self._cards[0].get_value("cd1") @cd1.setter def cd1(self, value: float) -> None: """Set the cd1 property.""" self._cards[0].set_value("cd1", value) @property def p1(self) -> typing.Optional[float]: """Get or set the Pressure in the chamber """ # nopep8 return self._cards[0].get_value("p1") @p1.setter def p1(self, value: float) -> None: """Set the p1 property.""" self._cards[0].set_value("p1", value) @property def t1(self) -> typing.Optional[float]: """Get or set the Temperature in the chamber """ # nopep8 return self._cards[0].get_value("t1") @t1.setter def t1(self, value: float) -> None: """Set the t1 property.""" self._cards[0].set_value("t1", value) @property def delp1(self) -> typing.Optional[float]: """Get or set the Rupture pressure in the chamber """ # nopep8 return self._cards[0].get_value("delp1") @delp1.setter def delp1(self, value: float) -> None: """Set the delp1 property.""" self._cards[0].set_value("delp1", value) @property def tflame(self) -> typing.Optional[float]: """Get or set the Adiabatic flame temperature. """ # nopep8 return self._cards[0].get_value("tflame") @tflame.setter def tflame(self, value: float) -> None: """Set the tflame property.""" self._cards[0].set_value("tflame", value) @property def comp2id(self) -> typing.Optional[int]: """Get or set the Chemical composition identifier of composition to use in the plenum """ # nopep8 return self._cards[1].get_value("comp2id") @comp2id.setter def comp2id(self, value: int) -> None: """Set the comp2id property.""" self._cards[1].set_value("comp2id", value) @property def vol2(self) -> typing.Optional[float]: """Get or set the Volume of the plenum """ # nopep8 return self._cards[1].get_value("vol2") @vol2.setter def vol2(self, value: float) -> None: """Set the vol2 property.""" self._cards[1].set_value("vol2", value) @property def area2(self) -> typing.Optional[float]: """Get or set the Area of the plenum """ # nopep8 return self._cards[1].get_value("area2") @area2.setter def area2(self, value: float) -> None: """Set the area2 property.""" self._cards[1].set_value("area2", value) @property def cd2(self) -> typing.Optional[float]: """Get or set the Discharge coefficient of the plenum """ # nopep8 return self._cards[1].get_value("cd2") @cd2.setter def cd2(self, value: float) -> None: """Set the cd2 property.""" self._cards[1].set_value("cd2", value) @property def p2(self) -> typing.Optional[float]: """Get or set the Pressure in the plenum """ # nopep8 return self._cards[1].get_value("p2") @p2.setter def p2(self, value: float) -> None: """Set the p2 property.""" self._cards[1].set_value("p2", value) @property def t2(self) -> typing.Optional[float]: """Get or set the Temperature in the plenum """ # nopep8 return self._cards[1].get_value("t2") @t2.setter def t2(self, value: float) -> None: """Set the t2 property.""" self._cards[1].set_value("t2", value) @property def delp2(self) -> typing.Optional[float]: """Get or set the Rupture pressure in the plenum """ # nopep8 return self._cards[1].get_value("delp2") @delp2.setter def delp2(self, value: float) -> None: """Set the delp2 property.""" self._cards[1].set_value("delp2", value) @property def truntime(self) -> typing.Optional[float]: """Get or set the Total run time """ # nopep8 return self._cards[1].get_value("truntime") @truntime.setter def truntime(self, value: float) -> None: """Set the truntime property.""" self._cards[1].set_value("truntime", value) @property def comp3id(self) -> typing.Optional[int]: """Get or set the Chemical composition identifier of composition to use in the airbag """ # nopep8 return self._cards[2].get_value("comp3id") @comp3id.setter def comp3id(self, value: int) -> None: """Set the comp3id property.""" self._cards[2].set_value("comp3id", value) @property def vol3(self) -> typing.Optional[float]: """Get or set the Volume of the airbag """ # nopep8 return self._cards[2].get_value("vol3") @vol3.setter def vol3(self, value: float) -> None: """Set the vol3 property.""" self._cards[2].set_value("vol3", value) @property def p3(self) -> typing.Optional[float]: """Get or set the Pressure in the airbag """ # nopep8 return self._cards[2].get_value("p3") @p3.setter def p3(self, value: float) -> None: """Set the p3 property.""" self._cards[2].set_value("p3", value) @property def t3(self) -> typing.Optional[float]: """Get or set the Temperature in the airbag. """ # nopep8 return self._cards[2].get_value("t3") @t3.setter def t3(self, value: float) -> None: """Set the t3 property.""" self._cards[2].set_value("t3", value) @property def ptime(self) -> typing.Optional[float]: """Get or set the Time interval for output of time history data to FILE. """ # nopep8 return self._cards[2].get_value("ptime") @ptime.setter def ptime(self, value: float) -> None: """Set the ptime property.""" self._cards[2].set_value("ptime", value) @property def file(self) -> typing.Optional[str]: """Get or set the Name of the lsda file in which to write the results of the inflator simulation.Two load curves are written out to this file: mass flow rate and total temperature as a function of time. """ # nopep8 return self._cards[3].get_value("file") @file.setter def file(self, value: str) -> None: """Set the file property.""" self._cards[3].set_value("file", value)
411
0.565443
1
0.565443
game-dev
MEDIA
0.2623
game-dev
0.934961
1
0.934961
Unity-Technologies/com.unity.formats.fbx
2,576
com.unity.formats.fbx/Tests/FbxTests/ExportPerformanceTest.cs
using UnityEngine; using NUnit.Framework; using System.Diagnostics; using UnityEditor.Formats.Fbx.Exporter; namespace FbxExporter.UnitTests { public class ExportPerformanceTest : ExporterTestBase { private const int NumMeshesToCombine = 15; // Export should not take longer than this, otherwise test fails private const long PerformanceThresholdMilliseconds = 30000; private Stopwatch m_stopwatch; private GameObject m_toExport; [SetUp] public override void Init() { base.Init(); m_stopwatch = new Stopwatch(); m_toExport = CreateGameObjectToExport(); } [TearDown] public override void Term() { base.Term(); GameObject.DestroyImmediate(m_toExport); } /// <summary> /// Creates a GameObject containing a very large mesh to export. /// </summary> /// <returns>The game object to export.</returns> private GameObject CreateGameObjectToExport() { CombineInstance[] combine = new CombineInstance[NumMeshesToCombine]; GameObject spheres = GameObject.CreatePrimitive(PrimitiveType.Sphere); Transform sphereTransform = spheres.transform; MeshFilter sphereMeshFilter = spheres.GetComponent<MeshFilter>(); Assert.IsNotNull(sphereMeshFilter); for (int i = 0; i < NumMeshesToCombine; i++) { combine[i].mesh = sphereMeshFilter.sharedMesh; sphereTransform.position = new Vector3(i, i, i); combine[i].transform = sphereTransform.localToWorldMatrix; } sphereMeshFilter.sharedMesh = new Mesh(); sphereMeshFilter.sharedMesh.name = "Spheres Mesh"; sphereMeshFilter.sharedMesh.CombineMeshes(combine); return spheres; } [Test] public void TestPerformance() { Assert.IsNotNull(m_toExport); var filename = GetRandomFbxFilePath(); UnityEngine.Debug.unityLogger.logEnabled = false; m_stopwatch.Reset(); m_stopwatch.Start(); var fbxFileName = ModelExporter.ExportObjects(filename, new Object[] {m_toExport}) as string; m_stopwatch.Stop(); UnityEngine.Debug.unityLogger.logEnabled = true; Assert.IsNotNull(fbxFileName); Assert.LessOrEqual(m_stopwatch.ElapsedMilliseconds, PerformanceThresholdMilliseconds); } } }
411
0.750119
1
0.750119
game-dev
MEDIA
0.775109
game-dev,graphics-rendering
0.875272
1
0.875272
Pathoschild/SMAPI
6,737
src/SMAPI/Framework/Events/ManagedEvent.cs
using System; using System.Collections.Generic; using System.Linq; using System.Reflection; using StardewModdingAPI.Events; using StardewModdingAPI.Internal; namespace StardewModdingAPI.Framework.Events; /// <summary>An event wrapper which intercepts and logs errors in handler code.</summary> /// <typeparam name="TEventArgs">The event arguments type.</typeparam> internal class ManagedEvent<TEventArgs> : IManagedEvent { /********* ** Fields *********/ /// <summary>The mod registry with which to identify mods.</summary> protected readonly ModRegistry ModRegistry; /// <summary>The underlying event handlers.</summary> private readonly List<ManagedEventHandler<TEventArgs>> Handlers = []; /// <summary>A cached snapshot of the <see cref="Handlers"/> sorted by event priority, or <c>null</c> to rebuild it next raise.</summary> private ManagedEventHandler<TEventArgs>[]? CachedHandlers = []; /// <summary>The total number of event handlers registered for this events, regardless of whether they're still registered.</summary> private int RegistrationIndex; /// <summary>Whether handlers were removed since the last raise.</summary> private bool HasRemovedHandlers; /// <summary>Whether any of the handlers have a custom priority.</summary> private bool HasPriorities; /********* ** Accessors *********/ /// <inheritdoc /> public string EventName { get; } /// <inheritdoc /> public bool HasListeners { get; private set; } /********* ** Public methods *********/ /// <summary>Construct an instance.</summary> /// <param name="eventName">A human-readable name for the event.</param> /// <param name="modRegistry">The mod registry with which to identify mods.</param> public ManagedEvent(string eventName, ModRegistry modRegistry) { this.EventName = eventName; this.ModRegistry = modRegistry; } /// <summary>Add an event handler.</summary> /// <param name="handler">The event handler.</param> /// <param name="mod">The mod which added the event handler.</param> public void Add(EventHandler<TEventArgs> handler, IModMetadata mod) { lock (this.Handlers) { EventPriority priority = handler.Method.GetCustomAttribute<EventPriorityAttribute>()?.Priority ?? EventPriority.Normal; var managedHandler = new ManagedEventHandler<TEventArgs>(handler, this.RegistrationIndex++, priority, mod); this.Handlers.Add(managedHandler); this.CachedHandlers = null; this.HasListeners = true; this.HasPriorities |= priority != EventPriority.Normal; } } /// <summary>Remove an event handler.</summary> /// <param name="handler">The event handler.</param> public void Remove(EventHandler<TEventArgs> handler) { lock (this.Handlers) { // match C# events: if a handler is listed multiple times, remove the last one added for (int i = this.Handlers.Count - 1; i >= 0; i--) { if (this.Handlers[i].Handler != handler) continue; this.Handlers.RemoveAt(i); this.CachedHandlers = null; this.HasListeners = this.Handlers.Count != 0; this.HasRemovedHandlers = true; break; } } } /// <summary>Raise the event and notify all handlers.</summary> /// <param name="args">The event arguments to pass.</param> public void Raise(TEventArgs args) { // skip if no handlers if (this.Handlers.Count == 0) return; // raise event foreach (ManagedEventHandler<TEventArgs> handler in this.GetHandlers()) { Context.HeuristicModsRunningCode.Push(handler.SourceMod); try { handler.Handler(null, args); } catch (Exception ex) { this.LogError(handler, ex); } finally { Context.HeuristicModsRunningCode.TryPop(out _); } } } /// <summary>Raise the event and notify all handlers.</summary> /// <param name="invoke">Invoke an event handler. This receives the mod which registered the handler, and should invoke the callback with the event arguments to pass it.</param> public void Raise(Action<IModMetadata, Action<TEventArgs>> invoke) { // skip if no handlers if (this.Handlers.Count == 0) return; // raise event foreach (ManagedEventHandler<TEventArgs> handler in this.GetHandlers()) { Context.HeuristicModsRunningCode.Push(handler.SourceMod); try { invoke(handler.SourceMod, args => handler.Handler(null, args)); } catch (Exception ex) { this.LogError(handler, ex); } finally { Context.HeuristicModsRunningCode.TryPop(out _); } } } /********* ** Private methods *********/ /// <summary>Log an exception from an event handler.</summary> /// <param name="handler">The event handler instance.</param> /// <param name="ex">The exception that was raised.</param> private void LogError(ManagedEventHandler<TEventArgs> handler, Exception ex) { handler.SourceMod.LogAsMod($"This mod failed in the {this.EventName} event. Technical details: \n{ex.GetLogSummary()}", LogLevel.Error); } /// <summary>Get cached copy of the sorted handlers to invoke.</summary> /// <remarks>This returns the handlers sorted by priority, and allows iterating the list even if a mod adds/removes handlers while handling it. This is debounced when requested to avoid repeatedly sorting when handlers are added/removed.</remarks> private ManagedEventHandler<TEventArgs>[] GetHandlers() { ManagedEventHandler<TEventArgs>[]? handlers = this.CachedHandlers; if (handlers == null) { lock (this.Handlers) { // recheck priorities if (this.HasRemovedHandlers) this.HasPriorities = this.Handlers.Any(p => p.Priority != EventPriority.Normal); // sort by priority if needed if (this.HasPriorities) this.Handlers.Sort(); // update cache this.CachedHandlers = handlers = this.Handlers.ToArray(); this.HasRemovedHandlers = false; } } return handlers; } }
411
0.898118
1
0.898118
game-dev
MEDIA
0.167762
game-dev
0.86731
1
0.86731
Deadrik/TFC2
2,924
src/Common/com/bioxx/tfc2/blocks/BlockThatch.java
package com.bioxx.tfc2.blocks; import net.minecraft.block.Block; import net.minecraft.block.SoundType; import net.minecraft.block.material.Material; import net.minecraft.block.state.IBlockState; import net.minecraft.entity.Entity; import net.minecraft.entity.item.EntityItem; import net.minecraft.item.ItemStack; import net.minecraft.util.EnumFacing; import net.minecraft.util.math.AxisAlignedBB; import net.minecraft.util.math.BlockPos; import net.minecraft.world.IBlockAccess; import net.minecraft.world.World; import com.bioxx.tfc2.TFCItems; import com.bioxx.tfc2.blocks.terrain.BlockCollapsible; import com.bioxx.tfc2.core.TFCTabs; public class BlockThatch extends BlockCollapsible { public BlockThatch() { super(Material.GRASS, null); this.setCreativeTab(TFCTabs.TFCBuilding); this.setSoundType(SoundType.PLANT); this.lightOpacity = 255; } /******************************************************************************* * 1. Content *******************************************************************************/ @Override public int getNaturalSupportRange(IBlockAccess world, BlockPos pos,IBlockState myState) { return 6; } @Override public void createFallingEntity(World world, BlockPos pos, IBlockState state) { world.setBlockToAir(pos); EntityItem ei = new EntityItem(world, pos.getX()+0.5, pos.getY(), pos.getZ()+0.5, new ItemStack(TFCItems.Straw, 1+world.rand.nextInt(3))); world.spawnEntity(ei); } @Override public void neighborChanged(IBlockState state, World world, BlockPos pos, Block blockIn, BlockPos fromPos) { if(!world.isRemote && pos.up().equals(fromPos) && world.isAirBlock(pos.down())) { if(world.getBlockState(fromPos).getBlock() instanceof BlockGravity) world.destroyBlock(pos, true); } } @Override public void onEntityCollidedWithBlock(World worldIn, BlockPos pos, IBlockState state, Entity entityIn) { entityIn.motionX *= 0.1D; entityIn.motionZ *= 0.1D; } @Override public boolean isSideSolid(IBlockState base_state, IBlockAccess world, BlockPos pos, EnumFacing side) { if(side == EnumFacing.UP || side == EnumFacing.DOWN) return false; return true; } @Override public boolean isPassable(IBlockAccess worldIn, BlockPos pos) { return true; } /******************************************************************************* * 2. Rendering *******************************************************************************/ /******************************************************************************* * 3. Blockstate *******************************************************************************/ @Override public AxisAlignedBB getCollisionBoundingBox(IBlockState blockState, IBlockAccess worldIn, BlockPos pos) { return null; } @Override public boolean isOpaqueCube(IBlockState state) { return false; } @Override public boolean isFullCube(IBlockState state) { return false; } }
411
0.685493
1
0.685493
game-dev
MEDIA
0.998946
game-dev
0.538207
1
0.538207
CalamityTeam/CalamityModPublic
2,209
Items/Weapons/Ranged/SandstormGun.cs
using CalamityMod.Items.Materials; using CalamityMod.Projectiles.Ranged; using Microsoft.Xna.Framework; using Terraria; using Terraria.DataStructures; using Terraria.ID; using Terraria.ModLoader; namespace CalamityMod.Items.Weapons.Ranged { public class SandstormGun : ModItem, ILocalizedModType { public new string LocalizationCategory => "Items.Weapons.Ranged"; public override void SetDefaults() { Item.width = 62; Item.height = 26; Item.damage = 80; Item.DamageType = DamageClass.Ranged; Item.useTime = 15; Item.useAnimation = 15; Item.useStyle = ItemUseStyleID.Shoot; Item.noMelee = true; Item.knockBack = 5f; Item.value = CalamityGlobalItem.RarityLimeBuyPrice; Item.rare = ItemRarityID.Lime; Item.UseSound = SoundID.Item11; Item.autoReuse = true; Item.shootSpeed = 12f; Item.shoot = ModContent.ProjectileType<SandstormBullet>(); Item.useAmmo = AmmoID.Sand; Item.Calamity().canFirePointBlankShots = true; } public override Vector2? HoldoutOffset() { return new Vector2(-10, 0); } public override bool CanConsumeAmmo(Item ammo, Player player) { if (Main.rand.Next(0, 100) < 50) return false; return true; } public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback) { Projectile.NewProjectile(source, position.X, position.Y, velocity.X, velocity.Y, ModContent.ProjectileType<SandstormBullet>(), damage, knockback, player.whoAmI); return false; } public override void AddRecipes() { CreateRecipe(). AddIngredient(ItemID.Sandgun). AddIngredient<GrandScale>(). AddIngredient(ItemID.Amber, 5). AddIngredient(ItemID.SandBlock, 50). AddTile(TileID.MythrilAnvil). Register(); } } }
411
0.945656
1
0.945656
game-dev
MEDIA
0.992363
game-dev
0.887735
1
0.887735
mauge123/mechanical-blender
12,420
extern/bullet2/src/BulletCollision/CollisionShapes/btOptimizedBvh.cpp
/* Bullet Continuous Collision Detection and Physics Library Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ #include "btOptimizedBvh.h" #include "btStridingMeshInterface.h" #include "LinearMath/btAabbUtil2.h" #include "LinearMath/btIDebugDraw.h" btOptimizedBvh::btOptimizedBvh() { } btOptimizedBvh::~btOptimizedBvh() { } void btOptimizedBvh::build(btStridingMeshInterface* triangles, bool useQuantizedAabbCompression, const btVector3& bvhAabbMin, const btVector3& bvhAabbMax) { m_useQuantization = useQuantizedAabbCompression; // NodeArray triangleNodes; struct NodeTriangleCallback : public btInternalTriangleIndexCallback { NodeArray& m_triangleNodes; NodeTriangleCallback& operator=(NodeTriangleCallback& other) { m_triangleNodes.copyFromArray(other.m_triangleNodes); return *this; } NodeTriangleCallback(NodeArray& triangleNodes) :m_triangleNodes(triangleNodes) { } virtual void internalProcessTriangleIndex(btVector3* triangle,int partId,int triangleIndex) { btOptimizedBvhNode node; btVector3 aabbMin,aabbMax; aabbMin.setValue(btScalar(BT_LARGE_FLOAT),btScalar(BT_LARGE_FLOAT),btScalar(BT_LARGE_FLOAT)); aabbMax.setValue(btScalar(-BT_LARGE_FLOAT),btScalar(-BT_LARGE_FLOAT),btScalar(-BT_LARGE_FLOAT)); aabbMin.setMin(triangle[0]); aabbMax.setMax(triangle[0]); aabbMin.setMin(triangle[1]); aabbMax.setMax(triangle[1]); aabbMin.setMin(triangle[2]); aabbMax.setMax(triangle[2]); //with quantization? node.m_aabbMinOrg = aabbMin; node.m_aabbMaxOrg = aabbMax; node.m_escapeIndex = -1; //for child nodes node.m_subPart = partId; node.m_triangleIndex = triangleIndex; m_triangleNodes.push_back(node); } }; struct QuantizedNodeTriangleCallback : public btInternalTriangleIndexCallback { QuantizedNodeArray& m_triangleNodes; const btQuantizedBvh* m_optimizedTree; // for quantization QuantizedNodeTriangleCallback& operator=(QuantizedNodeTriangleCallback& other) { m_triangleNodes.copyFromArray(other.m_triangleNodes); m_optimizedTree = other.m_optimizedTree; return *this; } QuantizedNodeTriangleCallback(QuantizedNodeArray& triangleNodes,const btQuantizedBvh* tree) :m_triangleNodes(triangleNodes),m_optimizedTree(tree) { } virtual void internalProcessTriangleIndex(btVector3* triangle,int partId,int triangleIndex) { // The partId and triangle index must fit in the same (positive) integer btAssert(partId < (1<<MAX_NUM_PARTS_IN_BITS)); btAssert(triangleIndex < (1<<(31-MAX_NUM_PARTS_IN_BITS))); //negative indices are reserved for escapeIndex btAssert(triangleIndex>=0); btQuantizedBvhNode node; btVector3 aabbMin,aabbMax; aabbMin.setValue(btScalar(BT_LARGE_FLOAT),btScalar(BT_LARGE_FLOAT),btScalar(BT_LARGE_FLOAT)); aabbMax.setValue(btScalar(-BT_LARGE_FLOAT),btScalar(-BT_LARGE_FLOAT),btScalar(-BT_LARGE_FLOAT)); aabbMin.setMin(triangle[0]); aabbMax.setMax(triangle[0]); aabbMin.setMin(triangle[1]); aabbMax.setMax(triangle[1]); aabbMin.setMin(triangle[2]); aabbMax.setMax(triangle[2]); //PCK: add these checks for zero dimensions of aabb const btScalar MIN_AABB_DIMENSION = btScalar(0.002); const btScalar MIN_AABB_HALF_DIMENSION = btScalar(0.001); if (aabbMax.x() - aabbMin.x() < MIN_AABB_DIMENSION) { aabbMax.setX(aabbMax.x() + MIN_AABB_HALF_DIMENSION); aabbMin.setX(aabbMin.x() - MIN_AABB_HALF_DIMENSION); } if (aabbMax.y() - aabbMin.y() < MIN_AABB_DIMENSION) { aabbMax.setY(aabbMax.y() + MIN_AABB_HALF_DIMENSION); aabbMin.setY(aabbMin.y() - MIN_AABB_HALF_DIMENSION); } if (aabbMax.z() - aabbMin.z() < MIN_AABB_DIMENSION) { aabbMax.setZ(aabbMax.z() + MIN_AABB_HALF_DIMENSION); aabbMin.setZ(aabbMin.z() - MIN_AABB_HALF_DIMENSION); } m_optimizedTree->quantize(&node.m_quantizedAabbMin[0],aabbMin,0); m_optimizedTree->quantize(&node.m_quantizedAabbMax[0],aabbMax,1); node.m_escapeIndexOrTriangleIndex = (partId<<(31-MAX_NUM_PARTS_IN_BITS)) | triangleIndex; m_triangleNodes.push_back(node); } }; int numLeafNodes = 0; if (m_useQuantization) { //initialize quantization values setQuantizationValues(bvhAabbMin,bvhAabbMax); QuantizedNodeTriangleCallback callback(m_quantizedLeafNodes,this); triangles->InternalProcessAllTriangles(&callback,m_bvhAabbMin,m_bvhAabbMax); //now we have an array of leafnodes in m_leafNodes numLeafNodes = m_quantizedLeafNodes.size(); m_quantizedContiguousNodes.resize(2*numLeafNodes); } else { NodeTriangleCallback callback(m_leafNodes); btVector3 aabbMin(btScalar(-BT_LARGE_FLOAT),btScalar(-BT_LARGE_FLOAT),btScalar(-BT_LARGE_FLOAT)); btVector3 aabbMax(btScalar(BT_LARGE_FLOAT),btScalar(BT_LARGE_FLOAT),btScalar(BT_LARGE_FLOAT)); triangles->InternalProcessAllTriangles(&callback,aabbMin,aabbMax); //now we have an array of leafnodes in m_leafNodes numLeafNodes = m_leafNodes.size(); m_contiguousNodes.resize(2*numLeafNodes); } m_curNodeIndex = 0; buildTree(0,numLeafNodes); ///if the entire tree is small then subtree size, we need to create a header info for the tree if(m_useQuantization && !m_SubtreeHeaders.size()) { btBvhSubtreeInfo& subtree = m_SubtreeHeaders.expand(); subtree.setAabbFromQuantizeNode(m_quantizedContiguousNodes[0]); subtree.m_rootNodeIndex = 0; subtree.m_subtreeSize = m_quantizedContiguousNodes[0].isLeafNode() ? 1 : m_quantizedContiguousNodes[0].getEscapeIndex(); } //PCK: update the copy of the size m_subtreeHeaderCount = m_SubtreeHeaders.size(); //PCK: clear m_quantizedLeafNodes and m_leafNodes, they are temporary m_quantizedLeafNodes.clear(); m_leafNodes.clear(); } void btOptimizedBvh::refit(btStridingMeshInterface* meshInterface,const btVector3& aabbMin,const btVector3& aabbMax) { if (m_useQuantization) { setQuantizationValues(aabbMin,aabbMax); updateBvhNodes(meshInterface,0,m_curNodeIndex,0); ///now update all subtree headers int i; for (i=0;i<m_SubtreeHeaders.size();i++) { btBvhSubtreeInfo& subtree = m_SubtreeHeaders[i]; subtree.setAabbFromQuantizeNode(m_quantizedContiguousNodes[subtree.m_rootNodeIndex]); } } else { } } void btOptimizedBvh::refitPartial(btStridingMeshInterface* meshInterface,const btVector3& aabbMin,const btVector3& aabbMax) { //incrementally initialize quantization values btAssert(m_useQuantization); btAssert(aabbMin.getX() > m_bvhAabbMin.getX()); btAssert(aabbMin.getY() > m_bvhAabbMin.getY()); btAssert(aabbMin.getZ() > m_bvhAabbMin.getZ()); btAssert(aabbMax.getX() < m_bvhAabbMax.getX()); btAssert(aabbMax.getY() < m_bvhAabbMax.getY()); btAssert(aabbMax.getZ() < m_bvhAabbMax.getZ()); ///we should update all quantization values, using updateBvhNodes(meshInterface); ///but we only update chunks that overlap the given aabb unsigned short quantizedQueryAabbMin[3]; unsigned short quantizedQueryAabbMax[3]; quantize(&quantizedQueryAabbMin[0],aabbMin,0); quantize(&quantizedQueryAabbMax[0],aabbMax,1); int i; for (i=0;i<this->m_SubtreeHeaders.size();i++) { btBvhSubtreeInfo& subtree = m_SubtreeHeaders[i]; //PCK: unsigned instead of bool unsigned overlap = testQuantizedAabbAgainstQuantizedAabb(quantizedQueryAabbMin,quantizedQueryAabbMax,subtree.m_quantizedAabbMin,subtree.m_quantizedAabbMax); if (overlap != 0) { updateBvhNodes(meshInterface,subtree.m_rootNodeIndex,subtree.m_rootNodeIndex+subtree.m_subtreeSize,i); subtree.setAabbFromQuantizeNode(m_quantizedContiguousNodes[subtree.m_rootNodeIndex]); } } } void btOptimizedBvh::updateBvhNodes(btStridingMeshInterface* meshInterface,int firstNode,int endNode,int index) { (void)index; btAssert(m_useQuantization); int curNodeSubPart=-1; //get access info to trianglemesh data const unsigned char *vertexbase = 0; int numverts = 0; PHY_ScalarType type = PHY_INTEGER; int stride = 0; const unsigned char *indexbase = 0; int indexstride = 0; int numfaces = 0; PHY_ScalarType indicestype = PHY_INTEGER; btVector3 triangleVerts[3]; btVector3 aabbMin,aabbMax; const btVector3& meshScaling = meshInterface->getScaling(); int i; for (i=endNode-1;i>=firstNode;i--) { btQuantizedBvhNode& curNode = m_quantizedContiguousNodes[i]; if (curNode.isLeafNode()) { //recalc aabb from triangle data int nodeSubPart = curNode.getPartId(); int nodeTriangleIndex = curNode.getTriangleIndex(); if (nodeSubPart != curNodeSubPart) { if (curNodeSubPart >= 0) meshInterface->unLockReadOnlyVertexBase(curNodeSubPart); meshInterface->getLockedReadOnlyVertexIndexBase(&vertexbase,numverts, type,stride,&indexbase,indexstride,numfaces,indicestype,nodeSubPart); curNodeSubPart = nodeSubPart; btAssert(indicestype==PHY_INTEGER||indicestype==PHY_SHORT); } //triangles->getLockedReadOnlyVertexIndexBase(vertexBase,numVerts, unsigned int* gfxbase = (unsigned int*)(indexbase+nodeTriangleIndex*indexstride); for (int j=2;j>=0;j--) { int graphicsindex = indicestype==PHY_SHORT?((unsigned short*)gfxbase)[j]:gfxbase[j]; if (type == PHY_FLOAT) { float* graphicsbase = (float*)(vertexbase+graphicsindex*stride); triangleVerts[j] = btVector3( graphicsbase[0]*meshScaling.getX(), graphicsbase[1]*meshScaling.getY(), graphicsbase[2]*meshScaling.getZ()); } else { double* graphicsbase = (double*)(vertexbase+graphicsindex*stride); triangleVerts[j] = btVector3( btScalar(graphicsbase[0]*meshScaling.getX()), btScalar(graphicsbase[1]*meshScaling.getY()), btScalar(graphicsbase[2]*meshScaling.getZ())); } } aabbMin.setValue(btScalar(BT_LARGE_FLOAT),btScalar(BT_LARGE_FLOAT),btScalar(BT_LARGE_FLOAT)); aabbMax.setValue(btScalar(-BT_LARGE_FLOAT),btScalar(-BT_LARGE_FLOAT),btScalar(-BT_LARGE_FLOAT)); aabbMin.setMin(triangleVerts[0]); aabbMax.setMax(triangleVerts[0]); aabbMin.setMin(triangleVerts[1]); aabbMax.setMax(triangleVerts[1]); aabbMin.setMin(triangleVerts[2]); aabbMax.setMax(triangleVerts[2]); quantize(&curNode.m_quantizedAabbMin[0],aabbMin,0); quantize(&curNode.m_quantizedAabbMax[0],aabbMax,1); } else { //combine aabb from both children btQuantizedBvhNode* leftChildNode = &m_quantizedContiguousNodes[i+1]; btQuantizedBvhNode* rightChildNode = leftChildNode->isLeafNode() ? &m_quantizedContiguousNodes[i+2] : &m_quantizedContiguousNodes[i+1+leftChildNode->getEscapeIndex()]; { for (int i=0;i<3;i++) { curNode.m_quantizedAabbMin[i] = leftChildNode->m_quantizedAabbMin[i]; if (curNode.m_quantizedAabbMin[i]>rightChildNode->m_quantizedAabbMin[i]) curNode.m_quantizedAabbMin[i]=rightChildNode->m_quantizedAabbMin[i]; curNode.m_quantizedAabbMax[i] = leftChildNode->m_quantizedAabbMax[i]; if (curNode.m_quantizedAabbMax[i] < rightChildNode->m_quantizedAabbMax[i]) curNode.m_quantizedAabbMax[i] = rightChildNode->m_quantizedAabbMax[i]; } } } } if (curNodeSubPart >= 0) meshInterface->unLockReadOnlyVertexBase(curNodeSubPart); } ///deSerializeInPlace loads and initializes a BVH from a buffer in memory 'in place' btOptimizedBvh* btOptimizedBvh::deSerializeInPlace(void *i_alignedDataBuffer, unsigned int i_dataBufferSize, bool i_swapEndian) { btQuantizedBvh* bvh = btQuantizedBvh::deSerializeInPlace(i_alignedDataBuffer,i_dataBufferSize,i_swapEndian); //we don't add additional data so just do a static upcast return static_cast<btOptimizedBvh*>(bvh); }
411
0.958778
1
0.958778
game-dev
MEDIA
0.882283
game-dev
0.992742
1
0.992742
FalconClient/FalconClient
2,441
src/main/java/net/minecraft/world/chunk/storage/RegionFileCache.java
package net.minecraft.world.chunk.storage; import com.google.common.collect.Maps; import java.io.DataInputStream; import java.io.DataOutputStream; import java.io.File; import java.io.IOException; import java.util.Map; public class RegionFileCache { private static final Map<File, RegionFile> regionsByFilename = Maps.<File, RegionFile>newHashMap(); public static synchronized RegionFile createOrLoadRegionFile(File worldDir, int chunkX, int chunkZ) { File file1 = new File(worldDir, "region"); File file2 = new File(file1, "r." + (chunkX >> 5) + "." + (chunkZ >> 5) + ".mca"); RegionFile regionfile = (RegionFile)regionsByFilename.get(file2); if (regionfile != null) { return regionfile; } else { if (!file1.exists()) { file1.mkdirs(); } if (regionsByFilename.size() >= 256) { clearRegionFileReferences(); } RegionFile regionfile1 = new RegionFile(file2); regionsByFilename.put(file2, regionfile1); return regionfile1; } } /** * clears region file references */ public static synchronized void clearRegionFileReferences() { for (RegionFile regionfile : regionsByFilename.values()) { try { if (regionfile != null) { regionfile.close(); } } catch (IOException ioexception) { ioexception.printStackTrace(); } } regionsByFilename.clear(); } /** * Returns an input stream for the specified chunk. Args: worldDir, chunkX, chunkZ */ public static DataInputStream getChunkInputStream(File worldDir, int chunkX, int chunkZ) { RegionFile regionfile = createOrLoadRegionFile(worldDir, chunkX, chunkZ); return regionfile.getChunkDataInputStream(chunkX & 31, chunkZ & 31); } /** * Returns an output stream for the specified chunk. Args: worldDir, chunkX, chunkZ */ public static DataOutputStream getChunkOutputStream(File worldDir, int chunkX, int chunkZ) { RegionFile regionfile = createOrLoadRegionFile(worldDir, chunkX, chunkZ); return regionfile.getChunkDataOutputStream(chunkX & 31, chunkZ & 31); } }
411
0.681856
1
0.681856
game-dev
MEDIA
0.781847
game-dev
0.71443
1
0.71443
wolfetplayer/RealRTCW
2,891
sdk/rtcw-bspc-custom/src/unix/Conscript-game
# game Import qw( BASE_CFLAGS CONFIG_DIR BUILD_DIR BASEGAME CC CXX LINK ); $env = new cons( CC => $CC, CXX => $CXX, LINK => $LINK, CPPPATH => '#../game:#../botai', # NOTE TTimo what about the GAMEDLL define? where is it needed? CFLAGS => $BASE_CFLAGS . '-fPIC -DGAMEDLL', LDFLAGS => '-shared -ldl -lm' ); @FILES = qw( ../game/ai_cast.c ../game/ai_cast_characters.c ../game/ai_cast_debug.c ../game/ai_cast_events.c ../game/ai_cast_fight.c ../game/ai_cast_func_attack.c ../game/ai_cast_func_boss1.c ../game/ai_cast_funcs.c ../game/ai_cast_script.c ../game/ai_cast_script_actions.c ../game/ai_cast_script_ents.c ../game/ai_cast_sight.c ../game/ai_cast_think.c ../botai/ai_chat.c ../botai/ai_cmd.c ../botai/ai_dmnet.c ../botai/ai_dmq3.c ../botai/ai_main.c ../botai/ai_team.c ../game/bg_animation.c ../game/bg_misc.c ../game/bg_pmove.c ../game/bg_slidemove.c ../game/g_active.c ../game/g_alarm.c ../game/g_bot.c ../game/g_client.c ../game/g_cmds.c ../game/g_combat.c ../game/g_items.c ../game/g_main.c ../game/g_mem.c ../game/g_misc.c ../game/g_missile.c ../game/g_mover.c ../game/g_props.c ../game/g_save.c ../game/g_script.c ../game/g_script_actions.c ../game/g_session.c ../game/g_spawn.c ../game/g_svcmds.c ../game/g_syscalls.c ../game/g_target.c ../game/g_team.c ../game/g_tramcar.c ../game/g_trigger.c ../game/g_utils.c ../game/g_weapon.c ../game/q_math.c ../game/q_shared.c ); $FILESREF = \@FILES; # build a list of the *.c files in game/ for generation and dependencies # we exclude g_save of course $game_files_string = `ls -1 ../game/*.c | grep -v g_save`; @GAMES = split "\n", $game_files_string; $GAMESREF = \@GAMES; # process into a friendly string for extractfunc $GAMES_STRING = ""; $LDIR = `pwd`; chop $LDIR; $LDIR .= '/../game'; for($i=0; $i<scalar(@GAMES); $i++) { my $tmp = $GAMES[$i]; $tmp =~ s/\.\.\/game\/(.*)/\1/; $GAMES_STRING .= "$tmp "; } # explicit perl code to generate the func headers # run extractfuncs with straight .c filenames, output to the right place sub build_funcs { print "Building functions table\n"; system("LDIR=`pwd`; cd ../game; echo \"in `pwd`\"; \$LDIR/extractfuncs -o \$LDIR/$BUILD_DIR/game/g_funcs.h \$LDIR/$BUILD_DIR/game/g_func_decs.h $GAMES_STRING"); return 1; } # explicit dependency of those headers Depends $env ['../game/g_funcs.h', '../game/g_func_decs.h'], @$GAMESREF; Depends $env ['../game/g_funcs.h', '../game/g_func_decs.h'], '#extractfuncs'; # generation command Command $env ['../game/g_funcs.h', '../game/g_func_decs.h'], "[perl] &build_funcs()"; # FIXME CPU string # FIXME wolfgamei386.so ? # TODO use an ldd -r after .so build to catch unresolved symbols? (PostBuild command) Program $env 'qagamei386.so', @$FILESREF; Install $env '#' . $CONFIG_DIR . '/out/' . $BASEGAME, 'qagamei386.so';
411
0.772347
1
0.772347
game-dev
MEDIA
0.905429
game-dev
0.521035
1
0.521035
PentestSS13/Pentest
11,179
modular_pentest/modules/cult/code/cult_structures.dm
/obj/structure/destructible/cult density = TRUE anchored = TRUE icon = 'icons/obj/cult.dmi' light_power = 2 var/cooldowntime = 0 break_sound = 'sound/hallucinations/veryfar_noise.ogg' debris = list(/obj/item/stack/sheet/mineral/hidden/hellstone = 1) /obj/structure/destructible/cult/proc/conceal() //for spells that hide cult presence density = FALSE visible_message(span_danger("[src] fades away.")) invisibility = INVISIBILITY_OBSERVER alpha = 100 //To help ghosts distinguish hidden runes light_range = 0 light_power = 0 update_light() STOP_PROCESSING(SSfastprocess, src) /obj/structure/destructible/cult/proc/reveal() //for spells that reveal cult presence density = initial(density) invisibility = 0 visible_message(span_danger("[src] suddenly appears!")) alpha = initial(alpha) light_range = initial(light_range) light_power = initial(light_power) update_light() START_PROCESSING(SSfastprocess, src) /obj/structure/destructible/cult/examine(mob/user) . = ..() . += span_notice("\The [src] is [anchored ? "":"not "]secured to the floor.") if((iscultist(user) || isobserver(user)) && cooldowntime > world.time) . += span_cultitalic("The magic in [src] is too weak, [p_they()] will be ready to use again in [DisplayTimeText(cooldowntime - world.time)].") /obj/structure/destructible/cult/examine_status(mob/user) if(iscultist(user) || isobserver(user)) var/t_It = p_they(TRUE) var/t_is = p_are() return span_cult("[t_It] [t_is] at <b>[round(obj_integrity * 100 / max_integrity)]%</b> stability.") return ..() /obj/structure/destructible/cult/attack_animal(mob/living/simple_animal/M) if(istype(M, /mob/living/simple_animal/hostile/construct/artificer)) if(obj_integrity < max_integrity) M.changeNext_move(CLICK_CD_MELEE) obj_integrity = min(max_integrity, obj_integrity + 5) Beam(M, icon_state="sendbeam", time=4) M.visible_message(span_danger("[M] repairs \the <b>[src]</b>."), \ span_cult("You repair <b>[src]</b>, leaving [p_they()] at <b>[round(obj_integrity * 100 / max_integrity)]%</b> stability.")) else to_chat(M, span_cult("You cannot repair [src], as [p_theyre()] undamaged!")) else ..() /obj/structure/destructible/cult/set_anchored(anchorvalue) . = ..() if(isnull(.)) return update_appearance() /obj/structure/destructible/cult/update_icon_state() icon_state = "[initial(icon_state)][anchored ? null : "_off"]" return ..() /obj/structure/destructible/cult/attackby(obj/I, mob/user, params) if(istype(I, /obj/item/melee/cultblade/dagger) && iscultist(user)) set_anchored(!anchored) to_chat(user, span_notice("You [anchored ? "":"un"]secure \the [src] [anchored ? "to":"from"] the floor.")) else return ..() /obj/structure/destructible/cult/proc/check_menu(mob/user) if(!istype(user)) return FALSE if(user.incapacitated() || !user.Adjacent(src)) return FALSE return TRUE /obj/structure/destructible/cult/talisman name = "altar" desc = "A bloodstained altar dedicated to Nar'Sie." icon_state = "talismanaltar" break_message = span_warning("The altar shatters, leaving only the wailing of the damned!") /obj/structure/destructible/cult/talisman/attack_hand(mob/living/user) . = ..() if(.) return if(!iscultist(user)) to_chat(user, span_warning("You're pretty sure you know exactly what this is used for and you can't seem to touch it.")) return if(!anchored) to_chat(user, span_cultitalic("You need to anchor [src] to the floor with your dagger first.")) return if(cooldowntime > world.time) to_chat(user, span_cultitalic("The magic in [src] is weak, it will be ready to use again in [DisplayTimeText(cooldowntime - world.time)].")) return var/list/items = list( "Eldritch Whetstone" = image(icon = 'icons/obj/kitchen.dmi', icon_state = "cult_sharpener"), "Construct Shell" = image(icon = 'icons/obj/wizard.dmi', icon_state = "construct_cult"), "Flask of Unholy Water" = image(icon = 'icons/obj/drinks/drinks.dmi', icon_state = "holyflask") ) var/choice = show_radial_menu(user, src, items, custom_check = CALLBACK(src, PROC_REF(check_menu), user), require_near = TRUE, tooltips = TRUE) var/list/pickedtype = list() switch(choice) if("Eldritch Whetstone") pickedtype += /obj/item/sharpener/cult if("Construct Shell") pickedtype += /obj/structure/constructshell if("Flask of Unholy Water") pickedtype += /obj/item/reagent_containers/glass/beaker/unholywater else return if(src && !QDELETED(src) && anchored && pickedtype && Adjacent(user) && !user.incapacitated() && iscultist(user) && cooldowntime <= world.time) cooldowntime = world.time + 2400 for(var/N in pickedtype) new N(get_turf(src)) to_chat(user, span_cultitalic("You kneel before the altar and your faith is rewarded with the [choice]!")) /obj/structure/destructible/cult/forge name = "daemon forge" desc = "A forge used in crafting the unholy weapons used by the armies of Nar'Sie." icon_state = "forge" light_range = 2 light_color = LIGHT_COLOR_LAVA break_message = span_warning("The force breaks apart into shards with a howling scream!") /obj/structure/destructible/cult/forge/attack_hand(mob/living/user) . = ..() if(.) return if(!iscultist(user)) to_chat(user, span_warning("The heat radiating from [src] pushes you back.")) return if(!anchored) to_chat(user, span_cultitalic("You need to anchor [src] to the floor with your dagger first.")) return if(cooldowntime > world.time) to_chat(user, span_cultitalic("The magic in [src] is weak, it will be ready to use again in [DisplayTimeText(cooldowntime - world.time)].")) return var/list/items = list( "Shielded Robe" = image(icon = 'icons/obj/clothing/suits.dmi', icon_state = "cult_armor"), "Flagellant's Robe" = image(icon = 'icons/obj/clothing/suits.dmi', icon_state = "cultrobes"), "Mirror Shield" = image(icon = 'icons/obj/shields.dmi', icon_state = "mirror_shield") ) var/choice = show_radial_menu(user, src, items, custom_check = CALLBACK(src, PROC_REF(check_menu), user), require_near = TRUE, tooltips = TRUE) var/list/pickedtype = list() switch(choice) if("Shielded Robe") pickedtype += /obj/item/clothing/suit/hooded/cultrobes/cult_shield if("Flagellant's Robe") pickedtype += /obj/item/clothing/suit/hooded/cultrobes/berserker if("Mirror Shield") pickedtype += /obj/item/shield/mirror else return if(src && !QDELETED(src) && anchored && pickedtype && Adjacent(user) && !user.incapacitated() && iscultist(user) && cooldowntime <= world.time) cooldowntime = world.time + 2400 for(var/N in pickedtype) new N(get_turf(src)) to_chat(user, span_cultitalic("You work the forge as dark knowledge guides your hands, creating the [choice]!")) /obj/structure/destructible/cult/pylon name = "pylon" desc = "A floating crystal that slowly heals those faithful to Nar'Sie." icon_state = "pylon" light_range = 1.5 light_color = COLOR_SOFT_RED break_sound = 'sound/effects/glassbr2.ogg' break_message = span_warning("The blood-red crystal falls to the floor and shatters!") var/heal_delay = 25 var/last_heal = 0 var/corrupt_delay = 50 var/last_corrupt = 0 /obj/structure/destructible/cult/pylon/New() START_PROCESSING(SSfastprocess, src) ..() /obj/structure/destructible/cult/pylon/Destroy() STOP_PROCESSING(SSfastprocess, src) return ..() /obj/structure/destructible/cult/pylon/process() if(!anchored) return if(last_heal <= world.time) last_heal = world.time + heal_delay for(var/mob/living/L in range(5, src)) if(iscultist(L) || isshade(L) || isconstruct(L)) if(L.health != L.maxHealth) new /obj/effect/temp_visual/heal(get_turf(src), "#960000") if(ishuman(L)) L.adjustBruteLoss(-1, 0) L.adjustFireLoss(-1, 0) L.updatehealth() if(isshade(L) || isconstruct(L)) var/mob/living/simple_animal/M = L if(M.health < M.maxHealth) M.adjustHealth(-3) if(ishuman(L) && L.blood_volume < BLOOD_VOLUME_NORMAL) L.blood_volume += 1.0 CHECK_TICK if(last_corrupt <= world.time) var/list/validturfs = list() var/list/cultturfs = list() for(var/T in circleviewturfs(src, 5)) if(istype(T, /turf/open/floor/engine/cult)) cultturfs |= T continue var/static/list/blacklisted_pylon_turfs = typecacheof(list( /turf/closed, /turf/open/floor/engine/cult, /turf/open/space, /turf/open/lava, /turf/open/chasm)) if(is_type_in_typecache(T, blacklisted_pylon_turfs)) continue else validturfs |= T last_corrupt = world.time + corrupt_delay if(length(validturfs)) var/turf/T = pick(validturfs) if(istype(T, /turf/open/floor/plating)) T.PlaceOnTop(/turf/open/floor/engine/cult, flags = CHANGETURF_INHERIT_AIR) else T.ChangeTurf(/turf/open/floor/engine/cult, flags = CHANGETURF_INHERIT_AIR) else if (length(cultturfs)) var/turf/open/floor/engine/cult/F = pick(cultturfs) new /obj/effect/temp_visual/cult/turf/floor(F) else // Are we in space or something? No cult turfs or // convertable turfs? last_corrupt = world.time + corrupt_delay*2 /obj/structure/destructible/cult/tome name = "archives" desc = "A desk covered in arcane manuscripts and tomes in unknown languages. Looking at the text makes your skin crawl." icon_state = "tomealtar" light_range = 1.5 light_color = LIGHT_COLOR_FIRE break_message = span_warning("The books and tomes of the archives burn into ash as the desk shatters!") /obj/structure/destructible/cult/tome/attack_hand(mob/living/user) . = ..() if(.) return if(!iscultist(user)) to_chat(user, span_warning("These books won't open and it hurts to even try and read the covers.")) return if(!anchored) to_chat(user, span_cultitalic("You need to anchor [src] to the floor with your dagger first.")) return if(cooldowntime > world.time) to_chat(user, span_cultitalic("The magic in [src] is weak, it will be ready to use again in [DisplayTimeText(cooldowntime - world.time)].")) return var/list/items = list( "Zealot's Blindfold" = image(icon = icon = 'icons/obj/clothing/eyes/eyes.dmi', icon_state = "blindfold"), "Veil Walker Set" = image(icon = 'icons/obj/cult.dmi', icon_state = "shifter") ) var/choice = show_radial_menu(user, src, items, custom_check = CALLBACK(src, PROC_REF(check_menu), user), require_near = TRUE, tooltips = TRUE) var/list/pickedtype = list() switch(choice) if("Zealot's Blindfold") pickedtype += /obj/item/clothing/glasses/hud/health/night/cultblind if("Veil Walker Set") pickedtype += /obj/item/cult_shift pickedtype += /obj/item/flashlight/flare/culttorch else return if(src && !QDELETED(src) && anchored && pickedtype.len && Adjacent(user) && !user.incapacitated() && iscultist(user) && cooldowntime <= world.time) cooldowntime = world.time + 2400 for(var/N in pickedtype) new N(get_turf(src)) to_chat(user, span_cultitalic("You summon the [choice] from the archives!")) /obj/effect/gateway name = "gateway" desc = "You're pretty sure that abyss is staring back." icon = 'icons/obj/cult.dmi' icon_state = "hole" density = TRUE anchored = TRUE /obj/effect/gateway/singularity_act() return /obj/effect/gateway/singularity_pull() return
411
0.962656
1
0.962656
game-dev
MEDIA
0.972995
game-dev
0.929602
1
0.929602
trapexit/3do-star-control-2
5,701
starcon2/restart.c
#include "starcon.h" enum { START_NEW_GAME = 0, LOAD_SAVED_GAME, PLAY_SUPER_MELEE }; PROC(STATIC void near DrawRestartMenu, (OldState, NewState, f), ARG (BYTE OldState) ARG (BYTE NewState) ARG_END (FRAME f) ) { RECT r; SetSemaphore (&GraphicsSem); SetContext (ScreenContext); r.corner.x = r.corner.y = r.extent.width = r.extent.height = 0; SetContextClipRect (&r); r.corner.x = 0; r.corner.y = 0; r.extent.width = SCREEN_WIDTH; r.extent.height = SCREEN_HEIGHT; SetFlashRect (&r, SetAbsFrameIndex (f, NewState + 1)); ClearSemaphore (&GraphicsSem); } DWORD InTime; PROC( STATIC BOOLEAN DoRestart, (InputState, pMS), ARG (INPUT_STATE InputState) ARG_END (PMENU_STATE pMS) ) { if (!pMS->Initialized) { DrawRestartMenu ((BYTE)~0, pMS->CurState, pMS->CurFrame); pMS->Initialized = TRUE; { BYTE clut_buf[] = {FadeAllToColor}; SleepTask (XFormColorMap ((COLORMAPPTR)clut_buf, ONE_SECOND / 2)); } } #ifdef TESTING else if (InputState & DEVICE_EXIT) return (FALSE); #endif /* TESTING */ else if (InputState == 0) { if (GetTimeCounter () - InTime < ONE_SECOND * 15) return (TRUE); GLOBAL (CurrentActivity) = (ACTIVITY)~0; return (FALSE); } else if (InputState & DEVICE_BUTTON1) { switch (pMS->CurState) { case LOAD_SAVED_GAME: LastActivity = CHECK_LOAD; GLOBAL (CurrentActivity) = IN_INTERPLANETARY; break; case START_NEW_GAME: LastActivity = CHECK_LOAD | CHECK_RESTART; GLOBAL (CurrentActivity) = IN_INTERPLANETARY; break; case PLAY_SUPER_MELEE: GLOBAL (CurrentActivity) = SUPER_MELEE; break; } SetSemaphore (&GraphicsSem); SetFlashRect (NULL_PTR, (FRAME)0); ClearSemaphore (&GraphicsSem); return (FALSE); } else { BYTE NewState; NewState = pMS->CurState; if (GetInputXComponent (InputState) < 0 || GetInputYComponent (InputState) < 0) { if (NewState-- == START_NEW_GAME) NewState = PLAY_SUPER_MELEE; } else if (GetInputXComponent (InputState) > 0 || GetInputYComponent (InputState) > 0) { if (NewState++ == PLAY_SUPER_MELEE) NewState = START_NEW_GAME; } if (NewState != pMS->CurState) { DrawRestartMenu (pMS->CurState, NewState, pMS->CurFrame); pMS->CurState = NewState; } } InTime = GetTimeCounter (); return (TRUE); } PROC( BOOLEAN StartGame, (), ARG_VOID ) { MENU_STATE MenuState; TimedOut: LastActivity = GLOBAL (CurrentActivity); GLOBAL (CurrentActivity) = 0; if (LastActivity == (ACTIVITY)~0) Introduction (); MEMSET ((PMENU_STATE)&MenuState, 0, sizeof (MenuState)); MenuState.InputFunc = DoRestart; { DWORD TimeOut; BYTE black_buf[1]; extern ACTIVITY NextActivity; TryAgain: ReinitQueue (&race_q[0]); ReinitQueue (&race_q[1]); black_buf[0] = FadeAllToBlack; SetContext (ScreenContext); SetContextBGFrame ((FRAME)0); SetContextDrawState (DEST_PIXMAP | DRAW_REPLACE); GLOBAL (CurrentActivity) |= CHECK_ABORT; if (GLOBAL_SIS (CrewEnlisted) == (COUNT)~0 && GET_GAME_STATE (UTWIG_BOMB_ON_SHIP) && !GET_GAME_STATE (UTWIG_BOMB)) { BYTE white_buf[] = {FadeAllToWhite}; SET_GAME_STATE (UTWIG_BOMB_ON_SHIP, 0); SleepTask (XFormColorMap ((COLORMAPPTR)white_buf, ONE_SECOND / 8) + 2); SetContextBackGroundColor (BUILD_COLOR (MAKE_RGB15 (0x1F, 0x1F, 0x1F), 0x0F)); ClearDrawable (); FlushColorXForms (); TimeOut = ONE_SECOND / 8; } else { TimeOut = ONE_SECOND / 2; #ifdef NOTYET LastActivity = WON_LAST_BATTLE; #endif /* NOTYET */ if (LOBYTE (LastActivity) == WON_LAST_BATTLE) { Victory (); Credits (); TimeOut = ONE_SECOND / 2; } } LastActivity = NextActivity = 0; { RECT r; STAMP s; s.frame = CaptureDrawable ( LoadGraphic (RESTART_PMAP_ANIM) ); MenuState.CurFrame = s.frame; GetFrameRect (s.frame, &r); s.origin.x = (SCREEN_WIDTH - r.extent.width) >> 1; s.origin.y = (SCREEN_HEIGHT - r.extent.height) >> 1; SleepTask (XFormColorMap ((COLORMAPPTR)black_buf, TimeOut)); if (TimeOut == ONE_SECOND / 8) SleepTask (GetTimeCounter () + ONE_SECOND * 3); SetContextBackGroundColor (BLACK_COLOR); ClearDrawable (); FlushColorXForms (); DrawStamp (&s); FlushInput (); DoInput ((PVOID)&MenuState); SetSemaphore (&GraphicsSem); SetFlashRect ((PRECT)0, (FRAME)0); ClearSemaphore (&GraphicsSem); DestroyDrawable (ReleaseDrawable (s.frame)); if (GLOBAL (CurrentActivity) == (ACTIVITY)~0) goto TimedOut; #ifdef TESTING if (GLOBAL (CurrentActivity) & CHECK_ABORT) { while (SoundPlaying ()); StopSound (); FreeSC2Data (); FreeLanderData (); FreeIPData (); FreeHyperData (); FlushColorXForms (); return (FALSE); } #endif /* TESTING */ TimeOut = XFormColorMap ((COLORMAPPTR)black_buf, ONE_SECOND / 2); } SleepTask (TimeOut); FlushColorXForms (); SeedRandomNumbers (); if (LOBYTE (GLOBAL (CurrentActivity)) == SUPER_MELEE) { FreeSC2Data (); FreeLanderData (); FreeIPData (); FreeHyperData (); Melee (); MenuState.Initialized = FALSE; goto TryAgain; } { extern STAR_DESC starmap_array[]; extern PSTR cluster_array[]; extern CONST BYTE element_array[]; extern CONST PlanetFrame planet_array[]; extern PSTR *ClusterNames; star_array = starmap_array; ClusterNames = cluster_array; Elements = element_array; PlanData = planet_array; } PlayerControl[0] = HUMAN_CONTROL | STANDARD_RATING | JOYSTICK_CONTROL; PlayerControl[1] = COMPUTER_CONTROL | JOYSTICK_CONTROL | AWESOME_RATING; SetPlayerInput (); return (TRUE); } return (FALSE); }
411
0.904892
1
0.904892
game-dev
MEDIA
0.722718
game-dev
0.983861
1
0.983861
refinedmods/refinedstorage2
2,112
refinedstorage-common/src/main/java/com/refinedmods/refinedstorage/common/support/slotreference/CompositeSlotReferenceProvider.java
package com.refinedmods.refinedstorage.common.support.slotreference; import com.refinedmods.refinedstorage.common.api.support.slotreference.SlotReference; import com.refinedmods.refinedstorage.common.api.support.slotreference.SlotReferenceProvider; import java.util.ArrayList; import java.util.List; import java.util.Optional; import java.util.Set; import net.minecraft.ChatFormatting; import net.minecraft.world.entity.player.Player; import net.minecraft.world.item.Item; import static com.refinedmods.refinedstorage.common.util.IdentifierUtil.createTranslation; public class CompositeSlotReferenceProvider implements SlotReferenceProvider { private final List<SlotReferenceProvider> providers = new ArrayList<>(List.of( new InventorySlotReferenceProvider() )); public void addProvider(final SlotReferenceProvider provider) { providers.add(provider); } @Override public List<SlotReference> find(final Player player, final Set<Item> validItems) { return providers.stream().flatMap(p -> p.find(player, validItems).stream()).toList(); } public Optional<SlotReference> findForUse(final Player player, final Item referenceItem, final Set<Item> validItems) { final List<SlotReference> foundReferences = find(player, validItems); if (foundReferences.size() > 1) { player.sendSystemMessage(createTranslation( "item", "network_item.cannot_open_with_shortcut_due_to_duplicate", referenceItem.getDescription() ).withStyle(ChatFormatting.RED)); return Optional.empty(); } if (foundReferences.isEmpty()) { player.sendSystemMessage(createTranslation( "item", "network_item.cannot_open_because_not_found", referenceItem.getDescription() ).withStyle(ChatFormatting.RED)); return Optional.empty(); } return Optional.of(foundReferences.getFirst()); } }
411
0.898173
1
0.898173
game-dev
MEDIA
0.819127
game-dev
0.975524
1
0.975524
DeanRoddey/CQC
5,695
Source/AllProjects/CQCAppShell/NS/CQCNSShell_ThisFacility.cpp
// // FILE NAME: CQCNSShell_ThisFacility.cpp // // AUTHOR: Dean Roddey // // CREATED: 07/30/2001 // // COPYRIGHT: Charmed Quark Systems, Ltd @ 2020 // // This software is copyrighted by 'Charmed Quark Systems, Ltd' and // the author (Dean Roddey.) It is licensed under the MIT Open Source // license: // // https://opensource.org/licenses/MIT // // DESCRIPTION: // // This file implements // // CAVEATS/GOTCHAS: // // LOG: // // --------------------------------------------------------------------------- // Includes // --------------------------------------------------------------------------- #include "CQCNSShell.hpp" // --------------------------------------------------------------------------- // Magic macros // --------------------------------------------------------------------------- RTTIDecls(TFacCQCNSShell,TFacility) // --------------------------------------------------------------------------- // CLASS: TFacCQCNSShell // PREFIX: fac // --------------------------------------------------------------------------- // --------------------------------------------------------------------------- // TFacCQCNSShell: Constructors and Destructor // --------------------------------------------------------------------------- // // Note that we use the same version constants as the toolkit facility. Since // they must be used together, this makes sense. // TFacCQCNSShell::TFacCQCNSShell() : TFacility ( L"CQCNSShell" , tCIDLib::EModTypes::Exe , kCQCKit::c4MajVersion , kCQCKit::c4MinVersion , kCQCKit::c4Revision , tCIDLib::EModFlags::None ) , m_evShutdown(tCIDLib::EEventStates::Reset) { } TFacCQCNSShell::~TFacCQCNSShell() { } // --------------------------------------------------------------------------- // TFacCQCNSShell: Public, non-virtual methods // --------------------------------------------------------------------------- tCIDLib::TBoolean TFacCQCNSShell::bHandleSignal(const tCIDLib::ESignals) { // Trigger our shutdown event to cause the main thread to exit m_evShutdown.Trigger(); return kCIDLib::True; } tCIDLib::TBoolean TFacCQCNSShell::bQueryNewMsgs( tCIDLib::TCard4& c4MsgIndex , TVector<TString>& colMsgs , const tCIDLib::TBoolean bAddNewLine) { // Just delegate to the engine return facCQCAppShellLib().bQueryNewMsgs(c4MsgIndex, colMsgs, bAddNewLine); } tCIDLib::TCard4 TFacCQCNSShell::c4QueryApps(tCIDLib::TKVPList& colApps) { // Just delegate to the app engine return facCQCAppShellLib().c4QueryApps(colApps); } tCIDLib::TVoid TFacCQCNSShell::CycleApps() { // Just delegate to the app shell engine facCQCAppShellLib().CycleApps(); } tCIDLib::EExitCodes TFacCQCNSShell::eMainThread(TThread& thrThis, tCIDLib::TVoid*) { // Let our caller go thrThis.Sync(); // Get the first parm. If not 'Booble', then just exit const tCIDLib::TCard4 c4ParmCnt = TSysInfo::c4CmdLineParmCount(); if ((c4ParmCnt < 1) || (c4ParmCnt > 2)) return tCIDLib::EExitCodes::Normal; TString strParm = TSysInfo::strCmdLineParmAt(0); if (strParm != L"Booble") return tCIDLib::EExitCodes::Normal; // Register ourself as a signal handler TSignals::c4AddHandler(this); // Show our blurb to the console ShowBlurb(); // // Set the environment variable that the stack dump program // uses to create dump files, so that we insure that they get // into the right spot. So get our target path, remove the Bin // part, then add on the logs directory. // TPathStr pathDumpDir = strPath(); pathDumpDir.bRemoveLevel(); pathDumpDir.AddLevel(L"\\CQCData\\Logs"); TProcEnvironment::bAddOrUpdate(kCIDLib::pszErrDumpDir, pathDumpDir); // // Initialize the engine. Generally we'd point it at the same directory // as what we are running in, but for debug purposes, we allow it to be // set on the command line as a second parameter. If not there, then we // use our directory. // TString strFilePath; if (c4ParmCnt == 2) strFilePath = TSysInfo::strCmdLineParmAt(1); else strFilePath = strPath(); m_conOut << L"Initilizing app shell\n Path=" << strFilePath << kCIDLib::EndLn; facCQCAppShellLib().Initialize(strFilePath); // And now block forever until asked to stop m_evShutdown.WaitFor(); // Ask the engine to stop m_conOut << L"Stopping app shell" << kCIDLib::EndLn; facCQCAppShellLib().StopEngine(); return tCIDLib::EExitCodes::Normal; } tCIDLib::TVoid TFacCQCNSShell::StartAllApps() { // Tell the engine to activate all the apps m_conOut << L"Starting up all apps" << kCIDLib::EndLn; facCQCAppShellLib().StartAllApps(); } tCIDLib::TVoid TFacCQCNSShell::StopAllApps() { // Tell the engine to stop all the apps m_conOut << L"Stopping all apps" << kCIDLib::EndLn; facCQCAppShellLib().StopAllApps(); } // --------------------------------------------------------------------------- // TFacCQCNSShell: Private, non-virtual methods // --------------------------------------------------------------------------- tCIDLib::TVoid TFacCQCNSShell::ShowBlurb() { // Show the general blurb line, and a version m_conOut << facCQCAppShellLib().strMsg(kCQCShMsgs::midGen_Blurb) << facCQCAppShellLib().strMsg(kCQCShMsgs::midGen_Version) << strVersion() << kCIDLib::NewLn << facCQCAppShellLib().strMsg(kCQCShMsgs::midGen_StopInfo) << kCIDLib::EndLn; }
411
0.921359
1
0.921359
game-dev
MEDIA
0.270765
game-dev
0.748478
1
0.748478
wasm-bindgen/wasm-bindgen
10,326
crates/web-sys/webidls/enabled/IDB.webidl
// https://www.w3.org/TR/IndexedDB-2/ [Exposed=(Window,Worker)] interface IDBRequest : EventTarget { [Throws] readonly attribute any result; [Throws] readonly attribute DOMException? error; readonly attribute (IDBObjectStore or IDBIndex or IDBCursor)? source; readonly attribute IDBTransaction? transaction; readonly attribute IDBRequestReadyState readyState; // Event handlers: attribute EventHandler onsuccess; attribute EventHandler onerror; }; enum IDBRequestReadyState { "pending", "done" }; [Exposed=(Window,Worker)] interface IDBOpenDBRequest : IDBRequest { // Event handlers: attribute EventHandler onblocked; attribute EventHandler onupgradeneeded; }; [Exposed=(Window,Worker), Constructor(DOMString type, optional IDBVersionChangeEventInit eventInitDict)] interface IDBVersionChangeEvent : Event { readonly attribute unsigned long long oldVersion; readonly attribute unsigned long long? newVersion; }; dictionary IDBVersionChangeEventInit : EventInit { unsigned long long oldVersion = 0; unsigned long long? newVersion = null; }; partial interface mixin WindowOrWorkerGlobalScope { // Breaking change: Should this throw or be optional? [Throws, SameObject] readonly attribute IDBFactory? indexedDB; }; [Exposed=(Window,Worker)] interface IDBFactory { [Throws, NewObject] IDBOpenDBRequest open(DOMString name, optional [EnforceRange] unsigned long long version); [Throws, NewObject] IDBOpenDBRequest deleteDatabase(DOMString name); [Throws] short cmp(any first, any second); }; [Exposed=(Window,Worker)] interface IDBDatabase : EventTarget { readonly attribute DOMString name; readonly attribute unsigned long long version; readonly attribute DOMStringList objectStoreNames; [Throws, NewObject] IDBTransaction transaction((DOMString or sequence<DOMString>) storeNames, optional IDBTransactionMode mode = "readonly"); undefined close(); [Throws, NewObject] IDBObjectStore createObjectStore(DOMString name, optional IDBObjectStoreParameters options); [Throws] undefined deleteObjectStore(DOMString name); // Event handlers: attribute EventHandler onabort; attribute EventHandler onclose; attribute EventHandler onerror; attribute EventHandler onversionchange; }; dictionary IDBObjectStoreParameters { (DOMString or sequence<DOMString>)? keyPath = null; boolean autoIncrement = false; }; [Exposed=(Window,Worker)] interface IDBObjectStore { [SetterThrows] attribute DOMString name; [Throws] readonly attribute any keyPath; readonly attribute DOMStringList indexNames; [SameObject] readonly attribute IDBTransaction transaction; readonly attribute boolean autoIncrement; [Throws, NewObject] IDBRequest put(any value, optional any key); [Throws, NewObject] IDBRequest add(any value, optional any key); [Throws, NewObject] IDBRequest delete(any query); [Throws, NewObject] IDBRequest clear(); [Throws, NewObject] IDBRequest get(any query); [Throws, NewObject] IDBRequest getKey(any query); [Throws, NewObject] IDBRequest getAll(optional any query, optional [EnforceRange] unsigned long count); [Throws, NewObject] IDBRequest getAllKeys(optional any query, optional [EnforceRange] unsigned long count); [Throws, NewObject] IDBRequest count(optional any query); [Throws, NewObject] IDBRequest openCursor(optional any query, optional IDBCursorDirection direction = "next"); [Throws, NewObject] IDBRequest openKeyCursor(optional any query, optional IDBCursorDirection direction = "next"); [Throws] IDBIndex index(DOMString name); [Throws, NewObject] IDBIndex createIndex(DOMString name, (DOMString or sequence<DOMString>) keyPath, optional IDBIndexParameters options); [Throws] undefined deleteIndex(DOMString name); }; dictionary IDBIndexParameters { boolean unique = false; boolean multiEntry = false; }; [Exposed=(Window,Worker)] interface IDBIndex { [SetterThrows] attribute DOMString name; [SameObject] readonly attribute IDBObjectStore objectStore; [Throws] readonly attribute any keyPath; readonly attribute boolean multiEntry; readonly attribute boolean unique; [Throws, NewObject] IDBRequest get(any query); [Throws, NewObject] IDBRequest getKey(any query); [Throws, NewObject] IDBRequest getAll(optional any query, optional [EnforceRange] unsigned long count); [Throws, NewObject] IDBRequest getAllKeys(optional any query, optional [EnforceRange] unsigned long count); [Throws, NewObject] IDBRequest count(optional any query); [Throws, NewObject] IDBRequest openCursor(optional any query, optional IDBCursorDirection direction = "next"); [Throws, NewObject] IDBRequest openKeyCursor(optional any query, optional IDBCursorDirection direction = "next"); }; [Exposed=(Window,Worker)] interface IDBKeyRange { [Throws] readonly attribute any lower; [Throws] readonly attribute any upper; readonly attribute boolean lowerOpen; readonly attribute boolean upperOpen; // Static construction methods: [Throws, NewObject] static IDBKeyRange only(any value); [Throws, NewObject] static IDBKeyRange lowerBound(any lower, optional boolean open = false); [Throws, NewObject] static IDBKeyRange upperBound(any upper, optional boolean open = false); [Throws, NewObject] static IDBKeyRange bound(any lower, any upper, optional boolean lowerOpen = false, optional boolean upperOpen = false); [Throws] boolean _includes(any key); }; [Exposed=(Window,Worker)] interface IDBCursor { readonly attribute (IDBObjectStore or IDBIndex) source; readonly attribute IDBCursorDirection direction; [Throws] readonly attribute any key; [Throws] readonly attribute any primaryKey; [Throws] undefined advance([EnforceRange] unsigned long count); [Throws] undefined continue(optional any key); [Throws] undefined continuePrimaryKey(any key, any primaryKey); [Throws, NewObject] IDBRequest update(any value); [Throws, NewObject] IDBRequest delete(); }; enum IDBCursorDirection { "next", "nextunique", "prev", "prevunique" }; [Exposed=(Window,Worker)] interface IDBCursorWithValue : IDBCursor { [Throws] readonly attribute any value; }; [Exposed=(Window,Worker)] interface IDBTransaction : EventTarget { readonly attribute DOMStringList objectStoreNames; [Throws] readonly attribute IDBTransactionMode mode; [SameObject] readonly attribute IDBDatabase db; // TODO: remove optional? readonly attribute DOMException? error; [Throws] IDBObjectStore objectStore(DOMString name); [Throws] undefined abort(); // Event handlers: attribute EventHandler onabort; attribute EventHandler oncomplete; attribute EventHandler onerror; }; enum IDBTransactionMode { "readonly", "readwrite", "versionchange", // TODO: deprecated "readwriteflush", // TODO: deprecated "cleanup" }; /* ** DEPRECATED */ partial interface IDBFactory { [RustDeprecated, Throws, NewObject] IDBOpenDBRequest open(DOMString name, optional IDBOpenDBOptions options = {}); [RustDeprecated, Throws, NewObject] IDBOpenDBRequest deleteDatabase(DOMString name, optional IDBOpenDBOptions options = {}); }; partial dictionary IDBIndexParameters { [RustDeprecated] DOMString? locale = null; }; partial interface IDBIndex { [RustDeprecated] readonly attribute DOMString? locale; [RustDeprecated] readonly attribute boolean isAutoLocale; }; partial interface IDBCursor { [RustDeprecated] readonly attribute IDBRequest request; }; partial interface IDBTransaction { [RustDeprecated, Throws] undefined commit(); }; partial interface IDBDatabase { [RustDeprecated] readonly attribute StorageType storage; [RustDeprecated, Throws] IDBRequest createMutableFile (DOMString name, optional DOMString type); }; [RustDeprecated] dictionary IDBOpenDBOptions { [EnforceRange] unsigned long long version; StorageType storage; }; [RustDeprecated] dictionary IDBFileMetadataParameters { boolean size = true; boolean lastModified = true; }; [RustDeprecated] interface IDBFileHandle : EventTarget { readonly attribute IDBMutableFile? mutableFile; readonly attribute IDBMutableFile? fileHandle; readonly attribute FileMode mode; readonly attribute boolean active; attribute unsigned long long? location; [Throws] IDBFileRequest? getMetadata(optional IDBFileMetadataParameters parameters = {}); [Throws] IDBFileRequest? readAsArrayBuffer(unsigned long long size); [Throws] IDBFileRequest? readAsText(unsigned long long size, optional DOMString? encoding = null); [Throws] IDBFileRequest? write((DOMString or ArrayBuffer or ArrayBufferView or Blob) value); [Throws] IDBFileRequest? append((DOMString or ArrayBuffer or ArrayBufferView or Blob) value); [Throws] IDBFileRequest? truncate(optional unsigned long long size); [Throws] IDBFileRequest? flush(); [Throws] undefined abort(); attribute EventHandler oncomplete; attribute EventHandler onabort; attribute EventHandler onerror; }; [RustDeprecated] interface IDBFileRequest : DOMRequest { readonly attribute IDBFileHandle? fileHandle; readonly attribute IDBFileHandle? lockedFile; attribute EventHandler onprogress; }; [RustDeprecated] interface IDBLocaleAwareKeyRange : IDBKeyRange { [Throws] static IDBLocaleAwareKeyRange bound (any lower, any upper, optional boolean lowerOpen = false, optional boolean upperOpen = false); }; [RustDeprecated] interface IDBMutableFile : EventTarget { readonly attribute DOMString name; readonly attribute DOMString type; readonly attribute IDBDatabase database; [Throws] IDBFileHandle open(optional FileMode mode = "readonly"); [Throws] DOMRequest getFile(); attribute EventHandler onabort; attribute EventHandler onerror; };
411
0.899027
1
0.899027
game-dev
MEDIA
0.13727
game-dev
0.726375
1
0.726375
neostarfall/neostarfall
3,468
lua/entities/starfall_prop/cl_init.lua
include("shared.lua") ENT.DefaultMaterial = Material("models/wireframe") ENT.Material = ENT.DefaultMaterial local Ent_IsValid = FindMetaTable("Entity").IsValid local Phys_IsValid = FindMetaTable("PhysObj").IsValid local Ent_GetTable = FindMetaTable("Entity").GetTable function ENT:Initialize() self.rendermesh = Mesh(self.Material) self.rendermeshloaded = false self:DrawShadow(false) self:EnableCustomCollisions(true) local mesh SF.CallOnRemove(self, "sf_prop", function() mesh = self.rendermesh end, function() if mesh then mesh:Destroy() end end) end function ENT:BuildPhysics(mesh) self:PhysicsInitMultiConvex(mesh) self:SetMoveType(MOVETYPE_VPHYSICS) self:SetSolid(SOLID_VPHYSICS) self:EnableCustomCollisions(true) end function ENT:Think() local physobj = self:GetPhysicsObject() if Phys_IsValid(physobj) then physobj:SetPos(self:GetPos()) physobj:SetAngles(self:GetAngles()) physobj:EnableMotion(false) physobj:Sleep() end end function ENT:Draw(flags) self:DrawModel(flags) end function ENT:GetRenderMesh() local ent_tbl = Ent_GetTable(self) if ent_tbl.custom_mesh then if ent_tbl.custom_mesh_data[ent_tbl.custom_mesh] then return { Mesh = ent_tbl.custom_mesh, Material = ent_tbl.Material --[[, Matrix = ent_tbl.render_matrix]], } else ent_tbl.custom_mesh = nil end else return { Mesh = ent_tbl.rendermesh, Material = ent_tbl.Material --[[, Matrix = ent_tbl.render_matrix]], } end end net.Receive("starfall_custom_prop", function() local self, data local function applyData() local ent_tbl = Ent_GetTable(self) if not (ent_tbl and ent_tbl.rendermesh:IsValid() and data and not ent_tbl.rendermeshloaded) then return end local stream = SF.StringStream(data) local physmesh = {} local mins, maxs = Vector(math.huge, math.huge, math.huge), Vector(-math.huge, -math.huge, -math.huge) for i = 1, stream:readUInt32() do local convex = {} for o = 1, stream:readUInt32() do local x, y, z = stream:readFloat(), stream:readFloat(), stream:readFloat() if x > maxs.x then maxs.x = x end if y > maxs.y then maxs.y = y end if z > maxs.z then maxs.z = z end if x < mins.x then mins.x = x end if y < mins.y then mins.y = y end if z < mins.z then mins.z = z end convex[o] = Vector(x, y, z) end physmesh[i] = convex end ent_tbl.sf_physmesh = physmesh ent_tbl.BuildPhysics(self, physmesh) local phys = self:GetPhysicsObject() if Phys_IsValid(phys) then local convexes = phys:GetMeshConvexes() local rendermesh = convexes[1] for i = 2, #convexes do for k, v in ipairs(convexes[i]) do rendermesh[#rendermesh + 1] = v end end -- less than 3 can crash if #rendermesh >= 3 then ent_tbl.rendermesh:BuildFromTriangles(rendermesh) end self:SetRenderBounds(mins, maxs) self:SetCollisionBounds(mins, maxs) end ent_tbl.rendermeshloaded = true end net.ReadReliableEntity(function(e) if e and e:GetClass() == "starfall_prop" then self = e applyData() end end) net.ReadStream(nil, function(data_) if data_ then data = util.Decompress(data_) applyData() end end) end) hook.Add("NetworkEntityCreated", "starfall_prop_physics", function(ent) local ent_tbl = Ent_GetTable(ent) local mesh = ent_tbl.sf_physmesh if mesh and not Phys_IsValid(ent:GetPhysicsObject()) then ent_tbl.BuildPhysics(ent, mesh) end end)
411
0.76332
1
0.76332
game-dev
MEDIA
0.611881
game-dev,graphics-rendering
0.91512
1
0.91512
Fluorohydride/ygopro-scripts
3,682
c41443249.lua
--R-ACEプリベンター local s,id,o=GetID() function s.initial_effect(c) --Special Summon (from hand : itself) local e1=Effect.CreateEffect(c) e1:SetDescription(aux.Stringid(id,0)) e1:SetCategory(CATEGORY_SPECIAL_SUMMON) e1:SetType(EFFECT_TYPE_IGNITION) e1:SetRange(LOCATION_HAND) e1:SetCountLimit(1,id) e1:SetCost(s.sscost) e1:SetTarget(s.sstg) e1:SetOperation(s.ssop) c:RegisterEffect(e1) --Change position local e2=Effect.CreateEffect(c) e2:SetDescription(aux.Stringid(id,1)) e2:SetCategory(CATEGORY_POSITION) e2:SetType(EFFECT_TYPE_QUICK_O) e2:SetCode(EVENT_FREE_CHAIN) e2:SetRange(LOCATION_MZONE) e2:SetProperty(EFFECT_FLAG_CARD_TARGET) e2:SetHintTiming(TIMINGS_CHECK_MONSTER) e2:SetCountLimit(1,id+o) e2:SetCondition(s.poscon) e2:SetTarget(s.postg) e2:SetOperation(s.posop) c:RegisterEffect(e2) --Special Summon (banished) local e3=Effect.CreateEffect(c) e3:SetDescription(aux.Stringid(id,2)) e3:SetCategory(CATEGORY_SPECIAL_SUMMON) e3:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O) e3:SetProperty(EFFECT_FLAG_CARD_TARGET+EFFECT_FLAG_DELAY) e3:SetCode(EVENT_TO_GRAVE) e3:SetCountLimit(1,id+o+o) e3:SetTarget(s.sptg) e3:SetOperation(s.spop) c:RegisterEffect(e3) end function s.costfilter(c) return c:IsSetCard(0x18b) and c:IsAbleToRemoveAsCost() end function s.sscost(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.IsExistingMatchingCard(s.costfilter,tp,LOCATION_GRAVE,0,1,nil) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_REMOVE) local g=Duel.SelectMatchingCard(tp,s.costfilter,tp,LOCATION_GRAVE,0,1,1,nil) Duel.Remove(g,POS_FACEUP,REASON_COST) end function s.sstg(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>0 and e:GetHandler():IsCanBeSpecialSummoned(e,0,tp,false,false) end Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,e:GetHandler(),1,0,0) end function s.ssop(e,tp,eg,ep,ev,re,r,rp) if e:GetHandler():IsRelateToEffect(e) then Duel.SpecialSummon(e:GetHandler(),0,tp,tp,false,false,POS_FACEUP) end end function s.confilter(c) return c:IsFaceup() and c:IsSetCard(0x18b) end function s.poscon(e,tp,eg,ep,ev,re,r,rp) return Duel.IsExistingMatchingCard(s.confilter,tp,LOCATION_MZONE,0,1,e:GetHandler()) end function s.posfilter(c) return c:IsFaceup() and c:IsCanTurnSet() and c:IsType(TYPE_EFFECT) end function s.postg(e,tp,eg,ep,ev,re,r,rp,chk,chkc) if chkc then return chkc:IsLocation(LOCATION_MZONE) and chkc:IsControler(1-tp) and s.posfilter(chkc) end if chk==0 then return Duel.IsExistingTarget(s.posfilter,tp,0,LOCATION_MZONE,1,nil) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_POSCHANGE) local g=Duel.SelectTarget(tp,s.posfilter,tp,0,LOCATION_MZONE,1,1,nil) Duel.SetOperationInfo(0,CATEGORY_POSITION,g,1,0,0) end function s.posop(e,tp,eg,ep,ev,re,r,rp) local tc=Duel.GetFirstTarget() if tc:IsRelateToEffect(e) then Duel.ChangePosition(tc,POS_FACEDOWN_DEFENSE) end end function s.spfilter(c,e,tp) return c:IsSetCard(0x18b) and not c:IsLevel(8) and c:IsFaceup() and c:IsCanBeSpecialSummoned(e,0,tp,false,false) end function s.sptg(e,tp,eg,ep,ev,re,r,rp,chk,chkc) if chkc then return chkc:IsLocation(LOCATION_REMOVED) and chkc:IsControler(tp) and s.filter(chkc,e,tp) end if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>0 and Duel.IsExistingTarget(s.spfilter,tp,LOCATION_REMOVED,0,1,nil,e,tp) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON) local g=Duel.SelectTarget(tp,s.spfilter,tp,LOCATION_REMOVED,0,1,1,nil,e,tp) Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,g,1,0,0) end function s.spop(e,tp,eg,ep,ev,re,r,rp) local tc=Duel.GetFirstTarget() if tc:IsRelateToEffect(e) then Duel.SpecialSummon(tc,0,tp,tp,false,false,POS_FACEUP) end end
411
0.931809
1
0.931809
game-dev
MEDIA
0.975434
game-dev
0.934862
1
0.934862
GodotHub/gdscript-tutorial
1,606
tutorial/10.object-oriented-intro/10.7.design-patterns/10.7.3.behavioral-patterns/10.7.3.8.strategy-pattern.md
# 策略模式 把一个对象的“行为算法”提取出来,做成可替换的策略,让对象在运行时可以“挑一个”策略来用 # 适用的场景 * 当你发现一堆 if/else/switch 在判断“用哪种算法”时! * 当你希望行为可切换、可扩展,又不想每次都改主类逻辑! * 当行为算法/规则经常变动,但主体对象逻辑不想动! 比如: * 不同排序策略(快排、冒泡、归并) * 不同攻击策略(近战、远程、魔法) * 不同定价策略(打折、满减、会员) # 基本结构 * Context(上下文):使用策略的对象,持有策略对象的引用 * Strategy(策略):抽象策略接口,定义统一的行为函数 * ConcreteStrategy(具体策略):每种具体策略,实现不同的行为 你可以随时通过 Context 设置新的策略来改变行为,就像切换武器一样 # 示例 ```csharp interface IAttackStrategy { void Attack(); } class MeleeAttack : IAttackStrategy { public void Attack() => Console.WriteLine("近身砍一刀!"); } class RangedAttack : IAttackStrategy { public void Attack() => Console.WriteLine("远程射箭!"); } class MagicAttack : IAttackStrategy { public void Attack() => Console.WriteLine("释放火球术!"); } class Hero { public IAttackStrategy Strategy { get; set; } public void PerformAttack() { Strategy.Attack(); } } // 使用: var hero = new Hero(); hero.Strategy = new MeleeAttack(); hero.PerformAttack(); // 砍一刀 hero.Strategy = new MagicAttack(); hero.PerformAttack(); // 扔火球 ``` ### GDScript ```gdscript class AttackStrategy: func attack(): pass class MeleeAttack extends AttackStrategy: func attack(): print("近战攻击!") class RangedAttack extends AttackStrategy: func attack(): print("射箭射爆!") class Hero: var strategy: AttackStrategy func perform_attack(): strategy.attack() func _ready(): var hero = Hero.new() hero.strategy = MeleeAttack.new() hero.perform_attack() # 近战攻击! hero.strategy = RangedAttack.new() hero.perform_attack() # 射箭射爆! ```
411
0.659362
1
0.659362
game-dev
MEDIA
0.943927
game-dev
0.58735
1
0.58735
Raven-APlus/RavenAPlus
3,855
src/main/java/keystrokesmod/module/impl/combat/velocity/IntaveVelocity.java
package keystrokesmod.module.impl.combat.velocity; import keystrokesmod.event.PostVelocityEvent; import keystrokesmod.module.impl.combat.Velocity; import keystrokesmod.module.setting.impl.ButtonSetting; import keystrokesmod.module.setting.impl.SliderSetting; import keystrokesmod.module.setting.impl.SubMode; import keystrokesmod.utility.Utils; import net.minecraft.entity.EntityLivingBase; import net.minecraft.potion.Potion; import net.minecraftforge.event.entity.player.AttackEntityEvent; import net.minecraftforge.fml.common.eventhandler.SubscribeEvent; import org.jetbrains.annotations.NotNull; public class IntaveVelocity extends SubMode<Velocity> { private final SliderSetting xzOnHit; private final SliderSetting xzOnSprintHit; private final ButtonSetting reduceUnnecessarySlowdown; private final SliderSetting chance; private final ButtonSetting jump; private final ButtonSetting jumpInInv; private final SliderSetting jumpChance; private final ButtonSetting notWhileSpeed; private final ButtonSetting notWhileJumpBoost; private final ButtonSetting debug; private boolean reduced = false; public IntaveVelocity(String name, @NotNull Velocity parent) { super(name, parent); this.registerSetting(xzOnHit = new SliderSetting("XZ on hit", 0.6, 0, 1, 0.01)); this.registerSetting(xzOnSprintHit = new SliderSetting("XZ on sprint hit", 0.6, 0, 1, 0.01)); this.registerSetting(reduceUnnecessarySlowdown = new ButtonSetting("Reduce unnecessary slowdown", false)); this.registerSetting(chance = new SliderSetting("Chance", 100, 0, 100, 1, "%")); this.registerSetting(jump = new ButtonSetting("Jump", false)); this.registerSetting(jumpInInv = new ButtonSetting("Jump in inv", false, jump::isToggled)); this.registerSetting(jumpChance = new SliderSetting("Jump chance", 80, 0, 100, 1, "%", jump::isToggled)); this.registerSetting(notWhileSpeed = new ButtonSetting("Not while speed", false)); this.registerSetting(notWhileJumpBoost = new ButtonSetting("Not while jump boost", false)); this.registerSetting(debug = new ButtonSetting("Debug", false)); } @Override public void onEnable() { reduced = false; } @SubscribeEvent public void onPostVelocity(PostVelocityEvent event) { if (noAction()) return; if (jump.isToggled()) { if (Math.random() > jumpChance.getInput() / 100) return; if (mc.thePlayer.onGround && (jumpInInv.isToggled() || mc.currentScreen == null)) mc.thePlayer.jump(); } reduced = false; } @SubscribeEvent public void onAttack(@NotNull AttackEntityEvent event) { if (event.target instanceof EntityLivingBase && mc.thePlayer.hurtTime > 0) { if (noAction()) return; if (Math.random() > chance.getInput() / 100) return; if (reduceUnnecessarySlowdown.isToggled() && reduced) return; if (mc.thePlayer.isSprinting()) { mc.thePlayer.motionX *= xzOnSprintHit.getInput(); mc.thePlayer.motionZ *= xzOnSprintHit.getInput(); } else { mc.thePlayer.motionX *= xzOnHit.getInput(); mc.thePlayer.motionZ *= xzOnHit.getInput(); } reduced = true; if (debug.isToggled()) Utils.sendMessage(String.format("Reduced %.3f %.3f", mc.thePlayer.motionX, mc.thePlayer.motionZ)); } } private boolean noAction() { return mc.thePlayer.getActivePotionEffects().parallelStream() .anyMatch(effect -> notWhileSpeed.isToggled() && effect.getPotionID() == Potion.moveSpeed.getId() || notWhileJumpBoost.isToggled() && effect.getPotionID() == Potion.jump.getId()); } }
411
0.804172
1
0.804172
game-dev
MEDIA
0.929083
game-dev
0.932625
1
0.932625
cre8ivepark/COVID19DataVisualizationHoloLens2
19,683
Assets/MRTK/SDK/Features/UX/Scripts/AppBar/AppBar.cs
// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. See LICENSE in the project root for license information. using Microsoft.MixedReality.Toolkit.Utilities; using System; using System.Collections.Generic; using UnityEngine; namespace Microsoft.MixedReality.Toolkit.UI { /// <summary> /// Logic for the App Bar. Generates buttons, manages states. /// </summary> [AddComponentMenu("Scripts/MRTK/SDK/AppBar")] public class AppBar : MonoBehaviour { private const float backgroundBarMoveSpeed = 5; #region Enum Definitions [Flags] public enum ButtonTypeEnum { Custom = 0, Remove = 1, Adjust = 2, Hide = 4, Show = 8, Done = 16 } public enum AppBarDisplayTypeEnum { Manipulation, Standalone } public enum AppBarStateEnum { Default, Manipulation, Hidden } #endregion #region Private Serialized Fields with Public Properties [Header("Target Bounding Box")] [Tooltip("Object the app bar is controlling - This object must implement the IBoundsTargetProvider.")] [SerializeField] private MonoBehaviour boundingBox = null; /// <summary> /// Object the app bar is controlling - This object must implement the IBoundsTargetProvider. /// </summary> public MonoBehaviour Target { get { return boundingBox; } set { boundingBox = value; } } [Tooltip("The parent game object for the renderable objects in the app bar")] [SerializeField] private GameObject baseRenderer = null; /// <summary> /// The parent game object for the renderable objects in the AppBar /// </summary> public GameObject BaseRenderer { get => baseRenderer; set => baseRenderer = value; } [Tooltip("The parent transform for the button collection")] [SerializeField] private Transform buttonParent = null; /// <summary> /// The parent transform for the button collection /// </summary> public Transform ButtonParent { get => buttonParent; set => buttonParent = value; } [Tooltip("The background gameobject, scales to fill area behind buttons")] [SerializeField] private GameObject backgroundBar = null; /// <summary> /// The background gameobject, scales to fill area behind buttons /// </summary> public GameObject BackgroundBar { get => backgroundBar; set => backgroundBar = value; } [Header("States")] [Tooltip("The AppBar's display type; default is Manipulation")] [SerializeField] private AppBarDisplayTypeEnum displayType = AppBarDisplayTypeEnum.Manipulation; /// <summary> /// The AppBar's display type; default is Manipulation /// </summary> public AppBarDisplayTypeEnum DisplayType { get { return displayType; } set { displayType = value; } } [Tooltip("The AppBar's current state")] [SerializeField] private AppBarStateEnum state = AppBarStateEnum.Default; /// <summary> /// The AppBar's current state /// </summary> public AppBarStateEnum State { get { return state; } set { state = value; } } [Header("Default Button Options")] [Tooltip("Should the AppBar have a remove button")] [SerializeField] private bool useRemove = true; /// <summary> /// Should the AppBar have a remove button /// </summary> public bool UseRemove { get { return useRemove; } set { useRemove = value; } } [Tooltip("Should the AppBar have an adjust button")] [SerializeField] private bool useAdjust = true; /// <summary> /// Should the AppBar have an adjust button /// </summary> public bool UseAdjust { get { return useAdjust; } set { useAdjust = value; } } [Tooltip("Should the AppBar have a hide button")] [SerializeField] private bool useHide = true; /// <summary> /// Should the AppBar have a hide button /// </summary> public bool UseHide { get { return useHide; } set { useHide = value; } } [Header("Default Button Icons")] [Tooltip("The adjust button texture")] [SerializeField] private Texture adjustIcon = null; /// <summary> /// The adjust button texture /// </summary> public Texture AdjustIcon { get => adjustIcon; set => adjustIcon = value; } [Tooltip("The done button texture")] [SerializeField] private Texture doneIcon = null; /// <summary> /// The done button texture /// </summary> public Texture DoneIcon { get => doneIcon; set => doneIcon = value; } [Tooltip("The hide button texture")] [SerializeField] private Texture hideIcon = null; /// <summary> /// The hide button texture /// </summary> public Texture HideIcon { get => hideIcon; set => hideIcon = value; } [Tooltip("The Remove button texture")] [SerializeField] private Texture removeIcon = null; /// <summary> /// The remove button texture /// </summary> public Texture RemoveIcon { get => removeIcon; set => removeIcon = value; } [Tooltip("The show button texture")] [SerializeField] private Texture showIcon = null; /// <summary> /// The show button texture /// </summary> public Texture ShowIcon { get => showIcon; set => showIcon = value; } [Header("Scale & Position Options")] [SerializeField] [Tooltip("Uses an alternate follow style that works better for very oblong objects.")] private bool useTightFollow = false; /// <summary> /// Uses an alternate follow style that works better for very oblong objects /// </summary> public bool UseTightFollow { get { return useTightFollow; } set { useTightFollow = value; } } [SerializeField] [Tooltip("Where to display the app bar on the y axis. This can be set to negative values to force the app bar to appear below the object.")] private float hoverOffsetYScale = 0.25f; /// <summary> /// Where to display the app bar on the y axis /// This can be set to negative values /// to force the app bar to appear below the object /// </summary> public float HoverOffsetYScale { get { return hoverOffsetYScale; } set { hoverOffsetYScale = value; } } [SerializeField] [Tooltip("Pushes the app bar away from the object.")] private float hoverOffsetZ = 0f; /// <summary> /// Pushes the app bar away from the object /// </summary> public float HoverOffsetZ { get { return hoverOffsetZ; } set { hoverOffsetZ = value; } } [Tooltip("The button width for each button")] [SerializeField] private float buttonWidth = 0.032f; /// <summary> /// The button width for each button /// </summary> public float ButtonWidth { get => buttonWidth; set => buttonWidth = value; } [Tooltip("The button depth for each button")] [SerializeField] private float buttonDepth = 0.016f; /// <summary> /// The button depth for each button /// </summary> public float ButtonDepth { get => buttonDepth; set => buttonDepth = value; } #endregion private List<AppBarButton> buttons = new List<AppBarButton>(); private Vector3 targetBarSize = Vector3.one; private float lastTimeTapped = 0f; private float coolDownTime = 0.5f; private BoundingBoxHelper helper = new BoundingBoxHelper(); private List<Vector3> boundsPoints = new List<Vector3>(); #region MonoBehaviour Functions private void OnEnable() { InitializeButtons(); } private void LateUpdate() { UpdateAppBar(); } #endregion public void Reset() { State = AppBarStateEnum.Default; FollowTargetObject(false); lastTimeTapped = Time.time + coolDownTime; } public void OnButtonPressed(AppBarButton button) { if (Time.time < lastTimeTapped + coolDownTime) return; lastTimeTapped = Time.time; switch (button.ButtonType) { case ButtonTypeEnum.Remove: OnClickRemove(); break; case ButtonTypeEnum.Adjust: State = AppBarStateEnum.Manipulation; break; case ButtonTypeEnum.Hide: State = AppBarStateEnum.Hidden; break; case ButtonTypeEnum.Show: State = AppBarStateEnum.Default; break; case ButtonTypeEnum.Done: State = AppBarStateEnum.Default; break; default: break; } } protected virtual void OnClickRemove() { // Set the app bar and bounding box to inactive var boundsProvider = Target as IBoundsTargetProvider; if (boundsProvider != null) { boundsProvider.Target.SetActive(false); } Target.gameObject.SetActive(false); gameObject.SetActive(false); } private void InitializeButtons() { buttons.Clear(); foreach (Transform child in ButtonParent) { AppBarButton appBarButton = child.GetComponent<AppBarButton>(); if (appBarButton == null) throw new Exception("Found a transform without an AppBarButton component under buttonTransforms!"); appBarButton.InitializeButtonContent(this); // Set to invisible initially if not custom switch (appBarButton.ButtonType) { case ButtonTypeEnum.Custom: break; default: appBarButton.SetVisible(false); break; } buttons.Add(appBarButton); } } private void UpdateAppBar() { UpdateButtons(); UpdateTargetObject(); FollowTargetObject(true); } private void UpdateButtons() { // First just count how many buttons are visible int activeButtonNum = 0; for (int i = 0; i < buttons.Count; i++) { AppBarButton button = buttons[i]; switch (button.ButtonType) { case ButtonTypeEnum.Custom: break; default: button.SetVisible(GetButtonVisible(button.ButtonType)); break; } if (!buttons[i].Visible) { continue; } activeButtonNum++; } // Sort the buttons by display order buttons.Sort(delegate (AppBarButton b1, AppBarButton b2) { return b2.DisplayOrder.CompareTo(b1.DisplayOrder); }); // Use active button number to determine background size and offset float backgroundBarSize = ButtonWidth * activeButtonNum; Vector3 positionOffset = Vector3.right * ((backgroundBarSize / 2) - (ButtonWidth / 2)); // Go through them again, setting active as activeButtonNum = 0; for (int i = 0; i < buttons.Count; i++) { // Set the sibling index and target position so the button will behave predictably when set visible buttons[i].transform.SetSiblingIndex(i); buttons[i].SetTargetPosition((Vector3.left * ButtonWidth * activeButtonNum) + positionOffset); if (!buttons[i].Visible) continue; activeButtonNum++; } targetBarSize.x = backgroundBarSize; BackgroundBar.transform.localScale = Vector3.Lerp(BackgroundBar.transform.localScale, targetBarSize, Time.deltaTime * backgroundBarMoveSpeed); BackgroundBar.transform.localPosition = Vector3.forward * ButtonDepth / 2; } private void UpdateTargetObject() { var boundsProvider = Target as IBoundsTargetProvider; if (boundsProvider == null || boundsProvider.Target == null) { if (DisplayType == AppBarDisplayTypeEnum.Manipulation) { // Hide our buttons BaseRenderer.SetActive(false); } else { BaseRenderer.SetActive(true); } return; } // Target can't be updated in editor mode if (!Application.isPlaying) return; if (boundsProvider == null) return; switch (State) { case AppBarStateEnum.Manipulation: boundsProvider.Active = true; break; default: boundsProvider.Active = false; break; } } private void FollowTargetObject(bool smooth) { var boundsProvider = Target as IBoundsTargetProvider; if (boundsProvider == null) return; //calculate best follow position for AppBar Vector3 finalPosition = Vector3.zero; Vector3 headPosition = CameraCache.Main.transform.position; boundsPoints.Clear(); helper.UpdateNonAABoundsCornerPositions(boundsProvider.TargetBounds, boundsPoints); int followingFaceIndex = helper.GetIndexOfForwardFace(headPosition); Vector3 faceNormal = helper.GetFaceNormal(followingFaceIndex); //finally we have new position finalPosition = helper.GetFaceBottomCentroid(followingFaceIndex) + (faceNormal * HoverOffsetZ); // Follow our bounding box transform.position = smooth ? Vector3.Lerp(transform.position, finalPosition, Time.deltaTime * backgroundBarMoveSpeed) : finalPosition; // Rotate on the y axis Vector3 direction = (boundsProvider.TargetBounds.bounds.center - finalPosition).normalized; if (direction != Vector3.zero) { Vector3 eulerAngles = Quaternion.LookRotation(direction, Vector3.up).eulerAngles; eulerAngles.x = 0f; eulerAngles.z = 0f; transform.eulerAngles = eulerAngles; } else { transform.eulerAngles = Vector3.zero; } } private bool GetButtonVisible(ButtonTypeEnum buttonType) { // Set visibility based on button type / options switch (buttonType) { default: break; case ButtonTypeEnum.Remove: if (!UseRemove) return false; break; case ButtonTypeEnum.Hide: if (!UseHide) return false; break; case ButtonTypeEnum.Adjust: if (!UseAdjust) return false; break; } switch (State) { case AppBarStateEnum.Default: default: switch (buttonType) { // Show hide, adjust, remove buttons // The rest are hidden case AppBar.ButtonTypeEnum.Hide: case AppBar.ButtonTypeEnum.Remove: case AppBar.ButtonTypeEnum.Adjust: case AppBar.ButtonTypeEnum.Custom: return true; default: return false; } case AppBarStateEnum.Hidden: switch (buttonType) { // Show show button // The rest are hidden case ButtonTypeEnum.Show: return true; default: return false; } case AppBarStateEnum.Manipulation: switch (buttonType) { // Show done button // The rest are hidden case AppBar.ButtonTypeEnum.Done: return true; default: return false; } } } public void GetButtonTextAndIconFromType(ButtonTypeEnum type, out string buttonText, out Texture buttonIcon, out int displayOrder) { switch (type) { case ButtonTypeEnum.Show: buttonText = "Show"; buttonIcon = ShowIcon; displayOrder = 0; break; case ButtonTypeEnum.Hide: buttonText = "Hide"; buttonIcon = HideIcon; displayOrder = 1; break; case ButtonTypeEnum.Adjust: buttonText = "Adjust"; buttonIcon = AdjustIcon; displayOrder = 2; break; case ButtonTypeEnum.Remove: buttonText = "Remove"; buttonIcon = RemoveIcon; displayOrder = 3; break; case ButtonTypeEnum.Done: buttonText = "Done"; buttonIcon = DoneIcon; displayOrder = 4; break; default: throw new ArgumentOutOfRangeException("type", type, null); } } } }
411
0.952417
1
0.952417
game-dev
MEDIA
0.532241
game-dev,desktop-app
0.80287
1
0.80287
XFactHD/FramedBlocks
6,661
src/main/java/io/github/xfacthd/framedblocks/common/block/pane/FramedBoardBlock.java
package io.github.xfacthd.framedblocks.common.block.pane; import io.github.xfacthd.framedblocks.api.block.FramedProperties; import io.github.xfacthd.framedblocks.api.block.PlacementStateBuilder; import io.github.xfacthd.framedblocks.api.camo.CamoList; import io.github.xfacthd.framedblocks.api.util.Utils; import io.github.xfacthd.framedblocks.common.FBContent; import io.github.xfacthd.framedblocks.common.block.FramedBlock; import io.github.xfacthd.framedblocks.common.data.BlockType; import io.github.xfacthd.framedblocks.common.data.PropertyHolder; import io.github.xfacthd.framedblocks.common.item.block.FramedSpecialBlockItem; import net.minecraft.Util; import net.minecraft.core.BlockPos; import net.minecraft.core.Direction; import net.minecraft.world.item.BlockItem; import net.minecraft.world.item.Item; import net.minecraft.world.item.context.BlockPlaceContext; import net.minecraft.world.level.Level; import net.minecraft.world.level.block.Block; import net.minecraft.world.level.block.Mirror; import net.minecraft.world.level.block.Rotation; import net.minecraft.world.level.block.state.BlockState; import net.minecraft.world.level.block.state.StateDefinition; import net.minecraft.world.level.block.state.properties.BlockStateProperties; import org.jetbrains.annotations.Nullable; public class FramedBoardBlock extends FramedBlock { private static final Direction[] HOR_DIRECTIONS = Direction.Plane.HORIZONTAL.stream().toArray(Direction[]::new); private static final int[] EDGE_MASKS = Util.make(new int[3], arr -> { for (Direction.Axis axis : Direction.Axis.values()) { int mask = (1 << axis.getPositive().ordinal()) | (1 << axis.getNegative().ordinal()); arr[axis.ordinal()] = ~mask & 0b00111111; } }); private static final int DEFAULT_FACE = 1 << Direction.DOWN.ordinal(); public FramedBoardBlock(Properties props) { super(BlockType.FRAMED_BOARD, props); registerDefaultState(defaultBlockState().setValue(PropertyHolder.FACES, DEFAULT_FACE)); } @Override protected void createBlockStateDefinition(StateDefinition.Builder<Block, BlockState> builder) { super.createBlockStateDefinition(builder); builder.add(PropertyHolder.FACES, BlockStateProperties.WATERLOGGED, FramedProperties.SOLID); } @Override @Nullable public BlockState getStateForPlacement(BlockPlaceContext ctx) { return PlacementStateBuilder.of(this, ctx) .withCustom((state, modCtx) -> { Level level = modCtx.getLevel(); BlockPos pos = modCtx.getClickedPos(); Direction face = modCtx.getClickedFace().getOpposite(); BlockState prevState = level.getBlockState(pos); if (prevState.is(this)) { if (modCtx.replacingClickedOnBlock()) { face = Utils.getDirByCross(face, modCtx.getClickLocation()); } return isFacePresent(prevState, face) ? null : setFacePresent(prevState, face, true); } return state.setValue(PropertyHolder.FACES, 1 << face.ordinal()); }) .withWater() .build(); } @Override protected boolean canBeReplaced(BlockState state, BlockPlaceContext ctx) { if (ctx.getPlayer() != null && !ctx.getPlayer().isShiftKeyDown() && ctx.getItemInHand().is(asItem())) { if (!ctx.getItemInHand().getOrDefault(FBContent.DC_TYPE_CAMO_LIST, CamoList.EMPTY).isEmpty()) { return false; } if (ctx.replacingClickedOnBlock()) { Direction face = ctx.getClickedFace(); double fraction = Utils.fractionInDir(ctx.getClickLocation(), face); return !isFacePresent(state, face) || (fraction > 0F && fraction < (3F / 32F)); } return true; } return false; } @Override public BlockItem createBlockItem(Item.Properties props) { return new FramedSpecialBlockItem.Single(this, props) { @Override @Nullable protected BlockState getReplacementState(BlockPlaceContext ctx, BlockState originalState) { return FramedBoardBlock.this.getStateForPlacement(ctx); } }; } @Override protected BlockState rotate(BlockState state, Rotation rot) { int mask = 0; for (Direction side : HOR_DIRECTIONS) { if (isFacePresent(state, side)) { mask |= 1 << side.get2DDataValue(); } } mask |= mask << 4; mask = Integer.rotateRight(mask, 4 - rot.ordinal()); for (Direction side : HOR_DIRECTIONS) { boolean set = (mask & (1 << side.get2DDataValue())) != 0; state = setFacePresent(state, side, set); } return state; } @Override protected BlockState mirror(BlockState state, Mirror mirror) { if (mirror == Mirror.NONE) return state; boolean invZ = mirror == Mirror.LEFT_RIGHT; Direction dirOne = invZ ? Direction.NORTH : Direction.WEST; Direction dirTwo = invZ ? Direction.SOUTH : Direction.EAST; boolean temp = isFacePresent(state, dirOne); state = setFacePresent(state, dirOne, isFacePresent(state, dirTwo)); return setFacePresent(state, dirTwo, temp); } @Override public BlockState getItemModelSource() { return defaultBlockState(); } @Override public BlockState getJadeRenderState(BlockState state) { return defaultBlockState(); } public static boolean isFacePresent(BlockState state, Direction side) { return (state.getValue(PropertyHolder.FACES) & (1 << side.ordinal())) != 0; } public static BlockState setFacePresent(BlockState state, Direction side, boolean present) { int faces = state.getValue(PropertyHolder.FACES); int mask = 1 << side.ordinal(); if (present) { faces |= mask; } else { faces &= ~mask; } return faces == 0 ? state : state.setValue(PropertyHolder.FACES, faces); } public static int computeEdgeMask(BlockState state, Direction side) { return state.getValue(PropertyHolder.FACES) & EDGE_MASKS[side.getAxis().ordinal()]; } }
411
0.958079
1
0.958079
game-dev
MEDIA
0.930048
game-dev
0.970716
1
0.970716
Bartis1313/csgo
5,364
hack/SDK/ConVar.hpp
#pragma once #include "CUtlVector.hpp" #include "helpers/pad.hpp" #include "helpers/vfunc.hpp" //----------------------------------------------------------------------------- // ConVar flags //----------------------------------------------------------------------------- // The default, no flags at all #define FCVAR_NONE 0 // Command to ConVars and ConCommands // ConVar Systems #define FCVAR_UNREGISTERED (1<<0) // If this is set, don't add to linked list, etc. #define FCVAR_DEVELOPMENTONLY (1<<1) // Hidden in released products. Flag is removed automatically if ALLOW_DEVELOPMENT_CVARS is defined. #define FCVAR_GAMEDLL (1<<2) // defined by the game DLL #define FCVAR_CLIENTDLL (1<<3) // defined by the client DLL #define FCVAR_HIDDEN (1<<4) // Hidden. Doesn't appear in find or auto complete. Like DEVELOPMENTONLY, but can't be compiled out. // ConVar only #define FCVAR_PROTECTED (1<<5) // It's a server cvar, but we don't send the data since it's a password, etc. Sends 1 if it's not bland/zero, 0 otherwise as value #define FCVAR_SPONLY (1<<6) // This cvar cannot be changed by clients connected to a multiplayer server. #define FCVAR_ARCHIVE (1<<7) // set to cause it to be saved to vars.rc #define FCVAR_NOTIFY (1<<8) // notifies players when changed #define FCVAR_USERINFO (1<<9) // changes the client's info string #define FCVAR_PRINTABLEONLY (1<<10) // This cvar's string cannot contain unprintable characters ( e.g., used for player name etc ). #define FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS (1<<10) // When on concommands this allows remote clients to execute this cmd on the server. // We are changing the default behavior of concommands to disallow execution by remote clients without // this flag due to the number existing concommands that can lag or crash the server when clients abuse them. #define FCVAR_UNLOGGED (1<<11) // If this is a FCVAR_SERVER, don't log changes to the log file / console if we are creating a log #define FCVAR_NEVER_AS_STRING (1<<12) // never try to print that cvar // It's a ConVar that's shared between the client and the server. // At signon, the values of all such ConVars are sent from the server to the client (skipped for local // client, of course ) // If a change is requested it must come from the console (i.e., no remote client changes) // If a value is changed while a server is active, it's replicated to all connected clients #define FCVAR_REPLICATED (1<<13) // server setting enforced on clients, TODO rename to FCAR_SERVER at some time #define FCVAR_CHEAT (1<<14) // Only useable in singleplayer / debug / multiplayer & sv_cheats #define FCVAR_SS (1<<15) // causes varnameN where N == 2 through max splitscreen slots for mod to be autogenerated #define FCVAR_DEMO (1<<16) // record this cvar when starting a demo file #define FCVAR_DONTRECORD (1<<17) // don't record these command in demofiles #define FCVAR_SS_ADDED (1<<18) // This is one of the "added" FCVAR_SS variables for the splitscreen players #define FCVAR_RELEASE (1<<19) // Cvars tagged with this are the only cvars avaliable to customers #define FCVAR_RELOAD_MATERIALS (1<<20) // If this cvar changes, it forces a material reload #define FCVAR_RELOAD_TEXTURES (1<<21) // If this cvar changes, if forces a texture reload #define FCVAR_NOT_CONNECTED (1<<22) // cvar cannot be changed by a client that is connected to a server #define FCVAR_MATERIAL_SYSTEM_THREAD (1<<23) // Indicates this cvar is read from the material system thread #define FCVAR_ARCHIVE_GAMECONSOLE (1<<24) // cvar written to config.cfg on the Xbox #define FCVAR_SERVER_CAN_EXECUTE (1<<28)// the server is allowed to execute this command on clients via ClientCommand/NET_StringCmd/CBaseClientState::ProcessStringCmd. #define FCVAR_SERVER_CANNOT_QUERY (1<<29)// If this is set, then the server is not allowed to query this cvar's value (via IServerPluginHelpers::StartQueryCvarValue). #define FCVAR_CLIENTCMD_CAN_EXECUTE (1<<30) // IVEngineClient::ClientCmd is allowed to execute this command. // Note: IVEngineClient::ClientCmd_Unrestricted can run any client command. #define FCVAR_ACCESSIBLE_FROM_THREADS (1<<25) // used as a debugging tool necessary to check material system thread convars // #define FCVAR_AVAILABLE (1<<26) // #define FCVAR_AVAILABLE (1<<27) // #define FCVAR_AVAILABLE (1<<31) #define FCVAR_MATERIAL_THREAD_MASK ( FCVAR_RELOAD_MATERIALS | FCVAR_RELOAD_TEXTURES | FCVAR_MATERIAL_SYSTEM_THREAD ) class IConVar { public: VFUNC(float, getFloat, 12, (), (this)); VFUNC(int, getInt, 13, (), (this)); VFUNC(void, setValue, 14, (const char* val), (this, val)); VFUNC(void, setValue, 15, (float val), (this, val)); VFUNC(void, setValue, 16, (int val), (this, val)); VFUNC(void, setValue, 17, (bool val), (this, val)); private: void* sometable; public: IConVar* m_next; alignas(4) bool registered; char* m_name; char* m_helper; int m_flags; private: void* unkCallback; public: IConVar* m_parent; const char* m_defaultValue; char* m_valueNow; int m_valueLength; private: IConVar* parentCopy1; IConVar* parentCopy2; public: char* valuenowCopied; // bit delayed int m_valueLengthCopied; private: IConVar* parentCopy3; IConVar* parentCopy4; // wtf? PAD(16); // all zeros CUtlVector<std::add_pointer_t<void __cdecl()>> m_callbacks; };
411
0.879618
1
0.879618
game-dev
MEDIA
0.775501
game-dev,networking
0.707803
1
0.707803
Kirby64Ret/kirby64
5,360
asm/non_matchings/ovl2_6/func_8010D8A4.s
glabel func_8010D8A4 /* 096314 8010D8A4 27BDFFA0 */ addiu $sp, $sp, -0x60 /* 096318 8010D8A8 AFBF002C */ sw $ra, 0x2c($sp) /* 09631C 8010D8AC AFB00028 */ sw $s0, 0x28($sp) /* 096320 8010D8B0 0C0413EE */ jal func_80104FB8 /* 096324 8010D8B4 00808025 */ move $s0, $a0 /* 096328 8010D8B8 44800000 */ mtc1 $zero, $f0 /* 09632C 8010D8BC 3C01BF80 */ li $at, 0xBF800000 # -1.000000 /* 096330 8010D8C0 44812000 */ mtc1 $at, $f4 /* 096334 8010D8C4 3C038013 */ lui $v1, %hi(D_8012BD00) # $v1, 0x8013 /* 096338 8010D8C8 2463BD00 */ addiu $v1, %lo(D_8012BD00) # addiu $v1, $v1, -0x4300 /* 09633C 8010D8CC E7A00038 */ swc1 $f0, 0x38($sp) /* 096340 8010D8D0 E7A00040 */ swc1 $f0, 0x40($sp) /* 096344 8010D8D4 E7A4003C */ swc1 $f4, 0x3c($sp) /* 096348 8010D8D8 C6060004 */ lwc1 $f6, 4($s0) /* 09634C 8010D8DC C4680004 */ lwc1 $f8, 4($v1) /* 096350 8010D8E0 26020010 */ addiu $v0, $s0, 0x10 /* 096354 8010D8E4 3C018013 */ lui $at, %hi(D_80128AE0) # $at, 0x8013 /* 096358 8010D8E8 46083280 */ add.s $f10, $f6, $f8 /* 09635C 8010D8EC C4680008 */ lwc1 $f8, 8($v1) /* 096360 8010D8F0 27AE0034 */ addiu $t6, $sp, 0x34 /* 096364 8010D8F4 27A40050 */ addiu $a0, $sp, 0x50 /* 096368 8010D8F8 E7AA0050 */ swc1 $f10, 0x50($sp) /* 09636C 8010D8FC C6100008 */ lwc1 $f16, 8($s0) /* 096370 8010D900 C4520004 */ lwc1 $f18, 4($v0) /* 096374 8010D904 27A50044 */ addiu $a1, $sp, 0x44 /* 096378 8010D908 27A60038 */ addiu $a2, $sp, 0x38 /* 09637C 8010D90C 46128100 */ add.s $f4, $f16, $f18 /* 096380 8010D910 C7B00050 */ lwc1 $f16, 0x50($sp) /* 096384 8010D914 00003825 */ move $a3, $zero /* 096388 8010D918 E7A40054 */ swc1 $f4, 0x54($sp) /* 09638C 8010D91C C606000C */ lwc1 $f6, 0xc($s0) /* 096390 8010D920 E7B00044 */ swc1 $f16, 0x44($sp) /* 096394 8010D924 46083280 */ add.s $f10, $f6, $f8 /* 096398 8010D928 C4288AE0 */ lwc1 $f8, %lo(D_80128AE0)($at) /* 09639C 8010D92C E7AA0058 */ swc1 $f10, 0x58($sp) /* 0963A0 8010D930 C4440008 */ lwc1 $f4, 8($v0) /* 0963A4 8010D934 C6120008 */ lwc1 $f18, 8($s0) /* 0963A8 8010D938 C7B00058 */ lwc1 $f16, 0x58($sp) /* 0963AC 8010D93C AFA0001C */ sw $zero, 0x1c($sp) /* 0963B0 8010D940 46049180 */ add.s $f6, $f18, $f4 /* 0963B4 8010D944 AFAE0018 */ sw $t6, 0x18($sp) /* 0963B8 8010D948 AFA00014 */ sw $zero, 0x14($sp) /* 0963BC 8010D94C AFA00010 */ sw $zero, 0x10($sp) /* 0963C0 8010D950 46083281 */ sub.s $f10, $f6, $f8 /* 0963C4 8010D954 E7B0004C */ swc1 $f16, 0x4c($sp) /* 0963C8 8010D958 0C040FA8 */ jal func_80103EA0 /* 0963CC 8010D95C E7AA0048 */ swc1 $f10, 0x48($sp) /* 0963D0 8010D960 10400009 */ beqz $v0, .L8010D988_ovl2 /* 0963D4 8010D964 8FA40034 */ lw $a0, 0x34($sp) /* 0963D8 8010D968 00002825 */ move $a1, $zero /* 0963DC 8010D96C 00003025 */ move $a2, $zero /* 0963E0 8010D970 0C0408C9 */ jal D_80102324_ovl2 /* 0963E4 8010D974 00003825 */ move $a3, $zero /* 0963E8 8010D978 14400003 */ bnez $v0, .L8010D988_ovl2 /* 0963EC 8010D97C 00000000 */ nop /* 0963F0 8010D980 10000024 */ b .L8010DA14_ovl2 /* 0963F4 8010D984 00001025 */ move $v0, $zero .L8010D988_ovl2: /* 0963F8 8010D988 3C028013 */ lui $v0, %hi(D_8012BD00) # $v0, 0x8013 /* 0963FC 8010D98C 2442BD00 */ addiu $v0, %lo(D_8012BD00) # addiu $v0, $v0, -0x4300 /* 096400 8010D990 C444000C */ lwc1 $f4, 0xc($v0) /* 096404 8010D994 C6120004 */ lwc1 $f18, 4($s0) /* 096408 8010D998 C44A0010 */ lwc1 $f10, 0x10($v0) /* 09640C 8010D99C 27AF0034 */ addiu $t7, $sp, 0x34 /* 096410 8010D9A0 46049180 */ add.s $f6, $f18, $f4 /* 096414 8010D9A4 27A40050 */ addiu $a0, $sp, 0x50 /* 096418 8010D9A8 27A50044 */ addiu $a1, $sp, 0x44 /* 09641C 8010D9AC 27A60038 */ addiu $a2, $sp, 0x38 /* 096420 8010D9B0 E7A60050 */ swc1 $f6, 0x50($sp) /* 096424 8010D9B4 C608000C */ lwc1 $f8, 0xc($s0) /* 096428 8010D9B8 C7B20050 */ lwc1 $f18, 0x50($sp) /* 09642C 8010D9BC AFA0001C */ sw $zero, 0x1c($sp) /* 096430 8010D9C0 460A4400 */ add.s $f16, $f8, $f10 /* 096434 8010D9C4 AFAF0018 */ sw $t7, 0x18($sp) /* 096438 8010D9C8 AFA00014 */ sw $zero, 0x14($sp) /* 09643C 8010D9CC AFA00010 */ sw $zero, 0x10($sp) /* 096440 8010D9D0 E7B00058 */ swc1 $f16, 0x58($sp) /* 096444 8010D9D4 C7A40058 */ lwc1 $f4, 0x58($sp) /* 096448 8010D9D8 00003825 */ move $a3, $zero /* 09644C 8010D9DC E7B20044 */ swc1 $f18, 0x44($sp) /* 096450 8010D9E0 0C040FA8 */ jal func_80103EA0 /* 096454 8010D9E4 E7A4004C */ swc1 $f4, 0x4c($sp) /* 096458 8010D9E8 10400009 */ beqz $v0, .L8010DA10_ovl2 /* 09645C 8010D9EC 8FA40034 */ lw $a0, 0x34($sp) /* 096460 8010D9F0 00002825 */ move $a1, $zero /* 096464 8010D9F4 00003025 */ move $a2, $zero /* 096468 8010D9F8 0C0408C9 */ jal D_80102324_ovl2 /* 09646C 8010D9FC 00003825 */ move $a3, $zero /* 096470 8010DA00 54400004 */ bnezl $v0, .L8010DA14_ovl2 /* 096474 8010DA04 24020001 */ li $v0, 1 /* 096478 8010DA08 10000002 */ b .L8010DA14_ovl2 /* 09647C 8010DA0C 00001025 */ move $v0, $zero .L8010DA10_ovl2: /* 096480 8010DA10 24020001 */ li $v0, 1 .L8010DA14_ovl2: /* 096484 8010DA14 8FBF002C */ lw $ra, 0x2c($sp) /* 096488 8010DA18 8FB00028 */ lw $s0, 0x28($sp) /* 09648C 8010DA1C 27BD0060 */ addiu $sp, $sp, 0x60 /* 096490 8010DA20 03E00008 */ jr $ra /* 096494 8010DA24 00000000 */ nop .type func_8010D8A4, @function .size func_8010D8A4, . - func_8010D8A4
411
0.719755
1
0.719755
game-dev
MEDIA
0.808907
game-dev
0.583493
1
0.583493
mayao11/PracticalGameAI
1,987
AI_Enemy3_Behavior_basic/Assets/Behavior Designer/Runtime/Actions/RestartBehaviorTree.cs
using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("Restarts a behavior tree, returns success after it has been restarted.")] [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=66")] [TaskIcon("{SkinColor}RestartBehaviorTreeIcon.png")] public class RestartBehaviorTree : Action { [Tooltip("The GameObject of the behavior tree that should be restarted. If null use the current behavior")] public SharedGameObject behaviorGameObject; [Tooltip("The group of the behavior tree that should be restarted")] public SharedInt group; private Behavior behavior; public override void OnAwake() { var behaviorTrees = GetDefaultGameObject(behaviorGameObject.Value).GetComponents<Behavior>(); if (behaviorTrees.Length == 1) { behavior = behaviorTrees[0]; } else if (behaviorTrees.Length > 1) { for (int i = 0; i < behaviorTrees.Length; ++i) { if (behaviorTrees[i].Group == group.Value) { behavior = behaviorTrees[i]; break; } } // If the group can't be found then use the first behavior tree if (behavior == null) { behavior = behaviorTrees[0]; } } } public override TaskStatus OnUpdate() { if (behavior == null) { return TaskStatus.Failure; } // Stop the behavior tree behavior.DisableBehavior(); // Start the behavior tree back up behavior.EnableBehavior(); // Return success return TaskStatus.Success; } public override void OnReset() { // Reset the properties back to their original values. behavior = null; } } }
411
0.876427
1
0.876427
game-dev
MEDIA
0.836373
game-dev
0.75254
1
0.75254
EmptyBottleInc/DFU-Tanguy-Multiplayer
3,073
Assets/Scripts/Game/Guilds/IGuild.cs
// Project: Daggerfall Unity // Copyright: Copyright (C) 2009-2022 Daggerfall Workshop // Web Site: http://www.dfworkshop.net // License: MIT License (http://www.opensource.org/licenses/mit-license.php) // Source Code: https://github.com/Interkarma/daggerfall-unity // Original Author: Hazelnut // Contributors: using System.Collections.Generic; using DaggerfallConnect; using DaggerfallConnect.Arena2; using DaggerfallWorkshop.Game.Entity; using DaggerfallWorkshop.Utility; using DaggerfallWorkshop.Game.Serialization; namespace DaggerfallWorkshop.Game.Guilds { /// <summary> /// Guild objects define player rank progression and benefits with the guild. /// For vanilla style guilds, extend abstract class Guild.cs which defines most /// of the vanilla base behaviour. /// </summary> public interface IGuild : IMacroContextProvider { #region Properties string[] RankTitles { get; } List<DFCareer.Skills> GuildSkills { get; } List<DFCareer.Skills> TrainingSkills { get; } #endregion #region Guild Ranks int Rank { get; set; } void ImportLastRankChange(uint timeOfLastRankChange); TextFile.Token[] UpdateRank(PlayerEntity playerEntity); TextFile.Token[] TokensPromotion(int newRank); TextFile.Token[] TokensDemotion(); TextFile.Token[] TokensExpulsion(); #endregion #region Guild Membership and Faction Data bool IsMember(); int GetFactionId(); int GetReputation(PlayerEntity playerEntity); string GetGuildName(); string GetAffiliation(); string GetTitle(); #endregion #region Common Benefits bool CanRest(); bool HallAccessAnytime(); bool FreeHealing(); bool FreeMagickaRecharge(); int AlterReward(int reward); int ReducedRepairCost(int price); int ReducedIdentifyCost(int price); int ReducedCureCost(int price); #endregion #region Special benefits: bool FreeTavernRooms(); bool FreeShipTravel(); int FastTravel(int duration); int DeepBreath(int duration); bool AvoidDeath(); #endregion #region Service Access: bool CanAccessLibrary(); bool CanAccessService(GuildServices service); #endregion #region Service: Training int GetTrainingMax(DFCareer.Skills skill); int GetTrainingPrice(); #endregion #region Joining void Join(); void Leave(); bool IsEligibleToJoin(PlayerEntity playerEntity); TextFile.Token[] TokensIneligible(PlayerEntity playerEntity); TextFile.Token[] TokensEligible(PlayerEntity playerEntity); TextFile.Token[] TokensWelcome(); #endregion #region Serialization GuildMembership_v1 GetGuildData(); void RestoreGuildData(GuildMembership_v1 data); #endregion } }
411
0.787791
1
0.787791
game-dev
MEDIA
0.97056
game-dev
0.72895
1
0.72895
CalamityTeam/CalamityModPublic
4,639
Projectiles/Summon/GhostlyMine.cs
using System; using Microsoft.Xna.Framework; using Terraria; using Terraria.Audio; using Terraria.ID; using Terraria.ModLoader; namespace CalamityMod.Projectiles.Summon { public class GhostlyMine : ModProjectile, ILocalizedModType { public new string LocalizationCategory => "Projectiles.Summon"; public override string Texture => "CalamityMod/Projectiles/Boss/PhantomMine"; public bool start = true; public bool spawnDust = true; public override void SetDefaults() { Projectile.width = Projectile.height = 30; Projectile.friendly = true; Projectile.ignoreWater = true; Projectile.minionSlots = 0f; Projectile.timeLeft = 900; Projectile.penetrate = 1; Projectile.tileCollide = false; Projectile.minion = true; Projectile.DamageType = DamageClass.Summon; } public override void AI() { Player player = Main.player[Projectile.owner]; if (start) { SoundEngine.PlaySound(SoundID.Item20, Projectile.position); Projectile.ai[1] = Projectile.ai[0]; start = false; } double deg = (double)Projectile.ai[1]; double rad = deg * (Math.PI / 180); double dist = 550; Projectile.position.X = player.Center.X - (int)(Math.Cos(rad) * dist) - Projectile.width / 2; Projectile.position.Y = player.Center.Y - (int)(Math.Sin(rad) * dist) - Projectile.height / 2; Projectile.ai[1] += 1f; if (spawnDust) { for (int i = 0; i < 10; i++) { int dust = Dust.NewDust(Projectile.position, Projectile.width, Projectile.height, DustID.DungeonSpirit, 0f, 0f, 100, default, 2f); Main.dust[dust].velocity *= 3f; if (Main.rand.NextBool()) { Main.dust[dust].scale = 0.5f; Main.dust[dust].fadeIn = 1f + (float)Main.rand.Next(10) * 0.1f; } } for (int j = 0; j < 15; j++) { int dust2 = Dust.NewDust(Projectile.position, Projectile.width, Projectile.height, DustID.DungeonSpirit, 0f, 0f, 100, default, 3f); Main.dust[dust2].noGravity = true; Main.dust[dust2].velocity *= 5f; dust2 = Dust.NewDust(Projectile.position, Projectile.width, Projectile.height, DustID.DungeonSpirit, 0f, 0f, 100, default, 2f); Main.dust[dust2].velocity *= 2f; } spawnDust = false; } } public override Color? GetAlpha(Color lightColor) { if (Projectile.timeLeft < 85) { byte b2 = (byte)(Projectile.timeLeft * 3); byte a2 = (byte)(100f * ((float)b2 / 255f)); return new Color((int)b2, (int)b2, (int)b2, (int)a2); } return new Color(255, 255, 255, 100); } public override void OnHitNPC(NPC target, NPC.HitInfo hit, int damageDone) { Projectile.position = Projectile.Center; Projectile.width = Projectile.height = 160; Projectile.position.X = Projectile.position.X - (float)(Projectile.width / 2); Projectile.position.Y = Projectile.position.Y - (float)(Projectile.height / 2); SoundEngine.PlaySound(SoundID.Item14, Projectile.position); for (int i = 0; i < 30; i++) { int dust = Dust.NewDust(Projectile.position, Projectile.width, Projectile.height, DustID.DungeonSpirit, 0f, 0f, 100, default, 1.2f); Main.dust[dust].velocity *= 3f; if (Main.rand.NextBool()) { Main.dust[dust].scale = 0.5f; Main.dust[dust].fadeIn = 1f + (float)Main.rand.Next(10) * 0.1f; } } for (int j = 0; j < 60; j++) { int dust2 = Dust.NewDust(Projectile.position, Projectile.width, Projectile.height, DustID.DungeonSpirit, 0f, 0f, 100, default, 1.7f); Main.dust[dust2].noGravity = true; Main.dust[dust2].velocity *= 5f; dust2 = Dust.NewDust(Projectile.position, Projectile.width, Projectile.height, DustID.DungeonSpirit, 0f, 0f, 100, default, 1f); Main.dust[dust2].velocity *= 2f; } } } }
411
0.734786
1
0.734786
game-dev
MEDIA
0.983905
game-dev
0.96193
1
0.96193
newagebegins/BattleCity
1,579
src/Player.js
function Player() { this._lives = 2; this._score = 0; this.resetTanks(); } Player.Event = {}; Player.Event.OUT_OF_LIVES = 'Player.Event.OUT_OF_LIVES'; Player.prototype.resetTanks = function () { this._tanks = {}; this._tanks[Tank.Type.BASIC] = 0; this._tanks[Tank.Type.FAST] = 0; this._tanks[Tank.Type.POWER] = 0; this._tanks[Tank.Type.ARMOR] = 0; this._tanksCount = 0; }; Player.prototype.setEventManager = function (eventManager) { this._eventManager = eventManager; this._eventManager.addSubscriber(this, [ PointsFactory.Event.POINTS_CREATED, Tank.Event.PLAYER_DESTROYED, PowerUpHandler.Event.TANK, Tank.Event.ENEMY_DESTROYED ]); }; Player.prototype.notify = function (event) { if (event.name == PointsFactory.Event.POINTS_CREATED) { this._score += event.points.getValue(); } else if (event.name == Tank.Event.PLAYER_DESTROYED) { if (this._lives == 0) { this._eventManager.fireEvent({'name': Player.Event.OUT_OF_LIVES}); } else { this._lives--; } } else if (event.name == PowerUpHandler.Event.TANK) { this._lives++; } else if (event.name == Tank.Event.ENEMY_DESTROYED) { if (event.tank.getValue() > 0) { this._tanks[event.tank.getType()]++; this._tanksCount++; } } }; Player.prototype.getScore = function () { return this._score; }; Player.prototype.getLives = function () { return this._lives; }; Player.prototype.getTanks = function (type) { return this._tanks[type]; }; Player.prototype.getTanksCount = function () { return this._tanksCount; };
411
0.544786
1
0.544786
game-dev
MEDIA
0.98798
game-dev
0.767461
1
0.767461
plooshi/CelestiaGS
2,539
SDK/Athena_Prop_BP_TRV_tall_shelf_01_classes.hpp
#pragma once /* * SDK generated by Dumper-7 * * https://github.com/Encryqed/Dumper-7 */ // Package: Athena_Prop_BP_TRV_tall_shelf_01 #include "Basic.hpp" #include "Engine_structs.hpp" #include "FortniteGame_classes.hpp" namespace SDK { // BlueprintGeneratedClass Athena_Prop_BP_TRV_tall_shelf_01.Athena_Prop_BP_TRV_tall_shelf_01_C // 0x0018 (0x0BD8 - 0x0BC0) class AAthena_Prop_BP_TRV_tall_shelf_01_C final : public ABuildingProp { public: struct FPointerToUberGraphFrame UberGraphFrame; // 0x0BC0(0x0008)(ZeroConstructor, Transient, DuplicateTransient) class UAudioComponent* Sound_Flies; // 0x0BC8(0x0008)(BlueprintVisible, ZeroConstructor, InstancedReference, IsPlainOldData, NonTransactional, NoDestructor, HasGetValueTypeHash) class UParticleSystemComponent* Flies; // 0x0BD0(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash) public: void ExecuteUbergraph_Athena_Prop_BP_TRV_tall_shelf_01(int32 EntryPoint); void ReceiveDestroyed(); void ReceiveBeginPlay(); void OnDamagePlayEffects(float Damage, const struct FGameplayTagContainer& DamageTags, const struct FVector& Momentum, const struct FHitResult& HitInfo, class AFortPawn* InstigatedBy, class AActor* DamageCauser, const struct FGameplayEffectContextHandle& EffectContext); public: static class UClass* StaticClass() { return StaticBPGeneratedClassImpl<"Athena_Prop_BP_TRV_tall_shelf_01_C">(); } static class AAthena_Prop_BP_TRV_tall_shelf_01_C* GetDefaultObj() { return GetDefaultObjImpl<AAthena_Prop_BP_TRV_tall_shelf_01_C>(); } }; static_assert(alignof(AAthena_Prop_BP_TRV_tall_shelf_01_C) == 0x000008, "Wrong alignment on AAthena_Prop_BP_TRV_tall_shelf_01_C"); static_assert(sizeof(AAthena_Prop_BP_TRV_tall_shelf_01_C) == 0x000BD8, "Wrong size on AAthena_Prop_BP_TRV_tall_shelf_01_C"); static_assert(offsetof(AAthena_Prop_BP_TRV_tall_shelf_01_C, UberGraphFrame) == 0x000BC0, "Member 'AAthena_Prop_BP_TRV_tall_shelf_01_C::UberGraphFrame' has a wrong offset!"); static_assert(offsetof(AAthena_Prop_BP_TRV_tall_shelf_01_C, Sound_Flies) == 0x000BC8, "Member 'AAthena_Prop_BP_TRV_tall_shelf_01_C::Sound_Flies' has a wrong offset!"); static_assert(offsetof(AAthena_Prop_BP_TRV_tall_shelf_01_C, Flies) == 0x000BD0, "Member 'AAthena_Prop_BP_TRV_tall_shelf_01_C::Flies' has a wrong offset!"); }
411
0.606073
1
0.606073
game-dev
MEDIA
0.960303
game-dev
0.590593
1
0.590593
oguzeroglu/ROYGBIV
1,659
js/engine_objects/ParticleSystemPool.js
var ParticleSystemPool = function(name){ this.isParticleSystemPool = true; this.name = name; this.particleSystems = new Object(); this.availableParticleSystems = new Map(); } ParticleSystemPool.prototype.add = function(particleSystem){ this.particleSystems[particleSystem.name] = particleSystem; if (!particleSystem.mesh.visible){ this.availableParticleSystems.set(particleSystem.name, particleSystem); } particleSystem.psPool = this.name; } ParticleSystemPool.prototype.get = function(){ if (this.availableParticleSystems.size == 0 || this.registeredSceneName != sceneHandler.getActiveSceneName()){ return false; } var ps = this.availableParticleSystems.values().next().value; this.availableParticleSystems.delete(ps.name); if (this.consumedCallback && this.availableParticleSystems.size == 0){ this.consumedCallback(); } return ps; } ParticleSystemPool.prototype.remove = function(particleSystem){ delete this.particleSystems[particleSystem.name]; this.availableParticleSystems.delete(particleSystem.name); delete particleSystem.psPool; } ParticleSystemPool.prototype.destroy = function(){ for (var psName in this.particleSystems){ delete this.particleSystems[psName].psPool; delete this.particleSystems[psName]; this.availableParticleSystems.delete(psName); } delete particleSystemPools[this.name]; this.destroyed = true; } ParticleSystemPool.prototype.notifyPSAvailable = function(particleSystem){ this.availableParticleSystems.set(particleSystem.name, particleSystem); if (this.availableCallback && this.availableParticleSystems.size == 1){ this.availableCallback(); } }
411
0.647996
1
0.647996
game-dev
MEDIA
0.907364
game-dev
0.52269
1
0.52269
wormtql/genshin_artifact
1,402
mona_core/src/buffs/buffs/common/critical_damage.rs
use crate::attribute::{Attribute, AttributeName}; use crate::buffs::{Buff, BuffConfig}; use crate::buffs::buff::BuffMeta; use crate::buffs::buff_meta::{BuffFrom, BuffGenre, BuffImage, BuffMetaData}; use crate::buffs::buff_name::BuffName; use crate::common::item_config_type::ItemConfig; use crate::enemies::Enemy; pub struct BuffCriticalDamage { pub value: f64, } impl<A: Attribute> Buff<A> for BuffCriticalDamage { fn change_attribute(&self, attribute: &mut A) { attribute.set_value_by(AttributeName::CriticalDamageBase, "BUFF: 暴击伤害", self.value); } } impl BuffMeta for BuffCriticalDamage { #[cfg(not(target_family = "wasm"))] const META_DATA: BuffMetaData = BuffMetaData { name: BuffName::CriticalDamage, name_locale: crate::common::i18n::locale!( zh_cn: "暴击伤害", en: "Crit DMG", ), image: BuffImage::Misc("sword"), genre: BuffGenre::Common, description: None, from: BuffFrom::Common }; #[cfg(not(target_family = "wasm"))] const CONFIG: Option<&'static [ItemConfig]> = Some(&[ ItemConfig::BUFFV1P ]); fn create<A: Attribute>(b: &BuffConfig) -> Box<dyn Buff<A>> { let value = match *b { BuffConfig::CriticalDamage { p } => p / 100.0, _ => 0.0 }; Box::new(BuffCriticalDamage { value }) } }
411
0.777235
1
0.777235
game-dev
MEDIA
0.158659
game-dev
0.687927
1
0.687927
Cloudhunter/OpenCCSensors
3,233
src/main/java/openccsensors/common/util/AppliedEnergisticsUtils.java
package openccsensors.common.util; import java.util.HashMap; import java.util.List; import net.minecraft.item.ItemStack; import net.minecraft.tileentity.TileEntity; import net.minecraftforge.common.util.ForgeDirection; import appeng.api.AEApi; import appeng.api.networking.IGridBlock; import appeng.api.networking.IGridNode; import appeng.api.networking.energy.IEnergyGrid; import appeng.api.storage.ICellInventory; import appeng.api.storage.IMEInventory; import appeng.api.storage.IMEInventoryHandler; import appeng.api.storage.data.IAEItemStack; import appeng.api.storage.data.IAEStack; import appeng.api.storage.data.IItemList; public class AppliedEnergisticsUtils { private static final String ME_WIRELESS_CLASS = "appeng.me.tile.TileWireless"; public static boolean isValidTarget(Object target) { return target != null && target.getClass().getName() == ME_WIRELESS_CLASS; } public static HashMap getTileDetails(Object obj, boolean additional) { HashMap response = new HashMap(); if (!(obj instanceof TileEntity)) { return response; } TileEntity aeWirelessAPtileEntity = (TileEntity) obj; response.put("Powered", false); IGridBlock aeMachine = (IGridBlock) aeWirelessAPtileEntity; IGridNode gi = aeMachine.getMachine().getGridNode(ForgeDirection.UNKNOWN); if (aeMachine instanceof IEnergyGrid && ((IEnergyGrid)aeMachine).isNetworkPowered() && aeMachine instanceof IMEInventoryHandler) { IMEInventoryHandler imivh = (IMEInventoryHandler) aeMachine; IMEInventory imiv = (IMEInventory) imivh; IEnergyGrid eGrid = (IEnergyGrid) aeMachine; response.put("Powered",true); if (imiv instanceof ICellInventory) { //uses ICellInventory for remaining item types and count. ICellInventory cells = (ICellInventory) imiv; response.put("FreeTypes", (int) cells.getRemainingItemTypes()); response.put("FreeCount", (int) cells.getRemainingItemCount()); response.put("FreeBytes", (int) cells.getFreeBytes()); long usedBytes = cells.getUsedBytes(); long totalBytes = cells.getTotalBytes(); response.put("UsedBytes", (int) usedBytes); response.put("TotalBytes", (int) totalBytes); double percent = (double)100 / totalBytes * usedBytes; percent = Math.max(Math.min(percent, 100), 0); response.put("InventoryPercentFull", percent); response.put("CanHoldNewItems", cells.canHoldNewItem()); } if (additional) { IItemList list = AEApi.instance().storage().createItemList(); imiv.getAvailableItems(list); int totalCount = 0; int i = 0; HashMap stacks = new HashMap(); Iterable<IAEStack> iterator = (Iterable<IAEStack>)list.iterator(); for (IAEStack stack : iterator) { if (stack.isItem()) { IAEItemStack itemStack = (IAEItemStack) stack; ItemStack items = itemStack.getItemStack(); stacks.put(i++, InventoryUtils.itemstackToMap(items)); totalCount += items.stackSize; } }; response.put("UsedTypes", list.size()); response.put("UsedCount", totalCount); response.put("Slots", stacks); response.put("Priority", imivh.getPriority()); response.put("SystemPower", eGrid.getAvgPowerUsage()); } } return response; } }
411
0.851077
1
0.851077
game-dev
MEDIA
0.86538
game-dev
0.962771
1
0.962771
chrisboyle/sgtpuzzles
5,914
app/src/main/jni/nullgame.c
/* * nullgame.c [FIXME]: Template defining the null game (in which no * moves are permitted and nothing is ever drawn). This file exists * solely as a basis for constructing new game definitions - it * helps to have something which will compile from the word go and * merely doesn't _do_ very much yet. * * Parts labelled FIXME actually want _removing_ (e.g. the dummy * field in each of the required data structures, and this entire * comment itself) when converting this source file into one * describing a real game. */ #include <stdio.h> #include <stdlib.h> #include <string.h> #include <assert.h> #include <ctype.h> #ifdef NO_TGMATH_H # include <math.h> #else # include <tgmath.h> #endif #include "puzzles.h" enum { COL_BACKGROUND, NCOLOURS }; struct game_params { int FIXME; }; struct game_state { int FIXME; }; static game_params *default_params(void) { game_params *ret = snew(game_params); ret->FIXME = 0; return ret; } static bool game_fetch_preset(int i, char **name, game_params **params) { return false; } static void free_params(game_params *params) { sfree(params); } static game_params *dup_params(const game_params *params) { game_params *ret = snew(game_params); *ret = *params; /* structure copy */ return ret; } static void decode_params(game_params *params, char const *string) { } static char *encode_params(const game_params *params, bool full) { return dupstr("FIXME"); } static const char *validate_params(const game_params *params, bool full) { return NULL; } static char *new_game_desc(const game_params *params, random_state *rs, char **aux, bool interactive) { return dupstr("FIXME"); } static const char *validate_desc(const game_params *params, const char *desc) { return NULL; } static game_state *new_game(midend *me, const game_params *params, const char *desc) { game_state *state = snew(game_state); state->FIXME = 0; return state; } static game_state *dup_game(const game_state *state) { game_state *ret = snew(game_state); ret->FIXME = state->FIXME; return ret; } static void free_game(game_state *state) { sfree(state); } static game_ui *new_ui(const game_state *state) { return NULL; } static void free_ui(game_ui *ui) { } static void game_changed_state(game_ui *ui, const game_state *oldstate, const game_state *newstate) { } struct game_drawstate { int tilesize; int FIXME; }; static char *interpret_move(const game_state *state, game_ui *ui, const game_drawstate *ds, int x, int y, int button) { return NULL; } static game_state *execute_move(const game_state *state, const char *move) { return NULL; } /* ---------------------------------------------------------------------- * Drawing routines. */ static void game_compute_size(const game_params *params, int tilesize, const game_ui *ui, int *x, int *y) { *x = *y = 10 * tilesize; /* FIXME */ } static void game_set_size(drawing *dr, game_drawstate *ds, const game_params *params, int tilesize) { ds->tilesize = tilesize; } static float *game_colours(frontend *fe, int *ncolours) { float *ret = snewn(3 * NCOLOURS, float); frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); *ncolours = NCOLOURS; return ret; } static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state) { struct game_drawstate *ds = snew(struct game_drawstate); ds->tilesize = 0; ds->FIXME = 0; return ds; } static void game_free_drawstate(drawing *dr, game_drawstate *ds) { sfree(ds); } static void game_redraw(drawing *dr, game_drawstate *ds, const game_state *oldstate, const game_state *state, int dir, const game_ui *ui, float animtime, float flashtime) { } static float game_anim_length(const game_state *oldstate, const game_state *newstate, int dir, game_ui *ui) { return 0.0F; } static float game_flash_length(const game_state *oldstate, const game_state *newstate, int dir, game_ui *ui) { return 0.0F; } static void game_get_cursor_location(const game_ui *ui, const game_drawstate *ds, const game_state *state, const game_params *params, int *x, int *y, int *w, int *h) { } static int game_status(const game_state *state) { return 0; } #ifdef COMBINED #define thegame nullgame #endif const struct game thegame = { "Null Game", NULL, NULL, default_params, game_fetch_preset, NULL, decode_params, encode_params, free_params, dup_params, false, NULL, NULL, /* configure, custom_params */ validate_params, new_game_desc, validate_desc, new_game, dup_game, free_game, false, NULL, /* solve */ false, NULL, NULL, /* can_format_as_text_now, text_format */ NULL, NULL, /* get_prefs, set_prefs */ new_ui, free_ui, NULL, /* encode_ui */ NULL, /* decode_ui */ NULL, /* game_request_keys */ game_changed_state, NULL, /* current_key_label */ interpret_move, execute_move, 20 /* FIXME */, game_compute_size, game_set_size, game_colours, game_new_drawstate, game_free_drawstate, game_redraw, game_anim_length, game_flash_length, game_get_cursor_location, game_status, #ifndef NO_PRINTING false, false, NULL, NULL, /* print_size, print */ #endif false, /* wants_statusbar */ false, NULL, /* timing_state */ 0, /* flags */ };
411
0.816277
1
0.816277
game-dev
MEDIA
0.751062
game-dev
0.564593
1
0.564593
magemonkeystudio/fabled
2,777
src/main/java/studio/magemonkey/fabled/dynamic/mechanic/RememberTargetsMechanic.java
/** * Fabled * studio.magemonkey.fabled.dynamic.mechanic.RememberTargetsMechanic * <p> * The MIT License (MIT) * <p> * Copyright (c) 2024 MageMonkeyStudio * <p> * 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: * <p> * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * <p> * 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. */ package studio.magemonkey.fabled.dynamic.mechanic; import org.bukkit.entity.LivingEntity; import studio.magemonkey.fabled.api.CastData; import studio.magemonkey.fabled.dynamic.DynamicSkill; import java.util.List; /** * Applies a flag to each target */ public class RememberTargetsMechanic extends MechanicComponent { private static final String KEY = "key"; private static final String OVERWRITE = "overwrite"; @Override public String getKey() { return "remember targets"; } /** * Executes the component * * @param caster caster of the skill * @param level level of the skill * @param targets targets to apply to * @param force * @return true if applied to something, false otherwise */ @Override public boolean execute(LivingEntity caster, int level, List<LivingEntity> targets, boolean force) { if (targets.isEmpty() || !settings.has(KEY)) { return false; } String key = settings.getString(KEY); boolean overwrite = settings.getBool(OVERWRITE, true); CastData castData = DynamicSkill.getCastData(caster); Object rawTargets = castData.getRaw(key); if (!overwrite && rawTargets instanceof List<?>) { @SuppressWarnings("unchecked") List<LivingEntity> originalTargets = (List<LivingEntity>) rawTargets; originalTargets.addAll(targets); } else { castData.put(key, targets); } return true; } }
411
0.848654
1
0.848654
game-dev
MEDIA
0.638342
game-dev
0.866013
1
0.866013
mechakotik/tails-adventure
4,042
src/objects/walker.cpp
#include "walker.h" #include "dead_kukku.h" #include "tilemap.h" #include "tools.h" void TA_Walker::load(TA_Point newPosition, int range, bool flip) { loadFromToml("objects/pf_enemies.toml"); hitbox.setRectangle(TA_Point(5, 0), TA_Point(18, 26)); collisionType = TA_COLLISION_DAMAGE | TA_COLLISION_TARGET; position = newPosition; direction = flip; if(range <= 0) { alwaysIdle = true; } else { if(!flip) { rangeLeft = position.x; rangeRight = position.x + range; } else { rangeLeft = position.x - range; rangeRight = position.x; } } updatePosition(); } bool TA_Walker::update() { switch(state) { case TA_WALKER_STATE_IDLE: updateIdle(); break; case TA_WALKER_STATE_MOVE: updateMove(); break; case TA_WALKER_STATE_FIRE: updateFire(); break; case TA_WALKER_STATE_MOVE_AWAY: updateMoveAway(); break; } setPosition(position); setFlip(!direction); hitbox.setPosition(position); int flags; objectSet->checkCollision(hitbox, flags); if(flags & TA_COLLISION_ATTACK) { objectSet->spawnObject<TA_DeadKukku>(position); objectSet->resetInstaShield(); return false; } return true; } void TA_Walker::updateIdle() { setAnimation("walker_idle"); TA_Point distance = getDistanceToCharacter(); if(abs(distance.x) <= 140 && abs(distance.y) <= 90) { state = TA_WALKER_STATE_MOVE; } } void TA_Walker::updateMove() { if(alwaysIdle) { setAnimation("walker_idle"); } else { setAnimation("walker"); if(!direction) { position.x += speed * TA::elapsedTime; if(position.x > rangeRight) { direction = true; } } else { position.x -= speed * TA::elapsedTime; if(position.x < rangeLeft) { direction = false; } } } TA_Point distance = getDistanceToCharacter(); if(direction == (distance.x < 0) && abs(distance.x) <= 64 && abs(distance.y) <= 16) { state = TA_WALKER_STATE_FIRE; timer = 0; } } void TA_Walker::updateFire() { if(!alwaysIdle && timer < standTime) { setAnimation("walker_idle"); } else { setAnimation("walker_fire"); } timer += TA::elapsedTime; if(timer > fireTime) { objectSet->spawnObject<TA_WalkerBullet>(position + TA_Point((direction ? -1 : 16), 16), direction); state = TA_WALKER_STATE_MOVE_AWAY; } } void TA_Walker::updateMoveAway() { if(alwaysIdle) { state = TA_WALKER_STATE_MOVE; return; } setAnimation("walker"); if(!direction) { position.x -= speed * TA::elapsedTime; if(position.x < rangeLeft) { state = TA_WALKER_STATE_MOVE; } } else { position.x += speed * TA::elapsedTime; if(position.x > rangeRight) { state = TA_WALKER_STATE_MOVE; } } } TA_Point TA_Walker::getDistanceToCharacter() { TA_Point centeredPosition = position + TA_Point(12, 16); TA_Point characterPosition = objectSet->getCharacterPosition(); return characterPosition - centeredPosition; } void TA_WalkerBullet::load(TA_Point newPosition, bool newDirection) { TA_Sprite::load("objects/walker_bullet.png"); position = newPosition; direction = newDirection; hitbox.setRectangle(TA_Point(0, 0), TA_Point(7, 7)); collisionType = TA_COLLISION_DAMAGE; } bool TA_WalkerBullet::update() { if(direction) { position.x -= speed * TA::elapsedTime; } else { position.x += speed * TA::elapsedTime; } setPosition(position); hitbox.setPosition(position); int flags; objectSet->checkCollision(hitbox, flags); if((flags & TA_COLLISION_SOLID) || (flags & TA_COLLISION_SOLID_UP)) { return false; } return true; }
411
0.986587
1
0.986587
game-dev
MEDIA
0.965147
game-dev
0.996905
1
0.996905
anoyetta/ACT.Hojoring
5,879
source/ACT.TTSYukkuri/ACT.TTSYukkuri.Core/FFXIVWatcher.cs
using ACT.TTSYukkuri.Config; using FFXIV.Framework.Bridge; using FFXIV.Framework.Common; using FFXIV.Framework.XIVHelper; using NLog; using System; using System.Threading; namespace ACT.TTSYukkuri { /// <summary> /// スピークdelegate /// </summary> /// <param name="textToSpeak"></param> public delegate void Speak(string textToSpeak, PlayDevices playDevice = PlayDevices.Both, VoicePalettes play = VoicePalettes.Default, bool isSync = false, float? volume = null); /// <summary> /// FF14を監視する /// </summary> public partial class FFXIVWatcher { #region Logger private Logger Logger => AppLog.DefaultLogger; #endregion Logger private const int WatcherInterval = 400; private const int WatcherLongInterval = 5000; /// <summary> /// シングルトンインスタンス /// </summary> private static FFXIVWatcher instance; /// <summary> /// ロックオブジェクト /// </summary> private static object lockObject = new object(); private volatile bool isRunning = false; private ThreadWorker watchWorker; /// <summary> /// シングルトンインスタンス /// </summary> public static FFXIVWatcher Default { get { FFXIVWatcher.Initialize(); return instance; } } /// <summary> /// スピークdelegate /// </summary> public Speak SpeakDelegate { get; set; } /// <summary> /// 後片付けをする /// </summary> public static void Deinitialize() { lock (lockObject) { if (instance != null) { instance.watchWorker?.Abort(10); instance.isRunning = false; instance = null; } } } /// <summary> /// 初期化する /// </summary> public static void Initialize() { lock (lockObject) { if (instance != null) { instance.Start(); // instance作成直後はStartに成功しないことがあるのでInitializeを呼び出すたびにStartを試みる return; } instance = new FFXIVWatcher(); instance.Start(); } } /// <summary> /// スピーク /// </summary> /// <param name="textToSpeak">喋る文字列</param> public void Speak( string textToSpeak, PlayDevices device = PlayDevices.Both, bool isSync = false) => Speak(textToSpeak, device, VoicePalettes.Default, isSync); /// <summary> /// スピーク /// </summary> /// <param name="textToSpeak">喋る文字列</param> public void Speak( string textToSpeak, PlayDevices device = PlayDevices.Both, VoicePalettes voicePalette = VoicePalettes.Default, bool isSync = false) => this.SpeakDelegate?.Invoke(textToSpeak, device, voicePalette, isSync); public void Start() { lock (lockObject) { if (this.watchWorker == null) { this.watchWorker = new ThreadWorker( this.WatchCore, WatcherInterval, "TTSYukkuri Status Subscriber", ThreadPriority.Lowest); } if (Settings.Default.StatusAlertSettings.EnabledHPAlert || Settings.Default.StatusAlertSettings.EnabledMPAlert || Settings.Default.StatusAlertSettings.EnabledTPAlert || Settings.Default.StatusAlertSettings.EnabledGPAlert) { if (!this.isRunning) { this.isRunning = true; this.watchWorker.Run(); } } } } public void Stop() { lock (lockObject) { if (!Settings.Default.StatusAlertSettings.EnabledHPAlert && !Settings.Default.StatusAlertSettings.EnabledMPAlert && !Settings.Default.StatusAlertSettings.EnabledTPAlert && !Settings.Default.StatusAlertSettings.EnabledGPAlert) { if (this.watchWorker != null) { this.isRunning = false; this.watchWorker.Abort(); this.watchWorker = null; } } } } /// <summary> /// 監視の中核 /// </summary> private void WatchCore() { try { // FF14Processがなければ何もしない if (XIVPluginHelper.Instance.CurrentFFXIVProcess == null || XIVPluginHelper.Instance.CurrentFFXIVProcess.HasExited) { Thread.Sleep(WatcherLongInterval); return; } // オプションが全部OFFならば何もしない if (!Settings.Default.StatusAlertSettings.EnabledHPAlert && !Settings.Default.StatusAlertSettings.EnabledMPAlert && !Settings.Default.StatusAlertSettings.EnabledTPAlert && !Settings.Default.StatusAlertSettings.EnabledGPAlert) { Thread.Sleep(WatcherLongInterval); return; } // パーティメンバの監視を行う this.WatchParty(); } catch (Exception) { Thread.Sleep(WatcherLongInterval); throw; } } } }
411
0.802968
1
0.802968
game-dev
MEDIA
0.773451
game-dev
0.95837
1
0.95837
HaliteChallenge/Halite-III
3,267
starter_kits/OCaml/game.ml
(* OCaml Starter for Halite III on Halite.io This code is public domain. There is no warranty. *) open Type;; let time_seconds_elapsed_this_turn state = Unix.gettimeofday () -. state.last_update ;; let wrap_position state (row, col) = let wr = if row < 0 then row + state.height else if row >= state.height then row - state.height else row in let wc = if col < 0 then col + state.width else if col >= state.width then col - state.width else col in wr, wc ;; let add_position (r1, c1) (r2, c2) = (r1 + r2), (c1 + c2) ;; let subtract_position (r1, c1) (r2, c2) = (r1 - r2), (c1 - c2) ;; let dir_offset = function | North -> (-1, 0) | East -> (0, 1) | South -> (1, 0) | West -> (0, -1) | Still -> (0, 0) ;; let directional_offset_position state position direction = wrap_position state (add_position position (dir_offset direction)) ;; let abs_position (r, c) = (abs r, abs c);; (* this logic was copied over from the Python starter, it has not been tested *) let calculate_distance state source target = let source' = wrap_position state source in let target' = wrap_position state target in let row, col = abs_position (subtract_position source' target') in (min row (state.height - row)) + (min col (state.width - col)) ;; let ships_of_player state player = List.filter (fun entity -> entity.owner = player ) state.ships ;; let my_ships state = ships_of_player state state.my_id ;; let int_to_dir = function | 0 -> North | 1 -> East | 2 -> South | 3 -> West | _ -> Still ;; let random_nonstill_dir () = int_to_dir (Random.int 4) ;; let my_halite state = state.energy.(state.my_id) ;; let get_shipyard state player = List.find (fun entity -> entity.owner = player ) state.shipyards ;; let shipyard_occupied state player = try ( let shipyard = get_shipyard state player in let result = (List.exists (fun ship -> ship.position = shipyard.position ) state.ships) in result ) with e -> Debug.debug (Printexc.to_string e); true ;; let new_constant_set () = { capture_enabled = false; capture_radius = 0; default_map_height = 0; default_map_width = 0; dropoff_cost = 0; dropoff_penalty_ratio = 0; extract_ratio = 0; factor_exp_1 = 0.0; factor_exp_2 = 0.0; initial_energy = 0; inspiration_enabled = false; inspiration_radius = 0; inspiration_ship_count = 0; inspired_bonus_multiplier = 0.0; inspired_extract_ratio = 0; inspired_move_cost_ratio = 0; max_cell_production = 0; max_energy = 0; max_players = 0; max_turns = 0; max_turn_threshold = 0; min_cell_production = 0; min_turns = 0; min_turn_threshold = 0; move_cost_ratio = 0; new_entity_energy_cost = 0; persistence = 0.0; ships_above_for_capture = 0; strict_errors = false; game_seed = 0 };; let new_state () = { tokens = []; num_players = 0; my_id = -1; width = 1; height = 1; map = [||]; shipyards = []; ships = []; dropoffs = []; energy = [||]; turn = -1; last_update = Unix.gettimeofday(); persist = { magicNumber = 42; magicList = []; previous_state = None; previous_commands = None; }; const = new_constant_set(); };;
411
0.708927
1
0.708927
game-dev
MEDIA
0.229474
game-dev
0.921747
1
0.921747
QuestionableM/SM-ProximityVoiceChat
2,739
Dependencies/bullet3/BulletCollision/Gimpact/btQuantization.h
#ifndef BT_GIMPACT_QUANTIZATION_H_INCLUDED #define BT_GIMPACT_QUANTIZATION_H_INCLUDED /*! \file btQuantization.h *\author Francisco Leon Najera */ /* This source file is part of GIMPACT Library. For the latest info, see http://gimpact.sourceforge.net/ Copyright (c) 2007 Francisco Leon Najera. C.C. 80087371. email: projectileman@yahoo.com This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ #include "LinearMath/btTransform.h" SIMD_FORCE_INLINE void bt_calc_quantization_parameters( btVector3& outMinBound, btVector3& outMaxBound, btVector3& bvhQuantization, const btVector3& srcMinBound, const btVector3& srcMaxBound, btScalar quantizationMargin) { //enlarge the AABB to avoid division by zero when initializing the quantization values btVector3 clampValue(quantizationMargin, quantizationMargin, quantizationMargin); outMinBound = srcMinBound - clampValue; outMaxBound = srcMaxBound + clampValue; btVector3 aabbSize = outMaxBound - outMinBound; bvhQuantization = btVector3(btScalar(65535.0), btScalar(65535.0), btScalar(65535.0)) / aabbSize; } SIMD_FORCE_INLINE void bt_quantize_clamp( unsigned short* out, const btVector3& point, const btVector3& min_bound, const btVector3& max_bound, const btVector3& bvhQuantization) { btVector3 clampedPoint(point); clampedPoint.setMax(min_bound); clampedPoint.setMin(max_bound); btVector3 v = (clampedPoint - min_bound) * bvhQuantization; out[0] = (unsigned short)(v.getX() + 0.5f); out[1] = (unsigned short)(v.getY() + 0.5f); out[2] = (unsigned short)(v.getZ() + 0.5f); } SIMD_FORCE_INLINE btVector3 bt_unquantize( const unsigned short* vecIn, const btVector3& offset, const btVector3& bvhQuantization) { btVector3 vecOut; vecOut.setValue( (btScalar)(vecIn[0]) / (bvhQuantization.getX()), (btScalar)(vecIn[1]) / (bvhQuantization.getY()), (btScalar)(vecIn[2]) / (bvhQuantization.getZ())); vecOut += offset; return vecOut; } #endif // BT_GIMPACT_QUANTIZATION_H_INCLUDED
411
0.948555
1
0.948555
game-dev
MEDIA
0.874738
game-dev
0.989771
1
0.989771
lgf196/ant-simple-pro
1,434
vue/src/utils/tsx-helper.ts
import { Slots, Component, createApp } from 'vue' import { isFunc } from '@/utils/type' /** * @description 获取 slot */ export function getSlot(slots: Slots, slot = 'default', data?: unknown) { if (!slots || !Reflect.has(slots, slot)) { return null } if (!isFunc(slots[slot])) { console.error(`${slot} is not a function!`) return null } const slotFn = slots[slot] if (!slotFn) { return null } return slotFn(data) } /** * extends slots * @param slots * @param excludeKeys */ export function extendSlots(slots: Slots, excludeKeys: string[] = []) { const slotKeys = Object.keys(slots) const ret: Record<string, unknown> = {} slotKeys.map(key => { if (excludeKeys.includes(key)) { return null } ret[key] = () => getSlot(slots, key) }) return ret } // Get events on attrs export function getListeners(attrs: Record<string, unknown>) { const listeners: Record<string, unknown> = {} Object.keys(attrs).forEach(key => { if (/^on/.test(key)) { listeners[key] = attrs[key] } }) return listeners } export function mountComponent(RootComponent: Component, className = '') { const app = createApp(RootComponent) const root = document.createElement('div') root.className = className document.body.appendChild(root) return { instance: app.mount(root), unmount() { app.unmount(root) document.body.removeChild(root) } } }
411
0.927103
1
0.927103
game-dev
MEDIA
0.368149
game-dev
0.937302
1
0.937302
BeamMP/BeamMP
10,913
lua/vehicle/extensions/BeamMP/velocityVE.lua
-- Copyright (C) 2024 BeamMP Ltd., BeamMP team and contributors. -- Licensed under AGPL-3.0 (or later), see <https://www.gnu.org/licenses/>. -- SPDX-License-Identifier: AGPL-3.0-or-later local M = {} local abs = math.abs local min = math.min local max = math.max local maxBeamLengthRatio = 2 -- If a beam becomes longer than its original length by this factor, it will be treated as broken local damageThreshold = 100 -- Recalculate center of gravity if beamstate.damage changes by more than this amount local damageDelay = 0.2 -- How long to wait before recalculating connected nodes or COG after the car was damaged local connectedNodes = {} local nodes = {} local disconnectedNodes = {} local parentNode = nil local beamsChanged = false local lastDamage = 0 local damageTimer = 0 local physicsFPS = 0 M.cogRel = vec3(0,0,0) local refNode = v.data.refNodes[0].ref -- Calculate center of gravity from connected nodes local function calcCOG() --print("Calculating COG "..obj:getId()) local totalMass = 0 local cog = vec3(0,0,0) for i = 1, #nodes do local node = nodes[i] local nid = node[1] local nodeMass = node[2] local nodePos = obj:getNodePosition(nid) cog:setAdd(nodePos*nodeMass) totalMass = totalMass + nodeMass end cog:setScaled(1/totalMass) local rot = quatFromDir(-obj:getDirectionVector(), obj:getDirectionVectorUp()) M.cogRel = cog:rotated(rot:inversed()) end -- Find all nodes that are connected to the parent node local function findConnectedNodes() if not parentNode then return end --print("Find connected nodes "..obj:getId()) nodes = {} disconnectedNodes = {} local nodeStack = {} local visited = {} local connected = {} local stackIdx = 1 nodeStack[1] = parentNode visited[parentNode] = true local cog = vec3(0,0,0) local totalMass = 0 while stackIdx > 0 do local node = nodeStack[stackIdx] local nodeMass = obj:getNodeMass(node) local nodePos = obj:getNodePosition(node) nodes[#nodes+1] = {node, nodeMass*physicsFPS} connected[node] = 1 cog:setAdd(nodePos*nodeMass) totalMass = totalMass + nodeMass nodeStack[stackIdx] = nil stackIdx = stackIdx - 1 local conNodes = connectedNodes[node] or {} for i = 1, #conNodes do local nid = conNodes[i][1] if not visited[nid] then local bid = conNodes[i][2] if not obj:beamIsBroken(bid) and (obj:getBeamCurLengthRefRatio(bid) < maxBeamLengthRatio) then stackIdx = stackIdx + 1 nodeStack[stackIdx] = nid visited[nid] = true end end end end local refClusterID = obj:getNodeCluster(refNode) for cid,_ in pairs(v.data.nodes) do if not connected[cid] then if obj:getNodeCluster(cid) == refClusterID then local nodeMass = obj:getNodeMass(cid) disconnectedNodes[#disconnectedNodes+1] = {cid, nodeMass*physicsFPS} end end end cog:setScaled(1/totalMass) local rot = quatFromDir(-obj:getDirectionVector(), obj:getDirectionVectorUp()) M.cogRel = cog:rotated(rot:inversed()) end local function onInit() physicsFPS = obj:getPhysicsFPS() or 2000 -- For each node, store all other nodes that are directly connected to it connectedNodes = {} for _, b in pairs(v.data.beams) do -- exclude types BEAM_PRESSURED, BEAM_LBEAM, and BEAM_SUPPORT if b.beamType ~= 3 and b.beamType ~= 4 and b.beamType ~= 7 then if connectedNodes[b.id1] == nil then connectedNodes[b.id1] = {} end if connectedNodes[b.id2] == nil then connectedNodes[b.id2] = {} end table.insert(connectedNodes[b.id1], {b.id2, b.cid}) table.insert(connectedNodes[b.id2], {b.id1, b.cid}) end end -- Choose ref node with connected beams as parent node local refNodes = v.data.refNodes[0] local refPos = vec3(v.data.nodes[refNodes.ref].pos) local backPos = vec3(v.data.nodes[refNodes.back].pos) - refPos local upPos = vec3(v.data.nodes[refNodes.up].pos) - refPos local leftPos = vec3(v.data.nodes[refNodes.left].pos) - refPos local cosAng = leftPos:cosAngle(backPos:cross(upPos)) if cosAng < 0 then log('M', 'onInit', "Misaligned refNodes detected in vehicle "..obj:getId().."! This might cause wrong rotations or instability.") end if connectedNodes[refNodes.ref] then parentNode = refNodes.ref elseif connectedNodes[refNodes.back] then parentNode = refNodes.back elseif connectedNodes[refNodes.left] then parentNode = refNodes.left elseif connectedNodes[refNodes.up] then parentNode = refNodes.up end if parentNode then -- TODO: find less hacky way to get beamBroke events local beamBroke = powertrain.beamBroke powertrain.beamBroke = function(id, ...) local beamType = v.data.beams[id].beamType if beamType ~= 3 and beamType ~= 4 and beamType ~= 7 then beamsChanged = true end return beamBroke(id, ...) end findConnectedNodes() else log('M', 'onInit', "Vehicle has no connections to ref nodes! Using all nodes.") for _, n in pairs(v.data.nodes) do nodes[#nodes+1] = {n.cid, obj:getNodeMass(n.cid)*physicsFPS} end calcCOG() end log('M', 'onInit', "velocityVE init, physicsFPS: "..physicsFPS..", parentNode: "..parentNode) end local function onReset() findConnectedNodes() end -- Add velocity to vehicle in m/s -- How it works: Apply enough force to each node, so it accelerates to the target speed in 1 physics tick. -- Because all nodes accelerate at the same rate, the vehicle will not get ripped apart -- NOTE: - very high values can cause instability local function addForce(nodes, x, y, z, isCounterVel) local mainClusterID = obj:getNodeCluster(refNode) for i=1, #nodes do local node = nodes[i] if node then if not isCounterVel or obj:getNodeCluster(node[1]) == mainClusterID then obj:applyForceVector(node[1], float3(x*node[2], y*node[2], z*node[2])) elseif isCounterVel then table.remove(disconnectedNodes,i) end end end end local function addVelocity(x, y, z) local connectedNodeCount = #nodes local disconnectedNodeCount = #disconnectedNodes if connectedNodeCount < disconnectedNodeCount then addForce(nodes, x, y, z) else obj:applyClusterLinearAngularAccel(refNode,vec3(x, y, z)*physicsFPS, vec3()) addForce(disconnectedNodes, -x, -y, -z, true) end end -- Instantly set vehicle velocity in m/s local function setVelocity(x, y, z) local vvel = obj:getVelocity() addVelocity(x - vvel.x, y - vvel.y, z - vvel.z) end -- Add angular velocity to vehicle in rad/s -- How it works: Calculate node tangential velocity relative to car center of gravity at the desired angular velocity -- and apply enough force to reach the calculated speed in 1 physics tick. -- NOTE: - very high values can destroy vehicles (above about 20-30 rad/s for most cars) or cause instability local function addAngularForce(nodes, x, y, z, pitchAV, rollAV, yawAV, isCounterVel) local rot = quatFromDir(-vec3(obj:getDirectionVector()), vec3(obj:getDirectionVectorUp())) local cog = M.cogRel:rotated(rot) local mainClusterID = obj:getNodeCluster(refNode) --print("addAngularVelocity: pitchAV: "..pitchAV..", rollAV: "..rollAV..", yawAV: "..yawAV) for i=1, #nodes do local node = nodes[i] if node then local cid = node[1] if not isCounterVel or obj:getNodeCluster(cid) == mainClusterID then local mul = node[2] local nodePos = obj:getNodePosition(cid) local posX = nodePos.x - cog.x local posY = nodePos.y - cog.y local posZ = nodePos.z - cog.z -- Calculate linear force from torque axis and node position using vector cross product -- doing this manually is ~3 times faster than vec3:cross(vec3) local forceX = (x + posY * yawAV - posZ * rollAV)*mul local forceY = (y + posZ * pitchAV - posX * yawAV)*mul local forceZ = (z + posX * rollAV - posY * pitchAV)*mul obj:applyForceVector(cid, float3(forceX, forceY, forceZ)) elseif isCounterVel then table.remove(disconnectedNodes,i) end end end end local function addAngularVelocity(x, y, z, pitchAV, rollAV, yawAV, onlyAngularVelocity, noCounterVelocity) local rot = quatFromDir(-vec3(obj:getDirectionVector()), vec3(obj:getDirectionVectorUp())) local cog = M.cogRel:rotated(rot) local vel = vec3(x, y, z) - cog:cross(vec3(pitchAV, rollAV, yawAV)) local velMulti = 1 if onlyAngularVelocity then velMulti = 0 end local connectedNodeCount = #nodes local disconnectedNodeCount = #disconnectedNodes if connectedNodeCount < disconnectedNodeCount then addAngularForce(nodes, x, y, z, pitchAV, rollAV, yawAV) local mainClusterID = obj:getNodeCluster(refNode) for i=1, disconnectedNodeCount do local node = disconnectedNodes[i] if node then if obj:getNodeCluster(node[1]) ~= mainClusterID then table.remove(disconnectedNodes,i) end end end else obj:applyClusterLinearAngularAccel(refNode,vel*physicsFPS*velMulti, -vec3(pitchAV, rollAV, yawAV)*physicsFPS) if noCounterVelocity then return end -- used on spawn and reset to wait with the counter velocity for a bit so things like logs on the T-series don't slide off addAngularForce(disconnectedNodes, -x, -y, -z, -pitchAV, -rollAV, -yawAV, true) end end -- Instantly set vehicle angular velocity in rad/s local function setAngularVelocity(x, y, z, pitchAV, rollAV, yawAV, onlyAngularVelocity, noCounterVelocity) local rot = quatFromDir(-vec3(obj:getDirectionVector()), vec3(obj:getDirectionVectorUp())) local cog = M.cogRel:rotated(rot) local rvel = vec3(pitchAV, rollAV, yawAV) local vrvel = vec3(obj:getPitchAngularVelocity(), obj:getRollAngularVelocity(), obj:getYawAngularVelocity()):rotated(rot) local rvelDiff = rvel - vrvel local vel = vec3(x, y, z) local vvel = vec3(obj:getVelocity()) + cog:cross(vrvel) local velDiff = vel - vvel addAngularVelocity(velDiff.x, velDiff.y, velDiff.z, rvelDiff.x, rvelDiff.y, rvelDiff.z, onlyAngularVelocity, noCounterVelocity) end local function updateGFX(dt) if beamsChanged or abs(beamstate.damage - lastDamage) >= damageThreshold then damageTimer = damageTimer + dt if damageTimer >= damageDelay then if beamsChanged then findConnectedNodes() beamsChanged = false else calcCOG() end lastDamage = beamstate.damage damageTimer = 0 end else damageTimer = 0 end -- Connected nodes and COG debug --[[ local vehRot = quatFromDir(-obj:getDirectionVector(), obj:getDirectionVectorUp()) for i = 1, #nodes do obj.debugDrawProxy:drawNodeSphere(nodes[i][1], 0.03, color(255, 0, 0, 200)) end obj.debugDrawProxy:drawSphere(0.3, obj:getPosition()+M.cogRel:rotated(vehRot), color(0, 0, 255, 200)) --]] end -- public interface M.onInit = onInit M.onExtensionLoaded = onInit M.onReset = onReset M.updateGFX = updateGFX M.addVelocity = addVelocity M.setVelocity = setVelocity M.addAngularVelocity = addAngularVelocity M.setAngularVelocity = setAngularVelocity return M
411
0.904581
1
0.904581
game-dev
MEDIA
0.563691
game-dev
0.97616
1
0.97616
wise-old-man/wise-old-man
12,240
server/src/api/modules/efficiency/EfficiencyAlgorithm.ts
import { Boss, BOSSES, BossMetaConfig, EfficiencyAlgorithmType, Skill, SkillMetaBonus, SkillMetaConfig, SkillMetaMethod, SKILLS } from '../../../types'; import { MAX_SKILL_EXP, REAL_SKILLS, SKILL_EXP_AT_99 } from '../../../utils/shared'; import { roundNumber } from '../../../utils/shared/round-number.util'; enum BonusType { START, END } class EfficiencyAlgorithm { public type: EfficiencyAlgorithmType; public skillMetas: SkillMetaConfig[]; public bossMetas: BossMetaConfig[]; private startBonuses: SkillMetaBonus[]; private endBonuses: SkillMetaBonus[]; private bonusDirectionMap: Map<Skill, Skill[]>; private maximumEHPMap: Map<Skill, number>; constructor(type: EfficiencyAlgorithmType, skillMetas: SkillMetaConfig[], bossMetas?: BossMetaConfig[]) { this.type = type; this.skillMetas = skillMetas; this.bossMetas = bossMetas || []; // Cache the start and end bonus ratios for this algorithm type this.startBonuses = this.getBonuses(skillMetas, BonusType.START); this.endBonuses = this.getBonuses(skillMetas, BonusType.END); // Cache the direction in which bonuses flow from one skill to the other, this allows us to only // calculate skill time for bonus skills that will actually affect the origin skill. (30x less iterations) this.bonusDirectionMap = this.getBonusDirectionMap([...this.startBonuses, ...this.endBonuses]); // Cache the maximum EHP for each skill, this is used to cap some skills that get overtrained this.maximumEHPMap = this.calculateMaximumEHPMap(); } calculateEHB(killcountMap: Map<Boss, number>) { return Array.from(this.calculateEHBMap(killcountMap).values()).reduce((a, c) => a + c, 0); } calculateEHP(stats: Map<Skill, number>) { return this.calculateEHPMap(stats).get(Skill.OVERALL)!; } calculateTT200mAll(stats: Map<Skill, number>) { return this.maximumEHPMap.get(Skill.OVERALL)! - this.calculateEHPMap(stats).get(Skill.OVERALL)!; } calculateTTM(stats: Map<Skill, number>) { const maxedStats = new Map(REAL_SKILLS.map(s => [s, SKILL_EXP_AT_99])); const cappedStats = new Map(REAL_SKILLS.map(s => [s, Math.min(stats.get(s)!, SKILL_EXP_AT_99)])); return this.calculateEHP(maxedStats) - this.calculateEHP(cappedStats); } calculateEHPMap(stats: Map<Skill, number>) { // Ensure no skills can be -1 exp const fixedStats = new Map(stats); REAL_SKILLS.forEach(skill => fixedStats.set(skill, Math.max(0, stats.get(skill) ?? 0))); const map = new Map(SKILLS.map(s => [s, 0])); const startBonusExp = this.calculateBonusExp(fixedStats, BonusType.START); const endBonusExp = this.calculateBonusExp(fixedStats, BonusType.END); REAL_SKILLS.forEach(originSkill => { let timeSum = 0; const bonusSkills = new Set(this.bonusDirectionMap.get(originSkill) ?? []); // Some skills' bonus skills also have bonus skills (e.g. wc -> fm -> cooking), so // to properly calculate WC EHP, we need to account for its effect on FM and Cooking. // In other words, add Cooking as a "bonus skill" to WC, because it's indirectly affected. bonusSkills.forEach(bonusSkill => { const dependants = this.bonusDirectionMap.get(bonusSkill) ?? []; dependants.forEach(d => bonusSkills.add(d)); }); [...bonusSkills, originSkill].forEach(bonusSkill => { const startExp = fixedStats.get(bonusSkill)! + startBonusExp.get(bonusSkill)!; const endExp = MAX_SKILL_EXP - endBonusExp.get(bonusSkill)!; if (endExp - startExp <= 0 && bonusSkill !== originSkill) { return; } const resetStats = new Map(fixedStats); resetStats.set(originSkill, 0); const startBonusesReset = this.calculateBonusExp(resetStats, BonusType.START); const endBonusesReset = this.calculateBonusExp(resetStats, BonusType.END); const startExpReset = resetStats.get(bonusSkill)! + startBonusesReset.get(bonusSkill)!; const endExpReset = MAX_SKILL_EXP - endBonusesReset.get(bonusSkill)!; const diff = this.calculateSkillTime(bonusSkill, startExpReset, endExpReset) - this.calculateSkillTime(bonusSkill, startExp, endExp); if (endExp - startExp <= 0) { timeSum += Math.min(this.maximumEHPMap.get(bonusSkill)!, diff); } else { timeSum += diff; } }); map.set(originSkill, roundNumber(timeSum, 5)); }); const totalEHP = Array.from(map.values()).reduce((a, b) => a + b, 0); map.set(Skill.OVERALL, totalEHP); return map; } calculateEHBMap(killcountMap: Map<Boss, number>) { // Ensure no bosses can be -1 exp const fixedKillcount = new Map(killcountMap); BOSSES.forEach(boss => fixedKillcount.set(boss, Math.max(0, killcountMap.get(boss) ?? 0))); const map = new Map(BOSSES.map(s => [s, 0])); this.bossMetas.forEach(meta => { if (!meta || meta.rate <= 0) return; map.set(meta.boss, roundNumber((fixedKillcount.get(meta.boss) ?? 0) / meta.rate, 5)); }); return map; } private calculateBonusExp(stats: Map<Skill, number>, type: BonusType) { const isStart = type === BonusType.START; const bonuses = isStart ? this.startBonuses : this.endBonuses; const map = new Map(REAL_SKILLS.map(skill => [skill, 0])); bonuses .sort((a, b) => { // Sort the bonuses by the number of dependencies they have. // This ensures skills with no received bonus exp are applied first (ex: Slayer). return ( (this.bonusDirectionMap.get(b.bonusSkill)?.length ?? 0) - (this.bonusDirectionMap.get(a.bonusSkill)?.length ?? 0) ); }) .forEach(b => { if (!isStart && b.originSkill === Skill.HUNTER && b.bonusSkill === Skill.FISHING) { // Apply special BXP scaling function for drift net fishing/hunter const driftNetBonus = this.getDriftNetScaledBonus(stats); if (driftNetBonus) { map.set(Skill.FISHING, map.get(Skill.FISHING)! + driftNetBonus); return; } } if (!isStart && b.originSkill === Skill.THIEVING && b.bonusSkill === Skill.AGILITY) { // Apply special BXP scaling function for swimming thieving/agility const swimmingBonus = this.getSwimmingScaledBonus(stats); if (swimmingBonus) { map.set(Skill.AGILITY, map.get(Skill.AGILITY)! + swimmingBonus); return; } } if (!isStart && b.originSkill === Skill.FIREMAKING && b.bonusSkill === Skill.THIEVING) { // Apply special BXP scaling function for firefact firemaking/thieving const firefactBonus = this.getFirefactScaledBonus(stats); if (firefactBonus) { map.set(Skill.THIEVING, map.get(Skill.THIEVING)! + firefactBonus); return; } } const expCap = Math.min(b.endExp, MAX_SKILL_EXP); const originStart = Math.max(stats.get(b.originSkill)!, b.startExp) + (isStart ? map.get(b.originSkill)! : 0); const originEnd = !isStart ? expCap - map.get(b.originSkill)! : expCap; const bonusToApply = Math.max(0, originEnd - originStart) * b.ratio; map.set(b.bonusSkill, Math.min(MAX_SKILL_EXP, map.get(b.bonusSkill)! + bonusToApply)); }); return map; } private getDriftNetScaledBonus(stats: Map<Skill, number>) { return this.getScaledMaxBonus( stats, Skill.HUNTER, Skill.FISHING, this.skillMetas.find(sm => sm.skill === Skill.HUNTER)?.methods.find(m => !!m.realRate), this.skillMetas.find(sm => sm.skill === Skill.FISHING)?.methods.at(-1), this.skillMetas.find(sm => sm.skill === Skill.HUNTER)?.bonuses[0]?.ratio ); } private getSwimmingScaledBonus(stats: Map<Skill, number>) { return this.getScaledMaxBonus( stats, Skill.THIEVING, Skill.AGILITY, this.skillMetas.find(sm => sm.skill === Skill.THIEVING)?.methods.find(m => !!m.realRate), this.skillMetas.find(sm => sm.skill === Skill.AGILITY)?.methods.at(-1), this.skillMetas.find(sm => sm.skill === Skill.THIEVING)?.bonuses[0]?.ratio ); } private getFirefactScaledBonus(stats: Map<Skill, number>) { return this.getScaledMaxBonus( stats, Skill.FIREMAKING, Skill.THIEVING, this.skillMetas.find(sm => sm.skill === Skill.FIREMAKING)?.methods.find(m => !!m.realRate), this.skillMetas.find(sm => sm.skill === Skill.THIEVING)?.methods.at(-1), this.skillMetas.find(sm => sm.skill === Skill.FIREMAKING)?.bonuses[0]?.ratio ); } private getScaledMaxBonus( stats: Map<Skill, number>, originSkill: Skill, bonusSkill: Skill, originSkillMethod: SkillMetaMethod | undefined, bonusSkillMethod: SkillMetaMethod | undefined, bonusRatio: number | undefined ) { if (!originSkillMethod || !bonusSkillMethod || !bonusRatio) return 0; const originSkillStart = Math.max(originSkillMethod.startExp, stats.get(originSkill)!); const originExpLeft = MAX_SKILL_EXP - originSkillStart; const realTime = this.calculateSkillTime(originSkill, originSkillStart, MAX_SKILL_EXP, true) + this.calculateSkillTime(bonusSkill, stats.get(bonusSkill)!, MAX_SKILL_EXP, true); const fakeTime = this.calculateSkillTime(originSkill, originSkillStart, MAX_SKILL_EXP, false) + this.calculateSkillTime(bonusSkill, stats.get(bonusSkill)!, MAX_SKILL_EXP, false); const excessBonuses = (realTime - fakeTime) * bonusSkillMethod.rate; const fakeBonusLeft = originExpLeft * bonusRatio; return fakeBonusLeft - excessBonuses; } private calculateSkillTime(skill: Skill, startExp: number, endExp: number, useRealRates = false) { const methods = this.skillMetas.find(sm => sm.skill === skill)?.methods; // Handle 0 time skills (Hitpoints, Magic, Fletching) if (!methods || (methods.length === 1 && methods[0].rate === 0)) { return (endExp - startExp) / MAX_SKILL_EXP; } let skillTime = 0; for (let i = 0; i < methods.length; i++) { const current = methods[i]; const next = methods[i + 1]; if (current.rate === 0) continue; const rate = useRealRates && current.realRate ? current.realRate : current.rate; // Start exp is within this method's boundaries if (next && next.startExp > startExp && current.startExp < endExp) { const gained = Math.min(next.startExp, endExp) - Math.max(startExp, current.startExp); skillTime += gained / rate; } // End exp is beyond this method's boundaries if (!next && endExp > current.startExp) { const gained = endExp - Math.max(current.startExp, startExp); skillTime += gained / rate; } } return skillTime; } private calculateMaximumEHPMap() { const map = new Map(SKILLS.map(s => [s, 0])); const zeroStats = new Map(REAL_SKILLS.map(skill => [skill, 0])); const startBonusExp = this.calculateBonusExp(zeroStats, BonusType.START); const endBonusExp = this.calculateBonusExp(zeroStats, BonusType.END); REAL_SKILLS.forEach(skill => { const startExp = zeroStats.get(skill)! + startBonusExp.get(skill)!; const endExp = MAX_SKILL_EXP - endBonusExp.get(skill)!; map.set(skill, this.calculateSkillTime(skill, startExp, endExp)); }); const totalEHP = Array.from(map.values()).reduce((a, b) => a + b, 0); map.set(Skill.OVERALL, totalEHP); return map; } private getBonusDirectionMap(bonuses: SkillMetaBonus[]) { const map = new Map(); bonuses.forEach(b => { const currentList = map.get(b.originSkill); if (currentList) { if (currentList.includes(b.bonusSkill)) return; map.set(b.originSkill, [...currentList, b.bonusSkill]); } else { map.set(b.originSkill, [b.bonusSkill]); } }); return map; } private getBonuses(metas: SkillMetaConfig[], type: BonusType): SkillMetaBonus[] { return metas .filter(r => r.bonuses.length > 0) .map(r => r.bonuses) .flat() .filter(b => b?.end === (type === BonusType.END)); } } export default EfficiencyAlgorithm;
411
0.626501
1
0.626501
game-dev
MEDIA
0.943131
game-dev
0.908437
1
0.908437
SonicEraZoR/Portal-Base
2,481
sp/src/game/client/baseclientrendertargets.h
//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Has init functions for all the standard render targets used by most games. // Mods who wish to make their own render targets can inherit from this class // and in the 'InitClientRenderTargets' interface called by the engine, set up // their own render targets as well as calling the init functions for various // common render targets provided by this class. // // Note: Unless the client defines a singleton interface by inheriting from // this class and exposing the singleton instance, these init and shutdown // functions WILL NOT be called by the engine. // // // $Workfile: $ // $Date: $ // $NoKeywords: $ //=============================================================================// #ifndef CLIENTRENDERTARTETS_H_ #define CLIENTRENDERTARTETS_H_ #ifdef _WIN32 #pragma once #endif #include "game/client/iclientrendertargets.h" // base class with interfaces called by the engine #include "materialsystem/imaterialsystem.h" // for material system classes and interfaces // Externs class IMaterialSystem; class IMaterialSystemHardwareConfig; class CBaseClientRenderTargets : public IClientRenderTargets { // no networked vars DECLARE_CLASS_GAMEROOT( CBaseClientRenderTargets, IClientRenderTargets ); public: // Interface called by engine during material system startup. virtual void InitClientRenderTargets ( IMaterialSystem* pMaterialSystem, IMaterialSystemHardwareConfig* pHardwareConfig, int iWaterTextureSize = 1024, int iCameraTextureSize = 256 ); // Shutdown all custom render targets here. virtual void ShutdownClientRenderTargets ( void ); protected: // Standard render textures used by most mods-- Classes inheriting from // this can choose to init these or not depending on their needs. // For reflective and refracting water CTextureReference m_WaterReflectionTexture; CTextureReference m_WaterRefractionTexture; // Used for monitors CTextureReference m_CameraTexture; // Used for the HUD in stereo and head tracking mode CTextureReference m_UITexture; // Init functions for the common render targets ITexture* CreateWaterReflectionTexture( IMaterialSystem* pMaterialSystem, int iSize = 1024 ); ITexture* CreateWaterRefractionTexture( IMaterialSystem* pMaterialSystem, int iSize = 1024 ); ITexture* CreateCameraTexture( IMaterialSystem* pMaterialSystem, int iSize = 256 ); }; #endif // CLIENTRENDERTARTETS_H_
411
0.89112
1
0.89112
game-dev
MEDIA
0.710769
game-dev
0.597173
1
0.597173
RoboJackets/rrt
6,732
src/rrt/BiRRT.hpp
#pragma once #include <limits.h> #include <rrt/Tree.hpp> namespace RRT { /** * @brief Bi-directional RRT * @details It is often preferable to use two RRTs when searching the state * space with one rooted at the source and one rooted at the goal. When the * two trees intersect, a solution has been found. */ template <typename T> class BiRRT { public: BiRRT(std::shared_ptr<StateSpace<T>> stateSpace, std::function<size_t(T)> hash, int dimensions, std::function<T(double*)> arrayToT = NULL, std::function<void(T, double*)> TToArray = NULL) : _startTree(stateSpace, hash, dimensions, true, arrayToT, TToArray), _goalTree(stateSpace, hash, dimensions, false, arrayToT, TToArray) { _minIterations = 0; reset(); } void reset() { _startTree.reset(); _goalTree.reset(); _iterationCount = 0; _startSolutionNode = nullptr; _goalSolutionNode = nullptr; _solutionLength = INT_MAX; } const Tree<T>& startTree() const { return _startTree; } const Tree<T>& goalTree() const { return _goalTree; } bool isASCEnabled() const { return _startTree.isASCEnabled(); } void setASCEnabled(bool checked) { _startTree.setASCEnabled(checked); _goalTree.setASCEnabled(checked); } double goalBias() const { return _startTree.goalBias(); } void setGoalBias(double goalBias) { _startTree.setGoalBias(goalBias); _goalTree.setGoalBias(goalBias); } int maxIterations() const { return _startTree.maxIterations(); } void setMaxIterations(int itr) { _startTree.setMaxIterations(itr); _goalTree.setMaxIterations(itr); } /** * The minimum number of iterations to run. * * At the default value of zero, the rrt will return the first path it * finds. Setting this to a higher value can allow the tree to search for * longer in order to find a better path. */ int minIterations() const { return _minIterations; } void setMinIterations(int itr) { _minIterations = itr; } double waypointBias() const { return _startTree.waypointBias(); } void setWaypointBias(double waypointBias) { _startTree.setWaypointBias(waypointBias); _goalTree.setWaypointBias(waypointBias); } const std::vector<T>& waypoints() { return _startTree.waypoints(); } void setWaypoints(const std::vector<T>& waypoints) { _startTree.setWaypoints(waypoints); _goalTree.setWaypoints(waypoints); } double stepSize() const { return _startTree.stepSize(); } void setStepSize(double stepSize) { _startTree.setStepSize(stepSize); _goalTree.setStepSize(stepSize); } double maxStepSize() const { return _startTree.maxStepSize(); } void setMaxStepSize(double stepSize) { _startTree.setMaxStepSize(stepSize); _goalTree.setMaxStepSize(stepSize); } double goalMaxDist() const { return _startTree.goalMaxDist(); } void setGoalMaxDist(double maxDist) { _startTree.setGoalMaxDist(maxDist); _goalTree.setGoalMaxDist(maxDist); } /** * @brief Get the shortest path from the start to the goal */ std::vector<T> getPath() { std::vector<T> path; _startTree.getPath(&path, _startSolutionNode); _startTree.getPath(&path, _goalSolutionNode, true); return path; } /** * @brief * @details Attempts to add a new node to each of the two trees. If * a new solution is found that is shorter than any previous solution, we * store * it instead. */ void grow() { int depth; const Node<T>* otherNode; Node<T>* newStartNode = _startTree.grow(); if (newStartNode) { otherNode = _findBestPath(newStartNode->state(), _goalTree, &depth); if (otherNode && depth + newStartNode->depth() < _solutionLength && _goalTree.stateSpace().transitionValid(newStartNode->state(), otherNode->state())) { _startSolutionNode = newStartNode; _goalSolutionNode = otherNode; _solutionLength = newStartNode->depth() + depth; } } Node<T>* newGoalNode = _goalTree.grow(); if (newGoalNode) { otherNode = _findBestPath(newGoalNode->state(), _startTree, &depth); if (otherNode && depth + newGoalNode->depth() < _solutionLength && _goalTree.stateSpace().transitionValid(otherNode->state(), newGoalNode->state())) { _startSolutionNode = otherNode; _goalSolutionNode = newGoalNode; _solutionLength = newGoalNode->depth() + depth; } } ++_iterationCount; } /** * @brief Grows the trees until we find a solution or run out of iterations. * @return true if a solution is found */ bool run() { for (int i = 0; i < _startTree.maxIterations(); i++) { grow(); if (_startSolutionNode != nullptr && i >= minIterations()) return true; } return false; } void setStartState(const T& start) { _startTree.setStartState(start); _goalTree.setGoalState(start); } const T& startState() const { return _startTree.startState(); } void setGoalState(const T& goal) { _startTree.setGoalState(goal); _goalTree.setStartState(goal); } const T& goalState() const { return _startTree.goalState(); } const Node<T>* startSolutionNode() { return _startSolutionNode; } const Node<T>* goalSolutionNode() { return _goalSolutionNode; } int iterationCount() const { return _iterationCount; } protected: const Node<T>* _findBestPath(const T& targetState, Tree<T>& treeToSearch, int* depthOut) const { const Node<T>* bestNode = nullptr; int depth = INT_MAX; for (const Node<T>& other : treeToSearch.allNodes()) { double dist = _startTree.stateSpace().distance(other.state(), targetState); if (dist < goalMaxDist() && other.depth() < depth) { bestNode = &other; depth = other.depth(); } } if (depthOut) *depthOut = depth; return bestNode; } private: Tree<T> _startTree; Tree<T> _goalTree; int _iterationCount; int _minIterations; int _solutionLength; const Node<T> *_startSolutionNode, *_goalSolutionNode; }; } // namespace RRT
411
0.937118
1
0.937118
game-dev
MEDIA
0.304323
game-dev
0.941306
1
0.941306
leonardoporro/Detached-Mapper
2,397
src/Detached.Mappers/Context/MapContext.cs
using Detached.Mappers.TypeMappers.Entity; using System; using System.Collections.Generic; namespace Detached.Mappers.Context { public class MapContext : IMapContext { readonly LinkedList<(object, object)> _objectStack = new LinkedList<(object, object)>(); public MapContext(MapParameters parameters = null) { Parameters = parameters ?? new MapParameters(); } public MapParameters Parameters { get; } public virtual TEntity TrackChange<TEntity, TSource, TKey>(TEntity entity, TSource source, TKey key, MapperActionType actionType) where TEntity : class where TSource : class where TKey : IEntityKey { return entity; } public virtual void Push<TKeyOrSource, TTarget>(TKeyOrSource keyOrSource, TTarget target) { _objectStack.AddLast((keyOrSource, target)); } public virtual void Pop() { _objectStack.RemoveLast(); } public virtual bool TryGetResult<TKeyOrSource, TTarget>(TKeyOrSource keyOrDto, out TTarget target) where TTarget : class { var entry = _objectStack.Last; while (entry != null && !Equals(entry.Value.Item1, keyOrDto)) { entry = entry.Previous; } if (entry != null) { target = (TTarget)entry.Value.Item2; return true; } else { target = default; return false; } } public virtual bool TryGetParent<TTarget>(out TTarget target) where TTarget : class { Type targetType = typeof(TTarget); var entry = _objectStack.Last; while (entry != null && !(entry.Value.Item1 is EntityRef entityRef && !entityRef.Key.IsEmpty && targetType.IsAssignableFrom(entityRef.ClrType))) { entry = entry.Previous; } if (entry != null) { target = (TTarget)entry.Value.Item2; return true; } else { target = null; return false; } } } }
411
0.916695
1
0.916695
game-dev
MEDIA
0.626788
game-dev
0.96262
1
0.96262
OwlGamingCommunity/MTA
3,111
mods/deathmatch/resources/[vehicle]/vehicle/activity_g.lua
--[[ * *********************************************************************************************************************** * Copyright (c) 2015 OwlGaming Community - All Rights Reserved * All rights reserved. This program and the accompanying materials are private property belongs to OwlGaming Community * Unauthorized copying of this file, via any medium is strictly prohibited * Proprietary and confidential * *********************************************************************************************************************** ]] function isActive(veh) local warning_last_login, warning_last_used = nil local job = getElementData(veh, "job") or 0 local owner = getElementData(veh, "owner") or -1 local faction = getElementData(veh, "faction") or -1 local Impounded = getElementData(veh, "Impounded") or 0 if job ~= 0 or owner <= 0 or faction ~= -1 or Impounded ~= 0 then return true elseif getVehicleType(veh) == "Trailer" then return true else local oneDay = 60*60*24 local owner_last_login = getElementData(veh, "owner_last_login") if owner_last_login and tonumber(owner_last_login) then local owner_last_login_text, owner_last_login_sec = exports.datetime:formatTimeInterval(owner_last_login) if owner_last_login_sec > oneDay*30 then return false, "Inactive Vehicle | Owner is inactive ("..owner_last_login_text..")", owner_last_login_sec elseif owner_last_login_sec > (oneDay*30 - oneDay/2) then --12 hours before it becomes inactive warning_last_login = (oneDay*30)-owner_last_login_sec end end local dim = getElementDimension(veh) -- Allow players to have their vehicles currently outside, as long as their respawn position is in a interior(due to some issues with vehicles falling out of interiors and into dimension 0) //Chaos local parkDim = getElementData(veh, "dimension") if dim == 0 and tonumber(parkDim) == 0 then local lastused = getElementData(veh, "lastused") if lastused and tonumber(lastused) then local lastusedText, lastusedSeconds = exports.datetime:formatTimeInterval(lastused) if lastusedSeconds > oneDay*14 then return false, "Inactive Vehicle | Last used "..lastusedText.." while parking outdoors", lastusedSeconds elseif lastusedSeconds > (oneDay*14 - oneDay/2) then --12 hours before it becomes inactive warning_last_used = (oneDay*14)-lastusedSeconds end end end end return true, getMoreCriticalWarning(warning_last_used,warning_last_login) end function isProtected(veh) local job = getElementData(veh, "job") or 0 local owner = getElementData(veh, "owner") or -1 local faction = getElementData(veh, "faction") or -1 if job ~= 0 or owner <= 0 or faction ~= -1 then return false end local protected_until = getElementData(veh, "protected_until") or -1 local protectText, protectSeconds = exports.datetime:formatFutureTimeInterval(protected_until) return protectSeconds > 0, protectText, protectSeconds end function getMoreCriticalWarning(a, b) if not a then return b end if not b then return a end if a and b then return (a < b) and a or b end return nil end
411
0.807316
1
0.807316
game-dev
MEDIA
0.234658
game-dev
0.516123
1
0.516123
ggnkua/Atari_ST_Sources
4,556
C/Jim Patchell/dxedsrc/VSEL2.C
/* this file is a voice selector dialog box input parrameters: file name path voice name returns result of dialog */ #include <osbind.h> #include <obdefs.h> #include <gemdefs.h> #include <string.h> #include "dx.h" #include "dxed.h" #include <stdio.h> #define PAGE_UP 0 #define PAGE_DN 1 #define ROW_UP 2 #define ROW_DN 3 #define PAG_LF 4 #define PAG_RT 5 #define COL_LF 6 #define COL_RT 7 #define NLINES 32 #define NCHARS 10 extern char temp[128]; extern int res; extern int gl_hchar,gl_wchar; extern int slidpos[10]; int xlines; static int cur_line, cur_col; char voice_name[11]; /* voice currently being edited */ char names[32][11]; int name_indexes[] = { VSELNM1,VSELNM2,VSELNM3,VSELNM4,VSELNM5,VSELNM6,VSELNM7,VSELNM8,VSELNM9,VSELNM10 }; voice_sel(file,voice,vw) char voice[],file[]; int vw; /* workstation handle */ { OBJECT *box; int x,y,w,h; /* coordinates of dialog box */ int result,size,selection; int tag = -1; register int i; char *ptr,*p; selection = 0; rsrc_gaddr(R_TREE,V_SEL,&box); form_center(box,&x,&y,&w,&h); vreset(0,box,VSELTRK,VSELSLID,22,22); form_dial(FMD_START,x,y,0,0,x,y,w,h); form_dial(FMD_GROW,x,y,0,0,x,y,w,h); if((ptr = rindex(file,'\\')) == NULL) ptr = file; else ++ptr; if((p = rindex(ptr,'.')) != NULL) *p = '\0'; strcpy(((TEDINFO *)(box[VSELNAME].ob_spec))->te_ptext,ptr); get_names(voice,names); /* get voice names */ write_names(box,names,x,y,w,h,0,-1,FALSE); objc_draw(box,0,10,x,y,w,h); do { result = form_do(box,0); switch(result) { case VSELUP: case VSELDN: case VSELTRK: case VSELSLID: do_vslider(0,box,VSELTRK,VSELSLID,VSELUP,VSELDN,result,4); selection = 22 - slidpos[0]; write_names(box,names,x,y,w,h,selection,tag,TRUE); break; case VSELNM1: case VSELNM2: case VSELNM3: case VSELNM4: case VSELNM5: case VSELNM6: case VSELNM7: case VSELNM8: case VSELNM9: case VSELNM10: for(i=0;(i<10) && (result != name_indexes[i]);++i); tag = selection + i; write_names(box,names,x,y,w,h,selection,tag,TRUE); break; case VS_OK: if(tag == -1) { form_alert(1,"[3][You Must select|a voice!][Gee-Whiz]"); result = -1; } break; } /* end switch result */ }while((result != VS_OK) && (result != VS_CAN)); box[result].ob_state = NORMAL; form_dial(FMD_SHRINK,x,y,0,0,x,y,w,h); form_dial(FMD_FINISH,x,y,0,0,x,y,w,h); return(tag); } get_names(v,n) char v[],n[32][11]; { register int iv,ii,i; iv = 118; for(i=0;i<32;++i) { for(ii=0;ii<10;++ii) { n[i][ii] = v[iv + ii]; } n[i][ii] = '\0'; /* null terminator */ iv += 128; } } write_names(box,names,x,y,w,h,n,tag,update) OBJECT *box; char names[32][11]; int x,y,w,h,n,tag; int update; { register int i; for(i=0;i<10;++i) { if((i + n) == tag) { strcpy(box[name_indexes[i]].ob_spec,names[i + n]); box[name_indexes[i]].ob_state = SELECTED; strcpy(voice_name,names[i + n]); } else { strcpy(box[name_indexes[i]].ob_spec,names[i + n]); box[name_indexes[i]].ob_state = NORMAL; } } if(update) objc_draw(box,VSELBOX,2,x,y,w,h); } do_arrows(operation,whand,vw,nlines,col,line) int operation,whand,vw; int nlines; int *col,*line; { int x,y,w,h,wlines,wcols; extern gl_wchar,gl_hchar,xlines; int vertical,horizontal; wind_get(whand,WF_WORKXYWH,&x,&y,&w,&h); wlines = h / gl_hchar; /* calculate number of line in window */ wcols = w / gl_wchar; /* calculate number of columns in window */ switch (operation) { case PAGE_UP: *line -= wlines; if (*line < 0) *line = 0; break; case PAGE_DN: *line += wlines; if (*line > nlines - wlines) *line = nlines - wlines; break; case ROW_UP: --*line; if(*line < 0 ) *line = 0; break; case ROW_DN: ++*line; if(*line > nlines - wlines) *line = nlines - wlines; break; } slide_pos(wlines,nlines,*line,&vertical); wind_set(whand,WF_VSLIDE,vertical,0,0,0); } slide_pos(visible,total,line,pos) int visible,total,line,*pos; { *pos = 1000l * line / (total - visible); } v_touched(whand,vw,vertical,nlines,line) int whand,vw,vertical,nlines; int *line; { int x,y,w,h,wlines; extern int gl_hchar; wind_get(whand,WF_WORKXYWH,&x,&y,&w,&h); wlines = h / gl_hchar; pos_slide(wlines,nlines,line,vertical); } pos_slide(visible,total,line,pos) int visible,total,*line,pos; { *line = (pos * (total - visible)) / 1000l; } slide_size(visible,total,size) int visible,total,*size; { *size = 1000l * visible / total; if(*size <= 0 ) *size = -1; if (*size > 1000) *size = 1000; }
411
0.898309
1
0.898309
game-dev
MEDIA
0.216983
game-dev
0.852683
1
0.852683
ehsankamrani/vandaengine
30,804
Vanda Engine Editor/VandaEngineEditor/GraphicsEngine/Geometry.h
//Original Work: Copyright 2006 Sony Computer Entertainment Inc. //Modified Work: Copyright (C) 2024 Ehsan Kamrani //This file is licensed and distributed under MIT license #pragma once #include <iostream> #include "base.h" #include "skin.h" #include "image.h" #include "texture.h" //#include "cfxLoader.h" //#include "cfxEffect.h" //#include "cfxSurface.h" //#include "cfxPlatform.h" #include "OpenGLUtility.h" #include "../common/utility.h" #include "../common/vector.h" #include "../common/list.h" #include <string> #include <set> #include <map> #include <vector> #include "Prefab.h" class CMaterial; class CGeometry; class COctree; class CInstanceMaterial; class CInstanceLight; class CLOD; class CInstanceMaterial { public: CInstanceMaterial() { m_targetMaterial=0; //m_targetcfxMaterial=0; m_symbol= ""; m_target= ""; }; CNode *m_parent; // Node where this instance was instantiated std::string m_symbol; std::string m_target; CMaterial * m_targetMaterial; //cfxMaterial * m_targetcfxMaterial; }; class CInstance { public: CInstance() : m_parent(0) {}; //I assume that all the CMatrial objects are deleted insied CScene destructor ~CInstance(){ m_materialInstances.clear(); }; CNode *m_parent; // Node where this instance was instantiated */ std::vector <CInstanceMaterial *> m_materialInstances; // list of material instances in the <technique_common> }; class CInstanceGeometry : public CInstance { public: CInstanceGeometry() : m_abstractGeometry(0) { m_renderCount = 0; m_nameIndex = -1; m_hasPhysX = CFalse; Cpy(m_physXName, "\n"); m_lodAlgorithm = eLOD_NONE; m_prevLodAlgorithm = eLOD_NONE; m_physXDensity = 0.0f; m_physXPercentage = 50; m_physXCount = 0; m_firstUpdate = CTrue; m_isTrigger = CFalse; m_isInvisible = CFalse; m_distanceFromCamera = 0.0f; m_radius = 0.0f; m_renderWithPhysX = CFalse; m_hasPhysicsMaterial = CFalse; m_isController = CFalse; CMatrixLoadIdentity(m_localToWorldMatrix); CMatrixLoadIdentity(m_localToWorldMatrixControlledByPhysX); CMatrixLoadIdentity(m_firstLocalToWorldMatrix); } ~CInstanceGeometry() { m_parentTree.clear(); m_lights.clear();} CVoid SetIndex() { m_nameIndex = g_nameIndex++; } //We delete CGeometry object insied CScene destructor CGeometry *m_abstractGeometry; // The abstract geometry where the original data is stored std::vector<COctree*>m_parentTree; CInt m_renderCount; std::vector<CInstanceLight*>m_lights; //Lights that affect this geometry CMatrix m_localToWorldMatrix; // Full local to world matrix for this geometry CMatrix m_firstLocalToWorldMatrix; CBool m_firstUpdate; CMatrix m_localToWorldMatrixControlledByPhysX; CVec3f m_minLocalToWorldAABB; //To hold the world space max values of the AABB box CVec3f m_maxLocalToWorldAABB; //To hold the world space min values of the AABB box CVec3f m_minLocalToWorldAABBControlledByPhysX; CVec3f m_maxLocalToWorldAABBControlledByPhysX; CVec3f m_center; CFloat m_radius; CFloat m_distanceFromCamera; CVec3f m_localToWorldVertex[8]; CInt m_nameIndex; CChar m_physXName[MAX_NAME_SIZE]; CBool m_hasPhysX; CBool m_isTrigger; CBool m_isInvisible; ////////////////physics material CBool m_hasPhysicsMaterial; CFloat m_physicsRestitution; CFloat m_physicsStaticFriction; CFloat m_physicsDynamicFriction; CFloat m_physicsSkinWidth; //////////////// CFloat m_physXDensity; CInt m_physXPercentage; CPhysXAlgorithm m_lodAlgorithm; CPhysXAlgorithm m_prevLodAlgorithm; CInt m_physXCount; CBool m_renderWithPhysX; CNode* m_node; //instance geometry is attached to this node CBool m_isController; CChar* GetPhysXActorName() { return m_physXName; } CFloat GetPhysXActorDensity() { return m_physXDensity; } CBool GetHasPhysXActor() { return m_hasPhysX; } //physics material CBool HasPhysicsMaterial() { return m_hasPhysicsMaterial; } CFloat GetPhysicsRestitution() { return m_physicsRestitution; } CFloat GetPhysicsSkinWidth() { return m_physicsSkinWidth; } CFloat GetPhysicsStaticFriction() { return m_physicsStaticFriction; } CFloat GetPhysicsDynamicFriction() { return m_physicsDynamicFriction; } CVoid EnablePhysicsMaterial(CBool state) { m_hasPhysicsMaterial = state; } CVoid SetPhysicsRestitution(CFloat restitution) { m_physicsRestitution = restitution; } CVoid SetPhysicsSkinWidth(CFloat skinWidth) { m_physicsSkinWidth = skinWidth; } CVoid SetPhysicsStaticFriction(CFloat staticFriction) { m_physicsStaticFriction = staticFriction; } CVoid SetPhysicsDynamicFriction(CFloat dynamicFriction) { m_physicsDynamicFriction = dynamicFriction; } CVoid SetDistanceFromCamera(CFloat distance) { m_distanceFromCamera = distance; } CFloat GetDistanceFromCamera() { return m_distanceFromCamera; } CVoid CalculateDistance(); }; class CInstanceController : public CInstance { public: CInstanceController() : m_abstractController(0) { m_instanceGeometry = CNew(CInstanceGeometry);}; ~CInstanceController() { CDelete( m_instanceGeometry) }; CController * m_abstractController; CInstanceGeometry * m_instanceGeometry; }; class CVertexAllPtr { public: CVec3f* m_point; CVec3f* m_normal; CVec2f* m_texcoord[MAX_TEX_COORDS]; CVec3f* m_tangent; CVec3f* m_bNormal; CWeight* m_weights; CVec3f* m_bindPoint; CVec3f* m_bindNormal; CVertexAllPtr(): m_point(NULL), m_normal(NULL), m_tangent(NULL), m_bNormal(NULL), m_weights(NULL), m_bindPoint(NULL), m_bindNormal(NULL) { memset( m_texcoord, 0, sizeof( m_texcoord )); } }; class CPolyGroup; class CVertexAll { public: CVec3f m_point; CVec3f m_normal; CVec2f m_texcoord[MAX_TEX_COORDS]; CVec3f m_tangent; CVec3f m_bNormal; CWeight m_weights; CVec3f m_bindPoint; CVec3f m_bindNormal; CVertexAll() { // All the members have default constructors that initialize them } ~CVertexAll() { } inline CVoid Set( CVertexAllPtr * v ) { if( v->m_point ) m_point = *v->m_point; if( v->m_normal ) m_normal = *v->m_normal; for ( CInt32 i = 0;i < MAX_TEX_COORDS; i++) { if( v->m_texcoord[i] ) m_texcoord[i] = *v->m_texcoord[i]; } if( v->m_tangent ) m_tangent = *v->m_tangent; if( v->m_bNormal ) m_bNormal = *v->m_bNormal; if( v->m_weights ) m_weights.Copy( v->m_weights ); if ( v->m_bindPoint ) m_bindPoint = *v->m_bindPoint; if ( v->m_bindNormal ) m_bindNormal = *v->m_bindNormal; } inline CVoid Set( CVertexAll * v ) { m_point = v->m_point; m_normal = v->m_normal; for ( CInt i =0 ; i<MAX_TEX_COORDS ; i++ ) m_texcoord[i] = v->m_texcoord[i]; m_tangent = v->m_tangent; m_bNormal = v->m_bNormal; m_weights.Copy( &v->m_weights ); m_bindPoint = v->m_bindPoint; m_bindNormal = v->m_bindNormal; } CBool Compare( CPolyGroup * polyGroup, CInt idx ); CVoid Copy( CPolyGroup * polyGroup, CInt idx ); }; class CPoly { public: CInt32* m_points; CVertexAllPtr* m_pointData; CInt32 m_numIndices; CInt32 m_numPoints; CPoly(): m_points(NULL), m_pointData(NULL), m_numIndices(0), m_numPoints(0) { } ~CPoly() { CDelete( m_points ); CDelete( m_pointData ); } }; class CTri { public: CInt32 m_points[3]; CTri() { memset( m_points, 0, sizeof ( m_points )); } }; class CSource { public: CFloat* m_data; CInt32 m_nbr; CChar m_id[MAX_NAME_SIZE]; CChar m_semantic[MAX_NAME_SIZE]; CChar m_vertexSourceId[MAX_NAME_SIZE]; CBool m_hasVertexBinding; CSource(): m_data(NULL), m_nbr(0), m_hasVertexBinding(CFalse) { memset( m_id, 0, sizeof ( m_id )); memset( m_semantic, 0, sizeof ( m_semantic )); memset( m_vertexSourceId, 0, sizeof ( m_vertexSourceId )); } ~CSource() { DeleteData(); } CVoid DeleteData() { CDeleteData( m_data ); } }; class CInput { public: CChar m_semantic[MAX_NAME_SIZE]; CChar m_sourceName[MAX_NAME_SIZE]; CSource *m_source; CInputType m_type; CInput(): m_source(NULL), m_type(eUNKNOWN) { memset( m_semantic, 0, sizeof ( m_semantic )); memset( m_sourceName, 0, sizeof ( m_sourceName )); } }; struct CVertexArray { CInt m_primitiveType; CInt m_count; CInt m_vertexFormat; CVoid* m_i; CVoid* m_p; }; struct CMultiArray { CVertexArray* m_pVertexArray; CInt32 m_nbVertexArray; }; CVoid Cpy( CChar * s1, const CChar * s2 ); class CController; class CJoint; class CPolyGroup; class CPolyGroup : public CBase { public: //cfxMaterial *m_fXMaterial; // COLLADA FX material for this polygon group */ CMaterial * m_material; // OBSOLETE, will be removed by refactor later CChar m_materialName[MAX_NAME_SIZE]; // could be obsolete or kept for debugging CBool m_hasSkin; CGeometry* m_geometry; CPoly* m_polys; CTri* m_tris; CMultiArray m_multiArray; CVertexArray m_boundingBoxArray; CVec3f m_minBound; CVec3f m_maxBound; CUInt32 m_count; CInt32 m_numTextures; CInt32 m_numSharedVerts; CBool m_vertsShared; CBool m_dataReadyForCg; CVec4f* m_skinIndicesCg; CVec4f* m_skinWeightsCg; CUInt* m_indexes; CUInt m_nameIndex; CChar m_strDirtMap[MAX_NAME_SIZE]; CChar m_strOriginalDirtMapPath[MAX_NAME_SIZE]; //save functions CImage *m_dirtMapImg; CBool SetDirtMap( CString path, CBool test = CFalse ); CBool m_hasDirtMap; CBool m_loadedDirtMap; CBool m_updateDirtMap; CChar m_strNormalMap[MAX_NAME_SIZE]; CChar m_strOriginalNormalMapPath[MAX_NAME_SIZE]; //save functions CFloat m_parallaxMapBias, m_parallaxMapScale; //Material Colors CFloat m_fAmbientColor[4]; CFloat m_fDiffuseColor[4]; CFloat m_fSpecularColor[4]; CFloat m_fEmissionColor[4]; CFloat m_fShininess, m_fTransparency; CFloat* GetAmbient() { return m_fAmbientColor; } CFloat* GetDiffuse() { return m_fDiffuseColor; } CFloat* GetSpecular() { return m_fSpecularColor; } CFloat* GetEmission() { return m_fEmissionColor; } CFloat GetShininess() { return m_fShininess; } CFloat GetTransparency() { return m_fTransparency; } CVoid SetAmbient(CFloat* ambient) { for (CUInt i = 0; i < 4; i++) m_fAmbientColor[i] = ambient[i]; } CVoid SetDiffuse(CFloat* diffuse) { for (CUInt i = 0; i < 4; i++) m_fDiffuseColor[i] = diffuse[i]; } CVoid SetSpecular(CFloat* specular) { for (CUInt i = 0; i < 4; i++) m_fSpecularColor[i] = specular[i]; } CVoid SetEmission(CFloat* emission) { for (CUInt i = 0; i < 4; i++) m_fEmissionColor[i] = emission[i]; } CVoid SetShininess(CFloat shininess) { m_fShininess = shininess; } CVoid SetTransparency(CFloat transparency) { m_fTransparency = transparency; } ////////////////// CImage *m_normalMapImg; CBool SetNormalMap( CString path, CFloat bias, CFloat scale, CBool test = CFalse ); CBool m_hasNormalMap; CBool m_loadedNormalMap; CBool m_updateNormalMap; CChar m_strDiffuse[MAX_NAME_SIZE]; CChar m_strOriginalDiffusePath[MAX_NAME_SIZE]; //save functions CImage *m_diffuseImg; CBool m_updateDiffuse; CVoid TrimOriginalPath(CChar* path ); //save functions CBool SetDiffuse( CString path, CBool test = CFalse ); CBool m_hasDiffuse; CBool m_loadedDiffuse; CChar m_strGlossMap[MAX_NAME_SIZE]; CChar m_strOriginalGlossMapPath[MAX_NAME_SIZE]; //save functions CImage *m_glossMapImg; CBool SetGlossMap( CString path, CBool test = CFalse ); CBool m_hasGlossMap; CBool m_loadedGlossMap; CBool m_updateGlossMap; CBool m_hasAnimation; CImage* GetImage( const CChar * name ); std::vector<CImage*>m_images; //this points to all the *map pointers( see bellow ) inline CVoid RemoveDiffuse() { Cpy( m_strDiffuse, "\n" ); //CTexture::DeleteTexture( m_diffuseImg ); m_hasDiffuse = CFalse; m_updateDiffuse = CFalse; } inline CVoid RemoveNormalMap() { Cpy( m_strNormalMap, "\n" ); //CTexture::DeleteTexture( m_normalMapImg ); m_hasNormalMap = CFalse; m_updateNormalMap = CFalse; } inline CVoid RemoveDirtMap() { Cpy( m_strDirtMap, "\n" ); //CTexture::DeleteTexture( m_dirtMapImg ); m_hasDirtMap = CFalse; m_updateDirtMap = CFalse; } inline CVoid RemoveGlossMap() { Cpy( m_strGlossMap, "\n" ); //CTexture::DeleteTexture( m_glossMapImg ); m_hasGlossMap = CFalse; m_updateGlossMap = CFalse; } CBool m_setMatFromCollada; public: CPolyGroup() { m_material = NULL; //m_fXMaterial = NULL; m_numTextures = 0; m_polys = NULL; m_tris = NULL; m_multiArray.m_pVertexArray = 0; m_numSharedVerts = 0; m_hasSkin = CFalse; m_vertsShared = CFalse; m_dataReadyForCg = CFalse; m_skinIndicesCg = NULL; m_skinWeightsCg = NULL; m_hasAnimation = CFalse; m_indexes = 0; m_nameIndex = 0; //selection Cpy (m_strDiffuse, "\n"); m_hasDiffuse = CFalse; m_diffuseImg = NULL; m_updateDiffuse = CTrue; Cpy (m_strNormalMap, "\n"); m_hasNormalMap = CFalse; m_normalMapImg = NULL; m_updateNormalMap = CTrue; Cpy (m_strDirtMap, "\n"); m_hasDirtMap = CFalse; m_dirtMapImg = NULL; m_updateDirtMap = CTrue; Cpy (m_strGlossMap, "\n"); m_hasGlossMap = CFalse; m_glossMapImg = NULL; m_updateGlossMap = CTrue; m_parallaxMapBias = -0.03; m_parallaxMapScale = 0.06; m_setMatFromCollada = CTrue; } ~CPolyGroup() { Destroy(); DeleteVertexData(); DeletePolygonData(); m_images.clear(); } CVoid EnableShader(); protected: friend class CScene; friend class CGeometry; CVoid DeleteVertexData() { if (m_indexes) { CDeleteData( m_indexes ); m_indexes = NULL; } } CVoid DeleteData() { } CVoid DeletePolygonData() { CDeleteData( m_polys ); CDeleteData( m_tris ); } CVoid DeleteAll() { DeleteVertexData(); DeleteData(); DeletePolygonData(); } CVoid SetMaterialFromCOLLADA( CMaterial * mat, CChar * matName ) { m_material = mat; Cpy( m_materialName, matName ); } CInput * GetPointInput(); CVoid CopyPointInput( CPolyGroup * group ); CVoid ParseSource( const CChar * data, const CChar * name, const CChar * count ); CInputType SetType( CChar * s ); CVoid Draw(CNode *parentNode, CInstance * instance, CGeometryColor color, CBool hasDiffuse ); //if the object is selected we have to use another color for the diffuse component CVoid SetHasSkin(){ m_hasSkin = CTrue; } CVoid DrawSkinned( CNode *parentNode, CVec3f * bindPos, CVec3f * bindNorms, CJoint * joints, CInt nbrBindPoints, CInt nbrJoints, CInstance * instance); CVoid RenderSkinnedCg( CVec3f * bindPos, CVec3f * bindNorms, CJoint * joints, CInt nbrBindPoints, CInt nbrJoints ); /*cfxMaterial* */ CVoid SetupMaterialForDrawFromCOLLADA(CNode *parentNode, CInstance * instance, CGeometryColor color, CBool hasDiffuse ); CVoid SetupMaterialForDrawFromGameEngine(CGeometryColor color); CVoid SaveMaterialValues(CMaterial * mat); CBool SetupDiffuseTexture(CNode *parentNode, CInstance * instance); CBool SetupNormalTexture(CNode *parentNode, CInstance * instance); CBool SetupDirtTexture(CNode *parentNode, CInstance * instance); CBool SetupGlossTexture(CNode *parentNode, CInstance * instance); CVoid RenderCg(); CVoid SetDataPointers(); CVoid RenderDebug(); public: //---------------------- External interfaces ---------------------------------// // Each Geometry represents a COLLADA Geometry Library. Each lib can have // may groups. I these groups you will get the Material and from the Material // you can get the texture(s) if there are any. // You will also get the Point,Normal,Tanget, TexCoords[8], UVs and Weights. // Currently the Weight data is loaded, but I have added it to the triangulation // so this will return null for now. But you can build your interface from the // stucts that I have provide already. inline CMaterial *GetMaterial() { return m_material; } inline CTri *GetTris() { return m_tris; } CVoid SetRender(); virtual CVoid Render() = 0; virtual CVoid SetVBOs() = 0; CVoid SetReadMaterialColorFromCOLLADA() { m_setMatFromCollada = CTrue; } CVoid SetReadMaterialColorFromGameEngine(){ m_setMatFromCollada = CFalse; } //---------------------- End External interfaces -----------------------------// }; class CPolygons : public CPolyGroup { public: CPolygons (); ~CPolygons (); CVoid SetVBOs(); CVoid Render(); std::vector<CUInt> m_countvector; std::vector<CUInt *> m_indexvector; private: CUInt * m_VBOID; }; class CTriangles : public CPolyGroup { public: CTriangles (); ~CTriangles (); CVoid SetVBOs(); CVoid Render(); private: CUInt m_VBOID; }; class CLines : public CPolyGroup { public: CLines (); ~CLines (); CVoid SetVBOs(); CVoid Render(); private: CUInt m_VBOID; }; class CLinestrips : public CPolyGroup { public: CLinestrips (); ~CLinestrips (); std::vector<CUInt> m_countvector; std::vector<CUInt *> m_indexvector; CVoid SetVBOs(); CVoid Render(); private: CUInt * m_VBOID; }; class CTriStrips : public CPolyGroup { public: CTriStrips (); ~CTriStrips (); std::vector<CUInt> m_countvector; std::vector<CUInt *> m_indexvector; CVoid SetVBOs(); CVoid Render(); private: CUInt * m_VBOID; }; class CGeometry : public CBase { CController *m_skinData; CBool m_verticesSet; CBool m_vertexSourceCopied; public: CVec3f* m_points; CVec3f* m_normals; CVec3f* m_tangents; CVec3f* m_bNormals; //CColor4f* m_colors; CVec2f* m_texCoords[MAX_TEX_COORDS]; CWeight* m_weights; CUInt m_vertexcount; CUInt m_vertexcountmax; CUInt* m_skinIndex; CVec3f* m_bindPoints; CVec3f* m_bindNormals; CMatrix* m_skinMatrixStack; CMatrix3x4* m_skinMatrixStack3x4; CUInt m_VBOIDs[eGeoDataTypeMax]; CUInt m_nameIndex; //This is used for OpenGL selection. This is a unique name which we pass to glPushName() in selection mode CUInt GetNameIndex() { return m_nameIndex; } CVector m_minAABB; //To hold the max values of the AABB box CVector m_maxAABB; //To hold the min values of the AABB box CVector m_center; //object center List<int> m_collapseMap; // to which neighbor each vertex collapses std::vector<CInstanceGeometry*> m_instanceGeometries; CInstanceGeometry* m_currentInstanceGeometry; //used for selection color std::vector<CInstanceController*> m_instanceControllers; std::vector<CVec3f*>m_physx_points; std::vector<CTriangles*> m_physx_triangles; CLOD* m_lod; //To get required shader data. I get this data inside the editor. CChar m_strNormalMap[MAX_NAME_SIZE]; CChar m_strDirtMap[MAX_NAME_SIZE]; CChar m_strGlossMap[MAX_NAME_SIZE]; CChar m_strHeightMap[MAX_NAME_SIZE]; CChar m_strDuDvMap[MAX_NAME_SIZE]; CChar m_strDiffuse[MAX_NAME_SIZE]; CFloat m_parallaxMapBias, m_parallaxMapScale; //Material Colors CFloat m_fAmbientColor[4]; CFloat m_fDiffuseColor[4]; CFloat m_fSpecularColor[4]; CFloat m_fEmissionColor[4]; CFloat m_fShininess, m_fTransparency; CFloat* GetAmbient() { return m_fAmbientColor; } CFloat* GetDiffuse() { return m_fDiffuseColor; } CFloat* GetSpecular() { return m_fSpecularColor; } CFloat* GetEmission() { return m_fEmissionColor; } CFloat GetShininess() { return m_fShininess; } CFloat GetTransparency() { return m_fTransparency; } CVoid SetAmbient(CFloat* ambient) { for (CUInt i = 0; i < 4; i++) m_fAmbientColor[i] = ambient[i]; } CVoid SetDiffuse(CFloat* diffuse) { for (CUInt i = 0; i < 4; i++) m_fDiffuseColor[i] = diffuse[i]; } CVoid SetSpecular(CFloat* specular) { for (CUInt i = 0; i < 4; i++) m_fSpecularColor[i] = specular[i]; } CVoid SetEmission(CFloat* emission) { for (CUInt i = 0; i < 4; i++) m_fEmissionColor[i] = emission[i]; } CVoid SetShininess(CFloat shininess) { m_fShininess = shininess; } CVoid SetTransparency(CFloat transparency) { m_fTransparency = transparency; } ////////////////// std::vector<CImage*>m_images; //this points to all the *map pointers( see bellow ) CImage *m_normalMapImg; CImage *m_dirtMapImg; CImage *m_glossMapImg; CImage *m_heightMapImg; CImage *m_dudvMapImg; CImage *m_diffuseImg; CBool m_hasNormalMap, m_hasGlossMap, m_hasHeightMap, m_hasDuDvMap, m_hasDirtMap, m_hasDiffuse; CBool m_cullFaces; // Cull faces of the current geometry? CBool m_hasAnimation; CUpAxis m_upAxis; CVoid SetSkins(CInt nbrJoints ); std::vector<CPolyGroup *> m_groups; CBool m_updateSkin; CGeometry() { m_verticesSet = CFalse; m_vertexSourceCopied = CFalse; m_skinData = NULL; m_bindPoints = NULL; m_bindNormals = NULL; m_skinMatrixStack = NULL; m_skinMatrixStack3x4 = NULL; m_vertexcount = 0; m_vertexcountmax = 1/* * 1024*/; m_points = CNewData(CVec3f, m_vertexcountmax); m_normals = CNewData( CVec3f, m_vertexcountmax); m_tangents = NULL; m_bNormals = NULL; m_skinIndex = NULL; m_currentInstanceGeometry = NULL; //used for selection color for( CInt i = 0; i < MAX_TEX_COORDS; i++ ) m_texCoords[i] = NULL; m_weights = 0; m_nameIndex = 0; m_minAABB.m_i = m_minAABB.m_j = m_minAABB.m_k = 100000000.0f; m_maxAABB.m_i = m_maxAABB.m_j = m_maxAABB.m_k = -100000000.0f; memset( m_VBOIDs, 0, sizeof( m_VBOIDs )); Cpy (m_strNormalMap, "\n"); Cpy (m_strDirtMap, "\n"); Cpy (m_strGlossMap, "\n"); Cpy (m_strHeightMap, "\n"); // I currently use the alpha channel of the normal map as a height map Cpy (m_strDuDvMap, "\n"); Cpy (m_strDiffuse, "\n"); m_lod = NULL; //I just use per pixel lighting at the beginning m_hasGlossMap = m_hasNormalMap = m_hasHeightMap = m_hasDuDvMap = m_hasDirtMap = m_hasDiffuse = CFalse; m_cullFaces = CTrue; m_hasAnimation = CFalse; m_normalMapImg = NULL; m_dirtMapImg = NULL; m_glossMapImg = NULL; m_heightMapImg = NULL; // I currently use the alpha channel of the normal map as a height map, so this item is not required right now m_dudvMapImg = NULL; m_diffuseImg = NULL; m_parallaxMapBias = -0.03; m_parallaxMapScale = 0.06; m_minAABB.m_i = m_minAABB.m_j = m_minAABB.m_k = 100000000.0f; m_maxAABB.m_i = m_maxAABB.m_j = m_maxAABB.m_k = -100000000.0f; m_updateSkin = CTrue; //m_normalMapImg = new CImage(); //m_dirtMapImg = new CImage(); //m_glossMapImg = new CImage(); } ~CGeometry(); CVoid SetUpdateSkin(CBool set) { m_updateSkin = set; } CBool GetUpdateSkin() { return m_updateSkin; } CImage* GetImage( const CChar * name ); CVoid SetDiffuse( CString path ); CVoid SetNormalMap( CString path ); CVoid SetDirtMap( CString path ); CVoid SetGlossMap( CString path ); CVoid SetHeightMap( CString path ); CVoid CalculateLODInfo(CPhysXAlgorithm algorithm); inline CVoid RegenerateIndex(CUInt MaxLODVertex, std::vector<CInt>&tri_vector) { for(CUInt i=0;i<m_groups.size();i++) { CTriangles* triangle = m_physx_triangles[i]; for (CUInt a = 0; a < triangle->m_count; a++) { CUInt i0, i1, i2; i0 = Map(triangle->m_indexes[a*3], MaxLODVertex); i1 = Map(triangle->m_indexes[1+a*3], MaxLODVertex); i2 = Map(triangle->m_indexes[2+a*3], MaxLODVertex); if(i0==i1 || i1==i2 || i2==i0) continue; tri_vector.push_back( i0); tri_vector.push_back(i1); tri_vector.push_back(i2); glBegin( GL_LINE_LOOP ); glVertex3f( m_physx_points[i0]->x, m_physx_points[i0]->y, m_physx_points[i0]->z ); glVertex3f( m_physx_points[i1]->x, m_physx_points[i1]->y, m_physx_points[i1]->z ); glVertex3f( m_physx_points[i2]->x, m_physx_points[i2]->y, m_physx_points[i2]->z ); glEnd(); } } } inline CInt Map(CUInt a,CUInt max) { if(max<=0) return 0; while(a>=max) { a= m_collapseMap[a]; } return a; } inline CVoid RemoveNormalMap() { Cpy( m_strNormalMap, "\n" ); //CTexture::DeleteTexture( m_normalMapImg ); m_hasNormalMap = CFalse; //m_hasHeightMap = CFalse; //Currently the alpha channel of normal map consists of height map } inline CVoid RemoveGlossMap() { Cpy( m_strGlossMap, "\n" ); //CTexture::DeleteTexture( m_glossMapImg ); m_hasGlossMap = CFalse; } inline CVoid RemoveHeightMap() { Cpy( m_strHeightMap, "\n" ); //CTexture::DeleteTexture( m_heightMapImg ); m_hasHeightMap = CFalse; } inline CVoid RemoveDirtMap() { Cpy( m_strDirtMap, "\n" ); //CTexture::DeleteTexture( m_dirtMapImg ); m_hasDirtMap = CFalse; } inline CVoid RemoveDiffuse() { Cpy( m_strDiffuse, "\n" ); //CTexture::DeleteTexture( m_diffuseImg ); m_hasDiffuse = CFalse; } inline CVoid SetCullFace( CBool cullFaces ) { m_cullFaces = cullFaces; } CVoid DrawAABBWithLines(); CVoid DrawAABBWithQuads(); protected: friend class CScene; friend class CNode; CVoid ComputeAABB_Center() { for ( CUInt i = 0; i < m_vertexcount; i++ ) { if( m_points[i].x > m_maxAABB.m_i ) m_maxAABB.m_i = m_points[i].x; if( m_points[i].y > m_maxAABB.m_j ) m_maxAABB.m_j = m_points[i].y; if( m_points[i].z > m_maxAABB.m_k ) m_maxAABB.m_k = m_points[i].z; if( m_points[i].x < m_minAABB.m_i ) m_minAABB.m_i = m_points[i].x; if( m_points[i].y < m_minAABB.m_j ) m_minAABB.m_j = m_points[i].y; if( m_points[i].z < m_minAABB.m_k ) m_minAABB.m_k = m_points[i].z; } if( m_minAABB.m_i == 100000000.0f && m_minAABB.m_j == 100000000.0f && m_minAABB.m_k == 100000000.0f && m_maxAABB.m_i == -100000000.0f && m_maxAABB.m_j == -100000000.0f && m_maxAABB.m_k == -100000000.0f ) //there's no vertex! { m_minAABB.m_i = m_minAABB.m_j = m_minAABB.m_k = 0; m_maxAABB.m_i = m_maxAABB.m_j = m_maxAABB.m_k = 0; } CVector m_centerTemp = m_minAABB + m_maxAABB; m_center = m_centerTemp * 0.5f; } CVoid SetHeightMap(); CVoid SetDuDvMap(); CVoid SetGlossMap(); CVoid ParseSource( const CChar * data, const CChar * name, const CChar * count ); CVoid DeleteSources(); CVoid AddVertexBinding( const CChar * curName, const CChar * newName, const CChar * sematic ); inline CVoid SetVerticesReady() { m_verticesSet = CTrue; } // Draw function iterates all the polygroups in the geometry and draws them CVoid SetupGlossTexture(CNode *parentNode, CInstance * instance) { CBool m_setGeoName = CFalse; for (CUInt i = 0; i < m_groups.size(); i++ ) { if( m_groups[i]->SetupGlossTexture( parentNode, instance ) ) m_setGeoName = CTrue; } if( !m_setGeoName ) { Cpy( m_strGlossMap, "\n" ); m_hasGlossMap = CFalse; } else { //whether all the groups use the same texture or not? CBool m_foundTarget = CFalse; for( CUInt i = 0; i < m_groups.size(); i++ ) { for( CUInt j = 0; j < m_groups.size(); j++ ) { if( !Cmp( m_groups[i]->m_strGlossMap, m_groups[j]->m_strGlossMap ) ) //if these materials are not equal { m_foundTarget = CTrue; } if( m_foundTarget ) break; } if( m_foundTarget ) break; } if( m_foundTarget ) { Cpy( m_strGlossMap, "*Different Textures*" ); m_hasGlossMap = CTrue; } else //same materials { Cpy( m_strGlossMap, m_groups[0]->m_strGlossMap ); m_hasGlossMap = CTrue; } } } CVoid SetupDirtTexture(CNode *parentNode, CInstance * instance) { CBool m_setGeoName = CFalse; for (CUInt i = 0; i < m_groups.size(); i++ ) { if( m_groups[i]->SetupDirtTexture( parentNode, instance ) ) m_setGeoName = CTrue; } if( !m_setGeoName ) { Cpy( m_strDirtMap, "\n" ); m_hasDirtMap = CFalse; } else { //whether all the groups use the same texture or not? CBool m_foundTarget = CFalse; for( CUInt i = 0; i < m_groups.size(); i++ ) { for( CUInt j = 0; j < m_groups.size(); j++ ) { if( !Cmp( m_groups[i]->m_strDirtMap, m_groups[j]->m_strDirtMap ) ) //if these materials are not equal { m_foundTarget = CTrue; } if( m_foundTarget ) break; } if( m_foundTarget ) break; } if( m_foundTarget ) { Cpy( m_strDirtMap, "*Different Textures*" ); m_hasDirtMap = CTrue; } else //same materials { Cpy( m_strDirtMap, m_groups[0]->m_strDirtMap ); m_hasDirtMap = CTrue; } } } CVoid SetupNormalTexture(CNode *parentNode, CInstance * instance) { CBool m_setGeoName = CFalse; for (CUInt i = 0; i < m_groups.size(); i++ ) { if( m_groups[i]->SetupNormalTexture( parentNode, instance ) ) m_setGeoName = CTrue; } if( !m_setGeoName ) { Cpy( m_strNormalMap, "\n" ); m_hasNormalMap = CFalse; } else { //whether all the groups use the same texture or not? CBool m_foundTarget = CFalse; for( CUInt i = 0; i < m_groups.size(); i++ ) { for( CUInt j = 0; j < m_groups.size(); j++ ) { if( !Cmp( m_groups[i]->m_strNormalMap, m_groups[j]->m_strNormalMap ) ) //if these materials are not equal { m_foundTarget = CTrue; } if( m_foundTarget ) break; } if( m_foundTarget ) break; } if( m_foundTarget ) { Cpy( m_strNormalMap, "*Different Textures*" ); m_hasNormalMap = CTrue; } else //same materials { Cpy( m_strNormalMap, m_groups[0]->m_strNormalMap ); m_hasNormalMap = CTrue; } } } CVoid SetupDiffuseTexture(CNode *parentNode, CInstance * instance) { CBool m_setGeoName = CFalse; for (CUInt i = 0; i < m_groups.size(); i++ ) { if( m_groups[i]->SetupDiffuseTexture( parentNode, instance ) ) m_setGeoName = CTrue; } if( !m_setGeoName ) { Cpy( m_strDiffuse, "\n" ); m_hasDiffuse = CFalse; } else { //whether all the groups use the same texture or not? CBool m_foundTarget = CFalse; for( CUInt i = 0; i < m_groups.size(); i++ ) { for( CUInt j = 0; j < m_groups.size(); j++ ) { if( !Cmp( m_groups[i]->m_strDiffuse, m_groups[j]->m_strDiffuse ) ) //if these materials are not equal { m_foundTarget = CTrue; } if( m_foundTarget ) break; } if( m_foundTarget ) break; } if( m_foundTarget ) { Cpy( m_strDiffuse, "*Different Textures*" ); m_hasDiffuse = CTrue; } else //same materials { Cpy( m_strDiffuse, m_groups[0]->m_strDiffuse ); m_hasDiffuse = CTrue; } } } CVoid DrawSelectionMode(CNode *parentNode, CInstance * instance); CVoid SetRender(); CVoid ResetStates(); CVoid SetGroupRender( CPolyGroup* group ); CVoid ResetGroupStates( CPolyGroup* group ); CVoid DrawSkinned(CNode *parentNode, CInstance * instance ); CVoid DrawSkinnedSelectionMode(CNode *parentNode, CInstance * instance ); inline CVoid SetController( CController * ctrl ) { m_skinData = ctrl; for (CUInt i = 0; i < m_groups.size(); i++) m_groups[i]->SetHasSkin(); } CChar * GetSkinName(); //inline CInt GetTotalNumTris(){ return TotalNumTris; } public: inline CBool HasSkinController() { if ( m_skinData ) return CTrue; else return CFalse; } CVoid GetJointsForWeights( CJoint *& Joints, CInt & NumJoints ); CVoid Draw(CNode *parentNode, CInstance * instance); }; struct CTransparentGeometry { CInstancePrefab* m_instancePrefab; CScene* m_scene; CInstanceGeometry* m_instanceGeometry; }; struct SortTransparentGeometry { inline bool operator() (const CTransparentGeometry& struct1, const CTransparentGeometry& struct2) { return (struct1.m_instanceGeometry->GetDistanceFromCamera() > struct2.m_instanceGeometry->GetDistanceFromCamera()); } };
411
0.982782
1
0.982782
game-dev
MEDIA
0.488001
game-dev
0.589487
1
0.589487
EsProgram/WaveformProvider
4,169
Assets/UniDanceSample/UnityChan/Scripts/CameraController.cs
//CameraController.cs for UnityChan //Original Script is here: //TAK-EMI / CameraController.cs //https://gist.github.com/TAK-EMI/d67a13b6f73bed32075d //https://twitter.com/TAK_EMI // //Revised by N.Kobayashi 2014/5/15 //Change : To prevent rotation flips on XY plane, use Quaternion in cameraRotate() //Change : Add the instrustion window //Change : Add the operation for Mac // using UnityEngine; using System.Collections; namespace UnityChan { enum MouseButtonDown { MBD_LEFT = 0, MBD_RIGHT, MBD_MIDDLE, }; public class CameraController : MonoBehaviour { [SerializeField] private Vector3 focus = Vector3.zero; [SerializeField] private GameObject focusObj = null; public bool showInstWindow = true; private Vector3 oldPos; void setupFocusObject(string name) { GameObject obj = this.focusObj = new GameObject(name); obj.transform.position = this.focus; obj.transform.LookAt(this.transform.position); return; } void Start () { if (this.focusObj == null) this.setupFocusObject("CameraFocusObject"); Transform trans = this.transform; transform.parent = this.focusObj.transform; trans.LookAt(this.focus); return; } void Update () { this.mouseEvent(); return; } //Show Instrustion Window void OnGUI() { if(showInstWindow){ GUI.Box(new Rect(Screen.width -210, Screen.height - 100, 200, 90), "Camera Operations"); GUI.Label(new Rect(Screen.width -200, Screen.height - 80, 200, 30),"RMB / Alt+LMB: Tumble"); GUI.Label(new Rect(Screen.width -200, Screen.height - 60, 200, 30),"MMB / Alt+Cmd+LMB: Track"); GUI.Label(new Rect(Screen.width -200, Screen.height - 40, 200, 30),"Wheel / 2 Fingers Swipe: Dolly"); } } void mouseEvent() { float delta = Input.GetAxis("Mouse ScrollWheel"); if (delta != 0.0f) this.mouseWheelEvent(delta); if (Input.GetMouseButtonDown((int)MouseButtonDown.MBD_LEFT) || Input.GetMouseButtonDown((int)MouseButtonDown.MBD_MIDDLE) || Input.GetMouseButtonDown((int)MouseButtonDown.MBD_RIGHT)) this.oldPos = Input.mousePosition; this.mouseDragEvent(Input.mousePosition); return; } void mouseDragEvent(Vector3 mousePos) { Vector3 diff = mousePos - oldPos; if(Input.GetMouseButton((int)MouseButtonDown.MBD_LEFT)) { //Operation for Mac : "Left Alt + Left Command + LMB Drag" is Track if(Input.GetKey(KeyCode.LeftAlt) && Input.GetKey(KeyCode.LeftCommand)) { if (diff.magnitude > Vector3.kEpsilon) this.cameraTranslate(-diff / 100.0f); } //Operation for Mac : "Left Alt + LMB Drag" is Tumble else if (Input.GetKey(KeyCode.LeftAlt)) { if (diff.magnitude > Vector3.kEpsilon) this.cameraRotate(new Vector3(diff.y, diff.x, 0.0f)); } //Only "LMB Drag" is no action. } //Track else if (Input.GetMouseButton((int)MouseButtonDown.MBD_MIDDLE)) { if (diff.magnitude > Vector3.kEpsilon) this.cameraTranslate(-diff / 100.0f); } //Tumble else if (Input.GetMouseButton((int)MouseButtonDown.MBD_RIGHT)) { if (diff.magnitude > Vector3.kEpsilon) this.cameraRotate(new Vector3(diff.y, diff.x, 0.0f)); } this.oldPos = mousePos; return; } //Dolly public void mouseWheelEvent(float delta) { Vector3 focusToPosition = this.transform.position - this.focus; Vector3 post = focusToPosition * (1.0f + delta); if (post.magnitude > 0.01) this.transform.position = this.focus + post; return; } void cameraTranslate(Vector3 vec) { Transform focusTrans = this.focusObj.transform; vec.x *= -1; focusTrans.Translate(Vector3.right * vec.x); focusTrans.Translate(Vector3.up * vec.y); this.focus = focusTrans.position; return; } public void cameraRotate(Vector3 eulerAngle) { //Use Quaternion to prevent rotation flips on XY plane Quaternion q = Quaternion.identity; Transform focusTrans = this.focusObj.transform; focusTrans.localEulerAngles = focusTrans.localEulerAngles + eulerAngle; //Change this.transform.LookAt(this.focus) to q.SetLookRotation(this.focus) q.SetLookRotation (this.focus) ; return; } } }
411
0.940026
1
0.940026
game-dev
MEDIA
0.574155
game-dev,desktop-app
0.993653
1
0.993653
progrium/darwinkit
2,165
macos/mediaplayer/now_playing_info_language_option_group.gen.go
// Code generated by DarwinKit. DO NOT EDIT. package mediaplayer import ( "unsafe" "github.com/progrium/darwinkit/objc" ) // The class instance for the [NowPlayingInfoLanguageOptionGroup] class. var NowPlayingInfoLanguageOptionGroupClass = _NowPlayingInfoLanguageOptionGroupClass{objc.GetClass("MPNowPlayingInfoLanguageOptionGroup")} type _NowPlayingInfoLanguageOptionGroupClass struct { objc.Class } // An interface definition for the [NowPlayingInfoLanguageOptionGroup] class. type INowPlayingInfoLanguageOptionGroup interface { objc.IObject AllowEmptySelection() bool } // A grouped set of language options where only a single language option can be active at a time. [Full Topic] // // [Full Topic]: https://developer.apple.com/documentation/mediaplayer/mpnowplayinginfolanguageoptiongroup?language=objc type NowPlayingInfoLanguageOptionGroup struct { objc.Object } func NowPlayingInfoLanguageOptionGroupFrom(ptr unsafe.Pointer) NowPlayingInfoLanguageOptionGroup { return NowPlayingInfoLanguageOptionGroup{ Object: objc.ObjectFrom(ptr), } } func (nc _NowPlayingInfoLanguageOptionGroupClass) Alloc() NowPlayingInfoLanguageOptionGroup { rv := objc.Call[NowPlayingInfoLanguageOptionGroup](nc, objc.Sel("alloc")) return rv } func (nc _NowPlayingInfoLanguageOptionGroupClass) New() NowPlayingInfoLanguageOptionGroup { rv := objc.Call[NowPlayingInfoLanguageOptionGroup](nc, objc.Sel("new")) rv.Autorelease() return rv } func NewNowPlayingInfoLanguageOptionGroup() NowPlayingInfoLanguageOptionGroup { return NowPlayingInfoLanguageOptionGroupClass.New() } func (n_ NowPlayingInfoLanguageOptionGroup) Init() NowPlayingInfoLanguageOptionGroup { rv := objc.Call[NowPlayingInfoLanguageOptionGroup](n_, objc.Sel("init")) return rv } // A Boolean that indicates whether the system requires a selection for the language option group. [Full Topic] // // [Full Topic]: https://developer.apple.com/documentation/mediaplayer/mpnowplayinginfolanguageoptiongroup/1623161-allowemptyselection?language=objc func (n_ NowPlayingInfoLanguageOptionGroup) AllowEmptySelection() bool { rv := objc.Call[bool](n_, objc.Sel("allowEmptySelection")) return rv }
411
0.633215
1
0.633215
game-dev
MEDIA
0.562721
game-dev
0.639551
1
0.639551
bilibili/LastOrder
30,105
src/LastOrder_DLL/LastOrder/AttackManager.cpp
#include "AttackManager.h" AttackManager::AttackManager() { // do init first myArmy[BWAPI::UnitTypes::Zerg_Zergling] = new ZerglingArmy(); myArmy[BWAPI::UnitTypes::Zerg_Mutalisk] = new MutaliskArmy(); myArmy[BWAPI::UnitTypes::Zerg_Hydralisk] = new HydraliskArmy(); myArmy[BWAPI::UnitTypes::Zerg_Overlord] = new OverLordArmy(); myArmy[BWAPI::UnitTypes::Zerg_Lurker] = new LurkerArmy(); myArmy[BWAPI::UnitTypes::Zerg_Scourge] = new ScourgeArmy(); myArmy[BWAPI::UnitTypes::Zerg_Ultralisk] = new UltraliskArmy(); myArmy[BWAPI::UnitTypes::Zerg_Devourer] = new DevourerArmy(); myArmy[BWAPI::UnitTypes::Zerg_Guardian] = new GuardianArmy(); isNeedDefend = false; unRallyArmy.reserve(1000); hasWorkerScouter = false; assignWorkerToScouter = false; nextScoutTime = 24 * 60 * 5; nextOverlordPatrolTime = 0; assignOverlord = false; enemyDisappearedTime = 0; } bool AttackManager::hasGroundUnit() { for (auto& army : myArmy) { if (!army.first.isFlyer() && !army.second->getUnits().empty()) { return true; } } return false; } bool AttackManager::hasAttackArmy() { for (auto army : myArmy) { if (army.first != BWAPI::UnitTypes::Zerg_Overlord && army.second->getUnits().size() > 0) { return true; } } return false; } std::map<BWAPI::UnitType, int> AttackManager::reaminArmy() { std::map<BWAPI::UnitType, int> result; for (auto army : myArmy) { if (army.first != BWAPI::UnitTypes::Zerg_Overlord) { result[army.first] = army.second->getUnits().size(); } } return result; } void AttackManager::groupArmy() { std::map<const Area*, TilePosition> & myRegions = InformationManager::Instance().getBaseOccupiedRegions(BWAPI::Broodwar->self()); if (myRegions.find(BWEMMap.GetArea(InformationManager::Instance().getOurNatrualLocation())) != myRegions.end()) rallyPosition = BWAPI::Position(InformationManager::Instance().getOurNatrualLocation()); else rallyPosition = BWAPI::Position(BWAPI::Broodwar->self()->getStartLocation()); //battle unit rally to the natural choke center for (auto it = unRallyArmy.begin(); it != unRallyArmy.end();) { if ((*it)->canIssueCommand(BWAPI::UnitCommand(*it, BWAPI::UnitCommandTypes::Move, nullptr, rallyPosition.x, rallyPosition.y, 0))) { (*it)->move(rallyPosition); //may add lurker egg if (myArmy.find((*it)->getType()) != myArmy.end()) { myArmy[(*it)->getType()]->addUnit(*it); } it = unRallyArmy.erase(it); } else { it++; } } int count = 0; bool isArmyUnderAttack = false; BWAPI::Position underAttackPosition; int natrualRallyGroundMax = 18; unitAttackPath.clear(); unitRetreatPath.clear(); enemyAssign.clear(); unitRetreatInfo.clear(); //group outside unit for (auto armyUnits : myArmy) { if (armyUnits.first == BWAPI::UnitTypes::Zerg_Overlord) continue; if (armyUnits.first == BWAPI::UnitTypes::Zerg_Zergling && hasWorkerScouter) continue; for (auto u : armyUnits.second->getUnits()) { Position trueRallyPosition; if (myRegions.find(BWEMMap.GetArea(InformationManager::Instance().getOurNatrualLocation())) != myRegions.end()) { if ((armyUnits.first.isFlyer() == false && count < natrualRallyGroundMax) || armyUnits.first.isFlyer()) { trueRallyPosition = rallyPosition; count++; } else { trueRallyPosition = Position(BWAPI::Broodwar->self()->getStartLocation()); } } else { trueRallyPosition = Position(BWAPI::Broodwar->self()->getStartLocation()); } //armyUnits.second->microUpdate(u, unitAttackPath, unitRetreatPath, unitRetreatInfo, // enemyAssign, false, trueRallyPosition, GroupArmy); if (BWEMMap.GetArea(u.unit->getTilePosition()) == BWEMMap.GetArea(TilePosition(trueRallyPosition))) { BattleArmy::smartAttackMove(u.unit, trueRallyPosition); } else { Position nextP = Astar::Instance().getNextMovePosition(u.unit, trueRallyPosition); BattleArmy::smartAttackMove(u.unit, nextP); } } } } void AttackManager::overlordProtect() { OverLordArmy* overlords = dynamic_cast<OverLordArmy*>(myArmy[BWAPI::UnitTypes::Zerg_Overlord]); map<Unit, int> sporeAssign; for (size_t i = 0; i < overlords->getUnits().size(); i++) { overlords->overlordUpdate(overlords->getUnits()[i], sporeAssign, i); } } // attack manger trigger for two situation:defend and attack void AttackManager::update() { groupArmy(); DefendUpdate(); ScoutUpdate(); PatrolUpdate(); overlordProtect(); } void AttackManager::addArmyToTactic(tacticType type) { if (TacticManager::Instance().isOneTacticRun(type)) { Position attackPosition = TacticManager::Instance().getTacticPosition(type); switch (type) { case MutaliskHarassTac: { TacticManager::Instance().addTacticArmy(MutaliskHarassTac, attackPosition, myArmy, BWAPI::UnitTypes::Zerg_Mutalisk, myArmy[BWAPI::UnitTypes::Zerg_Mutalisk]->getUnits().size()); TacticManager::Instance().addTacticArmy(MutaliskHarassTac, attackPosition, myArmy, BWAPI::UnitTypes::Zerg_Scourge, myArmy[BWAPI::UnitTypes::Zerg_Scourge]->getUnits().size()); } break; case HydraliskPushTactic: { for (auto army : myArmy) { if (army.first != BWAPI::UnitTypes::Zerg_Overlord) { if (army.first == BWAPI::UnitTypes::Zerg_Zergling && hasWorkerScouter && army.second->getUnits().size() > 2) TacticManager::Instance().addTacticArmy(HydraliskPushTactic, attackPosition, myArmy, army.first, army.second->getUnits().size() - 2); else TacticManager::Instance().addTacticArmy(HydraliskPushTactic, attackPosition, myArmy, army.first, army.second->getUnits().size()); } } //TacticManager::Instance().addTacticArmy(HydraliskPushTactic, attackPosition, myArmy, BWAPI::UnitTypes::Zerg_Overlord, 1); map<BWAPI::UnitType, int> tacArmy = TacticManager::Instance().getTacArmyForceDetail(type, attackPosition); if (InformationManager::Instance().isEnemyHasInvisibleUnit() && BWAPI::Broodwar->getFrameCount() > 5 * 24 * 60 && tacArmy[UnitTypes::Zerg_Overlord] < 2) { TacticManager::Instance().addTacticArmy(HydraliskPushTactic, attackPosition, myArmy, BWAPI::UnitTypes::Zerg_Overlord, 1); } } break; default: break; } } //else //{ // logInfo("AttackManager", "tactic is not running " + to_string(type), "BIG_ERROR_AttackManager"); //} } void AttackManager::issueAttackCommand(tacticType type, BWAPI::Position attackPosition) { if (attackPosition == BWAPI::Positions::None) { logInfo("AttackManager", "attackPosition is invalid " + to_string(type), "BIG_ERROR_AttackManager"); return; } triggerTactic(type, attackPosition); } /* void AttackManager::ScoutUpdate() { int curOverlordCount = BWAPI::Broodwar->self()->allUnitCount(BWAPI::UnitTypes::Zerg_Overlord); std::vector<UnitState>& army = myArmy[BWAPI::UnitTypes::Zerg_Overlord]->getUnits(); bool isTacticRunning = TacticManager::Instance().isOneTacticRun(ScoutTac); if (!isTacticRunning) { TacticManager::Instance().addTactic(ScoutTac, BWAPI::Positions::None); std::vector<UnitState>& army = myArmy[BWAPI::UnitTypes::Zerg_Overlord]->getUnits(); for (auto it = army.begin(); it != army.end();) { TacticManager::Instance().addTacticUnit(ScoutTac, BWAPI::Positions::None, it->unit); it = army.erase(it); } } else { if (Broodwar->self()->allUnitCount(UnitTypes::Zerg_Drone) == 9 && InformationManager::Instance().GetEnemyBasePosition() == BWAPI::Positions::None && !assignWorkerToScouter) { Unit scounter = WorkerManager::Instance().addScountWorker(); TacticManager::Instance().addTacticUnit(ScoutTac, BWAPI::Positions::None, scounter); assignWorkerToScouter = true; } if (curOverlordCount - army.size() < 4) { for (auto it = army.begin(); it != army.end();) { //can generate safe attack path TacticManager::Instance().addTacticUnit(ScoutTac, BWAPI::Positions::None, it->unit); it = army.erase(it); } } if (TacticManager::Instance().isAssignScoutZergling()) return; int checkInterval = 0; if (BWAPI::Broodwar->getFrameCount() >= 4 * 24 * 60 && BWAPI::Broodwar->getFrameCount() < 7 * 24 * 60) checkInterval = 24 * 30; else if (BWAPI::Broodwar->getFrameCount() >= 7 * 24 * 60 && BWAPI::Broodwar->getFrameCount() < 11 * 24 * 60) checkInterval = 24 * 30; else checkInterval = 24 * 30; if (InformationManager::Instance().GetEnemyBasePosition() != Positions::None && BWAPI::Broodwar->getFrameCount() > nextScoutTime) { nextScoutTime = BWAPI::Broodwar->getFrameCount() + checkInterval; int armyZerglingCount = myArmy[BWAPI::UnitTypes::Zerg_Zergling]->getUnits().size(); if (armyZerglingCount == 0) { if (Broodwar->self()->allUnitCount(UnitTypes::Zerg_Drone) <= 15) { return; } //assign worker to scout Unit scounter = WorkerManager::Instance().addScountWorker(); if (scounter != NULL) { TacticManager::Instance().addTacticUnit(ScoutTac, BWAPI::Positions::None, scounter); } } else { std::vector<UnitState>& army = myArmy[BWAPI::UnitTypes::Zerg_Zergling]->getUnits(); for (auto it = army.begin(); it != army.end();) { TacticManager::Instance().addTacticUnit(ScoutTac, BWAPI::Positions::None, it->unit); it = army.erase(it); break; } } } } } */ void AttackManager::ScoutUpdate() { int curOverlordCount = BWAPI::Broodwar->self()->allUnitCount(BWAPI::UnitTypes::Zerg_Overlord); std::vector<UnitState>& army = myArmy[BWAPI::UnitTypes::Zerg_Overlord]->getUnits(); bool isTacticRunning = TacticManager::Instance().isOneTacticRun(ScoutTac); if (!isTacticRunning) { //assign scout task to the 9th drone if (Broodwar->self()->allUnitCount(UnitTypes::Zerg_Drone) >= 5) { TacticManager::Instance().addTactic(ScoutTac, BWAPI::Positions::None); Unit scounter = WorkerManager::Instance().addScountWorker(); if (scounter != NULL) { TacticManager::Instance().addTacticUnit(ScoutTac, BWAPI::Positions::None, scounter); assignWorkerToScouter = true; } } } else { /* if (Broodwar->self()->allUnitCount(UnitTypes::Zerg_Drone) == 9 && InformationManager::Instance().GetEnemyBasePosition() == BWAPI::Positions::None && !assignWorkerToScouter) { Unit scounter = WorkerManager::Instance().addScountWorker(); TacticManager::Instance().addTacticUnit(ScoutTac, BWAPI::Positions::None, scounter); assignWorkerToScouter = true; } if (curOverlordCount - army.size() < 4) { for (auto it = army.begin(); it != army.end();) { //can generate safe attack path TacticManager::Instance().addTacticUnit(ScoutTac, BWAPI::Positions::None, it->unit); it = army.erase(it); } } */ if (assignOverlord == false && InformationManager::Instance().GetEnemyBasePosition() != Positions::None && Broodwar->enemy()->getRace() != Races::Terran && army.size() > 0) { Position enemyBase = InformationManager::Instance().GetEnemyBasePosition(); double totalDistance = Position(Broodwar->self()->getStartLocation()).getDistance(enemyBase); double flyFrame = totalDistance / UnitTypes::Zerg_Overlord.topSpeed(); int desiredReachTime = 24 * 60 * 8; int startScoutTime = desiredReachTime - int(flyFrame); if (Broodwar->getFrameCount() > startScoutTime) { logInfo("AttackManager", "send overlord to enemy base "); TacticManager::Instance().addTacticUnit(ScoutTac, BWAPI::Positions::None, army.back().unit); army.pop_back(); assignOverlord = true; } } int checkInterval = 0; if (BWAPI::Broodwar->getFrameCount() >= 4 * 24 * 60 && BWAPI::Broodwar->getFrameCount() < 7 * 24 * 60) checkInterval = 24 * 30; else if (BWAPI::Broodwar->getFrameCount() >= 7 * 24 * 60 && BWAPI::Broodwar->getFrameCount() < 11 * 24 * 60) checkInterval = 24 * 30; else checkInterval = 24 * 30; if (TacticManager::Instance().isAssignScoutZergling()) { nextScoutTime = BWAPI::Broodwar->getFrameCount() + checkInterval; return; } if (InformationManager::Instance().GetEnemyBasePosition() != Positions::None && BWAPI::Broodwar->getFrameCount() > nextScoutTime) { nextScoutTime = BWAPI::Broodwar->getFrameCount() + checkInterval; int armyZerglingCount = myArmy[BWAPI::UnitTypes::Zerg_Zergling]->getUnits().size(); if (armyZerglingCount == 0) { if (Broodwar->self()->allUnitCount(UnitTypes::Zerg_Drone) <= 15) { return; } //assign worker to scout Unit scounter = WorkerManager::Instance().addScountWorker(); if (scounter != NULL) { TacticManager::Instance().addTacticUnit(ScoutTac, BWAPI::Positions::None, scounter); } } else { std::vector<UnitState>& army = myArmy[BWAPI::UnitTypes::Zerg_Zergling]->getUnits(); for (auto it = army.begin(); it != army.end();) { TacticManager::Instance().addTacticUnit(ScoutTac, BWAPI::Positions::None, it->unit); it = army.erase(it); break; } } } } } void AttackManager::PatrolUpdate() { std::vector<UnitState>& army = myArmy[BWAPI::UnitTypes::Zerg_Overlord]->getUnits(); bool isTacticRunning = TacticManager::Instance().isOneTacticRun(PatrolTac); if (!isTacticRunning) { TacticManager::Instance().addTactic(PatrolTac, BWAPI::Positions::None); std::vector<UnitState>& army = myArmy[BWAPI::UnitTypes::Zerg_Overlord]->getUnits(); for (auto it = army.begin(); it != army.end();) { TacticManager::Instance().addTacticUnit(PatrolTac, BWAPI::Positions::None, it->unit); it = army.erase(it); break; } } else { if (TacticManager::Instance().isAssignPatrolOverlord()) { int checkInterval = 24 * 60 * 1; nextOverlordPatrolTime = Broodwar->getFrameCount() + checkInterval; return; } if (Broodwar->getFrameCount() > nextOverlordPatrolTime) { // not enough overlord(less than the total number of overlord required plus 3) if (int(army.size()) <= (Broodwar->self()->supplyUsed() + 15) / 16 + 2) return; int assignOverlord = 1; //// if we have too many overlord, assign two overlord to patrol //if (army.size() >= (Broodwar->self()->supplyUsed() + 15) / 16 + 7) // assignOverlord = 2; //// if we have too too many overlord, assign two overlord to patrol //if (army.size() >= (Broodwar->self()->supplyUsed() + 15) / 16 + 10) // assignOverlord = 3; std::vector<UnitState>& army = myArmy[BWAPI::UnitTypes::Zerg_Overlord]->getUnits(); for (auto it = army.begin(); it != army.end();) { TacticManager::Instance().addTacticUnit(PatrolTac, BWAPI::Positions::None, it->unit); it = army.erase(it); assignOverlord--; if (assignOverlord == 0) break; } } } } void AttackManager::triggerTactic(tacticType tacType, BWAPI::Position attackPosition) { bool isTacticRunning; switch (tacType) { case MutaliskHarassTac: { isTacticRunning = TacticManager::Instance().isOneTacticRun(MutaliskHarassTac); if (!isTacticRunning) { if (tacticTrigCondition(MutaliskHarassTac, attackPosition)) { TacticManager::Instance().addTactic(MutaliskHarassTac, attackPosition); TacticManager::Instance().addTacticArmy(MutaliskHarassTac, attackPosition, myArmy, BWAPI::UnitTypes::Zerg_Mutalisk, myArmy[BWAPI::UnitTypes::Zerg_Mutalisk]->getUnits().size()); TacticManager::Instance().addTacticArmy(MutaliskHarassTac, attackPosition, myArmy, BWAPI::UnitTypes::Zerg_Scourge, myArmy[BWAPI::UnitTypes::Zerg_Scourge]->getUnits().size()); } } } break; case HydraliskPushTactic: { // trigger hydrisk attack isTacticRunning = TacticManager::Instance().isOneTacticRun(HydraliskPushTactic); if (!isTacticRunning) { if (tacticTrigCondition(HydraliskPushTactic, attackPosition)) { TacticManager::Instance().addTactic(HydraliskPushTactic, attackPosition); for (auto army : myArmy) { if (army.first != BWAPI::UnitTypes::Zerg_Overlord) { if (army.first == BWAPI::UnitTypes::Zerg_Zergling && hasWorkerScouter && army.second->getUnits().size() > 2) TacticManager::Instance().addTacticArmy(HydraliskPushTactic, attackPosition, myArmy, army.first, army.second->getUnits().size() - 2); else TacticManager::Instance().addTacticArmy(HydraliskPushTactic, attackPosition, myArmy, army.first, army.second->getUnits().size()); } } if (InformationManager::Instance().isEnemyHasInvisibleUnit() && BWAPI::Broodwar->getFrameCount() > 5 * 24 * 60) { TacticManager::Instance().addTacticArmy(HydraliskPushTactic, attackPosition, myArmy, BWAPI::UnitTypes::Zerg_Overlord, 2); } } } } break; case AirdropTac: { if (tacticTrigCondition(AirdropTac, attackPosition)) { TacticManager::Instance().addTactic(AirdropTac, attackPosition); std::pair<UnitType, int> armyInfo = availableAirDropArmy(); //TacticManager::Instance().addTacticArmy(AirdropTac, attackPosition, myArmy, UnitTypes::Zerg_Overlord, 1); std::vector<UnitState>& army = myArmy[BWAPI::UnitTypes::Zerg_Overlord]->getUnits(); bool foundFullHPOverlord = false; int maxHP = -1; auto targetIT = army.begin(); for (auto it = army.begin(); it != army.end();) { if ((*it).unit->getHitPoints() > maxHP) { maxHP = (*it).unit->getHitPoints(); targetIT = it; } if ((*it).unit->getHitPoints() == (*it).unit->getType().maxHitPoints()) { foundFullHPOverlord = true; TacticManager::Instance().addTacticUnit(AirdropTac, attackPosition, it->unit); it = army.erase(it); break; } else { it++; } } if (!foundFullHPOverlord) { TacticManager::Instance().addTacticUnit(AirdropTac, attackPosition, targetIT->unit); army.erase(targetIT); } TacticManager::Instance().addTacticArmy(AirdropTac, attackPosition, myArmy, armyInfo.first, armyInfo.second); //std::vector<UnitState>& army_overlord = TacticManager::Instance().getTacArmy(AirdropTac, attackPosition)[UnitTypes::Zerg_Overlord]->getUnits(); //for (auto it = army_overlord.begin(); it != army_overlord.end(); it++) // TacticManager::Instance().addTacticUnit(AirdropTac, attackPosition, it->unit); std::vector<UnitState>& army_airdrop = TacticManager::Instance().getTacArmy(AirdropTac, attackPosition)[armyInfo.first]->getUnits(); for (auto it = army_airdrop.begin(); it != army_airdrop.end(); it++) TacticManager::Instance().addTacticUnit(AirdropTac, attackPosition, it->unit); } } break; default: { logInfo("AttackManager", "tactype is invalid " + to_string(tacType), "BIG_ERROR_AttackManager"); } break; } } bool AttackManager::tacticTrigCondition(int tac, BWAPI::Position attackPosition) { if (tac != int(AirdropTac) && TacticManager::Instance().isTacticRun(tacticType(tac), attackPosition)) return false; if (tac == int(MutaliskHarassTac)) { return myArmy[BWAPI::UnitTypes::Zerg_Mutalisk]->getUnits().size() > 0; } else if (tac == int(HydraliskPushTactic)) { return hasGroundUnit(); } else if (tac == int(AirdropTac)) { return availableAirDropArmy().first != UnitTypes::None; } return false; } void AttackManager::addTacArmy(int needArmySupply, tacticType tacType, BWAPI::Position attackPosition, bool allAirEnemy, bool allGroundEnemy) { vector<std::pair<UnitState, double>> unitDistance; unitDistance.reserve(1000); for (auto& army : myArmy) { if (army.first != BWAPI::UnitTypes::Zerg_Overlord) { if (allAirEnemy == true && army.first.airWeapon() == WeaponTypes::None) { continue; } if (allGroundEnemy == true && army.first.groundWeapon() == WeaponTypes::None) { continue; } for (auto u : army.second->getUnits()) { unitDistance.push_back(std::pair<UnitState, double>(u, u.unit->getDistance(attackPosition))); } army.second->getUnits().clear(); } } std::sort(unitDistance.begin(), unitDistance.end(), [](const std::pair<UnitState, double>& a, const std::pair<UnitState, double>& b) { return a.second < b.second; }); for (auto army : unitDistance) { if (needArmySupply > 0) { TacticManager::Instance().addTacticUnit(DefendTactic, attackPosition, army.first.unit); needArmySupply -= army.first.unit->getType().supplyRequired(); } else { if (myArmy.find(army.first.unit->getType()) != myArmy.end()) myArmy[army.first.unit->getType()]->addUnit(army.first.unit); else logInfo("AttackManager", "addTacArmy " + to_string(army.first.unit->getType()) + " not exist!", "ERROR"); } } } void AttackManager::DefendUpdate() { //each base corresponding to defend enemy std::map<const Area*, std::set<BWAPI::Unit>>& enemyUnitsTargetRegion = \ InformationManager::Instance().getDefendEnemyInfo(); std::map<const Area*, TilePosition>& myRegion = InformationManager::Instance().getBaseOccupiedRegions(BWAPI::Broodwar->self()); std::map<const Area*, int> enemyUnitsInRegionSupply; std::map<const Area*, int> enemyUnitsInRegionFlySupply; //get grouped enemy supply info for (auto baseEnemy : enemyUnitsTargetRegion) { for (auto enemyUnit : baseEnemy.second) { if (!enemyUnit->getType().isBuilding()) { if (enemyUnit->getType().isFlyer()) enemyUnitsInRegionFlySupply[baseEnemy.first] += enemyUnit->getType().supplyRequired(); enemyUnitsInRegionSupply[baseEnemy.first] += enemyUnit->getType().supplyRequired(); } else { if (enemyUnit->getType().canAttack()) { enemyUnitsInRegionSupply[baseEnemy.first] += 8; } else if (enemyUnit->getType() == BWAPI::UnitTypes::Terran_Bunker) { enemyUnitsInRegionSupply[baseEnemy.first] += 12; } else enemyUnitsInRegionSupply[baseEnemy.first] += 1; } } } std::map<BWAPI::UnitType, std::set<BWAPI::Unit>>& myBuildings = InformationManager::Instance().getOurAllBuildingUnit(); bool hasSunken = false; for(auto const& sunker : myBuildings[BWAPI::UnitTypes::Zerg_Sunken_Colony]) { if (sunker->isCompleted()) { hasSunken = true; break; } } if (enemyUnitsTargetRegion.empty()) { enemyDisappearedTime += 1; if (enemyDisappearedTime > 10 * 24) { isNeedDefend = false; hasWorkerScouter = false; WorkerManager::Instance().finishedWithCombatWorkers(); enemyDisappearedTime = 0; } return; } enemyDisappearedTime = 0; //special case for scouter if (enemyUnitsTargetRegion.size() == 1 && enemyUnitsTargetRegion.begin()->second.size() == 1 && (*enemyUnitsTargetRegion.begin()->second.begin())->getType().isWorker() && myArmy[BWAPI::UnitTypes::Zerg_Zergling]->getUnits().empty()) { hasWorkerScouter = true; BWAPI::Unit enemyWorker = *enemyUnitsTargetRegion.begin()->second.begin(); BWAPI::Unit workerDefender = WorkerManager::Instance().getClosestMineralWorkerTo(enemyWorker); WorkerManager::Instance().setCombatWorker(workerDefender); } //use zergling to kill scout worker else if (enemyUnitsTargetRegion.size() == 1 && enemyUnitsTargetRegion.begin()->second.size() == 1 && (*enemyUnitsTargetRegion.begin()->second.begin())->getType().isWorker() && myArmy[BWAPI::UnitTypes::Zerg_Zergling]->getUnits().size() > 0) { hasWorkerScouter = true; WorkerManager::Instance().finishedWithCombatWorkers(); ZerglingArmy* zerglings = dynamic_cast<ZerglingArmy*>(myArmy[BWAPI::UnitTypes::Zerg_Zergling]); zerglings->attackScoutWorker(*enemyUnitsTargetRegion.begin()->second.begin()); } else { //trig defend tactic vector<std::pair<const Area*, double>> enemyAttackRegionsPriority; BWAPI::Position myBase = BWAPI::Position(BWAPI::Broodwar->self()->getStartLocation()); for (auto const& r : enemyUnitsTargetRegion) { Position enemyTarget = Position(myRegion[r.first]); enemyAttackRegionsPriority.push_back(std::pair<const Area*, double>(r.first, myBase.getDistance(enemyTarget))); } std::sort(enemyAttackRegionsPriority.begin(), enemyAttackRegionsPriority.end(), [](const std::pair<const Area*, double>& a, const std::pair<const Area*, double>& b) { return a.second < b.second; }); // defend priority is defined by attack region's distance to start base, we traverse to assign defend army from high priority to low for (auto const& targetBase : enemyAttackRegionsPriority) { int myRemainSupply = 0; map<UnitType, set<Unit>> ourUnits, enemyUnits; for(auto const& p : myArmy) { myRemainSupply += ((p.first).supplyRequired() * p.second->getUnits().size()); for (auto& u : p.second->getUnits()) { ourUnits[p.first].insert(u.unit); } } if (myRemainSupply == 0) { return; } bool enemyHasDetector = false; for (auto const& unit : enemyUnitsTargetRegion[targetBase.first]) { enemyUnits[unit->getType()].insert(unit); if (checkDetectorFunc(unit->getType())) { enemyHasDetector = true; } } int enemySupply = enemyUnitsInRegionSupply[targetBase.first]; std::map<BWAPI::UnitType, std::set<BWAPI::Unit>>& myBuildings = InformationManager::Instance().getOurAllBuildingUnit(); bool allAirEnemy = false; bool allGroundEnemy = false; if (enemyUnitsInRegionFlySupply[targetBase.first] > 0) { int needAirDefend = enemyUnitsInRegionFlySupply[targetBase.first]; if (enemySupply > 0 && (needAirDefend * 10 / enemySupply >= 9)) { allAirEnemy = true; } } else { allGroundEnemy = true; } map<string, std::pair<int, int>> ourArmyScoreDict, enemyArmyScoreDict; BattleArmy::parsedArmyScore(ourUnits, ourArmyScoreDict, enemyHasDetector, true); BattleArmy::parsedArmyScore(enemyUnits, enemyArmyScoreDict, true, false); set<string> overWhelmEnemyArmy; int retreatFlag = BattleArmy::needRetreat(ourArmyScoreDict, enemyArmyScoreDict, overWhelmEnemyArmy, true, enemyHasDetector); bool isDefendStartBase = false; if (targetBase.first == BWEMMap.GetArea(Broodwar->self()->getStartLocation()) || targetBase.first == BWEMMap.GetArea(InformationManager::Instance().getOurNatrualLocation())) { isDefendStartBase = true; } int needDefendSupply = int(enemySupply * 2); Position defendBasePosition = Position(myRegion[targetBase.first]); if (TacticManager::Instance().isTacticRun(DefendTactic, defendBasePosition)) { int defendTacArmySupply = TacticManager::Instance().getTacArmyForce(DefendTactic, defendBasePosition); if (defendTacArmySupply < needDefendSupply) { int needSupply = needDefendSupply - defendTacArmySupply; addTacArmy(needSupply, DefendTactic, defendBasePosition, allAirEnemy, allGroundEnemy); } } else { if (retreatFlag == 1 && overWhelmEnemyArmy.empty() && !isDefendStartBase) { return; } else { TacticManager::Instance().addTactic(DefendTactic, defendBasePosition); addTacArmy(enemySupply, DefendTactic, defendBasePosition, allAirEnemy, allGroundEnemy); //Broodwar->printf("trigger tactic"); } } } } } void AttackManager::onUnitMorph(BWAPI::Unit unit) { if (unit == nullptr) { return; } if (myArmy.find(unit->getType()) == myArmy.end()) { BWAPI::UnitType u = unit->getType(); return; } unRallyArmy.push_back(unit); } void AttackManager::onUnitDestroy(BWAPI::Unit unit) { if (unit == nullptr || myArmy.find(unit->getType()) == myArmy.end()) return; std::vector<UnitState>& army = myArmy[unit->getType()]->getUnits(); for (auto it = army.begin(); it != army.end(); it++) { if (it->unit == unit) { army.erase(it); break; } } for (std::vector<BWAPI::Unit>::iterator it = unRallyArmy.begin(); it != unRallyArmy.end(); it++) { if (*it == unit) { unRallyArmy.erase(it); break; } } } void AttackManager::onLurkerMorph() { std::vector<UnitState>& army = myArmy[BWAPI::UnitTypes::Zerg_Hydralisk]->getUnits(); for (std::vector<UnitState>::iterator it = army.begin(); it != army.end(); it++) { if (it->unit->isMorphing()) { army.erase(it); break; } } } AttackManager& AttackManager::Instance() { static AttackManager a; return a; } void AttackManager::addTacticRemainArmy(std::map<BWAPI::UnitType, BattleArmy*>& tacticArmy) { for(auto const& p : tacticArmy) { if (myArmy.find(p.first) != myArmy.end()) { std::vector<UnitState>& t = myArmy[p.first]->getUnits(); t.insert(t.end(), p.second->getUnits().begin(), p.second->getUnits().end()); } } } std::pair<UnitType,int> AttackManager::availableAirDropArmy() { // if two upgrade level are not satisfied if (Broodwar->self()->getUpgradeLevel(UpgradeTypes::Pneumatized_Carapace) == 0 || Broodwar->self()->getUpgradeLevel(UpgradeTypes::Ventral_Sacs) == 0) return std::make_pair(UnitTypes::None, -1); // if do not have enough overlord if (myArmy[UnitTypes::Zerg_Overlord]->getUnits().size() < 5) return std::make_pair(UnitTypes::None, -1); // if upgraded Adrenal_Glands, use zergling first if (Broodwar->self()->getUpgradeLevel(UpgradeTypes::Adrenal_Glands) == 0) { // if we have more than 2 free Lurkers if (myArmy.find(UnitTypes::Zerg_Lurker) != myArmy.end() && myArmy[UnitTypes::Zerg_Lurker]->getUnits().size() >= 2) return std::make_pair(UnitTypes::Zerg_Lurker, 2); // if we have enough zerglings if (myArmy.find(UnitTypes::Zerg_Zergling) != myArmy.end() && myArmy[UnitTypes::Zerg_Zergling]->getUnits().size() > 0) { int minZerglingNum = (hasWorkerScouter ? 10 : 8); if (int(myArmy[UnitTypes::Zerg_Zergling]->getUnits().size()) >= minZerglingNum) return std::make_pair(UnitTypes::Zerg_Zergling, 8); } } else { // if we have enough zerglings if (myArmy.find(UnitTypes::Zerg_Zergling) != myArmy.end() && myArmy[UnitTypes::Zerg_Zergling]->getUnits().size() > 0) { int minZerglingNum = (hasWorkerScouter ? 10 : 8); if (int(myArmy[UnitTypes::Zerg_Zergling]->getUnits().size()) >= minZerglingNum) return std::make_pair(UnitTypes::Zerg_Zergling, 8); } // if we have more than 2 free Lurkers if (myArmy.find(UnitTypes::Zerg_Lurker) != myArmy.end() && myArmy[UnitTypes::Zerg_Lurker]->getUnits().size() >= 2) return std::make_pair(UnitTypes::Zerg_Lurker, 2); } // if we have enough hydralisks if (myArmy.find(UnitTypes::Zerg_Hydralisk) != myArmy.end() && myArmy[UnitTypes::Zerg_Hydralisk]->getUnits().size() >= 4) return std::make_pair(UnitTypes::Zerg_Hydralisk, 4); return std::make_pair(UnitTypes::None, -1); }
411
0.857541
1
0.857541
game-dev
MEDIA
0.989995
game-dev
0.980874
1
0.980874
hlissner/evil-snipe
2,360
test/evil-snipe-highlight-test.el
;;; evil-snipe-highlight-test.el (defun face-at-pt! (&optional pos) (let ((pt (or pos (point)))) (or (get-char-property pt 'read-face-name) (get-char-property pt 'face)))) (defun overlays-p! (count keys &optional pos-list) (evil-snipe--cleanup) (let (list) (if (progn (mapc (lambda (ov) (when (eq (overlay-get ov 'category) 'evil-snipe) (push (list (overlay-start ov) (overlay-end ov)) list))) (evil-snipe--highlight-all count (> count 0) (mapcar #'evil-snipe--process-key keys))) (unless list (error "List is empty")) list) (sort list (lambda (a b) (< (car a) (car b)))) (when pos-list (error "%s != %s" pos-list it))))) (ert-deftest evil-snipe-highlight-test () (let ((evil-snipe-scope 'whole-buffer) (evil-snipe-smart-case t)) (with! "money money money is so funny in a rich man's world" (should (from! (point-min) (evil-snipe--highlight 7 8 t) (eql (face-at-pt! 7) 'evil-snipe-first-match-face))) (should (from! (point-min) (evil-snipe--highlight 11 12) (eql (face-at-pt! 11) 'evil-snipe-matches-face)))))) (ert-deftest evil-snipe-1char-highlight-test () (let ((evil-snipe-scope 'whole-buffer) (evil-snipe-smart-case t)) (with! "money money money is so funny in a rich man's world" (should-error (from! (point-max) (overlays-p! 1 [?x]))) (dotimes (_ 2) ; do twice to test idempotence (should (from! (point-min) (overlays-p! 1 [?m] '((1 2) (7 8) (13 14) (41 42)))))) (should (from! (point-max) (overlays-p! -1 [?m] '((1 2) (7 8) (13 14) (41 42)))))))) (ert-deftest evil-snipe-2char-highlight-test () (let ((evil-snipe-scope 'whole-buffer) (evil-snipe-smart-case t)) (with! "money money money is so funny in a rich man's world" (should-error (from! (point-max) (overlays-p! 1 [?n ?a]))) (dotimes (_ 2) ; do twice to test idempotence (should (from! (point-min) (overlays-p! 1 [?m ?o] '((1 3) (7 9) (13 15)))))) ;; Backwards (should (from! (point-max) (overlays-p! -1 [?m ?o] '((1 3) (7 9) (13 15))))))))
411
0.909443
1
0.909443
game-dev
MEDIA
0.565866
game-dev
0.85343
1
0.85343
Monkestation/Monkestation2.0
1,699
code/modules/events/ghost_role/nightmare.dm
/datum/round_event_control/nightmare name = "Spawn Nightmare" typepath = /datum/round_event/ghost_role/nightmare max_occurrences = 1 min_players = 20 //dynamic_should_hijack = TRUE category = EVENT_CATEGORY_ENTITIES description = "Spawns a nightmare, aiming to darken the station." min_wizard_trigger_potency = 6 max_wizard_trigger_potency = 7 track = EVENT_TRACK_MAJOR tags = list(TAG_COMBAT, TAG_SPOOKY, TAG_EXTERNAL, TAG_ALIEN, TAG_OUTSIDER_ANTAG) checks_antag_cap = TRUE dont_spawn_near_roundend = TRUE repeated_mode_adjust = TRUE /datum/round_event/ghost_role/nightmare minimum_required = 1 role_name = "nightmare" fakeable = FALSE /datum/round_event/ghost_role/nightmare/spawn_role() var/list/mob/dead/observer/candidates = SSpolling.poll_ghost_candidates( "Do you want to play as a Nightmare?", role = ROLE_NIGHTMARE, check_jobban = ROLE_NIGHTMARE, poll_time = 20 SECONDS, alert_pic = /datum/antagonist/nightmare, role_name_text = "nightmare" ) if(!length(candidates)) return NOT_ENOUGH_PLAYERS var/mob/dead/selected = pick(candidates) var/datum/mind/player_mind = new /datum/mind(selected.key) player_mind.active = TRUE var/turf/spawn_loc = find_maintenance_spawn(atmos_sensitive = TRUE, require_darkness = TRUE) if(isnull(spawn_loc)) return MAP_ERROR var/mob/living/carbon/human/S = new (spawn_loc) player_mind.transfer_to(S) player_mind.add_antag_datum(/datum/antagonist/nightmare) playsound(S, 'sound/magic/ethereal_exit.ogg', 50, TRUE, -1) message_admins("[ADMIN_LOOKUPFLW(S)] has been made into a Nightmare by an event.") S.log_message("was spawned as a Nightmare by an event.", LOG_GAME) spawned_mobs += S return SUCCESSFUL_SPAWN
411
0.962818
1
0.962818
game-dev
MEDIA
0.999585
game-dev
0.949952
1
0.949952
dbjorkholm/FORGOTTENSERVER-ORTS
2,431
data/npc/scripts/A Prisoner.lua
local keywordHandler = KeywordHandler:new() local npcHandler = NpcHandler:new(keywordHandler) NpcSystem.parseParameters(npcHandler) function onCreatureAppear(cid) npcHandler:onCreatureAppear(cid) end function onCreatureDisappear(cid) npcHandler:onCreatureDisappear(cid) end function onCreatureSay(cid, type, msg) npcHandler:onCreatureSay(cid, type, msg) end function onThink() npcHandler:onThink() end local function creatureSayCallback(cid, type, msg) if not npcHandler:isFocused(cid) then return false end local player = Player(cid) if msgcontains(msg, "riddle") then if player:getStorageValue(Storage.madMageQuest) ~= 1 then npcHandler:say("Great riddle, isn´t it? If you can tell me the correct answer, I will give you something. Hehehe!", cid) npcHandler.topic[cid] = 1 end elseif msgcontains(msg, "PD-D-KS-P-PD") then if npcHandler.topic[cid] == 1 then npcHandler:say("Hurray! For that I will give you my key for - hmm - let´s say ... some apples. Interested?", cid) npcHandler.topic[cid] = 2 end elseif msgcontains(msg, "yes") then if npcHandler.topic[cid] == 2 then if player:removeItem(2674, 7) then npcHandler:say("Mnjam - excellent apples. Now - about that key. You are sure want it?", cid) npcHandler.topic[cid] = 3 else npcHandler:say("Get some more apples first!", cid) npcHandler.topic[cid] = 0 end elseif npcHandler.topic[cid] == 3 then npcHandler:say("Really, really?", cid) npcHandler.topic[cid] = 4 elseif npcHandler.topic[cid] == 4 then npcHandler:say("Really, really, really, really?", cid) npcHandler.topic[cid] = 5 elseif npcHandler.topic[cid] == 5 then player:setStorageValue(Storage.madMageQuest, 1) npcHandler:say("Then take it and get happy - or die, hehe.", cid) local key = player:addItem(2088, 1) if key then key:setActionId(3666) end npcHandler.topic[cid] = 0 end elseif msgcontains(msg, "no") then npcHandler:say("Then go away!", cid) end return true end npcHandler:setMessage(MESSAGE_WALKAWAY, "Wait! Don't leave! I want to tell you about my surreal numbers.") npcHandler:setMessage(MESSAGE_FAREWELL, "Next time we should talk about my surreal numbers.") npcHandler:setMessage(MESSAGE_GREET, "Huh? What? I can see! Wow! A non-mino. Did they {capture} you as well?") npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback) npcHandler:addModule(FocusModule:new())
411
0.878026
1
0.878026
game-dev
MEDIA
0.371483
game-dev
0.931715
1
0.931715
Florian-Thake/TeaScript-Cpp-Library
2,444
include/teascript/Func.hpp
/* === Part of TeaScript C++ Library === * SPDX-FileCopyrightText: Copyright (C) 2024 Florian Thake <contact |at| tea-age.solutions>. * SPDX-License-Identifier: MPL-2.0 * * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at https://mozilla.org/MPL/2.0/ */ #pragma once #include "FunctionBase.hpp" #include "ValueObject.hpp" #include "ASTNode.hpp" #include "Context.hpp" namespace teascript { /// class Func is for all ordinary functions defined within TeaScript code. class Func : public FunctionBase { std::shared_ptr< ASTNode_ParamSpec > mParamSpec; std::shared_ptr< ASTNode_Block > mBlock; public: Func( ASTNodePtr const &paramspec, ASTNodePtr const &block, SourceLocation const &rLoc = {} ) : FunctionBase() , mParamSpec( std::dynamic_pointer_cast<ASTNode_ParamSpec>(paramspec) ) , mBlock( std::dynamic_pointer_cast<ASTNode_Block>(block) ) { if( !mParamSpec || !mBlock ) { throw exception::runtime_error( rLoc, "Teascript Function has no fitting ASTNode instances!" ); } } virtual ~Func() {} ValueObject Call( Context &rContext, std::vector<ValueObject> &rParams, SourceLocation const &rLoc ) override { ScopedNewScope new_scope( rContext, rParams, rLoc ); (void)mParamSpec->Eval(rContext); if( rContext.CurrentParamCount() > 0 ) { // TODO: relax this check ? throw exception::eval_error( rLoc, "Calling Func: Too many arguments!" ); } try { return mBlock->Eval( rContext ); } catch( control::Return_From_Function &rReturn ) { return rReturn.MoveResult(); } } int ParamCount() const override { return static_cast<int>(mParamSpec->ChildCount()); } std::string ParameterInfoStr() const override { std::string res = "("; bool first = true; for( auto const &node : *mParamSpec ) { if( node->ChildCount() == 0 ) { // sth. strange! return FunctionBase::ParameterInfoStr(); } if( first ) { first = false; } else { res += ", "; } res += (*node->begin())->GetDetail(); } res += ")"; return res; } }; } // namespace teascript
411
0.851848
1
0.851848
game-dev
MEDIA
0.118942
game-dev
0.783047
1
0.783047
oestrich/kalevala
2,712
example/assets/js/redux/eventsReducer.js
import { createReducer, Types as KalevalaTypes } from "../kalevala"; import { Types } from "./actions"; const INITIAL_STATE = { character: null, contexts: {}, inventory: [], miniMap: [], room: null, vitals: null, }; const characterEntered = (state, action) => { const { character } = action.data; const characters = [...state.room.characters, character]; return { ...state, room: { ...state.room, characters } }; }; const characterLeft = (state, action) => { const { character } = action.data; const characters = state.room.characters.filter((existingCharacter) => { return existingCharacter.id != character.id; }); return { ...state, room: { ...state.room, characters } }; }; const characterLoggedIn = (state, action) => { const { character } = action.data; return { ...state, character: character }; }; const eventReceived = (state, action) => { const { event } = action.data; switch (event.topic) { case "Character.Vitals": { return { ...state, vitals: event.data }; } case "Context.Verbs": { const { contexts } = state; const { verbs, context, type, id } = event.data; contexts[`${context}:${type}:${id}`] = verbs; return { ...state, contexts: contexts }; } case "Inventory.All": { const { item_instances } = event.data; return { ...state, inventory: item_instances }; } case "Inventory.DropItem": { return dropItem(state, event); } case "Inventory.PickupItem": { return pickupItem(state, event); } case "Room.Info": { return { ...state, room: event.data }; } case "Zone.MiniMap": { return { ...state, miniMap: event.data.mini_map }; } default: { return state; } } }; const dropItem = (state, event) => { const { item_instance } = event.data; let { inventory } = state; inventory = inventory.filter((instance) => instance.id != item_instance.id); return { ...state, inventory: inventory }; }; const pickupItem = (state, event) => { const { item_instance } = event.data; return { ...state, inventory: [item_instance, ...state.inventory] }; }; const eventClearVerbs = (state, event) => { const { contexts } = state; const { context, type, id } = event.data; delete contexts[`${context}:${type}:${id}`]; return { ...state, contexts: contexts }; }; const HANDLERS = { [KalevalaTypes.SOCKET_RECEIVED_EVENT]: eventReceived, [KalevalaTypes.SOCKET_CLEAR_VERBS]: eventClearVerbs, [Types.LOGGED_IN]: characterLoggedIn, [Types.ROOM_CHARACTER_ENTERED]: characterEntered, [Types.ROOM_CHARACTER_LEFT]: characterLeft, }; export const eventsReducer = createReducer(INITIAL_STATE, HANDLERS);
411
0.692571
1
0.692571
game-dev
MEDIA
0.816461
game-dev
0.908047
1
0.908047
biud436/MV
10,122
RS_GhostEffect.js
//================================================================ // RS_GhostEffect.js // --------------------------------------------------------------- // The MIT License // Copyright (c) 2019 biud436 // --------------------------------------------------------------- // Free for commercial and non commercial use. //================================================================ /*: * @plugindesc This plugin allows you to apply a ghost-like visual effect to characters. <RS_GhostEffect> * @author biud436 * * @param Uniform * * @param lifeTime * @parent Uniform * @type number * @desc Specifies the duration (in milliseconds) for each cycle of the ghost effect. After this time, the effect pattern will change. * @default 100 * @min 1 * * @param threshold * @parent Uniform * @type number * @desc Controls the visibility intensity of the effect. Higher values reduce the effect's intensity. * @default 0.7 * @decimals 2 * @min 0.10 * @max 1.00 * * @param xoffset * @parent Uniform * @type number * @desc Adjusts the horizontal distortion of the ghost effect. Lower values make it look like burning paper. * @default 0.07 * @decimals 2 * * @help * * This plugin requires WebGL mode to work properly. * * ======================================================= * How to Enable or Disable Ghost Mode * ======================================================= * Use the following script calls within the "Set Move Route" event command: * * To enable ghost mode: * this.ghostModeOn(); * * To disable ghost mode: * this.ghostModeOff(); * * These commands can be applied to any character, including followers. * * ======================================================= * Plugin Commands * ======================================================= * You can use these commands in event scripts to adjust the ghost effect dynamically: * * 1. Set the lifeTime of the ghost effect: * GhostEffect lifetime 100 * - Changes the duration of the ghost effect cycle to 0.1 seconds. * * 2. Set the threshold of the ghost effect: * GhostEffect threshold 0.7 * - Adjusts the intensity of the ghost effect. A value closer to 1.0 makes it less noticeable. * * 3. Set the xoffset of the ghost effect: * GhostEffect xoffset 0.07 * - Controls the horizontal distortion, making the effect resemble burning paper at lower values. * * ======================================================= * Examples * ======================================================= * Make a character look like a ghost with a quick effect change: * GhostEffect lifetime 50 * * Reduce the intensity of the ghost effect: * GhostEffect threshold 0.9 * * Create a more distorted ghost effect: * GhostEffect xoffset 0.1 * * ======================================================= * Technical Details * ======================================================= * - WebGL Requirement: This plugin uses WebGL shaders. Ensure the game is running in WebGL mode. * - Performance Consideration: Using too many ghost effects may impact performance on lower-end devices. * * ======================================================= * Version History * ======================================================= * v1.0.0 (2019.01.19) - First release. * v1.0.1 (2023.08.12) - ES6 refactoring and tested on RPG Maker MV v1.6.2 with NW.js v0.55.0. * * ======================================================= * Tips * ======================================================= * - Combine the ghost effect with lighting or particle effects for a supernatural atmosphere. * - Useful for boss fights or special characters to visually distinguish them. * */ (() => { 'use strict'; const RS = window.RS || {}; RS.GhostEffect = RS.GhostEffect || {}; let parameters = $plugins.filter(i => { return i.description.contains('<RS_GhostEffect>'); }); parameters = parameters.length > 0 && parameters[0].parameters; RS.GhostEffect.Params = RS.GhostEffect.Params || {}; RS.GhostEffect.Params.lifeTime = parseInt(parameters.lifeTime || 100, 10); RS.GhostEffect.Params.threshold = parseFloat(parameters.threshold || 0.7); RS.GhostEffect.Params.xoffset = parseFloat(parameters.xoffset || 0.07); //============================================================================ // PIXI.GhostEffect //============================================================================ PIXI.GhostEffect = function () { const vertexSrc = [ 'attribute vec2 aVertexPosition;', 'attribute vec2 aTextureCoord;', 'uniform mat3 projectionMatrix;', 'varying vec2 vTextureCoord;', 'void main(void){', ' gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);', ' vTextureCoord = aTextureCoord;', '}', ].join('\n'); const fragmentSrc = ` precision mediump float; uniform vec2 u_scale; varying vec2 vTextureCoord; uniform sampler2D uSampler; uniform vec2 dimensions; uniform float u_xoffset; uniform vec4 filterArea; uniform vec4 filterClamp; void main(void){ vec4 baseColor = texture2D(uSampler, vTextureCoord); vec2 vRec = (vTextureCoord * filterArea.xy) / dimensions; vRec -= 0.5; vRec *= u_scale; vRec += 0.5; vRec.x += u_xoffset; vec4 recColor = texture2D(uSampler, vRec); gl_FragColor = baseColor * recColor; } `; PIXI.Filter.call(this, vertexSrc, fragmentSrc); this.uniforms.dimensions = new Float32Array(2); this.uniforms.u_scale = [0.5, 0.5]; this.uniforms.u_xoffset = 0.07; this._effectVal = 0; this._time = performance.now(); this.enabled = true; this.resolution = 1; }; PIXI.GhostEffect.prototype = Object.create(PIXI.Filter.prototype); PIXI.GhostEffect.prototype.constructor = PIXI.GhostEffect; PIXI.GhostEffect.prototype.apply = function ( filterManager, input, output, clear ) { this.uniforms.dimensions[0] = input.sourceFrame.width; this.uniforms.dimensions[1] = input.sourceFrame.height; filterManager.applyFilter(this, input, output, clear); }; PIXI.GhostEffect.prototype.updateEffect = function () { const isInvalidUpdateEffect = performance.now() - this._time < RS.GhostEffect.Params.lifeTime; if (isInvalidUpdateEffect) return; this._effectVal = Math.random(); if (this._effectVal > RS.GhostEffect.Params.threshold) { this._effectVal = RS.GhostEffect.Params.threshold; } this.uniforms.u_scale[0] = this._effectVal; this.uniforms.u_scale[1] = this._effectVal; this.uniforms.u_xoffset = RS.GhostEffect.Params.xoffset; this._time = performance.now(); }; //============================================================================ // Game_CharacterBase //============================================================================ const alias_Game_CharacterBase_initMembers = Game_CharacterBase.prototype.initMembers; Game_CharacterBase.prototype.initMembers = function () { alias_Game_CharacterBase_initMembers.call(this); this._isGhost = false; }; Game_CharacterBase.prototype.isGhost = function () { return this._isGhost; }; Game_CharacterBase.prototype.ghostModeOn = function () { this._isGhost = true; }; Game_CharacterBase.prototype.ghostModeOff = function () { this._isGhost = false; }; Game_Player.prototype.ghostModeOn = function () { this._isGhost = true; this._followers.forEach(follower => { follower.ghostModeOn(); }); }; Game_Player.prototype.ghostModeOff = function () { this._isGhost = false; this._followers.forEach(follower => { follower.ghostModeOff(); }); }; //============================================================================ // Sprite_Character //============================================================================ const alias_Sprite_Character_initialize = Sprite_Character.prototype.initialize; Sprite_Character.prototype.initialize = function (character) { alias_Sprite_Character_initialize.call(this, character); this.createGhostEffect(); }; const alias_Sprite_Character_update = Sprite_Character.prototype.update; Sprite_Character.prototype.update = function () { alias_Sprite_Character_update.call(this); this.updateGhostEffect(); }; Sprite_Character.prototype.createGhostEffect = function () { const isValid = this._GhostEffect; if (!isValid) { this._GhostEffect = new PIXI.GhostEffect(); if (!this.filters) { this.filters = []; } this.filters = [this._GhostEffect].concat(this.filters); } else { if (!this.filters) { this.filters = []; } this.filters = this.filters.filter(function (filter) { return filter !== isValid; }, this); } }; Sprite_Character.prototype.updateGhostEffect = function () { if (!$gameSystem) return; if (!this._GhostEffect) return; if (!this._character) return; const isValid = this._character.isGhost(); this._GhostEffect.enabled = isValid; if (isValid) { this._GhostEffect.updateEffect(); } }; const alias_Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; Game_Interpreter.prototype.pluginCommand = function (command, args) { alias_Game_Interpreter_pluginCommand.call(this, command, args); if (command === 'GhostEffect') { switch (args[0]) { case 'lifetime': RS.GhostEffect.Params.lifeTime = Number(args[1] || 100); break; case 'threshold': RS.GhostEffect.Params.threshold = parseFloat(args[1] || 0.7); break; case 'xoffset': RS.GhostEffect.Params.xoffset = parseFloat(args[1] || 0.07); break; default: break; } } }; })();
411
0.865486
1
0.865486
game-dev
MEDIA
0.966664
game-dev
0.906636
1
0.906636
bernie-g/geckolib
5,067
common/src/main/java/software/bernie/geckolib/constant/dataticket/SerializableDataTicket.java
package software.bernie.geckolib.constant.dataticket; import it.unimi.dsi.fastutil.Pair; import net.minecraft.core.BlockPos; import net.minecraft.network.RegistryFriendlyByteBuf; import net.minecraft.network.codec.ByteBufCodecs; import net.minecraft.network.codec.StreamCodec; import net.minecraft.resources.ResourceLocation; import net.minecraft.world.phys.Vec3; import software.bernie.geckolib.constant.DataTickets; /** * Network-compatible {@link DataTicket} implementation * <p> * Used for sending data from server -> client in an easy manner */ public final class SerializableDataTicket<D> extends DataTicket<D> { public static final StreamCodec<RegistryFriendlyByteBuf, SerializableDataTicket<?>> STREAM_CODEC = StreamCodec.composite( ByteBufCodecs.STRING_UTF8, SerializableDataTicket::id, DataTickets::byName); private final StreamCodec<? super RegistryFriendlyByteBuf, D> streamCodec; private SerializableDataTicket(String id, Class<? extends D> objectType, StreamCodec<? super RegistryFriendlyByteBuf, D> streamCodec) { super(id, objectType); this.streamCodec = streamCodec; } /** * Create a new network-syncable DataTicket for a given name and object type * <p> * <b><u>MUST</u></b> be created during mod construct * <p> * This DataTicket should then be stored statically somewhere and re-used. */ public static <D> SerializableDataTicket<D> create(String id, Class<? extends D> objectType, StreamCodec<? super RegistryFriendlyByteBuf, D> streamCodec) { return (SerializableDataTicket<D>)IDENTITY_CACHE.computeIfAbsent(Pair.of(objectType, id), pair -> DataTickets.registerSerializable(new SerializableDataTicket<>(id, objectType, streamCodec))); } /** * @return The {@link StreamCodec} for the given SerializableDataTicket */ public StreamCodec<? super RegistryFriendlyByteBuf, D> streamCodec() { return this.streamCodec; } // Pre-defined typings for use /** * Generate a new {@code SerializableDataTicket<Double>} for the given id * * @param id The unique id of your ticket. Include your modid */ public static SerializableDataTicket<Double> ofDouble(ResourceLocation id) { return SerializableDataTicket.create(id.toString(), Double.class, ByteBufCodecs.DOUBLE); } /** * Generate a new {@code SerializableDataTicket<Float>} for the given id * * @param id The unique id of your ticket. Include your modid */ public static SerializableDataTicket<Float> ofFloat(ResourceLocation id) { return SerializableDataTicket.create(id.toString(), Float.class, ByteBufCodecs.FLOAT); } /** * Generate a new {@code SerializableDataTicket<Boolean>} for the given id * * @param id The unique id of your ticket. Include your modid */ public static SerializableDataTicket<Boolean> ofBoolean(ResourceLocation id) { return SerializableDataTicket.create(id.toString(), Boolean.class, ByteBufCodecs.BOOL); } /** * Generate a new {@code SerializableDataTicket<Integer>} for the given id * * @param id The unique id of your ticket. Include your modid */ public static SerializableDataTicket<Integer> ofInt(ResourceLocation id) { return SerializableDataTicket.create(id.toString(), Integer.class, ByteBufCodecs.INT); } /** * Generate a new {@code SerializableDataTicket<String>} for the given id * * @param id The unique id of your ticket. Include your modid */ public static SerializableDataTicket<String> ofString(ResourceLocation id) { return SerializableDataTicket.create(id.toString(), String.class, ByteBufCodecs.STRING_UTF8); } /** * Generate a new {@code SerializableDataTicket<Enum>} for the given id * * @param id The unique id of your ticket. Include your modid */ public static <E extends Enum<E>> SerializableDataTicket<E> ofEnum(ResourceLocation id, Class<E> enumClass) { return SerializableDataTicket.create(id.toString(), enumClass, new StreamCodec<>() { @Override public E decode(RegistryFriendlyByteBuf buf) { return Enum.valueOf(enumClass, buf.readUtf()); } @Override public void encode(RegistryFriendlyByteBuf buf, E data) { buf.writeUtf(data.toString()); } }); } /** * Generate a new {@code SerializableDataTicket<Vec3>} for the given id * * @param id The unique id of your ticket. Include your modid */ public static SerializableDataTicket<Vec3> ofVec3(ResourceLocation id) { return SerializableDataTicket.create(id.toString(), Vec3.class, ByteBufCodecs.VECTOR3F.map(Vec3::new, Vec3::toVector3f)); } /** * Generate a new {@code SerializableDataTicket<BlockPos>} for the given id * * @param id The unique id of your ticket. Include your modid */ public static SerializableDataTicket<BlockPos> ofBlockPos(ResourceLocation id) { return SerializableDataTicket.create(id.toString(), BlockPos.class, new StreamCodec<>() { @Override public BlockPos decode(RegistryFriendlyByteBuf buf) { return buf.readBlockPos(); } @Override public void encode(RegistryFriendlyByteBuf buf, BlockPos blockPos) { buf.writeBlockPos(blockPos); } }); } }
411
0.782305
1
0.782305
game-dev
MEDIA
0.595597
game-dev,networking
0.650614
1
0.650614
sh-akira/VirtualMotionCapture
3,265
Assets/VMCMOD/ModManager.cs
using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Reflection; using UnityEngine; namespace VMCMod { public class ModManager : MonoBehaviour { private string ModsPath; private Dictionary<VMCPluginAttribute, Component> LoadedMods = new Dictionary<VMCPluginAttribute, Component>(); public Action OnBeforeModLoad; public bool IsModLoaded => LoadedMods.Any(); private void Awake() { ModsPath = Application.dataPath + "/../Mods/"; } public void ImportMods() { if (Directory.Exists(ModsPath) == false) { Directory.CreateDirectory(ModsPath); } Debug.Log("Start Loading Mods"); var attributeTypesList = new Dictionary<List<Type>, string>(); foreach (var dllFile in Directory.GetFiles(ModsPath, "*.dll", SearchOption.AllDirectories)) { try { Assembly assembly = Assembly.LoadFrom(dllFile); var attributeTypes = assembly.GetTypes().Where(x => x.IsPublic && x.IsDefined(typeof(VMCPluginAttribute))); if (attributeTypes.Any()) { attributeTypesList.Add(attributeTypes.ToList(), dllFile); } } catch (Exception ex) { Debug.LogException(ex); } } if (attributeTypesList.Any()) { OnBeforeModLoad?.Invoke(); } foreach (var attributeTypes in attributeTypesList) { foreach (Type t in attributeTypes.Key) { try { var attribute = (VMCPluginAttribute)Attribute.GetCustomAttribute(t, typeof(VMCPluginAttribute)); attribute.InstanceId = Guid.NewGuid().ToString(); attribute.AssemblyPath = attributeTypes.Value; var component = gameObject.AddComponent(t); attribute.OnSetting = new List<Action>(); foreach (MethodInfo method in t.GetMethods().Where(x => x.IsDefined(typeof(OnSettingAttribute)))) { attribute.OnSetting.Add(() => method.Invoke(component, null)); } LoadedMods[attribute] = component; } catch (Exception ex) { Debug.LogException(ex); } } } } public List<VMCPluginAttribute> GetModsList() { return LoadedMods.Keys.ToList(); } public void InvokeSetting(string instanceId) { var attribute = LoadedMods.Keys.FirstOrDefault(x => x.InstanceId == instanceId); if (attribute != null) { foreach (var settingAction in attribute.OnSetting) { settingAction?.Invoke(); } } } } }
411
0.905966
1
0.905966
game-dev
MEDIA
0.710494
game-dev
0.940218
1
0.940218
AmProsius/gothic-1-community-patch
2,701
scriptbase/_work/Data/Scripts/Content/Magic/ZS/ZS_MagicSleep.d
func int B_StopMagicSleep() { Npc_PercDisable (self, PERC_ASSESSDAMAGE); Npc_ClearAIQueue(self); // alle AI Befehle entfernen AI_PlayAni (self, "T_VICTIM_SLE_2_STAND" ); AI_StandUp (self); B_SayOverlay (self, other, "$WHATSTHAT"); // eigentlich $whatwasthat, aber was ist das ? //-------- fallgelassene Waffe aufheben... -------- //B_RegainDroppedWeapon(self); //-------- und wieder dem Zauberer zuwenden... -------- if Hlp_IsValidNpc(other) { PrintDebugNpc (PD_ZS_CHECK, "...'other' gltig!"); if (Npc_GetAttitude(self,other) == ATT_HOSTILE) { PrintDebugNpc (PD_ZS_CHECK, "...'other' hostile!"); AI_StartState (self, ZS_AssessEnemy, 0, ""); }; }; AI_ContinueRoutine(self); }; func void ZS_MagicSleep() { PrintDebugNpc (PD_ZS_FRAME, "ZS_MagicSleep"); // der ZS_MagicSleep beendet sich selbst im loop, daher ist keine perception PERC_ASSESSSTOPMAGIC ntig, und darf // auch nicht gesetzt werden, ansonsten wird der diesen zustand aktivierende effekt wenn er beendet ist (z.B. weil // der partikeleffekt stirbt) ein assessstopmagic senden, und dadurch illegalerweise vorzeitig den zustand beenden // mit anderen worten: der pfx triggert diesen zustand, und der zustand beendet sich selbst Npc_PercEnable (self, PERC_ASSESSDAMAGE, B_StopMagicSleep); Npc_PercEnable (self, PERC_ASSESSMAGIC, B_AssessMagic); // wenn Opfer Schwimmt oder Taucht wird es nicht einschlafen if ( C_BodystateContains(self,BS_SWIM) || C_BodystateContains(self,BS_DIVE) ) { AI_ContinueRoutine ( self ); return; }; if (Npc_WasInState(self, ZS_Unconscious)) { AI_ContinueRoutine (self); return; }; Npc_ClearAIQueue (self); if ( !Npc_HasBodyFlag (self, BS_FLAG_INTERRUPTABLE) ) { PrintDebugNpc (PD_MAGIC, "bodystate not interuptable, standing up..."); AI_StandUp (self); }; //B_DropWeapon (self); //SN: macht Probleme! AI_PlayAniBS (self, "T_STAND_2_VICTIM_SLE", BS_LIE ); //Npc_SetTempAttitude (self, ATT_HOSTILE); //SN: macht Probleme! }; func void ZS_MagicSleep_Loop () { PrintDebugNpc (PD_ZS_LOOP, "MagicSleep Loop" ); var int time; time = Npc_GetStateTime (self); if ( time>SPL_TIME_SLEEP ) // nach 30 sekunden wird der zustand beendet. { B_StopMagicSleep(); }; AI_Wait (self, 1); }; func void ZS_MagicSleep_End() { PrintDebugNpc ( PD_ZS_FRAME, "ZS_MagicSleep_End" ); };
411
0.938123
1
0.938123
game-dev
MEDIA
0.959093
game-dev
0.963832
1
0.963832
bigsinger/awesomeFrida
4,332
pthread_create-replace-jni.js
/** * Frida Hook - 监视 `pthread_create`,检测目标库创建的线程 * * 目标: * - 监视 `dlopen` 和 `android_dlopen_ext`,检测目标库何时加载。 * - 通过 `call_constructors` 确保 `pthread_create` Hook 在目标库加载后执行。 * - 拦截 `pthread_create`,检查线程函数是否在目标库 `so` 的范围内。 * - 若发现目标库创建的线程,则替换线程函数,阻止其执行。 * - 并在 JNI_OnLoad 里替换未注册成功的jni函数。 * * 说明: * - `pthread_create` 是创建线程的标准函数,Hook 它可以拦截所有新建线程。 * - `call_constructors` 由 `linker` 调用,用于执行动态库的全局构造函数。 * - `hook_call_constructors()` 确保 `TargetLibModule` 记录目标库的基地址,并在适当时机 Hook `pthread_create`。 */ const TARGET_LIB_NAME = "libmsaoaidsec.so"; var TargetLibModule = null; // 存储目标库模块信息 ///////////////////////////////////////// /** * Hook pthread_create,拦截目标库创建的线程 */ function hook_pthread_create() { let pthread_create_addr = Module.findExportByName("libc.so", "pthread_create"); if (!pthread_create_addr) { console.error("Failed to find pthread_create!"); return; } Interceptor.attach(pthread_create_addr, { onEnter(args) { let thread_func_ptr = args[2]; // 线程函数地址 console.log("[+] pthread_create called, thread function address: " + thread_func_ptr); // 确保目标库已加载 if (!TargetLibModule) { //console.warn("Target library not loaded yet!"); return; } // 判断线程函数是否在目标库 `so` 的范围内 if (thread_func_ptr.compare(TargetLibModule.base) > 0 && thread_func_ptr.compare(TargetLibModule.base.add(TargetLibModule.size)) < 0) { console.warn("[!] Intercepted thread function at: " + thread_func_ptr + " (Offset: " + thread_func_ptr.sub(TargetLibModule.base) + ")"); // 替换线程函数,防止执行 Interceptor.replace(thread_func_ptr, new NativeCallback(() => { console.log("[*] Fake thread function executed, doing nothing..."); }, "void", [])); } } }); } function hook_JNI_OnLoad() { // 先尝试通过 `findExportByName` let jniOnLoad = Module.findExportByName(TARGET_LIB_NAME, "JNI_OnLoad"); // 如果找不到,就遍历所有导出符号 if (!jniOnLoad) { console.log("[Info] `JNI_OnLoad` 未导出,尝试遍历导出符号..."); for (let symbol of module.enumerateSymbols()) { if (symbol.name.indexOf("JNI_OnLoad") >= 0) { jniOnLoad = symbol.address; console.log("[Success] 找到 JNI_OnLoad: ", jniOnLoad); break; } } } if (!jniOnLoad) { console.error("[Error] 未找到 `JNI_OnLoad` 函数"); return; } // Hook `JNI_OnLoad` Interceptor.attach(jniOnLoad, { onEnter(args) { console.log("[Hooked] JNI_OnLoad 被调用"); bypass(); } }); } function bypass() { try { var targetClassName = "com.bun.miitmdid.e"; var targetClass = Java.use(targetClassName); console.log("[*] Successfully loaded class: " + targetClass); targetClass.a.overloads.forEach(function (overload) { overload.implementation = function () { console.log("[*] Hooked " + targetClass + ".a() with args: " + JSON.stringify(arguments)); return 0; // 理论上要返回对应的值,这里粗暴一点随便返回个数值,不影响App正常运行即可。 }; }); } catch (e) { console.log("[!] Error: " + e); } } function find_call_constructors() { is64Bit = Process.pointerSize === 8; var linkerModule = Process.getModuleByName(is64Bit ? "linker64" : "linker"); var symbols = linkerModule.enumerateSymbols(); for (var i = 0; i < symbols.length; i++) { if (symbols[i].name.indexOf('call_constructors') > 0) { console.warn(`call_constructors symbol name: ${symbols[i].name} address: ${symbols[i].address}`); return symbols[i].address; } } } function hook_call_constructors() { var ptr_call_constructors = find_call_constructors(); var listener = Interceptor.attach(ptr_call_constructors, { onEnter: function (args) { console.warn(`call_constructors onEnter`); if (!TargetLibModule) { TargetLibModule = Process.findModuleByName(TARGET_LIB_NAME); } hook_pthread_create(); listener.detach(); }, }) } function hook_dlopen() { ["android_dlopen_ext", "dlopen"].forEach(funcName => { let addr = Module.findExportByName(null, funcName); if (addr) { Interceptor.attach(addr, { onEnter(args) { let libName = ptr(args[0]).readCString(); if (libName && libName.indexOf(TARGET_LIB_NAME) >= 0) { this.is_can_hook = true; hook_call_constructors(); } }, onLeave: function (retval) { if (this.is_can_hook) { console.log(`[+] ${funcName} onLeave, start hook JNI_OnLoad `); hook_JNI_OnLoad(); } } }); } }); } var is64Bit = Process.pointerSize === 8; hook_dlopen()
411
0.849565
1
0.849565
game-dev
MEDIA
0.236012
game-dev
0.89938
1
0.89938
DynamXInc/DynamX
3,877
src/main/java/fr/dynamx/common/entities/modules/MovableModule.java
package fr.dynamx.common.entities.modules; import com.jme3.bullet.joints.Constraint; import fr.dynamx.api.entities.modules.AttachModule; import fr.dynamx.api.entities.modules.IPhysicsModule; import fr.dynamx.api.entities.modules.ModuleListBuilder; import fr.dynamx.common.entities.PhysicsEntity; import fr.dynamx.common.entities.modules.movables.AttachObjects; import fr.dynamx.common.entities.modules.movables.MoveObjects; import fr.dynamx.common.entities.modules.movables.PickObjects; import fr.dynamx.common.physics.entities.AbstractEntityPhysicsHandler; import fr.dynamx.common.physics.joints.EntityJoint; import fr.dynamx.common.physics.joints.JointHandler; import fr.dynamx.common.physics.joints.JointHandlerRegistry; import fr.dynamx.utils.DynamXConstants; import lombok.Getter; import net.minecraft.util.ResourceLocation; import java.util.Arrays; public class MovableModule implements IPhysicsModule<AbstractEntityPhysicsHandler<?, ?>>, AttachModule.AttachToSelfModule, IPhysicsModule.IEntityUpdateListener, IPhysicsModule.IPhysicsUpdateListener { public static final ResourceLocation JOINT_NAME = new ResourceLocation(DynamXConstants.ID, "movable_module"); static { JointHandlerRegistry.register(new JointHandler(JOINT_NAME, PhysicsEntity.class, PhysicsEntity.class, MovableModule.class)); } public final PhysicsEntity<?> entity; public PickObjects pickObjects; public AttachObjects attachObjects; public MoveObjects moveObjects; public EnumAction usingAction; public MovableModule(PhysicsEntity<?> entity) { this.entity = entity; } /* Should not be called in the constructor */ public void initSubModules(ModuleListBuilder modules, PhysicsEntity<?> entity) { //System.out.println("init modules ! " + this); modules.add(moveObjects = new MoveObjects(entity)); modules.add(pickObjects = new PickObjects(entity)); modules.add(attachObjects = new AttachObjects(entity)); } @Override public Constraint createJoint(byte jointId) { if (jointId == 0) { return pickObjects.createWeldJoint(); } else if (jointId == 1 || jointId == 2) { return attachObjects.createJointBetween2Objects(jointId); } return null; } @Override public boolean canCreateJoint(PhysicsEntity<?> withEntity, byte jointId) { if (jointId == 0) { return pickObjects.canCreateJoint(withEntity, jointId); } else if (jointId == 1 || jointId == 2) { return attachObjects.canCreateJoint(withEntity, jointId); } return false; } @Override public void onJointDestroyed(EntityJoint<?> joint) { if (joint.getJointId() == 0) { pickObjects.onJointDestroyed(joint); } else if (joint.getJointId() == 1 || joint.getJointId() == 2) { attachObjects.onJointDestroyed(joint); } } public enum EnumAction { TAKE, UNTAKE, PICK, UNPICK, LENGTH_CHANGE, FREEZE_OBJECT, ATTACH_OBJECTS, THROW } public static class Action { @Getter private Object[] info; private EnumAction enumAction; public Action() { } public Action(EnumAction action, Object... info) { this.enumAction = action; this.info = info; } public void setEnumAction(EnumAction enumAction) { this.enumAction = enumAction; } public void setInfo(Object[] info) { this.info = info; } public EnumAction getMovableAction() { return enumAction; } @Override public String toString() { return "Action{" + "info=" + Arrays.toString(info) + ", enumAction=" + enumAction + '}'; } } }
411
0.791207
1
0.791207
game-dev
MEDIA
0.363029
game-dev
0.912089
1
0.912089
bates64/papermario-dx
7,876
src/world/area_kkj/kkj_14/main.c
#include "kkj_14.h" #include "world/common/atomic/TexturePan.inc.c" #include "../common/RestoreFromPeachState.inc.c" API_CALLABLE(N(EnableParasol)) { gGameStatusPtr->peachFlags |= PEACH_FLAG_HAS_PARASOL; return ApiStatus_DONE2; } Gfx N(setup_gfx_candle_lights)[] = { gsDPPipeSync(), gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON), gsDPSetCycleType(G_CYC_2CYCLE), gsDPSetTexturePersp(G_TP_PERSP), gsDPSetTextureDetail(G_TD_CLAMP), gsDPSetTextureLOD(G_TL_TILE), gsDPSetTextureLUT(G_TT_NONE), gsDPSetTextureFilter(G_TF_BILERP), gsDPSetTextureConvert(G_TC_FILT), gsDPSetPrimColor(0, 0, 75, 31, 19, 255), gsDPSetEnvColor(255, 118, 77, 0), gsDPSetCombineMode(PM_CC_CANDLE_1, PM_CC_CANDLE_2), gsDPSetRenderMode(G_RM_PASS, G_RM_ZB_CLD_SURF2), gsSPClearGeometryMode(G_LIGHTING), gsSPSetGeometryMode(G_SHADE | G_CULL_BACK | G_SHADING_SMOOTH), gsSPEndDisplayList(), }; EvtScript N(EVS_EndPeachChapter7) = { Set(LVar0, GB_KKJ_LastPartner) Call(N(RestoreFromPeachState)) Call(PlaySound, SOUND_SLIDE_WHISTLE_OUT) Call(GotoMapSpecial, Ref("pra_01"), pra_01_ENTRY_4, TRANSITION_END_PEACH_INTERLUDE) Wait(100) }; EvtScript N(EVS_ExitDoor_GrandHall) = { SetGroup(EVT_GROUP_EXIT_MAP) Call(DisablePlayerInput, TRUE) Set(AF_KKJ_13, TRUE) Call(UseDoorSounds, DOOR_SOUNDS_BASIC) Set(LVar0, kkj_14_ENTRY_0) Set(LVar1, COLLIDER_ttw) Set(LVar2, MODEL_o4) Set(LVar3, DOOR_SWING_IN) Exec(ExitSingleDoor) Wait(17) IfEq(GB_StoryProgress, STORY_INTRO) Call(GotoMap, Ref("kkj_01"), kkj_01_ENTRY_4) Else Call(GotoMap, Ref("kkj_11"), kkj_11_ENTRY_4) EndIf Wait(100) Return End }; EvtScript N(EVS_ExitDoors_Balcony) = { SetGroup(EVT_GROUP_EXIT_MAP) Call(DisablePlayerInput, TRUE) Set(AF_KKJ_13, FALSE) Call(UseDoorSounds, DOOR_SOUNDS_DOOR) Set(LVar0, kkj_14_ENTRY_1) Set(LVar1, COLLIDER_tte) Set(LVar2, MODEL_o83) Set(LVar3, MODEL_o85) Set(LVar4, MODEL_o84) Set(LVar5, MODEL_o86) Exec(ExitSplitDoubleDoor) Wait(17) Call(GotoMap, Ref("kkj_26"), kkj_26_ENTRY_0) Wait(100) Return End }; EvtScript N(EVS_ExitWalk_SecretPassage) = { SetGroup(EVT_GROUP_EXIT_MAP) Set(AF_KKJ_13, FALSE) Call(UseExitHeading, 60, kkj_14_ENTRY_2) Exec(ExitWalk) IfEq(GF_KKJ14_SkipSecretPassage, FALSE) Call(GotoMap, Ref("kkj_27"), kkj_27_ENTRY_0) Else Call(GotoMap, Ref("kkj_15"), kkj_15_ENTRY_1) EndIf Wait(100) Return End }; EvtScript N(EVS_ShowMessage_CantOpen) = { Call(DisablePlayerInput, TRUE) Call(ShowMessageAtScreenPos, MSG_Menus_Inspect_DoesntOpen, 160, 40) Call(DisablePlayerInput, FALSE) Return End }; EvtScript N(EVS_BindExitTriggers) = { IfEq(GB_StoryProgress, STORY_INTRO) BindTrigger(Ref(N(EVS_ShowMessage_CantOpen)), TRIGGER_WALL_PRESS_A, COLLIDER_tte, 1, 0) Else BindTrigger(Ref(N(EVS_ExitDoors_Balcony)), TRIGGER_WALL_PRESS_A, COLLIDER_tte, 1, 0) BindTrigger(Ref(N(EVS_ExitWalk_SecretPassage)), TRIGGER_FLOOR_ABOVE, COLLIDER_o119, 1, 0) EndIf BindTrigger(Ref(N(EVS_ExitDoor_GrandHall)), TRIGGER_WALL_PRESS_A, COLLIDER_ttw, 1, 0) Return End }; EvtScript N(EVS_EnterMap) = { Call(GetEntryID, LVar0) Switch(LVar0) CaseEq(kkj_14_ENTRY_0) Call(UseDoorSounds, DOOR_SOUNDS_BASIC) Set(LVar2, MODEL_o4) Set(LVar3, DOOR_SWING_IN) ExecWait(EnterSingleDoor) Exec(N(EVS_BindExitTriggers)) CaseEq(kkj_14_ENTRY_1) Call(UseDoorSounds, DOOR_SOUNDS_DOOR) Set(LVar2, MODEL_o83) Set(LVar3, MODEL_o85) Set(LVar4, MODEL_o84) Set(LVar5, MODEL_o86) ExecWait(EnterSplitDoubleDoor) Exec(N(EVS_BindExitTriggers)) CaseEq(kkj_14_ENTRY_2) Set(LVar0, Ref(N(EVS_BindExitTriggers))) Exec(EnterWalk) CaseEq(kkj_14_ENTRY_3) Exec(N(EVS_Scene_Chapter0)) CaseEq(kkj_14_ENTRY_4) Exec(N(EVS_Scene_Chapter1)) Exec(N(EVS_BindExitTriggers)) CaseEq(kkj_14_ENTRY_5) Exec(N(EVS_Scene_Chapter2)) Exec(N(EVS_BindExitTriggers)) CaseEq(kkj_14_ENTRY_6) Exec(N(EVS_Scene_Chapter3)) Exec(N(EVS_BindExitTriggers)) CaseEq(kkj_14_ENTRY_7) Exec(N(EVS_Scene_Chapter4)) Exec(N(EVS_BindExitTriggers)) CaseEq(kkj_14_ENTRY_8) Exec(N(EVS_Scene_Chapter5)) Exec(N(EVS_BindExitTriggers)) CaseEq(kkj_14_ENTRY_9) Exec(N(EVS_Scene_Chapter6)) Exec(N(EVS_BindExitTriggers)) CaseEq(kkj_14_ENTRY_A) Exec(N(EVS_Scene_Chapter7)) CaseEq(kkj_14_ENTRY_B) Exec(N(EVS_Scene_TossedBackInRoom)) Exec(N(EVS_BindExitTriggers)) EndSwitch Return End }; EvtScript N(EVS_Main) = { Set(GB_WorldLocation, LOCATION_PEACHS_CASTLE) Call(SetSpriteShading, SHADING_NONE) EVT_SETUP_CAMERA_DEFAULT(0, 0, 0) Call(GetEntryID, LVar0) IfGe(LVar0, kkj_14_ENTRY_3) IfNe(LVar0, kkj_14_ENTRY_B) Set(GF_KKJ14_RevealedButton, FALSE) Set(GF_KKJ14_OpenedPassage, FALSE) EndIf Switch(LVar0) CaseEq(kkj_14_ENTRY_3) Set(GB_StoryProgress, STORY_CH0_BEGAN_PEACH_MISSION) Set(GB_KKJ_CaughtCount, 0) Set(GF_KKJ14_SkipSecretPassage, FALSE) Call(MakeNpcs, FALSE, Ref(N(Chapter0NPCs))) CaseEq(kkj_14_ENTRY_4) Set(GB_StoryProgress, STORY_CH1_BEGAN_PEACH_MISSION) Set(GB_KKJ_CaughtCount, 0) Set(GF_KKJ14_SkipSecretPassage, FALSE) CaseEq(kkj_14_ENTRY_5) Set(GB_StoryProgress, STORY_CH2_BEGAN_PEACH_MISSION) Set(GB_KKJ_CaughtCount, 0) Set(GF_KKJ14_SkipSecretPassage, FALSE) Set(AF_KKJ_06, FALSE) Call(MakeNpcs, FALSE, Ref(N(Chapter2NPCs))) CaseEq(kkj_14_ENTRY_6) Set(GB_StoryProgress, STORY_CH3_BEGAN_PEACH_MISSION) Set(GB_KKJ_CaughtCount, 0) Set(GF_KKJ14_SkipSecretPassage, FALSE) CaseEq(kkj_14_ENTRY_7) Set(GB_StoryProgress, STORY_CH4_BEGAN_PEACH_MISSION) Set(GB_KKJ_CaughtCount, 0) Set(GF_KKJ14_SkipSecretPassage, TRUE) CaseEq(kkj_14_ENTRY_8) Set(GB_StoryProgress, STORY_CH5_BEGAN_PEACH_MISSION) Set(GB_KKJ_CaughtCount, 0) Set(GF_KKJ14_SkipSecretPassage, TRUE) CaseEq(kkj_14_ENTRY_9) Call(N(EnableParasol)) Set(GB_StoryProgress, STORY_CH6_BEGAN_PEACH_MISSION) Set(GB_KKJ_CaughtCount, 0) Set(GF_KKJ14_SkipSecretPassage, TRUE) CaseEq(kkj_14_ENTRY_A) Call(MakeNpcs, FALSE, Ref(N(Chapter7NPCs))) CaseEq(kkj_14_ENTRY_B) Add(GB_KKJ_CaughtCount, 1) Call(MakeNpcs, FALSE, Ref(N(TossBackNPCs))) EndSwitch EndIf Exec(N(EVS_SetupInteractables)) Call(GetEntryID, LVar0) IfNe(LVar0, kkj_14_ENTRY_5) Exec(N(EVS_SetupMusic)) EndIf Exec(N(EVS_EnterMap)) Call(SetTexPanner, MODEL_o154, TEX_PANNER_0) Thread TEX_PAN_PARAMS_ID(TEX_PANNER_0) TEX_PAN_PARAMS_STEP( 0, 0, 40, 900) TEX_PAN_PARAMS_FREQ( 1, 1, 1, 1) TEX_PAN_PARAMS_INIT( 0, 0, 0, 0) Exec(N(EVS_UpdateTexturePan)) EndThread Call(SetModelCustomGfx, MODEL_o154, CUSTOM_GFX_0, ENV_TINT_UNCHANGED) Call(SetCustomGfx, CUSTOM_GFX_0, Ref(N(setup_gfx_candle_lights)), NULL) Return End };
411
0.932568
1
0.932568
game-dev
MEDIA
0.651413
game-dev
0.972927
1
0.972927
ForOne-Club/ImproveGame
2,117
UI/AmmoChainPanel/ChainEditPage/TipClickToAdd.cs
using ImproveGame.Content.Functions.ChainedAmmo; using ImproveGame.Core; using ImproveGame.UIFramework.BaseViews; using ImproveGame.UIFramework.SUIElements; namespace ImproveGame.UI.AmmoChainPanel.ChainEditPage; public class TipClickToAdd : TimerView { public ChainEditPage Parent; public TipClickToAdd(ChainEditPage parent) { Parent = parent; SetSizePercent(1f); SetSizePixels(0, -6); Border = 0f; Rounded = new Vector4(4f); Spacing = new Vector2(2); var text = new SUIText { TextOrKey = "Mods.ImproveGame.UI.AmmoChain.ClickToAddL1", UseKey = true, TextAlign = new Vector2(0.5f) }; text.SetPosPixels(0f, -15f); text.SetSizePercent(1f); text.JoinParent(this); text = new SUIText { TextOrKey = "Mods.ImproveGame.UI.AmmoChain.ClickToAddL2", UseKey = true, TextAlign = new Vector2(0.5f) }; text.SetPosPixels(0f, 11f); text.SetSizePercent(1f); text.JoinParent(this); } public override void LeftMouseDown(UIMouseEvent evt) { if (Parent.EditingChain.Chain.Count != 0) return; base.LeftMouseDown(evt); if (Parent.SelectedAmmoType is ItemID.None) return; var item = new Item(Parent.SelectedAmmoType); Parent.EditingChain.Chain.Add(new AmmoChain.Ammo(new ItemTypeData(item), 10)); Parent.ShouldResetCurrentChain = true; SoundEngine.PlaySound(SoundID.MenuTick); } public override void Update(GameTime gameTime) { if (Parent.EditingChain.Chain.Count != 0) { SetSizePercent(0f); Recalculate(); return; } base.Update(gameTime); SetSizePercent(1f); Recalculate(); BgColor = Color.Black * HoverTimer.Lerp(0.3f, 0.6f); } public override void Draw(SpriteBatch spriteBatch) { if (Parent.EditingChain.Chain.Count != 0) return; base.Draw(spriteBatch); } }
411
0.880307
1
0.880307
game-dev
MEDIA
0.942499
game-dev
0.953562
1
0.953562
ryichando/shiokaze
18,492
local/include/bullet3/BulletCollision/CollisionDispatch/btCollisionObject.h
/* Bullet Continuous Collision Detection and Physics Library Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/ This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ #ifndef BT_COLLISION_OBJECT_H #define BT_COLLISION_OBJECT_H #include "LinearMath/btTransform.h" //island management, m_activationState1 #define ACTIVE_TAG 1 #define ISLAND_SLEEPING 2 #define WANTS_DEACTIVATION 3 #define DISABLE_DEACTIVATION 4 #define DISABLE_SIMULATION 5 struct btBroadphaseProxy; class btCollisionShape; struct btCollisionShapeData; #include "LinearMath/btMotionState.h" #include "LinearMath/btAlignedAllocator.h" #include "LinearMath/btAlignedObjectArray.h" typedef btAlignedObjectArray<class btCollisionObject*> btCollisionObjectArray; #ifdef BT_USE_DOUBLE_PRECISION #define btCollisionObjectData btCollisionObjectDoubleData #define btCollisionObjectDataName "btCollisionObjectDoubleData" #else #define btCollisionObjectData btCollisionObjectFloatData #define btCollisionObjectDataName "btCollisionObjectFloatData" #endif /// btCollisionObject can be used to manage collision detection objects. /// btCollisionObject maintains all information that is needed for a collision detection: Shape, Transform and AABB proxy. /// They can be added to the btCollisionWorld. ATTRIBUTE_ALIGNED16(class) btCollisionObject { protected: btTransform m_worldTransform; ///m_interpolationWorldTransform is used for CCD and interpolation ///it can be either previous or future (predicted) transform btTransform m_interpolationWorldTransform; //those two are experimental: just added for bullet time effect, so you can still apply impulses (directly modifying velocities) //without destroying the continuous interpolated motion (which uses this interpolation velocities) btVector3 m_interpolationLinearVelocity; btVector3 m_interpolationAngularVelocity; btVector3 m_anisotropicFriction; int m_hasAnisotropicFriction; btScalar m_contactProcessingThreshold; btBroadphaseProxy* m_broadphaseHandle; btCollisionShape* m_collisionShape; ///m_extensionPointer is used by some internal low-level Bullet extensions. void* m_extensionPointer; ///m_rootCollisionShape is temporarily used to store the original collision shape ///The m_collisionShape might be temporarily replaced by a child collision shape during collision detection purposes ///If it is NULL, the m_collisionShape is not temporarily replaced. btCollisionShape* m_rootCollisionShape; int m_collisionFlags; int m_islandTag1; int m_companionId; int m_worldArrayIndex; // index of object in world's collisionObjects array mutable int m_activationState1; mutable btScalar m_deactivationTime; btScalar m_friction; btScalar m_restitution; btScalar m_rollingFriction; //torsional friction orthogonal to contact normal (useful to stop spheres rolling forever) btScalar m_spinningFriction; // torsional friction around the contact normal (useful for grasping) btScalar m_contactDamping; btScalar m_contactStiffness; ///m_internalType is reserved to distinguish Bullet's btCollisionObject, btRigidBody, btSoftBody, btGhostObject etc. ///do not assign your own m_internalType unless you write a new dynamics object class. int m_internalType; ///users can point to their objects, m_userPointer is not used by Bullet, see setUserPointer/getUserPointer void* m_userObjectPointer; int m_userIndex2; int m_userIndex; int m_userIndex3; ///time of impact calculation btScalar m_hitFraction; ///Swept sphere radius (0.0 by default), see btConvexConvexAlgorithm:: btScalar m_ccdSweptSphereRadius; /// Don't do continuous collision detection if the motion (in one step) is less then m_ccdMotionThreshold btScalar m_ccdMotionThreshold; /// If some object should have elaborate collision filtering by sub-classes int m_checkCollideWith; btAlignedObjectArray<const btCollisionObject*> m_objectsWithoutCollisionCheck; ///internal update revision number. It will be increased when the object changes. This allows some subsystems to perform lazy evaluation. int m_updateRevision; btVector3 m_customDebugColorRGB; public: BT_DECLARE_ALIGNED_ALLOCATOR(); enum CollisionFlags { CF_STATIC_OBJECT = 1, CF_KINEMATIC_OBJECT = 2, CF_NO_CONTACT_RESPONSE = 4, CF_CUSTOM_MATERIAL_CALLBACK = 8, //this allows per-triangle material (friction/restitution) CF_CHARACTER_OBJECT = 16, CF_DISABLE_VISUALIZE_OBJECT = 32, //disable debug drawing CF_DISABLE_SPU_COLLISION_PROCESSING = 64, //disable parallel/SPU processing CF_HAS_CONTACT_STIFFNESS_DAMPING = 128, CF_HAS_CUSTOM_DEBUG_RENDERING_COLOR = 256, CF_HAS_FRICTION_ANCHOR = 512, CF_HAS_COLLISION_SOUND_TRIGGER = 1024 }; enum CollisionObjectTypes { CO_COLLISION_OBJECT = 1, CO_RIGID_BODY = 2, ///CO_GHOST_OBJECT keeps track of all objects overlapping its AABB and that pass its collision filter ///It is useful for collision sensors, explosion objects, character controller etc. CO_GHOST_OBJECT = 4, CO_SOFT_BODY = 8, CO_HF_FLUID = 16, CO_USER_TYPE = 32, CO_FEATHERSTONE_LINK = 64 }; enum AnisotropicFrictionFlags { CF_ANISOTROPIC_FRICTION_DISABLED = 0, CF_ANISOTROPIC_FRICTION = 1, CF_ANISOTROPIC_ROLLING_FRICTION = 2 }; SIMD_FORCE_INLINE bool mergesSimulationIslands() const { ///static objects, kinematic and object without contact response don't merge islands return ((m_collisionFlags & (CF_STATIC_OBJECT | CF_KINEMATIC_OBJECT | CF_NO_CONTACT_RESPONSE)) == 0); } const btVector3& getAnisotropicFriction() const { return m_anisotropicFriction; } void setAnisotropicFriction(const btVector3& anisotropicFriction, int frictionMode = CF_ANISOTROPIC_FRICTION) { m_anisotropicFriction = anisotropicFriction; bool isUnity = (anisotropicFriction[0] != 1.f) || (anisotropicFriction[1] != 1.f) || (anisotropicFriction[2] != 1.f); m_hasAnisotropicFriction = isUnity ? frictionMode : 0; } bool hasAnisotropicFriction(int frictionMode = CF_ANISOTROPIC_FRICTION) const { return (m_hasAnisotropicFriction & frictionMode) != 0; } ///the constraint solver can discard solving contacts, if the distance is above this threshold. 0 by default. ///Note that using contacts with positive distance can improve stability. It increases, however, the chance of colliding with degerate contacts, such as 'interior' triangle edges void setContactProcessingThreshold(btScalar contactProcessingThreshold) { m_contactProcessingThreshold = contactProcessingThreshold; } btScalar getContactProcessingThreshold() const { return m_contactProcessingThreshold; } SIMD_FORCE_INLINE bool isStaticObject() const { return (m_collisionFlags & CF_STATIC_OBJECT) != 0; } SIMD_FORCE_INLINE bool isKinematicObject() const { return (m_collisionFlags & CF_KINEMATIC_OBJECT) != 0; } SIMD_FORCE_INLINE bool isStaticOrKinematicObject() const { return (m_collisionFlags & (CF_KINEMATIC_OBJECT | CF_STATIC_OBJECT)) != 0; } SIMD_FORCE_INLINE bool hasContactResponse() const { return (m_collisionFlags & CF_NO_CONTACT_RESPONSE) == 0; } btCollisionObject(); virtual ~btCollisionObject(); virtual void setCollisionShape(btCollisionShape * collisionShape) { m_updateRevision++; m_collisionShape = collisionShape; m_rootCollisionShape = collisionShape; } SIMD_FORCE_INLINE const btCollisionShape* getCollisionShape() const { return m_collisionShape; } SIMD_FORCE_INLINE btCollisionShape* getCollisionShape() { return m_collisionShape; } void setIgnoreCollisionCheck(const btCollisionObject* co, bool ignoreCollisionCheck) { if (ignoreCollisionCheck) { //We don't check for duplicates. Is it ok to leave that up to the user of this API? //int index = m_objectsWithoutCollisionCheck.findLinearSearch(co); //if (index == m_objectsWithoutCollisionCheck.size()) //{ m_objectsWithoutCollisionCheck.push_back(co); //} } else { m_objectsWithoutCollisionCheck.remove(co); } m_checkCollideWith = m_objectsWithoutCollisionCheck.size() > 0; } virtual bool checkCollideWithOverride(const btCollisionObject* co) const { int index = m_objectsWithoutCollisionCheck.findLinearSearch(co); if (index < m_objectsWithoutCollisionCheck.size()) { return false; } return true; } ///Avoid using this internal API call, the extension pointer is used by some Bullet extensions. ///If you need to store your own user pointer, use 'setUserPointer/getUserPointer' instead. void* internalGetExtensionPointer() const { return m_extensionPointer; } ///Avoid using this internal API call, the extension pointer is used by some Bullet extensions ///If you need to store your own user pointer, use 'setUserPointer/getUserPointer' instead. void internalSetExtensionPointer(void* pointer) { m_extensionPointer = pointer; } SIMD_FORCE_INLINE int getActivationState() const { return m_activationState1; } void setActivationState(int newState) const; void setDeactivationTime(btScalar time) { m_deactivationTime = time; } btScalar getDeactivationTime() const { return m_deactivationTime; } void forceActivationState(int newState) const; void activate(bool forceActivation = false) const; SIMD_FORCE_INLINE bool isActive() const { return ((getActivationState() != ISLAND_SLEEPING) && (getActivationState() != DISABLE_SIMULATION)); } void setRestitution(btScalar rest) { m_updateRevision++; m_restitution = rest; } btScalar getRestitution() const { return m_restitution; } void setFriction(btScalar frict) { m_updateRevision++; m_friction = frict; } btScalar getFriction() const { return m_friction; } void setRollingFriction(btScalar frict) { m_updateRevision++; m_rollingFriction = frict; } btScalar getRollingFriction() const { return m_rollingFriction; } void setSpinningFriction(btScalar frict) { m_updateRevision++; m_spinningFriction = frict; } btScalar getSpinningFriction() const { return m_spinningFriction; } void setContactStiffnessAndDamping(btScalar stiffness, btScalar damping) { m_updateRevision++; m_contactStiffness = stiffness; m_contactDamping = damping; m_collisionFlags |= CF_HAS_CONTACT_STIFFNESS_DAMPING; //avoid divisions by zero... if (m_contactStiffness < SIMD_EPSILON) { m_contactStiffness = SIMD_EPSILON; } } btScalar getContactStiffness() const { return m_contactStiffness; } btScalar getContactDamping() const { return m_contactDamping; } ///reserved for Bullet internal usage int getInternalType() const { return m_internalType; } btTransform& getWorldTransform() { return m_worldTransform; } const btTransform& getWorldTransform() const { return m_worldTransform; } void setWorldTransform(const btTransform& worldTrans) { m_updateRevision++; m_worldTransform = worldTrans; } SIMD_FORCE_INLINE btBroadphaseProxy* getBroadphaseHandle() { return m_broadphaseHandle; } SIMD_FORCE_INLINE const btBroadphaseProxy* getBroadphaseHandle() const { return m_broadphaseHandle; } void setBroadphaseHandle(btBroadphaseProxy * handle) { m_broadphaseHandle = handle; } const btTransform& getInterpolationWorldTransform() const { return m_interpolationWorldTransform; } btTransform& getInterpolationWorldTransform() { return m_interpolationWorldTransform; } void setInterpolationWorldTransform(const btTransform& trans) { m_updateRevision++; m_interpolationWorldTransform = trans; } void setInterpolationLinearVelocity(const btVector3& linvel) { m_updateRevision++; m_interpolationLinearVelocity = linvel; } void setInterpolationAngularVelocity(const btVector3& angvel) { m_updateRevision++; m_interpolationAngularVelocity = angvel; } const btVector3& getInterpolationLinearVelocity() const { return m_interpolationLinearVelocity; } const btVector3& getInterpolationAngularVelocity() const { return m_interpolationAngularVelocity; } SIMD_FORCE_INLINE int getIslandTag() const { return m_islandTag1; } void setIslandTag(int tag) { m_islandTag1 = tag; } SIMD_FORCE_INLINE int getCompanionId() const { return m_companionId; } void setCompanionId(int id) { m_companionId = id; } SIMD_FORCE_INLINE int getWorldArrayIndex() const { return m_worldArrayIndex; } // only should be called by CollisionWorld void setWorldArrayIndex(int ix) { m_worldArrayIndex = ix; } SIMD_FORCE_INLINE btScalar getHitFraction() const { return m_hitFraction; } void setHitFraction(btScalar hitFraction) { m_hitFraction = hitFraction; } SIMD_FORCE_INLINE int getCollisionFlags() const { return m_collisionFlags; } void setCollisionFlags(int flags) { m_collisionFlags = flags; } ///Swept sphere radius (0.0 by default), see btConvexConvexAlgorithm:: btScalar getCcdSweptSphereRadius() const { return m_ccdSweptSphereRadius; } ///Swept sphere radius (0.0 by default), see btConvexConvexAlgorithm:: void setCcdSweptSphereRadius(btScalar radius) { m_ccdSweptSphereRadius = radius; } btScalar getCcdMotionThreshold() const { return m_ccdMotionThreshold; } btScalar getCcdSquareMotionThreshold() const { return m_ccdMotionThreshold * m_ccdMotionThreshold; } /// Don't do continuous collision detection if the motion (in one step) is less then m_ccdMotionThreshold void setCcdMotionThreshold(btScalar ccdMotionThreshold) { m_ccdMotionThreshold = ccdMotionThreshold; } ///users can point to their objects, userPointer is not used by Bullet void* getUserPointer() const { return m_userObjectPointer; } int getUserIndex() const { return m_userIndex; } int getUserIndex2() const { return m_userIndex2; } int getUserIndex3() const { return m_userIndex3; } ///users can point to their objects, userPointer is not used by Bullet void setUserPointer(void* userPointer) { m_userObjectPointer = userPointer; } ///users can point to their objects, userPointer is not used by Bullet void setUserIndex(int index) { m_userIndex = index; } void setUserIndex2(int index) { m_userIndex2 = index; } void setUserIndex3(int index) { m_userIndex3 = index; } int getUpdateRevisionInternal() const { return m_updateRevision; } void setCustomDebugColor(const btVector3& colorRGB) { m_customDebugColorRGB = colorRGB; m_collisionFlags |= CF_HAS_CUSTOM_DEBUG_RENDERING_COLOR; } void removeCustomDebugColor() { m_collisionFlags &= ~CF_HAS_CUSTOM_DEBUG_RENDERING_COLOR; } bool getCustomDebugColor(btVector3 & colorRGB) const { bool hasCustomColor = (0 != (m_collisionFlags & CF_HAS_CUSTOM_DEBUG_RENDERING_COLOR)); if (hasCustomColor) { colorRGB = m_customDebugColorRGB; } return hasCustomColor; } inline bool checkCollideWith(const btCollisionObject* co) const { if (m_checkCollideWith) return checkCollideWithOverride(co); return true; } virtual int calculateSerializeBufferSize() const; ///fills the dataBuffer and returns the struct name (and 0 on failure) virtual const char* serialize(void* dataBuffer, class btSerializer* serializer) const; virtual void serializeSingleObject(class btSerializer * serializer) const; }; // clang-format off ///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64 struct btCollisionObjectDoubleData { void *m_broadphaseHandle; void *m_collisionShape; btCollisionShapeData *m_rootCollisionShape; char *m_name; btTransformDoubleData m_worldTransform; btTransformDoubleData m_interpolationWorldTransform; btVector3DoubleData m_interpolationLinearVelocity; btVector3DoubleData m_interpolationAngularVelocity; btVector3DoubleData m_anisotropicFriction; double m_contactProcessingThreshold; double m_deactivationTime; double m_friction; double m_rollingFriction; double m_contactDamping; double m_contactStiffness; double m_restitution; double m_hitFraction; double m_ccdSweptSphereRadius; double m_ccdMotionThreshold; int m_hasAnisotropicFriction; int m_collisionFlags; int m_islandTag1; int m_companionId; int m_activationState1; int m_internalType; int m_checkCollideWith; int m_collisionFilterGroup; int m_collisionFilterMask; int m_uniqueId;//m_uniqueId is introduced for paircache. could get rid of this, by calculating the address offset etc. }; ///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64 struct btCollisionObjectFloatData { void *m_broadphaseHandle; void *m_collisionShape; btCollisionShapeData *m_rootCollisionShape; char *m_name; btTransformFloatData m_worldTransform; btTransformFloatData m_interpolationWorldTransform; btVector3FloatData m_interpolationLinearVelocity; btVector3FloatData m_interpolationAngularVelocity; btVector3FloatData m_anisotropicFriction; float m_contactProcessingThreshold; float m_deactivationTime; float m_friction; float m_rollingFriction; float m_contactDamping; float m_contactStiffness; float m_restitution; float m_hitFraction; float m_ccdSweptSphereRadius; float m_ccdMotionThreshold; int m_hasAnisotropicFriction; int m_collisionFlags; int m_islandTag1; int m_companionId; int m_activationState1; int m_internalType; int m_checkCollideWith; int m_collisionFilterGroup; int m_collisionFilterMask; int m_uniqueId; }; // clang-format on SIMD_FORCE_INLINE int btCollisionObject::calculateSerializeBufferSize() const { return sizeof(btCollisionObjectData); } #endif //BT_COLLISION_OBJECT_H
411
0.963575
1
0.963575
game-dev
MEDIA
0.994223
game-dev
0.859582
1
0.859582
johnttaylor/pim
1,706
src/Bsp/RP2040/Pico/gcc/Api.cpp
/*----------------------------------------------------------------------------- * This file is part of the Colony.Core Project. The Colony.Core Project is an * open source project with a BSD type of licensing agreement. See the license * agreement (license.txt) in the top/ directory or on the Internet at * http://integerfox.com/colony.core/license.txt * * Copyright (c) 2022 John T. Taylor * * Redistributions of the source code must retain the above copyright notice. *----------------------------------------------------------------------------*/ #include "Bsp/Api.h" #include "pico/stdlib.h" #include <ios> #define SECT_ "bsp" critical_section_t g_bspGlobalCritSec_; #ifdef USE_BSP_NO_STDIO #define INIT_STDIO() #else #define INIT_STDIO stdio_init_all #endif /////////////////////////////////////////// void Bsp_Api_initialize( void ) { // Initialize STDIO INIT_STDIO(); // Initialize the global critical section critical_section_init( &g_bspGlobalCritSec_ ); // Configure the LEDs as output pins gpio_init( OPTION_BSP_DEBUG_LED1_INDEX ); gpio_set_dir( OPTION_BSP_DEBUG_LED1_INDEX, GPIO_OUT ); } //////////////////////////////////////////////////// /* ** Method stubs to satisfy the linker -->NOTE: C++ Streams are NOT supported by this BSP */ //void std::ios_base::Init::_S_ios_destroy() //{ //} // //void std::ios_base::Init::_S_ios_create( bool ) //{ //} std::ios_base::Init::Init() { } std::ios_base::Init::~Init() { } //void *operator new(size_t size, std::nothrow_t const&){ // return malloc( size ); //} // //void *operator new[]( size_t size, std::nothrow_t const& ) { // return malloc( size ); //} // //const std::nothrow_t std::nothrow;
411
0.772403
1
0.772403
game-dev
MEDIA
0.12419
game-dev
0.542965
1
0.542965
wuhaoyu1990/KingdomRush
5,852
Classes/Scene/GameView.cpp
#include "GameView.h" #include "TransitionGame.h" #include "WelcomeScene.h" #include "MapFlag.h" #include "Road.h" #include "GameViewMenu.h" #include "GameManager.h" #include "RespirationSprite.h" #include "SoundManager.h" USING_NS_CC; Scene* GameView::createScene() { auto scene = Scene::create(); auto layer = GameView::create(); auto menuLayer = GameViewMenu::create(); scene->addChild(layer); scene->addChild(menuLayer); return scene; } bool GameView::init() { if ( !Layer::init() ) { return false; } instance = GameManager::getInstance(); //в //UserDefault::getInstance()->setIntegerForKey(instance->LEVELX_DOWNCOUNT,0); winSize = Director::getInstance()->getWinSize(); bgSprite = Sprite::createWithSpriteFrameName("MapBackground.png"); bgSprite->setAnchorPoint(Vec2::ZERO); bgSprite->setPosition(Vec2::ZERO); mapFlagPointVector.push_back(Point(375,775)); mapFlagPointVector.push_back(Point(495,735)); mapFlagPointVector.push_back(Point(510,620)); mapFlagPointVector.push_back(Point(370,575)); mapFlagPointVector.push_back(Point(205,505)); mapFlagPointVector.push_back(Point(455,305)); mapFlagPointVector.push_back(Point(690,420)); mapFlagPointVector.push_back(Point(855,254)); mapFlagPointVector.push_back(Point(1020,340)); mapFlagPointVector.push_back(Point(934,490)); mapFlagPointVector.push_back(Point(830,560)); mapFlagPointVector.push_back(Point(795,710)); mapFlagPointVector.push_back(Point(910,770)); mapFlagPointVector.push_back(Point(1015,770)); addChild(bgSprite); //ӵ· addRoad(); // addMapFlag(); //this->setPosition(Point(0,winSize.height-bgSprite->getContentSize().height)); int newReady = UserDefault::getInstance()->getIntegerForKey(instance->LEVELX_NEWDOWN,0); Point location = Point(); location.x = winSize.width/2 - mapFlagPointVector.at(newReady).x; location.y = winSize.height/2 - mapFlagPointVector.at(newReady).y; auto bgSpriteCurrSize = bgSprite->getBoundingBox().size; location.x = MIN(location.x,0); location.x = MAX(location.x, -bgSpriteCurrSize.width + winSize.width); location.y = MIN(location.y,0); location.y = MAX(location.y, -bgSpriteCurrSize.height + winSize.height); this->setPosition(location); auto listener = EventListenerTouchAllAtOnce::create(); // 2 󶨴¼ listener->onTouchesBegan = CC_CALLBACK_2(GameView::onTouchesBegan, this);// ʼʱ listener->onTouchesMoved = CC_CALLBACK_2(GameView::onTouchesMoved, this);// ƶʱ // 3 Ӽ _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, bgSprite); auto listenerkeyPad = EventListenerKeyboard::create(); listenerkeyPad->onKeyReleased = CC_CALLBACK_2(GameView::onKeyReleased, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(listenerkeyPad, this); SoundManager::playGameTheme1(); return true; } void GameView::onEnterTransitionDidFinish() { int newReady = UserDefault::getInstance()->getIntegerForKey(instance->LEVELX_NEWDOWN,0); if(newReady<=12){//13 if(UserDefault::getInstance()->getIntegerForKey(instance->SLOTX_DOWNCOUNT,0)!=newReady){ UserDefault::getInstance()->setIntegerForKey(instance->SLOTX_DOWNCOUNT,newReady); mapFlagVector.at(newReady-1)->changeType(0); auto sequence = Sequence::create( CallFuncN::create(CC_CALLBACK_0(MapFlag::startSuccessAnimation, mapFlagVector.at(newReady-1))) ,CallFuncN::create(CC_CALLBACK_0(Road::buildRoadAnimation, road,newReady-1)) ,DelayTime::create(1.5f) ,CallFuncN::create(CC_CALLBACK_0(GameView::addNewMapFlag,this ,newReady)) ,NULL); runAction(sequence); } } } void GameView::addNewMapFlag(int num) { auto mapFlag = MapFlag::createWithLevel(num); mapFlag->setPosition(mapFlagPointVector.at(num)); addChild(mapFlag); mapFlagVector.pushBack(mapFlag); mapFlag->startDropdownAnimation(); } void GameView::addRoad() { road = Road::create(); road->setPosition(Point(635,500)); addChild(road); } void GameView::onTouchesMoved(const std::vector<Touch*>& touches, Event *event) { if(touches.size() == 1) // ƶ { // ʱtouchesֻһTouchͨtouches[0]ͿԵõ auto touch = touches[0]; // 㻬еĻ auto diff = touch->getDelta(); // õǰbgSpriteλ auto currentPos = this->getPosition(); // õbgSpriteӦڵλ auto pos = currentPos + diff; // õ˿bgSpriteijߴ auto bgSpriteCurrSize = bgSprite->getBoundingBox().size; //߽ƣԼposλ pos.x = MIN(pos.x, bgSpriteCurrSize.width * bgSprite->getAnchorPoint().x); pos.x = MAX(pos.x, -bgSpriteCurrSize.width + winSize.width + bgSpriteCurrSize.width * bgSprite->getAnchorPoint().x); pos.y = MIN(pos.y, bgSpriteCurrSize.height * bgSprite->getAnchorPoint().y); pos.y = MAX(pos.y, -bgSpriteCurrSize.height + winSize.height + bgSpriteCurrSize.height * bgSprite->getAnchorPoint().y); this->setPosition(pos); } } void GameView::onTouchesBegan(const std::vector<Touch*>& touches, Event *event) { } void GameView::onKeyReleased(EventKeyboard::KeyCode keycode, Event* event) { if(keycode==EventKeyboard::KeyCode::KEY_BACK) { auto scene = WelcomeScene::createScene(); Director::getInstance()->replaceScene(TransitionGame::create(2.0f,scene)); } } void GameView::addMapFlag() { int count = UserDefault::getInstance()->getIntegerForKey(instance->SLOTX_DOWNCOUNT,0); for(int i=0;i<= count;i++) { auto mapFlag = MapFlag::createWithLevel(i); mapFlag->setPosition(mapFlagPointVector.at(i)); mapFlagVector.pushBack(mapFlag); if(i == count) { mapFlag->setStarClose(); } addChild(mapFlag); } if(UserDefault::getInstance()->getIntegerForKey(instance->LEVELX_NEWDOWN,0)==0){ auto respirationSprite = RespirationSprite::createRespirationSprite("mapBalloon_starthere.png"); respirationSprite->setPosition(Point(375,855)); addChild(respirationSprite); } }
411
0.790602
1
0.790602
game-dev
MEDIA
0.780092
game-dev
0.779552
1
0.779552
vmbatlle/super-mario-kart
6,853
src/audio/audio.h
#pragma once #include <SFML/Audio.hpp> #include <mutex> #include "entities/enums.h" // all music annotations are based on this video: // https://www.youtube.com/watch?v=AlAmXXNz5ac enum class Music : int { MENU_TITLE_SCREEN, // mario kart main menu MENU_PLAYER_CIRCUIT, // player & circuit/gp selection CIRCUIT_ANIMATION_START, // race start jingle (before semaphore) CIRCUIT_NORMAL, // circuit's theme for laps 1-4 CIRCUIT_LAST_LAP, // circuit's theme for lap 5 CONGRATULATIONS_SCREEN, // you won the grand prix CIRCUIT_PLAYER_WIN, // you won the race CIRCUIT_PLAYER_LOSE, // you lose the grand prix __COUNT, }; enum class SFX : int { MENU_INTRO_SCREEN_DING, // nintendo "ding" MENU_SELECTION_ACCEPT, // title screen (all presses) and player/circuit // (only 'select'/'confirm' actions) MENU_SELECTION_CANCEL, // title screen (back) and player/circuit MENU_SELECTION_MOVE, // player/circuit (cursor move) CIRCUIT_LAKITU_SEMAPHORE, // 3-2-1 semaphore CIRCUIT_LAKITU_WARNING, // player going backwards CIRCUIT_COLLISION, // player hits an object CIRCUIT_COLLISION_PIPE, // player hits a pipe CIRCUIT_PASS_MOTOR, // played when a player passes you (doppler?) CIRCUIT_OVERTAKE_UP, // played when you overtake a player (ui update) CIRCUIT_OVERTAKE_DOWN, // played when a player overtakes you (ui update) CIRCUIT_LAST_LAP_NOTICE, CIRCUIT_GOAL_END, // finished all 5 laps CIRCUIT_END_VICTORY, // finished lap 5, small driver animation & standings CIRCUIT_END_DEFEAT, // finished lap 5 ( but in bad position :-( ) // ---------------- CIRCUIT_PLAYER_MOTOR, // your background motor noise (depends on speed) CIRCUIT_PLAYER_MOTOR_SPOOK, // special motor noise for ghost valley CIRCUIT_PLAYER_BRAKE, // player hit brake CIRCUIT_PLAYER_DRIFT, // drift noise CIRCUIT_PLAYER_DRIFT_SPOOK, // special drift noise for ghost valley CIRCUIT_MATERIAL_GRASS, // moving over grass terrain CIRCUIT_MATERIAL_WOOD, // moving over wood terrain (normal) CIRCUIT_MATERIAL_SPOOK, // moving over wood terrain (ghost valley) // ---------------- CIRCUIT_PLAYER_JUMP, // noise before drifting/using jump pad CIRCUIT_PLAYER_LANDING, // noise after drifting/using jump pad CIRCUIT_PLAYER_FALL, // falling to empty CIRCUIT_PLAYER_FALL_WATER, // falling to water CIRCUIT_PLAYER_FALL_LAVA, // falling to lava CIRCUIT_PLAYER_HIT, // banana hit CIRCUIT_PLAYER_SMASH, // thwomp smash CIRCUIT_PLAYER_GROW, // change size to normal CIRCUIT_PLAYER_SHRINK, // change size to small CIRCUIT_COIN, // floor coin get // OR player hits you and you lose a coin // ---------------- CIRCUIT_ITEM_RANDOMIZING, // jingle while your object is randomized CIRCUIT_ITEM_GET, // ding ding ding after pressing a question panel CIRCUIT_ITEM_USE_LAUNCH, // use item and launch it forward (ex. banana) CIRCUIT_ITEM_USE_UP, // use item forward (don't launch, ex. shell) CIRCUIT_ITEM_USE_DOWN, // use item and launch it behind you CIRCUIT_ITEM_COIN, // use coin item CIRCUIT_ITEM_STAR, // use star item CIRCUIT_ITEM_MUSHROOM, // use mushroom item CIRCUIT_ITEM_THUNDER, // use thunder item CIRCUIT_ITEM_RED_SHELL, // ------------ RESULTS_POINTS_UPDATE, // leaderboard point update animation __COUNT, }; class Audio { private: static constexpr const float VOLUME_MULTIPLIER = 0.8f; static constexpr const float VOLUME_LOG_EXP = 1.0f; // max true volume val. std::array<sf::Music, (int)Music::__COUNT> musicList; std::array<sf::SoundBuffer, (int)SFX::__COUNT> sfxList; std::array<int, (int)SFX::__COUNT> sfxLastIndex = {-1}; std::array<sf::Music, (int)MenuPlayer::__COUNT> sfxEngines; unsigned int playerIndex = 0; bool raceMode = false; bool enginesPlaying = false; std::mutex musicMutex, sfxMutex; static const int MAX_SOUNDS = 32; std::array<sf::Sound, MAX_SOUNDS> playingSounds; int currentSoundIndex = 0; int lastDurableSFXIndex = 0; static Audio instance; float musicVolumePct, sfxVolumePct; float getMusicValue, getSFXValue; Audio() { musicVolumePct = logFunc(0.5f) * 100.0; sfxVolumePct = logFunc(0.5f) * 100.0; getMusicValue = 0.5f; getSFXValue = 0.5f; } static SFX loadDing(); // small sound before everything starts loading :-) static void loadAll(); // load rest of the assets meanwhile static float logFunc(const float value); void load(const Music music, const std::string &filename); void load(const SFX sfx, const std::string &filename); friend class StateInitLoad; public: static void loadCircuit(const std::string &folder); static void play(const Music music, bool loop = true); static void play(const SFX sfx, bool loop = false); static bool isPlaying(const SFX sfx); // fades out in 2s (aprox) by default static void fadeOut(const Music music, const sf::Time &deltaTime, const sf::Time &time = sf::seconds(2.0f)); static void pauseMusic(); static void pauseSFX(); static void resumeMusic(); static void resumeSFX(); static void stopSFX(); static void stop(const SFX sfx); static void stopMusic(); // set volume as percent 0-1 static void setVolume(const float musicVolumePct, const float sfxVolumePct); static float getMusicVolume() { // return instance.musicVolumePct / (100.0f * VOLUME_MULTIPLIER); return instance.getMusicValue; } static float getSfxVolume() { // instance.sfxVolumePct / (100.0f * VOLUME_MULTIPLIER); return instance.getSFXValue; } static void setPitch(const SFX sfx, const float sfxPitch); static void playEngines(unsigned int playerIndex, bool raceMode = true); static void playEngines(bool playerOnly = false); static void setEngineVolume(unsigned int i, float volume = 100.0f); static void setEnginesVolume(float volume = 100.0f); static void updateEngine(unsigned int i, sf::Vector2f position, float height, float speedForward, float speedTurn); static void updateEngine(sf::Vector2f position, float height, float speedForward, float speedTurn); static void updateListener(sf::Vector2f position, float angle, float height); static void pauseEngines(); static void resumeEngines(); static void stopEngines(); };
411
0.736463
1
0.736463
game-dev
MEDIA
0.891575
game-dev
0.970682
1
0.970682
LekKit/ScalarEvolution
5,250
src/main/java/lekkit/scev/inventory/InventoryItem.java
package lekkit.scev.inventory; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.inventory.IInventory; import net.minecraft.item.ItemStack; import net.minecraft.nbt.NBTTagCompound; import net.minecraft.nbt.NBTTagList; import net.minecraftforge.common.util.Constants; public class InventoryItem implements IInventory { private final ItemStack item_stack; private final int inv_size; private ItemStack[] inventory; public InventoryItem(ItemStack stack, int size) { item_stack = stack; inv_size = size; inventory = new ItemStack[inv_size]; if (!item_stack.hasTagCompound()) { item_stack.setTagCompound(new NBTTagCompound()); } readFromNBT(item_stack.getTagCompound()); } public ItemStack getInventoryItemStack() { return item_stack; } @Override public int getSizeInventory() { return inventory.length; } @Override public ItemStack getStackInSlot(int slot) { if (slot < inv_size) { return inventory[slot]; } return null; } @Override public ItemStack decrStackSize(int slot, int amount) { ItemStack stack = getStackInSlot(slot); if (stack != null) { if (stack.stackSize > amount) { stack = stack.splitStack(amount); // Don't forget this line or your inventory will not be saved! markDirty(); } else { // this method also calls onInventoryChanged, so we don't need to call it again setInventorySlotContents(slot, null); } } return stack; } @Override public ItemStack getStackInSlotOnClosing(int slot) { ItemStack stack = getStackInSlot(slot); setInventorySlotContents(slot, null); return stack; } @Override public void setInventorySlotContents(int slot, ItemStack stack) { inventory[slot] = stack; if (stack != null && stack.stackSize > getInventoryStackLimit()) { stack.stackSize = getInventoryStackLimit(); } // Don't forget this line or your inventory will not be saved! markDirty(); } @Override public String getInventoryName() { return ""; } @Override public boolean hasCustomInventoryName() { return false; } @Override public int getInventoryStackLimit() { return 1; } /** * This is the method that will handle saving the inventory contents, as it is called (or should be called!) * anytime the inventory changes. Perfect. Much better than using onUpdate in an Item, as this will also * let you change things in your inventory without ever opening a Gui, if you want. */ @Override public void markDirty() { for (int i = 0; i < getSizeInventory(); ++i) { if (getStackInSlot(i) != null && getStackInSlot(i).stackSize == 0) { inventory[i] = null; } } // This line here does the work: writeToNBT(item_stack.getTagCompound()); } @Override public boolean isUseableByPlayer(EntityPlayer entityplayer) { return entityplayer.getHeldItem() == item_stack; } @Override public void openInventory() {} @Override public void closeInventory() {} @Override public boolean isItemValidForSlot(int slot, ItemStack itemstack) { // Don't want to be able to store the inventory item within itself // Bad things will happen, like losing your inventory // Actually, this needs a custom Slot to work return itemstack.getItem() != item_stack.getItem(); } public void readFromNBT(NBTTagCompound compound) { NBTTagList items = compound.getTagList("Items", Constants.NBT.TAG_COMPOUND); inventory = new ItemStack[inv_size]; for (int i = 0; i < items.tagCount(); ++i) { NBTTagCompound item = (NBTTagCompound) items.getCompoundTagAt(i); int slot = item.getInteger("Slot"); // Just double-checking that the saved slot index is within our inventory array bounds if (slot >= 0 && slot < inv_size) { inventory[slot] = ItemStack.loadItemStackFromNBT(item); } } } public void writeToNBT(NBTTagCompound tagcompound) { // Create a new NBT Tag List to store itemstacks as NBT Tags NBTTagList items = new NBTTagList(); for (int i = 0; i < inv_size; ++i) { // Only write stacks that contain items if (getStackInSlot(i) != null) { // Make a new NBT Tag Compound to write the itemstack and slot index to NBTTagCompound item = new NBTTagCompound(); item.setInteger("Slot", i); // Writes the itemstack in slot(i) to the Tag Compound we just made getStackInSlot(i).writeToNBT(item); // add the tag compound to our tag list items.appendTag(item); } } // Add the TagList to the ItemStack's Tag Compound with the name "Items" tagcompound.setTag("Items", items); } }
411
0.921946
1
0.921946
game-dev
MEDIA
0.996416
game-dev
0.918927
1
0.918927
prolog/shadow-of-the-wyrm
2,125
engine/calculators/source/IntimidationCalculator.cpp
#include "IntimidationCalculator.hpp" #include "CurrentCreatureAbilities.hpp" #include "RaceManager.hpp" const int IntimidationCalculator::MAX_PCT_CHANCE_INTIMIDATION = 85; const int IntimidationCalculator::INTIMIDATION_DIVISOR = 3; const int IntimidationCalculator::CHARISMA_DIVISOR = 4; const int IntimidationCalculator::LEVEL_DIVISOR = 2; int IntimidationCalculator::calculate_pct_chance_intimidated(CreaturePtr attacking_creature, CreaturePtr attacked_creature) { int pct_chance = 0; CurrentCreatureAbilities cca; if (attacking_creature != nullptr && attacked_creature != nullptr && cca.can_act(attacked_creature)) { RaceManager rm; Race* race = rm.get_race(attacked_creature->get_race_id()); if (race != nullptr && race->get_mindless()) { return 0; } bool attacking_raging = attacking_creature->has_status(StatusIdentifiers::STATUS_ID_RAGE); if (attacking_raging) { return 0; } int attack_intim = attacking_creature->get_skills().get_value(SkillType::SKILL_GENERAL_INTIMIDATION); int attack_cha = attacking_creature->get_charisma().get_current(); int attack_level = attacking_creature->get_level().get_current(); int attacked_intim = attacked_creature->get_skills().get_value(SkillType::SKILL_GENERAL_INTIMIDATION); int attacked_cha = attacked_creature->get_charisma().get_current(); int attacked_level = attacked_creature->get_level().get_current(); // Check to see if the attacked creature has intimidation - this can cause // the attacker to pull back in fear. if (attacked_intim > 0) { int attack = (attack_intim / INTIMIDATION_DIVISOR) + (attack_cha / CHARISMA_DIVISOR) + (attack_level / LEVEL_DIVISOR); int attacked = (attacked_intim / INTIMIDATION_DIVISOR) + (attacked_cha / CHARISMA_DIVISOR) + (attacked_level / LEVEL_DIVISOR); pct_chance = attacked - attack; pct_chance = std::max(0, pct_chance); pct_chance = std::min(MAX_PCT_CHANCE_INTIMIDATION, pct_chance); } } return pct_chance; } #ifdef UNIT_TESTS #include "unit_tests/IntimidationCalculator_test.cpp" #endif
411
0.870529
1
0.870529
game-dev
MEDIA
0.978184
game-dev
0.674074
1
0.674074
WispSnow/SDLShooter
1,923
src/Game.h
#ifndef GAME_H #define GAME_H #include "Scene.h" #include "Object.h" #include <SDL.h> #include <SDL_image.h> #include <SDL_ttf.h> #include <string> #include <map> class Game { public: static Game& getInstance(){ static Game instance; return instance; } ~Game(); void run(); void init(); void clean(); void changeScene(Scene* scene); void handleEvent(SDL_Event *event); void update(float deltaTime); void render(); // 渲染文字函数 SDL_Point renderTextCentered(std::string text, float posY, bool isTitle); void renderTextPos(std::string text, int posX, int posY, bool isLeft = true); // setters void setFinalScore(int score) { finalScore = score; } void insertLeaderBoard(int score, std::string name); // 插入排行榜 // getters SDL_Window* getWindow() { return window; } SDL_Renderer* getRenderer() { return renderer; } int getWindowWidth() { return windowWidth; } int getWindowHeight() { return windowHeight; } int getFinalScore() { return finalScore; } std::multimap<int, std::string, std::greater<int>>& getLeaderBoard() { return leaderBoard;} // 返回leaderBoard的引用 private: Game(); // 删除拷贝与赋值构造函数 Game(const Game&) = delete; Game& operator=(const Game&) = delete; TTF_Font* titleFont; TTF_Font* textFont; bool isRunning = true; bool isFullscreen = false; Scene* currentScene = nullptr; SDL_Window* window = nullptr; SDL_Renderer* renderer = nullptr; int windowWidth = 600; int windowHeight = 800; int FPS = 60; Uint32 frameTime; float deltaTime; int finalScore = 0; Background nearStars; Background farStars; std::multimap<int, std::string, std::greater<int>> leaderBoard; // 使用multimap来存储分数和名字,分数作为键,名字作为值 void backgroundUpdate(float deltaTime); void renderBackground(); void saveData(); void loadData(); }; #endif
411
0.672588
1
0.672588
game-dev
MEDIA
0.50678
game-dev,graphics-rendering
0.514839
1
0.514839
ejoy/vaststars
6,130
startup/pkg/vaststars.gameplay/interface/assembling.lua
local prototype = require "prototype" local query = require "prototype".queryById local iFluidbox = require "interface.fluidbox" local iBuilding = require "interface.building" local iChest = require "interface.chest" local cChest = require "vaststars.chest.core" local STATUS_IDLE <const> = 0 local STATUS_DONE <const> = 1 local function isFluidId(id) local pt = query(id) for _, t in ipairs(pt.type) do if t == "fluid" then return true end end return false end local function findFluidbox(init, id) local name = query(id).name for i, v in ipairs(init) do if name == v then return i end end return 0 end local function createFluidBox(init, recipe, fluidboxes, items) local input_fluids = {} local output_fluids = {} local ingredients_n <const> = #recipe.ingredients//4 - 1 local results_n <const> = #recipe.results//4 - 1 assert(ingredients_n <= 16 and results_n <= 16) for idx = 1, ingredients_n + results_n do local s = items[idx] if s.type == "none" then local fluid_idx = findFluidbox(init.input, s.item) if fluid_idx ~= 0 then if fluid_idx > 4 then error "The assembling does not support this recipe." end input_fluids[fluid_idx] = idx fluidboxes["in"..fluid_idx.."_limit"] = s.limit end end end for idx = 1, results_n do local s = items[ingredients_n + idx] if s.type == "none" then local fluid_idx = findFluidbox(init.output, s.item) if fluid_idx ~= 0 then if fluid_idx > 3 then error "The assembling does not support this recipe." end output_fluids[fluid_idx] = ingredients_n + idx fluidboxes["out"..fluid_idx.."_limit"] = s.limit end end end local fluidbox_in = 0 local fluidbox_out = 0 for i = 4, 1, -1 do fluidbox_in = (fluidbox_in << 4) | (input_fluids[i] or 0) end for i = 3, 1, -1 do fluidbox_out = (fluidbox_out << 4) | (output_fluids[i] or 0) end return fluidbox_in, fluidbox_out end local InvalidChest <const> = 0 local function chest_destroy(world, chest, recycle) return cChest.destroy(world._cworld, chest.chest, recycle) end local function assembling_reset(world, e) local chest = e.chest local olditems = {} if chest.chest ~= InvalidChest then for i = 1, 256 do local slot = cChest.get(world._cworld, chest.chest, i) if not slot then break end if slot.type ~= "none" then assert(not olditems[slot.item]) olditems[i] = slot end end chest_destroy(world, chest, true) chest.chest = InvalidChest iBuilding.dirty(world, "chest") end end local function assembling_reset_items(world, recipe, chest, option, maxslot) local ingredients_n <const> = #recipe.ingredients//4 - 1 local results_n <const> = #recipe.results//4 - 1 local olditems = {} local newitems = {} if chest.chest ~= InvalidChest then for i = 1, 256 do local slot = cChest.get(world._cworld, chest.chest, i) if not slot then break end olditems[slot.item] = (olditems[slot.item] or 0) + slot.amount end end local function create_slot(type, id, limit) local amount = 0 if olditems[id] then amount = olditems[id] olditems[id] = nil end newitems[#newitems+1] = { type = type, item = id, limit = limit, amount = amount, } end for idx = 1, ingredients_n do local id, n = string.unpack("<I2I2", recipe.ingredients, 4*idx+1) create_slot(isFluidId(id) and "none" or "demand", id, n * option.ingredientsLimit) end for idx = 1, results_n do local id, n = string.unpack("<I2I2", recipe.results, 4*idx+1) create_slot(isFluidId(id) and "none" or "supply", id, n * option.resultsLimit) end for item, amount in pairs(olditems) do if amount > 0 then create_slot("supply", item, amount) end if #newitems >= maxslot then break end end return newitems end local function assembling_set(world, e, recipe, option, maxslot) local chest = e.chest option = option or { ingredientsLimit = 2, resultsLimit = 2, } local items = assembling_reset_items(world, recipe, chest, option, maxslot) if chest.chest ~= InvalidChest then chest_destroy(world, chest, false) end chest.chest = iChest.create(world, items) iBuilding.dirty(world, "chest") return items end local function del_recipe(world, e) local assembling = e.assembling assembling.progress = 0 assembling.status = STATUS_IDLE assembling.recipe = 0 assembling.fluidbox_in = 0 assembling.fluidbox_out = 0 assembling_reset(world, e) end local function set_recipe(world, e, pt, recipe_name, fluids, option) iFluidbox.update_fluidboxes(world, e, pt, fluids) if recipe_name == nil then del_recipe(world, e) return end local assembling = e.assembling local recipe = assert(prototype.queryByName(recipe_name), "unknown recipe: "..recipe_name) if assembling.recipe == recipe.id then return end assembling.recipe = recipe.id assembling.progress = 0 assembling.status = STATUS_IDLE local items = assembling_set(world, e, recipe, option, pt.maxslot) if fluids and pt.fluidboxes then local fluidbox_in, fluidbox_out = createFluidBox(fluids, recipe, e.fluidboxes, items) assembling.fluidbox_in = fluidbox_in assembling.fluidbox_out = fluidbox_out else assembling.fluidbox_in = 0 assembling.fluidbox_out = 0 end end return { set_recipe = set_recipe, }
411
0.665221
1
0.665221
game-dev
MEDIA
0.911138
game-dev
0.86087
1
0.86087
alexkulya/pandaria_5.4.8
120,390
src/server/scripts/Northrend/Ulduar/Ulduar/boss_mimiron.cpp
/* * This file is part of the Pandaria 5.4.8 Project. See THANKS file for Copyright information * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 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 General Public License for * more details. * * You should have received a copy of the GNU General Public License along * with this program. If not, see <http://www.gnu.org/licenses/>. */ #include "ScriptMgr.h" #include "SpellScript.h" #include "ulduar.h" #include "Unit.h" #include "Vehicle.h" #include "PassiveAI.h" #include <limits> #include <map> #include "ace/Mutex.h" enum Yells { // Mimiron SAY_AGGRO = 0, SAY_HARDMODE_ON = 1, SAY_MKII_ACTIVATE = 2, SAY_MKII_SLAY = 3, SAY_MKII_DEATH = 4, SAY_VX001_ACTIVATE = 5, SAY_VX001_SLAY = 6, SAY_VX001_DEATH = 7, SAY_AERIAL_ACTIVATE = 8, SAY_AERIAL_SLAY = 9, SAY_AERIAL_DEATH = 10, SAY_V07TRON_ACTIVATE = 11, SAY_V07TRON_SLAY = 12, SAY_V07TRON_DEATH = 13, SAY_BERSERK = 14, // Leviathan MK II EMOTE_PLASMA_BLAST = 0, // Computer SAY_SELF_DESTRUCT_START = 0, SAY_SELF_DESTRUCT_6 = 1, SAY_SELF_DESTRUCT_5 = 2, SAY_SELF_DESTRUCT_4 = 3, SAY_SELF_DESTRUCT_3 = 4, SAY_SELF_DESTRUCT_2 = 5, SAY_SELF_DESTRUCT_1 = 6, SAY_SELF_DESTRUCT_0 = 7, SAY_SELF_DESTRUCT_7 = 8, SAY_SELF_DESTRUCT_8 = 9, SAY_SELF_DESTRUCT_9 = 10, SAY_SELF_DESTRUCT_10 = 11, SAY_SELF_DESTRUCT_END = 12, }; enum Spells { SPELL_JETPACK = 63341, // Unused SPELL_EMERGENCY_MODE = 64582, SPELL_SELF_REPAIR = 64383, // Leviathan MK II SPELL_MINES_SPAWN = 65347, SPELL_FLAME_SUPPRESSANT_MK = 64570, SPELL_NAPALM_SHELL = 63666, SPELL_PLASMA_BLAST = 62997, SPELL_PROXIMITY_MINES = 63027, SPELL_SHOCK_BLAST = 63631, SPELL_EXPLOSION = 66351, SPELL_EXPLOSION_25 = 63009, SPELL_DEATH_GRIP = 49560, // used at MK turret's immunity // VX 001 SPELL_FROSTBOMB = 64623, // 64627 ? SPELL_FROST_BOMB_VISUAL = 64624, SPELL_FROST_BOMB_EXPLOSION_10 = 64626, SPELL_FROST_BOMB_EXPLOSION_25 = 65333, SPELL_P3WX2_LASER_BARRAGE = 63293, // Cast through SPELL_SPINNING_UP SPELL_P3WX2_LASER_BARRAGE_LEVIATHAN = 66490, // Root aura on Leviathan Mk II SPELL_RAPID_BURST = 63382, SPELL_RAPID_BURST_LEFT_10 = 63387, SPELL_RAPID_BURST_RIGHT_10 = 64019, SPELL_RAPID_BURST_LEFT_25 = 64531, SPELL_RAPID_BURST_RIGHT_25 = 64532, SPELL_ROCKET_STRIKE = 63036, SPELL_ROCKET_STRIKE_AURA = 64064, SPELL_ROCKET_STRIKE_DMG = 63041, SPELL_SPINNING_UP = 63414, SPELL_HEAT_WAVE = 63677, SPELL_HAND_PULSE = 64348, SPELL_SELF_STUN = 14821, SPELL_BOMB_BOT = 63811, SPELL_SUMMON_SCRAP_BOT_JUNK_BOT = 63819, SPELL_SUMMON_SCRAP_BOT_TRIGGER_JUNK_BOT = 63820, SPELL_SUMMON_SCRAP_BOT_AURA_JUNK_BOT = 64398, SPELL_SUMMON_SCRAP_BOT_TRIGGER_ASSAULT_BOT = 64425, SPELL_SUMMON_SCRAP_BOT_AURA_ASSAULT_BOT = 64426, SPELL_SUMMON_SCRAP_BOT_ASSAULT_BOT = 64427, SPELL_SUMMON_FIRE_BOT_TRIGGER = 64620, SPELL_SUMMON_FIRE_BOT_AURA = 64621, SPELL_SUMMON_FIRE_BOT = 64622, // Aerial Command Unit SPELL_PLASMA_BALL = 63689, SPELL_MAGNETIC_CORE = 64436, SPELL_MAGNETIC_CORE_VISUAL = 64438, SPELL_BOOM_BOT = 63767, SPELL_BOOM_BOT_PERIODIC = 63801, SPELL_MAGNETIC_FIELD = 64668, SPELL_HOVER = 57764, // Set Hover position SPELL_BERSERK = 47008, // Additonal spells SPELL_DEAFENING_SIREN = 64616, SPELL_SELF_DESTRUCTION = 64610, SPELL_SELF_DESTRUCTION_VISUAL = 64613, SPELL_FLAME_SUPPRESSANT_VX001 = 65192, SPELL_SUMMON_FLAMES_INITIAL = 64563, SPELL_FLAME = 64561, SPELL_NOT_SO_FRIENDLY_FIRE = 65040, SPELL_WATER_SPRAY = 64619, SPELL_RIDE_VEHICLE = 46598, }; enum Events { // Mimiron EVENT_CHECK_TARGET = 1, EVENT_ENRAGE = 2, EVENT_FLAME = 3, EVENT_STEP_1 = 4, EVENT_STEP_2 = 5, EVENT_STEP_3 = 6, EVENT_STEP_4 = 7, EVENT_STEP_5 = 8, EVENT_STEP_6 = 9, EVENT_STEP_7 = 10, EVENT_STEP_8 = 11, EVENT_STEP_9 = 12, EVENT_CHECK_BOTALIVE = 13, // Leviathan MK II EVENT_PROXIMITY_MINE = 14, EVENT_NAPALM_SHELL = 15, EVENT_PLASMA_BLAST = 16, EVENT_SHOCK_BLAST = 17, EVENT_FLAME_SUPPRESSANT = 18, // VX-001 EVENT_RAPID_BURST = 19, EVENT_LASER_BARRAGE = 20, EVENT_LASER_BARRAGE_END = 21, EVENT_ROCKET_STRIKE = 22, EVENT_HEAT_WAVE = 23, EVENT_HAND_PULSE = 24, EVENT_FROST_BOMB = 25, EVENT_FLAME_SUPPRESSANT_VX001 = 26, // Aerial unit EVENT_PLASMA_BALL = 27, EVENT_REACTIVATE_AERIAL = 28, EVENT_SUMMON_JUNK_BOT = 29, EVENT_SUMMON_ASSAULT_BOT = 30, EVENT_SUMMON_BOOM_BOT = 31, EVENT_SUMMON_FIRE_BOT = 32, // Computer EVENT_SELF_DESTRUCT_MIMIRON_YELL, EVENT_SELF_DESTRUCT_10, EVENT_SELF_DESTRUCT_9, EVENT_SELF_DESTRUCT_8, EVENT_SELF_DESTRUCT_7, EVENT_SELF_DESTRUCT_6, EVENT_SELF_DESTRUCT_5, EVENT_SELF_DESTRUCT_4, EVENT_SELF_DESTRUCT_3, EVENT_SELF_DESTRUCT_2, EVENT_SELF_DESTRUCT_1, }; enum Phases { // Mimiron PHASE_IDLE = 0, PHASE_INTRO = 1, PHASE_COMBAT = 2, PHASE_VX001_ACTIVATION = 3, PHASE_AERIAL_ACTIVATION = 4, PHASE_V0L7R0N_ACTIVATION = 5, // Leviathan MK II PHASE_LEVIATHAN_SOLO__GLOBAL_1 = 6, PHASE_LEVIATHAN_ASSEMBLED__GLOBAL_4 = 7, // VX-001 PHASE_VX001_SOLO__GLOBAL_2 = 8, PHASE_VX001_ASSEMBLED__GLOBAL_4 = 9, // Aerial unit PHASE_AERIAL_SOLO__GLOBAL_3 = 10, PHASE_AERIAL_ASSEMBLED__GLOBAL_4 = 11, }; enum Actions { DO_START_ENCOUNTER = 1, DO_ACTIVATE_VX001 = 2, DO_START_VX001 = 3, DO_ACTIVATE_AERIAL = 4, DO_START_AERIAL = 5, DO_DISABLE_AERIAL = 6, DO_ACTIVATE_V0L7R0N = 7, DO_LEVIATHAN_ASSEMBLED = 8, DO_LEVIATHAN_SELF_REPAIR_START = 9, DO_LEVIATHAN_SELF_REPAIR_END = 10, DO_VX001_ASSEMBLED = 11, DO_VX001_SELF_REPAIR_START = 12, DO_VX001_SELF_REPAIR_END = 13, DO_AERIAL_ASSEMBLED = 14, DO_AERIAL_SELF_REPAIR_START = 15, DO_AERIAL_SELF_REPAIR_END = 16, DO_ENTER_ENRAGE = 17, DO_ACTIVATE_HARD_MODE = 18, DO_INCREASE_FLAME_COUNT = 19, DO_DECREASE_FLAME_COUNT = 20, DATA_GET_HARD_MODE = 21, DATA_FLAME_COUNT = 22 }; enum Npcs { NPC_COMPUTER = 34143, NPC_ROCKET = 34050, NPC_BURST_TARGET = 34211, NPC_JUNK_BOT = 33855, NPC_ASSAULT_BOT = 34057, NPC_BOMB_BOT = 33836, NPC_FIRE_BOT = 34147, NPC_FLAMES_INITIAL = 34363, NPC_FLAME_SPREAD = 34121, NPC_FROST_BOMB = 34149, NPC_MKII_TURRET = 34071, NPC_PROXIMITY_MINE = 34362, NPC_MIMIRON_FOCUS = 33835 }; // Achievements #define ACHIEVEMENT_SET_UP_US_THE_BOMB RAID_MODE(2989, 3237) // TODO: // Achiev 2989: Criterias 10543, 10544, 10545 // Achiev 3237: Criterias 10546, 10547, 10548 // Which criteria is reponsible for which step ? // 26491 - 38080 - 45033 <- what do these numbers mean ? enum BombIndices // Scripts are present, but criteria-id <-> script is missing { DATA_AVOIDED_PROXIMITY_MINES = 30, DATA_AVOIDED_ROCKET_STRIKES, DATA_AVOIDED_BOOM_BOT_EXPLOSION }; Position const turretPos = {2744.64f, 2569.459f, 364.397f, 0.0f}; #define FLAME_CAP 200 // find a good (blizzlike!) value struct EqualHelper // Helper for Mimirons map that stores the members repair states { EqualHelper(bool& base) : __base(base) { } void operator()(std::pair<uint32, bool> value) { __base = __base && value.second; } private: bool& __base; }; class boss_mimiron : public CreatureScript { public: boss_mimiron() : CreatureScript("boss_mimiron") { } struct boss_mimironAI : public BossAI { boss_mimironAI(Creature* creature) : BossAI(creature, BOSS_MIMIRON) { me->SetReactState(REACT_PASSIVE); _gotEncounterFinished = false; } void DespawnCreatures(uint32 entry, float distance) { std::list<Creature*> creatures; GetCreatureListWithEntryInGrid(creatures, me, entry, distance); if (creatures.empty()) return; for (auto&& creature : creatures) if (creature) creature->DespawnOrUnsummon(); } void Reset() override { _gotEncounterFinished = _gotEncounterFinished || (instance && instance->GetBossState(BOSS_MIMIRON) == DONE); if (_gotEncounterFinished) return; _Reset(); me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_ATTACKABLE_1); me->SetUInt32Value(UNIT_FIELD_NPC_EMOTESTATE, EMOTE_STATE_USE_STANDING); me->SetVisible(true); me->ExitVehicle(); me->GetMotionMaster()->MoveTargetedHome(); instance->SetData(DATA_MIMIRON_ELEVATOR, GO_STATE_ACTIVE); instance->DoUpdateWorldState(WORLD_STATE_MIMIRON, 0); _phase = PHASE_IDLE; events.SetPhase(_phase); _flameCount = 0; _gotHardMode = false; me->GetMap()->SetWorldState(WORLDSTATE_FIRE_FIGHTER, 0); _enraged = false; me->GetMap()->SetWorldState(WORLDSTATE_SET_UP_US_BOMB_MINE, 1); me->GetMap()->SetWorldState(WORLDSTATE_SET_UP_US_BOMB_ROCKET, 1); me->GetMap()->SetWorldState(WORLDSTATE_SET_UP_US_BOMB_BOT, 1); events.ScheduleEvent(EVENT_CHECK_TARGET, 7*IN_MILLISECONDS); DespawnCreatures(NPC_FLAMES_INITIAL, 100.0f); DespawnCreatures(NPC_PROXIMITY_MINE, 100.0f); DespawnCreatures(NPC_ROCKET, 100.0f); DespawnCreatures(NPC_JUNK_BOT, 100.0f); DespawnCreatures(NPC_ASSAULT_BOT, 100.0f); DespawnCreatures(NPC_BOMB_BOT, 100.0f); DespawnCreatures(NPC_FIRE_BOT, 100.0f); for (uint8 data = DATA_LEVIATHAN_MK_II; data <= DATA_AERIAL_UNIT; ++data) if (Creature* creature = ObjectAccessor::GetCreature(*me, instance->GetData64(data))) if (creature->IsAlive()) { creature->ExitVehicle(); creature->AI()->EnterEvadeMode(); } if (GameObject* go = me->FindNearestGameObject(GO_BIG_RED_BUTTON, 200)) { go->SetGoState(GO_STATE_READY); go->SetLootState(GO_JUST_DEACTIVATED); go->RemoveFlag(GAMEOBJECT_FIELD_FLAGS, GO_FLAG_NOT_SELECTABLE); } _isSelfRepairing[DATA_LEVIATHAN_MK_II] = false; _isSelfRepairing[DATA_VX_001] = false; _isSelfRepairing[DATA_AERIAL_UNIT] = false; _avoidedProximityMines = true; _avoidedRocketStrikes = true; _avoidedBoomBotExplosion = true; } void BotAliveCheck() { if (_phase != PHASE_COMBAT) return; _mapMutex.acquire(); bool res = true; // Check if there is still a false value. std::for_each(_isSelfRepairing.begin(), _isSelfRepairing.end(), EqualHelper(res)); _mapMutex.release(); if (res) { // We're down, baby. Creature* Leviathan = ObjectAccessor::GetCreature(*me, instance->GetData64(DATA_LEVIATHAN_MK_II)); Creature* VX_001 = ObjectAccessor::GetCreature(*me, instance->GetData64(DATA_VX_001)); Creature* AerialUnit = ObjectAccessor::GetCreature(*me, instance->GetData64(DATA_AERIAL_UNIT)); if (Leviathan && VX_001 && AerialUnit) { Leviathan->DisappearAndDie(); VX_001->DisappearAndDie(); AerialUnit->DisappearAndDie(); DespawnCreatures(NPC_FLAMES_INITIAL, 100.0f); DespawnCreatures(NPC_PROXIMITY_MINE, 100.0f); DespawnCreatures(NPC_ROCKET, 100); me->ExitVehicle(); EncounterPostProgress(); } } } void EncounterPostProgress() { if (_gotEncounterFinished) return; instance->UpdateEncounterState(ENCOUNTER_CREDIT_KILL_CREATURE, NPC_LEVIATHAN_MKII, nullptr); me->SetReactState(REACT_PASSIVE); me->RemoveAllAuras(); me->AttackStop(); me->SetFaction(35); me->DeleteThreatList(); me->CombatStop(true); if (_gotHardMode) { instance->SetData(DATA_MIMIRON_HARDMODE, true); ComputerTalk(SAY_SELF_DESTRUCT_END); me->m_Events.Schedule(11000, [this]() { Talk(SAY_V07TRON_DEATH); }); } else Talk(SAY_V07TRON_DEATH); instance->DoUpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE, NPC_LEVIATHAN_MKII, 1); _JustDied(); me->DespawnOrUnsummon(30*IN_MILLISECONDS); } void EnterCombat(Unit* /*who*/) override { _gotEncounterFinished = _gotEncounterFinished || (instance && instance->GetBossState(BOSS_MIMIRON) == DONE); if (_gotEncounterFinished) return; _EnterCombat(); me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_ATTACKABLE_1); _phase = PHASE_INTRO; events.SetPhase(_phase); if (_gotHardMode) { events.ScheduleEvent(EVENT_FLAME, 5*IN_MILLISECONDS); uint32 delay = 5000; events.ScheduleEvent(EVENT_SELF_DESTRUCT_10, delay); events.ScheduleEvent(EVENT_SELF_DESTRUCT_MIMIRON_YELL, delay + 1000); events.ScheduleEvent(EVENT_SELF_DESTRUCT_9, delay + 1*MINUTE*IN_MILLISECONDS); events.ScheduleEvent(EVENT_SELF_DESTRUCT_8, delay + 2*MINUTE*IN_MILLISECONDS); events.ScheduleEvent(EVENT_SELF_DESTRUCT_7, delay + 3*MINUTE*IN_MILLISECONDS); events.ScheduleEvent(EVENT_SELF_DESTRUCT_6, delay + 4*MINUTE*IN_MILLISECONDS); events.ScheduleEvent(EVENT_SELF_DESTRUCT_5, delay + 5*MINUTE*IN_MILLISECONDS); events.ScheduleEvent(EVENT_SELF_DESTRUCT_4, delay + 6*MINUTE*IN_MILLISECONDS); events.ScheduleEvent(EVENT_SELF_DESTRUCT_3, delay + 7*MINUTE*IN_MILLISECONDS); events.ScheduleEvent(EVENT_SELF_DESTRUCT_2, delay + 8*MINUTE*IN_MILLISECONDS); events.ScheduleEvent(EVENT_SELF_DESTRUCT_1, delay + 9*MINUTE*IN_MILLISECONDS); events.ScheduleEvent(EVENT_ENRAGE, delay + 10*MINUTE*IN_MILLISECONDS); // Enrage in 10 (hard mode) min } else events.ScheduleEvent(EVENT_ENRAGE, 15*MINUTE*IN_MILLISECONDS); // Enrage in 15 min events.ScheduleEvent(EVENT_STEP_1, 0.1*IN_MILLISECONDS, 0, _phase); if (GameObject* go = me->FindNearestGameObject(GO_BIG_RED_BUTTON, 200.0f)) go->SetFlag(GAMEOBJECT_FIELD_FLAGS, GO_FLAG_NOT_SELECTABLE); } void JustDied(Unit* /*killer*/) override { EncounterPostProgress(); } void UpdateAI(uint32 diff) override { if (!UpdateVictim()) return; events.Update(diff); while (uint32 eventId = events.ExecuteEvent()) { switch (eventId) { case EVENT_CHECK_TARGET: // prevent mimiron staying infight with leviathan introduced in rev #b40bf69 // TODO: find out why this happens if (!SelectTarget(SELECT_TARGET_RANDOM, 0, 100.0f, true)) { EnterEvadeMode(); return; } events.ScheduleEvent(EVENT_CHECK_TARGET, 7*IN_MILLISECONDS); return; case EVENT_ENRAGE: Talk(SAY_BERSERK); for (uint8 data = DATA_LEVIATHAN_MK_II; data <= DATA_AERIAL_UNIT; ++data) if (Creature* creature = ObjectAccessor::GetCreature(*me, instance->GetData64(data))) creature->AI()->DoAction(DO_ENTER_ENRAGE); _enraged = true; if (_gotHardMode) { ComputerTalk(SAY_SELF_DESTRUCT_0); DoCast(me, SPELL_SELF_DESTRUCTION, true); DoCast(me, SPELL_SELF_DESTRUCTION_VISUAL, true); } return; case EVENT_SELF_DESTRUCT_MIMIRON_YELL: Talk(SAY_HARDMODE_ON); break; case EVENT_SELF_DESTRUCT_10: ComputerTalk(SAY_SELF_DESTRUCT_10); break; case EVENT_SELF_DESTRUCT_9: ComputerTalk(SAY_SELF_DESTRUCT_9); break; case EVENT_SELF_DESTRUCT_8: ComputerTalk(SAY_SELF_DESTRUCT_8); break; case EVENT_SELF_DESTRUCT_7: ComputerTalk(SAY_SELF_DESTRUCT_7); break; case EVENT_SELF_DESTRUCT_6: ComputerTalk(SAY_SELF_DESTRUCT_6); break; case EVENT_SELF_DESTRUCT_5: ComputerTalk(SAY_SELF_DESTRUCT_5); break; case EVENT_SELF_DESTRUCT_4: ComputerTalk(SAY_SELF_DESTRUCT_4); break; case EVENT_SELF_DESTRUCT_3: ComputerTalk(SAY_SELF_DESTRUCT_3); break; case EVENT_SELF_DESTRUCT_2: ComputerTalk(SAY_SELF_DESTRUCT_2); break; case EVENT_SELF_DESTRUCT_1: ComputerTalk(SAY_SELF_DESTRUCT_1); break; case EVENT_FLAME: for (uint8 i = 0; i < 3; ++i) if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 100.0f, true)) DoCast(target, SPELL_SUMMON_FLAMES_INITIAL, true); events.ScheduleEvent(EVENT_FLAME, 30*IN_MILLISECONDS); return; case EVENT_STEP_1: switch (_phase) { case PHASE_INTRO: if (_gotHardMode) { ComputerTalk(SAY_SELF_DESTRUCT_START); events.ScheduleEvent(EVENT_STEP_2, 16*IN_MILLISECONDS, 0, PHASE_INTRO); } else { Talk(SAY_AGGRO); events.ScheduleEvent(EVENT_STEP_2, 10*IN_MILLISECONDS, 0, PHASE_INTRO); } break; case PHASE_VX001_ACTIVATION: Talk(SAY_MKII_DEATH); events.ScheduleEvent(EVENT_STEP_2, 10*IN_MILLISECONDS, 0, PHASE_VX001_ACTIVATION); break; case PHASE_AERIAL_ACTIVATION: me->ChangeSeat(4); me->SetUInt32Value(UNIT_FIELD_NPC_EMOTESTATE, EMOTE_STATE_STAND); events.ScheduleEvent(EVENT_STEP_2, 2.5*IN_MILLISECONDS, 0, PHASE_AERIAL_ACTIVATION); break; case PHASE_V0L7R0N_ACTIVATION: if (instance) { //me->SetVisible(true); if (Creature* Leviathan = ObjectAccessor::GetCreature(*me, instance->GetData64(DATA_LEVIATHAN_MK_II))) Leviathan->GetMotionMaster()->MovePoint(0, 2744.65f, 2569.46f, 364.397f); if (Creature* VX_001 = ObjectAccessor::GetCreature(*me, instance->GetData64(DATA_VX_001))) { me->EnterVehicle(VX_001, 1); me->SetUInt32Value(UNIT_FIELD_NPC_EMOTESTATE, EMOTE_STATE_STAND); Talk(SAY_AERIAL_DEATH); } } events.ScheduleEvent(EVENT_STEP_2, 5*IN_MILLISECONDS, 0, PHASE_V0L7R0N_ACTIVATION); break; default: break; } return; case EVENT_STEP_2: switch (_phase) { case PHASE_INTRO: if (instance) if (Creature* Leviathan = ObjectAccessor::GetCreature(*me, instance->GetData64(DATA_LEVIATHAN_MK_II))) me->EnterVehicle(Leviathan, 4); events.ScheduleEvent(EVENT_STEP_3, 2*IN_MILLISECONDS, 0, PHASE_INTRO); break; case PHASE_VX001_ACTIVATION: me->ChangeSeat(1); events.ScheduleEvent(EVENT_STEP_3, 2*IN_MILLISECONDS, 0, PHASE_VX001_ACTIVATION); break; case PHASE_AERIAL_ACTIVATION: Talk(SAY_VX001_DEATH); me->SetUInt32Value(UNIT_FIELD_NPC_EMOTESTATE, EMOTE_STATE_TALK); events.ScheduleEvent(EVENT_STEP_3, 5*IN_MILLISECONDS, 0, PHASE_AERIAL_ACTIVATION); break; case PHASE_V0L7R0N_ACTIVATION: if (instance) if (Creature* VX_001 = ObjectAccessor::GetCreature(*me, instance->GetData64(DATA_VX_001))) if (Creature* Leviathan = ObjectAccessor::GetCreature(*me, instance->GetData64(DATA_LEVIATHAN_MK_II))) { VX_001->SetStandState(UNIT_STAND_STATE_STAND); VX_001->SetUInt32Value(UNIT_FIELD_NPC_EMOTESTATE, EMOTE_STATE_CUSTOM_SPELL_01); VX_001->EnterVehicle(Leviathan, 7); } events.ScheduleEvent(EVENT_STEP_3, 2*IN_MILLISECONDS, 0, PHASE_V0L7R0N_ACTIVATION); break; default: break; } return; case EVENT_STEP_3: switch (_phase) { case PHASE_INTRO: me->ChangeSeat(2); events.ScheduleEvent(EVENT_STEP_4, 2*IN_MILLISECONDS, 0, PHASE_INTRO); break; case PHASE_VX001_ACTIVATION: if (instance) instance->SetData(DATA_MIMIRON_ELEVATOR, GO_STATE_READY); events.ScheduleEvent(EVENT_STEP_4, 15*IN_MILLISECONDS, 0, PHASE_VX001_ACTIVATION); break; case PHASE_AERIAL_ACTIVATION: me->SetUInt32Value(UNIT_FIELD_NPC_EMOTESTATE, EMOTE_STATE_STAND); if (instance) { if (Creature* AerialUnit = me->SummonCreature(NPC_AERIAL_COMMAND_UNIT, 2744.65f, 2569.46f, 380.0f, 3.14159f, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 10*IN_MILLISECONDS)) { AerialUnit->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE); AerialUnit->SetVisible(true); } } events.ScheduleEvent(EVENT_STEP_4, 5*IN_MILLISECONDS, 0, PHASE_AERIAL_ACTIVATION); break; case PHASE_V0L7R0N_ACTIVATION: if (instance) if (Creature* VX_001 = ObjectAccessor::GetCreature(*me, instance->GetData64(DATA_VX_001))) if (Creature* AerialUnit = ObjectAccessor::GetCreature(*me, instance->GetData64(DATA_AERIAL_UNIT))) { AerialUnit->SetFlying(false); AerialUnit->EnterVehicle(VX_001, 3); instance->DoUpdateWorldState(WORLD_STATE_MIMIRON, 1); Talk(SAY_V07TRON_ACTIVATE); } events.ScheduleEvent(EVENT_STEP_4, 10*IN_MILLISECONDS, 0, PHASE_V0L7R0N_ACTIVATION); break; default: break; } return; case EVENT_STEP_4: switch (_phase) { case PHASE_INTRO: me->ChangeSeat(5); me->SetUInt32Value(UNIT_FIELD_NPC_EMOTESTATE, EMOTE_STATE_STAND); events.ScheduleEvent(EVENT_STEP_5, 2.5*IN_MILLISECONDS, 0, PHASE_INTRO); break; case PHASE_VX001_ACTIVATION: if (instance) { if (Creature* VX_001 = me->SummonCreature(NPC_VX_001, 2744.65f, 2569.46f, 364.397f, 3.14159f, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 10*IN_MILLISECONDS)) { instance->SetData(DATA_MIMIRON_ELEVATOR, GO_STATE_ACTIVE_ALTERNATIVE); VX_001->SetVisible(true); VX_001->SetFaction(35); VX_001->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE); for (uint8 n = 5; n < 7; ++n) { if (Creature* Rocket = VX_001->SummonCreature(NPC_ROCKET, VX_001->GetPositionX(), VX_001->GetPositionY(), VX_001->GetPositionZ(), 0, TEMPSUMMON_MANUAL_DESPAWN)) { Rocket->SetFaction(14); Rocket->SetReactState(REACT_PASSIVE); Rocket->EnterVehicle(VX_001, n); } } } } events.ScheduleEvent(EVENT_STEP_5, 8*IN_MILLISECONDS, 0, PHASE_VX001_ACTIVATION); break; case PHASE_AERIAL_ACTIVATION: me->ExitVehicle(); me->GetMotionMaster()->MoveJump(2745.06f, 2569.36f, 379.90f, 10, 15); // entering the vehicle makes Mimiron leave combat and restart the encounter if (Creature* AerialUnit = ObjectAccessor::GetCreature(*me, instance->GetData64(DATA_AERIAL_UNIT))) me->EnterVehicle(AerialUnit, 0); events.ScheduleEvent(EVENT_STEP_5, 2*IN_MILLISECONDS, 0, PHASE_AERIAL_ACTIVATION); break; case PHASE_V0L7R0N_ACTIVATION: if (instance) { if (Creature* Leviathan = ObjectAccessor::GetCreature(*me, instance->GetData64(DATA_LEVIATHAN_MK_II))) Leviathan->AI()->DoAction(DO_LEVIATHAN_ASSEMBLED); if (Creature* VX_001 = ObjectAccessor::GetCreature(*me, instance->GetData64(DATA_VX_001))) VX_001->AI()->DoAction(DO_VX001_ASSEMBLED); if (Creature* AerialUnit = ObjectAccessor::GetCreature(*me, instance->GetData64(DATA_AERIAL_UNIT))) AerialUnit->AI()->DoAction(DO_AERIAL_ASSEMBLED); _phase = PHASE_COMBAT; events.SetPhase(_phase); } break; default: break; } return; case EVENT_STEP_5: switch (_phase) { case PHASE_INTRO: Talk(SAY_MKII_ACTIVATE); me->SetUInt32Value(UNIT_FIELD_NPC_EMOTESTATE, EMOTE_STATE_TALK); events.ScheduleEvent(EVENT_STEP_6, 6*IN_MILLISECONDS, 0, PHASE_INTRO); break; case PHASE_VX001_ACTIVATION: if (instance) if (Creature* VX_001 = ObjectAccessor::GetCreature(*me, instance->GetData64(DATA_VX_001))) me->EnterVehicle(VX_001, 0); events.ScheduleEvent(EVENT_STEP_6, 3.5*IN_MILLISECONDS, 0, PHASE_VX001_ACTIVATION); break; case PHASE_AERIAL_ACTIVATION: me->SetUInt32Value(UNIT_FIELD_NPC_EMOTESTATE, EMOTE_STATE_TALK); Talk(SAY_AERIAL_ACTIVATE); events.ScheduleEvent(EVENT_STEP_6, 8*IN_MILLISECONDS, 0, PHASE_AERIAL_ACTIVATION); break; default: break; } return; case EVENT_STEP_6: switch (_phase) { case PHASE_INTRO: me->ChangeSeat(6); events.ScheduleEvent(EVENT_STEP_7, 2*IN_MILLISECONDS, 0, PHASE_INTRO); break; case PHASE_VX001_ACTIVATION: me->SetUInt32Value(UNIT_FIELD_NPC_EMOTESTATE, EMOTE_STATE_TALK); Talk(SAY_VX001_ACTIVATE); events.ScheduleEvent(EVENT_STEP_7, 10*IN_MILLISECONDS, 0, PHASE_VX001_ACTIVATION); break; case PHASE_AERIAL_ACTIVATION: me->SetUInt32Value(UNIT_FIELD_NPC_EMOTESTATE, EMOTE_STATE_STAND); //me->SetVisible(false); if (instance) { if (Creature* AerialUnit = ObjectAccessor::GetCreature(*me, instance->GetData64(DATA_AERIAL_UNIT))) { AerialUnit->AI()->DoAction(DO_START_AERIAL); AerialUnit->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE); _phase = PHASE_COMBAT; events.SetPhase(_phase); } } break; default: break; } return; case EVENT_STEP_7: switch (_phase) { case PHASE_INTRO: if (instance) { if (Creature* Leviathan = ObjectAccessor::GetCreature(*me, instance->GetData64(DATA_LEVIATHAN_MK_II))) { me->SetUInt32Value(UNIT_FIELD_NPC_EMOTESTATE, EMOTE_STATE_STAND); Leviathan->AI()->DoAction(DO_START_ENCOUNTER); _phase = PHASE_COMBAT; events.SetPhase(_phase); } } break; case PHASE_VX001_ACTIVATION: me->ChangeSeat(1); me->SetUInt32Value(UNIT_FIELD_NPC_EMOTESTATE, EMOTE_STATE_SIT); events.ScheduleEvent(EVENT_STEP_8, 2*IN_MILLISECONDS, 0, PHASE_VX001_ACTIVATION); break; default: break; } return; case EVENT_STEP_8: switch (_phase) { case PHASE_VX001_ACTIVATION: if (instance) if (Creature* VX_001 = ObjectAccessor::GetCreature(*me, instance->GetData64(DATA_VX_001))) VX_001->HandleEmoteCommand(EMOTE_ONESHOT_EMERGE); events.ScheduleEvent(EVENT_STEP_9, 3.5*IN_MILLISECONDS, 0, PHASE_VX001_ACTIVATION); break; default: break; } return; case EVENT_STEP_9: switch (_phase) { case PHASE_VX001_ACTIVATION: if (instance) if (Creature* VX_001 = ObjectAccessor::GetCreature(*me, instance->GetData64(DATA_VX_001))) { VX_001->AddAura(SPELL_HOVER, VX_001); // Hover VX_001->AI()->DoAction(DO_START_VX001); _phase = PHASE_COMBAT; events.SetPhase(_phase); } break; default: break; } return; default: return; } } } uint32 GetData(uint32 type) const override { switch (type) { case DATA_GET_HARD_MODE: return _gotHardMode ? true : false; case DATA_FLAME_COUNT: return _flameCount; case DATA_AVOIDED_ROCKET_STRIKES: return _avoidedRocketStrikes ? true : false; case DATA_AVOIDED_PROXIMITY_MINES: return _avoidedProximityMines ? true : false; case DATA_AVOIDED_BOOM_BOT_EXPLOSION: return _avoidedBoomBotExplosion ? true : false; default: break; } return 0; } void DoAction(int32 action) override { switch (action) { case DO_ACTIVATE_VX001: _phase = PHASE_VX001_ACTIVATION; events.SetPhase(PHASE_VX001_ACTIVATION); events.ScheduleEvent(EVENT_STEP_1, 0.1*IN_MILLISECONDS, 0, PHASE_VX001_ACTIVATION); break; case DO_ACTIVATE_AERIAL: _phase = PHASE_AERIAL_ACTIVATION; events.SetPhase(PHASE_AERIAL_ACTIVATION); events.ScheduleEvent(EVENT_STEP_1, 5*IN_MILLISECONDS, 0, PHASE_AERIAL_ACTIVATION); break; case DO_ACTIVATE_V0L7R0N: me->SetVisible(true); _phase = PHASE_V0L7R0N_ACTIVATION; events.SetPhase(PHASE_V0L7R0N_ACTIVATION); events.ScheduleEvent(EVENT_STEP_1, 1*IN_MILLISECONDS, 0, PHASE_V0L7R0N_ACTIVATION); break; case DO_ACTIVATE_HARD_MODE: // Cannot be done infight, since the button gets locked on EnterCombat() with Mimiron. me->GetMap()->SetWorldState(WORLDSTATE_FIRE_FIGHTER, 1); _gotHardMode = true; DoZoneInCombat(); break; case DO_INCREASE_FLAME_COUNT: ++_flameCount; break; case DO_DECREASE_FLAME_COUNT: if (_flameCount) --_flameCount; break; // Repair stuff case DO_LEVIATHAN_SELF_REPAIR_START: _mapMutex.acquire(); _isSelfRepairing[DATA_LEVIATHAN_MK_II] = true; _mapMutex.release(); BotAliveCheck(); break; case DO_LEVIATHAN_SELF_REPAIR_END: _mapMutex.acquire(); _isSelfRepairing[DATA_LEVIATHAN_MK_II] = false; _mapMutex.release(); break; case DO_VX001_SELF_REPAIR_START: _mapMutex.acquire(); _isSelfRepairing[DATA_VX_001] = true; _mapMutex.release(); BotAliveCheck(); break; case DO_VX001_SELF_REPAIR_END: _mapMutex.acquire(); _isSelfRepairing[DATA_VX_001] = false; _mapMutex.release(); break; case DO_AERIAL_SELF_REPAIR_START: _mapMutex.acquire(); _isSelfRepairing[DATA_AERIAL_UNIT] = true; _mapMutex.release(); BotAliveCheck(); break; case DO_AERIAL_SELF_REPAIR_END: _mapMutex.acquire(); _isSelfRepairing[DATA_AERIAL_UNIT] = false; _mapMutex.release(); break; // Achiev case DATA_AVOIDED_ROCKET_STRIKES: _avoidedRocketStrikes = false; me->GetMap()->SetWorldState(WORLDSTATE_SET_UP_US_BOMB_ROCKET, 0); break; case DATA_AVOIDED_PROXIMITY_MINES: _avoidedProximityMines = false; me->GetMap()->SetWorldState(WORLDSTATE_SET_UP_US_BOMB_MINE, 0); break; case DATA_AVOIDED_BOOM_BOT_EXPLOSION: _avoidedBoomBotExplosion = false; me->GetMap()->SetWorldState(WORLDSTATE_SET_UP_US_BOMB_BOT, 0); break; default: break; } } private: ACE_Mutex _mapMutex; std::map<uint32, bool> _isSelfRepairing; std::map<BombIndices, bool> _setUpUsTheBomb; Phases _phase; uint32 _flameCount; bool _gotHardMode; bool _enraged; bool _gotEncounterFinished; bool _avoidedRocketStrikes; bool _avoidedProximityMines; bool _avoidedBoomBotExplosion; void ComputerTalk(uint32 textId) { if (Creature* computer = me->FindNearestCreature(NPC_COMPUTER, 100.0f)) computer->AI()->Talk(textId); } }; CreatureAI* GetAI(Creature* creature) const override { return GetInstanceAI<boss_mimironAI>(creature); } }; class boss_leviathan_mk : public CreatureScript { public: boss_leviathan_mk() : CreatureScript("boss_leviathan_mk") { } struct boss_leviathan_mkAI : public ScriptedAI { boss_leviathan_mkAI(Creature* creature) : ScriptedAI(creature) { } void InitializeAI() override { instance = me->GetInstanceScript(); me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE); Reset(); } void Reset() override { _events.Reset(); me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_ATTACKABLE_1); me->SetStandState(UNIT_STAND_STATE_STAND); me->SetReactState(REACT_PASSIVE); me->ClearUnitState(UNIT_STATE_ROTATING); me->RemoveAllAurasExceptType(SPELL_AURA_CONTROL_VEHICLE); _phase = PHASE_IDLE; _events.SetPhase(_phase); _gotMimironHardMode = false; } void JustReachedHome() override { Creature* findturret = me->FindNearestCreature(NPC_MKII_TURRET, 50.0f); if (!findturret) if (Creature* turret = me->SummonCreature(NPC_MKII_TURRET, turretPos)) { turret->EnterVehicle(me, 3); turret->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_ATTACKABLE_1); turret->SetReactState(REACT_PASSIVE); } } void KilledUnit(Unit* /*who*/) override { if (Creature* mimiron = ObjectAccessor::GetCreature(*me, instance ? instance->GetData64(BOSS_MIMIRON) : 0)) { if (_phase == PHASE_LEVIATHAN_SOLO__GLOBAL_1) { if (!urand(0,5)) Talk(SAY_MKII_SLAY, mimiron); } else if (!urand(0,5)) Talk(SAY_V07TRON_SLAY, mimiron); } } void SpellHit(Unit* caster, SpellInfo const* spell) override { if (!caster || !spell) return; if (spell->Id == SPELL_SELF_REPAIR) { DoAction(DO_LEVIATHAN_SELF_REPAIR_END); if (Creature* Mimiron = ObjectAccessor::GetCreature(*me, instance->GetData64(BOSS_MIMIRON))) Mimiron->AI()->DoAction(DO_LEVIATHAN_SELF_REPAIR_END); } } void DamageTaken(Unit* /*who*/, uint32& damage) override { if (damage >= me->GetHealth()) { // Common stuff damage = 0; if (_phase == PHASE_IDLE) return; me->InterruptNonMeleeSpells(true); me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_ATTACKABLE_1); me->AttackStop(); me->SetReactState(REACT_PASSIVE); me->RemoveAllAurasExceptType(SPELL_AURA_CONTROL_VEHICLE); switch (_phase) { case PHASE_LEVIATHAN_SOLO__GLOBAL_1: me->SetHealth(me->GetMaxHealth()); if (Creature* Mimiron = ObjectAccessor::GetCreature(*me, instance->GetData64(BOSS_MIMIRON))) Mimiron->AI()->DoAction(DO_ACTIVATE_VX001); if (Creature* turret = me->GetVehicleKit()->GetPassenger(3)->ToCreature()) { turret->Kill(turret, false); turret->DespawnOrUnsummon(5000); } me->SetSpeed(MOVE_RUN, 1.5f, true); me->GetMotionMaster()->MovePoint(0, 2790.11f, 2595.83f, 364.32f); break; case PHASE_LEVIATHAN_ASSEMBLED__GLOBAL_4: me->SetStandState(UNIT_STAND_STATE_DEAD); if (Creature* Mimiron = ObjectAccessor::GetCreature(*me, instance->GetData64(BOSS_MIMIRON))) Mimiron->AI()->DoAction(DO_LEVIATHAN_SELF_REPAIR_START); DoCast(me, SPELL_SELF_REPAIR); break; default: break; } _events.Reset(); // Wipe events, just for the case _phase = PHASE_IDLE; _events.SetPhase(_phase); } } void EnterCombat(Unit* /*who*/) override { if (Creature* Mimiron = ObjectAccessor::GetCreature(*me, instance ? instance->GetData64(BOSS_MIMIRON) : 0)) _gotMimironHardMode = Mimiron->AI()->GetData(DATA_GET_HARD_MODE); if (Creature* turret = me->GetVehicleKit()->GetPassenger(3)->ToCreature()) { turret->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_ATTACKABLE_1 | UNIT_FLAG_IMMUNE_TO_PC); turret->SetReactState(REACT_AGGRESSIVE); turret->AI()->DoZoneInCombat(); } _events.ScheduleEvent(EVENT_SHOCK_BLAST, 30*IN_MILLISECONDS, 0, PHASE_LEVIATHAN_SOLO__GLOBAL_1); _events.ScheduleEvent(EVENT_PROXIMITY_MINE, 0, 0, PHASE_LEVIATHAN_SOLO__GLOBAL_1); _events.ScheduleEvent(EVENT_PLASMA_BLAST, 10*IN_MILLISECONDS, 0, PHASE_LEVIATHAN_SOLO__GLOBAL_1); if (_gotMimironHardMode) { DoCast(me, SPELL_EMERGENCY_MODE, true); _events.ScheduleEvent(EVENT_FLAME_SUPPRESSANT, 1*MINUTE*IN_MILLISECONDS, 0, PHASE_LEVIATHAN_SOLO__GLOBAL_1); } } void DoAction(int32 action) override { switch (action) { case DO_START_ENCOUNTER: me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_ATTACKABLE_1 | UNIT_FLAG_IMMUNE_TO_PC); me->SetReactState(REACT_AGGRESSIVE); _phase = PHASE_LEVIATHAN_SOLO__GLOBAL_1; _events.SetPhase(_phase); DoZoneInCombat(); break; case DO_LEVIATHAN_ASSEMBLED: // Assemble and self-repair share some stuff, so the fallthrough is intended! me->SetHealth((me->GetMaxHealth() >> 1)); // no break here case DO_LEVIATHAN_SELF_REPAIR_END: if (_gotMimironHardMode) if (!me->HasAura(SPELL_EMERGENCY_MODE)) DoCast(me, SPELL_EMERGENCY_MODE, true); _phase = PHASE_LEVIATHAN_ASSEMBLED__GLOBAL_4; _events.SetPhase(_phase); me->InterruptNonMeleeSpells(false); me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_ATTACKABLE_1); if (!me->HasUnitState(UNIT_STATE_ROTATING)) me->SetReactState(REACT_AGGRESSIVE); me->SetSpeed(MOVE_RUN, 1.0f, true); me->SetStandState(UNIT_STAND_STATE_STAND); _events.RescheduleEvent(EVENT_PROXIMITY_MINE, 1*IN_MILLISECONDS, 0, PHASE_LEVIATHAN_ASSEMBLED__GLOBAL_4); _events.RescheduleEvent(EVENT_SHOCK_BLAST, 3*IN_MILLISECONDS, 0, PHASE_LEVIATHAN_ASSEMBLED__GLOBAL_4); break; case DO_ENTER_ENRAGE: DoCast(me, SPELL_BERSERK, true); break; default: break; } } void UpdateAI(uint32 diff) override { if (!UpdateVictim() || _phase == PHASE_IDLE) return; _events.Update(diff); if (me->HasUnitState(UNIT_STATE_CASTING) || me->HasUnitState(UNIT_STATE_STUNNED)) return; while (uint32 eventId = _events.ExecuteEvent()) { switch (eventId) { case EVENT_PROXIMITY_MINE: { DoCast(SPELL_PROXIMITY_MINES); _events.RescheduleEvent(EVENT_PROXIMITY_MINE, 35*IN_MILLISECONDS, _phase); } return; case EVENT_PLASMA_BLAST: Talk(EMOTE_PLASMA_BLAST); DoCast(SPELL_PLASMA_BLAST); _events.RescheduleEvent(EVENT_PLASMA_BLAST, urand(30*IN_MILLISECONDS, 35*IN_MILLISECONDS), 0, _phase); _events.RescheduleEvent(EVENT_SHOCK_BLAST, urand(6*IN_MILLISECONDS, 10*IN_MILLISECONDS), 0, _phase); return; case EVENT_SHOCK_BLAST: DoCastAOE(SPELL_SHOCK_BLAST); _events.RescheduleEvent(EVENT_SHOCK_BLAST, 35*IN_MILLISECONDS, 0, _phase); return; case EVENT_FLAME_SUPPRESSANT: DoCastAOE(SPELL_FLAME_SUPPRESSANT_MK); _events.RescheduleEvent(EVENT_FLAME_SUPPRESSANT, 1*MINUTE*IN_MILLISECONDS, 0, PHASE_LEVIATHAN_SOLO__GLOBAL_1); return; default: return; } } DoMeleeAttackIfReady(); } private: Phases _phase; EventMap _events; bool _gotMimironHardMode; InstanceScript* instance; }; CreatureAI* GetAI(Creature* creature) const override { return GetInstanceAI<boss_leviathan_mkAI>(creature); } }; // Levi's turret class boss_leviathan_mk_turret : public CreatureScript { public: boss_leviathan_mk_turret() : CreatureScript("boss_leviathan_mk_turret") { } struct boss_leviathan_mk_turretAI : public ScriptedAI { boss_leviathan_mk_turretAI(Creature* c) : ScriptedAI(c) { } void InitializeAI() override { me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_KNOCK_BACK, true); me->ApplySpellImmune(0, IMMUNITY_ID, SPELL_DEATH_GRIP, true); me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC); Reset(); } void Reset() override { me->SetReactState(REACT_PASSIVE); _napalmShellTimer = urand(8*IN_MILLISECONDS, 12*IN_MILLISECONDS); } void DamageTaken(Unit* who, uint32& damage) override { damage = 0; } // prefer ranged targets Unit* GetNapalmShellTarget() { if (Map* map = me->GetMap()) { std::list<Player*> playerList; for (auto&& itr : map->GetPlayers()) { if (Player* player = itr.GetSource()) { if (player->isDead() || player->IsGameMaster()) continue; float Distance = player->GetDistance(me->GetPositionX(), me->GetPositionY(), me->GetPositionZ()); if (Distance < 15.0f || Distance > 100.0f) continue; playerList.push_back(player); } } if (playerList.empty()) return SelectTarget(SELECT_TARGET_RANDOM, 0, 100.0f, true); else return Trinity::Containers::SelectRandomContainerElement(playerList); } else return 0; } void UpdateAI(uint32 diff) override { if (!UpdateVictim()) return; if (_napalmShellTimer <= diff) { if (Unit* shellTarget = GetNapalmShellTarget()) DoCast(shellTarget, SPELL_NAPALM_SHELL); _napalmShellTimer = urand(8*IN_MILLISECONDS, 12*IN_MILLISECONDS); } else _napalmShellTimer -= diff; } private: uint32 _napalmShellTimer; }; CreatureAI* GetAI(Creature* creature) const override { return GetInstanceAI<boss_leviathan_mk_turretAI>(creature); } }; // Npc that triggers the mine explosion // Bomb will explode after 35 seconds or if a potential target is within half a meter class npc_proximity_mine : public CreatureScript { public: npc_proximity_mine() : CreatureScript("npc_proximity_mine") { } struct npc_proximity_mineAI : public ScriptedAI { npc_proximity_mineAI(Creature* creature) : ScriptedAI(creature) { SetCombatMovement(false); } void InitializeAI() override { me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_PACIFIED); me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC); _boomTimer = 35*IN_MILLISECONDS; _boomLocked = false; } void SpellHitTarget(Unit* target, SpellInfo const* spell) override { if (!target || !spell) return; if (target->ToPlayer()) if (spell->Id == SPELL_EXPLOSION || spell->Id == SPELL_EXPLOSION_25) if (InstanceScript* instance = me->GetInstanceScript()) if (Creature* mimiron = ObjectAccessor::GetCreature(*me, instance->GetData64(BOSS_MIMIRON))) mimiron->AI()->DoAction(DATA_AVOIDED_PROXIMITY_MINES); } void MoveInLineOfSight(Unit* who) override { if (!who) return; if (Player* player = who->ToPlayer()) if (!player->IsGameMaster()) if (!_boomLocked && me->GetDistance2d(player) < 2.0f) { DoCastAOE(SPELL_EXPLOSION); _boomLocked = true; me->DespawnOrUnsummon(1*IN_MILLISECONDS); } } void UpdateAI(uint32 diff) override { if (_boomTimer <= diff) { if (!_boomLocked) { DoCastAOE(SPELL_EXPLOSION); me->DespawnOrUnsummon(0.2*IN_MILLISECONDS); _boomLocked = true; } } else _boomTimer -= diff; } private: uint32 _boomTimer; bool _boomLocked; }; CreatureAI* GetAI(Creature* creature) const override { return GetInstanceAI<npc_proximity_mineAI>(creature); } }; class spell_proximity_mines : public SpellScriptLoader // Spell 63027 { public: spell_proximity_mines() : SpellScriptLoader("spell_proximity_mines") { } class spell_proximity_mines_SpellScript : public SpellScript { PrepareSpellScript(spell_proximity_mines_SpellScript); void HandleDummyTick(SpellEffIndex /*effIndex*/) { if (Unit* caster = GetCaster()) { for (uint8 i = 0; i < 10; i++) caster->CastSpell(caster, SPELL_MINES_SPAWN, true); } } void Register() override { OnEffectHit += SpellEffectFn(spell_proximity_mines_SpellScript::HandleDummyTick, EFFECT_0, SPELL_EFFECT_SCRIPT_EFFECT); } }; SpellScript* GetSpellScript() const override { return new spell_proximity_mines_SpellScript(); } }; class boss_vx_001 : public CreatureScript { public: boss_vx_001() : CreatureScript("boss_vx_001") { } struct boss_vx_001AI : public ScriptedAI { boss_vx_001AI(Creature* creature) : ScriptedAI(creature) { SetCombatMovement(false); } void InitializeAI() override { instance = me->GetInstanceScript(); me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE); Reset(); } void Reset() override { _spinning = false; _direction = false; _spinTimer = 0.25*IN_MILLISECONDS; _events.Reset(); me->SetReactState(REACT_PASSIVE); me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_ATTACKABLE_1 | UNIT_FLAG_DISABLE_MOVE); //me->SetStandState(UNIT_STAND_STATE_STAND); me->ClearUnitState(UNIT_STATE_STUNNED); me->RemoveAllAurasExceptType(SPELL_AURA_CONTROL_VEHICLE); _phase = PHASE_IDLE; _events.SetPhase(_phase); _mimironHardMode = false; } void KilledUnit(Unit* /*who*/) override { if (instance) if (Creature* mimiron = ObjectAccessor::GetCreature(*me, instance ? instance->GetData64(BOSS_MIMIRON) : 0)) { if (_phase == PHASE_VX001_SOLO__GLOBAL_2) { if (!urand(0,5)) Talk(SAY_VX001_SLAY, mimiron); } else if (!urand(0,5)) Talk(SAY_V07TRON_SLAY, mimiron); } } void EnterCombat(Unit* /*who*/) override { if (Creature* Mimiron = ObjectAccessor::GetCreature(*me, instance ? instance->GetData64(BOSS_MIMIRON) : 0)) _mimironHardMode = Mimiron->AI()->GetData(DATA_GET_HARD_MODE); if (_mimironHardMode) { DoCast(me, SPELL_EMERGENCY_MODE, true); _events.ScheduleEvent(EVENT_FROST_BOMB, 15*IN_MILLISECONDS, 0, PHASE_VX001_SOLO__GLOBAL_2); _events.ScheduleEvent(EVENT_FLAME_SUPPRESSANT_VX001, 1*IN_MILLISECONDS, 0, PHASE_VX001_SOLO__GLOBAL_2); } _events.ScheduleEvent(EVENT_RAPID_BURST, 2.5*IN_MILLISECONDS, 0, PHASE_VX001_SOLO__GLOBAL_2); _events.ScheduleEvent(EVENT_LASER_BARRAGE, urand(35*IN_MILLISECONDS, 40*IN_MILLISECONDS), 0, PHASE_VX001_SOLO__GLOBAL_2); _events.ScheduleEvent(EVENT_ROCKET_STRIKE, 20*IN_MILLISECONDS, 0, PHASE_VX001_SOLO__GLOBAL_2); _events.ScheduleEvent(EVENT_HEAT_WAVE, urand(8*IN_MILLISECONDS, 10*IN_MILLISECONDS), 0, PHASE_VX001_SOLO__GLOBAL_2); } void AttackStart(Unit* victim) override { // Do nothing, don't change target } void DoAction(int32 action) override { switch (action) { case DO_START_VX001: me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_ATTACKABLE_1 | UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_NOT_SELECTABLE); _phase = PHASE_VX001_SOLO__GLOBAL_2; _events.SetPhase(_phase); me->SetFaction(14); me->SetInCombatWithZone(); break; case DO_VX001_ASSEMBLED: // Reassemble and heal share some stuff, fallthrough is intended me->SetHealth( (me->GetMaxHealth() >> 1) ); case DO_VX001_SELF_REPAIR_END: if (_mimironHardMode) if (!me->HasAura(SPELL_EMERGENCY_MODE)) DoCast(me, SPELL_EMERGENCY_MODE, true); _phase = PHASE_VX001_ASSEMBLED__GLOBAL_4; _events.SetPhase(_phase); me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_ATTACKABLE_1); me->SetStandState(UNIT_STAND_STATE_STAND); _events.RescheduleEvent(EVENT_LASER_BARRAGE, urand(35*IN_MILLISECONDS, 40*IN_MILLISECONDS), 0, PHASE_VX001_ASSEMBLED__GLOBAL_4); _events.RescheduleEvent(EVENT_ROCKET_STRIKE, 20*IN_MILLISECONDS, 0, PHASE_VX001_ASSEMBLED__GLOBAL_4); _events.RescheduleEvent(EVENT_HAND_PULSE, 5*IN_MILLISECONDS, 0, PHASE_VX001_ASSEMBLED__GLOBAL_4); if (_mimironHardMode) _events.RescheduleEvent(EVENT_FROST_BOMB, 15*IN_MILLISECONDS, 0, PHASE_VX001_ASSEMBLED__GLOBAL_4); break; case DO_ENTER_ENRAGE: DoCast(me, SPELL_BERSERK, true); break; default: break; } } void DamageTaken(Unit* /*who*/, uint32& damage) override { if (damage >= me->GetHealth()) { damage = 0; if (_phase == PHASE_IDLE) return; _spinning = false; me->InterruptNonMeleeSpells(true); me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_ATTACKABLE_1); me->AttackStop(); me->RemoveAllAurasExceptType(SPELL_AURA_CONTROL_VEHICLE); me->SetStandState(UNIT_STAND_STATE_DEAD); switch (_phase) { case PHASE_VX001_SOLO__GLOBAL_2: me->SetHealth(me->GetMaxHealth()); if (Creature* Mimiron = ObjectAccessor::GetCreature(*me, instance->GetData64(BOSS_MIMIRON))) Mimiron->AI()->DoAction(DO_ACTIVATE_AERIAL); break; case PHASE_VX001_ASSEMBLED__GLOBAL_4: if (Creature* Mimiron = ObjectAccessor::GetCreature(*me, instance->GetData64(BOSS_MIMIRON))) Mimiron->AI()->DoAction(DO_VX001_SELF_REPAIR_START); DoCast(me, SPELL_SELF_REPAIR); break; default: break; } _events.Reset(); _phase = PHASE_IDLE; _events.SetPhase(_phase); } } void SpellHit(Unit* caster, SpellInfo const* spell) override { if (!caster || !spell) return; if (spell->Id == SPELL_SELF_REPAIR) { DoAction(DO_VX001_SELF_REPAIR_END); if (Creature* Mimiron = ObjectAccessor::GetCreature(*me, instance->GetData64(BOSS_MIMIRON))) Mimiron->AI()->DoAction(DO_VX001_SELF_REPAIR_END); } } void SpellHitTarget(Unit* target, SpellInfo const* spell) override { switch (spell->Id) { case SPELL_FROSTBOMB: me->SummonCreature(NPC_FROST_BOMB, *target, TEMPSUMMON_TIMED_DESPAWN, 11*IN_MILLISECONDS); break; default: break; } } void UpdateAI(uint32 diff) override { if (!UpdateVictim() || _phase == PHASE_IDLE) return; _events.Update(diff); if (_spinning) { if (Creature* leviathan = me->GetVehicleCreatureBase()) { me->m_movementInfo.transport.pos.SetOrientation(me->GetOrientation() - leviathan->GetOrientation()); me->SendMovementFlagUpdate(); } } if (me->HasUnitState(UNIT_STATE_CASTING)) return; while (uint32 eventId = _events.ExecuteEvent()) { switch (eventId) { case EVENT_RAPID_BURST: if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 100.0f, true)) if (Creature* BurstTarget = me->SummonCreature(NPC_BURST_TARGET, *target, TEMPSUMMON_TIMED_DESPAWN, 3.1*IN_MILLISECONDS)) { DoCast(BurstTarget, SPELL_RAPID_BURST); me->SetFacingToObject(target); } _events.RescheduleEvent(EVENT_RAPID_BURST, 2500, 0, PHASE_VX001_SOLO__GLOBAL_2); return; case EVENT_LASER_BARRAGE: { if (Creature* leviathan = me->GetVehicleCreatureBase()) { leviathan->AddUnitState(UNIT_STATE_ROTATING); leviathan->SetReactState(REACT_PASSIVE); leviathan->SetFacingTo(leviathan->GetOrientation()); leviathan->SetTarget(0); } _direction = RAND(true, false); _spinning = true; DoCast(SPELL_SPINNING_UP); // The triggered spells should be casted on another target, seem to be self-casted 63274,66490 _events.DelayEvents(15*IN_MILLISECONDS); _events.RescheduleEvent(EVENT_LASER_BARRAGE, 1*MINUTE*IN_MILLISECONDS, 0, _phase); _events.RescheduleEvent(EVENT_LASER_BARRAGE_END, 14*IN_MILLISECONDS, 0, _phase); return; } case EVENT_LASER_BARRAGE_END: me->m_movementInfo.transport.pos.SetOrientation(0); me->SendMovementFlagUpdate(); if (Creature* leviathan = me->GetVehicleCreatureBase()) { leviathan->ClearUnitState(UNIT_STATE_ROTATING); if (!leviathan->FindCurrentSpellBySpellId(SPELL_SELF_REPAIR)) leviathan->SetReactState(REACT_AGGRESSIVE); if (leviathan->GetVictim()) leviathan->SetTarget(leviathan->GetVictim()->GetGUID()); } if (me->GetVictim()) AttackStart(me->GetVictim()); else if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 50.0f, true)) AttackStart(target); _spinning = false; return; case EVENT_ROCKET_STRIKE: if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 100.0f, true)) { if (Creature* pTemp = me->SummonCreature(NPC_MIMIRON_FOCUS, target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 10*IN_MILLISECONDS)) { pTemp->SetReactState(REACT_PASSIVE); pTemp->SetDisplayId(pTemp->GetCreatureTemplate()->Modelid2); pTemp->GetMotionMaster()->MoveIdle(); pTemp->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE); pTemp->CombatStop(); pTemp->CastSpell(pTemp, SPELL_ROCKET_STRIKE_AURA, true); pTemp->DespawnOrUnsummon(6000); } if (Unit* missile = me->GetVehicleKit()->GetPassenger(5)) missile->CastSpell(target, SPELL_ROCKET_STRIKE); } if (_phase == PHASE_VX001_ASSEMBLED__GLOBAL_4) if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 100.0f, true)) { if (Creature* pTemp = me->SummonCreature(NPC_MIMIRON_FOCUS, target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 10*IN_MILLISECONDS)) { pTemp->SetReactState(REACT_PASSIVE); pTemp->SetDisplayId(pTemp->GetCreatureTemplate()->Modelid2); pTemp->GetMotionMaster()->MoveIdle(); pTemp->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE); pTemp->CombatStop(); pTemp->CastSpell(pTemp, SPELL_ROCKET_STRIKE_AURA, true); pTemp->DespawnOrUnsummon(6000); } if (Unit* missile = me->GetVehicleKit()->GetPassenger(6)) missile->CastSpell(target, SPELL_ROCKET_STRIKE); } _events.RescheduleEvent(EVENT_ROCKET_STRIKE, urand(20*IN_MILLISECONDS, 25*IN_MILLISECONDS), 0, _phase); return; case EVENT_HEAT_WAVE: DoCastAOE(SPELL_HEAT_WAVE); _events.RescheduleEvent(EVENT_HEAT_WAVE, 10*IN_MILLISECONDS, 0, PHASE_VX001_SOLO__GLOBAL_2); return; case EVENT_HAND_PULSE: if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 100.0f, true)) DoCast(target, SPELL_HAND_PULSE); _events.RescheduleEvent(EVENT_HAND_PULSE, urand(3*IN_MILLISECONDS, 4*IN_MILLISECONDS), 0 , PHASE_VX001_ASSEMBLED__GLOBAL_4); return; case EVENT_FROST_BOMB: if (me->FindNearestCreature(NPC_FLAME_SPREAD, 100.0f)) { DoCast(SPELL_FROSTBOMB); _events.RescheduleEvent(EVENT_FROST_BOMB, 45*IN_MILLISECONDS, 0, _phase); } else _events.RescheduleEvent(EVENT_FROST_BOMB, 5*IN_MILLISECONDS, 0, _phase); return; case EVENT_FLAME_SUPPRESSANT_VX001: DoCastAOE(SPELL_FLAME_SUPPRESSANT_VX001); _events.RescheduleEvent(EVENT_FLAME_SUPPRESSANT_VX001, 10*IN_MILLISECONDS, 0, PHASE_VX001_SOLO__GLOBAL_2); return; default: return; } } } private: Phases _phase; EventMap _events; InstanceScript* instance; bool _mimironHardMode; bool _spinning; bool _direction; uint32 _spinTimer; }; CreatureAI* GetAI(Creature* creature) const override { return GetInstanceAI<boss_vx_001AI>(creature); } }; class npc_rocket_strike : public CreatureScript { public: npc_rocket_strike() : CreatureScript("npc_rocket_strike") { } struct npc_rocket_strikeAI : public ScriptedAI { npc_rocket_strikeAI(Creature* creature) : ScriptedAI(creature) { SetCombatMovement(false); } void InitializeAI() override { me->SetReactState(REACT_PASSIVE); me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_NOT_ATTACKABLE_1 | UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_PACIFIED); me->DespawnOrUnsummon(1); Reset(); } }; CreatureAI* GetAI(Creature* creature) const override { return GetInstanceAI<npc_rocket_strikeAI>(creature); } }; class spell_rapid_burst : public SpellScriptLoader { public: spell_rapid_burst() : SpellScriptLoader("spell_rapid_burst") { } class spell_rapid_burst_AuraScript : public AuraScript { PrepareAuraScript(spell_rapid_burst_AuraScript); void HandleDummyTick(AuraEffect const* aurEff) { if (!GetTarget()) return; if (Unit* caster = GetCaster()) { caster->RemoveAurasDueToSpell(SPELL_HOVER); switch (caster->GetMap()->GetDifficulty()) { case RAID_DIFFICULTY_10MAN_NORMAL: caster->CastSpell(GetTarget(), (left = !left) ? SPELL_RAPID_BURST_LEFT_10 : SPELL_RAPID_BURST_RIGHT_10, true, nullptr, aurEff); break; case RAID_DIFFICULTY_25MAN_NORMAL: caster->CastSpell(GetTarget(), (left = !left) ? SPELL_RAPID_BURST_LEFT_25 : SPELL_RAPID_BURST_RIGHT_25, true, nullptr, aurEff); break; default: break; } if (!aurEff->GetBase()->GetDuration()) caster->CastSpell(caster, SPELL_HOVER, true); } } void Register() override { OnEffectPeriodic += AuraEffectPeriodicFn(spell_rapid_burst_AuraScript::HandleDummyTick, EFFECT_0, SPELL_AURA_PERIODIC_DUMMY); } private: bool left = false; }; AuraScript* GetAuraScript() const override { return new spell_rapid_burst_AuraScript(); } }; class boss_aerial_unit : public CreatureScript { public: boss_aerial_unit() : CreatureScript("boss_aerial_unit") { } struct boss_aerial_unitAI : public ScriptedAI { boss_aerial_unitAI(Creature* creature) : ScriptedAI(creature), _summons(me), _phase(PHASE_IDLE) { } void InitializeAI() override { instance = me->GetInstanceScript(); me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE); me->SetFlying(true); Reset(); } void Reset() override { _events.Reset(); me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_ATTACKABLE_1 | UNIT_FLAG_DISABLE_MOVE); me->SetReactState(REACT_PASSIVE); me->SetStandState(UNIT_STAND_STATE_STAND); me->SetVisible(false); me->RemoveAllAurasExceptType(SPELL_AURA_CONTROL_VEHICLE); me->SetFlying(true); _phase = PHASE_IDLE; _events.SetPhase(PHASE_IDLE); _summons.DespawnAll(); _gotMimironHardMode = false; } void KilledUnit(Unit* /*who*/) override { if (instance) if (Creature* mimiron = ObjectAccessor::GetCreature(*me, instance ? instance->GetData64(BOSS_MIMIRON) : 0)) { if (_phase == PHASE_AERIAL_SOLO__GLOBAL_3) { if (!urand(0,5)) Talk(SAY_AERIAL_SLAY, mimiron); } else if (!urand(0,5)) Talk(SAY_V07TRON_SLAY, mimiron); } } void SpellHit(Unit* caster, SpellInfo const* spell) override { if (!caster || !spell) return; if (spell->Id == SPELL_SELF_REPAIR) { DoAction(DO_AERIAL_SELF_REPAIR_END); if (Creature* Mimiron = ObjectAccessor::GetCreature(*me, instance->GetData64(BOSS_MIMIRON))) Mimiron->AI()->DoAction(DO_AERIAL_SELF_REPAIR_END); } } void SpellHitTarget(Unit* target, SpellInfo const* spell) override { uint32 aura = 0; switch (spell->Id) { case SPELL_SUMMON_SCRAP_BOT_TRIGGER_JUNK_BOT: aura = SPELL_SUMMON_SCRAP_BOT_AURA_JUNK_BOT; break; case SPELL_SUMMON_SCRAP_BOT_TRIGGER_ASSAULT_BOT: aura = SPELL_SUMMON_SCRAP_BOT_AURA_ASSAULT_BOT; break; case SPELL_SUMMON_FIRE_BOT_TRIGGER: aura = SPELL_SUMMON_FIRE_BOT_AURA; break; default: return; } target->CastSpell(target, aura, true); for (uint32 id = 194740; id <= 194748; ++id) { if (GameObject* go = target->FindNearestGameObject(id, 5.0f)) { go->UseDoorOrButton(); break; } } } void EnterCombat(Unit* /*who*/) override { if (Creature* Mimiron = ObjectAccessor::GetCreature(*me, instance ? instance->GetData64(BOSS_MIMIRON) : 0)) _gotMimironHardMode = Mimiron->AI()->GetData(DATA_GET_HARD_MODE); if (_gotMimironHardMode) DoCast(me, SPELL_EMERGENCY_MODE, true); _events.ScheduleEvent(EVENT_PLASMA_BALL, 1*IN_MILLISECONDS); _events.ScheduleEvent(EVENT_SUMMON_JUNK_BOT, 10 * IN_MILLISECONDS, 0, PHASE_AERIAL_SOLO__GLOBAL_3); _events.ScheduleEvent(EVENT_SUMMON_FIRE_BOT, 2 * IN_MILLISECONDS, 0, PHASE_AERIAL_SOLO__GLOBAL_3); _events.ScheduleEvent(EVENT_SUMMON_ASSAULT_BOT, 7 * IN_MILLISECONDS, 0, PHASE_AERIAL_SOLO__GLOBAL_3); _events.ScheduleEvent(EVENT_SUMMON_BOOM_BOT, 11 * IN_MILLISECONDS, 0, PHASE_AERIAL_SOLO__GLOBAL_3); } void AttackStart(Unit* target) { AttackStartCaster(target, 100.0f); } void DoAction(int32 action) override { switch (action) { case DO_START_AERIAL: me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_ATTACKABLE_1 | UNIT_FLAG_IMMUNE_TO_PC); me->SetReactState(REACT_AGGRESSIVE); _phase = PHASE_AERIAL_SOLO__GLOBAL_3; _events.SetPhase(PHASE_AERIAL_SOLO__GLOBAL_3); DoZoneInCombat(); break; case DO_DISABLE_AERIAL: if (_phase == PHASE_AERIAL_SOLO__GLOBAL_3) { me->CastStop(); me->SetReactState(REACT_PASSIVE); me->GetMotionMaster()->Clear(); // check if the aura works correctly (+50% damage from all sources) DoCast(me, SPELL_MAGNETIC_CORE); DoCast(me, SPELL_MAGNETIC_CORE_VISUAL); // Move to floor. Position destination; me->GetPosition(&destination); destination.m_positionZ = 368.965f; me->GetMotionMaster()->MoveLand(1, destination, 5.0f); // Check if MoveLand is ok here, a flying unit should have a landing animation, but... just 4 the case _events.DelayEvents(20*IN_MILLISECONDS); _events.ScheduleEvent(EVENT_REACTIVATE_AERIAL, 20*IN_MILLISECONDS, 0, PHASE_AERIAL_SOLO__GLOBAL_3); } break; case DO_AERIAL_ASSEMBLED: me->SetHealth( (me->GetMaxHealth() >> 1) ); // Once again, re-assemble and repairing share some stuff, so the fallthrough is intended! case DO_AERIAL_SELF_REPAIR_END: if (_gotMimironHardMode) if (!me->HasAura(SPELL_EMERGENCY_MODE)) DoCast(me, SPELL_EMERGENCY_MODE, true); _phase = PHASE_AERIAL_ASSEMBLED__GLOBAL_4; _events.SetPhase(_phase); me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_ATTACKABLE_1); me->SetReactState(REACT_AGGRESSIVE); me->SetStandState(UNIT_STAND_STATE_STAND); _events.RescheduleEvent(EVENT_PLASMA_BALL, 2*IN_MILLISECONDS); break; case DO_ENTER_ENRAGE: DoCast(me, SPELL_BERSERK, true); break; default: break; } } void UpdateAI(uint32 diff) override { if (!UpdateVictim() || _phase == PHASE_IDLE) return; _events.Update(diff); if (me->HasUnitState(UNIT_STATE_CASTING)) return; while (uint32 eventId = _events.ExecuteEvent()) { switch (eventId) { case EVENT_PLASMA_BALL: if (_phase == PHASE_AERIAL_SOLO__GLOBAL_3 && me->GetVictim()) { float x = me->GetVictim()->GetPositionX(); float y = me->GetVictim()->GetPositionY(); float z = me->GetVictim()->GetPositionZ(); if (me->IsWithinDist3d(x, y, z, 30.0f)) { me->GetMotionMaster()->Initialize(); DoCastVictim(SPELL_PLASMA_BALL); } else me->GetMotionMaster()->MovePoint(0, x, y, 380.04f); } else if (_phase == PHASE_AERIAL_ASSEMBLED__GLOBAL_4 && me->GetVictim()) { if (me->GetVictim()->IsWithinDist3d(me->GetPositionX(), me->GetPositionY(), me->GetPositionZ(), 30.0f)) DoCastVictim(SPELL_PLASMA_BALL); else if (Unit* target = SelectTarget(SELECT_TARGET_NEAREST, 0, 0.0f, true)) DoCast(target, SPELL_PLASMA_BALL); } _events.RescheduleEvent(EVENT_PLASMA_BALL, urand(3000, 5000)); return; case EVENT_REACTIVATE_AERIAL: me->RemoveAurasDueToSpell(SPELL_MAGNETIC_CORE_VISUAL); Position destination; me->GetPosition(&destination); destination.m_positionZ = 380.04f; // FIXME find correct speed me->GetMotionMaster()->MoveTakeoff(1, destination, 5.0f); // Check if MoveTakeoff is ok here, a flying unit should have a landing animation, but... just 4 the case me->SetReactState(REACT_AGGRESSIVE); return; case EVENT_SUMMON_JUNK_BOT: me->CastCustomSpell(SPELL_SUMMON_SCRAP_BOT_TRIGGER_JUNK_BOT, SPELLVALUE_MAX_TARGETS, 1, me, true); _events.RescheduleEvent(EVENT_SUMMON_JUNK_BOT, urand(10 * IN_MILLISECONDS, 12 * IN_MILLISECONDS), 0, PHASE_AERIAL_SOLO__GLOBAL_3); return; case EVENT_SUMMON_ASSAULT_BOT: me->CastCustomSpell(SPELL_SUMMON_SCRAP_BOT_TRIGGER_ASSAULT_BOT, SPELLVALUE_MAX_TARGETS, 1, me, true); _events.RescheduleEvent(EVENT_SUMMON_ASSAULT_BOT, 30 * IN_MILLISECONDS, 0, PHASE_AERIAL_SOLO__GLOBAL_3); return; case EVENT_SUMMON_BOOM_BOT: DoCast(me, SPELL_BOMB_BOT, true); _events.RescheduleEvent(EVENT_SUMMON_BOOM_BOT, 15 * IN_MILLISECONDS, 0, PHASE_AERIAL_SOLO__GLOBAL_3); return; case EVENT_SUMMON_FIRE_BOT: if (_gotMimironHardMode) me->CastCustomSpell(SPELL_SUMMON_FIRE_BOT_TRIGGER, SPELLVALUE_MAX_TARGETS, 3, me, true); _events.RescheduleEvent(EVENT_SUMMON_FIRE_BOT, 45 * IN_MILLISECONDS, 0, PHASE_AERIAL_SOLO__GLOBAL_3); return; default: return; } } } void JustSummoned(Creature* summon) override { _summons.Summon(summon); if (summon->GetEntry() == NPC_BOMB_BOT || summon->GetEntry() == NPC_FIRE_BOT) return; DoZoneInCombat(summon, 100.0f); if (_gotMimironHardMode) summon->CastSpell(summon, SPELL_EMERGENCY_MODE, true); } void DamageTaken(Unit* /*who*/, uint32& damage) override { if (damage >= me->GetHealth()) { damage = 0; if (_phase == PHASE_IDLE) return; me->InterruptNonMeleeSpells(true); me->GetMotionMaster()->Clear(true); me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_ATTACKABLE_1); me->SetReactState(REACT_PASSIVE); me->AttackStop(); me->RemoveAllAurasExceptType(SPELL_AURA_CONTROL_VEHICLE); switch (_phase) { case PHASE_AERIAL_SOLO__GLOBAL_3: me->SetHealth(me->GetMaxHealth()); if (Creature* Mimiron = ObjectAccessor::GetCreature(*me, instance->GetData64(BOSS_MIMIRON))) Mimiron->AI()->DoAction(DO_ACTIVATE_V0L7R0N); break; case PHASE_AERIAL_ASSEMBLED__GLOBAL_4: if (Creature* Mimiron = ObjectAccessor::GetCreature(*me, instance->GetData64(BOSS_MIMIRON))) Mimiron->AI()->DoAction(DO_AERIAL_SELF_REPAIR_START); DoCast(me, SPELL_SELF_REPAIR); break; default: break; } _events.Reset(); _phase = PHASE_IDLE; _events.SetPhase(PHASE_IDLE); } } private: Phases _phase; EventMap _events; SummonList _summons; InstanceScript* instance; bool _gotMimironHardMode; }; CreatureAI* GetAI(Creature* creature) const override { return GetInstanceAI<boss_aerial_unitAI>(creature); } }; class npc_magnetic_core : public CreatureScript { public: npc_magnetic_core() : CreatureScript("npc_magnetic_core") { } struct npc_magnetic_coreAI : public ScriptedAI { npc_magnetic_coreAI(Creature* creature) : ScriptedAI(creature) { SetCombatMovement(false); me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_PACIFIED); me->DespawnOrUnsummon(21*IN_MILLISECONDS); if (Creature* AerialUnit = me->FindNearestCreature(NPC_AERIAL_COMMAND_UNIT, 100.0f, true)) { AerialUnit->AI()->DoAction(DO_DISABLE_AERIAL); // Causes the NPC to land // me->GetMotionMaster()->MoveFall(); } } }; CreatureAI* GetAI(Creature* creature) const override { return GetInstanceAI<npc_magnetic_coreAI>(creature); } }; class npc_junk_bot : public CreatureScript { public: npc_junk_bot() : CreatureScript("npc_junk_bot") { } struct npc_junk_botAI : public ScriptedAI { npc_junk_botAI(Creature* creature) : ScriptedAI(creature) { } void IsSummonedBy(Unit* summoner) override { if (me->GetInstanceScript()->GetBossState(BOSS_MIMIRON) != IN_PROGRESS) { me->DespawnOrUnsummon(); return; } DoCast(me, 65256, true); // Self Stun (1 sec) if (Creature* aerialCommandUnit = me->FindNearestCreature(NPC_AERIAL_COMMAND_UNIT, 100.0f, true)) aerialCommandUnit->AI()->JustSummoned(me); } }; CreatureAI* GetAI(Creature* creature) const override { return GetInstanceAI<npc_junk_botAI>(creature); } }; class npc_assault_bot : public CreatureScript { public: npc_assault_bot() : CreatureScript("npc_assault_bot") { } struct npc_assault_botAI : public ScriptedAI { npc_assault_botAI(Creature* creature) : ScriptedAI(creature) { } void Reset() override { _fieldTimer = urand(4*IN_MILLISECONDS, 6*IN_MILLISECONDS); } void IsSummonedBy(Unit* summoner) override { if (me->GetInstanceScript()->GetBossState(BOSS_MIMIRON) != IN_PROGRESS) { me->DespawnOrUnsummon(); return; } DoCast(me, 65256, true); // Self Stun (1 sec) if (Creature* aerialCommandUnit = me->FindNearestCreature(NPC_AERIAL_COMMAND_UNIT, 100.0f, true)) aerialCommandUnit->AI()->JustSummoned(me); } void UpdateAI(uint32 diff) override { if (!UpdateVictim()) return; if (_fieldTimer <= diff) { DoCastVictim(SPELL_MAGNETIC_FIELD); _fieldTimer = urand(15*IN_MILLISECONDS, 20*IN_MILLISECONDS); } else _fieldTimer -= diff; DoMeleeAttackIfReady(); } void SpellHit(Unit* /*caster*/, SpellInfo const* spell) override { // Achievement Not-So-Friendly Fire if (spell->Id == SPELL_ROCKET_STRIKE_DMG) if (Player* player = me->SelectNearestPlayer(100.0f)) player->CastSpell(player, SPELL_NOT_SO_FRIENDLY_FIRE, true); } private: uint32 _fieldTimer; }; CreatureAI* GetAI(Creature* creature) const override { return GetInstanceAI<npc_assault_botAI>(creature); } }; class npc_emergency_bot : public CreatureScript { public: npc_emergency_bot() : CreatureScript("npc_emergency_bot") { } struct npc_emergency_botAI : public ScriptedAI { npc_emergency_botAI(Creature* creature) : ScriptedAI(creature) { } void InitializeAI() override { me->SetFaction(14); me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_KNOCK_BACK, true); me->ApplySpellImmune(0, IMMUNITY_ID, SPELL_DEATH_GRIP, true); me->SetReactState(REACT_PASSIVE); Reset(); } void Reset() override { me->GetMotionMaster()->MoveRandom(15); _sprayTimer = 5*IN_MILLISECONDS; if (Is25ManRaid()) DoCast(me, SPELL_DEAFENING_SIREN, true); } void IsSummonedBy(Unit* summoner) override { if (me->GetInstanceScript()->GetBossState(BOSS_MIMIRON) != IN_PROGRESS) { me->DespawnOrUnsummon(); return; } DoCast(me, 65256, true); // Self Stun (1 sec) if (Creature* aerialCommandUnit = me->FindNearestCreature(NPC_AERIAL_COMMAND_UNIT, 100.0f, true)) aerialCommandUnit->AI()->JustSummoned(me); } void UpdateAI(uint32 diff) override { if (_sprayTimer <= diff) { DoCast(SPELL_WATER_SPRAY); _sprayTimer = 10*IN_MILLISECONDS; } else _sprayTimer -= diff; } private: uint32 _sprayTimer; }; CreatureAI* GetAI(Creature* creature) const override { return GetInstanceAI<npc_emergency_botAI>(creature); } }; class npc_mimiron_bomb_bot : public CreatureScript { public: npc_mimiron_bomb_bot() : CreatureScript("npc_mimiron_bomb_bot") { } struct npc_mimiron_bomb_botAI : public ScriptedAI { npc_mimiron_bomb_botAI(Creature* creature) : ScriptedAI(creature) { } void InitializeAI() override { me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_TAUNT, true); me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_ATTACK_ME, true); me->SetReactState(REACT_PASSIVE); _despawn = false; } void IsSummonedBy(Unit* summoner) override { if (me->GetInstanceScript()->GetBossState(BOSS_MIMIRON) != IN_PROGRESS) { me->DespawnOrUnsummon(); return; } if (Creature* aerialCommandUnit = me->FindNearestCreature(NPC_AERIAL_COMMAND_UNIT, 100.0f, true)) aerialCommandUnit->AI()->JustSummoned(me); me->m_Events.Schedule(3000, [this]() { Position pos; pos.Relocate(me); me->UpdateAllowedPositionZ(pos.GetPositionX(), pos.GetPositionY(), pos.m_positionZ, 0, 100.0f); me->UpdatePosition(pos); DoCast(me, SPELL_BOOM_BOT, true); DoZoneInCombat(me, 100.0f); if (Unit* target = me->FindNearestPlayer(100.0f)) { AttackStart(target); me->AddThreat(target, 100000000.0f); me->GetMotionMaster()->MoveFollow(target, 0.01f, 0.0f); } }); } void SpellHitTarget(Unit* target, SpellInfo const* spell) override { if (!target || !spell) return; if (target->ToPlayer()) if (spell->Id == SPELL_BOOM_BOT || spell->Id == SPELL_BOOM_BOT_PERIODIC) if (InstanceScript* instance = me->GetInstanceScript()) if (Creature* mimiron = ObjectAccessor::GetCreature(*me, instance->GetData64(BOSS_MIMIRON))) mimiron->AI()->DoAction(DATA_AVOIDED_BOOM_BOT_EXPLOSION); } void SpellHit(Unit* /*caster*/, SpellInfo const* spell) override { if (spell->Id == SPELL_BOOM_BOT_PERIODIC) me->DespawnOrUnsummon(1*IN_MILLISECONDS); } void JustDied(Unit* /*killer*/) { DoCast(me, SPELL_BOOM_BOT, true); } void UpdateAI(uint32 /*diff*/) override { if (!UpdateVictim()) return; // suicide has procflag PROC_FLAG_DONE_MELEE_AUTO_ATTACK, they have to melee, even tho the spell is delayed if the npc misses DoMeleeAttackIfReady(); } private: bool _despawn; }; CreatureAI* GetAI(Creature* creature) const override { return GetInstanceAI<npc_mimiron_bomb_botAI>(creature); } }; class go_not_push_button : public GameObjectScript { public: go_not_push_button() : GameObjectScript("go_mimiron_hard_mode_activator") { } bool OnGossipHello(Player* player, GameObject* go) override { if (InstanceScript* instance = go->GetInstanceScript()) { if (go->HasFlag(GAMEOBJECT_FIELD_FLAGS, GO_FLAG_IN_USE)) return false; if ((instance->GetBossState(BOSS_MIMIRON) != IN_PROGRESS && instance->GetBossState(BOSS_MIMIRON) != DONE) && player) if (Creature* mimiron = ObjectAccessor::GetCreature((*player), instance->GetData64(BOSS_MIMIRON))) { mimiron->AI()->DoAction(DO_ACTIVATE_HARD_MODE); go->UseDoorOrButton(); return true; } } return false; } }; class npc_mimiron_flame_trigger : public CreatureScript { public: npc_mimiron_flame_trigger() : CreatureScript("npc_mimiron_flame_trigger") { } struct npc_mimiron_flame_triggerAI : public ScriptedAI { npc_mimiron_flame_triggerAI(Creature* creature) : ScriptedAI(creature) { } void InitializeAI() override { instance = me->GetInstanceScript(); me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_NPC); me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_ATTACKABLE_1 | UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_PACIFIED); me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_TAUNT, true); me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_ATTACK_ME, true); Reset(); } void Reset() override { _flameTimer = 2*IN_MILLISECONDS; me->SetInCombatWithZone(); } void SpellHit(Unit* /*caster*/, SpellInfo const* spell) override { switch (spell->Id) { case SPELL_FLAME_SUPPRESSANT_MK: case SPELL_FLAME_SUPPRESSANT_VX001: case SPELL_FROST_BOMB_EXPLOSION_10: case SPELL_FROST_BOMB_EXPLOSION_25: case SPELL_WATER_SPRAY: _flameTimer = 1*IN_MILLISECONDS; me->DespawnOrUnsummon(0.5*IN_MILLISECONDS); break; default: break; } } void JustSummoned(Creature* /*summon*/) override { if (Creature* mimiron = ObjectAccessor::GetCreature(*me, instance ? instance->GetData64(BOSS_MIMIRON) : 0)) mimiron->AI()->DoAction(DO_INCREASE_FLAME_COUNT); } void UpdateAI(uint32 diff) override { if (_flameTimer <= diff) { // check if flame cap is reached if (Creature* mimiron = ObjectAccessor::GetCreature(*me, instance ? instance->GetData64(BOSS_MIMIRON) : 0)) if (mimiron->AI()->GetData(DATA_FLAME_COUNT) >= FLAME_CAP) { me->DespawnOrUnsummon(); return; } DoZoneInCombat(me, 100.0f); if (Player* nearest = me->SelectNearestPlayer(100.0f)) { me->GetMotionMaster()->Clear(); me->GetMotionMaster()->MoveFollow(nearest, 0.0f, 0.0f); } if (GetClosestCreatureWithEntry(me, NPC_FLAME_SPREAD, 1.0f)) _flameTimer = 1*IN_MILLISECONDS; else { me->SummonCreature(NPC_FLAME_SPREAD, me->GetPositionX(), me->GetPositionY(), me->GetPositionZ()); _flameTimer = 4*IN_MILLISECONDS; } } else _flameTimer -= diff; } private: InstanceScript* instance; uint32 _flameTimer; }; CreatureAI* GetAI(Creature* creature) const override { return GetInstanceAI<npc_mimiron_flame_triggerAI>(creature); } }; class npc_mimiron_flame_spread : public CreatureScript { public: npc_mimiron_flame_spread() : CreatureScript("npc_mimiron_flame_spread") { } struct npc_mimiron_flame_spreadAI : public ScriptedAI { npc_mimiron_flame_spreadAI(Creature* creature) : ScriptedAI(creature) { } void InitializeAI() override { instance = me->GetInstanceScript(); me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_ATTACKABLE_1 | UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_PACIFIED | UNIT_FLAG_DISABLE_MOVE); me->SetReactState(REACT_PASSIVE); Reset(); } void Reset() override { DoCast(me, SPELL_FLAME, true); } void SpellHit(Unit* /*caster*/, SpellInfo const* spell) override { switch (spell->Id) { case SPELL_FLAME_SUPPRESSANT_MK: case SPELL_FLAME_SUPPRESSANT_VX001: case SPELL_FROST_BOMB_EXPLOSION_10: case SPELL_FROST_BOMB_EXPLOSION_25: case SPELL_WATER_SPRAY: if (Creature* mimiron = ObjectAccessor::GetCreature(*me, instance ? instance->GetData64(BOSS_MIMIRON) : 0)) mimiron->AI()->DoAction(DO_DECREASE_FLAME_COUNT); me->DespawnOrUnsummon(0.5*IN_MILLISECONDS); break; default: break; } } void UpdateAI(uint32 /*diff*/) override { if (instance && instance->GetBossState(BOSS_MIMIRON) != IN_PROGRESS) me->DespawnOrUnsummon(); } private: InstanceScript* instance; }; CreatureAI* GetAI(Creature* creature) const override { return GetInstanceAI<npc_mimiron_flame_spreadAI>(creature); } }; class npc_frost_bomb : public CreatureScript { public: npc_frost_bomb() : CreatureScript("npc_frost_bomb") { } struct npc_frost_bombAI : public ScriptedAI { npc_frost_bombAI(Creature* creature) : ScriptedAI(creature) { SetCombatMovement(false); } void InitializeAI() override { me->SetReactState(REACT_PASSIVE); me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_ATTACKABLE_1 | UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_PACIFIED); Reset(); } void Reset() override { DoCast(me, SPELL_FROST_BOMB_VISUAL, true); _frostTimer = 10*IN_MILLISECONDS; } void UpdateAI(uint32 diff) override { if (_frostTimer <= diff) { DoCast(me, RAID_MODE(SPELL_FROST_BOMB_EXPLOSION_10, SPELL_FROST_BOMB_EXPLOSION_25), true); _frostTimer = 10*IN_MILLISECONDS; } else _frostTimer -= diff; } private: uint32 _frostTimer; }; CreatureAI* GetAI(Creature* creature) const override { return GetInstanceAI<npc_frost_bombAI>(creature); } }; class npc_mimiron_db_target : public CreatureScript { public: npc_mimiron_db_target() : CreatureScript("npc_mimiron_db_target") { } struct npc_mimiron_db_targetAI : public PassiveAI { npc_mimiron_db_targetAI(Creature* creature) : PassiveAI(creature) { } void DamageTaken(Unit* /*who*/, uint32& damage) override { damage = 0; } void EnterCombat(Unit* /*who*/) override { } void EnterEvadeMode() override { } void UpdateAI(uint32 /*diff*/) override { } }; CreatureAI* GetAI(Creature* creature) const override { return GetInstanceAI<npc_mimiron_db_targetAI>(creature); } }; class spell_frost_bomb : public SpellScriptLoader { public: spell_frost_bomb() : SpellScriptLoader("spell_frost_bomb") { } class spell_frost_bomb_SpellScript : public SpellScript { PrepareSpellScript(spell_frost_bomb_SpellScript); void FilterTargets(std::list<WorldObject*>& targets) { if (WorldObject* _target = Trinity::Containers::SelectRandomContainerElement(targets)) { targets.clear(); targets.push_back(_target); } } void Register() override { OnObjectAreaTargetSelect += SpellObjectAreaTargetSelectFn(spell_frost_bomb_SpellScript::FilterTargets, EFFECT_0, TARGET_UNIT_SRC_AREA_ENTRY); } }; SpellScript* GetSpellScript() const override { return new spell_frost_bomb_SpellScript(); } }; class spell_rocket_strike : public SpellScriptLoader { public: spell_rocket_strike() : SpellScriptLoader("spell_rocket_strike") { } class spell_rocket_strike_SpellScript : public SpellScript { PrepareSpellScript(spell_rocket_strike_SpellScript); void HandleHitTarget(SpellEffIndex /*effIndex*/) { if (GetHitPlayer()) if (Unit* caster = GetCaster()) if (InstanceScript* instance = caster->GetInstanceScript()) if (Creature* mimiron = ObjectAccessor::GetCreature(*caster, instance->GetData64(BOSS_MIMIRON))) mimiron->AI()->DoAction(DATA_AVOIDED_ROCKET_STRIKES); } void Register() override { OnEffectHitTarget += SpellEffectFn(spell_rocket_strike_SpellScript::HandleHitTarget, EFFECT_0, SPELL_EFFECT_SCHOOL_DAMAGE); } }; SpellScript* GetSpellScript() const override { return new spell_rocket_strike_SpellScript(); } }; class spell_p3wx2_laser_barrage : public SpellScriptLoader { public: spell_p3wx2_laser_barrage() : SpellScriptLoader("spell_p3wx2_laser_barrage") { } class spell_p3wx2_laser_barrage_SpellScript : public SpellScript { PrepareSpellScript(spell_p3wx2_laser_barrage_SpellScript); void SelectDest(SpellDestination& dest) { if (Unit* caster = GetCaster()) dest._position.m_positionZ = caster->GetPositionZ(); } void Register() override { OnDestinationTargetSelect += SpellDestinationTargetSelectFn(spell_p3wx2_laser_barrage_SpellScript::SelectDest, EFFECT_0, TARGET_DEST_CASTER_FRONT); OnDestinationTargetSelect += SpellDestinationTargetSelectFn(spell_p3wx2_laser_barrage_SpellScript::SelectDest, EFFECT_1, m_scriptSpellId == 63297 ? TARGET_DEST_DEST_LEFT : TARGET_DEST_DEST_RIGHT); } }; SpellScript* GetSpellScript() const override { return new spell_p3wx2_laser_barrage_SpellScript(); } }; class achievement_set_up_us_the_bomb__proximity_mines : public AchievementCriteriaScript { public: achievement_set_up_us_the_bomb__proximity_mines(const char* name) : AchievementCriteriaScript(name) { } bool OnCheck(Player* player, Unit* /*target*/) { if (player) if (InstanceScript* instance = player->GetInstanceScript()) if (Creature* mimiron = ObjectAccessor::GetCreature(*player, instance->GetData64(BOSS_MIMIRON))) return (mimiron->AI()->GetData(DATA_AVOIDED_PROXIMITY_MINES)); return false; } }; class achievement_set_up_us_the_bomb__rocket_strikes : public AchievementCriteriaScript { public: achievement_set_up_us_the_bomb__rocket_strikes(const char* name) : AchievementCriteriaScript(name) { } bool OnCheck(Player* player, Unit* /*target*/) { if (player) if (InstanceScript* instance = player->GetInstanceScript()) if (Creature* mimiron = ObjectAccessor::GetCreature(*player, instance->GetData64(BOSS_MIMIRON))) return (mimiron->AI()->GetData(DATA_AVOIDED_ROCKET_STRIKES)); return false; } }; class achievement_set_up_us_the_bomb__boombot_explosion : public AchievementCriteriaScript { public: achievement_set_up_us_the_bomb__boombot_explosion(const char* name) : AchievementCriteriaScript(name) { } bool OnCheck(Player* player, Unit* /*target*/) { if (player) if (InstanceScript* instance = player->GetInstanceScript()) if (Creature* mimiron = ObjectAccessor::GetCreature(*player, instance->GetData64(BOSS_MIMIRON))) return (mimiron->AI()->GetData(DATA_AVOIDED_BOOM_BOT_EXPLOSION)); return false; } }; void AddSC_boss_mimiron() { new boss_mimiron(); new boss_leviathan_mk(); new boss_leviathan_mk_turret(); new boss_vx_001(); new boss_aerial_unit(); new npc_proximity_mine(); new npc_rocket_strike(); new npc_magnetic_core(); new npc_junk_bot(); new npc_assault_bot(); new npc_emergency_bot(); new npc_mimiron_bomb_bot(); new npc_mimiron_flame_trigger(); new npc_mimiron_flame_spread(); new npc_frost_bomb(); new npc_mimiron_db_target(); new spell_rapid_burst(); new spell_proximity_mines(); new spell_frost_bomb(); new spell_rocket_strike(); new spell_p3wx2_laser_barrage(); new go_not_push_button(); }
411
0.986919
1
0.986919
game-dev
MEDIA
0.996502
game-dev
0.527886
1
0.527886
liushijiegame/Fairygui-hybridCLR-YooAsset
1,504
Assets/Scripts/ThirdParty/UniFramework/UniTask/Runtime/Linq/Throw.cs
using Cysharp.Threading.Tasks.Internal; using System; using System.Threading; namespace Cysharp.Threading.Tasks.Linq { public static partial class UniTaskAsyncEnumerable { public static IUniTaskAsyncEnumerable<TValue> Throw<TValue>(Exception exception) { return new Throw<TValue>(exception); } } internal class Throw<TValue> : IUniTaskAsyncEnumerable<TValue> { readonly Exception exception; public Throw(Exception exception) { this.exception = exception; } public IUniTaskAsyncEnumerator<TValue> GetAsyncEnumerator(CancellationToken cancellationToken = default) { return new _Throw(exception, cancellationToken); } class _Throw : IUniTaskAsyncEnumerator<TValue> { readonly Exception exception; CancellationToken cancellationToken; public _Throw(Exception exception, CancellationToken cancellationToken) { this.exception = exception; this.cancellationToken = cancellationToken; } public TValue Current => default; public UniTask<bool> MoveNextAsync() { cancellationToken.ThrowIfCancellationRequested(); return UniTask.FromException<bool>(exception); } public UniTask DisposeAsync() { return default; } } } }
411
0.801645
1
0.801645
game-dev
MEDIA
0.390442
game-dev
0.570119
1
0.570119
SinlessDevil/TestToolKit
3,151
Assets/Plugins/Zenject/Source/Providers/IProviderExtensions.cs
using System; using System.Collections.Generic; using ModestTree; using Zenject.Internal; namespace Zenject { public static class IProviderExtensions { static readonly List<TypeValuePair> EmptyArgList = new List<TypeValuePair>(); public static void GetAllInstancesWithInjectSplit( this IProvider creator, InjectContext context, out Action injectAction, List<object> buffer) { creator.GetAllInstancesWithInjectSplit( context, EmptyArgList, out injectAction, buffer); } public static void GetAllInstances( this IProvider creator, InjectContext context, List<object> buffer) { creator.GetAllInstances(context, EmptyArgList, buffer); } public static void GetAllInstances( this IProvider creator, InjectContext context, List<TypeValuePair> args, List<object> buffer) { Assert.IsNotNull(context); Action injectAction; creator.GetAllInstancesWithInjectSplit(context, args, out injectAction, buffer); if (injectAction != null) { injectAction.Invoke(); } } public static object TryGetInstance( this IProvider creator, InjectContext context) { return creator.TryGetInstance(context, EmptyArgList); } public static object TryGetInstance( this IProvider creator, InjectContext context, List<TypeValuePair> args) { var allInstances = ZenPools.SpawnList<object>(); try { creator.GetAllInstances(context, args, allInstances); if (allInstances.Count == 0) { return null; } Assert.That(allInstances.Count == 1, "Provider returned multiple instances when one or zero was expected"); return allInstances[0]; } finally { ZenPools.DespawnList(allInstances); } } public static object GetInstance( this IProvider creator, InjectContext context) { return creator.GetInstance(context, EmptyArgList); } public static object GetInstance( this IProvider creator, InjectContext context, List<TypeValuePair> args) { var allInstances = ZenPools.SpawnList<object>(); try { creator.GetAllInstances(context, args, allInstances); Assert.That(allInstances.Count > 0, "Provider returned zero instances when one was expected when looking up type '{0}'", context.MemberType); Assert.That(allInstances.Count == 1, "Provider returned multiple instances when only one was expected when looking up type '{0}'", context.MemberType); return allInstances[0]; } finally { ZenPools.DespawnList(allInstances); } } } }
411
0.771999
1
0.771999
game-dev
MEDIA
0.519737
game-dev,web-backend
0.665065
1
0.665065
Hannah-Sten/TeXiFy-IDEA
2,336
src/nl/hannahsten/texifyidea/lang/commands/LatexColorDefinitionCommand.kt
package nl.hannahsten.texifyidea.lang.commands import nl.hannahsten.texifyidea.lang.LatexPackage import nl.hannahsten.texifyidea.lang.LatexPackage.Companion.COLOR import nl.hannahsten.texifyidea.lang.LatexPackage.Companion.XCOLOR /** * @author Hannah Schellekens */ enum class LatexColorDefinitionCommand( override val command: String, override vararg val arguments: Argument = emptyArray(), override val dependency: LatexPackage = LatexPackage.DEFAULT, override val display: String? = null, override val isMathMode: Boolean = false, val collapse: Boolean = false ) : LatexCommand { DEFINECOLOR("definecolor", "type".asOptional(), "name".asRequired(), "model-list".asRequired(), "spec-list".asRequired(), dependency = COLOR), PROVIDECOLOR("providecolor", "type".asOptional(), "name".asRequired(), "model-list".asRequired(), "spec-list".asRequired(), dependency = XCOLOR), COLORLET("colorlet", "type".asOptional(), "name".asRequired(), "num model".asOptional(), "color".asRequired(), dependency = XCOLOR), DEFINECOLORSET("definecolorset", "type".asOptional(), "model-list".asRequired(), "head".asRequired(), "tail".asRequired(), "set spec".asRequired(), dependency = XCOLOR), PROVIDECOLORSET("providecolorset", "type".asOptional(), "model-list".asRequired(), "head".asRequired(), "tail".asRequired(), "set spec".asRequired(), dependency = XCOLOR), PREPARECOLOR("preparecolor", "type".asOptional(), "name".asRequired(), "model-list".asRequired(), "spec-list".asRequired(), dependency = XCOLOR), PREPARECOLORSET("preparecolorset", "type".asOptional(), "model-list".asRequired(), "head".asRequired(), "tail".asRequired(), "set spec".asRequired(), dependency = XCOLOR), DEFINE_NAMED_COLOR("DefineNamedColor", "type".asRequired(), "name".asRequired(), "model-list".asRequired(), "spec-list".asRequired(), dependency = COLOR), DEFINECOLORS("definecolors", "id-list".asRequired(), dependency = XCOLOR), PROVIDECOLORS("providecolors", "id-list".asRequired(), dependency = XCOLOR), DEFINECOLORSERIES("definecolorseries", "name".asRequired(), "core model".asRequired(), "method".asRequired(), "b-model".asOptional(), "b-spec".asRequired(), "s-model".asRequired(), "s-spec".asRequired(), dependency = XCOLOR), ; override val identifier: String get() = name }
411
0.725565
1
0.725565
game-dev
MEDIA
0.27932
game-dev
0.580652
1
0.580652
omnetpp/omnetpp
4,184
src/sim/parsim/clinkdelaylookahead.cc
//========================================================================= // CLINKDELAYLOOKAHEAD.CC - part of // // OMNeT++/OMNEST // Discrete System Simulation in C++ // //========================================================================= /*--------------------------------------------------------------* Copyright (C) 1992-2017 Andras Varga Copyright (C) 2006-2017 OpenSim Ltd. This file is distributed WITHOUT ANY WARRANTY. See the file `license' for details on this and other legal matters. *--------------------------------------------------------------*/ #include "omnetpp/csimulation.h" #include "omnetpp/cmessage.h" #include "omnetpp/cenvir.h" #include "omnetpp/cparsimcomm.h" #include "omnetpp/cdataratechannel.h" #include "omnetpp/globals.h" #include "omnetpp/regmacros.h" #include "clinkdelaylookahead.h" #include "cnullmessageprot.h" #include "cparsimpartition.h" #include "cplaceholdermod.h" #include "cproxygate.h" namespace omnetpp { Register_Class(cLinkDelayLookahead); cLinkDelayLookahead::~cLinkDelayLookahead() { delete[] segInfo; } void cLinkDelayLookahead::configure(cSimulation *simulation, cConfiguration *cfg, cParsimPartition *partition) { this->simulation = simulation; this->partition = partition; } void cLinkDelayLookahead::startRun() { EV << "starting Link Delay Lookahead...\n"; delete[] segInfo; cParsimCommunications *comm = partition->getCommunications(); numSeg = comm->getNumPartitions(); segInfo = new PartitionInfo[numSeg]; int myProcId = comm->getProcId(); // temporarily initialize everything to zero. for (int i = 0; i < numSeg; i++) segInfo[i].minDelay = -1; // fill in minDelays EV << " calculating minimum link delays...\n"; for (int modId = 0; modId <= simulation->getLastComponentId(); modId++) { cPlaceholderModule *mod = dynamic_cast<cPlaceholderModule *>(simulation->getModule(modId)); if (mod) { for (cModule::GateIterator it(mod); !it.end(); ++it) { // if this is a properly connected proxygate, process it cGate *g = *it; cProxyGate *pg = dynamic_cast<cProxyGate *>(g); if (pg && !pg->getPathStartGate()->getOwnerModule()->isPlaceholder()) { ASSERT(pg->getRemoteProcId() >= 0); // check we have a delay on this link (it gives us lookahead) simtime_t linkDelay = collectPathDelay(pg); if (linkDelay <= 0.0) throw cRuntimeError("cLinkDelayLookahead: Zero delay on path that ends at proxy gate '%s', no lookahead for parallel simulation", pg->getFullPath().c_str()); // store int procId = pg->getRemoteProcId(); if (segInfo[procId].minDelay == -1 || segInfo[procId].minDelay > linkDelay) segInfo[procId].minDelay = linkDelay; } } } } // if two partitions are not connected, the lookeahead is "infinity" for (int i = 0; i < numSeg; i++) if (i != myProcId && segInfo[i].minDelay == -1) segInfo[i].minDelay = SIMTIME_MAX; for (int i = 0; i < numSeg; i++) if (i != myProcId) EV << " lookahead to procId=" << i << " is " << segInfo[i].minDelay << "\n"; EV << " setup done.\n"; } simtime_t cLinkDelayLookahead::collectPathDelay(cGate *g) { simtime_t sum = 0; while (g->getPreviousGate()) { cGate *prevg = g->getPreviousGate(); cChannel *chan = prevg->getChannel(); simtime_t delay = (chan && chan->hasPar("delay")) ? chan->par("delay").doubleValue() : 0.0; sum += delay; g = prevg; } return sum; } void cLinkDelayLookahead::endRun() { delete[] segInfo; segInfo = nullptr; } simtime_t cLinkDelayLookahead::getCurrentLookahead(cMessage *, int procId, void *) { return segInfo[procId].minDelay; } simtime_t cLinkDelayLookahead::getCurrentLookahead(int procId) { return segInfo[procId].minDelay; } } // namespace omnetpp
411
0.87959
1
0.87959
game-dev
MEDIA
0.388792
game-dev
0.953871
1
0.953871
MathOnco/Lenia-in-HAL
8,235
HAL/Tools/PhylogenyTracker/Genome.java
package HAL.Tools.PhylogenyTracker; import HAL.Interfaces.GetGenomeAttrs; import java.util.ArrayList; import java.util.Iterator; //TODO: add sibling and children for-loop iteration, consider adding iter-living as well /** * the genome class is useful for keeping track of shared genetic information and phylogenies. extend this class to add any genetic/inherited information that needs to be tracked. an instance of the Genome class should be created once for every new mutation, and all agents with the same genome should share the same class instance as a member variable */ public class Genome<T extends Genome> implements Iterable<T>{ long pop; T parent; T firstChild; T nextSibling; T prevSibling; T next; T prev; int id; final PhylogenyTrackerInternal<T> myTracker; /** * call this with the parent set to null to create a new phylogeny. the removeLeaves option specifies whether the phylogeny should continue to store dead leaves (lineages with no active individuals). should also be called whenever a new clone is created, along with IncPop to add one individual to the new clone. */ public Genome(T parent, boolean removeLeaves){ if(parent!=null) { myTracker=parent.myTracker; parent.NewMutantGenome(this); this.parent=parent; } else{ myTracker=new PhylogenyTrackerInternal(this,removeLeaves); } this.id = myTracker.nGenomesEver; myTracker.nGenomesEver++; myTracker.nLivingGenomes++; myTracker.nTreeGenomes++; this.pop = 0; } public Genome(T parent){ if(parent!=null) { myTracker=parent.myTracker; parent.NewMutantGenome(this); this.parent=parent; } else{ myTracker=new PhylogenyTrackerInternal(this,true); } this.id = myTracker.nGenomesEver; myTracker.nGenomesEver++; myTracker.nLivingGenomes++; myTracker.nTreeGenomes++; this.pop = 0; } /** * gets the ID of the genome, which indicates the order in which it arose */ public int GetId() { return id; } /** * returns the current active population that shares this genome */ public long GetPop() { return pop; } /** * returns the parent genome that was mutated to give rise to this genome */ public T GetParent() { return parent; } /** * sets the active population size for this genome to a specific value. */ public void SetPop(long pop) { if (myTracker == null) { throw new IllegalStateException("Genome must be part of tracker before pop can be changed!"); } if (pop < 0) { throw new IllegalStateException("Can't decrease pop below 0!"); } //if (this.pop <= 0) { // throw new IllegalStateException("Can't alter dead Genome!"); //} myTracker.totalPop += pop - this.pop; this.pop = pop; if (pop == 0) { KillGenome(); } } /** * adds an individual to the genome population, should be called as part of the initialization of all agents that share this genome. */ public void IncPop() { SetPop(this.pop + 1); } /** * removes an individual from the genome population, should be called as part of the disposal of all agents that share this genome. */ public void DecPop() { SetPop(this.pop - 1); } /** * runs the GenomeFunction argument on every descendant of this genome */ public void Traverse(GenomeFn GenomeFunction) { GenomeFunction.GenomeFn(this); T child = firstChild; while (child != null) { child.Traverse(GenomeFunction); child = (T)child.nextSibling; } } /** * runs the GenomeFunction argument on every descendant of this genome, will pass as argument the lineage from this genome to the descendant */ public void TraverseWithLineage(ArrayList<T> lineageStorage, GenomeLineageFn GenomeFunction) { lineageStorage.add((T) this); GenomeFunction.GenomeLineageFn(lineageStorage); T child = firstChild; while (child != null) { child.TraverseWithLineage(lineageStorage, GenomeFunction); lineageStorage.remove(lineageStorage.size() - 1); child = (T)child.nextSibling; } } /** * adds all direct descendants of the genome to the arraylist */ public void GetChildren(ArrayList<T> childrenStorage) { T child = firstChild; while (child != null) { childrenStorage.add((T)child); child = (T)child.nextSibling; } } /** * adds all ancestors of the genome ot the arraylist */ public void GetLineage(ArrayList<T> lineageStorage) { T parent = (T)this; while (parent != null) { lineageStorage.add((T)parent); parent = (T)parent.parent; } } /** * returns the total number of genomes that have ever existed in the phylogeny */ public int GetNumGenomes() { return myTracker.nGenomesEver; } /** * returns the number of currently active unique genomes */ public int GetNumLivingGenomes() { return myTracker.nLivingGenomes; } /** * returns the number of genomes that exist in the phylogeny (not counting removed leaves) */ public int GetNumTreeGenomes() { return myTracker.nTreeGenomes; } /** * returns the current population size that shares this genome */ public long Pop() { return pop; } /** * returns the total population of all living members of the phylogeny */ public long PhylogenyPop(){ return myTracker.totalPop; } /** * gets the first genome that started the phylogeny */ public T GetRoot(){ return (T)myTracker.progenitor; } void NewMutantGenome(T child) { T new_clone = child; T current_right_child = this.firstChild; this.firstChild = new_clone; if (current_right_child != null) { current_right_child.prevSibling = new_clone; new_clone.nextSibling = current_right_child; } child.next = myTracker.listFirst; if (myTracker.listFirst != null) { myTracker.listFirst.prev = child; } myTracker.listFirst = child; } void RemoveGenomeFromTree() { myTracker.nTreeGenomes--; T my_left_sib = this.nextSibling; T my_right_sib = this.prevSibling; T parent = this.parent; if (parent!=null&&this == parent.firstChild) { // clone is parent's most recent child parent.firstChild = my_left_sib; if (my_left_sib == null && parent.pop == 0) { //recursively remove dead branches parent.RemoveGenomeFromTree(); } } if (my_right_sib != null) { my_right_sib.nextSibling = my_left_sib; } if (my_left_sib != null) { my_left_sib.prevSibling = my_right_sib; } if (prev != null) { prev.next = next; } if (next != null) { next.prev = prev; } } public void ResetCloneRecord(){ myTracker.ResetCloneRecord(); } public void RecordClones(double timepoint){ myTracker.RecordClones(timepoint); } public void RecordClones(String timepointLabel){ myTracker.RecordClones(timepointLabel); } public void OutputClonesToCSV(String path, String[]AttrHeaders, GetGenomeAttrs<T> GetAttrs, int excludePopCutoff){ myTracker.OutputClonesToCSV(path, AttrHeaders, GetAttrs,excludePopCutoff); } void KillGenome() { myTracker.nLivingGenomes--; if (myTracker.removeEmptyLeaves && firstChild == null) { this.RemoveGenomeFromTree(); } } @Override public Iterator<T> iterator() { return myTracker.iterator(); } }
411
0.870909
1
0.870909
game-dev
MEDIA
0.237167
game-dev
0.876234
1
0.876234
tezos/tezos-mirror
4,442
src/rust_deps/wasmer-3.3.0/lib/sys-utils/tests/fd_mmap_memory.rs
// // TODO: make this a sensible test before merge NOTE: commented out since it's mostly here for demonstration purposes. // use std::sync::Arc; // use wasmer::{BaseTunables, Engine, Module, Store, Tunables}; // use wasmer_vm::VMMemory; // use wasmer_wasix::{ // bin_factory::spawn_exec_module, virtual_fs::host_fs::File, BusSpawnedProcessJoin, // PluggableRuntimeImplementation, WasiControlPlane, WasiEnv, WasiRuntime, // WasiState, // }; // use wasmer_sys_utils::memory::fd_memory::{VMOwnedMemory, VMSharedMemory}; // struct FdTunables { // base: BaseTunables, // } // impl Tunables for FdTunables { // fn memory_style(&self, memory: &wasmer::MemoryType) -> wasmer::vm::MemoryStyle { // self.base.memory_style(memory) // } // fn table_style(&self, table: &wasmer::TableType) -> wasmer::vm::TableStyle { // self.base.table_style(table) // } // fn create_host_memory( // &self, // ty: &wasmer::MemoryType, // style: &wasmer::vm::MemoryStyle, // ) -> Result<wasmer::vm::VMMemory, wasmer::MemoryError> { // Ok(VMMemory(Box::new(VMOwnedMemory::new(ty, style)?))) // } // unsafe fn create_vm_memory( // &self, // ty: &wasmer::MemoryType, // style: &wasmer::vm::MemoryStyle, // vm_definition_location: std::ptr::NonNull<wasmer::vm::VMMemoryDefinition>, // ) -> Result<wasmer::vm::VMMemory, wasmer::MemoryError> { // if ty.shared { // let mem = VMSharedMemory::from_definition(ty, style, vm_definition_location)?; // Ok(VMMemory(Box::new(mem))) // } else { // let mem = VMOwnedMemory::from_definition(ty, style, vm_definition_location)?; // Ok(VMMemory(Box::new(mem))) // } // } // fn create_host_table( // &self, // ty: &wasmer::TableType, // style: &wasmer::vm::TableStyle, // ) -> Result<wasmer::vm::VMTable, String> { // self.base.create_host_table(ty, style) // } // unsafe fn create_vm_table( // &self, // ty: &wasmer::TableType, // style: &wasmer::vm::TableStyle, // vm_definition_location: std::ptr::NonNull<wasmer::vm::VMTableDefinition>, // ) -> Result<wasmer::vm::VMTable, String> { // self.base.create_vm_table(ty, style, vm_definition_location) // } // } // #[test] // fn test_fd_mmap_memory() { // tracing_subscriber::fmt() // .with_level(true) // .with_test_writer() // .with_max_level(tracing::Level::TRACE) // .try_init() // .unwrap(); // let mut store = Store::default(); // // let engine = wasmer_compiler_cranelift::Cranelift::default(); // // let engine = Engine::default(); // let code = std::fs::read("/home/theduke/dev/github.com/wasmerio/wasix-integration-tests/rust/simple/target/wasm32-wasmer-wasi/debug/examples/spawn_threads_and_sleep.wasm").unwrap(); // let module = Module::new(&store, code).unwrap(); // let control_plane = WasiControlPlane::default(); // let rt = Arc::new(PluggableRuntimeImplementation::default()); // let wasi_env = WasiState::builder("fdmem") // .args(["500", "100", "10"]) // .runtime(&rt) // .finalize_with(&mut store, &control_plane) // .unwrap(); // // let rt = wasi_env // // .data(&store) // // .runtime() // // .as_any() // // .unwrap() // // .downcast_ref::<PluggableRuntimeImplementation>() // // .unwrap() // // .clone(); // // Generate an `ImportObject`. // // let instance = wasmer_wasix::build_wasi_instance(&module, &mut wasi_env, &mut store).unwrap(); // let config = wasmer_wasix::wasmer_vbus::SpawnOptionsConfig { // reuse: false, // env: wasi_env.data(&store).clone(), // remote_instance: None, // access_token: None, // }; // let rt2: Arc<dyn WasiRuntime + Send + Sync> = rt.clone(); // let bus = spawn_exec_module(module, store, config, &rt2).unwrap(); // dbg!("spawned, sleeping!"); // let _joiner = BusSpawnedProcessJoin::new(bus); // std::thread::sleep(std::time::Duration::from_secs(100000000000000)); // // Let's call the `_start` function, which is our `main` function in Rust. // // let start = instance.exports.get_function("_start").unwrap(); // // start.call(&mut store, &[]).unwrap(); // }
411
0.82327
1
0.82327
game-dev
MEDIA
0.214855
game-dev
0.573534
1
0.573534
nature-of-code/noc-examples-processing
2,015
chp06_agents/StayWithinCircle/Vehicle.pde
// The Nature of Code // Daniel Shiffman // http://natureofcode.com class Vehicle { PVector position; PVector velocity; PVector acceleration; float r; float maxspeed; float maxforce; Vehicle(float x, float y) { acceleration = new PVector(0, 0); velocity = new PVector(1,0); velocity.mult(5); position = new PVector(x, y); r = 3; maxspeed = 3; maxforce = 0.15; } void run() { update(); display(); } // Method to update position void update() { // Update velocity velocity.add(acceleration); // Limit speed velocity.limit(maxspeed); position.add(velocity); // Reset accelertion to 0 each cycle acceleration.mult(0); } void boundaries() { PVector desired = null; // Predict position 25 (arbitrary choice) frames ahead PVector predict = velocity.get(); predict.mult(25); PVector futureposition = PVector.add(position, predict); float distance = PVector.dist(futureposition,circleposition); if (distance > circleRadius) { PVector toCenter = PVector.sub(circleposition,position); toCenter.normalize(); toCenter.mult(velocity.mag()); desired = PVector.add(velocity,toCenter); desired.normalize(); desired.mult(maxspeed); } if (desired != null) { PVector steer = PVector.sub(desired, velocity); steer.limit(maxforce); applyForce(steer); } fill(255,0,0); ellipse(futureposition.x,futureposition.y,4,4); } void applyForce(PVector force) { // We could add mass here if we want A = F / M acceleration.add(force); } void display() { // Draw a triangle rotated in the direction of velocity float theta = velocity.heading2D() + radians(90); fill(175); stroke(0); pushMatrix(); translate(position.x, position.y); rotate(theta); beginShape(TRIANGLES); vertex(0, -r*2); vertex(-r, r*2); vertex(r, r*2); endShape(); popMatrix(); } }
411
0.789784
1
0.789784
game-dev
MEDIA
0.528147
game-dev,graphics-rendering
0.991342
1
0.991342
ProjectIgnis/CardScripts
2,751
official/c25861589.lua
--アロマブレンド --Aroma Blend --scripted by Naim local s,id=GetID() function s.initial_effect(c) --Place 1 "Humid Winds/Dried Winds/Blessed Winds" face-up in the Spell/Trap Zone local e1=Effect.CreateEffect(c) e1:SetDescription(aux.Stringid(id,0)) e1:SetType(EFFECT_TYPE_ACTIVATE) e1:SetCode(EVENT_FREE_CHAIN) e1:SetCountLimit(1,id) e1:SetCost(s.plcost) e1:SetTarget(s.pltg) e1:SetOperation(s.plop) c:RegisterEffect(e1) --Fusion Summon 1 Plant Fusion Monster local params={handler=c,fusfilter=aux.FilterBoolFunction(Card.IsRace,RACE_PLANT), matfilter=Card.IsAbleToRemove,extrafil=s.extrafil, extraop=Fusion.BanishMaterial,extratg=s.extratg} local e2=Effect.CreateEffect(c) e2:SetDescription(aux.Stringid(id,1)) e2:SetCategory(CATEGORY_SPECIAL_SUMMON+CATEGORY_FUSION_SUMMON) e2:SetType(EFFECT_TYPE_IGNITION) e2:SetRange(LOCATION_GRAVE) e2:SetCountLimit(1,{id,1}) e2:SetCost(Cost.SelfBanish) e2:SetTarget(Fusion.SummonEffTG(params)) e2:SetOperation(Fusion.SummonEffOP(params)) c:RegisterEffect(e2) end s.listed_names={28265983,92266279,15177750} --Humid Winds, Dried Winds, Blessed Winds function s.cfilter(c,tp) return c:IsDiscardable() and Duel.IsExistingMatchingCard(s.plfilter,tp,LOCATION_DECK|LOCATION_HAND,0,1,c,tp) end function s.plfilter(c,tp) return c:IsCode(28265983,92266279,15177750) and not c:IsForbidden() and c:CheckUniqueOnField(tp) end function s.plcost(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.IsExistingMatchingCard(s.cfilter,tp,LOCATION_HAND,0,1,e:GetHandler(),tp) end Duel.DiscardHand(tp,s.cfilter,1,1,REASON_COST|REASON_DISCARD,nil,tp) end function s.pltg(e,tp,eg,ep,ev,re,r,rp,chk) local ft=Duel.GetLocationCount(tp,LOCATION_SZONE) if e:GetHandler():IsLocation(LOCATION_HAND) then ft=ft-1 end if chk==0 then return ft>0 and Duel.IsExistingMatchingCard(s.plfilter,tp,LOCATION_DECK|LOCATION_HAND,0,1,nil,tp) end end function s.plop(e,tp,eg,ep,ev,re,r,rp) if Duel.GetLocationCount(tp,LOCATION_SZONE)<=0 then return end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TOFIELD) local tc=Duel.SelectMatchingCard(tp,s.plfilter,tp,LOCATION_DECK|LOCATION_HAND,0,1,1,nil,tp):GetFirst() if tc then Duel.MoveToField(tc,tp,tp,LOCATION_SZONE,POS_FACEUP,true) end end function s.exfilter(c) return c:IsRace(RACE_PLANT) and c:IsAbleToRemove() end function s.extrafil(e,tp,mg) if Duel.GetLP(tp)>Duel.GetLP(1-tp) and not Duel.IsPlayerAffectedByEffect(tp,CARD_SPIRIT_ELIMINATION) then return Duel.GetMatchingGroup(s.exfilter,tp,LOCATION_GRAVE,0,nil) end return nil end function s.extratg(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return true end Duel.SetOperationInfo(0,CATEGORY_REMOVE,nil,1,tp,LOCATION_HAND|LOCATION_MZONE) Duel.SetPossibleOperationInfo(0,CATEGORY_REMOVE,nil,1,tp,LOCATION_GRAVE) end
411
0.976665
1
0.976665
game-dev
MEDIA
0.946904
game-dev
0.980026
1
0.980026
Dimbreath/AzurLaneData
64,597
ja-JP/view/main/settingsscene.lua
slot0 = class("SettingsScene", import("..base.BaseUI")) slot0.CLD_RED = Color.New(0.6, 0.05, 0.05, 0.5) slot0.DEFAULT_GREY = Color.New(0.5, 0.5, 0.5, 0.5) slot0.EnterToggle = { options = "options", res = "res", interface = "interface", sound = "sound" } function slot0.getUIName(slot0) return "SettingsUI" end function slot0.init(slot0) slot0.eventTriggers = {} slot0.top = slot0:findTF("blur_panel/adapt/top") slot0.backButton = slot0:findTF("blur_panel/adapt/top/back_btn") slot0.leftPanel = slot0:findTF("blur_panel/adapt/left_length") slot0.logoutButton = slot0:findTF("logout", slot0.leftPanel) slot0.bbsButton = slot0:findTF("bbs", slot0.leftPanel) slot0.soundToggle = slot0:findTF("resources", slot0.leftPanel) slot0.optionsToggle = slot0:findTF("options", slot0.leftPanel) slot0.otherToggle = slot0:findTF("other", slot0.leftPanel) slot0.interfaceToggle = slot0:findTF("battle_ui", slot0.leftPanel) slot0.resToggle = slot0:findTF("resources", slot0.leftPanel) slot0.helpUS = slot0:findTF("help_us", slot0.leftPanel) setActive(slot0.helpUS, PLATFORM_CODE == PLATFORM_US) slot0.repairMask = slot0:findTF("mask_repair") slot0.msgBox = SettingsMsgBosPage.New(slot0._tf, slot0.event) slot0:initSoundPanel(slot0:findTF("main/resources")) slot0:initOptionsPanel(slot0:findTF("main/options")) slot0:initInterfacePreference(slot0:findTF("main/battle_ui")) slot0:initOtherPanel(slot0:findTF("main/other")) slot0:initResDownloadPanel(slot0:findTF("main/resources")) end function slot0.initResDownloadPanel(slot0, slot1) setActive(slot1, false) slot0.resRepairGroup = {} slot3 = slot0:findTF("main/resources/mask/main_panel"):Find("repair") slot0.resRepairGroup.Button = slot3 slot0.resRepairGroup.Progress = slot3:Find("progress") slot0.resRepairGroup.ProgressHandle = slot3:Find("progress/handle") slot0.resRepairGroup.Info1 = slot3:Find("status") slot0.resRepairGroup.Info2 = slot3:Find("version") slot0.resRepairGroup.LabelNew = slot3:Find("version/new") slot0.resRepairGroup.Dot = slot3:Find("new") slot0.resRepairGroup.Loading = slot3:Find("loading") setText(slot3:Find("title"), i18n("repair_setting_label")) function () setSlider(uv0.resRepairGroup.Progress, 0, 1, 0) setActive(uv0.resRepairGroup.Dot, false) setActive(uv0.resRepairGroup.Loading, false) setText(uv0.resRepairGroup.Info1, i18n("word_files_repair")) setText(uv0.resRepairGroup.Info2, "") slot2 = 1 setSlider(uv0.resRepairGroup.Progress, 0, 1, slot2) setActive(uv0.resRepairGroup.ProgressHandle, slot2 ~= 0 and slot2 ~= 1) setActive(uv0.resRepairGroup.Dot, false) setActive(uv0.resRepairGroup.Loading, false) setActive(uv0.resRepairGroup.LabelNew, false) end() onButton(slot0, slot0.resRepairGroup.Button, function () showRepairMsgbox() end, SFX_PANEL) slot0.live2DDownloadBtn = slot0:findTF("main/resources/mask/main_panel/live2d") slot0.live2DDownloadProgress = slot0:findTF("main/resources/mask/main_panel/live2d/progress") slot0.live2DDownloadProgressHandle = slot0:findTF("main/resources/mask/main_panel/live2d/progress/handle") slot0.live2DDownloadInfo1 = slot0:findTF("main/resources/mask/main_panel/live2d/status") slot0.live2DDownloadInfo2 = slot0:findTF("main/resources/mask/main_panel/live2d/version") slot0.live2DDownloadLabelNew = slot0:findTF("main/resources/mask/main_panel/live2d/version/new") slot0.live2DDownloadDot = slot0:findTF("main/resources/mask/main_panel/live2d/new") slot0.live2DDownloadLoading = slot0:findTF("main/resources/mask/main_panel/live2d/loading") setSlider(slot0.live2DDownloadProgress, 0, 1, 0) setActive(slot0.live2DDownloadDot, false) setActive(slot0.live2DDownloadLoading, false) slot0.live2DDownloadTimer = Timer.New(function () uv0:updateLive2DDownloadState() end, 0.5, -1) slot0.live2DDownloadTimer:Start() slot0:updateLive2DDownloadState() if BundleWizard.Inst:GetGroupMgr("L2D").state == DownloadState.None then slot5:CheckD() end onButton(slot0, slot0.live2DDownloadBtn, function () if uv0.state == DownloadState.CheckFailure then uv0:CheckD() elseif slot0 == DownloadState.CheckToUpdate or slot0 == DownloadState.UpdateFailure then VersionMgr.Inst:RequestUIForUpdateD("L2D", true) end end, SFX_PANEL) slot0.soundDownloadBtn = slot0:findTF("main/resources/mask/main_panel/cv") slot0.soundDownloadProgress = slot0:findTF("main/resources/mask/main_panel/cv/progress") slot0.soundDownloadProgressHandle = slot0:findTF("main/resources/mask/main_panel/cv/progress/handle") slot0.soundDownloadInfo1 = slot0:findTF("main/resources/mask/main_panel/cv/status") slot0.soundDownloadInfo2 = slot0:findTF("main/resources/mask/main_panel/cv/version") slot0.soundDownloadLabelNew = slot0:findTF("main/resources/mask/main_panel/cv/version/new") slot0.soundDownloadDot = slot0:findTF("main/resources/mask/main_panel/cv/new") slot0.soundDownloadLoading = slot0:findTF("main/resources/mask/main_panel/cv/loading") setSlider(slot0.soundDownloadProgress, 0, 1, 0) setActive(slot0.soundDownloadDot, false) setActive(slot0.soundDownloadLoading, false) BundleWizard.Inst:GetGroupMgr("CV"):CheckD() slot0.soundDownloadTimer = Timer.New(function () uv0:updateSoundDownloadState() end, 0.5, -1) slot0.soundDownloadTimer:Start() slot0:updateSoundDownloadState() onButton(slot0, slot0.soundDownloadBtn, function () if uv0.state == DownloadState.CheckFailure then uv0:CheckD() elseif uv0.state == DownloadState.CheckToUpdate or uv0.state == DownloadState.UpdateFailure then VersionMgr.Inst:RequestUIForUpdateD("CV", true) end end, SFX_PANEL) slot0.galleryDownloadBtn = slot0:findTF("main/resources/mask/main_panel/gallery") slot0.galleryDownloadProgress = slot0:findTF("main/resources/mask/main_panel/gallery/progress") slot0.galleryDownloadProgressHandle = slot0:findTF("main/resources/mask/main_panel/gallery/progress/handle") slot0.galleryDownloadInfo1 = slot0:findTF("main/resources/mask/main_panel/gallery/status") slot0.galleryDownloadInfo2 = slot0:findTF("main/resources/mask/main_panel/gallery/version") slot0.galleryDownloadLabelNew = slot0:findTF("main/resources/mask/main_panel/gallery/version/new") slot0.galleryDownloadDot = slot0:findTF("main/resources/mask/main_panel/gallery/new") slot0.galleryDownloadLoading = slot0:findTF("main/resources/mask/main_panel/gallery/loading") setSlider(slot0.galleryDownloadProgress, 0, 1, 0) setActive(slot0.galleryDownloadDot, false) setActive(slot0.galleryDownloadLoading, false) BundleWizard.Inst:GetGroupMgr("GALLERY_PIC"):CheckD() slot0.galleryDownloadTimer = Timer.New(function () uv0:updateGalleryDownloadState() end, 0.5, -1) slot0.galleryDownloadTimer:Start() slot0:updateGalleryDownloadState() onButton(slot0, slot0.galleryDownloadBtn, function () if uv0.state == DownloadState.CheckFailure then uv0:CheckD() elseif uv0.state == DownloadState.CheckToUpdate or uv0.state == DownloadState.UpdateFailure then VersionMgr.Inst:RequestUIForUpdateD("GALLERY_PIC", true) end end, SFX_PANEL) slot0.musicDownloadBtn = slot0:findTF("main/resources/mask/main_panel/music") slot0.musicDownloadProgress = slot0:findTF("main/resources/mask/main_panel/music/progress") slot0.musicDownloadProgressHandle = slot0:findTF("main/resources/mask/main_panel/music/progress/handle") slot0.musicDownloadInfo1 = slot0:findTF("main/resources/mask/main_panel/music/status") slot0.musicDownloadInfo2 = slot0:findTF("main/resources/mask/main_panel/music/version") slot0.musicDownloadLabelNew = slot0:findTF("main/resources/mask/main_panel/music/version/new") slot0.musicDownloadDot = slot0:findTF("main/resources/mask/main_panel/music/new") slot0.musicDownloadLoading = slot0:findTF("main/resources/mask/main_panel/music/loading") setSlider(slot0.musicDownloadProgress, 0, 1, 0) setActive(slot0.musicDownloadDot, false) setActive(slot0.musicDownloadLoading, false) BundleWizard.Inst:GetGroupMgr("GALLERY_BGM"):CheckD() slot0.musicDownloadTimer = Timer.New(function () uv0:updateMusicDownloadState() end, 0.5, -1) slot0.musicDownloadTimer:Start() slot0:updateMusicDownloadState() onButton(slot0, slot0.musicDownloadBtn, function () if uv0.state == DownloadState.CheckFailure then uv0:CheckD() elseif uv0.state == DownloadState.CheckToUpdate or uv0.state == DownloadState.UpdateFailure then VersionMgr.Inst:RequestUIForUpdateD("GALLERY_BGM", true) end end, SFX_PANEL) end function slot0.initSoundPanel(slot0, slot1) setActive(slot1, false) slot2 = slot0:findTF("main/resources/mask/main_panel") slot3 = PlayerPrefs.GetInt("mute_audio", 0) == 1 slot0.bgmSlider = slot2:Find("settings/bgm/slider") function () slot0 = pg.CriMgr.GetInstance():getBGMVolume() if uv0 then slot0 = PlayerPrefs.GetFloat("bgm_vol_mute_setting", DEFAULT_BGMVOLUME) end setSlider(uv1.bgmSlider, 0, 1, slot0) end() slot0:initSoundSlider(slot0.bgmSlider, function (slot0) if uv0 then return end pg.CriMgr.GetInstance():setBGMVolume(slot0) end) slot0.effectSlider = slot2:Find("settings/sfx/slider") function () slot0 = pg.CriMgr.GetInstance():getSEVolume() if uv0 then slot0 = PlayerPrefs.GetFloat("se_vol_mute_setting", DEFAULT_SEVOLUME) end setSlider(uv1.effectSlider, 0, 1, slot0) end() slot0:initSoundSlider(slot0.effectSlider, function (slot0) if uv0 then return end pg.CriMgr.GetInstance():setSEVolume(slot0) end) slot0.mainSlider = slot2:Find("settings/cv/slider") function () slot0 = pg.CriMgr.GetInstance():getCVVolume() if uv0 then slot0 = PlayerPrefs.GetFloat("cv_vol_mute_setting", DEFAULT_CVVOLUME) end setSlider(uv1.mainSlider, 0, 1, slot0) end() slot0:initSoundSlider(slot0.mainSlider, function (slot0) if uv0 then return end pg.CriMgr.GetInstance():setCVVolume(slot0) end) setText(slot2:Find("settings/buttons/soundswitch/Text"), i18n("voice_control")) slot7 = slot2:Find("settings/buttons/soundswitch/on") triggerToggle(slot7, not slot3) triggerToggle(slot2:Find("settings/buttons/soundswitch/off"), slot3) onToggle(slot0, slot7, function (slot0) if not slot0 then PlayerPrefs.SetFloat("bgm_vol_mute_setting", pg.CriMgr.GetInstance():getBGMVolume()) PlayerPrefs.SetFloat("se_vol_mute_setting", pg.CriMgr.GetInstance():getSEVolume()) PlayerPrefs.SetFloat("cv_vol_mute_setting", pg.CriMgr.GetInstance():getCVVolume()) pg.CriMgr.GetInstance():setBGMVolume(0) pg.CriMgr.GetInstance():setSEVolume(0) pg.CriMgr.GetInstance():setCVVolume(0) PlayerPrefs.SetInt("mute_audio", 1) else pg.CriMgr.GetInstance():setBGMVolume(PlayerPrefs.GetFloat("bgm_vol_mute_setting", DEFAULT_BGMVOLUME)) pg.CriMgr.GetInstance():setSEVolume(PlayerPrefs.GetFloat("se_vol_mute_setting", DEFAULT_SEVOLUME)) pg.CriMgr.GetInstance():setCVVolume(PlayerPrefs.GetFloat("cv_vol_mute_setting", DEFAULT_CVVOLUME)) PlayerPrefs.SetInt("mute_audio", 0) end uv0:setSliderEnable(uv0.bgmSlider, slot0) uv0:setSliderEnable(uv0.effectSlider, slot0) uv0:setSliderEnable(uv0.mainSlider, slot0) uv1 = not slot0 end, SFX_UI_TAG, SFX_UI_TAG) slot0:setSliderEnable(slot0.bgmSlider, not slot3) slot0:setSliderEnable(slot0.effectSlider, not slot3) slot0:setSliderEnable(slot0.mainSlider, not slot3) slot0.soundRevertBtn = slot2:Find("settings/buttons/reset") onButton(slot0, slot0.soundRevertBtn, function () pg.MsgboxMgr.GetInstance():ShowMsgBox({ content = i18n("sure_resume_volume"), onYes = function () triggerToggle(uv0, true) setSlider(uv1.bgmSlider, 0, 1, DEFAULT_BGMVOLUME) setSlider(uv1.effectSlider, 0, 1, DEFAULT_SEVOLUME) setSlider(uv1.mainSlider, 0, 1, DEFAULT_CVVOLUME) end }) end, SFX_UI_CLICK) end function slot0.initSoundSlider(slot0, slot1, slot2) slot3 = slot1:GetComponent("Slider") slot3.onValueChanged:RemoveAllListeners() pg.DelegateInfo.Add(slot0, slot3.onValueChanged) slot3.onValueChanged:AddListener(slot2) slot4 = (slot3.maxValue - slot3.minValue) * 0.1 onButton(slot0, slot1:Find("up"), function () uv0.value = math.clamp(uv0.value + uv1, uv0.minValue, uv0.maxValue) end, SFX_PANEL) onButton(slot0, slot1:Find("down"), function () uv0.value = math.clamp(uv0.value - uv1, uv0.minValue, uv0.maxValue) end, SFX_PANEL) end function slot0.setSliderEnable(slot0, slot1, slot2) slot2 = tobool(slot2) slot1:GetComponent("Slider").interactable = slot2 setButtonEnabled(slot1:Find("up"), slot2) setButtonEnabled(slot1:Find("down"), slot2) end slot1 = {} slot2 = { { title = i18n("words_show_ship_name_label"), desc = i18n("option_desc1") }, { title = i18n("words_auto_battle_label"), name = AUTO_BATTLE_LABEL, desc = i18n("option_desc2") }, { default = 1, title = i18n("words_rare_ship_vibrate"), name = RARE_SHIP_VIBRATE, desc = i18n("option_desc3") }, { default = 1, title = i18n("words_display_ship_get_effect"), name = DISPLAY_SHIP_GET_EFFECT, desc = i18n("option_desc4") }, { default = 1, title = i18n("words_show_touch_effect"), name = SHOW_TOUCH_EFFECT, desc = i18n("option_desc5") }, { default = 0, title = i18n("words_bg_fit_mode"), name = BG_FIT_MODE, desc = i18n("option_desc6") }, { default = 1, title = i18n("words_battle_hide_bg"), name = BATTLE_HIDE_BG, desc = i18n("option_desc10") }, { default = 0, alignment = 1, title = i18n("words_battle_expose_line"), name = BATTLE_EXPOSE_LINE, desc = i18n("option_desc11") } } if not LOCK_BATTERY_SAVEMODE then table.insert(slot2, { default = 0, title = i18n("words_autoFight_battery_savemode"), name = AUTOFIGHT_BATTERY_SAVEMODE, desc = i18n("words_autoFight_battery_savemode_des") }) table.insert(slot2, { default = 0, title = i18n("words_autoFIght_down_frame"), name = AUTOFIGHT_DOWN_FRAME, desc = i18n("words_autoFIght_down_frame_des") }) end slot3 = { { default = 1, title = i18n("words_visit_backyard_toggle"), name = ALLOW_FIREND_VISIT_BACKYARD, desc = i18n("option_desc7"), playerFlag = ALLOW_FIREND_VISIT_BACKYARD_FLAG }, { default = 0, title = i18n("words_show_friend_backyardship_toggle"), name = SHOW_FIREND_BACKYARD_SHIP, desc = i18n("option_desc8"), playerFlag = SHOW_FIREND_BACKYARD_SHIP_FLAG }, { default = 0, title = i18n("words_show_my_backyardship_toggle"), name = SHOW_MY_BACKYARD_SHIP, desc = i18n("option_desc9"), playerFlag = SHOW_MY_BACKYARD_SHIP_FLAG } } function slot0.initOptionsPanel(slot0, slot1) slot2 = slot1:Find("scroll_view/Viewport/content/fps_setting") slot3 = slot2:Find("options/30fps") onToggle(slot0, slot3, function (slot0) if slot0 then PlayerPrefs.SetInt("fps_limit", 30) Application.targetFrameRate = 30 end end, SFX_UI_TAG, SFX_UI_TAG) onToggle(slot0, slot2:Find("options/60fps"), function (slot0) if slot0 then PlayerPrefs.SetInt("fps_limit", 60) Application.targetFrameRate = 60 end end, SFX_UI_TAG, SFX_UI_TAG) triggerToggle(slot3, PlayerPrefs.GetInt("fps_limit", 30) == 30) triggerToggle(slot4, slot5 == 60) slot7 = slot0:findTF("scroll_view/Viewport/content/other_settings/options", slot1) for slot13, slot14 in ipairs(pg.push_data_template) do slot15 = cloneTplTo(slot0:findTF("scroll_view/Viewport/content/notifications/options", slot1):Find("notify_tpl"), slot6) setText(slot0:findTF("Text", slot15), slot14.title) onButton(slot0, slot0:findTF("Text", slot15), function () uv0.msgBox:ExecuteAction("Show", uv1.desc, uv1.alignment) end) onToggle(slot0, slot15:Find("on"), function (slot0) pg.PushNotificationMgr.GetInstance():setSwitch(uv0.id, slot0) end, SFX_UI_TAG, SFX_UI_CANCEL) slot16 = pg.PushNotificationMgr.GetInstance():isEnabled(slot14.id) triggerToggle(slot15:Find("on"), slot16) triggerToggle(slot15:Find("off"), not slot16) end for slot13, slot14 in pairs(uv0) do slot15 = cloneTplTo(slot7:Find("notify_tpl"), slot7) setText(slot0:findTF("Text", slot15), slot14.title) onButton(slot0, slot0:findTF("Text", slot15), function () uv0.msgBox:ExecuteAction("Show", uv1.desc, uv1.alignment) end) if slot13 == 1 then onToggle(slot0, slot15:Find("on"), function (slot0) pg.PushNotificationMgr.GetInstance():setSwitchShipName(slot0) end, SFX_UI_TAG, SFX_UI_CANCEL) triggerToggle(slot15:Find("on"), pg.PushNotificationMgr.GetInstance():isEnableShipName()) triggerToggle(slot15:Find("off"), not pg.PushNotificationMgr.GetInstance():isEnableShipName()) else slot0[slot14.name] = PlayerPrefs.GetInt(slot14.name, slot14.default or 0) > 0 if slot14.name == AUTOFIGHT_BATTERY_SAVEMODE then onToggle(slot0, slot15:Find("on"), function (slot0) if uv0[uv1.name] ~= slot0 then PlayerPrefs.SetInt(uv1.name, slot0 and 1 or 0) PlayerPrefs.Save() uv0[uv1.name] = slot0 if uv1.name == AUTOFIGHT_BATTERY_SAVEMODE and table.indexof(uv2, _.detect(uv2, function (slot0) return slot0.name == AUTOFIGHT_DOWN_FRAME end)) then slot3 = uv3:GetChild(slot2) triggerToggle(slot3:Find(slot0 and "on" or "off"), true) uv4.SetGrayAndUninteractable(slot3, slot0) end end end, SFX_UI_TAG, SFX_UI_CANCEL) elseif slot14.name == AUTOFIGHT_DOWN_FRAME then onToggle(slot0, slot15:Find("on"), function (slot0) if not uv0[AUTOFIGHT_BATTERY_SAVEMODE] and slot0 then pg.TipsMgr.GetInstance():ShowTips(i18n("words_autoFight_tips")) triggerToggle(uv1:Find("off"), true) return end if uv0[uv2.name] ~= slot0 then PlayerPrefs.SetInt(uv2.name, slot0 and 1 or 0) PlayerPrefs.Save() uv0[uv2.name] = slot0 end end, SFX_UI_TAG, SFX_UI_CANCEL) uv1.SetGrayAndUninteractable(slot15, slot0[AUTOFIGHT_BATTERY_SAVEMODE]) else onToggle(slot0, slot15:Find("on"), function (slot0) if uv0[uv1.name] ~= slot0 then PlayerPrefs.SetInt(uv1.name, slot0 and 1 or 0) PlayerPrefs.Save() uv0[uv1.name] = slot0 end if uv1.name == SHOW_TOUCH_EFFECT and pg.UIMgr.GetInstance().OverlayEffect then setActive(slot1, slot0) end end, SFX_UI_TAG, SFX_UI_CANCEL) end triggerToggle(slot15:Find("on"), slot0[slot14.name]) triggerToggle(slot15:Find("off"), not slot0[slot14.name]) end end slot0:UpdateBackYardConfig() setActive(slot0:findTF("scroll_view/Viewport/content/world_boss_notifications", slot1), false) slot10, slot11 = pg.SystemOpenMgr.GetInstance():isOpenSystem(getProxy(PlayerProxy):getData().level, "WorldMediator") setActive(slot1:Find("scroll_view/Viewport/content/world_settings"), slot10) if slot10 then slot0:InitWorldPanel(slot1) end slot0:InitStorySpeedPanel(slot1) slot0:InitStoryAutoPlayPanel(slot1) end function slot0.SetGrayAndUninteractable(slot0, slot1) setGray(slot0:Find("on"), not slot1) setGray(slot0:Find("off"), not slot1) end function slot0.InitStorySpeedPanel(slot0, slot1) setText(slot1:Find("scroll_view/Viewport/content/story_speed_setting/title"), i18n("story_setting_label")) setText(slot1:Find("scroll_view/Viewport/content/story_speed_setting/title/title_text"), i18n1("/AUTO SPEED")) slot3 = slot1:Find("scroll_view/Viewport/content/story_speed_setting/speeds") for slot9 = 1, slot3.childCount do slot10 = slot3:GetChild(slot9 - 1) onToggle(slot0, slot10, function (slot0) if slot0 then getProxy(SettingsProxy):SetStorySpeed(uv0[uv1]) end end, SFX_PANEL) setText(slot10:Find("Text"), i18n("setting_story_speed_" .. slot9)) if slot9 == (table.indexof(Story.STORY_AUTO_SPEED, getProxy(SettingsProxy):GetStorySpeed()) or 2) then triggerToggle(slot10, true) end end end function slot0.InitStoryAutoPlayPanel(slot0, slot1) setText(slot1:Find("scroll_view/Viewport/content/story_autoplay_setting/title"), i18n("story_autoplay_setting_label")) setText(slot1:Find("scroll_view/Viewport/content/story_autoplay_setting/title/title_text"), i18n1("/AUTO")) for slot7, slot8 in ipairs({ slot1:Find("scroll_view/Viewport/content/story_autoplay_setting/speeds/1"), slot1:Find("scroll_view/Viewport/content/story_autoplay_setting/speeds/2") }) do onToggle(slot0, slot8, function (slot0) if slot0 then getProxy(SettingsProxy):SetStoryAutoPlayFlag(uv0 - 1) end end, SFX_PANEL) setText(slot8:Find("Text"), i18n("story_autoplay_setting_" .. slot7)) if slot7 == (getProxy(SettingsProxy):GetStoryAutoPlayFlag() and 2 or 1) then triggerToggle(slot8, true) end end end function slot0.UpdateBackYardConfig(slot0) if not slot0.backyardConfigToggles then slot0.backyardConfigToggles = {} slot5 = slot0 slot6 = "main/options" notiTpl = slot0:findTF("scroll_view/Viewport/content/other_settings/options", slot0.findTF(slot5, slot6)):Find("notify_tpl") for slot5, slot6 in ipairs(uv0) do slot7 = cloneTplTo(notiTpl, slot1) setText(slot0:findTF("Text", slot7), slot6.title) onButton(slot0, slot0:findTF("Text", slot7), function () uv0.msgBox:ExecuteAction("Show", uv1.desc, uv1.alignment) end) table.insert(slot0.backyardConfigToggles, { value = slot6, btn = slot7 }) end end for slot4, slot5 in ipairs(slot0.backyardConfigToggles) do slot0:InitOptionByPlayerFlag(slot5.value, slot5.btn) end end function slot0.InitOptionByPlayerFlag(slot0, slot1, slot2) slot4 = getProxy(PlayerProxy):getData():GetCommonFlag(slot1.playerFlag) slot5 = nil slot5 = slot1.default == 1 and slot4 or not slot4 onToggle(slot0, slot2:Find("on"), function (slot0) uv0:emit(SettingsMediator.SET_PLAYER_FLAG, uv1.playerFlag) end, SFX_UI_TAG, SFX_UI_CANCEL) triggerToggle(slot2:Find("on"), not slot5) triggerToggle(slot2:Find("off"), slot5) end function slot0.InitWorldBossPanel(slot0, slot1) for slot8, slot9 in ipairs({ i18n("world_word_world"), i18n("world_word_friend"), i18n("world_word_guild") }) do slot10 = cloneTplTo(slot0:findTF("scroll_view/Viewport/content/world_boss_notifications/options", slot1):Find("notify_tpl"), slot2) slot11 = getProxy(SettingsProxy):GetWorldBossFlag(slot8) setText(slot10:Find("Text"), slot9) onToggle(slot0, slot10:Find("on"), function (slot0) if uv0 ~= slot0 then getProxy(SettingsProxy):SetWorldBossFlag(uv1, slot0) uv0 = slot0 end end, SFX_UI_TAG, SFX_UI_CANCEL) triggerToggle(slot10:Find("on"), slot11) triggerToggle(slot10:Find("off"), not slot11) end end function slot0.InitWorldPanel(slot0, slot1) for slot8, slot9 in pairs({ { key = "story_tips", title = i18n("world_setting_quickmode"), desc = i18n("world_setting_quickmodetip") }, { key = "consume_item", title = i18n("world_setting_submititem"), desc = i18n("world_setting_submititemtip") } }) do slot10 = cloneTplTo(slot1:Find("scroll_view/Viewport/content/world_settings/options"):Find("notify_tpl"), slot2) slot11 = getProxy(SettingsProxy):GetWorldFlag(slot9.key) setText(slot10:Find("Text"), slot9.title) onButton(slot0, slot10:Find("Text"), function () uv0.msgBox:ExecuteAction("Show", uv1.desc) end) onToggle(slot0, slot10:Find("on"), function (slot0) if uv0 ~= slot0 then getProxy(SettingsProxy):SetWorldFlag(uv1.key, slot0) uv0 = slot0 end end, SFX_UI_TAG, SFX_UI_CANCEL) triggerToggle(slot10:Find("on"), slot11) triggerToggle(slot10:Find("off"), not slot11) end setText(slot1:Find("scroll_view/Viewport/content/world_settings/title"), i18n("world_setting_title")) end function slot0.initInterfacePreference(slot0, slot1) setActive(slot1, false) slot0.editPanel = slot1:Find("editor") slot2 = slot0:findTF("main/battle_ui/editor/buttons") slot0.normalBtns = findTF(slot2, "normal") slot0.editBtns = findTF(slot2, "editing") slot0.saveBtn = findTF(slot0.editBtns, "save") slot0.cancelBtn = findTF(slot0.editBtns, "cancel") slot0.editBtn = findTF(slot0.normalBtns, "edit") slot0.revertBtn = findTF(slot0.normalBtns, "reset") onButton(slot0, slot0.editBtn, function () uv0:editModeEnabled(true) end, SFX_PANEL) onButton(slot0, slot0.revertBtn, function () pg.MsgboxMgr.GetInstance():ShowMsgBox({ hideNo = false, content = i18n("setting_interface_revert_check"), onYes = function () uv0:revertInterfaceSetting(true) end }) end, SFX_PANEL) onButton(slot0, slot0.cancelBtn, function () if uv0._currentDrag then LuaHelper.triggerEndDrag(uv0._currentDrag) end pg.MsgboxMgr.GetInstance():ShowMsgBox({ hideNo = false, content = i18n("setting_interface_cancel_check"), onYes = function () uv0:editModeEnabled(false) uv0:revertInterfaceSetting(false) end }) end, SFX_PANEL) onButton(slot0, slot0.saveBtn, function () if uv0._currentDrag then LuaHelper.triggerEndDrag(uv0._currentDrag) end uv0:editModeEnabled(false) uv0:saveInterfaceSetting() pg.TipsMgr.GetInstance():ShowTips(i18n("setting_interface_save_success")) end, SFX_PANEL) slot0.interface = slot0:findTF("main/battle_ui/editor/editing_region") if rtf(slot0.interface).rect.width / rtf(slot0.interface).rect.height > rtf(slot0._tf).rect.width / rtf(slot0._tf).rect.height then slot8 = rtf(slot0.interface).sizeDelta.y slot0.scale = slot4 / slot6 slot7 = rtf(slot0.interface).sizeDelta.x - (slot3 - slot4 * slot5 / slot6) else slot7 = rtf(slot1).sizeDelta.x slot0.scale = slot3 / slot5 slot8 = rtf(slot1).sizeDelta.y - (slot4 - slot3 * slot6 / slot5) end slot0.stick = findTF(slot0.interface, "Stick") slot0.skillBtn1 = findTF(slot0.interface, "Skill_1") slot0.skillBtn2 = findTF(slot0.interface, "Skill_2") slot0.skillBtn3 = findTF(slot0.interface, "Skill_3") slot0.skillBtn4 = findTF(slot0.interface, "Skill_4") slot0.mask = findTF(slot0.interface, "mask") slot0:initInterfaceComponent(slot0.stick, "joystick_anchorX", "joystick_anchorY", ys.Battle.BattleConfig.JOY_STICK_DEFAULT_PREFERENCE) slot9 = ys.Battle.BattleConfig.SKILL_BUTTON_DEFAULT_PREFERENCE slot0:initInterfaceComponent(slot0.skillBtn1, "skill_1_anchorX", "skill_1_anchorY", slot9[1]) slot0:initInterfaceComponent(slot0.skillBtn2, "skill_2_anchorX", "skill_2_anchorY", slot9[2]) slot0:initInterfaceComponent(slot0.skillBtn3, "skill_3_anchorX", "skill_3_anchorY", slot9[3]) slot14 = "skill_4_anchorY" slot0:initInterfaceComponent(slot0.skillBtn4, "skill_4_anchorX", slot14, slot9[4]) slot0.components = { findTF(slot0.interface, "top"), slot0.stick, slot0.skillBtn1, slot0.skillBtn2, slot0.skillBtn3, slot0.skillBtn4 } for slot14 = 2, #slot0.components do setLocalScale(slot0.components[slot14], Vector3.New(slot0.scale, slot0.scale, 1)) end slot0:editModeEnabled(false) end function slot0.initInterfaceComponent(slot0, slot1, slot2, slot3, slot4) slot7 = rtf(slot0._tf).rect.width * 0.5 + slot0.interface.localPosition.x + slot0.interface.parent.localPosition.x + slot0.interface.parent.parent.localPosition.x slot8 = rtf(slot0._tf).rect.height * 0.5 + slot0.interface.localPosition.y + slot0.interface.parent.localPosition.y + slot0.interface.parent.parent.localPosition.y slot9 = GetOrAddComponent(slot1, "EventTriggerListener") slot0.eventTriggers[slot9] = true slot10, slot11, slot12, slot13 = nil slot9:AddBeginDragFunc(function (slot0, slot1) uv0._currentDrag = uv1 uv2 = uv3 / UnityEngine.Screen.width uv4 = uv5 / UnityEngine.Screen.height for slot5 = 2, #uv0.components do if uv0.components[slot5] ~= uv6 then GetOrAddComponent(slot6, "EventTriggerListener").enabled = false end end uv7 = uv6.localPosition.x uv8 = uv6.localPosition.y end) slot9:AddDragFunc(function (slot0, slot1) uv0.localPosition = Vector3(slot1.position.x * uv1 - uv2, slot1.position.y * uv3 - uv4, 0) uv5:checkInterfaceIntersect() end) slot9:AddDragEndFunc(function (slot0, slot1) uv0._currentDrag = nil if uv0:checkInterfaceIntersect() then uv1.localPosition = Vector3(uv2, uv3, 0) end for slot6 = 2, #uv0.components do GetOrAddComponent(uv0.components[slot6], "EventTriggerListener").enabled = true end uv0:checkInterfaceIntersect() end) slot0:setInterfaceAnchor(slot1, slot2, slot3, slot4) end function slot0.editModeEnabled(slot0, slot1) setActive(slot0.normalBtns, not slot1) setActive(slot0.mask, not slot1) setActive(slot0.editBtns, slot1) for slot5, slot6 in ipairs(slot0.components) do setActive(findTF(slot6, "rect"), slot1) if slot5 > 1 then GetOrAddComponent(slot6, "EventTriggerListener").enabled = slot1 end end slot0.backButton:GetComponent(typeof(Button)).interactable = not slot1 slot0.otherToggle:GetComponent(typeof(Toggle)).interactable = not slot1 slot0.optionsToggle:GetComponent(typeof(Toggle)).interactable = not slot1 slot0.interfaceToggle:GetComponent(typeof(Toggle)).interactable = not slot1 slot0.resToggle:GetComponent(typeof(Toggle)).interactable = not slot1 slot0.logoutButton:GetComponent("ButtonExtend").interactable = not slot1 end function slot0.setInterfaceAnchor(slot0, slot1, slot2, slot3, slot4, slot5) slot6, slot7 = nil if slot5 then slot6 = slot4.x slot7 = slot4.y else slot6 = PlayerPrefs.GetFloat(slot2, slot4.x) slot7 = PlayerPrefs.GetFloat(slot3, slot4.y) end slot1.localPosition = Vector3((slot6 - 0.5) * rtf(slot0.interface).rect.width, (slot7 - 0.5) * rtf(slot0.interface).rect.height, 0) end function slot4(slot0) slot1 = rtf(slot0) slot2 = slot1.rect slot3 = slot2.width * slot1.lossyScale.x slot4 = slot2.height * slot1.lossyScale.y slot5 = slot1.position return UnityEngine.Rect.New(slot5.x - slot3 / 2, slot5.y - slot4 / 2, slot3, slot4) end function slot0.checkInterfaceIntersect(slot0) slot1 = {} slot2 = false slot3 = { [slot9] = uv0(slot9:Find("rect")) } slot4 = uv0(slot0.interface) for slot8, slot9 in ipairs(slot0.components) do -- Nothing end for slot8, slot9 in ipairs(slot0.components) do for slot13, slot14 in ipairs(slot0.components) do if slot9 ~= slot14 and slot3[slot9]:Overlaps(slot3[slot14]) then slot1[slot14] = true end end if slot8 > 1 then if not slot4:Contains(Vector2.New(slot3[slot9].xMin, slot3[slot9].yMin)) or not slot4:Contains(Vector2.New(slot3[slot9].xMax, slot3[slot9].yMax)) then slot1[slot9] = true end end end for slot8, slot9 in ipairs(slot0.components) do if slot1[slot9] then findTF(slot9, "rect"):GetComponent(typeof(Image)).color = uv1.CLD_RED slot2 = true else slot10.color = uv1.DEFAULT_GREY end end return slot2 end function slot0.revertInterfaceSetting(slot0, slot1) slot3 = ys.Battle.BattleConfig.SKILL_BUTTON_DEFAULT_PREFERENCE slot0:setInterfaceAnchor(slot0.stick, "joystick_anchorX", "joystick_anchorY", ys.Battle.BattleConfig.JOY_STICK_DEFAULT_PREFERENCE, slot1) slot0:setInterfaceAnchor(slot0.skillBtn1, "skill_1_anchorX", "skill_1_anchorY", slot3[1], slot1) slot0:setInterfaceAnchor(slot0.skillBtn2, "skill_2_anchorX", "skill_2_anchorY", slot3[2], slot1) slot0:setInterfaceAnchor(slot0.skillBtn3, "skill_3_anchorX", "skill_3_anchorY", slot3[3], slot1) slot0:setInterfaceAnchor(slot0.skillBtn4, "skill_4_anchorX", "skill_4_anchorY", slot3[4], slot1) slot0:saveInterfaceSetting() end function slot0.saveInterfaceSetting(slot0) slot0:overrideInterfaceSetting(slot0.stick, "joystick_anchorX", "joystick_anchorY") slot0:overrideInterfaceSetting(slot0.skillBtn1, "skill_1_anchorX", "skill_1_anchorY") slot0:overrideInterfaceSetting(slot0.skillBtn2, "skill_2_anchorX", "skill_2_anchorY") slot0:overrideInterfaceSetting(slot0.skillBtn3, "skill_3_anchorX", "skill_3_anchorY") slot0:overrideInterfaceSetting(slot0.skillBtn4, "skill_4_anchorX", "skill_4_anchorY") end function slot0.overrideInterfaceSetting(slot0, slot1, slot2, slot3) slot4 = rtf(slot0.interface).rect.width slot5 = rtf(slot0.interface).rect.height PlayerPrefs.SetFloat(slot2, (slot1.localPosition.x + slot4 * 0.5) / slot4) PlayerPrefs.SetFloat(slot3, (slot1.localPosition.y + slot5 * 0.5) / slot5) end function slot0.updateSoundDownloadState(slot0) slot3, slot4, slot5, slot6, slot7 = nil slot8 = false if BundleWizard.Inst:GetGroupMgr("CV").state == DownloadState.None then slot3 = i18n("word_soundfiles_download_title") slot4 = i18n("word_soundfiles_download") slot5 = "DOWNLOAD" slot6 = 0 slot7 = false elseif slot2 == DownloadState.Checking then slot3 = i18n("word_soundfiles_checking_title") slot4 = i18n("word_soundfiles_checking") slot5 = "CHECKING" slot6 = 0 slot7 = false elseif slot2 == DownloadState.CheckToUpdate then slot3 = i18n("word_soundfiles_checkend_title") slot4 = i18n("word_soundfiles_checkend") slot5 = string.format("V.%d > V.%d", slot1.localVersion.Build, slot1.serverVersion.Build) slot6 = 0 slot7 = true elseif slot2 == DownloadState.CheckOver then slot3 = i18n("word_soundfiles_checkend_title") slot4 = i18n("word_soundfiles_noneedupdate") slot5 = "V." .. slot1.CurrentVersion.Build slot6 = 1 slot7 = false elseif slot2 == DownloadState.CheckFailure then slot3 = i18n("word_soundfiles_checkfailed") slot4 = i18n("word_soundfiles_retry") slot5 = string.format("ERROR(CODE:%d)", slot1.errorCode) slot6 = 0 slot7 = false elseif slot2 == DownloadState.Updating then slot3 = i18n("word_soundfiles_update") slot4 = string.format("(%d/%d)", slot1.downloadCount, slot1.downloadTotal) slot5 = slot1.downPath slot6 = slot1.downloadCount / math.max(slot1.downloadTotal, 1) slot7 = false slot8 = true elseif slot2 == DownloadState.UpdateSuccess then slot3 = i18n("word_soundfiles_update_end_title") slot4 = i18n("word_soundfiles_update_end") slot5 = "V." .. slot1.CurrentVersion.Build slot6 = 1 slot7 = false elseif slot2 == DownloadState.UpdateFailure then slot3 = i18n("word_soundfiles_update_failed") slot4 = i18n("word_soundfiles_update_retry") slot5 = string.format("ERROR(CODE:%d)", slot1.errorCode) slot6 = slot1.downloadCount / math.max(slot1.downloadTotal, 1) slot7 = true end if slot5:len() > 15 then slot5 = slot5:sub(1, 12) .. "..." end setText(slot0.soundDownloadInfo1, slot4) setText(slot0.soundDownloadInfo2, slot5) setAnchoredPosition(slot0.soundDownloadInfo2, { x = slot2 == DownloadState.CheckToUpdate and 82.5 or 91.5 }) setSlider(slot0.soundDownloadProgress, 0, 1, slot6) setActive(slot0.soundDownloadProgressHandle, slot6 ~= 0 and slot6 ~= 1) setActive(slot0.soundDownloadDot, slot7) setActive(slot0.soundDownloadLoading, slot8) setActive(slot0.soundDownloadLabelNew, slot2 == DownloadState.CheckToUpdate) end function slot0.updateLive2DDownloadState(slot0) slot3, slot4, slot5, slot6, slot7 = nil slot8 = false if BundleWizard.Inst:GetGroupMgr("L2D").state == DownloadState.None then slot3 = i18n("word_live2dfiles_download_title") slot4 = i18n("word_live2dfiles_download") slot5 = "DOWNLOAD" slot6 = 0 slot7 = false elseif slot2 == DownloadState.Checking then slot3 = i18n("word_live2dfiles_checking_title") slot4 = i18n("word_live2dfiles_checking") slot5 = "CHECKING" slot6 = 0 slot7 = false elseif slot2 == DownloadState.CheckToUpdate then if slot1.serverVersion.Build <= slot1.localVersion.Build then slot1.state = DownloadState.CheckOver slot0:updateLive2DDownloadState() return end slot3 = i18n("word_live2dfiles_checkend_title") slot4 = i18n("word_live2dfiles_checkend") slot5 = string.format("V.%d > V.%d", slot1.localVersion.Build, slot1.serverVersion.Build) slot6 = 0 slot7 = true elseif slot2 == DownloadState.CheckOver then slot3 = i18n("word_live2dfiles_checkend_title") slot4 = i18n("word_live2dfiles_noneedupdate") slot5 = "V." .. slot1.CurrentVersion.Build slot6 = 1 slot7 = false elseif slot2 == DownloadState.CheckFailure then slot3 = i18n("word_live2dfiles_checkfailed") slot4 = i18n("word_live2dfiles_retry") slot5 = string.format("ERROR(CODE:%d)", slot1.errorCode) slot6 = 0 slot7 = false elseif slot2 == DownloadState.Updating then slot3 = i18n("word_live2dfiles_update") slot4 = string.format("(%d/%d)", slot1.downloadCount, slot1.downloadTotal) slot5 = slot1.downPath slot6 = slot1.downloadCount / math.max(slot1.downloadTotal, 1) slot7 = false slot8 = true elseif slot2 == DownloadState.UpdateSuccess then slot3 = i18n("word_live2dfiles_update_end_title") slot4 = i18n("word_live2dfiles_update_end") slot5 = "V." .. slot1.CurrentVersion.Build slot6 = 1 slot7 = false elseif slot2 == DownloadState.UpdateFailure then slot3 = i18n("word_live2dfiles_update_failed") slot4 = i18n("word_live2dfiles_update_retry") slot5 = string.format("ERROR(CODE:%d)", slot1.errorCode) slot6 = slot1.downloadCount / math.max(slot1.downloadTotal, 1) slot7 = true end if slot5:len() > 15 then slot5 = slot5:sub(1, 12) .. "..." end setText(slot0.live2DDownloadInfo1, slot4) setText(slot0.live2DDownloadInfo2, slot5) setAnchoredPosition(slot0.live2DDownloadInfo2, { x = slot2 == DownloadState.CheckToUpdate and 82.5 or 91.5 }) setSlider(slot0.live2DDownloadProgress, 0, 1, slot6) setActive(slot0.live2DDownloadProgressHandle, slot6 ~= 0 and slot6 ~= 1) setActive(slot0.live2DDownloadDot, slot7) setActive(slot0.live2DDownloadLoading, slot8) setActive(slot0.live2DDownloadLabelNew, slot2 == DownloadState.CheckToUpdate) end function slot0.updateGalleryDownloadState(slot0) slot3, slot4, slot5, slot6, slot7 = nil slot8 = false if BundleWizard.Inst:GetGroupMgr("GALLERY_PIC").state == DownloadState.None then slot3 = i18n("word_soundfiles_download_title") slot4 = i18n("word_soundfiles_download") slot5 = "DOWNLOAD" slot6 = 0 slot7 = false elseif slot2 == DownloadState.Checking then slot3 = i18n("word_soundfiles_checking_title") slot4 = i18n("word_soundfiles_checking") slot5 = "CHECKING" slot6 = 0 slot7 = false elseif slot2 == DownloadState.CheckToUpdate then slot3 = i18n("word_soundfiles_checkend_title") slot4 = i18n("word_soundfiles_checkend") slot5 = string.format("V.%d > V.%d", slot1.localVersion.Build, slot1.serverVersion.Build) slot6 = 0 slot7 = true elseif slot2 == DownloadState.CheckOver then slot3 = i18n("word_soundfiles_checkend_title") slot4 = i18n("word_soundfiles_noneedupdate") slot5 = "V." .. slot1.CurrentVersion.Build slot6 = 1 slot7 = false elseif slot2 == DownloadState.CheckFailure then slot3 = i18n("word_soundfiles_checkfailed") slot4 = i18n("word_soundfiles_retry") slot5 = string.format("ERROR(CODE:%d)", slot1.errorCode) slot6 = 0 slot7 = false elseif slot2 == DownloadState.Updating then slot3 = i18n("word_soundfiles_update") slot4 = string.format("(%d/%d)", slot1.downloadCount, slot1.downloadTotal) slot5 = slot1.downPath slot6 = slot1.downloadCount / math.max(slot1.downloadTotal, 1) slot7 = false slot8 = true elseif slot2 == DownloadState.UpdateSuccess then slot3 = i18n("word_soundfiles_update_end_title") slot4 = i18n("word_soundfiles_update_end") slot5 = "V." .. slot1.CurrentVersion.Build slot6 = 1 slot7 = false elseif slot2 == DownloadState.UpdateFailure then slot3 = i18n("word_soundfiles_update_failed") slot4 = i18n("word_soundfiles_update_retry") slot5 = string.format("ERROR(CODE:%d)", slot1.errorCode) slot6 = slot1.downloadCount / math.max(slot1.downloadTotal, 1) slot7 = true end if slot5:len() > 15 then slot5 = slot5:sub(1, 12) .. "..." end setText(slot0.galleryDownloadInfo1, slot4) setText(slot0.galleryDownloadInfo2, slot5) setAnchoredPosition(slot0.galleryDownloadInfo2, { x = slot2 == DownloadState.CheckToUpdate and 82.5 or 91.5 }) setSlider(slot0.galleryDownloadProgress, 0, 1, slot6) setActive(slot0.galleryDownloadProgressHandle, slot6 ~= 0 and slot6 ~= 1) setActive(slot0.galleryDownloadDot, slot7) setActive(slot0.galleryDownloadLoading, slot8) setActive(slot0.galleryDownloadLabelNew, slot2 == DownloadState.CheckToUpdate) end function slot0.updateMusicDownloadState(slot0) slot3, slot4, slot5, slot6, slot7 = nil slot8 = false if BundleWizard.Inst:GetGroupMgr("GALLERY_BGM").state == DownloadState.None then slot3 = i18n("word_soundfiles_download_title") slot4 = i18n("word_soundfiles_download") slot5 = "DOWNLOAD" slot6 = 0 slot7 = false elseif slot2 == DownloadState.Checking then slot3 = i18n("word_soundfiles_checking_title") slot4 = i18n("word_soundfiles_checking") slot5 = "CHECKING" slot6 = 0 slot7 = false elseif slot2 == DownloadState.CheckToUpdate then slot3 = i18n("word_soundfiles_checkend_title") slot4 = i18n("word_soundfiles_checkend") slot5 = string.format("V.%d > V.%d", slot1.localVersion.Build, slot1.serverVersion.Build) slot6 = 0 slot7 = true elseif slot2 == DownloadState.CheckOver then slot3 = i18n("word_soundfiles_checkend_title") slot4 = i18n("word_soundfiles_noneedupdate") slot5 = "V." .. slot1.CurrentVersion.Build slot6 = 1 slot7 = false elseif slot2 == DownloadState.CheckFailure then slot3 = i18n("word_soundfiles_checkfailed") slot4 = i18n("word_soundfiles_retry") slot5 = string.format("ERROR(CODE:%d)", slot1.errorCode) slot6 = 0 slot7 = false elseif slot2 == DownloadState.Updating then slot3 = i18n("word_soundfiles_update") slot4 = string.format("(%d/%d)", slot1.downloadCount, slot1.downloadTotal) slot5 = slot1.downPath slot6 = slot1.downloadCount / math.max(slot1.downloadTotal, 1) slot7 = false slot8 = true elseif slot2 == DownloadState.UpdateSuccess then slot3 = i18n("word_soundfiles_update_end_title") slot4 = i18n("word_soundfiles_update_end") slot5 = "V." .. slot1.CurrentVersion.Build slot6 = 1 slot7 = false elseif slot2 == DownloadState.UpdateFailure then slot3 = i18n("word_soundfiles_update_failed") slot4 = i18n("word_soundfiles_update_retry") slot5 = string.format("ERROR(CODE:%d)", slot1.errorCode) slot6 = slot1.downloadCount / math.max(slot1.downloadTotal, 1) slot7 = true end if slot5:len() > 15 then slot5 = slot5:sub(1, 12) .. "..." end setText(slot0.musicDownloadInfo1, slot4) setText(slot0.musicDownloadInfo2, slot5) setAnchoredPosition(slot0.musicDownloadInfo2, { x = slot2 == DownloadState.CheckToUpdate and 82.5 or 91.5 }) setSlider(slot0.musicDownloadProgress, 0, 1, slot6) setActive(slot0.musicDownloadProgressHandle, slot6 ~= 0 and slot6 ~= 1) setActive(slot0.musicDownloadDot, slot7) setActive(slot0.musicDownloadLoading, slot8) setActive(slot0.musicDownloadLabelNew, slot2 == DownloadState.CheckToUpdate) end slot5 = nil function slot6() slot0 = pg.SecondaryPWDMgr.GetInstance() uv0 = uv0 or { [slot0.UNLOCK_SHIP] = { title = i18n("words_settings_unlock_ship") }, [slot0.RESOLVE_EQUIPMENT] = { title = i18n("words_settings_resolve_equip") }, [slot0.UNLOCK_COMMANDER] = { title = i18n("words_settings_unlock_commander") }, [slot0.CREATE_INHERIT] = { title = i18n("words_settings_create_inherit") } } return uv0 end function slot0.initOtherPanel(slot0) if PlayerPrefs.GetFloat("firstIntoOtherPanel") == 0 then setActive(slot0.otherToggle:Find("tip"), true) end slot0.otherContent = slot0:findTF("main/other/scroll_view/Viewport/content") slot0.redeem = slot0:findTF("redeem", slot0.otherContent) slot1 = true setActive(slot0:findTF("account", slot0.otherContent), false) if PLATFORM_CODE == PLATFORM_CH or PLATFORM_CODE == PLATFORM_KR then if PLATFORM_CODE == PLATFORM_KR then slot0:initKrHelp() end if PLATFORM == PLATFORM_IPHONEPLAYER then slot1 = false end elseif PLATFORM_CODE == PLATFORM_JP then slot0.accountJP = slot0:findTF("account", slot0.otherContent) setActive(slot0.accountJP, true) slot0:initJPAccountPanel(slot0.accountJP) if PLATFORM == PLATFORM_IPHONEPLAYER then slot1 = false end elseif PLATFORM_CODE == PLATFORM_US then slot0.accountUS = slot0:findTF("account_us", slot0.otherContent) setActive(slot0.accountUS, true) slot0:initUSAccountPanel(slot0.accountUS) slot1 = false elseif PLATFORM_CODE == PLATFORM_CHT then slot0.accountTw = slot0:findTF("account_tw", slot0.otherContent) setActive(slot0.accountTw, true) slot0:UpdateTwAccountPanel(slot0.accountTw) if PLATFORM == PLATFORM_IPHONEPLAYER then slot1 = false end end if slot1 then setActive(slot0.redeem, true) slot0.codeInput = slot0:findTF("voucher", slot0.redeem) slot0.placeholder = slot0:findTF("Placeholder", slot0.codeInput) slot0.placeholder:GetComponent(typeof(Text)).text = i18n("exchangecode_use_placeholder") slot0.achieveBtn = slot0:findTF("submit", slot0.codeInput) onButton(slot0, slot0.achieveBtn, function () pg.m02:sendNotification(GAME.EXCHANGECODE_USE, { key = uv0.codeInput:GetComponent(typeof(InputField)).text }) end, SFX_CONFIRM) setGray(slot0.achieveBtn, getInputText(slot0.codeInput) == "") onInputChanged(slot0, slot0.codeInput, function () setGray(uv0.achieveBtn, getInputText(uv0.codeInput) == "") end) else setActive(slot0.redeem, false) end slot0.notchPanel = slot0:findTF("main/options/scroll_view/Viewport/content/notch_setting") if ADAPT_NOTICE < Screen.width / Screen.height - 0.001 then setActive(slot0.notchPanel, true) slot0.notchSlider = slot0:findTF("slider", slot0.notchPanel) setSlider(slot0.notchSlider, ADAPT_MIN, slot2, getProxy(SettingsProxy):GetScreenRatio()) slot0:initSoundSlider(slot0.notchSlider, function (slot0) uv0:SetScreenRatio(slot0) NotchAdapt.CheckNotchRatio = slot0 NotchAdapt.AdjustUI() end) else setActive(slot0.notchPanel, false) end onButton(slot0, slot0:findTF("secondpwd/btnhelp", slot0.otherContent), function () pg.MsgboxMgr.GetInstance():ShowMsgBox({ type = MSGBOX_TYPE_HELP, helps = i18n("secondary_password_help") }) end) slot4 = slot0:findTF("secondpwd", slot0.otherContent) slot9 = getProxy(SecondaryPWDProxy):getRawData() onButton(slot0, slot4:Find("options/close"), function () if uv0.state > 0 then uv1:ChangeSetting({}, function () uv0:updateOtherPanel() end) end end, SFX_UI_TAG) onButton(slot0, slot4:Find("options/open"), function () if uv0.state <= 0 then function slot0() uv0:SetPassword(function () uv0:updateOtherPanel() end) end if PlayerPrefs.GetFloat("firstOpenSecondaryPassword") == 0 then pg.MsgboxMgr.GetInstance():ShowMsgBox({ type = MSGBOX_TYPE_HELP, helps = i18n("secondary_password_help"), onYes = slot0, onClose = slot0 }) PlayerPrefs.SetFloat("firstOpenSecondaryPassword", 1) PlayerPrefs.Save() else slot0() end end end, SFX_UI_TAG) slot0.secPwdOpts = {} for slot15, slot16 in ipairs(uv0()) do if table.contains(pg.SecondaryPWDMgr.GetInstance().LIMITED_OPERATION, slot15) then slot17 = cloneTplTo(slot0:findTF("notify_tpl"), slot0:findTF("limited_operations/options", slot0.otherContent)) slot0.secPwdOpts[slot15] = slot17 setText(slot0:findTF("Text", slot17), slot16.title) onButton(slot0, slot17, function () slot1 = nil if not table.contains(uv0.system_list, uv1) then slot1 = Clone(uv0.system_list) slot1[#slot1 + 1] = uv1 table.sort(slot1, function (slot0, slot1) return slot0 < slot1 end) elseif slot0 then for slot5 = #Clone(uv0.system_list), 1, -1 do if slot1[slot5] == uv1 then table.remove(slot1, slot5) end end end uv2:ChangeSetting(slot1, function () uv0:updateOtherPanel() end) end, SFX_UI_TAG) end end slot0:UpdateAgreementPanel() slot0:updateOtherPanel() end function slot0.UpdateAgreementPanel(slot0) slot2 = PLATFORM_CODE == PLATFORM_CH setActive(slot0:findTF("agreement", slot0.otherContent), slot2) if slot2 then onButton(slot0, slot1:Find("private"), function () pg.SdkMgr.GetInstance():ShowPrivate() end, SFX_PANEL) onButton(slot0, slot1:Find("licence"), function () pg.SdkMgr.GetInstance():ShowLicence() end, SFX_PANEL) end end function slot0.updateOtherPanel(slot0) slot1 = slot0:findTF("secondpwd", slot0.otherContent) slot2 = slot1:Find("options/close") slot3 = slot1:Find("options/open") slot4 = pg.SecondaryPWDMgr.GetInstance() slot7 = getProxy(SecondaryPWDProxy):getRawData().state > 0 setActive(slot2:Find("on"), not slot7) setActive(slot2:Find("off"), slot7) setActive(slot3:Find("on"), slot7) setActive(slot3:Find("off"), not slot7) for slot11, slot12 in pairs(slot0.secPwdOpts) do slot13 = table.contains(slot6.system_list, slot11) slot12:GetComponent(typeof(Button)).interactable = slot7 setActive(slot12:Find("on/on_on"), slot13) setActive(slot12:Find("off/off_off"), slot13) setActive(slot12:Find("on/on_off"), not slot13) setActive(slot12:Find("off/off_on"), not slot13) end end function slot0.clearExchangeCode(slot0) slot0.codeInput:GetComponent(typeof(InputField)).text = "" end slot7 = true function slot0.onAddToggleEvent(slot0, slot1, slot2, slot3, slot4, slot5) slot7 = GetComponent(slot2, typeof(Toggle)).onValueChanged pg.DelegateInfo.Add(slot1, slot7) slot7:AddListener(function (slot0) if uv0 then if slot0 and uv1 and uv2.isOn == slot0 then uv1 = SFX_UI_TAG pg.CriMgr.GetInstance():PlaySoundEffect_V3(uv1) elseif not slot0 and uv3 then pg.CriMgr.GetInstance():PlaySoundEffect_V3(uv3) end end uv4(slot0) end) if not IsNil(GetComponent(slot2, typeof(UIToggleEvent))) then slot8:Rebind() end end function slot0.didEnter(slot0) onButton(slot0, slot0.backButton, function () uv0:emit(uv1.ON_BACK) end, SFX_CANCEL) onButton(slot0, slot0.logoutButton, function () pg.MsgboxMgr.GetInstance():ShowMsgBox({ content = i18n("main_settingsScene_quest_exist"), onYes = function () uv0:emit(SettingsMediator.ON_LOGOUT) end }) end, SFX_PANEL) onButton(slot0, slot0.helpUS, function () pg.SdkMgr.GetInstance():OpenYostarHelp() end) slot0:onAddToggleEvent(slot0, slot0.otherToggle, function (slot0) if slot0 and PlayerPrefs.GetFloat("firstIntoOtherPanel") == 0 then setActive(uv0.otherToggle:Find("tip"), false) slot2 = uv0:findTF("main/other/scroll_view/Viewport/content") setAnchoredPosition(slot2, { x = slot2.anchoredPosition.x, y = -uv0:findTF("secondpwd", slot2).anchoredPosition.y }) PlayerPrefs.SetFloat("firstIntoOtherPanel", 1) PlayerPrefs.Save() end end) slot1 = slot0.soundToggle if slot0.contextData.toggle and uv0.EnterToggle[slot0.contextData.toggle] then slot1 = slot0[slot0.contextData.toggle .. "Toggle"] end triggerToggle(slot1, true) if slot1 == slot0.optionsToggle and slot0.contextData.scroll then if slot0._tf:Find("main/options/scroll_view"):Find("Viewport"):Find("content"):Find(slot0.contextData.scroll) then onDelayTick(function () scrollTo(uv3, nil, 1 - math.clamp(math.abs(uv0.anchoredPosition.y) / (uv1.rect.height - uv2.rect.height), 0, 1)) end, 0.05) end end end function slot0.onBackPressed(slot0) if isActive(slot0.repairMask) then return end pg.CriMgr.GetInstance():PlaySoundEffect_V3(SFX_CANCEL) if isActive(GameObject.Find("OverlayCamera/Overlay/UIMain/DialogPanel")) then triggerButton(slot1.transform:Find("dialog/title/back")) return end slot0:emit(uv0.ON_BACK) if BUTTON_SOUND_EFFECT then pg.CriMgr.GetInstance():PlaySoundEffect_V3(SFX_CANCEL) end end function slot0.clearCV(slot0) if slot0._currentVoice then slot0._currentVoice:Stop(true) end slot0._currentVoice = nil if slot0._cvList then for slot4, slot5 in pairs(slot0._cvList) do pg.CriMgr.UnloadCVBank(pg.CriMgr.GetCVBankName(slot4)) pg.CriMgr.UnloadCVBank(pg.CriMgr.GetBattleCVBankName(slot4)) end end slot0._cvList = nil end function slot0.willExit(slot0) if slot0.eventTriggers then for slot4, slot5 in pairs(slot0.eventTriggers) do ClearEventTrigger(slot4) end slot0.eventTriggers = nil end slot0:clearCV() slot0.soundDownloadTimer:Stop() slot0.soundDownloadTimer = nil slot0.live2DDownloadTimer:Stop() slot0.live2DDownloadTimer = nil slot0.galleryDownloadTimer:Stop() slot0.galleryDownloadTimer = nil slot0.musicDownloadTimer:Stop() slot0.musicDownloadTimer = nil slot0.userProxy = nil slot0.msgBox:Destroy() slot0.msgBox = nil end function slot0.initJPAccountPanel(slot0, slot1) slot0.userProxy = getProxy(UserProxy) slot0.accountTwitterUI = slot0:findTF("page1", slot1) slot0.goTranscodeUIBtn = slot0:findTF("bind_account", slot0:findTF("btn_layout/account_con", slot0.accountTwitterUI)) slot3 = slot0:findTF("btn_layout/twitter_con", slot0.accountTwitterUI) slot0.twitterBtn = slot0:findTF("bind_twitter", slot3) slot0.twitterUnlinkBtn = slot0:findTF("unlink_twitter", slot3) slot0.twitterLinkSign = slot0:findTF("twitter_status", slot3) slot4 = slot0:findTF("btn_layout/apple_con", slot0.accountTwitterUI) slot0.appleBtn = slot0:findTF("bind_apple", slot4) slot0.appleUnlinkBtn = slot0:findTF("unlink_apple", slot4) slot0.appleLinkSign = slot0:findTF("apple_status", slot4) setActive(slot4, PLATFORM_CODE == PLATFORM_JP and pg.SdkMgr.GetInstance():GetChannelUID() == "1") slot5 = slot0:findTF("btn_layout/amazon_con", slot0.accountTwitterUI) slot0.amazonBtn = slot0:findTF("bind_amazon", slot5) slot0.amazonUnlinkBtn = slot0:findTF("unlink_amazon", slot5) slot0.amazonLinkSign = slot0:findTF("amazon_status", slot5) setActive(slot5, PLATFORM_CODE == PLATFORM_JP and pg.SdkMgr.GetInstance():GetChannelUID() == "3") slot0.transcodeUI = slot0:findTF("page2", slot1) slot0.uidTxt = slot0:findTF("account_name/Text", slot0.transcodeUI) slot0.transcodeTxt = slot0:findTF("password/Text", slot0.transcodeUI) slot0.getCodeBtn = slot0:findTF("publish_transcode", slot0.transcodeUI) slot0.codeDesc = slot0:findTF("title_desc", slot0.transcodeUI) onButton(slot0, slot0.getCodeBtn, function () if uv0.transcode == "" then slot1 = pg.SecondaryPWDMgr slot1:LimitedOperation(slot1.CREATE_INHERIT, nil, function () pg.SdkMgr.GetInstance():TranscodeRequest() end) end end) onButton(slot0, slot0.twitterBtn, function () pg.SdkMgr.GetInstance():LinkSocial(AIRI_PLATFORM_TWITTER) end) onButton(slot0, slot0.twitterUnlinkBtn, function () pg.SdkMgr.GetInstance():UnlinkSocial(AIRI_PLATFORM_TWITTER) end) onButton(slot0, slot0.appleBtn, function () pg.SdkMgr.GetInstance():LinkSocial(AIRI_PLATFORM_APPLE) end) onButton(slot0, slot0.appleUnlinkBtn, function () pg.SdkMgr.GetInstance():UnlinkSocial(AIRI_PLATFORM_APPLE) end) onButton(slot0, slot0.amazonBtn, function () pg.SdkMgr.GetInstance():LinkSocial(AIRI_PLATFORM_AMAZON) end) onButton(slot0, slot0.amazonUnlinkBtn, function () pg.SdkMgr.GetInstance():UnlinkSocial(AIRI_PLATFORM_AMAZON) end) onButton(slot0, slot0.goTranscodeUIBtn, function () setActive(uv0.accountTwitterUI, false) setActive(uv0.transcodeUI, true) end) slot0:checkAllAccountState() end function slot0.checkAllAccountState(slot0) slot0:checkTranscodeView() slot0:checkAccountTwitterView() slot0:checkAccountAppleView() slot0:checkAccountAmazonView() end function slot0.showTranscode(slot0, slot1) slot0.userProxy:saveTranscode(slot1) slot0:checkTranscodeView() end function slot0.checkTranscodeView(slot0) slot0.transcode = pg.SdkMgr.GetInstance():GetYostarTransCode() or "" if not slot0.transcode or slot0.transcode == "" or slot0.transcode == "NULL" then slot0.transcode = slot0.userProxy:getTranscode() end setActive(slot0.codeDesc, slot0.transcode ~= "") setActive(slot0.getCodeBtn, slot0.transcode == "") if slot0.transcode ~= "" then setText(slot0.uidTxt, pg.SdkMgr.GetInstance():GetYostarUid()) setText(slot0.transcodeTxt, slot0.transcode) end end function slot0.checkAccountTwitterView(slot0) slot1 = pg.SdkMgr.GetInstance():IsSocialLink(AIRI_PLATFORM_TWITTER) setActive(slot0.twitterUnlinkBtn, slot1) setActive(slot0.twitterLinkSign, slot1) setActive(slot0.twitterBtn, not slot1) if slot1 then setText(slot0.twitterLinkSign, i18n("twitter_link_title", pg.SdkMgr.GetInstance():GetSocialName(AIRI_PLATFORM_TWITTER))) end end function slot0.checkAccountAppleView(slot0) slot1 = pg.SdkMgr.GetInstance():IsSocialLink(AIRI_PLATFORM_APPLE) setActive(slot0.appleUnlinkBtn, slot1) setActive(slot0.appleLinkSign, slot1) setActive(slot0.appleBtn, not slot1) if isTwitterLinked then setText(slot0.appleLinkSign, i18n("apple_link_title", pg.SdkMgr.GetInstance():GetSocialName(AIRI_PLATFORM_APPLE))) end end function slot0.checkAccountAmazonView(slot0) if pg.SdkMgr.GetInstance():GetChannelUID() == "3" then slot1 = pg.SdkMgr.GetInstance():IsSocialLink(AIRI_PLATFORM_AMAZON) setActive(slot0.amazonUnlinkBtn, slot1) setActive(slot0.amazonLinkSign, slot1) setActive(slot0.amazonBtn, not slot1) if isTwitterLinked then setText(slot0.amazonLinkSign, i18n("amazon_link_title", pg.SdkMgr.GetInstance():GetSocialName(AIRI_PLATFORM_AMAZON))) end end end function slot0.initUSAccountPanel(slot0, slot1) slot2 = slot0:findTF("page1", slot1) slot3 = slot0:findTF("btn_layout/twitter_con", slot2) slot0.btnBindTwitter = slot0:findTF("bind_twitter", slot3) slot0.btnUnlinkTwitter = slot0:findTF("unlink_twitter", slot3) slot0.twitterStatus = slot0:findTF("twitter_status", slot3) slot4 = slot0:findTF("btn_layout/facebook_con", slot2) slot0.btnBindFacebook = slot0:findTF("bind_facebook", slot4) slot0.btnUnlinkFacebook = slot0:findTF("unlink_facebook", slot4) slot0.facebookStatus = slot0:findTF("facebook_status", slot4) setActive(slot4, PLATFORM_CODE == PLATFORM_US and pg.SdkMgr.GetInstance():GetChannelUID() ~= "3") slot5 = slot0:findTF("btn_layout/yostar_con", slot2) slot0.btnBindYostar = slot0:findTF("bind_yostar", slot5) slot0.btnUnlinkYostar = slot0:findTF("unlink_yostar", slot5) slot0.yostarStatus = slot0:findTF("yostar_status", slot5) slot6 = slot0:findTF("btn_layout/apple_con", slot2) slot0.btnBindApple = slot0:findTF("bind_apple", slot6) slot0.btnUnlinkApple = slot0:findTF("unlink_apple", slot6) slot0.appleStatus = slot0:findTF("apple_status", slot6) setActive(slot6, PLATFORM_CODE == PLATFORM_US and pg.SdkMgr.GetInstance():GetChannelUID() == "1") slot7 = slot0:findTF("btn_layout/amazon_con", slot2) slot0.btnBindAmazon = slot0:findTF("bind_amazon", slot7) slot0.btnUnlinkAmazon = slot0:findTF("unlink_amazon", slot7) slot0.amazonStatus = slot0:findTF("amazon_status", slot7) setActive(slot7, PLATFORM_CODE == PLATFORM_US and pg.SdkMgr.GetInstance():GetChannelUID() == "3") slot0.yostarAlert = slot0:findTF("page2", slot1) slot0.yostarEmailTxt = slot0:findTF("email_input_txt", slot0.yostarAlert) slot0.yostarCodeTxt = slot0:findTF("code_input_txt", slot0.yostarAlert) slot0.yostarGenCodeBtn = slot0:findTF("gen_code_btn", slot0.yostarAlert) slot0.yostarGenTxt = slot0:findTF("Text", slot0.yostarGenCodeBtn) slot0.yostarSureBtn = slot0:findTF("login_btn", slot0.yostarAlert) onButton(slot0, slot0.btnBindTwitter, function () pg.SdkMgr.GetInstance():LinkSocial(AIRI_PLATFORM_TWITTER) end) onButton(slot0, slot0.btnUnlinkTwitter, function () pg.SdkMgr.GetInstance():UnlinkSocial(AIRI_PLATFORM_TWITTER) end) onButton(slot0, slot0.btnBindFacebook, function () pg.SdkMgr.GetInstance():LinkSocial(AIRI_PLATFORM_FACEBOOK) end) onButton(slot0, slot0.btnUnlinkFacebook, function () pg.SdkMgr.GetInstance():UnlinkSocial(AIRI_PLATFORM_FACEBOOK) end) onButton(slot0, slot0.btnBindApple, function () pg.SdkMgr.GetInstance():LinkSocial(AIRI_PLATFORM_APPLE) end) onButton(slot0, slot0.btnUnlinkApple, function () pg.SdkMgr.GetInstance():UnlinkSocial(AIRI_PLATFORM_APPLE) end) onButton(slot0, slot0.btnBindAmazon, function () pg.SdkMgr.GetInstance():LinkSocial(AIRI_PLATFORM_AMAZON) end) onButton(slot0, slot0.btnUnlinkAmazon, function () pg.SdkMgr.GetInstance():UnlinkSocial(AIRI_PLATFORM_AMAZON) end) onButton(slot0, slot0.btnBindYostar, function () pg.UIMgr.GetInstance():BlurPanel(uv0.yostarAlert, false) setActive(uv0.yostarAlert, true) end) onButton(slot0, slot0.yostarAlert, function () pg.UIMgr.GetInstance():UnblurPanel(uv0.yostarAlert, uv0.accountUS) setActive(uv0.yostarAlert, false) end) onButton(slot0, slot0.yostarGenCodeBtn, function () if getInputText(uv0.yostarEmailTxt) ~= "" then pg.SdkMgr.GetInstance():VerificationCodeReq(slot0) uv0:checkAiriGenCodeCounter_US() else pg.TipsMgr.GetInstance():ShowTips(i18n("verification_code_req_tip1")) end end) onButton(slot0, slot0.yostarSureBtn, function () slot1 = getInputText(uv0.yostarCodeTxt) if getInputText(uv0.yostarEmailTxt) ~= "" and slot1 ~= "" then pg.UIMgr.GetInstance():LoadingOn() pg.SdkMgr.GetInstance():LinkSocial(AIRI_PLATFORM_YOSTAR, slot0, slot1) else pg.TipsMgr.GetInstance():ShowTips(i18n("verification_code_req_tip3")) end triggerButton(uv0.yostarAlert) end) slot0:checkAllAccountState_US() slot0:checkAiriGenCodeCounter_US() end function slot0.checkAllAccountState_US(slot0) slot0:checkAccountTwitterView_US() slot0:checkAccountFacebookView_US() slot0:checkAccountAppleView_US() slot0:checkAccountYostarView_US() slot0:checkAccountAmazonView_US() end function slot0.checkAccountTwitterView_US(slot0) slot1 = pg.SdkMgr.GetInstance():IsSocialLink(AIRI_PLATFORM_TWITTER) setActive(slot0.btnUnlinkTwitter, slot1) setActive(slot0.twitterStatus, slot1) setActive(slot0.btnBindTwitter, not slot1) if slot1 then setText(slot0.twitterStatus, i18n("twitter_link_title", pg.SdkMgr.GetInstance():GetSocialName(AIRI_PLATFORM_TWITTER))) end end function slot0.checkAccountFacebookView_US(slot0) if PLATFORM_CODE == PLATFORM_US and pg.SdkMgr.GetInstance():GetChannelUID() ~= "3" then slot1 = pg.SdkMgr.GetInstance():IsSocialLink(AIRI_PLATFORM_FACEBOOK) setActive(slot0.btnUnlinkFacebook, slot1) setActive(slot0.facebookStatus, slot1) setActive(slot0.btnBindFacebook, not slot1) if slot1 then setText(slot0.facebookStatus, i18n("facebook_link_title", pg.SdkMgr.GetInstance():GetSocialName(AIRI_PLATFORM_FACEBOOK))) end end end function slot0.checkAccountAppleView_US(slot0) slot1 = pg.SdkMgr.GetInstance():IsSocialLink(AIRI_PLATFORM_APPLE) setActive(slot0.btnUnlinkApple, slot1) setActive(slot0.appleStatus, slot1) setActive(slot0.btnBindApple, not slot1) if slot1 then setText(slot0.appleStatus, i18n("apple_link_title", pg.SdkMgr.GetInstance():GetSocialName(AIRI_PLATFORM_APPLE))) end end function slot0.checkAccountAmazonView_US(slot0) if pg.SdkMgr.GetInstance():GetChannelUID() == "3" then slot1 = pg.SdkMgr.GetInstance():IsSocialLink(AIRI_PLATFORM_AMAZON) setActive(slot0.btnUnlinkAmazon, slot1) setActive(slot0.amazonStatus, slot1) setActive(slot0.btnBindAmazon, not slot1) if slot1 then setText(slot0.amazonStatus, i18n("amazon_link_title", pg.SdkMgr.GetInstance():GetSocialName(AIRI_PLATFORM_AMAZON))) end end end function slot0.checkAccountYostarView_US(slot0) slot1 = pg.SdkMgr.GetInstance():IsSocialLink(AIRI_PLATFORM_YOSTAR) setActive(slot0.btnUnlinkYostar, slot1) setActive(slot0.yostarStatus, slot1) setActive(slot0.btnBindYostar, not slot1) if slot1 then setText(slot0.yostarStatus, i18n("yostar_link_title", pg.SdkMgr.GetInstance():GetSocialName(AIRI_PLATFORM_YOSTAR))) end end function slot0.checkAiriGenCodeCounter_US(slot0) if GetAiriGenCodeTimeRemain() > 0 then setButtonEnabled(slot0.yostarGenCodeBtn, false) slot0.genCodeTimer = Timer.New(function () if GetAiriGenCodeTimeRemain() > 0 then setText(uv0.yostarGenTxt, "(" .. slot0 .. ")") else setText(uv0.yostarGenTxt, "Generate") uv0:clearAiriGenCodeTimer_US() end end, 1, -1):Start() end end function slot0.clearAiriGenCodeTimer_US(slot0) setButtonEnabled(slot0.yostarGenCodeBtn, true) if slot0.genCodeTimer then slot0.genCodeTimer:Stop() slot0.genCodeTimer = nil end end function slot0.initKrHelp(slot0) onButton(slot0, slot0:findTF("blur_panel/adapt/left_length/helpBtn"), function () print("help:") pg.SdkMgr.GetInstance():BugReport() end, SFX_CANCEL) end function slot0.UpdateTwAccountPanel(slot0) if PLATFORM == PLATFORM_ANDROID then setActive(slot0.accountTw:Find("page1/bind_google"), true) setActive(slot0.accountTw:Find("page1/bind_gamecenter"), false) else setActive(slot0.accountTw:Find("page1/bind_google"), true) setActive(slot0.accountTw:Find("page1/bind_gamecenter"), false) end slot2 = pg.SdkMgr.GetInstance() for slot11, slot12 in ipairs({ slot0.accountTw:Find("page1/bind_facebook"), slot0.accountTw:Find("page1/bind_google"), slot0.accountTw:Find("page1/bind_phone"), slot0.accountTw:Find("page1/bind_gamecenter") }) do slot13 = ({ slot2:IsBindFaceBook(), slot2:IsBindGoogle(), slot2:IsBindPhone(), slot2:IsBindGameCenter() })[slot11] setActive(slot12:Find("unbind"), not slot13) setActive(slot12:Find("bind"), slot13) onButton(slot0, slot12, function () if not uv0 then uv1:BindSocial(uv2) end end, SFX_PANEL) end end return slot0
411
0.831673
1
0.831673
game-dev
MEDIA
0.76379
game-dev
0.947058
1
0.947058
akhuting/gms083
2,696
src/main/resources/scripts/event/AreaBossDoor4.js
/* This file is part of the OdinMS Maple Story Server Copyright (C) 2008 Patrick Huy <patrick.huy@frz.cc> Matthias Butz <matze@odinms.de> Jan Christian Meyer <vimes@odinms.de> 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 version 3 as published by the Free Software Foundation. You may not use, modify or distribute this program under any other version of the GNU Affero General Public License. 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/>. */ /** -- Odin JavaScript -------------------------------------------------------------------------------- Door boss Spawner (based on xQuasar's King Clang spawner) **/ function init() { scheduleNew(); } function scheduleNew() { setupTask = em.schedule("start", 0); //spawns upon server start. Each 3 hours an server event checks if boss exists, if not spawns it instantly. } function cancelSchedule() { if (setupTask != null) setupTask.cancel(true); } function start() { var bossMobid = 9400633; var bossMapid = 677000012; var bossMsg = "Astaroth has appeared!"; var bossPos = new Packages.java.awt.Point(842, 0); var map = em.getChannelServer().getMapFactory().getMap(bossMapid); if (map.getMonsterById(bossMobid) != null) { em.schedule("start", 3 * 60 * 60 * 1000); return; } var boss = Packages.server.life.MapleLifeFactory.getMonster(bossMobid); map.spawnMonsterOnGroundBelow(boss, bossPos); map.broadcastMessage(Packages.tools.MaplePacketCreator.serverNotice(6, bossMsg)); em.schedule("start", 3 * 60 * 60 * 1000); } // ---------- FILLER FUNCTIONS ---------- function dispose() {} function setup(eim, leaderid) {} function monsterValue(eim, mobid) {return 0;} function disbandParty(eim, player) {} function playerDisconnected(eim, player) {} function playerEntry(eim, player) {} function monsterKilled(mob, eim) {} function scheduledTimeout(eim) {} function afterSetup(eim) {} function changedLeader(eim, leader) {} function playerExit(eim, player) {} function leftParty(eim, player) {} function clearPQ(eim) {} function allMonstersDead(eim) {} function playerUnregistered(eim, player) {}
411
0.720781
1
0.720781
game-dev
MEDIA
0.930102
game-dev
0.675074
1
0.675074
EngineHub/Intake
2,679
intake/src/main/java/com/sk89q/intake/argument/StringListArgs.java
/* * Intake, a command processing library * Copyright (C) sk89q <http://www.sk89q.com> * Copyright (C) Intake team and contributors * * This program is free software: you can redistribute it and/or modify it * under the terms of the GNU Lesser General Public License as published by the * Free Software Foundation, either version 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 Lesser General Public License * for more details. * * You should have received a copy of the GNU Lesser General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ package com.sk89q.intake.argument; import com.google.common.collect.Lists; import java.util.List; import java.util.Map; import static com.google.common.base.Preconditions.checkNotNull; class StringListArgs extends AbstractCommandArgs { private final List<String> arguments; private final Map<Character, String> flags; private final Namespace namespace; private int position = 0; StringListArgs(List<String> arguments, Map<Character, String> flags, Namespace namespace) { checkNotNull(arguments, "arguments"); checkNotNull(flags, "flags"); checkNotNull(namespace, "namespace"); this.arguments = Lists.newArrayList(arguments); this.flags = flags; this.namespace = namespace; } protected void insert(String argument) { arguments.add(position, argument); } @Override public boolean hasNext() { return position < arguments.size(); } @Override public String next() throws MissingArgumentException { try { return arguments.get(position++); } catch (IndexOutOfBoundsException ignored) { throw new MissingArgumentException(); } } @Override public String peek() throws MissingArgumentException { try { return arguments.get(position); } catch (IndexOutOfBoundsException ignored) { throw new MissingArgumentException(); } } @Override public int position() { return position; } @Override public int size() { return arguments.size(); } @Override public void markConsumed() { position = arguments.size(); } @Override public Map<Character, String> getFlags() { return flags; } @Override public Namespace getNamespace() { return namespace; } }
411
0.870421
1
0.870421
game-dev
MEDIA
0.217173
game-dev
0.788855
1
0.788855
Gibberlings3/SwordCoastStratagems
3,991
stratagems/kobold/kobold.tpa
INCLUDE ~%MOD_FOLDER%/lib/ai_wrap.tph~ DEFINE_ACTION_FUNCTION kobold BEGIN LAF kobold_core END LAF kobold_ambush END END DEFINE_ACTION_FUNCTION kobold_core BEGIN LAF check_label STR_VAR label=dw#help RET value END ACTION_IF value BEGIN OUTER_SPRINT help dw#gpsht END ELSE BEGIN OUTER_SPRINT help ~%tutu_var%koboldf~ END // items ACTION_IF enhanced_edition BEGIN OUTER_SET dagger_desc1=RESOLVE_STR_REF (@21316) OUTER_SET dagger_desc2=RESOLVE_STR_REF (@21317) OUTER_SET arrow_desc=RESOLVE_STR_REF (@21319) END ELSE BEGIN OUTER_SET dagger_desc1=RESOLVE_STR_REF (@21306) OUTER_SET dagger_desc2=RESOLVE_STR_REF (@21307) OUTER_SET arrow_desc=RESOLVE_STR_REF (@21309) END // daggers itm.copy[dagg01=>dw#kob01] [ m_identified_name:=@21304 m_unidentified_description:="%dagger_desc1%" m_identified_description:="%dagger_desc2%" m_desc_image:=cdagg03 m_icon:=idagg03 m.fx.alter{PATCH_MATCH s_parameter1 WITH 72 BEGIN s_parameter2=21 END 62 BEGIN s_parameter2=20 END 91 BEGIN s_parameter2=16 END DEFAULT END} m.ab_fx.add{s_opcode=25 s_target=2 s_duration=6 s_parameter1=1 s_parameter2=2 s_save_vs_poison=1} m.ab_fx.add{s_opcode=25 s_target=1 s_probability1=4 s_duration=6 s_parameter1=1 s_parameter2=2 s_save_vs_poison=1} ] // arrows itm.copy[arow01=>dw#kob02] [ m_identified_name:=@21308 m_identified_description:="%arrow_desc%" m.ab_fx.add{s_opcode=25 s_target=2 s_duration=6 s_parameter1=2 s_parameter2=2 s_save_vs_poison=1} m.ab_fx.add{s_opcode=25 s_target=1 s_probability1=4 s_duration=6 s_parameter1=2 s_parameter2=2 s_save_vs_poison=1} ] // install needed files LAF install STR_VAR files=~dw#kobsp.baf dw#kobch.cre dw#kobgd.cre dw#kobsh.cre galtok.d~ location=resource END // add kobold-summoning script ACTION_FOR_EACH koboldtype IN obola_a obola_c obola_e obold_a obold_c obold_e oboldal BEGIN LAF edit_creature STR_VAR creature= ~%tutu_scriptk%%koboldtype%~ editstring=~insert_script_high=>dw#kobsp~ END END LAF edit_creature INT_VAR tv=1 STR_VAR creature=kobolda editstring=~insert_script_high=>dw#kobsp~ END // Commander MAKE_PATCH steal_sounds_from=>~%tutu_var%kobold~ say_both_names=>21301 script_race=>~%help%~ remove_items=>~_arow01 _bow05~ add_items=>~%tutu_var%bow05 %tutu_var%arow01(20,quiver2)~ enforce_charclass=>is_bg1 END LAF edit_creature STR_VAR creature=dw#kobch edits=patch_data END // guards MAKE_PATCH steal_sounds_from=>~%tutu_var%kobold~ say_both_names=>21302 script_race=>~%help%~ enforce_charclass=>is_bg1 END LAF edit_creature STR_VAR creature=dw#kobgd edits=patch_data END // shaman MAKE_PATCH steal_sounds_from=>~%tutu_var%kobold~ say_both_names=>21303 strip_script=>all script_race=>~%help%~ enforce_charclass=>is_bg1 enforce_mage=>null END LAF edit_creature STR_VAR creature=dw#kobsh edits=patch_data END END DEFINE_ACTION_FUNCTION kobold_ambush BEGIN LAF extend_area_script STR_VAR area=~%NashkelMines_L3%~ top=ambush location=resource END // the "specifics" change means that they won't hear other kobolds' help cries LAF clone_creature STR_VAR creature=~dw#kobch=>dw#kbach %tutu_var%kobcomm=>dw#kbacm dw#kobsh=>dw#kbash dw#kobsh=>dw#kbas2 dw#kobgd=>dw#kbagd~ editstring=~specifics=>77~ END LAF check_label STR_VAR label=dw#mage RET value END ACTION_IF value BEGIN LAF edit_creature STR_VAR creature=dw#kbash editstring=~kit=>INVOKER enforce_mage=>null~ END LAF edit_creature STR_VAR creature=dw#kbas2 editstring=~kit=>ENCHANTER enforce_mage=>null~ END END END
411
0.894189
1
0.894189
game-dev
MEDIA
0.246548
game-dev
0.907098
1
0.907098